# 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/vine_boss.png

# The music to be played during the stage.
MUSIC rain00.ogg

SKY_BOX data/skybox/bluesky.png
PAN_BOX data/skybox/default_pan.png

INTRO_SCRIPT data/maps/vine_boss_intro.script
# 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 data/sand00.png 1.0 1.0
TERRAIN_TYPE data/dirt00.png 1.0 1.0
TERRAIN_TYPE data/grass03.png 1.0 1.0
TERRAIN_TYPE data/dirt01.png 1.0 1.0
TERRAIN_TYPE_FOG data/white.png 1.0 1.0

TINT_COLOR 0.25 0.25 0.25

# 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 stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
WATER_TYPE WATER
WATER_COLOR 0.4 0.5 0.9 0.7

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

# the level for ice if you have ICE or WATER_WITH_ICE for the WATER_TYPE
ICE_WATER_LEVEL 10.0

WATER_TEX data/water01.png
# put a 0 for not glowing and a 1 for glowing.
WATER_GLOWS 0
WATER_IS_REFLECTIVE 1

OBJECTIVE KILL_ALL
OBJECTIVE_SCRIPT data/maps/vine_boss_obj.script

# 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 0.6 1.0 0.8 1.0    0.2 0.2 0.2 1.0     100000.0 100000.0 0.0
LIGHT 0.8 1.0 0.6 1.0    0.2 0.2 0.2 1.0     -100000.0 100000.0 0.0

FOG_COLOR 0.1 0.1 0.1 1.0

MIST 0.0 0.0 0.0 1.0

RAIN 0.5 0.5 0.5 1.0

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

# 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 new Caster recruit has been performing surprisingly well.
CUT_SCENE_TEXT We have been able to regain control over most of the Middon region.
CUT_SCENE_TEXT It looks like there is one final hold out in the South East.
CUT_SCENE_TEXT Flanx energy readings for this area have been extremely high.
CUT_SCENE_TEXT This will certainly be our young Caster's most difficult mission to date.

#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 This is it <NAME>! If we can secure this area, we should be able to regain control over the entire Middon region!
INTRO_TEXT There are some strong Flanx energy readings in the area... 
INTRO_TEXT ...Heh, but I'm sure it's nothing you can't handle given your current track record...
INTRO_TEXT ...Please be careful <NAME>.

TALK_HEAD_TEX_ADV data/anna_happy.png FACING_RIGHT POSITION_LEFT
OUTRO_TEXT Good work <NAME>!  You did it!

TALK_HEAD_TEX_ADV data/transparent_black.png FACING_RIGHT POSITION_LEFT
OUTRO_TEXT "The Lydonia Chronicles" are now unlocked in the chapter select menu!

#TALK_HEAD_TEX_ADV data/ethan_normal.png FACING_LEFT POSITION_RIGHT
#OUTRO_TEXT Heh, yeah... piece of cake...
#OUTRO_TEXT ungh... *

#OUTRO_TEXT <NAME> are you all right?...  <Name>?...
#OUTRO_TEXT <NAME>!




PROP_GROUP data/tree02.prop 2 0.001
PROP_GROUP data/tree03.prop 2 0.001
PROP_GROUP data/tree04.prop 2 0.0011
PROP_GROUP data/tree05.prop 2 0.0012
PROP_GROUP data/tree06.prop 2 0.0013


ACTOR data/spring_boss01.char 0.5 0.5
TRIGGER SCRIPT data/spring_boss_intro.script 0 0.5 0.0 0.5 0.20 -1.0
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.53 0.47 0.5 0.5 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.47 0.47 0.5 0.5 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.53 0.53 0.5 0.5 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.47 0.53 0.5 0.5 0.15

SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.52 0.48 0.5 0.5 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.48 0.48 0.5 0.5 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.52 0.52 0.5 0.5 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.48 0.52 0.5 0.5 0.15

SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.51 0.49 0.5 0.5 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.49 0.49 0.5 0.5 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.51 0.51 0.5 0.5 0.15
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.49 0.51 0.5 0.5 0.15



PLAY_AREA 0.01 0.99 0.01 0.99

PLAYER_START_POSITION 0.26 0.26
PLAYER_EXIT_POINT 0.8 0.8
