This is a sub-page of LEGO Worlds.
ENTITLEMENTS.XML#
A file containing filenames for released and unreleased DLC.
The "Zoo" DLC was never released or announced, but graphics for it are leftover in The LEGO Movie 2 Videogame.
Strangely, the Monsters DLC pack is numbered after Survivor, and DLC_NAME01, 02, 04, and 05 are missing.
<Root>
<Entitlement Name="BLUE_Pug-Z" Type="Call">
<Function Name="BLUE_Pug-Z"/>
</Entitlement>
<Entitlement Name="Classic Space" CornwallTag="DLC_NAME03" Type="DLC">
<ProductID>A17F8E33-D52F-430C-879A-0875C8592E98</ProductID>
</Entitlement>
<Entitlement Name="Monster" CornwallTag="DLC_NAME07" Type="DLC">
<ProductID>B942A340-EC03-4C69-AE35-7ACB5E902682</ProductID>
</Entitlement>
<Entitlement Name="Survivor" CornwallTag="DLC_NAME06" Type="DLC">
<ProductID>E79DC72F-DDB2-4453-BB30-845B84DB6D21</ProductID>
</Entitlement>
<Entitlement Name="Seasonal" CornwallTag="DLC_NAME08" Type="Free">
<ProductID>E1C0D84C4-4E78-4127-9BAB-5AE6A0D5BDA1</ProductID>
</Entitlement>
<Entitlement Name="Zoo" CornwallTag="DLC_NAME09" Type="DLC">
<ProductID>519911E1-A002-482A-BCBA-C357DD4880CA</ProductID>
</Entitlement>
<Entitlement Name="2017_Showcase" CornwallTag="DLC_NAME10" Type="DLC">
<ProductID>7430D539-A7C9-4236-B3EA-0D7E387CCB29</ProductID>
</Entitlement>
<Entitlement Name="2018_Showcase" CornwallTag="DLC_NAME11" Type="DLC">
<ProductID>6708C039-521A-45D3-9F5C-3DF67488E189</ProductID>
</Entitlement>
<!-- Nexo Knights related entitlement -->
<Entitlement Name="ENT_Lance_Limo" Type="Box">
<Key>Key_Lance</Key>
</Entitlement>
<Entitlement Name="ENT_Banshee_Prison_Carrriage" Type="Box">
<Key>Key_Banshee</Key>
</Entitlement>
</Root>
Removed Quests#
Marked off quests exist in multiple scripts.
ABILITIES.TXT
The police and fire quests ended up being used for the showcase builds.
//txt_file "abilities/Gadgets/Savanna.txt" // <- PConnor - commented out until abilities get added to this file
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/Fireman_60107.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/Firewoman_60107.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/PoliceATVDriver.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/PoliceGirl_60136.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/Robber_60135.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/RomanEmperor.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Creatures/FireDog_60110.txt"
FETCHQUESTS.TXT
//ability_start "TradeShield_SwampPolice_F"
//addon_start "MechQuestFetchAbility"
//FetchGroup_start = "Shield_SwampPolice_F"
//Weight = 1.0
//RequireItem = "Rifle"
//AwardItem = "Shield"
//FetchGroup_end
//addon_end
//ability_end
//ability_start "TradePickaxe_Girl"
//addon_start "MechQuestFetchAbility"
//FetchGroup_start = "Pickaxe_Girl"
//Weight = 1.0
//RequireItem = "Bagpipes"
//AwardItem = "Pickaxe"
//FetchGroup_end
//addon_end
//ability_end
//ability_start "PirareF_CutlassFetch"
// addon_start "MechQuestFetchAbility"
// FetchGroup_start = "PirateFFetchCutlass"
// Weight = 1.0
// Require Item = "Cutlass"
// FetchGroup_end
// addon_end
//ability_end
HERDCREATUREQUESTS.TXT
//ability_start "HerdCreature_1_Cowboy"
// addon_start "MechQuestHerdCreature"
// AddCreature = "BULL_BROWN", SpawnQuantity = 2, RequestedQuantity = 3
// AddCreature = "COW_BROWN", SpawnQuantity = 1, RequestedQuantity = 3
// MinSpawnRange=4
// MaxSpawnRange=6
// CompletionRange=2
// FailRange=10
// MaxCreatureWanderRange=10
// addon_end
//ability_end
LXFMLPLACEMENTQUESTS.TXT
"LXFML" is the internal name for the brick builds.
