# # IRE resource file for The False Messiah # section: sprites ?unknown sprites/unknown.cel blank roof/invis.cel object_panel sprites/panel_ob.cel open_roof sprites/roof_opn.cel close_roof sprites/roof_cls.cel objcursor sprites/o_cursor.cel dircursor sprites/whichway.cel stats_panel sprites/panel_st.cel backicon sprites/backicon.cel browse_container_panel sprites/panel_pp.cel music sprites/music.cel keypad_panel sprites/tech/drakdisp.pcx powerplant_screen0 sprites/tech/pst_scr0.pcx powerplant_screen1 sprites/tech/pst_scr1.pcx powerplant_screen2 sprites/tech/pst_scr2.pcx powerplant_screen3 sprites/tech/pst_scr3.pcx intro_n backings/intro_n.pcx intro_h backings/intro_h.pcx start_n backings/start_n.pcx start_h backings/start_h.pcx saveg_n backings/saveg_n.pcx saveg_h backings/saveg_h.pcx drak0 sprites/tech/drak0.cel drak1 sprites/tech/drak1.cel drak2 sprites/tech/drak2.cel drak3 sprites/tech/drak3.cel drak4 sprites/tech/drak4.cel drak5 sprites/tech/drak5.cel drak6 sprites/tech/drak6.cel drak7 sprites/tech/drak7.cel arrow_up sprites/arrowu.cel arrow_down sprites/arrowd.cel arrow_left sprites/arrowl.cel arrow_right sprites/arrowr.cel red sprites/red.cel blue sprites/blue.cel green sprites/green.cel black backings/black00.cel black_wall_bl backings/black01.cel black_wall_tr backings/black02.cel black_wall_bl2 backings/black04.cel black_wall_tr2 backings/black03.cel black_wall_bl3 backings/black06.cel black_wall_tr3 backings/black05.cel grass00 backings/grass00.cel grass01 backings/grass01.cel grass02 backings/grass02.cel grass03 backings/grass03.cel grass04 backings/grass04.cel grass05 backings/grass05.cel grass06 backings/grass06.cel grass07 backings/grass07.cel grass08 backings/grass08.cel grass09 backings/grass09.cel grass10 backings/grass10.cel grass11 backings/grass11.cel grass12 backings/grass12.cel grass13 backings/grass13.cel grass14 backings/grass14.cel grass15 backings/grass15.cel grass16 backings/grass16.cel grass17 backings/grass17.cel grass18 backings/grass18.cel grass19 backings/grass19.cel grass20 backings/grass20.cel grass21 backings/grass21.cel wallh00 backings/wallh00.cel wallv00 backings/wallv00.cel wallh01a backings/wallh01a.cel wallh01b backings/wallh01b.cel wallh01c backings/wallh01c.cel wallv01a backings/wallv01a.cel wallv01b backings/wallv01b.cel wallv01c backings/wallv01c.cel wallh02a backings/wallh02a.cel wallh02b backings/wallh02b.cel wallh02c backings/wallh02c.cel wallv02a backings/wallv02a.cel wallv02b backings/wallv02b.cel wallv02c backings/wallv02c.cel wallbr00 backings/wallbr00.cel wallbr01 backings/wallbr01.cel wallbr02 backings/wallbr02.cel walltl00 backings/walltl00.cel walltl01 backings/walltl01.cel walltl02 backings/walltl02.cel walltr00 backings/walltr00.cel walltr01 backings/walltr01.cel walltr02 backings/walltr02.cel walltr03 backings/walltr03.cel walltr04 backings/walltr04.cel wallbl00 backings/wallbl00.cel wallbl01 backings/wallbl01.cel wallbl02 backings/wallbl02.cel wallbl03 backings/wallbl03.cel wallbl04 backings/wallbl04.cel wood00 backings/wood00.cel mud00 backings/mud0.cel mud01 backings/mud1.cel mud02 backings/mud2.cel mud03 backings/mud3.cel mud04 backings/mud4.cel mud05 backings/mud5.cel mud06 backings/mud6.cel mud07 backings/mud7.cel mud08 backings/mud8.cel mud09 backings/mud9.cel mud10 backings/mud10.cel mud11 backings/mud11.cel mud12 backings/mud12.cel mud13 backings/mud13.cel mud14 backings/mud14.cel mud15 backings/mud15.cel mud16 backings/mud16.cel mud17 backings/mud17.cel mud18 backings/mud18.cel mud19 backings/mud19.cel mud20 backings/mud20.cel mud21 backings/mud21.cel mud22 backings/mud22.cel mud23 backings/mud23.cel mud24 backings/mud24.cel mud25 backings/mud25.cel mud26 backings/mud26.cel mud27 backings/mud27.cel mud28 backings/mud28.cel mud29 backings/mud29.cel mud30 backings/mud30.cel mud31 backings/mud31.cel mud32 backings/mud32.cel mud33 backings/mud33.cel mud34 backings/mud34.cel mud35 backings/mud35.cel mud36 backings/mud36.cel mud37 backings/mud37.cel mud38 backings/mud38.cel mud39 backings/mud39.cel mud40 backings/mud40.cel mud41 backings/mud41.cel mud42 backings/mud42.cel mud43 backings/mud43.cel mud44 backings/mud44.cel mud45 backings/mud45.cel mud46 backings/mud46.cel mud47 backings/mud47.cel mud48 backings/mud48.cel mud49 backings/mud49.cel mud50 backings/mud50.cel mud51 backings/mud51.cel mud52 backings/mud52.cel mud53 backings/mud53.cel mud54 backings/mud54.cel mud55 backings/mud55.cel mud56 backings/mud56.cel mud57 backings/mud57.cel mud58 backings/mud58.cel mud59 backings/mud59.cel mud60 backings/mud60.cel mud61 backings/mud61.cel mud62 backings/mud62.cel mud63 backings/mud63.cel fakemud1 sprites/fakemud1.cel fakemud2 sprites/fakemud2.cel fakemud3 sprites/fakemud3.cel fakemud4 sprites/fakemud4.cel wallhole1 backings/wallhol1.cel av00 sprites/av00.cel av01 sprites/av01.cel av02 sprites/av02.cel av03 sprites/av03.cel av04 sprites/av04.cel av05 sprites/av05.cel av06 sprites/av06.cel av07 sprites/av07.cel av08 sprites/av08.cel av09 sprites/av09.cel av10 sprites/av10.cel av11 sprites/av11.cel av12 sprites/av12.cel fo00 sprites/fo00.cel fo01 sprites/fo01.cel fo02 sprites/fo02.cel fo03 sprites/fo03.cel fo04 sprites/fo04.cel fo05 sprites/fo05.cel fo06 sprites/fo06.cel fo07 sprites/fo07.cel fo08 sprites/fo08.cel fo09 sprites/fo09.cel fo10 sprites/fo10.cel fo11 sprites/fo11.cel fo12 sprites/fo12.cel ro00 sprites/ro00.cel ro01 sprites/ro01.cel ro02 sprites/ro02.cel ro03 sprites/ro03.cel ro04 sprites/ro04.cel ro05 sprites/ro05.cel ro06 sprites/ro06.cel ro07 sprites/ro07.cel ro08 sprites/ro08.cel ro09 sprites/ro09.cel ro10 sprites/ro10.cel ro11 sprites/ro11.cel ro12 sprites/ro12.cel king00 sprites/people/king00.cel king01 sprites/people/king01.cel king02 sprites/people/king02.cel king03 sprites/people/king03.cel king04 sprites/people/king04.cel king05 sprites/people/king05.cel king06 sprites/people/king06.cel king07 sprites/people/king07.cel king08 sprites/people/king08.cel king09 sprites/people/king09.cel king10 sprites/people/king10.cel king11 sprites/people/king11.cel king12 sprites/people/king12.cel kingsit_l sprites/people/k_sit0.cel kingsit_r sprites/people/k_sit1.cel kingsit_u sprites/people/k_sit2.cel kingsit_d sprites/people/k_sit3.cel oldman00 sprites/people/oldman00.cel oldman01 sprites/people/oldman01.cel oldman02 sprites/people/oldman02.cel oldman03 sprites/people/oldman03.cel oldman04 sprites/people/oldman04.cel oldman05 sprites/people/oldman05.cel oldman06 sprites/people/oldman06.cel oldman07 sprites/people/oldman07.cel oldman08 sprites/people/oldman08.cel oldman09 sprites/people/oldman09.cel oldman10 sprites/people/oldman10.cel oldman11 sprites/people/oldman11.cel oldman12 sprites/people/oldman12.cel oldmansit_u sprites/people/oldman13.cel oldmansit_r sprites/people/oldman14.cel oldmansit_d sprites/people/oldman15.cel oldmansit_l sprites/people/oldman16.cel redman00 sprites/people/man02_n0.png redman01 sprites/people/man02_n1.png redman02 sprites/people/man02_n2.png redman03 sprites/people/man02_s0.png redman04 sprites/people/man02_s1.png redman05 sprites/people/man02_s2.png redman06 sprites/people/man02_w0.png redman07 sprites/people/man02_w1.png redman08 sprites/people/man02_w2.png redman09 sprites/people/man02_e0.png redman10 sprites/people/man02_e1.png redman11 sprites/people/man02_e2.png redman12 sprites/people/man02___.png redmansit_u sprites/people/man02_ns.png redmansit_d sprites/people/man02_ss.png redmansit_l sprites/people/man02_ws.png redmansit_r sprites/people/man02_es.png redman13 sprites/people/man02lie.pcx jesusliedown sprites/people/jesuslie.cel peasant00 sprites/people/mm1-n0.png peasant01 sprites/people/mm1-n1.png peasant02 sprites/people/mm1-n2.png peasant03 sprites/people/mm1-s0.png peasant04 sprites/people/mm1-s1.png peasant05 sprites/people/mm1-s2.png peasant06 sprites/people/mm1-w0.png peasant07 sprites/people/mm1-w1.png peasant08 sprites/people/mm1-w2.png peasant09 sprites/people/mm1-e0.png peasant10 sprites/people/mm1-e1.png peasant11 sprites/people/mm1-e2.png peasant12 sprites/people/mm1-ld.png peasantsit_u sprites/people/mm1-ns.png peasantsit_d sprites/people/mm1-ss.png peasantsit_l