-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathMENUDEF.txt
997 lines (898 loc) · 64.8 KB
/
MENUDEF.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
OptionValue "DebugShieldParts"
{
0, "None [DEFAULT]"
1, "Console Info Only"
2, "Show Melee Shield Ghosts"
3, "Show Melee Shield Ghosts [Weapons]"
}
OptionValue "KeyLegendSpot"
{
-1, "DISABLED"
0, "Lower Right [DEFAULT]"
1, "Upper Left"
}
OptionValue "CherryBombType"
{
0, "Classic Single Damage Splash"
1, "Blood-Style Expanding/Multi-Hitting [DEFAULT]"
}
OptionValue "SuperVacFogType"
{
0, "No"
1, "Yes [DEFAULT]"
}
OptionValue "SuperVacProjType"
{
0, "No"
1, "Yes [DEFAULT]"
2, "Yes+ (ignores fail rates)"
}
OptionValue "DDTrilogyMonsterFilter"
{
0, "Randomizes Filter Per Spawner"
1, "Dynamite Duchess Only"
2, "Appetite for Detention Only"
3, "Dynamite Duchess & Appetite for Detention"
4, "Carnival of Souls Only"
5, "Dynamite Duchess & Carnival of Souls"
6, "Appetite for Detention & Carnival of Souls"
7, "Full Trilogy Roster [DEFAULT]"
}
OptionValue "TracerOption"
{
0, "Bullets"
1, "Tracers [DEFAULT]"
}
OptionValue "HPRegenType"
{
0, "Very High Regen @ <10%/High Degen @ >100%"
1, "Mod-High Regen @ <10%/Mod Degen @ >100% [DEFAULT]"
}
OptionValue "ShowAirMeterStats"
{
0, "Don't Show"
1, "Show Seconds Only [DEFAULT]"
2, "Show Percent Only"
3, "Show Seconds & Percent"
}
OptionValue "ShowHealthArmor"
{
0, "Full [Current & Max]"
1, "Simple [Current Only]"
}
OptionValue "HUDStatDisplay"
{
0, "Don't Show"
1, "Show Only Extra [DEFAULT]"
2, "Show Extra and Level"
3, "Show Totals of Extra and Level"
}
OptionValue "dmgdiffdebug"
{
0, "Off [DEFAULT]"
1, "On [only #]"
2, "On [# and %]"
3, "On [only %]"
}
OptionValue "HUDRegenDisplays"
{
0, "Off"
1, "On for Regen Only [DEFAULT]"
2, "On for Regen & Degen"
}
OptionValue "ShowLevelTallyPercents"
{
0, "Off"
1, "Show Level Percents [DEFAULT]"
2, "Show Only Percents, Not Numbers"
}
OptionValue "ShowLevelName"
{
0, "Off [DEFAULT]"
1, "Show Level Name"
}
OptionValue "ShowLevelTallies"
{
0, "Off [DEFAULT]"
1, "Show Level Tallies"
2, "Show Level Tallies, Occasionally Total Tallies"
3, "Show TOTAL Game Tallies, Occasionally Level Tallies"
4, "Show TOTAL Game Tallies"
}
OptionValue "IPPressType"
{
0, "[HOLD] when using"
1, "[PRESS] to toggle IP use mode [stays on after a use] [DEFAULT]"
2, "[PRESS] to toggle IP use mode [turns off after 1 use]"
}
OptionValue "IPDissipation"
{
0, "No"
1, "Yes [DEFAULT]"
}
OptionValue "IPCalcType"
{
0, "Mod's Original Calculation [DEFAULT]"
1, "Lufia II Style"
}
OptionValue "TitleMusic"
{
-1, "Don't Use Any Customized Title Music [for custom TITLEMAPs]"
0, "Use the Current Game Mode"
1, "Explosive Expedition [DEFAULT]"
2, "Dynamite Duchess"
3, "Appetite For Detention"
4, "Carnival Of Souls"
}
OptionValue "TitleScreen"
{
-1, "Don't Use Any TitleScreen [for custom TITLEMAPs]"
0, "Use the Current Game Mode"
1, "Explosive Expedition [DEFAULT]"
}
OptionValue "OTHER_DeathMusic"
{
0, "None"
1, "Dynamite Duchess [DEFAULT]"
2, "Carnival of Souls"
3, "Sesame Under Watch..."
4, "Game Over Yeah!!"
5, "Thou Art Dead..."
6, "Press 'R' to Try Again"
7, "You Are Dead... Dead Dead..."
8, "SSSNNNNAAAAAAAKKKKKKEEEEE!!!"
9, "It's a sad thing that..."
10, "Game Over..."
11, "The Chaos Ends in Failure!!"
12, "11 Frolicking Bio-Menaces..."
13, "MOrtIS"
}
OptionValue "OTHER_HitSoundType"
{
0, "Quake 3/Arena Style [DEFAULT]"
1, "Punch'd"
2, "Earthbound"
}
OptionValue "OTHER_KillSoundType"
{
0, "Quake 3/Arena Style [DEFAULT]"
1, "'DED'"
2, "Earthbound"
}
OptionValue "CricketBatSpinType"
{
0, "90D at once"
1, "180D at once"
2, "360D at once [DEFAULT]"
}
OptionValue "CricketGuardType"
{
0, "Hold to Guard"
1, "Tap to toggle Guarding Mode On/Off [DEFAULT]"
}
OptionValue "YesNo_DefaultYes"
{
0, "No"
1, "Yes [DEFAULT]"
}
OptionValue "YesNo_DefaultNo"
{
0, "No [DEFAULT]"
1, "Yes"
}
OptionValue "OnOff_DefaultOff"
{
0, "Off [DEFAULT]"
1, "On"
}
OptionValue "OnOff_DefaultOn"
{
0, "Off"
1, "On [DEFAULT]"
}
OptionValue "MapNumDisplays"
{
0, "Off [DEFAULT]"
1, "Show LevelNum only"
2, "Show Total Maps Played Only"
3, "Show LevelNum & Total Maps Played"
}
OptionValue "ArmorMaximums"
{
0, "Normal (\c[purple]250\c-/\c[cyan]500\c-/\c[gold]1000/\c[green]2000\c-) [DEFAULT]"
1, "Less (\c[purple]125\c-/\c[cyan]250\c-/\c[gold]500\c-/\c[green]1000\c-)"
2, "Lesser (\c[purple]100\c-/\c[cyan]200\c-/\c[gold]400\c-/\c[green]800\c-)"
3, "Lessest (\c[purple]50\c-/\c[cyan]100\c-/\c[gold]200\c-/\c[green]400\c-)"
}
OptionValue "DynamicMusicOpt"
{
0, "Off [DEFAULT]"
1, "On (idle/fight pairs) [incomplete]"
2, "On (random fight music only)"
3, "On (random idle/fight pairs)"
}
OptionValue "ReelHeelSpins"
{
0, "Only Vanilla DD Spins"
1, "Include Extras [DEFAULT]"
}
OptionValue "FractalChickenFlight"
{
0, "None"
1, "Hens"
2, "Chickens"
3, "Hens & Chickens [DEFAULT]"
4, "Chicks"
5, "Hens & Chicks"
6, "Chickens & Chicks"
7, "Hens, Chickens & Chicks"
}
OptionMenu "DD-DeathExitOptions"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Death-Exit/Reset-Inventory Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Death Exit/Reset Resets Level/Health/Stats", "Determines if a Death-Exit Resets Level/MaxHP/Stat Gains/etc. Default: No", "exex_deathexitaffectsstats", "YesNo_DefaultNo"
StaticText " "
DyDuOption "Keep Weapons After Death Exit/Reset", "Determines if you keep weapons after a death exit or use of 'ResetInventory'. Default: No", "exex_deathexitkeepweapons", "YesNo_DefaultNo"
DyDuOption "Keep Backpack Upgrades After Death Exit/Reset", "Determines if you keep backpack upgrades after a death exit or use of 'ResetInventory'. Default: No", "exex_deathexitkeepbackpacks", "YesNo_DefaultNo"
DyDuOption "Keep Weapon Upgrades After Death Exit/Reset", "Determines if you keep weapon upgrade items after a death exit or use of 'ResetInventory'. Default: No", "exex_deathexitkeepweaponupgrades", "YesNo_DefaultNo"
DyDuOption "Keep Sigil and Pieces After Death Exit/Reset", "Determines if you keep the Sigil and it's progression after a death exit or use of 'ResetInventory'. Default: No", "exex_deathexitkeepsigil", "YesNo_DefaultNo"
DyDuOption "Keep Health After Reset", "Determines if you keep your health after a use of 'ResetInventory' If a death exit occurs, it'll set health to 1. Default: No", "exex_deathexitkeephealth", "YesNo_DefaultNo"
DyDuOption "Keep Inventory Items After Death Exit/Reset", "Determines if you keep the items in your inventory bar after a death exit or use of 'ResetInventory'. Default: No", "exex_deathexitkeepinventoryitems", "YesNo_DefaultNo"
DyDuOption "Keep Keys After Death Exit/Reset", "Determines if you keep the keys in your inventory bar after a death exit or use of 'ResetInventory'. Default: No", "exex_deathexitkeepkeys", "YesNo_DefaultNo"
StaticText ""
Command "Restore Default Settings", "dydu_defaultsdeathexit"
}
OptionMenu "DD-CheatyOptions"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Cheaty Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuTextField "Player Damage Taken (x)", "Alters the effect of damage taken by the player. Default: 1.0[x]", "exex_pdmgtakenfactor"
StaticText " "
DyDuTextField "Player Attack Stat Factor (x)", "Alters the effect of player's Attack and Level Stat on Damage dealt. Default: 1.0[x]", "exex_patkfactor"
DyDuTextField "Player Defense Stat Factor (x)", "Alters the effect of player's Defense and Level Stat on Damage taken. Default: 1.0[x]", "exex_pdeffactor"
DyDuTextField "Player Speed Stat Factor (x)", "Alters the effect of player's Speed and Level Stat on movement speed. Default: 1.0[x]", "exex_pspdfactor"
DyDuTextField "Player Jump Stat Factor (x)", "Alters the effect of player's Speed and Level Stat on Jump power. Default: 1.0[x]", "exex_pjumpfactor"
DyDuTextField "Player Balance Stat Factor (x)", "Alters the effect of player's Level Stat on Balance. Default: 1.0[x]", "exex_pbalfactor"
DyDuTextField "Player Luck Stat Factor (x)", "Alters the effect of player's Luck. Default: 1.0[x]", "exex_pluckfactor"