\\ability_start "LXFMLPlacement_PirateGirl_KrowsNest"
\\subability_start "LXFMLPlacementQuest_SuppressAbilities"
\\subability_end
\\addon_start "MechQuestPlaceLXFMLImplementationAbility"
\\AddLXFML_start = "PirateIsles/PLKROWSNEST.LXFML"
\\OffsetX = 22
\\OffsetZ = -10
\\Orientation = W
\\AddLXFML_end
\\addon_end
\\ability_end
PHOTOSNAPQUESTS.TXT
//ability_start "PhotoSnap_1_Octopus"
// addon_start "MechQuestPhotoSnap"
// LensItemName="Camera"
// AddVehicleTarget="Octopus_DarkRed"
// addon_end
//ability_end
BUILDQUESTS.TXT
//ability_start "Build_StarterWorld_Builder60076_B_1"
// addon_start "MechQuestBuildAbility"
// //PerformCameraIntro
// MinimumBricksRequired = 50
// BonusBricksRequired = 100
// BonusPropTypesRequired = 1
// RequiresWalls
// AddRequiredPropType = "Functional/Campfire", RequestedCount = 1, RequestType = AtLeast
// AddRequiredPropType = "Generic/GenDoubleSofa", RequestedCount = 3, RequestType = AtLeast
// AddBonusPropType = "PirateIsles/SandCastle1", RequestedCount = 1, RequestType = AtLeast
// addon_end
//ability_end
// Test for an ad-hoc build quest
//ability_start "Build_Sheriff"
// addon_start "MechQuestBuildAbility"
// MinimumBricksRequired = 25
// BonusBricksRequired = 50
// PositionOffset = <-4.15f, 0.2f, -0.1f>
// SizeOffset = <1.7f, 1.0f, 2.0f>
// SizeIsAbsolute
// //AddRequiredPropType = "Western/WesternSaloonStool", RequestedCount = 3, RequestType = AtLeast
// //AddRequiredPropType = "Western/WesternSaloonTableRound", RequestedCount = 2, RequestType = AtLeast
// //AddRequiredPropType = "Western/WesternStoreMilkCanister", RequestedCount = 5, RequestType = AtLeast
// //AddRequiredPropType = "Western/WesternStoreBarrels", RequestedCount = 4, RequestType = AtLeast
// addon_end
//ability_end
Android Build Strings#
Text strings leftover in TEXT.CSV relating to an Android port of the game.
Test Levels#
Test level filenames are listed in AREAS.TXT.
//-------------------------------------
// TEST
//-------------------------------------
////MechTEST
area_start
dir "Test\MECHTEST"
file "MechTest"
level "MechTestSys1"
level "MechTestWorld"
level "MechTestLoad"
level "MechTestGUIBoot"
level "MechTestKonstructs"
hub_area
test_area
no_completion_points
area_end
////TechTEST
area_start
dir "Test\TechTest"
file "TechTest"
level "DebCTest"
level "LEGOShaderTest"
test_area
no_completion_points
area_end
////SimulationTEST
area_start
dir "Test\SimulationTest"
file "SimulationTest"
level "ApiRope"
level "DynoTest"
test_area
no_completion_points
area_end
////ApprovalTest
area_start
dir "Test\PropApprovalTest"
file "PropApprovalTest"
level "CreatorApproval"
level "Ninjago"
test_area
no_completion_points
area_end
////ArtTest
area_start
dir "Test\ArtTest"
file "ArtTest"
test_area
no_completion_points
area_end
////ModelTEST
area_start
dir "Test\ModelTEST"
file "ModelTest"
level "VehicleTest"
level "VehcileTest_CityNexo"
test_area
no_completion_points
area_end
////ConstructionTEST
area_start
dir "Test\ConstructionTest"
file "ConstructionTest"
level "JLTest"
test_area
no_completion_points
area_end
Guides & Dev Comments#
Some programmers were nice enough to add guides and comprehensive comments for the other programmers within scripts.
