; THIS FILE IS USED ONLY AS reference to translate the description
; of triggers. Don't translate this file, it will be ignored by NGLE program
; If you wish translate the triggers go to http://www.trlevelmanager.net/ng.htm  website
; and click on the link about [Translation TRNG Project] to have all tools and informations
; to translate the trng tools

<START_TRIGGERWHAT_15_O_H>
#TIMER_SIGNED_LONG#
<END>

;FLIP EFFECTS   --------------------------------- FLIPEFFECT
<START_TRIGGERWHAT_9_O_H>
;List of flipeffects constants for "trigger what" flipeffect (code = 9) to show in Object field
;From 0 to 46 they are flipeffects should work on standard tomb4 engine
;following (greather than 46) are flipeffects working only on TRNG (Tomb Raider 
;Next Generation engine)

;note: some old flipeffect, requiring an object like argument, has been moved
;in Action trigger ("Perform flipeffect on current object") because performing directly
;above flipeffects you'll get a crash since you can not specify an object using 
;a common flipeffect trigger

1:OldFlip. Plays a fast single eartquake, sound and rumbler.
2:OldFlip. Plays a flooding sound effect
4:OldFlip. Jump to next level (following position in script.dat)
5:OldFlip. Triggers a camera in puzzle animation belove the puzzle_hole.
7:OldFlip. Plays continuos earthquake sound effect and rumbler.
8:OldFlip. Swap crowbar with empty hand on Lara's right hand
10:OldFlip. Will play the <&>sound effect number.
11:OldFlip. Will play an explosion sound effect.
12:OldFlip. Remove items (weapons, crowbar, flare) from Lara's hands
14:OldFlip. Adds/Removes Right Gun from Lara's hand and/or holster
15:OldFlip. Adds/Removes Left Gun from Lara's hand and/or holster
16:OldFlip. Creates right gun constant flare
17:OldFlip. Creates left gun constant flare
26:OldFlip. Initialise Hair of Lara, to call after swap mesh
28:OldFlip. Set the RGB color for the fog bulbs to the <&>value
30:OldFlip. (?) Force Von Croy to reach <&>AI_FOLLOW OCB when ???
31:OldFlip. Kills any swarming scarab beetles that are currently active.
44:OldFlip. Free left hand of Lara.
45:OldFlip. Start screen timer and force Von Croy to reach <&>AI_FOLLOW OCB number
46:OldFlip. Kill all enemies. They disappear, no dying animation.

;end of standard flipeffects, from next row starts new ng flipeffect

47:Inventory-Item. Remove <&>inventory-item from inventory
48:Inventory-Item. Increase (+1) in (E)way the number of <&>inventory-item in inventory
49:Inventory-Item. Decrease (-1) number of <&>inventory-item in inventory
50:Inventory-Item. Set (E) number of <&>inventory-item
51:Keyboard. Disable <&>keyboard command for (E) time
52:Keyboard. Enable newly <&>keyboard command
53:Keyboard. Simulate receivement of <&>keyboard comand in (E) way
54:Screen. Hide screen for <&>time in (E) way#REMARK#Use Flipeffect 51 to update newly the screen after a "for ever" durate of this trigger
55:Screen. Show screen (to abort Hide Screen effect)
56:Animated Textures. Stop animation of <&>th range
57:Animated Textures. Restart animation of <&>th range
58:Animated Textures. Set <&>th frame in (E)th texture of first p-range
59:Animated Textures. Set <&>th frame in (E)th texture of second p-range
60:Animated Textures. Invert scroll direction in <&>th range
61:Weather. Fog. Enable Volumetric FX in current level (Disable fog Distance)
62:Weather. Fog. Disable Volumetric FX in current level (Enable fog Distance)
63:Lara. (Health) Kill Lara in <&>way 
64:Text. Print ExtraNG <&>string on screen for (E) seconds
65:Text. Print Standard <&>string on screen for (E) seconds
66:Text. Set <&>color and (E)position for next Print String flipeffect
67:Text. Erase all strings showed with Print String effect
68:Sound. (CD) Play <&>CD track in (E) way on channel1
69:Sound. (CD) Stop all CD tracks (channel1 and channel2)
70:Sound. Play <&>Sound sample of first group (0-255) for (E) time
71:Sound. Play <&>Sound sample of second group (256-max) for (E) time
72:Sound. Stop <&>Sound sample of first group (0-255)
73:Sound. Stop <&>Sound sample of second group (256-max)
74:Sound. Stop all sound samples currently played
75:Text. Set blink <&>status and (E)speed
76:Text. Reset all text formatting settings with default values 
77:Lara. (Animation) Force <&>Animation (0-255) of (E)slot for Lara
78:Lara. (Animation) Force <&>StateID and (E)next StateID for Lara
79:Lara. (Move) Move Lara in LARA_START_POS with <&>OCB value in (E)way
80:Lara. (Animation) Force <&>Animation (256-512) of (E)slot for Lara
81:Text. Set <&>size characters for next print string command
82:Delay. Load <&>level in (E)seconds
83:Lara. (Weapons) Remove weapons or flare from lara's hands
84:CutScene. Set FadeIn for <&>time
85:CutScene. Set FadeOut for <&>time in (E)way
86:Timer. <&>Show/Hide screen timer
87:AnimCommand. Add to current object the <&>Effect for (E)time#REMARK#It's necessary exporting this trigger as animcommand.
88:Mirror. (E)Enable/Disable mirror with <&>hidden room 
89:Lara. (Health) Damage Lara, decreasing life by <&>percentage of full vitality in (E) way
90:Lara. (Health) Recharge Lara, increase life by <&>percentage of full vitality in (E) way
91:Lara. (Health) Lara invulnerable for <&>time with (E)effect
92:Lara. (Health) Remove flames from Lara
93:Lara. (Health) Remove invulnerable status for Lara
94:Animated Textures. Start <&>Texture Sequence for (E)animated range
95:Animated Textures. Stop <&>Texture Sequence
96:Lara. (Weapons) Disarm Lara in <&>way
97:Backup. Save in silent way the current game in <&> backup file
98:Backup. Restore (load) the <&>backup file in (E)way
99:Lara. (Mesh) Swap meshes of Lara with <&>slot in (E)way
100:Lara. (Mesh) Set single <&>Lara mesh with mesh got from (E)slot
101:AnimCommand. Active heavy triggers in sector where is Lara#REMARK#It's necessary exporting this trigger as animcommand
102:AnimCommand. Turn (facing) current object of <&>degrees in (E)way#REMARK#It's necessary exporting this trigger as animcommand.
103:AnimCommand. Update also original Lara position. (after a SetPosition)#REMARK#It's necessary exporting this trigger as animcommand.
104:Lara. (Health) <&>Enable/disable infinite Air for Lara underwater
105:Lara. (Mesh) Copy meshes from <&>slot to Lara meshes in (E)way
106:Lara. (Mesh) Backup meshes of Lara in <&>slot in (E)way
107:Lara. (Weapons) <&>Enable/disable usage of weapons for Lara
108:Lara. (Mesh) <&>Hide/Show holster meshes
109:GlobalTriggers. <&>Enable/Disable the (E)GlobalTrigger
110:Lara. (Health) Increase air for Lara of <&>units in (E)way
111:Lara. (Health) Decrease Damage Bar of Damage room of <&>units in (E)way
112:Lara. (Health) Decrease Cold bar of Cold room of <&>units in (E)way
113:Lara. (Health) Poison Lara with <&>intensity of poison
114:Lara. (Health) Remove poison from Lara
115:Room. Set the <&>room as (E)type of room#REMARK#Same change of room type, like about water, could not work
116:Room. Remove from the <&>room the (E)type of room
117:Weather. Set Rain/Snow intensity for <&>room with the new (E)intensity value
118:TriggerGroup. Perform <&>TriggerGroup from script.dat in (E)way
119:Camera. Set current CAMERA as follow camera on(&)Axis until (E)condition
120:Camera. Stop current axis or effect camera and the CAMERA linked with it
121:Lara. (Skills) Disable <&>Skill
122:Lara. (Skills) Restore <&>Skill
123:Camera. Use current CAMERA to perform <&>Effect at (E)distance from target
124:FlipMap. Enable <&>flipmap with (E)buttons for activation
125:FlipMap. FlipOn for <&>flipmap 
126:FlipMap. FlipOff for <&>flipmap
127:Organizer. Enable <&>Organizer
128:Organizer. Stop <&>Organizer
129:Sound. (CD) Play <&>CD track in (E) way on channel2
130:Sound. (CD) Stop CD track of <&>Channel
131:Sound. (CD) Play <&>Imported file in loop mode on (E)channel
132:Sound. (CD) Play <&>Imported file in single play mode on (E)channel
133:Sound. (CD) Set <&>volume for audio track on (E)channel
134:Lara. (Physics) Pad Mode. Attract Lara in <&>direction with (E)speed
135:Lara. (Physics) Over Mode. Attract Lara in <&>direction with (E)speed
136:Lara. (Physics) Vertical. Attract Lara <&>up/down with (E)speed

137:ItemGroup. Move continuously forward-backward <&>ItemGroup of (E) clicks
138:ItemGroup. Move up <&>ItemGroup for (E) clicks
139:ItemGroup. Move down <&>ItemGroup for (E) clicks
140:ItemGroup. Move to north <&>ItemGroup for (E) clicks
141:ItemGroup. Move to east <&>ItemGroup for (E) clicks
142:ItemGroup. Move to south <&>ItemGroup for (E) clicks
143:ItemGroup. Move to west <&>ItemGroup for (E) clicks
144:ItemGroup. Move continuosly upstairs-downstairs <&>ItemGroup of (E) clicks
145:ItemGroup. Activate <&>ItemGroup with (E)Timer value
146:ItemGroup. Untrigger <&>ItemGroup with (E)Timer value
147:ItemGroup. Disable all continuos actions of <&>ItemGroup

148:Text. Print ExtraNG <&>string on screen, freeze game and wait Escape
149:Text. Print Standard <&>string on screen, freeze game and wait Escape

