/******************************************************************************/
/* Return To Chaos - Dungeon definition file: Complex Actions                 */
/******************************************************************************/
/******************************************************************************/
/* Main Data                                                                  */
/*                                                                            */
/* The name of the dungeon as it will appear in the selection menu when       */
/* loading RTC and other basic details.                                       */
/******************************************************************************/
[Main Data]
NAME.............=(3 - COMPLEX ACTIONS)
AUTHOR...........=(GEORGE GILBERT)
DATE.............=(MAY 2008)
ENTRANCE.........=(0,1,0,SOUTH)
IMPORT_TO........=(0,1,0,SOUTH)
END_OF_GAME......=(NONE)
RESTRICT_RUNES...=(FALSE)
RESTRICT_SAVES...=(FALSE)
MAX_PARTY_SIZE...=(4)
AUTO_EQUIP.......=(TRUE)
MAX_TIME.........=(0)
REINCARNATE_STATS=(NO_CHANGE)
REINCARNATE_ATTRS=(SMALL_INCREASE)

/******************************************************************************/
/* Description                                                                */
/*                                                                            */
/* Text description of the dungeon as it will appear in the game.             */
/******************************************************************************/
[Description]
TITLE.=(COMPLEX ACTIONS)
BODY..=(A SAMPLE DUNGEON SHOWING\MORE COMPLEX ACTIONS)
CREDIT=(BY GEORGE GILBERT\MAY 2008)

/******************************************************************************/
/* Text Strings                                                               */
/******************************************************************************/
[Text Strings]
SKILL_FIGHTER=(FIGHTER)
SKILL_NINJA..=(NINJA)
SKILL_PRIEST.=(PRIEST)
SKILL_WIZARD.=(WIZARD)
LEVEL_0.=()
LEVEL_1.=(NEOPHYTE)
LEVEL_2.=(NOVICE)
LEVEL_3.=(APPRENTICE)
LEVEL_4.=(JOURNEYMAN)
LEVEL_5.=(CRAFTSMAN)
LEVEL_6.=(ARTISAN)
LEVEL_7.=(ADEPT)
LEVEL_8.=(EXPERT)
LEVEL_9.=(a MASTER)
LEVEL_10=(b MASTER)
LEVEL_11=(c MASTER)
LEVEL_12=(d MASTER)
LEVEL_13=(e MASTER)
LEVEL_14=(f MASTER)
LEVEL_15=(ARCHMASTER)
STAT_HEALTH...=(HEALTH)
STAT_STAMINA..=(STAMINA)
STAT_MANA.....=(MANA)
STAT_STRENGTH.=(STRENGTH)
STAT_VITALITY.=(VITALITY)
STAT_DEXTERITY=(DEXTERITY)
STAT_WISDOM...=(WISDOM)
STAT_ANTIFIRE.=(ANTI-FIRE)
STAT_ANTIMAGIC=(ANTI-MAGIC)
CHARACTER_REINCARNATED=(%s RESURRECTED.)
CHARACTER_RESURRECTED.=(%s REINCARNATED.)
CHARACTER_JOINED_PARTY=(%s HAS JOINED THE PARTY.)
CHARACTER_LEFT_PARTY..=(%s HAS LEFT THE PARTY.)
CHARACTER_LEVEL_UP....=(%s JUST GAINED A %s LEVEL!)
CHARACTER_LEVEL_DOWN..=(%s JUST LOST A %s LEVEL!)
SPELL_UNKNOWN.=(%s MUMBLES A MEANINGLESS SPELL.)
SPELL_FIZZLES.=(THE SPELL FIZZLES AND DIES.)
SPELL_FLASK...=(%s NEEDS AN EMPTY FLASK IN HAND FOR POTION.)
SPELL_PRACTICE=(%s NEEDS MORE PRACTICE WITH THIS %s SPELL.)

/******************************************************************************/
/* New - Bitmaps                                                              */
/******************************************************************************/
[New - Bitmaps]
ADD	BITMAP_BONSAI			FILE=(Modules\Examples\Bonsai.bmp)		SIZE=(41,40)	POSITION=(0,32)	SCALINGS=(6)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_BONSAI_ATTACK		FILE=(Modules\Examples\BonsaiAttack.bmp)	SIZE=(41,40)	POSITION=(0,32)	SCALINGS=(6)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_CAGE_EMPTY		FILE=(Modules\Examples\CageEmpty.bmp)		SIZE=(45,48)	POSITION=(0,40)	SCALINGS=(6)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_CAGE_FULL		FILE=(Modules\Examples\CageFull.bmp)		SIZE=(45,48)	POSITION=(0,40)	SCALINGS=(6)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_ICON_CAGE_EMPTY		FILE=(Modules\Examples\IconCageEmpty.bmp)	SIZE=(32,32)	POSITION=(0,0)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_ICON_CAGE_FULL		FILE=(Modules\Examples\IconCageFull.bmp)	SIZE=(32,32)	POSITION=(0,0)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)

/******************************************************************************/
/* New - Wallsets                                                             */
/*                                                                            */
/* Unique identifiers for the graphics that make up the walls.                */
/******************************************************************************/
[New - Wallsets]
NAME=(WALLSET_DEFAULT)
WALL_FRONT1...=(BITMAP_WALL_FRONT1,NULL)
WALL_FRONT2...=(BITMAP_WALL_FRONT2,NULL)
WALL_FRONT3...=(BITMAP_WALL_FRONT3,NULL)
WALL_LEFT1....=(BITMAP_WALL_LEFT1,BITMAP_WALL_LEFT1_ALT)
WALL_LEFT2....=(BITMAP_WALL_LEFT2,BITMAP_WALL_LEFT2_ALT)
WALL_LEFT3....=(BITMAP_WALL_LEFT3,BITMAP_WALL_LEFT3_ALT)
WALL_SIDE0....=(BITMAP_WALL_SIDE0,BITMAP_WALL_SIDE0_ALT)
WALL_SIDE1....=(BITMAP_WALL_SIDE1,BITMAP_WALL_SIDE1_ALT)
WALL_SIDE2....=(BITMAP_WALL_SIDE2,BITMAP_WALL_SIDE2_ALT)
WALL_SIDE3....=(BITMAP_WALL_SIDE3,BITMAP_WALL_SIDE3_ALT)
WALL_FAR3.....=(BITMAP_WALL_FAR3,BITMAP_WALL_FAR3_ALT)
WINDOW........=(BITMAP_WALL_WINDOW)
ROOF..........=(BITMAP_WALL_ROOF,NULL,NULL,NULL)
FLOOR.........=(BITMAP_WALL_FLOOR,NULL,NULL,NULL)
SHADE.........=(BITMAP_WALL_SHADE,100)
FONT..........=(BITMAP_WALL_FONT)
MAP_ICON_WALL.=(BITMAP_MAP_ICON_WALL)
MAP_ICON_FLOOR=(BITMAP_MAP_ICON_FLOOR)

/******************************************************************************/
/* New - Methods                                                              */
/******************************************************************************/
[New - Methods]
ADD	ATTACK_METHOD_BASH_WALL		NAME=(BASH)		TYPE=(NINJA)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_BASH,NULL)	STRENGTH=(0)	LEVEL=(1)	ENERGY=(1)	TIME=(30)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:SOUND_ATTACK_SWING,FAILURE:NULL)

ADD	ATTACK_METHOD_WEAKEN_DOOR	NAME=(WEAKEN DOOR)	TYPE=(NINJA)	ACTION=(ACTION_SWAP_TILE_INFRONT,DOOR_WOODEN_REINFORCED_WOOD,DOOR_WOODEN)	STRENGTH=(0)	LEVEL=(1)	ENERGY=(1)	TIME=(10)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:NULL,FAILURE:NULL)

