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📄 shapes.txt

📁 S.C.O.U.R.G.E.是一款类似Rogue的游戏
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# textures and shapes# keys:# T:texture file name# G:texture group (used for 'native' shapes): front,top,left-right# D:descriptions (first line=count)# N:native shape (box) lines: texture-group, dimensions, name, description group, color# P:shape options#   shape index#   skip side: #     none=0#     FRONT_SIDE = 1;#     TOP_SIDE = 2;#     LEFT_RIGHT_SIDE = 4;  #   stencil: 0,1#   light blocking: 0,1# shape subtypes:# 3: 3ds object (lines: file, scale)# 2: md2 object (lines: name, file, scale, dimensions)# T: torch (NORTH=0, EAST, SOUTH, WEST, NONE)# L: teleporter# [R: x,y,z] (optional: angles to rotate in inventory screen)## FIXME: Shape indexes must still be represented in the Constants enumT:front.bmpT:top.bmpT:side.bmpT:wood.bmpT:floor.bmpT:floor2.bmpT:woodtop.bmpT:fronttop.bmpT:light.bmpT:flame.bmpT:doorNS.bmpT:doorEW.bmpT:bookshelf.bmpT:chestfront.bmpT:chestside.bmpT:chesttop.bmpT:marble.bmpT:floor3.bmpT:ring2.bmpG:0,7,2G:2,7,0G:3,6,3G:3,16,3G:0,4,0G:0,17,0G:0,5,0G:8,0,0G:10,6,6G:6,6,11G:6,6,12G:14,15,13G:12,6,6G:13,15,14G:0,0,0D:3D:Pale weeds grow over these ancient wallsD:The walls crumble with age, yet appear sturdyD:Dark limestone walls mark these corridorsD:3D:It appears to be a thick wooden doorD:A dungeon door made of woodD:The aged oak door is scarred by knife points and torch flameD:2D:The door frames seem to be made of some hard woodD:The wood around the doors is reinforced by metal nailsD:3D:A torch blazes nearbyD:The light is firmly attached to the wall, you cannot get itD:It is a burning torchD:3D:A large wooden board that describes available missionsD:Click on the board to learn about your missionsD:The corporate 'brains' of S.C.O.U.R.G.E. inc.D:2D:A burning brazierD:A brazier radiates heat nearbyD:2D:You see a shining marble columnD:The column supports the ceilingD:3D:This teleporter appears to be functional (courtesy of the management)D:This teleporter can take you back to headquartersD:It is a teleporterD:3D:These stairs lead to another levelD:Stairs leading into darknessD:You see a flight of stairs# unitside=16# unitoffset=2# wallheight=12# Constants::EW_WALL_INDEXN:1N:2,12,12N:EW_WALLN:0N:ac8060ff# Constants::EW_WALL_EXTRA_INDEXN:1N:2,14,12N:EW_WALL_EXTRAN:0N:ac8060ff# Constants::EW_WALL_TWO_EXTRAS_INDEXN:1N:2,16,12N:EW_WALL_TWO_EXTRASN:0N:ac8060ff# Constants::NS_WALL_INDEXN:0N:12,2,12N:NS_WALLN:0N:ac8060ff# Constants::NS_WALL_EXTRA_INDEXN:0N:14,2,12N:NS_WALL_EXTRAN:0N:ac8060ff# Constants::NS_WALL_TWO_EXTRAS_INDEXN:0N:16,2,12N:NS_WALL_TWO_EXTRASN:0N:ac8060ff# P:shape options#   shape index#   skip side: (none=0, FRONT_SIDE = 1, TOP_SIDE = 2, LEFT_RIGHT_SIDE = 4)#   stencil: 0,1#   light blocking: 