;
; 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
Demonica

Story by Flamelord Pendragon
Skins by Josh Worts and Flamelord
Certain Skins from RoT with permission:
Monster.bmp, Daenon.bmp, Aelania.bmp, etc.
Other Art by Dan Samuel
Most music by Dan Samuel, with the help of JAMMER(r)
Certain art and script chunks by Silver, with permission.
If you deserve credit, and it isn't here, let Flamelord know so he can put it in the next patch!
	
Programming by Synthetic Reality
Contact them on the web at:
http://www.synthetic-reality.com
-CREDITS


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

+STORY
:S 200
:C 255,255,0
|Demonica
|World V
:S 75
:C 255,255,255
|~~~
|by Flamelord
|Skins by Josh Worts, Flamelord, and some others.
|Music by Jammer and ahadikeen@aol.com
|Special Thanks:
|Silver
|Makarei
|Azaman
|Beta Testers
|~~~ 
:S 100
:C 0,0,255
Earth, 500 B.C. ~ 1 H.S.
:C 204,153,0
Earth was growing in population, and soon the four races- Humans, Elves, Elementals, and Monsters- would be competeing for land.  A decision was made - they must hold an enormous conference to determine how the land shall be split up.
The conference was called.  In attendance were over 2000 members of every race, including both genders.  The meeting started off slowly.  Noone could agree over who should recieve lower Asia.  All of a sudden, a gigantic meteor was seen streaking down out of the sky...
The meteor landed half of a mile away from them, knocking a gigantic piece of the earth away, also destroying all the elementals not at the meeting.  The part of earth that flew off then contained the only living elementals.
The air elementals then formed a barrier so the air did not escape.  The earth elementals kept the soil and rock together.  The fire elementals provided heat.  Soon the chunk of land had gained so much mass that the new planet was nearly as big as earth.
:C 0,0,255
Second Earth, 3021 H.S.
|Heirarchy War
:C 204,153,0
The planet had now gained enough mass as to be a real planet, and the planet had fallen into orbit around a new sun.  The great dispute over who would lead the new planet had to be decided.  A war broke out, and it took only a year for the Council of Eight to be established.
This Council had two members from every race, and led the world in peace and unity.
:C 0,0,255
|Second Earth, 3325 H.S.
|Slavery War
:C 204,153,0
It was now 3325 years After Breakaway, and the monsters were rebelling.  They had been enslaved by the Humans, and were murderously angry.
The Humans, Elves, and Elementals gathered their armies and destroyed the monster armies, but the Elementals were destroyed in the struggle.
:C 0,0,255
|Second Earth, 4004 A.B.
|Monster Rebellion
:C 204,153,0
The secret monster slavery that began about 50 years after the Slavery War had reached a peak.  The monsters once again rebelled, but their rebellion was quelled much more quickly this time.
:C 0,0,255
|Second Earth, 4459 H.S. ~ 1 D.E.
|Demonica War
:C 204,153,0
The beginning of the Demonica Era began with another massive war.  This time, the monster armies were victorious.  A monster named Demonica was then placed on the throne.  The other races fled, and Demonica expanded its empire.  The best warriors the humans had abandoned them because the humans had once again tried to enslave the monsters shortly before Demonica came.
Demonica sat on the throne for 39 years.
:C 0,0,255
|Second Earth, 4495 H.S. ~ 37 D.E.
|Crown War
:C 204,153,0
The humans have secretly been gathering excess resources to help the elves build an army, and to build defences for themselves.  They want to dethrone Demonica.  However, they have a problem... They need a hero.
... That hero is you.
:F Papyrus
:C 255,0,0
Good Luck...
-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,		"AEther",			0
	4,		"Deep Water",			0
	5,		"Squall",			0
	6,		"Forest",			0
	7,		"Flamelord",			0
	8,		"High Rocks",			0
	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,		"Belt"
-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  ;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

