;
; ITEMS
;
;-------------------
; Items used in the game.  Each line describes one item
; (some of these are objects with which you can be EQUIPPED and which 
; modify your attack and defense values, others are things like potions that
; you consume)
;
; NOTE: the bmp files should be in the world directory (your world's ART directory)
; and should be windows RLE bmp files with a 256 color palette (use soul.pal in
; the well of souls ART folder)  (otherwise you will experience horrible color
; matching.. a hint to the wise is to draw the images using the right palette
; in the first place)
;
; Each item gets one line of text in the table with multiple arguments separated
; by commas.  The arguments are in the following order:
;
;	// arg 0	Equipment ID Number  (1-1023) and (1024-5119)
;
;	* ID: (1-1023)
;	These first group of items are 'multiple' in that a character can carry
;	up to 100 of each (based on current wallet size).  Use these for 'potions'
;	or anything else the user needs more than one of at a time.
;
;	* ID: (1024-5119)
;	This second group of items are 'single' in that a character can carry no
;	more than one of each (no matter what their wallet size is).  Use these for
;	things which the user only needs one of... say.. shields.  Please note that
;	they can have one of EACH of these, all at once.  So that's 4096 things in
;	their pocket if they have ALL of them.  That's a lot.
;
;	Each item must have a unique ID number.  So you cannot define more than 5119 items
;	in the world.
;
;	// arg 1	Name of Item
;				
;	* Name:
;	Each item has a name, which appears in the Item list and the shops.  
;	For example: "Fire of Agony" 
;	You should put the name in double-quotes, especially if it contains spaces.
;
;	// arg 2	Class (one of the following, note the image file name for each class)
;	An item's class controls how it can be used.  
;	Here are the defined classes:
;	//	0   POTION			"items.bmp"	// affect hp and mp
;	//	1   ANTIDOTE			"items.bmp"	// cures disease.  The disease in question is 
;                      					// set by arg 12 (ability)  Each antidote item
;										// can cure only a single disease, and acts like
;										// a single cast of the related 'cure spell' for
;										// that disease.
;	//<<DO NOT USE >>2	SPECIAL		items.bmp	// QUest Item
;	//<<DO NOT USE >>3	EXIT		items.bmp	// Get out of current trouble.
;	//		   4	TRAVEL		items.bmp	// take you somewhere
;								// full ticket looks like:  4.mode.num.link.dropin.sceneNum
;								// operation is similar to the scene opcode GOTO
;								// mode = 1 means "drop into scene 'num'" (you don't really travel, just see scene)
;								// mode = 0 means "go to link on map 'num'"
;								// if 'dropin' is '1' then you go INSIDE that link, otherwise you just land on top of it
;								// Examples:
;								//	4.1.15		start scene 15, when you exit the scene you are still where you were
;								//	4.0.0.0.0	go to link 0 of map 0 and do not drop in (sets you on top of evegreen gateway)
;								//	4.0.0.0.1	go to link 0 of map 0 and DO drop in (puts you inside gateway scene - when you exit you are near gateway)
;								//  4.0.1.2.0	go to link 2 of map 1 and do NOT drop in.
;								//
;								// Adding the FIFTH dotted argument restricts use of the ticket to
;								// a particular scene number, so:
;								//  4.0.1.2.0.45  takes you to the destination ONLY if you are inside scene 45 at the time
;	//<<DO NOT USE YET>>5	THROWABLE	darts.bmp	// ninja stars, arrows, etc.
;	//	10	EQUIP_HELMET		"helmets.bmp"	// my helmet ID (0 for none)
;	//	11	EQUIP_ARMOR		"armor.bmp"	// my armor ID
;	//	12	EQUIP_RIGHT_1		"swords.bmp"	// right-hand weapons 1 (evergreen swords)
;	//	13	EQUIP_RIGHT_2		"staffs.bmp"	// right-hand weapons 2 (evergreen staffs)
;	//	14	EQUIP_RIGHT_3		"bows.bmp"	// right-hand weapons 3 (evergreen bows)
;	//	15	EQUIP_RIGHT_4		"music.bmp"	// right-hand weapons 4 (evergreen music)
;	//	16	EQUIP_RIGHT_5		"right5.bmp"	// right-hand weapons 5 (evergreen fist)
;	//	17	EQUIP_RIGHT_6		"right6.bmp"	// right-hand weapons 6 (evergreen dart)
;	//	18	EQUIP_RIGHT_7		"right7.bmp"	// right-hand weapons 7 (evergreen Book)
;	//	19	EQUIP_RIGHT_8		"right8.bmp"	// right-hand weapons 8 (evergreen Spirit)
;	//	20	EQUIP_BOOTS		"boots.bmp"	// my boots
;	//	21	EQUIP_SHIELD		"shields.bmp"	// my shield
;	//	22	EQUIP_RING		"rings.bmp"	// my ring
;	//	23	EQUIP_AMULET		"amulets.bmp"	// my amulet
;
;
;		100	ATTR_STRENGTH	affects strength (by amount in arg12 - ability points)
;		101	ATTR_WISDOM		affects wisdom	
;		102	ATTR_STAMINA		affects stamina	
;		103	ATTR_AGILITY		affects agility	
;		104	ATTR_DEXTERITY	affects dexterity
;		105	ATTR_ALL		brings up ability point dialog and lets you assign at will
;		200	ITEM_CLASS_PET	It's a "pokegatchi" for sale - very special rules.  Only by OFFER command, not OFFER2
;						Pets do not have an item 'image #' so arg3 is used instead to point to
;						their MONSTER number (each pet must be described as a monster in the MONSTER table,
;						though you are not obliged to place them on a map)
;		201 ITEM_CLASS_HTML	When this object is "used" it causes a web page to be displayed.
;						The URL for the page is found in the SOUNDEFFECT argument (arg15)
;						If the URL begins with "http://" then it is a full URL and the
;						real Internet will be used.  Otherwise, it is assumed to be a local
;						file in the WoS\Worlds\YourWorldName\HTML folder.