sprites/people/mm1-ws.png peasantsit_r sprites/people/mm1-es.png nobleman00 sprites/people/mm2-n0.png nobleman01 sprites/people/mm2-n1.png nobleman02 sprites/people/mm2-n2.png nobleman03 sprites/people/mm2-s0.png nobleman04 sprites/people/mm2-s1.png nobleman05 sprites/people/mm2-s2.png nobleman06 sprites/people/mm2-w0.png nobleman07 sprites/people/mm2-w1.png nobleman08 sprites/people/mm2-w2.png nobleman09 sprites/people/mm2-e0.png nobleman10 sprites/people/mm2-e1.png nobleman11 sprites/people/mm2-e2.png nobleman12 sprites/people/mm2-ld.png noblemansit_u sprites/people/mm2-ns.png noblemansit_d sprites/people/mm2-ss.png noblemansit_l sprites/people/mm2-ws.png noblemansit_r sprites/people/mm2-es.png leprechaun00 sprites/people/lep00.cel leprechaun01 sprites/people/lep01.cel leprechaun02 sprites/people/lep02.cel leprechaun03 sprites/people/lep03.cel leprechaun04 sprites/people/lep04.cel leprechaun05 sprites/people/lep05.cel leprechaun06 sprites/people/lep06.cel leprechaun07 sprites/people/lep07.cel leprechaun08 sprites/people/lep08.cel leprechaun09 sprites/people/lep09.cel leprechaun10 sprites/people/lep10.cel leprechaun11 sprites/people/lep11.cel leprechaun12 sprites/people/lep12.cel pope00 sprites/people/pope00.cel pope01 sprites/people/pope01.cel pope02 sprites/people/pope02.cel pope03 sprites/people/pope03.cel pope04 sprites/people/pope04.cel pope05 sprites/people/pope05.cel pope06 sprites/people/pope06.cel pope07 sprites/people/pope07.cel pope08 sprites/people/pope08.cel pope09 sprites/people/pope09.cel pope10 sprites/people/pope10.cel pope11 sprites/people/pope11.cel popesit_u sprites/people/posit_0.cel popesit_r sprites/people/posit_1.cel popesit_d sprites/people/posit_2.cel popesit_l sprites/people/posit_3.cel monk00 sprites/people/monk00.cel monk01 sprites/people/monk01.cel monk02 sprites/people/monk02.cel monk03 sprites/people/monk03.cel monk04 sprites/people/monk04.cel monk05 sprites/people/monk05.cel monk06 sprites/people/monk06.cel monk07 sprites/people/monk07.cel monk08 sprites/people/monk08.cel monk09 sprites/people/monk09.cel monk10 sprites/people/monk10.cel monk11 sprites/people/monk11.cel monk12 sprites/people/monk12.cel monksit_u sprites/people/monk_sn.cel monksit_d sprites/people/monk_ss.cel monksit_l sprites/people/monk_sw.cel monksit_r sprites/people/monk_se.cel woman100 sprites/people/wom01_n0.png woman101 sprites/people/wom01_n1.png woman102 sprites/people/wom01_n2.png woman103 sprites/people/wom01_s0.png woman104 sprites/people/wom01_s1.png woman105 sprites/people/wom01_s2.png woman106 sprites/people/wom01_w0.png woman107 sprites/people/wom01_w1.png woman108 sprites/people/wom01_w2.png woman109 sprites/people/wom01_e0.png woman110 sprites/people/wom01_e1.png woman111 sprites/people/wom01_e2.png woman112 sprites/people/wom01___.png woman1sit_u sprites/people/wom01_ns.png woman1sit_d sprites/people/wom01_ss.png woman1sit_l sprites/people/wom01_ws.png woman1sit_r sprites/people/wom01_es.png mage00 sprites/people/mage00.cel mage01 sprites/people/mage01.cel mage02 sprites/people/mage02.cel mage03 sprites/people/mage03.cel mage04 sprites/people/mage04.cel mage05 sprites/people/mage05.cel mage06 sprites/people/mage06.cel mage07 sprites/people/mage07.cel mage08 sprites/people/mage08.cel mage09 sprites/people/mage09.cel mage10 sprites/people/mage10.cel mage11 sprites/people/mage11.cel mage12 sprites/people/mage12.cel magesit_l sprites/people/magesw.cel magesit_r sprites/people/magese.cel magesit_u sprites/people/magesn.cel magesit_d sprites/people/magess.cel stone_door1s_vert sprites/stdoor00.cel stone_door1l_vert sprites/stdoor01.cel stone_door2s_vert sprites/stdoor02.cel stone_door2l_vert sprites/stdoor03.cel stone_door3s_vert sprites/stdoor04.cel stone_door3l_vert sprites/stdoor05.cel stone_door1o_vert sprites/stdoor06.cel stone_arch_vert sprites/stdoor07.cel stone_door1s_horiz sprites/stdoor08.cel stone_door1l_horiz sprites/stdoor09.cel stone_door2s_horiz sprites/stdoor10.cel stone_door2l_horiz sprites/stdoor11.cel stone_door3s_horiz sprites/stdoor12.cel stone_door3l_horiz sprites/stdoor13.cel stone_door1o_horiz sprites/stdoor14.cel stone_arch_horiz sprites/stdoor15.cel stone_portcull_vert sprites/stdoor16.cel stone_portcull_horiz sprites/stdoor17.cel stone_door5s_vert sprites/stdoor18.cel stone_door5l_vert sprites/stdoor19.cel stone_door5o_vert sprites/stdoor20.cel stone_door5s_horiz sprites/stdoor21.cel stone_door5l_horiz sprites/stdoor22.cel stone_door5o_horiz sprites/stdoor23.cel stone_window1_vert sprites/stwind00.cel stone_window1_horiz sprites/stwind01.cel stone_window2_vert sprites/stwind02.cel stone_window2_horiz sprites/stwind03.cel stone_window3_vert sprites/stwind04.cel stone_window3_horiz sprites/stwind06.cel stone_window3a_vert sprites/stwind05.cel stone_window3a_horiz sprites/stwind07.cel stool_h sprites/stool_h.cel stool_v sprites/stool_v.cel bed_h sprites/bed00.cel bed_v sprites/bed01.cel bed_h_full sprites/bed02.cel bed_v_full sprites/bed03.cel bed_h_bloody sprites/bed04.cel bed_v_bloody sprites/bed05.cel bed2 sprites/bed06.cel bed2_full sprites/bed07.cel bed2a_full sprites/bed07a.cel bed2_bloody sprites/bed08.cel bed_h_broken sprites/bed09.cel chairb_u sprites/chairb0.cel chairb_l sprites/chairb3.cel chair_u sprites/chair0.cel chair_r sprites/chair1.cel chair_d sprites/chair2.cel chair_l sprites/chair3.cel chair_dead sprites/chair_d.cel throne sprites/throne00.cel throne_ovl sprites/throne01.cel avsit_u sprites/avsit00.cel avsit_r sprites/avsit01.cel avsit_d sprites/avsit02.cel avsit_l sprites/avsit03.cel cutlery00 sprites/cutlry00.cel cutlery01 sprites/cutlry01.cel cutlery02 sprites/cutlry02.cel cutlery03 sprites/cutlry03.cel cutlery04 sprites/cutlry04.cel cutlery05 sprites/cutlry05.cel cutlery06 sprites/cutlry06.cel cutlery07 sprites/cutlry07.cel cutlery08 sprites/cutlry08.cel key_0 sprites/key0.cel key_1 sprites/key1.cel key_2 sprites/key2.cel chest sprites/chest.cel chestopen sprites/chest_o.cel chestlock sprites/chest_l.cel chest_brk sprites/chest_d.cel bag00 sprites/bag00.cel bag01 sprites/bag01.cel bag02 sprites/bag02.cel bag03 sprites/bag03.cel bag04 sprites/bag04.cel flour00 sprites/flour00.cel flour01 sprites/flour01.cel flour02 sprites/flour02.cel flour03 sprites/flour03.cel grain00 sprites/grain00.cel stuff sprites/stuff1.cel stuff_bag sprites/stuff0.cel torch0 sprites/torch1.cel torch1 sprites/torch2.cel torch2 sprites/torch3.cel torch3 sprites/torch4.cel torchout sprites/torch5.cel blood_overlay sprites/squish00.cel splat sprites/splat!.cel splat2 sprites/splat2!.cel candle0 sprites/candle01.cel candle1 sprites/candle02.cel candle2 sprites/candle03.cel candle3 sprites/candle04.cel deadcandle sprites/candle05.cel candle4 sprites/candle06.cel candle5 sprites/candle07.cel candle6 sprites/candle08.cel candle7 sprites/candle09.cel deadcandle2 sprites/candle10.cel candle8 sprites/candle11.cel candle9 sprites/candle12.cel candle10 sprites/candle13.cel candle11 sprites/candle14.cel deadcandle3 sprites/candle15.cel death0 sprites/death0.cel death1 sprites/death1.cel death2 sprites/death2.cel death3 sprites/death3.cel crap_sun sprites/crap_sun.cel tv1 sprites/tv00.cel tv2 sprites/tv01.cel tv3 sprites/tv02.cel tv4 sprites/tv03.cel basin_v sprites/basin_v.cel basin_h sprites/basin_h.cel bogv sprites/bog0.cel bogh sprites/bog1.cel drawers_v sprites/drawersv.cel drawers_h sprites/drawersh.cel wardrobe_v sprites/wardrobv.cel wardrobe_h sprites/wardrobh.cel ring sprites/ring.cel bottle sprites/bottle00.cel brokenbottle sprites/bottle01.cel glassshards sprites/bottle02.cel puddle_water sprites/liquid0.cel puddle_beer sprites/liquid01.cel puddle_beer1 sprites/liquid1a.cel puddle_beer2 sprites/liquid1b.cel puddle_beer3 sprites/liquid1c.cel puddle_beer4 sprites/liquid1d.cel puddle_blood sprites/liquid02.cel # puddle_wine sprites/liquid03.cel puddle_wine1 sprites/liquid3a.cel puddle_wine2 sprites/liquid3b.cel puddle_wine3 sprites/liquid3c.cel puddle_wine4 sprites/liquid3d.cel bowl sprites/bowl.cel jug sprites/jug.cel jug_broken sprites/jugbrk.cel plate00 sprites/plate00.cel plate01 sprites/plate01.cel plate02 sprites/plate02.cel plate03 