150:Weather. Sky, <&>Enable/Disable the (E)Layer1/2
151:Weather. Lightning, <&>Enabled/Disable the Lightning
152:Weather. Sky, Set new <&>Color for (E)Layer1/2
153:Weather. Sky, Set new <&>Speed for (E)Layer1/2
154:Weather. Sky, change slowly the color of Layer1 to <&>color in (E)seconds
155:Weather. Sky, change slowly the color of Layer2 to <&>color in (E)seconds
156:Weather. Snow. Set <&>new state for Snow in current level
157:Weather. Rain. Set <&>new state for Rain in current level
158:Lara. (Physics) Pad+Over Mode. Attract Lara in <&>direction with (E)speed
159:Distance. Set level far view (max distance) to <&>number of sectors 
160:Statics. Explosion. Shatter <&>static
161:Statics. Collision. Remove collision from <&>static
162:Statics. Collision. Restore collision for <&>static
163:Statics. Transparency. Set ICE transparency for <&>static
164:Statics. Transparency. Set GLASS transparency for <&>static
165:Statics. Transparency. Remove any transparency from <&>static
166:Statics. Move. Move static with data in <&>parameters list
167:Moveable. Move. Move moveable with data in <&>paramters list
168:Sound. Play <&>sound (single playback) of global sound map (v130)
169:Lara. (Animation) Force <&>Animation for Lara, preserve StateId
170:Lara. (Animation) Force <&>Animation for Lara, set new StateId
171:Lara. (Animation) Force <&>Animation for Lara, set neutral StateId 
172:Statics. Rotation. Rotate static with data of <&>Parameters list
173:Moveable. Rotation. Rotate moveable using data of <&>Parameters list
174:Statics. Rotation. Stop all rotations for <&>Static
175:Statics. Rotation. Stop all rotations of statics in <&>Room
176:Moveable. Rotation. Stop all rotations of moveables in <&>Room
177:Statics. Move. Stop the motion of <&>Static
178:Moveable. Move. Stop motions of all moveables in <&>Room
179:Statics. Move. Stop the movements of all statics in <&>Room
180:Statics. Explosion. Explosion of <&>static
181:Statics. Explosion. Set explosive attribute for <&>static
182:Statics. Explosion. Remove explosive attribute for <&>static
183:Statics. Poison. Set poison attribute for <&>static
184:Statics. Poison. Remove poison attribute for <&>static
185:Statics. Damage. Set damage attribute for <&>static
186:Statics. Damage. Remove damage attribute for <&>static
187:Statics. Burning. Set burning attribute for <&>static
188:Statics. Burning. Remove burning attribute for <&>static
189:Statics. Visibility. Set <&>static as invisible
190:Statics. Visibility. Render newly visibile <&>static
191:Statics. Color. Change color of static using <&>PARAM_COLOR_ITEM data
192:TriggerGroup. Stop <&>TriggerGroup (it had been enabled in continue mode)
193:Sound. (CD) Play <&>CD Track on (E)channel with final restore of old track
194:Weather. Fog. Set <&>Start Distance Fog value
195:Weather. Fog. Change Start Fog distance to <&>Distance in (E)seconds
196:Weather. Fog. Pulse Start distance Fog from current to <&>Distance in (E)seconds
197:Weather. Fog. <&>Enable/Disable all fog (distance fog or fog bulbs)
198:Weather. Fog. Stop the Pulse Start distance fog and set new <&>Fog Distance
199:Lara. (Mesh) Torch. <&>Light/Put-Out the Torch in the hands of Lara
200:Lara. (Mesh) Torch. <&>Give/Remove Torch to/from hand of Lara
201:Text. Vertical Scrolling of ExtraNG <&>string with (E) speed
202:Text. Vertical Scrollling. Abort all vertical scrolling text operations
203:Text. Print formatted text <&>ExtaNg string with (E)formatting data
204:Text. Print. Remove (&)Extra NG String from screen
205:Text. Vertical Scrolling of ExtraNG <&>string with (E)formatting data
206:Text. Horizontal Scrolling of ExtraNG <&>string with (E)formatting data
207:Text. Print PSX <&>String with (E)formatting data
208:Text. Print PC <&>String with (E)formatting data
209:Text. Print PC <&>string with (E)formatting data, and wait Escape 
210:Text. Print ExtraNG <&>string with (E)formatting data, and wait Escape
211:AnimCommand. Set temporary Free Hands until is performing <&>Animation
212:AnimCommand. Set temporary Free Hands for <&>Seconds
213:AnimCommand. Remove Free Hands and restore previous status
214:Camera. Change camera mode with <&>Parameters for (E)time
215:Camera. Restore camera mode after a "change camera" flipeffect
216:AnimCommand. Reset the number of turns (jump power) of ParallelBar
217:Images. Show image with data in <&>Image script command for (E)Seconds
218:Images. Remove from screen the current Pop Up Image
219:Diary. Add <&>Extra NG String to (E)Diary
220:Diary. Clear all strings in <&>Diary
221:Diary. Remove last string from <&>Diary
222:Diary. Show <&>Diary at (E)page
223:Show Statistics Screen
224:Weather. Fog. Set the <&>Color for Distance Fog
225:Weather. Fog. Enable Hardware Fog (removed, no more effect)
226:Weather. Fog. Set <&>Max visibility distance for Fog Bulbs
227:Weather. Fog. Set <&>End Fog limit for Distance fog
228:Weather. Fog. Change End limit of Distance Fog in <&>way with (E)speed
229:Weather. Fog. Change Start limit of Distance Fog in <&>way with (E)speed
230:Weather. Fog. Stop the <&>Change limit of Distance fog effect
231:Variables. Numeric. Add to <&>Variable the (E)value
232:Variables. Numeric. Set <&>Variable with (E)value
233:Variables. Numeric. Substract from <&>Variable the (E)value
234:Variables. Numeric. Set in <&>Variable the (E)bit
235:Variables. Numeric. Clear in <&>Variable the (E)bit
236:Variables. Store. Copy CurrentValue to <&>Store variable
237:Variables. Store. Copy <&>Store variable to CurrentValue
238:Variables. Text. Copy the <&>Text Variable to (E)Text Variable
239:Variables. Text. Copy the <&>NG String to (E)Text Variable.
240:Variables. Text. Add to Big Text the <&>Extra NG String with (E)Separator
241:Variables. Clear. Clear the <&>Variable group
242:Variables. Text. Add to Big Text the <&>Text Variable with (E)Separator
243:Variables. Text. Add to Big Text the <&>Numeric Variable with (E)Separator
244:Variables. Memory. Copy to <&>Numeric Variable the (E)Savegame Memory value
245:Variables. Memory. Copy from <&>Numeric Variable to (E)Savegame Memory
246:Variables. Memory. Set in <&>Savegame Memory the (E)Value
247:Variables. Memory. Set in <&>Savegame Memory the (E)Bit
248:Variables. Memory. Clear in <&>Savegame Memory the (E)Bit
249:Variables. Memory. Add to <&>Savegame Memory the (E)Value
250:Variables. Memory. Subtract to <&>Savegame Memory the (E)Value
251:Variables. Numeric. Multiply <&>Numeric Variable by (E)Value
252:Variables. Numeric. Set in <&>Numeric Variable the (E)Negative Value
253:Variables. Numeric. Divide <&>Numeric Variable by (E)Value
254:Variables. Memory. Set in <&>Savegame Memory the (E)Negative Value
255:Variables. Memory. Set in <&>Selected Item memory the (E)Value
256:Variables. Memory. Copy to <&> Numeric Variable the (E)Selected Item Memory 
257:Variables. Memory. Copy from <&>Numeric Variable to (E)Selected Item Memory
258:Variables. Memory. Add to <&>Selected Item Memory the (E)Value
259:Variables. Memory. Set in <&>Selected Item Memory the (E)Bit
260:Variables. Memory. Clear in <&>Selected Item Memory the (E)Bit
261:Variables. Memory. Set in <&>Selected Item Memory the (E)Big Number value
262:Variables. Memory. Set in <&>Savegame Memory the (E)Big Number value
263:Variables. Numeric. Set in <&>Numeric Variable the (E)Big Number value
264:Variables. Timer. Start the <&>TRNG Timer in (E)Mode
265:Variables. Timer. Stop the <&>TRNG Timer
266:Variables. Timer. Initialize <&>TRNG Timer to (E)Seconds
267:Variables. Timer. Initialize <&>TRNG Timer to (E)Big Number seconds
268:Variables. Timer. Initialize <&>TRNG Timer to (E)Frame Ticks (1/30 of second)
269:Variables. Timer. Show <&>TRNG Timer in (E)Position
270:Variables. Timer. Hide <&>TRNG Timer in (E)Seconds
271:Variables. Numeric. Copy <&>Numeric Variable to CurrentValue
272:Variables. Numeric. Copy CurrentValue to <&>Numeric Variable
273:Variables. Memory. Add to <&>Savegame Memory the CurrentValue
274:Variables. Memory. Subtract from <&>Savegame Memory the CurrentValue
275:Variables. Memory. Add to <&>Selected Item Memory  the CurrentValue
276:Variables. Memory. Subtract from <&>Item Memory the CurrentValue
277:Variables. Memory. Copy from <&>Code Memory to CurrentValue
278:Variables. Memory. Copy from CurrentValue to <&>Code Memory
279:Variables. Memory. Set in <&>Code Memory the (E)Value
280:Variables. Memory. Add to <&>Code Memory the (E)Value
281:Variables. Memory. Set in <&>Code Memory the (E)Bit 
282:Variables. Memory. Clear in <&>Code Memory the (E)Bit
283:Variables. Memory. Add to <&>Code Memory the CurrentValue
284:Variables. Numeric. Invert the sign of <&>Numeric Variable
285:Variables. Numeric. Add to CurrentValue the <&>Numeric Variable
286:Variables. Numeric. Subtract from CurrentValue the <&>Numeric Variable
287:Variables. Numeric. Divide CurrentValue by <&>Numeric Variable
288:Variables. Numeric. Multiply CurrentValue by <&>Numeric Variable
289:Switch. Perform the <&>Switch script command
290:Organizer. Resume <&>Organizer in (E)way
291:Variables. Numeric. Copy to<&>Numeric Variable the (E)ColorRGB
292:Variables. Memory. Set the <&>Slot as Selected Slot Memory
293:Variables. Memory. Copy from (E)Selected Slot Memory to <&>Numeric Variable
294:Variables. Memory. Copy from <&>Numeric Variable to (E)Selected Slot Memory
295:Variables. Memory. Copy from (E)Selected Animation Memory to <&>Numeric Variable
296:Variables. Memory. Copy from <&>Numeric Variable to (E)Selected Animation Memory
297:Variables. Convert the <&>NGLE Room index in TOMB Room Index to CurrentValue
298:Variables. Convert the Tomb Room Index to NGLE Room Index in CurrentValue
299:Variables. Convert the NGLE Room Index to Tomb Room Index in CurrentValue
300:Variables. Convert the Tomb Item Index to NGLE Item Index in CurrentValue
301:Variables. Convert the NGLE Item Index to Tomb Item Index in CurrentValue
302:Variables. Save the coordinates and facing of Item index in CurrentValue
303:Variables. Numeric. Generate in <&>Numeric Variable the (E)random number
304:Variables. Numeric. Generate in <&>Numeric Variable a random CurrentValue
305:Variables. Numeric. Perform operation <&>NumericVariable AND (E)Number
306:Inventory-Item. Pop up inventory to select the <&>Item in (E)way
307:Variables. Memory. Set the <&>Animation as Seleted Animation Memory
308:Variables. Log. Print in log file the <&>Extra NG String
309:Variables. Log. Print the value of <&>Numeric Variable in (E)Format
310:Collision. Set North-West <&>Tri-Collision changing floor of (E)Clicks
311:Collision. Set North-East <&>Tri-Collision changing floor of (E)Clicks
312:Collision. Set South-East <&>Tri-Collision changing floor of (E)Clicks
313:Collision. Set South-West <&>Tri-Collision changing floor of (E)Clicks
314:Collision. Set North <&>Slope-Collision changing floor of (E)Clicks
315:Collision. Set South <&>Slope-Collision changing floor of (E)Clicks
316:Collision. Set East <&>Slope-Collision changing floor of (E)Clicks
317:Collision. Set West <&>Slope-Collision changing floor of (E)Clicks
318:Collision. Set North <&>Ceiling-Slope-Collision changing ceiling of (E)Clicks
319:Collision. Set South <&>Ceiling-Slope-Collision changing ceiling of (E)Clicks
320:Collision. Set East <&>Ceiling-Slope-Collision changing ceiling of (E)Clicks
321:Collision. Set West <&>Ceiling-Slope-Collision changing ceiling of (E)Clicks
322:Collision. Set North-West <&>Ceiling-Tri-Collision changing ceiling of (E)Clicks
323:Collision. Set North-East <&>Ceiling-Tri-Collision changing ceiling of (E)Clicks
324:Collision. Set South-West <&>Ceiling-Tri-Collision changing ceiling of (E)Clicks
325:Collision. Set South-East <&>Ceiling-Tri-Collision changing ceiling of (E)Clicks
326:Collision. Set North-West <&>Tri-Split-Collision changing floor of (E)Clicks
327:Collision. Set North-East <&>Tri-Split-Collision changing floor of (E)Clicks
328:Collision. Set South-East <&>Tri-Split-Collision changing floor of (E)Clicks
329:Collision. Set South-West <&>Tri-Split-Collision changing floor of (E)Clicks
330:Collision. Set the <&>Side of closed sector as non-hangable from Lara
331:Custom Bar. Show the <&>Custom bar on screen for (E)Seconds
332:Custom Bar. Hide the <&>Custom bar
333:Flipmap. Alternate continuosly the <&>flipmap with the (E)Frame interval
334:Flipmap. Stop the alternate of <&>flimap letting the (E)Flipmap type
335:Variables. Memory. Set the <&>Inventory item as Selected Inventory Memory
336:Variables. Memory. Copy from <&>Numeric Variable to (E)Inventory Memory
337:Variables. Memory. Set in <&>Inventory Memory the (E)Value
338:Variables. Memory. Set in <&>Inventory Memory the (E)Big Number value
339:Variables. Memory. Copy to <&>Numeric Variable the (E)Inventory Memory
340:Lara. (Mesh) Swap Mesh of <&>Extra Lara Slots with that of (E)Slot
341:Swap Mesh. Swap mesh of <&>Slot with mesh of (E)Slot
342:Variables. Memory. Set in <&>Code Memory the (E)Negative number
343:Fish. Clear (disable) all fish of <&>fish Type
344:Swap Mesh. Swap mesh of current Horizont object with <&>Slot mesh
345:TriggerGroup. Enable newly the one-shot <&>TriggerGroup already performed
346:Camera. Enable the <&>StandBy camera effect for (E)seconds
347:Enemy. Freeze all enemies for <&>seconds in (E)way
348:Enemy. Remove the "freeze all enemies" mode
349:Lara. (Physics) Trigger clockwise whirl at <&>center and (E)Diameter
350:Lara. (Physics) Trigger unclockwise whirl at <&>center and (E)Diameter
351:Variables. Memory. Convert from item address to item index the value in Current Value variable
352:Statics. Scale a static item using the data in <&>Parameters command
353:Statics. Stop the endless scaling of the static started with the <&>Parameters command
354:ItemGroup. Statics. Perform <&>trigger with (E)ItemGroup of statics
355:Screen. Flash screen with the <&>Light color for (E)Durate
356:Screen. Remove Infinite Flash effect
357:Sprite. Show sprite with data in <&>Parameters for (E)Durate
358:Sprite. Remove from the screen the sprite with data in <&>Parameters
359:Weather. Perform a lightning with data in <&>Parameters for (E)Durate in Tick frames (1/30 second)
360:Text. Print unlimited <&>Extra NG String with current settings for infinite time
361:Weather. Set in advance the rain/snow setting using the intensity of <&>Room
362:Weather. Stop the endless lightning effect with <&>Parameters
363:Text. Print ExtraNG <&>string with windows font and formatting data in the (E)Parameters command 
364:Text. Remove print ExtraNG<&>string with windows font that used data in the (E)Parameters command
365:Camera. Increase the zoom factor (enable Super Zoom mode) for Binocular
366:Variables. Boat. Move <&>fuel to boat tank (Local Long Delta variable) in (E)way
367:Camera. Show black screen for <&>seconds with final curtain effect
368:Camera. Fade. Stop black screen and open curtain 
369:Camera. Set Cinema screen with black rows of <&>depth for (E)seconds
370:AnimCommand. If current item is wading water, add to him twirls (ripples) with <&>Intensity in (E)quantity
371:TriggerGroup. Perform <&>TriggerGroup from script.dat (Single execution to use when in TriggerGroup there are only commands)#REMARK#This is most common way to execute triggergroups
372:TriggerGroup. Perform <&>TriggerGroup from script.dat (Mutiple performing to use when in TriggerGroup there is some condition)#REMARK#You need to use this activation mode, only when there is a condition that could change while lara stands in same sector
373:TriggerGroup. Perform <&>TriggerGroup from script.dat (continue performing to stop with f192 trigger)#REMARK#Warning: this activation mode is very expensive about cpu time, use it only if really necessary
374:GlobalTriggers. Enable GlobalTrigger with ID<&>
375:GlobalTriggers. Disable GlobalTrigger with ID<&>
376:Organizer. Resume <&>Organizer from first command (reset)
377:Organizer. Resume <&>Organizer from next command (immediatly)
378:Organizer. Resume <&>Organizer from next command in the given time set in next command
379:Cutscene. Perform the demo.pak at <&>index of Demo script command#REMARK#Read description of Demo= script command in NG_Center program for more infos
380:Cutscene. Stop the current demo in progress#REMARK#Read description of Demo= script command in NG_Center program for more infos
381:Cutscene. Camera. Look Leading Actor from <&>View angle and (E)Distance
382:Cutscene. Camera. Look Extra Actor from <&>View angle and (E)Distance
383:Cutscene. Camera. Look Lara from <&>View angle and (E)Distance
384:Cutscene. Camera. Reset cutscene camera and come back to lara's chase camera
385:Cutscene. Camera. Move up cutscene camera of <&>Clicks in (E)demo frames
386:Cutscene. Camera. Move down cutscene camera of <&>Clicks in (E)demo frames
387:Cutscene. Camera. Zoom-in cutscene camera covering <&>Distance in (E)demo frames
388:Cutscene. Camera. Zoom-out cutscene camera covering <&>Distance in (E)demo frames
389:Cutscene. Camera. Rotate at right cutscene camera around target by <&>Degrees in (E)demo frames
390:Cutscene. Camera. Rotate at left cutscene camera around target by <&>Degrees in (E)demo frames
391:Cutscene. Camera. Freeze cutscene camera for <&>demo frames
392:Cutscene. Camera. Remove freeze from cutscene camera
393:Cutscene. Animations. Swap animations set in data of <&>Parameter command for (E)Actor
394:Cutscene. Free cutscene <&>resources (to call at end of cutscene)
395:Cutscene. Camera. Actor with <&>role will look Lara (enemy subjective view, enemy not visible)
396:Cutscene. Camera. Lara will look Actor with <&>role (lara subjective view, lara not visible)
397:Cutscene. Swap Von Croy <&>mesh with same mesh of (E)slot
398:Cutscene. AI. Set Von Croy<&>Data with (E)Value 
399:Cutscene. Lara's texts. Set <&>Color and (E)position for lara's texts
400:Cutscene. Leading Actor's texts. Set <&>Color and (E)position for leading actor's texts
401:Cutscene. Extra Actor's texts. Set <&>Color and (E)position for extra actor's texts
402:Sprite. Stop the animated sprites with data in <&>Parameter at (E)frame
403:Sprite. Resume animation of sprites with data in <&>Parameter
404:Secret. Trigger <&>secret
405:FMV. Play <&>fmv
406:Camera. Get/Remove<&> infinite durate for current camera (not flyby)
407:Lara. (Weapons) Force <&>holsters type for Lara 
408:Lara. (Weapons) Set current selected weapon<&> (no change for mesh)
409:Images. Perform <&>InputBox parameters and wait for player input
410:Variables. Text. Clear <&>Text variable
411:Lara. Set <&>Opacity level of Lara for (E)Seconds
<END>

<START_EFFECT_10_T>
0:Sound for little beetle  
1:Elevator or cableway  
2:Electric motor  
3:Vibrating only while lara is walking.
4:Helicopter
5:Strong electric motor (like a drill)  
6:Electric motor (acute) like chain pulley  
7:Electric motor (more acut than aboves)  
8:Electric motor (more near (high volume) than aboves)  
9:Electric motor (more far, low volume)  
10:Exchange of shots, whistling of shots (cool)  
11:Motor in neutral (car)  
18:Chains or a fall of pebbles  
19:Low buzzing  
24:Sea surf  
26:Like effect 5  
28:Like buzz of eltricity  
29:Metal sound, chaotic  
30:Despairing scream. (Cool)  
31:Short scream of lara when she touchs enemies (ugly)  
32:Like effect 11  
33:Landslip  
34:Like above but more acute  
35:Thunders (cool)  
36:Like effect 1  
39:Ticking of clock work.  
<END>


;FOG BULB COLORS for flipeffect 28
<START_EFFECT_28_T>
#COLORS#
<END>

<START_EFFECT_47_T_H>
#INVENTORY-ITEM-INDEX#
<END>

<START_EFFECT_48_T_H>
#INVENTORY-ITEM-INDEX#
<END>

<START_EFFECT_48_E_H>
0: Hidden way (change number of items with no visible effect)
1: Show animation of item (like it was picked up)
<END>

<START_EFFECT_49_T_H>
#INVENTORY-ITEM-INDEX#
<END>

<START_EFFECT_50_T_H>
#INVENTORY-ITEM-INDEX#
<END>

<START_EFFECT_50_E_H>
#SEQUENCE_128#
<END>

<START_EFFECT_51_T_H>
0: All keyboard commands
1: Up
2: Down
3: Left
4: Right
5: Duck
6: Dash
7: Walk
8: Jump
9: Action (and Enter)
10: Draw Weapon
11: Use Flare
12: Look
13: Roll
14: Inventory
15: Step Left
16: Step Right
17: Pause
18: Save the game (special)
19: Load the game (special)
20: Select weapon keys (all fast weapon selctors)
<END>

<START_EFFECT_51_E_H>
#TIME_LIST_128#
<END>

<START_EFFECT_52_T_H>
#SAME_OF#=EFFECT_51_T
<END>

<START_EFFECT_53_T_H>
#SAME_OF#=EFFECT_51_T
<END>

<START_EFFECT_53_E_H>
0:Single sending
1:Send command for 0.2 seconds
2:Send command for 0.3 seconds
3:Send command for 0.4 seconds
4:Send command for 0.5 seconds
5:Send command for 0.7 seconds
6:Send command for 1 second
7:Send command for 2 seconds
8:Send command for 3 seconds
9:Send command for 4 seconds
10:Send command for 5 seconds
11:Send command for 6 seconds
12:Send command for 7 seconds
13:Send command for 8 seconds
14:Send command for 9 seconds
15:Send command for 10 seconds
16:Send command for 15 seconds
17:Send command for 20 seconds
18:Send command for 25 seconds
19:Send command for 30 seconds
20:Send command for 35 seconds
<END>

