// Do not edit this file directly! // Edit the copy in game_data instead!! // BEGIN_PROP_TABLE BASE_DEACCEL = 200.0 // DV/DT when target velocity is zero EXTRA_DEACCEL = 0.0 // additional DV/DT scaled by velocity delta BASE_ACCEL = 375.0 // DV/DT when target velocity is not zero EXTRA_ACCEL = 370.0 // additional DV/DT scaled by dvelocity delta MAX_HORIZ_VEL = 375.0 // Max left/right velocity MAX_VERT_VEL = 325.0 // Max up/down velocity MIN_BANK_VEL = 20.0 // Minimum velocity at which the player stops banking BANK_TRANS_TIME = 2.0 // Time required to smoothly turn on/off banking PATH_VEL_SCALE = 500 // Scalar magnitude used when determining banking direction // The smaller the value, the more the player banks MAX_ROLL_ANG = 1.5 // Max roll in radians the player can achieve ROLL_EASE_IN_VEL = 1.25 // Max angular velocity when rolling ROLL_EASE_OUT_VEL = 2.5 // Max angular velocity when not rolling ROLL_THRESHOLD = 0.3 // Min joystick position before player rolling occurs PATH_ROLL_SCALE = 1.25 // Determines how much of an effect the curvature of the rail has on // the auto rolling of the player. The larger the number, // the more influence the path has. MAX_DASH_VEL = 900.0 // Max velocity when player is holding down dash button MAX_DASH_ACCEL = 900.0 // Const acceleration while dashing MAX_BRAKE_VEL = 700.0 // Max velocity when player has released dash button MAX_BRAKE_ACCEL = 500.0 // Const acceleration while braking HIT_POINTS = 250.0 // Number of base hitpoints. PAINT_RETICLE_SPEED = 1.4 // How fast the painting reticle move around the screen under joy control. NUM_WEAPONS = 3 LOCOMOTION_SOUND = "Engine (L)" LOCOMOTION_DISTANCE = 2000.0 BIG_IMPACT_SOUND = "Asteroid Impact Big (NL)" SMALL_IMPACT_SOUND = "Asteroid Impact Small (NL)" DAMAGE_ALERT_SOUND = "Damage Alert (NL)" CAMERA_SHAKE = "rcamshake" SCRAPE_EFFECT = "moguera_scrape" END_PROP_TABLE BEGIN_PROP_TABLE WEAPON_TYPE = "Moguera_qs_eyes" VELOCITY = 3000 LIFETIME = 1.5 ACTIVATING_TIME = 0 DIRECT_HIT_DAMAGE = 4 RADIAL_DAMAGE = 1 DAMAGE_RADIUS = 0 SHOCKWAVE_SPEED = 0 RADIAL_DAMAGE_DROPS_OFF = 0 RECHARGE_TIME = .2 RETICLE_FX_NAME = "Moguera_qs_eyes_reticle" FIRE_FX_NAME = "Moguera_qs_eyes_fire" HIT_FX_NAME = "Moguera_qs_eyes_impact" ROCKET_FX_NAME = "Moguera_qs_eyes_rocket" FIRE_PARALLEL = 0 FIRE_VECTOR_DELTA_SCALE = 0.05 NUM_FIRERS = 2 FIRER_0_ATTACHMENT_NODE = "EyeLeft_Lazer" FIRER_1_ATTACHMENT_NODE = "EyeRight_Lazer" FIRER_2_ATTACHMENT_NODE = "" FIRER_3_ATTACHMENT_NODE = "" FIRER_0_VALID_ARC_DIR_X = 0 FIRER_0_VALID_ARC_DIR_Y = 1 FIRER_0_VALID_ARC_DIR_Z = 0 FIRER_1_VALID_ARC_DIR_X = 0 FIRER_1_VALID_ARC_DIR_Y = 1 FIRER_1_VALID_ARC_DIR_Z = 0 FIRER_2_VALID_ARC_DIR_X = 0 FIRER_2_VALID_ARC_DIR_Y = 0 FIRER_2_VALID_ARC_DIR_Z = 0 FIRER_3_VALID_ARC_DIR_X = 0 FIRER_3_VALID_ARC_DIR_Y = 0 FIRER_3_VALID_ARC_DIR_Z = 0 FIRER_0_VALID_ARC_DOT = 0.5 FIRER_1_VALID_ARC_DOT = 0.5 FIRER_2_VALID_ARC_DOT = 0 FIRER_3_VALID_ARC_DOT = 0 ON_TARGET_HOLD_TIME = 0 OFF_TARGET_RADIAL_SPEED = 0 MAX_TARGETS_TO_PAINT = 0 MAX_TIME_TO_PAINT = 0 CHARGING_FX_NAME = "" ON_TARGET_FX_NAME = "" OFF_TARGET_FX_NAME = "" PAINTED_TARGET_FX_NAME = "" FLOATING_RETICLE_FX_NAME = "Moguera_qs_eyes_reticle_float" NUM_PULSES_PER_SHOT = 2 PULSE_RATE = 0.1 TRIGGERED_DAMAGE_RADIUS = 0 TRIGGERED_DAMAGE = 0 TRIGGERED_SHOCKWAVE_SPEED = 0 TRIGGERED_EXPLOSION_FX_NAME = "" TIMEOUT_EXPLOSION_FX_NAME = "" SCORE_CATEGORY = 0 GATHER_TARGETS_SOUND = "" END_PROP_TABLE // Scoring rules for Moguera_qs_eyes Ufo 100 0 100 Turret 50 0 50 Worm 50 0 50 Mine 50 0 50 Perfect 500 0 500 // Hand weapon arc is 150 degrees, with 15 degrees across center. // Center direction is 75-15 = 60 degrees to the side. // Vector is (0.8660254038, 0.5, 0.0). // Acceptable dot is sin(15 deg) = 0.2588190451 BEGIN_PROP_TABLE WEAPON_TYPE = "Moguera_pa_hands" VELOCITY = 3000 // range of weapon LIFETIME = 0 ACTIVATING_TIME = 1 DIRECT_HIT_DAMAGE = 10 RADIAL_DAMAGE = 0 DAMAGE_RADIUS = 0 SHOCKWAVE_SPEED = 0 RADIAL_DAMAGE_DROPS_OFF = 0 RECHARGE_TIME = 0 RETICLE_FX_NAME = "Moguera_pa_hands_reticle" FIRE_FX_NAME = "Moguera_pa_hands_fire" HIT_FX_NAME = "Moguera_pa_hands_impact" ROCKET_FX_NAME = "" FIRE_PARALLEL = 0 FIRE_VECTOR_DELTA_SCALE = 1 NUM_FIRERS = 2 FIRER_0_ATTACHMENT_NODE = "Bip01 L Hand" FIRER_1_ATTACHMENT_NODE = "Bip01 R Hand" FIRER_2_ATTACHMENT_NODE = "" FIRER_3_ATTACHMENT_NODE = "" FIRER_0_VALID_ARC_DIR_X = -0.8660254038 FIRER_0_VALID_ARC_DIR_Y = 0.5 FIRER_0_VALID_ARC_DIR_Z = 0 FIRER_1_VALID_ARC_DIR_X = +0.8660254038 FIRER_1_VALID_ARC_DIR_Y = 0.5 FIRER_1_VALID_ARC_DIR_Z = 0 FIRER_2_VALID_ARC_DIR_X = 0 FIRER_2_VALID_ARC_DIR_Y = 0 FIRER_2_VALID_ARC_DIR_Z = 0 FIRER_3_VALID_ARC_DIR_X = 0 FIRER_3_VALID_ARC_DIR_Y = 0 FIRER_3_VALID_ARC_DIR_Z = 0 FIRER_0_VALID_ARC_DOT = 0.2588190451 FIRER_1_VALID_ARC_DOT = 0.2588190451 FIRER_2_VALID_ARC_DOT = 0 FIRER_3_VALID_ARC_DOT = 0 ON_TARGET_HOLD_TIME = 1.2 OFF_TARGET_RADIAL_SPEED = 2.5 MAX_TARGETS_TO_PAINT = 6 MAX_TIME_TO_PAINT = 8.0 CHARGING_FX_NAME = "Moguera_pa_hands_charge" ON_TARGET_FX_NAME = "Moguera_pa_hands_on_target" OFF_TARGET_FX_NAME = "Moguera_pa_hands_off_target" PAINTED_TARGET_FX_NAME = "Moguera_pa_painted_target" FLOATING_RETICLE_FX_NAME = "" NUM_PULSES_PER_SHOT = 0 PULSE_RATE = 0 TRIGGERED_DAMAGE_RADIUS = 0 TRIGGERED_DAMAGE = 0 TRIGGERED_SHOCKWAVE_SPEED = 0 TRIGGERED_EXPLOSION_FX_NAME = "" TIMEOUT_EXPLOSION_FX_NAME = "" MINIMUM_ENERGY = 0.1 ENERGY_PER_HITPOINT = 0.03 SCORE_CATEGORY = 1 GATHER_TARGETS_SOUND = "Paint Loop (L)" END_PROP_TABLE // Scoring rules for Moguera_pa_hands Ufo 50 50 250 Turret 25 25 125 Worm 200 0 200 Mine 50 25 200 Perfect 500 0 500 BEGIN_PROP_TABLE WEAPON_TYPE = "Moguera_sb_hands" VELOCITY = 3000 LIFETIME = 6 ACTIVATING_TIME = 0.1667 // time from "startFiring()" before torpedo is fired DIRECT_HIT_DAMAGE = 20 // damage done to the object that is hit RADIAL_DAMAGE = 200 // area damage when the torpedo times out or hits something DAMAGE_RADIUS = 100 // radius of the damage when torpedo times out or hits something SHOCKWAVE_SPEED = 200 RADIAL_DAMAGE_DROPS_OFF = 0 RECHARGE_TIME = 0.33 // time until the torpedo can first explode, from the time it is fired RETICLE_FX_NAME = "" FIRE_FX_NAME = "Moguera_sb_hands_fire" HIT_FX_NAME = "Moguera_sb_hands_impact" ROCKET_FX_NAME = "Moguera_sb_hands_rocket" FIRE_PARALLEL = 0 FIRE_VECTOR_DELTA_SCALE = 0 NUM_FIRERS = 1 FIRER_0_ATTACHMENT_NODE = "EyeLeft_Lazer" FIRER_1_ATTACHMENT_NODE = "" FIRER_2_ATTACHMENT_NODE = "" FIRER_3_ATTACHMENT_NODE = "" FIRER_0_VALID_ARC_DIR_X = 0 FIRER_0_VALID_ARC_DIR_Y = 1 FIRER_0_VALID_ARC_DIR_Z = 0 FIRER_1_VALID_ARC_DIR_X = 0 FIRER_1_VALID_ARC_DIR_Y = 0 FIRER_1_VALID_ARC_DIR_Z = 0 FIRER_2_VALID_ARC_DIR_X = 0 FIRER_2_VALID_ARC_DIR_Y = 0 FIRER_2_VALID_ARC_DIR_Z = 0 FIRER_3_VALID_ARC_DIR_X = 0 FIRER_3_VALID_ARC_DIR_Y = 0 FIRER_3_VALID_ARC_DIR_Z = 0 FIRER_0_VALID_ARC_DOT = 0.5 FIRER_1_VALID_ARC_DOT = 0 FIRER_2_VALID_ARC_DOT = 0 FIRER_3_VALID_ARC_DOT = 0 ON_TARGET_HOLD_TIME = 0 OFF_TARGET_RADIAL_SPEED = 0 MAX_TARGETS_TO_PAINT = 0 MAX_TIME_TO_PAINT = 0 CHARGING_FX_NAME = "" ON_TARGET_FX_NAME = "" OFF_TARGET_FX_NAME = "" PAINTED_TARGET_FX_NAME = "" FLOATING_RETICLE_FX_NAME = "" NUM_PULSES_PER_SHOT = 1 PULSE_RATE = 0 TRIGGERED_DAMAGE_RADIUS = 1000 TRIGGERED_DAMAGE = 140 TRIGGERED_SHOCKWAVE_SPEED = 400 TRIGGERED_EXPLOSION_FX_NAME = "Moguera_sb_hands_triggered" TIMEOUT_EXPLOSION_FX_NAME = "Moguera_sb_hands_timeout" AMMO = 1 MAXIMUM_AMMO = 3 SCORE_CATEGORY = 2 GATHER_TARGETS_SOUND = "" END_PROP_TABLE // Scoring rules for Moguera_sb_hands All 10 90 1000 10 Perfect 0 0 0