
# PRE-CONFIGURATION
# This config file is meant to be loaded into another config before that
# config is useful; it defines the monsters that may be popped into those
# worlds, defines and loads fonts, and other things the level designers
# don't really want to care about
#

# associate images to symbolic name
image-list start
skeefont    fontaa.pcx
yellowguy   yellowg.pcx	#rotate45
shot1	    shot1.pcx
exit	    exit2x.pcx
textsel	    arrow_e.pcx
pointyplus  pointy.pcx
orangekey   orkey.pcx
intile	    in_tile.pcx
inwallbl    in_bl.pcx
inwallbr    in_bl.pcx	flipx
inwalltr    in_bl.pcx	rotate180
inwalltl    in_bl.pcx   flipy
inwallb	    in_b.pcx
inwallt	    in_b.pcx    flipy
inwalll	    in_b.pcx	rotate270
inwallr	    in_b.pcx	rotate90
indoor	    in_bdoor.pcx
inbed	    in_bed.pcx
intable	    in_table.pcx
inchair	    in_chair.pcx
inwell	    in_twell.pcx	flipy
avatar	    avatar.pcx
player	    player.pcx
minus5	    min5.pcx
link	    link1624.pcx
knight	    kn1628.pcx
mummy	    mum1626.pcx
piller	    pill4644.pcx
jewel	    ruppie16.pcx
image-list end

font		fpsfont
offset_x	1
offset_y	1
char_offset_x	10
kern_offset_x   9
kern_offset_y   11
image		skeefont
charmap		"! #$%&'[]*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz(|)~"
font		end


sprite		orangekey
name		OrangeKey
order		1	    # spr. order is 1..3 (start at 1, 3 is drawn last)
option		carryable
option		indestructable
option		impassable
ai		nil
ainear		mob_flee
near		5
speed		3
# dimensions; artwork dimensions and sprite body dimensions!
image_width	20
image_height	12
width		20
height		12
variable	health	20
#
# while standing still
anim_statedef	still
anim_steps	1
anim_image	orangekey
#
sprite		end




sprite		jewel
name		jewel
order		1	    # spr. order is 1..3 (start at 1, 3 is drawn last)
option		carryable
option		indestructable
option		impassable
ai		nil
# dimensions; artwork dimensions and sprite body dimensions!
image_width	16
image_height	16
width		16
height		16
#
# while standing still
anim_statedef	still
anim_steps	3
anim_image	jewel
anim_offset_x	16
#
sprite		end





sprite		arrow	    # don't need 4/8 arrows.. use states!
name		arrow
option		airborne
option		impassable
ai		mob_arrow	    # the AI to use
speed		10
width		8
height		8
image_width	8
image_height	8
order		2	    # order is 1..3 (start at 1, 3 is drawn last)
anim_statedef	still	    # animation state 1; 1..n (start at 1)
anim_steps	1	    # 7 artworks in pcx file
anim_image	shot1       # use this image for animating this state
sprite		end




sprite		doorshadow	    # don't need 4/8 arrows.. use states!
name		doorshadow
ai		nil
width		32
height		32
image_width	32
image_height	32
order		3	    # order is 1..3 (start at 1, 3 is drawn last)
anim_statedef	still	    # animation state 1; 1..n (start at 1)
anim_steps	1	    # 7 artworks in pcx file
anim_image	orangekey    # use this image for animating this state
sprite		end






sprite		player
name		player
ai		player
speed		2	    # player moves twice as often as everything else!
option		impassable
# render order (1 is first, 3 is last)
order		1
leaving		60
# location of body within sprite
width		12
height		15
offset_y	2
offset_x	6
# artwork for sprite
image_width	16          # 16
image_height	24          # 21
# while standing still
anim_statedef	still
anim_steps	8
anim_image	link      # 16x21px
anim_offset_x	17
anim_shift_y	100
# while moving up
anim_statedef	up
anim_steps	8
anim_image	link      # 16x21px
anim_offset_x	17
anim_shift_y	0
#
anim_statedef	down
anim_steps	8
anim_image	link      # 16x21px
anim_offset_x	17
anim_shift_y	25
#
anim_statedef	right
anim_steps	8
anim_image	link      # 16x21px
anim_offset_x	17
anim_shift_y	50
#
anim_statedef	left
anim_steps	8
anim_image	link      # 16x21px
anim_offset_x	17
anim_shift_y	75
#
# while moving up
anim_statedef	upright
anim_steps	8
anim_image	link      # 16x21px
anim_offset_x	17
anim_shift_y	0
#
anim_statedef	downright
anim_steps	8
anim_image	link      # 16x21px
anim_offset_x	17
anim_shift_y	25
#
# while moving up
anim_statedef	upleft
anim_steps	8
anim_image	link      # 16x21px
anim_offset_x	17
anim_shift_y	0
#
anim_statedef	downleft
anim_steps	8
anim_image	link      # 16x21px
anim_offset_x	17
anim_shift_y	25
#
sprite		end

