adjust extensions
From Wiki
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<onlyinclude> | <onlyinclude> | ||
====blackened_tint==== | ====blackened_tint==== | ||
− | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the black tint that is a backdrop for text and menus. The default value is 80000000, or half black. Note that there is a second black tint the is applied over the first black tine. Refer to [[#blackened_tint2]]}} | + | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the black tint that is a backdrop for text and menus. The default value is 80000000, or half black. Note that there is a second black tint the is applied over the first black tine. Refer to [[#blackened_tint2]]|color}} |
====blackened_tint2==== | ====blackened_tint2==== | ||
− | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the second layer of black tint. Refer to [[#blackened_tint]]. The default value is 64000000, or quarter black. Note that this is the tint that is used by [[#do_pause]] when the game is paused}} | + | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the second layer of black tint. Refer to [[#blackened_tint]]. The default value is 64000000, or quarter black. Note that this is the tint that is used by [[#do_pause]] when the game is paused|color}} |
====blue_flash_tint==== | ====blue_flash_tint==== | ||
− | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the blue flash that is triggered by in game events. The default value is ff0000ff, or pure blue. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component, but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear}} | + | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the blue flash that is triggered by in game events. The default value is ff0000ff, or pure blue. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component, but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear|color}} |
====bob_distance_multiplier==== | ====bob_distance_multiplier==== | ||
− | {{Ex/inival|1.0.0.1|real numbers|multiplies the walking effect(s) experienced by the player}} | + | {{Ex/inival|1.0.0.1|real numbers|multiplies the walking effect(s) experienced by the player|real}} |
''A multiplier of -1 is generally recommended in order to invert the bob effect. '''Does not apply to [[#do_bob]].''' In reality when people walk the eye level does not gain any height, and a negative effect ensures the player will not be able to see anything that they shouldn't by bobbing up over visual obstacles.'' | ''A multiplier of -1 is generally recommended in order to invert the bob effect. '''Does not apply to [[#do_bob]].''' In reality when people walk the eye level does not gain any height, and a negative effect ensures the player will not be able to see anything that they shouldn't by bobbing up over visual obstacles.'' | ||
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====draw_distance_multiplier==== | ====draw_distance_multiplier==== | ||
− | {{Ex/inival|1.0.0.1|positive real numbers|multiplies the draw distance uniformly across [[SOM_MAP#Draw Distance|maps]]}} | + | {{Ex/inival|1.0.0.1|positive real numbers|multiplies the draw distance uniformly across [[SOM_MAP#Draw Distance|maps]]|real}} |
====fog_pullback_factor==== | ====fog_pullback_factor==== | ||
− | {{Ex/inival|1.0.0.1|real numbers|pulls the fog to the player as the value approaches 1. It is then averaged with [[#fog_pushback_factor]] to determine where fog will begin}} | + | {{Ex/inival|1.0.0.1|real numbers|pulls the fog to the player as the value approaches 1. It is then averaged with [[#fog_pushback_factor]] to determine where fog will begin|real}} |
====fog_pushback_factor==== | ====fog_pushback_factor==== | ||
− | {{Ex/inival|1.0.0.1|positive real numbers|pushes the fog away from the player arriving at the [[SOM_MAP#Draw Distance|draw distance]] when the value reaches 1. It is then averaged with [[#fog_pullback_factor]] to determine where fog will begin}} | + | {{Ex/inival|1.0.0.1|positive real numbers|pushes the fog away from the player arriving at the [[SOM_MAP#Draw Distance|draw distance]] when the value reaches 1. It is then averaged with [[#fog_pullback_factor]] to determine where fog will begin|real}} |
====fog_saturate_multiplier==== | ====fog_saturate_multiplier==== | ||
− | {{Ex/inival|1.0.0.1|positive real numbers|multiplies the distance at which fog becomes fully saturated}} | + | {{Ex/inival|1.0.0.1|positive real numbers|multiplies the distance at which fog becomes fully saturated|real}} |
