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Level_Params_Eng.txt
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Level_Params_Eng.txt
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The levels.dat file:
[info]
levelsformat=0.1
numberoflevels=8
modpack=StandardDave // An optional parameter, the name of the modpack folder for which this levelpack was made, is needed to check the compatibility of the launch, without it the levelpack will not be displayed in the Easy launcher when the modpack is selected.
// Also, without this parameter or if it does not match the name of the modpack folder, a warning will be displayed when the game starts. Ignored if the levelpack is inside a modpack.
[options]
distancelivemonstersX=8 // Optional parameter for handling monsters at a distance from the edge behind the screen. More important than the analogous parameter in DD2.ini. If absent, it is taken from there.
distancelivemonstersY=8 // Optional parameter for handling monsters at a distance from the edge behind the screen. More important than the analogous parameter in DD2.ini. If absent, it is taken from there.
distanceactivatemonstersX=18 // Optional parameter to activate monsters at a distance from the edge behind the screen. More important than the analogous parameter in DD2.ini. If absent, it is taken from there.
distanceactivatemonstersY=64 // Optional parameter for handling monsters at a distance from the edge behind the screen. More important than the analogous parameter in DD2.ini. If absent, it is taken from there.
startinglevel=2 // Optional parameter, specifies which level to start from by number. Allows you to make complex links between levels. If not specified, the default is 1.
N.lev file:
[info]
sizeX=100
sizeY=100
name=Test! // Level name. It is displayed instead of Level N, if something is equal.
type=single
numberoftilesfields=1
levelformat=0.1
[options]
distancelivemonstersX=18 // Optional parameter for handling monsters at a distance from the edge behind the screen. More important than the analogous parameter in levels.dat. If absent, it is taken from there. If absent, and there is taken from DD2.ini.
distancelivemonstersY=64 // Optional parameter for handling monsters at a distance from the edge behind the screen. More important than the analogous parameter in levels.dat. If absent, it is taken from there. If absent, and there is taken from DD2.ini.
distanceactivatemonstersX=18 // Optional parameter to activate monsters at a distance from the edge behind the screen. More important than the analogous parameter in levels.dat. If absent, it is taken from there. If absent, and there is taken from DD2.ini.
distanceactivatemonstersY=64 // Optional parameter to activate monsters at a distance from the edge behind the screen. More important than the analogous parameter in levels.dat. If absent, it is taken from there. If absent, and there is taken from DD2.ini.
changelevelongameover=2 // Optional parameter indicating how to change the level on Game Over. If it is just equal to the number N, then it changes to the level with the number N. If it says "+ N", then N is added to the current number (wisely,
// that is %cur_lev% + N> max_lev, then go to the last level). If it is "-N", then N is subtracted from the current level (wisely, if %cur_lev% - N < 1, then go to level 1).
// If we do not want to cut off levels less than 1 and more than the maximum, we need to add "f" at the end, that is, for example, "+5f" - we add 5 levels, and we do not do any cutoffs and recalculations. This allows, for example,
// to end the game if you go through the maximum level number.
numberphysictilelayer=1 // Optional parameter, specifies the number of the physical layer of the tiles. If absent, it is equal to 1. All operations, except doors, are carried out at this level.
numberobjectstilesfield=1 // Optional parameter, specifies the number of the tile layer, after which the objects are drawn. If absent, it is equal to "numberphysictilelayer". Door operations are carried out at this level.
[Secrets] // List of secrets.
1=You cool!\nVery good man!\\n! // This text will be displayed when hitting a tile with a tile parameter GS_secret=1. '\ n' - line break, "\\n" -> '\n'.
// Next comes level information
[Background2_1] // Background drawn first before the second tile layer
countLoopX=2 // Allow repetition twice along the X axis
countLoopY=-1 // Infinite loop in all directions along the Y axis
image=first // Title of the background image
scaleX=0.1 // Scale X
scaleY=1 // Scale along the Y axis (one to one)
scrollSpeedX=2 // Background scroll speed on X axis (twice as fast as level scrolling)
scrollSpeedY=adaptive // Background scroll speed along the Y axis (adaptive, that is, there will be a background edge at the edges of the level, the background speed adjusts to the level scroll speed)
startShiftX=0 // Initial shift of the background along the X axis (no shift, upper left corner of the level, starting from the width of two tiles, since a two-tile edge is not displayed in the level)
startShiftY=20 // Initial background shift along the Y axis (shift 20 pixels from the upper left corner of the level, starting from the width of two tiles, since a two-tile edge is not displayed in the level)