<START_EFFECT_54_T_H>
#TIME_LIST_128#
<END>

<START_EFFECT_54_E_H>
0:Black screen
1:Let current frame
<END>

<START_EFFECT_56_T_H>
#ANIMATION_RANGE#
<END>

<START_EFFECT_57_T_H>
#ANIMATION_RANGE#
<END>

<START_EFFECT_58_T_H>
0: 1th Frame
1: 2th Frame
2: 3th Frame
3: 4th Frame
4: 5th Frame
5: 6th Frame
6: 7th Frame
7: 8th Frame
8: 9th Frame
9: 10th Frame
10: 11th Frame
11: 12th Frame
12: 13th Frame
13: 14th Frame
14: 15th Frame
15: 16th Frame
<END>

<START_EFFECT_58_E_H>
0: 1th Position
1: 2th Position
2: 3th Position
3: 4th Position
4: 5th Position
5: 6th Position
6: 7th Position
7: 8th Position
8: 9th Position
9: 10th Position
10: 11th Position
11: 12th Position
12: 13th Position
13: 14th Position
14: 15th Position
15: 16th Position
<END>


<START_EFFECT_59_T_H>
#SAME_OF#=EFFECT_58_T
<END>

<START_EFFECT_59_E_H>
#SAME_OF#=EFFECT_58_E
<END>

<START_EFFECT_60_T_H>
#ANIMATION_RANGE#
<END>

<START_EFFECT_63_T_H>
0: Default death (vitality=0)
1: Burning and immediate death
2: Burning and decrease vitality
<END>




<START_EFFECT_64_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_64_E_H>
#TIME_LIST_128#
<END>

<START_EFFECT_65_T_H>
#STRING_LIST_255#
<END>

<START_EFFECT_65_E_H>
#TIME_LIST_128#
<END>

<START_EFFECT_66_T_H>
1:Blinking White
2:White
3:Red
4:Blue
5:Metal (White + Gray)
6:Gold (White + Yellow)
7:Dark Metal (Dark Gray + Light Gray)
8:Yellow
<END>

<START_EFFECT_66_E_H>
1:Bottom line, central alignment
2:Top line, central alignment
3:Central line, central aligment
4:Top line, left aligmnet
5:Top line, right aligment
6:Bottom line, left aligment
7:Bottom line, right aligment
10:Under left default bars
11:Under right default bars
<END>

<START_EFFECT_68_T_H>
#CD_TRACK_LIST#
<END>

<START_EFFECT_68_E_H>
0:Single playback
1:Looped playback
<END>

<START_EFFECT_70_T_H>
#SOUND_EFFECT_A#
<END>

<START_EFFECT_70_E_H>
#TIME_LIST_32#
<END>

<START_EFFECT_71_T_H>
#SOUND_EFFECT_B#
<END>

<START_EFFECT_71_E_H>
#TIME_LIST_32#
<END>

<START_EFFECT_72_T_H>
#SOUND_EFFECT_A#
<END>

<START_EFFECT_73_T_H>
#SOUND_EFFECT_B#
<END>

<START_EFFECT_75_T_H>
0:Disable blinking
1:Enable blinking
<END>

<START_EFFECT_75_E_H>
1:Max speed 
2:Very very fast
4:Very fast
8:Fast
16:Normal
32:Slow
64:Very slow
<END>

<START_EFFECT_77_T_H>
#ANIMATION_LIST_255#
<END>

<START_EFFECT_77_E_H>
#LARA_ANIM_SLOT#
<END>

<START_EFFECT_78_T_H>
#STATE_ID_LIST#
<END>

<START_EFFECT_78_E_H>
#STATE_ID_LIST#
<END>

<START_EFFECT_79_T_H>
#LARA_POS_OCB#
<END>

<START_EFFECT_79_E_H>
0: Standard (at center of sector)
1: Keep original sector displacement of Lara
<END>

<START_EFFECT_80_T_H>
#ANIMATION_LIST_B#
<END>

<START_EFFECT_80_E_H>
#LARA_ANIM_SLOT#
<END>

<START_EFFECT_81_T_H>
0:Standard Size
1:Half Width
2:Half Height
3:Half Width and Height
4:Double Width
5:Double Height
6:Double Width and Height
7:Half Width and Height and no borders
8:Micro Characters, always squared of 'keypad' type
9:Atomic Characters, the littles available characters
<END>

<START_EFFECT_82_T_H>
#SEQUENCE_128#
<END>

<START_EFFECT_82_E_H>
#TIME_LIST_32#
<END>

<START_EFFECT_84_T_H>
3:Very long time
8:Long
16:Default
22:Fast
25:Very fast
<END>


<START_EFFECT_85_T_H>
#SAME_OF#=EFFECT_84_T
<END>

<START_EFFECT_85_E_H>
0: Fade Out standard (screen becomes black)
1: Fade Out and Fade In (screen becomes black and then come back the light)
<END>

<START_EFFECT_86_T_H>
0:Hide screen timer
1:Show screen timer
<END>

<START_EFFECT_87_T_H>
#ADD_EFFECT_255#
<END>

<START_EFFECT_87_E_H>
#TIME_LIST_128#
<END>

<START_EFFECT_88_T_H>
#ROOMS_255#
<END>

<START_EFFECT_88_E_H>
0:Disable Mirror 
1:Enable Mirror
2:Enable Mirror with blinking effect
<END>

<START_EFFECT_89_T_H>
#PERCENTAGE#
<END>

<START_EFFECT_89_E_H>
0:Immediatly, one-shot
1:Continuosly, until lara is over current trigger
<END>

<START_EFFECT_90_T_H>
#PERCENTAGE#
<END>

<START_EFFECT_90_E_H>
0:Immediatly, one-shot
1:Continuosly, until lara is over current trigger
<END>

<START_EFFECT_91_T_H>
#TIME_LIST_128#
<END>

<START_EFFECT_91_E_H>
0:No effect
1:Transparency
2:Blinking transparency - fast
3:Blinking transparency - middle
4:Blinking transparency - slow
5:Blinking transparency - very slow
<END>

<START_EFFECT_94_T_H>
#TEX_SEQUENCE#
<END>

<START_EFFECT_94_E_H>
#ANIMATION_RANGE#
<END>


<START_EFFECT_95_T_H>
#TEX_SEQUENCE#
<END>

<START_EFFECT_96_T_H>
0:Remove All. (Weapons + Ammos)
1:Remove only weapons
<END>

<START_EFFECT_97_T_H>
#BACKUP_LIST#
<END>

<START_EFFECT_98_T_H>
#BACKUP_LIST#
<END>

<START_EFFECT_98_E_H>
0: Standard way (progress bar + load camera screen)
1: Hidden screen (let last game screen and load in background)
2: Black screen (Set black screen and no progress bar)
<END>

<START_EFFECT_99_T_H>
#SWAP_MESH_SLOT#
<END>

<START_EFFECT_99_E_H>
0: Lara Skin  (standard)
1: Lara Skin + Lara Joints (Slot+1)
2: Lara Skin + Lara Joints (Slot+1) + Hairs (Slot+2)
3: Lara Skin + Lara Joints (Slot+1) + Hairs (Slot+2) + ShootingHead (Slot+3)
4: Lara Skin + Shooting Head (Slot+1)
5: Lara Skin + Shooting Head (Slot+1) + Hairs (Slot+2)
<END>

<START_EFFECT_100_T_H>
0: Lara Butt
1: Lara Right Thigh
2: Lara Right Calf
3: Lara Right Foot
4: Lara Left Thigh
5: Lara Left Calf
6: Lara Left Foot
7: Lara Bust
8: Lara Right Arm
9: Lara Right Fore-Arm
10: Lara Right Hand
11: Lara Left Arm
12: Lara Left Fore-Arm
13: Lara Left Hand
14: Lara Head
15: Object on the Lara's Back
16: Objects in the Holsters
<END>

<START_EFFECT_100_E_H>
#SET_STANDARD_MESH#
<END>

<START_EFFECT_102_T_H>
2:  45 degress 
4:  90 degrees
6: 135 degrees
8: 180 degress
<END>

<START_EFFECT_102_E_H>
0: Clockwise direction
1: Inverse Clockwise direction
<END>

<START_EFFECT_104_T_H>
0: Disable Infinite air
1: Enable Infinite air
<END>

<START_EFFECT_105_T_H>
#SWAP_MESH_SLOT#
<END>

<START_EFFECT_105_E_H>
0: Lara Skin  (standard)
1: Lara Skin + Lara Joints (Slot+1)
2: Lara Skin + Lara Joints (Slot+1) + Hairs (Slot+2)
3: Lara Skin + Lara Joints (Slot+1) + Hairs (Slot+2) + ShootingHead (Slot+3)
4: Lara Skin + Shooting Head (Slot+1)
5: Lara Skin + Shooting Head (Slot+1) + Hairs (Slot+2)
<END>

<START_EFFECT_106_T_H>
#SWAP_MESH_SLOT#
<END>

<START_EFFECT_106_E_H>
0: Lara Skin  (standard)
1: Lara Skin + Lara Joints (Slot+1)
2: Lara Skin + Lara Joints (Slot+1) + Hairs (Slot+2)
3: Lara Skin + Lara Joints (Slot+1) + Hairs (Slot+2) + ShootingHead (Slot+3)
4: Lara Skin + Shooting Head (Slot+1)
5: Lara Skin + Shooting Head (Slot+1) + Hairs (Slot+2)
<END>

<START_EFFECT_107_T_H>
0: Enable newly the usage of weapons
1: Disable usage of weapons (the weapons will reamin in the inventory)
<END>

<START_EFFECT_108_T_H>
0: Show holsters
1: Hide holsters (like with young Lara)
<END>

<START_EFFECT_109_T_H>
0: Disable global trigger
1: Enable global trigger
<END>

<START_EFFECT_109_E_H>
#REPEAT#GlobalTrigger=#1#127#1
<END>

<START_EFFECT_110_T_H>
#RECHARGE_256#
<END>


<START_EFFECT_110_E_H>
0: Continue, until lara remains in current sector (30 times for second)
1: Single recharge. (You can use One-shot button to forbid furhter charging)
<END>


<START_EFFECT_111_T_H>
#RECHARGE_256#
<END>

<START_EFFECT_111_E_H>
0: Continue, until lara remains in current sector (30 times for second)
1: Single recharge. (You can use One-shot button to forbid furhter charging)
<END>

<START_EFFECT_112_T_H>
#RECHARGE_256#
<END>

<START_EFFECT_112_E_H>
0: Continue, until lara remains in current sector (30 times for second)
1: Single recharge. (You can use One-shot button to forbid furhter charging)
<END>

<START_EFFECT_113_T_H>
0: Intensity 1 (Very low, it requirs some seconds to see effects)
1: Intensity 2 (Little)
2: Intensity 3 (Like Darts)
3: Intensity 4 (Like little scorpion)
4: Intensity 5 (Like Harpy)
5: Intensity 6 (Max level, immediate and huge screen deformation)
<END>

<START_EFFECT_115_T_H>
#ROOMS_255#
<END>

<START_EFFECT_115_E_H>
0:Water room
2:Quick Sand room
4:Damage room
5:Outside room
10:Snow room
11:Rain room 
12:Cold room
<END>


<START_EFFECT_116_T_H>
#ROOMS_255#
<END>

<START_EFFECT_116_E_H>
#SAME_OF#=EFFECT_115_E
<END>

<START_EFFECT_117_T_H>
#ROOMS_255#
<END>

<START_EFFECT_117_E_H>
0: Intensity 1
1: Intensity 2
2: Intensity 3
3: Intensity 4
<END>

<START_EFFECT_118_T_H>
#REPEAT#TriggerGroup=#1#255
<END>

<START_EFFECT_118_E_H>
0: Mutiple performing (to use when in TriggerGroup there is some condition)
1: Single performing (to use when in TriggerGroup there are only commands)
2: Continue performing (it will be always performed until you stop it)
<END>


<START_EFFECT_119_T_H>
0:North-South (in ngle) fixed other East-Ovest and Up-Down coords
1:East-West (in ngle) fixed other North-South and Up-Down coords
2:Up-Down (3d space) fixed North-South and East-Ovest cords
3:Horizontal axes fixed the Up-Down coordinate.
4:North-South (in ngle) preserving East-Ovest distance and fixed Up-Down coords
5:East-West (in ngle) preserving North-South distance and fixed Up-Down coords
6:Up-Down (3d space) preserving North-South distance fixed East-Ovest coords
7:Up-Down (3d space) preserving East-Ovest distance and fixed North-South coords
8:Horizontal axes preserving Up-Down distance.
9:North-South (in ngle) preserving Up-Down distance and fixed East-West coords
10:East-West (in ngle) preserving Up-Down distance and North-South coords
<END>

<START_EFFECT_119_E_H>
0:Forever (forces CAMERA to be enabled until you perform flip to stop it)
1:Until Lara is in current room (where she enabled this trigger)
2:Same time set in current CAMERA
<END>

<START_EFFECT_121_T_H>
0:Disable LOOK feature
1:Disable Combat Camera
<END>

<START_EFFECT_122_T_H>
#SAME_OF#=EFFECT_121_T
<END>

<START_EFFECT_123_T_H>
0: Matrix effect, slow speed
1: Matrix effect, normal speed
2: Matrix effect, fast speed
3: Matrix effect, very fast speed
4: Portrait effect on target (lara or enemy), preserve Up/down distance
5: Enemy effect, from back like for Lara, preserve Up/Down distance
6: Portrait effect on target (lara or enemy), same Up/Down coordinate
7: Enemy effect, from back like for Lara, same Up/Down coordinate
8: Portrait effect on target (lara or enemy), Upper than target of 1 click
9: Enemy effect, from back like for Lara, Upper than target of 1 click
10: Portrait effect on target (lara or enemy), Upper than target of 2 clicks
11: Enemy effect, from back like for Lara, Upper than target of 2 clicks
12: Portrait effect on target (lara or enemy), Upper than target of 3 clicks
13: Enemy effect, from back like for Lara, Upper than target of 3 clicks
14: Portrait effect on target (lara or enemy), Upper than target of 4 clicks (1 sector)
15: Enemy effect, from back like for Lara, Upper than target of 4 clicks (1 sector)
<END>

<START_EFFECT_123_E_H>
#CLICK_DISTANCE_32#
<END>

<START_EFFECT_124_T_H>
#REPEAT#FlipMap=#0#31
<END>

<START_EFFECT_124_E_H>
#BUTTONS_LIST#
<END>

<START_EFFECT_125_T_H>
#REPEAT#FlipMap=#0#31
<END>

<START_EFFECT_126_T_H>
#REPEAT#FlipMap=#0#31
<END>

<START_EFFECT_127_T_H>
#REPEAT#Organizer=#1#4999
<END>

<START_EFFECT_128_T_H>
#REPEAT#Organizer=#1#4999
<END>

<START_EFFECT_129_T_H>
#CD_TRACK_LIST#
<END>

<START_EFFECT_129_E_H>
0:Single playback
1:Looped playback
<END>

<START_EFFECT_130_T_H>
0:Channel 1 (Background track)
1:Channel 2 (Foreground track)
<END>

<START_EFFECT_131_T_H>
#REPEAT#ImportFile=#1#200
<END>

<START_EFFECT_131_E_H>
0:Channel 1 (Background track)
1:Channel 2 (Foreground track)
<END>

<START_EFFECT_132_T_H>
#REPEAT#ImportFile=#1#200
<END>

<START_EFFECT_132_E_H>
0:Channel 1 (Background track)
1:Channel 2 (Foreground track)
<END>

<START_EFFECT_133_T_H>
#REPEAT#Volume="#1#100
<END>

<START_EFFECT_133_E_H>
0:Channel 1 (Background track)
1:Channel 2 (Foreground track)
<END>

<START_EFFECT_134_T_H>
0: North
1: North-East
2: East
3: South-East
4: South
5: South-West
6: West
7: North-West
<END>

<START_EFFECT_134_E_H>
#REPEAT#Speed=#1#127
<END>

<START_EFFECT_135_T_H>
0: North
1: North-East
2: East
3: South-East
4: South
5: South-West
6: West
7: North-West
<END>

<START_EFFECT_135_E_H>
#REPEAT#Speed=#1#127
<END>

<START_EFFECT_136_T_H>
0:Upward (Only during upward jumping phase)
1:Down (Only during falling phase)
2:Upward (Always, jumping/falling phase)
3:Down (Always, jumping/falling phase)
4:Upward Proportional (Only during upward jumping phase)
5:Down Proportional (Only during falling phase)
6:Upward Proportional (Always, jumping/falling phase)
7:Down Proportional (Always, jumping/falling phase)
<END>