====fov_frustum_multiplier==== | ====fov_frustum_multiplier==== | ||
− | {{Ex/inival|1.1.1.5|real numbers|multiplies the horizontal angle of what is visible to Sword of Moonlight in game. It can be game dependent, but you may need to increase this (from 1) to create gutters along the sides of the field of vision if you notice map tiles disappearing (along the sides) especially when moving quickly with analog controls. Generally the higher the turn speed the more you might need to lean on this. Note that this is not a fix for problems of this nature in widescreen mode. See [[#do_fix_fov_in_memory]] (or [[#do_fix_any_trivial]]) in that case}} | + | {{Ex/inival|1.1.1.5|real numbers|multiplies the horizontal angle of what is visible to Sword of Moonlight in game. It can be game dependent, but you may need to increase this (from 1) to create gutters along the sides of the field of vision if you notice map tiles disappearing (along the sides) especially when moving quickly with analog controls. Generally the higher the turn speed the more you might need to lean on this. Note that this is not a fix for problems of this nature in widescreen mode. See [[#do_fix_fov_in_memory]] (or [[#do_fix_any_trivial]]) in that case|real}} |
''This can also be a means to work with map tiles that have "eaves" far outside of 2x2 meters (the natural size of a single tile) however generally speaking this is not recommended in terms of best practices.'' | ''This can also be a means to work with map tiles that have "eaves" far outside of 2x2 meters (the natural size of a single tile) however generally speaking this is not recommended in terms of best practices.'' | ||
====green_flash_tint==== | ====green_flash_tint==== | ||
− | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the green flash that is triggered by in game events. The default value is ff00ff00, or pure green. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component, but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear}} | + | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the green flash that is triggered by in game events. The default value is ff00ff00, or pure green. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component, but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear|color}} |
====highlight_opacity_adjustment==== | ====highlight_opacity_adjustment==== | ||
− | {{Ex/inival|1.1.1.5|real numbers between -1 and 1|adds to the opacity of the flashing menu panelling. Note that [[#panelling_opacity_multiplier]] also does this. This extension is probably only useful when the menu panelling is made to be fully transparent. Further note that if the highlight dips below a certain threshold it will be set to a default value equal to that threshold}} | + | {{Ex/inival|1.1.1.5|real numbers between -1 and 1|adds to the opacity of the flashing menu panelling. Note that [[#panelling_opacity_multiplier]] also does this. This extension is probably only useful when the menu panelling is made to be fully transparent. Further note that if the highlight dips below a certain threshold it will be set to a default value equal to that threshold|real}} |
====highlight_opacity_multiplier==== | ====highlight_opacity_multiplier==== | ||
− | {{Ex/inival|1.1.1.5|real numbers|multiplies the opacity of the flashing portion of the flashing menu panelling such that a value of 0 eliminates the flashing animation, and values greater than 1 makes the flash more pronounced}} | + | {{Ex/inival|1.1.1.5|real numbers|multiplies the opacity of the flashing portion of the flashing menu panelling such that a value of 0 eliminates the flashing animation, and values greater than 1 makes the flash more pronounced|real}} |
====hud_gauge_depleted_half_tint==== | ====hud_gauge_depleted_half_tint==== | ||
− | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the gauges when emptied. The default is unspecified, as of 1.1.1.5 it is 55808080. To emulate Sword of Moonlight you can use a value of 00 to make only the filled portions of the gauges visible}} | + | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the gauges when emptied. The default is unspecified, as of 1.1.1.5 it is 55808080. To emulate Sword of Moonlight you can use a value of 00 to make only the filled portions of the gauges visible|color}} |
