If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Sonic and the Secret Rings

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Sonic and the Secret Rings

Also known as: Sonic to Himitsu no Ring (JP), Sonic und die Geheimen Ringe (DE), Sonic y los Anillos Secretos (ES), Sonic e gli Anelli Segreti (IT)
Developer: Sonic Team[1]
Publisher: Sega[1]
Platform: Wii
Released in JP: March 15, 2007[1]
Released in US: February 20, 2007[1]
Released in EU: March 2, 2007[1]
Released in AU: March 8, 2007[1]


DevTextIcon.png This game has hidden development-related text.
SoundIcon.png This game has unused sounds.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
Document the test stages (in the stg9xx slots).

Created so Wii owners wouldn't feel left out by that console not receiving a port of Sonic '06 (contain your laughter), Sonic and the Secret Rings is the first game in the Sonic Storybook Series, taking place in the Arabian book of One Thousand and One Nights. Sonic gets a flame arrow to the chest that counts down to his death, forcing him to collect the seven World Rings to survive.

Unused Audio

Hmmm...
To do:
Document remaining unused audio.

Sonic

Sonic has a number of unused voice clips. One seems to be for leveling up, and others feature Sonic calling out for the game's elements of wind, darkness, and fire. Notably, in Japanese Sonic says "Hell!" for darkness.

String Name English Audio Japanese Audio Transcript
VOICE_E_31
Level up!
VOICE_E_32
Cool!
VOICE_E_33
Darkness! (Hell!)
VOICE_E_34
Hot!

Menu Descriptions

There are a plethora of unused voice clips wherein Sonic describes the game and its main menu to the player, like the cast does in the Sonic Adventure games or Omochao does in Sonic Heroes. A cute detail is that Sonic has a line for wishing the player a happy birthday based on their Wii system's birthday data.

String Name English Audio Japanese Audio Transcript
SYS00_H03_SN
Let's go on an adventure into the world inside the book!
SYS00_H04_SN
This is Single-Player Mode.
SYS00_H05_SN
This is where you get to play through the game's story.
SYS01_H03_SN
This is Versus Mode!
SYS01_H04_SN
You can even play this mode by yourself.
SYS01_H05_SN
Play different minigames here!
SYS02_H03_SN
Extra Mode!
SYS02_H04_SN
This is where you can check out all the cool stuff you collected.
SYS02_H05_SN
Check out all the cool stuff you collected!
SYS03_H03_SN Options!
SYS03_H04_SN You can change the game settings here.
SYS03_H05_SN You can change different game settings.
SYS04_H03_SN
Select a game file.
SYS04_H04_SN
Select a file to load.
SYS04_H05_SN Select "new" to start a new game.
SYS05_H02_SN
Is this the file you want?
SYS05_H03_SN
Is this okay?
SYS06_H02_SN
Hold the Wii Remote sideways.
SYS06_H03_SN
To play this game, you gotta hold the Wii Remote sideways.
SYS06_H04_SN
To play this game, hold the Wii Remote forward.
SYS06_H06_SN
Disconnect the Nunchuk from the Wii Remote.
SYS07_H02_SN
Choose a world!
SYS07_H03_SN
Choose a world to play!
SYS08_H03_SN
Select a mission you wanna play.
SYS08_H04_SN
Select a mission and let's go!
SYS08_H05_SN
Choose a mission!
SYS09_H03_SN
Are you ready?
SYS09_H04_SN
This okay?
SYS09_H05_SN
Are you all set?
SYS10_H01_SN
Yeah, you got it!
SYS11_H01_SN
Level up!
SYS12_H01_SN
Cool! New minigame unlocked!
SYS13_H01_SN Now there's more missions to select from!
SYS14_H01_SN You can select more worlds now!
SYS15_H01_SN Sand Oasis, the desert world!
SYS15_H03_SN Dinosaur Jungle, the prehistoric forest!
SYS15_H05_SN Evil Foundry, the blazing castle!
SYS15_H07_SN Levitated Ruin, the floating skyway!
SYS15_H09_SN Pirate Storm, the fierce whirlwind!
SYS15_H11_SN Skeleton Dome, the mysterious lost kingdom!
SYS15_H13_SN Night Palace, the mysterious floating castle!
SYS15_H15_SN You gotta learn the game's basic controls.
SYS15_H16_SN You wanna customize my skills?
SYS16_H01_SN Select a deck.
SYS17_H01_SN Equip this deck?
SYS17_H03_SN Customize this deck?
SYS18_H01_SN You need more Skill Points.
SYS19_H01_SN I can't equip this skill!
SYS20_H01_SN I can't use this skill.
SYS21_H01_SN Ready?
SYS22_H01_SN Are you sure you wanna restart?
SYS23_H01_SN Are you really sure?
SYS24_H03_SN Select something you wanna view!
SYS24_H05_SN Select the special thing you wanna view!
SYS25_H01_SN Listen to the game's music.
SYS26_H01_SN Check out the in-game movies.
SYS27_H01_SN Let's listen!
SYS28_H01_SN Choose a movie to watch.
SYS29_H01_SN Darn! That's not selectable yet.
SYS30_H02_SN Wanna play this?
SYS30_H03_SN This one okay?
SYS31_H01_SN Choose a setting to change!
SYS32_H01_SN You can change your TV display.
SYS33_H01_SN You can tweak the sound settings.
SYS34_H01_SN You can turn Wii Remote vibration on and off.
SYS35_H01_SN You can switch save files.
SYS36_H01_SN You can change language and voice.
SYS37_H01_SN You can change the game's language.
SYS38_H01_SN You can change TV display settings.
SYS39_H01_SN Select Wii Remote vibration setting.
SYS40_H01_SN Choose the characters' language.
SYS42_H00_SN Select the on-screen language.
SYS44_H00_SN Select a language.
SYS45_H01_SN You can turn WiiConnect24 on and off.
SYS47_H00_SN Do you wanna delete your Sonic and the Secret Rings data?
SYS47_H01_SN Do you wanna delete your game data?
SYS48_H01_SN This will delete your adventure data.
SYS49_H02_SN Do you really wanna delete your Adventure Mode data?
SYS50_H01_SN Are you sure you wanna delete this?
SYS51_H01_SN Are you sure you wanna delete this file?
SYS52_H01_SN Choose your sound setup.
SYS53_H01_SN Select your TV setup.
SYS54_H01_SN Do you wanna make a new file?
SYS55_H01_SN Start without saving?
SYS56_H01_SN Are you sure you wanna format?
SYS57_H01_SN Something's gone wrong!
SYS58_H01_SN
Happy birthday!
SYS58_H06_SN You've got mail!
SYS58_H08_SN You've got a new message!

Unused Text

Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!

actitems.txt

#これ(半角シャープ)はコメント。
#各ミニゲームの情報は1行にまとめてください。
#絶対に複数行にしないこと。
#1行に以下のような情報を羅列します。間隔は半角スペースでお願いします。
#ミニゲーム番号 ゲームの積極的終了条件 ゲームの消極的終了条件 ゲームの制限時間 ゲームの規定スコア
#<ミニゲーム番号>数字を入れてください。スペースでインデントするのはかまいませんが頭に0をつけないでください。
#<ゲームの積極的終了条件> 制限時間、スコア1抜け、スコア3抜け、チーム抜け
#<ゲームの消極的終了条件> 制限時間、全滅
#<ゲームの制限時間>終了条件にかかわらず制限時間が設定できます。単位は秒です。無制限の場合は-1。
#<ゲームの規定スコア>終了条件にスコア抜けが指定されたときのみ有効です。使わない場合は0をいれてください。
#では、一例。
#番号 積極的終了条件 消極的終了条件 制限時間 規定スコア
#    1       制限時間       制限時間     110          0
    1       制限時間       制限時間      103          0
    2       制限時間       制限時間       -1          0
    5   スコア1抜け       制限時間       -1      10000
#最後は改行入れてください。

