Tutorial- Data.txt and You

Tutorials for game development.
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Tutorial- Data.txt and You

Post by Agent of Dread »

Move to Tutorials please!
Also, I didn't fill it all out, so edit it in if you know one I missed :)

Comments are in red.

// Real general data
Object slot number ( 0 to 63, don't use twice ) : 0 //Should be 0 for characters, -1 for items, and others for monsters etc, book.obj MUST be slot 127. The slot number must be unique to that module or else the game crashes.
Object class name ( use underscore for spaces ) : Adventurer //Class name, used in most message files.
Object is lit uniformly ( TRUE or FALSE ) : FALSE
Maximum ammo ( 0 for doesn't matter ) : 0
Starting ammo ( 0 for doesn't matter ) : 0 //Read: current ammo.
Gender ( MALE or FEMALE or OTHER ) : MALE //Gender (Pretty self-explanitory)


// Object stats
Life point bar color ( 0 to 5, 1 is red ) : 1 //Health bar color, 1 is red, 2 is yellow, 3 is green, 4 is blue, 5 is purple
Mana point bar color ( 0 to 5, 5 is purple ) : 5 //Ditto
Life points ( eg. 3-5 ) : 5-8 //Health
Life points increase per level ( eg. 1-3 ) : 1-2 //Health gained per level up.
Mana points ( eg. 0-0 ) : 2-4 //Mana
Mana points increase per level ( eg. 1-1 ) : 1 //Mana gained per level up.
Mana return rate ( eg. 0-1 ) : 3-5 //The rate at which mana regenerates.
Mana return increase per level ( eg. 0-1 ) : 0 //How much mana return is gained per level up.
Mana flow rate ( eg. 0-1 ) : 1.1 //The amount of mana that can be spent at a given moment. Some spells require high flow.
Mana flow increase per level ( eg. 0-1 ) : 0.5 //How much mana flow is gained per level up.
Strength ( eg. 3-18 ) : 6-10 //Strength, used for physical things as well as weapon damage bonuses.
Strength increase per level ( eg. 0-1 ) : 1-2 //Strength gained per level up.
Wisdom ( eg. 3-18 ) : 10-12 //Wisdom, used for preception of things and divine abilities. Also increases Arcane ressistance.
Wisdom increase per level ( eg. 0-1 ) : 1-2 //Wisdom gained per level up.
Intelligence ( eg. 3-18 ) : 13-15 //Intelligence, used for chalanges involving thinking and for Arcane abilities and spells. Also increases Divine ressistance.
Intelligence increase per level ( eg. 0-1 ) : 1-2 //Intelligence gained per level up.
Dexterity ( eg. 3-18 ) : 14-15 //Dexterity, used for sneaking, attack speed calculations and other reflex related things.
Dexterity increase per level ( eg. 0-1 ) : 1-2 //Dexterity gained per level up.


// More physical attributes
Size ( eg. 1.0 ) : 1.0 //The size of the model. This is by how much your character's model is bigger that the model in tris.md2.
Size increase per level ( eg. 0.05 ) : 0.04 //How much size is gained per level up. (Be careful!)
Shadow size ( eg. 30, 0 is none ) : 25 //Size of the character's shadow.
Bump size ( eg. 30 ) : 30 //How big the area that can be bumped by other things is.
Bump height ( eg. 70 ) : 90 //How tall above area is.
Bump dampen ( 0.0 to 1.0, lower is massive ) : 0.35 // How does it react bump-wise to other things. lower means it harder to push away.
Weight ( 0 to 255 ) : 110 //Weight. no specific unit, just specify a number. Platforms and buttons check this.
Jump power ( eg. 14.0 ) : 10.0 //How high this character can jump.
Number of jumps ( eg. 1 ) : 1 //How many successive jumps can be made without toughing the ground.
Sneak speed ( 1 to 20, 1 is good ) : 1 //At what speed the character is sneaking. This affects animations and some AI scripts.
Walk speed ( 1 to 20, 3 is good ) : 1 //At what speed the character is walking. If the number is equal to the previous, the later one is used. In this case , at speed 1, the character is instantly walking, and therefore cannot achieve sneaking.
Run speed ( 1 to 20, 5 is good ) : 5 //At what speed the character is running. '';''. Usually generates allot of noise.
Fly to height ( 0 is none ) : 0 //The character will float up and down from 0 to the specified hight. 0 disables floating.
Flashing AND ( 1, 3, 7, 15... 255 is don't ) : 255 // How frequently the character flashes. Lower is more frequent.
Transparency blending ( 255 is normal ) : 255 // How transparent this character is. 255 is solid, 0 is invisible.
Light blending ( 255 is normal ) : 255 // How much light goes through? Functions similarly to Trans. Blending. ''; ''.
Transfer blending to weapons ( TRUE or FALSE ) : TRUE //Will Trans. and Light blending be passed on to whatever this character is holding?
Sheen ( 0 - 15, 0 is dull, 15 is shiny ) : 0 //Shine
Phong mapping ( TRUE or FALSE ) : FALSE // This feature is disabled. It's the old method for texturing shiny things such as keys.
Texture X movement rate ( eg. 0.0 ) : 0.0 // The texure will move along the model in the X axis at this rate.
Texture Y movement rate ( eg. 0.0 ) : 0.0 // The texure will move along the model in the Y axis at this rate.
Conform to hills like a chair ( TRUE or FALSE ) : FALSE // Self explanitory.


