;


+CREDITS
Mephiticus
Story by 
MJ
Skins by Josh Worts heavily  mangled by MJ
Other Art by Dan Samuel
Most music by unknowns
I could not have done this with out Merlin's help !!!!
Dan has given me a wonderful hobby to play with!	
Programming by Synthetic Reality
Contact us on the web at:
http://www.synthetic-reality.com
-CREDITS


;
;--------------
+STORY
:S 200
:C 255,255,0
|Mephiticus
:S 75
:C 255,255,255
|~~~
|by MJ
|Skins by Josh Worts mangled by MJ
|Music by unknown midi sequencers
|Special thanks to all my friends who made this possible with their time and effort:
| Merlin"Dan" Miller, WolfHowell, Lorna, and to my testers: Coe, Noob, Sham Rammstein and MIkeanike
| I thank my hubby for his tolerance and willingness to eat leftovers while I am bug zapping!
|~~~ 
:S 100
:C 9,26,255
The once great continent of Mephiticus lies down wind of the legendary Evergreen. 
Unfortunately every time the Mighty Samsyn releases a new version of Well of souls in his never ending war with the "hackers" and "snerts" a choking cloud of magic  fallout engulfs this tortured land.
The remnants of many fine and ancient cultures have gathered at the northern most tip of the continent in an effort to hold the last inhabitable land against the grossly mutated beasts created by the magic contamination.
You will find many things here are as they are in Evergreen but life here has become a ever increasing struggle to survive.
It is your task brave soul to aid the inhabitants of this land to fight off the growing waves of evil mutations, in doing this you will embark on many difficult and challenging quests. 



:F Arial Italic
:C 255,0,0
Warning there is humor where it may not be expected! 

-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,		"Electricity",		10
	3,		"Swamp",					5
	4,		"Deep Water",		0
	5,		"Clouds",			0
	6,		"quicksand",					8
	7,		"sandstorm",					4
	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	// "Crystal"
;
;  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,		"Helmet"
 	1,		"Armor"
 	10,		"Boots"
 	11,		"Shield"
 	12,		"Ring"
 	13,		"Crystal"
-EQUIP




;--------------------
; 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.
;
;   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"
;           The flag values are:
;
;				1		// enables pet vs pet battles (but protects players from pets)
;				2		// enables pets to be used against other players or pets (if pkers or no safehaven)
;				4		// enables "no protection from PKer"
;				8		// enables "no PKing allowed here at all"
;				16		// enables "LADDER" reporting. (PK kills on this map are reported to ladder server)
;				32		// enables "show all link names." Normally link names are hidden until after first use of link.
;				64		// disables "Shadows" under heroes (and monsters) on map and in scenes of that map.
;				128		// disables the use of pets (cannot summon them) on this map.
;				256		// disables eavesdropping to and from players on this map.  (you can still whisper, shout, etc.)
;				512		// designates the map a GUILD HALL map.  (not sure what this means yet...)
;
; FOR EXAMPLE:
;
;	arg0	arg1				arg2				arg3						arg4
;	ID		image file			OBL/TER/MID	root	Map Name (seen by player)	Map FLAGS
;
;	0,		wormCave.jpg,		wormCave,			"Wyrm Cavern",				0
;	5,		town2.jpg,			westin,				"Westin",					0
;	6,		town3.jpg,			stonetree,			"Stonetree",				0
      0,          Mephiticus.jpg,         Mephiticus,              "Mephiticus",             52
      1,          Aridia.jpg,             Aridia,                  "Aridia",                 52
      2,          Lustrum.jpg,            Lustrum,                 "Lustrum",                52
      3,          Assiccare.jpg,          Assiccare,               "Assiccare",              52
      4,          Saxum.jpg,              Saxum,                   "Saxum",                  52
      5,          Abnoba.jpg,             Abnoba,                  "Abnoba",                 52
      6,          Arenosus.jpg,           Arenosus,                "Arenosus",               52
      7,          Caespes.jpg,            Caespes,                 "Caespes",                52
      8,          Silva.jpg,              Silva,                   "Silva",                  52
      9,          Callis.jpg,             Callis,                  "Callis",                 52
     10,          Gramen.jpg,             Gramen,                  "Gramen",                 52
     11,          lostsoulsforest.jpg,    lostsoulsforest,         "Lost Souls Forest",       52
     12,          maze1.jpg,              maze1,                    "mystery maze",           52
	13,		PKarena.jpg,            PKarena,                  "PK Arena",               54