sprites/plate03.cel plate04 sprites/plate04.cel plate05 sprites/plate05.cel plate06 sprites/plate06.cel plate07 sprites/plate07.cel plate08 sprites/plate08.cel plate09 sprites/plate09.cel plate10 sprites/plate10.cel plate11 sprites/plate11.cel plate12 sprites/plate12.cel plate13 sprites/plate13.cel plate_broken sprites/platebrk.cel mug sprites/mug.cel mug_broken sprites/mugbrk.cel triangle sprites/triangle.cel mirror_v0 sprites/mirror0.cel mirror_v1 sprites/mirror1.cel mirror_h0 sprites/mirror2.cel mirror_h1 sprites/mirror3.cel mirror_v_brk sprites/mirror4.cel mirror_h_brk sprites/mirror5.cel med_d1 sprites/med01.cel med_d2 sprites/med02.cel med_r0 sprites/med03.cel med_r1 sprites/med04.cel med_r2 sprites/med05.cel med_dead sprites/med_ded.cel med_u0 sprites/med06.cel med_u1 sprites/med07.cel med_u2 sprites/med08.cel med_l0 sprites/med09.cel med_l1 sprites/med10.cel med_l2 sprites/med11.cel med_sitd sprites/med_sd.cel med_sitl sprites/med_sl.cel med_sitr sprites/med_sr.cel med_situ sprites/med_su.cel album_00 sprites/album_00.cel album_02 sprites/album_02.pcx album_01 sprites/album_01.cel album_03 sprites/album_03.pcx album_04 sprites/album_04.pcx album_05 sprites/album_05.pcx album_06 sprites/album_06.pcx album_07 sprites/album_07.pcx plant1_ok sprites/plant1a.cel plant1_broke sprites/plant1b.cel plant1_pulp sprites/plant1c.cel coins_01 sprites/coin_01.pcx coins_02 sprites/coin_02.pcx coins_03 sprites/coin_03.pcx coins_04 sprites/coin_04.pcx coins_05 sprites/coin_05.pcx coins_06 sprites/coin_06.pcx coins_07 sprites/coin_07.pcx coins_08 sprites/coin_08.pcx coins_09 sprites/coin_09.pcx coins_10a sprites/coin_10a.pcx coins_10b sprites/coin_10b.pcx coins_10c sprites/coin_10c.pcx coins_10d sprites/coin_10d.pcx lift_up sprites/lift_up.cel lift_down sprites/lift_dn.cel target_marker sprites/target.cel flsit_u sprites/flsit00.cel flsit_r sprites/flsit01.cel flsit_d sprites/flsit02.cel flsit_l sprites/flsit03.cel remote_control sprites/rocontrl.cel pebble_cotswold sprites/cwpebble.cel stairs_down sprites/stairdwn.cel stairs_up sprites/stairup.cel stairs_up_top sprites/stairup1.cel potion_green sprites/potion_g.cel potion_red sprites/potion_r.cel potion_yellow sprites/potion_y.cel potion_blue sprites/potion_b.cel potion_magenta sprites/potion_m.cel potion_white sprites/potion_w.cel potion_empty sprites/potion_e.cel potion_black sprites/potion_k.cel potion_purple sprites/potion_p.cel stone_arch_broken_h sprites/stbrokeh.cel stone_arch_broken_v sprites/stbrokev.cel dynamite sprites/dyna1.cel dynamite_lit1 sprites/dyna2.cel dynamite_lit2 sprites/dyna3.cel dynamite_lit3 sprites/dyna4.cel 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panthersuit sprites/tech/panthfur.cel panther_r1 sprites/tech/panthr1.png panther_r2 sprites/tech/panthr2.png panther_r3 sprites/tech/panthr3.png panther_l1 sprites/tech/panthl1.png panther_l2 sprites/tech/panthl2.png panther_l3 sprites/tech/panthl3.png panther_d1 sprites/tech/panthd1.png panther_d2 sprites/tech/panthd2.png panther_d3 sprites/tech/panthd3.png panther_u1 sprites/tech/panthu1.png panther_u2 sprites/tech/panthu2.png panther_u3 sprites/tech/panthu3.png panther_dead sprites/tech/panthdd.cel panther_head sprites/tech/panthhd.cel panthersuit sprites/tech/panthfur.cel comms00 sprites/tech/comms00.cel comms01 sprites/tech/comms01.cel comms02 sprites/tech/comms02.cel comms03 sprites/tech/comms03.cel comms04 sprites/tech/comms04.cel comms05 sprites/tech/comms05.cel maint_hatch_00 sprites/starship/hatch00.cel maint_hatch_01 sprites/starship/hatch01.cel maint_hatch_02 sprites/starship/hatch02.cel maint_hatch_03 sprites/starship/hatch03.cel maint_hatch_04 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sprites/tech/pwr_lin7.cel power_line8 sprites/tech/pwr_lin8.cel power_line9 sprites/tech/pwr_lin9.cel power_line10 sprites/tech/pwr_li10.cel power_line11 sprites/tech/pwr_li11.cel power_line12 sprites/tech/pwr_li12.cel power_line13 sprites/tech/pwr_li13.cel power_lineins1 sprites/tech/pwr_ins1.cel power_lineins2 sprites/tech/pwr_ins2.cel power_lineins3 sprites/tech/pwr_ins3.cel power_lineins4 sprites/tech/pwr_ins4.cel power_tankh sprites/tech/pwr_tank.cel power_tankv sprites/tech/pwr_tnk2.cel power_finh sprites/tech/pwr_fin1.cel power_finv sprites/tech/pwr_fin2.cel power_pylon sprites/tech/pylon.pcx power_pylon2 sprites/tech/pylon2.pcx power_pylon3 sprites/tech/pylon3.pcx power_pylon4 sprites/tech/pylon4.pcx power_pylon5 sprites/tech/pylon5.pcx power_pylon6 sprites/tech/pylon6.pcx power_pylon7 sprites/tech/pylon7.pcx power_pylon8 sprites/tech/pylon8.pcx power_stack1 sprites/tech/pwr_stk1.cel power_stack2 sprites/tech/pwr_stk2.cel power_stack3 sprites/tech/pwr_stk3.cel power_stack4 sprites/tech/pwr_stk4.cel power_mast sprites/tech/pwr_mast.cel power_mastbase sprites/tech/pwr_mst2.cel power_breaker0 sprites/tech/pwr_brk0.cel power_breaker1 sprites/tech/pwr_brk1.cel power_breaker2 sprites/tech/pwr_brk2.cel power_breaker3 sprites/tech/pwr_brk3.cel datacrystal_core sprites/tech/dataxtal.cel datacrystal_edge sprites/tech/dataxtl2.cel section: sequences quickname ?UNKNOWN ?UNKNOWN quickname OBJECT_PANEL OBJECT_PANEL quickname STATS_PANEL STATS_PANEL quickname BROWSE_CONTAINER_PANEL BROWSE_CONTAINER_PANEL quickname blank blank name OBJCURSOR post_overlay wall overlay OBJCURSOR framelist: #1 frames OBJCURSOR end name DIRCURSOR post_overlay wall overlay DIRCURSOR framelist: #1 frames DIRCURSOR end quickname arrow_left arrow_left quickname arrow_right arrow_right quickname arrow_up arrow_up quickname arrow_down arrow_down quickname BACKICON BACKICON quickname OPEN_ROOF OPEN_ROOF quickname CLOSE_ROOF CLOSE_ROOF name SPLAT_BLOOD post_overlay overlay SPLAT framelist: SPLAT end name SPLAT_SPARK post_overlay overlay SPLAT2 framelist: SPLAT2 end quickname MUSIC MUSIC quickname KEYPAD_PANEL KEYPAD_PANEL quickname GRASS00 GRASS00 quickname GRASS01 GRASS01 quickname GRASS02 GRASS02 quickname GRASS03 GRASS03 quickname GRASS04 GRASS04 quickname GRASS05 GRASS05 quickname GRASS06 GRASS06 quickname GRASS07 GRASS07 quickname GRASS08 GRASS08 quickname GRASS09 GRASS09 quickname GRASS10 GRASS10 quickname GRASS11 GRASS11 quickname GRASS12 GRASS12 quickname GRASS13 GRASS13 quickname GRASS14 GRASS14 quickname GRASS15 GRASS15 quickname GRASS16 GRASS16 quickname GRASS17 GRASS17 quickname GRASS18 GRASS18 quickname GRASS19 GRASS19 quickname GRASS20 GRASS20 quickname GRASS21 GRASS21 # quickname GRASS22 GRASS22 # quickname GRASS23 GRASS23 # quickname GRASS24 GRASS24 # quickname GRASS25 GRASS25 quickname BLACK00 BLACK quickname BLACK_WALL_BL BLACK_WALL_BL quickname BLACK_WALL_TR BLACK_WALL_TR quickname BLACK_WALL_BL2 BLACK_WALL_BL2 quickname BLACK_WALL_TR2 BLACK_WALL_TR2 quickname BLACK_WALL_BL3 BLACK_WALL_BL3 quickname BLACK_WALL_TR3 BLACK_WALL_TR3 quickname WALL_STONE_H WALLH00 quickname WALL_STONE_V WALLV00 quickname WALL_STONE_BR WALLBR00 quickname WALL_STONE_BL0 WALLBL00 quickname WALL_STONE_TR0 WALLTR00 quickname WALL_STONE_TL WALLTL00 quickname WALL_STONE_TR1 WALLTR01 quickname WALL_STONE_BL1 WALLBL01 quickname WALL_STONE_TR3 WALLTR03 quickname WALL_STONE_BL3 WALLBL03 quickname WALL_CONCRETE1_H WALLH01A quickname WALL_CONCRETE1_V WALLV01A quickname WALL_CONCRETE2_H WALLH01B quickname WALL_CONCRETE2_V WALLV01B quickname WALL_CONCRETE3_H WALLH01C quickname WALL_CONCRETE3_V WALLV01C quickname WALL_CONCRETE_BR WALLBR01 quickname WALL_CONCRETE_BL WALLBL02 quickname WALL_CONCRETE_TR WALLTR02 quickname WALL_CONCRETE_TL WALLTL01 quickname WALL_HARDENED1_H WALLH02A quickname WALL_HARDENED1_V WALLV02A quickname WALL_HARDENED2_H WALLH02B quickname WALL_HARDENED2_V WALLV02B quickname WALL_HARDENED3_H WALLH02C quickname WALL_HARDENED3_V WALLV02C quickname WALL_HARDENED_BR WALLBR02 quickname WALL_HARDENED_BL WALLBL04 quickname WALL_HARDENED_TR WALLTR04 quickname WALL_HARDENED_TL WALLTL02 quickname WOOD00 WOOD00 name WATER_NORTH loop speed 4 framelist: #5 frames WATER_N00 WATER_N01 WATER_N02 WATER_N03 WATER_N04 end name WATER_SOUTH loop speed 4 framelist: #5 frames WATER_N04 WATER_N03 WATER_N02 WATER_N01 WATER_N00 end name WATER_EAST loop speed 4 framelist: #5 frames WATER_E00 WATER_E01 WATER_E02 WATER_E03 