TOOLKIT DATABASE

FAQ
File 01: What is a lib?
File 02: Custom LIBs don't work after they're installed!
INSIDE THE TOOLKIT
File 03: Creating New shapes/textures without replacing default FA ones
File 04: Getting AI surface vehicles to attack each other beyond visual range
File 05: Advanced smoke trail tips
File 06: Submerged Subs
File 07: Smoke Pods
SOUNDS
File 08: Music files (Rare tip!)
FROM THE .PT
File 09: Editing Radar/IR Signature
File 10: Editing flight models: the basics
File 11: Taildraggers

FILE 01: WHAT IS A LIB?


A custom library is a add-on for Jane's Fighters Anthology that can modify the game by adding new aircraft, vehicles, other objects, weapons, graphics, missions, sounds... pretty much everything. These custom libraries that are otherwise known as LIBs are made using the Toolkit, which is a great program made by Duosoft. If you look in your Fighters Anthology directory, (Which is C:\Janes\Fighters Anthology normally, mine happens to be C:\FA\Fighters Anthology) you'll see that FA has 4 default LIB files which are namely FA_1.LIB, FA_2.LIB, FA_4B.LIB, AND FA_4D.LIB from which FA gets almost all of its data for the game. To install a custom library, what you usually have to do is move any files with a .LIB extension into your FA directory. Of course, many custom libraries have some files such as readmes, which may explain other installation procedures.

FILE 02: Custom LIBs don't work after they're installed!


Fighters Anthology will always look for the newest LIB files to use (by date) and if for instance you re-installed FA after you installed LIBs, then the default FA LIB files will be newer, and therefore the custom LIB will not be recognized. To fix this, use Touch, a DOS based program that will let you update your LIB dates. Simply drag the LIB you want updated over Touch, and that should do it. However, if you are using a version of Windows that doesn't allow you to use DOS, such as Windows 2000, then use Libstamp, and use Windows Explorer to check the date of the custom LIB files. Run Libstamp, and set the date of the default FA LIBs to be older than the custom LIB is.

FILE 03: Creating new Fighters Anthology shapes/textures without replacing original shapes/textures


Written by Zephyr

1. In the toolkit Graphics menu, click on textures, and select the texture you wish to edit. Click OK to save the texture in the project.

2. Using the Pointer To Cache program from the Files page on this site, convert the Libptr.sh file in your Fighters Anthology/Toolkit/Cache directory, and place the data in your Cache.m file in your Cache directory. Or, simply download my customized cache file from the Files page.

3. Then, open the Mission menu in the toolkit, select the shape that corresponds with the texture you have edited, and save it in the library.

4. In the Fighters Anthology/Toolkit/Projects/xx_your_project_name_xx/ folder, rename the shape and texture file file that you have saved in your project. The new name must be the same number of characters as the original name.

5. Open the Item.dat file in your Fighters Anthology/Toolkit/Projects/xx_your_project_name_xx/ folder. Find the lines that correspond to the ORIGINAL NAME of the texture and shape files you have just renamed in your project. Most recent files will be at the bottom of the Item.dat file. Rename the files to the same new name that you just gave to the actual files in the folder. The reason for this second renaming step is due to the fact that the toolkit file lists are compiled from Item.dat, and the names need to match for the renamed file to be found.

6. Using a hex editing program, open the recently renamed shape file. Using the "Find and Replace" option, replace the original name with the new name that you have given to the texture and shape files. These instances are where the shape files is referenced to the texture file. The number of instances in shape files differs.


7. Now that your new shape and texture are found by the toolkit, and the shape points to the texture, let's actually edit them.

8. One option is to use Sick Puppy's Airbrush to change the colors of shape polygons and the texture. Simply copy your new texture and shape file from your Fighters Anthology/Toolkit/Projects/xx_your_project_name_xx/ folder, and into your airbrush folder. Open airbrush, and color the files. See the airbrush readme for more information. When you are done, simply copy the colored shape and texture back into your Fighters Anthology/Toolkit/Projects/xx_your_project_name_xx/ folder.