+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
	"
	-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,		"Life"		
	1,		"Water"			
	2,		"Nature"			
	3,		"Earth"			
	4,		"Death"		
	5,		"Fire"		
	6,		"Spirit"		
	7,		"Air"		
-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 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.
;   arg3    The sound effect to be played when this hand attacks, unless the equipped item
;			has its own sound effect.  If you leave this blank, a random sound effect will
;  			be picked for you.
;
; 	arg0	arg1
;	ID		Name

+HANDS
;  
; arg0		arg1		arg2		arg3
;  ID		Name		Range		SoundFX
;
	0,		"Sword",	30,			"sword1.wav"
	1,		"Utensil",	20,			"staff.wav"
	2,		"Bow",		100,		"sword8.wav"
	3,		"Mace",	50,			"chirp4.wav"
	4,		"Pike",		20,			"fist.wav"
	5,		"Axe",		30,			"dart.wav"
	6,		"Book",		70,			"chant6.wav"
	7,		"Spirit",	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


+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)



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 ressurection and recharge
;
SCENE 0		scene0, WELL, "Edge of the Land", 0, 0
	THEME	0
	MUSIC	"start_me_up"
	ACTOR	1,	"MJ", joshMiscellaneous, 32, 0, 60
	SEL		1
	POSE	32,32,32
	MOVE	1,	50, 60
	WAIT	1.0
	' Welcome to the world of Mephiticus.
	MOVE	1,	45, 60
	' If you  got this far then you know what to do.
	MOVE	1,	30, 70
	' You will incarnate with  level 0 equipment and  basic spells some will get mana before others.
	MOVE	1,	40, 75
	' That is where the easy part ends, for  from then on you must earn your equipment.
	' You must go to the colleseum for equipment every two levels if you don't it will kill you when you do.
      ' The popular ability boosters known  formerly as "seeds" are now Medals and Trophies.
	' Not only must you fight to earn them but must also defeat the outpost for your level.
	' The good news is that they are available starting at level 20.
	' At level 20 report to  outpost 20 and assist in it's defense.
	' After you tour of duty in a outpost  you can go to  the ability challenge.
	' You may do the ability challenge only once per level if you lose you lose.
	END

;--------------
; SCENE 1 must be primary CAMP scene
;
SCENE 1
	THEME
;	MUSIC   (no music in camp scene, just theme)

; Check is this is a PK Attack (uses CAMP scene, not FIGHT scene, oddly enough)

	COMPARE #<num.isPKAttack>, 1
	IF= @pk
	COMPARE #<num.isPKAttack>, 2
	IF= @pk	

; Not a PK Attack, check if it is in Macguyver castle

	COMPARE #<num.mapNum>, 2
	IF=	@inCastle

; Not Macguyver castle, so we're done.  It's just a regular camp with no special stuff

	END

;
; It *is* a PK Attack, so we set up some special rules to make it 'honorable'
;
@pk
	; Set map flags: 32768 (no nasty spells) + 8192 (no tickets) + 4096 (no Heal)
	FLAGS	45056

	; Lock the room
	LOCK 1

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

	; we have to END or they can't fight
	END



;--------------
; SCENE 2 must be primary FIGHT scene (for automatic fights)
;
SCENE 2
	THEME
	MUSIC  badtothebone1.mid
	FIGHT
END

