We just released a Feb. 5 '89 prototype of DuckTales for the NES!
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If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Notes:CrossCode
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This page contains notes for the game CrossCode.
| To do: Revise this for the lastest version |
Likely Unused Maps (Incomplete)
CrossCode Unused Maps (v1.2.0-5) ============================ Tests ---------------------------- battle-test boss-test bounce-test-flo cave-cliff-test cliff-mod cube-test d-link-test damage-test edge-test empty enemy-fishgear enemy-snowman enemy-test-henne enemy-test-simple-2 enemy-test-simple-3 enemy-test-simple-4 enemy-test-simple-lily test level for fight with guest charecter lily enemy-test-simple enemy-test future-test1 height-test henne-test henne-srs henne-test-1 henne1337 henne9001 killer-mice lab-test mice-test mytestmap-frece nav-test nav-test2 nav-test3 navauto-test newgame npc-test contains lab-related characters object-layer-tests path-test duplicate of cargo-ship starting room, lacks NPCs perf-test rd-test room1-old room2 sound-test test test2 text-copy contains a single cutscene entity wide-test wide2-test arid/interior-test arid/test arid/test2 arid/interior/test2 arid-dng/test-elevator-between arid-dng/test-elevator arid-dng/test-puzzle-test arid-dng/test autnum/test autnum/test2 bergen-trail/cavetest bergen-trail/test bergen-trail/test2 bergen-trail/test3 bergen-trail/village-test cargo-ship/test Templates/Mockups ---------------------------- arid/template arid/interior/template arid-dng/between-template arid-dng/between-template2 arid-dng/template arid-dng/template-last bergen-trail/lab-template bergen-trail/mockup bergen-trail/mockup-snow cold-dng/template cold-dng/test Old Levels ---------------------------- arid/interior/the-room-old duplicate of lea's room, lacks NPCs and some events autumn/extra-boss bergen/monks-questcave2 bmt/bots bmt/boxes bmt/hit-example bmt/hit-example2 bmt/hit-example3 bmt/puzzle Used levels with unused sections ---------------------------- autnum-fall/raid/raid-05 "10/10 best map" and "screw u henne" off to the top-right Other ---------------------------- autnum/secret-tree
Strings
All of the strings that are in assets\js\game.compiled.js
Note: This was auto-extracted by a computer program.
/ . - Vec2[x: , y: ] Vec3[x: , y: , z: ] AssertException: Value of ' ' is undefined 1.18a en_US # object object object object Module ' ' defines nothing Module ' ' is already defined ?nocache= / .js script text/javascript Failed to load module at required from head (requires: , ) Unresolved (circular?) dependencies. Most likely there's a name/path mismatch for one of the listed modules:\n \n dom.ready dom.ready dom.ready dom.ready complete DOMContentLoaded load function function object function function function Getting key from Server...: Thehe! Nintendo WiiU WiiU Chrome Chrome OmniWeb OmniWeb/ OmniWeb Apple Safari Version Opera Version iCab iCab KDE Konqueror Firefox Firefox Camino Camino Netscape Netscape MSIE Explorer MSIE Trident Explorer rv Gecko Mozilla rv Mozilla Netscape Mozilla Win Windows Mac Mac iPhone iOS android Android Linux Linux Netscape 1.0-6458b WinME C64 Unknown Desktop Browser Mobile WiiU Say Wat? Unknown Unknown Unknown object Android iOS Unknown node-webkit x64 Cubic Impact ( ) impact.base.worker script text/javascript head impact.base.loader object Could not find template ' ' object default default Could not find template parameters ' ' ig.Cacheable without CacheType! Duplicated cacheType: Call to decreaseRef() results in negative count! Key: ' ' string [INLINE DATA] string object json Json file of path ' ' is null. Maybe the original JSON had a syntax error and was compressed incorrectly? NO_PATCH #000 #fff #000 #fff Failed to load resource: impact.base.image impact.base.worker impact.base.loader Image canvas 2d 2d ? 2d 2d canvas canvas 2d SCALE magenta canvas repeat canvas canvas color black zDa ImagePatternSheet | | | | | | | source-over source-atop Error: Tried to draw ImageModFragment twice canvas 2d canvas impact/webworker/image-tasks.js IMAGE canvas impact.base.font impact.base.image canvas 2d Text command for key ' ' is already assigned . ! \\ \\ c s Unsupported \\s argument: ' '. Only support values from 0-7 v i Font white LOL NOPE! px \n \r black canvas 2d MultiFont \n \n \n \n string object \\ [ ] Invalid Text command argument format for commant ' ' impact.base.system.web-audio impact.base.loader impact.base.sound impact.base.loader impact.base.system.web-audio . WebAudio detected. Using full WebAudio Implementation. WebAudio (No BGM) detected. Using sound-only WebAudio Implementation. No WebAudio. Using default Audio Implementation suspended %cREQUEST%c: color:#FF0080 GET arraybuffer %cLOADED%c: color:#C60063 %cDECODED%c: color:#800080 Web Audio Load Error: Decoded but NULL Web Audio Load Error: Could not DECODE: Web Audio Load Error: Could not LOAD: canplaythrough canplaythrough error MultiAudio WebAudioBuffer volume volume volume Nn TrackDefault | timeupdate ended TrackWebAudio | Nn Called stop on Default Sound. Called stop on WebAudio Sound. kba equalpower linear options.useWebAudio false SET DEFAULT TRACK! mp3 audio/mpeg m4a audio/mp4; codecs=mp4a ogg audio/ogg; codecs=vorbis webm audio/webm; codecs=vorbis caf audio/x-caf impact.base.timer n k8 impact.base.vars map maps tmp call session [ Invalid bracket use in condition ' '.\nAfter a closing bracket ']' has to be '.', ']' or '[' ] . null ] [ Invalid bracket combination in var accessor ' ' . Tried to access key that is not supported: entity. entity entity . . Removed unmatching accessor! Something went wrong . VarPath ' ' contains empty token. object msg hasSideMsg stackCount recentlyClearedSideMsg game.feature.menu.area-loadable impact.base.game impact.base.loader Select Area this leads to areas Maps The map this points to Vec2 optional offset Select Area this leads to areas Maps The map this points to Vec2 optional offset Select Area this leads to areas Maps The map this points to Vec2 optional offset Select Area this leads to areas Maps The map this points to Vec2 optional offset default_empty ??? default_empty ??? ??? AreaMap json data/areas/ .json Tiles must by a two dimensional Array! Tiles: %O game.feature.menu.gui.base-menu impact.feature.gui.gui HIDDEN HIDDEN HIDDEN \\i[help] sc.gui.menu.hotkeys.help \\i[help3] sc.gui.menu.item.sort-title DEFAULT \\i[help3] sc.gui.menu.item.sort-title : \\c[3] \\c[0] Pd Hb game.feature.menu.gui.list-boxes impact.feature.gui.gui game.feature.menu.gui.menu-misc sc.gui.menu.quantity sc.gui.menu.select sc.gui.menu.quantity game.feature.menu.gui.main-menu impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc game.feature.menu.gui.list-boxes media/gui/menu.png HIDDEN \\i[back] sc.gui.menu.back sc.gui.menu.description.back #000000 HIDDEN HIDDEN sc.gui.menu.menu-titles.start DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT HIDDEN HIDDEN HIDDEN HIDDEN HIDDEN start DEFAULT HIDDEN DEFAULT_FAST HIDDEN_FAST DEFAULT HIDDEN DEFAULT_FAST HIDDEN_FAST DEFAULT HIDDEN At this point there should be no children, but there are: HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN HIDDEN_TOP HIDDEN HIDDEN_TOP DEFAULT DEFAULT HIDDEN HIDDEN media/gui/menu.png default HIDDEN white HIDDEN DEFAULT DEFAULT HIDDEN HIDDEN_FADE HIDDEN media/gui/menu.png DEFAULT media/gui/menu.png DEFAULT HIDDEN HIDDEN HIDDEN_NO_OFFSET HIDDEN_NO_OFFSET DEFAULT FADE_IN_ALPHA DEFAULT HIDDEN_NO_OFFSET HIDDEN HIDDEN DEFAULT HIDDEN FADE_TO_SMALL FADE_IN_ALPHA DEFAULT HIDDEN FADE_TO_SMALL DEFAULT DEFAULT Appearance media/gui/menu.png game.feature.menu.gui.start-menu impact.feature.gui.gui game.feature.menu.gui.base-menu game.feature.menu.gui.main-menu game.feature.menu.gui.menu-misc media/gui/menu.png quests skills MENU_CIRCUIT equipment items social MENU_SOCIAL status synopsis save ??? DEFAULT sc.gui.menu.menu-titles.synopsis ??? sc.gui.menu.menu-titles.skills ??? sc.gui.menu.menu-titles.social ??? DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT HIDDEN HIDDEN ??? sc.gui.menu.menu-titles. ??? sc.gui.menu.menu-titles. sc.gui.menu.description. HIDDEN media/gui/menu.png game.feature.gui.base.slick-box impact.feature.gui.base.box impact.feature.gui.gui media/gui/message.png default media/gui/message.png default media/gui/message.png default media/gui/message.png default game.feature.gui.base.misc impact.feature.interact.gui.focus-gui impact.feature.gui.gui #00FF00 #FF0000 #0000FF media/gui/menu.png game.feature.gui.base.compact-choice-box impact.feature.gui.base.box impact.feature.gui.gui media/gui/menu.png default game.feature.gui.hud.combat-hud impact.feature.gui.gui impact.feature.gui.base.box HIDDEN HIDDEN media/gui/message.png default \\i[menu] sc.gui.combat-hud.skip HIDDEN DEFAULT HIDDEN media/gui/status-gui.png media/gui/status-gui.png HIDDEN #006d7d #b0001d lighter lighter lighter cooldown battle DEFAULT HIDDEN #006d7d #b0001d lighter DEFAULT media/gui/status-gui.png media/gui/status-gui.png Rank A media/gui/status-gui.png media/gui/severed-heads.png game.feature.model.options-model impact.base.game impact.feature.storage.storage impact.base.input game.feature.model.base-model nw.gui %cChanging Fullscreen: color:#FF4A4A en_US de_DE zh_CN ja_JP ko_KR LANGUAGE pause-unfocused CHECKBOX volume-music ARRAY_SLIDER sound volume-sound ARRAY_SLIDER web-audio CHECKBOX skip-tutorials CHECKBOX cutscenes skip-confirm CHECKBOX text-speed OBJECT_SLIDER message-padding BUTTON_GROUP circuit-text-size BUTTON_GROUP main circuit-display-time BUTTON_GROUP equip-level-display CHECKBOX level-letter-display CHECKBOX buff-help CHECKBOX update-trophy-style BUTTON_GROUP updates update-quest-style BUTTON_GROUP update-landmark-style BUTTON_GROUP update-lore-style BUTTON_GROUP update-drop-style BUTTON_GROUP min-sidebar CHECKBOX item-hud-size BUTTON_GROUP field show-items CHECKBOX show-money CHECKBOX min-quest CHECKBOX quest-show-current CHECKBOX xeno-pointer CHECKBOX hud-display CHECKBOX combat close-combat-input CHECKBOX close-circle CHECKBOX sp-bar CHECKBOX element-overload CHECKBOX low-health-warning CHECKBOX combat-art-name CHECKBOX damage-numbers CHECKBOX damage-numbers-crit CHECKBOX hp-bars BUTTON_GROUP party party-combat-arts BUTTON_GROUP quick-menu-access BUTTON_GROUP quick quick-location BUTTON_GROUP quick-element CHECKBOX quick-cursor CHECKBOX display-type BUTTON_GROUP CHECKBOX pixel-size BUTTON_GROUP rumble-strength BUTTON_GROUP env-particles CHECKBOX CHECKBOX CHECKBOX gamepad-attack BUTTON_GROUP gamepad-dash BUTTON_GROUP gamepad-icons BUTTON_GROUP element-wheel CHECKBOX keys-confirm CONTROLS menu keys-back CONTROLS keys-menu CONTROLS keys-pause CONTROLS keys-help CONTROLS keys-help2 CONTROLS keys-help3 CONTROLS keys-skip-cutscene CONTROLS keys-help4 CONTROLS keys-circle-left CONTROLS keys-circle-right CONTROLS keys-up CONTROLS gameplay keys-right CONTROLS keys-down CONTROLS keys-left CONTROLS keys-melee CONTROLS keys-guard CONTROLS keys-quick CONTROLS keys-special CONTROLS keys-dash2 CONTROLS keys-cold CONTROLS keys-shock CONTROLS keys-heat CONTROLS keys-wave CONTROLS keys-neutral CONTROLS assists-description INFO options.assists-description.description assist-damage OBJECT_SLIDER combat assist-attack-frequency OBJECT_SLIDER assist-puzzle-speed OBJECT_SLIDER puzzle web-audio keys-jump CONTROLS debug keys-time CONTROLS keys-rumble CONTROLS keys-debug CONTROLS keys-debug2 CONTROLS keys-addBuff CONTROLS keys-levelUp CONTROLS CONTROLS keys IG_FULLSCREEN IG_FULLSCREEN true INIT FULLSCREEN VALUE gamepad-icons gamepad-attack gamepad-r2 gamepad-r1 gamepad-attack gamepad-r1 gamepad-r2 throw special gamepad-dash gamepad-l2 gamepad-l1 gamepad-dash gamepad-l1 gamepad-l2 dash guard quick OptionsModel -global -local fullscreen language option VarOptionEditor option Unsupported var access path: -local -global CONTROLS -local -global -local -global Can't find option because of invalid key: fullscreen volume-master language IG_LANG %cOPTION SET LANG: color:#FF4A4A volume-music options.soundVolume volume-sound options.soundVolume display-type options.screenMode web-audio options.useWebAudio pixel-size options.scale double-pixels options.scale pause-unfocused CONTROLS KEY BINDING FAILURE. RESET TO DEFAULT CONFIG CONTROLS display-type display-type #canvas #canvas #canvas borderHidden IG_FULLSCREEN -local -local -global -global game.feature.gui.hud.item-hud game.feature.gui.hud.right-hud game.feature.model.options-model \\i[ item-default ] x item-hud-size sc.gui.item-hud.title item-hud-size show-items item-hud-size game.feature.gui.hud.element-hud impact.feature.gui.gui game.feature.combat.model.combat-params game.feature.model.options-model HIDDEN element-select DEFAULT HIDDEN media/gui/status-gui.png HIDDEN HIDDEN DEFAULT HIDDEN game.feature.gui.hud.money-hud game.feature.gui.hud.right-hud media/gui/message.png HIDDEN DEFAULT HIDDEN DEFAULT sc.gui.money-hud.title show-money game.feature.gui.hud.task-hud game.feature.gui.hud.right-hud sc.gui.task-hud.title game.feature.gui.hud.hp-hud impact.feature.gui.gui game.feature.gui.base.numbers game.feature.model.options-model media/gui/status-gui.png \\c[1]CRITICAL low-health-warning RED low-health-warning RED low-health-warning RED RED RED media/gui/status-gui.png hp Fpa hp hp hp hp game.feature.gui.hud.sp-hud impact.feature.gui.gui game.feature.gui.base.numbers game.feature.combat.model.combat-params media/gui/status-gui.png HIDDEN HIDDEN DEFAULT DEFAULT HIDDEN game.feature.gui.hud.param-hud impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box maxhp hp atk attack def defense foc focus DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT HIDDEN HIDDEN HIDDEN HIDDEN HIDDEN media/gui/status-gui.png media/gui/status-gui.png default sc.gui.status-hud. HIDDEN media/gui/status-gui.png default sc.gui.status-hud.lvl HIDDEN game.feature.gui.hud.buff-hud impact.feature.gui.gui impact.feature.gui.base.box impact.feature.gui.base.basic-gui media/gui/status-gui.png default HIDDEN SCALED media/gui/status-gui.png REMOVE REMOVE REMOVE SCALED REMOVE REMOVE DEFAULT HIDDEN HIDDEN DEFAULT DEFAULT REMOVE REMOVE REMOVE game.feature.gui.hud.item-timer-hud impact.feature.gui.gui impact.feature.gui.base.box media/gui/status-gui.png HIDDEN white DEFAULT HIDDEN HIDDEN game.feature.quick-menu.quick-menu-model impact.base.game impact.feature.interact.button-interact impact.feature.database.database game.feature.model.base-model QuickMenuModel names NPCNamesList NPC Names names game.feature.menu.map-model impact.base.game impact.base.loader impact.base.vars impact.feature.database.database game.config game.feature.quick-menu.quick-menu-model game.feature.model.options-model keyItem masterKeyItem boosterItem MapModel areas AreaList Areas area VarAreaEditor location VarLocationEditor chests fallback area name isCurrent isBoosted chests landmark name active unlocked location current isMapDungeon isAreaDungon Unsupported var access path: areas exploration areas exploration areas maps. maps. invalid Landmark: ! Maybe missing entry in database? exploration landmarks exploration -landmarks exploration landmarksTotalRate LANDMARK update-landmark-style player teleports ??? ??? SET_CAMERA_BETWEEN NORMAL EASE_OUT WAIT RESET_CAMERA NORMAL EASE_IN_OUT DO_ACTION SET_Z_GRAVITY_FACTOR SET_Z_VEL WAIT WAIT SET_TELEPORT_COLOR white white SET_OVERLAY SET_CAMERA_TARGET NORMAL EASE_IN_OUT WAIT SHOW_EFFECT teleport hideMapTeleport SHOW_EFFECT teleport hideFast WAIT TELEPORT landmark WAIT SKIN_ALLOWED hPa ??? ??? exploration -landmarks exploration landmarksTotalRate chests totalRate game.feature.gui.hud.key-hud impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box game.feature.menu.map-model media/gui/status-gui.png media/gui/status-gui.png default HIDDEN master default DEFAULT HIDDEN game.feature.gui.hud.status-hud impact.feature.gui.gui game.feature.gui.hud.hp-hud game.feature.gui.hud.sp-hud game.feature.gui.hud.param-hud game.feature.gui.hud.buff-hud game.feature.gui.hud.item-timer-hud game.feature.model.options-model game.feature.gui.hud.key-hud HIDDEN HIDDEN DEFAULT playerVar.statusHidden hud-display DEFAULT HIDDEN HIDDEN DEFAULT HIDDEN_MENU DEFAULT QUICKMENU QUICKMENU DEFAULT MENU MENU DEFAULT DEFAULT HIDDEN DEFAULT ZOOM DEFAULT media/gui/overload-overlay.png element-overload lighter lighter lighter lighter media/gui/status-gui.png media/gui/status-gui.png HIDDEN media/gui/status-gui.png media/gui/status-gui.png game.feature.gui.hud.exp-hud impact.feature.gui.gui game.feature.gui.base.numbers media/gui/status-gui.png black media/gui/status-gui.png HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN HIDDEN HIDDEN HIDDEN DEFAULT DEFAULT MERGE HIDDEN HIDDEN game.feature.menu.gui.quests.quest-entries impact.feature.gui.base.box impact.feature.gui.gui media/gui/menu.png default media/gui/basic.png \\i[quest-mini-ok] \\i[quest-mini-no] ??????????????? media/gui/basic.png \\i[quest-mini-ok] \\i[quest-mini-no] media/gui/basic.png \\i[quest-mini-ok] \\i[quest-mini-no] \\i[quest-mini-ok] \\i[quest-mini-no] \\i[quest-mini-ok] \\i[quest-mini-no] HIDDEN - % CONDITION QUEST HIDDEN \\i[quest-ok] \\i[quest-no] DEFAULT game.feature.gui.hud.quest-hud game.feature.gui.hud.right-hud game.feature.menu.gui.quests.quest-entries quest-show-current : \\c[3] \\c[0] sc.gui.quest-hud.taskDone2 ! sc.gui.quest-hud.nextTask : \\c[3] \\c[0] sc.gui.quest-hud.taskUpdated quest-show-current update-quest-style sc.gui.quest-hud.title DEFAULT min-quest game.feature.gui.hud.landmark-hud game.feature.gui.hud.right-hud game.feature.menu.gui.quests.quest-entries game.feature.model.options-model sc.gui.landmark-hud.landmark \\c[3] \\c[0] sc.gui.landmark-hud.unlocked ! sc.gui.landmark-hud.title update-landmark-style game.feature.menu.lore-model impact.base.game game.feature.model.base-model impact.feature.storage.storage LoreModel lore LoreEnumEditor Lore lore VarLoreEditor lore lore unlock title unlocked Unsupported var access path: \\i[loreNew] \\i[lore] \\i[loreNew] \\i[lore] exploration loreEntry exploration lore LORE exploration loreTotalRate LOCK NOT FOUND: LORE exploration lore LORE exploration loreEntry No such lore found: exploration loreTotalRate game.feature.gui.hud.lore-hud game.feature.gui.hud.right-hud game.feature.menu.lore-model \\c[3] \\c[0] sc.gui.lore-hud.updated sc.gui.lore-hud.unlocked sc.gui.lore-hud.title update-lore-style game.feature.gui.hud.drop-hud game.feature.gui.hud.right-hud \\c[3] \\c[0] sc.gui.drop-hud.completed sc.gui.drop-hud.title MENU_BOTANICS update-drop-style game.feature.gui.hud.member-hud impact.feature.gui.gui impact.feature.gui.base.box DEFAULT HIDDEN media/gui/status-gui.png media/gui/severed-heads.png HIDDEN DEFAULT HIDDEN media/gui/status-gui.png game.feature.gui.hud.sp-change-hud impact.feature.gui.gui game.feature.combat.model.combat-params game.feature.model.options-model media/gui/status-gui.png HIDDEN playerVar.statusHidden sp-bar BIG DEFAULT BIG DEFAULT HIDDEN game.feature.gui.hud.sp-mini-hud impact.feature.gui.gui game.feature.gui.base.numbers media/gui/status-gui.png game.feature.gui.hud.top-msg-hud impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.model.options-model landmark media/sound/hud/quest-task-solved.ogg landmark FAST DEFAULT DEFAULT DEFAULT HIDDEN HIDDEN DEFAULT HIDDEN update-landmark-style sc.gui.landmark-hud.title-new update-quest-style quest-show-current sc.gui.quest-hud. taskDoneCurrent taskDoneCenter update-lore-style \\c[3] \\c[0] sc.gui.lore-hud.updated sc.gui.lore-hud.unlocked sc.gui.lore-hud.top-title sc.gui.lore-hud.top-first-title sc.gui.lore-hud.top-first update-drop-style \\c[3] \\c[0] sc.gui.drop-hud.completed sc.gui.drop-hud.title update-trophy-style sc.gui.feats.unlocked \\c[3] \\c[0] sc.gui.feats.hud-title media/gui/message.png HIDDEN Y media/gui/message.png HIDDEN media/gui/message.png media/gui/message.png default media/gui/message.png default media/gui/message.png default media/gui/message.png default HIDDEN DEFAULT HIDDEN HIDDEN default default default default media/gui/message.png default HIDDEN game.feature.gui.hud.feat-hud impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.base.image impact.base.lang game.feature.gui.hud.right-hud game.feature.achievements.achievements sc.gui.feats.unlocked \\c[3] \\c[0] sc.gui.feats.hud-title update-trophy-style game.feature.gui.screen.loading-screen impact.feature.gui.gui impact.base.image media/gui/loading.png HIDDEN HIDDEN LOADING: DEFAULT HIDDEN game.feature.gui.screen.intro-screen impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.gui.base.button impact.base.image media/gui/rfg-fish.png media/gui/rfg-text.png media/gui/tech-intro-bg.png media/gui/html5-logo.png media/gui/impact-logo.png black rfgLogo rfgText white techBG html5Logo impactLogo black baseBG DEFAULT rfgLogo DEFAULT media/sound/menu/radicalfish-bubbles.ogg rfgText DEFAULT whiteBG DEFAULT html5Logo DEFAULT techBG DEFAULT impactLogo DEFAULT blackBG DEFAULT HIDDEN black HIDDEN DEFAULT HIDDEN game.feature.gui.screen.title-logo impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.gui.base.button impact.base.image media/gui/title-logo.png logo logo logo logo logo logo logo logoC1 STATE1 logoC2 STATE1 logoC1 STATE2 logoC2 STATE2 logoRoss DEFAULT logoOde DEFAULT logoBG DEFAULT logoTechDemo2 DEFAULT logoTechDemo DEFAULT game.feature.gui.screen.title-preset impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc sc.gui.title-screen.preset-title \\i[back] sc.gui.menu.back HIDDEN HIDDEN offsetX DEFAULT HIDDEN DEFAULT HIDDEN media/gui/buttons.png default delete LV: focus default game.feature.gui.widget.modal-dialog impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.interact.gui.focus-gui game.feature.interact.button-group media/gui/menu.png HIDDEN DEFAULT #000 HIDDEN HIDDEN media/gui/menu.png HIDDEN #000 DEFAULT DEFAULT HIDDEN HIDDEN options must be an array! sc.gui.dialogs.yes sc.gui.dialogs.no game.feature.menu.gui.save.save-misc impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.version.version game.feature.gui.widget.modal-dialog game.feature.menu.gui.menu-misc impact.feature.interact.gui.focus-gui media/gui/buttons.png default sc.gui.menu.save-menu.new-slot focus default media/gui/menu.png media/gui/buttons.png default DEFAULT DEFAULT sc.gui.menu.save-menu.level ja_JP sc.gui.menu.save-menu.playtime sc.gui.menu.save-menu.credit sc.gui.menu.save-menu.noAuto HIDDEN HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN focus default HIDDEN media/gui/basic.png media/gui/menu.png default ??? ??? - ??? - ??? V0.2.2 \\c[1] media/gui/severed-heads.png media/gui/menu.png default media/gui/menu.png default media/gui/chapters.png media/gui/menu.png sc.gui.menu.save-menu.chapter sc.gui.menu.save-menu.chapter0 HIDDEN sc.gui.menu.save-menu.chapterLast HIDDEN sc.gui.menu.save-menu.chapter DEFAULT DEFAULT HIDDEN default #525B68 #2D343C #faac49 #c73a24 media/gui/buttons.png default auto focus default media/gui/buttons.png default HIDDEN NEW_HIDDEN DEFAULT NEW_HIDDEN_END HIDDEN_UPDATE DEFAULT_UPDATE HIDDEN_UPDATE default lighter game.feature.menu.gui.save.save-list impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box game.feature.gui.base.text game.feature.menu.gui.menu-misc game.feature.menu.gui.list-boxes game.feature.menu.gui.save.save-misc media/gui/menu.png default - This is where you will find your auto save soon - media/gui/menu.png sc.gui.menu.save-menu.description-load sc.gui.menu.save-menu.description-save sc.gui.dialogs.slotsOverflow sc.gui.dialogs.loadConfirm sc.gui.dialogs.overrideConfirm HIDDEN sc.gui.menu.save-menu.description-load sc.gui.menu.save-menu.description-save DEFAULT HIDDEN sc.gui.dialogs.newConfirm player saves sc.gui.dialogs.deleteConfirm sc.gui.menu.save-menu.delete-info-title \n\n sc.gui.menu.save-menu.delete-info-content black MOVE DELETE game.feature.menu.gui.save.save-menu impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.gui.widget.modal-dialog game.feature.menu.gui.base-menu game.feature.menu.gui.menu-misc game.feature.control.control game.feature.menu.gui.save.save-list 0000 \\i[help] sc.gui.menu.hotkeys.help \\i[help2] sc.gui.menu.hotkeys.deleteSlot \\i[help3] sc.gui.menu.hotkeys.newSlot DEFAULT sc.gui.dialogs.slotsOverflow sc.gui.dialogs.newConfirm sc.gui.menu.help-texts.load.title sc.gui.menu.help-texts.load.pages sc.gui.menu.help-texts.save.title sc.gui.menu.help-texts.save.pages gT eT Hb sc.gui.menu.save-menu.load sc.gui.menu.save-menu.save red HIDDEN \\i[help] sc.gui.menu.save-menu.delete \\i[back] sc.gui.menu.back \\i[help2] sc.gui.menu.save-menu.new-save sc.gui.dialogs.deleteConfirm sc.gui.dialogs.overrideConfirm HIDDEN HIDDEN offsetX DEFAULT HIDDEN \\i[help] sc.gui.menu.save-menu.exit-del DEFAULT \\i[help] sc.gui.menu.save-menu.delete HIDDEN \\i[help] sc.gui.menu.save-menu.delete DEFAULT HIDDEN HIDDEN media/gui/buttons.png default delete LV: - - sc.gui.menu.save-menu.time : : : - Saved! HIDDEN delete focus default DEFAULT HIDDEN - - sc.gui.menu.save-menu.time : : : V0.2.2 \\c[1] game.feature.gui.screen.title-screen impact.feature.gui.gui game.feature.gui.base.button impact.feature.parallax.parallax game.feature.gui.screen.intro-screen game.feature.gui.screen.title-logo impact.base.image game.feature.gui.screen.title-preset game.feature.menu.gui.save.save-menu game.feature.version.version game.feature.control.control MEDIUM_OUT MEDIUM_OUT HIDDEN rgb( , , ) DEFAULT HIDDEN media/sound/background/title-ambient.ogg media/gui/title-bg.png title title HIDDEN HIDDEN DEFAULT HIDDEN DEFAULT MEDIUM HIDDEN HIDDEN QUICK_END SLOW_END IDLE IDLE DEFAULT SOUND_START INTRO_SKIP HIDDEN media/gui/buttons.png sc.gui.title-screen.pressStart Chrome HIDDEN DEFAULT HIDDEN close nw.gui setOptions options setOptions load loadGame start start continue continue sc.gui.title-screen.gamecode HIDDEN \\i[twitter] HIDDEN \\i[help] sc.gui.title-screen.perform-warn HIDDEN \\i[menu]Changelog HIDDEN DEFAULT \\i[help2] sc.gui.dlc-list.button HIDDEN #000 HIDDEN HIDDEN HIDDEN DEFAULT DEFAULT HIDDEN HIDDEN HIDDEN HIDDEN HIDDEN HIDDEN HIDDEN DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT ccPerfWarning ccPerfWarning sc.gui.title-screen.perform-warn-text.sample-rate [X] sc.gui.title-screen.perform-warn-text.old-nwjs black sc.gui.title-screen. DEFAULT game.feature.gui.screen.pause-screen impact.feature.gui.gui impact.base.image game.feature.gui.base.button game.feature.menu.gui.save.save-menu game.feature.gui.widget.modal-dialog media/gui/scanlines.png sc.gui.pause-screen.to-title sc.gui.dialogs.titleConfirm sc.gui.pause-screen.skip CANCEL BUTTON sc.gui.dialogs.cancelConfirm sc.gui.pause-screen.resume sc.gui.pause-screen.save-game sc.gui.menu.menu-titles.options sc.gui.pause-screen.lang-fix HIDDEN DEFAULT HIDDEN \\c[1] \\c[0] sc.gui.pause-screen.save-game \\c[4] media/gui/pause_word.png game.feature.gui.screen.credits-screen impact.feature.gui.gui VarName Variable that will be set to true when the credits are finished <b>Credits</b> and set <b> </b> to true sc.gui.credits.ideaConcept Felix 'Lachsen' Klein Stefan 'R.D.' Lange sc.gui.credits.programming Felix 'Lachsen' Klein Stefan 'R.D.' Lange sc.gui.credits.spriteart Felix 'Lachsen' Klein Thomas 'T-Free' Fr\u00f6se Martina Brodehl Daniel 'The_question' Tillmann sc.gui.credits.conceptart Fabrice 'Frece' Magdanz Solacy Felix 'Lachsen' Klein Stefan 'R.D.' Lange sc.gui.credits.leveldesign Stefan 'R.D.' Lange Henning 'GFl\u00fcgel' Hartmann Felix 'Lachsen' Klein sc.gui.credits.sound Florian 'Teflo' Valentin Valerius Ben \n Abdeslam Ben Modeslam Ben Omar Mohammed Abdeslam Airon Deniz 'Intero' Akbulut sc.gui.credits.music Deniz 'Intero' Akbulut sc.gui.credits.betatesters Jens Meisters Stefan Links Lobby Maximilian Malek ChronoMoogle IHeartPieGaming sc.gui.credits.thanks Anna M. Geudert - Lead Mental Support Josephine Rettig - Cubic Environment Architect Itaju - High-Level Complaining FamilyJules7X - Musical Coffee Substitute FlareShard Steven Sch\u00e4fer That guy named Steve Friends and Family Our Supporters and Fans (You are great!) HIDDEN #989898 HIDDEN sc.gui.credits HIDDEN logo DEFAULT ROLL game.feature.gui.widget.click-box impact.base.image impact.feature.interact.gui.focus-gui game.feature.interact.button-group HIDDEN DEFAULT HIDDEN HIDDEN game.feature.gui.widget.gamepad-box impact.base.image impact.feature.gui.gui media/gui/buttons.png ? sc.gui.gamepad-box.info-title \n\n sc.gui.gamepad-box.info-text black sc.gui.gamepad-box.not-connected sc.gui.gamepad-box.connected game.feature.gui.widget.counter-hud game.feature.gui.hud.right-hud impact.feature.gui.base.basic-gui impact.base.image LangLabel Text to describe task NumberExpression Maximum count to reach VarName Variable that stores current hit count LangLabel Text to describe score VarName Variable that stores value Number Max Number to display (value can still be higher) Number Transition time for the score value when counting up and down Boolean If true, also allow negative numbers Boolean If true, use dots every 3 digits of the number game.feature.gui.widget.information game.feature.gui.base.boxes impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.base.image impact.base.lang game.feature.gui.base.boxes LangLabel Text to display in information. LangLabel Alternative text to display VarCondition Condition for alternative text false sc.gui.information.title game.feature.combat.gui.hp-bar-boss impact.feature.gui.gui impact.feature.gui.base.box media/gui/status-gui.png media/gui/status-gui.png default media/gui/status-gui.png default default default white white #ff7a7a #d71112 HIDDEN CUTSCENE DEFAULT hp HIDDEN_CUTSCENE CUTSCENE DEFAULT hp HIDDEN_CUTSCENE CUTSCENE DEFAULT HIDDEN HIDDEN HIDDEN Boss HIDDEN HIDDEN media/gui/severed-heads.png media/gui/status-gui.png default default game.feature.gui.widget.bar-widget game.feature.gui.base.boxes impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.base.image impact.base.lang game.feature.gui.base.boxes game.feature.combat.gui.hp-bar-boss #ff7a7a #d71112 #96f766 #25b000 #66bef7 #0057b0 LangLabel Text to display infront of widget. VarName Variable from which to fetch the value Number Maximum value of bar String Type of Bar. EMPTY => is empty when value=maxValue String Color of Bar Number Position of bar. 0 = bottom most bar. 1= one bar above NumberArray Splits added to the bar. Each value a number between 0-1. Boolean True if the bar should not have the white total damage bar Boolean True if the value should be the max value immediately HIDDEN CUTSCENE DEFAULT CUTSCENE DEFAULT HIDDEN game.feature.gui.widget.indiegogo-gui impact.feature.gui.gui impact.feature.interact.gui.focus-gui impact.feature.gui.base.box http://www.cross-code.com/page/api/get-indiegogo-data.php DEFAULT GET json HIDDEN media/gui/indiegogo.png days\nleft! fund-o-meter Make it happen! DEFAULT HIDDEN media/gui/indiegogo.png default media/gui/indiegogo.png media/sound/hud/dialog-beep-2.ogg media/gui/indiegogo.png media/gui/indiegogo.png default DEFAULT HIDDEN HIDDEN FADE_ game.feature.gui.widget.level-up-hud impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.gui.base.boxes impact.base.image level cp hp attack defense focus media/gui/status-gui.png sc.gui.levelup.title sc.gui.levelup. sc.gui.levelup.title tmp._levelUpFinished tmp._levelUpFinished HIDDEN HIDDEN game.feature.gui.widget.social impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.base.image Social Gui! FOLLOW US FFS!!! #socialPopup block #socialPopup #socialPopup swing #socialPopup game.feature.gui.widget.timer-gui impact.base.event game.feature.gui.base.boxes game.feature.gui.base.numbers game.feature.gui.base.slick-box Boolean True if the timer should start right aways media/gui/basic.png Timer HIDDEN DEFAULT HIDDEN Boolean True if the timer should be hidden and removed. game.feature.gui.widget.sergey-mode impact.feature.gui.gui media/gui/sergey-mode-corner.png media/gui/sergey-mode-corner.png media/sound/scenes/sergey-mode-start.ogg media/sound/scenes/sergey-mode-end.ogg HIDDEN DEFAULT lighter lighter lighter lighter lighter HIDDEN game.feature.gui.widget.chest-items impact.base.image impact.feature.gui.gui game.feature.inventory.inventory \\i[ ] HIDDEN DEFAULT END item-default game.feature.gui.widget.demo-stats impact.base.event game.feature.gui.base.boxes game.feature.gui.base.numbers player playtime : : 0000 sc.gui.stats. : / HIDDEN DEFAULT #000 sc.gui.stats.stats time chests autumn-area chests level exp player exp money player money kills combat totalKilled HIDDEN HIDDEN game.feature.gui.widget.demo-highscore impact.base.event impact.feature.gui.base.basic-gui game.feature.gui.base.boxes game.feature.gui.base.numbers : : . 