;
; 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
Tolaria Book III: Judgement

Story by Spike
Skins by Josh Worts, Spike, Darc, Katt, Ferriswheel
Other Art by Spike
Music from www.vgmusic.com

Maps were made with Age of Mythology Scenario Editor and RPG Maker 2000
Scenes were created through the use of Neverwinter Nights Aurora Toolset and Terragen.
Music is from the Seiken Densetsu series (1-4) and was downloaded from www.vgmusic.com	

Programming by Synthetic Reality
Contact us on the web at:
http://www.synthetic-reality.com

Or contact Spike at:
spike_6d9@hotmail.com
tamriel@gmail.com
AIM ID: Spike6d9
-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 75
:C 255,255,255
:F Quicksand
	In the time before time, our world was frozen in ice, floating aimlessly in the neverending void.
	A great goddess came to this land, along with her beloved.
	Seeing the star drifting silently in the dark, like a glistening diamond, she shed a single tear.
	The tear landed on our world, and pushed back the endless snows and frost.
	In its place grew a giant tree, majestic and beautiful, and from its fruits sprouted the myriad races of our world.
	Though the name of her Lover is long forgotten, the world was named after the goddess who gave us life. 
	Her name is...
:S 200
:C 127,214,243
:F Mael
|Tolaria
:S 50
:F Quicksand
:C 255,255,255
|Book III
:S 100
|Judgement
:S 75
:C 255,255,255
:F Tempus Sans ITC
|~~~
|Story by Spike
|Skins by Josh Worts   Spike    Darc    Katt    Shinbatsu    Ferriswheel
|Music from www.vgmusic.com
|Special thanks to:
|-XxDragonxX- and all the loyal fans that have played.
|Adrinok, for being the first legit character to reach Level 100!
|~~~ 
:S 100
:C 202,237,248
	Long ago, the world of Tolaria was beseiged by the demons Delitamor and Kanatash. Their destructive acts knew no bounds, until they were finally destroyed by a young man named Tamriel Freth.
	As a result of his heroic actions, the power of the Elementals began to flow across the world, and humans could use Magic for the first time. But the Elementalists, those who worshipped the elementals, wanted even greater power.
	They built temples across all of western Tolaria, with great pillars designed to collect and enhance Elemental energy. Fearing the power that would be unleashed on the world, Tamriel sealed the temples away with crystalline keys, and sealed himself within the Chaos Temple atop Mount Damascus.
	Two centuries have passed, and a prophecy has emerged...
|"And thus, when the Emerald Star shines bright, the descendant of Tamriel will rise again. The Hero will face the Judgement of Tamriel and take the sword of power. With it, evil will crumble."
	The world is plagued with strife. A war between the Paladins and the Dark Knights has taken its toll on the western lands, while monster outbreaks have terrorized the people in small, outlying towns.
:F Quicksand
:C 255,0,0
	To them, their only hope is a prophecy that promises a hero, as they gaze at the mysterious green star in the sky...
-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,		"LavaUnused",				10
	2,		"Electricity",		10
	3,		"",					0
	4,		"Water",		0
	5,		"Clouds",			0
	6,		"Lava",					0, 92
	7,		"Snow",					0
	8,		"Healing",			-10
	9,		"Impassable",		0
-TERRAINS



;---------------------
; EQUIP names section
;
; This section is completely optional.  You only need it if you want to have different
; names for the standard equipment classes.
;
;  arg 0 	the equip ID (must be one of the following numbers):
;
;  				0	// "Helmet"
;  				1	// "Armor"
;  				10	// "Boots"
;  				11	// "Shield"
;  				12	// "Ring"
;  				13	// "Amulet
;
;  arg1		the name for that class of item.  (Keep it short as it gets used in a lot of cramped places.)
;

+EQUIP
;	arg0	arg1
;	ID		Name

  	0,		"Headgear"
 	1,		"Cuirass"
 	10,		"Footwear"
 	11,		"Left Hand"
 	12,		"Ring"
 	13,		"Amulet"
-EQUIP



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

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

;--------------------
; MAPS section
;
; Each map in the world (world, city, cave, etc.) needs an entry in this table
; Map 0 is always the main world map.
;
; As of release A77, you may now have 1000 maps (0-999)
;
;  Each map needs the following arguments:
;
;	arg0	the map ID (0-999)  0 is main world map  Link points are via map numbers
;
;	arg1	the image file name of the map (a JPG usually, but RLE BMP is OK)
;
;	arg2	the OBL file name for the map (which places link point objects on that map
;			Note: if a terrain file exists, it must share the same name, so do NOT
;			put an extension on the file name.  "iceland" would indicate both
;			"iceland.OBL" and "iceland.TER" (and possibly other files as development
;			continues.  The OBL and TER files are created when you use the map editor.
;			You are primarily responsible for generating the image file (JPG).
;			This is also the root name of the MIDI music file played when wandering
;			That map. (music files should be in the world or root MIDI folder)
;
;	arg3	The map name.  This appears briefly as the user changes maps.
;
;   arg4	The Map FLAGS. This is a number, containing several flags, which controls
;			specific behaviours of players while on a map.  Add together the values
;			of each flag you want and then set the map flags to that value.  For example,
;			if you want both flag 2 and flag 4, then set the map flags to "6"
;
;		As of release A77, you can use hexadecimal values for the map flags (start the number with 0x)
;               If you don't know what this means, just add the decimal values together for the combo you want
;
;           	The flag values are:
;
;		DECIMAL		HEX		MEANING, WHEN INCLUDED
;
;		1		0x00000001	// enables pet vs pet battles (but protects players from pets)
;		2		0x00000002	// enables pets to be used against other players or pets (if pkers or no safehaven)
;		4		0x00000004	// enables "no protection from PKer"
;		8		0x00000008	// enables "no PKing allowed here at all"
;		16		0x00000010	// enables "LADDER" reporting. (PK kills on this map are reported to ladder server)
;		32		0x00000020	// enables "show all link names." 
;							// Normally link names are hidden until after first use of link.
;		64		0x00000040	// disables "Shadows" under heroes (and monsters) on map and in scenes of that map.
;		128		0x00000080	// disables the use of pets (cannot summon them) on this map.
;		256		0x00000100	// disables eavesdropping to and from players on this map.  
;							// (you can still whisper, shout, etc.)
;		512		0x00000200	// designates the map a GUILD HALL map.  (not sure what this means yet...)
;		1024	0x00000400	// Prevents Humans from being able to damage monsters or pets
;		2048	0x00000800	// NO_REWARD.  After a fight, no GP, XP or items are found to reward the survivors
;							// Pets still get rewarded, coz I am a big softy
;		4096	0x00001000	// NO_HEAL.  Heal spells and items provide only 1HP of sustenance.
;		8192	0x00002000	// NO_TICKETS.  Tickets won't work here
;		16384	0x00004000	// NO_MINI_MAP. upper right minimap is uninformative here
;		32768	0x00008000	// NO_STUN.  the non-buff disease spells will not work here 
;							// (stun, sleep, paralyze, etc.)
;		65536	0x00010000	// NO_BUFF.	the buff/debuff disease spells will not work here.
;		131072	0x00020000	// NO_PKREZ. PKers cannot use resurrection spells on others
;       262144	0x00040000	// MAP_FLAG_HIDE_LINKS. don't show white link boxes on minimap until visited
;	    524288  0x00080000	// MAP_FLAG_NO_WAYPOINTS disable automatic waypoint calculations (good for mazes)
;
;	arg5	The map Sound Theme 0 (none) - 255 (see THEME table for making your own themes)
;			If you provide this argument, it picks a sound theme which will be played while the player is walking
;			on the map (not inside a scene of that map, though you might want a common theme.)  Note that you 
;			cannot have multiple themes on one map.

;
; FOR EXAMPLE:
;
;	arg0	arg1				arg2				arg3						arg4			arg5
;	ID		image file			OBL/TER/MID	root	Map Name (seen by player)	Map FLAGS		Map Theme
;
;	0,		wormCave.jpg,		wormCave,			"Wyrm Cavern",				0,			0
;	5,		town2.jpg,			westin,				"Westin",					0,			3
;	6,		town3.jpg,			stonetree,			"Stonetree",				0,			0

+MAPS

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

-MAPS


;--------------------
; Tokens are used by the script engine to keep track of what the player has accomplished.
; Each token is just a number, in the range 1-4095
;
; When you design your quest, assign a token to each major phase of the quest.  For
; example, at the start of the game, the player has no tokens.  But after you have
; told them the nature of a puzzle, you would give the player the token which
; represents that puzzle.  That way, when the player returns to the same scene, the
; script engine sees that he already has the token and hence doesn't repeat the
; explanation (but perhaps gives a short recap reminder instead).  Once the player
; has completed the quest (killed the dragon, etc.) you give him a different token.
; If the player already has the final token for a quest, then the script engine
; can simply skip the whole thing, or just deliver a 'thank you' message.
;
; This example uses the least significant digit to identify the tokens (up to 10) 
; which belong to a single quest, and the higher digits as a 'quest #' (for
; example, token 47 would be token #7 of quest #4).  This is completely arbitrary
; and you are allowed to use token numbers in any order you like.
;
; For example, let's pretend there is a minor quest which requires killing a dragon.
; The tokens might be:
;
;  token 1  - the king has told me to kill the dragon
;  token 2  - I have killed the dragon
;  token 3  - I have returned to the king and gotten my reward
;
; Then the script file for the king's throne room might look like this:
;
;  IF T1  @alreadyToldHim
;    'Hello young man, please kill the dragon for me
;    GIVE T1
;  END
;
;@alreadyToldHim
;  IF T3  @alreadyRewardedHim
;    'Thank you for killing the dragon, here is some gold
;    GIVE G100
;    'And here is my silver ring of dependability
;    GIVE I43
;    GIVE T3
;  END
;
;@alreadyRewardedHim
;  'Hey, I already GAVE you the ring of dependability!  Get out of here!
;  END
;
;------------------------------------------------------------------------------------
; You don't have to have a token defined in this section to use it in the script,
; But you will probably find it easier to keep track of things if you do.  Also,
; I use the decriptions you give here to create a 'log book' the player can read
; to review what they have done so far.
;
; You may find it easiest to write the outline of your quests in this section first,
; and not flesh out the actual scenes until the entire structure of the world has
; been defined.

+TOKENS
	
; Quest 1, The village Malano
	10,"I packed my bags to begin my adventure."
	11,"I talked to Elder Guehring and asked for advice."
	12,"I talked to Jimbo the Blacksmith, and he told me of the spiders in his cellar."
	13,"The Tarantula Queen was vanquished, and Jimbo can now access his cellar again."
	14,"Jimbo gave me a nice shirt for clearing out the cellar."
	15,"I said my goodbyes to my family, and began my way out of the town."
	16,"I accepted Katoni's mission to find his amulet"
	17,"I declined Katoni's mission, and he insulted me."
	18,"I recovered Katoni's lost amulet."
	19,"I returned the amulet and he thanked me with a reward of Septi."
	100,"I was tempted to return Katoni's amulet, but I decided not to."
	110,"Jorati has hired me to kill Katoni."
	111,"I struck him with the Nihi spell so the death is unseen."
; Quest 2, The Water Temple
	20,"I met the crazy old fortune teller in the city, and she told me of Kinomu's problem.."
	21,"I approached Kinomu and he told me of the key to the Water Temple that he lost."
	22,"I went into the Serpent's cavern and retrieved the key from the Leviathan guarding it."
	23,"I went to take the key to Kinomu, but a messenger told me that he had already left for the Water Temple."
	24,"I unsealed the door to the Water Temple and went in."
	25,"I defeated the monster at the Water Temple's pillar, and the Elemental Undine appeared to me.."
	26,"I freed Kinomu from his captive state."
	27,"I refused to free Kinomu from his captive state."
	28,"On my way out of the Temple, Kinomu attacked me."
	29,"I told the old lady about Kinomu and she advised me to go to the Fire Temple next."
	200, "I accepted Haldorf's request to find his lost items."
	201, "I declined Haldorf's request to help him find his lost packages."
	202, "I found the box hidden in Jimbo's Cellar!"
	203, "I found the box hidden in the Imp's Domain!"
	204, "I found the box hidden in Kinomu's Hut!"
	205, "I found the box hidden in the Water Temple!"
	206, "I found the box hidden in the Thief's hideout!"
	207, "I returned the packages to Haldorf and he gave me some awesome items!"
;	208, "I found a strange portal leading somewhere, and my English suddenly became worse."
;	209, "I battled the mysterious warrior known as CATS. Contrary to popular belief, all my base are not belong to them."
;	210, "I returned to the Captain and he rewarded me with a strange stone."
;	211, "I defeated the mysterious Sylph in the Northrend Snowfield and received a gem."
;	220, "I learned how to fish."
; Quest 3, The Fire Temple
	30,"I stopped at a small desert town, and found that the people there were like zombies."
	31,"I found an oasis, and a path leading into a hole."
	32,"Deep under the hole I found a monster sucking the souls of the people."
	33,"After defeating the monster, I returned to the town and received the Fire Temple's key as a reward."
	34,"I unsealed the entrance to the Fire Temple."
	35,"I made my way to the pillar in the back, and Kinomu appeared with a monster."
	36,"On my way out, Kinomu stopped me and apologized for his actions. He told me to seek out the Earth Temple next."
;	300, "I learned of a new uprising of monsters beneath the Oasis.
;	301, "I defeated Kragarth 2 and found a mysterious Black Sword upon his body."
;	302, "I returned to the individual that gave me the information and received a Black Peral.
	303, "I learned of a dragon causing havoc in the Tolshroud Woods."
	304, "I accepted the man's gift and left without further notice."
	305, "I declined the man's gift, and he transformed into a Dragon!"
	306, "After defeating the Dragon, I returned to Osisa for my reward."	
; Quest 4, The Earth Temple
	40,"As I was passing through the Tolshroud Woods, I was attacked by bandits. I defeated them and found a strange gem."
	41,"I took the mysterious gem I found to an appraiser at the city of Yew."
	42,"I returned the Gem to its owner and received Gnome's Compassion in return."
	43,"I unsealed the gate to the Earth Temple"
	44,"Once in the back of the Temple, I encountered a powerful monster."
	45,"The gate guards will not let me through the border"
	46,"I enlisted Jimbo's help to get past the guards."
	47,"Jimbo scared the guards away and I can get through now."
	48,"I crossed the border into this strange new land."
	400, "I returned to Malano to find out my sister has been missing since my adventure began."
	401, "I went to the Thief's Hideout again and enlisted their help."
	402, "I went to the location they suggested, and it was an ambush!"
	403, "The leader of the ambush told me where my sister was, so I returned to Malano to find her."
	404, "After finding her, I returned to Mother's. My sister gave me a nice necklace while my mom merely had thanks."
	405, "I was asked to battle a horrid monster known as the GemEater."
; Quest 5, The Temple of Light
	50, "I met the Temple Guardian Elanzo and he told me of thieves that stole the key to the Temple of Light."
	51, "I went to the Thief Hideout and the leader denied knowledge of it."
	52, "I found the secret hideout in the Forest of the Dead."
	53, "I took the key to the Light Temple and unsealed it."
	54, "I found my way to the pillar but it was guarded by strange statues."
	55, "I solved the riddle of the statues."
	56, "I defeated the guardian, Light Gazer, and lit the pillar."
; Quest 6, The Temple of Wind
	60, "I heard about the wind stopping and a windmill to the north."
	61, "I located the windmill and defeated the guardian of the Sky Emblem."
	62, "I traded the Sky Emblem for the pile of gems."
	63, "I took the pile of gems to the bazaar in Talroa and bought Sylphid's Fortility."
	64, "I unsealed the gate to the Wind Temple."
	65, "I battled the Airaptor with Kinomu's help and we lit the pillar."
	66, "I accepted Kinomu's offer to join me in lighting the other temples."
	67, "I declined Kinomu's offer to join me in lighting the other temples."
	68, "Kinomu is in my party."
; Quest 7, The Temple of Darkness
	70, "The Paladin Captain holds the key to the darkness temple and asks that I defeat the Dark Knights."
	71, "I defeated the Dark Knights in Farlia."
	72, "I chose a more peaceful alternative."
	73, "I returned with 'proof' of their defeat and the Captain gave me the Shade's Sorrow."
	74, "I returned without proof of their defeat and the Captain accused me of collaborating with the Dark Knights."
	75, "I unsealed the Temple of Darkness."
	76, "I battled Akumu and lit the pillar of Darkness."
	77, "I agreed to meet Kinomu at the docks in Wildern when I'm ready to depart"
; Quest 8, The Moon Temple
	80, "I learned in Uluein of a monster ransacking the town and stealing food."
	81, "I defeated the monster in the Tunnels of Mist and recovered the food."
	82, "For rescuing the town, the prime minister gave me Luna's Insanity."
	83, "I found a strange machine inside a temple that reacted to Luna's Insanity."
	84, "I arrived in the Moon Temple and defeated a powerful monster."
	85, "I lit the pillar of the Moon."
	86, "I overcame the puzzles of the Temple.
	87, "I returned the light to the pillar!"
	88, "I am in an area with no air."
;	801, Terminal code 1
;	802, Terminal code 2
;	803, Terminal code 3
;	804, Terminal code 4
;	805, Terminal code 5
; Quest 9, The Temple of Nature
	90, "A disaster has stranded me on the Jungle Island of Untaba."
	91, "I met the Untaban chief and learned of his island's dark fate."
	92, "I received the blessing of the Sea God."
	93, "The Sea God's blessing allowed me to travel the volcano and earn the Sea God's Amulet."
	94, "With the Amulet's power protecting me, I was able to reach the deepest area of the volcano and defeat its guardian."
	95, "As thanks, the chief gave me Dryad's Balance."
; Quest 10, The Chaos Temple
	1000, "I battled the guardian of Mount Damascus."
	1001, "Kinomu revealed to me the secret of the final Temple."
	1002, "I unsealed the temple and went inside."
	1003, "I faced the Trial of Endurance."
	1004, "I faced the Trial of Wisdom."
	1005, "I faced the Trial of Power."
	1006, "I entered the chamber and faced the Judgement of Tamriel."
; Quest 11, The Unholy Hells
	1100, "I arrived on Shadowfast Island."
	1101, "The gates to the Unholy Hells are sealed fast, and I need to defeat the three Dark Pillars."
	1102, "I defeated the first of the three Dark Pillars."
	1103, "I defeated the second of the three Dark Pillars."
	1104, "I defeated the third of the three Dark Pillars."
	1105, "I entered the Unholy Hells."
	1106, "I faced the Gatekeeper and passed his trial."
	1107, "I faced the Dark 8, and was transported to the lowest part of the world."
	1108, "I defeated the one in the darkness."
	1109, "I faced Despair in his hidden castle."
-TOKENS


