(originally written by jianmingyong)
Table of content:
A GameMode is a feature in Pokémon 3D that allow you to use the Pokémon 3D engine to create a game.
Using Pokémon 3D engine, you can create lots of maps and scripts to create a game.
2. How to create a GameMode?
In order for you to create a GameMode, first you are required to know the basic layout of the GameMode Files and what do they do. All of these will be covered below so you don't have to worry about.
2.1. Basic Setup Part 1
The basic layout for GameMode looks the same as how the Pokémon 3D gamemode are. There are no difference unless you define the folder differently in gamemode.dat.
To start out with a gamemode, first we need a workspace. So what is the workspace I am talking about? Basically, we need the basic setup by creating a few folder anywhere you want and then later move them into the gamemode folder.
You can name the folder anything you like. But to make things easy, create a folder based on the actual GameMode name.
By doing that, you will now have "Pokemon\GameModes\<GameMode Name>"
Now that you have a folder for your gamemode, now lets create some more folder.
In the GameMode Folder, you should have at least these folder.
2.2. Basic Setup Part 2
In order for you to define the location of the folder, you will require a GameMode.dat file.
GameMode.dat is the file that contains basic information of the game that require by the engine to start up a game. There are some settings inside which are important and can impact the game.
This is the basic script that you need to create yourself using a notepad / notepad++.
* This may subject to change in version 0.54
Now I will explain what to do with this file.
This is where you type your GameMode name. It do not need to be the same as the Folder Name you have created for this GameMode.
This is where you type a very brief, one-line description of your GameMode.
This is where you type the version number of the game. For Example, 0.54
This is where you type the name of the creator. You don't have to insert your real name. You can insert your team name as well if you are working with a team.
This is where you define the folder for all the Maps. By default it will be " $Mode\Maps\ ".
$Mode refers to the GameMode folder of the game.
This is where you define the folder for all the Scripts. By default it will be " $Mode\Scripts\ ".
$Mode refers to the GameMode folder of the game.
This is where you define the folder for all the Pokémon Encounter. By default it will be " $Mode\Maps\Poke ".
$Mode refers to the GameMode folder of the game.
This is where you define the folder for all the Pokémon Data. By default it will be " $Mode\Content\Pokemon\Data\ ".
$Mode refers to the GameMode folder of the game.
This is where you define the folder for all the Game Content. By default it will be " $Mode\Content ".
$Mode refers to the GameMode folder of the game.
This is where you define the folder for all the Localization file. By default it will be " $Mode\Content\Localization\ ".
$Mode refers to the GameMode folder of the game.
This is where you define the game rules. It will impact the game depending what kind of rules you used in the game. The above is the most basic setting but they are not default.
If you need more, you can increase it. The maximum value for this setting is 999.
* MaxLevel|999 is prone to get game crash. This is caused by the total amount of exp hit the limit of Int32 value.
The range of a Int32 value is -(2^31) ≤ x < 2^31
This is where you define which map to start off with inside your Maps folder.
For example, I want to start off with a map called Main.dat inside the Maps folder, I will type
If you create additional folder inside the Maps folder, you have to type out the path of the map.
This is where you define the Position where your Player is when you start a new game. Since Pokémon 3D is a 3D/2.5D game, the coordinates is in terms of 3D plane. For example x,y,z where "x" "y" "z" is the xyz coordinate of the object.
x coordinate affect the position left and right.
y coordinate affect the position up and down ( Height of the starting point )
z coordinate affect the position front and back.
This is where you define the starting position where the player face.
0 Face the front.
1 Face the left.
2 Face the back.
3 Face the right.
This is where you define the starting location name. This will not matter the game after all.
This is where you define the starting Dialogue when you start a new game. You will see the Prof. Oak speaking.
StartDialogue|This is where you type your intro.~Use a tide for next line.*Use a Asterisk to goto the next empty line.|This is where the Prof. oak will start throwing a random poke ball.|~This is after you choose a starter trainer and define the name.
This is to define the color of the background in the intro screen. The three number represent the RGB color.
This is to define what pokemon will appear in the intro screen. Zero will mean random. While a positive integer number after zero will be a Pokémon in their national dex number.
This is to define the music for the intro screen.
You do not need to type in the full path of the music. Just the name without any extension will do.
This is to define the background color for each trainer skin you define later. They are still in RGB format.
A comma represent the next skin index.
This is to define the skin for the trainer for player to choose. You do not need to type the full path of the skin.
The default path the game point into is " content\texture\NPC\ " If you have additional folder after NPC, you would need to type the folder name then the skin name.
This is where you define the name of the skin.
4. Want a splash screen for your gamemode?
To add a splash screen for your gamemode, you have to add a file called GameMode.png
The format is fixed to png file only. You can create any size of the splash screen and it will automatically scale it in game.
5. What to do after all the above steps?
You need to now create maps and scripts for the game. Making a map is simple for me
But a beginner might not.
So to help you with this, try read the documentation of the maps at here:
http://pokemon3d.net/wiki/index.php?title=Maps
While the script documentation is at here:
http://pokemon3d.net/wiki/index.php?title=Version_2_Scripts
http://pokemon3d.net/wiki/index.php?title=Version_2_Scripts_New
You can refer the Pokémon 3D maps and script to create it.
For an example this is my littleroot town map.
