<FUSIONDATA>
<DEBUG>
<fulltrace>
0
</fulltrace>
<debugtxtonscreen>
0
</debugtxtonscreen>
<clumpload>
1
</clumpload>
<assetpool>
1
</assetpool>
<streamchecking>
1
</streamchecking>
<hasstartupscreen>
1
</hasstartupscreen>
<readtxd>
0
</readtxd>
<cameracoords>
1
</cameracoords>
</DEBUG>
<DYNAMIC_OBJECTS>
<ANGOLA>
<BUILD_OBJECTS>
<BUILDINGS>
<panel>
./images/panels/build/icons/00_start.tga
./images/panels/build/info/buildinfo.tga
</panel>
<CELLBLOCKS>
<plans>
<DORMITORY_1>
<thumbnail>
models/buildings/angola/cellblocks/dorm/dorm_1.tga
1
</thumbnail>
models/buildings/angola/cellblocks/dorm/dorm_1.nif
28
24
5000
0
dormitoryrecreation
</DORMITORY_1>
<DORMITORY_2>
<thumbnail>
models/buildings/angola/cellblocks/dorm/dorm_2.tga
2
</thumbnail>
models/buildings/angola/cellblocks/dorm/dorm_2.nif
36
24
8000
0
dormitoryrecreation
</DORMITORY_2>
<DORMITORY_3>
<thumbnail>
models/buildings/angola/cellblocks/dorm/dorm_3.tga
3
</thumbnail>
models/buildings/angola/cellblocks/dorm/dorm_3.nif
24
36
12000
0
dormitoryrecreation
</DORMITORY_3>
<CELLBLOCK_1>
<thumbnail>
models/buildings/angola/cellblocks/cellblocks/cellblock_1.tga
4
</thumbnail>
models/buildings/angola/cellblocks/cellblocks/cellblock_1.nif
36
36
12000
1
cell
</CELLBLOCK_1>
<CELLBLOCK_2>
<thumbnail>
models/buildings/angola/cellblocks/cellblocks/cellblock_2.tga
5
</thumbnail>
models/buildings/angola/cellblocks/cellblocks/cellblock_2.nif
36
36
18000
2
cell
</CELLBLOCK_2>
<CELLBLOCK_3>
<thumbnail>
models/buildings/angola/cellblocks/cellblocks/cellblock_3.tga
6
</thumbnail>
models/buildings/angola/cellblocks/cellblocks/cellblock_3.nif
36
42
25000
2
cell
</CELLBLOCK_3>
<DEATHROW_1>
<thumbnail>
models/buildings/angola/cellblocks/cellblocks/deathrow_1.tga
7
</thumbnail>
models/buildings/angola/cellblocks/cellblocks/deathrow_1.nif
20
42
20000
3
deathrowusable
</DEATHROW_1>
<DEATHROW_2>
<thumbnail>
models/buildings/angola/cellblocks/cellblocks/deathrow_2.tga
8
</thumbnail>
models/buildings/angola/cellblocks/cellblocks/deathrow_2.nif
20
44
30000
3
deathrowusable
</DEATHROW_2>
</plans>
</CELLBLOCKS>
<AMENITIES>
<plans>
<AMENITIES_1>
<thumbnail>
models/buildings/angola/amenities/amenities1.tga
1
</thumbnail>
models/buildings/angola/amenities/amenities1.nif
24
28
6000
0
indoor
</AMENITIES_1>
<AMENITIES_2>
<thumbnail>
models/buildings/angola/amenities/amenities2.tga
2
</thumbnail>
models/buildings/angola/amenities/amenities2.nif
32
36
8000
0
indoor
</AMENITIES_2>
<AMENITIES_3>
<thumbnail>
models/buildings/angola/amenities/amenities3.tga
3
</thumbnail>
models/buildings/angola/amenities/amenities3.nif
32
40
10000
0
indoor
</AMENITIES_3>
<YARD_1>
<thumbnail>
models/buildings/angola/amenities/yard1.tga
4
</thumbnail>
models/buildings/angola/amenities/yard1.nif
24
20
3000
0
outdoorusable
</YARD_1>
<YARD_2>
<thumbnail>
models/buildings/angola/amenities/yard2.tga
5
</thumbnail>
models/buildings/angola/amenities/yard2.nif
32
32
5000
0
outdoorusable
</YARD_2>
<YARD_3>
<thumbnail>
models/buildings/angola/amenities/yard3.tga
6
</thumbnail>
models/buildings/angola/amenities/yard3.nif
40
40
7000
0
outdoorusable
</YARD_3>
</plans>
</AMENITIES>
<ADMIN>
<plans>
<STAFF_1>
<thumbnail>
models/buildings/angola/admin/staff1.tga
1
</thumbnail>
models/buildings/angola/admin/staff1.nif
20
18
12000
0
staffplanningaccounting
</STAFF_1>
<STAFF_2>
<thumbnail>
models/buildings/angola/admin/staff2.tga
2
</thumbnail>
models/buildings/angola/admin/staff2.nif
28
30
16000
0
staffplanningaccounting
</STAFF_2>
<STAFF_3>
<thumbnail>
models/buildings/angola/admin/staff3.tga
3
</thumbnail>
models/buildings/angola/admin/staff3.nif
30
40
20000
0
staffplanningaccounting
</STAFF_3>
<VISITOR_1>
<thumbnail>
models/buildings/angola/admin/visitor1.tga
4
</thumbnail>
models/buildings/angola/admin/visitor1.nif
24
28
8000
0
prisoner
</VISITOR_1>
<VISITOR_2>
<thumbnail>
models/buildings/angola/admin/visitor2.tga
5
</thumbnail>
models/buildings/angola/admin/visitor2.nif
32
36
12000
0
prisoner
</VISITOR_2>
<VISITOR_3>
<thumbnail>
models/buildings/angola/admin/visitor3.tga
6
</thumbnail>
models/buildings/angola/admin/visitor3.nif
36
32
16000
0
prisoner
</VISITOR_3>
</plans>
</ADMIN>
<SERVICES>
<plans>
<HEALTHCENTRE_1>
<thumbnail>
models/buildings/angola/services/healthcentre1.tga
1
</thumbnail>
models/buildings/angola/services/healthcentre1.nif
22
24
7000
0
health
</HEALTHCENTRE_1>
<HEALTHCENTRE_2>
<thumbnail>
models/buildings/angola/services/healthcentre2.tga
2
</thumbnail>
models/buildings/angola/services/healthcentre2.nif
28
26
13000
0
health
</HEALTHCENTRE_2>
<HEALTHCENTRE_3>
<thumbnail>
models/buildings/angola/services/healthcentre3.tga
3
</thumbnail>
models/buildings/angola/services/healthcentre3.nif
32
28
18000
0
health
</HEALTHCENTRE_3>
<MESSHALL_1>
<thumbnail>
models/buildings/angola/services/messhall1.tga
4
</thumbnail>
models/buildings/angola/services/messhall1.nif
20
24
4000
0
food
</MESSHALL_1>
<MESSHALL_2>
<thumbnail>
models/buildings/angola/services/messhall2.tga
5
</thumbnail>
models/buildings/angola/services/messhall2.nif
24
32
8000
0
food
</MESSHALL_2>
<MESSHALL_3>
<thumbnail>
models/buildings/angola/services/messhall3.tga
6
</thumbnail>
models/buildings/angola/services/messhall3.nif
40
32
12000
0
food
</MESSHALL_3>
<EDUCATION_1>
<thumbnail>
models/buildings/angola/services/education1.tga
7
</thumbnail>
models/buildings/angola/services/education_1.nif
28
24
8000
0
education
</EDUCATION_1>
<EDUCATION_2>
<thumbnail>
models/buildings/angola/services/education2.tga
8
</thumbnail>
models/buildings/angola/services/education_2.nif
24
34
12000
0
education
</EDUCATION_2>
<EDUCATION_3>
<thumbnail>
models/buildings/angola/services/education3.tga
9
</thumbnail>
models/buildings/angola/services/education_3.nif
32
24
16000
0
education
</EDUCATION_3>
</plans>
</SERVICES>
<FACTORIES>
<plans>
<FACTORY_1>
<thumbnail>
models/buildings/angola/factories/factory1.tga
1
</thumbnail>
models/buildings/angola/factories/factory1.nif
24
32
10000
0
work
</FACTORY_1>
<FACTORY_2>
<thumbnail>
models/buildings/angola/factories/factory2.tga
2
</thumbnail>
models/buildings/angola/factories/factory2.nif
24
38
15000
0
work
</FACTORY_2>
<FACTORY_3>
<thumbnail>
models/buildings/angola/factories/factory3.tga
3
</thumbnail>
models/buildings/angola/factories/factory3.nif
36
40
20000
0
work
</FACTORY_3>
</plans>
</FACTORIES>
<SECURITY>
<plans>
<SECURITY_1>
<thumbnail>
models/buildings/angola/security/security1.tga
1
</thumbnail>
models/buildings/angola/security/security1.nif
18
16
15000
0
securityarmourysurveillance
</SECURITY_1>
<SECURITY_2>
<thumbnail>
models/buildings/angola/security/security2.tga
2
</thumbnail>
models/buildings/angola/security/security2.nif
36
28
22500
1
securityarmourysurveillance
</SECURITY_2>
<SECURITY_3>
<thumbnail>
models/buildings/angola/security/security3.tga
3
</thumbnail>
models/buildings/angola/security/security3.nif
40
32
30000
3
securityarmourysurveillance
</SECURITY_3>
<KENNEL_1>
<thumbnail>
models/buildings/angola/security/kennel1.tga
4
</thumbnail>
models/buildings/angola/security/kennel1.nif
14
12
5000
1
kennelstraining
</KENNEL_1>
<KENNEL_2>
<thumbnail>
models/buildings/angola/security/kennel2.tga
5
</thumbnail>
models/buildings/angola/security/kennel2.nif
22
22
7500
2
kennelstraining
</KENNEL_2>
<KENNEL_3>
<thumbnail>
models/buildings/angola/security/kennel3.tga
6
</thumbnail>
models/buildings/angola/security/kennel3.nif
28
32
10000
3
kennelstraining
</KENNEL_3>
</plans>
</SECURITY>
<OTHER>
<plans>
<TOWER_1>
<thumbnail>
models/buildings/angola/towers/tower1.tga
1
</thumbnail>
models/buildings/angola/towers/tower1.nif
4
4
3000
0
0
staff
15
1
</TOWER_1>
<TOWER_2>
<thumbnail>
models/buildings/angola/towers/tower2.tga
2
</thumbnail>
models/buildings/angola/towers/tower2.nif
4
4
4500
0
1
staff
20
1
</TOWER_2>
<TOWER_3>
<thumbnail>
models/buildings/angola/towers/tower3.tga
3
</thumbnail>
models/buildings/angola/towers/tower3.nif
4
4
7000
0
2
staff
25
1
</TOWER_3>
<TOWER_4>
<thumbnail>
models/buildings/angola/towers/tower4.tga
4
</thumbnail>
models/buildings/angola/towers/tower4.nif
4
4
12000
0
3
staff
30
1
</TOWER_4>
<FENCE_1>
<thumbnail>
models/buildings/angola/towers/fence1.tga
5
</thumbnail>
models/buildings/angola/towers/fence1.nif
2
2
50
0
0
fence
3
1
</FENCE_1>
<FENCE_1_CORNER>
<thumbnail>
models/buildings/angola/towers/fence.tga
6
</thumbnail>
models/buildings/angola/towers/fence1_L.nif
2
2
50
0
0
fence
3
0
</FENCE_1_CORNER>
<FENCE_1_T_JUNCTION>
<thumbnail>
models/buildings/angola/towers/fence.tga
7
</thumbnail>
models/buildings/angola/towers/fence1_T.nif
2
2
50
0
0
fence
3
0
</FENCE_1_T_JUNCTION>
<FENCE_1_X_JUNCTION>
<thumbnail>
models/buildings/angola/towers/fence.tga
8
</thumbnail>
models/buildings/angola/towers/fence1_X.nif
2
2
50
0
0
fence
3
0
</FENCE_1_X_JUNCTION>
<GATE_1>
<thumbnail>
models/buildings/angola/towers/gate1.tga
9
</thumbnail>
models/buildings/angola/towers/gate1.nif
2
6
1000
0
0
gate
5
0
</GATE_1>
</plans>
</OTHER>
</BUILDINGS>
<CONTENTS>
<panel>
./images/panels/build/icons/00_start.tga
./images/panels/build/info/buildinfo.tga
</panel>
<CELLBLOCKS>
<plans>
<BEDS_1>
<thumbnail>
models/rooms/cellblocks/beds_1.tga
1
</thumbnail>
models/rooms/cellblocks/beds_1.nif
8
4
250
5
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_1>
<BEDS_2>
<thumbnail>
models/rooms/cellblocks/beds_2.tga
2
</thumbnail>
models/rooms/cellblocks/beds_2.nif
4
4
300
3
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_2>
<BEDS_3>
<thumbnail>
models/rooms/cellblocks/beds_3.tga
3
</thumbnail>
models/rooms/cellblocks/beds_3.nif
4
4
350
2
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_3>
<BEDS_4>
<thumbnail>
models/rooms/cellblocks/beds_4.tga
4
</thumbnail>
models/rooms/cellblocks/beds_4.nif
6
4
500
10
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT
0
0
</BEDS_4>
<BEDS_5>
<thumbnail>
models/rooms/cellblocks/beds_5.tga
5
</thumbnail>
models/rooms/cellblocks/beds_5.nif
4
4
500
4
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT
0
0
</BEDS_5>
<BEDS_6>
<thumbnail>
models/rooms/cellblocks/beds_6.tga
6
</thumbnail>
models/rooms/cellblocks/beds_6.nif
4
4
600
1
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_6>
<CELL_1>
<thumbnail>
models/rooms/cellblocks/cell_1.tga
7
</thumbnail>
models/rooms/cellblocks/cell_1.nif
2
4
750
1
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_1>
<CELL_2>
<thumbnail>
models/rooms/cellblocks/cell_2.tga
8
</thumbnail>
models/rooms/cellblocks/cell_2.nif
4
4
950
2
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_2>
<CELL_3>
<thumbnail>
models/rooms/cellblocks/cell_3.tga
9
</thumbnail>
models/rooms/cellblocks/cell_3.nif
2
4
950
1
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_3>
<CELL_4>
<thumbnail>
models/rooms/cellblocks/cell_4.tga
10
</thumbnail>
models/rooms/cellblocks/cell_4.nif
4
4
1050
2
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT
0
0
</CELL_4>
<CELL_5>
<thumbnail>
models/rooms/cellblocks/cell_5.tga
11
</thumbnail>
models/rooms/cellblocks/cell_5.nif
4
2
1050
1
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_5>
<CELL_6>
<thumbnail>
models/rooms/cellblocks/cell_6.tga
12
</thumbnail>
models/rooms/cellblocks/cell_6.nif
4
4
1150
2
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;:SP_stand_sit:;CHR_ANIMPLAY STAND_SIT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_SMOKE;CHR_AMINPLAY SIT_STAND
0
0
</CELL_6>
<PADDED>
<thumbnail>
models/rooms/cellblocks/padded.tga
13
</thumbnail>
models/rooms/cellblocks/padded.nif
2
4
1200
1
2
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;CHR_ANIMPLAY STAND_ANGRY
0
0
</PADDED>
<MAX>
<thumbnail>
models/rooms/cellblocks/max.tga
14
</thumbnail>
models/rooms/cellblocks/max.nif
4
2
1300
1
3
deathrowusable
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sleep_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED
0
0
</MAX>
<HOLE>
<thumbnail>
models/rooms/cellblocks/hole.tga
15
</thumbnail>
models/rooms/cellblocks/hole.nif
2
2
1500
1
2
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;CHR_ANIMPLAY STAND_ANGRY
0
0
</HOLE>
<CAGE>
<thumbnail>
models/rooms/cellblocks/cage.tga
16
</thumbnail>
models/rooms/cellblocks/cage.nif
2
2
450
1
0
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;CHR_ANIMPLAY STAND_ANGRY
0
0
</CAGE>
<ELECTRIC>
<thumbnail>
models/rooms/cellblocks/electric.tga
17
</thumbnail>
models/rooms/cellblocks/electric.nif
4
4
2000
1
3
deathrow
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
0
0
</ELECTRIC>
<GAS>
<thumbnail>
models/rooms/cellblocks/gas.tga
18
</thumbnail>
models/rooms/cellblocks/gas.nif
4
4
3000
1
3
deathrow
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
0
0
</GAS>
<INJECTION>
<thumbnail>
models/rooms/cellblocks/injection.tga
19
</thumbnail>
models/rooms/cellblocks/injection.nif
4
4
2500
1
3
deathrow
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
0
0
</INJECTION>
<SEATS1>
<thumbnail>
models/rooms/cellblocks/seats1.tga
20
</thumbnail>
models/rooms/cellblocks/seats1.nif
2
2
100
2
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair_1:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_chair_2:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS1>
<SEATS2>
<thumbnail>
models/rooms/cellblocks/seats2.tga
21
</thumbnail>
models/rooms/cellblocks/seats2.nif
2
2
150
3
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS2>
<SEATS3>
<thumbnail>
models/rooms/cellblocks/seats3.tga
22
</thumbnail>
models/rooms/cellblocks/seats3.nif
2
2
200
4
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_left_1:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right_1:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS3>
<SEATS4>
<thumbnail>
models/rooms/cellblocks/seats4.tga
23
</thumbnail>
models/rooms/cellblocks/seats4.nif
4
4
300
5
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS4>
<TV1>
<thumbnail>
models/rooms/cellblocks/tv1.tga
24
</thumbnail>
models/rooms/cellblocks/tv1.nif
2
2
300
3
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20
0
0
</TV1>
<TV2>
<thumbnail>
models/rooms/cellblocks/tv2.tga
25
</thumbnail>
models/rooms/cellblocks/tv2.nif
6
2
450
7
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right_1:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right_2:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_idle:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20
0
0
</TV2>
<VENDING>
<thumbnail>
models/rooms/cellblocks/vending.tga
26
</thumbnail>
models/rooms/cellblocks/vending.nif
2
2
250
2
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE ILLNESS 5;CHR_STATDECREASE CASH 1
0
0
</VENDING>
</plans>
</CELLBLOCKS>
<AMENITIES>
<plans>
<MOVIE1>
<thumbnail>
models/rooms/amenities/movie1.tga
1
</thumbnail>
models/rooms/amenities/movie1.nif
4
4
300
4
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5
0
0
</MOVIE1>
<MOVIE2>
<thumbnail>
models/rooms/amenities/movie2.tga
2
</thumbnail>
models/rooms/amenities/movie2.nif
8
6
600
10
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10
0
0
</MOVIE2>
<MOVIE3>
<thumbnail>
models/rooms/amenities/movie3.tga
3
</thumbnail>
models/rooms/amenities/movie3.nif
14
8
1000
14
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 25;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 25;CHR_STATDECREASE ANGER 15
0
0
</MOVIE3>
<CHAPEL1>
<thumbnail>
models/rooms/amenities/chapel1.tga
4
</thumbnail>
models/rooms/amenities/chapel1.nif
4
6
250
8
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10
1
0
</CHAPEL1>
<CHAPEL2>
<thumbnail>
models/rooms/amenities/chapel2.tga
5
</thumbnail>
models/rooms/amenities/chapel2.nif
8
10
550
14
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10
1
0
</CHAPEL2>
<CHAPEL3>
<thumbnail>
models/rooms/amenities/chapel3.tga
6
</thumbnail>
models/rooms/amenities/chapel3.nif
14
14
950
27
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_idle:;CHR_ANIMPLAY pray;CHR_ANIMPLAY pray;CHR_ANIMPLAY pray;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10
1
0
</CHAPEL3>
<GYM1>
<thumbnail>
models/rooms/amenities/gym1.tga
7
</thumbnail>
models/rooms/amenities/gym1.nif
6
6
500
7
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 6;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 6;CHR_ANIMPLAY STAND_IDLE_1;OBJ_ANIMSTART 6;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress1:;OBJ_ANIMSTART 4;CHR_ANIMPLAY benchpress_start;OBJ_ANIMSTOP 4;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;OBJ_ANIMSTART 5;CHR_ANIMPLAY benchpress_end;OBJ_ANIMSTOP 5;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bench_weights:;CHR_ANIMPLAY bench_weights_on;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;CHR_ANIMPLAY bench_weights_off;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill_1:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_rowing:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 1;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 2;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 2;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 9;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 10;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</GYM1>
<GYM2>
<thumbnail>
models/rooms/amenities/gym2.tga
8
</thumbnail>
models/rooms/amenities/gym2.nif
10
6
700
12
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 3;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift2:;OBJ_ANIMSTART 6;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 14;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 14;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 15;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 15;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 16;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 16;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 17;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 17;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bench_weights:;CHR_ANIMPLAY bench_weights_on;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;CHR_ANIMPLAY bench_weights_off;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing1:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing2:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 7;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 7;OBJ_ANIMSTART 7;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 7;OBJ_ANIMSTART 8;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 8;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill1:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill2:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</GYM2>
<GYM3>
<thumbnail>
models/rooms/amenities/gym3.tga
9
</thumbnail>
models/rooms/amenities/gym3.nif
10
10
1000
21
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 3;CHR_ANIMPLAY STAND_IDLE_1;OBJ_ANIMSTART 3;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 3;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift2:;OBJ_ANIMSTART 14;CHR_ANIMPLAY DEADLIFT;OBJ_ANIMSTOP 14;CHR_ANIMPLAY STAND_IDLE_3;OBJ_ANIMSTART 14;CHR_ANIMPLAY DEADLIFT;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike1:;OBJ_ANIMSTART 8;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 8;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 9;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 9;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike2:;OBJ_ANIMSTART 10;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 10;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 11;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 11;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike3:;OBJ_ANIMSTART 12;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 12;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 13;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 13;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike4:;OBJ_ANIMSTART 15;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 15;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 16;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 16;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill1:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill2:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill3:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill4:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill5:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing1:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing2:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_big_deadlift1:;OBJ_ANIMSTART 7;CHR_ANIMPLAY big_deadlift;OBJ_ANIMSTOP 7;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;OBJ_ANIMSTART 7;CHR_ANIMPLAY big_deadlift;OBJ_ANIMSTOP 7;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 21;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 21;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 22;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 22;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 23;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 23;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 24;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 24;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 25;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 25;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 26;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 26;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 19;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 19;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 20;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 20;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 27;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 27;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 28;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 28;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchweights:;CHR_ANIMPLAY bench_weights_on;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;CHR_ANIMPLAY bench_weights_off;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</GYM3>
<BENCH1>
<thumbnail>
models/rooms/amenities/bench1.tga
10
</thumbnail>
models/rooms/amenities/bench1.nif
4
2
50
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5
0
0
</BENCH1>
<BENCH2>
<thumbnail>
models/rooms/amenities/bench2.tga
11
</thumbnail>
models/rooms/amenities/bench2.nif
4
2
60
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</BENCH2>
<BENCH3>
<thumbnail>
models/rooms/amenities/bench3.tga
12
</thumbnail>
models/rooms/amenities/bench3.nif
4
2
70
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15
0
0
</BENCH3>
<TABLE1>
<thumbnail>
models/rooms/amenities/table1.tga
13
</thumbnail>
models/rooms/amenities/table1.nif
4
4
100
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5
0
0
</TABLE1>
<TABLE2>
<thumbnail>
models/rooms/amenities/table2.tga
14
</thumbnail>
models/rooms/amenities/table2.nif
2
4
120
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</TABLE2>
<TABLE3>
<thumbnail>
models/rooms/amenities/table3.tga
15
</thumbnail>
models/rooms/amenities/table3.nif
2
4
140
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15
0
0
</TABLE3>
<OD_GYM1>
<thumbnail>
models/rooms/amenities/od_gym1.tga
16
</thumbnail>
models/rooms/amenities/od_gym1.nif
4
6
350
9
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_benchpress1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 5;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 5;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 6;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 3;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 4;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 4;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight3:;OBJ_ANIMSTART 13;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 13;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 14;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_chinup_bar_1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar_2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</OD_GYM1>
<OD_GYM2>
<thumbnail>
models/rooms/amenities/od_gym2.tga
17
