#////////////////////////////////////////////// # Amphetamine parameter file # # (c/o) 1999 Jonas Spillmann # # PLEASE DO NOT CHANGE ANYTHING IN THIS FILE # In emergence cases do at least backup this file #///////////////////////////////////////////// # # Physical and other parameters for Amphetamine # kVelocityUnit = 0.007 kPlayerAcceleration = 0.007 kPlayerLiquidAccel = 0.06 kRunScaleFactor = 2.0 kJumpVelocity = 22.0 kJumpAccelerationTime = 600 kTeleportTime = 700 kInitialOxygen = 100 # measured in unit oxygen in one millisecond kOxygenDecrease = 0.0013 kLavaDamage = 2 kPickupTime = 500 # Width of player used for collision detecting kPlayerWidth = 24 # Collisionshape for bullets are a square of kBulletWidth x kBulletWidth kBulletWidth = 4 # ID of players first weapon shapes kPlayersFirstWeaponShape = 4100 # Parameters for firehands kFirehandNumOfBullets = 3 # in degrees kFirehandAngle = 20 # Load time for staff weapon kStaffLoadTime = 2000 # kDetonationFrameTime = 0.01 # How many tail shapes are to be drawn kBulletTailLength = 9 kBulletTailDistance = 7 # kWalkFrameTime = 150 kShootFrameTime = 200 kWeaponChangeTime = 200 kActionDelayTime = 200 kDieFrameTime = 250 # kDriftSpeed = 6.5 # kWeaponCarryHeight = 15 ####### Time between two animation frames of teleporter etc. kTeleportBlinkTime = 500 kSavePortBlinkTime = 500 kExitPortBlinkTime = 500 ####### Physics constants ############ kGravitation = 0.010 kNormalFriction = 0.002 kLiquidFriction = 0.97 kMaxFallingSpeed = 36.0 # kJumperJumpAcceleration = 30 kNumOfBounces = 5 kSineWeaponRad = 25 kMaxTurnAngle = 2 ###### Warg constants kWargNearWeaponRadix = 150 kWargFastSpeedup = 2 kWargJumpAcceleration = 2.1 kDelayAfterWargDeath = 5000 ##### at which distance becomes a bullet a treat kTreatDistance = 96 kActivateDistance = 300 ####### Brightness levels (percentage) kLight = 0 kMedium = -35 kDark = -60 kVeryDark = -80 # kFlickeringPeriod = 150 kLightningRadiant = 32 kBkgndScrollFactor = 0.3 kCoronaFadeSpeed = 0.004 # # -------------------------------- # Difficulty scale factors # # Weapon repetition time scale factors kWeaponSF1 = 1.7 kWeaponSF2 = 1.0 kWeaponSF3 = 0.75 kWeaponSF4 = 0.5 # Monster health scale factors kHealthSF1 = 0.5 kHealthSF2 = 1.0 kHealthSF3 = 1.5 kHealthSF4 = 2.0 # Monster speed scale factors kSpeedSF1 = 0.6 kSpeedSF2 = 1.0 kSpeedSF3 = 1.3 kSpeedSF4 = 1.8 # kBlessureInvulnerabilityTime = 500 kMonsterTouchBlessure = 10 kItemExplosionRad = 20 kItemExplosionStartShape = 5160 # # -------------------------------------- #### Color indexes for curve in health and oxygen panel kHealthPanelColor = 92 kOxygenPanelColor = 92 kShadowmodeDarkening = 25 kFadeTime = 1500 kStartupTime = 10000 # kSoundMaxDistance = 400 kSoundMinDistance = 240 # kTextYDistance = 35 kCameraSpeed = 4 # # ----------------------------------------------- # Coordinates for the user interface elements # kHealthPanelWidth = 100 kHealthPanelHeight = 100 kHealthPanelPosX = 492 kHealthPanelPosY = 370 kHealthPanelRefreshRate = 100 # kOxygenPanelWidth = 100 kOxygenPanelHeight = 100 kOxygenPanelPosX = 492 kOxygenPanelPosY = 257 kOxygenPanelRefreshRate = 250 # kWeaponPanelWidth = 120 kWeaponPanelHeight = 100 kWeaponPanelPosX = 492 kWeaponPanelPosY = 142 kWeaponStatusWidth = 6 # kUserMenuPosX = 60 kUserMenuPosY = 50 kUserMenuWidth = 360 kUserMenuHeight = 380 kUserMenuEntryPosX = 50 kUserMenuEntryPosY = 20 kUserMenuEntryDY = 50 kHelpMenuEntryDY = 20 # # Main menu texts # kUserMainPageTitle = MAIN_MENU kUserMenuEntry1 = NEW_GAME kUserMenuEntry2 = LOAD_GAME kUserMenuEntry3 = HELP kUserMenuEntry4 = CREDITS kUserMenuEntry5 = QUIT # # Game difficulty texts # kNewGamePageTitle = DIFFICULTY