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