</thumbnail>
models/rooms/amenities/od_gym2.nif
8
6
550
14
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_benchpress1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress2:;OBJ_ANIMSTART 17;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 17;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 18;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 18;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 3;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 4;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 4;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight3:;OBJ_ANIMSTART 15;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 15;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 16;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 16;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight4:;OBJ_ANIMSTART 13;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 13;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 14;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar3:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars1:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars2:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</OD_GYM2>
<OD_GYM3>
<thumbnail>
models/rooms/amenities/od_gym3.tga
18
</thumbnail>
models/rooms/amenities/od_gym3.nif
14
6
950
16
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 1;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift2:;OBJ_ANIMSTART 2;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift3:;OBJ_ANIMSTART 17;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 17;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 17;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 3;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 3;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 4;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 4;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight3:;OBJ_ANIMSTART 15;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 15;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 16;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 16;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight4:;OBJ_ANIMSTART 18;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 18;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 19;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 19;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 5;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 5;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 6;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_benchpress1:;OBJ_ANIMSTART 20;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 20;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 21;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 21;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress2:;OBJ_ANIMSTART 13;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 13;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 14;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_chinup_bar1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar3:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar4:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars1:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars2:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</OD_GYM3>
<BARS1>
<thumbnail>
models/rooms/amenities/bars1.tga
19
</thumbnail>
models/rooms/amenities/bars1.nif
6
2
150
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_chinup_1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</BARS1>
<B_PRESS1>
<thumbnail>
models/rooms/amenities/b_press1.tga
20
</thumbnail>
models/rooms/amenities/b_press1.nif
2
4
250
1
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_benchpress:;OBJ_ANIMSTART 1;CHR_ANIMPLAY benchpress_start;OBJ_ANIMSTOP 1;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;OBJ_ANIMSTART 2;CHR_ANIMPLAY benchpress_end;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</B_PRESS1>
<BLEACHERS1>
<thumbnail>
models/rooms/amenities/bleachers1.tga
21
</thumbnail>
models/rooms/amenities/bleachers1.nif
4
2
80
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5
0
0
</BLEACHERS1>
<BLEACHERS2>
<thumbnail>
models/rooms/amenities/bleachers2.tga
22
</thumbnail>
models/rooms/amenities/bleachers2.nif
6
4
100
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</BLEACHERS2>
<BLEACHERS3>
<thumbnail>
models/rooms/amenities/bleachers3.tga
23
</thumbnail>
models/rooms/amenities/bleachers3.nif
12
4
200
8
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15
0
0
</BLEACHERS3>
</plans>
</AMENITIES>
<ADMIN>
<plans>
<PLANNING1>
<thumbnail>
models/rooms/admin/planning1.tga
1
</thumbnail>
models/rooms/admin/planning1.nif
2
4
300
1
0
staffplanning
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</PLANNING1>
<PLANNING2>
<thumbnail>
models/rooms/admin/planning2.tga
2
</thumbnail>
models/rooms/admin/planning2.nif
4
4
600
1
0
staffplanning
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</PLANNING2>
<PLANNING3>
<thumbnail>
models/rooms/admin/planning3.tga
3
</thumbnail>
models/rooms/admin/planning3.nif
8
4
1000
1
0
staffplanning
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK1_ATTACK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY TALK2_ATTACK
0
0
1
</PLANNING3>
<ACCOUNT1>
<thumbnail>
models/rooms/admin/account1.tga
4
</thumbnail>
models/rooms/admin/account1.nif
2
4
300
1
0
accounting
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</ACCOUNT1>
<ACCOUNT2>
<thumbnail>
models/rooms/admin/account2.tga
5
</thumbnail>
models/rooms/admin/account2.nif
4
4
600
1
0
accounting
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</ACCOUNT2>
<ACCOUNT3>
<thumbnail>
models/rooms/admin/account3.tga
6
</thumbnail>
models/rooms/admin/account3.nif
8
4
1000
1
0
accounting
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK1_ATTACK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY TALK2_ATTACK
0
0
1
</ACCOUNT3>
<MAINT1>
<thumbnail>
models/rooms/admin/maint1.tga
7
</thumbnail>
models/rooms/admin/maint1.nif
4
2
300
1
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND
0
0
1
</MAINT1>
<MAINT2>
<thumbnail>
models/rooms/admin/maint2.tga
8
</thumbnail>
models/rooms/admin/maint2.nif
4
4
600
3
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY FIX;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND
0
0
1
</MAINT2>
<MAINT3>
<thumbnail>
models/rooms/admin/maint3.tga
9
</thumbnail>
models/rooms/admin/maint3.nif
6
4
900
6
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY FIX;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;;;:SP_stand_sit_idle:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND
0
0
1
</MAINT3>
<CLEAN1>
<thumbnail>
models/rooms/admin/clean1.tga
10
</thumbnail>
models/rooms/admin/clean1.nif
4
2
300
1
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT
0
0
1
</CLEAN1>
<CLEAN2>
<thumbnail>
models/rooms/admin/clean2.tga
11
</thumbnail>
models/rooms/admin/clean2.nif
4
4
600
5
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;;:SP_stand_idle_work:;CHR_ANIMPLAY STAND_DEPRESSED
0
0
1
</CLEAN2>
<CLEAN3>
<thumbnail>
models/rooms/admin/clean3.tga
12
</thumbnail>
models/rooms/admin/clean3.nif
6
4
900
7
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;;:SP_stand_idle_work:;CHR_ANIMPLAY STAND_DEPRESSED
0
0
1
</CLEAN3>
<STAFF1>
<thumbnail>
models/rooms/admin/staff1.tga
13
</thumbnail>
models/rooms/admin/staff1.nif
4
4
250
2
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND
0
0
1
</STAFF1>
<STAFF2>
<thumbnail>
models/rooms/admin/staff2.tga
14
</thumbnail>
models/rooms/admin/staff2.nif
4
8
500
4
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_smoke:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_RIGHT;;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND
0
0
1
</STAFF2>
<STAFF3>
<thumbnail>
models/rooms/admin/staff3.tga
15
</thumbnail>
models/rooms/admin/staff3.nif
6
8
750
6
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_tv:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_smoke:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair_sleep:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND;;:SP_stand_lie:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_IDLE;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT
0
0
1
</STAFF3>
<VISIT1>
<thumbnail>
models/rooms/admin/visit1.tga
16
</thumbnail>
models/rooms/admin/visit1.nif
8
6
500
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT1>
<VISIT2>
<thumbnail>
models/rooms/admin/visit2.tga
17
</thumbnail>
models/rooms/admin/visit2.nif
8
8
400
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT2>
<VISIT3>
<thumbnail>
models/rooms/admin/visit3.tga
18
</thumbnail>
models/rooms/admin/visit3.nif
8
10
700
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_INDECREASE ANGER 20;CHR_INDECREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT3>
<VISIT4>
<thumbnail>
models/rooms/admin/visit4.tga
19
</thumbnail>
models/rooms/admin/visit4.nif
8
10
800
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT4>
<VISIT5>
<thumbnail>
models/rooms/admin/visit5.tga
20
</thumbnail>
models/rooms/admin/visit5.nif
12
10
1000
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_1:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE CONTRABAND 1;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_idle_2:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATINCREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE CONTRABAND 7;CHR_STATINCREASE REHABILITATION 15;;:SP_stand_idle_3:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY FIGHT12_ATTACK;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 25;CHR_STATINCREASE ANGER 30;CHR_STATINCREASE CONTRABAND 2;CHR_STATINCREASE REHABILITATION 5
0
0
1
</VISIT5>
<VISIT6>
<thumbnail>
models/rooms/admin/visit6.tga
21
</thumbnail>
models/rooms/admin/visit6.nif
12
10
1400
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_1:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE CONTRABAND 1;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_idle_2:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATINCREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE CONTRABAND 7;CHR_STATINCREASE REHABILITATION 15;;:SP_stand_idle_3:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY FIGHT12_ATTACK;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 25;CHR_STATINCREASE ANGER 30;CHR_STATINCREASE CONTRABAND 2;CHR_STATINCREASE REHABILITATION 5
0
0
1
</VISIT6>
</plans>
</ADMIN>
<SERVICES>
<plans>
<HOSPITAL1>
<thumbnail>
models/rooms/services/hospital1.tga
1
</thumbnail>
models/rooms/services/hospital1.nif
6
4
1000
4
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE ILLNESS 30;CHR_STATINCREASE HEALTH 30;CHR_STATDECREASE ANGER 10
0
0
</HOSPITAL1>
<HOSPITAL2>
<thumbnail>
models/rooms/services/hospital2.tga
2
</thumbnail>
models/rooms/services/hospital2.nif
6
6
1500
5
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE ILLNESS 30;CHR_STATINCREASE HEALTH 30;CHR_STATDECREASE ANGER 10;;:SP_stand_ill:;CHR_ANIMPLAY STAND_ILL;CHR_ANIMPLAY STAND_ILL
0
0
</HOSPITAL2>
<HOSPITAL3>
<thumbnail>
models/rooms/services/hospital3.tga
3
</thumbnail>
models/rooms/services/hospital3.nif
6
10
2000
8
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_ILL;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE ILLNESS 30;CHR_STATINCREASE HEALTH 30;CHR_STATDECREASE ANGER 10;;:SP_stand_ill:;CHR_ANIMPLAY STAND_ILL;CHR_ANIMPLAY STAND_ILL
0
0
</HOSPITAL3>
<MENTAL1>
<thumbnail>
models/rooms/services/mental1.tga
4
</thumbnail>
models/rooms/services/mental1.nif
4
4
600
1
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_lie_left1:;OBJ_ANIMSTART 2;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 2;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 3;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 3;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5
0
0
</MENTAL1>
<MENTAL2>
<thumbnail>
models/rooms/services/mental2.tga
5
</thumbnail>
models/rooms/services/mental2.nif
6
4
700
2
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_lie_left1:;OBJ_ANIMSTART 2;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 3;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 3;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 3;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_lie_left2:;OBJ_ANIMSTART 4;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 4;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 5;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 5;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5
0
0
</MENTAL2>
<MENTAL3>
<thumbnail>
models/rooms/services/mental3.tga
6
</thumbnail>
models/rooms/services/mental3.nif
10
4
900
3
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_lie_left1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 2;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 2;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_lie_left2:;OBJ_ANIMSTART 5;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 5;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 6;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 6;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_lie_left3:;OBJ_ANIMSTART 3;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 3;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 4;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 4;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5
0
0
</MENTAL3>
<THERAPY1>
<thumbnail>
models/rooms/services/therapy1.tga
7
</thumbnail>
models/rooms/services/therapy1.nif
4
2
200
1
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;;:SP_stand_sit_left:;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5
0
0
</THERAPY1>
<THERAPY2>
<thumbnail>
models/rooms/services/therapy2.tga
8
</thumbnail>
models/rooms/services/therapy2.nif
4
4
450
4
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;;:SP_therapy_1:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_2:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_3:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_4:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5
0
0
</THERAPY2>
<THERAPY3>
<thumbnail>
models/rooms/services/therapy3.tga
9
</thumbnail>
models/rooms/services/therapy3.nif
8
4
600
5
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;;:SP_therapy_1:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_2:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_3:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_4:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_5:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5
0
0
</THERAPY3>
<DENTAL1>
<thumbnail>
models/rooms/services/dental1.tga
10
</thumbnail>
models/rooms/services/dental1.nif
4
2
400
1
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_dentist_chair_1:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10
0
0
</DENTAL1>
<DENTAL2>
<thumbnail>
models/rooms/services/dental2.tga
11
</thumbnail>
models/rooms/services/dental2.nif
4
4
500
2
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_dentist_chair_1:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_dentist_chair_2:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10
0
0
</DENTAL2>
<DENTAL3>
<thumbnail>
models/rooms/services/dental3.tga
12
</thumbnail>
models/rooms/services/dental3.nif
6
4
650
3
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_dentist_chair_1:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_dentist_chair_2:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_dentist_chair_3:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10
0
0
</DENTAL3>
<KITCHEN1>
<thumbnail>
models/rooms/services/kitchen1.tga
13
</thumbnail>
models/rooms/services/kitchen1.nif
4
4
800
0
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_LOOK;CHR_STATINCREASE CASH 2;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 15
0
0
</KITCHEN1>
<KITCHEN2>
<thumbnail>
models/rooms/services/kitchen2.tga
14
</thumbnail>
models/rooms/services/kitchen2.nif
6
6
1200
0
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_LOOK;CHR_STATINCREASE CASH 5;CHR_STATDECREASE BOREDOM 25;CHR_STATDECREASE ANGER 20
0
0
</KITCHEN2>
<KITCHEN3>
<thumbnail>
models/rooms/services/kitchen3.tga
15
</thumbnail>
models/rooms/services/kitchen3.nif
10
6
1800
0
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_LOOK;CHR_STATINCREASE CASH 8;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 25
0
0
</KITCHEN3>
<COUNTER1>
<thumbnail>
models/rooms/services/counter1.tga
16
</thumbnail>
models/rooms/services/counter1.nif
2
2
350
1
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE HEALTH 10 ;;:SP_food_counter_1:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE HEALTH 10
0
0
</COUNTER1>
<COUNTER2>
<thumbnail>
models/rooms/services/counter2.tga
17
</thumbnail>
models/rooms/services/counter2.nif
4
2
550
2
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_1:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE HUNGER 20;CHR_STATINCREASE HEALTH 20 ;;:SP_food_counter_1:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE HUNGER 20;CHR_STATINCREASE HEALTH 20 ;;:SP_food_counter_2:;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE HUNGER 20;CHR_STATINCREASE HEALTH 20
0
0
</COUNTER2>
<COUNTER3>
<thumbnail>
models/rooms/services/counter3.tga
18
</thumbnail>
models/rooms/services/counter3.nif
6
2
750
3
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_food_counter_1:;CHR_ANIMPLAY food_counter_1;CHR_STATDECREASE HUNGER 30;CHR_STATINCREASE HEALTH 30 ;;:SP_food_counter_2:;CHR_ANIMPLAY food_counter_3;CHR_STATDECREASE HUNGER 30;CHR_STATINCREASE HEALTH 30 ;;:SP_food_counter_3:;CHR_ANIMPLAY food_counter_2;CHR_STATDECREASE HUNGER 30;CHR_STATINCREASE HEALTH 30
0
0
</COUNTER3>
<VENDING>
<thumbnail>
models/rooms/services/vending.tga
19
</thumbnail>
models/rooms/services/vending.nif
2
2
250
2
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE ILLNESS 5;CHR_STATDECREASE CASH 1
0
0
</VENDING>
<DINING1>
<thumbnail>
models/rooms/services/dining1.tga
20
</thumbnail>
models/rooms/services/dining1.nif
4
4
300
4
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 40;CHR_STATDECREASE BOREDOM 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 40;CHR_STATDECREASE BOREDOM 10
0
0
</DINING1>
<DINING2>
<thumbnail>
models/rooms/services/dining2.tga
21
</thumbnail>
models/rooms/services/dining2.nif
4
4
500
6
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 50;CHR_STATDECREASE BOREDOM 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 50;CHR_STATDECREASE BOREDOM 10
0
0
</DINING2>
<DINING3>
<thumbnail>
models/rooms/services/dining3.tga
22
</thumbnail>
models/rooms/services/dining3.nif
4
4
400
4
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 60;CHR_STATDECREASE BOREDOM 10;;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 60;CHR_STATDECREASE BOREDOM 10
0
0
</DINING3>
<DINING4>
<thumbnail>
models/rooms/services/dining4.tga
23
</thumbnail>
models/rooms/services/dining4.nif
4
4
700
6
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 70;CHR_STATDECREASE BOREDOM 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 70;CHR_STATDECREASE BOREDOM 10
0
0
</DINING4>
<LIBRARY1>
<thumbnail>
models/rooms/services/library1.tga
24
</thumbnail>
models/rooms/services/library1.nif
8
4
350
8
0
education
// MUST have comment line!!! WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 15;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_angry:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATINCREASE ANGER 10;CHR_STATDECREASE REHABILITATION 5
0
0
</LIBRARY1>
<LIBRARY2>
<thumbnail>
models/rooms/services/library2.tga
25
</thumbnail>
models/rooms/services/library2.nif
10
6
550
13
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_left_sleep:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right_type:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_angry:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATINCREASE ANGER 10;CHR_STATDECREASE REHABILITATION 5;;:SP_stand_sit_right_look:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5
0
0
</LIBRARY2>
<TEACH1>
<thumbnail>
models/rooms/services/teach1.tga
26
</thumbnail>
models/rooms/services/teach1.nif
6
4
300
4
0
education
// Must have comment!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5
0
0
</TEACH1>
<TEACH2>
<thumbnail>
models/rooms/services/teach2.tga
27
</thumbnail>
models/rooms/services/teach2.nif
8
4
600
7
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_left_2:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_idle:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 25;CHR_STATINCREASE REHABILITATION 5
0
0
</TEACH2>
<TEACH3>
<thumbnail>
models/rooms/services/teach3.tga
28
</thumbnail>
models/rooms/services/teach3.nif
8
6
900
8
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE REHABILITATION 5;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_left_type:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right_type:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 25
0
0
</TEACH3>
<ART1>
<thumbnail>
models/rooms/services/art1.tga
29
</thumbnail>
models/rooms/services/art1.nif
6
4
250
6
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 20;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY BLESS_1_DEFENSE;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5
0
0
</ART1>
</plans>
</SERVICES>
<FACTORIES>
<plans>
<METAL1>
<thumbnail>
models/rooms/factories/metal1.tga
1
</thumbnail>
models/rooms/factories/metal1.nif
14
14
1000
6
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP__stand_pause1:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_metalmodel_1:;CHR_ANIMPLAY Metalwork_model_start;OBJ_ANIMSTART 3;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 3;CHR_ANIMPLAY Metalwork_model_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_metalmodel_2:;CHR_ANIMPLAY Metalwork_model_start;OBJ_ANIMSTART 4;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 4;CHR_ANIMPLAY Metalwork_model_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_metalsaw:;OBJ_ANIMSTART 5;CHR_ANIMPLAY Metalwork_saw;OBJ_ANIMSTOP 5;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;;:SP_metallathe:;OBJ_ANIMSTART 2;CHR_ANIMPLAY Metalwork_chissel;OBJ_ANIMSTOP 2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_metaldrill_1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 1;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_metaldrill_2:;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</METAL1>
<PRINT1>
<thumbnail>
models/rooms/factories/print1.tga
2
</thumbnail>
models/rooms/factories/print1.nif
14
14
1000
9
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;;:SP_stand_computer_1:;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY stand_idle_2;CHR_ANIMPLAY print_computer;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_computer_2:;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY stand_idle_2;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY print_computer;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_computer_3:;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_printer_switch:;OBJ_ANIMSTART 2;CHR_ANIMPLAY print_switch;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY print_switch;OBJ_ANIMSTOP 2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_box_throw:;OBJ_ANIMSTART 1;CHR_ANIMPLAY print_throwbox;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY print_throwbox;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY print_throwbox;OBJ_ANIMSTOP 1;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_box_stack:;OBJ_ANIMSTART 3;CHR_ANIMPLAY box_stack;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY box_stack;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY box_stack;OBJ_ANIMSTOP 3;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_printer_repair1:;CHR_ANIMPLAY print_repair;CHR_ANIMPLAY print_repair;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_printer_repair2:;CHR_ANIMPLAY print_repair;CHR_ANIMPLAY print_repair;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</PRINT1>