;---------------------
; ELEMENTS Section
; 
; Every world has exactly 8 'elements' which you must define (or terrible things will happen..
; woe is you!)  The 8 elements form a circle which describes their effectiveness against
; each other.  The opposing element is most effective against an element.
;
; Visualize the IDs like this (many thanks to Janne Jaula for this):
;
;         0
;      7  |  1
;       \ | /
;    6 ---+--- 2
;       / | \
;      5  |  3
;         4
;
; With ID 0 at the NORTH position.  This must be your 'healing' spell. and will apply healing
; equally to all characters, independent of their element affinities.
;
; The rest of the elements wield pain according to their position on the chart with element 1, 
; for example, delivering the most damage to element 5, somewhat less to 4 and 6, and a little to 7 and 3
; while hardly any to 0 1 and 2.
;
; It is likely that element 4 (the opposite of 0) will also be singled out for some special
; effect in the future... the element table is new :-)
;
;	arg0	the element ID  0-7
;   arg1	the name of the Element (keep it short, it shows up on the element affinity chart)
;									(also if the first letter could be unique, it would help)
;
; Note: you can actually use element IDs from 8-255 as well, with Spells and Monsters.  But you cannot
; name those elements (they all show up as "chaos" elements)
;
+ELEMENTS
;	arg0	arg1				
;
	0,		"Lumina"		
	1,		"Undine"			
	2,		"Dryad"			
	3,		"Gnome"			
	4,		"Shade"		
	5,		"Salamando"		
	6,		"Luna"		
	7,		"Sylphid"
	8,		"Discordia"	
-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,		"Bladed",	30,			"sword1.wav"
	1,		"Blunt",	50,			"staff.wav"
	2,		"Bow",		100,		        "sword8.wav"
	3,		"Polearm",	80,			"chirp4.wav"
	4,		"Mind",		50,			"fist.wav"
	5,		"Fist",		20,			"fist.wav"
	6,		"Katars",	40,			"chant6.wav"
	7,		"Gun",     	90,			"crow1.wav"
-HANDS


+ITEMS

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

-ITEMS


+SPELLS

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

-SPELLS

+TROPHIES

#include trophies.txt

-TROPHIES

+MONSTERS

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

-MONSTERS


+GROUPS

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

-GROUPS


+LEVELS

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

-LEVELS



;-------------------
; Individual Scenes (each needs a unique scene number)
;
; Reserved Scene numbers are:
;
;   0	Well of Souls (primary well for your main map)
;   1   General CAMP scene (inherits jpeg, theme from closest link)
;   2   General FIGHT scene (inherits jpeg, theme, and monster level from closest link)

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

; Scene Command Overview
;
; A scene consists of a series of scene commands.  The first command of a scene must be the
; "SCENE" command which assigns it a unique id number and some initial settings.  The final
; command must be an "END" command which terminates the scene (otherwise, the first command
; of the following scene would be executed and that would probably be a bad thing)
;
; For example:
;
;	SCENE	<scene number><jpg><type><title>
;     a command
;     another command
;     and the command after that
;	END		<end of scene, personal magic and item use may begin>
;
; While a scene is executing, the player cannot do normal fighting actions, nor use
; items or spells in general.  Link points on the map can be bound to specific scene
; (by ID number) and that starts execution of the scene.  After the first "END" command
; is executed, the scene is over, but the player is left in the scene viewing it in its
; final state.  At that point the player may use items, magic, and possibly fight other
; players.
;
; Please see example scenes in this file for a more intuitive understanding of how scenes
; work.
;
; The following is a list of available scene commands and their usage
;
;-----------
;	THEME	<sound Theme> (if no number given, then use theme from link point)
;			0:			// stop ambient sounds
;			1:			// near a bubbling brook
;			2:			// rain storm
;			3:			// windy aerie
;			4:			// light wind
;			5:			// waterFall
;			6:			// campfire
;			7:			// Raging Fire
;			8:			// Birds
;
; This command turns on and off the background ambient sound effects in the scene. (the initial
; theme can be started automatically as part of the SCENE command)
;			
;-----------
;	MUSIC	<midi file>
;
; This command changes the currently-playing background MIDI music file.  The game  looks first
; in the current world's MIDI folder for a file of the name given.  If not found, it looks in the
; root WoS\MIDI folder for the file.
;
; To turn music off, try to play a file whose name does not exist.
;
;-----------
;	SOUND	<WAV file>
;			as in:  SOUND "mySound.wav"
;
; This command causes the WAV file in the current world's SFX folder to be played (one time)
;
;-----------
;	BKGND	<JPEG file>
;			as in:  BKGND "myBackground"
;
; This command causes the scene's background jpeg to switch. Note that the background
; specified in the SCENE command will be shown first, so if you need to avoid a flash
; of the default background before you determine (via tokens) which background is
; appropriate, be sure to set the default background to something like all black, or 
; whatever works for your world.
;
; New to A76 - WIDE SCENES.  In either the SCENE command or the BKGND command, you can now specify
; an optional WIDTH and HORIZON setting.  For example, if you said the jpeg name was "cave.300.25" that
; would mean "use the file cave.jpg for the background, but it is actually 3x normal width, and the horizon is
; at 25% from the top"  This would limit characters from walking above the bottom 75% of the screen (use 0
; for unrestricted motion).  Since the background was 300% of normal, it could not all be seen at the same
; time.. you would have to walk a long time to cross it all.  And you won't be able to see everyone in the
; scene at the same time.  Hence there is the concept of the CAMERA which attempts to focus the display on
; the most important thing happening.  These rules are complicated and vary with fighting and chatting.
;
;-----------
;	WEATHER	<Weather ID#>
;			as in:  WEATHER 9
;
; This command causes the scene's weather to change
;
;-----------
;	FX	<FX ID #>
;			as in:  FX 2
;
; This command causes the scene's FX to change
;
;-----------
; @labelName
;
; Starting a line of a scene with an @ symbol makes that line a 'label.'  Several commands
; allow you to jump to a labeled line of a scene in an effort to loop, or perform different
; actions based upon the player's circumstances.
;
; Note: the label must be on a line by itself - do not place other scene commands on the same
; line