ADD	ATTACK_METHOD_QUESTION_ANSWER1	NAME=(OPEN DOOR)	TYPE=(NINJA)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_QUESTION_ANSWER1,NULL)	STRENGTH=(0)	LEVEL=(0)	ENERGY=(1)	TIME=(1)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:NULL,FAILURE:NULL)
ADD	ATTACK_METHOD_QUESTION_ANSWER2	NAME=(CLOSE DOOR)	TYPE=(NINJA)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_QUESTION_ANSWER2,NULL)	STRENGTH=(0)	LEVEL=(0)	ENERGY=(1)	TIME=(1)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:NULL,FAILURE:NULL)
ADD	ATTACK_METHOD_QUESTION_ANSWER3	NAME=(NO THANKS)	TYPE=(NINJA)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_QUESTION_ANSWER3,NULL)	STRENGTH=(0)	LEVEL=(0)	ENERGY=(1)	TIME=(1)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:NULL,FAILURE:NULL)

ADD	ATTACK_METHOD_CAPTURE		NAME=(CAPTURE)		TYPE=(NINJA)	ACTION=(ACTION_SWAP_TILE_INFRONT,MONSTER_BONSAI,NULL)	STRENGTH=(0)	LEVEL=(1)	ENERGY=(1)	TIME=(10)	CHARGES_USED=(1)	MANA_USED=(0)	SOUNDS=(SUCCESS:NULL,FAILURE:NULL)
ADD	ATTACK_METHOD_RELEASE		NAME=(RELEASE)		TYPE=(NINJA)	ACTION=(ACTION_CREATE_NEW_ON_FLOOR,MONSTER_BONSAI,NULL)	STRENGTH=(0)	LEVEL=(1)	ENERGY=(1)	TIME=(10)	CHARGES_USED=(1)	MANA_USED=(0)	SOUNDS=(SUCCESS:NULL,FAILURE:NULL)

ADD	ATTACK_METHOD_SHOOT_AND_RECOIL	NAME=(SHOOT)		TYPE=(NINJA)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_SHOOT_AND_RECOIL,NULL)	STRENGTH=(0)	LEVEL=(0)	ENERGY=(1)	TIME=(10)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:SOUND_ATTACK_BOW,FAILURE:NULL)

/******************************************************************************/
/* New - Spells                                                               */
/******************************************************************************/
[New - Spells]
REPLACE	SPELL_FUL	NAME=(RELIGHT)	RUNES=(FUL)	TYPE=(WIZARD)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_RELIGHT,NULL)	CAST_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)		FAIL_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	TIME=(30,35,40,45,50,60)
ADD	SPELL_VI_GOR	NAME=(POTION)	RUNES=(VI,GOR)	TYPE=(PRIEST)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_POTION,NULL)	CAST_SOUNDS=(SOUND_OTHER_ZAP,SOUND_OTHER_ZAP,SOUND_OTHER_ZAP,SOUND_OTHER_ZAP,SOUND_OTHER_ZAP,SOUND_OTHER_ZAP)		FAIL_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	TIME=(30,35,40,45,50,60)
ADD	SPELL_YA_GOR	NAME=(SOLID)	RUNES=(YA,GOR)	TYPE=(PRIEST)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_SOLID,NULL)	CAST_SOUNDS=(SOUND_OTHER_ZAP,SOUND_OTHER_ZAP,SOUND_OTHER_ZAP,SOUND_OTHER_ZAP,SOUND_OTHER_ZAP,SOUND_OTHER_ZAP)		FAIL_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	TIME=(30,35,40,45,50,60)

/******************************************************************************/
/* New - Objects                                                              */
/******************************************************************************/
[New - Objects]
ADD	WALLITEM_RELAY_RELIGHT		CLONES=(WALLITEM_RELAY)

ADD	WALLITEM_RELAY_POTION		CLONES=(WALLITEM_RELAY)

ADD	WALLITEM_RELAY_SOLID		CLONES=(WALLITEM_RELAY)
ADD	WALLITEM_COUNTER_SOLID		CLONES=(WALLITEM_COUNTER)

ADD	DOOR_PORTCULLIS_MAGIC		CLONES=(DOOR_PORTCULLIS)
ADD	FOOD_APPLE_MAGIC		CLONES=(FOOD_APPLE)		CONVERT_CONSUME=(ACTION:ACTION_OBJECT_DEACTIVATE,ACTION_OBJECT1:DOOR_PORTCULLIS_MAGIC)

ADD	WEAPON_CLUB_LARGE		CLONES=(WEAPON_CLUB)		NAME=(WALL BASHER)	METHODS=(ATTACK_METHOD_BASH_WALL,NULL,NULL)
ADD	WALLITEM_RELAY_BASH		CLONES=(WALLITEM_RELAY)

ADD	MISC_ACID			CLONES=(FLASK_POTION_SAR)	NAME=(ACID)	CONVERT_BREAK=(NEW_OBJECT:FLOORITEM_PIT,SOUND:SOUND_OTHER_EXPLODE)

ADD	MISC_CROWBAR			CLONES=(STAFF_CONDUIT)		NAME=(CROWBAR)	METHODS=(ATTACK_METHOD_WEAKEN_DOOR,NULL,NULL)	PROPERTIES=(DEFAULT_CHARGE:0)

ADD	WEAPON_QUESTION			CLONES=(MISC_COIN_GOLD)		NAME=(OPEN DOOR?)	METHODS=(ATTACK_METHOD_QUESTION_ANSWER1,ATTACK_METHOD_QUESTION_ANSWER2,ATTACK_METHOD_QUESTION_ANSWER3)
ADD	WALLITEM_RELAY_QUESTION_ANSWER1	CLONES=(WALLITEM_RELAY)
ADD	WALLITEM_RELAY_QUESTION_ANSWER2	CLONES=(WALLITEM_RELAY)
ADD	WALLITEM_RELAY_QUESTION_ANSWER3	CLONES=(WALLITEM_RELAY)

ADD	MONSTER_BONSAI			CLONES=(MONSTER_SCREAMER)	BITMAPS=(FRONT:BITMAP_BONSAI,BACK:BITMAP_BONSAI,SIDE:BITMAP_BONSAI,ATTACK:BITMAP_BONSAI_ATTACK)
ADD	MISC_CAGE_EMPTY			CLONES=(MISC_BOULDER)		NAME=(BONSAI CAGE)	ICONS=(BITMAP_ICON_CAGE_EMPTY,NULL)	BITMAPS=(DUNGEON:BITMAP_CAGE_EMPTY)	METHODS=(ATTACK_METHOD_CAPTURE,NULL,NULL)	CONVERT_USE=(NEW_OBJECT:MISC_CAGE_FULL)		PROPERTIES=(DEFAULT_CHARGE:1)
ADD	MISC_CAGE_FULL			CLONES=(MISC_BOULDER)		NAME=(CAGED BONSAI)	ICONS=(BITMAP_ICON_CAGE_FULL,NULL)	BITMAPS=(DUNGEON:BITMAP_CAGE_FULL)	METHODS=(ATTACK_METHOD_RELEASE,NULL,NULL)	CONVERT_USE=(NEW_OBJECT:MISC_CAGE_EMPTY)	PROPERTIES=(DEFAULT_CHARGE:1)

ADD	WALLITEM_COUNTER_COINS		CLONES=(WALLITEM_COUNTER)

ADD	MONSTER_TROLIN_PATROLLING	CLONES=(MONSTER_TROLIN)		BODY=(NULL,NULL,NULL,NULL,NULL,NULL,0,0)	METHODS_CLOSE=(NULL,NULL,NULL)	STATS=(MOVEMENT:9999)	CONVERT_DEATH=(NEW_OBJECT:MONSTER_TROLIN_FIGHTING)
ADD	MONSTER_TROLIN_FIGHTING		CLONES=(MONSTER_TROLIN)		BODY=(KEY_GOLD,NULL,NULL,NULL,NULL,NULL,1,1)