0000 \\c[3] \\c[3] #222222 HIDDEN DEFAULT #000 sc.gui.highscore.header 2 HIDDEN HIDDEN HIDDEN DEFAULT sc.gui.highscore.last-time 2 \\c[3] \\c[3] sc.gui.highscore.new-record HIDDEN DEFAULT HIDDEN HIDDEN game.feature.gui.widget.tutorial-marker impact.base.image game.feature.gui.base.boxes media/gui/message.png HIDDEN HIDDEN black black black black media/sound/hud/popup-2.ogg HIDDEN DEFAULT DEFAULT DEFAULT tutorialMsg HIDDEN HIDDEN HIDDEN HIDDEN tutorialMsg game.feature.gui.widget.tutorial-start-gui impact.base.image impact.feature.interact.gui.focus-gui game.feature.interact.button-group game.feature.gui.base.compact-choice-box media/sound/hud/popup.ogg show skip HIDDEN DEFAULT tutorial tutorial HIDDEN HIDDEN HIDDEN HIDDEN black show game.feature.gui.widget.skip-scene impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui sc.gui.dialogs.skipAsk HIDDEN DEFAULT HIDDEN HIDDEN game.feature.gui.plug-in game.feature.gui.base.boxes game.feature.gui.base.slick-box game.feature.gui.base.button game.feature.gui.base.numbers game.feature.gui.base.text game.feature.gui.base.misc game.feature.gui.base.compact-choice-box game.feature.gui.hud.combat-hud game.feature.gui.hud.right-hud game.feature.gui.hud.item-hud game.feature.gui.hud.element-hud game.feature.gui.hud.money-hud game.feature.gui.hud.task-hud game.feature.gui.hud.status-hud game.feature.gui.hud.hp-hud game.feature.gui.hud.exp-hud game.feature.gui.hud.param-hud game.feature.gui.hud.buff-hud game.feature.gui.hud.item-timer-hud game.feature.gui.hud.quest-hud game.feature.gui.hud.landmark-hud game.feature.gui.hud.lore-hud game.feature.gui.hud.drop-hud game.feature.gui.hud.member-hud game.feature.gui.hud.sp-change-hud game.feature.gui.hud.sp-mini-hud game.feature.gui.hud.top-msg-hud game.feature.gui.hud.feat-hud game.feature.gui.screen.loading-screen game.feature.gui.screen.title-screen game.feature.gui.screen.pause-screen game.feature.gui.screen.credits-screen game.feature.gui.widget.click-box game.feature.gui.widget.gamepad-box game.feature.gui.widget.counter-hud game.feature.gui.widget.information game.feature.gui.widget.bar-widget game.feature.gui.widget.indiegogo-gui game.feature.gui.widget.level-up-hud game.feature.gui.widget.social game.feature.gui.widget.timer-gui game.feature.gui.widget.sergey-mode game.feature.gui.widget.chest-items game.feature.gui.widget.demo-stats game.feature.gui.widget.demo-highscore game.feature.gui.widget.tutorial-marker game.feature.gui.widget.tutorial-start-gui game.feature.gui.widget.modal-dialog game.feature.gui.widget.skip-scene sc.gui game.feature.menu.gui.equip.equip-status impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.gui.plug-in game.feature.menu.gui.menu-misc media/gui/menu.png sc.gui.menu.equip.moreMod DEFAULT maxhp atk def foc res res res res sc.gui.menu.equip.modifiers modifier. HIDDEN #7E7E7E #2C2D2D HIDDEN DEFAULT sc.gui.menu.equip.moreMod DEFAULT sc.gui.menu.equip.lessMod HIDDEN [ sc.gui.menu.equip.hidden ] sc.gui.menu.equip.moreMod sc.gui.menu.equip. res heat cold shock wave INFO sc.gui.menu.equip. sc.gui.menu.equip.descriptions. hp attack defense focus elemFactor elemFactor elemFactor elemFactor DEFAULT HIDDEN DEFAULT HIDDEN HIDDEN HIDDEN HIDDEN DEFAULT HIDDEN DEFAULT game.feature.menu.gui.equip.equip-misc impact.feature.gui.gui game.feature.gui.plug-in levels sc.gui.menu.equip.levels sc.gui.menu.equip.descriptions.levels LVL #cdcdcd sc.gui.menu.equip.player sc.gui.menu.equip.equip HIDDEN equip-level-display DEFAULT HIDDEN media/gui/menu.png HIDDEN #94CEFF HIDDEN #94CEFF HIDDEN DEFAULT HIDDEN #FF8A34 #FF8A34 #94CEFF #94CEFF DEFAULT HIDDEN DEFAULT DEFAULT HIDDEN DEFAULT HIDDEN DEFAULT DEFAULT HIDDEN_FADE HIDDEN HIDDEN_FADE HIDDEN HIDDEN HIDDEN_FADE HIDDEN HIDDEN DEFAULT DEFAULT DEFAULT HIDDEN HIDDEN media/gui/equip-fx.png media/gui/menu.png HIDDEN DEFAULT HIDDEN lighter game.feature.menu.gui.equip.equip-bodypart impact.feature.gui.gui game.feature.gui.plug-in game.feature.menu.gui.equip.equip-misc game.feature.menu.gui.menu-misc HIDDEN HIDDEN DEFAULT HIDDEN sc.gui.menu.equip.unequip-name sc.gui.menu.equip.unequip-des \\i[ item-default ] auto auto name amount rarity level hp attack defense focus sc.gui.menu.sort. DEFAULT HIDDEN DEFAULT HIDDEN head rightarm leftarm torso feet Whoops, Why is this happening? sc.gui.menu.equip. sc.gui.menu.equip.nothing item-default item-default \\i[ ] media/gui/menu.png \\i[ item-default ] sc.gui.menu.equip.nothing DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT HIDDEN DEFAULT game.feature.menu.gui.help.help-misc impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc media/gui/menu.png #545454 HIDDEN buff HIDDEN HIDDEN HIDDEN heal levels HIDDEN DEFAULT DEFAULT \\c[3] \\c[0] green white orange red DEFAULT DEFAULT DEFAULT \\c[3] \\c[0] HIDDEN HIDDEN DEFAULT DEFAULT HIDDEN function \\c[ ] sc.gui.menu.help.equip.colors. \\c[0]: sc.gui.menu.help.equip.colorDesc. \\i[ ]\\i[ ] \\c[1]- %\\c[0] \\c[2]+ %\\c[0] \\i[insetArrow] #545454 param elemFactor heat cold shock wave hp maxhp attack atk defense def focus foc modifier. ERROR ERROR sc.gui.menu.equip. descriptions. elemFactor game.feature.menu.gui.help.help-menu impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.interact.button-interact game.feature.menu.gui.base-menu game.feature.menu.gui.menu-misc game.feature.menu.gui.help.help-misc #000 HIDDEN #151515 HIDDEN \\i[help-icon] sc.gui.menu.menu-titles.help #151515 HIDDEN HIDDEN \\i[back] sc.gui.menu.back sc.gui.menu.description.back HIDDEN \\i[help] sc.gui.menu.manual HIDDEN DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT HIDDEN HIDDEN HIDDEN HIDDEN HIDDEN HIDDEN INFO dyn dyn last sc.gui.menu.help-texts.save.title sc.gui.menu.help-texts.save.pages media/gui/menu.png default game.feature.menu.gui.equip.equip-menu impact.feature.gui.gui game.feature.gui.plug-in game.feature.menu.gui.base-menu game.feature.menu.gui.main-menu game.feature.menu.gui.equip.equip-status game.feature.menu.gui.equip.equip-bodypart game.feature.inventory.inventory game.feature.menu.gui.help.help-menu media/gui/menu.png level hp attack defense focus DEFAULT \\i[help] sc.gui.menu.hotkeys.help \\i[help3] sc.gui.menu.item.sort-title \\i[help2] sc.gui.menu.hotkeys.status sc.gui.menu.help-texts.equip.title sc.gui.menu.help-texts.equip.pages \\i[help3] sc.gui.menu.item.sort-title : \\c[3] \\c[0] sc.gui.menu.sort.auto sc.gui.menu.sort.auto sc.gui.menu.sort.auto HIDDEN game.feature.skills.skills impact.base.game game.feature.combat.model.combat-params sc.gui.skills.names. sc.gui.skills.descriptions. This is an empty Skill for testing. Gives 0 on everything! Stat is not defined! sc.gui.skills.descriptions. [xyz] hp attack defense focus sc.gui.skills.descriptions. [xyz] sc.gui.skills.descriptions. [xyz] RANGED_DMG KNOCKBACK MELEE_DMG ASSAULT CRITICAL_DMG AIM_SPEED AIM_STABILITY AIMING_MOVEMENT DASH_INVINC DASH_STEP GUARD_STRENGTH GUARD_AREA STUN_THRESHOLD COND_EFFECT_HEAT COND_EFFECT_COLD COND_EFFECT_SHOCK COND_EFFECT_WAVE COND_GUARD_HEAT COND_GUARD_COLD COND_GUARD_SHOCK COND_GUARD_WAVE COND_HEALING HP_REGEN OVERHEAT_REDUCTION ITEM_BOOST APPETITE SPIKE_DMG CROSS_COUNTER BERSERK ONCE_MORE GUARD_SP _SPECIAL _ sc.gui.skills.specials.wip.name _SPECIAL _ sc.gui.skills.specials.wip.desc _SPECIAL _ _ A B A NEUTRAL HEAT COLD SHOCK WAVE THROW A THROW B ATTACK A ATTACK B DASH A DASH B GUARD A GUARD B game.feature.skills.skilltree impact.base.game game.feature.skills.skills Can't initialize skill tree because ig.SKILL_TREE was not provided json Could not load Skilltree json file! Event: %O %cLOADABLE: %cLoaded Skilltree: \n%O color:#149AEB Empty Skill detected [element ID: %i]! Please add content for the skill, for now we skip it. EMTPY Unknown or no skill type detected: %c color:orange Creating Empty skill: %O SPECIAL_A left SPECIAL_A right game.feature.menu.gui.circuit.circuit-misc impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.gui.base.numbers game.feature.menu.gui.menu-misc game.feature.skills.skilltree game.feature.player.player-model media/gui/circuit.png media/gui/circuit.png \\i[arrow-left] \\i[arrow-right] HIDDEN HIDDEN sc.gui.menu.help.circuit.titles.points sc.gui.menu.help.circuit.description.points dyn dyn HIDDEN HIDDEN DEFAULT HIDDEN DEFAULT DEFAULT HIDDEN HIDDEN HIDDEN HIDDEN HIDDEN DEFAULT DEFAULT HIDDEN DEFAULT HIDDEN_MIN HIDDEN media/gui/status-gui.png media/gui/circuit.png + 2 CP HIDDEN learned HIDDEN skills DEFAULT HIDDEN HIDDEN DEFAULT DEFAULT YES NO NO YES YES NO game.feature.menu.gui.circuit.circuit-detail-elements impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.interact.interact game.feature.font.font-system game.feature.menu.gui.circuit.circuit-misc game.feature.menu.gui.menu-misc game.feature.model.options-model game.feature.skills.skills media/gui/circuit.png media/gui/circuit.png top-left top-right media/sound/menu/circuit/circuit-upgrade-b-2.ogg sc.gui.menu.skill.cost cp sc.gui.menu.skill.activate sc.gui.menu.skill.cancel HIDDEN DEFAULT Could not find skill: sc.gui.menu.skill.activate sc.gui.menu.skill.cost DEFAULT DEFAULT sc.gui.menu.skill.activated HIDDEN HIDDEN sc.gui.menu.skill.switch sc.gui.menu.skill.activated HIDDEN HIDDEN sc.gui.menu.skill.switch sc.gui.menu.skill.chain-des sc.gui.menu.skill.chain \\c[2]cp\\c[0] \\c[4] sc.gui.menu.skill.chain \\c[0] \\c[1]cp\\c[0] \\c[2]cp\\c[0] \\c[1]cp\\c[0] DEFAULT HIDDEN #7E7E7E media/gui/circuit.png top-left top-right UberSkill 9000gt Guard Art #FFFFFF Cost: circuit-text-size Unlocks Magic Dagger + 5.\nIncreases text by a third line. circuit-display-time HIDDEN circuit-text-size circuit-display-time HIDDEN HIDDEN DEFAULT HIDDEN HIDDEN BS [ UberSkill 9000gt \\c[3] \\c[0] sc.gui.skills.special-types. \\c[3] \\c[0] sc.gui.menu.skill.shade [xyz] \\c[3] sc.gui.menu.skill.swappable \\c[0] \\c[3] sc.gui.menu.skill.activated \\c[0] sc.gui.menu.skill.cost \\c[2] cp\\c[0] sc.gui.menu.skill.cost \\c[1] cp\\c[0] \\c[3] sc.gui.menu.skill.activated \\c[0] sc.gui.menu.skill.cost \\c[2] cp\\c[0] sc.gui.menu.skill.cost \\c[1] cp\\c[0] circuit-display-time DEFAULT HIDDEN DEFAULT HIDDEN HIDDEN media/sound/menu/menu-hover.ogg game.feature.menu.gui.circuit.circuit-overview impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.circuit.circuit-misc game.feature.combat.model.combat-params menu.circuit.start. media/sound/menu/menu-hover.ogg left right up down right left down up media/gui/circuit.png DEFAULT DEFAULT HIDDEN HIDDEN SCALE DEFAULT CW_90 orBranch can't be rendered with a slope direction. Can't get cardinal direction when x and y are zero! Direction: [x: %i, y: %i] If this return, you broke something horribly Bro. 0 media/gui/circuit.png HIDDEN menu.circuit.start. DEFAULT media/gui/circuit.png HIDDEN game.feature.menu.gui.circuit.circuit-effect-display impact.feature.gui.gui media/gui/circuit.png misc.menu-effect-large HIDDEN HIDDEN lighter combat chargeLevel1Loop combat chargeLevel1 game.feature.menu.gui.circuit.circuit-detail impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc game.feature.menu.gui.circuit.circuit-misc game.feature.menu.gui.circuit.circuit-detail-elements game.feature.menu.gui.circuit.circuit-overview game.feature.menu.gui.circuit.circuit-effect-display CW_90 If this return, you broke something horribly Bro. media/gui/circuit.png HIDDEN HIDDEN DEFAULT HIDDEN HIDDEN media/gui/circuit.png Element muss be defined DEFAULT white DEFAULT HIDDEN CW_90 orBranch can't be rendered with a slope direction. media/gui/circuit.png red media/gui/circuit.png media/gui/circuit-icons.png yellow green yellow green shift shift media/gui/circuit.png This will lead to an error bro, we can't draw orBranches in slopes: yellow media/gui/circuit.png blue game.feature.menu.gui.circuit.circuit-swap-branches impact.feature.gui.base.basic-gui game.feature.menu.gui.circuit.circuit-misc game.feature.menu.gui.circuit.circuit-detail-elements media/sound/menu/circuit/circuit-upgrade-b-2.ogg Swap Skill UID is not first branch UID: [Panel will be skipped] HIDDEN SCALE DEFAULT DEFAULT HIDDEN media/gui/circuit.png skill UID is not valid: %cSwitched Branch: color:#00CC00 %cNew BranchIndices: %c[%i, %i, %i] color:#00CC00 %c [%i]: %c color:#00CC00 %cOld BranchIndices: %c[%i, %i, %i] color:#00CC00 %c [%i]: %c color:#00CC00 media/gui/menu.png HIDDEN sc.gui.menu.help.circuit.titles.branch sc.gui.menu.help.circuit.description.branch HIDDEN sc.gui.menu.help.circuit.titles.branch sc.gui.menu.help.circuit.description.branch HIDDEN DEFAULT UP_INACTIVE DOWN DOWN_INACTIVE UP DOWN DEFAULT DEFAULT DEFAULT DOWN HIDDEN HIDDEN HIDDEN media/gui/circuit-icons.png \\c[4]---------------\\c[0] \\c[4]---------------\\c[0] \\c[3] \\c[0] \\c[4]---------------\\c[0] \\c[3] \\c[0] \\c[4] \\c[0] DEFAULT HALF HALF game.feature.menu.gui.circuit.circuit-menu impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc game.feature.menu.gui.circuit.circuit-misc game.feature.menu.gui.circuit.circuit-detail-elements game.feature.menu.gui.circuit.circuit-detail game.feature.menu.gui.circuit.circuit-swap-branches game.feature.menu.gui.circuit.circuit-overview black HIDDEN \\i[help] sc.gui.menu.hotkeys.help \\i[help2] sc.gui.menu.hotkeys.swap-branches DEFAULT sc.gui.menu.help-texts.circuit.title sc.gui.menu.help-texts.circuit.pages \\i[help2] sc.gui.menu.hotkeys.swap-branches \\i[help2] sc.gui.menu.hotkeys.swap-exit DEFAULT XG Hb \\i[help2] sc.gui.menu.hotkeys.swap-branches HIDDEN game.feature.menu.gui.item.item-status-equip impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc media/gui/menu.png maxhp atk def foc res res res res HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN sc.gui.menu.equip. res heat cold shock wave INFO sc.gui.menu.equip. sc.gui.menu.equip.descriptions. sc.gui.menu.equip.modifiers modifier. HIDDEN HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN sc.gui.menu.equip. INFO sc.gui.menu.equip.modifier. sc.gui.menu.equip.descriptions. game.feature.menu.gui.item.item-status-default impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc media/gui/status-gui.png media/gui/menu.png default media/gui/status-gui.png sc.gui.menu.seconds hp default default hp exp buff bg fg hp red spm spm sp media/gui/menu.png media/gui/status-gui.png HP sc.gui.menu.help.item.titles.hp sc.gui.menu.help.item.description.hp SP sc.gui.menu.help.item.titles.sp sc.gui.menu.help.item.description.sp EXP sc.gui.menu.help.item.titles.exp sc.gui.menu.help.item.description.exp HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN game.feature.menu.gui.item.item-status-buffs impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc game.feature.menu.gui.item.item-status-default media/gui/basic.png sc.gui.menu.item.buff HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN media/gui/menu.png \\i[help] sc.gui.menu.item.buffHelp HIDDEN buff-help DEFAULT DEFAULT HIDDEN HIDDEN buff-help DEFAULT HIDDEN HIDDEN game.feature.menu.gui.item.item-status-favs impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc game.feature.player.player-model media/gui/menu.png \\i[ ] media/gui/menu.png media/gui/basic.png sc.gui.menu.item.favs sc.gui.menu.help.item.titles.favs sc.gui.menu.help.item.description.favs HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN game.feature.menu.gui.item.item-status-trade impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc game.feature.menu.gui.item.item-status-default media/gui/basic.png sc.gui.menu.item.availability sc.gui.menu.help.item.titles.avail sc.gui.menu.help.item.description.avail HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN media/gui/menu.png media/gui/trade-types.png NONE #C7C7C7 combat kill ??? ??? ??? ??? ??? ??? ??? game.feature.menu.gui.item.item-sort-menu impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box media/gui/menu.png default HIDDEN sc.gui.menu.sort. sc.gui.menu.sort.des. DEFAULT HIDDEN sc.gui.menu.sort. sc.gui.menu.sort.des. auto name amount rarity game.feature.menu.gui.item.item-list impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box game.feature.gui.base.text game.feature.menu.gui.menu-misc game.feature.menu.gui.list-boxes game.feature.menu.gui.item.item-sort-menu media/gui/menu.png HIDDEN [Description] data/item-database.json #FF6D00 news item-news NEW items item-items arms item-sword head item-helm torso item-belt feet item-shoe trade item-trade keys item-key toggle item-toggle HIDDEN DEFAULT HIDDEN sc.gui.menu.help-texts.inventory.title-2 \n\n sc.gui.menu.help-texts.inventory.text-2 black auto auto name amount rarity sc.gui.menu.sort. NEW Only equip can have a subType! [type: , subType: ] HIDDEN DEFAULT \\i[ toggle-item-on toggle-item-off ] \\i[ item-default ] NEW sc.gui.menu.item. media/gui/buttons.png default item-default item-default \\i[ ] \\i[ ] default pressed focus game.feature.menu.gui.item.item-menu impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.item.item-status-equip game.feature.menu.gui.item.item-status-default game.feature.menu.gui.item.item-status-buffs game.feature.menu.gui.item.item-status-favs game.feature.menu.gui.item.item-status-trade game.feature.menu.gui.item.item-list \\i[help] sc.gui.menu.hotkeys.help \\i[help3] sc.gui.menu.item.sort-title sc.gui.menu.help.item.titles.buffs sc.gui.menu.help.item.description.buffs \\i[help2] sc.gui.menu.item.set-fav DEFAULT sc.gui.menu.help-texts.inventory.title sc.gui.menu.help-texts.inventory.pages gO Pd Hb \\i[help3] sc.gui.menu.item.sort-title : \\c[3] \\c[0] game.feature.menu.gui.map.map-misc impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.gui.base.numbers game.feature.menu.gui.menu-misc media/gui/menu.png lighter media/gui/menu.png media/gui/menu.png default T DEFAULT HIDDEN media/gui/menu.png media/gui/menu.png lighter media/gui/menu.png INFO sc.gui.menu.help.map.titles.chest sc.gui.menu.help.map.description.chest dyn HIDDEN chests media/gui/menu.png INFO sc.gui.menu.help.map.titles.stamps sc.gui.menu.help.map.description.stamps dyn HIDDEN media/gui/menu.png ??? ??? media/gui/menu.png HIDDEN HIDDEN DEFAULT HIDDEN circle-right circle-left HIDDEN DEFAULT sc.gui.menu.map-menu.gf sc.gui.menu.map-menu.base-short sc.gui.menu.map-menu.floor-short sc.gui.menu.map-menu.area HIDDEN offsetX DEFAULT HIDDEN black red green blue yellow pink cyan orange purple wheat HIDDEN game.feature.menu.gui.map.map-stamp impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.gui.base.numbers game.feature.menu.gui.menu-misc media/gui/menu.png DEFAULT DEFAULT sc.gui.menu.map-menu.stamps. DEFAULT sc.gui.menu.map-menu.stamps. media/gui/menu.png default sc.gui.menu.map-menu.delete HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN #292b2f media/gui/menu.png DEFAULT DEFAULT game.feature.menu.gui.map.map-floor impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.area-loadable media/gui/menu.png default_empty media/gui/area-icons.png ??? black area_up area_down area_left area_right HIDDEN DEFAULT HIDDEN HIDDEN_FAST DEFAULT game.feature.menu.gui.map.map-area impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.map.map-floor game.feature.menu.gui.map.map-misc media/gui/menu.png media/gui/env-white.png HIDDEN #154453 sc.gui.menu.map-menu.teleport ??? \\c[1] sc.gui.menu.map-menu.blocked \\c[0]: DEFAULT HIDDEN DEFAULT DEFAULT DEFAULT DEFAULT HIDDEN HIDDEN_WORLD DEFAULT game.feature.menu.gui.map.map-worldmap impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.map.map-misc media/gui/menu.png lighter media/gui/world-map.png HIDDEN DEFAULT HIDDEN chests \\c[3][ / ]\\c[0] [ / ] game.feature.menu.gui.map.map-menu impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.map.map-misc game.feature.menu.gui.map.map-stamp game.feature.menu.gui.map.map-area game.feature.menu.gui.map.map-worldmap \\i[help] sc.gui.menu.hotkeys.help \\i[help3] sc.gui.menu.hotkeys.center-map \\i[help2] sc.gui.menu.hotkeys.worldmap ??? HIDDEN DEFAULT DEFAULT HIDDEN DEFAULT DEFAULT HIDDEN HIDDEN HIDDEN sc.gui.menu.map-menu.popupTitle \n\n sc.gui.menu.map-menu.popupDesc black sc.gui.menu.help-texts.map.title sc.gui.menu.help-texts.map.pages iT WD Hb HIDDEN HIDDEN DEFAULT DEFAULT DEFAULT DEFAULT game.feature.menu.gui.options.options-misc impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box game.feature.menu.gui.menu-misc black sc.gui.options.controls.unbind sc.gui.options.controls.back sc.gui.options.controls.anykey HIDDEN HIDDEN DEFAULT DEFAULT keydown HIDDEN HIDDEN keydown media/gui/buttons.png default default-focus fill-focus default-focus default fill-focus fill media/gui/buttons.png default default focus default focus default media/gui/menu.png default HIDDEN \\i[language- ] sc.gui.options.language.group language language DEFAULT HIDDEN game.feature.menu.gui.options.options-types impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box game.feature.gui.base.text game.feature.menu.gui.menu-misc game.feature.menu.gui.options.options-misc game.feature.model.options-model sc.gui.options. .group \\c[0] \\c[ ] 100% % Debug sc.gui.options.controls.keys. sc.gui.options.controls.description \\i[keyCode- ] \\i[keyCode- ] sc.gui.options.controls.none \\i[keyCode- ] \\i[keyCode- ] sc.gui.options.controls.none \\i[keyCode- ] \\i[keyCode- ] sc.gui.options.controls.none \\i[language- ] sc.gui.options.language.group \\i[language- ] sc.gui.options.language.group sc.gui. media/gui/menu.png option entry is null! sc.gui.options. .description sc.gui.options. .name #545454 Missing Option Type: sc.gui.options.headers. sc.gui.options.text-speed.example #545454 game.feature.menu.gui.options.options-list impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box game.feature.gui.base.text game.feature.menu.gui.menu-misc game.feature.menu.gui.list-boxes game.feature.menu.gui.item.item-list game.feature.menu.gui.options.options-types media/gui/menu.png #FF6D00 general interface video gamepad controls assists HIDDEN DEFAULT HIDDEN HIDDEN DEFAULT INFO sc.gui.menu.option. game.feature.menu.gui.options.options-menu impact.feature.gui.gui game.feature.menu.gui.options.options-list \\i[help] sc.gui.menu.hotkeys.help \\i[help2] sc.gui.menu.hotkeys.reset-default black HIDDEN DEFAULT HIDDEN sc.gui.dialogs.resetAsk sc.gui.menu.help-texts.options.title sc.gui.menu.help-texts.options.pages dT Hb HIDDEN DEFAULT HIDDEN game.feature.menu.gui.shop.shop-start impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc game.feature.gui.base.button media/gui/menu.png default sc.gui.shop.buy sc.gui.shop.sell shops HIDDEN DEFAULT HIDDEN_SCALE HIDDEN media/gui/menu.png default HIDDEN shops Unknown Shop Name - - DEFAULT HIDDEN_SCALE HIDDEN game.feature.menu.gui.shop.shop-misc game.feature.inventory.inventory CONS EQUIP ARM TORSO FEET TRADE KEY game.feature.menu.gui.shop.shop-list impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box impact.feature.interact.press-repeater game.feature.gui.base.boxes game.feature.gui.base.text game.feature.menu.gui.menu-misc game.feature.menu.gui.list-boxes game.feature.menu.gui.shop.shop-misc sc.gui.shop.cost sc.gui.shop.owned HIDDEN right left sc.gui.shop.price sc.gui.shop.cost DEFAULT HIDDEN right left shops shops EQUIP shops \\i[ item-default ] shops \\i[ item-default ] sc.gui.shop.leaveWithCartItems \\i[arrow-left] \\i[arrow-right] HIDDEN #000 DEFAULT sc.gui.shop.sellPages. shops \\i[arrow-left-off] \\i[arrow-right-off] \\i[arrow-left] \\i[arrow-right] HIDDEN sc.gui.shop.sellPages. shops media/gui/menu.png HIDDEN DEFAULT HIDDEN game.feature.trade.trade-model impact.base.game impact.base.loader impact.feature.interact.button-interact impact.feature.database.database impact.feature.storage.storage game.feature.model.base-model Traders traders TradeEnumEditor Traders traders traders VarTradeEditor ??? ??? ??? ??? trade tradeRate traders name unlocked Unsupported var access path: tradersFound trade tradersTotal trade tradeRate TRADER tradersFound trade tradersTotal tradersFound trade tradersTotal trade tradeRate trade total trade lost trade moneyLost trade got No such active offer at index: START_NPC_TRADE_MENU NPC EVENT game.feature.trade.gui.equip-toggle-stats impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc game.feature.trade.trade-model media/gui/menu.png default HIDDEN #7E7E7E #7E7E7E #7E7E7E HIDDEN DEFAULT HIDDEN DEFAULT HEAD item-helm ARM item-sword TORSO item-belt FEET item-shoe sc.gui.trade.compare sc.gui.trade.compareBASE ----------------- sc.gui.trade.compareHEAD sc.gui.trade.compareARMLeft sc.gui.trade.compareARMRight sc.gui.trade.compareTORSO sc.gui.trade.compareFEET \\i[ item-default ] \\i[help4]\\i[ ]----------------- hp attack defense focus elemFactor elemFactor elemFactor elemFactor DEFAULT DEFAULT HIDDEN HIDDEN sc.gui.trade.compare \\i[help4] sc.gui.trade.stats maxhp atk def foc res res res res sc.gui.trade.modifier modifier. HIDDEN sc.gui.menu.equip. res heat cold shock wave INFO sc.gui.menu.equip. sc.gui.menu.equip.descriptions. game.feature.menu.gui.shop.shop-stats impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.trade.gui.equip-toggle-stats media/gui/menu.png default sc.gui.trade.nothing sc.gui.shop.noEquip HIDDEN #7E7E7E #7E7E7E #7E7E7E sc.gui.trade.nothing sc.gui.shop.noEquip DEFAULT HIDDEN game.feature.menu.gui.shop.shop-cart impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box media/gui/menu.png default sc.gui.shop.cart sc.gui.shop.credits : sc.gui.shop.cost : sc.gui.shop.rest : \\i[help2] sc.gui.shop.checkout HIDDEN #7E7E7E #FFF sc.gui.shop.profit : sc.gui.shop.total : sc.gui.shop.cost : sc.gui.shop.rest : DEFAULT HIDDEN media/gui/menu.png game.feature.menu.gui.shop.shop-quantity impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box impact.feature.interact.gui.focus-gui media/gui/menu.png default sc.gui.shop.quantity sc.gui.shop.cost sc.gui.shop.submit HIDDEN up down right left up down right left sc.gui.shop.profit sc.gui.shop.cost shops DEFAULT HIDDEN media/gui/menu.png HIDDEN DEFAULT HIDDEN #7E7E7E HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN game.feature.menu.gui.shop.shop-confirm impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.gui.base.box impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc game.feature.gui.widget.modal-dialog game.feature.menu.gui.shop.shop-misc sc.gui.shop.confirmBuy sc.gui.shop.buy sc.gui.shop.cancel sc.gui.shop.confirmSell sc.gui.shop.sell sc.gui.shop.confirmBuy sc.gui.shop.buy \\i[ item-default ] sc.gui.dialogs.sellRare media/gui/menu.png game.feature.menu.gui.shop.shop-menu impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.base-menu game.feature.menu.gui.menu-misc game.feature.menu.gui.shop.shop-start game.feature.menu.gui.shop.shop-list game.feature.menu.gui.shop.shop-stats game.feature.menu.gui.shop.shop-cart game.feature.menu.gui.shop.shop-quantity game.feature.menu.gui.shop.shop-confirm game.feature.control.control \\i[help] sc.gui.menu.hotkeys.help \\i[help3] sc.gui.menu.item.sort-title auto name rarity DEFAULT sc.gui.menu.sort.auto \\i[help3] sc.gui.menu.item.sort-title : \\c[3] \\c[0] HIDDEN DEFAULT DEFAULT items buy items sell sc.gui.menu.help-texts.shop.title sc.gui.menu.help-texts.shop.pages HIDDEN HIDDEN Pd Hb sc.gui.menu.sort.auto game.feature.menu.gui.help-boxes impact.feature.gui.base.basic-gui game.feature.gui.base.boxes game.feature.menu.gui.menu-misc media/gui/basic.png Default \\i[arrow-left] HIDDEN \\i[arrow-right] HIDDEN HIDDEN DEFAULT HIDDEN HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN HIDDEN UNKNOWN LABEL DEFAULT HIDDEN DEFAULT HIDDEN DEFAULT !!min= -- -- \\i[li] \\i[li] !!