
+CREDITS
Felashor

Story by Delta
Skins by Josh Worts edited by Bonbon
Maps by Delta and Adam
Music by Ildon
Other Art by Delta
	
-CREDITS

+STORY
:S 200
:C 255,255,0
|Felashor
:S 75
:C 255,255,255
|~~~
|by Delta
|Skins by Josh Worts
|Maps by Delta and Adam
|~~~ 
:S 100
:C 204,153,0

:F Arial Italic
:C 255,0,0

-STORY

+TERRAINS
;	arg0	arg1				arg2	arg3
;
	0,		"No Hindrance",		0,	0
	1,		"Lava",			10,	0
	2,		"Electricity",		10,	0
	3,		"",			0,	0
	4,		"Deep Water",		0,	0
	5,		"Clouds",		0,	0
	6,		"",			0,	0
	7,		"",			0,	0
	8,		"Healing",		-10,	0
	9,		"Impassable",		0,	0
-TERRAINS



+EQUIP
;	arg0	arg1
;	ID		Name

  	0,		"Head"
 	1,		"Body"
 	10,		"Waist"
 	11,		"Left Arm"
 	12,		"Hands"
 	13,		"Feet"
-EQUIP



+THEMES
	20,		cavedrip,	campfire1,		10=drip1,10=bird1,10=splash1
;
-THEMES


;
; 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
#include tokens.txt

-TOKENS


;         0
;      7  |  1
;       \ | /
;    6 ---+--- 2
;       / | \
;      5  |  3
;         4
;
+ELEMENTS
;	arg0	arg1				
;
	0,		"Holy"		
	1,		"Pyromancy"			
	2,		"Warfare"			
	3,		"Geomancy"			
	4,		"Necromancy"		
	5,		"Hydromancy"		
	6,		"Peace"		
	7,		"Aeromancy"	
-ELEMENTS

+HANDS
;  
; arg0		arg1		arg2		arg3
;  ID		Name		Range		SoundFX
;
	0,		"Sword",	50,			"sword1.wav"
	1,		"Staff",	30,			"staff.wav"
	2,		"Bow",		130,		"bow1.wav"
	3,		"Instrument",	30,			"music1.wav"
	4,		"Fencing",		40,			"fist.wav"
	5,		"Great Axe",		60,			"strike01.wav"
	6,		"Blunt",		40,			"punch1.wav"
	7,		"Spirits",	20,			"crow1.wav"
-HANDS


+ITEMS

; The actual item definitions, and documentation, are in this file:

#include items.txt

-ITEMS


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


+SPELLS

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

-SPELLS


+MONSTERS

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

-MONSTERS


+GROUPS

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

-GROUPS


+LEVELS

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

-LEVELS



+SCENES
SCENE 0		fort, WELL, "Instructor", 0, 0

; Then we start a sound 'theme' (1=rippling stream)
	ACTOR	1,	"Instructor", npcs, 1, 25, 82
	SEL		1
	WAIT	1.0
	' .!NEW PATCH OPTION!.
	' Hey. If you are new and need help right click me.
END

@Eventactorclick1
	MENU "Classes=@classes", "Storyline=@story", "Why don't I get GP?=@gp", "Why can't equip a sheild?=@shld", "Is there any better equipment then lvl 10?=@ep", "Where should I level up?=@lvl", "I found an item with * what does that mean?=@aster", "How can I make the world more enjoyable?=@enjoy", "Patches=@pa"
END
@pa
' I will direct you the the Patch page.
' Type /version to check your version.
' They MUST be applied in order.
WAIT 1
HTML "http://www.savefile.com/projects/1019776"
END

@enjoy
	' Well first of all this world relies heavily on lucky drops.
	' Open the book of options and make sure you disable "Don't find low-level junk".
	' Second this world relies on teamwork and interacting with players.
	' Don't be afraid to party with people.
	' If you are having trouble finding an item try buying it from a player.
	' Since WoS doesn't have a trading system make sure you can trust them.
	' Also just be a trustworthy player, so other people can enjoy the world.
END