ESCORTQUESTS.TXT
//====================================================================================================
//
// FILE: Escort Quests
// AUTHOR: James Sillett
// EDITORS:
// DATE: 2017/07/06
// DESC: Types of lead to point of interest quest
//
//====================================================================================================
//====================================================================================================
// USER GUIDE
//
// PoiType = "Cell" , "Kolony", "Character", or "Prop"
// PoiSubType (for Cell) = "SafeWater" or "SafeGround"
// PoiSubType (for Kolony) = Kolony name e.g "LandingSiteRegular"
// PoiSubType (for Character) = Character name e.g. "Police_F"
// PoiSubType (for Prop) = Prop classification + Prop name e.g. "Basic/TreeMedium"
// PoiSubType (for Vehicle) = Vehical Name e.g. "MotorCycle"
//
// PoiSearchRadius is the disance you have to be to the target for the quest to trigger complete
// Better to keep this small for cell quest because of the detection method, no restraints with the others
// Will calculate the distance to the centre of the target kolony, character, or prop so take into account it's size when allocating this value
//
// CombatReactionOverrideByAnim does what it says on the tin. If true the default combat behaviour for the character will be overriden with the anim listed.
// If none is listed I think i used idle_scared.
// CombatReactionOverrideAnimName should be the string name for the animation e.g. "wave".
//
// AmbushCountMax is the maximum number of times you can be ambushed during the quest (set to zero to disable ambushes).
//
// AmbusherCountScaling. Okay this is a little confusing but basicly;
// the value you assign here will linearly interpolate between the initial ambush counts (in AddAmbushers) and the scaled value as the waves progress.
// So if your inital spawn count is 2, your scaling is 10.0, wave one will spawn 2, the final wave will spawn 10, the other waves will spawn somewhere in between
//
// AmbusherSimultaneosCountMax is the maximum number of enemies that can be spawned at once.
// Active ambushers die more will continue to spawn till this number of ambushers exist; asuming there are spawn counts remaining.
//
// AmbushIntervalMin / AmbushIntervalMax define the min/max periods of time (seconds) between ambushes.
//
// SpawnDelayMin / SpawnDelayMax is the interval between ambusher spawns during an ambush
// This can be used to stop you overwhelming the player with too many ambushers
//
// SpawnRangeMin / SpawnRangeMax is just the range at which ambushers can spawn.
//
// AmbusherEscapeRange is the distance from an ambusher you must get for them to despawn
//
//
//====================================================================================================
FETCHQUESTS.TXT
// =================================================================================
//
// .=============. Description: Various fetch quest instances
// / (_) (_) (_) /| Author: Phil de Groot
// /-===========-/ | Date: 2016/11/01
// | |/
// '-===========-'
//
// =================================================================================
// So, about these fetch quests. These implementation should replace the old Objective_HaveItem
// entries in the quest just to make it more consistent. Fetch quests abilities should be added
// as a custom data ability.
//
// The fetch quests are setup so you can specify multiple trades in a single ability to reduce
// boilerplate ability data.
// The basic setup is as follows: Each fetch quest can have multiple groups denoted by the
// FetchGroup_start and FetchGroup_end keywords. Each FetchGroup needs to have a unique name
// which is due to how the ability system works.
// Within these fetch groups you can specify the following data:
// Weight - The weighting of this group i.e. the relative chance it will be chosen.
// RequireItem - Name of the item required for the fetch quest. This will be handed over and
// consumed. You can specify any number of required items for a group (up to 5 due
// to thought bubble limitations)
// AwardItem - Name of the item you want to give to the player to facilitate trade quests. Again
// you can specify any number of award items to give to the player.