<AUTO1>
<thumbnail>
models/rooms/factories/auto1.tga
3
</thumbnail>
models/rooms/factories/auto1.nif
14
14
1000
6
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_autowork_under_car_1:;CHR_ANIMPLAY autowork_under_car;CHR_ANIMPLAY autowork_under_car;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_under_car_2:;CHR_ANIMPLAY autowork_under_car;CHR_ANIMPLAY autowork_under_car;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_engine_hood_1:;CHR_ANIMPLAY autowork_engine_hood;CHR_ANIMPLAY autowork_engine_hood;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_engine_hood_2:;CHR_ANIMPLAY autowork_engine_hood;CHR_ANIMPLAY autowork_engine_hood;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_raised_engine_1:;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_raised_engine_2:;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</AUTO1>
<UPHOLST1>
<thumbnail>
models/rooms/factories/upholst1.tga
4
</thumbnail>
models/rooms/factories/upholst1.nif
14
14
1000
9
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 2;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw2:;OBJ_ANIMSTART 5;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 5;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 6;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 6;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw3:;OBJ_ANIMSTART 7;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 7;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 8;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 8;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw4:;OBJ_ANIMSTART 9;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 9;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 10;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 10;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_hammer1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY hammer_nails_start;OBJ_ANIMSTOP 3;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;OBJ_ANIMSTART 4;CHR_ANIMPLAY hammer_nails_end;OBJ_ANIMSTOP 4;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_hammer2:;OBJ_ANIMSTART 11;CHR_ANIMPLAY hammer_nails_start;OBJ_ANIMSTOP 11;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;OBJ_ANIMSTART 12;CHR_ANIMPLAY hammer_nails_end;OBJ_ANIMSTOP 12;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_hammer3:;OBJ_ANIMSTART 13;CHR_ANIMPLAY hammer_nails_start;OBJ_ANIMSTOP 13;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;OBJ_ANIMSTART 14;CHR_ANIMPLAY hammer_nails_end;OBJ_ANIMSTOP 14;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_stuffing1:;CHR_ANIMPLAY stuffing_start;OBJ_ANIMSTART 15;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;OBJ_ANIMSTOP 15;CHR_ANIMPLAY stuff_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_stuffing2:;CHR_ANIMPLAY stuffing_start;OBJ_ANIMSTART 16;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;OBJ_ANIMSTOP 16;CHR_ANIMPLAY stuff_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</UPHOLST1>
<LAUND1>
<thumbnail>
models/rooms/factories/laund1.tga
5
</thumbnail>
models/rooms/factories/laund1.nif
14
14
1000
7
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 3;CHR_STATINCREASE CASH 2;;:SP_stand_washingline:;OBJ_ANIMSTART 1;CHR_ANIMPLAY throw_switch_2;OBJ_ANIMSTOP 1;CHR_ANIMPLAY stand_idle1;OBJ_ANIMSTART 2;CHR_ANIMPLAY throw_switch_2;OBJ_ANIMSTOP 2;CHR_ANIMPLAY stand_idle2;OBJ_ANIMSTART 3;CHR_ANIMPLAY throw_switch_2;OBJ_ANIMSTOP 3;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_washingmachine_1:;OBJ_ANIMSTART 4;CHR_ANIMPLAY washing_machine_start;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 5;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 6;CHR_ANIMPLAY washing_machine_end;OBJ_ANIMSTOP 6;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_washingmachine_2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY washing_machine_start;OBJ_ANIMSTOP 7;OBJ_ANIMSTART 8;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 9;CHR_ANIMPLAY washing_machine_end;OBJ_ANIMSTOP 9;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_washingmachine_3:;OBJ_ANIMSTART 10;CHR_ANIMPLAY washing_machine_start;OBJ_ANIMSTOP 10;OBJ_ANIMSTART 11;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 11;OBJ_ANIMSTART 11;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 11;OBJ_ANIMSTART 11;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 11;OBJ_ANIMSTART 12;CHR_ANIMPLAY washing_machine_end;OBJ_ANIMSTOP 12;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_machine_1:;OBJ_ANIMSTART 13;CHR_ANIMPLAY machine1_1;OBJ_ANIMSTOP 13;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_machine_2:;OBJ_ANIMSTART 14;CHR_ANIMPLAY machine1_1;OBJ_ANIMSTOP 14;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_machine_3:;OBJ_ANIMSTART 15;CHR_ANIMPLAY machine1_1;OBJ_ANIMSTOP 15;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</LAUND1>
<MAIL1>
<thumbnail>
models/rooms/factories/mail1.tga
6
</thumbnail>
models/rooms/factories/mail1.nif
14
14
1000
8
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort1:;CHR_ANIMPLAY mail_sort_start2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort2:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort3:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort4:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort5:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort6:;CHR_ANIMPLAY mail_sort_start2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort7:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort8:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</MAIL1>
<CHAINGANG1>
<thumbnail>
models/levels/angola/chaingang.tga
7
</thumbnail>
models/levels/angola/chaingang.nif
1
1
0
4
0
extwork
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_chaingang:;;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY GETPICK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY DROPPICK;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY GETPICK;CHR_ANIMPLAY GROOVE;CHR_ANIMPLAY GROOVE;CHR_ANIMPLAY HACK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY DROPPICK;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 30;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 3
0
0
</CHAINGANG1>
<FARM1>
<thumbnail>
models/levels/angola/farm.tga
8
</thumbnail>
models/levels/angola/farm.nif
1
1
0
4
0
extwork
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_farm:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY GETSPADE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DROPSPADE;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 40;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 3
0
0
</FARM1>
</plans>
</FACTORIES>
<SECURITY>
<plans>
<GUARD1>
<thumbnail>
models/rooms/security/guard1.tga
1
</thumbnail>
models/rooms/security/guard1.nif
4
2
300
2
0
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND
10
0
</GUARD1>
<GUARD2>
<thumbnail>
models/rooms/security/guard2.tga
2
</thumbnail>
models/rooms/security/guard2.nif
6
2
500
4
1
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND
15
0
</GUARD2>
<GUARD3>
<thumbnail>
models/rooms/security/guard3.tga
3
</thumbnail>
models/rooms/security/guard3.nif
4
6
600
5
2
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_idle_smoke:;CHR_ANIMPLAY STAND_SMOKE;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND
20
0
</GUARD3>
<GUARD4>
<thumbnail>
models/rooms/security/guard4.tga
4
</thumbnail>
models/rooms/security/guard4.nif
6
6
850
7
3
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_left_look:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT
25
0
</GUARD4>
<SURVEIL1>
<thumbnail>
models/rooms/security/surveil1.tga
5
</thumbnail>
models/rooms/security/surveil1.nif
2
4
350
1
0
surveillance
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
15
0
</SURVEIL1>
<SURVEIL2>
<thumbnail>
models/rooms/security/surveil2.tga
6
</thumbnail>
models/rooms/security/surveil2.nif
4
4
550
1
1
surveillance
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
25
0
</SURVEIL2>
<SURVEIL3>
<thumbnail>
models/rooms/security/surveil3.tga
7
</thumbnail>
models/rooms/security/surveil3.nif
6
4
850
1
2
surveillance
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
30
0
</SURVEIL3>
<ARMORY1>
<thumbnail>
models/rooms/security/armory1.tga
8
</thumbnail>
models/rooms/security/armory1.nif
4
4
850
2
0
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
20
0
</ARMORY1>
<ARMORY2>
<thumbnail>
models/rooms/security/armory2.tga
9
</thumbnail>
models/rooms/security/armory2.nif
4
6
1050
4
1
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
30
0
</ARMORY2>
<ARMORY3>
<thumbnail>
models/rooms/security/armory3.tga
10
</thumbnail>
models/rooms/security/armory3.nif
6
4
1550
6
2
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
35
0
</ARMORY3>
<ARMORY4>
<thumbnail>
models/rooms/security/armory4.tga
11
</thumbnail>
models/rooms/security/armory4.nif
8
4
2050
10
3
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
40
0
</ARMORY4>
<KENNEL1>
<thumbnail>
models/rooms/security/kennel1.tga
12
</thumbnail>
models/rooms/security/kennel1.nif
2
2
100
1
1
kennels
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_Dog_kennel1:;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_stand_left
10
0
</KENNEL1>
<KENNEL2>
<thumbnail>
models/rooms/security/kennel2.tga
13
</thumbnail>
models/rooms/security/kennel2.nif
2
4
200
1
1
kennels
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_Dog_kennel2:;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_stand_left
15
0
</KENNEL2>
<KENNEL3>
<thumbnail>
models/rooms/security/kennel3.tga
14
</thumbnail>
models/rooms/security/kennel3.nif
4
4
300
1
1
kennels
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;;:SP_Dog_kennel3:;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_stand_left
20
0
</KENNEL3>
<TRAINING1>
<thumbnail>
models/rooms/security/training1.tga
15
</thumbnail>
models/rooms/security/training1.nif
2
4
100
1
1
training
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
10
0
</TRAINING1>
<TRAINING2>
<thumbnail>
models/rooms/security/training2.tga
16
</thumbnail>
models/rooms/security/training2.nif
6
4
200
1
1
training
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
15
0
</TRAINING2>
<TRAINING3>
<thumbnail>
models/rooms/security/training3.tga
17
</thumbnail>
models/rooms/security/training3.nif
8
6
300
1
1
training
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
20
0
</TRAINING3>
</plans>
</SECURITY>
</CONTENTS>
</BUILD_OBJECTS>
<CONSUMERS>
<plans>
<MAN1>
models/characters/prisoners/male/aveguy/aveguy.kfm
</MAN1>
<MAN2>
models/characters/prisoners/male/fatguy/fatguy.kfm
</MAN2>
<MAN3>
models/characters/prisoners/male/hugeguy/hugeguy.kfm
</MAN3>
<MAN4>
models/characters/prisoners/male/musleguy/musleguy.kfm
</MAN4>
<MAN5>
models/characters/prisoners/male/thinguy/thinguy.kfm
</MAN5>
<MAN6>
models/characters/prisoners/male/oldguy/oldguy.kfm
</MAN6>
</plans>
</CONSUMERS>
<STAFF>
<SECURITY>
<plans>
<GUARD1>
models/characters/staff/guards/guard1/guard1.kfm
</GUARD1>
<GUARD2>
models/characters/staff/guards/guard2/guard2.kfm
</GUARD2>
<GUARD3>
models/characters/staff/guards/guard3/guard3.kfm
</GUARD3>
<GUARD4>
models/characters/staff/guards/guard4/guard4.kfm
</GUARD4>
<DOG1>
models/characters/staff/guards/dog1/dog.kfm
</DOG1>
</plans>
</SECURITY>
<MEDICAL>
<plans>
<DOCTOR>
models/characters/staff/nonguards/doctor1/doctor1.kfm
</DOCTOR>
</plans>
</MEDICAL>
<SUPPORT>
<plans>
<CHAPLAIN>
models/characters/staff/nonguards/chaplain1/chaplain1.kfm
</CHAPLAIN>
<THERAPIST>
models/characters/staff/nonguards/therapist1/therapist1.kfm
</THERAPIST>
</plans>
</SUPPORT>
<MAINTENANCE>
<plans>
<MAINTENANCE1>
models/characters/staff/nonguards/maint1/maint1.kfm
</MAINTENANCE1>
</plans>
</MAINTENANCE>
<CLEANING>
<plans>
<CLEANER1>
models/characters/staff/nonguards/cleaner1/cleaner1.kfm
</CLEANER1>
</plans>
</CLEANING>
</STAFF>
<SPAWN_OBJECTS>
<plans>
<SPAWN_ONE>
models/levels/angola/spawn.nif
</SPAWN_ONE>
</plans>
</SPAWN_OBJECTS>
<AUXHILARY_OBJECTS>
<plans>
<HIGHLIGHT>
models/characters/select.nif
</HIGHLIGHT>
<PROTESTERS>
models/levels/angola/protesters.nif
</PROTESTERS>
<DEBRIS1>
models/objects/debris/debris1.nif
</DEBRIS1>
<DEBRIS2>
models/objects/debris/debris2.nif
</DEBRIS2>
<DEBRIS3>
models/objects/debris/debris3.nif
</DEBRIS3>
<PATROL_MARKER>
models/characters/waypoint.nif
</PATROL_MARKER>
</plans>
</AUXHILARY_OBJECTS>
<FOG>
<plans>
<R>
150
</R>
<G>
230
</G>
<B>
254
</B>
<A>
255
</A>
</plans>
</FOG>
</ANGOLA>
<LEAVENWORTH>
<BUILD_OBJECTS>
<BUILDINGS>
<panel>
./images/panels/build/icons/00_start.tga
./images/panels/build/info/buildinfo.tga
</panel>
<CELLBLOCKS>
<plans>
<DORMITORY_1>
<thumbnail>
models/buildings/leavenworth/cellblocks/dorm/dormitory_1.tga
1
</thumbnail>
models/buildings/leavenworth/cellblocks/dorm/dormitory_1.nif
20
24
5000
0
dormitoryrecreation
</DORMITORY_1>
<DORMITORY_2>
<thumbnail>
models/buildings/leavenworth/cellblocks/dorm/dormitory_2.tga
2
</thumbnail>
models/buildings/leavenworth/cellblocks/dorm/dormitory_2.nif
24
32
10000
0
dormitoryrecreation
</DORMITORY_2>
<DORMITORY_3>
<thumbnail>
models/buildings/leavenworth/cellblocks/dorm/dormitory_3.tga
3
</thumbnail>
models/buildings/leavenworth/cellblocks/dorm/dormitory_3.nif
36
32
15000
0
dormitoryrecreation
</DORMITORY_3>
<CELLBLOCK_1>
<thumbnail>
models/buildings/leavenworth/cellblocks/cellblocks/cellblock_1.tga
4
</thumbnail>
models/buildings/leavenworth/cellblocks/cellblocks/cellblock_1.nif
24
20
12000
1
cell
</CELLBLOCK_1>
<CELLBLOCK_2>
<thumbnail>
models/buildings/leavenworth/cellblocks/cellblocks/cellblock_2.tga
5
</thumbnail>
models/buildings/leavenworth/cellblocks/cellblocks/cellblock_2.nif
20
32
18000
2
cell
</CELLBLOCK_2>
<CELLBLOCK_3>
<thumbnail>
models/buildings/leavenworth/cellblocks/cellblocks/cellblock_3.tga
6
</thumbnail>
models/buildings/leavenworth/cellblocks/cellblocks/cellblock_3.nif
24
44
25000
3
cell
</CELLBLOCK_3>
<DEATHROW_1>
<thumbnail>
models/buildings/leavenworth/cellblocks/cellblocks/deathrow_1.tga
7
</thumbnail>
models/buildings/leavenworth/cellblocks/cellblocks/deathrow_1.nif
20
32
20000
3
deathrowusable
</DEATHROW_1>
<DEATHROW_2>
<thumbnail>
models/buildings/leavenworth/cellblocks/cellblocks/deathrow_2.tga
8
</thumbnail>
models/buildings/leavenworth/cellblocks/cellblocks/deathrow_2.nif
20
36
30000
3
deathrowusable
</DEATHROW_2>
</plans>
</CELLBLOCKS>
<AMENITIES>
<plans>
<AMENITIES_1>
<thumbnail>
models/buildings/leavenworth/amenities/amenities_1.tga
1
</thumbnail>
models/buildings/leavenworth/amenities/amenities_1.nif
20
28
6000
0
indoor
</AMENITIES_1>
<AMENITIES_2>
<thumbnail>
models/buildings/leavenworth/amenities/amenities_3.tga
2
</thumbnail>
models/buildings/leavenworth/amenities/amenities_3.nif
24
32
10000
0
indoor
</AMENITIES_2>
<YARD_1>
<thumbnail>
models/buildings/leavenworth/amenities/yard_1.tga
3
</thumbnail>
models/buildings/leavenworth/amenities/yard_1.nif
20
20
3000
0
outdoorusable
</YARD_1>
<YARD_2>
<thumbnail>
models/buildings/leavenworth/amenities/yard_2.tga
4
</thumbnail>
models/buildings/leavenworth/amenities/yard_2.nif
28
24
5000
0
outdoorusable
</YARD_2>
<YARD_3>
<thumbnail>
models/buildings/leavenworth/amenities/yard_3.tga
5
</thumbnail>
models/buildings/leavenworth/amenities/yard_3.nif
36
36
7000
0
outdoorusable
</YARD_3>
</plans>
</AMENITIES>
<ADMIN>
<plans>
<STAFF_1>
<thumbnail>
models/buildings/leavenworth/admin/staff_1.tga
1
</thumbnail>
models/buildings/leavenworth/admin/staff_1.nif
20
20
12000
0
staffplanningaccounting
</STAFF_1>
<STAFF_2>
<thumbnail>
models/buildings/leavenworth/admin/staff_2.tga
2
</thumbnail>
models/buildings/leavenworth/admin/staff_2.nif
28
32
16000
0
staffplanningaccounting
</STAFF_2>
<STAFF_3>
<thumbnail>
models/buildings/leavenworth/admin/staff_3.tga
3
</thumbnail>
models/buildings/leavenworth/admin/staff_3.nif
24
36
20000
0
staffplanningaccounting
</STAFF_3>
<VISITOR_1>
<thumbnail>
models/buildings/leavenworth/admin/visitor_1.tga
4
</thumbnail>
models/buildings/leavenworth/admin/visitor_1.nif
20
24
8000
0
prisoner
</VISITOR_1>
<VISITOR_2>
<thumbnail>
models/buildings/leavenworth/admin/visitor_3.tga
5
</thumbnail>
models/buildings/leavenworth/admin/visitor_3.nif
32
24
16000
0
prisoner
</VISITOR_2>
</plans>
</ADMIN>
<SERVICES>
<plans>
<HEALTHCENTRE_1>
<thumbnail>
models/buildings/leavenworth/services/health_1.tga
1
</thumbnail>
models/buildings/leavenworth/services/health_1.nif
26
32
8000
0
health
</HEALTHCENTRE_1>
<HEALTHCENTRE_2>
<thumbnail>
models/buildings/leavenworth/services/health_3.tga
2
</thumbnail>
models/buildings/leavenworth/services/health_3.nif
26
32
18000
0
health
</HEALTHCENTRE_2>
<MESSHALL_1>
<thumbnail>
models/buildings/leavenworth/services/messhall_1.tga
3
</thumbnail>
models/buildings/leavenworth/services/messhall_1.nif
20
28
4000
0
food
</MESSHALL_1>
<MESSHALL_2>
<thumbnail>
models/buildings/leavenworth/services/messhall_2.tga
4
</thumbnail>
models/buildings/leavenworth/services/messhall_2.nif
24
24
8000
0
food
</MESSHALL_2>
<MESSHALL_3>
<thumbnail>
models/buildings/leavenworth/services/messhall_3.tga
5
</thumbnail>
models/buildings/leavenworth/services/messhall_3.nif
28
32
12000
0
food
</MESSHALL_3>
<EDUCATION_1>
<thumbnail>
models/buildings/leavenworth/services/education_1.tga
6
</thumbnail>
models/buildings/leavenworth/services/education_1.nif
16
24
8000
0
education
</EDUCATION_1>
<EDUCATION_2>
<thumbnail>
models/buildings/leavenworth/services/education_3.tga
7
</thumbnail>
models/buildings/leavenworth/services/education_3.nif
20
32
16000
0
education
</EDUCATION_2>
</plans>
</SERVICES>
<FACTORIES>
<plans>
<FACTORY_1>
<thumbnail>
models/buildings/leavenworth/factories/factory_1.tga
1
</thumbnail>
models/buildings/leavenworth/factories/factory_1.nif
20
28
10000
0
work
</FACTORY_1>
<FACTORY_2>
<thumbnail>
models/buildings/leavenworth/factories/factory_2.tga
2
</thumbnail>
models/buildings/leavenworth/factories/factory_2.nif
24
40
15000
0
work
</FACTORY_2>
<FACTORY_3>
<thumbnail>
models/buildings/leavenworth/factories/factory_3.tga
3
</thumbnail>
models/buildings/leavenworth/factories/factory_3.nif
36
40
20000
0
work
</FACTORY_3>
</plans>
</FACTORIES>
<SECURITY>
<plans>
<SECURITY_1>
<thumbnail>
models/buildings/leavenworth/security/security_1.tga
1
</thumbnail>
models/buildings/leavenworth/security/security_1.nif
20
24
15000
0
securityarmourysurveillance
</SECURITY_1>
<SECURITY_2>
<thumbnail>
models/buildings/leavenworth/security/security_2.tga
2
</thumbnail>
models/buildings/leavenworth/security/security_2.nif
28
36
22500
1
securityarmourysurveillance
</SECURITY_2>
<SECURITY_3>
<thumbnail>
models/buildings/leavenworth/security/security_3.tga
3
</thumbnail>
models/buildings/leavenworth/security/security_3.nif
28
32
30000
2
securityarmourysurveillance
</SECURITY_3>
<KENNEL_1>
<thumbnail>
models/buildings/leavenworth/security/kennels_1.tga
4
</thumbnail>
models/buildings/leavenworth/security/kennels_1.nif
16
20
5000
1
kennelstraining
</KENNEL_1>
<KENNEL_2>
<thumbnail>
models/buildings/leavenworth/security/kennels_2.tga
5
</thumbnail>
models/buildings/leavenworth/security/kennels_2.nif
20
28
10000
2
kennelstraining
</KENNEL_2>
</plans>
</SECURITY>
<OTHER>
<plans>
<TOWER_1>
<thumbnail>
models/buildings/leavenworth/towers/tower1.tga
1
</thumbnail>
models/buildings/leavenworth/towers/tower1.nif
4
4
3000
0
0
staff
15
1
</TOWER_1>
<TOWER_2>
<thumbnail>
models/buildings/leavenworth/towers/tower2.tga
2
</thumbnail>
models/buildings/leavenworth/towers/tower2.nif
4
4
4500
0
1
staff
20
1
</TOWER_2>
<TOWER_3>
<thumbnail>
models/buildings/leavenworth/towers/tower3.tga
3
</thumbnail>
models/buildings/leavenworth/towers/tower3.nif
4
4
7000
0
2
staff
25
1
</TOWER_3>
<TOWER_4>
<thumbnail>
models/buildings/leavenworth/towers/tower4.tga
4
</thumbnail>
models/buildings/leavenworth/towers/tower4.nif
4
4
12000
0
3
staff
30
1
</TOWER_4>
<FENCE_1>
<thumbnail>
models/buildings/angola/towers/fence1.tga
5
</thumbnail>
models/buildings/angola/towers/fence1.nif
2
2
50
0
0
fence
3
1
</FENCE_1>
<FENCE_1_CORNER>
<thumbnail>
models/buildings/angola/towers/fence.tga
6
</thumbnail>
models/buildings/angola/towers/fence1_L.nif
2
2
50
0
0
fence
3
0
</FENCE_1_CORNER>
<FENCE_1_T_JUNCTION>
<thumbnail>
models/buildings/angola/towers/fence.tga
7
</thumbnail>
models/buildings/angola/towers/fence1_T.nif
2
2
50
0
0
fence
3
0
</FENCE_1_T_JUNCTION>
<FENCE_1_X_JUNCTION>
<thumbnail>
models/buildings/angola/towers/fence.tga
8
</thumbnail>
models/buildings/angola/towers/fence1_X.nif
2
2
50
0
0
fence
3
0
</FENCE_1_X_JUNCTION>
<GATE_1>
<thumbnail>
models/buildings/angola/towers/gate1.tga
9
</thumbnail>
models/buildings/angola/towers/gate1.nif
2
6
1000
0
0
gate
5
0
</GATE_1>
</plans>
</OTHER>
</BUILDINGS>
<CONTENTS>
<panel>
./images/panels/build/icons/00_start.tga
./images/panels/build/info/buildinfo.tga
</panel>
<CELLBLOCKS>
<plans>
<BEDS_1>
<thumbnail>
models/rooms/cellblocks/beds_1.tga
1
</thumbnail>
models/rooms/cellblocks/beds_1.nif
8
4
250
5
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_1>
<BEDS_2>
<thumbnail>
models/rooms/cellblocks/beds_2.tga
2
</thumbnail>
models/rooms/cellblocks/beds_2.nif
4
4
300
3
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_2>
<BEDS_3>
<thumbnail>
models/rooms/cellblocks/beds_3.tga
3
</thumbnail>
models/rooms/cellblocks/beds_3.nif
4
4
350
2
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_3>
<BEDS_4>
<thumbnail>
models/rooms/cellblocks/beds_4.tga
4
</thumbnail>
models/rooms/cellblocks/beds_4.nif
6
4
500
10
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT
0
0
</BEDS_4>
<BEDS_5>
<thumbnail>
models/rooms/cellblocks/beds_5.tga
5
</thumbnail>
models/rooms/cellblocks/beds_5.nif
4
4
500
4
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT
0
0
</BEDS_5>
<BEDS_6>
<thumbnail>
models/rooms/cellblocks/beds_6.tga
6
</thumbnail>
models/rooms/cellblocks/beds_6.nif
4
4
600
1
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_6>
<CELL_1>
<thumbnail>
models/rooms/cellblocks/cell_1.tga
7
</thumbnail>
models/rooms/cellblocks/cell_1.nif
2
4
750
1
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_1>
<CELL_2>
<thumbnail>
models/rooms/cellblocks/cell_2.tga
8
</thumbnail>
models/rooms/cellblocks/cell_2.nif
4
4
950
2
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_2>
<CELL_3>
<thumbnail>
models/rooms/cellblocks/cell_3.tga
9
</thumbnail>
models/rooms/cellblocks/cell_3.nif
2
4
950
1
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_3>
<CELL_4>
<thumbnail>
models/rooms/cellblocks/cell_4.tga
10
</thumbnail>
models/rooms/cellblocks/cell_4.nif
4
4
1050
2
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT
0
0
</CELL_4>
<CELL_5>
<thumbnail>
models/rooms/cellblocks/cell_5.tga
11
</thumbnail>
models/rooms/cellblocks/cell_5.nif
4
2
1050
1
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_5>
<CELL_6>
<thumbnail>
models/rooms/cellblocks/cell_6.tga
12
</thumbnail>
models/rooms/cellblocks/cell_6.nif
4
4
1150
2
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;:SP_stand_sit:;CHR_ANIMPLAY STAND_SIT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_SMOKE;CHR_AMINPLAY SIT_STAND
0
0
</CELL_6>
<PADDED>
<thumbnail>
models/rooms/cellblocks/padded.tga
13
</thumbnail>
models/rooms/cellblocks/padded.nif
2
4
1200
1
2
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;CHR_ANIMPLAY STAND_ANGRY
0
0
</PADDED>
<MAX>
<thumbnail>
models/rooms/cellblocks/max.tga
14
</thumbnail>
models/rooms/cellblocks/max.nif
4
2
1300
1
3
deathrowusable
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sleep_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED
0
0
</MAX>
<HOLE>
<thumbnail>
models/rooms/cellblocks/hole.tga
15
</thumbnail>
models/rooms/cellblocks/hole.nif
2
2
1500
1
2
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;CHR_ANIMPLAY STAND_ANGRY
0
0
</HOLE>
<CAGE>
<thumbnail>
models/rooms/cellblocks/cage.tga
16
</thumbnail>
models/rooms/cellblocks/cage.nif
2
2
450
1
0
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;CHR_ANIMPLAY STAND_ANGRY
