;
; Copyright 1999-2000 (c) Synthetic Reality Co.
; http://www.synthetic-reality.com
; All Rights Reserved
;
; This is an example Well of Souls Script File
;
; The format is not very forgiving, and the documentation is what you see here, so my
; very best of luck to you getting it to work!
;
; Comment lines must BEGIN with a semi-colon
; Most non-comment lines start with a KEYWORD, which might have some ARGUMENTS
; Some keywords announce the beginning of a new section.  A plus sign marks
; the beginning of a section, a minus sign marks the end, as in:
;
; +SECTIONNAME
; <obj#1>
; <obj#2>
; -SECTIONNAME
;
; Sections can appear in any order, but here are the current section names:
;
;  CREDITS			// documentation of the world's authors
;  STORY			// Background story which scrolls by at start
;  TERRAINS			// your names for the terrain possibilities (water, lava, etc)
;  MAPS				// descriptions (file names) of the available maps
;  TOKENS			// tokens which keep track of player achievements
;  ELEMENTS			// your definitions of the 8 elements
;  HANDS			// your definition of the 'right-hand-weapons' classes
;  ITEMS			// stuff (equipment, potions, bonus items, etc.)
;  SPELLS			// spells that can be cast, and their effects and appearance
;  MONSTERS			// Monsters you can encounter, their skills and appearance
;  GROUPS			// monster groupings (which are found together in which combo)
;  LEVELS			// Hero experience level switch points and names
;  SCENES			// scripted dialog to advance plot
;  EQUIP			// Names of the non-hand Equipment items, in case your world needs them
;
; The #include "filename" command lets you break everything up into pieces, so you will
; see that many of the above sections are actually presented in separate files, such
; as "items.txt", "spells.txt", "levels.txt" etc.  This file ("quest.txt") then uses
; "#include" to make it appear as it the other file's contents were actually part of
; quest.txt itself.
;
; Note to players:  Don't read this until you have finished playing the world, as this
; cannot possibly enhance your experience and will no doubt rob you of small pleasures.
;
;
;
;
;----------------
; CREDITS section
; This is the script file for the world 'Evergreen'
; Here is where you should make an effort to compliment anyone who
; contributed to your world.  These credits are not yet automatically
; shown, but will be someday...

+CREDITS
BATTLE DOME

Story by ZIM ZIM
Skins by Josh Worts
Other Art by Dan Samuel
Most music by Dan Samuel, with the help of JAMMER(r)
	
Programming by Synthetic Reality
Contact us on the web at:
http://www.synthetic-reality.com
-CREDITS


;
;--------------
; STORY Section
; This has the 'back story' which scrolls by at the very beginning.  Most people will
; skip over this.  
; a line of text beginning with | will be centered, otherwise text is left-justified.
; Each line of text will be its own paragraph, which will word-wrap nicely (we hope)
; within paragraphs.
; don't be TOO long-winded here or people will get irritated.
; note that leading spaces in a paragraph are significant and would cause the first line
; to be indented.
;
; Special commands, one per line, control text which follows
;
; :C red,green,blue			set text color (as in ":C 255,0,0" for bright red)
; :S size					set text size  (200 is 'normal')
; :F fontName				set text font name  (use ":F  " to restore default font
;
; Note: There is a long pause just after the world is selected and before the scrolling back-story
; appears.  Normally the screen would just be black at this time.  However, you can add a file to
; your world's ART folder called "splash.jpg"
;
; If "worlds\myworldname\art\splash.jpg" exists, then that image will be displayed statickly during
; the lengthy map-loading delay.  You can't control how long the splash will be seen, however.  It
; will be seen longer on slower computers.

+STORY
:S 200
:C 255,255,0
|BATTLE DOME
:S 75
:C 255,255,255
|~~~
|by ZIM ZIM
|Skins by Josh Worts
|Music by Jammer and ahadikeen@aol.com
|~~~ 
:S 100
:C 204,153,0
This world is where everyone can prove thier worth. The goal is to be the supreme winner. Do you have what it takes???
:F Arial Italic
:C 255,0,0
Prepare yourself...
-STORY

;---------------------
; TERRAINS Section
; Up to 10 terrains (0-9) may be defined and then 'painted' onto maps.  Characters must
; possess the correct equipment to cross certain terrains.  Terrain 0 is always cross-able
; by all characters.
;
;	arg0	the terrain ID  0-9
;   arg1	the name of the terrain (keep it short, it shows up on the terrain editor palette)
;	arg2	the damage inflicted on a character when walking on this terrain (negative heals)
;
+TERRAINS
;	arg0	arg1				arg2
;
	0,		"No Hindrance",		0
	1,		"Lava",				10
	2,		"Electricity",		10
	3,		"",					0
	4,		"Deep Water",		0
	5,		"Clouds",			0
	6,		"",					0
	7,		"",					0
	8,		"Healing",			-10
	9,		"Impassable",		0
-TERRAINS



;---------------------
; EQUIP names section
;
; This section is completely optional.  You only need it if you want to have different
; names for the standard equipment classes.
;
;  arg 0 	the equip ID (must be one of the following numbers):
;
;  				0	// "Helmet"
;  				1	// "Armor"
;  				10	// "Boots"
;  				11	// "Shield"
;  				12	// "Ring"
;  				13	// "Amulet
;
;  arg1		the name for that class of item.  (Keep it short as it gets used in a lot of cramped places.)
;

+EQUIP
;	arg0	arg1
;	ID		Name

  	0,		"Helmet"
 	1,		"Armor"
 	10,		"Boots"
 	11,		"Shield"
 	12,		"Ring"
 	13,		"Amulet
-EQUIP




;--------------------
; MAPS section
;
; Each map in the world (world, city, cave, etc.) needs an entry in this table
; Map 0 is always the main world map.
;
;  Each map needs the following arguments:
;
;	arg0	the map ID (0-255)  0 is main world map  Link points are via map numbers
;
;	arg1	the image file name of the map (a JPG usually, but RLE BMP is OK)
;
;	arg2	the OBL file name for the map (which places link point objects on that map
;			Note: if a terrain file exists, it must share the same name, so do NOT
;			put an extension on the file name.  "iceland" would indicate both
;			"iceland.OBL" and "iceland.TER" (and possibly other files as development
;			continues.  The OBL and TER files are created when you use the map editor.
;			You are primarily responsible for generating the image file (JPG).
;			This is also the root name of the MIDI music file played when wandering
;			That map. (music files should be in the world or root MIDI folder)
;
;	arg3	The map name.  This appears briefly as the user changes maps.
;
;   arg4	The Map FLAGS. This is a number, containing several flags, which controls
;			specific behaviours of players while on a map.  Add together the values
;			of each flag you want and then set the map flags to that value.  For example,
;			if you want both flag 2 and flag 4, then set the map flags to "6"
;           The flag values are:
;
;				1		// enables pet vs pet battles (but protects players from pets)
;				2		// enables pets to be used against other players or pets (if pkers or no safehaven)
;				4		// enables "no protection from PKer"
;				8		// enables "no PKing allowed here at all"
;				16		// enables "LADDER" reporting. (PK kills on this map are reported to ladder server)
;				32		// enables "show all link names." Normally link names are hidden until after first use of link.
;				64		// disables "Shadows" under heroes (and monsters) on map and in scenes of that map.
;				128		// disables the use of pets (cannot summon them) on this map.
;				256		// disables eavesdropping to and from players on this map.  (you can still whisper, shout, etc.)
;				512		// designates the map a GUILD HALL map.  (not sure what this means yet...)
;
; FOR EXAMPLE:
;
;	arg0	arg1				arg2				arg3						arg4
;	ID		image file			OBL/TER/MID	root	Map Name (seen by player)	Map FLAGS
;
;	0,		wormCave.jpg,		wormCave,			"Wyrm Cavern",				0
;	5,		town2.jpg,			westin,				"Westin",					0
;	6,		town3.jpg,			stonetree,			"Stonetree",				0