actstgdata.txt


#actstgdata.txt
#date 2005/12/13
#author YujiNakayama


set_stage_name stg010
	player {
		player_start_pos 700.0 750.0 0.0
		player_start_ang_y 32678
#		player_start_pos 254.281387 -400.000153 -1675.108765
#		player_start_ang_y 3636
		player_goal_pos 700.0 750.0 0.0
		player_goal_ang_y 32678
#NOEプレゼン版 060829
#		player_start_pos -2727.816162 -649.996948 -4310.394043
#		player_start_ang_y 57354
	}
	set {
		set_type 0
	}
}
set_stage_name stg011
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 6		#6周目からループ開始
	}
	mission {
		mission_type 1 #リングを集めろ!ミッション
		mission_targets 200 #リング200個
#		mission_type 0x2 #壺破壊ミッション
#		mission_targets 5 #壺を5個は解せよ
#		mission_type 0x10000 #壺を破壊したら失敗
	}
	file {
#		file_object stg010
		file_enemy stg010
	}
}
set_stage_name stg012
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 32678
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 4		#4周目からループ開始
	}
	file {
		file_enemy stg010
	}
}
set_stage_name stg013
	player {
                player_start_pos -3100.0 -650.0 -4220.0
		player_start_ang_y 10000
	}
	file {
		file_object stg010
		file_enemy stg010
	}
}
set_stage_name stg020
	player {
#		player_start_pos 0.0 0.0 0.0
#		player_start_ang_y 32678
#NOEプレゼン版 060829
#		player_start_pos -577.670166 -348.523132 -4387.901855
#		player_start_ang_y 49118
#任天堂カンファレンス版 060902
		player_start_pos 0.0 0.000001 -16.348486
		player_start_ang_y -32768
	}
}
set_stage_name stg021
	player {
		player_start_pos -3320.491 -2770.000 -11060.926
		player_start_ang_y 0
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 3		#3周目からループ開始
	}
	mission {
		mission_type 0x2 #set all eggs
		mission_targets 4 #four eggs
	}
	file {
		file_object stg020
		file_enemy stg020
	}
}
set_stage_name stg022
	player {
		player_start_pos -3619.415 -2225.814 -6198.924
		player_start_ang_y 32678
	}
	file {
		file_object stg020
		file_enemy stg020
	}
}
set_stage_name stg030
}
set_stage_name stg031
	player {
		player_start_pos 1800.0 100.0 -1850.0
		player_start_ang_y 49017
	}
	file {
		file_object stg030
		file_enemy stg030
	}
}
set_stage_name stg032
	player {
		player_start_pos -160.0 0.0 -210.0
		player_start_ang_y 0
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 6		#6周目からループ開始
	}
	file {
#		file_object stg030
		file_enemy stg030
	}
}
set_stage_name stg033
	player {
		player_start_pos -1633.750977 -300.0 -1200.385986
		player_start_ang_y -16384
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 2		#2周目からループ開始
	}
	file {
		file_object stg030
		file_enemy stg030
	}
}
set_stage_name stg040
}
set_stage_name stg041
	player {
		player_start_pos 11500.0 130.0 -12900.0
		player_start_ang_y 0
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 2		#2周目からループ開始
	}
	file {
		file_object stg041
		file_enemy stg040
	}
}
set_stage_name stg042
	player {
		player_start_pos 11500.0 130.0 -12900.0
		player_start_ang_y 0
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 2		#2周目からループ開始
	}
	file {
		file_object stg042
		file_enemy stg040
	}
}
set_stage_name stg050
	player {
		player_start_pos 0.0 93.51 33.86
		player_start_ang_y 0
	}
}
set_stage_name stg051
	player {
		player_start_pos 0.0 86.08 0.0
		player_start_ang_y 32678
	}
	set {
		set_type 2  #周回セット宣言
		set_loop_end 3  #3周目からループ開始
	}
	file {
		file_object stg050
		file_enemy stg050
	}
}
set_stage_name stg052
	player {
		player_start_pos 0.0 86.08 0.0
		player_start_ang_y 32678
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 2		#2周目からループ開始
	}
	file {
		file_enemy stg050
	}
}
set_stage_name stg053
 player {
  player_start_pos 319.6 19.5 4748.5
  player_start_ang_y 0
   }
 set {
  set_type 2  #周回セット宣言
  set_loop_end 2  #2周目からループ開始
 }
 file {
		file_object stg050
		file_enemy stg050
 }
}
set_stage_name stg060
}
set_stage_name stg061
	player {
		player_start_pos 2500.0 -387.5 -12100.0
		player_start_ang_y 32678
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 5		#5周目からループ開始
	}	}
	file {
		file_enemy stg060
	}
}
set_stage_name stg062
	player {
		player_start_pos 2500.0 -387.5 -12100.0
		player_start_ang_y 32678
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 4		#4周目からループ開始
	}
	file {
		file_enemy stg060
	}
}
set_stage_name stg070
	set {
		set_type 2		#周回セット宣言
		set_loop_end 4		#4周目からループ開始
	}
}
set_stage_name stg071
	set {
		set_type 2		#周回セット宣言
		set_loop_end 2		#2周目からループ開始
	}
	file {
		file_object stg070
		file_enemy stg070
	}
}
set_stage_name stg072
        player {
		player_start_pos 7774.5 0.0 -1800.0
		player_start_ang_y 0
	}	
	set {
		set_type 2		#周回セット宣言
		set_loop_end 3		#3周目からループ開始
	}
        file {
		file_object stg070
		file_enemy stg070
	}
}
set_stage_name stg073
	file {
		file_object stg073
		file_enemy stg073
	}
}
set_stage_name stg080
}
set_stage_name stg100
}
set_stage_name stg101
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
	}
}
set_stage_name stg102
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg103
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg104
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg105
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg106
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg107
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg108
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg109
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg110
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg111
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg112
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg113
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	set {
		set_type 2		#周回セット宣言
		set_loop_end 1		#6周目からループ開始
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg114
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg115
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}

}
set_stage_name stg116
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg117
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg118
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg119
	player {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0
	}
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg125
	file {
		file_object stg100
		file_enemy stg100
		file_land stg100
		file_path stg100
	}
}
set_stage_name stg901
	set {
		set_type 2
		set_loop_end 1
	}
}
set_stage_name stg902
}
set_stage_name stg903
}

actstgdesign.txt

#actstgdesign.txt
#date 2005/12/02
#author YujiNakayama

#入力できるデータ
#char	m_name;			//データの名前
#Uint32	m_DispSchedulerElements;//描画スケジューラで使う要素
#Angle	m_CameraAngleField;	//カメラの画角
#Float	m_CameraClipFar;	//カメラのファークリップ
#sRGBA	m_LightAmbientColor;	//アンビエントの色
#Float	m_FilterVertical;	//垂直フィルター
#sRGBA	m_ShadowColor;		//影の色
#Point3	m_ShadowCameraPos;	//影用カメラのポジション
#Vector	m_ShadowCameraUP;	//影用カメラのアップベクトル
#Float	m_ShadowCloud;		//影の暈し度
#Uint32	m_IsOrtho;			//影を平行投影するかどうか
#Float	m_OrthoL;			//平行投影影カメラの視野窓の左端
#Float	m_OrthoR;			//平行投影影カメラの視野窓の右端
#Float	m_OrthoB;			//平行投影影カメラの視野窓の下端
#Float	m_OrthoT;			//平行投影影カメラの視野窓の上端
#sRGBA	m_WaterShadowSubColor;	//水の影の色
#sRGBA	m_WaterSubColor;	//水の反射時の減算色
#sRGBA	m_WaterAddColor;	//水の反射時の加算色
#Float	m_WaterYSurface;	//水面のY座標
#Sint16	m_WaterTex1Id;		//水面のテクスチャ1のID
#Sint16	m_WaterTex2Id;		//水面のテクスチャ2のID
#Point2	m_WaterTex1Speed;	//水面のテクスチャ1のUVスピード
#Point2	m_WaterTex2Speed;	//水面のテクスチャ2のUVスピード
#sRGBA	m_FogColor;		//フォグの色
#Float	m_FogStartDistance;	//フォグの開始位置
#Float	m_FogLastDistance;	//フォグの最終位置
#Uint32	m_FogFunction;		//フォグのファンクション
#sRGBA	m_YFogColor;		//Yフォグの色
#Float	m_YFogStartDistance;	//Yフォグの開始位置
#Float	m_YFogLastDistance;	//Yフォグの最終位置
#Uint32	m_ParticleType;		//パーティクルのタイプ
#Float	m_ParticleGrainDegree;	//パーティクルの粒度
#Uint32	m_GlareTimes;		//グレアの描画回数
#Uint32	m_GlareBlur;		//グレアのブレ数 グレアの分身数(有効なのは0,4,8,16)
#Float	m_GlareIntensity;	//グレアの強度 グレアの明るさ
#Float	m_GlareAttenuation;	//グレアの減衰 描画回数による明るさの減衰
#Float	m_GlareSpread;		//グレアの広がり具合 粗密度
#Float	m_GroundDeadLineY	//落ち死にのY平面の位置

#決まりごと
#ノードをしっかり守る
#値を入れる時は『値の名前 値』で入れる半角スペースはしっかり入れてください
#

set_stage_design stg002 DefaultStage
set_stage_design stg010 Stg010
set_stage_design stg011 Stg011
set_stage_design stg012 Stg012
set_stage_design stg013 Stg010
set_stage_design stg020 Stg020
set_stage_design stg021 Stg020
set_stage_design stg022 Stg020
set_stage_design stg030 Stg030
set_stage_design stg031 Stg030
set_stage_design stg032 Stg032
set_stage_design stg033 Stg030
set_stage_design stg040 Stg040
set_stage_design stg041 Stg041
set_stage_design stg042 Stg041
set_stage_design stg050 Stg050
set_stage_design stg051 Stg051
set_stage_design stg052 Stg052
set_stage_design stg053 Stg053
set_stage_design stg060 Stg060
set_stage_design stg061 Stg060
set_stage_design stg062 Stg060
set_stage_design stg070 Stg070
set_stage_design stg071 Stg070
set_stage_design stg072 Stg070
set_stage_design stg073 Stg073
set_stage_design stg080 Stg080
set_stage_design stg100 Stg100
set_stage_design stg101 Stg100
set_stage_design stg102 Stg100
set_stage_design stg103 Stg100
set_stage_design stg104 Stg100
set_stage_design stg105 Stg100
set_stage_design stg106 Stg100
set_stage_design stg107 Stg100
set_stage_design stg108 Stg100
set_stage_design stg109 Stg100
set_stage_design stg110 Stg100
set_stage_design stg111 Stg100
set_stage_design stg112 Stg100
set_stage_design stg113 Stg100
set_stage_design stg114 Stg100
set_stage_design stg115 Stg100
set_stage_design stg116 Stg100
set_stage_design stg117 Stg100
set_stage_design stg118 Stg100
set_stage_design stg119 Stg100
set_stage_design stg125 Stg100
set_stage_design stg901 Stg073
set_stage_design stg902 Stg902
set_stage_design stg903 Stg050

name DefaultStage {

  dispscheduler
  {
# 0:なにもなし
# 1:影
# 2:グレア
# 3:影+グレア
# 7:影+グレア+水面反射
# 15:影+グレア+水面反射+水中屈折
# 19:影+グレア+ボス影
# 39:影+グレア+水面反射+雨(パイレーツストーム用)
# 67:影+グレア+鏡面反射(ナイトパレス用)
# 83:影+グレア+鏡面反射+ボス影 (ナイトパレス ボス面用)
# 131:影+グレア+減算グレア(チュートリアルステージ用)
    elements 7
  }

  camera {
    clip_far 60000.0
    angle_field 60
  }

  filter {
    vertical 0.0
  }

  shadow {
    color 100 100 100
    camera_pos 0.0 0.0 0.0
    camera_up 0.0 0.0 0.0
    cloud 0.0
    is_ortho 0
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  fog {
    color 255 255 255
    start_distance 10000.0
    last_distance 100000.0
    function 0
  }

  particle {
    type 0
    grain_degree 0.0
  }

  glare {
    times 2
    blur 8
    intensity 0.1
    attenuation 0.9
    spread 4.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg010 {

  dispscheduler
  {
    elements 7
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 115 115 115
  }

  fog {
    color 160 140 160
    start_distance 2000.0
    last_distance 7500.0
    function 0
  }

  water {
    shadow_color_sub 64 32 8
    color_sub 64 96 128
    color_add 107 103 94
    y_surface -500.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 150 140 100
    camera_pos 0.0 60.0 -100.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg011 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 115 115 115
  }