''The depleted gauges were needed by [[#do_st]] to emulate [[Shadow Tower]]. It is simpler to just leave them as a permanent fixture. Plus it just looks nice.'' | ''The depleted gauges were needed by [[#do_st]] to emulate [[Shadow Tower]]. It is simpler to just leave them as a permanent fixture. Plus it just looks nice.'' | ||
====hud_gauge_opacity_adjustment==== | ====hud_gauge_opacity_adjustment==== | ||
− | {{Ex/inival|1.1.1.5|real numbers between -1 and 1|adds to the opacity of the HUD (heads up display) gauges. Note that the emptied halves of the gauges are unaffected. Refer to [[#hud_gauge_depleted_half_tint]]}} | + | {{Ex/inival|1.1.1.5|real numbers between -1 and 1|adds to the opacity of the HUD (heads up display) gauges. Note that the emptied halves of the gauges are unaffected. Refer to [[#hud_gauge_depleted_half_tint]]|real}} |
====hud_gauge_opacity_multiplier==== | ====hud_gauge_opacity_multiplier==== | ||
− | {{Ex/inival|1.1.1.5|real numbers|multiplies the opacity of the flashing portion of the HUD (heads up display) gauges such that a value of 0 eliminates the flashing animation, and values greater than 1 makes the flash more pronounced}} | + | {{Ex/inival|1.1.1.5|real numbers|multiplies the opacity of the flashing portion of the HUD (heads up display) gauges such that a value of 0 eliminates the flashing animation, and values greater than 1 makes the flash more pronounced|real}} |
====lettering_contrast==== | ====lettering_contrast==== | ||
− | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the in-game text's "shadows". Partial transparency is not supported as of 1.1.1.5. Refer to [[#lettering_tint]]}} | + | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the in-game text's "shadows". Partial transparency is not supported as of 1.1.1.5. Refer to [[#lettering_tint]]|real}} |
====lettering_tint==== | ====lettering_tint==== | ||
− | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the in-game text. Partial transparency is not supported as of 1.1.1.5. Refer to [[#lettering_contrast]]}} | + | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the in-game text. Partial transparency is not supported as of 1.1.1.5. Refer to [[#lettering_contrast]]|color}} |
====panelling_opacity_multiplier==== | ====panelling_opacity_multiplier==== | ||
− | {{Ex/inival|1.1.1.5|real numbers between 0 and 2|multiplies the opacity of the menu panelling (this does not include the menu frames) such that a value of 0 eliminates the panelling, and a value of 2 makes the panelling fully opaque}} | + | {{Ex/inival|1.1.1.5|real numbers between 0 and 2|multiplies the opacity of the menu panelling (this does not include the menu frames) such that a value of 0 eliminates the panelling, and a value of 2 makes the panelling fully opaque|real}} |
''Note that the spelling may be considered British English. This is the only form supported at this time.'' | ''Note that the spelling may be considered British English. This is the only form supported at this time.'' | ||
====pc_dash_speed_multiplier==== | ====pc_dash_speed_multiplier==== | ||
− | {{Ex/inival|1.1.1.5|real numbers|multiplies the player character's dashing speed. Note that the game may <u>not</u> implement dashing, or may turn the feature on and off according to in game events}} | + | {{Ex/inival|1.1.1.5|real numbers|multiplies the player character's dashing speed. Note that the game may <u>not</u> implement dashing, or may turn the feature on and off according to in game events|real}} |
====pc_turn_speed_multiplier==== | ====pc_turn_speed_multiplier==== | ||
− | {{Ex/inival|1.1.1.5|real numbers|multiplies the player character's turning speed}} | + | {{Ex/inival|1.1.1.5|real numbers|multiplies the player character's turning speed|real}} |
====pc_walk_speed_multiplier==== | ====pc_walk_speed_multiplier==== | ||
− | {{Ex/inival|1.1.1.5|real numbers|multiplies the player character's walking speed}} | + | {{Ex/inival|1.1.1.5|real numbers|multiplies the player character's walking speed|real}} |
====pov_baseline_in_meters==== | ====pov_baseline_in_meters==== | ||
− | {{Ex/inival|1.0.0.1|real numbers|adds to the player's eye level -- as of 1.0.0.1 arms are not '''yet''' adjusted accordingly. '''This is fixed in 1.1.1.5'''. Note that this extension does not change the height of the player in terms of passing beneath obstacles for example}} | + | {{Ex/inival|1.0.0.1|real numbers|adds to the player's eye level -- as of 1.0.0.1 arms are not '''yet''' adjusted accordingly. '''This is fixed in 1.1.1.5'''. Note that this extension does not change the height of the player in terms of passing beneath obstacles for example|real}} |
