# Tribe 01
TRIBE {
	HOME_HEIGHT	3
	BOT_COUNT	3
	TASK_COUNT	2
	MESH_BOT	"data\bot_01.ase"
	MESH_HOME	"data\home_01.ase"
	MESH_TASK_DIG	"data\task_dig_01.ase"
	MESH_TASK_PILE	"data\task_pile_01.ase"
}

# Tribe 02
TRIBE {
	HOME_HEIGHT	2
	BOT_COUNT	3
	TASK_COUNT	2
	MESH_BOT	"data\bot_02.ase"
	MESH_HOME	"data\home_02.ase"
	MESH_TASK_DIG	"data\task_dig_02.ase"
	MESH_TASK_PILE	"data\task_pile_02.ase"
}

# Tribe 03
TRIBE {
	HOME_HEIGHT	2
	BOT_COUNT	3
	TASK_COUNT	2
	MESH_BOT	"data\bot_03.ase"
	MESH_HOME	"data\home_03.ase"
	MESH_TASK_DIG	"data\task_dig_03.ase"
	MESH_TASK_PILE	"data\task_pile_03.ase"
}

# Effects

EFFECT {
	NAME	COLUMN_MOVE
	LIFE	30
	PARTICLESYSTEM {
		LIFE		20
		EMIT_TIME	10
		MODE		SMOKE
		PART_COUNT	50
		PART_SIZE	10.0
		PART_SPEED	0.7
		BIRTHRATE	50
		PRESTEP		0
		RENDERMODE	ALPHA
		EMITTER_DIR	0.0 1.0 0.0
		EMITTER_RADIUS	15.0
		VARIATION	0.0
		COLOR		120 40 25 32
		TEXTURE		"data\smoke.tga"
	}
	SOUND {
		FILE		"data\sounds\column_move2.mp3"
		PLAY_ONCE
	}
}

EFFECT {
	NAME	COLUMN_DROP
	LIFE	80
	PARTICLESYSTEM {
		LIFE		20
		EMIT_TIME	10
		MODE		SMOKE
		PART_COUNT	50
		PART_SIZE	15.0
		PART_SPEED	2.0
		BIRTHRATE	5
		PRESTEP		5
		RENDERMODE	ALPHA
		EMITTER_DIR	0.0 1.0 0.0
		EMITTER_RADIUS	5.0
		VARIATION	0.5
		COLOR		120 40 25 64
		TEXTURE		"data\smoke.tga"
	}
	SOUND {
		FILE		"data\sounds\column_drop.mp3"
		PLAY_ONCE
	}
}

EFFECT {
	NAME	COMMAND_FAILED
	LIFE	30
	PARTICLESYSTEM {
		LIFE		20
		EMIT_TIME	20
		MODE		SMOKE
		PART_COUNT	20
		PART_SIZE	5.0
		PART_SPEED	1.0
		BIRTHRATE	2
		PRESTEP		3
		RENDERMODE	ALPHA
		EMITTER_DIR	0.0 1.0 0.0
		EMITTER_RADIUS	5.0
		VARIATION	0.3
		COLOR		120 100 50 64
		TEXTURE		"data\smoke.tga"
	}
	SOUND {
		FILE		"data\sounds\command_failed.mp3"
		PLAY_ONCE
	}
}

EFFECT {
	NAME	STEAL_LAND
	LIFE	50
	PARTICLESYSTEM {
		LIFE		30
		EMIT_TIME	20
		MODE		SPARKLE
		PART_COUNT	30
		PART_SIZE	1.5
		PART_SPEED	1.0
		BIRTHRATE	10
		PRESTEP		0
		RENDERMODE	ALPHA
		EMITTER_DIR	0.0 1.0 0.0
		GRAVITY		0 -0.07 0
		EMITTER_RADIUS	3.0
		VARIATION	1.0
		COLOR		255 255 255 128
		TEXTURE		"data\dust.tga"
	}
	SOUND {
		FILE		"data\sounds\steal_land.mp3"
		PLAY_ONCE
	}
}