// Invulnerability data
Object is totally invincible ( TRUE or FALSE ) : FALSE //Invincibility
NonIFrame Invulnerability facing ( 0 to 65535 ) : 0 // This makes the character vulnerable at certain facings?
NonIFrame Invulnerability angle ( 0 to 32768 ) : 0 // This makes the character vulnerable at certain angles?
IFrame Invulnerability facing ( 0 to 65535 ) : 0
IFrame Invulnerability angle ( 0 to 32768 ) : 14000


// Skin defenses
Base defense rating of skin ( eg. 2 5 10 17 ) : 30 60 90 110 //Defence levels of skins (first is 0, second is 1 etc.)
SLASH defense shift ( eg. 1 1 1 1 ) : 1 2 2 2 //Defence per armor against SLASH type damage
CRUSH defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 //Defence per armor against CRUSH type damage
POKE defense shift ( eg. 1 1 1 1 ) : 1 1 2 2 //Defence per armor against POKE type damage
HOLY defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 //Defence per armor against HOLY type damage
EVIL defense shift ( eg. 1 1 1 1 ) : 1 1 1 2 //Defence per armor against EVIL type damage
FIRE defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 //Defence per armor against FIRE type damage
ICE defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 //Defence per armor against ICE type damage
ZAP defense shift ( eg. 1 1 1 1 ) : 1 1 1 1 //Defence per armor against ZAP type damage
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 ) : 60 50 40 60 //How fast will the character gain speed and what's it's maximum movement speed.


// Experience and level data
Experience for level 1 ( 200 ) : 300 //XP for first level up
Experience for level 2 ( 400 ) : 900 //XP for second
Experience for level 3 ( 800 ) : 2700 //Third
Experience for level 4 ( 1600 ) : 5400 //Fourth
Experience for level 5 ( 3200 ) : 7500 //Fifth
Starting experience ( eg. 0-500 ) : 0-0 //How much experience character starts with. For saved characters, this is the current xp.
Experience worth for this object ( 10 ) : 30 //How much experience is given for killing object
Experience exchange for this object ( 0.001 ) : 0.01
Experience rate... Finding secret ( 0.0 ) : 1.5 //How much experience for doing previously mentioned task
Experience rate... Winning quest ( 1.0 ) : 1.25 //Ditto
Experience rate... Using unknown ( 0.0 ) : 0.2 //Ditto
Experience rate... Killing enemy ( 0.9 ) : 0.6 //etc.
Experience rate... Killing sleepy enemy ( 0.0 ) : 0.0
Experience rate... Killing hated enemy ( 2.0 ) : 0.0
Experience rate... Team kills enemy ( 0.1 ) : 0.4
Experience rate... Talking in character ( 1.0 ) : 1.1


// IDSZ Identification tags ( [NONE] is valid )
Parent ID ( eg. [FROG] for Trogs ) : [HUMA] //What main type of character this is, what's his species.
Type ID ( eg. [TROG] for Trogs ) : [ADVE] //Specific type
Skill ID ( eg. [WMAG] for wizard spells ) : [WMAG] //Which skill character has.
Special ID ( eg. [SUM0] for animated bones ) : [NONE] //Special tags
Hate group ID ( eg. [GOBL] for dwarves ) : [NONE] //Target's hate group. Some characters can gain bonus xp by killing hated things.
Vuilnerability ID ( eg. [SILV] for werewolves ) : [NONE] //What this character is vulnerable to. Used mostly in scripts.


// Item and damage flags
Object is an item ( TRUE or FALSE ) : FALSE
Object is a mount ( TRUE or FALSE ) : FALSE
Object is stackable ( TRUE or FALSE ) : FALSE //If object can be stacked like spears, potions, keys, etc.
Object's name is known ( TRUE or FALSE ) : TRUE //Do we know the name of this object?
Item of known usage ( TRUE or FALSE ) : TRUE //Do we know what it does?
Item carries to next module ( TRUE or FALSE ) : FALSE //Will it go with you to the next level?
Item requires skill ID to use ( TRUE or FALSE ) : FALSE //Do we need a special skill to use this item?
Object is a platform ( TRUE or FALSE) : FALSE //Can we stand on this?
Object collects money ( TRUE or FALSE ) : TRUE //Can this object collect money?
Object can open chests/doors ( TRUE or FALSE ) : TRUE //Can this object open chests and doors?


