All mpspawn, waypoint and camera editor art uses the correct shadow and remap colors. Additionally added camera art to CnC, D2k and TS.
394 lines
5.5 KiB
YAML
394 lines
5.5 KiB
YAML
fb4:
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idle:
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Length: 4
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fire:
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1: fire1
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Length: *
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Offset: 0,-3
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ZOffset: 1023
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2: fire2
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Length: *
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Offset: 0,-3
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ZOffset: 1023
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120mm:
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idle:
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smoke_m:
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idle:
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Length: *
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Offset: 2, -5
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ZOffset: 512
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loop:
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Start: 49
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Length: 42
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Offset: 2, -5
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ZOffset: 512
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end:
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Length: 26
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Offset: 2, -5
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ZOffset: 512
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laserfire:
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idle:veh-hit3
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Length: *
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dragon:
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idle:
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Facings: 32
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smokey:
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idle:
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Length: *
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bomb:
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idle:
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Length: *
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missile:
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idle:
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Facings: 32
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patriot:
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idle:
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Facings: 32
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explosion:
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nuke_explosion: atomsfx
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Length: *
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piff: piff
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Length: *
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piffs: piffpiff
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Length: *
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chemball: chemball #same size as small_napalm, but bright green.
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Length: *
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small_napalm: napalm1 #not used by much. currently used for flamethrower.
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Length: *
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med_napalm: napalm2 #explosion for bomblets
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Length: *
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big_napalm: napalm3 #huge; not used. (SSM used this explosion in C&C Gold?)
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Length: *
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small_frag: veh-hit3 #the most common weapon-hit explosion. For rockets, tank shells, etc.
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Length: *
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med_frag: frag1 #fragmentation-style; quite large. (MLRS used this explosion in C&C Gold?)
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Length: *
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big_frag: frag3 #Same as med_frag, except fire hangs around longer.
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Length: *
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small_poof: veh-hit2 #for Grenades; tower missiles; boat missiles; APC AA gun.
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Length: *
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poof: art-exp1 #For UnitExplode (artillery); artillery shell hit; GrenadierExplode,
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Length: *
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small_building: veh-hit1 #like "building' explosion, but much smaller. (Used for heli-explosion in C&C Gold?)
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Length: *
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building: fball1 #Large explosion, for when a building explodes.
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Length: *
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rank:
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rank:
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Length: *
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rallypoint:
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flag:flagfly
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Length: *
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Offset: 10,-5
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circles:fpls
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Length: *
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beacon:
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arrow: mouse2
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Start: 5
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Offset: 1,-12
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circles: fpls
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Length: *
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airstrike: bombicon
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Offset: 0,-42
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atomic: atomicon
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Offset: 0,-42
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clock: beaconclock
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Length: *
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Offset: 0,-42
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select:
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repair:
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Start: 2
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allyrepair:
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repair:
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Length: *
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Tick: 160
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crate:
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idle:
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ZOffset: -511
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xcratea:
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idle: xcrate
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ZOffset: -511
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xcrateb:
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idle: xcrate
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Start: 1
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ZOffset: -511
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xcratec:
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idle: xcrate
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Start: 2
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ZOffset: -511
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xcrated:
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idle: xcrate
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Start: 3
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ZOffset: -511
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crate-effects:
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airstrike: deviator
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Length: *
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nuke: missile2
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Length: *
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dollar: dollar
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Length: *
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reveal-map: radarcrate
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Length: *
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hide-map: empulse
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Length: *
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heal: healcrate
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Length: *
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mine: mine
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Length: *
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redskull: rapid
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Length: *
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cloak: cloakcrate
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Length: *
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levelup: levelup
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Length: *
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Tick: 200
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firepowerup: firepowercrate
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Length: *
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armorup: armorcrate
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Length: *
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speedup: speedcrate
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Length: *
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atomicup:
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idle:
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Length: *
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atomicdn:
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idle:
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Length: *
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atomic:
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up: atomicup
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Length: *
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down: atomicdn
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Length: *
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ionsfx:
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idle:
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Length: *
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Offset: 0, -78
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ZOffset: 1
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bomblet:
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idle:
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Length: *
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mpspawn:
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idle:
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Length: *
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waypoint:
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idle:
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Length: *
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camera:
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idle:
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Length: *
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clock:
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idle: hclock
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Length: *
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pips:
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pip-empty:
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pip-green:
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Start: 1
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pip-yellow:
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Start: 2
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pip-gray:
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Start: 3
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pip-red:
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Start: 4
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pip-blue:
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Start: 5
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groups: pdigits
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Length: *
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overlay:
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build-valid-desert:
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build-valid-snow:
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Start: 2
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build-valid-temperat:
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build-valid-winter:
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build-valid-jungle:
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build-invalid:
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Start: 1
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target-select:
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Start: 3
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target-valid-desert:
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target-valid-snow:
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Start: 2
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target-valid-temperat:
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target-valid-winter:
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target-valid-jungle:
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target-invalid:
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Start: 1
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editor-overlay:
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copy: overlay
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Start: 0
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paste: overlay
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Start: 1
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poweroff:
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offline:
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Length: *
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Tick: 160
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icon:
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airstrike: bombicnh.tem
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AddExtension: False
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ioncannon: ionicnh.tem
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AddExtension: False
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abomb: atomicnh.tem
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AddExtension: False
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moveflsh:
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idle:
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Length: *
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Tick: 80
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resources:
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Defaults:
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UseTilesetExtension: true
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Length: *
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ti1: ti1
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ti2: ti2
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ti3: ti3
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ti4: ti4
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ti5: ti5
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ti6: ti6
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ti7: ti7
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ti8: ti8
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ti9: ti9
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ti10: ti10
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ti11: ti11
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ti12: ti12
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bti1: rtib1
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti2: rtib2
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti3: rtib3
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti4: rtib4
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti5: rtib5
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti6: rtib6
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti7: rtib7
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti8: rtib8
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti9: rtib9
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti10: rtib10
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti11: rtib11
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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bti12: rtib12
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TilesetOverrides:
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WINTER: TEMPERAT
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JUNGLE: TEMPERAT
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SNOW: TEMPERAT
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shroud:
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Defaults:
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Length: 12
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typea: shadow
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typeb: shadow
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Start: 12
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typec: shadow
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Start: 24
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typed: shadow
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Start: 36
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full: fullshroud
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Length: 1
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# Note: The order of smudges and craters determines
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# the index that is mapped to them in maps
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scorches:
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Defaults:
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UseTilesetExtension: true
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Length: *
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sc1: sc1
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sc2: sc2
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sc3: sc3
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sc4: sc4
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sc5: sc5
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sc6: sc6
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craters:
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Defaults:
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UseTilesetExtension: true
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Length: *
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cr1: cr1
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cr2: cr2
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cr3: cr3
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cr4: cr4
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cr5: cr5
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cr6: cr6
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smokland:
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open:
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Length: 60
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Tick: 120
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ZOffset: 1023
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idle:
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Start: 60
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Length: 32
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Tick: 120
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ZOffset: 1023 |