ADD	WEAPON_BOW_RECOIL		CLONES=(WEAPON_BOW)		METHODS=(ATTACK_METHOD_SHOOT_AND_RECOIL,NULL,NULL)
ADD	WALLITEM_RELAY_SHOOT_AND_RECOIL	CLONES=(WALLITEM_RELAY)

/******************************************************************************/
/* Audio - Party                                                              */
/*                                                                            */
/* Unique identifiers for the sounds associated with the party.               */
/******************************************************************************/
[Audio - Party]
FOOTSTEP......=(NULL)
SLEEP.........=(NULL)
CHARACTER_DIES=(NULL)
PARTY_DIES....=(SOUND_OTHER_SCREAM)
FALL_DOWN_PIT.=(SOUND_OTHER_SCREAM)
KNOCK_ON_WALL.=(SOUND_ATTACK_THUD)
WALK_INTO_WALL=(SOUND_OTHER_BUMP)
HIT_BY_MONSTER=(PLAYLIST_OOF)
HIT_BY_DOOR...=(PLAYLIST_OOF)

/******************************************************************************/
/* Audio - Runes                                                              */
/*                                                                            */
/* Unique identifiers for the sounds associated with casting runes.           */
/******************************************************************************/
[Audio - Runes]
LO..=(NULL)
UM..=(NULL)
ON..=(NULL)
EE..=(NULL)
PAL.=(NULL)
MON.=(NULL)

YA..=(NULL)
VI..=(NULL)
OH..=(NULL)
FUL.=(NULL)
DES.=(NULL)
ZO..=(NULL)

VEN.=(NULL)
EW..=(NULL)
KATH=(NULL)
IR..=(NULL)
BRO.=(NULL)
GOR.=(NULL)

KU..=(NULL)
ROS.=(NULL)
DAIN=(NULL)
NETA=(NULL)
RA..=(NULL)
SAR.=(NULL)

BACK=(NULL)

/******************************************************************************/
/* Audio - Misc                                                               */
/*                                                                            */
/* Unique identifiers for other sounds.                                       */
/******************************************************************************/
[Audio - Misc]
MENU_BUTTONS.....=(SOUND_OTHER_CLICK)
ENTRANCE.........=(NULL,TRUE)
ENTRANCE_BUTTONS.=(SOUND_OTHER_CLICK)
ENTRANCE_DOOR....=(SOUND_OTHER_CLANK_ENTRANCE,TRUE)
ADD_RUNE.........=(SOUND_OTHER_ZAP)
THROW_ITEM.......=(SOUND_ATTACK_SWING)
VI_ALTAR_ZAP.....=(SOUND_OTHER_ZAP)
VI_ALTAR_EXPLODE.=(SOUND_OTHER_EXPLODE)
FUSE_ZAP.........=(SOUND_OTHER_ZAP)
FUSE_BUZZ........=(SOUND_OTHER_BUZZ)
FUSE_EXPLODE.....=(SOUND_OTHER_EXPLODE)
THE_END_WIN......=(NULL)
THE_END_LOSE_DEAD=(NULL)
THE_END_LOSE_TIME=(NULL)

/******************************************************************************/
/* Graphics - Menus                                                           */
/*                                                                            */
/* Unique identifiers for the menus used in the game.                         */
/******************************************************************************/
[Graphics - Menus]
STYLE_INFO..=(BITMAP_MENU_STYLE_INFO)
STYLE_EMPTY.=(BITMAP_MENU_STYLE_EMPTY)
STYLE_SINGLE=(BITMAP_MENU_STYLE_SINGLE)
STYLE_DOUBLE=(BITMAP_MENU_STYLE_DOUBLE)
STYLE_SAVE..=(BITMAP_MENU_STYLE_SAVE)

BUTTON_SMALL_UP..=(BITMAP_MENU_BUTTON_SMALL_UP)
BUTTON_SMALL_DOWN=(BITMAP_MENU_BUTTON_SMALL_DOWN)
BUTTON_LARGE_UP..=(BITMAP_MENU_BUTTON_LARGE_UP)
BUTTON_LARGE_DOWN=(BITMAP_MENU_BUTTON_LARGE_DOWN)
BUTTON_CHECK_UP..=(BITMAP_MENU_BUTTON_CHECK_UP)
BUTTON_CHECK_DOWN=(BITMAP_MENU_BUTTON_CHECK_DOWN)

/******************************************************************************/
/* Graphics - Fonts                                                           */
/*                                                                            */
/* Unique identifiers for the fonts used in the game.                         */
/******************************************************************************/
[Graphics - Fonts]
MAIN..=(BITMAP_FONT_MAIN)
SCROLL=(BITMAP_FONT_SCROLL)
HINT..=(BITMAP_FONT_HINT)

MAIN_COL_MENU_NORMAL.........=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_MENU_SELECTED.......=(BITMAP_FONT_MAIN_COLOUR_YELLOW)
MAIN_COL_MENU_SEPARATOR......=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_MENU_VERSION........=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_MENU_BUTTON_ACTIVE..=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_MENU_BUTTON_INACTIVE=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_DESCRIPTION.........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_GAME_STATUS.........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_OBJECT_NAME.........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_MESSAGE_SYSTEM......=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_MESSAGE_INFO........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_WEAPON_CHAR.........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_WEAPON_METHOD.......=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_WEAPON_INFO.........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_RUNE_CHAR...........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_RUNE_AVAILABLE......=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_RUNE_UNAVAILABLE....=(BITMAP_FONT_MAIN_COLOUR_CYAN_VERY_DARK)
MAIN_COL_RUNE_INVERSE........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_DAMAGE..............=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_CHAR_NAME_NORMAL....=(BITMAP_FONT_MAIN_COLOUR_ORANGE)
MAIN_COL_CHAR_NAME_LEADER....=(BITMAP_FONT_MAIN_COLOUR_YELLOW)
MAIN_COL_CHAR_NAME_DEAD......=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_STATS_NAME..........=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_STATS_VALUE_NORMAL..=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_STATS_VALUE_DAMAGE..=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_STATS_VALUE_BOOST...=(BITMAP_FONT_MAIN_COLOUR_GREEN)
MAIN_COL_LOAD_NORMAL.........=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_LOAD_HEAVY..........=(BITMAP_FONT_MAIN_COLOUR_YELLOW)
MAIN_COL_LOAD_VERY_HEAVY.....=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_MAP_ACTIVE..........=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_MAP_INACTIVE........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_BOOK_ACTIVE.........=(BITMAP_FONT_MAIN_COLOUR_GREY_DARK)
MAIN_COL_BOOK_ACTIVE_SHADOW..=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_BOOK_INACTIVE.......=(BITMAP_FONT_MAIN_COLOUR_GREY_VERY_LIGHT)
MAIN_COL_SHOP_DESCRIPTION....=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_SCORES_NAME.........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SCORES_POSITIVE.....=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SCORES_NEGATIVE.....=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_SECRETS_SUMMARY.....=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SECRETS_FOUND.......=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SECRETS_HIDDEN......=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_MONSTERS_KILLED.....=(BITMAP_FONT_MAIN_COLOUR_BLACK)

/******************************************************************************/
/* Graphics - Utility                                                         */
/*                                                                            */
/* Unique identifiers for the graphics that make up the utility screens.      */
/******************************************************************************/
[Graphics - Utility]
TABLET............=(BITMAP_UTILITY_TABLET)
TABLET_DESCRIPTION=(BITMAP_UTILITY_TABLET_DESCRIPTION)
TABLET_MAKENEW....=(BITMAP_UTILITY_TABLET_MAKENEW)
TABLET_ORACLE.....=(BITMAP_UTILITY_TABLET_ORACLE)
TABLET_ENTRANCE...=(BITMAP_UTILITY_TABLET_ENTRANCE)
DESCRIPTION.......=(BITMAP_UTILITY_BANNER)
MAKENEW...........=(BITMAP_UTILITY_MAKENEW)
ORACLE............=(BITMAP_UTILITY_ORACLE)
SCORES............=(BITMAP_UTILITY_BANNER)
GREAT_HALL........=(BITMAP_UTILITY_BANNER)