9. You can also simply export the texture file from the Graphics menu of the Toolkit. In the Graphics menu, select textures, then find your new texture, select it, and "Save As" it into a folder. Edit with your favorite graphics editor. It is usually desired to edit textures through this method after using Airbrush, so that the landing gear, cockpit, and afterburner textures can be brought back to the original color. An easy way to do this is to export the texture which your new texture was based on, and copy the original gear, cockpit, etc. areas from the old graphic file to the new.

10. From the Graphics menu of the toolkit, select import, browse to the texture you just painted, and select it. In the file type menu, select "Texture File". Remove the second "_" (underscore) from the front of the file's name. The toolkit automatically adds a second underscore in front of the filename, and this is usually unneccessary. The 1st underscore can't be removed, so remove the second.

11. Now, select the aircraft, vehicle, object, etc. which you wish to give the new shape/texture to. In the Shape Selection box on the main screen, browse to your new shape. For aircraft, it is only neccessary to create a new "XXX.sh" name, "XXX_A.sh", "XXX_B.sh" names are uneccessary if the edited shape file is from Fighters Anthology. There will be more info on using ATF/USNF, etc shapes later. When using a Fighters Anthology shape for an aircraft, just be sure that the "XXX_S.sh" (shadow shape) file corresponds to the original shape that your edited shape was based on.

12. Build the library and tryout the new shape.

FILE 04: GETTING AI SURFACE VEHICLES TO ATTACK EACH OTHER BEYOND VISUAL RANGE

The way I do it and it's the way I think works the best is to create a very long range visual seeker. To make one of these, edit one of the Vis180 or whatever files, renaming it to something else and giving it the range of what is needed for your ship/vehicle to fully use its weaponary. What I do is make a seeker that I can use for a lot of my ships/vehicles. Anyway, after you've created the seeker, give it to your ship/vehicle in their hardpoint menu, and give it the weaponary you want. Note this though, you have to make sure the ships can slew their weapons, and all weapons are given the secondary weapon checkbox except for one. What it does (secondary) is make it so the ship does not have to really think about targeting something and firing at it the way something normally does, therefore it will fire at a target without having to turn at it. BTW, for a s hip to fire a radar missile, they must also be given a radar seeker. This is to be an addition with the long range visual seeker.

FILE 05: ADVANCED SMOKE TRAIL TIPS


Excellent tip by Centurian!

How to get rid of the default objects in a map

Low Smoke
Normal
Extended Trail
Weapon Size
Small
Medium
Large
Small
Medium
Large
Small
Medium
Large
Frequency
12
12
12
6
6
6
1
1
1
Exist Time
2
2
2
4
4
4
6
6
6
Start Size
5
10
15
15
25
35
15
25
35
End Size
1
1
1
5
10
15
15
25
35

 

  • Short range missiles have low frequencies
  • Longer range missiles have higher frequencies
  • Bigger start size than end size for low smoke
  • Same sizes for long trails
  • DO NOT EXCEED 130 FOR EXIST TIME OR ELSE YOU GET AN ERROR
  • Small missiles are under 300 lb.
  • Medium missiles are between 300 and 750 lb.
  • Large missiles are over 750 lb.

NOTE: This is based on my own system but it should give you an idea (i hope).

Centurian

FILE 06: SUBMERGED SUBS

1) Probably the easiest way to do it -- set the shape to either WAVE1.SH or WAVE2.SH. If you do that, it will look like a wave and will blend in with the rest of the waves in the ocean. Other objects will be able to damage it (depending on the damage points). If you use this approach, I suggest you increase the damage points, 'cause the explosion of weapons on the sea will be less effective against a submerged sub.
The shortcoming of that approach is that sometimes the "wave" is too noticeable.

