// RBF-Dictionary generated by Cope's DoW2 Toolbox
// Format: [key] followed by one value per line
// You can add search-paths instead of values by using the following syntax:
// ?ENTRYPOINT:PATH?REMOVE_FROM_FRONT?EXTENSION1:EXTENSION2?ENDING_TO_EXCLUDE1:ENDING_TO_EXCLUDE_2
// e.g. ?ATTRIB:simulation\\attrib\\ebps?simulation\\attrib\\?? or
// ?DATA:art\\race_marine\\troops\\?art\\?motiontree?_1.motiontree
// REMOVE_FROM_FRONT will remove the specified string from the beginning of the paths
// so you get ebps\\some\\path\\some\\file instead of simulation\\attrib\\ebps\\some\\path\\some\\file.
// The file-extension will automatically be dropped but you can specify which extensions to include.
// You can also specify to exclude files ending with a certain string.
// Example: ?DATA:art\\race_marine\\troops\\?art\\?motiontree:model?_1.motiontree:_1.model
// This will search for files in DATA:art\\race_marine\\troops\\, remove art\\ from the front,
// include only files with the *.motiontree or *.model extension and ignore all files ending with either _1.motiontree or _1.model
// You can leave the extensions-field, the remove-from-front-field and the exclude-field empty, e.g.
// ?DATA:art\\race_marine\\troops\\?art\\??_1.motiontree:_1.model
// A key can have EITHER values OR searchpaths, combinations are NOT supported!
[modifier_application_type]
apply_to_entity
apply_to_entity_type
apply_to_player
apply_to_squad
apply_to_squad_type
apply_to_weapon
apply_to_ability

[melee_base_size]
small
large
medium

[modifier_usage_type]
addition
enable
multiplication

[size]
small
medium
large
tiny
huge
tank
hover_tank
ws_01
ws_02
ws_03
ws_04
ws_05
ws_06
ws_07
ws_08
ws_09
ws_10

[cover_type_for_water]
tp_garrison_cover
tp_heavy
tp_light
tp_open
tp_energy_shield
tp_difficult

[cover_type]
tp_garrison_cover
tp_heavy
tp_light
tp_open
tp_energy_shield
tp_difficult

[hold_preferred_cover_type]
tp_garrison_cover
tp_heavy
tp_light
tp_open
tp_energy_shield
tp_difficult

[selection_type]
squad_select
no_select
single_entity_select
targettable
multi_entity_select
multi_entity_kind_select

[occlusion_state]
can_be_occluded
no_occlusion
occlude_others

[armour_type]
building
vehicle
infantry
building_light
commander
heavy_infantry
building_defence
light_vehicle
super_heavy_infantry
infantry_fire_resist
armour_2_plus_toughness_3
armour_2_plus_toughness_4
armour_2_plus_toughness_5
armour_2_plus_toughness_6
armour_2_plus_toughness_8
armour_3_plus_toughness_3
armour_3_plus_toughness_4
armour_3_plus_toughness_5
armour_3_plus_toughness_6
armour_3_plus_toughness_8
armour_4_plus_toughness_3
armour_4_plus_toughness_4
armour_4_plus_toughness_5
armour_4_plus_toughness_6
armour_4_plus_toughness_8
armour_5_plus_toughness_3
armour_5_plus_toughness_4
armour_5_plus_toughness_5
armour_5_plus_toughness_6
armour_5_plus_toughness_8
armour_6_plus_toughness_3
armour_6_plus_toughness_4
armour_6_plus_toughness_5
armour_6_plus_toughness_6
armour_6_plus_toughness_8
armour_none_toughness_3
armour_none_toughness_4
armour_none_toughness_5
armour_none_toughness_6
armour_none_toughness_8
resist_poison
resist_kinetic
resist_laser
resist_blast
invulnerable_2_plus
invulnerable_3_plus
invulnerable_4_plus
invulnerable_5_plus
invulnerable_6_plus
building_10
building_11
building_12
building_13
building_14
resist_sonic
resist_cold
vehicle_10
vehicle_11
vehicle_12
vehicle_13
vehicle_14

[activation]
always_on
targeted
timed
toggled

[crush_mode]
crush_medium
crush_light
crush_heavy
crush_off

[animation_template]
range_energy
range_heavy_energy
range_heavy_automatic
range_burst
range_flamer
range_missile_launcher
range_sniper_rifle
combo_blade_pistol
combo_powerfist_pistol
melee_powerclaws
melee_hammer_shield
melee_blade
melee_staff
none
combo_powerfist_heavy_automatic
combo_powerfist_heavy_flamer
melee_axe
melee_blade_range_burst2
range_grenade
range_lascannon

[construction_menu]
construction_menu_basic
construction_menu_advanced

[area_type]
Circle
Pie
Point
Line

[weapon_anim_state]
tp_aim
tp_breakdown
tp_cooldown
tp_disabled
tp_fire
tp_move
tp_offhand
tp_pivot
tp_ready
tp_reload
tp_setup
tp_unarmed

[weapon_stance]
range
melee

[knockback_type]
weapon_knockback
ability_knockback
light_weapon_knockback
medium_weapon_knockback