The remark you see for example "Floor.Layer.-1" "Prof.BirchLab.Layer.16.Floor.2" is not needed for actual map file. This is just a remark for yourself so that you can know what are you adding.
You need to take sometime to learn all this. There is no GUI editor that is working atm.
6. Additional Resource you might need
For mapping:
7. Content Pack?
If your GameMode is too big, you can use the content pack feature to solve the problem. Also you can fix the music cutoff bugs as well!
I hope you would use this efficiently. I know that there are people who do not know how to activate Content Packs so you will need to state it somewhere in your gamemode.
8. Content
What is a content? Well content are files that contains some data for the game.
It contain music, sound, textures, npc textures, models, font, pokemon,... etc.
If you want to add in something, add in the folder you need and it will handle in the game.
8.1. Custom Moves
What are custom moves? To put in words... simply it means a move that is created by your own creativity.
In this tutorial, I am going to teach you how to make a custom move.
Let's start off with the most easy part. Create the folder if you have not done so "<GameMode Name>\Content\Data\Moves\".
I am going to name the file, "TheUltimateDerpV2.dat" with the following content.
Let's go through one by one what does it do and what you can input.
Remember to set the encoding as Unicode or simply ( UTF - 8 ) or the "é" letter will render question marks.
This is the ID for the move. Each moves must have unique ID and must be above 999.
This is the Power Point for the move. You can use the move how many times depend on this.
This is the Power of the attack. Both of these are the same so you only have to choose the one that you think it is easy to follow. There are no need to define both. Just one will do.
This is the accuracy of the attack. 0 Accuracy doesn't mean that it always miss.
Both of these are the same so you only have to choose the one that you think it is easy to follow. There are no need to define both. Just one will do.
This comes the most interesting part. This tells the type for the move. But why shadow?
Well shadow seem to be the most unique type
The valid types are...
Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel, Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark, Fairy, Shadow and Blank.
Well Blank type is simply just an anti crash type implemented just in case of typo error.
This define the category the move belongs.
The valid category are...
Physical, Special and Status
This define the contest category.
The valid category are...
Tough, Smart, Beauty, Cool and Cute
This define the name of the move. Nothing unique here...
This define the short description of the move. Remember that for the é ( Acute e ) to appear, your file need to be in Unicode encoding or simply UTF - 8.
This define the chance of getting critical hit. 0 simply means never.
Both of these are the same so you only have to choose the one that you think it is easy to follow. There are no need to define both. Just one will do.
This define whether it is a HM move. Although you can't really create a HM with outside field effect, this simply just make the move not able to forget that's all.
Both of these are the same so you only have to choose the one that you think it is easy to follow. There are no need to define both. Just one will do.
This define the priority of the attack. It differ from Pokémon speed.
The move will first check the priority then the speed and other item effect. The higher the number, the first to likely attack.
This define the number of times it will attack in one turn.
This define whether the move make contact to the Pokémon.
When yes... well some ability like rough skin might hurt your pokémon in battle.
This define whether the move will be affected by protect.
SnatchAffected|False
MirrorMoveAffected|False
KingsrockAffected|False
CounterAffected|False
DisabledWhileGravity|False
#. DisabledDuringGravity|False
UseEffectiveness|True
IsHealingMove|False
RemovesFrozen|True
IsRecoilMove|False
IsPunchingMove|False
ImmunityAffected|False
IsDamagingMove|True
IsProtectMove|False
IsSoundMove|False
IsAffectedBySubstitute|False
IsOneHitKOMove|True
IsWonderGuardAffected|False
UseAccEvasion|False
CanHitInMidAir|True
CanHitUnderground|True
CanHitUnderwater|True
CanHitSleeping|True
CanGainStab|False
IsPowderMove|False
IsTrappingMove|False
IsPulsemove|False
IsBulletMove|False
ISJawMove|False
UseOppDefense|False
UseOppEvasion|False
Function|
==================================================
If you still can't make a gamemode, you can ask here and our friendly staff here including me will help you.
I am able to help you if you have any difficulty creating something.
To end off, thank you for reading the tutorial. I hope to see more interesting/creative gamemode being worked on.
Personal Note that does not concern anything:
Dialga ( My fictional Pokémon name ) is tired typing the whole in depth tutorial. I will add in more when the community asked for more details. Now Dialga must rest now. * Flying into the deep space *
And lastly, my lame and usual signature:
// The Dialga team
Table of content:
- What is a GameMode?
- Basic Layout
- What does GameMode.dat do?
- Want a splash screen for your gamemode?
- What to do after all the above steps?
- Additional Resource you might need
- Content Pack?
- Content
- Custom Moves
- badges.dat
- channels.dat
- interactions.dat
- items.dat
- pokedex.dat
- smashrockitems.dat
A GameMode is a feature in Pokémon 3D that allow you to use the Pokémon 3D engine to create a game.
Using Pokémon 3D engine, you can create lots of maps and scripts to create a game.
2. How to create a GameMode?
In order for you to create a GameMode, first you are required to know the basic layout of the GameMode Files and what do they do. All of these will be covered below so you don't have to worry about.
2.1. Basic Setup Part 1
The basic layout for GameMode looks the same as how the Pokémon 3D gamemode are. There are no difference unless you define the folder differently in gamemode.dat.