StaticText " "
DyDuTextField "Player Melee STR Effect (x)", "Scales the effect (Strength+Level) have on base melee damage values. Default: 1.0[x]", "exex_strmeleescale"
StaticText " "
DyDuTextField "Player Weapon Encumbrance (x)", "Alters the effect of player's equipped weapon[s] on speed/jumping/mass. Default: 1.0[x]", "exex_weaponencumbrance"
DyDuTextField "Player Armor Encumbrance (x)", "Alters the effect of player's armor on speed/jumping/mass. Default: 1.0[x]", "exex_armorencumbrance"
StaticText " "
DyDuTextField "Flat Defense Factor (x)", "Alters the effect of Defense/Armor on your 'Flat Defense'. Flat defense is subtracted from any incoming damage BEFORE armor can be depleted, so very high Flat Defense can be OPish. Default: 1.0[x]", "exex_flatdefensefactor"
DyDuTextField "Flat Defense Factor [Natural] (x)", "Alters the effect of Defense on your 'Flat Defense'. Flat defense is subtracted from any incoming damage BEFORE armor can be depleted, so very high Flat Defense can be OPish. Default: 1.0[x]", "exex_natflatdeffactor"
DyDuTextField "Flat Defense Factor [Armor] (x)", "Alters the effect of Armor on your 'Flat Defense'. Flat defense is subtracted from any incoming damage BEFORE armor can be depleted, so very high Flat Defense can be OPish. Default: 1.0[x]", "exex_armflatdeffactor"
StaticText ""
Command "Restore Default Settings", "dydu_defaultscheaty"
}
OptionMenu "DD-WeaponOptions"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Weapon-Specific Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Cricket Bat Guard Type", "Lets you decide whether to hold +USER4/'Weapon State 4' to guard with the Cricket Bat, or tap it to toggle guarding on/off. Default: Tap to toggle Guarding Mode On/Off", "exex_cricketbatguardtype", "CricketGuardType"
DyDuOption "Can Use Spin Attack w/ Cricket Bat?", "Determines if you can use the spinning attack ability with Dinah's Cricket Bat. Default: Yes", "exex_cricketbatcanspinattack", "YesNo_DefaultYes"
DyDuOption "Cricket Bat Spin Attack Type", "Chooses 90/180/360 rotations when using the Cricket Bat's spin attack. Default: 360", "exex_cricketspinattacktype", "CricketBatSpinType", "exex_cricketbatcanspinattack"
DyDuTextField "Cricket Bat Spin Lvl Req.", "Sets the minimum level required to Spin Attack with the Cricket Bat. Default: 16", "exex_cricketspinlvlrequirement"
StaticText " "
DyDuOption "Blunderaxe Emits Smoke when Fired", "Add an option for semi-obstructive smoke to emit from the Blunderaxe briefly when fired. Default: Yes", "exex_blunderaxesmoke", "YesNo_DefaultYes"
DyDuTextfield "Blunderaxe Smoke Alpha Mult [x]", "Alters the alpha multiplier on Blunderaxe Smoke. Default: 1.0", "exex_bsmokealphamul"
DyDuTextField "Blunderaxe Chop+Shoot Combo Lvl Req.", "Sets the minimum level required to do quick shot combos with Blunderaxe Chops. Default: 12", "exex_axecombolvlrequirement"
DyDuTextField "Blunderaxe Combo Bonus Lvl Req.", "Sets the minimum level required to do bonus damage with Blunderaxe quickshot combos. Default: 30", "exex_axequickshotlvlrequirement"
StaticText " "
DyDuTextField "Scrambler 'El Nomo' Lvl Req.", "Sets the minimum level required the Scrambler to allowing cooking of Fractal Eggs for healing/buffs. Default: 8", "exex_scramblerelnomolvlreq"
DyDuTextField "Scrambler 'No Armor' Damage Bonus Lvl Req.", "Sets the minimum level required the scrambler's attacks to deal bonus damage when unarmored. Default: 32", "exex_scramblernoarmorbonuslvlreq"
StaticText " "
DyDuTextField "Jack Crisis Bonus Lvl Req.", "Sets the minimum level required to do bonus damage with the AppleJack at various low-health levels. Default: 15", "exex_jackcrisislvlrequirement"
StaticText " "
DyDuTextField "Pike Inviso Mode Lvl Req.", "Sets the minimum level required to use the Wizard's Pike for brief bursts of invisiblity. Default: 8", "exex_pikeinvisolvlreq"
StaticText " "
DyDuOption "SuperVac Eats Enemy Projectiles?", "Not ALL projectiles are guaranteed to be eaten, but most will if yes. Default: Yes", "exex_supervaccaneatprojectiles", "SuperVacProjType"
DyDuOption "SuperVac Can Clear Fog/Smoke/Mist?", "Allows the SuperVac to slowly clear away nearby smog/smoke/mist/fog/etc, much as a real vaccum cleaner can. This will NOT convert these into ammo or energy though, nor can they be used to leech HP to yourself. Default: Yes", "exex_supervaccanclearsmokefogmist", "SuperVacFogType"
DyDuTextField "SuperVac Bag Unit Multi [x]", "In EE, the SuperVac take a lot longer to fill to the point of using the alt-fire. This increases the multiplier of bag units per monster/projectile absorbed. Default: 1.0[x]", "exex_supervacbagunitmulti"
StaticText " "
DyDuOption "Cherry Bomb Impact Behavior", "The Cherry Bombs in EE work more akin to dynamite/explosions in Blood, an expanding sphere of multiple damaging splashes. This allows setting between this and the original static single damage splash DD/AFD/CoS uses. Note this applies to ALL Cherry Bombs, Dinah's and any enemies' versions, and the default setting usually makes them more dangerous to you and foes. Default: Blood-Style Expanding/Multi-Hitting", "exex_cherrybombexpbehavior", "CherryBombType"
StaticText ""
Command "Restore Default Settings", "dydu_defaultsweapons"
}
OptionMenu "DD-MonsterOptions"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Monster-Unique Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Reel Heels Have Extra Spins", "Determines if Reel Heels can additionally spin Sword/Shield/ObsidianSkull/Jackpot reels for extra abilities. Default: Yes", "exex_reelhealoptions", "ReelHeelSpins"
DyDuOption "Can Fractal Chicken Types Fly?", "Determine which (if any) forms of Fractal Chickens are capable of flight [Galgoyle style]. Chickens could not fly in CoS originally. Default: Hens & Chickens", "exex_fractalchickflyoptions", "FractalChickenFlight"
DyDuOption "True HandMother Boss Has Shield?", "Turning this on give the true HandMother boss clone[s] a frontal forcefield for extra challenge.", "exex_handmothershield", "YesNo_DefaultYes"
StaticText ""
Command "Restore Default Settings", "dydu_defaultsmonsters"
}
OptionMenu "DD-RPGOptionsMonsters"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - RPG [Monster] Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "DD Trilogy Monsters Have Boosted Levels?", "Allows DD Trilogy Monsters to have boosted stats per levelup compared against default monsters from the current gamemode. Default: Yes", "exex_ddmonstersboostedstats", "YesNo_DefaultYes"
DyDuOption "Default Monsters Have Boosted Levels?", "Allows default Monsters from the gamemode to have boosted stats per levelup compared against DD Trilogy Monsters. Default: No", "exex_defaultmonstersboostedstats", "YesNo_DefaultNo"
StaticText " "
DyDuTextField "Enemy Armor Bypass Factor [x]", "Monsters at higher levels start gaining a minor ability to ignore part of a player's armor. This setting affects how high that multiplier is. Player damagelogs will show how much % of your armor's protection was bypassed. If set to <0.001, armor bypass from enemy attacks is completely DISABLED. Default: 1.0[x]", "exex_enemyarmorignorefactor"
StaticText " "
DyDuOption "Enemy Scaling [Levels]", "Turning this on allows monsters' health/attack/defense to slightly scale up with the player's level.", "exex_enemyscalingplevel", "YesNo_DefaultYes"
DyDuTextField "Enemy Scale Multiplier [Levels] (#x)", "Sets the Multiplier for Player-Level Based Enemy Scaling. Default: 1.0[x]", "exex_enemyscalelevelmultiplier"
DyDuTextField "Enemy Level Difficulty Inflate (PlayerLevel) [#]", "Monsters have a (possible) flat value of [#] added to their level calculations when spawned. Default: 0", "exex_leveldifficultyinflation"
DyDuTextField "Enemy Level Difficulty Inflate (PlayerLevel) [%]", "Monsters have an (possible) percentile value [%] added to their level calculations when spawned. Default: 0[%]", "exex_leveldifficultyinflation2"
