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Copy pathD'LIRIUM Object List (Updated 2023-10-29).txt
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Copy pathD'LIRIUM Object List (Updated 2023-10-29).txt
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707 lines (623 loc) · 29.5 KB
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This is the official D'LIRIUM object list that includes every object you can use, and parameters to these.
You are free to experiment with these objects to see how they work.
~Xerenowicz && PekpyT
////////////////////////////////////////
//////// BASIC OBJECTS ////////
////////////////////////////////////////
Player (obj_Player) - It's you! Place it on the level start
Level End (obj_arcadeVoid) - Level End For Custom Levels
Key (obj_key) - Custom Key
Key Steel (obj_key_steel) - Steel Key
Key Brass (obj_key_brass) - Brass Key
Key Copper (obj_key_copper) - Copper Key
Door (obj_door) - Doors, It's apperance can by changed by adding option like 'sprite_index=spritename'. Full list of door sprites at the bottom of this text file
Door Steel (obj_door_steel) - Steel Door
Door Brass (obj_door_brass) - Brass Door
Door Copper (obj_door_copper) - Copper Door
Save Point (obj_sigil) - Save point
Trigger Secret (obj_trigger_secret) - Secret area, "e_allowtele" parameter defines whether the trigger is activated or not while player is teleporting (by default is true)
Trigger Autosave (obj_trigger_autosave) - Autosave area, "e_allowtele" parameter defines whether the trigger is activated or not while player is teleporting (by default is true)
Map Pointer Zone (obj_map_pointer_zone) - Sets player's position on the map
////////////////////////////////
//////// WALLS ////////
///////////////////////////////
World Wall (obj_wall) - Solid Impenetrable Wall, you wont die while teleported inside of it
World Wall Transparent (obj_halfwall) - Half solid wall, projectiles can pass through it, you wont die while teleported inside of it
World Wall Pit (obj_voidwall) - Half solid wall, projectiles can pass through it, you will die while teleported inside of it, mainly used to prevent howlings from escaping their desired paths
World Play Zone (obj_checkbox) - Walkable space, area where you wont die when teleported inside of it's borders
//////////////////////////////
//////// ITEMS ////////
/////////////////////////////
Item Wrench (obj_item_wrench) - Wrench
Item Fireball (obj_item_fireball) - Fireball
Item Plasma (obj_item_plasma) - Plasma Spell
Item Teleport (obj_item_teleport) - Teleportation Spell
Item Sorcery (obj_item_sorcery) - Sorcery Spell
Item Shaft (obj_item_shaft) - Shaft Spell
Item Bandage (obj_item_bandage) - Bandage
Item Bandage Blue (obj_item_bandage_blue) - 2x improved bandage
Item Bandage Black (obj_item_bandage_black) - 4x improved bandage
Item Medkit (obj_item_medkit) - Medkit
Item Medkit Blue (obj_item_medkit_blue) - 2x improved medkit
Item Medkit Black (obj_item_medkit_black) - 4x improved medkit
Item Plant (obj_item_plant) - Everyone's favourite Plant
Item Megahealth (obj_item_megahealth) - Megahealth (Restores Mental and Physical Health, banishes toxins)
Item Quad (obj_item_quad) - Quad (4x damage multiplier)
Item Map (obj_item_map) - Level map (wont work I guess)
Item Knife (obj_item_knife) - Knife weapon
Item Needles (obj_item_needles) - Needles weapon
Item Protection (obj_item_protection) - Protection rune
Item Vision (obj_item_vision) - Vision rune
Item Nuke (obj_item_nuke) - "???" rume, explodes dead bodies on player approach
(obj_item_personal) - Personality Shard, used in personal hell as mental health restoration
"randomrun_immunity" - determine if item or monster will be unchanged on random run enabled (bool)
////////////////////////////////////////
//////// MONSTERS ////////
////////////////////////////////////////
Monster Wandering (obj_monster_wandering) - Wandering
Monster Howling (obj_monster_howling) - Howling
Monster Horror (obj_monster_horror) - Horror
Monster Impendent (obj_monster_impendent) - Impendent
Monster Wraith (obj_monster_wraith) - Wraith (formerly Ice Impendent)
Monster Flying Wraith (obj_monster_flyingwraith) - Flying Wraith (formerly Ice Howling)
Monster Nightmare (obj_monster_nightmare) - Nightmare
Monster Nightmarish (obj_monster_nightmarish) - Nightmarish
Monster Lost (obj_monster_lost) - Lost
Monster Phantom (obj_monster_phantom) - Phantom
Monster Lantern (obj_monster_lantern) - Lantern
Monster Exhausted (obj_monster_exhausted) - Exhausted
(obj_monster_exhausted_gestas) - Exhausted (Gestas)
(obj_monster_exhausted_dismas) - Exhausted (Dismas)
(obj_monster_exhausted_claudia) - Exhausted (Claudia)
(obj_monster_snowman) - Snowman
Entity-related
"e_name" - monster name, it needs for other entities, like Sequencer
"e_target" - name of the entity that will be activated after monster's death
"direction" - determine direction (anti-clockwise) where the monsters are facing (int)
direction = 270 // Down
direction = 180 // Left
direction = 90 // Up
direction = 0 // Right
"monster_hp" - determine how much health will selected monster have (int)
monster_hp = number
"drop" - determine what item monster will drop on death (string)
drop = Item Shaft
drop = Item Teleport
drop = Key Blue
etc.