<START_EFFECT_136_E_H>
#REPEAT#Speed=#1#127
<END>

<START_EFFECT_137_T_H>
#REPEAT#ItemGroup=#1#255
<END>

<START_EFFECT_137_E_H>
#CLICK_DISTANCE_32#
<END>

<START_EFFECT_138_T_H>
#REPEAT#ItemGroup=#1#255
<END>

<START_EFFECT_138_E_H>
#CLICK_DISTANCE_32#
<END>

<START_EFFECT_139_T_H>
#REPEAT#ItemGroup=#1#255
<END>

<START_EFFECT_139_E_H>
#CLICK_DISTANCE_32#
<END>

<START_EFFECT_140_T_H>
#REPEAT#ItemGroup=#1#255
<END>

<START_EFFECT_140_E_H>
#CLICK_DISTANCE_32#
<END>

<START_EFFECT_141_T_H>
#REPEAT#ItemGroup=#1#255
<END>

<START_EFFECT_141_E_H>
#CLICK_DISTANCE_32#
<END>

<START_EFFECT_142_T_H>
#REPEAT#ItemGroup=#1#255
<END>

<START_EFFECT_142_E_H>
#CLICK_DISTANCE_32#
<END>

<START_EFFECT_143_T_H>
#REPEAT#ItemGroup=#1#255
<END>

<START_EFFECT_143_E_H>
#CLICK_DISTANCE_32#
<END>

<START_EFFECT_144_T_H>
#REPEAT#ItemGroup=#1#255
<END>

<START_EFFECT_144_E_H>
#CLICK_DISTANCE_32#
<END>

<START_EFFECT_145_T_H>
#REPEAT#ItemGroup=#1#255
<END>

<START_EFFECT_145_E_H>
#TIMER_SIGNED#
<END>

<START_EFFECT_146_T_H>
#REPEAT#ItemGroup=#1#255
<END>

<START_EFFECT_146_E_H>
#TIMER_SIGNED#
<END>

<START_EFFECT_147_T_H>
#REPEAT#ItemGroup=#1#999
<END>

<START_EFFECT_148_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_149_T_H>
#STRING_LIST_255#
<END>

<START_EFFECT_150_T_H>
0: Disable
1: Enable
<END>

<START_EFFECT_150_E_H>
0: Layer1
1: Layer2
<END>

<START_EFFECT_151_T_H>
0: Disable Lightning
1: Enable Lightning
<END>

<START_EFFECT_152_T_H>
#REPEAT#ColorRBG=#1#255
<END>

<START_EFFECT_152_E_H>
0: Layer1
1: Layer2
<END>


<START_EFFECT_153_T_H>
#REPEAT#Speed=#0#255
<END>

<START_EFFECT_153_E_H>
0: Layer1
1: Layer2
<END>

<START_EFFECT_154_T_H>
#REPEAT#ColorRBG=#1#255
<END>

<START_EFFECT_154_E_H>
#REPEAT#Seconds=#1#127
<END>

<START_EFFECT_155_T_H>
#REPEAT#ColorRBG=#1#255
<END>

<START_EFFECT_155_E_H>
#REPEAT#Seconds=#1#127
<END>

<START_EFFECT_156_T_H>
0: Snow DISABLED
1: Snow SINGLE ROOMS
2: Snow ALL OUTSIDE
<END>

<START_EFFECT_157_T_H>
0: Rain DISABLED
1: Rain SINGLE ROOMS
2: Rain ALL OUTSIDE
<END>

<START_EFFECT_158_T_H>
0: North
1: North-East
2: East
3: South-East
4: South
5: South-West
6: West
7: North-West
<END>

<START_EFFECT_158_E_H>
#REPEAT#Speed=#1#127
<END>

<START_EFFECT_159_T_H>
#REPEAT#Sectors=#5#127
<END>

<START_EFFECT_160_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_161_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_162_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_163_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_164_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_165_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_166_T_H>
#REPEAT#Parameters=PARAM_MOVE_ITEM,#1#999
<END>

<START_EFFECT_167_T_H>
#REPEAT#Parameters=PARAM_MOVE_ITEM,#1#999
<END>

<START_EFFECT_168_T_H>
#REPEAT#SoundEffect=#0#4095
<END>

<START_EFFECT_169_T_H>
#REPEAT#Animation=#0#9999
<END>


<START_EFFECT_170_T_H>
#REPEAT#Animation=#0#9999
<END>


<START_EFFECT_171_T_H>
#REPEAT#Animation=#0#9999
<END>

<START_EFFECT_172_T_H>
#REPEAT#Parameters=PARAM_ROTATE_ITEM,#1#999
<END>

<START_EFFECT_173_T_H>
#REPEAT#Parameters=PARAM_ROTATE_ITEM,#1#999
<END>

<START_EFFECT_174_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_175_T_H>
#ROOMS_255#
<END>

<START_EFFECT_176_T_H>
#ROOMS_255#
<END>

<START_EFFECT_177_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_178_T_H>
#ROOMS_255#
<END>

<START_EFFECT_179_T_H>
#ROOMS_255#
<END>

<START_EFFECT_180_T_H>
#STATIC_LIST#
<END>


<START_EFFECT_181_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_182_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_183_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_184_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_185_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_186_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_187_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_188_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_189_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_190_T_H>
#STATIC_LIST#
<END>

<START_EFFECT_191_T_H>
#REPEAT#Parameters=PARAM_COLOR_ITEM,#1#999
<END>

<START_EFFECT_192_T_H>
#REPEAT#TriggerGroup=#0#9999
<END>

<START_EFFECT_193_T_H>
#CD_TRACK_LIST#
<END>

<START_EFFECT_193_E_H>
0:Channel 1 (Background track)
1:Channel 2 (Foreground track)
<END>

<START_EFFECT_194_T_H>
#FOG_DISTANCES#
<END>

<START_EFFECT_195_T_H>
#FOG_DISTANCES#
<END>

<START_EFFECT_195_E_H>
#REPEAT#Seconds=#1#127
<END>

<START_EFFECT_196_T_H>
#FOG_DISTANCES#
<END>

<START_EFFECT_196_E_H>
#REPEAT#Seconds=#1#127
<END>

<START_EFFECT_197_T_H>
0:ENABLE fog
1:DISABLE fog
<END>

<START_EFFECT_198_T_H>
#FOG_DISTANCES#
<END>

<START_EFFECT_199_T_H>
0:Put out the Torch
1:Light the Torch
<END>

<START_EFFECT_200_T_H>
0:Remove Torch from hand of Lara
1:Give to Lara the Torch in her hand
<END>

<START_EFFECT_201_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_201_E_H>
0: Abs. Normal Speed  (30 fps)
1: Abs. Slow Speed (15 fps)
2: Abs. Very Slow Speed (10 fps)
3: Abs. Fast Speed (60 fps)
4: Abs. Very Fast Speed (90 fps)
5: Prop. Normal Speed  (30 fps)
6: Prop. Slow Speed (15 fps)
7: Prop. Very Slow Speed (10 fps)
8: Prop. Fast Speed (60 fps)
9: Prop. Very Fast Speed (90 fps)
<END>

<START_EFFECT_203_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_203_E_H>
#REPEAT#Parameters=PARAM_PRINT_TEXT, #1#127
<END>

<START_EFFECT_204_T_H>
#NG_STRING_LIST_ALL#
<END>

<START_EFFECT_205_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_205_E_H>
#REPEAT#Parameters=PARAM_PRINT_TEXT, #1#127
<END>

<START_EFFECT_206_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_206_E_H>
#REPEAT#Parameters=PARAM_PRINT_TEXT, #1#127
<END>

<START_EFFECT_207_T_H>
#PSX_STRING_LIST#
<END>

<START_EFFECT_207_E_H>
#REPEAT#Parameters=PARAM_PRINT_TEXT, #1#127
<END>

<START_EFFECT_208_T_H>
#PC_STRING_LIST#
<END>

<START_EFFECT_208_E_H>
#REPEAT#Parameters=PARAM_PRINT_TEXT, #1#127
<END>

<START_EFFECT_209_T_H>
#PC_STRING_LIST#
<END>

<START_EFFECT_209_E_H>
#REPEAT#Parameters=PARAM_PRINT_TEXT, #1#127
<END>

<START_EFFECT_210_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_210_E_H>
#REPEAT#Parameters=PARAM_PRINT_TEXT, #1#127
<END>

<START_EFFECT_211_T_H>
#REPEAT#Animation_#0#9999
<END>

<START_EFFECT_212_T_H>
#TIME_LIST_128#
<END>

<START_EFFECT_214_T_H>
#REPEAT#Parameters=PARAM_SET_CAMERA,#1#255
<END>

<START_EFFECT_214_E_H>
#TIME_LIST_128#
<END>

<START_EFFECT_217_T_H>
#REPEAT#Image=#1#255
<END>

<START_EFFECT_217_E_H>
#TIME_LIST_128#
<END>

<START_EFFECT_219_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_219_E_H>
#REPEAT#Diary=#1#100
<END>

<START_EFFECT_220_T_H>
#REPEAT#Diary=#1#100
<END>

<START_EFFECT_221_T_H>
#REPEAT#Diary=#1#100
<END>

<START_EFFECT_222_T_H>
#REPEAT#Diary=#1#100
<END>

<START_EFFECT_222_E_H>
0:Last Page
1:Page  1
2:Page  2
3:Page  3
4:Page  4
5:Page  5
6:Page  6
7:Page  7
8:Page  8
9:Page  9
10:Page 10
11:Page 11
12:Page 12
13:Page 13
14:Page 14
15:Page 15
16:Page 16
17:Page 17
18:Page 18
19:Page 19
20:Page 20
<END>

<START_EFFECT_224_T_H>
#COLORS#
<END>

<START_EFFECT_226_T_H>
#FOG_DISTANCES#
<END>

<START_EFFECT_227_T_H>
#FOG_DISTANCES#
<END>

<START_EFFECT_228_T_H>
0: 1 RANDOM way - Low Intensity (1 sector)
1: 2 RANDOM way - Middle Intensity (2 sectors)
2: 4 RANDOM way - High Intensity  (4 sectors)
3: 8 RANDOM way - Very high Intensity (8 sectors)
4:16 RANDOM way - Huge Intensity (16 sectors)
5:32 RANDOM way - Max Intensity (32 sectors)
8: 1 PULSE way -  Low Intensity (1 sector)
9: 2 PULSE way - Middle Intensity (2 sectors)
10: 4 PULSE way - High Intensity (4 sectors)
11: 8 PULSE way - Very high Intensity (8 sectors)
12:16 PULSE way - Huge Intensity (16 sectors)
13:32 PULSE way - Max Intensity (32 sector)
<END>

<START_EFFECT_228_E_H>
0:6.0 Very Slow  (6 seconds)
1:4.0 Slow  (4 seconds)
2:3.0 Middle  (3 seconds)
3:2.0 Fast   (2 seconds)
4:1.0 Very Fast (1 second)
5:0.5 Ultra Fast (0.5 seconds)
<END>

<START_EFFECT_229_T_H>
#SAME_OF#=EFFECT_228_T
<END>

<START_EFFECT_229_E_H>
#SAME_OF#=EFFECT_228_E
<END>

<START_EFFECT_230_T_H>
1:Stop the [Change END LIMIT fog distance] effect
2:Stop the [Change START LIMIT fog distance] effect
<END>

<START_EFFECT_231_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_231_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_232_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_232_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_233_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_233_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_234_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_234_E_H>
#BIT_LIST#
<END>

<START_EFFECT_235_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_235_E_H>
#BIT_LIST#
<END>

<START_EFFECT_236_T_H>
#VAR_STORES#
<END>

<START_EFFECT_237_T_H>
#VAR_STORES#
<END>

<START_EFFECT_238_T_H>
#VAR_TEXT#
<END>

<START_EFFECT_238_E_H>
#VAR_TEXT#
<END>

<START_EFFECT_239_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_239_E_H>
#VAR_TEXT#
<END>

<START_EFFECT_240_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_240_E_H>
0: Use a space as separator
1: Use a comma + space as separator
2: Use a fullstop + space as separator
3: Use a fullstop + new line character
4: Use a fullstop + 2 new line characters
<END>

<START_EFFECT_241_T_H>
0: Clear ALL variables
1: Clear All Common Numeric Variables
2: Clear Store Variables
3: Clear Text Variables
4: Clear Common Numeric Local Variables
5: Clear Common Numeric Global Variables
<END>

<START_EFFECT_242_T_H>
#VAR_TEXT#
<END>

<START_EFFECT_242_E_H>
#SAME_OF#=EFFECT_240_E
<END>

<START_EFFECT_243_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_243_E_H>
#SAME_OF#=EFFECT_240_E
<END>

<START_EFFECT_244_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_244_E_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_245_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_245_E_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_246_T_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_246_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_247_T_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_247_E_H>
#BIT_LIST#
<END>

<START_EFFECT_248_T_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_248_E_H>
#BIT_LIST#
<END>

<START_EFFECT_249_T_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_249_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_250_T_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_250_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_251_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_251_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_252_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_252_E_H>
#NEGATIVE_NUMBERS#
<END>

<START_EFFECT_253_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_253_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_254_T_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_254_E_H>
#NEGATIVE_NUMBERS#
<END>

<START_EFFECT_255_T_H>
#MEMORY_ITEM#
<END>

<START_EFFECT_255_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_256_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_256_E_H>
#MEMORY_ITEM#
<END>

<START_EFFECT_257_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_257_E_H>
#MEMORY_ITEM#
<END>

<START_EFFECT_258_T_H>
#MEMORY_ITEM#
<END>

<START_EFFECT_258_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_259_T_H>
#MEMORY_ITEM#
<END>

<START_EFFECT_259_E_H>
#BIT_LIST#
<END>

<START_EFFECT_260_T_H>
#MEMORY_ITEM#
<END>

<START_EFFECT_260_E_H>
#BIT_LIST#
<END>

<START_EFFECT_261_T_H>
#MEMORY_ITEM#
<END>

<START_EFFECT_261_E_H>
#REPEAT#Value of Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_EFFECT_262_T_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_262_E_H>
#REPEAT#Value of Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_EFFECT_263_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_263_E_H>
#REPEAT#Value of Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_EFFECT_264_T_H>
0:Local Timer
1:Global Timer
<END>

<START_EFFECT_264_E_H>
0:Increasing Timer
1:Decreasing Timer (Countdown)
<END>

<START_EFFECT_265_T_H>
0:Local Timer
1:Global Timer
<END>

<START_EFFECT_266_T_H>
0:Local Timer
1:Global Timer
<END>

<START_EFFECT_266_E_H>
#REPEAT#Seconds=#0#127
<END>

<START_EFFECT_267_T_H>
0:Local Timer
1:Global Timer
<END>

<START_EFFECT_267_E_H>
#REPEAT#Value of Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_EFFECT_268_T_H>
0:Local Timer
1:Global Timer
<END>

<START_EFFECT_268_E_H>
#REPEAT#Frame Ticks=#0#127
<END>

<START_EFFECT_269_T_H>
0:Local Timer
1:Global Timer
<END>

<START_EFFECT_269_E_H>
1:POSITION_BOTTOM_CENTER
2:POSITION_TOP_CENTER
3:POSITION_CENTER_CENTER
4:POSITION_TOP_LEFT
5:POSITION_TOP_RIGHT
6:POSITION_BOTTOM_LEFT
7:POSITION_BOTTOM_RIGHT
8:POSITION_DOWN_DAMAGE_BAR
9:POSITION_DOWN_COLD_BAR
10:POSITION_DOWN_LEFT_BARS
11:POSITION_DOWN_RIGHT_BARS
<END>

<START_EFFECT_270_T_H>
0:Local Timer
1:Global Timer
<END>

<START_EFFECT_270_E_H>
#REPEAT#Seconds=#0#127
<END>

<START_EFFECT_271_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_272_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_273_T_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_274_T_H>
#MEMORY_SAVE#
<END>

<START_EFFECT_275_T_H>
#MEMORY_ITEM#
<END>

<START_EFFECT_276_T_H>
#MEMORY_ITEM#
<END>

<START_EFFECT_277_T_H>
#MEMORY_CODE#
<END>

<START_EFFECT_278_T_H>
#MEMORY_CODE#
<END>

<START_EFFECT_279_T_H>
#MEMORY_CODE#
<END>

<START_EFFECT_279_E_H>
#REPEAT#Value #0#127
<END>


<START_EFFECT_280_T_H>
#MEMORY_CODE#
<END>

<START_EFFECT_280_E_H>
#REPEAT#Value #0#127
<END>

<START_EFFECT_281_T_H>
#MEMORY_CODE#
<END>

<START_EFFECT_281_E_H>
#BIT_LIST#
<END>


<START_EFFECT_282_T_H>
#MEMORY_CODE#
<END>

<START_EFFECT_282_E_H>
#BIT_LIST#
<END>


<START_EFFECT_283_T_H>
#MEMORY_CODE#
<END>

<START_EFFECT_284_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_285_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_286_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_287_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_288_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_289_T_H>
#REPEAT#Switch=#1#1279
<END>

<START_EFFECT_290_T_H>
#REPEAT#Organizer=#1#255
<END>

<START_EFFECT_290_E_H>
0:Resume from first command (like a new Enabling)
1:Resume from next command immediatly
2:Resume from next command in required time set in next command
<END>