To start out with a gamemode, first we need a workspace. So what is the workspace I am talking about? Basically, we need the basic setup by creating a few folder anywhere you want and then later move them into the gamemode folder.
You can name the folder anything you like. But to make things easy, create a folder based on the actual GameMode name.
By doing that, you will now have "Pokemon\GameModes\<GameMode Name>"
Now that you have a folder for your gamemode, now lets create some more folder.
In the GameMode Folder, you should have at least these folder.
- <GameMode Name>\Content
- <GameMode Name>\Data
- <GameMode Name>\Maps
- <GameMode Name>\Poke
- <GameMode Name>\Scripts
- <GameMode Name>\Data\Moves
- <GameMode Name>\Data\Pokemon
- <GameMode Name>\Data\worldmap
2.2. Basic Setup Part 2
In order for you to define the location of the folder, you will require a GameMode.dat file.
GameMode.dat is the file that contains basic information of the game that require by the engine to start up a game. There are some settings inside which are important and can impact the game.
This is the basic script that you need to create yourself using a notepad / notepad++.
* This may subject to change in version 0.54
Code:
Name|
Description|
Version|
Author|
MapPath|$Mode\Maps\
ScriptPath|$Mode\Scripts\
PokeFilePath|$Mode\Poke\
PokemonDataPath|$Mode\Data\Pokemon\Data\
ContentPath|$Mode\Content\
LocalizationsPath|$Mode\Content\Localization\
Gamerules|(MaxLevel|100)(OnlyCaptureFirst|0)(ForceRename|0)(DeathInsteadOfFaint|0)(CanUseHealItems|1)(Difficulty|0)(LockDifficulty|0)(GameOverAt0Pokemon|0)(CanGetAchievements|1)(ShowFollowPokemon|0)
StartMap|
StartPosition|
StartRotation|
StartLocationName|
StartDialogue|
StartColor|
PokemonAppear|
IntroMusic|
SkinColors|
SkinFiles|
SkinNames|
Code:
Name|
Code:
Description|
Code:
Version|
Code:
Author|
Code:
MapPath|$Mode\Maps\
$Mode refers to the GameMode folder of the game.
Code:
ScriptPath|$Mode\Scripts\
$Mode refers to the GameMode folder of the game.
Code:
PokeFilePath|$Mode\Poke
$Mode refers to the GameMode folder of the game.
Code:
PokemonDataPath|$Mode\Data\Pokemon\Data\
$Mode refers to the GameMode folder of the game.
Code:
ContentPath|$Mode\Content\
$Mode refers to the GameMode folder of the game.
Code:
LocalizationsPath|$Mode\Content\Localization\
$Mode refers to the GameMode folder of the game.
Code:
Gamerules|(MaxLevel|100)(OnlyCaptureFirst|0)(ForceRename|0)(DeathInsteadOfFaint|0)(CanUseHealItems|1)(Difficulty|0)(LockDifficulty|0)(GameOverAt0Pokemon|0)(CanGetAchievements|1)(ShowFollowPokemon|0)
- (MaxLevel|100)
If you need more, you can increase it. The maximum value for this setting is 999.
* MaxLevel|999 is prone to get game crash. This is caused by the total amount of exp hit the limit of Int32 value.
The range of a Int32 value is -(2^31) ≤ x < 2^31
- (OnlyCaptureFirst|0)
- (ForceRename|0)
- (DeathInsteadOfFaint|0)
- (CanUseHealItems|1)
- (Difficulty|0)
- (LockDifficulty|0)
- (GameOverAt0Pokemon|0)
- (CanGetAchievements|1)
- (ShowFollowPokemon|0)
Code:
StartMap|
For example, I want to start off with a map called Main.dat inside the Maps folder, I will type
Code:
StartMap|Main.dat
Code:
StartMap|xxx\Main.dat
Code:
StartPosition|0,0,0
x coordinate affect the position left and right.
y coordinate affect the position up and down ( Height of the starting point )
z coordinate affect the position front and back.
Code:
StartRotation|0
0 Face the front.
1 Face the left.
2 Face the back.
3 Face the right.
Code:
StartLocationName|
Code:
StartDialogue|
StartDialogue|This is where you type your intro.~Use a tide for next line.*Use a Asterisk to goto the next empty line.|This is where the Prof. oak will start throwing a random poke ball.|~This is after you choose a starter trainer and define the name.
Code:
StartColor|127,127,255
Code:
PokemonAppear|0
Code:
IntroMusic|
You do not need to type in the full path of the music. Just the name without any extension will do.
Code:
SkinColors|255;127;127,255;127;127
A comma represent the next skin index.
Code:
SkinFiles|trchar000,trchar001
The default path the game point into is " content\texture\NPC\ " If you have additional folder after NPC, you would need to type the folder name then the skin name.
Code:
SkinFiles|Trainer\Ash
Code:
SkinNames|
4. Want a splash screen for your gamemode?
To add a splash screen for your gamemode, you have to add a file called GameMode.png
The format is fixed to png file only. You can create any size of the splash screen and it will automatically scale it in game.