WATER_E04 end name WATER_WEST loop speed 4 framelist: #5 frames WATER_E04 WATER_E03 WATER_E02 WATER_E01 WATER_E00 end name WATER_NORTHEAST loop speed 4 framelist: #5 frames WATER_NE00 WATER_NE01 WATER_NE02 WATER_NE03 WATER_NE04 end name WATER_SOUTHWEST loop speed 4 framelist: #5 frames WATER_NE04 WATER_NE03 WATER_NE02 WATER_NE01 WATER_NE00 end name WATER_SOUTHEAST loop speed 4 framelist: #5 frames WATER_SE00 WATER_SE01 WATER_SE02 WATER_SE03 WATER_SE04 end name WATER_NORTHWEST loop speed 4 framelist: #5 frames WATER_SE04 WATER_SE03 WATER_SE02 WATER_SE01 WATER_SE00 end name WATER_NORTH2 loop speed 3 framelist: #1 frames BLACK end name WATER_NORTH3 loop speed 3 framelist: #1 frames BLACK end name WATER_NORTH4 loop speed 3 framelist: #1 frames BLACK end name WATER_NORTH5 loop speed 3 framelist: #1 frames BLACK end name WATER_NORTH6 loop speed 3 framelist: #1 frames BLACK end name WATER_SOUTH2 loop speed 3 framelist: #1 frames BLACK end name WATER_SOUTH3 loop speed 3 framelist: #1 frames BLACK end name WATER_SOUTH4 loop speed 3 framelist: #1 frames BLACK end name WATER_SOUTH5 loop speed 3 framelist: #1 frames BLACK end name WATER_SOUTH6 loop speed 3 framelist: #1 frames BLACK end name SHORE_NORTH_W loop speed 4 framelist: #5 frames SHORE_N_W00 SHORE_N_W01 SHORE_N_W02 SHORE_N_W03 SHORE_N_W04 end name SHORE_NORTH_E loop speed 4 framelist: #5 frames SHORE_N_E00 SHORE_N_E01 SHORE_N_E02 SHORE_N_E03 SHORE_N_E04 end name SHORE_NORTH_N loop speed 4 framelist: #5 frames SHORE_N_N00 SHORE_N_N01 SHORE_N_N02 SHORE_N_N03 SHORE_N_N04 end name SHORE_NORTH_S loop speed 4 framelist: #5 frames SHORE_N_S00 SHORE_N_S01 SHORE_N_S02 SHORE_N_S03 SHORE_N_S04 end name SHORE_NORTH_NW loop speed 4 framelist: #5 frames SHORE_N_NW00 SHORE_N_NW01 SHORE_N_NW02 SHORE_N_NW03 SHORE_N_NW04 end name SHORE_NORTH_NE loop speed 4 framelist: #5 frames SHORE_N_NE00 SHORE_N_NE01 SHORE_N_NE02 SHORE_N_NE03 SHORE_N_NE04 end name SHORE_NORTH_SW loop speed 4 framelist: #5 frames SHORE_N_SW00 SHORE_N_SW01 SHORE_N_SW02 SHORE_N_SW03 SHORE_N_SW04 end name SHORE_NORTH_SE loop speed 4 framelist: #5 frames SHORE_N_SE00 SHORE_N_SE01 SHORE_N_SE02 SHORE_N_SE03 SHORE_N_SE04 end name SHORE_NORTH_NW2 loop speed 4 framelist: #5 frames SHORE2_N_NW00 SHORE2_N_NW01 SHORE2_N_NW02 SHORE2_N_NW03 SHORE2_N_NW04 end name SHORE_NORTH_NE2 loop speed 4 framelist: #5 frames SHORE2_N_NE00 SHORE2_N_NE01 SHORE2_N_NE02 SHORE2_N_NE03 SHORE2_N_NE04 end name SHORE_NORTH_SW2 loop speed 4 framelist: #5 frames SHORE2_N_SW00 SHORE2_N_SW01 SHORE2_N_SW02 SHORE2_N_SW03 SHORE2_N_SW04 end name SHORE_NORTH_SE2 loop speed 4 framelist: #5 frames SHORE2_N_SE00 SHORE2_N_SE01 SHORE2_N_SE02 SHORE2_N_SE03 SHORE2_N_SE04 end name SHORE_SOUTH_W loop speed 4 framelist: #5 frames SHORE_N_W04 SHORE_N_W03 SHORE_N_W02 SHORE_N_W01 SHORE_N_W00 end name SHORE_SOUTH_E loop speed 4 framelist: #5 frames SHORE_N_E04 SHORE_N_E03 SHORE_N_E02 SHORE_N_E01 SHORE_N_E00 end name SHORE_SOUTH_N loop speed 4 framelist: #5 frames SHORE_N_N04 SHORE_N_N03 SHORE_N_N02 SHORE_N_N01 SHORE_N_N00 end name SHORE_SOUTH_S loop speed 4 framelist: #5 frames SHORE_N_S04 SHORE_N_S03 SHORE_N_S02 SHORE_N_S01 SHORE_N_S00 end name SHORE_SOUTH_NW loop speed 4 framelist: #5 frames SHORE_N_NW04 SHORE_N_NW03 SHORE_N_NW02 SHORE_N_NW01 SHORE_N_NW00 end name SHORE_SOUTH_NE loop speed 4 framelist: #5 frames SHORE_N_NE04 SHORE_N_NE03 SHORE_N_NE02 SHORE_N_NE01 SHORE_N_NE00 end name SHORE_SOUTH_SW loop speed 4 framelist: #5 frames SHORE_N_SW04 SHORE_N_SW03 SHORE_N_SW02 SHORE_N_SW01 SHORE_N_SW00 end name SHORE_SOUTH_SE loop speed 4 framelist: #5 frames SHORE_N_SE04 SHORE_N_SE03 SHORE_N_SE02 SHORE_N_SE01 SHORE_N_SE00 end name SHORE_SOUTH_NW2 loop speed 4 framelist: #5 frames SHORE2_N_NW04 SHORE2_N_NW03 SHORE2_N_NW02 SHORE2_N_NW01 SHORE2_N_NW00 end name SHORE_SOUTH_NE2 loop speed 4 framelist: #5 frames SHORE2_N_NE04 SHORE2_N_NE03 SHORE2_N_NE02 SHORE2_N_NE01 SHORE2_N_NE00 end name SHORE_SOUTH_SW2 loop speed 4 framelist: #5 frames SHORE2_N_SW04 SHORE2_N_SW03 SHORE2_N_SW02 SHORE2_N_SW01 SHORE2_N_SW00 end name SHORE_SOUTH_SE2 loop speed 4 framelist: #5 frames SHORE2_N_SE04 SHORE2_N_SE03 SHORE2_N_SE02 SHORE2_N_SE01 SHORE2_N_SE00 end name SHORE_EAST_W loop speed 4 framelist: #5 frames SHORE_E_W00 SHORE_E_W01 SHORE_E_W02 SHORE_E_W03 SHORE_E_W04 end name SHORE_EAST_E loop speed 4 framelist: #5 frames SHORE_E_E00 SHORE_E_E01 SHORE_E_E02 SHORE_E_E03 SHORE_E_E04 end name SHORE_EAST_N loop speed 4 framelist: #5 frames SHORE_E_N00 SHORE_E_N01 SHORE_E_N02 SHORE_E_N03 SHORE_E_N04 end name SHORE_EAST_S loop speed 4 framelist: #5 frames SHORE_E_S00 SHORE_E_S01 SHORE_E_S02 SHORE_E_S03 SHORE_E_S04 end name SHORE_EAST_NW loop speed 4 framelist: #5 frames SHORE_E_NW00 SHORE_E_NW01 SHORE_E_NW02 SHORE_E_NW03 SHORE_E_NW04 end name SHORE_EAST_NE loop speed 4 framelist: #5 frames SHORE_E_NE00 SHORE_E_NE01 SHORE_E_NE02 SHORE_E_NE03 SHORE_E_NE04 end name SHORE_EAST_SW loop speed 4 framelist: #5 frames SHORE_E_SW00 SHORE_E_SW01 SHORE_E_SW02 SHORE_E_SW03 SHORE_E_SW04 end name SHORE_EAST_SE loop speed 4 framelist: #5 frames SHORE_E_SE00 SHORE_E_SE01 SHORE_E_SE02 SHORE_E_SE03 SHORE_E_SE04 end name SHORE_EAST_NW2 loop speed 4 framelist: #5 frames SHORE2_E_NW00 SHORE2_E_NW01 SHORE2_E_NW02 SHORE2_E_NW03 SHORE2_E_NW04 end name SHORE_EAST_NE2 loop speed 4 framelist: #5 frames SHORE2_E_NE00 SHORE2_E_NE01 SHORE2_E_NE02 SHORE2_E_NE03 SHORE2_E_NE04 end name SHORE_EAST_SW2 loop speed 4 framelist: #5 frames SHORE2_E_SW00 SHORE2_E_SW01 SHORE2_E_SW02 SHORE2_E_SW03 SHORE2_E_SW04 end name SHORE_EAST_SE2 loop speed 4 framelist: #5 frames SHORE2_E_SE00 SHORE2_E_SE01 SHORE2_E_SE02 SHORE2_E_SE03 SHORE2_E_SE04 end name SHORE_WEST_W loop speed 4 framelist: #5 frames SHORE_E_W04 SHORE_E_W03 SHORE_E_W02 SHORE_E_W01 SHORE_E_W00 end name SHORE_WEST_E loop speed 4 framelist: #5 frames SHORE_E_E04 SHORE_E_E03 SHORE_E_E02 SHORE_E_E01 SHORE_E_E00 end name SHORE_WEST_N loop speed 4 framelist: #5 frames SHORE_E_N04 SHORE_E_N03 SHORE_E_N02 SHORE_E_N01 SHORE_E_N00 end name SHORE_WEST_S loop speed 4 framelist: #5 frames SHORE_E_S04 SHORE_E_S03 SHORE_E_S02 SHORE_E_S01 SHORE_E_S00 end name SHORE_WEST_NW loop speed 4 framelist: #5 frames SHORE_E_NW04 SHORE_E_NW03 SHORE_E_NW02 SHORE_E_NW01 SHORE_E_NW00 end name SHORE_WEST_NE loop speed 4 framelist: #5 frames SHORE_E_NE04 SHORE_E_NE03 SHORE_E_NE02 SHORE_E_NE01 SHORE_E_NE00 end name SHORE_WEST_SW loop speed 4 framelist: #5 frames SHORE_E_SW04 SHORE_E_SW03 SHORE_E_SW02 SHORE_E_SW01 SHORE_E_SW00 end name SHORE_WEST_SE loop speed 4 framelist: #5 frames SHORE_E_SE04 SHORE_E_SE03 SHORE_E_SE02 SHORE_E_SE01 SHORE_E_SE00 end name SHORE_WEST_NW2 loop speed 4 framelist: #5 frames SHORE2_E_NW04 SHORE2_E_NW03 SHORE2_E_NW02 SHORE2_E_NW01 SHORE2_E_NW00 end name SHORE_WEST_NE2 loop speed 4 framelist: #5 frames SHORE2_E_NE04 SHORE2_E_NE03 SHORE2_E_NE02 SHORE2_E_NE01 SHORE2_E_NE00 end name SHORE_WEST_SW2 loop speed 4 framelist: #5 frames SHORE2_E_SW04 SHORE2_E_SW03 SHORE2_E_SW02 SHORE2_E_SW01 SHORE2_E_SW00 end name SHORE_WEST_SE2 loop speed 4 framelist: #5 frames SHORE2_E_SE04 SHORE2_E_SE03 SHORE2_E_SE02 SHORE2_E_SE01 SHORE2_E_SE00 end name SHORE_NORTHEAST_W loop speed 4 framelist: #5 frames SHORE_NE_W00 SHORE_NE_W01 SHORE_NE_W02 SHORE_NE_W03 SHORE_NE_W04 end name SHORE_NORTHEAST_E loop speed 4 framelist: #5 frames SHORE_NE_E00 SHORE_NE_E01 SHORE_NE_E02 SHORE_NE_E03 SHORE_NE_E04 end name SHORE_NORTHEAST_N loop speed 4 framelist: #5 frames SHORE_NE_N00 SHORE_NE_N01 SHORE_NE_N02 SHORE_NE_N03 SHORE_NE_N04 end name SHORE_NORTHEAST_S loop speed 4 framelist: #5 frames SHORE_NE_S00 SHORE_NE_S01 SHORE_NE_S02 SHORE_NE_S03 SHORE_NE_S04 end name SHORE_NORTHEAST_NW loop speed 4 framelist: #5 frames SHORE_NE_NW00 SHORE_NE_NW01 SHORE_NE_NW02 SHORE_NE_NW03 SHORE_NE_NW04 end name SHORE_NORTHEAST_NE loop speed 4 framelist: #5 frames SHORE_NE_NE00 SHORE_NE_NE01 SHORE_NE_NE02 SHORE_NE_NE03 SHORE_NE_NE04 end name SHORE_NORTHEAST_SW loop speed 4 framelist: #5 frames SHORE_NE_SW00 SHORE_NE_SW01 SHORE_NE_SW02 SHORE_NE_SW03 SHORE_NE_SW04 end name SHORE_NORTHEAST_SE loop speed 4 framelist: #5 frames SHORE_NE_SE00 SHORE_NE_SE01 SHORE_NE_SE02 SHORE_NE_SE03 SHORE_NE_SE04 end name SHORE_NORTHEAST_NW2 