diff --git a/src/TSMapEditor/Config/Default/Actions.ini b/src/TSMapEditor/Config/Default/Actions.ini index e5625a8d8..1a338d058 100644 --- a/src/TSMapEditor/Config/Default/Actions.ini +++ b/src/TSMapEditor/Config/Default/Actions.ini @@ -10,7 +10,7 @@ ; Currently available parameter types (go bash Rampa if you need something added): ; Unused, ; Unknown, -; Number (6), +; Number (9), ; LocalVariable, ; TeamType (7), ; Building, @@ -32,261 +32,214 @@ ; WaypointZZ, ; String, ; GlobalVariable (35), -; House (2) -; Quarry, -; Weapon, -; SpotlightBehaviour, -; RadarEvent, -; StringTableEntry, -; ComparisonType, -; Color, +; HouseType (2), +; StringTableEntry ; A trigger action can have up to 7 parameters. When defining types for these, they range from P1Type= to P7Type=. ; If a trigger action takes a waypoint, typically the waypoint is P7 (this is why FinalSun has "uses waypoint" instead of P7 type). -;0 [NoAction] Name=No Action Description=This is a null action. It will do nothing and is equivalent to not having an action at all. -;1 [WinnerIs] Name=Winner Is Description=The winner will be forced to be the house specified. The game will end immediately. Typically, the player's house is specified. P2Type=HouseType -;2 [LoserIs] Name=Loser Is Description=The loser will be forced to be the house specified. The game will end immediately. Typically, the player's house is specified. P2Type=HouseType -;3 [ProductionBegins] Name=Production Begins Description=The computer's house (as specified) will begin production of units and structures. P2Type=HouseType -;4 [CreateTeam] Name=Create Team Description=Creates a team of the type specified. Recruits team members if possible or else makes the owner of the TeamType build the units from factories. P1Type=-1 P2Type=TeamType -;5 [DestroyTeam] Name=Destroy Team Description=Destroys all instances of the team type specified. The units in those existing teams will remain and be available for recruiting into other teams. P1Type=-1 P2Type=TeamType -;6 [AllToHunt] Name=All to Hunt Description=Forces all units, of the house specified, into 'hunt' mode. They will seek out and destroy their enemies. P2Type=HouseType -;7 [Reinforcement] Name=Reinforcement Description=Create a reinforcement of the specified team. The members of the team WILL be created magically by this action. P1Type=-1 P2Type=TeamType -;8 [DropZoneFlare] Name=Drop Zone Flare Description=Display a drop zone flare at the waypoint specified. The map will also be revealed around that location. P7Type=WaypointZZ -;9 [FireSale] Name=Fire Sale Description=Cause all buildings of the specified house to be sold (for cash and prizes). Typically this is used in the final assault by the computer. P2Type=HouseType -;10 [PlayMovie] Name=Play Movie Description=Displays the specified movie (full screen). The game is paused while this occurs and resumes normally after it completes. P2Type=Movie -;11 [TextTrigger] -Name=Text Trigger (Enhanced with Vinifera) -Description=Displays a text message. Vinifera adds optional customization of color and duration, and allows placeholders like {{g_variableName}} or {{l_variableName}} to be replaced with global or local variable values. Duration is in real-time seconds and unaffected by game speed. -P2Type=Text -P3Type=Color -P3Name=Color (Vinifera) -P4Type=Number -P4Name=Duration (Vinifera) +Name=Text Trigger +Description=Display a stringtable string. +P1Type=-4 +P2Type=StringTableEntry -;12 [DestroyTrigger] Name=Destroy Trigger Description=Destroy all current instances of the trigger type specified. This does not prevent future instances of that trigger >from being created. P1Type=-2 P2Type=Trigger -;13 [AutocreateBegins] Name=Autocreate Begins Description=Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit. P2Type=HouseType -;14 [ChangeHouse] Name=Change House Description=Changes owning house to the one specified for attached objects. P2Type=HouseType -;15 [AllowWin] Name=Allow Win Description=Not functional in Tiberian Sun and Yuri's Revenge. In Red Alert 1, removes one 'blockage' from allowing the player to win. The blockage number is equal the number of triggers created that have this action. -;16 [RevealAllMap] Name=Reveal All Map Description=Reveals the entire map to all players. -;17 [RevealAroundWaypoint] Name=Reveal Around Waypoint Description=Reveals a region of the map to the player around the waypoint specified. P2Type=Waypoint -;18 [RevealZoneOfWaypoint] Name=Reveal Zone of Waypoint Description=Reveals all cells that share the same zone as the waypoint specified. This yields some wierd results. Use with caution. P2Type=Waypoint -;19 [PlaySound] Name=Play Sound Description=Plays the sound effect specified. Use numbers from Sounds.ini. +P1Type=-7 P2Type=Sound -;20 [PlayMusicTheme] Name=Play Music Theme Description=Plays the specified music track. Tracks are listed in Theme.ini. +P1Type=-8 P2Type=Theme -;21 [PlaySpeech] Name=Play Speech Description=Plays the speech sound specified. +P1Type=-6 P2Type=Speech -;22 [ForceTrigger] Name=Force Trigger Description=Force all triggers of this specified type to spring regardless of what its event flags may indicate. P1Type=-2 P2Type=Trigger -;23 [TimerStart] Name=Timer Start Description=Start the global mission timer. -;24 [TimerStop] Name=Timer Stop Description=Stop the global mission timer. -;25 [TimerExtend] Name=Timer Extend Description=Extend the global mission timer by the time specified (in seconds, at 15 FPS). P2Type=Number -;26 [TimerShorten] Name=Timer Shorten Description=Short the global mission timer by the time specified (in seconds, at 15 FPS). It can never be reduced below 'zero' time. P2Type=Number -;27 [TimerSet] Name=Timer Set Description=Set the global mission timer to the value specified (in seconds, at 15 FPS). P2Type=Number -;28 [GlobalSet] Name=Global Set Description=Set the global flag. Global variables are named in the file rules.ini. Global flags can be either 'on/set/true' or 'off/clear/false'. P2Type=GlobalVariable -;29 [GlobalClear] Name=Global Clear Description=Clear the global flag. Global variables are named in the file rules.ini. Global flags can either be 'on/set/true' or 'off/clear/false'. P2Type=GlobalVariable -;30 [AutoBaseBuilding] Name=Auto Base Building Description=Initialize the computer skirmish mode build control to either 'on' or 'off' state. When 'on' the computer takes over as if it were in skirmish mode. (gs make sure he has a con yard) P2Type=Boolean -;31 [GrowShroudOneStep] Name=Grow Shroud One Step Description=Increase the shroud darkness by one step (cell). -;32 [DestroyAttachedObject] Name=Destroy Attached Object Description=Destroy any buildings, bridges, or units that this trigger is attached to. -;33 [Add1TimeSpecialWeapon] Name=Add One-Time Special Weapon Description=Add a one-shot special weapon (as indicated) to the trigger's house. P2Type=SuperWeapon -;34 [AddRepeatingSpecialWeapon] Name=Add Repeating Special Weapon Description=Add a permanent special weapon (as indicated) to the trigger's house. P2Type=SuperWeapon -;35 [PreferredTarget] Name=Preferred Target Description=Specify what the trigger's house should use as its preferred target when using special weapon attacks. P2Type=Quarry -;36 [AllChangeHouse] Name=All Change House Description=All objects of the trigger owner's house change ownership to specified house. P2Type=HouseType -;37 [MakeAlly] Name=Make Ally Description=Cause this trigger's house to ally with the specified house, and the specified house to ally with this trigger's house (two-way alliance). P2Type=HouseType -;38 [MakeEnemy] Name=Make Enemy Description=Cause this trigger's house to un-ally (declare war) with the house specified. P2Type=HouseType -;39 [ChangeZoomLevel] Name=Change Zoom Level Description=Changes the zoom out level of the player's radar map. Use 1 for normal view, 2 for zoomed out. P2Type=Number -;40 [ResizePlayerView] Name=Resize Player View Description=Changes the player's viewing rectangle area in the map. Enter as: x, y, w, h where x, y gives the upper left corner and w, h give the width and height. @@ -299,49 +252,41 @@ P5Name=Width P6Type=Number P6Name=Height -;41 [PlayAnimAt] Name=Play Anim at Description=Plays the specified anim in the specified cell. Use index from [Animations] section in rules.ini. P2Type=Animation P7Type=WaypointZZ -;42 [DoExplosionAt] Name=Do Explosion at Description=Creates an explosion at the specified waypoint using the specified weapon's warhead. Uses 0-based index from game's internal WeaponTypes list. The provided list only includes items from the [Weapons] section in rules.ini. P2Type=Weapon P7Type=WaypointZZ -;43 [CreateVoxelAnimAt] Name=Create VoxelAnim at Description=Creates a VoxelAnim (uses 0-based index from VoxelAnims list) at the specified waypoint. Also plays EVA speech Meteor storm approaching. P2Type=VoxelAnim P7Type=WaypointZZ -;44 [IonStormStart] Name=Ion Storm Start Description=Starts an ion storm sequence to run for the specified number of game frames. P2Type=Number -;45 [IonStormStop] Name=Ion Storm Stop Description=End an Ion storm in progress. -;46 [LockInput] Name=Lock Input Description=Disables user input. -;47 [UnlockInput] Name=Unlock Input Description=Enables user input. -;48 [CenterCameraAtWaypoint] Name=Center Camera at Waypoint Description=Moves the tactical view to a specified waypoint with the given speed (0-4). @@ -350,42 +295,35 @@ P2Name=Camera speed (0-4) P2PresetOptions=0 Very Slow,1 Slow,2 Medium,3 Fast,4 Very Fast P7Type=WaypointZZ -;49 [ZoomIn] Name=Zoom In Description=Zooms the tactical map in. -;50 [ZoomOut] Name=Zoom Out Description=Zooms the tactical map out. -;51 [ReshroudMap] Name=Reshroud Map Description=Reshrouds the entire map for all players. -;52 [ChangeSpotlightBehavior] Name=Change Spotlight Behavior Description=Changes the way a building's spotlight behaves. Attach this trigger to a building that casts a spotlight. 0=No Spotlight, 1=Rules.ini settings (affected by direction), 2=Circle and 3=Follow Unit in Spotlight. P2Type=SpotlightBehaviour -;53 [EnableTrigger] Name=Enable Trigger Description=Enables the target trigger. P1Type=-2 P2Type=Trigger -;54 [DisableTrigger] Name=Disable Trigger Description=Disables the target trigger. P1Type=-2 P2Type=Trigger -;55 [CreateRadarEvent] Name=Create Radar Event Description=Creates a radar event at the specified waypoint. 0 = red - won't spawn if one is already on the radar, 1 = green, 2 = green, 3 = red, 4 = same as 0, 5 = yellow - won't spawn if one is already on the radar, 6 = yellow - stays on the radar forever @@ -393,19 +331,16 @@ P2Type=RadarEvent P2PresetOptions=0 red - one only,1 green,2 green,3 red,4 red - one only,5 yellow - one only,6 - yellow permanent P7Type=WaypointZZ -;56 [LocalSet] Name=Local Set Description=Set the local flag. Local variable can be either 'on/set/true' or 'off/clear/false'. P2Type=LocalVariable -;57 [LocalClear] Name=Local Clear Description=Clear the local flag. Local variables can either be 'on/set/true' or 'off/clear/false'. P2Type=LocalVariable -;58 [MeteorShowerAt] Name=Meteor Shower At Description=Creates a meteor shower around the specified waypoint. Shower size 0-3. @@ -414,128 +349,106 @@ P2Name=Shower size (0-3) P2PresetOptions=0 Small,1 Medium,2 Large,3 Huge P7Type=WaypointZZ -;59 [ReduceTiberiumAt] -Name=Reduce Tiberium At -Description=Reduces Tiberium at the specified waypoint. +Name=Reduce Ore At +Description=Reduces Ore at the specified waypoint. P2Type=Waypoint -;60 [SellBuilding] Name=Sell Building Description=Sells the building attached to this trigger. -;61 [TurnOffBuilding] Name=Turn Off Building Description=Turn off building attached to this trigger. -;62 [TurnOnBuilding] Name=Turn On Building Description=Turn on building attached to this trigger. -;63 [Apply100DamageAt] Name=Apply 100 Damage at Description=Applies 100 points of HE damage at waypoint location. P2Type=Waypoint -;64 [LightFlash(Small)At] Name=Light Flash (Small) at Description=Shows a small light flash at waypoint location. P2Type=Waypoint -;65 [LightFlash(Medium)At] Name=Light Flash (Medium) at Description=Shows a medium light flash at waypoint location. P2Type=Waypoint -;66 [LightFlash(Large)At] Name=Light Flash (Large) at Description=Shows a large light flash at waypoint location. P2Type=Waypoint -;67 [AnnounceWin] Name=Announce Win Description=Announce that player has won. -;68 [AnnounceLose] Name=Announce Lose Description=Announce that player has lost. -;69 [ForceEnd] Name=Force End Description=Force end of scenario. -;70 [DestroyTag] Name=Destroy Tag Description=Destroy tag and all attached triggers. P1Type=-3 P2Type=Tag -;71 [SetAmbientStep] Name=Set Ambient Step Description=Sets ambient light change step value. Input a decimal number (usually from 0.05 to 0.1). P2Type=Float -;72 [SetAmbientRate] Name=Set Ambient Rate Description=Sets ambient light change rate. Input a decimal number (usually from 0.3 to 0.8). P2Type=Float -;73 [SetAmbientLight] Name=Set Ambient Light Description=Fades ambient light to new lighting level. Use numbers between 0 and 100. P2Type=Number -;74 [AITriggersBegin] Name=AI Triggers Begin Description=Start AI triggers for specified house. P2Type=HouseType -;75 [AITriggersStop] Name=AI Triggers Stop Description=Stop AI triggers for specified house. P2Type=HouseType -;76 [RatioOfAITriggerTeams] Name=Ratio of AI Trigger Teams Description=Specify AI percentage of teams created for AI triggers (100 = all for AI trigger teams, 0 = all for regular teams). P2Type=Number -;77 [RatioOfTeamAircraft] Name=Ratio of Team Aircraft Description=Specify AI percentage of aircraft created for teams (100 = all for teams, 0 = all random). P2Type=Number -;78 [RatioOfTeamInfantry] Name=Ratio of Team Infantry Description=Specify AI percentage of infantry created for teams (100 = all for teams, 0 = all random). P2Type=Number -;79 [RatioOfTeamUnits] Name=Ratio of Team Units Description=Specify AI percentage of units created for teams (100 = all for teams, 0 = all random). P2Type=Number -;80 [ReinforcementAtWaypoint] Name=Reinforcement At Waypoint Description=Create reinforcement team at special waypoint location. The units will appear at this point. Magical-poof style. @@ -543,352 +456,366 @@ P1Type=-1 P2Type=TeamType P7Type=WaypointZZ -;81 [WakeupSelf] Name=Wakeup Self Description=Breaks out of sleep or harmless mode so as to enter guard mode. -;82 [WakeUpAllSleepers] Name=Wake up All Sleepers Description=Breaks all units out of sleep mode of the trigger owner's house. -;83 [WakeUpAllHarmless] Name=Wake up All Harmless Description=Breaks all out of harmless mode of the trigger owner's house. -;84 [WakeUpGroup] Name=Wake up Group Description=Wakeup all units of specified group of the trigger owner's house. P2Type=Number -;85 [VeinGrowth] Name=Vein Growth Description=Control if veins grow or not. P2Type=Boolean -;86 -[TiberiumGrowth] -Name=Tiberium Growth -Description=Control if Tiberium grows or not. +[OreGrowth] +Name=Ore Growth +Description=Control if ore grows or not. P2Type=Boolean -;87 [IceGrowth] Name=Ice Growth Description=Control if ice grows or not. P2Type=Boolean -;88 [ParticleSystemAnimAt] Name=ParticleSystem Anim at Description=Show particle animation at waypoint location. P2Type=ParticleSystem P7Type=WaypointZZ -;89 [RemoveParticleSystemAnimAt] Name=Remove ParticleSystem Anim at Description=Delete particle anims at specified waypoint location. P7Type=WaypointZZ -;90 [LightningStrikeAt] Name=Lightning Strike at Description=A single Ion Storm lightning strike at waypoint. P7Type=WaypointZZ -;91 [GoBerzerk] Name=Go Berzerk Description=Attached object (cyborg) goes berzerk. -;92 [ActivateFirestormDefense] Name=Activate Firestorm Defense Description=Turns on a house's firestorm defense. -;93 [DeactivateFirestormDefense] Name=Deactivate Firestorm Defense Description=Turns off a house's firestorm defense. -;94 [IonCannonStrike] Name=Ion Cannon Strike Description=Fires Ion-Cannon at waypoint specified. P7Type=WaypointZZ -;95 [NukeStrike] Name=Nuke Strike Description=Fires Nuke at waypoint specified from nearest edge. P7Type=WaypointZZ -;96 [ChemicalMissileStrike] Name=Chemical Missile Strike Description=Fires Chemical missile at waypoint specified. P7Type=WaypointZZ -;97 [ToggleTrainCargo] Name=Toggle Train Cargo Description=Toggles state of cargo train dropping crate. -;98 [PlaySoundEffectRandom] Name=Play Sound Effect (Random) Description=Plays sound effect at random waypoint. Rules of action 19 apply. +P1Type=-7 P2Type=Sound -;99 [PlaySoundEffectAtWaypoint] Name=Play Sound Effect at Waypoint Description=Plays sound effect specified at waypoint specified. Rules of action 19 apply. +P1Type=-7 P2Type=Sound P7Type=WaypointZZ -;100 [PlayIngameMovie] Name=Play Ingame Movie Description=Displays the specified movie ingame. Player still has control of interface and units. P2Type=Movie -;101 +[ReshroudMapAt] +Name=Reshroud Map at +Description=Reshrouds map around waypoint. +P2Type=Waypoint + +[LightningStormStrike] +Name=Lightning Storm Strike +Description=Trigger's House fires a Lightning Storm at the specified waypoint. +P7Type=WaypointZZ + +[TimerText] +Name=Timer Text +Description=Displays text string from CSF as mission timer text. +P1Type=-4 +P2Type=StringTableEntry + [FlashTeam] Name=Flash Team Description=Flashes all members of a TeamType for the specified number of frames. -P1Type=-4 +P1Type=-5 P2Type=TeamType P7Type=Number -;102 -[DisableSpeech] -Name=Disable Speech -Description=Disables EVA announcements. - -;103 -[EnableSpeech] -Name=Enable Speech -Description=Enables EVA announcements. - -;104 -[SetGroup] -Name=Set Group -Description=Assigns all attached objects to the given Group number. -P2Type=Number - -;105 [TalkBubble] Name=Talk Bubble Description=Displays talk bubble over each member of the specified TeamType. -P1Type=-4 +P1Type=-5 P2Type=TeamType P7Type=Number -P7Name=Frame +P7Name=Duration + +[SetObjectTechLevel] +Name=Set Object Tech Level +Description=Sets the specified object type to have the specified tech level. +P1Type=-9 +P2Type=Techno +P7Type=Number + +[ReinforcementByChrono] +Name=Reinforcement by Chrono +Description=Creates an instance of a TeamType by Chronoshifting it into the map. The team is owned by the trigger's owning house. +P1Type=-1 +P2Type=TeamType +P7Type=WaypointZZ + +[CreateCrate] +Name=Create Crate +Description=Creates a Crate with specific contents at a waypoint. +P2Type=Number +P2PresetOptions=0 Money,1 Unit,2 HealBase,3 Cloak,4 Explosion,5 Napalm,6 Squad (Broken),7 Darkness,8 Reveal,9 Armor,10 Speeds,11 Firepower,12 ICBM,13 Invulnerability (Broken),14 Veteran,15 IonStorm (Broken),16 Gas,17 Tiberium,18 Pod (Broken) +P7Type=WaypointZZ + +[IronCurtainAt] +Name=Iron Curtain at +Description=Fires the Iron Curtain at the specified waypoint. +P7Type=WaypointZZ + +[PauseGame] +Name=Pause Game +Description=Pauses the game for the specified number of seconds. +P2Type=Number + +[EvictOccupiers] +Name=Evict Occupiers +Description=Evicts occupants from the attached building. -;106 -[GiveCredits] -Name=Give Credits (ts-patches) -Description=Give credits to a specific house. +[CenterJumpCameraAtWaypoint] +Name=Center (Jump) Camera at Waypoint +Description=Moves the tactical view to the specified waypoint. +P7Type=WaypointZZ + +[MakeHouseCheer] +Name=Make House Cheer +Description=All infantry of the specified house will play their cheer animation if they can. +P2Type=HouseType + +[SetSidebarTab] +Name=Set Sidebar Tab +Description=Flips sidebar to specified tab number (0-3). +P2Type=Number + +[FlashCameo] +Name=Flash Cameo +Description=Flashes the cameo of the given object for the specified number of frames. +P1Type=-9 +P2Type=Techno +P7Type=Number + +[StopSoundsAt] +Name=Stop Sounds at +Description=Stops all sounds playing at given waypoint that were started using the Play Sound At trigger action. +P7Type=WaypointZZ + +[PlayIngameMoviePauseGame] +Name=Play Ingame Movie (Pause Game) +Description=Pauses game, locks player input and displays the specified movie in the sidebar. +P2Type=Movie + +[ClearAllSmudges] +Name=Clear All Smudges +Description=Will delete all Smudge objects from the map. + +[DestroyAllOf] +Name=Destroy All of +Description=Kills everything of the specified house. P2Type=HouseType -P3Type=Number -;107 -[EnableShortGame] -Name=Enable Short Game (ts-patches) -Description=Enables the Short Game option. Will NOT automatically kill players that have no buildings when this is enabled. - -;108 -[DisableShortGame] -Name=Disable Short Game (ts-patches) -Description=Disables the Short Game option. - -;109 -[ShowDifficultyLevel] -Name=Show Difficulty Level (ts-patches) -Description=Prints the difficulty level used for the current mission. - -;110 -[ForceSurrender] -Name=Force Surrender (ts-patches) -Description=Force the specified house to surrender and blow up everything they own. Use house indexes 50 to 57 for multiplayer houses. +[DestroyAllBuildingsOf] +Name=Destroy All Buildings of +Description=Kills all buildings for specified house. P2Type=HouseType -;111 -[PromoteVeterancy] -Name=Promote Veterancy (ts-patches) -Description=Promote the veterancy of the attached team. - -;112 -[EnableAllyReveal] -Name=Enable AllyReveal (ts-patches) -Description=Enables AllyReveal (in Rules.ini AudioVisual section) logic, allowing allied houses to reveal shroud for each other. - -;113 -[DisableAllyReveal] -Name=Disable AllyReveal (ts-patches) -Description=Disables AllyReveal (in Rules.ini AudioVisual section) logic, preventing allied houses from revealing shroud for each other. - -;114 -[CreateAutoSave] -Name=Create Auto-Save (ts-patches) -Description=Makes the game create an auto-save if auto-saves are enabled for the current game session. - -;115 -[EraseAttachedObject] -Name=Erase Attached Object (ts-patches) -Description=Erase any buildings or units that this trigger is attached to. Erasing means that the objects are silently removed from the game world without any explosions or other effects. Use "Destroy attached object" if you want to destroy the object normally. - -;116 -[AssignMissionToAllUnits] -Name=Assign Mission To All Units (ts-patches) -Description=Assigns the specific mission to all units of the trigger's house. +[DestroyALlLandUnitsOf] +Name=Destroy All Land Units of +Description=Kills all land units for specified house. +P2Type=HouseType + +[DestroyALlNavalUnitsOf] +Name=Destroy All Naval Units of +Description=Kills all naval units for specified house. +P2Type=HouseType + +[MindControlBaseOf] +Name=Mind Control Base of +Description=The owner of the trigger will mind control the argument's base. +P2Type=HouseType + +[RestoreMindControlledBaseTo] +Name=Restore Mind Controlled Base to +Description=The owner of the trigger will give all buildings that were the argument's back to it. +P2Type=HouseType + +[CreateBuildingAt] +Name=Create Building At +Description=Owner of the trigger will gain this type of building at this waypoint. Overlays will be cleared and units bumped. +P1Type=-10 +P2Type=BuildingName +P7Type=WaypointZZ + +[RestoreStartingTechnosOf] +Name=Restore Starting Technos of +Description=All Buildings and units this house had at the start of the game will be recreated. Will bump units and erase Overlays. +P2Type=HouseType + +[ChronoScreenEffectsFor] +Name=Chrono Screen Effect for +Description=Will tile the screen with the full screen chrono effect for this many frames. P2Type=Number -;117 -[MakeAllyOneWay] -Name=Make Ally (One-Way) (ts-patches) -Description=Cause this trigger's house to make a one-sided alliance with the specified house. NOTE: This action only creates a one-way alliance, iow. the specified house remains hostile to the trigger's house! Use the regular Make Ally action if you want a regular two-way alliance. +[TeleportAllTo] +Name=Teleport All to +Description=All Units of trigger owning House will teleport to Waypoint. +P7Type=WaypointZZ + +[SetSuperweaponCharge] +Name=Set Superweapon Charge +Description=The owner of this trigger will have this superweapon charged to this percent% if they have the superweapon. Takes an int (0-100). +P1Type=-11 P2Type=HouseType +P7Type=Number -;118 -[MakeEnemyOneWay] -Name=Make Enemy (One-Way) (Vinifera) -Description=Cause this trigger's house to break a one-sided alliance with the specified house. NOTE: This action only breaks a one-way alliance, iow. the specified house remains allied to the trigger's house! Use the regular Make Enemy action if you want a regular two-way war. +[RestoreStartingBuildingsOf] +Name=Restore Starting Buildings of +Description=All Buildings this house had at the start of the game will be healed or recreated. Will bump units and erase Overlays. P2Type=HouseType -;119 -[ModifyGlobalByConstant] -Name=Modify Global By Constant (Vinifera) -Description=Modifies a global variable using a constant and a specified operation. -P2Type=GlobalVariable -P3Type=Number -P3Name=Operation Type -P3PresetOptions=0 Assign,1 Add,2 Subtract,3 Multiply,4 Divide,5 Modulo,6 Negate,7 Left Shift,8 Right Shift,9 Not,10 Xor,11 Or,12 And,13 Max,14 Min -P4Type=Number -P4Name=Constant Value +[FlashBuildingsOfType] +Name=Flash Buildings of Type +Description=All buildings of this type owned by trigger owner will flash for this long. +P1Type=-9 +P2Type=Building +P7Type=Number -;120 -[ModifyGlobalByGlobal] -Name=Modify Global By Global (Vinifera) -Description=Modifies a global variable using another global variable and a specified operation. -P2Type=GlobalVariable -P3Type=Number -P3Name=Operation Type -P3PresetOptions=0 Assign,1 Add,2 Subtract,3 Multiply,4 Divide,5 Modulo,6 Negate,7 Left Shift,8 Right Shift,9 Not,10 Xor,11 Or,12 And,13 Max,14 Min -P4Type=GlobalVariable - -;121 -[ModifyGlobalByLocal] -Name=Modify Global By Local (Vinifera) -Description=Modifies a global variable using a local variable and a specified operation. -P2Type=GlobalVariable -P3Type=Number -P3Name=Operation Type -P3PresetOptions=0 Assign,1 Add,2 Subtract,3 Multiply,4 Divide,5 Modulo,6 Negate,7 Left Shift,8 Right Shift,9 Not,10 Xor,11 Or,12 And,13 Max,14 Min -P4Type=LocalVariable - -;122 -[IncrementGlobal] -Name=Increment Global (Vinifera) -Description=Increments a global variable by 1. -P2Type=GlobalVariable +[SuperweaponSetRechargeTime] +Name=Superweapon Set Recharge Time +Description=Changes the time (in frames) this superweapon takes to charge the next time it is reset or fired. +P1Type=-11 +P2Type=SuperWeapon +P7Type=Number -;123 -[DecrementGlobal] -Name=Decrement Global (Vinifera) -Description=Decrements a global variable by 1. -P2Type=GlobalVariable +[SuperweaponResetRechargeTime] +Name=Superweapon Reset Recharge Time +Description=Changes the time (in frames) this superweapon takes to charge back to normal. +P2Type=SuperWeapon -;124 -[ModifyLocalByConstant] -Name=Modify Local By Constant (Vinifera) -Description=Modifies a local variable using a constant and a specified operation. -P2Type=LocalVariable -P3Type=Number -P3Name=Operation Type -P3PresetOptions=0 Assign,1 Add,2 Subtract,3 Multiply,4 Divide,5 Modulo,6 Negate,7 Left Shift,8 Right Shift,9 Not,10 Xor,11 Or,12 And,13 Max,14 Min -P4Type=Number -P4Name=Constant Value +[SuperweaponReset] +Name=Superweapon Reset +Description=Resets a superweapon like a spy had gotten in. +P2Type=SuperWeapon -;125 -[ModifyLocalByGlobal] -Name=Modify Local By Global (Vinifera) -Description=Modifies a local variable using a global variable and a specified operation. -P2Type=LocalVariable -P3Type=Number -P3Name=Operation Type -P3PresetOptions=0 Assign,1 Add,2 Subtract,3 Multiply,4 Divide,5 Modulo,6 Negate,7 Left Shift,8 Right Shift,9 Not,10 Xor,11 Or,12 And,13 Max,14 Min -P4Type=GlobalVariable - -;126 -[ModifyLocalByLocal] -Name=Modify Local By Local (Vinifera) -Description=Modifies a local variable using another local variable and a specified operation. -P2Type=LocalVariable -P3Type=Number -P3Name=Operation Type -P3PresetOptions=0 Assign,1 Add,2 Subtract,3 Multiply,4 Divide,5 Modulo,6 Negate,7 Left Shift,8 Right Shift,9 Not,10 Xor,11 Or,12 And,13 Max,14 Min -P4Type=LocalVariable - -;127 -[IncrementLocal] -Name=Increment Local (Vinifera) -Description=Increments a local variable by 1. -P2Type=LocalVariable +[PreferredTargetCellSet] +Name=Preferred Target Cell Set +Description=The owner of this trigger will aim all future targetable superweapons at this waypoint. +P7Type=WaypointZZ -;128 -[DecrementLocal] -Name=Decrement Local (Vinifera) -Description=Decrements a local variable by 1. -P2Type=LocalVariable +[PreferredTargetCellClear] +Name=Preferred Target Cell Clear +Description=The owner of this trigger will go back to targeting its superweapons normally. -;129 -[RandomGlobal] -Name=Random Number to Global (Vinifera) -Description=Stores a random number between Min and Max into a global variable. -P2Type=GlobalVariable -P3Type=Number -P3Name=Min Value -P4Type=Number -P4Name=Max Value +[CenterBaseCellSet] +Name=Center Base Cell Set +Description=Owner of this trigger will consider the center of its base to be this waypoint. +P7Type=WaypointZZ -;130 -[RandomLocal] -Name=Random Number to Local (Vinifera) -Description=Stores a random number between Min and Max into a local variable. -P2Type=LocalVariable -P3Type=Number -P3Name=Min Value -P4Type=Number -P4Name=Max Value +[CenterBaseCellClear] +Name=Center Base Cell Clear +Description=Owner of this trigger will go back to computing its center. -;131 -[PrintGlobal] -Name=Print Global (Vinifera) -Description=Displays the current value of a global variable as a message. -P2Type=GlobalVariable +[BlackoutRadarTrigger] +Name=Blackout Radar Trigger +Description=Owner will have radar blackout for this many frames. +P2Type=Number -;132 -[PrintLocal] -Name=Print Local (Vinifera) -Description=Displays the current value of a local variable as a message. -P2Type=LocalVariable +[DefensiveTargetCellSet] +Name=Defensive Target Cell Set +Description=The owner of this trigger will aim all future force shields at this waypoint. +P7Type=WaypointZZ -;133 -[EnableTemplatedText] -Name=Enable Templated Text (Vinifera) -Description=Displays a line of text with variable substitution. Placeholders like {{g_variableName}} or {{l_variableName}} are replaced with global or local variable values. Color -1 uses the player's house color. -P2Type=Text -P3Type=Number -P3Type=Color +[DefensiveTargetCellClear] +Name=Defensive Target Cell Clear +Description=The owner of this trigger will go back to targeting its force shields normally. + +[RetintRed] +Name=Retint Red +Description=Retint the Red portion of the screen, %. +P2Type=Number + +[RetintGreen] +Name=Retint Green +Description=Retint the Green portion of the screen, %. +P2Type=Number + +[RetintBlue] +Name=Retint Blue +Description=Retint the Blue portion of the screen, %. +P2Type=Number + +[JumpCameraHome] +Name=Jump Camera Home +Description=Just like hitting the 'H' key. + +; ********** ARES BEGINS *********** + +[AresAddAuxPower] +Name=Auxiliary Power [Ares] +Description=Permanently adds an amount to the specified house’s auxiliary power. Can be negative to create a drain or remove previously given auxiliary power. Applying this effect multiple times is cumulative. +P1Type=-11 +P2Type=HouseType +P7Type=Number + +[AresKillDriver] +Name=Kill Drivers Of [Ares] +Description=Kills all drivers of the units that have the trigger attached that contains this action. This action respects mechanisms that prevent drivers being killed. All affected units will change to the country specified by the house index. Use -1 to change the owner to the house called Special. +P2Type=HouseType + +[AresEVAVoice] +Name=Set EVA Voice [Ares] +Description=Sets the player’s EVA voice. The builtin EVAs are 0, 1, and 2 for Allied, Russian and Yuri respectively. Higher numbers represent the custom EVAs. Use -1 to disable EVA. +P2Type=Number + +[AresSetGroup] +Name=Set Group [Ares] +Description=Sets the group number for the object that triggered this action. This can be used to make units available for recruitment through TeamTypes and TaskForces. +P2Type=Number -;134 -[DisableTemplatedText] -Name=Disable Templated Text (Vinifera) -Description=Removes the currently active templated text from the screen. \ No newline at end of file +; ********** ARES ENDS *********** diff --git a/src/TSMapEditor/Config/Default/BaseMap.ini b/src/TSMapEditor/Config/Default/BaseMap.ini index 5b729a84f..1bcc9b80c 100644 --- a/src/TSMapEditor/Config/Default/BaseMap.ini +++ b/src/TSMapEditor/Config/Default/BaseMap.ini @@ -8,7 +8,7 @@ NextScenario= AltNextScenario= Name=No name Author=Unknown Author -GameMode=Custom Map +GameMode=standard NewINIFormat=4 CarryOverCap=0 EndOfGame=no @@ -27,23 +27,30 @@ MultiplayerOnly=0 TiberiumGrowthEnabled=yes VeinGrowthEnabled=no IceGrowthEnabled=no -TiberiumDeathToVisceroid=yes +TiberiumDeathToVisceroid=no FreeRadar=no InitTime=10000 [Lighting] -Ambient=0.950 +Ambient=1.000 Red=1.000 Green=1.000 Blue=1.000 Ground=0.000 Level=0.032 -IonAmbient=0.500 -IonRed=1.500 +IonAmbient=1.000 +IonRed=1.000 IonGreen=1.000 -IonBlue=0.700 +IonBlue=1.000 IonGround=0.000 IonLevel=0.032 +DominatorAmbient=1.500 +DominatorAmbientChangeRate=0.009 +DominatorRed=0.850 +DominatorGreen=0.200 +DominatorBlue=0.300 +DominatorGround=0.000 +DominatorLevel=0.000 [SpecialFlags] TiberiumGrows=yes diff --git a/src/TSMapEditor/Config/Default/Bridges.ini b/src/TSMapEditor/Config/Default/Bridges.ini index b5d11f660..0bddca595 100644 --- a/src/TSMapEditor/Config/Default/Bridges.ini +++ b/src/TSMapEditor/Config/Default/Bridges.ini @@ -5,11 +5,21 @@ [Bridges] -0=Low Bridge -;1=High Bridge -;2=Railroad Bridge +0=Low Concrete Bridge +1=Low Wooden Bridge +2=High Concrete Bridge +3=High Wooden Bridge -[Low Bridge] +[Low Concrete Bridge] +Kind=Low +BridgeStart.EW=LOBRDB21 +BridgeEnd.EW=LOBRDB19 +BridgePieces.EW=LOBRDB01,LOBRDB02,LOBRDB03,LOBRDB04 +BridgeStart.NS=LOBRDB23 +BridgeEnd.NS=LOBRDB25 +BridgePieces.NS=LOBRDB10,LOBRDB11,LOBRDB12,LOBRDB13 + +[Low Wooden Bridge] Kind=Low BridgeStart.EW=LOBRDG21 BridgeEnd.EW=LOBRDG19 @@ -18,14 +28,14 @@ BridgeStart.NS=LOBRDG23 BridgeEnd.NS=LOBRDG25 BridgePieces.NS=LOBRDG10,LOBRDG11,LOBRDG12,LOBRDG13 -[High Bridge] +[High Concrete Bridge] Kind=High BridgePieces.EW=BRIDGE1 BridgePieces.NS=BRIDGE2 TileSet=19 -[Railroad Bridge] +[High Wooden Bridge] Kind=High -BridgePieces.EW=RAILBRDG1 -BridgePieces.NS=RAILBRDG2 -TileSet=37 \ No newline at end of file +BridgePieces.EW=BRIDGEB1 +BridgePieces.NS=BRIDGEB2 +TileSet=80 \ No newline at end of file diff --git a/src/TSMapEditor/Config/Default/ConnectedOverlays.ini b/src/TSMapEditor/Config/Default/ConnectedOverlays.ini index e41728b61..6860853e1 100644 --- a/src/TSMapEditor/Config/Default/ConnectedOverlays.ini +++ b/src/TSMapEditor/Config/Default/ConnectedOverlays.ini @@ -4,24 +4,31 @@ ; Configuration for the connected overlay painting tool [ConnectedOverlays] -0=BRIK -1=BRIK_DAMAGED -2=SBAG -3=SBAG_DAMAGED -4=BARB -5=BARB_DAMAGED -6=FENC -7=CYCL -8=CYCL_DAMAGED -9=WOOD -10=WOOD_DAMAGED -11=BRIK_NON_ISOMETRIC -12=SBAG_NON_ISOMETRIC -13=CYCL_NON_ISOMETRIC -14=WOOD_NON_ISOMETRIC -15=TRACKS +0=GAWALL +1=GAWALL_DAMAGED +2=GAWALL_VERY_DAMAGED +3=NAWALL +4=NAWALL_DAMAGED +5=NAWALL_VERY_DAMAGED +6=GAFWLL +7=GAFWLL_DAMAGED +8=GAFWLL_VERY_DAMAGED +9=GASAND +10=GASAND_DAMAGED +11=CAFNCB +12=CAFNCB_DAMAGED +13=CAFNCW +14=CAFNCW_DAMAGED +15=CAFNCP +16=CAFNCP_DAMAGED +17=CAKRMW +18=CAKRMW_DAMAGED +19=CAKRMW_VERY_DAMAGED +;20=TRACKS ; [Name] +; UIName=Display name [OPTIONAL] +; RelatedOverlays=Other connected overlays that this one can connect to [OPTIONAL] ; ConnectionMask=BitArray(8), whether the overlay can connect in those directions at all ; Order: NE, E, SE, S, SW, W, NW, N ; Frames=FrameCount @@ -29,872 +36,1147 @@ ; FrameN.FrameIndex=Overlay frame to use ; FrameN.ConnectsTo=BitArray(8), what sides this particular frame is connected to -[BRIK] -UIName=Concrete Wall -RelatedOverlays=BRIK_DAMAGED +[GAWALL] +UIName=Allied Wall ConnectionMask=10101010 +RelatedOverlays=GAWALL_DAMAGED,GAWALL_VERY_DAMAGED Frames=16 -Frame0.Overlay=BRIK +Frame0.Overlay=GAWALL Frame0.FrameIndex=0 Frame0.ConnectsTo=00000000 -Frame1.Overlay=BRIK +Frame1.Overlay=GAWALL Frame1.FrameIndex=1 Frame1.ConnectsTo=10000000 -Frame2.Overlay=BRIK +Frame2.Overlay=GAWALL Frame2.FrameIndex=2 Frame2.ConnectsTo=00100000 -Frame3.Overlay=BRIK +Frame3.Overlay=GAWALL Frame3.FrameIndex=3 Frame3.ConnectsTo=10100000 -Frame4.Overlay=BRIK +Frame4.Overlay=GAWALL Frame4.FrameIndex=4 Frame4.ConnectsTo=00001000 -Frame5.Overlay=BRIK +Frame5.Overlay=GAWALL Frame5.FrameIndex=5 Frame5.ConnectsTo=10001000 -Frame6.Overlay=BRIK +Frame6.Overlay=GAWALL Frame6.FrameIndex=6 Frame6.ConnectsTo=00101000 -Frame7.Overlay=BRIK +Frame7.Overlay=GAWALL Frame7.FrameIndex=7 Frame7.ConnectsTo=10101000 -Frame8.Overlay=BRIK +Frame8.Overlay=GAWALL Frame8.FrameIndex=8 Frame8.ConnectsTo=00000010 -Frame9.Overlay=BRIK +Frame9.Overlay=GAWALL Frame9.FrameIndex=9 Frame9.ConnectsTo=10000010 -Frame10.Overlay=BRIK +Frame10.Overlay=GAWALL Frame10.FrameIndex=10 Frame10.ConnectsTo=00100010 -Frame11.Overlay=BRIK +Frame11.Overlay=GAWALL Frame11.FrameIndex=11 Frame11.ConnectsTo=10100010 -Frame12.Overlay=BRIK +Frame12.Overlay=GAWALL Frame12.FrameIndex=12 Frame12.ConnectsTo=00001010 -Frame13.Overlay=BRIK +Frame13.Overlay=GAWALL Frame13.FrameIndex=13 Frame13.ConnectsTo=10001010 -Frame14.Overlay=BRIK +Frame14.Overlay=GAWALL Frame14.FrameIndex=14 Frame14.ConnectsTo=00101010 -Frame15.Overlay=BRIK +Frame15.Overlay=GAWALL Frame15.FrameIndex=15 Frame15.ConnectsTo=10101010 -[BRIK_DAMAGED] -UIName=Concrete Wall (Damaged) -RelatedOverlays=BRIK +[GAWALL_DAMAGED] +UIName=Allied Wall (Damaged) ConnectionMask=10101010 +RelatedOverlays=GAWALL,GAWALL_VERY_DAMAGED Frames=16 -Frame0.Overlay=BRIK +Frame0.Overlay=GAWALL Frame0.FrameIndex=16 Frame0.ConnectsTo=00000000 -Frame1.Overlay=BRIK +Frame1.Overlay=GAWALL Frame1.FrameIndex=17 Frame1.ConnectsTo=10000000 -Frame2.Overlay=BRIK +Frame2.Overlay=GAWALL Frame2.FrameIndex=18 Frame2.ConnectsTo=00100000 -Frame3.Overlay=BRIK +Frame3.Overlay=GAWALL Frame3.FrameIndex=19 Frame3.ConnectsTo=10100000 -Frame4.Overlay=BRIK +Frame4.Overlay=GAWALL Frame4.FrameIndex=20 Frame4.ConnectsTo=00001000 -Frame5.Overlay=BRIK +Frame5.Overlay=GAWALL Frame5.FrameIndex=21 Frame5.ConnectsTo=10001000 -Frame6.Overlay=BRIK +Frame6.Overlay=GAWALL Frame6.FrameIndex=22 Frame6.ConnectsTo=00101000 -Frame7.Overlay=BRIK +Frame7.Overlay=GAWALL Frame7.FrameIndex=23 Frame7.ConnectsTo=10101000 -Frame8.Overlay=BRIK +Frame8.Overlay=GAWALL Frame8.FrameIndex=24 Frame8.ConnectsTo=00000010 -Frame9.Overlay=BRIK +Frame9.Overlay=GAWALL Frame9.FrameIndex=25 Frame9.ConnectsTo=10000010 -Frame10.Overlay=BRIK +Frame10.Overlay=GAWALL Frame10.FrameIndex=26 Frame10.ConnectsTo=00100010 -Frame11.Overlay=BRIK +Frame11.Overlay=GAWALL Frame11.FrameIndex=27 Frame11.ConnectsTo=10100010 -Frame12.Overlay=BRIK +Frame12.Overlay=GAWALL Frame12.FrameIndex=28 Frame12.ConnectsTo=00001010 -Frame13.Overlay=BRIK +Frame13.Overlay=GAWALL Frame13.FrameIndex=29 Frame13.ConnectsTo=10001010 -Frame14.Overlay=BRIK +Frame14.Overlay=GAWALL Frame14.FrameIndex=30 Frame14.ConnectsTo=00101010 -Frame15.Overlay=BRIK +Frame15.Overlay=GAWALL Frame15.FrameIndex=31 Frame15.ConnectsTo=10101010 -[SBAG] -UIName=Sandbags +[GAWALL_VERY_DAMAGED] +UIName=Allied Wall (Very Damaged) ConnectionMask=10101010 +RelatedOverlays=GAWALL,GAWALL_DAMAGED Frames=16 -Frame0.Overlay=SBAG +Frame0.Overlay=GAWALL +Frame0.FrameIndex=32 +Frame0.ConnectsTo=00000000 +Frame1.Overlay=GAWALL +Frame1.FrameIndex=33 +Frame1.ConnectsTo=10000000 +Frame2.Overlay=GAWALL +Frame2.FrameIndex=34 +Frame2.ConnectsTo=00100000 +Frame3.Overlay=GAWALL +Frame3.FrameIndex=35 +Frame3.ConnectsTo=10100000 +Frame4.Overlay=GAWALL +Frame4.FrameIndex=36 +Frame4.ConnectsTo=00001000 +Frame5.Overlay=GAWALL +Frame5.FrameIndex=37 +Frame5.ConnectsTo=10001000 +Frame6.Overlay=GAWALL +Frame6.FrameIndex=38 +Frame6.ConnectsTo=00101000 +Frame7.Overlay=GAWALL +Frame7.FrameIndex=39 +Frame7.ConnectsTo=10101000 +Frame8.Overlay=GAWALL +Frame8.FrameIndex=40 +Frame8.ConnectsTo=00000010 +Frame9.Overlay=GAWALL +Frame9.FrameIndex=41 +Frame9.ConnectsTo=10000010 +Frame10.Overlay=GAWALL +Frame10.FrameIndex=42 +Frame10.ConnectsTo=00100010 +Frame11.Overlay=GAWALL +Frame11.FrameIndex=43 +Frame11.ConnectsTo=10100010 +Frame12.Overlay=GAWALL +Frame12.FrameIndex=44 +Frame12.ConnectsTo=00001010 +Frame13.Overlay=GAWALL +Frame13.FrameIndex=45 +Frame13.ConnectsTo=10001010 +Frame14.Overlay=GAWALL +Frame14.FrameIndex=46 +Frame14.ConnectsTo=00101010 +Frame15.Overlay=GAWALL +Frame15.FrameIndex=47 +Frame15.ConnectsTo=10101010 + +[NAWALL] +UIName=Soviet Wall +ConnectionMask=10101010 +RelatedOverlays=NAWALL_DAMAGED,NAWALL_VERY_DAMAGED +Frames=16 +Frame0.Overlay=NAWALL Frame0.FrameIndex=0 Frame0.ConnectsTo=00000000 -Frame1.Overlay=SBAG +Frame1.Overlay=NAWALL Frame1.FrameIndex=1 Frame1.ConnectsTo=10000000 -Frame2.Overlay=SBAG +Frame2.Overlay=NAWALL Frame2.FrameIndex=2 Frame2.ConnectsTo=00100000 -Frame3.Overlay=SBAG +Frame3.Overlay=NAWALL Frame3.FrameIndex=3 Frame3.ConnectsTo=10100000 -Frame4.Overlay=SBAG +Frame4.Overlay=NAWALL Frame4.FrameIndex=4 Frame4.ConnectsTo=00001000 -Frame5.Overlay=SBAG +Frame5.Overlay=NAWALL Frame5.FrameIndex=5 Frame5.ConnectsTo=10001000 -Frame6.Overlay=SBAG +Frame6.Overlay=NAWALL Frame6.FrameIndex=6 Frame6.ConnectsTo=00101000 -Frame7.Overlay=SBAG +Frame7.Overlay=NAWALL Frame7.FrameIndex=7 Frame7.ConnectsTo=10101000 -Frame8.Overlay=SBAG +Frame8.Overlay=NAWALL Frame8.FrameIndex=8 Frame8.ConnectsTo=00000010 -Frame9.Overlay=SBAG +Frame9.Overlay=NAWALL Frame9.FrameIndex=9 Frame9.ConnectsTo=10000010 -Frame10.Overlay=SBAG +Frame10.Overlay=NAWALL Frame10.FrameIndex=10 Frame10.ConnectsTo=00100010 -Frame11.Overlay=SBAG +Frame11.Overlay=NAWALL Frame11.FrameIndex=11 Frame11.ConnectsTo=10100010 -Frame12.Overlay=SBAG +Frame12.Overlay=NAWALL Frame12.FrameIndex=12 Frame12.ConnectsTo=00001010 -Frame13.Overlay=SBAG +Frame13.Overlay=NAWALL Frame13.FrameIndex=13 Frame13.ConnectsTo=10001010 -Frame14.Overlay=SBAG +Frame14.Overlay=NAWALL Frame14.FrameIndex=14 Frame14.ConnectsTo=00101010 -Frame15.Overlay=SBAG +Frame15.Overlay=NAWALL Frame15.FrameIndex=15 Frame15.ConnectsTo=10101010 -[SBAG_DAMAGED] -UIName=Sandbags (Damaged) -RelatedOverlays=SBAG +[NAWALL_DAMAGED] +UIName=Soviet Wall (Damaged) ConnectionMask=10101010 +RelatedOverlays=NAWALL,NAWALL_VERY_DAMAGED Frames=16 -Frame0.Overlay=SBAG +Frame0.Overlay=NAWALL Frame0.FrameIndex=16 Frame0.ConnectsTo=00000000 -Frame1.Overlay=SBAG +Frame1.Overlay=NAWALL Frame1.FrameIndex=17 Frame1.ConnectsTo=10000000 -Frame2.Overlay=SBAG +Frame2.Overlay=NAWALL Frame2.FrameIndex=18 Frame2.ConnectsTo=00100000 -Frame3.Overlay=SBAG +Frame3.Overlay=NAWALL Frame3.FrameIndex=19 Frame3.ConnectsTo=10100000 -Frame4.Overlay=SBAG +Frame4.Overlay=NAWALL Frame4.FrameIndex=20 Frame4.ConnectsTo=00001000 -Frame5.Overlay=SBAG +Frame5.Overlay=NAWALL Frame5.FrameIndex=21 Frame5.ConnectsTo=10001000 -Frame6.Overlay=SBAG +Frame6.Overlay=NAWALL Frame6.FrameIndex=22 Frame6.ConnectsTo=00101000 -Frame7.Overlay=SBAG +Frame7.Overlay=NAWALL Frame7.FrameIndex=23 Frame7.ConnectsTo=10101000 -Frame8.Overlay=SBAG +Frame8.Overlay=NAWALL Frame8.FrameIndex=24 Frame8.ConnectsTo=00000010 -Frame9.Overlay=SBAG +Frame9.Overlay=NAWALL Frame9.FrameIndex=25 Frame9.ConnectsTo=10000010 -Frame10.Overlay=SBAG +Frame10.Overlay=NAWALL Frame10.FrameIndex=26 Frame10.ConnectsTo=00100010 -Frame11.Overlay=SBAG +Frame11.Overlay=NAWALL Frame11.FrameIndex=27 Frame11.ConnectsTo=10100010 -Frame12.Overlay=SBAG +Frame12.Overlay=NAWALL Frame12.FrameIndex=28 Frame12.ConnectsTo=00001010 -Frame13.Overlay=SBAG +Frame13.Overlay=NAWALL Frame13.FrameIndex=29 Frame13.ConnectsTo=10001010 -Frame14.Overlay=SBAG +Frame14.Overlay=NAWALL Frame14.FrameIndex=30 Frame14.ConnectsTo=00101010 -Frame15.Overlay=SBAG +Frame15.Overlay=NAWALL Frame15.FrameIndex=31 Frame15.ConnectsTo=10101010 -[BARB] -UIName=Barbed Wire -RelatedOverlays=BARB_DAMAGED +[NAWALL_VERY_DAMAGED] +UIName=Soviet Wall (Very Damaged) ConnectionMask=10101010 +RelatedOverlays=NAWALL,NAWALL_DAMAGED Frames=16 -Frame0.Overlay=BARB +Frame0.Overlay=NAWALL +Frame0.FrameIndex=32 +Frame0.ConnectsTo=00000000 +Frame1.Overlay=NAWALL +Frame1.FrameIndex=33 +Frame1.ConnectsTo=10000000 +Frame2.Overlay=NAWALL +Frame2.FrameIndex=34 +Frame2.ConnectsTo=00100000 +Frame3.Overlay=NAWALL +Frame3.FrameIndex=35 +Frame3.ConnectsTo=10100000 +Frame4.Overlay=NAWALL +Frame4.FrameIndex=36 +Frame4.ConnectsTo=00001000 +Frame5.Overlay=NAWALL +Frame5.FrameIndex=37 +Frame5.ConnectsTo=10001000 +Frame6.Overlay=NAWALL +Frame6.FrameIndex=38 +Frame6.ConnectsTo=00101000 +Frame7.Overlay=NAWALL +Frame7.FrameIndex=39 +Frame7.ConnectsTo=10101000 +Frame8.Overlay=NAWALL +Frame8.FrameIndex=40 +Frame8.ConnectsTo=00000010 +Frame9.Overlay=NAWALL +Frame9.FrameIndex=41 +Frame9.ConnectsTo=10000010 +Frame10.Overlay=NAWALL +Frame10.FrameIndex=42 +Frame10.ConnectsTo=00100010 +Frame11.Overlay=NAWALL +Frame11.FrameIndex=43 +Frame11.ConnectsTo=10100010 +Frame12.Overlay=NAWALL +Frame12.FrameIndex=44 +Frame12.ConnectsTo=00001010 +Frame13.Overlay=NAWALL +Frame13.FrameIndex=45 +Frame13.ConnectsTo=10001010 +Frame14.Overlay=NAWALL +Frame14.FrameIndex=46 +Frame14.ConnectsTo=00101010 +Frame15.Overlay=NAWALL +Frame15.FrameIndex=47 +Frame15.ConnectsTo=10101010 + +[GAFWLL] +UIName=Yuri Citadel Wall +ConnectionMask=10101010 +RelatedOverlays=GAFWLL_DAMAGED,GAFWLL_VERY_DAMAGED +Frames=16 +Frame0.Overlay=GAFWLL Frame0.FrameIndex=0 Frame0.ConnectsTo=00000000 -Frame1.Overlay=BARB +Frame1.Overlay=GAFWLL Frame1.FrameIndex=1 Frame1.ConnectsTo=10000000 -Frame2.Overlay=BARB +Frame2.Overlay=GAFWLL Frame2.FrameIndex=2 Frame2.ConnectsTo=00100000 -Frame3.Overlay=BARB +Frame3.Overlay=GAFWLL Frame3.FrameIndex=3 Frame3.ConnectsTo=10100000 -Frame4.Overlay=BARB +Frame4.Overlay=GAFWLL Frame4.FrameIndex=4 Frame4.ConnectsTo=00001000 -Frame5.Overlay=BARB +Frame5.Overlay=GAFWLL Frame5.FrameIndex=5 Frame5.ConnectsTo=10001000 -Frame6.Overlay=BARB +Frame6.Overlay=GAFWLL Frame6.FrameIndex=6 Frame6.ConnectsTo=00101000 -Frame7.Overlay=BARB +Frame7.Overlay=GAFWLL Frame7.FrameIndex=7 Frame7.ConnectsTo=10101000 -Frame8.Overlay=BARB +Frame8.Overlay=GAFWLL Frame8.FrameIndex=8 Frame8.ConnectsTo=00000010 -Frame9.Overlay=BARB +Frame9.Overlay=GAFWLL Frame9.FrameIndex=9 Frame9.ConnectsTo=10000010 -Frame10.Overlay=BARB +Frame10.Overlay=GAFWLL Frame10.FrameIndex=10 Frame10.ConnectsTo=00100010 -Frame11.Overlay=BARB +Frame11.Overlay=GAFWLL Frame11.FrameIndex=11 Frame11.ConnectsTo=10100010 -Frame12.Overlay=BARB +Frame12.Overlay=GAFWLL Frame12.FrameIndex=12 Frame12.ConnectsTo=00001010 -Frame13.Overlay=BARB +Frame13.Overlay=GAFWLL Frame13.FrameIndex=13 Frame13.ConnectsTo=10001010 -Frame14.Overlay=BARB +Frame14.Overlay=GAFWLL Frame14.FrameIndex=14 Frame14.ConnectsTo=00101010 -Frame15.Overlay=BARB +Frame15.Overlay=GAFWLL Frame15.FrameIndex=15 Frame15.ConnectsTo=10101010 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+Frame14.Overlay=CAFNCP +Frame14.FrameIndex=30 Frame14.ConnectsTo=00101010 -Frame15.Overlay=CYCL2 -Frame15.FrameIndex=15 +Frame15.Overlay=CAFNCP +Frame15.FrameIndex=31 Frame15.ConnectsTo=10101010 -[WOOD_NON_ISOMETRIC] -UIName=Wooden Fence (Non-Isometric) +[CAKRMW] +UIName=Kremlin Wall ConnectionMask=10101010 +RelatedOverlays=CAKRMW_DAMAGED,CAKRMW_VERY_DAMAGED Frames=16 -Frame0.Overlay=WOOD2 +Frame0.Overlay=CAKRMW Frame0.FrameIndex=0 Frame0.ConnectsTo=00000000 -Frame1.Overlay=WOOD2 +Frame1.Overlay=CAKRMW Frame1.FrameIndex=1 Frame1.ConnectsTo=10000000 -Frame2.Overlay=WOOD2 +Frame2.Overlay=CAKRMW Frame2.FrameIndex=2 Frame2.ConnectsTo=00100000 -Frame3.Overlay=WOOD2 +Frame3.Overlay=CAKRMW Frame3.FrameIndex=3 Frame3.ConnectsTo=10100000 -Frame4.Overlay=WOOD2 +Frame4.Overlay=CAKRMW Frame4.FrameIndex=4 Frame4.ConnectsTo=00001000 -Frame5.Overlay=WOOD2 +Frame5.Overlay=CAKRMW Frame5.FrameIndex=5 Frame5.ConnectsTo=10001000 -Frame6.Overlay=WOOD2 +Frame6.Overlay=CAKRMW Frame6.FrameIndex=6 Frame6.ConnectsTo=00101000 -Frame7.Overlay=WOOD2 +Frame7.Overlay=CAKRMW Frame7.FrameIndex=7 Frame7.ConnectsTo=10101000 -Frame8.Overlay=WOOD2 +Frame8.Overlay=CAKRMW Frame8.FrameIndex=8 Frame8.ConnectsTo=00000010 -Frame9.Overlay=WOOD2 +Frame9.Overlay=CAKRMW Frame9.FrameIndex=9 Frame9.ConnectsTo=10000010 -Frame10.Overlay=WOOD2 +Frame10.Overlay=CAKRMW Frame10.FrameIndex=10 Frame10.ConnectsTo=00100010 -Frame11.Overlay=WOOD2 +Frame11.Overlay=CAKRMW Frame11.FrameIndex=11 Frame11.ConnectsTo=10100010 -Frame12.Overlay=WOOD2 +Frame12.Overlay=CAKRMW Frame12.FrameIndex=12 Frame12.ConnectsTo=00001010 -Frame13.Overlay=WOOD2 +Frame13.Overlay=CAKRMW Frame13.FrameIndex=13 Frame13.ConnectsTo=10001010 -Frame14.Overlay=WOOD2 +Frame14.Overlay=CAKRMW Frame14.FrameIndex=14 Frame14.ConnectsTo=00101010 -Frame15.Overlay=WOOD2 +Frame15.Overlay=CAKRMW Frame15.FrameIndex=15 Frame15.ConnectsTo=10101010 +[CAKRMW_DAMAGED] +UIName=Kremlin Wall (Damaged) +ConnectionMask=10101010 +RelatedOverlays=CAKRMW,CAKRMW_VERY_DAMAGED +Frames=16 +Frame0.Overlay=CAKRMW +Frame0.FrameIndex=16 +Frame0.ConnectsTo=00000000 +Frame1.Overlay=CAKRMW +Frame1.FrameIndex=17 +Frame1.ConnectsTo=10000000 +Frame2.Overlay=CAKRMW +Frame2.FrameIndex=18 +Frame2.ConnectsTo=00100000 +Frame3.Overlay=CAKRMW +Frame3.FrameIndex=19 +Frame3.ConnectsTo=10100000 +Frame4.Overlay=CAKRMW +Frame4.FrameIndex=20 +Frame4.ConnectsTo=00001000 +Frame5.Overlay=CAKRMW +Frame5.FrameIndex=21 +Frame5.ConnectsTo=10001000 +Frame6.Overlay=CAKRMW +Frame6.FrameIndex=22 +Frame6.ConnectsTo=00101000 +Frame7.Overlay=CAKRMW +Frame7.FrameIndex=23 +Frame7.ConnectsTo=10101000 +Frame8.Overlay=CAKRMW +Frame8.FrameIndex=24 +Frame8.ConnectsTo=00000010 +Frame9.Overlay=CAKRMW +Frame9.FrameIndex=25 +Frame9.ConnectsTo=10000010 +Frame10.Overlay=CAKRMW +Frame10.FrameIndex=26 +Frame10.ConnectsTo=00100010 +Frame11.Overlay=CAKRMW +Frame11.FrameIndex=27 +Frame11.ConnectsTo=10100010 +Frame12.Overlay=CAKRMW +Frame12.FrameIndex=28 +Frame12.ConnectsTo=00001010 +Frame13.Overlay=CAKRMW +Frame13.FrameIndex=29 +Frame13.ConnectsTo=10001010 +Frame14.Overlay=CAKRMW +Frame14.FrameIndex=30 +Frame14.ConnectsTo=00101010 +Frame15.Overlay=CAKRMW +Frame15.FrameIndex=31 +Frame15.ConnectsTo=10101010 + +[CAKRMW_VERY_DAMAGED] +UIName=Kremlin Wall (Very Damaged) +ConnectionMask=10101010 +RelatedOverlays=CAKRMW,CAKRMW_DAMAGED +Frames=16 +Frame0.Overlay=CAKRMW +Frame0.FrameIndex=32 +Frame0.ConnectsTo=00000000 +Frame1.Overlay=CAKRMW +Frame1.FrameIndex=33 +Frame1.ConnectsTo=10000000 +Frame2.Overlay=CAKRMW +Frame2.FrameIndex=34 +Frame2.ConnectsTo=00100000 +Frame3.Overlay=CAKRMW +Frame3.FrameIndex=35 +Frame3.ConnectsTo=10100000 +Frame4.Overlay=CAKRMW +Frame4.FrameIndex=36 +Frame4.ConnectsTo=00001000 +Frame5.Overlay=CAKRMW +Frame5.FrameIndex=37 +Frame5.ConnectsTo=10001000 +Frame6.Overlay=CAKRMW +Frame6.FrameIndex=38 +Frame6.ConnectsTo=00101000 +Frame7.Overlay=CAKRMW +Frame7.FrameIndex=39 +Frame7.ConnectsTo=10101000 +Frame8.Overlay=CAKRMW +Frame8.FrameIndex=40 +Frame8.ConnectsTo=00000010 +Frame9.Overlay=CAKRMW +Frame9.FrameIndex=41 +Frame9.ConnectsTo=10000010 +Frame10.Overlay=CAKRMW +Frame10.FrameIndex=42 +Frame10.ConnectsTo=00100010 +Frame11.Overlay=CAKRMW +Frame11.FrameIndex=43 +Frame11.ConnectsTo=10100010 +Frame12.Overlay=CAKRMW +Frame12.FrameIndex=44 +Frame12.ConnectsTo=00001010 +Frame13.Overlay=CAKRMW +Frame13.FrameIndex=45 +Frame13.ConnectsTo=10001010 +Frame14.Overlay=CAKRMW +Frame14.FrameIndex=46 +Frame14.ConnectsTo=00101010 +Frame15.Overlay=CAKRMW +Frame15.FrameIndex=47 +Frame15.ConnectsTo=10101010 + [TRACKS] UIName=Tracks ConnectionMask=11111111 Frames=20 Frame0.Overlay=TRACKS01 Frame0.FrameIndex=0 -Frame0.ConnectsTo=00010001 +Frame0.ConnectsTo=10000001 Frame1.Overlay=TRACKS01 Frame1.FrameIndex=0 -Frame1.ConnectsTo=00000001 +Frame1.ConnectsTo=10000000 Frame2.Overlay=TRACKS01 Frame2.FrameIndex=0 -Frame2.ConnectsTo=00010000 +Frame2.ConnectsTo=00000001 Frame3.Overlay=TRACKS02 Frame3.FrameIndex=0 -Frame3.ConnectsTo=01000100 +Frame3.ConnectsTo=00100100 Frame4.Overlay=TRACKS02 Frame4.FrameIndex=0 -Frame4.ConnectsTo=00000100 +Frame4.ConnectsTo=00100000 Frame5.Overlay=TRACKS02 Frame5.FrameIndex=0 -Frame5.ConnectsTo=01000000 +Frame5.ConnectsTo=00000100 Frame6.Overlay=TRACKS03 Frame6.FrameIndex=0 -Frame6.ConnectsTo=10001000 +Frame6.ConnectsTo=00011000 Frame7.Overlay=TRACKS03 Frame7.FrameIndex=0 -Frame7.ConnectsTo=10000000 +Frame7.ConnectsTo=00010000 Frame8.Overlay=TRACKS03 Frame8.FrameIndex=0 Frame8.ConnectsTo=00001000 Frame9.Overlay=TRACKS04 Frame9.FrameIndex=0 -Frame9.ConnectsTo=00100010 +Frame9.ConnectsTo=01000010 Frame10.Overlay=TRACKS04 Frame10.FrameIndex=0 -Frame10.ConnectsTo=00000010 +Frame10.ConnectsTo=01000000 Frame11.Overlay=TRACKS04 Frame11.FrameIndex=0 -Frame11.ConnectsTo=00100000 +Frame11.ConnectsTo=00000010 Frame12.Overlay=TRACKS05 Frame12.FrameIndex=0 -Frame12.ConnectsTo=10010000 +Frame12.ConnectsTo=00010001 Frame13.Overlay=TRACKS06 Frame13.FrameIndex=0 -Frame13.ConnectsTo=00010010 +Frame13.ConnectsTo=01000001 Frame14.Overlay=TRACKS07 Frame14.FrameIndex=0 -Frame14.ConnectsTo=00100001 +Frame14.ConnectsTo=10000010 Frame15.Overlay=TRACKS08 Frame15.FrameIndex=0 -Frame15.ConnectsTo=00001001 +Frame15.ConnectsTo=10001000 Frame16.Overlay=TRACKS09 Frame16.FrameIndex=0 -Frame16.ConnectsTo=10000100 +Frame16.ConnectsTo=00110000 Frame17.Overlay=TRACKS10 Frame17.FrameIndex=0 -Frame17.ConnectsTo=00100100 +Frame17.ConnectsTo=00100010 Frame18.Overlay=TRACKS11 Frame18.FrameIndex=0 -Frame18.ConnectsTo=01000010 +Frame18.ConnectsTo=01000100 Frame19.Overlay=TRACKS12 Frame19.FrameIndex=0 -Frame19.ConnectsTo=01001000 +Frame19.ConnectsTo=00001100 \ No newline at end of file diff --git a/src/TSMapEditor/Config/Default/ConnectedTileDrawer.ini b/src/TSMapEditor/Config/Default/ConnectedTileDrawer.ini index d5ae354ca..b87e5eb43 100644 --- a/src/TSMapEditor/Config/Default/ConnectedTileDrawer.ini +++ b/src/TSMapEditor/Config/Default/ConnectedTileDrawer.ini @@ -23,9660 +23,4747 @@ ; Use with caution as it may produce undesireable results, or break the pathfinding in the worst case! [ConnectedTiles] -0=TemperateCliffSet -1=SnowCliffSet -2=TDWinterCliffSet -3=TemperateWaterCliffSet -4=SnowWaterCliffSet -5=TemperateToSnowCliffSet -6=TemperateShoreSet -7=SnowShoreSet -8=TemperateSmallShoreSet -9=SnowSmallShoreSet -10=TemperateDirtRoadSet -11=SnowDirtRoadSet -12=TDWinterDirtRoadSet -13=TemperatePavedRoadASet -14=TemperatePavedRoadBSet -15=TemperatePavedRoadCSet -16=SnowPavedRoadSet -17=TemperateRiverSet -18=SnowRiverSet -19=TDWinterRiverSet - -d1=DesertCliffSet -d2=LightSandCliffSet -d3=DesertWaterCliffSet -d4=LightSandWaterCliffSet -d5=DesertShoreSet -d6=LightSandShoreSet -d7=DesertDirtRoadSet -d8=DesertPavedRoadASet -d9=DesertPavedRoadBSet -d10=LightSandDirtRoadSet -d11=LightSandPavedRoadASet -d12=LightSandPavedRoadBSet -d13=DesertRiverSet -d14=LightSandRiverSet - -[TemperateCliffSet] +0=CliffSet +1=CliffWaterSet +2=CliffIceSet +3=CliffIceWaterSet +4=CliffStoneSet +5=CliffStoneWaterSet +6=CliffConcreteSet +7=CliffConcreteWaterSet +8=CliffNaturalSet +9=CliffNaturalWaterSet +10=Shore +11=PaveShore +12=DirtRoads +13=SnowDirtRoads +14=SmallPavedRoads +15=PavedRoads + +; ************************************************** +; * Cliffs * +; ************************************************** + +[CliffSet] Name=Cliffs -AllowedTheaters=Temperate -Color=0,200,0 +AllowedTheaters=Temperate,Snow,Desert -; E-W front cliffs +; Left Corner Large +[CliffSet.0] +TileSet=Cliff Set +TileIndices=0 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Front -[TemperateCliffSet.0] -TileSet=Cliffs -TileIndices=1,2,3 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +; Left Corner +[CliffSet.1] +TileSet=Cliff Set +TileIndices=1 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2|3,2 -[TemperateCliffSet.1] -TileSet=Cliffs -TileIndices=4,5,6 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Left Diagonal +[CliffSet.2] +TileSet=Cliff Set +TileIndices=2,3 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2 -[TemperateCliffSet.2] -TileSet=Cliffs -TileIndices=7,8,9 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +; Bottom-Left 2-long +[CliffSet.3] +TileSet=Cliff Set +TileIndices=4,5,6 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2 -; N-S front cliffs +; Bottom-Left 1-long +[CliffSet.4] +TileSet=Cliff Set +TileIndices=7 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Front -[TemperateCliffSet.3] -TileSet=Cliffs -TileIndices=13,15,16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Diagonal Long +[CliffSet.5] +TileSet=Cliff Set +TileIndices=8,9,10 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[TemperateCliffSet.4] -TileSet=Cliffs -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Diagonal Short +[CliffSet.6] +TileSet=Cliff Set +TileIndices=11,12,13 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Front + +; Bottom-Right 2-long +[CliffSet.7] +TileSet=Cliff Set +TileIndices=14,15,16 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|4,1|2,2|3,2|4,2|3,3 -[TemperateCliffSet.5] -TileSet=Cliffs +; Bottom-Right 1-long +[CliffSet.8] +TileSet=Cliff Set TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -; E-W back cliffs +; Right Diagonal +[CliffSet.9] +TileSet=Cliff Set +TileIndices=18,19 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[TemperateCliffSet.6] -TileSet=Cliffs +; Right Corner Large +[CliffSet.10] +TileSet=Cliff Set TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1|3,1|2,2|3,2|4,2 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[TemperateCliffSet.7] -TileSet=Cliffs -TileIndices=21,22 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +; Right Corner +[CliffSet.11] +TileSet=Cliff Set +TileIndices=21 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1 -[TemperateCliffSet.8] -TileSet=Cliffs -TileIndices=23,24,25 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 2-long +[CliffSet.12] +TileSet=Cliff Set +TileIndices=22,23,24 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2|2,2 -[TemperateCliffSet.9] -TileSet=Cliffs -TileIndices=26,27,28 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 1-long +[CliffSet.13] +TileSet=Cliff Set +TileIndices=25 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2 - -; N-S back cliffs -[TemperateCliffSet.10] -TileSet=Cliffs -TileIndices=31 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large +[CliffSet.14] +TileSet=Cliff Set +TileIndices=26 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -[TemperateCliffSet.11] -TileSet=Cliffs -TileIndices=32,34,35 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large V +[CliffSet.15] +TileSet=Cliff Set +TileIndices=27 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[TemperateCliffSet.12] -TileSet=Cliffs -TileIndices=36 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner +[CliffSet.16] +TileSet=Cliff Set +TileIndices=28,29 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|3,1|4,1|1,2|2,2|3,2|4,2 - -; Turns - -[TemperateCliffSet.13] -TileSet=Cliffs -TileIndices=38 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[TemperateCliffSet.14] -TileSet=Cliffs -TileIndices=39 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +; Top Corner Large Inverted V +[CliffSet.17] +TileSet=Cliff Set +TileIndices=30 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 +ConnectionPoint1.Side=Back -[TemperateCliffSet.15] -TileSet=Cliffs -TileIndices=40 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top Corner Large V Straight +[CliffSet.18] +TileSet=Cliff Set +TileIndices=31 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2 -[TemperateCliffSet.16] -TileSet=Cliffs -TileIndices=41 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Inner Corner +[CliffSet.19] +TileSet=Cliff Set +TileIndices=32 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Back + +; Bottom Inner Corner +[CliffSet.20] +TileSet=Cliff Set +TileIndices=33 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|1,2|2,2|2,3 -[TemperateCliffSet.17] -TileSet=Cliffs -TileIndices=42 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +; Top-Left 2-long +[CliffSet.21] +TileSet=Cliff Set +TileIndices=34,35,36 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 -[TemperateCliffSet.18] -TileSet=Cliffs -TileIndices=43 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint0.Side=Front -ConnectionPoint1=3,3 -ConnectionPoint1.Directions=00010000 ;Bottom +; Top-Left 1-long +[CliffSet.22] +TileSet=Cliff Set +TileIndices=37 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3|3,3 -[TemperateCliffSet.19] -TileSet=Cliffs -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +; Left Inner Corner +[CliffSet.23] +TileSet=Cliff Set +TileIndices=38 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 -[TemperateCliffSet.20] -TileSet=Cliffs -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Right Inner Corner +[CliffSet.24] +TileSet=Cliff Set +TileIndices=39 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 -[TemperateCliffSet.21] -TileSet=Cliffs -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 +; ************************************************** +; * Water Cliffs * +; ************************************************** -[TemperateCliffSet.22] -TileSet=Cliffs -TileIndices=49 +[CliffWaterSet] +Name=Water Cliffs +AllowedTheaters=Temperate,Snow + +; Left Corner Large +[CliffWaterSet.0] +TileSet=Cliff/Water pieces +TileIndices=0 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|0,2|1,1|1,2 -[TemperateCliffSet.23] -TileSet=Cliffs -TileIndices=50 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1|3,1|2,2|3,2 - -[TemperateCliffSet.24] -TileSet=Cliffs -TileIndices=51 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Left Corner +[CliffWaterSet.1] +TileSet=Cliff/Water pieces +TileIndices=1 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3|3,3|3,4 - - -[SnowCliffSet] -Name=Snow Cliffs -AllowedTheaters=Temperate -Color=200,200,255 - -; E-W front cliffs -[SnowCliffSet.0] -TileSet=~~~Cliffs +; Left Diagonal +[CliffWaterSet.2] +TileSet=Cliff/Water pieces TileIndices=2,3 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2 -[SnowCliffSet.1] -TileSet=~~~Cliffs -TileIndices=1 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Bottom-Left 2-long +[CliffWaterSet.3] +TileSet=Cliff/Water pieces +TileIndices=4,5,6 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=1 ; Force some variety -ConnectionPoint1.ForbiddenTiles=1 -Foundation=0,0|1,0|0,1|1,1|1,2|2,2|2,3 -[SnowCliffSet.2] -TileSet=~~~Cliffs -TileIndices=4,5,6 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Bottom-Left 1-long +[CliffWaterSet.4] +TileSet=Cliff/Water pieces +TileIndices=7 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2 -[SnowCliffSet.3] -TileSet=~~~Cliffs -TileIndices=7,8,9 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +; Bottom Diagonal Long +[CliffWaterSet.5] +TileSet=Cliff/Water pieces +TileIndices=8,9,10 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2|2,3 -; N-S front cliffs - -[SnowCliffSet.4] -TileSet=~~~Cliffs -TileIndices=13,15,16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Diagonal Short +[CliffWaterSet.6] +TileSet=Cliff/Water pieces +TileIndices=11,12,13 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[SnowCliffSet.5] -TileSet=~~~Cliffs -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom-Right 2-long +[CliffWaterSet.7] +TileSet=Cliff/Water pieces +TileIndices=14,15,16 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|4,1|2,2|3,2|4,2|3,3 -[SnowCliffSet.5] -TileSet=~~~Cliffs +; Bottom-Right 1-long +[CliffWaterSet.8] +TileSet=Cliff/Water pieces TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -; E-W back cliffs +; Right Diagonal +[CliffWaterSet.9] +TileSet=Cliff/Water pieces +TileIndices=18,19 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[SnowCliffSet.6] -TileSet=~~~Cliffs -TileIndices=21,22 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Right Corner Large +[CliffWaterSet.10] +TileSet=Cliff/Water pieces +TileIndices=20 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front + +; Right Corner +[CliffWaterSet.11] +TileSet=Cliff/Water pieces +TileIndices=21 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1 -[SnowCliffSet.7] -TileSet=~~~Cliffs -TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 2-long +[CliffWaterSet.12] +TileSet=Cliff Set +TileIndices=22,23,24 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1|3,1|2,2|3,2|4,2 -[SnowCliffSet.8] -TileSet=~~~Cliffs -TileIndices=23,24,25 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 1-long +[CliffWaterSet.13] +TileSet=Cliff Set +TileIndices=25 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2|2,2 -[SnowCliffSet.9] -TileSet=~~~Cliffs -TileIndices=26,27,28 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top Corner Large +[CliffWaterSet.14] +TileSet=Cliff Set +TileIndices=26 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2 -; N-S back cliffs +; Top Corner Large V +[CliffWaterSet.15] +TileSet=Cliff Set +TileIndices=27 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Back +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Back -[SnowCliffSet.10] -TileSet=~~~Cliffs -TileIndices=31 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner +[CliffWaterSet.16] +TileSet=Cliff Set +TileIndices=28,29 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -[SnowCliffSet.11] -TileSet=~~~Cliffs -TileIndices=32,34,35 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large Inverted V +[CliffWaterSet.17] +TileSet=Cliff Set +TileIndices=30 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[SnowCliffSet.12] -TileSet=~~~Cliffs -TileIndices=36 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large V Straight +[CliffWaterSet.18] +TileSet=Cliff Set +TileIndices=31 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|3,1|4,1|1,2|2,2|3,2|4,2 -; Turns +; Top Inner Corner +[CliffWaterSet.19] +TileSet=Cliff Set +TileIndices=32 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Back -[SnowCliffSet.13] -TileSet=~~~Cliffs -TileIndices=38 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Inner Corner +[CliffWaterSet.20] +TileSet=Cliff Set +TileIndices=33 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[SnowCliffSet.14] -TileSet=~~~Cliffs -TileIndices=39 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +; Top-Left 2-long +[CliffWaterSet.21] +TileSet=Cliff Set +TileIndices=34,35,36 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Back -[SnowCliffSet.15] -TileSet=~~~Cliffs -TileIndices=40 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Left 1-long +[CliffWaterSet.22] +TileSet=Cliff Set +TileIndices=37 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2 -[SnowCliffSet.16] -TileSet=~~~Cliffs -TileIndices=41 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Left Inner Corner +[CliffWaterSet.23] +TileSet=Cliff Set +TileIndices=38 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|1,2|2,2|2,3 - -[SnowCliffSet.17] -TileSet=~~~Cliffs -TileIndices=42 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 -[SnowCliffSet.18] -TileSet=~~~Cliffs -TileIndices=43 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=10100000 ;🡭 + 🡮 +; Right Inner Corner +[CliffWaterSet.24] +TileSet=Cliff Set +TileIndices=39 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=3,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3|3,3 - -[SnowCliffSet.19] -TileSet=~~~Cliffs -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 -[SnowCliffSet.20] -TileSet=~~~Cliffs -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 +; ************************************************** +; * Ice Cliffs * +; ************************************************** -[SnowCliffSet.21] -TileSet=~~~Cliffs -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 +[CliffIceSet] +Name=Ice Cliffs +AllowedTheaters=Snow -[SnowCliffSet.22] -TileSet=~~~Cliffs -TileIndices=49 +; Left Corner Large +[CliffIceSet.0] +TileSet=Cliff Ice Set +TileIndices=0 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|0,2|1,1|1,2 - -[SnowCliffSet.23] -TileSet=~~~Cliffs -TileIndices=50 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1|3,1|2,2|3,2 -[SnowCliffSet.24] -TileSet=~~~Cliffs -TileIndices=51 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Left Corner +[CliffIceSet.1] +TileSet=Cliff Ice Set +TileIndices=1 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3|3,3|3,4 - -[TDWinterCliffSet] -Name=TDWinter Cliffs -AllowedTheaters=Temperate -Color=100,200,168 - -; E-W front cliffs - -[TDWinterCliffSet.0] -TileSet=---Cliffs -TileIndices=1,2,3 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Left Diagonal +[CliffIceSet.2] +TileSet=Cliff Ice Set +TileIndices=2,3 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2|3,2 -[TDWinterCliffSet.1] -TileSet=---Cliffs +; Bottom-Left 2-long +[CliffIceSet.3] +TileSet=Cliff Ice Set TileIndices=4,5,6 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2 -[TDWinterCliffSet.2] -TileSet=---Cliffs -TileIndices=7,8,9 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +; Bottom-Left 1-long +[CliffIceSet.4] +TileSet=Cliff Ice Set +TileIndices=7 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Front -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2 -; N-S front cliffs +; Bottom Diagonal Long +[CliffIceSet.5] +TileSet=Cliff Ice Set +TileIndices=8,9,10 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 +ConnectionPoint1.Side=Front -[TDWinterCliffSet.3] -TileSet=---Cliffs -TileIndices=13,15,16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Diagonal Short +[CliffIceSet.6] +TileSet=Cliff Ice Set +TileIndices=11,12,13 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[TDWinterCliffSet.4] -TileSet=---Cliffs -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom-Right 2-long +[CliffIceSet.7] +TileSet=Cliff Ice Set +TileIndices=14,15,16 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|4,1|2,2|3,2|4,2|3,3 -[TDWinterCliffSet.5] -TileSet=---Cliffs +; Bottom-Right 1-long +[CliffIceSet.8] +TileSet=Cliff Ice Set TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -; E-W back cliffs +; Right Diagonal +[CliffIceSet.9] +TileSet=Cliff Ice Set +TileIndices=18,19 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[TDWinterCliffSet.6] -TileSet=---Cliffs +; Right Corner Large +[CliffIceSet.10] +TileSet=Cliff Ice Set TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1|3,1|2,2|3,2|4,2 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[TDWinterCliffSet.7] -TileSet=---Cliffs -TileIndices=21,22 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +; Right Corner +[CliffIceSet.11] +TileSet=Cliff Ice Set +TileIndices=21 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1 -[TDWinterCliffSet.8] -TileSet=---Cliffs -TileIndices=23,24,25 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 2-long +[CliffIceSet.12] +TileSet=Cliff Ice Set +TileIndices=22,23,24 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2|2,2 -[TDWinterCliffSet.9] -TileSet=---Cliffs -TileIndices=26,27,28 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 1-long +[CliffIceSet.13] +TileSet=Cliff Ice Set +TileIndices=25 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2 -; N-S back cliffs - -[TDWinterCliffSet.10] -TileSet=---Cliffs -TileIndices=31 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large +[CliffIceSet.14] +TileSet=Cliff Ice Set +TileIndices=26 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -[TDWinterCliffSet.11] -TileSet=---Cliffs -TileIndices=32,34,35 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large V +[CliffIceSet.15] +TileSet=Cliff Ice Set +TileIndices=27 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[TDWinterCliffSet.12] -TileSet=---Cliffs -TileIndices=36 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner +[CliffIceSet.16] +TileSet=Cliff Ice Set +TileIndices=28,29 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|3,1|4,1|1,2|2,2|3,2|4,2 - -; Turns - -[TDWinterCliffSet.13] -TileSet=---Cliffs -TileIndices=38 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[TDWinterCliffSet.14] -TileSet=---Cliffs -TileIndices=39 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +; Top Corner Large Inverted V +[CliffIceSet.17] +TileSet=Cliff Ice Set +TileIndices=30 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 +ConnectionPoint1.Side=Back -[TDWinterCliffSet.15] -TileSet=---Cliffs -TileIndices=40 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top Corner Large V Straight +[CliffIceSet.18] +TileSet=Cliff Ice Set +TileIndices=31 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2 -[TDWinterCliffSet.16] -TileSet=---Cliffs -TileIndices=41 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Inner Corner +[CliffIceSet.19] +TileSet=Cliff Ice Set +TileIndices=32 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Back + +; Bottom Inner Corner +[CliffIceSet.20] +TileSet=Cliff Ice Set +TileIndices=33 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|1,2|2,2|2,3 -[TDWinterCliffSet.17] -TileSet=---Cliffs -TileIndices=42 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +; Top-Left 2-long +[CliffIceSet.21] +TileSet=Cliff Ice Set +TileIndices=34,35,36 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 -[TDWinterCliffSet.18] -TileSet=---Cliffs -TileIndices=43 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint0.Side=Front -ConnectionPoint1=3,3 -ConnectionPoint1.Directions=00010000 ;Bottom +; Top-Left 1-long +[CliffIceSet.22] +TileSet=Cliff Ice Set +TileIndices=37 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3|3,3 -[TDWinterCliffSet.19] -TileSet=---Cliffs -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +; Left Inner Corner +[CliffIceSet.23] +TileSet=Cliff Ice Set +TileIndices=38 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 -[TDWinterCliffSet.20] -TileSet=---Cliffs -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Right Inner Corner +[CliffIceSet.24] +TileSet=Cliff Ice Set +TileIndices=39 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 -[TDWinterCliffSet.21] -TileSet=---Cliffs -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 +; ************************************************** +; * Ice Water Cliffs * +; ************************************************** + +[CliffIceWaterSet] +Name=Ice Water Cliffs +AllowedTheaters=Snow -[TDWinterCliffSet.22] -TileSet=---Cliffs -TileIndices=49 +; Left Corner Large +[CliffIceWaterSet.0] +TileSet=Cliff Ice/Water pieces +TileIndices=0 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|0,2|1,1|1,2 - -[TDWinterCliffSet.23] -TileSet=---Cliffs -TileIndices=50 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1|3,1|2,2|3,2 -[TDWinterCliffSet.24] -TileSet=---Cliffs -TileIndices=51 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Left Corner +[CliffIceWaterSet.1] +TileSet=Cliff Ice/Water pieces +TileIndices=1 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3|3,3|3,4 - -[TemperateWaterCliffSet] -Name=Temperate Water Cliffs -AllowedTheaters=Temperate -Color=0,200,0 - -; E-W front cliffs - -[TemperateWaterCliffSet.0] -TileSet=Water Cliffs -TileIndices=1,2,3 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Left Diagonal +[CliffIceWaterSet.2] +TileSet=Cliff Ice/Water pieces +TileIndices=2,3 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2|3,2 -[TemperateWaterCliffSet.1] -TileSet=Water Cliffs +; Bottom-Left 2-long +[CliffIceWaterSet.3] +TileSet=Cliff Ice/Water pieces TileIndices=4,5,6 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2 -[TemperateWaterCliffSet.2] -TileSet=Water Cliffs -TileIndices=7,8,9 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +; Bottom-Left 1-long +[CliffIceWaterSet.4] +TileSet=Cliff Ice/Water pieces +TileIndices=7 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Front -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2 -; N-S front cliffs +; Bottom Diagonal Long +[CliffIceWaterSet.5] +TileSet=Cliff Ice/Water pieces +TileIndices=8,9,10 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 +ConnectionPoint1.Side=Front -[TemperateWaterCliffSet.3] -TileSet=Water Cliffs -TileIndices=13,15,16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Diagonal Short +[CliffIceWaterSet.6] +TileSet=Cliff Ice/Water pieces +TileIndices=11,12,13 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[TemperateWaterCliffSet.4] -TileSet=Water Cliffs -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom-Right 2-long +[CliffIceWaterSet.7] +TileSet=Cliff Ice/Water pieces +TileIndices=14,15,16 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|4,1|2,2|3,2|4,2 -[TemperateWaterCliffSet.5] -TileSet=Water Cliffs +; Bottom-Right 1-long +[CliffIceWaterSet.8] +TileSet=Cliff Ice/Water pieces TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -; E-W back cliffs +; Right Diagonal +[CliffIceWaterSet.9] +TileSet=Cliff Ice/Water pieces +TileIndices=18,19 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[TemperateWaterCliffSet.6] -TileSet=Water Cliffs +; Right Corner Large +[CliffIceWaterSet.10] +TileSet=Cliff Ice/Water pieces TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front + +; Right Corner +[CliffIceWaterSet.11] +TileSet=Cliff Ice/Water pieces +TileIndices=21 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1|3,1|2,2|3,2|4,2 -[TemperateWaterCliffSet.7] -TileSet=Water Cliffs -TileIndices=21,22 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 2-long +[CliffIceWaterSet.12] +TileSet=Cliff Ice Set +TileIndices=22,23,24 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1 -[TemperateWaterCliffSet.8] -TileSet=Water Cliffs -TileIndices=23,24,25 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 1-long +[CliffIceWaterSet.13] +TileSet=Cliff Ice Set +TileIndices=25 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2|2,2 -[TemperateWaterCliffSet.9] -TileSet=Water Cliffs -TileIndices=26,28 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top Corner Large +[CliffIceWaterSet.14] +TileSet=Cliff Ice Set +TileIndices=26 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2 -[TemperateWaterCliffSet.10] -TileSet=Water Cliffs +; Top Corner Large V +[CliffIceWaterSet.15] +TileSet=Cliff Ice Set TileIndices=27 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1|2,2 -; N-S back cliffs - -[TemperateWaterCliffSet.11] -TileSet=Water Cliffs -TileIndices=31 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner +[CliffIceWaterSet.16] +TileSet=Cliff Ice Set +TileIndices=28,29 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -[TemperateWaterCliffSet.12] -TileSet=Water Cliffs -TileIndices=32,34,35 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large Inverted V +[CliffIceWaterSet.17] +TileSet=Cliff Ice Set +TileIndices=30 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[TemperateWaterCliffSet.13] -TileSet=Water Cliffs -TileIndices=36 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large V Straight +[CliffIceWaterSet.18] +TileSet=Cliff Ice Set +TileIndices=31 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=1,0|2,0|0,1|1,1|2,1 -; Turns +; Top Inner Corner +[CliffIceWaterSet.19] +TileSet=Cliff Ice Set +TileIndices=32 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Back -[TemperateWaterCliffSet.14] -TileSet=Water Cliffs -TileIndices=38 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Inner Corner +[CliffIceWaterSet.20] +TileSet=Cliff Ice Set +TileIndices=33 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 -[TemperateWaterCliffSet.15] -TileSet=Water Cliffs -TileIndices=39 -ConnectionPoint0=2,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +; Top-Left 2-long +[CliffIceWaterSet.21] +TileSet=Cliff Ice Set +TileIndices=34,35,36 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Back -[TemperateWaterCliffSet.16] -TileSet=Water Cliffs -TileIndices=40 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Left 1-long +[CliffIceWaterSet.22] +TileSet=Cliff Ice Set +TileIndices=37 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|1,2 -[TemperateWaterCliffSet.17] -TileSet=Water Cliffs -TileIndices=41 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00000001 ;Top +; Left Inner Corner +[CliffIceWaterSet.23] +TileSet=Cliff Ice Set +TileIndices=38 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=3,4 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=2,1|3,1|1,2|2,2|3,2|2,3|3,3|3,4|4,3|4,4 - -[TemperateWaterCliffSet.18] -TileSet=Water Cliffs -TileIndices=42 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 -[TemperateWaterCliffSet.19] -TileSet=Water Cliffs -TileIndices=43 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=10100000 ;🡭 + 🡮 +; Right Inner Corner +[CliffIceWaterSet.24] +TileSet=Cliff Ice Set +TileIndices=39 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|1,3|2,3 - -[TemperateWaterCliffSet.20] -TileSet=Water Cliffs -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 -[TemperateWaterCliffSet.21] -TileSet=Water Cliffs -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 +; ************************************************** +; * Stone Cliffs * +; ************************************************** -[TemperateWaterCliffSet.22] -TileSet=Water Cliffs -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 +[CliffStoneSet] +Name=Stone Cliffs +AllowedTheaters=Urban,NewUrban -[TemperateWaterCliffSet.23] -TileSet=Water Cliffs -TileIndices=49 +; Left Corner Large +[CliffStoneSet.0] +TileSet=Cliff Set +TileIndices=0 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|0,2|1,1|1,2 - -[TemperateWaterCliffSet.24] -TileSet=Water Cliffs -TileIndices=50 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|1,1|2,1 -[TemperateWaterCliffSet.25] -TileSet=Water Cliffs -TileIndices=51 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Left Corner +[CliffStoneSet.1] +TileSet=Cliff Set +TileIndices=1 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3|3,3|3,4 - -[SnowWaterCliffSet] -Name=Snow Water Cliffs -AllowedTheaters=Temperate -Color=200,200,255 - -; E-W front cliffs - -[SnowWaterCliffSet.0] -TileSet=~~~Water Cliffs -TileIndices=2,3 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Left Diagonal +[CliffStoneSet.2] +TileSet=Cliff Set +TileIndices=2 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2|3,2 -[SnowWaterCliffSet.1] -TileSet=~~~Water Cliffs -TileIndices=1 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Bottom-Left 2-long +[CliffStoneSet.3] +TileSet=Cliff Set +TileIndices=4 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|1,2|2,2|2,3 -[SnowWaterCliffSet.2] -TileSet=~~~Water Cliffs -TileIndices=4,5,6 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Bottom-Left 1-long +[CliffStoneSet.4] +TileSet=Cliff Set +TileIndices=7 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2 -[SnowWaterCliffSet.3] -TileSet=~~~Water Cliffs -TileIndices=7,8,9 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +; Bottom Diagonal Long +[CliffStoneSet.5] +TileSet=Cliff Set +TileIndices=8 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2|2,3 -; N-S front cliffs - -[SnowWaterCliffSet.4] -TileSet=~~~Water Cliffs -TileIndices=13,15,16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Diagonal Short +[CliffStoneSet.6] +TileSet=Cliff Set +TileIndices=11 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[SnowWaterCliffSet.5] -TileSet=~~~Water Cliffs -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom-Right 2-long +[CliffStoneSet.7] +TileSet=Cliff Set +TileIndices=14 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|4,1|2,2|3,2|4,2 -[SnowWaterCliffSet.6] -TileSet=~~~Water Cliffs +; Bottom-Right 1-long +[CliffStoneSet.8] +TileSet=Cliff Set TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -; E-W back cliffs +; Right Diagonal +[CliffStoneSet.9] +TileSet=Cliff Set +TileIndices=18 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[SnowWaterCliffSet.7] -TileSet=~~~Water Cliffs +; Right Corner Large +[CliffStoneSet.10] +TileSet=Cliff Set TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front + +; Right Corner +[CliffStoneSet.11] +TileSet=Cliff Set +TileIndices=21 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1|3,1|2,2|3,2|4,2 -[SnowWaterCliffSet.8] -TileSet=~~~Water Cliffs -TileIndices=21,22 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 2-long +[CliffStoneSet.12] +TileSet=Cliff Set +TileIndices=22,23,24 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1 -[SnowWaterCliffSet.9] -TileSet=~~~Water Cliffs -TileIndices=23,24,25 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 1-long +[CliffStoneSet.13] +TileSet=Cliff Set +TileIndices=25 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2|2,2 -[SnowWaterCliffSet.10] -TileSet=~~~Water Cliffs -TileIndices=26,28 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top Corner Large +[CliffStoneSet.14] +TileSet=Cliff Set +TileIndices=26 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2 -[SnowWaterCliffSet.11] -TileSet=~~~Water Cliffs +; Top Corner Large V +[CliffStoneSet.15] +TileSet=Cliff Set TileIndices=27 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1|2,2 -; N-S back cliffs - -[SnowWaterCliffSet.12] -TileSet=~~~Water Cliffs -TileIndices=31 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner +[CliffStoneSet.16] +TileSet=Cliff Set +TileIndices=28,29 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -[SnowWaterCliffSet.13] -TileSet=~~~Water Cliffs -TileIndices=32,34,35 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large Inverted V +[CliffStoneSet.17] +TileSet=Cliff Set +TileIndices=30 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint0.ForbiddenTiles=25 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 +ConnectionPoint1.ForbiddenTiles=25 -[SnowWaterCliffSet.14] -TileSet=~~~Water Cliffs -TileIndices=36 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large V Straight +[CliffStoneSet.18] +TileSet=Cliff Set +TileIndices=31 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=1,0|2,0|0,1|1,1|2,1 -; Turns +; Top Inner Corner +[CliffStoneSet.19] +TileSet=Cliff Set +TileIndices=32 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint0.ForbiddenTiles=25 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Back +ConnectionPoint1.ForbiddenTiles=25 -[SnowWaterCliffSet.15] -TileSet=~~~Water Cliffs -TileIndices=38 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Inner Corner +[CliffStoneSet.20] +TileSet=Cliff Set +TileIndices=33 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 -[SnowWaterCliffSet.16] -TileSet=~~~Water Cliffs -TileIndices=39 -ConnectionPoint0=2,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +; Top-Left 2-long +[CliffStoneSet.21] +TileSet=Cliff Set +TileIndices=34,35,36 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Back -[SnowWaterCliffSet.17] -TileSet=~~~Water Cliffs -TileIndices=40 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Left 1-long +[CliffStoneSet.22] +TileSet=Cliff Set +TileIndices=37 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|1,2 -[SnowWaterCliffSet.18] -TileSet=~~~Water Cliffs -TileIndices=41 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00000001 ;Top +; Left Inner Corner +[CliffStoneSet.23] +TileSet=Cliff Set +TileIndices=38 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=3,4 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=2,1|3,1|1,2|2,2|3,2|2,3|3,3|3,4|4,3|4,4 - -[SnowWaterCliffSet.19] -TileSet=~~~Water Cliffs -TileIndices=42 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 -[SnowWaterCliffSet.20] -TileSet=~~~Water Cliffs -TileIndices=43 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=10100000 ;🡭 + 🡮 +; Right Inner Corner +[CliffStoneSet.24] +TileSet=Cliff Set +TileIndices=39 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|1,3|2,3 - -[SnowWaterCliffSet.21] -TileSet=~~~Water Cliffs -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 -[SnowWaterCliffSet.22] -TileSet=~~~Water Cliffs -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left +; Top Diagonal Long +[CliffStoneSet.25] +TileSet=CliffC +TileIndices=0 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Back +ConnectionPoint0.ForbiddenTiles=17,19 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 - -[SnowWaterCliffSet.23] -TileSet=~~~Water Cliffs -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 +ConnectionPoint1.ForbiddenTiles=17,19 +ExtraPriority=1 +DistanceModifier=-3 -[SnowWaterCliffSet.24] -TileSet=~~~Water Cliffs -TileIndices=49 +; Top Inner Corner (Diagonal) +[CliffStoneSet.26] +TileSet=CliffC +TileIndices=1 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|0,2|1,1|1,2 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Back +ExtraPriority=1 +DistanceModifier=-3 -[SnowWaterCliffSet.25] -TileSet=~~~Water Cliffs -TileIndices=50 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Left Back Diagonal +[CliffStoneSet.27] +TileSet=CliffC +TileIndices=2 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|1,1|2,1 -[SnowWaterCliffSet.26] -TileSet=~~~Water Cliffs -TileIndices=51 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Right Back Diagonal +[CliffStoneSet.28] +TileSet=CliffC +TileIndices=3 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3|3,3|3,4 - +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Back -[TemperateToSnowCliffSet] -Name=Temperate to Snow Transition Cliffs -AllowedTheaters=Temperate -Color=100,200,168 +; ************************************************** +; * Stone Water Cliffs * +; ************************************************** -; E-W front cliffs +[CliffStoneWaterSet] +Name=Stone Water Cliffs +AllowedTheaters=Urban,NewUrban -[TemperateToSnowCliffSet.0] -TileSet=---Snow Cliffs -TileIndices=2,3 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +; Left Corner Large +[CliffStoneWaterSet.0] +TileSet=Cliff/Water pieces +TileIndices=0 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2 -[TemperateToSnowCliffSet.1] -TileSet=---Snow Cliffs +; Left Corner +[CliffStoneWaterSet.1] +TileSet=Cliff/Water pieces TileIndices=1 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|1,2|2,2|2,3 -[TemperateToSnowCliffSet.2] -TileSet=---Snow Cliffs -TileIndices=4,5,6 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Left Diagonal +[CliffStoneWaterSet.2] +TileSet=Cliff/Water pieces +TileIndices=2 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2 -[TemperateToSnowCliffSet.3] -TileSet=---Snow Cliffs -TileIndices=7,8,9 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +; Bottom-Left 2-long +[CliffStoneWaterSet.3] +TileSet=Cliff/Water pieces +TileIndices=4 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2|2,3 -; N-S front cliffs +; Bottom-Left 1-long +[CliffStoneWaterSet.4] +TileSet=Cliff/Water pieces +TileIndices=7 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Front -[TemperateToSnowCliffSet.4] -TileSet=---Snow Cliffs -TileIndices=13,15,16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Diagonal Long +[CliffStoneWaterSet.5] +TileSet=Cliff/Water pieces +TileIndices=8 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[TemperateToSnowCliffSet.5] -TileSet=---Snow Cliffs -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Diagonal Short +[CliffStoneWaterSet.6] +TileSet=Cliff/Water pieces +TileIndices=11 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|4,1|2,2|3,2|4,2|3,3 -[TemperateToSnowCliffSet.5] -TileSet=---Snow Cliffs +; Bottom-Right 2-long +[CliffStoneWaterSet.7] +TileSet=Cliff/Water pieces +TileIndices=14 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front + +; Bottom-Right 1-long +[CliffStoneWaterSet.8] +TileSet=Cliff/Water pieces TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -; E-W back cliffs +; Right Diagonal +[CliffStoneWaterSet.9] +TileSet=Cliff/Water pieces +TileIndices=18 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[TemperateToSnowCliffSet.6] -TileSet=---Snow Cliffs -TileIndices=21,22 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Right Corner Large +[CliffStoneWaterSet.10] +TileSet=Cliff/Water pieces +TileIndices=20 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front + +; Right Corner +[CliffStoneWaterSet.11] +TileSet=Cliff/Water pieces +TileIndices=21 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1 -[TemperateToSnowCliffSet.7] -TileSet=---Snow Cliffs -TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 2-long +[CliffStoneWaterSet.12] +TileSet=Cliff Set +TileIndices=22,23,24 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1|3,1|2,2|3,2|4,2 -[TemperateToSnowCliffSet.8] -TileSet=---Snow Cliffs -TileIndices=23,24,25 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 1-long +[CliffStoneWaterSet.13] +TileSet=Cliff Set +TileIndices=25 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2|2,2 -[TemperateToSnowCliffSet.9] -TileSet=---Snow Cliffs -TileIndices=26,27,28 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top Corner Large +[CliffStoneWaterSet.14] +TileSet=Cliff Set +TileIndices=26 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2 -; N-S back cliffs +; Top Corner Large V +[CliffStoneWaterSet.15] +TileSet=Cliff Set +TileIndices=27 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Back +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Back -[TemperateToSnowCliffSet.10] -TileSet=---Snow Cliffs -TileIndices=31 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner +[CliffStoneWaterSet.16] +TileSet=Cliff Set +TileIndices=28,29 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 -[TemperateToSnowCliffSet.11] -TileSet=---Snow Cliffs -TileIndices=32,34,35 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large Inverted V +[CliffStoneWaterSet.17] +TileSet=Cliff Set +TileIndices=30 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint0.ForbiddenTiles=25 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 +ConnectionPoint1.ForbiddenTiles=25 -[TemperateToSnowCliffSet.12] -TileSet=---Snow Cliffs -TileIndices=36 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large V Straight +[CliffStoneWaterSet.18] +TileSet=Cliff Set +TileIndices=31 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|3,1|4,1|1,2|2,2|3,2|4,2 -; Turns +; Top Inner Corner +[CliffStoneWaterSet.19] +TileSet=Cliff Set +TileIndices=32 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint0.ForbiddenTiles=25 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Back +ConnectionPoint1.ForbiddenTiles=25 -[TemperateToSnowCliffSet.13] -TileSet=---Snow Cliffs -TileIndices=38 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Inner Corner +[CliffStoneWaterSet.20] +TileSet=Cliff Set +TileIndices=33 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 -[TemperateToSnowCliffSet.14] -TileSet=---Snow Cliffs -TileIndices=39 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +; Top-Left 2-long +[CliffStoneWaterSet.21] +TileSet=Cliff Set +TileIndices=34,35,36 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Back -[TemperateToSnowCliffSet.15] -TileSet=---Snow Cliffs -TileIndices=40 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Left 1-long +[CliffStoneWaterSet.22] +TileSet=Cliff Set +TileIndices=37 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2 -[TemperateToSnowCliffSet.16] -TileSet=---Snow Cliffs -TileIndices=41 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +; Left Inner Corner +[CliffStoneWaterSet.23] +TileSet=Cliff Set +TileIndices=38 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|1,2|2,2|2,3 -[TemperateToSnowCliffSet.17] -TileSet=---Snow Cliffs -TileIndices=42 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +; Right Inner Corner +[CliffStoneWaterSet.24] +TileSet=Cliff Set +TileIndices=39 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Back + +; Top Diagonal Long +[CliffStoneWaterSet.25] +TileSet=CliffC +TileIndices=0 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top +ConnectionPoint0.ForbiddenTiles=17,19 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 +ConnectionPoint1.ForbiddenTiles=17,19 +ExtraPriority=1 +DistanceModifier=-3 -[TemperateToSnowCliffSet.18] -TileSet=---Snow Cliffs -TileIndices=43 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint0.Side=Front -ConnectionPoint1=3,3 -ConnectionPoint1.Directions=00010000 ;Bottom +; Top Inner Corner (Diagonal) +[CliffStoneWaterSet.26] +TileSet=CliffC +TileIndices=1 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3|3,3 +ExtraPriority=1 +DistanceModifier=-3 -[TemperateToSnowCliffSet.19] -TileSet=---Snow Cliffs -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 +; Right Back Diagonal +[CliffStoneWaterSet.27] +TileSet=CliffC +TileIndices=4 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Back -[TemperateToSnowCliffSet.20] -TileSet=---Snow Cliffs -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left +; Left Back Diagonal +[CliffStoneWaterSet.28] +TileSet=CliffC +TileIndices=5 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 -[TemperateToSnowCliffSet.21] -TileSet=---Snow Cliffs -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 +; ************************************************** +; * Concrete Cliffs * +; ************************************************** -[TemperateToSnowCliffSet.22] -TileSet=---Snow Cliffs -TileIndices=49 +[CliffConcreteSet] +Name=Concrete Cliffs +AllowedTheaters=Urban,NewUrban + +; Left Corner Large +[CliffConcreteSet.0] +TileSet=CliffA Set +TileIndices=0 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|0,2|1,1|1,2 -[TemperateToSnowCliffSet.23] -TileSet=---Snow Cliffs -TileIndices=50 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Left Corner +[CliffConcreteSet.1] +TileSet=CliffA Set +TileIndices=2 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1|3,1|2,2|3,2 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Front -[TemperateToSnowCliffSet.24] -TileSet=---Snow Cliffs -TileIndices=51 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +; Left Diagonal +[CliffConcreteSet.2] +TileSet=Cliff Set +TileIndices=3 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3|3,3|3,4 +; Bottom-Left 2-long +[CliffConcreteSet.3] +TileSet=Cliff Set +TileIndices=5 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Front -[TemperateShoreSet] -Name=Temperate Shores -AllowedTheaters=Temperate -Color=0,200,0 +; Bottom-Left 1-long +[CliffConcreteSet.4] +TileSet=CliffA Set +TileIndices=5 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Front -[TemperateShoreSet.0] -TileSet=Shores -TileIndices=0,1,2,3 +; Bottom Diagonal Long +[CliffConcreteSet.5] +TileSet=Cliff Set +TileIndices=9 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 -[TemperateShoreSet.1] -TileSet=Shores -TileIndices=4,5,6,7 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left +; Bottom Diagonal Short +[CliffConcreteSet.6] +TileSet=Cliff Set +TileIndices=12 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2|4,2|2,3|3,3 -[TemperateShoreSet.2] -TileSet=Shores -TileIndices=8 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +; Bottom-Right 2-long +[CliffConcreteSet.7] +TileSet=Cliff Set +TileIndices=15 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=2 -ConnectionPoint1.ForbiddenTiles=2 -Foundation=1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 -[TemperateShoreSet.3] -TileSet=Shores -TileIndices=9,10 +; Bottom-Right 1-long +[CliffConcreteSet.8] +TileSet=CliffA Set +TileIndices=7 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2 -[TemperateShoreSet.4] -TileSet=Shores -TileIndices=11 +; Right Diagonal +[CliffConcreteSet.9] +TileSet=Cliff Set +TileIndices=19 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front + +; Right Corner Large +[CliffConcreteSet.10] +TileSet=CliffA Set +TileIndices=10 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front + +; Right Corner +[CliffConcreteSet.11] +TileSet=CliffA Set +TileIndices=12 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=4 -ConnectionPoint1.ForbiddenTiles=4 -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 -[TemperateShoreSet.5] -TileSet=Shores -TileIndices=12,13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top +; Top-Right 2-long +[CliffConcreteSet.12] +TileSet=Cliff Set +TileIndices=22,23,24 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=1,0|2,0|1,1|2,1|3,1|2,2|3,2|4,2|3,3 -[TemperateShoreSet.6] -TileSet=Shores -TileIndices=14 +; Top-Right 1-long +[CliffConcreteSet.13] +TileSet=Cliff Set +TileIndices=25 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=6 -ConnectionPoint1.ForbiddenTiles=6 -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|1,2|2,2 -[TemperateShoreSet.7] -TileSet=Shores -TileIndices=15,16,17 +; Top Corner Large +[CliffConcreteSet.14] +TileSet=Cliff Set +TileIndices=26 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 -[TemperateShoreSet.8] -TileSet=Shores -TileIndices=18 -ConnectionPoint0=1,3 -ConnectionPoint0.Directions=00000100 ;Left +; Top Corner Large V +[CliffConcreteSet.15] +TileSet=Cliff Set +TileIndices=27 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1.ForbiddenTiles=8 -Foundation=1,0|0,1|1,1|2,1|0,2|1,2|2,2|3,2|1,3|2,3|3,3 -[TemperateShoreSet.9] -TileSet=Shores -TileIndices=19,20,21 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left +; Top Corner +[CliffConcreteSet.16] +TileSet=Cliff Set +TileIndices=28,29 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2 -[TemperateShoreSet.10] -TileSet=Shores -TileIndices=22,23,24 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +; Top Corner Large Inverted V +[CliffConcreteSet.17] +TileSet=Cliff Set +TileIndices=30 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0.ForbiddenTiles=25 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 - -[TemperateShoreSet.11] -TileSet=Shores -TileIndices=25,26,27 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2|4,2|2,3|3,3 - -; Turns +ConnectionPoint1.ForbiddenTiles=25 -[TemperateShoreSet.12] -TileSet=Shores -TileIndices=28 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 - -[TemperateShoreSet.13] -TileSet=Shores -TileIndices=29 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|1,1|2,1|1,2|2,2 - -[TemperateShoreSet.14] -TileSet=Shores -TileIndices=30 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 - -[TemperateShoreSet.15] -TileSet=Shores +; Top Corner Large V Straight +[CliffConcreteSet.18] +TileSet=Cliff Set TileIndices=31 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Back +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 -[TemperateShoreSet.16] -TileSet=Shores +; Top Inner Corner +[CliffConcreteSet.19] +TileSet=Cliff Set TileIndices=32 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|2,0|1,1|2,1 - -[TemperateShoreSet.17] -TileSet=Shores -TileIndices=33 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1 - -[TemperateShoreSet.18] -TileSet=Shores -TileIndices=34 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint0.ForbiddenTiles=25 ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1 +ConnectionPoint1.ForbiddenTiles=25 -[TemperateShoreSet.19] -TileSet=Shores -TileIndices=35 +; Bottom Inner Corner +[CliffConcreteSet.20] +TileSet=Cliff Set +TileIndices=33 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1|1,1 +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[TemperateShoreSet.20] -TileSet=Shores -TileIndices=36 +; Top-Left 2-long +[CliffConcreteSet.21] +TileSet=Cliff Set +TileIndices=34,35,36 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1 -[TemperateShoreSet.21] -TileSet=Shores +; Top-Left 1-long +[CliffConcreteSet.22] +TileSet=Cliff Set TileIndices=37 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000100 ;Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|1,1|2,1 -[TemperateShoreSet.22] -TileSet=Shores +; Left Inner Corner +[CliffConcreteSet.23] +TileSet=Cliff Set TileIndices=38 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Front -[TemperateShoreSet.23] -TileSet=Shores +; Right Inner Corner +[CliffConcreteSet.24] +TileSet=Cliff Set TileIndices=39 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1 - -[TemperateShoreSet.24] -TileSet=Shores -TileIndices=40 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 -[TemperateShoreSet.25] -TileSet=Shores -TileIndices=41 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2|2,3|3,3|3,4 - -[TemperateShoreSet.26] -TileSet=Shores -TileIndices=42 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top +; Top Diagonal Long +[CliffConcreteSet.25] +TileSet=CliffC +TileIndices=0 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00000100 ;Left -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3 +ConnectionPoint0.ForbiddenTiles=17,19 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Back +ConnectionPoint1.ForbiddenTiles=17,19 +ExtraPriority=1 +DistanceModifier=-3 -[TemperateShoreSet.27] -TileSet=Shores -TileIndices=43 +; Top Inner Corner (Diagonal) +[CliffConcreteSet.26] +TileSet=CliffC +TileIndices=1 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,3 -ConnectionPoint1.Directions=00000100 ;Left -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2|2,2|3,2|1,3|2,3|3,3|4,3|2,4|3,4 - -[TemperateShoreSet.28] -TileSet=Shores -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2 +ExtraPriority=1 +DistanceModifier=-3 -[TemperateShoreSet.29] -TileSet=Shores -TileIndices=45 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left +; Right Back Diagonal +[CliffConcreteSet.27] +TileSet=CliffC +TileIndices=2 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|3,0|0,1|1,1|2,1|3,1|4,1|1,2|2,2|3,2 -[TemperateShoreSet.30] -TileSet=Shores -TileIndices=46 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.Side=Front +; Left Back Diagonal +[CliffConcreteSet.28] +TileSet=CliffC +TileIndices=3 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1|1,1|2,1|0,2|1,2|2,2|1,3 -[TemperateShoreSet.31] -TileSet=Shores -TileIndices=47 -ConnectionPoint0=3,3 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1|1,1|2,1|0,2|1,2|2,2|3,2|1,3|2,3|3,3|4,3|2,4|3,4 +; ************************************************** +; * Concrete Water Cliffs * +; ************************************************** -[TemperateShoreSet.32] -TileSet=Shores -TileIndices=48 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1 +[CliffConcreteWaterSet] +Name=Concrete Water Cliffs +AllowedTheaters=Urban,NewUrban -[TemperateShoreSet.33] -TileSet=Shores -TileIndices=49 +; Left Corner Large +[CliffConcreteWaterSet.0] +TileSet=CliffA/Water pieces +TileIndices=13 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1 -[TemperateShoreSet.34] -TileSet=Shores -TileIndices=50 +; Left Corner +[CliffConcreteWaterSet.1] +TileSet=CliffA/Water pieces +TileIndices=11 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|0,1 - -[TemperateShoreSet.35] -TileSet=Shores -TileIndices=51 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000100 ;Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1 - -[TemperateShoreSet.36] -TileSet=Shores -TileIndices=52 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1|1,1|2,1 - -[TemperateShoreSet.37] -TileSet=Shores -TileIndices=53 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|1,0|2,0|1,1 -[TemperateShoreSet.38] -TileSet=Shores -TileIndices=54 +; Left Diagonal +[CliffConcreteWaterSet.2] +TileSet=Cliff/Water pieces +TileIndices=3 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|1,2 - -[TemperateShoreSet.39] -TileSet=Shores -TileIndices=55 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1 -[TemperateShoreSet.40] -TileSet=Shores -TileIndices=56 +; Bottom-Left 2-long +[CliffConcreteWaterSet.3] +TileSet=Cliff/Water pieces +TileIndices=5 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -[TemperateShoreSet.41] -TileSet=Shores -TileIndices=57 +; Bottom-Left 1-long +[CliffConcreteWaterSet.4] +TileSet=CliffA/Water pieces +TileIndices=8 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Front -ConnectionPoint1=5,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -[TemperateShoreSet.42] -TileSet=Shores -TileIndices=58 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Diagonal Long +[CliffConcreteWaterSet.5] +TileSet=Cliff/Water pieces +TileIndices=9 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=6,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Front -[TemperateShoreSet.43] -TileSet=Shores -TileIndices=59 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left +; Bottom Diagonal Short +[CliffConcreteWaterSet.6] +TileSet=Cliff/Water pieces +TileIndices=12 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -[TemperateShoreSet.44] -TileSet=Shores -TileIndices=60 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left +; Bottom-Right 2-long +[CliffConcreteWaterSet.7] +TileSet=Cliff/Water pieces +TileIndices=15 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=5,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -[TemperateShoreSet.45] -TileSet=Shores -TileIndices=61 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left +; Bottom-Right 1-long +[CliffConcreteWaterSet.8] +TileSet=CliffA/Water pieces +TileIndices=6 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=6,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -[TemperateShoreSet.46] -TileSet=Shores -TileIndices=62 -ConnectionPoint0=1,5 -ConnectionPoint0.Directions=00000100 ;Left +; Right Diagonal +[CliffConcreteWaterSet.9] +TileSet=Cliff/Water pieces +TileIndices=19 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -[TemperateShoreSet.47] -TileSet=Shores -TileIndices=63 -ConnectionPoint0=1,5 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front +; Right Corner Large +[CliffConcreteWaterSet.10] +TileSet=CliffA/Water pieces +TileIndices=3 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Back ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -[TemperateShoreSet.48] -TileSet=Shores -TileIndices=64 -ConnectionPoint0=1,4 -ConnectionPoint0.Directions=00000100 ;Left +; Right Corner +[CliffConcreteWaterSet.11] +TileSet=CliffA/Water pieces +TileIndices=1 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Back -[TemperateShoreSet.49] -TileSet=Shores -TileIndices=65 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top +; Top-Right 2-long +[CliffConcreteWaterSet.12] +TileSet=Cliff Set +TileIndices=22,23,24 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=4,6 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[TemperateShoreSet.50] -TileSet=Shores -TileIndices=66 +; Top-Right 1-long +[CliffConcreteWaterSet.13] +TileSet=Cliff Set +TileIndices=25 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Back + +; Top Corner Large +[CliffConcreteWaterSet.14] +TileSet=Cliff Set +TileIndices=26 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Back +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Back + +; Top Corner Large V +[CliffConcreteWaterSet.15] +TileSet=Cliff Set +TileIndices=27 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=3,4 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[TemperateShoreSet.51] -TileSet=Shores -TileIndices=67 +; Top Corner +[CliffConcreteWaterSet.16] +TileSet=Cliff Set +TileIndices=28,29 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,4 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[TemperateShoreSet.52] -TileSet=Shores -TileIndices=68 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large Inverted V +[CliffConcreteWaterSet.17] +TileSet=Cliff Set +TileIndices=30 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Back +ConnectionPoint0.ForbiddenTiles=25 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 +ConnectionPoint1.Side=Back +ConnectionPoint1.ForbiddenTiles=25 + +; Top Corner Large V Straight +[CliffConcreteWaterSet.18] +TileSet=Cliff Set +TileIndices=31 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=7,4 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -[TemperateShoreSet.53] -TileSet=Shores -TileIndices=69 +; Top Inner Corner +[CliffConcreteWaterSet.19] +TileSet=Cliff Set +TileIndices=32 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=5,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint0.ForbiddenTiles=25 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back +ConnectionPoint1.ForbiddenTiles=25 -[TemperateShoreSet.54] -TileSet=Shores -TileIndices=70 +; Bottom Inner Corner +[CliffConcreteWaterSet.20] +TileSet=Cliff Set +TileIndices=33 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front + +; Top-Left 2-long +[CliffConcreteWaterSet.21] +TileSet=Cliff Set +TileIndices=34,35,36 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[TemperateShoreSet.55] -TileSet=Shores -TileIndices=71 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left +; Top-Left 1-long +[CliffConcreteWaterSet.22] +TileSet=Cliff Set +TileIndices=37 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[TemperateShoreSet.56] -TileSet=Shores -TileIndices=72 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left +; Left Inner Corner +[CliffConcreteWaterSet.23] +TileSet=Cliff Set +TileIndices=38 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=6,3 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Front + +; Right Inner Corner +[CliffConcreteWaterSet.24] +TileSet=Cliff Set +TileIndices=39 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[TemperateShoreSet.57] -TileSet=Shores -TileIndices=73 -ConnectionPoint0=1,3 -ConnectionPoint0.Directions=00000100 ;Left +; Top Diagonal Long +[CliffConcreteWaterSet.25] +TileSet=CliffC +TileIndices=0 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=6,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint0.ForbiddenTiles=17,19 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back +ConnectionPoint1.ForbiddenTiles=17,19 +ExtraPriority=1 +DistanceModifier=-3 -[TemperateShoreSet.58] -TileSet=Shores -TileIndices=74 -ConnectionPoint0=2,7 -ConnectionPoint0.Directions=00000100 ;Left +; Top Inner Corner (Diagonal) +[CliffConcreteWaterSet.26] +TileSet=CliffC +TileIndices=1 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back +ExtraPriority=1 +DistanceModifier=-3 -[TemperateShoreSet.59] -TileSet=Shores -TileIndices=75 -ConnectionPoint0=1,5 -ConnectionPoint0.Directions=00000100 ;Left +; Right Back Diagonal +[CliffConcreteWaterSet.27] +TileSet=CliffC +TileIndices=4 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[TemperateShoreSet.60] -TileSet=Shores -TileIndices=76 -ConnectionPoint0=2,4 -ConnectionPoint0.Directions=00000100 ;Left +; Left Back Diagonal +[CliffConcreteWaterSet.28] +TileSet=CliffC +TileIndices=5 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[TemperateShoreSet.61] -TileSet=Shores -TileIndices=77 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,4 -ConnectionPoint1.Directions=00010000 ;Bottom +; ************************************************** +; * Natural NewUrban Cliffs * +; ************************************************** + +[CliffNaturalSet] +Name=Natural Cliffs +AllowedTheaters=NewUrban + +; Left Corner Large +[CliffNaturalSet.0] +TileSet=Cliff Natural Set +TileIndices=0 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -[TemperateShoreSet.62] -TileSet=Shores -TileIndices=78 +; Left Corner +[CliffNaturalSet.1] +TileSet=Cliff Natural Set +TileIndices=1 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,5 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -[TemperateShoreSet.63] -TileSet=Shores -TileIndices=79 +; Left Diagonal +[CliffNaturalSet.2] +TileSet=Cliff Natural Set +TileIndices=2,3 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=4,6 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front +; Bottom-Left 2-long +[CliffNaturalSet.3] +TileSet=Cliff Natural Set +TileIndices=4,5,6 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Front + +; Bottom-Left 1-long +[CliffNaturalSet.4] +TileSet=Cliff Natural Set +TileIndices=7 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Front -[SnowShoreSet] -Name=Snow Shores -AllowedTheaters=Temperate -Color=200,200,255 - -[SnowShoreSet.0] -TileSet=~~~Shores -TileIndices=0,1,2,3 +; Bottom Diagonal Long +[CliffNaturalSet.5] +TileSet=Cliff Natural Set +TileIndices=8,9,10 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Front -[SnowShoreSet.1] -TileSet=~~~Shores -TileIndices=4,5,6,7 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left +; Bottom Diagonal Short +[CliffNaturalSet.6] +TileSet=Cliff Natural Set +TileIndices=11,12,13 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -[SnowShoreSet.2] -TileSet=~~~Shores -TileIndices=8 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +; Bottom-Right 2-long +[CliffNaturalSet.7] +TileSet=Cliff Natural Set +TileIndices=14,15,16 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=2 -ConnectionPoint1.ForbiddenTiles=2 -[SnowShoreSet.3] -TileSet=~~~Shores -TileIndices=9,10 +; Bottom-Right 1-long +[CliffNaturalSet.8] +TileSet=Cliff Natural Set +TileIndices=17 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -[SnowShoreSet.4] -TileSet=~~~Shores -TileIndices=11 +; Right Diagonal +[CliffNaturalSet.9] +TileSet=Cliff Natural Set +TileIndices=18,19 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=4 -ConnectionPoint1.ForbiddenTiles=4 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Front +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[SnowShoreSet.5] -TileSet=~~~Shores -TileIndices=12,13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top +; Right Corner Large +[CliffNaturalSet.10] +TileSet=Cliff Natural Set +TileIndices=20 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[SnowShoreSet.6] -TileSet=~~~Shores -TileIndices=14,15,16,17 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +; Right Corner +[CliffNaturalSet.11] +TileSet=Cliff Natural Set +TileIndices=21 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -[SnowShoreSet.7] -TileSet=~~~Shores -TileIndices=18,19 -ConnectionPoint0=1,3 -ConnectionPoint0.Directions=00000100 ;Left +; Top-Right 2-long +[CliffNaturalSet.12] +TileSet=Cliff Natural Set +TileIndices=22,23,24 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[SnowShoreSet.8] -TileSet=~~~Shores -TileIndices=20 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left +; Top-Right 1-long +[CliffNaturalSet.13] +TileSet=Cliff Natural Set +TileIndices=25 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1.ForbiddenTiles=8 -[SnowShoreSet.9] -TileSet=~~~Shores -TileIndices=21 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left +; Top Corner Large +[CliffNaturalSet.14] +TileSet=Cliff Natural Set +TileIndices=26 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=9 -ConnectionPoint1.ForbiddenTiles=9 -[SnowShoreSet.10] -TileSet=~~~Shores -TileIndices=22,23,24 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +; Top Corner Large V +[CliffNaturalSet.15] +TileSet=Cliff Natural Set +TileIndices=27 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[SnowShoreSet.11] -TileSet=~~~Shores -TileIndices=25,26,27 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -; Turns - -[SnowShoreSet.12] -TileSet=~~~Shores -TileIndices=28 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front - -[SnowShoreSet.13] -TileSet=~~~Shores -TileIndices=29 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +; Top Corner +[CliffNaturalSet.16] +TileSet=Cliff Natural Set +TileIndices=28,29 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[SnowShoreSet.14] -TileSet=~~~Shores +; Top Corner Large Inverted V +[CliffNaturalSet.17] +TileSet=Cliff Natural Set TileIndices=30 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -[SnowShoreSet.15] -TileSet=~~~Shores +; Top Corner Large V Straight +[CliffNaturalSet.18] +TileSet=Cliff Natural Set TileIndices=31 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Back +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -[SnowShoreSet.16] -TileSet=~~~Shores +; Top Inner Corner +[CliffNaturalSet.19] +TileSet=Cliff Natural Set TileIndices=32 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[SnowShoreSet.17] -TileSet=~~~Shores -TileIndices=33 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -[SnowShoreSet.18] -TileSet=~~~Shores -TileIndices=34 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -[SnowShoreSet.19] -TileSet=~~~Shores -TileIndices=35 +; Bottom Inner Corner +[CliffNaturalSet.20] +TileSet=Cliff Natural Set +TileIndices=33 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[SnowShoreSet.20] -TileSet=~~~Shores -TileIndices=36 +; Top-Left 2-long +[CliffNaturalSet.21] +TileSet=Cliff Natural Set +TileIndices=34,35,36 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[SnowShoreSet.21] -TileSet=~~~Shores +; Top-Left 1-long +[CliffNaturalSet.22] +TileSet=Cliff Natural Set TileIndices=37 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000100 ;Left +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[SnowShoreSet.22] -TileSet=~~~Shores +; Left Inner Corner +[CliffNaturalSet.23] +TileSet=Cliff Natural Set TileIndices=38 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Front -[SnowShoreSet.23] -TileSet=~~~Shores +; Right Inner Corner +[CliffNaturalSet.24] +TileSet=Cliff Natural Set TileIndices=39 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[SnowShoreSet.24] -TileSet=~~~Shores -TileIndices=40 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -[SnowShoreSet.25] -TileSet=~~~Shores -TileIndices=41 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front +; ************************************************** +; * Natural NewUrban Water Cliffs * +; ************************************************** -[SnowShoreSet.26] -TileSet=~~~Shores -TileIndices=42 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00000100 ;Left -ConnectionPoint1.Side=Front +[CliffNaturalWaterSet] +Name=Natural Water Cliffs +AllowedTheaters=NewUrban -[SnowShoreSet.27] -TileSet=~~~Shores -TileIndices=43 +; Left Corner Large +[CliffNaturalWaterSet.0] +TileSet=Cliff/Water Natural pieces +TileIndices=0 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,3 -ConnectionPoint1.Directions=00000100 ;Left -ConnectionPoint1.Side=Front - -[SnowShoreSet.28] -TileSet=~~~Shores -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[SnowShoreSet.29] -TileSet=~~~Shores -TileIndices=45 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[SnowShoreSet.30] -TileSet=~~~Shores -TileIndices=46 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.Side=Front ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back - -[SnowShoreSet.31] -TileSet=~~~Shores -TileIndices=47 -ConnectionPoint0=3,3 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back - -[SnowShoreSet.32] -TileSet=~~~Shores -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Front - -[SnowShoreSet.33] -TileSet=~~~Shores -TileIndices=49 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -[SnowShoreSet.34] -TileSet=~~~Shores -TileIndices=50 +; Left Corner +[CliffNaturalWaterSet.1] +TileSet=Cliff/Water Natural pieces +TileIndices=1 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[SnowShoreSet.35] -TileSet=~~~Shores -TileIndices=51 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00000100 ;Left -ConnectionPoint1.Side=Back - -[SnowShoreSet.36] -TileSet=~~~Shores -TileIndices=52 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back - -[SnowShoreSet.37] -TileSet=~~~Shores -TileIndices=53 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -[SnowShoreSet.38] -TileSet=~~~Shores -TileIndices=54 +; Left Diagonal +[CliffNaturalWaterSet.2] +TileSet=Cliff/Water Natural pieces +TileIndices=2,3 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[SnowShoreSet.39] -TileSet=~~~Shores -TileIndices=55 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -[SnowShoreSet.40] -TileSet=~~~Shores -TileIndices=56 +; Bottom-Left 2-long +[CliffNaturalWaterSet.3] +TileSet=Cliff/Water Natural pieces +TileIndices=4,5,6 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Front -[SnowShoreSet.41] -TileSet=~~~Shores -TileIndices=57 +; Bottom-Left 1-long +[CliffNaturalWaterSet.4] +TileSet=Cliff/Water Natural pieces +TileIndices=7 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Front -ConnectionPoint1=5,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -[SnowShoreSet.42] -TileSet=~~~Shores -TileIndices=58 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +; Bottom Diagonal Long +[CliffNaturalWaterSet.5] +TileSet=Cliff/Water Natural pieces +TileIndices=8,9,10 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Front -ConnectionPoint1=6,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Front -[SnowShoreSet.43] -TileSet=~~~Shores -TileIndices=59 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left +; Bottom Diagonal Short +[CliffNaturalWaterSet.6] +TileSet=Cliff/Water Natural pieces +TileIndices=11,12,13 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -[SnowShoreSet.44] -TileSet=~~~Shores -TileIndices=60 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left +; Bottom-Right 2-long +[CliffNaturalWaterSet.7] +TileSet=Cliff/Water Natural pieces +TileIndices=14,15,16 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=5,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -[SnowShoreSet.45] -TileSet=~~~Shores -TileIndices=61 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left +; Bottom-Right 1-long +[CliffNaturalWaterSet.8] +TileSet=Cliff/Water Natural pieces +TileIndices=17 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=6,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -[SnowShoreSet.46] -TileSet=~~~Shores -TileIndices=62 -ConnectionPoint0=1,5 -ConnectionPoint0.Directions=00000100 ;Left +; Right Diagonal +[CliffNaturalWaterSet.9] +TileSet=Cliff/Water Natural pieces +TileIndices=18,19 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -[SnowShoreSet.47] -TileSet=~~~Shores -TileIndices=63 -ConnectionPoint0=1,5 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front +; Right Corner Large +[CliffNaturalWaterSet.10] +TileSet=Cliff/Water Natural pieces +TileIndices=20 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Back ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Front -[SnowShoreSet.48] -TileSet=~~~Shores -TileIndices=64 -ConnectionPoint0=1,4 -ConnectionPoint0.Directions=00000100 ;Left +; Right Corner +[CliffNaturalWaterSet.11] +TileSet=Cliff/Water Natural pieces +TileIndices=21 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -[SnowShoreSet.49] -TileSet=~~~Shores -TileIndices=65 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=4,6 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -[SnowShoreSet.50] -TileSet=~~~Shores -TileIndices=66 +; Top-Right 2-long +[CliffNaturalWaterSet.12] +TileSet=Cliff Natural Set +TileIndices=22,23,24 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=3,4 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[SnowShoreSet.51] -TileSet=~~~Shores -TileIndices=67 +; Top-Right 1-long +[CliffNaturalWaterSet.13] +TileSet=Cliff Natural Set +TileIndices=25 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=2,4 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -[SnowShoreSet.52] -TileSet=~~~Shores -TileIndices=68 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large +[CliffNaturalWaterSet.14] +TileSet=Cliff Natural Set +TileIndices=26 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=7,4 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[SnowShoreSet.53] -TileSet=~~~Shores -TileIndices=69 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +; Top Corner Large V +[CliffNaturalWaterSet.15] +TileSet=Cliff Natural Set +TileIndices=27 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=5,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[SnowShoreSet.54] -TileSet=~~~Shores -TileIndices=70 +; Top Corner +[CliffNaturalWaterSet.16] +TileSet=Cliff Natural Set +TileIndices=28,29 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[SnowShoreSet.55] -TileSet=~~~Shores -TileIndices=71 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left +; Top Corner Large Inverted V +[CliffNaturalWaterSet.17] +TileSet=Cliff Natural Set +TileIndices=30 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -[SnowShoreSet.56] -TileSet=~~~Shores -TileIndices=72 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left +; Top Corner Large V Straight +[CliffNaturalWaterSet.18] +TileSet=Cliff Natural Set +TileIndices=31 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=6,3 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -[SnowShoreSet.57] -TileSet=~~~Shores -TileIndices=73 -ConnectionPoint0=1,3 -ConnectionPoint0.Directions=00000100 ;Left +; Top Inner Corner +[CliffNaturalWaterSet.19] +TileSet=Cliff Natural Set +TileIndices=32 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=6,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -[SnowShoreSet.58] -TileSet=~~~Shores -TileIndices=74 -ConnectionPoint0=2,7 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back +; Bottom Inner Corner +[CliffNaturalWaterSet.20] +TileSet=Cliff Natural Set +TileIndices=33 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00100000 +ConnectionPoint0.