+MAPS

;
; The actual map definitions are in this file, which is created by the New World Wizard:
;
#include maps.txt

-MAPS


;--------------------
; Tokens are used by the script engine to keep track of what the player has accomplished.
; Each token is just a number, in the range 1-4095
;
; When you design your quest, assign a token to each major phase of the quest.  For
; example, at the start of the game, the player has no tokens.  But after you have
; told them the nature of a puzzle, you would give the player the token which
; represents that puzzle.  That way, when the player returns to the same scene, the
; script engine sees that he already has the token and hence doesn't repeat the
; explanation (but perhaps gives a short recap reminder instead).  Once the player
; has completed the quest (killed the dragon, etc.) you give him a different token.
; If the player already has the final token for a quest, then the script engine
; can simply skip the whole thing, or just deliver a 'thank you' message.
;
; This example uses the least significant digit to identify the tokens (up to 10) 
; which belong to a single quest, and the higher digits as a 'quest #' (for
; example, token 47 would be token #7 of quest #4).  This is completely arbitrary
; and you are allowed to use token numbers in any order you like.
;
; For example, let's pretend there is a minor quest which requires killing a dragon.
; The tokens might be:
;
;  token 1  - the king has told me to kill the dragon
;  token 2  - I have killed the dragon
;  token 3  - I have returned to the king and gotten my reward
;
; Then the script file for the king's throne room might look like this:
;
;  IF T1  @alreadyToldHim
;    'Hello young man, please kill the dragon for me
;    GIVE T1
;  END
;
;@alreadyToldHim
;  IF T3  @alreadyRewardedHim
;    'Thank you for killing the dragon, here is some gold
;    GIVE G100
;    'And here is my silver ring of dependability
;    GIVE I43
;    GIVE T3
;  END
;
;@alreadyRewardedHim
;  'Hey, I already GAVE you the ring of dependability!  Get out of here!
;  END
;
;------------------------------------------------------------------------------------
; You don't have to have a token defined in this section to use it in the script,
; But you will probably find it easier to keep track of things if you do.  Also,
; I use the decriptions you give here to create a 'log book' the player can read
; to review what they have done so far.
;
; You may find it easiest to write the outline of your quests in this section first,
; and not flesh out the actual scenes until the entire structure of the world has
; been defined.

+TOKENS
-TOKENS


;---------------------
; ELEMENTS Section
; 
; Every world has exactly 8 'elements' which you must define (or terrible things will happen..
; woe is you!)  The 8 elements form a circle which describes their effectiveness against
; each other.  The opposing element is most effective against an element.
;
; Visualize the IDs like this (many thanks to Janne Jaula for this):
;
;         0
;      7  |  1
;       \ | /
;    6 ---+--- 2
;       / | \
;      5  |  3
;         4
;
; With ID 0 at the NORTH position.  This must be your 'healing' spell. and will apply healing
; equally to all characters, independent of their element affinities.
;
; The rest of the elements wield pain according to their position on the chart with element 1, 
; for example, delivering the most damage to element 5, somewhat less to 4 and 6, and a little to 7 and 3
; while hardly any to 0 1 and 2.
;
; It is likely that element 4 (the opposite of 0) will also be singled out for some special
; effect in the future... the element table is new :-)
;
;	arg0	the element ID  0-7
;   arg1	the name of the Element (keep it short, it shows up on the element affinity chart)
;									(also if the first letter could be unique, it would help)
;
; Note: you can actually use element IDs from 8-255 as well, with Spells and Monsters.  But you cannot
; name those elements (they all show up as "chaos" elements)
;
+ELEMENTS
;	arg0	arg1				
;
	0,		"Life"		
	1,		"Water"			
	2,		"Nature"			
	3,		"Earth"			
	4,		"Death"		
	5,		"Fire"		
	6,		"Spirit"		
	7,		"Air"		
-ELEMENTS

;-----------------------
; HANDS section
;
; Similar to elements, the 'hand' classes represent the different styles of
; weapons which can be held in the 'right-hand.' The EQUIP screen allows the
; player to train themselves in these 8 categories.  Only after they meet
; the required minimum level in a category are they able to wield weapons of
; that category.  In theory, training in excess of that point should increase
; the effectiveness of that weapon when used.  (though implementation of that
; effect might be delayed)
;
; Note that the first 4 hand entries have custom icons in the game which look
; roughly like a sword, a staff, a bow, and a musical note...  so unless you
; have a compelling need to change them...
;
;	arg0	The ID of the 'hand' which strangely enough is numbered 0-7 even though
;			elsewhere it is referred to as 1-8, so I expect to needlessly confuse
;			you about this.
;	arg1	The name of the weapon class.  Note that each character class starts
;			off able to use only one of these classes.
;	arg2	The 'range' of the weapons class.  This should be a number in the range
;			0-100 which represents the distance at which EQUIP attacks WILL NOT MISS. A
;			small range circle will be drawn at your feet when you have the EQUIP
;			list selected and it is your turn to fight.
;   arg3    The sound effect to be played when this hand attacks, unless the equipped item
;			has its own sound effect.  If you leave this blank, a random sound effect will
;  			be picked for you.
;
; 	arg0	arg1
;	ID		Name

+HANDS
;  
; arg0		arg1		arg2		arg3
;  ID		Name		Range		SoundFX
;
	0,		"Sword",	30,			"sword1.wav"
	1,		"Staff",	20,			"staff.wav"
	2,		"Bow",		100,		"sword8.wav"
	3,		"Music",	50,			"chirp4.wav"
	4,		"Fist",		20,			"fist.wav"
	5,		"Dart",		80,			"dart.wav"
	6,		"Book",		70,			"chant6.wav"
	7,		"Spirit",	90,			"crow1.wav"
-HANDS


+ITEMS

; The actual item definitions, and documentation, are in this file:
#include items.txt

-ITEMS


+SPELLS

; actual spell definitions, and documentation, are in this file:
#include spells.txt

-SPELLS


+MONSTERS

; actual monster definitions, and documentation, are in this file:
#include monsters.txt

-MONSTERS


+GROUPS

; actual groups, and documentation, are in this file
#include groups.txt

-GROUPS


+LEVELS

; actual character classes, levels, and documentation are in this file
#include levels2.txt

-LEVELS



;-------------------
; Individual Scenes (each needs a unique scene number)
;
; Reserved Scene numbers are:
;
;   0	Well of Souls (primary well for your main map)
;   1   General CAMP scene (inherits jpeg, theme from closest link)
;   2   General FIGHT scene (inherits jpeg, theme, and monster level from closest link)



