/******************************************************************************/
/* Return To Chaos - Dungeon definition file: Monsters and Spells             */
/******************************************************************************/
/******************************************************************************/
/* 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.............=(2 - NEW MONSTERS AND SPELLS)
AUTHOR...........=(GEORGE GILBERT)
DATE.............=(MAY 2008)
ENTRANCE.........=(0,0,0,EAST)
IMPORT_TO........=(0,0,0,EAST)
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.=(NEW MONSTERS AND SPELLS)
BODY..=(A SAMPLE DUNGEON SHOWING HOW\TO CREATE NEW MONSTERS\AND SPELLS)
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 - Sounds                                                               */
/******************************************************************************/
[New - Sounds]
ADD	SOUND_PHANTOM_ATTACK		FILE=(Modules\Examples\PhantomAttack.mp3)	BUFFERS=(2)

/******************************************************************************/
/* New - Bitmaps                                                              */
/******************************************************************************/
[New - Bitmaps]
ADD	BITMAP_ICON_PHANTOM			FILE=(Modules\Examples\PhantomIcon.bmp)		SIZE=(32,32)	POSITION=(0,0)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_PHANTOM				FILE=(Modules\Examples\Phantom.png)		SIZE=(120,166)	POSITION=(0,166)	SCALINGS=(6)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_PHANTOM_ATTACK			FILE=(Modules\Examples\PhantomAttack.png)	SIZE=(128,186)	POSITION=(0,186)	SCALINGS=(6)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_HAZE_ICEBALL_1			FILE=(Modules\Examples\HazeIceball_1.bmp)	SIZE=(96,62)	POSITION=(0,0)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_HAZE_ICEBALL_2			FILE=(Modules\Examples\HazeIceball_2.bmp)	SIZE=(96,62)	POSITION=(0,0)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_HAZE_ICEBALL_3			FILE=(Modules\Examples\HazeIceball_3.bmp)	SIZE=(96,62)	POSITION=(0,0)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_SPELL_ICEBALL			FILE=(Modules\Examples\Iceball.bmp)		SIZE=(64,56)	POSITION=(0,0)		SCALINGS=(6)	TRANSPARENT=(FALSE)	SHADED=(FALSE)
ADD	BITMAP_CLOUD_ICEBALL			FILE=(Modules\Examples\Iceball_x.bmp)		SIZE=(290,222)	POSITION=(0,222)	SCALINGS=(6)	TRANSPARENT=(FALSE)	SHADED=(FALSE)

ADD	BITMAP_FLOORITEM_PILLAR_N_FRONT1	FILE=(Modules\Examples\Pillar_n_f1.png)		SIZE=(156,188)	POSITION=(0,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_N_FRONT2	FILE=(Modules\Examples\Pillar_n_f2.png)		SIZE=(110,130)	POSITION=(0,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_N_FRONT3	FILE=(Modules\Examples\Pillar_n_f3.png)		SIZE=(70,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_N_LEFT1		FILE=(Modules\Examples\Pillar_n_l1.png)		SIZE=(60,188)	POSITION=(-60,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_N_LEFT2		FILE=(Modules\Examples\Pillar_n_l2.png)		SIZE=(110,130)	POSITION=(-2,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_N_LEFT3		FILE=(Modules\Examples\Pillar_n_l3.png)		SIZE=(74,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_N_RIGHT1	FILE=(Modules\Examples\Pillar_n_r1.png)		SIZE=(60,188)	POSITION=(60,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_N_RIGHT2	FILE=(Modules\Examples\Pillar_n_r2.png)		SIZE=(110,130)	POSITION=(2,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_N_RIGHT3	FILE=(Modules\Examples\Pillar_n_r3.png)		SIZE=(74,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)