;;	// arg 3	imageNumber.extensionNumber
;;				* imageNumber:
;;				(offset from left in appropriate class's image BMP file)
;				Class Image files consist of a 'film strip' of images with #0 being the
;				far left image.  Which is a bad example, since 0 is not a legal image index number.
;				(because the stock image list uses that frame for the 'empty-handed' image)
;				* extensionNumber: (optional)
;				You can now have an additional 'extension' bitmap for each item class.  For example
;				you might wish to re-use all the stock sword images in your world, but then add some more as well.
;				You would then make a filmstrip file of the normal name, but add "_1" to it.  (as in "items_1.bmp, 
;				helmets_1.bmp, etc.).  Then in arg3, instead of simply putting an offset, add a second dotted argument
; 				with the extension number, hence "3" would mean image 3 in the stock bitmap, while "2.1" would mean 
;				image 2 in the extension_1 bitmap.  Your extension bitmaps should be placed in your world's ART folder. 
;				At present, only a single extension is supports, so if an extension # is given, it must be "1"
;	// arg 4	GP
;				* GP:
;				Standard purchase price of item, in store (in Gold Pieces)
;					1 - N		Price of item is N gold pieces
;					0			means it is a special item which cannot be sold in stores, 
;								nor	given to others and you probably want to keep it. 
;				For example, quest items will often have a GP of 0, making it impossible
;				to accidentally get rid of the hard-won item.
;	// arg 5	Level.equipToken
;				* Level:
;				This is the minimum character level the player must be at, in order to use or equip the
;				item.
;				* equipToken: (optional)
;				This optional 'token' means the item still cannot be equipped until the player has that token
;				(note, you cannot use token zero for this)
;				Examples:
;					"4"			// requires character to be level 4 or higher
;					"23.14"		// requires character to be at least level 23 AND be in possession of token 14.
;				One reason you might like to use the token is to characterize an item to be equippable only
;				by certain character classes. In this case the token might mean "elf-only"  Alternatively you
;				might use the token to describe the nature of the object, like "wooden" and then only allow certain
;				clases to equip wooden objects.  You would then hand out the appropriate tokens to your character
;				classes (either right away, or as quest rewards).
;	// arg 6	spellBinding.bootEffect
;			* spellBinding:
;	          	Some equipment (staffs, mainly) are bound to a specific spell.  If a character is holding
;		this item in their right-hand and selects ATTACK in battle, then this spell is used (costs
;		no MP to cast this spell)
;					0 	- no binding
;					1 	- N (ID# of a spell from the +SPELLS table)
;			* bootEfect:
;				You may optionally include a "bootEffect" code as a "dotted argument". Traditionally boot
;				effects only worked on boots, but nowadays you can apply a boot effect to any equippable item.
;				So the character could have as many as seven boot effects in effect at the
;				same time. 
;					0  	- has no special effect. 
;					1-9 - enables you to cross terrains 1-9 (see +TERRAINS table)
;					10 	- lets you 'fly over' all but impassable terrain.
;					11 	- means 'monster repellent' and fewer monsters will attack while wearing them.
;					12 	- means 'ride the invisible beasts' (lets you cross map at double speed)
;				Having more than one of the same effect on at once, does NOT make the effect any
;				better, faster, etc.
;	// arg 7	Element		(actual names in ELEMENTS table)
;	//			0 LIFE  	(Healing magic)
;	//			1 WATER
;	//			2 NATURE
;	//			3 EARTH 
;	//			4 DEATH	    (also, training in DEATH is how you handle training for 'chaos' elements)
;	//			5 FIRE
;	//			6 SPIRIT
;	//			7 AIR
; 	//			Items currently cannot be set to any but the basic 8 elements.
;	//			Also, the "All" modifier for items is not implemented
;	//			As late as version A52, this field is ignored, but world-designers are advised to use a
;	//			value of 0 if they don't plan to use this feature (assuming it is ever supported)
;   	//			Starting with A56, you can bind weapons to elements and they will then be more (or less)
;	//			effective when hitting monsters.  
;	//			For example, an element water sword would hurt element fire monsters the most.
;	// arg 8	Defense points		(cursed items are negative!)
;	// arg 9	Attack points		(cursed items are negative!)
;	// arg 10	HP points			(amount added, when used)
;					Note that the HP is also added to any monster you toss the item too, so
;					this can be used as a cure, or a weapon for monsters (or pets).  Heroes
;					(humans) will simply catch anything you toss them, so this wouldn't be
;					a way to make a ninja-star which hurt humans.
;	// arg 11	MP Points			(amount added, when used)
;	// arg 12   Ability Points      For SEED items, this is the # of points you get to apply to your abilities
;            			            For ANTIDOTE items, this field is the disease number that it
;			            cures (note that some diseases prevent you from using items, so an item
;			            antidote is useless in that case).
;					-2			DISEASE_POISON		(prevents HP restores from working)		
;					-3			DISEASE_SAP			(makes spells cost more MP to be cast)		
;					-4			DISEASE_STUN			(cannot move, or attack)
;					-5			DISEASE_GAG			(cannot case spells)(* wears off)		
;					-6			DISEASE_NUMB			(cannot use right-hand)(* wears off)
;					-7			DISEASE_SLEEP		(cannot move, or attack)(* wears off)	
;					-8			DISEASE_CONFUSE		(attacks may hit friends)(* wears off)	
;					-11			DISEASE_FREEZE		(cannot move)
;					-20			DISEASE_STRENGTH		(lowers strenth til end of scene) (cure raises it)
;					-21			DISEASE_WISDOM		(lowers wisdom til end of scene) (cure raises it)	
;					-22			DISEASE_STAMINA		(lowers stamina til end of scene) (cure raises it)	
;					-23			DISEASE_AGILITY		(lowers agility til end of scene) (cure raises it)
;					-24			DISEASE_DEXTERITY	(lowers dexterity til end of scene) (cure raises it)	
;   // arg 13   <find Probility>.<monster ID>
;				This argument determines whether or not you can find an item after killing a monster.