; Scene Command Overview
;
; A scene consists of a series of scene commands.  The first command of a scene must be the
; "SCENE" command which assigns it a unique id number and some initial settings.  The final
; command must be an "END" command which terminates the scene (otherwise, the first command
; of the following scene would be executed and that would probably be a bad thing)
;
; For example:
;
;	SCENE	<scene number><jpg><type><title>
;     a command
;     another command
;     and the command after that
;	END		<end of scene, personal magic and item use may begin>
;
; While a scene is executing, the player cannot do normal fighting actions, nor use
; items or spells in general.  Link points on the map can be bound to specific scene
; (by ID number) and that starts execution of the scene.  After the first "END" command
; is executed, the scene is over, but the player is left in the scene viewing it in its
; final state.  At that point the player may use items, magic, and possibly fight other
; players.
;
; Please see example scenes in this file for a more intuitive understanding of how scenes
; work.
;
; The following is a list of available scene commands and their usage
;
;-----------
;	THEME	<sound Theme> (if no number given, then use theme from link point)
;			0:			// stop ambient sounds
;			1:			// near a bubbling brook
;			2:			// rain storm
;			3:			// windy aerie
;			4:			// light wind
;			5:			// waterFall
;			6:			// campfire
;			7:			// Raging Fire
;			8:			// Birds
;
; This command turns on and off the background ambient sound effects in the scene. (the initial
; theme can be started automatically as part of the SCENE command)
;			
;-----------
;	MUSIC	<midi file>
;
; This command changes the currently-playing background MIDI music file.  The game  looks first
; in the current world's MIDI folder for a file of the name given.  If not found, it looks in the
; root WoS\MIDI folder for the file.
;
; To turn music off, try to play a file whose name does not exist.
;
;-----------
;	SOUND	<WAV file>
;			as in:  SOUND "mySound.wav"
;
; This command causes the WAV file in the current world's SFX folder to be played (one time)
;
;-----------
;	BKGND	<JPEG file>
;			as in:  BKGND "myBackground"
;
; This command causes the scene's background jpeg to switch. Note that the background
; specified in the SCENE command will be shown first, so if you need to avoid a flash
; of the default background before you determine (via tokens) which background is
; appropriate, be sure to set the default background to something like all black, or 
; whatever works for your world.
;
;-----------
;	WEATHER	<Weather ID#>
;			as in:  WEATHER 9
;
; This command causes the scene's weather to change
;
;-----------
;	FX	<FX ID #>
;			as in:  FX 2
;
; This command causes the scene's FX to change
;
;-----------
; @labelName
;
; Starting a line of a scene with an @ symbol makes that line a 'label.'  Several commands
; allow you to jump to a labeled line of a scene in an effort to loop, or perform different
; actions based upon the player's circumstances.
;
; Note: the label must be on a line by itself - do not place other scene commands on the same
; line