[hold_type]
hold_infantry
hold_tyranids
hold_webway

[area_sweep]
none
left_to_right
right_to_left
in_to_out
out_to_in

[requirement_reason]
display
usage
usage_and_display
produce
usage_and_produce
display_and_usage_and_produce

[upgrade_ui_group]
command_panel
unit_upgrade_panel
weapon_package

[operation]
or
and
not
set
increment
decrement

[familytype]
type_build
type_cover
type_modifier
type_target_weapon
type_unit_class

[deform]
additive
additive_from_center
additive_from_average
additive_from_min

[collision_projectile]
homing
artillery
thrown
plasma

[caster_type]
squad
all_entities
one_entity
any_entities

[turn_type]
curve_turn
curve_turn_smooth
three_point_turn
reverse
constant_radius
reverse_pivot
pivot

[target_type]
entity
squad
position
squad_entity
entity_and_position
entity_and_squad_entity
any

[type_unit_class]
air_control
armory
armour
barracks
builder
building
defence_building
demolishable_bridge
grant_abilities
hq
hq_wreck
infantry
military
motor_pool
motor_pool_heavy
motor_pool_light
procurement
retreat_target
supply_yard
vehicle
wrecked_bridge
hero
build_menu
lesser_tyranid
avitus
spore_mine
mine
exarch_banshee
exarch_warp_spider
gaunt
stall_cover
stun_immune
taunt_immune
turret
emerald_weapon
ripper
energy_shield
tyranid_tower
act_1_boss
platform
terminator
does_not_retreat
carnifex
stronghold_generator
plague_marine
tactical_marine
daemon
non_threatening
scout
wraithguard
generator
champion
HeavyArmorXP1
TurretArmorXP1
MediumStructureArmorXP1
HeavyStructureArmorXP1
Infantry_Super_Heavy
Infantry_Heavy
Infantry_Special
Shrine
unit
Bunker_Addon
Bunker
devastator
genestealer
melee_only
x02_dread
worshipper
mindcontrol_immune
player_building
Cant_be_knocked_back
stun_resistant
gabriel_angelos
NOXIOUS CLOUD
zoanthrope

[ui_selection_type]
arc_array
rectangle

[squad_caster]
all_entities
one_entity
squad

[super]
tp_airstrike
tp_artillery
tp_attrition
tp_recon
tp_unknown

[ui_group]
command_panel
inventory

[applyto]
apply_to_ability
apply_to_entity
apply_to_entity_type
apply_to_player
apply_to_squad
apply_to_squad_type
apply_to_upgrade
apply_to_weapon

[area]
circle
pie
point

[attention]
directional_absolute
directional_relative
positional_away
positional_toward

[attention_class]
building
cow
wall

[binaryop]
and
or

[building_damage]
damage_accessory
damage_accessory_area
damage_panel
destroy_panel
destroy_panel_area

[type_combat_stance]
tp_attack
tp_cease_fire

[comparison_operator]
equal_to
greater_than
greater_than_or_equal_to
less_than
less_than_or_equal_to

[construction]
tp_construction_allied_hq
tp_construction_axis_checkpoint
tp_construction_axis_engineer_advanced
tp_construction_axis_engineer_basic
tp_construction_axis_infantry_basic
tp_tactical_construction_menu
tp_construction_axis_hq
tp_construction_engineer_advanced
tp_construction_engineer_basic
tp_construction_pathfinder_basic
tp_greyhound_minelaying

[cover_cursor]
heavy_cover
light_cover

[death]
demolition
normal

[death_intensity]
death_intensity_gib
death_intensity_heavy
death_intensity_low
death_intensity_ragdoll

[death_reaction]
burn_death
burn_flounder
burn_zombie
normal

[game_event]
artillery_set
fireup
heroic_charge
leadership
sniped

[modifier]
tp_modifier
tp_synapse_effect
ravener_cripple
marked_target
inspiring_kill
focused_fire_buff
psychic_scream
tp_defend
kult_of_speed
holy_fury
swift movement
debilitated_target
plague_marine
materialize
tireless
plague_aura
blight_aura
trophy_rack
librarian_energy_drain
wraithguard_buff
tarkus_daemonic_combat_bonus
avitus_cover_expert
sternguard_demoralize
avitus_ra5
ammo_exclusive
avitus_cor0
Avitus_cor3
smoke_grenade
zoanthrope shot
health_energy_boost
energy_boost
sternguard_demoralize_aura
Bolter_Cover_Bonus
plasma_armor_reduction

[modusagetype]
addition
enable
multiplication

[pace]
fast
medium
slow
veryfast

[pace_to_leapfrog]
fast
medium
slow
veryfast

[panel_substance]
floor
roof
wall

[placement]
tp_fence
tp_field
tp_structure
tp_tunnel

[resource]
requisition
munition
popcap

[owner_type]
player
squad
none
self
beware_player_self_and_none_are_valid_for_upgrades_player_and_squad_for_other_things_as_well

[speaker]
en
ga
gs
ht
in
kh
lv
mt
pn
rs
sn
st
tn
vg
wm
xf
xs

[target]
tp_any
tp_entity
tp_entity_and_position
tp_entity_and_squad_entity
tp_position
tp_squad
tp_squad_entity

