本帖最后由 Volcanic 于 2013-11-8 17:01 编辑 以下是OpenBOR几乎所有的命令,供初学者参考和学习。 Last update on 2013-11-8 -------------- MODELS.txt: -Generic Player Properties ajspecial {bi} autoland {int} nocost {bi} nolost {bi} noaircancel {int} combodelay {int} -Generic Blocking Properties blockratio {bi} mpblock {bi} nochipdeath {bi} -Select Screen Properties colourselect {bi} spdirection {b1} {b2} {b3} {b4} -Miscellaneous nodropen nocheats {bi} forcemode {bi} versusdamage {bi} -Attack types & animation limit maxattacks {max} maxattacktypes {max} maxfollows {max} maxfreespecials {max} maxidles {max} maxwalks {max} maxbackwalks {max} maxups {max} maxdowns {max} -Bonus lifescore {int} credscore {int} nomaxrushreset {int} -Load & Know load {name} {path} know {name} {path} -------------- LEVELS.txt - General Settings: - Hiscore & Stage complete hiscorebg {bi} completebg {bi} showcomplete {x1} {y1} {x2} {y2} {x3} {y3} clearbonus {x0} {y0} {x1} {y1} {x2} {y2} {x3} {y3} {x4} {y4} lifebonus {x0} {y0} {x1} {y1} {x2} {y2} {x3} {y3} {x4} {y4} totalscore {x0} {y0} {x1} {y1} {x2} {y2} {x3} {y3} {x4} {y4} showrushbonus {int} rushbonus {x0} {y0} {x1} {y1} {x2} {y2} {x3} {y3} {x4} {y4} scbonuses {stage bonus} {life bonus} {rush bonus} {bonus type} - HUD location p{#}life {x} {y} p{#}icon {x} {y} p{#}mp {x} {y} p{#}lifex {x} {y} {font} p{#}lifen {x} {y} {font} p{#}score {x1} {y1} {x2} {y2} {x3} {y3} {font} p{#}namej {x1} {y1} {x2} {y2} {x3} {y3} {font} p{#}shoot {x} {y} {font} mp{#}icon {x} {y} p{#}iconw {x} {y} e{#}life {x} {y} e{#}icon {x} {y} e{#}name {x} {y} {font} p{#}smenu {x1} {y1} {x2} {y2} - HUD settings lbarsize {w} {h} {noborder} {type} {orientation} {border} {shadow} {graph} {backfill} mpbarsize {w} {h} {noborder} {type} {orientation} {border} {shadow} {graph} {backfill} olbarsize {w} {h} {noborder} {type} {orientation} {border} {shadow} {graph} {backfill} rush {flag} {duration} {text1} {f1} {f2} {text2} {f3} {f4} p{#}rush {x1} {y1} {x2} {y2} {x3} {y3} {x4} {y4} timeloc {x} {y} {w} {h} {noborder} timeicon {path} {x} {y} bgicon {path} {x} {y} - Music & SFX noslowfx {bi} custfade {int} musicoverlap {bi} noslow {bi} - Misc maxplayers {int} loadingbg {set} {bx} {by} {bsize} {tx} {ty} {tf} loadingbg2 {set} {bx} {by} {bsize} {tx} {ty} {tf} itemtrans {bi} equalairpause {bi} -------------- LEVELS.txt - Level Sets: - Header set {name} typemp {int} cansave {int} skipselect {name} {name} {name} {name} nosame {bi} noshare {bi} lives {int} credits {int} ifcomplete {bi} maxplayers {int} continuescore {int} - Body z {zmin} {zmax} {BGheight} file {path} scene {path} select {path} next branch {name} end -------------- Lifebar.txt: blackbox {R} {G} {B} whitebox {R} {G} {B} color{#} {R} {G} {B} colormagic {R} {G} {B} colormagic2 {R} {G} {B} shadowcolor {R} {G} {B} -------------- Video.txt: colourdepth {int}bit video {int} scenes {path} backgrounds {path} levels {file} models {file} -------------- Menu.txt: renamekey {key} {newname} disablekey {key} fontmonospace {1} {2} {3} {4} {5} {6} {7} {8} -------------- Script.txt: maxscriptvars {int} maxentityvars {int} maxindexedvars {int} maxglobalvars {int} -------------- Entity Files - Header Data: - Basic Stats name {name} type {player,enemy,npc,item,none,steamer,obstacle,text,trap,endlevel,pshot,panel} subtype {arrow,noskip,weapon,biker,notgrab,touch,flydie,both,project,chase,follow} health {int} mp {int} speed {int} speedf {float} running {speed} {height} {length} {move} {land} nomove {move} {flip} jumpspeed {int} jumpspeedf {float} jumpheight {int} jumpmove {fx} {fz} turndelay {int} facing {int} chargerate {int} mprate {int} mpset {mp} {stable type} {stable} {recover rate} {drop rate} {charge rate} edelay {Mode} {Factor} {Cap Min} {Cap Max} {Range Min} {Range Max} - Grab & Throw grabdistance {int} grabback {bi} grabfinish {bi} grabwalk {bi} grabturn {bi} cantgrab {bi} paingrab {bi} antigrab {value} grabforce {value} throwdamage {int} throw {dist} {height} throwframewait {frame} - Terrain Interaction height {alt} antigravity {value} bounce {bi} noquake {bi} no_adjust_base {bi} subject_to_wall {bi} subject_to_hole {bi} subject_to_obstacle {bi} subject_to_platform {bi} subject_to_gravity {bi} subject_to_screen {bi} subject_to_minz {int} subject_to_maxz {int} offscreenkill {value} - Entity Interaction aggression {value} hitenemy {canhit} {alt} aimove {type} hostile {type1} {type2} ... candamage {type1} {type2} ... projectilehit {type1} {type2} ... - Remap remap {path1} {path2} fmap {int} palette {path} alternatepal {path} hmap {a} {b} globalmap {int} KOMap {map} {flag} - Shadow & Effects shadow {int} aironly {bi} gfxshadow {int} alpha {int} parrow {path} {x} {y} parrow2 {path} {x} {y} diesound {path} setlayer {int} - Projectiles load {name} playshot {name} playshotno {name} knife {name} star {name} bomb {name}/ pbomb {name} rider {name} - Flash flash {name} bflash {name} dust {name} toflip {bi} noatflash {bi} - Offense & Defense com {dir1} {dir2} ... {dir15} {action} freespecial{#} atchain {number} {number} {number} {number} {number} combostyle {bi} offense {type} {factor} defense {type} {factor} {pain} {knockdown} {blockpower} {blockthreshold} {blockratio} {blocktype} blockodds {int} thold {int} blockpain {int} nopassiveblock {bi} holdblock {bi} guardpoints {int} guardrate {int} - Reaction nopain {bi} nodrop {bi} knockdowncount {int} remove {bi} escapehits {int} nodieblink {int} makeinv {int} {bi} falldie {value}/ death {value} risetime {value} riseinv {int} {bi} jugglepoints {int} instantitemdeath {int} riseattacktype {int} - Weapons weapons {name1} {name2} {name3} {name4} {name5} {original name} project {name} shootnum {int} counter {int} reload {int} typeshot {bi} animal {bi} weaploss {flag} modelflag {int} weapnum {int} - Icon & Lifebar icon {path} iconpain {path} icondie {path} iconget {path} iconw {path} iconmphigh {path} iconmphalf {path} iconmplow {path} nolife {bi} lifebarstatus {w} {h} {noborder} {type} {orientation} {border} {shadow} {graph} {backfill} lifeposition {x} {y} nameposition {x} {y} iconposition {x} {y} - Miscellaneous credit {int} secret {bi} sleepwait {value} score {onkill} {multiplier} smartbomb (power) (type) (pause) (length} branch {name} lifespan {value} scroll {value} -------------- Entity Files - Animation Types: - Non Attack WAITING SELECT SPAWN RESPAWN IDLE IDLE# FAINT SLEEP WALK WALK# BACKWALK BACKWALK# TURN UP UP# DOWN DOWN# DUCK LAND RUN JUMP JUMPDELAY JUMPLAND FORWARDJUMP RUNJUMP DODGE GET JUMPCANT CHARGE CANT GRAB GRABWALK GRABBACKWALK GRABWALKUP GRABWALKDOWN GRABTURN SLIDE RUNSLIDE - Attack ATTACK1 ATTACK2 ATTACK3 ATTACK4 ATTACK5,ATTACK6,... CHARGEATTACK ATTACKBOTH UPPER RUNATTACK RUNJUMPATTACK JUMPATTACK JUMPFORWARD JUMPATTACK2 JUMPATTACK3 JUMPSPECIAL/SPECIAL3 ATTACKUP ATTACKDOWN ATTACKFORWARD ATTACKBACKWARD FOLLOW{#} FOLLOW5,FOLLOW6,... FREESPECIAL{#} FREESPECIAL9,FREESPECIAL10,... SPECIAL