/******************************************************************************/
/* Graphics - Entrance                                                        */
/*                                                                            */
/* Unique identifiers for the graphics that make up the dungeon entrance      */
/* screen.                                                                    */
/******************************************************************************/
[Graphics - Entrance]
BACKGROUND...=(BITMAP_ENTRANCE_BACKGROUND_DM)
FOREGROUND...=(NULL)
DOOR_LEFT....=(BITMAP_ENTRANCE_DOOR_LEFT_DM)
DOOR_RIGHT...=(BITMAP_ENTRANCE_DOOR_RIGHT_DM)
SWITCH_ENTER.=(BITMAP_ENTRANCE_SWITCH_ENTER_DM)
SWITCH_RESUME=(BITMAP_ENTRANCE_SWITCH_RESUME_DM)
SWITCH_QUIT..=(BITMAP_ENTRANCE_SWITCH_QUIT_DM)
SWITCH_SCROLL=(BITMAP_ENTRANCE_SWITCH_SCROLL_DM)

/******************************************************************************/
/* Graphics - Interface                                                       */
/*                                                                            */
/* Unique identifiers for the graphics that make up the user interface.       */
/******************************************************************************/
[Graphics - Interface]
BACKGROUND..................=(NULL)
ARROWS_UP...................=(BITMAP_INTERF_ARROWS_UP)
ARROWS_DOWN.................=(BITMAP_INTERF_ARROWS_DOWN)
WEAPON_BOXES................=(BITMAP_INTERF_WEAPON_BOXES)
WEAPON_READY................=(BITMAP_INTERF_WEAPON_READY)
WEAPON_HIT..................=(BITMAP_INTERF_WEAPON_HIT)
RUNE_SELECTOR...............=(BITMAP_INTERF_RUNE_SELECTOR)
CHAR_STATS..................=(BITMAP_INTERF_CHAR_STATS)
CHAR_STATS_DAMAGE_HEALTH....=(BITMAP_INTERF_CHAR_STATS_DAMAGE_HEALTH)
CHAR_STATS_DAMAGE_STAMINA...=(BITMAP_INTERF_CHAR_STATS_DAMAGE_STAMINA)
CHAR_STATS_DAMAGE_MANA......=(BITMAP_INTERF_CHAR_STATS_DAMAGE_MANA)
CHAR_PORTRAIT...............=(BITMAP_INTERF_CHAR_PORTRAIT)
CHAR_PORTRAIT_DAMAGE_HEALTH.=(BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_HEALTH)
CHAR_PORTRAIT_DAMAGE_STAMINA=(BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_STAMINA)
CHAR_PORTRAIT_DAMAGE_MANA...=(BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_MANA)
CHAR_DEAD...................=(BITMAP_INTERF_CHAR_DEAD)
CHAR_POSITIONS..............=(BITMAP_INTERF_CHAR_POSITIONS)
CHAR_SHIELD_FIRE............=(BITMAP_INTERF_CHAR_SHIELD_FIRE)
CHAR_SHIELD_SPELL...........=(BITMAP_INTERF_CHAR_SHIELD_SPELL)
CHAR_SHIELD_MONSTER.........=(BITMAP_INTERF_CHAR_SHIELD_MONSTER)
CHAR_COLS_1.................=(BITMAP_INTERF_CHAR_COLOURS_GREEN)
CHAR_COLS_2.................=(BITMAP_INTERF_CHAR_COLOURS_YELLOW)
CHAR_COLS_3.................=(BITMAP_INTERF_CHAR_COLOURS_RED)
CHAR_COLS_4.................=(BITMAP_INTERF_CHAR_COLOURS_BLUE)

/******************************************************************************/
/* Graphics - Inventory                                                       */
/*                                                                            */
/* Unique identifiers for the graphics that make up the inventory.            */
/******************************************************************************/
[Graphics - Inventory]
BACKGROUND.......=(BITMAP_INVENTORY_BACKGROUND)
ICON_EXIT........=(BITMAP_INVENTORY_ICON_EXIT)
ICON_SLEEP.......=(BITMAP_INVENTORY_ICON_SLEEP)
ICON_SAVE........=(BITMAP_INVENTORY_ICON_SAVE)
ICON_SOUND.......=(BITMAP_INVENTORY_ICON_SOUND)
VIEW_FOOD_WATER..=(BITMAP_INVENTORY_VIEW_FOOD_WATER)
VIEW_POISONED....=(BITMAP_INVENTORY_VIEW_POISONED)
VIEW_STATS.......=(BITMAP_INVENTORY_VIEW_STATS)
VIEW_ITEM........=(BITMAP_INVENTORY_VIEW_ITEM)
BAR_FOOD_LONG....=(BITMAP_INVENTORY_BAR_FOOD_LONG)
BAR_FOOD_MEDIUM..=(BITMAP_INVENTORY_BAR_FOOD_MEDIUM)
BAR_FOOD_SHORT...=(BITMAP_INVENTORY_BAR_FOOD_SHORT)
BAR_WATER_LONG...=(BITMAP_INVENTORY_BAR_WATER_LONG)
BAR_WATER_MEDIUM.=(BITMAP_INVENTORY_BAR_WATER_MEDIUM)
BAR_WATER_SHORT..=(BITMAP_INVENTORY_BAR_WATER_SHORT)

/******************************************************************************/
/* Graphics - Inventory Boxes                                                 */
/*                                                                            */
/* Unique identifiers for the graphics that make up the inventory boxes.      */
/******************************************************************************/
[Graphics - Inventory Boxes]
BORDER_PLAIN...........=(BITMAP_INVENTORY_BOX_BORDER_PLAIN)
BORDER_HIGHLIGHT.......=(BITMAP_INVENTORY_BOX_BORDER_HIGHLIGHT)
BORDER_DAMAGE..........=(BITMAP_INVENTORY_BOX_BORDER_DAMAGE)
BORDER_BOOST...........=(BITMAP_INVENTORY_BOX_BORDER_BOOST)
ICON_EYE_NORMAL........=(BITMAP_INVENTORY_BOX_ICON_EYE_NORMAL)
ICON_EYE_LOOKING.......=(BITMAP_INVENTORY_BOX_ICON_EYE_LOOKING)
ICON_MOUTH_OPEN........=(BITMAP_INVENTORY_BOX_ICON_MOUTH_OPEN)
ICON_MOUTH_MIDDLE......=(BITMAP_INVENTORY_BOX_ICON_MOUTH_MIDDLE)
ICON_MOUTH_CLOSED......=(BITMAP_INVENTORY_BOX_ICON_MOUTH_CLOSED)
ICON_HEAD..............=(BITMAP_INVENTORY_BOX_ICON_HEAD)
ICON_BODY..............=(BITMAP_INVENTORY_BOX_ICON_BODY)
ICON_HAND_LEFT.........=(BITMAP_INVENTORY_BOX_ICON_HAND_LEFT)
ICON_HAND_RIGHT........=(BITMAP_INVENTORY_BOX_ICON_HAND_RIGHT)
ICON_LEGS..............=(BITMAP_INVENTORY_BOX_ICON_LEGS)
ICON_FEET..............=(BITMAP_INVENTORY_BOX_ICON_FEET)
ICON_HEAD_INJURED......=(BITMAP_INVENTORY_BOX_ICON_HEAD_INJURED)
ICON_BODY_INJURED......=(BITMAP_INVENTORY_BOX_ICON_BODY_INJURED)
ICON_HAND_LEFT_INJURED.=(BITMAP_INVENTORY_BOX_ICON_HAND_LEFT_INJURED)
ICON_HAND_RIGHT_INJURED=(BITMAP_INVENTORY_BOX_ICON_HAND_RIGHT_INJURED)
ICON_LEGS_INJURED......=(BITMAP_INVENTORY_BOX_ICON_LEGS_INJURED)
ICON_FEET_INJURED......=(BITMAP_INVENTORY_BOX_ICON_FEET_INJURED)
ICON_NECK..............=(BITMAP_INVENTORY_BOX_ICON_NECK)
ICON_POUCH.............=(BITMAP_INVENTORY_BOX_ICON_POUCH)
ICON_SHEATH............=(BITMAP_INVENTORY_BOX_ICON_SHEATH)
ICON_BACKPACK..........=(BITMAP_INVENTORY_BOX_ICON_BACKPACK)