;				The optional <monster ID> allows you to limit the item to only having a chance of being
;				found if a monster of that type was killed in the scene.
;				'Find' Probability  (chance in 2000 of finding one after battle 0(never) - 2000(always))
;									(0 also means cannot be bought in stores, but you CAN get rid of it)
;									(i.e. for a quest item you can get rid of)
;								    (-1 means you cannot FIND it, but you CAN buy it with offer2 command)
;
;				Here is an attempt to describe the inter-relationship between FP and GP
;				GP			FP			Item Attributes
; 				--			--			---------------
;				>0          >0			This is an item you can buy at a store, find after a fight, and sell later
;				>0			0			This is an item you can't buy at a store, won't find after a fight, but can sell later
;										(a sellable quest item)
;				>0			-1			This is an item you can buy at a store, won't find after a fight, but can sell later
;				0			0			This is an item you cannot buy, cannot find after a fight, and cannot sell
;										(a permanent quest item)
;				0			>0			This is an item you cannot buy, can find after a fight, but cannot sell
;										(a permanent, monster gift - probably not a good idea)
;				0			-1			This is an item you cannot buy, cannot find, and cannot sell
;										(same as permanent quest item, I guess)
;			
;	// arg 14	Long description of item or effect (250 characters maximum, though for esthetic reasons you will want
;				to keep it shorter, or it may not all fit on the screen nicely.)
;
;	// arg 15   (optional) wave file to play when used ("sword.wav")
;				Note: For ITEM_CLASS_HTML, this field actually holds a URL and not a sound effect
;
;	// arg 16	attackPath.imageID.flags.weather.effect
;
;				Arg16 defines an optional "attack path" which determines what animation
;				occurs when you use the item (generally only for equipped right-hand
;				items).
;				
;				* attackPath:  (0-63)
;				
;				This controls the movement of the attacker or weapon, according to
;				this table:
;
;					-1	Pick random path for this item when world is loaded
;					0	No attack path (this is the default)
;					1	LUNGE	Attacker runs up to target then runs back
;					2	JUMP	Attacker jumps straight onto target, then runs back
;					3	LEAP	Attacker HIGH jumps straight onto target, then runs back
;					4	STAB	Attacker runs straight to target, then does attack frame, then runs back
;					5	DBL-STAB	Attacker runs straight to target, does attack frame twice, then runs back
;					6	TRAMPLE	Attacker does one Big hop to target, then hops again on top of it
;					7	HOP		Attacker reaches target in several hops, each getting higher.
;
;					30  ARROW	Image follows straight line from attacker to target
;					31	STONE	Image follows short arc from attacker to target
;					32	LOB		Image follows high arc from attacker to target
;
;				* image: (0-199)
;
;				"Image" is used with attacks which hurl objects. Each image is an eight-frame animation
;				stored in a file named attackNN.bmp  Each file contains 10 such filmstrips where the
;				topmost filmstrip is the '0' index of that file.  SO, image 143 would be index '3' in
;				the file attack14.bmp  I hope that's not too confusing.  The first one hundred images
;				(files 00-09) are reserved for ME to use, while the rest (attack10.bmp to attack19.bmp)
;				are reserved for world designers (and go in your world's ART folder)
;
;				* flags: (0-63)
;
;				Flags are the sum of any combination of these values:
;
;					0-3	- duration of attack (0 is quick, 3 is slow)
;					4	- if this flag is set, each of the 8 frames of animation consumes one eigth
;						  the entire attack (instead of rolling through the frames over and over)
;					8	- If this is set, the images is not 'flipped' when attacking from left to right.
;					16	- reserved
;					32	- reserved
;
;				* weather: (0-63)
;
;				Values are the same as for SPELLs.  Basically this weather happens in 
;				the scene for the duration of the attack.  So you can have it snow or
;				rain while the ice arrow finds its target, for example.
;
;				* effects: (0-63)
;
;				Values are the same as for SPELLs.  Effects include things like wobbly
;				image, dimmed image, lake reflection in lower part of screen, etc.
;
;
;
;
;ID#,                NAME,	    CL, IMG $,     LVL, SPL,EL, D,  A,  HP, MP, AP, FP,                                               DESCRIPTION,        SOUND EFFECT,  ATTACK PATH
;
;RECOVERY ITEMS
	1,	Potion,					0,	13.0,50,		0.0.0.0,0,	0,	0,	0,	100,0,	0,	25,	"Restores 100 HP (1)",	potion.wav,		,				
	2,	Hi-Potion,				0,	13.0,300,	0.0.0.0,0,	0,	0,	0,	500,0,	0,	5,	"Restores 500 HP (1)",	potion.wav,		,				
	3,	X-Potion,				0,	13.0,0,		0.0.0.0,0,	0,	0,	0,	5000,0,	0,	1,	"Restores All HP (1)",	potion.wav,		,				
	4,	Ether,					0,	12.0,1500,	0.0.0.0,0,	0,	0,	0,	0,	100,0,	5,	"Restores 100 MP (1)",	potion.wav,		,				
	5,	"Turbo Ether",			0,	12.0,0,		0.0.0.0,0,	0,	0,	0,	0,	5000,0,	1,	"Restores All MP (1)",	potion.wav,		,				
	6,	Elixer,					0,	13.0,0,		0.0.0.0,0,	0,	0,	0,	5000,5000,0,	100.150,"Restores All HP/MP (1)",potion.wav,		,				
	7,	Megalixer,				0,	13.0,0,		0.0.0.0,0,	0,	0,	0,	5000,5000,0,	100.216,"Restores All HP/MP (A)",potion.wav,		,				
	8,	"Phoenix Down",			4.1.36.0.0.1,15.0,300,	0.0.0.0,-1,	0,	0,	0,	0,	0,	0,	5,	"Revive a fallen party member when used in camp (1)",phoenix_down.wav,,				
	9,	Tent,					4.1.5.0.0.1,16.0,500,	0.0.0.0,0,	0,	0,	0,	5000,5000,0,	15,	"Restores all HP/MP when used in camp.  (A)",type.wav,		,				
;
;STATUS ITEMS
;             
	10,	Antidote,				1,	11.0,80,	0.0.0.0,0,	0,	0,	0,	0,	0,	-2,	25,	"Cures poison status (1)",Cure2.wav,		,				
	11,	Soft,					1,	11.0,150,	0.0.0.0,0,	0,	0,	0,	0,	0,	-4,	2,	"Cures petrify status (1)",Cure2.wav,		,				
	12,	"Maiden's Kiss",			1,	11.0,150,	0.0.0.0,0,	0,	0,	0,	0,	0,	-24,2,	"Cures toad status (1)",Cure2.wav,		,				
	13,	"Eye Drop",				1,	11.0,50,	0.0.0.0,0,	0,	0,	0,	0,	0,	-23,2,	"Cures dark status (1)",Cure2.wav,		,				
	14,	Cornucopia,				1,	11.0,150,	0.0.0.0,0,	0,	0,	0,	0,	0,	-11,2,	"Cures minimum status (1)",Cure2.wav,		,				
	15,	"Echo Screen",			1,	11.0,100,	0.0.0.0,0,	0,	0,	0,	0,	0,	-5,	2,	"Cures silence status (1)",Cure2.wav,		,				
