# jDoom: Values # (mind yur speling; jDoom uses only the identifiers it knows about) # # The strings from all Values definition blocks are merged together. # This means you don't have to add all your values here; they can be # in a Values block in another file. Header { Version = 5; } # The "Patch Replacement" values are used to replace patches with # strings of text. The replacement overrides any checks for external # resources. Only patches in an IWAD can be replaced; this is required # because existing PWADs may replace the original text patches with # their own graphics. # # The replacement is done by searching a value in the "Patch # Replacement" block that matches the lump name of the patch to be # replaced. The text string may optionally contain parameters that # control how the string is displayed. The parameters must be placed # inside braces. If a parameter block is present, the actual text # string begins from the first character following the closing brace. # # "{fonta, scale=2}C{scale=1}APITAL" # # Whitespace inside a parameter block is ignored. Use a comma or a # semicolon to separate parameters. The parameters and their default # values are: # # fonta Use the small font. # fontb Use the large font (the default). # r=1.0 Red color component (0..1). # g=0.0 Green color component (0..1). # b=0.0 Blue color component (0..1). # x=0 Offset to the X coordinate. # y=0 Offset to the Y coordinate. # scale=1.0 Uniform scaling factor (both X and Y). # scalex=1.0 X scaling factor. # scaley=1.0 Y scaling factor. # angle=0.0 Rotation angle (around initial origin). # flash Enable flashy type-in effect. # noflash Disable it (the default). # case Enable case-based scaling. # nocase Disable it (the default). # ups=1.25 Upper case Y scale. # upo=0.0 Upper case Y offset. # los=1.0 Lower case Y scale. # loo=3.0 Lower case Y offset. # break Start a new line. # # An example: # # Values { # Patch Replacement { # M_DOOM = "{R=.5; G=1; B=.5; scale=3}G{scale=2;y=10}ONE { # scale=3;y=0}F{ scale = 2; y = 10 }I{break}SHING"; # }; # } Values { Player { Health = "100"; # Initial health. Max health = "100"; # Maximum health. Health limit = "200"; # Absolute health limit. Green armor = "100"; Blue armor = "200"; Max ammo { Clip = "200"; Shell = "50"; Cell = "300"; Misl = "50"; }; Clip ammo { Clip = "10"; Shell = "4"; Cell = "20"; Misl = "1"; }; }; # Weapon Info|*|Static defaults to "0". # "1" will prevent the lowering of the HUD weapon when doing a switch. Weapon Info { 0 { Type = "noammo"; Up = "PUNCHUP"; Down = "PUNCHDOWN"; Ready = "PUNCH"; Atk = "PUNCH1"; Flash = "NULL"; }; 1 { Type = "clip"; Per shot = "1"; Up = "PISTOLUP"; Down = "PISTOLDOWN"; Ready = "PISTOL"; Atk = "PISTOL1"; Flash = "PISTOLFLASH"; }; 2 { Type = "shell"; Per shot = "1"; Up = "SGUNUP"; Down = "SGUNDOWN"; Ready = "SGUN"; Atk = "SGUN1"; Flash = "SGUNFLASH1"; }; 3 { Type = "clip"; Per shot = "1"; Up = "CHAINUP"; Down = "CHAINDOWN"; Ready = "CHAIN"; Atk = "CHAIN1"; Flash = "CHAINFLASH1"; }; 4 { Type = "misl"; Per shot = "1"; Up = "MISSILEUP"; Down = "MISSILEDOWN"; Ready = "MISSILE"; Atk = "MISSILE1"; Flash = "MISSILEFLASH1"; }; 5 { Type = "cell"; Per shot = "1"; Up = "PLASMAUP"; Down = "PLASMADOWN"; Ready = "PLASMA"; Atk = "PLASMA1"; Flash = "PLASMAFLASH1"; }; 6 { Type = "cell"; Per shot = "40"; Up = "BFGUP"; Down = "BFGDOWN"; Ready = "BFG"; Atk = "BFG1"; Flash = "BFGFLASH1"; }; 7 { Type = "noammo"; Up = "SAWUP"; Down = "SAWDOWN"; Ready = "SAW"; Atk = "SAW1"; Flash = "NULL"; }; 8 { Type = "shell"; Per shot = "2"; Up = "DSGUNUP"; Down = "DSGUNDOWN"; Ready = "DSGUN"; Atk = "DSGUN1"; Flash = "DSGUNFLASH1"; }; }; }