SKATEBOARDMOVEMENT.TXT
///< an ability to try and make a skateboard behave nicely :)
ability_start "SkateboardCharacterMovement"
subability_start "InertialMovement"
AllowRunStop = false ///< though might be cool to get a skid stop anim made
MinTimeForSlowInitialMovement = 0.0
subability_end
addon_start "SimpleEventReactions"
reaction_start=#GRAVITY_ALIGN
listen_for_event=#OBJECTALIVE, object_has_ability="InertialMovementAtTopSpeed"
add_ability="SkateboardTopSpeedGravityAlign", timeout = 0.5
reaction_end
addon_end
suppress_ability "SuppressAlignWithGravity" ///< AlignGravityToGroundNormalAbility needs this enabled
ability_end
TERRAFORMING.TXT
ability_start MoleMachineVehicleControls
// TEMPORARY ability? Should get removed when input is set up correctly.
subability_start "BadgerVehicleControls"
ROTATIONAL_CONTROLS
ALTITUDE_FROM_LEFTSTICK
DIRECTIONAL_CONTROLS
ALTITUDE_FROM_BUTTONS
ALLOW_THROTTLE_BUTTON_WHEN_ALTITUDE_FROM_BUTTON
subability_end
ability_end
VEHICLEANIMOVERRIDES.TXT
ability_start "StageCoachAnimController"
// We're using the flying vehicle anim controller because it does exactly what we need on ground.
subability_start "FlyingVehicleAnimControllerAbility"
anim_idle = "deactivated"
anim_move = "ride"
anim_move_reverse = "Reverse"
use_ground_param = true
subability_end
// Needed for the on-ground check
subability "VehicleOnGroundInfoAbility"
ability_end
COLLECTONLANDING.TXT
//===========================================================================================
// I'm so sorry, can't put this in the Agents DLC content unfortunately because we need to
// attach this to the GENERIC_PLAYER ability which we can't extend in DLC data... :(
ability_start "CollectAgentsUponLanding"
subability_start "BadgerCollectCollectablesOnLandingAbility"
Checkpoint = "LegoAgentsPack"
ValueToSet = "Unlocked"
DisplayMessage = "CONTENT_UNLOCKED_AGENTS"
SetCollectable = AgentChase, CollectableType = "Character", State = "Collected"
SetCollectable = AgentTrace, CollectableType = "Character", State = "Collected"
SetCollectable = DrInferno, CollectableType = "Character", State = "Collected"
SetCollectable = DynaMite, CollectableType = "Character", State = "Collected"
SetCollectable = Octopus_Glow, CollectableType = "Character", State = "Collected"
SetCollectable = AgentsCar_8635, CollectableType = "Character", State = "Collected"
SetCollectable = HeliPack_8631, CollectableType = "Character", State = "Collected"
SetCollectable = HoverJet_8635, CollectableType = "Character", State = "Collected"
SetCollectable = PropBoat_8632, CollectableType = "Character", State = "Collected"
SetCollectable = AgentsPistol, CollectableType = "Item", State = "Collected"
subability_end
ability_end
SUBTHEMES.TXT
//-----------------------------------------------------------------------
// Ability to go onto all player characters. Activates a subtheme when in caves, tunnels or dungeons.
//-----------------------------------------------------------------------
ability_start "DefaultUndergroundSubTheme"
canuseon_edclass "MechCharacter"
subability_start "UndergroundSubThemeAbility"
subtheme_name = "DefaultUnderground"
occlusion_threshold = 0.1
subability_end
ability_end
//-----------------------------------------------------------------------
// Ability to go onto props. Activates a subtheme when a player gets in range.
// This is an example of how to set up an AreaSubThemeAbility.