  fog {
    color 160 140 160
    start_distance 2000.0
    last_distance 7500.0
    function 0
  }

  water {
    shadow_color_sub 64 32 8
    color_sub 64 96 128
    color_add 107 103 94
    y_surface -500.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 150 140 100
    camera_pos 0.0 60.0 -100.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg012 {

  dispscheduler
  {
    elements 19
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 115 115 115
  }

  fog {
    color 160 140 160
    start_distance 2000.0
    last_distance 7500.0
    function 0
  }

  shadow {
    color 145 130 40
#    camera_pos 0.0 60.0 -70.0
#    camera_pos 0.0 400.0 -50.0
    camera_pos 0.0 120.0 -140.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg020 {

  dispscheduler
  {
    elements 7
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 145 145 145
  }

  fog {
    color 140 150 180
    start_distance 100.0
    last_distance 5000.0
    function 0
  }

  water {
    shadow_color_sub 64 32 8
    color_sub 64 96 128
    color_add 107 103 94
    y_surface -2810
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}

name Stg030 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 125 120 120
  }

  fog {
    color 179 91 140
    start_distance 200.0
    last_distance 5000.0
    function 0
  }


  shadow {
    color 60 55 60
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}

name Stg032 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 125 120 120
  }

  fog {
    color 255 100 100
    start_distance 1000.0
    last_distance 5000.0
    function 0
  }


  shadow {
    color 60 55 60
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}

name Stg040 {

  dispscheduler
  {
    elements 7
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 120 120 120
  }

  fog {
    color 100 100 100
    start_distance 10.0
    last_distance 10000.0
    function 0
  }


  water {
    shadow_color_sub 150 130 120
    color_sub 0 0 0
    color_add 128 128 128
    y_surface -250.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}
name Stg041 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 120 120 120
  }

  fog {
    color 100 100 100
    start_distance 10.0
    last_distance 10000.0
    function 0
  }


  water {
    shadow_color_sub 150 130 120
    color_sub 0 0 0
    color_add 128 128 128
    y_surface -250.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}
name Stg050 {

  dispscheduler
  {
    elements 39
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 125 128 130
  }

  fog {
    color 20 20 30
    start_distance 200.0
    last_distance 10000.0
    function 0
  }

  water {
  shadow_color_sub 027 010 010
   color_sub 000 002 000
   color_add 079 076 092
   y_surface -5000
   id_tex1 0
   id_tex2 1
   speed_tex1 0.0011 0.0009
   speed_tex2 -0.0008 0.0012
#   shadow_color_sub 154 111 111
#    color_sub 0 2 0
#    color_add 200 185 200
#    y_surface -5000
#    id_tex1 0
#    id_tex2 1
#    speed_tex1 0.0011 0.0009
#    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 20 20 20
    camera_pos 0.0 -60.0 10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}
name Stg051 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
    angle_field 75
  }

  light {
    ambient_color 125 130 130
  }

  fog {
    color 100 100 100
    start_distance 30.0
    last_distance 15000.0
    function 0
  }


  water {
    shadow_color_sub 150 130 120
    color_sub 0 0 0
    color_add 128 128 128
    y_surface -250.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 22 22 22
    camera_pos 0.0 -60.0 10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg052 {

  dispscheduler
  {
    elements 19
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 120 120 120
  }

  fog {
    color 20 20 30
    start_distance 200.0
    last_distance 8000.0
    function 0
 
  }

  shadow {
    color 90 85 90
    camera_pos 20.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}

name Stg053 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
    angle_field 75
  }

  light {
    ambient_color 125 130 130
  }

  fog {
    color 100 100 100
    start_distance 10.0
    last_distance 10000.0
    function 0
  }


  water {
    shadow_color_sub 150 130 120
    color_sub 0 0 0
    color_add 128 128 128
    y_surface -250.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 22 22 22
    camera_pos 0.0 -60.0 10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg060 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 115 115 115
  }

  fog {
    color 204 122 83
    start_distance 100.0
    last_distance 20000.0
    function 0
  }

  shadow {
    color 120 100 60
    camera_pos 0.0 60.0 -100.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1500.0
  }
}

name Stg070 {

  dispscheduler
  {
    elements 67
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 180 180 180
  }

  fog {
    color 40 30 80
    start_distance 100.0
    last_distance 9500.0
    function 0
  }

  water {
    shadow_color_sub 0 0 0
    color_sub 8 8 8
    color_add 0 0 0
    y_surface 0
    id_tex1 0
    id_tex2 0
    speed_tex1 0.0 0.0
    speed_tex2 0.0 0.0
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1200.0
  }
}

name Stg073 {

  dispscheduler
  {
    elements 83
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 110 110 130
  }

  fog {
    color 0 0 0
    start_distance 100.0
    last_distance 3500.0
    function 0
  }

  water {
    shadow_color_sub 0 0 0
    color_sub 8 8 8
    color_add 0 0 0
    y_surface 0
    id_tex1 0
    id_tex2 0
    speed_tex1 0.0 0.0
    speed_tex2 0.0 0.0
  }

  shadow {
    color 40 40 40
    camera_pos 50.0 10.0 -10
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}

name Stg080 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
#    angle_field 75
     angle_field 50
  }

  light {
    ambient_color 115 100 100
  }

  fog {
    color 220 220 230
    start_distance 100.0
    last_distance 10000.0
    function 0
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -2000.0
  }
}

name Stg100 {

  dispscheduler
  {
    elements 131
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 175 165 150
  }

  fog {
    color 220 220 230
    start_distance 100.0
    last_distance 10000.0
    function 0
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -150.0
  }
}

name Stg901 {

  dispscheduler
  {
    elements 7
  }
  camera {
    clip_far 60000.0
#    angle_field 60
    angle_field 75
  }

  fog {
    color 175 142 161
    start_distance 100.0
    last_distance 25000.0
    function 0
  }

  water {
    shadow_color_sub 64 32 8
    color_sub 64 96 128
    color_add 80 80 80
    y_surface -100.0
    speed_tex1 0.001 0.001
    speed_tex2 -0.001 0.001
  }

  shadow {
    color 67 65 40
    camera_pos 0.0 60.0 -100.0
    camera_up 0.0 0.0 0.0
    cloud 0.3
    is_ortho 0
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }
}

name Stg902 {

  dispscheduler
  {
    elements 7
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 115 115 115
  }

  fog {
    color 204 122 83
    start_distance 100.0
    last_distance 20000.0
    function 0
  }

  water {
    shadow_color_sub 64 32 8
    color_sub 64 96 128
    color_add 107 103 94
    y_surface -500.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 150 140 100
    camera_pos 0.0 60.0 -100.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

actstgmission.txt


#actstgmission.txt
#date 2006/09/13
#author YujiNakayama

#####stg01##################################################
#シャフリヤール王宮へ急げ
stage stg010 {
	mission 1 {
		player_start_pos 700.0 750.0 0.0
		player_start_ang_y 0x8000
		player_goal_pose 2  # 0..何もなし 1...その場ポーズ 2...走り去る 3...すぐにフェード

		medal_score_bronze 060000	#猿楽庁
		medal_score_silver 043000
		medal_score_gold 034000
	}
	mission 2 {
		mission_type 0x100000 #一度も死なずにゴールしろ

		player_start_pos -602.029114 -449.996979 -3868.154297
		player_start_ang_y 0xf991
		player_goal_pose 2

		medal_score_bronze 005500       #猿楽庁
		medal_score_silver 003500
		medal_score_gold 003000
	}
	mission 3 {
		mission_type 0x8	#ウーフーミッション

		player_start_pos 700.0 750.0 0.0
		player_start_ang_y 0x8000
		player_goal_pose 2

		medal_score_bronze 010000           #猿楽庁11/17
		medal_score_silver 005000
		medal_score_gold 004500
	}
	mission 4 {
		mission_type 0x200000 #パールをとらずにゴールしろ

		player_start_pos -93.639 -449.997 -4359.280
		player_start_ang_y 0xf000
		player_goal_pose 2

		medal_score_bronze 012000
		medal_score_silver 004500
		medal_score_gold 003800
	}
}

#ツボに囚われた魂を救え
stage stg011 {

	mission 1 {
		mission_type 0x2	#壺破壊ミッション
		mission_targets 5	#壺を5個破壊せよ

		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x0
		player_goal_pose 3

		medal_score_bronze 011000       #猿楽庁
		medal_score_silver 005000
		medal_score_gold 004000
	}

	mission 2 {
		mission_type 1		#リングを集めろ!ミッション
		mission_targets 99	#リング99個
#		mission_type 0x2 #壺破壊ミッション
#		mission_targets 5 #壺を5個は解せよ
#		mission_type 0x10000 #壺を破壊したら失敗

		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x0
		player_goal_pose 3

		medal_score_bronze 013000        #猿楽庁
		medal_score_silver 005500
		medal_score_gold 004700
	}
	mission 3 {
		mission_type 0x4	#エネミーを規定数倒せ
		mission_targets 20	#エネミー20体

		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x0
		player_goal_pose 3

		medal_score_bronze 023000        #猿楽庁
		medal_score_silver 013500
		medal_score_gold 012500
	}
	mission 4 {
		mission_type 0x10	#リングチェインを規定数決めろ
		mission_targets 60	#チェイン60

		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x0
		player_goal_pose 3

		medal_score_bronze 004500
		medal_score_silver 003500
		medal_score_gold 002200
	}
}

#砂漠の殺し屋
stage stg012 {
	mission 1 {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000
		player_goal_pose 0

                medal_score_bronze 020000          #猿楽庁
		medal_score_silver 010000
		medal_score_gold 005000
	}
}