5. What to do after all the above steps?
You need to now create maps and scripts for the game. Making a map is simple for me
So to help you with this, try read the documentation of the maps at here:
http://pokemon3d.net/wiki/index.php?title=Maps
While the script documentation is at here:
http://pokemon3d.net/wiki/index.php?title=Version_2_Scripts
http://pokemon3d.net/wiki/index.php?title=Version_2_Scripts_New
You can refer the Pokémon 3D maps and script to create it.
For an example this is my littleroot town map.
The remark you see for example "Floor.Layer.-1" "Prof.BirchLab.Layer.16.Floor.2" is not needed for actual map file. This is just a remark for yourself so that you can know what are you adding.
Code:
Main:
{"Level"{LEV[{"Name"{str[Littleroot Town]}}{"MusicLoop"{str[P_R_S_E Littleroot Town]}}{"WildPokemon"{bool[0]}}{"CurrentRegion"{str[12.Hoenn]}}]}}
{"Actions"{LEV[{"CanTeleport"{bool[0]}}{"CanDig"{bool[0]}}{"CanFly"{bool[1]}}{"RideType"{int[0]}}{"EnviromentType"{int[0]}}{"Weather"{int[0]}}{"IsDark"{bool[0]}}{"IsSafariZone"{bool[0]}}{"MapScript"{str[System\GlobalMain]}}]}}
Floor.Layer.-1
{"Floor"{ENT[{"Size"{intArr[2,1]}}{"Position"{intArr[18,0,-1]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[0,0,16,16]}}]}}
Floor.Layer.0
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,0]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.1
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,1]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.2
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,2]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.3
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,3]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.4
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,4]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.5
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.6
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,6]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.7
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,7]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.8
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.9
{"Floor"{ENT[{"Size"{intArr[13,1]}}{"Position"{intArr[0,0,9]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
{"Floor"{ENT[{"Size"{intArr[1,1]}}{"Position"{intArr[13,0,9]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[0,16,16,16]}}]}}
{"Floor"{ENT[{"Size"{intArr[8,1]}}{"Position"{intArr[14,0,9]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
{"Floor"{ENT[{"Size"{intArr[1,1]}}{"Position"{intArr[22,0,9]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[0,16,16,16]}}]}}
{"Floor"{ENT[{"Size"{intArr[13,1]}}{"Position"{intArr[23,0,9]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.10
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,10]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.11
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,11]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.12
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,12]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.13
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,13]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.14
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,14]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.15
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,15]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.16
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.17
{"Floor"{ENT[{"Size"{intArr[15,1]}}{"Position"{intArr[0,0,17]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
{"Floor"{ENT[{"Size"{intArr[1,1]}}{"Position"{intArr[15,0,17]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[0,16,16,16]}}]}}
{"Floor"{ENT[{"Size"{intArr[20,1]}}{"Position"{intArr[16,0,17]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.18
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,18]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.19
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,19]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.20
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,20]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.21
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,21]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.22
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,22]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.23
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,23]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.24
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,24]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.25
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,25]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.26
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,26]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.27
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,27]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Floor.Layer.28
{"Floor"{ENT[{"Size"{intArr[36,1]}}{"Position"{intArr[0,0,28]}}{"TexturePath"{str[12\Tileset0001]}}{"Texture"{rec[32,0,16,16]}}]}}
Flower.Layer.7
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[27,-0.25,7]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,0,16,16]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[0.5,0.5,1]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}]}}
Flower.Layer.8
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[8,-0.25,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,0,16,16]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[0.5,0.5,1]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[26,-0.25,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,0,16,16]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[0.5,0.5,1]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}]}}
Flower.Layer.9
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[27,-0.25,9]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,0,16,16]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[0.5,0.5,1]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}]}}
Flower.Layer.10
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[8,-0.25,10]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,0,16,16]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[0.5,0.5,1]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[26,-0.25,10]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,0,16,16]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[0.5,0.5,1]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}]}}
Flower.Layer.17
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[3,1]}}{"Position"{sngArr[11,-0.25,17]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,0,16,16]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[0.5,0.5,1]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}]}}
Flower.Layer.18
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[3,1]}}{"Position"{sngArr[11,-0.25,18]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,0,16,16]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[0.5,0.5,1]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}]}}
Sign.Layer.8
{"EntityField"{ENT[{"EntityID"{str[SignBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[15,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[64,0,16,16][80,0,16,16]]}}{"TextureIndex"{intArr[0,0,1,1,1,1,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[4]}}{"Action"{int[1]}}{"AdditionalValue"{str[12\LittleRootTown\015000008]}}]}}
{"EntityField"{ENT[{"EntityID"{str[SignBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[20,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[64,0,16,16][80,0,16,16]]}}{"TextureIndex"{intArr[0,0,1,1,1,1,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[4]}}{"Action"{int[1]}}{"AdditionalValue"{str[12\LittleRootTown\020000008]}}]}}
Sign.Layer.13
{"EntityField"{ENT[{"EntityID"{str[SignBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[23,0,13]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[64,0,16,16][80,0,16,16]]}}{"TextureIndex"{intArr[0,0,1,1,1,1,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[4]}}{"Action"{int[1]}}{"AdditionalValue"{str[12\LittleRootTown\023000013]}}]}}