loop speed 4 framelist: #5 frames SHORE2_NE_NW00 SHORE2_NE_NW01 SHORE2_NE_NW02 SHORE2_NE_NW03 SHORE2_NE_NW04 end name SHORE_NORTHEAST_NE2 loop speed 4 framelist: #5 frames SHORE2_NE_NE00 SHORE2_NE_NE01 SHORE2_NE_NE02 SHORE2_NE_NE03 SHORE2_NE_NE04 end name SHORE_NORTHEAST_SW2 loop speed 4 framelist: #5 frames SHORE2_NE_SW00 SHORE2_NE_SW01 SHORE2_NE_SW02 SHORE2_NE_SW03 SHORE2_NE_SW04 end name SHORE_NORTHEAST_SE2 loop speed 4 framelist: #5 frames SHORE2_NE_SE00 SHORE2_NE_SE01 SHORE2_NE_SE02 SHORE2_NE_SE03 SHORE2_NE_SE04 end name SHORE_SOUTHWEST_W loop speed 4 framelist: #5 frames SHORE_NE_W04 SHORE_NE_W03 SHORE_NE_W02 SHORE_NE_W01 SHORE_NE_W00 end name SHORE_SOUTHWEST_E loop speed 4 framelist: #5 frames SHORE_NE_E04 SHORE_NE_E03 SHORE_NE_E02 SHORE_NE_E01 SHORE_NE_E00 end name SHORE_SOUTHWEST_N loop speed 4 framelist: #5 frames SHORE_NE_N04 SHORE_NE_N03 SHORE_NE_N02 SHORE_NE_N01 SHORE_NE_N00 end name SHORE_SOUTHWEST_S loop speed 4 framelist: #5 frames SHORE_NE_S04 SHORE_NE_S03 SHORE_NE_S02 SHORE_NE_S01 SHORE_NE_S00 end name SHORE_SOUTHWEST_NW loop speed 4 framelist: #5 frames SHORE_NE_NW04 SHORE_NE_NW03 SHORE_NE_NW02 SHORE_NE_NW01 SHORE_NE_NW00 end name SHORE_SOUTHWEST_NE loop speed 4 framelist: #5 frames SHORE_NE_NE04 SHORE_NE_NE03 SHORE_NE_NE02 SHORE_NE_NE01 SHORE_NE_NE00 end name SHORE_SOUTHWEST_SW loop speed 4 framelist: #5 frames SHORE_NE_SW04 SHORE_NE_SW03 SHORE_NE_SW02 SHORE_NE_SW01 SHORE_NE_SW00 end name SHORE_SOUTHWEST_SE loop speed 4 framelist: #5 frames SHORE_NE_SE04 SHORE_NE_SE03 SHORE_NE_SE02 SHORE_NE_SE01 SHORE_NE_SE00 end name SHORE_SOUTHWEST_NW2 loop speed 4 framelist: #5 frames SHORE2_NE_NW04 SHORE2_NE_NW03 SHORE2_NE_NW02 SHORE2_NE_NW01 SHORE2_NE_NW00 end name SHORE_SOUTHWEST_NE2 loop speed 4 framelist: #5 frames SHORE2_NE_NE04 SHORE2_NE_NE03 SHORE2_NE_NE02 SHORE2_NE_NE01 SHORE2_NE_NE00 end name SHORE_SOUTHWEST_SW2 loop speed 4 framelist: #5 frames SHORE2_NE_SW04 SHORE2_NE_SW03 SHORE2_NE_SW02 SHORE2_NE_SW01 SHORE2_NE_SW00 end name SHORE_SOUTHWEST_SE2 loop speed 4 framelist: #5 frames SHORE2_NE_SE04 SHORE2_NE_SE03 SHORE2_NE_SE02 SHORE2_NE_SE01 SHORE2_NE_SE00 end name SHORE_SOUTHEAST_W loop speed 4 framelist: #5 frames SHORE_SE_W00 SHORE_SE_W01 SHORE_SE_W02 SHORE_SE_W03 SHORE_SE_W04 end name SHORE_SOUTHEAST_E loop speed 4 framelist: #5 frames SHORE_SE_E00 SHORE_SE_E01 SHORE_SE_E02 SHORE_SE_E03 SHORE_SE_E04 end name SHORE_SOUTHEAST_N loop speed 4 framelist: #5 frames SHORE_SE_N00 SHORE_SE_N01 SHORE_SE_N02 SHORE_SE_N03 SHORE_SE_N04 end name SHORE_SOUTHEAST_S loop speed 4 framelist: #5 frames SHORE_SE_S00 SHORE_SE_S01 SHORE_SE_S02 SHORE_SE_S03 SHORE_SE_S04 end name SHORE_SOUTHEAST_NW loop speed 4 framelist: #5 frames SHORE_SE_NW00 SHORE_SE_NW01 SHORE_SE_NW02 SHORE_SE_NW03 SHORE_SE_NW04 end name SHORE_SOUTHEAST_NE loop speed 4 framelist: #5 frames SHORE_SE_NE00 SHORE_SE_NE01 SHORE_SE_NE02 SHORE_SE_NE03 SHORE_SE_NE04 end name SHORE_SOUTHEAST_SW loop speed 4 framelist: #5 frames SHORE_SE_SW00 SHORE_SE_SW01 SHORE_SE_SW02 SHORE_SE_SW03 SHORE_SE_SW04 end name SHORE_SOUTHEAST_SE loop speed 4 framelist: #5 frames SHORE_SE_SE00 SHORE_SE_SE01 SHORE_SE_SE02 SHORE_SE_SE03 SHORE_SE_SE04 end name SHORE_SOUTHEAST_NW2 loop speed 4 framelist: #5 frames SHORE2_SE_NW00 SHORE2_SE_NW01 SHORE2_SE_NW02 SHORE2_SE_NW03 SHORE2_SE_NW04 end name SHORE_SOUTHEAST_NE2 loop speed 4 framelist: #5 frames SHORE2_SE_NE00 SHORE2_SE_NE01 SHORE2_SE_NE02 SHORE2_SE_NE03 SHORE2_SE_NE04 end name SHORE_SOUTHEAST_SW2 loop speed 4 framelist: #5 frames SHORE2_SE_SW00 SHORE2_SE_SW01 SHORE2_SE_SW02 SHORE2_SE_SW03 SHORE2_SE_SW04 end name SHORE_SOUTHEAST_SE2 loop speed 4 framelist: #5 frames SHORE2_SE_SE00 SHORE2_SE_SE01 SHORE2_SE_SE02 SHORE2_SE_SE03 SHORE2_SE_SE04 end name SHORE_NORTHWEST_W loop speed 4 framelist: #5 frames SHORE_SE_W04 SHORE_SE_W03 SHORE_SE_W02 SHORE_SE_W01 SHORE_SE_W00 end name SHORE_NORTHWEST_E loop speed 4 framelist: #5 frames SHORE_SE_E04 SHORE_SE_E03 SHORE_SE_E02 SHORE_SE_E01 SHORE_SE_E00 end name SHORE_NORTHWEST_N loop speed 4 framelist: #5 frames SHORE_SE_N04 SHORE_SE_N03 SHORE_SE_N02 SHORE_SE_N01 SHORE_SE_N00 end name SHORE_NORTHWEST_S loop speed 4 framelist: #5 frames SHORE_SE_S04 SHORE_SE_S03 SHORE_SE_S02 SHORE_SE_S01 SHORE_SE_S00 end name SHORE_NORTHWEST_NW loop speed 4 framelist: #5 frames SHORE_SE_NW04 SHORE_SE_NW03 SHORE_SE_NW02 SHORE_SE_NW01 SHORE_SE_NW00 end name SHORE_NORTHWEST_NE loop speed 4 framelist: #5 frames SHORE_SE_NE04 SHORE_SE_NE03 SHORE_SE_NE02 SHORE_SE_NE01 SHORE_SE_NE00 end name SHORE_NORTHWEST_SW loop speed 4 framelist: #5 frames SHORE_SE_SW04 SHORE_SE_SW03 SHORE_SE_SW02 SHORE_SE_SW01 SHORE_SE_SW00 end name SHORE_NORTHWEST_SE loop speed 4 framelist: #5 frames SHORE_SE_SE04 SHORE_SE_SE03 SHORE_SE_SE02 SHORE_SE_SE01 SHORE_SE_SE00 end name SHORE_NORTHWEST_NW2 loop speed 4 framelist: #5 frames SHORE2_SE_NW04 SHORE2_SE_NW03 SHORE2_SE_NW02 SHORE2_SE_NW01 SHORE2_SE_NW00 end name SHORE_NORTHWEST_NE2 loop speed 4 framelist: #5 frames SHORE2_SE_NE04 SHORE2_SE_NE03 SHORE2_SE_NE02 SHORE2_SE_NE01 SHORE2_SE_NE00 end name SHORE_NORTHWEST_SW2 loop speed 4 framelist: #5 frames SHORE2_SE_SW04 SHORE2_SE_SW03 SHORE2_SE_SW02 SHORE2_SE_SW01 SHORE2_SE_SW00 end name SHORE_NORTHWEST_SE2 loop speed 4 framelist: #5 frames SHORE2_SE_SE04 SHORE2_SE_SE03 SHORE2_SE_SE02 SHORE2_SE_SE01 SHORE2_SE_SE00 end name DSHORE_NORTH_N loop speed 4 framelist: #5 frames DSHORE_N_N00 DSHORE_N_N01 DSHORE_N_N02 DSHORE_N_N03 DSHORE_N_N04 end name DSHORE_NORTH_S loop speed 4 framelist: #5 frames DSHORE_N_S00 DSHORE_N_S01 DSHORE_N_S02 DSHORE_N_S03 DSHORE_N_S04 end name DSHORE_NORTH_W loop speed 4 framelist: #5 frames DSHORE_N_W00 DSHORE_N_W01 DSHORE_N_W02 DSHORE_N_W03 DSHORE_N_W04 end name DSHORE_NORTH_E loop speed 4 framelist: #5 frames DSHORE_N_E00 DSHORE_N_E01 DSHORE_N_E02 DSHORE_N_E03 DSHORE_N_E04 end name DSHORE_NORTH_NW loop speed 4 framelist: #5 frames DSHORE_N_NW00 DSHORE_N_NW01 DSHORE_N_NW02 DSHORE_N_NW03 DSHORE_N_NW04 end name DSHORE_NORTH_NE loop speed 4 framelist: #5 frames DSHORE_N_NE00 DSHORE_N_NE01 DSHORE_N_NE02 DSHORE_N_NE03 DSHORE_N_NE04 end name DSHORE_NORTH_SW loop speed 4 framelist: #5 frames DSHORE_N_SW00 DSHORE_N_SW01 DSHORE_N_SW02 DSHORE_N_SW03 DSHORE_N_SW04 end name DSHORE_NORTH_SE loop speed 4 framelist: #5 frames DSHORE_N_SE00 DSHORE_N_SE01 DSHORE_N_SE02 DSHORE_N_SE03 DSHORE_N_SE04 end name DSHORE2_NORTH_NW loop speed 4 framelist: #5 frames DSHORE2_N_NW00 DSHORE2_N_NW01 DSHORE2_N_NW02 DSHORE2_N_NW03 DSHORE2_N_NW04 end name DSHORE2_NORTH_NE loop speed 4 framelist: #5 frames DSHORE2_N_NE00 DSHORE2_N_NE01 DSHORE2_N_NE02 DSHORE2_N_NE03 DSHORE2_N_NE04 end name DSHORE2_NORTH_SW loop speed 4 framelist: #5 frames DSHORE2_N_SW00 DSHORE2_N_SW01 DSHORE2_N_SW02 DSHORE2_N_SW03 DSHORE2_N_SW04 end name DSHORE2_NORTH_SE loop speed 4 framelist: #5 frames DSHORE2_N_SE00 DSHORE2_N_SE01 DSHORE2_N_SE02 DSHORE2_N_SE03 DSHORE2_N_SE04 end quickname MUD00 MUD00 quickname MUD01 MUD01 quickname MUD02 MUD02 quickname MUD03 MUD03 quickname MUD04 MUD04 quickname MUD05 MUD05 quickname MUD06 MUD06 quickname MUD07 MUD07 quickname MUD08 MUD08 quickname MUD09 MUD09 quickname MUD10 MUD10 quickname MUD11 MUD11 quickname MUD12 MUD12 quickname MUD13 MUD13 quickname MUD14 MUD14 quickname MUD15 MUD15 quickname MUD16 MUD16 quickname MUD17 MUD17 quickname MUD18 MUD18 quickname MUD19 MUD19 quickname MUD20 MUD20 quickname MUD21 MUD21 quickname MUD22 MUD22 quickname MUD23 MUD23 quickname MUD24 MUD24 quickname MUD25 MUD25 quickname MUD26 MUD26 quickname MUD27 MUD27 quickname MUD28 MUD28 quickname MUD29 MUD29 quickname MUD30 MUD30 quickname MUD31 MUD31 quickname MUD32 MUD32 quickname MUD33 MUD33 quickname MUD34 MUD34 quickname MUD35 MUD35 quickname MUD36 MUD36 quickname MUD37 MUD37 quickname MUD38 MUD38 quickname MUD39 MUD39 quickname MUD40 MUD40 quickname MUD41 MUD41 quickname MUD42 MUD42 quickname MUD43 MUD43 quickname MUD44 MUD44 quickname MUD45 MUD45 quickname MUD46 MUD46 quickname MUD47 MUD47 quickname MUD48 MUD48 quickname MUD49 MUD49 quickname MUD50 MUD50 quickname MUD51 MUD51 quickname MUD52 MUD52 quickname MUD53 MUD53 quickname MUD54 MUD54 quickname MUD55 MUD55 quickname MUD56 MUD56 quickname MUD57 MUD57 quickname MUD58 MUD58 quickname