JustPaste.it

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### NeoGK README FILE###
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*Text for english (Excuse me for my weak English)

This is Native compatible mod for multiplayer, single player game does not work correctly so it has some problem.
NeoGK works on Warband version1.157 or 1.158 enviroment.(NeoGK1.52 was made by WB1.158module system)

[About NeoGK]
Native compatible: It means that NeoGK player as wel as Unmod Native player also can play together on server.
New moveable siege weapons and moveable ships enters:  Those will provide new amusement to multiplayer game.
Object destruction system: Catapult can break a battlements.  And it has produced blast when hit the shell.
All Native maps are possible to use on NeoGK.  You may locate a siege weapon in the map.
Map feature: weather, selectable sky color, enviroment sound, enviroment light etc...
Sounds good?  Try it.


[New Featrue]
Crouch:(as ducking) It can avoid horizontal swing.(but US GK server setting off)
Dodging: Player can avoid front attack with back dodging pose.
Food: When broke a barrel or box, something food emerges.  Pick up it, your lifebar recovers.
Barricade: You can put woodheap or large shield as barricade instead of some gold.
Weapon: When broke a treasure box, something weapon emerges.
Catapult: The catapult can destroy battlements and doors.
Ballista: It penetrates plural human and horse as well as it gives damage to a door. It is a suitable to aim the catapult, because the trajectory is almost straight.
Ship: It is not normal object simply. It moveable and crew are able to landing easily by the ladder.
Flaming arrow/torch: When hit the fire weapon, it often produces shock and burning damage to the target. Sarranid and Rhodok archer can select a flaming arrow.
Special effect: torch and two-hand hammer knocking gives bonus damage to a door.

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********************************************************************************************************************************************************
[How to control]
********************************************************************************************************************************************************
[actions]
crouch: weapon mode toggle(X) (without a javerin or throw axe or longaxe)  Crouch can avoid horizontal swing during an instant.
dodging: backward key + weapon mode toggle(X) (without a javerin or throw axe or longaxe)  Dodging can avoid front attack during an instant.
warcry(taunt): keyboard side 5,6,7,8.9.0 key. (extra action: action key(F) + 6,7,0 key)  You can cheer.
               Also, (M)key or (,)key is old cheer & taunt.
*After the action can not redo for several seconds.  Also dodging permission setting is common with crouch.

********************************************************************************************************************************************************
[Barricade]
Select barricade: left_control + (C)key
View position: left_control + mouse_right_click
Put barricade: left_control + mouse_left_click

You can put woodheap or large shield as barricade instead of some gold (500gold needs at normal to put).
But it can not put besides ground, So on the wall is impossible.
As siege mode, attacker team can not put barricade, it is defender team only.
Round rule game(siege/battle etc..) has time limit to put barricade.
Admin can change barricade setting with neonative opstions.

********************************************************************************************************************************************************
[siege weapons]
control(catapult,ballista,ship): these should get "control" for use at first.
control can get by right_shift key.
catapult: ride on the catapult and right_shift key.
ballista/launcher: stand at near the ballista and right_shift key.
ship: stand at near the ship's tiller and right_shift key.

********************************************************************************************************************************************************
[weapon: Catapult]
Catapult is thing like cannon. It can destroy some walls and doors.
If catapult broken by some reason, it will respawn at after decided respawn-time.(default is 90 seconds)
Also, hand weapon can break the catapult.  "cavalry, large sword, axe, hammer, voulge" - these gives more damage to catapult and ballista.

Catapult move: (Ride on the catapult or stand at side of the catapult) with (cursor key's)up/down is move, right/left is rotation.
               In case cursor key "up & right" or "up & left", rotation becomes fast.

shot: look at display of "catapult" and push action key(F), filled a gauge.  The gauge level will be "shoot power" when you detach action key.
      And arm comes down, and hit the winch, shell shooten.(Take care, if you hit the body, it gives damage to weapon.)
      gauge has 30 levels.  Max range is about 120meter.  Also the loaded state can cancel by look at display of "catapult" with action key(F).

Aiming: Push (stand at back than center of the catapult) push (V)key.  This aim is a simple, but it is enough for make sure direction.

Supply shell: move the catapult to near supplying point(thing as piled stone) and push right_shift key.

********************************************************************************************************************************************************
[weapon: trebuchet]
trebuchet is powerful siege weapon and destructive power is strong than catapult. It can destroy some walls and doors. Aiming is correct than catapult.
The trajectory higher than catapult shell. The shell is 2type, stone shell and oil barrel. Stone shell can destoy battlements and doors as well as ships.
Oil barrel has wide damage range than stone shell. Also spreading oil gives additional damage. But instead it can not destroy battlements.
If trebuchet broken by some reason, it will respawn at after decided respawn-time.(default is 90 seconds)
Also, hand weapon can break the trebuchet.  "cavalry, large sword, axe, hammer, voulge" - these gives more damage to trebuchet.

trebuchet move: (stand at side of the body) (cursor key's)up/down is shot power, right/left is rotation.
               (N)key is shell loading.  (B)key can change rotation speed to fast/slow.
               Also, shell changing is "look at "trebuchet" display of the counter and hold action key(F)". It changes to stone/oil barrel.

shot: (at loading the shell) Hit the winch. (Take care, if you hit the body, it gives damage to weapon.)
      The gauge has 30 levels.  Max range is about 180meter.  Also, (N)key can cancel loading the shell.

Aiming: Push (stand at side of the body) push (V)key.

********************************************************************************************************************************************************
[weapon: Ballista]
Ballista bolt can destroy catapult and baloon and some small objects.  Also it is suitable to earn multikill so a bolt penetrates several person and horse.

Ballista rotation: (cursor key's)up/down is lengthwise rotation, right/left is crosswise rotation.
                   Also, it always can change rotation to fast/slow speed  by (B)key click.

Ballista shot: (stand at side of ballista) stand at side of ballista, push (N)key is bolt set. Shoot also is same, push (N)key.

Aiming: Push (stand at back than center of the ballista) push (V)key.

ballista is the weapon for aim catapult. The aim is accurate and trajectory is a straight. It is suitable for destroy a catapult from a long distance.
Also ballista can destroy such as "door, barrel, box, as well as even ship.  But destructive power is lower than a catapult.
The ballista bolt penetrates a lot of human & horses. Killing power is very strong.  The bolt amount has some limit.
Also, ballista can break with a hand weapon.  These gives more damage to catapult and ballista. - "cavalry, large sword, axe, hammer, voulge"
If a ballista was broken by some reason, it spawns at after the decided respawn-time like catapult. (normal: 90 seconds)
(In case the base was battlemt and it destroyed, it will not spawn yet.  This is same with catapult.)