Sign.Layer.17
{"EntityField"{ENT[{"EntityID"{str[SignBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,0,17]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[64,0,16,16][80,0,16,16]]}}{"TextureIndex"{intArr[0,0,1,1,1,1,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[4]}}{"Action"{int[1]}}{"AdditionalValue"{str[12\LittleRootTown\014000017]}}]}}
Tree.Layer.1
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[18,1]}}{"Position"{sngArr[0,0,0]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[16,1]}}{"Position"{sngArr[20,0,0]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[18,1]}}{"Position"{sngArr[0.5,0.5,0.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[16,1]}}{"Position"{sngArr[20.5,0.5,0.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.3
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[10,1]}}{"Position"{sngArr[0,0,2]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[10,1]}}{"Position"{sngArr[26,0,2]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[10,1]}}{"Position"{sngArr[0.5,0.5,2.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[10,1]}}{"Position"{sngArr[26.5,0.5,2.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.5
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0,0,4]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28,0,4]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0.5,0.5,4.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28.5,0.5,4.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.7
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0,0,6]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28,0,6]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0.5,0.5,6.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28.5,0.5,6.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.9
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0.5,0.5,8.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28.5,0.5,8.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.11
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0,0,10]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28,0,10]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0.5,0.5,10.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28.5,0.5,10.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.13
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0,0,12]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28,0,12]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0.5,0.5,12.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28.5,0.5,12.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.15
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0,0,14]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28,0,14]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0.5,0.5,14.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[28.5,0.5,14.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.17
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0,0,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[10,1]}}{"Position"{sngArr[26,0,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[8,1]}}{"Position"{sngArr[0.5,0.5,16.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[10,1]}}{"Position"{sngArr[26.5,0.5,16.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.19
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[10,1]}}{"Position"{sngArr[0,0,18]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[12,1]}}{"Position"{sngArr[24,0,18]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[10,1]}}{"Position"{sngArr[0.5,0.5,18.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[12,1]}}{"Position"{sngArr[24.5,0.5,18.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.21
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[36,1]}}{"Position"{sngArr[0,0,20]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[36,1]}}{"Position"{sngArr[0.5,0.5,20.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.23
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[36,1]}}{"Position"{sngArr[0,0,22]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[36,1]}}{"Position"{sngArr[0.5,0.5,22.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.25
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[36,1]}}{"Position"{sngArr[0,0,24]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[36,1]}}{"Position"{sngArr[0.5,0.5,24.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Tree.Layer.27
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[36,1]}}{"Position"{sngArr[0,0,26]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}]}}
{"EntityField"{ENT[{"EntityID"{str[WallBill]}}{"Size"{intArr[36,1]}}{"Position"{sngArr[0.5,0.5,26.5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,16,112,128]]}}{"TextureIndex"{intArr[0,0]}}{"Scale"{sngArr[2,2,1]}}{"Collision"{bool[1]}}{"ModelID"{int[3]}}{"Steps"{sngArr[2,1,2]}}]}}
Truck.Layer.9
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Prof.BirchLab.Layer.13.Floor.1
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{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[5,1]}}{"Position"{sngArr[12,0,13]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[208,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[17,0,13]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[112,416,16,16][192,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,1,1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
Prof.BirchLab.Layer.13.Floor.2
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{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[5,1]}}{"Position"{sngArr[12,1,13]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[208,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[17,1,13]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[112,400,16,16][192,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,1,1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
Prof.BirchLab.Layer.13.Floor.3
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Prof.BirchLab.Layer.14.Floor.1
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[11,0,14]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[208,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,0,0,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[17,0,14]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[208,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
Prof.BirchLab.Layer.14.Floor.2
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{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[17,1,14]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[208,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
Prof.BirchLab.Layer.14.Floor.3
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Prof.BirchLab.Layer.15.Floor.1
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{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[17,0,15]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[208,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
Prof.BirchLab.Layer.15.Floor.2
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{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[17,1,15]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[208,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
Prof.BirchLab.Layer.15.Floor.3
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Prof.BirchLab.Layer.16.Floor.1
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{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[2,1]}}{"Position"{sngArr[12,0,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[128,416,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,0,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[144,416,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WarpBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[15,0,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[160,416,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\LittleRootTown.ProfBirchLab.dat,6,0.1,12,0]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[16,0,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[176,416,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
