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GSC File Information

NDS files
NDS files are the Nations function files. Each nation in the game has its own separate NDS file. The NDS file lists all available units, buildings, upgrades and defines the upgrade parameters such as cost, time, order/position etc. The NDS file is responsible for everything that a particular nation features and has access to.

The other NDS file the game uses is the WEAPONS.NDS. This NDS file contains all the parameters that assign how a particular weapon behaves, its trajectory, it's smoke effect, how a projectile might land and how it might explode, such as a cannon ball skipping along the ground and then exploding, or a projectile landing in the water and its effect.

Below is France's NDS file (FRANCE.NDS) which we will analyze:

[MEMBERS]
FrnKri(FR) FrnKri 
ArtPus(FR) ArtPus 
ArtPus(FR) ArtPus 
FrnB17(FR) FrnB17 
FrnB18(FR) FrnB18 
FrnPik(FR) FrnPik 
FrnS17(FR) FrnS17 
FrnM18(FR) FrnM18 
FrnF17(FR) FrnF17 
FrnF18(FR) FrnF18 
FrnBuk(FR) FrnBuk 
FrnOf17(FR) FrnOf17 
FrnOf18(FR) FrnOf18 
FrnD17(FR) FrnD17 
FrnD18(FR) FrnD18 
FrnS15(FR) FrnS15 
FrnKOf17(FR) FrnKOf17
FrnKOf18(FR) FrnKOf18
FrnKF18(FR) FrnKF18 
SpnSha(FR) SpnSha 
EngBlg(FR) EngBlg 
EngBlg2(FR) EngBlg2 
FrnCen(FR) FrnCen 
EngDo1(FR) EngDo1
FrnKuz(FR) FrnKuz
FrnHra(FR) FrnHra
EngSkl(FR) EngSkl
FrnVer(FR) FrnVer
FrnDo2(FR) FrnDo2
EngMel(FR) EngMel
EngKre(FR) EngKre
FrnKre2(FR) FrnKre2
SpnRud(FR) SpnRud
SpnIro(FR) SpnRudIr
SpnCoa(FR) SpnRudCo
SpnStn(FR) SpnRudSt
FIELD(FR) FIELDP
empty(FR) empty
ShpLodka(FR) ShpLodka
ShpParom(FR) ShpParom
ShpPinta(FR) ShpPinta
ShpSanta(FR) ShpSanta
ShpFregat(FR) ShpFregat
The members section lists every unit & building available to a particular nation.

The first column e.g. FrnKri(FR) is the title name given to this unit: FrnKri which is the French peasant, the (FR) in brackets defines the nation France. It isn't important what you name this first entry, it is important to include the (FR) tags however. This brackets parameter is used because often you may use one unit or building for multiple nations (some nations share architecture and units so there is no point making them more than once) so using the (FR) parameter assigns the unit or building to France. The second column e.g. FrnKri lists the unit or buildings actual name as it is listed in the units MD file. For example in the FRNKRI.MD FILE, in the "Name" entry this is "FrnKri".