kNewGameEntry1 = BLOSSOM kNewGameEntry2 = HEAT kNewGameEntry3 = FROST kNewGameEntry4 = CARNAGE # kNoSavedGame = NO_GAME kLoadPageTitle = LOAD_GAME kSavePageTitle = SAVE_GAME kHelpPageTitle = KEYS kSavedGame0 = amph.sg0 kSavedGame1 = amph.sg1 kSavedGame2 = amph.sg2 kSavedGame3 = amph.sg3 kSavedGame4 = amph.sg4 kSavedGame5 = amph.sg5 # kCreditsEntryDY = 30 kCreditsPageTitle = CREDITS kCreditsEntry1 = 2D-ENGINE, kCreditsEntry2 = GRAPHICS, kCreditsEntry3 = DESIGN_BY kCreditsEntry4 = QUIT kCreditsEntry5 = CANCEL # kKeyHitDelay = 300 # # # # FILES # kFilePalette = data.p0 kFileLevel = data.d0 kFileMonster = data.d3 kFileWeapon = data.d4 kFilePlatform = data.d1 kFileObjects = data.d2 kFileShapes = data.g0 kFileBackground1 = data.g1 kFileBackground2 = data.g2 kFileCluts = data.p1 kFileGUIs = data.g3 kFileConfig = user.conf kFileStartup = data.g4 # # Parameters for loading Amphetamine # kCalcCluts = 0 kShowFPS = 0 # # #--------------------------------------------------------- # Position of infotext # kInfoTextLeft = 10 kInfoTextTop = 10 kInfoTextTime = 2000 # #--------------------------------------------------------- # Infotexts for several events # msgPickedUpHealth = LIQUOR_FOR_MY_SOUL msgPickedUpOxygen = OXYGEN msgPickedUpPhiol = YOU_FOUND_THE_PHIOL msgPickedUpBM = BACCHETA_MAGICA msgPickedUpBow = PICKED_UP_BOROMIRS_BOW msgPickedUpScie = HIS_SCIE! msgPickedUpHands = INCANTATOR msgPickedUpBombs = THE_CRATER_ENGINE msgPickedUpStaff = YOU_POSSESS_MAGICK msgPickedUpPhiolMun = ENERGY_FOR_THE_PHIOL msgPickedUpBMMun = BACCHETA_MAGICA_MUNITION msgPickedUpBowMun = YOU_FOUND_SOME_ARROWS msgPickedUpHandMun = FLAMES_OF_INCANTATION msgPickedUpBombMun = CRATER_OF_FLAMES msgPickedUpStaffMun = ENERGY_FOR_THE_STAFF # #--------------------------------------------------------- # Texts for Infotext - Panels # msg00 = WELCOME_TO_AMPHETAMINE msg01 = 3_4_5_OPEN_THE_PATH msg02 = LIGHT_MAY_HINT_TO_ABYSSES msg03 = GO_LEFT_FOR_LIGHT msg04 = PLATFORMS_MAY_PASS... msg05 = NOW_GO_WEST! msg06 = GO_EAST! msg07 = ABOVE_YOU_OPENS_A_DOOR msg08 = LOOK_FOR_SECRET_PATHS! msg09 = BEWARE_OF_FALLING_ELEVATORS msg10 = GO_RIGHT_TO_OPEN_THE_DOOR msg11 = DO_NOT_FALL_DOWN!! msg12 = LAVA_ACCESS_SWITCH msg13 = BE_QUICK_OR_BE_DEAD msg14 = DO_YOU_MISS_A_BRIDGE? msg15 = USE_THE_LASER_BEAMERS msg16 = MEDICAL_CENTER msg17 = STAFF_ROOM msg18 = STORAGE_ROOM msg19 = CELLARS msg20 = ENTRY msg21 = EXIT_ROOM msg22 = OUTPOST msg23 = BEAMS_TO_ENGINE_UNIT msg24 = ENGINE_SWITCH msg25 = STORAGE_ROOM_SWITCH msg26 = EXIT_ROOM_SWITCH msg27 = DATA_TOWER msg28 = EXIT_TOWER msg29 = WHICH_BEAMER_DO_YOU_TAKE? msg30 = DATA_TOWER_ACCESS_SWITCH msg31 = EXIT_TOWER_ACCESS_SWITCH msg32 = REACHING_THE_SWITCH... msg33 = SWIMMING_FAST_IS_HEALTHY msg34 = ARE_YOU_READY_FOR_HIM?!? # # kMonsterName1 = CREEPER kMonsterName2 = ORK kMonsterName3 = DEADFISH kMonsterName4 = SAQQRAQ kMonsterName5 = BLACKORK kMonsterName6 = DRAGONFLY kMonsterName7 = NAZGUL kMonsterName8 = OGER kMonsterName9 = GRIEG kMonsterName10 = OTYG kMonsterName11 = WARG # kMonsterNameSpeed = 11 kMonsterNameX = 100 # #---------------------------------------------------------- # Level data (shape set number and background picture number) # 01LevelSet = 1 01LevelBkgnd = 1 02LevelSet = 1 02LevelBkgnd = 1 03LevelSet = 1 03LevelBkgnd = 1 04LevelSet = 1 04LevelBkgnd = 1 05LevelSet = 1 05LevelBkgnd = 1 06LevelSet = 2 06LevelBkgnd = 1 07LevelSet = 2 07LevelBkgnd = 2 08LevelSet = 3 08LevelBkgnd = 2 09LevelSet = 3 09LevelBkgnd = 2 10LevelSet = 3 10LevelBkgnd = 2 11LevelSet = 2 11LevelBkgnd = 2 12LevelSet = 2 12LevelBkgnd = 2 13LevelSet = 2 13LevelBkgnd = 2 14LevelSet = 3 14LevelBkgnd = 2 15LevelSet = 2 15LevelBkgnd = 2 # @