	#include tokens.qst

-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
;
;
;OH MY GOSH!! Not the ASCII Drawings!
;
; 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)
;	Not True: You can name chaos elements.  Of course, this file was written pre-inclusion-of-that.  So, what can you expect?
;
+ELEMENTS
;	arg0	arg1				
;
	0,		"Life"		
	1,		"Water"			
	2,		"Summonyr"			
	3,		"Earth"			
	4,		"Death"		
	5,		"Fire"		
	6,		"Mage"		
	7,		"Air"	
	8,		"Monster"
	80,		"Summoning"	
-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,		"Sword",			50,			"sword1.wav"
	1,		"Bow",			90,			"staff.wav"
	2,		"Quarterstaff",	40,			"sword8.wav"
	3,		"Axe",			30,			"chirp4.wav"
	4,		"Blunt",			40,			"fist.wav"
	5,		"Books",			60,			"dart.wav"
	6,		"Instrument",	70,			"chant6.wav"
	7,		"Special",		100,		"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


+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
	THEME	1
	ACTOR	1,	"The Soulmaster", joshMiscellaneous, 32, 10, 60
	ACTOR	2,	"History", Proxbeta, 2, 95, 10
	SEL		1
	POSE	32,32,32
	MOVE	1,	50, 60
	WAIT	1.0
	' Welcome to the AEtherium, mortal.
	MOVE	1,	45, 60
	' I can help you create a new soul, or restore a treasured one.
	' Some mortals call this place the Well of Souls.
	' Here it is the AEtherium.
	' Right now you are floating in aether.
	' Until you pick a soul with which to leave the aether, you are only allowed in the AEtherium.
	' Feel free to rest.  The aether is always comfortable.
	' When you are ready, select your soul and then incarnate into the physical world.
	' Right-click on me if you have any questions.
END
@eventActorClick1
MENU	"Cheating=@warningaboutcheating","Secrets=@monsterland","AEther?=@aetherquestion","Money=@moneyexplanation","History?=@history"
END
@warningaboutcheating
	' Do not cheat.
	' We are not as strict as some people, but you will join the Order of the Rat.
	' Then you will be restricted in some ways.
	' For instance, some shops will no longer sell you items.
END
@monsterland
	' There is another world you can access, once you beat this world.
	' The King will give you access after you kill Demonica.
END
@aetherquestion
	' Later on in the game you can go to the Realm of Chaos.
	' There, you can go into the aether.
END
@moneyexplanation
	' In this world, we use Iron Coins for currency.
	' This is because iron is rarer than gold here.
	' Most of the iron has been forged into swords.
	' You may be asked to collect iron ore to forge something.
END
@history
	' The History of Demonica is found in the story which plays before the well scene when the world is loaded.
	' If you don't want to take the time to read it that way, however, the button on the upper-right hand corner of your screen will show you the history also.
	' Click it anytime.
	' If you do read the history that way, click "Return to Game" when you are finished.
	' If you do not want to read it that way either, there is a text file in this world's folder called History of Demonica, and you can read it there.
END
@eventActorClick2
	N: Please wait, loading "History of Demonica"
	WAIT 1.5
	HTML "History of Demonica.html"
END

;--------------
; SCENE 1 must be primary CAMP scene
;
SCENE 1
	SET drinkcount, "0"
	THEME
;	MUSIC   (no music in camp scene, just theme)

	COMPARE #<num.isPKAttack>, 1
	IF= @pk
	COMPARE #<num.isPKAttack>, 2
	IF= @pk	

	SET hpnow, "#<num.hostHP>"

	SET primary, "afterban"
	SET secondary, "afterban"
	SET label, "testSID"

	#include accessrights.qst

	IF T4000 @ban
	IF M0 @ban
	IF M2 @ban
	IF T42 @crashthemnow

@afterban

	COMPARE #<num.mapNum>, 1
	IF= @campscene
	COMPARE #<num.mapNum>, 15
	IF= @campscene
	COMPARE #<num.mapNum>, 85
	IF= @campscene
	COMPARE #<num.mapNum>, 86
	IF= @campscene
	COMPARE #<num.mapNum>, 87
	IF= @campscene
	COMPARE #<num.mapNum>, 88
	IF= @campscene
	COMPARE #<num.mapNum>, 89
	IF= @campscene
	COMPARE #<num.mapNum>, 90
	IF= @campscene
	COMPARE #<num.mapNum>, 91
	IF= @campscene
	COMPARE #<num.mapNum>, 92
	IF= @campscene
	COMPARE #<num.mapNum>, 93
	IF= @campscene
	COMPARE #<num.mapNum>, 94
	IF= @campscene
	COMPARE #<num.mapNum>, 95
	IF= @campscene
	COMPARE #<num.mapNum>, 96
	IF= @campscene
	GOTO @showbuttonnow
	END
@campscene
	BKGND campsite
@showbuttonnow