ADD	BITMAP_FLOORITEM_PILLAR_E_FRONT1	FILE=(Modules\Examples\Pillar_e_f1.png)		SIZE=(156,188)	POSITION=(0,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_E_FRONT2	FILE=(Modules\Examples\Pillar_e_f2.png)		SIZE=(110,130)	POSITION=(0,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_E_FRONT3	FILE=(Modules\Examples\Pillar_e_f3.png)		SIZE=(70,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_E_LEFT1		FILE=(Modules\Examples\Pillar_e_l1.png)		SIZE=(60,188)	POSITION=(-60,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_E_LEFT2		FILE=(Modules\Examples\Pillar_e_l2.png)		SIZE=(110,130)	POSITION=(-2,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_E_LEFT3		FILE=(Modules\Examples\Pillar_e_l3.png)		SIZE=(74,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_E_RIGHT1	FILE=(Modules\Examples\Pillar_e_r1.png)		SIZE=(60,188)	POSITION=(60,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_E_RIGHT2	FILE=(Modules\Examples\Pillar_e_r2.png)		SIZE=(110,130)	POSITION=(2,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_E_RIGHT3	FILE=(Modules\Examples\Pillar_e_r3.png)		SIZE=(74,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)

ADD	BITMAP_FLOORITEM_PILLAR_S_FRONT1	FILE=(Modules\Examples\Pillar_s_f1.png)		SIZE=(156,188)	POSITION=(0,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_S_FRONT2	FILE=(Modules\Examples\Pillar_s_f2.png)		SIZE=(110,130)	POSITION=(0,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_S_FRONT3	FILE=(Modules\Examples\Pillar_s_f3.png)		SIZE=(70,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_S_LEFT1		FILE=(Modules\Examples\Pillar_s_l1.png)		SIZE=(60,188)	POSITION=(-60,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_S_LEFT2		FILE=(Modules\Examples\Pillar_s_l2.png)		SIZE=(110,130)	POSITION=(-2,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_S_LEFT3		FILE=(Modules\Examples\Pillar_s_l3.png)		SIZE=(74,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_S_RIGHT1	FILE=(Modules\Examples\Pillar_s_r1.png)		SIZE=(60,188)	POSITION=(60,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_S_RIGHT2	FILE=(Modules\Examples\Pillar_s_r2.png)		SIZE=(110,130)	POSITION=(2,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_S_RIGHT3	FILE=(Modules\Examples\Pillar_s_r3.png)		SIZE=(74,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)

ADD	BITMAP_FLOORITEM_PILLAR_W_FRONT1	FILE=(Modules\Examples\Pillar_w_f1.png)		SIZE=(156,188)	POSITION=(0,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_W_FRONT2	FILE=(Modules\Examples\Pillar_w_f2.png)		SIZE=(110,130)	POSITION=(0,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_W_FRONT3	FILE=(Modules\Examples\Pillar_w_f3.png)		SIZE=(70,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_W_LEFT1		FILE=(Modules\Examples\Pillar_w_l1.png)		SIZE=(60,188)	POSITION=(-60,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_W_LEFT2		FILE=(Modules\Examples\Pillar_w_l2.png)		SIZE=(110,130)	POSITION=(-2,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_W_LEFT3		FILE=(Modules\Examples\Pillar_w_l3.png)		SIZE=(74,92)	POSITION=(0,90)		SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_W_RIGHT1	FILE=(Modules\Examples\Pillar_w_r1.png)		SIZE=(60,188)	POSITION=(60,182)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_W_RIGHT2	FILE=(Modules\Examples\Pillar_w_r2.png)		SIZE=(110,130)	POSITION=(2,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD	BITMAP_FLOORITEM_PILLAR_W_RIGHT3	FILE=(Modules\Examples\Pillar_w_r3.png)		SIZE=(74,92)	POSITION=(0,90)		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_ICEBALL_SMALL	NAME=(ICEBALL)	TYPE=(WIZARD)	ACTION=(ACTION_CREATE_NEW_SPELL,DUNGEON_SPELL_ICEBALL,NULL)	STRENGTH=(25)	LEVEL=(3)	ENERGY=(1)	TIME=(30)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:NULL,FAILURE:NULL)
ADD	ATTACK_METHOD_ICEBALL_MEDIUM	NAME=(ICEBALL)	TYPE=(WIZARD)	ACTION=(ACTION_CREATE_NEW_SPELL,DUNGEON_SPELL_ICEBALL,NULL)	STRENGTH=(50)	LEVEL=(3)	ENERGY=(1)	TIME=(30)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:NULL,FAILURE:NULL)
ADD	ATTACK_METHOD_ICEBALL_LARGE	NAME=(ICEBALL)	TYPE=(WIZARD)	ACTION=(ACTION_CREATE_NEW_SPELL,DUNGEON_SPELL_ICEBALL,NULL)	STRENGTH=(100)	LEVEL=(3)	ENERGY=(1)	TIME=(30)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:NULL,FAILURE:NULL)