''pov_baseline_in_meters was originally setup for [[Trismegistus]] (which does away with combat elements) and therefore the arm thing funnily enough was not a problem. Nevertheless the arms are an oversight. Arms work in 1.1.1.5.'' | ''pov_baseline_in_meters was originally setup for [[Trismegistus]] (which does away with combat elements) and therefore the arm thing funnily enough was not a problem. Nevertheless the arms are an oversight. Arms work in 1.1.1.5.'' | ||
====red_flash_tint==== | ====red_flash_tint==== | ||
− | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the red flash that is triggered by in game events. The default value is ffff0000, or pure red. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear}} | + | {{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the red flash that is triggered by in game events. The default value is ffff0000, or pure red. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear|color}} |
''Sword of Moonlight displays this flash if the player character receives damage in order to elicit a sensation of pain from the player. If interested in modulating this effect, refer first to [[#do_red]].'' | ''Sword of Moonlight displays this flash if the player character receives damage in order to elicit a sensation of pain from the player. If interested in modulating this effect, refer first to [[#do_red]].'' | ||
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''Absent as of 1.1.1.5. Will be back.'' | ''Absent as of 1.1.1.5. Will be back.'' | ||
− | {{Ex/inival|1.0.0.1|real numbers|colorizes the sky to match the global ambient light at 1}} | + | {{Ex/inival|1.0.0.1|real numbers|colorizes the sky to match the global ambient light at 1|real}} |
====sky_distance_multiplier==== | ====sky_distance_multiplier==== | ||
− | {{Ex/inival|1.0.0.1|positive real numbers|works like [[#draw_distance_multiplier]], however it only applies to [[SOM_MAP|maps]] with skies. It supersedes '''draw_distance_multiplier'''}} | + | {{Ex/inival|1.0.0.1|positive real numbers|works like [[#draw_distance_multiplier]], however it only applies to [[SOM_MAP|maps]] with skies. It supersedes '''draw_distance_multiplier'''|real}} |
====sky_emissive_factor==== | ====sky_emissive_factor==== | ||
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====sky_fadeline_multiplier==== | ====sky_fadeline_multiplier==== | ||
− | {{Ex/inival|1.0.0.1|real numbers between 0 and 1|determines a point between the fog saturation distance at 0 and the sky distance at 1 and smoothly blends things beyond that point into the sky. As if the sky is a second layer of fog beyond the first}} | + | {{Ex/inival|1.0.0.1|real numbers between 0 and 1|determines a point between the fog saturation distance at 0 and the sky distance at 1 and smoothly blends things beyond that point into the sky. As if the sky is a second layer of fog beyond the first|real}} |
''Note, the utility is to have your game's skyline blend into the "skybox". The effect itself is quite natural and complements well the way Sword of Moonlight fades NPCs and items into and out of view. It is recommended to use this instead of deploying over ambitious tricks to hide the horizon or resorting to draw distances that are all encompassing.'' | ''Note, the utility is to have your game's skyline blend into the "skybox". The effect itself is quite natural and complements well the way Sword of Moonlight fades NPCs and items into and out of view. It is recommended to use this instead of deploying over ambitious tricks to hide the horizon or resorting to draw distances that are all encompassing.'' | ||
====start_blackout_factor==== | ====start_blackout_factor==== | ||
− | {{Ex/inival|1.1.1.5|real numbers|changes the way the title screen options are masked. As the value approaches 1 the transparency effect is replaced by a darkening effect. This is especially useful if the title screen is not a flat colour behind the text. Note that as of 1.1.1.5 the title screen elements, pushstart.bmp etc., have black pixels knocked out like every other texture}} | + | {{Ex/inival|1.1.1.5|real numbers|changes the way the title screen options are masked. As the value approaches 1 the transparency effect is replaced by a darkening effect. This is especially useful if the title screen is not a flat colour behind the text. Note that as of 1.1.1.5 the title screen elements, pushstart.bmp etc., have black pixels knocked out like every other texture|real}} |