	16,	Hyper,					1,	11.0,100,	0.0.0.0,0,	0,	0,	0,	0,	0,	-8,	2,	"Cures confused status (1)",Cure2.wav,		,				
	17,	Tranquilizer,			1,	11.0,100,	0.0.0.0,0,	0,	0,	0,	0,	0,	-3,	2,	"Cures Sap status (1)",	Cure2.wav,		,				
	18,	Remedy,					1,	11.0,150,	0.0.0.0,0,	0,	0,	0,	0,	0,	-6,	2,	"Cures numb status (1)",Cure2.wav,		,				
;
;BATTLE ITEMS
;
	19,	"Smoke Bomb",			4.1.90.0.0.2,23.0,100,	0.0.0.0,0,	0,	0,	0,	0,	0,	0,	100.188,"Escape from current battle (A)",StartFight.wav,	32,				
	20,	"Kiss of Death",		5,	0.0,150,	0.0.0.0,21,	0,	0,	0,	0,	0,	0,	100.145,"Casts Death (A)",		Hiss.wav,		32,				
	21,	Vaccine,				1,	17.0,500,	0.0.0.0,0,	0,	0,	0,	0,	0,	0,	100.120,"Prevents status (1)",	Cure2.wav,		,				
	22,	Grenade,					5,	0.0,80,		0.0.0.0,0,	1,	0,	0,	-75,0,	0,	100.158,"Minor non-elemental damage (1)",Blast.wav,		32,				
	23,	Shrapnel,				2,	0.0,150,	0.0.0.0,31,	0,	0,	0,	0,	0,	0,	100.34,"Medium Fire damage (1)",tossItem.wav,	32,				
	24,	S-Mine,					5,	0.0,250,	0.0.0.0,0,	0,	0,	0,	-200,0,	0,	100.55,"Medium non-elemental damage (1)",tossItem.wav,	32,				
	25,	"Right Arm",				5,	0.0,0,		0.0.0.0,0,	1,	0,	0,	0,	0,	0,	100.95,"Heavy non-elemental damage (1)",MachineGun.wav,	32,				
	26,	"8-Inch Cannon",			5,	0.0,0,		0.0.0.0,0,	1,	0,	0,	0,	0,	0,	100.11,"Heavy non-elemental damage (1)",BigBlast.wav,	32,				
;   27,      "Hourglass",       2,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                          "Casts Stop (A)",                  ,               
;   28,    "Speed Drink",       2,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                         "Casts Haste (1)",                  ,             
;   29,     "Hero Drink",       2,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                     "Casts Big Guard (1)",                  ,
;   30,     "Spider Web",       2,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                          "Casts Slow (A)",                  ,           
;   31,   "Dream Powder",       2,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                       "Casts Sleepel (A)",                  ,             
;   32,      "Mute Mask",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                       "Casts Silence (A)",                  ,
;   33,       "War Gong",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                       "Casts Berserk (A)",                  ,            
;   34,      "Loco Weed",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                       "Casts Confuse (A)",                  ,               
;   35,        "Impaler",       5,    0,    500,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                          "Casts Toad (1)",                  ,               
;   36,        "Shrivel",       5,    0,    500,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                       "Casts Minimum (A)",                  ,            
;   37,      "Fire Fang",      	5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                        "Casts Fire 2 (A)",                  ,               
;   38,      "Fire Veil",       5,    0,    800,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                        "Casts Fire 3 (A)",                  ,                      
;   39, "Antarctic Wind",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                         "Casts Ice 2 (A)",                  ,               
;   40,    "Ice Crystal",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                         "Casts Ice 3 (A)",                  ,             
;   41,     "Bolt Plume",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                        "Casts Bolt 2 (A)",                  ,
;   42,     "Swift Bolt",       5,    0,    800,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                        "Casts Bolt 3 (A)",                  ,           
;   43,     "Earth Drum",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                       "Casts Quake 2 (A)",                  ,             
;   44,   "Earth Mallet",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                       "Casts Quake 3 (A)",                  ,
;   45,   "Deadly Waste",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                         "Casts Bio 2 (A)",                  ,            
;   46,    "M-Tentacles",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                         "Casts Bio 3 (A)",                  ,               
;   47,      "Graviball",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                          "Casts Demi (1)",                  ,               
;   48,       "T/S Bomb",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                        "Casts Demi 2 (1)",                  ,                      
;   49,       "Stardust",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                       "Casts Comet 2 (A)",                  ,               
;   50,  "Light Curtain",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                       "Casts Barrier (A)",                  ,             
;   51,  "Lunar Curtain",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                      "Casts MBarrier (A)",                  ,
;   52,         "Mirror",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                       "Casts Reflect (A)",                  ,           
;   53,     "Holy Torch",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                        "Casts Dispel (A)",                  ,             
;   54,   "Vampire Fang",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                           "Steals HP (1)",                  ,
;   55,     "Ghost Hand",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                           "Steals MP (1)",                  ,            
;   56,      "Bird Wing",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                "Inflicts Wind Damage (A)",                  ,               
;   57,        "Molotov",       5,    0,    400,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                "Inflicts Fire Damage (1)",                  ,                   