DyDuOption "Enemy Scaling [Maps]", "Turning this on allows monsters' health/attack/defense to slightly scale up with the # of maps completed.", "exex_enemyscalingmaps", "YesNo_DefaultYes"
DyDuTextField "Enemy Scale Multiplier [Maps] (#x)", "Sets the Multiplier for Map Based Enemy Scaling. Default: 1.0[x]", "exex_enemyscalemapmultiplier"
DyDuTextField "Enemy Level Difficulty Inflate (Maps) [#]", "Monsters stats are further boosted on this (possible) flat amount of maps. Default: 0", "exex_mapdifficultyinflation"
DyDuTextField "Enemy Level Difficulty Inflate (Maps) [%]", "Monsters stats are further boosted on this (possible) percentile amount of maps. Default: 0[%]", "exex_mapdifficultyinflation2"
DyDuOption "Enemy Scaling Levels Can Give Traits?", "Enemies past certain levels can accquire traits (avoiding melee, avoiding crushers, moving faster, etc.) when exceeding certain thresholds with this on. Default: Yes.", "exex_monsterlevelenabledflags", "YesNo_DefaultYes"
StaticText " "
DyDuOption "Enemies can have 'Miracles'", "Enemies can sometimes depending on their levels, survive a mortal hit that would kill them, also called a 'Miracle', if this is turned on.", "exex_monstershavemiracles", "YesNo_DefaultYes"
StaticText ""
Command "Restore Default Settings", "dydu_defaultsrpgmonsters"
}
OptionMenu "DD-RPGOptions"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - RPG Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Exp Enabled", "Enables EXP and Levels. Default: Yes", "exex_expenabled", "YesNo_DefaultYes"
DyDuTextField "Exp Multiplier (#x)", "Sets the Multiplier for EXP Gains. Default: 1.0[x]", "exex_expmultiplier"
StaticText " "
DyDuOption "Extra ATK/DEF/SPD on Level Ups", "If 'Yes', any level up can randomly give an extra boost to either Attack, Defense and/or Speed. If this is set to 'No', the benefits from these are also disabled until turned back on. Default: Yes", "exex_extraatkdefspd", "YesNo_DefaultYes"
StaticText " "
DyDuOption "IP Enabled", "'IP' or 'Ikari/Item Points' are a mechanic from Lufia II: Rise of the Sinistrals, allowing you to use special abilities with certain items. To gain IP, you must take damage from most non-self sources or damagefloors. To use IP, [hold/press] <USE> and <RUN>, and use any inventory item or use a weapon that supports it to execute an IP ability/attack. Default: Yes", "exex_ikaripointsenabled", "YesNo_DefaultYes"
DyDuOption "IP Button Press Type", "Determines how you 'enter' IP usage mode, and if you have to HOLD or just PRESS the required buttons to do so. Default: [PRESS] to toggle IP use mode [stays on after a use]", "exex_ikaripointtechpresstype", "IPPressType"
DyDuOption "IP Calculation Type", "Sets the calculation for how damage taken translates into IP gains. Lufia II style will likely allow you to gain IP faster than the mod's default calculations. Default: Mod's Original Calculation", "exex_ikaripointscalctype", "IPCalcType"
DyDuOption "IP Can Dissipate?", "Default: Yes", "exex_ikaripointdissipation", "IPDissipation"
DyDuTextField "IP Cost Reduce on Survival Lvl Req.", "Sets the minimum level required to gain an temporary IP cost reduction when surviving a mortal blow. Default: 20", "exex_mortalblowipcostlvlrequirement"
StaticText " "
DyDuOption "Player HP [Re/De]gen Type", "Affects the Health-based regen/degen system (the calculations based on current health only). Default: Mod-High Regen", "exex_healthregendegentype", "HPRegenType"
DyDuTextField "Player Level Factor [Punch]", "Determines how many levels are needed per incremented speed of punches. Default: 5", "exex_punchspdlvlint"
DyDuTextField "Player Level Factor [Uppercut]", "Determines how many levels are needed per incremented speed of uppercuts. Default: 5", "exex_upcutspdlvlint"
DyDuTextField "Player Level Factor [Kick]", "Determines how many levels are needed per incremented speed of kicks. Default: 5", "exex_kickspdlvlint"
DyDuTextField "Player Level Factor [Flat Defense]", "Determines how many levels/defense stat points are needed per +1 point of FLAT defense. Default: 10", "exex_defenselvlint"
StaticText " "
DyDuSubMenu "RPG [Monster] Options", "Tweak monster related options", "DD-RPGOptionsMonsters"
StaticText ""
Command "Restore Default Settings", "dydu_defaultsrpg"
}
OptionMenu "DD-GameplayOptions1"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - GamePlay Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Enable Dynamic Music", "A concept ported from the DD games with some SiN-equse tweaks. Mode 1 uses pairs of music for idle/calm and fights/action music. Mode 2 keeps the main level music for calm/idle times, but starts a random fight theme on battle trigger transition. Mode 3 works similar to Mode 1, but the pairs of tracks are not set on the map, but randomized occasionally, making it a hybrid of Modes 1 & 2. Default: Off", "exex_dynamicmusic", "DynamicMusicOpt"
DyDuTextfield "Dynamic Music Length Scale [x]", "Multiplier for how much time in tics that dynamic music runs when fight music is triggered. Default: 1x", "exex_dynmustimescale"
StaticText " "
DyDuOption "Flight/Swim Dash Directions", "Allows for vertical direction dashing when flying/swimming. Experimental at the moment. Default: Yes", "exex_flightswimpitchdash", "YesNo_DefaultYes"
DyDuOption "Double-tap dashing", "If [On], you can double tap movement keys quickly to dash ahead. Turn off if this type of dashing is obstructive/annoying. An alternative method to dash is to press a direction/or strafe and press <Weapon State 3>.", "exex_doubledash", "OnOff_DefaultOff"
StaticText " "
DyDuOption "Player's Armor Maximum[s]", "Determines the maximum amounts for each tier of armor in the game. Armor-IP abilities and Apple Wine buffs are stronger for armor when on lower-amounted options to compensate for the lower maximum armor. Default: Normal", "exex_armoritemdifficulty", "ArmorMaximums"
StaticText " "
DyDuOption "Allow MP-Only Monsters in SP", "Turn on to enable Multiplayer-tagged monsters in Single Player for more challenge. Default: No", "exex_enablempmonstersinsp", "YesNo_DefaultNo"
DyDuOption "Aetherius-Style Monster Evolutions", "If enabled, the default Doom monsters if they don't turn into DD/AFD/CoS monsters, can evolve into their Aetherius variants. Default: Yes", "exex_monsterevolutions", "YesNo_DefaultYes"
DyDuOption "Doom 2 Monsters in Doom 1 Mode", "If enabled, Doom 2 monsters can occasionally spawn from Doom 1 monster types in Doom 1 gamemodes. Default: Yes", "exex_doommodeothermonsters", "YesNo_DefaultYes"
StaticText " "
DyDuOption "EXP/Kill Logs [Player]", "When the player gains experience/kills, a message will be printed to the console. Default: On", "exex_showexpgains", "OnOff_DefaultOn"
DyDuOption "Combat Logs [non-player]", "Outputs damage messages to the console when non-player monsters take damage. Default: On", "exex_combatlog", "OnOff_DefaultOn"
DyDuOption "Damage Logs [Player]", "Outputs damage messages to the console the player takes damage [or is hit while invulnerable]. Default: On", "exex_playerdmglog", "OnOff_DefaultOn"
StaticText " "
DyDuOption "DD Trilogy Random Spawns?", "If turned on, occasionally enemies from the Dynamite Duchess trilogy can spawn in place of certain foes (Doom mode only for now). Default: Yes", "exex_ddafdmonstersrandom", "YesNo_DefaultYes"
DyDuOption "DD Trilogy Spawn Types", "Filters which games in the DD Trilogy you'll see monsters appear from the Doom Monster Spawners. Default: Full Trilogy Roster", "exex_ddmonstertypes", "DDTrilogyMonsterFilter"
DyDuTextField "DD Trilogy Spawn Chances [#/256]", "Determines the chances the above option kicks into effect upon an enemy spawn. If set to 512(200%) or higher, this FORCES DD/AFD/CoS monsters to appear even if they might end up stuck, to completely filter out any Doom-monster that could still appear in their place. Default: 128", "exex_ddafdmonsterschance"