********************************************************************************************************************************************************
[weapon: Launcher]
Launcher can shoot a lot of missile simultaneously.  It is a menace for attacker team, but take care to friendly fire.

launcher rotation: (cursor key's)up/down is lengthwise rotation, right/left is crosswise rotation.
                   Also, it always can change rotation to fast/slow speed  by (B)key click.

launcher shot: (stand at side of launcher) stand at side of launcher, push (N)key is cartridge set. Shoot also is same, push (N)key.

Aiming: Push (stand at back than center of the launcher) push (V)key.

********************************************************************************************************************************************************
[weapon: Ship]
Ship move: (stand at near the tiller of ship) and (cursor key's)up/down is a forward/back moving, and right/left is rotation.
           Ship speed has 3levels(forward:3/back:1). A during move to backward, the rotate direction is reverse.
           Brake is (B)key. This is useful for stop.  Slide moving is hold (V)key with left or right cursor key (during the ship stopping).
           If your ship stuck to something object, use back or slide cleverly, almost case can escape.

ladder use: (during the ship stopping) with left_shift + action key(F).  Max amount of ladder is two.(it decided by server setting)
remove ladder: look at display of "remove ladder" with push & hold action key(F) and fill gauge, ladder removed.

********************************************************************************************************************************************************
[weapon: Baloon]
Baloon is air vehicle.  It flies slowly and it can do bombing from the air.  It is suitable to attack a ship rather than land target.
But you often should be careful for fuel amount.  If fuel empty, baloon goes down soon and speed deteriorates extremely.
The way to destroy baloon is that it attacks the part of dome.  Ballista is suitable to attack a baloon.
If the distance near, it can give damage with hand weapon and missile weapon.  But the part of gondola is indestructible.
Gondola capacity is 2 or 3 men.  Also since baloon often jolts with wind, be careful for you don't fall from the baloon during high speed flying.

Baloon move: (cursor key's)up is forward moving, and it accelerates with continue to push up key. But fast speed consumes some fuel.

Baloon rotation: (cursor key's)left/right is rotation.

Baloon stop: (cursor key's)down is brake.  Then baloon stops and it begin going down slowly.

Baloon ascent/descent: (B)key with (cursor key's)up/down is descent/ascent. When more fast speed, descent/ascent amount increases more than normal.
                       Also ascent consumes some fuel.

Baloon bombing: (B) key is bombing.  Bombing effect is same with catapult shell.  It can destroy some walls and ships.

Aiming: Push (V)key.  Still aiming is little trouble for sighting.  Stand the side of gondola and use camera pull key.

Supply fuel & bomb: move the baloon to near supplying point(thing as piled stone) and push right_shift key.

********************************************************************************************************************************************************
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[new stuffs]
Wood board/large shield: these can break by a hand weapon. A large sword and axe and hammer gives more damage.

Gatehouse door/drawbridge: these can use as a portcullis by winch.

boiling oil: hit by a hand weapon, it scatters boiling oil below and the oil will burn for a while.

elevator/rotary table: these can move by winch or switch.

chest/barrel/box: break by a hand weapon. A foods emerges, eat it, your life recovered.  A meat recovered more life.

chinese gong : beat the gong then it thunders as "Daaaaaaaaaawn!"

chandelier: aim part of the rope with missile weapon, chandelier drops and under the person is involved.

skeleton: skeleton flys slowly.  He approaches to a person and smiles, then he sucks the person's health.
          If you found it, should be slay soon. Else he maybe approach to you.

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[How to Host a Game server]
How to make the game server: NeoGK should use dedicated server.  Un-dedicated server has a few problem.

[Admin command(need admin pass)]
admin message: (U)key  admin sends message to all player.
admin through: (.)key  admin passes through in front of the object.
admin armor: (I)key  admin equips special armor and respawn instantly.
admin explosion: (O)key  admin fires an explosion in around of him. The peripheral people are knocked down.
admin horse kill: action key(F) + (O)key  admin fires an explosion to surrounding horse and kills them, but oneself horse is not killed.

admin fadeout: (K)key  admin respawn instantly.
admin ban-hammer: (,)key  admin emerges big hammer and equip. ban-hammer has Kick/Ban/Kill effects.
admin invulnerability: (H)key  admin become invulnerability. But it is not invulnerability in contrast with siege weapon attack.

display mod url: (F5)key  This is displayed NeoGK download url to all player.
object reset: (F8)key  Push at first of mapedit, then all active object(ladder,doors) will set to start position.  Please use to avoid map bug.
admin map pass: (F9)key  admin passes current map and jump to next map.  The case of un-dedicated server is reload current map.
archive team wounding data: (F11 key: client only)  This archives current all player's team wounding data to server.

[all player's command]
team damage board: (P)key  This displays team daamge board. Also admin can look playerID with click a name.
server population check: (F6)key  This displays current server population.
camera position save: You can save current camera position with left_shift + (F7)key. When spectator, you can call the saved camera position with (F7)key.
flag position check: left_shift + (P)key  It displays flag position when you are watcher and besides player view.
enviroment effect off/on: left_shift + left_ctrl + (F5)key  It turns off/on enviroment effects for low PC user. (to disable: loop sound, raining, warsmoke prop)

[Madmin options]: "Admin kill" no need to stuck player so that "Teleport a player" was added.  As to madmin, read "Madmin_Readme.html".

[Neonative options]
NeoNative options: NeoNative settings.

[How to custom map]
NeoGK has 30 custom map space (scn_multi_neo_custom_1-30).  If adds a custom map, overwrite necessary the terrain code in "scene.txt".


About question of NeoGK, please ask in my forum.  Thank you, enjoy NeoGK!

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[Trouble shooting]

1. process might heavy >-- Try following things.
Install light version at after mod indtoduction.  And, try following things.
Launcher --> Configure --> Advanced --> enable edit mode: set to the check box "OFF".
video option box:"fast water reflection" set to "ON".
Also, if you using old computer, try DirectX7 mode, it is smooth than DirectX9 for old computer.

2. often happens crash on specific map >-- It might by loop sound, try following things.
Try version1.23 or newer: it has enviroment effect off/on switch.
You can turn off/on all enviroment effect and raining.
Also, another way: Launcher --> Configure --> Audio --> enable sound variation: set to the check box "OFF", then WB will be steady.
Also, if you using poor sound board, delete these loop sound files, then loop sound is not played.(there is in mod's sound folder)
loop_town.ogg
loop_forest_01.ogg
loop_forest_02.ogg
loop_forest_03.ogg
loop_night.ogg
loop_rain_heavy.ogg
loop_water_river.ogg
loop_water_fall.ogg
loop_sea.ogg
loop_sea_spot.ogg
loop_sea_gull.ogg
loop_wind.ogg
loop_wind.ogg

3. crashed but sound is hearing >-- It might state of memory shortage.  Try to "Alt + Enter key" and wait for a while. If go well, game will recovered.
Also, if it happens often, try the following things.
Launcher --> Configure --> Video --> load textures on demand: set to the check box "ON".  But this setting maybe arises lag on game.

