; This is a Well of Souls Script File edited by James Gregory
;
; 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
;  TOKENS			// tokens which keep track of player achievements
;  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
;  LEVELS			// Hero experience level switch points and names
;  SCENES			// scripted dialog to advance plot
;  TERRAINS			// your names for the terrain possibilities (water, lava, etc)
;  MAPS				// descriptions (file names) of the available maps
;

;----------------
; CREDITS section
; This is the script file for the world 'Narretidem Islands'

+CREDITS
#include credits.txt
-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				

+STORY
:S 150
:C 0,0,128
:F Harrington
|The Narretidem Islands
:F Blackadder ITC
:S 80
:C 255,255,255
The past month's voyage has seemed to drag out forever. It has been a tiring, monotonous trial, despite the odd pleasant distraction - such as the dolphins that now constantly dance at the ship's prow.
Soon, however, you will be arriving in The Narretidem Islands.
This world is a beautiful area, but for the past 50 years the Hislen and Hencran empires have been locked in a bitter struggle for its control.
Maybe you could get rich there - war can do that. But it can also kill you. Maybe you would like to try to end this seemingly never-ending fighting. Maybe you will first just get a drink from the nearest tavern.
Whatever your objectives, living in these strange new lands is sure to be an adventure.
Ah, at last, we have anchored off the fine port town of Barbano.
And so your new life begins...
-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)
;
+TERRAINS
;	arg0	arg1				arg2
;
	0,		"No Hindrance",		0
	1,		"Lava",				10
	2,		"",					0
	3,		"Land",					0
	4,		"Deep Water",		0
	5,		"Piracy",					0
	6,		"",					0
	7,		"",					0
	8,		"Healing",			-10
	9,		"Impassable",		0
-TERRAINS

;--------------------
; 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.
;
;  Each map needs the following arguments:
;
;	arg0	the map ID (0-255)  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.
;
;
+MAPS
;	arg0	arg1			arg2				arg3
;	ID	image file		OBL/TER/MID	root	Map Name (seen by player)
;
0,		islands.jpg,		islands,		"Narretidem Islands", 524288
1,		port1.jpg,		port1,			"The Port of Barbarno"
2,		port2.jpg,		port2,			"The Port of Sordogio", 32
3,		port3.jpg,		port3,			"The Port of Sindagio", 32
4,		hencrania.jpg,		hencrania,		"Hencrania", 32
5,		undersea2.jpg,		undersea2,		"The Briny Deep"
6,		ocean.jpg,		ocean,			"Deep, Stormy Ocean", 32
7,		straits.jpg,		straits,			"Straits of Nereus", 32
8,		ituri.jpg,		ituri,			"Mt. Ituri", 32
9,		loading.jpg,		loading,			"Loading Game"
10,		triangle.jpg,		triangle,			"The Narretidem Triangle", 4116
11,		undersea2.jpg,	undersea,		"Underwater Village", 16
12,		ocean.jpg,		adminplace,		"Admin Place",	16

;4   enables "no protection from PKer"   
;16   enables "LADDER" reporting. (PK kills on this map are reported to ladder server)   
;4096   NO_HEAL - Healing spells and potions provide only 1 unit of HP 
;FLAGS 4116
;FLAG 524288 0x00080000 MAP_FLAG_NO_WAYPOINTS 
-MAPS

+TOKENS
#include tokens.txt
-TOKENS

;-----------------------
; 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 meet
; the required minimum level in a category are they able to wield weapons of
; that category.  In theory, training in excess of that point should increase
; the effectiveness of that weapon when used.  (though implementation of that
; effect might be delayed)
;
; Note that the first 4 hand entries have custom icons in the game which look
; roughly like a sword, a staff, a bow, and a musical note...  so unless you
; have a compelling need to change them...
;
;	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.  Note that each character class starts
;			off able to use only one of these classes.
;	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.
;
; 	arg0	arg1
;	ID		Name

+HANDS
; arg0		arg1		arg2
;
	0,	"Sword",	20
	1,	"Firearms",	100
	2,	"Seamanship",	50
	3,	"Juggling",	0			
	4,	"N/A",		50		
	5,	"N/A",		50		
	6,	"N/A",		50		
	7,	"N/A",		50		
-HANDS

;--------------------
; 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
	21,		coralofsouls,	, 14=oceano2
	22,		seashore,	,		10=wave1,10=wave2,10=wave3
	23,		seacave,	,		10=wave1, 10=wave2, 10=dripdrop1
	24,		storm,	wind,		9=thunder
	25,		storm,	wind


-THEMES

+ELEMENTS
#include elements.txt
-ELEMENTS

+ITEMS
#include items.txt
-ITEMS

+SPELLS
#include spells.txt
-SPELLS

+MONSTERS
#include monsters.txt
-MONSTERS

+LEVELS
#include levels.txt
-LEVELS

+SCENES
#include camp.txt
#include scenes.txt
#include barshops.txt
#include barsw.txt
#include barth.txt
#include scenes2.txt
#include sindagio.txt
#include scenes3.txt
#include piracy.txt
-SCENES

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

;Should you?
;Captain Jim

