The following properties are in the root of the game flow document and control various pieces of global behaviour. Currently, the majority of this section remains distinct for each game.
{
"main_menu_picture": "data/titleh.png",
"savegame_file_fmt": "save_tr1_%02d.dat",
"water_color": [0.45, 1.0, 1.0],
"fog_transparency": false,
"fog_color": [0.0, 0.0, 0.0],
"fog_start": 22.0,
"fog_end": 30.0,
"ambient_tracks": [57, 58, 59, 60],
"injections": [
"data/global_injection1.bin",
"data/global_injection2.bin",
// etc
],
"convert_dropped_guns": false,
"enforced_config": {
"save_crystal_mode": "off",
},
"hidden_config": [
"enable_legal",
],
"levels": [
{
"path": "data/gym.phd",
// etc
},
],
"cutscenes": [
{
"path": "data/cut1.phd",
// etc
},
],
"demos": [
{
"path": "data/gym.phd",
// etc
},
],
"fmvs": [
{"path": "data/snow.rpl"},
// etc
},
}
| Property | Type | Description |
|---|---|---|
convert_dropped_guns
|
Boolean | Forces guns dropped by enemies to be converted to the equivalent ammo if Lara already has the gun. See Item drops for full details. |
extends
|
String | Directory name of the base mod this mod extends. Used for asset fallback and engine version resolution. Required for custom mods to appear in the Switch Game menu. |
fog_transparency
|
Boolean | Enables blending distant geometry into skybox rather than a solid color. |
fog_color
|
Float array or hex string | Fog color (R, G, B) or `#RRGGBB`. OG uses `#000000`. Will have no effect if `fog_transparency` is set to true. |
fog_start
|
Double |
The distance (in tiles) at which objects and the world start to fade into
blackness.
|
fog_end
|
Double |
The distance (in tiles) at which objects and the world are clipped away.
|
enable_tr2_item_drops
|
Boolean | Forces enemies who are placed in the same position as pickup items to carry those items and drop them when killed (OG TR2+ behavior). See Item drops for full details. |
enforced_config |
String-to-object map | This allows any regular game config setting to be overriden. See User configuration for full details. |
hidden_config |
String array | This allows any regular game config setting to be hidden from the ingame settings dialogs. See User configuration for full details. |
injections |
String array |
Global data injection file paths. Individual levels will inherit these
unless inherit_injections is set to false on
those levels. See Injections for full details.
|
globe_select_entries
|
Object array |
Defines up to 6 selectable destinations for the globe_select
sequence. Each entry is an object with the following keys:
|
levels |
Object array* | This is where the individual level details are defined - see Level properties for full details. |
name
|
String | Human-readable display name for this mod, shown in the Switch Game menu. If not set, the directory name is used as a fallback. |
main_menu_picture |
String | Path to the main menu background image. Omit it to show the title level itself behind the menu, in which case what plays there is up to the title's own script. |
savegame_file_fmt |
String* | Path pattern to look for the savegame files. |
water_color
|
Float array or hex string | Water color (R, G, B) or `#RRGGBB`. 1.0 or `FF` means pass-through, 0.0 or `00` means completely black color. See this table for reference values. |
ambient_tracks
|
Integer array | A list of music track IDs, which will be treated as ambient music. If Lara crosses a trigger for any of these, it will become the current looped track, and will persist on save/load. |
* Required property.
{
// NOTE: bad changes to this file may result in crashes.
// Lines starting with double slashes are comments and are ignored.
"main_menu_picture": "data/images/title_eu.webp",
"savegame_file_fmt": "save_tr2_%02d.dat",
"title": {
"path": "data/title.tr2",
"music_track": 60,
"sequence": [
{"type": "display_picture", "path": "data/images/legal_eu.webp", "legal": true},
{"type": "play_fmv", "fmv_id": 0},
{"type": "play_fmv", "fmv_id": 1},
{"type": "exit_to_title"},
],
},
"sfx_path": "main.sfx",
"injections": [
"data/injections/pda_model.bin",
"data/injections/winston_model.bin",
"data/injections/font.bin",
],
"levels": [
{
"path": "data/gym.phd",
// etc
},
],
"cutscenes": [
{
"path": "data/cut1.phd",
// etc
},
],
"demos": [
{
"path": "data/gym.phd",
// etc
},
],
"fmvs": [
{"path": "data/snow.rpl"},
// etc
],
"enforced_config": {
enable_3d_pickups": false,
},
"hidden_config": [
"save_crystal_mode",
],
}
| Property | Type | Description |
|---|---|---|
demo_version |
Boolean | Legacy setting scheduled for removal at a later time. |
main_menu_picture |
String | Path to the main menu background image. Omit it to show the title level itself behind the menu, in which case what plays there is up to the title's own script. |
savegame_file_fmt |
String* | Path pattern to look for the savegame files. |
sfx_path |
String | The path to the sound effects (.sfx) file to use in the game. |
globe_select_entries |
Object array |
Defines up to 6 selectable destinations for the globe_select
sequence. See
TR1 section
for the full schema.
|
fog_transparency
|
Boolean | Enables blending distant geometry into skybox rather than a solid color. |
fog_color
|
Float array or hex string | Fog color (R, G, B) or `#RRGGBB`. OG uses `#000000`. Will have no effect if `fog_transparency` is set to true. |
fog_start
|
Double | The distance (in tiles) at which objects and the world start to fade into blackness. The default value in OG TR2 is hardcoded to 12. |
fog_end
|
Double | The distance (in tiles) at which objects and the world are clipped away. The default value in OG TR2 is hardcoded to 20. |
water_color
|
Float array or hex string | Water color (R, G, B) or `#RRGGBB`. 1.0 or `FF` means pass-through, 0.0 or `00` means completely black color. See this table for reference values. |
ambient_tracks
|
Integer array | A list of music track IDs, which will be treated as ambient music. If Lara crosses a trigger for any of these, it will become the current looped track, and will persist on save/load. |