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- BIND mwheelup VSTR NEXT
- BIND mwheeldown VSTR PREV
- BIND mouse3 VSTR ACTION
- // Global Aliases
- SET _NEXT "SET NEXT VSTR"
- SET _PREV "SET PREV VSTR"
- SET _ACTN "SET ACTION"
- // Directory Strings
- EVALSET 0[0] "bin\Appearance\"
- EVALSET 0[1] "bin\Construction\"
- EVALSET 0[2] "bin\Destruction\"
- EVALSET 0[3] "bin\Reinforcements\"
- EVALSET 0[4] "bin\Saber_Combat\"
- EVALSET 0[5] "bin\Utilities\"
- EVALSET 0[6] "$0[0]$Annoyances\"
- EVALSET 0[7] "$0[1]$AllMaps\"
- EVALSET 0[8] "$0[1]$MapSpecific\"
- EVALSET 0[9] "$0[7]$Buildings\"
- EVALSET 0[a] "$0[7]$Furnishings\"
- EVALSET 0[b] "$0[7]$Platform\"
- EVALSET 0[c] "$0[7]$Rooms\"
- EVALSET 0[d] "$0[7]$Transport\"
- EVALSET 0[e] "$0[8]$T2_Trip\"
- EVALSET 0[f] "$0[e]$Buildings\"
- EVALSET 0[g] "$0[e]$Rooms\"
- EVALSET 0[h] "$0[2]$Annoyances\"
- EVALSET 0[i] "$0[2]$Admin_Obs\"
- EVALSET 0[j] "$0[2]$Boosts\"
- EVALSET 0[k] "$0[2]$Damaging\"
- EVALSET 0[l] "$0[k]$Havoc_Cannon\"
- EVALSET 0[m] "$0[5]$Config\"
- // Root Directory Options
- EVALSET 1[0] "$_NEXT$ 1[1]; $_PREV$ 1[5]; $_ACTN$ VSTR 2[0]; ECHO $0[0]$"
- EVALSET 1[1] "$_NEXT$ 1[2]; $_PREV$ 1[0]; $_ACTN$ VSTR 3[0]; ECHO $0[1]$"
- EVALSET 1[2] "$_NEXT$ 1[3]; $_PREV$ 1[1]; $_ACTN$ VSTR d[0]; ECHO $0[2]$"
- EVALSET 1[3] "$_NEXT$ 1[4]; $_PREV$ 1[2]; $_ACTN$ VSTR j[0]; ECHO $0[3]$"
- EVALSET 1[4] "$_NEXT$ 1[5]; $_PREV$ 1[3]; $_ACTN$ VSTR k[0]; ECHO $0[4]$"
- EVALSET 1[5] "$_NEXT$ 1[0]; $_PREV$ 1[4]; $_ACTN$ VSTR l[0]; ECHO $0[5]$"
- // Appearance
- EVALSET 2[0] "$_NEXT$ 2[1]; $_PREV$ 2[2]; $_ACTN$ EXEC $0[6]$Imitate_Duel; ECHO $0[6]$Imitate_Duel"
- EVALSET 2[1] "$_NEXT$ 2[2]; $_PREV$ 2[0]; $_ACTN$ EXEC $0[6]$Create_Lag; ECHO $0[6]$Create_Lag"
- EVALSET 2[2] "$_NEXT$ 2[0]; $_PREV$ 2[1]; $_ACTN$ VSTR 1[0]; ECHO Go Back"
- // Construction
- EVALSET 3[0] "$_NEXT$ 3[1]; $_PREV$ 3[2]; $_ACTN$ VSTR 4[0]; ECHO $0[7]$"
- EVALSET 3[1] "$_NEXT$ 3[2]; $_PREV$ 3[0]; $_ACTN$ VSTR a[0]; ECHO $0[8]$"