#ツボを割らずに進め
stage stg013 {
	mission 1 {
		mission_type 0x10000	#壺を壊したら失敗

		player_start_pos -3072.748 -649.998 -4186.687
		player_start_ang_y 0x2000
		player_goal_pose 2

		medal_score_bronze 014000        #猿楽庁
		medal_score_silver 011000
		medal_score_gold 010000
	}
	mission 2 {
		mission_type 0x100000 #一度も死なずにゴールしろ

		player_start_pos -730.5 -449.997 -3009.925
		player_start_ang_y 0x79ee
		player_goal_pose 1

		medal_score_bronze 014500         #猿楽庁
		medal_score_silver 012000
		medal_score_gold 011000
	}
	mission 3 {
		mission_type 0x80000	#タイムアタック
		mission_targets 120	#120秒

		player_start_pos -3072.748 -649.998 -4186.687
		player_start_ang_y 0x2000
		player_goal_pose 1

		medal_score_bronze 014000
		medal_score_silver 012500
		medal_score_gold 011700
	}
	mission 4 {
		mission_type 0x400000 #ダメージを受けずにゴールミッション

		player_start_pos -3072.748 -649.998 -4186.687
		player_start_ang_y 0x2000
		player_goal_pose 1

		medal_score_bronze 013000
		medal_score_silver 010000
		medal_score_gold 005000
	}
}

#####stg02##################################################
#王様をくわえた翼竜を追え
stage stg020 {
	mission 1 {
#スペースワールド版
#		player_start_pos 0.0 0.0 -5.0
#		player_start_ang_y 0x8000
		player_start_pos 0.0 0.0 -5.0
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 060000
		medal_score_silver 044500
		medal_score_gold 040000
	}
	mission 2 {
		mission_type 0x100000 #死ぬな!ミッション

#		player_start_pos -3619.415 -2225.814 -6198.924
#		player_start_ang_y 0x8000

		player_start_pos -4345.526855 -2680.067871 -11461.426758
		player_start_ang_y 0xd877
		player_goal_pose 1

		medal_score_bronze 030000                #猿楽庁
		medal_score_silver 021000
		medal_score_gold 015000
	}
	mission 3 {
		player_start_pos 0.0 0.0 -5.0
		player_start_ang_y 0x8000
		player_goal_pose 3

		mission_type 1		#リングを集めろ!ミッション
		mission_targets 99	#リング99個

		medal_score_bronze 004500                 #猿楽庁
		medal_score_silver 002000
		medal_score_gold 001600
	}
	mission 4 {
		mission_type 0x400000 #ダメージ喰らうな!ミッション

		player_start_pos -3598.876 -2550.0 -9658.922
		player_start_ang_y 0x3800
		player_goal_pose 3

		medal_score_bronze 012000
		medal_score_silver 005000
		medal_score_gold 003800
	}
}

stage stg021 {
	mission 1 {
		mission_type 0x2	#マジン卵壊せミッション
		mission_targets 5	#マジン卵を5個壊せ

		player_start_pos -3320.767 -2769.940 -11065.277
		player_start_ang_y 0x3a00
		player_goal_pose 3

		medal_score_bronze 022500
		medal_score_silver 014500
		medal_score_gold 013300
	}
	mission 2 {
		mission_type 0x2	#卵もどすミッション
		mission_targets 4	#卵を4個巣に戻せ

		player_start_pos -3320.767 -2769.940 -11065.277
		player_start_ang_y 0x3a00
		player_goal_pose 3

		medal_score_bronze 080000
		medal_score_silver 060000
		medal_score_gold 040000
	}
	mission 3 {
		mission_type 1		#リングを集めろ!ミッション
		mission_targets 99	#リング99個

		player_start_pos -3320.767 -2769.940 -11065.277
		player_start_ang_y 0x3a00
		player_goal_pose 3

		medal_score_bronze 014500
		medal_score_silver 011500
		medal_score_gold 010500
	}
	mission 4 {
		mission_type 0x200000 #パールを取るな!ミッション

		player_start_pos -3320.767 -2769.940 -11065.277
		player_start_ang_y 0x3a00
		player_goal_pose 3

		medal_score_bronze 020000
		medal_score_silver 013000
		medal_score_gold 012000
	}
}

stage stg022 {
	mission 1 {
		mission_type 0x4	#エネミーを規定数倒せ
		mission_targets 10	#エネミー10体

		player_start_pos -3614.814 -2225.814 -6198.997
		player_start_ang_y 0x7fa6
		player_goal_pose 1

		medal_score_bronze 030000                  #猿楽庁11/16
		medal_score_silver 021000
		medal_score_gold 014800
	}
	mission 2 {
		mission_type 0x40000		#敵を倒すな!ミッション

		player_start_pos -3598.876 -2550.0 -9658.922
		player_start_ang_y 0x3800
		player_goal_pose 1

		medal_score_bronze 013000                  #猿楽庁
		medal_score_silver 011500
		medal_score_gold 005000
	}
	mission 3 {
		mission_type 0x8	#ウーフーより先にゴール!ミッション

		player_start_pos -3598.876 -2550.0 -9658.922
		player_start_ang_y 0x3800
		player_goal_pose 1

		medal_score_bronze 005300
		medal_score_silver 004700
		medal_score_gold 004300
	}
	mission 4{
		mission_type 0x10	#リングコンボ決めろ!ミッション
		mission_targets 30	#チェイン30

		player_start_pos -3598.876 -2550.0 -9658.922
		player_start_ang_y 0x3800
		player_goal_pose 3

		medal_score_bronze 004000
		medal_score_silver 002300
		medal_score_gold 001800
	}
}

#####stg03##################################################
#イビルファウンドリー
#壊れた城を突き進め
stage stg030 {
	mission 1 {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 063000	 #猿楽庁11/17
		medal_score_silver 050000
		medal_score_gold 040000
	}
	mission 2 {
		mission_type 0x100000 #一度も死なずにゴールしろ

		player_start_pos -5313.418 -450.0 -3600.090
		player_start_ang_y 0x4000
		player_goal_pose 1

		medal_score_bronze 012000	 #猿楽庁11/17
		medal_score_silver 010000
		medal_score_gold 004500
	}
	mission 3 {
		mission_type 0x20000	#リングとるな!

		player_start_pos 1261.463 400.0 -1950.155
		player_start_ang_y 0x4000
		player_goal_pose 1

		medal_score_bronze 010000                     #猿楽庁11/17
		medal_score_silver 003500
		medal_score_gold 002700
	}
	mission 4 {
		mission_type 0x8	#ウーフーより先にゴール!ミッション

		player_start_pos 199.94 400.00 -2344.19
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 003700
		medal_score_silver 003000
		medal_score_gold 002500
	}
}

#爆弾を運んで捨てろ
stage stg031 {
	mission 1 {
		mission_type 0x80000	#タイムアタック
		mission_targets 180	#180秒

		player_start_pos 1800.0 100.0 -1850.0
		player_start_ang_y 0xc000
		player_goal_pose 0

		medal_score_bronze 031500             #猿楽庁11/17
		medal_score_silver 020000
		medal_score_gold 014500
	}
	mission 2 {
		mission_type 0x40000		#敵を倒すな!ミッション

		player_start_pos -1000.6903 -600.0 -1855.6257
		player_start_ang_y 0
		player_goal_pose 1

		medal_score_bronze 010000             #猿楽庁11/17
		medal_score_silver 002500
		medal_score_gold 002000
	}
	mission 3 {
		mission_type 0x20000		#リングとるな!

		player_start_pos -1506.242 -300.0 -500.085
		player_start_ang_y 0x4000
		player_goal_pose 1

		medal_score_bronze 002500            #猿楽庁11/17
		medal_score_silver 001000
		medal_score_gold 000700
	}
	mission 4 {
		mission_type 0x400000 #ダメージ喰らうな!ミッション

		player_start_pos 1750.0 100.0 -1850.0
		player_start_ang_y 0xc000
		player_goal_pose 1

		medal_score_bronze 005000
		medal_score_silver 003800
		medal_score_gold 002800
	}
}

#復活 炎の巨大マジン
stage stg032 {
	mission 1 {
		player_start_pos -250.0 0.0 -20.0
		player_start_ang_y 0x0
		player_goal_pose 0

		medal_score_bronze 050000           #猿楽庁11/17
		medal_score_silver 030000
		medal_score_gold 020000
	}
	mission 2 {
		player_start_pos -160.0 0.0 -210.0
		player_start_ang_y 0x0

		medal_score_bronze 014500
		medal_score_silver 005000
		medal_score_gold 004000
	}
	mission 3 {
		player_start_pos -160.0 0.0 -210.0
		player_start_ang_y 0x0

		medal_score_bronze 010000
		medal_score_silver 002500
		medal_score_gold 002000
	}
	mission 4 {
		player_start_pos -160.0 0.0 -210.0
		player_start_ang_y 0x0

		medal_score_bronze 003000
		medal_score_silver 002000
		medal_score_gold 001500
	}
}

#城のマジンを全て倒せ
stage stg033 {
	mission 1 {
		mission_type 0x4	#エネミーを規定数倒せ
		mission_targets 20	#エネミー20体

		player_start_pos -1623.598 -300.0 -1199.919
		player_start_ang_y 0xc000
		player_goal_pose 3

		medal_score_bronze 013000             #猿楽庁11/17
		medal_score_silver 010000
		medal_score_gold 004800
	}
	mission 2 {
		mission_type 1		#リングを集めろ!ミッション
		mission_targets 99	#リング99個

		player_start_pos -1623.598 -300.0 -1199.919
		player_start_ang_y 0xc000
		player_goal_pose 3

		medal_score_bronze 014500
		medal_score_silver 005000
		medal_score_gold 004000
	}
	mission 3 {
		mission_type 0x400000 #ダメージ喰らうな!ミッション

		player_start_pos -4678.237 -600.0 -599.959
		player_start_ang_y 0xc000
		player_goal_pose 1

		medal_score_bronze 010000              #猿楽庁11/17
		medal_score_silver 002500
		medal_score_gold 002000
	}
	mission 4 {
		mission_type 0x10	#リングコンボ決めろ!ミッション
		mission_targets 50	#チェイン50
		player_goal_pose 3

		player_start_pos -1633.750977 -300.0 -1200.385986
		player_start_ang_y 0xc000

		medal_score_bronze 003500
		medal_score_silver 002300
		medal_score_gold 001700
	}
}

#####stg04##################################################
#ソロモン王を探せ
stage stg040 {
	mission 1 {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x7a00
		player_goal_pose 1

		medal_score_bronze 083000
		medal_score_silver 060000
		medal_score_gold 043000
	}
	mission 2 {
		mission_type 0x20000		#リングとるな!

		player_start_pos 7801.559 200.0 -12187.525
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 023000
		medal_score_silver 013000
		medal_score_gold 010500
	}
	mission 3 {
		mission_type 0x8	#ウーフーより先にゴール!ミッション