"randomrun_immunity" // determine if item or monster will be unchanged on random run enabled (bool)
"lantern_immunity" // determine if monster will be unchanged on lantern mode enabled (bool)
////////////////////////////////////////
//////// FLAGS ////////
////////////////////////////////////////
//determine if item, monster or entity will spawn on selected difficulty (bool)
f_difficulty_chicken = true
f_difficulty_easy = true
f_difficulty_normal = true
f_difficulty_hard = true
f_difficulty_nightmare = true
////////////////////////////////////////
//////// MATERIALS ////////
////////////////////////////////////////
Material Bog (obj_material_bog) - Bog
Material Concrete (obj_material_concrete) - Concrete
Material Grass (obj_material_grass) - Grass
Material Lattice (obj_material_lattice) - Lattice
Material Metal (obj_material_metal) - Metal
Material Snow (obj_material_snow) - Snow
Material Wood (obj_material_wood) - Wood
Material Carpet (obj_material_carpet) - Carpet
Material Rubber (obj_material_rubber) - Rubber
///////////////////////////////////////////////////////////////////////
//////// MAP OBJECTS ////////
///////////////////////////////////////////////////////////////////////
obj_gamelogo - The customizable logo shown at the start of the level (In order to use custom logo you must create logo.jpg file (320x240 or 640x480) and place it into mapname folder)
obj_bush - Bush used in cementery level
obj_nightmarishMass - Darkness, Native to personal hell
obj_rave - Rave trigger?
obj_gas - Gas that comes out of broken conveyors in industrial level, dont use it
obj_Thunder - Thunder
obj_ThunderRed - Red colored thunder
obj_explosion - Explosion
///////// PORTALS /////////
obj_portalIn - portal entrance
obj_portalOut - portal destination
parameters: for obj_portalIn: e_target
for obj_portalOut: e_name
///////// INTERACTABLE OBJECTS ///////////
obj_interact_fridge - Fridge
obj_interact_kitchenTumba1 - Kitchen cupboard 1
obj_interact_kitchenTumba2 - Kitchen cupboard 2
obj_interact_kitchenTumba3 - Kitchen cupboard 3
obj_interact_fireplace - Fireplace
obj_interact_fireplace_cursed - Cursed Fireplace
obj_interact_abelLamp - Cementery Lamp
obj_interact_factoryLamp - Orange lamp on steammachine levela
obj_interact_torchMansionBig - Big Ground Torch
obj_interact_demonicTorch - Personal Hell torch
obj_interact_steamWall - wall in Steam Factory level, can only be destroyed by Shaft
obj_interact_indust1 - reservoir type1
obj_interact_indust2 - reservoir type2
obj_interact_indust3 - reservoir type3
obj_interact_indust4 - reservoir type4
obj_interact_indust5 - vertical valve
obj_interact_indust6 - horizontal valve
obj_interact_indust7 - pump
obj_interact_indust8 - horizontal small blocked pipe
obj_interact_indust9 - vertical small blocked pipe
obj_interact_indust10 - big blocked pipe
obj_interact_cursedClaudia - Cursed Claudia, used in mansion level
obj_interact_cursedGestas - Cursed Gestas, used in mansion level
obj_interact_cursedDismas - Cursed Dismas, used in mansion level
obj_interact_chainGestas - chained Gestas, used in Industrial level
obj_interact_chainDismas - chained Dismas, used in cave level
obj_interact_personalHeart - Heart from personal hell
obj_interact_hangedClaudia - hanged Claudia, used in cementery level
obj_interact_wood - breakable wooden boards, used in industrial level
obj_interact_mansionWindowBig - breakable window used in Mansion level
obj_interact_tumba - big commode