EFFECT {
	NAME	GONE_HOME
	LIFE	50
	PARTICLESYSTEM {
		LIFE		50
		EMIT_TIME	40
		MODE		SPARKLE
		PART_COUNT	50
		PART_SIZE	3.0
		PART_SPEED	2.0
		BIRTHRATE	20
		PRESTEP		5
		RENDERMODE	ADD
		EMITTER_DIR	0.0 1.0 0.0
		EMITTER_RADIUS	2.0
		GRAVITY		0 -0.1 0
		VARIATION	0.5
		COLOR		255 255 255 255
		TEXTURE		"data\sparkle.tga"
		TEXTURE_GRID	2 2
	}
	SOUND {
		FILE		"data\sounds\gone_home.mp3"
		PLAY_ONCE
	}
}


EFFECT {
	NAME	BONUS_HAPPINESS
	LIFE	50
	PARTICLESYSTEM {
		LIFE		50
		EMIT_TIME	40
		MODE		SPARKLE
		PART_COUNT	50
		PART_SIZE	3.0
		PART_SPEED	2.0
		BIRTHRATE	20
		PRESTEP		5
		RENDERMODE	ADD
		EMITTER_DIR	0.0 1.0 0.0
		EMITTER_RADIUS	2.0
		GRAVITY		0 -0.1 0
		VARIATION	0.2
		COLOR		255 255 255 255
		TEXTURE		"data\bonus_mood.tga"
		TEXTURE_GRID	2 2
	}
	IMAGE {
		FILE		"data\bonus_mood_text.tga"
		SIZE		48.0 12.0
		OFFSET		0.0 10.0 0.0
		VEL		0.0 1.0 0.0
	}
	SOUND {
		FILE		"data\sounds\bonus.mp3"
		PLAY_ONCE
	}
}

EFFECT {
	NAME	BONUS_TASK
	LIFE	50
	PARTICLESYSTEM {
		LIFE		50
		EMIT_TIME	40
		MODE		SPARKLE
		PART_COUNT	50
		PART_SIZE	3.0
		PART_SPEED	2.0
		BIRTHRATE	20
		PRESTEP		5
		RENDERMODE	ADD
		EMITTER_DIR	0.0 1.0 0.0
		EMITTER_RADIUS	2.0
		GRAVITY		0 -0.1 0
		VARIATION	0.2
		COLOR		255 255 255 255
		TEXTURE		"data\bonus_task.tga"
		TEXTURE_GRID	2 2
	}
	IMAGE {
		FILE		"data\bonus_task_text.tga"
		SIZE		48.0 12.0
		OFFSET		0.0 10.0 0.0
		VEL		0.0 1.0 0.0
	}
	SOUND {
		FILE		"data\sounds\bonus.mp3"
		PLAY_ONCE
	}
}

EFFECT {
	NAME	BONUS_LAND
	LIFE	50
	PARTICLESYSTEM {
		LIFE		50
		EMIT_TIME	40
		MODE		SPARKLE
		PART_COUNT	50
		PART_SIZE	3.0
		PART_SPEED	2.0
		BIRTHRATE	20
		PRESTEP		5
		RENDERMODE	ADD
		EMITTER_DIR	0.0 1.0 0.0
		EMITTER_RADIUS	2.0
		GRAVITY		0 -0.1 0
		VARIATION	0.2
		COLOR		255 255 255 255
		TEXTURE		"data\bonus_land.tga"
		TEXTURE_GRID	2 2
	}
	IMAGE {
		FILE		"data\bonus_land_text.tga"
		SIZE		48.0 12.0
		OFFSET		0.0 10.0 0.0
		VEL		0.0 1.0 0.0
	}
	SOUND {
		FILE		"data\sounds\bonus.mp3"
		PLAY_ONCE
	}
}