		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x7a00
		player_goal_pose 1

		medal_score_bronze 020000
		medal_score_silver 010000
		medal_score_gold 004800
	}
	mission 4 {
		mission_type 0x400000 #ダメージ喰らうな!ミッション

		player_start_pos 4375.636 0.0 -8899.534
		player_start_ang_y 0x4000
		player_goal_pose 1

		medal_score_bronze 013000
		medal_score_silver 005500
		medal_score_gold 004500
	}
}

stage stg041 {
	mission 1 {
		mission_type 0x40 #ソロモン王の骨を規定数持ってゴールを目指せ
		mission_targets 5 #骨1本

		player_start_pos 11500.0 0.0 -11250.0
		player_start_ang_y 0x0
		player_goal_pose 1

		medal_score_bronze 053000
		medal_score_silver 024500
		medal_score_gold 021000
	}
	mission 2 {
		mission_type 0x4 #エネミーを規定数倒せ
		mission_targets 15 #エネミー15体

		player_start_pos 11500.0 0.0 -11250.0
		player_start_ang_y 0
		player_goal_pose 3

		medal_score_bronze 030000
		medal_score_silver 015000
		medal_score_gold 012500
	}
	mission 3 {
		mission_type 1		#リングを集めろ!ミッション
		mission_targets 50	#リング50個

		player_start_pos 11500.0 0.0 -11250.0
		player_start_ang_y 0
		player_goal_pose 3

		medal_score_bronze 020000
		medal_score_silver 005000
		medal_score_gold 003000
	}
	mission 4 {
		mission_type 0x10	#リングコンボ決めろ!ミッション
		mission_targets 50	#チェイン50

		player_start_pos 8471.870 -131.619 -13700.260
		player_start_ang_y 0x4000
		player_goal_pose 3

		medal_score_bronze 004500
		medal_score_silver 003000
		medal_score_gold 002400
	}
}

stage stg042 {
	mission 1 {
		mission_type 0x4	#エネミーを規定数倒せ
		mission_targets 40	#エネミー40体

		player_start_pos 11500.0 0.0 -11250.0
		player_start_ang_y 0x0
		player_goal_pose 3

		medal_score_bronze 043000
		medal_score_silver 023000
		medal_score_gold 013500
	}
	mission 2 {
		mission_type 0x100000 #一度も死なずにゴールしろ

		player_start_pos 11500.0 100.0 -12350.0
		player_start_ang_y 0x0000
		player_goal_pose 1

		medal_score_bronze 013000
		medal_score_silver 004000
		medal_score_gold 003000
	}
	mission 3 {
		mission_type 0x80000	#タイムアタック
		mission_targets 45	#45秒

		player_start_pos 10510.0 0.0 -9615.0
		player_start_ang_y 0xd700
		player_goal_pose 1

		medal_score_bronze 004000
		medal_score_silver 002500
		medal_score_gold 001500
	}
	mission 4 {
		mission_type 0x200000	#パールをとらずにゴールしろ

		player_start_pos 10638.0 0.0 -10062.0
		player_start_ang_y 0x7400
		player_goal_pose 1

		medal_score_bronze 010000
		medal_score_silver 004000
		medal_score_gold 003000
	}
}

#####stg05##################################################
#嵐の海を越えろ
stage stg050 {
	mission 1 {
		player_start_pos 0.0 93.51 33.86
		player_start_ang_y 0x0
		player_goal_pose 1

		medal_score_bronze 080000              #猿楽庁11/17
		medal_score_silver 060000
		medal_score_gold 043000
	}
	mission 2 {
		mission_type 0x8	#ウーフーより先にゴール!ミッション

		player_start_pos 0.0 93.51 33.86
		player_start_ang_y 0x0
		player_goal_pose 1

		medal_score_bronze 020000               #猿楽庁11/17
		medal_score_silver 011800
		medal_score_gold 010500
	}
	mission 3 {
		mission_type 1		#リングを集めろ!ミッション
		mission_targets 100	#リング100個

		player_start_pos -1296.904 50.0 7101.233
		player_start_ang_y 0x0
		player_goal_pose 3

		medal_score_bronze 013000
		medal_score_silver 010000
		medal_score_gold 004800
	}
	mission 4 {
		mission_type 0x200000 #パールを取るな!ミッション

		player_start_pos -892.898 20.529 15826.949
		player_start_ang_y 0xd500
		player_goal_pose 3

		medal_score_bronze 023000
		medal_score_silver 013000
		medal_score_gold 010000
	}
}
#海賊団をやっつけろ
stage stg051 {
	mission 1 {
		mission_type 0x4	#エネミーを規定数倒せ
		mission_targets 20	#エネミー20体

		player_start_pos 0.0 86.08 0.0
		player_start_ang_y 0x8000
		player_goal_pose 3

		medal_score_bronze 030000
		medal_score_silver 014000
		medal_score_gold 012500
	}
	mission 2 {
		mission_type 0x20000	 #リングとるな!

		player_start_pos 0.0 86.08 0.0
		player_start_ang_y 0x8000
		player_goal_pose 3

		medal_score_bronze 030000             #猿楽庁11/17
		medal_score_silver 014500
		medal_score_gold 013000
	}
	mission 3 {
		mission_type 0x80000	#タイムアタック
		mission_targets 100	#100秒
		
		player_start_pos 0.0 86.08 0.0
		player_start_ang_y 0x8000
		player_goal_pose 3

		medal_score_bronze 013500
		medal_score_silver 012500
		medal_score_gold 011500
	}
	mission 4 {
		mission_type 0x10	#リングコンボ決めろ!ミッション
		mission_targets 100	#チェイン100

		player_start_pos 0.0 86.08 0.0
		player_start_ang_y 0x8000
		player_goal_pose 3

		medal_score_bronze 013000
		medal_score_silver 005000
		medal_score_gold 003000
	}
}

#キャプテンベモス
stage stg052 {
	mission 1 {
		player_start_pos 0.0 82.5 0.0
		player_start_ang_y 0x8000
		player_goal_pose 0

		medal_score_bronze 060000            #猿楽庁11/17
		medal_score_silver 030000
		medal_score_gold 022000
	}
	mission 2 {
		player_start_pos 0.0 82.5 0.0
		player_start_ang_y 0x8000

		medal_score_bronze 0
		medal_score_silver 1000000
		medal_score_gold 1000000
	}
	mission 3 {
		player_start_pos 0.0 82.5 0.0
		player_start_ang_y 0x8000

		medal_score_bronze 0
		medal_score_silver 1000000
		medal_score_gold 1000000
	}
	mission 4 {
		player_start_pos 0.0 82.5 0.0
		player_start_ang_y 0x8000

		medal_score_bronze 0
		medal_score_silver 1000000
		medal_score_gold 1000000
	}
}
#無傷で嵐を切り抜けろ
stage stg053 {
	mission 1 {
		mission_type 0x100000 #死ぬな!ミッション

		player_start_pos 319.6 19.6 4748.5
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 023000
		medal_score_silver 013000
		medal_score_gold 010500
	}
	mission 2 {
		mission_type 0x40000  #敵を倒すな!ミッション

		player_start_pos 319.6 19.6 4748.5
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 015000               #猿楽庁11/17
		medal_score_silver 011500
		medal_score_gold 010200
	}
	mission 3 {
		mission_type 1		#リングを集めろ!ミッション
		mission_targets 10	#リング10個

		player_start_pos 319.6 19.6 4748.5
		player_start_ang_y 0x8000
		player_goal_pose 3

		medal_score_bronze 005000
		medal_score_silver 002000
		medal_score_gold 001500
	}
	mission 4 {
		mission_type 0x400000 #ダメージ喰らうな!ミッション

		player_start_pos 319.6 19.6 4748.5
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 020000
		medal_score_silver 013000
		medal_score_gold 011000
	}
}

#####stg06##################################################

stage stg060 {
	mission 1 {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000
		player_goal_pose 0

		medal_score_bronze 083000
		medal_score_silver 063000
		medal_score_gold 050000
	}
	mission 2 {
		mission_type 0x4	#エネミーを規定数倒せ
		mission_targets 1	#エネミー1体

		player_start_pos 0.0 2.365 -116.586
		player_start_ang_y 0x0000
		player_goal_pose 3

		medal_score_bronze 001200
		medal_score_silver 000700
		medal_score_gold 000600
	}
	mission 3 {
		mission_type 0x8	#ウーフーより先にゴール!ミッション
					#時間は40秒を想定

		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000
		player_goal_pose 3

		medal_score_bronze 003700
		medal_score_silver 003300
		medal_score_gold 002700
	}
	mission 4 {
		mission_type 0x400000 #ダメージ喰らうな!ミッション

		player_start_pos 2500.0 -379.0 -12200.0
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 013000
		medal_score_silver 010000
		medal_score_gold 004000
	}
}

#シンドバッドを助け出せ
stage stg061 {
	mission 1 {
		player_start_pos 2500.0 100.0 -13900.0
		player_start_ang_y 0x0000
		player_goal_pose 0

		medal_score_bronze 083000
		medal_score_silver 063000
		medal_score_gold 053000
	}
	mission 2 {
		mission_type 0x100000 #死ぬな!ミッション

#		player_start_pos 6500.514 -731.503 -14215.755
#		player_start_ang_y 0x8000

		player_start_pos -400.432678 -850.0 -9274.013672
		player_start_ang_y 0x0
		player_goal_pose 1

		medal_score_bronze 012000
		medal_score_silver 004500
		medal_score_gold 003200
	}
	mission 3 {
		mission_type 0x20000 #リングとるな!