obj_interact_minitumba - small commode
obj_interact_tableTorch - candle to be placed on table
obj_interact_toilet - just toilet
obj_interact_toiledCursedL - cursed toiled facing left
obj_interact_toiledCursed - cursed toiled facing right
obj_interact_washbasin - normal washbasin
obj_interact_washCursed - cursed washbasin facing right
obj_interact_washCursedL - cursed washbasin facing left
obj_interact_medtumba - medical cabinet on right wall
obj_interact_tableMap - table with map used in industrial level
obj_interact_plita - everyone's favourite stove
obj_interact_crystalBlue - Blue breakable crystal
obj_interact_crystalPurple - Purple breakable crystal
obj_interact_graveyardLight - glowing cementery lamp
obj_interact_chainCorpse1 - chained corpse from pandemonium level on front wall type1
obj_interact_chainCorpse2 - chained corpse from pandemonium level on front wall type2
obj_interact_chainCorpse3 - chained corpse from pandemonium level on left wall
obj_interact_bedroomWindow
obj_interact_explosives
obj_interact_fishSuperMansion -aquarium from mansion
obj_interact_frog
/////CYCLERS//////
obj_cycler_grave - Tombstone
obj_cycler_tree_classic - tree from alpha builds
obj_cycler_tree_classic_winter - tree from alpha builds
obj_cycler_christmastree_big - used in intro cutscene and one of the endings
obj_cycler_christmastree_small - used in Mansion level
obj_cycler_corpsePike - corpse impaled on a pike from personal hell level
obj_cycler_tableJournal - small table from Mansion level
obj_cycler_abelChair - Abel's personal chair used in mansion level and cave level
obj_cycler_mansionBooks - bookshelf from Mansion level
obj_cycler_bed1 - Blue bed
obj_cycler_bed2 - Pink bed
obj_cycler_bed3 - Red bed
obj_cycler_bedDouble - Double sized bed
obj_cycler_bedSide1 - Blue bed placed horizontally
obj_cycler_bedSide2 - Pink bed placed horizontally
obj_cycler_pentaSafe - Pentagram statue from Cathedral
obj_cycler_pentaHell - Pentagram statue from Pandemonium
obj_cycler_lavkaF - Front bench
obj_cycler_lavkaL - Left bench
obj_cycler_lavkaR - Right bench
obj_cycler_cageCorpse - Caged corpse from pandemonium
obj_cycler_nightmareTree - Nightmarish christmas tree from Mansion level
obj_cycler_tableLibrary - Table from mansion library
obj_cycler_tableLibraryWide - Table from wooden room in caves level
obj_cycler_abeltable
obj_cycler_streetChairA
obj_cycler_streetChairB
obj_cycler_streetChairC
obj_cycler_abeltableHell
obj_cycler_Gnome - Gnome easter egg, used in cementery (graveyard) level
obj_cycler_sideShkafL
obj_cycler_sideShkafR
obj_cycler_streetPlant
obj_cycler_streetTable
obj_cycler_streetTumba
obj_cycler_streetWeedro
obj_cycler_tablePlate
obj_cycler_tablePlateHell
obj_cycler_tableVodka
obj_cycler_tableVodkaHell
obj_cycler_tableSoup
obj_cycler_tableSoupHell
obj_cycler_tableCake
obj_cycler_tableCakeHell
obj_cycler_tableTangerines
obj_cycler_tableTangerinesHell
obj_cycler_tablePlateSoup
obj_cycler_tablePlateSoupHell
obj_cycler_abelSeat
obj_cycler_adaSeat
obj_cycler_bankaA - Pot with green contents
obj_cycler_bankaB - pot with brown contents
obj_cycler_bankaC - empty pot
obj_cycler_bigPlantA
obj_cycler_bigPlantB
obj_cycler_bigPlantC
obj_cycler_bigPlantD
obj_cycler_bigPlantE
obj_cycler_bigVase
obj_cycler_boxA
obj_cycler_boxB
obj_cycler_boxC
obj_cycler_boxD
obj_cycler_boxDouble
obj_cycler_boxE
obj_cycler_boxEmpty
obj_cycler_boxLittle
obj_cycler_boxRnd
obj_cycler_bucketWater
obj_cycler_bucketWaterHell
obj_cycler_claudiaSeat
obj_cycler_Deevan - Sofa