	IF T4003 @afterbuttons
	IF T4004 @end

	#include campaddon.txt

@afterbuttons
	TAKE T4003


; Check is this is a PK Attack (uses CAMP scene, not FIGHT scene, oddly enough)


END

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@eventActorClick1
	#include Mastermenu.qst
END
@eventActorClick2
	#include Betamenu.qst
END
@eventActorClick3
	#include Standardmenu.qst
END
@eventActorClick4
	#include moderator.qst
END
@eventActorAttack1
@eventActorAttack2
@eventActorAttack3
	N: Info on %1.
	N: %1's level is #<num.hostLevel>.
	N: %1's X coordinate is #<num.hostX>.
	N: %1's Y coordinate is #<num.hostY>.
	N: %1's age is #<num.hostAge> minutes.
	N: %1 has #<num.hostHP> HP.
	N: %1 can have #<num.hostMaxHP> HP.
	N: %1 has #<num.hostMP> MP.
	N: %1 can have #<num.hostMaxMP> MP.
	N: %1's Strength is #<num.hostSTR>.
	N: %1's Wisdom is #<num.hostWIS>.
	N: %1's Stamina is #<num.hostSTA>.
	N: %1's Agility is #<num.hostAGI>.
	N: %1's Dexterity is #<num.hostDEX>.
	N: %1's skill in Sword is #<num.hostHandSkill0>.
	N: %1's skill in Bow is #<num.hostHandSkill1>.
	N: %1's skill in Quarterstaff is #<num.hostHandSkill2>.
	N: %1's skill in Axe is #<num.hostHandSkill3>.
	N: %1's skill in Warhammer is #<num.hostHandSkill4>.
	N: %1's skill in Club is #<num.hostHandSkill5>.
	N: %1's skill in Instrument is #<num.hostHandSkill6>.
	N: %1's skill in Hidden is #<num.hostHandSkill7>.
	N: %1's skill in Element Life is #<num.hostElementSkill0>.
	N: %1's skill in Element Water is #<num.hostElementSkill1>.
	N: %1's skill in Element Summonyr is #<num.hostElementSkill2>.
	N: %1's skill in Element Earth is #<num.hostElementSkill3>.
	N: %1's skill in Element Death is #<num.hostElementSkill4>.
	N: %1's skill in Element Fire is #<num.hostElementSkill5>.
	N: %1's skill in Element Mage is #<num.hostElementSkill6>.
	N: %1's skill in Element Air is #<num.hostElementSkill7>.
	N: %1 has #<num.hostGP> IC.
	N: %1 has #<num.hostPP> unspent PP.
	N: %1 has #<num.hostTNL> XP until he/she reach his/her next level.
	N: %1's halo points total #<num.hostHaloPoints>.
	N: %1 has a grand total of #<num.hostPKs> PKs.
	N: %1 has died #<num.hostDeaths> time(s).
	N: %1 has killed #<num.hostKills> monsters.
	N: %1's PK rating is #<num.hostRating>.
	N: %1's Hunting skill is #<num.hostHuntSkill>.
	N: %1's bravery is #<num.hostBravery>.
	N: %1's aggressiveness is #<num.hostAggressiveness>.
	N: %1's total XP earned is #<num.hostTotalXP>.
END
@eventHostGive
SET item, "#<item.id>"
COMPARE #<item>, "6"
IF= @adddrunk
COMPARE #<item>, "7"
IF= @adddrunk
COMPARE #<item>, "17"
IF= @adddrunk
COMPARE #<item>, "28"
IF= @startcountdown
COMPARE #<item>, "35"
IF= @poisoned
COMPARE #<item>, "37"
IF= @poisoned
COMPARE #<item>, "46"
IF= @poisoned
END
@poisoned
COMPARE #<num.hostHP>, #<hpnow>
IF= @takehp
END
@takehp
	TAKE H#<item.hp>
	TAKE I#<item.id>
END
@back

END
@error
	N: ERROR HAS OCCURED!
	SEL1
	POSE 3,3,3
	SEL2
	POSE 3,3,3
	SEL3
	POSE 3,3,3
	WAIT 0.5
	N: TERMINATING SCENE!
	WAIT 0.5
	GOTO EXIT
END
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


END
@ban
IF T4001 @end
HOST_GIVE T4000
PARTY T4000
IF T4001 @end
GOTO LINK 99,0,1

@end
	END

@pk
	; Set map flags: 32768 (no nasty spells) + 8192 (no tickets) + 4096 (no Heal)
	FLAGS	45056

	; Lock the room
	LOCK 1

	; Announce to the players that this is a special place
	N: PK Attack! 
	N: Locked Camp!
	N: No Healing, Stunning, or Tickets!