0
0
</CAGE>
<ELECTRIC>
<thumbnail>
models/rooms/cellblocks/electric.tga
17
</thumbnail>
models/rooms/cellblocks/electric.nif
4
4
2000
1
3
deathrow
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
0
0
</ELECTRIC>
<GAS>
<thumbnail>
models/rooms/cellblocks/gas.tga
18
</thumbnail>
models/rooms/cellblocks/gas.nif
4
4
3000
1
3
deathrow
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
0
0
</GAS>
<INJECTION>
<thumbnail>
models/rooms/cellblocks/injection.tga
19
</thumbnail>
models/rooms/cellblocks/injection.nif
4
4
2500
1
3
deathrow
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
0
0
</INJECTION>
<SEATS1>
<thumbnail>
models/rooms/cellblocks/seats1.tga
20
</thumbnail>
models/rooms/cellblocks/seats1.nif
2
2
100
2
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair_1:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_chair_2:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS1>
<SEATS2>
<thumbnail>
models/rooms/cellblocks/seats2.tga
21
</thumbnail>
models/rooms/cellblocks/seats2.nif
2
2
150
3
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS2>
<SEATS3>
<thumbnail>
models/rooms/cellblocks/seats3.tga
22
</thumbnail>
models/rooms/cellblocks/seats3.nif
2
2
200
4
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_left_1:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right_1:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS3>
<SEATS4>
<thumbnail>
models/rooms/cellblocks/seats4.tga
23
</thumbnail>
models/rooms/cellblocks/seats4.nif
4
4
300
5
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS4>
<TV1>
<thumbnail>
models/rooms/cellblocks/tv1.tga
24
</thumbnail>
models/rooms/cellblocks/tv1.nif
2
2
300
3
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20
0
0
</TV1>
<TV2>
<thumbnail>
models/rooms/cellblocks/tv2.tga
25
</thumbnail>
models/rooms/cellblocks/tv2.nif
6
2
450
7
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right_1:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right_2:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_idle:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20
0
0
</TV2>
<VENDING>
<thumbnail>
models/rooms/cellblocks/vending.tga
26
</thumbnail>
models/rooms/cellblocks/vending.nif
2
2
250
2
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE ILLNESS 5;CHR_STATDECREASE CASH 1
0
0
</VENDING>
</plans>
</CELLBLOCKS>
<AMENITIES>
<plans>
<MOVIE1>
<thumbnail>
models/rooms/amenities/movie1.tga
1
</thumbnail>
models/rooms/amenities/movie1.nif
4
4
300
4
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5
0
0
</MOVIE1>
<MOVIE2>
<thumbnail>
models/rooms/amenities/movie2.tga
2
</thumbnail>
models/rooms/amenities/movie2.nif
8
6
600
10
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10
0
0
</MOVIE2>
<MOVIE3>
<thumbnail>
models/rooms/amenities/movie3.tga
3
</thumbnail>
models/rooms/amenities/movie3.nif
14
8
1000
14
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 25;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 25;CHR_STATDECREASE ANGER 15
0
0
</MOVIE3>
<CHAPEL1>
<thumbnail>
models/rooms/amenities/chapel1.tga
4
</thumbnail>
models/rooms/amenities/chapel1.nif
4
6
250
8
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10
1
0
</CHAPEL1>
<CHAPEL2>
<thumbnail>
models/rooms/amenities/chapel2.tga
5
</thumbnail>
models/rooms/amenities/chapel2.nif
8
10
550
14
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10
1
0
</CHAPEL2>
<CHAPEL3>
<thumbnail>
models/rooms/amenities/chapel3.tga
6
</thumbnail>
models/rooms/amenities/chapel3.nif
14
14
950
27
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_idle:;CHR_ANIMPLAY pray;CHR_ANIMPLAY pray;CHR_ANIMPLAY pray;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10
1
0
</CHAPEL3>
<GYM1>
<thumbnail>
models/rooms/amenities/gym1.tga
7
</thumbnail>
models/rooms/amenities/gym1.nif
6
6
500
7
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 6;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 6;CHR_ANIMPLAY STAND_IDLE_1;OBJ_ANIMSTART 6;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress1:;OBJ_ANIMSTART 4;CHR_ANIMPLAY benchpress_start;OBJ_ANIMSTOP 4;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;OBJ_ANIMSTART 5;CHR_ANIMPLAY benchpress_end;OBJ_ANIMSTOP 5;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bench_weights:;CHR_ANIMPLAY bench_weights_on;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;CHR_ANIMPLAY bench_weights_off;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill_1:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_rowing:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 1;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 2;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 2;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 9;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 10;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</GYM1>
<GYM2>
<thumbnail>
models/rooms/amenities/gym2.tga
8
</thumbnail>
models/rooms/amenities/gym2.nif
10
6
700
12
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 3;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift2:;OBJ_ANIMSTART 6;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 14;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 14;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 15;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 15;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 16;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 16;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 17;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 17;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bench_weights:;CHR_ANIMPLAY bench_weights_on;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;CHR_ANIMPLAY bench_weights_off;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing1:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing2:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 7;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 7;OBJ_ANIMSTART 7;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 7;OBJ_ANIMSTART 8;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 8;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill1:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill2:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</GYM2>
<GYM3>
<thumbnail>
models/rooms/amenities/gym3.tga
9
</thumbnail>
models/rooms/amenities/gym3.nif
10
10
1000
21
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 3;CHR_ANIMPLAY STAND_IDLE_1;OBJ_ANIMSTART 3;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 3;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift2:;OBJ_ANIMSTART 14;CHR_ANIMPLAY DEADLIFT;OBJ_ANIMSTOP 14;CHR_ANIMPLAY STAND_IDLE_3;OBJ_ANIMSTART 14;CHR_ANIMPLAY DEADLIFT;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike1:;OBJ_ANIMSTART 8;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 8;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 9;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 9;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike2:;OBJ_ANIMSTART 10;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 10;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 11;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 11;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike3:;OBJ_ANIMSTART 12;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 12;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 13;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 13;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike4:;OBJ_ANIMSTART 15;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 15;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 16;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 16;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill1:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill2:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill3:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill4:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill5:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing1:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing2:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_big_deadlift1:;OBJ_ANIMSTART 7;CHR_ANIMPLAY big_deadlift;OBJ_ANIMSTOP 7;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;OBJ_ANIMSTART 7;CHR_ANIMPLAY big_deadlift;OBJ_ANIMSTOP 7;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 21;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 21;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 22;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 22;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 23;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 23;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 24;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 24;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 25;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 25;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 26;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 26;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 19;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 19;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 20;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 20;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 27;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 27;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 28;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 28;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchweights:;CHR_ANIMPLAY bench_weights_on;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;CHR_ANIMPLAY bench_weights_off;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</GYM3>
<BENCH1>
<thumbnail>
models/rooms/amenities/bench1.tga
10
</thumbnail>
models/rooms/amenities/bench1.nif
4
2
50
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5
0
0
</BENCH1>
<BENCH2>
<thumbnail>
models/rooms/amenities/bench2.tga
11
</thumbnail>
models/rooms/amenities/bench2.nif
4
2
60
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</BENCH2>
<BENCH3>
<thumbnail>
models/rooms/amenities/bench3.tga
12
</thumbnail>
models/rooms/amenities/bench3.nif
4
2
70
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15
0
0
</BENCH3>
<TABLE1>
<thumbnail>
models/rooms/amenities/table1.tga
13
</thumbnail>
models/rooms/amenities/table1.nif
4
4
100
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5
0
0
</TABLE1>
<TABLE2>
<thumbnail>
models/rooms/amenities/table2.tga
14
</thumbnail>
models/rooms/amenities/table2.nif
2
4
120
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</TABLE2>
<TABLE3>
<thumbnail>
models/rooms/amenities/table3.tga
15
</thumbnail>
models/rooms/amenities/table3.nif
2
4
140
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15
0
0
</TABLE3>
<OD_GYM1>
<thumbnail>
models/rooms/amenities/od_gym1.tga
16
</thumbnail>
models/rooms/amenities/od_gym1.nif
4
6
350
9
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_benchpress1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 5;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 5;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 6;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 3;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 4;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 4;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight3:;OBJ_ANIMSTART 13;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 13;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 14;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_chinup_bar_1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar_2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</OD_GYM1>
<OD_GYM2>
<thumbnail>
models/rooms/amenities/od_gym2.tga
17
</thumbnail>
models/rooms/amenities/od_gym2.nif
8
6
550
14
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_benchpress1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress2:;OBJ_ANIMSTART 17;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 17;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 18;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 18;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 3;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 4;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 4;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight3:;OBJ_ANIMSTART 15;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 15;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 16;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 16;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight4:;OBJ_ANIMSTART 13;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 13;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 14;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar3:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars1:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars2:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</OD_GYM2>
<OD_GYM3>
<thumbnail>
models/rooms/amenities/od_gym3.tga
18
</thumbnail>
models/rooms/amenities/od_gym3.nif
14
6
950
16
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 1;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift2:;OBJ_ANIMSTART 2;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift3:;OBJ_ANIMSTART 17;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 17;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 17;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 3;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 3;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 4;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 4;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight3:;OBJ_ANIMSTART 15;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 15;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 16;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 16;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight4:;OBJ_ANIMSTART 18;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 18;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 19;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 19;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 5;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 5;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 6;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_benchpress1:;OBJ_ANIMSTART 20;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 20;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 21;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 21;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress2:;OBJ_ANIMSTART 13;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 13;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 14;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_chinup_bar1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar3:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar4:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars1:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars2:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</OD_GYM3>
<BARS1>
<thumbnail>
models/rooms/amenities/bars1.tga
19
</thumbnail>
models/rooms/amenities/bars1.nif
6
2
150
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_chinup_1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</BARS1>
<B_PRESS1>
<thumbnail>
models/rooms/amenities/b_press1.tga
20
</thumbnail>
models/rooms/amenities/b_press1.nif
2
4
250
1
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_benchpress:;OBJ_ANIMSTART 1;CHR_ANIMPLAY benchpress_start;OBJ_ANIMSTOP 1;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;OBJ_ANIMSTART 2;CHR_ANIMPLAY benchpress_end;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</B_PRESS1>
<BLEACHERS1>
<thumbnail>
models/rooms/amenities/bleachers1.tga
21
</thumbnail>
models/rooms/amenities/bleachers1.nif
4
2
80
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5
0
0
</BLEACHERS1>
<BLEACHERS2>
<thumbnail>
models/rooms/amenities/bleachers2.tga
22
</thumbnail>
models/rooms/amenities/bleachers2.nif
6
4
100
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</BLEACHERS2>
<BLEACHERS3>
<thumbnail>
models/rooms/amenities/bleachers3.tga
23
</thumbnail>
models/rooms/amenities/bleachers3.nif
12
4
200
8
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15
0
0
</BLEACHERS3>
</plans>
</AMENITIES>
<ADMIN>
<plans>
<PLANNING1>
<thumbnail>
models/rooms/admin/planning1.tga
1
</thumbnail>
models/rooms/admin/planning1.nif
2
4
300
1
0
staffplanning
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</PLANNING1>
<PLANNING2>
<thumbnail>
models/rooms/admin/planning2.tga
2
</thumbnail>
models/rooms/admin/planning2.nif
4
4
600
1
0
staffplanning
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</PLANNING2>
<PLANNING3>
<thumbnail>
models/rooms/admin/planning3.tga
3
</thumbnail>
models/rooms/admin/planning3.nif
8
4
1000
1
0
staffplanning
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK1_ATTACK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY TALK2_ATTACK
0
0
1
</PLANNING3>
<ACCOUNT1>
<thumbnail>
models/rooms/admin/account1.tga
4
</thumbnail>
models/rooms/admin/account1.nif
2
4
300
1
0
accounting
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</ACCOUNT1>
<ACCOUNT2>
<thumbnail>
models/rooms/admin/account2.tga
5
</thumbnail>
models/rooms/admin/account2.nif
4
4
600
1
0
accounting
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</ACCOUNT2>
<ACCOUNT3>
<thumbnail>
models/rooms/admin/account3.tga
6
</thumbnail>
models/rooms/admin/account3.nif
8
4
1000
1
0
accounting
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK1_ATTACK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY TALK2_ATTACK
0
0
1
</ACCOUNT3>
<MAINT1>
<thumbnail>
models/rooms/admin/maint1.tga
7
</thumbnail>
models/rooms/admin/maint1.nif
4
2
300
1
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND
0
0
1
</MAINT1>
<MAINT2>
<thumbnail>
models/rooms/admin/maint2.tga
8
</thumbnail>
models/rooms/admin/maint2.nif
4
4
600
3
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY FIX;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND
0
0
1
</MAINT2>
<MAINT3>
<thumbnail>
models/rooms/admin/maint3.tga
9
</thumbnail>
models/rooms/admin/maint3.nif
6
4
900
6
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY FIX;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;;;:SP_stand_sit_idle:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND
0
0
1
</MAINT3>
<CLEAN1>
<thumbnail>
models/rooms/admin/clean1.tga
10
</thumbnail>
models/rooms/admin/clean1.nif
4
2
300
1
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT
0
0
1
</CLEAN1>
<CLEAN2>
<thumbnail>
models/rooms/admin/clean2.tga
11
</thumbnail>
models/rooms/admin/clean2.nif
4
4
600
5
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;;:SP_stand_idle_work:;CHR_ANIMPLAY STAND_DEPRESSED
0
0
1
</CLEAN2>
<CLEAN3>
<thumbnail>
models/rooms/admin/clean3.tga
12
</thumbnail>
models/rooms/admin/clean3.nif
6
4
900
7
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;;:SP_stand_idle_work:;CHR_ANIMPLAY STAND_DEPRESSED
0
0
1
</CLEAN3>
<STAFF1>
<thumbnail>
models/rooms/admin/staff1.tga
13
</thumbnail>
models/rooms/admin/staff1.nif
4
4
250
2
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND
0
0
1
</STAFF1>
<STAFF2>
<thumbnail>
models/rooms/admin/staff2.tga
14
</thumbnail>
models/rooms/admin/staff2.nif
4
8
500
4
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_smoke:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_RIGHT;;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND
0
0
1
</STAFF2>
<STAFF3>
<thumbnail>
models/rooms/admin/staff3.tga
15
</thumbnail>
models/rooms/admin/staff3.nif
6
8
750
6
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_tv:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_smoke:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair_sleep:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND;;:SP_stand_lie:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_IDLE;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT
0
0
1
</STAFF3>
<VISIT1>
<thumbnail>
models/rooms/admin/visit1.tga
16
</thumbnail>
models/rooms/admin/visit1.nif
8
6
500
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT1>
<VISIT2>
<thumbnail>
models/rooms/admin/visit2.tga
17
</thumbnail>
models/rooms/admin/visit2.nif
8
8
400
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT2>
<VISIT3>
<thumbnail>
models/rooms/admin/visit3.tga
18
</thumbnail>
models/rooms/admin/visit3.nif
8
10
700
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_INDECREASE ANGER 20;CHR_INDECREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT3>
<VISIT4>
<thumbnail>
models/rooms/admin/visit4.tga
19
</thumbnail>
models/rooms/admin/visit4.nif
8
10
800
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT4>
<VISIT5>
<thumbnail>
models/rooms/admin/visit5.tga
20
</thumbnail>
models/rooms/admin/visit5.nif
12
10
1000
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_1:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE CONTRABAND 1;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_idle_2:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATINCREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE CONTRABAND 7;CHR_STATINCREASE REHABILITATION 15;;:SP_stand_idle_3:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY FIGHT12_ATTACK;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 25;CHR_STATINCREASE ANGER 30;CHR_STATINCREASE CONTRABAND 2;CHR_STATINCREASE REHABILITATION 5
0
0
1
</VISIT5>
<VISIT6>
<thumbnail>
models/rooms/admin/visit6.tga
21
</thumbnail>
models/rooms/admin/visit6.nif
12
10
1400
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_1:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE CONTRABAND 1;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_idle_2:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATINCREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE CONTRABAND 7;CHR_STATINCREASE REHABILITATION 15;;:SP_stand_idle_3:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY FIGHT12_ATTACK;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 25;CHR_STATINCREASE ANGER 30;CHR_STATINCREASE CONTRABAND 2;CHR_STATINCREASE REHABILITATION 5
0
0
1
</VISIT6>
</plans>
</ADMIN>
<SERVICES>
<plans>
<HOSPITAL1>
<thumbnail>
models/rooms/services/hospital1.tga
1
</thumbnail>
models/rooms/services/hospital1.nif
6
4
1000
4
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE ILLNESS 30;CHR_STATINCREASE HEALTH 30;CHR_STATDECREASE ANGER 10
0
0
</HOSPITAL1>
<HOSPITAL2>
<thumbnail>
models/rooms/services/hospital2.tga
2
</thumbnail>
models/rooms/services/hospital2.nif
6
6
1500
5
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE ILLNESS 30;CHR_STATINCREASE HEALTH 30;CHR_STATDECREASE ANGER 10;;:SP_stand_ill:;CHR_ANIMPLAY STAND_ILL;CHR_ANIMPLAY STAND_ILL
0
0
</HOSPITAL2>
<HOSPITAL3>
<thumbnail>
models/rooms/services/hospital3.tga
3
</thumbnail>
models/rooms/services/hospital3.nif
6
10
2000
8
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_ILL;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE ILLNESS 30;CHR_STATINCREASE HEALTH 30;CHR_STATDECREASE ANGER 10;;:SP_stand_ill:;CHR_ANIMPLAY STAND_ILL;CHR_ANIMPLAY STAND_ILL
0
0
</HOSPITAL3>
<MENTAL1>
<thumbnail>
models/rooms/services/mental1.tga
4
</thumbnail>
models/rooms/services/mental1.nif
4
4
600
1
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_lie_left1:;OBJ_ANIMSTART 2;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 2;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 3;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 3;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5
0
0
</MENTAL1>
<MENTAL2>
<thumbnail>
models/rooms/services/mental2.tga
5
</thumbnail>
models/rooms/services/mental2.nif
6
4
700
2