''If you are considering your options. It is recommended that you first see if [[#do_start]] is implemented or not (it is not as of 1.1.1.5) and use that if so. It simply uses text in place of images. Text is much less work for translators to deal with. It is not clear how or if start_blackout_factor will interplay with do_start.'' | ''If you are considering your options. It is recommended that you first see if [[#do_start]] is implemented or not (it is not as of 1.1.1.5) and use that if so. It simply uses text in place of images. Text is much less work for translators to deal with. It is not clear how or if start_blackout_factor will interplay with do_start.'' | ||
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====sway_distance_multiplier==== | ====sway_distance_multiplier==== | ||
− | {{Ex/inival|1.1.1.5|real numbers|multiplies the horizontal sway walking effect supplied by [[#do_sway]]. Note that the "sway" itself is initially equal in magnitude to the vertical "bob" effect. Refer to [[#bob_distance_multiplier]]}} | + | {{Ex/inival|1.1.1.5|real numbers|multiplies the horizontal sway walking effect supplied by [[#do_sway]]. Note that the "sway" itself is initially equal in magnitude to the vertical "bob" effect. Refer to [[#bob_distance_multiplier]]|real}} |
''An author or player may want to tweak this if they decide that it is more realistic to move more (or less) horizontally (side to side) than vertically when walking.'' | ''An author or player may want to tweak this if they decide that it is more realistic to move more (or less) horizontally (side to side) than vertically when walking.'' | ||
</onlyinclude> | </onlyinclude> |
Revision as of 04:57, 18 January 2013
! |
Transcluded by Sword of Moonlight Extension Library / list of extensions. |
Contents
- 1 blackened_tint
- 2 blackened_tint2
- 3 blue_flash_tint
- 4 bob_distance_multiplier
- 5 draw_distance_multiplier
- 6 fog_pullback_factor
- 7 fog_pushback_factor
- 8 fog_saturate_multiplier
- 9 fov_frustum_multiplier
- 10 green_flash_tint
- 11 highlight_opacity_adjustment
- 12 highlight_opacity_multiplier
- 13 hud_gauge_depleted_half_tint
- 14 hud_gauge_opacity_adjustment
- 15 hud_gauge_opacity_multiplier
- 16 lettering_contrast
- 17 lettering_tint
- 18 panelling_opacity_multiplier
- 19 pc_dash_speed_multiplier
- 20 pc_turn_speed_multiplier
- 21 pc_walk_speed_multiplier
- 22 pov_baseline_in_meters
- 23 red_flash_tint
- 24 sky_ambience_factor
- 25 sky_distance_multiplier
- 26 sky_emissive_factor
- 27 sky_fadeline_multiplier
- 28 start_blackout_factor
- 29 sway_distance_multiplier
blackened_tint
Introduced around 1.1.1.5, this extension replaces the colour of the black tint that is a backdrop for text and menus. The default value is 80000000, or half black. Note that there is a second black tint the is applied over the first black tine. Refer to #blackened_tint2. Values are limited to hexadecimal colour codes.[#]
blackened_tint2
Introduced around 1.1.1.5, this extension replaces the colour of the second layer of black tint. Refer to #blackened_tint. The default value is 64000000, or quarter black. Note that this is the tint that is used by #do_pause when the game is paused. Values are limited to hexadecimal colour codes.[#]
blue_flash_tint
Introduced around 1.1.1.5, this extension replaces the colour of the blue flash that is triggered by in game events. The default value is ff0000ff, or pure blue. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component, but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear. Values are limited to hexadecimal colour codes.[#]
bob_distance_multiplier
Introduced around 1.0.0.1, this extension multiplies the walking effect(s) experienced by the player. Values are limited to real numbers.[#]
A multiplier of -1 is generally recommended in order to invert the bob effect. Does not apply to #do_bob. In reality when people walk the eye level does not gain any height, and a negative effect ensures the player will not be able to see anything that they shouldn't by bobbing up over visual obstacles.