2) Use the SUN.SH or MOON.SH. This makes the object totally invisible in the game, but it looks weird on the REFERENCE screen. These shapes do not take damage, so the object is effectively indestructible. But then again, submerged subs shouldn't be destructible in the first place... anybody here seen dasboot? (Depth charges...) whatever. just my two cents here.

FILE 07: SMOKE PODS

Making smoke pods for FA is very easy. Basically you'll want to make an inert weapon. By inert I mean non-moveable and non-destructible. You'll want to set all speeds to zero and set the maximum altitude to around 100K.  Don't worry about range. Set all damages to zero and then set its removal to a value of about 1 or 2. Then in smoke effects, select the color smoke you want (black, grey, white, transparent) and set its frequency to something between 20 & 30. Then set its exist time in this window to about 4, existing in the air for 1 second. Make its start size small, below 10 and its end size above 35. Then go into firing info and make it hold many projectiles.  Through the toolkit you can only set 255 but in the JT file itself you can go up to 32767. Make it have between 255 & 1000.  Set all the other values to one except the last one, set that to zero.  In ordinance parameters click loadable to hardpoint, continuous fire, and final collision check late.  Then just save and you have a smoke pod

FILE 08: MUSIC FILES (RARE TIP!)


First off, you've got to understand the music files of Fighters Anthology. Uh... there isn't that much to understand, actually, so I'll just get right to business and tell you how I modify them. If you wish to edit the music files, download the .MUS files from my downloads site. After you've got them, extract them to your FA toolkit. Use a hex editor to open the files up. You'll see I've named them
M_air.mus Dogfight
M_danger.mus Enemy detected
M_deck.mus On the deck
M_eject.mus Ejected
M_home.mus We're almost home
M_launch.mus Takeoff
M_normal.mus Normal Flight
M_succ.mus Success
M_valk.mus Ctrl+V (Hidden track)

Now when you open up the files, let's say you're opening M_air.mus, you'll find on the right side something that looks like ydogf, and the y's got two little dots above it.

FF 64 6F 67 66 00 FB 64 01 FE 06 00 00 00 01 02 ; ydogf. . .....

Should look something like this. Found it? Okay, I'll explain what it means.
Basically, you can ignore the y thingy, and focus on the four letter dogf. That means the .11k file that Fighters Anthology will look for after it sees this M_air.mus will have the name of dogf001.11k ...

Now, to get music into FA, you first have to convert whatever you want to put into FA into a 8 bit 11,025 hz wave file. Suppose you have a MP3 that you want converted to a wav for use in Fighters Anthology, that's perfectly fine. Use Goldwave, and excellent program for this job... All right, you've downloaded goldwave, and you've opened it up. Open up the .mp3 you want to edit, and in the effects menu, something on the way bottom says resample. Open that up. Change the number that you've got to 11025. That's 1-1-0-2-5... got that? When that's finished, click on save as, and then save your file as a 8 bit , mono, unsigned wave file. Still with me? Okay, that's great.

Open up the FA Toolkit, go to sound, then go to import. Find your file, and import it as whatever name you want,because as long as it's in misc format, it doesn't make a difference at all 'cause you're just about to edit it anyway. After you've succesfully imported, then open up your project folder. Find the file you've just imported.

Let's say it's &test.11k, then. Remember your M_air.mus file, the thingy that says ydogf? And remember how I said your file will have to be in the name of dogf001.11k? Well, that's simple enough. Simply click on rename, and then rename your file to dogf001.11k, removing the "&". But that's not it, you have to open up theitem.dat. After you've done that, search for the &test.11k you originally named your sound file when you first imported it. After you find it, change it to dogf001.11k. Save, and then you can exit. And that's it!

Keep in mind, all I did was just walk you through the procedure for M_air.mus, which is for dogfight. That means when you build the library, be sure to include both M_air.mus and dogf001.11k AT THE LEAST.

Remember, suppose you want to change the next one, M_danger.mus... nobody's stopping you. I'll first tell you the yxxxx name here, to save you the time of opening it up in hex editor... Keep in mind these are the settings I use, you feel free to edit them if you want.