4. issue of a bug: Please try latest version, bug is modified every time.

5. about required performance: If Native runs correctly, performance is enough so NeoGK is light weight as Native.


[possible/impossible thing for un-mod player]
crouch/warcry/ladder on ship: impossible
catapult/ballista control: impossible (catapult shot is possible by hit winch, if it loading)
ride on the catapult: it needs NeoGK, please download the mod, you will be able to ride it.
ship control: impossible
Weather/Fog/Environmental_sound/shell_hit_sound: it needs NeoGK for hearing them, please download the mod.
Native environment player also can hear and see many effects even without NeoGK.

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[SPECIAL THANKS]

*Golden Kingdom Companions (some member)
DB.Dave
Vendigr
VinnyPooh
Jaxmthemirc
Wolflo
Derpy
Dman248
Jytrem
Devil_Driver
LBJohnston
Odo de Barri
GwaeBloom
Slytacular
Sighvatr
Thief
Prisoner
Dodge
SLAVofARRRGH
Ancalagon
chainsawpunisher
Veni_Vidi_Vici
Chewbacca
RomaniiAuTalent
Johny
Debaser
Lion
Sauce
Antar
hiporcat
xls

Thank you for all GK member!

*Other Companions
Gambino
Aeneu
SoG
blackdeath
whitepotato
JohnRocket
luiibot
K.A.
Emm
Hanger
gelgoog
Yusaku
urushipo

Thank you for all companions!

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[CREDITS]

Mount&Blade japan wiki
http://www21.atwiki.jp/warband/pages/1.html
Item: our great community

Mount&Blade Japanese wiki
http://www.mb-jp.net/
Item: langage files

Open Brf
Author: mtarini
http://forums.taleworlds.com/index.php/board,215.0.html
Item: brf file modification

Madmin
Author: MadocComadrin
http://forums.taleworlds.com/index.php/topic,175171.0.html

More Metal Sound Mod
Author: Checkmaty
http://forums.taleworlds.com/index.php/topic,51681.0.html
Item: effect sounds

NHK creative library(free contents)
Author: NHK creative
http://www.nhk.or.jp/creative/
Item: effect sounds

otototei blog
Author: hanasada
 http://soundarbour.sblo.jp/
Item: swoed sounds

NeoGK
Main developer: DWARF
madmin(MadocComadrin)
armory expansion pack(Dave)
nspe props(Azrooh)

Our community: http://www.leagueofrevolution.com/
NeoGK forum: http://forums.taleworlds.com/index.php/topic,245947.0.html?PHPSESSID=90t5l5se6lsnvqss27h5v5l0f4

Thank You!

#------------------------------------------------------------------------------------------------------------------------------------------
 instructions manual about map object
#------------------------------------------------------------------------------------------------------------------------------------------
[Caution]
*First, "var_no" means "VarNo" of object in mapedit.  Also, the explain as "0-10" "2-5" is thing of range, is not minus.
        mean: VarNo=var_no=var_no1=varid=var_id 1/ VarNo2=var_no2=var_id2)

*Second, if you created the map and saved map, you should return title screen after that.
 Because it is for applied script surely.(Of course,  the defect won't recorded to mapdata by it.)

*Third, if your map has "siege_ladder_move", please don't touch it.  Because ladder starting point changed by it touch, so it will not move.
 Such case should reput the ladder.  Please remember this two things well.  It is specification of Warband.
 However don't worry, NeoGK has useful function.  Before the mapedit, push F8 key, then all moveable object are reset to starting point.
 Even you touched the moveable object, it is ok so starting point.

*Last, mapper should be take care when these object puts.
 Some objects are more lowered FPS: "spr_village_fire_big(heavy)", "spr_battle_field_smoke(little heavy)", "spr_city_swad_01-05(slightly heavy)"
 If these are mamy amount, often happens sound shotage to classic Native's player(NeoGK is no problem): "spr_torch","spr_torch_night","spr_lamp_b"

 *siege weapons
There weapons need some parts. There parts should put in out of map.
you don't have to care about how to put parts. There must not be a shortage parts.
Next, set Scale and VarNo value.  Scale and VarNo must be exact.
zz_active_point(barrier_sphere) put to starting position of weapon. And set the VarNo.(read "as to active_point")
In case it put on the battlement, you may attach "destroyed involve flag" to "zz_active_point VarNo2".
The involve fiag is need not to a siege weapon. It should set to active_point.
These siege weapons are fun, but it makes a server processing be heavy to put too many siege weapons.
It is necessary to think a balance with amount and system load.

#------------------------------------------------------------------------------------------------------------------------------------------
*******************************************************************************************************************************************
[WEAPONS RECIPE]
*******************************************************************************************************************************************
You should keep decided weapon size for it works correctly.

****************************************************************************************************************************************************************************
Catapult: Max 30
[spr_spr_weapon_rack] scale: [x=1.2 y=4.5 z=1.2]  VarNo:1
[spr_banner_pole] scale: [x=6.0 y=4.0 z=0.75]  VarNo:1
[spr_bowl_wood] scale: [x=2.5 y=2.5 z=3.5]  VarNo:1
[spr_winch] scale: [x=1.1 y=0.5 z=0.5]  VarNo:1 (you may change winch x_scale)
[spr_belfry_wheel_old: 2piece] scale: [x=0.4 y=1.0 z=1.0]  VarNo:1
[spr_zz_active_point] VarNo:1
*[spr_stone_ball] VarNo:1=add fire (but this is not must thing to use catapult)

catapult_supply_point
[spr_zz_active_point] VarNo:2

****************************************************************************************************************************************************************************
trebuchet: Max 10
[spr_counter_tavern] scale: [x=1.2 y=4.0 z=6.0] VarNo:5
[spr_brewery_big_bucket] scale: [x=1.7 y=1.7 z=1.0] VarNo:5
[spr_winch] scale: [x=1.1 y=0.8 z=0.8] VarNo:5
[spr_ramp_small_a] scale: [x=0.4 y=3.5 z=4.0] VarNo:5
[spr_net_b] scale: [x=0.5 y=1.0 z=3.0] VarNo:5
[spr_weapon_rack] scale: [x=0.75 y=2.5 z=1.0] VarNo:5
[spr_destroy_heap] scale: [x=0.32 y=0.5 z=0.4] VarNo:5
[spr_zz_active_point] VarNo:5
*[spr_stone_ball] VarNo:1=add fire (but this is not must thing to use trebuchet)