[target_action]
tp_entity
tp_squad

[target_weapon]
tp_base_perimeter
tp_boulder
tp_bridge
tp_building
tp_building_allies_checkpoint
tp_building_axis_bunker_lite
tp_building_bunker_emplacement
tp_building_destructible
tp_building_resource
tp_building_under_construction
tp_defenses
tp_deftarget
tp_flamethrower_proof
tp_infantry
tp_infantry_airborne
tp_infantry_airborne_inflight
tp_infantry_heroic
tp_infantry_riflemen_elite
tp_infantry_sniper
tp_invincible
tp_mine
tp_object_metal_stone
tp_object_wood
tp_vehicle
tp_vehicle_civilian

[turn]
constant_radius
curve_turn
curve_turn_smooth
reverse
reverse_pivot
three_point_turn

[unaryop]
not

[weapon_choice]
accessory
default
squad

[cover_cursor_name]
none
light
heavy

[blip_type]
general_ping
combat_ping
fuel_ping
munitions_ping
selection_ping
building_boom_ping
ability_ping
primary_objective_ping
secondary_objective_ping
attack_here_ping
defend_here_ping
capture_here_ping
ui_minimap_ping
ui_weak_commandbtn
ui_weak_squadicon
ui_weak_squadcontrol
ui_weak_upgradebtn
ui_weak_objective
ui_weak_eventcue
ui_weak_tacmapbtn
ui_weak_abilitybtn
ui_weak_prodqueue
ui_weak_selectallshield
ui_weak_resourcereadout
ui_weak_popcapreadout
ui_weak_selectionarea
ui_weak_commandarea
ui_weak_unitportraitarea
ui_weak_tacmapexitbtn
ui_weak_continuebtn
ui_strong_commandbtn
ui_strong_squadicon
ui_strong_squadcontrol
ui_strong_upgradebtn
ui_strong_objective
ui_strong_eventcue
ui_strong_tacmapbtn
ui_strong_abilitybtn
ui_strong_prodqueue
ui_strong_selectallshield
ui_strong_resourcereadout
ui_strong_popcapreadout
ui_strong_selectionarea
ui_strong_commandarea
ui_strong_unitportraitarea
ui_strong_tacmapexitbtn
ui_strong_continuebutn
hero
vehicle

[type]
armour
accessory
commander_accessory
weapon
consumable
expendable
explosives
medical
stratagems
ammo
rectangle
arc_array

[dropped_by]
planet_boss
boss
mini_boss
chaff
none
swarm
mission_reward
consumables_random
consumables_fixed
geneseed
dataslate
medical
explosives
x13droppod
ammo
stratagems

[unit_wargear_drop_type]
planet_boss
boss
mini_boss
chaff
none
swarm
mission_reward
consumables_random
consumables_fixed
geneseed
dataslate
medical
explosives
x13droppod
ammo
stratagems

[wargear_drop_type]
none
weapon
armour
commander_accessory
accessory

[localization_language]
english

[localization_font_symbol]
$TitleFont
$NormalFont

[leveling_attribute_category]
health
ranged
melee
energy
corruption

[leveling_attribute_priority]
primary
secondary
tertiary
none

[quality]
common
rare
epic
legendary
consumable

[synckill_id]
sk_id_01
sk_id_02
sk_id_03
sk_id_04
sk_id_05
sk_id_06
sk_id_07
sk_id_08
sk_id_09
sk_id_10
sk_id_11
sk_id_12
sk_id_13
sk_id_14
sk_id_15
sk_id_16
sk_id_17
sk_id_18
sk_id_19
sk_id_20
sk_id_21
sk_id_22
sk_id_23
sk_id_24
sk_id_25
sk_id_26
sk_id_27
sk_id_28
sk_id_29
sk_id_30

[damage_action_application_type]
simulate_weapon_hit
set_hp_damage
apply_damage

[area_outline_element_alignment]
outside
center
inside

[target_offset_method]
linear_from_caster
caster_as_target
linear_from_caster_in_direction

[wargear_animation_template]
range_energy
range_burst
range_pistol
range_heavy_automatic
range_flamer
range_missile_launcher
range_heavy_energy
range_sniper_rifle
melee_blade
melee_powerfist
melee_hammer_shield
melee_twohandedhammer
melee_axe
melee_stikk
range_burst2
melee_blade_melee_blade
melee_staff
combo_pistol_melee_sword
melee_blade_range_burst
melee_claw
range_heavy_automatic2
melee_claw_range_assaultcannon
melee_claw_range_flamer
melee_spear
melee_2h_axe
melee_blade_range_burst2
melee_claw_range_burst
melee_talons_talons
range_missile_launcher_pvp
melee_blade_range_pistol
melee_powerfist_range_pistol
range_grenade
range_lascannon

[extremekill_id]
burnination
plasma_dissolve
headshot
bomb_stuck_in_body
laser_evaporation
explode_into_pieces
plague_death
undead_servant
avenger
melta

[OOCTargetValidType]
vehicles_only
infantry_only
all

[projectile_type]
missile
artillery

[animator_base_size]
small
medium
large
very_large
very_very_large

[minimap_blip]
victory_point
requisition
power
squad
boss
building
hero
vehicle

[squad_type]
scout_marine
tactical_marine
devastator_marine
assault_marine
terminator
assault_terminator
force_commander
tech_marine
fc_terminator
tac_terminator
deva_terminator
dreadnought
shoota_squad
kommando_squad
storm_squad
loota_squad
warboss_squad
banshee
farseer
ranger
warlock
warp_spider
wraithlord
deff_dread
avatar
gabriel
librarian