;-----------
;	GOTO	<labelName>
;
; This command immediately jumps to the specified label and then executes the script command
; on the following line.  Be careful about unintentionally creating infinite loops. Spaces are
; not allowed in label names.  Just use letters and numbers with a single @ in front
;
; For example:
;
;     SCENE <arguments not shown>
;       command1
;       command2
;     @thisIsALabel
;       command3
;       command4
;       GOTO @thisIsALabel
;     END 
;
; This scene will execute commands 1 and 2, then repeat infintely executing commands 3 and 4
;
;-----------
;  GOTO EXIT
;
; This command causes the players to be booted from the scene and back to the map, as if the
; scene host pressed their (camp) EXIT button.
;
;-----------
;  GOTO SCENE <scene number>
;
; This command lets you jump the player from the current scene into a new scene (which then starts
; at its beginning.)
;
; However, when you exit the scene, you will be at your original location (the place where you
; dropped into the original scene). This command never changes your current map.
;
; Jumping to a non-existent scene number may not fail gracefully.
;
;-----------
;  GOTO LINK <map number>, <link number>, <dropin code>
;
; This command actually moves the character to a position just above the specified link on the specified map.
; For example:
;
;     GOTO LINK 0,0
;
; On evergreen, this would take you on top of the gateway link on the main map.
;
; The third argument (dropin code), if present and non-zero, causes the player to drop 'into' the link
; after arriving.  What happens after that is a function of the link in question (might do nothing, might
; go into a scene, might link to a whole different map)
;
; So:
;
;     GOTO LINK 0,0,1
;
; On evergreen, this would move the player to just above the gateway link on the main map, and then drop the
; player INTO the gateway (scene).  When the player exited that scene, they would be on the main map just
; above the gateway.
;
;-----------
;	IF		<id list>   <label>
;			Tnn+Snn-Inn+Gnn+WIN-LOSE+ALIVE-DEAD+YES-NO
;           Token, Spell, Item, Gold, Won last fight, lost last fight, still alive, dead, answered YES or NO to recent ASK
;           all tokens measured against scene SERVER only
;			all specified terms must be TRUE (or FALSE if preceded by minus sign)
;
; This command checks to see if the condition given is TRUE and if so, it jumps to the specified
; label.  Otherwise it just continues with the next scene command.
;
; The condition is specified as a list of IDs separated by plus and minus signs.  The IDs each start
; with a unique letter possibly followed by a number.  For example "I34" means "Item 34" It is TRUE 
; if the player hosting the scene has item 34 in his or her pocket.  "T12" means "Token 12" and
; usually you will check the presence of tokens to decide which path to take through your scene.
;
; If you need two conditions to both be true in order to jump to the label, then list both IDs and
; separate them by a plus sign.  If you use a minus sign in front of an ID, then it is true if
; the player does NOT have that ID.  For example "T12+I15-S22" means: "If the player has Token 12
; AND item 15, BUT NOT spell 22, then the condition is true and the jump to label will occur"
;
; For example:
;
;     SCENE <arguments not shown>
;       command1
;     @label1
;       command2
;       IF  T3-T4+T5, @label2
;       GOTO label1
;     @label2
;       command3
;     END
;
; In this case, the scene starts by executing command1, and then gets stuck in a loop, executing
; command2 over and over until the condition is true, allowing it to jump to label2 and execute
; command3 then leave.  
;
; The condition we are looking for is "Player has token3 and token 5, but NOT token 4" (and
; again, only the player who is hosting the scene is checked. tokens and items in the possession
; of other players in the scene are not important)
;
; The condition IDs supported are:
;
;     ALIVE		player is alive
;	  Cn		true if player is of character class 'n'
;     DEAD		player is dead
;	  Enn		Player is EQUIPPED with item nn (not just in possession of one)
;     Fnn		true if player is on a map with this 'map flag' set. (nn = 1, 2, 4, 8, 16, 32, etc.)
;     Gnn		Player has at least nn gold pieces
;     GS		True if scene host is a 'golden soul'
;     Hnn		true if this CHARACTER is nn hours old (or older)
;     Inn		player has item nn (from ITEMS table)
;     LOSE		player lost last fight in this scene
;     KBn		player has been killed at least once, by monster ID = n
;     KBn.x     player has been killed at least x times by monster ID = n
;     KMn		player has killed at least one monster 'n' (monster ID = n)
;     KMn.x     player has killed at least 'x' monsters of type 'n'
;     M0		true if player is a CHEATER character  (m-zero)
;	  M2		true if player character has played in a modified world before.
;	  M4		true if player has ever turned off the "avoid modified quest files" option.
;     NO		player answered NO to last ASK scene comman
;	  P0    	true if player is a PLAYER KILLER (p-zero)
;     Pnn     	true if player is a PLAYER KILLER *and* has killed other players at least nn times.
;     Qword		player answered 'word' to last ASK scene command (use ^ if your word has spaces.. "Qbutter^fly" matches "butter fly")
;	  Rnn		Random Number (nn = 00-99, represents percent chance of TRUE)
;     Snn		player has spell nn (from SPELLS table)
;	  Tnn		player has token nn (from TOKENS table)
;     Vnn  		true if player's level is greater than or equal to nn
;     WIN		Player won last fight in this scene (after FIGHT scene command)
;     XP		true if the COUNTDOWN TIMER has EXPIRED (use the COUNTDOWN opcode to start the timer)
;     YES		player answered YES to last ASK scene command
;	  #nn		true if player is currently on map nn (as defined in MAPS table)
;
;
;-----------
;   ACTOR	<ID #><character name><skin><pose><x,y>
;
; This command creates an ACTOR in the scene. Actors can walk around and deliver
; scripted lines of text.  Each actor in the scene needs a unique ID number (unique
; to that scene, not to ALL scenes :-)
;
; You give the character a name, the name of a skin file with its image in it, and the
; pose (offset within that file).  These 'villager' skin files are stored in the world's
; MONSTER folder and are long filmstrips with many different villagers in a single
; file.  You also give the actor an initial position to be standing on the screen.
;
; X and Y vary from zero to 100 which relate to the max size of the window (so x=100 is
; always the far right edge of the screen, no matter what size the window has been stretched
; to.)  Using values sufficiently outside the range will start the actor 'off screen' so that
; a subsequent 'MOVE' command can have them appear to walk in from off stage.
;
; You usually define an ACTOR or two right at the start of the scene, but you can use
; the command at any time, in case you have an actor which is only present if certain
; conditions have been met.
;
; For example:
;
;    SCENE <arguments not shown>
;       ACTOR 1, "Old Carl", "joshVillagers", 3, 20, 80
;       IF -T12, @noYoungCarl
;       ACTOR 2, "Young Carl", "joshVillagers", 15, 50, 80
;    @noYoungCarl
;    END
;
; Here the scene starts by creating "Old Carl" as actor #1 standing at the lower left of
; the screen.  Then if the player does NOT have token 12 ("-T12") it jumps to the label
; and skips the creation of "Young Carl" who otherwise would be standing in the lower
; center of the screen.
;
;-----------
;   MOVE	<ID #>, <x>, <y> {,<optional mode>}
;
; This command tells a previously declared ACTOR to move to a new x, y position on the
; screen.  This is a real time action and it may take them awhile to amble on over.  You
; might need a WAIT command if you want the next scene command to not take place until after
; they get there.
;
; The optional <mode> value controls the nature of the motion.  If you don't specify it, it will
; use mode 0 (normal walking).  mode '1' will cause the actor to instantly teleport to the new x,y
; location (A good way to get a character offscreen in a hurry).  As of version A74, modes 2, 3, 4, and 5
; will make the actor move varying amounts of more_quickly.
;
; For example:
;
;    ...
;    MOVE  1, 50,50              <-- actor '1' walks leisurely to center of screen
;    MOVE  2, 0,0, 1             <-- actor '2' teleports instantly to upper left of screen
;
;-----------
;   POSE	<pose>	{, pose2, pose3}	(change pose of current actor)
;
; When you created the ACTOR, you specified both an image file name, and an offset (pose) to
; a particular image of that file's filmstrip.  If you have several images of the same
; character in that file, this command lets you flip between them for whatever reason you
; like.  For example, I use it to 'morph' the evil witch into her true self.
;
; The pose you specify will be held until you specify a different one.  HOWEVER, as of
; version A30, you can specify two additional poses (3 in all, pose1, pose2, and pose3).
;
; If you specify the additional poses then the actor will cycle between pose1 and pose2
; for approximately equal (but random) amounts of time, with occasional brief displays
; of pose3.  For example, pose1 and pose2 might be a frog looking in different directions,
; while pose3 shows his tongue flitting out.  You cannot currently control the timing,
; so for critical animations, just use a sequence of POSE commands with appropriate WAIT
; commands.  The advantage of the multi-pose POSE command is that the animation continues
; even after the script END command, and requires no special scripting.
;
;-----------
;	SELECT	<ID #>		(select actor # as the current speaker)
;
; Some commands work on the 'current actor' as opposed to calling one out by name.  This
; command lets you select the current actor by ID number.
;
;-----------
;	' line of speech by character (additional lines require 'more' click by reader)
;
; This was the first way of making an actor speak.  I seldom use it anymore, but let's
; pretend it is important anyway.  For example:
;
;   SCENE ...
;      ACTOR 1, "Billy", ...
;      ACTOR 2, "Sally", ...
;      SELECT 1
;      ' Hello, my name is Billy
;      SELECT 2
;      ' Hello, my name is Sally
;   END
;
; This is pretty clumsy, and if all you are doing is speaking, it is more efficient to use
; the "N:" form instead, as in:
;
;   SCENE ...
;      ACTOR 1, "Billy", ...
;      ACTOR 2, "Sally", ...
;      1: Hello, my name is Billy
;      2: Hello, my name is Sally
;   END
;
; Each line of text you put in creates a speech bubble over the head of the actor who said it.
; Only one actor can have a speech bubble up at a time, so the script will automatically pause
; before executing the next speech line until the previous bubble disappears.  Bubbles disappear
; after a brief timeout, or can be cleared by right-clicking in them.
;
; The percent sign symbol (%) is used as a special character.  The number following it lets you
; stick in real-time information about the current players.
;
;		%0 - speaking character's name
;		%1 - server player name (player hosting the scene)
;		%2 - client name (each client sees his or her own name)
;		%3 - a random insult name "stupid maggoty rat-face"
;		%4 - name of the last person to type in chat
;		%5 - name of last person who typed YOUR NAME at start of chat line
;   	%C  - class name of scene host ("magic-user")
;       %Cn - class name of class n (starting at 1) from world level tables.
;		%En - item number of equipped item in slot n (n=10 for HELMET..) use n=0 to get 'equipped right hand' item ID
;		%In - name of ITEM n
;		%K0 - Total number of monsters killed by scene host
;	%Kn - Number of monster ID n killed by scene host
;       %L  - level name of scene host ("emperor")
;       %Ln - level name for level n of scene host's class
;       %L-1 - level number of scene host ("99")
;		%Mn - name of MONSTER n
;		%Rn - Random number from 1 to n (n from 1 to 30,000) 
;		%Sn - name of SPELL n
;		%Tn - token name n
;       %% - inserts a single visible percent sign
;
; For example:
;
;      1: Hello, my name is %0.  Your name is %2. Your host's name is %1
;      2: I, %0, think you are a %3!
;      1: I am 99%% sure you are also a %3!
;
;-----------
;   N:  (shorthand SELECT N followed by ' --  N is 0 to 9 only)
;       as in:
;       2: Actor 2 said this
;		1: Actor 1 said this
;
; As described more fully above.
;
; As of A57, you can now use "actor 'H'" to mean "put words in the mouth of the scene host (an
; actual player, not an actor!)
;
;       1: Hello, foolish human
;		1: Repeat after me
;		1: Owa
;       H: Owa     <-- appears to have been typed by scene host
;       1: tana
;       H: tana
;		1: siam
;       H: siam
;       1: Ok, altogether real fast now
;		H: Ok, Owa tana siam..
;       H: Owatanasiam...
;       H: O wat an ass i am
;       H: Hey!!!!
;       1: Hee hee hee
;
; As of A61, you can now use "Actor 'N'" to mean "add some narration to the scene.
;
;       N: And then the sun set on joy.
;
; Narration appears in the chat window, and as a scrolling line of large text in the
; main scene window (but does NOT appear in a chat bubble).
;
;-----------
;   WAIT	<seconds>  (use decimal point for sub-seconds)
;
; This command lets you put in a little pause before the next command is executed.  As in:
;
;   SCENE ...
;       ACTOR 1, "Dave", joshVillagers, 1, 20, 80
;		MOVE 1, 80, 80
;		WAIT  3.5
;       1: I should be there about now
;   END
;
; This creates 'Dave" on the lower left of the screen and then starts him walking to the
; lower right.  3.5 seconds after starting his walk (whether he has finished it or not)
; his speech bubble pops up.
;
;-----------
;	FIGHT	<fight scene - no arguments means 'standard random fight appropriate to vicinity'>
;		FIGHT 1,2,2,4  (fight 4 monsters total, two of type 2)
;
; This command plays out a monster fight within the scripted scene itself.  The next 
; scene command is not executed until the results of the fight are known (all heroes dead
; or all monsters dead).  At that point the WIN and LOSE "IF" conditionals will work.
;
; You can call out a particular collection of monsters via their IDs from the MONSTERS table,
; or you can have monsters selected randomly from the current map area monster group.
;
; For example:
;
;     SCENE ...
;         ACTOR 1, "Zor", evilPeople, 1, 50, 50
;         1: Prepare to die, %2, you %3!
;         FIGHT 23,12,12
;         IF WON, @youWon
;         1: I knew you would lose, you %3!
;         END
;     @youWon
;         1: Big deal, you won, so what, who cares.
;     END
;
; So here we create 'Zor' in the top center of the screen and he insults us.  Then 3 monsters
; appear as in a regular fight scene (with Zor still standing there watching us).  We get one
; monster #23, and two monster #12s (as defined in the MONSTERS table)
;
; After the fight, if the player wins, we jump to label '@youWon' and graciously concede defeat.
; Otherwise we execute the line following the IF and brag a little, then END the scene.
;
; Note that this scene now has two END commands in it.  That's OK.  The first one we execute ends
; the scene.
;
; Stupid FIGHT tricks:
;
;  Use the opcode FIGHT2 for exactly the same effect, except the scene host is also 'stuck in the
;  fight (similar to a PK Attack) until they stand still without fighting for 20 seconds or so
;  (this is about as close to a forced fight to the death as the game gets)
;
; Mercenaries
;
;  If you call out a monster by ID, but add a minus sign, as in:
;  
;    FIGHT  1, 2, 3, -4
;
;  Then that monster will fight on your side (in this case monster ID 4 is the helper against 3 evil monsters)
;
; Mixed Stuff to The Max
;
;  If you include a '*' as one of the monster IDs, it means "also use monsters from the map", so:
;
;     FIGHT  *, 1, 2, 3
;
;  Means you will have a fight with monsters 1, 2, and 3 PLUS whatever a normal fight at this location might
;  have had.
;
; Scene 2 is the FIGHT SCENE
;
;   I hope I am not lying when I say that the FIGHT command in SCENE 2 is what controls all standard map
;   monster fights.  (the kind you get drawn into when hunting or walking the map).  So anything clever you
;   do in that scene will affect all monster fights.  So, you could check what map you were on, what tokens
;   the player had, their spiritual alignment (maybe) etc, and then populate the fight accordingly.
;   This was my intention, in any case, though I never had the courage to try anything radical.
;
;-----------
;	GIVE	<id#> 
;
; This command gives the specified object to all current members of the scene (um, even 
; dead ones I think).  Objects are specified the same as in the "IF" command conditionals
; with a letter followed by a number.  Unlike the IF command, however, you can only give
; one thing per line. (no plus and minus signs please)
;
; Objects you can give include:
;
;		Tn	token N
;		Gn	N pieces of gold
;		In	item N
;       Sn  spell N
;       Hn  n health points (up to max)
;       Mn  n magic points (up to max)
;       <given to all members of scene>
;
; For example
;
;     SCENE ...
;         ACTOR 1, "King", joshRoyalty, 3, 50, 50
;         IF T10, @killedDragon
;         1: I see you have not yet killed the dragon, begone!
;         END
;     @killedDragon
;         1: Hey, you killed the dragon, accept this gold from me, please!
;         GIVE G100
;     END
;
; So, when we visit this scene, the king checks our pocket for token 10 (which we
; presumably get after killing the dragon in some other scene) and if we don't have
; it, the scene ends with a 'hint'
;
; Otherwise, we jump to the label and the king rewards us with 100 gold pieces (generous
; guy, huh?)
;
; Note that this is a bad scene since once we kill the dragon the king will give us another
; 100 GP every time we visit the scene.  Most quests should have another token which means
; "I already gave you your reward" and the scene would check both tokens so we only got
; our reward once.
;
;-----------
;	TAKE	<ID>		<this is evil!>
;		<taken from all members of scene>
;
; Same as the GIVE command, but in reverse.  Very evil.
;
;-----------
;   ASK		<seconds> - waits a while for scene server to type something ("yes" or "no" flags set in response)
;
; This command is used when you want to ask the player a question and actually read his or
; her answer and do something based on the response.  The actual question is asked using the
; normal speech bubble stuff.  You just follow that command with an ASK command as in this
; example:
;
;     SCENE ...
;        ACTOR 1, "King", ...
;        1: Say, %1, does this coat make me look fat?
;		 ASK	20
;        IF  YES, @saidYes
;        1: You really think so?  Thanks!
;        END
;     @saidYes
;        1: Off with your head!  Guards, take %1 to the dungeon and relieve HIM of a few pounds!		
;     END
;
; Here the king poses a question.  The "ASK 20" pauses the script for up to 20 seconds (or
; until the host player types a line of chat).
;
; If a line of chat is entered before the timeout, and it starts with something resembling
; a yes, then the "YES" condition will be true and the "IF" command will jump to the label
; where the king is unhappy with us.  Otherwise (nothing was typed, or what was typed did
; not look like a yes) the king is happy enough and the scene ends.
;
; The "Qword" conditional lets you scan the host player's response for particular words or
; letter sequences ("yes" would be found inside of "yesterday" for example), so you could have
; complicated processing like:
;
;     ...
;     1: What is your favorite color?
;     ASK  30
;     IF Qblue, @wasBlue
;     IF Qred, @wasRed
;     IF Qorange, @wasOrange
;     ...
;
; Note that "Qwords" cannot include spaces, so you cannot have "QI don't know" which would be cool
; for the Monty Python fans.
;
; Oooooh, if I was a good little  programmer, this might work:
;
;      IF QI+Qdon't+@know, @heDontKnow
;
; Of course, that would also trigger on the player response: "Don't you know I like red?" since it 
; checks for the presence of the "Qword" anywhere in the response.  I *think* case is not 
; important (I'm using standard c library "strstr()" for anyone who is interested)
;
;-----------
;	OFFER	<item>{,<item>} - displays a SHOP button which, when pressed, offers the specified items for sale
;
; Normally a scene does not have a SHOP button until you execute an OFFER command.  The OFFER
; command comes in two flavors, differing in the way you specify the list of items available
; in the store.
;
; The OFFER command takes a simple item list and is best used for specialty stores offering
; a limited number of items, as in:
;
;     SCENE ...
;        ACTOR 1, "Shopkeeper", ...
;        1: I have only these items. Buy them or leave!
;        OFFER  4, 12, 103, 11, 22, 7, 15
;     END
;
; Only those seven items will appear when the player presses the SHOP button.  Item numbers
; match to entries in the ITEMS table
;
;-----------
;	OFFER2	<minLevel>,<maxLevel>{,itemClass} - displays a SHOP which offers all defined items between the two levels (with non-zero prices)
;			note: only the first 50 or so qualifying items will make it, so don't try for one store to sell EVERYTHING
;			the optional third argument limits it to items of the specified class.
;
; This newer form of the OFFER command is good for shops which provide a large number of items
; of a particular class.  For example, all boots between level 5 and 10 would be:
;
;      OFFER2 5, 10, 20
;
; Where the class number (20 for boots) is set in the ITEMS table 'class' column.
;
; You can have your store sell several classes  of items at the same time, by including the correct
; three numbers for each class: <minLevel>,<maxLevel>,<itemClass>
;
; As in:
;
;      OFFER2 5,10,20,  5,10,21,  1,10,22
;
; This would offer all class 20 items between levels 5 and 10, all class 21 items between levels
; 5 and 10, and all class 22 items between levels 1 and 10.  (the level limits are inclusive)
;
;-----------
;   GAME  <game number>
;
; Similar to the OFFER button (and you cannot use both OFFER and GAME in the same scene), this
; results in a GAME button appearing for the player.
;
; Pressing that button brings up a mini-game for the  player to enjoy while in the scene.
;
;   GAME 1	- The slobber slots machine.
;	GAME 2	- The Monster Racer
;	GAME 3	- The Search for Pi at Home
;	GAME 4	- Blackjack 
;   GAME 5  - Pokegatchi Training Center (same as 'train pet' on Equip Screen)
;   GAME 6  - Asteroids
;   GAME 7  - Stock Market Game
;   GAME 8  - Tetris
;
; These are all, so far, solo games (since WoS itself is the multiplayer game), but you can
; enjoy them in the presence of other players.
;
;-----------
;   COUNTDOWN <seconds>
;
; This command starts a COUNTDOWN timer (displayed on the main screen) which counts down to zero.
; When it hits zero, it disappears.  Cool huh?
;
; To make it useful, you need a scene which tests it with the 'X' conditional, as in:
;
;	IF  XP, @youAreTooLate
;  	1: You made it before the countdown finished!
;	END