;--------------
; SCENE 3 (this is the evergreen starting scene on the main map, where you can return to be healed)
;
SCENE 3		scene1, HEAL, "Dome of Life", 2, 0	
	THEME	0
	MUSIC	start_me_up.mid
	ACTOR	1,	"MJ", joshMiscellaneous, 32,32, 32
	POSE	32,32,32
	SEL		1
	MOVE	1,	15, 80
	IF ALIVE, @skip1
	1: Well it seems you have yet to learn to  heal your self in battle.
  	1: May I suggest you use your hotkeys for healing items or Mana restorers.
	ACTOR 2, "Phssthpok", joshMiscellaneous,31,31,31
	POSE 31,31,31,
	SEL    2
	MOVE 1,     29,90
	2: Enough of the lecture you frizzy tailed, flea bitten, %3.
	ACTOR 3,  "Lady Griffon", joshMiscellaneous,30,30,30
	POSE 30,30,30
	SEL  3
	MOVE 3,         35,60
	3: Alright! Stop it! just Stop talking and Rez them already!
	3: Don't make me mute you both!
	WAIT   1
	SOUND	"thunder1.wav"
	WAIT	1.0
@skip1
	SEL   1
	MOVE	1,	10, 75
	GIVE	L1
	GIVE	H5000
	GIVE	M5000 
	IF I99,@skipTicket
	GIVE	I99				; give him a ticket home
@skipTicket
	
	' Try to either heal or flee next time. 
END





;--------------
; SCENE 4 Generic Casino
;
SCENE 4		aztec
	THEME	0
	MUSIC	waltz2.mid
	ACTOR	1,	"Barker", joshRoyalty, 2, 25, 90
	SEL		1
	MOVE	1,	15, 80
	GAME	1
	' Try your luck!
	' Our slots pay the most!
END




;---------
; general armor shop

SCENE 5 wagon1s
	THEME	0
	MUSIC	waltz2.mid
	ACTOR	1,	"Harper", joshTownsFolk, 5, 5,5
	SEL		1
	MOVE	1,	15, 80
	OFFER	1,16,18,19,27,30,32,33,34,12,13,24,29,31,,35,36,37
	' My wagon sells items that you can carry on long journeys they will restore your HP.
	' Awww geez don't tell me you are another one.
	' You guys are all crazy coming through here on your way to try to solve the ancient riddle
	' I think the sphinx just made the whole thing up so she could get free groceries!



END

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

SCENE 6 bwEuroStreet
	THEME	0
	MUSIC	waltz2.mid
	ACTOR	1,	"Josh", joshTownsfolk, 9, 25, 90
	POSE	9,10
	SEL		1
	MOVE	1,	15, 80
	OFFER2	0,99,12,0,99,13,0,99,14,0,99,15
	' Finest weapons in Evergreen!
END

;---------
; general baubles shop

SCENE 7 bwEuroStreet
	THEME	0
	MUSIC	waltz2.mid
	ACTOR	1,	"Michelle", joshTownsFolk, 24, 25, 90
	POSE	24,25
	SEL		1
	MOVE	1,	15, 80
	OFFER2	0,99,22,0,99,23
	' Finest rings and amulets in Evergreen!
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



;---------


;---------
;
;equipment
#include Questscenes200.txt
;the bridge
#include Questscenes1.txt
;--------------------------------

#include QUESTINFO.TXT
;-----------------------
;the outposts
#include Questscenes600.txt
;-------------------------
;the ability challenge
#include Questscenes800.txt
;amen quest 
#include Questscenes900.txt
;-------------------------
;ressurect
#include Questscenes300.txt
;amen quest caves
#include Questscenes400.txt
;-------------------------
#include QuestScenes100.txt
;suicide mission
#include Questscenes500.txt
;-------------------------
;MISCELLANEOUS SCENES
#include QuestScenes200.txt

;---------------------------
;game scenes
#include QuestScenes1000.txt




; Here is the last line of the SCENES section of the quest file.
-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!