==== #7E7E7E ...... .... .. __ HIDDEN #000 game.feature.menu.gui.synop.synop-misc impact.feature.gui.base.box impact.feature.gui.gui game.feature.menu.gui.menu-misc game.feature.menu.gui.quests.quest-entries \\i[logs- ] sc.gui.menu.synopsis-menu.types.landmark \\c[3] \\c[0] \\i[insetArrow] sc.gui.menu.synopsis-menu.types.lm sc.gui.menu.synopsis-menu.types.traderUpdate sc.gui.menu.synopsis-menu.types.trader \\c[3] \\c[0] \\i[insetArrow] sc.gui.menu.synopsis-menu.types.lm - sc.gui.menu.synopsis-menu.types.loreUpdated sc.gui.menu.synopsis-menu.types.lore \\c[3] \\c[0] \\c[3]???\\c[0] sc.gui.menu.synopsis-menu.types.trophy \\c[3] \\c[0] sc.gui.menu.synopsis-menu.types.dropCompleted \\c[3] \\c[0] sc.gui.menu.synopsis-menu.types.questTask \\c[3] \\c[0] \\i[insetArrow] sc.gui.menu.synopsis-menu.types.qtm sc.gui.menu.synopsis-menu.types.questFinish \\c[3] ???? \\c[0] sc.gui.menu.synopsis-menu.types.questStart \\c[3] ???? \\c[0] sc.gui.menu.synopsis-menu.log INFO sc.gui.menu.help.synopsis.titles.activity sc.gui.menu.help.synopsis.description.activity dyn HIDDEN DEFAULT LORE HIDDEN sc.gui.menu.synopsis-menu.task sc.gui.menu.synopsis-menu.notask INFO sc.gui.menu.help.synopsis.titles.objective sc.gui.menu.help.synopsis.description.objective dyn HIDDEN sc.gui.menu.synopsis-menu.notask DEFAULT HIDDEN media/gui/menu.png sc.gui.menu.synopsis-menu.favquest INFO sc.gui.menu.help.synopsis.titles.quest sc.gui.menu.help.synopsis.description.quest dyn HIDDEN DEFAULT \\i[quest-fav] sc.gui.menu.synopsis-menu.noquest HIDDEN DEFAULT HIDDEN game.feature.menu.gui.synop.synop-menu impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.help-boxes game.feature.menu.gui.synop.synop-misc \\i[help] sc.gui.menu.hotkeys.help ??? trade botanics enemies map lore trophies records DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT HIDDEN ??? sc.gui.menu.synopsis-menu. ??? sc.gui.menu.synopsis-menu. sc.gui.menu.synopsis-menu.descriptions. 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player player skillPoints Separator elements points KeyValue element overload KeyValue element used KeyValue element used0 switches KeyValue element used1 player.core.9 KeyValue element used2 player.core.10 KeyValue element used3 player.core.11 KeyValue element used4 player.core.12 Time switches NEUTRAL element time Time element time1 player.core.9 elements Time element time2 player.core.10 Time element time3 player.core.11 Time element time4 player.core.12 Percent Percent Percent CONS items Percent EQUIP Percent EQUIP HEAD equip Percent EQUIP ARM Percent EQUIP TORSO Percent EQUIP FEET Percent TRADE equip Separator overview items KeyValue items KeyValue items KeyValue items KeyValuePercent items items dropsTotal drops KeyValuePercent items items dropsTotal KeyValue items drops KeyValue items Separator trades KeyValue trade total KeyValue trade got KeyValue trade lost KeyCurMax List KeyCurMax traders Percent Percent Percent Percent Percent Percent STORY lories Percent CHARACTERS Percent CROSS_LORE Percent EARTH_LORE Separator overview lories KeyValue KeyValue exploration landmarks KeyValue exploration lore Separator botanics KeyValue player KeyValue exploration dropsTotal KeyValuePercent exploration dropsCompleted exploration dropsTotal drops Separator chests drops KeyCurMax List KeyCurMax chests chests Percent Separator overview KeyValue quests solved KeyValue quests tasks KeyValue quests subtasks KeyValuePercent quests subtasksKILL quests subtasks subtasks KeyValuePercent quests subtasksCOLLECT quests subtasks KeyValuePercent quests subtasksCONDITION quests subtasks KeyValuePercent quests subtasksQUEST quests subtasks KeyValuePercent quests subtasksLANDMARK quests subtasks KeyValue quests active subtasks KeyValue quests exp KeyValue quests money KeyValue quests rewards KeyValue quests cp Separator questAreas List Percent KeyValue KeyValue player KeyValue misc KeyValue misc KeyValue misc KeyValue KeyValue LIST Logs game.feature.menu.gui.stats.stats-misc 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game.feature.menu.gui.status.status-view-parameters game.feature.menu.gui.status.status-view-modifiers game.feature.menu.gui.status.status-view-combat-arts \\i[help] sc.gui.menu.hotkeys.help \\i[help2] sc.gui.menu.hotkeys.equip \\i[help3] sc.gui.menu.hotkeys.diff-show DEFAULT \\i[help3] sc.gui.menu.hotkeys.diff- hide show sc.gui.menu.help-texts.status.title sc.gui.menu.help-texts.status.pages Xp fT Hb \\i[help3] sc.gui.menu.hotkeys.diff- hide show HIDDEN DEFAULT HIDDEN game.feature.menu.gui.museum.museum-menu impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.base-menu game.feature.menu.gui.menu-misc \\i[help] sc.gui.menu.hotkeys.help DEFAULT sc.gui.menu.help-texts.save.title sc.gui.menu.help-texts.save.pages Hb game.feature.menu.gui.stats.stats-types impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.menu.gui.menu-misc game.feature.menu.gui.save.save-misc game.feature.menu.gui.stats.stats-gui-builds game.feature.menu.gui.stats.stats-misc 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game.feature.menu.gui.trade.trader-menu game.feature.menu.gui.botanics.botanics-menu game.feature.menu.gui.arena.arena-menu game.feature.menu.map-model . , $1 $2 0000 start items skills equipment status synopsis map save load options shop quests lore enemy social trophy stats museum trade botanics questHub arena cons CONS equip-arm EQUIP ARM equip-head EQUIP HEAD equip-torso EQUIP TORSO equip-feet EQUIP FEET trade TRADE SINGLE MULTI MenuModel shops ShopList Shops drops DropsList Drops leawords StringArray Lea Words drops leawords drops VarDropEditor misc VarMiscEditor drops totalProgress misc time It's High Noon : words lea.words. localNum localNumTempVar tmp. formatTimeVar tmp. : . Autumn-Ground-1 exploration dropFound- exploration dropsTotal exploration dropsCompleted exploration dropsCompletionRate DROP other exploration dropFound- ??? ??? player logs DROP exploration dropFound- ENTITY ItemDestruct exploration dropsTotal exploration dropsCompleted exploration dropsCompletionRate MENU_LEAVE player saves dsa NEW sc.gui.menu.menu-titles. level-letter-display level-letter-display game.feature.model.game-model impact.base.game impact.feature.bgm.bgm game.feature.model.base-model game.feature.player.player-model game.feature.msg.message-model game.feature.menu.menu-model game.feature.model.options-model D C B A S Lea NONE GameModel sc.gui.combat-msg.rank-up Combat Rannk of Label ' ' does not exist assist-damage assist-attack-frequency assist-puzzle-speed Nna combat started combat streakTime combat lowHealthWins rankBattle rankBattle FAST_OUT battle FAST_OUT SLOW NONE combat time skip-confirm sc.gui.dialogs.skipConfirm IMMEDIATELY IMMEDIATELY quick-element hK highscore-obs SAVE NONE highscore-obs game.feature.inventory.detectors impact.base.game game.feature.model.game-model impact.feature.effect.effect-sheet documentation laserpickaxe dynamite cold-dng cold-dng sc.gui.detector.mine-equip sc.gui.detector.chest puzzle Detectors [[x]] detector game.feature.inventory.plug-in game.feature.inventory.inventory game.feature.inventory.detectors game.feature.inventory.editors.item-editors game.feature.ar.gui.ar-box impact.feature.gui.gui #166c70 #6e0000 media/gui/map-ar.png HIDDEN DEFAULT DEFAULT white black white HIDDEN Tp DEFAULT HIDDEN DEFAULT game.feature.ar.ar-steps impact.base.action impact.base.event game.feature.ar.gui.ar-box Entity Entity to show AR Message on LangLabel AR Text to display NumberExpression Time in seconds the message should be visible. 0 = forever String Mode of AR display. 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String The stat. String Type of modification Number Number <i style='color: orange'>SET STAT MAP</i>: . set add sub Entity Entity to focus camera on Number Distance to target Number Duration of rotating movement Boolean If true, rotate counterclockwise Number Seconds for one full rotation. If not defined used current speed to determine rotation speed Number Speed with which projectile adjust distance to target (pixel per seconds) Number If defined: Interpolate to this z Distance (with same speed as dist interpolation) VarCondition If defined: continue spinning until condition evaluates to true. Duration is minimum wait Boolean If true: keep rotating until rotate velocity roughly matches direction to target game.feature.base.event-steps impact.base.utils impact.base.event impact.base.action Color Color of overlay Boolean Apply color in lighter mode Number Color fade in time in seconds Number Color fade out time in seconds Entity Marker to place entity at Number Amount to add <b>ADD MONEY: </b> <em> </em> Number Amount to remove <b>REMOVE MONEY: </b> <em> </em> Entity the entity to spawn the drop from Item The item to spawn. Number Amount of the given item. 0 = 1. <b>DROP ITEM: </b> Entity <em> Item </em> x Item The item to spawn. NumberExpression Amount of the given item. 0 = 1. Boolean True if the side gui should hide the obtained item <b>GIVE ITEM: </b> <em> Item </em> x <i>+ Skip Display</i> Item The item to spawn. NumberExpression Amount of the given item. 0 = 1. Boolean If true, unequip the item, if it is equipped <b>REMOVE ITEM: </b> <em> Item </em> x [UNEQUIP] VarName Variable to store stat Entity Entity of which to fetch stat String Type of Stat SET_VAR_ENTITY_STAT: Variable Name is not a String! game.feature.base.plug-in game.feature.base.action-steps game.feature.base.event-steps game.feature.bgm.playlist impact.feature.bgm.bgm media/bgm/muCargohold.mp3 media/bgm/muCargohold-i.mp3 media/bgm/muAwakened.mp3 short media/bgm/short.mp3 tutorial-battle media/bgm/muBattle1.mp3 media/bgm/muBattle1-i.mp3 media/bgm/muChallenge1.mp3 media/bgm/muChallenge1-i.mp3 media/bgm/muTitle.mp3 cargoship-exterior media/bgm/muSolar.mp3 media/bgm/lolfanfare.mp3 media/sound/hud/landmark-discovery.mp3 ability-got media/bgm/ability-got.mp3 media/bgm/muCrossworlds.mp3 media/bgm/muAvatar.mp3 media/bgm/muAvatar-i.mp3 media/bgm/muChallenge2.mp3 media/bgm/muChallenge2-i.mp3 puzzle-pg media/bgm/puzzle-bgm.mp3 media/bgm/muBossbattle.mp3 media/bgm/muBossbattle-i.mp3 media/bgm/muEscape.mp3 media/bgm/muEscape-i.mp3 media/bgm/muCrosscounter.mp3 media/bgm/muCrosscounter-i.mp3 media/bgm/muMysterious.mp3 media/bgm/muFiercebattle.mp3 media/bgm/muFiercebattle-i.mp3 media/bgm/muDistantfuture.mp3 media/bgm/muAutumnsrise.mp3 media/bgm/muBattle2.mp3 media/bgm/muRhombusdungeon.mp3 media/bgm/muRookie.mp3 media/bgm/muFirstscholars.mp3 media/bgm/muBergentrail.mp3 media/bgm/muBergentrail-i.mp3 media/bgm/muNewcomer.mp3 media/bgm/muApollo.mp3 media/bgm/muApollo-i.mp3 media/bgm/muTemplemine.mp3 media/bgm/muBergenvillage.mp3 media/bgm/muMaroonvalley.mp3 media/bgm/muBakiikum.mp3 media/bgm/muTemplevalley.mp3 media/bgm/muTemplethunder.mp3 media/bgm/muTemplelake.mp3 media/bgm/muTempletree.mp3 media/bgm/muGarden.mp3 media/bgm/muValse.mp3 media/bgm/muValse-i.mp3 media/bgm/muBasinkeep.mp3 media/bgm/muTravel.mp3 media/bgm/muBriefing.mp3 media/bgm/muImprovising.mp3 media/bgm/muLea.mp3 dreamsequence-intro media/bgm/muDream1.mp3 media/bgm/muDream3.mp3 media/bgm/muDream2.mp3 media/bgm/muShock.mp3 media/bgm/muShock-i.mp3 media/bgm/muRaid.mp3 media/bgm/muRaid-i.mp3 media/bgm/muSapphireridge.mp3 media/bgm/muSapphireridge-i.mp3 media/bgm/muBlueavatar.mp3 media/bgm/muBlueavatar-i.mp3 media/bgm/muImprisoned.mp3 media/bgm/muVermillion.mp3 media/bgm/muBattle3.mp3 media/bgm/muBattle3-i.mp3 media/bgm/muConfrontation.mp3 media/bgm/muConfrontation-i.mp3 media/bgm/muVermillionDungeon.mp3 media/bgm/muVermillionDungeon2.mp3 media/bgm/muVermillionDungeon2-i.mp3 media/bgm/muEscape2.mp3 media/bgm/muEscape2-i.mp3 media/bgm/muPastevents.mp3 media/bgm/muImprovising.mp3 media/bgm/muInfiltration.mp3 media/bgm/muSadtheme.mp3 media/bgm/muOldhideout.mp3 media/bgm/muTrueintention.mp3 media/bgm/muTrueintention-i.mp3 media/bgm/muRhombussquare.mp3 media/bgm/muRhombussquare-i.mp3 media/bgm/muAutumnsfall.mp3 media/bgm/muExponential.mp3 media/bgm/muExponential-i.mp3 media/bgm/muExponentialpart2.mp3 media/bgm/muExponentialpart2-i.mp3 media/bgm/muVermillionDungeon3.mp3 media/bgm/muShizuka.mp3 media/bgm/muShizuka-i.mp3 media/bgm/muUltimate.mp3 media/bgm/muUltimate-i.mp3 media/bgm/muEnding.mp3 media/bgm/muLea.mp3 intro tutorial-battle tutorial-battle tutorial tutorial-battle tutorial tutorial-battle cargoship-exterior tutorial-battle rhombusDungeon tutorial-battle oldHideout1 oldHideoutBattle oldHideout2 oldHideoutBattle forestField tutorial-battle fieldBattle autumnsRise tutorial-battle fieldBattle autumnsFall tutorial-battle fieldBattle rookieHarbor tutorial-battle fieldBattle firstScholars tutorial-battle fieldBattle bergenTrail tutorial-battle fieldBattle bergenVillage tutorial-battle fieldBattle heatArea tutorial-battle fieldBattle rhombusSquare tutorial-battle fieldBattle rhombusSquare2 tutorial-battle fieldBattle intro tutorial-battle fieldBattle coldDungeon tutorial-battle fieldBattle heatVillage tutorial-battle fieldBattle tutorial-battle fieldBattle tutorial-battle fieldBattle heatDungeon tutorial-battle fieldBattle jungle tutorial-battle fieldBattle basinKeep tutorial-battle fieldBattle shockDungeon tutorial-battle fieldBattle waveDungeon tutorial-battle fieldBattle treeDungeon tutorial-battle fieldBattle aridField aridBattle evoDungeon1 aridBattle lastDungeon aridBattle game.feature.bgm.volume-map impact.base.sound media/sound/menu/menu-cancel.ogg media/sound/move/jump.ogg media/sound/misc/scifi-effect-1.ogg media/sound/battle/ball-kill.ogg media/sound/puzzle/door-open.ogg game.feature.bgm.plug-in game.feature.bgm.playlist game.feature.bgm.volume-map Number Volume modifier for BGM game.feature.character.abstract-face torso head sensei.png torso head oldman.png torso head henry.png torso head torsoH headH albinoshad.png torso head npc-portrait.png npc-portrait.png straight norm straight glass npc-portrait.png npc-portrait.png npc-portrait.png npc-portrait.png npc-portrait.png npc-portrait.png npc-portrait-2.png npc-portrait-2.png npc-portrait-2.png npc-portrait-2.png npc-portrait.png npc-portrait.png npc-portrait.png npc-portrait.png npc-portrait.png npc-portrait.png npc-portrait.png npc-portrait.png npc-portrait-2.png npc-portrait-2.png npc-portrait-2.png npc-portrait-2.png guards-portrait.png guards-portrait.png guards-portrait.png npc-portrait-2.png npc-portrait.png npc-portrait-2.png npc-portrait-2.png npc-portrait-2.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png avatars-new.png shad-portrait.png shad-portrait.png game.feature.character.character game.feature.character.abstract-face Character data/characters/ .json media/face/ media/face/ CHAR_EXPRESSION | game.feature.character.char-templates impact.base.loader NPCBasic name default gender default MULTI_DIR_ANIMATION img width default height default x y sitX img sitX sitY sit2X img sit2X sit2Y Y_FLAT move idle walk sitX sit sit sit2X sit2 sit2 idle walk sitX sit sit2X sit2 normal sitX sit sitX sit sit2X sit2 sit2X sit2 face NPCAvatarSimple name default realname default gender default MULTI_DIR_ANIMATION img x y img offlineX offlineY runSrc runSrc runX runY sitX img sitX sitY Y_FLAT move idle walk offline offline runSrc run run jump fall sitX sit sit move ground idle walk runSrc run runSrc jump runSrc fall ground sitX sit offline normal runSrc ground ground sitX sit sitX sit offline face game.feature.character.plug-in game.feature.character.character game.feature.character.char-templates game.feature.combat.combat impact.base.game impact.feature.effect.effect-sheet impact.feature.database.database impact.feature.navigation.navigation game.feature.model.game-model neutral heat cold shock wave media/sound/battle/airon/ball-hit-light1.ogg hitLight media/sound/battle/airon/ball-hit-light2.ogg hitLight media/sound/battle/airon/ball-hit-light3.ogg hitLight media/sound/battle/airon/ball-hit-light4.ogg hitLight media/sound/battle/airon/ball-hit-medium1.ogg hitMedium media/sound/battle/airon/ball-hit-medium2.ogg hitMedium media/sound/battle/airon/ball-hit-medium3.ogg hitMedium media/sound/battle/airon/ball-hit-medium4.ogg hitMedium media/sound/battle/airon/ball-hit-hard1.ogg hitHeavy media/sound/battle/airon/ball-hit-hard2.ogg hitHeavy media/sound/battle/airon/ball-hit-hard3.ogg hitHeavy media/sound/battle/airon/ball-hit-hard4.ogg hitHeavy media/sound/battle/airon/ball-hit-hard3.ogg hitMassive media/sound/battle/airon/ball-hit-hard4.ogg hitMassive media/sound/battle/airon/fire-hit-light1.ogg hitLight media/sound/battle/airon/fire-hit-light2.ogg hitLight media/sound/battle/airon/fire-hit-light3.ogg hitLight media/sound/battle/airon/fire-hit-light4.ogg hitLight media/sound/battle/airon/fire-hit-medium1.ogg hitMedium media/sound/battle/airon/fire-hit-medium2.ogg hitMedium media/sound/battle/airon/fire-hit-medium3.ogg hitMedium media/sound/battle/airon/fire-hit-medium4.ogg hitMedium media/sound/battle/airon/fire-hit-hard1.ogg hitHeavy media/sound/battle/airon/fire-hit-hard2.ogg hitHeavy media/sound/battle/airon/fire-hit-hard3.ogg hitHeavy media/sound/battle/airon/fire-hit-hard4.ogg hitHeavy media/sound/battle/airon/fire-hit-hard3.ogg hitMassive media/sound/battle/airon/fire-hit-hard4.ogg hitMassive media/sound/battle/airon/cold/ball-hit-cold-light1.ogg hitLight media/sound/battle/airon/cold/ball-hit-cold-light2.ogg hitLight media/sound/battle/airon/cold/ball-hit-cold-light3.ogg hitLight media/sound/battle/airon/cold/ball-hit-cold-light4.ogg hitLight media/sound/battle/airon/cold/ball-hit-cold-medium1.ogg hitMedium media/sound/battle/airon/cold/ball-hit-cold-medium2.ogg hitMedium media/sound/battle/airon/cold/ball-hit-cold-medium3.ogg hitMedium media/sound/battle/airon/cold/ball-hit-cold-medium4.oggg hitMedium media/sound/battle/airon/cold/ball-hit-cold-hard1.ogg hitHeavy media/sound/battle/airon/cold/ball-hit-cold-hard2.ogg hitHeavy media/sound/battle/airon/cold/ball-hit-cold-hard3.ogg hitHeavy media/sound/battle/airon/cold/ball-hit-cold-hard4.ogg hitHeavy media/sound/battle/airon/cold/ball-hit-cold-hard3.ogg hitMassive media/sound/battle/airon/cold/ball-hit-cold-hard4.ogg hitMassive media/sound/battle/airon/shock/hit-shock-light1.ogg hitLight media/sound/battle/airon/shock/hit-shock-light2.ogg hitLight media/sound/battle/airon/shock/hit-shock-light3.ogg hitLight media/sound/battle/airon/shock/hit-shock-light4.ogg hitLight media/sound/battle/airon/shock/hit-shock-medium1.ogg hitMedium media/sound/battle/airon/shock/hit-shock-medium2.ogg hitMedium media/sound/battle/airon/shock/hit-shock-medium3.ogg hitMedium media/sound/battle/airon/shock/hit-shock-medium4.oggg hitMedium media/sound/battle/airon/shock/hit-shock-hard1.ogg hitHeavy media/sound/battle/airon/shock/hit-shock-hard2.ogg hitHeavy media/sound/battle/airon/shock/hit-shock-hard3.ogg hitHeavy media/sound/battle/airon/shock/hit-shock-hard4.ogg hitHeavy media/sound/battle/airon/shock/hit-shock-hard3.ogg hitMassive media/sound/battle/airon/shock/hit-shock-hard4.ogg hitMassive media/sound/battle/airon/wave/hit-wave-light1.ogg hitLight media/sound/battle/airon/wave/hit-wave-light2.ogg hitLight media/sound/battle/airon/wave/hit-wave-light3.ogg hitLight media/sound/battle/airon/wave/hit-wave-light4.ogg hitLight media/sound/battle/airon/wave/hit-wave-medium1.ogg hitMedium media/sound/battle/airon/wave/hit-wave-medium2.ogg hitMedium media/sound/battle/airon/wave/hit-wave-medium3.ogg hitMedium media/sound/battle/airon/wave/hit-wave-medium4.oggg hitMedium media/sound/battle/airon/wave/hit-wave-hard1.ogg hitHeavy media/sound/battle/airon/wave/hit-wave-hard2.ogg hitHeavy media/sound/battle/airon/wave/hit-wave-hard3.ogg hitHeavy media/sound/battle/airon/wave/hit-wave-hard4.ogg hitHeavy media/sound/battle/airon/wave/hit-wave-hard3.ogg hitMassive media/sound/battle/airon/wave/hit-wave-hard4.ogg hitMassive media/sound/battle/ball-kill.ogg media/sound/battle/hit-block.ogg media/sound/battle/hit-counter-echo.ogg media/sound/battle/blubb-4.ogg media/sound/battle/airon/hit-metal-light-2.ogg hitMatLight media/sound/battle/airon/hit-metal-light-3.ogg hitMatLight media/sound/battle/airon/hit-metal-medium-1.ogg hitMatMedium media/sound/battle/airon/hit-metal-medium-2.ogg hitMatMedium media/sound/battle/airon/hit-metal-medium-3.ogg hitMatMedium media/sound/battle/airon/hit-metal-medium-4.ogg hitMatMedium media/sound/battle/airon/hit-organic-1.ogg hitMatLight media/sound/battle/airon/hit-organic-2.ogg hitMatLight media/sound/battle/airon/hit-organic-3.ogg hitMatLight media/sound/battle/airon/hit-organic-deep-1.ogg hitMatMedium media/sound/battle/airon/hit-organic-deep-2.ogg hitMatMedium media/sound/battle/airon/hit-organic-deep-3.ogg hitMatMedium sc.gui.combat-msg.break NONE NONE sc.gui.combat-msg.break LIGHT sc.gui.combat-msg.break LIGHT sc.gui.combat-msg.break LIGHT sc.gui.combat-msg.break LIGHT sc.gui.combat-msg.break LIGHT sc.gui.combat-msg.guard-counter LIGHT sc.gui.combat-msg.guard-break LIGHT LIGHT sc.gui.combat-msg.once-more LIGHT \\i[stun-cancel] sc.gui.combat.stun default-hit guard combat combatant throw combat.mode drops Combat enemies EnemyEnumEditor Enemies enemies combat VarCombatEditor combat kill speed combat kill combat kill combat kill combat kill combat kill combat kill combat kill combat kill Tried to add same combatant as active twice! boosted CENTER _boostedFX _boostedFX BEHAVIOUR BEHAVIOUR TARGET \\c[1]ERROR\\c[0] ANIMALS combat kill combat kill \\c[1]ERROR\\c[0] \\c[1]ERROR\\c[0] s5 stats.deaths stats.deaths ADD_SLOW_MOTION levelUp SET_CAMERA_TARGET EASE_OUT SET_CAMERA_BETWEEN EASE_OUT SET_ZOOM_BLUR MEDIUM WAIT CLEAR_SLOW_MOTION levelUp UNDO_CAMERA EASE_IN_OUT ENEMY_ATTACKS combat . . name activeCnt active enemiesFound enemyReportsFound Unsupported var access path: BATTLE_OVER combat streakKilled COOLDOWN_START ya assist-damage assist-attack-frequency combat totalKilled combat kill combat kill combat aiGroupKill combat boostedKills ENEMY_DEFEATED CombatantMarble combat enemyCompletionRate combat enemyReportsCompletionRate _freq _freq _freq none light medium heavy massive massive Heat Cold Shock Wave critical perfectGuard CENTER healing chargeLevel Charged modeChange modeChange Aura combat.mode/ modeAura modeAura modeAura Dash modeDash modeDash combat kill combat aiGroupKill game.feature.combat.pvp impact.base.game PvP pvp VarPvpEditor PVP_FINAL_KO PVP_KO pvp flawlessWin- pvp active brake finished round lastWinPlayer playerPoints enemyPoints Unsupported var access path: game.feature.combat.combat-shield game.feature.combat.model.combat-params CENTER Number Basic effectiveness of shield. 0.1 = reduces damage to 10%. ElementDef Effectiveness per element String Strength of shield. Determines what is blocked String Up to which attackType attacks are resisted by default String If shield is effective, what is the new hit stable for the entity? Number Duration of shield if -1: will last forever Number Range of shield per circularAngle. 0.5 = 50% circular angle protected Boolean If true: shield is around back of entity, not front Effect Effect to be shown while shield is active Offset Offset to effects spanning (CENTER) by default Boolean If true: entirely neutralize damage effect, even knockback + no damage + special sound Number Basic effectiveness of shield. 0.1 = reduces damage to 10%. ElementDef Effectiveness per element String Strength of shield. Determines what is blocked String Up to which attackType attacks are resisted by default String If shield is effective, what is the new hit stable for the entity? Number Duration of shield if -1: will last forever Array An array of part names that are protected String Boolean If true: Protect all parts that are NOT in the part list Effect Effect to be shown while shield is active Number Basic effectiveness of shield. Is MULTIPLIED with calculated def effectiveness. 1.0 = normal shield defense ElementDef Effectiveness per element String Strength of shield. Determines what is blocked String Up to which attackType attacks are resisted by default String If shield is effective, what is the new hit stable for the entity? Number Duration of shield if -1: will last forever Number Range of shield per circularAngle. 0.5 = 50% circular angle protected Boolean If true: shield is around back of entity, not front Boolean If true, don't apply shield damage when effective (no guard break) Effect Effect to be shown while shield is active. Won't show default effect when active. Boolean If true: Hide default shield graphics GUARD_STRENGTH defense attack game.feature.combat.combat-force impact.base.entity qb tG red EAST WEST SOUTH NORTH repeat AWAY EAST WEST SOUTH NORTH gridIndex gridIndex Result game.feature.combat.combat-stun Number Time how long fall should be blocked Number Distance to be pulled to Number Speed with which victim will be pulled toward attacker Number How long victim will be pulled toward attacker. 0=until stun over Number Acceleration with which victom will be pulled to same z height Number Z Offset to attacker position to which victim will be pulled Number How long victim will be pulled toward attacker. 0=until stun over Number Maximum Speed for Z movement. Default is 300 Number Value to set z velocity to. Number Value to set Z bounciness to game.feature.combat.combat-assault game.feature.combat.model.combat-params game.feature.combat.entities.ball BALL ball-assault default media/entity/balls/default.png lighter NONE LIGHT HEAT MELEE_DMG NO_PUZZLE ASSAULT game.feature.combat.combat-poi game.feature.combat.model.combat-params StringExpression Name of entity to be searched StringExpression String included within name. Array Types of enemy supported EnemySearch CombatConditions Combat condition to further filter enemies String How to handle self enemy Boolean If true, consider all enemies, not just active ones. game.feature.combat.combat-charge game.feature.combat.model.combat-params game.feature.combat.entities.ball media/sound/battle/charge-01-short.mp3 media/sound/battle/charge-02-short.mp3 media/sound/battle/charge-03-short.mp3 media/sound/battle/charge-04.mp3 FAST NORMAL game.feature.combat.combat-sweep impact.feature.effect.effect-sheet sweeps default heat cold shock wave MEDIUM MELEE_DMG special-neutral finisherNeutral finisherHeat finisherCold finisherShock finisherWave HEAVY MELEE_DMG combat.triblader sweepNeutral sweepHeat sweepCold sweepShock sweepWave MEDIUM HEAVY MELEE_DMG combat.triblader finisherNeutral finisherHeat finisherCold finisherShock finisherWave HEAVY MELEE_DMG combat.quadroguard shieldNeutral shieldHeat shieldCold shieldShock shieldWave HEAVY MELEE_DMG combat.quadroguard shieldNeutralFinisher shieldHeatFinisher shieldColdFinisher shieldShockFinisher shieldWaveFinisher HEAVY MELEE_DMG Rev game.feature.combat.entities.combatant-marble impact.feature.effect.effect-sheet impact.base.entity media/entity/enemy/combatant-marble.png marble line default explode game.feature.combat.entities.hit-number impact.base.entity impact.base.entity-pool 0 media/entity/map-gui/hit-numbers.png media/entity/map-gui/hit-numbers.png media/entity/map-gui/hit-numbers.png media/entity/map-gui/hit-numbers.png media/entity/map-gui/hit-numbers.png media/entity/map-gui/hit-numbers.png game.feature.combat.entities.combatant game.feature.npc.entities.sc-actor game.feature.combat.combat game.feature.combat.entities.hit-number game.feature.combat.model.combat-params impact.feature.effect.effect-sheet game.feature.model.options-model impact.feature.terrain.terrain game.feature.combat.model.proxy MASSIVE+ MASSIVE++ MASSIVE+++ target hasTmpTarget manualKill defeated lastHitElement blockedDamage blockedFactor hpFactor combatant BREAK hp hp combat oneHitKills damage-numbers damage-numbers-crit hp MASSIVE+++ MASSIVE++ MASSIVE+ MASSIVE hitExtra4 hitExtra3 hitExtra2 hitExtra1 LIGHT MEDIUM HEAVY MASSIVE CHARGED KNOCKBACK kill combat combat RANDOM STRONG FASTER pre_die defense defense spikeDmg spikeHit damage-numbers MASSIVE focus damage-numbers boom_medium MASSIVE pvpDown boom_medium BEGONE_ICE hole_fall waterSplash hole_fall coalBurn hp showRespawn combat enviroKills showFast respawnLine VB VB quickRespawnAction WAIT battle NONE string string game.feature.combat.entities.food-icon impact.base.entity impact.base.entity-pool SANDWICH GREEN_TEA CROISSANT BAGUETTE RED_WINE ICE_CREAM_S ICE_CREAM_M ICE_CREAM_L WATER SPICY_BUN FRUIT_SALAT RICE_CRACKER VEGGIE_STICKS STEAK SALTY_ICE_CREAM CHILLI CHILLI_DOG COLD_PLATE LEMONADE PEANUTS HOT_SAUCE PISTACHIO ESPRESSO COFFEE KEBAB KEBAB2 KEBAB3 RISOTTO BEAR_BEER GRAB_MEAD FOX_SAKE WHALE_WINE ONE_UP BURGER SUSHI SUSHIBURGER RISING_STAR DK_PEPPER SPAETZLE MAULTASCHE DURIAN PENGO_POP BEAT_ZERO WEREWOLF_STICK MOONCAKE media/entity/player/item-hold.png media/entity/map-gui/hit-numbers.png game.feature.combat.entities.drop impact.feature.effect.effect-sheet impact.base.entity drops media/entity/enemy/drops.png media/entity/enemy/drops.png media/entity/enemy/drops.png media/entity/enemy/drops.png healSmall small healMedium medium healBig big coin coin coinFlip coin coin healBig healMedium healSmall circle circle healing circle line circle game.feature.combat.entities.item-drop impact.feature.effect.effect-sheet impact.base.entity item-default item-helm item-sword item-belt item-shoe item-items item-key item-trade media/entity/enemy/item-drops.png marble media/sound/drops/drop-start.ogg media/sound/drops/drop-catch.ogg media/sound/drops/drop-low-white.ogg media/sound/drops/drop-normal-bronze.ogg media/sound/drops/drop-rare-silver.ogg media/sound/drops/drop-legendary-gold.ogg media/sound/drops/drop-unique-purple.ogg media/entity/enemy/item-drops.png media/entity/enemy/item-drops.png default icons rotStart rotation rotating rotation media/entity/enemy/item-drops.png media/entity/enemy/item-drops.png Y_FLAT default icons rotStart icons preRotating glow rotating glow default itemAppear rotStart default items dropsTotal items dropsProps items dropsEnemies preRotating rotating line game.feature.combat.model.combat-condition game.feature.combat.model.combat-params Number Maximum random value. Range 0-1. 