SPECIAL2 GRABATTACK GRABATTACK2 GRABFORWARD GRABFORWARD2 GRABUP GRABUP2 GRABDOWN GRABDOWN2 THROW GRABBACKWARD GRABBACKWARD2 DUCKATTACK - Reaction PAIN{#} PAIN11,PAIN12,... SPAIN BPAIN FALL{#} FALL11,FALL12,... RISE{#} RISE11,RISE12,... RISEB RISES RISEATTACK{#} RISEATTACK11,RISEATTACK12,... RISEATTACKB RISEATTACKS SHOCK BURN DEATH{#} DEATH11,DEATH12,... CHIPDEATH BDIE SDIE BLOCK BLOCKPAIN{#} BLOCKPAIN11,BLOCKPAIN12,... BLOCKPAINB BLOCKPAINS GUARDBREAK GRABBED GRABBEDWALK GRABBEDBACKWALK GRABBEDWALKUP GRABBEDWALKDOWN GRABBEDTURN -------------- Entity Files - Animation Data: - Animation header loop {bi} {start} {end} fastattack {bi} blockfx {path} blockflash {name} range {min} {max} rangez {min} {max} rangea {min} {max} dive {hori} {vert} energycost {int} mponly {int} mpcost {int} followanim {value} followcond {value} attackone {bi} counterattack {bi} bouncefactor {r} animheight {alt} cancel {start frame} {end frame} {hits} {sequence of inputs} {freespecial#} chargetime {int} - "Frame" commands pshotframe {frame} {a} throwframe {frame} {a} shootframe {frame} {a} custknife {name} custstar {name} tossframe {frame} {a}/ pbombframe {frame} {a} custbomb {name} / custpbomb {name} jumpframe {frame} {height} {speedx} {speedz} {dust} dropframe {frame} landframe {frame} {dust} flipframe {frame} quakeframe {frame} {loops} {intensity} counterframe {frame} {cond} {damaged} spawnframe {frame} {x} {z} {a} {relative} summonframe {frame} {x} {z} {a} {relative} unsummonframe {frame} subentity {name} / custentity {name} weaponframe {frame} {weapon} - Frame Properties delay {int} offset {x} {y} bbox {x} {y} {right} {down} {z} frame {path} attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z} attack11,attack12,... blast {x} {y} {right} {down} {damage} {block} {noflash} {pausetime} {z} shock {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z} burn {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z} freeze {x} {y} {right} {down} {damage} {time} {block} {noflash} {pausetime} {z} steal {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z} move {x} movea {a} movez {z} seta {a} platform {upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt} / platform {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt} sound {path} fshadow {int} shadowcoords {x} {y} itembox {x} {y} {right} {down} drawmethod {scalex} {scaley} {flipx} {flipy} {shiftx} {alpha} {remap} {fillcolor} {rotate} {fliprotate} nodrawmethod hitfx {path} hitflash {name} idle {flag} - Attackbox supplement grabin {type} {distance} forcedirection {dir} damageonlanding {value} {type} dropv {height} {speedx} {speedz} counterattack {bi} stun {int} seal {time} {energy} forcemap {map} {time} drain {type} {resource} {amount} {rate} noreflect {bi} jugglecost {int} OTG {bi} guardcost {int} DOT {Index} {Time} {Mode} {Force} {Rate} staydown {rise} {riseattack} -------------- System Files: flash.txt data/pal.act data/SPRITES/font.gif data/SPRITES/font2.gif data/SPRITES/font3.gif data/SPRITES/font4.gif data/SPRITES/shadow{#}.gif data/SPRITES/arrow.gif data/SPRITES/arrowl.gif data/bgs/hiscore.gif data/scenes/gameover.txt data/bgs/complete.gif data/bgs/select.gif data/bgs/unlockbg.gif data/bgs/logo.gif data/scenes/logo.txt data/scenes/intro.txt data/scenes/howto.txt -------------- Cutscene Files: music {path} {loop} animation {path} {x} {y} {skip} {noskip} silence {int} -------------- Select Screen Files: music {path} {loop} background {path} allowselect {playername1} {playername2} .... load {name} -------------- Level Files - Level Design: - Graphics bglayer {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio} / background {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} bgspeed {speed} {dir} water {path} {warp} rock {int} mirror {bi} panel {norm} {neon} {scrn} frontpanel {path} order {panel#}{panel#}{panel#}... loadingbg {path} {set} {bx} {by} {bsize} {tx} {ty} {tf} palette {path} {a1} {a2} {a3} {a4} {a5} {a6} cameratype {bi} fglayer {path} {z} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio} cameraoffset {x} {z/y} - Non-Graphics type {type} {special} {inv} music {path} {offset} bossmusic {path} {offset} spawn1 {x} {z} {a} spawn2 {x} {z} {a} spawn3 {x} {z} {a} spawn4 {x} {z} {a} allowselect {playername1} {playername2} .... direction {dir} settime {int} notime {bi} noreset {int} noslow {bi} hole {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth} wall {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt} endhole {bi} blocked {bi} gravity {value} maxfallspeed {value} maxtossspeed {value} stagenumber {int} noscreenshot {bi} nopause {bi} setweap {int} -------------- Level Files - Level objects: - Spawn properties spawn {name} {bi} 2pspawn 3pspawn 4pspawn alias {name} map {pal} health {int} 2phealth {int} 3phealth {int} 4phealth {int} mp {int} dying {remap} {health1} {health2} item {name} {bi} itemhealth {name} itemmap {name} itemalias {name} 2pitem {name} {bi} 3pitem {name} {bi} 4pitem {name} {bi} boss {bi} flip {bi} coords {x} {y} {a} aggression {value} weapon {name} {bi} at {pos} - Other level objects wait group {min} {max} blockade {pos} setpalette {palette} shadowcolor {index} shadowalpha {index} light {x} {z} load {name} {bi} scrollz {min} {max} music {path} {offset} musicfade {float} --------------- Music Files: PCM format, 16-bit mono or stereo at 22050 (22 Khz)) Batch Files: wav2bor.exe {wav} {bor} {artist} {title} --------------- Sound Files: data/sounds/beat1.wav data/sounds/fall.wav data/sounds/get.wav data/sounds/money.wav data/sounds/jump.wav data/sounds/indirect.wav data/sounds/punch.wav data/sounds/1up.wav data/sounds/go.wav data/sounds/timeover.wav data/sounds/beep.wav data/sounds/beep2.wav data/sounds/bike.wav data/sounds/block.wav --------------- Limits: ~Maximum number of: sprite frames: NA** animations: NA** models: NA** entities: NA** panels per level: 52* frames per animation: NA** weapons per player: 10 remaps: 30 name length: 40 level spawns: 600 panel order length: 100 hole spawns per level: 40 walls per level: 40 background layers per level: 100 foreground layers per level: 10 text objects: 50 file streams: 50 levels in a level set: 100 level sets/ game modes: 10 sound effects: 512 *: Although the source code has been changed to allow up to 52 panels per stage, a way of using panels past 26 has not yet been decided upon. There are only 26 letters in the alphabet, after all. So you can only use 26. **: NA means this particular caveat is no longer limited by source code. In other words, if you want to create a mod with 10,000 models, 5000 animations or an animation with 500,000 frames, that's your business. Keep in mind however that with great power comes great responsibility; it is up to you to properly manage hardware resources (in particular memory), especially if you intend for your module to play on consoles. |