StaticText " "
DyDuOption "Tracers vs Hitscan", "Determines if monsters shoot hitscan bullets, or fast-projectile tracers instead. Default: Tracers", "exex_bulletstracers", "TracerOption"
DyDuTextField "Tracers Speed Multiplier [x]", "Default: 1[x]", "exex_tracervelmulti"
StaticText " "
DyDuOption "'Improved' Icon of Sin", "If this is turned on, a Romero's Head will gain a large Max HP boost, IF any spawn-cube shooters and spawn-cube spawnspots are also detected in the same map. Use this if you want longer IoS fights. Default: Yes", "exex_improvediconofsin", "YesNo_DefaultYes"
DyDuOption "IoS Death Kills Its Minions", "If this is turned on, killing the Icon of Sin also kills all of its SPAWNS. Default: Yes", "exex_iconofsindthkillminions", "YesNo_DefaultYes"
StaticText " "
DyDuTextField "Dead Monsters Fade [secs]", "If not set to '0', sets a number of tics (positive values) or seconds (negative value * 35 tics) before a slain monster fades away. If set to '0', no fading occurs.", "exex_deadmonsterfade"
StaticText " "
DyDuOption "Allow Dynamic Inventory Limits?", "Allows your level to affect inventory item limits. Default: Yes", "exex_dynamicinventorylimits", "YesNo_DefaultYes"
DyDuOption "Allow Dynamic Ammo Limits?", "Allows your level to affect ammo limits. Default: Yes", "exex_dynamicammolimits", "YesNo_DefaultYes"
StaticText ""
Command "Restore Default Settings", "dydu_defaultsgameplay"
}
OptionMenu "DD-HUDDashMeterOptions"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - HUD: Dash Meter Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuTextfield "Dash Meter Base Length [x]", "Default: 0.75[x]", "dyduhud_basedashmeterlength"
DyDuTextfield "Dash Meter Max Length [x]", "Default: 1.5[x]", "dyduhud_dashmetermaxlength"
DyDuTextfield "Dash Meter Grow Per Level [x]", "Default: 0.01[x]", "dyduhud_dashmetergrowperlvl"
StaticText ""
Command "Restore Default Settings", "dydu_defaultsdashmeter"
}
OptionMenu "DD-HUDOptions"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - HUD Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "RPG Level Info", "Shows the player's current 'Level' in RPG terms. Default: On", "dyduhud_showexplevel", "OnOff_DefaultOn"
DyDuOption "Experience Info", "Shows the player's current experience points and the amount for the next level-up. Default: On", "dyduhud_showexperience", "OnOff_DefaultOn"
DyDuOption "Stat Info", "Shows your 'extended' stats for 'extra' ATK/DEF/SPD. Default: Show Only Extra", "dyduhud_showextraatkdefspd", "HUDStatDisplay"
DyDuOption "Show Luck Stat", "Shows your LUK stat. Default: On", "dyduhud_showluck", "OnOff_DefaultOn"
StaticText " "
DyDuOption "Show Keys Legend [Weapons]", "Determines where the key legend for binds for each weapon is. Default: Lower Right", "dyduhud_keylegendspot", "KeyLegendSpot"
StaticText " "
DyDuTextField "Level Stat Text Scale [x]", "Scales the text used for level stats if enabled on the HUD. 0.25 to 4.00 are valid values, but a flat 0[.0~] will turn off all Level Stat displays too. Default: 1[.00]x", "dyduhud_stattextscale"
DyDuOption "Level Name", "Shows Level Lump name and proper map title above the Inventory Bar at the bottom of the screen. Default: Off", "dyduhud_showlevelnames", "ShowLevelName"
DyDuOption "Level Tallies", "Shows Kill/Item/Secret Tallies above the Inventory Bar at the bottom of the screen. Default: Off", "dyduhud_leveltallies", "ShowLevelTallies"
DyDuOption "Tally Percents", "Shows Tally Percentages above the Inventory Bar at the bottom of the screen. Default: Off", "dyduhud_leveltallypercents", "ShowLevelTallyPercents"
DyDuOption "Level/Total Times", "Shows Level Time and Total Time above the Inventory Bar at the bottom of the screen. Default: Off", "dyduhud_showleveltimes", "OnOff_DefaultOff"
StaticText " "
DyDuOption "Powerup Timers", "Shows the timers [in seconds] of all active powerups in the upper right corner of the HUD. Default: On", "dyduhud_showpoweruptimers", "OnOff_DefaultOn"
StaticText " "
DyDuOption "Damage/Heal Indicators", "Shows damage/healing for HP/AP in the lower-left corner of the HUD. Default: On", "dyduhud_showhpapdmgrec", "OnOff_DefaultOn"
DyDuOption "Damage/Heal Indicators for Regen/Degen", "If On, includes HP Regen/Degen for the above option. Default: On for Regen Only", "dyduhud_showhpapdmgrecregen", "HUDRegenDisplays"
DyDuOption "Pulse HP/AP Displays on HUD when Increased", "If On, your HP/AP displays pulse briefly when they increase from healing or getting armor. Default: On", "dyduhud_showhpaprechudpulse", "OnOff_DefaultOn"
DyDuOption "Shake HP/AP Displays on HUD when Damaged", "If On, your HP/AP displays shake briefly when they take damage. Default: On", "dyduhud_showhpapdmghudshake", "OnOff_DefaultOn"
StaticText " "
DyDuTextField "Inventory Bar Slots Shown [#]", "Determines how long the inventory bar in the bottom middle of the HUD is in # of boxes. Default: 12", "exex_inventorybarboxes"
StaticText " "
DyDuOption "Show Air Meter?", "Shows the underwater air meter on the HUD (but only if you are either underwater, or recovering air back to a full meter). Default: On", "dyduhud_showairmeter", "OnOff_DefaultOn"
DyDuOption "Air Meter (Stats)", "Shows the seconds/percent/both of the air Meter. Default: Show Seconds Only", "dyduhud_airmeterdisplay", "ShowAirMeterStats"
StaticText " "
DyDuOption "Health/Armor Display", "Default: Show Full", "dydudud_healtharmordisplay", "ShowHealthArmor"
StaticText " "
DyDuSubMenu "HUD: Dash Meter Options [Menu]", "Tweak how the Dash Meter Appears. The Dash meter only appears on the HUD when you have enough 'energy' for at least one full dash.", "DD-HUDDashMeterOptions"
StaticText ""
Command "Restore Default Settings", "dydu_defaultshud"
}
OptionMenu "DD-DebugMenuMain"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Debugging Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuSubMenu "Debugging Options - Part 1", "Enter At Your Own Risk? :V", "DD-DebugMenu1"
DyDuSubMenu "Debugging Options - Part 2", "Enter At Your Own Risk? :V", "DD-DebugMenu2"
DyDuSubMenu "Debugging Options - Part 3", "Enter At Your Own Risk? :V", "DD-DebugMenu3"
DyDuSubMenu "Debugging Options - Part 4", "Enter At Your Own Risk? :V", "DD-DebugMenu4"
//DyDuSubMenu "Debugging Options - Part 5", "Enter At Your Own Risk? :V", "DD-DebugMenu5"
//DyDuSubMenu "Debugging Options - Part 6", "Enter At Your Own Risk? :V", "DD-DebugMenu6"
StaticText " "
DyDuSubMenu "Debugging Options - Part ?", "Enter At Your Own Risk? :V", "DD-DebugMenu0"
StaticText " "
DyDuSubMenu "Misc Vars - Editing", "Enter At Your Own Risk? :V", "DD-MiscVars"
}
OptionMenu "DD-DebugMenu0"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Debugging Options - Part ?"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuTextField "Debug Time Slow [intervals]", "Slows down time to where non-player movement only occurs every # tics. 0 = Off entirely. 2+ gives an actual effect.", "dydudebug_timeslowinterval"
DyDuOption "Debug Time Slow/Freeze Affects Player Projectiles?", "Does debug timefreeze entirely stop projectiles from player?", "dydudebug_timefreezedebugaffectproj", "YesNo_DefaultNo"
StaticText " "
DyDuOption "'Perfect' Survivability", "Makes Survival Rating 200%. For testing/debugging. :V", "dydudebug_survivecheat", "YesNo_DefaultNo"
DyDuOption "'Infinite' IP?", "Makes IP abilities/attacks/etc cost 0 IP and removes any extra ammo costs for those IP attacks [but they will still cost their standard ammo amounts]. For testing/debugging. :V", "dydudebug_infiniteip", "YesNo_DefaultNo"
DyDuOption "Always have Dashes", "Allows Dashing with the cost set to 10% the current meter. For testing/debugging. :V", "dydudebug_dashcheat", "YesNo_DefaultNo"
DyDuOption "Allow Debuffs On Practice Targets", "Set if Debuffs like the Blunder Axe Chops' can affect the practice dummies for DPS reading. For testing/debugging. :V", "dydudebug_practicetargetsdebuff", "YesNo_DefaultYes"