1 = 100% likely to happen. max Number Relative HP are below the given value. Range: 0-1. 0.5 => below 50% value hp NumberExpression Number of SP that is required Number Minimum distance to spawn point in pixels Number Maximum distance to spawn point in pixels Number Maximum distance to target in pixels. Boolean Plan to throw stuff at target => cliffs in between are ok. Number Min distance to target in pixels. Number max distance to target in pixels. Boolean If true, make sure target is properly standing Boolean If true, do not check overlapping with z coords Number How much the face direction of the target diverges from distance vector. 0.5 = 45 degree Number How much the OWN face direction diverges from distance to target vector. 0.5 = 45 degree Entity Entity distance is messured from. Number Distance value Entity Entity distance is messured from. String Coordinate to evaluate distance from X Y Z Boolean If true, compare absolute delta. Otherwise it's COMBATANT POS - SELECTED ENTITY POS Number Minimum value Number Maximum value Boolean If true: Calculate delta TARGET POS - SELECTED ENTITY POS X Y Number Min X distance to target in pixels. Number max X distance to target in pixels. value Value the y distance needs to be below of value Number Min Z distance to target in pixels. Number max Z distance to target in pixels. Number If defined: HP Break has to be at least this value. Number If defined: HP Break has to be at most this value. Number If defined: HP Break has to be at least this value. Number If defined: HP Break has to be at most this value. String Name of shield that has to be active name Boolean If true: only proxies sticking to source String If true: only proxies matching this group Number If defined: need at least that amount of maxing proxies EnemyStateRef State enemy is currently in Number Minimum amount of enemies Boolean Only count same enemy type TrackerRef Name of Tracker Boolean Do not reset tracker after action/reaction has been performed String Name of action token that has to be available. Number Time to block action token if available. name time JSON An array of names, one for each token. JSON An array of waiting times, one for each token. tokens ActorVarCondition VarCondition that has to be true. condition string String Name of actor attrib name CHARGED CHARGED Entity Check if incoming attack originates from this entity Number Minimum value of attack damage factor String Name of part that is hit String Hint Value String Element required String Attrib name which contains Element String that must match hit element Boolean If true, use counter element of element in attrib String Element of the combatant is currently in Number Minimum amount of hits of combo attack that enemy is stuck in Number Minimum amount of time (in SECONDS) of combo attack that enemy is stuck in Boolean If true, show stunEscape message on success Number Amount of damage (relative to HP) of combo attack that enemy is stuck in hp PoiFilter Kind of POI searched Number Maximum distance to POI Boolean If true: check if path to POI is available game.feature.combat.model.enemy-type impact.base.loader game.feature.combat.model.combat-params game.feature.combat.model.combat-condition impact.base.animation number HP HP Unknown attack frequency ' ' Enemy data/enemies/ .json Boss battle VarCondition Vec3 Action battle battle hp player expEnemies DROP_CHANCE ! Unknown Condition type ' ' Cf game.feature.combat.model.enemy-annotation arid.virus-neutral arid.virus-cold arid.virus-heat game.feature.combat.entities.enemy game.feature.combat.entities.combatant game.feature.combat.model.enemy-type game.feature.combat.model.enemy-annotation EnemyType Enemy information VarCondition Condition for Enemy to spawn VarName Instead of killing the enemy, set specified variable to true. rgba(255,0,0, 0.5) enemyHide SHOW_EFFECT CENTER HIDE modeAura Enemy STORE_RELEASE ENEMY_EVENT showDefault GUARD_COUNTER COUNTER_COUNTER FALL hp HIT_REACTION BREAK COLLAB Tried to do collab reaction without collaboration set. Should never happen! COLLAB Enemy does not has action of Name: dodgeBlocked hpBreak storedEnemyCnt collab string string string string string string enemyStart WAIT enemyHide SHOW_EFFECT teleport hideDefault CENTER HIDE game.feature.combat.entities.enemy-spawner impact.base.actor-entity VarCondition Condition for prop to appear EnemyTypeList All enemies that are spawned on this place Boolean If true: initially set all enemies as killed when activated. rgba(255,120,0, 0.5) session.map.spawner game.feature.combat.entities.respawn-blocker impact.base.entity RespawnBlocker rgba(0,255,255, 0.3) game.feature.combat.entities.burst-spawner game.constants impact.feature.effect.effect-sheet impact.base.entity qb game.feature.combat.entities.stone game.feature.combat.entities.projectile game.feature.combat.model.proxy game.constants impact.feature.effect.effect-sheet impact.base.entity impact.feature.light.light AnimSheet Animation sheet of ball. Needs one entry with name 'default' Offset Size of projectile Number Shadow size String Effect sheet for effects effects EffectKeys What keys to use in the effect sheet Integer Number of times the stone can bounce on walls Integer How often stone can bounce on ground before being destroyed AttackInfo How the ball will hit its target NumberVary Speed of ball NumberVary Z Vel when thrown Number Amount of z bounciness Boolean True if stone can hit multiple targets String Size of light shown for this ball Boolean If true, don't make light glow for stone YZ_EXPAND player throws trail stoneTrail trail XS stoneWallBounce stoneKill player throwHits game.feature.combat.gui.status-bar impact.feature.gui.gui media/gui/status-gui.png media/gui/status-gui.png HIDDEN hp-bars DEFAULT PVP BOSS BREAK BREAK l8 BREAK BREAK hp HIDDEN DEFAULT hp HIDDEN HIDDEN game.feature.combat.gui.pvp-gui impact.feature.gui.gui impact.feature.gui.base.box media/gui/pvp.png Round HIDDEN DEFAULT HIDDEN media/gui/pvp.png START DEFAULT HIDDEN lighter game.feature.combat.model.combat-status game.feature.combat.model.combat-params impact.feature.effect.effect-sheet combatant COND_EFFECT_ALL statusEffect COND_HEALING sc.gui.combat. \\i[ ] burn BURN COND_EFFECT_HEAT COND_GUARD_HEAT hp burnDamage chill CHILL COND_EFFECT_COLD COND_GUARD_COLD jolt WEAK COND_EFFECT_SHOCK COND_GUARD_SHOCK MASSIVE LIGHT HEAVY SHOCK mark BRITTLE COND_EFFECT_WAVE COND_GUARD_WAVE game.feature.combat.combat-target-event game.feature.combat.model.enemy-reaction impact.base.loader game.feature.combat.model.combat-params game.feature.combat.model.combat-condition impact.base.animation game.feature.combat.entities.combatant game.feature.combat.combat-target-event String Type of hit reaction. Careful: FORCE_HIT will always cancel ANY other concurrent reaction. EnemyActionRef An Action that is very quickly executed before enemy is damaged. Any step that is not executed immediately will CANCEL this action EnemyStateRef State to switch to before reaction starts EnemyStateRef State to switch to after reaction ended EnemyActionRef Action to perform on reaction Boolean If true - increase hitStable to withstand all following hits Number Damange factor applied on this attack String If defined: change attackType of hit String If defined: change flyLevel of hit String Determines how Hit reaction will impact attack stun. NO_IMPACT: Will not influence hit stun in any way Boolean If true, then entity should watch towards hit direction String Dramatik effect of Reaction CombatConditions Additional conditions for hit condition String Override walk animation prior to damage Boolean If true: ignore hit if hit reaction is active but hit doesn't trigger it String If defined: set status bar to be located at part of given name Number Minimum Distance to target to trigger Number Maximum Distance to target to trigger EnemyStateRef State to switch to before reaction starts EnemyStateRef State to switch to after reaction ended Number If defined, only activate if target is looking at enemy with given range. 0.5 = maximum 45 degree away Number If defined, only activates if enemy is looking at close entity with given range. 0.5 = maximum 45 degree away Boolean If true, use precise face direction, not rounded by animation Boolean If true, check collision for view vector PoiFilter If defined: react to closeby POI instead of target EnemyActionRef Action to perform on reaction CombatConditions Additional conditions for hit condition Boolean If true: Ignore party members for detection EnemyStateRef State to switch to before reaction starts EnemyStateRef State to switch to after reaction ended EnemyActionRef Action to perform on reaction Number The minimum angle to the wall for block to be accepted String Collaboration Key to react to EnemyStateRef State to switch to before reaction starts EnemyStateRef State to switch to after reaction ended EnemyActionRef Action to perform on reaction CombatConditions Additional conditions for hit condition EnemyStateRef State to switch to before reaction starts EnemyStateRef State to switch to after reaction ended EnemyActionRef Action to perform on reaction CombatConditions Additional conditions for counter block media/sound/battle/hit-counter-echo.ogg combat guardCounters EnemyEventType Type of target event EnemyStateRef State to switch to before reaction starts EnemyStateRef State to switch to after reaction ended EnemyActionRef An action that is executed immediately beforehand EnemyActionRef Action to perform on reaction String Key required to trigger message reaction. EnemyStateRef State to switch to before reaction starts EnemyStateRef State to switch to after reaction ended EnemyActionRef Action to perform on reaction EnemyStateRef State to switch to before reaction starts EnemyStateRef State to switch to after reaction ended EnemyActionRef Action to perform on reaction Number View angle from which incoming attacks are seen. 1= full circle. 0.5= half circle Boolean If true, restart previous action after reaction. Number Probability for dodge to work. 1=always Integer Maximum number of consecutive dodges allowed. 0 = infinity Number Time for dodge to block or counter reset CombatConditions Additional conditions for dodge Number Maximum delay until combatant will react to counter trap Number Number of seconds combatant will react with increased awareness to counters EnemyStateRef State to switch to before reaction starts EnemyStateRef State to switch to after reaction ended EnemyActionRef Action to perform on reaction CombatConditions Additional conditions for reaction to react EnemyStateRef State to switch to before reaction starts EnemyStateRef State to switch to after reaction ended EnemyActionRef Action to perform on reaction String If defined: only react when falling into specified terrain game.feature.combat.model.enemy-collab var count Removed Participant that is not part of collab - this should never happen game.feature.combat.model.enemy-level-scaling base hp credits game.feature.combat.model.enemy-tracker Number Target time in seconds Number How much variance should be used when initializing the timer. 0 = noRandom, 1 = full range random Number How much variance should be used when resetting the timer. 0 = noRandom, 1 = full range random Boolean If true, do not initialize when state is reset NumberArray A factor for each hp break level multiplied with target time Boolean If true, do not slow down in Assist mode (because it makes it harder) assist-attack-frequency Number Target number of hits NumberArray Alternative number for each HP Break State. Boolean If true: weight hit with damage factors. NOTE: This will also consider factors of enemy shields BECAUSE ITS WEIRD. Boolean If true: scale effectiveness with damageFactor of enemy (will still ignore shields etc.) Boolean If true, do not initialize when state is reset Number The target anount of HP relative to HP. 0.1 = 10% of HP reduced hp hp hp game.feature.combat.model.enemy-booster impact.base.game game.feature.model.game-model EnemyBooster game.feature.combat.entities.combat-proxy game.feature.npc.entities.sc-actor game.feature.combat.model.proxy game.feature.combat.entities.combatant AnimSheet Animation sheet of proxy. Needs one entry with name 'default' AnimSheet Animation sheet of proxy. Needs one entry with name 'default' Boolean If true: Copy animations from owner combatant. Offset Size of proxy String How proxy is broken ProxyConfig Configuration of proxy Action Action performed with proxy Boolean If true, set initial alpha to 0 Number If 0: proxy will ignore attack. -1: will take hits but is never destroyed (stops balls) >0: takes hits and can be destroyed String Terrain of proxy, in case you can jump onto it Effect Effect shown when proxy is killed String Specify whether proxy should move with connected entity Boolean If true: align face with sticking entity String Group identifier used to clear proxies or WAIT_UNTIL_PROXIES_DONE Boolean If true: don't connect proxy to time of owner. Boolean Do not destory proxy when falling into the ground etc. WalkAnims MULTI_DIR_ANIMATION [PROXY] player throws default default default default qb fr CENTER collab ownerAttrib srcAttrib owner src destroyed hitDestroyed wasHit default IGNORE none game.feature.combat.combat-action-steps impact.base.animation impact.base.action impact.base.entity game.feature.combat.entities.drop game.feature.combat.entities.combatant game.feature.combat.entities.combat-proxy impact.feature.effect.effect-steps game.feature.combat.combat-sweep Boolean True if enemy should always look at the target. Boolean True if enemy should always look at the target IMMEDIATLY. EnemySearch Enemy to unlock, note that this enemy, use this only for special enemies. Boolean if true 'special' will be displayed instead of kill count combat kill combat enemyCompletionRate Number Offset to target direction to look into Number Speed for face to target. Default is 2 String Where is player found? Boolean If true: show charged effect String Element of the charge Integer Level to charge to Number Minimum distance to move to Number Maximum distance to move to Number Maximum time to move Vec2 Offset to target. Boolean Keep moving, never stop until maxTime has been reached Number Speed in which entity will rotate to target. In rotations per seconds. Number Reaction time to stop tackle after target has been clearly missed Number If defined: if angle to collided wall is lower than this value, cancel step Boolean If true: Stop before falling down from edge when further moving forward Number Time of movement. Entity will try to move exactly at target during that time Number Amount of time still expected to move after this step. Approach is calculated that way Vec2 Offset to target. Number Speed in which entity will rotate to target. In rotations per seconds. Boolean If true, use current accelDir to determine initial movement direction. Use this to continue rotation from precious PINPOINT step Number Maximum velocity. Velocity will always be adapted to hit target at end of moveTime + postTime Number Maximum velocity at end of movement. Speed will linear interpolate to this value if defined. Number How much movement duration should be underestimated for speed adjustment. Lower value makes hitting target more reliable, but leads to initially fast movement String Name of attrib to store entity String Name of attrib to store entity index Array List of entities. Will move to one of those Entity String How entity is selected String Name of attribute that includes index of entity String How to position entity Number Distance to entity along position type Number Orthogonal distance (Sideways) - can also be negative for opposite direction. Boolean If true, adjust orthogonal distance to fit target Number Maximum time to move. If 0: Move until target is reached Boolean Keep moving, never stop until maxTime has been reached Boolean If true, move to point precisely String If defined: don't move but instead save result position in attribute String By which distance positionType is determined String Override party determine which things are hit Number Jump Speed / Z Velocity Number Until how high above player X/Z movement should be adjusted Vec2 Offset to target. String When to stop Jump Movement Number Number of seconds to stop before target point has been reached. Number Close in to target up to this distance Vec2 Offset to target. Number Speed in which entity will rotate to target. In rotations per seconds. Number If defined: optimized speed to hit target with up to this speed Number If set, move entity like missile flying right at entity with speed provided minimal zSpeed. ONLY WORKS WITH adjustSpeedMax defined. Number How much jump duration should be underestimated for speed adjustment. Lower value makes hitting target more reliable, but leads to initially fast jump motion. Boolean If entity is falling and below target z pos Number Speed of Missile in pixel per seconds. Will be distributed to vel x/y/z to hit target on ground impact. Will always set gravityFactor to 0. Number Minimum amount of time for flight of missile Number Minimum distance to target Number Minimum amount of time to escape Number Maximum amount of time to escape Number Minimum amount of time to circle target Number Maximum amount of time to circle target Boolean Move so direction which is closer to face direction Boolean If true: Stop before falling down from edge when further moving forward String Type of target String Alignment of to target Offset Offset to target Number Duration of sticking VarCondition If defined: continue spinning until condition evaluates to true. Duration is minimum wait String Type of target Number Distance to target Number Duration of rotating movement Boolean If true, rotate counterclockwise Number Seconds for one full rotation. If not defined used current speed to determine rotation speed Number Speed with which projectile adjust distance to target (pixel per seconds) Number If defined: Interpolate to this z Distance (with same speed as dist interpolation) VarCondition If defined: continue spinning until condition evaluates to true. Duration is minimum wait Boolean If true: keep rotating until rotate velocity roughly matches direction to target String Type of target String Group of proxies to align circle around pos with Number Number of proxies that circle around target with even spacing String If defined: only consider proxy if attrib is false AttackInfo Attack Info of tackle Number Movement time to tackel target Number Reaction time to stop tackle after target has been clearly missed Boolean If true, cancel tackle once target is hit Boolean Show branches to handle hit and miss follow up Number If defined: if angle to collided wall is lower than this value, cancel step Number Speed in which entity will rotate to target. In rotations per seconds. Number 0= hit target will fly in dash dir. 1= target will fly orthogonally away from dash trail. Boolean If true, ignore most recently hit entity Boolean If true: when colliding with wall, change dash direction to slip alongside wall. hit ON TACKLE HIT missed ON TACKE MISS _end end tackle ??? hit missed AttackInfo Attack Info of circle attack String Alignment of force relative to entity Offset Offset to entity Number Radius of circle attack Number Scale of y dimension relative to x. 1 = equally scaled. 0.5 = half y extend. Number Z Height of collision force. Number Central Angle of circle attack. 1 = one circle Number Start angle of circle attack relative to front. If not specified startes at - centralAngle / 2 Number Duration of circle sweep Number How much the radius extends during the sweep Boolean If true, circle is constantly closed. Boolean If true, sweep clockwise. ccw otherwise. Integer If true, flip circle orientation if left faced. Boolean Collision area is actually not a circle, but a box. Boolean If true, repeat proxy spawning until ended by force (action end or call STOP_REPEATING_FORCE) Boolean If true, use entity center to determine hit direction rather than force center Boolean If true: show circle attack at a fixed position Boolean If true: check collision before hitting entities String Override party determine which things are hit P_a String Type of sweep Boolean If true: Show effect reversed Number For how many face directions the effect should be rotated Boolean If true, flip for left facing directions String How strong enemy is pushed/pulled Boolean If true: pull entities towards combatant, otherwise, push away Number Radius of circle attack Number addition Radius in which the strengh is linarly faded to 0 Number If defined, force will stop if entity is below that radius Number If defined, place pull center in front of face direction with specified distance Number Z height of push/pull force range Number Duration of force. -1 will last until action end or call of STOP_REPEATING_FORCE String Party of force. Combatants of other parties are pushed/pulled. Will use combatant party by default Effect If defined: show effect on combatants influenced by force String Alignment ot push/pull force Number The time the combatant will be invincible. -1 for constant invincibility. Set to 0 to reset. Effect If defined, set Kill effects of generic proxy Boolean If true, clear kill effect of generic proxy Number Define to overwrite. If 0: proxy will ignore attack. -1: will take hits but is never destroyed (stops balls) >0: takes hits and can be destroyed String Value of element filter. NEUTRAL=No Filter. Number How long to dodge the free line. Reaction Reaction to enable Number Value for spike damage factor Reaction Reaction to disable Number New damage factor String New hit stable value. Number The maximum sum of all damage factors of the attack. Damage factors will be scaled down when sum gets close to maximum Boolean Forward ceiling on all attached action proxies Boolean Forward ceiling on all attached action proxies EnemyState State of Enemy to switch to ProxyRef Ball the entity will shoot Offset Offset relative to entity ground center from which to shoot String Alignment relative to entity from which to shoot Vec2 Direction to go to Boolean If true: aim at target, ignore any other direction. String How to determine start position ProxyRef Ball the entity will shoot String How to determine start position String Alignment relative to entity from which to shoot Offset Offset relative to entity ground center from which to shoot ProxyRef Ball the entity will shoot Offset Offset relative to entity ground center from which to shoot String Alignment relative to entity from which to shoot Vec2 Direction to go to Number Central angle of range. 1 = full circle Number Angle from which to start. Default is - centralAngle / 2 Number Randomly vary each angle with the provided range Number Start Distance of ball in throw direction Number Start Distance added for following proxies. Last proxy will be spawned with startDist + startDistAdd distance String If not NONE: consider environment collision before adding start dist. CLOSER = move closer, DROP = Don't spawn if colliding Boolean If true, limit range of spawning depening on collision, check only at beginning Boolean Spawn each Proxy in random direction within range Number The number of proxies thrown Number Time it takes to throw proxies Boolean If true throw proxies clockwise, otherwise counter clockwise Integer If FACE COUNT is provided: swap clockWise if face direction is towards left Vec2 offset Area around position to randomly spawn entity at Boolean Make offsetArea circular, not rectangular Number To what extend the final dir should be uniform. 1=all the same dir, 0= all individual, 0.5=between the two Number Time delay for first shot Boolean If true, repeat proxy spawning until ended by force (action end or call STOP_REPEATING_FORCE) Array Only spawn entity if terrain below is in this list String Number If specified: must have at most this distance to ground, otherwise won't be spawned String If selected: use alternatice entity for spawn center position Number Scale of y dimension relative to x. 1 = equally scaled. 0.5 = half y extend. Array List of proxy types ProxyRef FlexibleTable Pattern of proxies. 0=no proxy, otherwise n-1 = proxy id Number Size of grid tile - distance between neighbouring proxies String Alignment relative to entity from which to shoot String Determines the order in which proxies are spawned Offset Offset relative to entity ground center from which to shoot Number Duration of proxy spawning Number If defined guarantee a minimum delay between each spawned proxy Boolean If true: only remove sticking proxies String If set, only clear proxies of that group String What entity will get the buff Number If defined: keep this many proxies and only remove proxies beyond that number Number Number of Bounces Number Size of projectile Number Maximum time to aim Array List of player actions to react to String String Attrib name to store action value to if successfully found String Where is player found? Number Maximum time to wait String If set, only share target with proxies of that group String If defined: only consider proxies with that label CombatConditions Combat conditions. Will wait until evaluates to true. Number Maximum time to wait Number If > 0 Maximum time to wait AttackInfo Attack Info of circle attack Offset Offset relative to entity ground center from which to shoot Vec2 Static direction to move burst to Number Rotation to original dir. 1 = one full circle rotation Boolean If true, spawn bursts along entity face. Otherwise directly to target Effect Effect to play on each burst Number Movement speed of bursts Number Number of bursts to spawn Number Seconds to wait between bursts Number Damage delay after burst effects stars in seconds Number Radius of burst damage Number Z Range of burst damage Number To what degree bursts steer towards player. Number Time to 'fade In' steering degree at the beginning Boolean If true: cancel spawning when hitting a wall String What entities to hit AttackInfo Attack Info of circle attack Effect Effect to play on each burst String Direct Hit direction String Alignment of force relative to entity Number Number of hits Number Delay in seconds between hits Number Relative amount of HP to regen. 1= FULL HP String What entity will get the buff Boolean if true: do not show healing numbers String If defined, set whether HP bar visible or not Boolean If defined, set whether status in general is visible or not hp attack attack attack String What hp reduction is based on Number Factor to scale damage with Number Will determine size of damage number Boolean If true: ignore hits Number Maximum time to wait Boolean Only continue when melee attack was guarded Number Factor with which to absorb blocked damage Number Factor with which to absorb blocked damage damage attack attack Number Factor with which to absorb dealed damage. Will always take average damage of all hit combatants Number Add given factor to damage for each additional hit entity attack attack Integer Number of SP to consume Number Time in seconds for free line command to preserve String Name of Shield. If used, shield will remain after action end and can be disabled separately Shield The Shield to activate Boolean If true, keep shield even after action is finished/interrupted. Number Amount of time for perfect guard String What entity will get the buff String Name of Shield to be removed String What entity will get the buff Number Base Strength Factor. Should match damageFactor of attack String Element of Assault projectile String What kind of combat message String Type of Drop Number Amount that is healed. 