[leader_equip_type]
leader_only
leader_preferred
no_leader

[heal_type]
heal_to_full_health
health_boost_fixed
health_boost_percentage

[element_type]
core
left_flank
right_flank
scout

[element]
0_core
1_scout
2_left_flank
3_right_flank

[target_adjust]
hit_ground_and_wall_at_target

[squad_plan_action_target]
plan_target
executing_squad
executing_squad_leader
executing_entities
plan_target_pos

[move_distance_type]
max_squad_range
min_squad_range
entity_range
current_position_relative
squad_leader_range

[race_name]
space_marines
eldar
imperial_guard
orks
tyranids
race_chaos

[leveling_weapon_type_damage]
range
melee
unapplicable

[grant_or_remove]
grant
remove

[altitude_correction]
speed_and_distance
distance
none

[type_consumable]
none
medkit
ammo
supplies
stratagem
grenades
scout_supplies
geneseed

[alliance_relationship]
neutral
ally
enemy
self
jerk

[plan_phase_finished_mode]
ranged_combat
melee_combat
do_nothing

[combat_melee_range_any]
melee
range
any

[selection_name]
building
hero
none
soldier
prop
vehicle
walker

[measure]
percent
value

[cap]
min
max

[alt_selection]
none
obb
terrain_footprint

[directional_target_type]
none
user_specified
executer_to_target
target_to_executer
user_specified_no_facing

[placement_type]
tp_structure
tp_fence

[strategic_point_ui]
always_on
always_off
on_during_capture

[shared_timer]
infiltration
gabedebuffs

[teleport_action_type]
target_to_original_target
executer_to_target

[ai_tactic_class_type]
tactic_Combat
tactic_OnTask
tactic_Moving
tactic_CombatAtTarget
tactic_SniperFast
tactic_SniperStealthy

[speech_icon]
speech_marine_thaddeus
speech_marine_cyrus
speech_marine_tarkus
speech_marine_avitus
speech_marine_dreadnought
speech_marine_thule
speech_marine_gabriel
speech_marine_gordian
speech_marine_techmarine
speech_ig_elena
speech_ig_guardsman
speech_ig_sergeant
speech_eldar_tyrea
speech_eldar_ronahn
speech_eldar_veldoran
speech_eldar_kaylith
speech_eldar_elothan
speech_eldar_surian
speech_ork_brakka
speech_ork_maso
speech_ork_sliksnik
speech_ork_krom
speech_ork_warboss
speech_ork_krusha

[wargear_stance]
dont_care
melee
range

[force_stance]
dont_care
melee
range

[leader_priority]
leader_first
leader_last
no_preference

[health_change_type]
proportional
direct_increase
set_to_maximum
no_change

[speech_action_type]
Vehicle_Weapon_Offline
Buff
Debuff
Vehicle_Immobilized
Boss_Attack
Area_of_Effect
Grenade
Artillery

[pathfinding_plane]
underground
aboveground
flying

[wargear_tag]
untagged
terminator_armour
plasma_cannon
jetpack
heavy_bolter
power_armour
scout_armour
bolter
sniper_rifle
banner
iron_halo
teleport_pack
missile_launcher
cyclone_launcher
thunder_hammer_shield
master_crafted_grenade
frag_grenade
twohanded_hammer
flamer
force_dome
shieldwall
ignite_soul
smite
vortex_of_doom
might_of_the_ancients
quickening
tremors
conduit
gate_of_infinity
horrify
invisibility
time_distortion
transfer_energy
expendable
repair
smite_upgrade
ignite_soul_upgrade
vortex_of_doom_upgrade
might_of_the_ancients_upgrade
quickening_upgrade
tremors_upgrade
force_dome_upgraded
time_distortion_upgrade
invisibility_upgrade
bolter_ammo_kraken
bolter_ammo_vengeance
bolter_ammo_dragonfire
narcissist_granting
doppelganger_granting
doppleganger_granting_enhanced
remote_detonation

[speech_code]
gen_generic
are_area_of_effect
art_artillery
boa_boss_attack
eld_EldritchStorm
ggr_grenades
orb_OrbitalBombardment
rok_rokks
tfo_tyrannoformation
che_cheer
neg_debuff
pos_buff
imm_vehicle_immobilized
wea_vehicle_weapon_offline
wch_Warning_Cheer__Expression_is_not_working

[difficulty]
easy
medium
hard
legendary

[map_mode_type]
1_vs_1
2_vs_2
3_vs_3

[corruption_type]
none
corrupting
redeeming

[sim_variable]
test_variable
revenge_explosives
spore_mine
weirdboy_zzap
Battle_Cry_Will_5
Tactical_Advance
Focused_Fire
Jump_Tactical_Advance
Jump_Focused_Fire
Jump_Battle_Cry
Avitus_ra5
cyrus_str3_cripple
Librarian_Conduit
dreadnought_alive
big_kaboom
Avitus_cor3
Cyrus_cor5
Cyrus_cor6
csm_warp_rift_teleportee
Thaddeus_Merciless_Assault
termagaunt_alive
hormagaunt_alive
tyrant_guard_alive
warrior_alive
zoanthrope_alive
ravener_alive
invulnerable_rage
poison_death
doppelganger_alive
weapon_enhancer_alpha
weapon_enhancer_omega
retaliating
defying_death
Librarian_Quickening_Crush
genestealer_alive
armor_enhancer
narcissist
activated_shrine
chaotic_death
is_worshipping
Thaddeus_cor6_explode
Bolter_Cover_Bonus
Do_Not_teleport
power_supply_health_test
blood_sacrifice_enhancer_omega
plasma_armor_reduction
zombie_plague_owning_player_id
zombie_plague_sword_hit

