#//////////////////////////////////////////////
#  Amphetamine parameter file
#
#  (c/o) 1999 Jonas Spillmann
#
#  PLEASE DO NOT CHANGE ANYTHING IN THIS FILE
#  In emergence cases do at least backup this file
#/////////////////////////////////////////////
#
# Physical and other parameters for Amphetamine
#
kVelocityUnit          = 0.007
kPlayerAcceleration    = 0.007
kPlayerLiquidAccel     = 0.06
kRunScaleFactor        = 2.0
kJumpVelocity          = 22.0
kJumpAccelerationTime  = 600
kTeleportTime          = 700
kInitialOxygen         = 100
# measured in unit oxygen in one millisecond
kOxygenDecrease        = 0.0013
kLavaDamage            = 2
kPickupTime            = 500
# Width of player used for collision detecting
kPlayerWidth           = 24
# Collisionshape for bullets are a square of kBulletWidth x kBulletWidth
kBulletWidth           = 4
# ID of players first weapon shapes
kPlayersFirstWeaponShape = 4100
# Parameters for firehands
kFirehandNumOfBullets  = 3
# in degrees
kFirehandAngle         = 20
# Load time for staff weapon
kStaffLoadTime         = 2000
#
kDetonationFrameTime   = 0.01
# How many tail shapes are to be drawn
kBulletTailLength      = 9
kBulletTailDistance    = 7
#
kWalkFrameTime         = 150
kShootFrameTime        = 200
kWeaponChangeTime      = 200
kActionDelayTime       = 200
kDieFrameTime          = 250
#
kDriftSpeed            = 6.5
#
kWeaponCarryHeight     = 15
####### Time between two animation frames of teleporter etc.
kTeleportBlinkTime     = 500
kSavePortBlinkTime     = 500
kExitPortBlinkTime     = 500
####### Physics constants ############
kGravitation           = 0.010
kNormalFriction        = 0.002
kLiquidFriction        = 0.97
kMaxFallingSpeed       = 36.0
#
kJumperJumpAcceleration = 30
kNumOfBounces           = 5
kSineWeaponRad          = 25
kMaxTurnAngle           = 2
###### Warg constants
kWargNearWeaponRadix    = 150
kWargFastSpeedup        = 2
kWargJumpAcceleration   = 2.1
kDelayAfterWargDeath    = 5000
##### at which distance becomes a bullet a treat
kTreatDistance          = 96
kActivateDistance       = 300
####### Brightness levels (percentage)
kLight                  = 0
kMedium                 = -35
kDark                   = -60
kVeryDark               = -80
#
kFlickeringPeriod       = 150
kLightningRadiant       = 32
kBkgndScrollFactor      = 0.3
kCoronaFadeSpeed        = 0.004
#
# --------------------------------
# Difficulty scale factors
#
# Weapon repetition time scale factors
kWeaponSF1  = 1.7
kWeaponSF2  = 1.0
kWeaponSF3  = 0.75
kWeaponSF4  = 0.5
# Monster health scale factors
kHealthSF1  = 0.5
kHealthSF2  = 1.0
kHealthSF3  = 1.5
kHealthSF4  = 2.0
# Monster speed scale factors
kSpeedSF1   = 0.6
kSpeedSF2   = 1.0
kSpeedSF3   = 1.3
kSpeedSF4   = 1.8
#
kBlessureInvulnerabilityTime = 500
kMonsterTouchBlessure   = 10
kItemExplosionRad       = 20
kItemExplosionStartShape = 5160
#
# --------------------------------------
#### Color indexes for curve in health and oxygen panel
kHealthPanelColor       = 92
kOxygenPanelColor       = 92
kShadowmodeDarkening    = 25
kFadeTime               = 1500
kStartupTime            = 10000
#
kSoundMaxDistance       = 400
kSoundMinDistance       = 240
#
kTextYDistance    = 35
kCameraSpeed = 4
#
# -----------------------------------------------
# Coordinates for the user interface elements
#
kHealthPanelWidth = 100
kHealthPanelHeight = 100
kHealthPanelPosX = 492
kHealthPanelPosY = 370
kHealthPanelRefreshRate = 100
#
kOxygenPanelWidth = 100
kOxygenPanelHeight = 100
kOxygenPanelPosX = 492
kOxygenPanelPosY = 257
kOxygenPanelRefreshRate = 250
#
kWeaponPanelWidth = 120
kWeaponPanelHeight = 100
kWeaponPanelPosX = 492
kWeaponPanelPosY = 142
kWeaponStatusWidth = 6
#
kUserMenuPosX = 60
kUserMenuPosY = 50
kUserMenuWidth = 360
kUserMenuHeight = 380
kUserMenuEntryPosX = 50
kUserMenuEntryPosY = 20
kUserMenuEntryDY = 50
kHelpMenuEntryDY = 20
#
# Main menu texts
#
kUserMainPageTitle = MAIN_MENU
kUserMenuEntry1 = NEW_GAME
kUserMenuEntry2 = LOAD_GAME
kUserMenuEntry3 = HELP
kUserMenuEntry4 = CREDITS
kUserMenuEntry5 = QUIT
#
# Game difficulty texts
#
kNewGamePageTitle = DIFFICULTY
kNewGameEntry1 = BLOSSOM
kNewGameEntry2 = HEAT
kNewGameEntry3 = FROST
kNewGameEntry4 = CARNAGE
#
kNoSavedGame = NO_GAME
kLoadPageTitle = LOAD_GAME
kSavePageTitle = SAVE_GAME
kHelpPageTitle = KEYS
kSavedGame0 = amph.sg0
kSavedGame1 = amph.sg1
kSavedGame2 = amph.sg2
kSavedGame3 = amph.sg3
kSavedGame4 = amph.sg4
kSavedGame5 = amph.sg5
#
kCreditsEntryDY = 30
kCreditsPageTitle = CREDITS
kCreditsEntry1 = 2D-ENGINE,
kCreditsEntry2 = GRAPHICS,
kCreditsEntry3 = DESIGN_BY
kCreditsEntry4 = QUIT
kCreditsEntry5 = CANCEL
#
kKeyHitDelay = 300
#
#
#
# FILES
#
kFilePalette            = data.p0
kFileLevel              = data.d0
kFileMonster            = data.d3
kFileWeapon             = data.d4
kFilePlatform           = data.d1
kFileObjects            = data.d2
kFileShapes             = data.g0
kFileBackground1        = data.g1
kFileBackground2        = data.g2
kFileCluts              = data.p1
kFileGUIs               = data.g3
kFileConfig             = user.conf
kFileStartup            = data.g4
#
# Parameters for loading Amphetamine
#
kCalcCluts              = 0
kShowFPS                = 0
#
#
#---------------------------------------------------------
# Position of infotext
#
kInfoTextLeft  = 10
kInfoTextTop   = 10
kInfoTextTime  = 2000
#
#---------------------------------------------------------
# Infotexts for several events
#
msgPickedUpHealth       = LIQUOR_FOR_MY_SOUL
msgPickedUpOxygen       = OXYGEN
msgPickedUpPhiol        = YOU_FOUND_THE_PHIOL
msgPickedUpBM           = BACCHETA_MAGICA
msgPickedUpBow          = PICKED_UP_BOROMIRS_BOW
msgPickedUpScie         = HIS_SCIE!
