+CREDITS
Beasts
Story by pplz
Skins by Josh Worts
Other Art by Dan Samuel
Most music by Dan Samuel, with the help of JAMMER(r)
-CREDITS


+STORY
:S 200
:C 255,255,0
|Beasts
:S 75
:C 255,255,255
|~~~
|by pplz
|Skins by Josh Worts
|Music by Jammer and ahadikeen@aol.com
|~~~ 
:S 100
:C 204,153,0
Let your natural instincts guide you.
:F Arial Italic
:C 255,0,0
Prepare yourself...
-STORY


+TERRAINS
;	arg0	arg1				arg2	arg3
;
	0,		"No Hindrance",		0,	0
	1,		"",			0,	0
	2,		"",			0,	0
	3,		"",			0,	0
	4,		"",			0,	0
	5,		"",			0,	0
	6,		"",			0,	0
	7,		"",			0,	0
	8,		"",			0,	0
	9,		"Impassable",		0,	0
-TERRAINS


+EQUIP
;	arg0	arg1
;	ID		Name

  	0,		"Head"
 	1,		"Body"
 	10,		"B. Claws"
 	11,		"L. Claws"
 	12,		"Amulet"
 	13,		""
-EQUIP


+THEMES
;	arg0	arg1		arg2			arg3 - N
;	ID		name		loopSound		seconds=sound
;
;	note: reserve first 20 for the hard-coded themes (also note that 0 means 'silence')
;
	20,		cavedrip,	campfire1,		10=drip1,10=bird1,10=splash1
;
-THEMES


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


+TOKENS
-TOKENS


+ELEMENTS
;	arg0	arg1				
;
	0,		"Life"		
	1,		"---"			
	2,		"---"			
	3,		"---"			
	4,		"Power"		
	5,		"---"		
	6,		"---"		
	7,		"---"	
;
; As of A78, you may optionally give names to the 'chaos' elements (#8-#255), though it will make no 
; difference to the behaviour of the element itself.
;
-ELEMENTS


+HANDS
;  
; arg0		arg1		arg2		arg3
;  ID		Name		Range		SoundFX
;
	0,	"R. Claws",	30,		"sword1.wav"
	1,	"---",		0,		"staff.wav"
	2,	"---",		0,		"sword8.wav"
	3,	"---",		0,		"chirp4.wav"
	4,	"---",		0,		"fist.wav"
	5,	"---",		0,		"dart.wav"
	6,	"---",		0,		"chant6.wav"
	7,	"---",		0,		"crow1.wav"
-HANDS


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


+TROPHIES
; The actual trophy definitions, and documentation, are in this file:
#include trophies.txt
-TROPHIES


+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 levels.txt
-LEVELS


+SCENES
SCENE 0		temple, WELL, "Well of Souls", 2, 7
	THEME	1
	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
	THEME
	COMPARE #<num.isPKAttack>, 1
	IF= @pk
	COMPARE #<num.isPKAttack>, 2
	IF= @pk
	IF C7, @Skip
	IF C8, @Skip
	IF C9, @Skip
	IF C10, @Skip
	IF V85, @CharMorph21
	IF C4, @Skip
	IF C5, @Skip
	IF C6, @Skip
	IF V55, @CharMorph11
	IF C2, @Skip
	IF C3, @Skip
	IF V25, @CharMorph01
	END
@Skip	
	END
@pk
	FLAGS	45056
	LOCK 1
	N: PK Attack! 
	N: Locked Camp!
	N: No Healing, Stunning, or Tickets!
	END
@eventPkAttackDone
	LOCK 0
	FLAGS 0
	END
@CharMorph01
	COMPARE #<num.PeopleInScene>, 1
	IF= @CharMorph02
	N: Leave party to grow.
	END
@CharMorph02
	N: Want more HAND or MAGIC power?
	ASK 60
	IF Qhand, @Class02
	IF Qmagic, @Class03
	GOTO @CharMorph02
	END
@Class02
	SET num.hostClass, 2
	N: Your beast has grown.
	END
@Class03
	Set num.hostClass, 3
	N: Your beast has grown.
@CharMorph11
	IF C2, @CharMorph12
	IF C3, @CharMorph13
	END
@CharMorph12
	N: Want more Hand or MAGIC power?
	ASK 60
	IF Qhand, @Class04
	IF Qmagic, @Class05
	GOTO @CharMoprh12
	END
@CharMorph13
	N: Want more HAND or MAGIC power?
	ASK 60
	IF Qhand, @Class05
	IF Qmagic, @Class06
	GOTO @CharMorph13
	END
@Class04
	SET num.hostClass, 4
	N: Your beast has grown.
	END
@Class05
	SET num.hostClass, 5
	N: Your beast has grown.
	END
@Class06
	SET num.hostClass, 6
	N: Your beast has grown.
	END
@CharMorph21
	IF C4, @CharMorph22
	IF C5, @CharMorph23
	IF C6, @CharMorph24
	END
@CharMorph22
	N: Want more HAND or MAGIC power?
	ASK 60
	IF Qhand, @Class07
	IF Qmagic, @Class08
	GOTO @CharMorph22
	END
@CharMorph23
	N: Want more HAND or MAGIC power?
	ASK 60
	IF Qhand, @Class08
	IF Qmagic, @Class09
	GOTO @CharMorph23
	END
@CharMorph24
	N: Want more HAND or MAGIC power?
	ASK 60
	IF Qhand, @Class09
	IF Qmagic, @Class10
	GOTO @CharMorph24
	END
@Class07
	SET num.hostClass, 7
	N: Your beast has grown.
	END
@Class08
	SET num.hostClass, 8
	N: Your beast has grown.
	END
@Class09
	SET num.hostClass, 9
	N: Your beast has grown.
	END
@Class10
	SET num.hostClass, 10
	N: Your beast has grown.
	END
END


SCENE 2
	THEME
	IF C7, @Skip
	IF C8, @Skip
	IF C9, @Skip
	IF C10, @Skip
	IF V85, @CharMorph21
	IF C4, @Skip
	IF C5, @Skip
	IF C6, @Skip
	IF V55, @CharMorph11
	IF C2, @Skip
	IF C3, @Skip
	IF V25, @CharMorph01
@Skip
	FIGHT
	END
@CharMorph01
	COMPARE #<num.PeopleInScene>, 1
	IF= @CharMorph02
	N: Leave party to grow.
	END
@CharMorph02
	N: Want more HAND or MAGIC power?
	ASK 60
	IF Qhand, @Class02
	IF Qmagic, @Class03
	GOTO @CharMorph02
	END
@Class02
	SET num.hostClass, 2
	N: Your beast has grown.
	END
@Class03
	Set num.hostClass, 3
	N: Your beast has grown.
	END
@CharMorph11
	IF C2, @CharMorph12
	IF C3, @CharMorph13
	END
@CharMorph12
	N: Want more Hand or MAGIC power?
	ASK 60
	IF Qhand, @Class04
	IF Qmagic, @Class05
	GOTO @CharMoprh12
	END
@CharMorph13
	N: Want more HAND or MAGIC power?
	ASK 60
	IF Qhand, @Class05
	IF Qmagic, @Class06
	GOTO @CharMorph13
	END
@Class04
	SET num.hostClass, 4
	N: Your beast has grown.
	END
@Class05
	SET num.hostClass, 5
	N: Your beast has grown.
	END
@Class06
	SET num.hostClass, 6
	N: Your beast has grown.
	END
@CharMorph21
	IF C4, @CharMorph22
	IF C5, @CharMorph23
	IF C6, @CharMorph24
	END
@CharMorph22
	N: Want more HAND or MAGIC power?
	ASK 60
	IF Qhand, @Class07
	IF Qmagic, @Class08
	GOTO @CharMorph22
	END
@CharMorph23
	N: Want more HAND or MAGIC power?
	ASK 60
	IF Qhand, @Class08
	IF Qmagic, @Class09
	GOTO @CharMorph23
	END
@CharMorph24
	N: Want more HAND or MAGIC power?
	ASK 60
	IF Qhand, @Class09
	IF Qmagic, @Class10
	GOTO @CharMorph24
	END
@Class07
	SET num.hostClass, 7
	N: Your beast has grown.
	END
@Class08
	SET num.hostClass, 8
	N: Your beast has grown.
	END
@Class09
	SET num.hostClass, 9
	N: Your beast has grown.
	END
@Class10
	SET num.hostClass, 10
	N: Your beast has grown.
	END
END


SCENE 3		aztec
	THEME	0
	ACTOR	1,	"Soul Brother", josh5, 5, 25, 90
	POSE	5, 5, 13
	SEL		1
	MOVE	1,	15, 80
	IF ALIVE, @skip1
	1: You seem to be dead, let me resurrect you.
	WAIT    4.0
	SOUND	"thunder1.wav"
	WAIT	1.0
	GIVE	L1
@skip1
	1: Which services may I offer you?
	WAIT 2
	MENU	"Buy Potions=@Potion", "Heal HP 5MS=@HP01", "Heal MP 10MS=@MP01"
	END
@HP01
	WAIT 0.1
	COMPARE #<num.hostMaxHP>, #<num.hostHP>
	IF> @HP02
	1: You don't need your HP healed.
	GOTO @skip1
	END
@HP02
	WAIT 0.1
	IF G5, @HP03
	1: You can't afford any more.
	END
@HP03
	WAIT 0.1
	HOST_TAKE G5
	GIVE H1
	GOTO @HP01
	END
@MP01
	WAIT 0.1
	COMPARE #<num.hostMaxMP>, #<num.hostMP>
	IF> @MP02
	1: You don't need your MP healed.
	GOTO @skip1
	END
@MP02
	WAIT 0.1
	IF G10, @MP03
	1: You can't afford any more.
	END
@MP03
	WAIT 0.1
	HOST_TAKE G10
	GIVE M1
	GOTO @MP01
	END
@Potion
	IF V95, @Shop95
	IF V90, @Shop90
	IF V85, @Shop85
	IF V80, @Shop80
	IF V75, @Shop75
	IF V70, @Shop70
	IF V65, @Shop65
	IF V60, @Shop60
	IF V55, @Shop55
	IF V50, @Shop50
	IF V45, @Shop45
	IF V40, @Shop40
	IF V35, @Shop35
	IF V30, @Shop30
	IF V25, @Shop25
	IF V20, @Shop20
	IF V15, @Shop15
	IF V10, @Shop10
	IF V5, @Shop05
	IF V1, @Shop01
	END
@Shop01
	OFFER2 0, 1, 0
	END
@Shop05
	OFFER2 0, 5, 0
	END
@Shop10
	OFFER2 0, 10, 0
	END
@Shop15
	OFFER2 0, 15, 0
	END
@shop20
	OFFER2 0, 20, 0
	END
@Shop25
	OFFER2 0, 25, 0
	END
@Shop30
	OFFER2 0, 30, 0
	END
@Shop35
	OFFER2 0, 35, 0
	END
@Shop40
	OFFER2 0, 40, 0
	END
@Shop45
	OFFER2 0, 45, 0
	END
@Shop50
	OFFER2 0, 50, 0
	END
@Shop55
	OFFER2 0, 55, 0
	END
@Shop60
	OFFER2 0, 60, 0
	END
@Shop65
	OFFER2 0, 65, 0
	END
@Shop70
	OFFER2 0, 70, 0
	END
@Shop75
	OFFER2 0, 75, 0
	END
@Shop80
	OFFER2 0, 80, 0
	END
@Shop85
	OFFER2 0, 85, 0
	END
@Shop90
	OFFER2 0, 90, 0
	END
@Shop95
	OFFER2 0, 95, 0
	END
END



#INCLUDE text00001.txt







; Here is the last line of the SCENES section of the quest file.
-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!