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_lie_left1:;OBJ_ANIMSTART 2;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 3;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 3;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 3;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_lie_left2:;OBJ_ANIMSTART 4;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 4;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 5;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 5;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5
0
0
</MENTAL2>
<MENTAL3>
<thumbnail>
models/rooms/services/mental3.tga
6
</thumbnail>
models/rooms/services/mental3.nif
10
4
900
3
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_lie_left1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 2;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 2;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_lie_left2:;OBJ_ANIMSTART 5;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 5;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 6;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 6;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_lie_left3:;OBJ_ANIMSTART 3;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 3;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 4;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 4;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5
0
0
</MENTAL3>
<THERAPY1>
<thumbnail>
models/rooms/services/therapy1.tga
7
</thumbnail>
models/rooms/services/therapy1.nif
4
2
200
1
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;;:SP_stand_sit_left:;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5
0
0
</THERAPY1>
<THERAPY2>
<thumbnail>
models/rooms/services/therapy2.tga
8
</thumbnail>
models/rooms/services/therapy2.nif
4
4
450
4
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;;:SP_therapy_1:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_2:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_3:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_4:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5
0
0
</THERAPY2>
<THERAPY3>
<thumbnail>
models/rooms/services/therapy3.tga
9
</thumbnail>
models/rooms/services/therapy3.nif
8
4
600
5
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;;:SP_therapy_1:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_2:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_3:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_4:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_5:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5
0
0
</THERAPY3>
<DENTAL1>
<thumbnail>
models/rooms/services/dental1.tga
10
</thumbnail>
models/rooms/services/dental1.nif
4
2
400
1
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_dentist_chair_1:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10
0
0
</DENTAL1>
<DENTAL2>
<thumbnail>
models/rooms/services/dental2.tga
11
</thumbnail>
models/rooms/services/dental2.nif
4
4
500
2
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_dentist_chair_1:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_dentist_chair_2:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10
0
0
</DENTAL2>
<DENTAL3>
<thumbnail>
models/rooms/services/dental3.tga
12
</thumbnail>
models/rooms/services/dental3.nif
6
4
650
3
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_dentist_chair_1:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_dentist_chair_2:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_dentist_chair_3:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10
0
0
</DENTAL3>
<KITCHEN1>
<thumbnail>
models/rooms/services/kitchen1.tga
13
</thumbnail>
models/rooms/services/kitchen1.nif
4
4
800
0
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_LOOK;CHR_STATINCREASE CASH 2;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 15
0
0
</KITCHEN1>
<KITCHEN2>
<thumbnail>
models/rooms/services/kitchen2.tga
14
</thumbnail>
models/rooms/services/kitchen2.nif
6
6
1200
0
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_LOOK;CHR_STATINCREASE CASH 5;CHR_STATDECREASE BOREDOM 25;CHR_STATDECREASE ANGER 20
0
0
</KITCHEN2>
<KITCHEN3>
<thumbnail>
models/rooms/services/kitchen3.tga
15
</thumbnail>
models/rooms/services/kitchen3.nif
10
6
1800
0
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_LOOK;CHR_STATINCREASE CASH 8;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 25
0
0
</KITCHEN3>
<COUNTER1>
<thumbnail>
models/rooms/services/counter1.tga
16
</thumbnail>
models/rooms/services/counter1.nif
2
2
350
1
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE HEALTH 10 ;;:SP_food_counter_1:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE HEALTH 10
0
0
</COUNTER1>
<COUNTER2>
<thumbnail>
models/rooms/services/counter2.tga
17
</thumbnail>
models/rooms/services/counter2.nif
4
2
550
2
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_1:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE HUNGER 20;CHR_STATINCREASE HEALTH 20 ;;:SP_food_counter_1:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE HUNGER 20;CHR_STATINCREASE HEALTH 20 ;;:SP_food_counter_2:;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE HUNGER 20;CHR_STATINCREASE HEALTH 20
0
0
</COUNTER2>
<COUNTER3>
<thumbnail>
models/rooms/services/counter3.tga
18
</thumbnail>
models/rooms/services/counter3.nif
6
2
750
3
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_food_counter_1:;CHR_ANIMPLAY food_counter_1;CHR_STATDECREASE HUNGER 30;CHR_STATINCREASE HEALTH 30 ;;:SP_food_counter_2:;CHR_ANIMPLAY food_counter_3;CHR_STATDECREASE HUNGER 30;CHR_STATINCREASE HEALTH 30 ;;:SP_food_counter_3:;CHR_ANIMPLAY food_counter_2;CHR_STATDECREASE HUNGER 30;CHR_STATINCREASE HEALTH 30
0
0
</COUNTER3>
<VENDING>
<thumbnail>
models/rooms/services/vending.tga
19
</thumbnail>
models/rooms/services/vending.nif
2
2
250
2
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE ILLNESS 5;CHR_STATDECREASE CASH 1
0
0
</VENDING>
<DINING1>
<thumbnail>
models/rooms/services/dining1.tga
20
</thumbnail>
models/rooms/services/dining1.nif
4
4
300
4
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 40;CHR_STATDECREASE BOREDOM 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 40;CHR_STATDECREASE BOREDOM 10
0
0
</DINING1>
<DINING2>
<thumbnail>
models/rooms/services/dining2.tga
21
</thumbnail>
models/rooms/services/dining2.nif
4
4
500
6
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 50;CHR_STATDECREASE BOREDOM 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 50;CHR_STATDECREASE BOREDOM 10
0
0
</DINING2>
<DINING3>
<thumbnail>
models/rooms/services/dining3.tga
22
</thumbnail>
models/rooms/services/dining3.nif
4
4
400
4
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 60;CHR_STATDECREASE BOREDOM 10;;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 60;CHR_STATDECREASE BOREDOM 10
0
0
</DINING3>
<DINING4>
<thumbnail>
models/rooms/services/dining4.tga
23
</thumbnail>
models/rooms/services/dining4.nif
4
4
700
6
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 70;CHR_STATDECREASE BOREDOM 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 70;CHR_STATDECREASE BOREDOM 10
0
0
</DINING4>
<LIBRARY1>
<thumbnail>
models/rooms/services/library1.tga
24
</thumbnail>
models/rooms/services/library1.nif
8
4
350
8
0
education
// MUST have comment line!!! WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 15;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_angry:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATINCREASE ANGER 10;CHR_STATDECREASE REHABILITATION 5
0
0
</LIBRARY1>
<LIBRARY2>
<thumbnail>
models/rooms/services/library2.tga
25
</thumbnail>
models/rooms/services/library2.nif
10
6
550
13
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_left_sleep:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right_type:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_angry:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATINCREASE ANGER 10;CHR_STATDECREASE REHABILITATION 5;;:SP_stand_sit_right_look:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5
0
0
</LIBRARY2>
<TEACH1>
<thumbnail>
models/rooms/services/teach1.tga
26
</thumbnail>
models/rooms/services/teach1.nif
6
4
300
4
0
education
// Must have comment!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5
0
0
</TEACH1>
<TEACH2>
<thumbnail>
models/rooms/services/teach2.tga
27
</thumbnail>
models/rooms/services/teach2.nif
8
4
600
7
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_left_2:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_idle:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 25;CHR_STATINCREASE REHABILITATION 5
0
0
</TEACH2>
<TEACH3>
<thumbnail>
models/rooms/services/teach3.tga
28
</thumbnail>
models/rooms/services/teach3.nif
8
6
900
8
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE REHABILITATION 5;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_left_type:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right_type:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 25
0
0
</TEACH3>
<ART1>
<thumbnail>
models/rooms/services/art1.tga
29
</thumbnail>
models/rooms/services/art1.nif
6
4
250
6
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 20;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY BLESS_1_DEFENSE;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5
0
0
</ART1>
</plans>
</SERVICES>
<FACTORIES>
<plans>
<METAL1>
<thumbnail>
models/rooms/factories/metal1.tga
1
</thumbnail>
models/rooms/factories/metal1.nif
14
14
1000
6
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP__stand_pause1:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_metalmodel_1:;CHR_ANIMPLAY Metalwork_model_start;OBJ_ANIMSTART 3;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 3;CHR_ANIMPLAY Metalwork_model_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_metalmodel_2:;CHR_ANIMPLAY Metalwork_model_start;OBJ_ANIMSTART 4;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 4;CHR_ANIMPLAY Metalwork_model_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_metalsaw:;OBJ_ANIMSTART 5;CHR_ANIMPLAY Metalwork_saw;OBJ_ANIMSTOP 5;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;;:SP_metallathe:;OBJ_ANIMSTART 2;CHR_ANIMPLAY Metalwork_chissel;OBJ_ANIMSTOP 2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_metaldrill_1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 1;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_metaldrill_2:;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</METAL1>
<PRINT1>
<thumbnail>
models/rooms/factories/print1.tga
2
</thumbnail>
models/rooms/factories/print1.nif
14
14
1000
9
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;;:SP_stand_computer_1:;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY stand_idle_2;CHR_ANIMPLAY print_computer;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_computer_2:;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY stand_idle_2;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY print_computer;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_computer_3:;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_printer_switch:;OBJ_ANIMSTART 2;CHR_ANIMPLAY print_switch;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY print_switch;OBJ_ANIMSTOP 2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_box_throw:;OBJ_ANIMSTART 1;CHR_ANIMPLAY print_throwbox;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY print_throwbox;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY print_throwbox;OBJ_ANIMSTOP 1;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_box_stack:;OBJ_ANIMSTART 3;CHR_ANIMPLAY box_stack;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY box_stack;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY box_stack;OBJ_ANIMSTOP 3;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_printer_repair1:;CHR_ANIMPLAY print_repair;CHR_ANIMPLAY print_repair;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_printer_repair2:;CHR_ANIMPLAY print_repair;CHR_ANIMPLAY print_repair;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</PRINT1>
<AUTO1>
<thumbnail>
models/rooms/factories/auto1.tga
3
</thumbnail>
models/rooms/factories/auto1.nif
14
14
1000
6
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_autowork_under_car_1:;CHR_ANIMPLAY autowork_under_car;CHR_ANIMPLAY autowork_under_car;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_under_car_2:;CHR_ANIMPLAY autowork_under_car;CHR_ANIMPLAY autowork_under_car;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_engine_hood_1:;CHR_ANIMPLAY autowork_engine_hood;CHR_ANIMPLAY autowork_engine_hood;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_engine_hood_2:;CHR_ANIMPLAY autowork_engine_hood;CHR_ANIMPLAY autowork_engine_hood;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_raised_engine_1:;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_raised_engine_2:;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</AUTO1>
<UPHOLST1>
<thumbnail>
models/rooms/factories/upholst1.tga
4
</thumbnail>
models/rooms/factories/upholst1.nif
14
14
1000
9
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 2;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw2:;OBJ_ANIMSTART 5;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 5;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 6;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 6;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw3:;OBJ_ANIMSTART 7;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 7;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 8;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 8;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw4:;OBJ_ANIMSTART 9;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 9;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 10;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 10;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_hammer1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY hammer_nails_start;OBJ_ANIMSTOP 3;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;OBJ_ANIMSTART 4;CHR_ANIMPLAY hammer_nails_end;OBJ_ANIMSTOP 4;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_hammer2:;OBJ_ANIMSTART 11;CHR_ANIMPLAY hammer_nails_start;OBJ_ANIMSTOP 11;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;OBJ_ANIMSTART 12;CHR_ANIMPLAY hammer_nails_end;OBJ_ANIMSTOP 12;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_hammer3:;OBJ_ANIMSTART 13;CHR_ANIMPLAY hammer_nails_start;OBJ_ANIMSTOP 13;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;OBJ_ANIMSTART 14;CHR_ANIMPLAY hammer_nails_end;OBJ_ANIMSTOP 14;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_stuffing1:;CHR_ANIMPLAY stuffing_start;OBJ_ANIMSTART 15;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;OBJ_ANIMSTOP 15;CHR_ANIMPLAY stuff_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_stuffing2:;CHR_ANIMPLAY stuffing_start;OBJ_ANIMSTART 16;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;OBJ_ANIMSTOP 16;CHR_ANIMPLAY stuff_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</UPHOLST1>
<LAUND1>
<thumbnail>
models/rooms/factories/laund1.tga
5
</thumbnail>
models/rooms/factories/laund1.nif
14
14
1000
7
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 3;CHR_STATINCREASE CASH 2;;:SP_stand_washingline:;OBJ_ANIMSTART 1;CHR_ANIMPLAY throw_switch_2;OBJ_ANIMSTOP 1;CHR_ANIMPLAY stand_idle1;OBJ_ANIMSTART 2;CHR_ANIMPLAY throw_switch_2;OBJ_ANIMSTOP 2;CHR_ANIMPLAY stand_idle2;OBJ_ANIMSTART 3;CHR_ANIMPLAY throw_switch_2;OBJ_ANIMSTOP 3;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_washingmachine_1:;OBJ_ANIMSTART 4;CHR_ANIMPLAY washing_machine_start;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 5;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 6;CHR_ANIMPLAY washing_machine_end;OBJ_ANIMSTOP 6;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_washingmachine_2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY washing_machine_start;OBJ_ANIMSTOP 7;OBJ_ANIMSTART 8;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 9;CHR_ANIMPLAY washing_machine_end;OBJ_ANIMSTOP 9;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_washingmachine_3:;OBJ_ANIMSTART 10;CHR_ANIMPLAY washing_machine_start;OBJ_ANIMSTOP 10;OBJ_ANIMSTART 11;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 11;OBJ_ANIMSTART 11;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 11;OBJ_ANIMSTART 11;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 11;OBJ_ANIMSTART 12;CHR_ANIMPLAY washing_machine_end;OBJ_ANIMSTOP 12;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_machine_1:;OBJ_ANIMSTART 13;CHR_ANIMPLAY machine1_1;OBJ_ANIMSTOP 13;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_machine_2:;OBJ_ANIMSTART 14;CHR_ANIMPLAY machine1_1;OBJ_ANIMSTOP 14;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_machine_3:;OBJ_ANIMSTART 15;CHR_ANIMPLAY machine1_1;OBJ_ANIMSTOP 15;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</LAUND1>
<MAIL1>
<thumbnail>
models/rooms/factories/mail1.tga
6
</thumbnail>
models/rooms/factories/mail1.nif
14
14
1000
8
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort1:;CHR_ANIMPLAY mail_sort_start2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort2:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort3:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort4:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort5:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort6:;CHR_ANIMPLAY mail_sort_start2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort7:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort8:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</MAIL1>
<CHAINGANG1>
<thumbnail>
models/levels/leavenworth/chaingang.tga
7
</thumbnail>
models/levels/leavenworth/chaingang.nif
1
1
0
4
0
extwork
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_chaingang:;;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY GETPICK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY DROPPICK;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY GETPICK;CHR_ANIMPLAY GROOVE;CHR_ANIMPLAY GROOVE;CHR_ANIMPLAY HACK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY DROPPICK;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 30;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 3
0
0
</CHAINGANG1>
<FARM1>
<thumbnail>
models/levels/leavenworth/farm.tga
8
</thumbnail>
models/levels/leavenworth/farm.nif
1
1
0
4
0
extwork
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_farm:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY GETSPADE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DROPSPADE;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 40;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 3
0
0
</FARM1>
</plans>
</FACTORIES>
<SECURITY>
<plans>
<GUARD1>
<thumbnail>
models/rooms/security/guard1.tga
1
</thumbnail>
models/rooms/security/guard1.nif
4
2
300
2
0
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND
10
0
</GUARD1>
<GUARD2>
<thumbnail>
models/rooms/security/guard2.tga
2
</thumbnail>
models/rooms/security/guard2.nif
6
2
500
4
1
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND
15
0
</GUARD2>
<GUARD3>
<thumbnail>
models/rooms/security/guard3.tga
3
</thumbnail>
models/rooms/security/guard3.nif
4
6
600
5
2
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_idle_smoke:;CHR_ANIMPLAY STAND_SMOKE;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND
20
0
</GUARD3>
<GUARD4>
<thumbnail>
models/rooms/security/guard4.tga
4
</thumbnail>
models/rooms/security/guard4.nif
6
6
850
7
3
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_left_look:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT
25
0
</GUARD4>
<SURVEIL1>
<thumbnail>
models/rooms/security/surveil1.tga
5
</thumbnail>
models/rooms/security/surveil1.nif
2
4
350
1
0
surveillance
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
15
0
</SURVEIL1>
<SURVEIL2>
<thumbnail>
models/rooms/security/surveil2.tga
6
</thumbnail>
models/rooms/security/surveil2.nif
4
4
550
1
1
surveillance
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
25
0
</SURVEIL2>
<SURVEIL3>
<thumbnail>
models/rooms/security/surveil3.tga
7
</thumbnail>
models/rooms/security/surveil3.nif
6
4
850
1
2
surveillance
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
30
0
</SURVEIL3>
<ARMORY1>
<thumbnail>
models/rooms/security/armory1.tga
8
</thumbnail>
models/rooms/security/armory1.nif
4
4
850
2
0
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
20
0
</ARMORY1>
<ARMORY2>
<thumbnail>
models/rooms/security/armory2.tga
9
</thumbnail>
models/rooms/security/armory2.nif
4
6
1050
4
1
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
30
0
</ARMORY2>
<ARMORY3>
<thumbnail>
models/rooms/security/armory3.tga
10
</thumbnail>
models/rooms/security/armory3.nif
6
4
1550
6
2
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
35
0
</ARMORY3>
<ARMORY4>
<thumbnail>
models/rooms/security/armory4.tga
11
</thumbnail>
models/rooms/security/armory4.nif
8
4
2050
10
3
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
40
0
</ARMORY4>
<KENNEL1>
<thumbnail>
models/rooms/security/kennel1.tga
12
</thumbnail>
models/rooms/security/kennel1.nif
2
2
100
1
1
kennels
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_Dog_kennel1:;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_stand_left
10
0
</KENNEL1>
<KENNEL2>
<thumbnail>
models/rooms/security/kennel2.tga
13
</thumbnail>
models/rooms/security/kennel2.nif
2
4
200
1
1
kennels
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_Dog_kennel2:;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_stand_left
15
0
</KENNEL2>
<KENNEL3>
<thumbnail>
models/rooms/security/kennel3.tga
14
</thumbnail>
models/rooms/security/kennel3.nif
4
4
300
1
1
kennels
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;;:SP_Dog_kennel3:;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_stand_left
20
0
</KENNEL3>
<TRAINING1>
<thumbnail>
models/rooms/security/training1.tga
15
</thumbnail>
models/rooms/security/training1.nif
2
4
100
1
1
training
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
10
0
</TRAINING1>
<TRAINING2>
<thumbnail>
models/rooms/security/training2.tga
16
</thumbnail>
models/rooms/security/training2.nif
6
4
200
1
1
training
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
15
0
</TRAINING2>
<TRAINING3>
<thumbnail>
models/rooms/security/training3.tga
17
</thumbnail>
models/rooms/security/training3.nif
8
6
300
1
1
training
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
20
0
</TRAINING3>
</plans>
</SECURITY>
</CONTENTS>
</BUILD_OBJECTS>
<CONSUMERS>
<plans>
<MAN1>
models/characters/prisoners/male/aveguy/aveguy.kfm
</MAN1>
<MAN2>
models/characters/prisoners/male/fatguy/fatguy.kfm
</MAN2>
<MAN3>
models/characters/prisoners/male/hugeguy/hugeguy.kfm
</MAN3>
<MAN4>
models/characters/prisoners/male/musleguy/musleguy.kfm
</MAN4>
<MAN5>
models/characters/prisoners/male/thinguy/thinguy.kfm
</MAN5>
<MAN6>
models/characters/prisoners/male/oldguy/oldguy.kfm
</MAN6>
</plans>
</CONSUMERS>
<STAFF>
<SECURITY>
<plans>
<GUARD1>
models/characters/staff/guards/guard1/guard1.kfm
</GUARD1>
<GUARD2>
models/characters/staff/guards/guard2/guard2.kfm
</GUARD2>
<GUARD3>
models/characters/staff/guards/guard3/guard3.kfm
</GUARD3>
<GUARD4>
models/characters/staff/guards/guard4/guard4.kfm
</GUARD4>
<DOG1>
models/characters/staff/guards/dog1/dog.kfm
</DOG1>
</plans>
</SECURITY>
<MEDICAL>
<plans>
<DOCTOR>
models/characters/staff/nonguards/doctor1/doctor1.kfm
</DOCTOR>
</plans>
</MEDICAL>
<SUPPORT>
<plans>
<CHAPLAIN>
models/characters/staff/nonguards/chaplain1/chaplain1.kfm
</CHAPLAIN>
<THERAPIST>
models/characters/staff/nonguards/therapist1/therapist1.kfm
</THERAPIST>
</plans>
</SUPPORT>
<MAINTENANCE>
<plans>
<MAINTENANCE1>
models/characters/staff/nonguards/maint1/maint1.kfm
</MAINTENANCE1>
</plans>
</MAINTENANCE>
<CLEANING>
<plans>
<CLEANER1>
models/characters/staff/nonguards/cleaner1/cleaner1.kfm
</CLEANER1>
</plans>
</CLEANING>
</STAFF>
<SPAWN_OBJECTS>
<plans>
<SPAWN_ONE>
models/levels/leavenworth/spawn.nif
</SPAWN_ONE>
</plans>
</SPAWN_OBJECTS>
<AUXHILARY_OBJECTS>
<plans>
<HIGHLIGHT>
models/characters/select.nif
</HIGHLIGHT>
<DEBRIS1>
models/objects/debris/debris1.nif
</DEBRIS1>
