/*************************************************************************** * * Light Lower Tier Level Script * * $Revision: 36 $ * $Date: 10/13/02 11:27a $ * $Author: Johnr $ * * $History: LowerTier.txt $ * * ***************** Version 36 ***************** * User: Johnr Date: 10/13/02 Time: 11:27a * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 35 ***************** * User: Erich Date: 10/12/02 Time: 4:04p * Updated in $/nc2/bin/assets/nc2a/Scripts/Light * * ***************** Version 34 ***************** * User: Adamm Date: 10/04/02 Time: 3:44p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * adjusted transitions * * ***************** Version 33 ***************** * User: Adamm Date: 10/02/02 Time: 5:28p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * adjusted lighting * * ***************** Version 32 ***************** * User: Adamm Date: 9/30/02 Time: 5:27p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * adjusted lighting for no real reason other than some folks thought it * was too LIGHT in the LIGHT level. * * ***************** Version 31 ***************** * User: Choltorf Date: 9/30/02 Time: 3:08p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * fixed all pickups * * ***************** Version 30 ***************** * User: Erich Date: 9/27/02 Time: 4:53p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 29 ***************** * User: Adamm Date: 9/26/02 Time: 4:53p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * added hourglass pickup. * * ***************** Version 28 ***************** * User: Adamm Date: 9/25/02 Time: 12:09p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 27 ***************** * User: Johnr Date: 9/22/02 Time: 9:38p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 26 ***************** * User: Adamm Date: 9/22/02 Time: 7:22p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 25 ***************** * User: Johnr Date: 9/22/02 Time: 12:46p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 24 ***************** * User: Chrisz Date: 9/16/02 Time: 5:42p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * updated to show changes to blobs * * ***************** Version 23 ***************** * User: Hilton Date: 9/04/02 Time: 3:17p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 22 ***************** * User: Choltorf Date: 9/04/02 Time: 12:49p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 21 ***************** * User: Adamm Date: 9/04/02 Time: 12:47p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * door manipulation * * ***************** Version 20 ***************** * User: Adamm Date: 9/03/02 Time: 12:32a * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * noticed crack pipe on desk, realized it was mine, sobered up, adjusted * doors so that the dark level coordinates weren't being used in the * light level. * * ***************** Version 19 ***************** * User: Adamm Date: 9/03/02 Time: 12:12a * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * Adds the two doors and their triggers but the doors are not yet * oriented correctly. * * ***************** Version 18 ***************** * User: Adamm Date: 9/02/02 Time: 11:04p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * added conversation object for start point dialogue. * * ***************** Version 17 ***************** * User: Adamm Date: 9/01/02 Time: 4:18p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 16 ***************** * User: Adamm Date: 8/31/02 Time: 10:30p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 15 ***************** * User: Choltorf Date: 8/27/02 Time: 5:31p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * INSTALLED THE TRANSITIONS! * * ***************** Version 14 ***************** * User: Johnr Date: 7/26/02 Time: 10:59a * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 13 ***************** * User: Johnr Date: 7/25/02 Time: 10:22a * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 12 ***************** * User: Hilton Date: 7/24/02 Time: 1:00p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 11 ***************** * User: Johnr Date: 7/11/02 Time: 4:48p * Updated in $/nc2/bin/assets/nc2a/Scripts/Light * * ***************** Version 10 ***************** * User: Ssheridan Date: 4/28/02 Time: 11:34a * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * Updated Starting Positions * * ***************** Version 9 ***************** * User: Jlf Date: 4/25/02 Time: 5:04p * Updated in $/nc2/bin/assets/nc2a/Scripts/Light * updated spec material flags * * ***************** Version 8 ***************** * User: Jlf Date: 4/17/02 Time: 6:07p * Updated in $/nc2/bin/assets/nc2a/Scripts/Light * * ***************** Version 7 ***************** * User: Jlf Date: 4/17/02 Time: 4:12p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * * ***************** Version 6 ***************** * User: Jlf Date: 4/01/02 Time: 3:43p * Updated in $/nc2/bin/assets/nc2a/Scripts/Light * * ***************** Version 5 ***************** * User: Jlf Date: 3/29/02 Time: 5:59p * Updated in $/nc2/bin/assets/nc2a/Scripts/Light * * ***************** Version 4 ***************** * User: Hilton Date: 3/28/02 Time: 4:44p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * Updated terrain for material and multi-pass support. * * ***************** Version 3 ***************** * User: Jlf Date: 3/27/02 Time: 8:36p * Updated in $/nc2/bin/assets/nc2a/Scripts/Light * * ***************** Version 2 ***************** * User: Jlf Date: 3/15/02 Time: 7:51p * Updated in $/nc2/bin/assets/NC2A/Scripts/Light * ***************************************************************************/ CREATE LevelStateObject TAG LWTIER TYPE 5 TEMPLATES SPPTMP WISPTP LH1TMP DH1TMP FH1TMP WH1TMP GHNTMP KAPTMP WJMTMP FJMTMP DKBARL LIT1BR LIT2BR LIT3BR OILSPW END_TEMPLATES TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_1_CLIENT_MAP DRAW FrontEndDraw TYPE_2_CLIENT_MAP LSTATE LevelStateChannel TYPE_2_CLIENT_MAP PGAME PlayerGameChannel TYPE_2_CLIENT_MAP ITEM ItemObjectChannel TYPE_2_CLIENT_MAP AI AIChannel BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 1 CHANNEL_MAP LSTATS 0 LSTATS -1 END DEFINE_COMPONENT DialogueComponent BLOB NC2A\Blobs\LowerTier.STR STRLU 1 ORB LITER 3054 2D 0.80 END COMPONENT END CREATE ; ; IMPORT DATE: 4/17/2002 ; ; IDX COLOR MATERIAL BUMP ; ; 0 WLG00T2s => lightFloor1GE.tif | CBS | WLG00T2z => lightFloor1GE_bump.tif ; 1 WLG00T2w => lightFloor2GE.tif | CBS | WLG00T30 => lightFloor2GE_bump.tif ; 2 WLG00T2t => MrblWallGE.tif | CBS | WLG00T33 => MrblWallGE_bump.tif ; 3 WLG00T2u => MrblTrmGE.tif | CBS | WLG00T32 => MrblTrmGE_bump.tif ; 4 WLG00T2v => GoldTileGE.tif | CBS | WLG00T2y => GoldTileGE_bump.tif CREATE PTree TSLA_LABEL PTree15 PTD_FILE NC2A\WORLD\LEVEL\WLG00G0l.PTD BBD_FILE NC2A\WORLD\LEVEL\WLG00G0l.UBD UBD_FILE NC2A\WORLD\LEVEL\WLG00G0l.BBD NUM_DRAW_PASSES 4 MATERIAL_ENTRY 0 NUM_MATERIALS 4 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T2z.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T2z.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL STRIP_MATERIAL 2 TEXTURE_1 NC2A\World\Level\WLG00T2z.DDS FLAGS 290 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL STRIP_MATERIAL 3 TEXTURE_1 NC2A\World\Level\WLG00T2z.DDS FLAGS 164 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL END END MATERIAL_ENTRY 1 NUM_MATERIALS 4 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T30.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T30.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL STRIP_MATERIAL 2 TEXTURE_1 NC2A\World\Level\WLG00T30.DDS FLAGS 290 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL STRIP_MATERIAL 3 TEXTURE_1 NC2A\World\Level\WLG00T30.DDS FLAGS 164 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL END END MATERIAL_ENTRY 2 NUM_MATERIALS 2 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T8p.