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Documented the default settings for levels and guard skills.
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; The following customization options can be used in all level sections: | ||
; level_type = 0: dungeon, 1: palace | ||
; level_color = 0: colors from VDUNGEON.DAT/VPALACE.DAT, >0: colors from PRINCE.DAT (You need a PRINCE.DAT from 1.3 or 1.4 for this.) | ||
; guard_type = -1: none, 0: guard, 1: fat, 2: skel, 3: vizier, 4: shadow | ||
; guard_hp = Base hitpoints for guards on this level. | ||
; cutscene = 0: none, 2 or 6: standing, 4: lying down, 8: mouse leaves, 9: mouse returns, 12: standing or turn around | ||
; The numbers correspond to the number of the level which had that cutscene in the original game. | ||
; entry_pose = 0: turning, 1: falling, 2: running | ||
; seamless_exit = -1: disabled, >0: room where the level can be seamlessly exited. | ||
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[Level 0] ; demo | ||
level_type = dungeon | ||
level_color = 0 | ||
guard_type = guard | ||
guard_hp = 4 | ||
cutscene = 0 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 1] | ||
level_type = dungeon | ||
level_color = 0 | ||
guard_type = guard | ||
guard_hp = 3 | ||
cutscene = 1 | ||
entry_pose = falling | ||
seamless_exit = -1 | ||
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[Level 2] | ||
level_type = dungeon | ||
level_color = 0 | ||
guard_type = guard | ||
guard_hp = 3 | ||
cutscene = 2 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 3] | ||
level_type = dungeon | ||
level_color = 1 | ||
guard_type = skel | ||
guard_hp = 3 | ||
cutscene = 3 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 4] | ||
level_type = palace | ||
level_color = 0 | ||
guard_type = guard | ||
guard_hp = 3 | ||
cutscene = 4 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 5] | ||
level_type = palace | ||
level_color = 0 | ||
guard_type = guard | ||
guard_hp = 4 | ||
cutscene = 5 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 6] | ||
level_type = palace | ||
level_color = 0 | ||
guard_type = fat | ||
guard_hp = 5 | ||
cutscene = 6 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 7] | ||
level_type = dungeon | ||
level_color = 1 | ||
guard_type = guard | ||
guard_hp = 4 | ||
cutscene = 7 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 8] | ||
level_type = dungeon | ||
level_color = 2 | ||
guard_type = guard | ||
guard_hp = 4 | ||
cutscene = 8 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 9] | ||
level_type = dungeon | ||
level_color = 2 | ||
guard_type = guard | ||
guard_hp = 5 | ||
cutscene = 9 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 10] | ||
level_type = palace | ||
level_color = 0 | ||
guard_type = guard | ||
guard_hp = 5 | ||
cutscene = 10 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 11] | ||
level_type = palace | ||
level_color = 0 | ||
guard_type = guard | ||
guard_hp = 5 | ||
cutscene = 11 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 12] | ||
level_type = dungeon | ||
level_color = 3 | ||
guard_type = shadow | ||
guard_hp = 4 | ||
cutscene = 12 | ||
entry_pose = turning | ||
seamless_exit = 23 | ||
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[Level 13] ; Jaffar | ||
level_type = dungeon | ||
level_color = 3 | ||
guard_type = vizier | ||
guard_hp = 6 | ||
cutscene = 13 | ||
entry_pose = running | ||
seamless_exit = -1 | ||
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[Level 14] ; princess | ||
level_type = palace | ||
level_color = 4 | ||
guard_type = none | ||
guard_hp = 0 | ||
cutscene = 14 | ||
entry_pose = turning | ||
seamless_exit = -1 | ||
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[Level 15] ; potions | ||
level_type = dungeon | ||
level_color = 0 | ||
guard_type = none | ||
guard_hp = 0 | ||
cutscene = 15 | ||
entry_pose = turning | ||
seamless_exit = -1 |
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; The following customization options can be used for guard skills: | ||
; strikeprob = Probability of striking, from 0 to 255. | ||
; restrikeprob = Probability of re-striking after block, from 0 to 255. | ||
; blockprob = Probability of blocking, from 0 to 255. | ||
; impblockprob = Probability of improper blocking, from 0 to 255. | ||
; advprob = Probability of going into hit range, from 0 to 255. | ||
; refractimer = Refractory period after pain, in frames. | ||
; extrastrength = Extra hit points. | ||
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[Skill 0] | ||
strikeprob = 61 | ||
restrikeprob = 0 | ||
blockprob = 0 | ||
impblockprob = 0 | ||
advprob = 255 | ||
refractimer = 16 | ||
extrastrength = 0 | ||
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[Skill 1] | ||
strikeprob = 100 | ||
restrikeprob = 0 | ||
blockprob = 150 | ||
impblockprob = 61 | ||
advprob = 200 | ||
refractimer = 16 | ||
extrastrength = 0 | ||
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[Skill 2] | ||
strikeprob = 61 | ||
restrikeprob = 0 | ||
blockprob = 150 | ||
impblockprob = 61 | ||
advprob = 200 | ||
refractimer = 16 | ||
extrastrength = 0 | ||
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[Skill 3] | ||
strikeprob = 61 | ||
restrikeprob = 5 | ||
blockprob = 200 | ||
impblockprob = 100 | ||
advprob = 200 | ||
refractimer = 16 | ||
extrastrength = 0 | ||
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[Skill 4] | ||
strikeprob = 61 | ||
restrikeprob = 5 | ||
blockprob = 200 | ||
impblockprob = 100 | ||
advprob = 255 | ||
refractimer = 8 | ||
extrastrength = 1 | ||
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[Skill 5] | ||
strikeprob = 40 | ||
restrikeprob = 175 | ||
blockprob = 255 | ||
impblockprob = 145 | ||
advprob = 255 | ||
refractimer = 8 | ||
extrastrength = 0 | ||
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[Skill 6] | ||
strikeprob = 100 | ||
restrikeprob = 16 | ||
blockprob = 200 | ||
impblockprob = 100 | ||
advprob = 200 | ||
refractimer = 8 | ||
extrastrength = 0 | ||
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[Skill 7] | ||
strikeprob = 220 | ||
restrikeprob = 8 | ||
blockprob = 250 | ||
impblockprob = 250 | ||
advprob = 0 | ||
refractimer = 8 | ||
extrastrength = 0 | ||
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[Skill 8] | ||
strikeprob = 0 | ||
restrikeprob = 0 | ||
blockprob = 0 | ||
impblockprob = 0 | ||
advprob = 0 | ||
refractimer = 0 | ||
extrastrength = 0 | ||
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[Skill 9] | ||
strikeprob = 48 | ||
restrikeprob = 255 | ||
blockprob = 255 | ||
impblockprob = 145 | ||
advprob = 255 | ||
refractimer = 8 | ||
extrastrength = 0 | ||
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[Skill 10] ; a in apoplexy | ||
strikeprob = 32 | ||
restrikeprob = 255 | ||
blockprob = 255 | ||
impblockprob = 255 | ||
advprob = 100 | ||
refractimer = 0 | ||
extrastrength = 0 | ||
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[Skill 11] ; b in apoplexy | ||
strikeprob = 48 | ||
restrikeprob = 150 | ||
blockprob = 255 | ||
impblockprob = 175 | ||
advprob = 100 | ||
refractimer = 0 | ||
extrastrength = 0 |
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