<DEBRIS2>
models/objects/debris/debris2.nif
</DEBRIS2>
<DEBRIS3>
models/objects/debris/debris3.nif
</DEBRIS3>
<PATROL_MARKER>
models/characters/waypoint.nif
</PATROL_MARKER>
</plans>
</AUXHILARY_OBJECTS>
<FOG>
<plans>
<R>
150
</R>
<G>
230
</G>
<B>
254
</B>
<A>
255
</A>
</plans>
</FOG>
</LEAVENWORTH>
<MCNEIL>
<BUILD_OBJECTS>
<BUILDINGS>
<panel>
./images/panels/build/icons/00_start.tga
./images/panels/build/info/buildinfo.tga
</panel>
<CELLBLOCKS>
<plans>
<DORMITORY_1>
<thumbnail>
models/buildings/mcneil/cellblocks/dorm/dormitory_1.tga
1
</thumbnail>
models/buildings/mcneil/cellblocks/dorm/dormitory_1.nif
12
14
5000
0
dormitoryrecreation
</DORMITORY_1>
<DORMITORY_2>
<thumbnail>
models/buildings/mcneil/cellblocks/dorm/dormitory_2.tga
2
</thumbnail>
models/buildings/mcneil/cellblocks/dorm/dormitory_2.nif
12
22
8000
0
dormitoryrecreation
</DORMITORY_2>
<DORMITORY_3>
<thumbnail>
models/buildings/mcneil/cellblocks/dorm/dormitory_3.tga
3
</thumbnail>
models/buildings/mcneil/cellblocks/dorm/dormitory_3.nif
18
18
12000
0
dormitoryrecreation
</DORMITORY_3>
<CELLBLOCK_1>
<thumbnail>
models/buildings/mcneil/cellblocks/cellblock/cellblock_1.tga
4
</thumbnail>
models/buildings/mcneil/cellblocks/cellblock/cellblock_1.nif
12
12
12000
1
cell
</CELLBLOCK_1>
<CELLBLOCK_2>
<thumbnail>
models/buildings/mcneil/cellblocks/cellblock/cellblock_2.tga
5
</thumbnail>
models/buildings/mcneil/cellblocks/cellblock/cellblock_2.nif
16
12
18000
2
cell
</CELLBLOCK_2>
<CELLBLOCK_3>
<thumbnail>
models/buildings/mcneil/cellblocks/cellblock/cellblock_3.tga
6
</thumbnail>
models/buildings/mcneil/cellblocks/cellblock/cellblock_3.nif
16
12
25000
2
cell
</CELLBLOCK_3>
<DEATHROW_1>
<thumbnail>
models/buildings/mcneil/cellblocks/cellblock/deathrow_1.tga
7
</thumbnail>
models/buildings/mcneil/cellblocks/cellblock/deathrow_1.nif
12
20
30000
3
deathrowusable
</DEATHROW_1>
</plans>
</CELLBLOCKS>
<AMENITIES>
<plans>
<YARD_1>
<thumbnail>
models/buildings/mcneil/amenities/yard_1.tga
1
</thumbnail>
models/buildings/mcneil/amenities/yard_1.nif
20
20
3000
0
outdoorusable
</YARD_1>
<YARD_2>
<thumbnail>
models/buildings/mcneil/amenities/yard_2.tga
2
</thumbnail>
models/buildings/mcneil/amenities/yard_2.nif
24
24
5000
0
outdoorusable
</YARD_2>
<YARD_3>
<thumbnail>
models/buildings/mcneil/amenities/yard_3.tga
3
</thumbnail>
models/buildings/mcneil/amenities/yard_3.nif
32
32
7000
0
outdoorusable
</YARD_3>
<AMENITIES_1>
<thumbnail>
models/buildings/mcneil/amenities/amenities_1.tga
4
</thumbnail>
models/buildings/mcneil/amenities/amenities_1.nif
18
22
6000
0
indoor
</AMENITIES_1>
<AMENITIES_2>
<thumbnail>
models/buildings/mcneil/amenities/amenities_2.tga
5
</thumbnail>
models/buildings/mcneil/amenities/amenities_2.nif
18
30
10000
0
indoor
</AMENITIES_2>
</plans>
</AMENITIES>
<ADMIN>
<plans>
<STAFF_1>
<thumbnail>
models/buildings/mcneil/admin/staff_1.tga
1
</thumbnail>
models/buildings/mcneil/admin/staff_1.nif
12
14
12000
0
staffplanningaccounting
</STAFF_1>
<STAFF_2>
<thumbnail>
models/buildings/mcneil/admin/staff_2.tga
2
</thumbnail>
models/buildings/mcneil/admin/staff_2.nif
16
14
20000
0
staffplanningaccounting
</STAFF_2>
<VISITOR_1>
<thumbnail>
models/buildings/mcneil/admin/visit_1.tga
3
</thumbnail>
models/buildings/mcneil/admin/visit_1.nif
12
16
8000
0
prisoner
</VISITOR_1>
<VISITOR_2>
<thumbnail>
models/buildings/mcneil/admin/visit_2.tga
4
</thumbnail>
models/buildings/mcneil/admin/visit_2.nif
20
16
16000
0
prisoner
</VISITOR_2>
</plans>
</ADMIN>
<SERVICES>
<plans>
<HEALTHCENTRE_1>
<thumbnail>
models/buildings/mcneil/services/health_1.tga
1
</thumbnail>
models/buildings/mcneil/services/health_1.nif
14
14
7000
0
health
</HEALTHCENTRE_1>
<HEALTHCENTRE_2>
<thumbnail>
models/buildings/mcneil/services/health_2.tga
2
</thumbnail>
models/buildings/mcneil/services/health_2.nif
22
14
18000
0
health
</HEALTHCENTRE_2>
<MESSHALL_1>
<thumbnail>
models/buildings/mcneil/services/mess_1.tga
3
</thumbnail>
models/buildings/mcneil/services/mess_1.nif
16
18
4000
0
food
</MESSHALL_1>
<MESSHALL_2>
<thumbnail>
models/buildings/mcneil/services/mess_2.tga
4
</thumbnail>
models/buildings/mcneil/services/mess_2.nif
16
26
12000
0
food
</MESSHALL_2>
<EDUCATION_1>
<thumbnail>
models/buildings/mcneil/services/education_1.tga
5
</thumbnail>
models/buildings/mcneil/services/education_1.nif
16
14
10000
0
education
</EDUCATION_1>
</plans>
</SERVICES>
<FACTORIES>
<plans>
<FACTORY_1>
<thumbnail>
models/buildings/mcneil/factories/factory_1.tga
1
</thumbnail>
models/buildings/mcneil/factories/factory_1.nif
18
32
10000
0
work
</FACTORY_1>
<FACTORY_2>
<thumbnail>
models/buildings/mcneil/factories/factory_2.tga
2
</thumbnail>
models/buildings/mcneil/factories/factory_2.nif
18
44
15000
0
work
</FACTORY_2>
<FACTORY_3>
<thumbnail>
models/buildings/mcneil/factories/factory_3.tga
3
</thumbnail>
models/buildings/mcneil/factories/factory_3.nif
34
32
20000
0
work
</FACTORY_3>
</plans>
</FACTORIES>
<SECURITY>
<plans>
<SECURITY_1>
<thumbnail>
models/buildings/mcneil/security/security_1.tga
1
</thumbnail>
models/buildings/mcneil/security/security_1.nif
12
14
15000
0
securityarmourysurveillance
</SECURITY_1>
<SECURITY_2>
<thumbnail>
models/buildings/mcneil/security/security_2.tga
2
</thumbnail>
models/buildings/mcneil/security/security_2.nif
12
14
25000
2
securityarmourysurveillance
</SECURITY_2>
<KENNELS_1>
<thumbnail>
models/buildings/mcneil/security/kennels_1.tga
3
</thumbnail>
models/buildings/mcneil/security/kennels_1.nif
16
20
7500
1
kennelstraining
</KENNELS_1>
</plans>
</SECURITY>
<OTHER>
<plans>
<TOWER_1>
<thumbnail>
models/buildings/mcneil/towers/tower1.tga
1
</thumbnail>
models/buildings/mcneil/towers/tower1.nif
4
4
3000
0
0
staff
15
1
</TOWER_1>
<TOWER_2>
<thumbnail>
models/buildings/mcneil/towers/tower2.tga
2
</thumbnail>
models/buildings/mcneil/towers/tower2.nif
4
4
4000
0
1
staff
20
1
</TOWER_2>
<TOWER_3>
<thumbnail>
models/buildings/mcneil/towers/tower3.tga
3
</thumbnail>
models/buildings/mcneil/towers/tower3.nif
4
4
7000
0
2
staff
25
1
</TOWER_3>
<TOWER_4>
<thumbnail>
models/buildings/mcneil/towers/tower4.tga
4
</thumbnail>
models/buildings/mcneil/towers/tower4.nif
4
4
12000
0
3
staff
30
1
</TOWER_4>
<FENCE_1>
<thumbnail>
models/buildings/angola/towers/fence1.tga
5
</thumbnail>
models/buildings/angola/towers/fence1.nif
2
2
50
0
0
fence
3
1
</FENCE_1>
<FENCE_1_CORNER>
<thumbnail>
models/buildings/angola/towers/fence.tga
6
</thumbnail>
models/buildings/angola/towers/fence1_L.nif
2
2
50
0
0
fence
3
0
</FENCE_1_CORNER>
<FENCE_1_T_JUNCTION>
<thumbnail>
models/buildings/angola/towers/fence.tga
7
</thumbnail>
models/buildings/angola/towers/fence1_T.nif
2
2
50
0
0
fence
3
0
</FENCE_1_T_JUNCTION>
<FENCE_1_X_JUNCTION>
<thumbnail>
models/buildings/angola/towers/fence.tga
8
</thumbnail>
models/buildings/angola/towers/fence1_X.nif
2
2
50
0
0
fence
3
0
</FENCE_1_X_JUNCTION>
<GATE_1>
<thumbnail>
models/buildings/angola/towers/gate1.tga
9
</thumbnail>
models/buildings/angola/towers/gate1.nif
2
6
1000
0
0
gate
5
0
</GATE_1>
</plans>
</OTHER>
</BUILDINGS>
<CONTENTS>
<panel>
./images/panels/build/icons/00_start.tga
./images/panels/build/info/buildinfo.tga
</panel>
<CELLBLOCKS>
<plans>
<BEDS_1>
<thumbnail>
models/rooms/cellblocks/beds_1.tga
1
</thumbnail>
models/rooms/cellblocks/beds_1.nif
8
4
250
5
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_1>
<BEDS_2>
<thumbnail>
models/rooms/cellblocks/beds_2.tga
2
</thumbnail>
models/rooms/cellblocks/beds_2.nif
4
4
300
3
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_2>
<BEDS_3>
<thumbnail>
models/rooms/cellblocks/beds_3.tga
3
</thumbnail>
models/rooms/cellblocks/beds_3.nif
4
4
350
2
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_3>
<BEDS_4>
<thumbnail>
models/rooms/cellblocks/beds_4.tga
4
</thumbnail>
models/rooms/cellblocks/beds_4.nif
6
4
500
10
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT
0
0
</BEDS_4>
<BEDS_5>
<thumbnail>
models/rooms/cellblocks/beds_5.tga
5
</thumbnail>
models/rooms/cellblocks/beds_5.nif
4
4
500
4
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT
0
0
</BEDS_5>
<BEDS_6>
<thumbnail>
models/rooms/cellblocks/beds_6.tga
6
</thumbnail>
models/rooms/cellblocks/beds_6.nif
4
4
600
1
0
dormitory
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT
0
0
</BEDS_6>
<CELL_1>
<thumbnail>
models/rooms/cellblocks/cell_1.tga
7
</thumbnail>
models/rooms/cellblocks/cell_1.nif
2
4
750
1
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_1>
<CELL_2>
<thumbnail>
models/rooms/cellblocks/cell_2.tga
8
</thumbnail>
models/rooms/cellblocks/cell_2.nif
4
4
950
2
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_2>
<CELL_3>
<thumbnail>
models/rooms/cellblocks/cell_3.tga
9
</thumbnail>
models/rooms/cellblocks/cell_3.nif
2
4
950
1
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_3>
<CELL_4>
<thumbnail>
models/rooms/cellblocks/cell_4.tga
10
</thumbnail>
models/rooms/cellblocks/cell_4.nif
4
4
1050
2
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT
0
0
</CELL_4>
<CELL_5>
<thumbnail>
models/rooms/cellblocks/cell_5.tga
11
</thumbnail>
models/rooms/cellblocks/cell_5.nif
4
2
1050
1
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3
0
0
</CELL_5>
<CELL_6>
<thumbnail>
models/rooms/cellblocks/cell_6.tga
12
</thumbnail>
models/rooms/cellblocks/cell_6.nif
4
4
1150
2
1
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_lie_bunk_left:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_LEFT;:SP_stand_lie_bunk_right:;CHR_ANIMPLAY STAND_LIE_TOP_BUNK_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_BUNK_RIGHT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;:SP_stand_sit:;CHR_ANIMPLAY STAND_SIT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_SMOKE;CHR_AMINPLAY SIT_STAND
0
0
</CELL_6>
<PADDED>
<thumbnail>
models/rooms/cellblocks/padded.tga
13
</thumbnail>
models/rooms/cellblocks/padded.nif
2
4
1200
1
2
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;CHR_ANIMPLAY STAND_ANGRY
0
0
</PADDED>
<MAX>
<thumbnail>
models/rooms/cellblocks/max.tga
14
</thumbnail>
models/rooms/cellblocks/max.nif
4
2
1300
1
3
deathrowusable
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sleep_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED
0
0
</MAX>
<HOLE>
<thumbnail>
models/rooms/cellblocks/hole.tga
15
</thumbnail>
models/rooms/cellblocks/hole.nif
2
2
1500
1
2
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;CHR_ANIMPLAY STAND_ANGRY
0
0
</HOLE>
<CAGE>
<thumbnail>
models/rooms/cellblocks/cage.tga
16
</thumbnail>
models/rooms/cellblocks/cage.nif
2
2
450
1
0
cell
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;CHR_ANIMPLAY STAND_ANGRY
0
0
</CAGE>
<ELECTRIC>
<thumbnail>
models/rooms/cellblocks/electric.tga
17
</thumbnail>
models/rooms/cellblocks/electric.nif
4
4
2000
1
3
deathrow
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
0
0
</ELECTRIC>
<GAS>
<thumbnail>
models/rooms/cellblocks/gas.tga
18
</thumbnail>
models/rooms/cellblocks/gas.nif
4
4
3000
1
3
deathrow
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
0
0
</GAS>
<INJECTION>
<thumbnail>
models/rooms/cellblocks/injection.tga
19
</thumbnail>
models/rooms/cellblocks/injection.nif
4
4
2500
1
3
deathrow
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
0
0
</INJECTION>
<SEATS1>
<thumbnail>
models/rooms/cellblocks/seats1.tga
20
</thumbnail>
models/rooms/cellblocks/seats1.nif
2
2
100
2
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair_1:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_chair_2:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS1>
<SEATS2>
<thumbnail>
models/rooms/cellblocks/seats2.tga
21
</thumbnail>
models/rooms/cellblocks/seats2.nif
2
2
150
3
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS2>
<SEATS3>
<thumbnail>
models/rooms/cellblocks/seats3.tga
22
</thumbnail>
models/rooms/cellblocks/seats3.nif
2
2
200
4
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_left_1:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right_1:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS3>
<SEATS4>
<thumbnail>
models/rooms/cellblocks/seats4.tga
23
</thumbnail>
models/rooms/cellblocks/seats4.nif
4
4
300
5
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 20
0
0
</SEATS4>
<TV1>
<thumbnail>
models/rooms/cellblocks/tv1.tga
24
</thumbnail>
models/rooms/cellblocks/tv1.nif
2
2
300
3
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20
0
0
</TV1>
<TV2>
<thumbnail>
models/rooms/cellblocks/tv2.tga
25
</thumbnail>
models/rooms/cellblocks/tv2.nif
6
2
450
7
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right_1:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right_2:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;;:SP_stand_idle:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20
0
0
</TV2>
<VENDING>
<thumbnail>
models/rooms/cellblocks/vending.tga
26
</thumbnail>
models/rooms/cellblocks/vending.nif
2
2
250
2
0
recreation
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE ILLNESS 5;CHR_STATDECREASE CASH 1
0
0
</VENDING>
</plans>
</CELLBLOCKS>
<AMENITIES>
<plans>
<MOVIE1>
<thumbnail>
models/rooms/amenities/movie1.tga
1
</thumbnail>
models/rooms/amenities/movie1.nif
4
4
300
4
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5
0
0
</MOVIE1>
<MOVIE2>
<thumbnail>
models/rooms/amenities/movie2.tga
2
</thumbnail>
models/rooms/amenities/movie2.nif
8
6
600
10
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10
0
0
</MOVIE2>
<MOVIE3>
<thumbnail>
models/rooms/amenities/movie3.tga
3
</thumbnail>
models/rooms/amenities/movie3.nif
14
8
1000
14
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 25;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 25;CHR_STATDECREASE ANGER 15
0
0
</MOVIE3>
<CHAPEL1>
<thumbnail>
models/rooms/amenities/chapel1.tga
4
</thumbnail>
models/rooms/amenities/chapel1.nif
4
6
250
8
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10
1
0
</CHAPEL1>
<CHAPEL2>
<thumbnail>
models/rooms/amenities/chapel2.tga
5
</thumbnail>
models/rooms/amenities/chapel2.nif
8
10
550
14
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10
1
0
</CHAPEL2>
<CHAPEL3>
<thumbnail>
models/rooms/amenities/chapel3.tga
6
</thumbnail>
models/rooms/amenities/chapel3.nif
14
14
950
27
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY pray_sit;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_idle:;CHR_ANIMPLAY pray;CHR_ANIMPLAY pray;CHR_ANIMPLAY pray;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10
1
0
</CHAPEL3>
<GYM1>
<thumbnail>
models/rooms/amenities/gym1.tga
7
</thumbnail>
models/rooms/amenities/gym1.nif
6
6
500
7
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 6;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 6;CHR_ANIMPLAY STAND_IDLE_1;OBJ_ANIMSTART 6;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress1:;OBJ_ANIMSTART 4;CHR_ANIMPLAY benchpress_start;OBJ_ANIMSTOP 4;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;OBJ_ANIMSTART 5;CHR_ANIMPLAY benchpress_end;OBJ_ANIMSTOP 5;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bench_weights:;CHR_ANIMPLAY bench_weights_on;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 3;CHR_ANIMPLAY bench_weights_off;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill_1:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_rowing:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 1;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 2;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 2;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 9;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 10;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</GYM1>
<GYM2>
<thumbnail>
models/rooms/amenities/gym2.tga
8
</thumbnail>
models/rooms/amenities/gym2.nif
10
6
700
12
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 3;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift2:;OBJ_ANIMSTART 6;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 14;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 14;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 15;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 15;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 16;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 16;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 17;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 17;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bench_weights:;CHR_ANIMPLAY bench_weights_on;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;OBJ_ANIMSTART 13;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 13;CHR_ANIMPLAY bench_weights_off;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing1:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing2:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 7;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 7;OBJ_ANIMSTART 7;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 7;OBJ_ANIMSTART 8;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 8;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill1:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill2:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</GYM2>
<GYM3>
<thumbnail>
models/rooms/amenities/gym3.tga
9
</thumbnail>
models/rooms/amenities/gym3.nif
10
10
1000
21
0
indoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 3;CHR_ANIMPLAY STAND_IDLE_1;OBJ_ANIMSTART 3;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 3;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift2:;OBJ_ANIMSTART 14;CHR_ANIMPLAY DEADLIFT;OBJ_ANIMSTOP 14;CHR_ANIMPLAY STAND_IDLE_3;OBJ_ANIMSTART 14;CHR_ANIMPLAY DEADLIFT;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike1:;OBJ_ANIMSTART 8;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 8;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 9;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 9;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike2:;OBJ_ANIMSTART 10;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 10;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 11;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 11;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike3:;OBJ_ANIMSTART 12;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 12;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 13;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 13;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_bike4:;OBJ_ANIMSTART 15;CHR_ANIMPLAY BIKE_ON;OBJ_ANIMSTOP 15;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_2;CHR_ANIMPLAY BIKE_RIDE_1;CHR_ANIMPLAY BIKE_RIDE_1;OBJ_ANIMSTART 16;CHR_ANIMPLAY BIKE_OFF;OBJ_ANIMSTOP 16;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill1:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill2:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill3:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill4:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_treadmill5:;CHR_ANIMPLAY treadmill_on;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_2;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_run_1;CHR_ANIMPLAY treadmill_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing1:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 4;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 4;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_rowing2:;CHR_ANIMPLAY rowing_on;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 18;CHR_ANIMPLAY rowing_2;OBJ_ANIMSTOP 18;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 17;CHR_ANIMPLAY rowing_1;OBJ_ANIMSTOP 17;CHR_ANIMPLAY rowing_off;CHR_STATINCREASE HUNGER 40;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_big_deadlift1:;OBJ_ANIMSTART 7;CHR_ANIMPLAY big_deadlift;OBJ_ANIMSTOP 7;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;OBJ_ANIMSTART 7;CHR_ANIMPLAY big_deadlift;OBJ_ANIMSTOP 7;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 21;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 21;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 22;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 22;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 23;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 23;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 24;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 24;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 25;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 25;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 26;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 26;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 19;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 19;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 20;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 20;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 27;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 27;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 28;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 28;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchweights:;CHR_ANIMPLAY bench_weights_on;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY bench_weights_1;OBJ_ANIMSTOP 6;CHR_ANIMPLAY bench_weights_off;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</GYM3>
<BENCH1>
<thumbnail>
models/rooms/amenities/bench1.tga
10
</thumbnail>
models/rooms/amenities/bench1.nif
4
2
50
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5
0
0
</BENCH1>
<BENCH2>
<thumbnail>
models/rooms/amenities/bench2.tga
11
</thumbnail>
models/rooms/amenities/bench2.nif
4
2
60
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</BENCH2>
<BENCH3>
<thumbnail>
models/rooms/amenities/bench3.tga
12
</thumbnail>
models/rooms/amenities/bench3.nif
4
2
70
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15
0
0
</BENCH3>
<TABLE1>
<thumbnail>
models/rooms/amenities/table1.tga
13
</thumbnail>
models/rooms/amenities/table1.nif
4
4
100
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5
0
0
</TABLE1>
<TABLE2>
<thumbnail>
models/rooms/amenities/table2.tga
14
</thumbnail>
models/rooms/amenities/table2.nif
2
4
120
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</TABLE2>
<TABLE3>
<thumbnail>
models/rooms/amenities/table3.tga
15
</thumbnail>
models/rooms/amenities/table3.nif
2
4
140
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15
0
0
</TABLE3>
<OD_GYM1>
<thumbnail>
models/rooms/amenities/od_gym1.tga
16
</thumbnail>
models/rooms/amenities/od_gym1.nif
4
6
350
9
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_benchpress1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 5;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 5;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 6;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 3;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;CHR_ANIMPLAY heavy_weight_1;OBJ_ANIMSTART 4;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 4;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight3:;OBJ_ANIMSTART 13;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 13;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 14;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_chinup_bar_1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar_2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</OD_GYM1>
<OD_GYM2>
<thumbnail>
models/rooms/amenities/od_gym2.tga
17
</thumbnail>
models/rooms/amenities/od_gym2.nif
8
6
550
14
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_benchpress1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 1;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 2;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress2:;OBJ_ANIMSTART 17;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 17;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 18;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 18;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 3;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 4;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 4;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight3:;OBJ_ANIMSTART 15;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 15;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 16;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 16;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight4:;OBJ_ANIMSTART 13;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 13;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 14;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar3:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars1:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars2:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</OD_GYM2>