// Other item and damage stuff
DamageTarget type ( SLASH, CRUSH, POKE, HOLY,
EVIL, FIRE, ICE, or ZAP ) : CRUSH //What type of damage will this do? (This is unarmed attack for humans)
Attack type if it's a weapon ( UNARMED, THRUST,
SLICE, CHOP, BASH, LONGBOW,
XBOW, FLINGED, PARRY, ZAP) : SLICE //What type of attack will this do if it's a weapon?


// Particle attachments
Number of particles to attach ( 0 ) : 0 //How many particles are attached?
Reaffirm attachments when damaged ( NONE, SLASH,
CRUSH, POKE, HOLY, EVIL, FIRE, ICE, ZAP,) : NONE
Particle type ( 0 to 3 ) : 0 //What type of particle?


// Character hands
Left ( or only ) grip valid ( TRUE or FALSE ) : TRUE //Can this object use its left hand?
Right grip valid ( TRUE or FALSE ) : TRUE //Can this object use its right hand?


// Particle spawning on attack order ( for weapon characters )
Particle attached to weapon ( TRUE or FALSE ) : TRUE //Is there a particle attached?
Particle type ( 0 to 3 ) : 0 //What type?


// Particle spawning for GoPoof
Amount to spawn ( 0 to 10, 0 is NoPoof ) : 8 //How many particles to spawn?
Facing add for each one ( 0 to 65535 ) : 8192
Particle type ( 0 to 3 ) : 1 //What type?


// Particle spawning for Blood ( If you want it, you put it in... )
Blood valid ( TRUE or FALSE ) : FALSE //Does this target shed blood when hit?
Particle type ( 0 to 3 ) : 0 //What type?


// Extra stuff I forgot
Character can walk on water ( TRUE or FALSE ) : FALSE //Can character walk on top of water?
Character bounciness ( 0.00 to 0.95 ) : .60 //How bouncy?


// More stuff I forgot
Life healing when used ( 0.0 to 100.0 ) : 0.0 //How much life is healed when used?
Mana cost to use ( 0.0 to 100.0 ) : 0.0 //How much mana does it cost to use?
Life return rate, ( 0 to 255 ) : 0 //How fast does this target return life?
Stoppedby mask ( 48 is the only one ) : 48
Skin Name 0 ( use underscores for spaces ) : a_Leather_Tunic
Skin Name 1 ( use underscores for spaces ) : a_Chainshirt
Skin Name 2 ( use underscores for spaces ) : a_Breastplate
Skin Name 3 ( use underscores for spaces ) : a_Robin_Costume
Skin Cost 0 ( 0 to 65535 ) : 50
Skin Cost 1 ( 0 to 65535 ) : 100
Skin Cost 2 ( 0 to 65535 ) : 300
Skin Cost 3 ( 0 to 65535 ) : 600
Strength dampen for weapons ( 0.0 to 1.0 ) : 0.05 // How much of the wielder's strength is added as bonus damage? Used in weapons.


// Another memory lapse
Rider cannot attack ( TRUE or FALSE ) : FALSE //Can the rider attack? Used for mounts.
Can be dazed ( TRUE or FALSE ) : TRUE //Can target be dazed?
Can be grogged ( TRUE or FALSE ) : TRUE //Can target be grogged?
Permanent life add when used ( -256 to 256 ) : 0 //How much life points are added when used?
Permanent mana add when used ( -256 to 256 ) : 0 //How much mana points are added when used?
Can see invisible ( TRUE or FALSE ) : FALSE //Can this character see invisible things?
Chance of being cursed ( 0 to 100 ) : 0 //Is this object cursed?
Sound of Footfall ( -1 for none ) : 0 //What sound is used for a footfall?
Sound of Jump ( -1 for none ) : 1 //What sound is used for a jump?


// Expansions: Expansion are IDSZ tags added to some files to define additional things. You can read about them in one of the other tutorials or in the wiki.
:[DRES] 3
:[READ] 1 //Literate
:[AWEP] 1 //Can use Advanced Weapons

//-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...


I'm currently making changes. Do not move (literaly :D). Feel free to add things though.
-- Chainsaw
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Cimeries
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Post by Cimeries »

I'll do some adjustments and additions over the next couple of days. When it's completed and absolutely error free I'll move it to the tutorials forum.
Being locked, I won't be able to make changes to a topic or post once it has been moved, so it has to be perfect.
:wink:
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Agent of Dread
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Post by Agent of Dread »

But you can... unlock it, right?
Anyway, ok.
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Post by Cimeries »

Only Zefz can, otherwise, once it's in there, it's absolutely permanent.
:wink:
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Post by Agent of Dread »

Oh, right.
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