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Front -[SnowShoreSet.59] -TileSet=~~~Shores -TileIndices=75 -ConnectionPoint0=1,5 -ConnectionPoint0.Directions=00000100 ;Left +; Top-Left 2-long +[CliffNaturalWaterSet.21] +TileSet=Cliff Natural Set +TileIndices=34,35,36 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[SnowShoreSet.60] -TileSet=~~~Shores -TileIndices=76 -ConnectionPoint0=2,4 -ConnectionPoint0.Directions=00000100 ;Left +; Top-Left 1-long +[CliffNaturalWaterSet.22] +TileSet=Cliff Natural Set +TileIndices=37 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[SnowShoreSet.61] -TileSet=~~~Shores -TileIndices=77 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,4 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -[SnowShoreSet.62] -TileSet=~~~Shores -TileIndices=78 +; Left Inner Corner +[CliffNaturalWaterSet.23] +TileSet=Cliff Natural Set +TileIndices=38 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,5 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint0.Directions=00001000 +ConnectionPoint0.Side=Back +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Front -[SnowShoreSet.63] -TileSet=~~~Shores -TileIndices=79 +; Right Inner Corner +[CliffNaturalWaterSet.24] +TileSet=Cliff Natural Set +TileIndices=39 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Front -ConnectionPoint1=4,6 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Back -[TemperateSmallShoreSet] -Name=Temperate Small Shores -AllowedTheaters=Temperate -Color=0,200,0 +; ************************************************** +; * Shore * +; ************************************************** -[TemperateSmallShoreSet.0] -TileSet=Small Shores -TileIndices=0 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=0 -ConnectionPoint1.ForbiddenTiles=0 +[Shore] +Name=Shore +AllowedTheaters=Temperate,Snow,Urban,Desert,NewUrban -[TemperateSmallShoreSet.1] -TileSet=Small Shores -TileIndices=1 +; Bottom-Left 2-long +[Shore.0] +TileSet=Shore Pieces +TileIndices=0,1,2 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -;45° Inside Turn -[TemperateSmallShoreSet.2] -TileSet=Small Shores -TileIndices=2 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 -[TemperateSmallShoreSet.3] -TileSet=Small Shores +; Bottom-Left 1-long +[Shore.1] +TileSet=Shore Pieces TileIndices=3 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=3 -ConnectionPoint1.ForbiddenTiles=3 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 -[TemperateSmallShoreSet.4] -TileSet=Small Shores +; Bottom-Left 2-long bendy 1 +[Shore.2] +TileSet=Shore Pieces TileIndices=4 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 -;45° Inside Turn -[TemperateSmallShoreSet.5] -TileSet=Small Shores +; Bottom-Left 2-long bendy 2 +[Shore.3] +TileSet=Shore Pieces TileIndices=5 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 + +; Bottom Inner Corner +[Shore.4] +TileSet=Shore Pieces +TileIndices=6,7 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=00000010 ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back +ConnectionPoint1.Directions=10000000 -[TemperateSmallShoreSet.6] -TileSet=Small Shores -TileIndices=6 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back +; Bottom-Right 2-long +[Shore.5] +TileSet=Shore Pieces +TileIndices=8,9,10 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 -[TemperateSmallShoreSet.7] -TileSet=Small Shores -TileIndices=7 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back +; Bottom-Right 1-long +[Shore.6] +TileSet=Shore Pieces +TileIndices=11 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 -;45° Inside Turn -[TemperateSmallShoreSet.8] -TileSet=Small Shores -TileIndices=8 +; Bottom-Right 2-long bendy 1 +[Shore.7] +TileSet=Shore Pieces +TileIndices=12 ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 -[TemperateSmallShoreSet.9] -TileSet=Small Shores -TileIndices=9 +; Bottom-Right 2-long bendy 2 +[Shore.8] +TileSet=Shore Pieces +TileIndices=13 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 + +; Right Inner Corner +[Shore.9] +TileSet=Shore Pieces +TileIndices=14,15 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00000010 ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1.ForbiddenTiles=8 -[TemperateSmallShoreSet.10] -TileSet=Small Shores -TileIndices=10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top-Right 2-long +[Shore.10] +TileSet=Shore Pieces +TileIndices=16,17,18 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -;45° Inside Turn -[TemperateSmallShoreSet.11] -TileSet=Small Shores -TileIndices=11 +; Top-Right 1-long +[Shore.11] +TileSet=Shore Pieces +TileIndices=16,17,18 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -[TemperateSmallShoreSet.12] -TileSet=Small Shores -TileIndices=12 +; Top-Right 2-long bendy 1 +[Shore.12] +TileSet=Shore Pieces +TileIndices=20 ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=11 -ConnectionPoint1.ForbiddenTiles=11 -[TemperateSmallShoreSet.13] -TileSet=Small Shores -TileIndices=13 +; Top-Right 2-long bendy 2 +[Shore.13] +TileSet=Shore Pieces +TileIndices=21 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000100 ;Left +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=1,2 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -;45° Inside Turn -[TemperateSmallShoreSet.14] -TileSet=Small Shores -TileIndices=14 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000100 ;Left +; Top Inner Corner +[Shore.14] +TileSet=Shore Pieces +TileIndices=22,23 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00100000 ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[TemperateSmallShoreSet.15] -TileSet=Small Shores -TileIndices=15 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +; Top-Left 2-long +[Shore.15] +TileSet=Shore Pieces +TileIndices=24,25,26 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=14 -ConnectionPoint1.ForbiddenTiles=14 -[TemperateSmallShoreSet.16] -TileSet=Small Shores -TileIndices=16 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +; Top-Left 1-long +[Shore.16] +TileSet=Shore Pieces +TileIndices=27 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -;45° Inside Turn -[TemperateSmallShoreSet.17] -TileSet=Small Shores -TileIndices=17 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +; Top-Left 2-long bendy 1 +[Shore.17] +TileSet=Shore Pieces +TileIndices=28 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=2,1 +ConnectionPoint1.Directions=00001000 ConnectionPoint1.Side=Back -[TemperateSmallShoreSet.18] -TileSet=Small Shores -TileIndices=18 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front +; Top-Left 2-long bendy 2 +[Shore.18] +TileSet=Shore Pieces +TileIndices=29 +ConnectionPoint0=2,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=17 -ConnectionPoint1.ForbiddenTiles=17 - -[TemperateSmallShoreSet.19] -TileSet=Small Shores -TileIndices=19 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -;45° Inside Turn -[TemperateSmallShoreSet.20] -TileSet=Small Shores -TileIndices=20 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -[TemperateSmallShoreSet.21] -TileSet=Small Shores -TileIndices=21 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=20 -ConnectionPoint1.ForbiddenTiles=20 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Back -[TemperateSmallShoreSet.22] -TileSet=Small Shores -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front +; Left Inner Corner +[Shore.19] +TileSet=Shore Pieces +TileIndices=30,31 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint0.Side=Back +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 -;45° Inside Turn -[TemperateSmallShoreSet.23] -TileSet=Small Shores -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front +; Top V Corner +[Shore.20] +TileSet=Shore Pieces +TileIndices=32,33 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00100000 -;90° Outside Turn -[TemperateSmallShoreSet.24] -TileSet=Small Shores -TileIndices=24 +; Left V Corner +[Shore.21] +TileSet=Shore Pieces +TileIndices=34,35 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -;45° Outside Turn -[TemperateSmallShoreSet.25] -TileSet=Small Shores -TileIndices=25 +; Bottom V Corner +[Shore.22] +TileSet=Shore Pieces +TileIndices=36,37 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 ConnectionPoint1.Side=Back -;45° Outside Turn -[TemperateSmallShoreSet.26] -TileSet=Small Shores -TileIndices=26 +; Right V Corner +[Shore.23] +TileSet=Shore Pieces +TileIndices=38,39 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Back -;90° Outside Turn -[TemperateSmallShoreSet.27] -TileSet=Small Shores -TileIndices=27 +; Long Shore 1 +[Shore.24] +TileSet=Shore Pieces +TileIndices=40 +ConnectionPoint0=0,3 +ConnectionPoint0.Directions=00001000 +ConnectionPoint1=4,1 +ConnectionPoint1.Directions=10000000 + +; Long Shore 2 +[Shore.25] +TileSet=Shore Pieces +TileIndices=41 +ConnectionPoint0=1,4 +ConnectionPoint0.Directions=00001000 +ConnectionPoint1=7,2 +ConnectionPoint1.Directions=10000000 + +; ************************************************** +; * Pave Shore * +; ************************************************** + +[PaveShore] +Name=Pave Shore +AllowedTheaters=Urban,NewUrban + +; Top-Right +[PaveShore.0] +TileSet=Pave Shore +TileIndices=0 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=00000010 ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Back -;45° Outside Turn -[TemperateSmallShoreSet.28] -TileSet=Small Shores -TileIndices=28 +; Right Corner +[PaveShore.1] +TileSet=Pave Shore +TileIndices=1 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=00000010 +ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front +ConnectionPoint1.Directions=00001000 -;45° Outside Turn -[TemperateSmallShoreSet.29] -TileSet=Small Shores -TileIndices=29 +; Bottom-Right +[PaveShore.2] +TileSet=Pave Shore +TileIndices=2 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=10000000 ConnectionPoint1=0,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front +ConnectionPoint1.Directions=00001000 -;45° Outside Turn -[TemperateSmallShoreSet.30] -TileSet=Small Shores -TileIndices=30 +; Bottom Corner +[PaveShore.3] +TileSet=Pave Shore +TileIndices=3 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=10000000 ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Front +ConnectionPoint1.Directions=00000010 -;45° Outside Turn -[TemperateSmallShoreSet.31] -TileSet=Small Shores -TileIndices=31 +; Bottom-Left +[PaveShore.4] +TileSet=Pave Shore +TileIndices=4 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=00000010 ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Front +ConnectionPoint1.Directions=00100000 -;45° Outside Turn -[TemperateSmallShoreSet.32] -TileSet=Small Shores -TileIndices=32 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top +; Left Corner +[PaveShore.5] +TileSet=Pave Shore +TileIndices=5 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 -;90° Outside Turn -[TemperateSmallShoreSet.33] -TileSet=Small Shores -TileIndices=33 +; Top-Left +[PaveShore.6] +TileSet=Pave Shore +TileIndices=6 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front +ConnectionPoint1.Directions=00001000 +ConnectionPoint1.Side=Back -;45° Outside Turn -[TemperateSmallShoreSet.34] -TileSet=Small Shores -TileIndices=34 -ConnectionPoint0=1,0 ;0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +; Top Corner +[PaveShore.7] +TileSet=Pave Shore +TileIndices=7 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 ;0,0 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00100000 ConnectionPoint1.Side=Back -;45° Inside Turn -[TemperateSmallShoreSet.35] -TileSet=Small Shores -TileIndices=35 +; Right Inner Corner +[PaveShore.8] +TileSet=Pave Shore A +TileIndices=0 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=10000000 ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front +ConnectionPoint1.Directions=00100000 +ConnectionPoint1.Side=Back -;45° Inside Turn -[TemperateSmallShoreSet.36] -TileSet=Small Shores -TileIndices=36 +; Bottom Inner Corner +[PaveShore.9] +TileSet=Pave Shore A +TileIndices=1 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=00001000 ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back +ConnectionPoint1.Directions=00100000 -;45° Inside Turn -[TemperateSmallShoreSet.37] -TileSet=Small Shores -TileIndices=37 +; Left Inner Corner +[PaveShore.10] +TileSet=Pave Shore A +TileIndices=2 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=00001000 ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back +ConnectionPoint1.Directions=00000010 -;45° Inside Turn -[TemperateSmallShoreSet.38] -TileSet=Small Shores -TileIndices=38 +; Top Inner Corner +[PaveShore.11] +TileSet=Pave Shore A +TileIndices=3 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=10000000 ConnectionPoint0.Side=Back ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Front +ConnectionPoint1.Directions=00000010 +ConnectionPoint1.Side=Back +; ************************************************** +; * Dirt Roads * +; ************************************************** -[SnowSmallShoreSet] -Name=Snow Small Shores -AllowedTheaters=Temperate -Color=200,200,255 +[DirtRoads] +Name=Dirt Roads +AllowedTheaters=Temperate,Desert +FrontOnly=yes -[SnowSmallShoreSet.0] -TileSet=~~~Small Shores +[DirtRoads.0] +TileSet=DirtRoads Bendy TileIndices=0 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=0 -ConnectionPoint1.ForbiddenTiles=0 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 -[SnowSmallShoreSet.1] -TileSet=~~~Small Shores +[DirtRoads.1] +TileSet=DirtRoads Bendy TileIndices=1 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 -;45° Inside Turn -[SnowSmallShoreSet.2] -TileSet=~~~Small Shores +[DirtRoads.2] +TileSet=DirtRoads Bendy TileIndices=2 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -[SnowSmallShoreSet.3] -TileSet=~~~Small Shores +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 + +[DirtRoads.3] +TileSet=DirtRoads Bendy TileIndices=3 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=3 -ConnectionPoint1.ForbiddenTiles=3 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00000100 -[SnowSmallShoreSet.4] -TileSet=~~~Small Shores +[DirtRoads.4] +TileSet=DirtRoads Bendy TileIndices=4 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00000010 -;45° Inside Turn -[SnowSmallShoreSet.5] -TileSet=~~~Small Shores +[DirtRoads.5] +TileSet=DirtRoads Bendy TileIndices=5 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[SnowSmallShoreSet.6] -TileSet=~~~Small Shores -TileIndices=6 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[SnowSmallShoreSet.7] -TileSet=~~~Small Shores +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 + +;[DirtRoads.6] +;TileSet=DirtRoads Bendy +;TileIndices=6 +;ConnectionPoint0=1,0 +;ConnectionPoint0.Directions=01000000 +;ConnectionPoint1=1,2 +;ConnectionPoint1.Directions=00100000 + +[DirtRoads.7] +TileSet=DirtRoads Bendy TileIndices=7 ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back +ConnectionPoint0.Directions=01000000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 -;45° Inside Turn -[SnowSmallShoreSet.8] -TileSet=~~~Small Shores +[DirtRoads.8] +TileSet=DirtRoads Bendy TileIndices=8 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back +ConnectionPoint1.Directions=01000000 -[SnowSmallShoreSet.9] -TileSet=~~~Small Shores +[DirtRoads.9] +TileSet=DirtRoads Bendy TileIndices=9 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1.ForbiddenTiles=8 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=01000000 -[SnowSmallShoreSet.10] -TileSet=~~~Small Shores +[DirtRoads.10] +TileSet=DirtRoads Bendy TileIndices=10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 -;45° Inside Turn -[SnowSmallShoreSet.11] -TileSet=~~~Small Shores +[DirtRoads.11] +TileSet=DirtRoads Bendy TileIndices=11 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 -[SnowSmallShoreSet.12] -TileSet=~~~Small Shores +[DirtRoads.12] +TileSet=DirtRoads Bendy TileIndices=12 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=11 -ConnectionPoint1.ForbiddenTiles=11 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00100000 +ConnectionPoint1=1,2 +ConnectionPoint1.Directions=00010000 -[SnowSmallShoreSet.13] -TileSet=~~~Small Shores +[DirtRoads.13] +TileSet=DirtRoads Bendy TileIndices=13 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back - -;45° Inside Turn -[SnowSmallShoreSet.14] -TileSet=~~~Small Shores -TileIndices=14 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Back - -[SnowSmallShoreSet.15] -TileSet=~~~Small Shores -TileIndices=15 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=14 -ConnectionPoint1.ForbiddenTiles=14 - -[SnowSmallShoreSet.16] -TileSet=~~~Small Shores -TileIndices=16 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back - -;45° Inside Turn -[SnowSmallShoreSet.17] -TileSet=~~~Small Shores -TileIndices=17 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back - -[SnowSmallShoreSet.18] -TileSet=~~~Small Shores -TileIndices=18 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front +ConnectionPoint0.Directions=00001000 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=17 -ConnectionPoint1.ForbiddenTiles=17 - -[SnowSmallShoreSet.19] -TileSet=~~~Small Shores -TileIndices=19 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -;45° Inside Turn -[SnowSmallShoreSet.20] -TileSet=~~~Small Shores -TileIndices=20 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -[SnowSmallShoreSet.21] -TileSet=~~~Small Shores -TileIndices=21 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=20 -ConnectionPoint1.ForbiddenTiles=20 - -[SnowSmallShoreSet.22] -TileSet=~~~Small Shores -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -;45° Inside Turn -[SnowSmallShoreSet.23] -TileSet=~~~Small Shores -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -;90° Outside Turn -[SnowSmallShoreSet.24] -TileSet=~~~Small Shores -TileIndices=24 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -;45° Outside Turn -[SnowSmallShoreSet.25] -TileSet=~~~Small Shores -TileIndices=25 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back - -;45° Outside Turn -[SnowSmallShoreSet.26] -TileSet=~~~Small Shores -TileIndices=26 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -;90° Outside Turn -[SnowSmallShoreSet.27] -TileSet=~~~Small Shores -TileIndices=27 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -;45° Outside Turn -[SnowSmallShoreSet.28] -TileSet=~~~Small Shores -TileIndices=28 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -;45° Outside Turn -[SnowSmallShoreSet.29] -TileSet=~~~Small Shores -TileIndices=29 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -;45° Outside Turn -[SnowSmallShoreSet.30] -TileSet=~~~Small Shores -TileIndices=30 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Front - -;45° Outside Turn -[SnowSmallShoreSet.31] -TileSet=~~~Small Shores -TileIndices=31 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Front - -;45° Outside Turn -[SnowSmallShoreSet.32] -TileSet=~~~Small Shores -TileIndices=32 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front - -;90° Outside Turn -[SnowSmallShoreSet.33] -TileSet=~~~Small Shores -TileIndices=33 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front - -;45° Outside Turn -[SnowSmallShoreSet.34] -TileSet=~~~Small Shores -TileIndices=34 -ConnectionPoint0=1,0 ;0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 ;0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -;45° Inside Turn -[SnowSmallShoreSet.35] -TileSet=~~~Small Shores -TileIndices=35 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -;45° Inside Turn -[SnowSmallShoreSet.36] -TileSet=~~~Small Shores -TileIndices=36 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -;45° Inside Turn -[SnowSmallShoreSet.37] -TileSet=~~~Small Shores -TileIndices=37 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back - -;45° Inside Turn -[SnowSmallShoreSet.38] -TileSet=~~~Small Shores -TileIndices=38 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Front - - -[TemperateDirtRoadSet] -Name=Temperate Dirt Roads -AllowedTheaters=Temperate -FrontOnly=yes -Color=0,200,0 - -[TemperateDirtRoadSet.0] -TileSet=Straight Dirt Roads -TileIndices=0 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=0 -ConnectionPoint1.ForbiddenTiles=0,1 - -[TemperateDirtRoadSet.1] -TileSet=Straight Dirt Roads -TileIndices=1 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=0,1 -ConnectionPoint1.ForbiddenTiles=1 +ConnectionPoint1.Directions=00100000 -[TemperateDirtRoadSet.2] -TileSet=Straight Dirt Roads -TileIndices=2,3 +[DirtRoads.14] +TileSet=DirtRoads Bendy +TileIndices=14 ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ExtraPriority=9999 - -[TemperateDirtRoadSet.3] -TileSet=Straight Dirt Roads -TileIndices=4,5 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=3 -ConnectionPoint1.ForbiddenTiles=3 - -[TemperateDirtRoadSet.4] -TileSet=Straight Dirt Roads -TileIndices=6,7 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=00000100 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ExtraPriority=1 - -[TemperateDirtRoadSet.5] -TileSet=Straight Dirt Roads -TileIndices=8 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.ForbiddenTiles=5 -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.ForbiddenTiles=5 -ExtraPriority=-2 - -[TemperateDirtRoadSet.6] -TileSet=Straight Dirt Roads -TileIndices=9,10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ExtraPriority=99999 -ConnectionPoint0.ForbiddenTiles=6 -ConnectionPoint1.ForbiddenTiles=6 - -[TemperateDirtRoadSet.7] -TileSet=Straight Dirt Roads -TileIndices=11,12 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=7 -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=7 -ExtraPriority=99999 -DistanceModifier=-3 - -[TemperateDirtRoadSet.8] -TileSet=Straight Dirt Roads -TileIndices=21 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperateDirtRoadSet.9] -TileSet=Straight Dirt Roads -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperateDirtRoadSet.10] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=0 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=12 -ConnectionPoint1.ForbiddenTiles=12 +ConnectionPoint1.Directions=00100000 -[TemperateDirtRoadSet.11] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=1 -ConnectionPoint0=2,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +[DirtRoads.15] +TileSet=DirtRoads Bendy +TileIndices=15 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=13 -ConnectionPoint1.ForbiddenTiles=13 +ConnectionPoint1.Directions=00100000 -[TemperateDirtRoadSet.12] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=2 +[DirtRoads.16] +TileSet=DirtRoads Bendy +TileIndices=16 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=10 -ConnectionPoint1.ForbiddenTiles=10 +ConnectionPoint0.Directions=00001000 +ConnectionPoint1=2,1 +ConnectionPoint1.Directions=00010000 -[TemperateDirtRoadSet.13] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=3 +[DirtRoads.17] +TileSet=DirtRoads Bendy +TileIndices=17 ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint0.ForbiddenTiles=11 -ConnectionPoint1.ForbiddenTiles=11 - -[TemperateDirtRoadSet.14] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=6 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperateDirtRoadSet.15] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=7 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperateDirtRoadSet.16] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=9 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[TemperateDirtRoadSet.17] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=10 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[TemperateDirtRoadSet.18] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=14 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TemperateDirtRoadSet.19] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=15 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TemperateDirtRoadSet.20] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=17 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperateDirtRoadSet.20] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=18 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperateDirtRoadSet.21] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperateDirtRoadSet.22] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=21 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperateDirtRoadSet.23] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=22 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperateDirtRoadSet.24] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=23 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000100 ;Left - -[TemperateDirtRoadSet.25] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=4,5 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.ForbiddenTiles=25 -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.ForbiddenTiles=25 -ExtraPriority=99999 - -[TemperateDirtRoadSet.26] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=12,13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=26 -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=26 -ExtraPriority=99999 - - -[SnowDirtRoadSet] -Name=Snow Dirt Roads -AllowedTheaters=Temperate -FrontOnly=yes -Color=200,200,255 - -[SnowDirtRoadSet.0] -TileSet=~~~Straight Dirt Roads -TileIndices=0 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=0 -ConnectionPoint1.ForbiddenTiles=0,1 - -[SnowDirtRoadSet.1] -TileSet=~~~Straight Dirt Roads -TileIndices=1 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=0,1 -ConnectionPoint1.ForbiddenTiles=1 - -[SnowDirtRoadSet.2] -TileSet=~~~Straight Dirt Roads -TileIndices=2,3 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ExtraPriority=9999 - -[SnowDirtRoadSet.3] -TileSet=~~~Straight Dirt Roads -TileIndices=4,5 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=3 -ConnectionPoint1.ForbiddenTiles=3 - -[SnowDirtRoadSet.4] -TileSet=~~~Straight Dirt Roads -TileIndices=6,7 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ExtraPriority=1 - -[SnowDirtRoadSet.5] -TileSet=~~~Straight Dirt Roads -TileIndices=8 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.ForbiddenTiles=5 -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.ForbiddenTiles=5 -ExtraPriority=-2 - -[SnowDirtRoadSet.6] -TileSet=~~~Straight Dirt Roads -TileIndices=9,10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.ForbiddenTiles=6 -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.ForbiddenTiles=6 -ExtraPriority=99999 -DistanceModifier=-3 - -[SnowDirtRoadSet.7] -TileSet=~~~Straight Dirt Roads -TileIndices=11,12 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=7 -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=7 -ExtraPriority=99999 -DistanceModifier=-3 - -[SnowDirtRoadSet.8] -TileSet=~~~Straight Dirt Roads -TileIndices=21 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[SnowDirtRoadSet.9] -TileSet=~~~Straight Dirt Roads -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[SnowDirtRoadSet.10] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=0 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=12 -ConnectionPoint1.ForbiddenTiles=12 - -[SnowDirtRoadSet.11] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=1 -ConnectionPoint0=2,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=13 -ConnectionPoint1.ForbiddenTiles=13 - -[SnowDirtRoadSet.12] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=2 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=10 -ConnectionPoint1.ForbiddenTiles=10 - -[SnowDirtRoadSet.13] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=3 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint0.ForbiddenTiles=11 -ConnectionPoint1.ForbiddenTiles=11 - -[SnowDirtRoadSet.14] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=6 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom - -[SnowDirtRoadSet.15] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=7 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom - -[SnowDirtRoadSet.16] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=9 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[SnowDirtRoadSet.17] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=10 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[SnowDirtRoadSet.18] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=14 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[SnowDirtRoadSet.19] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=15 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[SnowDirtRoadSet.20] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=17 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right - -[SnowDirtRoadSet.20] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=18 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right - -[SnowDirtRoadSet.21] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=01000000 ;Right - -[SnowDirtRoadSet.22] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=21 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00010000 ;Bottom - -[SnowDirtRoadSet.23] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=22 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[SnowDirtRoadSet.24] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=23 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000100 ;Left - -[SnowDirtRoadSet.25] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=4,5 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.ForbiddenTiles=25 -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.ForbiddenTiles=25 -ExtraPriority=99999 - -[SnowDirtRoadSet.26] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=12,13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=26 -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=26 -ExtraPriority=99999 - - -[TDWinterDirtRoadSet] -Name=TDWinter Dirt Roads -AllowedTheaters=Temperate -FrontOnly=yes -Color=100,200,168 - -[TDWinterDirtRoadSet.0] -TileSet=---Straight Dirt Roads -TileIndices=0 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=0 -ConnectionPoint1.ForbiddenTiles=0,1 - -[TDWinterDirtRoadSet.1] -TileSet=---Straight Dirt Roads -TileIndices=1 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=0,1 -ConnectionPoint1.ForbiddenTiles=1 - -[TDWinterDirtRoadSet.2] -TileSet=---Straight Dirt Roads -TileIndices=2,3 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ExtraPriority=9999 - -[TDWinterDirtRoadSet.3] -TileSet=---Straight Dirt Roads -TileIndices=4,5 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=3 -ConnectionPoint1.ForbiddenTiles=3 - -[TDWinterDirtRoadSet.4] -TileSet=---Straight Dirt Roads -TileIndices=6,7 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ExtraPriority=1 - -[TDWinterDirtRoadSet.5] -TileSet=---Straight Dirt Roads -TileIndices=8 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.ForbiddenTiles=5 -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.ForbiddenTiles=5 -ExtraPriority=-2 - -[TDWinterDirtRoadSet.6] -TileSet=---Straight Dirt Roads -TileIndices=9,10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.ForbiddenTiles=6 -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.ForbiddenTiles=6 -ExtraPriority=99999 -DistanceModifier=-3 -ConnectionPoint0.ForbiddenTiles=6 -ConnectionPoint1.ForbiddenTiles=6 - -[TDWinterDirtRoadSet.7] -TileSet=---Straight Dirt Roads -TileIndices=11,12 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=7 -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=7 -ExtraPriority=99999 -DistanceModifier=-3 - -[TDWinterDirtRoadSet.8] -TileSet=---Straight Dirt Roads -TileIndices=21 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TDWinterDirtRoadSet.9] -TileSet=---Straight Dirt Roads -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TDWinterDirtRoadSet.10] -TileSet=---Bendy Dirt Roads -TileIndices=0 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=12 -ConnectionPoint1.ForbiddenTiles=12 - -[TDWinterDirtRoadSet.11] -TileSet=---Bendy Dirt Roads -TileIndices=1 -ConnectionPoint0=2,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=13 -ConnectionPoint1.ForbiddenTiles=13 - -[TDWinterDirtRoadSet.12] -TileSet=---Bendy Dirt Roads -TileIndices=2 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=10 -ConnectionPoint1.ForbiddenTiles=10 - -[TDWinterDirtRoadSet.13] -TileSet=---Bendy Dirt Roads -TileIndices=3 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint0.ForbiddenTiles=11 -ConnectionPoint1.ForbiddenTiles=11 - -[TDWinterDirtRoadSet.14] -TileSet=---Bendy Dirt Roads -TileIndices=6 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TDWinterDirtRoadSet.15] -TileSet=---Bendy Dirt Roads -TileIndices=7 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TDWinterDirtRoadSet.16] -TileSet=---Bendy Dirt Roads -TileIndices=9 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[TDWinterDirtRoadSet.17] -TileSet=---Bendy Dirt Roads -TileIndices=10 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[TDWinterDirtRoadSet.18] -TileSet=---Bendy Dirt Roads -TileIndices=14 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TDWinterDirtRoadSet.19] -TileSet=---Bendy Dirt Roads -TileIndices=15 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TDWinterDirtRoadSet.20] -TileSet=---Bendy Dirt Roads -TileIndices=17 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right - -[TDWinterDirtRoadSet.20] -TileSet=---Bendy Dirt Roads -TileIndices=18 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right - -[TDWinterDirtRoadSet.21] -TileSet=---Bendy Dirt Roads -TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=01000000 ;Right - -[TDWinterDirtRoadSet.22] -TileSet=---Bendy Dirt Roads -TileIndices=21 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TDWinterDirtRoadSet.23] -TileSet=---Bendy Dirt Roads -TileIndices=22 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TDWinterDirtRoadSet.24] -TileSet=---Bendy Dirt Roads -TileIndices=23 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000100 ;Left - -[TDWinterDirtRoadSet.25] -TileSet=---Bendy Dirt Roads -TileIndices=4,5 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.ForbiddenTiles=25 -ConnectionPoint0.ForbiddenTiles=26 -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.ForbiddenTiles=25 -ConnectionPoint1.ForbiddenTiles=26 -ExtraPriority=99999 - -[TDWinterDirtRoadSet.26] -TileSet=---Bendy Dirt Roads -TileIndices=12,13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ExtraPriority=99999 - - -[TemperatePavedRoadASet] -Name=Temperate Paved Road A -AllowedTheaters=Temperate -FrontOnly=yes -Color=0,200,0 - -[TemperatePavedRoadASet.0] -TileSet=Paved Roads A -TileIndices=0 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperatePavedRoadASet.1] -TileSet=Paved Roads A -TileIndices=1 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperatePavedRoadASet.2] -TileSet=Paved Roads A -TileIndices=9 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperatePavedRoadASet.3] -TileSet=Paved Roads A -TileIndices=10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[TemperatePavedRoadASet.4] -TileSet=Paved Roads A -TileIndices=11 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperatePavedRoadASet.5] -TileSet=Paved Roads A -TileIndices=12 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperatePavedRoadASet.6] -TileSet=Paved Roads A -TileIndices=19 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TemperatePavedRoadASet.7] -TileSet=Paved Roads A -TileIndices=20 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperatePavedRoadASet.8] -TileSet=Paved Roads A -TileIndices=21 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[TemperatePavedRoadASet.9] -TileSet=Paved Roads A -TileIndices=22 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TemperatePavedRoadASet.10] -TileSet=Paved Roads A -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperatePavedRoadASet.11] -TileSet=Paved Roads A -TileIndices=24 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[TemperatePavedRoadASet.12] -TileSet=Paved Roads A -TileIndices=25 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperatePavedRoadASet.13] -TileSet=Paved Roads A -TileIndices=26 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperatePavedRoadASet.14] -TileSet=Paved Roads A -TileIndices=27 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ExtraPriority=99999 - -[TemperatePavedRoadASet.15] -TileSet=Paved Roads A -TileIndices=28 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left -ExtraPriority=99999 - - -[TemperatePavedRoadBSet] -Name=Temperate Paved Road B -AllowedTheaters=Temperate -FrontOnly=yes -Color=0,200,0 - -[TemperatePavedRoadBSet.0] -TileSet=Paved Roads B -TileIndices=0 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperatePavedRoadBSet.1] -TileSet=Paved Roads B -TileIndices=1 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperatePavedRoadBSet.2] -TileSet=Paved Roads B -TileIndices=9 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperatePavedRoadBSet.3] -TileSet=Paved Roads B -TileIndices=10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[TemperatePavedRoadBSet.4] -TileSet=Paved Roads B -TileIndices=11 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperatePavedRoadBSet.5] -TileSet=Paved Roads B -TileIndices=12 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperatePavedRoadBSet.6] -TileSet=Paved Roads B -TileIndices=19 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TemperatePavedRoadBSet.7] -TileSet=Paved Roads B -TileIndices=20 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperatePavedRoadBSet.8] -TileSet=Paved Roads B -TileIndices=21 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[TemperatePavedRoadBSet.9] -TileSet=Paved Roads B -TileIndices=22 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TemperatePavedRoadBSet.10] -TileSet=Paved Roads B -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperatePavedRoadBSet.11] -TileSet=Paved Roads B -TileIndices=24 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[TemperatePavedRoadBSet.12] -TileSet=Paved Roads B -TileIndices=25 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperatePavedRoadBSet.13] -TileSet=Paved Roads B -TileIndices=26 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperatePavedRoadBSet.14] -TileSet=Paved Roads B -TileIndices=27 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ExtraPriority=99999 - -[TemperatePavedRoadBSet.15] -TileSet=Paved Roads B -TileIndices=28 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left -ExtraPriority=99999 - - -[TemperatePavedRoadCSet] -Name=Temperate Paved Road C -AllowedTheaters=Temperate -FrontOnly=yes -Color=0,200,0 - -[TemperatePavedRoadCSet.0] -TileSet=Paved Roads C -TileIndices=0 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperatePavedRoadCSet.1] -TileSet=Paved Roads C -TileIndices=1 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperatePavedRoadCSet.2] -TileSet=Paved Roads C -TileIndices=9 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperatePavedRoadCSet.3] -TileSet=Paved Roads C -TileIndices=10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[TemperatePavedRoadCSet.4] -TileSet=Paved Roads C -TileIndices=11 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperatePavedRoadCSet.5] -TileSet=Paved Roads C -TileIndices=12 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperatePavedRoadCSet.6] -TileSet=Paved Roads C -TileIndices=19 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TemperatePavedRoadCSet.7] -TileSet=Paved Roads C -TileIndices=20 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperatePavedRoadCSet.8] -TileSet=Paved Roads C -TileIndices=21 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[TemperatePavedRoadCSet.9] -TileSet=Paved Roads C -TileIndices=22 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TemperatePavedRoadCSet.10] -TileSet=Paved Roads C -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperatePavedRoadCSet.11] -TileSet=Paved Roads C -TileIndices=24 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[TemperatePavedRoadCSet.12] -TileSet=Paved Roads C -TileIndices=25 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperatePavedRoadCSet.13] -TileSet=Paved Roads C -TileIndices=26 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperatePavedRoadCSet.14] -TileSet=Paved Roads C -TileIndices=27 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ExtraPriority=99999 - -[TemperatePavedRoadCSet.15] -TileSet=Paved Roads C -TileIndices=28 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left -ExtraPriority=99999 - - -[SnowPavedRoadSet] -Name=Snow Paved Road -AllowedTheaters=Temperate -Color=200,200,255 - -[SnowPavedRoadSet.0] -TileSet=~~~Paved Roads -TileIndices=0 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[SnowPavedRoadSet.1] -TileSet=~~~Paved Roads -TileIndices=1 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[SnowPavedRoadSet.2] -TileSet=~~~Paved Roads -TileIndices=9 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[SnowPavedRoadSet.3] -TileSet=~~~Paved Roads -TileIndices=10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[SnowPavedRoadSet.4] -TileSet=~~~Paved Roads -TileIndices=11 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[SnowPavedRoadSet.5] -TileSet=~~~Paved Roads -TileIndices=12 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - - -[TemperateRiverSet] -Name=Temperate Rivers -AllowedTheaters=Temperate -FrontOnly=yes -Color=0,200,0 - -[TemperateRiverSet.0] -TileSet=Rivers -TileIndices=0 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperateRiverSet.1] -TileSet=Rivers -TileIndices=1 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=1 -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=1 - -[TemperateRiverSet.2] -TileSet=Rivers -TileIndices=2 -ConnectionPoint0=3,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=2 -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.ForbiddenTiles=2 - -[TemperateRiverSet.3] -TileSet=Rivers -TileIndices=3 -ConnectionPoint0=4,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[TemperateRiverSet.4] -TileSet=Rivers -TileIndices=4 -ConnectionPoint0=4,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=4 -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.ForbiddenTiles=4 - -[TemperateRiverSet.5] -TileSet=Rivers -TileIndices=5 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[TemperateRiverSet.6] -TileSet=Rivers -TileIndices=6 -ConnectionPoint0=4,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[TemperateRiverSet.7] -TileSet=Rivers -TileIndices=7 -ConnectionPoint0=3,2 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[TemperateRiverSet.8] -TileSet=Rivers -TileIndices=8 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.ForbiddenTiles=8 - -[TemperateRiverSet.9] -TileSet=Rivers -TileIndices=9 -ConnectionPoint0=3,3 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.ForbiddenTiles=9 -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.ForbiddenTiles=9 - -[TemperateRiverSet.10] -TileSet=Rivers -TileIndices=10 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=10 -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.ForbiddenTiles=10 - -[TemperateRiverSet.11] -TileSet=Rivers -TileIndices=11 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[TemperateRiverSet.12] -TileSet=Rivers -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[TemperateRiverSet.13] -TileSet=Rivers -TileIndices=13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperateRiverSet.14] -TileSet=Rivers -TileIndices=14 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperateRiverSet.15] -TileSet=Rivers -TileIndices=15 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperateRiverSet.16] -TileSet=Rivers -TileIndices=16 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperateRiverSet.17] -TileSet=Rivers -TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TemperateRiverSet.18] -TileSet=Rivers -TileIndices=18 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right - -[TemperateRiverSet.19] -TileSet=Rivers -TileIndices=19 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[TemperateRiverSet.20] -TileSet=Rivers -TileIndices=20 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TemperateRiverSet.21] -TileSet=Rivers -TileIndices=21 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperateRiverSet.22] -TileSet=Rivers -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TemperateRiverSet.23] -TileSet=Rivers -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TemperateRiverSet.24] -TileSet=Rivers -TileIndices=24 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - - -[SnowRiverSet] -Name=Snow Rivers -AllowedTheaters=Temperate -FrontOnly=yes -Color=200,200,255 - -[SnowRiverSet.0] -TileSet=~~~Rivers -TileIndices=0 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right - -[SnowRiverSet.1] -TileSet=~~~Rivers -TileIndices=1 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=1 -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=1 - -[SnowRiverSet.2] -TileSet=~~~Rivers -TileIndices=2 -ConnectionPoint0=3,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=2 -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.ForbiddenTiles=2 - -[SnowRiverSet.3] -TileSet=~~~Rivers -TileIndices=3 -ConnectionPoint0=4,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[SnowRiverSet.4] -TileSet=~~~Rivers -TileIndices=4 -ConnectionPoint0=4,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=4 -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.ForbiddenTiles=4 - -[SnowRiverSet.5] -TileSet=~~~Rivers -TileIndices=5 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[SnowRiverSet.6] -TileSet=~~~Rivers -TileIndices=6 -ConnectionPoint0=4,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[SnowRiverSet.7] -TileSet=~~~Rivers -TileIndices=7 -ConnectionPoint0=3,2 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[SnowRiverSet.8] -TileSet=~~~Rivers -TileIndices=8 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.ForbiddenTiles=8 - -[SnowRiverSet.9] -TileSet=~~~Rivers -TileIndices=9 -ConnectionPoint0=3,3 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.ForbiddenTiles=9 -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.ForbiddenTiles=9 - -[SnowRiverSet.10] -TileSet=~~~Rivers -TileIndices=10 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=10 -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.ForbiddenTiles=10 - -[SnowRiverSet.11] -TileSet=~~~Rivers -TileIndices=11,12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[SnowRiverSet.12] -TileSet=~~~Rivers -TileIndices=13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[SnowRiverSet.13] -TileSet=~~~Rivers -TileIndices=14 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[SnowRiverSet.14] -TileSet=~~~Rivers -TileIndices=15 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[SnowRiverSet.15] -TileSet=~~~Rivers -TileIndices=16 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[SnowRiverSet.16] -TileSet=~~~Rivers -TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[SnowRiverSet.17] -TileSet=~~~Rivers -TileIndices=18 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right - -[SnowRiverSet.18] -TileSet=~~~Rivers -TileIndices=19 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[SnowRiverSet.19] -TileSet=~~~Rivers -TileIndices=20 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[SnowRiverSet.20] -TileSet=~~~Rivers -TileIndices=21 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[SnowRiverSet.21] -TileSet=~~~Rivers -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[SnowRiverSet.22] -TileSet=~~~Rivers -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[SnowRiverSet.23] -TileSet=~~~Rivers -TileIndices=24 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - - -[TDWinterRiverSet] -Name=TDWinter Rivers -AllowedTheaters=Temperate -FrontOnly=yes -Color=100,200,168 - -[TDWinterRiverSet.0] -TileSet=---Rivers -TileIndices=0 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right - -[TDWinterRiverSet.1] -TileSet=---Rivers -TileIndices=1 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=1 -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=1 - -[TDWinterRiverSet.2] -TileSet=---Rivers -TileIndices=2 -ConnectionPoint0=3,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=2 -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.ForbiddenTiles=2 - -[TDWinterRiverSet.3] -TileSet=---Rivers -TileIndices=3 -ConnectionPoint0=4,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[TDWinterRiverSet.4] -TileSet=---Rivers -TileIndices=4 -ConnectionPoint0=4,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=4 -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.ForbiddenTiles=4 - -[TDWinterRiverSet.5] -TileSet=---Rivers -TileIndices=5 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[TDWinterRiverSet.6] -TileSet=---Rivers -TileIndices=6 -ConnectionPoint0=4,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[TDWinterRiverSet.7] -TileSet=---Rivers -TileIndices=7 -ConnectionPoint0=3,2 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[TDWinterRiverSet.8] -TileSet=---Rivers -TileIndices=8 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.ForbiddenTiles=8 - -[TDWinterRiverSet.9] -TileSet=---Rivers -TileIndices=9 -ConnectionPoint0=3,3 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.ForbiddenTiles=9 -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.ForbiddenTiles=9 - -[TDWinterRiverSet.10] -TileSet=---Rivers -TileIndices=10 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=10 -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.ForbiddenTiles=10 - -[TDWinterRiverSet.11] -TileSet=---Rivers -TileIndices=11 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[TDWinterRiverSet.12] -TileSet=---Rivers -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[TDWinterRiverSet.13] -TileSet=---Rivers -TileIndices=13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TDWinterRiverSet.14] -TileSet=---Rivers -TileIndices=14 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TDWinterRiverSet.15] -TileSet=---Rivers -TileIndices=15 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TDWinterRiverSet.16] -TileSet=---Rivers -TileIndices=16 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TDWinterRiverSet.17] -TileSet=---Rivers -TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[TDWinterRiverSet.18] -TileSet=---Rivers -TileIndices=18 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right - -[TDWinterRiverSet.19] -TileSet=---Rivers -TileIndices=19 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[TDWinterRiverSet.20] -TileSet=---Rivers -TileIndices=20 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left - -[TDWinterRiverSet.21] -TileSet=---Rivers -TileIndices=21 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TDWinterRiverSet.22] -TileSet=---Rivers -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[TDWinterRiverSet.23] -TileSet=---Rivers -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00010000 ;Bottom - -[TDWinterRiverSet.24] -TileSet=---Rivers -TileIndices=24 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - - -[DesertCliffSet] -Name=Desert Cliffs -AllowedTheaters=Desert -Color=255,180,0 - -; E-W front cliffs - -[DesertCliffSet.0] -TileSet=Cliffs -TileIndices=1,2,3 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2|3,2 - -[DesertCliffSet.1] -TileSet=Cliffs -TileIndices=4,5,6 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2 - -[DesertCliffSet.2] -TileSet=Cliffs -TileIndices=7,8,9 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2 - -; N-S front cliffs - -[DesertCliffSet.3] -TileSet=Cliffs -TileIndices=13,15,16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 - -[DesertCliffSet.4] -TileSet=Cliffs -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|4,1|2,2|3,2|4,2|3,3 - -[DesertCliffSet.5] -TileSet=Cliffs -TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 - -; E-W back cliffs - -[DesertCliffSet.6] -TileSet=Cliffs -TileIndices=20,21,22 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1 - -[DesertCliffSet.7] -TileSet=Cliffs -TileIndices=23 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=7 ; Force some variety -ConnectionPoint1.ForbiddenTiles=7 -Foundation=0,0|0,1|1,1|1,2|2,2 - -[DesertCliffSet.8] -TileSet=Cliffs -TileIndices=24 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=8 ; Force some variety -ConnectionPoint1.ForbiddenTiles=8 -Foundation=0,0|1,0|1,1 - -[DesertCliffSet.9] -TileSet=Cliffs -TileIndices=25 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=9 ; Force some variety -ConnectionPoint1.ForbiddenTiles=9 -Foundation=0,0|1,0|1,1|2,1 - -[DesertCliffSet.10] -TileSet=Cliffs -TileIndices=26,27,28 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2 - -; N-S back cliffs - -[DesertCliffSet.11] -TileSet=Cliffs -TileIndices=31 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 - -[DesertCliffSet.12] -TileSet=Cliffs -TileIndices=32,34,35 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 - -[DesertCliffSet.13] -TileSet=Cliffs -TileIndices=36 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|2,0|0,1|1,1|2,1 - -; Turns - -[DesertCliffSet.14] -TileSet=Cliffs -TileIndices=38 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 - -[DesertCliffSet.15] -TileSet=Cliffs -TileIndices=39 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2 - -[DesertCliffSet.16] -TileSet=Cliffs -TileIndices=40 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2 - -[DesertCliffSet.17] -TileSet=Cliffs -TileIndices=41 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|1,2|2,2|2,3 - -[DesertCliffSet.18] -TileSet=Cliffs -TileIndices=42 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 - -[DesertCliffSet.19] -TileSet=Cliffs -TileIndices=43 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint0.Side=Front -ConnectionPoint1=3,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3|3,3 - -[DesertCliffSet.20] -TileSet=Cliffs -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 - -[DesertCliffSet.21] -TileSet=Cliffs -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3 - -[DesertCliffSet.22] -TileSet=Cliffs -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 - -[DesertCliffSet.23] -TileSet=Cliffs -TileIndices=49 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|0,2|1,1|1,2 - -[DesertCliffSet.24] -TileSet=Cliffs -TileIndices=50 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1|3,1|2,2|3,2 - -[DesertCliffSet.25] -TileSet=Cliffs -TileIndices=51 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3|3,3|3,4 - - -[LightSandCliffSet] -Name=Light Sand Cliffs -AllowedTheaters=Desert -Color=200,200,0 - -; E-W front cliffs - -[LightSandCliffSet.0] -TileSet=~~~Cliffs -TileIndices=1,2,3 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2|3,2 - -[LightSandCliffSet.1] -TileSet=~~~Cliffs -TileIndices=4,5,6 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2 - -[LightSandCliffSet.2] -TileSet=~~~Cliffs -TileIndices=7,8,9 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2 - -; N-S front cliffs - -[LightSandCliffSet.3] -TileSet=~~~Cliffs -TileIndices=13,15,16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 - -[LightSandCliffSet.4] -TileSet=~~~Cliffs -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|4,1|2,2|3,2|4,2|3,3 - -[LightSandCliffSet.5] -TileSet=~~~Cliffs -TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 - -; E-W back cliffs - -[LightSandCliffSet.6] -TileSet=~~~Cliffs -TileIndices=20,21,22 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1 - -[LightSandCliffSet.7] -TileSet=~~~Cliffs -TileIndices=23 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=23 ; Force some variety -ConnectionPoint1.ForbiddenTiles=23 -Foundation=0,0|0,1|1,1|1,2|2,2 - -[LightSandCliffSet.8] -TileSet=~~~Cliffs -TileIndices=24 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=24 ; Force some variety -ConnectionPoint1.ForbiddenTiles=24 -Foundation=0,0|1,0|1,1 - -[LightSandCliffSet.9] -TileSet=~~~Cliffs -TileIndices=25 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=25 ; Force some variety -ConnectionPoint1.ForbiddenTiles=25 -Foundation=0,0|1,0|1,1|2,1 - -[LightSandCliffSet.10] -TileSet=~~~Cliffs -TileIndices=26,27,28 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2 - -; N-S back cliffs - -[LightSandCliffSet.11] -TileSet=~~~Cliffs -TileIndices=31 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 - -[LightSandCliffSet.12] -TileSet=~~~Cliffs -TileIndices=32,34,35 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 - -[LightSandCliffSet.13] -TileSet=~~~Cliffs -TileIndices=36 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|2,0|0,1|1,1|2,1 - -; Turns - -[LightSandCliffSet.14] -TileSet=~~~Cliffs -TileIndices=38 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 - -[LightSandCliffSet.15] -TileSet=~~~Cliffs -TileIndices=39 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2 - -[LightSandCliffSet.16] -TileSet=~~~Cliffs -TileIndices=40 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2 - -[LightSandCliffSet.17] -TileSet=~~~Cliffs -TileIndices=41 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|1,2|2,2|2,3 - -[LightSandCliffSet.18] -TileSet=~~~Cliffs -TileIndices=42 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 - -[LightSandCliffSet.19] -TileSet=~~~Cliffs -TileIndices=43 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint0.Side=Front -ConnectionPoint1=3,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3|3,3 - -[LightSandCliffSet.20] -TileSet=~~~Cliffs -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 - -[LightSandCliffSet.21] -TileSet=~~~Cliffs -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3 - -[LightSandCliffSet.22] -TileSet=~~~Cliffs -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 - -[LightSandCliffSet.23] -TileSet=~~~Cliffs -TileIndices=49 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|0,2|1,1|1,2 - -[LightSandCliffSet.24] -TileSet=~~~Cliffs -TileIndices=50 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,1|2,1|3,1|2,2|3,2 - -[LightSandCliffSet.25] -TileSet=~~~Cliffs -TileIndices=51 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3|3,3|3,4 - -[DesertWaterCliffSet] -Name=Desert Water Cliffs -AllowedTheaters=Desert -Color=255,180,0 - -; E-W front cliffs - -[DesertWaterCliffSet.0] -TileSet=Water Cliffs -TileIndices=1,2,3 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2|3,2 - -[DesertWaterCliffSet.1] -TileSet=Water Cliffs -TileIndices=4,5,6 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2 - -[DesertWaterCliffSet.2] -TileSet=Water Cliffs -TileIndices=7,8,9 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2 - -; N-S front cliffs - -[DesertWaterCliffSet.3] -TileSet=Water Cliffs -TileIndices=13,15,16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 - -[DesertWaterCliffSet.4] -TileSet=Water Cliffs -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|4,1|2,2|3,2|4,2 - -[DesertWaterCliffSet.5] -TileSet=Water Cliffs -TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 - -; E-W back cliffs - -[DesertWaterCliffSet.6] -TileSet=Water Cliffs -TileIndices=20,21,22 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1 - -[DesertWaterCliffSet.7] -TileSet=Water Cliffs -TileIndices=23 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=7 -ConnectionPoint1.ForbiddenTiles=7 -Foundation=0,0|1,0|1,1|2,1 - -[DesertWaterCliffSet.8] -TileSet=Water Cliffs -TileIndices=24 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1.ForbiddenTiles=8 -Foundation=0,0|0,1|1,1|1,2 - -[DesertWaterCliffSet.9] -TileSet=Water Cliffs -TileIndices=25 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=9 -ConnectionPoint1.ForbiddenTiles=9 -Foundation=0,0|0,1|1,1|1,2|2,2 - -[DesertWaterCliffSet.10] -TileSet=Water Cliffs -TileIndices=26,28 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2 - -[DesertWaterCliffSet.11] -TileSet=Water Cliffs -TileIndices=27 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1|2,2 - -; N-S back cliffs - -[DesertWaterCliffSet.12] -TileSet=Water Cliffs -TileIndices=31 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 - -[DesertWaterCliffSet.12] -TileSet=Water Cliffs -TileIndices=32,34,35 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 - -[DesertWaterCliffSet.13] -TileSet=Water Cliffs -TileIndices=36 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|2,0|0,1|1,1|2,1 - -; Turns - -[DesertWaterCliffSet.14] -TileSet=Water Cliffs -TileIndices=38 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 - -[DesertWaterCliffSet.15] -TileSet=Water Cliffs -TileIndices=39 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2 - -[DesertWaterCliffSet.16] -TileSet=Water Cliffs -TileIndices=40 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|1,2 - -[DesertWaterCliffSet.17] -TileSet=Water Cliffs -TileIndices=41 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=3,4 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Front -Foundation=2,1|3,1|1,2|2,2|3,2|2,3|3,3|3,4|4,3|4,4 - -[DesertWaterCliffSet.18] -TileSet=Water Cliffs -TileIndices=42 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 - -[DesertWaterCliffSet.19] -TileSet=Water Cliffs -TileIndices=43 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|1,3|2,3 - -[DesertWaterCliffSet.20] -TileSet=Water Cliffs -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 - -[DesertWaterCliffSet.21] -TileSet=Water Cliffs -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3 - -[DesertWaterCliffSet.22] -TileSet=Water Cliffs -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 - -[DesertWaterCliffSet.23] -TileSet=Water Cliffs -TileIndices=49 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|0,2|1,1|1,2 - -[DesertWaterCliffSet.24] -TileSet=Water Cliffs -TileIndices=50 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|1,1|2,1 - -[DesertWaterCliffSet.25] -TileSet=Water Cliffs -TileIndices=51 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3|3,3|3,4 - - -[LightSandWaterCliffSet] -Name=Light Sand Water Cliffs -AllowedTheaters=Desert -Color=200,200,0 - -; E-W front cliffs - -[LightSandWaterCliffSet.0] -TileSet=~~~Water Cliffs -TileIndices=1,2,3 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2|3,2 - -[LightSandWaterCliffSet.1] -TileSet=~~~Water Cliffs -TileIndices=4,5,6 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1|1,2|2,2 - -[LightSandWaterCliffSet.2] -TileSet=~~~Water Cliffs -TileIndices=7,8,9 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1|2,1|2,2 - -; N-S front cliffs - -[LightSandWaterCliffSet.3] -TileSet=~~~Water Cliffs -TileIndices=13,15,16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 - -[LightSandWaterCliffSet.4] -TileSet=~~~Water Cliffs -TileIndices=12 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|4,1|2,2|3,2|4,2 - -[LightSandWaterCliffSet.5] -TileSet=~~~Water Cliffs -TileIndices=17 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 - -; E-W back cliffs - -[LightSandWaterCliffSet.6] -TileSet=~~~Water Cliffs -TileIndices=20,21,22 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1 - -[LightSandWaterCliffSet.7] -TileSet=~~~Water Cliffs -TileIndices=23 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=7 -ConnectionPoint1.ForbiddenTiles=7 -Foundation=0,0|1,0|1,1|2,1 - -[LightSandWaterCliffSet.8] -TileSet=~~~Water Cliffs -TileIndices=24 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1.ForbiddenTiles=8 -Foundation=0,0|0,1|1,1|1,2 - -[LightSandWaterCliffSet.9] -TileSet=~~~Water Cliffs -TileIndices=25 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=9 -ConnectionPoint1.ForbiddenTiles=9 -Foundation=0,0|0,1|1,1|1,2|2,2 - -[LightSandWaterCliffSet.10] -TileSet=~~~Water Cliffs -TileIndices=26,28 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1|1,2 - -[LightSandWaterCliffSet.11] -TileSet=~~~Water Cliffs -TileIndices=27 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1|2,1|2,2 - -; N-S back cliffs - -[LightSandWaterCliffSet.12] -TileSet=~~~Water Cliffs -TileIndices=31 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,1|1,0|1,1|2,1|3,1|2,1|2,2|2,3 - -[LightSandWaterCliffSet.12] -TileSet=~~~Water Cliffs -TileIndices=32,34,35 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2 - -[LightSandWaterCliffSet.13] -TileSet=~~~Water Cliffs -TileIndices=36 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|2,0|0,1|1,1|2,1 - -; Turns - -[LightSandWaterCliffSet.14] -TileSet=~~~Water Cliffs -TileIndices=38 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 - -[LightSandWaterCliffSet.15] -TileSet=~~~Water Cliffs -TileIndices=39 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2 - -[LightSandWaterCliffSet.16] -TileSet=~~~Water Cliffs -TileIndices=40 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|1,2 - -[LightSandWaterCliffSet.17] -TileSet=~~~Water Cliffs -TileIndices=41 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=3,4 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Front -Foundation=2,1|3,1|1,2|2,2|3,2|2,3|3,3|3,4|4,3|4,4 - -[LightSandWaterCliffSet.18] -TileSet=~~~Water Cliffs -TileIndices=42 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 - -[LightSandWaterCliffSet.19] -TileSet=~~~Water Cliffs -TileIndices=43 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|1,3|2,3 - -[LightSandWaterCliffSet.20] -TileSet=~~~Water Cliffs -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 - -[LightSandWaterCliffSet.21] -TileSet=~~~Water Cliffs -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3 - -[LightSandWaterCliffSet.22] -TileSet=~~~Water Cliffs -TileIndices=48 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=10100000 ;🡭 + 🡮 -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|3,2 - -[LightSandWaterCliffSet.23] -TileSet=~~~Water Cliffs -TileIndices=49 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|0,2|1,1|1,2 - -[LightSandWaterCliffSet.24] -TileSet=~~~Water Cliffs -TileIndices=50 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|1,1|2,1 - -[LightSandWaterCliffSet.25] -TileSet=~~~Water Cliffs -TileIndices=51 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3|3,3|3,4 - - -[DesertShoreSet] -Name=Desert Shores -AllowedTheaters=Desert -Color=255,180,0 - -[DesertShoreSet.0] -TileSet=Shores -TileIndices=0 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.1] -TileSet=Shores -TileIndices=1 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=5,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.2] -TileSet=Shores -TileIndices=2 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=3,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.3] -TileSet=Shores -TileIndices=3 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.4] -TileSet=Shores -TileIndices=4 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=3,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.5] -TileSet=Shores -TileIndices=5 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.6] -TileSet=Shores -TileIndices=6 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=5,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.7] -TileSet=Shores -TileIndices=7 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.8] -TileSet=Shores -TileIndices=9 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.9] -TileSet=Shores -TileIndices=10 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.10] -TileSet=Shores -TileIndices=11 -ConnectionPoint0=1,3 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=3,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.11] -TileSet=Shores -TileIndices=12 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front - -[DesertShoreSet.12] -TileSet=Shores -TileIndices=13 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front - -[DesertShoreSet.13] -TileSet=Shores -TileIndices=14 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front - -[DesertShoreSet.14] -TileSet=Shores -TileIndices=15 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front - -[DesertShoreSet.15] -TileSet=Shores -TileIndices=16 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[DesertShoreSet.16] -TileSet=Shores -TileIndices=17 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[DesertShoreSet.17] -TileSet=Shores -TileIndices=18 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.18] -TileSet=Shores -TileIndices=19 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.19] -TileSet=Shores -TileIndices=20 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.20] -TileSet=Shores -TileIndices=21 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.21] -TileSet=Shores -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.22] -TileSet=Shores -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=5,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.23] -TileSet=Shores -TileIndices=24 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.24] -TileSet=Shores -TileIndices=26 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.25] -TileSet=Shores -TileIndices=27 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.26] -TileSet=Shores -TileIndices=28 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.27] -TileSet=Shores -TileIndices=29 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back - -[DesertShoreSet.28] -TileSet=Shores -TileIndices=30 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back - -[DesertShoreSet.29] -TileSet=Shores -TileIndices=31 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back - -[DesertShoreSet.30] -TileSet=Shores -TileIndices=32 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back - -[DesertShoreSet.31] -TileSet=Shores -TileIndices=33 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -[DesertShoreSet.32] -TileSet=Shores -TileIndices=34 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -[DesertShoreSet.33] -TileSet=Shores -TileIndices=35 -ConnectionPoint0=3,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Front - -[DesertShoreSet.34] -TileSet=Shores -TileIndices=36 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front - -[DesertShoreSet.35] -TileSet=Shores -TileIndices=37 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.36] -TileSet=Shores -TileIndices=38 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.37] -TileSet=Shores -TileIndices=39,40 -ConnectionPoint0=2,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front - -[DesertShoreSet.38] -TileSet=Shores -TileIndices=41 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.39] -TileSet=Shores -TileIndices=42 -ConnectionPoint0=2,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back - -[DesertShoreSet.40] -TileSet=Shores -TileIndices=43 -ConnectionPoint0=2,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back - -[DesertShoreSet.41] -TileSet=Shores -TileIndices=44 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back - -[DesertShoreSet.42] -TileSet=Shores -TileIndices=45 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Front - -[DesertShoreSet.43] -TileSet=Shores -TileIndices=46,47 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.44] -TileSet=Shores -TileIndices=48,49 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.45] -TileSet=Shores -TileIndices=50 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.46] -TileSet=Shores -TileIndices=51,52 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.47] -TileSet=Shores -TileIndices=52 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.48] -TileSet=Shores -TileIndices=54,55 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back - -[DesertShoreSet.49] -TileSet=Shores -TileIndices=56 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.50] -TileSet=Shores -TileIndices=57 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.51] -TileSet=Shores -TileIndices=58 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Front - -[DesertShoreSet.52] -TileSet=Shores -TileIndices=59 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front - -[DesertShoreSet.53] -TileSet=Shores -TileIndices=60 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[DesertShoreSet.54] -TileSet=Shores -TileIndices=61 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back - -[DesertShoreSet.55] -TileSet=Shores -TileIndices=62 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back - -[DesertShoreSet.56] -TileSet=Shores -TileIndices=63 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - -[DesertShoreSet.57] -TileSet=Shores -TileIndices=64 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front - - -[LightSandShoreSet] -Name=Light Sand Shores -AllowedTheaters=Desert -Color=200,200,0 - -[LightSandShoreSet.0] -TileSet=~~~Shores -TileIndices=0,1,2,3 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 - -[LightSandShoreSet.1] -TileSet=~~~Shores -TileIndices=4,5,6,7 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2|4,2|2,3|3,3 - -[LightSandShoreSet.2] -TileSet=~~~Shores -TileIndices=8 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -ConnectionPoint0.ForbiddenTiles=2 -ConnectionPoint1.ForbiddenTiles=2 -Foundation=1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 - -[LightSandShoreSet.3] -TileSet=~~~Shores -TileIndices=9,10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2 - -[LightSandShoreSet.4] -TileSet=~~~Shores -TileIndices=11 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=4 -ConnectionPoint1.ForbiddenTiles=4 -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2|3,2|2,3 - -[LightSandShoreSet.5] -TileSet=~~~Shores -TileIndices=12,13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|2,0|1,1|2,1|3,1|2,2|3,2|4,2|3,3 - -[LightSandShoreSet.6] -TileSet=~~~Shores -TileIndices=14 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=6 -ConnectionPoint1.ForbiddenTiles=6 -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|1,2|2,2 - -[LightSandShoreSet.7] -TileSet=~~~Shores -TileIndices=15,16,17 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 - -[LightSandShoreSet.8] -TileSet=~~~Shores -TileIndices=18 -ConnectionPoint0=1,3 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1.ForbiddenTiles=8 -Foundation=1,0|0,1|1,1|2,1|0,2|1,2|2,2|3,2|1,3|2,3|3,3 - -[LightSandShoreSet.9] -TileSet=~~~Shores -TileIndices=19,20,21 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2 - -[LightSandShoreSet.10] -TileSet=~~~Shores -TileIndices=22,23,24 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 - -[LightSandShoreSet.11] -TileSet=~~~Shores -TileIndices=25,26,27 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2|4,2|2,3|3,3 - -; Turns - -[LightSandShoreSet.12] -TileSet=~~~Shores -TileIndices=28 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 - -[LightSandShoreSet.13] -TileSet=~~~Shores -TileIndices=29 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|1,1|2,1|1,2|2,2 - -[LightSandShoreSet.14] -TileSet=~~~Shores -TileIndices=30 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 - -[LightSandShoreSet.15] -TileSet=~~~Shores -TileIndices=31 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|0,1|1,1|2,1|0,2|1,2|2,2 - -[LightSandShoreSet.16] -TileSet=~~~Shores -TileIndices=32 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|2,0|1,1|2,1 - -[LightSandShoreSet.17] -TileSet=~~~Shores -TileIndices=33 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1 - -[LightSandShoreSet.18] -TileSet=~~~Shores -TileIndices=34 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1 - -[LightSandShoreSet.19] -TileSet=~~~Shores -TileIndices=35 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1|1,1 - -[LightSandShoreSet.20] -TileSet=~~~Shores -TileIndices=36 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back -Foundation=0,0|0,1|1,1 - -[LightSandShoreSet.21] -TileSet=~~~Shores -TileIndices=37 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000100 ;Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|1,1|2,1 - -[LightSandShoreSet.22] -TileSet=~~~Shores -TileIndices=38 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0 - -[LightSandShoreSet.23] -TileSet=~~~Shores -TileIndices=39 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1 - -[LightSandShoreSet.24] -TileSet=~~~Shores -TileIndices=40 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|2,1|1,2|2,2 - -[LightSandShoreSet.25] -TileSet=~~~Shores -TileIndices=41 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2|2,3|3,3|3,4 - -[LightSandShoreSet.26] -TileSet=~~~Shores -TileIndices=42 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00000100 ;Left -ConnectionPoint1.Side=Front -Foundation=1,0|0,1|1,1|2,1|1,2|2,2|2,3 - -[LightSandShoreSet.27] -TileSet=~~~Shores -TileIndices=43 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=1,3 -ConnectionPoint1.Directions=00000100 ;Left -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|0,2|1,2|2,2|3,2|1,3|2,3|3,3|4,3|2,4|3,4 - -[LightSandShoreSet.28] -TileSet=~~~Shores -TileIndices=44 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=1,0|2,0|0,1|1,1|2,1|3,1|1,2|2,2|3,2 - -[LightSandShoreSet.29] -TileSet=~~~Shores -TileIndices=45 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|2,0|3,0|0,1|1,1|2,1|3,1|4,1|1,2|2,2|3,2 - -[LightSandShoreSet.30] -TileSet=~~~Shores -TileIndices=46 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1|1,1|2,1|0,2|1,2|2,2|1,3 - -[LightSandShoreSet.31] -TileSet=~~~Shores -TileIndices=47 -ConnectionPoint0=3,3 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.Side=Front -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1|1,1|2,1|0,2|1,2|2,2|3,2|1,3|2,3|3,3|4,3|2,4|3,4 - -[LightSandShoreSet.32] -TileSet=~~~Shores -TileIndices=48 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|1,1 - -[LightSandShoreSet.33] -TileSet=~~~Shores -TileIndices=49 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1 - -[LightSandShoreSet.34] -TileSet=~~~Shores -TileIndices=50 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Back -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back -Foundation=0,0|0,1 - -[LightSandShoreSet.35] -TileSet=~~~Shores -TileIndices=51 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000100 ;Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|1,1 - -[LightSandShoreSet.36] -TileSet=~~~Shores -TileIndices=52 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint1.Side=Back -Foundation=0,0|1,0|0,1|1,1|2,1 - -[LightSandShoreSet.37] -TileSet=~~~Shores -TileIndices=53 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint0.Side=Back -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|2,0|1,1 - -[LightSandShoreSet.38] -TileSet=~~~Shores -TileIndices=54 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.Side=Front -Foundation=0,0|1,0|0,1|1,1|1,2 - -[LightSandShoreSet.39] -TileSet=~~~Shores -TileIndices=55 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front -Foundation=0,0|0,1|1,1 - -[LightSandShoreSet.40] -TileSet=~~~Shores -TileIndices=56 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -[LightSandShoreSet.41] -TileSet=~~~Shores -TileIndices=57 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=5,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -[LightSandShoreSet.42] -TileSet=~~~Shores -TileIndices=58 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=6,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -[LightSandShoreSet.43] -TileSet=~~~Shores -TileIndices=59 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -[LightSandShoreSet.44] -TileSet=~~~Shores -TileIndices=60 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=5,2 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -[LightSandShoreSet.45] -TileSet=~~~Shores -TileIndices=61 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=6,2 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -[LightSandShoreSet.46] -TileSet=~~~Shores -TileIndices=62 -ConnectionPoint0=1,5 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -[LightSandShoreSet.47] -TileSet=~~~Shores -TileIndices=63 -ConnectionPoint0=1,5 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -[LightSandShoreSet.48] -TileSet=~~~Shores -TileIndices=64 -ConnectionPoint0=1,4 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Front -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Front - -[LightSandShoreSet.49] -TileSet=~~~Shores -TileIndices=65 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=4,6 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[LightSandShoreSet.50] -TileSet=~~~Shores -TileIndices=66 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=3,4 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[LightSandShoreSet.51] -TileSet=~~~Shores -TileIndices=67 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=2,4 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[LightSandShoreSet.52] -TileSet=~~~Shores -TileIndices=68 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=7,4 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[LightSandShoreSet.53] -TileSet=~~~Shores -TileIndices=69 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=5,3 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[LightSandShoreSet.54] -TileSet=~~~Shores -TileIndices=70 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Back -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Back - -[LightSandShoreSet.55] -TileSet=~~~Shores -TileIndices=71 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back - -[LightSandShoreSet.56] -TileSet=~~~Shores -TileIndices=72 -ConnectionPoint0=1,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=6,3 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back - -[LightSandShoreSet.57] -TileSet=~~~Shores -TileIndices=73 -ConnectionPoint0=1,3 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=6,2 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back - -[LightSandShoreSet.58] -TileSet=~~~Shores -TileIndices=74 -ConnectionPoint0=2,7 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back - -[LightSandShoreSet.59] -TileSet=~~~Shores -TileIndices=75 -ConnectionPoint0=1,5 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back - -[LightSandShoreSet.60] -TileSet=~~~Shores -TileIndices=76 -ConnectionPoint0=2,4 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.Side=Back -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.Side=Back - -[LightSandShoreSet.61] -TileSet=~~~Shores -TileIndices=77 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,4 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -[LightSandShoreSet.62] -TileSet=~~~Shores -TileIndices=78 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=3,5 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - -[LightSandShoreSet.63] -TileSet=~~~Shores -TileIndices=79 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.Side=Front -ConnectionPoint1=4,6 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.Side=Front - - -[DesertDirtRoadSet] -Name=Desert Dirt Roads -AllowedTheaters=Desert -FrontOnly=yes -Color=255,180,0 - -[DesertDirtRoadSet.0] -TileSet=Straight Dirt Roads -TileIndices=0 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=0 -ConnectionPoint1.ForbiddenTiles=0,1 - -[DesertDirtRoadSet.1] -TileSet=Straight Dirt Roads -TileIndices=1 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=0,1 -ConnectionPoint1.ForbiddenTiles=1 - -[DesertDirtRoadSet.2] -TileSet=Straight Dirt Roads -TileIndices=2,3 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ExtraPriority=9999 - -[DesertDirtRoadSet.3] -TileSet=Straight Dirt Roads -TileIndices=4,5 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=3 -ConnectionPoint1.ForbiddenTiles=3 - -[DesertDirtRoadSet.4] -TileSet=Straight Dirt Roads -TileIndices=6,7 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ExtraPriority=1 - -[DesertDirtRoadSet.5] -TileSet=Straight Dirt Roads -TileIndices=8 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.ForbiddenTiles=5 -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.ForbiddenTiles=5 -ExtraPriority=-2 - -[DesertDirtRoadSet.6] -TileSet=Straight Dirt Roads -TileIndices=9,10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.ForbiddenTiles=6 -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.ForbiddenTiles=6 -ExtraPriority=99999 -DistanceModifier=-3 - -[DesertDirtRoadSet.7] -TileSet=Straight Dirt Roads -TileIndices=11,12 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=7 -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=7 -ExtraPriority=99999 -DistanceModifier=-3 - -[DesertDirtRoadSet.8] -TileSet=Straight Dirt Roads -TileIndices=21 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[DesertDirtRoadSet.9] -TileSet=Straight Dirt Roads -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[DesertDirtRoadSet.10] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=0 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=12 -ConnectionPoint1.ForbiddenTiles=12 - -[DesertDirtRoadSet.11] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=1 -ConnectionPoint0=2,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=00000100 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=13 -ConnectionPoint1.ForbiddenTiles=13 +ConnectionPoint1.Directions=00010000 -[DesertDirtRoadSet.12] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=2 +[DirtRoads.18] +TileSet=DirtRoads Bendy +TileIndices=18 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=10 -ConnectionPoint1.ForbiddenTiles=10 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 -[DesertDirtRoadSet.13] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=3 +[DirtRoads.19] +TileSet=DirtRoads Bendy +TileIndices=19 ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint0.ForbiddenTiles=11 -ConnectionPoint1.ForbiddenTiles=11 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 -[DesertDirtRoadSet.14] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=6 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom +[DirtRoads.20] +TileSet=DirtRoads Bendy +TileIndices=20 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 -[DesertDirtRoadSet.15] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=7 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom +[DirtRoads.21] +TileSet=DirtRoads Bendy +TileIndices=21 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 -[DesertDirtRoadSet.16] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=9 +[DirtRoads.22] +TileSet=DirtRoads Bendy +TileIndices=22 ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=00000001 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top +ConnectionPoint1.Directions=00000100 -[DesertDirtRoadSet.17] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=10 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top +[DirtRoads.23] +TileSet=DirtRoads Bendy +TileIndices=23 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=0,2 +ConnectionPoint1.Directions=00000010 -[DesertDirtRoadSet.18] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=14 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left +; NE-SW Straight Long +[DirtRoads.24] +TileSet=DirtRoads Straight +TileIndices=0,1,2 +ConnectionPoint0=1,2 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=3,0 +ConnectionPoint1.Directions=01000000 -[DesertDirtRoadSet.19] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=15 +; NE-SW Straight-ish Long +[DirtRoads.25] +TileSet=DirtRoads Straight +TileIndices=3 +ConnectionPoint0=1,2 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=3,0 +ConnectionPoint1.Directions=01000000 + +; NE-SW Straight Medium +[DirtRoads.26] +TileSet=DirtRoads Straight +TileIndices=4 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 + +; NE-SW Straight Short +[DirtRoads.27] +TileSet=DirtRoads Straight +TileIndices=5,6 ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=00000100 ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left +ConnectionPoint1.Directions=01000000 -[DesertDirtRoadSet.20] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=17 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right +; NE-SW Bent 1 +[DirtRoads.28] +TileSet=DirtRoads Straight +TileIndices=13 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=4,0 +ConnectionPoint1.Directions=01000000 -[DesertDirtRoadSet.20] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=18 +; NE-SW Bent 2 +[DirtRoads.29] +TileSet=DirtRoads Straight +TileIndices=14 +ConnectionPoint0=1,3 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 + +; E-W Straight Long +[DirtRoads.30] +TileSet=DirtRoads Straight +TileIndices=16,17,18,19 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=3,1 +ConnectionPoint1.Directions=00100000 -[DesertDirtRoadSet.21] -TileSet=Bendy Dirt Roads/Connectors +; E-W Straight Medium +[DirtRoads.31] +TileSet=DirtRoads Straight TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=2,1 +ConnectionPoint1.Directions=00100000 -[DesertDirtRoadSet.22] -TileSet=Bendy Dirt Roads/Connectors +; E-W Straight Short +[DirtRoads.32] +TileSet=DirtRoads Straight TileIndices=21 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=1,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 -[DesertDirtRoadSet.23] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=22 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom +; E-W Straight Shortest +[DirtRoads.33] +TileSet=DirtRoads Straight +TileIndices=22,23 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00100000 -[DesertDirtRoadSet.24] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000100 ;Left +; E-W Bend 1 +[DirtRoads.34] +TileSet=DirtRoads Straight +TileIndices=30 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=3,2 +ConnectionPoint1.Directions=00100000 + +; E-W Bend 2 +[DirtRoads.35] +TileSet=DirtRoads Straight +TileIndices=31 +ConnectionPoint0=0,2 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=3,1 +ConnectionPoint1.Directions=00100000 -[DesertDirtRoadSet.25] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=4,5 +; NW-SE Straight Long +[DirtRoads.36] +TileSet=DirtRoads Straight +TileIndices=33,34,35,36 ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.ForbiddenTiles=25 -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.ForbiddenTiles=25 -ExtraPriority=99999 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=3,3 +ConnectionPoint1.Directions=00010000 -[DesertDirtRoadSet.26] -TileSet=Bendy Dirt Roads/Connectors -TileIndices=12,13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=26 -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=26 -ExtraPriority=99999 +; NW-SE Straight Medium +[DirtRoads.37] +TileSet=DirtRoads Straight +TileIndices=37 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=2,2 +ConnectionPoint1.Directions=00010000 +; NW-SE Straight Short +[DirtRoads.38] +TileSet=DirtRoads Straight +TileIndices=38,39 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 -[DesertPavedRoadASet] -Name=Desert Paved Road A -AllowedTheaters=Desert -FrontOnly=yes -Color=255,180,0 +; NW-SE Bend 1 +[DirtRoads.39] +TileSet=DirtRoads Straight +TileIndices=46 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=4,2 +ConnectionPoint1.Directions=00010000 -[DesertPavedRoadASet.0] -TileSet=Paved Roads A -TileIndices=0 +; NW-SE Bend 2 +[DirtRoads.40] +TileSet=DirtRoads Straight +TileIndices=47 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=2,4 +ConnectionPoint1.Directions=00010000 + +; N-S Straight Long +[DirtRoads.41] +TileSet=DirtRoads Straight +TileIndices=49,50,51,52 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,3 +ConnectionPoint1.Directions=00001000 -[DesertPavedRoadASet.1] -TileSet=Paved Roads A -TileIndices=1 +; N-S Straight Medium +[DirtRoads.42] +TileSet=DirtRoads Straight +TileIndices=53 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,2 +ConnectionPoint1.Directions=00001000 -[DesertPavedRoadASet.2] -TileSet=Paved Roads A -TileIndices=9 +; N-S Straight Short +[DirtRoads.43] +TileSet=DirtRoads Straight +TileIndices=54 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=10000000 ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1.Directions=00001000 -[DesertPavedRoadASet.3] -TileSet=Paved Roads A -TileIndices=10 +; N-S Straight Shortest +[DirtRoads.44] +TileSet=DirtRoads Straight +TileIndices=55,56 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=10000000 ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right +ConnectionPoint1.Directions=00001000 -[DesertPavedRoadASet.4] -TileSet=Paved Roads A -TileIndices=11 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +; N-S Bend 1 +[DirtRoads.45] +TileSet=DirtRoads Straight +TileIndices=63 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,3 +ConnectionPoint1.Directions=00001000 -[DesertPavedRoadASet.5] -TileSet=Paved Roads A -TileIndices=12 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +; N-S Bend 2 +[DirtRoads.46] +TileSet=DirtRoads Straight +TileIndices=64 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,3 +ConnectionPoint1.Directions=00001000 +; ************************************************** +; * Dirt Roads Snow * +; ************************************************** -[DesertPavedRoadBSet] -Name=Desert Paved Road B -AllowedTheaters=Desert +[SnowDirtRoads] +Name=Dirt Roads +AllowedTheaters=Snow FrontOnly=yes -Color=255,180,0 -[DesertPavedRoadBSet.0] -TileSet=Paved Roads B +[SnowDirtRoads.0] +TileSet=DirtRoadsBendy TileIndices=0 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 -[DesertPavedRoadBSet.1] -TileSet=Paved Roads B +[SnowDirtRoads.1] +TileSet=DirtRoadsBendy TileIndices=1 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 -[DesertPavedRoadBSet.2] -TileSet=Paved Roads B -TileIndices=9 +[SnowDirtRoads.2] +TileSet=DirtRoadsBendy +TileIndices=2 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 -[DesertPavedRoadBSet.3] -TileSet=Paved Roads B -TileIndices=10 +[SnowDirtRoads.3] +TileSet=DirtRoadsBendy +TileIndices=3 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=00000100 -[DesertPavedRoadBSet.4] -TileSet=Paved Roads B -TileIndices=11 +[SnowDirtRoads.4] +TileSet=DirtRoadsBendy +TileIndices=4 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00000010 + +[SnowDirtRoads.5] +TileSet=DirtRoadsBendy +TileIndices=5 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1.Directions=10000000 + +;[SnowDirtRoads.6] +;TileSet=DirtRoadsBendy +;TileIndices=6 +;ConnectionPoint0=1,0 +;ConnectionPoint0.Directions=01000000 +;ConnectionPoint1=1,2 +;ConnectionPoint1.Directions=00100000 + +[SnowDirtRoads.7] +TileSet=DirtRoadsBendy +TileIndices=7 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=01000000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 -[DesertPavedRoadBSet.5] -TileSet=Paved Roads B -TileIndices=12 +[SnowDirtRoads.8] +TileSet=DirtRoadsBendy +TileIndices=8 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=00001000 ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - +ConnectionPoint1.Directions=01000000 -[LightSandDirtRoadSet] -Name=Light Sand Dirt Roads -AllowedTheaters=Desert -FrontOnly=yes -Color=200,200,0 +[SnowDirtRoads.9] +TileSet=DirtRoadsBendy +TileIndices=9 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=01000000 -[LightSandDirtRoadSet.0] -TileSet=~~~Straight Dirt Roads -TileIndices=0 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,3 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=0 -ConnectionPoint1.ForbiddenTiles=0,1 +[SnowDirtRoads.10] +TileSet=DirtRoadsBendy +TileIndices=10 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 -[LightSandDirtRoadSet.1] -TileSet=~~~Straight Dirt Roads -TileIndices=1 +[SnowDirtRoads.11] +TileSet=DirtRoadsBendy +TileIndices=11 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=0,1 -ConnectionPoint1.ForbiddenTiles=1 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 -[LightSandDirtRoadSet.2] -TileSet=~~~Straight Dirt Roads -TileIndices=2,3 +[SnowDirtRoads.12] +TileSet=DirtRoadsBendy +TileIndices=12 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00100000 +ConnectionPoint1=1,2 +ConnectionPoint1.Directions=00010000 + +[SnowDirtRoads.13] +TileSet=DirtRoadsBendy +TileIndices=13 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 + +[SnowDirtRoads.14] +TileSet=DirtRoadsBendy +TileIndices=14 ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=00000100 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ExtraPriority=9999 +ConnectionPoint1.Directions=00100000 -[LightSandDirtRoadSet.3] -TileSet=~~~Straight Dirt Roads -TileIndices=4,5 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=3,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=3 -ConnectionPoint1.ForbiddenTiles=3 +[SnowDirtRoads.15] +TileSet=DirtRoadsBendy +TileIndices=15 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 -[LightSandDirtRoadSet.4] -TileSet=~~~Straight Dirt Roads -TileIndices=6,7 +[SnowDirtRoads.16] +TileSet=DirtRoadsBendy +TileIndices=16 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=00001000 +ConnectionPoint1=2,1 +ConnectionPoint1.Directions=00010000 + +[SnowDirtRoads.17] +TileSet=DirtRoadsBendy +TileIndices=17 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=00000100 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ExtraPriority=1 +ConnectionPoint1.Directions=00010000 -[LightSandDirtRoadSet.5] -TileSet=~~~Straight Dirt Roads -TileIndices=8 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint0.ForbiddenTiles=5 -ConnectionPoint1=3,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint1.ForbiddenTiles=5 -ExtraPriority=-2 +[SnowDirtRoads.18] +TileSet=DirtRoadsBendy +TileIndices=18 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 -[LightSandDirtRoadSet.6] -TileSet=~~~Straight Dirt Roads -TileIndices=9,10 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.ForbiddenTiles=6 -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.ForbiddenTiles=6 -ExtraPriority=99999 -DistanceModifier=-3 +[SnowDirtRoads.19] +TileSet=DirtRoadsBendy +TileIndices=19 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 -[LightSandDirtRoadSet.7] -TileSet=~~~Straight Dirt Roads -TileIndices=11,12 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=7 -ConnectionPoint1=2,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=7 -ExtraPriority=99999 -DistanceModifier=-3 +[SnowDirtRoads.20] +TileSet=DirtRoadsBendy +TileIndices=20 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 -[LightSandDirtRoadSet.8] -TileSet=~~~Straight Dirt Roads +[SnowDirtRoads.21] +TileSet=DirtRoadsBendy TileIndices=21 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 -[LightSandDirtRoadSet.9] -TileSet=~~~Straight Dirt Roads +[SnowDirtRoads.22] +TileSet=DirtRoadsBendy TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[LightSandDirtRoadSet.10] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=0 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=12 -ConnectionPoint1.ForbiddenTiles=12 - -[LightSandDirtRoadSet.11] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=1 -ConnectionPoint0=2,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=13 -ConnectionPoint1.ForbiddenTiles=13 +ConnectionPoint1.Directions=00000100 -[LightSandDirtRoadSet.12] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=2 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=10 -ConnectionPoint1.ForbiddenTiles=10 - -[LightSandDirtRoadSet.13] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=3 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +[SnowDirtRoads.23] +TileSet=DirtRoadsBendy +TileIndices=23 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint0.ForbiddenTiles=11 -ConnectionPoint1.ForbiddenTiles=11 +ConnectionPoint1.Directions=00000010 -[LightSandDirtRoadSet.14] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=6 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom +; NE-SW Straight Long +[SnowDirtRoads.24] +TileSet=DirtRoadsStraight +TileIndices=0,1,2 +ConnectionPoint0=1,2 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=3,0 +ConnectionPoint1.Directions=01000000 -[LightSandDirtRoadSet.15] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=7 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom +; NE-SW Straight-ish Long +[SnowDirtRoads.25] +TileSet=DirtRoadsStraight +TileIndices=3 +ConnectionPoint0=1,2 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=3,0 +ConnectionPoint1.Directions=01000000 -[LightSandDirtRoadSet.16] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=9 +; NE-SW Straight Medium +[SnowDirtRoads.26] +TileSet=DirtRoadsStraight +TileIndices=4 ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top - -[LightSandDirtRoadSet.17] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=10 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 -[LightSandDirtRoadSet.18] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=14 +; NE-SW Straight Short +[SnowDirtRoads.27] +TileSet=DirtRoadsStraight +TileIndices=5,6 ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=00000100 ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left +ConnectionPoint1.Directions=01000000 -[LightSandDirtRoadSet.19] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=15 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left +; NE-SW Bent 1 +[SnowDirtRoads.28] +TileSet=DirtRoadsStraight +TileIndices=13 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=4,0 +ConnectionPoint1.Directions=01000000 -[LightSandDirtRoadSet.20] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=17 +; NE-SW Bent 2 +[SnowDirtRoads.29] +TileSet=DirtRoadsStraight +TileIndices=14 +ConnectionPoint0=1,3 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 + +; E-W Straight Long +[SnowDirtRoads.30] +TileSet=DirtRoadsStraight +TileIndices=16,17,18,19 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=3,1 +ConnectionPoint1.Directions=00100000 + +; E-W Straight Medium +[SnowDirtRoads.31] +TileSet=DirtRoadsStraight +TileIndices=20 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=2,1 +ConnectionPoint1.Directions=00100000 + +; E-W Straight Short +[SnowDirtRoads.32] +TileSet=DirtRoadsStraight +TileIndices=21 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 -[LightSandDirtRoadSet.20] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=18 +; E-W Straight Shortest +[SnowDirtRoads.33] +TileSet=DirtRoadsStraight +TileIndices=22,23 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=00000010 ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right - -[LightSandDirtRoadSet.21] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=4,2 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00100000 -[LightSandDirtRoadSet.22] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=21 +; E-W Bend 1 +[SnowDirtRoads.34] +TileSet=DirtRoadsStraight +TileIndices=30 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=1,3 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=3,2 +ConnectionPoint1.Directions=00100000 -[LightSandDirtRoadSet.23] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=22 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00010000 ;Bottom +; E-W Bend 2 +[SnowDirtRoads.35] +TileSet=DirtRoadsStraight +TileIndices=31 +ConnectionPoint0=0,2 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=3,1 +ConnectionPoint1.Directions=00100000 -[LightSandDirtRoadSet.24] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=2,3 -ConnectionPoint1.Directions=00000100 ;Left +; NW-SE Straight Long +[SnowDirtRoads.36] +TileSet=DirtRoadsStraight +TileIndices=33,34,35,36 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=3,3 +ConnectionPoint1.Directions=00010000 -[LightSandDirtRoadSet.25] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=4,5 +; NW-SE Straight Medium +[SnowDirtRoads.37] +TileSet=DirtRoadsStraight +TileIndices=37 ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint0.ForbiddenTiles=25 -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00010000 ;Bottom -ConnectionPoint1.ForbiddenTiles=25 -ExtraPriority=99999 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=2,2 +ConnectionPoint1.Directions=00010000 -[LightSandDirtRoadSet.26] -TileSet=~~~Bendy Dirt Roads/Connectors -TileIndices=12,13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=26 -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=26 -ExtraPriority=99999 +; NW-SE Straight Short +[SnowDirtRoads.38] +TileSet=DirtRoadsStraight +TileIndices=38,39 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 +; NW-SE Bend 1 +[SnowDirtRoads.39] +TileSet=DirtRoadsStraight +TileIndices=46 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=4,2 +ConnectionPoint1.Directions=00010000 -[LightSandPavedRoadASet] -Name=Light Sand Paved Road A -AllowedTheaters=Desert -FrontOnly=yes -Color=200,200,0 +; NW-SE Bend 2 +[SnowDirtRoads.40] +TileSet=DirtRoadsStraight +TileIndices=47 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=2,4 +ConnectionPoint1.Directions=00010000 -[LightSandPavedRoadASet.0] -TileSet=~~~Paved Roads A -TileIndices=0 +; N-S Straight Long +[SnowDirtRoads.41] +TileSet=DirtRoadsStraight +TileIndices=49,50,51,52 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,3 +ConnectionPoint1.Directions=00001000 -[LightSandPavedRoadASet.1] -TileSet=~~~Paved Roads A -TileIndices=1 +; N-S Straight Medium +[SnowDirtRoads.42] +TileSet=DirtRoadsStraight +TileIndices=53 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,2 +ConnectionPoint1.Directions=00001000 -[LightSandPavedRoadASet.2] -TileSet=~~~Paved Roads A -TileIndices=9 +; N-S Straight Short +[SnowDirtRoads.43] +TileSet=DirtRoadsStraight +TileIndices=54 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=10000000 ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1.Directions=00001000 -[LightSandPavedRoadASet.3] -TileSet=~~~Paved Roads A -TileIndices=10 +; N-S Straight Shortest +[SnowDirtRoads.44] +TileSet=DirtRoadsStraight +TileIndices=55,56 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0.Directions=10000000 ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right +ConnectionPoint1.Directions=00001000 -[LightSandPavedRoadASet.4] -TileSet=~~~Paved Roads A -TileIndices=11 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +; N-S Bend 1 +[SnowDirtRoads.45] +TileSet=DirtRoadsStraight +TileIndices=63 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,3 +ConnectionPoint1.Directions=00001000 -[LightSandPavedRoadASet.5] -TileSet=~~~Paved Roads A -TileIndices=12 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +; N-S Bend 2 +[SnowDirtRoads.46] +TileSet=DirtRoadsStraight +TileIndices=64 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,3 +ConnectionPoint1.Directions=00001000 +; ************************************************** +; * Small Paved Roads * +; ************************************************** -[LightSandPavedRoadBSet] -Name=Light Sand Paved Road B -AllowedTheaters=Desert +[SmallPavedRoads] +Name=Small Paved Roads +AllowedTheaters=Urban,NewUrban FrontOnly=yes -Color=200,200,0 -[LightSandPavedRoadBSet.0] -TileSet=~~~Paved Roads B +[SmallPavedRoads.0] +TileSet=DirtRoads Bendy TileIndices=0 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 -[LightSandPavedRoadBSet.1] -TileSet=~~~Paved Roads B +[SmallPavedRoads.1] +TileSet=DirtRoads Bendy TileIndices=1 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[LightSandPavedRoadBSet.2] -TileSet=~~~Paved Roads B -TileIndices=9 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 -[LightSandPavedRoadBSet.3] -TileSet=~~~Paved Roads B -TileIndices=10 +[SmallPavedRoads.2] +TileSet=DirtRoads Bendy +TileIndices=2 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 -[LightSandPavedRoadBSet.4] -TileSet=~~~Paved Roads B -TileIndices=11 +[SmallPavedRoads.3] +TileSet=DirtRoads Bendy +TileIndices=3 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=10000000 ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - -[LightSandPavedRoadBSet.5] -TileSet=~~~Paved Roads B -TileIndices=12 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - - -[DesertRiverSet] -Name=Desert Rivers -AllowedTheaters=Desert -FrontOnly=yes -Color=255,180,0 - -[DesertRiverSet.0] -TileSet=Rivers -TileIndices=0 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=0 -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=0 - -[DesertRiverSet.1] -TileSet=Rivers -TileIndices=1 -ConnectionPoint0=0,3 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=1 -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=1 - -[DesertRiverSet.2] -TileSet=Rivers -TileIndices=2 -ConnectionPoint0=5,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,3 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1.Directions=00000100 -[DesertRiverSet.3] -TileSet=Rivers -TileIndices=3,4 -ConnectionPoint0=3,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +[SmallPavedRoads.4] +TileSet=DirtRoads Bendy +TileIndices=4 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1.Directions=00000010 -[DesertRiverSet.4] -TileSet=Rivers +[SmallPavedRoads.5] +TileSet=DirtRoads Bendy TileIndices=5 -ConnectionPoint0=5,4 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint0.ForbiddenTiles=4 -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left -ConnectionPoint1.ForbiddenTiles=4 - -[DesertRiverSet.5] -TileSet=Rivers -TileIndices=6 -ConnectionPoint0=3,3 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.ForbiddenTiles=5 -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.ForbiddenTiles=5 - -[DesertRiverSet.6] -TileSet=Rivers +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 + +; Broken in Urban +;[SmallPavedRoads.6] +;TileSet=DirtRoads Bendy +;TileIndices=6 +;ConnectionPoint0=1,0 +;ConnectionPoint0.Directions=01000000 +;ConnectionPoint1=1,2 +;ConnectionPoint1.Directions=00100000 + +[SmallPavedRoads.7] +TileSet=DirtRoads Bendy TileIndices=7 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.ForbiddenTiles=6 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=01000000 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.ForbiddenTiles=6 +ConnectionPoint1.Directions=00010000 -[DesertRiverSet.7] -TileSet=Rivers +[SmallPavedRoads.8] +TileSet=DirtRoads Bendy TileIndices=8 -ConnectionPoint0=4,7 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=10 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.ForbiddenTiles=10 +ConnectionPoint1.Directions=01000000 -[DesertRiverSet.8] -TileSet=Rivers -TileIndices=9,10 -ConnectionPoint0=1,3 -ConnectionPoint0.Directions=00001000 ;Bottom-Left +[SmallPavedRoads.9] +TileSet=DirtRoads Bendy +TileIndices=9 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10000000 ;Top-Right +ConnectionPoint1.Directions=01000000 -[DesertRiverSet.9] -TileSet=Rivers +[SmallPavedRoads.10] +TileSet=DirtRoads Bendy +TileIndices=10 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 + +[SmallPavedRoads.11] +TileSet=DirtRoads Bendy TileIndices=11 -ConnectionPoint0=1,7 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=4,0 -ConnectionPoint1.Directions=10000000 ;Top-Right +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 -[DesertRiverSet.10] -TileSet=Rivers +[SmallPavedRoads.12] +TileSet=DirtRoads Bendy TileIndices=12 -ConnectionPoint0=2,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00100000 ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint1.Directions=00010000 -[DesertRiverSet.11] -TileSet=Rivers +[SmallPavedRoads.13] +TileSet=DirtRoads Bendy TileIndices=13 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 -[DesertRiverSet.12] -TileSet=Rivers +[SmallPavedRoads.14] +TileSet=DirtRoads Bendy TileIndices=14 ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=2,2 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 -[DesertRiverSet.13] -TileSet=Rivers +[SmallPavedRoads.15] +TileSet=DirtRoads Bendy TileIndices=15 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00100000 -[DesertRiverSet.14] -TileSet=Rivers +[SmallPavedRoads.16] +TileSet=DirtRoads Bendy TileIndices=16 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00001000 ConnectionPoint1=2,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint1.Directions=00010000 -[DesertRiverSet.15] -TileSet=Rivers +[SmallPavedRoads.17] +TileSet=DirtRoads Bendy TileIndices=17 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=00000100 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint1.Directions=00010000 -[DesertRiverSet.16] -TileSet=Rivers +[SmallPavedRoads.18] +TileSet=DirtRoads Bendy TileIndices=18 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 -[DesertRiverSet.17] -TileSet=Rivers +[SmallPavedRoads.19] +TileSet=DirtRoads Bendy TileIndices=19 ConnectionPoint0=1,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000100 ;Left +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00001000 -[DesertRiverSet.18] -TileSet=Rivers +[SmallPavedRoads.20] +TileSet=DirtRoads Bendy TileIndices=20 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 -[DesertRiverSet.20] -TileSet=Rivers +[SmallPavedRoads.21] +TileSet=DirtRoads Bendy TileIndices=21 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 -[DesertRiverSet.21] -TileSet=Rivers +[SmallPavedRoads.22] +TileSet=DirtRoads Bendy TileIndices=22 -ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,2 -ConnectionPoint1.Directions=00010000 ;Bottom - -[DesertRiverSet.22] -TileSet=Rivers -TileIndices=23 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00000100 ;Left +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00100000 ;Bottom-Right - - -[LightSandRiverSet] -Name=Light Sand Rivers -AllowedTheaters=Desert -FrontOnly=yes -Color=200,200,0 - -[LightSandRiverSet.0] -TileSet=~~~Rivers -TileIndices=0 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=0 -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=0 +ConnectionPoint1.Directions=00000100 -[LightSandRiverSet.1] -TileSet=~~~Rivers -TileIndices=1 -ConnectionPoint0=1,2 ;1,1 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint0.ForbiddenTiles=1 -ConnectionPoint1=2,1 ;2,0 -ConnectionPoint1.Directions=01000000 ;Right -ConnectionPoint1.ForbiddenTiles=1 - -[LightSandRiverSet.2] -TileSet=~~~Rivers -TileIndices=2 -ConnectionPoint0=3,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right +[SmallPavedRoads.23] +TileSet=DirtRoads Bendy +TileIndices=23 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 ConnectionPoint1=0,2 -ConnectionPoint1.Directions=00000010 ;Top-Left +ConnectionPoint1.Directions=00000010 -[LightSandRiverSet.3] -TileSet=~~~Rivers -TileIndices=3 -ConnectionPoint0=4,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[LightSandRiverSet.4] -TileSet=~~~Rivers +; NE-SW Straight Long +[SmallPavedRoads.24] +TileSet=DirtRoads Straight +TileIndices=0,1,2 +ConnectionPoint0=1,2 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=3,0 +ConnectionPoint1.Directions=01000000 + +; NE-SW Straight-ish Long +;[SmallPavedRoads.25] +;TileSet=DirtRoads Straight +;TileIndices=3 +;ConnectionPoint0=1,2 +;ConnectionPoint0.Directions=00000100 +;ConnectionPoint1=3,0 +;ConnectionPoint1.Directions=01000000 + +; NE-SW Straight Medium +[SmallPavedRoads.26] +TileSet=DirtRoads Straight TileIndices=4 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[LightSandRiverSet.5] -TileSet=~~~Rivers -TileIndices=5 -ConnectionPoint0=3,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[LightSandRiverSet.6] -TileSet=~~~Rivers -TileIndices=6 -ConnectionPoint0=3,1 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[LightSandRiverSet.7] -TileSet=~~~Rivers -TileIndices=7 -ConnectionPoint0=3,2 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00000010 ;Top-Left - -[LightSandRiverSet.8] -TileSet=~~~Rivers -TileIndices=8 -ConnectionPoint0=2,2 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.ForbiddenTiles=8 -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.ForbiddenTiles=8 - -[LightSandRiverSet.9] -TileSet=~~~Rivers -TileIndices=9 -ConnectionPoint0=3,3 -ConnectionPoint0.Directions=00010000 ;Bottom -ConnectionPoint0.ForbiddenTiles=9 -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00000001 ;Top -ConnectionPoint1.ForbiddenTiles=9 - -[LightSandRiverSet.10] -TileSet=~~~Rivers -TileIndices=10 -ConnectionPoint0=0,2 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint0.ForbiddenTiles=10 -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right -ConnectionPoint1.ForbiddenTiles=10 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=2,0 +ConnectionPoint1.Directions=01000000 -[LightSandRiverSet.11] -TileSet=~~~Rivers -TileIndices=11 +; NE-SW Straight Short +[SmallPavedRoads.27] +TileSet=DirtRoads Straight +TileIndices=5,6 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=00000100 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=01000000 + +; NE-SW Bent 1 +;[SmallPavedRoads.28] +;TileSet=DirtRoads Straight +;TileIndices=13 +;ConnectionPoint0=1,1 +;ConnectionPoint0.Directions=00000100 +;ConnectionPoint1=4,0 +;ConnectionPoint1.Directions=01000000 + +; NE-SW Bent 2 +;[SmallPavedRoads.29] +;TileSet=DirtRoads Straight +;TileIndices=14 +;ConnectionPoint0=1,3 +;ConnectionPoint0.Directions=00000100 +;ConnectionPoint1=2,0 +;ConnectionPoint1.Directions=01000000 + +; E-W Straight Long +[SmallPavedRoads.30] +TileSet=DirtRoads Straight +TileIndices=16,17,18,19 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=3,1 +ConnectionPoint1.Directions=00100000 -[LightSandRiverSet.12] -TileSet=~~~Rivers -TileIndices=12 +; E-W Straight Medium +[SmallPavedRoads.31] +TileSet=DirtRoads Straight +TileIndices=20 ConnectionPoint0=0,1 -ConnectionPoint0.Directions=00001000 ;Bottom-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right - -[LightSandRiverSet.13] -TileSet=~~~Rivers -TileIndices=13 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00100000 ;Bottom-Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left - -[LightSandRiverSet.14] -TileSet=~~~Rivers -TileIndices=14 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=01000000 ;Right -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=2,1 +ConnectionPoint1.Directions=00100000 -[LightSandRiverSet.15] -TileSet=~~~Rivers -TileIndices=15 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +; E-W Straight Short +[SmallPavedRoads.32] +TileSet=DirtRoads Straight +TileIndices=21 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00010000 ;Bottom +ConnectionPoint1.Directions=00100000 -[LightSandRiverSet.16] -TileSet=~~~Rivers -TileIndices=16 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +; E-W Straight Shortest +[SmallPavedRoads.33] +TileSet=DirtRoads Straight +TileIndices=22,23 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00100000 + +; E-W Bend 1 +;[SmallPavedRoads.34] +;TileSet=DirtRoads Straight +;TileIndices=30 +;ConnectionPoint0=0,1 +;ConnectionPoint0.Directions=00000010 +;ConnectionPoint1=3,2 +;ConnectionPoint1.Directions=00100000 + +; E-W Bend 2 +;[SmallPavedRoads.35] +;TileSet=DirtRoads Straight +;TileIndices=31 +;ConnectionPoint0=0,2 +;ConnectionPoint0.Directions=00000010 +;ConnectionPoint1=3,1 +;ConnectionPoint1.Directions=00100000 + +; NW-SE Straight Long +[SmallPavedRoads.36] +TileSet=DirtRoads Straight +TileIndices=33,34,35,36 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=3,3 +ConnectionPoint1.Directions=00010000 -[LightSandRiverSet.17] -TileSet=~~~Rivers -TileIndices=17 +; NW-SE Straight Medium +[SmallPavedRoads.37] +TileSet=DirtRoads Straight +TileIndices=37 ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=2,2 +ConnectionPoint1.Directions=00010000 + +; NW-SE Straight Short +[SmallPavedRoads.38] +TileSet=DirtRoads Straight +TileIndices=38,39 +ConnectionPoint0=1,1 +ConnectionPoint0.Directions=00000001 +ConnectionPoint1=1,1 +ConnectionPoint1.Directions=00010000 + +; NW-SE Bend 1 +;[SmallPavedRoads.39] +;TileSet=DirtRoads Straight +;TileIndices=46 +;ConnectionPoint0=1,1 +;ConnectionPoint0.Directions=00000001 +;ConnectionPoint1=4,2 +;ConnectionPoint1.Directions=00010000 + +; NW-SE Bend 2 +;[SmallPavedRoads.40] +;TileSet=DirtRoads Straight +;TileIndices=47 +;ConnectionPoint0=1,1 +;ConnectionPoint0.Directions=00000001 +;ConnectionPoint1=2,4 +;ConnectionPoint1.Directions=00010000 + +; N-S Straight Long +[SmallPavedRoads.41] +TileSet=DirtRoads Straight +TileIndices=49,50,51,52 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,3 +ConnectionPoint1.Directions=00001000 -[LightSandRiverSet.18] -TileSet=~~~Rivers -TileIndices=18 +; N-S Straight Medium +[SmallPavedRoads.42] +TileSet=DirtRoads Straight +TileIndices=53 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=1,0 -ConnectionPoint1.Directions=01000000 ;Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,2 +ConnectionPoint1.Directions=00001000 -[LightSandRiverSet.19] -TileSet=~~~Rivers -TileIndices=19 +; N-S Straight Short +[SmallPavedRoads.43] +TileSet=DirtRoads Straight +TileIndices=54 ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=10000000 ;Top-Right +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00001000 + +; N-S Straight Shortest +[SmallPavedRoads.44] +TileSet=DirtRoads Straight +TileIndices=55,56 +ConnectionPoint0=0,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=0,0 +ConnectionPoint1.Directions=00001000 + +; N-S Bend 1 +;[SmallPavedRoads.45] +;TileSet=DirtRoads Straight +;TileIndices=63 +;ConnectionPoint0=1,0 +;ConnectionPoint0.Directions=10000000 +;ConnectionPoint1=0,3 +;ConnectionPoint1.Directions=00001000 + +; N-S Bend 2 +;[SmallPavedRoads.46] +;TileSet=DirtRoads Straight +;TileIndices=64 +;ConnectionPoint0=0,0 +;ConnectionPoint0.Directions=10000000 +;ConnectionPoint1=1,3 +;ConnectionPoint1.Directions=00001000 + +; ************************************************** +; * Paved Roads * +; ************************************************** + +[PavedRoads] +Name=Paved Roads +AllowedTheaters=Temperate,Snow,Urban,Desert,NewUrban +FrontOnly=yes -[LightSandRiverSet.20] -TileSet=~~~Rivers -TileIndices=20 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=10000000 ;Top-Right +; E-W Straight +[PavedRoads.0] +TileSet=Paved Roads +TileIndices=0 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=0,1 +ConnectionPoint1.Directions=00100000 + +; N-S Straight +[PavedRoads.1] +TileSet=Paved Roads +TileIndices=1 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=10000000 ConnectionPoint1=1,0 -ConnectionPoint1.Directions=00000100 ;Left +ConnectionPoint1.Directions=00001000 -[LightSandRiverSet.21] -TileSet=~~~Rivers -TileIndices=21 -ConnectionPoint0=1,1 -ConnectionPoint0.Directions=00000001 ;Top -ConnectionPoint1=1,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +; N-E Corner +[PavedRoads.2] +TileSet=Paved Roads +TileIndices=9 +ConnectionPoint0=1,0 +ConnectionPoint0.Directions=10000000 +ConnectionPoint1=3,1 +ConnectionPoint1.Directions=00100000 -[LightSandRiverSet.22] -TileSet=~~~Rivers -TileIndices=22 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00001000 ;Bottom-Left +; S-W Corner +[PavedRoads.3] +TileSet=Paved Roads +TileIndices=10 +ConnectionPoint0=0,1 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=2,2 +ConnectionPoint1.Directions=00001000 -[LightSandRiverSet.23] -TileSet=~~~Rivers -TileIndices=23 -ConnectionPoint0=0,0 -ConnectionPoint0.Directions=00000010 ;Top-Left -ConnectionPoint1=0,1 -ConnectionPoint1.Directions=00010000 ;Bottom +; N-W Corner +[PavedRoads.4] +TileSet=Paved Roads +TileIndices=12 +ConnectionPoint0=0,2 +ConnectionPoint0.Directions=00000010 +ConnectionPoint1=1,0 +ConnectionPoint1.Directions=10000000 -[LightSandRiverSet.24] -TileSet=~~~Rivers -TileIndices=24 -ConnectionPoint0=1,0 -ConnectionPoint0.Directions=00000100 ;Left -ConnectionPoint1=0,0 -ConnectionPoint1.Directions=00100000 ;Bottom-Right +; S-E Corner +[PavedRoads.5] +TileSet=Paved Roads +TileIndices=13 +ConnectionPoint0=2,1 +ConnectionPoint0.Directions=00100000 +ConnectionPoint1=1,3 +ConnectionPoint1.Directions=00001000 diff --git a/src/TSMapEditor/Config/Default/Constants.ini b/src/TSMapEditor/Config/Default/Constants.ini index 735cfafda..b401262e3 100644 --- a/src/TSMapEditor/Config/Default/Constants.ini +++ b/src/TSMapEditor/Config/Default/Constants.ini @@ -1,4 +1,4 @@ -; C&C World-Altering Editor (WAE) +; C&C World-Altering Editor (WAE) ; https://github.com/CnCNet/WorldAlteringEditor ; This file defines various constants used in the editor. @@ -6,17 +6,17 @@ [Constants] ; Cell Size. 48x24 for TS, 60x30 for RA2. -CellSizeX=48 -CellSizeY=24 +CellSizeX=60 +CellSizeY=30 ; How much memory is reserved for the colors of a single sub-tile of a full tile. -; A TS sub-tile contains 576 pixels, adjust it for RA2. Note that the editor can crash +; A TS sub-tile contains 576 pixels, RA2 one contains 900 pixels. Note that the editor can crash ; if a tile has fewer pixels than this. -TileColorBufferSize=576 +TileColorBufferSize=900 ; The maximum number of waypoints that the target game supports. -; 100 in vanilla TS. -MaxWaypoint=702 +; 100 in vanilla TS and RA2, 701 in YR. +MaxWaypoint=701 ; Determines how many pixels should the editor looks outside of the screen for objects to be drawn. ; Some padding is necessary so large objects whose origin cell is just outside of the screen @@ -27,16 +27,16 @@ RenderPixelPadding=50 ; Determines whether the world is flat. ; If set, disables some height-specific functionality ; that is not necessary when height levels are not used. -IsFlatWorld=true +IsFlatWorld=false ; Does Tiberium use the Theater palette instead of the Unit palette? TheaterPaletteForTiberium=true ; Do Veins use the Theater palette instead of the Unit palette? -TheaterPaletteForVeins=false +TheaterPaletteForVeins=true ; Should Tiberium be affected by map lighting? -TiberiumAffectedByLighting=true +TiberiumAffectedByLighting=false ; Should Tiberium spawning terrain objects be affected by map lighting? TiberiumTreesAffectedByLighting=false @@ -50,7 +50,7 @@ VoxelsAffectedByLighting=false ; The file name(s) of the executable file(s) that the map editor tries to find from the game directory. ; Used for the verification that the user has given us the correct game directory. ; You can input multiple executable names by separating them with a comma (,). -ExpectedClientExecutableName=DTA.exe +ExpectedClientExecutableName=ra2md.exe ; Specifies the path(s) that we should check in the Windows registry to determine ; the game installation directory (if one hasn't been defined in the map editor settings file). @@ -59,16 +59,16 @@ ExpectedClientExecutableName=DTA.exe ; By default, the registry key is expected to exist in the current user's registry (HKEY_CURRENT_USER). ; If you begin a path with "HKLM:", the editor expects to find the path from the ; local machine registry (HKEY_LOCAL_MACHINE) instead. -GameRegistryInstallPath=SOFTWARE\DawnOfTheTiberiumAge +GameRegistryInstallPath=SOFTWARE\YurisRevenge,HKLM:SOFTWARE\WOW6432Node\Westwood\Yuri's Revenge ; If set to yes, WAE will always write a dummy preview to a map file that does not have a preview. ; This is required by vanilla games (both TS as well as RA2/YR) as they crash if a map has no preview. -DefaultPreview=false +DefaultPreview=true ; Specifies the file filter string used in OpenFileDialog (Windows) ; For multiple file formats, list them with : (instead of ;) ; Example config with multiple file extensions: "YR maps|*.map:*.mpr:*.yrm|All files|*.*" -OpenFileDialogFilter=TS maps|*.map|All files|*.* +OpenFileDialogFilter=All RA2/YR maps|*.map:*.mpr:*.yrm|RA2/YR singleplayer and CnCNet multiplayer maps|*.map|Non-CnCNet RA2 multiplayer maps|*.mpr|Non-CnCNet YR multiplayer maps|*.yrm|All files|*.* ; Should the editor consider Ares [#include] or Phobos [$Include] section? EnableIniInclude=false @@ -83,11 +83,11 @@ IntegerVariables=false AdvancedFacingsHack=true ; Is NewTheater generic fallback (letter G) available? -NewTheaterGenericBuilding=false +NewTheaterGenericBuilding=true ; Should the editor assume that it is used for RA2/YR, as opposed to TS? ; This includes, but is not limited to reading and using RA2/YR Countries rather than TS HouseTypes. -IsRA2YR=false +IsRA2YR=true ; Maximum allowed dimensions of generated map previews. MapPreviewMaxWidth=400 @@ -95,13 +95,13 @@ MapPreviewMaxHeight=300 ; Paths to various files that the editor loads [FilePaths] -Rules=INI/Rules.ini -Firestorm=INI/Enhance.ini -Art=INI/Art.ini -ArtFS=INI/ArtE.ini -AI=INI/AI.ini -AIE=INI/AIE.ini -Tutorial=INI/Tutorial.ini -Theme=INI/Theme.ini -Sound=INI/Sound01.ini -EVA= +Rules=rulesmd.ini +Firestorm= +Art=artmd.ini +ArtFS= +AI=aimd.ini +AIFS= +Tutorial= +Theme=thememd.ini +Sound=soundmd.ini +EVA=evamd.ini diff --git a/src/TSMapEditor/Config/Default/EditorRules.ini b/src/TSMapEditor/Config/Default/EditorRules.ini index 2d62e3ce6..eaada53e3 100644 --- a/src/TSMapEditor/Config/Default/EditorRules.ini +++ b/src/TSMapEditor/Config/Default/EditorRules.ini @@ -1,370 +1,785 @@ -; C&C World-Altering Editor (WAE) +; C&C World-Altering Editor (WAE) ; https://github.com/CnCNet/WorldAlteringEditor ; Rules.ini overrides for the scenario editor. -; We don't want to render these animations in the editor -[OILREFN_S] -RenderInEditor=no +; Hide editor-only overlay and terrain objects from map previews +; [IMOV] +; InvisibleInGame=yes + +; [NOVERLAY] +; InvisibleInGame=yes + +; [TUNENT] +; InvisibleInGame=yes + +; [NOBUILD] +; InvisibleInGame=yes + +; [IMTO] +; InvisibleInGame=yes + +; Increase depth of spreaders because their graphics go far outside of their logical foundation +; [TIBSPRDR] +; EditorZAdjust=224 + + +; RA2/YR Rules.ini defines the color of Riparius as NeonGreen, despite NeonGreen actually being black in [Colors]. +; Fix the color here so that it is shown correctly in our minimap/megamap images. +[Riparius] +Color=Gold + + +[ObjectOwnerOverrides] +Americans=Allies +Alliance=Allies +French=Allies +Germans=Allies +British=Allies +Africans=Soviets +Arabs=Soviets +Confederation=Soviets +Russians=Soviets +YuriCountry=Yuri + +[ObjectOwnerColors] +Allies=DarkBlue +Soviets=DarkRed +Yuri=Purple -[RAPOWR_S] -RenderInEditor=no +[ObjectCategoryOverrides] +; Vehicles +AMBU=Civilian +BCAB=Civilian +BCAB=Civilian +BUS=Civilian +CAR=Civilian +CBLC=Civilian +CDEST=Civilian +CIVP=Civilian +CONA=Civilian +COP=Civilian +CRUISE=Civilian +DDBX=Civilian +DOLY=Civilian +EUROC=Civilian +FTRK=Civilian +JEEP=Civilian +LIMO=Civilian +PICK=Civilian +PROPA=Civilian +PTRUCK=Civilian +STANG=Civilian +SUVB=Civilian +SUVW=Civilian +TAXI=Civilian +TRUCKA=Civilian +TRUCKB=Civilian +TUG=Civilian +WINI=Civilian +YCAB=Civilian + +; Aircraft +CARGOPLANE=Civilian +PDPLANE=Civilian + +BPLN=Soviets +CMIS=Soviets +SPYP=Soviets + +CMISL=Yuri + +; Naval +VLAD=Soviets + +; Infantry +ALL=Civilian +ARND=Civilian +CAML=Civilian +CIV1=Civilian +CIV2=Civilian +CIV3=Civilian +CIVA=Civilian +CIVB=Civilian +CIVBBP=Civilian +CIVBF=Civilian +CIVBFM=Civilian +CIVBTM=Civilian +CIVC=Civilian +CIVSF=Civilian +CIVSFM=Civilian +CIVSTM=Civilian +CLNT=Civilian +COW=Civilian +CTECH=Civilian +DNOA=Civilian +DNOB=Civilian +EINS=Civilian +JOSH=Civilian +MUMY=Civilian +PENTGEN=Civilian +POLARB=Civilian +PRES=Civilian +RMNV=Civilian +SSRV=Civilian +STLN=Civilian +VLADIMIR=Civilian + +ADOG=Allies +ENGINEER=Allies + +DOG=Soviets +FLAKT=Soviets +SENGINEER=Soviets + +YENGINEER=Yuri +YURI=Yuri + +; Buildings +AMRADR=Allies +ATESLA=Allies +GAAIRC=Allies +GACNST=Allies +GACSPH=Allies +GADEPT=Allies +GAGAP=Allies +GAGATE_A=Allies +GAOREP=Allies +GAPILE=Allies +GAPILL=Allies +GAPOWR=Allies +GAREFN=Allies +GAROBO=Allies +GASAND=Allies +GASPYSAT=Allies +GATECH=Allies +GAWALL=Allies +GAWEAP=Allies +GAWEAT=Allies +GAYARD=Allies +GTGCAN=Allies +NASAM=Allies + +NABNKR=Soviets +NADEPT=Soviets +NAFLAK=Soviets +NAHAND=Soviets +NAINDP=Soviets +NAIRON=Soviets +NALASR=Soviets +NAMISL=Soviets +NANRCT=Soviets +NAPOWR=Soviets +NARADR=Soviets +NAREFN=Soviets +NATECH=Soviets +NAWALL=Soviets +NAWEAP=Soviets +NAYARD=Soviets +TESLA=Soviets + +GAFWLL=Yuri +NACLON=Yuri +NAPSIS=Yuri +NAPSYB=Yuri +NATBNK=Yuri +YABRCK=Yuri +YACOMD=Yuri +YAGGUN=Yuri +YAGNTC=Yuri +YAGRND=Yuri +YAPOWR=Yuri +YAPPET=Yuri +YAPSYT=Yuri +YAREFN=Yuri +YAROCK=Yuri +YATECH=Yuri +YAWEAP=Yuri +YAYARD=Yuri + +; Tech Buildings +CAAIRP=Tech +CABHUT=Tech +CAMACH=Tech +CAOILD=Tech +CAOUTP=Tech +CAPOWR=Tech +CASLAB=Tech +CATHOSP=Tech + +[IgnoreTypes] +APACHE=true +BARB=true +BOXES01=true +BOXES02=true +BOXES03=true +BOXES04=true +BOXES05=true +BOXES06=true +BOXES07=true +BOXES08=true +BOXES09=true +BURN01=true +BURN02=true +BURN03=true +BURN04=true +BURN05=true +BURN06=true +BURN07=true +BURN08=true +BURN09=true +BURN10=true +BURN11=true +BURN12=true +BURN13=true +BURN14=true +BURN15=true +BURN16=true +CAARMR=true +CACITY01=true +CACITY02=true +CACITY03=true +CACITY04=true +CAEURO01=true +CAFNCB=true +CAFNCP=true +CAFNCW=true +CAHOSP=true +CAIRSFGL=true +CAKRMW=true +CALA02=true +CALIT01E=true +CALIT01N=true +CALIT01S=true +CALIT01W=true +CALIT02L=true +CALIT02R=true +CALIT03E=true +CALIT03N=true +CALIT03S=true +CALIT03W=true +CALOND02=true +CAMOON01=true +CANEWY05=true +CAPOL01E=true +CAPOL01N=true +CAPOL01S=true +CAPOL01W=true +CASIN01E=true +CASIN01N=true +CASIN01S=true +CASIN01W=true +CASYDN01=true +CATIME=true +CITY01=true +CITY02=true +CITY03=true +CITY04=true +CITY05=true +CITY06=true +CMON=true +CR1=true +CR2=true +CR3=true +CR4=true +CR5=true +CR6=true +CRAT01=true +CRAT02=true +CRAT03=true +CRAT04=true +CRAT0A=true +CRAT0B=true +CRAT0C=true +CYCL=true +DRUM01=true +DRUM02=true +DUMMY10=true +DUMMY11=true +DUMMY12=true +DUMMY13=true +DUMMY14=true +DUMMY15=true +DUMMY2=true +DUMMY3=true +DUMMY4=true +DUMMY5=true +DUMMY6=true +DUMMY7=true +DUMMY8=true +DUMMY9=true +DUMMY=true +DUMMYOLD=true +DeathDummy=true +FENC=true +FENCE01=true +FENCE02=true +FENCE03=true +FENCE04=true +FENCE05=true +FENCE06=true +FENCE07=true +FENCE08=true +FENCE09=true +FENCE10=true +FENCE11=true +FENCE12=true +FENCE13=true +FENCE14=true +FENCE15=true +FENCE16=true +FENCE17=true +FENCE18=true +FENCE19=true +FENCE20=true +FENCE21=true +FENCE22=true +GAARMORY=true +GADUMY=true +GAGREEN=true +GALITE=true +GARADR=true +GAWRONG=true +HIND=true +HORV=true +HOWI=true +ICE01=true +ICE02=true +ICE03=true +ICE04=true +ICE05=true +LOBRDGE1=true +LOBRDGE2=true +LOBRDGE3=true +LOBRDGE4=true +NAHPAD=true +NAWAST=true +PALET01=true +PALET02=true +PALET03=true +PALET04=true +RAILBRDG1=true +RAILBRDG2=true +RUBBLE_OVERLAY=true +SAND=true +SCHD=true +SMON=true +SPKR01=true +TRACKS01=true +TRACKS02=true +TRACKS03=true +TRACKS04=true +TRACKS05=true +TRACKS06=true +TRACKS07=true +TRACKS08=true +TRACKS09=true +TRACKS10=true +TRACKS11=true +TRACKS12=true +TRACKS13=true +TRACKS14=true +TRACKS15=true +TRACKS16=true +TRACKTUNNEL01=true +TRACKTUNNEL02=true +TRACKTUNNEL03=true +TRACKTUNNEL04=true +USELESS=true +UTNK=true +V16=true +V17=true +V18=true +VEINHOLE=true +VEINHOLEDUMMY=true +VEINS=true +VEINTREE=true +WEEDGUY=true +WOOD=true +WWLF=true +XCOMET=true +YADEPT=true +YADOG=true +YDOG=true +YDUM=true -[RAAPWR_S] -RenderInEditor=no +[ObjectCategoryPriorities] +Allies=0 +Soviets=1 +Yuri=2 +Civilian=3 +Tech=4 +Uncategorized=9001 + + +[Houses] +0=Americans +1=Alliance +2=French +3=Germans +4=British +5=Africans +6=Arabs +7=Confederation +8=Russians +9=YuriCountry +10=GDI +11=Nod +12=Neutral +13=Special +4475= +4476= +4477= +4478= +4479= +4480= +4481= +4482= -[Gems] +[SPHouses] +0=Americans +1=Alliance +2=French +3=Germans +4=British +5=Africans +6=Arabs +7=Confederation +8=Russians +9=YuriCountry +10=GDI +11=Nod +12=Neutral +13=Special + +[CoopHouses] + + +[Americans] +Color=DarkBlue + +[Alliance] +Color=DarkBlue + +[French] +Color=DarkBlue + +[Germans] +Color=DarkBlue + +[British] +Color=DarkBlue + +[Africans] +Color=DarkRed + +[Arabs] +Color=DarkRed + +[Confederation] +Color=DarkRed + +[Russians] +Color=DarkRed + +[YuriCountry] Color=Purple -; Hide editor-only overlay and terrain objects from map previews -[IMOV] -InvisibleInGame=yes +[GDI] +Color=Gold + +[Nod] +Color=DarkRed + +[Neutral] +Color=LightGrey -[NOVERLAY] -InvisibleInGame=yes +[Special] +Color=LightGrey -[TUNENT] -InvisibleInGame=yes +[] +Color=Gold -[NOBUILD] -InvisibleInGame=yes +[] +Color=DarkRed -[IMTO] -InvisibleInGame=yes +[] +Color=Orange -; Increase depth of spreaders because their graphics go far outside of their logical foundation -[TIBSPRDR] -EditorZAdjust=224 +[] +Color=Magenta -[TIBSPRDC] -EditorZAdjust=224 +[] +Color=Purple -[TIBSPRDC1] -Image=TIBSPRDC -EditorZAdjust=224 +[] +Color=DarkBlue -[TIBSPRDC2] -Image=TIBSPRDC -EditorZAdjust=224 +[] +Color=DarkSky -[TIBSPRDV] -EditorZAdjust=224 +[] +Color=DarkGreen -[TIBSPRDA] -EditorZAdjust=224 +; Hiding theater-specific objects -[TIBSPRDAL] -EditorZAdjust=300 +[CALOND05] +AllowedTheaters=NEWURBAN -[TIBSPRDRL] -EditorZAdjust=300 +[CALOND06] +AllowedTheaters=SNOW,URBAN,DESERT,NEWURBAN,LUNAR -[TIBSPRDRH] -EditorZAdjust=400 +[CALUNR02] +AllowedTheaters=SNOW,LUNAR -[MTRB_SPR] -EditorZAdjust=224 +[CALUNR01] +AllowedTheaters=SNOW,LUNAR -[MTRS_SPR] -EditorZAdjust=400 +[CASTRT02] +AllowedTheaters=SNOW -[MTRT_SPR] -EditorZAdjust=512 +[CASTRT03] +AllowedTheaters=SNOW -; Increase depth of invisible light posts because their graphics go slightly outside of their logical foundation -[TIBLAMP1] -EditorZAdjust=8 +[CASTRT04] +AllowedTheaters=SNOW -[TIBLAMP2] -EditorZAdjust=8 +[CALA01] +AllowedTheaters=TEMPERATE,SNOW,DESERT,NEWURBAN -[TIBLAMP3] -EditorZAdjust=8 +[CALA14] +AllowedTheaters=TEMPERATE,SNOW,URBAN,NEWURBAN -[NEGLAMP] -EditorZAdjust=8 +[CALA15] +AllowedTheaters=TEMPERATE,SNOW,URBAN,NEWURBAN -[INGALITE] -EditorZAdjust=8 +[CASYDN02] +AllowedTheaters=TEMPERATE,URBAN,NEWURBAN -[INORANLAMP] -EditorZAdjust=8 +[CASYDN03] +AllowedTheaters=TEMPERATE,SNOW,URBAN,NEWURBAN -[INGRNLMP] -EditorZAdjust=8 +[CAURB03] +AllowedTheaters=TEMPERATE,SNOW,URBAN -[INREDLMP] -EditorZAdjust=8 +[CASANF05] +AllowedTheaters=TEMPERATE,SNOW,URBAN,NEWURBAN -[INBLULMP] -EditorZAdjust=8 +[CASANF15] +AllowedTheaters=TEMPERATE,SNOW,URBAN,NEWURBAN -[INYELWLAMP] -EditorZAdjust=8 +[CASANF16] +AllowedTheaters=TEMPERATE,SNOW,URBAN,NEWURBAN -[INPURPLAMP] -EditorZAdjust=8 +[CASANF17] +AllowedTheaters=TEMPERATE,SNOW,URBAN,NEWURBAN -; Remove outline image from alpha light posts -[INALITE1] -EditorZAdjust=8 ;300 -Image=INLITE +[CASANF18] +AllowedTheaters=TEMPERATE,SNOW,URBAN,NEWURBAN -[INALITE2] -EditorZAdjust=8 ;550 -Image=INLITE +[CAEGYP01] +AllowedTheaters=TEMPERATE,URBAN,DESERT,NEWURBAN,LUNAR -[INALITE3] -EditorZAdjust=8 ;1024 -Image=INLITE +[CAMORR01] +AllowedTheaters=TEMPERATE,URBAN,DESERT,NEWURBAN,LUNAR -[INALITE4] -EditorZAdjust=8 ;1680 -Image=INLITE +[CAMORR02] +AllowedTheaters=TEMPERATE,URBAN,DESERT,NEWURBAN,LUNAR -[INACLITE] -;EditorZAdjust=300 -Image=INLITE +[CAMORR03] +AllowedTheaters=TEMPERATE,URBAN,DESERT,NEWURBAN,LUNAR -[CLLAMP1] -;EditorZAdjust=1680 -Image=none +[CASEAT01] +AllowedTheaters=TEMPERATE,URBAN,SNOW,NEWURBAN -[CLLAMP2] -;EditorZAdjust=1680 -Image=none +[CASEAT02] +AllowedTheaters=TEMPERATE,SNOW,NEWURBAN -[CRLAMP1] -; EditorZAdjust=300 -Image=none +[CATRAN01] +AllowedTheaters=TEMPERATE,SNOW,NEWURBAN -[CRLAMP2] -; EditorZAdjust=300 -Image=none +[CATRAN02] +AllowedTheaters=TEMPERATE,SNOW,NEWURBAN -[CRLAMP3] -; EditorZAdjust=300 -Image=none +[CATRAN03] +AllowedTheaters=TEMPERATE,SNOW,NEWURBAN -[CRLAMP4] -; EditorZAdjust=300 -Image=none +[CAPOFGL] +AllowedTheaters=SNOW -[CRLAMP5] -; EditorZAdjust=300 -Image=none +[LUNRK1] +AllowedTheaters=LUNAR -[CRLAMP6] -; EditorZAdjust=300 -Image=none +[LUNRK2] +AllowedTheaters=LUNAR -[CRLAMP7] -; EditorZAdjust=300 -Image=none +[LUNRK3] +AllowedTheaters=LUNAR -[CRLAMP8] -; EditorZAdjust=300 -Image=none +[LUNRK4] +AllowedTheaters=LUNAR -[CRLAMP9] -; EditorZAdjust=300 -Image=none +[LUNRK5] +AllowedTheaters=LUNAR -; Increase depth of AI Naval Yard Node because its graphics go far outside of their logical foundation -[NODE] -EditorZAdjust=300 +[LUNRK6] +AllowedTheaters=LUNAR +[HDSTN01] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[ObjectOwnerOverrides] -GDI1=GDI -GDI2=GDI -Nod1=Nod -Nod2=Nod -Allies1=Allies -Allies2=Allies -Soviet1=Soviet -Soviet2=Soviet +[LT_EUR01] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[ObjectCategoryOverrides] +[LT_EUR02] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[IgnoreTypes] +[LT_GEN01] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[ObjectCategoryPriorities] -GDI=0 -Nod=1 -Allies=2 -Soviet=3 -Special Units=4 -Civilian Vehicles=5 -Lifeforms=6 -Trains=7 -Misc=9001 +[LT_GEN02] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Houses] -0=GDI -1=Nod -2=Allies -3=Soviet -4=Neutral -5=Special -6=GDI1 -7=Nod1 -8=GDI2 -9=Nod2 -10=Allies1 -11=Allies2 -12=Soviet1 -13=Soviet2 -50=Spawn1 -51=Spawn2 -52=Spawn3 -53=Spawn4 -54=Spawn5 -55=Spawn6 -56=Spawn7 -57=Spawn8 +[LT_GEN03] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[SPHouses] -0=GDI -1=Nod -2=Allies -3=Soviet -4=Neutral -5=Special -6=GDI1 -7=Nod1 -8=GDI2 -9=Nod2 -10=Allies1 -11=Allies2 -12=Soviet1 -13=Soviet2 +[LT_GEN04] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[CoopHouses] -0=GDI -1=Nod -2=Allies -3=Soviet -4=Neutral -5=Special -6=GDI1 -7=Nod1 -8=GDI2 -9=Nod2 -10=Allies1 -11=Allies2 -12=Soviet1 -13=Soviet2 -14=Fake14 -15=Fake15 -16=Fake16 -17=Fake17 -18=Fake18 -19=Fake19 -20=Fake20 -21=Fake21 -22=Fake22 -23=Fake23 -24=Fake24 -25=Fake25 -26=Fake26 -27=Fake27 -28=Fake28 -29=Fake29 -30=Fake30 -31=Fake31 -32=Fake32 -33=Fake33 -34=Fake34 -35=Fake35 -36=Fake36 -37=Fake37 -38=Fake38 -39=Fake39 -40=Fake40 -41=Fake41 -42=Fake42 -43=Fake43 -44=Fake44 -45=Fake45 -46=Fake46 -47=Fake47 -48=Fake48 -49=Fake49 -50=Spawn1 -51=Spawn2 -52=Spawn3 -53=Spawn4 -54=Spawn5 -55=Spawn6 -56=Spawn7 -57=Spawn8 +[LT_SGN01] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN +[LT_SGN02] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[GDI] -Color=Gold +[LT_SGN03] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Nod] -Color=DarkRed +[LT_SGN04] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Allies] -Color=DarkSky +[TRFF01] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Soviet] -Color=DarkRed +[TRFF02] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Neutral] -Color=LightGrey +[TRFF03] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Special] -Color=White +[TRFF04] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[GDI1] -Color=Yellow +[TREE01] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Nod1] -Color=Red +[TREE02] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[GDI2] -Color=Orange +[TREE03] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Nod2] -Color=Magenta ; "metalic" +[TREE04] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Allies1] -Color=Blue +[TREE05] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Allies2] -Color=LightSky +[TREE06] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Soviet1] -Color=DarkOrange +[TREE07] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Soviet2] -Color=LightOrange +[TREE08] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN +[TREE09] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Spawn1] -Color=Orange +[TREE10] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Spawn2] -Color=HyundaiPurple +[TREE11] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Spawn3] -Color=DarkTeal +[TREE12] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Spawn4] -Color=DarkOrange +[TREE13] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Spawn5] -Color=LightMagenta +[TREE14] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Spawn6] -Color=DarkBlue +[TREE15] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Spawn7] -Color=Cyan +[TREE16] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN -[Spawn8] -Color=DarkGreen +[TREE17] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE18] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE19] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE20] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE21] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE22] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE23] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE24] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE25] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE26] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE27] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE28] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN + +[TREE29] +AllowedTheaters=DESERT,NEWURBAN + +[TREE30] +AllowedTheaters=DESERT,NEWURBAN + +[TREE31] +AllowedTheaters=DESERT,NEWURBAN + +[TREE32] +AllowedTheaters=DESERT,NEWURBAN + +[TREE33] +AllowedTheaters=DESERT,NEWURBAN + +[TREE34] +AllowedTheaters=DESERT,NEWURBAN + +[TREE35] +AllowedTheaters=DESERT,NEWURBAN + +[TREE36] +AllowedTheaters=DESERT,NEWURBAN + +[POLE01] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN +[POLE02] +AllowedTheaters=TEMPERATE,SNOW,URBAN,DESERT,NEWURBAN diff --git a/src/TSMapEditor/Config/Default/Events.ini b/src/TSMapEditor/Config/Default/Events.ini index 1ecc20c9e..d3667ba8a 100644 --- a/src/TSMapEditor/Config/Default/Events.ini +++ b/src/TSMapEditor/Config/Default/Events.ini @@ -32,529 +32,435 @@ ; String, ; GlobalVariable, ; House -; Quarry, -; Weapon, -; SpotlightBehaviour, -; RadarEvent, -; VoxelAnim, -; StringTableEntry, -; ComparisonType, -; Color, - -;0 + + [NoEvent] Name=No Event Description=This is a null event. There is no need to ever use this in a real trigger. -;1 [EnteredBy] Name=Entered By Description=Triggers when any infantry or vehicle of given house enters an attached building or celltag. You can use -1 to mean "any house". P2Type=HouseType -;2 [SpiedUpon] Name=Spied Upon Description=Triggers when a spy has entered an attached building. -;3 [ThievedBy] Name=Thieved By Description=Triggers when a thief steals money from the specified house. Available=no ; thieves don't work P2Type=HouseType -;4 [DiscoveredByPlayer] Name=Discovered by Player Description=Triggers when an attached object has been discovered by the player. Discovered means revealed from under the shroud. Do not use this in multiplayer maps as the shroud is not synchronized between players. -;5 [HouseDiscovered] Name=House Discovered Description=Triggers when the specified house has any of its units or buildings discovered by the player. Discovered means revealed from under the shroud. Do not use this in multiplayer maps as the shroud is not synchronized between players. P2Type=HouseType -;6 [AttackedByAnyHouse] Name=Attacked by Any House Description=Triggers when an attached object is attacked in some manner. Incidental damage or friendly fire does not count. -;7 [DestroyedByAnyHouse] Name=Destroyed by Any House Description=Triggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count. In most cases it's recommended to use event 48 'Destroyed by anything' instead. -;8 [AnyEvent] Name=Any Event Description=When used alone, it will force the trigger to spring immediately. Bug: Known to have a glitch of catching or overriding some other event occurring at the same time on map start. -;9 [AllUnitsDestroyed] Name=All Units Destroyed Description=Triggers when all units of the specified house have been destroyed. Typically used for end of game conditions. Does not include civilian objects. P2Type=HouseType -;10 [AllBuildingsDestroyed] Name=All Buildings Destroyed Description=Triggers when all buildings of the specified house have been destroyed. Typically used for end of game conditions. P2Type=HouseType -;11 [AllDestroyed] Name=All Objects Destroyed Description=Triggers when all objects owned by the specified house have been destroyed. Typically used for end of game conditions. P2Type=HouseType -;12 [CreditsExceed] Name=Credits Exceed Description=Triggers when the house (of this trigger) credit total exceeds this specified amount. P2Type=Number -;13 [ElapsedTime] Name=Elapsed Time Description=Triggers when the elapsed time (in seconds, at 15 FPS) has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung again when trigger is set to repeat. P2Type=Number -;14 [TimerExpired] Name=Timer Expired Description=Triggers when the global mission timer (as displayed on the screen) has reached zero. -;15 [DestroyedBuildings] Name=Destroyed, Buildings, # Description=Triggers when the number of buildings, owned by the trigger's specified house, have been destroyed. P2Type=Number -;16 [DestroyedUnits] Name=Destroyed, Units, # Description=Triggers when the number of units, owned by the trigger's specified house, have been destroyed. P2Type=Number -;17 [NoFactoriesLeft] Name=No Factories Left Description=Triggers when there are no factories left for the house specified in the trigger. -;18 [CiviliansEvacuated] Name=Civilians Evacuated Description=Triggers when civilians have been evacuated (left the map). -;19 [BuiltBuildingType] Name=Built Building Type Description=When the trigger's house builds the building type specified, then this event will spring. P2Type=Building -;20 [BuiltUnitType] Name=Built Unit Type Description=When the trigger's house builds the unit type specified, then this event will spring. P2Type=Unit -;21 [BuiltInfantryType] Name=Built Infantry Type Description=When the trigger's house builds the infantry type specified, then this event will spring. P2Type=Infantry -;22 [BuiltAircraftType] Name=Built Aircraft Type Description=When the trigger's house builds the aircraft type specified, then this event will spring. P2Type=Aircraft -;23 [TeamLeavesMap] Name=Team Leaves Map Description=Triggers when the specified team leaves the map. If the team is destroyed, it won't trigger. If all but one member is destroyed and that last member leaves the map, it WILL spring. P1Type=-1 P2Type=TeamType -;24 [ZoneEntryBy] Name=Zone Entry By Description=Triggers when a unit of the specified house enters the same CellTag zone that this trigger is attached to. P2Type=HouseType -;25 [CrossesHorizontalLine] Name=Crosses Horizontal Line Description=Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell. P2Type=HouseType -;26 [CrossesVerticalLine] Name=Crosses Vertical Line Description=Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell. P2Type=HouseType -;27 [GlobalIsSet] Name=Global Is Set Description=Triggers when the specified global variable (named in rules.ini) is turned on. Note that when this event is triggered, it resets other events on this trigger (if any). That results in this event always getting checked before other events, regardless of order! P2Type=GlobalVariable -;28 [GlobalIsClear] Name=Global Is Clear Description=Triggers when the specified global variable (named in rules.ini) is turned off. Note that when this event is triggered, it resets other events on this trigger (if any). That results in this event always getting checked before other events, regardless of order! P2Type=GlobalVariable -;29 [DestroyedByAnythingNotInfiltrate] Name=Destroyed by Anything [Not Infiltrate] Description=Triggers when attached object is destroyed, but not if it infiltrates a building/unit. -;30 [LowPower] Name=Low Power Description=Triggers when the specified house's power falls below 100% level. P2Type=HouseType -;31 [BridgeDestroyed] Name=Bridge Destroyed Description=Triggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge. -;32 [BuildingExists] Name=Building Exists Description=Triggers when the building specified (owned by the house of this trigger) exists on the map. Buildings considered are preplaced or deployed or ordered (icon clicked on in sidebar). P2Type=Building -;33 [SelectedByPlayer] Name=Selected by Player Description=Triggers when the unit is selected by the player. Use in single-player only. -;34 [ComesNearWaypoint] Name=Comes Near Waypoint Description=Triggers when the object comes near the specified waypoint. P2Type=Waypoint -;35 [EnemyInSpotlight] Name=Enemy in Spotlight Description=Triggers when an enemy unit enters the spotlight cast by the attached building. The attached tag must be set to repeat. See also event 54. -;36 [LocalIsSet] Name=Local Is Set Description=Triggers when the specified local variable is turned on. Note that when this event is triggered, it resets other events on this trigger (if any). That results in this event always getting checked before other events, regardless of order! P2Type=LocalVariable -;37 [LocalIsClear] Name=Local Is Clear Description=Triggers when the specified global variable (named in rules.ini) is turned off. Note that when this event is triggered, it resets other events on this trigger (if any). That results in this event always getting checked before other events, regardless of order! P2Type=LocalVariable -;38 [FirstDamagedCombat] Name=First Damaged (Combat Only) Description=Triggers when first suffering from combat damage from combat damage only. -;39 [HalfHealthCombat] Name=Half Health (Combat Only) Description=Triggers when damaged to half health from combat damage only. -;40 [QuarterHealthCombat] Name=Quarter Health (Combat Only) Description=Triggers when damaged to quarter health from combat damage only. -;41 [FirstDamagedAnySource] Name=First Damaged (Any Source) Description=Triggers when first suffering from combat damage from any source. -;42 [HalfHealthAnySource] Name=Half Health (Any Source) Description=Triggers when damaged to half health from any source. -;43 [QuarterHealthAnySouce] Name=Quarter Health (Any Source) Description=Triggers when damaged to quarter health from any source. -;44 [AttackedBy] Name=Attacked By Description=When attacked by some unit of specified house. P2Type=HouseType -;45 [AmbientLightBelow] Name=Ambient Light Below Description=Triggers when the ambient light drops below a certain level. Use numbers between 0 and 100. P2Type=Number -;46 [AmbientLightAbove] Name=Ambient Light Above Description=Triggers when the ambient light rises above a certain level. Use numbers between 0 and 100. P2Type=Number -;47 [ElapsedScenarioTime] Name=Elapsed Scenario Time Description=When time (in seconds) has elapsed since the start of the scenario. P2Type=Number -;48 [DestroyedByAnything] Name=Destroyed by Anything Description=Triggers when destroyed or captured or infiltrated by anything what-so-ever. -;49 [PickedUpCrate] Name=Picked Up Crate Description=When crate is picked up by an object attached to this trigger. -;50 [PickedUpCrateAny] Name=Picked Up Crate (Any) Description=When crate is picked up by any unit. -;51 [RandomDelay] Name=Random Delay Description=Delays a random time between 50 and 150 percent of time (frames) specified. P2Type=Number -;52 [CreditsBelow] Name=Credits Below Description=Triggers when the house (of this trigger) credit total is below this specified amount. P2Type=Number -;53 -[PlayerUnderEMPEffect] -Name=Player under EMP Effect -Description=Attached objects are under EMP effect. +[SpyEntersAsHouse] +Name=Spy Enters As House +Description=Triggers if a spy disguised as the house (of this trigger) specified enters this. P2Type=HouseType -;54 -[EnemyInSpotlightSpecial] -Name=Enemy In Spotlight (Special) -Description=Triggers when an enemy unit enters the spotlight cast by the attached building. Unlike event 35, attached tag need not be repeating. - -;55 -[LimpetAttached] -Name=Limpet Attached -Description=Triggers when the attached object is infected by a limpet mine. - -;56 -[CompareGlobalWithConstant] -Name=Compare Global With Constant (Vinifera) -Description=Compares a global variable with a constant using a specified operation. -P1Type=-4 -P2Type=GlobalVariable -P3Type=ComparisonType -P3PresetOptions=0 Greater Than,1 Less Than,2 Equal To,3 Not Equal To,4 Greater or Equal,5 Less or Equal,6 Bitwise AND,7 Bitwise OR,8 Bitwise XOR -P4Type=Number - -;57 -[CompareGlobalWithGlobal] -Name=Compare Global With Global (Vinifera) -Description=Compares a global variable with another global variable using a specified operation. -P1Type=-4 -P2Type=GlobalVariable -P3Type=ComparisonType -P3PresetOptions=0 Greater Than,1 Less Than,2 Equal To,3 Not Equal To,4 Greater or Equal,5 Less or Equal,6 Bitwise AND,7 Bitwise OR,8 Bitwise XOR -P4Type=GlobalVariable - -;58 -[CompareGlobalWithLocal] -Name=Compare Global With Local (Vinifera) -Description=Compares a global variable with a local variable using a specified operation. -P1Type=-4 -P2Type=GlobalVariable -P3Type=ComparisonType -P3PresetOptions=0 Greater Than,1 Less Than,2 Equal To,3 Not Equal To,4 Greater or Equal,5 Less or Equal,6 Bitwise AND,7 Bitwise OR,8 Bitwise XOR -P4Type=LocalVariable - -;59 -[GlobalEqualsConstant] -Name=Global Equals Constant (Vinifera) -Description=True if a global variable equals a constant. -P1Type=-3 -P2Type=GlobalVariable -P3Type=Number +[SpyEntersAsInfantry] +Name=Spy Enters As Infantry +Description=A spy disguised as the specified infantry enters the attached object. +P2Type=Infantry -;60 -[GlobalEqualsGlobal] -Name=Global Equals Global (Vinifera) -Description=True if two global variables are equal. -P1Type=-3 -P2Type=GlobalVariable -P3Type=Number +[DestroyedUnitsNaval] +Name=Destroyed Units, Naval +Description=Triggers when all naval units of the specified house have been destroyed. +P2Type=HouseType -;61 -[GlobalEqualsLocal] -Name=Global Equals Local (Vinifera) -Description=True if a global variable equals a local variable. -P1Type=-3 -P2Type=GlobalVariable -P3Type=LocalVariable +[DestroyedUnitsLand] +Name=Destroyed Units, Land +Description=Triggers when all land units of the specified house have been destroyed. +P2Type=HouseType -;62 -[GlobalGreaterThanConstant] -Name=Global Greater Than Constant (Vinifera) -Description=True if a global variable is greater than a constant. -P1Type=-3 -P2Type=GlobalVariable -P3Type=Number +[BuildingDoesNotExist] +Name=Building Does Not Exist +Description=No buildings of the specified type (owned by the house of this trigger) exist on the map. +P2Type=Building -;63 -[GlobalGreaterThanGlobal] -Name=Global Greater Than Global (Vinifera) -Description=True if one global variable is greater than another. -P1Type=-3 -P2Type=GlobalVariable -P3Type=GlobalVariable +[PowerFull] +Name=Power Full +Description=Triggers when the house (of this trigger) has 100% power. +P2Type=HouseType -;64 -[GlobalGreaterThanLocal] -Name=Global Greater Than Local (Vinifera) -Description=True if a global variable is greater than a local variable. -P1Type=-3 -P2Type=GlobalVariable -P3Type=LocalVariable +[EnteredOrOverflownBy] +Name=Entered Or Overflown By +Description=Triggers when objects owned by the house (of this trigger) move over the attached cell. +P2Type=HouseType -;65 -[GlobalLessThanConstant] -Name=Global Less Than Constant (Vinifera) -Description=True if a global variable is less than a constant. -P1Type=-3 -P2Type=GlobalVariable -P3Type=Number +[TechnoTypeExists] +Name=TechnoType Exists +Description=Triggers when at least this many technos of the specified type exist on the map. +P1Type=-2 +P2Type=Number +P3Type=Techno -;66 -[GlobalLessThanGlobal] -Name=Global Less Than Global (Vinifera) -Description=True if one global variable is less than another. -P1Type=-3 -P2Type=GlobalVariable -P3Type=GlobalVariable +[TechnoTypeDoesNotExist] +Name=TechnoType Does Not Exist +Description=Triggers when there are no technos of the specified type on the map. +P1Type=-2 +P3Type=Techno -;67 -[GlobalLessThanLocal] -Name=Global Less Than Local (Vinifera) -Description=True if a global variable is less than a local variable. -P1Type=-3 -P2Type=GlobalVariable -P3Type=LocalVariable +; ********** ARES BEGINS *********** -;68 -[CompareLocalWithConstant] -Name=Compare Local With Constant (Vinifera) -Description=Compares a local variable with a constant using a specified operation. -P1Type=-4 -P2Type=LocalVariable -P3Type=ComparisonType -P3PresetOptions=0 Greater Than,1 Less Than,2 Equal To,3 Not Equal To,4 Greater or Equal,5 Less or Equal,6 Bitwise AND,7 Bitwise OR,8 Bitwise XOR -P4Type=Number - -;69 -[CompareLocalWithGlobal] -Name=Compare Local With Global (Vinifera) -Description=Compares a local variable with a global variable using a specified operation. -P1Type=-4 -P2Type=LocalVariable -P3Type=ComparisonType -P3PresetOptions=0 Greater Than,1 Less Than,2 Equal To,3 Not Equal To,4 Greater or Equal,5 Less or Equal,6 Bitwise AND,7 Bitwise OR,8 Bitwise XOR -P4Type=GlobalVariable - -;70 -[CompareLocalWithLocal] -Name=Compare Local With Local (Vinifera) -Description=Compares a local variable with another local variable using a specified operation. -P1Type=-4 -P2Type=LocalVariable -P3Type=ComparisonType -P3PresetOptions=0 Greater Than,1 Less Than,2 Equal To,3 Not Equal To,4 Greater or Equal,5 Less or Equal,6 Bitwise AND,7 Bitwise OR,8 Bitwise XOR -P4Type=LocalVariable - -;71 -[LocalEqualsConstant] -Name=Local Equals Constant (Vinifera) -Description=True if a local variable equals a constant. -P1Type=-3 -P2Type=LocalVariable -P3Type=Number +[EMPulse1] +Name=Under EM Pulse [Ares] +Description=Triggers when the attached object is disabled by EMP. -;72 -[LocalEqualsGlobal] -Name=Local Equals Global (Vinifera) -Description=True if a local variable equals a global variable. -P1Type=-3 -P2Type=LocalVariable -P3Type=GlobalVariable +[EMPulse2] +Name=Under EM Pulse by House [Ares] +Description=Triggers when the specified house disables the attached object by EMP. Triggers before 62. +P2Type=HouseType -;73 -[LocalEqualsLocal] -Name=Local Equals Local (Vinifera) -Description=True if two local variables are equal. -P1Type=-3 -P2Type=LocalVariable -P3Type=LocalVariable +[EMPulse3] +Name=Removed EM Pulse [Ares] +Description=Triggers when the attached object is reactivated by a “healing” EMP. -;74 -[LocalGreaterThanConstant] -Name=Local Greater Than Constant (Vinifera) -Description=True if a local variable is greater than a constant. -P1Type=-3 -P2Type=LocalVariable -P3Type=Number +[EMPulse4] +Name=Removed EM Pulse by House [Ares] +Description=Triggers when the specified house reactivates the attached object by a “healing” EMP. Triggers before 64. +P2Type=HouseType -;75 -[LocalGreaterThanGlobal] -Name=Local Greater Than Global (Vinifera) -Description=True if a local variable is greater than a global variable. -P1Type=-3 -P2Type=LocalVariable -P3Type=GlobalVariable +[FoundInSpotlight] +Name=Enemy In Spotlight Now [Ares] +Description=Triggers when the attached building’s searching spotlight found an enemy. Works like 35, but the game will not remember if this event occurred. -;76 -[LocalGreaterThanLocal] -Name=Local Greater Than Local (Vinifera) -Description=True if a local variable is greater than another local variable. -P1Type=-3 -P2Type=LocalVariable -P3Type=LocalVariable +[DriverKilled] +Name=Driver Killed [Ares] +Description=Triggers when the driver of the attached object has been killed. -;77 -[LocalLessThanConstant] -Name=Local Less Than Constant (Vinifera) -Description=True if a local variable is less than a constant. -P1Type=-3 -P2Type=LocalVariable -P3Type=Number +[DriverKilledHouse] +Name=Driver Killed By House [Ares] +Description=Triggers when the specified house kills the driver of the attached object. Triggered before 67. +P2Type=HouseType -;78 -[LocalLessThanGlobal] -Name=Local Less Than Global (Vinifera) -Description=True if a local variable is less than a global variable. -P1Type=-3 -P2Type=LocalVariable -P3Type=GlobalVariable +[VehicleTaken] +Name=Vehicle Taken [Ares] +Description=Triggers when a driver or Vehicle Thief enters the attached object. -;79 -[LocalLessThanLocal] -Name=Local Less Than Local (Vinifera) -Description=True if a local variable is less than another local variable. -P1Type=-3 -P2Type=LocalVariable -P3Type=LocalVariable \ No newline at end of file +[VehicleTakenHouse] +Name=Vehicle Taken By House [Ares] +Description=Triggers when a driver or Vehicle Thief of the specified house enters the attached object. Triggers before 69. +P2Type=HouseType + +[Abducted] +Name=Abducted [Ares] +Description=Triggers when the attached object is abducted. + +[AbductedHouse] +Name=Abducted By House [Ares] +Description=Triggers when the specified house abducts the attached object. +P2Type=HouseType + +[DoesTheAbducting] +Name=Abducts Something [Ares] +Description=Triggers when the attached object abducts something. + +[DoesTheAbductingHouse] +Name=Abducts Something Of House [Ares] +Description=Triggers when an attached object abducts something of the specified house. +P2Type=HouseType + +[SWActivated] +Name=Super Weapon Activated [Ares] +Description=Triggers when the owning house fires the super weapon. +P2Type=SuperWeapon + +[SWDeactivated] +Name=Super Weapon Deactivated [Ares] +Description=Triggers when the owning house deactivates the super weapon. Only Charge-Drain super weapon types deactivate. +P2Type=SuperWeapon + +[SWNearWP] +Name=Super Weapon Activated Near Waypoint [Ares] +Description=Triggers when the named super weapon is used near the waypoint. +P1Type=-2 +P2Type=Waypoint +P3Type=SuperWeapon + +[ReverseEngineered] +Name=Reverse Engineered [Ares] +Description=Triggers while the owning house has access to reverse engineered techno type. This event will trigger for the type a unit has been reversed as when put into a reverse engineering structure, that is, respecting ReversedAs. +P2Type=Techno + +[ReverseEngineers] +Name=Reverse Engineers Anything [Ares] +Description=Triggers when the attached building successfully reverse engineers any type. + +[ReverseEngineersType] +Name=Reverse Engineers Type [Ares] +Description=Triggers when the attached building successfully reverse engineers the specific type. +P2Type=Techno + +[HouseOwnsTechno] +Name=House Owns Techno Type [Ares] +Description=Triggers while the owning house has at least count instances of the specified techno type. +P1Type=-2 +P2Type=Number +P3Type=Techno + +[HouseDoesntOwnTechno] +Name=House Doesn’t Own Techno Type [Ares] +Description=Triggers while the owning house has fewer than count instances of the specified techno type. +P1Type=-2 +P2Type=Number +P3Type=Techno + +[AttackedByAnything] +Name=Attacked Or Destroyed By Anybody [Ares] +Description=Triggers when the attached object is attacked or destroyed by any attack (even ones without source). + +[AttackedByAnythingHouse] +Name=Attacked Or Destroyed By House [Ares] +Description=Triggers when the attached object is attacked or destroyed by an attack where the source is owned by a specific house. +P2Type=HouseType + +[DestroyedByHouse] +Name=Destroyed By House [Ares] +Description=Triggers when the attached object is destroyed by any attack where the source is owned by a specific house. +P2Type=HouseType + +[DoesntExistMoreThan] +Name=Techno Type Doesn't Exist More Than [Ares] +Description=Triggers while there are no more than count instances of the specified techno type. +P1Type=-2 +P2Type=Number +P3Type=Techno + +[KeepALivesDestroyed] +Name=All KeepAlives Destroyed [Ares] +Description=Triggers when the specified house has no more KeepAlive=yes objects. +P2Type=HouseType + +[KeepALiveBuildingsDestroyed] +Name=All KeepAlive Buildings Destroyed [Ares] +Description=Triggers when the specified house has no more buildings with KeepAlive=yes. +P2Type=HouseType + +; ********** ARES ENDS *********** diff --git a/src/TSMapEditor/Config/Default/FileManagerConfig.ini b/src/TSMapEditor/Config/Default/FileManagerConfig.ini index ae6f13978..ddd1b9e55 100644 --- a/src/TSMapEditor/Config/Default/FileManagerConfig.ini +++ b/src/TSMapEditor/Config/Default/FileManagerConfig.ini @@ -1,9 +1,9 @@ -; C&C World-Altering Editor (WAE) +; C&C World-Altering Editor (WAE) ; https://github.com/CnCNet/WorldAlteringEditor ; Specifies directories that the file manager will load MIX files from. [SearchDirectories] -0=MIX +0=. 