obj_cycler_diningChairB - chair facing up
obj_cycler_diningChairF - Chair Facing down
obj_cycler_diningChairL - Chair Fcing left
obj_cycler_diningChairR - Chair facing right
obj_cycler_diningTumba - kitchen locker
obj_cycler_dismasSeat
obj_cycler_drova
obj_cycler_fishDead - Hell aquarium
obj_cycler_gazetaBig - newspapers
obj_cycler_gestasSeat
obj_cycler_giftA
obj_cycler_giftB - gift, used in intro cutscene (in beta versions)
obj_cycler_giftsA
obj_cycler_giftsB
obj_cycler_glassTable
obj_cycler_guestroomTumba - commode from mansion guestroom
obj_cycler_hallwayTumba - commode from mansion hall
obj_cycler_hanger
obj_cycler_kitchenTumbaR - kitchen commode facing right
obj_cycler_kitchenWallTumbaA - kitchen commode
obj_cycler_kitchenWallTumbaB - kitchen commode
obj_cycler_kocherga - poker
obj_cycler_korzeena - basket with clothes
obj_cycler_mansionTaburet - mansion stool
obj_cycler_metla - broom
obj_cycler_minitumbaSide - small commode facing right
obj_cycler_organizerA
obj_cycler_organizerB
obj_cycler_organizerBig
obj_cycler_piano
obj_cycler_pianoChair
obj_cycler_pillowChairA
obj_cycler_pillowChairB
obj_cycler_pravda
obj_cycler_redChairL
obj_cycler_redChairR
obj_cycler_sideboard
obj_cycler_snowTreeA
obj_cycler_snowTreeB
obj_cycler_snowTreeC
obj_cycler_snowTreeD
obj_cycler_snowTreeE
obj_cycler_snowTreeRnd
obj_cycler_stolenBags
obj_cycler_sushilka - dryer
obj_cycler_toiletTumba - toilet closet
obj_cycler_trashA
obj_cycler_trashB
obj_cycler_trashCan
obj_cycler_tumbaSide - commode facing right
//Halloween//
obj_cycler_axeHead
obj_cycler_bigPot
obj_cycler_bigPumpkinA
obj_cycler_bigPumpkinB
obj_cycler_bigPumpkinC
obj_cycler_candiesA
obj_cycler_candiesB
obj_cycler_coffin
obj_cycler_ghostHorse
obj_cycler_ghostRagBig
obj_cycler_halloweenTable
obj_cycler_pumpkinA
obj_cycler_pumpkinB
obj_cycler_pumpkinC
obj_cycler_pumpkins
obj_cycler_scarecrow
obj_cycler_scaryHand
obj_cycler_tentacleA
obj_cycler_tentacleB
obj_cycler_treeScaryA
obj_cycler_treeScaryB
obj_cycler_treeScaryBig
obj_cycler_treeScaryC
obj_cycler_treeScaryD
obj_cycler_treeScaryRnd
obj_cycler_treeScarySmall
obj_cycler_treeWebA
obj_cycler_treeWebB
obj_cycler_treeWebRnd
//////ILLUSIONARY/////
obj_illusionary_lampWhiteL -Mansion Lamp on left wall
obj_illusionary_lampWhiteR -Mansion Lamp on right wall
obj_illusionary_lampWhiteF -Mansion Lamp on front wall
obj_illusionary_lampPinkF -Pink lamp on background wall
obj_illusionary_lampPinkL -Pink lamp on Right wall
obj_illusionary_lampPinkR -Pink lamp on Left wall
obj_illusionary_lampPurpleF -Purple lamp on background wall
obj_illusionary_lampPurpleL -Purple lamp on Right wall
obj_illusionary_lampPurpleR -Purple lamp on Left Wall
obj_illusionary_torchSmallF -Small torch on front wall
obj_illusionary_torchSmallL -Small torch on left wall
obj_illusionary_torchSmallR -Small torch on right wall
obj_illusionary_torchBigF -Big torch on front wall, used in cathedral
obj_illusionary_torchBigL -Big torch on left wall, used in cathedral
obj_illusionary_torchBigR -Big torch on right wall, used in cathedral
obj_illusionary_winebottle - wine bottle
obj_illusionary_wineglass - glass of wine
obj_illusionary_wineglass_empty - empty glass of wine
obj_illusionary_darknessA -dark blood on the wall
obj_illusionary_darknessB -dark blood on the wall
obj_illusionary_darknessC -dark blood on the wall
obj_illusionary_darknessD -dark blood on the wall
obj_illusionary_darknessE -dark blood on the wall
obj_illusionary_run -"RUN!" marking on the wall
