convert game data

stable-5.2
Günther Brammer 2009-05-17 03:50:12 +02:00
parent eaeae35af9
commit 535bdc92e0
32 changed files with 534 additions and 366 deletions

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@ -1,347 +0,0 @@
[Action]
Name=Walk
Procedure=WALK
Directions=2
FlipDir=1
Length=16
Delay=15
Facet=0,0,16,20
NextAction=Walk
StartCall=None
InLiquidAction=Swim
[Action]
Name=StillTrans1
Procedure=THROW
Directions=2
FlipDir=1
Length=4
Delay=2
Facet=0,280,16,20
NextAction=Still
InLiquidAction=Swim
[Action]
Name=Still
Procedure=THROW
Directions=2
FlipDir=1
Length=8
Delay=10
Facet=64,280,16,20
NextAction=Still
InLiquidAction=Swim
[Action]
Name=StillTrans2
Procedure=THROW
Directions=2
Reverse=1
FlipDir=1
Length=4
Delay=2
Facet=192,280,16,20
NextAction=Still
InLiquidAction=Swim
[Action]
Name=Scale
Procedure=SCALE
Directions=2
FlipDir=1
Length=16
Delay=15
Facet=0,20,16,20,2,0
NextAction=Scale
StartCall=Scaling
[Action]
Name=ScaleDown
Procedure=SCALE
Directions=2
FlipDir=1
Length=16
Delay=15
Facet=0,20,16,20,2,0
Reverse=1
NextAction=ScaleDown
StartCall=Scaling
[Action]
Name=Tumble
Procedure=FLIGHT
Directions=2
FlipDir=1
Length=16
Delay=1
Facet=0,40,16,20
NextAction=Tumble
ObjectDisabled=1
InLiquidAction=Swim
EndCall=CheckStuck
[Action]
Name=Dig
Procedure=DIG
Directions=2
FlipDir=1
Length=16
Delay=15
Facet=0,60,16,20
NextAction=Dig
StartCall=Digging
DigFree=11
InLiquidAction=Swim
[Action]
Name=Bridge
Procedure=BRIDGE
Directions=2
FlipDir=1
Length=16
Delay=1
Facet=0,60,16,20
NextAction=Bridge
StartCall=Digging
InLiquidAction=Swim
[Action]
Name=Swim
Procedure=SWIM
Directions=2
FlipDir=1
Length=12
Delay=15
Facet=0,80,20,20,0,1
NextAction=Swim
StartCall=Swimming
[Action]
Name=Swim2
Procedure=SWIM
Directions=2
FlipDir=1
Length=12
Delay=15
Facet=0,300,20,20,0,1
NextAction=Swim2
StartCall=Swimming2
[Action]
Name=Hangle
Procedure=HANGLE
Directions=2
FlipDir=1
Length=11
Delay=16
Facet=0,100,16,20,0,3
NextAction=Hangle
InLiquidAction=Swim
[Action]
Name=Jump
Procedure=FLIGHT
Directions=2
FlipDir=1
Length=8
Delay=3
Facet=0,120,16,20
NextAction=Hold
InLiquidAction=Swim
PhaseCall=CheckStuck
[Action]
Name=KneelDown
Procedure=KNEEL
Directions=2
FlipDir=1
Length=4
Delay=1
Facet=0,140,16,20
NextAction=KneelUp
StartCall=None
[Action]
Name=KneelUp
Procedure=KNEEL
Directions=2
FlipDir=1
Length=4
Delay=1
Facet=64,140,16,20
NextAction=Walk
StartCall=None
[Action]
Name=Dive
Procedure=FLIGHT
Directions=2
FlipDir=1
Length=8
Delay=4
Facet=0,160,16,20
NextAction=Hold
StartCall=None
ObjectDisabled=1
InLiquidAction=Swim
PhaseCall=CheckStuck
[Action]
Name=FlatUp
Procedure=KNEEL
Directions=2
FlipDir=1
Length=8
Delay=1
Facet=0,180,16,20
NextAction=KneelUp
ObjectDisabled=1
[Action]
Name=Throw
Procedure=THROW
Directions=2
FlipDir=1
Length=8
Delay=1
Facet=0,200,16,20
NextAction=Walk
InLiquidAction=Swim
[Action]
Name=Punch
Procedure=FIGHT
Directions=2
FlipDir=1
Length=8
Delay=2
Facet=0,220,16,20
NextAction=Fight
EndCall=Punching
ObjectDisabled=1
[Action]
Name=Dead
Directions=2
FlipDir=1
Facet=0,240,16,20
Length=6
Delay=3
NextAction=Hold
NoOtherAction=1
ObjectDisabled=1
[Action]
Name=Ride
Procedure=ATTACH
Directions=2
FlipDir=1
Length=4
Delay=3
Facet=128,120,16,20
NextAction=Ride
StartCall=Riding
InLiquidAction=Swim
[Action]
Name=RideStill
Procedure=ATTACH
Directions=2
FlipDir=1
Length=1
Delay=10
Facet=128,120,16,20
NextAction=RideStill
StartCall=Riding
InLiquidAction=Swim
[Action]
Name=Push
Procedure=PUSH
Directions=2
FlipDir=1
Length=8
Delay=15
Facet=128,140,16,20
NextAction=Push
InLiquidAction=Swim
[Action]
Name=Chop
Procedure=CHOP
Directions=2
FlipDir=1
Length=8
Delay=3
Facet=128,160,16,20
NextAction=Chop
StartCall=Chopping
InLiquidAction=Swim
[Action]
Name=Fight
Procedure=FIGHT
Directions=2
FlipDir=1
Length=7
Delay=4
Facet=128,180,16,20
NextAction=Fight
StartCall=Fighting
ObjectDisabled=1
[Action]
Name=GetPunched
Procedure=FIGHT
Directions=2
FlipDir=1
Length=8
Delay=3
Facet=128,200,16,20
NextAction=Fight
ObjectDisabled=1
[Action]
Name=Build
Procedure=BUILD
Directions=2
FlipDir=1
Length=8
Delay=2
Facet=128,220,16,20
NextAction=Build
StartCall=Building
InLiquidAction=Swim
[Action]
Name=RideThrow
Procedure=ATTACH
Directions=2
FlipDir=1
Length=8
Delay=1
Facet=128,240,16,20
NextAction=Ride
StartCall=Throwing
InLiquidAction=Swim
[Action]
Name=Process
Procedure=THROW
Directions=2
FlipDir=1
Length=8
Delay=3
Facet=0,260,16,20
NextAction=Process
EndCall=Processing
[Action]
Name=Drink
Procedure=THROW
Directions=2
FlipDir=1
Length=8
Delay=3
Facet=128,260,16,20
NextAction=Walk

