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        <title>ATG and DC:CP Documentation</title>
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        <title>64_special_sprites</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:64_special_sprites&amp;rev=1782130915&amp;do=diff</link>
        <description>64 Special Sprites

This option shows the 64 special sprites used for some of the landscape types.  Not all landscape types have this option available.  The option only shows the set of 64 sprites; there are no additional boxes or buttons to modify the sprites.  To modify the sprites</description>
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        <title>action_points</title>
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        <description>Action Points

Often abbreviated as AP. Action points are renewed each turn and are used to determine a unit&#039;s movement, combat, and other activities during a turn. Action Points are renewed each turn.  The extent to which they are renewed can be affected by factors such as a unit&#039;s readiness.  Action Points are also for other game activites, such as tracing supply and production, determining a plane&#039;s interception behavior.  See the manual for details.</description>
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        <title>bridge_creation_example</title>
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        <description>Bridge Creation Example

To create a bridge, right click on a hex that contains the hexside where the bridge will be placed. (The hex is usually a river or stream).



Then left click on the adjacent hex that shares the hexside where the bridge will be placed.</description>
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        <title>combat_simulator</title>
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        <description>The Combat Simulator

Though technically it is not part of the editor, the combat simulator is an important part of game design.  It is useful for testing whether combat between units performs as expected in scenario design.  The combat simulation button can be accessed via</description>
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        <title>drawing_tool</title>
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        <description>Drawing Tool Window

The drawing tool is used to paint the map with terrain, locations, bridges, roads, and other features.  There are three buttons in drawing mode:

	*  Pick Draw Type.  This starts the drawing process and opens the Select Paint Type</description>
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        <title>editor_discussion</title>
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        <description>To Dos

Here are some immediate to-dos for the documentation project.

Editor Commands

Maps

	*  Though it can be improved, first draft of Maps is done --- Springer 2011/06/23 04:34
			*  The description of slots in drawing tools page is incomplete; the description of</description>
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        <dc:date>2026-06-22T12:21:55+00:00</dc:date>
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        <title>editor_faqs</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:editor_faqs&amp;rev=1782130915&amp;do=diff</link>
        <description>Editor Faq

Functions 

CheckTurn() 

CheckHexOwner([X],[Y]) 

CheckRound() 

CheckRegimeMorale([RegimeNr]) 

CheckWinner() 

CheckWar([RegimeNr in Question],[Relation with RegimeNr]) 

CheckPeace([RegimeNr in Question],[Relation with RegimeNr]) 

CheckUnitsFrom([AreaSlot],[AreaCode],[RegimeNr],[Not From PeopleNr])</description>
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        <title>editor_functions</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:editor_functions&amp;rev=1782130915&amp;do=diff</link>
        <description>Editor Buttons

 Map.  This is the initial window of the editor. Mainly used to paint landscape and move units around to set up a scenario.

 Land.  Use this button to add new landscape types, change the look of landscape, or change the effect of a landscape type on movement.</description>
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        <dc:date>2026-06-22T12:21:55+00:00</dc:date>
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        <title>editor_manual</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:editor_manual&amp;rev=1782130915&amp;do=diff</link>
        <description>Editor Manual

Introduction

For many people who have enjoyed playing Advanced Tactics and Advanced Tactics Gold, there comes a time when they want to will want to extend the game further.  They may want to modify an existing scenario, create a new one, change the way the game creates random games, or completely modify the system&#039;s rules to simulate a different era or create a different kind of game play.  Advanced Tactics scenario editor is powerful enough to address these needs.  Practically e…</description>
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        <dc:date>2026-06-22T12:21:55+00:00</dc:date>
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        <title>entrench_per_unitgroup</title>
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        <description>Entrench per Unitgroup in the Property Sheet Box

When this option is chosen, the Entrench per Unitgroup box will appear.  Once a landscape type is chosen within this box, two buttons will appear. 