1=full healing String Alignment of throw origin Entity Target entity to throw drops at Boolean If true also spawn heal drops for all party members String Type of Drop String Alignment of throw origin VarName min number of coins to drops at a time VarName max number of coins to drops at a time VarName Optional var to increase by the random number Entity Target entity to throw drops at EffectSelect Circle Effect to be used when drops is picked up. drops EffectSelect Circle Effect to be used when drops is picked up. drops Number Maxium time spent on navigation Number The maximum amount of distance to the target Boolean Reach the target precisely, slowing down accordingly String How far entity will fly Boolean True if movement is for breaking hit. Boolean True if movement is for stable hit. Boolean True if step should wait the matching stun time. String What face direction? (Reverse Face is default) CombatConditions Combat conditions for if statement Boolean With else case. thenStep elseStep else _end endif ??? thenStep elseStep thenStep String Name of Var String Type of modification NumberExpression Value to modify with String Who needs to be interrupted to cancel collaboration String Target from which points will be set relatively String Additional target label. (only required for COLLAB_ENTITY type) Array List of labels to filter collaborators String String Pattern of points Number Distance value used to determine points Number Circular angle used to determine points String Name of Var String Kind of value to extract from target String What kind of entity is set String Additional entity label. (only required for COLLAB_ENTITY type) CollabLabelFilter Labels to filter which entities in collaboration will have entity assigned String Label of collab partner String Type of enemy enemies String Key of Enemy Message that other enemies may react to via ENEMY_EVENT TrackerRef Tracker to reset Number Force reset tracker to a certain percentage of target (0-1) String Frequency to reset (as if the enemy would have executed an attack of that frequency) String Aligned pos from where to start entity Number Distance towards storing entity when spawned Number Central angle of range. 1 = full circle Number Angle from which to start. Default is - centralAngle / 2 Number Additional randomness around original direction Destructible EnemyType Enemy information Offset Offset relative to entity ground center from which to shoot String Alignment relative to entity from which to shoot Vec2 Direction to go to NumberVary If defined: push away enemies with given velocity NumberVary If defined: push away enemies with given z velocity Number Central angle of range. 1 = full circle Number Angle from which to start. Default is - centralAngle / 2 Number Randomly vary each angle with the provided range Number Start Distance of ball in throw direction String If not NONE: consider environment collision before adding start dist. CLOSER = move closer, DROP = Don't spawn if colliding Boolean Spawn each Proxy in random direction within range NumberExpression The number of proxies thrown Number Time it takes to throw proxies Boolean If true throw proxies clockwise, otherwise counter clockwise Integer If FACE COUNT is provided: swap clockWise if face direction is towards left Vec2 offset Area around position to randomly spawn entity at Boolean Make offsetArea circular, not rectangular Number To what extend the final dir should be uniform. 1=all the same dir, 0= all individual, 0.5=between the two Number Time delay for first shot Boolean If true, repeat proxy spawning until ended by force (action end or call STOP_REPEATING_FORCE) ProxyRef If defined: attach proxy to enemies EnemyType Enemy information Number Radius from position VarCondition Condition for Enemy to spawn and despawn String If provided: only remove enemy of this type enemies Boolean If true, do not rumble screen on enemy kill true Boolean No exp, credit, items etc. String Kind of temp target StringExpression Additional String key to fetch named entities etc. String Attrib name to store target entity in (will use temp target if defined) String How to search close target Number If defined: look for entities up to this distance. Otherwise use default Boolean If true: ignore current target (will select temp target if available) String How to handle enemies that have been previously hit PoiFilter Kind of POI searched. If not defined, use last searched PoI from Combat Condition Number Maximum distance to POI. Only used if poiFilter is defined. String What kind of proxy to select String Optional group filter for proxy Number Number of HP to reduce compressorDetourNorth compressorDetourNorth String What entity will get the buff Array Stats to be applied. String String Name that can be used to find/modify buff Boolean If true: buff is hacked and should be ignored for certain calculations String What entity will get the buff String Name used to search for buff of target entity String What param to modify hp attack defense focus String Type of modification Number By what value param is modified String Name of attribute to store position String How to determine position game.feature.combat.combat-event-steps impact.base.animation impact.base.action impact.base.entity game.feature.combat.entities.drop game.feature.combat.entities.combatant game.feature.combat.entities.combat-proxy impact.feature.effect.effect-steps Vec3 Point to navigate to EnemyType Enemy information Boolean If true, automatically target player StringExpression Name of the enemy to access via action VarCondition Condition for Enemy to spawn and despawn Vec3 spawn point String Type of destructible object VarName Variable to increase by one when destroyed VarName Variable to increase by one when destroyed Effect Optional Effect Entity Entity to spawn enemy on EnemyType Enemy information Boolean If true, automatically target player StringExpression Name of the enemy to access via action VarCondition Condition for Enemy to spawn and despawn String If provided: only remove enemy of this type enemies Boolean If true, do not rumble screen on enemy kill true Actor Enemy to change Entity EnemyState State of Enemy to switch to Actor Enemy to change Entity Entity Entity to target Entity Entity to target Entity Entity to target Number How much SP to reset. 0.5=50% Entity Entity to set HP of Number Relative amount of HP entity should have. 1= FULL HP Entity Entity to target Number Relative amount of HP to regen. 1= FULL HP Boolean if true: do not show healing numbers String Type of enemy enemies Entity Entity to target String Type of dramatic effect Number Speed of combat, will scale frequency of enemy attacks String Regular Expression used on entityName to find entities EnemyType Enemy type to swap with entities Entity Set enemy target when spawned Enemy Entity Entity to swap with enemy Entity EnemyType Enemy to swap with entity VarName Instead of killing the enemy, set specified variable to true. _EnemySwap Enemy Entity Entity to swap with enemy Entity Boolean Manually kill enemy, collecting EXP etc. _EnemySwap Boolean Activity status of combat Actor Enemy to change Entity String Name of action to perform Boolean If true, do not reset state before switching to action. Also keeps actionAttached! hp attack defense focus VarName Variable to store relative hp in Entity Combatant of which to fetch stat String Type of Stat SET_VAR_TIME: Variable Name is not a String! Entity Combatant to manually kill Entity Combatant to manually revive Entity Entity Combatant to set manual kill variable to Entity VarName Variable to set to true when combatant is killed Integer Number of points to win PVP battle Array List of all enemies that participate in battle Entity Boolean If true, automatically stop preparation Actor Entity to change Entity Entity marker Entity to take position from Entity Combatant from which to evaluate combat if CombatConditions Combat conditions for if statement Boolean With else case. Entity Temp target to set temporarily while combat condition is evaluated thenStep elseStep else _end endif ??? thenStep elseStep thenStep String Only remove proxies with matching group string game.feature.combat.enemy-steps impact.base.animation impact.base.action impact.base.entity game.feature.combat.entities.enemy String The current active state String The current passive state String What weapon is preferred for the enemy Array The current active state String String What element should be used EnemyActionRef Name of action to perform Boolean If true, do not reset state before switching to action. Also keeps actionAttached! EnemyActionRef Name of action to perform String Set enemy aggression String Element to change to Boolean If true: don't show transition effect game.feature.combat.plug-in game.feature.combat.combat game.feature.combat.pvp game.feature.combat.combat-shield game.feature.combat.combat-force game.feature.combat.combat-stun game.feature.combat.combat-assault game.feature.combat.combat-poi game.feature.combat.combat-charge game.feature.combat.combat-sweep game.feature.combat.stat-change game.feature.combat.entities.combatant-marble game.feature.combat.entities.ball game.feature.combat.entities.combatant game.feature.combat.entities.food-icon game.feature.combat.entities.drop game.feature.combat.entities.item-drop game.feature.combat.entities.enemy game.feature.combat.entities.enemy-spawner game.feature.combat.entities.respawn-blocker game.feature.combat.entities.hit-number game.feature.combat.entities.burst-spawner game.feature.combat.entities.stone game.feature.combat.gui.status-bar game.feature.combat.gui.pvp-gui game.feature.combat.gui.hp-bar-boss game.feature.combat.gui.enemy-display-gui game.feature.combat.model.combat-condition game.feature.combat.model.combat-params game.feature.combat.model.combat-status game.feature.combat.model.enemy-type game.feature.combat.model.enemy-reaction game.feature.combat.model.enemy-collab game.feature.combat.model.enemy-level-scaling game.feature.combat.model.enemy-tracker game.feature.combat.model.enemy-booster game.feature.combat.combat-action-steps game.feature.combat.combat-event-steps game.feature.combat.enemy-steps game.feature.combat.stat-change game.feature.combat.editors.enemy-editor game.feature.combat.editors.combat-condition-edit game.feature.combat.editors.enemy-choice-edit game.feature.combat.editors.combat-edit game.feature.combat.editors.pvp-edit game.feature.combat.editors.proxy-edit red red red violet orange game.feature.game-code.game-code impact.base.game sc.gimmick.sparklingShoes sc.gimmick.holidayQuest holidayQuest sc.gimmick.voiceActing sc.gimmick.voiceActingRemove sc.gimmick.caramelldansen sc.gimmick.caramelldansenRemove caramelldansen WoN-Boots Holiday-Man Best-VA GameCode gamecode sc.gimmick.unknown game.feature.game-code.plug-in game.feature.game-code.game-code sc.gimmick game.feature.interact.gui.interact-gui impact.feature.gui.gui media/gui/map-ar.png HIDDEN HIDDEN DEFAULT AWAY NEAR DEFAULT HIDDEN HIDDEN media/gui/message.png game.feature.interact.map-interact impact.base.game game.feature.model.game-model game.feature.interact.gui.interact-gui MapInteract game.feature.map-content.entities.elevator impact.base.entity game.feature.interact.map-interact impact.base.actor-entity media/entity/objects/elevator.png SOUTH media/entity/objects/elevator.png active disabled media/map/cold-dng.png SOUTH media/map/cold-dng.png active disabled media/map/arid-interior.png NORTH media/map/arid-interior.png lighter active disabled media/map/arid-interior-elevator.png NORTH media/map/arid-interior.png lighter active disabled area.arid elevatorAppear area.arid elevatorDisappear media/map/arid-scaffolding.png SOUTH media/map/arid-scaffolding.png active disabled media/map/arid-dng-outside.png SOUTH media/map/arid-dng-outside.png active disabled media/map/jungle-interior.png SOUTH media/map/jungle-interior.png active disabled Elevator _elevatorMoving _elevatorMoving ELEVATOR String Name of the elevator. Used to teleport back to this elevator VarCondition Condition for the elevator to be active String Type of elevator ElevatorDests Destinations of Elevator Event Event to be performed when using the elevator VarCondition Condition to show the block event when using the elevator String If defined: override face dir of marker [ ]\n > media/sound/misc/elevator-loop.ogg media/sound/misc/elevator-end.ogg _system.elevator.exitVel DOOR BLOCK EVENT true Elevator DO_ACTION WAIT_RANDOM SET_FACE WAIT SET_CAMERA_POS EASE_IN WAIT TELEPORT WAIT _system.elevator.exitVel DO_ACTION SET_WALK_ANIMS normal SET_COLL_TYPE IGNORE SET_RELATIVE_SPEED NAVIGATE_TO_POINT SET_RELATIVE_SPEED NAVIGATE_TO_POINT SET_FACE NORTH ADD_MSG_PERSON DEFAULT RIGHT SHOW_CHOICE DEFAULT MOVE_ELEVATOR sc.map-content.elevator.cancel WAIT MOVE_ELEVATOR WAIT_UNTIL_ACTION_DONE WAIT_UNTIL_ACTION_DONE RANDOM WEAK FAST HORIZONTAL WEAKEST FAST media/gui/map-icon.png media/gui/map-icon.png active active disabled game.feature.map-content.map-content-steps impact.base.action impact.base.event Entity Elevator Entity Elevator Number The number of the floor option to use. Boolean If true, wait until teleported Entity Elevator Entity Elevator Entity Prop entity Prop game.feature.map-content.gui.icon-hover-text impact.feature.gui.gui impact.feature.gui.base.box impact.feature.gui.base.basic-gui game.feature.interact.map-interact media/gui/message.png default HIDDEN DEFAULT HIDDEN HIDDEN game.feature.map-content.map-style impact.feature.map-content.map-style default map media/entity/style/default-map.png default puzzle media/entity/style/default-puzzle.png default puzzle2 media/entity/style/default-puzzle-2.png default destruct media/entity/style/default-destruct.png default walls #475ae2 #e6e9ff #80ff83 #b3c9ff #eb8835 #ffe2ca cargo-hold map media/entity/style/cargo-hold-map.png cargo-ship-outer map media/entity/style/cargo-outer-map.png cargo-ship-bridge map media/entity/style/cargo-bridge-map.png rhombus-puzzle map media/entity/style/rhombus-dng-map.png rhombus-puzzle puzzle media/entity/style/rhombus-dng-puzzle.png rhombus-puzzle walls #71a3ff #b6dcff #80ff83 #b3c9ff #ffba80 #ffd6b3 rhombus-outside map media/entity/style/rhombus-outside-map.png rhombus-interior map media/entity/style/rhombus-interior-map.png rookie-harbor-outer map media/entity/style/rh-outer-map.png rookie-harbor-interior map media/entity/style/rh-interior-map.png hideout-outer map media/entity/style/hideout-outer-map.png hideout-inner map media/entity/style/hideout-inner-map.png autumn map media/entity/style/autumn-map.png autumn puzzle media/entity/style/autumn-puzzle.png cave map media/entity/style/cave.png cave effect area.cold-dng cave destruct media/entity/style/cave-destruct.png cave waterblock media/map/heat-dng.png christmas map media/entity/style/cargo-hold-map.png christmas destruct media/entity/style/christmas-destruct.png bergen-outer map media/entity/style/bergen-map.png bergen-outer destruct media/entity/style/cold-dng-destruct.png bergen-inner map media/entity/style/bergen-inner-map.png bergen-inner destruct media/entity/style/cold-dng-destruct.png bergen-inner puzzle media/entity/style/bergen-inner-puzzle.png cold-dng map media/entity/style/cold-dng-map.png cold-dng puzzle media/entity/style/cold-dng-puzzle.png cold-dng puzzle2 media/entity/style/cold-dng-puzzle-2.png cold-dng walls #71a3ff #b6dcff #80ff83 #b3c9ff #ffba80 #ffd6b3 cold-dng lorry media/map/cold-dng.png cold-dng effect area.cold-dng cold-dng destruct media/entity/style/cold-dng-destruct.png heat-outer map media/entity/style/heat-map.png STONE heat-outer destruct media/entity/style/heat-destruct.png heat-outer quicksand media/map/heat-area-hax.png heat-inner map media/entity/style/heat-interior-map.png STONE heat-inner puzzle media/entity/style/heat-dng-puzzle.png heat-inner puzzle2 media/entity/style/heat-dng-puzzle-2.png heat-inner destruct media/entity/style/heat-dng-destruct.png heat-dng map media/entity/style/heat-dng-map.png STONE heat-dng puzzle media/entity/style/heat-dng-puzzle.png heat-dng puzzle2 media/entity/style/heat-dng-puzzle-2.png heat-dng destruct media/entity/style/heat-dng-destruct.png heat-dng waterblock media/map/heat-dng.png heat-dng pipes media/map/heat-dng.png heat-dng quicksand media/map/heat-dng.png heat-dng walls #5e5aac #d6d4f6 #80ff83 #b3c9ff #d95c3b #e58c61 heat-dng lorry media/map/heat-dng.png heat-dng coals media/map/heat-dng.png arid-outer map media/entity/style/arid-map.png arid-outer puzzle media/entity/style/arid-puzzle.png arid-outer puzzle2 media/entity/style/arid-puzzle-2.png unknown-interior map media/entity/style/unknown-interior-map.png unknown-interior puzzle media/entity/style/unknown-interior-puzzle.png unknown-interior puzzle2 media/entity/style/unknown-interior-puzzle-2.png unknown-interior pipes media/map/arid-interior.png unknown-interior pipeSwitch media/map/arid-interior.png unknown-interior propeller media/map/arid-interior.png unknown-interior destruct media/entity/style/unknown-interior-destruct.png unknown-interior magnet media/map/arid-interior.png unknown-interior tesla media/map/arid-interior.png unknown-interior teslaSwitch media/map/arid-interior.png unknown-interior anticompressor media/map/arid-interior.png unknown-interior dynPlatformSmall media/map/arid-interior.png unknown-interior dynPlatformMedium media/map/arid-interior.png unknown-interior effect area.cold-dng unknown-interior rotateBlocker media/map/arid-interior.png unknown-interior waveSwitch media/map/arid-interior.png unknown-interior waveblock media/map/arid-interior.png unknown-interior waterblock media/map/arid-interior.png unknown-interior bouncer media/map/arid-interior.png jungle-outer map media/entity/style/jungle-map.png CLOTH jungle-outer destruct media/entity/style/jungle-destruct.png jungle-outer puzzle media/entity/style/shockwave-dng-puzzle.png jungle-outer puzzle2 media/entity/style/shockwave-dng-puzzle-2.png jungle-outer magnet media/map/shockwave-dng.png tree-inner map media/entity/style/jungle-map.png CLOTH jungle-city map media/entity/style/jungle-city-map.png jungle-city destruct media/entity/style/jungle-destruct.png jungle-city puzzle media/entity/style/jungle-city-puzzle.png jungle-city magnet media/map/shockwave-dng.png jungle-city waveblock media/entity/objects/cargoCrateTeleport.png jungle-city-inner map media/entity/style/jungle-interior-map.png jungle-city-inner puzzle media/entity/style/jungle-city-puzzle.png jungle-city-inner magnet media/map/shockwave-dng.png jungle-city-inner waveblock media/entity/objects/cargoCrateTeleport.png shockwave-dng map media/entity/style/shockwave-dng-map.png STONE shockwave-dng puzzle media/entity/style/shockwave-dng-puzzle.png shockwave-dng puzzle2 media/entity/style/shockwave-dng-puzzle-2.png shockwave-dng magnet media/map/shockwave-dng.png shockwave-dng bouncer media/map/shockwave-dng-props.png shockwave-dng waterblock media/map/shockwave-dng.png shockwave-dng waveblock media/map/shockwave-dng.png shockwave-dng tesla media/map/shockwave-dng.png shockwave-dng waveSwitch media/map/shockwave-dng.png shockwave-dng anticompressor media/map/shockwave-dng.png shockwave-dng dynPlatformSmall media/map/shockwave-dng.png shockwave-dng dynPlatformMedium media/map/shockwave-dng.png shockwave-dng lorry media/map/shockwave-dng.png shockwave-dng rotateBlocker media/map/shockwave-dng.png shockwave-dng destruct media/entity/style/shockwave-dng-destruct.png game.feature.map-content.sc-doors impact.feature.map-content.entities.door area.cold-dng masterDoorOpen Y_FLAT media/map/cold-dng.png idle open SLIDE WEST EASE_IN close SLIDE WEST EASE_IN idle open SLIDE EAST EASE_IN close SLIDE EAST EASE_IN area.heat-dng masterDoorOpen Y_FLAT media/map/heat-dng-exterior.png idle open SLIDE WEST EASE_IN SLIDE SOUTH EASE_IN close SLIDE WEST EASE_IN SLIDE SOUTH EASE_IN media/map/heat-dng-exterior.png idle open SLIDE SOUTH EASE_IN SLIDE EAST EASE_IN close SLIDE SOUTH EASE_IN SLIDE EAST EASE_IN media/map/heat-dng-exterior.png idle open SLIDE NORTH EASE_IN SLIDE WEST EASE_IN close SLIDE NORTH EASE_IN SLIDE WEST EASE_IN media/map/heat-dng-exterior.png idle open SLIDE NORTH EASE_IN SLIDE EAST EASE_IN close SLIDE NORTH EASE_IN SLIDE EAST EASE_IN area.heat-dng masterDoorOpen Y_FLAT media/map/heat-dng.png idle open SLIDE WEST EASE_IN SLIDE SOUTH EASE_IN close SLIDE WEST EASE_IN SLIDE SOUTH EASE_IN media/map/heat-dng.png idle open SLIDE SOUTH EASE_IN SLIDE EAST EASE_IN close SLIDE SOUTH EASE_IN SLIDE EAST EASE_IN media/map/heat-dng.png idle open SLIDE NORTH EASE_IN SLIDE WEST EASE_IN close SLIDE NORTH EASE_IN SLIDE WEST EASE_IN media/map/heat-dng.png idle open SLIDE NORTH EASE_IN SLIDE EAST EASE_IN close SLIDE NORTH EASE_IN SLIDE WEST EASE_IN area.shockwave-dng masterDoorOpen area.shockwave-dng masterDoorOpenFast Y_FLAT media/map/jungle-props.png idle open SLIDE WEST EASE_IN SLIDE SOUTH EASE_IN openFast SLIDE WEST EASE_IN SLIDE SOUTH EASE_IN close SLIDE WEST EASE_IN SLIDE SOUTH EASE_IN media/map/jungle-props.png idle open SLIDE SOUTH EASE_IN SLIDE EAST EASE_IN openFast SLIDE SOUTH EASE_IN SLIDE EAST EASE_IN close SLIDE SOUTH EASE_IN SLIDE EAST EASE_IN media/map/jungle-props.png idle open SLIDE NORTH EASE_IN SLIDE WEST EASE_IN openFast SLIDE NORTH EASE_IN SLIDE WEST EASE_IN close SLIDE NORTH EASE_IN SLIDE WEST EASE_IN media/map/jungle-props.png idle open SLIDE NORTH EASE_IN SLIDE EAST EASE_IN openFast SLIDE NORTH EASE_IN SLIDE EAST EASE_IN close SLIDE NORTH EASE_IN SLIDE EAST EASE_IN game.feature.map-content.prop-interact impact.feature.map-content.entities.prop game.feature.map-content.gui.icon-hover-text media/gui/map-icon.png media/gui/map-icon.png media/gui/map-icon.png media/gui/map-icon.png INFO CUTSCENE game.feature.map-content.entities.jump-panel impact.base.entity impact.feature.effect.effect-sheet puzzle String How height to jump (in tiles). VarCondition A condition for this if any. 2 media/entity/objects/object-effects.png off normal glow glow normal off jumpTrail jumpButtom glow normal off jumpButtom normal off partyBlocked puzzle String Type of jump Panel String How height to jump (in tiles). VarCondition A condition for this if any. 12 media/entity/objects/object-effects.png lighter off normal glow glow normal off jumpTrailFar jumpButtom glow normal off jumpButtom normal off partyBlocked 4_2 puzzle String Type of jump Panel String How height to jump (in tiles). VarCondition A condition for this if any. 4 media/entity/objects/object-effects.png off normal glow glow normal off jumpTrailFar jumpButtom jumpButtom normal off partyBlocked game.feature.map-content.entities.teleport-central impact.base.entity impact.base.actor-entity impact.feature.effect.effect-sheet game.feature.interact.map-interact game.feature.npc.entities.npc-waypoint SET_CAMERA_POS NORMAL EASE_IN_OUT DO_ACTION SET_FLOAT_HEIGHT SHOW_EFFECT puzzle.wave-teleport panelFloat Up Down WAIT WAIT white SET_OVERLAY DO_ACTION SET_SLIP_THROUGH Z_INTERPOLATE EASE_IN SET_Z_GRAVITY_FACTOR SET_SCREEN_BLUR SET_CAMERA_POS EASE_IN WAIT CLEAR_SCREEN_BLUR green green puzzle RECT_OVERLAP Number Probability that NPCs will enter through this exit Number Probability that NPCs will exit through this exit Boolean True if ground effects should be displayed Landmarks landmark to activate Entity Optional target to focus when landmark is activated VarCondition Condition for the landmark to activate String Type of detection RECT_OVERLAP > rgba(255,255,0, 0.5) rgba(120,120,0, 0.8) SOUTH RECT_OVERLAP teleportEffect fF Z_FLAT inactive active red Z_FLAT media/entity/objects/upgrade-symbol.png inactive active red lighter media/entity/objects/upgrade-symbol.png Z_EXPAND inactive active red Z_FLAT media/map/rhombus-outside.png inactive active red Z_FLAT media/map/rhombus-outside.png inactive active red Z_FLAT media/map/bergen-trail.png inactive active red Z_FLAT media/map/heat-area.png inactive active red Z_FLAT lighter media/entity/objects/upgrade-symbol.png inactive active red puzzle.wave-teleport panelGlowUp Z_FLAT lighter media/entity/objects/upgrade-symbol.png inactive active red puzzle.wave-teleport panelGlowDown Z_FLAT media/map/rhombus-outside.png inactive active red NPC ADD_Z_POS_DELTA SET_Z_VEL SET_Z_GRAVITY_FACTOR SHOW_ANIMATION idle SHOW_EFFECT trainTrail SHOW_EFFECT trainCubeNoStart Z_INTERPOLATE EASE_OUT NPC SHOW_EFFECT trainCube SHOW_ANIMATION idle WAIT SHOW_EFFECT trainTrail SET_RELATIVE_SPEED SET_TEMP_TARGET NAMED_ENTITY SET_FACE_FIX SET_SPEED STICKY_CIRCLE_AROUND TARGET SET_SPEED STICKY_CIRCLE_AROUND TARGET SET_SPEED STICKY_CIRCLE_AROUND TARGET SET_CAMERA_POS NORMAL EASE_IN_OUT WAIT SET_SCREEN_BLUR SET_CAMERA_POS EASE_IN WAIT white SET_OVERLAY WAIT CLEAR_SCREEN_BLUR map.rhombus-sqr Z_FLAT media/map/rhombus-outside.png inactive active red tmp._skyRail. .enter NPC SET_POS CHANGE_VAR_NUMBER add SET_Z_GRAVITY_FACTOR SHOW_ANIMATION idle SHOW_EFFECT trainTrail SHOW_EFFECT trainCubeNoStart INTERPOLATE_POSITION EASE_OUT CHANGE_VAR_NUMBER sub NPC tmp._skyRail. .exit SHOW_EFFECT trainCube SHOW_ANIMATION idle CHANGE_VAR_NUMBER add WAIT SHOW_EFFECT trainTrail SET_RELATIVE_SPEED SET_Z_GRAVITY_FACTOR SET_FACE_FIX INTERPOLATE_POSITION EASE_IN CHANGE_VAR_NUMBER sub WAIT SET_CAMERA_POS NORMAL EASE_IN_OUT WAIT SET_SCREEN_BLUR SET_CAMERA_POS EASE_IN WAIT white SET_OVERLAY WAIT CLEAR_SCREEN_BLUR map.rhombus-sqr TeleportField[ ] SOUTH media/gui/map-icon.png scene.upgrade puzzle teleport Entity Central Entity the field belongs to TeleportCentral String View direction of teleport ground. SOUTH Maps Map to be loaded Map Marker Marker on map to teleport player to VarCondition Condition for teleporter to appear LangLabel Label displayed for teleporter VarCondition Condition for a long teleport sequence false Boolean If true, show exit graphics and behave like exit even without map defined Event Event to be performed when entering the teleport ground VarCondition Condition to show the block event when entering this teleport ground String Graphical appearance of teleporter. > rgba(255,255,0, 0.5) rgba(120,120,0, 0.8) map DOOR BLOCK EVENT true red active symbolAppear symbolHide2 red active teleportBlock doorAction none showDefaultSilent showDefault doorAction none SET_WALK_ANIMS normal SET_FACE_FIX SET_COLL_TYPE IGNORE SET_RELATIVE_SPEED NAVIGATE_TO_POINT SET_RELATIVE_SPEED SET_COLL_TYPE TRIGGER NAVIGATE_TO_POINT STOP_XY SET_FACE SHOW_EFFECT teleport hideDefaultSilent hideDefault DO_ACTION DO_ACTION SET_TELEPORT_COLOR white SET_CAMERA_TARGET NORMAL EASE_IN_OUT SHOW_EFFECT teleport hideSlow WAIT SET_CAMERA_ZOOM EASE_IN white SET_OVERLAY LIGHT SET_ZOOM_BLUR WAIT SET_CAMERA_TARGET FAST EASE_IN_OUT WAIT white SET_OVERLAY SET_CAMERA_ZOOM EASE_IN SHOW_EFFECT teleport hideDefault WAIT TELEPORT WAIT doorAction doorAction game.feature.map-content.gui.rhombus-map impact.feature.gui.base.box impact.feature.gui.gui impact.feature.interact.button-interact game.feature.menu.gui.menu-misc game.feature.gui.base.numbers game.feature.menu.gui.enemies.enemy-pages DEFAULT sc.gui.menu.rhombus.help DEFAULT DEFAULT HIDDEN HIDDEN media/gui/menu.png default media/gui/rhombus-map.png #CCCCCC HIDDEN #CCCCCC DEFAULT HIDDEN default flipped media/gui/menu.png DEFAULT media/gui/rhombus-map.png HIDDEN DEFAULT lighter game.feature.map-content.entities.rhombus-point impact.base.entity game.feature.map-content.gui.rhombus-map LangLabel Name of the teleport location LangLabel Short description of the location Maps Map to be teleported to Map Marker Marker on Map to be teleported to VarCondition optional condition for this location to show Integer Index of the preview icon to use. rgba(255, 128, 30, 0.5) rgba(128, 128, 0, 1) game.feature.map-content.plug-in game.feature.map-content.entities.elevator game.feature.map-content.map-content-steps game.feature.map-content.gui.icon-hover-text game.feature.map-content.map-style game.feature.map-content.sc-doors game.feature.map-content.prop-interact game.feature.map-content.entities.jump-panel game.feature.map-content.entities.teleport-central game.feature.map-content.entities.rhombus-point sc.map-content game.feature.map-content.editors.map-content-editor game.feature.model.model-steps impact.base.action impact.base.event game.feature.player.player-model game.feature.model.game-model Boolean True if this is for the observatory challenge. LangLabel Current task of the game. Boolean Keep Task displayed all the time LangLabel Current perma task of the game. Displayed in Synopsis Boolean If true: stop music in pause menu. String Type of Mobility block. SAVE also blocks teleport LangLabel If defined: enable cancel button with this text. If undefined: disable cancel button Boolean True if combat should remain active. Number Increase Combat Rank by this weight. 