// Real general data Object slot number ( 0 to 63, don't use twice ) : -1 Object class name ( use underscore for spaces ) : Lance Object is lit uniformly ( TRUE or FALSE ) : FALSE Maximum ammo ( 0 for doesn't matter ) : 0 Starting ammo ( 0 for doesn't matter ) : 0 Gender ( MALE or FEMALE or OTHER ) : OTHER // Object stats Life point bar color ( 0 to 5, 1 is red ) : 1 Mana point bar color ( 0 to 5, 5 is purple ) : 5 Life points ( eg. 3-5 ) : 1 Life points increase per level ( eg. 1-3 ) : 0 Mana points ( eg. 0-0 ) : 0 Mana points increase per level ( eg. 1-1 ) : 0 Mana return rate ( eg. 0-1 ) : 0 Mana return increase per level ( eg. 0-1 ) : 0 Mana flow rate ( eg. 0-1 ) : 0 Mana flow increase per level ( eg. 0-1 ) : 0 Strength ( eg. 3-18 ) : 1 Strength increase per level ( eg. 0-1 ) : 0 Wisdom ( eg. 3-18 ) : 1 Wisdom increase per level ( eg. 0-1 ) : 0 Intelligence ( eg. 3-18 ) : 1 Intelligence increase per level ( eg. 0-1 ) : 0 Dexterity ( eg. 3-18 ) : 1 Dexterity increase per level ( eg. 0-1 ) : 0 // More physical attributes Size ( eg. 1.0 ) : 1.0 Size increase per level ( eg. 0.05 ) : 0.05 Shadow size ( eg. 30, 0 is none ) : 22 Bump size ( eg. 30 ) : 1 Bump height ( eg. 70 ) : 0 Bump dampen ( 0.0 to 1.0, lower is massive ) : .8 Weight ( 0 to 255 ) : 10 Jump power ( eg. 14.0 ) : 0.0 Number of jumps ( eg. 1 ) : 0 Sneak speed ( 1 to 20, 1 is good ) : 1 Walk speed ( 1 to 20, 3 is good ) : 3 Run speed ( 1 to 20, 5 is good ) : 5 Fly to height ( 0 is none ) : 0 Flashing AND ( 1, 3, 7, 15... 255 is don't ) : 255 Transparency blending ( 255 is normal ) : 255 Light blending ( 255 is normal ) : 255 Transfer blending to weapons ( TRUE or FALSE ) : FALSE Sheen ( 0 - 15, 0 is dull, 15 is shiny ) : 0 Phong mapping ( TRUE or FALSE ) : FALSE Texture X movement rate ( eg. 0.0 ) : 0.0 Texture Y movement rate ( eg. 0.0 ) : 0.0 Conform to hills like a chair ( TRUE or FALSE ) : TRUE // Invulnerability data Object is totally invincible ( TRUE or FALSE ) : TRUE NonIFrame Invulnerability facing ( 0 to 65535 ) : 0 NonIFrame Invulnerability angle ( 0 to 32768 ) : 0 IFrame Invulnerability facing ( 0 to 65535 ) : 0 IFrame Invulnerability angle ( 0 to 32768 ) : 32768 // Skin defenses Base defense rating of skin ( eg. 2 5 10 17 ) : 10 10 10 10 SLASH defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 CRUSH defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 POKE defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 HOLY defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 EVIL defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 FIRE defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 ICE defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 ZAP defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 SLASH inversion ( eg. F F F T ) : F F F F CRUSH inversion ( eg. F F F T ) : F F F F POKE inversion ( eg. F F F T ) : F F F F HOLY inversion ( eg. T T T T ) : T T T T EVIL inversion ( eg. F F F T ) : F F F F FIRE inversion ( eg. F F F T ) : F F F F ICE inversion ( eg. F F F T ) : F F F F ZAP inversion ( eg. F F F T ) : F F F F Acceleration rate ( eg. 40 38 30 20 ) : 0 0 0 0 // Experience and level data Experience for level 1 ( 200 ) : 200 Experience for level 2 ( 400 ) : 400 Experience for level 3 ( 800 ) : 800 Experience for level 4 ( 1600 ) : 1600 Experience for level 5 ( 3200 ) : 3200 Starting experience ( eg. 0-500 ) : 0-0 Experience worth for this object ( 10 ) : 10 Experience exchange for this object ( 0.001 ) : 0.01 Experience rate... Finding secret ( 0.0 ) : 0.0 Experience rate... Winning quest ( 1.0 ) : 1.0 Experience rate... Using unknown ( 0.0 ) : 0.0 Experience rate... Killing enemy ( 0.9 ) : 0.9 Experience rate... Killing sleepy enemy ( 0.0 ) : 0.0 Experience rate... Killing hated enemy ( 2.0 ) : 2.0 Experience rate... Team kills enemy ( 0.1 ) : 0.1 Experience rate... Talking in character ( 1.0 ) : 1.0 // IDSZ Identification tags ( [NONE] is valid ) Parent ID ( eg. [FROG] for Trogs ) : [POLE] Type ID ( eg. [TROG] for Trogs ) : [LANC] Skill ID ( eg. [WMAG] for wizard spells ) : [NONE] Special ID ( eg. [SUM0] for animated bones ) : [XWEP] Hate group ID ( eg. [GOBL] for dwarves ) : [NONE] Vuilnerability ID ( eg. [SILV] for werewolves ) : [NONE] // Item and damage flags Object is an item ( TRUE or FALSE ) : TRUE Object is a mount ( TRUE or FALSE ) : FALSE Object is stackable ( TRUE or FALSE ) : FALSE Object's name is known ( TRUE or FALSE ) : FALSE Item of known usage ( TRUE or FALSE ) : TRUE Item carries to next module ( TRUE or FALSE ) : TRUE Item requires skill ID to use ( TRUE or FALSE ) : FALSE Object is a platform ( TRUE or FALSE) : FALSE Object collects money ( TRUE or FALSE ) : FALSE Object can open chests/doors ( TRUE or FALSE ) : FALSE // Other item and damage stuff DamageTarget type ( SLASH, CRUSH, POKE, HOLY, EVIL, FIRE, ICE, or ZAP ) : POKE Attack type if it's a weapon ( UNARMED, THRUST, SLICE, CHOP, BASH, LONGBOW, XBOW, FLINGED, PARRY, ZAP) : WALK // Particle attachments Number of particles to attach ( 0 ) : 0 Reaffirm attachments when damaged ( NONE, SLASH, CRUSH, POKE, HOLY, EVIL, FIRE, ICE, ZAP,) : NONE Particle type ( 0 to 3 ) : 0 // Character hands Left ( or only ) grip valid ( TRUE or FALSE ) : TRUE Right grip valid ( TRUE or FALSE ) : TRUE // Particle spawning on attack order ( for weapon characters ) Particle attached to weapon ( TRUE or FALSE ) : TRUE Particle type ( 0 to 3 ) : 0 // Particle spawning for GoPoof Amount to spawn ( 0 to 10, 0 is NoPoof ) : 0 Facing add for each one ( 0 to 65535 ) : 0 Particle type ( 0 to 3 ) : 0 // Particle spawning for Blood ( If you want it, you put it in... ) Blood valid ( TRUE or FALSE ) : FALSE Particle type ( 0 to 3 ) : 0 // Extra stuff I forgot Character can walk on water ( TRUE or FALSE ) : FALSE Character bounciness ( 0.00 to 0.95 ) : .40 // More stuff I forgot Life healing when used ( 0.0 to 100.0 ) : 0.0 Mana cost to use ( 0.0 to 100.0 ) : 0.0 Life return rate, ( 0 to 255 ) : 0 Stoppedby mask ( 48 is the only one ) : 48 Skin Name 0 ( use underscores for spaces ) : Skin_0 Skin Name 1 ( use underscores for spaces ) : Skin_1 Skin Name 2 ( use underscores for spaces ) : Skin_2 Skin Name 3 ( use underscores for spaces ) : Skin_3 Skin Cost 0 ( 0 to 65535 ) : 150 Skin Cost 1 ( 0 to 65535 ) : 0 Skin Cost 2 ( 0 to 65535 ) : 0 Skin Cost 3 ( 0 to 65535 ) : 0 Strength dampen for weapons ( 0.0 to 1.0 ) : 0.05 // Another memory lapse Rider cannot attack ( TRUE or FALSE ) : FALSE Can be dazed ( TRUE or FALSE ) : FALSE Can be grogged ( TRUE or FALSE ) : FALSE Permanent life add when used ( -256 to 256 ) : 0 Permanent mana add when used ( -256 to 256 ) : 0 Can see invisible ( TRUE or FALSE ) : FALSE Chance of being cursed ( 0 to 100 ) : 0 Sound of Footfall ( -1 for none ) : -1 Sound of Jump ( -1 for none ) : -1 //-Notes------------------------------------------------------------------------ // Money, items, skin, name, team, and position are all set at spawn time // with data generated in CARTMAN. Names are generated randomly using // NAMING.TXT, unless the character is a player character or the name has // been set. // // Weapon damages are set in the particle data files, because a particle // is spawned whenever the weapon is activated...