Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,100 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
[logic@xcvb_night_def]
suitable = {=is_night} true
prior = 42
; 6 sleep points (for 9 camp jobs)
[logic@2_12_xcvb_night_1]:logic@xcvb_night_def
active = beh@night_1
[logic@2_12_xcvb_night_2]:logic@xcvb_night_def
active = beh@night_2
[logic@2_12_xcvb_night_3]:logic@xcvb_night_def
active = beh@night_3
[logic@2_12_xcvb_night_4]:logic@xcvb_night_def
active = beh@night_4
[logic@2_12_xcvb_night_5]:logic@xcvb_night_def
active = beh@night_5
[logic@2_12_xcvb_night_6]:logic@xcvb_night_def
active = beh@night_6
; basement where actor sleeps
[beh@night_1]:beh@general
pt1 = 20000, sleep | pos: -210.7, -21.8584, -122.5 look: -211.6781, -22.8809, -122.218
path_end = loop
; corner house with campfire (sleep)
[beh@night_2]:beh@general
pt1 = 20000, sleep | pos: -235.2, -19.0176, -155.4 look: -235.3071, -20.0408, -152.4795
path_end = loop
; corner house with campfire 2 (sit)
[beh@night_3]:beh@general
pt1 = 20000, sit | pos: -233.8, -19.0176, -153.3 look: -234.1864, -20.0414, -157.7872
path_end = loop
turn_on_campfire = true
meet = meet@general
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
; house where actor starts
[beh@night_4]:beh@general
pt1 = 20000, sleep | pos: -223.2, -18.8217, -163.8 look: -222.7656, -19.8516, -162.9011
path_end = loop
; house with wolf (sleep)
[beh@night_5]:beh@general
pt1 = 20000, sleep | pos: -196, -18.4849, -137.2 look: -195.593, -19.5032, -136.2663
path_end = loop
; house with wolf 2 (sit drink vodka)
[beh@night_6]:beh@general
pt1 = 20000, sit_ass_drink_vodka | pos: -196.7, -18.4849, -135.1 look: -196.0366, -19.5022, -135.0199
path_end = loop
meet = meet@general
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
@@ -0,0 +1,256 @@
; =======================
; ------------- DAY ---------------
; =======================
; guard entrance
[logic@esc_3_16_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_2_walk
path_look = guard_2_look
; patrol central road
[logic@esc_3_16_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = guard_4_walk
; patrol all btr area
[logic@esc_3_16_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = walker_3_walk
; small patrol entrance
[logic@esc_3_16_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_4]
path_walk = guard_1_walk
; patrol around btr and barracks
[logic@esc_3_16_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_5]
path_walk = walker_4_walk
; sniper
[logic@esc_3_16_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_6]
path_walk = sniper_1_walk
path_look = sniper_1_look
; small patrol inside the house near entrance
[logic@esc_3_16_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_7]
path_walk = walker_1_walk
; small patrol base
[logic@esc_3_16_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 53
[walker@day_8]
path_walk = guard_3_walk
; =======================
; ------------ NIGHT -------------
; =======================
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; guard entrance 1
[logic@esc_3_16_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_2_walk
path_look = guard_2_look
; patrol central road
[logic@esc_3_16_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 58
[walker@night_2]
path_walk = guard_4_walk
; patrol around btr and barracks
[logic@esc_3_16_xcvb_night_3]
active = walker@night_3
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_3]
path_walk = walker_4_walk
; sleep sit barrack 1
[logic@esc_3_16_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_4]:beh@general
pt1 = 20000, sit_ass_drink_vodka | pos: -119.7, -29.032, -385.7 look: -121.521, -30.0518, -383.355
path_end = loop
meet = meet@general
help_wounded_enabled = true
turn_on_campfire = true
; sleep barrack 2
[logic@esc_3_16_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_5]:beh@general
pt1 = 20000, sleep | pos: -116.2, -28.9501, -387.1 look: -116.2635, -30.0507, -384.773
path_end = loop
turn_on_campfire = true
; small patrol entrance
[logic@esc_3_16_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_6]
path_walk = guard_1_walk
; sleep barrack 3
[logic@esc_3_16_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_7]:beh@general
pt1 = 20000, sleep | pos: -121.8, -29.032, -383.6 look: -119.2162, -30.0523, -385.7994
path_end = loop
; sleep barrack 4 (stand)
[logic@esc_3_16_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 53
[beh@night_8]:beh@general
pt1 = 20000, smoking_stand | pos: -121.1, -29.032, -380.8 look: -119.5114, -30.0507, -375.8038
path_end = loop
meet = meet@general
help_wounded_enabled = true