; @youAreTooLate
;  	1: Could you possibly have walked any more slowly?
;
; You can turn the counter off prematurely by setting it to zero ("COUNTDOWN 0")
; The countdown automatically terminates if you leave the game, or change characters.
;
;----------------------------------------------
; The SCENE opcode has the following arguments:
;
;	SCENE		arg1		arg2		arg3		arg4		arg5		arg6
;				scnNum		scn.jpg		Style		Name		Effects		Weather
;
;	scnNum - every scene must have a unique scene number.  Link points on maps can
;			call out specific scene numbers.  In addition to that several scene numbers
;			are special:
;				0	Is always the intial well of souls (where you incarnate)
;				1	The standard 'camp' scene (links can override details)
;				2	The standard 'fight' scene (links can override details)
;				it is advised that you treat scene numbers 0 through 9 as 'reserved' to 
;				avoid conflicts with later developments
;
;	scn.jpg	- The background JPG file (from the SCENES folder of the world) to be used
;			as the background image of the scene.  Do not include the .JPG extension
;
;	Style	-	To Be Defined
;				WELL, FIGHT, SCENE, CUT
;				Just go with the flow on this one for now.  I might make it more important
;				later.  For now, here is the special meaning:
;					WELL - it is the primary Well scene.
;					FIGHT - it is the standard fight scene
;					SCENE - it is a scripted quest scene <-- use this normally
;					CUT	- it is a normal scene, but "heroes" are invisible (only actors appear).
;
;	Name	- The name of the scene (seen on title bar while in the scene)
;
;	Effects	-	Special effects applied to the background JPG.  These effects last for the
;				duration of the scene (except when temporarily modified by a spell during
;				a particular magical attack)
;				0	No effects
;				1	Underwater ripple (as though viewer is under water)
;				2	Lake ripple (as though the bottom 30% of the scene is a lake reflecting)
;				3	Video (every other line is black, giving a 'coarse video' quality
;				4	Jitter (random vertical jitter)
;				5	EarthQuake
;
;	Weather	-	Special effect (on top of all players) showin weather
;				0	no weather
;				1	rain
;				2   medium rain
;				3   heavy rain
;				7   light snow
;				8   medium snow
;				9   heavy snow
;
;-----------------
; PARTY <conditions>
;
; The PARTY command causes each client in the scene to evaluate the conditions (same as IF command conditions)
; and to leave the party if their conditions do not evaluate to TRUE.  Hence it defines what a legal party
; member should look like, and boots non-compliant clients from the party (but not from the scene)
;
; Generally this is intended to sever party members who do not deserve to follow the scene host to a new link, as
; in:
;
;    PARTY T23+T12
;    GOTO LINK 3, 4
;
; In this case, only clients who have tokens 23 and 12 will be allowed to stay in the party, and so when the 
; the party leader/scene host leaps to link (3,4) only those remaining party members go along.  The rest would,
; after the GOTO, be left sitting on the map when the scene expired.  I think.  I hope.  We'll see.
;
; Please note that unlike the IF command, these conditions are evaluated BY THE CLIENT (not by the scene server). 
;
; Another form of this command is EJECT
;
; The EJECT command is identical to PARTY only the people are also removed from the scene.  Remember
; the condion specifies the people who get to STAY in the scene and party.
;
;-----------------------
;  SET <cookieName>, <string>
;
; This command lets you store the string value into a 'cookie' of the specified name.  The cookie in question is
; only set for the scene host and is saved in their character's file.
;
; Later on, you can recover a cookie value by enclosing its name, like this:  #<cookieName>
;
; cookie names must not include spaces or punctuation marks.  Just letters and numbers.
;
; For example
;
;  SET favoriteColor, "blue"
;  1: Hello, %1, I see your favorite color is #<favoriteColor>
;
; The player will see:
;
;  "Hello, Bill, I see your favorite color is blue"
;
; The expansion of cookies is done BEFORE the evaluation of arguments, hence cookies called out inside of quoted
; strings will work... for example:
;
;  SET itemID, "15"
;  GIVE I#<itemID>
;
; In this case, the GIVE command will first be translated by substituting for the cookie, resulting in:
;
; GIVE I15
;
; Do not 'nest' cookies.  If you need to do something really weird, break it up into several steps.
;
; For more information about cookies, and a list of the current "Stock Cookies", please see the Quest Dictionary
; at http://www.synthetic-reality.com/wosquest.htm
;
;---------------------------
;
; ADD cookieName, <string>
;
; The string is evaluated as a number, the named cookie's contents are evaluated as a number, and the
; results are added together numerically and the sum is stored as the new value of the cookie.
;
; Math is performed as 'signed 32 bit integers' so watch out for underflow and overflow situations.  
;
; SET A, "15"
; ADD A, "22"
; 1: Jeepers, the sum is #<A>
;
; Should print: "Jeepers, the sum is 37"
;
; See SUB, MUL, and DIV commands for similar mathematical operations.
;
;-------------
; SUB cookieName, <string>
;
;  subtracts <string> value from cookie
;
;-------------
; MUL cookieName, <string>
;
; multiplies <string> value times cookie
;
;------------
; DIV cookieName, <string>
;
; Divides cookie by <string> (unless <string> evaluates to zero, then nothing happens)
; Note that 2/3 is 0, not 0.66666 since these are integer math operations.
;
;------------
; MODULUS cookieName, <string>
; MOD cookieName, <string>     <-- short form also accepted.
;
; Performs a modulus operation on the cookie.  (If you prefer, you can think of this as a
; 'remainder' function.
;
; You may not get the result you expect if cookie has a negative value to begin with.
; If <string> evaluates to 0, nothing happens.
;
;-----------------------------
; COMPARE  A,B  (with associated IFx commands)
;
;Fairly simple and brain damaged, I document by example:
;
;       COMPARE  A,B
;       IF=  @theyAreEqual
;       IF>  @AbiggerThanB
;       IF<  @AlessThanB
;
; The COMPARE command subtracts B from A and saves the result in a special place which doesn't get munged 
; until the next time you use the COMPARE command.
;
; The three IFx commands test that special result and jump to the label if the result was as indicated. 
; So your IFx command doesn't HAVE to immediately follow the COMPARE command, though I suspect it generally will.
;
; Arguments A and B are interpreted as signed decimal numbers.  For now you are stuck with constants and cookies.  
; So, you can do:
;
;        COMPARE  #<cookie>, "2"
;        COMPARE  #<cookie1>, #<cookie2>
;


+SCENES
;--------------
; SCENE 0 must be primary well of souls
;
; It is only used for switching souls (saved games), not for general resurrection and recharge
; Let's also use it as our own little tutorial for the new scenewriter (thank Merlin)
;
; First we need a 'SCENE' command to assign:
;  a scene number (zero), 
;  a BACKGROUND JPEG (temple.jpg),
;  the scene 'style' (WELL), 
;  the scene name "Well of Souls", 
;  the current EFFECT (2 =lake ripple),
;  and the current WEATHER (7 = snow)
;
SCENE 0		1, WELL, "Well of Souls", 2, 7

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

; Then we define ACTOR #1 (The Blind Sage) using frame 32 of the MONSTERS skin "joshMiscelleneous.bmp"
; The actor begins at location (0, 60) which is in the  bottom left of the screen
	ACTOR	1,	"The Well's Guardian", joshMiscellaneous, 2, 0, 60

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

; Now we set the POSE of the current actor (actor #1) using the 3-frame form.  This is 
; pretty boring since we use the same frame for all 3 choices (frame 32).  Normally you would
; use 3 different frames.  The game will automatically cycle between the first two frames
; with roughly equal probability.  The third frame will be used only briefly now and then (so
; it should be the "blinking eye" or "lashing tongue" or something else you only want to see now and
; then, while the first two frames would be the shifting between feet, or breathing, effect.
	POSE	2,2,2

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

; Now we wait one second to let his motion be apparent to the player
	WAIT	2.0

1: Welcome to the Well of Souls.
1: Beyond this collection of the world's spirits lies the world of Tolaria, once peaceful, but now hostile.
1: You will find much excitment, and much danger on the road ahead.
1: In order to make your mark on this troubled land, you must first INCARNATE a soul.
1: If you haven't yet made one, be sure to click the NEW button, and make a new character to partake in this great struggle.
1: Until that happens, feel free to stay here and rest.
; OK, he finally shut up.  We don't have anything else to accomplish in this scene, so we need to end it using the
; END command.  It ends the scene.
END

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

;--------------
; SCENE 1 must be primary CAMP scene
;
SCENE 1
	THEME
	SET	ClickCount, 0
	IF	C9, @yeah
	STRCMP	#<soul.id>, "SOUL 2224"
	IF=	@yeah
	STRCMP	#<soul.id>, "SOUL 2241"
	IF=	@yeah
	STRCMP	#<soul.id>, "7DE220B9"
	IF= @yeah
	STRCMP	#<soul.id>, "SOUL 3050"
	IF=	@yeah
	COMPARE #<num.isPKAttack>, 1
	IF= @pk
	COMPARE #<num.isPKAttack>, 2
	IF= @pk	
	@resume
	IF M0, @yeah
	IF M2, @yeah
	@safe
	SET sceneLock, 0
	ACTOR	9, "Lock", danNoFloat, 6, 95, 10
	SET	lockname, "Lock"
	IF	T88, @timecheck
	IF	T92, @blesscheck
	@cancel
END
@timecheck
	IF	XP, @timedeath
	END
@blesscheck
	IF XP, @losebless
	END
@timedeath
	TAKE	H32000
	TAKE	M32000
	N: You ran out of air!
	END
@losebless
	TAKE	T92
	N: The Sea God's blessing has faded...
	END

@eventActorClick9
	ADD	ClickCount, 1
	COMPARE	#<ClickCount>, 10
	IF= @giggle
	COMPARE	#<ClickCount>, 25
	IF=	@laugh
	COMPARE #<ClickCount>, 60
	IF=	@rofl
	STRCMP	#<str.soul>, "SOUL 2060"
	IF=	@lock2
	@Menu1
	MENU	"#<lockname>=@lock", "Cook=@Cook", "Return to #<SPlocation>=@gotosp", "Web=@webmenu", "Cancel=@cancel"
	GOTO	@Menu1
@lock2
MENU	"#<lockname>=@lock", "Cook=@Cook", "Return to #<SPlocation>=@gotosp", "Web=@webmenu", "Cancel=@cancel", "Christmas=@Christmas", "Hide+Seek=@hide", "Test=@test", "Tonic=@tonic", "Monster=@mobspawn"
GOTO	@lock2

@christmas
SET	num.trophybagwidth,	9
SET	num.trophybagheight,	9
HOST_GIVE	I260
HOST_GIVE	I261
HOST_GIVE	I251
HOST_GIVE	I252
HOST_GIVE	Z1005
HOST_GIVE	Z1006
HOST_GIVE	Z1007
HOST_GIVE	Z1008
HOST_GIVE	Z1009
HOST_GIVE	Z1010
HOST_GIVE	T2512
HOST_GIVE	Z1000.99
N: Christmas items given.
END

@tonic
MENU	"WIS=@wis", "STR=@str", "STA=@sta", "AGI=@agi", "DEX=@dex", "Gods=@god"
END
@wis
GIVE	I20
N: Merry Christmas!
END
@str
GIVE	I21
N: Merry Christmas!
END
@sta
GIVE	I22
N: Merry Christmas!
END
@agi
GIVE	I23
N: Merry Christmas!
END
@dex
GIVE	I24
N: Merry Christmas!
END
@god
GIVE	I25
N: Merry Christmas!
END
@hide
HOST_GIVE	Z1005
HOST_GIVE	Z1006
HOST_GIVE	Z1007
HOST_GIVE	Z1008
HOST_GIVE	Z1009
HOST_GIVE	Z1010
HOST_GIVE	I253
HOST_GIVE	I254
HOST_GIVE	I255
HOST_GIVE	I256
HOST_GIVE	I257
HOST_GIVE	I258
END

@test
GIVE	I253
GIVE	I254
GIVE	I255
GIVE	I256
GIVE	I257
GIVE	I258
N: Testing items given.
END