@aster
	' An * indicates that the item you found is rare.
	' Meaning it CANNOT be bought from a store, it MUST be found.
	' Try to sell it another player, or use it yourself.
	' Some items have multiple astericks, this indicates an even rarer item.
END

@lvl
	' Ah, a very common question.
	' Well first of all your "master" will ask you to go to the Training Grounds.
	' Train in that general area until you are level 10.
	' Return to your master. Buy new equipment, becareful not to waste your money, make sure you get decent stats.
	' Then you can fight monsters outside of Atlis, fighting in parties is encouraged for higher levels.
	' Leveling past 10 is not supposed to be easy, and well... it's not.
END

@ep
	' Yes, and no.
	' No equipment is over level 10.
	' Thats the basic level your character "develops".
	' The basic equipment can be bought in the store in Atlis.
	' More powerful equipment must be found, earned, or bought from secret Areas.
	' For example, "Vane" you can fight the boss of each floor.
	' For a small chance of finding a rare [Tower] item.
	' There are more ways, you just find them yourself.
	' Class specific gear, such as Beserker helms, Archer quivers, and weapons.
	' Are sometimes marked with a rank, and you must be at least that level to weild it.
	' This is for balancing issues.
END

@shld
	' Well not all classes are strong enough to hold sheilds.
	' Swordsman can equip heavy sheilds.
	' Fencers can equip a buckler.
	' Archers, Mages, Necros, Clerics each have a unique item that goes in their sheild slot.
END

@gp
	' Simple.
	' Most low level monsters won't drop money.
	' Or perhaps the monster you are fighting doesn't have a pocket.
	' Have you ever killed a flea and found a wallet with money in it?
	' Fight higher level monsters, or humanoid monsters.
	' Or collect drops from animals and sell them.
	' There is no easy way to make money, just luck and dedication.
END

@Classes
	SEL 1
	' There are 8 Classes, each one unique.
	' Swordsman- Has the highest def and a good attack, gets level 3 Healing and level 9 Warfare.
	' Fencer- More Agile then a swordsmen has higher attack but lower defense, uses special bucklers.
	' Fencer gets lvl 9 Warfare.
	' Berserker- Highest attack and lowest defense, uses special Helmets. Beserker gets no magic.
	' Archer- Pretty average of stats not the best and not the worst. Archers get level 3 Healing and level 6 Warfare.
	' Cleric- Has high defense for a magic user. Cleric gets level 9 Healing and access to Holy Books.
	' Mage- Mages must train in the 4 "mancy" Elements. 
	' Mages get 6 training chances each one opens 3 more levels in an element.
	' Necromancer- Necromancers use the Necromancy element, they summon creatures and weaken the living.
	' Necromancers get level 9 Necromancy.
	' Bard- Bards tame the savage beast with their music, they can tame and weaken monsters. Bards get level 9 Peace.
END

@story
	' There is no MAIN story.
	' But quests you encounter in game will follow stories.
	' Not all but some quests may link together for longer storylines.
	' Just look in game for stuff to do.
	' Quests will never stop coming!
END


;--------------------------------------------------------------------------------
; SCENE 1 must be primary CAMP scene
;
SCENE 1
	THEME
	GIVE T1010
	COMPARE #<num.isPKAttack>, 1
	IF= @pk
	COMPARE #<num.isPKAttack>, 2
	IF= @pk	
	IF C7 @necro
	IF C1 @aura
@cont
	STRCMP  #<str.soul>, "Soul 1858"
	IF= @delta
;	STRCMP #<str.soul>, "5160213A"
;	IF= @ult
;	IF C10 @ban1
#include banned.txt
;@ult
END
@aura
#include aura.txt
GOTO @cont
END
@ban
	HOST_TAKE H5000
	N: I welcome you to try again with a legit character.
END
@necro
	COMPARE #<num.Trophy6>, "1"
	IF= @cont
	GIVE Z6
	GOTO @cont
END