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Prof.BirchLab.Layer.16.Floor.2
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{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[2,1]}}{"Position"{sngArr[12,1,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[128,400,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,1,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[144,400,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WarpBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[15,1,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[160,400,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\LittleRootTown.ProfBirchLab.dat,6,0.1,12,0]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[16,1,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[176,400,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0110000161]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[17,1,16]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[192,400,16,16][112,400,16,16]]}}{"TextureIndex"{intArr[0,0,1,1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
Prof.BirchLab.Layer.16.Floor.3
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Prof.BirchLab.Layer.13
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Prof.BirchLab_Invisible.wall
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Prof.BirchLab.Door.Layer.16.Floor.1
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PlayerHouse.Layer.5.Floor.1
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{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[3,1]}}{"Position"{sngArr[11,0,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,0,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,416,16,16][80,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,1,1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
PlayerHouse.Layer.5.Floor.2
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{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[3,1]}}{"Position"{sngArr[11,1,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,1,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,400,16,16][80,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,1,1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
PlayerHouse.Layer.5.Floor.3
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PlayerHouse.Layer.6.Floor.1
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{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,0,6]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
PlayerHouse.Layer.6.Floor.2
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{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,1,6]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
PlayerHouse.Layer.6.Floor.3
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PlayerHouse.Layer.7.Floor.1
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[10,0,7]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,0,0,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,0,7]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
PlayerHouse.Layer.7.Floor.2
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{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,1,7]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
PlayerHouse.Layer.7.Floor.3
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[5,1]}}{"Position"{sngArr[10,2,7]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,384,16,16]]}}{"TextureIndex"{intArr[0,0,0,0,0,0,0,0,0,0,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
PlayerHouse.Layer.8.Floor.1
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[10,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,416,16,16][80,416,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,1,1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[11,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[16,416,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[12,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[32,416,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WarpBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[13,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,416,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\LittleRootTown.PlayerRoom.1.dat,8,0.1,8,0]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[64,416,16,16][0,416,16,16]]}}{"TextureIndex"{intArr[0,0,1,1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
PlayerHouse.Layer.8.Floor.2
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{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[11,1,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[16,400,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[12,1,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[32,400,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[13,1,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,400,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,1,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[64,400,16,16][0,400,16,16]]}}{"TextureIndex"{intArr[0,0,1,1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
PlayerHouse.Layer.8.Floor.3
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PlayerHouse.Layer.5
{"EntityField"{ENT[{"ID"{int[0100000052]}}{"EntityID"{str[ModelEntity]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[11.94,-10.50,7]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[Models\12\LittleRootTown\Building.1\Building.1]}}]}}
PlayerHouse_Invisible.wall
{"EntityField"{ENT[{"ID"{int[0100000052]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[5,3]}}{"Position"{sngArr[10,-10,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000052]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[3,1]}}{"Position"{sngArr[10,-10,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0100000052]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[14,-10,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
PlayerHouse.Door.Layer.8.Floor.1
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RivalHouse.Layer.5.Floor.1
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[21,0,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[80,416,16,16][0,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,1,1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[3,1]}}{"Position"{sngArr[22,0,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[25,0,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,416,16,16][80,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,1,1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
RivalHouse.Layer.5.Floor.2
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{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[3,1]}}{"Position"{sngArr[22,1,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[25,1,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,400,16,16][80,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,1,1,-1,-1,0,0,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
RivalHouse.Layer.5.Floor.3
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[5,1]}}{"Position"{sngArr[21,2,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,384,16,16]]}}{"TextureIndex"{intArr[0,0,0,0,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[2]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
RivalHouse.Layer.6.Floor.1
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[21,0,6]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,0,0,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[25,0,6]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
RivalHouse.Layer.6.Floor.2
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{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[25,1,6]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
RivalHouse.Layer.6.Floor.3
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RivalHouse.Layer.7.Floor.1
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{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[25,0,7]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,416,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
RivalHouse.Layer.7.Floor.2