1=Map Editor ; Specifies the MIX files loaded by the editor. @@ -13,12 +13,26 @@ ; Special values are supported to load additional MIX files. These are always optional. ; The valid options are $TSECACHE, $RA2ECACHE, $TSELOCAL, $RA2ELOCAL, $EXPAND, $EXPANDMD. [MIXFiles] -0=DTACache.mix,0 -1=$TSECACHE -2=Conquer.mix,1 -3=Local.mix,1 -4=Cache.mix,1 -5=Sidec01.mix,0 -6=Sidec02.mix,0 -7=Sidec03.mix,0 -8=Sidec04.mix,0 +0=WAECache.mix +1=langmd.mix,1 +2=language.mix,1 +3=$EXPANDMD +4=ra2md.mix,1 +5=ra2.mix,1 +6=cachemd.mix,1 +7=cache.mix,1 +8=localmd.mix,1 +9=local.mix,1 +10=$RA2ECACHE +11=$RA2ELOCAL +12=conqmd.mix,1 +13=genermd.mix,1 +14=generic.mix,1 +15=isogenmd.mix,1 +16=isogen.mix,1 +17=conquer.mix,1 +18=marble.mix,0 + +[StringTables] +0=ra2.csf +1=ra2md.csf diff --git a/src/TSMapEditor/Config/Default/OverlayCollections.ini b/src/TSMapEditor/Config/Default/OverlayCollections.ini index 92e3cb1ad..c8edcfce7 100644 --- a/src/TSMapEditor/Config/Default/OverlayCollections.ini +++ b/src/TSMapEditor/Config/Default/OverlayCollections.ini @@ -4,87 +4,63 @@ ; Specifies overlay collections available in the sidebar. [OverlayCollections] -0=GreenTiberium -1=BlueTiberium -2=Ore -3=ScrapMetal -4=GreenGems -5=BlueGems -6=MixedGems -7=AutumnGrass - -[GreenTiberium] -Name=Green Tiberium -OverlayType0=RTIB01 -OverlayType1=RTIB02 -OverlayType2=RTIB03 -OverlayType3=RTIB04 -OverlayType4=RTIB05 -OverlayType5=RTIB06 -OverlayType6=RTIB07 -OverlayType7=RTIB08 -OverlayType8=RTIB09 -OverlayType9=RTIB10 -OverlayType10=RTIB11 -OverlayType11=RTIB12 - -[BlueTiberium] -Name=Blue Tiberium -OverlayType0=QTIB01 -OverlayType1=QTIB02 -OverlayType2=QTIB03 -OverlayType3=QTIB04 -OverlayType4=QTIB05 -OverlayType5=QTIB06 -OverlayType6=QTIB07 -OverlayType7=QTIB08 -OverlayType8=QTIB09 -OverlayType9=QTIB10 -OverlayType10=QTIB11 -OverlayType11=QTIB12 +0=Ore +1=Gems +2=ClearRocks +3=SandRocks +4=LunarRocks [Ore] Name=Ore -OverlayType0=ZORE01 -OverlayType1=ZORE02 -OverlayType2=ZORE03 -OverlayType3=ZORE04 - -[ScrapMetal] -Name=Scrap Metal -OverlayType0=SCRAP01 -OverlayType1=SCRAP02 -OverlayType2=SCRAP03 -OverlayType3=SCRAP04 - -[GreenGems] -Name=Green Gems -OverlayType0=GRNGEM01 -OverlayType1=GRNGEM02 -OverlayType2=GRNGEM03 -OverlayType3=GRNGEM04 +OverlayType0=TIB01 +OverlayType1=TIB02 +OverlayType2=TIB03 +OverlayType3=TIB04 +OverlayType4=TIB05 +OverlayType5=TIB06 +OverlayType6=TIB07 +OverlayType7=TIB08 +OverlayType8=TIB09 +OverlayType9=TIB10 +OverlayType10=TIB11 +OverlayType11=TIB12 -[BlueGems] -Name=Blue Gems -OverlayType0=BLUGEM01 -OverlayType1=BLUGEM02 -OverlayType2=BLUGEM03 -OverlayType3=BLUGEM04 +[Gems] +Name=Gems +OverlayType0=GEM01 +OverlayType1=GEM02 +OverlayType2=GEM03 +OverlayType3=GEM04 +OverlayType4=GEM05 +OverlayType5=GEM06 +OverlayType6=GEM07 +OverlayType7=GEM08 +OverlayType8=GEM09 +OverlayType9=GEM10 +OverlayType10=GEM11 +OverlayType11=GEM12 -[MixedGems] -Name=Mixed Gems -OverlayType0=MIXGEM01 -OverlayType1=MIXGEM02 -OverlayType2=MIXGEM03 -OverlayType3=MIXGEM04 +[ClearRocks] +Name=Clear Rocks +OverlayType0=TROCK01 +OverlayType1=TROCK02 +OverlayType2=TROCK03 +OverlayType3=TROCK04 +OverlayType4=TROCK05 -; Demonstrates including optional overlay frames in the types of overlay to place. -[AutumnGrass] -Name=Small Autumn Grass -OverlayType0=AJGRASS,0 -OverlayType1=AJGRASS,1 -OverlayType2=AJGRASS,2 -OverlayType3=AJGRASS,3 -OverlayType4=AJGRASS,4 -OverlayType5=AJGRASS,5 +[SandRocks] +Name=Sand Rocks +OverlayType0=SROCK01 +OverlayType1=SROCK02 +OverlayType2=SROCK03 +OverlayType3=SROCK04 +OverlayType4=SROCK05 +[LunarRocks] +Name=Lunar Rocks +OverlayType0=LUNRK1 +OverlayType1=LUNRK2 +OverlayType2=LUNRK3 +OverlayType3=LUNRK4 +OverlayType4=LUNRK5 +AllowedTheaters=LUNAR diff --git a/src/TSMapEditor/Config/Default/ScriptActions.ini b/src/TSMapEditor/Config/Default/ScriptActions.ini index abae0003a..84cd10c64 100644 --- a/src/TSMapEditor/Config/Default/ScriptActions.ini +++ b/src/TSMapEditor/Config/Default/ScriptActions.ini @@ -1,4 +1,4 @@ -; C&C World-Altering Editor (WAE) +; C&C World-Altering Editor (WAE) ; https://github.com/CnCNet/WorldAlteringEditor ; This file defines the script actions available in the map editor. @@ -25,6 +25,8 @@ Option6=6,Factories Option7=7,Base Defenses Option8=8,Base Threats Option9=9,Power Plants +Option10=10,Occupiables +Option11=11,Tech Buildings [AttackWaypoint] Name=Attack Waypoint @@ -94,22 +96,29 @@ Option5=5,Guard Option6=6,Sticky Option7=7,Enter Option8=8,Capture -Option9=9,Harvest -Option10=10,Area Guard -Option11=11,Return -Option12=12,Stop -Option13=13,Ambush -Option14=14,Hunt -Option15=15,Unload -Option16=16,Sabotage -Option17=17,Construction -Option18=18,Selling -Option19=19,Repair -Option20=20,Rescue -Option21=21,Missile -Option22=22,Harmless -Option23=23,Open -Option24=24,Patrol +Option9=9,Eaten +Option10=10,Harvest +Option11=11,Area Guard +Option12=12,Return +Option13=13,Stop +Option14=14,Ambush +Option15=15,Hunt +Option16=16,Unload +Option17=17,Sabotage +Option18=18,Construction +Option19=19,Selling +Option20=20,Repair +Option21=21,Rescue +Option22=22,Missile +Option23=23,Harmless +Option24=24,Open +Option25=25,Patrol +Option26=26,Paradrop Approach +Option27=27,Paradrop Overfly +Option28=28,Wait +Option29=29,Attack (Again) +Option30=30,Spyplane Approach +Option31=31,Spyplane Overfly [SetGlobalVariable] Name=Set Global Variable @@ -335,4 +344,113 @@ ParamDescription=Bubble Type Option0=0,None Option1=1,Asterisk (*) Option2=2,Question mark (?) -Option3=3,Exclamation mark (!) \ No newline at end of file +Option3=3,Exclamation mark (!) + +; ********** RA2/YR BEGINS + ARES ALTERATIONS *********** +[GatherAtEnemy] +Name=Gather at Enemy (Ares Improved) +Description=Gather on a spot near enemy base at a distance in cells given by AISafeDistance + Number (+ve or -ve). Ares makes use of the unused Number parameter. If not using Ares for YR then set the parameter to 0. +ParamType=Number +ParamDescription=Distance Variable + +[GatherAtBase] +Name=Gather at Base (Ares Improved) +DescriptionGathers outside own base perimeter at a distance in cells given by AISafeDistance (Ares: AIFriendlyDistance) + Number (+ve or -ve). Ares makes use of the unused Number parameter. If not using Ares for YR then set the parameter to 0. +ParamType=Number +ParamDescription=Distance Variable + +[IronCurtain] +Name=Iron Curtain (Ares Improved) +Description=Calls (and waits if nearly ready) for the House to deliver Iron Curtain of the specified superweapon group Number to team. Ares makes use of the unused Number parameter. If not using Ares for YR then set the parameter to 0. +ParamType=Number; a superweapon selector would be useful. +ParamDescription=SW.Group ID + +[ChronoSphereTeamBuildings] +Name=ChronoSphere Team to Building +Description=If the owner of the team has the Chronosphere fully charged then it will be used to move the team to the given structure number before moving on to next action. +ParamDescription=Building +ParamType=BuildingWithProperty + +[ChronoSphereTeamTarget] +Name=ChronoSphere Team to target Type +Description=If the owner of the team has the Chronosphere fully charged then it will be used to transport the task force to the given target type. Exact target is either nearest/first built based on the value used in TargetDistanceCoefficientDefault or its technotype override of TargetDistanceCoefficient. +ParamDescription=Target +ParamType=Quarry +Option0=0,N/A (Cancel) +Option1=1,Anything +Option2=2,Structures +Option3=3,Harvesters +Option4=4,Infantry +Option5=5,Vehicles +Option6=6,Factories +Option7=7,Base Defenses +Option8=8,Base Threats +Option9=9,Power Plants +Option10=10,Occupiables +Option11=11,Tech Buildings + +[MoveToFriendlyStructure] +Name=Move to Friendly Structure +Description=16,0,1,Move to own structure or owned by allies given in the structure number parameter. +ParamDescription=Building +ParamType=BuildingWithProperty + +[AttackStructureAtWaypoint] +Name=Attack structure at waypoint +Description=Attacks the structure at given waypoint. Owner is not considered as of enemy or ally or neutral. An attack by Engineer would mean repairing the building. This action also uses the weapon if present of the unit instead its special abilities like C4. This is useful in cases like destroying an occupiable structure instead of entering it. +ParamType=Waypoint +ParamDescription=Waypoint ID + +[EnterGrinder] +Name=Enter Grinder +Description=Team will enter nearest grinder owned by the owner of this team or allies. + +[OccupyTankBunker] +Name=Occupy Tank Bunker +Description=Any vehicle members of this team which do not have Bunkerable=no set will enter the nearest vacant structure with Bunker=yes set if it is owned by the owner of the team or any of its allies. + +[EnterBioReactor] +Name=Enter bio reactor +Description=Any infantry members of this team will enter the nearest structure with InfantryAbsorb=yes set if it is owned by the owner of this team or any of its allies and has space available. + +[OccupyBattleBunker];63 +Name=Occupy Battle Bunker +Description=Any infantry members of this team with Occupier=yes set will enter the nearest structure (which they own) with CanOccupyFire=yes set. + +[GarrisonStructure] +Name=Garrison Structure +Description=Any infantry members of this team with Occupier=yes set will enter the nearest (neutral) structure with CanOccupyFire=yes set. It is specifically used so as to transfer the unit's weapon to the structure. + +; ********** ARES ADDITIONS *********** Starts at 65 + +[AuxPower] +Name=Auxiliary Power [Ares] +Description=Permanently changes the power output of the house owning the team by the specified amount. +ParamType=Number +ParamDescription=Power Amount + +[KillDrivers] +Name=Kill Drivers [Ares] +Description=Kills all unprotected drivers of the units in this team and assigns them to the country called Special. + +[TakeVehicles] +Name=Take Vehicles [Ares] +Description=If possible, all infantry (CanDrive or VehicleThief) in this team will be assigned to the closest vehicle they can drive or hijack. + +[ConvertType] +Name=Convert Type [Ares] +Description=Changes all members of this team into their respective script conversion types defined by their respective Ares Convert.Script flag. + +[SonarReveal] +Name=Sonar Reveal [Ares] +Description=Disables the ability of all team members to cloak themselves for the given Duration (number of frames). +ParamType=Number +ParamDescription=Frame Duration + +[DisableWeapons] +Name=Disable Weapons [Ares] +Description=Disables the ability of all team members to fire for the given Duration (number of frames). Use 0 to end the effect. +ParamType=Number +ParamDescription=Frame Duration + +; ********** ARES ENDS *********** diff --git a/src/TSMapEditor/Config/Default/SmudgeCollections.ini b/src/TSMapEditor/Config/Default/SmudgeCollections.ini index 210f38079..bd3a5d0a8 100644 --- a/src/TSMapEditor/Config/Default/SmudgeCollections.ini +++ b/src/TSMapEditor/Config/Default/SmudgeCollections.ini @@ -5,92 +5,56 @@ [SmudgeCollections] 0=Craters -1=Burns -2=SnowyCraters -3=SnowyBurns +1=SmallCraters +2=LargeCraters +3=Burns [Craters] Name=Random Crater -SmudgeType0=CR1E ; first entry is used for the texture on the sidebar, - ; so we want it to use a big crater -SmudgeType1=CR1B -SmudgeType2=CR1C -SmudgeType3=CR1D -SmudgeType4=CR1A -SmudgeType5=CR2A -SmudgeType6=CR2B -SmudgeType7=CR2C -SmudgeType8=CR2D -SmudgeType9=CR2E -SmudgeType10=CR3A -SmudgeType11=CR3B -SmudgeType12=CR3C -SmudgeType13=CR3D -SmudgeType14=CR3E -SmudgeType15=CR4A -SmudgeType16=CR4B -SmudgeType17=CR4C -SmudgeType18=CR4D -SmudgeType19=CR4E -SmudgeType20=CR5A -SmudgeType21=CR5B -SmudgeType22=CR5C -SmudgeType23=CR5D -SmudgeType24=CR5E -SmudgeType25=CR6A -SmudgeType26=CR6B -SmudgeType27=CR6C -SmudgeType28=CR6D -SmudgeType29=CR6E +SmudgeType0=CRATER12 ; first entry is used for the texture on the sidebar, + ; so we want it to use a big crater +SmudgeType1=CRATER11 +SmudgeType2=CRATER10 +SmudgeType3=CRATER09 +SmudgeType4=CRATER08 +SmudgeType5=CRATER07 +SmudgeType6=CRATER06 +SmudgeType7=CRATER05 +SmudgeType8=CRATER04 +SmudgeType9=CRATER03 +SmudgeType10=CRATER02 +SmudgeType11=CRATER01 -[Burns] -Name=Random Burn -SmudgeType0=SC1 -SmudgeType1=SC2 -SmudgeType2=SC3 -SmudgeType3=SC4 -SmudgeType4=SC5 -SmudgeType5=SC6 +[SmallCraters] +Name=Random 1x1 Crater +SmudgeType0=CRATER10 +SmudgeType1=CRATER09 +SmudgeType2=CRATER08 +SmudgeType3=CRATER07 +SmudgeType4=CRATER06 +SmudgeType5=CRATER05 +SmudgeType6=CRATER04 +SmudgeType7=CRATER03 +SmudgeType8=CRATER02 +SmudgeType9=CRATER01 -[SnowyCraters] -Name=Random Snowy Crater -SmudgeType0=CRS1E ; first entry is used for the texture on the sidebar, - ; so we want it to use a big crater -SmudgeType1=CRS1B -SmudgeType2=CRS1C -SmudgeType3=CRS1D -SmudgeType4=CRS1A -SmudgeType5=CRS2A -SmudgeType6=CRS2B -SmudgeType7=CRS2C -SmudgeType8=CRS2D -SmudgeType9=CRS2E -SmudgeType10=CRS3A -SmudgeType11=CRS3B -SmudgeType12=CRS3C -SmudgeType13=CRS3D -SmudgeType14=CRS3E -SmudgeType15=CRS4A -SmudgeType16=CRS4B -SmudgeType17=CRS4C -SmudgeType18=CRS4D -SmudgeType19=CRS4E -SmudgeType20=CRS5A -SmudgeType21=CRS5B -SmudgeType22=CRS5C -SmudgeType23=CRS5D -SmudgeType24=CRS5E -SmudgeType25=CRS6A -SmudgeType26=CRS6B -SmudgeType27=CRS6C -SmudgeType28=CRS6D -SmudgeType29=CRS6E +[LargeCraters] +Name=Random 2x2 Crater +SmudgeType0=CRATER12 +SmudgeType1=CRATER11 -[SnowyBurns] -Name=Random Snowy Burn -SmudgeType0=SCS1 -SmudgeType1=SCS2 -SmudgeType2=SCS3 -SmudgeType3=SCS4 -SmudgeType4=SCS5 -SmudgeType5=SCS6 +[Burns] +Name=Random Burn +SmudgeType0=BURNT12 ; first entry is used for the texture on the sidebar, + ; so we want it to use a big crater +SmudgeType1=BURNT11 +SmudgeType2=BURNT10 +SmudgeType3=BURNT09 +SmudgeType4=BURNT08 +SmudgeType5=BURNT07 +SmudgeType6=BURNT06 +SmudgeType7=BURNT05 +SmudgeType8=BURNT04 +SmudgeType9=BURNT03 +SmudgeType10=BURNT02 +SmudgeType11=BURNT01 diff --git a/src/TSMapEditor/Config/Default/Speeches.ini b/src/TSMapEditor/Config/Default/Speeches.ini index c5c842c0e..792d53411 100644 --- a/src/TSMapEditor/Config/Default/Speeches.ini +++ b/src/TSMapEditor/Config/Default/Speeches.ini @@ -5,578 +5,5 @@ ; = [Speeches] -000=00-I026 TD/RA: Mission accomplished ;EVA/CABAL Mission accomplished -001=00-I028 TD/RA: Your mission is a failure / Mission failed ;EVA/CABAL Your mission has failed -002=00-I064 TD/RA: Unable to comply, building in progress ;EVA/CABAL Unable to comply, building in progress -003=00-I018 TD/RA: Construction Complete ;EVA/CABAL Construction complete -004=00-I076 TD/RA: Unit ready ;EVA/CABAL Unit ready -005=00-I032 TD/RA: New construction options ;EVA/CABAL New construction options -006=00-I016 TD/RA: Cannot deploy here ;EVA/CABAL Cannot deploy here -007=00-I008 TD: GDI structure destroyed ;EVA/CABAL Structure destroyed GDI structure destroyed -008=00-I022 TD/RA: Insufficient funds ;EVA/CABAL Insufficient funds -009=00-I012 TD/RA: Battle control terminated ;EVA/CABAL Battle control offline -010=00-I038 TD/RA: Reinforcements have arrived ;EVA/CABAL Reinforcements have arrived -011=00-I220 TD/RA: Canceled ;EVA/CABAL Canceled -012=00-I216 TD/RA: Building ;EVA/CABAL Building -013=00-I024 TD/RA: Low power ;EVA/CABAL Low power -014=00-I082 TD/RA: Our base is under attack ;EVA/CABAL Base under attack -015=00-I034 TD/RA: Primary building selected ;EVA/CABAL Primary building set -016=00-I074 TD/RA: Unit lost ;EVA/CABAL Unit lost -017=00-I042 TD/RA: Select target ;EVA/CABAL Select target -018=00-I044 TD/RA: Silos needed ;EVA/CABAL Silos needed -019=00-I218 TD/RA: On hold ;EVA/CABAL On hold -020=00-I040 TD/RA: Repairing ;EVA/CABAL Repairing -021=00-I062 TD/RA: Building / Training ;EVA/CABAL Training -022=00-I068 TD/RA: Unit armor upgraded ;EVA/CABAL Unit armor upgraded -023=00-I070 TD/RA: Unit weapon upgraded / Unit firepower upgraded ;EVA/CABAL Unit firepower upgraded -024=00-I080 TD/RA: Unit speed upgraded ;EVA/CABAL Unit speed upgraded -025=00-I078 TD/RA: Unit repaired ;EVA/CABAL Unit repaired -026=00-I228 TD/RA: Structure sold ;EVA/CABAL Structure sold -027=00-I090 TD/RA: Your harvester is under attack / bleep6 (RA radar map alert) ;EVA/CABAL Harvester under attack -028=00-I172 TD/RA: *Ping* (low-pitched ping sound) ;EVA/CABAL Cloaked unit detected -029=00-I174 TD/RA: Enemy unit approaching / Enemy approaching ;EVA/CABAL Subterranean unit detected -030=00-I122 RA: 20 minutes remaining ;EVA/CABAL 20 minutes remaining -031=00-I124 RA: 10 minutes remaining ;EVA/CABAL 10 minutes remaining -032=00-I126 RA: Warning, 5 minutes remaining ;EVA/CABAL 5 minutes remaining -033=00-I128 RA: Warning, 4 minutes remaining ;EVA/CABAL 4 minutes remaining -034=00-I130 RA: Warning, 3 minutes remaining ;EVA/CABAL 3 minutes remaining -035=00-I132 RA: Warning, 2 minutes remaining ;EVA/CABAL 2 minutes remaining -036=00-I134 RA: Warning, 1 minute remaining ;EVA/CABAL 1 minute remaining -037=00-I226 TD/RA: Unit sold ;EVA/CABAL Unit sold -038=00-I056 TD/RA: Building captured / Structure captured ;EVA/CABAL Building captured -039=00-I200 ;EVA/CABAL Establishing battlefield control, standby -040=00-I176 ;EVA/CABAL Ion storm approaching -041=00-I178 ;EVA/CABAL Meteor storm approaching -042=00-I198 ;EVA/CABAL New terrain discovered -043=00-I150 TD/RA: Nuclear weapon launched / A-bomb launch detected ;EVA/CABAL Missile launch detected -044=00-I152 ;EVA/CABAL Chemical missile ready -045=00-I154 TD/RA: Nuclear weapon available / A-bomb available ;EVA/CABAL Cluster missile ready -046=00-I156 TD: Ion cannon ready ;EVA/CABAL Ion cannon ready -047=00-I158 RA: Chronosphere ready ;EVA/CABAL EMPulse cannon ready -048=00-I162 ;EVA/CABAL Firestorm defense ready -049=00-I170 ;EVA/CABAL Firestorm defense offline -050=00-I100 RA: First objective met ;EVA/CABAL Primary objective achieved -051=00-I102 RA: Second objective met ;EVA/CABAL Secondary objective achieved -052=00-I104 RA: Third objective met ;EVA/CABAL Tertiary objective achieved -053=00-I106 ;EVA/CABAL Quaternary objective achieved -054=00-I194 ;EVA/CABAL Critical unit lost -055=00-I196 ;EVA/CABAL Critical structure lost -056=00-I208 ;EVA/CABAL Mutant supplies found -057=00-I210 ;EVA/CABAL Commandos en route -058=00-I014 RA: Building infiltrated ;EVA/CABAL Building infiltrated -059=00-I058 RA: Timer started ;EVA/CABAL Timer started -060=00-I060 RA: Timer stopped ;EVA/CABAL Timer stopped -061=00-I118 ;EVA/CABAL Bridge repaired -062=00-I180 ;EVA/CABAL Base defenses offline -063=00-I230 TD: Building offline ;EVA/CABAL Building offline -064=00-I232 TD: Building online ;EVA/CABAL Building online -065=00-I252 ;EVA/CABAL Player has resigned -066=00-I268 TD: Terminated ;EVA/CABAL Player was defeated -067=00-I284 TD/RA: Mission accomplished ;EVA/CABAL You are victorious -068=00-I286 TD/RA: Your mission is a failure / Mission failed ;EVA/CABAL You have lost -069=00-I288 ;EVA/CABAL You have resigned -070=00-I290 ;EVA/CABAL Mutant commandos available -071=00-I304 ;EVA/CABAL Alliance formed -072=00-I306 ;EVA/CABAL Alliance broken -073=00-I308 ;EVA/CABAL Our ally is under attack -074=00-I310 ;EVA/CABAL Build more powerplants to restore full power -075=00-I312 ;EVA/CABAL Build barracks to train additional troops -076=00-I314 ;EVA/CABAL Build hand of Nod to train additional troops -077=00-I316 ;EVA/CABAL Build a tiberium refinery to harvest tiberium -078=00-I318 ;EVA/CABAL Build tiberium silos to store excess tiberium -079=00-I344 ;EVA Inferior tactics detected -080=00-I346 ;EVA Retreat is your only logical option -081=00-I348 ;EVA Surrender is your only logical option -082=00-I352 ;EVA Your defeat is at hand -083=00-I356 ;EVA You have been marked for termination -084=00-I360 ;EVA Time to erase human factor from this equation -085=00-I370 ;EVA Your probability of success is insignificant and dropping -086=00-I372 ;EVA Surrender is acceptable and preferable against the odds you are facing -087=00-I374 ;EVA Data received indicates that you are a threat, prepare for sterilization -088=00-I376 ;EVA Defeat of enemy predicted in T minus 3 2 1 -089=01-I342 ;CABAL Inferior tactics detected -090=01-I350 ;CABAL Observe superior tactics while you still have human eyes -091=01-I352 ;CABAL Your defeat is at hand -092=01-I356 ;CABAL You have been marked for termination -093=01-I360 ;CABAL Time to erase human factor from this equation -094=01-I362 ;CABAL Prepare for decimation, for you are not worthy of assimilation -095=01-I364 ;CABAL You make this easy fleshbag -096=01-I366 ;CABAL We tire of your insignificant defiance -097=01-I368 ;CABAL The sacrifice of the many is what the pleasure for the few -098=01-I378 ;CABAL Terminator protocol initiated, proceed it with final sweep -099=33-N000 ;GDI Where the hell are those reinforcements -100=33-N002 ;GDI Its Nod sir, they came out of nowhere, we have to get back to the base and rebuild the barracks and refinery before they hit us again -101=33-N004 ;GDI Sir, looks like they tore this place apart already, Nod must be ready to ship the artifact out, we don't have much time -102=33-N008 ;GDI Here they come -103=33-N010 ;GDI Is there any tech left at the Nod base -104=33-N012 ;GDI These critters don't look too friendly -105=33-N014 RA: Allied reinforcements have arrived ;GDI The cavalry has arrived -106=33-N020 ;GDI I believe there is an old GDI base near, could be worth looking into -107=33-N022 ;GDI Here comes Kane's welcoming committee -108=33-N024 ;GDI What's the ETA on that MCV, this UFO gives me heebie jeebies -109=35-N000 ;GDI This is lieutenant Stark, we have touched down on our waiting Tratos for immediate evac, get him over here, ASAP -110=35-N002 ;GDI Nod forces are converging on our position sir, with all due respect, move your ass -111=35-N004 ;GDI Coordinates transmitted and confirmed, ETA for airstrike is 5 minutes -112=35-N008 ;GDI Pickup service -113=35-N010 ;GDI Negative, I can make it -114=35-N012 ;GDI I said, I can make it -115=35-N014 ;GDI I can uaaaah -116=40-N000 ;BOTH We have been touched by the spirit hand of Kane, and are ready to serve the technology of peace, peace through power -117=00-N000 ;EVA To begin harvesting tiberium, build a tiberium refinery -118=00-N002 ;EVA Harvester will automatically begin harvesting any nearby tiberium -119=00-N004 ;EVA In order to build more troops, build a barracks -120=00-N006 ;EVA Destroy all Nod forces in the area -121=00-N018 TD: Civilian killed ;EVA Civilian killed -122=00-N020 ;EVA Nod sam sites destroyed -123=00-N022 ;EVA GDI transports en route -124=00-N024 ;EVA Civilians evacuated, objective complete -125=00-N032 ;EVA Site secure, objective complete -126=00-N034 ;EVA Technology center captured, objective complete -127=00-N040 ;EVA Base destroyed, objective complete -128=00-N042 ;EVA It would be advantageous to destroy any bridges leading from this region -129=00-N044 ;EVA Bridges destroyed, objective complete -130=00-N052 ;EVA UFO under attack -131=00-N054 ;EVA UFO destroyed, mission failed -132=00-N055 ;EVA Array destroyed, objective complete -133=00-N056 ;EVA Incoming transmission -134=00-N058 ;EVA Tratos evacuated, primary objective complete -135=00-N059 ;EVA Transport destroyed, mission failed -136=01-N320 ;CABAL Intruders detected -137=01-N322 ;CABAL Probable objective is rescue of mutant prisoners -138=01-N324 ;CABAL Kill all prisoners -139=01-N326 ;CABAL All forces converge -140=00-N068 ;EVA Ion storm approaching, ETA 5 minutes -141=00-N070 ;EVA Ion storm abating -142=00-N072 ;EVA Air power will be ineffective during ion storms -143=00-N074 ;EVA Dam destroyed, mission complete -144=00-N075 ;EVA Dam sighted, target confirmed -145=01-N900 ;CABAL Warning, regulators offline -146=01-N901 ;CABAL Dam integrity failing -147=00-N084 ;EVA Enemy sam sites detected -148=00-N086 ;EVA All sam sites must be destroyed before dropships could be deployed -149=00-N088 ;EVA Sam sites destroyed, dropships inbound -150=00-N090 RA: Enemy planes approaching ; -151=00-N092 ; -152=00-N094 ; -153=00-N096 ;EVA Command center destroyed, mission complete -154=00-N098 ;EVA Warning. inbound tactical nuclear missile detected -155=01-N328 ;CABAL Main power offline, activating emergency generators -156=01-N330 ;CABAL Main power restored -157=00-N112 ;EVA Perimeter deactivated -158=00-N114 ;EVA Reinforcements inbound -159=00-N128 ;EVA Bridge repaired -160=00-N130 ;EVA Train returning to Nod base -161=00-N132 ;EVA Reinforcement en route -162=00-N134 ;EVA Capture Nod tech center to recover the crystals -163=00-N136 ;EVA Train disabled, carryall inbound -164=00-N138 ;EVA Crystals destroyed, mission failed -165=00-N140 ;EVA Warning, rogue ion storm forming directly over this sector, pilot, return to base -166=00-N142 ;EVA Return to base, pilot -167=00-N156 ;EVA Force detected, enemy units en route -168=00-N158 ;EVA Mutant lost, mission failed -169=00-N160 TD: Airstrike ready ;EVA Airstrike ready -170=00-N162 ;EVA Transports inbound -171=00-N166 ;EVA Supply base destroyed, mission complete -172=00-N168 ;EVA Mutants en route to power grid -173=00-N180 RA: Explosive charge placed ;EVA C4 planted, mission complete -174=00-N182 ;EVA Ghost stalker terminated, mission failed -175=00-N188 ;EVA Missile complex destroyed, mission complete -176=00-N190 ;EVA Tiberium missile inbound -177=00-N192 ;EVA Ion storm will disable fighters -178=00-N206 ;EVA Mutants detected, enemy forces en route -179=00-N208 ;EVA Fighter production facility located and position recorded, dropship en route -180=00-N210 ;EVA Fighter production facility destroyed, mission complete -181=00-N224 ; -182=00-N226 ; -183=00-N228 ; -184=00-N236 ;EVA Kodiak under attack -185=00-N238 ;EVA Storm abating, commence attack on Nod forces -186=00-N240 ;EVA Kodiak destroyed, mission failed -187=00-N239 ;EVA Kodiak in critical condition -188=00-N241 ;EVA Eye of the storm has been entered, equipment usage now at its maximum efficiency -189=00-N243 ;EVA Tiberium lifeform detected -190=00-N245 ;EVA Re-entering ion storm, caution is advised -191=00-N247 ;EVA Clear the zone for MCV dropship deployment -192=00-N248 ;EVA Philadelphia in range, ICBM launch detected, mission failed -193=00-N249 ;EVA Tiberium lifeform detected -194=00-N250 ;EVA Tiberium missile launched, mission failed -195=00-N251 ;EVA ICBMs destroyed, Philadelphia is out of danger, proceed with tiberium missile destruction -196=00-N252 ;EVA Nod has deployed several ICBMs which they will use to destroy the Philadelphia once it is in orbit over this sector -197=00-N254 ;EVA To stop them, you must destroy the other 3 launchers before the Philadelphia is in range -198=00-N255 ;EVA Civilian city is under attack -199=38-N000 ;Nod Move it, move it, get back to the base -200=38-N002 ;Nod Ahh sir, tiberium is lethal to unprotected infantry -201=38-N006 ;Nod Laser turrets, run for it -202=40-N000 ;BOTH We have been touched by the spirit hand of Kane, and are ready to serve the technology of peace, peace through power -203=41-N000 ;Nod Stand and identify yourself in the name of Kane -204=41-N002 ;Nod Sound the alarm, Slav's forces are here -205=41-N004 ;Nod Base command, this is post TK421, we have got -206=41-N006 ;Nod We just got word from general Hassan, he is moving up the Cairo base, he wants it, what, hey what you doing -207=43-N000 ;Nod Beep, I have the codes -208=01-N000 ;CABAL Harvest the tiberium to the north -209=01-N002 ;CABAL Destroy all Hassan's elite guard -210=01-N004 ;CABAL To get production online, build a tiberium refinery -211=01-N006 ;CABAL Establishing battle controls, please standby -212=01-N008 ;CABAL Battle controls established -213=01-N010 ;CABAL Power levels are low, construct more power plants -214=01-N005 ;CABAL Base perimeter has been breached -215=01-N007 ;CABAL To build or train, left click on the icons located in the sidebar -216=01-N009 ;CABAL Tiberium is hazardous to unprotected infantry, caution is advised -217=01-N011 ;CABAL To repair a structure, left click on the wrench icon in the sidebar and then left click on the structure -218=01-N020 ;CABAL Capture the TV station to the east -219=01-N022 ;CABAL To repair a bridge, send an engineer into the bridge repair hut located at the base of the bridge -220=01-N024 ;CABAL Destroy the remainder of Hassan's guard -221=01-N026 ;CABAL To capture a building, select an engineer, place the cursor over the intended target and left click -222=01-N027 ;CABAL To deploy a vehicle, select it, place the cursor over vehicle and left click it -223=01-N032 ;CABAL Move to an open area and build your base -224=01-N034 ;CABAL After you locate Hassan's pyramid, use your tick tanks to destroy it -225=01-N036 ;CABAL When Hassan flees like a dog, capture him -226=01-N038 ;CABAL Capturing the local radar towers, will allow me to extend our propaganda and expand our divination efforts -227=01-N040 ;CABAL MCV has arrived to the south east -228=01-N054 ;CABAL It seems that certain structures in this region attract lightning, creating a kind of safety zone -229=01-N055 ;CABAL Use them to your advantage -230=01-N064 ;CABAL GDI base operational -231=01-N066 ;CABAL Tacitus has been acquired -232=01-N068 ;CABAL Tiberium lifeform detected -233=01-N070 ;CABAL Mutants vermin detected -234=01-N072 ;CABAL GDI dropship detected -235=01-N074 ;CABAL Bullet train departing -236=01-N076 ;CABAL Prevent that train from leaving and retrieve the tacitus -237=01-N086 ;CABAL Protect your engineers, they are your only hope of capturing the GDI base -238=01-N088 ;CABAL Congratulation on your success -239=01-N090 ;CABAL I will send an APC now to rendezvous with you at the GDI base -240=01-N100 ;CABAL Your forces have been detected -241=01-N102 ;CABAL Prevent GDI's evacuation at all cost -242=01-N114 ;CABAL Incoming transport detected -243=01-N116 ;CABAL Mutant lifeform detected onboard -244=01-N128 ;CABAL Mutants located -245=01-N130 ;CABAL Tunnel secured, NCV en route -246=01-N132 ;CABAL Research facility located -247=01-N134 ;CABAL Research facility destroyed, objective complete -248=01-N136 ;CABAL Biotoxin convoy approaching -249=01-N144 ;CABAL Biotoxin tankers located -250=01-N156 ;CABAL GDI bullet train arriving at outpost -251=01-N158 ;CABAL GDI bullet train arriving at GDI main prison facility -252=01-N160 ;CABAL Transport has arrived -253=01-N162 ;CABAL Transport lost -254=01-N164 ;CABAL Transport has been detected -255=01-N174 ;CABAL The creature is the tiberium substance we seek, use it -256=01-N176 ;CABAL Tiberium missile ready -257=01-N178 ;CABAL Do not allow the construction yard to be destroyed -258=01-N180 ;CABAL You must build a tiberium waste facility to store the substance -259=01-N192 RA: Convoy unit lost ;CABAL Convoy truck lost -260=01-N194 ;CABAL Tiberium missile ready -261=01-N196 RA: Convoy approaching ;CABAL Convoy inbound -262=01-N208 ;CABAL Stealth is key -263=01-N210 ;CABAL Spy lost, mission failed -264=01-N212 ;CABAL COM center infiltrated, location detected -265=01-N228 ;CABAL Convoy sighted -266=01-N230 ;CABAL McNeil killed, mission failed -267=01-N232 ;CABAL McNeil captured, mission complete -268=01-N233 ;CABAL Production facility destroyed -269=01-N227 ;CABAL If he detects the trap, capture him before he can flee the sector -270=01-N229 ;CABAL Transport ETA 30 minutes, do not let McNeil escape -271=01-N231 ;CABAL All toxin soldiers killed, mission failed -272=01-N234 ;CABAL McNeil escaped, mission failed -273=01-N256 ;CABAL Orbit 1 complete -274=01-N258 ;CABAL Orbit 2 complete -275=01-N260 ;CABAL Orbit 3 complete, mission failed -276=01-N262 ;CABAL Perimeter deactivated, commence attack -277=01-N264 ;CABAL ICBM launcher lost, mission failed -278=01-N266 ;CABAL ICBM launcher under attack -279=01-N268 ;CABAL Ion cannon firing, resending control codes -280=01-N270 ;CABAL The ion cannon is ours -281=01-N284 ;CABAL Spy killed, mission failed -282=01-N286 ;CABAL Proceed to evac location, transport en route -283=10-N032 ;GDI A medical facility is located to the east -284=10-N034 ;GDI A medical facility is located to the west -285=10-N036 ;GDI We must get Tratos out of that facility, but try to be subtle, if we are detected he is as good as dead -286=10-N038 ;GDI So much for subtlety -287=10-N040 ;GDI Tratos, no -288=10-N042 ;GDI We must get Tratos to the transport -289=10-N044 ;GDI Our work here is done, we are out of here -290=10-N046 ;GDI They have seen us, fallback -291=44-N000 ;GDI Sir, we are here and waiting for your arrival -292=36-N000 ;GDI That train goes to the power grid we told you of, get us onboard -293=36-N002 ;GDI What an opportunity, thanks, will enjoy this -294=36-N004 ;GDI Somethings wrong, we should have been there by now -295=36-N008 ;GDI We have been betrayed, GDI bots have kidnapped Tratos -296=37-N000 ;GDI Thanks for your help -297=37-N002 ;GDI They may be on to us -298=38-N004 ;Nod We need more men, train them from the hand of Nod -299=38-N008 ;Nod The traitors are coming, blow the bridge -300=38-N010 ;Nod Sir, Hassan is escaping, we are moving to intercept him now -301=38-N012 ;Nod Hassan has been captured, we are heading in now sir -302=38-N014 ;Nod We got an old stockpile here sir, all very salvageable -303=38-N016 ;Nod They are pulling back, reinforcements, the mutants have turned on us -304=38-N018 ;Nod They are everywhere -305=38-N020 ;Nod Lets get him to the convoy point -306=38-N022 ;Nod Take point soldier -307=38-N024 ;Nod Glad to see you free, sir -308=38-N026 ;Nod The lieutenant is being held at an outpost to the east -309=38-N028 ;Nod Woaho sir, careful, the ice won't support the weight of multiple vehicles crossing at once -310=39-N000 ;Nod I am free, now it is time for some payback, for the GDI loving traitor Hassan, I have hidden MCV and some more forces, that I will pledge to your fight -311=47-N000 ;Nod Don't shoot, don't shoot, I can download GDI's evac locations if you let me live, please let me live, praise Kane -312=00-I020 ;EVA/CABAL Incoming transmission -313=00-I500 RA: Objective met ;EVA/CABAL Objective complete -314=00-I502 ;EVA/CABAL Final objective complete -315=00-I504 ;EVA/CABAL Unable to comply, mobile warfactory deployed Fist of Nod deployed -316=00-N400 ;EVA Kodiak located -317=00-N402 ;EVA Tacitus acquired, proceed to beacon for extraction -318=00-N404 ;EVA Tacitus lost -319=00-N406 ;EVA Tacitus found -320=00-N408 ;EVA No one has captured the tacitus, recover it at all cost -321=00-N410 ;EVA Find and evacuate any civilians in the area -322=00-N412 ;EVA Maintain all factories until reinforcements arrive -323=00-N414 ;EVA Escort the civilians to the orca transport for immediate airlift -324=00-N416 ;EVA Human leader neutralized -325=00-N418 ;EVA Mutant leader neutralized -326=00-N420 ;EVA Food center under attack -327=00-N422 ;EVA Food center destroyed -328=00-N424 ;EVA Water purifier is under attack -329=00-N426 ;EVA Water purifier is destroyed -330=00-N428 ;EVA The riots were incited by 2 members of each side's opposing factions -331=00-N430 ;EVA Neutralize these leaders to end hostilities -332=00-N432 ;EVA Riot leader neutralized -333=00-N434 ;EVA First riot leader neutralized -334=00-N436 ;EVA Second riot leader neutralized -335=00-N438 ;EVA Third riot leader neutralized -336=00-N440 ;EVA Fourth riot leader neutralized -337=00-N442 ;EVA All riot leaders have been neutralized -338=00-N444 ;EVA Enemy reinforcements have arrived -339=00-N446 ;EVA Destroy the 2 bridges in the area -340=00-N448 ;EVA Penetrate the base and disable CABAL's defenses -341=00-N450 ;EVA Use an engineer to capture CABAL's core -342=00-N452 ;EVA Outpost located -343=00-N454 ;EVA Destroy all CABAL forces -344=00-N456 ;EVA Return to outpost and evacuate Dr. Boudreau -345=00-N458 ;EVA GDI base is located due east of your position -346=00-N460 ;EVA Proceed with caution -347=00-N462 ;EVA There are several civilian villages in the area, inform them of CABAL's intent -348=00-N464 ;EVA Village successfully warned -349=00-N466 ;EVA All villages successfully warned -350=00-N468 ;EVA CABAL has begun operations, we have lost contact with the GDI base in this sector -351=00-N470 ;EVA We have lost contact with the GDI base in this region, it is theorized CABAL is to blame -352=00-N472 ;EVA GDI base in this sector is currently under siege -353=00-N474 ;EVA 3 small civilian enclaves in this area must be warned -354=00-N478 ;EVA 2 more small civilian outposts must be warned -355=00-N479 ;EVA 1 final village must be warned -356=00-N480 ;EVA The city of Trondheim must be warned -357=00-N482 ;EVA Destroy CABAL's base and forces -358=00-N484 ;EVA Infected cyborg introduced into factory -359=00-N486 ;EVA Deliver the infected cyborg into the communication network -360=00-N488 ;EVA Destroy the cyborg production plant -361=00-N490 ;EVA Deliver the infected cyborg into CABAL's base undetected and get it to the communications network -362=00-N492 ;EVA There is another communications array in CABAL's main base -363=00-N494 ;EVA Deliver a second modified cyborg to the new array -364=00-N496 ;EVA Multiple missile launches detected -365=00-N498 ;EVA Destroy all of CABAL's harvesters, refineries and silos -366=00-N500 ;EVA Control station captured -367=00-N502 ;EVA There are 3 control stations in this sector regulating CABAL's defenses -368=00-N504 ;EVA Capture these stations and retrieve the codes to disable his defenses -369=00-N506 ;EVA Enemy bridges may allow for unit reinforcement, there destruction would be beneficial in completing this mission -370=00-N508 ;EVA Locating the technicians may help in disabling the laser fencing -371=00-N510 ;EVA Probable location within civilian outpost to the north -372=01-N400 ;CABAL CABAL online -373=01-N402 ;CABAL Perhaps you should attempt to kill their leader -374=01-N404 ;CABAL Ghost stalker killed, probability of success now at 10 percent -375=01-N406 ;CABAL Juggernaut destroyed, probability of success drastically reduced -376=01-N408 ;CABAL Find the temple and recover the tacitus -377=01-N410 ;CABAL Cyborg replication error, reset system -378=01-N412 ;CABAL System reset, normal parameter restored -379=01-N414 ;CABAL GDI patrol, near -380=01-N416 ;CABAL Tiberium lifeform detected -381=01-N418 ;CABAL GDI has detected you -382=01-N420 ;CABAL Remain hidden from the GDI forces -383=01-N422 ;CABAL Destroy all civilian structures without being detected -384=01-N424 ;CABAL Eliminate all GDI and civilian life without being detected -385=01-N426 ;CABAL Use the toxin soldiers to capture civilians -386=01-N428 ;CABAL Bait the tiberium lifeforms by luring them with the drugged civilians -387=01-N430 ;CABAL Leave the tiberium lifeforms to the GDI and civilian occupied area -388=01-N432 ;CABAL Once the lifeform has devoured the civilians, it will proceed to the settlements -389=01-N434 ;CABAL Use this location as a staging point for your operation -390=01-N436 ;CABAL GDI cannot reach you here -391=01-N438 ;CABAL Outpost located -392=01-N440 ;CABAL Tacitus found -393=01-N442 ;CABAL The tacitus is safely in our hands -394=01-N444 ;CABAL Exterminate the mutant vermin -395=01-N446 ;CABAL Locate the mutant outpost -396=01-N448 ;CABAL Find the truck containing the tacitus and return it to the beacon -397=01-N450 ;CABAL Eliminate all mutant forces -398=01-N452 ;CABAL Ha, run humans -399=99-N454 ;CABAL You dare to attack me, how pathetic -400=99-N456 ;CABAL Cybernetic intelligence will always be superior -401=99-N458 ;CABAL By the way, missile launch detected -402=99-N460 ;CABAL Ha ha ha ha ha ha ha ha ha ha ha ha -403=01-N462 ;CABAL Activating defense protocol firestorm now -404=99-N464 ;CABAL Activating defense protocol defender now -405=99-N466 ;CABAL Miscalculation in enemy capability, compensation initiated -406=01-N468 ;CABAL You amuse me -407=01-N470 ;CABAL SAM sites destroyed, airpower incoming -408=01-N472 ;CABAL You have been detected, Tratos is escaping by air transport -409=01-N474 ;CABAL You have failed, Tratos has escaped -410=01-N476 ;CABAL The arrays have been destroyed, sensors are now down -411=01-N478 ;CABAL Capturing 6 powerplants will shut down the firestorm generator -412=19-N100 ;GDI Sir, I have done the best I can, but the damage is too extensive, looks like the kodiak is a loss -413=19-N102 ;Nod I have got the evac unit, lets get out of here -414=38-N100 ;GDI Something crashed near here, lets put on the report -415=38-N102 ;GDI Sir, we found something, I think it is the tacitus -416=38-N104 ;GDI We'll fall back to the old airfield and wait out the storm -417=38-N106 ;Nod We've recovered a piece of the CABAL's core -418=38-N108 ;Nod I think we have been spotted -419=38-N110 ;Nod GDI forces are nearby -420=38-N112 ;Nod We have recovered piece of the core -421=38-N114 ;Nod Third piece recovered, lets get out of here -422=38-N116 ;Nod Sir, recon reports of heavy concentration of tiberium poisoning in the area -423=38-N118 ;Nod We have to find that airfield or we are finished -424=38-N120 ;Nod Message transmitted, montauk is en route -425=38-N122 ;Nod This is the montauk, we are standing by for your evac -426=38-N124 ;Nod We need to create a distraction to clear the GDI base of air support -427=38-N126 ;Nod I bet if we attacked the civilians, GDI will come to the rescue -428=38-N128 ;Nod GDI planes are away from the base, now is our chance to get our engineer into the radar, but we better hurry -429=38-N130 ;Nod Sir, enemy forces just routed, the core is undefended -430=38-N132 ;Nod Sir, the core isn't here, we have been tricked -431=38-N134 ;Nod Looks like this was just a remotely operated substation -432=38-N136 ;Nod Sir, reinforcements can be brought in, if we repair the bridge in this area -433=38-N138 ;GDI Sir, GDI has requested that we help the civilians first -434=38-N140 ;GDI Once they are safe, we can concentrate on CABAL's harvesters -435=38-N142 ;GDI Sir, GDI is sending us additional funding to aiding the civilians -436=38-N144 ;GDI Forget the civilians, they are dead, concentrate on those harvesters -437=38-N146 ;GDI This should be easy enough -438=38-N148 ;GDI Lets get those harvesters -439=38-N150 ;GDI GDI is uploading the final pieces of the code now, standby -440=38-N152 ;GDI Code received, firestorm wall coming down in 3 2 1 -441=38-N154 ;GDI Firestorm is offline -442=38-N156 ;GDI Code fragment retrieved -443=52-N000 ;GDI Welcome stranger, surely a higher power has guided your footsteps to this land -444=52-N002 ;GDI Can I offer you a cool beverage -445=52-N004 ;GDI What do you think you are doing -446=54-N000 ;GDI No tacitus piece in here -447=54-N002 ;GDI Nothing in this we need, you sure we are in the right place -448=54-N004 ;GDI Got it, lets get out of here -449=54-N006 ;GDI Nothing in there -450=54-N008 ;GDI The hieroglyphics on the temple read -451=54-N010 ;GDI Temple of time -452=54-N012 ;GDI Temple of thunder -453=54-N014 ;GDI Temple of tacitus -454=54-N016 ;GDI Command, this is Valdez, I have got the tacitus -455=54-N018 ;GDI The blue tiberium is highly explosive, may be -456=54-N020 ;GDI May be we can blast a path through there -457=55-N000 ;GDI Help -458=55-N002 ;GDI Save us -459=55-N004 ;GDI It is coming right at us -460=55-N006 ;GDI Get us out, please -461=55-N008 ;GDI Its after us -462=55-N010 ;GDI Look out -463=55-N012 ;GDI What is GDI doing, nothing -464=55-N014 ;GDI Why are we in this God forsaken place -465=55-N016 ;GDI Are we gonna let those shiners take our food and water? -466=55-N018 ;GDI Can't we all just get along -467=55-N020 ;GDI Riot troops, run -468=55-N022 ;GDI Thanks for the warning, here is a reward for your help -469=55-N024 ;GDI Here commander, please take these 2 disruptors to help in your battle -470=55-N026 ;GDI Yes, yes, I will see to it that everyone is evacuated, please take this MCV and may luck be with you -471=55-N028 ;Nod I will never turn, uh -472=55-N030 ;Nod Peace through power -473=55-N032 ;Nod For the technology of peace -474=55-N034 ;Nod We got one -475=55-N036 ;Nod Fish is on the hook -476=55-N038 ;Nod Here creature creature -477=55-N040 ;GDI Mayday, mayday, we are currently under siege, can anyone help us? -478=55-N042 ;GDI Thanks for the help -479=55-N044 ;Nod We can shut that fencing down for you, just get us into one of the fences power arrays -480=56-N000 ;GDI Lets show GDI that we are not going to take this -481=56-N002 ;GDI Kill are the sinners -482=56-N004 ;GDI Down with GDI -483=56-N006 ;GDI Women and children to the shelter, thanks for the warning, here take these units -484=56-N008 ;GDI Understood, we will evacuate the town, take this for your troubles -485=56-N010 ;GDI Help us -486=56-N012 ;GDI Save us -487=56-N014 ;GDI They are coming -488=56-N016 ;GDI Get us out -489=56-N018 ;GDI Don't leave us -490=56-N020 ;GDI Wait -491=57-N100 ;GDI You picked the wrong place to service, Nod scum -492=57-N102 ;GDI GDI promised us peace and now Tratos is dead -493=57-N104 ;GDI GDI lied to us -494=57-N106 ;GDI Destroy the plants -495=57-N108 ;GDI Show them this is our land -496=57-N110 ;GDI Make them remember us -497=57-N112 ;GDI They poisoned our food and water -498=57-N114 ;GDI They are trying to kill us -499=57-N116 ;GDI Understood Blunt, take this harvester for your troubles -500=57-N118 ;Nod Release the hounds -501=57-N120 ;Nod Halt and prepare for vehicle inspection -502=57-N122 ;Nod OK, looks good, head on in -503=57-N124 ;Nod Its bugged, destroy it now -504=58-N100 ;GDI Your orders were clear commander, no civilian or mutant causalities -505=58-N102 ;GDI The riot should end quickly but stay vigilant -506=58-N104 ;GDI Copy that Valdez, transport is dusting off now, extraction in T minus 2 minutes at your initial drop off point -507=58-N106 ;GDI We are providing you with the latest development from R&D, it is called juggernaut, it should greatly help your cause -508=58-N108 ;GDI Get your people to the evac point -509=58-N110 ;GDI Get your people to the transport -510=58-N112 ;GDI Valdez, we recommend that you try and take out their leader -511=58-N114 ;GDI Protect Dr. Boudreau with your life commander -512=58-N116 ;GDI Our base is under attack, CABAL is moving faster than expected -513=58-N118 ;GDI What in the world -514=58-N120 ;GDI I should go warn the civilians in this area -515=58-N122 ;GDI CABAL is one sick bastard -516=58-N124 ;GDI O oh, CABAL is taking prisoners, this can't be good -517=58-N126 ;GDI Arm yourselves, CABAL is conscripting humans into cyborg army -518=58-N128 ;GDI Be warned, CABAL intends to turn you all into cyborgs -519=58-N130 ;GDI Attention mutants, CABAL is currently harvesting biological components for his cyborgs, arm yourselves -520=58-N132 ;GDI You must evacuate the city immediately, CABAL is coming -521=58-N134 ;GDI Civilians to arms, defend your town -522=58-N136 ;GDI This must be the base -523=58-N138 ;GDI What the -524=58-N140 ;GDI Those poor bastards, CABAL has started harvesting people for cyborgs, I must get back to warn citizens of Trondheim -525=58-N142 ;GDI People of Trondheim, you must evacuate the city immediately, CABAL is actively capturing civilians to them into cyborgs -526=59-N100 ;GDI Commander, we can ill afford to lose more civilians to CABAL -527=59-N102 ;GDI Get in there and protect those civilians -528=59-N104 ;GDI Well done commander, reinforcements en route -529=61-N000 ;GDI Mutant abomination, dare you defile sacred ground -530=61-N002 ;GDI Kill the mutant -531=61-N004 ;GDI Stop, thief -532=61-N006 ;GDI Kill the heretics -533=61-N008 ;GDI Do not let them escape -534=61-N010 ;GDI What, they killed the leader -535=61-N012 ;GDI We join you in the here after -536=22-N100 ;GDI Terminate all biological lifeforms -537=22-N102 ;GDI The will of CABAL must be enforced -538=22-N104 ;BOTH Err error -539=22-N106 ;BOTH System failure -540=22-N108 ;BOTH Mal malfunction -541=22-N110 ;GDI Hit him -542=22-N112 ;GDI Intruder alert -543=22-N114 ;GDI You are not one of us -544=22-N116 ;GDI Fire in the hole -545=22-N118 ;GDI Proceeding to target -546=22-N120 ;GDI Sequence engaged -547=71-N000 ;GDI Open fire, open fire -548=71-N100 ;GDI What, the civilians are shooting at us -549=71-N102 ;GDI So are the shiners, retreat to the factory -550=71-N104 ;GDI Command station is been captured, defenses offline -551=71-N106 ;GDI CABAL has betrayed us, we need reinforcements now -552=71-N108 ;Nod What was that -553=71-N110 ;Nod Lets check that out -554=71-N112 ;Nod Did you hear something -555=71-N114 ;Nod Yeah, she ain't going anywhere -556=71-N116 ;Nod I'll get back to base and get help -557=71-N118 ;Nod Shoot it, naee -558=71-N120 ;Nod Lets get these civilians out of here now -559=71-N122 ;Nod We are under attack -560=71-N124 ;Nod What the hell are those things -561=71-N126 ;Nod Where are these things coming from -562=71-N128 ;GDI Nod is uploading the final pieces of the code now, standby -563=71-N130 ;GDI Code received, firestorm wall coming down in 3 2 1 -564=71-N132 ;GDI Firestorm is offline -565=71-N134 ;GDI Code fragment retrieved -566=71-N136 ;Nod Sir, these laser posts are stronger than normal -567=00-I506 ;EVA Droppods available -568=62-N000 ;GDI Welcome traveler, have you come to rejoice in the glory of our leader? -569=62-N002 ;GDI Join us -570=62-N004 ;GDI Join me -571=62-N006 ;GDI Existence is futile -572=62-N008 ;GDI I am coming to join you -573=62-N010 ;GDI I am a messenger -574=62-N012 ;GDI Come to me +; 0=00-I026 EVA/CABAL Mission accomplished +; ....TODO fill YR entries diff --git a/src/TSMapEditor/Config/Default/TeamTypeFlags.ini b/src/TSMapEditor/Config/Default/TeamTypeFlags.ini index 9053c91ea..a0f8fcb3b 100644 --- a/src/TSMapEditor/Config/Default/TeamTypeFlags.ini +++ b/src/TSMapEditor/Config/Default/TeamTypeFlags.ini @@ -8,6 +8,7 @@ Full=false Whiner=false Droppod=false +UseTransportOrigin=false Suicide=false Loadable=false Prebuild=false @@ -25,4 +26,3 @@ IsBaseDefense=false OnlyTargetHouseEnemy=false TransportsReturnOnUnload=false AreTeamMembersRecruitable=false -SmartHunt=true diff --git a/src/TSMapEditor/Config/Default/TerrainGeneratorPresets.ini b/src/TSMapEditor/Config/Default/TerrainGeneratorPresets.ini index c6c8c7238..16573a4fc 100644 --- a/src/TSMapEditor/Config/Default/TerrainGeneratorPresets.ini +++ b/src/TSMapEditor/Config/Default/TerrainGeneratorPresets.ini @@ -11,262 +11,324 @@ ; TEMPERATE THEATER PRESETS ; ************************* -[SemiRoughConiferForest] -Name=Detailed Conifer Forest -TerrainTypeGroup0=0.125,0.0,TC01,TC02,TC03,TC04,TC05 -TerrainTypeGroup1=0.15,0.15,T01,T02,T05,T06,T07,T08,T09,T16 -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.05,0.0,Small Rocks -TileGroup2=0.02,0.02,Debris/Dirt -TileGroup3=0.6,0.3,Tall Grass -Theater=Temperate -Color=0,200,0 - -[ConiferForestNoGroups] -Name=Conifer Forest (no groups) -TerrainTypeGroup0=0.3,0.3,T01,T02,T05,T06,T07,T08,T09,T16 -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.05,0.0,Small Rocks -TileGroup2=0.02,0.02,Debris/Dirt -TileGroup3=0.6,0.3,Tall Grass -Theater=Temperate -Color=0,200,0 - -[ConiferForestNoGroupsSparse] -Name=Conifer Forest (sparse, no tall grass) -TerrainTypeGroup0=0.1,0.0,T01,T02,T05,T06,T07,T08,T09,T16 -TileGroup0=0.1,0.0,Pebbles -TileGroup1=0.01,0.0,Small Rocks -TileGroup2=0.02,0.02,Debris/Dirt -Theater=Temperate -Color=0,200,0 - -[ConiferForestNoGroupsVerySparse] -Name=Conifer Forest (very sparse) -TerrainTypeGroup0=0.01,0.0,T01,T02,T05,T06,T07,T08,T09,T16 -TileGroup0=0.05,0.0,Pebbles -TileGroup1=0.00005,0.0,Small Rocks -TileGroup2=0.005,0.005,Debris/Dirt,0,1,4,5,6,7,8,9,10 -Theater=Temperate -Color=0,200,0 - -[LeafyForest] -Name=Leafy Forest (thick) -TerrainTypeGroup0=0.02,0.0,BR6,BR7,BR8,BR9 -TerrainTypeGroup1=0.1,0.1,BR1,BR2,JBR01,JBR02,JBR03,JBR06,JBR07,JBR08,JBR09,JBR10 -TerrainTypeGroup2=0.3,0.3,T03,T10,T11,T12,T13,T14,T15,T17 -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.6,0.3,Tall Grass -Theater=Temperate -Color=0,255,0 - -[LeafyForestSparse] -Name=Leafy Forest (sparse) -TerrainTypeGroup0=0.01,0.0,BR1,BR2,JBR01,JBR02,JBR03,JBR06,JBR07,JBR08,JBR09,JBR10 -TerrainTypeGroup1=0.05,0.0,T03,T10,T11,T12,T13,T14,T15,T17 -TileGroup0=0.2,0.0,Pebbles -TileGroup1=0.5,0.0,Tall Grass -Theater=Temperate -Color=0,255,0 - -[Swampy] -Name=Swampy (no conifers) -TerrainTypeGroup0=0.15,0.0,BR6,BR7,BR8,BR9 -TerrainTypeGroup1=0.3,0.3,BR1,BR2,JBR01,JBR02,JBR03,JBR06,JBR07,JBR08,JBR09,JBR10 -TerrainTypeGroup2=0.3,0.3,T03,T10,T11,T12,T13,T14,T15,T17 -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.05,0.0,Small Rocks -TileGroup2=0.6,0.3,Tall Grass -OverlayGroup0=0.3,0.2,JGRASS,0,1,2,3,4,5,6,7,8,9,10 -Theater=Temperate -Color=0,255,0 - -[SwampyLimitedConifers] -Name=Swampy (limited conifers) -TerrainTypeGroup0=0.15,0.0,BR6,BR7,BR8,BR9 -TerrainTypeGroup1=0.3,0.3,BR1,BR2,JBR01,JBR02,JBR03,JBR06,JBR07,JBR08,JBR09,JBR10 -TerrainTypeGroup2=0.3,0.3,T03,T10,T11,T12,T13,T14,T15,T17 -TerrainTypeGroup3=0.15,0.15,T01,T02,T05,T06,T07,T08,T09,T16 -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.05,0.0,Small Rocks -TileGroup2=0.6,0.3,Tall Grass -OverlayGroup0=0.3,0.2,JGRASS,0,1,2,3,4,5,6,7,8,9,10 -Theater=Temperate -Color=0,255,0 - -[SwampyConiferGroups] -Name=Swampy (conifer groups) -TerrainTypeGroup0=0.15,0.0,BR6,BR7,BR8,BR9 -TerrainTypeGroup1=0.10,0.0,TC01,TC02,TC03,TC04,TC05 -TerrainTypeGroup2=0.3,0.3,BR1,BR2,JBR01,JBR02,JBR03,JBR06,JBR07,JBR08,JBR09,JBR10 -TerrainTypeGroup3=0.3,0.3,T03,T10,T11,T12,T13,T14,T15,T17 -TerrainTypeGroup4=0.15,0.15,T01,T02,T05,T06,T07,T08,T09,T16 -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.05,0.0,Small Rocks -TileGroup2=0.6,0.3,Tall Grass -OverlayGroup0=0.3,0.2,JGRASS,0,1,2,3,4,5,6,7,8,9,10 -Theater=Temperate -Color=0,255,0 - -[DirtGround] -Name=Dirt + Pebbles/Rough Ground -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.6,0.0,Dirt LAT -TileGroup2=0.03,0.0,Small Rocks -Theater=Temperate -Color=200,200,150 - -[SnowyConiferForest] -Name=Snowy Conifer Forest -TerrainTypeGroup0=0.05,0.0,STC01,STC02,STC03,STC04,STC05 -TerrainTypeGroup1=0.15,0.15,ST01,ST02,ST05,ST06,ST07,ST08,ST16 -TileGroup0=0.05,0.3,~~~Pebbles -Theater=Temperate -Color=200,200,255 - -[SnowryLeafyForest] -Name=Snowy Leafy Forest -TerrainTypeGroup0=0.3,0.0,ST03,ST10,ST11,ST12,ST13,ST14,ST15,ST17 -TileGroup0=0.2,0.5,~~~Pebbles -Theater=Temperate -Color=200,200,255 - -[AutumnLeafyForest] -Name=Autumn Leafy Forest (thick) -TerrainTypeGroup0=0.3,0.0,AT03,AT10,AT11,AT12,AT13,AT14,AT15,AT17 -TileGroup0=0.2,0.5,Pebbles -TileGroup1=0.7,0.3,Autumn Grass -OverlayGroup0=0.3,0.2,AJGRASS,0,1,2,3,4,5,6,7,8,9,10 -OverlayGroup1=0.1,0.75,ALEAVES,0,1,2,3,4,5,6,7 -Theater=Temperate -Color=255,200,0 - -[AutumnLeafyForestSparse] -Name=Autumn Leafy Forest (sparse) -TerrainTypeGroup0=0.08,0.0,AT03,AT10,AT11,AT12,AT13,AT14,AT15,AT17 -TileGroup0=0.1,0.2,Pebbles -TileGroup1=0.03,0.0,Small Rocks -TileGroup2=0.6,0.3,Autumn Grass -OverlayGroup0=0.1,0.05,AJGRASS,0,1,2,3,4,5,6,7,8,9,10 -OverlayGroup1=0.1,0.75,ALEAVES,0,1,2,3,4,5,6,7 -Theater=Temperate -Color=255,200,0 - -[AutumnField] -Name=Autumn Grass Field -TerrainTypeGroup0=0.05,0.0,AT03,AT10,AT11,AT12,AT13,AT14,AT15,AT17 -TileGroup0=0.1,0.2,Pebbles -TileGroup1=0.6,0.3,Autumn Grass -TileGroup2=0.03,0.0,Small Rocks -OverlayGroup0=0.1,0.05,AJGRASS,0,1,2,3,4,5,6,7,8,9,10 -OverlayGroup1=0.1,0.75,ALEAVES,0,1,2,3,4,5,6,7 -Theater=Temperate -Color=255,200,0 - -[MixedAutumnAndConiferForestSparse] -Name=Mixed Autumn + Conifer Forest -TerrainTypeGroup0=0.03,0.0,TC01,ATC02,TC03,TC04,ATC05 -TerrainTypeGroup1=0.08,0.0,AT03,AT10,AT11,AT12,AT13,AT14,AT15,AT17 -TerrainTypeGroup2=0.08,0.0,T01,T02,T05,T06,T07,T08,T09,T16 -TileGroup0=0.1,0.2,Pebbles -TileGroup1=0.03,0.0,Small Rocks -TileGroup2=0.7,0.35,Autumn Grass -OverlayGroup0=0.1,0.05,AJGRASS,0,1,2,3,4,5,6,7,8,9,10 -OverlayGroup1=0.1,0.75,ALEAVES,0,1,2,3,4,5,6,7 -Theater=Temperate -Color=255,200,0 - -[SemiRoughConiferForestAutumn] -Name=Detailed Conifer Forest (Autumn) -TerrainTypeGroup0=0.125,0.0,TC01,ATC02,TC03,TC04,ATC05 -TerrainTypeGroup1=0.15,0.15,T01,T02,T05,T06,T07,T08,T09,T16 -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.05,0.0,Small Rocks -TileGroup2=0.02,0.02,Debris/Dirt -TileGroup3=0.6,0.3,Autumn Grass -Theater=Temperate -Color=255,200,0 - -[SwampyAutumn] -Name=Swampy (no conifers) (Autumn) -TerrainTypeGroup0=0.15,0.0,BR6,BR7,BR8,BR9 -TerrainTypeGroup1=0.04,0.04,BR1,BR2 -TerrainTypeGroup2=0.3,0.3,AT03,AT10,AT11,AT12,AT13,AT14,AT15,AT17 -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.05,0.0,Small Rocks -TileGroup2=0.6,0.3,Autumn Grass -OverlayGroup0=0.3,0.2,AJGRASS,0,1,2,3,4,5,6,7,8,9,10 -Theater=Temperate -Color=255,200,0 - -[SwampyLimitedConifersAutumn] -Name=Swampy (limited conifers) (Autumn) -TerrainTypeGroup0=0.15,0.0,BR6,BR7,BR8,BR9 -TerrainTypeGroup1=0.04,0.04,BR1,BR2 -TerrainTypeGroup2=0.3,0.3,AT03,AT10,AT11,AT12,AT13,AT14,AT15,AT17 -TerrainTypeGroup3=0.15,0.15,T01,T02,T05,T06,T07,T08,T09,T16 -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.05,0.0,Small Rocks -TileGroup2=0.6,0.3,Autumn Grass -OverlayGroup0=0.3,0.2,AJGRASS,0,1,2,3,4,5,6,7,8,9,10 -Theater=Temperate -Color=255,200,0 - -[SwampyConiferGroupsAutumn] -Name=Swampy (conifer groups) (Autumn) -TerrainTypeGroup0=0.15,0.0,BR6,BR7,BR8,BR9 -TerrainTypeGroup1=0.10,0.0,TC01,ATC02,TC03,TC04,ATC05 -TerrainTypeGroup2=0.04,0.04,BR1,BR2 -TerrainTypeGroup3=0.3,0.3,AT03,AT10,AT11,AT12,AT13,AT14,AT15,AT17 -TerrainTypeGroup4=0.15,0.15,T01,T02,T05,T06,T07,T08,T09,T16 -TileGroup0=0.3,0.25,Pebbles -TileGroup1=0.05,0.0,Small Rocks -TileGroup2=0.6,0.3,Autumn Grass -OverlayGroup0=0.3,0.2,AJGRASS,0,1,2,3,4,5,6,7,8,9,10 -Theater=Temperate -Color=255,200,0 - -[IceFloes] -Name=Ice Floes -OverlayGroup0=0.3,0.0,ICEFLOES -Theater=Temperate -Color=200,200,255 +[SparseForestTemperate] +Name=Forest (Sparse) +TerrainTypeGroup0=0.1,0,TREE01,TREE02,TREE03,TREE04,TREE05,TREE06,TREE07,TREE08,TREE09,TREE10,TREE11,TREE12,TREE13,TREE14,TREE15,TREE25,TREE26,TREE27 +TerrainTypeGroup1=0.01,0,TREE16,TREE17,TREE18,TREE19,TREE20 +TileGroup0=0.1,0,LAT Grass Rough +TileGroup1=0.6,0.3,LAT Grass{comma} thick +OverlayGroup0=0.005,0,TROCK01 +OverlayGroup1=0.005,0,TROCK02 +OverlayGroup2=0.005,0,TROCK03 +OverlayGroup3=0.005,0,TROCK04 +OverlayGroup4=0.005,0,TROCK05 +Theater=TEMPERATE + +[ThickForestTemperate] +Name=Forest (Thick) +TerrainTypeGroup0=0.25,0,TREE01,TREE02,TREE03,TREE04,TREE05,TREE06,TREE07,TREE08,TREE09,TREE10,TREE11,TREE12,TREE13,TREE14,TREE15,TREE25,TREE26,TREE27 +TerrainTypeGroup1=0.03,0,TREE16,TREE17,TREE18,TREE19,TREE20 +TileGroup0=0.1,0,LAT Grass Rough +TileGroup1=0.4,0.3,LAT Grass{comma} thick +OverlayGroup0=0.01,0,TROCK01 +OverlayGroup1=0.01,0,TROCK02 +OverlayGroup2=0.01,0,TROCK03 +OverlayGroup3=0.01,0,TROCK04 +OverlayGroup4=0.01,0,TROCK05 +Theater=TEMPERATE + +[RoughGroundTemperate] +Name=Rough Ground +TileGroup0=0.15,0.0,LAT Grass{comma} thick +TileGroup1=0.8,0.0,LAT Grass Rough +OverlayGroup0=0.01,0,TROCK01 +OverlayGroup1=0.01,0,TROCK02 +OverlayGroup2=0.01,0,TROCK03 +OverlayGroup3=0.01,0,TROCK04 +OverlayGroup4=0.01,0,TROCK05 +Theater=TEMPERATE + +[BeachTemperate] +Name=Beach +TileGroup0=0.95,0.0,LAT Sand +TerrainTypeGroup0=0.03,0,TREE21,TREE22,TREE23,TREE24 +OverlayGroup0=0.005,0,SROCK01 +OverlayGroup1=0.005,0,SROCK02 +OverlayGroup2=0.005,0,SROCK03 +OverlayGroup3=0.005,0,SROCK04 +OverlayGroup4=0.005,0,SROCK05 +Theater=TEMPERATE + +; ************************* +; SNOW THEATER PRESETS +; ************************* + +[SnowyForestThick] +Name=Snowy Forest (Thick) +TerrainTypeGroup0=0.25,0.0,TREE01,TREE02,TREE03,TREE04,TREE05,TREE06,TREE07,TREE08,TREE09,TREE10,TREE11,TREE12,TREE13,TREE14,TREE15,TREE16,TREE17,TREE18,TREE19 +TileGroup0=0.075,0,LAT SnowyRock +TileGroup1=0.075,0,LAT Icy +TileGroup2=0.6,0.3,LAT Grass +OverlayGroup0=0.01,0,TROCK01 +OverlayGroup1=0.01,0,TROCK02 +OverlayGroup2=0.01,0,TROCK03 +OverlayGroup3=0.01,0,TROCK04 +OverlayGroup4=0.01,0,TROCK05 +Theater=SNOW + +[SnowyForestSparse] +Name=Snowy Forest (Sparse) +TerrainTypeGroup0=0.1,0.0,TREE01,TREE02,TREE03,TREE04,TREE05,TREE06,TREE07,TREE08,TREE09,TREE10,TREE11,TREE12,TREE13,TREE14,TREE15,TREE16,TREE17,TREE18,TREE19 +TileGroup0=0.075,0,LAT SnowyRock +TileGroup1=0.075,0,LAT Icy +TileGroup2=0.4,0.3,LAT Grass +OverlayGroup0=0.005,0,TROCK01 +OverlayGroup1=0.005,0,TROCK02 +OverlayGroup2=0.005,0,TROCK03 +OverlayGroup3=0.005,0,TROCK04 +OverlayGroup4=0.005,0,TROCK05 +Theater=SNOW + +[ConiferForestThick] +Name=Conifer Forest (Thick) +TerrainTypeGroup0=0.25,0.0,TREE20,TREE21,TREE22,TREE23,TREE24,TREE25,TREE26,TREE27,TREE28 +TileGroup0=0.075,0,LAT SnowyRock +TileGroup1=0.075,0,LAT Icy +TileGroup2=0.6,0.3,LAT Grass +OverlayGroup0=0.01,0,TROCK01 +OverlayGroup1=0.01,0,TROCK02 +OverlayGroup2=0.01,0,TROCK03 +OverlayGroup3=0.01,0,TROCK04 +OverlayGroup4=0.01,0,TROCK05 +Theater=SNOW + +[ConiferForestSparse] +Name=Conifer Forest (Sparse) +TerrainTypeGroup0=0.1,0.0,TREE20,TREE21,TREE22,TREE23,TREE24,TREE25,TREE26,TREE27,TREE28 +TileGroup0=0.075,0,LAT SnowyRock +TileGroup1=0.075,0,LAT Icy +TileGroup2=0.4,0.3,LAT Grass +OverlayGroup0=0.005,0,TROCK01 +OverlayGroup1=0.005,0,TROCK02 +OverlayGroup2=0.005,0,TROCK03 +OverlayGroup3=0.005,0,TROCK04 +OverlayGroup4=0.005,0,TROCK05 +Theater=SNOW + +[MixedForestThickSnow] +Name=Mixed Forest (Thick) +TerrainTypeGroup0=0.125,0.0,TREE01,TREE02,TREE03,TREE04,TREE05,TREE06,TREE07,TREE08,TREE09,TREE10,TREE11,TREE12,TREE13,TREE14,TREE15,TREE16,TREE17,TREE18,TREE19 +TerrainTypeGroup1=0.125,0.0,TREE20,TREE21,TREE22,TREE23,TREE24,TREE25,TREE26,TREE27,TREE28 +TileGroup0=0.075,0,LAT SnowyRock +TileGroup1=0.075,0,LAT Icy +TileGroup2=0.6,0.3,LAT Grass +OverlayGroup0=0.01,0,TROCK01 +OverlayGroup1=0.01,0,TROCK02 +OverlayGroup2=0.01,0,TROCK03 +OverlayGroup3=0.01,0,TROCK04 +OverlayGroup4=0.01,0,TROCK05 +Theater=SNOW + +[MixedForestSparseSnow] +Name=Mixed Forest (Sparse) +TerrainTypeGroup0=0.05,0.0,TREE01,TREE02,TREE03,TREE04,TREE05,TREE06,TREE07,TREE08,TREE09,TREE10,TREE11,TREE12,TREE13,TREE14,TREE15,TREE16,TREE17,TREE18,TREE19 +TerrainTypeGroup1=0.05,0.0,TREE20,TREE21,TREE22,TREE23,TREE24,TREE25,TREE26,TREE27,TREE28 +TileGroup0=0.075,0,LAT SnowyRock +TileGroup1=0.075,0,LAT Icy +TileGroup2=0.4,0.3,LAT Grass +OverlayGroup0=0.005,0,TROCK01 +OverlayGroup1=0.005,0,TROCK02 +OverlayGroup2=0.005,0,TROCK03 +OverlayGroup3=0.005,0,TROCK04 +OverlayGroup4=0.005,0,TROCK05 +Theater=SNOW + +[RockyGround] +Name=Rocky Ground +TileGroup0=0.6,0.0,LAT SnowyRock +OverlayGroup0=0.008,0,TROCK01 +OverlayGroup1=0.008,0,TROCK02 +OverlayGroup2=0.008,0,TROCK03 +OverlayGroup3=0.008,0,TROCK04 +OverlayGroup4=0.008,0,TROCK05 +OverlayGroup5=0.008,0,SROCK01 +OverlayGroup6=0.008,0,SROCK02 +OverlayGroup7=0.008,0,SROCK03 +Theater=SNOW + +[RoughGroundSnow] +Name=Rough Ground +TileGroup0=0.15,0.0,LAT SnowyRock +TileGroup1=0.8,0.0,LAT Grass +OverlayGroup0=0.01,0,TROCK01 +OverlayGroup1=0.01,0,TROCK02 +OverlayGroup2=0.01,0,TROCK03 +OverlayGroup3=0.01,0,TROCK04 +OverlayGroup4=0.01,0,TROCK05 +Theater=SNOW + +; ************************* +; URBAN THEATER PRESETS +; ************************* + +[PavementUrban] +Name=Pavement +TileGroup0=0.02,0,Pavement +TileGroup1=1,0,Lat Grass +SmudgeGroup0=0.001,0,CRATER12 +SmudgeGroup1=0.001,0,CRATER11 +SmudgeGroup2=0.002,0,CRATER01 +SmudgeGroup3=0.002,0,CRATER03 +SmudgeGroup4=0.002,0,CRATER05 +SmudgeGroup5=0.001,0,BURNT12 +SmudgeGroup6=0.002,0,BURNT11 +SmudgeGroup7=0.002,0,BURNT02 +Theater=URBAN + +; ************************* +; NEWURBAN THEATER PRESETS +; ************************* + +[SparseForestNewurban] +Name=Forest (Sparse) +TerrainTypeGroup0=0.1,0,TREE01,TREE02,TREE03,TREE04,TREE05,TREE06,TREE07,TREE08,TREE09,TREE10,TREE11,TREE12,TREE13,TREE14,TREE15,TREE25,TREE26,TREE27 +TerrainTypeGroup1=0.01,0,TREE16,TREE17,TREE18,TREE19,TREE20 +TileGroup0=0.1,0,LAT Grass Rough +TileGroup1=0.6,0.3,LAT Grass{comma} thick +OverlayGroup0=0.005,0,TROCK01 +OverlayGroup1=0.005,0,TROCK02 +OverlayGroup2=0.005,0,TROCK03 +OverlayGroup3=0.005,0,TROCK04 +OverlayGroup4=0.005,0,TROCK05 +Theater=NEWURBAN + +[ThickForestNewurban] +Name=Forest (Thick) +TerrainTypeGroup0=0.25,0,TREE01,TREE02,TREE03,TREE04,TREE05,TREE06,TREE07,TREE08,TREE09,TREE10,TREE11,TREE12,TREE13,TREE14,TREE15,TREE25,TREE26,TREE27 +TerrainTypeGroup1=0.03,0,TREE16,TREE17,TREE18,TREE19,TREE20 +TileGroup0=0.1,0,LAT Grass Rough +TileGroup1=0.4,0.3,LAT Grass{comma} thick +OverlayGroup0=0.01,0,TROCK01 +OverlayGroup1=0.01,0,TROCK02 +OverlayGroup2=0.01,0,TROCK03 +OverlayGroup3=0.01,0,TROCK04 +OverlayGroup4=0.01,0,TROCK05 +Theater=NEWURBAN + +[RoughGroundNewurban] +Name=Rough Ground +TileGroup0=0.15,0.0,LAT Grass{comma} thick +TileGroup1=0.8,0.0,LAT Grass Rough +OverlayGroup0=0.01,0,TROCK01 +OverlayGroup1=0.01,0,TROCK02 +OverlayGroup2=0.01,0,TROCK03 +OverlayGroup3=0.01,0,TROCK04 +OverlayGroup4=0.01,0,TROCK05 +Theater=NEWURBAN + +[BeachNewurban] +Name=Beach +TileGroup0=0.95,0.0,LAT Sand +TerrainTypeGroup0=0.03,0,TREE21,TREE22,TREE23,TREE24,TREE31,TREE32 +OverlayGroup0=0.005,0,SROCK01 +OverlayGroup1=0.005,0,SROCK02 +OverlayGroup2=0.005,0,SROCK03 +OverlayGroup3=0.005,0,SROCK04 +OverlayGroup4=0.005,0,SROCK05 +Theater=NEWURBAN + +[PavementNewurban] +Name=Pavement +TileGroup0=0.02,0,Pavement +TileGroup1=1,0,Lat Pavement +SmudgeGroup0=0.001,0,CRATER12 +SmudgeGroup1=0.001,0,CRATER11 +SmudgeGroup2=0.002,0,CRATER01 +SmudgeGroup3=0.002,0,CRATER03 +SmudgeGroup4=0.002,0,CRATER05 +SmudgeGroup5=0.001,0,BURNT12 +SmudgeGroup6=0.002,0,BURNT11 +SmudgeGroup7=0.002,0,BURNT02 +Theater=NEWURBAN ; ************************* ; DESERT THEATER PRESETS ; ************************* -[DESRockyGround] -Name=Very Rocky Ground -TerrainTypeGroup0=0.04,0.0,SROCK01,SROCK02,SROCK03,SROCK04,SROCK05,SROCK06,SROCK07 -TileGroup0=0.4,0.0,Rocks -TileGroup1=0.2,0.5,Pebbles,0 -TileGroup2=0.6,0.6,Gray Sand LAT tile -Theater=Desert - -[DESRoughGround] -Name=Rough Ground (Gray Sand + Pebbles) -TileGroup0=0.3,0.0,Pebbles,0 -TileGroup1=0.1,0.0,Pebbles,1,2 -TileGroup2=0.6,0.6,Gray Sand LAT tile -Theater=Desert - -[DESLightSandPebbles] -Name=Light Sand + Small Pebbles -TileGroup0=0.2,0.0,Pebbles,1,2 -TileGroup1=0.6,0.6,~~~Alt Clear -Theater=Desert - -[DESDryBushesCacti] -Name=Dry Bushes + Cacti -TerrainTypeGroup0=0.2,0.0,BR1,BR2,BR6,BR7,BR8,BR9 -TerrainTypeGroup1=0.15,0.0,BR4,BR5 -Theater=Desert - -[DESHumidBushesGreen] -Name=Humid Bushes + Green LAT -TerrainTypeGroup0=0.2,0.0,JBR01,JBR02,JBR03,JBR04,JBR05,JBR06,JBR07,JBR08,JBR09,JBR10 -TileGroup0=0.2,0.2,Pebbles -TileGroup1=0.6,0.6,Green LAT tile -Theater=Desert +[SparseForestDesert] +Name=Forest (Sparse) +TerrainTypeGroup0=0.1,0,TREE01,TREE02,TREE03,TREE04,TREE05,TREE06,TREE07,TREE08,TREE09,TREE10,TREE11,TREE12,TREE13,TREE14,TREE15 +TerrainTypeGroup1=0.01,0,TREE16,TREE17,TREE18,TREE19,TREE20 +TileGroup0=0.1,0,LAT Grass Rough +TileGroup1=0.6,1,LAT Grass{comma} thick +OverlayGroup0=0.005,0,TROCK01 +OverlayGroup1=0.005,0,TROCK02 +OverlayGroup2=0.005,0,TROCK03 +OverlayGroup3=0.005,0,TROCK04 +OverlayGroup4=0.005,0,TROCK05 +Theater=DESERT + +[ThickForestDesert] +Name=Forest (Thick) +TerrainTypeGroup0=0.25,0,TREE01,TREE02,TREE03,TREE04,TREE05,TREE06,TREE07,TREE08,TREE09,TREE10,TREE11,TREE12,TREE13,TREE14,TREE15 +TerrainTypeGroup1=0.03,0,TREE16,TREE17,TREE18,TREE19,TREE20 +TileGroup0=0.1,0,LAT Grass Rough +TileGroup1=0.8,1,LAT Grass{comma} thick +OverlayGroup0=0.01,0,TROCK01 +OverlayGroup1=0.01,0,TROCK02 +OverlayGroup2=0.01,0,TROCK03 +OverlayGroup3=0.01,0,TROCK04 +OverlayGroup4=0.01,0,TROCK05 +Theater=DESERT + +[RoughGroundDesert] +Name=Rough Ground +TileGroup0=0.4,0.0,LAT Grass Rough +OverlayGroup0=0.01,0,SROCK01 +OverlayGroup1=0.01,0,SROCK02 +OverlayGroup2=0.01,0,SROCK03 +OverlayGroup3=0.01,0,SROCK04 +OverlayGroup4=0.01,0,SROCK05 +Theater=DESERT + +[BeachDesert] +Name=Beach +TileGroup0=0.95,0.0,LAT Sand +TerrainTypeGroup0=0.03,0,TREE21,TREE22,TREE23,TREE24,TREE31,TREE32 +OverlayGroup0=0.005,0,SROCK01 +OverlayGroup1=0.005,0,SROCK02 +OverlayGroup2=0.005,0,SROCK03 +OverlayGroup3=0.005,0,SROCK04 +OverlayGroup4=0.005,0,SROCK05 +Theater=DESERT + +[Desert] +Name=Desert +TerrainTypeGroup0=0.004,0,TREE28,TREE29,TREE30 +Theater=DESERT + +; ************************* +; LUNAR THEATER PRESETS +; ************************* +[RoughGroundLunar] +Name=Rough Ground +TileGroup0=0.8,0.0,LAT Moon Dirt Dark +TileGroup1=0.4,0.0,LAT Moon Dirt Light +OverlayGroup0=0.004,0,TROCK01 +OverlayGroup1=0.004,0,TROCK02 +OverlayGroup2=0.004,0,TROCK03 +OverlayGroup3=0.004,0,TROCK04 +OverlayGroup4=0.002,0,LUNRK1 +OverlayGroup5=0.002,0,LUNRK2 +OverlayGroup6=0.002,0,LUNRK3 +OverlayGroup7=0.002,0,LUNRK4 +SmudgeGroup0=0.001,0,CRATER12 +SmudgeGroup1=0.001,0,CRATER11 +SmudgeGroup2=0.002,0,CRATER01 +SmudgeGroup3=0.002,0,CRATER03 +SmudgeGroup4=0.002,0,CRATER05 +SmudgeGroup5=0.001,0,BURNT12 +SmudgeGroup6=0.002,0,BURNT11 +SmudgeGroup7=0.002,0,BURNT02 +Theater=LUNAR diff --git a/src/TSMapEditor/Config/Default/TerrainObjectCollections.ini b/src/TSMapEditor/Config/Default/TerrainObjectCollections.ini index b40ecf947..ff0dbfe61 100644 --- a/src/TSMapEditor/Config/Default/TerrainObjectCollections.ini +++ b/src/TSMapEditor/Config/Default/TerrainObjectCollections.ini @@ -1,88 +1,91 @@ -; C&C World-Altering Editor (WAE) +; C&C World-Altering Editor (WAE) ; https://github.com/CnCNet/WorldAlteringEditor ; Specifies terrain object collections available in the sidebar. [TerrainObjectCollections] -0=TemperateConifers -1=LeafyTrees -2=AutumnTrees -3=AltTerrainConifers -4=AltTerrainLeafyTrees -5=BurnedConifers -6=BurnedLeafyTrees +0=DeciduousTrees +1=TropicalTrees +2=ConiferTrees +3=SnowConiferTrees +4=TemperateCactus +5=Cacti +6=ExoticTrees +7=DeadTrees -[TemperateConifers] -Name=Random Temperate Conifer -TerrainObjectType0=T01 -TerrainObjectType1=T02 -TerrainObjectType2=T05 -TerrainObjectType3=T06 -TerrainObjectType4=T07 -TerrainObjectType5=T08 -TerrainObjectType6=T09 -TerrainObjectType7=T16 +[DeciduousTrees] +Name=Deciduous Trees +TerrainObjectType0=TREE01 +TerrainObjectType1=TREE02 +TerrainObjectType2=TREE03 +TerrainObjectType3=TREE04 +TerrainObjectType4=TREE05 +TerrainObjectType5=TREE06 +TerrainObjectType6=TREE07 +TerrainObjectType7=TREE08 +TerrainObjectType8=TREE09 +TerrainObjectType9=TREE10 +TerrainObjectType10=TREE11 +TerrainObjectType11=TREE12 +TerrainObjectType12=TREE13 +TerrainObjectType13=TREE14 +TerrainObjectType14=TREE15 +TerrainObjectType15=TREE16 +TerrainObjectType16=TREE17 +TerrainObjectType17=TREE18 +TerrainObjectType18=TREE19 +AllowedTheaters=TEMPERATE,SNOW,URBAN,NEWURBAN,DESERT -[LeafyTrees] -Name=Random Leafy Tree -TerrainObjectType0=T03 -TerrainObjectType1=T10 -TerrainObjectType2=T11 -TerrainObjectType3=T12 -TerrainObjectType4=T13 -TerrainObjectType5=T14 -TerrainObjectType6=T15 -TerrainObjectType7=T17 +[TropicalTrees] +Name=Tropical Trees +TerrainObjectType0=TREE20 +TerrainObjectType1=TREE21 +TerrainObjectType2=TREE22 +TerrainObjectType3=TREE23 +TerrainObjectType4=TREE24 +AllowedTheaters=TEMPERATE,URBAN,NEWURBAN,DESERT -[AutumnTrees] -Name=Random Autumn Tree -TerrainObjectType0=AT03 -TerrainObjectType1=AT10 -TerrainObjectType2=AT11 -TerrainObjectType3=AT12 -TerrainObjectType4=AT13 -TerrainObjectType5=AT14 -TerrainObjectType6=AT15 -TerrainObjectType7=AT17 +[ConiferTrees] +Name=Conifer Trees +TerrainObjectType0=TREE25 +TerrainObjectType1=TREE26 +TerrainObjectType2=TREE27 +AllowedTheaters=TEMPERATE,URBAN,NEWURBAN,DESERT -[AltTerrainConifers] -Name=Random Alt. Conifer -TerrainObjectType0=ST01 -TerrainObjectType1=ST02 -TerrainObjectType2=ST05 -TerrainObjectType3=ST06 -TerrainObjectType4=ST07 -TerrainObjectType5=ST08 -TerrainObjectType6=ST16 +[SnowConiferTrees] +Name=Conifer Trees +TerrainObjectType0=TREE20 +TerrainObjectType1=TREE21 +TerrainObjectType2=TREE22 +TerrainObjectType3=TREE23 +TerrainObjectType4=TREE24 +TerrainObjectType5=TREE25 +TerrainObjectType6=TREE26 +TerrainObjectType7=TREE27 +AllowedTheaters=SNOW -[AltTerrainLeafyTrees] -Name=Random Alt. Leafy Tree -TerrainObjectType0=ST03 -TerrainObjectType1=ST10 -TerrainObjectType2=ST11 -TerrainObjectType3=ST12 -TerrainObjectType4=ST13 -TerrainObjectType5=ST14 -TerrainObjectType6=ST15 -TerrainObjectType7=ST17 +[TemperateCactus] +Name=Cacti +TerrainObjectType0=TREE28 +AllowedTheaters=TEMPERATE,URBAN -[BurnedConifers] -Name=Random Burned Conifer -TerrainObjectType0=BT01 -TerrainObjectType1=BT02 -TerrainObjectType2=BT05 -TerrainObjectType3=BT06 -TerrainObjectType4=BT07 -TerrainObjectType5=BT16 +[Cacti] +Name=Cacti +TerrainObjectType0=TREE28 +TerrainObjectType1=TREE29 +TerrainObjectType2=TREE30 +AllowedTheaters=NEWURBAN,DESERT -[BurnedLeafyTrees] -Name=Random Burned Leafy Tree -TerrainObjectType0=BT03 -TerrainObjectType1=BT10 -TerrainObjectType2=BT11 -TerrainObjectType3=BT12 -TerrainObjectType4=BT13 -TerrainObjectType5=BT14 -TerrainObjectType6=BT15 -TerrainObjectType7=BT17 +[ExoticTrees] +Name=Exotic Trees +TerrainObjectType0=TREE31 +TerrainObjectType1=TREE32 +TerrainObjectType2=TREE33 +AllowedTheaters=NEWURBAN,DESERT +[DeadTrees] +Name=Dead Trees +TerrainObjectType0=TREE34 +TerrainObjectType1=TREE35 +TerrainObjectType2=TREE36 +AllowedTheaters=NEWURBAN,DESERT diff --git a/src/TSMapEditor/Config/Default/TerrainTypeImpassability.ini b/src/TSMapEditor/Config/Default/TerrainTypeImpassability.ini index db2edb05d..b7544f871 100644 --- a/src/TSMapEditor/Config/Default/TerrainTypeImpassability.ini +++ b/src/TSMapEditor/Config/Default/TerrainTypeImpassability.ini @@ -3,128 +3,110 @@ ; Specifies which cells of terrain objects should be marked as impassable. -; ****************** -; Autumn Tree Groups -; ****************** - -[ATC02] -ImpassableCells=0,0|0,1|1,0|1,1 - -[ATC05] -ImpassableCells=0,0|0,-1|-1,0|1,0|1,1 - -; ****** -; Bushes -; ****** - -[BR6] -ImpassableCells=0,0|0,1|1,0|1,1 - -[BR7] -ImpassableCells=0,0|1,0|1,1 - -[BR8] -ImpassableCells=0,0|1,0|2,0|1,1 - -[BR9] -ImpassableCells=0,0|0,1|1,0|1,1 - -; ************* -; Autumn Bushes -; ************* - -[ABR6] -ImpassableCells=0,0|0,1|1,0|1,1 - -[ABR7] -ImpassableCells=0,0|1,0|1,1 - -[ABR8] -ImpassableCells=0,0|1,0|2,0|1,1 - -[ABR9] -ImpassableCells=0,0|0,1|1,0|1,1 - -; *************** -; Alt Tree Groups -; *************** - -[STC01] -ImpassableCells=0,0 - -[STC02] -ImpassableCells=0,0|0,1|1,0|1,1 - -[STC03] -ImpassableCells=0,0|0,1|1,0|1,1 - -[STC04] -ImpassableCells=0,0|0,-1|-1,0 - -[STC05] -ImpassableCells=0,0|0,-1|-1,0|1,0|1,1 - -; ****************** -; Burned Tree Groups -; ****************** - -[BTC01] -ImpassableCells=0,0 - -[BTC02] -ImpassableCells=0,0|0,1|1,0|1,1 - -[BTC03] -ImpassableCells=0,0|0,1|1,0|1,1 - -[BTC04] -ImpassableCells=0,0|0,-1|-1,0 - -[BTC05] -ImpassableCells=0,0|0,-1|-1,0|1,0|1,1 - -; ******************* -; Regular Tree Groups -; ******************* - -[TC01] -ImpassableCells=0,0 - -[TC02] -ImpassableCells=0,0|0,1|1,0|1,1 - -[TC03] -ImpassableCells=0,0|0,1|1,0|1,1 - -[TC04] -ImpassableCells=0,0|0,-1|-1,0 - -[TC05] -ImpassableCells=0,0|0,-1|-1,0|1,0|1,1 - -; ********** -; Sand Rocks -; ********** - -[SROCK01] -ImpassableCells=0,0 - -[SROCK02] -ImpassableCells=0,0 - -[SROCK03] -ImpassableCells=0,0 - -[SROCK04] -ImpassableCells=0,0 - -[SROCK05] -ImpassableCells=0,0 - -[SROCK06] -ImpassableCells=0,0|1,0|0,1 - -[SROCK07] -ImpassableCells=0,0|1,0|0,1 - - +; ; ****************** +; ; Autumn Tree Groups +; ; ****************** +; +; [ATC02] +; ImpassableCells=0,0|0,1|1,0|1,1 +; +; [ATC05] +; ImpassableCells=0,0|0,-1|-1,0|1,0|1,1 +; +; ; ****** +; ; Bushes +; ; ****** +; +; [BR6] +; ImpassableCells=0,0|0,1|1,0|1,1 +; +; [BR7] +; ImpassableCells=0,0|1,0|1,1 +; +; [BR8] +; ImpassableCells=0,0|1,0|2,0|1,1 +; +; [BR9] +; ImpassableCells=0,0|0,1|1,0|1,1 +; +; ; *************** +; ; Alt Tree Groups +; ; *************** +; +; [STC01] +; ImpassableCells=0,0 +; +; [STC02] +; ImpassableCells=0,0|0,1|1,0|1,1 +; +; [STC03] +; ImpassableCells=0,0|0,1|1,0|1,1 +; +; [STC04] +; ImpassableCells=0,0|0,-1|-1,0 +; +; [STC05] +; ImpassableCells=0,0|0,-1|-1,0|1,0|1,1 +; +; ; ****************** +; ; Burned Tree Groups +; ; ****************** +; +; [BTC01] +; ImpassableCells=0,0 +; +; [BTC02] +; ImpassableCells=0,0|0,1|1,0|1,1 +; +; [BTC03] +; ImpassableCells=0,0|0,1|1,0|1,1 +; +; [BTC04] +; ImpassableCells=0,0|0,-1|-1,0 +; +; [BTC05] +; ImpassableCells=0,0|0,-1|-1,0|1,0|1,1 +; +; ; ******************* +; ; Regular Tree Groups +; ; ******************* +; +; [TC01] +; ImpassableCells=0,0 +; +; [TC02] +; ImpassableCells=0,0|0,1|1,0|1,1 +; +; [TC03] +; ImpassableCells=0,0|0,1|1,0|1,1 +; +; [TC04] +; ImpassableCells=0,0|0,-1|-1,0 +; +; [TC05] +; ImpassableCells=0,0|0,-1|-1,0|1,0|1,1 +; +; ; ********** +; ; Sand Rocks +; ; ********** +; +; [SROCK01] +; ImpassableCells=0,0 +; +; [SROCK02] +; ImpassableCells=0,0 +; +; [SROCK03] +; ImpassableCells=0,0 +; +; [SROCK04] +; ImpassableCells=0,0 +; +; [SROCK05] +; ImpassableCells=0,0 +; +; [SROCK06] +; ImpassableCells=0,0|1,0|0,1 +; +; [SROCK07] +; ImpassableCells=0,0|1,0|0,1 diff --git a/src/TSMapEditor/Config/Default/Theaters.ini b/src/TSMapEditor/Config/Default/Theaters.ini index 7f1203a4e..a1a2c9236 100644 --- a/src/TSMapEditor/Config/Default/Theaters.ini +++ b/src/TSMapEditor/Config/Default/Theaters.ini @@ -5,24 +5,72 @@ [Theaters] -0=Temperate -1=Desert +0=TEMPERATE +1=SNOW +2=DESERT +3=URBAN +4=NEWURBAN +5=LUNAR -[Temperate] -ConfigINIPath=INI/Temperat.ini -ContentMIXName=IsoTemp.mix -OptionalContentMIXName=Temperat.mix +[TEMPERATE] +ConfigINIPath=temperatmd.ini +ContentMIXName=isotemmd.mix,isotemp.mix,temperat.mix,tem.mix TerrainPaletteName=isotem.pal UnitPaletteName=unittem.pal -;TiberiumPaletteName= +TiberiumPaletteName=temperat.pal FileExtension=.tem +NewTheaterBuildingLetter=T +PaveConnectToTileSets=20,38,40 +GreenConnectToTileSets=12 + +[SNOW] +ConfigINIPath=snowmd.ini +ContentMIXName=isosnomd.mix,isosnow.mix,snowmd.mix,snow.mix,sno.mix +TerrainPaletteName=isosno.pal +UnitPaletteName=unitsno.pal +TiberiumPaletteName=snow.pal +FileExtension=.sno NewTheaterBuildingLetter=A +PaveConnectToTileSets=20,38,40 +GreenConnectToTileSets=12 -[Desert] -ConfigINIPath=INI/Desert.ini -ContentMIXName=IsoDes.mix -OptionalContentMIXName=Desert.mix +[DESERT] +ConfigINIPath=desertmd.ini +ContentMIXName=isodesmd.mix,isodes.mix,desert.mix,des.mix TerrainPaletteName=isodes.pal UnitPaletteName=unitdes.pal +TiberiumPaletteName=desert.pal FileExtension=.des -NewTheaterBuildingLetter=T +NewTheaterBuildingLetter=D +PaveConnectToTileSets=20,38,40 +GreenConnectToTileSets=12 + +[URBAN] +ConfigINIPath=urbanmd.ini +ContentMIXName=isourbmd.mix,isourb.mix,urban.mix,urb.mix +TerrainPaletteName=isourb.pal +UnitPaletteName=uniturb.pal +TiberiumPaletteName=urban.pal +FileExtension=.urb +NewTheaterBuildingLetter=U + +[NEWURBAN] +ConfigINIPath=urbannmd.ini +ContentMIXName=isoubnmd.mix,isoubn.mix,urbann.mix,ubn.mix +TerrainPaletteName=isoubn.pal +UnitPaletteName=unitubn.pal +TiberiumPaletteName=urbann.pal +FileExtension=.ubn +FallbackTileFileExtension=.urb ; for loading .urb files instead of .ubn files from Marble.mix +NewTheaterBuildingLetter=N +PaveConnectToTileSets=20,38,40 +GreenConnectToTileSets=12 + +[LUNAR] +ConfigINIPath=lunarmd.ini +ContentMIXName=isolunmd.mix,isolun.mix,lunar.mix,lun.mix +TerrainPaletteName=isolun.pal +UnitPaletteName=unitlun.pal +TiberiumPaletteName=lunar.pal +FileExtension=.lun +NewTheaterBuildingLetter=L diff --git a/src/TSMapEditor/Config/Default/Tiberiums.ini b/src/TSMapEditor/Config/Default/Tiberiums.ini index cd1487b10..f8918de9e 100644 --- a/src/TSMapEditor/Config/Default/Tiberiums.ini +++ b/src/TSMapEditor/Config/Default/Tiberiums.ini @@ -4,14 +4,7 @@ ; A list of overlays used by each Tiberium type. [Tiberiums] -Riparius=RTIB01,RTIB02,RTIB03,RTIB04,RTIB05,RTIB06,RTIB07,RTIB08,RTIB09,RTIB10,RTIB11,RTIB12 -Gems=MIXGEM01,MIXGEM02,MIXGEM03,MIXGEM04 -Vinifera=QTIB01,QTIB02,QTIB03,QTIB04,QTIB05,QTIB06,QTIB07,QTIB08,QTIB09,QTIB10,QTIB11,QTIB12 -Ore=ZORE01,ZORE02,ZORE03,ZORE04 -Scrap=SCRAP01,SCRAP02,SCRAP03,SCRAP04 -GreenGems=GRNGEM01,GRNGEM02,GRNGEM03,GRNGEM04 -BlueGems=BLUGEM01,BLUGEM02,BLUGEM03,BLUGEM04 -SnowyRiparius=TIB1S_01,TIB1S_02,TIB1S_03,TIB1S_04,TIB1S_05,TIB1S_06,TIB1S_07,TIB1S_08,TIB1S_09,TIB1S_10,TIB1S_11,TIB1S_12 -SnowyVinifera=TIB2S_01,TIB2S_02,TIB2S_03,TIB2S_04,TIB2S_05,TIB2S_06,TIB2S_07,TIB2S_08,TIB2S_09,TIB2S_10,TIB2S_11,TIB2S_12 -SnowyOre=ORESNO01,ORESNO02,ORESNO03,ORESNO04 -SnowyGems=GEMSRA01,GEMSRA02,GEMSRA03,GEMSRA04 +Riparius=TIB01,TIB02,TIB03,TIB04,TIB05,TIB06,TIB07,TIB08,TIB09,TIB10,TIB11,TIB12,TIB13,TIB14,TIB15,TIB16,TIB17,TIB18,TIB19,TIB20 +Cruentus=GEM01,GEM02,GEM03,GEM04,GEM05,GEM06,GEM07,GEM08,GEM09,GEM10,GEM11,GEM12 +Vinifera=TIB2_01,TIB2_02,TIB2_03,TIB2_04,TIB2_05,TIB2_06,TIB2_07,TIB2_08,TIB2_09,TIB2_10,TIB2_11,TIB2_12,TIB2_13,TIB2_14,TIB2_15,TIB2_16,TIB2_17,TIB2_18,TIB2_19,TIB2_20 +Aboreus=TIB3_01,TIB3_02,TIB3_03,TIB3_04,TIB3_05,TIB3_06,TIB3_07,TIB3_08,TIB3_09,TIB3_10,TIB3_11,TIB3_12,TIB3_13,TIB3_14,TIB3_15,TIB3_16,TIB3_17,TIB3_18,TIB3_19,TIB3_20 diff --git a/src/TSMapEditor/Config/Default/UI/EditorControlsPanel.ini b/src/TSMapEditor/Config/Default/UI/EditorControlsPanel.ini index 47313c317..912dffae8 100644 --- a/src/TSMapEditor/Config/Default/UI/EditorControlsPanel.ini +++ b/src/TSMapEditor/Config/Default/UI/EditorControlsPanel.ini @@ -13,10 +13,18 @@ $CC05=chkDrawMapWideOverlay:XNACheckBox $CC06=btnPlaceWaypoint:EditorButton $CC07=btnDeletionMode:EditorButton $CC08=btnFrameworkMode:EditorButton -$CC09=btnGenerateTerrain:EditorButton -$CC10=btnTerrainGeneratorOptions:EditorButton -$CC11=btnDrawConnectedTiles:EditorButton -$Width=max(getRight(chkAutoLAT), getRight(chkOnlyPaintOnClearGround), getRight(chkDrawMapWideOverlay)) + EMPTY_SPACE_SIDES +$CC09=btn2DMode:EditorButton +$CC10=btnRaiseGround:EditorButton +$CC11=btnLowerGround:EditorButton +$CC12=btnRaiseGroundSteep:EditorButton +$CC13=btnLowerGroundSteep:EditorButton +$CC14=btnRaiseCells:EditorButton +$CC15=btnLowerCells:EditorButton +$CC16=btnFlattenGround:EditorButton +$CC17=btnGenerateTerrain:EditorButton +$CC18=btnTerrainGeneratorOptions:EditorButton +$CC19=btnDrawConnectedTiles:EditorButton +$Width=max(getRight(chkAutoLAT), getRight(chkOnlyPaintOnClearGround), getRight(chkDrawMapWideOverlay), getRight(btnDrawConnectedTiles)) + EMPTY_SPACE_SIDES $Height=getBottom(btnPlaceWaypoint) + EMPTY_SPACE_BOTTOM @@ -32,7 +40,7 @@ $Width=110 [LATPanel] $Width=400 -$Height=(CELL_HEIGHT * 2) + EMPTY_SPACE_TOP +$Height=CELL_HEIGHT $Y=VERTICAL_SPACING / 2 $X=getRight(ddBrushSize) + HORIZONTAL_SPACING DrawBorders=no @@ -73,10 +81,66 @@ $Width=getWidth(btnPlaceWaypoint) $ToolTip=translate(Toggle Framework Mode (Marble Madness)) ExtraTexture=ToolIcons/frameworkmode.png -[btnGenerateTerrain] +[btn2DMode] $X=getRight(btnFrameworkMode) + HORIZONTAL_SPACING $Y=getY(btnPlaceWaypoint) $Width=getWidth(btnPlaceWaypoint) +$ToolTip=translate(Toggle 2D Mode) +ExtraTexture=ToolIcons/2dmode.png + +[btnRaiseGround] +$X=getRight(btn2DMode) + (HORIZONTAL_SPACING * 2) +$Y=getY(btnPlaceWaypoint) +$Width=getWidth(btnPlaceWaypoint) +$ToolTip=translate(Raise Ground (Non-Steep Ramps / FinalSun Mode)) +ExtraTexture=ToolIcons/raiseground.png + +[btnLowerGround] +$X=getRight(btnRaiseGround) + HORIZONTAL_SPACING +$Y=getY(btnPlaceWaypoint) +$Width=getWidth(btnPlaceWaypoint) +$ToolTip=translate(Lower Ground (Non-Steep Ramps / FinalSun Mode)) +ExtraTexture=ToolIcons/lowerground.png + +[btnRaiseGroundSteep] +$X=getRight(btnLowerGround) + HORIZONTAL_SPACING +$Y=getY(btnPlaceWaypoint) +$Width=getWidth(btnPlaceWaypoint) +$ToolTip=translate(Raise Ground (Steep Ramps)) +ExtraTexture=ToolIcons/raiseground_steep.png + +[btnLowerGroundSteep] +$X=getRight(btnRaiseGroundSteep) + HORIZONTAL_SPACING +$Y=getY(btnPlaceWaypoint) +$Width=getWidth(btnPlaceWaypoint) +$ToolTip=translate(Lower Ground (Steep Ramps)) +ExtraTexture=ToolIcons/lowerground_steep.png + +[btnRaiseCells] +$X=getRight(btnLowerGroundSteep) + HORIZONTAL_SPACING +$Y=getY(btnPlaceWaypoint) +$Width=getWidth(btnPlaceWaypoint) +$ToolTip=translate(Raise Individual Cells) +ExtraTexture=ToolIcons/raisecells.png + +[btnLowerCells] +$X=getRight(btnRaiseCells) + HORIZONTAL_SPACING +$Y=getY(btnPlaceWaypoint) +$Width=getWidth(btnPlaceWaypoint) +$ToolTip=translate(Lower Individual Cells) +ExtraTexture=ToolIcons/lowercells.png + +[btnFlattenGround] +$X=getRight(btnLowerCells) + HORIZONTAL_SPACING +$Y=getY(btnPlaceWaypoint) +$Width=getWidth(btnPlaceWaypoint) +$ToolTip=translate(Flatten Ground) +ExtraTexture=ToolIcons/flattenground.png + +[btnGenerateTerrain] +$X=getRight(btnFlattenGround) + (HORIZONTAL_SPACING * 2) +$Y=getY(btnPlaceWaypoint) +$Width=getWidth(btnPlaceWaypoint) $ToolTip=translate(Generate Terrain) ExtraTexture=ToolIcons/generateterrain.png diff --git a/src/TSMapEditor/Config/Default/UI/UIConstants.ini b/src/TSMapEditor/Config/Default/UI/UIConstants.ini index 39d1da19c..1b531772c 100644 --- a/src/TSMapEditor/Config/Default/UI/UIConstants.ini +++ b/src/TSMapEditor/Config/Default/UI/UIConstants.ini @@ -4,4 +4,4 @@ ; This file defines various user-interface related constants used in the editor. [UI] -UITreeViewLineHeight=20 +UITreeViewLineHeight=24 diff --git a/src/TSMapEditor/Config/Default/UI/Windows/AITriggersWindow.ini b/src/TSMapEditor/Config/Default/UI/Windows/AITriggersWindow.ini index 20b26ec69..1960fa1a1 100644 --- a/src/TSMapEditor/Config/Default/UI/Windows/AITriggersWindow.ini +++ b/src/TSMapEditor/Config/Default/UI/Windows/AITriggersWindow.ini @@ -168,6 +168,9 @@ Option2=1 House Owns Option3=2 Enemy On Yellow Power Option4=3 Enemy On Red Power Option5=4 Enemy Has X Credits +Option6=5 Iron Curtain (close to) ready +Option7=6 Chronosphere (close to) ready +Option8=7 Neutral Owns [lblConditionType] $X=getX(lblSelectedAITrigger) diff --git a/src/TSMapEditor/Config/Default/UI/Windows/CreateNewMapWindow.ini b/src/TSMapEditor/Config/Default/UI/Windows/CreateNewMapWindow.ini index cbcc21954..e50333fa0 100644 --- a/src/TSMapEditor/Config/Default/UI/Windows/CreateNewMapWindow.ini +++ b/src/TSMapEditor/Config/Default/UI/Windows/CreateNewMapWindow.ini @@ -24,7 +24,11 @@ $X=150 $Width=getWidth(CreateNewMapWindow) - getX(ddTheater) - EMPTY_SPACE_SIDES $Y=getBottom(lblHeader) + EMPTY_SPACE_TOP Option0=TEMPERATE -Option1=DESERT +Option1=SNOW +Option2=URBAN +Option3=DESERT +Option4=NEWURBAN +Option5=LUNAR [lblTheater] $X=EMPTY_SPACE_SIDES diff --git a/src/TSMapEditor/Config/Default/UI/Windows/LightingSettingsWindow.ini b/src/TSMapEditor/Config/Default/UI/Windows/LightingSettingsWindow.ini index 459599173..957f31cbb 100644 --- a/src/TSMapEditor/Config/Default/UI/Windows/LightingSettingsWindow.ini +++ b/src/TSMapEditor/Config/Default/UI/Windows/LightingSettingsWindow.ini @@ -346,8 +346,8 @@ $Y=getY(lblLightingPreview) - 1 $Width=getWidth(tbAmbientNormal) Option0=No Lighting Option1=Normal -Option2=Ion Storm ; Lighting Storm in YR -;Option3=Dominator YR only +Option2=Lightning Storm +Option3=Dominator [btnApply] Width=100 diff --git a/src/TSMapEditor/Config/MapCode/Enable Blue Tiberium Spreader Lighting.ini b/src/TSMapEditor/Config/MapCode/Enable Blue Tiberium Spreader Lighting.ini deleted file mode 100644 index 399274d62..000000000 --- a/src/TSMapEditor/Config/MapCode/Enable Blue Tiberium Spreader Lighting.ini +++ /dev/null @@ -1,12 +0,0 @@ -[$Editor] -Confirmation=This script will enable blue lighting for blue tiberium spreaders. Continue? -Success=Code for enabling blue tiberium spreader lighting has been added to the map. - -[TIBSPRDV] -LightRedTint=0.0 -LightBlueTint=0.3 -LightGreenTint=0.0 -LightIntensity=0.003 -LightVisibility=1500 - - diff --git a/src/TSMapEditor/Config/MapCode/Enable Green Tiberium Spreader Lighting.ini b/src/TSMapEditor/Config/MapCode/Enable Green Tiberium Spreader Lighting.ini deleted file mode 100644 index a4e6a29a0..000000000 --- a/src/TSMapEditor/Config/MapCode/Enable Green Tiberium Spreader Lighting.ini +++ /dev/null @@ -1,26 +0,0 @@ -[$Editor] -Confirmation=This script will enable green lighting for green tiberium spreaders. Continue? -Success=Code for enabling green tiberium spreader lighting has been added to the map. - -[TIBSPRDR] -LightRedTint=0.0 -LightBlueTint=0.0 -LightGreenTint=0.35 -LightIntensity=0.003 -LightVisibility=1500 - -[TIBSPRDRL] -LightRedTint=0.0 -LightBlueTint=0.0 -LightGreenTint=0.35 -LightIntensity=0.003 -LightVisibility=1500 - -[TIBSPRDRH] -LightRedTint=0.0 -LightBlueTint=0.0 -LightGreenTint=0.35 -LightIntensity=0.003 -LightVisibility=1500 - - diff --git a/src/TSMapEditor/Config/MapCode/Enable Ore Spreader Lighting.ini b/src/TSMapEditor/Config/MapCode/Enable Ore Spreader Lighting.ini deleted file mode 100644 index 08f3e6213..000000000 --- a/src/TSMapEditor/Config/MapCode/Enable Ore Spreader Lighting.ini +++ /dev/null @@ -1,12 +0,0 @@ -[$Editor] -Confirmation=This script will enable yellow lighting for ore spreaders. Continue? -Success=Code for enabling ore spreader lighting has been added to the map. - -[TIBSPRDA] -LightRedTint=0.3 -LightBlueTint=0.0 -LightGreenTint=0.3 -LightIntensity=0.003 -LightVisibility=1500 - - diff --git a/src/TSMapEditor/Config/MapCode/Enable Spreading Ore.ini b/src/TSMapEditor/Config/MapCode/Enable Spreading Ore.ini deleted file mode 100644 index b5ed6c571..000000000 --- a/src/TSMapEditor/Config/MapCode/Enable Spreading Ore.ini +++ /dev/null @@ -1,23 +0,0 @@ -[$Editor] -Confirmation=This script will enable spreading ore for the map. Do not use this maps that have scrap debris placed on them. Continue? -Success=Code for enabling spreading ore has been added to the map. - -[Tiberiums] -0=Riparius -1=Cruentus -2=Vinifera -3=Aboreus - -[Aboreus] -Name=Ore -Image=4 -Value=25 -Growth=1000 -GrowthPercentage=10 -Spread=1000 -SpreadPercentage=2 -Power=1 -Color=DarkGold -Debris=VINCRYS1,VINCRYS2,VINCRYS3,VINCRYS4 - - diff --git a/src/TSMapEditor/Config/MapCode/Mixed Gems Only Use Blue-Green Colors.ini b/src/TSMapEditor/Config/MapCode/Mixed Gems Only Use Blue-Green Colors.ini deleted file mode 100644 index 3e2c94f73..000000000 --- a/src/TSMapEditor/Config/MapCode/Mixed Gems Only Use Blue-Green Colors.ini +++ /dev/null @@ -1,16 +0,0 @@ -[$Editor] -Confirmation=This script will change the colors of the mixed gems to green/blue (note: the effects won't be visible in the map editor before you restart it or re-load the map). Continue? -Success=Code for changing the image of the mixed gems has been added to the map. - -[GEMMIX01] -Image=GEMGB01 - -[GEMMIX02] -Image=GEMGB02 - -[GEMMIX03] -Image=GEMGB03 - -[GEMMIX04] -Image=GEMGB04 - diff --git a/src/TSMapEditor/Config/MapCode/Replace Tiberium With Ore.ini b/src/TSMapEditor/Config/MapCode/Replace Tiberium With Ore.ini deleted file mode 100644 index c6c951e4d..000000000 --- a/src/TSMapEditor/Config/MapCode/Replace Tiberium With Ore.ini +++ /dev/null @@ -1,66 +0,0 @@ -[$Editor] -Confirmation=This script will change the appearance of green tiberium to ore (note: the effects won't be visible in the map editor until you reload the map). Continue? -Success=Code for changing the image of green tiberium has been added to the map. - -[Tiberiums] -0=Riparius -1=Cruentus -2=Vinifera -3=Aboreus - -[Riparius] -Name=Ore -Power=0 - -[OREMINE] -TiberiumToSpawn=0 - -;[OREMINEA] -;TiberiumToSpawn=0 - -[OREMINE2] -TiberiumToSpawn=0 - -[OREMINE3] -TiberiumToSpawn=0 - -[TIBSPRDA] -Image=TIBSPRDR3 - -[RTIB01] -Image=ZORE01 - -[RTIB02] -Image=ZORE02 - -[RTIB03] -Image=ZORE03 - -[RTIB04] -Image=ZORE04 - -[RTIB05] -Image=ZORE01 - -[RTIB06] -Image=ZORE02 - -[RTIB07] -Image=ZORE03 - -[RTIB08] -Image=ZORE04 - -[RTIB09] -Image=ZORE01 - -[RTIB10] -Image=ZORE02 - -[RTIB11] -Image=ZORE03 - -[RTIB12] -Image=ZORE04 - - diff --git a/src/TSMapEditor/Config/MapCode/Replace Tiberium With Snowy Ore.ini b/src/TSMapEditor/Config/MapCode/Replace Tiberium With Snowy Ore.ini deleted file mode 100644 index 59132554d..000000000 --- a/src/TSMapEditor/Config/MapCode/Replace Tiberium With Snowy Ore.ini +++ /dev/null @@ -1,56 +0,0 @@ -[$Editor] -Confirmation=This script will change the appearance of green tiberium to snowy ore (note: the effects won't be visible in the map editor until you reload the map). Continue? -Success=Code for changing the image of green tiberium has been added to the map. - -[Tiberiums] -0=Riparius -1=Cruentus -2=Vinifera -3=Aboreus - -[Riparius] -Name=Ore -Power=0 - -[OREMINEA] -TiberiumToSpawn=0 - -[TIBSPRDA] -Image=TIBSPRDR3 - -[RTIB01] -Image=ZORESNO01 - -[RTIB02] -Image=ZORESNO02 - -[RTIB03] -Image=ZORESNO03 - -[RTIB04] -Image=ZORESNO04 - -[RTIB05] -Image=ZORESNO01 - -[RTIB06] -Image=ZORESNO02 - -[RTIB07] -Image=ZORESNO03 - -[RTIB08] -Image=ZORESNO04 - -[RTIB09] -Image=ZORESNO01 - -[RTIB10] -Image=ZORESNO02 - -[RTIB11] -Image=ZORESNO03 - -[RTIB12] -Image=ZORESNO04 - diff --git a/src/TSMapEditor/Config/MapCode/Snowy Mixed Gems.ini b/src/TSMapEditor/Config/MapCode/Snowy Mixed Gems.ini deleted file mode 100644 index 24401796d..000000000 --- a/src/TSMapEditor/Config/MapCode/Snowy Mixed Gems.ini +++ /dev/null @@ -1,41 +0,0 @@ -[$Editor] -Confirmation=This script will change the appearance of the mixed gems to a snowy version (note: the effects won't be visible in the map editor until you reload the map). Continue? -Success=Code for changing the image of the gems has been added to the map. - -[MIXGEM01] -Image=GEMSRA01 - -[MIXGEM02] -Image=GEMSRA02 - -[MIXGEM03] -Image=GEMSRA03 - -[MIXGEM04] -Image=GEMSRA04 - -[GRNGEM01] -Image=GEMSRA01 - -[GRNGEM02] -Image=GEMSRA02 - -[GRNGEM03] -Image=GEMSRA03 - -[GRNGEM04] -Image=GEMSRA04 - -[BLUGEM01] -Image=GEMSRA01 - -[BLUGEM02] -Image=GEMSRA02 - -[BLUGEM03] -Image=GEMSRA03 - -[BLUGEM04] -Image=GEMSRA04 - - diff --git a/src/TSMapEditor/Config/MapCode/Snowy Ore.ini b/src/TSMapEditor/Config/MapCode/Snowy Ore.ini deleted file mode 100644 index 0aea0fd8f..000000000 --- a/src/TSMapEditor/Config/MapCode/Snowy Ore.ini +++ /dev/null @@ -1,41 +0,0 @@ -[$Editor] -Confirmation=This INI file will change the appearance of ore to a snowy version (note: the effects won't be visible in the map editor before you restart it or re-load the map). Continue? -Success=Code for changing the image of ore has been added to the map. - -[ZORE01] -Image=ZORESNO01 - -[ZORE02] -Image=ZORESNO02 - -[ZORE03] -Image=ZORESNO03 - -[ZORE04] -Image=ZORESNO04 - -[ZORE05] -Image=ZORESNO01 - -[ZORE06] -Image=ZORESNO02 - -[ZORE07] -Image=ZORESNO03 - -[ZORE08] -Image=ZORESNO04 - -[ZORE09] -Image=ZORESNO01 - -[ZORE10] -Image=ZORESNO02 - -[ZORE11] -Image=ZORESNO03 - -[ZORE12] -Image=ZORESNO04 - - diff --git a/src/TSMapEditor/Config/MapCode/Snowy Smudges.ini b/src/TSMapEditor/Config/MapCode/Snowy Smudges.ini deleted file mode 100644 index 7f8273f8e..000000000 --- a/src/TSMapEditor/Config/MapCode/Snowy Smudges.ini +++ /dev/null @@ -1,215 +0,0 @@ -[$Editor] -Confirmation=This script will change the appearance of smudges created by weapon impacts to a snowy version on this map. Continue? -Success=Code for disabling normal smudges and enabling the snowy ones has been added to the map. - -[CR1A] -Crater=no - -[CR1B] -Crater=no - -[CR1C] -Crater=no - -[CR1D] -Crater=no - -[CR1E] -Crater=no - -[CR2A] -Crater=no - -[CR2B] -Crater=no - -[CR2C] -Crater=no - -[CR2D] -Crater=no - -[CR2E] -Crater=no - -[CR3A] -Crater=no - -[CR3B] -Crater=no - -[CR3C] -Crater=no - -[CR3D] -Crater=no - -[CR3E] -Crater=no - -[CR4A] -Crater=no - -[CR4B] -Crater=no - -[CR4C] -Crater=no - -[CR4D] -Crater=no - -[CR4E] -Crater=no - -[CR5A] -Crater=no - -[CR5B] -Crater=no - -[CR5C] -Crater=no - -[CR5D] -Crater=no - -[CR5E] -Crater=no - -[CR6A] -Crater=no - -[CR6B] -Crater=no - -[CR6C] -Crater=no - -[CR6D] -Crater=no - -[CR6E] -Crater=no - -[CRS1A] -Crater=yes - -[CRS1B] -Crater=yes - -[CRS1C] -Crater=yes - -[CRS1D] -Crater=yes - -[CRS1E] -Crater=yes - -[CRS2A] -Crater=yes - -[CRS2B] -Crater=yes - -[CRS2C] -Crater=yes - -[CRS2D] -Crater=yes - -[CRS2E] -Crater=yes - -[CRS3A] -Crater=yes - -[CRS3B] -Crater=yes - -[CRS3C] -Crater=yes - -[CRS3D] -Crater=yes - -[CRS3E] -Crater=yes - -[CRS4A] -Crater=yes - -[CRS4B] -Crater=yes - -[CRS4C] -Crater=yes - -[CRS4D] -Crater=yes - -[CRS4E] -Crater=yes - -[CRS5A] -Crater=yes - -[CRS5B] -Crater=yes - -[CRS5C] -Crater=yes - -[CRS5D] -Crater=yes - -[CRS5E] -Crater=yes - -[CRS6A] -Crater=yes - -[CRS6B] -Crater=yes - -[CRS6C] -Crater=yes - -[CRS6D] -Crater=yes - -[CRS6E] -Crater=yes - -[SC1] -Burn=no - -[SC2] -Burn=no - -[SC4] -Burn=no - -[SC5] -Burn=no - -[SC6] -Burn=no - -[SCS1] -Burn=yes - -[SCS2] -Burn=yes - -[SCS4] -Burn=yes - -[SCS5] -Burn=yes - -[SCS6] -Burn=yes - - diff --git a/src/TSMapEditor/Config/MapCode/Snowy Tiberium.ini b/src/TSMapEditor/Config/MapCode/Snowy Tiberium.ini deleted file mode 100644 index 36deec78c..000000000 --- a/src/TSMapEditor/Config/MapCode/Snowy Tiberium.ini +++ /dev/null @@ -1,77 +0,0 @@ -[$Editor] -Confirmation=This INI file will change the appearance of tiberium to a snowy version (note: the effects won't be visible in the map editor before you restart it or re-load the map). Continue? -Success=Code for changing the image of tiberium has been added to the map. - -[RTIB01] -Image=TIB1S_01 - -[RTIB02] -Image=TIB1S_02 - -[RTIB03] -Image=TIB1S_03 - -[RTIB04] -Image=TIB1S_04 - -[RTIB05] -Image=TIB1S_05 - -[RTIB06] -Image=TIB1S_06 - -[RTIB07] -Image=TIB1S_07 - -[RTIB08] -Image=TIB1S_08 - -[RTIB09] -Image=TIB1S_09 - -[RTIB10] -Image=TIB1S_10 - -[RTIB11] -Image=TIB1S_11 - -[RTIB12] -Image=TIB1S_12 - -[QTIB01] -Image=TIB2S_01 - -[QTIB02] -Image=TIB2S_02 - -[QTIB03] -Image=TIB2S_03 - -[QTIB04] -Image=TIB2S_04 - -[QTIB05] -Image=TIB2S_05 - -[QTIB06] -Image=TIB2S_06 - -[QTIB07] -Image=TIB2S_07 - -[QTIB08] -Image=TIB2S_08 - -[QTIB09] -Image=TIB2S_09 - -[QTIB10] -Image=TIB2S_10 - -[QTIB11] -Image=TIB2S_11 - -[QTIB12] -Image=TIB2S_12 - - diff --git a/src/TSMapEditor/Config/Scripts/Apply Animated Water.cs b/src/TSMapEditor/Config/Scripts/Apply Animated Water.cs deleted file mode 100644 index 3337ad6f9..000000000 --- a/src/TSMapEditor/Config/Scripts/Apply Animated Water.cs +++ /dev/null @@ -1,148 +0,0 @@ -// Script for replacing regular water with animated water -// in Dawn of the Tiberium Age maps. - -// Using clauses. -// Unless you know what's in the WAE code-base, you want to always include -// these "standard usings". -using System; -using TSMapEditor; -using TSMapEditor.Models; -using TSMapEditor.CCEngine; -using TSMapEditor.Rendering; -using TSMapEditor.GameMath; -using TSMapEditor.Misc; - -namespace WAEScript -{ - public class ApplyAnimatedWaterScript - { - /// - /// Returns the description of this script. - /// All scripts must contain this function. - /// - public string GetDescription() => Translator.Translate("MapScripts.ApplyAnimatedWater.Description", "This script will replace all water on the map with animated water. Continue?"); - - /// - /// Returns the message that is presented to the user if running this script succeeded. - /// All scripts must contain this function. - /// - public string GetSuccessMessage() - { - if (error == null) - return Translator.Translate("MapScripts.ApplyAnimatedWater.SuccessMessage", "Successfully replaced water with animated water."); - - return error; - } - - private string error; - - private TileSet waterTileSet; - - private const string AnimatedWaterTileSetName = "Animated Water"; - private const string WaterTileSetName = "Water"; - - /// - /// The function that actually does the magic. - /// - /// Map argument that allows us to access map data. - public void Perform(Map map) - { - var animatedWaterTileSet = map.TheaterInstance.Theater.FindTileSet(AnimatedWaterTileSetName); - if (animatedWaterTileSet == null) - { - error = Translator.Translate("MapScripts.ApplyAnimatedWater.Errors.AnimatedWaterTileSetNotFound", "TileSet for animated water not found!"); - return; - } - - waterTileSet = map.TheaterInstance.Theater.FindTileSet(WaterTileSetName); - if (waterTileSet == null) - { - error = Translator.Translate("MapScripts.ApplyAnimatedWater.Errors.RegularWaterTileSetNotFound", "TileSet for regular (non-animated) water not found!"); - return; - } - - // Specifies the tiles to pick for each round. - // If multiple tiles are specified for a round, one of them is selected - // with RNG (there are multiple kinds of 2x2 and 1x1 animated water tiles). - int[][] tileIndexesToPickFrom = new int[][] - { - new int[] { 9 }, // Big 10x10 animated water tile - new int[] { 7, 8 }, // 5x5 animated water tiles - new int[] { 6 }, // 4x4 - new int[] { 5 }, // 3x3 - new int[] { 0, 1, 2, 3, 4 }, // 2x2 tiles - new int[] { 10, 11, 12, 13 } // 1x1 tiles - }; - - Random random = new Random(); - - // 1st loop - loops through animated water tiles of different sizes - for (int sizeTypeIndex = 0; sizeTypeIndex < tileIndexesToPickFrom.Length; sizeTypeIndex++) - { - // Fetch the animated water tile so we can fetch its size - - ITileImage tileImage = map.TheaterInstance.GetTile(animatedWaterTileSet.StartTileIndex + tileIndexesToPickFrom[sizeTypeIndex][0]); - int tileWidth = tileImage.Width; - int tileHeight = tileImage.Height; - - map.DoForAllValidTiles(mapCell => - { - const int margin = 4; - - // As an animation, animated water slows down the game, so don't place it outside of the visible map area - var pixelCoords = CellMath.CellTopLeftPointFromCellCoords(mapCell.CoordsToPoint(), map); - if (pixelCoords.Y < Constants.CellSizeY * margin || pixelCoords.Y > map.Size.Y * Constants.CellSizeY - (Constants.CellSizeY * margin)) - return; - - if (pixelCoords.X < Constants.CellSizeX * margin || pixelCoords.X > map.Size.X * Constants.CellSizeX - (Constants.CellSizeX * margin)) - return; - - // Check whether this cell contains water - if (!IsWaterTile(mapCell.TileIndex)) - return; - - // We know that we're on a water cell, check if we can fit the animated water tile here - if (!CanFitAnimatedWaterTileHere(map, mapCell.X, mapCell.Y, tileWidth, tileHeight)) - return; - - // If we can fit the animated water tile here, then proceed to - // randomly select a tile from the list of animated water tiles - // of the current size - int[] potentialTileIndexes = tileIndexesToPickFrom[sizeTypeIndex]; - tileImage = map.TheaterInstance.GetTile(animatedWaterTileSet.StartTileIndex + potentialTileIndexes[random.Next(potentialTileIndexes.Length)]); - - // Place the tile! - map.PlaceTerrainTileAt(tileImage, mapCell.CoordsToPoint()); - }); - } - } - - // Scripts can optionally also define helper methods to call. - - private bool IsWaterTile(int tileIndex) - { - if (tileIndex < waterTileSet.StartTileIndex || tileIndex >= waterTileSet.StartTileIndex + waterTileSet.TilesInSet) - return false; - - return true; - } - - private bool CanFitAnimatedWaterTileHere(Map map, int x, int y, int tileWidth, int tileHeight) - { - for (int cy = 0; cy < tileHeight; cy++) - { - for (int cx = 0; cx < tileWidth; cx++) - { - var mapCell = map.GetTile(x + cx, y + cy); - if (mapCell == null) - return false; - - if (!IsWaterTile(mapCell.TileIndex)) - return false; - } - } - - return true; - } - } -} \ No newline at end of file diff --git a/src/TSMapEditor/Config/Scripts/Randomize Interior Walls.cs b/src/TSMapEditor/Config/Scripts/Randomize Interior Walls.cs deleted file mode 100644 index d4d1270c8..000000000 --- a/src/TSMapEditor/Config/Scripts/Randomize Interior Walls.cs +++ /dev/null @@ -1,91 +0,0 @@ -// Script for randomizing interior walls -// in Dawn of the Tiberium Age maps. - -// Using clauses. -// Unless you know what's in the WAE code-base, you want to always include -// these "standard usings". -using System; -using TSMapEditor; -using TSMapEditor.Models; -using TSMapEditor.CCEngine; -using TSMapEditor.Rendering; -using TSMapEditor.GameMath; -using System.Collections.Generic; -using TSMapEditor.Misc; - -namespace WAEScript -{ - public class RandomizeInteriorWallsScript - { - /// - /// Returns the description of this script. - /// All scripts must contain this function. - /// - public string GetDescription() => Translator.Translate("MapScripts.RandomizeInteriorWalls.Description", "This script will randomize all interior walls on the map with random variants of interior walls to reduce repetition. Continue?"); - - /// - /// Returns the message that is presented to the user if running this script succeeded. - /// All scripts must contain this function. - /// - public string GetSuccessMessage() - { - if (error == null) - return string.Format(Translator.Translate("MapScripts.RandomizeInteriorWalls.SuccessMessage", - "Successfully randomized {0} interior walls in the map."), modifiedWallsCount); - - return error; - } - - private string error; - - private int modifiedWallsCount = 0; - private const string interiorWallOverlayTypeName = "INTWALL1"; - private readonly List frontInteriorWallFrames = new List { 21, 22, 23 }; - private readonly List backInteriorWallFrames = new List { 27, 28, 29 }; - - /// - /// The function that actually does the magic. - /// - /// Map argument that allows us to access map data. - public void Perform(Map map) - { - var interiorWallOverlayType = map.Rules.OverlayTypes.Find(overlayType => overlayType.ININame == interiorWallOverlayTypeName); - if (interiorWallOverlayType == null) - { - error = Translator.Translate("MapScripts.RandomizeInteriorWalls.Errors.NoInteriorWallOverlay", "Interior wall overlay collection was not found"); - } - - map.DoForAllValidTiles(mapCell => - { - if (mapCell.Overlay == null) - return; - - if (mapCell.Overlay.OverlayType == null) - return; - - if (mapCell.Overlay.OverlayType.ININame != interiorWallOverlayType.ININame) - return; - - int overlayTypeFrameIndex = mapCell.Overlay.FrameIndex; - - if (!frontInteriorWallFrames.Contains(overlayTypeFrameIndex) && !backInteriorWallFrames.Contains(overlayTypeFrameIndex)) - return; - - var random = new Random(); - bool isFrontInteriorWallFrame = frontInteriorWallFrames.Contains(overlayTypeFrameIndex); - int overlayTypeFrameLength = isFrontInteriorWallFrame ? frontInteriorWallFrames.Count : backInteriorWallFrames.Count; - - int chosenElementIndex = random.Next(overlayTypeFrameLength); - - mapCell.Overlay = new Overlay() - { - Position = mapCell.CoordsToPoint(), - OverlayType = interiorWallOverlayType, - FrameIndex = isFrontInteriorWallFrame ? frontInteriorWallFrames[chosenElementIndex] : backInteriorWallFrames[chosenElementIndex] - }; - - modifiedWallsCount++; - }); - } - } -} \ No newline at end of file diff --git a/src/TSMapEditor/Config/Scripts/Replace Autumn Grass With Tall Grass.cs b/src/TSMapEditor/Config/Scripts/Replace Autumn Grass With Tall Grass.cs deleted file mode 100644 index b1a35776f..000000000 --- a/src/TSMapEditor/Config/Scripts/Replace Autumn Grass With Tall Grass.cs +++ /dev/null @@ -1,101 +0,0 @@ -// Using clauses. -// Unless you know what's in the WAE code-base, you want to always include -// these "standard usings". -using System; -using TSMapEditor; -using TSMapEditor.Models; -using TSMapEditor.CCEngine; -using TSMapEditor.Rendering; -using TSMapEditor.GameMath; -using TSMapEditor.Misc; - -namespace WAEScript -{ - public class ReplaceAutumnGrassWithTallGrass - { - /// - /// Returns the description of this script. - /// All scripts must contain this function. - /// - public string GetDescription() => Translator.Translate("MapScripts.ReplaceAutumnGrassTallGrass.Description", "This script replaces all autumn grass terrain with summer tall grass terrain. Continue?"); - - /// - /// Returns the message that is presented to the user if running this script succeeded. - /// All scripts must contain this function. - /// - public string GetSuccessMessage() - { - return error ?? string.Format(Translator.Translate("MapScripts.ReplaceAutumnGrassTallGrass.SuccessMessage", - "Successfully replaced the terrain of {0} cells."), count); - } - - int count = 0; - string error = null; - - /// - /// The function that actually does the magic. - /// - /// Map argument that allows us to access map data. - public void Perform(Map map) - { - // Fetch the tile sets. - var tallGrassTileSet = map.TheaterInstance.Theater.TileSets.Find(tileSet => tileSet.SetName == "Tall Grass"); - var tallGrassLATTileSet = map.TheaterInstance.Theater.TileSets.Find(tileSet => tileSet.SetName == "Tall/Short Grass LAT"); - var autumnGrassTileSet = map.TheaterInstance.Theater.TileSets.Find(tileSet => tileSet.SetName == "Autumn Grass"); - var autumnGrassLATTileSet = map.TheaterInstance.Theater.TileSets.Find(tileSet => tileSet.SetName == "Autumn Grass/Clear LAT"); - - if (tallGrassTileSet == null) - { - error = Translator.Translate("MapScripts.ReplaceAutumnGrassTallGrass.Errors.TallGrassTileSet", "Failed to find tall grass TileSet!"); - return; - } - - if (tallGrassLATTileSet == null) - { - error = Translator.Translate("MapScripts.ReplaceAutumnGrassTallGrass.Errors.TallGrassTileSetLAT", "Failed to find tall grass LAT transition TileSet!"); - return; - } - - if (autumnGrassTileSet == null) - { - error = Translator.Translate("MapScripts.ReplaceAutumnGrassTallGrass.Errors.AutumnGrassTileSet", "Failed to find autumn grass TileSet!"); - return; - } - - if (autumnGrassLATTileSet == null) - { - error = Translator.Translate("MapScripts.ReplaceAutumnGrassTallGrass.Errors.AutumnGrassTileSetLAT", "Failed to find autumn grass LAT transition TileSet!"); - return; - } - - // Go through all cells on the map. - map.DoForAllValidTiles(cell => - { - // Check whether the cell in question has autumn grass. - // If it does, replace its tile with tall grass. - if (autumnGrassTileSet.ContainsTile(cell.TileIndex)) - { - byte subTileIndex = 0; // LAT terrain does not use sub-tiles. - cell.ChangeTileIndex(tallGrassTileSet.StartTileIndex, subTileIndex); - count++; - return; - } - - // If the cell instead contains autumn-to-grass transition / LAT, - // replace it with the respective tall-grass-to-grass transition tile. - if (autumnGrassLATTileSet.ContainsTile(cell.TileIndex)) - { - // Calculate the index of the tile within the LAT transition tileset. - int indexWithinTileSet = cell.TileIndex - autumnGrassLATTileSet.StartTileIndex; - - // Based on the index above, calculate the new tile index. - int newTileIndex = tallGrassLATTileSet.StartTileIndex + indexWithinTileSet; - - byte subTileIndex = 0; // LAT terrain does not use sub-tiles. - cell.ChangeTileIndex(newTileIndex, subTileIndex); - count++; - } - }); - } - } -} \ No newline at end of file diff --git a/src/TSMapEditor/Config/Scripts/Replace Autumn Jungle Grass With Summer Grass.cs b/src/TSMapEditor/Config/Scripts/Replace Autumn Jungle Grass With Summer Grass.cs deleted file mode 100644 index 489983331..000000000 --- a/src/TSMapEditor/Config/Scripts/Replace Autumn Jungle Grass With Summer Grass.cs +++ /dev/null @@ -1,67 +0,0 @@ -// Using clauses. -// Unless you know what's in the WAE code-base, you want to always include -// these "standard usings". -using System; -using TSMapEditor; -using TSMapEditor.Models; -using TSMapEditor.CCEngine; -using TSMapEditor.Rendering; -using TSMapEditor.GameMath; -using TSMapEditor.Misc; - -namespace WAEScript -{ - public class ReplaceAutumnJungleGrassWithSummerGrass - { - /// - /// Returns the description of this script. - /// All scripts must contain this function. - /// - public string GetDescription() => Translator.Translate("MapScripts.ReplaceAutumnGrassSummerGrass.Description", "This script replaces all autumn grass overlay (AJGRASS) with summer jungle grass overlay (JGRASS). Continue?"); - - /// - /// Returns the message that is presented to the user if running this script succeeded. - /// All scripts must contain this function. - /// - public string GetSuccessMessage() - { - return error ?? string.Format(Translator.Translate("MapScripts.ReplaceAutumnGrassSummerGrass.Description", - "Successfully replaced {0} AJGRASS overlay with JGRASS overlay."), count); - } - - int count = 0; - string error = null; - - /// - /// The function that actually does the magic. - /// - /// Map argument that allows us to access map data. - public void Perform(Map map) - { - // Fetch the JGRASS (jungle grass, summer version) overlay. - var jungleGrassOverlayType = map.Rules.OverlayTypes.Find(ot => ot.ININame == "JGRASS"); - - if (jungleGrassOverlayType == null) - { - error = Translator.Translate("MapScripts.ReplaceAutumnGrassSummerGrass.Errors.JungleGrassOverlay", "Failed to find jungle grass overlay type (JGRASS)!"); - return; - } - - // Go through all cells on the map. - map.DoForAllValidTiles(cell => - { - // Skip cells that have no overlay. - if (cell.Overlay == null) - return; - - // Check whether the cell in question has AJGRASS overlay. - // If it does, replace it with JGRASS overlay. - if (cell.Overlay.OverlayType.ININame == "AJGRASS") - { - cell.Overlay.OverlayType = jungleGrassOverlayType; - count++; - } - }); - } - } -} \ No newline at end of file diff --git a/src/TSMapEditor/Config/Scripts/Replace Autumn Trees With Summer Trees.cs b/src/TSMapEditor/Config/Scripts/Replace Autumn Trees With Summer Trees.cs deleted file mode 100644 index 2c146b376..000000000 --- a/src/TSMapEditor/Config/Scripts/Replace Autumn Trees With Summer Trees.cs +++ /dev/null @@ -1,73 +0,0 @@ -// Using clauses. -// Unless you know what's in the WAE code-base, you want to always include -// these "standard usings". -using System; -using TSMapEditor; -using TSMapEditor.Models; -using TSMapEditor.CCEngine; -using TSMapEditor.Rendering; -using TSMapEditor.GameMath; -using TSMapEditor.Misc; - -namespace WAEScript -{ - public class ReplaceAutumnTreesWithSummerTrees - { - /// - /// Returns the description of this script. - /// All scripts must contain this function. - /// - public string GetDescription() => Translator.Translate("MapScripts.ReplaceAutumnTreesSummerTrees.Description", "This script replaces all autumn trees with regular trees. Continue?"); - - /// - /// Returns the message that is presented to the user if running this script succeeded. - /// All scripts must contain this function. - /// - public string GetSuccessMessage() - { - return string.Format(Translator.Translate("MapScripts.ReplaceAutumnTreesSummerTrees.SuccessMessage", - "Replaced {0} terrain objects."), count); - } - - int count = 0; - - /// - /// The function that actually does the magic. - /// - /// Map argument that allows us to access map data. - public void Perform(Map map) - { - // Go through all cells on the map. - map.DoForAllValidTiles(cell => - { - // Skip cells that have no terrain object. - if (cell.TerrainObject == null) - return; - - // Check if this cell has an autumn tree. Autumn tree terrain object types - // begin their INI name with "AT". - if (cell.TerrainObject.TerrainType.ININame.StartsWith("AT")) - { - // To get the name of the respective summer tree, - // we simply remove the 'A' from the beginning of the terrain object type's INI name. - string summerTreeININame = cell.TerrainObject.TerrainType.ININame.Substring(1); - - // Find the terrain object type of the summer tree. - // If it is not found for some reason, bail. - var terrainObjectType = map.Rules.TerrainTypes.Find(terrainType => terrainType.ININame == summerTreeININame); - if (terrainObjectType == null) - return; - - // Remove the original terrain object (the autumn tree). - map.RemoveTerrainObject(cell.TerrainObject); - - // Place a new terrain object (the summer tree). - var terrainObject = new TerrainObject(terrainObjectType, cell.CoordsToPoint()); - map.AddTerrainObject(terrainObject); - - count++; - } - }); - } - } -} \ No newline at end of file diff --git a/src/TSMapEditor/Config/Scripts/Replace Frost With Clear.cs b/src/TSMapEditor/Config/Scripts/Replace Frost With Clear.cs deleted file mode 100644 index 3b51aee53..000000000 --- a/src/TSMapEditor/Config/Scripts/Replace Frost With Clear.cs +++ /dev/null @@ -1,64 +0,0 @@ -// Using clauses. -// Unless you know what's in the WAE code-base, you want to always include -// these "standard usings". -using System; -using TSMapEditor; -using TSMapEditor.Models; -using TSMapEditor.CCEngine; -using TSMapEditor.Rendering; -using TSMapEditor.GameMath; -using TSMapEditor.Misc; - -namespace WAEScript -{ - public class ReplaceFrostWithClearScript - { - /// - /// Returns the description of this script. - /// All scripts must contain this function. - /// - public string GetDescription() => Translator.Translate("MapScripts.ReplaceFrostWithClear.Description", "This script replaces all '---Frost' terrain tiles with clear terrain. Continue?"); - - /// - /// Returns the message that is presented to the user if running this script succeeded. - /// All scripts must contain this function. - /// - public string GetSuccessMessage() - { - return error ?? string.Format(Translator.Translate("MapScripts.ReplaceFrostWithClear.SuccessMessage", - "Successfully replaced the terrain of {0} cells."), count); - } - - int count = 0; - string error = null; - - /// - /// The function that actually does the magic. - /// - /// Map argument that allows us to access map data. - public void Perform(Map map) - { - // Fetch the tile set. - var frostTileSet = map.TheaterInstance.Theater.TileSets.Find(tileSet => tileSet.SetName == "---Frost"); - - if (frostTileSet == null) - { - error = Translator.Translate("MapScripts.ReplaceFrostWithClear.Errors.FrostTileSet", "Failed to find '---Frost' TileSet!"); - return; - } - - // Go through all cells on the map. - map.DoForAllValidTiles(cell => - { - // Check whether the cell in question has frost. - // If it does, replace its tile with clear ground. - if (frostTileSet.ContainsTile(cell.TileIndex)) - { - cell.ChangeTileIndex(0, 0); // 0 as tile index and 0 as sub-tile index, resulting in clear ground - count++; - return; - } - }); - } - } -} \ No newline at end of file diff --git a/src/TSMapEditor/Config/Scripts/Smoothen Water.cs b/src/TSMapEditor/Config/Scripts/Smoothen Water.cs new file mode 100644 index 000000000..f5ea08fca --- /dev/null +++ b/src/TSMapEditor/Config/Scripts/Smoothen Water.cs @@ -0,0 +1,195 @@ +// Script for smoothing water in vanilla Tiberian Sun maps. + +// Using clauses. +// Unless you know what's in the WAE code-base, you want to always include +// these "standard usings". +using System; +using TSMapEditor; +using TSMapEditor.Models; +using TSMapEditor.CCEngine; +using TSMapEditor.Rendering; +using TSMapEditor.GameMath; + +namespace WAEScript +{ + public class ApplyAnimatedWaterScript + { + /// + /// Returns the description of this script. + /// All scripts must contain this function. + /// + public string GetDescription() => "This script will smoothen the water on the map. Continue?"; + + /// + /// Returns the message that is presented to the user if running this script succeeded. + /// All scripts must contain this function. + /// + public string GetSuccessMessage() + { + if (error == null) + return "Water successfully smoothened."; + + return error; + } + + private string error; + + private TileSet waterTileSet; + + private const string WaterTileSetName = "Water"; + + /// + /// The function that actually does the magic. + /// + /// Map argument that allows us to access map data. + public void Perform(Map map) + { + waterTileSet = map.TheaterInstance.Theater.FindTileSet(WaterTileSetName); + if (waterTileSet == null) + { + error = "TileSet for water not found!"; + return; + } + + // The algorithm works as follows: + // 1. Go through all cells on the map. The following steps are repeated for every cell. + // 2. Check to make sure that we have not processed this cell yet. + // 3. Check whether the cell contains water. + // 4. If the cell contains water, try to fit a 2x2 water cell there. + // If it fits, place a random 2x2 water cell on the position. + // If it fails to fit, then replace the cell with a 1x1 water cell. + // In both cases, mark the cell as processed. + + // Create an array that holds information on + // which cells we have already processed. + const int maxCoord = 512; // 512 is the theoretical maximum coord of a cell (in a 256x256 map). + bool[][] processedCellsMap = new bool[maxCoord][]; + for (int i = 0; i < processedCellsMap.Length; i++) + { + processedCellsMap[i] = new bool[maxCoord]; + } + + // Specifies the tiles to pick for each round. + // If multiple tiles are specified for a round, one of them is selected + // with RNG (there are multiple kinds of 2x2 and 1x1 animated water tiles). + // All tiles of one group are assumed to be of the same size! + int[][] tileIndexesToPickFrom = new int[][] + { + new int[] { 0, 1, 2, 3, 4, 5 }, // 2x2 water tiles that do not contain rocks + new int[] { 8, 9, 10, 11, 12 }, // 1x1 water tiles that do not contain rocks + }; + + // Create a random number generator. + Random random = new Random(); + + // Go through all cells on the map. + // If we find water on a cell, replace it with the 1x1 water tile. + // This gives us a clean "baseline" to work with. + map.DoForAllValidTiles(mapCell => + { + // Check whether we have processed this cell before. + // If yes, skip it. + if (processedCellsMap[mapCell.Y][mapCell.X]) + return; + + // Check whether this cell contains water + if (!IsWaterTile(mapCell.TileIndex)) + return; + + // Go through the tile groups. + for (int sizeTypeIndex = 0; sizeTypeIndex < tileIndexesToPickFrom.Length; sizeTypeIndex++) + { + int[] potentialTileIndexes = tileIndexesToPickFrom[sizeTypeIndex]; + + // Fetch the first tile from this group so we can fetch its size. + ITileImage tileImage = map.TheaterInstance.GetTile(waterTileSet.StartTileIndex + potentialTileIndexes[0]); + int tileWidth = tileImage.Width; + int tileHeight = tileImage.Height; + + // We know that we're on a water cell, check if we can fit a tile from the "current group" here + // without overriding non-water cells or cells that we have already processed. + if (!CanFitWaterTileHere(map, mapCell.X, mapCell.Y, tileWidth, tileHeight, processedCellsMap)) + continue; // If not, try with another group if possible. + + // We can fit the tile here, fetch a random tile from our group and place it here! + int randomizedArrayIndex = random.Next(potentialTileIndexes.Length); + tileImage = map.TheaterInstance.GetTile(waterTileSet.StartTileIndex + potentialTileIndexes[randomizedArrayIndex]); + map.PlaceTerrainTileAt(tileImage, mapCell.CoordsToPoint()); + + // Mark the affected cell(s) as processed. + // For 1x1 tiles we'll only mark 1 cell, for 2x2 tiles we'll mark 4 cells. + for (int cy = 0; cy < tileHeight; cy++) + { + for (int cx = 0; cx < tileWidth; cx++) + { + processedCellsMap[mapCell.Y + cy][mapCell.X + cx] = true; + } + } + + // Continue to another cell. + break; + } + }); + } + + + // ********************************************************** + // Scripts can optionally also define helper methods to call. + // ********************************************************** + + + /// + /// Checks whether a cell contains water. + /// + private bool IsWaterTile(int tileIndex) + { + if (tileIndex < waterTileSet.StartTileIndex || tileIndex >= waterTileSet.StartTileIndex + waterTileSet.TilesInSet) + return false; + + // There are a few specific tiles in the water tile set + // that we do not want to process and replace with regular water. + // These tiles contain "details", such as rocks. + // We handle them as exceptions here. + + // 2x2 water rock tile #1 + if (tileIndex == waterTileSet.StartTileIndex + 6) + return false; + + // 2x2 water rock tile #2 + if (tileIndex == waterTileSet.StartTileIndex + 7) + return false; + + // 1x1 water rock tile + if (tileIndex == waterTileSet.StartTileIndex + 13) + return false; + + return true; + } + + /// + /// Checks whether an area around a cell contains water so + /// that a water tile of a given size could fit there. + /// + private bool CanFitWaterTileHere(Map map, int x, int y, int tileWidth, int tileHeight, bool[][] processedCellsMap) + { + for (int cy = 0; cy < tileHeight; cy++) + { + for (int cx = 0; cx < tileWidth; cx++) + { + var mapCell = map.GetTile(x + cx, y + cy); + if (mapCell == null) + return false; + + // Do not allow placing over processed cells + if (processedCellsMap[mapCell.Y][mapCell.X]) + return false; + + if (!IsWaterTile(mapCell.TileIndex)) + return false; + } + } + + return true; + } + } +} \ No newline at end of file diff --git a/src/TSMapEditor/Config/Translations/en/Translation_en.ini b/src/TSMapEditor/Config/Translations/en/Translation_en.ini index 11b9500d7..907f37a82 100644 --- a/src/TSMapEditor/Config/Translations/en/Translation_en.ini +++ b/src/TSMapEditor/Config/Translations/en/Translation_en.ini @@ -392,7 +392,8 @@ TopBarMenu.View.FindWaypoint=Find Waypoint... TopBarMenu.View.CenterOfMap=Center of Map TopBarMenu.View.NoLighting=No Lighting TopBarMenu.View.NormalLighting=Normal Lighting -TopBarMenu.View.IonStormLighting=Ion Storm Lighting +TopBarMenu.View.LightningStormLighting=Lightning Storm Lighting +TopBarMenu.View.DominatorLighting=Dominator Lighting TopBarMenu.View.ToggleLightDisabledBuildings=Toggle Light From Disabled Buildings TopBarMenu.View.ToggleFullscreenMode=Toggle Fullscreen Mode TopBarMenu.View.Header=View @@ -698,6 +699,7 @@ HousesWindow.btnEditHouseType.Text=Edit HouseType HousesWindow.btnMakeHouseRepairBuildings.Text=Enable Building Repair HousesWindow.btnMakeHouseNotRepairBuildings.Text=Disable Building Repair HousesWindow.lblStatsHeader.Text=House Statistics: +HousesWindow.EditCountry=Edit Country HousesWindow.HouseExists.Title=Houses already exist HousesWindow.HouseExists.Description=Cannot generate standard because the map already has one or more houses specified.