# Created by Mike D. Smith

# This is the name for the stage data files.
# It consists of a height map and a color map.
# Some stages have the data merged together, but the new convention is to just
# specify a file like "STAGE_DATA data/stage000.png" and then have files in the
# data directory that have "stage000_color.png" and "stage000_height.png"
# The caster engine automaticaly looks for the _color and _height files.
STAGE_DATA data/maps/soft_blue.png

# The music to be played during the stage.
MUSIC preview.ogg

# The terrain types correspond to the colors in the "stage000_color.png" image.
# The order that the colors are found in the image (left to right, top to
# bottom), correspond to the order of the terrain types below.  First color
# found is the first terrain type, the second color is the second terrain type,
# etc.

# the sink and raise modifiers determine how much the ground is affected when
# you blow holes in it (sink) or raise it up with the gravity attack.
#TERRAIN_TYPE texture_name sink_modifier rasing_modifier
TERRAIN_TYPE_FOG data/white.png 0.1 0.1
TERRAIN_TYPE_SCALE data/white.png 1.0 1.0 1.0


PROP_GROUP data/tree_angel.prop 1 0.0001

# SkyBox Similar to the stage data, you enter the base name for the sky box that
# you want to use.  The caster engine reads in the appropriate files based on
# this name.
SKY_BOX data/skybox/bluesky.png
PAN_BOX data/skybox/default_pan.png

INTRO_SCRIPT data/maps/soft_blue_intro.script
OBJECTIVE FIND_EXIT

# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
#WATER_TYPE NONE
WATER_TYPE MIST
#WATER_COLOR 0.8 0.8 1.0 0.7
#WATER_GLOWS 1
WATER_COLOR 0.1 0.1 0.2 0.3
WATER_GLOWS 0

WATER_TEX data/mist_water01.png
WATER_SPEED1 0.04
WATER_SPEED2 -0.04
WATER_USE_AS_ALPHA 1
WATER_REFLECTION_LEVEL 200.0
#WATER_IS_REFLECTIVE 1

#TOXIC_CLOUD 400.0 1.0 0.5 0.0 0.7






ACTOR data/speedy_angel.char 0.25 0.5
ACTOR data/speedy_angel.char 0.25 0.5
ACTOR data/speedy_angel.char 0.25 0.5
ACTOR data/speedy_angel.char 0.25 0.5

ACTOR data/tail_mouth_angel.char 0.75 0.5
ACTOR data/tail_mouth_angel.char 0.75 0.5
ACTOR data/tail_mouth_angel.char 0.75 0.5
# the level for ice if you have ICE or WATER_WITH_ICE for the WATER_TYPE
#ICE_WATER_LEVEL 10.0




# put a 0 for not glowing and a 1 for glowing.

PICKUP ENERGY_BALL 0 0.8 0.35
PICKUP ENERGY_BALL 0 0.86 0.72
PICKUP ENERGY_BALL 0 0.645 0.67
PICKUP ENERGY_BALL 0 0.6 0.22



PICKUP ENERGY_BALL 1 0.28 0.789
PICKUP ENERGY_BALL 1 0.2 0.2
PICKUP ENERGY_BALL 1 0.5 0.5

# LIGHT COLOR_R_G_B_FALLOFF AMBIENT_R_G_B_UNUSED POSITION_X_Y_Z
LIGHT 1.0 1.0 1.0 1.0    0.5 0.5 0.5 1.0     100000.0 50000.0 0.0
LIGHT 1.0 1.0 1.0 1.0    0.5 0.5 0.5 1.0     -100000.0 50000.0 0.0
#LIGHT 1.0 1.0 1.0 1.0    0.0 0.0 0.0 1.0     -500 500000.0 -200

FOG_COLOR 0.8 0.85 1.0 1.0
FOG_DIST 3000.0
TERRAIN_DAMAGE_COLOR 0.8 0.85 1.0
MIST 0.8 0.85 1.0 0.8

#RAIN 0.8 0.8 0.8 0.8

# These are the scale values for the map.
XZSCALE 40.0
YSCALE 4.0

# Default is -0.2 * 60 = -12.0
GRAVITY -12.0




TALK_HEAD_TEX_ADV data/transparent_black.png FACING_RIGHT POSITION_LEFT

CUT_SCENE_TEXT COMMANDER'S LOG:  The Middon region is secure again, thanks in large part to our young friend <NAME>.
#CUT_SCENE_TEXT Come to find out Vangar Antone, one of the greatest Casters of the clan, is <NAME>'s father.
#CUT_SCENE_TEXT I guess that explains <NAME>'s fast improvement. 
CUT_SCENE_TEXT I've transferred <NAME> and Ahna to Lydonia since Engain needs help with something they're calling "nega orbs".
CUT_SCENE_TEXT Apparently these nega orbs interfere with the caster suits Engain developed.
CUT_SCENE_TEXT Also, Ahna has expressed interest in Engain Research and this seems like a great opportunity for her.


TALK_HEAD_TEX data/anna_happy.png
INTRO_TEXT Welcome back <NAME>!  Did you enjoy your break?
INTRO_TEXT Your first mission here in Lydonia is an easy one.  Engain wants you to collect the energy from one of their new Flanx containment areas.
INTRO_TEXT Don't worry about the Flanx in this area, Engain says they're completely harmless.  Just collect all the energy balls you can find.
INTRO_TEXT Also, use this opportunity to practice your attacks.




TALK_HEAD_TEX data/anna_normal.png
OUTRO_TEXT Hmmm, looks like Engain's containment areas still needs some work. Sorry about that <NAME>.


# Percentages of the stage that define the play area (xmin, xmax, zmin, zmax)
PLAY_AREA 0.01 0.99 0.01 0.99

# The starting location for the player.  Position coordinates (like everything
# else) are between 0 and 1.
PLAYER_START_POSITION 0.15 0.5


# enemies to pop in near the exit.
SPAWN ACTOR EXPLODE_IN data/speedy_shooter_hard.char 0.88 0.88 0.9 0.9 0.15 
SPAWN ACTOR EXPLODE_IN data/speedy_shooter_hard.char 0.88 0.89 0.9 0.9 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_shooter_hard.char 0.89 0.88 0.9 0.9 0.15 
SPAWN ACTOR EXPLODE_IN data/speedy_shooter_hard.char 0.89 0.89 0.9 0.9 0.15

SPAWN ACTOR EXPLODE_IN data/speedy_hard.char 0.87 0.87 0.9 0.9 0.15 
SPAWN ACTOR EXPLODE_IN data/speedy_hard.char 0.87 0.88 0.9 0.9 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_hard.char 0.88 0.87 0.9 0.9 0.15 
SPAWN ACTOR EXPLODE_IN data/speedy_hard.char 0.88 0.88 0.9 0.9 0.15


PLAYER_EXIT_POINT 0.9 0.9

