2 ; NOTE! This is an Atomic Bomberman Scheme File.
\r
3 ; Modify at your own risk. It is machine-generated and updated.
\r
6 ; this is an internal version control number
\r
9 ; this is the textual name of the scheme
\r
12 ; scheme brick density (0-100 percent)
\r
15 ; actual array data (# is solid, : is brick, . is blank)
\r
18 -R, 0,:::::::::::::::
\r
19 -R, 1,:#:#:#####:#:#:
\r
20 -R, 2,:#:::::::::::#:
\r
21 -R, 3,:#:###:#:###:#:
\r
22 -R, 4,:::::::::::::::
\r
23 -R, 5,:#:#:#:#:#:#:#:
\r
24 -R, 6,:::::#:::#:::::
\r
25 -R, 7,:###:#:#:#:###:
\r
26 -R, 8,:::::::#:::::::
\r
27 -R, 9,:#:###:#:###:#:
\r
28 -R,10,:::::::::::::::
\r
30 ; player starting locations (playerno,X,Y)
\r
42 ; powerup information; the fields are:
\r
43 ; powerup #, bornwith, has_override, override_value, forbidden
\r
44 ; (note the last text field has no effect; it is only a comment)
\r
45 -P, 0, 0,0, 0, 0,an extra bomb
\r
46 -P, 1, 0,0, 0, 0,longer flame length
\r
47 -P, 2, 0,0, 0, 0,a disease
\r
48 -P, 3, 0,0, 0, 0,the ability to kick bombs
\r
49 -P, 4, 0,0, 0, 0,extra speed
\r
50 -P, 5, 0,0, 0, 0,the ability to punch bombs
\r
51 -P, 6, 0,0, 0, 0,the ability to grab bombs
\r
52 -P, 7, 0,0, 0, 0,the spooger
\r
53 -P, 8, 0,0, 0, 0,goldflame
\r
54 -P, 9, 0,0, 0, 0,a trigger mechanism
\r
55 -P,10, 0,0, 0, 0,jelly (bouncy) bombs
\r
56 -P,11, 0,0, 0, 0,super bad disease
\r
57 -P,12, 0,0, 0, 0,random
\r