@@If you want to generate standard houses, please delete the existing houses first. HousesWindow.NoHouseSelected.Title=No House Selected @@ -1361,89 +1363,76 @@ UnitPlacementAction.Name=Place Vehicle ; Bridge Types ; ************************************************* -BridgeType.Low Bridge=Low Bridge +BridgeType.Low Concrete Bridge=Low Concrete Bridge +BridgeType.Low Wooden Bridge=Low Wooden Bridge +BridgeType.High Concrete Bridge=High Concrete Bridge +BridgeType.High Wooden Bridge=High Wooden Bridge ; ************************************************* ; Connected Tile Types ; ************************************************* -CliffType.TemperateCliffSet=Cliffs -CliffType.SnowCliffSet=Snow Cliffs -CliffType.TDWinterCliffSet=TDWinter Cliffs -CliffType.TemperateWaterCliffSet=Temperate Water Cliffs -CliffType.SnowWaterCliffSet=Snow Water Cliffs -CliffType.TemperateToSnowCliffSet=Temperate to Snow Transition Cliffs -CliffType.TemperateShoreSet=Temperate Shores -CliffType.SnowShoreSet=Snow Shores -CliffType.TemperateSmallShoreSet=Temperate Small Shores -CliffType.SnowSmallShoreSet=Snow Small Shores -CliffType.TemperateDirtRoadSet=Temperate Dirt Roads -CliffType.SnowDirtRoadSet=Snow Dirt Roads -CliffType.TDWinterDirtRoadSet=TDWinter Dirt Roads -CliffType.TemperatePavedRoadASet=Temperate Paved Road A -CliffType.TemperatePavedRoadBSet=Temperate Paved Road B -CliffType.TemperatePavedRoadCSet=Temperate Paved Road C -CliffType.SnowPavedRoadSet=Snow Paved Road -CliffType.TemperateRiverSet=Temperate Rivers -CliffType.SnowRiverSet=Snow Rivers -CliffType.TDWinterRiverSet=TDWinter Rivers -CliffType.DesertCliffSet=Desert Cliffs -CliffType.LightSandCliffSet=Light Sand Cliffs -CliffType.DesertWaterCliffSet=Desert Water Cliffs -CliffType.LightSandWaterCliffSet=Light Sand Water Cliffs -CliffType.DesertShoreSet=Desert Shores -CliffType.LightSandShoreSet=Light Sand Shores -CliffType.DesertDirtRoadSet=Desert Dirt Roads -CliffType.DesertPavedRoadASet=Desert Paved Road A -CliffType.DesertPavedRoadBSet=Desert Paved Road B -CliffType.LightSandDirtRoadSet=Light Sand Dirt Roads -CliffType.LightSandPavedRoadASet=Light Sand Paved Road A -CliffType.LightSandPavedRoadBSet=Light Sand Paved Road B -CliffType.DesertRiverSet=Desert Rivers -CliffType.LightSandRiverSet=Light Sand Rivers +CliffType.CliffSet=Cliffs +CliffType.CliffWaterSet=Water Cliffs +CliffType.CliffIceSet=Ice Cliffs +CliffType.CliffIceWaterSet=Ice Water Cliffs +CliffType.CliffStoneSet=Stone Cliffs +CliffType.CliffStoneWaterSet=Stone Water Cliffs +CliffType.CliffConcreteSet=Concrete Cliffs +CliffType.CliffConcreteWaterSet=Concrete Water Cliffs +CliffType.CliffNaturalSet=Natural Cliffs +CliffType.CliffNaturalWaterSet=Natural Water Cliffs +CliffType.Shore=Shore +CliffType.PaveShore=Pave Shore +CliffType.DirtRoads=Dirt Roads +CliffType.SnowDirtRoads=Dirt Roads +CliffType.SmallPavedRoads=Small Paved Roads +CliffType.PavedRoads=Paved Roads ; ************************************************* ; Connected Overlay Types ; ************************************************* -ConnectedOverlayType.BRIK=Concrete Wall -ConnectedOverlayType.BRIK_DAMAGED=Concrete Wall (Damaged) -ConnectedOverlayType.SBAG=Sandbags -ConnectedOverlayType.SBAG_DAMAGED=Sandbags (Damaged) -ConnectedOverlayType.BARB=Barbed Wire -ConnectedOverlayType.BARB_DAMAGED=Barbed Wire (Damaged) -ConnectedOverlayType.FENC=Barbed Wire Fence -ConnectedOverlayType.CYCL=Chain Link -ConnectedOverlayType.CYCL_DAMAGED=Chain Link (Damaged) -ConnectedOverlayType.WOOD=Wooden Fence -ConnectedOverlayType.WOOD_DAMAGED=Wooden Fence (Damaged) -ConnectedOverlayType.BRIK_NON_ISOMETRIC=Concrete Wall (Non-Isometric) -ConnectedOverlayType.SBAG_NON_ISOMETRIC=Sandbags (Non-Isometric) -ConnectedOverlayType.CYCL_NON_ISOMETRIC=Chain Link (Non-Isometric) -ConnectedOverlayType.WOOD_NON_ISOMETRIC=Wooden Fence (Non-Isometric) -ConnectedOverlayType.TRACKS=Tracks +ConnectedOverlayType.GAWALL=Allied Wall +ConnectedOverlayType.GAWALL_DAMAGED=Allied Wall (Damaged) +ConnectedOverlayType.GAWALL_VERY_DAMAGED=Allied Wall (Very Damaged) +ConnectedOverlayType.NAWALL=Soviet Wall +ConnectedOverlayType.NAWALL_DAMAGED=Soviet Wall (Damaged) +ConnectedOverlayType.NAWALL_VERY_DAMAGED=Soviet Wall (Very Damaged) +ConnectedOverlayType.GAFWLL=Yuri Citadel Wall +ConnectedOverlayType.GAFWLL_DAMAGED=Yuri Citadel Wall (Damaged) +ConnectedOverlayType.GAFWLL_VERY_DAMAGED=Yuri Citadel Wall (Very Damaged) +ConnectedOverlayType.GASAND=Sandbags +ConnectedOverlayType.GASAND_DAMAGED=Sandbags (Damaged) +ConnectedOverlayType.CAFNCB=Black Fence +ConnectedOverlayType.CAFNCB_DAMAGED=Black Fence (Damaged) +ConnectedOverlayType.CAFNCW=White Fence +ConnectedOverlayType.CAFNCW_DAMAGED=White Fence (Damaged) +ConnectedOverlayType.CAFNCP=Prison Camp Fence +ConnectedOverlayType.CAFNCP_DAMAGED=Prison Camp Fence (Damaged) +ConnectedOverlayType.CAKRMW=Kremlin Wall +ConnectedOverlayType.CAKRMW_DAMAGED=Kremlin Wall (Damaged) +ConnectedOverlayType.CAKRMW_VERY_DAMAGED=Kremlin Wall (Very Damaged) + ; ************************************************* ; Overlay Collections ; ************************************************* -OverlayCollection.Green Tiberium=Green Tiberium -OverlayCollection.Blue Tiberium=Blue Tiberium OverlayCollection.Ore=Ore -OverlayCollection.Scrap Metal=Scrap Metal -OverlayCollection.Green Gems=Green Gems -OverlayCollection.Blue Gems=Blue Gems -OverlayCollection.Mixed Gems=Mixed Gems -OverlayCollection.Small Autumn Grass=Small Autumn Grass +OverlayCollection.Gems=Gems +OverlayCollection.Clear Rocks=Clear Rocks +OverlayCollection.Sand Rocks=Sand Rocks +OverlayCollection.Lunar Rocks=Lunar Rocks ; ************************************************* ; Smudge Collections ; ************************************************* SmudgeCollection.Random Crater=Random Crater +SmudgeCollection.Random 1x1 Crater=Random 1x1 Crater +SmudgeCollection.Random 2x2 Crater=Random 2x2 Crater SmudgeCollection.Random Burn=Random Burn -SmudgeCollection.Random Snowy Crater=Random Snowy Crater -SmudgeCollection.Random Snowy Burn=Random Snowy Burn ; ************************************************* ; Script Actions @@ -1464,6 +1453,8 @@ ScriptAction.Attack Quarry.Option6.PresetText=Factories ScriptAction.Attack Quarry.Option7.PresetText=Base Defenses ScriptAction.Attack Quarry.Option8.PresetText=Base Threats ScriptAction.Attack Quarry.Option9.PresetText=Power Plants +ScriptAction.Attack Quarry.Option10.PresetText=Occupiables +ScriptAction.Attack Quarry.Option11.PresetText=Tech Buildings ScriptAction.Attack Waypoint.Name=Attack Waypoint ScriptAction.Attack Waypoint.Description=Attack the object if present or the cell at the given waypoint. Action will change accordingly if a structure is present and the team member has attributes of Infiltrate or Engineer or Agent or C4. ScriptAction.Go Berzerk.Name=Go Berzerk @@ -1515,6 +1506,13 @@ ScriptAction.Do This.Option21.PresetText=Missile ScriptAction.Do This.Option22.PresetText=Harmless ScriptAction.Do This.Option23.PresetText=Open ScriptAction.Do This.Option24.PresetText=Patrol +ScriptAction.Do This.Option25.PresetText=Patrol +ScriptAction.Do This.Option26.PresetText=Paradrop Approach +ScriptAction.Do This.Option27.PresetText=Paradrop Overfly +ScriptAction.Do This.Option28.PresetText=Wait +ScriptAction.Do This.Option29.PresetText=Attack (Again) +ScriptAction.Do This.Option30.PresetText=Spyplane Approach +ScriptAction.Do This.Option31.PresetText=Spyplane Overfly ScriptAction.Set Global Variable.Name=Set Global Variable ScriptAction.Set Global Variable.Description=Set a global variable. ScriptAction.Idle Anim.Name=Idle Anim @@ -1616,6 +1614,55 @@ ScriptAction.Display Talk Bubble.Option0.PresetText=None ScriptAction.Display Talk Bubble.Option1.PresetText=Asterisk (*) ScriptAction.Display Talk Bubble.Option2.PresetText=Question mark (?) ScriptAction.Display Talk Bubble.Option3.PresetText=Exclamation mark (!) +ScriptAction.Gather at Enemy (Ares Improved).Name=Gather at Enemy (Ares Improved) +ScriptAction.Gather at Enemy (Ares Improved).Description=Gather on a spot near enemy base at a distance in cells given by AISafeDistance + Number (+ve or -ve). Ares makes use of the unused Number parameter. If not using Ares for YR then set the parameter to 0. +ScriptAction.Gather at Base (Ares Improved).Name=Gather at Base (Ares Improved) +ScriptAction.Gather at Base (Ares Improved).Description=No description +ScriptAction.Iron Curtain (Ares Improved).Name=Iron Curtain (Ares Improved) +ScriptAction.Iron Curtain (Ares Improved).Description=Calls (and waits if nearly ready) for the House to deliver Iron Curtain of the specified superweapon group Number to team. Ares makes use of the unused Number parameter. If not using Ares for YR then set the parameter to 0. +ScriptAction.ChronoSphere Team to Building.Name=ChronoSphere Team to Building +ScriptAction.ChronoSphere Team to Building.Description=If the owner of the team has the Chronosphere fully charged then it will be used to move the team to the given structure number before moving on to next action. +ScriptAction.ChronoSphere Team to target Type.Name=ChronoSphere Team to target Type +ScriptAction.ChronoSphere Team to target Type.Description=If the owner of the team has the Chronosphere fully charged then it will be used to transport the task force to the given target type. Exact target is either nearest/first built based on the value used in TargetDistanceCoefficientDefault or its technotype override of TargetDistanceCoefficient. +ScriptAction.ChronoSphere Team to target Type.Option0.PresetText=N/A (Cancel) +ScriptAction.ChronoSphere Team to target Type.Option1.PresetText=Anything +ScriptAction.ChronoSphere Team to target Type.Option2.PresetText=Structures +ScriptAction.ChronoSphere Team to target Type.Option3.PresetText=Harvesters +ScriptAction.ChronoSphere Team to target Type.Option4.PresetText=Infantry +ScriptAction.ChronoSphere Team to target Type.Option5.PresetText=Vehicles +ScriptAction.ChronoSphere Team to target Type.Option6.PresetText=Factories +ScriptAction.ChronoSphere Team to target Type.Option7.PresetText=Base Defenses +ScriptAction.ChronoSphere Team to target Type.Option8.PresetText=Base Threats +ScriptAction.ChronoSphere Team to target Type.Option9.PresetText=Power Plants +ScriptAction.ChronoSphere Team to target Type.Option10.PresetText=Occupiables +ScriptAction.ChronoSphere Team to target Type.Option11.PresetText=Tech Buildings +ScriptAction.Move to Friendly Structure.Name=Move to Friendly Structure +ScriptAction.Move to Friendly Structure.Description=16,0,1,Move to own structure or owned by allies given in the structure number parameter. +ScriptAction.Attack structure at waypoint.Name=Attack structure at waypoint +ScriptAction.Attack structure at waypoint.Description=Attacks the structure at given waypoint. Owner is not considered as of enemy or ally or neutral. An attack by Engineer would mean repairing the building. This action also uses the weapon if present of the unit instead its special abilities like C4. This is useful in cases like destroying an occupiable structure instead of entering it. +ScriptAction.Enter Grinder.Name=Enter Grinder +ScriptAction.Enter Grinder.Description=Team will enter nearest grinder owned by the owner of this team or allies. +ScriptAction.Occupy Tank Bunker.Name=Occupy Tank Bunker +ScriptAction.Occupy Tank Bunker.Description=Any vehicle members of this team which do not have Bunkerable=no set will enter the nearest vacant structure with Bunker=yes set if it is owned by the owner of the team or any of its allies. +ScriptAction.Enter bio reactor.Name=Enter bio reactor +ScriptAction.Enter bio reactor.Description=Any infantry members of this team will enter the nearest structure with InfantryAbsorb=yes set if it is owned by the owner of this team or any of its allies and has space available. +ScriptAction.Occupy Battle Bunker.Name=Occupy Battle Bunker +ScriptAction.Occupy Battle Bunker.Description=Any infantry members of this team with Occupier=yes set will enter the nearest structure (which they own) with CanOccupyFire=yes set. +ScriptAction.Garrison Structure.Name=Garrison Structure +ScriptAction.Garrison Structure.Description=Any infantry members of this team with Occupier=yes set will enter the nearest (neutral) structure with CanOccupyFire=yes set. It is specifically used so as to transfer the unit's weapon to the structure. +ScriptAction.Auxiliary Power [Ares].Name=Auxiliary Power [Ares] +ScriptAction.Auxiliary Power [Ares].Description=Permanently changes the power output of the house owning the team by the specified amount. +ScriptAction.Kill Drivers [Ares].Name=Kill Drivers [Ares] +ScriptAction.Kill Drivers [Ares].Description=Kills all unprotected drivers of the units in this team and assigns them to the country called Special. +ScriptAction.Take Vehicles [Ares].Name=Take Vehicles [Ares] +ScriptAction.Take Vehicles [Ares].Description=If possible, all infantry (CanDrive or VehicleThief) in this team will be assigned to the closest vehicle they can drive or hijack. +ScriptAction.Convert Type [Ares].Name=Convert Type [Ares] +ScriptAction.Convert Type [Ares].Description=Changes all members of this team into their respective script conversion types defined by their respective Ares Convert.Script flag. +ScriptAction.Sonar Reveal [Ares].Name=Sonar Reveal [Ares] +ScriptAction.Sonar Reveal [Ares].Description=Disables the ability of all team members to cloak themselves for the given Duration (number of frames). +ScriptAction.Disable Weapons [Ares].Name=Disable Weapons [Ares] +ScriptAction.Disable Weapons [Ares].Description=Disables the ability of all team members to fire for the given Duration (number of frames). Use 0 to end the effect. + ; ************************************************* ; TeamType Flags @@ -1641,19 +1688,18 @@ TeamTypeFlag.IsBaseDefense=IsBaseDefense TeamTypeFlag.OnlyTargetHouseEnemy=OnlyTargetHouseEnemy TeamTypeFlag.TransportsReturnOnUnload=TransportsReturnOnUnload TeamTypeFlag.AreTeamMembersRecruitable=AreTeamMembersRecruitable -TeamTypeFlag.SmartHunt=SmartHunt +TeamTypeFlag.UseTransportOrigin=UseTransportOrigin ; ************************************************* ; Terrain Object Collections ; ************************************************* -TerrainObjectCollection.Random Temperate Conifer=Random Temperate Conifer -TerrainObjectCollection.Random Leafy Tree=Random Leafy Tree -TerrainObjectCollection.Random Autumn Tree=Random Autumn Tree -TerrainObjectCollection.Random Alt. Conifer=Random Alt. Conifer -TerrainObjectCollection.Random Alt. Leafy Tree=Random Alt. Leafy Tree -TerrainObjectCollection.Random Burned Conifer=Random Burned Conifer -TerrainObjectCollection.Random Burned Leafy Tree=Random Burned Leafy Tree +TerrainObjectCollection.Deciduous Trees=Deciduous Trees +TerrainObjectCollection.Tropical Trees=Tropical Trees +TerrainObjectCollection.Conifer Trees=Conifer Trees +TerrainObjectCollection.Cacti=Cacti +TerrainObjectCollection.Exotic Trees=Exotic Trees +TerrainObjectCollection.Dead Trees=Dead Trees ; ************************************************* ; Trigger Param(eter) Types @@ -1775,110 +1821,79 @@ TriggerEventType.Player under EMP Effect.Name=Player under EMP Effect TriggerEventType.Player under EMP Effect.Description=Attached objects are under EMP effect. TriggerEventType.Enemy In Spotlight (Special).Name=Enemy In Spotlight (Special) TriggerEventType.Enemy In Spotlight (Special).Description=Triggers when an enemy unit enters the spotlight cast by the attached building. Unlike event 35, attached tag need not be repeating. -TriggerEventType.Limpet Attached.Name=Limpet Attached -TriggerEventType.Limpet Attached.Description=Triggers when the attached object is infected by a limpet mine. -TriggerEventType.Compare Global With Constant (Vinifera).Name=Compare Global With Constant (Vinifera) -TriggerEventType.Compare Global With Constant (Vinifera).Description=Compares a global variable with a constant using a specified operation. -TriggerEventType.Compare Global With Constant (Vinifera).Parameter2.PresentOption0=0 Greater Than -TriggerEventType.Compare Global With Constant (Vinifera).Parameter2.PresentOption1=1 Less Than -TriggerEventType.Compare Global With Constant (Vinifera).Parameter2.PresentOption2=2 Equal To -TriggerEventType.Compare Global With Constant (Vinifera).Parameter2.PresentOption3=3 Not Equal To -TriggerEventType.Compare Global With Constant (Vinifera).Parameter2.PresentOption4=4 Greater or Equal -TriggerEventType.Compare Global With Constant (Vinifera).Parameter2.PresentOption5=5 Less or Equal -TriggerEventType.Compare Global With Constant (Vinifera).Parameter2.PresentOption6=6 Bitwise AND -TriggerEventType.Compare Global With Constant (Vinifera).Parameter2.PresentOption7=7 Bitwise OR -TriggerEventType.Compare Global With Constant (Vinifera).Parameter2.PresentOption8=8 Bitwise XOR -TriggerEventType.Compare Global With Global (Vinifera).Name=Compare Global With Global (Vinifera) -TriggerEventType.Compare Global With Global (Vinifera).Description=Compares a global variable with another global variable using a specified operation. -TriggerEventType.Compare Global With Global (Vinifera).Parameter2.PresentOption0=0 Greater Than -TriggerEventType.Compare Global With Global (Vinifera).Parameter2.PresentOption1=1 Less Than -TriggerEventType.Compare Global With Global (Vinifera).Parameter2.PresentOption2=2 Equal To -TriggerEventType.Compare Global With Global (Vinifera).Parameter2.PresentOption3=3 Not Equal To -TriggerEventType.Compare Global With Global (Vinifera).Parameter2.PresentOption4=4 Greater or Equal -TriggerEventType.Compare Global With Global (Vinifera).Parameter2.PresentOption5=5 Less or Equal -TriggerEventType.Compare Global With Global (Vinifera).Parameter2.PresentOption6=6 Bitwise AND -TriggerEventType.Compare Global With Global (Vinifera).Parameter2.PresentOption7=7 Bitwise OR -TriggerEventType.Compare Global With Global (Vinifera).Parameter2.PresentOption8=8 Bitwise XOR -TriggerEventType.Compare Global With Local (Vinifera).Name=Compare Global With Local (Vinifera) -TriggerEventType.Compare Global With Local (Vinifera).Description=Compares a global variable with a local variable using a specified operation. -TriggerEventType.Compare Global With Local (Vinifera).Parameter2.PresentOption0=0 Greater Than -TriggerEventType.Compare Global With Local (Vinifera).Parameter2.PresentOption1=1 Less Than -TriggerEventType.Compare Global With Local (Vinifera).Parameter2.PresentOption2=2 Equal To -TriggerEventType.Compare Global With Local (Vinifera).Parameter2.PresentOption3=3 Not Equal To -TriggerEventType.Compare Global With Local (Vinifera).Parameter2.PresentOption4=4 Greater or Equal -TriggerEventType.Compare Global With Local (Vinifera).Parameter2.PresentOption5=5 Less or Equal -TriggerEventType.Compare Global With Local (Vinifera).Parameter2.PresentOption6=6 Bitwise AND -TriggerEventType.Compare Global With Local (Vinifera).Parameter2.PresentOption7=7 Bitwise OR -TriggerEventType.Compare Global With Local (Vinifera).Parameter2.PresentOption8=8 Bitwise XOR -TriggerEventType.Global Equals Constant (Vinifera).Name=Global Equals Constant (Vinifera) -TriggerEventType.Global Equals Constant (Vinifera).Description=True if a global variable equals a constant. -TriggerEventType.Global Equals Global (Vinifera).Name=Global Equals Global (Vinifera) -TriggerEventType.Global Equals Global (Vinifera).Description=True if two global variables are equal. -TriggerEventType.Global Equals Local (Vinifera).Name=Global Equals Local (Vinifera) -TriggerEventType.Global Equals Local (Vinifera).Description=True if a global variable equals a local variable. -TriggerEventType.Global Greater Than Constant (Vinifera).Name=Global Greater Than Constant (Vinifera) -TriggerEventType.Global Greater Than Constant (Vinifera).Description=True if a global variable is greater than a constant. -TriggerEventType.Global Greater Than Global (Vinifera).Name=Global Greater Than Global (Vinifera) -TriggerEventType.Global Greater Than Global (Vinifera).Description=True if one global variable is greater than another. -TriggerEventType.Global Greater Than Local (Vinifera).Name=Global Greater Than Local (Vinifera) -TriggerEventType.Global Greater Than Local (Vinifera).Description=True if a global variable is greater than a local variable. -TriggerEventType.Global Less Than Constant (Vinifera).Name=Global Less Than Constant (Vinifera) -TriggerEventType.Global Less Than Constant (Vinifera).Description=True if a global variable is less than a constant. -TriggerEventType.Global Less Than Global (Vinifera).Name=Global Less Than Global (Vinifera) -TriggerEventType.Global Less Than Global (Vinifera).Description=True if one global variable is less than another. -TriggerEventType.Global Less Than Local (Vinifera).Name=Global Less Than Local (Vinifera) -TriggerEventType.Global Less Than Local (Vinifera).Description=True if a global variable is less than a local variable. -TriggerEventType.Compare Local With Constant (Vinifera).Name=Compare Local With Constant (Vinifera) -TriggerEventType.Compare Local With Constant (Vinifera).Description=Compares a local variable with a constant using a specified operation. -TriggerEventType.Compare Local With Constant (Vinifera).Parameter2.PresentOption0=0 Greater Than -TriggerEventType.Compare Local With Constant (Vinifera).Parameter2.PresentOption1=1 Less Than -TriggerEventType.Compare Local With Constant (Vinifera).Parameter2.PresentOption2=2 Equal To -TriggerEventType.Compare Local With Constant (Vinifera).Parameter2.PresentOption3=3 Not Equal To -TriggerEventType.Compare Local With Constant (Vinifera).Parameter2.PresentOption4=4 Greater or Equal -TriggerEventType.Compare Local With Constant (Vinifera).Parameter2.PresentOption5=5 Less or Equal -TriggerEventType.Compare Local With Constant (Vinifera).Parameter2.PresentOption6=6 Bitwise AND -TriggerEventType.Compare Local With Constant (Vinifera).Parameter2.PresentOption7=7 Bitwise OR -TriggerEventType.Compare Local With Constant (Vinifera).Parameter2.PresentOption8=8 Bitwise XOR -TriggerEventType.Compare Local With Global (Vinifera).Name=Compare Local With Global (Vinifera) -TriggerEventType.Compare Local With Global (Vinifera).Description=Compares a local variable with a global variable using a specified operation. -TriggerEventType.Compare Local With Global (Vinifera).Parameter2.PresentOption0=0 Greater Than -TriggerEventType.Compare Local With Global (Vinifera).Parameter2.PresentOption1=1 Less Than -TriggerEventType.Compare Local With Global (Vinifera).Parameter2.PresentOption2=2 Equal To -TriggerEventType.Compare Local With Global (Vinifera).Parameter2.PresentOption3=3 Not Equal To -TriggerEventType.Compare Local With Global (Vinifera).Parameter2.PresentOption4=4 Greater or Equal -TriggerEventType.Compare Local With Global (Vinifera).Parameter2.PresentOption5=5 Less or Equal -TriggerEventType.Compare Local With Global (Vinifera).Parameter2.PresentOption6=6 Bitwise AND -TriggerEventType.Compare Local With Global (Vinifera).Parameter2.PresentOption7=7 Bitwise OR -TriggerEventType.Compare Local With Global (Vinifera).Parameter2.PresentOption8=8 Bitwise XOR -TriggerEventType.Compare Local With Local (Vinifera).Name=Compare Local With Local (Vinifera) -TriggerEventType.Compare Local With Local (Vinifera).Description=Compares a local variable with another local variable using a specified operation. -TriggerEventType.Compare Local With Local (Vinifera).Parameter2.PresentOption0=0 Greater Than -TriggerEventType.Compare Local With Local (Vinifera).Parameter2.PresentOption1=1 Less Than -TriggerEventType.Compare Local With Local (Vinifera).Parameter2.PresentOption2=2 Equal To -TriggerEventType.Compare Local With Local (Vinifera).Parameter2.PresentOption3=3 Not Equal To -TriggerEventType.Compare Local With Local (Vinifera).Parameter2.PresentOption4=4 Greater or Equal -TriggerEventType.Compare Local With Local (Vinifera).Parameter2.PresentOption5=5 Less or Equal -TriggerEventType.Compare Local With Local (Vinifera).Parameter2.PresentOption6=6 Bitwise AND -TriggerEventType.Compare Local With Local (Vinifera).Parameter2.PresentOption7=7 Bitwise OR -TriggerEventType.Compare Local With Local (Vinifera).Parameter2.PresentOption8=8 Bitwise XOR -TriggerEventType.Local Equals Constant (Vinifera).Name=Local Equals Constant (Vinifera) -TriggerEventType.Local Equals Constant (Vinifera).Description=True if a local variable equals a constant. -TriggerEventType.Local Equals Global (Vinifera).Name=Local Equals Global (Vinifera) -TriggerEventType.Local Equals Global (Vinifera).Description=True if a local variable equals a global variable. -TriggerEventType.Local Equals Local (Vinifera).Name=Local Equals Local (Vinifera) -TriggerEventType.Local Equals Local (Vinifera).Description=True if two local variables are equal. -TriggerEventType.Local Greater Than Constant (Vinifera).Name=Local Greater Than Constant (Vinifera) -TriggerEventType.Local Greater Than Constant (Vinifera).Description=True if a local variable is greater than a constant. -TriggerEventType.Local Greater Than Global (Vinifera).Name=Local Greater Than Global (Vinifera) -TriggerEventType.Local Greater Than Global (Vinifera).Description=True if a local variable is greater than a global variable. -TriggerEventType.Local Greater Than Local (Vinifera).Name=Local Greater Than Local (Vinifera) -TriggerEventType.Local Greater Than Local (Vinifera).Description=True if a local variable is greater than another local variable. -TriggerEventType.Local Less Than Constant (Vinifera).Name=Local Less Than Constant (Vinifera) -TriggerEventType.Local Less Than Constant (Vinifera).Description=True if a local variable is less than a constant. -TriggerEventType.Local Less Than Global (Vinifera).Name=Local Less Than Global (Vinifera) -TriggerEventType.Local Less Than Global (Vinifera).Description=True if a local variable is less than a global variable. -TriggerEventType.Local Less Than Local (Vinifera).Name=Local Less Than Local (Vinifera) -TriggerEventType.Local Less Than Local (Vinifera).Description=True if a local variable is less than another local variable. +TriggerEventType.Spy Enters As House.Name=Spy Enters As House +TriggerEventType.Spy Enters As House.Description=Triggers if a spy disguised as the house (of this trigger) specified enters this. +TriggerEventType.Spy Enters As Infantry.Name=Spy Enters As Infantry +TriggerEventType.Spy Enters As Infantry.Description=A spy disguised as the specified infantry enters the attached object. +TriggerEventType.Destroyed Units, Naval.Name=Destroyed Units, Naval +TriggerEventType.Destroyed Units, Naval.Description=Triggers when all naval units of the specified house have been destroyed. +TriggerEventType.Destroyed Units, Land.Name=Destroyed Units, Land +TriggerEventType.Destroyed Units, Land.Description=Triggers when all land units of the specified house have been destroyed. +TriggerEventType.Building Does Not Exist.Name=Building Does Not Exist +TriggerEventType.Building Does Not Exist.Description=No buildings of the specified type (owned by the house of this trigger) exist on the map. +TriggerEventType.Power Full.Name=Power Full +TriggerEventType.Power Full.Description=Triggers when the house (of this trigger) has 100% power. +TriggerEventType.Entered Or Overflown By.Name=Entered Or Overflown By +TriggerEventType.Entered Or Overflown By.Description=Triggers when objects owned by the house (of this trigger) move over the attached cell. +TriggerEventType.TechnoType Exists.Name=TechnoType Exists +TriggerEventType.TechnoType Exists.Description=Triggers when at least this many technos of the specified type exist on the map. +TriggerEventType.TechnoType Does Not Exist.Name=TechnoType Does Not Exist +TriggerEventType.TechnoType Does Not Exist.Description=Triggers when there are no technos of the specified type on the map. +TriggerEventType.Under EM Pulse [Ares].Name=Under EM Pulse [Ares] +TriggerEventType.Under EM Pulse [Ares].Description=Triggers when the attached object is disabled by EMP. +TriggerEventType.Under EM Pulse by House [Ares].Name=Under EM Pulse by House [Ares] +TriggerEventType.Under EM Pulse by House [Ares].Description=Triggers when the specified house disables the attached object by EMP. Triggers before 62. +TriggerEventType.Removed EM Pulse [Ares].Name=Removed EM Pulse [Ares] +TriggerEventType.Removed EM Pulse [Ares].Description=Triggers when the attached object is reactivated by a “healing” EMP. +TriggerEventType.Removed EM Pulse by House [Ares].Name=Removed EM Pulse by House [Ares] +TriggerEventType.Removed EM Pulse by House [Ares].Description=Triggers when the specified house reactivates the attached object by a “healing” EMP. Triggers before 64. +TriggerEventType.Enemy In Spotlight Now [Ares].Name=Enemy In Spotlight Now [Ares] +TriggerEventType.Enemy In Spotlight Now [Ares].Description=Triggers when the attached building’s searching spotlight found an enemy. Works like 35, but the game will not remember if this event occurred. +TriggerEventType.Driver Killed [Ares].Name=Driver Killed [Ares] +TriggerEventType.Driver Killed [Ares].Description=Triggers when the driver of the attached object has been killed. +TriggerEventType.Driver Killed By House [Ares].Name=Driver Killed By House [Ares] +TriggerEventType.Driver Killed By House [Ares].Description=Triggers when the specified house kills the driver of the attached object. Triggered before 67. +TriggerEventType.Vehicle Taken [Ares].Name=Vehicle Taken [Ares] +TriggerEventType.Vehicle Taken [Ares].Description=Triggers when a driver or Vehicle Thief enters the attached object. +TriggerEventType.Vehicle Taken By House [Ares].Name=Vehicle Taken By House [Ares] +TriggerEventType.Vehicle Taken By House [Ares].Description=Triggers when a driver or Vehicle Thief of the specified house enters the attached object. Triggers before 69. +TriggerEventType.Abducted [Ares].Name=Abducted [Ares] +TriggerEventType.Abducted [Ares].Description=Triggers when the attached object is abducted. +TriggerEventType.Abducted By House [Ares].Name=Abducted By House [Ares] +TriggerEventType.Abducted By House [Ares].Description=Triggers when the specified house abducts the attached object. +TriggerEventType.Abducts Something [Ares].Name=Abducts Something [Ares] +TriggerEventType.Abducts Something [Ares].Description=Triggers when the attached object abducts something. +TriggerEventType.Abducts Something Of House [Ares].Name=Abducts Something Of House [Ares] +TriggerEventType.Abducts Something Of House [Ares].Description=Triggers when an attached object abducts something of the specified house. +TriggerEventType.Super Weapon Activated [Ares].Name=Super Weapon Activated [Ares] +TriggerEventType.Super Weapon Activated [Ares].Description=Triggers when the owning house fires the super weapon. +TriggerEventType.Super Weapon Deactivated [Ares].Name=Super Weapon Deactivated [Ares] +TriggerEventType.Super Weapon Deactivated [Ares].Description=Triggers when the owning house deactivates the super weapon. Only Charge-Drain super weapon types deactivate. +TriggerEventType.Super Weapon Activated Near Waypoint [Ares].Name=Super Weapon Activated Near Waypoint [Ares] +TriggerEventType.Super Weapon Activated Near Waypoint [Ares].Description=Triggers when the named super weapon is used near the waypoint. +TriggerEventType.Reverse Engineered [Ares].Name=Reverse Engineered [Ares] +TriggerEventType.Reverse Engineered [Ares].Description=Triggers while the owning house has access to reverse engineered techno type. This event will trigger for the type a unit has been reversed as when put into a reverse engineering structure, that is, respecting ReversedAs. +TriggerEventType.Reverse Engineers Anything [Ares].Name=Reverse Engineers Anything [Ares] +TriggerEventType.Reverse Engineers Anything [Ares].Description=Triggers when the attached building successfully reverse engineers any type. +TriggerEventType.Reverse Engineers Type [Ares].Name=Reverse Engineers Type [Ares] +TriggerEventType.Reverse Engineers Type [Ares].Description=Triggers when the attached building successfully reverse engineers the specific type. +TriggerEventType.House Owns Techno Type [Ares].Name=House Owns Techno Type [Ares] +TriggerEventType.House Owns Techno Type [Ares].Description=Triggers while the owning house has at least count instances of the specified techno type. +TriggerEventType.House Doesn’t Own Techno Type [Ares].Name=House Doesn’t Own Techno Type [Ares] +TriggerEventType.House Doesn’t Own Techno Type [Ares].Description=Triggers while the owning house has fewer than count instances of the specified techno type. +TriggerEventType.Attacked Or Destroyed By Anybody [Ares].Name=Attacked Or Destroyed By Anybody [Ares] +TriggerEventType.Attacked Or Destroyed By Anybody [Ares].Description=Triggers when the attached object is attacked or destroyed by any attack (even ones without source). +TriggerEventType.Attacked Or Destroyed By House [Ares].Name=Attacked Or Destroyed By House [Ares] +TriggerEventType.Attacked Or Destroyed By House [Ares].Description=Triggers when the attached object is attacked or destroyed by an attack where the source is owned by a specific house. +TriggerEventType.Destroyed By House [Ares].Name=Destroyed By House [Ares] +TriggerEventType.Destroyed By House [Ares].Description=Triggers when the attached object is destroyed by any attack where the source is owned by a specific house. +TriggerEventType.Techno Type Doesn't Exist More Than [Ares].Name=Techno Type Doesn't Exist More Than [Ares] +TriggerEventType.Techno Type Doesn't Exist More Than [Ares].Description=Triggers while there are no more than count instances of the specified techno type. +TriggerEventType.All KeepAlives Destroyed [Ares].Name=All KeepAlives Destroyed [Ares] +TriggerEventType.All KeepAlives Destroyed [Ares].Description=Triggers when the specified house has no more KeepAlive=yes objects. +TriggerEventType.All KeepAlive Buildings Destroyed [Ares].Name=All KeepAlive Buildings Destroyed [Ares] +TriggerEventType.All KeepAlive Buildings Destroyed [Ares].Description=Triggers when the specified house has no more buildings with KeepAlive=yes. + ; ************************************************* ; Trigger Action Types @@ -1906,10 +1921,8 @@ TriggerActionType.Fire Sale.Name=Fire Sale TriggerActionType.Fire Sale.Description=Cause all buildings of the specified house to be sold (for cash and prizes). Typically this is used in the final assault by the computer. TriggerActionType.Play Movie.Name=Play Movie TriggerActionType.Play Movie.Description=Displays the specified movie (full screen). The game is paused while this occurs and resumes normally after it completes. -TriggerActionType.Text Trigger (Enhanced with Vinifera).Name=Text Trigger (Enhanced with Vinifera) -TriggerActionType.Text Trigger (Enhanced with Vinifera).Description=Displays a text message. Vinifera adds optional customization of color and duration, and allows placeholders like {{g_variableName}} or {{l_variableName}} to be replaced with global or local variable values. Duration is in real-time seconds and unaffected by game speed. -TriggerActionType.Text Trigger (Enhanced with Vinifera).Parameter2.NameOverride=Color (Vinifera) -TriggerActionType.Text Trigger (Enhanced with Vinifera).Parameter3.NameOverride=Duration (Vinifera) +TriggerActionType.Text Trigger.Name=Text Trigger +TriggerActionType.Text Trigger.Description=Display a stringtable string. TriggerActionType.Destroy Trigger.Name=Destroy Trigger TriggerActionType.Destroy Trigger.Description=Destroy all current instances of the trigger type specified. This does not prevent future instances of that trigger >from being created. TriggerActionType.Autocreate Begins.Name=Autocreate Begins @@ -2026,8 +2039,8 @@ TriggerActionType.Meteor Shower At.Parameter1.PresentOption0=0 Small TriggerActionType.Meteor Shower At.Parameter1.PresentOption1=1 Medium TriggerActionType.Meteor Shower At.Parameter1.PresentOption2=2 Large TriggerActionType.Meteor Shower At.Parameter1.PresentOption3=3 Huge -TriggerActionType.Reduce Tiberium At.Name=Reduce Tiberium At -TriggerActionType.Reduce Tiberium At.Description=Reduces Tiberium at the specified waypoint. +TriggerActionType.Reduce Ore At.Name=Reduce Ore At +TriggerActionType.Reduce Ore At.Description=Reduces Ore at the specified waypoint. TriggerActionType.Sell Building.Name=Sell Building TriggerActionType.Sell Building.Description=Sells the building attached to this trigger. TriggerActionType.Turn Off Building.Name=Turn Off Building @@ -2080,8 +2093,8 @@ TriggerActionType.Wake up Group.Name=Wake up Group TriggerActionType.Wake up Group.Description=Wakeup all units of specified group of the trigger owner's house. TriggerActionType.Vein Growth.Name=Vein Growth TriggerActionType.Vein Growth.Description=Control if veins grow or not. -TriggerActionType.Tiberium Growth.Name=Tiberium Growth -TriggerActionType.Tiberium Growth.Description=Control if Tiberium grows or not. +TriggerActionType.Ore Growth.Name=Ore Growth +TriggerActionType.Ore Growth.Description=Control if ore grows or not. TriggerActionType.Ice Growth.Name=Ice Growth TriggerActionType.Ice Growth.Description=Control if ice grows or not. TriggerActionType.ParticleSystem Anim at.Name=ParticleSystem Anim at @@ -2112,173 +2125,116 @@ TriggerActionType.Play Ingame Movie.Name=Play Ingame Movie TriggerActionType.Play Ingame Movie.Description=Displays the specified movie ingame. Player still has control of interface and units. TriggerActionType.Flash Team.Name=Flash Team TriggerActionType.Flash Team.Description=Flashes all members of a TeamType for the specified number of frames. -TriggerActionType.Disable Speech.Name=Disable Speech -TriggerActionType.Disable Speech.Description=Disables EVA announcements. -TriggerActionType.Enable Speech.Name=Enable Speech -TriggerActionType.Enable Speech.Description=Enables EVA announcements. -TriggerActionType.Set Group.Name=Set Group -TriggerActionType.Set Group.Description=Assigns all attached objects to the given Group number. -TriggerActionType.Talk Bubble.Name=Talk Bubble -TriggerActionType.Talk Bubble.Description=Displays talk bubble over each member of the specified TeamType. -TriggerActionType.Talk Bubble.Parameter6.NameOverride=Frame -TriggerActionType.Give Credits (ts-patches).Name=Give Credits (ts-patches) -TriggerActionType.Give Credits (ts-patches).Description=Give credits to a specific house. -TriggerActionType.Enable Short Game (ts-patches).Name=Enable Short Game (ts-patches) -TriggerActionType.Enable Short Game (ts-patches).Description=Enables the Short Game option. Will NOT automatically kill players that have no buildings when this is enabled. -TriggerActionType.Disable Short Game (ts-patches).Name=Disable Short Game (ts-patches) -TriggerActionType.Disable Short Game (ts-patches).Description=Disables the Short Game option. -TriggerActionType.Show Difficulty Level (ts-patches).Name=Show Difficulty Level (ts-patches) -TriggerActionType.Show Difficulty Level (ts-patches).Description=Prints the difficulty level used for the current mission. -TriggerActionType.Force Surrender (ts-patches).Name=Force Surrender (ts-patches) -TriggerActionType.Force Surrender (ts-patches).Description=Force the specified house to surrender and blow up everything they own. Use house indexes 50 to 57 for multiplayer houses. -TriggerActionType.Promote Veterancy (ts-patches).Name=Promote Veterancy (ts-patches) -TriggerActionType.Promote Veterancy (ts-patches).Description=Promote the veterancy of the attached team. -TriggerActionType.Enable AllyReveal (ts-patches).Name=Enable AllyReveal (ts-patches) -TriggerActionType.Enable AllyReveal (ts-patches).Description=Enables AllyReveal (in Rules.ini AudioVisual section) logic, allowing allied houses to reveal shroud for each other. -TriggerActionType.Disable AllyReveal (ts-patches).Name=Disable AllyReveal (ts-patches) -TriggerActionType.Disable AllyReveal (ts-patches).Description=Disables AllyReveal (in Rules.ini AudioVisual section) logic, preventing allied houses from revealing shroud for each other. -TriggerActionType.Create Auto-Save (ts-patches).Name=Create Auto-Save (ts-patches) -TriggerActionType.Create Auto-Save (ts-patches).Description=Makes the game create an auto-save if auto-saves are enabled for the current game session. -TriggerActionType.Erase Attached Object (ts-patches).Name=Erase Attached Object (ts-patches) -TriggerActionType.Erase Attached Object (ts-patches).Description=Erase any buildings or units that this trigger is attached to. Erasing means that the objects are silently removed from the game world without any explosions or other effects. Use "Destroy attached object" if you want to destroy the object normally. -TriggerActionType.Assign Mission To All Units (ts-patches).Name=Assign Mission To All Units (ts-patches) -TriggerActionType.Assign Mission To All Units (ts-patches).Description=Assigns the specific mission to all units of the trigger's house. -TriggerActionType.Make Ally (One-Way) (ts-patches).Name=Make Ally (One-Way) (ts-patches) -TriggerActionType.Make Ally (One-Way) (ts-patches).Description=Cause this trigger's house to make a one-sided alliance with the specified house. NOTE: This action only creates a one-way alliance, iow. the specified house remains hostile to the trigger's house! Use the regular Make Ally action if you want a regular two-way alliance. -TriggerActionType.Make Enemy (One-Way) (Vinifera).Name=Make Enemy (One-Way) (Vinifera) -TriggerActionType.Make Enemy (One-Way) (Vinifera).Description=Cause this trigger's house to break a one-sided alliance with the specified house. NOTE: This action only breaks a one-way alliance, iow. the specified house remains allied to the trigger's house! Use the regular Make Enemy action if you want a regular two-way war. -TriggerActionType.Modify Global By Constant (Vinifera).Name=Modify Global By Constant (Vinifera) -TriggerActionType.Modify Global By Constant (Vinifera).Description=Modifies a global variable using a constant and a specified operation. -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.NameOverride=Operation Type -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption0=0 Assign -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption1=1 Add -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption2=2 Subtract -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption3=3 Multiply -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption4=4 Divide -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption5=5 Modulo -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption6=6 Negate -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption7=7 Left Shift -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption8=8 Right Shift -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption9=9 Not -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption10=10 Xor -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption11=11 Or -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption12=12 And -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption13=13 Max -TriggerActionType.Modify Global By Constant (Vinifera).Parameter2.PresentOption14=14 Min -TriggerActionType.Modify Global By Constant (Vinifera).Parameter3.NameOverride=Constant Value -TriggerActionType.Modify Global By Global (Vinifera).Name=Modify Global By Global (Vinifera) -TriggerActionType.Modify Global By Global (Vinifera).Description=Modifies a global variable using another global variable and a specified operation. -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.NameOverride=Operation Type -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption0=0 Assign -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption1=1 Add -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption2=2 Subtract -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption3=3 Multiply -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption4=4 Divide -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption5=5 Modulo -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption6=6 Negate -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption7=7 Left Shift -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption8=8 Right Shift -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption9=9 Not -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption10=10 Xor -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption11=11 Or -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption12=12 And -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption13=13 Max -TriggerActionType.Modify Global By Global (Vinifera).Parameter2.PresentOption14=14 Min -TriggerActionType.Modify Global By Local (Vinifera).Name=Modify Global By Local (Vinifera) -TriggerActionType.Modify Global By Local (Vinifera).Description=Modifies a global variable using a local variable and a specified operation. -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.NameOverride=Operation Type -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption0=0 Assign -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption1=1 Add -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption2=2 Subtract -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption3=3 Multiply -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption4=4 Divide -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption5=5 Modulo -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption6=6 Negate -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption7=7 Left Shift -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption8=8 Right Shift -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption9=9 Not -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption10=10 Xor -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption11=11 Or -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption12=12 And -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption13=13 Max -TriggerActionType.Modify Global By Local (Vinifera).Parameter2.PresentOption14=14 Min -TriggerActionType.Increment Global (Vinifera).Name=Increment Global (Vinifera) -TriggerActionType.Increment Global (Vinifera).Description=Increments a global variable by 1. -TriggerActionType.Decrement Global (Vinifera).Name=Decrement Global (Vinifera) -TriggerActionType.Decrement Global (Vinifera).Description=Decrements a global variable by 1. -TriggerActionType.Modify Local By Constant (Vinifera).Name=Modify Local By Constant (Vinifera) -TriggerActionType.Modify Local By Constant (Vinifera).Description=Modifies a local variable using a constant and a specified operation. -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.NameOverride=Operation Type -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption0=0 Assign -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption1=1 Add -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption2=2 Subtract -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption3=3 Multiply -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption4=4 Divide -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption5=5 Modulo -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption6=6 Negate -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption7=7 Left Shift -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption8=8 Right Shift -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption9=9 Not -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption10=10 Xor -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption11=11 Or -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption12=12 And -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption13=13 Max -TriggerActionType.Modify Local By Constant (Vinifera).Parameter2.PresentOption14=14 Min -TriggerActionType.Modify Local By Constant (Vinifera).Parameter3.NameOverride=Constant Value -TriggerActionType.Modify Local By Global (Vinifera).Name=Modify Local By Global (Vinifera) -TriggerActionType.Modify Local By Global (Vinifera).Description=Modifies a local variable using a global variable and a specified operation. -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.NameOverride=Operation Type -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption0=0 Assign -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption1=1 Add -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption2=2 Subtract -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption3=3 Multiply -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption4=4 Divide -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption5=5 Modulo -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption6=6 Negate -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption7=7 Left Shift -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption8=8 Right Shift -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption9=9 Not -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption10=10 Xor -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption11=11 Or -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption12=12 And -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption13=13 Max -TriggerActionType.Modify Local By Global (Vinifera).Parameter2.PresentOption14=14 Min -TriggerActionType.Modify Local By Local (Vinifera).Name=Modify Local By Local (Vinifera) -TriggerActionType.Modify Local By Local (Vinifera).Description=Modifies a local variable using another local variable and a specified operation. -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.NameOverride=Operation Type -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption0=0 Assign -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption1=1 Add -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption2=2 Subtract -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption3=3 Multiply -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption4=4 Divide -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption5=5 Modulo -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption6=6 Negate -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption7=7 Left Shift -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption8=8 Right Shift -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption9=9 Not -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption10=10 Xor -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption11=11 Or -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption12=12 And -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption13=13 Max -TriggerActionType.Modify Local By Local (Vinifera).Parameter2.PresentOption14=14 Min -TriggerActionType.Increment Local (Vinifera).Name=Increment Local (Vinifera) -TriggerActionType.Increment Local (Vinifera).Description=Increments a local variable by 1. -TriggerActionType.Decrement Local (Vinifera).Name=Decrement Local (Vinifera) -TriggerActionType.Decrement Local (Vinifera).Description=Decrements a local variable by 1. -TriggerActionType.Random Number to Global (Vinifera).Name=Random Number to Global (Vinifera) -TriggerActionType.Random Number to Global (Vinifera).Description=Stores a random number between Min and Max into a global variable. -TriggerActionType.Random Number to Global (Vinifera).Parameter2.NameOverride=Min Value -TriggerActionType.Random Number to Global (Vinifera).Parameter3.NameOverride=Max Value -TriggerActionType.Random Number to Local (Vinifera).Name=Random Number to Local (Vinifera) -TriggerActionType.Random Number to Local (Vinifera).Description=Stores a random number between Min and Max into a local variable. -TriggerActionType.Random Number to Local (Vinifera).Parameter2.NameOverride=Min Value -TriggerActionType.Random Number to Local (Vinifera).Parameter3.NameOverride=Max Value -TriggerActionType.Print Global (Vinifera).Name=Print Global (Vinifera) -TriggerActionType.Print Global (Vinifera).Description=Displays the current value of a global variable as a message. -TriggerActionType.Print Local (Vinifera).Name=Print Local (Vinifera) -TriggerActionType.Print Local (Vinifera).Description=Displays the current value of a local variable as a message. -TriggerActionType.Enable Templated Text (Vinifera).Name=Enable Templated Text (Vinifera) -TriggerActionType.Enable Templated Text (Vinifera).Description=Displays a line of text with variable substitution. Placeholders like {{g_variableName}} or {{l_variableName}} are replaced with global or local variable values. Color -1 uses the player's house color. -TriggerActionType.Disable Templated Text (Vinifera).Name=Disable Templated Text (Vinifera) -TriggerActionType.Disable Templated Text (Vinifera).Description=Removes the currently active templated text from the screen. - +TriggerActionType.Reshroud Map at.Name=Reshroud Map at +TriggerActionType.Reshroud Map at.Description=Reshrouds map around waypoint. +TriggerActionType.Lightning Storm Strike.Name=Lightning Storm Strike +TriggerActionType.Lightning Storm Strike.Description=Trigger's House fires a Lightning Storm at the specified waypoint. +TriggerActionType.Timer Text.Name=Timer Text +TriggerActionType.Timer Text.Description=Displays text string from CSF as mission timer text. +TriggerActionType.Set Object Tech Level.Name=Set Object Tech Level +TriggerActionType.Set Object Tech Level.Description=Sets the specified object type to have the specified tech level. +TriggerActionType.Reinforcement by Chrono.Name=Reinforcement by Chrono +TriggerActionType.Reinforcement by Chrono.Description=Creates an instance of a TeamType by Chronoshifting it into the map. The team is owned by the trigger's owning house. +TriggerActionType.Create Crate.Name=Create Crate +TriggerActionType.Create Crate.Description=Creates a Crate with specific contents at a waypoint. +TriggerActionType.Create Crate.Parameter1.PresentOption0=0 Money +TriggerActionType.Create Crate.Parameter1.PresentOption1=1 Unit +TriggerActionType.Create Crate.Parameter1.PresentOption2=2 HealBase +TriggerActionType.Create Crate.Parameter1.PresentOption3=3 Cloak +TriggerActionType.Create Crate.Parameter1.PresentOption4=4 Explosion +TriggerActionType.Create Crate.Parameter1.PresentOption5=5 Napalm +TriggerActionType.Create Crate.Parameter1.PresentOption6=6 Squad (Broken) +TriggerActionType.Create Crate.Parameter1.PresentOption7=7 Darkness +TriggerActionType.Create Crate.Parameter1.PresentOption8=8 Reveal +TriggerActionType.Create Crate.Parameter1.PresentOption9=9 Armor +TriggerActionType.Create Crate.Parameter1.PresentOption10=10 Speeds +TriggerActionType.Create Crate.Parameter1.PresentOption11=11 Firepower +TriggerActionType.Create Crate.Parameter1.PresentOption12=12 ICBM +TriggerActionType.Create Crate.Parameter1.PresentOption13=13 Invulnerability (Broken) +TriggerActionType.Create Crate.Parameter1.PresentOption14=14 Veteran +TriggerActionType.Create Crate.Parameter1.PresentOption15=15 IonStorm (Broken) +TriggerActionType.Create Crate.Parameter1.PresentOption16=16 Gas +TriggerActionType.Create Crate.Parameter1.PresentOption17=17 Tiberium +TriggerActionType.Create Crate.Parameter1.PresentOption18=18 Pod (Broken) +TriggerActionType.Iron Curtain at.Name=Iron Curtain at +TriggerActionType.Iron Curtain at.Description=Fires the Iron Curtain at the specified waypoint. +TriggerActionType.Pause Game.Name=Pause Game +TriggerActionType.Pause Game.Description=Pauses the game for the specified number of seconds. +TriggerActionType.Evict Occupiers.Name=Evict Occupiers +TriggerActionType.Evict Occupiers.Description=Evicts occupants from the attached building. +TriggerActionType.Center (Jump) Camera at Waypoint.Name=Center (Jump) Camera at Waypoint +TriggerActionType.Center (Jump) Camera at Waypoint.Description=Moves the tactical view to the specified waypoint. +TriggerActionType.Make House Cheer.Name=Make House Cheer +TriggerActionType.Make House Cheer.Description=All infantry of the specified house will play their cheer animation if they can. +TriggerActionType.Set Sidebar Tab.Name=Set Sidebar Tab +TriggerActionType.Set Sidebar Tab.Description=Flips sidebar to specified tab number (0-3). +TriggerActionType.Flash Cameo.Name=Flash Cameo +TriggerActionType.Flash Cameo.Description=Flashes the cameo of the given object for the specified number of frames. +TriggerActionType.Stop Sounds at.Name=Stop Sounds at +TriggerActionType.Stop Sounds at.Description=Stops all sounds playing at given waypoint that were started using the Play Sound At trigger action. +TriggerActionType.Play Ingame Movie (Pause Game).Name=Play Ingame Movie (Pause Game) +TriggerActionType.Play Ingame Movie (Pause Game).Description=Pauses game, locks player input and displays the specified movie in the sidebar. +TriggerActionType.Clear All Smudges.Name=Clear All Smudges +TriggerActionType.Clear All Smudges.Description=Will delete all Smudge objects from the map. +TriggerActionType.Destroy All of.Name=Destroy All of +TriggerActionType.Destroy All of.Description=Kills everything of the specified house. +TriggerActionType.Destroy All Buildings of.Name=Destroy All Buildings of +TriggerActionType.Destroy All Buildings of.Description=Kills all buildings for specified house. +TriggerActionType.Destroy All Land Units of.Name=Destroy All Land Units of +TriggerActionType.Destroy All Land Units of.Description=Kills all land units for specified house. +TriggerActionType.Destroy All Naval Units of.Name=Destroy All Naval Units of +TriggerActionType.Destroy All Naval Units of.Description=Kills all naval units for specified house. +TriggerActionType.Mind Control Base of.Name=Mind Control Base of +TriggerActionType.Mind Control Base of.Description=The owner of the trigger will mind control the argument's base. +TriggerActionType.Restore Mind Controlled Base to.Name=Restore Mind Controlled Base to +TriggerActionType.Restore Mind Controlled Base to.Description=The owner of the trigger will give all buildings that were the argument's back to it. +TriggerActionType.Create Building At.Name=Create Building At +TriggerActionType.Create Building At.Description=Owner of the trigger will gain this type of building at this waypoint. Overlays will be cleared and units bumped. +TriggerActionType.Restore Starting Technos of.Name=Restore Starting Technos of +TriggerActionType.Restore Starting Technos of.Description=All Buildings and units this house had at the start of the game will be recreated. Will bump units and erase Overlays. +TriggerActionType.Chrono Screen Effect for.Name=Chrono Screen Effect for +TriggerActionType.Chrono Screen Effect for.Description=Will tile the screen with the full screen chrono effect for this many frames. +TriggerActionType.Teleport All to.Name=Teleport All to +TriggerActionType.Teleport All to.Description=All Units of trigger owning House will teleport to Waypoint. +TriggerActionType.Set Superweapon Charge.Name=Set Superweapon Charge +TriggerActionType.Set Superweapon Charge.Description=The owner of this trigger will have this superweapon charged to this percent% if they have the superweapon. Takes an int (0-100). +TriggerActionType.Restore Starting Buildings of.Name=Restore Starting Buildings of +TriggerActionType.Restore Starting Buildings of.Description=All Buildings this house had at the start of the game will be healed or recreated. Will bump units and erase Overlays. +TriggerActionType.Flash Buildings of Type.Name=Flash Buildings of Type +TriggerActionType.Flash Buildings of Type.Description=All buildings of this type owned by trigger owner will flash for this long. +TriggerActionType.Superweapon Set Recharge Time.Name=Superweapon Set Recharge Time +TriggerActionType.Superweapon Set Recharge Time.Description=Changes the time (in frames) this superweapon takes to charge the next time it is reset or fired. +TriggerActionType.Superweapon Reset Recharge Time.Name=Superweapon Reset Recharge Time +TriggerActionType.Superweapon Reset Recharge Time.Description=Changes the time (in frames) this superweapon takes to charge back to normal. +TriggerActionType.Superweapon Reset.Name=Superweapon Reset +TriggerActionType.Superweapon Reset.Description=Resets a superweapon like a spy had gotten in. +TriggerActionType.Preferred Target Cell Set.Name=Preferred Target Cell Set +TriggerActionType.Preferred Target Cell Set.Description=The owner of this trigger will aim all future targetable superweapons at this waypoint. +TriggerActionType.Preferred Target Cell Clear.Name=Preferred Target Cell Clear +TriggerActionType.Preferred Target Cell Clear.Description=The owner of this trigger will go back to targeting its superweapons normally. +TriggerActionType.Center Base Cell Set.Name=Center Base Cell Set +TriggerActionType.Center Base Cell Set.Description=Owner of this trigger will consider the center of its base to be this waypoint. +TriggerActionType.Center Base Cell Clear.Name=Center Base Cell Clear +TriggerActionType.Center Base Cell Clear.Description=Owner of this trigger will go back to computing its center. +TriggerActionType.Blackout Radar Trigger.Name=Blackout Radar Trigger +TriggerActionType.Blackout Radar Trigger.Description=Owner will have radar blackout for this many frames. +TriggerActionType.Defensive Target Cell Set.Name=Defensive Target Cell Set +TriggerActionType.Defensive Target Cell Set.Description=The owner of this trigger will aim all future force shields at this waypoint. +TriggerActionType.Defensive Target Cell Clear.Name=Defensive Target Cell Clear +TriggerActionType.Defensive Target Cell Clear.Description=The owner of this trigger will go back to targeting its force shields normally. +TriggerActionType.Retint Red.Name=Retint Red +TriggerActionType.Retint Red.Description=Retint the Red portion of the screen, %. +TriggerActionType.Retint Green.Name=Retint Green +TriggerActionType.Retint Green.Description=Retint the Green portion of the screen, %. +TriggerActionType.Retint Blue.Name=Retint Blue +TriggerActionType.Retint Blue.Description=Retint the Blue portion of the screen, %. +TriggerActionType.Jump Camera Home.Name=Jump Camera Home +TriggerActionType.Jump Camera Home.Description=Just like hitting the 'H' key. +TriggerActionType.Auxiliary Power [Ares].Name=Auxiliary Power [Ares] +TriggerActionType.Auxiliary Power [Ares].Description=Permanently adds an amount to the specified house’s auxiliary power. Can be negative to create a drain or remove previously given auxiliary power. Applying this effect multiple times is cumulative. +TriggerActionType.Kill Drivers Of [Ares].Name=Kill Drivers Of [Ares] +TriggerActionType.Kill Drivers Of [Ares].Description=Kills all drivers of the units that have the trigger attached that contains this action. This action respects mechanisms that prevent drivers being killed. All affected units will change to the country specified by the house index. Use -1 to change the owner to the house called Special. +TriggerActionType.Set EVA Voice [Ares].Name=Set EVA Voice [Ares] +TriggerActionType.Set EVA Voice [Ares].Description=Sets the player’s EVA voice. The builtin EVAs are 0, 1, and 2 for Allied, Russian and Yuri respectively. Higher numbers represent the custom EVAs. Use -1 to disable EVA. +TriggerActionType.Set Group [Ares].Name=Set Group [Ares] +TriggerActionType.Set Group [Ares].Description=Sets the group number for the object that triggered this action. This can be used to make units available for recruitment through TeamTypes and TaskForces. diff --git a/src/TSMapEditor/Content/celltag.png b/src/TSMapEditor/Content/celltag.png index 09e9fac23..47a1d8918 100644 Binary files a/src/TSMapEditor/Content/celltag.png and b/src/TSMapEditor/Content/celltag.png differ diff --git a/src/TSMapEditor/Content/generictile.png b/src/TSMapEditor/Content/generictile.png index 59736b453..8457d8e03 100644 Binary files a/src/TSMapEditor/Content/generictile.png and b/src/TSMapEditor/Content/generictile.png differ diff --git a/src/TSMapEditor/Content/generictilewithborder.png b/src/TSMapEditor/Content/generictilewithborder.png index c4231b574..7d0f0bf84 100644 Binary files a/src/TSMapEditor/Content/generictilewithborder.png and b/src/TSMapEditor/Content/generictilewithborder.png differ diff --git a/src/TSMapEditor/Content/impassablehighlight.png b/src/TSMapEditor/Content/impassablehighlight.png index 9c978aca5..86d57f62c 100644 Binary files a/src/TSMapEditor/Content/impassablehighlight.png and b/src/TSMapEditor/Content/impassablehighlight.png differ diff --git a/src/TSMapEditor/Content/tileborder.png b/src/TSMapEditor/Content/tileborder.png index 0398db66f..90876907c 100644 Binary files a/src/TSMapEditor/Content/tileborder.png and b/src/TSMapEditor/Content/tileborder.png differ diff --git a/src/TSMapEditor/TSMapEditor.csproj b/src/TSMapEditor/TSMapEditor.csproj index 718a864b1..7026ffdfe 100644 --- a/src/TSMapEditor/TSMapEditor.csproj +++ b/src/TSMapEditor/TSMapEditor.csproj @@ -26,15 +26,11 @@ editoricon.ico - - - - - + @@ -484,6 +480,12 @@ PreserveNewest + + PreserveNewest + + + PreserveNewest + @@ -498,7 +500,7 @@ - + PreserveNewest @@ -514,18 +516,6 @@ PreserveNewest - - PreserveNewest - - - PreserveNewest - - - PreserveNewest - - - PreserveNewest - diff --git a/src/TSMapEditor/WAECache.mix b/src/TSMapEditor/WAECache.mix new file mode 100644 index 000000000..549fb333f Binary files /dev/null and b/src/TSMapEditor/WAECache.mix differ diff --git a/src/TSMapEditor/marble.mix b/src/TSMapEditor/marble.mix new file mode 100644 index 000000000..633b4c811 Binary files /dev/null and b/src/TSMapEditor/marble.mix differ