EFFECT {
	NAME	BOT_DIES
	LIFE	70
	PARTICLESYSTEM {
		LIFE		40
		EMIT_TIME	5
		MODE		FALLING
		PART_COUNT	100
		PART_SIZE	10.0
		PART_SPEED	1.3
		BIRTHRATE	20
		PRESTEP		10
		RENDERMODE	ADD
		EMITTER_DIR	0.0 1.0 0.0
		EMITTER_RADIUS	5.0
		GRAVITY		0 -0.02 0
		VARIATION	0.2
		COLOR		70 70 70 255
		TEXTURE		"data\explosion.jpg"
		TEXTURE_GRID	2 2
	}
	SOUND {
		FILE		"data\sounds\explosion.mp3"
		PLAY_ONCE
	}
}

# World
WORLD {
	# lowercase letters for are, upper case for
	# home bases
	MAP_TRIBE {
		ROW	"............."
		ROW	"...aaaa......"
		ROW	"...caaaa....."
		ROW	"..ccaaaaaa..."
		ROW	"..ccc.A.aaa.."
		ROW	"..cc....aaa.."
		ROW	"...c.....bbb."
		ROW	"..ccC..Bbbb.."
		ROW	"..ccc...bbb.."
		ROW	"..cccbbbbb..."
		ROW	"...ccbbb....."
		ROW	"...cbbb......"
		ROW	"............."
	}
	# Only numbers are used, default max=10.
	MAP_HEIGHT {
		ROW	"............."
		ROW	"...0012......"
		ROW	"...00111....."
		ROW	"..00000000..."
		ROW	"..000...000.."
		ROW	"..00....011.."
		ROW	"...0.....111."
		ROW	"..00....001.."
		ROW	"..000...000.."
		ROW	"..11440000..."
		ROW	"...13311....."
		ROW	"...1121......"
		ROW	"............."
	}
	# Only numbers are used, default max=10.
	MAP_MAX_HEIGHT {
		ROW	"............."
		ROW	"............."
		ROW	"............."
		ROW	"............."
		ROW	"....6........"
		ROW	"...6....5...."
		ROW	"............."
		ROW	"............."
		ROW	"............."
		ROW	"....5........"
		ROW	"....5........"
		ROW	"............."
		ROW	"............."
	}

	MESH_CENTER		"data\tree_autumn.ase"
	MESH_TASK_EMPTY		"data\task_empty.ase"
	MESH_TASK_WORK		"data\task_work.ase"
	MESH_SMALL_COLUMN	"data\sm_column.ase"
	COLUMN_DROP_TEXTURE	"data\smoke.tga"
	TILE_SIZE		20.0
	BONUS_HAPPINESS		20
	BONUS_TASK		20
	BONUS_LAND		4
	INIT_BONUS		10
	SAVE_COUNT		6

	# some sounds
	BLOP_SOUND		"data\sounds\blop01.mp3"
	BLOP_SOUND		"data\sounds\blop02.mp3"
	BLOP_SOUND		"data\sounds\blop03.mp3"
	BLOP_SOUND		"data\sounds\blop04.mp3"
	BLOP_SOUND		"data\sounds\blop05.mp3"
	BLOP_SOUND		"data\sounds\blop06.mp3"
	BLOP_SOUND		"data\sounds\blop07.mp3"
	BG_SOUND		"data\sounds\ambience_2.mp3"

	ENVIRONMENT {
		ZERO_LEVEL		GRASS
		FOG_START		50.0
		FOG_END			750.0
		FOG_COLOR		220 131 20 255
		BG_COLOR		170 136 88 255
		SPOT_TEXTURE		"data\spot.jpg"
		PARTICLESYSTEM {
			POS		0.0 300.0 0.0
			LIFE		200
			MODE		FALLING
			PART_COUNT	500
			PART_SIZE	4.0
			PART_SPEED	1.0
			BIRTHRATE	20
			PRESTEP		0
			RENDERMODE	ALPHA_TEST
			EMITTER_DIR	0.0 -1.0 0.0
			EMITTER_RADIUS	100.0
			VARIATION	0.5
			COLOR		255 255 255 255
			TEXTURE		"data\part_leaf3.tga"
		}
	}
}