StaticText " "
DyDuSlider "ACS Debugging", "For tracking stuff in ACS compatpacks like TCOTD:A, HTC2, etc. :V", "dydudebug_acsdebug", -32, 32, 1, 0
}
OptionMenu "DD-DebugMenu1"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Debugging Options - Part 1"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Show Ghost of Melee Attack Range", "This is not console related: spawns 'ghosts'/'images' of the maximum range of specific melee attacks.", "dydudebug_meleerangeghost", "OnOff_DefaultOff"
DyDuOption "Ghosts of 'Shields'", "The Cricket Bat, AppleJack, Scrambler & Roman CandleWhip can block/destroy/reflect projectiles, and the SuperVac emits special shields that check for absorbing projectiles. These are actually done with invisible 'shield' actors spawned when doing these actions. This options makes those shields visible when attacking [so you can see the 'magic' in action :V].", "dydudebug_showvisibleshieldparts", "DebugShieldParts"
DyDuOption "Grimophone Alt-Fire", "The mod adds an alt-fire to the Grimophone. This option lets you see various debugger stuff related to this.", "dydudebug_grimophonealtfire", "OnOff_DefaultOff"
DyDuOption "Cricket Bat Guard/Parry", "The mod adds an parry/guard/defend option with the Cricket Bat [+USER4 key]. This option lets you see various debugger stuff related to this.", "dydudebug_cricketbatguard", "OnOff_DefaultOff"
DyDuOption "Dash Meter", "Shows dash-related info for the meter on the HUD.", "dydudebug_dashmeter", "OnOff_DefaultOff"
DyDuOption "Dashing [General]", "Shows dash-related general info.", "dydudebug_dashing", "OnOff_DefaultOff"
DyDuOption "HP Regen/Degen", "Shows HP Regen/Degen Debug Info.", "dydudebug_hpregen", "OnOff_DefaultOff"
DyDuOption "Player DamageMobj Info", "Shows debug info related to player damage taken.", "dydudebug_playerdamagemobj", "OnOff_DefaultOff"
DyDuOption "Player Poison Damage Info", "Shows debug info related to player POISON damage taken.", "dydudebug_playerpoisondisplays", "OnOff_DefaultOff"
DyDuOption "Player Attack Calculation", "Shows Attack Multiplier information", "dydudebug_attackcalcs", "OnOff_DefaultOff"
DyDuOption "Player Defense Calculation", "Shows Defensive Multiplier information", "dydudebug_defensecalcs", "OnOff_DefaultOff"
DyDuOption "Player Speed Calculation", "Shows Speed Multiplier information", "dydudebug_speedcalcs", "OnOff_DefaultOff"
DyDuOption "Player Evade Calculation", "Shows Evade Chance information", "dydudebug_showevadestuff", "OnOff_DefaultOff"
DyDuOption "Player Survival Calculation", "i.e. 'Last Chance Hit Point' or 'Guts', or the chance of surviving with 1 HP left. This shows the debug info behind calculations.", "dydudebug_survivalrate", "OnOff_DefaultOff"
DyDuOption "Player Jump Calculations", "Shows background information in calculating Player Jump strength/height", "dydudebug_jumpingcalcs", "OnOff_DefaultOff"
DyDuOption "Player Mass/Balance Calculations", "Shows the calculation of mass/balance for the player.", "dydudebug_masscalcs", "OnOff_DefaultOff"
DyDuOption "Player Walk Anim Displays", "Shows Tic Information for Player Walking State.", "dydudebug_playerwalkdisplays", "OnOff_DefaultOff"
DyDuOption "Player Movement Displays", "Shows player movement information.", "dydudebug_playermove", "OnOff_DefaultOff"
DyDuOption "Player Position Displays", "Shows player position information.", "dydudebug_playerpos", "OnOff_DefaultOff"
DyDuOption "Attack Information", "Shows various attack information behind the scenes.", "dydudebug_attackstuff", "OnOff_DefaultOff"
DyDuOption "Melee Attack Damage Info", "Shows damage calculated for player melee attacks", "dydudebug_meleedmg", "OnOff_DefaultOff"
DyDuOption "Ranged Attack Damage Info", "Shows damage calculated for player ranged attacks", "dydudebug_rangedmg", "OnOff_DefaultOff"
DyDuOption "MiscItem Displays", "Shows 'PlayerStatItem' information.", "dydudebug_miscitemdebug", "OnOff_DefaultOff"
DyDuOption "A_Raise/A_Lower Displays", "Shows printouts of info related to raising/lowering weapons.", "dydudebug_weaponstatdisplays", "OnOff_DefaultOff"
DyDuOption "Weapon Layer Displays", "Shows printouts of info related to weapon layers.", "dydudebug_weaponstatdisplays2", "OnOff_DefaultOff"
DyDuOption "Voodoo Doll Displays", "Shows debugging for voodoo dolls.", "dydudebug_showvoodoodoll", "OnOff_DefaultOff"
}
OptionMenu "DD-DebugMenu2"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Debugging Options - Part 2"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Compatibility Displays", "Shows debugging for compatibility changes for maps.", "dydudebug_showcompatibility", "OnOff_DefaultOff"
DyDuOption "Vac Proj Displays", "Shows debugging for Vaccing up Projectiles.", "dydudebug_supervacproj", "OnOff_DefaultOff"
DyDuOption "Vac Bag Displays", "Shows the exact amount of units in a SuperVac Bag.", "dydudebug_supervacbag", "OnOff_DefaultOff"
DyDuOption "Vac Other Displays", "Shows misc SuperVac info.", "dydudebug_supervacother", "OnOff_DefaultOff"
DyDuOption "Actor's Damage Displays", "When a monster/NPC is hit, this displays the multiple steps in the process of calculation the damage (if any) received.", "dydudebug_actordmgdisplays", "OnOff_DefaultOff"
DyDuOption "Inventory Limit Displays", "Shows information about expanding inventory limits.", "dydudebug_inventorylimits", "OnOff_DefaultOff"
DyDuOption "Gametic Displays", "Shows the current 'gametic' in various messages for time references.", "dydudebug_showgametic", "OnOff_DefaultOff"
DyDuOption "ShieldPart Collision Info", "Shows collision information behind the scenes for ShieldPart objects.", "dydudebug_shieldcollision", "OnOff_DefaultOff"
DyDuOption "TimeFreeze Info", "Shows information related to the Time Potion effects.", "dydudebug_timefreeze", "OnOff_DefaultOff"
DyDuOption "General Collision Info", "Shows collision information behind the scenes", "dydudebug_generalcollisions", "OnOff_DefaultOff"
DyDuOption "Projectile Collision Info", "Shows collision information behind the scenes for projectiles", "dydudebug_projectilecollisions", "OnOff_DefaultOff"
DyDuOption "Resurrection Displays", "Shows debugging for attempted monster resurrections.", "dydudebug_ressurrectdisplays", "OnOff_DefaultOff"
DyDuOption "Hit Sound Displays", "Shows debugging for hit/death sounds.", "dydudebug_hitsounds", "OnOff_DefaultOff"
DyDuOption "Level Up Displays", "Shows debugging for level ups.", "dydudebug_levelupdisplays", "OnOff_DefaultOff"
DyDuOption "Damage Difference Displays", "Shows the difference in damage taken versus base damage input.", "dydudebug_dmgdiffdebug", "dmgdiffdebug"
DyDuOption "Ikari/Item Point Displays", "Shows the timer for Ikari/Item Points and other debug stuff.", "dydudebug_ipdisplays", "OnOff_DefaultOff"
DyDuOption "IP Disipation Timer Displays", "Shows IP Disipation Timer.", "dydudebug_ipdisplays2", "OnOff_DefaultOff"
DyDuOption "Monster Recall Cmd Displays", "Shows the information for recalling monsters.", "dydudebug_recalldisplays", "OnOff_DefaultOff"
DyDuOption "Mercy Invuln Displays", "Shows the player's mercy invulnerablity information.", "dydudebug_mercyinvulndisplays", "OnOff_DefaultOff"
DyDuOption "Armor Stat/Property Displays", "Shows the player's armor information [saveamount/maxabsorb/etc].", "dydudebug_armordisplays", "OnOff_DefaultOff"
DyDuOption "Fractal Egg Displays", "Shows fractal egg projectile information.", "dydudebug_eggfractals", "OnOff_DefaultOff"
DyDuOption "ResetInventory Displays", "Shows resetinventory information.", "dydudebug_resetinventorydebug", "OnOff_DefaultOff"
DyDuOption "Misc Melee Displays", "Shows various melee weapon information.", "dydudebug_meleeinformation", "OnOff_DefaultOff"
DyDuOption "Monster Scaling Displays", "Shows monster stat scaling information.", "dydudebug_monsterscaling", "OnOff_DefaultOff"
DyDuOption "Sigil Attack Displays", "Shows sigil attack damage information.", "dydudebug_sigilatkinfo", "OnOff_DefaultOff"