[comparison]
equal
less
less_or_equal
greater
greater_or_equal
not_equal

[comparison_num_squad]
equal_to
less_than
greater_than
less_than_or_equal_to
greater_than_or_equal_to

[target_promotion]
player
squad
none
entity

[expendable_target_type]
single_squad
all_squads

[campaign]
space_marines
xp1

[weapon_damage_value_type]
damage_per_second
damage_per_hit

[refundability]
use_actions
refundable
not_refundable

[cursor]
crsr_reload_01
crsr_reload_02
crsr_reload_03
crsr_reload_04
crsr_reload_05
crsr_reload_06
crsr_reload_07
crsr_reload_08
crsr_reload_09
crsr_reload_10
crsr_reload_11
crsr_reload_12
crsr_sh_bolter
crsr_reload_00
crsr_sh_heavy_flamer
crsr_sh_missile_launcher
crsr_sh_plasma_gun
crsr_sh_shotgun
crsr_sh_sniper_rifle
crsr_sh_storm_bolter
crsr_sh_assault_cannon

[phase_finished_mode]
ranged_combat
melee_combat

[fx_material_name]
dirt
lrg_unit_flesh_armor
lrg_unit_metal_armor
lrg_unit_tyranid_armor
reg_debris_meat
metal
plant

[language]
english

[name_symbol]
$NormalFont
$TitleFont

[name_font]
Berlin Sans FB Demi
Berlin Sans FB

[atmosphere]
paperdoll_army_painter
paperdoll_frontend
pcgamer_demo_paperdoll

[default_camera_marker]
mrkr_default_camera
mrkr_main_menu_camera

[default_position_marker]
mrkr_default_pos
mrkr_main_menu_pos

[position_marker]
mrkr_warboss_pos

[camera_marker]
mrkr_default_camera

[state_machine_name]
suppression
leap
melee_weapon_state
special_attack
Ability_worship
creation_state
construction
drop_state
dedicate_state

[do_action_state_name]
on
land
attack
01
03
Tzeentch

[undo_action_state_name]
off
idle

[terrain_cover_preview_icon]
DATA:ui/textures/generic/cover/cover_preview_direct_heavy

[usage_type]
enable
addition
multiplication

[exclusive_type]
tp_modifier

[map_name]
6P_Typhon_plateau

[tactic_demand]
AITacticDemand_Artillery
AITacticDemand_Default
AITacticDemand_Ignore
AITacticDemand_StrengthOfProduction
AITacticDemand_SelfHeal
AITacticDemand_ResourcePush
TacticDemand_Boolean
TacticDemand_NearEnemySquad_NonVehicle
TacticDemand_NearEnemy
TacticDemand_NearEnemySquad
TacticDemand_NearEnemyEntity
TacticDemand_NearEnemyStructure
TacticDemand_NearEnemyClump
TacticDemand_NearEnemyClump_ShortRange
TacticDemand_BeingAttacked
TacticDemand_IsShooting
TacticDemand_InCombat
TacticDemand_LowHealth
TacticDemand_Hold

[position_target_filter]
PositionTargetFilter_EnemyClumpPosition
PositionTargetFilter_BestClump_Near
PositionTargetFilter_Vehicle
PositionTargetFilter_Cover
PositionTargetFilter_EnemyClumpDirectional
PositionTargetFilter_TrivialAccept
PositionTacticFilter_AtHomeBase
PositionTargetFilter_BestClump
PositionTargetFilter_DistantTargetPosition

[entity_target_filter]
EntityTargetFilter_FirstEnemy
EntityTargetFilter_FirstFriendly
EntityTargetFilter_FirstHold
EntityTargetFilter_FirstFriendly_LowHealth
EntityTargetFilter_TrivialAccept
EntityTargetFilter_FirstEnemyStructure
EntityTargetFilter_FirstFriendly_Unconscious

[tactic_filter]
TacticFilter_InCombat
TacticFilter_UnderMeleeAttack
TacticFilter_Avoid
TacticFilter_ShouldRetaliate
TacticFilter_TrivialAccept
TacticFilter_VehicleMove
TacticFilter_InRangedOnlyCombat
TacticFilter_InRangedCombat
TacticFilter_InCombatOrHealthLow
TacticFilter_IsShooting
TacticFilter_TrivialReject
PointIsInFrontOfSquad
SquadIsInFront
TacticFilter_IsBeingAttacked
TacticFilter_IsShootingVehicle
TacticFilter_NotInCombat
TacticFilter_InMeleeCombat
TacticFilter_InAlliedClump
TacticFilter_HealthLow_SimSquad
TacticFilter_Unconscious_SimSquad
TacticFilter_InCombatAndHealthLow
TacticFilter_NotInCombatOrHealthLow
TacticFilter_HealthLow_Entity
TacticFilter_Unconscious_Entity
is_low_health_vehicle
is_low_health
is_unconscious