<START_EFFECT_291_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_291_E_H>
#REPEAT#ColorRBG=#1#127
<END>

<START_EFFECT_292_T_H>
#WAD-SLOTS#
<END>

<START_EFFECT_293_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_293_E_H>
#MEMORY_SLOT#
<END>

<START_EFFECT_294_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_294_E_H>
#MEMORY_SLOT#
<END>


<START_EFFECT_295_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_295_E_H>
#MEMORY_ANIMATION#
<END>

<START_EFFECT_296_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_296_E_H>
#MEMORY_ANIMATION#
<END>

<START_EFFECT_297_T_H>
#ROOMS_255#
<END>

<START_EFFECT_303_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_303_E_H>
#REPEAT#Random Number between 0 and #1#126
<END>

<START_EFFECT_304_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_305_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_305_E_H>
#REPEAT#Number=#1#127
<END>

<START_EFFECT_306_T_H>
#INVENTORY-ITEM-INDEX#
<END>

<START_EFFECT_306_E_H>
0:Silent way
1:If item si missing play LARA_SAY_NO sound
<END>

<START_EFFECT_307_T_H>
#REPEAT#Animation=#0#9999
<END>

<START_EFFECT_308_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_309_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_309_E_H>
1:Decimal
2:Hexadecimal
4:Binary
3:Decimal and Hexadecimal
5:Decimal and Binary
6:Hexadecimal and Binary
7:Decimal, Hexadecimal and Binary
<END>

<START_EFFECT_310_T_H>
#REPEAT#Triangular collision with height=#0#15
<END>

<START_EFFECT_310_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_311_T_H>
#REPEAT#Triangular collision with height=#0#15
<END>

<START_EFFECT_311_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_312_T_H>
#REPEAT#Triangular collision with height=#0#15
<END>

<START_EFFECT_312_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_313_T_H>
#REPEAT#Triangular collision with height=#0#15
<END>

<START_EFFECT_313_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_314_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_314_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_315_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_315_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_316_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_316_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_317_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_317_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_318_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_318_E_H>
#COLLISION_CEILING#
<END>

<START_EFFECT_319_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_319_E_H>
#COLLISION_CEILING#
<END>

<START_EFFECT_320_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_320_E_H>
#COLLISION_CEILING#
<END>

<START_EFFECT_321_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_321_E_H>
#COLLISION_CEILING#
<END>

<START_EFFECT_322_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_322_E_H>
#COLLISION_CEILING#
<END>

<START_EFFECT_323_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_323_E_H>
#COLLISION_CEILING#
<END>

<START_EFFECT_324_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_324_E_H>
#COLLISION_CEILING#
<END>

<START_EFFECT_325_T_H>
#REPEAT#Slope Collision with height=#0#15
<END>

<START_EFFECT_325_E_H>
#COLLISION_CEILING#
<END>

<START_EFFECT_326_T_H>
#REPEAT#Triangular split collision with height=#0#15
<END>

<START_EFFECT_326_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_327_T_H>
#REPEAT#Triangular split collision with height=#0#15
<END>

<START_EFFECT_327_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_328_T_H>
#REPEAT#Triangular split collision with height=#0#15
<END>

<START_EFFECT_328_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_329_T_H>
#REPEAT#Triangular split collision with height=#0#15
<END>

<START_EFFECT_329_E_H>
#COLLISION_FLOOR#
<END>

<START_EFFECT_330_T_H>
0:North Side
1:East Side
2:South Side
3:West Side
<END>

<START_EFFECT_331_T_H>
4:BAR_CUSTOM1
5:BAR_CUSTOM2
6:BAR_CUSTOM3
7:BAR_CUSTOM4
<END>

<START_EFFECT_331_E_H>
#TIME_LIST_128#
<END>

<START_EFFECT_332_T_H>
4:BAR_CUSTOM1
5:BAR_CUSTOM2
6:BAR_CUSTOM3
7:BAR_CUSTOM4
<END>

<START_EFFECT_333_T_H>
#REPEAT#FlipMap=#0#31
<END>

<START_EFFECT_333_E_H>
#REPEAT#Frames=#1#127
<END>

<START_EFFECT_334_T_H>
#REPEAT#FlipMap=#0#31
<END>

<START_EFFECT_334_E_H>
0:Let the main room
1:Let the flipped room
<END>

<START_EFFECT_335_T_H>
#MEM_INVENTORY_INDICES#
<END>

<START_EFFECT_336_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_336_E_H>
#MEMORY_INVENTORY#
<END>

<START_EFFECT_337_T_H>
#MEMORY_INVENTORY#
<END>

<START_EFFECT_337_E_H>
#REPEAT#Value=#0#127
<END>

<START_EFFECT_338_T_H>
#MEMORY_INVENTORY#
<END>

<START_EFFECT_338_E_H>
#REPEAT#Value of Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_EFFECT_339_T_H>
#VAR_NORMALS#
<END>

<START_EFFECT_339_E_H>
#MEMORY_INVENTORY#
<END>

<START_EFFECT_340_T_H>
#LARA_OTHER_SLOTS#
<END>

<START_EFFECT_340_E_H>
#SWAP_MESH_SLOT#
<END>

<START_EFFECT_341_T_H>
#SLOT_MESH_MOVEABLES#
<END>

<START_EFFECT_341_E_H>
#SLOT_MESH_MOVEABLES#
<END>

<START_EFFECT_342_T_H>
#MEMORY_CODE#
<END>

<START_EFFECT_342_E_H>
#NEGATIVE_NUMBERS#
<END>

<START_EFFECT_343_T_H>
0:ALL FISH
1:Predator Fish (all fish that attack Lara)
2:Good Fish (all fish that don't attack Lara)
3:Pirana Fish (Gray fish)
4:Clown Fish (White/Red fish)
5:Butterfly Fish (Yellow fish)
6:Angel Fish (white/azure fish)
<END>

<START_EFFECT_344_T_H>
#SWAP_MESH_SLOT#
<END>

<START_EFFECT_345_T_H>
#REPEAT#TriggerGroup=#0#9999
<END>

<START_EFFECT_346_T_H>
#REPEAT#StandBy=#1#255
<END>

<START_EFFECT_346_E_H>
#REPEAT#Seconds=#1#127
<END>

<START_EFFECT_347_T_H>
#TIME_LIST_128#
<END>

<START_EFFECT_347_E_H>
0: Stop only enemies
1: Stop enemies and time counters
<END>

<START_EFFECT_349_T_H>
#LARA_POS_OCB#
<END>

<START_EFFECT_349_E_H>
#REPEAT#Diameter clicks=#4#40
<END>

<START_EFFECT_350_T_H>
#LARA_POS_OCB#
<END>

<START_EFFECT_350_E_H>
#REPEAT#Diameter clicks=#4#40
<END>

<START_EFFECT_352_T_H>
#REPEAT#Parameters=PARAM_SCALE_ITEM, #1#999
<END>


<START_EFFECT_353_T_H>
#REPEAT#Parameters=PARAM_SCALE_ITEM, #1#999
<END>

<START_EFFECT_354_T_H>
160:Statics. Explosion. Shatter <&>static
161:Statics. Collision. Remove collision from <&>static
162:Statics. Collision. Restore collision for <&>static
163:Statics. Transparency. Set ICE transparency for <&>static
164:Statics. Transparency. Set GLASS transparency for <&>static
165:Statics. Transparency. Remove any transparency from <&>static
174:Statics. Rotation. Stop all rotations for <&>Static
177:Statics. Move. Stop the motion of <&>Static
180:Statics. Explosion. Explosion of <&>static
181:Statics. Explosion. Set explosive attribute for <&>static
182:Statics. Explosion. Remove explosive attribute for <&>static
183:Statics. Poison. Set poison attribute for <&>static
184:Statics. Poison. Remove poison attribute for <&>static
185:Statics. Damage. Set damage attribute for <&>static
186:Statics. Damage. Remove damage attribute for <&>static
187:Statics. Burning. Set burning attribute for <&>static
188:Statics. Burning. Remove burning attribute for <&>static
189:Statics. Visibility. Set <&>static as invisible
190:Statics. Visibility. Render newly visibile <&>static
<END>

<START_EFFECT_354_E_H>
#REPEAT#ItemGroup=#1#127
<END>

<START_EFFECT_355_T_H>
0:Red Light
1:Orange
2:Yellow
3:White
4:Green 
5:Purple
6:LightGreen
7:Blue
8:Azure
9:Gray
10:Brown
<END>

<START_EFFECT_355_E_H>
5:Infinite
10:Fast 
20:Normal
30:Slow
40:Very Slow
<END>

<START_EFFECT_357_T_H>
#REPEAT#Parameters=PARAM_SHOW_SPRITE,#1#255
<END>

<START_EFFECT_357_E_H>
#TIME_LIST_128#
<END>

<START_EFFECT_358_T_H>
#REPEAT#Parameters=PARAM_SHOW_SPRITE,#1#999
<END>

<START_EFFECT_359_T_H>
#REPEAT#Parameters=PARAM_LIGHTNING,#1#255
<END>

<START_EFFECT_359_E_H>
#REPEAT#Frame Ticks=#0#127
<END>

<START_EFFECT_360_T_H>
#NG_STRING_LIST_ALL#
<END>

<START_EFFECT_361_T_H>
#ROOMS_255#
<END>

<START_EFFECT_362_T_H>
#REPEAT#Parameters=PARAM_LIGHTNING,#1#999
<END>

<START_EFFECT_363_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_363_E_H>
#REPEAT#Parameters=PARAM_WTEXT,#1#127
<END>

<START_EFFECT_364_T_H>
#NG_STRING_LIST_255#
<END>

<START_EFFECT_364_E_H>
#REPEAT#Parameters=PARAM_WTEXT,#1#127
<END>

<START_EFFECT_366_T_H>
#REPEAT#Operating time (fuel), minutes #0,#36
<END>

<START_EFFECT_366_E_H>
0: Add to current fuel
1: Set as new fuel (ignoring previous level of fuel)
<END>

<START_EFFECT_367_T_H>
#TIME_LIST_128#
<END>

<START_EFFECT_369_T_H>
0: No cinema effect (remove infinite cinema effect)
1: Tiny
2: Middle
3: Big
4: Huge
5: Fissure (looking through a fissure)
<END>

<START_EFFECT_369_E_H>
#TIME_LIST_128#
<END>

<START_EFFECT_370_T_H>
#REPEAT#Intensity=#1#127
<END>

<START_EFFECT_370_E_H>
#REPEAT#Quantity=#1#20
<END>

<START_EFFECT_371_T_H>
#REPEAT#TriggerGroup=#1#9999
<END>

<START_EFFECT_372_T_H>
#REPEAT#TriggerGroup=#1#9999
<END>

<START_EFFECT_373_T_H>
#REPEAT#TriggerGroup=#1#9999
<END>

<START_EFFECT_374_T_H>
#REPEAT#GlobalTrigger=#1#4999
<END>

<START_EFFECT_375_T_H>
#REPEAT#GlobalTrigger=#1#4999
<END>

<START_EFFECT_376_T_H>
#REPEAT#Organizer=#1#4999
<END>

<START_EFFECT_377_T_H>
#REPEAT#Organizer=#1#4999
<END>

<START_EFFECT_378_T_H>
#REPEAT#Organizer=#1#4999
<END>

<START_EFFECT_379_T_H>
#REPEAT#Index in DemoArray fields=#1#999
<END>

<START_EFFECT_381_T_H>
0:Absolute. Camera placed at NORTH of target
1:Absolute. Camera placed at NORTH-EAST of target
2:Absolute. Camera placed at EAST of target
3:Absolute. Camera placed at SOUTH-EAST of target
4:Absolute. Camera placed at SOUTH of target
5:Absolute. Camera placed at SOUTH-WEST of target
6:Absolute. Camera placed at WEST of target
7:Absolute. Camera placed at NORTH-WEST of target
8:Relative. Camera placed AHEAD of target
9:Relative. Camera placed at RIGHT-AHEAD of target
10:Relative. Camera placed at RIGHT of target
11:Relative. Camera placed at RIGHT-BEHIND of target
12:Relative. Camera placed at BEHIND of target
13:Relative. Camera placed at LEFT-BEHIND of target
14:Relative. Camera placed at LEFT of target
15:Relative. Camera placed at LEFT-AHEAD of target
<END>


<START_EFFECT_381_E_H>
#REPEAT#Clicks=#0#127
<END>

<START_EFFECT_382_T_H>
#SAME_OF#=EFFECT_381_T
<END>

<START_EFFECT_382_E_H>
#REPEAT#Clicks=#0#127
<END>

<START_EFFECT_383_T_H>
#SAME_OF#=EFFECT_381_T
<END>

<START_EFFECT_383_E_H>
#REPEAT#Clicks=#0#127
<END>

<START_EFFECT_385_T_H>
#REPEAT#Clicks=#1#127
<END>

<START_EFFECT_385_E_H>
#REPEAT#Demo frames=#0#127
<END>

<START_EFFECT_386_T_H>
#REPEAT#Clicks=#1#127
<END>

<START_EFFECT_386_E_H>
#REPEAT#Demo frames=#0#127
<END>

<START_EFFECT_387_T_H>
#REPEAT#Clicks=#1#160
<END>

<START_EFFECT_387_E_H>
#REPEAT#Demo frames=#0#127
<END>

<START_EFFECT_388_T_H>
#REPEAT#Clicks=#1#160
<END>

<START_EFFECT_388_E_H>
#REPEAT#Demo frames=#0#127
<END>

<START_EFFECT_389_T_H>
0:Degrees Infinite (rotate forever)
1:Degrees  15
2:Degrees  30
3:Degrees  45
4:Degrees  60
5:Degrees  75
6:Degrees  90
7:Degrees 105
8:Degrees 120
9:Degrees 135
10:Degrees 150
11:Degrees 165
12:Degrees 180
13:Degrees 195
14:Degrees 210
15:Degrees 225
16:Degrees 240
17:Degrees 255
18:Degrees 270
19:Degrees 285
20:Degrees 300
21:Degrees 315
22:Degrees 330
23:Degrees 345
24:Degrees=360 (full circle and stop)
<END>

<START_EFFECT_389_E_H>
#REPEAT#Demo frames=#0#127
<END>

<START_EFFECT_390_T_H>
#SAME_OF#=EFFECT_389_T
<END>

<START_EFFECT_390_E_H>
#REPEAT#Demo frames=#0#127
<END>

<START_EFFECT_391_T_H>
#REPEAT#Demo frames=#0#3000
<END>

<START_EFFECT_393_T_H>
#REPEAT#Parameters=PARAM_SWAP_ANIMATIONS, #1#255
<END>

<START_EFFECT_393_E_H>
0:Lara
1:Leading Actor
2:Extra Actor
<END>

<START_EFFECT_394_T_H>
0:Restore ALL. AI for actors, disable Basic Collision, free cutscene camera and restore animation swapping
1:Restore cutscene stuff but do not affect the animation swapping
<END>

<START_EFFECT_395_T_H>
0:Leading Actor
1:Extra Actor
<END>

<START_EFFECT_396_T_H>
0:Leading Actor
1:Extra Actor
<END>

<START_EFFECT_397_T_H>
0: empty (stomach)
1: Left Thigh 
2: Left Calf
3: Left Foot
4: Right Thigh
5: Right Calf
6: Right Foot
7: Chest
8: Left Hip
9: empty (Left Side)
10: Right Hip
11: empty (Right Side)
12: Left Arm 
13: Left Forearm
14: Left Palm with thumb
15: Left Fingers (no thumb)
16: Right Arm
17: Right Forearm
18: Right Hand
19: Right Holster
20: Left Holster
21: Head
22: empty (back belly)
23: empty (groin)
24: empty (right internal knee)
<END>

<START_EFFECT_397_E_H>
0: MESHSWAP1
1: MESHSWAP2
2: MESHSWAP3
3: ANIMATING1
4: ANIMATING1_MIP
5: ANIMATING2
6: ANIMATING2_MIP
7: ANIMATING3
8: ANIMATING3_MIP
9: ANIMATING4
10: ANIMATING4_MIP
11: ANIMATING5
12: ANIMATING5_MIP
13: ANIMATING6
14: ANIMATING6_MIP
15: ANIMATING7
16: ANIMATING7_MIP
17: ANIMATING8
18: ANIMATING8_MIP
19: ANIMATING9
20: ANIMATING9_MIP
21: ANIMATING10
22: ANIMATING10_MIP
23: ANIMATING11
24: ANIMATING11_MIP
25: ANIMATING12
26: ANIMATING12_MIP
27: ANIMATING13
28: ANIMATING13_MIP
29: ANIMATING14
30: ANIMATING14_MIP
31: ANIMATING15
32: ANIMATING15_MIP
33: ANIMATING16
34: ANIMATING16_MIP
<END>