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@ -1,7 +1,6 @@
[DefCore]
id=CLNK
Version=4,9,8,8
Name=Clonk
Category=C4D_Living|C4D_SelectHomebase
MaxUserSelect=10
Width=16

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@ -1,7 +1,6 @@
[DefCore]
id=CXCP
Version=4,9,8,1
Name=Symbol
Category=C4D_StaticBack
Width=1
Height=1

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@ -0,0 +1,5 @@
#strict 2
func Definition(def) {
SetProperty("Name", "Symbol", def);
}

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@ -1,7 +1,6 @@
[DefCore]
id=CXCN
Version=4,9,8
Name=Symbol
Category=C4D_StaticBack
Width=1
Height=1

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@ -0,0 +1,5 @@
#strict 2
func Definition(def) {
SetProperty("Name", "Symbol", def);
}

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@ -1,7 +1,6 @@
[DefCore]
id=CXCM
Version=4,9,8
Name=Symbol
Category=C4D_StaticBack
Width=1
Height=1

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@ -0,0 +1,5 @@
#strict 2
func Definition(def) {
SetProperty("Name", "Symbol", def);
}

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@ -1,7 +1,6 @@
[DefCore]
id=CXTX
Version=4,9,8
Name=Symbol
Category=C4D_StaticBack
Width=1
Height=1

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@ -0,0 +1,5 @@
#strict 2
func Definition(def) {
SetProperty("Name", "Symbol", def);
}

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@ -1,7 +1,6 @@
[DefCore]
id=DSCN
Version=4,9,8
Name=Descend
Category=C4D_StaticBack
Width=1
Height=1

