# PRE-CONFIGURATION # This config file is meant to be loaded into another config before that # config is useful; it defines the monsters that may be popped into those # worlds, defines and loads fonts, and other things the level designers # don't really want to care about # # associate images to symbolic name image-list start bluebrick bluebrick.pcx # basic 16x16 blue floor tile bluebrick32 bluebrick32.pcx brownbrick brwnbrick.pcx brownbrick32 brwnbrick32.pcx floorgreen floorgr.pcx floorgreen32 floorgr32.pcx pointyplus pointyplus.pcx grill grill.pcx skeefont skeefontaa.pcx yellowguy yellowguy.pcx shot1 shot1.pcx door16 door16.pcx convey4x convey4x.pcx convey4y convey4y.pcx door2x door2x.pcx orangekey orangekey.pcx exit exit2x.pcx buttongr buttongr.pcx buttonor buttonor.pcx fireball fireball.pcx alfatesttga alfatest.tga rotate90 textsel arrow_e.pcx testfont bigfont1.pcx image-list end font fpsfont offset_x 1 offset_y 1 char_offset_x 10 kern_offset_x 9 kern_offset_y 11 image skeefont charmap "! #$%&'[]*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz(|)~" font end font testfont offset_x 0 offset_y 0 char_offset_x 20 kern_offset_x 15 kern_offset_y 20 image testfont charmap "ABCDEFGHIJKL" font end sprite baba name baba order 1 # spr. order is 1..3 (start at 1, 3 is drawn last) speed 3 option impassable # AI details ai mob_wander # the AI to use ainear mob_robotron # the AI to use when player is "near" near 5 # 7 tiles away is "near" # dimensions; artwork dimensions and sprite body dimensions! image_width 16 image_height 16 width 16 height 16 # # while standing still anim_statedef still # if engine needs a missing state, first state used anim_steps 5 # 7 artworks in pcx file anim_offset_x 25 # artwork is 25px offset from last step anim_image pointyplus # use this image for animating this state # sprite end sprite pushwall name pushwall order 1 # spr. order is 1..3 (start at 1, 3 is drawn last) option pushable option impassable # AI details ai nil # the AI to use # dimensions; artwork dimensions and sprite body dimensions! image_width 16 image_height 16 width 16 height 16 # # while standing still anim_statedef still # if engine needs a missing state, first state used anim_steps 0 # 7 artworks in pcx file anim_offset_x 0 # artwork is 25px offset from last step anim_image grill # use this image for animating this state # sprite end sprite fireballd name fireball order 1 ai mob_bounce speed 4 start_direction down option ethereal option indestructable image_width 16 image_height 16 width 16 height 16 anim_statedef still anim_steps 1 anim_image fireball sprite end sprite orangekey name OrangeKey order 1 # spr. order is 1..3 (start at 1, 3 is drawn last) option carryable option indestructable option impassable ai nil ainear mob_flee near 5 speed 3 # dimensions; artwork dimensions and sprite body dimensions! image_width 20 image_height 12 width 20 height 12 # # while standing still anim_statedef still anim_steps 1 anim_image orangekey # sprite end sprite babagen name babagen ai mob_generator # the AI to use ainear mob_flee speed 3 near 5 option impassable image_width 16 image_height 16 width 16 height 16 order 1 # order is 1..3 (start at 1, 3 is drawn last) # anim_statedef still # animation state 1; 1..n (start at 1) anim_steps 1 # 7 artworks in pcx file anim_offset_x 0 # artwork is 25px offset from last step anim_offset_y 0 anim_image door16 # use this image for animating this state # sprite end sprite babagen2 name babagen2 ai mob_generator # the AI to use image_width 16 image_height 16 option impassable width 16 height 16 order 1 # order is 1..3 (start at 1, 3 is drawn last) # anim_statedef still # animation state 1; 1..n (start at 1) anim_steps 1 # 7 artworks in pcx file anim_offset_x 0 # artwork is 25px offset from last step anim_offset_y 0 anim_image door16 # use this image for animating this state # sprite end sprite fblauncher name FireBallLauncher ai mob_generator # the AI to use image_width 16 image_height 16 width 16 height 16 order 1 # order is 1..3 (start at 1, 3 is drawn last) # anim_statedef still # animation state 1; 1..n (start at 1) anim_steps 1 # 7 artworks in pcx file anim_offset_x 0 # artwork is 25px offset from last step anim_offset_y 0 anim_image door16 # use this image for animating this state # sprite end sprite arrow # don't need 4/8 arrows.. use states! name arrow option airborne option impassable ai mob_arrow # the AI to use speed 10 width 8 height 8 image_width 8 image_height 8 order 2 # order is 1..3 (start at 1, 3 is drawn last) anim_statedef still # animation state 1; 1..n (start at 1) anim_steps 1 # 7 artworks in pcx file anim_image shot1 # use this image for animating this state sprite end sprite alpha # don't need 4/8 arrows.. use states! name alpha option airborne option impassable option ethereal ai mob_wander near 3 ainear mob_robotron # the AI to use width 32 height 32 image_width 32 image_height 32 order 2 # order is 1..3 (start at 1, 3 is drawn last) anim_statedef still # animation state 1; 1..n (start at 1) anim_steps 1 # 7 artworks in pcx file anim_image alfatesttga # use this image for animating this state sprite end sprite player name player ai player speed 2 # player moves twice as often as everything else! option impassable # render order (1 is first, 3 is last) order 1 # location of body within sprite width 16 height 12 offset_y 9 # artwork for sprite image_width 16 image_height 21 # while standing still anim_statedef still anim_steps 1 anim_image yellowguy # 16x21px # while moving up anim_statedef up # if engine needs a missing state, first state used anim_steps 5 # 7 artworks in pcx file anim_offset_x 25 # artwork is 25px offset from last step anim_image pointyplus # use this image for animating this state # anim_statedef left # if engine needs a missing state, first state used anim_steps 1 # 7 artworks in pcx file anim_image textsel # use this image for animating this state # anim_statedef down # if engine needs a missing state, first state used anim_steps 5 # 7 artworks in pcx file anim_offset_x 25 # artwork is 25px offset from last step anim_image pointyplus # use this image for animating this state # sprite end