@mobspawn
	N: Enter ID number of Monster.
	ASk	32000, 1
	FIGHT #<lastAsk>
	END

@giggle
	9: Please don't do that. You're violating my personal space.
	9: Here's an idea though! How about you go violate something else!
	GOTO @Menu1
@Laugh
	9: Dammit! I said stop! That hurts!
	9: How would you like it if I clicked on you all the time? Huh!?
	GOTO	@menu1
@rofl
	9: All right, that does it.
	9: FEEL MY WRATH!
	TAKE H32000
	9: That'll teach you to mess with a lock.
	SET	ClickCount, 0
	GOTO	@Menu1
	END
	
@lock
	COMPARE #<sceneLock>, 0
	IF= @lockScene
	LOCK 0
	SET sceneLock, 0
	SET	lockname, "Lock"
	SEL 9
	POSE	6
	END
@lockScene
	LOCK 1
	SET sceneLock, 1
	SET	lockname, "Unlock"
	SEL 9
	POSE	5 
	END

@yeah
	STRCMP	#<str.soul>, "4A6754C8"
	IF= @Safe
	STRCMP	#<str.soul>, "7FAEA13A"
	IF= @Safe
	STRCMP	#<str.soul>, "SOUL 2060"
	IF= @Safe
	STRCMP	#<str.soul>, "5E5C5143"
	IF= @Safe	
	GOTO	LINK	 66, 0, 1
@pk
	FLAGS	45056
	LOCK 1
	N: PK Attack! 
	N: Locked Camp!
	N: No Healing, Stunning, or Tickets!
	END
@cook
	CALL	3@cookingfunction
	END
@gotosp
	SET SPcharge, #<num.hostGP>
	DIV SPcharge, 10
	SET SPcharge2, #<num.hostLevel>
	MUL	SPcharge2, 100
	COMPARE #<SPcharge>, #<SPcharge2>
	IF>	@oneismore
	COMPARE	#<num.PeopleinScene>, 1
	IF>	@morethanone
	COMPARE	#<num.PeopleinParty>, 1
	IF>	@morethanone
	SET SPchargeamount, #<SPcharge>
	9: I can return you to your Save Point of #<SPlocation> for #<SPcharge> Septi. Is this acceptable?
	@returntospmenu
	MENU	"Yes=@returntospyes", "No=@returntospno"
	GOTO @returntospmenu
@returntospyes
	IF -G#<SPchargeamount>, @notenoughSPsepti
	HOST_TAKE	G#<SPchargeamount>
	9: I will now return you to #<SPlocation>.
	TAKE	T88
	COUNTDOWN	0
	GOTO LINK	#<spid>, 0
@returntospno
	9: Return to me at another time.
	END
@oneismore
	SET SPchargeamount, #<SPcharge2>
	9: I can return you to your Save Point of #<SPlocation> for #<SPcharge2> Septi. Is this acceptable?
	GOTO @returntospmenu
@notenoughSPsepti
	9: You should never actually see this message, so fock ye.
	END
@morethanone
	9: I can only warp you, so please ditch any friends before attempting to return to your save point.
	END
@webmenu
	MENU	"Check for Updates=@updates", "Forums=@forums", "Cancel=@cancel"
	GOTO @webmenu
@updates
	HTML	"http://www.synthetic-reality.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=12;t=002513;p=1#000000"
	END
@forums
	HTML	"http://www.tolariansaga.net/forums"
	END
;--------------
; SCENE 2 must be primary FIGHT scene (for automatic fights)
;
SCENE 2
	IF	C9, @yeah
	IF	M0, @yeah
	IF	M2, @yeah
	STRCMP	#<soul.id>, "SOUL 2224"
	IF=	@yeah
	STRCMP	#<soul.id>, "SOUL 2241"
	IF=	@yeah
	STRCMP	#<soul.id>, "SOUL 3050"
	IF= @yeah
	THEME
	COMPARE	#<num.trophybagwidth>, 1
	IF<	@needTrophy
	@safe
	IF	T88, @anotherfight
	IF	T92, @blessfight
	FIGHT
	IF WIN, @won
	@lost
	ACTOR	5	"The Well's Guardian", joshMiscellaneous, 2, 0, 0
	WEATHER	7
	MOVE	5, 25, 56
	WAIT 4
	COMPARE	#<SPset>, 0
	IF=	@nosavepoint
	5: Looks like you died. If you want, I can transport you back to your save point.
	@Menu
	MENU	"Yes=@yes", "No=@no"
	GOTO	@Menu
	END
	@Won
	IF T88, @timecheck
	IF T92, @blesscheck
	@createlock
	SET sceneLock, 0
	ACTOR	9, "Lock", danNoFloat, 6, 95, 10
	SET	lockname, "Lock"
	@safe2
	END
@anotherfight
	IF XP, @timedeath
	FIGHT
	IF	WIN, @won
	GOTO @lost
@blessfight
	IF XP, @losebless
	FIGHT
	IF	WIN, @won
	GOTO	@lost
@timecheck
	IF XP, @timedeath
	GOTO	@createlock
@blesscheck
	IF	XP, @losebless
	GOTO	@createlock
@losebless
	TAKE	T92
	N: The Sea God's blessing has faded...
	END
@timedeath
	TAKE	H32000
	TAKE	M32000
	N: You've run out of air!
	END
@needTrophy
SET	num.trophyBagWidth, "3"
SET	num.trophybagHeight, "3"
GOTO	@safe

@eventActorClick9
	ADD	ClickCount, 1
	COMPARE	#<ClickCount>, 10
	IF= @giggle
	COMPARE	#<ClickCount>, 25
	IF=	@laugh
	COMPARE #<ClickCount>, 60
	IF=	@rofl
	@Menu1
	MENU	"#<lockname>=@lock", "Cook=@Cook", "Return to #<SPlocation>=@gotoSP", "Web=@webmenu", "Cancel=@safe2"
	GOTO	@Menu1

@giggle
	9: Please don't do that. You're violating my personal space.
	9: Here's an idea though! How about you go violate something else!
	GOTO @Menu1
@Laugh
	9: Dammit! I said stop! That hurts!
	9: How would you like it if I clicked on you all the time? Huh!?
	GOTO	@menu1
@rofl
	9: All right, that does it.
	9: FEEL MY WRATH!
	TAKE H32000
	9: That'll teach you to mess with a lock.
	SET	ClickCount, 0
	GOTO	@Menu1
	END	
@lock
	COMPARE #<sceneLock>, 0
	IF= @lockScene
	LOCK 0
	SET sceneLock, 0
	SET	Lockname, "Lock"
	SEL 9
	POSE	6
	END
@lockScene
	LOCK 1
	SET sceneLock, 1
	SET	lockname, "Unlock"
	SEL 9
	POSE	5 
	END
@cook
	CALL	3@cookingfunction
	END
@yes
	5: Alright then, close your eyes, and I'll take you back to #<SPlocation>...
	TAKE	T88
	COUNTDOWN	0
	GOTO LINK	#<SPID>, 0
	END
@no
	5: Suit yourself, but I'm outta here.
	MOVE	5, 0, 0
	WAIT	4
	WEATHER	0
	END
@yeha
	STRCMP	#<str.soul>, "Soul 2060"
	IF= @safe
	GOTO	@yeah
@yeah
	STRCMP	#<str.soul>, "7FAEA13A"
	IF= @Safe
	STRCMP	#<str.soul>, "SOUL 2060"
	IF= @Safe
	STRCMP	#<str.soul>, "5E5C5143"
	IF= @Safe
	GOTO	LINK	 66, 0, 1
END
@nosavepoint
	5: Looks like you don't have a save point identified yet. I've set your default save point to your home in Malano. Would you like me to warp you there now?
	SET	SPID, 0
	SET	SPlocation, "Malano"
	SET	SPset, 1
	@deadnospmenu
	MENU	"Yes=@yes", "No=@No"
	GOTO	@deadnospmenu
@gotosp
	SET SPcharge, #<num.hostGP>
	DIV SPcharge, 10
	SET SPcharge2, #<num.hostLevel>
	MUL	SPcharge2, 100
	COMPARE #<SPcharge>, #<SPcharge2>
	IF>	@oneismore
	COMPARE	#<num.PeopleinScene>, 1
	IF>	@morethanone
	COMPARE	#<num.PeopleinParty>, 1
	IF>	@morethanone
	SET SPchargeamount, #<SPcharge>
	9: I can return you to your Save Point of #<SPlocation> for #<SPcharge2> Septi. Is this acceptable?
	@returntospmenu
	MENU	"Yes=@returntospyes", "No=@returntospno"
	GOTO @returntospmenu
@returntospyes
	IF -G#<SPchargeamount>, @notenoughSPsepti
	HOST_TAKE	G#<SPchargeamount>
	9: I will now return you to #<SPlocation>.
	TAKE	T88
	COUNTDOWN	0
	GOTO LINK	#<spid>, 0
@oneismore
	SET SPchargeamount, #<SPcharge2>
	9: I can return you to your Save Point of #<SPlocation> for #<SPcharge2> Septi. Is this acceptable?
	GOTO @returntospmenu
@returntospno
	9: Return to me at another time.
	END
@notenoughSPsepti
	9: You should never actually see this message, so fock ye.
	END
@morethanone
	9: I can only warp you, so please ditch any friends before attempting to return to your save point.
	END
@webmenu
	MENU	"Check for Updates=@updates", "Forums=@forums", "Cancel=@safe2"
	GOTO @webmenu
@updates
	HTML	"http://www.synthetic-reality.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=12;t=002513;p=1#000000"
	END
@forums
	HTML	"http://www.tolariansaga.net/forums"
	END		

;--------

SCENE 3		ItemShop, SCENE, "Tash's Grocery"
ACTOR	1, "Natasha", JoshTownsfolk, 32, 17, 71
1: Welcome to Tash's Grocery!
1: We offer the finest in fresh goods.
1: Check them out!
OFFER	168, 169, 170, 171, 172, 173, 174, 175, 39, 40
END

@EventActorClick1
COMPARE #<num.trophybagwidth>, "5"
IF<	@NeedsApples
1: Hey, thanks for bringing me those apples! I like to put them on my face when I sleep. It's good for wrinkles, you know.
END

@NeedsApples
IF Z9.10, @hasApples
1: Hey, I was wondering if you could bring me some apples.
H: Uh... Don't you have a shop that's FULL of them?
1: Yes, but these are a special kind of apple. These are GREEN apples.
H: Why do you want green ones?
1: I use them for.... Personal reasons...
H: O....Kaaaay.
1: Anyway, if you could bring me 10 Green Apples, I'll give you something nice.
END

@hasApples
1: Oh, you brought the apples! Thanks!
H: Yeah...
1: I'll just be taking those!
HOST_TAKE	Z9.10
1: And this is for you. A bigger trophy bag!
SET	num.trophybagwidth, "5"
SET	num.trophybagheight, "5"
H: Thanks!
1: No, thank you! These apples will make me pretty!
H: Pretty... With apples...?
H: /a thinks: I better not ask....
END