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T8p.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL END END MATERIAL_ENTRY 3 NUM_MATERIALS 2 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T8r.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T8r.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL END END MATERIAL_ENTRY 4 NUM_MATERIALS 4 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T33.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T33.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL STRIP_MATERIAL 2 TEXTURE_1 NC2A\World\Level\WLG00T33.DDS FLAGS 290 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL STRIP_MATERIAL 3 TEXTURE_1 NC2A\World\Level\WLG00T33.DDS FLAGS 164 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL END END MATERIAL_ENTRY 5 NUM_MATERIALS 4 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T2y.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T2y.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL STRIP_MATERIAL 2 TEXTURE_1 NC2A\World\Level\WLG00T2y.DDS FLAGS 290 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL STRIP_MATERIAL 3 TEXTURE_1 NC2A\World\Level\WLG00T2y.DDS FLAGS 164 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL END END MATERIAL_ENTRY 6 NUM_MATERIALS 2 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T8p.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T8p.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL END END MATERIAL_ENTRY 7 NUM_MATERIALS 4 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T32.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T32.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL STRIP_MATERIAL 2 TEXTURE_1 NC2A\World\Level\WLG00T32.DDS FLAGS 290 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL STRIP_MATERIAL 3 TEXTURE_1 NC2A\World\Level\WLG00T32.DDS FLAGS 164 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL END END MATERIAL_ENTRY 8 NUM_MATERIALS 4 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T2z.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T2z.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL STRIP_MATERIAL 2 TEXTURE_1 NC2A\World\Level\WLG00T2z.DDS FLAGS 290 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL STRIP_MATERIAL 3 TEXTURE_1 NC2A\World\Level\WLG00T2z.DDS FLAGS 164 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL END END MATERIAL_ENTRY 9 NUM_MATERIALS 4 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T30.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T30.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL STRIP_MATERIAL 2 TEXTURE_1 NC2A\World\Level\WLG00T30.DDS FLAGS 290 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL STRIP_MATERIAL 3 TEXTURE_1 NC2A\World\Level\WLG00T30.DDS FLAGS 164 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL END END MATERIAL_ENTRY 10 NUM_MATERIALS 2 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T3x.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T3x.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL END END MATERIAL_ENTRY 11 NUM_MATERIALS 2 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLG00T1w.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLG00T1w.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL END END TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_1_CLIENT_MAP DRWTX DrawLandscape TYPE_2_CLIENT_MAP LNDSCP LandscapeChannel TYPE_1_CLIENT_MAP LNDMPS DrawPostLandscape TYPE_1_CLIENT_MAP SKNMPS DrawPostModulate BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 3 CHANNEL_MAP MSHTRK 0 MSHTRK -1 CHANNEL_MAP BUMPSW 0 BUMPSW -1 CHANNEL_MAP BASISW 0 BASISW -1 END END CREATE CREATE gCamSetup TSLA_LABEL gCamSetup POS 5.63 -1.58 42.65 START_MODE COMBAT RESTART_MODE COMBAT TYPE_2_CLIENT_MAP PLYRGM PlayerGameChannel END CREATE CREATE SkyBox TSLA_LABEL SkyBox DAY_COLOR 