*******************************************************************************************************************************************
Ballista: Max 30
[spr_spr_weapon_rack] scale: [x=0.3 y=0.8 z=0.7]  VarNo:3
[spr_table_round_a] scale: [x=0.4 y=0.4 z=1.0]  VarNo:3
[spr_winch] scale: [x=0.1 y=0.2 z=0.2]  VarNo:3
[siege_crossbow (itm_sniper_crossbow)] scale: [x=2.0 y=1.5 z=3.0]  VarNo:3 (you may change crossbow z_scale)
[spr_zz_active_point] VarNo:3

*******************************************************************************************************************************************
Boiling Oil: Max 10
[spr_cauldron_a] scale: [x=3.0 y=3.0 z=4.0]  VarNo:4
[spr_bowl] scale: [x=5.5 y=5.5 z=0.5]  VarNo:4
[spr_wood_heap_b] scale: [x=0.5 y=0.5 z=0.5]  VarNo:4
[spr_counter_tabern] scale: [x=1.5 y=1.0 z=3.0]  VarNo:4
[spr_zz_active_point] VarNo:4

*******************************************************************************************************************************************
Launcher: Max 10
[spr_spr_weapon_rack] scale: [x=0.65 y=0.8 z=0.7]  VarNo:6
[spr_table_round_a] scale: [x=0.6 y=0.6 z=1.0]  VarNo:6
[spr_winch] scale: [x=0.2 y=0.5 z=0.5]  VarNo:6
[siege_crossbow (itm_sniper_crossbow)] scale: [x=4.0 y=1.5 z=5.0(gun:z=2.7)]  VarNo:6  Varno2:ammo type
[spr_portcullis] scale: [x=0.4 y=5.0 z=0.2]  VarNo:6
[spr_zz_active_point] VarNo:6  Varno2:ammo type

*about Launcher Varno: active_point Varno2 and crossbow Varno2 must set at same value, other Varno2 is ok at 0.
*about Launcher Varno2:ammo type (also this includes the destoyed involve flag)
0-9: single shot - stone
10-19: single shot - arrow
20-29: single shot - bolt
30-39: single shot - darts
40-49: single shot - bullet
50-59: barrage shot - stone
60-69: barrage shot - arrow
70-79: barrage shot - bolt
80-89: barrage shot - darts
90-99: barrage shot - bullet
100-109: barrage shot - flaming arrow
110-119: barrage shot - flaming bolt
120-127: barrage shot - jarid

*******************************************************************************************************************************************
Baloon: Max 10
[spr_brewery_big_bucket] scale: [x=0.8 y==0.8 z=0.8] VarNo:7
[spr_marrow_a] scale: [x=15.0 y=15.0 z=20.0] VarNo:7
[spr_brazier_with_fire] scale: [x=3.5 y=3.5 z=4.0] VarNo:7
[spr_windmill_fan_turning] scale: [x=0.1 y=0.25 z=0.1] VarNo:7
*[spr_stone_ball] VarNo:1=add fire (but this is not must thing to use baloon)
[spr_zz_active_point] VarNo:7

baloon_supply_point
[spr_zz_active_point] VarNo:2(same with catapult)

*******************************************************************************************************************************************
#------------------------------------------------------------------------------------------------------------------------------------------
spr_zz_active_point(old_name: spr_barrier_sphere): active_point can attach var_no, and it provide many function.

*var_no1=1:catapult start point
*var_no1=2:catapult shell supply point
*var_no1=3:ballista put point
*var_no1=4:boil cauldron put point

The active_point for catapult and ballista can add var_no2. It is become a target of the destoyed involve flag.
If the active_point have "destoyed involve flag", if it involved by other, the siege weapon don't respawn from that active_point.

*var_no1=8: goto point of teleport floor  var_no2=channel (input: spr_barrier_8m var_no=8 var_no2=the same channel)

*var_no1=10-55: (position10=10-50:morning/day/evening/night/midnight, position1=0-5:clear/fine/cloud/rain1/rain2/snow)  var_no2=0-15:fog_color(sky_color)
var_no1=0: day(default)
var_no1=10-15: morning
var_no1=20-25: day
var_no1=30-35: evening
var_no1=40-45: night
var_no1=50-55: midnight
var_no2=0: fine
var_no2=1: mist1
var_no2=2: mist2
var_no2=3: mist3
var_no2=4: morning
var_no2=5: blue sky
var_no2=6: slightly cloudy
var_no2=7: squall
var_no2=8: twilight1
var_no2=9: twilight2
var_no2=10: sunset
var_no2=11: moonlight
var_no2=12: midnight
var_no2=13: green
var_no2=14: forest
var_no2=15: desert storm

*instance: day & fine & blue sky var_no=21 var_no2=5

*var_no1=59:environmental_light: Scale:x=R,y=G,z=B(0.01-10.00) Scale is a RGB ratio.

*var_no1=60:environmental_sound
var_no2=0: arena
var_no2=1: town(spot_sound)
var_no2=2: forest
var_no2=3: bird1
var_no2=4: bird2
var_no2=5: night
var_no2=6: raining
var_no2=7: river(spot_sound)
var_no2=8: water_fall(spot_sound)
var_no2=9: sea
var_no2=10: sea(spot_sound)
var_no2=11: seagull(spot_sound)
var_no2=12: wind
var_no2=13: wind heavy
var_no2=14: flogs call

*var_no1=61:mission camera position when game starting

*var_no1=100: destination of elevaors  var_no2=cannel (please read a following about spr_ramp_12m details)


*var_no1=70-71:missile launcher(71:barrage mode)
var_no2:channel and flag
var_no2 position10:barrage speed:
position10=0-3: 0.1every seconds(2-3: disperse shot)
position10=4-7: 0.2every seconds(6-7: disperse shot)
position10=8-11: 0.3every seconds(10-11: disperse shot)
position10=12: 0.4every seconds(disperse shot)

var_no2 position1: kind of missile
var_no2=0: stone(slow)
var_no2=1: stone(fast)
var_no2=2: arrow
var_no2=3: bodkin_arrow
var_no2=4: bolt
var_no2=5: steel bolt
var_no2=6: darts
var_no2=7: javelin
var_no2=8: light throwing axe
var_no2=9: gun shot
switch: spr_crude_fence_small_b var_no=70or71 var_no2=channel(it must choose to same var_no and channel with active_point)

This is missile launcher shot position.
If player the switch to turn on, it will shot truly archer missile at active_point position.(arrow,bolt,stone,darts,javelin)
Also if active point of same channel are plural, plural missile will shooted in there at simultaneously.
In case of var_no1=71, missile will shooted in there by barrage.
This mode is indeed amazing, the missile barrage will continue till all active point shots finished.
It takes several tens of seconds till switch recovers.
Also switch var_no2 become a target of the destoyed involve flag.