@cookingfunction
	COMPARE #<cookinginit>, 1
	IF<	@Needsinit
		MENU "#<recipe1>=@CheeseSandwich", "#<recipe2>=@FruitSalad", "#<recipe3>=@HamSandwich", "#<recipe4>=@SeafoodSalad", "#<recipe5>=@recipe50", "#<recipe6>=@HamMeal", "#<recipe7>=@GrilledChickenSalad", "#<recipe8>=@recipe80", "Cancel=@end"
		GOTO	@cookingfunction
@end
RETURN
@Needsinit
	COMPARE #<cookinginit>, 1
	IF=	@cookingfunction
	;Melee
	IF C1, @meleeinit
	IF C3, @meleeinit
	IF C4, @meleeinit
	IF C5, @meleeinit
	IF C8, @meleeinit
	IF C13, @meleeinit
	IF C14, @meleeinit
	;Mage
	IF C2, @mageinit
	IF C6, @mageinit
	IF C7, @mageinit
	IF C15, @mageinit
	IF C16, @mageinit
	@meleeinit
	SET recipe1, "Cheese Sandwich"
	SET recipe2, "-----"
	SET recipe3, "-----"
	SET recipe4, "-----"
	SET recipe5, "-----"
	SET recipe6, "-----"
	SET recipe7, "-----"
	SET recipe8, "-----"
	SET cookingexp, 0
	SET cookingtnl, 10
	SET cookinglvl, 1
	SET cookinginit, 1
	SET initype, 1
	GOTO	@cookingfunction
	@mageinit
	SET recipe1, "-----"
	SET recipe2, "Fruit Salad"
	SET recipe3, "-----"
	SET recipe4, "-----"
	SET recipe5, "-----"
	SET recipe6, "-----"
	SET recipe7, "-----"
	SET recipe8, "-----"
	SET cookingexp, 0
	SET cookingtnl, 10
	SET cookinglvl, 1
	SET cookinginit, 1
	SET initype, 2
	GOTO	@cookingfunction
	RETURN
@needsexp
	N: You don't know this recipe yet. 
	RETURN
@nomats
	N: You lack the ingredients to prepare a #<recipename>!
	RETURN
@CheeseSandwich
	COMPARE #<initype>, 1
	IF=	@recipe11
	GOTO	@recipe12
@FruitSalad
	COMPARE	#<initype>, 1
	IF= @recipe21
	GOTO	@recipe22
@HamSandwich
	COMPARE	#<initype>, 1
	IF=	@recipe31
	GOTO	@recipe32
@SeafoodSalad
	COMPARE #<initype>, 1
	IF=	@recipe41
	GOTO	@recipe42
@HamMeal
	COMPARE	#<initype>, 1
	IF=	@recipe61
	GOTO	@recipe62
@GrilledChickenSalad
	COMPARE	#<initype>, 1
	IF=	@recipe71
	GOTO	@recipe72
@recipe11
	SET ingredient1, 168
	SET ingredient2, 170
	SET recipename, "Cheese Sandwich"
	IF -I#<ingredient1>, @nomats
	IF -I#<ingredient2>, @nomats
	SET recoverhp, #<num.hostmaxHP>
	DIV recoverhp, 10
	SET	recovermp, 0
	SET prepare, 1
	ADD recoverhp, 150
	IF I40, @Condimentcheck
	GOTO @prepare#<prepare>
@recipe12
	COMPARE #<cookinglvl>, 2
	IF<	@needsexp
	SET ingredient1, 168
	SET ingredient2, 170
	SET recipename, "Cheese Sandwich"
	IF -I#<ingredient1>, @nomats
	IF -I#<ingredient2>, @nomats
	SET recoverhp, #<num.hostmaxHP>
	DIV recoverhp, 10
	SET	recovermp, 0
	SET prepare, 1
	ADD recoverhp, 150
	IF I40, @Condimentcheck
	GOTO @prepare#<prepare>
@recipe21
	COMPARE	#<cookinglvl>, 2
	IF<	@needsexp
	SET	ingredient1, 169
	SET	ingredient2, 175
	SET	recipename, "Fruit Salad"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	SET	recoverhp, 0
	SET	recovermp, #<num.hostmaxMP>
	DIV	recovermp, 10
	ADD	recovermp, 15
	SET	prepare, 1
	IF	I40, @Condimentcheck
	GOTO @prepare#<prepare>
@recipe22
	SET	ingredient1, 169
	SET	ingredient2, 175
	SET	recipename, "Fruit Salad"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	SET	recoverhp, 0
	SET	recovermp, #<num.hostmaxMP>
	DIV	recovermp, 10
	ADD	recovermp, 15
	SET	prepare, 1
	IF	I40, @Condimentcheck
	GOTO @prepare#<prepare>
@recipe31
	COMPARE	#<cookinglvl>, 3
	IF<	@needsexp
	SET	ingredient1, 171
	SET	ingredient2, 170
	SET	ingredient3, 168
	SET	recipename, "Ham Sandwich"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	IF	-I#<ingredient3>, @nomats
	SET	recoverhp, #<num.hostmaxHP>
	SET	recovermp, 0
	DIV	recoverhp, 3
	ADD	recoverhp, 300
	SET	prepare, 2
	IF	I40, @Condimentcheck
	GOTO @prepare#<prepare>
@recipe32
	COMPARE	#<cookinglvl>, 4
	IF<	@needsexp
	SET	ingredient1, 171
	SET	ingredient2, 170
	SET	ingredient3, 168
	SET	recipename, "Ham Sandwich"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	IF	-I#<ingredient3>, @nomats
	SET	recoverhp, #<num.hostmaxHP>
	SET	recovermp, 0
	DIV	recoverhp, 3
	ADD	recoverhp, 300
	SET	prepare, 2
	IF	I40, @Condimentcheck
	GOTO @prepare#<prepare>
@recipe41
	COMPARE #<cookinglvl>, 4
	IF<	@needsexp
	SET	ingredient1, 174
	SET	ingredient2, 175
	SET	ingredient3, 170
	SET	recipename, "Seafood Salad"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	IF	-I#<ingredient3>, @nomats
	SET	recoverhp, 0
	SET	recovermp, #<num.hostmaxMP>
	DIV	recovermp, 3
	ADD	recovermp, 30
	SET	prepare, 2
	IF	I40, @condimentcheck
	GOTO	@prepare#<prepare>
@recipe42
	COMPARE #<cookinglvl>, 3
	IF<	@needsexp
	SET	ingredient1, 174
	SET	ingredient2, 175
	SET	ingredient3, 170
	SET	recipename, "Seafood Salad"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	IF	-I#<ingredient3>, @nomats
	SET	recoverhp, 0
	SET	recovermp, #<num.hostmaxMP>
	DIV	recovermp, 3
	ADD	recovermp, 30
	SET	prepare, 2
	IF	I40, @condimentcheck
	GOTO	@prepare#<prepare>
@recipe50
	COMPARE	#<cookinglvl>, 5
	IF<	@needsexp
	SET	ingredient1, 168
	SET	ingredient2, 175
	SET	ingredient3, 173
	SET	ingredient4,	 39
	SET	recipename, "BLT"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	IF	-I#<ingredient3>, @nomats
	IF	-I#<ingredient4>, @nomats
	SET	recoverhp, #<num.hostmaxHP>
	DIV	recoverhp, 4
	ADD	recoverhp, 200
	SET	recovermp, #<num.hostmaxMP>
	DIV	recovermp, 4
	ADD	recovermp, 20
	SET	prepare, 3
	IF	I40, @condimentcheck
	GOTO	@prepare#<prepare>
@recipe61
	COMPARE	#<cookinglvl>, 6
	IF<	@needsexp
	SET	ingredient1, 168
	SET	ingredient2, 172
	SET	ingredient3, 171
	SET	ingredient4,	 175
	SET	recipename, "Ham Meal"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	IF	-I#<ingredient3>, @nomats
	IF	-I#<ingredient4>, @nomats
	SET	recoverhp, #<num.hostmaxHP>
	SET	recovermp, 0
	DIV	recoverhp, 2
	ADD	recoverhp, 600
	SET	prepare, 3
	IF	I40, @Condimentcheck
	GOTO @prepare#<prepare>
@recipe62
	COMPARE	#<cookinglvl>, 7
	IF<	@needsexp
	SET	ingredient1, 168
	SET	ingredient2, 172
	SET	ingredient3, 171
	SET	ingredient4,	 175
	SET	recipename, "Ham Meal"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	IF	-I#<ingredient3>, @nomats
	IF	-I#<ingredient4>, @nomats
	SET	recoverhp, #<num.hostmaxHP>
	SET	recovermp, 0
	DIV	recoverhp, 2
	ADD	recoverhp, 600
	SET	prepare, 3
	IF	I40, @Condimentcheck
	GOTO @prepare#<prepare>
@recipe71
	COMPARE #<cookinglvl>, 7
	IF<	@needsexp
	SET	ingredient1, 171
	SET	ingredient2, 170
	SET	ingredient3, 175
	SET	ingredient4,	 173
	SET	recipename, "Grilled Chicken Salad"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	IF	-I#<ingredient3>, @nomats
	IF	-I#<ingredient4>, @nomats
	SET	recoverhp, 0
	SET	recovermp, #<num.hostmaxMP>
	DIV	recovermp, 2
	ADD	recovermp, 60
	SET	prepare, 3
	IF	I40, @condimentcheck
	GOTO	@prepare#<prepare>
@recipe72
	COMPARE #<cookinglvl>, 6
	IF<	@needsexp
	SET	ingredient1, 171
	SET	ingredient2, 170
	SET	ingredient3, 175
	SET	ingredient4,	 173
	SET	recipename, "Grilled Chicken Salad"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	IF	-I#<ingredient3>, @nomats
	IF	-I#<ingredient4>, @nomats
	SET	recoverhp, 0
	SET	recovermp, #<num.hostmaxMP>
	DIV	recovermp, 2
	ADD	recovermp, 60
	SET	prepare, 3
	IF	I40, @condimentcheck
	GOTO	@prepare#<prepare>
@recipe80
	COMPARE	#<cookinglvl>, 8
	IF<	@needsexp
	SET	ingredient1, 174
	SET	ingredient2, 173
	SET	ingredient3, 172
	SET	ingredient4,	 39
	SET	recipename, "Full Course"
	IF	-I#<ingredient1>, @nomats
	IF	-I#<ingredient2>, @nomats
	IF	-I#<ingredient3>, @nomats
	IF	-I#<ingredient4>, @nomats
	SET	recoverhp, #<num.hostmaxHP>
	DIV	recoverhp, 2
	ADD	recoverhp, 450
	SET	recovermp, #<num.hostmaxMP>
	DIV	recovermp, 2
	ADD	recovermp, 45
	SET	prepare, 3
	IF	I40, @condimentcheck
	GOTO	@prepare#<prepare>	
@condimentcheck
	N: You have Condiments. Would you like to use them?
	@concheck2
	MENU	"Yes=@yeh", "No=@anio"
	GOTO	@concheck2
@anio
	GOTO	@prepare#<prepare>
@yeh
	SET recoverhp2, #<recoverhp>
	SET recovermp2, #<recovermp>
	DIV recoverhp2, 10
	DIV recovermp2, 10
	ADD recoverhp, #<recoverhp2>
	ADD recovermp, #<recovermp2>
	HOST_TAKE	I40
	N: Condiments used!
	WAIT	2
	GOTO	@prepare#<prepare>
@prepare1
	HOST_TAKE	I#<ingredient1>
	HOST_TAKE	I#<ingredient2>
	GIVE	H#<recoverhp>
	GIVE	M#<recovermp>
	N: #<recipename> prepared! Party HP recovered by #<recoverhp> and MP by #<recovermp>!
	ADD cookingexp, 1
	COMPARE #<cookingexp>, #<cookingtnl>
	IF=	@levelup
	IF>	@levelup
	RETURN
@prepare2
	HOST_TAKE	I#<ingredient1>
	HOST_TAKE	I#<ingredient2>
	HOST_TAKE	I#<ingredient3>
	GIVE	H#<recoverhp>
	GIVE	M#<recovermp>
	N: #<recipename> prepared! Party HP recovered by #<recoverhp> and MP by #<recovermp>!
	ADD cookingexp, 2
	COMPARE #<cookingexp>, #<cookingtnl>
	IF= @levelup
	IF> @levelup
	RETURN
@prepare3
	HOST_TAKE	I#<ingredient1>
	HOST_TAKE	I#<ingredient2>
	HOST_TAKE	I#<ingredient3>
	HOST_TAKE	I#<ingredient4>
	GIVE	H#<recoverhp>
	GIVE	M#<recovermp>
	N: #<recipename> prepared! Party HP recovered by #<recoverhp> and MP by #<recovermp>!
	ADD cookingexp, 3
	COMPARE	#<cookingexp>, #<cookingtnl>
	IF= @levelup
	IF> @levelup
	RETURN
@levelup
	SET	cookingexp, 0
	ADD	cookinglvl, 1
	MUL	cookingtnl, 3
	DIV	cookingtnl, 2
	COMPARE #<initype>, 2
	IF=	@levelup2
	COMPARE	#<cookinglvl>, 2
	IF=	@level12
	COMPARE	#<cookinglvl>, 3
	IF=	@level13
	COMPARE	#<cookinglvl>, 4
	IF=	@level14
	COMPARE	#<cookinglvl>, 5
	IF=	@level15
	COMPARE	#<cookinglvl>, 6
	IF=	@level16
	COMPARE	#<cookinglvl>, 7
	IF=	@level17
	COMPARE	#<cookinglvl>, 8
	IF=	@level18
	RETURN
@levelup2
	COMPARE	#<cookinglvl>, 2
	IF=	@level22
	COMPARE	#<cookinglvl>, 3
	IF=	@level23
	COMPARE	#<cookinglvl>, 4
	IF=	@level24
	COMPARE	#<cookinglvl>, 5
	IF=	@level25
	COMPARE	#<cookinglvl>, 6
	IF=	@level26
	COMPARE	#<cookinglvl>, 7
	IF=	@level27
	COMPARE	#<cookinglvl>, 8
	IF=	@level28
	RETURN
@level12
	SET	recipe2, "Fruit Salad"
	N: Cooking level up! Learned #<recipe2> recipe!
	RETURN
@level13
	SET recipe3, "Ham Sandwich"
	N: Cooking level up! Learned #<recipe3> recipe!
	RETURN
@level14
	SET	recipe4, "Seafood Salad"
	N: Cooking level up! Learned #<recipe4> recipe!
	RETURN
@level15
	SET recipe5, "BLT"
	N: Cooking level up! Learned #<recipe5> recipe!
	RETURN
@level16
	SET	recipe6, "Ham Meal"
	N: Cooking level up! Learned #<recipe6> recipe!
	RETURN
@level17
	SET	recipe7, "Grilled Chicken Salad"
	N: Cooking level up! Learned #<recipe7> recipe!
	RETURN
@level18
	SET	recipe8, "Full Course"
	N: Cooking level up! Learned #<recipe8> recipe!
	RETURN
@level22
	SET	recipe1, "Grilled Cheese"
	N: Cooking level up! Learned #<recipe1> recipe!
	RETURN
@level23
	SET	recipe4, "Seafood Salad"
	N: Cooking level up! Learned #<recipe4> recipe!
	RETURN
@level24
	SET recipe3, "Ham Sandwich"
	N: Cooking level up! Learned #<recipe3> recipe!
	RETURN
@level25
	SET recipe5, "BLT"
	N: Cooking level up! Learned #<recipe5> recipe!
	RETURN
@level26
	SET	recipe7, "Grilled Chicken Salad"
	N: Cooking level up! Learned #<recipe7> recipe!
	RETURN
@level27
	SET	recipe6, "Ham Meal"
	N: Cooking level up! Learned #<recipe6> recipe!
	RETURN
@level28
	SET	recipe8, "Full Course"
	N: Cooking level up! Learned #<recipe8> recipe!
	RETURN
;--------------

;---------
; WARP SHARD scene

SCENE 5	
	COMPARE #<num.peopleinscene>, 1
	IF>	@toomany
	COMPARE #<num.peopleinparty>, 1
	IF>	@toomany
	GOTO LINK	#<SPid>, 0
	END
	@toomany
	N: There were too many people in the group. The Warp Shard lacks the power to transport them all.
	END

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

SCENE 6 bedroom, SCENE, "Nagrid's Hut"
	ACTOR	1,	"Nagrid", joshMiscellaneous, 20, 17, 71
	COMPARE	#<num.trophybagwidth>, 5
	IF=	@needsquest
	@doesntafterall
	1: Ree hee hee, there's nothing I can do for you, sonny...
	@needsquest
	COMPARE	#<bagquest>, 1
	IF=	@hasquest
	1: Ree hee hee, sonny....
	1: Looks like ya have yerself a nice trophy bag there!
	1: If ya'd be so kind as to do my shoppin' for me...
	1: Then maybe I can make it bigger!
	1: AH-HA-HA-HA!
	H: ...You're freaking me out a bit, but what do you need?
	1: Well, let's see... How about, hmm... Some reinforced shells...
	1: About 12 phials of blending jelly...
	1: A whole stack of shadow hides....
	1: And some nice ape fur for the trim!
	1: That should do nicely, yes indeed...
	1: Now, be a good whippersnapper and go gather up those materials!
	1: REE HEE HEE!
	SET	bagquest, 1
	END
	@hasquest
	IF	-Z54.12, @nomats
	IF	-Z58.12, @nomats
	IF	-Z61.12, @nomats
	IF	-Z62.12, @nomats
	1: Ree hee hee! That looks like everything! Let me get to work!
	1: /a opens her crafting menu and selects "7x7 Bag" from the list.
	HOST_TAKE	Z54.12
	HOST_TAKE	Z58.12
	HOST_TAKE	Z61.12
	HOST_TAKE	Z62.12
	1: Ree hee hee! All finished! And I got a skillup too!
	H: What? You don't get crafting skillups in this game!
	1: !Silence!
	1: Take yer damn bag... bloody kids have no respect for elders these days... *grumble*
	SET	num.trophybagwidth, 7
	SET	num.trophybagheight, 7
	N: Trophy bag size increased to 7x7!
	END
	@nomats
	1: Ree hee hee! Did you already forget what you needed?
	1: Reinforced shells, phials of blending jelly, shadow hides, and ape fur.
	1: Even the youngin's these days are getting forgetful!
	END
END

