The following describes each available game flow sequence type and the required parameters for each. Note that while this table is displayed in alphabetical order, care must be taken to define sequences in the correct order. Refer to the default game flow for examples.
Sequence | Parameter | Type | Description |
---|---|---|---|
loop_game |
N/A | Plays the main game loop. | |
level_complete |
N/A | Ends the current level and plays the next one, if available. | |
exit_to_title |
N/A | Returns to the title level. | |
level_stats |
N/A | Displays the end of level statistics for the current level. In a Gym level, this fades the screen to black. | |
total_stats |
path |
String | Displays the end of game statistics with the given picture file shown as a background. |
display_picture
|
path |
String |
Displays the specified picture for a fixed time.
Files that are needed to function only with a specific aspect ratio can
be placed in a directory adjacent to the main image, named according to
the aspect ratio – for example, 4x3/title.png or 16x10/title.png. The
game won't attempt to match these precisely; instead, it will select the
file with the aspect ratio closest to the game's viewport. The main image
designated by path is presumed to have a 16:9 aspect ratio
for this purpose, and as such there's no need for 16x9-specific
directory.This logic applies to all images. |
display_time |
Double | Number of seconds to display the picture for (default: 5). | |
fade_in_time |
Double | Number of seconds to do the fade-in animation, if enabled (default: 1). | |
fade_out_time |
Double | Number of seconds to do the fade-out animation, if enabled (default: 0.33). | |
loading_screen ¹ |
path |
String |
Shows a picture prior to loading a level. Functions identically to
display_picture , except these pictures can be
enabled/disabled by the user with the loading screen option in the config
tool.
|
display_time |
Double | ||
fade_in_time |
Double | ||
fade_out_time |
Double | ||
play_cutscene |
cutscene_id |
Integer |
Plays the specified cinematic level (from the cutscenes ).
|
play_fmv |
fmv_id |
String |
Plays the specified FMV. fmv_id must be a valid index into
the fmvs root key.
|
flip_map ¹ |
N/A | Triggers the flip map. | |
give_item
|
object_id |
Integer / String | Adds the specified item and quantity to Lara's inventory. |
quantity |
Integer | ||
add_secret_reward ² |
object_id |
Integer / String | Adds the specified item to the current level's list of rewards for collecting all secrets. |
quantity |
Integer | ||
mesh_swap ¹ |
object1_id |
Integer | Swaps the given mesh ID between the given objects. |
object2_id |
Integer | ||
mesh_id |
Integer | ||
play_music |
music_track |
Integer | Plays the given audio track. |
remove_ammo |
N/A |
Any combination of these sequences can be used to modify Lara's
inventory at the start of a level. There are a few simple points to note:
|
|
remove_weapons |
N/A | ||
remove_medipacks |
N/A | ||
remove_flares ² |
N/A | ||
remove_scions ¹ |
N/A | ||
set_cutscene_pos ¹ |
|
Integer | Sets the camera's position. |
|
Integer | ||
|
Integer | ||
set_cutscene_angle |
value |
Integer | Sets the camera's angle. |
setup_bacon_lara ¹ |
anchor_room |
Integer | Sets the room number in which Bacon Lara will be anchored to enable correct mirroring behaviour with Lara. |
enable_sunset ² |
N/A | Enables the sunset effect, like in Bartoli's Hideout. At present, this feature is hardcoded to gradually darken the game 40 minutes into playing a level. | |
set_lara_start_anim ² |
value |
Integer | Applies the selected animation to Lara when the level begins. This is used, for example, in the Offshore Rig of Tomb Raider II. |
disable_floor |
value |
Integer | Configures a specific height (with 256 representing 1 click and 1024 representing 1 sector) to define an abyss that will invariably lead to Lara's death if she falls into it. Additionally, it employs special rendering to ensure it isn't treated as solid ground. This is used, for example, in the Floating Islands of Tomb Raider II. |
¹ Tomb Raider 1 only.
² Tomb Raider 2 only.