#		player_start_pos 2500.0 105.5 -13900.0
#		player_start_ang_y 0x0000

		player_start_pos 2500.0 -300.0 -13700.0
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 010000
		medal_score_silver 004300
		medal_score_gold 004000
	}
	mission 4 {
		mission_type 0x400000 #ダメージ喰らうな!ミッション

		player_start_pos 5500.125 291.352 -10542.267
		player_start_ang_y 0x0000
		player_goal_pose 1

		medal_score_bronze 013000
		medal_score_silver 005200
		medal_score_gold 004200
	}
}

stage stg062 {
	mission 1 {
		mission_type 0x4	#エネミーを規定数倒せ
		mission_targets 20	#エネミー20体

		player_start_pos 2500.0 -387.5 -12100.0
		player_start_ang_y 0x8000
		player_goal_pose 3

		medal_score_bronze 043000
		medal_score_silver 025000
		medal_score_gold 021500
	}
	mission 2 {
		mission_type 0x80000	#タイムアタック
		mission_targets 90

		player_start_pos 2500.0 -387.5 -12100.0
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 012000
		medal_score_silver 005000
		medal_score_gold 004000
	}
	mission 3 {
		mission_type 1		#リングを集めろ!ミッション
		mission_targets 80	#リング80個

		player_start_pos 2500.0 -387.5 -12100.0
		player_start_ang_y 0x8000
		player_goal_pose 3

		medal_score_bronze 003000
		medal_score_silver 001800
		medal_score_gold 001200
	}
	mission 4 {
		mission_type 0x200000 #パールを取るな!ミッション

		player_start_pos 2422.0 100.0 -13750.0
		player_start_ang_y 0x8000
		player_goal_pose 2

		medal_score_bronze 012000
		medal_score_silver 005000
		medal_score_gold 004200
	}
}

#####stg07##################################################
#宮殿の最深部へ突入しろ
stage stg070 {
	mission 1 {
		player_start_pos 0.0 0.0 50.0
		player_start_ang_y 0x8000
		player_goal_pose 2

		medal_score_bronze 073000
		medal_score_silver 053000
		medal_score_gold 043000
	}
	mission 2 {
		mission_type 0x8 #ウーフーより先にゴール!ミッション

		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 012000
		medal_score_silver 011000
		medal_score_gold 010000
	}
	mission 3 {
		mission_type 0x20000	#リングとるな!

		player_start_pos -1950.384 20.162 -4598.303
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 010000
		medal_score_silver 005500
		medal_score_gold 005000
	}
	mission 4 {
		mission_type 0x200000	#パールを取るな!ミッション

		player_start_pos -1950.384 20.162 -4598.303
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 010000
		medal_score_silver 005500
		medal_score_gold 005000
	}
}

#無傷で時空を駆け抜けろ
#回転部屋スタート
stage stg071 {
	mission 1 {
		mission_type 0x100000 #一度も死なずにゴールしろ

		player_start_pos 14997.373 0.000 -5600.237
		player_start_ang_y 0x4000
		player_goal_pose 1

		medal_score_bronze 060000
		medal_score_silver 034000
		medal_score_gold 024000
	}
	mission 2 {
		mission_type 0x20000  #リングとるな!

		player_start_pos 9695.196 0.162 -5620.119
		player_start_ang_y 0x8000
		player_goal_pose 1

		medal_score_bronze 030000
		medal_score_silver 011000
		medal_score_gold 004000
	}
	mission 3 {
		mission_type 0x80000	#タイムアタック
		mission_targets 90	#90秒

		player_start_pos 9919.380 250.0 -7375.799
		player_start_ang_y 0x0000
		player_goal_pose 1

		medal_score_bronze 012000
		medal_score_silver 010000
		medal_score_gold 004800
	}
	mission 4 {
		mission_type 0x400000	#ダメージ喰らうな!ミッション

		player_start_pos 9782.730 -59.838 -2955.459
		player_start_ang_y 0xc000
		player_goal_pose 1

		medal_score_bronze 013000
		medal_score_silver 010000
		medal_score_gold 005000
	}
}

#宮殿を守るマジンを倒せ
stage stg072 {
	mission 1 {
		mission_type 0x4	#エネミーを規定数倒せ
		mission_targets 20	#エネミー20体

		player_start_pos 7774.5 0.0 -1800.0
		player_start_ang_y 0x4000
		player_goal_pose 3

		medal_score_bronze 050000
		medal_score_silver 023000
		medal_score_gold 014000
	}
	mission 2 {
		mission_type 0x40000	#敵を倒すな!ミッション

		player_start_pos 7774.5 0.0 -1800.0
		player_start_ang_y 0x4000
		player_goal_pose 1

		medal_score_bronze 030000
		medal_score_silver 013000
		medal_score_gold 011000
	}
	mission 3 {
		mission_type 1		#リングを集めろ!ミッション
		mission_targets 100	#リング100個

		player_start_pos 7774.5 0.0 -1800.0
		player_start_ang_y 0x4000
		player_goal_pose 3

		medal_score_bronze 013000
		medal_score_silver 005000
		medal_score_gold 003500
	}
	mission 4 {
		mission_type 0x10	#リングコンボ決めろ!ミッション
		mission_targets 100	#チェイン100

		player_start_pos 7774.5 0.0 -1800.0
		player_start_ang_y 0x4000
		player_goal_pose 3

		medal_score_bronze 010000
		medal_score_silver 005000
		medal_score_gold 004000
	}
}

stage stg073 {
	mission 1 {
		player_start_pos 50000.0 0.0 0.0
		player_start_ang_y 0x8000

		medal_score_bronze 060000
		medal_score_silver 030000
		medal_score_gold 022000
	}
	mission 2 {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000

		medal_score_bronze 0
		medal_score_silver 1000000
		medal_score_gold 1000000
	}
	mission 3 {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000

		medal_score_bronze 0
		medal_score_silver 1000000
		medal_score_gold 1000000
	}
	mission 4 {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000

		medal_score_bronze 0
		medal_score_silver 1000000
		medal_score_gold 1000000
	}
}

#####stg08##################################################

stage stg080 {
	mission 1 {
		player_start_pos 50000.0 0.0 0.0
		player_start_ang_y 0x8000

		medal_score_bronze 050000
		medal_score_silver 030000
		medal_score_gold 023000
	}
}

#####stg10##################################################

stage stg100 {
	mission 1 {
		mission_type 1		#リングを集めろ!ミッション
		mission_targets 50	#リング50個

		player_start_pos 1.75 0.0 1612.63
		player_start_ang_y 8375

		medal_score_bronze 003000         #猿楽庁
		medal_score_silver 002200
		medal_score_gold 002000
	}
}
#フリーラン(逆走)
stage stg101 {
	mission 1 {
		mission_type 0x80000		#タイムアタック
		mission_targets 90		#90秒

		player_start_pos 0.0 0.0 98.0
		player_start_ang_y 0x0000

		medal_score_bronze 014500         #猿楽庁
		medal_score_silver 011000
		medal_score_gold 005500
	}
}
#大ジャンプ
stage stg102 {
	mission 1 {
		player_start_pos -3.87 0.0 266.20
		player_start_ang_y 8000

		medal_score_bronze 003500         #猿楽庁
		medal_score_silver 002000
		medal_score_gold 001700
	}
}
#ジャンプダッシュ
stage stg103 {
	mission 1 {
		player_start_pos 1929.74 -98.67 -345.93
		player_start_ang_y e0fa

		medal_score_bronze 003500        #猿楽庁
		medal_score_silver 002600
		medal_score_gold 002300
	}
}
stage stg104 {
	mission 1 {
		mission_type 0x4	#エネミーを規定数倒せ
		mission_targets 10	#エネミー10体

		player_start_pos 1186.31 -50.0 424.30
		player_start_ang_y e08c

		medal_score_bronze 004000         #猿楽庁
		medal_score_silver 002800
		medal_score_gold 002500
	}
}
#ブレーキ
stage stg105 {
	mission 1 {
		player_start_pos 947.31 0.0 -3196.23
		player_start_ang_y 4869

		medal_score_bronze 003500         #猿楽庁
		medal_score_silver 002200
		medal_score_gold 002000
	}
}
#バック
stage stg106 {
	mission 1 {
		player_start_pos 1.932449 0.0 -24.464035
		player_start_ang_y 0x8032

		mission_type 1		#リングを集めろ!ミッション
		mission_targets 25	#リング25個

		medal_score_bronze 001000         #猿楽庁
		medal_score_silver 000600
		medal_score_gold 000500
	}
}
stage stg107 {
	mission 1 {
		mission_type 0x8000	#プレーヤーアクションカウント:ショートジャンプ
		mission_targets 10	#10回

		player_start_pos 0.918245 0.0 1431.853516
		player_start_ang_y 0x7fe1

		medal_score_bronze 002500         #猿楽庁
		medal_score_silver 001800
		medal_score_gold 001500
	}
}
stage stg108 {
	mission 1 {
#グラインド
		player_start_pos 0.22314 0.0 1517.205566
		player_start_ang_y 0x8000

		medal_score_bronze 002700
		medal_score_silver 002100
		medal_score_gold 001900
	}
}
stage stg109 {
	mission 1 {
		mission_type 0x8000	#プレーヤーアクションカウント:スピードブレイク
		mission_targets 1	#1回

		player_start_pos 1.75 0.0 1612.63
		player_start_ang_y 8375

		medal_score_bronze 001000
		medal_score_silver 000830
		medal_score_gold 000700
	}
}
#タイムブレイク
stage stg110 {
	mission 1 {
		player_start_pos 1.75 0.0 1612.63
		player_start_ang_y 8375

		medal_score_bronze 001800
		medal_score_silver 000800
		medal_score_gold 000700
	}
}
#スライディング
stage stg111 {
	mission 1 {
		player_start_pos 996.76 0.0 -3200.53
		player_start_ang_y 3ff4

#		mission_type 0x4	#エネミーを規定数倒せ
#		mission_targets 3	#エネミー5体
		mission_type 0x8000	#プレーヤーアクションカウント:ボルカニックスライドでエネミーを規定数倒す
		mission_targets 3	#5体

		medal_score_bronze 000800
		medal_score_silver 000500
		medal_score_gold 000300
	}
}
#スローインサーチ
stage stg112 {
	mission 1 {
		player_start_pos 1.75 0.0 1612.63
		player_start_ang_y 8375