msgPickedUpHands        = INCANTATOR
msgPickedUpBombs        = THE_CRATER_ENGINE
msgPickedUpStaff        = YOU_POSSESS_MAGICK
msgPickedUpPhiolMun     = ENERGY_FOR_THE_PHIOL
msgPickedUpBMMun        = BACCHETA_MAGICA_MUNITION
msgPickedUpBowMun       = YOU_FOUND_SOME_ARROWS
msgPickedUpHandMun      = FLAMES_OF_INCANTATION
msgPickedUpBombMun      = CRATER_OF_FLAMES
msgPickedUpStaffMun     = ENERGY_FOR_THE_STAFF
#
#---------------------------------------------------------
# Texts for Infotext - Panels
#
msg00                   = WELCOME_TO_AMPHETAMINE
msg01                   = 3_4_5_OPEN_THE_PATH
msg02                   = LIGHT_MAY_HINT_TO_ABYSSES
msg03                   = GO_LEFT_FOR_LIGHT
msg04                   = PLATFORMS_MAY_PASS...
msg05                   = NOW_GO_WEST!
msg06                   = GO_EAST!
msg07                   = ABOVE_YOU_OPENS_A_DOOR
msg08                   = LOOK_FOR_SECRET_PATHS!
msg09                   = BEWARE_OF_FALLING_ELEVATORS
msg10                   = GO_RIGHT_TO_OPEN_THE_DOOR
msg11                   = DO_NOT_FALL_DOWN!!
msg12                   = LAVA_ACCESS_SWITCH
msg13                   = BE_QUICK_OR_BE_DEAD
msg14                   = DO_YOU_MISS_A_BRIDGE?
msg15                   = USE_THE_LASER_BEAMERS
msg16                   = MEDICAL_CENTER
msg17                   = STAFF_ROOM
msg18                   = STORAGE_ROOM
msg19                   = CELLARS
msg20                   = ENTRY
msg21                   = EXIT_ROOM
msg22                   = OUTPOST
msg23                   = BEAMS_TO_ENGINE_UNIT
msg24                   = ENGINE_SWITCH
msg25                   = STORAGE_ROOM_SWITCH
msg26                   = EXIT_ROOM_SWITCH
msg27                   = DATA_TOWER
msg28                   = EXIT_TOWER
msg29                   = WHICH_BEAMER_DO_YOU_TAKE?
msg30                   = DATA_TOWER_ACCESS_SWITCH
msg31                   = EXIT_TOWER_ACCESS_SWITCH
msg32                   = REACHING_THE_SWITCH...
msg33                   = SWIMMING_FAST_IS_HEALTHY
msg34                   = ARE_YOU_READY_FOR_HIM?!?
#
#
kMonsterName1  = CREEPER
kMonsterName2  = ORK
kMonsterName3  = DEADFISH
kMonsterName4  = SAQQRAQ
kMonsterName5  = BLACKORK
kMonsterName6  = DRAGONFLY
kMonsterName7  = NAZGUL
kMonsterName8  = OGER
kMonsterName9  = GRIEG
kMonsterName10 = OTYG
kMonsterName11 = WARG
#
kMonsterNameSpeed = 11
kMonsterNameX     = 100
#
#----------------------------------------------------------
# Level data (shape set number and background picture number)
#
01LevelSet   = 1
01LevelBkgnd = 1
02LevelSet   = 1
02LevelBkgnd = 1
03LevelSet   = 1
03LevelBkgnd = 1
04LevelSet   = 1
04LevelBkgnd = 1
05LevelSet   = 1
05LevelBkgnd = 1
06LevelSet   = 2
06LevelBkgnd = 1
07LevelSet   = 2
07LevelBkgnd = 2
08LevelSet   = 3
08LevelBkgnd = 2
09LevelSet   = 3
09LevelBkgnd = 2
10LevelSet   = 3
10LevelBkgnd = 2
11LevelSet   = 2
11LevelBkgnd = 2
12LevelSet   = 2
12LevelBkgnd = 2
13LevelSet   = 2
13LevelBkgnd = 2
14LevelSet   = 3
14LevelBkgnd = 2
15LevelSet   = 2
15LevelBkgnd = 2
#
@