#------------------------------------------------------------------------------------------------------------------------------------------
spr_barrier_20m var_no1=1-2: If add var_no1=1or2, it be anti catapult shell barrier. var_no1=1 is not sound.
If you put the barrier_object in shift_key_pushing, it will be put horizontally.(NeoNative's add function) It is same in spr_ramp_12/14m.

#------------------------------------------------------------------------------------------------------------------------------------------
spr_barrier_8m var_no1=1-8: This is a multiuse object. It will run the following event at every 1 second.

var_no1=1 killing floor: agent on the floor is killed
var_no1=2 damage floor var_no2=damage value 1-100(%): agent on the floor given damage
var_no1=3 damage floor for horse var_no2=damage value 1-100(%): horse on the floor given damage
var_no1=4 healing floor var_no2=healing value 1-100(%): agent on the floor recover health
var_no1=5 healing floor for horse var_no2=healing value 1-100(%): horse on the floor recover health
var_no1=6 killing height: If agents position is a lower than that, they will killed. This object number must be one. (instance: on the sea)
var_no1=7 damage height: If agents position is a lower than that, they given damage. This object number must be one. (instance: in the water)
*notice: damage value is percent. is not a absolute value.

var_no1=8 teleport floor var_no2=channel: agent on the floor will carried to "spr_zz_active_point var_no=8 var_no2=the same channel".
(spr_barrier_8m var_no1=8 var_no2=2 ---agent go to active_point---> spr_zz_active_point var_no1=8 var_no2=2)

var_no1=10 check point floor1: attacker team treads on the floor, then attacker team spawns from Entry_point 70-79.(siege mode only)
var_no1=11 check point floor2: attacker team treads on the floor, then attacker team spawns from Entry_point 80-89.(siege mode only)
var_no1=12 check point floor3: attacker team treads on the floor, then attacker team spawns from Entry_point 90-99.(siege mode only)
*check point has advantage as 1<2<3, therefore check point1 is not ineffective at after trod on check point2.
 also, a passed person the check point gets some bonus gold.

#------------------------------------------------------------------------------------------------------------------------------------------
sprsiege_ladder_move_6m
sprsiege_ladder_move_8m
sprsiege_ladder_move_10m
sprsiege_ladder_move_12m
sprsiege_ladder_move_14m

var_no=all brekable by catapult
These can break by a catapult.  That broken, and it go back to originai position.  And it sure can use again.
var_no2 is become a target of the destoyed involve flag.

#------------------------------------------------------------------------------------------------------------------------------------------
spr_castle_f_door_a: door objects is all var_no=max hp
spr_castle_f_door_b
spr_castle_f_sally_door_a
spr_castle_e_sally_door_a
spr_earth_sally_gate_left
spr_earth_sally_gate_right
spr_viking_keep_destroy_sally_door_right
spr_viking_keep_destroy_sally_door_left
spr_arabian_castle_battlement_section_a

var_no=all brekable
These can break by a siege weapon and hand weapon.
And when var_no=>1, x100 value will be max hp of the object.(example: var_no=12x100=1200hp) if value=0, it will be to hp2000.
var_no2 is become a target of the destoyed involve flag.

#------------------------------------------------------------------------------------------------------------------------------------------
spr_portcullis var_no1=0: portcullis
spr_drawbridge var_no1=1: drawbridge
spr_gatehouse_door_left/right var_no1=6: gatehouse_door_l/r

There moveable object need spr_winch_b.
The winch's var_no must set same value to target object.
Set winch/target object's var_no1 and var_no2.
var_no2 is become a target of the destoyed involve flag.

spr_door_destructible var_no1=1-127

This is a teleport door.
If there is 2piece spr_door_destructible at same var_no1 and var_no2, agent will carried to the each door.
var_no2 is become a target of the destoyed involve flag.

*example: spr_door_destructible var_no1=50 var_no2=10 <---agent go to each door---> spr_door_destructible var_no1=50 var_no2=10

#------------------------------------------------------------------------------------------------------------------------------------------
spr_draw_bridge_a var_no1=2: elevator
spr_ramp_12m var_no1=3: elevator
spr_table_round_b var_no1=4: elevator
spr_zz_active_point var_no=100 var_no2=channel: object goto point

A switch to on, they will move to "spr_zz_active_point var_no=100 var_no2=the same channel".

spr_table_round_b var_no1=5 rotating table

A rotating table is need not spr_zz_active_point. It move itself. A switch to on, that will rotate at z_axis.
Look at following. This is rotating tables chart.

*chart: STOP---[switch]--->RIHGHT_ROTATION---[switch]--->STOP---[switch]--->LEFT_ROTATION---[switch]--->STOP


Their object move by the following switch.

spr_winch_b var_no1=2-5
spr_bucket_a var_no1=2-5
spr_crude_fence_small_b var_no1=2-5

Set var_no and var_no2 to the target object at same value.
If you switch to on, that will move a round trip from the first point to spr_zz_active_point.
During object moving, the switch is disable.
Also, it is able to moving by multi switches of same var_no=1&2. In that case, it can moving by whichever switch.
It's likes a elevator switch. It's useful thats using to 2point round trip.
Also, their the moving object can use by plural at same var_no1&2. But it's useless, because goto position is same.
you may use their object in various ways by your idea. (gate door, moving trap, pitfall, jump stand etc...)