/******************************************************************************/
/* Graphics - Misc                                                            */
/*                                                                            */
/* Unique identifiers for the other dungeon graphics.                         */
/******************************************************************************/
[Graphics - Misc]
MOUSE_POINTER.....=(NULL)
VI_ALTAR_EXPLOSION=(BITMAP_CLOUD_FIREBALL)
VI_ALTAR_LIGHTNING=(BITMAP_SPELL_LIGHTNING2)
SPELL_WINDOW_DOOR.=(BITMAP_SPELL_WINDOW_DOOR)
FUSE_FUSE.........=(BITMAP_CLOUD_DESEW)
FUSE_EXPLOSION....=(BITMAP_CLOUD_FIREBALL)
FUSE_LORD_GREY....=(BITMAP_MONSTER_LORD_GREY_FRONT)
FUSE_LORD_ORDER...=(BITMAP_MONSTER_LORD_ORDER_FRONT)
FUSE_LORD_CHAOS...=(BITMAP_MONSTER_LORD_CHAOS_FRONT)
THE_END_WIN.......=(BITMAP_THEEND)
THE_END_LOSE_DEAD.=(BITMAP_THEEND)
THE_END_LOSE_TIME.=(BITMAP_THEEND)

/******************************************************************************/
/* Characters                                                                 */
/*                                                                            */
/* Definitions of all the champions for use in mirrors or the party.          */
/******************************************************************************/
[Characters]
CHARACTER_ZED	NAME=(ZED)	TITLE=(DUKE OF BANVILLE)	GENDER=(M)	STATS=(999,999,999)	EXP=(15.0,15.0,15.0,15.0)	ATTRS=(255,255,255,255,255,255)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_ZED,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)

/******************************************************************************/
/* Party                                                                      */
/*                                                                            */
/* Starting members of the party                                              */
/******************************************************************************/
[Party]
CHARACTER_ZED

/******************************************************************************/
/* Layout                                                                     */
/*                                                                            */
/* Definitions of all the levels in the dungeon.                              */
/******************************************************************************/
[Layout]

; Level 0
WALLSET=(WALLSET_DEFAULT)
LIGHT_AMBIENT=(50)
LIGHT_MINIMUM=(5)
LIGHT_MAXIMUM=(1000)
OFFSET=(0,0)
SIZE=(9,5)
000000000
111011100
001011100
001110101
000000111

; Level 1
WALLSET=(WALLSET_DEFAULT)
LIGHT_AMBIENT=(0)
LIGHT_MINIMUM=(5)
LIGHT_MAXIMUM=(1000)
OFFSET=(0,0)
SIZE=(9,5)
000000000
111011100
001011101
001110101
000000111

; Level 2
WALLSET=(WALLSET_DEFAULT)
LIGHT_AMBIENT=(0)
LIGHT_MINIMUM=(5)
LIGHT_MAXIMUM=(1000)
OFFSET=(0,0)
SIZE=(9,5)
000000000
111010100
111111101
000000101
000000111

; Level 3
WALLSET=(WALLSET_DEFAULT)
LIGHT_AMBIENT=(0)
LIGHT_MINIMUM=(5)
LIGHT_MAXIMUM=(1000)
OFFSET=(0,0)
SIZE=(9,5)
001110000
111111100
101110011
100001111
111111111

/******************************************************************************/
/* Items                                                                      */
/*                                                                            */
/* Definitions of all the items found in the dungeon.                         */
/******************************************************************************/
[Items]

1000	WALLITEM_TEXT			0	2	0	NORTH		TEXT=(\\LIGHT SWITCH)
1001	WALLITEM_SWITCH_LEVER		0	2	0	NORTH		OPBY=(MOUSE)	ACTION=(TOGGLE)		TARGET=(1002,1003)
1002	WALLITEM_COUNTER		0	2	0	CENTRE		COUNT=(1)	ACTION=(ACTIVATE)	TARGET=(1004)
1003	WALLITEM_COUNTER		0	2	0	CENTRE		COUNT=(0)	ACTION=(ACTIVATE)	TARGET=(1005)
1004	WALLITEM_ACTION			0	2	0	CENTRE		ACTION=(ACTION_LIGHT_AMBIENT,NULL,NULL)	STRENGTH=(100)
1005	WALLITEM_ACTION			0	2	0	CENTRE		ACTION=(ACTION_LIGHT_AMBIENT,NULL,NULL)	STRENGTH=(0)

2000	WALLITEM_RELAY_RELIGHT		1	0	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(2001,2002,2003)
2001	WALLITEM_ACTION			1	0	0	CENTRE		ACTION=(ACTION_SWAP_CHARACTER_HANDS,WEAPON_TORCH_AFULL,WEAPON_TORCH)	STRENGTH=(0)
2002	WALLITEM_ACTION			1	0	0	CENTRE		ACTION=(ACTION_SWAP_CHARACTER_HANDS,WEAPON_TORCH_AEMPTY,WEAPON_TORCH)	STRENGTH=(0)
2003	WALLITEM_ACTION			1	0	0	CENTRE		ACTION=(ACTION_SWAP_CHARACTER_HANDS,WEAPON_TORCH_X,WEAPON_TORCH)	STRENGTH=(0)

2010	WEAPON_TORCH_X			0	1	0	SOUTHEAST	
2011	MISC_SCROLL			1	1	0	NORTHWEST	TEXT=(CAST FUL\TO REGENERATE\YOUR TORCH)

3000	WALLITEM_TEXT			2	0	0	SOUTH		TEXT=(MAGIC FOUNTAIN\\TRY FILLING\YOUR FLASK)
3001	FLASK_EMPTY			2	1	0	NORTHEAST
3002	WALLITEM_FOUNTAIN_LION		3	1	0	WEST		OPBY=(FLASK_EMPTY)	ACTION=(ACTIVATE)	TARGET=(3003)
3003	WALLITEM_RELAY			3	0	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(3010,3020,3030,3040,3050)
3010	WALLITEM_RELAY			3	0	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(3011)	OPTIONS=(PROBABILITY:20)
3011	WALLITEM_ACTION			3	0	0	CENTRE		ACTION=(ACTION_SWAP_MOUSE,FLASK_EMPTY,FLASK_POTION_VI)	STRENGTH=(0)
3020	WALLITEM_RELAY			3	0	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(3021)	OPTIONS=(PROBABILITY:25)
3021	WALLITEM_ACTION			3	0	0	CENTRE		ACTION=(ACTION_SWAP_MOUSE,FLASK_EMPTY,FLASK_POTION_YA)	STRENGTH=(0)
3030	WALLITEM_RELAY			3	0	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(3031)	OPTIONS=(PROBABILITY:33)
3031	WALLITEM_ACTION			3	0	0	CENTRE		ACTION=(ACTION_SWAP_MOUSE,FLASK_EMPTY,FLASK_POTION_MA)	STRENGTH=(0)
3040	WALLITEM_RELAY			3	0	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(3041)	OPTIONS=(PROBABILITY:50)
3041	WALLITEM_ACTION			3	0	0	CENTRE		ACTION=(ACTION_SWAP_MOUSE,FLASK_EMPTY,FLASK_POTION_EE)	STRENGTH=(0)
3050	WALLITEM_RELAY			3	0	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(3051)	OPTIONS=(PROBABILITY:100)
3051	WALLITEM_ACTION			3	0	0	CENTRE		ACTION=(ACTION_SWAP_MOUSE,FLASK_EMPTY,FLASK_POTION_BRO)	STRENGTH=(0)

4000	MISC_SCROLL			2	3	0	SOUTHWEST	TEXT=(ALTERNATIVELY\CAST VI GOR\FOR A RANDOM\POTION)
4001	WALLITEM_RELAY_POTION		1	3	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(4010,4020,4030,4040,4050)
4010	WALLITEM_RELAY			1	3	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(4011)	OPTIONS=(PROBABILITY:20)
4011	WALLITEM_ACTION			1	3	0	CENTRE		ACTION=(ACTION_SWAP_CHARACTER_HANDS,FLASK_EMPTY,FLASK_POTION_VI)	STRENGTH=(0)
4020	WALLITEM_RELAY			1	3	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(4021)	OPTIONS=(PROBABILITY:25)
4021	WALLITEM_ACTION			1	3	0	CENTRE		ACTION=(ACTION_SWAP_CHARACTER_HANDS,FLASK_EMPTY,FLASK_POTION_YA)	STRENGTH=(0)
4030	WALLITEM_RELAY			1	3	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(4031)	OPTIONS=(PROBABILITY:33)
4031	WALLITEM_ACTION			1	3	0	CENTRE		ACTION=(ACTION_SWAP_CHARACTER_HANDS,FLASK_EMPTY,FLASK_POTION_MA)	STRENGTH=(0)
4040	WALLITEM_RELAY			1	3	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(4041)	OPTIONS=(PROBABILITY:50)
4041	WALLITEM_ACTION			1	3	0	CENTRE		ACTION=(ACTION_SWAP_CHARACTER_HANDS,FLASK_EMPTY,FLASK_POTION_EE)	STRENGTH=(0)
4050	WALLITEM_RELAY			1	3	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(4051)	OPTIONS=(PROBABILITY:100)
4051	WALLITEM_ACTION			1	3	0	CENTRE		ACTION=(ACTION_SWAP_CHARACTER_HANDS,FLASK_EMPTY,FLASK_POTION_BRO)	STRENGTH=(0)

4500	MISC_SCROLL			4	3	0	SOUTHEAST	TEXT=(CAST YA GOR\FOR A SOLID\ITEM\\WHAT YOU GET\DEPENDS ON\THE STRENGTH\OF THE SPELL!)
4501	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		ACTION=(ACTIVATE)	TARGET=(4600)
4502	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,GREATER_THAN_OR_EQUAL_TO,NUMBER:0)	ACTION=(ACTIVATE)	TARGET=(4601)
4503	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,LESS_THAN_OR_EQUAL_TO,NUMBER:24)		ACTION=(ACTIVATE)	TARGET=(4601)
4504	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,GREATER_THAN_OR_EQUAL_TO,NUMBER:25)	ACTION=(ACTIVATE)	TARGET=(4602)
4505	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,LESS_THAN_OR_EQUAL_TO,NUMBER:43)		ACTION=(ACTIVATE)	TARGET=(4602)
4506	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,GREATER_THAN_OR_EQUAL_TO,NUMBER:44)	ACTION=(ACTIVATE)	TARGET=(4603)
4507	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,LESS_THAN_OR_EQUAL_TO,NUMBER:62)		ACTION=(ACTIVATE)	TARGET=(4603)
4508	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,GREATER_THAN_OR_EQUAL_TO,NUMBER:63)	ACTION=(ACTIVATE)	TARGET=(4604)
4509	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,LESS_THAN_OR_EQUAL_TO,NUMBER:74)		ACTION=(ACTIVATE)	TARGET=(4604)
4510	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,GREATER_THAN_OR_EQUAL_TO,NUMBER:75)	ACTION=(ACTIVATE)	TARGET=(4605)
4511	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,LESS_THAN_OR_EQUAL_TO,NUMBER:87)		ACTION=(ACTIVATE)	TARGET=(4605)
4512	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,GREATER_THAN_OR_EQUAL_TO,NUMBER:88)	ACTION=(ACTIVATE)	TARGET=(4606)
4513	WALLITEM_RELAY_SOLID		4	4	0	CENTRE		CONDITION=(TRIGGERING:STRENGTH,LESS_THAN_OR_EQUAL_TO,NUMBER:100)	ACTION=(ACTIVATE)	TARGET=(4606)

4600	WALLITEM_ACTION			3	4	0	CENTRE		ACTION=(ACTION_COUNTER_SET,WALLITEM_COUNTER_SOLID,NULL)		STRENGTH=(2)
4601	WALLITEM_COUNTER_SOLID		3	4	0	CENTRE		COUNT=(2)	ACTION=(ACTIVATE)	TARGET=(4700)
4602	WALLITEM_COUNTER_SOLID		3	4	0	CENTRE		COUNT=(2)	ACTION=(ACTIVATE)	TARGET=(4701)
4603	WALLITEM_COUNTER_SOLID		3	4	0	CENTRE		COUNT=(2)	ACTION=(ACTIVATE)	TARGET=(4702)
4604	WALLITEM_COUNTER_SOLID		3	4	0	CENTRE		COUNT=(2)	ACTION=(ACTIVATE)	TARGET=(4703)
4605	WALLITEM_COUNTER_SOLID		3	4	0	CENTRE		COUNT=(2)	ACTION=(ACTIVATE)	TARGET=(4704)
4606	WALLITEM_COUNTER_SOLID		3	4	0	CENTRE		COUNT=(2)	ACTION=(ACTIVATE)	TARGET=(4705)

4700	WALLITEM_ACTION			2	4	0	CENTRE		ACTION=(ACTION_CREATE_NEW_ON_FLOOR,MISC_COIN_GOLD,NULL)	STRENGTH=(0)
4701	WALLITEM_ACTION			2	4	0	CENTRE		ACTION=(ACTION_CREATE_NEW_ON_FLOOR,MISC_GEM_BLUE,NULL)	STRENGTH=(0)
4702	WALLITEM_ACTION			2	4	0	CENTRE		ACTION=(ACTION_CREATE_NEW_ON_FLOOR,MISC_BOX_MAGIC_GREEN,NULL)	STRENGTH=(0)
4703	WALLITEM_ACTION			2	4	0	CENTRE		ACTION=(ACTION_CREATE_NEW_ON_FLOOR,RING_STORM,NULL)	STRENGTH=(0)
4704	WALLITEM_ACTION			2	4	0	CENTRE		ACTION=(ACTION_CREATE_NEW_ON_FLOOR,WEAPON_FLAMITT,NULL)	STRENGTH=(0)
4705	WALLITEM_ACTION			2	4	0	CENTRE		ACTION=(ACTION_CREATE_NEW_ON_FLOOR,SWORD_FURY,NULL)	STRENGTH=(0)

5000	FLOORITEM_TABLE			5	1	0
5001	MISC_SCROLL			5	1	0	SOUTHWEST	TEXT=(EAT ME\TO OPEN\THE DOOR!)
5002	FOOD_APPLE_MAGIC		5	1	0	SOUTHEAST
5010	FLOORITEM_DOORFRAME		6	3	0
5011	DOOR_PORTCULLIS_MAGIC		6	3	0			STATE=(CLOSED)