<OD_GYM3>
<thumbnail>
models/rooms/amenities/od_gym3.tga
18
</thumbnail>
models/rooms/amenities/od_gym3.nif
14
6
950
16
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_deadlift1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 1;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift2:;OBJ_ANIMSTART 2;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_deadlift3:;OBJ_ANIMSTART 17;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 17;OBJ_ANIMSTART 17;CHR_ANIMPLAY deadlift;OBJ_ANIMSTOP 17;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight1:;OBJ_ANIMSTART 11;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 11;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 12;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 12;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight2:;OBJ_ANIMSTART 3;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 3;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 4;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 4;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight3:;OBJ_ANIMSTART 15;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 15;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 16;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 16;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_heavy_weight4:;OBJ_ANIMSTART 18;CHR_ANIMPLAY heavy_weight_on;OBJ_ANIMSTOP 18;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_1;CHR_ANIMPLAY heavy_weight_2;OBJ_ANIMSTART 19;CHR_ANIMPLAY heavy_weight_off;OBJ_ANIMSTOP 19;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_light_weight1:;OBJ_ANIMSTART 5;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 5;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 6;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 6;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 7;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 8;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 8;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_light_weight3:;OBJ_ANIMSTART 9;CHR_ANIMPLAY light_weights_on;OBJ_ANIMSTOP 9;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_1;CHR_ANIMPLAY light_weights_2;OBJ_ANIMSTART 10;CHR_ANIMPLAY light_weights_off;OBJ_ANIMSTOP 10;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_benchpress1:;OBJ_ANIMSTART 20;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 20;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 21;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 21;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_benchpress2:;OBJ_ANIMSTART 13;CHR_ANIMPLAY BENCHPRESS_START;OBJ_ANIMSTOP 13;CHR_ANIMPLAY BENCHPRESS;CHR_ANIMPLAY BENCHPRESS;OBJ_ANIMSTART 14;CHR_ANIMPLAY BENCHPRESS_END;OBJ_ANIMSTOP 14;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20;;:SP_stand_chinup_bar1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar3:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_bar4:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars1:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_bars2:;CHR_ANIMPLAY bar_on;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_1;CHR_ANIMPLAY bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</OD_GYM3>
<BARS1>
<thumbnail>
models/rooms/amenities/bars1.tga
19
</thumbnail>
models/rooms/amenities/bars1.nif
6
2
150
2
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_chinup_1:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_chinup_2:;CHR_ANIMPLAY chinup_bar_on;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_1;CHR_ANIMPLAY chinup_bar_2;CHR_ANIMPLAY chinup_bar_off;CHR_STATINCREASE HUNGER 10;CHR_STATINCREASE HEALTH 10;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</BARS1>
<B_PRESS1>
<thumbnail>
models/rooms/amenities/b_press1.tga
20
</thumbnail>
models/rooms/amenities/b_press1.nif
2
4
250
1
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;;:SP_stand_benchpress:;OBJ_ANIMSTART 1;CHR_ANIMPLAY benchpress_start;OBJ_ANIMSTOP 1;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;CHR_ANIMPLAY benchpress;OBJ_ANIMSTART 2;CHR_ANIMPLAY benchpress_end;OBJ_ANIMSTOP 2;CHR_STATINCREASE HUNGER 20;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 20
0
0
</B_PRESS1>
<BLEACHERS1>
<thumbnail>
models/rooms/amenities/bleachers1.tga
21
</thumbnail>
models/rooms/amenities/bleachers1.nif
4
2
80
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 5
0
0
</BLEACHERS1>
<BLEACHERS2>
<thumbnail>
models/rooms/amenities/bleachers2.tga
22
</thumbnail>
models/rooms/amenities/bleachers2.nif
6
4
100
4
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10
0
0
</BLEACHERS2>
<BLEACHERS3>
<thumbnail>
models/rooms/amenities/bleachers3.tga
23
</thumbnail>
models/rooms/amenities/bleachers3.nif
12
4
200
8
0
outdoor
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15
0
0
</BLEACHERS3>
</plans>
</AMENITIES>
<ADMIN>
<plans>
<PLANNING1>
<thumbnail>
models/rooms/admin/planning1.tga
1
</thumbnail>
models/rooms/admin/planning1.nif
2
4
300
1
0
staffplanning
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</PLANNING1>
<PLANNING2>
<thumbnail>
models/rooms/admin/planning2.tga
2
</thumbnail>
models/rooms/admin/planning2.nif
4
4
600
1
0
staffplanning
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</PLANNING2>
<PLANNING3>
<thumbnail>
models/rooms/admin/planning3.tga
3
</thumbnail>
models/rooms/admin/planning3.nif
8
4
1000
1
0
staffplanning
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK1_ATTACK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY TALK2_ATTACK
0
0
1
</PLANNING3>
<ACCOUNT1>
<thumbnail>
models/rooms/admin/account1.tga
4
</thumbnail>
models/rooms/admin/account1.nif
2
4
300
1
0
accounting
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</ACCOUNT1>
<ACCOUNT2>
<thumbnail>
models/rooms/admin/account2.tga
5
</thumbnail>
models/rooms/admin/account2.nif
4
4
600
1
0
accounting
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
0
0
1
</ACCOUNT2>
<ACCOUNT3>
<thumbnail>
models/rooms/admin/account3.tga
6
</thumbnail>
models/rooms/admin/account3.nif
8
4
1000
1
0
accounting
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK1_ATTACK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY TALK2_ATTACK
0
0
1
</ACCOUNT3>
<MAINT1>
<thumbnail>
models/rooms/admin/maint1.tga
7
</thumbnail>
models/rooms/admin/maint1.nif
4
2
300
1
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND
0
0
1
</MAINT1>
<MAINT2>
<thumbnail>
models/rooms/admin/maint2.tga
8
</thumbnail>
models/rooms/admin/maint2.nif
4
4
600
3
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY FIX;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND
0
0
1
</MAINT2>
<MAINT3>
<thumbnail>
models/rooms/admin/maint3.tga
9
</thumbnail>
models/rooms/admin/maint3.nif
6
4
900
6
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY FIX;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;;;:SP_stand_sit_idle:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND
0
0
1
</MAINT3>
<CLEAN1>
<thumbnail>
models/rooms/admin/clean1.tga
10
</thumbnail>
models/rooms/admin/clean1.nif
4
2
300
1
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT
0
0
1
</CLEAN1>
<CLEAN2>
<thumbnail>
models/rooms/admin/clean2.tga
11
</thumbnail>
models/rooms/admin/clean2.nif
4
4
600
5
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;;:SP_stand_idle_work:;CHR_ANIMPLAY STAND_DEPRESSED
0
0
1
</CLEAN2>
<CLEAN3>
<thumbnail>
models/rooms/admin/clean3.tga
12
</thumbnail>
models/rooms/admin/clean3.nif
6
4
900
7
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;;:SP_stand_idle_work:;CHR_ANIMPLAY STAND_DEPRESSED
0
0
1
</CLEAN3>
<STAFF1>
<thumbnail>
models/rooms/admin/staff1.tga
13
</thumbnail>
models/rooms/admin/staff1.nif
4
4
250
2
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND
0
0
1
</STAFF1>
<STAFF2>
<thumbnail>
models/rooms/admin/staff2.tga
14
</thumbnail>
models/rooms/admin/staff2.nif
4
8
500
4
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_smoke:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_RIGHT;;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND
0
0
1
</STAFF2>
<STAFF3>
<thumbnail>
models/rooms/admin/staff3.tga
15
</thumbnail>
models/rooms/admin/staff3.nif
6
8
750
6
0
staff
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_tv:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_smoke:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair_sleep:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND;;:SP_stand_lie:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_IDLE;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT
0
0
1
</STAFF3>
<VISIT1>
<thumbnail>
models/rooms/admin/visit1.tga
16
</thumbnail>
models/rooms/admin/visit1.nif
8
6
500
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT1>
<VISIT2>
<thumbnail>
models/rooms/admin/visit2.tga
17
</thumbnail>
models/rooms/admin/visit2.nif
8
8
400
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT2>
<VISIT3>
<thumbnail>
models/rooms/admin/visit3.tga
18
</thumbnail>
models/rooms/admin/visit3.nif
8
10
700
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_INDECREASE ANGER 20;CHR_INDECREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT3>
<VISIT4>
<thumbnail>
models/rooms/admin/visit4.tga
19
</thumbnail>
models/rooms/admin/visit4.nif
8
10
800
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATINCREASE CONTRABAND 13;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TALK_1;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;CHR_STATINCREASE CONTRABAND 3;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_TALK_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE CONTRABAND 18
0
0
1
</VISIT4>
<VISIT5>
<thumbnail>
models/rooms/admin/visit5.tga
20
</thumbnail>
models/rooms/admin/visit5.nif
12
10
1000
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_1:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE CONTRABAND 1;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_idle_2:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATINCREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE CONTRABAND 7;CHR_STATINCREASE REHABILITATION 15;;:SP_stand_idle_3:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY FIGHT12_ATTACK;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 25;CHR_STATINCREASE ANGER 30;CHR_STATINCREASE CONTRABAND 2;CHR_STATINCREASE REHABILITATION 5
0
0
1
</VISIT5>
<VISIT6>
<thumbnail>
models/rooms/admin/visit6.tga
21
</thumbnail>
models/rooms/admin/visit6.nif
12
10
1400
3
0
prisoner
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_1:;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE CONTRABAND 1;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_idle_2:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATINCREASE BOREDOM 5;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE CONTRABAND 7;CHR_STATINCREASE REHABILITATION 15;;:SP_stand_idle_3:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY FIGHT12_ATTACK;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 25;CHR_STATINCREASE ANGER 30;CHR_STATINCREASE CONTRABAND 2;CHR_STATINCREASE REHABILITATION 5
0
0
1
</VISIT6>
</plans>
</ADMIN>
<SERVICES>
<plans>
<HOSPITAL1>
<thumbnail>
models/rooms/services/hospital1.tga
1
</thumbnail>
models/rooms/services/hospital1.nif
6
4
1000
4
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE ILLNESS 30;CHR_STATINCREASE HEALTH 30;CHR_STATDECREASE ANGER 10
0
0
</HOSPITAL1>
<HOSPITAL2>
<thumbnail>
models/rooms/services/hospital2.tga
2
</thumbnail>
models/rooms/services/hospital2.nif
6
6
1500
5
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE ILLNESS 30;CHR_STATINCREASE HEALTH 30;CHR_STATDECREASE ANGER 10;;:SP_stand_ill:;CHR_ANIMPLAY STAND_ILL;CHR_ANIMPLAY STAND_ILL
0
0
</HOSPITAL2>
<HOSPITAL3>
<thumbnail>
models/rooms/services/hospital3.tga
3
</thumbnail>
models/rooms/services/hospital3.nif
6
10
2000
8
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_lie_right:;CHR_ANIMPLAY STAND_LIE_RIGHT;CHR_ANIMPLAY LIE_ILL;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_RIGHT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_lie_left:;CHR_ANIMPLAY STAND_LIE_LEFT;CHR_ANIMPLAY LIE_INJURED;CHR_ANIMPLAY LIE_SLEEP;CHR_ANIMPLAY LIE_STAND_LEFT;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_ILL;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE ILLNESS 30;CHR_STATINCREASE HEALTH 30;CHR_STATDECREASE ANGER 10;;:SP_stand_ill:;CHR_ANIMPLAY STAND_ILL;CHR_ANIMPLAY STAND_ILL
0
0
</HOSPITAL3>
<MENTAL1>
<thumbnail>
models/rooms/services/mental1.tga
4
</thumbnail>
models/rooms/services/mental1.nif
4
4
600
1
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_lie_left1:;OBJ_ANIMSTART 2;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 2;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 3;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 3;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5
0
0
</MENTAL1>
<MENTAL2>
<thumbnail>
models/rooms/services/mental2.tga
5
</thumbnail>
models/rooms/services/mental2.nif
6
4
700
2
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_lie_left1:;OBJ_ANIMSTART 2;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 3;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 3;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 3;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_lie_left2:;OBJ_ANIMSTART 4;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 4;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 5;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 5;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5
0
0
</MENTAL2>
<MENTAL3>
<thumbnail>
models/rooms/services/mental3.tga
6
</thumbnail>
models/rooms/services/mental3.nif
10
4
900
3
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_stand_lie_left1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 2;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 2;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_lie_left2:;OBJ_ANIMSTART 5;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 5;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 6;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 6;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_lie_left3:;OBJ_ANIMSTART 3;CHR_ANIMPLAY freakout_start;OBJ_ANIMSTOP 3;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;CHR_ANIMPLAY freakout_1;OBJ_ANIMSTART 4;CHR_ANIMPLAY freakout_end;OBJ_ANIMSTOP 4;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ILLNESS 10;CHR_STATINCREASE REHABILITATION 5
0
0
</MENTAL3>
<THERAPY1>
<thumbnail>
models/rooms/services/therapy1.tga
7
</thumbnail>
models/rooms/services/therapy1.nif
4
2
200
1
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;;:SP_stand_sit_left:;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5
0
0
</THERAPY1>
<THERAPY2>
<thumbnail>
models/rooms/services/therapy2.tga
8
</thumbnail>
models/rooms/services/therapy2.nif
4
4
450
4
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;;:SP_therapy_1:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_2:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_3:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_4:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5
0
0
</THERAPY2>
<THERAPY3>
<thumbnail>
models/rooms/services/therapy3.tga
9
</thumbnail>
models/rooms/services/therapy3.nif
8
4
600
5
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_DEPRESSED;;:SP_therapy_1:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_2:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_3:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_4:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5;;:SP_therapy_5:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY therapy_sit_1;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY therapy_sit_2;CHR_ANIMPLAY therapy_sit_3;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATINCREASE HEALTH 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE BOREDOM 20;CHR_STATINCREASE REHABILITATION 5
0
0
</THERAPY3>
<DENTAL1>
<thumbnail>
models/rooms/services/dental1.tga
10
</thumbnail>
models/rooms/services/dental1.nif
4
2
400
1
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_dentist_chair_1:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10
0
0
</DENTAL1>
<DENTAL2>
<thumbnail>
models/rooms/services/dental2.tga
11
</thumbnail>
models/rooms/services/dental2.nif
4
4
500
2
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_dentist_chair_1:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_dentist_chair_2:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10
0
0
</DENTAL2>
<DENTAL3>
<thumbnail>
models/rooms/services/dental3.tga
12
</thumbnail>
models/rooms/services/dental3.nif
6
4
650
3
0
health
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_dentist_chair_1:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_dentist_chair_2:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10;;:SP_dentist_chair_3:;CHR_ANIMPLAY dentist_start;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_1;CHR_ANIMPLAY dentist_end;CHR_STATDECREASE ILLNESS 40;CHR_STATINCREASE HEALTH 40;CHR_STATDECREASE ANGER 10
0
0
</DENTAL3>
<KITCHEN1>
<thumbnail>
models/rooms/services/kitchen1.tga
13
</thumbnail>
models/rooms/services/kitchen1.nif
4
4
800
0
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_LOOK;CHR_STATINCREASE CASH 2;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 15
0
0
</KITCHEN1>
<KITCHEN2>
<thumbnail>
models/rooms/services/kitchen2.tga
14
</thumbnail>
models/rooms/services/kitchen2.nif
6
6
1200
0
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_LOOK;CHR_STATINCREASE CASH 5;CHR_STATDECREASE BOREDOM 25;CHR_STATDECREASE ANGER 20
0
0
</KITCHEN2>
<KITCHEN3>
<thumbnail>
models/rooms/services/kitchen3.tga
15
</thumbnail>
models/rooms/services/kitchen3.nif
10
6
1800
0
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_LOOK;CHR_STATINCREASE CASH 8;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 25
0
0
</KITCHEN3>
<COUNTER1>
<thumbnail>
models/rooms/services/counter1.tga
16
</thumbnail>
models/rooms/services/counter1.nif
2
2
350
1
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE HEALTH 10 ;;:SP_food_counter_1:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE HEALTH 10
0
0
</COUNTER1>
<COUNTER2>
<thumbnail>
models/rooms/services/counter2.tga
17
</thumbnail>
models/rooms/services/counter2.nif
4
2
550
2
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle_1:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE HUNGER 20;CHR_STATINCREASE HEALTH 20 ;;:SP_food_counter_1:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE HUNGER 20;CHR_STATINCREASE HEALTH 20 ;;:SP_food_counter_2:;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE HUNGER 20;CHR_STATINCREASE HEALTH 20
0
0
</COUNTER2>
<COUNTER3>
<thumbnail>
models/rooms/services/counter3.tga
18
</thumbnail>
models/rooms/services/counter3.nif
6
2
750
3
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_food_counter_1:;CHR_ANIMPLAY food_counter_1;CHR_STATDECREASE HUNGER 30;CHR_STATINCREASE HEALTH 30 ;;:SP_food_counter_2:;CHR_ANIMPLAY food_counter_3;CHR_STATDECREASE HUNGER 30;CHR_STATINCREASE HEALTH 30 ;;:SP_food_counter_3:;CHR_ANIMPLAY food_counter_2;CHR_STATDECREASE HUNGER 30;CHR_STATINCREASE HEALTH 30
0
0
</COUNTER3>
<VENDING>
<thumbnail>
models/rooms/services/vending.tga
19
</thumbnail>
models/rooms/services/vending.nif
2
2
250
2
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE HUNGER 10;CHR_STATINCREASE ILLNESS 5;CHR_STATDECREASE CASH 1
0
0
</VENDING>
<DINING1>
<thumbnail>
models/rooms/services/dining1.tga
20
</thumbnail>
models/rooms/services/dining1.nif
4
4
300
4
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 40;CHR_STATDECREASE BOREDOM 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 40;CHR_STATDECREASE BOREDOM 10
0
0
</DINING1>
<DINING2>
<thumbnail>
models/rooms/services/dining2.tga
21
</thumbnail>
models/rooms/services/dining2.nif
4
4
500
6
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 50;CHR_STATDECREASE BOREDOM 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 50;CHR_STATDECREASE BOREDOM 10
0
0
</DINING2>
<DINING3>
<thumbnail>
models/rooms/services/dining3.tga
22
</thumbnail>
models/rooms/services/dining3.nif
4
4
400
4
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 60;CHR_STATDECREASE BOREDOM 10;;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 60;CHR_STATDECREASE BOREDOM 10
0
0
</DINING3>
<DINING4>
<thumbnail>
models/rooms/services/dining4.tga
23
</thumbnail>
models/rooms/services/dining4.nif
4
4
700
6
0
food
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE HUNGER 70;CHR_STATDECREASE BOREDOM 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_EAT;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE HUNGER 70;CHR_STATDECREASE BOREDOM 10
0
0
</DINING4>
<LIBRARY1>
<thumbnail>
models/rooms/services/library1.tga
24
</thumbnail>
models/rooms/services/library1.nif
8
4
350
8
0
education
// MUST have comment line!!! WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 15;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_angry:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATINCREASE ANGER 10;CHR_STATDECREASE REHABILITATION 5
0
0
</LIBRARY1>
<LIBRARY2>
<thumbnail>
models/rooms/services/library2.tga
25
</thumbnail>
models/rooms/services/library2.nif
10
6
550
13
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_3;CHR_STATDECREASE BOREDOM 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_left_sleep:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 15;;:SP_stand_sit_right_type:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_angry:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_DEPRESSED;CHR_STATDECREASE BOREDOM 15;CHR_STATINCREASE ANGER 10;CHR_STATDECREASE REHABILITATION 5;;:SP_stand_sit_right_look:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5
0
0
</LIBRARY2>
<TEACH1>
<thumbnail>
models/rooms/services/teach1.tga
26
</thumbnail>
models/rooms/services/teach1.nif
6
4
300
4
0
education
// Must have comment!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5
0
0
</TEACH1>
<TEACH2>
<thumbnail>
models/rooms/services/teach2.tga
27
</thumbnail>
models/rooms/services/teach2.nif
8
4
600
7
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_left_2:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_idle:;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_ANGRY;CHR_ANIMPLAY STAND_IDLE_3;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 25;CHR_STATINCREASE REHABILITATION 5
0
0
</TEACH2>
<TEACH3>
<thumbnail>
models/rooms/services/teach3.tga
28
</thumbnail>
models/rooms/services/teach3.nif
8
6
900
8
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_idle:;CHR_ANIMPLAY STAND_LOOK;CHR_ANIMPLAY STAND_SMOKE;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 5;CHR_STATDECREASE ANGER 30;CHR_STATDECREASE REHABILITATION 5;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;;:SP_stand_sit_left_type:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right_type:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_TYPE;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 10;;:SP_stand_sit_right_sleep:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 25
0
0
</TEACH3>
<ART1>
<thumbnail>
models/rooms/services/art1.tga
29
</thumbnail>
models/rooms/services/art1.nif
6
4
250
6
0
education