Also, if var_no2 is higher than 10, will be a moving speed flag. 0-9 is normal speed.
var_no2=0-9: normal speed
var_no2=10-19: speed1 (fast)
var_no2=20-29: speed2
var_no2=30-39: speed3
var_no2=40-49: speed4
var_no2=50-59: speed5
var_no2=60-69: speed6
var_no2=70-79: speed7
var_no2=80-89: speed8
var_no2=90-99: speed9
var_no2=100-109: speed10
var_no2=110-119: speed11
var_no2=120: speed12(most slow)

var_no2=121-127 is very fast moving mode. This mode is useful for a pitfall and jump stand.

var_no2=121: special speed1 (most fast)
var_no2=122: special speed2
var_no2=123: special speed3
var_no2=124: special speed4
var_no2=125: special speed5
var_no2=126: special speed6
var_no2=127: special speed7 (slow but still fast)

#------------------------------------------------------------------------------------------------------------------------------------------
spr_weavery_dye_pool_b

var_no1=75: boiling water var_no2=channel
The boiling water moves by following lever switch.(it must choose to same var_no and channel with active_point)
This object can break by a catapult or ballista.

spr_crude_fence_small_b var_no=75 var_no2=channel

Also var_no2 become a target of the destoyed involve flag.
#------------------------------------------------------------------------------------------------------------------------------------------
spr_siege_large_shield_a
spr_tree_house_guard_b
spr_wood_heap_b
spr_arabian_ramp_a
spr_arabian_ramp_b
spr_table_trunk_a
spr_chair_trunk_b
spr_crude_fence_small
spr_crude_fence_small_b
spr_railing_a

var_no=0: unbreakable
var_no=1: breakable by hand weapon
There objects can break by a hand weapon. var_no2 become a target of the destoyed involve flag.

#------------------------------------------------------------------------------------------------------------------------------------------
spr_apple_a
spr_apple_b
spr_cabbage

This is emerged item at object position.
CAUTION: use modifiers not applicable to your weapon at your own risk! i don't know what will happen if you spawn a 'large bag of great hammers'. do not use numbers that are not on this list.

[spr_apple_a var_no1: item group1]
1 - 1h practice sword
2 - 2h practice sword
3 - practice dagger
4 - practice axe
5 - practice staff
6 - practice shield
7 - practice bow
8 - practice crossbow
9 - practice javelin
10 - fire arrows(practice arrows)
11 - fire bolts(practice bolts)
12 - arrows
13 - bolts
14 - wooden stick
15 - great hammer
16 - morningstar
17 - military pick
18 - sickle
19 - cleaver
20 - knife
21 - dagger
22 - falchion
23 - scimitar
24 - elite scimitar
25 - sarranid sword
26 - sarranid arming sword
27 - sarranid cav sword
28 - sarranid guard sword
29 - great sword
30 - sword of war
31 - hatchet
32 - voulge
33 - battle axe
34 - war axe
35 - two-handed sword
36 - khergit long sabre
37 - sarranid long sabre
38 - war cleaver
39 - military cleaver
40 - military sickle
41 - bastard sword
42 - heavy bastard sword
43 - one-handed war axe
44 - one-handed battleaxe
45 - great axe
46 - great long axe
47 - bardiche
48 - great bardiche
49 - long voulge
50 - great long bardiche
51 - hafted blade
52 - shortened military scythe
53 - sword
54 - short sword
55 - arming sword
56 - short arming sword
57 - long arming sword
58 - nordic sword
59 - nordic short sword
60 - nordic war sword
61 - nordic short war sword
62 - nomad sabre
63 - sabre
64 - heavy sabre
65 - spiked club
66 - knobbed mace
67 - spiked mace
68 - winged mace
69 - spiked staff
70 - long spiked club
71 - long-hafted knobbed mace
72 - long-hafted spiked mace
73 - iron mace (2h)
74 - iron mace (1h)
75 - iron battleaxe (1h)
76 - iron waraxe (1h)
77 - sarranid battleaxe (2h)
78 - sarrnid waraxe (2h)
79 - scythe
80 - pitchfork
81 - military fork
82 - battle fork (lol)
83 - jousting lance (blunt)
84 - double-sided lance
85 - light lance
86 - lance
87 - heavy lance
88 - great lance
89 - pike
90 - ashwood pike
91 - awlpike
92 - long awlpike
93 - glaive
94 - poleaxe
95 - polehammer
96 - staff
97 - quarterstaff
98 - iron staff
99 - shortened spear
100 - spear
101 - bamboo spear
102 - war spear
103 - military scythe
104 - nordic shield
105 - fur-covered shield
106 - steel shield
107 - old round shield
108 - round shield
109 - heavy round shield
110 - huscarl's round shield
111 - old kite shield
112 - kite shield
113 - knightly kite shield
114 - old heater shield
115 - heater shield
116 - heavy heater shield
117 - old board shield
118 - board shield
119 - heavy board shield
120 - cavalry shield
121 - darts
122 - javelin
123 - throwing spears
124 - jarid
125 - stones
126 - throwing axes
127 - light throwing axes


[spr_apple_b var_no1: item group2]
1 - khergit arrows
2 - barbed arrows
3 - bodkin arrows
4 - steel bolts
5 - cartridges
6 - cudgel
7 - hammer
8 - club
9 - winged mace
10 - spiked mace
11 - military hammer
12 - maul
13 - sledgehammer
14 - pickaxe
15 - spiked cudgel
16 - fighting pick
17 - hand axe
18 - fighting axe
19 - axe
20 - soldier's cleaver
21 - hafted blade 2
22 - broadhead spear
23 - warhammer/bec de corbin
24 - 24 - 31 are different variations of Reinforced Battle Shield
25 - ^
26 - ^
27 - ^
28 - ^
29 - ^
30 - ^
31 - ^
32 - plain round shield
33 - plain kite shield
34 - heavy kite shield
35 - plain heater shield
36 - knightly heater shield
37 - plain board shield
38 - plain cavalry shield
39 - elite cavalry shield
40 - war darts
41 - heavy throwing axes
42 - throwing daggers
43 - hunting bow
44 - short bow
45 - nomad bow
46 - long bow
47 - khergit bow
48 - strong bow
49 - war bow
50 - hunting crossbow
51 - light crossbow
52 - crossbow
53 - heavy crossbow
54 - siege crossbow
55 - flintlock pistol
56 - torch
57 - lyre
58 - lute
59 - strange sword
60 - strange greatsword
61 - strange short sword

*healing foods (bottom is more well)
62 - smoked_fish
63 - apples
64 - dried_meat
65 - bread
66 - cheese
67 - sausages
68 - chicken


[spr_apple_a/b var_no2: item modifiers]
0 - none
1 - cracked
2 - rusty
3 - bent
4 - chipped
5 - battered
6 - poor
7 - crude
8 - old
9 - cheap
10 - fine
11 - well-made
12 - sharp
13 - balanced
14 - tempered
15 - deadly
16 - exquisite
17 - masterwork
18 - heavy
19 - strong
20 - powerful
42 - large bag


[spr_cabbage var_no1: horse]
1 - warmblood stallion
2 - sarranid thoroughbred
3 - sumpter horse
4 - saddle horse
5 - steppe horse
6 - desert horse
7 - courser
8 - sarranid horse
9 - hunter
10 - warhorse
11 - charger
12 - sarranian warhorse
13 - steppe charger

[spr_cabbage var_no2: horse modifiers]
0 = no modifier
30 - lame
31 - swaybacked
32 - stubborn
33 - timid
34 - meek
35 - spirited
36 - champion

#------------------------------------------------------------------------------------------------------------------------------------------
spr_box_a
spr_barrel
spr_snowy_barrel_a
spr_winery_middle_barrel

var_no=0: unbreakable
var_no=1: breakable by hand weapon

There are destructible by a hand weapon(at var_no=1). A foods emerges from the inside. Your health is recovered when you eat food.
var_no2 is become a target of the destoyed involve flag.

spr_locked_player_chest: There are destructible by a hand weapon.  The special hand weapon emerges from the inside.
                         var_no2 become a target of the destoyed involve flag.

var_no=0: unbreakable
var_no=1: breakable by hand weapon

#------------------------------------------------------------------------------------------------------------------------------------------
spr_dish_metal var_no1=1: This is chinese gong. var_no2 become a target of the destoyed involve flag.