#		mission_type 0x4	#エネミーを規定数倒せ
#		mission_targets 3	#エネミー3体
		mission_type 0x8000	#プレーヤーアクションカウント:スロー中にエネミーを規定数倒す
		mission_targets 3	#3体

		medal_score_bronze 002000
		medal_score_silver 001000
		medal_score_gold 000700
	}
}
#ファイヤーゲイズ
stage stg113 {
	mission 1 {
		player_start_pos 0.918245 0.0 1431.853516
		player_start_ang_y 0x7fe1

		mission_type 0x8000	#プレーヤーアクションカウント:ファイヤーゲイズで木箱を壊せ!
		mission_targets 20	#20個

		medal_score_bronze 003000
		medal_score_silver 001800
		medal_score_gold 001300
	}
}
#ダウンキャンセル
stage stg114 {
	mission 1 {
		player_start_pos 2068.44 -96.12 -503.06
		player_start_ang_y e2a7
		player_goal_pose 3

		mission_type 0x8000	#プレーヤーアクションカウント:ダウンキャンセル
		mission_targets 1	#1回

		medal_score_bronze 001500
		medal_score_silver 000800
		medal_score_gold 000500
	}
}
#バックステップ
stage stg115 {
	mission 1 {
		player_start_pos 1.932449 0.0 -24.464035
		player_start_ang_y 0x8032
		player_goal_pose 3  # 0..何もなし 1...その場ポーズ 2...走り去る 3...すぐにフェード

		mission_type 0x8000	#バックステップでリングを集めろ!ミッション
		mission_targets 10	#リング10個

		medal_score_bronze 001500
		medal_score_silver 000600
		medal_score_gold 000500
	}
}
#腹ジャンプ
stage stg116 {
	mission 1 {
		player_start_pos 1.932449 0.0 -24.464035
		player_start_ang_y 0x8032

		medal_score_bronze 004500
		medal_score_silver 002000
		medal_score_gold 001600
	}
}
#ミニターボ
stage stg117 {
	mission 1 {
		mission_type 0x8000	#プレーヤーアクションカウント:ミニターボ
		mission_targets 1	#1回

		player_start_pos 1.75 0.0 1612.63
		player_start_ang_y 8375

		medal_score_bronze 000900
		medal_score_silver 000730
		medal_score_gold 000400
	}
}
stage stg118 {
	mission 1 {
		mission_type 0x8000	#プレーヤーアクションカウント:ロケットスタート
		mission_targets 1	#1回

		player_start_pos 1.75 0.0 1612.63
		player_start_ang_y 8375

		medal_score_bronze 001000
		medal_score_silver 000700
		medal_score_gold 000500
	}
}
stage stg119 {
	mission 1 {
		mission_type 0x8000	#プレーヤーアクションカウント:ワイルドダッシュ
		mission_targets 1	#1回

		player_start_pos 1.75 0.0 1612.63
		player_start_ang_y 8375

		medal_score_bronze 001100
		medal_score_silver 000900
		medal_score_gold 000800
	}
}
#フリーラン(順走)
stage stg125 {
	mission 1 {
		mission_type 0x80000	#タイムアタック
		mission_targets 90	#90秒

		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000

		medal_score_bronze 014500
		medal_score_silver 011000
		medal_score_gold 005500
	}
}

#####stg90##################################################

stage stg901 {
	mission 1 {
		player_start_pos 50000.0 0.0 0.0
		player_start_ang_y 0x8000
	}
}

stage stg902 {
	mission 1 {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000
	}
}

stage stg903 {
	mission 1 {
		player_start_pos 0.0 0.0 0.0
		player_start_ang_y 0x8000
	}
}

effectsetid.txt

#set effect ID list
#2006/07/18
#nakayama yuji

name stg010 3
	input 0 100.0 stage\stg01\ef_r_torch_fire.pef		#台座の炎(大)
	input 1 100.0 stage\stg010\ef_r_obj_suna_ketirasi2.pef	#砂煙
	input 2 100.0 stage\stg010\ef_r_obj_suna_taki.pef	#砂煙(滝ノ下)

name stg011 2
	input 0 100.0 stage\stg01\ef_r_torch_fire.pef		#台座の炎(大)
	input 1 10.0 stage\stg01\ef_r_torch_fire_small.pef	#台座の炎(小)

name stg013 1
	input 0 100.0 stage\stg01\ef_r_torch_fire.pef		#台座の炎(大)
 
name stg020 1
        input 0 100.0 stage\stg02\ef_r_miz_takiA.pef		#滝の水しぶき(大)

name stg021 1
        input 0 100.0 stage\stg02\ef_r_miz_takiA.pef		#滝の水しぶき(大)

name stg022 1
        input 0 100.0 stage\stg02\ef_r_miz_takiA.pef		#滝の水しぶき(大)

name stg030 2
        input 0 10.0 stage\stg03\ef_r_st03_nomal_steam.pef	#漏れ蒸気
        input 1 10.0 stage\stg03\ef_r_s3_fire_small2.pef	#台座の炎(小)

name stg031 2
        input 0 10.0 stage\stg03\ef_r_st03_nomal_steam.pef	#漏れ蒸気
        input 1 10.0 stage\stg03\ef_r_s3_fire_small2.pef	#台座の炎(小)

name stg033 2
        input 0 10.0 stage\stg03\ef_r_st03_nomal_steam.pef	#漏れ蒸気
        input 1 10.0 stage\stg03\ef_r_s3_fire_small2.pef	#台座の炎(小)

name stg040 2
        input 0 100.0 stage\stg04\ef_r_torch_fire_bluew.pef	#青い炎
        input 1 10.0 stage\stg04\ef_r_s4_fire_small2.pef	#台座の炎(小)

name stg041 2
        input 0 100.0 stage\stg04\ef_r_torch_fire_bluew.pef	#青い炎
        input 1 10.0 stage\stg04\ef_r_s4_fire_small2.pef	#台座の炎(小)

name stg042 2
        input 0 100.0 stage\stg04\ef_r_torch_fire_bluew.pef	#青い炎
        input 1 10.0 stage\stg04\ef_r_s4_fire_small2.pef	#台座の炎(小)

name stg050 3
        input 0 10.0 stage\stg05\ef_r_torch_fire_small2.pef	#台座の炎(小)
        input 1 10.0 stage\stg05\ef_r_torch_fire_small_blue.pef	#台座の炎(青)
        input 2 100.0 stage\stg05\ef_r_s5obj_top_wave.pef	#津波のしぶき(大)

name stg051 1
        input 0 10.0 stage\stg05\ef_r_torch_fire_small2.pef	#台座の炎(小)

name stg052 1
        input 0 10.0 stage\stg05\ef_r_torch_fire_small2.pef	#台座の炎(小)

name stg070 3
        input 0 100.0 stage\stg07\ef_r_s7obj_torch_fire.pef	#台座の炎(大)
        input 1 100.0 stage\stg07\ef_r_s7obj_door_smoke.pef	#黒壁の黒もや
        input 2 100.0 stage\stg07\ef_r_s7obj_poison_gas_open.pef	#ガス噴射

stage_setround_data.txt

#周回セット用のスクリプトファイルです。
# ステージ名
#{
# ....(セット内容)
# }
#というように書いてください。
#コマンド
#/数字 周回数です。基本的に抜けが無いようにしてください。
#+? ?グループのセットを追加 この後必ずスペースを開けてください。
#-? ?グループのセットを削除
#!P? ループ ?周のセットに戻る
#途中で改行をはさんでもいいですが、周回情報途中での改行は避けてください(/の前で改行)
#ひとつの周回で複数追加(削除)したいときは、 +A +B のように1グループずつ書いてください。
#例
#stg001で、
#1周目でAグループ追加
#2周目でB追加
#3周目でAを削除・Cを追加
#4周目でBを削除
#5周目は2週目に戻る
#以下2~5を繰り返し
#stg001
#{
# /1 +A /2 +B /3 -A +C /4 -B /5 !P2
#}



#stg901
#{
# /1 +A /2 !P1
#}


stg011
#A	難しいので1st実装しない
#B	2周目
#C	1stの1周目
#D	リング
#E	トゲトラップ
#F	1stの1周目
#G	火炎放射器
#H	Cセットの退避
#I	1stの2周目
#J	1stの3周目
#K、L、M、N、O
#Q、R、S、T、U
#V、W、X、Y、Z
{
 /1 +C		# 
 /2 -C +I	#
 /3 -I +J +G	#
 /4 -J -G -I +C	#
 /5 -C +I	#
 /6 !P4			#LOOP
}

stg010_act_ene_data.txt

# stg010_act_ene_data.txt
# date 2006/05/18
# author Nobuo Nakagawa

#エネミーのプリセット項目の指定を行います

#==================
# 魔人(飛行タイプ)
#==================

#----------------------------------------------------------
# 基本となるノーマル魔人プリセット(=default_majin_f_normal)
#----------------------------------------------------------

majin_f{
	preset default_majin_f_normal # プリセット名
	range 100                     # 索敵レンジ指定(1~)
	damage_max 1                  # 最大ダメージ指定(1~)
	color 0                       # 色指定(0~2)
	appear_range 30               # 出現レンジ
	appear_type 0                 # 出現タイプ
	on_time 60                    # 出現時間
	off_time 30                   # 消滅時間
	fire_on_time 0                # 炎吐き時間
	fire_off_time 0               # 炎休み時間
	fire_rot_speed -10            # 炎回転速度
	vanish_frame 60               # 消滅時間
	extension_work 0xffffffff     # 拡張ワーク
}