M_air.mus ydogf (dogf001.11k)
M_danger.mus ydang (dang001.11k)
M_deck.mus yvalk (valk001.11k)
M_eject.mus ynorm (norm001.11k)
M_home.mus yvalk (valk001.11k
M_launch.mus yslam (slam001.11k)
M_normal.mus ynorm (norm001.11k)
M_succ.mus ysucc (succ001.11k)
M_valk.mus yvalk (valk001.11k)

If I did a real shitty job of explaining this complicated matter, send me a flame to My mailbox and I'll give you a hand here.

FILE 09: Editing Radar/IR signature

The parameters to edit an aircraft's radar and/or IR signatures can only be modified in the .PT file, which means you cannot edit it form the toolkit. The .PT file's in your Toolkit/Project/Projectname folder, and will have the aircraft's filename that you gave it in the FATK. Open up the file with any text editor. Below is the text from inside the file... scroll down and you'll see a few marked lines...

[brent's_relocatable_format]

;---------------- START OF OBJ_TYPE ----------------


;---------------- general info ----------------

byte 5
word 540
word 541
ptr ot_names
dword $12bf3
word $ffff8000
ptr shape
ptr shadowShape
dword 0
dword 0
word 30
word 0
word 0
dword 0
dword 0
word 0
word 20
word -30
dword 0
dword 1980 <<<<------ this is a good line marker, the service entry date
word 111
word 0
word 77
word 77 <<<<------ Possibly the Laser signature (?)
word 100 <<<<------ This is the Infra-red Signature
word 100 <<<<------ This is the Radar Signature
word 0
word 115
etc.

The lower the numbers, the smaller the signatures. By default, the number is 100. If you open up the F-22, or the F-117A, for example, you'll notice that these numbers are smaller. Now, by editing these numbers you can't make your aircraft as stealthy as the stealthy aircraft... but it still affects the mission quite a bit, like missiles, for instance.
You may notice the Rafale has head-on stealth capabilities... I'm still trying to find the number for that, but as of now all you can do is base your .PT file on it to have that.

FILE 10: Editing the Flight Models from the .PT: The Basics

Introduction written by Zephyr

Introduction
Each table of the total flight envelope is a visual range of where that aircraft can fly at any given G force. The aircraft can fly anywhere inside the "hump" that is formed by the lines. The hump can be broken into several parts: the left rising side is the minimum speed that the aircraft can fly at the given altitudes. The top line is the aircraft's maximum altitude at various speeds, and the right line is the aircraft's maximum speed at the corresponding altitudes. As the aircraft's possible regime of flight varies according to how many G forces it is experiencing, there exists a different envelope chart for each G force. Note that all speeds in the envelope chart are in feet per second. Be aware that the "Structural Speed Limits" editable via the "Controls" menu for the aircraft affects the max speed attainable by the aircraft's structure. So if you edit the envelope to enable an aircraft to fly at greater speed, be advised that you should check that the aircraft's structure can attain that speed. I'm not exactly sure of the units for the structural speeds, but they seem to be kilometers per hour or feet per second.

For really useful .PT file information, go to the below URL:

Thanks goes to Iron Eagle for this page:
Iron Eagle PT File 6

FILE 11: How to make a taildragger aircraft

Tip by Dagger, author of the great gunfighter LIB

Have you ever wondered why the Marchetti SF-260 , being a taildragger plane does not sit on the ground with its tail down, or wanted to create a taildragger of your own?. well its easy, open the .pt file of any plane ( the SF-260 is used here), and scroll down to the Plane type section. Change the "0" or whatever is there to correspond with the HUD pitch ladder reading you want to see when the plane is on the ground. I have been useing 8 for my taildraggers and it seems to work . The planes tail will come up when proper airspeed is reached on takeoff. (as long as you are not holding back on the stick) then you can take off as a taidragger should, with slight backpressure on the stick after the tail is "flying". 
Good Luck boys!