#------------------------------------------------------------------------------------------------------------------------------------------
spr_chandelier_tavern: If you shoot the rope of chandelier, it drop to down and the standing person under it die.
                       var_no2 become a target of the destoyed involve flag.

var_no=0: unbreakable
var_no=1: breakable by hand weapon

#------------------------------------------------------------------------------------------------------------------------------------------
*spr_obstacle_fallen_tree_b: When broke the tree with weapon, tree falls down to definite direction.
                             You may use it instead a laddr or bridge.
                             If there is a person the falling direction, he will damaged to be under a felled tree.
                             Direction is particular, It is the rotated direction from origin angle to left90 angle.
                             Also, if you put the barrier_object in shift_key_pushing, it will be put horizontally.(NeoNative's add function)
                             As important point, the origin position should not buries too in the ground.
                             Also, its ok to increase X-scale.  But Y and Z-scale should not change.
                             Else, it will not go down correctly.
                             var_no2 become a target of the destoyed involve flag.

var_no=0: unbreakable
var_no=1: breakable by hand weapon
#------------------------------------------------------------------------------------------------------------------------------------------
spr_skeleton_a var_no1=1: If set at var_no1=1, the skeleton will be an active and fly.

var_no=0: unbreakable & un-active
var_no=1: breakable & active and can punish to him by hand weapon & missile

#------------------------------------------------------------------------------------------------------------------------------------------
spr_dungeon_water_drops

var_no=1: this is emerged a wandering fish effect. If that set at z_posision=0, the height will be suitable.
var_no=2: haze: The amount should be a few, or else, FPS will lower.
var_no=3: cloud: The amount should be a few, or else, FPS will lower.
var_no=4: heavy cloud: The amount should be a few, or else, FPS will lower.

#------------------------------------------------------------------------------------------------------------------------------------------
spr_brazier_with_fire

var_no1=1 add lighting

This is child object. var_no2 is become a target of the destoyed involve flag.

#------------------------------------------------------------------------------------------------------------------------------------------
spr_Village_fire_big

var_no1=1 red flame
var_no1=2 green flame
var_no1=3 blue flame

This can change flame color.  You may use to event.

#------------------------------------------------------------------------------------------------------------------------------------------
spr_church_tower_a

var_no2=126 a bell sound  when round end.
var_no2=127: a japanese gong sound  when round end.

var_no2 also become a target of the destoyed involve flag.

#------------------------------------------------------------------------------------------------------------------------------------------
spr_ship
spr_ship_sail_off
spr_ship_e(old_name: spr_ship_sail_off_b)
spr_ship_b
spr_ship_c
spr_ship_d
spr_ship_f(old_name: ship_c_sail_off)

Scale must set at 1:1:1. z-height should set to lower than ground level. (it probably will be bottom of the sea.)
Because it needs for avoid a trouble of collision. (for Native player)
So, you set ship position first as you want, then should sink to bottom, ok?
Don't mind, ship height adjusted to the suitable height automatically when game stating.

*var_no1=0: un-moveable ship. (of course it can't destroy)
*var_no1=1: moveable_ship. These can destroy by catapult/ballista.
*var_no1=10/20: moveable_ship.  These can destroy by catapult/ballista.  Also, this is a respawn ship for ally.
                If there is this ship, ally respawn from center of ship. (var_no10=team1/var_no20=team2)
                The case of ship is plural, it will respawn at random.
                The case of all respawn ship were sinking, it will respawn from ally's EntryPoint. (team1=EntryPoint0-31/team2=EntryPoint32-63)
                Accordingly, if ground nothing in map, you should put another ship at var_no=0 for EntryPoint-respawn.

#------------------------------------------------------------------------------------------------------------------------------------------
As to destoyed involve flag
#------------------------------------------------------------------------------------------------------------------------------------------
If you put a barrel on a battlement, you want to erase a barrel together when battlement is destroyed.
In that case, please use "destoyed involve flag".
For example, a battlement is parent, a barrel is child object.
The parent and child objects combination becomes like the following lists.
Set same value parent and child var_no2.(1-127) If var_no2 is value 0, flag be disable.
A lot of child object may set it.
A case of catapult/ballista/boil_cauldron, set value to target spr_zz_active_point. There parts need not set value of destoyed involve flag.
And, the parent object group is 2type, A and B.  A is priority than B, so A to B is able to involve, but B to A is unable.
A become parent for BCDE, and B is also parent of CDE.  A to A and B to B is not happen.
The most breakable object can give max hp. it var_no*100 become max hp. (example: var_no=12x100=1200hp)