[FIXED_PRODUCE]
//FrnKre
EngKre(FR) 6
FrnPik(FR) 1 0 Q
FrnS15(FR) 2 0 W
FrnS17(FR) 3 0 Y
FrnB17(FR) 4 0 R
FrnF17(FR) 5 0 T
FrnOf17(FR) 6 0 E
//FrnKre2
FrnKre2(FR) 14
FrnS17(FR) 3 0 Y
FrnB17(FR) 4 0 R
FrnF17(FR) 5 0 T
FrnOf17(FR) 6 0 E
FrnM18(FR) 7 0 U
FrnB18(FR) 8 0 O
FrnF18(FR) 9 0 P
FrnOf18(FR) 10 0 I
FrnD17(FR) 1 3 A
FrnKOf17(FR) 2 3 S
FrnD18(FR) 3 3 D
FrnKF18(FR) 4 3 G
FrnKOf18(FR) 5 3 F
ArtPus(FR) 8 3 H
//krestianin
FrnKri(FR) 16
FrnCen(FR) 4 1 Q
EngDo1(FR) 2 0 W
FrnKuz(FR) 4 0 J
FrnHra(FR) 5 1 T
EngSkl(FR) 3 0 Y
FrnVer(FR) 3 1 U
FrnDo2(FR) 2 1 I
EngKre(FR) 0 0 O
EngMel(FR) 1 0 P
EngBlg(FR) 4 2 A
EngBlg2(FR) 5 2 S
FrnKre2(FR) 0 1 D
SpnCoa(FR) 5 0 F
SpnIro(FR) 5 0 F
SpnStn(FR) 5 0 F
SpnRud(FR) 5 0 F
//Do1
EngDo1(FR) 2
FrnKri(FR) 1 0 Q
FrnBuk(FR) 2 0 W
//Do2
FrnDo2(FR) 1 
FrnKri(FR) 1 0 Q
//Ferma
//Melnitsa
EngMel(FR) 1
FIELD(FR) 1 0 Q
//Hram
FrnHra(FR) 1
SpnSha(FR) 1 0 Q
FrnVer(FR) 5
ShpLodka(FR) 1 0 Q
ShpParom(FR) 3 0 W
ShpPinta(FR) 4 0 E
ShpSanta(FR) 5 0 R
ShpFregat(FR) 6 0 T
 
[ENABLED] 
EngDo1(FR)
EngMel(FR)
FrnM18(FR)
FrnBuk(FR)
FrnD17(FR)
FrnKri(FR)
ArtPus(FR) 
/FrnB17(FR)
/FrnF17(FR)
/FrnOf17(FR)
/FrnB18(FR) 
FrnPik(FR) 
FrnS17(FR) 
/FrnF18(FR) 
/FrnOf18(FR)
FrnS15(FR) 
FrnCen(FR) 
EngDo1(FR) 
FrnKuz(FR) 
FrnHra(FR) 
EngSkl(FR) 
FrnVer(FR) 
EngMel(FR) 
EngKre(FR) 
FrnKre2(FR) 
SpnRud(FR)
SpnIro(FR)
SpnCoa(FR)
SpnStn(FR)
SpnSha(FR)
ShpLodka(FR)
ShpParom(FR) 
ShpPinta(FR)
ShpSanta(FR)
ShpFregat(FR)
 