Sword of Moonlight's bob effect is quite eccentric. 0.075 meters, just shy of 3 inches. Not so implausible for a mad dash, but you will probably want to tone this down in your game. Consider #do_sway and #sway_distance_multiplier while you are at it.
draw_distance_multiplier
Introduced around 1.0.0.1, this extension multiplies the draw distance uniformly across maps. Values are limited to positive real numbers.[#]
fog_pullback_factor
Introduced around 1.0.0.1, this extension pulls the fog to the player as the value approaches 1. It is then averaged with #fog_pushback_factor to determine where fog will begin. Values are limited to real numbers.[#]
fog_pushback_factor
Introduced around 1.0.0.1, this extension pushes the fog away from the player arriving at the draw distance when the value reaches 1. It is then averaged with #fog_pullback_factor to determine where fog will begin. Values are limited to positive real numbers.[#]
fog_saturate_multiplier
Introduced around 1.0.0.1, this extension multiplies the distance at which fog becomes fully saturated. Values are limited to positive real numbers.[#]
fov_frustum_multiplier
Introduced around 1.1.1.5, this extension multiplies the horizontal angle of what is visible to Sword of Moonlight in game. It can be game dependent, but you may need to increase this (from 1) to create gutters along the sides of the field of vision if you notice map tiles disappearing (along the sides) especially when moving quickly with analog controls. Generally the higher the turn speed the more you might need to lean on this. Note that this is not a fix for problems of this nature in widescreen mode. See #do_fix_fov_in_memory (or #do_fix_any_trivial) in that case. Values are limited to real numbers.[#]
This can also be a means to work with map tiles that have "eaves" far outside of 2x2 meters (the natural size of a single tile) however generally speaking this is not recommended in terms of best practices.
green_flash_tint
Introduced around 1.1.1.5, this extension replaces the colour of the green flash that is triggered by in game events. The default value is ff00ff00, or pure green. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component, but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear. Values are limited to hexadecimal colour codes.[#]
highlight_opacity_adjustment
Introduced around 1.1.1.5, this extension adds to the opacity of the flashing menu panelling. Note that #panelling_opacity_multiplier also does this. This extension is probably only useful when the menu panelling is made to be fully transparent. Further note that if the highlight dips below a certain threshold it will be set to a default value equal to that threshold. Values are limited to real numbers between -1 and 1.[#]
highlight_opacity_multiplier
Introduced around 1.1.1.5, this extension multiplies the opacity of the flashing portion of the flashing menu panelling such that a value of 0 eliminates the flashing animation, and values greater than 1 makes the flash more pronounced. Values are limited to real numbers.[#]
hud_gauge_depleted_half_tint
Introduced around 1.1.1.5, this extension replaces the colour of the gauges when emptied. The default is unspecified, as of 1.1.1.5 it is 55808080. To emulate Sword of Moonlight you can use a value of 00 to make only the filled portions of the gauges visible. Values are limited to hexadecimal colour codes.[#]
The depleted gauges were needed by #do_st to emulate Shadow Tower. It is simpler to just leave them as a permanent fixture. Plus it just looks nice.
hud_gauge_opacity_adjustment
Introduced around 1.1.1.5, this extension adds to the opacity of the HUD (heads up display) gauges. Note that the emptied halves of the gauges are unaffected. Refer to #hud_gauge_depleted_half_tint. Values are limited to real numbers between -1 and 1.[#]
hud_gauge_opacity_multiplier
Introduced around 1.1.1.5, this extension multiplies the opacity of the flashing portion of the HUD (heads up display) gauges such that a value of 0 eliminates the flashing animation, and values greater than 1 makes the flash more pronounced. Values are limited to real numbers.[#]
lettering_contrast
Introduced around 1.1.1.5, this extension replaces the colour of the in-game text's "shadows". Partial transparency is not supported as of 1.1.1.5. Refer to #lettering_tint. Values are limited to hexadecimal colour codes.[#]
lettering_tint
Introduced around 1.1.1.5, this extension replaces the colour of the in-game text. Partial transparency is not supported as of 1.1.1.5. Refer to #lettering_contrast. Values are limited to hexadecimal colour codes.[#]
panelling_opacity_multiplier
Introduced around 1.1.1.5, this extension multiplies the opacity of the menu panelling (this does not include the menu frames) such that a value of 0 eliminates the panelling, and a value of 2 makes the panelling fully opaque. Values are limited to real numbers between 0 and 2.[#]
Note that the spelling may be considered British English. This is the only form supported at this time.