0,1P:0,1,1,1P:1,1,1,1P:2,1,1,1P:3,4,1,1P:4,4,1,1P:5,4,1,1# Constants::CORNER_INDEXN:2N:2,2,12N:CORNERN:0N:ac8060ff# Constants::DOOR_SIDE_INDEXN:2N:2,2,10N:DOOR_SIDEN:2N:aa6633ff# Constants::EW_DOOR_INDEXN:9N:1,6,10N:EW_DOORN:1N:aa6633ff# Constants::EW_DOOR_TOP_INDEXN:2N:2,12,2N:EW_DOOR_TOPN:2N:aa6633ff# Constants::NS_DOOR_INDEXN:8N:6,1,10N:NS_DOORN:1N:aa6633ff# Constants::NS_DOOR_TOP_INDEXN:2N:12,2,2N:NS_DOOR_TOPN:2N:aa6633ffP:8,0,0,1P:10,0,0,1# Constants::FLOOR_TILE_INDEXN:6N:16,16,0N:FLOOR_TILEN:0N:806040ff# Constants::ROOM_FLOOR_TILE_INDEXN:4N:16,16,0N:ROOM_FLOOR_TILEN:0N:a08040ff# Constants::ROOM2_FLOOR_TILE_INDEXN:5N:16,16,0N:ROOM2_FLOOR_TILEN:0N:a08040ff# Constants::LAMP_NORTH_INDEXN:14N:1,1,2N:LAMP_NORTHN:3N:ffffffffT:0# Constants::LAMP_SOUTH_INDEXN:14N:1,1,2N:LAMP_SOUTHN:3N:ffffffffT:2# Constants::LAMP_WEST_INDEXN:14N:1,1,2N:LAMP_WESTN:3N:ffffffffT:3# Constants::LAMP_EAST_INDEXN:14N:1,1,2N:LAMP_EASTN:3N:ffffffffT:1# Constants::LAMP_BASE_INDEXN:2N:1,1,2N:LAMP_BASEN:3N:f0f0ffff# Constants::EMPTY_SHAPE_INDEXN:2N:1,1,1N:EMPTY_SHAPEN:3N:ffffffff# board.3dsN:14,N:12,4,10N:BOARDN:4N:ffffffff3:/objects/board.3ds3:1.2# Constants::BRAZIER_INDEX]N:14N:3,3,3N:BRAZIERN:5N:e820ffffT:5# Constants::BRAZIER_BASE_INDEXN:2N:3,3,1N:BRAZIER_BASEN:5N:f0f0ffff# column.3dsN:14N:4,4,10N:COLUMNN:6N:ffffffff3:/objects/column.3ds3:1.7# Constants::TELEPORTER_INDEXN:2N:3,3,14N:TELEPORTERN:7N:0020ffffL:1# Constants::TELEPORTER_BASE_INDEXN:3N:3,3,1N:TELEPORTER_BASEN:7N:f0f0ffff# gate-up.3dsN:14N:7,2,10N:GATE_UPN:8N:ffffffff3:/objects/gate-up.3ds3:2.0# gate-down.3dsN:14N:7,2,10N:GATE_DOWNN:8N:ffffffff3:/objects/gate-down.3ds3:2.0# Constants::SWORD_INDEXN:14N:1,3,1N:SWORDN:0N:ffffffff3:/objects/sword.3ds3:0.25# Constants::AXE_INDEXN:14N:2,3,1N:AXEN:0N:ffffffff3:/objects/axe.3ds3:0.1# Constants::BOOKSHELF_INDEXN:10N:2,5,7N:BOOKSHELFN:0N:0000ffff# Constants::CHEST_INDEXN:11N:2,3,2N:CHESTN:0N:ffaa80ff# Constants::BOOKSHELF2_INDEXN:12N:5,2,7N:BOOKSHELF2N:0N:0000ffff# Constants::CHEST2_INDEXN:13N:3,2,2N:CHEST2N:0N:ffaa80ff# Constants::CORPSE_INDEXN:14N:1,3,2N:CORPSEN:0N:ffffffff3:/objects/corpse.3ds3:0.65# Constants::TABLE_INDEXN:14N:4,5,3N:TABLEN:0N:ffffffff3:/objects/table.3ds3:1.3# Constants::CHAIR_INDEXN:14N:2,3,4N:CHAIRN:0N:ffffffff3:/objects/chair.3ds3:0.8# Constants::BOW_INDEXN:14N:1,3,1N:BOWN:0N:ffffffff3:/objects/bow.3ds3:0.65# Constants::BOTTLE_INDEXN:14N:1,1,1N:BOTTLEN:0N:ffffffff3:/objects/bottle.3ds3:0.5# Constants::MEAT_INDEXN:14N:1,2,1N:MEATN:0N:ffffffff3:/objects/meat.3ds3:0.3# Constants::APPLE_INDEXN:14N:1,3,1N:APPLEN:0N:ffffffff3:/objects/apple.3ds3:0.3# Constants::MUSHROOM_INDEXN:14N:1,1,1N:MUSHROOMN:0N:ffffffff3:/objects/mushroom.3ds3:0.3# Constants::BREAD_INDEXN:14N:1,2,1N:BREADN:0N:ffffffff3:/objects/bread.3ds3:0.3# Constants::EGG_INDEXN:14N:1,1,1N:EGGN:0N:ffffffff3:/objects/egg.3ds3:0.3# Constants::ARROW_INDEXN:14N:1,3,1N:ARROWN:0N:ffffffff3:/objects/arrow.3ds3:0.5# Constants::HELMET_INDEXN:14N:2,2,1N:HELMETN:0N:ffffffff3:/objects/helmet.3ds3:0.25R:90,0,0# Constants::WAND_INDEXN:14N:1,2,1N:WANDN:0N:ffffffff3:/objects/wand.3ds3:0.25# Constants::PEDESTAL_INDEXN:14N:2,3,3N:PEDESTALN:0N:ffffffff3:/objects/pedestal.3ds3:0.45# Constants::TCHEST_INDEXN:14N:2,2,3N:TCHESTN:0N:ffffffff3:/objects/tchest.3ds3:0.4# Constants::POTION_INDEXN:14N:1,1,1N:POTIONN:0N:ffffffff3:/objects/potion.3ds3:0.25# Constants::SCROLL_INDEXN:14N:3,3,1N:SCROLLN:0N:ffffffff3:/objects/scroll.3ds3:0.40# md2 models2:FIGHTER2:/models/m2.md22:2.0,3,3,62:ROGUE2:/models/m1.md22:2.0,3,3,62:CLERIC2:/models/m3.md22:2.5,3,3,62:WIZARD2:/models/m4.md22:2.5,3,3,62:BUGGERLING2:/models/m5.md22:1.2,3,3,62:SLIME2:/models/m6.md22:1.2,3,3,6

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