// MUST have comment line!!!WHY?? surely its a comment therefore u ignore it????!;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_RIGHT;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 10;;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 15;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_READ;CHR_ANIMPLAY SIT_STAND_LEFT;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 20;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY BLESS_1_DEFENSE;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE BOREDOM 10;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5
0
0
</ART1>
</plans>
</SERVICES>
<FACTORIES>
<plans>
<METAL1>
<thumbnail>
models/rooms/factories/metal1.tga
1
</thumbnail>
models/rooms/factories/metal1.nif
14
14
1000
6
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP__stand_pause1:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_metalmodel_1:;CHR_ANIMPLAY Metalwork_model_start;OBJ_ANIMSTART 3;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 3;CHR_ANIMPLAY Metalwork_model_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_metalmodel_2:;CHR_ANIMPLAY Metalwork_model_start;OBJ_ANIMSTART 4;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 4;CHR_ANIMPLAY Metalwork_model_1;OBJ_ANIMSTOP 4;CHR_ANIMPLAY Metalwork_model_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_metalsaw:;OBJ_ANIMSTART 5;CHR_ANIMPLAY Metalwork_saw;OBJ_ANIMSTOP 5;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;;:SP_metallathe:;OBJ_ANIMSTART 2;CHR_ANIMPLAY Metalwork_chissel;OBJ_ANIMSTOP 2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_metaldrill_1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 1;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_metaldrill_2:;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;OBJ_ANIMSTART 6;CHR_ANIMPLAY Metalwork_drill;OBJ_ANIMSTOP 6;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</METAL1>
<PRINT1>
<thumbnail>
models/rooms/factories/print1.tga
2
</thumbnail>
models/rooms/factories/print1.nif
14
14
1000
9
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;;:SP_stand_computer_1:;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY stand_idle_2;CHR_ANIMPLAY print_computer;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_computer_2:;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY stand_idle_2;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY print_computer;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_computer_3:;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY print_computer;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_printer_switch:;OBJ_ANIMSTART 2;CHR_ANIMPLAY print_switch;OBJ_ANIMSTOP 2;OBJ_ANIMSTART 2;CHR_ANIMPLAY print_switch;OBJ_ANIMSTOP 2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_box_throw:;OBJ_ANIMSTART 1;CHR_ANIMPLAY print_throwbox;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY print_throwbox;OBJ_ANIMSTOP 1;OBJ_ANIMSTART 1;CHR_ANIMPLAY print_throwbox;OBJ_ANIMSTOP 1;CHR_ANIMPLAY stand_idle_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_box_stack:;OBJ_ANIMSTART 3;CHR_ANIMPLAY box_stack;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY box_stack;OBJ_ANIMSTOP 3;OBJ_ANIMSTART 3;CHR_ANIMPLAY box_stack;OBJ_ANIMSTOP 3;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_printer_repair1:;CHR_ANIMPLAY print_repair;CHR_ANIMPLAY print_repair;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_printer_repair2:;CHR_ANIMPLAY print_repair;CHR_ANIMPLAY print_repair;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</PRINT1>
<AUTO1>
<thumbnail>
models/rooms/factories/auto1.tga
3
</thumbnail>
models/rooms/factories/auto1.nif
14
14
1000
6
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_autowork_under_car_1:;CHR_ANIMPLAY autowork_under_car;CHR_ANIMPLAY autowork_under_car;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_under_car_2:;CHR_ANIMPLAY autowork_under_car;CHR_ANIMPLAY autowork_under_car;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_engine_hood_1:;CHR_ANIMPLAY autowork_engine_hood;CHR_ANIMPLAY autowork_engine_hood;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_engine_hood_2:;CHR_ANIMPLAY autowork_engine_hood;CHR_ANIMPLAY autowork_engine_hood;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_raised_engine_1:;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_autowork_raised_engine_2:;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_ANIMPLAY autowork_raised_engine;CHR_STATDECREASE BOREDOM 40;CHR_STATDECREASE ANGER 20;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</AUTO1>
<UPHOLST1>
<thumbnail>
models/rooms/factories/upholst1.tga
4
</thumbnail>
models/rooms/factories/upholst1.nif
14
14
1000
9
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw1:;OBJ_ANIMSTART 1;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 2;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw2:;OBJ_ANIMSTART 5;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 5;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 6;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 6;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw3:;OBJ_ANIMSTART 7;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 7;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 8;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 8;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_saw4:;OBJ_ANIMSTART 9;CHR_ANIMPLAY saw_start;OBJ_ANIMSTOP 9;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;CHR_ANIMPLAY saw_1;OBJ_ANIMSTART 10;CHR_ANIMPLAY saw_end;OBJ_ANIMSTOP 10;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_hammer1:;OBJ_ANIMSTART 3;CHR_ANIMPLAY hammer_nails_start;OBJ_ANIMSTOP 3;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;OBJ_ANIMSTART 4;CHR_ANIMPLAY hammer_nails_end;OBJ_ANIMSTOP 4;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_hammer2:;OBJ_ANIMSTART 11;CHR_ANIMPLAY hammer_nails_start;OBJ_ANIMSTOP 11;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;OBJ_ANIMSTART 12;CHR_ANIMPLAY hammer_nails_end;OBJ_ANIMSTOP 12;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_hammer3:;OBJ_ANIMSTART 13;CHR_ANIMPLAY hammer_nails_start;OBJ_ANIMSTOP 13;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;CHR_ANIMPLAY hammer_nails1;OBJ_ANIMSTART 14;CHR_ANIMPLAY hammer_nails_end;OBJ_ANIMSTOP 14;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_stuffing1:;CHR_ANIMPLAY stuffing_start;OBJ_ANIMSTART 15;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;OBJ_ANIMSTOP 15;CHR_ANIMPLAY stuff_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_stuffing2:;CHR_ANIMPLAY stuffing_start;OBJ_ANIMSTART 16;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;CHR_ANIMPLAY stuffing_1;OBJ_ANIMSTOP 16;CHR_ANIMPLAY stuff_end;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</UPHOLST1>
<LAUND1>
<thumbnail>
models/rooms/factories/laund1.tga
5
</thumbnail>
models/rooms/factories/laund1.nif
14
14
1000
7
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 3;CHR_STATINCREASE CASH 2;;:SP_stand_washingline:;OBJ_ANIMSTART 1;CHR_ANIMPLAY throw_switch_2;OBJ_ANIMSTOP 1;CHR_ANIMPLAY stand_idle1;OBJ_ANIMSTART 2;CHR_ANIMPLAY throw_switch_2;OBJ_ANIMSTOP 2;CHR_ANIMPLAY stand_idle2;OBJ_ANIMSTART 3;CHR_ANIMPLAY throw_switch_2;OBJ_ANIMSTOP 3;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_washingmachine_1:;OBJ_ANIMSTART 4;CHR_ANIMPLAY washing_machine_start;OBJ_ANIMSTOP 4;OBJ_ANIMSTART 5;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 5;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 5;OBJ_ANIMSTART 6;CHR_ANIMPLAY washing_machine_end;OBJ_ANIMSTOP 6;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_washingmachine_2:;OBJ_ANIMSTART 7;CHR_ANIMPLAY washing_machine_start;OBJ_ANIMSTOP 7;OBJ_ANIMSTART 8;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 8;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 8;OBJ_ANIMSTART 9;CHR_ANIMPLAY washing_machine_end;OBJ_ANIMSTOP 9;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_washingmachine_3:;OBJ_ANIMSTART 10;CHR_ANIMPLAY washing_machine_start;OBJ_ANIMSTOP 10;OBJ_ANIMSTART 11;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 11;OBJ_ANIMSTART 11;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 11;OBJ_ANIMSTART 11;CHR_ANIMPLAY washing_machine_1;OBJ_ANIMSTOP 11;OBJ_ANIMSTART 12;CHR_ANIMPLAY washing_machine_end;OBJ_ANIMSTOP 12;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 15;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_machine_1:;OBJ_ANIMSTART 13;CHR_ANIMPLAY machine1_1;OBJ_ANIMSTOP 13;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_machine_2:;OBJ_ANIMSTART 14;CHR_ANIMPLAY machine1_1;OBJ_ANIMSTOP 14;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_machine_3:;OBJ_ANIMSTART 15;CHR_ANIMPLAY machine1_1;OBJ_ANIMSTOP 15;CHR_STATDECREASE BOREDOM 15;CHR_STATDECREASE ANGER 5;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</LAUND1>
<MAIL1>
<thumbnail>
models/rooms/factories/mail1.tga
6
</thumbnail>
models/rooms/factories/mail1.nif
14
14
1000
8
0
work
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort1:;CHR_ANIMPLAY mail_sort_start2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort2:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort3:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort4:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort5:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort6:;CHR_ANIMPLAY mail_sort_start2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort7:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2;;:SP_stand_mail_sort8:;CHR_ANIMPLAY mail_sort_start1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_2;CHR_ANIMPLAY mail_sort_1;CHR_ANIMPLAY mail_sort_end;CHR_STATDECREASE BOREDOM 20;CHR_STATDECREASE ANGER 10;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 2
0
0
</MAIL1>
<CHAINGANG1>
<thumbnail>
models/levels/mcneil/chaingang.tga
7
</thumbnail>
models/levels/mcneil/chaingang.nif
1
1
0
4
0
extwork
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_chaingang:;;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY GETPICK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY DROPPICK;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY GETPICK;CHR_ANIMPLAY GROOVE;CHR_ANIMPLAY GROOVE;CHR_ANIMPLAY HACK;CHR_ANIMPLAY HACK;CHR_ANIMPLAY DROPPICK;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 30;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 3
0
0
</CHAINGANG1>
<FARM1>
<thumbnail>
models/levels/mcneil/farm.tga
8
</thumbnail>
models/levels/mcneil/farm.nif
1
1
0
4
0
extwork
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_farm:;CHR_ANIMPLAY STAND_IDLE_1;CHR_ANIMPLAY GETSPADE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DIGHOLE;CHR_ANIMPLAY DROPSPADE;CHR_ANIMPLAY STAND_IDLE_2;CHR_STATDECREASE BOREDOM 30;CHR_STATDECREASE ANGER 40;CHR_STATINCREASE REHABILITATION 5;CHR_STATINCREASE CASH 3
0
0
</FARM1>
</plans>
</FACTORIES>
<SECURITY>
<plans>
<GUARD1>
<thumbnail>
models/rooms/security/guard1.tga
1
</thumbnail>
models/rooms/security/guard1.nif
4
2
300
2
0
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND
10
0
</GUARD1>
<GUARD2>
<thumbnail>
models/rooms/security/guard2.tga
2
</thumbnail>
models/rooms/security/guard2.nif
6
2
500
4
1
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND
15
0
</GUARD2>
<GUARD3>
<thumbnail>
models/rooms/security/guard3.tga
3
</thumbnail>
models/rooms/security/guard3.nif
4
6
600
5
2
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;;:SP_stand_idle_smoke:;CHR_ANIMPLAY STAND_SMOKE;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SMOKE;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT;;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_STAND
20
0
</GUARD3>
<GUARD4>
<thumbnail>
models/rooms/security/guard4.tga
4
</thumbnail>
models/rooms/security/guard4.nif
6
6
850
7
3
security
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_sit_chair:;CHR_ANIMPLAY STAND_SIT_CHAIR;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_STAND;;:SP_stand_sit_left:;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_sit_left_look:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_LEFT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_RIGHT;;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_IDLE_1;;:SP_stand_sit_right:;CHR_ANIMPLAY STAND_IDLE_2;CHR_ANIMPLAY STAND_SIT_RIGHT;CHR_ANIMPLAY SIT_IDLE_2;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_SLEEP;CHR_ANIMPLAY SIT_IDLE_1;CHR_ANIMPLAY SIT_STAND_LEFT
25
0
</GUARD4>
<SURVEIL1>
<thumbnail>
models/rooms/security/surveil1.tga
5
</thumbnail>
models/rooms/security/surveil1.nif
2
4
350
1
0
surveillance
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
15
0
</SURVEIL1>
<SURVEIL2>
<thumbnail>
models/rooms/security/surveil2.tga
6
</thumbnail>
models/rooms/security/surveil2.nif
4
4
550
1
1
surveillance
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
25
0
</SURVEIL2>
<SURVEIL3>
<thumbnail>
models/rooms/security/surveil3.tga
7
</thumbnail>
models/rooms/security/surveil3.nif
6
4
850
1
2
surveillance
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY TALK2_ATTACK;CHR_ANIMPLAY STAND_IDLE_2
30
0
</SURVEIL3>
<ARMORY1>
<thumbnail>
models/rooms/security/armory1.tga
8
</thumbnail>
models/rooms/security/armory1.nif
4
4
850
2
0
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
20
0
</ARMORY1>
<ARMORY2>
<thumbnail>
models/rooms/security/armory2.tga
9
</thumbnail>
models/rooms/security/armory2.nif
4
6
1050
4
1
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
30
0
</ARMORY2>
<ARMORY3>
<thumbnail>
models/rooms/security/armory3.tga
10
</thumbnail>
models/rooms/security/armory3.nif
6
4
1550
6
2
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
35
0
</ARMORY3>
<ARMORY4>
<thumbnail>
models/rooms/security/armory4.tga
11
</thumbnail>
models/rooms/security/armory4.nif
8
4
2050
10
3
armoury
//s;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_2;CHR_RIOT_GEAR_TOGGLE
40
0
</ARMORY4>
<KENNEL1>
<thumbnail>
models/rooms/security/kennel1.tga
12
</thumbnail>
models/rooms/security/kennel1.nif
2
2
100
1
1
kennels
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_Dog_kennel1:;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_stand_left
10
0
</KENNEL1>
<KENNEL2>
<thumbnail>
models/rooms/security/kennel2.tga
13
</thumbnail>
models/rooms/security/kennel2.nif
2
4
200
1
1
kennels
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;;:SP_Dog_kennel2:;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_stand_left
15
0
</KENNEL2>
<KENNEL3>
<thumbnail>
models/rooms/security/kennel3.tga
14
</thumbnail>
models/rooms/security/kennel3.nif
4
4
300
1
1
kennels
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;;:SP_Dog_kennel3:;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_sleep;CHR_ANIMPLAY lie_idle;CHR_ANIMPLAY lie_stand_left
20
0
</KENNEL3>
<TRAINING1>
<thumbnail>
models/rooms/security/training1.tga
15
</thumbnail>
models/rooms/security/training1.nif
2
4
100
1
1
training
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
10
0
</TRAINING1>
<TRAINING2>
<thumbnail>
models/rooms/security/training2.tga
16
</thumbnail>
models/rooms/security/training2.nif
6
4
200
1
1
training
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
15
0
</TRAINING2>
<TRAINING3>
<thumbnail>
models/rooms/security/training3.tga
17
</thumbnail>
models/rooms/security/training3.nif
8
6
300
1
1
training
//Default test script. scripts are per-spline, in the format colon, splinename, colon, script.;:SP_stand_idle:;CHR_ANIMPLAY STAND_IDLE_1
20
0
</TRAINING3>
</plans>
</SECURITY>
</CONTENTS>
</BUILD_OBJECTS>
<CONSUMERS>
<plans>
<MAN1>
models/characters/prisoners/male/aveguy/aveguy.kfm
</MAN1>
<MAN2>
models/characters/prisoners/male/fatguy/fatguy.kfm
</MAN2>
<MAN3>
models/characters/prisoners/male/hugeguy/hugeguy.kfm
</MAN3>
<MAN4>
models/characters/prisoners/male/musleguy/musleguy.kfm
</MAN4>
<MAN5>
models/characters/prisoners/male/thinguy/thinguy.kfm
</MAN5>
<MAN6>
models/characters/prisoners/male/oldguy/oldguy.kfm
</MAN6>
</plans>
</CONSUMERS>
<STAFF>
<SECURITY>
<plans>
<GUARD1>
models/characters/staff/guards/guard1/guard1.kfm
</GUARD1>
<GUARD2>
models/characters/staff/guards/guard2/guard2.kfm
</GUARD2>
<GUARD3>
models/characters/staff/guards/guard3/guard3.kfm
</GUARD3>
<GUARD4>
models/characters/staff/guards/guard4/guard4.kfm
</GUARD4>
<DOG1>
models/characters/staff/guards/dog1/dog.kfm
</DOG1>
</plans>
</SECURITY>
<MEDICAL>
<plans>
<DOCTOR>
models/characters/staff/nonguards/doctor1/doctor1.kfm
</DOCTOR>
</plans>
</MEDICAL>
<SUPPORT>
<plans>
<CHAPLAIN>
models/characters/staff/nonguards/chaplain1/chaplain1.kfm
</CHAPLAIN>
<THERAPIST>
models/characters/staff/nonguards/therapist1/therapist1.kfm
</THERAPIST>
</plans>
</SUPPORT>
<MAINTENANCE>
<plans>
<MAINTENANCE1>
models/characters/staff/nonguards/maint1/maint1.kfm
</MAINTENANCE1>
</plans>
</MAINTENANCE>
<CLEANING>
<plans>
<CLEANER1>
models/characters/staff/nonguards/cleaner1/cleaner1.kfm
</CLEANER1>
</plans>
</CLEANING>
</STAFF>
<SPAWN_OBJECTS>
<plans>
<SPAWN_ONE>
models/levels/mcneil/spawn.nif
</SPAWN_ONE>
</plans>
</SPAWN_OBJECTS>
<AUXHILARY_OBJECTS>
<plans>
<HIGHLIGHT>
models/characters/select.nif
</HIGHLIGHT>
<DEBRIS1>
models/objects/debris/debris1.nif
</DEBRIS1>
<DEBRIS2>
models/objects/debris/debris2.nif
</DEBRIS2>
<DEBRIS3>
models/objects/debris/debris3.nif
</DEBRIS3>
<PATROL_MARKER>
models/characters/waypoint.nif
</PATROL_MARKER>
</plans>
</AUXHILARY_OBJECTS>
<FOG>
<plans>
<R>
150
</R>
<G>
230
</G>
<B>
254
</B>
<A>
255
</A>
</plans>
</FOG>
</MCNEIL>
</DYNAMIC_OBJECTS>
<LEVELS>
<1>
models/levels/angola/angola.nif
</1>
<2>
models/levels/leavenworth/leavenworth.nif
</2>
<3>
models/levels/mcneil/mcneil.nif
</3>
</LEVELS>
<FONTS>
<1>
images/fonts/smallfont.met
</1>
<2>
images/fonts/bigfont.met
</2>
<3>
images/fonts/smallfontblack.met
</3>
<4>
images/fonts/bigfont2.met
</4>
<5>
images/fonts/tooltip.met
</5>
</FONTS>
<SCENARIOS>
<1>
scenarios/scenario1
</1>
<2>
scenarios/scenario2
</2>
<3>
scenarios/scenario3
</3>
<4>
scenarios/scenario4
</4>
<5>
scenarios/scenario5
</5>
<6>
scenarios/scenario6
</6>
<7>
scenarios/scenario7
</7>
<8>
scenarios/scenario8
</8>
<9>
scenarios/scenario9
</9>
<10>
scenarios/scenario10
</10>
<11>
scenarios/scenario11
</11>
<12>
scenarios/scenario12
</12>
<13>
scenarios/scenario13
</13>
<14>
scenarios/scenario13
</14>
<15>
scenarios/scenario15
</15>
<16>
scenarios/scenario16
</16>
</SCENARIOS>
<MALE_NAMES>
<1>
Aaron
</1>
<2>
Adrian
</2>
<3>
Al
</3>
<4>
Andy
</4>
<5>
Arnold
</5>
<6>
Adil
</6>
<7>
Barry
</7>
<8>
Ben
</8>
<9>
Billy
</9>
<10>
Bob
</10>
<11>
Boris
</11>
<12>
Bubba
</12>
<13>
Carl
</13>
<14>
Cedric
</14>
<15>
Cid
</15>
<16>
Colin
</16>
<17>
Cuthbert
</17>
<18>
Christopher
</18>
<19>
Cyril
</19>
<20>
Dan
</20>
<21>
Dave
</21>
<22>
Delroy
</22>
<23>
Dennis
</23>
<24>
Don
</24>
<25>
Elliott
</25>
<26>
Elmo
</26>
<27>
Ed
</27>
<28>
Fred
</28>
<29>
Frank
</29>
<30>
Ferdinand
</30>
<31>
Greg
</31>
<32>
Gary
</32>
<33>
Gerry
</33>
<34>
Harry
</34>
<35>
Hank
</35>
<36>
Homer
</36>
<37>
Hal
</37>
<38>
Jose
</38>
<39>
Henry
</39>
<40>
Tim
</40>
<41>
Ian
</41>
<42>
Ivor
</42>
<43>
Jacob
</43>
<44>
Joshua
</44>
<45>
Ethan
</45>
<46>
Andrew
</46>
<47>
Daniel
</47>
<48>
Jim
</48>
<49>
Jack
</49>
<50>
Joe
</50>
<51>
Jasper
</51>
<52>
Kenny
</52>
<53>
Kane
</53>
<54>
Keith
</54>
<55>
Kevin
</55>
<56>
Kurt
</56>
<57>
Kyle
</57>
<58>
Kieran
</58>
<59>
Larry
</59>
<60>
Lance
</60>
<61>
Lee
</61>
<62>
Lewis
</62>
<63>
Liam
</63>
<64>
Luke
</64>
<65>
Mike
</65>
<66>
Malcolm
</66>
<67>
Mark
</67>
<68>
Ajay
</68>
<69>
Graham
</69>
<70>
Neil
</70>
<71>
Langley
</71>
<72>
Orson
</72>
<73>
Martin
</73>
<74>
Patrick
</74>
<75>
Quentin
</75>
<76>
Noah
</76>
<77>
Owen
</77>
<78>
Paddy
</78>
<79>
Paul
</79>
<80>
Phil
</80>
<81>
Percy
</81>
<82>
Ruttiger
</82>
<83>
Ralph
</83>
<84>
Rudolph
</84>
<85>
Rick
</85>
<86>
Ross
</86>
<87>
Stan
</87>
<88>
Steve
</88>
<89>
Scott
</89>
<90>
Matt
</90>
<91>
Sean
</91>
<92>
Sam
</92>
<93>
Spike
</93>
<94>
Ted
</94>
<95>
Terrance
</95>
<96>
Tony
</96>
<97>
Uri
</97>
<98>
Vernon
</98>
<99>
Vincent
</99>
<100>
Walter
</100>
<101>
William
</101>
<102>
Winston
</102>
<103>
Xavier
</103>
<104>
Zack
</104>
<105>
Yousef
</105>
<106>
John
</106>
<107>
James
</107>
<108>
Bradley
</108>
<109>
Keanu
</109>
<110>
Joachin
</110>
<111>
Simon
</111>
<112>
James
</112>
</MALE_NAMES>
<FEMALE_NAMES>
<1>
Susan
</1>
</FEMALE_NAMES>
<SURNAMES>
<1>
Andrews
</1>
<2>
Blake
</2>
<3>
Cookson
</3>
<4>
Andrews
</4>
<5>
Blake
</5>
<6>
Cookson
</6>
<7>
Cottell
</7>
<8>
Domingez
</8>
<9>
Etherington
</9>
<10>
Heslop
</10>
<11>
King
</11>
<12>
Oliver
</12>
<13>
Talbot
</13>
<14>
Windeatt
</14>
<15>
Groves
</15>
<16>
Abbott
</16>
<17>
Acton
</17>
<18>
Astley
</18>
<19>
Baker
</19>
<20>
Brown
</20>
<21>
Allen
</21>
<22>
Allan
</22>
<23>
Daniels
</23>
<24>
Hardisty
</24>
<25>
Miles
</25>
<26>
O'Hagan
</26>
<27>
Henry
</27>
<28>
Inglethorpe
</28>
<29>
Jackson
</29>
<30>
Carter
</30>
<31>
Simpson
</31>
<32>
Kelly
</32>
<33>
Larson
</33>
<34>
Turner
</34>
<35>
Manning
</35>
<36>
Major
</36>
<37>
Nunez
</37>
<38>
Oberon
</38>
<39>
Platt
</39>
<40>
Kennedy
</40>
<41>
Crisp
</41>
<42>
Robertson
</42>
<43>
Richardson
</43>
<44>
Smith
</44>
<45>
Railton
</45>
<46>
Wheatman
</46>
<47>
Tiago
</47>
<48>
Wrapson
</48>
<49>
Clapham
</49>
<50>
Wilson
</50>
<51>
Ulysses
</51>
<52>
Veron
</52>
<53>
Yawinski
</53>
<54>
Courtney
</54>
<55>
Zoolander
</55>
<56>
Wojciehowicz
</56>
<57>
Izod
</57>
<58>
Bevan
</58>
<59>
Woodhead
</59>
<60>
Phillips
</60>
<61>
Stephenson
</61>
<62>
Pitt
</62>
<63>
Lopez
</63>
<64>
Carey
</64>
<65>
Dion
</65>
<66>
Billings
</66>
<67>
York
</67>
<68>
Campbell
</68>
<69>
Sood
</69>
<70>
Tyne
</70>
<71>
Rossi
</71>
<72>
Fusco
</72>
<73>
Mercer
</73>
<74>
Callas
</74>
<75>
Garcia
</75>
<76>
Bliss
</76>
<77>
Ling
</77>
<78>
Chen
</78>
<79>
Tang
</79>
<80>
Ball
</80>
<81>
Bongiovi
</81>
<82>
Hampden
</82>
<83>
Harris
</83>
<84>
Armitage
</84>
<85>
Thornton
</85>
<86>
Hale
</86>
<87>
Davis
</87>
<88>
Miller
</88>
<89>
Moore
</89>
<90>
Windeatt
</90>
<91>
Thompson
</91>
<92>
Martinez
</92>
<93>
Clark
</93>
<94>
Rodriguez
</94>
<95>
Walker
</95>
<96>
Hall
</96>
<97>
Hernandez
</97>
<98>
Young
</98>
<99>
Wright
</99>
<100>
Green
</100>
<101>
Hill
</101>
<102>
Gonzalez
</102>
<103>
Adams
</103>
<104>
Mitchell
</104>
<105>
Perez
</105>
<106>
Parker
</106>
<107>
Evans
</107>
<108>
Collins
</108>
<109>
Kent
</109>
<110>
Lane
</110>
<111>
Amos
</111>
<112>
Begum
</112>
<113>
Bravo
</113>
<114>
Howick
</114>
<115>
Weir
</115>
<116>
Waite
</116>
<117>
Oswald
</117>
<118>
Rooks
</118>
<119>
Neffendorf
</119>
<120>
Halliday
</120>
<121>
Angus
</121>
<122>
Rutherford
</122>
<123>
Wright
</123>
<124>
Patience
</124>
</SURNAMES>
<SOUND>
<SFX>
<1>
sound/building.wav
</1>
<2>
sound/demolish_building.wav
</2>
<3>
sound/demolish_room.wav
</3>
<4>
sound/guard.wav
</4>
<5>
sound/doctor.wav
</5>
<6>
sound/maint.wav
</6>
<7>
sound/chaplin.wav
</7>
<8>
sound/startgame.wav
</8>
<9>
sound/morning.wav
</9>
<10>
sound/building_admin.wav
</10>
<11>
sound/building_factory.wav
</11>
<12>
sound/building_health.wav
</12>
<13>
sound/building_messhall.wav
</13>
<14>
sound/building_other.wav
</14>
<15>
sound/riot.wav
</15>
<16>
sound/message.wav
</16>
<17>
sound/death.wav
</17>
<18>
sound/escape.wav
</18>
<19>
sound/rehab.wav
</19>
<20>
sound/reoffend.wav
</20>
<21>
sound/dinner.wav
</21>
<22>
sound/talk.wav
</22>
<23>
sound/quit.wav
</23>
<24>
sound/endgame.wav
</24>
<25>
sound/build.wav
</25>
<26>
sound/protesters.wav
</26>
<27>
sound/klaxon.wav
</27>
</SFX>
<AMBIENT>
<1>
sound/ambient1.wav
</1>
<2>
sound/ambient2.wav
</2>
<3>
sound/ambient3.wav
</3>
</AMBIENT>
<MUSIC>
<1>
sound/options.wav
</1>
<2>
sound/music1.wav
</2>
<3>
sound/music2.wav
</3>
<4>
sound/music3.wav
</4>
</MUSIC>
</SOUND>
<DOG_NAMES>
<1>
Pangus
</1>
<2>
Rover
</2>
<3>
Woofy
</3>
<4>
Mutley
</4>
<5>
Bouncer
</5>
<6>
Storm
</6>
<7>
Rex
</7>
<8>
Jasper
</8>
<9>
Lucky
</9>
<10>
Shep
</10>
<11>
Cujo
</11>
<12>
Lassie
</12>
<13>
Sally
</13>
<14>
Sheeba
</14>
<15>
Goldie
</15>
<16>
Digby
</16>
<17>
Rufus
</17>
<18>
Fido
</18>
<19>
Sheriff
</19>
<20>
Jessie
</20>
<21>
Spud
</21>
<22>
Layla
</22>
<23>
Gypsy
</23>
<24>
Sula
</24>
<25>
Wolf
</25>
</DOG_NAMES>
</FUSIONDATA>