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

	' Note our new items for sale.
END

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



;---------
SCENE 10 Bedroom, SCENE, "Home", 0, 0
MUSIC Home.mid
	COMPARE #<cookinginit>, 1
	IF=	@begin
	;Melee
	IF C1, @meleeinit
	IF C3, @meleeinit
	IF C4, @meleeinit
	IF C5, @meleeinit
	IF C8, @meleeinit
	IF C13, @meleeinit
	IF C14, @meleeinit
	;Mage
	IF C2, @mageinit
	IF C6, @mageinit
	IF C7, @mageinit
	IF C15, @mageinit
	IF C16, @mageinit
	@meleeinit
	SET recipe1, "Grilled Cheese"
	SET recipe2, "-----"
	SET recipe3, "-----"
	SET recipe4, "-----"
	SET recipe5, "-----"
	SET recipe6, "-----"
	SET recipe7, "-----"
	SET recipe8, "-----"
	SET cookingexp, 0
	SET cookingtnl, 10
	SET cookinglvl, 1
	SET cookinginit, 1
	SET initype, 1
	GOTO	@begin
	@mageinit
	SET recipe1, "-----"
	SET recipe2, "Fruit Salad"
	SET recipe3, "-----"
	SET recipe4, "-----"
	SET recipe5, "-----"
	SET recipe6, "-----"
	SET recipe7, "-----"
	SET recipe8, "-----"
	SET cookingexp, 0
	SET cookingtnl, 10
	SET cookinglvl, 1
	SET cookinginit, 1
	SET initype, 2
	@begin
	IF T10, @hasT10
	IF	-G1000, @skip
	TAKE	G600
	@skip
	SET	num.trophybagwidth, 3
	SET	num.trophybagheight, 3
	SET	SPid, 0
	SET	SPset, 1
	SET	SPlocation, "Malano"
	N: A long, restless sleep filled the night of %1.
	WAIT	2
	N: #<g.Chis> adventure was about to begin.
	WAIT	2
	N: Somehow, #<g.he> knew that #<g.he> was the descendant of the hero Tamriel.
	WAIT	2
	N: Now, %1 is going to embark on a quest to prove it.
	WAIT	2
	H: /a yawns and stretches.
	H: /a thinks: Damn, last night really sucked.
	H: /a thinks: Not only did that thunderstorm keep me up all night, but since I'm leaving Malano today, I couldn't get any sleep!
	H: /a thinks: That reminds me, I should go talk to Elder Guehring in the house south of here and see if he has any advice.
	H: /a thinks: Time for me to pack...
	N: And so, %1 packed #<g.his> few possessions to get ready for the long road ahead...
	GIVE T10
	H: Time to go!
	WAIT	2
	GOTO EXIT 
	END
@hasT10
	N: Would you like to take a nap?
	@ask
	MENU	"Yeah, sure!=@yup","Nah...=@nope", "Set Save Point=@save"
	GOTO	@ask
	END
@yup
	N: %1 took a nap.
	WAIT 2
	N: Hp and Mp restored!
	GIVE	L1
	GIVE	H32000
	GIVE 	M32000
	END
@nope
	H: I'm too busy to sleep. Maybe later.
	END
@save
	N: Malano set as current Save Point.
	SET	SPID, 0
	SET	SPlocation, "Malano"
	SET	SPset, 1
END

;---------
SCENE 11 Kitchen, SCENE, "Elder's Home"
MUSIC	Scene1.mid
	IF	T10, @hasT10
	ACTOR	1,	"Josephine",		joshTownsfolk,	3,	17,	71
	1: Hi, %1!
	H: Hey, could I talk to Elder Guehring, please?
	1: I'm sorry, but he's napping right now. Could you wait a bit?
	H: I may as well go home and pack...
	END

	@hasT10
	IF T11, @hasT11
	ACTOR	1,	"Josephine",		joshTownsfolk,	3,	17	71
	ACTOR	2,	"Elder Guehring",	joshTownsfolk,	21, -5, 71
	1: Hi, %1!
	H: Hey, could I talk to Elder Guehring, please?
	1: Sure thing! Let me see if he's awake...
	MOVE	1, -5, 71
	WAIT	2
	1: Hey Elder! Are you awake yet?
	2: Well, I am now, dagnabbit!
	1: Well, %1 asked to see you!
	2: Oh, #<g.he>'s leaving for #<g.his> adventure today, isn't #<g.he>?
	1: Yeah, so why don't you give #<g.him> your farewells?
	2: Alright, alright, let me put my robe on...
	MOVE	2, 17, 71
	2: Ah, hello there!
	H: Hi Elder. I just thought I'd say my goodbyes to you before I head out.
	2: Ha Ha! It's always good to hear that such a youthful face still remembers to talk to this old man.
	2: Perhaps you should go see your family in the house to the east?
	2: They will worry about you if you slip off without telling them goodbye.
	H: Alright, I'll do that. Thanks, Elder.
	2: Oh, and another thing. Make sure you visit the two guys hanging out at the campfire right by my house.
	2: They may not seem like much, but they've got all kinds of helpful hints and advice for new adventurers setting out into the world.
	H: Okay! Thanks!
	2: Anytime, dear child. Anytime...
	GIVE T11
	END

	@hasT11
	IF	T14, @hasT14
	N: Looks like nobody's home...
	WAIT	3
	N: You hear soft snoring in the other room.
	WAIT	2
	H: Elder Guehring must be asleep. I shouldn't disturb him.
	WAIT	2
	N: With that, %1 left quietly.
	WAIT	2
	GOTO EXIT
	END

	@hasT14
	IF	T15, @hasT15
	ACTOR	2,	"Elder Guehring",	joshTownsfolk,	21, 17, 71
	2: Well, hello there, %1!
	H: Hi, Elder!
	2: Jimbo tells me you took care of his little spider problem. Is this true?
	H: Yeah, I took care of them, and he gave me this really nice shirt!
	2: Oh... It's so soft and velvety. If I were you, I'd keep that. It may come in handy some day!
	H: Maybe I will!
	2: Heh, heh, heh, of course you will. Now, run along child, and see your parents.
	WAIT	3
	GOTO EXIT
	END

	@hasT15
	N: A faint squeaking sound can be heard from the other room.
	WAIT	3
	N: A low, feminine moan, Josephine's voice, echoed against the wall.
	WAIT	3
	H: That's the sickest thing I've ever heard.
	H: I'm getting outta here!
	WAIT	4
	GOTO EXIT
	END
END


;---------
SCENE 12 ArmorShop, SCENE, "Jimbo's"
	ACTOR	1,	"Jimbo",		josh17,	1,	32,	73
	MUSIC Inside3.mid
	IF T11, @hasT11
	1: Hey there!
	1: Elder Guehring said he was looking for you.
	1: Perhaps you should go there before visiting here.
	END

	@hasT11
	IF	T12, @hasT12
	H: Hey, I heard you had some kind of problem?
	1: Yeah, There's a LOT of spiders in my cellar, and I can't stock my shelves with weapons.
	H: They're just spiders, why don't you kill them?
	SEL	1
	POSE	3, 32, 73
	1: Heh, well, that's the problem, see... I have what you might say is... A fear of spiders...
	H: Arachnophobia...Great.
	1: Arachnophobia! Bah! I don't have that! I'm just really scared of spiders, that's all.
	H: /a sighs...
	POSE	1, 72, 73
	1: But if you could kill the Arachnid Queen down there, I'd be much obliged.
	H: I'll see what I can do.
	GIVE T12
	1: Oh, really? Thanks!
	1: I don't have many items here, but I'll offer you what I have.
	OFFER	1, 2, 8, 12, 253
	END
	
	@hasT12
	IF T13, @hasT13
	1: Hey there, came for some items?
	OFFER	1, 2, 8, 12, 253
	END
	
	@hasT13
	IF T14, @hasT14
	1: You did it, you defeated the spiders! Oh, how I thank you!
	H: Look, it was nothing, really.
	1: You say it was nothing but I'm sure it was something! Yes! It was something indeed!
	H: ...You're insane.
	1: Insane with joy that I can now restock my shelves!
	1: That is, when a new shipment comes in...
	1: Oh, don't forget to take this too, as a reward!
	1: In the meantime though, why don't you buy something?
	GIVE	T14
	GIVE	I35
	OFFER	1, 2, 8, 12, 253
	END

	@hasT14
	IF	T41, @hasT41
	1: Hey there, %1!
	1: How about you buy something?
	OFFER	1, 2, 8, 12, 253
	END
	
	@hasT41
	IF	T42, @HasT42
	1: ...What's that you have there, %1?
	H: Oh, this? It's a gem I found.
	1: Okay, lemme see that...
	1: Oh! You found my gem! See, it has the "J" inscribed on that!
	H: Yeah, I picked it up when a band of robbers tried to mug me.
	1: Well, that's always good.
	1: Could I, you know... Have it back?
	H: Sure, here it is!
	1: M...My precious!
	1: Oh, sorry, I've been watching this one play, "Lord of the Gems," too much.
	1: Anywho, I think you deserve this gem in return.
	H: Oh, what is it?
	1: It's a gem called Gnome's Compassion. I hear there's a strange temple in the Tolshroud Woods.
	1: This gem is supposedly the key to it.
	H: Well, that's nice of you.
	1: Indeed, here it is!
	GIVE	I140
	GIVE	T42
	1: Oh, and another thing: I FINALLY got a shipment of weapons in.
	1: Check them out!
	OFFER	1, 2, 8, 12, 99, 27, 29, 30, 31, 32, 33, 34, 129, 130, 131, 132, 133, 150, 152, 176, 177, 178, 183, 184, 187, 253
	END

	@hasT42
	IF	T45, @HasT45
	@hasT47
	1: I finally got a shipment of weapons in.
	1: Check them out!
	OFFER	1, 2, 8, 12, 99, 27, 29, 30, 31, 32, 33, 34, 129, 130, 131, 132, 133, 152, 176, 177, 178, 187, 253
	END

	@hasT45
	IF	T46, @hasT46
	H: Jimbo... I need your help again.
	1: Alright, what do you need?
	H: There's a guard by the border to the south. Think you could scare him away?
	1: Sure, no problem!
	1: ...He doesn't have any spiders, does he?
	H: Um... I don't think so...
	1: In that case, no problem!
	GIVE	T46
	1: Lead the way!
	END
	
	@HasT46
	IF	T47, @hasT47
	MOVE	1, 1, 1, 1
	END
;---------
SCENE 13 Spiderweb, SCENE, "Arachnid Lair"
MUSIC	Evil.mid
IF T13, @hasT13
N: Graaaahhh....
WAIT	2
H: What...What was that?
N: %1... You...You have intruded here...
WAIT	3
N: He...He commands me... To destroy you...
WAIT	3
H: What? Who commands you? Who are you?
WAIT	3
N: Prepare yourself, %1...
WAIT	3
MUSIC	Boss1.mid
FIGHT	7
IF LOSE, @lost
MUSIC	Victory2.Mid
GIVE	T13
H: The Arachnid Queen is dead now. I should report this to Jimbo.
END

@lost
N: %1 took #<g.his> last breath on that day, and the world was doomed...
WAIT	5
GOTO LINK	0,0,1
END

@HasT13
IF	T200, @hasT200
N: There's nothing left for you here...
END

@hasT200
IF	T202, @hasT202
ACTOR	2, "A box", joshMiscellaneous, 8, 17, 71
H: There's a box there...
H: I wonder what would happen if I right clicked it?
END

@EventActorClick2
H: Hey! This box is addressed to Haldorf!
H: I bet this is one of his missing packages!
MOVE	2, 1, 1, 1
GIVE	T202
H: I'll just take that!
END

@hasT202
H: There's nothing here...
END
;---------
SCENE 14 Kitchen, SCENE,"Kreida's House"
ACTOR	1,	"Kreida",	joshTownsfolk,	23,	17,	71
MUSIC	destiny.mid
IF	T15, @hasT15
1: So, you've finally come...
H: Mother, I'm leaving Malano.
1: I knew you'd say that one day...
1: Don't worry, *sniff*	if you ever need anything, mommy will always be here for you.
H: We are the Descendants of the line of Tamriel, aren't we?
1: That, I do not know. What I do know, is that he became a very powerful Hero, and you have the potential to do the same.
H: Thanks mother, your kind words are touching.
1: *sniff* Yeah, perhaps you should go now, so I can break down and cry.
H: There's no need to cry for me, I'll be fine.
1: Yeah, it's not that... I'm just sad to see you go.
H: Don't worry, I'll come back, I promise!
1: /a smiles.
1: Thanks, %1, you can always make me smile.
1: Run along on your little adventure now, and don't forget to go help Jimbo out at the Blacksmith's shop.
1: Once you get out of town, you should go northwest, to the town of Morian.
1: I heard that there's a fortune teller there that can help you.
H: Alright, I'll help Jimbo, and then find Morian.
GIVE	T15
H: Bye, mom...
WAIT	2
GOTO	EXIT
END