;   58,    "Dragon Fang",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                           "Inflicts Lightning Damage (A)",                  ,                      
;   59,  "Dragon Scales",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                "Inflicts Aqua Damage (A)",                  ,               
;   60,            "Ink",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                         "Causes Dark (1)",                  ,             
;   61,         "Dazers",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                    "Causes Paralysis (1)",                  ,
;   62,  "Vagyrisk Claw",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                      "Causes Petrify (1)",                  ,           
;   63,       "Cauldron",       5,    0,      0,    0,    0,   0,  0,  0,    0,    0,    0,   40,                                    "Casts Bad Breath (A)",                  ,             
;   
;CHOCOBO ITEMS
;
64,	"Sylkis Greens",		2,	17,	5000,	0,	0,	0,	0,	0,	0,	0,	0,	0,	"When you want to catch a chocobo...",	,				,				
	65,	"Reagan Greens",		2,	17,	3000,	0,	0,	0,	0,	0,	0,	0,	0,	50.305,"When you want to catch a chocobo...",,				,				
	66,	"Mimett Greens",		2,	17,	1500,	0,	0,	0,	0,	0,	0,	0,	0,	50.305,"When you want to catch a chocobo...",,				,				
	67,	"Cureil Greens",		2,	17,	1000,	0,	0,	0,	0,	0,	0,	0,	0,	50.305,"When you want to catch a chocobo...",,				,				
	68,	"Pahsana Greens",		2,	17,	800,	0,	0,	0,	0,	0,	0,	0,	0,	50.305,"When you want to catch a chocobo...",,				,				
	69,	"Tantal Greens",		2,	17,	400,	0,	0,	0,	0,	0,	0,	0,	0,	50.305,"When you want to catch a chocobo...",,				,				
	70,	"Krakka Greens",		2,	17,	250,	0,	0,	0,	0,	0,	0,	0,	0,	50.305,"When you want to catch a chocobo...",,				,				
	71,	"Gysahl Greens",		2,	17,	100,	0,	0,	0,	0,	0,	0,	0,	0,	50.305,"When you want to catch a chocobo...",,				,				
72,	"Zeio Nut",		2,	18,	0,	0,	0,	0,	0,	0,	0,	0,	0,	0,	"For breeding Chocobos",,				,				
73,	"Carob Nut",		2,	18,	0,	0,	0,	0,	0,	0,	0,	0,	0,	0,	"For breeding Chocobos",,				,				
74,	"Porov Nut",		2,	18,	2000,	0,	0,	0,	0,	0,	0,	0,	0,	0,	"For breeding Chocobos",,				,				
75,	"Pram Nut",		2,	18,	1500,	0,	0,	0,	0,	0,	0,	0,	0,	0,	"For breeding Chocobos",,				,				
76,	"Lasan Nut",		2,	18,	600,	0,	0,	0,	0,	0,	0,	0,	0,	10,	"For breeding Chocobos",,				,				
77,	"Saraha Nut",		2,	18,	400,	0,	0,	0,	0,	0,	0,	0,	0,	20,	"For breeding Chocobos",,				,				
78,	"Luchile Nut",		2,	18,	200,	0,	0,	0,	0,	0,	0,	0,	0,	40,	"For breeding Chocobos",,				,				
79,	"Pipio Nut",		2,	18,	100,	0,	0,	0,	0,	0,	0,	0,	0,	80,	"For breeding Chocobos",,				,				
;
;CHARACTER ITEMS
;
;	80,	"Power Source",			100,14,	0,		0,	0,	0,	0,	0,	0,	0,	5,	0,	"Power up by one point (1)",,				,				
;	81,	"Guard Source",			102,14,	0,		0,	0,	0,	0,	0,	0,	0,	5,	0,	"Guard up by one point (1)",,				,				
;	82,	"Magic Source",			101,14,	0,		0,	0,	0,	0,	0,	0,	0,	5,	0,	"Magic up by one point (1)",,				,				
;	83,	"Mind Source",			101,14,	0,		0,	0,	0,	0,	0,	0,	0,	5,	0,	"Mind  up by one point (1)",,				,				
;	84,	"Speed Source",			103,14,	0,		0,	0,	0,	0,	0,	0,	0,	5,	0,	"Speed up by one point (1)",,				,				
;	85,	"Luck Source",			104,14,	0,		0,	0,	0,	0,	0,	0,	0,	5,	0,	"Luck  up by one point (1)",,				,				
;	86,	"Great Gospel",			2,	19,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Level 4 Limit Break Manual (Aeris)",,				,				
;	87,	Highwind,				2,	19,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Level 4 Limit Break Manual (Cid)",,				,				
;	88,	OmniSlash,				2,	19,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Level 4 Limit Break Manual (Cloud)",,				,				
;	89,	Catastrophe,				2,	19,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Level 4 Limit Break Manual (Barret)",,				,				
;	90,	"Cosmo Memory",			2,	19,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Level 4 Limit Break Manual (Red XIII)",,				,				
;	91,	"Final Heaven",			2,	19,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Level 4 Limit Break Manual (Tifa)",,				,				
;	92,	Chaos,					2,	19,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Level 4 Limit Break Manual (Vincent)",,				,				
;	93,	"All Creation",			2,	19,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Level 4 Limit Break Manual (Yuffie)",,				,				
;
;KALM TRADER ITEMS
;
;	94,	"Earth Harp",			2,	20,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Trade for the Master Materia in Kalm",,				,				
;	95,	"Desert Rose",			2,	21,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Trade for the Gold Chocobo in Kalm",,				,				
;	96,	"Guide Book",			2,	22,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Trade for the Underwater Materia in Kalm",,				,				
;
;HERO'S SWORDS            
;
;ID#,             NAME,	    CL,  IMG,     $,  LVL,  SPL,  EL,  D,  A,   HP,   MP,   AP,   FP,                                               DESCRIPTION,             SOUND EFFECT,    ATTACK PATH
;
 97,   "Buster Sword",	   12,    1,	 1,    0,    0,   0,  0, 18, 	0,    0,    0,    0,                    	"Normal Growth",		slice.wav,		4,				
 98,  "Mythril Saber",     12,    2,  1000,    4,    0,   0,  0, 23,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
 99,       "Hardedge",     12,    3,  1500,    6,    0,   0,  0, 32,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
100,  "Force Stealer",     12,    5,  2200,    8,    0,   0,  0, 36,    0,    0,    0,    0,						"Double Growth",		slice.wav,		4,
101, "Butterfly Edge",     12,    4,  2800,   10,    0,   0,  0, 39,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
102,     "Rune Blade",     12,    6,  3800,   12,    0,   0,  0, 40,    0,    0,    0,    0,						"Double Growth",		slice.wav,		4,
103,  "Enhance Sword",     12,   14, 12000,   14,    0,   0,  0, 43,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
104,       "Murasame",     12,   10,  6500,   16,    0,   0,  0, 51,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
105,      "Yoshiyuki",     12,   12,     0,   18,    0,   0,  0, 56,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
106,       "Organics",     12,    9, 12000,   20,    0,   0,  0, 62,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
107,       "Nail Bat",     12,   11,     0,   25,    0,   0,  0, 70,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