	; we have to END or they can't fight
	END

@eventPkAttackDone

	; maybe someday this event will work, and we can unlock the camp as soon as 
	; only one side is left standing

	LOCK 0
	FLAGS 0
	END
@crashthemnow
	TAKE T42
	GOTO LINK 99999,99999,1
END


;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SCENE 2 must be primary FIGHT scene (for automatic fights)

	STRCMP #<str.soul>, "SOUL 2044"
	IF= @skip
	IF M0 @ban
	IF M2 @ban
@skip
	IF V20-T400 @morphtest ;token that says you morphed
	IF T
@aftermorphtest
	#include QS2.qst
	END

@morphtest
	IF C4 @morphmage
	IF C5 @morphwizard
	GOTO @aftermorphtest
END
@morphmage
	#include morphclassmage.qst
END
@morphwizard
	#include morphclasswizard.qst
END
@ban
	IF T4001 @end
	HOST_GIVE T4000
	PARTY T4000
	IF T4001 @end
	GOTO LINK 99,0,1
END
;--------------
; SCENE 3 (this is the evergreen starting scene on the main map, where you can return to be healed)
;
SCENE 3		aztec
	THEME	0
;	MUSIC	waltz2.mid
	ACTOR	1,	"Cleric", joshRoyalty, 5, 25, 90
	POSE	5, 5, 13
	SEL		1
	MOVE	1,	15, 80
IF I737 @makesure
@back
IF C10 @morphback
@back2

	IF T1, @continue
	' Greetings, new soul. You are about to embark upon an amazing voyage of discovery.
	' When sharing your journey with other souls, it is important that you obey the golden rule.
@tryagain
	' Do you agree to obey the golden rule? (type YES or NO)
	ASK 30
	IF -YES, @saidNo
@saidYes
	' I want you to think about what you just said.
	' You just agreed that you will not do anything to other players that you would not want done to yourself.
	' So if you hack, but then complain when you get hacked, you would have just gone against your word.
	' That kind of thing is strictly forbidden in these lands.
	' If the creator of this world, Flamelord, hears three legitimite complaints of different instances of you degrading the experience of playing WoS for other players, you can be banned permanently.
	' So I strongly suggest that you behave yourself.
	' And you are tired of me talking now, so I'll let you continue with your business.
	HOST_GIVE T1
	GOTO @continue
@saidNo
	' If you cannot agree to be good, you shall be banned to hell!
	' Are you sure?
	ASK 240
	IF YES @saidYes
	GIVE T4000
	MOVE	1, -30, 80
	WAIT 4.0
	GOTO EXIT
	END

@continue

	IF ALIVE, @skip1
	' You seem to be dead, let me revive you.
	WAIT    2.5
	SOUND	"thunder1.wav"
	WAIT	0.5
@skip1
	MOVE	1,	10, 75
	GIVE	L1
	GIVE	H10000
	IF I99,@skipTicket
	GIVE	I99				; give him a ticket home
@skipTicket
	; offer EVERYTHING under level 10
	OFFER2	0,10
	' Blessings upon you, Soul.
	' Never forget the promise you made... 
	IF T2 @end
	' Would you like a teleport?
	' They are a mere 100,000 IC
	ASK 60
	IF YES @teleportgivetime
@skip2
END
@banment
GOTO LINK 99,0,1
END
@makesure
STRCMP #<str.soul>, "SOUL 2044"
IF= @back2
STRCMP #<str.soul>, "SOUL 1969"
IF= @back2
TAKE I737
GOTO @back
END
@morphback
STRCMP #<str.soul>, "SOUL 2044"
IF= @back2
STRCMP #<str.soul>, "SOUL 1969"
IF= @back2
SET num.hostClass, 12
GOTO @back
END
@teleportgivetime
	IF -G100000 @end
	TAKE G100000
	GIVE T2
	GIVE I736
@end
END