[squad_target_filter]
SquadTargetFilter_FirstEnemyNonVehicle
SquadTargetFilter_FirstFriendly
SquadTargetFilter_FirstEnemy
SquadTargetFilter_FirstFriendly_BeingAttacked
SquadTargetFilter_FirstFriendly_LowHealth
SquadTargetFilter_TrivialAccept
SquadTargetFilter_FirstEnemyVehicle
SquadTargetFilter_FirstFriendlyVehicle_LowHealth
SquadTargetFilter_FirstFriendly_Unconscious

[icon_file_path]
space_marines/icon_abilities/attack/sm_frag_grenade

[reason]
display
usage
usage_and_display
produce
usage_and_produce
display_and_usage_and_produce

[application_type]
apply_to_entity
apply_to_entity_type
apply_to_player
apply_to_squad
apply_to_squad_type
apply_to_weapon
apply_to_ability
apply_damage
apply_to_upgrade

[sweep_type]
none
left_to_right
right_to_left
in_to_out
out_to_in

[option]
armour_2_plus_toughness_3
armour_2_plus_toughness_4
armour_2_plus_toughness_5
armour_2_plus_toughness_6
armour_2_plus_toughness_8
armour_3_plus_toughness_3
armour_3_plus_toughness_4
armour_3_plus_toughness_5
armour_3_plus_toughness_6
armour_3_plus_toughness_8
invulnerable_2_plus
invulnerable_3_plus
invulnerable_4_plus
invulnerable_5_plus
invulnerable_6_plus
building_14
building_13
building_12
building_11
building_10
vehicle_14
vehicle_13
vehicle_12

[ping_type]
general_ping

[icon]
hud\intel_panel\event_icon_objective
hud\intel_panel\event_icon_reinforce

[track_horizontal]
aim_horizontal

[state_name]
range_weapon_state

[track_vertical]
aim_vertical

[directional_type]
none

[target_type_name]
hardpoint_01
hardpoint_02
hardpoint_03
hardpoint_04
hardpoint_05

[original_type]
super_heavy_infantry

[new_type]
vehicle

[action_name]
ui\nimbus\ch_nimbus_zombie
ui\abilities\healing_unit_sml
ui\buffs\positive_buff
extreme_death\ork\sfx_scream

[name]
_executer
_target
squad_size

[action_name_ally]
ui\nimbus\ch_nimbus_nurgle

[action_name_enemy]
ui\nimbus\ch_nimbus_nurgle

[splat_texture]
nm_craters\crater_cracked_01

[deform_decal_file]
crater

[deform_type]
additive

[change_type]
self

[speech_directory]
sound:

[decorator_behavior]
on_during_capture

[launcher_marker]
mrk_grenade_launch

[method]
linear_from_caster
caster_as_target

[do]
grant

[$REF]
types\targets\all
types\targets\is_squad
types\targets\is_self
upgrade_mp_tech
upgrade_mp_wargear
types\plan_actions\move_away

[formation_bag]
formation\circle_medium_sp

[attrib_points_category]
melee
health
ranged
energy
corruption

[damage_type]
all

[construction_type]
construction_menu_advanced
tp_construction_allied_hq
tp_construction_engineer_basic

[construction_done_state]
created
constructed
landed

[construction_state]
on
building

[placement_state]
placement

[ebp]
?ATTRIB:simulation\attrib\ebps\?simulation\attrib\??

[fx_action]
?DATA:art\actions\prefix\?art\actions\??

[function]
?ATTRIB:simulation\attrib\action_instance\?simulation\attrib\??

[required_modifiers]
?ATTRIB:simulation\attrib\modifiers\?simulation\attrib\??

[modifier_type_name]
?ATTRIB:simulation\attrib\modifiers\?simulation\attrib\??

[$REF]
?ATTRIB:simulation\attrib\requirements\?simulation\attrib\??
?ATTRIB:simulation\attrib\actions\?simulation\attrib\??
?ATTRIB:simulation\attrib\types\?simulation\attrib\??
?ATTRIB:simulation\attrib\entity_extensions\?simulation\attrib\??
?ATTRIB:simulation\attrib\squad_extensions\?simulation\attrib\??

[posture]
?ATTRIB:simulation\attrib\posture\?simulation\attrib\??

[target_type_name]
?ATTRIB:simulation\attrib\ability\?simulation\attrib\??
?ATTRIB:simulation\attrib\upgrade\?simulation\attrib\??
?ATTRIB:simulation\attrib\ability\?simulation\attrib\??
?ATTRIB:simulation\attrib\sbps\?simulation\attrib\??
?ATTRIB:simulation\attrib\ebps\campaign\?simulation\attrib\ebps\??
?ATTRIB:simulation\attrib\ebps\pvp\?simulation\attrib\ebps\??
?ATTRIB:simulation\attrib\ebps\core\?simulation\attrib\ebps\??
?ATTRIB:simulation\attrib\ebps\projectiles\?simulation\attrib\ebps\??
?ATTRIB:simulation\attrib\weapons\weapon\?simulation\attrib\weapons\??