@hasT15
IF	T30, @hasT30
1: Run along now, %1 and don't keep the world waiting!
WAIT	3
GOTO	EXIT
END
@hasT30
IF	T130, @hasT130
1: %1! It's awful!
1: Your sister has been KIDNAPPED!
1: The day you left she had gone out to play...
1: ...And she hasn't been back since...
1: I just got a note the other day... take a look!
H: /a reads the note...
WAIT	2
N: Kreida,
N: We have your daughter. Bring 5000 Septi to the northwest
N: cave or she gets it!
WAIT	4
H: ...
H: I'll handle this.
GIVE	T130
END
@hasT130
IF	T131, @hasT131
1: Oh, %1! Please rescue her as quickly as possible!
END
@hasT131
IF	T132, @hasT132
ACTOR	2, "Shiena", joshTownsfolk, 4, 81, 53
1: Shiena! %1 saved you!
2: Yeah... #<g.Che> busted those Shadow Gang members up pretty good.
H: I'm going to go now.
2: Wait! Before you go... Please take this.
N: Shiena gave you a necklace!
GIVE	I243
H: Another necklace?
2: This one's special... It's enchanted to protect you...
2: Take care...
GIVE	T132
END
@hasT132
ACTOR	2, "Shiena", joshTownsfolk, 4, 81, 53
1: %1, you are nothing short of amazing...
2: Thanks... I owe you my life.
END
;---------
SCENE	130	Kitchen, SCENE, "Shadow Gang Cave"
IF	T131, @hasT131
ACTOR	1, "Gangster", josh64, 1, 17, 71
ACTOR	2, "Shiena", joshtownsfolk, 4, 81, 53
1: Mwahahaha! You'll make a fine slave for the master!
2: No!
2: Let me go!
H: Shiena!
2: %1? Is that you?
H: Assholes, let her go!
1: Haw haw haw, what do you plan to do about it, kid?
H: I'll kill each and every one of you!
1: Hahahaha, that's rich! Kill us all, then.
1: Get 'im, boys!
MOVE	1, 1, 1, 1
MUSIC	Boss-SideQuest.mid
FIGHT	42, 42, 42, 42, 42, 42, 42
IF	WIN, @won
1: Haw haw haw...
2: %1!
2: Nooooooo!
END
@won
2: /a sobs.
H: Shiena... Are you okay?
2: Y-yeah... Thanks, %1.
H: It's okay. Let's go.
GIVE	T131
END
@hasT131
END
;---------
SCENE 15 Fire,FIGHT,"The Fire"
	THEME	6
	ACTOR	1,	"Jorati",		joshTownsfolk,	8,	17,	71
	ACTOR	2,	"Katoni",		joshTownsfolk,	1,	78,	56
	MUSIC	Lighthouse.mid
	1: Hi there, %1!
	1: I've heard you're about to embark on an epic adventure today.
	1: I'm here to help you out by giving you all kinds of information on all of Judgement's unique features.
	1: Be sure to RIGHT CLICK me and ask me about anything you want to know!
	END
	@EventActorClick1
	@Resume
	1: You can ask me about a number of topics.
	1: What would you like to hear about?
	@menu
	MENU	"Right Clicking=@rightclick", "Trophy Bag=@trophies", "Lock Menu=@lock", "Cooking=@cooking", "Save Points=@saving", "End=@end"
	GOTO @menu
	END
	@EventActorClick2
	IF	T16, @hasT16
	IF	T17, @hasT17
	2: Hey, do you think you could help me with something?
	MENU	"Yeah, sure!=@yes", "It depends on what I get.=@maybe", "Screw off.=@no"
	@End
	END
	@rightclick
	1: Right-clicking is an intregal part of exploring the world of Tolaria.
	1: Often, people won't be willing to share everything with you right away, but if you right click them, they'll open up!
	1: In fact, I bet if you were to right click Natasha over at the grocery store to the northeast, she'd be willing to ask you for some help she's been needing.
	1: Anything else you'd like to know?
	GOTO @menu
	@trophies
	1: The trophy bag stores trophies, which are items that cannot be used like standard items and equipment can.
	1: Your bag begins really small, but by searching the world for people in need of help, you may find someone who is able to expand it for you.
	1: In fact, there may even be someone in this very town who can help you out, if you help them first!
	1: Anything else you'd like to know?
	GOTO @menu
	@lock
	1: The lock menu appears whenever you're camped, either by pressing the CAMP button along the bottom or by finishing a battle.
	1: Not only will the lock allow you to lock your camp so that outside players can't enter, but there's a whole host of other options.
	1: By selecting "Cook," you can utilize the cooking system. (See my "cooking" lecture for more details there.)
	1: You can also return to your current save point by selecing that option. (See my "save point" lecture for more details there.)
	1: And, lastly, you can use the lock menu to open the Well of Souls web browser, which will allow you to check for updates to Judgement.	
	1: Anything else you'd like to know?
	GOTO @menu
	@cooking
	1: Cooking is a very useful tool for any new adventurer to make the most of. 
	1: While using Inns is very cheap, they're not very convenient.
	1: Likewise, potions are handy to have around, but they're expensive!
	1: Cooking finds a nice middle ground between the two.
	1: You're able to cook anytime you can see the lock menu, which means anytime you're not in battle.
	1: By cooking, you'll instantly recover HP and MP for the entire party!
	1: As you continue to cook, your cooking level will increase and you'll learn more powerful recipes.
	COMPARE	#<ingrediget>, 1
	IF= @skipcook
	1: In fact, since you came here to ask me about it, I'll even give you some ingredients to get you started!
	HOST_GIVE	I168
	HOST_GIVE	I170
	HOST_GIVE	I175
	HOST_GIVE	I169
	SET	ingrediget, 1
	@skipcook
	1: If you need to buy ingredients, you can get them at the grocery store located in every town.
	1: Malano's is to the northeast of here, right by Jimbo's Blacksmith shop!
	1: Anything else you'd like to know?
	GOTO @menu
	@saving
	1: At the inn in each town, and in your house in Malano, you can set your "Save Point."
	1: Whenever you die, you can return to your Save Point instantly when asked.
	1: Furthermore, there's a lock option that'll allow you to return to your save point, but it'll cost you an amount of Septi that steadily increases as you level up.
	1: To alleviate this cost, you should look into making sure you always carry a Warp Shard with you.
	1: It's an item that also returns you to your Save Point whenever you'd like.
	1: Be careful, though! You can only travel alone to a save point; you can't bring anyone else with you.
	1: Anything else you'd like to know?
	GOTO @menu
	@yes
	H: Yeah, sure!
	2: Cool! I'll tell you what you need to do.
	2: I was walking around the Tolshroud Woods last week when I fell down this REALLY steep hill.
	2: Anyway, I lost this amulet that I always wear.
	2: It's not necessarily a MAGICAL amulet, but it has sentimental value, you know?
	2: If you get it for me though, I'll reward you.
	GIVE T16
	END
	@Maybe
	H: It depends on what I get.
	2: What do you mean?
	H: I mean, what's in it for me?
	2: Oh... Well, I could pay you, I guess.
	H: Fair enough. What do you want me to do?
	2: Well, I lost an amulet in the Tolshroud Woods.
	2: If you find it, I guess I could pay you a little something.
	WAIT	3
	N: Will you accept the mission?
	@heh
	MENU	"Yes=@yup", "No=@nope"
	GOTO @heh
	END
	@no
	H: Screw off.
	2: Well, that wasn't very nice, you %3!
	H: Yeah, blow it out your ear, you %3.
	2: Wow... That's harsh, man.
	GIVE	T17
	END
	@Yup
	H: Alright, I'll do it.
	2: Yay!
	2: Just bring it here when you find it, and I'll pay you.
	GIVE	T16
	END
	@nope
	H: Sorry, but I don't think I can.
	2: Well, why are you wasting my time then, you %3!?
	H: Look, I tried to be respectful about it, but if you're going to be a %3, I'll have to treat you like one!
	2: Man, that was low.
	GIVE	T17
	END
	@HasT16
	IF I98, @Amulet
	IF	T19, @hasT19
	IF	T100, @hasT100
	2: You'll find it in the Tolshroud Woods!
	2: Thanks for helping!
	END
	@HasT17
	2: What do you want, you %3?
	H: I've had just about enough of you, %3!
	END
	@Amulet
	IF	T19, @hasT19
	IF	T100, @hasT100
	N: You have his Amulet now...
	WAIT	3
	N: Will you return it to him?
	@Menu2
	MENU	"Yes=@Yeah", "No=@nah"
	GOTO	@Menu2
	END
@Yeah
	2: You did it! You returned my amulet!
	H: Yep. Where's my money?
	2: M...Money!? Well... This amulet DOES mean a lot to me...
	2: Here, have 1,000 Septi for your troubles.
	H: Thanks...
	GIVE	T19
	GIVE	G1000
	TAKE	I98
	TAKE	T100
	END
@Nah
	N: %1 glanced into Katoni's eyes, and placed the amulet back in #<g.his> pocket.
	WAIT	3
	N: What he doesn't know doesn't hurt him...
	WAIT	3
	2: Hey! %1! Did you find my amulet?
	H: Umm.. Me? No.. I searched the woods and didn't find anything.
	2: Oh... Damn. That sucks.
	H: I'll keep looking though, just give me time.
	GIVE	T100
	END
@hasT19
	2: Thanks, %1!
	H: Yup, anytime.
	END
@hasT100
	N: You have his Amulet now...
	WAIT	3
	N: Will you return it to him?
	@Menu2
	MENU	"Yes=@Yeah", "No=@nah"
	GOTO	@Menu2	
	2: Have you found it yet?
	H: No, not yet.
	2: Oh, damn...
	END
	
	
;---------
SCENE 16 ImpLair,SCENE,"Imp's domain"
	IF	T18, @HasT18
	WAIT	2
	H: ...
	H: It's pretty quiet...
	N: *Rustle, rustle*
	WAIT	2
	H: What the...?
	MUSIC	Boss-SideQuest
	FIGHT	15
	IF	WIN, @Won
	N: On that day, %1 took #<g.his> last breath...
	WAIT	3
	N: Would you like to teleport back home to heal?
	@Menu
	MENU	"Yes=@yes", "No=@No"
	GOTO	@Menu
	END
@Won
	H: That was easy enough!
	H: ...What's this?
	H: A locket...
	GIVE	I98
	GIVE	T18
	END
@yes
	WAIT	3
	GOTO LINK	0, 0, 1
	END
@No
	N: Very well then... Leave the camp when you are ready.
	END
@HasT18
	IF	T200, @hasT200
	H: There's nothing here anymore.
	END
@hasT200
	IF	T203, @hasT203
	ACTOR	2, "A box", joshMiscellaneous, 8, 17, 71
	H: Ohh.. A box..
	H: I bet right clicking on it would be nice.
	END
@EventActorClick2
	N: Upon closer inspection, %1 noticed the addressee on the box.
	H: *gasp* This is one of Haldorf's stolen packages!
	H: I'll just take this!
	MOVE	2, 1, 1, 1
	GIVE	T203
	END
@hasT203
	H: There's nothing here.
	END
END
;---------
SCENE 100 scene17,SCENE,"The Adventurer's Inn"
	ACTOR	1, "Ralph the Innkeeper", joshTownsfolk, 9, 17, 71
	SET  innprice, 30
	SET  people, #<num.PeopleInScene>
	MUL  people, #<innprice>
	IF DEAD, @Dead
	@alive
	1: Hello, your party of #<num.PeopleInScene> can stay the night for #<People> Septi. Would you like to stay?
	ASK 32000
	IF YES, @Yes
	1: Please come again.
	END
@Yes
	IF	G#<People>, @canAfford
	1: I'm sorry, but you don't seem to have enough money.
	END
@CanAfford
	1: Thank you. Rest well.
	WAIT	3
	HOST_TAKE	G#<People>
	GIVE	H32000
	GIVE	M32000
	END
@Dead
	1: Hmm.. You seem to have been seriously wounded in battle.
	1: Let me take care of that for you...
	WAIT	2
	GIVE	L1
	1: All better!
	GOTO	@Alive
	END
END
;---------
SCENE 18 7,SCENE,"Healing Spring" 
	THEME	1
	FX	2
	N: %1 spotted a spring with fresh, clean water.
	WAIT	4
	N: Will you take a drink?
	WAIT	3
	@Menu
	MENU	"Yes=@Yes", "No=@No"
	GOTO	@Menu
	END
@Yes
	H: /a takes a drink.
	IF	R10, @poison
	H: Mmm! This is good!
	WAIT	3
	N: Hp + Mp restored!
	GIVE	L1
	GIVE	H32000
	GIVE	M32000
	END
@poison
	H: Ack! This is disgusting!
	WAIT	3
	N: The water you drank was stagnant and filthy!
	TAKE	H32000
	TAKE	M32000
	END
@No
	H: /a thinks: You never can tell about these springs...Take one sip from this fresh looking water and BAM! Next thing you know, you're dead!
	H: /a thinks: I'll just play it safe and not drink any.
	END
END

;---------

SCENE	122505	Bedroom,	SCENE, "Rest Area"
N: Would you like to rest?
WAIT	2
@menu
MENU	"Yeah=@yes", "Nah=@no", "I'd rather leave=@leave", "Trade in Stockings=@stockings"
GOTO	@menu	
@yes
N: HP and MP recovered!
GIVE	L1
GIVE	H32000
GIVE	M32000
END
@no
END
@leave
GOTO	LINK	2,0
END
@stockings
N: You need 99 Stockings for 1 Prize Token.
WAIT	2
IF	-Z1000.99, @notenough
TAKE	Z1000.99
GIVE	Z1011
N: Prize Token given.
WAIT	2
N: Give them to Spike to claim your prize.
GOTO	@menu
END
@Notenough
WAIT	1
N: Not enough stockings.
END
;--------

SCENE	122506	NewYears, SCENE,	"Happy New Year!"
ACTOR	1,	"New Years Sphere", Spooks, 4, 50, 2
OFFER	259
END
@eventactorclick1
COMPARE	#<num.timehour>, 23
IF> @notequal
IF< @notequal
MOVE	1, 50, 115
N:Yaaaaaaaaaaay! Happy new year!
END
@notequal
SET time, #<num.timehour>
ADD	time, 1
N: It's only #<time>:#<num.timeminute> EST right now... Just be patient.
END
;-----------
SCENE	2060	ArmorShop,	SCENE, "First Tolarian Bank"
ACTOR	1,	"Banker",	joshTownsfolk,	23,17,71
1: Whyyy helo tharrr, sonny boy....
@ask
1: Would you liiike to get some baaaank toookens?
1: They taaake up a lot of spaace though, so beee carefuuul.
@bank
MENU	"10,000 Septi Token=@10k", "50,000 Septi Token=@50k", "100,000 Septi Token=@100k", "250,000 Septi Token=@250k", "500,000 Septi Token=@500k", "1,000,000 Septi Token=@1m", "No thanks=@cancel"
GOTO	@bank
@eventactorclick1
GOTO	@ask
@10k
COMPARE	#<num.TrophyBagEmptySlots>, 0
IF=	@empty
IF -G10000, @nomoney
HOST_TAKE	G10000
HOST_GIVE	Z1005
END
@50k
COMPARE	#<num.TrophyBagEmptySlots>, 0
IF=	@empty
IF	-G50000, @nomoney
HOST_TAKE	G50000
HOST_GIVE	Z1006
END
@100k
COMPARE	#<num.TrophyBagEmptySlots>, 0
IF=	@empty
IF	-G100000, @nomoney
HOST_TAKE	G100000
HOST_GIVE	Z1007
END
@250k
COMPARE	#<num.TrophyBagEmptySlots>, 0
IF=	@empty
IF	-G250000, @nomoney
HOST_TAKE	G250000
HOST_GIVE	Z1008
END
@500k
COMPARE	#<num.TrophyBagEmptySlots>, 0
IF=	@empty
IF	-G500000,	@nomoney
HOST_TAKE	G500000
HOST_GIVE	Z1009
END
@1m
COMPARE	#<num.TrophyBagEmptySlots>, 0
IF=	@empty
IF	-G1000000,	@nomoney
HOST_TAKE	G1000000
HOST_GIVE	Z1010
END
@cancel
1: Come baaack if you change yoooour mind, sonny...
END
@empty
1: Yooou don't have roooom, sonny...
END
@nomoney
1: Yooou don't have the cash, sonny...
END

#include Quest2.txt
#include Quest3.txt
#include Quest4.txt
#include Quest5.txt
#include Quest6.txt
#include Quest7.txt
#Include Quest8.txt
#include Quest9.txt
#include PK Arena.txt
#include missions.txt

-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!