obj_illusionary_flashligh -"F to Light" marking on the wall
obj_illusionary_fly -"FLY" written in blood
obj_illusionary_hit -"HIT" written in blood
obj_illusionary_shoot -"Shoot" written in blood
obj_illusionary_sing -"SING" marking on the snow
obj_illusionary_explosionCrater -Crater from explosion
obj_illusionary_goreExplo -gore explosion
obj_illusionary_invisibleLamp
obj_illusionary_steamWallBroken - Broken wall from steam machine map
obj_illusionary_aerosol
obj_illusionary_bookA -Red book
obj_illusionary_bookB -Blue book
obj_illusionary_BookRnd -Random book from above two
obj_illusionary_booksA -Green and dark grey books
obj_illusionary_booksB -Brown and dark yellow books
obj_illusionary_booksRnd -Random books from above two
obj_illusionary_borsh -pot with borsch
obj_illusionary_bottleA -wine bottle
obj_illusionary_bottleB -laying wine bottle
obj_illusionary_canA -green can
obj_illusionary_canB -blue can
obj_illusionary_canC -laying black can
obj_illusionary_canD -laying cyan can
obj_illusionary_candle -candle
obj_illusionary_canRand -Random can from above four
obj_illusionary_doubleCandle -double candle
obj_illusionary_error
obj_illusionary_forks
obj_illusionary_frogDead
obj_illusionary_hairBrush
obj_illusionary_heartDecor
obj_illusionary_littleCandle
obj_illusionary_meat
obj_illusionary_monsterScorch
obj_illusionary_note
obj_illusionary_notepad
obj_illusionary_papers
obj_illusionary_pillowA -blue pillow
obj_illusionary_pillowB -green pillow
obj_illusionary_purpleShtoraA -curtains
obj_illusionary_purpleShtoraB -curtains
obj_illusionary_purpleShtoraC -curtains
obj_illusionary_purpleShtoraD -curtains
obj_illusionary_purpleShtoraE -horror curtains
obj_illusionary_purpleShtoraF -horror curtains
obj_illusionary_purpleShtoraRand -Random curtain from above 6
obj_illusionary_salfetkas -servettes
obj_illusionary_salt
obj_illusionary_scroll
obj_illusionary_showel -shower curtain
obj_illusionary_showelHorror
obj_illusionary_sleepersA -pink sleepers
obj_illusionary_sleepersB -blue sleepers
obj_illusionary_tableCake
obj_illusionary_tableCakeHell
obj_illusionary_tableItem
obj_illusionary_tablePaper
obj_illusionary_tablePhoto
obj_illusionary_tablePlantA
obj_illusionary_tablePlantB
obj_illusionary_tablePlate
obj_illusionary_tablePlateHell
obj_illusionary_tablePlateSoup
obj_illusionary_tableSoup
obj_illusionary_tableSoupHell
obj_illusionary_tableTangerines
obj_illusionary_tableTangerinesHell
obj_illusionary_tableVase
obj_illusionary_tableVodka
obj_illusionary_tableVodkaHell
obj_illusionary_teaCup
obj_illusionary_towel
obj_illusionary_trash
obj_illusionary_twoPlants
obj_illusionary_wallCorkboard
obj_illusionary_wallHanger
obj_illusionary_wallMirror
obj_illusionary_wallPhotoA
obj_illusionary_wallPhotoB
obj_illusionary_wallSock
obj_illusionary_wallSocks
obj_illusionary_wood
//Halloween//
obj_illusionary_bats
obj_illusionary_blood
obj_illusionary_candiesC
obj_illusionary_candlesA
obj_illusionary_candlesB
obj_illusionary_chainSmall
obj_illusionary_cobwebA
obj_illusionary_cobwebB
obj_illusionary_ghostRag
obj_illusionary_halloweenDecor
obj_illusionary_halloweenTablethings
obj_illusionary_hallowenPicture
obj_illusionary_hangman
obj_illusionary_polaroid
obj_illusionary_potionA
obj_illusionary_potionB
obj_illusionary_potionRnd
obj_illusionary_smallLeavesA
obj_illusionary_smallLeavesB
obj_illusionary_smallLeavesRnd
obj_illusionary_spider
obj_illusionary_stick
obj_illusionary_sticks
obj_illusionary_treeMicro