pc_dash_speed_multiplier
Introduced around 1.1.1.5, this extension multiplies the player character's dashing speed. Note that the game may not implement dashing, or may turn the feature on and off according to in game events. Values are limited to real numbers.[#]
pc_turn_speed_multiplier
Introduced around 1.1.1.5, this extension multiplies the player character's turning speed. Values are limited to real numbers.[#]
pc_walk_speed_multiplier
Introduced around 1.1.1.5, this extension multiplies the player character's walking speed. Values are limited to real numbers.[#]
pov_baseline_in_meters
Introduced around 1.0.0.1, this extension adds to the player's eye level -- as of 1.0.0.1 arms are not yet adjusted accordingly. This is fixed in 1.1.1.5. Note that this extension does not change the height of the player in terms of passing beneath obstacles for example. Values are limited to real numbers.[#]
pov_baseline_in_meters was originally setup for Trismegistus (which does away with combat elements) and therefore the arm thing funnily enough was not a problem. Nevertheless the arms are an oversight. Arms work in 1.1.1.5.
red_flash_tint
Introduced around 1.1.1.5, this extension replaces the colour of the red flash that is triggered by in game events. The default value is ffff0000, or pure red. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear. Values are limited to hexadecimal colour codes.[#]
Sword of Moonlight displays this flash if the player character receives damage in order to elicit a sensation of pain from the player. If interested in modulating this effect, refer first to #do_red.
sky_ambience_factor
Absent as of 1.1.1.5. Will be back.
Introduced around 1.0.0.1, this extension colorizes the sky to match the global ambient light at 1. Values are limited to real numbers.[#]
sky_distance_multiplier
Introduced around 1.0.0.1, this extension works like #draw_distance_multiplier, however it only applies to maps with skies. It supersedes draw_distance_multiplier. Values are limited to positive real numbers.[#]
sky_emissive_factor
This extension is planned but not yet implemented. It will brighten the sky above 1 and darkens it below 1. It is meant to balance out the colours produced by #sky_ambience_factor.
sky_fadeline_multiplier
Introduced around 1.0.0.1, this extension determines a point between the fog saturation distance at 0 and the sky distance at 1 and smoothly blends things beyond that point into the sky. As if the sky is a second layer of fog beyond the first. Values are limited to real numbers between 0 and 1.[#]
Note, the utility is to have your game's skyline blend into the "skybox". The effect itself is quite natural and complements well the way Sword of Moonlight fades NPCs and items into and out of view. It is recommended to use this instead of deploying over ambitious tricks to hide the horizon or resorting to draw distances that are all encompassing.
start_blackout_factor
Introduced around 1.1.1.5, this extension changes the way the title screen options are masked. As the value approaches 1 the transparency effect is replaced by a darkening effect. This is especially useful if the title screen is not a flat colour behind the text. Note that as of 1.1.1.5 the title screen elements, pushstart.bmp etc., have black pixels knocked out like every other texture. Values are limited to real numbers.[#]
If you are considering your options. It is recommended that you first see if #do_start is implemented or not (it is not as of 1.1.1.5) and use that if so. It simply uses text in place of images. Text is much less work for translators to deal with. It is not clear how or if start_blackout_factor will interplay with do_start.
sway_distance_multiplier
Introduced around 1.1.1.5, this extension multiplies the horizontal sway walking effect supplied by #do_sway. Note that the "sway" itself is initially equal in magnitude to the vertical "bob" effect. Refer to #bob_distance_multiplier. Values are limited to real numbers.[#]
An author or player may want to tweak this if they decide that it is more realistic to move more (or less) horizontally (side to side) than vertically when walking.