;-----------
;	GOTO	<labelName>
;
; This command immediately jumps to the specified label and then executes the script command
; on the following line.  Be careful about unintentionally creating infinite loops. Spaces are
; not allowed in label names.  Just use letters and numbers with a single @ in front
;
; For example:
;
;     SCENE <arguments not shown>
;       command1
;       command2
;     @thisIsALabel
;       command3
;       command4
;       GOTO @thisIsALabel
;     END 
;
; This scene will execute commands 1 and 2, then repeat infintely executing commands 3 and 4
;
;-----------
;  GOTO EXIT
;
; This command causes the players to be booted from the scene and back to the map, as if the
; scene host pressed their (camp) EXIT button.
;
;-----------
;  GOTO SCENE <scene number>
;
; This command lets you jump the player from the current scene into a new scene (which then starts
; at its beginning.)
;
; However, when you exit the scene, you will be at your original location (the place where you
; dropped into the original scene). This command never changes your current map.
;
; Jumping to a non-existent scene number may not fail gracefully.
;
;-----------
;  GOTO LINK <map number>, <link number>, <dropin code>
;
; This command actually moves the character to a position just above the specified link on the specified map.
; For example:
;
;     GOTO LINK 0,0
;
; On evergreen, this would take you on top of the gateway link on the main map.
;
; The third argument (dropin code), if present and non-zero, causes the player to drop 'into' the link
; after arriving.  What happens after that is a function of the link in question (might do nothing, might
; go into a scene, might link to a whole different map)
;
; So:
;
;     GOTO LINK 0,0,1
;
; On evergreen, this would move the player to just above the gateway link on the main map, and then drop the
; player INTO the gateway (scene).  When the player exited that scene, they would be on the main map just
; above the gateway.
;
;-----------
;	IF		<id list>   <label>
;			Tnn+Snn-Inn+Gnn+WIN-LOSE+ALIVE-DEAD+YES-NO
;           Token, Spell, Item, Gold, Won last fight, lost last fight, still alive, dead, answered YES or NO to recent ASK
;           all tokens measured against scene SERVER only
;			all specified terms must be TRUE (or FALSE if preceded by minus sign)
;
; This command checks to see if the condition given is TRUE and if so, it jumps to the specified
; label.  Otherwise it just continues with the next scene command.
;
; The condition is specified as a list of IDs separated by plus and minus signs.  The IDs each start
; with a unique letter possibly followed by a number.  For example "I34" means "Item 34" It is TRUE 
; if the player hosting the scene has item 34 in his or her pocket.  "T12" means "Token 12" and
; usually you will check the presence of tokens to decide which path to take through your scene.
;
; If you need two conditions to both be true in order to jump to the label, then list both IDs and
; separate them by a plus sign.  If you use a minus sign in front of an ID, then it is true if
; the player does NOT have that ID.  For example "T12+I15-S22" means: "If the player has Token 12
; AND item 15, BUT NOT spell 22, then the condition is true and the jump to label will occur"
;
; For example:
;
;     SCENE <arguments not shown>
;       command1
;     @label1
;       command2
;       IF  T3-T4+T5, @label2
;       GOTO label1
;     @label2
;       command3
;     END
;
; In this case, the scene starts by executing command1, and then gets stuck in a loop, executing
; command2 over and over until the condition is true, allowing it to jump to label2 and execute
; command3 then leave.  
;
; The condition we are looking for is "Player has token3 and token 5, but NOT token 4" (and
; again, only the player who is hosting the scene is checked. tokens and items in the possession
; of other players in the scene are not important)
;
; The condition IDs supported are:
;
;     ALIVE		player is alive
;	  Cn		true if player is of character class 'n'
;     DEAD		player is dead
;	  Enn		Player is EQUIPPED with item nn (not just in possession of one)
;     Fnn		true if player is on a map with this 'map flag' set. (nn = 1, 2, 4, 8, 16, 32, etc.)
;     Gnn		Player has at least nn gold pieces
;     GS		True if scene host is a 'golden soul'
;     Hnn		true if this CHARACTER is nn hours old (or older)
;     Inn		player has item nn (from ITEMS table)
;     LOSE		player lost last fight in this scene
;     KBn		player has been killed at least once, by monster ID = n
;     KBn.x     player has been killed at least x times by monster ID = n
;     KMn		player has killed at least one monster 'n' (monster ID = n)
;     KMn.x     player has killed at least 'x' monsters of type 'n'
;     M0		true if player is a CHEATER character  (m-zero)
;	  M2		true if player character has played in a modified world before.
;	  M4		true if player has ever turned off the "avoid modified quest files" option.
;     NO		player answered NO to last ASK scene comman
;	  P0    	true if player is a PLAYER KILLER (p-zero)
;     Pnn     	true if player is a PLAYER KILLER *and* has killed other players at least nn times.
;     Qword		player answered 'word' to last ASK scene command (use ^ if your word has spaces.. "Qbutter^fly" matches "butter fly")
;	  Rnn		Random Number (nn = 00-99, represents percent chance of TRUE)
;     Snn		player has spell nn (from SPELLS table)
;	  Tnn		player has token nn (from TOKENS table)
;     Vnn  		true if player's level is greater than or equal to nn
;     WIN		Player won last fight in this scene (after FIGHT scene command)
;     XP		true if the COUNTDOWN TIMER has EXPIRED (use the COUNTDOWN opcode to start the timer)
;     YES		player answered YES to last ASK scene command
;	  #nn		true if player is currently on map nn (as defined in MAPS table)
;
;
;-----------
;   ACTOR	<ID #><character name><skin><pose><x,y>
;
; This command creates an ACTOR in the scene. Actors can walk around and deliver
; scripted lines of text.  Each actor in the scene needs a unique ID number (unique
; to that scene, not to ALL scenes :-)
;
; You give the character a name, the name of a skin file with its image in it, and the
; pose (offset within that file).  These 'villager' skin files are stored in the world's
; MONSTER folder and are long filmstrips with many different villagers in a single
; file.  You also give the actor an initial position to be standing on the screen.
;
; X and Y vary from zero to 100 which relate to the max size of the window (so x=100 is
; always the far right edge of the screen, no matter what size the window has been stretched
; to.)  Using values sufficiently outside the range will start the actor 'off screen' so that
; a subsequent 'MOVE' command can have them appear to walk in from off stage.
;
; You usually define an ACTOR or two right at the start of the scene, but you can use
; the command at any time, in case you have an actor which is only present if certain
; conditions have been met.
;
; For example:
;
;    SCENE <arguments not shown>
;       ACTOR 1, "Old Carl", "joshVillagers", 3, 20, 80
;       IF -T12, @noYoungCarl
;       ACTOR 2, "Young Carl", "joshVillagers", 15, 50, 80
;    @noYoungCarl
;    END
;
; Here the scene starts by creating "Old Carl" as actor #1 standing at the lower left of
; the screen.  Then if the player does NOT have token 12 ("-T12") it jumps to the label
; and skips the creation of "Young Carl" who otherwise would be standing in the lower
; center of the screen.
;
;-----------
;   MOVE	<ID #>, <x>, <y> {,<optional mode>}
;
; This command tells a previously declared ACTOR to move to a new x, y position on the
; screen.  This is a real time action and it may take them awhile to amble on over.  You
; might need a WAIT command if you want the next scene command to not take place until after
; they get there.
;
; The optional <mode> value controls the nature of the motion.  If you don't specify it, it will
; use mode 0 (normal walking).  mode '1' will cause the actor to instantly teleport to the new x,y
; location (A good way to get a character offscreen in a hurry)
;
; For example:
;
;    ...
;    MOVE  1, 50,50              <-- actor '1' walks leisurely to center of screen
;    MOVE  2, 0,0, 1             <-- actor '2' teleports instantly to upper left of screen
;
;-----------
;   POSE	<pose>	{, pose2, pose3}	(change pose of current actor)
;
; When you created the ACTOR, you specified both an image file name, and an offset (pose) to
; a particular image of that file's filmstrip.  If you have several images of the same
; character in that file, this command lets you flip between them for whatever reason you
; like.  For example, I use it to 'morph' the evil witch into her true self.
;
; The pose you specify will be held until you specify a different one.  HOWEVER, as of
; version A30, you can specify two additional poses (3 in all, pose1, pose2, and pose3).
;
; If you specify the additional poses then the actor will cycle between pose1 and pose2
; for approximately equal (but random) amounts of time, with occasional brief displays
; of pose3.  For example, pose1 and pose2 might be a frog looking in different directions,
; while pose3 shows his tongue flitting out.  You cannot currently control the timing,
; so for critical animations, just use a sequence of POSE commands with appropriate WAIT
; commands.  The advantage of the multi-pose POSE command is that the animation continues
; even after the script END command, and requires no special scripting.
;
;-----------
;	SELECT	<ID #>		(select actor # as the current speaker)
;
; Some commands work on the 'current actor' as opposed to calling one out by name.  This
; command lets you select the current actor by ID number.
;
;-----------
;	' line of speech by character (additional lines require 'more' click by reader)
;
; This was the first way of making an actor speak.  I seldom use it anymore, but let's
; pretend it is important anyway.  For example:
;
;   SCENE ...
;      ACTOR 1, "Billy", ...
;      ACTOR 2, "Sally", ...
;      SELECT 1
;      ' Hello, my name is Billy
;      SELECT 2
;      ' Hello, my name is Sally
;   END
;
; This is pretty clumsy, and if all you are doing is speaking, it is more efficient to use
; the "N:" form instead, as in:
;
;   SCENE ...
;      ACTOR 1, "Billy", ...
;      ACTOR 2, "Sally", ...
;      1: Hello, my name is Billy
;      2: Hello, my name is Sally
;   END
;
; Each line of text you put in creates a speech bubble over the head of the actor who said it.
; Only one actor can have a speech bubble up at a time, so the script will automatically pause
; before executing the next speech line until the previous bubble disappears.  Bubbles disappear
; after a brief timeout, or can be cleared by right-clicking in them.
;
; The percent sign symbol (%) is used as a special character.  The number following it lets you
; stick in real-time information about the current players.
;
;		%0 - speaking character's name
;		%1 - server player name (player hosting the scene)
;		%2 - client name (each client sees his or her own name)
;		%3 - a random insult name "stupid maggoty rat-face"
;		%4 - name of the last person to type in chat
;		%5 - name of last person who typed YOUR NAME at start of chat line
;   	%C  - class name of scene host ("magic-user")
;       %Cn - class name of class n (starting at 1) from world level tables.
;		%In - name of ITEM n
;       %L  - level name of scene host ("emperor")
;       %Ln - level name for level n of scene host's class
;       %L-1 - level number of scene host ("99")
;		%Mn - name of MONSTER n
;		%Sn - name of SPELL n
;		%Tn - token name n
;       %% - inserts a single visible percent sign
;
; For example:
;
;      1: Hello, my name is %0.  Your name is %2. Your host's name is %1
;      2: I, %0, think you are a %3!
;      1: I am 99%% sure you are also a %3!
;
;-----------
;   N:  (shorthand SELECT N followed by ' --  N is 0 to 9 only)
;       as in:
;       2: Actor 2 said this
;		1: Actor 1 said this
;
; As described more fully above.
;
; As of A57, you can now use "actor 'H'" to mean "put words in the mouth of the scene host (an
; actual player, not an actor!)
;
;       1: Hello, foolish human
;		1: Repeat after me
;		1: Owa
;       H: Owa     <-- appears to have been typed by scene host
;       1: tana
;       H: tana
;		1: siam
;       H: siam
;       1: Ok, altogether real fast now
;		H: Ok, Owa tana siam..
;       H: Owatanasiam...
;       H: O wat an ass i am
;       H: Hey!!!!
;       1: Hee hee hee
;
;-----------
;   WAIT	<seconds>  (use decimal point for sub-seconds)
;
; This command lets you put in a little pause before the next command is executed.  As in:
;
;   SCENE ...
;       ACTOR 1, "Dave", joshVillagers, 1, 20, 80
;		MOVE 1, 80, 80
;		WAIT  3.5
;       1: I should be there about now
;   END
;
; This creates 'Dave" on the lower left of the screen and then starts him walking to the
; lower right.  3.5 seconds after starting his walk (whether he has finished it or not)
; his speech bubble pops up.
;
;-----------
;	FIGHT	<fight scene - no arguments means 'standard random fight appropriate to vicinity'>
;		FIGHT 1,2,2,4  (fight 4 monsters total, two of type 2)
;
; This command plays out a monster fight within the scripted scene itself.  The next 
; scene command is not executed until the results of the fight are known (all heroes dead
; or all monsters dead).  At that point the WIN and LOSE "IF" conditionals will work.
;
; You can call out a particular collection of monsters via their IDs from the MONSTERS table,
; or you can have monsters selected randomly from the current map area monster group.
;
; For example:
;
;     SCENE ...
;         ACTOR 1, "Zor", evilPeople, 1, 50, 50
;         1: Prepare to die, %2, you %3!
;         FIGHT 23,12,12
;         IF WON, @youWon
;         1: I knew you would lose, you %3!
;         END
;     @youWon
;         1: Big deal, you won, so what, who cares.
;     END
;
; So here we create 'Zor' in the top center of the screen and he insults us.  Then 3 monsters
; appear as in a regular fight scene (with Zor still standing there watching us).  We get one
; monster #23, and two monster #12s (as defined in the MONSTERS table)
;
; After the fight, if the player wins, we jump to label '@youWon' and graciously concede defeat.
; Otherwise we execute the line following the IF and brag a little, then END the scene.
;
; Note that this scene now has two END commands in it.  That's OK.  The first one we execute ends
; the scene.
;
; Stupid FIGHT tricks:
;
;  Use the opcode FIGHT2 for exactly the same effect, except the scene host is also 'stuck in the
;  fight (similar to a PK Attack) until they stand still without fighting for 20 seconds or so
;  (this is about as close to a forced fight to the death as the game gets)
;
; Mercenaries
;
;  If you call out a monster by ID, but add a minus sign, as in:
;  
;    FIGHT  1, 2, 3, -4
;
;  Then that monster will fight on your side (in this case monster ID 4 is the helper against 3 evil monsters)
;
; Mixed Stuff to The Max
;
;  If you include a '*' as one of the monster IDs, it means "also use monsters from the map", so:
;
;     FIGHT  *, 1, 2, 3
;
;  Means you will have a fight with monsters 1, 2, and 3 PLUS whatever a normal fight at this location might
;  have had.
;
; Scene 2 is the FIGHT SCENE
;
;   I hope I am not lying when I say that the FIGHT command in SCENE 2 is what controls all standard map
;   monster fights.  (the kind you get drawn into when hunting or walking the map).  So anything clever you
;   do in that scene will affect all monster fights.  So, you could check what map you were on, what tokens
;   the player had, their spiritual alignment (maybe) etc, and then populate the fight accordingly.
;   This was my intention, in any case, though I never had the courage to try anything radical.
;
;-----------
;	GIVE	<id#> 
;
; This command gives the specified object to all current members of the scene (um, even 
; dead ones I think).  Objects are specified the same as in the "IF" command conditionals
; with a letter followed by a number.  Unlike the IF command, however, you can only give
; one thing per line. (no plus and minus signs please)
;
; Objects you can give include:
;
;		Tn	token N
;		Gn	N pieces of gold
;		In	item N
;       Sn  spell N
;       Hn  n health points (up to max)
;       Mn  n magic points (up to max)
;       <given to all members of scene>
;
; For example
;
;     SCENE ...
;         ACTOR 1, "King", joshRoyalty, 3, 50, 50
;         IF T10, @killedDragon
;         1: I see you have not yet killed the dragon, begone!
;         END
;     @killedDragon
;         1: Hey, you killed the dragon, accept this gold from me, please!
;         GIVE G100
;     END
;
; So, when we visit this scene, the king checks our pocket for token 10 (which we
; presumably get after killing the dragon in some other scene) and if we don't have
; it, the scene ends with a 'hint'
;
; Otherwise, we jump to the label and the king rewards us with 100 gold pieces (generous
; guy, huh?)
;
; Note that this is a bad scene since once we kill the dragon the king will give us another
; 100 GP every time we visit the scene.  Most quests should have another token which means
; "I already gave you your reward" and the scene would check both tokens so we only got
; our reward once.
;
;-----------
;	TAKE	<ID>		<this is evil!>
;		<taken from all members of scene>
;
; Same as the GIVE command, but in reverse.  Very evil.
;
;-----------
;   ASK		<seconds> - waits a while for scene server to type something ("yes" or "no" flags set in response)
;
; This command is used when you want to ask the player a question and actually read his or
; her answer and do something based on the response.  The actual question is asked using the
; normal speech bubble stuff.  You just follow that command with an ASK command as in this
; example:
;
;     SCENE ...
;        ACTOR 1, "King", ...
;        1: Say, %1, does this coat make me look fat?
;		 ASK	20
;        IF  YES, @saidYes
;        1: You really think so?  Thanks!
;        END
;     @saidYes
;        1: Off with your head!  Guards, take %1 to the dungeon and relieve HIM of a few pounds!		
;     END
;
; Here the king poses a question.  The "ASK 20" pauses the script for up to 20 seconds (or
; until the host player types a line of chat).
;
; If a line of chat is entered before the timeout, and it starts with something resembling
; a yes, then the "YES" condition will be true and the "IF" command will jump to the label
; where the king is unhappy with us.  Otherwise (nothing was typed, or what was typed did
; not look like a yes) the king is happy enough and the scene ends.
;
; The "Qword" conditional lets you scan the host player's response for particular words or
; letter sequences ("yes" would be found inside of "yesterday" for example), so you could have
; complicated processing like:
;
;     ...
;     1: What is your favorite color?
;     ASK  30
;     IF Qblue, @wasBlue
;     IF Qred, @wasRed
;     IF Qorange, @wasOrange
;     ...
;
; Note that "Qwords" cannot include spaces, so you cannot have "QI don't know" which would be cool
; for the Monty Python fans.
;
; Oooooh, if I was a good little  programmer, this might work:
;
;      IF QI+Qdon't+@know, @heDontKnow
;
; Of course, that would also trigger on the player response: "Don't you know I like red?" since it 
; checks for the presence of the "Qword" anywhere in the response.  I *think* case is not 
; important (I'm using standard c library "strstr()" for anyone who is interested)
;
;-----------
;	OFFER	<item>{,<item>} - displays a SHOP button which, when pressed, offers the specified items for sale
;
; Normally a scene does not have a SHOP button until you execute an OFFER command.  The OFFER
; command comes in two flavors, differing in the way you specify the list of items available
; in the store.
;
; The OFFER command takes a simple item list and is best used for specialty stores offering
; a limited number of items, as in:
;
;     SCENE ...
;        ACTOR 1, "Shopkeeper", ...
;        1: I have only these items. Buy them or leave!
;        OFFER  4, 12, 103, 11, 22, 7, 15
;     END
;
; Only those seven items will appear when the player presses the SHOP button.  Item numbers
; match to entries in the ITEMS table
;
;-----------
;	OFFER2	<minLevel>,<maxLevel>{,itemClass} - displays a SHOP which offers all defined items between the two levels (with non-zero prices)
;			note: only the first 50 or so qualifying items will make it, so don't try for one store to sell EVERYTHING
;			the optional third argument limits it to items of the specified class.
;
; This newer form of the OFFER command is good for shops which provide a large number of items
; of a particular class.  For example, all boots between level 5 and 10 would be:
;
;      OFFER2 5, 10, 20
;
; Where the class number (20 for boots) is set in the ITEMS table 'class' column.
;
; You can have your store sell several classes  of items at the same time, by including the correct
; three numbers for each class: <minLevel>,<maxLevel>,<itemClass>
;
; As in:
;
;      OFFER2 5,10,20,  5,10,21,  1,10,22
;
; This would offer all class 20 items between levels 5 and 10, all class 21 items between levels
; 5 and 10, and all class 22 items between levels 1 and 10.  (the level limits are inclusive)
;
;-----------
;   GAME  <game number>
;
; Similar to the OFFER button (and you cannot use both OFFER and GAME in the same scene), this
; results in a GAME button appearing for the player.
;
; Pressing that button brings up a mini-game for the  player to enjoy while in the scene.
;
;   GAME 1	- The slobber slots machine.
;	GAME 2	- The Monster Racer
;	GAME 3	- The Search for Pi at Home
;	GAME 4	- Blackjack 
;   GAME 5  - Pokegatchi Training Center (same as 'train pet' on Equip Screen)
;   GAME 6  - Asteroids
;   GAME 7  - Stock Market Game
;   GAME 8  - Tetris
;
; These are all, so far, solo games (since WoS itself is the multiplayer game), but you can
; enjoy them in the presence of other players.
;
;-----------
;   COUNTDOWN <seconds>
;
; This command starts a COUNTDOWN timer (displayed on the main screen) which counts down to zero.
; When it hits zero, it disappears.  Cool huh?
;
; To make it useful, you need a scene which tests it with the 'X' conditional, as in:
;
;	IF  XP, @youAreTooLate
;  	1: You made it before the countdown finished!
;	END