}
OptionMenu "DD-DebugMenu3"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Debugging Options - Part 3"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Land Damage Bonus Displays", "Shows debugging information fall velocities regarding landing damage bonuses against enemies.", "dydudebug_landdamage", "OnOff_DefaultOff"
DyDuOption "Air Meter Displays", "Shows debugging information related to the player's underwater oxygen meter.", "dydudebug_airmeter", "OnOff_DefaultOff"
DyDuOption "Game Tally Displays", "Shows game tally information.", "dydudebug_gametracker", "OnOff_DefaultOff"
DyDuOption "Attack Function Displays", "Shows various attack function information.", "dydudebug_attackfuncinfo", "OnOff_DefaultOff"
DyDuOption "HUD Recovery/Loss Displays", "Shows various HUD information for showing HP/AP Recovery/Loss.", "dydudebug_hudrecdmgdisplays", "OnOff_DefaultOff"
DyDuOption "Death Exit Displays", "Shows debugging for death exits.", "dydudebug_deathexitdebug", "OnOff_DefaultOff"
DyDuOption "Spawned Projectile Displays", "Shows debugging for spawned projectiles.", "dydudebug_projectilespawns", "OnOff_DefaultOff"
DyDuOption "Boss Brain Displays [1]", "Shows debugging for Icon of Sin stuff [part 1].", "dydudebug_bossbraininfo", "OnOff_DefaultOff"
DyDuOption "Boss Brain Displays [2]", "Shows debugging for Icon of Sin stuff [part 2].", "dydudebug_bossbraininfo2", "OnOff_DefaultOff"
DyDuOption "MapInfo Displays", "Shows a printout of various map-related information.", "dydudebug_mapinfo", "OnOff_DefaultOff"
DyDuOption "Weapon Horizontal Spread", "Shows horizontal spread information for weapons (i.e. AppleJack's ranged IP attack).", "dydudebug_weaponhorizspread", "OnOff_DefaultOff"
DyDuOption "Nightmare Monster Display", "Shows information for visuals on Nightmare Monsters in PSXDoom TC mode.", "dydudebug_nightmarevisuals", "OnOff_DefaultOff"
DyDuOption "Scripted Displays", "Shows information for BossDeath() related stuff.", "dydudebug_scriptdisplays", "OnOff_DefaultOff"
DyDuOption "Checksum Printout at Map Start", "Prints the newly-visited map's checksum upon load.", "dydudebug_checksumprintout", "OnOff_DefaultOff"
DyDuOption "Player 'Breathing' Displays", "Shows information based on the LTG-style 'breathing' visuals for the player's chasecam.", "dydudebug_playerbreathedisplays", "OnOff_DefaultOff"
DyDuOption "Punch/Uppercut/Kick Stun Displays", "Shows information for calculating extra stun duration from punches/kicks/uppercuts.", "dydudebug_punchkickstundisplays", "OnOff_DefaultOff"
DyDuOption "Inventory Bar Displays", "Shows information for inventory bar positions/etc.", "dydudebug_invbardisplays", "OnOff_DefaultOff"
DyDuOption "EXP Table Displays", "Shows the calculation of EXP Table information at the start of a new game/death-exit.", "dydudebug_exptables", "OnOff_DefaultOff"
DyDuOption "First Run Displays", "Shows the calculation of certain first-run info at the start of a new game/death-exit.", "dydudebug_startupinfo", "OnOff_DefaultOff"
//DyDuOption "", "", "", "OnOff_DefaultOff"
}
OptionMenu "DD-DebugMenu4"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Debugging Options - Part 3"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Actor Movement Displays", "Shows debugging for actor movement.", "dydudebug_showactormoveinfo", "OnOff_DefaultOff"
DyDuOption "[Bonus/Damage]Count Displays", "Shows debugging for bonus/damage count.", "dydudebug_countdisplays", "OnOff_DefaultOff"
DyDuOption "Monster AI Displays", "Shows debugging for Monsters' Level based AI", "dydudebug_monsterspecialai", "OnOff_DefaultOff"
DyDuOption "Monster Dmg Calculation Displays", "Shows debugging for Monsters' Damage Calculations", "dydudebug_monsterdmgcalc", "OnOff_DefaultOff"
DyDuOption "Monster Spawner Displays", "Shows debugging for monster spawners.", "dydudebug_monsterspawns", "OnOff_DefaultOff"
DyDuOption "Dynamic Music Displays", "Shows debugging for Dynamic music timers/sets.", "dydudebug_dynmusdisplays", "OnOff_DefaultOff"
DyDuOption "Crouching Displays", "Shows debugging for Crouch-related actions.", "dydudebug_crouchdisplays", "OnOff_DefaultOff"
DyDuOption "Morph Displays", "Shows debugging for morph related stuff.", "dydudebug_morphdisplays", "OnOff_DefaultOff"
DyDuOption "Max Health Calc Displays", "Shows debugging for calculation of player's max health.", "dydudebug_maxhealthcalc", "OnOff_DefaultOff"
DyDuOption "Defense Buff Item Displays", "Shows debugging for various defense buff items.", "dydudebug_defensebuffs", "OnOff_DefaultOff"
DyDuOption "Footstep Displays", "Shows debugging for calculation of footsteps and related calculations.", "dydudebug_footsteps", "OnOff_DefaultOff"
DyDuOption "Footstep Displays [2]", "Shows more specific debugging info related to footsteps. Intended to find missing textures that don't have a sound assigned to them, and changes to the footstep sound for them from the usual 'default' sound to a squeak-toy sound. Will also print information only about said missing textures for means of logging.", "dydudebug_footsteps2", "OnOff_DefaultOff"
DyDuOption "Item Pitfall Displays", "Shows debug information when items fall into bottomless pits.", "dydudebug_itempitfalls", "OnOff_DefaultOff"
DyDuOption "DoSpecialDamage Displays", "Shows debug information for special damage displays.", "dydudebug_dospecialdmg", "OnOff_DefaultOff"
DyDuOption "Map Finish Checks Displays", "Shows debug information for Map Finish Checks.", "dydudebug_mapfinishcheck", "OnOff_DefaultOff"
DyDuOption "Status Inflict Displays", "Shows debug information for status inflicting projectiles.", "dydudebug_inflictstatuseffect", "OnOff_DefaultOff"
DyDuOption "Mapnum Displays", "Shows debug information for Mapnums on the Level Name display on the HUD.", "dydudebug_mapbar", "MapNumDisplays"
DyDuOption "Death Timer Displays", "Shows debug information for the player's death timer [i.e. MyHouse special death stuff, etc].", "dydudebug_deathtimerdisplays", "OnOff_DefaultOff"
DyDuOption "EE FOV Trigger Object Displays", "Shows debug information for EE's customized FOV-Triggered script objects.", "dydudebug_EEFOVTriggerObject", "OnOff_DefaultOff"
DyDuOption "Forced Player State Displays", "Shows debug information for forced custom player states for weapons.", "dydudebug_forcedplayerstates", "OnOff_DefaultOff"
}
OptionMenu "DD-MiscVars"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Misc Vars - Editing"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuTextfield "dydudebug_misc1 (int)", "(?)", "dydudebug_misc1"
DyDuTextfield "dydudebug_misc2 (int)", "(?)", "dydudebug_misc2"
DyDuTextfield "dydudebug_misc3 (int)", "(?)", "dydudebug_misc3"
DyDuTextfield "dydudebug_misc4 (int)", "(?)", "dydudebug_misc4"
DyDuTextfield "dydudebug_misc5 (int)", "(?)", "dydudebug_misc5"
DyDuTextfield "dydudebug_misc6 (int)", "(?)", "dydudebug_misc6"
DyDuTextfield "dydudebug_misc7 (int)", "(?)", "dydudebug_misc7"
DyDuTextfield "dydudebug_misc8 (int)", "(?)", "dydudebug_misc8"
StaticText " "
DyDuTextfield "dydudebug_misc1f (float)", "[?]", "dydudebug_misc1f"
DyDuTextfield "dydudebug_misc2f (float)", "[?]", "dydudebug_misc2f"
DyDuTextfield "dydudebug_misc3f (float)", "[?]", "dydudebug_misc3f"
DyDuTextfield "dydudebug_misc4f (float)", "[?]", "dydudebug_misc4f"
DyDuTextfield "dydudebug_misc5f (float)", "[?]", "dydudebug_misc5f"
DyDuTextfield "dydudebug_misc6f (float)", "[?]", "dydudebug_misc6f"
DyDuTextfield "dydudebug_misc7f (float)", "[?]", "dydudebug_misc7f"
DyDuTextfield "dydudebug_misc8f (float)", "[?]", "dydudebug_misc8f"
}
OptionMenu "DD-Other1"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Misc Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Title Music?", "Use the mod's unique title music, or use the game mode's default.", "exex_titlemusic", "TitleMusic"
DyDuOption "Title Screen?", "Use the mod's unique title screen, or use the game mode's default.", "exex_titlescreen", "TitleScreen"
