<C>
<P reload="" mapname="Custom Mapname Text" speczone="x,y" image="mouse.png,scaleX,scaleY" kitchensink="checkpoint.png,scaleX,scaleY" size="mouseSize" bgcolor="FF00FF" meep=""/>
<Z>
<S>
<S T="0" X="421" Y="372" L="665" H="76" P="0,0,0.3,0.2,0,0,0,0" contact="id" boost="vx,vy,wind,gravity" explosion="power,radius,miceOnly"/>
</S>
<D/>
<O>
<O X="138" Y="204" C="22" P="0"/>
<O X="230" Y="147" C="22" P="0"/>
</O>
<L>
<JD c="ffffff,10,0.9," P1="303,276.5" P2="650,282.5" tp="vx,vy,relative"/>
</L>
</Z>
</C>
- P
- reload: tells script to load the map's XML so it can exceed ground/object limits
- mapname: custom map name text that appears at the top left corner of the game
- speczone: where the spectators will stay (!spec command)
- image: custom image to change player appearances
- kitchensink: enables checkpoint/parkour mode, you can specify a custom checkpoint image optionally
- size: default mouse size
- bgcolor: background color in hex code
- meep: allow players to use meep power
- S
- contact: allows the script to detect mouse-ground contacts, need to specify a unique number here
- boost: booster parameters to use on contact
- vx, vy = velocity/speed
- wind, gravity = changes wind/gravity for the player that contacts the ground, map should have at least 0.01 wind or gravity for respective effect to be applied for the player
- explosion: creates a spirit like explosion at the point the player touches the ground
- power: explosion power
- radius: radius of explosion
- miceOnly: should affect only mice, otherwise affects objects
- JD
- tp: creates an entrance portal at P1 and exit portal at P2, players exit with specified velocity/speed (vx,vy)