108,  "Crystal Sword",     12,    7, 18000,   30,    0,   0,  0, 76,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
109,     "Apocalypse",     12,   16,     0,   35,    0,   0,  0, 88,    0,    0,    0,    0,						"Triple Growth",		slice.wav,		4,
110, "Heaven's Cloud",     12,    8,     0,   40,    0,   0,  0, 93,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
111,       "Ragnarok",     12,   13,     0,   45,    0,   0,  0, 97,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
112,  "Ultima Weapon",     12,   15,     0,   50,    0,   0,  0,100,    0,    0,    0,    0,                        "No Growth",		      slice.wav,		4,
;
;ARMOR
;
114,"Bronze Bangle",		   21,	  1,   100,    0,	0.12,   0,  8,	0,    0,  	0,	  0,	0,	"No Growth",			slice.wav,		4,				
115,    "Iron Bangle",     21,    1,   160,    0,   0.12,   0, 10,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
116,   "Titan Bangle",     21,    1,   280,    0,   0.12,   0, 14,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
117, "Mythril Armlet",     21,    1,   350,    0,   0.12,   0, 18,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
118,  "Carbon Bangle",     21,    1,   800,    0,   0.12,   0, 27,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
119,     "Four Slots",     21,    1,  1300,    0,   0.12,   0, 12,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
120,    "Shinra Beta",     21,    1,     0,    0,   0.12,   0, 30,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
121,"Platinum Bangle",     21,    1,  1800,    0,   0.12,   0, 20,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
122,  "Silver Armlet",     21,    1,  1300,    0,   0.12,   0, 34,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
123,    "Gold Armlet",     21,    1,  2000,    0,   0.12,   0, 46,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
124,       "Edincoat",     21,    1,     0,    0,   0.12,   0, 50,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
125, "Diamond Bangle",     21,    1,  3200,    0,   0.12,   0, 57,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
126,    "Rune Armlet",     21,    1,  3700,    0,   0.12,   0, 43,  0,    0,    0,    0,    0,						"Double Growth",		slice.wav,		4,
127,  "Dragon Armlet",     21,    1,     0,    0,   0.12,   0, 58,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
128,  	"Gigas Armlet",    21,    1,     0,    0,   0.12,   0, 59,  0,    0,    0,    0,    0,						    "No Growth",		slice.wav,		4,
129,  "Aurora Armlet",     21,    1,     0,    0,   0.12,   0, 76,  0,    0,    0,    0,    0,                                         "Normal Growth",		slice.wav,		4,
130,"Wizard Bracelet",     21,    1, 12000,	0,   0.12,   0,  6,  0,    0,    0,    0,    0,                                       	"Normal Growth",		slice.wav,		4,				
131,  	 "Bolt Armlet",    21,    1,     0,    0,   0.12,   0, 74,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
132,    "Fire Armlet",     21,    1,     0,    0,   0.12,   0, 72,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
133, "Crystal Bangle",     21,    1,  4800,    0,   0.12,   0, 70,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
134,"Warriors Bangle",     21,    1,     0,    0,   0.12,   0, 96,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
135,  	"Shinra Alpha",    21,    1,     0,    0,   0.12,   0, 77,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
136,       "Ziedrich",     21,    1,     0,    0,   0.12,   0,100,  0,    0,    0,    0,    0,						    "No Growth",		slice.wav,		4,
137,   "Escort Guard",     21,   1,     0,    0,   0.12,   0, 62,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
138, "Aegis Bracelet",     21,    1,     0,    0,   0.12,   0, 55,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
139, "Imperial Guard",     21,    1,     0,    0,   0.12,   0, 82,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
140,  	"Minerva Band",    21,    1,     0,    0,   0.12,   0, 60,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
141,        "Mystile",     21,    1,     0,    0,   0.12,   0, 65,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
142,  "Chocobracelet",     21,    1,     0,    0,   0.12,   0, 35,  0,    0,    0,    0,    0,						"Normal Growth",		slice.wav,		4,
;
;MATERIA 
;
; (green=spells)
;
	500,"Barrier Materia",		2,	0.0,	10000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,"Barrier  MBarrier  Reflect  Wall",PointerOK.wav,	0,				
	501,"Comet Materia",			2,	0.0,	    1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Comet  Comet2",						PointerOK.wav,	0,				
	502,"Contain Materia",		2,	0.0,	    1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,        "Freeze  Break  Tornado  Flare",				PointerOK.wav,	0,				
	503,"Destruct Materia",		2,	0.0,       9000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"DeBarrier  DeSpell  Death",					PointerOK.wav,	0,				
	504,"Earth Materia",			2,	0.0,       1500,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,         "Quake  Quake2  Quake3",					PointerOK.wav,	0,				
	505,"Exit Materia",			2,	0.0,     10000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Escape  Remove",					PointerOK.wav,	0,				
	506,"Fire Materia",			2,	0.0,		600,0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Fire  Fire2  Fire3",						PointerOK.wav,	0,				
	507,"Full Cure Materia",		2,	0.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Full Cure",						PointerOK.wav,	0,				
	508,"Gravity Materia",		2,	0.0,      8000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Demi  Demi2  Demi3",					PointerOK.wav,	0,				
	509,"Heal Materia",			2,	0.0,      1500,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Poisana  Esuna  Resist",					PointerOK.wav,	0,				
	510,"Ice Materia",			2,	0.0,        600,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Ice  Ice2  Ice3",						PointerOK.wav,	0,				
	511,"Lightning Materia",		2,	0.0,	600,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Bolt  Bolt2  Bolt3",					PointerOK.wav,	0,				
	512,"Mystify Materia",		2,	0.0,       6000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Confuse  Berserk",					PointerOK.wav,	0,				