StaticText " "
DyDuOption "Death Music", "If this is set to anything specific, an unique theme plays when you die. :V", "exex_deathmusic", "OTHER_DeathMusic"
StaticText " "
DyDuOption "Armor Damage Sounds", "If [Yes], sounds play for armor being damaged/broken. Default: Yes.", "exex_armordmgsounds", "YesNo_DefaultYes"
StaticText " "
DyDuOption "Hit Sounds [Player]", "If [Yes], sounds are played when an enemy is damaged by the player or one of their allied monsters, Quake 3 Arena/Quake Champions Style. Default: Yes.", "exex_q3aqchitsounds", "YesNo_DefaultYes"
DyDuOption "Kill Sounds [Player]", "If [Yes], sounds are played when an enemy is killed by the player or one of their allied monsters, Quake 3 Arena/Quake Champions Style. Default: Yes.", "exex_q3aqckillsounds", "YesNo_DefaultYes"
DyDuOption "Hit Sounds [Allies]", "If [Yes], sounds are played when an allied monster is hit by a hostile monster, Quake 3 Arena/Quake Champions Style. Default: Yes.", "exex_q3aqchitsounds2", "YesNo_DefaultYes"
DyDuOption "Kill Sounds [Allies]", "If [Yes], sounds are played when an allied monster is killed by a hostile monster, Quake 3 Arena/Quake Champions Style. Default: Yes.", "exex_q3aqckillsounds2", "YesNo_DefaultYes"
DyDuOption "Hit Sound Type", "Set the type of sounds used when Monsters are hit.", "exex_q3aqchitsoundtype", "OTHER_HitSoundType"
DyDuOption "Kill Sound Type", "Set the type of sounds used when Monsters are killed.", "exex_q3aqckillsoundtype", "OTHER_KillSoundType"
DyDuTextfield "Hit Sound Delay [per monster in tics]", "The value in tics of how long it takes for hit sounds to replay again on the same monster [if applicable]. Higher values reduce noise pollution when a monster is taking a lot of hits in short order. Default: 8 [tics]", "exex_q3aqchitsounddelay"
DyDuTextfield "Hit Sound Volume [x]", "The volume factor for Hit Sounds. Default: 1[x]", "exex_q3aqchitsoundvol"
DyDuTextfield "Kill Sound Volume [x]", "The volume factor for Kill Sounds. Default: 1[x]", "exex_q3aqckillsoundvol"
StaticText " "
DyDuOption "Hit Sounds [Monsters]", "If [Yes], sounds are played when an enemy is damaged by another enemy, Quake 3 Arena/Quake Champions Style. Default: Yes.", "exex_hitsoundsmisc", "YesNo_DefaultYes"
DyDuTextfield "Hit Sound Volume [Monsters] [x]", "The volume factor for Hit Sounds between enemies. Default: 1[x]", "exex_hitsoundsvol"
StaticText " "
DyDuOption "Hit Weakness Sounds", "If set, monsters emit special sounds if you hit them with attacks they are weak or strong against, in order to hint you of what you should or shouldn't use against them.", "exex_hitweaksounds", "YesNo_DefaultYes"
DyDuTextfield "Hit Weakness Sound Delay [per monster in tics]", "The value in tics of how long it takes for Weakness/Resistance Hit sounds to replay again on the same monster [if applicable]. Higher values reduce noise pollution when a monster is taking a lot of hits in short order.. Default: 8 [tics]", "exex_hitweaksounddelay"
DyDuTextfield "Hit Weakness Sound Volume", "The volume factor for Weakness/Resistance Hit Sounds. Default: 1[x]", "exex_hitweaksoundvol"
StaticText " "
DyDuTextfield "No Damage Sound Volume (Monster) [x]", "The volume factor for the 'no damage taken' sound for monsters. Default: 1[x]", "exex_monsternodmgvol"
DyDuTextfield "No Damage Sound Volume (Player) [x]", "The volume factor for the 'no damage taken' sound for players. Default: 1[x]", "exex_playernodmgvol"
StaticText " "
DyDuOption "Enable Extra Dinah Voices", "Default: Yes", "exex_dinahextravoices", "YesNo_DefaultYes"
DyDuOption "Enable Dinah One Liners", "'Enable Extra Dinah Voices' must also be enabled. Default: Yes", "exex_dinahoneliners", "YesNo_DefaultYes"
DyDuTextfield "Dinah One-Liner Chance [# of 256]", "Sets the base chance of Dinah saying a one-liner. Default: 8", "exex_dinahonelinerbasechance"
StaticText ""
Command "Restore Default Settings", "dydu_defaultsother1"
}
OptionMenu "DD-Other2"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - FX Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "Glowing Wizard Pike", "Default: On", "exex_glowingpike", "OnOff_DefaultOn"
DyDuOption "Player BPM", "Default: On", "exex_playerbpm", "OnOff_DefaultOff"
DyDuOption "Player Low Health Tunnel (HUD Effect)", "Default: On", "exex_playerbpmhud", "OnOff_DefaultOff"
DyDuTextfield "Footstep Volume", "Set to 0.0 to silence footsteps if needed. Default: 1.0[x]", "exex_footstepvolume"
StaticText " "
StaticText ""
Command "Restore Default Settings", "dydu_defaultsother2"
}
OptionMenu "DD-MiscCompatPacks1"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Compatibility Pack Options"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuOption "KDIZD Interactivity Locators", "You can activate 'action locators' to find interactive areas that are not switches during KDIZD.", "exex_kdizdindicators", "YesNo_DefaultYes"
}
OptionMenu "DD-DHIOptions"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - Damage Hud Indicators"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
Option "Active", "exex_DHI_Active", "OnOff"
EEDHISliderRange "Indicator Scale [HP Damage]", "exex_DHI_Scale", 0.05, 1.0, 0.05, 1, exex_DHI_Active, 1, 1
EEDHISliderRange "Indicator Visibility [HP Damage]", "exex_DHI_Alpha", 0.05, 1.0, 0.05, 1, exex_DHI_Active, 1, 1
}
OptionMenu "DDOptions"
{
Class "DyDuMenu"
Title "EXPLOSIVE EXPEDITION - MAIN OPTIONS"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
DyDuSubMenu "Gameplay Options", "Options for gameplay.", "DD-GameplayOptions1"
DyDuSubMenu "HUD Options", "Options for the HUD.", "DD-HUDOptions"
StaticText " "
DyDuSubMenu "Weapon Options", "Options for Weapon Specific Stuff.", "DD-WeaponOptions"
DyDuSubMenu "Monster Options", "Options for Monster Unique Stuff.", "DD-MonsterOptions"
DyDuSubMenu "RPG Options", "Options for RPG Mechanics.", "DD-RPGOptions"
DyDuSubMenu "Cheaty Options", "Options for Cheat/Tweaks.", "DD-CheatyOptions"
StaticText " "
DyDuSubMenu "Death-Exit Options", "Options for Death Exit Control.", "DD-DeathExitOptions"
DyDuSubMenu "Damage Indicators", "Options related to directional damage indicators on the HUD.", "DD-DHIOptions"
StaticText " "
DyDuSubMenu "Misc Options", "Misc. Options [Death Music, Hit Sounds, etc].", "DD-Other1"
DyDuSubMenu "FX Options", "FX Options", "DD-Other2"
StaticText " "
DyDuSubMenu "LegenDoomLite Options", "LegenDoomLite Options.", "LegenDoomLite"
DyDuSubMenu "Tilt++ v1.65 Options", "Tilt++ v1.65 Options.", "TiltPlusPlusMenu"
DyDuSubMenu "Compatibility Pack Options", "Options for various Compatibility Packs [i.e. KDIZD].", "DD-MiscCompatPacks1"
StaticText " "
DyDuOption "$HUDMNU_NAMETAGS", "For best use, please set this to 'BOTH'.", "displaynametags", "DisplayTagsTypes"
DyDuOption "$HUDMNU_NAMETAGCOLOR", "Tag Color for Weapon and Inventory Item Highlights", "nametagcolor", "TextColors", "displaynametags"
DyDuOption "Fast Monsters", "Difficulty/Skill 5 does NOT turn this on by default. :V", "sv_fastmonsters", "OnOff"
DyDuOption "Monsters Respawn", "Difficulty/Skill 5 does NOT turn this on by default. :V", "sv_monsterrespawn", "OnOff"
DyDuOption "Enhanced Night-Vision Mode", "Light-Amp or Nightvision?", "gl_enhanced_nightvision", "OnOff"
DyDuOption "$DSPLYMNU_SPRITESHADOW", "Toggle the Sprite Shadow mode [as introduced in GZDoom 4.6.0].", "r_actorspriteshadow", "SpriteShadowModes"
DyDuOption "Allow jump", "Jumping is recommended to have on for evasive purposes, if for nothing else. [shortcut from Gameplay Options]", "sv_jump", "JumpCrouchFreeLook"
DyDuOption "Allow crouch", "Crouch is recommended to have on for evasive purposes, if for nothing else. [shortcut from Gameplay Options]", "sv_crouch", "JumpCrouchFreeLook"
DyDuOption "Allow freelook", "Freelook is recommended to have on. [shortcut from Gameplay Options]", "sv_freelook", "JumpCrouchFreeLook"
DyDuOption "Falling Damage", "Toggles Fall Damage. [shortcut from Gameplay Options]", "sv_fallingdamage", "FallingDM"