; patrol all btr area
[logic@esc_3_16_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_9]
path_walk = walker_3_walk
; sleep barrack 5 (sleep_sit)
[logic@esc_3_16_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 52
[beh@night_10]:beh@general
pt1 = 20000, drunk_sit_ass | pos: -126, -29.0266, -375.2 look: -122.9729, -30.0513, -375.1473
path_end = loop
; small patrol inside the house near entrance
[logic@esc_3_16_xcvb_night_11]
active = walker@night_11
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_11]
path_walk = walker_1_walk
; small patrol base
[logic@esc_3_16_xcvb_night_12]
active = walker@night_12
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_12]
path_walk = guard_3_walk
@@ -0,0 +1,205 @@
; =======================
; ------------- DAY ---------------
; =======================
; sniper left
[logic@esc_5_7_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 58
[walker@day_1]
path_walk = walker_3_walk
; sniper right
[logic@esc_5_7_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 57
[walker@day_2]
path_walk = walker_1_walk
; entrance guard
[logic@esc_5_7_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = guard_1_walk
path_look = guard_1_look
; side entrance guard
[logic@esc_5_7_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_4]
path_walk = walker_2_walk
path_look = walker_2_look
; farm patrol
[logic@esc_5_7_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_5]
path_walk = walker_5_walk
; =======================
; ------------ NIGHT -------------
; =======================
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; farm patrol
[logic@esc_5_7_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = walker_5_walk
; farm guard 1
[logic@esc_5_7_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_2]:beh@general
pt1 = 20000, guard | pos: 1.4, 1.5061, 268.1 look: 9.9452, 0.5293, 272.5231
path_end = loop
meet = meet@general
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
; sleep 1
[logic@esc_5_7_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@general
pt1 = 20000, sleep | pos: -16.8, 2.008, 254.8 look: -13.5946, 0.8716, 260.302
path_end = loop
turn_on_campfire = true
; sleep 2
[logic@esc_5_7_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_4]:beh@general
pt1 = 20000, sleep | pos: -16.8, 2.004, 259.7 look: -14.7814, 0.872, 255.9285
path_end = loop
turn_on_campfire = true
; sleep 3
[logic@esc_5_7_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_5]:beh@general
pt1 = 20000, sit_ass_drink_vodka | pos: -18.2, 1.9691, 256.9 look: -13.8768, 0.9367, 256.9713
path_end = loop
meet = meet@general
help_wounded_enabled = true
; farm guard 2
[logic@esc_5_7_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_6]:beh@general
pt1 = 20000, guard | pos: 2.8, 1.4793, 278.6 look: 12.2692, 0.3008, 274.7251
path_end = loop
meet = meet@general
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
; sleep 4
[logic@esc_5_7_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_7]:beh@general
pt1 = 20000, sleep | pos: -0.7, 2.0201, 260.4 look: 2.1775, 1.0249, 259.9778
path_end = loop
; sleep 5
[logic@esc_5_7_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_8]:beh@general
pt1 = 20000, sleep | pos: -13.3, 1.9691, 256.2 look: -17.2483, 0.8737, 257.936
path_end = loop
; sleep 6
[logic@esc_5_7_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_9]:beh@general
pt1 = 20000, sit_ass_eat_bread | pos: -14, 1.9785, 259 look: -17.3516, 0.9648, 255.4029
path_end = loop
meet = meet@general
@@ -0,0 +1,69 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------- DAY and NIGHT -------
; =======================
[logic@esc_5_9_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started} true
prior = 57
[walker@day_1]
path_walk = comander_walk
path_look = comander_look
[logic@esc_5_9_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started} true
prior = 59
[beh@day_2]:beh@general
pt1 = 20000, guard | pos: 7, 3.5726, 72.8 look: 14.4971, 2.4153, 62.778
path_end = loop
meet = meet@general
[logic@esc_5_9_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started} true
prior = 58
[beh@day_3]:beh@general
pt1 = 20000, guard | pos: -4.2, 3.6478, 92.4 look: 7.1118, 3.0143, 104.0844
path_end = loop
meet = meet@general
@@ -0,0 +1,260 @@
; ===================
; ----------- DAY -----------
; ===================
; патруль фронт
[logic@esc_smart_terrain_7_11_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 60
[walker@day_1]
path_walk = guard_1_walk
; патруль на крыше
[logic@esc_smart_terrain_7_11_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 59
[walker@day_2]
path_walk = story_military_3_walk
