; NOTE! This is an Atomic Bomberman Scheme File. ; Modify at your own risk. It is machine-generated and updated. ; this is an internal version control number -V,2 ; this is the textual name of the scheme -N,Two Way traffic (5)(5) ; scheme brick density (0-100 percent) -B,100 ; actual array data (# is solid, : is brick, . is blank) ; 11111 ; 012345678901234 -R, 0,:::::.....::::: -R, 1,::::#.....#:::: -R, 2,:::##.....##::: -R, 3,............... -R, 4,............... -R, 5,............... -R, 6,............... -R, 7,............... -R, 8,:::##.....##::: -R, 9,::::#.....#:::: -R,10,:::::.....::::: ; player starting locations (playerno,X,Y) -S,0,4,3,0 -S,1,4,4,0 -S,2,4,5,0 -S,3,4,6,0 -S,4,4,7,0 -S,5,10,3,1 -S,6,10,4,1 -S,7,10,5,1 -S,8,10,6,1 -S,9,10,7,1 ; powerup information; the fields are: ; powerup #, bornwith, has_override, override_value, forbidden ; (note the last text field has no effect; it is only a comment) -P, 0, 0,0, 0, 0,an extra bomb -P, 1, 0,0, 0, 0,longer flame length -P, 2, 0,0, 0, 0,a disease -P, 3, 0,0, 0, 0,the ability to kick bombs -P, 4, 0,0, 0, 0,extra speed -P, 5, 0,0, 0, 0,the ability to punch bombs -P, 6, 0,0, 0, 0,the ability to grab bombs -P, 7, 0,0, 0, 0,the spooger -P, 8, 0,0, 0, 0,goldflame -P, 9, 0,0, 0, 0,a trigger mechanism -P,10, 0,0, 0, 0,jelly (bouncy) bombs -P,11, 0,0, 0, 0,super bad disease -P,12, 0,0, 0, 0,random