@delta
#include delta.txt
END
@pk
	; Set map flags: 32768 (no nasty spells) + 8192 (no tickets) + 4096 (no Heal)
	FLAGS	45056

	LOCK 1

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

	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

;--------------
; SCENE 2 must be primary FIGHT scene (for automatic fights)
;
SCENE 2
#include banned.txt
	TAKE T1010
	THEME
	MUSIC  battle.mid

IF C7 @necro
IF C1 @aura
@cont
IF #5+XP @slow001
IF #5 @go001
IF #2 @skipdipthug
IF R50 @fight
IF R1 @thugs
IF R1-T7 @thugs
IF R1-T8 @thugs
IF R1-T9 @thugs
IF R1-T10 @thugs
IF R1-T11 @thugs
IF R1-T12 @thugs
IF R1-T13 @thugs
IF R1-T14 @thugs
@skipdipthug
IF R1 @chest
IF R4+E808 @chest
IF R6+E810 @chest
@fight
IF #20 @dfight
IF #21 @dfight
IF #22 @dfight
IF #23 @dfight
IF #24 @dfight
IF #26 @dfight
IF #27 @dfight
IF #28 @dfight
IF #25 @dfight2
IF #29 @gfight
IF #2+r1 @tea
	FIGHT
#include zerkerstyles.txt
GIVE T1010
END
@slow001
N: Time Up!
GOTO LINK 0,1
END
@go001
N: Check complete!
N: GO!!
GOTO EXIT
END
@aura
#include aura.txt
GOTO @cont
@tea
FIGHT2 4095
#include zerkerstyles.txt
END
@gfight
COMPARE #<num.peopleInScene>, "1"
IF= @fearfight
FIGHT2 62
FIGHT 64
#include zerkerstyles.txt
GIVE T1010
END
@fearfight
N: Fear overwhelms you.
N: You imagnine the monster bigger then it is.
FIGHT2 63
FIGHT 65
#include zerkerstyles.txt
GIVE T1010
END
@dfight2
	FIGHT 48
	IF LOSE @end
	FIGHT 48, 49
	IF LOSE @end
	FIGHT 48, 49, 50
	IF LOSE @end
	FIGHT 48, 49, 50, 51
	IF LOSE @end
	FIGHT 48, 48, 49, 49, 50, 50, 51, 51
	IF LOSE @end
	IF R10 @end
	FIGHT 52
	IF LOSE @end
SET random, "%r8"
GOTO @dr#<random>
END
@dr1
N: You found swordsman Adept Gear.
GIVE I132
GIVE I212
END
@dr2
N: You found fencer Adept Gear.
GIVE I262
GIVE I312
END
@dr3
N: You found beserker Adept Gear.
GIVE I512
GIVE I562
END
@dr4
N: You found archer Adept Gear.
GIVE I412

GIVE I458
END
@dr5
N: You found cleric Adept Gear.
GIVE I612
END
@dr6
N: You found mage Adept Gear.
GIVE I962
END
@dr7
N: You found necro Adept Gear.
GIVE I912
END
@dr8
N: You found bard Adept Gear.
GIVE I362

END
@end
GIVE T1010
END
@dfight
IF E863 @df
	FIGHT2
#include zerkerstyles.txt
GIVE T1010
END
@df
	FIGHT
#include zerkerstyles.txt
GIVE T1010
END
@chest
	ACTOR	1,	"Chest", buttons, 1, 24, 82
	SEL 1
END
@eventactorclick1
	WAIT 1
	POSE 2

SET random, "%r8"
GOTO @2#<random>
END
@28
	N: You found a %i5000
	HOST_GIVE I5000
	WAIT 3
	GOTO EXIT