<START_EFFECT_398_T_H>
0:Von Croy wait for Lara (0=false / 1=true)
1:Current AI OCB value
2:Next AI OCB value to reach
3:Von Croy Mode (0=Angkor Wat / 1=Iris Race)
4:Knife in right hand (0=No / 1=Knife)
<END>

<START_EFFECT_398_E_H>
#REPEAT#Value=#0#127
<END>

<START_EFFECT_399_T_H>
#SAME_OF#=EFFECT_66_T
<END>

<START_EFFECT_399_E_H>
#SAME_OF#=EFFECT_66_E
<END>

<START_EFFECT_400_T_H>
#SAME_OF#=EFFECT_66_T
<END>

<START_EFFECT_400_E_H>
#SAME_OF#=EFFECT_66_E
<END> 

<START_EFFECT_401_T_H>
#SAME_OF#=EFFECT_66_T
<END>

<START_EFFECT_401_E_H>
#SAME_OF#=EFFECT_66_E
<END>

<START_EFFECT_402_T_H>
#REPEAT#Parameters=PARAM_SHOW_SPRITE,#1#255
<END>

<START_EFFECT_402_E_H>
#REPEAT#Frame=#0#127
<END>

<START_EFFECT_403_T_H>
#REPEAT#Parameters=PARAM_SHOW_SPRITE,#1#255
<END>

<START_EFFECT_404_T_H>
#REPEAT#Secret #0#255
<END>

<START_EFFECT_405_T_H>
#FMV_LIST#
<END>

<START_EFFECT_406_T_H>
0:Remove infinite durate, quit now the camera
1:Enable infinite durate
<END>

<START_EFFECT_407_T_H>
0: No Holster
13: Empty Holsters
14: Holsters with Pistols
15: Holsters with Uzis
16: Holsters with Revolver
<END>

<START_EFFECT_408_T_H>
0: No selected weapon
1: Pistols
2: Revolver
3: UZIs
4: ShotGun
5: GrenadeGun
6: CrossBow
<END>

<START_EFFECT_409_T_H>
#REPEAT#Parameters=PARAM_INPUT_BOX,#1#999
<END>

<START_EFFECT_410_T_H>
#VAR_TEXT#
<END>

<START_EFFECT_411_T_H>
#REPEAT#Opacity Level=#0#255
<END>

<START_EFFECT_411_E_H>
#TIME_LIST_128#
<END>

;**************************************************************************
;ACTIONS ------------------------------------- ACTIONS
<START_TRIGGERWHAT_11_T_H>
;list of actions for trigger what ACTION (code = 11) to show in Timer field
1:Turn <#>ANIMATING moving slowly in clockwise of (E) degrees
2:Turn <#>ANIMATING moving slowly in inverse clockwise of (E) degrees
3:Turn <#>ANIMATING moving fastly in clockwise of (E) degrees
4:Turn <#>ANIMATING moving fastly in inverse clockwise of (E) degrees
5:Turn <#>ANIMATING moving endless in (E) way 
6:Turn vertically <#>ANIMATING moving slowly in clockwise of (E) degrees
7:Turn vertically <#>ANIMATING moving slowly in inverse clockwise of (E) degrees
8:Turn vertically <#>ANIMATING moving fastly in clockwise of (E) degrees
9:Turn vertically <#>ANIMATING moving fastly in inverse clockwise of (E) degrees
10:Turn vertically <#>ANIMATING moving endless in (E) way 
11:Turn immediatly  <#>object of (E) degrees in clockwise 
12:Turn immediatly  <#>object of (E) degrees in inverse clockwise
13:Perform (E) flipeffect on <#>object
14:Enemy. Kill <#>object in (E) way
15:Force (E) animation (0-31) for <#>object 
16:Force (E) animation (32-63) for <#>object 
17:Force (E) animation (64-95) for <#>object 

18:Turn <#>ANIMATING moving slowly in clockwise until (E) facing
19:Turn <#>ANIMATING moving slowly in inverse clockwise until (E) facing
20:Turn <#>ANIMATING moving fastly in clockwise until (E) facing
21:Turn <#>ANIMATING moving fastly in inverse clockwise until (E) facing

22:Turn vertically <#>ANIMATING moving slowly in clockwise until (E) facing
23:Turn vertically <#>ANIMATING moving slowly in inverse clockwise until (E) facing
24:Turn vertically <#>ANIMATING moving fastly in clockwise until (E) facing
25:Turn vertically <#>ANIMATING moving fastly in inverse clockwise until (E)facing
26:Trigger. (Door) (E)Open/Close <#>door
27:Elevator. Move <#>elevator to (E) floor
28:Elevator. Move <#>elevator to floor number set in last keypad operation
29:Move. Move continuously forward-backward <#>animating of (E) clicks
30:Move. Move up <#>animating for (E) clicks
31:Move. Move down <#>animating for (E) clicks
32:Move. Move to north <#>animating for (E) clicks
33:Move. Move to east <#>animating for (E) clicks
34:Move. Move to south <#>animating for (E) clicks
35:Move. Move to west <#>animating for (E) clicks
36:Move. Move continuosly upstairs-downstairs <#>animating of (E) clicks
37:Swap Mesh of <#>moveable with (E)Slot
38:Enemy. Hurth <#>enemy removing (E)Vitality points
39:Enemy. Set (E)Next State Id for <#>enemy
40:Enemy. Move immediatly <#>enemy in lara_start_pos with (E)OCB setting
41:Trigger. (Camera) Activate <#>Camera or fixed camera with (E)Timer value #REMARK#To use only as exported trigger (click on [Trigger's Help] button for more infos)#START_DOC#
This trigger, like Action 42, should be used only as exported triggers.
You should create a TriggerGroup in script, placing at first side the Action 42, to set the target, and then the Action 41 to activate the camera.
If you don't follow this method and you try to use Action 41 or Action 42 directly from level map, these triggers will not work.
#END_DOC#
42:Trigger. (Target) Set <#>Moveable as Target for camera or fixed camera #REMARK#To use only as exported trigger (see Help of Action 41 trigger) 
43:Trigger. (Moveable) Activate <#>Object with (E)Timer value
44:Trigger. (Moveable) Untrigger <#>Object with (E)Timer value
45:Trigger. (FlyBy) (E)Activate or Untrigger the <#>FlyBy camera sequence
46:Trigger. (Sink) Activate the <#>Sink
47:Disable. Disable all continuos actions on <#>Moveable
48:Effect. Add to <#>Enemy the (E)AddEffect from script.txt
49:Effect. Remove from <#>Enemy the (E)AddEffect from script.txt
50:Enemy. Mesh. Set for <#>enemy the (E)mesh as invisible
51:Enemy. Mesh. Set for <#>enemy the (E)mesh as visible
52:Enemy. Timer. Show the trigger count-down for <#>enemy using (E)format
53:Enemy. Mesh. Set for <#>enmey the (E)transparecy level
54:Variables. Set the index of <#>moveable as Selected Item
55:Variables. Save the position of <#>Moveable from (E)Store Variable (x,y,z,room)
56:Variables. Move <#>Moveable to position saved from (E)Store Variable
57:Variables. Move <#>Moveable to position saved from (E)Store Variable (center)
58:Enemy. Freeze. Freeze <#>Enemy for (E)Seconds
59:Enemy. Freeze. Remove freeze for <#>Enemy in (E)way
60:Enemy. Save the coordinates and facing of <#>Moveable in savegame
61:Collision. Disable the collisions of <#>Moveable
62:Collision. Enable newly the collisions of <#>Moveable
63:Move. Move up <#>animating for (E)units (one sector = 1024)
64:Move. Move down <#>animating for (E)units (one sector = 1024)
65:Move. Move to north <#>animating for (E)units (one sector = 1024)
66:Move. Move to east <#>animating for (E)units (one sector = 1024)
67:Move. Move to south <#>animating for (E)units (one sector = 1024)
68:Move. Move to west <#>animating for (E)units (one sector = 1024)
69:Enemy. (Physics) OVER Mode. Attract to North <#>Moveable with (E)speed
70:Enemy. (Physics) OVER Mode. Attract to South <#>Moveable with (E)speed
71:Enemy. (Physics) OVER Mode. Attract to East <#>Moveable with (E)speed
72:Enemy. (Physics) OVER Mode. Attract to West <#>Moveable with (E)speed

73:Enemy. (Physics) PAD Mode. Attract to North <#>Moveable with (E)speed
74:Enemy. (Physics) PAD Mode. Attract to South <#>Moveable with (E)speed
75:Enemy. (Physics) PAD Mode. Attract to East <#>Moveable with (E)speed
76:Enemy. (Physics) PAD Mode. Attract to West <#>Moveable with (E)speed
77:Trigger. (Tight-Rope) Disable <#>Tight-Rope
78:Trigger. (Tight-Rope) Enable newly <#>Tight-Rope (previously disabled)
79:Enemy. (OCB) Change the OCB value of <#>Moveable with (E)Big Number value
80:Turn. Turn <#>Animating around the center at North (E)Distance in circular way
81:Turn. Stop circular turning for <#>Animating item in (E)way
82:Effect. Apply on the <#>Moveable the (E)preset effect
83:Statics. Apply on <#>static the (E)Add Effect from script file
84:Statics. Remove from <#>static the (E)Add Effect of script file
85:Turn. Resume circular turning of <#>Animating previously put in Pause
86:Cutscene. Change <#>Moveable to (E)Actor status
87:Cutscene. Give to <#>Moveable the (E)Leading or Extra Actor role
88:Cutscene. Set for actor <#>Moveable the (E)Basic collision status
89:Creature. Force for <#>Moveable the (E)Frame of current animation
90:Creature. Force for <#>Moveable the (E)State-id
91:Cutscene. Speech. Apply (E)Speech Parameters for <#>Moveable 
92:Enemy. Mesh. Flip (E)Mesh of <#>Moveable
93:Move. Update room for <#>Animating with (E)units of Y displacement
94:Trigger. Set <#>Moveable as ACTIVE item (item that you'll move or animate)
95:Trigger. Remove <#>Moveable from active item list (you'll not move or animate it)
<END>

<START_ACTION_1_E_H>
#DEGREES#
<END>

<START_ACTION_2_E_H>
#DEGREES#
<END>

<START_ACTION_3_E_H>
#DEGREES#
<END>

<START_ACTION_4_E_H>
#DEGREES#
<END>

<START_ACTION_5_E_H>
0:Clockwise slowly
1:Clockwise fastly
2:Inverse Clockwise slowly
3:Inverse Clockwise fastly
<END>

<START_ACTION_6_E_H>
#DEGREES#
<END>

<START_ACTION_7_E_H>
#DEGREES#
<END>

<START_ACTION_8_E_H>
#DEGREES#
<END>

<START_ACTION_9_E_H>
#DEGREES#
<END>

<START_ACTION_10_E_H>
#SAME_OF#=ACTION_5_E
<END>

<START_ACTION_11_E_H>
#DEGREES#
<END>

<START_ACTION_12_E_H>
#DEGREES#
<END>

<START_ACTION_13_E>
0:Make the <&>object turn around 180 degrees.
1:Floor shake effect closed to <&>Moveable
3:Makes bubbles in position of <&>moveable (LARA_START_POS)
6:Activates key triggers of <&>key switch object.
18:Swaps meshes of #object with meshswap1. 
19:Swaps meshes of #object with meshswap2.
20:Swaps meshes of #object with meshswap3.
21:Hide object. Makes #ANIMATING invisible
22:Show object. Makes #ANIMATING visible
29:Ghost trap in position #LARA_START_POS for Wraith3 
32:Create floor shadow for #moveable (futile)
43:(?) Put in left hand of Lara some (?) mesh of #moveable 
<END>

<START_ACTION_14_E_H>
0:Default death animation (only for mortal creatures, removing vitality)
1:Remove immediatly (disappear any item)
2:Exploding moveable on ground/sky
3:Exploding moveable underwater
4:Exploding creature
5:Kill Creature
6:Hide Creature (when other ways don't work)
7:Anti-trigger Item (like if it was never enabled)
8:Disable emitter
<END>

<START_ACTION_15_E>
#ANIMATION_LIST_32A#
<END>

<START_ACTION_16_E>
#ANIMATION_LIST_32B#
<END>

<START_ACTION_17_E>
#ANIMATION_LIST_32C#
<END>

<START_ACTION_18_E_H>
0: North
2: North-East
4: East
6: South-East
8: South
10: South-West
12: West
14: North-West
<END>

<START_ACTION_19_E_H>
#SAME_OF#=ACTION_18_E
<END>

<START_ACTION_20_E_H>
#SAME_OF#=ACTION_18_E
<END>

<START_ACTION_21_E_H>
#SAME_OF#=ACTION_18_E
<END>

<START_ACTION_22_E_H>
#SAME_OF#=ACTION_18_E
<END>

<START_ACTION_23_E_H>
#SAME_OF#=ACTION_18_E
<END>

<START_ACTION_24_E_H>
#SAME_OF#=ACTION_18_E
<END>

<START_ACTION_25_E_H>
#SAME_OF#=ACTION_18_E
<END>

<START_ACTION_26_E_H>
0:Close the door
1:Open the door
<END>

<START_ACTION_27_E_H>
0:1st floor
1:2nd Floor
2:3rd floor
3:4th floor
4:5th floor
5:6th floor
6:7th floor
7:8th floor
8:9th floor
9:10h floor
<END>

<START_ACTION_29_E_H>
#CLICK_DISTANCE_32#
<END>

<START_ACTION_30_E_H>
#CLICK_DISTANCE_32#
<END>

<START_ACTION_31_E_H>
#CLICK_DISTANCE_32#
<END>

<START_ACTION_32_E_H>
#CLICK_DISTANCE_32#
<END>

<START_ACTION_33_E_H>
#CLICK_DISTANCE_32#
<END>

<START_ACTION_34_E_H>
#CLICK_DISTANCE_32#
<END>

<START_ACTION_35_E_H>
#CLICK_DISTANCE_32#
<END>

<START_ACTION_36_E_H>
#CLICK_DISTANCE_32#
<END>

<START_ACTION_37_E_H>
#SWAP_MESH_SLOT#
<END>

<START_ACTION_38_E_H>
#REPEAT#Vitality Points=#1#127#1
<END>

<START_ACTION_39_E_H>
#REPEAT#Next State Id=#0#127
<END>

<START_ACTION_40_E_H>
#LARA_POS_OCB#
<END>

<START_ACTION_41_O_H>
#CAMERA_EFFECTS#
<END>

<START_ACTION_41_E_H>
#REPEAT#Timer=#0#127
<END>

<START_ACTION_43_O_H>
#MOVEABLES#
<END>

<START_ACTION_43_E_H>
#TIMER_SIGNED#
<END>

<START_ACTION_44_O_H>
#MOVEABLES#
<END>

<START_ACTION_44_E_H>
#TIMER_SIGNED#
<END>

<START_ACTION_45_O_H>
#FLYBY_LIST#
<END>

<START_ACTION_45_E_H>
0: Activate Flyby camera sequence
1: Untrigger (abort) current flyby camera sequence
<END>

<START_ACTION_46_O_H>
#SINK_LIST#
<END>

<START_ACTION_47_O_H>
#MOVEABLES#
<END>

<START_ACTION_48_O_H>
#MOVEABLES#
<END>

<START_ACTION_48_E_H>
#REPEAT#AddEffect=#1#127
<END>

<START_ACTION_49_O_H>
#MOVEABLES#
<END>

<START_ACTION_49_E_H>
#REPEAT#AddEffect=#1#127
<END>

<START_ACTION_50_O_H>
#MOVEABLES#
<END>

<START_ACTION_50_E_H>
#REPEAT#MESH=#0#31
<END>

<START_ACTION_51_O_H>
#MOVEABLES#
<END>

<START_ACTION_51_E_H>
#REPEAT#MESH=#0#31
<END>

<START_ACTION_52_O_H>
#MOVEABLES#
<END>


<START_ACTION_52_E_H>
0: Only seconds. Example "13"
1: Seconds and one decimal digit. Point separator. Example "13.4"
2: Seconds and two decimal digit. Point separator. Example "13.46"
3: Seconds and one decimal digit. Colon separator. Example "13;4"
4: Seconds and two decimal digit. Colon separator. Example "13;46"
5: Only seconds with three noughts format. Example  "013" or "001"
<END>