/******************************************************************************/
/* New - Spells                                                               */
/******************************************************************************/
[New - Spells]
REPLACE	SPELL_DES_EW	NAME=(DISPELL)	RUNES=(DES,EW)	TYPE=(WIZARD)	ACTION=(ACTION_NONE,NULL,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_DES_GOR	NAME=(DISPELL)	RUNES=(DES,GOR)	TYPE=(PRIEST)	ACTION=(ACTION_CREATE_NEW_SPELL,DUNGEON_SPELL_DESEW,NULL)	CAST_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)		FAIL_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	TIME=(30,35,40,45,50,60)
REPLACE	SPELL_YA_IR	NAME=(DAGGER)	RUNES=(YA,IR)	TYPE=(NINJA)	ACTION=(ACTION_CREATE_NEW_IN_AIR,MISSILE_DAGGER,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_YA_GOR	NAME=(FOOD)	RUNES=(YA,GOR)	TYPE=(FIGHTER)	ACTION=(ACTION_CREATE_NEW_IN_HAND,FOOD_APPLE,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_IR	NAME=(ICE)	RUNES=(VI,IR)	TYPE=(WIZARD)	ACTION=(ACTION_CREATE_NEW_SPELL,DUNGEON_SPELL_ICEBALL,NULL)	CAST_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)		FAIL_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	TIME=(30,35,40,45,50,60)

/******************************************************************************/
/* New - Objects                                                              */
/******************************************************************************/
[New - Objects]
ADD	DUNGEON_CLOUD_ICEBALL		CLONES=(DUNGEON_CLOUD_FIREBALL)	NAME=(ICE CLOUD)	BITMAPS=(FRONT:BITMAP_CLOUD_ICEBALL,HAZE_1:BITMAP_HAZE_ICEBALL_1,HAZE_2:BITMAP_HAZE_ICEBALL_2,HAZE_3:BITMAP_HAZE_ICEBALL_3)
ADD	DUNGEON_SPELL_ICEBALL		CLONES=(DUNGEON_SPELL_FIREBALL)	NAME=(ICEBALL)		BITMAPS=(FLYING_FROM:BITMAP_SPELL_ICEBALL,FLYING_TO:BITMAP_SPELL_ICEBALL,FLYING_SIDE:BITMAP_SPELL_ICEBALL)	CONVERT_EXPLODE=(NEW_OBJECT:DUNGEON_CLOUD_ICEBALL,SOUND:SOUND_OTHER_EXPLODE)
ADD	MONSTER_PHANTOM			CLONES=(MONSTER_GHOST)		NAME=(PHANTOM)		ICONS=(BITMAP_ICON_PHANTOM,NULL)	BITMAPS=(FRONT:BITMAP_PHANTOM,BACK:BITMAP_PHANTOM,SIDE:BITMAP_PHANTOM,ATTACK:BITMAP_PHANTOM_ATTACK)	METHODS_CLOSE=(ATTACK_METHOD_ICEBALL_SMALL,ATTACK_METHOD_ICEBALL_MEDIUM,ATTACK_METHOD_ICEBALL_LARGE)	METHODS_RANGED=(ATTACK_METHOD_ICEBALL_SMALL,ATTACK_METHOD_ICEBALL_MEDIUM,ATTACK_METHOD_ICEBALL_LARGE)	SOUNDS=(ATTACK:SOUND_PHANTOM_ATTACK)