; camp 1
[logic@esc_smart_terrain_7_11_xcvb_day_3]
active = animpoint@day_3
suitable = {!surge_started !is_night} true
prior = 59
[animpoint@day_3]
cover_name = esc_smart_terrain_7_11_animpoint_kamp1
use_camp = true
turn_on_campfire = true
; camp 2
[logic@esc_smart_terrain_7_11_xcvb_day_4]
active = animpoint@day_4
suitable = {!surge_started !is_night} true
prior = 58
[animpoint@day_4]
cover_name = esc_smart_terrain_7_11_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; патруль гаражи
[logic@esc_smart_terrain_7_11_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_5]
path_walk = guard_3_walk
; патруль центр
[logic@esc_smart_terrain_7_11_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = guard_4_walk
; будка справа
[logic@esc_smart_terrain_7_11_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_7]
path_walk = story_military_2_walk
path_look = story_military_2_look
; будка слева
[logic@esc_smart_terrain_7_11_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_8]
path_walk = story_military_1_walk
path_look = story_military_1_look
; camp 3
[logic@esc_smart_terrain_7_11_xcvb_day_9]
active = animpoint@day_9
suitable = {!surge_started !is_night} true
prior = 55
[animpoint@day_9]
cover_name = esc_smart_terrain_7_11_animpoint_kamp5
use_camp = true
turn_on_campfire = true
; снайпер в доме
[logic@esc_smart_terrain_7_11_xcvb_day_10]
active = walker@day_10
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_10]
path_walk = story_military_6_walk
path_look = guard_1_look
; часовой у грузовика
[logic@esc_smart_terrain_7_11_xcvb_day_11]
active = walker@day_11
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_11]
path_walk = guard_1_look
path_look = teleport_look
; часовой у бокового входа
[logic@esc_smart_terrain_7_11_xcvb_day_12]
active = walker@day_12
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_12]
path_walk = story_military_10_walk
path_look = story_military_10_look
; ====================
; ----------- NIGHT ----------
; ====================
[resting]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
; патруль на крыше
[logic@esc_smart_terrain_7_11_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 60
[walker@night_1]
path_walk = story_military_3_walk
; у костра на 2м этаже
[logic@esc_smart_terrain_7_11_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_2]:resting
path_walk = story_military_5_walk
path_look = kamp_2
def_state_standing = sleep
turn_on_campfire = true
; патруль фронт
[logic@esc_smart_terrain_7_11_xcvb_night_3]
active = walker@night_3
suitable = {!surge_started =is_night} true
prior = 58
[walker@night_3]
path_walk = guard_1_walk
; у костра на 2м этаже
[logic@esc_smart_terrain_7_11_xcvb_night_4]
active = walker@night_4
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_4]:resting
path_walk = story_military_6_walk
path_look = kamp_2
def_state_standing = sit_ass_drink_vodka
turn_on_campfire = true
help_wounded_enabled = true
; camp 1
[logic@esc_smart_terrain_7_11_xcvb_night_5]
active = animpoint@night_5
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_5]:resting
cover_name = esc_smart_terrain_7_11_animpoint_kamp1
use_camp = true
turn_on_campfire = true
help_wounded_enabled = true
; camp 2
[logic@esc_smart_terrain_7_11_xcvb_night_6]
active = animpoint@night_6
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_6]:resting
cover_name = esc_smart_terrain_7_11_animpoint_kamp3
use_camp = true
turn_on_campfire = true
help_wounded_enabled = true
; camp 3
[logic@esc_smart_terrain_7_11_xcvb_night_7]
active = animpoint@night_7
suitable = {!surge_started =is_night} true
prior = 55
[animpoint@night_7]:resting
cover_name = esc_smart_terrain_7_11_animpoint_kamp5
use_camp = true
turn_on_campfire = true
help_wounded_enabled = true
; будка слева
[logic@esc_smart_terrain_7_11_xcvb_night_8]
active = walker@night_8
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_8]
path_walk = story_military_1_walk
path_look = story_military_1_look
; будка справа
[logic@esc_smart_terrain_7_11_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 54
[walker@night_9]
path_walk = story_military_2_walk
path_look = story_military_2_look
; патруль гараж
[logic@esc_smart_terrain_7_11_xcvb_night_10]
active = walker@night_10
suitable = {!surge_started =is_night} true
prior = 54
[walker@night_10]
path_walk = guard_3_walk
@@ -0,0 +1,27 @@
![animpoint@stand]
on_info3 = {=mechanic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@stand
meet = no_meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: 0.7, 2.0711, 260.4 look: 1.7783, 0.96, 260.3152
@@ -0,0 +1,6 @@
![ph_door@close]