//Krepost'
//€«¨¡ à¤è¨ª
FrnPik(FR)ATTACK ATAKA1 #POSITION 1 1 #LEVEL 2 FrnPik(FR)ATTACK #COST 2 FOOD 200 GOLD 20 #TIME 750
DAMAGE WEAPONKIND PIKA FrnPik(FR) +1
FrnPik(FR)ATTACK3 ATAKA2 #POSITION 1 1 #LEVEL 3 FrnPik(FR)ATTACK3 #COST 2 FOOD 3200 GOLD 30 #TIME 750
DAMAGE WEAPONKIND PIKA FrnPik(FR) +1
FrnPik(FR)ATTACK4 ATAKA3 #POSITION 1 1 #LEVEL 4 FrnPik(FR)ATTACK4 #COST 2 FOOD 6050 GOLD 60 #TIME 750
DAMAGE WEAPONKIND PIKA FrnPik(FR) +1
FrnPik(FR)ATTACK5 ATAKA4 #POSITION 1 1 #LEVEL 5 FrnPik(FR)ATTACK5 #COST 2 FOOD 28050 GOLD 100 #TIME 750
DAMAGE WEAPONKIND PIKA FrnPik(FR) +1
FrnPik(FR)ATTACK6 ATAKA5 #POSITION 1 1 #LEVEL 6 FrnPik(FR)ATTACK6 #COST 2 FOOD 60300 GOLD 200 #TIME 750
DAMAGE WEAPONKIND PIKA FrnPik(FR) +1
FrnPik(FR)ATTACK7 ATAKA5 #POSITION 1 1 #LEVEL 7 FrnPik(FR)ATTACK7 #COST 1 FOOD 65000 #TIME 750
DAMAGE WEAPONKIND PIKA FrnPik(FR) +1
FrnPik(FR)SHIELD SHIT1 #POSITION 1 2 #LEVEL 2 FrnPik(FR)SHIELD #COST 2 FOOD 1500 GOLD 90 #TIME 750
PROTECTION GRP 2 MECH PIKA FrnPik(FR) +1
FrnPik(FR)SHIELD3 SHIT2 #POSITION 1 2 #LEVEL 3 FrnPik(FR)SHIELD3 #COST 2 FOOD 2400 GOLD 100 #TIME 750
PROTECTION GRP 2 MECH PIKA FrnPik(FR) +2
FrnPik(FR)SHIELD4 SHIT3 #POSITION 1 2 #LEVEL 4 FrnPik(FR)SHIELD4 #COST 2 FOOD 7650 GOLD 500 #TIME 750
PROTECTION GRP 2 MECH PIKA FrnPik(FR) +3
FrnPik(FR)SHIELD5 SHIT4 #POSITION 1 2 #LEVEL 5 FrnPik(FR)SHIELD5 #COST 2 FOOD 12050 GOLD 300 #TIME 750
PROTECTION GRP 2 MECH PIKA FrnPik(FR) +2
FrnPik(FR)SHIELD6 SHIT5 #POSITION 1 2 #LEVEL 6 FrnPik(FR)SHIELD6 #COST 2 FOOD 56300 GOLD 600 #TIME 750
PROTECTION GRP 2 MECH PIKA FrnPik(FR) +6
FrnPik(FR)SHIELD7 SHIT5 #POSITION 1 2 #LEVEL 7 FrnPik(FR)SHIELD7 #COST 2 FOOD 56300 GOLD 800 #TIME 750
PROTECTION GRP 2 MECH PIKA FrnPik(FR) +2
 
//Mel
EngMel(FR)GETRES SpnMel(SP)GETRES #POSITION 3 2 #LEVEL 2 EngMel(FR)GETRES #COST 1 FOOD 850 #TIME 750
EFFECT_FOOD +14
EngMel(FR)GETRES2 SpnMel(SP)GETRES2 #POSITION 3 2 #LEVEL 3 EngMel(FR)GETRES2 #COST 2 FOOD 10600 WOOD 6000 #TIME 750
EFFECT_FOOD +25
CEN54FR CEN54SP #POSITION 5 2 #LEVEL 1 CEN54FR #COST 2 WOOD 65000 STONE 9800 #TIME 750
SHIELD GRP 4 FrnKre2(FR) EngKre(FR) EngBlg(FR) EngBlg2(FR) +5
CEN55FR CEN55SP #POSITION 3 0 #LEVEL 2 CEN55FR #COST 3 GOLD 450 WOOD 4100 IRON 100 #TIME 750
EFFECT_FOOD +3000
CEN52FR CEN52SP #POSITION 3 0 #LEVEL 3 CEN52FR #COST 2 GOLD 200 WOOD 21000 #TIME 750
EFFECT_FOOD +3000
 
[UPGRADEPLACE]
FrnCen(FR) 40 CEN02FR
CEN03FR
CEN04FR
CEN06FR
Heal(FR)ENABLE
CEN14FR
ArtHeal(FR)ENABLE
CEN15FR
KonHeal(FR)ENABLE
CEN17FR
CEN18FR
CEN19FR
CEN21FR(FR)SpnRudINS(FR)ENABLE
CEN21FR
CEN22FR
CEN23FR
CEN24FR
FrnDo2(FR)ENABLE
CEN25FR
CEN29FR
CEN30FR
CEN31FR
CEN36FR
CEN37FR
CEN39FR
CEN40FR
CEN41FR
CEN42FR
CEN43FR
CEN44FR
CEN45FR
CEN46FR
CEN47FR
CEN48FR
CEN49FR
CEN50FRA
CEN51FRA
CEN53FR
CEN54FR
CEN56FR
 