1.000000 1.000000 1.000000 NIGHT_COLOR 0.113725 0.086275 0.235294 DAY_AMBIENT 0.000000 0.000000 0.000000 NIGHT_AMBIENT 0.000000 0.000000 0.000000 DAY_OR_NIGHT 1 ORB_LIGHT_ONE_RANGE 25.000000 30.000000 35.000000 0.000000 ORB_LIGHT_TWO_RANGE 25.000000 30.000000 35.000000 0.000000 ORB_LIGHT_ONE_COLOR 0.322 0.230 0.126 ORB_LIGHT_TWO_COLOR 0.322 0.230 0.126 TYPE_1_CLIENT_MAP UPDATE UpdateChannel BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 2 CHANNEL_MAP DAY 0 DAY -1 CHANNEL_MAP NIGHT 0 NIGHT -1 END END CREATE CREATE TransitionObject ID LOWFAE TAG FAER MATRIX 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 -152.366150 1.000072 -4.910361 RADIUS 5.000000 3.000000 HIT_MULTIPLE DROP_SOUND 65535 TRIGGER_SOUND 65535 TSLA_LABEL BumptestTransition TYPE_1_CLIENT_MAP DRAW DrawModulate TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_2_CLIENT_MAP ITEM ItemObjectChannel TYPE_3_CLIENT_MAP AUDION AudioNotificationChannel BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 1 CHANNEL_MAP TRIGDB 0 TRIGDB -1 END BEGIN_OUTPUT_EVENT_MAP NUM_CHANNELS 0 NUM_GAME_OBJECTS 0 END DEFINE_COMPONENT ActorComponent SKIN_FILE NC2A\UI\SplBook\USW00C00.SN2 NUM_ANIMS 0 SCALE 1.000000 1.000000 END COMPONENT DEFINE_COMPONENT AICullingComponent CULLING_RANGE 100.000000 END COMPONENT DEFINE_COMPONENT AudioComponentEx DEFAULTBACKGROUNDSOURCEID 65535 DEFAULTONESHOTSOURCEID 65535 DEFAULTONESHOTDELAYMINMAX 0 500 BEGIN EMITTER ID 0 NAME IS2D false ISFORSCORE false PRIORITY 2 DEFAULTMINMAXDISTANCE 2.000000 32.000000 DEFAULTISDOPPLEREFFECTENABLED false END EMITTER END COMPONENT END CREATE CREATE TransitionObject ID LOWUPP TAG UPTIER MATRIX 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 90.023476 6.000000 -65.710793 RADIUS 5.000000 3.000000 HIT_MULTIPLE DROP_SOUND 65535 TRIGGER_SOUND 65535 TSLA_LABEL BumptestTransition TYPE_1_CLIENT_MAP DRAW DrawModulate TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_2_CLIENT_MAP ITEM ItemObjectChannel TYPE_3_CLIENT_MAP AUDION AudioNotificationChannel BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 1 CHANNEL_MAP TRIGDB 0 TRIGDB -1 END BEGIN_OUTPUT_EVENT_MAP NUM_CHANNELS 0 NUM_GAME_OBJECTS 0 END DEFINE_COMPONENT ActorComponent SKIN_FILE NC2A\UI\SplBook\USW00C00.SN2 NUM_ANIMS 0 SCALE 1.000000 1.000000 END COMPONENT DEFINE_COMPONENT AICullingComponent CULLING_RANGE 100.000000 END COMPONENT DEFINE_COMPONENT AudioComponentEx DEFAULTBACKGROUNDSOURCEID 65535 DEFAULTONESHOTSOURCEID 65535 DEFAULTONESHOTDELAYMINMAX 0 500 BEGIN EMITTER ID 0 NAME IS2D false ISFORSCORE false PRIORITY 2 DEFAULTMINMAXDISTANCE 2.000000 32.000000 DEFAULTISDOPPLEREFFECTENABLED false END EMITTER END COMPONENT END CREATE CREATE PathGrid SCALE 0.500000 GRIDFILE NC2A\scripts\grids\lwtier.grd TSLA_LABEL PathGrid TYPE_1_CLIENT_MAP DRAW DrawModulate BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 3 CHANNEL_MAP PGDRAW 0 PGDRAW -1 CHANNEL_MAP PGSWRM 0 PGSWRM -1 CHANNEL_MAP PGSNIP 0 PGSNIP -1 END END CREATE CREATE PickupInstanceObject #Light spell pickup INSTANCE 20 1.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 -135.040527 4.000000 -112.949615 END CREATE CREATE PickupInstanceObject #Light spell pickup INSTANCE 20 1.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 135.019241 6.000000 -99.990295 END CREATE CREATE PickupInstanceObject #Light Stone pickup INSTANCE 4 1.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 -104.980164 6.000000 132.059509 END CREATE CREATE PickupInstanceObject #health potion pickup INSTANCE 0 1.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 91.139687 6.000000 148.552536 END CREATE CREATE PickupInstanceObject #health potion pickup INSTANCE 0 1.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 67.655190 6.000000 147.912476 END CREATE CREATE PickupInstanceObject #Hourglass INSTANCE 9 1.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 142.29 6.10 70.86 END CREATE