; @youAreTooLate
;  	1: Could you possibly have walked any more slowly?
;
; You can turn the counter off prematurely by setting it to zero ("COUNTDOWN 0")
; The countdown automatically terminates if you leave the game, or change characters.
;
;----------------------------------------------
; The SCENE opcode has the following arguments:
;
;	SCENE		arg1		arg2		arg3		arg4		arg5		arg6
;				scnNum		scn.jpg		Style		Name		Effects		Weather
;
;	scnNum - every scene must have a unique scene number.  Link points on maps can
;			call out specific scene numbers.  In addition to that several scene numbers
;			are special:
;				0	Is always the intial well of souls (where you incarnate)
;				1	The standard 'camp' scene (links can override details)
;				2	The standard 'fight' scene (links can override details)
;				it is advised that you treat scene numbers 0 through 9 as 'reserved' to 
;				avoid conflicts with later developments
;
;	scn.jpg	- The background JPG file (from the SCENES folder of the world) to be used
;			as the background image of the scene.  Do not include the .JPG extension
;
;	Style	-	To Be Defined
;				WELL, FIGHT, SCENE
;
;	Name	- The name of the scene (seen on title bar while in the scene)
;
;	Effects	-	Special effects applied to the background JPG.  These effects last for the
;				duration of the scene (except when temporarily modified by a spell during
;				a particular magical attack)
;				0	No effects
;				1	Underwater ripple (as though viewer is under water)
;				2	Lake ripple (as though the bottom 30% of the scene is a lake reflecting)
;				3	Video (every other line is black, giving a 'coarse video' quality
;				4	Jitter (random vertical jitter)
;				5	EarthQuake
;
;	Weather	-	Special effect (on top of all players) showin weather
;				0	no weather
;				1	rain
;				2   medium rain
;				3   heavy rain
;				7   light snow
;				8   medium snow
;				9   heavy snow
;
;-----------------
; PARTY <conditions>
;
; The PARTY command causes each client in the scene to evaluate the conditions (same as IF command conditions)
; and to leave the party if their conditions do not evaluate to TRUE.  Hence it defines what a legal party
; member should look like, and boots non-compliant clients from the party (but not from the scene)
;
; Generally this is intended to sever party members who do not deserve to follow the scene host to a new link, as
; in:
;
;    PARTY T23+T12
;    GOTO LINK 3, 4
;
; In this case, only clients who have tokens 23 and 12 will be allowed to stay in the party, and so when the 
; the party leader/scene host leaps to link (3,4) only those remaining party members go along.  The rest would,
; after the GOTO, be left sitting on the map when the scene expired.  I think.  I hope.  We'll see.
;
; Please note that unlike the IF command, these conditions are evaluated BY THE CLIENT (not by the scene server). 
;
;-----------------------
;  SET <cookName>, <string>
;
; This command lets you store the string value into a 'cookie' of the specified name.  The cookie in question is
; only set for the scene host and is saved in their character's file.
;
; Later on, you can recover a cookie value by enclosing its name, like this:  #<cookieName>
;
; cookie names must not include spaces or punctuation marks.  Just letters and numbers.
;
; For example
;
;  SET favoriteColor, "blue"
;  1: Hello, %1, I see your favorite color is #<favoriteColor>
;
; The player will see:
;
;  "Hello, Bill, I see your favorite color is blue"
;
; The expansion of cookies is done BEFORE the evaluation of arguments, hence cookies called out inside of quoted
; strings will work... for example:
;
;  SET itemID, "15"
;  GIVE I#<itemID>
;
; In this case, the GIVE command will first be translated by substituting for the cookie, resulting in:
;
; GIVE I15
;
; Do not 'nest' cookies.  If you need to do something really weird, break it up into several steps.
;
;---------------------------
;
; ADD cookieName, <string>
;
; The string is evaluated as a number, the named cookie's contents are evaluated as a number, and the
; results are added together numerically and the sum is stored as the new value of the cookie.
;
; Math is performed as 'signed 32 bit integers' so watch out for underflow and overflow situations.  
;
; SET A, "15"
; ADD A, "22"
; 1: Jeepers, the sum is #<A>
;
; Should print: "Jeepers, the sum is 37"
;
; See SUB, MUL, and DIV commands for similar mathematical operations.
;
;-------------
; SUB cookieName, <string>
;
;  subtracts <string> value from cookie
;
;-------------
; MUL cookieName, <string>
;
; multiplies <string> value times cookie
;
;------------
; DIV cookieName, <string>
;
; Divides cookie by <string> (unless <string> evaluates to zero, then nothing happens)
; Note that 2/3 is 0, not 0.66666 since these are integer math operations.
;
;------------
; MODULUS cookieName, <string>
;
; Performs a modulus operation on the cookie.  (If you prefer, you can think of this as a
; 'remainder' function.
;
; You may not get the result you expect if cookie has a negative value to begin with.
; If <string> evaluates to 0, nothing happens.
;
;-----------------------------
; COMPARE  A,B  (with associated IFx commands)
;
;Fairly simple and brain damaged, I document by example:
;
;       COMPARE  A,B
;       IF=  @theyAreEqual
;       IF>  @AbiggerThanB
;       IF<  @AlessThanB
;
; The COMPARE command subtracts B from A and saves the result in a special place which doesn't get munged 
; until the next time you use the COMPARE command.
;
; The three IFx commands test that special result and jump to the label if the result was as indicated. 
; So your IFx command doesn't HAVE to immediately follow the COMPARE command, though I suspect it generally will.
;
; Arguments A and B are interpreted as signed decimal numbers.  For now you are stuck with constants and cookies.  
; So, you can do:
;
;        COMPARE  #<cookie>, "2"
;        COMPARE  #<cookie1>, #<cookie2>
;