6000	WEAPON_CLUB_LARGE		7	4	0	NORTHEAST
6001	FLOORITEM_WALL_MOVABLE		8	4	0
6002	WALLITEM_TEXT			8	4	0	WEST		TEXT=(DONT LET A\SOLID WALL\STOP YOU!)
6003	FLOORITEM_SOUND_LOCALISED	8	4	0			SOUND=(SOUND_OTHER_EXPLODE)	LOOP=(FALSE)
6004	FLOORITEM_GENERATOR_MONSTER	8	4	0			GENERATES=(MONSTER_ELEMENTAL_WATER)	NUMBERS=(1)	TOTAL=(0)	HEALTH=(1)
6005	FLOORITEM_DAMAGE		8	4	0			STATE=(INVISIBLE)	TYPE=(HEALTH)	DAMAGE=(1)

6010	FLOORITEM_TRIGGER		7	4	0			OPBY=(PARTY)	ACTION=(ACTIVATE)	TARGET=(6020)	OPTIONS=(CONSTANT_WEIGHT,DIRECTION:EAST)
6011	WALLITEM_RELAY_BASH		7	3	0	CENTRE				ACTION=(ACTIVATE)	TARGET=(6020)
6012	WALLITEM_RELAY_BASH		7	3	0	CENTRE				ACTION=(DEACTIVATE)	TARGET=(6020)
6020	WALLITEM_COUNTER		7	3	0	CENTRE		COUNT=(2)	ACTION=(ACTIVATE)	TARGET=(6021,6022)
6021	WALLITEM_RELAY			7	3	0	CENTRE				ACTION=(ACTIVATE)	TARGET=(6003,6004,6005)
6022	WALLITEM_RELAY			7	3	0	CENTRE				ACTION=(DESTROY)	TARGET=(6001,6002,6003,6004,6005)

7000	MISC_SCROLL			8	3	0	NORTHEAST	TEXT=(STRONG ACID!\\THROW IT\AGAINST A WALL\FOR A WAY DOWN)
7001	MISC_ACID			8	3	0	NORTHWEST

8000	FLOORITEM_STAIRSDOWN		8	2	1	
8001	MISC_GRAPPLE			8	3	1	NORTHWEST

10000	FLOORITEM_STAIRSUP		8	2	2
10001	MISC_CROWBAR			8	3	2	SOUTHEAST
10002	MISC_SCROLL			8	3	2	SOUTHWEST	TEXT=(USE THE CROWBAR\TO WEAKEN\REINFORCED\DOORS)

11000	FLOORITEM_DOORFRAME		6	3	2
11001	DOOR_WOODEN_REINFORCED_WOOD	6	3	2			STATE=(CLOSED)
11002	FLOORITEM_TRIGGER		6	3	2			OPBY=(DOOR_WOODEN)	ACTION=(ACTIVATE)	TARGET=(11003,11004,11005,11006,11003,11004)
11003	WALLITEM_SHOOTER		5	3	2	EAST		TYPE=(DOUBLE)	SHOOTS=(STAFF_STICK)	STRENGTH=(1)	
11004	WALLITEM_SHOOTER		7	3	2	WEST		TYPE=(DOUBLE)	SHOOTS=(STAFF_STICK)	STRENGTH=(1)	
11005	WALLITEM_SHOOTER		5	3	2	EAST		TYPE=(DOUBLE)	SHOOTS=(WEAPON_CLUB)	STRENGTH=(1)	
11006	WALLITEM_SHOOTER		7	3	2	WEST		TYPE=(DOUBLE)	SHOOTS=(WEAPON_CLUB)	STRENGTH=(1)	

12000	MONSTER_LORD_GREY		4	1	2	CENTRE		HEALTH=(1)
12001	FLOORITEM_DOORFRAME		3	2	2
12002	DOOR_IRON			3	2	2			STATE=(CLOSED)
12003	FLOORITEM_TRIGGER		4	2	2			OPBY=(PARTY)	ACTION=(ACTIVATE)	TARGET=(12010,12011)		OPTIONS=(DIRECTION:NORTH)

12010	WALLITEM_SPEECH			0	0	2	CENTRE		TYPE=(SYSTEM)	TEXT=(HELLO! IS THERE ANYTHING I CAN HELP YOU WITH?)
12011	WALLITEM_ACTION			0	0	2	CENTRE		ACTION=(ACTION_MENU_WEAPON_OPEN,WEAPON_QUESTION,NULL)	STRENGTH=(0)
12012	WALLITEM_RELAY_QUESTION_ANSWER1	1	0	2	CENTRE		ACTION=(DEACTIVATE)	TARGET=(12002)	DELAY=(6)
12013	WALLITEM_RELAY_QUESTION_ANSWER1	1	0	2	CENTRE		ACTION=(ACTIVATE)	TARGET=(12014)
12014	WALLITEM_SPEECH			1	0	2	CENTRE		TYPE=(PARTY)	TEXT=(PLEASE CAN YOU OPEN THE DOOR?)
12015	WALLITEM_RELAY_QUESTION_ANSWER2	2	0	2	CENTRE		ACTION=(ACTIVATE)	TARGET=(12002)	DELAY=(6)
12016	WALLITEM_RELAY_QUESTION_ANSWER2	2	0	2	CENTRE		ACTION=(ACTIVATE)	TARGET=(12017)
12017	WALLITEM_SPEECH			2	0	2	CENTRE		TYPE=(PARTY)	TEXT=(PLEASE CAN YOU CLOSE THE DOOR?)
12018	WALLITEM_RELAY_QUESTION_ANSWER3	3	0	2	CENTRE		ACTION=(ACTIVATE)	TARGET=(12019)
12019	WALLITEM_SPEECH			3	0	2	CENTRE		TYPE=(PARTY)	TEXT=(NOT RIGHT NOW THANK YOU)

13000	MISC_CAGE_FULL			0	1	2	NORTHWEST	CHARGE=(1)

14000	MISC_COIN_GOR			0	2	2	SOUTHWEST
14001	MISC_COIN_GOLD			0	2	2	SOUTHWEST
14002	MISC_COIN_SILVER		0	2	2	SOUTHWEST
14003	MISC_COIN_COPPER		0	2	2	SOUTHWEST
14010	WALLITEM_SWITCH_EYE		0	3	2	NORTH		OPBY=(MISC_COIN_COPPER)	ACTION=(ACTIVATE)	TARGET=(14030)
14011	WALLITEM_SWITCH_EYE		0	3	2	NORTH		OPBY=(MISC_COIN_SILVER)	ACTION=(ACTIVATE)	TARGET=(14031)
14012	WALLITEM_SWITCH_EYE		0	3	2	NORTH		OPBY=(MISC_COIN_GOLD)	ACTION=(ACTIVATE)	TARGET=(14032)
14013	WALLITEM_SWITCH_EYE		0	3	2	NORTH		OPBY=(MISC_COIN_GOR)	ACTION=(ACTIVATE)	TARGET=(14033)
14014	WALLITEM_TEXT			0	3	2	NORTH		TEXT=(\\VALUE SEEN\%VALUE:14050%)
14020	WALLITEM_SWITCH_RED		1	3	2	NORTH		OPBY=(MOUSE)		ACTION=(ACTIVATE)	TARGET=(14040)
14021	WALLITEM_TEXT			1	3	2	NORTH		TEXT=(\\RESET)
14030	WALLITEM_ACTION			0	4	2	CENTRE		ACTION=(ACTION_COUNTER_INCREMENT,WALLITEM_COUNTER_COINS,NULL)	STRENGTH=(1)
14031	WALLITEM_ACTION			0	4	2	CENTRE		ACTION=(ACTION_COUNTER_INCREMENT,WALLITEM_COUNTER_COINS,NULL)	STRENGTH=(10)
14032	WALLITEM_ACTION			0	4	2	CENTRE		ACTION=(ACTION_COUNTER_INCREMENT,WALLITEM_COUNTER_COINS,NULL)	STRENGTH=(100)
14033	WALLITEM_ACTION			0	4	2	CENTRE		ACTION=(ACTION_COUNTER_INCREMENT,WALLITEM_COUNTER_COINS,NULL)	STRENGTH=(1000)
14040	WALLITEM_ACTION			1	4	2	CENTRE		ACTION=(ACTION_COUNTER_SET,WALLITEM_COUNTER_COINS,NULL)		STRENGTH=(0)
14050	WALLITEM_COUNTER_COINS		2	4	2	CENTRE		COUNT=(0)	ACTION=(NULL)	TARGET=(0)