ADD	FLOORITEM_PILLAR_ASYMMETRIC	CLONES=(FLOORITEM_PILLAR)	BITMAPS_NORTH=(FRONT1:BITMAP_FLOORITEM_PILLAR_N_FRONT1,FRONT2:BITMAP_FLOORITEM_PILLAR_N_FRONT2,FRONT3:BITMAP_FLOORITEM_PILLAR_N_FRONT3,LEFT1:BITMAP_FLOORITEM_PILLAR_N_LEFT1,LEFT2:BITMAP_FLOORITEM_PILLAR_N_LEFT2,LEFT3:BITMAP_FLOORITEM_PILLAR_N_LEFT3,RIGHT1:BITMAP_FLOORITEM_PILLAR_N_RIGHT1,RIGHT2:BITMAP_FLOORITEM_PILLAR_N_RIGHT2,RIGHT3:BITMAP_FLOORITEM_PILLAR_N_RIGHT3)	BITMAPS_EAST=(FRONT1:BITMAP_FLOORITEM_PILLAR_E_FRONT1,FRONT2:BITMAP_FLOORITEM_PILLAR_E_FRONT2,FRONT3:BITMAP_FLOORITEM_PILLAR_E_FRONT3,LEFT1:BITMAP_FLOORITEM_PILLAR_E_LEFT1,LEFT2:BITMAP_FLOORITEM_PILLAR_E_LEFT2,LEFT3:BITMAP_FLOORITEM_PILLAR_E_LEFT3,RIGHT1:BITMAP_FLOORITEM_PILLAR_E_RIGHT1,RIGHT2:BITMAP_FLOORITEM_PILLAR_E_RIGHT2,RIGHT3:BITMAP_FLOORITEM_PILLAR_E_RIGHT3)	BITMAPS_SOUTH=(FRONT1:BITMAP_FLOORITEM_PILLAR_S_FRONT1,FRONT2:BITMAP_FLOORITEM_PILLAR_S_FRONT2,FRONT3:BITMAP_FLOORITEM_PILLAR_S_FRONT3,LEFT1:BITMAP_FLOORITEM_PILLAR_S_LEFT1,LEFT2:BITMAP_FLOORITEM_PILLAR_S_LEFT2,LEFT3:BITMAP_FLOORITEM_PILLAR_S_LEFT3,RIGHT1:BITMAP_FLOORITEM_PILLAR_S_RIGHT1,RIGHT2:BITMAP_FLOORITEM_PILLAR_S_RIGHT2,RIGHT3:BITMAP_FLOORITEM_PILLAR_S_RIGHT3)	BITMAPS_WEST=(FRONT1:BITMAP_FLOORITEM_PILLAR_W_FRONT1,FRONT2:BITMAP_FLOORITEM_PILLAR_W_FRONT2,FRONT3:BITMAP_FLOORITEM_PILLAR_W_FRONT3,LEFT1:BITMAP_FLOORITEM_PILLAR_W_LEFT1,LEFT2:BITMAP_FLOORITEM_PILLAR_W_LEFT2,LEFT3:BITMAP_FLOORITEM_PILLAR_W_LEFT3,RIGHT1:BITMAP_FLOORITEM_PILLAR_W_RIGHT1,RIGHT2:BITMAP_FLOORITEM_PILLAR_W_RIGHT2,RIGHT3:BITMAP_FLOORITEM_PILLAR_W_RIGHT3)

/******************************************************************************/
/* 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=(100)
LIGHT_MINIMUM=(5)
LIGHT_MAXIMUM=(1000)
OFFSET=(0,0)
SIZE=(7,7)
1111111
1111111
1111111
1111111
1111111
1111111
1111111

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

1000	MISC_SCROLL			1	0	0	NORTHWEST	TEXT=(THERE IS NO\DES EW SPELL\\TRY DES GOR\INSTEAD!)
1001	MISC_SCROLL			1	0	0	SOUTHWEST	TEXT=(CAST VI IR\FOR AN ICEBALL)
1002	MISC_SCROLL			1	0	0	NORTHEAST	TEXT=(CAST YA GOR\FOR SOME FOOD)
1003	MISC_SCROLL			1	0	0	SOUTHEAST	TEXT=(CAST YA IR\FOR A DAGGER)

2000	MONSTER_PHANTOM			6	6	0	CENTRE		HEALTH=(10)

3000	FLOORITEM_PILLAR		3	3	0	
3001	FLOORITEM_PILLAR_ASYMMETRIC	2	2	0	
3002	FLOORITEM_PILLAR_ASYMMETRIC	2	4	0	
3003	FLOORITEM_PILLAR_ASYMMETRIC	4	2	0	
3004	FLOORITEM_PILLAR_ASYMMETRIC	4	4	0	