sprite		minus5	    # don't need 4/8 arrows.. use states!
name		minus5
ai		mob_animonce	    # the AI to use
speed		0
width		16
height		21
image_width	16
image_height	21
order		2	    # order is 1..3 (start at 1, 3 is drawn last)
anim_statedef	still	    # animation state 1; 1..n (start at 1)
anim_steps	5 once	    # 7 artworks in pcx file
anim_image	minus5      # use this image for animating this state
anim_offset_x	16
sprite		end


sprite		knight
name		knight
variable	health	    15
ai		mob_wander    # the AI to use
ainear		mob_robotron  # the AI to use when player is "near"
near		5	    # 7 tiles away is "near"
speed		3	    # player moves twice as often as everything else!
option		impassable
# render order (1 is first, 3 is last)
order		1
# location of body within sprite
width		16
height		28
# artwork for sprite
image_width	16          # 16
image_height	28          # 21
# while standing still
anim_statedef	still
anim_steps	8
anim_image	knight      # 16x21px
anim_offset_x	19
anim_shift_y	29
# while moving up
anim_statedef	up
anim_steps	8
anim_image	knight      # 16x21px
anim_offset_x	19
anim_shift_y	0
#
anim_statedef	down
anim_steps	8
anim_image	knight      # 16x21px
anim_offset_x	19
anim_shift_y	29
#
anim_statedef	right
anim_steps	8
anim_image	knight      # 16x21px
anim_offset_x	19
anim_shift_y	58
#
anim_statedef	left
anim_steps	8
anim_image	knight      # 16x21px
anim_offset_x	19
anim_shift_y	87
#
sprite		end


sprite		guard
name		guard
variable	health	    25
ai		mob_guard    # the AI to use
ainear		mob_robotron  # the AI to use when player is "near"
near		5	    # 7 tiles away is "near"
speed		3	    # player moves twice as often as everything else!
option		impassable
# render order (1 is first, 3 is last)
order		1
# location of body within sprite
width		16
height		28
# artwork for sprite
image_width	16          # 16
image_height	28          # 21
# while standing still
anim_statedef	still
anim_steps	8
anim_image	knight      # 16x21px
anim_offset_x	19
anim_shift_y	29
# while moving up
anim_statedef	up
anim_steps	8
anim_image	knight      # 16x21px
anim_offset_x	19
anim_shift_y	0
#
anim_statedef	down
anim_steps	8
anim_image	knight      # 16x21px
anim_offset_x	19
anim_shift_y	29
#
anim_statedef	right
anim_steps	8
anim_image	knight      # 16x21px
anim_offset_x	19
anim_shift_y	58
#
anim_statedef	left
anim_steps	8
anim_image	knight      # 16x21px
anim_offset_x	19
anim_shift_y	87
#
sprite		end



sprite		mummy
name		mummy
variable	health	    20
ai		mob_wander    # the AI to use
ainear		mob_robotron  # the AI to use when player is "near"
near		5	    # 7 tiles away is "near"
speed		3	    # player moves twice as often as everything else!
option		impassable
# render order (1 is first, 3 is last)
order		1
# location of body within sprite
width		16
height		26
# artwork for sprite
image_width	16          # 16
image_height	26          # 21
# while standing still
anim_statedef	still
anim_steps	8
anim_image	mummy      # 16x21px
anim_offset_x	17
anim_shift_y	27
# while moving up
anim_statedef	up
anim_steps	8
anim_image	mummy      # 16x21px
anim_offset_x	17
anim_shift_y	0
#
anim_statedef	down
anim_steps	8
anim_image	mummy      # 16x21px
anim_offset_x	17
anim_shift_y	27
#
anim_statedef	left
anim_steps	8
anim_image	mummy      # 16x21px
anim_offset_x	17
anim_shift_y	55
#
anim_statedef	right
anim_steps	8
anim_image	mummy      # 16x21px
anim_offset_x	17
anim_shift_y	82
#
sprite		end



sprite		piller
name		piller
variable	health	    150
ai		mob_guard    # the AI to use
speed		3	    # player moves twice as often as everything else!
option		impassable
# render order (1 is first, 3 is last)
order		1
# location of body within sprite
width		46
height		44
# artwork for sprite
image_width	46          # 16
image_height	44          # 21
# while standing still
anim_statedef	still
anim_steps	8
anim_image	piller      # 16x21px
anim_offset_x	47
anim_shift_y	45
# while moving up
anim_statedef	up
anim_steps	8
anim_image	piller      # 16x21px
anim_offset_x	47
anim_shift_y	0
#
anim_statedef	down
anim_steps	8
anim_image	piller      # 16x21px
anim_offset_x	47
anim_shift_y	45
#
anim_statedef	left
anim_steps	8
anim_image	piller      # 16x21px
anim_offset_x	47
anim_shift_y	90
#
anim_statedef	right
anim_steps	8
anim_image	piller      # 16x21px
anim_offset_x	47
anim_shift_y	135
#
sprite		end