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{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[25,1,7]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[96,400,16,16]]}}{"TextureIndex"{intArr[-1,-1,0,0,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
RivalHouse.Layer.7.Floor.3
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RivalHouse.Layer.8.Floor.1
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{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WarpBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[22,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,416,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\LittleRootTown.RivalRoom.1.dat,2,0.1,8,0]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[23,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[16,448,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[24,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[16,416,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[25,0,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[80,416,16,16][0,416,16,16]]}}{"TextureIndex"{intArr[0,0,1,1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
RivalHouse.Layer.8.Floor.2
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[21,1,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,432,16,16][80,400,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,1,1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[22,1,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[48,400,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[23,1,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[16,432,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[24,1,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[16,400,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[25,1,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[80,400,16,16][0,400,16,16]]}}{"TextureIndex"{intArr[0,0,1,1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
RivalHouse.Layer.8.Floor.3
{"EntityField"{ENT[{"ID"{int[0210000051]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[5,1]}}{"Position"{sngArr[21,2,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,384,16,16]]}}{"TextureIndex"{intArr[0,0,0,0,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[2]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
RivalHouse.Layer.5
{"EntityField"{ENT[{"ID"{int[0210000052]}}{"EntityID"{str[ModelEntity]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[23.08,-10.50,7]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[Models\12\LittleRootTown\Building.2\Building.2]}}]}}
RivalHouse_Invisible.wall
{"EntityField"{ENT[{"ID"{int[0210000052]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[5,3]}}{"Position"{sngArr[21,-10,5]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000052]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[1,1]}}{"Position"{sngArr[21,-10,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
{"EntityField"{ENT[{"ID"{int[0210000052]}}{"EntityID"{str[WallBlock]}}{"Size"{intArr[3,1]}}{"Position"{sngArr[23,-10,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
RivalHouse.Door.Layer.8.Floor.1
{"Entity"{ENT[{"ID"{int[0210000052]}}{"EntityID"{str[WarpBlock]}}{"Position"{sngArr[22,-10,8]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[0,0,-1,-1,-1,-1,-1,-1,-1,-1]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\LittleRootTown.RivalRoom.1.dat,2,0.1,8,0]}}{"Rotation"{int[0]}}]}}
NPC.Layer.10
{"NPC"{NPC[{"Name"{str[024000010]}}{"ID"{int[024000010]}}{"Position"{sngArr[24,0,10]}}{"TextureID"{str[LittleGirl]}}{"Rotation"{int[2]}}{"Action"{int[1]}}{"AdditionalValue"{str[12\LittleRootTown\024000010]}}{"Movement"{str[Walk]}}{"MoveRectangles"{recArr[[22,9,5,5]]}}{"AnimateIdle"{bool[0]}}]}}
NPC.Layer.13
{"NPC"{NPC[{"Name"{str[020000013]}}{"ID"{int[020000013]}}{"Position"{sngArr[20,0,13]}}{"TextureID"{str[28]}}{"Rotation"{int[2]}}{"Action"{int[1]}}{"AdditionalValue"{str[12\LittleRootTown\020000013]}}{"Movement"{str[Walk]}}{"MoveRectangles"{recArr[[18,11,5,5]]}}{"AnimateIdle"{bool[0]}}]}}
NPC.Layer.17
{"NPC"{NPC[{"Name"{str[022000017]}}{"ID"{int[022000017]}}{"Position"{sngArr[22,0,17]}}{"TextureID"{str[8]}}{"Rotation"{int[2]}}{"Action"{int[1]}}{"AdditionalValue"{str[12\LittleRootTown\022000017]}}{"Movement"{str[Walk]}}{"MoveRectangles"{recArr[[19,15,5,5]]}}{"AnimateIdle"{bool[0]}}]}}
ActionScript.Layer.1
{"Entity"{ENT[{"EntityID"{str[ScriptBlock]}}{"ID"{int[018000001]}}{"Position"{sngArr[18,0,1]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[0]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\018000001]}}{"Rotation"{int[0]}}]}}
{"Entity"{ENT[{"EntityID"{str[ScriptBlock]}}{"ID"{int[019000001]}}{"Position"{sngArr[19,0,1]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[0]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\019000001]}}{"Rotation"{int[0]}}]}}
ActionScript.Layer.2
{"Entity"{ENT[{"EntityID"{str[ScriptBlock]}}{"ID"{int[018000002]}}{"Position"{sngArr[18,0,2]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[0]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\018000002]}}{"Rotation"{int[0]}}]}}
{"Entity"{ENT[{"EntityID"{str[ScriptBlock]}}{"ID"{int[019000002]}}{"Position"{sngArr[19,0,2]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[0]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\019000002]}}{"Rotation"{int[0]}}]}}
ActionScript.Layer.9
{"Entity"{ENT[{"EntityID"{str[ScriptBlock]}}{"ID"{int[016000009]}}{"Position"{sngArr[16,0,9]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[0]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\016000009]}}{"Rotation"{int[0]}}]}}
{"Entity"{ENT[{"EntityID"{str[ScriptBlock]}}{"ID"{int[017000009]}}{"Position"{sngArr[17,0,9]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[0]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\017000009]}}{"Rotation"{int[0]}}]}}
{"Entity"{ENT[{"EntityID"{str[ScriptBlock]}}{"ID"{int[018000009]}}{"Position"{sngArr[18,0,9]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[0]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\018000009]}}{"Rotation"{int[0]}}]}}
{"Entity"{ENT[{"EntityID"{str[ScriptBlock]}}{"ID"{int[019000009]}}{"Position"{sngArr[19,0,9]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[0,0,16,16]]}}{"TextureIndex"{intArr[-1,-1]}}{"Collision"{bool[0]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\LittleRootTown\019000009]}}{"Rotation"{int[0]}}]}}
OffsetMap.Layer.-1
{"OffsetMap"{MAP[{"Map"{str[12\Route101\Route101.dat]}}{"Offset"{intArr[0,0,-20]}}]}}
Warp.Layer.-1
{"Entity"{ENT[{"EntityID"{str[WarpBlock]}}{"Position"{sngArr[18,0,-1]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[32,0,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\Route101\Route101.dat,18,0.1,20,0]}}{"Rotation"{int[0]}}]}}
{"Entity"{ENT[{"EntityID"{str[WarpBlock]}}{"Position"{sngArr[19,0,-1]}}{"TexturePath"{str[12\Tileset0001]}}{"Textures"{recArr[[32,0,16,16]]}}{"TextureIndex"{intArr[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[12\Route101\Route101.dat,19,0.1,20,0]}}{"Rotation"{int[0]}}]}}
6. Additional Resource you might need
For mapping:
- (Recommended Text Editor) http://notepad-plus-plus.org/
- http://pokemon3d.net/wiki/index.php?title=Maps
- A v2 script syntax highlighter for your notepad++, goto: http://pokemon3d.net/forum/resources/103/
- http://pokemon3d.net/wiki/index.php?title=Version_2_Scripts
http://pokemon3d.net/wiki/index.php?title=Version_2_Scripts_New
- Pokémon 3D XNA Formatter ( For converting files into xnb ) http://pokemon3d.net/forum/resources/97/ * If you cannot run the program, PM me and I will help you out.
- XNB Exporter ( For converting xnb image file back to png ) http://pokemon3d.net/forum/resources/64/ or here.
7. Content Pack?
If your GameMode is too big, you can use the content pack feature to solve the problem. Also you can fix the music cutoff bugs as well!
I hope you would use this efficiently. I know that there are people who do not know how to activate Content Packs so you will need to state it somewhere in your gamemode.
8. Content
What is a content? Well content are files that contains some data for the game.
It contain music, sound, textures, npc textures, models, font, pokemon,... etc.