MUD59 MUD59 quickname MUD60 MUD60 quickname MUD61 MUD61 quickname MUD62 MUD62 quickname MUD63 MUD63 quickname WALLHOLE1 WALLHOLE1 quickname SINK_END SINK0 name fakemud_opening speed 2 framelist: mud01 fakemud1 fakemud2 fakemud3 fakemud4 end quickname fakemud_open fakemud4 name fakemud_closing speed 2 framelist: fakemud4 fakemud3 fakemud2 fakemud1 mud01 end quickname fakemud_closed mud01 name REDMAN_UP pingpong loop stepped speed 1 framelist: #3 frames REDMAN01 REDMAN00 REDMAN02 end name REDMAN_DOWN pingpong loop stepped speed 1 framelist: #3 frames REDMAN04 REDMAN03 REDMAN05 end name REDMAN_LEFT pingpong loop stepped speed 1 framelist: #3 frames REDMAN07 REDMAN06 REDMAN08 end name REDMAN_RIGHT pingpong loop stepped speed 1 framelist: #3 frames REDMAN10 REDMAN09 REDMAN11 end name REDMAN_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames REDMAN12 end quickname REDMANSIT_L REDMANSIT_L quickname REDMANSIT_R REDMANSIT_R quickname REDMANSIT_U REDMANSIT_U quickname REDMANSIT_D REDMANSIT_D quickname player_tiedup redman13 quickname jesus_tiedup jesusliedown name PEASANT_U pingpong loop stepped speed 1 framelist: #3 frames PEASANT01 PEASANT00 PEASANT02 end name PEASANT_D pingpong loop stepped speed 1 framelist: #3 frames PEASANT04 PEASANT03 PEASANT05 end name PEASANT_L pingpong loop stepped speed 1 framelist: #3 frames PEASANT07 PEASANT06 PEASANT08 end name PEASANT_R pingpong loop stepped speed 1 framelist: #3 frames PEASANT10 PEASANT09 PEASANT11 end name PEASANT_DEAD speed 1 # overlay BLOOD_OVERLAY framelist: #1 frames PEASANT12 end quickname PEASANTSIT_L PEASANTSIT_L quickname PEASANTSIT_R PEASANTSIT_R quickname PEASANTSIT_U PEASANTSIT_U quickname PEASANTSIT_D PEASANTSIT_D name NOBLEMAN_U pingpong loop stepped speed 1 framelist: #3 frames NOBLEMAN01 NOBLEMAN00 NOBLEMAN02 end name NOBLEMAN_D pingpong loop stepped speed 1 framelist: #3 frames NOBLEMAN04 NOBLEMAN03 NOBLEMAN05 end name NOBLEMAN_L pingpong loop stepped speed 1 framelist: #3 frames NOBLEMAN07 NOBLEMAN06 NOBLEMAN08 end name NOBLEMAN_R pingpong loop stepped speed 1 framelist: #3 frames NOBLEMAN10 NOBLEMAN09 NOBLEMAN11 end name NOBLEMAN_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames NOBLEMAN12 end quickname NOBLEMANSIT_L NOBLEMANSIT_L quickname NOBLEMANSIT_R NOBLEMANSIT_R quickname NOBLEMANSIT_U NOBLEMANSIT_U quickname NOBLEMANSIT_D NOBLEMANSIT_D name WOMAN1_UP pingpong loop stepped speed 1 framelist: #3 frames WOMAN101 WOMAN100 WOMAN102 end name WOMAN1_DOWN pingpong loop stepped speed 1 framelist: #3 frames WOMAN104 WOMAN103 WOMAN105 end name WOMAN1_LEFT pingpong loop stepped speed 1 framelist: #3 frames WOMAN107 WOMAN106 WOMAN108 end name WOMAN1_RIGHT pingpong loop stepped speed 1 framelist: #3 frames WOMAN110 WOMAN109 WOMAN111 end name WOMAN1_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames WOMAN112 end quickname WOMAN1SIT_L WOMAN1SIT_L quickname WOMAN1SIT_R WOMAN1SIT_R quickname WOMAN1SIT_U WOMAN1SIT_U quickname WOMAN1SIT_D WOMAN1SIT_D name P_UP pingpong loop stepped speed 1 framelist: #3 frames AV00 AV01 AV02 end name P_RIGHT pingpong loop stepped speed 1 framelist: #3 frames AV03 AV04 AV05 end name P_DOWN pingpong loop stepped speed 1 framelist: #3 frames AV06 AV07 AV08 end name P_LEFT pingpong loop stepped speed 1 framelist: #3 frames AV09 AV10 AV11 end name P_DANCE loop random speed 8 framelist: #12 frames AV00 AV01 AV02 AV03 AV04 AV05 AV06 AV07 AV08 AV09 AV10 AV11 end name P_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames AV12 end name P_LIEDOWN speed 1 framelist: #1 frames AV12 end quickname AVSIT_L AVSIT_L quickname AVSIT_R AVSIT_R quickname AVSIT_U AVSIT_U quickname AVSIT_D AVSIT_D quickname AVSIT_R2 AV20 quickname AVSIT_D2 AV19 name P_RIGHT2 pingpong loop stepped framelist: #3 frames AV13 AV14 AV15 end name P_DOWN2 pingpong loop stepped framelist: #3 frames AV16 AV17 AV18 end name F_UP pingpong loop stepped speed 1 framelist: #3 frames FO00 FO01 FO02 end name F_RIGHT pingpong loop stepped speed 1 framelist: #3 frames FO03 FO04 FO05 end name F_DOWN pingpong loop stepped speed 1 framelist: #3 frames FO06 FO07 FO08 end name F_LEFT pingpong loop stepped speed 1 framelist: #3 frames FO09 FO10 FO11 end name F_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames FO12 end name F_LIEDOWN speed 1 framelist: #1 frames FO12 end name OLDMAN_U pingpong loop stepped speed 1 framelist: #3 frames OLDMAN00 OLDMAN01 OLDMAN02 end name OLDMAN_R pingpong loop stepped speed 1 framelist: #3 frames OLDMAN03 OLDMAN04 OLDMAN05 end name OLDMAN_D pingpong loop stepped speed 1 framelist: #3 frames OLDMAN06 OLDMAN07 OLDMAN08 end name OLDMAN_L pingpong loop stepped speed 1 framelist: #3 frames OLDMAN09 OLDMAN10 OLDMAN11 end name OLDMAN_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames OLDMAN12 end name OLDMAN_LIEDOWN speed 1 framelist: #1 frames OLDMAN12 end quickname DEADTORCH TORCHOUT quickname DEADCANDLE DEADCANDLE quickname DEADCANDLESTK DEADCANDLE2 quickname DEADCANDLE3 DEADCANDLE3 name KING_UP pingpong loop stepped speed 1 framelist: #3 frames KING08 KING06 KING07 end name KING_RIGHT pingpong loop stepped speed 1 framelist: #3 frames KING03 KING04 KING05 end name KING_DOWN pingpong loop stepped speed 1 framelist: #3 frames KING00 KING01 KING02 end name KING_LEFT pingpong loop stepped speed 1 framelist: #3 frames KING10 KING09 KING11 end quickname KINGSIT_L KINGSIT_L quickname KINGSIT_R KINGSIT_R quickname KINGSIT_U KINGSIT_U quickname KINGSIT_D KINGSIT_D name KING_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames KING12 end name MAGE_UP loop stepped speed 1 framelist: #3 frames MAGE00 MAGE01 MAGE00 MAGE02 end name MAGE_DOWN loop stepped speed 1 framelist: #3 frames MAGE03 MAGE04 MAGE03 MAGE05 end name MAGE_LEFT loop stepped speed 1 framelist: #3 frames MAGE06 MAGE07 MAGE06 MAGE08 end name MAGE_RIGHT loop stepped speed 1 framelist: #3 frames MAGE09 MAGE10 MAGE09 MAGE11 end quickname MAGESIT_L MAGESIT_L quickname MAGESIT_R MAGESIT_R quickname MAGESIT_U MAGESIT_U quickname MAGESIT_D MAGESIT_D name MAGE_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames MAGE12 end name LEPRECHAUN_UP pingpong loop stepped speed 1 framelist: #3 frames LEPRECHAUN00 LEPRECHAUN01 LEPRECHAUN02 end name LEPRECHAUN_RIGHT pingpong loop stepped speed 1 framelist: #3 frames LEPRECHAUN03 LEPRECHAUN04 LEPRECHAUN05 end name LEPRECHAUN_DOWN pingpong loop stepped speed 1 framelist: #3 frames LEPRECHAUN06 LEPRECHAUN07 LEPRECHAUN08 end name LEPRECHAUN_LEFT pingpong loop stepped speed 1 framelist: #3 frames LEPRECHAUN09 LEPRECHAUN10 LEPRECHAUN11 end name LEPRECHAUN_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames LEPRECHAUN12 end name POPE_DOWN pingpong loop stepped speed 1 framelist: #3 frames POPE00 POPE01 POPE02 end name POPE_RIGHT pingpong loop stepped speed 1 framelist: #3 frames POPE03 POPE04 POPE05 end name POPE_UP pingpong loop stepped speed 1 framelist: #3 frames POPE06 POPE07 POPE08 end name POPE_LEFT pingpong loop stepped speed 1 framelist: #3 frames POPE09 POPE10 POPE11 end quickname POPESIT_L POPESIT_L quickname POPESIT_R POPESIT_R quickname POPESIT_U POPESIT_U quickname POPESIT_D POPESIT_D name POPE_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames BLOOD00 end name MONK_UP loop stepped speed 1 framelist: MONK00 MONK01 MONK00 MONK02 end name MONK_DOWN loop stepped speed 1 framelist: MONK03 MONK04 MONK03 MONK05 end name MONK_LEFT loop stepped speed 1 framelist: MONK06 MONK07 MONK06 MONK08 end name MONK_RIGHT loop stepped speed 1 framelist: MONK09 MONK10 MONK09 MONK11 end quickname MONKSIT_L MONKSIT_L quickname MONKSIT_R MONKSIT_R quickname MONKSIT_U MONKSIT_U quickname MONKSIT_D MONKSIT_D name MONK_DEAD speed 1 overlay BLOOD_OVERLAY framelist: #1 frames BLOOD00 end name TORCH loop speed 1 framelist: #4 frames TORCH0 TORCH1 TORCH2 TORCH3 end quickname SINK SINK1 name SINK_RUNNING loop speed 1 framelist: #3 frames SINK2 SINK3 SINK4 end name CANDLE loop speed 2 framelist: #4 frames CANDLE0 CANDLE1 CANDLE2 CANDLE3 end name CANDLESTK loop speed 2 framelist: #4 frames CANDLE4 CANDLE5 CANDLE6 CANDLE7 end name CANDLE3 loop speed 2 framelist: #4 frames CANDLE8 CANDLE9 CANDLE10 CANDLE11 end name