////WINDOWS////
obj_window_mansion -window from Mansion level
obj_window_wood -window on wooden wall
obj_window_greenWall -window on green wall
obj_window_redWall -window on red wall
obj_window_mansionWood -window in mansion library
obj_window_woodSmall -small window on wooden wall
obj_window_bedroom -bedroom window from Mansion level
obj_window_mansionNew -window from Mansion level
////OTHERS////
obj_Corpse - Used for monsters dead bodies (use "sprite_index" integer to set sprite and "image_indexx" integer to set frame)
obj_Soul - Soul visible when Sorcery spell is active
////////////////////////////////
//////// LIGHTS ////////
///////////////////////////////
obj_light_rotating -Rotating light used in Factory and Crystal cave levels
obj_spotlightv_01 -spotlight
obj_spotlightv_02 -spotlight
obj_spotlightv_03 -spotlight
obj_spotlightv_04 -spotlight
obj_spotlight_01 -ground spotlight
obj_spotlight_02 -ground spotlight
obj_spotlight_03 -ground spotlight
obj_light_custom -Light that can be modified
//Custom Light modifiers:
lightCustom_sprite = spr_light; //Light Mask
lightCustom_sizeX = 1; //Light Size in X
lightCustom_sizeY = 1; //Light Size in Y
lightCustom_color = c_white; //Light Colour
lightCustom_pulse = false; //Pulsing Light
lightCustom_pulseSpeed = 0; //Pulse speed of Light.
lightCustom_alpha = 1; //Transparence of Light.
lightCustom_fadeIn = false; //Attenuation or the appearance of the light.
lightCustom_minAlpha = 0; //Minimum transparency when pulsing.
lightCustom_angle = 0; //Tilt angle of the light sprite.
lightCustom_rotation = false; //Rotation of the light.
lightCustom_directionRight = false; //Light rotating direction.
lightCustom_rotationSpeed = 1; //Rotation speed of the light.
Light Tiny (obj_light_tiny) -Tiny white light
(obj_light_tiny_dkred) -Tiny dark red light
(obj_light_tiny_red) -Tiny red light
Light Small (obj_light_small) -Small white light
(obj_light_small_blue) -Small blue light
(obj_light_small_dkred) -Small dark red light
(obj_light_small_green) -Small green light
(obj_light_small_lilac) -Small lilac light
(obj_light_small_orange) -Small orange light
(obj_light_small_red) -Small red light
Light Big (obj_light_big) -Big white light
(obj_light_big_aqua) -Big aqua light
(obj_light_big_blue) -Big blue light
(obj_light_big_dkgray) -Big dark gray light
(obj_light_big_dkgreen) -Big dark green light
(obj_light_big_dkred) -Big dark red light
(obj_light_big_green) -Big green light
(obj_light_big_lilac) -Big lilac light
(obj_light_big_orange) -Big orange light
(obj_light_big_red) -Big red light
Light Huge (obj_light_huge) -Huge white light
(obj_light_huge_green) -Huge green light
light_color = value - determine the light color that object will shed (color or integer)
lantern_immunity = true|false - determine if the light would be disabled or enabled during Lanterns event
glare - determine glare effect sprite (string, disabled if empty)
glare = "spr_glow_lights"
glare = "spr_glow_items"
glare = "spr_glow_fire"
glare = "spr_glow_projectiles"
glare_size = 0.5 - determine glare effect size
////////////////////////////////////////////////
//////// DOOR SPRITES ////////
///////////////////////////////////////////////
related to door objects
Use "e_sprite" parameter (string)
e_sprite = spr_door_mansionDiningRm - Wooden door from Mansion level dining room
e_sprite = spr_door_mansionNew - Wooden door from Mansion level 1st floor hallway
e_sprite = spr_door_mansionNewB - Wooden door from Mansion level last room