EngMel(FR) 4 EngMel(FR)GETRES
EngMel(FR)GETRES2
CEN52FR
CEN55FR
 
[UPGRADEENABLE]
CEN76FR
CEN71FR

CEN65FR
Heal(FR)ENABLE
ArtHeal(FR)ENABLE
KonHeal(FR)ENABLE
CEN02FR
CEN03FR
CEN04FR
CEN06FR
CEN39FR
CEN40FR
CEN41FR
CEN42FR
CEN43FR
CEN55FR
FrnM18(FR)ATTACK
FrnM18(FR)SHIELD
ArtPus(FR)COST
ArtPus(FR)BUILD
CEN60FR
CEN61FR
UPSTFRNKRE2(FR)0
UPSTENGKRE(FR)0
VSEDIBILI1(FR)
CEN57FR
/FrnOf17(FR)ATTACK7
/FrnOf17(FR)SHIELD7
/FrnOf18(FR)ATTACK7
/FrnOf18(FR)SHIELD7
/FrnF17(FR)SHIELD7
/FrnB17(FR)SHIELD7
/FrnF18(FR)SHIELD7
/FrnB18(FR)SHIELD7
FrnD17(FR)ATTACK 
FrnD17(FR)SHIELD 
FrnS17(FR)ATTACK
FrnS17(FR)SHIELD
UPSTFRNKRE2(FR)0
CEN07FR
CEN08FR
CEN09FR
CEN18FR
CEN19FR
CEN21FR(FR)SpnRudINS(FR)ENABLE
CEN22FR
CEN23FR
CEN24FR
FrnDo2(FR)ENABLE
CEN25FR
FrnPik(FR)ATTACK 
FrnPik(FR)SHIELD 
FrnS15(FR)ATTACK 
FrnS15(FR)SHIELD 
EngMel(FR)GETRES
CEN12FR
CEN50FR
CEN29FR
CEN30FR
CEN31FR
KUZ20(FR)
CEN33FR
SpnRud(FR)INSIDE
SpnRudSt(FR)INSIDE
SpnRudCo(FR)INSIDE
SpnRudIr(FR)INSIDE
CEN36FR

CEN37FR
CEN39FR
CEN40FR
CEN41FR
CEN44FR
CEN45FR
CEN46FR
CEN47FR
CEN48FR
CEN49FR
Heal(FR)ENABLE
CEN50FRA
CEN51FRA
CEN53FR
CEN54FR
CEN56FR
 
[UPGRADELINKS]
CEN76FR 1 CEN77FR 
CEN77FR 1 CEN78FR 
CEN78FR 1 CEN79FR 
CEN79FR 1 CEN80FR 
CEN80FR 1 CEN81FR 
CEN71FR 1 CEN71FR

CEN65FR 1 CEN66FR
CEN66FR 1 CEN67FR
CEN67FR 1 CEN68FR
CEN68FR 1 CEN69FR
CEN69FR 1 CEN70FR

CEN55FR 1 CEN52FR
CEN50FRA 4 FrnOf18(FR)ATTACK7
FrnOf18(FR)SHIELD7
FrnF18(FR)SHIELD7
FrnB18(FR)SHIELD7
CEN61FR 1 CEN62FR
CEN62FR 1 CEN63FR
EngBlg(FR)ENABLE 4 FrnOf17(FR)ATTACK7
FrnOf17(FR)SHIELD7
FrnF17(FR)SHIELD7 
FrnB17(FR)SHIELD7 
CEN52FRA 4 FrnOf18(FR)ATTACK7
FrnOf18(FR)SHIELD7
FrnF18(FR)SHIELD7 
FrnB18(FR)SHIELD7 
 
[DISABLED_UPGRADES]  
[AUTOUPGRADE]
CEN03FR 1 CEN03FRA
CEN04FR 1 CEN04FRA
UPSTENGKRE(FR)0 1 EngBlg(FR)ENABLE
UPSTFRNKRE2(FR)0 1 EngBlg2(FR)ENABLE
CEN50FRA 2 CEN52FRA
CEN75FR
 