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@ -1,2 +0,0 @@
DE:Absteigen
US:Descend

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@ -0,0 +1,5 @@
#strict 2
func Definition(def) {
SetProperty("Name", "$Name$", def);
}

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@ -0,0 +1 @@
Name=Absteigen

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@ -0,0 +1 @@
Name=Descend

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@ -1,7 +1,6 @@
[DefCore]
id=CXHM
Version=4,9,8
Name=Symbol
Category=C4D_StaticBack
Width=1
Height=1

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@ -0,0 +1,5 @@
#strict 2
func Definition(def) {
SetProperty("Name", "Symbol", def);
}

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@ -1,7 +1,6 @@
[DefCore]
id=CXIN
Version=4,9,8
Name=Symbol
Category=C4D_StaticBack
Width=1
Height=1

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@ -0,0 +1,5 @@
#strict 2
func Definition(def) {
SetProperty("Name", "Symbol", def);
}

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@ -1,7 +1,6 @@
[DefCore]
id=CXIV
Version=4,9,8
Name=InventorySymbol
Category=C4D_StaticBack
Width=1
Height=1

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@ -1,2 +0,0 @@
DE:Inventar
US:Inventory

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@ -0,0 +1,5 @@
#strict 2
func Definition(def) {
SetProperty("Name", "$Name$", def);
}

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@ -0,0 +1 @@
Name=Inventar

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@ -0,0 +1 @@
Name=Inventory

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@ -1,7 +1,6 @@
[DefCore]
id=CXRL
Version=4,9,8
Name=Symbol
Category=C4D_StaticBack
Width=1
Height=1

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@ -0,0 +1,5 @@
#strict 2
func Definition(def) {
SetProperty("Name", "Symbol", def);
}