e_sprite = spr_door_mansionSFloor - Wooden door from Mansion level 2nd floor hallway
e_sprite = spr_Door_NY1 - Mansion door
e_sprite = spr_Door_NY1side - mansion side door
e_sprite = spr_Door_NY2 - Mansion door
e_sprite = spr_Door_Indust - Industrial Door (default door)
e_sprite = spr_Door_Indust_hell - Devilish Industrial Door
e_sprite = spr_Door_Indust_steel - Steel Industrial Door
e_sprite = spr_Door_Indust_brass - Brass Industrial Door
e_sprite = spr_Door_Indust_copper - Copper Industrial Door
e_sprite = spr_Door_Indust_blue - Blue Industrial Door
e_sprite = spr_Door_Indust_yellow - Yellow Industrial Door
e_sprite = spr_Door_Indust_red - Red Industrial Door
e_sprite = spr_Door_conveyor - Conveyor gate on Steam Factory
e_sprite = spr_Door_Gate1 - Gate door
e_sprite = spr_Door_Nightmare - Pandemonium door
e_sprite = spr_RedDoor_Double3 - Cathedral entrance
e_sprite = spr_YellowDoor_Gate2 - Crypt gate
e_sprite = spr_Door_gateSmall - Metal gate
e_sprite = spr_Door_Wood1 - Wooden Door on wooden wall
e_sprite = spr_Door_Wood2 - Wooden Door on wooden wall
e_sprite = spr_Door_Wood3 - Wooden Door on wooden wall
e_sprite = spr_Door_Double1 - Double wooden door
e_sprite = spr_Door_Double2 - Double cave castle door
e_sprite = spr_Door_Double3 - Double cathedral door
e_sprite = spr_Door_Double4 - Another double cathedral door
e_sprite = spr_Door_SW1 - Wooden door on yellow-red wall
e_sprite = spr_Door_SW2 - wooden door on Red wall
e_sprite = spr_Door_SW3 - bathroom door
///////////////////////////////////////////////////////
///////////PARAMETERS FOR ALL OBJECTS//////////////////
///////////////////////////////////////////////////////
visible = true|false - determine if object is visible or not (boolean)
///////////////////////////////////////////////////////
//////////// COLORS ////////////
///////////////////////////////////////////////////////
c_aqua (16776960)
c_black ( 0)
c_blue (16711680)
c_dkgray ( 4210752)
c_fuchsia (16711935)
c_gray ( 8421504)
c_green ( 32768)
c_lime ( 65280)
c_ltgray (12632256)
c_maroon ( 128)
c_navy ( 8388608)
c_olive ( 32896)
c_orange ( 4235519)
c_purple ( 8388736)
c_red ( 255)
c_silver (12632256)
c_teal ( 8421376)
c_white (16777215)
c_yellow ( 65535)
c_darkBlue ( 8388608) // RGB: 0, 0, 128
c_darkGreen ( 32768) // RGB: 0, 128, 0
c_darkRed ( 128) // RGB: 128, 0, 0
c_lilac (16763594) // RGB: 202, 202, 255
c_darkAqua (15391129) // RGB: 153, 217, 234
c_blood ( 135) // RGB: 135, 0, 0
c_spookyOrange ( 20991) // RGB: 250, 51, 40
c_spookyGreen (12510356) // RGB: 148, 215, 228
c_dismas ( 9886950) // RGB: 230, 220, 150
c_gestas (13145720) // RGB: 120, 150, 200
c_claudia (14479580) // RGB: 220, 240, 220
c_phantom (10713449) // RGB: 105, 121, 163
c_industOrange ( 51455) // RGB: 255, 200, 0
c_halfblue (13781835) // RGB: 75, 75, 210
c_copper ( 3296200) // RGB: 200, 75, 50
c_steel (12827045) // RGB: 165, 185, 195
c_brass ( 5614275) // RGB: 195, 170, 85
c_flare ( 1037050) // RGB: 250, 210, 15
c_vision (13813930) // RGB: 170, 200, 210
c_candle (11530495) // RGB: 255, 240, 175
c_fire ( 51455) // RGB: 255, 200, 0
c_warmLamp (15073279) // RGB: 255, 255, 229
c_abelLamp ( 4294525) // RGB: 125, 135, 65
c_demonic ( 2025140) // RGB: 180, 230, 30
c_streetLight (11527920) // RGB: 240, 230, 175
c_lampIndust ( 8257535) // RGB: 255, 225, 125
c_torch (11530495) // RGB: 255, 240, 175
/////////////////////////////////////////////////////////////
Manual by Xerenowicz and PekpyT