//level data file, all the info we need to create the level
//Anything with a "//" in front of it is just a comment and is only here for information
//background graphic, must be 320 or bigger in height and 240 or more in size
background_graphic|graphics\level1\CCCC00_BG.jpg
//these control how much the character is scaled. If you want her to get really
//small quickly, you can do that by adjusting this ratio
//the point of the farthest away a person can get in pixels, measured from the bottom
set_field_start|290
//the point where the char is the biggest, measured in pixels from the bottom (0 for the bottom of the screen)
set_field_end|0
//what percent the player should scale when farthest away (also effects speed/attack range automatically)
set_scale_mod|0.80
//this sets the area in which the player and creatures can walk, (hardboxes are overlayed over this)
//a rect is left, top, right, bottom in pixels.
rect_playfield|0|305|1600|400
//this controls where the player starts. Comment this out and it will start at the left bottom of level.
//x/y format in pixels
set_start_position|200|380
//monster settings for this level, self explanatory mostly
kills_required_to_continue|0
creatures_to_spawn|0
max_creatures_on_screen_at_once|4
//creatures will wait at least this long before spawning one after another
//(in milliseconds, 1000=one second)
spawn_delay_min|1000
//creatures will not take longer than this amount inbetween spawns
spawn_delay_max|1001
//delay before the first creature spawns, let's the player get his bearings
initial_delay|4000
//main enemy on this level
//-1 is none
//100 is wolf
//101 is zombie
//102 is ant
//104 is snow monster
//105 is dracula
//106 is mean alien
//107 is Dragon Fly
//108 is Alien
//109 is Frog
//110 is PLALL
//111 is BOSS plall
//112 is BOSS wolf
//113 is Makaila
main_enemy|-1
secondary_enemy|-1
set_boss|113
set_boss_intro_wave|sounds\\boss_intro1.wav
//level to go to after this is one is completed, leave commented out to just advance by one number
next_level|500
//500 means show endgame sequence
//up to 2000 chars, do \n for a linefeed, must be on this one line.
set_intro_scroller_text|Makaila Priest has closed the chasm, and your life essence hangs by a thread.\n\nThe deed has been done!\n\nBut has it?\n\nMakaila has your life essence, and she intends to keep it! You must defeat her in this final act of foul play to save your own soul..
set_intro_scroller_background|graphics\interface\scroll_main.jpg
//let's use ambient sound effects that will randomly play
//first let's set the minimum and maximum to wait in milliseconds between each sound
ambient_sound_activate|9000|23000
//now let's add some sounds (max of 2)
set_ambient_sound1|sounds\\belltoll.wav
//set_ambient_sound2|sounds\\not used yet.wav
//Sprite help information:
//orientation can be: be up_left, centered, down_middle, default is up left
//if "animation_active" is set, this number is how fast the anim plays.
//1000=1 second. When specifying an animation, don't include the 01.tga
//in the filename, this is added. It autoloads as many as it can find in
//the sequence.
//sprite_clear clears to defaults, sprite_create creates a sprite with the info
//currently set. This way, you could create a lot of tree sprites by just changing
//the x/y and calling create_sprite repeately, without having to set all the info
//for each tree.
//if set_sort is set, this is the y pixel cordinate at which the image is deemed
//"part of the background". Any graphic with a higher sort (y pixel) will be drawn
//in front. By default this is usually correct, it sets it to the bottom of the
//sprite.
//Animated FIRE
sprite_clear
filename|graphics\level1\CCCC01_FI
animation_active|300
set_sort|-50
cordinates|638|77
scale|100
orientation|up_left
sprite_create
//SPRITE TREE
sprite_clear
filename|graphics\level1\CCCC02_TR.png
//animation_active|300
//set_sort|-50
cordinates|1032|158
scale|100
orientation|up_left
sprite_create
//SPRITE TREE
sprite_clear
filename|graphics\level1\CCCC03_TR.png
//animation_active|300
//set_sort|-50
cordinates|1215|82
scale|100
orientation|up_left
sprite_create
//**************** HARDBOXES ******************
//for a hardbox, you set the rect, then the fourth num is the type.
//Remember: a rect is left, top, right, bottom in pixels.
//Type definations:
//type 0 is impassable
//type 1 is passable
//For overlapping areas, the order determines who gets precendence. (last one listed does)
//You should never need to use type 1 unless it's easier to make everything unpassable, then list a few rects
//to show what is passable. By default the whole playfield is passable.
//box for the big windmill
add_hardbox|1390|300|1564|340|0
//add more add_hardbox lines as needed
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