Entrench per Unitgroups Box

This box shows two variables.</description>
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        <dc:date>2026-06-22T12:21:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>graphic_overrides</title>
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        <description>The Graphic Overrides in the Property Sheets Box

The Graphic overrides option set up a hierarchy of graphic overrides for different sprites.  [An advanced user is needed to explain what this means.  This section needs in-depth explanation and possibly an example.]</description>
    </item>
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        <dc:date>2026-06-22T12:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>land</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:land&amp;rev=1782130916&amp;do=diff</link>
        <description>Landscape Type Window

This Window is used to modify the landscape that is painted on the hexes.

When the land button is pressed, the initial window will have the LandscapeTypes box and four buttons:



LandscapeTypes Box

This box contains all the landscape types that are currently available for the scenario.  Additional landscape types can be created by using the</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-22T12:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>landscape_fill_example</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:landscape_fill_example&amp;rev=1782130916&amp;do=diff</link>
        <description>Example of Fill Mode

In this example, the landscape chosen for Fill Mode is swamp, which is given in the Draw Type Name slot.  The draw program is in fill mode because the center button says Go to draw mode. (The second button functions as a toggle switch between</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-22T12:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>landscape_layers</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:landscape_layers&amp;rev=1782130916&amp;do=diff</link>
        <description>The Landscape Layers Option in the Property Sheets Box

The Landscape Layers option  ... [An advanced user is needed to explain what this option does]. 



Landscape Layers Box in the Property Sheet Box

The Landscape Layers box lists the sprites associated with the chosen landscape type in the</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-22T12:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>map</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:map&amp;rev=1782130916&amp;do=diff</link>
        <description>Map Window

This is the default screen of the editor.  It is very similar to the Map Window used in the game and many of the buttons have the same or similar functions (see section 2.5.9 in the manual for details).  However, many of the buttons such as the</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-22T12:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>movecost_stats</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:movecost_stats&amp;rev=1782130916&amp;do=diff</link>
        <description>Movecost + Stats in the Property Sheet Box

When this option is chosen, the Movecost for MoveTypes box will appear as well as four more buttons.



Movecost for MoveTypes Box

This box shows how many action points movement into a particular hex costs for each MoveType. Each</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-22T12:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>property_sheet_box</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:property_sheet_box&amp;rev=1782130916&amp;do=diff</link>
        <description>Property Sheet Box

This box contains four or five options, depending on the landscape chosen, that can be used to modify sprites used to represent landscape, the effect of landscape on unit movement and entrenchment.



Each option opens its own new box and comes with its own buttons.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-22T12:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>river_creation_example</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:river_creation_example&amp;rev=1782130916&amp;do=diff</link>
        <description>River Creation Example

To create a river, right click on one of the two hexes that includes the hexside that the river will be placed on.



Then, left click on the other hex that includes the hexside that the river will be placed on.  A river will appear on the shared hexside.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-22T12:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>road_creation_example</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:road_creation_example&amp;rev=1782130916&amp;do=diff</link>
        <description>Road Creation and Erasure Example

Road Creation

To create a road, right click on the hex where the road is to begin.  In this example, the road will be a continuation of a previously existing road



Then, left click to the hex the road will extended to.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-22T12:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sprite_overlay_example</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:sprite_overlay_example&amp;rev=1782130916&amp;do=diff</link>
        <description>Sprite Overlay Examples

The following examples show how the base sprite, the optional sprite, and the over sprite are displayed when the values of the Plot Last and OverIsTop buttons are changed.

Plot Last Button

The Plot Last Button determines if the</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=editor:sprites&amp;rev=1782130916&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-22T12:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sprites</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=editor:sprites&amp;rev=1782130916&amp;do=diff</link>
        <description>The Sprites Option in the Property Sheets Box

The sprites option allows a sprite representing a landscape type to be added, modified.  In addition, the picture illustrating the landscape type changed.  The option opens up a new sprites box as well as eight new buttons</description>
    </item>
</rdf:RDF>