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@ -1140,3 +1140,481 @@ protected func AbortCasting()
}
public func Abort() {} // dummy call to instantiate function name
func Definition(def) {
SetProperty("ActMap", {
Walk = {
Prototype = Action,
Name = "Walk",
Procedure = DFA_WALK,
Directions = 2,
FlipDir = 1,
Length = 16,
Delay = 15,
X = 0,
Y = 0,
Wdt = 16,
Hgt = 20,
NextAction = "Walk",
InLiquidAction = "Swim",
},
StillTrans1 = {
Prototype = Action,
Name = "StillTrans1",
Procedure = DFA_THROW,
Directions = 2,
FlipDir = 1,
Length = 4,
Delay = 2,
X = 0,
Y = 280,
Wdt = 16,
Hgt = 20,
NextAction = "Still",
InLiquidAction = "Swim",
},
Still = {
Prototype = Action,
Name = "Still",
Procedure = DFA_THROW,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 10,
X = 64,
Y = 280,
Wdt = 16,
Hgt = 20,
NextAction = "Still",
InLiquidAction = "Swim",
},
StillTrans2 = {
Prototype = Action,
Name = "StillTrans2",
Procedure = DFA_THROW,
Directions = 2,
Reverse = 1,
FlipDir = 1,
Length = 4,
Delay = 2,
X = 192,
Y = 280,
Wdt = 16,
Hgt = 20,
NextAction = "Still",
InLiquidAction = "Swim",
},
Scale = {
Prototype = Action,
Name = "Scale",
Procedure = DFA_SCALE,
Directions = 2,
FlipDir = 1,
Length = 16,
Delay = 15,
X = 0,
Y = 20,
Wdt = 16,
Hgt = 20,
OffX = 2,
OffY = 0,
NextAction = "Scale",
StartCall = "Scaling",
},
ScaleDown = {
Prototype = Action,
Name = "ScaleDown",
Procedure = DFA_SCALE,
Directions = 2,
FlipDir = 1,
Length = 16,
Delay = 15,
X = 0,
Y = 20,
Wdt = 16,
Hgt = 20,
OffX = 2,
OffY = 0,
Reverse = 1,
NextAction = "ScaleDown",
StartCall = "Scaling",
},
Tumble = {
Prototype = Action,
Name = "Tumble",
Procedure = DFA_FLIGHT,
Directions = 2,
FlipDir = 1,
Length = 16,
Delay = 1,
X = 0,
Y = 40,
Wdt = 16,
Hgt = 20,
NextAction = "Tumble",
ObjectDisabled = 1,
InLiquidAction = "Swim",
EndCall = "CheckStuck",
},
Dig = {
Prototype = Action,
Name = "Dig",
Procedure = DFA_DIG,
Directions = 2,
FlipDir = 1,
Length = 16,
Delay = 15,
X = 0,
Y = 60,
Wdt = 16,
Hgt = 20,
NextAction = "Dig",
StartCall = "Digging",
DigFree = 11,
InLiquidAction = "Swim",
},
Bridge = {
Prototype = Action,
Name = "Bridge",
Procedure = DFA_BRIDGE,
Directions = 2,
FlipDir = 1,
Length = 16,
Delay = 1,
X = 0,
Y = 60,
Wdt = 16,
Hgt = 20,
NextAction = "Bridge",
StartCall = "Digging",
InLiquidAction = "Swim",
},
Swim = {
Prototype = Action,
Name = "Swim",
Procedure = DFA_SWIM,
Directions = 2,
FlipDir = 1,
Length = 12,
Delay = 15,
X = 0,
Y = 80,
Wdt = 20,
Hgt = 20,
OffX = 0,
OffY = 1,
NextAction = "Swim",
StartCall = "Swimming",
},
Swim2 = {
Prototype = Action,
Name = "Swim2",
Procedure = DFA_SWIM,
Directions = 2,
FlipDir = 1,
Length = 12,
Delay = 15,
X = 0,
Y = 300,
Wdt = 20,
Hgt = 20,
OffX = 0,
OffY = 1,
NextAction = "Swim2",
StartCall = "Swimming2",
},
Hangle = {
Prototype = Action,
Name = "Hangle",
Procedure = DFA_HANGLE,
Directions = 2,
FlipDir = 1,
Length = 11,
Delay = 16,
X = 0,
Y = 100,
Wdt = 16,
Hgt = 20,
OffX = 0,
OffY = 3,
NextAction = "Hangle",
InLiquidAction = "Swim",
},
Jump = {
Prototype = Action,
Name = "Jump",
Procedure = DFA_FLIGHT,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 3,
X = 0,
Y = 120,
Wdt = 16,
Hgt = 20,
NextAction = "Hold",
InLiquidAction = "Swim",
PhaseCall = "CheckStuck",
},
KneelDown = {
Prototype = Action,
Name = "KneelDown",
Procedure = DFA_KNEEL,
Directions = 2,
FlipDir = 1,
Length = 4,
Delay = 1,
X = 0,
Y = 140,
Wdt = 16,
Hgt = 20,
NextAction = "KneelUp",
},
KneelUp = {
Prototype = Action,
Name = "KneelUp",
Procedure = DFA_KNEEL,
Directions = 2,
FlipDir = 1,
Length = 4,
Delay = 1,
X = 64,
Y = 140,
Wdt = 16,
Hgt = 20,
NextAction = "Walk",
},
Dive = {
Prototype = Action,
Name = "Dive",
Procedure = DFA_FLIGHT,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 4,
X = 0,
Y = 160,
Wdt = 16,
Hgt = 20,
NextAction = "Hold",
ObjectDisabled = 1,
InLiquidAction = "Swim",
PhaseCall = "CheckStuck",
},
FlatUp = {
Prototype = Action,
Name = "FlatUp",