;--------------
; SCENE 4 Randomizer.txt
;
SCENE 4  glimpse, CUT
	THEME	0
	MUSIC	#nochange
	ACTOR	1,"Chaos Master",Flame, 1, 5, 90
	COUNTDOWN 1

	1: Please wait, we will determine some things...
	1: Your Soul ID is #<str.soul>.
	1: There are #<num.peopleInScene> people in this scene.
	1: With this information provided, the process to determine your birthplace will begin.
	STRCMP #<num.peopleInScene>, 1
	IF> @toomany
	GOTO @randomthem
END
@toomany
	1: There are too many people in this scene.
	1: No bonuses will be awarded.
	1: However, people can still be banned.
	GOTO @checkban
@master
@randomthem
	STRCMP #<str.soul>, "SOUL 2044"
	IF= @flamelord
	STRCMP #<str.soul>, "SOUL 2362"
	IF= @midwayz
	STRCMP #<str.soul>, "SOUL 1969"
	IF= @squall
@checkban
	SET label, "testSID"
	#include accessrights.qst

@randomnow
@normal
@ismaster

	GIVE T501
	SET helper1, "1"
	SET numbernpcs, "1"
	SET battlestring, "501"

	GOTO LINK 27,2,1

END
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

@flamelord
	MENU	"Stay As This Class=@elitemenuflame","MoD=@continueelitishnessflame"
@continueelitishnessflame
	SET num.hostClass, 10
	GOTO @elitemenu2flame

@midwayz
	MENU	"Stay As This Class=@elitemenumidz","MoD=@continueelitishnessmidz"
@continueelitishnessmidz
	SET num.hostClass, 16
	GOTO @elitemenu2midz


@squall
	MENU	"Stay As This Class=@elitemenu2squall","MoD=@continueelitishnesssquall"
@continueelitishnesssquall
	SET num.hostClass, 14
	GOTO @elitemenusquall
END

@elitemenuflame
GIVE T69
@elitemenu2flame
GIVE T810
MENU	"Place Random=@randomnow","Go Home=@gohomeflame"
END
@gohomeflame
GOTO LINK 98,2,0
END

@elitemenumidz
GIVE T69
@elitemenu2midz
GIVE T810
MENU	"Place Random=@randomnow","Go Home=@gohomemidz"
END
@gohomemidz
GOTO LINK 98,2,0
END

@elitemenu2squall
GIVE T69
@elitemenusquall
GIVE T814
MENU	"Place Random=@randomnow","Go Home=@gohomesquall"
END
@gohomesquall
GOTO LINK 98,2,0
END

@isbeta
	SET num.hostClass, 12
	GIVE T68
	GIVE T1003
	GOTO LINK 27,2,1
END

@ban
	GIVE T4000
	GIVE T4004
	1: %1, you have been officially banned.
	1: This means that you cannot play Demonica anymore.
	1: I now ban Soul ID #<str.soul> in the name of Flamelord Pendragon!!
GOTO LINK 99,0,1
END
@blade
	GIVE T1001
GOTO @orderback
END
@arrow
	GIVE T1010
GOTO @orderback
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,	"Josh", joshTownsfolk, 9, 25, 90
	POSE	9,10
	SEL		1
	MOVE	1,	15, 80
	OFFER2	0,99,12,0,99,13,0,99,14,0,99,15
	' Finest weapons in Evergreen!
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



;---------
; 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!

	IF -T5, @S1
	1: Shall I erase your memory of Professor J?
	ASK	30.0
	IF -YES, @S1
; Quest of the Book
	TAKE T5	;,"Professor J asked you to retrieve a book from MacGuyver castle."
	TAKE T6 ;,"You found the lost copy of Elementia Corpuscula."
	TAKE T7	;,"You helped Professor J finish his doctoral thesis."
@S1
	IF -T10, @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 -T20, @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 -T30, @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 -T40, @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 -T50, @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 -T60, @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 -T70, @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 -T80, @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 -T90, @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 -T100, @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 -T110, @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 -T120, @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 -T130, @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 -T140, @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

#include includes.qst

; 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!