DyDuOption "Enable Textured Display [Automap]", "Textured uses a more BUILD-game styled texture that shows the floor textures on the map.", "am_textured", "OnOff"
DyDuOption "Show Things as Sprites [Automap]", "'Rotated' is recommended.", "am_showthingsprites", "STSTypes"
StaticText " "
DyDuSubMenu "Debugging Options", "Debug Displays that're more meant for the creator/playtesters to deal with possible bugs or balance tweaks. Most of these options show up as messages that constantly repeat in your messages & console, so be warned! :V", "DD-DebugMenuMain"
}
LISTMENU "MainMenu"
{
Selector "M_APPLE", -28, -7
StaticPatch -11, 22, "M_DINAH"
Position 97, 72
TextItem "New Game", "n", "PlayerclassMenu"
TextItem "Mod Options", "s", "DDOptions"
TextItem "Engine Options", "o", "OptionsMenu"
TextItem "READ THIS [HELP]", "h", "ReadThisMenu"
TextItem "Load Game", "l", "LoadGameMenu"
TextItem "Save Game", "s", "SaveGameMenu"
TextItem "Quit Game", "q", "QuitMenu"
Size Clean
}
OptionMenu "TiltPlusPlusMenu"
{
Class "TiltPlusPlusMenu"
Title "$TILTPLUSPLUSMNU_TITLE"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
StaticText ""
StaticText "$TILTPLUSPLUSMNU_STRAFETILT_TITLE", 1
TiltPlusPlusOption "$TILTPLUSPLUSMNU_ENABLED", "$TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT", "sv_strafetilt", "YesNo"
TiltPlusPlusOption "$TILTPLUSPLUSMNU_INVERT", "$TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT_INVERT", "sv_strafetiltinvert", "YesNo"
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_SPEED", "$TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT_SPEED", "sv_strafetiltspeed", 0.1, 2.0, 0.01, 2
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_ANGLE", "$TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT_ANGLE", "sv_strafetiltangle", 0.1, 1.0, 0.01, 2
StaticText ""
StaticText "$TILTPLUSPLUSMNU_MOVETILT_TITLE", 1
TiltPlusPlusOption "$TILTPLUSPLUSMNU_ENABLED", "$TILTPLUSPLUSMNU_HELPTEXT_MOVETILT", "sv_movetilt", "YesNo"
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_SPEED", "$TILTPLUSPLUSMNU_HELPTEXT_MOVETILT_SPEED", "sv_movetiltspeed", 0.1, 20.0, 0.1, 2
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_ANGLE", "$TILTPLUSPLUSMNU_HELPTEXT_MOVETILT_ANGLE", "sv_movetiltangle", 0.01, 0.10, 0.01, 2
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_SCALAR", "$TILTPLUSPLUSMNU_HELPTEXT_MOVETILT_SCALAR", "sv_movetiltscalar", 0.0, 1.0, 0.1
StaticText ""
StaticText "$TILTPLUSPLUSMNU_TURNTILT_TITLE", 1
TiltPlusPlusOption "$TILTPLUSPLUSMNU_ENABLED", "$TILTPLUSPLUSMNU_HELPTEXT_TURNTILT", "sv_turntilt", "YesNo"
TiltPlusPlusOption "$TILTPLUSPLUSMNU_INVERT", "$TILTPLUSPLUSMNU_HELPTEXT_TURNTILT_INVERT", "sv_turntiltinvert", "YesNo"
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_SCALAR", "$TILTPLUSPLUSMNU_HELPTEXT_TURNTILT_SCALAR", "sv_turntiltscalar", 0.0, 20.0, 0.1
StaticText ""
StaticText "$TILTPLUSPLUSMNU_UNDERWATERTILT_TITLE", 1
TiltPlusPlusOption "$TILTPLUSPLUSMNU_ENABLED", "$TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT", "sv_underwatertilt", "YesNo"
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_SPEED", "$TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT_SPEED", "sv_underwatertiltspeed", 0.1, 20.0, 0.1, 2
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_ANGLE", "$TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT_ANGLE", "sv_underwatertiltangle", 0.01, 0.5, 0.01, 2
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_SCALAR", "$TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT_SCALAR", "sv_underwatertiltscalar", 0.0, 1.0, 0.1
StaticText ""
StaticText "$TILTPLUSPLUSMNU_DEATHTILT_TITLE", 1
TiltPlusPlusOption "$TILTPLUSPLUSMNU_ENABLED", "$TILTPLUSPLUSMNU_HELPTEXT_DEATHTILT", "sv_deathtilt", "YesNo"
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_ANGLE", "$TILTPLUSPLUSMNU_HELPTEXT_DEATHTILTANGLE", "sv_deathtiltangle", 0.0, 180.0, 0.5, 2
TiltPlusPlusSlider "$TILTPLUSPLUSMNU_ANGLE", "$TILTPLUSPLUSMNU_HELPTEXT_DEATHTILTANGLE_ERROR", "sv_deathtiltangleerror", 0.0, 90.0, 0.25, 2
StaticText ""
Command "Restore Default Settings", "dydu_tiltdefaults"
}
// LDL
OptionValue "LDLChanceType"
{
0, "~LDL 3.0 [DEFAULT]"
1, "~LDL 4.1"
}
OptionValue "LegendaryChanceType"
{
0, "No Extra Chance [0]"
1, "Maybe One or Two [1]"
2, "Some Guys I Guess [2]"
3, "A Few More [3]"
4, "Moderate Amounts [4]"
5, "Danger Increasing [5]"
6, "Getting Swarmy [6]"
7, "Deadly Swarm [7]"
8, "Wat R U Doin' [8]"
9, "Please Stop [9]"
10, "Seriously, Stop [10]"
11, "Oh God No [11]"
12, "Plz No [12]"
13, "WHY [13]"
14, "WHY WHY WHY WHY [14]"
15, "THIS IS YOUR FAULT [15/MAX]"
}
OptionValue "DieModeType"
{
0, "...404 Mode not found"
1, "...has finished installing"
}
OptionValue "NoMonstersType"
{
0, "Enabled"
1, "All Fun Disabled"
}
OptionValue "MonsterCheckType"
{
0, "Any monster at all"
1, "Sensible enemies only"
}
OptionValue "NoBossesType"
{
0, "totally gotta have em"
1, "wow wat r u casul"
2, "wait what does this do"
}
OptionMenu "LegenDoomLite"
{
Class "DyDuMenu"
Title "LEGENDOOMLITE OPTIONS"
IfGame(Doom, Chex) { Position -64 }
IfGame(Heretic, Hexen) { Position -88 }
IfGame(Strife) { Position -88 }
StaticText ""
DyDuOption "LDL Chances", "Allows setting of 4.1 or 3.0 chances for Legendaries", "exexLDL_newldlchances", "LDLChanceType"
StaticText ""
DyDuOption "Legendary Monsters", "Determines if Legendary Monsters are enabled/disabled", "LD_nomonsters", "NoMonstersType"
DyDuOption "Legendary Bosses", "Determines if BOSS flagged monsters can become Legendary", "LD_nobosses", "NoBossesType"
DyDuOption "DIE.exe", "ALL monsters/bosses will go Legendary, No Exceptions [if 'installed']", "LD_diemode", "DieModeType"
//Option "Legendary Constraints", "", "LD_monstercheck", "MonsterCheckType"
StaticText ""
DyDuOption "Legendary Map Markers", "Marks the initial spot of where a to-become-legendary monster is located [on the automap]", "LD_legendarymarkers", "OnOff"
DyDuOption "Legendary Debug Mode", "Debugging Option for Legendary Stuff :P", "LD_legendarydebug", "OnOff"
StaticText ""
StaticText " Legendary Enemy Options", 1
DyDuSlider "Legendary Health %", "A Legendary Monster's Max HP/Health becomes Higher to this %", "LD_legendaryhealth", 100, 10000, 25, 0
DyDuSlider "Legendary Damage x", "A Legendary Monster's Attack/Damage becomes this many times more/less [higher is stronger]", "LD_legendarydamage", 1, 20, 0.25, 2
DyDuSlider "Legendary Defense x", "A Legendary Monster's Damage Taken becomes this many times more/less [lower is stronger]", "LD_legendarydefense", 0.05, 1, 0.05, 2
DyDuSlider "Legendary Speed x", "A Legendary Monster's Move Speed becomes this many times more/less [higher is stronger]", "LD_legendaryspeed", 1, 20, 0.05, 2
DyDuSlider "Legendary Mass %", "A Legendary Monster's Mass/Balance becomes this % versus previously", "LD_legendarymass", 100, 10000, 25, 0
DyDuSlider "Legendary Boss Health %", "A Legendary Boss's Max HP/Health becomes Higher to this %", "LD_legendaryhealthboss", 100, 10000, 25, 0
DyDuSlider "Legendary Boss Damage x", "A Legendary Boss's Attack/Damage becomes this many times more/less [higher is stronger]", "LD_legendarydamageboss", 1, 20, 0.25, 2
DyDuSlider "Legendary Boss Defense x", "A Legendary Boss's Damage Taken becomes this many times more/less [lower is stronger]", "LD_legendarydefenseboss", 0.05, 1, 0.05, 2
DyDuSlider "Legendary Boss Speed x", "A Legendary Boss's Move Speed becomes this many times more/less [higher is stronger]", "LD_legendaryspeedboss", 1, 20, 0.05, 2
DyDuSlider "Legendary Boss Mass %", "A Legendary Boss's Mass/Balance becomes this % versus previously", "LD_legendarymassboss", 100, 10000, 25, 0
DyDuOption "Legendary Extra Chance", "Modifier for the occurance rate of Legendaries [0 to 15]", "LD_legendarychance", "LegendaryChanceType"
StaticText ""
Command "Restore Default Settings", "LD_defaults"
}
OptionMenu ee_MenuInjector
{
ee_MenuInjector
}