[parent_objects: A (var_nox100=max hp: can break by catapult/ballista, and these are trigger object for a BCDE group)]
spr_arabian_castle_battlement_a
spr_arabian_castle_battlement_b_destroyed
spr_arabian_castle_battlement_d
spr_castle_e_battlement_a
spr_castle_e_battlement_a_destroyed
spr_castle_e_battlement_c
spr_castle_battlement_a
spr_castle_battlement_b
spr_castle_battlement_c
spr_castle_battlement_a_destroyed
spr_castle_battlement_b_destroyed
spr_battlement_a
spr_battlement_a_destroyed
spr_castle_f_battlement_a
spr_castle_f_battlement_a_destroyed
spr_castle_f_battlement_b
spr_castle_f_battlement_c
spr_castle_f_gatehouse_a
spr_gate_house_b
spr_castle_h_battlement_a
spr_castle_h_battlement_a2
spr_castle_h_battlement_c
spr_castle_h_battlement_b
spr_castle_h_battlement_b2
spr_snowy_castle_battlement_a
spr_snowy_castle_battlement_a_destroyed
spr_snowy_castle_battlement_b
spr_castle_g_battlement_a
spr_castle_g_battlement_b
spr_castle_g_battlement_c
spr_castle_i_battlement_a
spr_castle_i_battlement_c
spr_earth_wall_a
spr_earth_wall_a2
spr_earth_wall_b
spr_earth_wall_b2
spr_arabian_castle_battlement_c
spr_castle_battlement_stairs_a
spr_castle_battlement_stairs_b
spr_castle_f_battlement_d
spr_courtyard_gate_a
spr_courtyard_gate_b
spr_courtyard_gate_c
spr_passage_house_c
spr_snowy_castle_battlement_stairs_a
spr_snowy_castle_battlement_stairs_b
spr_snowy_house_i
spr_courtyard_gate_snowy
spr_castle_g_battlement_a1
spr_passage_house_d
spr_arabian_passage_house_a
spr_castle_i_battlement_a1
spr_castle_e_tower
spr_stone_minaret_a
spr_church_tower_a
spr_snowy_wall_a
spr_small_wall_b
spr_arabian_wall_a
spr_arabian_castle_corner_a
spr_arabian_castle_corner_b
spr_arabian_castle_gate_house_a
spr_castle_e_gate_house_a
spr_castle_e_corner
spr_castle_e_corner_b
spr_castle_e_corner_c
spr_arena_tower_a
spr_arena_tower_b
spr_castle_battlement_corner_a
spr_castle_battlement_corner_b
spr_castle_battlement_corner_c
spr_castle_f_battlement_corner_a
spr_castle_f_battlement_corner_b
spr_castle_f_battlement_corner_c
spr_castle_f_tower_a
spr_city_swad_passage_01
spr_gate_house_a
spr_gatehouse_b
spr_gatehouse_new_a
spr_gatehouse_new_b
spr_round_tower_a
spr_small_round_tower_a
spr_castle_h_corner_a
spr_castle_h_corner_c
spr_castle_h_gatehouse_a
spr_gatehouse_new_snowy_a
spr_rhodok_house_passage_a
spr_snowy_castle_battlement_corner_a
spr_snowy_castle_battlement_corner_b
spr_snowy_castle_battlement_corner_c
spr_snowy_castle_gate_house_a
spr_snowy_castle_round_tower_a
spr_snowy_castle_tower_a
spr_castle_g_corner_a
spr_castle_g_corner_c
spr_castle_g_tower_a
spr_castle_g_gate_house
spr_arabian_village_hut
spr_castle_i_corner_a
spr_castle_i_corner_c
spr_castle_i_tower_a
spr_castle_i_gate_house
spr_arena_tower_c
spr_earth_gate_house_a
spr_earth_gate_house_b
spr_earth_tower_a
spr_earth_tower_small_a
spr_earth_tower_small_b
spr_castle_f_battlement_e
spr_passage_house_a
spr_village_wall_a


[parent_objects: B (var_nox100=max hp: can break by catapult/ballista, and these are trigger object for a CDE group)]
spr_bridge_b
spr_bridge_modular_a
spr_destroy_bridge_a
spr_destroy_bridge_b
spr_bridge_wooden
spr_bridge_wooden_snowy
spr_brewery_bucket_platform_a
spr_suspension_bridge_a
spr_small_wall_a
spr_small_wall_b
spr_small_wall_c
spr_small_wall_connect_a
spr_small_wall_c_destroy
spr_small_wall_f
spr_small_wall_f2
spr_village_wall_a
spr_village_wall_b
spr_snowy_wall_a
spr_arabian_wall_a
spr_castle_h_battlement_barrier
spr_courtyard_gate_a
spr_courtyard_gate_b
spr_courtyard_gate_c
spr_courtyard_gate_snowy
spr_passage_house_a
spr_passage_house_c
spr_passage_house_d
spr_snowy_house_i
spr_city_swad_passage_01
spr_rhodok_house_passage_a
spr_arabian_passage_house_a
spr_viking_stable_a
spr_arabian_village_hut


[child_objects: C (can not break by catapult/ballista, and these are a low object.)]
spr_arabian_castle_stairs
spr_arabian_castle_stairs_b
spr_arabian_castle_stairs_c
spr_arabian_village_stairs
spr_castle_e_stairs_a
spr_castle_f_stairs_a
spr_castle_f_wall_stairs_a
spr_castle_f_wall_stairs_b
spr_castle_f_wall_way_a
spr_castle_f_wall_way_b
spr_castle_h_stairs_a
spr_castle_h_stairs_b
spr_castle_stairs_a
spr_castle_stairs_b
spr_earth_stairs_a
spr_earth_stairs_b
spr_earth_stairs_c
spr_ramp_12m
spr_ramp_14m
spr_small_round_tower_roof_a
spr_snowy_castle_stairs_a
spr_square_tower_roof_a
spr_stairs_a
spr_stairs_arch_a
spr_stone_stairs_b
spr_stone_step_a
spr_square_stairs_a
spr_table_trestle_small
spr_torch
spr_torch_night
spr_brazier_with_fire
spr_bed_a
spr_apple_a
spr_apple_b
spr_cabbage
spr_door_destructible
spr_weavery_dye_pool_b


[child_objects: D (can break by catapult/ballista, and these are a low object.)]
sprsiege_ladder_move_6m
sprsiege_ladder_move_8m
sprsiege_ladder_move_10m
sprsiege_ladder_move_12m
sprsiege_ladder_move_14m
spr_castle_f_door_a: all door objects is var_no*100=max hp. (example: var_no=12*100=1200hp)
spr_castle_f_door_b
spr_castle_f_sally_door_a
spr_castle_e_sally_door_a
spr_earth_sally_gate_left
spr_earth_sally_gate_right
spr_viking_keep_destroy_sally_door_right
spr_viking_keep_destroy_sally_door_left
spr_arabian_castle_battlement_section_a
spr_stand_cloth
spr_siege_large_shield_a
spr_arena_barrier_a
spr_arena_barrier_b
spr_arena_barrier_c
spr_siege_wall_a
spr_tree_house_guard_b
spr_arabian_ramp_a
spr_arabian_ramp_b
spr_chair_trunk_b
spr_table_trunk_a
spr_railing_a
crude_fence_small
crude_fence_small_b
spr_box_a
spr_barrel
spr_snowy_barrel_a
spr_winery_middle_barrel
spr_locked_player_chest
spr_chandelier_tavern


[child_objects: E (can break by catapult/ballista, these are a special objects and it can move by spr_winch_b.)]
*these are a special objects. it involve spr_winch_b together when it destoryed.
*but as for spr_gatehouse_doorl/r, if left the door of pair without borken, winch_b will remain.

spr_portcullis
spr_drawbridge
spr_gatehouse_door_left
spr_gatehouse_door_right

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