+SCENES
;--------------
; SCENE 0 must be primary well of souls
;
; It is only used for switching souls (saved games), not for general ressurection and recharge
;
SCENE 0		temple, WELL, "Well of Souls", 2, 7
	THEME	1
	MUSIC	"evergreen.mid"
	ACTOR	1,	"The Blind Sage", joshMiscellaneous, 32, 0, 60
	SEL		1
	POSE	32,32,32
	MOVE	1,	50, 60
	WAIT	1.0
	' Welcome to the Well of Souls, traveler.
	MOVE	1,	45, 60
	' I can help you create a new soul, or restore a treasured one.
	MOVE	1,	30, 70
	' When you are ready, select your soul and then incarnate into the physical world.
	MOVE	1,	40, 75
	' Notice the buttons along the bottom of your screen.  Point to a button to see its name.
	' Press the NEW button to create a new soul, and select its skin and abilities.
	MOVE	1,	25, 70
	' Press the RESTORE button to select an old soul, and resume its struggle.
	MOVE	1,	35, 65
	' Press the INCARNATE button to enter the physical world again.
	MOVE	1,	30, 70
	' Press the MAP button to see what other souls roam the world.
	MOVE	1,	40, 77
	' Press the HAUNT button to spy invisibly over another incarnated soul.
	MOVE	1,	20, 70
	' You may rest here safely, for as long as you like.
END