If you want to add in something, add in the folder you need and it will handle in the game.
8.1. Custom Moves
What are custom moves? To put in words... simply it means a move that is created by your own creativity.
In this tutorial, I am going to teach you how to make a custom move.
Let's start off with the most easy part. Create the folder if you have not done so "<GameMode Name>\Content\Data\Moves\".
I am going to name the file, "TheUltimateDerpV2.dat" with the following content.
Code:
#################################################
# Custom Move Example - by jianmingyong #
#################################################
# This is an example move for a GameMode.
# The default GameMode cannot load additional moves, however all other GameModes can.
# The move ID must be set and must be above 999, it also is not allowed to interfer with an already existing move ID.
# If no properties are set, the move will come out as the default Pound move. If only the name property gets changed for example, the move will still be the Pound move, but with a different name.
# To build your own move for your GameMode, create a new file with the .dat file extension in the Content\Data\Moves folder.
#
# In this example, I am going to follow the same data from the hard coded moves to make things easy.
ID|1000
PP|999
Power|100
#. BasePower|100
Accuracy|0
#. Acc|0
Type|Shadow
Category|Physical
ContestCategory|Cool
Name|TheUltimateDerpV2
Description|The Pokémon derps around to the max. Nothing can stop it now. Not even a cookie.
CriticalChance|0
#. Critical|0
IsHMMove|False
#. HMMove|False
Priority|10
TimesToAttack|1
#. TTA|1
MakesContact|False
#. Contact|False
ProtectAffected|False
MagicCoatAffected|False
SnatchAffected|False
MirrorMoveAffected|False
KingsrockAffected|False
CounterAffected|False
DisabledWhileGravity|False
#. DisabledDuringGravity|False
UseEffectiveness|True
IsHealingMove|False
RemovesFrozen|True
IsRecoilMove|False
IsPunchingMove|False
ImmunityAffected|False
IsDamagingMove|True
IsProtectMove|False
IsSoundMove|False
IsAffectedBySubstitute|False
IsOneHitKOMove|True
IsWonderGuardAffected|False
UseAccEvasion|False
CanHitInMidAir|True
CanHitUnderground|True
CanHitUnderwater|True
CanHitSleeping|True
CanGainStab|False
IsPowderMove|False
IsTrappingMove|False
IsPulsemove|False
IsBulletMove|False
ISJawMove|False
UseOppDefense|False
UseOppEvasion|False
Function|
Remember to set the encoding as Unicode or simply ( UTF - 8 ) or the "é" letter will render question marks.
Code:
ID|1000
Code:
PP|999
Code:
Power|100
BasePower|100
Code:
Accuracy|0
Acc|0
Both of these are the same so you only have to choose the one that you think it is easy to follow. There are no need to define both. Just one will do.
Code:
Type|Shadow
Well shadow seem to be the most unique type
The valid types are...
Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel, Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark, Fairy, Shadow and Blank.
Well Blank type is simply just an anti crash type implemented just in case of typo error.
Code:
Category|Physical
The valid category are...
Physical, Special and Status
Code:
ContestCategory|Cool
The valid category are...
Tough, Smart, Beauty, Cool and Cute
Code:
Name|TheUltimateDerpV2
Code:
Description|The Pokémon derps around to the max. Nothing can stop it now. Not even a cookie.
Code:
CriticalChance|0
Critical|0
Both of these are the same so you only have to choose the one that you think it is easy to follow. There are no need to define both. Just one will do.
Code:
IsHMMove|False
HMMove|False
Both of these are the same so you only have to choose the one that you think it is easy to follow. There are no need to define both. Just one will do.
Code:
Priority|10
The move will first check the priority then the speed and other item effect. The higher the number, the first to likely attack.
Code:
TimesToAttack|1
TTA|1
Code:
MakesContact|False
Contact|False
When yes... well some ability like rough skin might hurt your pokémon in battle.
Code:
ProtectAffected|False
Code:
MagicCoatAffected|False
MirrorMoveAffected|False
KingsrockAffected|False
CounterAffected|False
DisabledWhileGravity|False
#. DisabledDuringGravity|False
UseEffectiveness|True
IsHealingMove|False
RemovesFrozen|True
IsRecoilMove|False
IsPunchingMove|False
ImmunityAffected|False
IsDamagingMove|True
IsProtectMove|False
IsSoundMove|False
IsAffectedBySubstitute|False
IsOneHitKOMove|True
IsWonderGuardAffected|False
UseAccEvasion|False
CanHitInMidAir|True
CanHitUnderground|True
CanHitUnderwater|True
CanHitSleeping|True
CanGainStab|False
IsPowderMove|False
IsTrappingMove|False
IsPulsemove|False
IsBulletMove|False
ISJawMove|False
UseOppDefense|False
UseOppEvasion|False
Function|
==================================================
If you still can't make a gamemode, you can ask here and our friendly staff here including me will help you.
I am able to help you if you have any difficulty creating something.
To end off, thank you for reading the tutorial. I hope to see more interesting/creative gamemode being worked on.
Personal Note that does not concern anything:
Dialga ( My fictional Pokémon name ) is tired typing the whole in depth tutorial. I will add in more when the community asked for more details. Now Dialga must rest now. * Flying into the deep space *
And lastly, my lame and usual signature:
// The Dialga team