# Created by Mike D. Smith

STAGE_DATA data/maps/lava_level.png

# The music to be played during the stage.
MUSIC typical.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 data/lava00.png 4.0 4.0
TERRAIN_TYPE data/lava_rock00.png 4.0 4.0
TERRAIN_TYPE_FOG data/white.png 4.0 4.0

SKY_BOX data/skybox/black.png
PAN_BOX data/skybox/white.png
# 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.
#
WATER_TEX data/acid_water01.png
WATER_SPEED1 0.08
WATER_SPEED2 -0.08
WATER_USE_AS_ALPHA 1

# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
WATER_TYPE ACID
WATER_COLOR 0.8 0.4 0.2 0.7

# This is the level at which the water reflects.
#WATER_REFLECTION_LEVEL 125.0
WATER_REFLECTION_LEVEL 175.0

# 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.
WATER_GLOWS 1
WATER_IS_REFLECTIVE 0


OBJECTIVE KILL_ALL

# These are all Point lights in the scene the format is:
# LIGHT COLOR_R_G_B_FALLOFF AMBIENT_R_G_B_UNUSED POSITION_X_Y_Z
LIGHT 1.0 0.7 0.7 1.0    0.2 0.2 0.2 1.0     100000.0 100000.0 0.0
LIGHT 1.0 0.0 0.0 1.0    0.2 0.2 0.2 1.0     0.0 -100000.0 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 0.4 0.2 1.0

MIST 0.8 0.2 0.0 1.0

#MIST 0.1 0.1 0.1 1.0

#RAIN 0.8 0.8 0.8 0.8

# These are the scale values for the map.
XZSCALE 50.0
YSCALE 2.0

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


# This decides which act this scene is in.

# Which other scenes need to be completed before this one shows up on the map.
# PREREQ 0

# Where on the map the marker for this scene shows up.
# XY coordinates.  0.0 is top left 1.0 is bottom right

#These are the dialogs that show up when you start and finish a level.
#The TALK_HEAD_TEX specifies the image to be used for the text block
TALK_HEAD_TEX data/anna_normal.png
INTRO_TEXT <NAME>, clear this area of all the Flanx.
INTRO_TEXT Be careful, some Flanx are resistant to conventional attacks but are vunerable to acid or lava.

TALK_HEAD_TEX data/anna_happy.png
OUTRO_TEXT Good work <NAME>!

TALK_HEAD_TEX data/anna_normal.png

INTRO_SCRIPT data/maps/lava_level_intro.script


PROP data/charge_and_blast_orb.prop 0.53 0.73
TRIGGER SCRIPT data/award_charge_and_blast.script 1 0.53 0.0 0.73 0.01 -1.0

PROP data/tree05.prop 0.53 0.75
PROP data/tree06.prop 0.50 0.72


ACTOR data/slowy.char 0.34 0.53
ACTOR data/slowy.char 0.28 0.47
ACTOR data/slowy.char 0.30 0.50
ACTOR data/slowy.char 0.38 0.53


ACTOR data/slowy.char 0.41 0.75
ACTOR data/slowy.char 0.41 0.78
ACTOR data/slowy.char 0.42 0.72
ACTOR data/slowy.char 0.44 0.69


ACTOR data/long_neck.char 0.75 0.47
ACTOR data/long_neck.char 0.78 0.56

PICKUP ENERGY_BALL 1 0.84 0.50
PICKUP ENERGY_BALL 1 0.81 0.47
PICKUP ENERGY_BALL 1 0.85 0.55
PICKUP ENERGY_BALL 0 0.22 0.23



# Percentages of the stage that define the play area (xmin, xmax, zmin, zmax)
PLAY_AREA 0.1 0.9 0.1 0.9

# The starting location for the player.  Position coordinates (like everything
# else) are between 0 and 1.
PLAYER_START_POSITION 0.25 0.72
PLAYER_EXIT_POINT 0.86 0.5