THE_DEATH loop speed 1 framelist: #4 frames DEATH0 DEATH1 DEATH2 DEATH3 end name STONEDOOR1V_OPEN post_overlay wall speed 1 overlay STONE_DOOR1O_VERT framelist: #1 frames STONE_DOOR1O_VERT end name STONEDOOR1H_OPEN post_overlay wall speed 1 overlay STONE_DOOR1O_HORIZ framelist: #1 frames STONE_DOOR1O_HORIZ end name STONEARCHV post_overlay wall speed 1 overlay STONE_ARCH_VERT framelist: #1 frames STONE_ARCH_VERT end name STONEARCHH post_overlay wall speed 1 overlay STONE_ARCH_HORIZ framelist: #1 frames STONE_ARCH_HORIZ end name STONEDOOR1V_SHUT wall framelist: #1 frames STONE_DOOR1S_VERT end name STONEDOOR1H_SHUT wall speed 1 framelist: #1 frames STONE_DOOR1S_HORIZ end name STONEDOOR1V_LOCK wall speed 1 framelist: #1 frames STONE_DOOR1L_VERT end name STONEDOOR1H_LOCK wall speed 1 framelist: #1 frames STONE_DOOR1L_HORIZ end name STONEDOOR2V_SHUT wall speed 1 framelist: #1 frames STONE_DOOR2S_VERT end name STONEDOOR2H_SHUT wall speed 1 framelist: #1 frames STONE_DOOR2S_HORIZ end name STONEDOOR2V_LOCK wall speed 1 framelist: #1 frames STONE_DOOR2L_VERT end name STONEDOOR2H_LOCK wall speed 1 framelist: #1 frames STONE_DOOR2L_HORIZ end name STONEDOOR3V_SHUT wall speed 1 framelist: #1 frames STONE_DOOR3S_VERT end name STONEDOOR3H_SHUT wall speed 1 framelist: #1 frames STONE_DOOR3S_HORIZ end name STONEDOOR3V_LOCK wall speed 1 framelist: #1 frames STONE_DOOR3L_VERT end name STONEDOOR3H_LOCK wall speed 1 framelist: #1 frames STONE_DOOR3L_HORIZ end name STONEDOOR4V wall speed 1 framelist: #1 frames STONE_PORTCULL_VERT end name STONEDOOR4H wall speed 1 framelist: #1 frames STONE_PORTCULL_HORIZ end name STONEDOOR5V_OPEN post_overlay wall speed 1 overlay STONE_DOOR5O_VERT framelist: #1 frames STONE_DOOR5O_VERT end name STONEDOOR5H_OPEN post_overlay wall speed 1 overlay STONE_DOOR5O_HORIZ framelist: #1 frames STONE_DOOR5O_HORIZ end name STONEDOOR5V_SHUT wall speed 1 framelist: #1 frames STONE_DOOR5S_VERT end name STONEDOOR5H_SHUT wall speed 1 framelist: #1 frames STONE_DOOR5S_HORIZ end name STONEDOOR5V_LOCK wall speed 1 framelist: #1 frames STONE_DOOR5L_VERT end name STONEDOOR5H_LOCK wall speed 1 framelist: #1 frames STONE_DOOR5L_HORIZ end name STONEWINDOW1V wall speed 1 framelist: #1 frames STONE_WINDOW1_VERT end name STONEWINDOW1H wall speed 1 framelist: #1 frames STONE_WINDOW1_HORIZ end name STONEWINDOW2V wall speed 1 framelist: #1 frames STONE_WINDOW2_VERT end name STONEWINDOW2H wall speed 1 framelist: #1 frames STONE_WINDOW2_HORIZ end name STONEWINDOW3V wall post_overlay translucency 96 overlay STONE_WINDOW3_VERT speed 1 framelist: #1 frames STONE_WINDOW3A_VERT end name STONEWINDOW3H wall post_overlay translucency 96 overlay STONE_WINDOW3_HORIZ speed 1 framelist: #1 frames STONE_WINDOW3A_HORIZ end quickname CUTLERY00 CUTLERY00 quickname CUTLERY01 CUTLERY01 quickname CUTLERY02 CUTLERY02 quickname CUTLERY03 CUTLERY03 quickname CUTLERY04 CUTLERY04 quickname CUTLERY05 CUTLERY05 quickname CUTLERY06 CUTLERY06 quickname CUTLERY07 CUTLERY07 quickname CUTLERY08 CUTLERY08 quickname KEY_0 KEY_0 quickname KEY_1 KEY_1 quickname KEY_2 KEY_2 quickname CHEST CHEST quickname CHESTOPEN CHESTOPEN quickname CHESTLOCK CHESTLOCK quickname CHESTBROKEN CHEST_BRK quickname BAG00 BAG00 quickname BAG01 BAG01 quickname BAG02 BAG02 quickname BAG03 BAG03 quickname BAG04 BAG04 quickname FLOUR00 FLOUR00 quickname FLOUR01 FLOUR01 quickname FLOUR02 FLOUR02 quickname FLOUR03 FLOUR03 quickname GRAIN00 GRAIN00 name STUFF overlay STUFF framelist: #1 frames STUFF_BAG end name CHAIR_L post_overlay speed 1 overlay CHAIRB_L framelist: #1 frames CHAIR_L end name CHAIR_R speed 1 framelist: #1 frames CHAIR_R end name CHAIR_U post_overlay speed 1 overlay CHAIRB_U framelist: #1 frames CHAIR_U end name CHAIR_D speed 1 framelist: #1 frames CHAIR_D end quickname STOOL_H STOOL_H quickname STOOL_V STOOL_V name THRONE post_overlay speed 1 overlay THRONE_OVL framelist: #1 frames THRONE end quickname CHAIR_BITS CHAIR_DEAD quickname BED_H BED_H quickname BED_V BED_V quickname BED_H_FULL BED_H_FULL quickname BED_V_FULL BED_V_FULL quickname BED_H_BLOODY BED_H_BLOODY quickname BED_V_BLOODY BED_V_BLOODY quickname BED2 BED2 quickname BED2_FULL BED2_FULL quickname BED2A_FULL BED2A_FULL quickname BED2_BLOODY BED2_BLOODY quickname BED_H_BROKEN BED_H_BROKEN quickname RED RED quickname BLUE BLUE quickname GREEN GREEN quickname CRAP_SUN CRAP_SUN quickname DRAWERS_V DRAWERS_V quickname DRAWERS_H DRAWERS_H quickname WARDROBE_V WARDROBE_V quickname WARDROBE_H WARDROBE_H quickname RING RING quickname BOTTLE BOTTLE quickname BOTTLE_BROKE BROKENBOTTLE quickname GLASS_SHARDS GLASSSHARDS name PUDDLE_BEER framelist: #4 frames PUDDLE_BEER1 PUDDLE_BEER2 PUDDLE_BEER3 PUDDLE_BEER4 end name PUDDLE_WINE framelist: #4 frames PUDDLE_WINE1 PUDDLE_WINE2 PUDDLE_WINE3 PUDDLE_WINE4 end quickname PUDDLE_WATER PUDDLE_WATER quickname PUDDLE_BLOOD PUDDLE_BLOOD quickname JUG JUG quickname MUG MUG quickname BOWL BOWL quickname PLATE00 PLATE00 quickname PLATE01 PLATE01 quickname PLATE02 PLATE02 quickname PLATE03 PLATE03 quickname PLATE04 PLATE04 quickname PLATE05 PLATE05 quickname PLATE06 PLATE06 quickname PLATE07 PLATE07 quickname PLATE08 PLATE08 quickname PLATE09 PLATE09 quickname PLATE10 PLATE10 quickname PLATE11 PLATE11 quickname PLATE12 PLATE12 quickname PLATE13 PLATE13 quickname PLATE_BROKEN PLATE_BROKEN quickname JUG_BROKEN JUG_BROKEN quickname MUG_BROKEN MUG_BROKEN quickname TRIANGLE TRIANGLE quickname MIRROR_H_EMPTY MIRROR_H0 quickname MIRROR_H_FULL MIRROR_H1 quickname MIRROR_V_EMPTY MIRROR_V0 quickname MIRROR_V_FULL MIRROR_V1 quickname MIRROR_V_BROKEN MIRROR_V_BRK quickname MIRROR_H_BROKEN MIRROR_H_BRK quickname ALBUM_FLOYD ALBUM_01 quickname ALBUM_RUSH ALBUM_02 quickname ALBUM_MANICS ALBUM_03 quickname ALBUM_MASSIVEATTACK ALBUM_04 quickname ALBUM_NIRVANA ALBUM_05 quickname ALBUM_REM ALBUM_06 quickname ALBUM_RADIOHEAD ALBUM_07 quickname PLANT1_OK PLANT1_OK quickname PLANT1_BROKEN PLANT1_BROKE quickname PLANT1_PULPED PLANT1_PULP quickname GOLD_COINS COINS_10A quickname COINS_01 COINS_01 quickname COINS_02 COINS_02 quickname COINS_03 COINS_03 quickname COINS_04 COINS_04 quickname COINS_05 COINS_05 quickname COINS_06 COINS_06 quickname COINS_07 COINS_07 quickname COINS_08 COINS_08 quickname COINS_09 COINS_09 quickname COINS_10A COINS_10A quickname COINS_10B COINS_10B quickname COINS_10C COINS_10C quickname COINS_10D COINS_10D quickname LIFT_UP LIFT_UP quickname LIFT_DOWN LIFT_DOWN quickname TARGET TARGET_MARKER quickname FLSIT_L FLSIT_L quickname FLSIT_R FLSIT_R quickname FLSIT_U FLSIT_U quickname FLSIT_D FLSIT_D quickname OLDMANSIT_L OLDMANSIT_L quickname OLDMANSIT_R OLDMANSIT_R quickname OLDMANSIT_U OLDMANSIT_U quickname OLDMANSIT_D OLDMANSIT_D quickname STAIRS_DOWN STAIRS_DOWN quickname STAIRS_UP STAIRS_UP quickname STAIRS_UP_TOP STAIRS_UP_TOP quickname POTION_BLACK POTION_BLACK quickname POTION_EMPTY POTION_EMPTY quickname POTION_GREEN POTION_GREEN quickname POTION_RED POTION_RED quickname POTION_YELLOW POTION_YELLOW quickname POTION_PURPLE POTION_PURPLE quickname POTION_MAGENTA POTION_MAGENTA quickname POTION_WHITE POTION_WHITE quickname POTION_BLUE POTION_BLUE name STONEARCHH_BROKEN post_overlay overlay STONE_ARCH_BROKEN_H framelist: #1 frames STONE_ARCH_BROKEN_H end name STONEARCHV_BROKEN post_overlay overlay STONE_ARCH_BROKEN_V framelist: #1 frames STONE_ARCH_BROKEN_V end quickname DYNAMITE DYNAMITE quickname LANDMINE LANDMINE name DYNAMITE_LIT loop framelist: #3 frames DYNAMITE_LIT1 DYNAMITE_LIT2 DYNAMITE_LIT3 end name DYNAMITE_READY loop framelist: #3 frames DYNAMITE_READY1 DYNAMITE_READY2 DYNAMITE_READY3 end quickname GRENADE GRENADE quickname CAR_L TESTCAR_LEFT quickname CAR_R TESTCAR_RIGHT quickname CAR_U TESTCAR_UP quickname CAR_D TESTCAR_DOWN oversprite WALL_EDGE_BL WALL_EDGE_BL oversprite WALL_EDGE_TR WALL_EDGE_TR oversprite WALL_EDGE_B WALL_EDGE_B oversprite WALL_EDGE_R WALL_EDGE_R oversprite WALL2_EDGE_BL WALL2_EDGE_BL oversprite WALL2_EDGE_TR WALL2_EDGE_TR oversprite WALL2_EDGE_B WALL2_EDGE_B oversprite WALL2_EDGE_R WALL2_EDGE_R oversprite WALL3_EDGE_BL 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quickname BRIDGE_S_STEPS1 BRIDGE_SPRITE_20 quickname