NameSpace "Settings" DataComponentTypes[ 4 ] { DataComponent { Type Int NumComponents 71 } DataComponent { Type Real NumComponents 5 } DataComponent { Type Boolean NumComponents 51 } DataComponent { Type String NumComponents 6 } } DataRegistry[ 133 ] { // AutoSaveOn refers to automatically saving if there's space when a save point is encountered. // If this value is False (0), auto save is off and it will pop the save screen, if auto save on // is True (1), the game will automatically save at the current media location. DataLink { Name "AutoSaveOn" Type Boolean Data 0 } DataLink { Name "DEFAULT0" Type Int Floor 0 Ceiling 8 Data 0 } DataLink { Name "DEFAULT1" Type Int Floor 0 Ceiling 8 Data 0 } DataLink { Name "DEFAULT2" Type Int Floor 0 Ceiling 8 Data 0 } DataLink { Name "DEFAULT3" Type Int Floor 0 Ceiling 8 Data 0 } // the next few are rumble settings settable on the gameplay options screen DataLink { Name "P1Rumble" Type Int Floor 0 Ceiling 1 Data 1 } DataLink { Name "P2Rumble" Type Int Floor 0 Ceiling 1 Data 1 } DataLink { Name "P3Rumble" Type Int Floor 0 Ceiling 1 Data 1 } DataLink { Name "P4Rumble" Type Int Floor 0 Ceiling 1 Data 1 } // blood effects DataLink { Name "Blood" Type Int Floor 0 Ceiling 1 Data 1 } // friendly fire settings DataLink { Name "FrFire" Type Int Floor 0 Ceiling 10 Data 0 } // Language setting DataLink { Name "Language" Type Int Floor 0 Ceiling 10 Data 0 } // Music setting DataLink { Name "Music" Type Real Floor 0.0 Ceiling 1.0 Data 1.0 } // Sound FX DataLink { Name "SoundFX" Type Real Floor 0.0 Ceiling 1.0 Data 1.0 } // Speech FX DataLink { Name "Voice" Type Real Floor 0.0 Ceiling 1.0 Data 1.0 } // Cinema volume DataLink { Name "Cinema" Type Real Floor 0.0 Ceiling 1.0 Data 1.0 } // Brightness DataLink { Name "Britness" Type Real Floor 0.0 Ceiling 1.0 Data 0.0 } // Has the game been completed? DataLink { Name "Complete" Type Int Floor 0 Ceiling 1 Data 0 } // Are the alternate Hunters selected? DataLink { Name "AltHunt" Type Int Floor 0 Ceiling 1 Data 0 } // Skill level DataLink { Name "Difficulty" Type Int Floor 0 Ceiling 2 Data 1 } // Are the alternate Hunters available? DataLink { Name "AltHntA" Type Int Floor 0 Ceiling 1 Data 0 } // Nightmare mode avaialable? DataLink { Name "NMareA" Type Int Floor 0 Ceiling 1 Data 0 } //----------------------------------------------------------- // Playable monster data: // ID - Basetype ID of the monster // Kills - This monsters death toll. // Limit0 - Kills required for 1st card drop. // Limit1 - Kills required for 2nd card drop. // Limit2 - Kills required for 3rd card drop. // Card0 - Card 0 found. // Card1 - Card 1 found. // Card2 - Card 2 found. //----------------------------------------------------------- DataLink { Name "Monstr0ID" Type Int Floor 0 Ceiling 500 Data 11 } //bzomb1 DataLink { Name "Monstr0Kills" Type Int Floor 0 Ceiling 5000000 Data 0 } DataLink { Name "Monstr0Limit0" Type Int Floor 0 Ceiling 5000000 Data 200 } //200 DataLink { Name "Monstr0Limit1" Type Int Floor 0 Ceiling 5000000 Data 400 } //400 DataLink { Name "Monstr0Limit2" Type Int Floor 0 Ceiling 5000000 Data 600 } //600 DataLink { Name "Monstr0Card0" Type Boolean Data 0 } DataLink { Name "Monstr0Card1" Type Boolean Data 0 } DataLink { Name "Monstr0Card2" Type Boolean Data 0 } DataLink { Name "Monstr1ID" Type Int Floor 0 Ceiling 500 Data 51 } //mvamp1 DataLink { Name "Monstr1Kills" Type Int Floor 0 Ceiling 5000000 Data 0 } DataLink { Name "Monstr1Limit0" Type Int Floor 0 Ceiling 5000000 Data 50 } //50 DataLink { Name "Monstr1Limit1" Type Int Floor 0 Ceiling 5000000 Data 100 } //100 DataLink { Name "Monstr1Limit2" Type