[ACCESSCONTROL]
UPSTENGKRE(FR)0 1 FrnKuz(FR)
KonHeal(FR)ENABLE 1 FrnKre2(FR)
CEN02FR 1 FrnKre2(FR)
CEN03FR 1 FrnKre2(FR)
CEN04FR 1 FrnKre2(FR)
CEN06FR 1 FrnKre2(FR)
CEN39FR 1 FrnKre2(FR)
CEN40FR 1 FrnKre2(FR)
CEN41FR 1 FrnKre2(FR)
CEN42FR 1 FrnKre2(FR)
CEN43FR 1 FrnKre2(FR)
ArtHeal(FR)ENABLE 1 FrnKre2(FR)
 
[UNITLOCK] 
ShpParom(FR) 3 ShpParom(FR)
 
[CANSETDEST]
FrnDo2(FR)
EngDo1(FR)
FrnKuz(FR)
FrnHra(FR)
EngSkl(FR)
FrnVer(FR)
EngMel(FR)
EngKre(FR)
EngKre(FR)
EngBlg(FR)
EngBlg2(FR)
FrnKre2(FR)
 
[PRIVATE]
SpnRud(FR)INSIDE 
SpnRud(FR)INSIDE2
SpnRud(FR)INSIDE3
SpnRud(FR)INSIDE4
SpnRud(FR)INSIDE5
SpnRud(FR)INSIDE6
SpnRudSt(FR)INSIDE 
SpnRudSt(FR)INSIDE2
SpnRudSt(FR)INSIDE3
SpnRudSt(FR)INSIDE4
SpnRudSt(FR)INSIDE5
SpnRudSt(FR)INSIDE6
SpnRudIr(FR)INSIDE 
SpnRudIr(FR)INSIDE2
SpnRudIr(FR)INSIDE3
SpnRudIr(FR)INSIDE4
SpnRudIr(FR)INSIDE5
SpnRudIr(FR)INSIDE6
SpnRudCo(FR)INSIDE 
SpnRudCo(FR)INSIDE2
SpnRudCo(FR)INSIDE3
SpnRudCo(FR)INSIDE4
SpnRudCo(FR)INSIDE5
SpnRudCo(FR)INSIDE6
CEN76FR 
CEN77FR 
CEN78FR 
CEN79FR 
CEN80FR 
CEN81FR 
 
[SPECIAL_UPGRADE]
ArtPus(FR)COST 1 0 0 0 0 0 0 0 
ArtPus(FR)COST3 1 0 0 0 0 0 0 0 
ArtPus(FR)COST4 1 0 0 0 0 0 0 0 
ArtPus(FR)COST5 1 0 0 0 0 0 0 0 
ArtPus(FR)COST6 1 0 0 0 0 0 0 0 
ArtPus(FR)COST7 1 0 0 0 0 0 0 0 
ArtPus(FR)BUILD 1 0 0 0 0 0 0 0
ArtPus(FR)BUILD3 1 0 0 0 0 0 0 0 
ArtPus(FR)BUILD4 1 0 0 0 0 0 0 0 
ArtPus(FR)BUILD5 1 0 0 0 0 0 0 0 
ArtPus(FR)BUILD6 1 0 0 0 0 0 0 0 
ArtPus(FR)BUILD7 1 0 0 0 0 0 0 0
CEN02FR 1 0 0 0 0 0 0 0
CEN03FR 1 0 0 0 0 0 0 0
CEN04FR 1 0 0 0 0 0 0 0
CEN06FR 1 0 0 0 0 0 0 0
CEN15FR 1 0 0 0 0 0 0 0
CEN42FR 1 0 0 0 0 0 0 0
CEN43FR 1 0 0 0 0 0 0 0
 