on_use = {!check_door_faction_time(stalker)} ph_door@open, ph_door@locked
![ph_door@near]
on_use = {!check_door_faction_time(stalker)} ph_door@open, ph_door@locked
@@ -0,0 +1,7 @@
![exclusive]
2_12_xcvb_night_1 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
2_12_xcvb_night_2 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
2_12_xcvb_night_3 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
2_12_xcvb_night_4 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
2_12_xcvb_night_5 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
2_12_xcvb_night_6 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
@@ -0,0 +1,23 @@
![exclusive]
esc_3_16_xcvb_day_1 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_2 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_3 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_4 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_5 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_6 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_7 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_8 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_1 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_2 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_3 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_4 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_5 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_6 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_7 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_8 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_9 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_10 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_11 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_12 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
@@ -0,0 +1,17 @@
![exclusive]
esc_5_7_xcvb_day_1 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_day_2 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_day_3 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_day_4 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_day_5 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_1 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_2 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_3 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_4 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_5 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_6 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_7 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_8 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_9 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
@@ -0,0 +1,4 @@
![exclusive]
esc_5_9_xcvb_day_1 = escape\esc_smart_terrain_5_9_smart_logic_xcvb.ltx
esc_5_9_xcvb_day_2 = escape\esc_smart_terrain_5_9_smart_logic_xcvb.ltx
esc_5_9_xcvb_day_3 = escape\esc_smart_terrain_5_9_smart_logic_xcvb.ltx
@@ -0,0 +1,31 @@
![exclusive]
!esc_smart_terrain_7_11_camp_work_1 = escape\esc_smart_terrain_7_11_smart_logic.ltx
!esc_smart_terrain_7_11_camp_work_2 = escape\esc_smart_terrain_7_11_smart_logic.ltx
!esc_smart_terrain_7_11_camp_work_3 = escape\esc_smart_terrain_7_11_smart_logic.ltx
!esc_smart_terrain_7_11_camp_work_4 = escape\esc_smart_terrain_7_11_smart_logic.ltx
!esc_smart_terrain_7_11_camp_work_5 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_xcvb_day_1 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_2 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_3 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_4 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_5 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_6 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_7 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_8 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_9 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_10 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_11 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_12 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_1 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_2 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_3 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_4 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_5 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_6 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_7 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_8 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_9 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_10 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx