#include Config.ini
#include scenes
;
; 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!
;
; For a more detailed bit of documentation, please visit the web site at http://www.synthetic-reality.com/wosDev0.htm
; and check out the QUEST DICTIONARY.
;
; 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
;  THEMES			// Ambient background sound themes for your world
;
; 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






	



-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
|DBZ Remake
:S 75
:C 255,255,255
|~~~
|By Hugnam
|Music From Drangonball GT
|Sound From Evergreen
|Website Help By Apryl ^_^
|Also Some Credit For Danny Too ^_^
|Credit Also Goes To Gohanmon For His Music And Charathers
|~~~ 
:S 100
:C 204,153,0
Once In Another Dimension Of Earth Goku And Stuff Are Becoming Evil And So Others Stepped Up To Fight Them.
They Tryed To Beat Em Vailantly But Most Have Died v_v Everyone Was Losing Hope Until 1 Sayian Came And Fought Them Bravely And Won.
So They Were Training In Thier Training Spots Soon Gonna Get Stronger Than Him But He Needed To Stop Em Before It Is Too Late.
Now It Is Your Turn To Help Out And Defeat These Menaces Once And For All.
:F Arial Italic
:C 255,0,0
:S 50
I Will Do A Little Role-Play For This...
Danny:can you tell me if i got anything on my shirt in the back?
Apryl:i'll look.....
Apryl:theres nothing on it hun
Danny:ok dear say uhhh that guy strong you call says he's coming down at our house today
Suddenly A Knock Was At The Door
Danny:who is it?
??????:the guy called strong that i know you and apryl...
Danny Opens the Door
Danny:That Really You?
Strong:Yep.....
Danny:apryl the guy you call strong is here!
Apryl Comes To The Door
Strong:Hi Apryl
Apryl:thats you strong?
Strong:yea....
Danny:well lets go sit down and talk for a little bit...
Strong:so what about that world you 2 and haka are making?
Danny:well it is hard to make and we needed some help at least and it's not going well at being made
Apryl:yea we've been having some trouble at making it
Strong:well i could try to help =\
Danny:well it is hard to make maps so tell us how we make maps...
Strong:well it's easy...
Strong:first you put it as To Nowhere On Scene #0 On Map {Name}
Danny:ohhhhhh so thats how thanks
Apryl:yea thanks for helping us with that
Strong:it's all i can do to help and when should you want me to go?
Danny:well you can stay until you wanna go =\
Strong:wow ok.....=\
Strong:so how many fights have you 2 ever had with eachother
Danny:why you asking?
Strong:just wondering....
Danny:hard to say but we had some
Apryl:yea some of em
Strong:well it would be good if you all agree with eachother and stuff and work together with things =\
Danny:you saying that we don't?
Strong:no no no i'm not saying that
Danny:ok =\
Strong:i'm trying to say you should try to stop with argueing and be nice to eachother =\
Danny:you better not be trying to be mean with us =\
Strong:i'm not i'm not =\
Strong:well i mean stuff like......well uhhhhh......nevermind.....
Strong:well it's good and all that but soon i'm thinking of going cause it's a long walk back to my home =\
Danny:how far is it?
Strong:ohhhhhh about 1 mile =\
Danny:1 MILE?!
Apryl:1 MILE?!
Danny&Apryl:you walked a whole mile?!
Strong:yea =\ and it wasn't easy....
Danny:how could you ever walk a mile?
Strong:well......it's too hard to explain =\
Danny:ok.....=\
Strong:so.......you think of giving me a ride back home?
Danny:where is it?
Strong Tells Them Where
Strong:thats where it is...=\
Danny:hmmmm that is a looooooong way
Strong:i know =\
Apryl:you think you could stay down here?
Strong:hmmm i don't really know....=\
Danny:well you'd better not take apryl
Strong:come on were only friends =\
Apryl:he's right we are friends and friends don't do that
Danny:.......=\
Strong:i don't really think there is anywhere i can stay in here =\
Danny:well there is the couch....=\
Strong:ok......
Hours Later....
Danny:ok you may have to go to bed now =\
Strong:ok goodnight =\
Apryl:goodnight strong
Strong:goodnight apryl
Danny:night strong
Strong:night danny
Strong Was Asleep When He Had A Dream....
Strong:ohhhh no more hamburgers i'm stuffed
Strong:ohhhhh stop giving me hamburgers
Strong:ohhhhhhhhhhhhhhhhhhhhhhhhhh >_<
Strong:your giving me too much hamburgers!!!!!!!
Strong Kills The Hamburger Guy
Strong:damn thats was close =\
After It Was Morning Strong Got Up
Strong Yawns
Strong Takes His Meds..........With Water
Apryl:i fixed something for you
Strong:thanks
Strong:it's good
Apryl:Thank You ^_^
Strong:Where's danny?
Apryl:he's at work
Strong:oh =\
Strong:ummm are those your dogs?
Apryl:yes
Strong:so could i see how well you are at making your world?
Apryl:sure
......................................................................
Strong:thats how well it's as so far?
Apryl:well we haven't made it that good enough yet
Strong:do you think i could help you?
Arpyl:yes =\
Strong:my world hasn't been that good but i'm gonna keep on tweaking it and then i'm soon gonna tweak it by to 1.0000 version
Apryl:that fast?
Strong:yep =\
Strong:sooooo......ever think of doing something with me?
Apryl:i may have the time
The Door Opened When It Got Unlocked
Danny:hi honey i'm home
Apryl:hi dear
They Both Kissed Eachother In The Lips
Danny:whats he still doing here?
TO BE CONTINUED



-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)
;			NOTE: terrain damage not yet implemented.
;
+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



;--------------------
; THEMES section
;
; This section allows you to extend the sound themes available within your scenes.	A sound theme
; consists of a single looped sound (played over and over for as long as the theme is in progress)
; and one or more one-shot sounds (played at random intervals).
;
; arg0 ID (1-255)	(note that these override the built-in themes, so avoid using the lowe numbered
;					themes if you want to keep the built-in themes available
;
; arg1 name			this is just your friendly name for the theme
;
; arg2 loopSound	The name of the .wav file to be looped.  Do not include the .wav extension here, as
;					it is assumed.  The sound effect file is expected to be in your world's SFX folder, and
;					if not found there, the WoS/SFX folder is checked next.  This sound is optional, but
;					if you leave it out, don't forget to leave the comma where it would have been.
;
; argN oneshots		One or more single-shot sounds may be defined.  These are defined with the format
;					"seconds=sound" as in: "10=splash" meaning: play the splash sound about every 10 seconds
;					on average, but randomly.  You should adjust the seconds field until you get the sound
;					you like.  You will need to adjust the timing, volume, and number of single-shots until
;					you get a sound you like.

+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 section
;
; Each map in the world (world, city, cave, etc.) needs an entry in this table
; Map 0 is always the main world map.
;
; As of release A77, you may now have 1000 maps (0-999)
;
;  Each map needs the following arguments:
;
;	arg0	the map ID (0-999)  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"
;
;		As of release A77, you can use hexadecimal values for the map flags (start the number with 0x)
;               If you don't know what this means, just add the decimal values together for the combo you want
;
;           	The flag values are:
;
;		DECIMAL		HEX		MEANING, WHEN INCLUDED
;
;		1		0x00000001	// enables pet vs pet battles (but protects players from pets)
;		2		0x00000002	// enables pets to be used against other players or pets (if pkers or no safehaven)
;		4		0x00000004	// enables "no protection from PKer"
;		8		0x00000008	// enables "no PKing allowed here at all"
;		16		0x00000010	// enables "LADDER" reporting. (PK kills on this map are reported to ladder server)
;		32		0x00000020	// enables "show all link names." 
;							// Normally link names are hidden until after first use of link.
;		64		0x00000040	// disables "Shadows" under heroes (and monsters) on map and in scenes of that map.
;		128		0x00000080	// disables the use of pets (cannot summon them) on this map.
;		256		0x00000100	// disables eavesdropping to and from players on this map.  
;							// (you can still whisper, shout, etc.)
;		512		0x00000200	// designates the map a GUILD HALL map.  (not sure what this means yet...)
;		1024	0x00000400	// Prevents Humans from being able to damage monsters or pets
;		2048	0x00000800	// NO_REWARD.  After a fight, no GP, XP or items are found to reward the survivors
;							// Pets still get rewarded, coz I am a big softy
;		4096	0x00001000	// NO_HEAL.  Heal spells and items provide only 1HP of sustenance.
;		8192	0x00002000	// NO_TICKETS.  Tickets won't work here
;		16384	0x00004000	// NO_MINI_MAP. upper right minimap is uninformative here
;		32768	0x00008000	// NO_STUN.  the non-buff disease spells will not work here 
;							// (stun, sleep, paralyze, etc.)
;		65536	0x00010000	// NO_BUFF.	the buff/debuff disease spells will not work here.
;		131072	0x00020000	// NO_PKREZ. PKers cannot use resurrection spells on others
;       262144	0x00040000	// MAP_FLAG_HIDE_LINKS. don't show white link boxes on minimap until visited
;	    524288  0x00080000	// MAP_FLAG_NO_WAYPOINTS disable automatic waypoint calculations (good for mazes)
;
;	arg5	The map Sound Theme 0 (none) - 255 (see THEME table for making your own themes)
;			If you provide this argument, it picks a sound theme which will be played while the player is walking
;			on the map (not inside a scene of that map, though you might want a common theme.)  Note that you 
;			cannot have multiple themes on one map.

;
; FOR EXAMPLE:
;
;	arg0	arg1				arg2				arg3						arg4			arg5
;	ID		image file			OBL/TER/MID	root	Map Name (seen by player)	Map FLAGS		Map Theme
;
;	0,		wormCave.jpg,		wormCave,			"Wyrm Cavern",				0,			0
;	5,		town2.jpg,			westin,				"Westin",					0,			3
;	6,		town3.jpg,			stonetree,			"Stonetree",				0,			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
	1,"You Have Obeyed The Rule."
	2,"Goku Has Trained You."
    3,"You Have Beaten Goku In His Training Area."
    4,"You Have Beaten Vegeta."
    5,"You Have Beaten Trunks."
    6,"You Have Beaten Gohan."
    7,"You Have Beaten Goten."
    8,"You Have Beaten Vegeta And Goku Fused Together."
    9,"You Have Beaten The Man Eating Monster."
    10,"You Have Beaten The Baby Man Eater."
    11,"You Have Beaten The Parasite Queen."
    12,"You Have Beaten The Dragon."
; Quest 1, The Fire Boots
	100,"Felafel begged you to rid his kingdom of the cavern dragon."
	101,"You conquered the cavern dragon and took a scale from his hide."
	102,"The bootmaker in MacGuyver Castle says he can make dragon boots from the scale of a dragon."
	103,"A fine pair of boots were made, but then stolen by Zanf"
	104,"You traced Zanf to his secret hide-out."
	105,"You bested Zanf in battle and retrieved the Fire Boots."
; Quest 2, The Lost Gem
	200,"Jett told you of her grandmother's enchanted pearl"
	201,"You confronted the witch Miranda, who told you the true story of the pearl."
	202,"With Miranda's help, you found the gladstone pearl."
	203,"Returning to Jett, the Pearl's Light of Truth exposed her true nature."
; Quest 3, The Scroll of Fidelity
	300,"Gregor spoke of an ancient library, buried beneath the sands."
	301,"You crossed the lava desert and found the Mouth of Satan."
	302,"You bested the demons guarding the entrance to the library."
	303,"You searched the library and found the Scroll of Fidelity."
	304,"You told Gregor of the library's location, and he left to protect it."
; Quest 4, The Troubled Twins
	400,"Twins Janus and Jonus are insanely jealous of one another."
	401,"Each accuses the other of stealing money from the treasury."
	402,"The treasury guard tells you of a strange noise he sometimes hears."
	403,"You have discovered the secret hole in the back of the treasury."
	404,"You have captured the goblin thief."
; Quest 5, The Goblin Army
    500,"You hear rumours of a Goblin Army amassing in the east."
	501,"You find a town which has been ravaged by the goblins."
	502,"The Goblins blame humans for the theft of their holy artifact."
	503,"You find the artifact in the hands of a band of rebel Goblin Centurions."
	504,"You expose the centurions to the Goblin Emperor and restore the artifact."
	505,"The town recovers"
; Quest 8 of the Book
	600,"Professor J asked you to retrieve a book from MacGuyver castle."
	601,"You found the lost copy of Elementia Corpuscula."
	602,"You helped Professor J finish his doctoral thesis."
-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)(as of A78, you can)
;
+ELEMENTS
;	arg0	arg1				
;
	0,		"Power Up"		
	1,		"Not Implanted Yet"			
	2,		"Not Implanted Yet"			
	3,		"Not Implanted Yet"			
	4,		"Ki Blasts"		
	5,		"Strong Ki Blasts"		
	6,		"Concentration"		
	7,		"Unseen Blasts"	
;
; 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 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 reach
; level 5 in a category are they able to wield weapons of
; that category.  
;
;	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.  
;	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 neither the hand nor the weapon has a specified
;			sound effect, one is selected at random each time you load the world.
;
; 	arg0	arg1
;	ID		Name

+HANDS
;  
; arg0		arg1		arg2		arg3
;  ID		Name		Range		SoundFX
;
	0,		"Sayian Sword",	30,			"sword1.wav"
	1,		"Z Warrior Staff",	20,			"staff.wav"
	2,		"Guns",		100,		"dart.wav"
	3,		"Not Implanted Yet",	50,			"chirp4.wav"
	4,		"Not Implanted Yet",		20,			"fist.wav"
	5,		"Not Implanted Yet",		80,			"dart.wav"
	6,		"Not Implanted Yet",		70,			"chant6.wav"
	7,		"Not Implanted Yet",	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 levels.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)

; For a more detailed bit of documentation, please visit the web site at http://www.synthetic-reality.com/wosDev0.htm
; and check out the QUEST DICTIONARY.

; 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.
;
; New to A76 - WIDE SCENES.  In either the SCENE command or the BKGND command, you can now specify
; an optional WIDTH and HORIZON setting.  For example, if you said the jpeg name was "cave.300.25" that
; would mean "use the file cave.jpg for the background, but it is actually 3x normal width, and the horizon is
; at 25% from the top"  This would limit characters from walking above the bottom 75% of the screen (use 0
; for unrestricted motion).  Since the background was 300% of normal, it could not all be seen at the same
; time.. you would have to walk a long time to cross it all.  And you won't be able to see everyone in the
; scene at the same time.  Hence there is the concept of the CAMERA which attempts to focus the display on
; the most important thing happening.  These rules are complicated and vary with fighting and chatting.
;
;-----------
;	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).  As of version A74, modes 2, 3, 4, and 5
; will make the actor move varying amounts of more_quickly.
;
; 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.
;		%En - item number of equipped item in slot n (n=10 for HELMET..) use n=0 to get 'equipped right hand' item ID
;		%In - name of ITEM n
;		%K0 - Total number of monsters killed by scene host
;	%Kn - Number of monster ID n killed by scene host
;       %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
;		%Rn - Random number from 1 to n (n from 1 to 30,000) 
;		%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
;
; As of A61, you can now use "Actor 'N'" to mean "add some narration to the scene.
;
;       N: And then the sun set on joy.
;
; Narration appears in the chat window, and as a scrolling line of large text in the
; main scene window (but does NOT appear in a chat bubble).
;
;-----------
;   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, CUT
;				Just go with the flow on this one for now.  I might make it more important
;				later.  For now, here is the special meaning:
;					WELL - it is the primary Well scene.
;					FIGHT - it is the standard fight scene
;					SCENE - it is a scripted quest scene <-- use this normally
;					CUT	- it is a normal scene, but "heroes" are invisible (only actors appear).
;
;	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). 
;
; Another form of this command is EJECT
;
; The EJECT command is identical to PARTY only the people are also removed from the scene.  Remember
; the condion specifies the people who get to STAY in the scene and party.
;
;-----------------------
;  SET <cookieName>, <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.
;
; For more information about cookies, and a list of the current "Stock Cookies", please see the Quest Dictionary
; at http://www.synthetic-reality.com/wosquest.htm
;
;---------------------------
;
; 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>
; MOD cookieName, <string>     <-- short form also accepted.
;
; 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 resurrection and recharge
; Let's also use it as our own little tutorial for the new scenewriter (thank Merlin)
;
; First we need a 'SCENE' command to assign:
;  a scene number (zero), 
;  a BACKGROUND JPEG (temple.jpg),
;  the scene 'style' (WELL), 
;  the scene name "Well of Souls", 
;  the current EFFECT (2 =lake ripple),
;  and the current WEATHER (7 = snow)
;
SCENE 0		temple, WELL, "Well of Souls", 2, 7

; Then we start a sound 'theme' (1=rippling stream)
	THEME	1

; Then we define ACTOR #1 (The Blind Sage) using frame 32 of the MONSTERS skin "joshMiscelleneous.bmp"
; The actor begins at location (0, 60) which is in the  bottom left of the screen
	ACTOR	1,	"Goku", Goku, 32, 0, 60

; Now we select actor 1 as the current actor
	SEL		1

; Now we set the POSE of the current actor (actor #1) using the 3-frame form.  This is 
; pretty boring since we use the same frame for all 3 choices (frame 32).  Normally you would
; use 3 different frames.  The game will automatically cycle between the first two frames
; with roughly equal probability.  The third frame will be used only briefly now and then (so
; it should be the "blinking eye" or "lashing tongue" or something else you only want to see now and
; then, while the first two frames would be the shifting between feet, or breathing, effect.
	POSE	32,32,32

; Now we start actor one walking towards (50,60) which is directly to the right of where he started.
; He will walk at a 'standard speed'
	MOVE	1,	50, 60

; Now we wait one second to let his motion be apparent to the player
	WAIT	1.0

; Now we have him talk.  Note the use of the ' command to make the chat bubble appear over the "Current" actor.
; I hardly ever do that anymore, since it is so easy to use "1:blah" instead.
	' PATCH UPDATE TO 102.0013

; Now we have him move back to the left a bit.  The chat bubble is still over his head.  Since we waiting only
; one second after the first move command, we don't really know how far he made it before we changed direction.
; anyway, now he is moving "up" a little, relative to his previous destination.
	MOVE	1,	45, 60

; Now we have him deliver his second line of dialog, which replaces the previous chat bubble.  Usually chat bubbles
; pop automatically to make room for the next one, with each bubble remaining long enough to be read (so short
; sentences pop faster than long ones.
	' I Am Sorry But You Must Read The Story Before You Can Play It.

; And this actor is a bit fidgety, so he moves again.  Let's watch him move and chat.. move and chat for a bit.
	MOVE	1,	30, 70
	' So If It Says Another Version Then You Will Have Modded It And If I See Any Modding I Will Report Your Soul Id.
	MOVE	1,	40, 75
	' As In You Will Be Reported To Synthetic Reality If You Mod.
	' Press The NEW Button To Make Yourself A Charather (3 on right now).
	MOVE	1,	25, 70
	' Press The RESTORE Button To Select An Older Charather That Has Been Made.
	MOVE	1,	35, 65
	' Press The INCARNATE Button When You Selected What You Want Restored.
	MOVE	1,	30, 70
	' Press The MAP Button To See How Many Players Are Playing And Who Is Here.
	MOVE	1,	40, 77
	' Press The HAUNT Button To Spy On Anybody With A Charather.
	MOVE	1,	20, 70
	' Have A Good Time.

; OK, he finally shut up.  We don't have anything else to accomplish in this scene, so we need to end it using the
; END command.  It ends the scene.
END

; Tada, a scene!  Please note that some player actions are blocked until the scene finishes.  For example, you can't
; cast a spell, use a weapon, or toss an item until the scene finishes.

;--------------
; SCENE 1 must be primary CAMP scene
;
SCENE 1
	THEME
	MUSIC   title.mid
@inCastle
	SET sceneLock, 0
	ACTOR	9, "Lock", danNoFloat, 6, 95, 10
	ACTOR	8, "..............................................................................", danNoFloat, 1, 50, 50
    8: Revived
    GIVE    H1
    8: Healed
    GIVE    H9000000
    8: Restored
    GIVE    M9000000
    ACTOR   7, "HUGNAM", Neo_Crono, 1, 30, 90
    7: Hi
    H: Hello
    7: I'm Hugnam
    H: Ok......
    7: =-\
END

;--------------
; SCENE 2 must be primary FIGHT scene (for automatic fights)
;
SCENE 2
	THEME
;	MUSIC  mortal.mid

	FIGHT

END

;--------------
; SCENE 3 Goku's Place
;
SCENE 3		aztec
	THEME	0
;	MUSIC	title.mid
	ACTOR	1,	"Goku", Goku, 5, 25, 90
	POSE	1, 1, 1
	SEL		1
	MOVE	1,	20, 80

	IF T1, @continue
	1: Hello It Is Nice To See You. We Need As Much Help As Possible.
	1: But To Fight With Others You Must Obey Something..
	1: Will You Obey It.(Yes Or No)
	ASK 30
	IF -YES, @saidNo
	1: 
	1: You Can Get Equipment When Your Level Increases...
	GIVE T1
	GOTO @continue
@saidNo
	1: You Won't.....
	1: I Cannot Help Anyone Who Will Not Obey It...
	1: Go Away...
	MOVE	1, -50, 80
END

@continue

	IF ALIVE, @skip1
	' You Lost...But It's Ok I'll Heal You....
	WAIT    4.0
	SOUND	"thunder1.wav"
	WAIT	1.0
@skip1
	MOVE	1,	20, 75
	GIVE	L1
	IF I99,@skipTicket
	GIVE	I99				; give him a ticket home
@skipTicket
	; offer EVERYTHING under level 10
	OFFER2	0,10
	1: Hello Agian
@skip2
END

;--------------
; SCENE 67 Goku's Place
;
SCENE 67	aztec
	THEME	0
 	MUSIC   Dark_World_Remix.mid
	ACTOR	1,	"Goku", Goku, 5, 25, 90
	POSE	1, 1, 1
	SEL		1
	MOVE	1,	20, 80
    N: This Is The Dark World Remix
    N: From Link To The Past
    N: Enjoy!
END



;--------------
; SCENE 68 Fountain
;
SCENE 68	aztec
	THEME	0
 	MUSIC   title.mid
	ACTOR	1,	"Fountain", actors1, 30,  20,  80
	SEL		1
	N: You Drink From The Fountain......
    N: And The More You Are Drinking...
    N: The More HP It Heals....
    N: You Gain 10Hp Then 20 and then 30...
    GIVE    H10
    WAIT  0.5
    GIVE    H20
    WAIT  0.5
    GIVE    H30
    WAIT  0.5
    GIVE    H40
    WAIT  0.5
    GIVE    H50
    WAIT  0.5
    GIVE    H60
    WAIT  0.5
    GIVE    H70
    WAIT  0.5
    GIVE    H80
    WAIT  0.5
    GIVE    H90
    WAIT  0.5
    GIVE    H100
    WAIT  0.5
    GIVE    H110
    WAIT  0.5
    GIVE    H120
    WAIT  0.5
    GIVE    H130
    WAIT  0.5
    GIVE    H140
    WAIT  0.5
    GIVE    H150
    WAIT  0.5
    GIVE    H160
    WAIT  0.5
    GIVE    H170
    WAIT  0.5
    GIVE    H180
    WAIT  0.5
    GIVE    H190
    WAIT  0.5
    GIVE    H200
    WAIT  0.5
    GIVE    H210
    WAIT  0.5
    GIVE    H220
    WAIT  0.5
    GIVE    H230
    WAIT  0.5
    GIVE    H240
    WAIT  0.5
    GIVE    H250
    WAIT  0.5
    GIVE    H260
    WAIT  0.5
    GIVE    H270
    WAIT  0.5
    GIVE    H280
    WAIT  0.5
    GIVE    H290
    WAIT  0.5
    GIVE    H300
    WAIT  0.5
    GIVE    H310
    WAIT  0.5
    GIVE    H320
    WAIT  0.5
    GIVE    H330
    WAIT  0.5
    GIVE    H340
    WAIT  0.5
    GIVE    H350
    WAIT  0.5
    GIVE    H360
    WAIT  0.5
    GIVE    H370
    WAIT  0.5
    GIVE    H380
    WAIT  0.5
    GIVE    H390
    WAIT  0.5
    GIVE    H400
    WAIT  0.5
    GIVE    H410
    WAIT  0.5
    GIVE    H420
    WAIT  0.5
    GIVE    H430
    WAIT  0.5
    GIVE    H440
    WAIT  0.5
    GIVE    H450
    WAIT  0.5
    GIVE    H460
    WAIT  0.5
    GIVE    H470
    WAIT  0.5
    GIVE    H480
    WAIT  0.5
    GIVE    H490
    WAIT  0.5
    GIVE    H500
    WAIT  0.5

    
END


;--------------
; SCENE 59 ???
;
SCENE 59    aztec
	THEME	0
;	MUSIC	title.mid
	ACTOR	1,	"Gohan", Gohan, 5, -10, 90
	POSE	1
	SEL		1
    H: I'll go Take A Nap Here *yawns* *goes to sleep*
    H: *snores*
    MOVE    1, 5, 70, 90
    1: Good He's Asleep
    1: Come
    ACTOR   2,   "Parasite Queen", Josh83, 5, -10, 90
    MOVE    2, 5, 90, 90
    WAIT    10.0
    H: *Wakes Up*
    H: WTH?!
    2: ROAR!
    H: ....Seems Like I Gotta Fight *Sighs*.
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    FIGHT 11
    IF  WON   @battlewon59
    2: ROAR!
    
END
@battlewon59
    1: Eat Him Now!
    MOVE   2, 5, 70, 90
    2: *Parasite Queen Is Hungry For Him*
    1: Why Are You Looking At Me Like That?
    2: *Parasite Queen Eats Gohan*
    1: NOOOOOOOOOOOO
    WAIT   2.0
    MOVE   1, 0, -50, 90
    2: ROAR!
    H: Seems I Gotta Kill It.....
    WAIT   3.0
    MOVE   2, 0, -80, 90
    FIGHT  12
    IF WON  @beatparasitequeen
END
@beatparasitequeen
    MOVE   2, 0, 80, 90
    H: Your Still Alive?
    2: *Parasite Queen Munches Him*
    H: ARRRG >_<
    TAKE  H5000
    H: Your Dead!
    H: *You Kill Her*
    2: ROAR!!!!!!!!!!!!!!!!
    MOVE   2, 0, -80, 90
    H: Now To Go.....Sure Was One Hard Battle....
    GIVE    T11
   
END



;--------------
; SCENE 53 Trunks
;
SCENE 53    aztec
	THEME	0
;	MUSIC	title.mid
	ACTOR	1,	"Trunks", ChibiTrunks, 5, 25, 90
	POSE	1
	SEL		1
    IF   T5   @alreadybeaten53
    1: Let's Do This.
    FIGHT   4
    IF  WON   @wonbattle53
    1: Heh I Won *smiles* Come Back And Fight When You Get Strong Enough
    GOTO   @end53
@wonbattle53
    1: Wow I Lost. You Did Good Heh.*Smiles*
    GIVE   T5
    GOTO   @end53
@alreadybeaten53
    1: You Already Beat Me..
@end53

END

;--------------
; SCENE 54 Gohan
;
SCENE 54    aztec
	THEME	0
;	MUSIC	title.mid
	ACTOR	1,	"Gohan", Gohan, 5, 25, 90
	POSE	1
	SEL		1
    IF   T6   @alreadybeaten54
    1: Let's fight
    FIGHT   5
    IF   WON   @wonbattle54
    1: I Beat You....Maybe Come Back When Your Stronger
    GOTO   @end54
@wonbattle54
    1: Wow Your Strong
    GIVE    T6
    GOTO   @end54
@alreadybeaten54
    1: You Already Beat Me.
@end54

END

;--------------
; SCENE 55 Goten
;
SCENE 55    aztec
	THEME	0
;	MUSIC	title.mid
	ACTOR	1,	"Goten", Goten, 5, 25, 90
	POSE	1
	SEL		1
    IF   T7   @alreadybeaten55
    1: Let's fight
    FIGHT   6
    IF   WON   @wonbattle55
    1: I Beat You....Maybe Come Back When Your Stronger
    GOTO   @end55
@wonbattle55
    1: Wow Your Strong
    GIVE    T7
    GOTO   @end55

@alreadybeaten55
    1: You Already Beat Me.
@end55

END

;--------------
; SCENE 58 Man Eating Monster's Lair
;
SCENE 58    aztec
	THEME	0
 	MUSIC	MainBoss.mid
    IF   T9   @battlewon58
    IF   T9,T10   @alreadybeaten58
	ACTOR	1,	"Baby Man Eating Monster", Josh83, 5, 25, 50
	POSE	1
	SEL		1
    1: *Roars*
    ACTOR	2,	"Man Eating Monster", Josh83, 5, -20, 90
    1: Roar Ror roorroarroarrooaroraroororroar
    2: ROOOOOOOOOOOOOOOAR
    ACTOR   3,  "Parasite Queen", Josh83, 5, 80, 90
    3: ROAR!
    H: Huh I Thought You Were Dead
    H: I Think I'm Gonna Die With Em Both Trying To Eat Me
    3: roar rooor roroorrr roar
    H: Your Not?!
    H: Your Gonna Help?!
    3: Roar.
    H: Thank You
    H: Lets Go Kill Em
    MOVE   3,  100, 90
    FIGHT   9,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-12,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,
    IF  WON   @battlewon58
    2: roar!
    2: roarororororoar
    1: Roar ^_^
    1: ROAR!
    GOTO   @end58
@battlewon58
    2: ROOOOOOOOOOOOOOOOOOOOOOOOOAR!
    2: *Dies*
    MOVE    1,1,  -100, 90
    1: ROAR! >_<
    3: *Paraiste Queen Creates 50 More Babies*
    3: Roar roror roror roror roar ^_^
    H: Ok I Hope They Help
    H: Here Comes That Monster
    FIGHT  10,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,
    IF   WON   @battlewon58a
    3: Roar >_<
    1: *Baby Man Eating Monster Eats Parasite Queen*
    1: ROAR!
    1: *Baby Man Eating Monster Also Eats You*
    1: ROAR!!!!!!!!!!!!
    GOTO   @end58
@battlewon58a
    1: ROAR!
    1: *Dies*
    GIVE   T10
    MOVE    1,1,  -100, 90
    N: You Beaten The Man Eating Monsters Congrats ^_^
    MUSIC   MainBossDead.mid
@alreadybeaten58
    GOTO   @end58
@end58
    GIVE   G10
END


;--------------
; SCENE 57 Blackjack Game
;
SCENE 57    aztec
	THEME	0
;	MUSIC	title.mid
	ACTOR	1,	"Goku&Vegeta Fusing...", FusionGogeta, 5, 25, 90
	POSE	1
    1: Fuuuuuu
    WAIT  0.3
    POSE    2
    WAIT  0.3
    POSE    3
    WAIT  0.3
    POSE    4
    WAIT  0.3
    POSE    5
    WAIT  0.3
    1: Sion
    POSE    6
    WAIT  0.3
    1: HAAAAAA!
    POSE    7
    WAIT  0.3
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    9
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  5.0
	ACTOR	1,	"Vegito", Gogeta, 5, 25, 90
    POSE    1
	SEL		1
    GAME    4
@blackjack
    1: Welcome To BlackJack Have Fun ^_^
    1: NOTE:You Can Get Money By Just Standing In The Bank
END


;--------------
; SCENE 56 Fusion
;
SCENE 56    aztec
	THEME	0
;	MUSIC	title.mid
	ACTOR	1,	"Goku&Vegeta Fusing...", FusionGogeta, 5, 25, 90
	POSE	1
    1: Fuuuuuu
    WAIT  0.3
    POSE    2
    WAIT  0.3
    POSE    3
    WAIT  0.3
    POSE    4
    WAIT  0.3
    POSE    5
    WAIT  0.3
    1: Sion
    POSE    6
    WAIT  0.3
    1: HAAAAAA!
    POSE    7
    WAIT  0.3
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    WAIT  0.1
    POSE    10
    WAIT  0.1
    POSE    8
    1: We Have Become Vegito Once Agian Now Time To See If You Can Beat Us Fused Together.
    WAIT  5.0
	ACTOR	1,	"Vegito", Gogeta, 1, 25, 90
	SEL		1
    IF   T8   @alreadybeaten56
    1: Let's fight
    FIGHT   7
    IF   WON   @wonbattle56
    1: I Beat You....Maybe Come Back When Your Stronger
    GOTO   @end56
@wonbattle56
    1: Wow Your Strong
    GIVE    T8
    GOTO   @end56

@alreadybeaten56
    1: You Already Beat Me.
@end56

END




;--------------
; SCENE 51 Goku's Training Area
;
SCENE 51    aztec
    THEME	0
;   MUSIC	title.mid
	ACTOR	1,	"Goku", Gokulvs, 11, 25, 90
    1: *Goku Focuses His Strength*
    1: *Goku Is Gathering The Strength Inside*
    1: *Goku Is Now Unleashing His Strength*
    1: HAAAAAAAAAAAAAAAAAAAA
	POSE	1
    WAIT    0.3
    POSE    2
    WAIT    0.3
    POSE    3
    WAIT    0.3
    POSE    4
    WAIT    0.3
    POSE    6
    WAIT    0.3
    POSE    7
    WAIT    0.3
    ACTOR   1,  "Goku", SSj3Goku, 1, 25, 90
    POSE    1
	SEL		1
    1: Huh?
    1: You Found My Training Area.
    H: This Is Your Training Area?
    1: Yes.....So You Wanna Fight The True Me?
    ASK   50000
    IF    Qyes    @saidyes51
    IF    Qno     @saidno51
@saidyes51
    1: Ok But I'm Going Hard On You...
    FIGHT  1
    IF   WON    @wonbattle51
    1: You Lost....It Seems You Need A Little More Training
    GOTO   @end51
@saidno51
    1: Ok I'll Get Back To My Training.....
    GOTO   @end51
@wonbattle51
    1:/a becomes SSJ2
    ACTOR   1,  "Goku", SSj2Goku, 4, 25, 90    
    H: he's getting stronger
    FIGHT  18
    IF LOST @end51
    ACTOR   1,  "Goku", SSj3Goku, 4, 25, 90
    1:/a Becomes SSJ3
    H: omg......
    FIGHT  2
    IF LOST @end51
    1:/a Becomes SSJ4
    ACTOR   1,  "Goku", SSj4Goku, 4, 25, 90
    H: what is going on here?
    FIGHT  19
    IF LOST @end51
    1:/a Becomes SSJ5
    ACTOR   1,  "Goku", SSj5Goku, 4, 25, 90
    H: he's starting to get too strong
    FIGHT  20
    IF LOST @end51
    1:/a Becomes Final Form SSJ6
    ACTOR   1,  "Goku", SSj6Goku, 4, 25, 90
    H: this is gonna be very hard
    FIGHT  21
    ACTOR   1,  "Goku", SSj6Goku, 4, 25, 90
    WAIT 2
    ACTOR   1,  "Goku", SSj5Goku, 4, 25, 90
    WAIT 2
    ACTOR   1,  "Goku", SSj4Goku, 4, 25, 90
    WAIT 2
    ACTOR   1,  "Goku", SSj3Goku, 4, 25, 90
    WAIT 2
    ACTOR   1,  "Goku", SSj2Goku, 4, 25, 90
    WAIT 2
    ACTOR   1,  "Goku", SSj1Goku, 4, 25, 90
    WAIT 2
    SEL  1
    POSE 1
    H: he powered down
    1: you.....beat me.....
    1: your good. how did a %l ever beat me.
    1: thats impossible.
    1: oh well you did good.
    1: you deserve this from me
    GIVE    T3
    N: gives him a token
    WAIT 2
    1: with this token you will get to see if you are good enough to get the prize.
    1: althought i couldn't cause of my level :(
    1: but you will be able ot get it :)
    1: so long...
    1: OH WAIT!
    1: take this too...
    N: hands you something(NOT AVIALABLE YET)
    1: keep it. you deserve it.
    1: so long. :)
@end51
END





;--------------
; SCENE 4 Bank
;
SCENE 4		aztec
	THEME	0
	MUSIC	title.mid
	ACTOR	1,	"Bank Guy", joshRoyalty, 2, 25, 90
	SEL		1
	MOVE	1,	15, 80
	GAME	7
	' Come And Put Your Money In Here...NOTE:You Get 1000 Zenny Per Second
@money
    GIVE    G1000
    WAIT  1.0
    GOTO   @money
END

;--------------
; SCENE 71 Fletching Area
;
SCENE 71	aztec
	THEME	0
	MUSIC	waltz2.mid
	ACTOR	1,	"Barker", joshRoyalty, 2, 25, 90
	SEL		1
	MOVE	1,	15, 80
N: CURRENTLY CLOSED DUE TO THIS SCENE NOT WORKING!
END
@start
    1: you got #<arrows> arrows
    WAIT  1
    1: #<bows> bows
    WAIT  1
    1: #<wood> wood
    WAIT  1
    1: #<cuttingknives> cutting knives 
    WAIT  1
    1: #<arrowshafts> arrow shafts
    WAIT  1
    1: #<chickenfeathers> chicken feathers
    WAIT  1
    1: #<stone> stone
    WAIT  1
    1: #<stonearrowheads> stone arrow heads
    WAIT  1
    1: #<clay> clay
    WAIT  1
    1: #<string> pieces of string
    WAIT  1
    1: #<ballsofwool> balls of wool
    WAIT  1
    1: #<softclay> soft clay
    WAIT  1
    1: #<quivers> quivers
    WAIT  1
    1: and #<leather> leather.
    1: what would you like to make?
    1: and if you select the cutting knives option i will give you a cutting knife for a price
    1: now then...
    1: what would you like to make?
    WAIT  3.0
MENU   "arrows=@arrows", "bows=@bows", "wood=@wood", "cutting knives=@cuttingknives", "arrow shafts=@arrowshafts", "chicken feathers=@chickenfeathers", "stone=@stone", "stone arrow heads=@stonearrowheads", "clay=@clay", "string=@string", "balls of wool=@ballsofwool", "soft clay=@softclay", "quiver=@quivers", "leather=@leather", "nothing really...=@end71"
END
@arrows
    1: ok let me see if you got the right stuff to make arrows....
    WAIT  5.0
    COMPARE   #<arrowshafts>, #<chickenfeathers>, #<stonearrowheads>, #<cuttingknives>, #<quiver>  "0"
    IF>   @makearrows
    IF=   @notenoughforarrow
END
@notenoughforarrow
    1: i'm sorry but you don't got the right materials to make arrows...
    1: you need 1 arrow shaft, 1 chicken feather, 1 stone arrow head, 1 cutting knife and 1 quiver for holding the arrows in...
    1: and i got the thread and needle for you to make the quiver
    1: but you must get leather in order for me to give you the thread and the needle to make the quiver
    1: let's see what you CAN make then...
    1: you are going back to the start...
    GOTO   @start
END
@makearrows
    N: you first put the arrow shaft down...
    SUB   arrowshafts, "1"
    WAIT   3.0
    N: you then cut a hole in the back of the arrow shaft...
    WAIT   3.0
    N: you next stick a feather in the back of the arrow shaft..
    SUB  chickenfeathers,  "1"
    WAIT   3.0
    N: you then cut a | in the front of the arrow shaft...
    WAIT   3.0
    N: you then put the stone arrow head into the front of the arrow shaft...
    SUB  stonearrowheads,  "1"
    WAIT   3.0
    N: you then completed making an arrows and you stash it in your quiver...
    ADD  arrows,  "1"
    1: good job at making such a fine arrow
    1: i will now take you back to the start if you wanna make anything else...
    GOTO   @start
END
@bows
    1: i will look if you got the stuff to make bows...
    WAIT   5.0
    COMPARE   #<wood>, #<cuttingknives>, #<softclay>, #<string>   "0"
    IF>  @makebows
    IF=  @notenoughforbow
END
@notenoughforbow
    1: you don't have enough to make bows...
    you need 1 wood, 1 cutting knife, 1 soft clay and 1 string
    1: i am now taking you back to the start...
    GOTO   @start
END
@makebows
    N: you now cut the wood into a curved shaped bow...
    SUB   wood,  "1"
    WAIT   3.0
    N: you next then cut holes into the area where to put the bow strings at...
    WAIT   3.0
    N: you next put string into the holes and it comes out on both ends of the holes...
    SUB   string,  "1"
    WAIT   3.0
    N: you next put soft clay in the holes and waited 1 hour for it to dry up...
    SUB   softclay,  "1"
    WAIT   3.0
    N: an hour later...
    WAIT   1.0
    N: it is dry and now you made your bow and now you put it in the bow stash...
    WAIT   3.0
    ADD   bows, "1"
    1: nice bow very very nice bow
    1: i will keep it safe till you go hunting...
    1: you will be going back to the start...
    GOTO   @start
END
@wood
    1: do not worry about not having an axe i got one...
    N: he hands you an axe...
    WAIT   3.0
    1: now go out and cut some wood...
    GOTO   @cutwood
END
@cutwood
    N: you cut some wood...
    WAIT   3.0
    N: you gotten wood...
    ADD   wood,  "1"
    1: good piece of wood
    1: time to take you back to the start...
    GOTO   @start
END
@cuttingknives
    1: well well well it seems you want to make cutting knives eh?
    1: i got tons of cutting knives and one is yours for 50gp
    1: would you like one?
    ASK    600000
    IF    Qyes   @knife
    IF    Qno    @start
END
@knife
    1: i will check if you gotten 50gp...
    WAIT   3.0
    IF    G50  @buyknife
    1: i am sorry but you do not have enough...
    1: taking you back to the start...
    GOTO   @start
END
@buyknife
    1: ok now i will give you the knife then
    1: here you go
    HOST_TAKE  G50
    ADD   cuttingknives,  "1"
    1: theres your knife
    1: taking you back to start...
    GOTO   @start
END
@arrowshafts
    1: i will check if you got wood...
    COMPARE   #<wood>  "0"
    IF>   @makeshaft
    IF=   @notenoughforshaft
END
@notenoughforshaft
    1: i am sorry but you don't got any wood
    1: taking you back to start...
    GOTO   @start
END
@makeshaft
    N: you cut the wood into a straight long circlular stick
    SUB   wood,  "1"
    ADD  arrowshafts,  "1"
    1: good job
    1: thats an arrow shaft...
    1: i'll keep it safe till you wanna make it into something...
    1: taking you back to the start...
    GOTO   @start
END
@chickenfeathers
    1: ok now you must hunt a chicken and you must only get 1 feather per hunt...
    N: you hunt the chicken....
    N: you took 1 chicken feather
    ADD  chickenfeathers,  "1"
    1: good now i'll take you back to the start...
    GOTO   @start
END
@stone
    1: ok now i'll let you mine stone...
    WAIT  3.0
    N: you mine stone...
    WAIT  3.0
    N: you collected 1 stone...
    ADD   stone,  "1"
    1: good job...
    1: taking you back to the start....
    GOTO   @start
END
@stonearrowheads
    1: i will check for any stone..
    WAIT  5.0
    COMPARE   #<stone>  "0"
    IF>  @makestonearrowheads
    IF=  @notenoughforstonearrowheads
END
@notenoughforstonearrowheads
    1: you have no stone so i'm taking you back to the start...
    GOTO   @start
END
@makestonearrowheads
    N: you make a stone arrow head out of the stone...
    ADD   stonearrowheads,  "1"
    1: nice arrow head
    1: putting you back to the start agian....
    GOTO   @start
END
@clay
    N: you mine some clay..
    N: you gotten clay
    ADD   clay,  "1"
    1: taking you back to the start..
    GOTO   @start
END
@string
    1: checking if you got any balls of wool...
    WAIT   5.0
    COMPARE   #<ballsofwool>  "0"
    IF>  @makestring
    IF=  @notenoughforstring
END
@notenoughforstring
    1: i am sorry but you don't got enough string
    1: taking you back to the start...
    GOTO   @start
END
@makestring
    N: you make string..
    SUB   ballsofwool,  "1"
    ADD   string,  "1"
    1: taking you back to the start....
    GOTO   @start
END
@ballsofwool
    N: you cut a sheep with shears then make the wool into a ball of wool
    ADD   ballsofwool,  "1"
    1: taking back to start....
    GOTO  @start
END
@softclay
    1: i'll check if you got any clay...
    COMPARE   #<clay>   "0"
    IF>   @makesoftclay
    IF=   @notenoughforsoftclay
END
@notenoughforsoftclay
    1: sorry but you don't have enough clay...
    1: taking you back to the start...
    GOTO   @start
END
@makesoftclay
    N: you mix water and your clay together and it becomes softclay
    SUB   clay,  "1"
    ADD   softclay,  "1"
    1: taking you back to start...
    GOTO  @start
END
@quivers
    1: checking if you got any leather...
    COMPARE   #<leather>  "0"
    IF>  @makequiver
    IF=  @notenoughforquiver
END
@notenoughforquiver
    1: you don't have any leather...
    1: taking you back to the start...
    GOTO   @start
END
@makequiver
    N: you then use his needle and thread and then put your leather together in a way and the make a quiver...
    SUB   leather,  "1"
    ADD   quivers,   "1"
    1: nice quiver..
    1: taking you back to the start...
    GOTO   @start
END
@leather
    1: i'll give you leather for 50gp want it?
    ASK   6000000
    IF   Qyes   @getleather
    IF   Qno    @start
END
@getleather
    1: checking if you got 50gp....
    IF    G50   @buyleather
    1: not enough...
    1: going back to start...
    GOTO  @start
@buyleather
    1: i'll take that 50gp now..
    HOST_TAKE  G50
    1: ok now heres your leather..
    ADD   leather,  "1"
    1: taking you back to the start...
    GOTO   @start
END
@end71
    1: ok well then...see ya
END




;---------
; general armor shop

SCENE 5 bwEuroStreet
	THEME	0
	MUSIC	waltz2.mid
	ACTOR	1,	"Daniel", joshTownsFolk, 17, 25, 90
	SEL		1
	MOVE	1,	15, 80
	OFFER2	0,99,10,0,99,11,0,99,20,0,99,21
	' Finest armor in Evergreen!
END

;---------
; general weapons shop

SCENE 6 bwEuroStreet
	THEME	0
	MUSIC	waltz2.mid
	ACTOR	1,	"Shop Owner", joshTownsfolk, 9, 25, 90
	POSE	9,10
	SEL		1
	MOVE	1,	15, 80
@sayit
	OFFER2	0,99,10
	1: Say change To Change My Stuff
    ASK   60000
    IF    -change   @next6
    IF    Qchange   @next6
END
@next6
    OFFER2  0,99,11
    ASK   60000
    IF    -change   @next6a
    IF    Qchange   @next6a
END
@next6a
    OFFER2  0,99,12
    ASK   60000
    IF    -change   @next6b
    IF    Qchange   @next6b
END
@next6b
    OFFER2  0,99,13
    ASK   60000
    IF    -change   @next6c
    IF    Qchange   @next6c
END
@next6c
    OFFER2  0,99,14
    ASK   60000
    IF    -change   @next6d
    IF    Qchange   @next6d
END
@next6d
    OFFER2  0,99,15
    ASK   60000
    IF    -change   @next6e
    IF    Qchange   @next6e
END
@next6e
    OFFER2  0,99,16
    ASK   60000
    IF    -change   @next6f
    IF    Qchange   @next6f
END
@next6f
    OFFER2  0,99,17
    ASK   60000
    IF    -change   @next6g
    IF    Qchange   @next6g
END
@next6g
    OFFER2  0,99,18
    ASK   60000
    IF    -change   @next6h
    IF    Qchange   @next6h
END
@next6h
    OFFER2  0,99,19
    ASK   60000
    IF    -change   @next6i
    IF    Qchange   @next6i
END
@next6i
    OFFER2  0,99,20
    ASK   60000
    IF    -change   @next6j
    IF    Qchange   @next6j
END
@next6j
    OFFER2  0,99,21
    ASK   60000
    IF    -change   @next6k
    IF    Qchange   @next6k
END
@next6k
    OFFER2  0,99,22
    ASK   60000
    IF    -change   @next6l
    IF    Qchange   @next6l
END
@next6l
    OFFER2  0,99,23
    ASK   60000
    IF    -change   @next6m
    IF    Qchange   @next6m
END
@next6m
    OFFER2  0,99,0
    ASK   60000
    IF    -change   @sayit
    IF    Qchange   @sayit



END

;---------
; general baubles shop

SCENE 7 bwEuroStreet
	THEME	0
	MUSIC	waltz2.mid
	ACTOR	1,	"Michelle", joshTownsFolk, 24, 25, 90
	POSE	24,25
	SEL		1
	MOVE	1,	15, 80
	OFFER2	0,99,22,0,99,23
	' Finest rings and amulets in Evergreen!
END


;---------
; item/potion shop
;
SCENE 8 bwEuroStreet
	THEME	0
	MUSIC	waltz2.mid
	ACTOR	1,	"Charley", joshTownsFolk, 9, 25, 90
	POSE	9,10
	SEL		1
	MOVE	1,	15, 80
	OFFER2	0,99,0

	' Note our new items for sale.
END

;---------
; seed shop
;
SCENE 9 bwHangar
	THEME	0
	MUSIC	waltz2.mid
	ACTOR	1,	"Abe", joshRoyalty, 11, 25, 90
	POSE	11,4
	SEL		1
	MOVE	1,	15, 80
	OFFER	8,20,21,22,23,25
	' Please peruse my wares for the experienced adventurer.
END

;---------
;  scene 50 Training Area (Easy)
;
SCENE 50    aztec
    THEME	0
	MUSIC	title.mid
	ACTOR	1,	"Goku", SSJ1Goku, 11, 25, 90
	POSE	1
	SEL		1
	1: Hi.   
    H: Hello.
    1: Hey Want Me To Fight You?
    ASK  50000
    IF   Qyes   @saidyes50
    IF   Qno    @saidno50
@saidyes50 
    1: Ok But I'm Going Easy On You
    FIGHT   1
    IF  WON   @wonbattle50
    1: Wow You......Lost....
    1: Oh Well....
    GOTO    @end50


@saidno50
    1: Ok Then I'll Wait For You When You Wanna
    GOTO    @end50



@wonbattle50
    1: Good Job You Beat Me
    GIVE    T3
    1: But Remember....If You Meet Me At The Training Area I Will Go Hard On You
    H: Mmmmm Ok...
    1: Say......Wanna Have Another Go?
    ASK   5000
    IF   Qyes   @saidyes50
    IF   Qno    @saidno50




@end50
    GIVE    G1
END

;---------
;  SCENE 52 Vegeta...
;
SCENE 52    aztec
    THEME	0
	MUSIC	title.mid
	ACTOR	1,	"Vegeta", Clone Vegeta, 11, 25, 90
    POSE    1
    SEL     1
    IF   T4   @alreadybeaten
    1: Let's Fight.
    FIGHT   3
    IF  WON   @wonbattle52
    1: Hmph Your Weak...
    GOTO   @end52
@wonbattle52
    1: *grunts in pain*
    1: Wow........You Beat.........Me........
    GIVE    T4
    GOTO   @end52
@alreadybeaten
    1:You Already Beat Me...
@end52


END

;---------
;  SCENE 65 Dragon
;
SCENE 65    aztec
    THEME	0
	MUSIC	title.mid
	ACTOR	1,	"Dragon", Josh8, 50, 50, 50
    POSE    1
    SEL     1
    IF    T12   @wonbattle65
    1: Seems You Look Good
    1: I'll Eat You
    H: Oh Wow A Stupid Little Dragon Oooooooo So Scary Heh
    MOVE    1,  -100, -100
    WAIT  10.0
    ACTOR   2,  "Baby Man Eating Monster", Josh83, 50, 90, 90
    1: *Dragon Is Growing....*
    H: Ummmmm
    H: Wow Thats Huge Oh Well Time To Fight You
    H: Huh?
    2: Roar
    H: Wow i Cannot Beilive It's Still Alive But I Will Give It Something To Give It Full Strength
    H: *Gives The Baby Man Eating Monster A Sensu Bean*
    2: *It Suddenly Stops Hurting*
    H: I'm Sorry About Last Time But They Did Not Want You To Eat Anymore People
    H: Please Stop Doing That And Eat Something Else
    2: Roar.
    H: Now Please Help Me Fight This Thing Cause It May Be A Nice Meal For You
    2: Rooror
    H: Lets Do This
    FIGHT  15,-10
    IF  WON   @wonbattle65
    H: Nooooooooooooo!
    1: *Eats %1*
    2: GRRR >_<
    1: *Eats The Baby Man Eating Monster Too*
END
@wonbattle65
    FIGHT  -10
    1: Grrrrr Your Too Strong
    H: Yea I Know....
    GIVE    T12
    2: rororororroar?
    H: No It's Ok Eat Something Else
    2: roar roar roar!
@wantstoeatthedragon
    ASK    60000
    IF   -Yes   @getstoeat
@squeeze
    H: No.
    2: *It Squeezes You Till It Can Eat It*
    TAKE    H1000
    WAIT  1.0
    H: Stop
    1: rororroar?
    ASK    60000
    IF   -Yes   @squeeze
@getstoeat
    N: It Eats The Dragon
    H: Dang And That Dragon Could Have Helped Us A Lot >_<
    H: Oh Well v_v

END
;---------
;  SCENE 66 ok
;
SCENE 66    aztec
    THEME	0
	MUSIC	title.mid
	ACTOR	1,  "Hugnam", Neo_Crono, 1, 50, 50
    POSE    4
    SEL     1
    IF    I8    @end66
@testing
    1: Hello I Will Test If Your Fighting Skills Is Good Enough.....
    1: You Have Killed %M2 500 Times
    IF   Km2.500  @tested
    1: You Are Not Worthy Enough
END
@tested
    1: You Must Play For 1 hour
    IF   H1:00    @testeda
    1: You Didn't Do That Yet So You Are Not Worthy Yet
END
@testeda
    1: You Are Level %L-1
    IF   V99 100  @testedb
    1: You Must Be Level 100 So You Are Not Worthy
END
@testedb
    1: You Are Worthy Enough To Use This Here You Go
    1: Don't Use It It's To Activate A Statue To Be Able To Let You Get Abilities Increased.
    1: Remeber That This Will Only Be Given Once.
    1: Here Let Me Demonstrate What It Does....
    1: You Can Be Able To Use It To Get A Statue That Will Mak You Able To Get 20 Points Increased.
    1: Although The Statues Are Only Found On Monsters So They Are Very Hard To Find.
    1: If You Have Any Luck And With This Activator You Can Use It.
    1: I Will now Give It To You
    N: You Gotten The Statue Activator
    N: You Gotten The Statue Activator
    N: You Gotten The Statue Activator
    N: You Gotten The Statue Activator
    N: You Gotten The Statue Activator
    N: You Gotten The Statue Activator
    N: You Gotten The Statue Activator
    N: You Gotten The Statue Activator
    GIVE    I8
END
  
@end66
    1: You Already Have One....

END
;--------------
; SCENE 70 Gp Area
;
SCENE  70
    ACTOR	1,  "Hugnam", Neo_Crono, 1, 30, 80
@carddraw
    1: Welcome To The Free Gp Area.
    1: Please Wait While I Get Out The Card Of Your Zenny Winnings...
    WAIT   5.0
    IF   R100  @gp10
    IF   R80   @gp20
    IF   R60   @gp30
    IF   R40   @gp40
    IF   R30   @gp50
    IF   R20   @gp60
    IF   R10   @gp70
    IF   R8    @gp80
    IF   R7    @gp90
    IF   R5    @gp100
    IF   R3    @gp1000
    IF   R2    @gp10000
    IF   R1    @gp100000
    IF   R1    @lostgp
    1: I Am Sorry but You Didn't Win Anything.
END
@gp10
    N: you win 10 zenny
    HOST_GIVE  G10
END
@gp20
    N: you win 20 zenny
    HOST_GIVE  G20
END
@gp30
    N: you win 30 zenny
    HOST_GIVE  G30
END
@gp40
    N: you win 40 zenny
    HOST_GIVE  G40
END
@gp50
    N: you win 50 zenny
    HOST_GIVE  G50
END
@gp60
    N: you win 60 zenny
    HOST_GIVE  G60
END
@gp70
    N: you win 70 zenny
    HOST_GIVE  G70
END
@gp80
    N: you win 80 zenny
    HOST_GIVE  G80
END
@gp90
    N: you win 90 zenny
    HOST_GIVE  G90
END
@gp100
    N: you win 100 zenny
    HOST_GIVE  G100
END
@gp1000
    N: you win 1,000 zenny
    HOST_GIVE  G1000
END
@gp10000
    N: you win 10,000 zenny
    HOST_GIVE  G10000
END
@gp100000
    N: you win 100,000 zenny
    HOST_GIVE  G100000
END
@lostgp
    N: you lost 1,000 zenny >_<
    HOST_TAKE  G1000
END
    


;---------
; Quest 1, The Fire Boots
;	10,"Felafel begged you to rid his kingdom of the cavern dragon."
;	11,"You conquered the cavern dragon and took a scale from his hide."
;	12,"You were told of an elf who could craft Fire Boots from the scale."
;	13,"A fine pair of boots were made, but then stolen by Zanf"
;	14,"You traced Zanf to his secret hide-out."
;	15,"You bested Zanf in battle and retrieved the Fire Boots."

SCENE 10 greek2, SCENE, "King Felafel's Throne Room", 0, 0

	ACTOR	1,	"King Felafel",		joshRoyalty, 1, 50, 70
	POSE	1,26
	ACTOR	2,	"Queen Sarah",		joshRoyalty, 3, 25, 65
	POSE	3,8
	ACTOR	3,	"Vizir",			joshRoyalty, 5, 75, 65
	POSE	5,13
	SEL		1

	IF T10, @hasT10
	GIVE	T10
	1: I need the dragon killed
	WAIT	3
	2: Oh yes, he's worried sick over it
	WAIT	3
	3: I can vouch for that!
	END

@hasT10
	IF T11, @hasT11
	1: I said I needed the dragon killed
	WAIT	3
	2: Didn't you hear him?
	WAIT	3
	3: Are your ears filled with wax?  Perhaps you didn't know that Dragons are known as 'Wyrms' here in Evergreen?
	END

@hasT11
	1: Thanks for killing the dragon!  Now, scat!
	WAIT	3
	2: Yes, begone!
	WAIT	3
	3: You heard them, get lost, bub!
	END
	
END

;---------
SCENE 11 scene11, SCENE, "Wyrm Cavern"

	IF	T11, @hasT11
	ACTOR	1,	"The Cavern Wyrm",		josh42,	1,	20,	70
	POSE	1,4,2
	SEL		1
	1: If you want a scale, you'll have to kill me to get it!
	1:
	MOVE	1, -50,50
	WAIT	5.0
	FIGHT	210
	IF	WIN	@heWon
	MOVE	1, 20,60
	1: Ha ha ha!  Come back when you're not such a wimp!

	END

@heWon
	MOVE	1, 30,80
	GIVE	T11
	1: Man, you are tougher than you look!  You win!  Take my scale
	END

@hasT11
; the cave is empty now
	END

END


;---------
SCENE 12 cave2, SCENE, "The Old Bootmaker"
	ACTOR	1,	"Shu",		joshTownsFolk,	22,	30,	85
	POSE	22,21
	SEL		1

	;	// boot shop with everything
;	OFFER   184,183,191,188,186,187,185,196,194,195,193,197,190,189
	OFFER2	0,99,20

	IF	T11, @hasT11
	1: Get me a dragon scale, and I will make you a fine pair of dragon boots.
	GIVE T12
	END

@hasT11
	IF	T13, @hasT13
	ACTOR	2,	"Zanf",			josh56,	1,	75,	40
	POSE	1,3,2
	GIVE	T13
	1: This is a WONDERFUL Wyrm scale, here are some dragon boots.
	WAIT	3
	2: I'll take those!  See you sucker!
	MOVE	2,	60,40
	WAIT	1
	MOVE	2,	110,25
	END

@hasT13
	IF  T15, @hasT15
	1: Too bad that pesky thief stole your boots, they were cool!
	END

@hasT15
	1: I see you got your boots back, that's GREAT! 
	1: Let me touch them!
	1: Now THAT's fine worksmanship!
	END

END


;---------
SCENE 13 scene13, SCENE, "Thief's Hideout"
	ACTOR	1,	"Zanf",		josh56,	1,	40,	70
	POSE	1,3,2
	SEL		1

	IF	T13, @hasT13
	1: What are YOU doing here kid?  Scram!
	END

@hasT13
	IF	T15, @hasT15
	GIVE T14
	1: Come for your boots, eh?  Well they fit ME just fine!  Har har!
	1: Men, teach this punk a lesson!
	FIGHT	111,112,111,113
	IF	WIN,	@heWon
	1: You're pathetic!  Har Har!
	END

@heWon
	GIVE	I702
	GIVE	T15
	1: Drat!  Well, I guess you earned these!
	1: I was getting blisters anyway!
	END

@hasT15
	1: Please don't hurt me!
	END

END


;---------
SCENE 14 scene14,FIGHT,"Shores of lake Shinka"
	THEME	0
	FIGHT	5,4,4,3,2,1
END
;---------
SCENE 15 scene15,CUT,"Shores of lake Shinka"
	THEME	1
	ACTOR	1,	"Zanf",		josh56,	1,	40,	90
	1: So, you have come at last!
	1: This is my dream
	1: I don't see you, do I?
END
;---------
SCENE 16 scene16,FIGHT,"Shores of lake Shinka"
	THEME	2
	FIGHT	9,8,5,4,6
END
;---------
SCENE 17 scene17,FIGHT,"Shores of lake Shinka"
	THEME	3
	FIGHT	9,8,7,6
END
;---------
SCENE 18 scene18,FIGHT,"Shores of lake Shinka"
	THEME	4
	FIGHT	11,10
END



;---------
;
; This scene allows people to replay adventures
;
SCENE 19 aztec, SCENE, "Temple of Forgetfullness", 3, 7
	THEME	5
	ACTOR	1,	"Ghost", joshMiscellaneous, 2, 25, 80

	1: Welcome to the Temple of Forgetfulness
	1: I can help you forget past adventures, whose memories cause you pain.
	1: Be warned, once forgotten, an adventure must be re-experienced in full!
    1: But You Must Fight To Let Me Revive The Bosses
    1: FIGHT!!!!!!!!!!
    FIGHT   2,2,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-11,-12
    IF  WON  @battlewon19
    GOTO   @S1
     
@battlewon19
	IF -T2-T3-T4-T5-T6-T7-T8-T9-T10 @S1
	1: Shall I erase Your Memory Of Your Fights And Beginnings?
	ASK	30.0
	IF -YES, @S1
; Quest of the Book
    TAKE T2
	TAKE T3
	TAKE T4
	TAKE T5
	TAKE T6
	TAKE T7
	TAKE T8
    TAKE T9
    TAKE T10
    TAKE T11
    TAKE T12
@S1
    IF -T111, @S2
	1: Shall I erase your memory of Felafel's Dragon?
	ASK	30.0
	IF -YES, @S2
; Quest 1, The Fire Boots
	TAKE T10 ;,"Felafel begged you to rid his kingdom of the cavern dragon."
	TAKE T11 ;,"You conquered the cavern dragon and took a scale from his hide."
	TAKE T12 ; ,"You were told of an elf who could craft Fire Boots from the scale."
	TAKE T13 ; ,"A fine pair of boots were made, but then stolen by Zanf"
	TAKE T14 ; ,"You traced Zanf to his secret hide-out."
	TAKE T15,"You bested Zanf in battle and retrieved the Fire Boots."
@S2
	IF -T111, @S3
	1: Shall I erase your memory of Miranda's Gladstone?
	ASK	30.0
	IF -YES, @S3
; Quest 2, The Lost Gem
	TAKE T20	;,"Jett told you of her grandmother's enchanted pearl"
	TAKE T21	;,"You confronted the witch Miranda, who told you the true story of the pearl."
	TAKE T22	;,"With Miranda's help, you found the gladstone pearl."
	TAKE T23	;,"Returning to Jett, the Pearl's Light of Truth exposed her true nature."
@S3
	IF -T111, @S4
	1: Shall I erase your memory of Gregor's Library?
	ASK	30.0
	IF -YES, @S4
; Quest 3, The Scroll of Fidelity
	TAKE T30	;,"Gregor spoke of an ancient library, buried beneath the sands."
	TAKE T31	;,"You crossed the lava desert and found the Mouth of Satan."
	TAKE T32	;,"You bested the demons guarding the entrance to the library."
	TAKE T33	;,"You searched the library and found the Scroll of Fidelity."
	TAKE T34	;,"You told Gregor of the library's location, and he left to protect it."
@S4
	IF -111, @S5
	1: Shall I erase your memory of Janus and Jonus?
	ASK	30.0
	IF -YES, @S5
; Quest 4, The Troubled Twins
	TAKE T40	;,"Twins Janus and Jonus are insanely jealous of one another."
	TAKE T41	;,"Each accuses the other of stealing money from the treasury."
	TAKE T42	;,"The treasury guard tells you of a strange noise he sometimes hears."
	TAKE T43	;,"You have discovered the secret hole in the back of the treasury."
	TAKE T44	;,"You have captured the goblin thief."
@S5
	IF -T111, @S6
	1: Shall I erase your memory of the goblin army?
	ASK	30.0
	IF -YES, @S6
; Quest 5, The Goblin Army
    TAKE T50	;,"You hear rumours of a Goblin Army amassing in the east."
	TAKE T51	;,"You find a town which has been ravaged by the goblins."
	TAKE T52	;,"The Goblins blame humans for the theft of their holy artifact."
	TAKE T53	;,"You find the artifact in the hands of a band of rebel Goblin Centurions."
	TAKE T54	;,"You expose the centurions to the Goblin Emperor and restore the artifact."
	TAKE T55	;,"The town recovers"
@S6
	IF -T111, @S7
	1: Shall I erase your memory of Quest 6?
	ASK	30.0
	IF -YES, @S7
; Quest 6, 
    TAKE T60	;
	TAKE T61	;
	TAKE T62	;
	TAKE T63	;
	TAKE T64	;
	TAKE T65	;
	TAKE T66	;
	TAKE T67	;
	TAKE T68	;
	TAKE T69	;
@S7
	IF -T111, @S8
	1: Shall I erase your memory of the Dolphin's Quest?
	ASK	30.0
	IF -YES, @S8
; Quest 7, 
    TAKE T70	;
	TAKE T71	;
	TAKE T72	;
	TAKE T73	;
	TAKE T74	;
	TAKE T75	;
	TAKE T76	;
	TAKE T77	;
	TAKE T78	;
	TAKE T79	;
@S8
	IF -111, @S9
	1: Shall I erase your memory of Quest 8?
	ASK	30.0
	IF -YES, @S9
; Quest 8, 
    TAKE T80	;
	TAKE T81	;
	TAKE T82	;
	TAKE T83	;
	TAKE T84	;
	TAKE T85	;
	TAKE T86	;
	TAKE T87	;
	TAKE T88	;
	TAKE T89	;
@S9
	IF -111, @S10
	1: Shall I erase your memory of Quest 9?
	ASK	30.0
	IF -YES, @S10
; Quest 9, 
    TAKE T90	;
	TAKE T91	;
	TAKE T92	;
	TAKE T93	;
	TAKE T94	;
	TAKE T95	;
	TAKE T96	;
	TAKE T97	;
	TAKE T98	;
	TAKE T99	;
@S10
	IF -T111, @S11
	1: Shall I erase your memory of Quest 10?
	ASK	30.0
	IF -YES, @S11
; Quest 10, 
    TAKE T100	;
	TAKE T101	;
	TAKE T102	;
	TAKE T103	;
	TAKE T104	;
	TAKE T105	;
	TAKE T106	;
	TAKE T107	;
	TAKE T108	;
	TAKE T109	;
@S11
	IF -T111, @S12
	1: Shall I erase your memory of Quest 11?
	ASK	30.0
	IF -YES, @S12
; Quest 11, 
    TAKE T110	;
	TAKE T111	;
	TAKE T112	;
	TAKE T113	;
	TAKE T114	;
	TAKE T115	;
	TAKE T116	;
	TAKE T117	;
	TAKE T118	;
	TAKE T119	;
@S12
	IF -T111, @S13
	1: Shall I erase your memory of Quest 12?
	ASK	30.0
	IF -YES, @S13
; Quest 12, 
    TAKE T120	;
	TAKE T121	;
	TAKE T122	;
	TAKE T123	;
	TAKE T124	;
	TAKE T125	;
	TAKE T126	;
	TAKE T127	;
	TAKE T128	;
	TAKE T129	;
@S13
	IF -T111, @S14
	1: Shall I erase your memory of Quest 13?
	ASK	30.0
	IF -YES, @S14
; Quest 13, 
    TAKE T130	;
	TAKE T131	;
	TAKE T132	;
	TAKE T133	;
	TAKE T134	;
	TAKE T135	;
	TAKE T136	;
	TAKE T137	;
	TAKE T138	;
	TAKE T139	;
@S14
	IF -T111, @S15
	1: Shall I erase your memory of Quest 14?
	ASK	30.0
	IF -YES, @S15
; Quest 14, 
    TAKE T140	;
	TAKE T141	;
	TAKE T142	;
	TAKE T143	;
	TAKE T144	;
	TAKE T145	;
	TAKE T146	;
	TAKE T147	;
	TAKE T148	;
	TAKE T149	;
@S15
	IF -T150-T151-T152-T153-T154-T155-T156-T157-T158-T159, @S16
	1: Shall I erase your memory of Quest 15?
	ASK	30.0
	IF -YES, @S16
; Quest 15, 
    TAKE T150	;
	TAKE T151	;
	TAKE T152	;
	TAKE T153	;
	TAKE T154	;
	TAKE T155	;
	TAKE T156	;
	TAKE T157	;
	TAKE T158	;
	TAKE T159	;
@S16
	IF -T160-T161-T162-T163-T164-T165-T166-T167-T168-T169, @S17
	1: Shall I erase your memory of Quest 16?
	ASK	30.0
	IF -YES, @S17
; Quest 16, 
    TAKE T160	;
	TAKE T161	;
	TAKE T162	;
	TAKE T163	;
	TAKE T164	;
	TAKE T165	;
	TAKE T166	;
	TAKE T167	;
	TAKE T168	;
	TAKE T169	;
@S17
	1: I see no other memories to take from you.
	1: Please return if your thoughts trouble you again.
END

;-------------------------
; We'll put the rest of the scenes into separate files and use the #include command
; so they are effectively here inside the +SCENES region of the quest file.




;-------------------------
; Quest 2, The Lost Gem
;	20,"Jett told you of her grandmother's enchanted pearl"
;	21,"You confronted the witch Miranda, who told you the true story of the pearl."
;	22,"With Miranda's help, you found the gladstone pearl."
;	23,"Returning to Jett, the Pearl's Light of Truth exposed her true nature."

#include QuestScenes20.txt


;--------------------------------
; Quest 3, The Scroll of Fidelity
;	30,"Gregor spoke of an ancient library, buried beneath the sands."
;	31,"You crossed the lava desert and found the Mouth of Satan."
;	32,"You bested the demons guarding the entrance to the library."
;	33,"You searched the library and found the Scroll of Fidelity."
;	34,"You told Gregor of the library's location, and he left to protect it."

#include QuestScenes30.txt


;-------------------------
; Quest 4, The Troubled Twins
;	40,"Twins Janus and Jonus are insanely jealous of one another."
;	41,"Each accuses the other of stealing money from the treasury."
;	42,"The treasury guard tells you of a strange noise he sometimes hears."
;	43,"You have discovered the secret hole in the back of the treasury."
;	44,"You have captured the goblin thief."

#include QuestScenes40.txt


;-------------------------
; Quest 5, The Goblin Army
;	50,"You hear rumours of a Goblin Army amassing in the east."
;	51,"You find a town which has been ravaged by the goblins."
;	52,"The Goblins blame humans for the theft of their holy artifact."
;	53,"You find the artifact in the hands of a band of rebel Goblin Centurions."
;	54,"You expose the centurions to the Goblin Emperor and restore the artifact."
;	55,"The town recovers"

#include QuestScenes50.txt

;-------------------------
; Quest 6, The secret of Fire

#include QuestScenes60.txt

;-------------------------
; Quest 7, The Sea Kingdom

#include QuestScenes70.txt

;-------------------------
; The Quest 8 of the Book
;
;	5,"Professor J asked you to retrieve a book from MacGuyver castle."
;	6,"You found the lost copy of Elementia Corpuscula."
;	7,"You helped Professor J finish his doctoral thesis."

#include QuestScenes80.txt

;-------------------------
; Quest 9, 

#include QuestScenes90.txt

;-------------------------
; Quest 10, 

#include QuestScenes100.txt

;-------------------------
; Quest 11, 

#include QuestScenes110.txt

;-------------------------
; Quest 12, 

#include QuestScenes120.txt

;-------------------------
; Quest 13, 

#include QuestScenes130.txt

;-------------------------
; Quest 14, 

#include QuestScenes140.txt

;-------------------------
; Quest 15, 

#include QuestScenes150.txt

;-------------------------
; Quest 16, 

#include QuestScenes160.txt






;-------------------------
; MISCELLANEOUS SCENES
#include QuestScenes200.txt

;---------------------------
; Shopping scenes
#include QuestScenes1000.txt


;-------------------------
; soul item big boss scenes
#include QuestScenes18x.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!