[SPECIAL_UNIT]
ArtPus(FR) 1 0 0 0 0 0 0 0
 
[COUNTRY]
FRANCE 46
#INFANTRY
FrnKri(FR)
FrnPik(FR) 
FrnOf17(FR) 
FrnM18(FR) 
FrnOf18(FR) 
SpnSha(FR)
FrnS15(FR)
FrnB17(FR) 
empty(FR)
FrnB18(FR) 
FrnBuk(FR)
FrnS17(FR) 
FrnF17(FR) 
empty(FR)
FrnF18(FR) 
#CAVALRY 
FrnKOf17(FR) 
FrnKOf18(FR) 
FrnKF18(FR) 
FrnD17(FR) 
FrnD18(FR) 
#ARTILERY 
ArtPus(FR) 
#BUILDINGS
EngKre(FR) 
EngMel(FR) 
EngDo1(FR) 
EngSkl(FR) 
FrnKuz(FR) 
FrnKre2(FR) 
empty(FR)
FrnDo2(FR) 
FrnVer(FR) 
FrnCen(FR) 
FrnHra(FR) 
SpnRud(FR)
empty(FR)
EngBlg(FR) 
EngBlg2(FR) 
#SHIPS
ShpLodka(FR)
ShpParom(FR) 
ShpPinta(FR)
ShpSanta(FR)
ShpFregat(FR)
 
[OFFICERS]
FrnOf17(FR) FrnB17(FR) FrnF17(FR) 3
SQUARE 5 #SQUARE15 #SQUARE36 #SQUARE72 #SQUARE120 #SQUARE196 3 FrnPik(FR) FrnS15(FR) FrnS17(FR)
LINE 5 #LINE15 #LINE36 #LINE72 #LINE120 #LINE196 3 FrnPik(FR) FrnS15(FR) FrnS17(FR)
KARE 5 #KARE15 #KARE36 #KARE72 #KARE120 #KARE196 3 FrnPik(FR) FrnS15(FR) FrnS17(FR)
FrnOf18(FR) FrnB18(FR) FrnF18(FR) 3
SQUARE 5 #SQUARE15 #SQUARE36 #SQUARE72 #SQUARE120 #SQUARE196 1 FrnM18(FR)
LINE 5 #LINE15 #LINE36 #LINE72 #LINE120 #LINE196 1 FrnM18(FR)
KARE 5 #KARE15 #KARE36 #KARE72 #KARE120 #KARE196 1 FrnM18(FR)
FrnKOf18(FR) NONE FrnKF18(FR) 3
PRUS 3 #PRUS3 #PRUS2 #PRUS 1 FrnD18(FR)
TRI 3 #TRI3 #TRI2 #TRI 1 FrnD18(FR)
SHER 3 #SHER3 #SHER2 #SHER 1 FrnD18(FR)
FrnKOf17(FR) NONE 3
PRUS 3 #PRUS3 #PRUS2 #PRUS 1 FrnD17(FR)
TRI 3 #TRI3 #TRI2 #TRI 1 FrnD17(FR)
SHER 3 #SHER3 #SHER2 #SHER 1 FrnD17(FR)
 