Int Floor 0 Ceiling 5000000 Data 150 } //150 DataLink { Name "Monstr1Card0" Type Boolean Data 0 } DataLink { Name "Monstr1Card1" Type Boolean Data 0 } DataLink { Name "Monstr1Card2" Type Boolean Data 0 } DataLink { Name "Monstr2ID" Type Int Floor 0 Ceiling 500 Data 48 } //fomori01 DataLink { Name "Monstr2Kills" Type Int Floor 0 Ceiling 5000000 Data 0 } DataLink { Name "Monstr2Limit0" Type Int Floor 0 Ceiling 5000000 Data 500 } //500 DataLink { Name "Monstr2Limit1" Type Int Floor 0 Ceiling 5000000 Data 1000 } //1000 DataLink { Name "Monstr2Limit2" Type Int Floor 0 Ceiling 5000000 Data 1500 } //1500 DataLink { Name "Monstr2Card0" Type Boolean Data 0 } DataLink { Name "Monstr2Card1" Type Boolean Data 0 } DataLink { Name "Monstr2Card2" Type Boolean Data 0 } DataLink { Name "Monstr3ID" Type Int Floor 0 Ceiling 500 Data 64 } //fombld DataLink { Name "Monstr3Kills" Type Int Floor 0 Ceiling 5000000 Data 0 } DataLink { Name "Monstr3Limit0" Type Int Floor 0 Ceiling 5000000 Data 100 } //100 DataLink { Name "Monstr3Limit1" Type Int Floor 0 Ceiling 5000000 Data 200 } //200 DataLink { Name "Monstr3Limit2" Type Int Floor 0 Ceiling 5000000 Data 300 } //300 DataLink { Name "Monstr3Card0" Type Boolean Data 0 } DataLink { Name "Monstr3Card1" Type Boolean Data 0 } DataLink { Name "Monstr3Card2" Type Boolean Data 0 } DataLink { Name "Monstr4ID" Type Int Floor 0 Ceiling 500 Data 209 } //fomswat DataLink { Name "Monstr4Kills" Type Int Floor 0 Ceiling 5000000 Data 0 } DataLink { Name "Monstr4Limit0" Type Int Floor 0 Ceiling 5000000 Data 500 } //500 DataLink { Name "Monstr4Limit1" Type Int Floor 0 Ceiling 5000000 Data 1000 } //1000 DataLink { Name "Monstr4Limit2" Type Int Floor 0 Ceiling 5000000 Data 1500 } //1500 DataLink { Name "Monstr4Card0" Type Boolean Data 0 } DataLink { Name "Monstr4Card1" Type Boolean Data 0 } DataLink { Name "Monstr4Card2" Type Boolean Data 0 } DataLink { Name "Monstr5ID" Type Int Floor 0 Ceiling 500 Data 208 } //fomthro DataLink { Name "Monstr5Kills" Type Int Floor 0 Ceiling 5000000 Data 0 } DataLink { Name "Monstr5Limit0" Type Int Floor 0 Ceiling 5000000 Data 25 } //25 DataLink { Name "Monstr5Limit1" Type Int Floor 0 Ceiling 5000000 Data 50 } //50 DataLink { Name "Monstr5Limit2" Type Int Floor 0 Ceiling 5000000 Data 75 } //75 DataLink { Name "Monstr5Card0" Type Boolean Data 0 } DataLink { Name "Monstr5Card1" Type Boolean Data 0 } DataLink { Name "Monstr5Card2" Type Boolean Data 0 } // unlockable hunter variant data DataLink { Name "BikVar1" Type Boolean Data 0 } DataLink { Name "BikVar2" Type Boolean Data 0 } DataLink { Name "BikVar3" Type Boolean Data 0 } DataLink { Name "BikVar4" Type Boolean Data 0 } DataLink { Name "CopVar1" Type Boolean Data 0 } DataLink { Name "CopVar2" Type Boolean Data 0 } DataLink { Name "CopVar3" Type Boolean Data 0 } DataLink { Name "CopVar4" Type Boolean Data 0 } DataLink { Name "PriVar1" Type Boolean Data 0 } DataLink { Name "PriVar2" Type Boolean Data 0 } DataLink { Name "PriVar3" Type Boolean Data 0 } DataLink { Name "PriVar4" Type Boolean Data 0 } DataLink { Name "RavVar1" Type Boolean Data 0 } DataLink { Name "RavVar2" Type Boolean Data 0 } DataLink { Name "RavVar3" Type Boolean Data 0 } DataLink { Name "RavVar4" Type Boolean Data 0 } DataLink { Name "KayVar1" Type Boolean Data 0 } DataLink { Name "KayVar2" Type Boolean Data 0 } DataLink { Name "KayVar3" Type Boolean Data 0 } DataLink { Name "KayVar4" Type Boolean Data 0 } DataLink { Name "WayVar1" Type Boolean Data 0 } DataLink { Name "WayVar2" Type Boolean Data 0 } DataLink { Name "WayVar3" Type Boolean Data 0 } DataLink { Name "WayVar4" Type Boolean Data 0 } DataLink { Name "CarVar1" Type Boolean Data 0 } DataLink { Name "CarVar2" Type Boolean Data 0 } DataLink { Name "CarVar3" Type Boolean Data 0 } DataLink { Name "CarVar4" Type Boolean Data 0 } //----------------------------------------------------------- // Competitive bonus award data: // // CompAwrdTime - Time limit for accumulating awards. // Time is in milliseconds. // // CompAwrdXKills - Kills required to obtain the x'th award. // X is defined by MAX_COMP_AWARDS in // GmDefines.h // // Example: we get the first award if we kill 15 monsters // within 30 seconds. //----------------------------------------------------------- DataLink { Name "CompAwrdTime" Type Int Floor 0 Ceiling 5000000 Data 30000 } DataLink { Name "CompAwrd0Kills" Type Int Floor 0 Ceiling 5000000 Data 15 } DataLink { Name "CompAwrd1Kills" Type Int Floor 0 Ceiling 5000000 Data 20 } DataLink { Name "CompAwrd2Kills" Type Int Floor 0 Ceiling 5000000 Data 26 } DataLink { Name "CompAwrd3Kills" Type Int Floor 0 Ceiling 5000000 Data 33 } DataLink { Name "CompAwrd4Kills" Type Int Floor 0 Ceiling 5000000 Data 41 } //----------------------------------------------------------- // Unlockable hunter data. // // These values determine whether carpenter, wayward, or // the werewolves can be unlocked. //----------------------------------------------------------- DataLink { Name "CarpUnlock" Type Boolean Data 0 } DataLink { Name "WaywrdUnlock" Type Boolean Data 0 } DataLink { Name "VincentUnlock" Type Boolean Data 0 } DataLink { Name "BSDUnlock" Type Boolean Data 0 } //----------------------------------------------------------- // Unlockable concept art data // // Concept art is unlocked by gallery. Each gallery consists // of 9 images that are dynamically loaded. // // NumGals - Number of concept art galleries. // GalName - The name of the gallery. Gallery names must be // 8 characters or less. // GalLock - Gallery unlock flag. //----------------------------------------------------------- DataLink { Name "NumGals" Type Int Data 6 } DataLink { Name "GalName0" Type String Data "Env0" } DataLink { Name "GalLock0" Type Boolean Data 0 } DataLink { Name "GalName1" Type String Data "Env1" } DataLink { Name "GalLock1" Type Boolean Data 0 } DataLink { Name "GalName2" Type String Data "Huntr" } DataLink { Name "GalLock2" Type Boolean Data 0 } DataLink { Name "GalName3" Type String Data "Misc" } DataLink { Name "GalLock3" Type Boolean Data 0 } DataLink { Name "GalName4" Type String Data "Monstr" } DataLink { Name "GalLock4" Type Boolean Data 0 } DataLink { Name "GalName5" Type String Data "Weap" } DataLink { Name "GalLock5" Type Boolean Data 0 } //----------------------------------------------------------- // Event accumulator state for unlockable special features. // This is necessary in order to make the event accumulator // state persistant for the global goals. //----------------------------------------------------------- // Gallery DataLink { Name "KillWarGhoul1Time" Type Int Data 0 } DataLink { Name "KillDemon1Time" Type Int Data 0 } DataLink { Name "KillSanta3Times" Type Int Data 0 } DataLink { Name "KillAbomination3Times" Type Int Data 0 } DataLink { Name "KillWarGhoul3Times" Type Int Data 0 } DataLink { Name "KillBSD3Times" Type Int Data 0 } // Hunter Variant Unlocks DataLink { Name "10000Kills" Type Int Data 0 } DataLink { Name "Rescue100Innocents" Type Int Data 0 } DataLink { Name "KillDemon3Times" Type Int Data 0 } DataLink { Name "CompleteNightclub3Times" Type Int Data 0 } DataLink { Name "Kill10TeddyBears" Type Int Data 0 } // Wayward Unlock DataLink { Name "Let250InnocentsDie" Type Int Data 0 } }