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POWERdrive for you 1998 June
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Pdr0698.iso
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VOLLVERS
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POWERMAN
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MINI.WDL
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1998-05-05
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9KB
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418 lines
///////////////////////////////////////////////
// Powerman
///////////////////////////////////////////////
VIDEO 320x200;
MAPFILE <miniw.WMP>;
BIND <mini.WDL>;
SAVEDIR "C:\\3d\\pow";
BMAP panel_map <panel.pcx>;
BMAP panel2_map <panel2.pcx>;
SOUND leer,<leer.wav>;
SOUND tuer,<tuer.wav>;
BMAP en1,<energie.pcx>;
BMAP en2,<energie2.pcx>;
BMAP en3,<energie3.pcx>;
BMAP en4,<energie4.pcx>;
BMAP en5,<energie5.pcx>;
BMAP sc1,<schuss.pcx>;
BMAP sc2,<schuss2.pcx>;
BMAP sc3,<schuss3.pcx>;
BMAP sc4,<schuss4.pcx>;
BMAP sc5,<schuss5.pcx>;
MUSIC mid,<mid.mid>;
SOUND zeit_snd,<zeit.wav>;
SOUND energi,<energi.wav>;
SOUND tott,<tot.wav>;
SOUND frei,<frei.wav>;
OVLY tot_ovl,<tot.pcx>;
OVLY gamon,<gamo.pcx>;
SKILL Leben {VAL 3; MIN 0; MAX 9;}
SKILL Energie {VAL 100; MIN 0; MAX 100;}
SKILL Zeit {VAL 300; MIN 0; MAX 300;}
SKILL Schuss {VAL 100; MIN 0; MAX 100;}
SKILL Level {VAL 1; MIN 1; MAX 8;}
SKILL Punkte {VAL 0; MIN 0; MAX 10000;}
INCLUDE <tuer.wdl>;
INCLUDE <font.wdl>;
INCLUDE <panel.wdl>;
INCLUDE <panel2.wdl>;
INCLUDE <walk.wdl>;
OVERLAY tot_overlay {
POS_X 0;
POS_Y,0;
OVLYS tot_ovl;
}
OVERLAY gamo_overlay {
POS_X 0;
POS_Y,0;
OVLYS gamon;
}
//////////////////////////////////////////////////////////
PALETTE pal1 { PALFILE <vrpal.pcx>;
RANGE 16,16; RANGE 32,16; RANGE 48,16; RANGE 64,16;
RANGE 80,16; RANGE 96,16; RANGE 112,16; RANGE 128,8;
RANGE 136,8; RANGE 144,8; RANGE 152,8; RANGE 160,16;
RANGE 176,16; RANGE 192,16; RANGE 208,16; RANGE 226,16;
RANGE 240,16;
FLAGS BLUR;
}
IF_START my_start;
EACH_SEC time;
//////////////////////////////////////////////// Dateien
BMAP wand_map, <wand2.pcx>;
BMAP kassetten_map, <boden2.pcx>;
BMAP decke_map, <decke2.pcx>;
BMAP gtuer_map, <grauxit2.pcx>;
BMAP gtuer_auf1, <grauxit3.pcx>;
BMAP gtuer_auf2, <grauxit4.pcx>;
BMAP gtuer_auf3, <grauxit5.pcx>;
BMAP gtuer_auf4, <grauxit6.pcx>;
BMAP gtuer_auf5, <grauxit7.pcx>;
BMAP gtuer_auf6, <grauxit8.pcx>;
BMAP gtuer_auf7, <grauxit9.pcx>;
BMAP gtuer_auf8, <graux10.pcx>;
BMAP gtuer_auf9, <graux11.pcx>;
BMAP gtuer_auf10, <graux12.pcx>;
BMAP gtuer_auf11, <graux13.pcx>;
BMAP gtuer_auf12, <graux14.pcx>;
BMAP anzeige, <anzeige.pcx>;
BMAP himmel_map, <himmel.pcx>;
BMAP gruen_map,<gruen.pcx>;
///////////////////////////////////////////////// Texturen
TEXTURE himmel_tex {
BMAP himmel_map;
SOUND frei;
FLAGS SKY,SLOOP;
}
TEXTURE gruen_tex {
SCALE_XY 15,15;
BMAPS gruen_map;
AMBIENT 1;
}
TEXTURE grautuer_auftex {
SCALE_XY 18,18;
CYCLES 13;
BMAPS gtuer_map,gtuer_auf1,gtuer_auf2,gtuer_auf3,gtuer_auf4,gtuer_auf5,gtuer_auf6,gtuer_auf7,gtuer_auf8,gtuer_auf9,gtuer_auf10,gtuer_auf11,gtuer_auf12;
DELAY 1,1,1,1,1,1,1,1,1,1,1,1,1;
FLAGS ONESHOT;
SOUND tuer;
SCYCLE 2;
SVOL 0.3;
SDIST 50;
}
TEXTURE grautuer_auftex2 {
SCALE_XY 18,18;
CYCLES 13;
BMAPS gtuer_map,gtuer_auf1,gtuer_auf2,gtuer_auf3,gtuer_auf4,gtuer_auf5,gtuer_auf6,gtuer_auf7,gtuer_auf8,gtuer_auf9,gtuer_auf10,gtuer_auf11,gtuer_auf12;
DELAY 1,1,1,1,1,1,1,1,1,1,1,1,1;
FLAGS ONESHOT;
AMBIENT 1;
SOUND tuer;
SCYCLE 2;
SVOL 0.3;
SDIST 50;
}
TEXTURE grautuer_zutex {
SCALE_XY 18,18;
CYCLES 13;
BMAPS gtuer_auf12,gtuer_auf11,gtuer_auf10,gtuer_auf9,gtuer_auf8,gtuer_auf7,gtuer_auf6,gtuer_auf5,gtuer_auf4,gtuer_auf3,gtuer_auf2,gtuer_auf1,gtuer_map;
DELAY 1,1,1,1,1,1,1,1,1,1,1,1,1;
FLAGS ONESHOT;
SOUND tuer;
SCYCLE 1;
SVOL 0.2;
SDIST 50;
}
TEXTURE grautuer_zutex2 {
SCALE_XY 18,18;
CYCLES 13;
BMAPS gtuer_auf12,gtuer_auf11,gtuer_auf10,gtuer_auf9,gtuer_auf8,gtuer_auf7,gtuer_auf6,gtuer_auf5,gtuer_auf4,gtuer_auf3,gtuer_auf2,gtuer_auf1,gtuer_map;
DELAY 1,1,1,1,1,1,1,1,1,1,1,1,1;
FLAGS ONESHOT;
AMBIENT 1;
SOUND tuer;
SCYCLE 1;
SVOL 0.2;
SDIST 50;
}
TEXTURE wand_tex {
SCALE_XY 10,10;
BMAPS wand_map;
}
TEXTURE wand_tex2 {
SCALE_XY 10,10;
BMAPS wand_map;
AMBIENT +1;
}
TEXTURE wand_tex3 {
SCALE_XY 10,10;
BMAPS wand_map;
AMBIENT -1;
}
TEXTURE kassetten_ftex {
SCALE_XY 16,16;
BMAPS kassetten_map;
}
TEXTURE kassetten2_ftex {
SCALE_XY 16,16;
AMBIENT 1;
BMAPS kassetten_map;
}
TEXTURE decke_tex {
SCALE_XY 16,16;
BMAPS decke_map;
}
TEXTURE energie_tex {
SCALE_XY 16,16;
CYCLES 7;
BMAPS en1,en2,en3,en4,en5,en4,en3;
DELAY 6,3,3,3,6,3,3;
}
TEXTURE schuss_tex {
SCALE_XY 16,16;
CYCLES 7;
BMAPS sc1,sc2,sc3,sc4,sc5,sc4,sc3;
DELAY 6,3,3,3,6,3,3;
}
///////////////////////////////////////////////
REGION border {
FLOOR_HGT 40;
CEIL_HGT 40;
FLOOR_TEX kassetten_ftex;
CEIL_TEX kassetten_ftex;
CLIP_DIST 0; // to accelerate rendering
}
REGION dungeon {
FLOOR_HGT 0;
CEIL_HGT 12;
FLOOR_TEX kassetten_ftex;
CEIL_TEX decke_tex;
}
REGION ausgang {
FLOOR_HGT 0;
CEIL_HGT 12;
FLOOR_TEX gruen_tex;
CEIL_TEX decke_tex;
}
REGION Ziel {
FLOOR_HGT 0;
CEIL_HGT 12;
FLOOR_TEX gruen_tex;
CEIL_TEX himmel_tex;
IF_ENTER wechsel;
}
INCLUDE <tron.wdl>;
/////////////////////////////////////////////// Actions
ACTION wechsel {
SET EACH_SEC.1,NULL;
WAITT 48;
SET MESSAGES.9,frei_text;
SET himmel_tex.SOUND,NULL;
Zeit_loop:
ADD zeit,-1;
ADD punkte,2;
PLAY_SOUND zeit_snd,0.2;
WAITT 2;
IF_ABOVE zeit,0;
GOTO zeit_loop;
SET MESSAGES.9,NULL;
CALL levelwechsel;
}
ACTION Level2 {
MAP <mini2.wmp>;
}
ACTION levelwechsel {
SET zeit,300;
SET schuss,100;
SET energie,100;
ADD level,1;
IF_EQUAL level,2;
MAP <mini2.wmp>;
IF_EQUAL level,3;
MAP <mini3.wmp>;
IF_EQUAL level,4;
MAP <mini4.wmp>;
IF_EQUAL level,5;
EXIT;
}
#IF_EQUAL level,3;
# MAP <mini2.wmp>;
#IF_EQUAL level,4;
# MAP <mini2.wmp>;
#IF_EQUAL level,5;
# MAP <mini2.wmp>;
#IF_EQUAL level,6;
# MAP <mini2.wmp>;
#IF_EQUAL level,7;
# MAP <mini8.wmp>;
#IF_EQUAL level,8;
# EXIT "Herzlichen Glueckwunsch! Sie haben das erste Spiel von 3D
# Actionsoft komplett durchgespielt.
# Notieren Sie sich folgenden Gewinnsatz:
# 3D ACTIONSOFT, HOME OF GREAT GAMES, BIETET DIE PREISE DER
# ZUKUNFT.
# Die Gewinne standen bei Fertigstellung noch nicht fest, aber
# mit etwas Glueck gewinnen Sie 100.- DM oder mehr.
# Schicken Sie den Gewinnsatz in einem Briefumschlag an 3D
# Actionsoft. Ein beiliegender Kritikbrief zum gesamten Spiel
# ist dabei sehr wilkommen (Einsendeschluss 1.6.1998).";
ACTION grautuer_auf {
SET MY.TEXTURE,grautuer_auftex;
BRANCH texdoor_open;
}
ACTION grautuer_zu {
SET MY.TEXTURE,grautuer_zutex;
BRANCH texdoor_close;
}
ACTION grautuer_auf2 {
SET MY.TEXTURE,grautuer_auftex2;
BRANCH texdoor_open;
}
ACTION grautuer_zu2 {
SET MY.TEXTURE,grautuer_zutex2;
BRANCH texdoor_close;
}
ACTION time {
ADD zeit,-1;
IF_BELOW zeit,0;
BRANCH tot;
}
ACTION energief {
IF_EQUAL energie,100;
END;
SET MY.INVISIBLE,1;
ADD energie,10;
ADD punkte,20;
PLAY_SOUND energi,0.5;
CALL energie_anzeige;
}
ACTION schussf {
IF_EQUAL schuss,100;
END;
SET MY.INVISIBLE,1;
ADD schuss,10;
ADD punkte,20;
PLAY_SOUND energi,0.5;
CALL schuss_anzeige;
}
ACTION gamo {
STOP_SOUND;
SET tron_tex.sound,NULL;
SET tron_hovo.sound,NULL;
SET tron_atak.sound,NULL;
SET LAYERS.15,gamo_overlay;
PLAY_SOUND tott,0.7;
WAITT 22;
STOP_SOUND;
PLAY_SOUND tott,0.5;
WAITT 22;
STOP_SOUND;
PLAY_SOUND tott,0.2;
WAITT 22;
STOP_SOUND;
EXIT "(C) 1998 3D Actionsoft";
}
ACTION tot {
SET schuss,100;
SET zeit,300;
IF_EQUAL leben,0;
BRANCH gamo;
SET energie,100;
PLAY_SOUND tott,0.5;
SET LAYERS.15,tot_overlay;
WAITT 22;
ADD leben,-1;
SET LAYERS.15,NULL;
}
///////////////////////////////////////////////// Walls
WALL tuer_1 {
TEXTURE grautuer_auftex;
FLAGS SAVE;
DIST 30;
IF_NEAR grautuer_auf;
IF_FAR grautuer_zu;
}
WALL geheimtuer_wall {
TEXTURE wand_tex3;
FLAGS PASSABLE,PORTCULLIS;
}
WALL wand_wall {
TEXTURE wand_tex;
FLAGS PORTCULLIS;
}
WALL wand_draussen {
TEXTURE wand_tex2;
FLAGS PORTCULLIS;
}
WALL himmel {
TEXTURE himmel_tex;
}
//////////////////////////////////////////////// Things & Actors
THING Energiescheibe {
TEXTURE energie_tex;
DIST 3;
FLAGS PASSABLE;
IF_NEAR energief;
}
THING Schussscheibe {
TEXTURE schuss_tex;
DIST 3;
FLAGS PASSABLE;
IF_NEAR schussf;
}