15000	FLOORITEM_STAIRSDOWN		6	1	2	

16000	FLOORITEM_STAIRSUP		6	1	3

17000	FLOORITEM_TRIGGER		4	1	3			OPBY=(PARTY)	ACTION=(ACTIVATE)	TARGET=(17001,17002)	OPTIONS=(DISABLE_SELF)
17001	WALLITEM_SPEECH			5	0	3	CENTRE		TYPE=(PARTY)	TEXT=(THE TROLIN AHEAD APPEARS TO BE GUARDING THAT DOOR\I WONDER WHAT'S BEHIND IT!)
17002	FLOORITEM_TRIGGER		2	0	3			STATE=(INVISIBLE)	OPBY=(MONSTER_TROLIN_PATROLLING)	ACTION=(ACTIVATE)	TARGET=(17100,17101,17102,17103,17104,17105,17106,17107)
17003	MONSTER_TROLIN_PATROLLING	2	0	3	SOUTHWEST	HEALTH=(1)

17010	FLOORITEM_TRIGGER		2	0	3			OPBY=(PARTY)	ACTION=(ACTIVATE)	TARGET=(17015,17016,17017)
17011	FLOORITEM_TRIGGER		2	1	3			OPBY=(PARTY)	ACTION=(ACTIVATE)	TARGET=(17015,17016,17017)
17012	FLOORITEM_TRIGGER		2	2	3			OPBY=(PARTY)	ACTION=(ACTIVATE)	TARGET=(17015,17016,17017)

17015	FLOORITEM_TRIGGER		2	0	3			STATE=(INVISIBLE)	OPBY=(MONSTER_TROLIN_PATROLLING)	ACTION=(TOGGLE)	TARGET=(17020,17020)
17016	FLOORITEM_TRIGGER		2	1	3			STATE=(INVISIBLE)	OPBY=(MONSTER_TROLIN_PATROLLING)	ACTION=(TOGGLE)	TARGET=(17021,17021)
17017	FLOORITEM_TRIGGER		2	2	3			STATE=(INVISIBLE)	OPBY=(MONSTER_TROLIN_PATROLLING)	ACTION=(TOGGLE)	TARGET=(17022,17022)

17020	FLOORITEM_DAMAGE		2	0	3			STATE=(INVISIBLE)	TYPE=(HEALTH)	DAMAGE=(1)
17021	FLOORITEM_DAMAGE		2	1	3			STATE=(INVISIBLE)	TYPE=(HEALTH)	DAMAGE=(1)
17022	FLOORITEM_DAMAGE		2	2	3			STATE=(INVISIBLE)	TYPE=(HEALTH)	DAMAGE=(1)

17100	WALLITEM_RELAY			0	0	3	CENTRE		ACTION=(ACTIVATE)	TARGET=(17110)	DELAY=(10)
17101	WALLITEM_RELAY			0	0	3	CENTRE		ACTION=(ACTIVATE)	TARGET=(17111)	DELAY=(20)
17102	WALLITEM_RELAY			0	0	3	CENTRE		ACTION=(ACTIVATE)	TARGET=(17112)	DELAY=(30)
17103	WALLITEM_RELAY			0	0	3	CENTRE		ACTION=(ACTIVATE)	TARGET=(17113)	DELAY=(40)
17104	WALLITEM_RELAY			0	0	3	CENTRE		ACTION=(ACTIVATE)	TARGET=(17114)	DELAY=(50)
17105	WALLITEM_RELAY			0	0	3	CENTRE		ACTION=(ACTIVATE)	TARGET=(17115)	DELAY=(60)
17106	WALLITEM_RELAY			0	0	3	CENTRE		ACTION=(ACTIVATE)	TARGET=(17116)	DELAY=(70)
17107	WALLITEM_RELAY			0	0	3	CENTRE		ACTION=(ACTIVATE)	TARGET=(17117)	DELAY=(80)

17110	WALLITEM_ACTION			1	0	3	CENTRE		ACTION=(ACTION_ROTATE_ITEM_SOUTH,NULL,NULL)	STRENGTH=(0)
17111	WALLITEM_ACTION			1	0	3	CENTRE		ACTION=(ACTION_MOVE_ITEM_FORWARD,NULL,NULL)	STRENGTH=(0)
17112	WALLITEM_ACTION			1	0	3	CENTRE		ACTION=(ACTION_MOVE_ITEM_FORWARD,NULL,NULL)	STRENGTH=(0)
17113	WALLITEM_ACTION			1	0	3	CENTRE		ACTION=(ACTION_MOVE_ITEM_FORWARD,NULL,NULL)	STRENGTH=(0)
17114	WALLITEM_ACTION			1	0	3	CENTRE		ACTION=(ACTION_ROTATE_ITEM_NORTH,NULL,NULL)	STRENGTH=(0)
17115	WALLITEM_ACTION			1	0	3	CENTRE		ACTION=(ACTION_MOVE_ITEM_FORWARD,NULL,NULL)	STRENGTH=(0)
17116	WALLITEM_ACTION			1	0	3	CENTRE		ACTION=(ACTION_MOVE_ITEM_FORWARD,NULL,NULL)	STRENGTH=(0)
17117	WALLITEM_ACTION			1	0	3	CENTRE		ACTION=(ACTION_MOVE_ITEM_FORWARD,NULL,NULL)	STRENGTH=(0)

18000	FLOORITEM_DOORFRAME		1	1	3
18001	DOOR_BLACK			1	1	3			STATE=(CLOSED)
18003	WALLITEM_KEYHOLE_GOLD		1	2	3	EAST		OPBY=(KEY_GOLD)	ACTION=(DEACTIVATE)	TARGET=(18001)	OPTIONS=(DESTROY_ITEM)

19000	WEAPON_BOW_RECOIL		5	4	3	SOUTHWEST
19001	MISC_SCROLL			5	4	3	SOUTHWEST	TEXT=(THIS BOW IS\POWERFUL\\WATCH OUT\FOR RECOIL!)
19002	MISSILE_ARROW			5	4	3	NORTHWEST
19003	MISSILE_ARROW			5	4	3	NORTHWEST
19004	MISSILE_ARROW			5	4	3	NORTHWEST
19005	MISSILE_ARROW			5	4	3	NORTHWEST
19006	MISSILE_ARROW			5	4	3	NORTHWEST

19100	WALLITEM_RELAY_SHOOT_AND_RECOIL	4	3	2	CENTRE		ACTION=(ACTIVATE)	TARGET=(19101,19103)
19101	WALLITEM_RELAY			4	3	2	CENTRE		CONDITION=(TRIGGERING:MEMBER_OBJECT_ON_HAND_LEFT,EQUAL_TO,OBJECT:MISSILE_ARROW)	ACTION=(ACTIVATE)	TARGET=(19102)
19102	WALLITEM_ACTION			4	3	2	CENTRE		ACTION=(ACTION_MOVE_PARTY_BACKWARD,NULL,NULL)	STRENGTH=(0)
19103	WALLITEM_ACTION			4	3	2	CENTRE		ACTION=(ACTION_SHOOT_ARROW,NULL,NULL)	STRENGTH=(0)