;--------------
; SCENE 1 must be primary CAMP scene
;
SCENE 1
	THEME
;	MUSIC   (no music in camp scene, just theme)
;	SOUND	"demongurl.wav"
	MUSIC	"evergreen.mid"
	IF	T1, @camp
	END
@camp
;	SOUND "demongurl.wav"
	GIVE	L1
	GIVE	H9999
	GIVE	M9999
	END
END

;--------------
; SCENE 2 must be primary FIGHT scene (for automatic fights)
;
SCENE 2
	THEME
;	MUSIC  mortal.mid
;	SOUND	"superbeast.wav"
	MUSIC	"evergreen.mid"
	IF	T2, @heal
	IF	I39, @mon10
	IF	I41, @mon20
	IF	I42, @mon30
	IF	I43, @mon40
	IF	I44, @mon50
	IF	I45, @mon60
	IF	I46, @mon70
	IF	I47, @mon80
	IF	I48, @mon90
	IF	I49, @mon100
	IF	-I49, @alone
	END
@alone
	FIGHT
	END
@mon10
	GOTO SCENE	100
	END
@mon20
	GOTO SCENE	101
	END
@mon30
	GOTO SCENE	102
	END
@mon40
	GOTO SCENE	103
	END
@mon50
	GOTO SCENE	104
	END
@mon60
	GOTO SCENE	105
	END
@mon70
	GOTO SCENE	106
	END
@mon80
	GOTO SCENE	107
	END
@mon90
	GOTO SCENE	108
	END
@mon100
	GOTO SCENE	109
	END
@heal
	IF	I39, @mon10a
	IF	I41, @mon20a
	IF	I42, @mon30a
	IF	I43, @mon40a
	IF	I44, @mon50a
	IF	I45, @mon60a
	IF	I46, @mon70a
	IF	I47, @mon80a
	IF	I48, @mon90a
	IF	I49, @mon100a
	GIVE	L1
	GIVE	H9999
	GIVE	M9999
	FIGHT
	GIVE	L1
	GIVE	H9999
	GIVE	M9999
	END
@mon10a
	GOTO SCENE	110
	END
@mon20a
	GOTO SCENE 	111
	END
@mon30a
	GOTO SCENE	112
	END
@mon40a
	GOTO SCENE	113
	END
@mon50a
	GOTO SCENE	114
	END
@mon60a
	GOTO SCENE	115
	END
@mon70a
	GOTO SCENE	116
	END
@mon80a
	GOTO SCENE	117
	END
@mon90a
	GOTO SCENE	118
	END
@mon100a
	GOTO SCENE	119
	END
END

;--------------
; SCENE 3 (this is the evergreen starting scene on the main map, where you can return to be healed)
;
SCENE 3		aztec
	THEME	0
;	MUSIC	superbeast.wid
	MUSIC	"evergreen.mid"
	ACTOR	1,	"Black Priest", zimRoyalty, 5, 25, 90
	POSE	5, 5, 13
	SEL		1
	MOVE	1,	15, 80

	' Hello there here is the Healing Spa.
	' Feel free to relax and recover.
	GIVE	L1
	GIVE	H99999999
	GIVE	M99999999
	GIVE	I99
	IF	V100, @lvl100
	IF	V90, @lvl90
	IF	V80, @lvl80
	IF	V70, @lvl70
	IF	V60, @lvl60
	IF	V50, @lvl50
	IF	V40, @lvl40
	IF	V30, @lvl30
	IF	V20, @lvl20
	IF	V10, @lvl10
	IF	V1, @lvl1
	END
@lvl1
	OFFER2	0,10
	END
@lvl10
	OFFER2	10,20
	END
@lvl20
	OFFER2	20,30
	END
@lvl30
	OFFER2	30,40
	END
@lvl40
	OFFER2	40,50
	END
@lvl50
	OFFER2	50,60
	END
@lvl60
	OFFER2	60,70
	END
@lvl70
	OFFER2	70,80
	END
@lvl80
	OFFER2	80,90
	END
@lvl90
	OFFER2	90,99
	END
@lvl100
	IF	C9, @101
	IF	C11, @101	
	OFFER	1010,1011,1012,1013,1014,1015,1016,1017,1018,1019,1020,1021,1022,1023	
	END
@101
	GIVE	I1010
	GIVE	I1011
	GIVE	I1012
	GIVE	I1013
	GIVE	I1014
	GIVE	I1015
	GIVE	I1016
	GIVE	I1017
	GIVE	I1018
	GIVE	I1019
	GIVE	I1020
	GIVE	I1021
	GIVE	I1022
	GIVE	I1023
	' Here take theese items for yourself.
	END
END

;---------------
; scene 4 level 1-10 items
;
SCENE	4	aztec
	THEME	0
	MUSIC	"evergreen.mid"
	ACTOR	1,	"Black Priest",	zimRoyalty, 5, 25, 90
	POSE	5, 5, 13
	SEL		1
	MOVE	1, 15, 80

	' Heres some items.
	OFFER	1,2,3,7,8,12,13,16,18,19,20,21,22,23,24,25,27,29,30,31,32,33,34,35,36,37,38,40,99,180,181,182,183,184,185,186,187,188,189,190,191,192,193,700,701,702,703,704,705
	END
END


;--------------
; scene 5 boot shop
;
SCENE	5	aztec
	THEME	0
	ACTOR	1,	"Black Priest",	zimRoyalty, 5, 25, 90
	POSE	5, 5, 13
	SEL		1
	MOVE	1, 15, 80

	' Buy my boots.
	OFFER	700,701,702,703,704,705
	END
END	
; Here is the last line of the SCENES section of the quest file.