<START_ACTION_53_O_H>
#MOVEABLES#
<END>

<START_ACTION_53_E_H>
#REPEAT#Transparency Level=#0#126
<END>

<START_ACTION_54_O_H>
#MOVEABLES#
<END>

<START_ACTION_55_O_H>
#MOVEABLES#
<END>

<START_ACTION_55_E_H>
#VAR_LONG_STORE#
<END>

<START_ACTION_56_O_H>
#MOVEABLES#
<END>

<START_ACTION_56_E_H>
#VAR_LONG_STORE#
<END>

<START_ACTION_57_O_H>
#MOVEABLES#
<END>

<START_ACTION_57_E_H>
#VAR_LONG_STORE#
<END>

<START_ACTION_58_O_H>
#MOVEABLES#
<END>

<START_ACTION_58_E_H>
#TIME_LIST_128#
<END>

<START_ACTION_59_O_H>
#MOVEABLES#
<END>

<START_ACTION_59_E_H>
0:No effect
1:Explosion Effect
2:Vibrate effect
3:Vibrate and explosion 
<END>

<START_ACTION_60_O_H>
#MOVEABLES#
<END>

<START_ACTION_61_O_H>
#MOVEABLES#
<END>

<START_ACTION_62_O_H>
#MOVEABLES#
<END>

<START_ACTION_63_O_H>
#MOVEABLES#
<END>

<START_ACTION_63_E_H>
#MICRO_CLICKS#
<END>

<START_ACTION_64_O_H>
#MOVEABLES#
<END>

<START_ACTION_64_E_H>
#MICRO_CLICKS#
<END>

<START_ACTION_65_O_H>
#MOVEABLES#
<END>

<START_ACTION_65_E_H>
#MICRO_CLICKS#
<END>

<START_ACTION_66_O_H>
#MOVEABLES#
<END>

<START_ACTION_66_E_H>
#MICRO_CLICKS#
<END>

<START_ACTION_67_O_H>
#MOVEABLES#
<END>

<START_ACTION_67_E_H>
#MICRO_CLICKS#
<END>

<START_ACTION_68_O_H>
#MOVEABLES#
<END>

<START_ACTION_68_E_H>
#MICRO_CLICKS#
<END>

<START_ACTION_69_O_H>
#MOVEABLES#
<END>

<START_ACTION_69_E_H>
#REPEAT#Speed=#1#127
<END>

<START_ACTION_70_O_H>
#MOVEABLES#
<END>

<START_ACTION_71_E_H>
#REPEAT#Speed=#1#127
<END>

<START_ACTION_72_O_H>
#MOVEABLES#
<END>

<START_ACTION_72_E_H>
#REPEAT#Speed=#1#127
<END>

<START_ACTION_73_O_H>
#MOVEABLES#
<END>

<START_ACTION_73_E_H>
#REPEAT#Speed=#1#127
<END>

<START_ACTION_74_O_H>
#MOVEABLES#
<END>

<START_ACTION_74_E_H>
#REPEAT#Speed=#1#127
<END>

<START_ACTION_75_O_H>
#MOVEABLES#
<END>

<START_ACTION_75_E_H>
#REPEAT#Speed=#1#127
<END>

<START_ACTION_76_O_H>
#MOVEABLES#
<END>

<START_ACTION_76_E_H>
#REPEAT#Speed=#1#127
<END>

;FMV triggerwhat list --------------------- FMV
<START_TRIGGERWHAT_14_O_H>
#FMV_LIST#
<END>

<START_ACTION_77_O_H>
#MOVEABLES#
<END>

<START_ACTION_78_O_H>
#MOVEABLES#
<END>

<START_ACTION_79_O_H>
#MOVEABLES#
<END>

<START_ACTION_79_E_H>
#REPEAT#Value of Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_ACTION_80_O_H>
#MOVEABLES#
<END>

<START_ACTION_80_E_H>
#REPEAT#Sectors=#1#127
<END>

<START_ACTION_81_O_H>
#MOVEABLES#
<END>

<START_ACTION_81_E_H>
1:Immediatly
2:Slow down until stopping
3:Stop to next east,west,sud or north of the center
4:Stop when it reachs NORTH of the center
5:Stop when it reachs SOUTH of the center
6:Stop when it reachs EAST of the center
7:Stop when it reachs WEST of the center
8:Pause. Stop temporary its movement
<END>

<START_ACTION_82_O_H>
#MOVEABLES#
<END>

<START_ACTION_82_E_H>
0:Baboon Teleport (Untrigger moveable)
1:Helicopter Explosion
2:Baboon Teleport (Trigger moveable)
3:Harpy (loading by power)

<END>

<START_ACTION_83_O_H>
#STATIC_LIST#
<END>

<START_ACTION_83_E_H>
#REPEAT#AddEffect=#1#127
<END>

<START_ACTION_84_O_H>
#STATIC_LIST#
<END>

<START_ACTION_84_E_H>
#REPEAT#AddEffect=#1#127
<END>

<START_ACTION_85_O_H>
#MOVEABLES#
<END>

<START_ACTION_86_O_H>
#MOVEABLES#
<END>

<START_ACTION_86_E_H>
0:Activate enemy and force him as Actor
1:Remove living Actor and restore his AI slot skills
2:Force living Enemy as Actor and initialize him to first state-id
3:Force living Actor as common Enemy
4:Force living Enemy as Actor and let his current animation in progress
5:Activate again former removed enemy, setting him as Actor
<END>

<START_ACTION_87_O_H>
#MOVEABLES#
<END>

<START_ACTION_87_E_H>
0: Leading Actor
1: Extra Actor
<END>

<START_ACTION_88_O_H>
#MOVEABLES#
<END>

<START_ACTION_88_E_H>
0: Add basic collision to actor
1: Remove basic collision from actor
<END>

<START_ACTION_89_O_H>
#MOVEABLES#
<END>

<START_ACTION_89_E_H>
#REPEAT#Frame #0#127
<END>


<START_ACTION_90_O_H>
#MOVEABLES#
<END>

<START_ACTION_90_E_H>
#REPEAT#State Id #0#127
<END>

<START_ACTION_91_O_H>
#MOVEABLES#
<END>

<START_ACTION_91_E_H>
#REPEAT#Parameters=PARAM_ACTOR_SPEECH,#1#127
<END>

<START_ACTION_92_O_H>
#MOVEABLES#
<END>

<START_ACTION_92_E_H>
#REPEAT#Mesh=#0#63
<END>

<START_ACTION_93_O_H>
#MOVEABLES#
<END>

<START_ACTION_93_E_H>
0: No displacement (keep original Y coordinate)
1: Upper -  64 units (one quarter of click)
2: Upper - 128 units (half click)
3: Upper - 192 units (three quarter of click)
4: Upper - 256 units (one click)
5: Upper - 512 units (half sector)
6: Upper - 768 units (three quarter of sector)
7: Upper -1024 units (one sector)
16: Lower +  64 units (a quarter of click)
17: Lower + 128 units (half click)
18: Lower + 192 units (three quarter of click)
19: Lower + 256 units (one click)
20: Lower + 512 units (half sector)
21: Lower + 768 units (three quarter of sector)
22: Lower +1024 units (one sector)
<END>

<START_ACTION_94_O_H>
#MOVEABLES#
<END>

<START_ACTION_95_O_H>
#MOVEABLES#
<END>

;CONDITION LIST  -------------------------- CONDITION
<START_TRIGGERTYPE_12_T_H>
;list of conditions used by trigger type CONDITION (code = 12) to show in Timer field

1:Inventory. Missing <#>inventory_item. 
2:Inventory. Present <#>inventory_item.
3:Inventory. There are at least (E) of <#>inventory_item in inventory
4:Inventory. There are less than (E) of <#>inventory_item in inventory
5:Lara. (Status) Lara is performing <#>action is (E) 
6:Fragmented trigger. Check in (E) way if lara is in <#>fragment of 2x2 sector grid
7:Fragmented trigger. Check in (E) way if lara is in <#>fragment of 3x3 sector grid
8:Fragmented trigger. Check in (E) way if lara is in <#>fragment of 4x4 sector grid
9:Vertical trigger. Zone of <#>clicks from floor and high (E) clicks
10:Vertical trigger. Inverse zone of <#>clicks from floor and high (E) clicks
11:Vertical trigger. Anti zone of <#>click from floor and high (E) clicks
12:Keyboard. <#>keyboard scancode is currently (E)
13:Keyboard. <#>Command game is currently (E)
14:Creature. <#>Creature is currently (E)
15:Multiple condition of <#>TriggerGroup script command#REMARK#The triggergroup you use could have also inside some no condition triggers, anyway it's necessary that at least one condition existed
16:Multiple condition of <#>MultEnvCondition script command in (E)way
17:Lara. (Secrets) Lara found at least <#>secrets
18:Lara. (Secrets) Lara found exaclty <#>secrets
19:KeyPad. Last number typed in keypad is <#>value
20:Timer. Timer Screen value is (E) than <#>seconds
21:Creature. Current animation of <#>creature is (E)animation (0-31)
22:Creature. Current State Id of <#>creature is (E)State Id
23:Creature. Current animation of <#>creature is (E)animation (32-63)
24:Creature. Current animation of <#>creature is (E)animation (64-95)
25:Lara. (Status) Current <#>Lara status is (E)enabled/disabled
26:Collision. Lara is touching <#>Moveable
27:Collision. Lara is touching some moveable of <#>Slot type#REMARK#This condition works only with slot having collision box in game
28:Collision. Lara is touching some <#>Creature type#REMARK#This condition works only with slot having collision box in game
29:Lara. (Health) Lara vitality is (E)Condition than <#>vitality
30:Lara. (Animation) Lara is performing <#>animation
31:Lara. (State-Id) Lara is in <#>State-id
32:AnimTextures. The <#>AnimRange textures is (E)enabled/disabled
33:Collision. Lara is touching some static of <#>Slot static type
34:Collision. Lara is touching the <#>Static item
35:Lara. (Holds) Lara is holding/driving the <#>item
36:Random. Condition is true with <#>chances on 64 computed in (E)way
37:Creature. The <#>creature has the (E)Transparency level
38:Variables. The <#>Numeric Variable is >= than (E)Big Number value
39:Variables. The <#>Numeric Variable is < than (E)Big Number value
40:Variables. The <#>Numeric Variable is = than (E)Big Number value
41:Variables. The <#>Numeric Variable is >= than (E)Value
42:Variables. The <#>Numeric Variable is < than (E)Value
43:Variables. The <#>Numeric Variable is = than (E)Value
44:Variables. The <#>Numeric Variable has the (E)Bit set
45:Variables. The <#>Numeric Variable has the (E)Bit clear
46:Variables. The Current Value variable is >= than <#>Value
47:Variables. The Current Value variable is < than <#>Value
48:Variables. The Current Value variable is = than <#>Value
49:Variables. The <#>Code Memory is = than Current Value
50:Variables. The <#>Code Memory is >= than Current Value
51:Variables. The <#>Code Memory is < than Current Value
52:Variables. The <#>Code Memory has the (E)Bit set
53:Variables. The <#>Code Memory has the (E)BIt clear
54:Lara. Distance. Lara is distant by <#>Moveable less or even than (E)Clicks
55:Lara. Distance. Lara is distant by <#>Moveable less or even than (E)Units
56:Variables. CurrentValue is >= than <#>Variable
57:Variables. CurrentValue is = than <#>Variable
58:Variables. CurrentValues is < than <#>Variable
59:Inventory. The just selected item from inventory is <#>Item
60:Fragmented trigger. Check in (E) way if lara is in the <#>circle
61:Fragmented trigger. Check in (E) way if lara is in the sector with center in north-west corner and <#>Radius
62:Fragmented trigger. Check in (E) way if lara is in the sector with center in north-east corner and <#>Radius
63:Fragmented trigger. Check in (E) way if lara is in the sector with center in South-East corner and <#>Radius
64:Fragmented trigger. Check in (E) way if lara is in the sector with center in South-West corner and <#>Radius
65:Fragmented trigger. Check in (E) way if lara is in the sector with center in middle-north side and <#>Radius
66:Fragmented trigger. Check in (E) way if lara is in the sector with center in middle-south side and <#>Radius
67:Fragmented trigger. Check in (E) way if lara is in the sector with center in middle-east side and <#>Radius
68:Fragmented trigger. Check in (E) way if lara is in the sector with center in middle-west side and <#>Radius

69:Fragmented trigger. Check in (E) way if lara is in the North-East corner triangle with <#>Size

70:Fragmented trigger. Check in (E) way if lara is in the North-West corner triangle with <#>Size

71:Fragmented trigger. Check in (E) way if lara is in the South-East corner triangle with <#>Size

72:Fragmented trigger. Check in (E) way if lara is in the South-West corner triangle with <#>Size

73:Fragmented trigger. Check in (E) way if lara is in the South side triangle with <#>Size

74:Fragmented trigger. Check in (E) way if lara is in the North side triangle with <#>Size

75:Fragmented trigger. Check in (E) way if lara is in the East side triangle with <#>Size

76:Fragmented trigger. Check in (E) way if lara is in the West side triangle with <#>Size

77:Fragmented trigger. Check in (E) way if lara is in the Rhombus with <#>Size

78:Fragmented trigger. Check in (E) way if lara is in the custom triangle defined in the <#>Parameter command

79:Fragmented trigger. Check in (E) way if lara is in the quadrilateral defined in the <#>Parameter command

80:Fragmented trigger: Check in (E) way if lara is in the custom Circle defined in the <#>Parameter command

81:Lara. Room. Lara is in the <#>room type
82:Collision. <#>Moveable is touching Lara with its (E)mesh
83:Collision. Lara is touching <#>Moveable with her (E)mesh
84:Creature. <#>Moveable with (E)degrees of view is able to see Lara 
85:Sound. The <#>Sfx Sound effect is playing
86:Cutscene. Current demo is playing/recording the <#>frame
87:Cutscene. Current demo is playing/recording the <#>frame from Paramaters=PARAM_BIG_NUMBERS script command
88:Cutscene. Leading Actor is far from floor of <#>Units or greater
89:Cutscene. Leading Actor is far from floor of <#>Units or lower
90:Cutscene. Leading Actor top side is far from ceiling of <#>Units or greater
91:Cutscene. Leading Actor top side is far from ceiling of <#>Units or lower
92:Creature. PAD trigger. the <#>moveable is touching floor
93:Variables. The (E)Text Variable is even than <#>NG String (Case sensitive comparison)
94:Variables. The (E)Text Variable is even than <#>NG String (Not case sensitive comparison)
95:Variables. The (E)Text Variable is even than <#>TextVariable (Case sensitive comparison)
96:Variables. The (E)Text Variable is even than <#>TextVariable (Not case sensitive comparison)
97:Variables. The <#>Text Variable is a (E)string
<END>


;List for condition 1 
<START_CONDITION_1_O>
#INVENTORY-ITEMS#
<END>

;List of condition 2
<START_CONDITION_2_O>
#INVENTORY-ITEMS#
<END>

<START_CONDITION_3_O>
#INVENTORY-ITEMS#
<END>


<START_CONDITION_3_B>
#SEQUENCE_32#
<END>

<START_CONDITION_4_O>
#INVENTORY-ITEMS#
<END>

<START_CONDITION_4_B>
#SEQUENCE_32#
<END>

<START_CONDITION_5_O_H>
0:Climbing
1:Swimming underwater
2:Floating on water
3:Falling 
4:Jumping
5:Moving on all fours or is duck
6:Sliding
7:Rolling
8:Running 
9:Walking
10:Dying
11:Stopping
12:Monkey
13:Pushing block
14:Pulling block
15:Pushing or pulling block
16:Swimming underwater or on water
17:Shooting
18:Hanged
19:Dripping
<END>

<START_CONDITION_5_B_H>
1:FALSE (Lara is NOT performing #action)
0:TRUE (Lara is performing #action)
<END>

<START_CONDITION_6_O>
#FRAG_2x2#
<END>

<START_CONDITION_6_B_H>
0:DEFAULT. Lara is over current #fragment
1:PAD. Lara is touching current #fragment
2:INVERSE. Lara is over any fragment except specified #fragment
3:PAD & INVERSE. Lara is touching any fragment except specified #fragment
<END>