Procedure = DFA_KNEEL,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 1,
X = 0,
Y = 180,
Wdt = 16,
Hgt = 20,
NextAction = "KneelUp",
ObjectDisabled = 1,
},
Throw = {
Prototype = Action,
Name = "Throw",
Procedure = DFA_THROW,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 1,
X = 0,
Y = 200,
Wdt = 16,
Hgt = 20,
NextAction = "Walk",
InLiquidAction = "Swim",
},
Punch = {
Prototype = Action,
Name = "Punch",
Procedure = DFA_FIGHT,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 2,
X = 0,
Y = 220,
Wdt = 16,
Hgt = 20,
NextAction = "Fight",
EndCall = "Punching",
ObjectDisabled = 1,
},
Dead = {
Prototype = Action,
Name = "Dead",
Directions = 2,
FlipDir = 1,
X = 0,
Y = 240,
Wdt = 16,
Hgt = 20,
Length = 6,
Delay = 3,
NextAction = "Hold",
NoOtherAction = 1,
ObjectDisabled = 1,
},
Ride = {
Prototype = Action,
Name = "Ride",
Procedure = DFA_ATTACH,
Directions = 2,
FlipDir = 1,
Length = 4,
Delay = 3,
X = 128,
Y = 120,
Wdt = 16,
Hgt = 20,
NextAction = "Ride",
StartCall = "Riding",
InLiquidAction = "Swim",
},
RideStill = {
Prototype = Action,
Name = "RideStill",
Procedure = DFA_ATTACH,
Directions = 2,
FlipDir = 1,
Length = 1,
Delay = 10,
X = 128,
Y = 120,
Wdt = 16,
Hgt = 20,
NextAction = "RideStill",
StartCall = "Riding",
InLiquidAction = "Swim",
},
Push = {
Prototype = Action,
Name = "Push",
Procedure = DFA_PUSH,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 15,
X = 128,
Y = 140,
Wdt = 16,
Hgt = 20,
NextAction = "Push",
InLiquidAction = "Swim",
},
Chop = {
Prototype = Action,
Name = "Chop",
Procedure = DFA_CHOP,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 3,
X = 128,
Y = 160,
Wdt = 16,
Hgt = 20,
NextAction = "Chop",
StartCall = "Chopping",
InLiquidAction = "Swim",
},
Fight = {
Prototype = Action,
Name = "Fight",
Procedure = DFA_FIGHT,
Directions = 2,
FlipDir = 1,
Length = 7,
Delay = 4,
X = 128,
Y = 180,
Wdt = 16,
Hgt = 20,
NextAction = "Fight",
StartCall = "Fighting",
ObjectDisabled = 1,
},
GetPunched = {
Prototype = Action,
Name = "GetPunched",
Procedure = DFA_FIGHT,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 3,
X = 128,
Y = 200,
Wdt = 16,
Hgt = 20,
NextAction = "Fight",
ObjectDisabled = 1,
},
Build = {
Prototype = Action,
Name = "Build",
Procedure = DFA_BUILD,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 2,
X = 128,
Y = 220,
Wdt = 16,
Hgt = 20,
NextAction = "Build",
StartCall = "Building",
InLiquidAction = "Swim",
},
RideThrow = {
Prototype = Action,
Name = "RideThrow",
Procedure = DFA_ATTACH,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 1,
X = 128,
Y = 240,
Wdt = 16,
Hgt = 20,
NextAction = "Ride",
StartCall = "Throwing",
InLiquidAction = "Swim",
},
Process = {
Prototype = Action,
Name = "Process",
Procedure = DFA_THROW,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 3,
X = 0,
Y = 260,
Wdt = 16,
Hgt = 20,
NextAction = "Process",
EndCall = "Processing",
},
Drink = {
Prototype = Action,
Name = "Drink",
Procedure = DFA_THROW,
Directions = 2,
FlipDir = 1,
Length = 8,
Delay = 3,
X = 128,
Y = 260,
Wdt = 16,
Hgt = 20,
NextAction = "Walk",
}, }, def);
SetProperty("Name", "Clonk", def);
}

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@ -1,7 +1,6 @@
[DefCore]
id=ROCK
Version=4,10,0,0
Name=Rock
Category=C4D_Object|C4D_SelectMaterial|C4D_SelectHomebase|C4D_SelectInEarth
MaxUserSelect=10
Width=6
@ -14,6 +13,5 @@ Value=1
Mass=10
Components=IROC=3
Rebuy=1
Collectible=1
Projectile=1

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@ -1,2 +0,0 @@
DE:Stein
US:Rock

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@ -9,4 +9,8 @@ protected func Hit()
}
func IsAlchemContainer() { return true; }
func AlchemProcessTime() { return 160; }
func AlchemProcessTime() { return 160; }
func Definition(def) {
SetProperty("Collectible", 1, def);
SetProperty("Name", "$Name$", def);
}

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@ -0,0 +1 @@
Name=Stein

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@ -0,0 +1 @@
Name=Rock