	513,"Poison Materia",		2,	0.0,       1500,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Bio  Bio2  Bio3",						PointerOK.wav,	0,				
	514,"Restore Materia",		2,	0.0,	750,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Cure  Cure2  Regen  Cure3",				PointerOK.wav,	0,				
	515,"Revive Materia",		2,	0.0,       3000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Life 1  Life 2",						PointerOK.wav,	0,				
	516,"Seal Materia",			2,	0.0,       3000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Sleep  Silence",						PointerOK.wav,	0,				
	517,"Shield Materia",		2,	0.0,	    1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Shield",							PointerOK.wav,	0,				
	518,"Time Materia",			2,	0.0,       6000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Haste  Slow  Stop",					PointerOK.wav,	0,				
	519,"Transform Materia",		2,	0.0,       5000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Mini  Toad",						PointerOK.wav,	0,				
	520,"Ultima Materia",		2,	0.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Ultima",							PointerOK.wav,	0,				
;	521,"Master Magic Materia",	2,	0.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Gives all magic spells when equipped",			PointerOK.wav,	0,				
;
;(blue=support)
;
	522,"Added Cut Materia",		2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Attack when using attached orb",				PointerOK.wav,	0,				
	523,"Added Effect Materia",	2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Adds attached materia status to weapon or armor",		PointerOK.wav,	0,				
	524,"All Materia",			2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Makes attached materia affect all",				PointerOK.wav,	0,				
	525,"Counter Materia",		2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Counter with attached command materia",			PointerOK.wav,	0,				
	526,"Elemental Materia",		2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Adds attached materia element to weapon or armor",		PointerOK.wav,	0,				
	527,"Final Attack Materia",	2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Cast attached materia spell when killed",			PointerOK.wav,	0,				
	528,"HP Absorb Materia",		2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Drains opponent's HP if attached orb damages them",		PointerOK.wav,	0,				
	529,"Magic Counter Materia",	2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Counter with attached magic or summon materia",		PointerOK.wav,	0,				
	530,"MP Absorb Materia",		2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Drains opponent's MP if attached orb damages them",		PointerOK.wav,	0,				
	531,"MP Turbo Materia",		2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Uses extra MP and increases power of paired Magic",		PointerOK.wav,	0,				
	532,"Quadra Magic Materia",	2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Attached orb will cast randomly 4 times",			PointerOK.wav,	0,				
	533,"Sneak Attack Materia",	2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Cast attached orb at beginning of battle",			PointerOK.wav,	0,				
	534,"Steal As Well Materia",	2,	1.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Steal simultaneously while using attached orb",			PointerOK.wav,	0,				
;
; (yellow=command)
;
	535,"Deathblow Materia",		2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Critical attack or miss everytime",				PointerOK.wav,	0,				
	536,"Double Cut Materia",	2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"2x-CUT / 4x-CUT adds to number of hits per physical attack",	PointerOK.wav,	0,				
	537,"Enemy Skill Materia",	2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Learn opponents attacks",					PointerOK.wav,	0,				
	538,"Manipulate Materia",	2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Gain control of enemy targets",				PointerOK.wav,	0,				
	539,"Mime Materia",			2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Mimics last command",					PointerOK.wav,	0,				
	540,"Morph Materia",			2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Changes enemy into items",				PointerOK.wav,	0,				
	541,"Sense Materia",			2,	4.0,      1000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"View Lvl / HP / MP / Weakness of enemies",			PointerOK.wav,	0,				
	542,"Steal Materia",			2,	4.0,      1200,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Steal / Mug Steal opponents items, mug attacks and steals",	PointerOK.wav,	0,				
	543,"Slash All Materia",		2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Slash All / Flash   Attacks or kills all enemies with one hit",	PointerOK.wav,	0,				
	544,"Throw Materia",			2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Throw / Coin  Throw items or coins at enemies for damage",	PointerOK.wav,	0,				
	545,"W-Item Materia",		2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Use 2 items in a row",					PointerOK.wav,	0,				
	546,"W-Magic Materia",		2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Cast magic 2X per turn",					PointerOK.wav,	0,				
	547,"W-Summon Materia",		2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Summon 2X in one turn",					PointerOK.wav,	0,				
	548,"Master Command Materia",2,	4.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Gives you most command materia abilities",			PointerOK.wav,	0,				
;
; (red=summon)
;
	549,"Alexander Materia",		2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Holy Attack",						PointerOK.wav,	0,				
	550,"Bahamut Materia",		2,	3.0,   	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Mega Flare",						PointerOK.wav,	0,				
	551,"Bahamut ZERO Materia",	2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Terra Flare",						PointerOK.wav,	0,				
	552,"Choco/Mog Materia",		2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Deathblow",						PointerOK.wav,	0,				
	553,"Hades Materia",			2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Dark Embrace",						PointerOK.wav,	0,				
	554,"Ifrit Materia",			2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Hellfire",							PointerOK.wav,	0,				
	555,"Knights/Round Materia",	2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"The legendary 13 knights",					PointerOK.wav,	0,				
	556,"Kjata Materia",			2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Primal Rage",						PointerOK.wav,	0,				