1=one enemy String Type of Core. Boolean True to activate core. String Type of Core. 0 0 SP 4 SP 8 SP 12 SP 16 SP NumberExpression Experience count. Number Level of experience player expOther Boolean True to activate core. game.feature.model.plug-in game.feature.model.base-model game.feature.model.game-model game.feature.model.model-steps game.feature.model.options-model violet violet game.feature.model.editors.options-editors game.feature.skills.plug-in game.feature.skills.skills game.feature.skills.skilltree game.feature.msg.entities.event-trigger impact.base.entity Member2 Member3 SET_CAMERA_TARGET FAST EASE_IN_OUT DO_ACTION SET_FACE_TO_ENTITY SET_FACE_FIX SET_RELATIVE_SPEED MOVE_TO_ENTITY_DISTANCE EVENT[ ] String Type of event. Cutscenes will stop the movement of the player and can't be executed in parallel. Auto Control events will take over the player's control. VarCondition Condition for the event to start VarCondition Condition for the event to not start (even if start condition is true) false Event Event to be performed String How often should this event be run? EventLoadCondition If true: condition is checked on map entry and event is only loaded if ture. onStart => Use start conditions, custom => use custom conditions rgba(255,0,0, 0.5) ALWAYS map. tmp. _entity _triggered Tried to start Event that has not been loaded! Event name: LOCAL_EVENT[ ] VarCondition Condition for the event to start Event Event to be performed when entity is in screen (always parallel) Number If specified, only trigger when distance to entity is below the given radius String How height comparison matters rgba(255,0,122, 0.5) map.locEvent.trig game.feature.msg.gui.message-box impact.feature.gui.gui game.feature.gui.base.boxes game.feature.gui.base.text media/gui/message.png HIDDEN DEFAULT HIDDEN game.feature.msg.gui.dream-msg impact.base.image impact.feature.interact.gui.focus-gui game.feature.interact.button-group TRANSPARENT DEFAULT HIDDEN game.feature.msg.gui.message-overlay impact.feature.gui.gui game.feature.msg.gui.message-box game.feature.model.options-model text-speed text-speed HIDDEN_TOP HIDDEN_BOTTOM DEFAULT DEFAULT HIDDEN_TOP HIDDEN_BOTTOM DEFAULT DEFAULT DEFAULT HIDDEN_TOP HIDDEN_BOTTOM DEFAULT black media/gui/message.png HIDDEN media/gui/message.png media/gui/message.png media/sound/hud/calling.ogg media/sound/hud/calling.ogg media/sound/hud/take-call.ogg media/sound/hud/end-call.ogg media/sound/hud/end-call.ogg media/gui/message.png HIDDEN sc.gui.msg.private sc.gui.msg.private PRE_HIDDEN HIDDEN upper lower #001428 DEFAULT sc.gui.msg.outgoing sc.gui.msg.incoming HIDDEN HIDDEN SUB DEFAULT HIDDEN HIDDEN media/sound/hud/dialog-beep-2.ogg HIDDEN_LEFT HIDDEN_RIGHT DEFAULT HIDDEN DEFAULT HIDDEN DEFAULT_RIGHT HIDDEN_RIGHT HIDDEN_RIGHT HIDDEN_RIGHT DEFAULT_RIGHT Qu HIDDEN_LEFT HIDDEN_RIGHT HIDDEN HIDDEN_LEFT HIDDEN_RIGHT DEFAULT DEFAULT_RIGHT DEFAULT DEFAULT_RIGHT HIDDEN_LEFT HIDDEN_RIGHT HIDDEN_LEFT HIDDEN_RIGHT media/gui/message.png default default game.feature.msg.gui.message-board impact.feature.gui.gui game.feature.gui.base.boxes game.feature.gui.base.text WHATEVER HIDDEN HIDDEN DEFAULT HIDDEN yn HIDDEN DEFAULT HIDDEN game.feature.msg.msg-steps impact.base.action impact.base.event game.feature.msg.message-model game.feature.character.character game.feature.gui.widget.demo-stats game.feature.gui.widget.demo-highscore game.feature.msg.gui.dream-msg PersonExpression Talking person LangLabel Message to display Boolean Automatically continue after message <em> PersonExpression </em>: <i> LangLabel </i> , <i>autoContinue</i> MSG main.lea misc hiCount MSG MSG[ > ] Boolean If true: this is an outgoing call Boolean If true: skip sounds String Side to display message at. LangLabel Message to display Boolean Automaticallt continue after message <em>OFFSCREEN ( LEFT left right )</em>: <i> LangLabel </i> , <i>autoContinue</i> LEFT MSG Offscreen MSG Offscreen PersonExpression Talking person ChoiceOptions List of options Integer Number of buttons columns. Integer Override the default button width. NOTE: Buttons still get matched when a text is to large. _end END_SHOW_CHOICE Choice: LangLabel ??? Choice PersonExpression Person + Expression to add LangLabel Name to display under portrait if any String Side to display Person at. Number Determines the order in which people are displayed on one side. LOWER values are in FRONT Boolean Clear the side before adding the person Character Person to remove PersonExpression Person + Expression to change String Side to clear ALL LangLabel Title of Box LangLabel Message in Box Center MSG Title Center MSG Content \n black Center MSG Title Center MSG Content LangLabel Message in Box Entity Entity the dream text will be displayed above or below. Text will be centered on screen if not specified String Whether to display text above or below entity. TOP Vec2 Offset added to position Number If set the message will stay on for the given amount of time Boolean If true: use small font Dream Text Dream Text LangLabel Message in Box Entity Entity the dream text will be displayed above or below. If not defined, will be displayed above action entity String Whether to display text above or below entity. TOP Vec2 Offset added to position Number If set the message will stay on for the given amount of time Dream Text Dream Text sc.gui.bigChoice.tutorial.title sc.gui.bigChoice.tutorial.yes sc.gui.bigChoice.tutorial.no sc.gui.bigChoice.generic.title sc.gui.bigChoice.generic.yes sc.gui.bigChoice.generic.no String Type of Message TUTORIAL LangLabel Title of Toturial LangLabel Content of Tutorial Image Image to be shown over content text acceptStep on Accept cancelStep on Cancel _end Tutorial End ??? Tutorial MSG Title Tutorial MSG Content skip-tutorials Tutorial MSG Title Tutorial MSG Content acceptStep cancelStep LangLabel Text of modal dialog ModalChoiceOptions All the options of the modal dialog _end END_MODAL_DIALOG_CHOICE Choice: LangLabel ??? Modal Choice LangLabel Tutorial Text description Vec2 Marker Square position Vec2 Marker Square size String Direction to show text relative to marker square. Number Point where text line touches marker box. Between 0 to 1. 0= left corner, 1=right corner. Boolean If true: Stop time while displaying the message LangLabel Tutorial Text description String Marker Square position Vec2 Marker Square size Boolean If true: Stop time while displaying the message Boolean True if this is for the observatory challenge. Boolean True if this is for the observatory challenge. String Type of get message ACTIVATED OBTAINED REMOVED ENEMY EXTENDED WORD FRIENDSHIP PARTY USED HAND_OVER RESET LangLabel Object of get message WORD sc.gui.get-msg. \\i[<] \\i[>] UNKNOWN MSG TYPE ability-got misc words white PersonExpression Person + Exporession of message LangLabel Message to display <b>SHOW_SIDE_MSG</b> <em> PersonExpression </em>: <i> LangLabel </i> Side MSG main.lea misc hiCount Side MSG SIDE MSG[ > ] LangLabel Text to display. Boolean Center the text. String If defined: moved board message to side of screen, allowing to display persons in parallel Boolean Automatically continue after message BOARD MSG TEXT BOARD MSG TEXT BOARD_MSG game.feature.msg.plug-in game.feature.msg.entities.event-trigger game.feature.msg.gui.message-box game.feature.msg.gui.dream-msg game.feature.msg.gui.message-overlay game.feature.msg.gui.message-board game.feature.msg.gui.side-message-hud game.feature.msg.message-model game.feature.msg.msg-steps game.feature.msg.editors.msg-editor red red game.feature.interact.screen-interact impact.feature.interact.interact game.feature.interact.skip-interact impact.feature.interact.interact game.feature.interact.plug-in game.feature.interact.map-interact game.feature.interact.gui.interact-gui game.feature.interact.screen-interact game.feature.interact.skip-interact game.feature.trade.gui.trade-menu game.feature.trade.trade-model impact.base.image impact.feature.gui.gui game.feature.menu.gui.menu-misc game.feature.trade.gui.trade-dialog game.feature.trade.gui.equip-toggle-stats media/gui/menu.png #000000 HIDDEN sc.gui.trade.credits HIDDEN \\i[back] sc.gui.menu.back sc.gui.trade.end HIDDEN \\i[help4] sc.gui.trade.toggle sc.gui.trade.toggleDes HIDDEN \\i[help] sc.gui.menu.hotkeys.help HIDDEN DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT HIDDEN HIDDEN sc.gui.menu.help-texts.trade.title sc.gui.menu.help-texts.trade.pages DEFAULT DEFAULT HIDDEN HIDDEN HIDDEN HIDDEN HIDDEN HIDDEN game.feature.npc.entities.npc-entity game.feature.npc.entities.sc-actor game.feature.character.character game.feature.interact.map-interact game.feature.trade.gui.trade-menu SET_FACE_TO_ENTITY SET_FACE preEventFace NPC[ ] npc media/gui/map-icon.png media/gui/map-icon.png media/gui/map-icon.png media/gui/map-icon.png media/gui/map-icon.png media/gui/map-icon.png media/gui/map-icon.png Character Character of NPC Character NPCStates Different states of the NPC Analyzable Analyzable if any. VarCondition Condition for entity to become transparent rgba(0,0,255, 0.5) waterSplash appear NPC Character loading failed for character ' SET_FACE_TO_ENTITY NPC: No such config available: weight appear preEventFace FAST FAST VarCondition Condition for this page to be active Vec3 Position of NPC for this page String How NPC will react on touches and talking FIXED_POS Face Face direction. CharConfig Configuration of Charater for this page Action Action to perform constantly Effect Action to perform constantly Effect Action to perform constantly Effect Action to perform constantly Boolean If true: NPC is hidden. Entity Door that NPC should enter from/leave to (only specify when hidden!) NPCEvent Type of npc event. e.g. simple event or trade. PUSHABLE NAVIGATE_TO_POINT SHOW_EFFECT npc disappear SET_FACE ENTER_DOOR [NPC] [NPC] NPC EVENT NPC EVENT NPC EVENT string game.feature.npc.entities.npc-runner-entity game.feature.npc.entities.sc-actor game.feature.character.character game.feature.interact.map-interact game.feature.trade.gui.trade-menu none npc scene.water weight relativeVel appear NAVIGATE_TO_POINT SHOW_EFFECT npc disappear ENTER_DOOR NAVIGATE_TO_POINT WAIT [NPC] circularSmallSplash game.feature.npc.npc-runners impact.base.game cross-worlds.triblader-male-blue cross-worlds.triblader-female-purple cross-worlds.hexacast-male-dark cross-worlds.hexacast-male-red cross-worlds.pentafist-male-dark cross-worlds.pentafist-female-rasta cross-worlds.quadroguard-female-gray cross-worlds.quadroguard-male-black cross-worlds.sphero-female-green cross-worlds.sphero-male-brown NPC Runners NPCWaypoint game.feature.npc.npc-steps impact.base.action impact.base.event game.feature.npc.npc-runners PersonExpression Talking person <em style='color: greenyellow'>DO THE SHAKE</em> sc.gui.shakeit.first sc.gui.shakeit.start sc.gui.shakeit.second sc.gui.shakeit.third ! NPC NPC to reset String Frequency of NPC Runners. Null = no NPC runners NPC NPC to change String Config name to apply String Config name to apply game.feature.npc.plug-in game.feature.npc.entities.sc-actor game.feature.npc.entities.npc-entity game.feature.npc.entities.npc-runner-entity game.feature.npc.entities.npc-waypoint game.feature.npc.npc-runners game.feature.npc.npc-steps game.feature.npc.editors.npc-editor String What kind of NPCs will be running around this map game.feature.player.entities.crosshair impact.base.entity media/entity/map-gui/crosshair.png media/sound/move/targeting-charged.mp3 tna zn AIM_STABILITY Ym AIM_STABILITY normal chargedBlink charged normal normal lighter source-over chargedBlink charged charged media/entity/map-gui/crosshair.png normal charged chargedBlink game.feature.player.player-level-notifier media/sound/battle/level-up.ogg LEVEL_UP PLAY_SOUND media/sound/battle/level-up.ogg DO_ACTION WAIT ADD_SLOW_MOTION levelUp WAIT SET_ENTITY_STATIC_TIME DO_ACTION SHOW_ANIMATION levelUpPre levelUpStand WAIT SET_CAMERA_TARGET EASE_IN_OUT ADD_GUI LevelUpHud SET_ZOOM_BLUR MEDIUM WAIT_UNTIL_TRUE tmp._levelUpFinished DO_ACTION SHOW_ANIMATION levelUpPreJump WAIT SHOW_ANIMATION levelUpJump JUMP M WAIT CLEAR_SLOW_MOTION levelUp SET_ENTITY_STATIC_TIME game.feature.player.item-consumption game.feature.inventory.inventory media/sound/move/eat.ogg Use Items must have defined a stats property ITEM_BOOST SANDWICH itemEatFast itemEatSlow itemEatFastest START_ITEM_CONSUME FOCUS_CAMERA EASE_IN_OUT SET_FACE SOUTH SHOW_FOOD_ICON SHOW_ANIMATION itemFetch SHOW_ANIMATION itemHold WAIT PLAY_SOUND media/sound/move/eat.ogg CHANGE_FOOD_ICON BUBBLE SHOW_ANIMATION CHANGE_FOOD_ICON DONE CONSUME_ITEM SHOW_ANIMATION itemEffect WAIT ITEM_GUARD SET_HIT_STABLE MASSIVE consumeItem game.feature.player.entities.player-base game.feature.combat.entities.ball game.feature.combat.entities.combatant game.feature.player.entities.crosshair game.feature.player.player-level-notifier game.feature.player.item-consumption guard normal idle hover hover walk run brake preIdle damage fall jump battle idle hover hover walk run brake preIdle damage fall jump aiming aim aimMove aimMoveRev damage normal normal LIGHT battle LIGHT aiming LIGHT Unknown Action Type: neutral 4 3 2 GUARD_AREA _top _full guardBroken game.feature.player.entities.player game.feature.combat.entities.ball game.feature.player.entities.player-base game.feature.combat.entities.combatant game.feature.player.entities.crosshair game.feature.player.player-level-notifier game.feature.player.item-consumption ATTACK_SPECIAL THROW_SPECIAL GUARD_SPECIAL DASH_SPECIAL equip.sparkling-boots Lea caramelldansen PLAYER_IDLE SET_FACE SOUTH WAIT SHOW_EXTERN_ANIM player-poses caramelldansen WAIT SHOW_ANIMATION preIdle PLAYER_IDLE CHANGE_STAT_MAP_NUMBER misc yawns add SET_FACE SOUTH_EAST SHOW_ANIMATION idleStretch SKIN_ALLOWED Appearance skinOn skinOff HP_REGEN AIM_SPEED CRITICAL_DMG STUN_THRESHOLD maxVel AIMING_MOVEMENT DASH_STEP SPIKE_DMG NORMAL NORMAL step player steps step step dash dash jump jump step stepHoliday dash dashHoliday jump jumpHoliday LIGHT MEDIUM playerCharge stats.deaths stats.deaths sc.gui.combat.no-sp charge action dash reaim move PLAYER_IDLE player dashTime idle PLAYER_IDLE combat guardTime playerVar.input.guardTime playerCharge CHARGING combat charging tutorialMsg preIdle idle combat aiming combat aiming playerVar.input.aiming normal playerVar.input.aiming aiming playerVar.input.aiming close-circle ATTACK_REV ATTACK ATTACK_FINISHER playerVar.input.melee player close playerVar.input.aiming playerVar.input.thrown THROW_CHARGED_REV THROW_NORMAL_REV THROW_CHARGED THROW_NORMAL combat-art-name combat specials combat specials- -level- combat specialsClose combat specialsThrow combat specialsGuard combat specialsDash dashDir dashDir dashDir dashDir dashDir playerVar.input.attackDashCancel player atkDashCancel dashDir normal player dash player steps dash DASH DASH_SLOW playerVar.input.shieldedHits playerVar.input.hits combat shieldedHits playerVar.input.perfectShield combat perfectShield PERFECT_GUARD_RESET GUARD_SP GUARD_SP combat damageHits combat shieldBreaks player perfectDash combat damageTaken combat healed playerVar.damageStatsIgnore combat damageGiven combat maxDamage combat critHits combat critHitsThrow combat critHitsClose player closeHits player jumps playerVar.staticFloat floatHeight floatHeight playerVar.staticFloat playerVar.recordInput playerVar.recordInput playerVar.input.thrown playerVar.input.aiming playerVar.input.guardTime playerVar.input.shieldedHits playerVar.input.hits playerVar.input.perfectShield playerVar.input.attackDashCancel playerVar.input.melee Appearance player respawns player waterDeath player coalDeath player sandDeath player holeDeath player highwayDeath S9a hasElementShield elementOrbShield game.feature.party.party impact.feature.storage.storage impact.base.event game.feature.menu.map-model game.feature.model.game-model Lea Shizuka Shizuka0 Emilie Sergey Schneider Schneider2 Hlin Grumpy Buggy Glasses Apollo Joern Triblader1 WHATEVER OFFENSIVE NORMAL party VarPartyEditor TARGET WHATEVER MY_ENEMY OTHERS BEHAVIOUR OFFENSIVE DEFENSIVE DO_NOTHING ARTS NORMAL OFTEN NEVER , PARTY_MEMBER_EVENT DIES DUNGEON_TRANSITION DUNGEON_TRANSITION ENTER ENTER LEAVE ENTER LEAVE DUNGEON_TRANSITION Ny PARTY_MEMBER_EVENT EQUIP_UPDATE party has alive size TARGET WHATEVER BEHAVIOUR OFFENSIVE ARTS NORMAL Member3 Member2 party Member String game.feature.player.player-steps impact.base.animation impact.base.action impact.base.entity game.feature.player.player-config game.feature.combat.model.combat-params impact.feature.camera.camera game.feature.combat.entities.food-icon game.feature.party.party String Mode value to set <i>SET</i> TO <b>player.model.value</b> player.model.value Entity Entity to target String Speed of camera transition Entity Entity to target String Speed of camera transition Integer Skill ID String element to reset RESET <b> </b> SKILLTREE NEUTRAL Number Value of load. 0=empty, 1=full (instant elemental overload) String Name of player config Number Wait until this level of charge has been reached String Element to switch to Boolean If true: do no show effects of changing elements String Type of combat art THROW ATTACK DASH GUARD Integer Minimum Level Boolean If true: do no show effects of changing elements VarName Will include the type of combat art THROW, ATTACK, DASH or GUARD Integer Minimum Level of combat art THROW ATTACK DASH GUARD ProxyRef Ball the entity will shoot String Ball the entity will shoot QUICK CHARGED String If defined: use specified alignment to shoot ball Number If defined: start projectile with given distance from center CHARGED CHARGED Object Block Time Data blockData AnimSheetRef Animations of enemy Number Factor multiplied with base invincibility focus DASH_INVINC Number Duration over which to adjust face Number Duration for which player will move along pressed direction Number Speed in which player will rotate to pressed direction. In rotations per seconds. Boolean If true: Stop before falling down from edge when further moving forward Boolean If true: allow player to stop if no direction is pressed String Speed of camera transition Boolean If true: Do NOT undo change when action is cancelled Boolean If true: Only add target if it was previously removed within the action. Use this if the goal is to temporary remove a camera target. String Speed of camera transition Boolean If true: Do NOT undo change when action is cancelled Boolean If true: add perfect guard PLAYER REGULAR HEAVY MASSIVE PERFECT_GUARD_WINDOW GUARD_AREA String The icon to display Vec2 Offset position of sprite String New state of food icon Vec2 Offset position of sprite Item The item to consume. game.feature.player.crosshair-steps impact.base.animation impact.base.action impact.base.entity Entity Entity to focus camera on Vec2 Target position for CrossHair Number Speed of CrossHair. 1 is default, 0 is pause Number Amount to reduce. 0=nothing, 1=maximum VarName Variable to contain (random) CrossHair direction. game.feature.player.modifiers impact.base.game game.feature.player.player-skin impact.base.game game.feature.player.player-model game.feature.model.game-model holiday-hat Appearance player-skins.xmas skins.xmas xmas.png media/gui/skins/ skins PlayerSkins skin Tried to register skin of id ' ' twice. game.feature.player.plug-in game.feature.player.entities.crosshair game.feature.player.entities.player game.feature.player.player-steps game.feature.player.crosshair-steps game.feature.player.player-model game.feature.player.modifiers game.feature.player.player-skin game.feature.player.editors.player-editors game.feature.puzzle.components.push-pullable impact.base.entity game.feature.interact.map-interact media/sound/puzzle/push-start.ogg media/sound/puzzle/push-loop.ogg media/gui/map-icon.png media/gui/map-icon.png RANDOM WEAKEST FAST ya NORTH SOUTH WEST EAST hole_fall showQuick showQuick default EAST WEST NORTH SOUTH gripStand gripPull gripPush EAST WEST SOUTH NORTH WEST EAST gripStart MOVE_TO_POINT SET_FACE SHOW_ANIMATION gripStand ALIGN_PUSH_PULL_POS EAST WEST NORTH SOUTH moveH moveV boxMediumEast boxMediumWest boxMediumSouth boxMediumNorth game.feature.puzzle.entities.block impact.base.entity media/entity/objects/block.png normal touched normal touched game.feature.puzzle.entities.blockers impact.base.entity impact.feature.effect.effect-sheet String Type of blocking object VarCondition Condition for blocker to be active puzzle on off goOn on goOff off off on goOn goOff off on goOn goOff off on goOn goOff media/entity/objects/blockers.png off on goOn goOff game.feature.puzzle.entities.bomb impact.base.entity impact.feature.effect.effect-sheet VarCondition Condition for Enemy to spawn Boolean No camera-follow with heat puzzle.bomb puzzle2 on off blink blink on showDefault hideDefault on appear off blink puzzle.bomb puzzle2 Y_FLAT off ticking ticking ticking tickingEnd tickingEnd tickingEnd off hideDefault ticking assist-puzzle-speed active tickingEnd almost explosion MASSIVE HEAT BOMB OTHER SLOW FAST bombHeatTrail ticking ticking assist-puzzle-speed CHARGED DEEP_FLAME CHARGED DEEP_FLAME medium Boolean If true: Bomb panel has to include a bomb game.feature.puzzle.entities.water-bubble impact.base.entity impact.feature.effect.effect-sheet VarCondition Condition for Enemy to spawn Number Time coal will be cooled by ice disks created from these bubbles puzzle.water-bubble puzzle2 on off blink blink on showDefault hideDefault on appear off blink puzzle.water-bubble Y_FLAT media/entity/objects/object-effects.png idle idle selfExplode assist-puzzle-speed hit almostBurst burst CENTER steamExplosion MASSIVE HEAT STEAM OTHER SLOW steamExplosion2 MASSIVE HEAT STEAM OTHER SLOW STEAM CHARGED game.feature.puzzle.entities.compressor impact.base.entity impact.base.actor-entity impact.feature.effect.effect-sheet Shock Wave VarCondition Condition for Enemy to spawn Boolean If true follow compressor ball with camera Number Additional factor to slow down ball speed when going along or through walls Boolean Make sure puzzle element is not slowed down by assist mode puzzle.compressor media/sound/puzzle/wave-charge.ogg puzzle2 Z_FLAT off shock wave off shock wave off showFast hideFast off CHARGED wave shock chargeFinal assist-puzzle-speed charge shoot off puzzle.compressor assist-puzzle-speed NORMAL trail COMPRESSED FAST element qb Cb ANTI_COMPRESSOR suck Shock Wave ballWave ballWave trailWave waveWallLeave MEDIUM WAVE COMPRESSED OTHER waveSwitch waveWallOrth ballWaveAlt ballShock shockWallTurn shockWallConnect shockWallTurn VarCondition Condition for Anti Compressor to spawn puzzle.compressor anticompressor idle suck Y_FLAT lighter idle idle showFast hideFast suck Shock Wave VarCondition Condition for Bouncer to spawn Face Direction to face VarCondition Condition for bouncer to be active puzzle.compressor bouncer MULTI_DIR_ANIMATION off turnOn on turnOff on off showFast hideFast turnOn on turnOff off game.feature.puzzle.entities.water-block impact.base.entity impact.feature.effect.effect-sheet puzzle.water-bubble String Type of block Number Number of seconds for steam or ice state to persist waterblock block water frozen melting melting puddle puddle regen regen water blockSteam CENTER MASSIVE HEAT STEAM OTHER assist-puzzle-speed blockRecharge CENTER puddle frozen blockFreeze assist-puzzle-speed melting blockMelt melting water water blockAppear CENTER blockHit LIGHT MEDIUM STEAM CHARGED assist-puzzle-speed game.feature.puzzle.entities.ice-disk impact.base.entity impact.feature.effect.effect-sheet puzzle.water-bubble Y_FLAT media/entity/objects/object-effects.png idle idle assist-puzzle-speed iceAppear ICE_DISK iceTrail iceAbsorb CENTER SLOW iceMelt CENTER iceBounce SLOW iceBreak SLOW iceLand qb Cb puzzle.water-bubble coals Y_FLAT idle idle assist-puzzle-speed coalsAppear coalsDisappear CENTER game.feature.puzzle.entities.key-panel impact.base.entity impact.feature.effect.effect-sheet game.feature.combat.entities.ball game.feature.menu.map-model active chargeActive default media/entity/balls/default.png ball-special keyBounce keyWall keyAir keyTrail HEAVY RANGED_DMG CHARGED DUNGEON_KEY activeMaster chargeActiveMaster default media/entity/balls/default.png ball-special keyBounceMaster keyWallMaster keyAirMaster keyTrailMaster HEAVY RANGED_DMG CHARGED DUNGEON_MASTER_KEY VarCondition Condition for Enemy to spawn String Type of Key Panel puzzle.key puzzle2 Z_FLAT on off off keyPanelAppear noKeysBlink on off game.feature.puzzle.entities.ball-changer impact.base.actor-entity impact.base.entity impact.base.game game.feature.combat.model.combat-params impact.feature.effect.effect-sheet BallChangerType Type of BallChanger VarCondition Condition for BallChanger to be active Number How long the ball will be alive after bouncing with this block. (default=0.5) Boolean If true, bounces are reset when this changer is hit rgba(255,255,0, 0.5) puzzle.ball-changer puzzle2 base off on show hide used lighter sphere on show hide icon on on off show on show on appear show hide on off NO_PUZZLE hide used Face Direction to face media/sound/puzzle/redirect.ogg Number Relative speed factor media/sound/puzzle/speed-up.ogg media/sound/puzzle/slow-down.ogg assist-puzzle-speed media/sound/puzzle/reset.ogg media/sound/puzzle/speed-up.ogg media/sound/puzzle/slow-down.ogg String Element to change to HEAT COLD SHOCK WAVE puzzle.ball-changer heatConvert coldConvert shockConvert waveConvert CHARGED game.feature.puzzle.entities.walls impact.base.entity impact.feature.effect.effect-sheet BLOCK Boolean True if the wall should be invisible String Left End Type String Right End Type VarCondition Condition for wall to be active String Collision Types of Wall. BLOCK - Blocks all, PBLOCK - Blocks only projectiles, NPBLOCK - Blocks only non projectiles Number Total height of the wall, when active Boolean If true: do not block nav map puzzle WallBlocker Boolean True if the wall should be invisible String Top End Type String Bottom End Type VarCondition Condition for wall to be active String Collision Types of Wall. BLOCK - Blocks all, PBLOCK - Blocks only projectiles, NPBLOCK - Blocks only non projectiles Number Total height of the wall, when active Boolean If true: do not block nav map puzzle WallBlocker String Top End Type media/sound/puzzle/barrier-up.ogg media/sound/puzzle/barrier-down.ogg walls #fff BLOCK PBLOCK NPBLOCK white white media/entity/objects/object-effects.png EASE_IN EASE_OUT lighter game.feature.puzzle.entities.glowing-line impact.base.entity VarCondition Condition on which the line will glow puzzle game.feature.puzzle.entities.lorry impact.base.entity impact.feature.effect.effect-sheet impact.base.actor-entity puzzle.lorry VarCondition Condition for Enemy to spawn String Type/Size of the Lorry String How the platform moves String The initial direction of the platform String Speed of lorry VarCondition Additional condition for lorry to move Boolean Make sure puzzle element is not slowed down by assist mode lorry off on lorryAppear TOP lorryDisappear lorryAppear TOP on off lorryRuns lorryActivate TOP lorryDeactivate TOP assist-puzzle-speed assist-puzzle-speed VarCondition Condition for Enemy to spawn Entity The lorry entity to be respawned at this point String The initial direction of the platform rgba(0,255,255, 0.5) lorry lighter default VarCondition Condition for Enemy to spawn String Type of rail LorryAltTypes Other types depending on var conditions railAppear lorry railSwitch NO_EXPAND NO_EXPAND game.feature.puzzle.entities.one-time-switch impact.base.entity media/sound/battle/hit-7.ogg media/sound/puzzle/switch-activate-2.ogg String Type of Switch VarName Variable to be se to true when switch is activated VarName Variable to increase by one when switch is activated Number If >0: only keep switch active for said amount of time Integer If >0: if addValue reached fixCount, remain active permanently VarCondition Condition for Enemy to spawn Boolean Make sure puzzle element is not slowed down by assist mode [ ]\n ++ on off showQuick hideQuick tmpOnEnd tmpOnEnd off off tmpOnSlow tmpOnSlow NO_PUZZLE tmpOn assist-puzzle-speed preOn preOn preOn preOnEnd preOnEnd on on on off default puzzle off preOn preOnEnd on tmpOn tmpOnSlow turret-switch media/entity/objects/switch-special.png off preOn preOnEnd on propeller media/map/heat-dng.png off tmpOn tmpOnSlow tmpOnEnd on puzzle.propeller tmpOn puzzle.propeller tmpOnSlow puzzle.propeller tmpOnEnd STEAM pipeSwitch media/map/heat-dng.png off on tmpOn tmpOn tmpOnSlow puzzle.water-bubble steamSwitchTmp puzzle.water-bubble steamSwitchOn STEAM_PIPE teslaSwitch media/map/shockwave-dng.png off on tmpOn tmpOn tmpOnSlow puzzle.tesla switchOnTmp puzzle.tesla switchOn LIGHTNING media/entity/objects/dungeon-ar.png lighter off preOn preOnEnd on tmpOn tmpOnSlow ar arSwitchShow ar arSwitchHide waveSwitch media/map/shockwave-dng.png media/map/shockwave-dng.png box on off tmpOn tmpOnSlow tmpOnEnd shock lighter off tmpOn tmpOnSlow tmpOnEnd puzzle.compressor waveSwitchTmpOn puzzle.compressor waveSwitchOn COMPRESSED game.feature.puzzle.entities.element-shield impact.base.entity impact.base.actor-entity impact.feature.effect.effect-sheet --- Heat Cold Shock Wave VarCondition Condition for Enemy to spawn String Element of shield HEAT COLD SHOCK WAVE HEAT VarName Add 1 if shield is activated HEAT puzzle2 idle on showQuick hideQuick on String Element of shield HEAT COLD SHOCK WAVE puzzle.shield media/sound/puzzle/element-ball-charge.ogg Y_FLAT media/entity/objects/object-effects.png idle charge lighter idle idle charge charge idle show idle charge charge hit charge Max CHARGED destroy puzzle.shield media/entity/objects/object-effects.png default lighter default default default shieldAppear shieldStart shieldAura BLOCK_ALL MASSIVE MASSIVE elementOrbShield shieldAuraEnd shieldClear game.feature.puzzle.entities.floor-switch impact.base.entity impact.feature.effect.effect-sheet puzzle VarCondition Condition for Anti Compressor to spawn String Type of floor switch VarName Variable to be increased by 1 when switch is activated. IMPORTANT: MUST BE TMP when switchType ist NOT PERMANENT! VarCondition If specified: Switch will always stick while condition is true [ ] puzzle2 off on on off showFast hideFast on floorSwitchActivate off floorSwitchDeactivate game.feature.puzzle.entities.magnet impact.base.entity impact.feature.effect.effect-sheet game.feature.combat.combat-target-event impact.base.actor-entity puzzle.magnet Face Direction to face MagnetAltDirs Other types depending on var conditions magnet MULTI_DIR_ANIMATION Y_FLAT off on off off on active pull game.feature.puzzle.entities.multi-hit-switch impact.base.entity media/sound/battle/hit-7.ogg