[accessory_weapon_item]
?ATTRIB:simulation\attrib\slot_item\?simulation\attrib\??

[upgardes_ref]
?ATTRIB:simulation\attrib\upgrade\?simulation\attrib\??

[addon]
?ATTRIB:simulation\attrib\ebps\?simulation\attrib\??

[race]
?ATTRIB:simulation\attrib\racebps\?simulation\attrib\??

[entity_to_spawn]
?ATTRIB:simulation\attrib\ebps\?simulation\attrib\??

[race_to_spawn_entity_for]
?ATTRIB:simulation\attrib\racebps\?simulation\attrib\??

[squad_to_spawn]
?ATTRIB:simulation\attrib\sbps\?simulation\attrib\??

[race_to_spawn_squad_for]
?ATTRIB:simulation\attrib\racebps\?simulation\attrib\??

[upgrade_name]
?ATTRIB:simulation\attrib\upgrade\?simulation\attrib\??

[action_name]
?DATA:art\actions\?art\actions\??

[weapon_facing_arrow]
?DATA:art\ui\area_outlines\?art\ui\??

[max_range_indicator]
?DATA:art\ui\area_outlines\?art\ui\??

[pvp_on_revive_terrain_dca_action_name]
?DATA:art\actions\?art\actions\??

[action_name_ally]
?DATA:art\actions\?art\actions\??

[action_name_enemy]
?DATA:art\actions\?art\actions\??

[attachment]
?DATA:art\race_marine\troops_wargear\??model?_rubble.model
?DATA:art\race_marine\vehicles_wargear\??model?_rubble.model
?DATA:art\race_chaos\troops_wargear\??model?_rubble.model
?DATA:art\race_chaos\vehicles_wargear\??model?_rubble.model
?DATA:art\race_eldar\troops_wargear\??model?_rubble.model
?DATA:art\race_eldar\vehicles_wargear\??model?_rubble.model
?DATA:art\race_ork\troops_wargear\??model?_rubble.model
?DATA:art\race_ork\vehicles_wargear\??model?_rubble.model
?DATA:art\race_tyranid\troops_wargear\??model?_rubble.model
?DATA:art\race_tyranid\vehicles_wargear\??model?_rubble.model
?DATA:art\race_marine\troops\??model?_rubble.model
?DATA:art\race_marine\vehicles\??model?_rubble.model
?DATA:art\race_chaos\troops\??model?_rubble.model
?DATA:art\race_chaos\vehicles\??model?_rubble.model
?DATA:art\race_eldar\troops\??model?_rubble.model
?DATA:art\race_eldar\vehicles\??model?_rubble.model
?DATA:art\race_ork\troops\??model?_rubble.model
?DATA:art\race_ork\vehicles\??model?_rubble.model
?DATA:art\race_tyranid\troops\??model?_rubble.model
?DATA:art\race_tyranid\vehicles\??model?_rubble.model
?DATA:art\race_marine\structures\??model?_rubble.model
?DATA:art\race_marine\projectiles\??model?_rubble.model
?DATA:art\race_chaos\structures\??model?_rubble.model
?DATA:art\race_chaos\projectiles\??model?_rubble.model
?DATA:art\race_eldar\structures\??model?_rubble.model
?DATA:art\race_eldar\projectiles\??model?_rubble.model
?DATA:art\race_ork\structures\??model?_rubble.model
?DATA:art\race_ork\projectiles\??model?_rubble.model
?DATA:art\race_tyranid\structures\??model?_rubble.model
?DATA:art\race_tyranid\projectiles\??model?_rubble.model

[render_model]
?DATA:art\race_marine\troops_wargear\??model?_rubble.model
?DATA:art\race_marine\vehicles_wargear\??model?_rubble.model
?DATA:art\race_chaos\troops_wargear\??model?_rubble.model
?DATA:art\race_chaos\vehicles_wargear\??model?_rubble.model
?DATA:art\race_eldar\troops_wargear\??model?_rubble.model
?DATA:art\race_eldar\vehicles_wargear\??model?_rubble.model
?DATA:art\race_ork\troops_wargear\??model?_rubble.model
?DATA:art\race_ork\vehicles_wargear\??model?_rubble.model
?DATA:art\race_tyranid\troops_wargear\??model?_rubble.model
?DATA:art\race_tyranid\vehicles_wargear\??model?_rubble.model
?DATA:art\race_marine\troops\??model?_rubble.model
?DATA:art\race_marine\vehicles\??model?_rubble.model
?DATA:art\race_chaos\troops\??model?_rubble.model
?DATA:art\race_chaos\vehicles\??model?_rubble.model
?DATA:art\race_eldar\troops\??model?_rubble.model
?DATA:art\race_eldar\vehicles\??model?_rubble.model
?DATA:art\race_ork\troops\??model?_rubble.model
?DATA:art\race_ork\vehicles\??model?_rubble.model
?DATA:art\race_tyranid\troops\??model?_rubble.model
?DATA:art\race_tyranid\vehicles\??model?_rubble.model
?DATA:art\race_marine\structures\??model?_rubble.model
?DATA:art\race_marine\projectiles\??model?_rubble.model
?DATA:art\race_chaos\structures\??model?_rubble.model
?DATA:art\race_chaos\projectiles\??model?_rubble.model
?DATA:art\race_eldar\structures\??model?_rubble.model
?DATA:art\race_eldar\projectiles\??model?_rubble.model
?DATA:art\race_ork\structures\??model?_rubble.model
?DATA:art\race_ork\projectiles\??model?_rubble.model
?DATA:art\race_tyranid\structures\??model?_rubble.model
?DATA:art\race_tyranid\projectiles\??model?_rubble.model

[wargear]
?ATTRIB:simulation\attrib\wargear\wargear\?simulation\attrib\??