- EVALSET 3[2] "$_NEXT$ 3[0]; $_PREV$ 3[1]; $_ACTN$ VSTR 1[1]; ECHO Go Back"
- // Construction - All Maps
- EVALSET 4[0] "$_NEXT$ 4[1]; $_PREV$ 4[5]; $_ACTN$ VSTR 5[0]; ECHO $0[9]$"
- EVALSET 4[1] "$_NEXT$ 4[2]; $_PREV$ 4[0]; $_ACTN$ VSTR 6[0]; ECHO $0[a]$"
- EVALSET 4[2] "$_NEXT$ 4[3]; $_PREV$ 4[1]; $_ACTN$ VSTR 7[0]; ECHO $0[b]$"
- EVALSET 4[3] "$_NEXT$ 4[4]; $_PREV$ 4[2]; $_ACTN$ VSTR 8[0]; ECHO $0[c]$"
- EVALSET 4[4] "$_NEXT$ 4[5]; $_PREV$ 4[3]; $_ACTN$ VSTR 9[0]; ECHO $0[d]$"
- EVALSET 4[5] "$_NEXT$ 4[0]; $_PREV$ 4[4]; $_ACTN$ VSTR 3[0]; ECHO Go Back"
- // Construction - All Maps - Buildings
- EVALSET 5[0] "$_NEXT$ 5[1]; $_PREV$ 5[3]; $_ACTN$ EXEC $0[9]$Gentlemens_Club; ECHO $0[9]$Gentlemens_Club"
- EVALSET 5[1] "$_NEXT$ 5[2]; $_PREV$ 5[0]; $_ACTN$ EXEC $0[9]$Original_House; ECHO $0[9]$Original_House"
- EVALSET 5[2] "$_NEXT$ 5[3]; $_PREV$ 5[1]; $_ACTN$ EXEC $0[9]$Prison; ECHO $0[9]$Prison"
- EVALSET 5[3] "$_NEXT$ 5[0]; $_PREV$ 5[2]; $_ACTN$ VSTR 4[0]; ECHO Go Back"
- // Construction - All Maps - Furnishings
- EVALSET 6[0] "$_NEXT$ 6[1]; $_PREV$ 6[2]; $_ACTN$ EXEC $0[a]$CrushingBox; ECHO $0[a]$CrushingBox"
- EVALSET 6[1] "$_NEXT$ 6[2]; $_PREV$ 6[0]; $_ACTN$ EXEC $0[a]$PerformanceStage; ECHO $0[a]$PerformanceStage"
- EVALSET 6[2] "$_NEXT$ 6[0]; $_PREV$ 6[1]; $_ACTN$ VSTR 4[1]; ECHO Go Back"
- // Construction - All Maps - Platforms
- EVALSET 7[0] "$_NEXT$ 7[1]; $_PREV$ 7[2]; $_ACTN$ EXEC $0[b]$ScaledBy1; ECHO $0[b]$ScaledBy1"
- EVALSET 7[1] "$_NEXT$ 7[2]; $_PREV$ 7[0]; $_ACTN$ EXEC $0[b]$ScaledBy3_Part_1; ECHO $0[b]$ScaledBy3_Part_1"
- EVALSET 7[2] "$_NEXT$ 7[0]; $_PREV$ 7[1]; $_ACTN$ VSTR 4[2]; ECHO Go Back"
- // Construction - All Maps - Rooms
- EVALSET 8[0] "$_NEXT$ 8[1]; $_PREV$ 8[2]; $_ACTN$ EXEC $0[c]$LivingRoom; ECHO $0[c]$LivingRoom"
- EVALSET 8[1] "$_NEXT$ 8[2]; $_PREV$ 8[0]; $_ACTN$ EXEC $0[c]$PrisonCell; ECHO $0[c]$PrisonCell"
- EVALSET 8[2] "$_NEXT$ 8[0]; $_PREV$ 8[1]; $_ACTN$ VSTR 4[3]; ECHO Go Back"
- EXEC Bin/bind_Cycle_Part_2
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