;---------------- START OF PLANE_TYPE ----------------

dword $14
ptr env
word -3
word 6
word 340
word 368
word -73
word 0
word 73
word 73
word -146
word 146
word 7
word 7
word -146
word 146
word 73
word 73
word -195
word 195
word 237
word 474
word 0
word 0
word 6
word 6
word -45
word 45
word 90
word 90
word 20
word 70
word 15
word 116
word -3
word 3
word 3
word 9
word 10
word 128
word 5
word -90
word 90
word 237
word 474
word -90
word 90
word 237
word 474
word -90
word 90
word 237
word 474
word 512
word 512
word 128
word 15
word 1
word -2
word 120
word 180
word 30
word 70
word 15
word 5
word 0 <<<< here it is..change this line to 8 or so for on the ground angle of attack

Don "Dagger" Gherardini 

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‫⸧潧杯敬愭慮祬楴獣挮浯术⹡獪㬧 瘠牡猠㴠搠捯浵湥⹴敧䕴敬敭瑮䉳呹条慎敭✨捳楲瑰⤧せ㭝猠瀮牡湥乴摯⹥湩敳瑲敂潦敲木ⱡ猠㬩紊⠩㬩ਊ⼯⼯⼯䰠捹獯䤠楮楴污穩瑡潩⼯⼯⼯⼯⼯⼯⼯⼯⼯⼯ਯ慶⁲祬潣彳摡㴠䄠牲祡⤨਻慶⁲祬潣彳敳牡档煟敵祲㴠∠㬢瘊牡氠捹獯潟汮慯彤楴敭㭲ਊ慶⁲浣牟汯⁥‽氢癩≥਻慶⁲浣桟獯⁴‽愢杮汥楦敲氮捹獯挮浯㬢瘊牡挠彭慴楸⁤‽⼢敭扭牥浥敢摤摥㬢瘊牡愠杮汥楦敲浟浥敢彲慮敭㴠∠牴步爯晡污≥਻慶⁲湡敧晬物彥敭扭牥灟条⁥‽琢敲⽫慲慦敬支慶潴汯楫瑴灩⹳瑨≭਻慶⁲湡敧晬物彥慲楴杮彳慨桳㴠∠㜱㔳ㄲ㌳㘸戺搶㈲㜱㐲〲㙢昸㝢扦挳㐵ㄸㄶ㤲㉦∷਻瘊牡氠捹獯慟彤慣整潧祲㴠笠搢潭≺∺潳楣瑥屹爯汥瑡潩獮楨獰Ⱒ漢瑮牡敧≴∺䌦呁昽浡汩╹〲湡╤〲楬敦瑳汹獥䰦䌲呁爽汥瑡潩獮楨獰Ⱒ昢湩彤桷瑡㨢瀢牡獩索਻瘊牡氠捹獯慟彤敲潭整慟摤⁲‽㈢㤰㈮㈰㈮㐴㤮㬢瘊牡氠捹獯慟彤睷彷敳癲牥㴠∠睷⹷湡敧晬物⹥祬潣⹳潣≭਻慶⁲摥瑩獟瑩彥牵‽眢睷愮杮汥楦敲氮捹獯挮浯氯湡楤杮氯湡楤杮琮灭㽬瑵彭潳牵散栽畯敳甦浴浟摥畩㵭慬摮湩灧条♥瑵彭慣灭楡湧琽潯扬牡楬歮㬢ਊ⼼捳楲瑰ਾ猼牣灩⁴祴数∽整瑸樯癡獡牣灩≴猠捲∽瑨灴㩳⼯捳楲瑰⹳祬潣⹳潣⽭慣浴湡椯楮⹴獪㸢⼼捳楲瑰ਾ㰊捳楲瑰琠灹㵥琧硥⽴慪慶捳楲瑰㸧 慶⁲潧杯敬慴⁧‽潧杯敬慴⁧籼笠㭽 潧杯敬慴⹧浣⁤‽潧杯敬慴⹧浣⁤籼嬠㭝 昨湵瑣潩⡮
੻†瘠牡朠摡⁳‽潤畣敭瑮挮敲瑡䕥敬敭瑮✨捳楲瑰⤧਻†朠摡⹳獡湹⁣‽牴敵਻†朠摡⹳祴数㴠✠整瑸樯癡獡牣灩❴਻†瘠牡甠敳卓⁌‽栧瑴獰✺㴠‽潤畣敭瑮氮捯瑡潩⹮牰瑯捯汯਻†朠摡⹳牳⁣‽用敳卓⁌‿栧瑴獰✺㨠✠瑨灴✺
ਫ††✠⼯睷⹷潧杯敬慴獧牥楶散⹳潣⽭慴⽧獪术瑰樮❳਻†瘠牡渠摯⁥‽潤畣敭瑮朮瑥汅浥湥獴祂慔乧浡⡥猧牣灩❴嬩崰਻†渠摯⹥慰敲瑮潎敤椮獮牥䉴晥牯⡥慧獤‬潮敤㬩 ⥽⤨਻⼼捳楲瑰ਾਊ猼牣灩⁴祴数✽整瑸樯癡獡牣灩❴ਾ朠潯汧瑥条挮摭瀮獵⡨畦据楴湯⤨笠 †潧杯敬慴⹧敤楦敮汓瑯✨㤯㤵㌶㤵⼶乁彇〳砰㔲弰晤❰‬㍛〰‬㔲崰‬搧癩札瑰愭ⵤ㐱〵〲㐷㐸㜰ⴰ✰⸩摡卤牥楶散木潯汧瑥条瀮扵摡⡳⤩਻†朠潯汧瑥条攮慮汢卥牥楶散⡳㬩 ⥽਻⼼捳楲瑰ਾ㰊捳楲瑰琠灹㵥琧硥⽴慪慶捳楲瑰㸧 潧杯敬慴⹧浣⹤異桳昨湵瑣潩⡮
੻†朠潯汧瑥条搮晥湩卥潬⡴⼧㔹㘹㔳㘹䄯䝎慟潢敶㝟㠲㥸弰晤❰‬㝛㠲‬〹ⱝ✠楤⵶灧⵴摡ㄭ㔴㈰㜰㠴〴〷ㄭ⤧愮摤敓癲捩⡥潧杯敬慴⹧異慢獤⤨㬩 †潧杯敬慴⹧湥扡敬敓癲捩獥⤨਻素㬩㰊猯牣灩㹴ਊ猼牣灩⁴祴数✽整瑸樯癡獡牣灩❴ਾ朠潯汧瑥条挮摭瀮獵⡨畦据楴湯⤨笠 †潧杯敬慴⹧敤楦敮汓瑯✨㤯㤵㌶㤵⼶乁彇敢潬彷㈷堸〹摟灦Ⱗ嬠㈷ⰸ㤠崰‬搧癩札瑰愭ⵤ㐱〵〲㐷㐸㜰ⴰ✲⸩摡卤牥楶散木潯汧瑥条瀮扵摡⡳⤩਻†朠潯汧瑥条攮慮汢卥牥楶散⡳㬩 ⥽਻⼼捳楲瑰ਾਊ猼牣灩⁴祴数∽整瑸樯癡獡牣灩≴ਾ昨湵瑣潩⡮獩⥖笠 †椠⁦ℨ獩⥖笠 †††爠瑥牵㭮 †素ਊ††⼯桴獩氮捹獯獟慥捲彨畱牥⁹‽祬潣彳敧彴敳牡档牟晥牥敲⡲㬩 †瘠牡愠䵤牧㴠渠睥䄠䵤湡条牥⤨਻††慶⁲祬潣彳牰摯獟瑥㴠愠䵤牧挮潨獯健潲畤瑣敓⡴㬩 †瘠牡猠潬獴㴠嬠氢慥敤扲慯摲Ⱒ∠敬摡牥潢牡㉤Ⱒ∠潴汯慢彲浩条≥‬琢潯扬牡瑟硥≴‬猢慭汬潢≸‬琢灯灟潲潭Ⱒ∠潦瑯牥∲∬汳摩牥崢਻††慶⁲摡慃⁴‽桴獩氮捹獯慟彤慣整潧祲਻††摡杍⹲敳䙴牯散偤牡浡✨慰敧Ⱗ⠠摡慃⁴☦愠䍤瑡搮潭⥺㼠愠䍤瑡搮潭⁺›洧浥敢❲㬩ਊ††晩⠠桴獩氮捹獯獟慥捲彨畱牥⥹笠 †††愠䵤牧献瑥潆捲摥慐慲⡭欢祥潷摲Ⱒ琠楨⹳祬潣彳敳牡档煟敵祲㬩 †素ਠ††汥敳椠⁦愨䍤瑡☠…摡慃⹴楦摮睟慨⥴笠 †††愠䵤牧献瑥潆捲摥慐慲⡭欧祥潷摲Ⱗ愠䍤瑡昮湩彤桷瑡㬩 †素ਊ††潦⁲瘨牡猠椠汳瑯⥳笠 †††瘠牡猠潬⁴‽汳瑯孳嵳਻††††晩⠠摡杍⹲獩汓瑯癁楡慬汢⡥汳瑯⤩笠 †††††琠楨⹳祬潣彳摡獛潬嵴㴠愠䵤牧朮瑥汓瑯猨潬⥴਻††††੽††੽ਊ††摡杍⹲敲摮牥效摡牥⤨਻††摡杍⹲敲摮牥潆瑯牥⤨਻⡽昨湵瑣潩⡮
੻††慶⁲⁷‽ⰰ栠㴠〠‬業楮畭呭牨獥潨摬㴠㌠〰਻††晩⠠潴⁰㴽猠汥⥦笠 †††爠瑥牵牴敵਻††੽ †椠⁦琨灹潥⡦楷摮睯椮湮牥楗瑤⥨㴠‽渧浵敢❲⤠笠 †††眠㴠眠湩潤⹷湩敮坲摩桴਻††††⁨‽楷摮睯椮湮牥效杩瑨਻††੽††汥敳椠⁦搨捯浵湥⹴潤畣敭瑮汅浥湥⁴☦⠠潤畣敭瑮搮捯浵湥䕴敬敭瑮挮楬湥坴摩桴簠⁼潤畣敭瑮搮捯浵湥䕴敬敭瑮挮楬湥䡴楥桧⥴
੻††††⁷‽潤畣敭瑮搮捯浵湥䕴敬敭瑮挮楬湥坴摩桴਻††††⁨‽潤畣敭瑮搮捯浵湥䕴敬敭瑮挮楬湥䡴楥桧㭴 †素 †攠獬⁥晩⠠潤畣敭瑮戮摯⁹☦⠠潤畣敭瑮戮摯⹹汣敩瑮楗瑤⁨籼搠捯浵湥⹴潢祤挮楬湥䡴楥桧⥴