[weapon]
?ATTRIB:simulation\attrib\weapons\weapon\?simulation\attrib\??
?ATTRIB:simulation\weapons\weapon\?simulation\attrib\??
?DATA:art\WORLD_OBJECTS\GAMEPLAY\Wargear_Proxy_Weapon\?art\WORLD_OBJECTS\GAMEPLAY\??
?ATTRIB:simulation\weapons\weapon\?simulation\attrib\??

[damage_type]
?ATTRIB:simulation\attrib\weapons\weapon_damage\?simulation\attrib\??

[level_image_bg]
?DATA:art\ui\generic\last_stand_badges\?art\ui\generic??
?DATA:art\ui\generic\?art\ui\??

[level_image]
?DATA:art\ui\generic\last_stand_badges\gems\?art\ui\generic??
?DATA:art\ui\generic\?art\ui\??

[animator]
?DATA:art\race_marine\troops\?art\?motiontree?
?DATA:art\race_marine\vehicles\?art\?motiontree?
?DATA:art\race_chaos\troops\?art\?motiontree?
?DATA:art\race_chaos\vehicles\?art\?motiontree?
?DATA:art\race_eldar\troops\?art\?motiontree?
?DATA:art\race_eldar\vehicles\?art\?motiontree?
?DATA:art\race_ork\troops\?art\?motiontree?
?DATA:art\race_ork\vehicles\?art\?motiontree?
?DATA:art\race_tyranid\troops\?art\?motiontree?
?DATA:art\race_tyranid\vehicles\?art\?motiontree?
?DATA:art\race_marine\structures\?art\?motiontree?
?DATA:art\race_marine\projectiles\?art\?motiontree?
?DATA:art\race_chaos\structures\?art\?motiontree?
?DATA:art\race_chaos\projectiles\?art\?motiontree?
?DATA:art\race_eldar\structures\?art\?motiontree?
?DATA:art\race_eldar\projectiles\?art\?motiontree?
?DATA:art\race_ork\structures\?art\?motiontree?
?DATA:art\race_ork\projectiles\?art\?motiontree?
?DATA:art\race_tyranid\structures\?art\?motiontree?
?DATA:art\race_tyranid\projectiles\?art\?motiontree?

[texture]
?DATA:art\ui\generic\selection\?art\ui\generic\??

[background_model]
?DATA:art\ui\models\ui_backdrops\?art\ui\models\??

[wargear_drop_entity]
?ATTRIB:simulation\ebps\world_objects\gameplay\?simulation\attrib\??

[armour]
?DATA:art\world_objects\gameplay\wargear_proxy_armour\?art\world_objects\gameplay\??

[accessory]
?DATA:art\WORLD_OBJECTS\GAMEPLAY\Wargear_Proxy_Accessory\?art\WORLD_OBJECTS\GAMEPLAY\??

[commander_accessory]
?DATA:art\WORLD_OBJECTS\GAMEPLAY\Wargear_Proxy_Accessory_Commander\?art\WORLD_OBJECTS\GAMEPLAY\??

[consumable]
?DATA:art\WORLD_OBJECTS\GAMEPLAY\Wargear_Proxy_Accessory\?art\WORLD_OBJECTS\GAMEPLAY\??

[khorne_squad]
?ATTRIB:simulation\attrib\sbps\?simulation\attrib\??

[khorne_upgrade]
?ATTRIB:simulation\attrib\upgrade\?simulation\attrib\??

[nurgle_squad]
?ATTRIB:simulation\attrib\sbps\?simulation\attrib\??

[nurgle_upgrade]
?ATTRIB:simulation\attrib\upgrade\?simulation\attrib\??

[tzeentch_squad]
?ATTRIB:simulation\attrib\sbps\?simulation\attrib\??

[tzeentch_upgrade]
?ATTRIB:simulation\attrib\upgrade\?simulation\attrib\??

[precache_abp_list_item]
?ATTRIB:simulation\ebps\world_objects\gameplay\?simulation\attrib\??

[precache_item]
?ATTRIB:simulation\ebps\world_objects\gameplay\?simulation\attrib\??

[blueprint]
?ATTRIB:simulation\attrib\sbps\?simulation\attrib\??

[squad]
?ATTRIB:simulation\attrib\sbps\?simulation\attrib\??

[upgrade]
?ATTRIB:simulation\attrib\upgrade\?simulation\attrib\??

[terminator_mode_sbp]
?ATTRIB:simulation\attrib\sbps\?simulation\attrib\??

[ability]
?ATTRIB:simulation\attrib\ability\?simulation\attrib\??

[type]
?ATTRIB:simulation\attrib\ebps\?simulation\attrib\??

[weapon_family]
?ATTRIB:simulation\attrib\weapons\weapon_family\?simulation\attrib\??