;---------------
; scene 6 doc's lab
;
SCENE	6	aztec
	THEME	0
	MUSIC	"evergreen.mid"
	ACTOR	1,	"Black Priest",	zimRoyalty, 5, 25, 90
	POSE	5, 5, 13
	SEL		1
	MOVE	1, 15, 80

	' GET OUT OF MY LAB!!!
;lvl 1
	FIGHT	1, 71
;lvl 2
	FIGHT	2
;lvl 3
	FIGHT	3, 10
;lvl 4
	FIGHT	4, 5
;lvl 5
	FIGHT	6
;lvl 6
	FIGHT	7
;lvl 7
	FIGHT	8
;lvl 8
	FIGHT	9
;lvl 9
	FIGHT	11, 50, 51
;lvl 10
	FIGHT	52, 1000, 301, 311, 321, 331, 341, 351, 361, 371, 381, 391
;lvl 11
	FIGHT	53
;lvl 12
	FIGHT	54
;lvl 13
	FIGHT	55
;lvl 14
	FIGHT	56
;lvl 15
	FIGHT	57
;lvl 16
	FIGHT	58
;lvl 17
	FIGHT	12
;lvl 18
	FIGHT	59
;lvl 19
	FIGHT	13
;lvl 20
	FIGHT	60, 1001, 1004, 302, 312, 322, 332, 342, 352, 362, 372, 382, 392
;lvl 21
	FIGHT	14
;lvl 22
	FIGHT	61
;lvl 23
	FIGHT	15
;lvl 24
	FIGHT	62
;lvl 25
	FIGHT	16, 1005
;lvl 26
	FIGHT	63
;lvl 27
	FIGHT	17
;lvl 28
	FIGHT	64
;lvl 29
	FIGHT	18	
;lvl 30
	FIGHT	65, 1002, 1006, 303, 313, 323, 333, 343, 353, 363, 373, 383, 393
;lvl 31
	FIGHT	19
;lvl 32
	FIGHT	66
;lvl 33
	FIGHT	20
;lvl 34
	FIGHT	67
;lvl 35
	FIGHT	21, 1007
;lvl 36
	FIGHT	68
;lvl 37
	FIGHT	22
;lvl 38
	FIGHT	69
;lvl 39
	FIGHT	23
;lvl 40
	FIGHT	70, 1003, 1009, 304, 314, 324, 334, 344, 354, 364, 374, 384, 394
;lvl 41
	FIGHT	24
;lvl 42
	FIGHT	100
;lvl 43
	FIGHT	101
;lvl 44
	FIGHT	103
;lvl 45
	FIGHT	104
;lvl 46
	FIGHT	105
;lvl 47
	FIGHT	106
;lvl 48
	FIGHT	107
;lvl 49
	FIGHT	108
;lvl 50
	FIGHT	109, 201, 210, 1008, 305, 315, 325, 335, 345, 355, 365, 375, 385, 395
;lvl 51
	FIGHT	110
;lvl 52
	FIGHT	111
;lvl 53
	FIGHT	112
;lvl 54
	FIGHT	113, 202
;lvl 55
	FIGHT	114
;lvl 56
	FIGHT	115
;lvl 57
	FIGHT	116
;lvl 58
	FIGHT	117
;lvl 59
	FIGHT	118
;lvl 60
	FIGHT	119, 203, 306, 316, 326, 336, 346, 356, 366, 376, 386, 396
;lvl 61
	FIGHT	120
;lvl 62
	FIGHT	121
;lvl 63
	FIGHT	122
;lvl 64
	FIGHT	123
;lvl 65
	FIGHT	124, 204
;lvl 66
	FIGHT	125
;lvl 67
	FIGHT	126
;lvl 68
	FIGHT	127
;lvl 69
	FIGHT	128
;lvl 70
	FIGHT	26, 129, 205, 307, 317, 327, 337, 347, 357, 367, 377, 387, 397
;lvl 71
	FIGHT	130, 131, 132
;lvl 72
	FIGHT	150
;lvl 73
	FIGHT	151
;lvl 74
	FIGHT	153
;lvl 75
	FIGHT	27, 154, 206
;lvl 76
	FIGHT	155
;lvl 77
	FIGHT	25
;lvl 78
	FIGHT	156
;lvl 79
	FIGHT	157
;lvl 80
	FIGHT	28, 158, 207, 308, 318, 328, 338, 348, 358, 368, 378, 388, 398
;lvl 81
	FIGHT	159
;lvl 82
	FIGHT	160
;lvl 83
	FIGHT	161
;lvl 84
	FIGHT	162
;lvl 85
	FIGHT	29, 163, 208
;lvl 86
	FIGHT	164
;lvl 87
	FIGHT	165
;lvl 88
	FIGHT	166
;lvl 89
	FIGHT	167
;lvl 90
	FIGHT	30, 168, 209, 309, 319, 329, 339, 349, 359, 369, 379, 389, 399
;lvl 91
	FIGHT	169
;lvl 92
	FIGHT	170
;lvl 93
	FIGHT	31, 171
;lvl 94
	FIGHT	172
;lvl 95
	FIGHT	173
;lvl 96
	FIGHT	32, 174
;lvl 97
	FIGHT	175
;lvl 98
	FIGHT	33, 176
;lvl 99
	FIGHT	34, 177
;lvl 100
	FIGHT	35, 178, 211, 310, 320, 330, 340, 350, 360, 370, 380, 390, 400
;lvl 101
	;FIGHT	36
;lvl 102
	;FIGHT	37
;lvl 103
	;FIGHT	38
;lvl 104
	;FIGHT
;lvl 105
	FIGHT	39, 212
;lvl 106
	;FIGHT
;lvl 107
	FIGHT	40
;lvl 108
	;FIGHT
;lvl 109
	FIGHT	41
;lvl 110
	FIGHT	213
;lvl 111
	FIGHT	42
;lvl 112
	FIGHT	43
;lvl 113
	;FIGHT
;lvl 114
	FIGHT	44
;lvl 115
	FIGHT	240
;lvl 116
	FIGHT	45
;lvl 117
	;FIGHT
;lvl 118
	FIGHT	46
;lvl 119
	;FIGHT
;lvl 120
	FIGHT	47, 241
;lvl 121
	;FIGHT
;lvl 122
	FIGHT	48
;lvl 123
	;FIGHT
;lvl 124
	;FIGHT
;lvl 125
	FIGHT	49, 242
;lvl 130
	FIGHT	243
;lvl 200
	FIGHT	255
;lvl 300
	FIGHT	256
;lvl 999
	FX	9
	FIGHT	257
	IF	ALIVE, @alive
	END
@alive
	IF	T1, @alive2
	GIVE	T1
	' You got camp heal.
	' Try camping if you need to be healed and/or rezed.
	END
@alive2
	IF	T2, @alive3
	GIVE	T2
	' You got fight heal.
	' When you enter a fight on the map,
	' you will be healed.
	' When you win/lose the fight.
	' you will be healed and/or rezed
	END
@alive3
	' You got everything you can get from this place but your welcome to come and play some more
SCENE	99
	THEME	0
	
	FIGHT	71, 71, 71, 71, 71, 71, 71, 71, 71, 71, 71, 71, 71, 71, 71
	END
END

;--------
#INCLUDE questally.txt
;--------

;--------
#INCLUDE fightscene1a.txt
;--------

;--------
#INCLUDE fightscene2a.txt
;--------

;--------
#INCLUDE fightscene3a.txt
;--------

;--------
#INCLUDE fightscene4a.txt
;--------

;--------
#INCLUDE fightscene5a.txt
;--------

;--------
#INCLUDE fightscene6a.txt
;--------

;--------
#INCLUDe fightscene7a.txt
;--------

;--------
#INCLUDE fightscene8a.txt
;--------

;--------
#INCLUDE fightscene9a.txt
;--------

;--------
#INCLUDE fightscene10a.txt
;--------
-SCENES



; Now we are at the extreme end of the file
;
; Note: You should add a comment to the end of the file, since otherwise an old bug might rise
; up and smite you!