੻††††⁷‽潤畣敭瑮戮摯⹹汣敩瑮楗瑤㭨 †††栠㴠搠捯浵湥⹴潢祤挮楬湥䡴楥桧㭴 †素ਊ††敲畴湲⠠眨㸠洠湩浩浵桔敲桳汯⥤☠…栨㸠洠湩浩浵桔敲桳汯⥤㬩紊⤨⤩㬩ਊਊ楷摮睯漮汮慯⁤‽畦据楴湯⤨笠 †瘠牡映㴠搠捯浵湥⹴敧䕴敬敭瑮祂摉∨祬潣䙳潯整䅲≤㬩 †瘠牡戠㴠搠捯浵湥⹴敧䕴敬敭瑮䉳呹条慎敭∨潢祤⤢せ㭝 †戠愮灰湥䍤楨摬昨㬩 †映献祴敬搮獩汰祡㴠∠汢捯≫਻††潤畣敭瑮朮瑥汅浥湥䉴䥹⡤氧捹獯潆瑯牥摁䙩慲敭⤧献捲㴠✠愯浤愯⽤潦瑯牥摁椮牦浡⹥瑨汭㬧ਊ††⼯匠楬敤⁲湉敪瑣潩੮††昨湵瑣潩⡮
੻††††慶⁲⁥‽潤畣敭瑮挮敲瑡䕥敬敭瑮✨晩慲敭⤧਻††††⹥瑳汹⹥潢摲牥㴠✠✰਻††††⹥瑳汹⹥慭杲湩㴠〠਻††††⹥瑳汹⹥楤灳慬⁹‽戧潬正㬧 †††攠献祴敬挮獳汆慯⁴‽爧杩瑨㬧 †††攠献祴敬栮楥桧⁴‽㈧㐵硰㬧 †††攠献祴敬漮敶晲潬⁷‽栧摩敤❮਻††††⹥瑳汹⹥慰摤湩⁧‽㬰 †††攠献祴敬眮摩桴㴠✠〳瀰❸਻††⥽⤨਻ਊ††⼯䈠瑯潴摁䤠橮捥楴湯 †⠠映湵瑣潩⡮
੻††††慶⁲⁢‽潤畣敭瑮朮瑥汅浥湥獴祂慔乧浡⡥戢摯≹嬩崰਻ †††瘠牡椠晩㴠搠捯浵湥⹴牣慥整汅浥湥⡴椧牦浡❥㬩 †††椠晩献祴敬戮牯敤⁲‽〧㬧 †††椠晩献祴敬洮牡楧‽㬰 †††椠晩献祴敬搮獩汰祡㴠✠汢捯❫਻††††楩⹦瑳汹⹥獣䙳潬瑡㴠✠楲桧❴਻††††楩⹦瑳汹⹥敨杩瑨㴠✠㔲瀴❸਻††††楩⹦瑳汹⹥癯牥汦睯㴠✠楨摤湥㬧 †††椠晩献祴敬瀮摡楤杮㴠〠਻††††楩⹦瑳汹⹥楷瑤⁨‽㌧〰硰㬧 †††椠晩献捲㴠✠愯浤愯⽤湩敪瑣摁椮牦浡⹥瑨汭㬧 †††ਠ††††慶⁲摣癩㴠搠捯浵湥⹴牣慥整汅浥湥⡴搧癩⤧਻††††摣癩献祴敬㴠∠楷瑤㩨〳瀰㭸慭杲湩ㄺ瀰⁸畡潴∻਻††††摣癩愮灰湥䍤楨摬
楩⁦㬩 †††椠⡦戠⤠ †††笠 †††††戠椮獮牥䉴晥牯⡥摣癩‬⹢慬瑳桃汩⥤਻††††੽††⥽⤨਻紊ਊ㰊猯牣灩㹴ਊ猼祴敬ਾ戣摯⁹愮䍤湥整䍲慬獳笠 洠牡楧㩮‰畡潴਻†楤灳慬㩹汢捯椡灭牯慴瑮਻†癯牥汦睯栺摩敤㭮 眠摩桴ㄺ〰㬥紊⌊潢祤⸠摡敃瑮牥汃獡⁳愣彤潣瑮楡敮⁲੻†楤灳慬㩹汢捯椡灭牯慴瑮਻†汦慯㩴敬瑦਻†楷瑤㩨㈷瀸㭸紊䀊敭楤⁡洨湩眭摩桴›㘷瀸⥸笠 㰠ⴡ‭潆⁲〳瀰⁸牯氠獥⁳摡⁳乏奌ⴠ㸭 ⌠潢祤⸠摡敃瑮牥汃獡⁳愣彤潣瑮楡敮⁲੻††楷瑤㩨挠污⡣〱┰ⴠ㌠㈷硰㬩 素紊䀊敭楤⁡洨湩眭摩桴›ㄱ〱硰
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