;
; TROPHIES
;
; TROPHIES are carried in the Trophy Bag
;
; They are basically only used for quests.  You can, for example, define specific trophies
; to be dropped by individual monsters.  "Wolf Ear"  "Bear Fang" etc. and then use
; cookies to check if the user has collected what you asked for.
;
; At any given time, the player has exactly one trophy bag, and it has a width and a height (measured in 'slots')
; Players start out with no bag at all, and you must script a scene to give them a bag when you feel they deserve
; one (probably an NPC bag-maker will give or sell them a bag, and possibly upgrade it over time.
;
; Bags look like this, for example:  (width=4, height=3, 12 slots total)
;
;   +----+----+----+----+
;   |    |    |    |    |
;   +----+----+----+----+
;   |    |    |    |    |
;   +----+----+----+----+
;   |    |    |    |    |
;   +----+----+----+----+
;
; Each slot can hold only one sort of trophy at a time, for example a fang in one slot, and a claw 
; in another.
;
; But most trophies (per following table)  'stack' in the sense that you can hold up to.. say.. 10 fangs
; in the same slot, and only when you get your 11th fang do you need another slot.
;
; The user can drag the contents of slots around, or right-click on them to sell or discard a slot's
; contents.  They can only sell when in a shop scene.  The game will automatically pick the 'best slot'
; to use when a new trophy is given to the player (unless you use a slot-specific cookie commands).
;
; But, should the player end up with two slots holding less than a full stack of the same trophy, they
; can 'drag one into the other' to merge them.
;
; If you want to completely remove the bag from the player, set both its width and height to 0.  Note
; that if you make the total number of slots smaller than it was, items will be lost if they cannot all
; fit in the remaining number of slots.  You might want to think about which dimension you want to 
; change first, if that will make a difference.
;
; It is the user's responsibility to keep some empty slots available, or they might not be able
; to get an important trophy.  The world developer can measure how much room is in the bag and
; warn the player if they have not got room for a mission-critical trophy.
;
; Trophies can NOT be shared between players.  Trophies are not ITEMs and fulfill no purpose
; other than as named-quest maguffins.
;
; The world developer has the following commands and cookie controls over the player's Trophy Bag
;
;// COMMANDS  (running out of letters, so 'Z' means trophy only because.. um.. I have no idea :-)
;//  %Znn					- name of trophy nn  (e.g. "Hello, %1, that's a nice %Z23 you have there!")
;//  GIVE Znn.cc				- give cc of trophy nn  (e.g.  HOST_GIVE Z23.11)
;//  TAKE Znn.cc				- take cc of trophy nn
;//  Conditional  Znn.cc		- go to label if host has cc or more of trophy NN  (e.g.  IF Z23.10 @hasTenOrMore)
;//
;// COOKIES
;//  num.TrophyBagOpen			- (r/w) 0 if bag closed, 1 if open  (cannot open 0 - slot bag)
;//  num.TrophyBagWidth			- (r/w) width of bag
;//  num.TrophyBagHeight		- (r/w) height of bag
;//  num.TrophyBagSlots			- (r) total slots in bag
;//  num.TrophyBagSlotsInUse		- (r/w) non-empty slots in bag (WRITING any value, empties bag completely)
;//  num.TrophyBagEmptySlots		- (r) empty slots in bag
;//  num.TrophyNNN			- (r) how many trophyId=NNN hero has, in total, in bag
;//  num.TrophyBagRoomNNN		- (r) how many MORE trophyId=NNN hero could take (filling all stacks and slots)
;//  num.TrophyIdInSlotNNN       	- (r/w)  id (or 0) of trophy in slot NNN.  (write REPLACEs slot with a SINGLE trophy)
;//  num.TrophyCountInSlotNNN    	- (r/w)  qty (or 0) of trophy in slot NNN.  (write REPLACEs count, without changing id)
;//								  (cannot set count if id=0, cannot set count above 'stackHeight' for id)
;z=
; TABLE ARGUMENTS:
;
; Each Possible Trophy is defined by one line in this table, with the following 8 arguments per trophy.  Note that
; Trophy images are 32x32 'icons' stored in "filmstrip" files in the ART folder of your world.  These must be
; prepared like any other WoS BMP file, and use the official WoS 256 color palette.  There are assumed to be
; guidelines in the file, so only 31x31 pixels are available for art.  The upper left pixel of the file defines
; the 'transparent' color for the icon.
;
;	//	arg 0	ID# 			(1-4095)
;	//	arg 1	trophy name 	(31 char max)
;	//	arg 2	ImageFileName,  (in ART folder, assumed to have .bmp extension)
;	//	arg 3	ImageIndex, 	(0 for first frame of 'filmstrip' in ImageFile)
;	//	arg 4	stack size 		(how many of these fit in a single Trophy Bag Slot) (0-99)
;	//	arg 5	gpForStack		(How much a shop will pay for a FULL STACK of these)
;	//	arg 6	demonId			(Which monster 'drops' these when killed) (use 0 if not to be found on monsters)
;	//	arg 7	probability, 	(percentage chance 0-100 you will get one for killing that monster)
;
;	Arg0	Arg1					Arg2			Arg3	Arg4	Arg5	Arg6	Arg7
;   	ID	Name					ImageFileName		ImgIndx	StackSz StackGP	DemonID	findProb
;   	1234     1234567890123456789012345678901     123456789012345
	1,	"Mini Minotaurs",			"trophy",		0,	20,	200,	1,	90
	2,	"Menomysyme",				"trophy",		1,	15,	500,	2,	60
	3,	"Mini Hell Cat",			"trophy",		2,	1,	3000,	6,	25
	4,	"Sanctum Orb",				"trophy",		3,	5,	500,	11,	45
	5,	"Mini Gnome Wizard",			"trophy",		4,	5,	1500,	12,	70
	6,	"Dragon Wing",				"trophy",		5,	10,	3500,	23,	35

;The following are quest trophies/special trophies

	7,	"Small Cesear Doll",			"trophy",		6,	1,	0,	1,	1
	8,	"Guard Costume",			"trophy",		7,	1,	0,	0,	0

;The Following are casino trophies
	
	9,	"Casino Token-Red",			"trophy"		8,	99,	0,	0,	0
	10	"Casino Token-Blue",			"trophy"		9,	99,	0,	0,	0
	11,	"Casino Token-Green",			"trophy"		10,	99,	0,	0,	0
	12,	"Casino Token-Rainbow",			"trophy"		11,	99,	0,	0,	0	

;Here is a blank rambling