//-----------------------------------------------------------------------
ability_start "DemonPropAreaSubTheme"
canuseon_edclass "GadgetBase"
subability_start "AreaSubThemeAbility"
subtheme_name = "DemonArea"
range = 2.0
subability_end
ability_end
_ABOUT.TXT
// ======================================================================|pdeGroot|==
//
// .=============. File: _About.txt
// / (_) (_) (_) /| Author: Phil de Groot
// /-===========-/ | Date: 2017/07/07
// | |/ Description: Specific abilities dependent on in what theme
// '-===========-' a character has spawned in.
// Does not update the ability when crossing
// over into a different theme.
//
// Theme specific customisation usage:
// ability_start "MechTerraformThemeSpecificAbility"
// Theme_start = "ThemeA"
// Ability = "Ability1", Weight = 0.2
// Ability = "Ability2", Weight = 0.1
// Ability = "EmptyAbility", Weight = 0.7
// Theme_end
// ability_end
//
// If a character is spawned in ThemeA there is a 20% chance of Ability1, 10% chance
// of Ability2 and a 70% chance of an EmptyAbility being added. Weights do not have to be
// normalised and can be any value.
//
// =================================================================================
CHEATS.TXT
// Defines the cheats for the game
//
// Commands:
// Cheat "Cheat Name" - Starts a new cheat
// Cost <Value> - Defines the amount of coins needed to buy the cheat
// CheatCode "123456" - 6 byte code that can be typed in to the game to unlock the cheat
// UnlockOnRedBrick "Red brick name" - Unlocks the cheat when the specified red brick is collected
// CollectOnRedBrick "Red brick name" - Collects the cheat when the specified red brick is collected
// r <Value 0 - 255> - The red part of the display colour
// g <Value 0 - 255> - The green part of the display colour
// b <Value 0 - 255> - The blue part of the display colour
RULES.TXT
// Defines the collectable rules for the game
//
// Commands:
// Rule InstanceName == StateName - Starts a new rule & specifies the conditions. Also supports '!=', 'and', 'or'
// EndRule - Ends the current rule
// Rule NewContent - This is a predefined rule that gets called on a new game (or when a DLC is installed)
// Unlock InstanceName - Unlocks a collectable instance
// Unlock type.InstanceName - Unlocks a collectable instance & specifies the type if 2 collectables have the same name
// Collect InstanceName - Collects a collectable instance
// Collect type.InstanceName - Collects a collectable instance & specifies the type if 2 collectables have the same name
// SetState InstanceName StateName - Sets the state on the specified collectable instance
// SetState type.InstanceName StateName - Sets the state on the specified collectable instance & specifies the type if 2 collectables have the same name
//
// Example:
// Rule Ghostbusters == Complete
// Collect PeterVenkman
// Unlock GoldBricks.Hub_DC_DC_Quest01
// EndRule
///< -------------------- vehicle unlock rules --------------------
VOCOLLECTABLES.TXT
//Collectables for various VOs that we need to track.
//Basically we have one collectable for each VO that some system might play (like the incidental Quest accepted VOs)
//The collectables are for tracking the last time each of these things has been played.
AddEntry "DX_Narrator_TheObjectsThat"
AddEntry "DX_Narrator_SomeoneElseMight"
CHECKPOINTS_AUTO.TXT#
An extremely simple script in the COLLECTABLES folder. It's like they gave up after they created the script. Here it is in it's entirety.
meh
BANKS.CFG#
A configuration file with seems to reuse strings from LEGO Batman 2.
; ============================================================================
; == ==
; == LEGO - Badger - Streaming track bank config file ==
; == ==
; == Sam Brown ==
; == ==
; == Documentation: http://tt-intranet/wiki/index.php/Audio#Banks.cfg ==
; == ==
; ============================================================================
; ===================================================
; ================ Global settings ==================
; ===================================================
ReportErrors
; ===============================================
; ============== Start of banks ===============
; ===============================================
; === Misc banks ===
; === Hub banks ===
;Bank "Hub_Gotham"
;Track "GothamCity_Qui" Class Quiet Volume 0.26
;Track "Action1" Class Action ;Volume 0.36
;Track "Amb_City" Class Ambience ;Volume 0.30
; === Levels ===