END
@21
	N: You found a %i5001
	HOST_GIVE I5001
	WAIT 3
	GOTO EXIT
END
@22
	N: You found a %i5002
	HOST_GIVE I5002
	WAIT 3
	GOTO EXIT
END
@23
	N: You found a %i5003
	HOST_GIVE I5003
	WAIT 3
	GOTO EXIT
END
@24
	N: You found a %i5004
	HOST_GIVE I5004
	WAIT 3
	GOTO EXIT
END
@25
	N: You found a %i5005
	HOST_GIVE I5005
	WAIT 3
	GOTO EXIT
end
@26
	N: You found a %i5006
	HOST_GIVE I5006
	WAIT 3
	GOTO EXIT
END
@27
	N: You found a %i5007
	HOST_GIVE I5007
	WAIT 3
	GOTO EXIT
END
@necro
	COMPARE #<num.Trophy6>, "1"
	IF> @fix1
	IF= @cont
	GIVE Z6
	GOTO @cont
END
@fix1
	TAKE Z6.99
	GIVE Z6
Goto @cont
End
@thugs
N: The brigands grab your wallet and turn around..
SET walletgrab, #<num.hostGP>
DIV walletgrab, "2"
HOST_TAKE G#<walletgrab>
	IF V95+R40 @14
	IF V95+R40 @13
	IF V95+R40 @12
	IF V95 @11
	IF V81 @10
	IF V71 @9
	IF V61 @8
	IF V52 @7
	IF V43 @6
	IF V34 @5
	IF V26 @4
	IF V16 @3
	IF V8 @2
	N: You are attacked by some Thugs!
	FIGHT 3000, 3000
	IF WIN @waback
#include zerkerstyles.txt
END
@2
	N: You are attacked by some Thugs!
	FIGHT 3001, 3001
	IF WIN @waback
#include zerkerstyles.txt
END
@3
	N: You are attacked by some Thugs!
	FIGHT 3002, 3002
	IF WIN @waback
#include zerkerstyles.txt
END
@4
	N: You are attacked by some Robbers!
	FIGHT 3003, 3003
	IF WIN @waback
#include zerkerstyles.txt

END
@5
	N: You are attacked by some Robbers!
	FIGHT 3004, 3004
	IF WIN @waback
#include zerkerstyles.txt
END
@6
	N: You are attacked by some Swashbucklers!
	FIGHT 3005, 3005
	IF WIN @waback
#include zerkerstyles.txt
END
@7
	N: You are attacked by some Swashbukclers!
	FIGHT 3006, 3006
	IF WIN @waback
#include zerkerstyles.txt
END
@8
	N: You are attacked by some Swashbucklers!
	FIGHT 3007, 3007
	IF WIN @waback
#include zerkerstyles.txt
END
@9

	N: You are attacked by some Bandits!
	FIGHT 3008, 3008
	IF WIN @waback
#include zerkerstyles.txt
END
@10
	N: You are attacked by some Bandits!
	FIGHT 3009, 3009
	IF WIN @waback
#include zerkerstyles.txt
END
@11
	N: You are attacked by some Thugs and their Leader!
	FIGHT 3000, 3001, 3002, 3013
	IF WIN @waback
#include zerkerstyles.txt
END
@12
	N: You are attacked by some Robbers and their Leader!
	FIGHT 3003, 3004, 3012
	IF WIN @waback
#include zerkerstyles.txt
END
@13
	N: You are attacked by some Swashbucklers and their Leader!
	FIGHT 3005, 3006, 3007, 3011
	IF WIN @waback
#include zerkerstyles.txt
END
@14
	N: You are attacked by some Bandits and their Leader!
	Fight 3008, 3009, 3010
	IF WIN @waback
#include zerkerstyles.txt
END
@waback
N: You grab your wallet.
HOST_GIVE G#<walletgrab>
#include zerkerstyles.txt
END

#include Masters.txt
#include Vane.txt
#include warden.txt
#include misc01.txt
#include Theifchase.txt
#include Gibdostown.txt
#include temple.txt
#include QuestScenes90.txt
#include QuestScenes100.txt
#include QuestScenes110.txt
#include QuestScenes120.txt
#include QuestScenes130.txt
#include QuestScenes150.txt
#include QuestScenes160.txt
#include QuestScenes200.txt
#include QuestScenes1000.txt
#include QuestScenes2000.txt
-SCENES


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