	557,"Leviathan Materia",		2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Tidal Wave",						PointerOK.wav,	0,				
	558,"Neo Bahamut Materia",	2,	3.0, 	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Giga Flare",						PointerOK.wav,	0,				
	559,"Odin Materia",			2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Gunge Lance",						PointerOK.wav,	0,				
	560,"Phoenix Materia",		2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Flame of Life",						PointerOK.wav,	0,				
	561,"Ramuh Materia",			2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Judgement Bolt",						PointerOK.wav,	0,				
	562,"Shiva Materia",			2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Diamond Dust",						PointerOK.wav,	0,				
	563,"Titan Materia",			2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Anger of the Land",					PointerOK.wav,	0,				
	564,"Typhon Materia",		2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Tempest",						PointerOK.wav,	0,				
;	565,"Master Summon Materia",	2,	3.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Gives all summon spells",					PointerOK.wav,	0,				
; 
; (purple=other)
;
	566,"Chocobo Lure Materia",	2,	2.0,      2000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Catch a chocobo!",					PointerOK.wav,	0,				
	567,"Counter Attack Materia",2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Counter attack when hit",					PointerOK.wav,	0,				
	568,"Cover Materia",			2,	2.0,      1000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Take damage for an ally",					PointerOK.wav,	0,				
	569,"Enemy Away Materia",	2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Decreases encounter rate",					PointerOK.wav,	0,				
	570,"Enemy Lure Materia",	2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Increases encounter rate",					PointerOK.wav,	0,				
	571,"EXP Plus Materia",		2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Gives you more exp per battle",				PointerOK.wav,	0,				
	572,"Gil Plus Materia",		2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Earn more gold from enemies",				PointerOK.wav,	0,				
	573,"HP<->MP Materia",		2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Turns HP <-> MP",					PointerOK.wav,	0,				
	574,"HP Plus Materia",		2,	2.0,      8000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Increase maximum HP",					PointerOK.wav,	0,				
	575,"Long Range Materia",	2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Same damage from back row",				PointerOK.wav,	0,				
	576,"Luck Plus Materia",		2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Increases dexterity",					PointerOK.wav,	0,				
	577,"Magic Plus Materia",	2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Increases Magic skill",					PointerOK.wav,	0,				
	578,"Mega All Materia",		2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Works like an ALL is equipped on every materia",		PointerOK.wav,	0,				
	579,"MP Plus Materia",		2,	2.0,      8000,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Increase maximum MP",					PointerOK.wav,	0,				
	580,"Pre-Emptive Materia",	2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Ensures you get the first hit in battle",			PointerOK.wav,	0,				
	581,"Speed Plus Materia",	2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Increases agility",						PointerOK.wav,	0,				
	582,"Underwater Materia",	2,	2.0,	   1,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"Stops countdown timer underwater",				PointerOK.wav,	0,				
	583,"White Materia",			2,	5.0,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"???",							PointerOK.wav,	0,				
	584,"Black Materia",			2,	6.0,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"???",							PointerOK.wav,	0,				
	585,"Huge Green Materia",	2,	7.0,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"???",							PointerOK.wav,	0,				
	586,"Huge Red Materia",		2,	8.0,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"???",							PointerOK.wav,	0,				
	587,"Huge Yellow Materia",	2,	9.0,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"???",							PointerOK.wav,	0,				
	588,"Huge Blue Materia",		2,	10.0,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	-1.0,	"???",							PointerOK.wav,	0,				
;
	649,"Alexander",			200,	350,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Holy Attack",						PointerOK.wav,	0,				
	650,"Bahamut",			200,	355,   	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Mega Flare",						PointerOK.wav,	0,				
	651,"Bahamut ZERO",		200,	360,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Terra Flare",						PointerOK.wav,	0,				
	652,"Choco/Mog",			200,	365,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Deathblow",							PointerOK.wav,	0,				
	653,"Hades",				200,	370,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Dark Embrace",						PointerOK.wav,	0,				
	654,"Ifrit",				200,	375,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Hellfire",							PointerOK.wav,	0,				
	655,"Knights/Round",		200,	380,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"The legendary 13 knights",			PointerOK.wav,	0,				
	656,"Kjata",				200,	385,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Primal Rage",						PointerOK.wav,	0,				
	657,"Leviathan",			200,	390,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Tidal Wave",						PointerOK.wav,	0,				
	658,"Neo Bahamut",		200,	395, 	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Giga Flare",						PointerOK.wav,	0,				
	659,"Odin",				200,	400,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Gunge Lance",						PointerOK.wav,	0,				
	660,"Phoenix",			200,	405,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Flame of Life",						PointerOK.wav,	0,				
	661,"Ramuh",				200,	410,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Judgement Bolt",					PointerOK.wav,	0,				
	662,"Shiva",				200,	415,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Diamond Dust",						PointerOK.wav,	0,				
	663,"Titan",				200,	420,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Anger of the Land",					PointerOK.wav,	0,				
	664,"Typhon",			200,	425,	   0,	0.0,	0,	0,	0,	0,	0,	0,	0,	0.0,	"Tempest",							PointerOK.wav,	0,				
;