#-----------------------------------------------------------------------------------------
# default 指定したもの(=default_majin_f_normal)との差のみ記述。
#-----------------------------------------------------------------------------------------

majin_f{
	preset majin_f_normal::default_majin_f_normal
	color 1
}

#==================
# 魔人(移動タイプ)
#==================

#----------------------------------------------------------
# 基本となる魔人(移動タイプ)プリセット(default_majin_m)
#----------------------------------------------------------

majin_m{
	preset default_majin_m   # プリセット名
	appear_type         1    # 出現条件(セットレンジ、出現レンジ、スイッチ、タイマーOFF & ON、タイマーON & OFF)
	appear_range       20    # 出現レンジ
	appear_method       0    # 出現方法(モーション指定、エフェクトで出現)
	appear_motion       0    # 出現モーション
	appear_motion_spd  10    # 出現モーション再生速度(0.1倍から10倍まで対応)
	search_type         0    # 索敵方法(球範囲、箱範囲、なし)
	search_range       30    # 索敵レンジ指定
	move_type           1    # 通常移動(モーション、モーションループ、徘徊)
	move_motion         3    # 通常移動モーション
	move_motion_spd    10    # 通常移動モーション再生速度(0.1倍から10倍まで対応)
	move_range         50    # 通常移動範囲
	on_time             0    # 出現時間
	off_time            0    # 消滅時間
	fire_on_time        0    # 炎吐いている時間
	fire_off_time       0    # 炎休み時間
	fire_rot_speed      0    # 炎吐きながら回転している回転速度
	vanish_frame        0    # 消滅時間(0ならその場で死亡)
	color               1    # 色指定
	damage_max          1    # ダメージ指定
	round_ofs_x         0    # 往復移動オフセットX(-100~100)
	round_ofs_y         0    # 往復移動オフセットY(-100~100)
	round_ofs_z         0    # 往復移動オフセットZ(-100~100)
}

stg020_act_ene_data.txt

# stg020_act_ene_data.txt
# date 2006/07/29
# author Nobuo Nakagawa

#エネミーのプリセット項目の指定を行います

#==================
# 魔人(移動タイプ)
#==================

#----------------------------------------------------------
# 基本となる魔人(移動タイプ)プリセット(default_majin_m)
#----------------------------------------------------------

majin_m{
	preset default_majin_m # プリセット名
	appear_type        1     # 出現条件(セットレンジ、出現レンジ、スイッチ、タイマーOFF & ON、タイマーON & OFF)
	appear_range       0     # 出現レンジ
	appear_method      0     # 出現方法(モーション指定、エフェクトで出現)
	appear_motion      0     # 出現モーション
	appear_motion_spd 10     # 出現モーション再生速度(0.1倍から10倍まで対応)
	search_type        0     # 索敵方法(球範囲、箱範囲、なし)
	search_range      10     # 索敵レンジ指定
	move_type          0     # 通常移動(モーション、モーションループ、徘徊)
	move_motion        0     # 通常移動モーション
	move_motion_spd    0     # 通常移動モーション再生速度(0.1倍から10倍まで対応)
	move_range         0     # 通常移動範囲
	on_time            0     # 出現時間
	off_time           0     # 消滅時間
	fire_on_time       0     # 炎吐いている時間
	fire_off_time      0     # 炎休み時間
	fire_rot_speed     0     # 炎吐きながら回転している時間
	vanish_frame       0     # 消滅時間(0ならその場で死亡)
	color              0     # 色指定
}

#----------------------------------------------------------
# モーション違いの魔人(移動タイプ)プリセット(majin_m_right)
#----------------------------------------------------------

majin_m{
	preset        majin_m_right::default_majin_m
	appear_motion 1
}

stg030_act_ene_data.txt

# stg030_act_ene_data.txt
# date 2006/07/124
# author Nobuo Nakagawa

#エネミーのプリセット項目の指定を行います

#==================
# ゴーレム魔人
#==================

#----------------------------------------------------------
# 基本となるゴーレム魔人プリセット(default_golem_majin)
#----------------------------------------------------------

golem_majin{
	preset default_golem_majin # プリセット名
	mv_length 50               # 往復移動範囲(0~)
	attention_range_x 150      # 動き始め索敵範囲X(1~)
	attention_range_y 150      # 動き始め索敵範囲Y(1~)
	attention_range_z 150      # 動き始め索敵範囲Z(1~)
	attention_ofs_x 0          # 動き始め索敵範囲オフセットX(-100~100)
	attention_ofs_x 0          # 動き始め索敵範囲オフセットY(-100~100)
	attention_ofs_x 0          # 動き始め索敵範囲オフセットZ(-100~100)
	search_range_x 150         # 攻撃索敵範囲X(1~)
	search_range_y 150         # 攻撃索敵範囲Y(1~)
	search_range_z 150         # 攻撃索敵範囲Z(1~)
	search_ofs_x 0             # 攻撃索敵範囲オフセットX(-100~100)
	search_ofs_y 0             # 攻撃索敵範囲オフセットY(-100~100)
	search_ofs_z 0             # 攻撃索敵範囲オフセットZ(-100~100)
	gas_tank_speed 10          # ガスタンク速度(1~)
	post_ev_sw_id -1           # 倒した後のスイッチを入れるCOM_ID(-1:スイッチを入れない)
}

#----------------------------------------------------------
# 索敵範囲広めのゴーレム魔人プリセット(wide_golem_majin)
#----------------------------------------------------------

golem_majin{
	preset wide_golem_majin::default_golem_majin
	search_range_x 200
	search_range_y 200
	search_range_z 200
}

stg040_act_ene_data.txt

# # stg030_act_ene_data.txt
# date 2006/07/124
# author Masayoshi Kamai

#エネミーのプリセット項目の指定を行います

#==================
# スケルトン魔人
#==================

#----------------------------------------------------------
# 基本となるスケルトン魔人プリセット( default_skeleton_majin )
#----------------------------------------------------------

skeleton_majin{
	preset default_skeleton_majin       # プリセット名
	exec_mode 0                         # 処理モード
	attack_begining_probability_init 30 # 初期攻撃開始確率
	attack_begining_probability_max 60  # 最大攻撃開始確率
	attack_begining_probability_min 20  # 最小攻撃開始確率
	sword_attack_probability_init 70    # 初期剣攻撃確率
	sword_attack_probability_max 80     # 最大剣攻撃確率
	sword_attack_probability_min 60     # 最小剣攻撃確率
	search_near_range 10                # 近距離索敵レンジ
	search_far_range 10                 # 遠距離索敵レンジ
	rolling_attack_time 14              # 回転攻撃持続時間
	disable_knock_back 0                 # ノックバック無効
}


#----------------------------------------------------------
# 剣攻撃しかしないスケルトン魔人プリセット( sword_skeleton_majin )
#----------------------------------------------------------

skeleton_majin{
	preset sword_skeleton_majin::default_skeleton_majin
	sword_attack_probability_init 100    # 初期剣攻撃確率
	sword_attack_probability_max 100     # 最大剣攻撃確率
	sword_attack_probability_min 100     # 最小剣攻撃確率
}	


#----------------------------------------------------------
# 回転攻撃しかしないスケルトン魔人プリセット( rolling_skeleton_majin )
#----------------------------------------------------------

skeleton_majin{
	preset rolling_skeleton_majin::default_skeleton_majin
	sword_attack_probability_init 0    # 初期剣攻撃確率
	sword_attack_probability_max 0     # 最大剣攻撃確率
	sword_attack_probability_min 0     # 最小剣攻撃確率
}	

stg050_act_ene_data.txt

# stg030_act_ene_data.txt
# date 2006/09/24
# author Nobuo Nakagawa

#エネミーのプリセット項目の指定を行います

#==================
# ツノ魔人
#==================

#----------------------------------------------------------
# 基本となるツノ魔人プリセット(default_horn_majin)
#----------------------------------------------------------

horn_majin{
	preset default_horn_majin # プリセット名
	appear_type       0       # 出現タイプ(0:set range,1~:switch:01~) 
	appear_ofs_x      0       # 出現位置オフセットx
	appear_ofs_y      0       # 出現位置オフセットy
	appear_ofs_z      0       # 出現位置オフセットz
	mv_length       100       # 往復移動距離指定
	mv_width         50       # 往復移動幅指定
	mv_speed          0       # 移動速度
	search_range      0       # 索的範囲
	search_ofs_x      0       # 索的位置オフセットx
	search_ofs_y      0       # 索的位置オフセットy
	search_ofs_z      0       # 索的位置オフセットz
	search2_range     0       # 索的範囲2
	search2_ofs_x     0       # 索的位置2オフセットx
	search2_ofs_y     0       # 索的位置2オフセットy
	search2_ofs_z     0       # 索的位置2オフセットz
	spark_time       10       # 放電時間指定
	venom_speed      10       # 毒液速度
	spark_venom_rate 50       # 放電あるいは毒液攻撃を行う割合
	spark_wait       10       # 放電攻撃を行うまでの時間
	venom_wait       30       # 毒液攻撃を行うまでの時間
}

#-----------------------------------------------
# 動かないツノ魔人プリセット(static_horn_majin)
#-----------------------------------------------

horn_majin{
	preset static_horn_majin::default_horn_majin
	mv_length 0
}

stg060_act_ene_data.txt

# stg060_act_ene_data.txt
# date 2006/08/24
# author Masayoshi Kamai

# エネミーのプリセット項目の指定を行います

#==================
# ガーゴイル魔人
#==================

#----------------------------------------------------------
# 基本となるガーゴイル魔人プリセット( default_gargoyle_majin )
#----------------------------------------------------------

gargoyle_majin{
	preset default_gargoyle_majin       # プリセット名
	exec_mode 0                         # 処理モード
	appear_type 0                       # 登場タイプ
	view_range 1                        # 視界角度
	communication_id 0                  # 専用スイッチとの通信用コミュニケーションID (オーラロードモード専用)
	search_range 255                    # 索敵レンジ
	move_speed 20                       # 飛行時の速度
	blast_counter_prob 20               # 超反応突風攻撃発生確率
	turf_x 50                           # 縄張り幅
	turf_y 50                           # 縄張高さ
	turf_z 50                           # 縄張り奥行き
	turf_offset_x 0                     # セット位置から縄張り中心へのオフセット
	turf_offset_y 0                     # セット位置から縄張り中心へのオフセット
	turf_offset_z 0                     # セット位置から縄張り中心へのオフセット
	tracer_attack_interval 10           # 追跡モードでの攻撃間隔
	tracer_alive_time 120               # 追跡モードでの追跡有効時間
	road_available_time 200             # オーラロード有効時間
	distance_with_player 100            # プレイヤーとの距離
}


#----------------------------------------------------------
# 追跡者タイプのガーゴイル魔人プリセット( tracer_gargoyle_majin )
#----------------------------------------------------------

gargoyle_majin{
	preset tracer_gargoyle_majin::default_gargoyle_majin
	exec_mode 1                         # 処理モード
}	


#----------------------------------------------------------
# オーラロードガーゴイル魔人プリセット( gargoyle_majin_a )
#----------------------------------------------------------

gargoyle_majin{
	preset aura_gargoyle_majin::default_gargoyle_majin
	communication_id 100                # 専用スイッチとの通信用コミュニケーションID (オーラロードモード専用)
	distance_with_player 100            # プレイヤーとの距離
}	
(Source: DarthDub)

References