Alright, but you asked for it. They're pretty lenghty now. Here's the info on the blue queen alien.
Queen Blue Alien;//name--------------------------------------- 4;//identifier 0;//class creature1.tga;//texture 1;//draw layer 123;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead 1;//corpse item amount 1;//attack type, 0=shooting attack, 1=close combat 2;//show on radar 0=does not show, 1=does show (small dot), 2=does show (big dot) 6;//primary AI tactic from AI_tactic.dat 6;//secondary AI tactic from AI_tactic.dat 3;//footstep particle from particles.dat 0;//die after how many seconds, 0=doesn't die -1;//eat item number from items.dat, -1=nothing 2.000000;//creature size 2.000000;//creature weight (affects pushing) 0.800000;//movement speed 1.600000;//leg animation speed 1.000000;//turn speed 1.000000;//inertia level (acceleration/deceleration) 7;//weapon number 0.000000;//weapon_x 10.000000;//weapon_y 0;//blood particle 1;//bars visible when player hovers mouse on top 1.000000;//death animation speed 1;//creature can move from area to another 1000.000000;//AI hear range 500.000000;//AI see range begin_footstep_sounds step_a0.wav;//sample name step_a1.wav;//sample name step_a2.wav;//sample name end_footstep_sounds begin_hit_sounds groan0.wav;//sample name groan1.wav;//sample name groan2.wav;//sample name end_hit_sounds begin_die_sounds groan0.wav;//sample name groan1.wav;//sample name groan2.wav;//sample name end_die_sounds begin_eat_block end_eat_block begin_death_block end_death_block begin_hit_block end_hit_block begin_timed_block 1000;//interval in milliseconds begin_conditions; 8;//condition number 2.000000;//condition parameter0 0.000000;//condition parameter1 end_conditions; begin_effects; 10;//effect number 49.000000;//parameter1 -1.000000;//parameter2 -1.000000;//parameter3 -1.000000;//parameter4 end_effects; end_timed_block begin_specialties ;//description 0;//number 0.000000;//parameter0 0.000000;//parameter1 1000.000000;//parameter2 1000.000000;//parameter3 ;//description 1;//number 0.000000;//parameter0 0.100000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 ;//description 1;//number 3.000000;//parameter0 3.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 ;//description 1;//number 1.000000;//parameter0 0.500000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 end_specialties
specialties: 0=has bar parameter0 from bars.dat with minimum parameter1 and maximum parameter2 and current value of parameter3 (if any bar reaches minimum, dies) 1=weapon class parameter0 damage is multiplied by parameter1 2=carries light parameter0 size parameter1 transparency parameter2
And here are the current effects/conditions. I don't expect to put much more.
//effect numbers: 0=nothing 1=multiply creature speed by parameter3 for time parameter1 with creature visual effect from weapon parameter2, parameter4=disable speed change when bullet hits (0=no/1=yes) 2=start alien attack 3=drop item parameter1, amount parameter2, random area size parameter3 pixels, maximum amount of similar items in area parameter4 (0=infinite) 4=increase creature's bar parameter3 with parameter1 (if parameter2=1, don't increase over maximum or decrease below minimum) 5=activate scanner with distance parameter1 6=set targeting beam, type parameter1 (0=disabled, 1=normal, 2=turns green when hits enemy), length = parameter2 + weapon length * parameter3 7=set light parameter1 size parameter2 to creature (if parameter1=-1, disable light) 8=set light level addition, parameter1=type (0=map tiles, 1=items/plot_objects, 2=props, 3=creatures), parameter2=r, parameter3=g, parameter4=b 9=select gun parameter1 10=drop creature number parameter1 side parameter2 (-1=same side) tactic parameter3 (-1=default) tactic2 parameter4 (-1=default). Player can switch between a friendly creature's tactics by right clicking the creature. Don't forget to set parameter3 to -1 if you're not planning on changing the default tactic specified in creatures.dat. 11=change maximum bar parameter1 amount by parameter2 12=change armor level to parameter1 13=enable creature detector with distance parameter1 14=play sound parameter1 (from sounds.dat) with volume parameter2 15=change creature into creature number parameter1 for time parameter2 (-1 for infinite) with creature visual effect from weapon parameter3 16=give item parameter1 amount parameter2 17=set creature's bar parameter3 to parameter1 18=increase player's body temperature by parameter1 19=drop plot_object parameter1 random area size parameter3 pixels, maximum