media/sound/puzzle/counter.ogg media/sound/puzzle/switch-activate-2.ogg String Type of Switch VarName Variable to be se to true when switch is activated VarName Variable to increase by one when switch is activated VarCondition Condition for Enemy to spawn Hits: [ ]\n ++ puzzle on off showQuick hideQuick switch switch switch_end on step off default off switch switch_end on step1 step2 step3 step4 media/entity/objects/dungeon-ar.png lighter off switch switch_end on step1 step2 step3 step4 ar arSwitchShow ar arSwitchHide media/entity/objects/switch2.png off switch switch_end on step1 step2 step3 game.feature.puzzle.entities.bounce-switch impact.base.entity impact.base.game impact.feature.effect.effect-sheet puzzle BounceSwitchGroups NORMAL FAST FAST FAST bounceTrail puzzle media/sound/puzzle/highlight-switch-1.ogg media/sound/puzzle/highlight-switch-2.ogg media/sound/puzzle/highlight-switch-3.ogg VarName Variable to be se to true when switch is activated String Group Name to assign bouncing blocks to switch < >\n[ ] puzzle2 base off rolling rollingEnd flyDown impact on cube off rolling rollingEnd flyDown top off rolling rollingEnd on off rollingEnd rolling bounceFinal rollingEnd flyDown flyDown NORMAL bounceHit impact on bounceDenied off FAST RANDOM STRONGER FASTER puzzle media/sound/puzzle/highlight-block.ogg String Type of Switch String Group of bounce switch this block belongs to BounceAction Action to perform when block is hit Number How long the ball will be alive after bouncing with this block. (default=0.5) [ ]\n puzzle2 on off bounceHit on reset ball fixed on bounceDenied off default block off on block off on ground off on block off on ground off on block off on ground off on block off on ground off on game.feature.puzzle.entities.thermo-pole impact.base.entity impact.feature.effect.effect-sheet game.feature.combat.combat-poi puzzle.thermo-pole String Type of Pole String Group of ThermoPoleDest this pole belongs to puzzle2 NO_EXPAND NO_EXPAND lighter NO_EXPAND lighter NO_EXPAND lighter discharge Circle Down Up Temp String Group of ThermoPoleDest this pole belongs to String Element of Destination HEAT COLD SHOCK WAVE VarName Variable to be se to true when switch is activated Number If >0: only keep switch active for said amount of time puzzle.thermo-pole puzzle2 off tmpOn tmpOnEnd on off tmpOn tmpOnEnd on tmpOnEnd tmpOnEnd off Charge Prepare Activate assist-puzzle-speed tmpOn on off flame ice shock wave String Element the pole is charged to String Type of Pole to select game.feature.puzzle.entities.push-pull-block impact.base.actor-entity impact.base.entity game.feature.puzzle.components.push-pullable String Type of push pull block VarCondition Condition for Block to spawn puzzle puzzle showQuick hideQuick boxThud default moveV moveH media/entity/objects/puzzle-elements-1.png default moveV moveH media/entity/objects/puzzle-elements-1.png default moveV moveH media/entity/objects/puzzle-elements-1.png default move default move String Type of push pull block VarCondition Condition for Block to spawn puzzle waveblock default phasing lighter moveV moveH showQuick hideQuick default default CHARGED phasing boxThud game.feature.puzzle.entities.push-pull-dest impact.base.actor-entity impact.base.entity game.feature.puzzle.components.push-pullable puzzle media/sound/puzzle/push-click.ogg String Type of push pull dest Number Z Movememnt aber PushPullable has been placed String How state of box should be saved String Variable to increase when push-pullable is placed PERMANENT puzzle boxLockIn tmp. map. entity _placed default game.feature.puzzle.entities.sliding-block impact.base.actor-entity impact.base.entity impact.feature.effect.effect-sheet puzzle.sliding-block puzzle default BOMB CHARGED blocked slide game.feature.puzzle.entities.switch impact.base.entity media/sound/battle/hit-7.ogg media/sound/puzzle/switch-activate-2.ogg VarName Variable set to true when switch is hit [ ] puzzle off switchOn on switchOff off switchOn on switchOff on off NO_PUZZLE switchOn switchOff on off game.feature.puzzle.entities.destructible impact.base.entity impact.feature.effect.effect-sheet media/sound/battle/block-hit.ogg media/sound/battle/hit-block.ogg puzzle.destructible String Type of destructible object EnemyType Enemy to spawn after destruction VarCondition Condition for Enemy to spawn Boolean If true, block path map and update when destroyed Boolean If true, then destructible stays destroyed after reentering map VarName Variable to increase by one when destroyed VarName Variable to increase by one when destroyed effect destruct showFast map._entity _destroyed BOMB CHARGED shieldBlink CENTER hit Enemy WEST EAST NORTH SOUTH puzzle.destructible medium cube-debris medium default default puzzle.destructible medium cube-debris medium default default default puzzle.destructible medium cube-debris medium default default default puzzle.destructible medium cube-debris medium default default default puzzle.destructible medium cube-debris medium default default default puzzle.destructible large cube-debris large media/sound/battle/block-hit.ogg default default puzzle.destructible iceBlockBoom default default puzzle.destructible bombBlockBoom bombBlockDebris BOMB default default puzzle.destructible bombBlockBoom bombBlockDebrisWall BOMB default default puzzle.destructible bombBlockBoom bombBlockDebrisWall BOMB default default puzzle.destructible bombBlockBoom bombBlockDebrisWall BOMB default default puzzle.destructible keyDoorPre DUNGEON_KEY default default puzzle.destructible keyPillarPre puzzle.destructible keyPillarBoom KEY_PILLAR DUNGEON_KEY default default puzzle.destructible keyPillarPre puzzle.destructible keyPillarBoom KEY_PILLAR default floor Z_FLAT default ar lighter puzzle.destructible keyDoorMasterPre DUNGEON_MASTER_KEY media/map/cold-dng.png default default puzzle.destructible keyDoorMasterPre DUNGEON_MASTER_KEY media/map/heat-dng.png default default puzzle.destructible keyDoorMasterPre DUNGEON_MASTER_KEY media/map/shockwave-dng.png default default puzzle.destructible wallBlockBoom area.autumn wallBoom media/sound/battle/block-hit.ogg media/map/autumn-outside.png default default puzzle.destructible wallBlockBoom area.autumn wallBoom media/sound/battle/block-hit.ogg media/map/autumn-outside.png default default puzzle.destructible wallBlockBoom area.autumn wallBoom media/sound/battle/block-hit.ogg media/map/autumn-outside.png default default game.feature.puzzle.entities.item-destruct impact.base.entity impact.feature.effect.effect-sheet game.feature.menu.menu-model String Type of destructible object ItemsDropRate Items dropped Boolean True if cannot be respawned false Boolean True if cannot be destroyed true String var tp set to true once the prop has been destroyed. Only works once. VarName add 1 to the given variable EnemyType Enemy to spawn after destruction .respawnTime map.itemDestructPerma session.map.itemDestruct CHARGED player propsDestroyed .respawnTime map.itemDestructPerma Enemy dropped RANK_PLANTS DROP_CHANCE puzzle.destructible small area.stones burstValor Y_FLAT media/entity/objects/destructible-stones.png default default dropped puzzle.destructible small area.stones burstSpace Y_FLAT media/entity/objects/destructible-stones.png default default dropped puzzle.destructible small area.stones burstTruth Y_FLAT media/entity/objects/destructible-stones.png default default dropped puzzle.destructible small area.stones burstSpirit Y_FLAT media/entity/objects/destructible-stones.png default default dropped puzzle.destructible small area.stones burstAges Y_FLAT media/entity/objects/destructible-stones.png default default dropped puzzle.destructible small area.stones burst Y_FLAT media/entity/objects/destructible-stones.png default default dropped puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Ground-1 puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Ground-2 puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Water-1 puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Water-2 puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Special puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Water-Special puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Fall-Ground-1 puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Fall-Ground-2 puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Fall-Water-1 puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Fall-Water-2 puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Fall-Special puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Autumn-Fall-Water-Special puzzle.destructible small area.autumn plantBurst Y_FLAT media/entity/objects/autumn-destructibles.png default default dropped Bergen-PlantA-1 puzzle.destructible small area.bergen plantBurst Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantA-2 puzzle.destructible small area.bergen plantBurst Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantA-Rare puzzle.destructible small area.bergen plantBurst Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantB-1 puzzle.destructible small area.bergen plantBurst Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantB-2 puzzle.destructible small area.bergen plantBurst Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantB-Rare puzzle.destructible small area.bergen plantBurst Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantA-1-Snow puzzle.destructible small area.bergen plantBurstSnow Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantA-2-Snow puzzle.destructible small area.bergen plantBurstSnow Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantA-Snow-Rare puzzle.destructible small area.bergen plantBurst Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantB-1-Snow puzzle.destructible small area.bergen plantBurstSnow Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantB-2-Snow puzzle.destructible small area.bergen plantBurstSnow Y_FLAT media/map/bergen-trail.png default default dropped Bergen-PlantB-Snow-Rare puzzle.destructible small area.bergen plantBurstSnow Y_FLAT media/map/bergen-trail.png default default dropped Bergen-Snow-Crystal puzzle.destructible small area.bergen burstSnow Y_FLAT media/map/bergen-trail.png default default dropped Bergen-Vase-1 puzzle.destructible small area.bergen vase-break Y_FLAT media/map/bergen-trail.png default default dropped Cold-Dng-Egg-1 puzzle.destructible small area.cold-dng eggs media/map/cold-dng.png default default dropped Cold-Dng-Egg-2 puzzle.destructible small area.cold-dng eggs media/map/cold-dng.png default default dropped Cold-Dng-Egg-3 puzzle.destructible small area.cold-dng eggs media/map/cold-dng.png default default dropped Cold-Dng-Egg-4 puzzle.destructible small area.cold-dng eggs media/map/cold-dng.png default default dropped Cold-Dng-Egg-Special-A puzzle.destructible small area.cold-dng eggs media/map/cold-dng.png default default dropped Cold-Dng-Egg-Special-B puzzle.destructible small area.cold-dng eggs media/map/cold-dng.png default default dropped Heat-Cactus-1 puzzle.destructible small area.heat plantBurst Y_FLAT media/map/heat-area.png default default dropped Heat-Cactus-2 puzzle.destructible small area.heat plantBurst Y_FLAT media/map/heat-area.png default default dropped Heat-Cactus-Special puzzle.destructible small area.heat plantBurst Y_FLAT media/map/heat-area.png default default dropped Heat-Dry-Cactus-1 puzzle.destructible small area.heat plantBurst Y_FLAT media/map/heat-props.png default default dropped Heat-Dry-Cactus-2 puzzle.destructible small area.heat plantBurst Y_FLAT media/map/heat-props.png default default dropped Heat-Palmapple-1 puzzle.destructible small area.heat plantBurst Y_FLAT media/map/heat-area.png default default dropped Heat-Palmapple-2 puzzle.destructible small area.heat plantBurst Y_FLAT media/map/heat-area.png default default dropped Heat-Palmapple-Special puzzle.destructible small area.heat plantBurst Y_FLAT media/map/heat-area.png default default dropped Heat-Dry-Bush-1 puzzle.destructible small area.heat plantBurstRed Y_FLAT media/map/heat-area.png default default dropped Heat-Dry-Bush-2 puzzle.destructible small area.heat plantBurstRed Y_FLAT media/map/heat-area.png default default dropped Heat-Dry-Bush-Special puzzle.destructible small area.heat plantBurstRed Y_FLAT media/map/heat-area.png default default dropped Heat-Bones-1 puzzle.destructible small area.heat boneBurst Y_FLAT media/map/heat-area.png default default dropped Heat-Bones-2 puzzle.destructible small area.heat boneBurst Y_FLAT media/map/heat-area.png default default dropped Heat-Bones-Special puzzle.destructible small area.heat boneBurst Y_FLAT media/map/heat-area.png default default dropped Heat-Hill-1 puzzle.destructible small area.heat termiteDust Y_FLAT media/map/heat-area.png default default dropped Heat-Hill-2 puzzle.destructible small area.heat termiteDust Y_FLAT media/map/heat-area.png default default dropped Heat-Hill-Special puzzle.destructible small area.heat termiteDust Y_FLAT media/map/heat-area.png default default dropped Bakii-Vase puzzle.destructible small area.heat vase-break Y_FLAT media/map/heat-area.png default default dropped Jungle-Flower-1 puzzle.destructible small area.jungle plantBurstViolet Y_FLAT media/map/jungle-props.png default default dropped Jungle-Flower-2 puzzle.destructible small area.jungle plantBurstViolet Y_FLAT media/map/jungle-props.png default default dropped Jungle-Flower-Special puzzle.destructible small area.jungle plantBurstViolet Y_FLAT media/map/jungle-props.png default default dropped Jungle-Bees-1 puzzle.destructible small area.jungle honeyBurst Y_FLAT media/map/jungle-props.png default default dropped Jungle-Bees-2 puzzle.destructible small area.jungle honeyBurst Y_FLAT media/map/jungle-props.png default default dropped Jungle-Bees-3 puzzle.destructible small area.jungle honeyBurst Y_FLAT media/map/jungle-props.png default default dropped Jungle-Waterplant-1 puzzle.destructible small area.jungle plantBurstWater Y_FLAT media/map/jungle-props.png default default dropped Jungle-Waterplant-2 puzzle.destructible small area.jungle plantBurstWater Y_FLAT media/map/jungle-props.png default default dropped Jungle-Waterplant-Special puzzle.destructible small area.jungle plantBurstWater Y_FLAT media/map/jungle-props.png default default dropped Jungle-Waterplant-Closed-1 puzzle.destructible small area.jungle plantBurstWater Y_FLAT media/map/jungle-props.png default default dropped Jungle-Waterplant-Closed-2 puzzle.destructible small area.jungle plantBurstWater Y_FLAT media/map/jungle-props.png default default dropped Jungle-Shroom-1 puzzle.destructible small area.jungle shroomBurst Y_FLAT media/map/jungle-props.png default default dropped Jungle-Shroom-2 puzzle.destructible small area.jungle shroomBurst Y_FLAT media/map/jungle-props.png default default dropped Jungle-Shroom-Special puzzle.destructible small area.jungle shroomBurst Y_FLAT media/map/jungle-props.png default default dropped Jungle-Flower-Dotted-1 puzzle.destructible small area.jungle plantBurstViolet Y_FLAT media/map/jungle-props.png default default dropped Jungle-Flower-Dotted-2 puzzle.destructible small area.jungle plantBurstViolet Y_FLAT media/map/jungle-props.png default default dropped Jungle-Flower-Dotted-Special puzzle.destructible small area.jungle plantBurstViolet Y_FLAT media/map/jungle-props.png default default dropped Sapphire-Bush-1 puzzle.destructible small area.forest plantBurst Y_FLAT media/map/forest.png default default dropped Z_FLAT Sapphire-Bush-2 puzzle.destructible small area.forest plantBurst Y_FLAT media/map/forest.png default default dropped Z_FLAT Sapphire-Bush-Special puzzle.destructible small area.forest plantBurst Y_FLAT media/map/forest.png default default dropped Z_FLAT Sapphire-Bamboo-1 puzzle.destructible small area.forest bambooBurst Y_FLAT media/map/forest.png default default dropped Z_FLAT Sapphire-Bamboo-2 puzzle.destructible small area.forest bambooBurst Y_FLAT media/map/forest.png default default dropped Z_FLAT Sapphire-Bamboo-Special puzzle.destructible small area.forest bambooBurst Y_FLAT media/map/forest.png default default dropped Z_FLAT Sapphire-Cobalt-1 puzzle.destructible small area.cave-cobalt cobaltBurst Y_FLAT media/map/cave-cobalt.png default default dropped Z_FLAT Sapphire-Cobalt-2 puzzle.destructible small area.cave-cobalt cobaltBurst Y_FLAT media/map/cave-cobalt.png default default dropped Z_FLAT Sapphire-Cobalt-Special puzzle.destructible small area.cave-cobalt cobaltBurst Y_FLAT media/map/cave-cobalt.png default default dropped Z_FLAT puzzle.destructible small area.jungle trashBag Y_FLAT media/map/jungle-props.png default default dropped Z_FLAT puzzle.destructible small area.jungle trashBag Y_FLAT media/map/jungle-props.png default default dropped Z_FLAT puzzle.destructible small area.jungle trashBag Y_FLAT media/map/jungle-props.png default default dropped Z_FLAT puzzle.destructible small area.jungle trashBag Y_FLAT media/map/jungle-props.png default default dropped Z_FLAT game.feature.puzzle.entities.regen-destruct impact.base.entity impact.feature.effect.effect-sheet puzzle.destructible String Type of regen destructible object VarCondition Condition for destructible to spawn VarCondition Condition for destructible to be active. Otherwise is always 'destroyed' Boolean If true, block path map and update when destroyed Number Time in seconds for destruct to regenerate effect destruct default showFast cut assist-puzzle-speed transition CENTER regen default default CHARGED shieldBlink transition transition destroy cut WEST EAST NORTH SOUTH puzzle.destructible iceBlockBoomQuick puzzle.destructible iceBlockRegen bottomIce Z_FLAT cut transition Z_EXPAND fullIce default default transition puzzle.flame boom puzzle.flame ICE_DISK shuffle default shuffle default MEDIUM HEAVY shuffle default media/entity/effects/heat.png bottom Z_FLAT default destroy cut regen shuffle flame default destroy regen shuffle puzzle.tesla boom puzzle.flame COMPRESSED MEDIUM HEAVY media/map/shockwave-dng.png media/map/shockwave-dng.png media/map/shockwave-dng.png bottom Z_FLAT default destroy cut regen shock lighter default destroy regen ball Y_FLAT default cut Z_FLAT destroy regen String Type of Regen Destruct Boolean If true: Regen panel has to be active game.feature.puzzle.entities.extract-platform game.config impact.base.entity String Type of extractable platform Number The z position when active. Number The z position when inactive. VarCondition Condition for the platform to move up media/entity/objects/puzzle-elements-1.png default media/entity/objects/puzzle-elements-1.png default game.feature.puzzle.entities.dynamic-platform impact.base.actor-entity impact.base.entity String Type of extractable platform DynamicPlatformDests the states to iterate. VarCondition Condition to pause the platform to move. false EntityAnim Animation to be played on pause Boolean True if actions should be interrupted when switching states. VarCondition Condition for Enemy to spawn INTERPOLATE_POSITION showQuick hideQuick dynPlatformSmall on off on off dynPlatformMedium on off on off media/entity/objects/puzzle-elements-1.png default move default default move media/entity/objects/puzzle-elements-1.png default move default default move media/entity/objects/dynamic-blocks.png redOn redOff greenOn greenOff blueOn blueOff greenOn greenOff redOn redOff blueOn blueOff media/entity/objects/dynamic-blocks.png Z_EXPAND redOn redOff greenOn greenOff blueOn blueOff greenOn greenOff redOn redOff blueOn blueOff media/entity/objects/dynamic-blocks.png Z_EXPAND blueOn blueOff blueOn blueOff media/map/arid-interior.png Z_EXPAND default default default media/entity/objects/dungeon-ar.png lighter default default teleport barrierShow teleport barrierHide media/entity/objects/dungeon-ar.png lighter default default teleport barrierShow teleport barrierHide game.feature.puzzle.entities.ol-platform impact.base.entity impact.feature.base.entities.object-layer-view String Object Layer from which to display graphic. Number Z height of displayed object Number Wall Y Value String Type of ground terrain OlPlatformStates States of the platform String Speed of transition Boolean Speed independent of distance Boolean Make sound positional String Height-Shape of Block Entity VarCondition Condition for prop to appear rgba(120,255,120, 0.5) rgba(80,244,80, 0.5) media/sound/puzzle/push-start.ogg MEDIUM RECTANGLE EASE_IN_OUT game.feature.puzzle.entities.enemy-counter game.feature.combat.combat impact.base.entity media/sound/puzzle/counter.ogg media/sound/puzzle/switch-activate-2.ogg puzzle VarCondition VarCondition to make enemy counter appear String Enemy Group that is considered for counting Number Number of enemies that needs to be defeated VarName Variable to be set to true when all enemies are defeated. VarName Variable to be set to true when the last marble reached the counter. VarName Variable to be set to the current enemyCount value. VarCondition if provided: shuffle when condition evaluates to true => [ ] > [ ] puzzle enemyCounterAppear enemyCounterDisappear VarCondition Spawn Condition Select DEFAULT: set count to kill count and trigger when all killed. INCREASE: just increase countVar every time an enemy dies. String Enemy Group that is considered for counting Number Number of kills to do. VarName Variable to be set to true when all kill count is reached VarName Variable to be set to the current enemyCount value. rgba(0,0,255, 0.5) rgba(0,0,120, 0.8) => [ ] ++ game.feature.puzzle.entities.group-switch impact.base.entity media/sound/battle/hit-7.ogg media/sound/puzzle/switch-activate-2.ogg String Type of Group Switch String Update type for the group switch String The associated group for this switch. Must be set for global type switches. Number the time the switch (or all switches in the group if global) stays active. VarName Variable is set to true when all switches are activated VarName This variable stored the number of active switches in this group VarName Set to true when one of the first switches in a group is hit. [ ]\n ++ switch puzzle false on off off switch spinning assist-puzzle-speed switch switch_end on default off spinning switch switch_end on game.feature.puzzle.entities.chest impact.base.actor-entity impact.base.entity game.feature.interact.map-interact game.feature.inventory.inventory game.feature.menu.menu-model String Type of the chest. Item The item to spawn. Number Amount of the given item. 0 = 1. VarCondition Condition for Enemy to spawn VarName the value to add 1 to VarName trigger to set to true the only 'once' when chest is activated VarCondition Condition for entity to become transparent Boolean If true, this chest is not tracked in the area counter + media/gui/map-icon.png media/gui/map-icon.png map.chest default map.chest_ NULL Y_FLAT media/entity/objects/treasure.png idle idleBronze idleSilver idleGold idleKey idleMasterKey Y_FLAT media/entity/objects/treasure.png idleBronze idleSilver idleGold idleKey idleMasterKey media/entity/objects/treasure.png open end Z_FLAT end idle DUNGEON_KEY DUNGEON_MASTER_KEY showDefault hideDefault SET_TERRAIN_FRICTION_IGNORE SET_WALK_ANIMS normal SET_RELATIVE_SPEED SET_FACE_TO_ENTITY SET_FACE_FIX MOVE_TO_ENTITY_DISTANCE SHOW_ANIMATION chestOpen CHANGE_VAR_BOOL set WAIT OPEN_CHEST WAIT SHOW_ANIMATION preIdle openChest openRegular chests chests total chests totalRate open oO open end idle idleBronze keyOpenBronze idleSilver keyOpenSilver idleGold keyOpenGold idleKey idleMasterKey game.feature.puzzle.entities.quick-sand impact.feature.influencer.influencer impact.feature.terrain.terrain impact.feature.effect.effect-sheet puzzle.quicksand sandTrail VarCondition Condition for Enemy to spawn Maps Map to be loaded Map Marker Marker on map to teleport player to \n puzzle.quicksand quicksand defaukt showAlpha sandDive TELEPORT game.feature.puzzle.entities.spiderweb impact.feature.influencer.influencer impact.feature.terrain.terrain impact.feature.effect.effect-sheet puzzle.quicksand SPIDER_SLOW_DOWN_GUARD game.feature.puzzle.entities.steam-pipes impact.base.entity impact.feature.effect.effect-sheet MASSIVE HEAT STEAM_PIPE OTHER String Type of rail pipes assist-puzzle-speed lighter assist-puzzle-speed puzzle.water-bubble String Default turn of turnout String Alternative turn of turnout VarCondition Condition to switch to turnAlt pipes XY_EXPAND off on on off steamTurnout turnoutChange on off puzzle.water-bubble Boolean Make sure puzzle element is not slowed down by assist mode pipes default floor default top default ovenActivate game.feature.puzzle.entities.tesla-coil impact.base.entity impact.feature.effect.effect-sheet puzzle.tesla String Type of TeslaCoil VarName Var set to true when tesla coil begins charging VarName Var set to true when tesla coil discharges String Alignment of effect relative to target tesla off flash off teslaSwitch MASSIVE HEAT LIGHTNING OTHER lightning fail COMPRESSED charge charging chargeStart off charge charge lighter flash flash lighter off charge charge lighter flash flash lighter media/entity/objects/tesla-loose.png Z_EXPAND off charge charge lighter flash flash lighter media/entity/objects/tesla-loose.png Z_EXPAND off charge charge lighter flash flash lighter off flash flash lighter media/entity/objects/tesla-loose.png Z_EXPAND off flash flash lighter media/entity/objects/tesla-loose.png Z_EXPAND off flash flash lighter Y_FLAT off flash flash lighter off flash flash lighter flash off groundShock MASSIVE SHOCK GROUND_SHOCK OTHER media/entity/objects/tesla-loose.png off flash flash lighter flash off groundShock MASSIVE SHOCK GROUND_SHOCK PLAYER off flash flash lighter flash off groundShock NONE NEUTRAL DISCHARGE_FISH SIGNAL OTHER game.feature.puzzle.entities.wave-teleport impact.base.entity impact.feature.effect.effect-sheet game.feature.combat.combat-target-event Number Minimum angle different between vectors pointing to old and new target position. 0.5= at least 90 degree difference. 1.0= essentially impossible (180 degree) puzzle.wave-teleport VarCondition Condition for Enemy to spawn Y_FLAT media/entity/objects/object-effects.png idle idle lighter idle appear disappear disappear derp WAIT trail hide hide derp WAIT show FASTER show CHARGED game.feature.puzzle.puzzle-steps impact.base.action impact.base.event impact.base.entity Entity Destructible to destroy Entity Pushpull entity Vec3 If defined, reset to this position Offset Offset relative to entity ground center from which to shoot String Alignment relative to entity from which to shoot Number The XY speed of the thrown bomb Number The z speed of the thrown bomb Number Time in seconds the timer of the bomb should be advanced puzzle2 Integer Number of bombs Offset Offset relative to entity ground center from which to shoot String Alignment relative to entity from which to shoot Vec2 Area on which to rain the bombs randomly Number Value to +- vary the z height puzzle2 Vec3 Where to spawn bomb Number From how height the bomb will fall Number Value to +- vary the z height puzzle2 Vec3 Where to spawn bubble Offset Offset relative to entity ground center from which to shoot String Alignment relative to entity from which to shoot Number Time in seconds until bubble explodes media/entity/objects/object-effects.png Number Minimum time that currently targeted element pole should have, if temporary String Alignment relative to entity from which to shoot EXTENDER_LOOSE EXTENDER_LOOSE_FLIP SOURCE_LOOSE SOURCE_LOOSE_FLIP WHALE_DISCHARGE String Alignment relative to entity from which to shoot String Type of Teslacoil String Alignment relative to entity from which to shoot String Element of Shield Ball HEAT COLD SHOCK WAVE String Alignment relative to entity from which to start shockwave Offset Offset to position Number How high platforms should move Number Duration of height movement Number Total range of impact Number How fast to expand shockwave along xy (pixels per seconds) Number Minimum distance to center for platform to move String Color to blink while going up Vec3 Point of first platform to be fixed Vec3 If defined: Rise all platforms overlapping with the bounding box of A and B Number How high platforms should be fixed Number If defined, will vary height randomly between this value and height game.feature.puzzle.entities.rotate-blocker impact.base.entity impact.feature.effect.effect-sheet game.feature.interact.map-interact ne se sw nw VarCondition Condition for Enemy to spawn String Start direction of triangular block shape VarCondition Condition for RotateBlocker to be active media/gui/map-icon.png rotateBlocker ground Z_FLAT off ne se sw nw turn block lighter ne se sw nw ground Y_FLAT lighter turn turn turn turn turn turn turn turn turn puzzle.rotate-blocker showFast hideFast appear off disappear off openChest SET_WALK_ANIMS normal SET_RELATIVE_SPEED SET_FACE_TO_ENTITY SET_FACE_FIX SHOW_ANIMATION chestOpen MOVE_TO_ENTITY_DISTANCE WAIT rotate turn game.feature.puzzle.entities.boss-platform impact.base.entity impact.feature.base.entities.object-layer-view String Object Layer from which to display graphic. Number Z height of displayed object String Height-Shape of Block Entity Number Wall Y Value rgba(120,255,120, 0.5) rgba(80,244,80, 0.5) RECTANGLE media/map/arid-heaven.png #444 #000 game.feature.puzzle.plug-in game.feature.puzzle.components.push-pullable game.feature.puzzle.entities.block game.feature.puzzle.entities.blockers game.feature.puzzle.entities.bomb game.feature.puzzle.entities.water-bubble game.feature.puzzle.entities.compressor game.feature.puzzle.entities.water-block game.feature.puzzle.entities.ice-disk game.feature.puzzle.entities.key-panel game.feature.puzzle.entities.ball-changer game.feature.puzzle.entities.walls game.feature.puzzle.entities.glowing-line game.feature.puzzle.entities.lorry game.feature.puzzle.entities.one-time-switch game.feature.puzzle.entities.element-shield game.feature.puzzle.entities.floor-switch game.feature.puzzle.entities.magnet game.feature.puzzle.entities.multi-hit-switch game.feature.puzzle.entities.bounce-switch game.feature.puzzle.entities.thermo-pole game.feature.puzzle.entities.push-pull-block game.feature.puzzle.entities.push-pull-dest game.feature.puzzle.entities.sliding-block game.feature.puzzle.entities.switch game.feature.puzzle.entities.destructible game.feature.puzzle.entities.item-destruct game.feature.puzzle.entities.regen-destruct game.feature.puzzle.entities.extract-platform game.feature.puzzle.entities.dynamic-platform game.feature.puzzle.entities.ol-platform game.feature.puzzle.entities.enemy-counter game.feature.puzzle.entities.group-switch game.feature.puzzle.entities.chest game.feature.puzzle.entities.quick-sand game.feature.puzzle.entities.spiderweb game.feature.puzzle.entities.steam-pipes game.feature.puzzle.entities.tesla-coil game.feature.puzzle.entities.wave-teleport game.feature.puzzle.puzzle-steps game.feature.puzzle.entities.rotate-blocker game.feature.puzzle.entities.boss-platform game.feature.puzzle.editors.puzzle-editors game.feature.menu.menu-steps impact.base.utils impact.base.event impact.base.action game.feature.menu.menu-model game.feature.menu.map-model game.feature.menu.lore-model DropSelect drop to update ENTITY ItemDestruct EnemySearch Enemy to unlock, note that this enemy, use this only for special enemies. Boolean if true 'special' will be displayed instead of kill count combat kill combat enemyCompletionRate LoreSelect Lore to unlock. Unlocks ALL entries Boolean True if notification should be displayed LoreSelect Lore to the entry is associated with Lore LoreEntrySelect The entry to unlock Boolean True if notification should be displayed Area Area to select landmark from areas Area Landmarks Landmark to activate Area Area to select landmark from areas Area Landmarks Landmark to set state of. If not defined: Set state of all landmarks of area (if found) Boolean New Active State of Landmark Maps Map of the chest Map Area Area of the map areas Area Integer Entity id of the chest that is no more String Alternative Variable used for chest. Do NOT add map. prefix! maps. . chests chests total Shop The Shop to access. Below you can see the content Shop QuestHub The hub to access. QuestHub String areas Visited area to be undone. WARNING: Will delete ALL map variables of those maps game.feature.menu.plug-in game.feature.menu.area-loadable game.feature.menu.menu-steps game.feature.menu.gui.menu-misc game.feature.menu.gui.base-menu game.feature.menu.gui.main-menu game.feature.menu.gui.start-menu game.feature.menu.gui.equip.equip-menu game.feature.menu.gui.list-boxes game.feature.menu.gui.circuit.circuit-menu game.feature.menu.gui.circuit.circuit-misc game.feature.menu.gui.item.item-menu game.feature.menu.gui.map.map-menu game.feature.menu.gui.social.social-menu game.feature.menu.gui.save.save-menu game.feature.menu.gui.options.options-menu game.feature.menu.gui.shop.shop-menu game.feature.menu.gui.synop.synop-menu game.feature.menu.gui.quests.quest-menu game.feature.menu.gui.quest-hub.quest-hub-menu game.feature.menu.gui.enemies.enemy-menu game.feature.menu.gui.lore.lore-menu game.feature.menu.gui.help.help-menu game.feature.menu.gui.status.status-menu game.feature.menu.gui.museum.museum-menu game.feature.menu.gui.stats.stats-menu game.feature.menu.gui.trophy.trophy-menu game.feature.menu.gui.trade.trader-menu game.feature.menu.gui.botanics.botanics-menu game.feature.menu.gui.arena.arena-menu game.feature.menu.menu-model game.feature.menu.lore-model String areas Area of the map. fallback game.feature.menu.editors.area-editors game.feature.menu.editors.lore-editors game.feature.menu.editors.shop-editors game.feature.menu.editors.drop-editors game.feature.menu.editors.toggle-set-editors orange game.feature.quick-menu.gui.quick-item-menu impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.interact.button-group game.feature.menu.gui.list-boxes game.feature.menu.gui.menu-misc media/gui/menu.png DEFAULT media/gui/basic.png media/gui/menu.png default sc.gui.menu.select sc.gui.menu.quantity sc.gui.menu.item.buff : HIDDEN #7E7E7E quick-cursor \\i[ item-default ] default flipped DEFAULT HIDDEN game.feature.quick-menu.gui.quick-misc impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.gui.base.numbers game.feature.combat.combat game.feature.menu.gui.enemies.enemy-pages game.feature.quick-menu.gui.quick-item-menu media/gui/menu.png default HIDDEN heal DEFAULT HIDDEN HIDDEN \\i[ ]\\i[ ] \\c[1]- %\\c[0] \\c[2]+ %\\c[0] param elemFactor heat cold shock wave hp maxhp attack atk defense def focus foc modifier. ERROR ERROR sc.gui.menu.equip. descriptions. elemFactor media/gui/menu.png default Autumn's Rise - Entrance HIDDEN DEFAULT HIDDEN DEFAULT HIDDEN HIDDEN DEFAULT HIDDEN - media/gui/menu.png default maxhp atk def foc HIDDEN #CCCCCC DEFAULT HIDDEN false hp attack defense focus elemFactor sc.gui.menu.equip. default flipped media/gui/menu.png default default HIDDEN offsetY HIDDEN offsetY media/gui/menu.png default default game.feature.quick-menu.gui.quick-screen-types impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.feature.interact.gui.focus-gui game.feature.gui.base.numbers game.feature.combat.combat game.feature.quick-menu.gui.quick-misc media/gui/menu.png HIDDEN HIDDEN HIDDEN DEFAULT DEFAULT HIDDEN HIDDEN DEFAULT DEFAULT HIDDEN ??? HIDDEN HIDDEN DEFAULT HIDDEN sc.gui.trade.trader : sc.gui.trade.trader sc.gui.trade.shop : sc.gui.trade.shop sc.gui.trade.quest : sc.gui.trade.quest ??? HIDDEN HIDDEN DEFAULT HIDDEN game.feature.quick-menu.gui.quick-screen impact.base.image impact.feature.gui.gui game.feature.quick-menu.gui.quick-screen-types game.feature.menu.gui.menu-misc game.feature.quick-menu.gui.quick-misc media/gui/menu.png media/gui/menu.png lighter HIDDEN HIDDEN DEFAULT DEFAULT DEFAULT DEFAULT DEFAULT HIDDEN HIDDEN HIDDEN HIDDEN lighter game.feature.quick-menu.gui.circle-menu impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.interact.button-group media/gui/menu.png DEFAULT HIDDEN DEFAULT HIDDEN media/sound/menu/menu-hover.ogg media/gui/menu.png HIDDEN PRE_DEFAULT DEFAULT HIDDEN DEFAULT HIDDEN items analyze party map sc.gui.quick-menu.description. game.feature.quick-menu.gui.quick-party impact.base.image impact.feature.gui.gui impact.feature.gui.base.basic-gui game.feature.interact.button-group game.feature.menu.gui.list-boxes game.feature.menu.gui.menu-misc game.feature.quick-menu.gui.quick-item-menu media/gui/basic.png media/gui/menu.png default sc.gui.quick-menu.strategy.headers.target sc.gui.quick-menu.strategy.headers.behaviour sc.gui.quick-menu.strategy.headers.arts TARGET BEHAVIOUR ARTS HIDDEN #7E7E7E #7E7E7E #7E7E7E \\i[party- - ] sc.gui.quick-menu.strategy.description. default flipped TARGET BEHAVIOUR ARTS DEFAULT HIDDEN sc.gui.quick-menu.strategy.names. WHATEVER MY_ENEMY OTHERS OFFENSIVE DEFENSIVE DO_NOTHING NORMAL OFTEN NEVER game.feature.quick-menu.gui.quick-menu impact.base.image impact.feature.gui.gui game.feature.quick-menu.gui.quick-screen game.feature.quick-menu.gui.circle-menu game.feature.quick-menu.gui.quick-item-menu game.feature.quick-menu.gui.quick-party game.feature.menu.gui.menu-misc DEFAULT quick-location HIDDEN DEFAULT HIDDEN quick-location quick-location game.feature.quick-menu.entities.analyzable impact.base.entity game.feature.quick-menu.gui.quick-screen-types Analyzable[ ] VarCondition Condition for Enemy to spawn Select Type of the Analyzable DEFAULT VarCondition ??? LangLabel Name to display above the entity Number If defined will be visible at the border if below the given distance rgba(0,255,0, 0.5) Analyzable game.feature.quick-menu.plug-in game.feature.quick-menu.quick-menu-model game.feature.quick-menu.gui.quick-menu game.feature.quick-menu.gui.circle-menu game.feature.quick-menu.gui.quick-item-menu game.feature.quick-menu.entities.analyzable game.feature.quick-menu.editors.quick-menu-editors game.feature.tutorial.input-forcer impact.base.game impact.feature.gui.gui HIDDEN DEFAULT HIDDEN media/sound/hud/popup-2.ogg InputForcer dj ufa forceInput forceInput game.feature.tutorial.tutorial-steps impact.base.action game.feature.tutorial.input-forcer String Name of player config LangLabel Title of input forcer LangLabel Text for Keyboard LangLabel Text for Gamepad game.feature.tutorial.plug-in game.feature.tutorial.input-forcer game.feature.tutorial.tutorial-steps game.feature.trade.gui.trade-icon impact.feature.gui.gui impact.feature.gui.base.box impact.feature.gui.base.basic-gui game.feature.interact.map-interact media/gui/message.png default media/gui/menu.png HIDDEN DEFAULT HIDDEN \\i[ item-default ] sc.gui.trade.tradeOffer #ccc \\c[4] \\c[0] HIDDEN game.feature.trade.trade-steps impact.base.action impact.base.event TraderSelect The trader to reset. Boolean If true, use branches to determine whether things where traded or not. traded ON TRADE DONE canceled ON TRADE CANCELED _end end trade ??? traded canceled game.feature.trade.plug-in game.feature.trade.gui.trade-menu game.feature.trade.gui.trade-icon game.feature.trade.trade-steps game.feature.trade.editors.trade-editor game.feature.save-preset.save-preset impact.base.loader impact.base.game 0-before-boss 1-rhombus-dng-start 2-continue-story 3-autumn-rise 4-apollo-duel 5-before-bergen 6-before-maroon 7-fajro-temple 8-autumns-fall SavePresetData data/save-presets/ .json game.feature.save-preset.plug-in game.feature.save-preset.save-preset game.feature.xeno-dialogs.entities.xeno-dialog impact.base.entity impact.feature.effect.effect-sheet XENO_DIALOG[ ] VarCondition optional spawn condition, leave empty for true XenoDialog The dialog Boolean If true, ignore Z pos when checking range Boolean if true, skip dialog wait after dialog has been completed resulting in an endless dialog loop Boolean Only play this dialog once. rgba(128,0,128, 0.5) rgba(200, 200, 200, 0.1) rgba(128,0,128, 0.5) npc map.xeno-dialog-once_ Xeno MSG map.xeno-dialog-once_ Hello World vD xeno-pointer xenoAlert map.xeno-dialog-once_ Xeno MSG game.feature.xeno-dialogs.gui.xeno-icon impact.feature.gui.gui impact.feature.gui.base.box impact.feature.gui.base.basic-gui game.feature.interact.map-interact game.feature.msg.gui.msg-skip-hud media/gui/message.png default This is a sample text. HIDDEN HIDDEN This is an empty test highlight default DEFAULT HIDDEN HIDDEN game.feature.xeno-dialogs.plug-in game.feature.xeno-dialogs.entities.xeno-dialog game.feature.xeno-dialogs.gui.xeno-icon game.feature.xeno-dialogs.editors.xeno-dialog-editor game.feature.quest.quest-types THROWS_ERROR Item The item to collect. Number the amount you need to collect. Boolean True if the player can keep the items false Boolean true True if the name should be hidden until at least one of the item has been found or the sub task is finished Boolean true True if the max number should be hidden until the subtask is solved. EnemyName The enemy you need to defeat Number the amount you need to defeat. RESTORE [KILL]: enemy: , amount: String The label inside the quest that will be set to true LangLabel The text that should be displayed as subtask LangLabel short version for minified GUI <b>CONDITION</b> <code>label: text: <i style='color: orange'> LangLabel </i> RESTORE [CONDITION]: label: SubQuestSelect Quest to solve. Select parent quest first. LangLabel The text that should be displayed as subtask LangLabel short version for minified GUI <b>QUEST</b> <code>quest: text: <i style='color: orange'> LangLabel </i> SubQuest done after prev task finished: | state: Select The item to check areas Number the amount you need to unlock. CONDITION COLLECT LANDMARK QUEST ??? ??? ??? Sub Quest found in task. Can only be in first task! game.feature.quest.quest-model impact.base.game impact.base.loader impact.feature.database.database game.config game.feature.quest.quest-types game.feature.model.game-model game.feature.combat.combat game.feature.timers.timers-model rookie-harbor autumn-area autumn-fall bergen-trails heat-area heat-village jungle-city Quests quests QuestEnumEditor Quests questHubs QuestHubList Quest Hubs quest VarQuestEditor questHubs VarQuestHubEditor tmp._questRewardsFinished QuestSolvedDialog WAIT ADD_GUI QuestSolvedDialog WAIT_UNTIL_TRUE tmp._questRewardsFinished WAIT Bq QUEST_ACCEPTED Could not find quest with ID: Static quest is already finished! Quest ID: quests active QUEST QUEST_ACCEPTED CONDITION Tried to solve condition of quest that is not active Static quest has already been finished! ID: Quest with State %O is not an active quest and cannot be finished! quests solved quests solvedTotal QUEST QUEST NO QUEST quest started solved task currentTask subtask subvalue subrequire label task currentTask KILL LANDMARK COLLECT COLLECT COLLECT COLLECT COLLECT quests exp quests money ALL_ELEMENTS quest cp ALL ALL quest cp ALL quests rewards player playtime player playtime quests %cDATABASE: %cLoaded Static Quests: \n%O color:orange ??? ??? sc.gui.loading.questUpdate quests solvedTotal QUEST quests subtasks quests subtasks quests tasks quests tasks quests tasks quests subtasks quests subtasks quests tasks quests tasks QUEST COLLECT LANDMARK quests subtasks quests subtasks quests tasks game.feature.quest.quest-steps impact.base.action impact.base.entity impact.base.event game.feature.quest.quest-model game.feature.menu.gui.quests.quest-misc LangLabel Name of the quest Number Level of the quest LangLabel Starting description text LangLabel Ending description text QuestRewards The rewards the player gets for completing the quest. QuestTaskList The tasks to complete <b style='color: limegreen'>CREATE QUEST</b> name: <i> </i>, description: <i> </i>, tasks: <i> </i> Cf QuestNameSelect The quest to start <b style='color: limegreen'> START STATIC QUEST </b> <i> </i> QuestLabelSelect The label to set to active <b style='color: limegreen'> SOLVE QUEST CONDITION </b> <i> QuestLabelSelect </i> Quest the quest to update. ONLY WORKS IF QUEST IS ACTIVE! <b style='color: limegreen'> UPDATE QUEST LOCATION </b> <i> </i> Quest The quest on which the index should be reset Quest TaskIndex The quest task to reset to Quest The quest to open Character Character to use as quest giver, override default and can be used in event triggers. Maps Map to show instead of the automated one accepted on accept declined on decline _end end quest dialog ??? accepted declined QuestNameSelect The label to set to solve <b style='color: limegreen'> OPEN QUEST DIALOG </b> <i> </i> tmp._questRewardsFinished game.feature.quest.plug-in game.feature.quest.quest-types game.feature.quest.quest-steps game.feature.quest.quest-model game.feature.quest.editors.quest-editors game.feature.quest.editors.quest-hub-editors limegreen game.feature.party.party-steps impact.base.action impact.base.event game.feature.party.party String Party member to add Boolean True if online. String Party member to change Boolean True if locked. String Party member to add String Status to set String Status to set String Party member to add NPC NPC that will turn into the party member Boolean If true: skip NPC show effect Boolean If true: add Party member temporary String Party member to add Integer Level to set Integer Exp to set Boolean If true, also update equipment of party member String Party member to modify Boolean If true: party member won't die, even if you kill him String Party member to add String Type of Core. 0 0 SP 4 SP 8 SP 12 SP 16 SP String Party member to add Boolean If true: has all elements. If false: has all elements player has String Party member to add NPC NPC that will turn into the party member Boolean If true: skip NPC show effect String Party member to revive Number Battie AI Factor: 0=default, 1=always the best possible decision. Number Aggressiveness Factor: 0=default, 1=attacks as often as possible Number Influence enemy targeting behavior: 0=default, 1=enemies will always target party members String Kind of temp target Boolean If true: also include self as possible target Array Only for enemy: filter for enemy type EnemySearch StringExpression Search Key used for some selection criteria of 'kind' game.feature.party.party-member-model game.feature.model.base-model game.feature.combat.model.combat-params game.feature.combat.entities.ball game.feature.player.player-config game.feature.achievements.stats-model DEFAULT Xl xH PARTY_MEMBER_EVENT REVIVED tR SANDWICH consumeItem SET_FACE SOUTH WAIT SHOW_FOOD_ICON SHOW_ANIMATION itemFetch SHOW_ANIMATION itemHold WAIT CHANGE_FOOD_ICON BUBBLE PLAY_SOUND media/sound/move/eat.ogg SHOW_ANIMATION itemEatFast WAIT CHANGE_FOOD_ICON DONE CONSUME_PARTY_SANDWICH SHOW_ANIMATION itemEffect WAIT game.feature.party.entities.party-member-entity game.feature.player.entities.player-base ATTACK_SPECIAL THROW_SPECIAL GUARD_SPECIAL DASH_SPECIAL ATTACK THROW GUARD DASH BEHAVIOUR BEHAVIOUR BEHAVIOUR TARGET BEHAVIOUR ARTS THROW_CHARGED THROW_NORMAL THROW_NORMAL_REV dashDir ATTACK ATTACK_REV dashDir dashDir ATTACK_FINISHER ATTACK ATTACK_REV dashDir DASH normal battle aiming guard collType collType collType maxVel relativeVel showDefault CENTER charge party-combat-arts party-combat-arts elemFactor HP_REGEN SPIKE_DMG STUN_THRESHOLD CRITICAL_DMG BEHAVIOUR BEHAVIOUR showFast enemyStart WAIT enemyStart SHOW_EFFECT teleport hideDefault CENTER game.feature.party.plug-in game.feature.party.party game.feature.party.party-steps game.feature.party.party-member-model game.feature.party.entities.party-member-entity game.feature.party.editors.party-editors game.feature.common-event.common-event impact.feature.storage.storage game.feature.party.party D E C B A S ENTER LEAVE Array Types of enemy attacking String enemies Integer LevelGap: Enemy Level - Player Level Integer LevelGap: Enemy Level - Player Level Boolean If defined: only trigger when player started battle if true or if not player started if false Boolean If defined => true: only trigger when start of battle, false: only trigger when enemies join during battle String Type of enemy defeated enemies Integer Minimum amount of killed enemies String Minimum rank at cooldown Array Type of enemy defeated String enemies Integer Minimum amount of killed enemies String Minimum rank at cooldown String Rank that was reached since last cooldown Integer Minimum Level reached String Party member that just DIED String Type of party member event DIES REVIVED EQUIP_UPDATE String If defined: react on map dungeon change String If defined: react on area dungeon change String Party member that we do the social action with String Type of social action REGULAR SOMETIMES RARE commonEvents CommonEnumEditor Common Events commonEvents data/database.json Number game.feature.common-event.common-event-steps game.feature.common-event.common-event impact.base.action impact.base.event String Type of Common Event CallEvent Call event that will be called. String Type of Common Event to cancel game.feature.common-event.plug-in game.feature.common-event.common-event game.feature.common-event.common-event-steps game.feature.common-event.editors.common-event-editors game.feature.voice-acting.voice-acting impact.base.game media/sound/va/ voiceActing game.feature.voice-acting.va-config game.feature.voice-acting.voice-acting main.lea lea/bye.ogg Bye lea/bye-question.ogg Bye? lea/haaaaii.ogg lea/haaaaii-2.ogg Hi EXCITED lea/hi-dissapointed.ogg Hi EXHAUSTED ANNOYED MOPING lea/hi-question.ogg Hi SURPRISED_TOWARD SURPRISED_AWAY NERVOUS lea/hi.ogg lea/hi-2.ogg lea/hi-3.ogg Hi lea/how.ogg lea/how-2.ogg How lea/lea.ogg lea/lea-2.ogg lea/lea-3.ogg Lea lea/lea-dissapointed.ogg Lea ANNOYED MOPING lea/hmmm.ogg ...! lea/seufz.ogg lea/seufz-2.ogg ... lea/huh.ogg ...? [nods] [shakes head] main.shizuka shizuka/alligator.ogg shizuka/bakka.ogg shizuka/bakka-2.ogg shizuka/bakka-3.ogg shizuka/chikusho.ogg shizuka/gomenasai.ogg shizuka/jameruuu.ogg shizuka/jameruuu-2.ogg shizuka/jameruuu.ogg shizuka/jameruuu-2.ogg shizuka/kawaiiii.ogg main.sergey sergey/binary.ogg sergey/can-you-hear-me.ogg sergey/customer-service.ogg sergey/hotline.ogg sergey/is-this-working.ogg sergey/is-this-working-2.ogg sergey/turn-it-off-and-on.ogg main.schneider schneider/ah-hallo.ogg schneider/bratwurst.ogg schneider/fabelhaft.ogg schneider/holeroe.ogg schneider/holeroe-2.ogg schneider/holeroe-3.ogg Holer\u00f6 schneider/holla-the-woodfairy.ogg schneider/i-think-i-spider.ogg schneider/ja.ogg schneider/jaja-thats-how-it-is.ogg schneider/my-akzent.ogg schneider/my-lovely.mister-singing-club.ogg schneider/my-pig-whistles.ogg schneider/neineinein.ogg schneider/noone-can-reach-me-the-water.ogg schneider/sauerkraut.ogg schneider/schifffahrtskapitaensmuetze.ogg schneider/that-makes-me-nobody-so-easy-after.ogg main.emilie emilie/au-reviour.ogg revoir emilie/bonjour.ogg emilie/bonjour-2.ogg Bonjour emilie/non.ogg non emilie/oui.ogg emilie/oui-2.ogg oui emilie/je-mapelle-emilie.ogg emilie emilie/sacre-bleu.ogg emilie/sacre-bleu-2.ogg Sacrebleu emilie/oulala-2.ogg emilie/oulala-3.ogg emilie/exquise-moir.ogg main.carla carla/atta-girl.ogg attagirl carla/come-on.ogg C'mon carla/good-job.ogg Good carla/gotcha.ogg gotcha carla/u-know.ogg y'know main.captain jet/aarrr.ogg jet/ahoi.ogg jet/aye.ogg jet/aye-mate.ogg jet/dead-men-tell-no-lies.ogg jet/fire-in-the-hole.ogg jet/hmpf.ogg jet/hmpf-2.ogg jet/laugh.ogg jet/scallywag.ogg jet/time-for-some-grog.ogg jet/walk-the-plank.ogg jet/yarrr.ogg jet/ye-dobber.ogg Dobber jet/ye-hornswaggle.ogg main.genius satoshi/cough.ogg satoshi/cough-2.ogg satoshi/cough-3.ogg satoshi/daijube.ogg satoshi/daijube.ogg satoshi/yatta.ogg satoshi/yatta.ogg antagonists.designer designer/amusing.ogg designer/amusing-2.ogg designer/everything-by-design.ogg designer/extraordinary.ogg designer/laugh.ogg designer/laugh-2.ogg designer/proposterous.ogg preposterous designer/tse.ogg designer/we-are-pleased.ogg antagonists.gautham shady-guy/baka.ogg shady-guy/kuso.ogg shady-guy/kuso-2.ogg shady-guy/madda-madda.ogg shady-guy/madda-madda-2.ogg shady-guy/masaka.ogg shady-guy/masaka-2.ogg shady-guy/masaka-3.ogg shady-guy/mate.ogg shady-guy/mate-2.ogg shady-guy/nani.ogg shady-guy/nani-2.ogg shady-guy/nani-3.ogg shady-guy/nyehehe.ogg antagonists.fancyguy apollo/cop.ogg apollo/cop-2.ogg apollo/hold-it.ogg apollo/hold-it-2.ogg apollo/hold-on.ogg apollo/objection.ogg apollo/stay-there.ogg apollo/wait-a-minute.ogg apollo/wait-a-minute-2.ogg apollo/you-are-cheating.ogg apollo/you-cheater.ogg cheat apollo/you-faker.ogg apollo/youre-no-real-spheromancer.ogg game.feature.voice-acting.plug-in game.feature.voice-acting.voice-acting game.feature.voice-acting.va-config game.feature.credits.credit-loadable impact.base.game impact.base.loader Credit json data/credits/ .json game.feature.credits.gui.credits-gui game.feature.gui.base.boxes impact.feature.gui.gui impact.feature.gui.base.basic-gui impact.base.image impact.base.lang game.feature.gui.base.boxes game.feature.credits.credit-loadable game.feature.gui.base.text HIDDEN DEFAULT HIDDEN BASE IMAGE TRIGGER CENTER DEFAULT HIDDEN HIDDEN DEFAULT HIDDEN HIDDEN HIDDEN DEFAULT CENTER RIGHT game.feature.credits.credits-steps impact.base.action impact.base.event game.feature.credits.credit-loadable String Name of the section. MUST BE GIVEN Select Credit Section to show credits No name for credits entry! CreditSection String Name of the credit section gui which contains the trigger CreditsTriggerSelect Name of the trigger trigger credits String Name of the section. MUST BE GIVEN Boolean If true, waits until credits entry is really offscreen name game.feature.credits.plug-in game.feature.credits.credit-loadable game.feature.credits.gui.credits-gui game.feature.credits.credits-steps pink pink game.feature.credits.editors.credits-editors game.feature.arena.entities.arena-spawn impact.base.entity String Text to display in information. text rgba(30, 30, 30, 0.5) rgba(0, 0, 0, 0.5) \n game.feature.arena.arena-loadable impact.base.game impact.base.loader ARENA_CACHE arenaCacheKey CupAsset json data/arena/ .json game.feature.arena.arena impact.base.game impact.feature.storage.storage game.feature.model.base-model game.feature.arena.entities.arena-spawn game.feature.arena.arena-loadable SOLO_CUP TEAM_CUP SOLO_CUSTOM TEAM_CUSTOM DEFAULT test-cup Arena arena String Cup with id ' ' already exists. %cLOADABLE: %cLoading Cup Cache: \n%O color:#149AEB %cLOADABLE: %cClearing Cup Cache: \n%O color:#149AEB Cup not found: arena arena Unsupported var access path: Ab \\c[1]~ \\c[0] \\c[1]~ \\c[0] \\i[diff- ] \\c[1]~ \\c[0] TODO: save arena TODO: load arena progress game.feature.arena.arena-steps impact.base.action impact.base.entity game.feature.arena.arena Boolean If true, open menu for custom cups. game.feature.arena.plug-in game.feature.arena.arena game.feature.arena.entities.arena-spawn game.feature.arena.arena-steps game.features game.loader game.constants impact.feature.database.plug-in impact.feature.gamepad.plug-in impact.feature.base.plug-in impact.feature.bgm.plug-in impact.feature.event-sheet.plug-in impact.feature.camera.plug-in impact.feature.rumble.plug-in impact.feature.slow-motion.plug-in impact.feature.effect.plug-in impact.feature.gui.plug-in impact.feature.light.plug-in impact.feature.height-map.plug-in impact.feature.navigation.plug-in impact.feature.map-content.plug-in impact.feature.map-image.plug-in impact.feature.overlay.plug-in impact.feature.dream-fx.plug-in impact.feature.parallax.plug-in impact.feature.screen-blur.plug-in impact.feature.terrain.plug-in impact.feature.interact.plug-in impact.feature.env-particles.plug-in impact.feature.storage.plug-in impact.feature.weather.plug-in impact.feature.map-sounds.plug-in impact.feature.nwf.plug-in impact.feature.video.plug-in impact.feature.influencer.plug-in impact.feature.greenworks.plug-in game.feature.version.plug-in game.feature.timers.plug-in game.feature.achievements.plug-in game.feature.auto-control.plug-in game.feature.inventory.plug-in game.feature.font.font-system game.feature.ar.plug-in game.feature.base.plug-in game.feature.bgm.plug-in game.feature.character.plug-in game.feature.combat.plug-in game.feature.game-code.plug-in game.feature.gui.plug-in game.feature.map-content.plug-in game.feature.model.plug-in game.feature.skills.plug-in game.feature.msg.plug-in game.feature.interact.plug-in game.feature.npc.plug-in game.feature.player.plug-in game.feature.puzzle.plug-in game.feature.control.control game.feature.menu.plug-in game.feature.quick-menu.plug-in game.feature.tutorial.plug-in game.feature.trade.plug-in game.feature.save-preset.plug-in game.feature.xeno-dialogs.plug-in game.feature.quest.plug-in game.feature.party.plug-in game.feature.common-event.plug-in game.feature.voice-acting.plug-in game.feature.credits.plug-in game.feature.arena.plug-in game.feature.beta.beta-controls impact.base.game BetaControls langedit savedialog game.feature.beta.plug-in game.feature.beta.beta-controls impact.feature.lang-edit.lang-edit impact.base.game https://www.cross-code.com/page/api/ lang-edit-submit.php lang-edit-overview.php lang-edit-list.php lang-edit-resolve.php lang-send.php lang-get.php lang-batches.php LangEdit You can only submit langLabels to lang-edit You can only submit langLabels to lang-edit You can only submit langLabels to lang-edit .map .recent ccLangEditUser ccLangEditUser ccLangEditEmail div langEdit div container header <h2> sc.gui.lang-edit.title </h2> <button> sc.gui.lang-edit.map </button> <button> sc.gui.lang-edit.recent </button> userInfo sc.gui.lang-edit.user-prefix name email sc.gui.lang-edit.user-edit </a></div> form user <h2> sc.gui.lang-edit.user-credentials </h2> text userName '+ig.lang.get( )+' text userEmail '+ig.lang.get( )+' button sc.gui.lang-edit.submit </button> click map recent footer submit sc.gui.lang-edit.send-report </button> button sc.gui.lang-edit.cancel </button> click click a click saving sc.gui.lang-edit.sending </div> none error sc.gui.lang-edit.error </h2><div></div></div> none click click original .modification .comment edit edit edit click click ul li label hidden id[] id hidden file[] file original[] original modification[] modification comment[] comment '+ig.lang.get( )+' li.edit .modification .original .comment edit ccLangEditUser ccLangEditEmail .userInfo .name .userInfo .email data/maps/ .json li.edit .id .original .modification .comment .file data= POST json div div No response? impact.feature.lang-edit.plug-in impact.feature.lang-edit.lang-edit game.beta game.feature.beta.plug-in impact.feature.lang-edit.plug-in game.main impact.base.game game.config game.features game.beta media/entity/shadow.png dust teleport npc combatant media/sound/hud/popup.ogg aim dash scrollUp scrollDown snapshot langedit savedialog fullscreen NEW LOAD rookie-harbor.west start NEW rhombus-dng.entrance start NEW NEW hideout.entrance start NEW playerDefeat ADD_SLOW_MOTION playerRespawn SET_ZOOM_BLUR MEDIUM SET_CAMERA_TARGET EASE_OUT WAIT CLEAR_SLOW_MOTION playerRespawn ADD_SLOW_MOTION SET_CAMERA_ZOOM EASE_IN WAIT WAIT SET_OVERLAY_CORNER RED SET_OVERLAY white WAIT ADD_SLOW_MOTION SET_OVERLAY black WAIT LOAD FORCE_UPDATE DO_ACTION WAIT WAIT_UNTIL_ON_GROUND MAP_ENTERED #canvas #game