<START_CONDITION_7_O>
#FRAG_3x3#
<END>


<START_CONDITION_7_B_H>
#SAME_OF#=CONDITION_6_B
<END>


<START_CONDITION_8_O>
#FRAG_4x4#
<END>

<START_CONDITION_8_B_H>
#SAME_OF#=CONDITION_6_B
<END>

<START_CONDITION_9_O>
#HALF_CLICKS#
<END>

<START_CONDITION_9_B_H>
#HALF_CLICKS_32#
<END>

<START_CONDITION_10_O>
#HALF_CLICKS#
<END>

<START_CONDITION_10_B_H>
#HALF_CLICKS_32#
<END>

<START_CONDITION_11_O>
#HALF_CLICKS#
<END>

<START_CONDITION_11_B_H>
#HALF_CLICKS_32#
<END>

<START_CONDITION_12_O_H>
1:ESCAPE
2:Number1
3:Number2
4:Number3
5:Number4
6:Number5
7:Number6
8:Number7
9:Number8
10:Number9
11:Number0
14:BACK_SPACE
15:TAB
16:KeyQ
17:KeyW
18:KeyE
19:KeyR
20:KeyT
21:KeyY
22:KeyU
23:KeyI
24:KeyO
25:KeyP
28:ENTER
29:CTRL
30:KeyA
31:KeyS
32:KeyD
33:KeyF
34:KeyG
35:KeyH
36:KeyJ
37:KeyK
38:KeyL
42:SHIFT Left
44:KeyZ
45:KeyX
46:KeyC
47:KeyV
48:KeyB
49:KeyN
50:KeyM 
54:SHIFT_Right
56:ALT
57:SPACE
58:CAPS_LOCK
59:F1
60:F2
61:F3
62:F4
63:F5
64:F6
65:F7
66:F8
67:F9
68:F10
69:NUM_LOCK
70:SCROLL_LOCK
71:HOME_PAD7
72:UP_ARROW_PAD8
73:PAGE_UP_PAD_9
74:PAD_MINUS
75:LEFT_ARROW_PAD4
76:PAD_5
77:RIGHT_ARROW_PAD6
78:PAD_PLUS
79:END_PAD1
80:DOWN_ARROW_PAD2
81:PAGE_DOWN_PAD3
82:INS_PAD0
83:DEL_PAD_POINT
87:F11
88:F12
<END>

<START_CONDITION_12_B_H>
#KEYBOARD_MODE#
<END>

<START_CONDITION_13_O_H>
0:Foreward (run, UP Arrow)
1:Backward (DOWN arrow)
2:Left
3:Right
4:Duck
5:Rush (dash)
6:Walk (slowly)
7:Jump
8:Action (engage)
9:Extract current weapon
10:Extract flare
11:Look
12:Roll
13:Require inventory
14:Walk left
15:Walk right
16:Pause
17:Inventory
18:Escape
<END>

<START_CONDITION_13_B_H>
#KEYBOARD_MODE#
<END>

<START_CONDITION_14_O>
#MOVEABLES#
<END>

<START_CONDITION_14_B_H>
0: Enemy is dead
1: Enemy has not been yet activated
2: Enemy is living
3: Enemy is active
4: Enemy is not active
<END>

<START_CONDITION_15_O_H>
#REPEAT#TriggerGroup=#1#1023
<END>

<START_CONDITION_16_O_H>
#REPEAT#MultEnvCondition=#1#1023
<END>

<START_CONDITION_16_B_H>
0: In AND way. (All ENV conditions have to be true)
1: in OR way. (Just a single ENV condition is true)
<END>

<START_CONDITION_17_O_H>
#REPEAT#Found Secrets=#1#127#1
<END>

<START_CONDITION_18_O_H>
#REPEAT#Found Secrets=#1#127#1
<END>

<START_CONDITION_19_O_H>
#REPEAT#Value=#0#1023
<END>

<START_CONDITION_20_O_H>
#REPEAT#Seconds=#0#1023
<END>

<START_CONDITION_20_B_H>
0: Higher than ...
1: Lower than ...
2: Equal than ...
<END>

<START_CONDITION_21_B_H>
#REPEAT#Animation=#0#31
<END>

<START_CONDITION_22_B_H>
#REPEAT#StateId=#0#31
<END>

<START_CONDITION_23_B_H>
#REPEAT#Animation=#32#63#0
<END>

<START_CONDITION_24_B_H>
#REPEAT#Animation=#64#95#0
<END>

<START_CONDITION_25_O_H>
0: Invulnerable
1: Infinite Air underwater
2: Poisoned
3: Transparent
4: Touching floor (PAD)
5: Demo/Custscene mode
<END>

<START_CONDITION_25_B_H>
0: Disabled (False)
1: Enabled (True)
<END>

<START_CONDITION_27_O_H>
#WAD-SLOTS#
<END>

<START_CONDITION_28_O_H>
0: Mortal Creatures
1: Immortal Creatures
2: Guides and friends
<END>

<START_CONDITION_29_O_H>
#REPEAT#Vitality=#0#1000
<END>

<START_CONDITION_29_B_H>
0: Equal than ...
1: Higher than ...
2: Less than ...
<END>

<START_CONDITION_30_O_H>
#REPEAT#Animation=#0#999
<END>

<START_CONDITION_31_O_H>
#REPEAT#State-Id=#0#255
<END>

<START_CONDITION_32_O_H>
#ANIMATION_RANGE#
<END>

<START_CONDITION_32_B_H>
0:Disabled
1:Enabled
<END>

<START_CONDITION_33_O_H>
#STATIC_SLOTS#
<END>

<START_CONDITION_34_O_H>
#STATIC_LIST#
<END>

<START_CONDITION_35_O_H>
1:Holding_Pistols
2:Holding_Revolver
3:Holding_Uzi
4:Holding_Shotgun
5:Holding_GrenadeGun
6:Holding_CrossBow
7:Holding_Flare
8:Holding_Out_Torch
9:Holding_Fired_Torch
10:Driving_Jeep
11:Driving_SideCar
12:Driving_RubberBoat
13:Driving_MotorBoat
14:Holding_Rope
15:Holding_Pole
16:Holding_Any_Torch
17:Driving_Kayak
<END>

<START_CONDITION_36_O_H>
#REPEAT#Chances=#1#64
<END>

<START_CONDITION_36_B_H>
0:Test condition only while lara enters in this sector
1:Test condition continuosly until lara is over this sector
<END>

<START_CONDITION_37_O_H>
#MOVEABLES#
<END>

<START_CONDITION_37_B_H>
#TRANSPARENCY32#
<END>

<START_CONDITION_38_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_38_B_H>
#REPEAT#Value of Parameters=PARAM_BIG_NUMBERS at index=#0#31
<END>

<START_CONDITION_39_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_39_B_H>
#REPEAT#Value of Parameters=PARAM_BIG_NUMBERS at index=#0#31
<END>

<START_CONDITION_40_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_40_B_H>
#REPEAT#Value of Parameters=PARAM_BIG_NUMBERS at index=#0#31
<END>

<START_CONDITION_41_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_41_B_H>
#REPEAT#Value=#0#31
<END>

<START_CONDITION_42_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_42_B_H>
#REPEAT#Value=#0#31
<END>

<START_CONDITION_43_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_43_B_H>
#REPEAT#Value=#0#31
<END>

<START_CONDITION_44_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_44_B_H>
#BIT_LIST#
<END>

<START_CONDITION_45_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_45_B_H>
#BIT_LIST#
<END>

<START_CONDITION_46_O_H>
#REPEAT#Value=#0#1023
<END>

<START_CONDITION_47_O_H>
#REPEAT#Value=#0#1023
<END>

<START_CONDITION_48_O_H>
#REPEAT#Value=#0#1023
<END>

<START_CONDITION_49_O_H>
#MEMORY_CODE#
<END>

<START_CONDITION_50_O_H>
#MEMORY_CODE#
<END>

<START_CONDITION_51_O_H>
#MEMORY_CODE#
<END>

<START_CONDITION_52_O_H>
#MEMORY_CODE#
<END>

<START_CONDITION_52_B_H>
#BIT_LIST#
<END>

<START_CONDITION_53_O_H>
#MEMORY_CODE#
<END>

<START_CONDITION_53_B_H>
#BIT_LIST#
<END>

<START_CONDITION_54_O>
#MOVEABLES#
<END>

<START_CONDITION_54_B_H>
#REPEAT#Value=#1#31
<END>

<START_CONDITION_55_O>
#MOVEABLES#
<END>

<START_CONDITION_55_B_H>
#REPEAT#Units in Parameters=PARAM_BIG_NUMBERS at index=#0#31
<END>

<START_CONDITION_56_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_57_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_58_O_H>
#VAR_NORMALS#
<END>

<START_CONDITION_59_O_H>
#INVENTORY-ITEMS#
<END>

<START_CONDITION_60_O_H>
#REPEAT#Circle with radius=#1#512
<END>

<START_CONDITION_60_B_H>
0:DEFAULT. Lara is over current circle
1:PAD. Lara is touching current circle
2:INVERSE. Lara is outside of current circle
3:PAD & INVERSE. Lara is touching the outside zone of current circle
<END>

<START_CONDITION_61_O_H>
#REPEAT#Circle Sector with radius=#1#1023
<END>

<START_CONDITION_61_B_H>
#SAME_OF#=CONDITION_60_B
<END>

<START_CONDITION_62_O_H>
#REPEAT#Circle Sector with radius=#1#1023
<END>

<START_CONDITION_62_B_H>
#SAME_OF#=CONDITION_60_B
<END>

<START_CONDITION_63_O_H>
#REPEAT#Circle Sector with radius=#1#1023
<END>

<START_CONDITION_63_B_H>
#SAME_OF#=CONDITION_60_B
<END>


<START_CONDITION_64_O_H>
#REPEAT#Circle Sector with radius=#1#1023
<END>

<START_CONDITION_64_B_H>
#SAME_OF#=CONDITION_60_B
<END>

<START_CONDITION_65_O_H>
#REPEAT#Circle Sector with radius=#1#1023
<END>

<START_CONDITION_65_B_H>
#SAME_OF#=CONDITION_60_B
<END>

<START_CONDITION_66_O_H>
#REPEAT#Circle Sector with radius=#1#1023
<END>

<START_CONDITION_66_B_H>
#SAME_OF#=CONDITION_60_B
<END>


<START_CONDITION_67_O_H>
#REPEAT#Circle Sector with radius=#1#1023
<END>

<START_CONDITION_67_B_H>
#SAME_OF#=CONDITION_60_B
<END>

<START_CONDITION_68_O_H>
#REPEAT#Circle Sector with radius=#1#1023
<END>

<START_CONDITION_68_B_H>
#SAME_OF#=CONDITION_60_B
<END>

<START_CONDITION_69_O_H>
#REPEAT#Cathetus Size=#16#1023
<END>

<START_CONDITION_69_B_H>
0:DEFAULT. Lara is over current Triangle
1:PAD. Lara is touching current Triangle
2:INVERSE. Lara is outside of current Triangle
3:PAD & INVERSE. Lara is touching the outside zone of current Triangle
<END>

<START_CONDITION_70_O_H>
#REPEAT#Cathetus Size=#16#1023
<END>

<START_CONDITION_70_B_H>
#SAME_OF#=CONDITION_69_B
<END>

<START_CONDITION_71_O_H>
#REPEAT#Cathetus Size=#16#1023
<END>

<START_CONDITION_71_B_H>
#SAME_OF#=CONDITION_69_B
<END>

<START_CONDITION_72_O_H>
#REPEAT#Cathetus Size=#16#1023
<END>

<START_CONDITION_72_B_H>
#SAME_OF#=CONDITION_69_B
<END>


<START_CONDITION_73_O_H>
#REPEAT#Side Size=#16#1023
<END>

<START_CONDITION_73_B_H>
#SAME_OF#=CONDITION_69_B
<END>

<START_CONDITION_74_O_H>
#REPEAT#Side Size=#16#1023
<END>

<START_CONDITION_74_B_H>
#SAME_OF#=CONDITION_69_B
<END>

<START_CONDITION_75_O_H>
#REPEAT#Side Size=#16#1023
<END>

<START_CONDITION_75_B_H>
#SAME_OF#=CONDITION_69_B
<END>

<START_CONDITION_76_O_H>
#REPEAT#Side Size=#16#1023
<END>

<START_CONDITION_76_B_H>
#SAME_OF#=CONDITION_69_B
<END>

<START_CONDITION_77_O_H>
#REPEAT#Diagonal Size=#16#1023
<END>

<START_CONDITION_77_B_H>
0:DEFAULT. Lara is over current Rhombus
1:PAD. Lara is touching current Rhombus
2:INVERSE. Lara is outside of current Rhombus
3:PAD & INVERSE. Lara is touching the outside zone of current Rhombus
<END>

<START_CONDITION_78_O_H>
#REPEAT#Parameters=PARAM_TRIANGLE, #1#255
<END>

<START_CONDITION_78_B_H>
#SAME_OF#=CONDITION_69_B
<END>

<START_CONDITION_79_O_H>
#REPEAT#Parameters=PARAM_QUADRILATERAL, #1#255
<END>

<START_CONDITION_79_B_H>
0:DEFAULT. Lara is over current Quadrilateral
1:PAD. Lara is touching current Quadrilateral
2:INVERSE. Lara is outside of current Quadrilateral
3:PAD & INVERSE. Lara is touching the outside zone of current Quadrilateral
<END>

<START_CONDITION_80_O_H>
#REPEAT#Parameters=PARAM_CIRCLE, #1#255
<END>

<START_CONDITION_80_B_H>
#SAME_OF#=CONDITION_60_B
<END>

<START_CONDITION_81_O_H>
0:Water room
2:Quick Sand room
4:Damage room
5:Outside room
10:Snow room
11:Rain room 
12:Cold room
<END>

<START_CONDITION_82_O>
#MOVEABLES#
<END>

<START_CONDITION_82_B_H>
#REPEAT#Mesh #0#31
<END>

<START_CONDITION_83_O>
#MOVEABLES#
<END>

<START_CONDITION_83_B_H>
#REPEAT#Mesh #0#31
<END>

<START_CONDITION_84_O>
#MOVEABLES#
<END>

<START_CONDITION_84_B_H>
1: 22.5 degrees
2: 45 degrees
3: 67.5 degrees
4: 90 degrees
5:112.5 degrees
6:135 degrees
7:157.5 degrees
8:180 degrees
9:202.5 degrees
10:225 degrees
11:247.5 degrees
12:270 degrees
<END>

<START_CONDITION_85_O>
#SFX_1024#
<END>

<START_CONDITION_86_O>
#REPEAT#Frame#0#1023
<END>

<START_CONDITION_87_O>
#REPEAT#Value of Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_CONDITION_88_O>
#REPEAT#Units typed in Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_CONDITION_89_O>
#REPEAT#Units typed in Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_CONDITION_90_O>
#REPEAT#Units typed in Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_CONDITION_91_O>
#REPEAT#Units typed in Parameters=PARAM_BIG_NUMBERS at index=#0#127
<END>

<START_CONDITION_92_O>
#MOVEABLES#
<END>

<START_CONDITION_93_O>
#NG_STRING_LIST_ALL#
<END>

<START_CONDITION_93_B_H>
 0: BigText (319 characters)
 1: Last Input Text  (79 characters)
 2: Text1 (79 characters)
 3: Text2 (79 characters)
 4: Text3 (79 characters)
 5: Text4 (79 characters)
<END>

<START_CONDITION_94_O>
#NG_STRING_LIST_ALL#
<END>

<START_CONDITION_94_B_H>
#SAME_OF#=CONDITION_93_B
<END>

<START_CONDITION_95_O>
#VAR_TEXT#
<END>

<START_CONDITION_95_B_H>
#SAME_OF#=CONDITION_93_B
<END>

<START_CONDITION_96_O>
#VAR_TEXT#
<END>

<START_CONDITION_96_B_H>
#SAME_OF#=CONDITION_93_B
<END>

<START_CONDITION_97_O>
#VAR_TEXT#
<END>

<START_CONDITION_97_B_H>
0:An empty string (no character, zero length)
1:A meaningfull string (not empty, there is one or more character)
<END>
;****************************************************************
;TEXT SECTION used for pre-set list in trigger type window
<START_TEXTS_1_T_H>
0:Strip fragment %dth %s strip
1:Two crossed stripes at point (%d,%d)
2:horizontal
3:vertical
4:bottom-up
5:top-down
6:Percentage
7:Transparency
8:Value
9:No change
10:Decrease floor collision by %2d clicks
11:Decrease ceiling collision by %2d clicks
12:Increase ceiling collision by %2d clicks
13:Units
14:Sequence
15:Sectors
16:Game Backup
17:%s seconds       (Wait <#> seconds before activating)
18:%s seconds       (Activate and wait <#> seconds before deactivating)
19:(NULL. No timer operation) 0 timer
20:Recharge of %3d units
21:Recharge with %3d %% of full bar
22:Moved of %3d degrees
23:%2d] %s  (Red=%d  Green=%d  Blue=%d)
24:Square fragment
25:Diagonal %s passing at point (%d,%d)
26:Two crossed diagonals passing at point (%d,%d)
27:Clicks = %5s (Half-Clicks=%d)
28:Forever (use other action/effect to disable it)
29:seconds
30:%2dth Animation Range
31:Perform one single time
32:DON'T CHANGE
33:OCB=%3d of LARA_START_POS(%d) in sector (%d,%d) of %s
34:ACTIVE
35:INACTIVE
36:Multi shot for positive condition
37:Single shot for positive condition
38:%-26s ID %-6d in sector (%d,%d) of %s
39:%s=%3d FlyByCamera(%d) Room %d  Sector=(%d,%d)
40:Increase floor collision by %2d clicks
<END>