amount of similar items in area parameter4 (0=infinite) 20=enable large map 21=teleport to area parameter1 (if -1, game finds the right area) plot_object parameter2, parameter3: 0=don't transfer other creatures 1=transfer other creatures 22=change side to parameter1 target for time parameter2 with creature visual effect from weapon parameter3 23=continuously increase bar parameter3 by parameter1 for time parameter4 with creature visual effect from weapon parameter2 24=fire weapon parameter1, times parameter2 25=show animation parameter1, and if (parameter2=0, continue game) (parameter2=1, end game) 26=fire particle parameter1 times parameter2 with parameters (spread, speed, time) taken from weapon number parameter3 27=make light number parameter1 for time parameter2 (-1=infinite) size min parameter3, max parameter4 28=bar parameter1 increased by bar parameter2 * parameter3 29=run script parameter1, parameter2=check conditions (0=no, 1=yes) 30=set creature's eat item amount to parameter1 31=kill creature (set all bars to minimum) 32=change creature's anger level to parameter1 (between 0 and 1) 33=stagger mouse by parameter1, speed parameter2 for time parameter3 34=change player race into parameter1 35=activate/disable script parameter1, (parameter2: 0=disable, 1=activate) 36=shake screen power parameter1 time parameter2 milliseconds 37=start rain for time parameter1 (0=stop rain) 38=change game speed to parameter1 (don't set it to negative) 39=show bar parameter1 40=destroy plot_objects parameter1 from area size parameter2 pixels (not entirely accurate, use with care) 41=destroy items parameter1 from area size parameter2 pixels (not entirely accurate, use with care) 42=increase maximum carry weight by parameter1 43=return creature to previous frame position 44=increase player's bar parameter3 with parameter1 (if parameter2=1, don't increase over maximum or decrease below minimum) 45=prevent creature from using weapon parameter1 (-1=all weapons) for time parameter2, with creature visual effect from weapon parameter3, parameter4: 0=individual weapons 1=weapon classes 46=change creature's AI tactic parameter1 (0=primary, 1=secondary) to parameter2 47=start dialog parameter1 (from dialogs.dat) 48=pick up nearest creature of (parameter1, 0=type, 1=class) parameter2, maximum distance parameter3, side parameter4 (-1=same, -2=any) 49=attach camera to (parameter1, -1=player, 0=this creature [distance parameter2 from head], 1=this position), for time parameter3 (-1=infinite)
//condition numbers: 0=must have item parameter0 amount parameter1 1=must be distance parameter1 + object size from plot_object parameter0 2=must be distance parameter1 + object size from plot_object class parameter0 3=creature's bar parameter0 is greater or equal to parameter1 4=killed all creatures parameter0 from area parameter1 (-1=current area) 5=creature's bar parameter0 is smaller than parameter1 6=player is race parameter0 7=player is not race parameter0 8=random integer between 0 and parameter0 is 0 9=player is in shade 10=creature has eaten parameter0 eat items 11=item parameter0 is (parameter1=0=wielded, parameter1=1=not wielded) 12=game difficulty is (parameter0, 0=higher than, 1=lower than, 2=equal to) parameter1 (0=easy, 1=normal, 2=hard) 13=area is parameter0 14=creature nearer than distance parameter1 + creature size pixels from creature parameter0 15=player is nearer than parameter0 pixels 16=player has parameter0 free weight 17=is on terrain parameter0 18=creature's bar parameter0's maximum amount is bigger than or equal to parameter1 19=creature's AI tactic parameter0 (0=primary, 1=secondary) is parameter1 20=creature's anger level is (parameter0: 1=bigger than or equal to, 2=smaller than) parameter1 21=creature is of side parameter0 22=creature is of (parameter1: 0=type, 1=class) parameter0 23=creature (parameter0: 0=is, 1=is not) player 24=player's bar parameter0 is greater or equal to parameter1 25=player's bar parameter0 is smaller than parameter1 26=creature is not of (parameter1: 0=type, 1=class) parameter0 27=creature's last dialog (parameter1: 0=was, 1=was not) parameter0 28=it (parameter0: 0=is, 1=is not) raining 29=amount of parameter0 (-1=all) creatures in area is higher than or equal to parameter1 30=amount of parameter0 (-1=all) creatures in area is lower than parameter1 31=amount of parameter0 class creatures in area is higher than or equal to parameter1 32=amount of parameter0 class creatures in area is lower than parameter1
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