[STAGEDEPENDENT]
VSEDIBILI1(FR) 1
VSEDIBILI2(FR) 1
VSEDIBILI3(FR) 1
ArtPus(FR) 1
FrnD17(FR) 1 
FrnD17(FR)ATTACK 1 
FrnD17(FR)ATTACK3 1 
FrnD17(FR)ATTACK4 1 
FrnD17(FR)ATTACK5 1 
FrnD17(FR)ATTACK6 1 
FrnD17(FR)ATTACK7 1 
FrnD17(FR)SHIELD 1 
FrnD17(FR)SHIELD3 1 
FrnD17(FR)SHIELD4 1 
FrnD17(FR)SHIELD5 1 
FrnD17(FR)SHIELD6 1 
FrnD17(FR)SHIELD7 1 
FrnD18(FR) 1 
FrnD18(FR)ATTACK 1 
FrnD18(FR)ATTACK3 1 
FrnD18(FR)ATTACK4 1 
FrnD18(FR)ATTACK5 1 
FrnD18(FR)ATTACK6 1 
FrnD18(FR)ATTACK7 1 
FrnD18(FR)SHIELD 1 
FrnD18(FR)SHIELD3 1 
FrnD18(FR)SHIELD4 1 
FrnD18(FR)SHIELD5 1 
FrnD18(FR)SHIELD6 1 
FrnD18(FR)SHIELD7 1 
ArtPus(FR)BUILD 1
ArtPus(FR)BUILD3 1
ArtPus(FR)BUILD4 1
ArtPus(FR)BUILD5 1
ArtPus(FR)BUILD6 1
ArtPus(FR)BUILD7 1
ArtPus(FR)COST 1
ArtPus(FR)COST3 1
ArtPus(FR)COST4 1
ArtPus(FR)COST5 1
ArtPus(FR)COST6 1
ArtPus(FR)COST7 1
FrnKOf17(FR) 1
FrnKOf17(FR)ATTACK7 1
FrnKOf17(FR)SHIELD7 1
FrnKOf18(FR) 1 
FrnKOf18(FR)ATTACK7 1 
FrnKOf18(FR)SHIELD7 1 
FrnKF18(FR) 1 
FrnKF18(FR)SHIELD7 1 

/FrnOf17(FR) 1
/FrnF17(FR) 1
/FrnB17(FR) 1
/FrnOf17(FR)ATTACK7 1
/FrnOf17(FR)SHIELD7 1
/FrnF17(FR)SHIELD7 1
/FrnB17(FR)SHIELD7 1
 
[UPGRADESTAGE]
UPSTENGKRE(FR)0
UPSTFRNKRE2(FR)0
 
[END]  

Below is the WEAPON.NDS which we will analyze:

[MEMBERS]  
//NAME #Animation damage radius Transparency gravity_type propagation speed cycle  
//Transparency: NONE,DARK,WHITE,RED,BRIGHT,YELLOW  
//action_type : NO_GRAVITY,LO_GRAVITY,HI_GRAVITY  
//propagation : STAND,IMMEDIATE,SLIGHTUP,RANDOM,FLY  
//speed : points/s  
//cycle : number of cycles, if it is eq. -1 then cycling is timeless  
SHOTFOG #SHOTFOG 0 0 NONE NO_GRAVITY STAND 1 1  
SHOTFOGFORINDBUILDINGS #SHOTFOG 0 0 NONE NO_GRAVITY STAND 1 1  
SHOTFOGFORPISTOL #SHOTFOG 0 0 NONE NO_GRAVITY STAND 1 1  
SHOTFOG_2 #SHOTFOG 0 0 NONE NO_GRAVITY STAND 1 1  
SHOT1 #SHOTFOG 0 0 WHITE NO_GRAVITY STAND 1 1  
SHOT2 #SHOTFOG 0 0 WHITE NO_GRAVITY STAND 1 1  
ENDSHOT #POINT 0 10 NONE NO_GRAVITY FLY 1500 -1  
PUSSTRELA #POINT 512 25 NONE NO_GRAVITY FLY 20 2  
PUSSTRELA1 #POINT 256 50 NONE NO_GRAVITY FLY 20 4  
PUSSTRELA2 #POINT 128 75 NONE NO_GRAVITY FLY 20 8  
PUSSTRELA3 #POINT 112 100 NONE NO_GRAVITY FLY 20 2  
PUSSTRELA4 #POINT 30 125 NONE NO_GRAVITY FLY 20 5  
PUSSTRELA5 #POINT 30 150 NONE NO_GRAVITY FLY 20 10  
PUSSTRELA6 #POINT 30 175 NONE NO_GRAVITY FLY 20 15  
PUSSTRELAPUS #POINT 600 25 NONE NO_GRAVITY FLY 20 2  
PUSSTRELA1PUS #POINT 350 50 NONE NO_GRAVITY FLY 20 4  
PUSSTRELA2PUS #POINT 250 75 NONE NO_GRAVITY FLY 20 8  
PUSSTRELA3PUS #POINT 210 100 NONE NO_GRAVITY FLY 20 2  
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