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GameStar Special 2004 August
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GSSH0804.iso
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Action
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Notrium
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Notrium13.exe
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creatures.dat
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Text File
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2004-08-26
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21KB
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713 lines
Captain;//name---------------------------------------
0;//identifier
0;//class
creature0.png;//texture
1;//draw layer
-1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
0;//corpse item amount
0;//attack type, 0=shooting attack, 1=close combat
-1;//particle to show on radar, -1=none
0;//primary AI tactic from AI_tactic.dat
0;//secondary AI tactic from AI_tactic.dat
3;//footstep particle from particles.dat
0;//die after how many seconds, 0=doesn't die
-1;//eat item number from items.dat, -1=nothing
0.950000;//creature size
0.950000;//creature weight (affects pushing)
0.800000;//maximum movement speed
0.000000;//minimum movement speed
0.900000;//leg animation speed
2.000000;//turn speed
1.000000;//inertia level (acceleration/deceleration)
1;//hide when behind walls
0;//weapon number
1.000000;//weapon_x
27.000000;//weapon_y
0;//blood particle
1;//bars visible when player hovers mouse on top
1.000000;//death animation speed
1;//creature can move from area to another
1000.000000;//AI hear range
500.000000;//AI see range
4.000000;//AI see angle
begin_footstep_sounds
step0.wav;//sample name
step1.wav;//sample name
step2.wav;//sample name
end_footstep_sounds
begin_hit_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_hit_sounds
begin_die_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_die_sounds
begin_eat_block
end_eat_block
begin_death_block
end_death_block
begin_hit_block
end_hit_block
begin_timed_block
end_timed_block
begin_specialties
end_specialties
Psionic;//name---------------------------------------
2;//identifier
0;//class
qpcreature.png;//texture
1;//draw layer
-1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
0;//corpse item amount
0;//attack type, 0=shooting attack, 1=close combat
18;//particle to show on radar, -1=none
0;//primary AI tactic from AI_tactic.dat
0;//secondary AI tactic from AI_tactic.dat
3;//footstep particle from particles.dat
0;//die after how many seconds, 0=doesn't die
-1;//eat item number from items.dat, -1=nothing
0.550000;//creature size
0.800000;//creature weight (affects pushing)
0.750000;//maximum movement speed
0.000000;//minimum movement speed
0.750000;//leg animation speed
6.000000;//turn speed
1.000000;//inertia level (acceleration/deceleration)
1;//hide when behind walls
0;//weapon number
0.000000;//weapon_x
0.000000;//weapon_y
0;//blood particle
1;//bars visible when player hovers mouse on top
1.000000;//death animation speed
1;//creature can move from area to another
1000.000000;//AI hear range
500.000000;//AI see range
4.000000;//AI see angle
begin_footstep_sounds
step0.wav;//sample name
step1.wav;//sample name
step2.wav;//sample name
end_footstep_sounds
begin_hit_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_hit_sounds
begin_die_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_die_sounds
begin_eat_block
end_eat_block
begin_death_block
end_death_block
begin_hit_block
end_hit_block
begin_timed_block
end_timed_block
begin_specialties
;//description
1;//number
0.000000;//parameter0
0.100000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
6.000000;//parameter0
2.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
8.000000;//parameter0
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
end_specialties
Instructor;//name---------------------------------------
3;//identifier
0;//class
qpcreature.png;//texture
1;//draw layer
-1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
0;//corpse item amount
0;//attack type, 0=shooting attack, 1=close combat
18;//particle to show on radar, -1=none
0;//primary AI tactic from AI_tactic.dat
0;//secondary AI tactic from AI_tactic.dat
3;//footstep particle from particles.dat
0;//die after how many seconds, 0=doesn't die
-1;//eat item number from items.dat, -1=nothing
0.800000;//creature size
10.000000;//creature weight (affects pushing)
0.000000;//maximum movement speed
0.000000;//minimum movement speed
0.900000;//leg animation speed
1.000000;//turn speed
1.000000;//inertia level (acceleration/deceleration)
1;//hide when behind walls
0;//weapon number
0.000000;//weapon_x
27.000000;//weapon_y
0;//blood particle
0;//bars visible when player hovers mouse on top
1.000000;//death animation speed
1;//creature can move from area to another
1000.000000;//AI hear range
500.000000;//AI see range
4.000000;//AI see angle
begin_footstep_sounds
step_a0.wav;//sample name
step_a1.wav;//sample name
step_a2.wav;//sample name
end_footstep_sounds
begin_hit_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_hit_sounds
begin_die_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_die_sounds
begin_eat_block
end_eat_block
begin_death_block
end_death_block
begin_hit_block
end_hit_block
begin_timed_block
100;//interval in milliseconds
begin_conditions;
5;//condition number
12.000000;//condition parameter0
2.000000;//condition parameter1
15;//condition number
200.000000;//condition parameter0
0.000000;//condition parameter1
end_conditions;
begin_effects;
47;//effect number
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
17;//effect number
2.000000;//parameter1
0.000000;//parameter2
12.000000;//parameter3
0.000000;//parameter4
end_effects;
100;//interval in milliseconds
begin_conditions;
35;//condition number
3.000000;//condition parameter0
150.000000;//condition parameter1
end_conditions;
begin_effects;
47;//effect number
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
17;//effect number
3.000000;//parameter1
0.000000;//parameter2
12.000000;//parameter3
0.000000;//parameter4
16;//effect number
189.000000;//parameter1
1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
41;//effect number
3.000000;//parameter1
150.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_timed_block
begin_specialties
;//description
0;//number
0.000000;//parameter0
0.000000;//parameter1
1000.000000;//parameter2
1000.000000;//parameter3
Counter bar: 1=normal, 2=started speaking, 3=has dropped key, and carries radio;//description
0;//number
12.000000;//parameter0
0.000000;//parameter1
1000.000000;//parameter2
1.000000;//parameter3
end_specialties
Big Blue Alien;//name---------------------------------------
4;//identifier
0;//class
creature1.png;//texture
1;//draw layer
-1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
0;//corpse item amount
1;//attack type, 0=shooting attack, 1=close combat
18;//particle to show on radar, -1=none
0;//primary AI tactic from AI_tactic.dat
0;//secondary AI tactic from AI_tactic.dat
3;//footstep particle from particles.dat
0;//die after how many seconds, 0=doesn't die
-1;//eat item number from items.dat, -1=nothing
1.300000;//creature size
1.300000;//creature weight (affects pushing)
0.700000;//maximum movement speed
0.000000;//minimum movement speed
1.400000;//leg animation speed
1.000000;//turn speed
1.000000;//inertia level (acceleration/deceleration)
1;//hide when behind walls
7;//weapon number
0.000000;//weapon_x
10.000000;//weapon_y
0;//blood particle
1;//bars visible when player hovers mouse on top
1.000000;//death animation speed
1;//creature can move from area to another
1000.000000;//AI hear range
500.000000;//AI see range
4.000000;//AI see angle
begin_footstep_sounds
step_a0.wav;//sample name
step_a1.wav;//sample name
step_a2.wav;//sample name
end_footstep_sounds
begin_hit_sounds
groan0.wav;//sample name
groan1.wav;//sample name
groan2.wav;//sample name
end_hit_sounds
begin_die_sounds
groan0.wav;//sample name
groan1.wav;//sample name
groan2.wav;//sample name
end_die_sounds
begin_eat_block
end_eat_block
begin_death_block
end_death_block
begin_hit_block
end_hit_block
begin_timed_block
end_timed_block
begin_specialties
;//description
0;//number
0.000000;//parameter0
0.000000;//parameter1
500.000000;//parameter2
500.000000;//parameter3
end_specialties
Another Instructor;//name---------------------------------------
5;//identifier
0;//class
qpcreature.png;//texture
1;//draw layer
-1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
0;//corpse item amount
0;//attack type, 0=shooting attack, 1=close combat
18;//particle to show on radar, -1=none
0;//primary AI tactic from AI_tactic.dat
0;//secondary AI tactic from AI_tactic.dat
3;//footstep particle from particles.dat
0;//die after how many seconds, 0=doesn't die
-1;//eat item number from items.dat, -1=nothing
0.800000;//creature size
10.000000;//creature weight (affects pushing)
0.000000;//maximum movement speed
0.000000;//minimum movement speed
0.900000;//leg animation speed
1.000000;//turn speed
1.000000;//inertia level (acceleration/deceleration)
1;//hide when behind walls
0;//weapon number
0.000000;//weapon_x
27.000000;//weapon_y
0;//blood particle
0;//bars visible when player hovers mouse on top
1.000000;//death animation speed
1;//creature can move from area to another
1000.000000;//AI hear range
500.000000;//AI see range
4.000000;//AI see angle
begin_footstep_sounds
step_a0.wav;//sample name
step_a1.wav;//sample name
step_a2.wav;//sample name
end_footstep_sounds
begin_hit_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_hit_sounds
begin_die_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_die_sounds
begin_eat_block
end_eat_block
begin_death_block
end_death_block
begin_hit_block
end_hit_block
begin_timed_block
100;//interval in milliseconds
begin_conditions;
5;//condition number
12.000000;//condition parameter0
2.000000;//condition parameter1
15;//condition number
200.000000;//condition parameter0
0.000000;//condition parameter1
end_conditions;
begin_effects;
47;//effect number
8.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
17;//effect number
2.000000;//parameter1
0.000000;//parameter2
12.000000;//parameter3
0.000000;//parameter4
end_effects;
100;//interval in milliseconds
begin_conditions;
35;//condition number
3.000000;//condition parameter0
150.000000;//condition parameter1
end_conditions;
begin_effects;
47;//effect number
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
17;//effect number
3.000000;//parameter1
0.000000;//parameter2
12.000000;//parameter3
0.000000;//parameter4
16;//effect number
189.000000;//parameter1
1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
41;//effect number
3.000000;//parameter1
150.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_timed_block
begin_specialties
;//description
0;//number
0.000000;//parameter0
0.000000;//parameter1
1000.000000;//parameter2
1000.000000;//parameter3
Counter bar: 1=normal, 2=started speaking, 3=has dropped key, and carries radio;//description
0;//number
12.000000;//parameter0
0.000000;//parameter1
1000.000000;//parameter2
1.000000;//parameter3
end_specialties
Yet another Instructor;//name---------------------------------------
6;//identifier
0;//class
qpcreature.png;//texture
1;//draw layer
-1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
0;//corpse item amount
0;//attack type, 0=shooting attack, 1=close combat
18;//particle to show on radar, -1=none
0;//primary AI tactic from AI_tactic.dat
0;//secondary AI tactic from AI_tactic.dat
3;//footstep particle from particles.dat
0;//die after how many seconds, 0=doesn't die
-1;//eat item number from items.dat, -1=nothing
0.800000;//creature size
10.000000;//creature weight (affects pushing)
0.000000;//maximum movement speed
0.000000;//minimum movement speed
0.900000;//leg animation speed
1.000000;//turn speed
1.000000;//inertia level (acceleration/deceleration)
1;//hide when behind walls
0;//weapon number
0.000000;//weapon_x
27.000000;//weapon_y
0;//blood particle
0;//bars visible when player hovers mouse on top
1.000000;//death animation speed
1;//creature can move from area to another
1000.000000;//AI hear range
500.000000;//AI see range
4.000000;//AI see angle
begin_footstep_sounds
step_a0.wav;//sample name
step_a1.wav;//sample name
step_a2.wav;//sample name
end_footstep_sounds
begin_hit_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_hit_sounds
begin_die_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_die_sounds
begin_eat_block
end_eat_block
begin_death_block
end_death_block
begin_hit_block
end_hit_block
begin_timed_block
100;//interval in milliseconds
begin_conditions;
5;//condition number
12.000000;//condition parameter0
2.000000;//condition parameter1
15;//condition number
200.000000;//condition parameter0
0.000000;//condition parameter1
end_conditions;
begin_effects;
47;//effect number
11.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
17;//effect number
2.000000;//parameter1
0.000000;//parameter2
12.000000;//parameter3
0.000000;//parameter4
end_effects;
100;//interval in milliseconds
begin_conditions;
35;//condition number
3.000000;//condition parameter0
150.000000;//condition parameter1
end_conditions;
begin_effects;
47;//effect number
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
17;//effect number
3.000000;//parameter1
0.000000;//parameter2
12.000000;//parameter3
0.000000;//parameter4
16;//effect number
189.000000;//parameter1
1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
41;//effect number
3.000000;//parameter1
150.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_timed_block
begin_specialties
;//description
0;//number
0.000000;//parameter0
0.000000;//parameter1
1000.000000;//parameter2
1000.000000;//parameter3
Counter bar: 1=normal, 2=started speaking, 3=has dropped key, and carries radio;//description
0;//number
12.000000;//parameter0
0.000000;//parameter1
1000.000000;//parameter2
1.000000;//parameter3
end_specialties
Last Instructor;//name---------------------------------------
7;//identifier
0;//class
qpcreature.png;//texture
1;//draw layer
-1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
0;//corpse item amount
0;//attack type, 0=shooting attack, 1=close combat
18;//particle to show on radar, -1=none
0;//primary AI tactic from AI_tactic.dat
0;//secondary AI tactic from AI_tactic.dat
3;//footstep particle from particles.dat
0;//die after how many seconds, 0=doesn't die
-1;//eat item number from items.dat, -1=nothing
0.800000;//creature size
10.000000;//creature weight (affects pushing)
0.000000;//maximum movement speed
0.000000;//minimum movement speed
0.900000;//leg animation speed
1.000000;//turn speed
1.000000;//inertia level (acceleration/deceleration)
1;//hide when behind walls
0;//weapon number
0.000000;//weapon_x
27.000000;//weapon_y
0;//blood particle
0;//bars visible when player hovers mouse on top
1.000000;//death animation speed
1;//creature can move from area to another
1000.000000;//AI hear range
500.000000;//AI see range
4.000000;//AI see angle
begin_footstep_sounds
step_a0.wav;//sample name
step_a1.wav;//sample name
step_a2.wav;//sample name
end_footstep_sounds
begin_hit_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_hit_sounds
begin_die_sounds
grunt0.wav;//sample name
grunt1.wav;//sample name
grunt2.wav;//sample name
end_die_sounds
begin_eat_block
end_eat_block
begin_death_block
end_death_block
begin_hit_block
end_hit_block
begin_timed_block
100;//interval in milliseconds
begin_conditions;
5;//condition number
12.000000;//condition parameter0
2.000000;//condition parameter1
15;//condition number
200.000000;//condition parameter0
0.000000;//condition parameter1
end_conditions;
begin_effects;
47;//effect number
4.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
17;//effect number
2.000000;//parameter1
0.000000;//parameter2
12.000000;//parameter3
0.000000;//parameter4
end_effects;
100;//interval in milliseconds
begin_conditions;
35;//condition number
3.000000;//condition parameter0
150.000000;//condition parameter1
end_conditions;
begin_effects;
47;//effect number
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
17;//effect number
3.000000;//parameter1
0.000000;//parameter2
12.000000;//parameter3
0.000000;//parameter4
16;//effect number
189.000000;//parameter1
1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
41;//effect number
3.000000;//parameter1
150.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_timed_block
begin_specialties
;//description
0;//number
0.000000;//parameter0
0.000000;//parameter1
1000.000000;//parameter2
1000.000000;//parameter3
Counter bar: 1=normal, 2=started speaking, 3=has dropped key, and carries radio;//description
0;//number
12.000000;//parameter0
0.000000;//parameter1
1000.000000;//parameter2
1.000000;//parameter3
end_specialties
end_of_file;
specialties:
0=has bar parameter0 from bars.dat with minimum parameter1 and maximum parameter2 and current value of parameter3 (if any bar reaches minimum, dies)
1=weapon class parameter0 damage is multiplied by parameter1
2=carries light parameter0 size parameter1 transparency parameter2, attached to (parameter3, 0=hands, 1=legs, 2=head)
Creature Block Templates
[Eat Block]
begin_eat_block
begin_conditions;
end_conditions;
begin_effects;
end_effects;
end_eat_block
[Death Block]
begin_death_block
0;//death type, 0=any death, 1=timed death, 2=killed by player
begin_conditions;
end_conditions;
begin_effects;
end_effects;
end_death_block
[Hit Block]
begin_hit_block
begin_conditions;
end_conditions;
begin_effects;
end_effects;
end_hit_block
[Timed Block]
begin_timed_block
0;//interval in milliseconds
begin_conditions;
end_conditions;
begin_effects;
end_effects;
end_timed_block