BRIDGE_S_STEPS2 BRIDGE_SPRITE_21 quickname BRIDGE_VL_0 BRIDGE_SPRITE_22 quickname BRIDGE_VL_1 BRIDGE_SPRITE_23 quickname BRIDGE_VL_2 BRIDGE_SPRITE_24 quickname BRIDGE_VL_3 BRIDGE_SPRITE_25 quickname BRIDGE_VR_0 BRIDGE_SPRITE_26 quickname BRIDGE_VR_1 BRIDGE_SPRITE_27 quickname BRIDGE_VR_2 BRIDGE_SPRITE_28 quickname BRIDGE_VR_3 BRIDGE_SPRITE_29 quickname BRIDGE_POLE_N BRIDGE_SPRITE_14 quickname BRIDGE_POLE_S BRIDGE_SPRITE_15 quickname BRIDGE_POLE_W BRIDGE_SPRITE_30 quickname BRIDGE_POLE_E BRIDGE_SPRITE_31 quickname BRIDGE_W_END0 BRIDGE_SPRITE_32 quickname BRIDGE_W_END1 BRIDGE_SPRITE_33 quickname BRIDGE_W_END2 BRIDGE_SPRITE_34 quickname BRIDGE_E_END0 BRIDGE_SPRITE_35 quickname BRIDGE_E_END1 BRIDGE_SPRITE_36 quickname BRIDGE_E_END2 BRIDGE_SPRITE_37 quickname BRIDGE_N_END0 BRIDGE_SPRITE_38 quickname BRIDGE_N_END1 BRIDGE_SPRITE_39 quickname BRIDGE_N_END2 BRIDGE_SPRITE_40 quickname BRIDGE_S_END0 BRIDGE_SPRITE_41 quickname BRIDGE_S_END1 BRIDGE_SPRITE_42 quickname BRIDGE_S_END2 BRIDGE_SPRITE_43 quickname HATCH1_OPENED HATCH1_OPENED quickname HATCH1_CLOSED HATCH1_CLOSED name GALLOWS1 post_overlay overlay GALLOWS1 framelist: #1 frames GALLOWS1 end oversprite GALLOWS_VICTIM1 GALLOWS2 name MACHINERY_GRINDSTONE_RIGHT loop speed 3 framelist: #8 frames MACHINERY_00 MACHINERY_01 MACHINERY_02 MACHINERY_03 MACHINERY_04 MACHINERY_05 MACHINERY_06 MACHINERY_07 end name MACHINERY_GRINDSTONE_LEFT loop speed 3 framelist: #8 frames MACHINERY_07 MACHINERY_06 MACHINERY_05 MACHINERY_04 MACHINERY_03 MACHINERY_02 MACHINERY_01 MACHINERY_00 end quickname MACHINERY_GRINDSTONE_STOPPED MACHINERY_00 quickname WATER_WHEEL_DRY_STOPPED WATER_WHEEL_DRY0 name WATER_WHEEL_DRY_TURNING_RIGHT loop speed 4 framelist: #8 frames WATER_WHEEL_DRY0 WATER_WHEEL_DRY1 WATER_WHEEL_DRY2 WATER_WHEEL_DRY3 WATER_WHEEL_DRY4 WATER_WHEEL_DRY5 WATER_WHEEL_DRY6 WATER_WHEEL_DRY7 end name WATER_WHEEL_DRY_TURNING_LEFT loop speed 4 framelist: #8 frames WATER_WHEEL_DRY7 WATER_WHEEL_DRY6 WATER_WHEEL_DRY5 WATER_WHEEL_DRY4 WATER_WHEEL_DRY3 WATER_WHEEL_DRY2 WATER_WHEEL_DRY1 WATER_WHEEL_DRY0 end quickname WATER_WHEEL_WET_STOPPED WATER_WHEEL_WET0 name WATER_WHEEL_WET_TURNING_RIGHT loop speed 4 framelist: #8 frames WATER_WHEEL_WET0 WATER_WHEEL_WET1 WATER_WHEEL_WET2 WATER_WHEEL_WET3 WATER_WHEEL_WET4 WATER_WHEEL_WET5 WATER_WHEEL_WET6 WATER_WHEEL_WET7 end name WATER_WHEEL_WET_TURNING_LEFT loop speed 4 framelist: #8 frames WATER_WHEEL_WET7 WATER_WHEEL_WET6 WATER_WHEEL_WET5 WATER_WHEEL_WET4 WATER_WHEEL_WET3 WATER_WHEEL_WET2 WATER_WHEEL_WET1 WATER_WHEEL_WET0 end quickname PRINTOUT PRINTOUT quickname POSTIT POSTIT quickname LASER1 LASER1 quickname LASER2 LASER2 quickname HUT00 HUT00 quickname HUT01 HUT01 quickname HUT02 HUT02 quickname HUT03 HUT03 quickname HUT04 HUT04 quickname HUT05 HUT05 quickname HUT06 HUT06 name HUTD00 post_overlay overlay HUTD00 framelist: #1 frames HUTD00 end quickname HUTD01 HUTD01 name HUTD02 post_overlay overlay HUTD00 framelist: #1 frames HUTD02 end name HUTD03 post_overlay overlay HUTD03 framelist: #1 frames HUTD03 end quickname HUTD04 HUTD04 name HUTD05 post_overlay overlay HUTD03 framelist: #1 frames HUTD05 end quickname WARG_BRIDGE00 WBRIDGE00 quickname WARG_BRIDGE01 WBRIDGE01 quickname WARG_XBOW W_XBOW quickname WARG_XBOW_BOLT_U W_XBOW_BOLT_U quickname WARG_XBOW_BOLT_D W_XBOW_BOLT_D quickname WARG_XBOW_BOLT_L W_XBOW_BOLT_L quickname WARG_XBOW_BOLT_R W_XBOW_BOLT_R quickname W_INKBOWL W_INKBOWL quickname W_STAMP W_STAMP quickname W_FAVOUR W_FAVOUR quickname INKWELL INKWELL quickname WARG_TINES W_TINES quickname BUCKET_WATER BUCKET_WATER quickname BUCKET_EMPTY BUCKET_EMPTY quickname BUCKET_MILK BUCKET_MILK quickname BUCKET_BLOOD BUCKET_BLOOD quickname W_KNIFE W_KNIFE name SNAKE_R loop stepped speed 8 framelist: #2 frames SNAKE00 SNAKE01 end name SNAKE_L loop stepped speed 8 framelist: #2 frames SNAKE02 SNAKE03 end name SNAKE_D loop stepped speed 8 framelist: #2 frames SNAKE04 SNAKE05 end name SNAKE_U loop stepped speed 8 framelist: #2 frames SNAKE06 SNAKE07 end quickname SNAKE_DEAD SNAKE08 name PIG_D pingpong loop stepped speed 8 framelist: #3 frames PIG00 PIG01 PIG02 end name PIG_R pingpong loop stepped speed 8 framelist: #3 frames PIG03 PIG04 PIG05 end name PIG_U pingpong loop stepped speed 8 framelist: #3 frames PIG06 PIG07 PIG08 end name PIG_L pingpong loop stepped speed 8 framelist: #3 frames PIG09 PIG10 PIG11 end quickname PIG_DEAD PIG12 name BLACKCOCK_U loop stepped speed 8 framelist: #2 frames BLACKCOCK00 BLACKCOCK01 end name BLACKCOCK_R loop stepped speed 8 framelist: #2 frames BLACKCOCK04 BLACKCOCK05 end name BLACKCOCK_D loop stepped speed 8 framelist: #2 frames BLACKCOCK08 BLACKCOCK09 end name BLACKCOCK_L loop stepped speed 8 framelist: #2 frames BLACKCOCK12 BLACKCOCK13 end name BLACKCOCK_DEAD overlay BLOOD07 framelist: #1 frames BLACKCOCK16 end name BLACKCOCK_DANCE loop speed 6 framelist: #42 frames BLACKCOCK04 BLACKCOCK05 BLACKCOCK06 BLACKCOCK07 BLACKCOCK06 BLACKCOCK07 BLACKCOCK05 BLACKCOCK00 BLACKCOCK01 BLACKCOCK02 BLACKCOCK03 BLACKCOCK02 BLACKCOCK03 BLACKCOCK01 BLACKCOCK08 BLACKCOCK09 BLACKCOCK10 BLACKCOCK11 BLACKCOCK10 BLACKCOCK11 BLACKCOCK09 BLACKCOCK00 BLACKCOCK01 BLACKCOCK02 BLACKCOCK03 BLACKCOCK02 BLACKCOCK03 BLACKCOCK01 BLACKCOCK12 BLACKCOCK13 BLACKCOCK14 BLACKCOCK15 BLACKCOCK14 BLACKCOCK15 BLACKCOCK13 BLACKCOCK00 BLACKCOCK01 BLACKCOCK02 BLACKCOCK03 BLACKCOCK02 BLACKCOCK03 BLACKCOCK01 end name BEE_U loop speed 1 framelist: BEE00 BEE01 BEE00 BEE02 end name BEE_D loop speed 1 framelist: BEE03 BEE04 BEE03 BEE05 end name BEE_L loop speed 1 framelist: BEE06 BEE07 BEE06 BEE08 end name BEE_R loop speed 1 framelist: BEE09 BEE10 BEE09 BEE11 end quickname BEE_DEAD BEE12 quickname HAWK_U HAWK00 quickname HAWK_R HAWK01 quickname HAWK_L HAWK02 quickname HAWK_D HAWK03 quickname HAWK_DEAD HAWK04 name HAWKF_U overlay HAWK05 post_overlay framelist: HAWK05 end name HAWKF_D overlay HAWK06 post_overlay framelist: HAWK06 end name HAWKF_L overlay HAWK07 post_overlay framelist: HAWK07 end name HAWKF_R overlay HAWK08 post_overlay framelist: HAWK08 end name GOLEM_D pingpong loop stepped speed 8 framelist: #3 frames GOLEM00 GOLEM01 GOLEM02 end name GOLEM_R pingpong loop stepped speed 8 framelist: #3 frames GOLEM00 GOLEM01 GOLEM02 end name GOLEM_U pingpong loop stepped speed 8 framelist: #3 frames GOLEM00 GOLEM01 GOLEM02 end name GOLEM_L pingpong loop stepped speed 8 framelist: #3 frames GOLEM00 GOLEM01 GOLEM02 end quickname GOLEM_DEAD GOLEM12 name SPOOK speed 8 translucency 128 loop framelist: spook00 spook01 spook02 end name SPOOK_DIES speed 4 translucency 112 framelist: spook00 spook00 spook01 blank spook01 blank end name JJM speed 3 translucency 128 loop framelist: jjm00 jjm01 jjm02 jjm03 end name JJM_DIES speed 4 translucency 255 framelist: jjm04 blank end name DEVIL_DIES speed 4 translucency 112 framelist: devil06 devil06 devil06 blank devil07 devil08 blank devil06 blank end name DEVIL_APPEARS speed 3 jump_to DEVIL_APPEAR1 translucency 16 framelist: devil06 end name DEVIL_APPEAR1 speed 3 jump_to DEVIL_APPEAR2 translucency 32 framelist: devil06 end name DEVIL_APPEAR2 speed 3 jump_to DEVIL_APPEAR3 translucency 48 framelist: devil06 end name DEVIL_APPEAR3 speed 3 jump_to DEVIL_APPEAR4 translucency 64 framelist: devil06 end name DEVIL_APPEAR4 speed 3 jump_to DEVIL_APPEAR5 translucency 80 framelist: devil06 end name DEVIL_APPEAR5 speed 3 jump_to DEVIL_APPEAR6 translucency 96 framelist: devil06 end name DEVIL_APPEAR6 speed 3 jump_to DEVIL_APPEAR7 translucency 112 framelist: devil06 end name DEVIL_APPEAR7 speed 3 jump_to DEVIL_APPEAR8 translucency 128 framelist: devil06 end name DEVIL_APPEAR8 speed 3 jump_to DEVIL_APPEAR9 translucency 144 framelist: devil06 end name DEVIL_APPEAR9 speed 3 jump_to DEVIL_APPEARA translucency 160 framelist: devil06 end name DEVIL_APPEARA speed 3 jump_to DEVIL_APPEARB translucency 176 framelist: devil06 end name DEVIL_APPEARB speed 3 jump_to DEVIL_APPEARC translucency 192 framelist: devil06 end name DEVIL_APPEARC speed 3 jump_to DEVIL_APPEARD translucency 208 framelist: devil06 end name DEVIL_APPEARD speed 3 jump_to DEVIL_APPEARE translucency 224 framelist: devil06 end name DEVIL_APPEARE speed 3 jump_to DEVIL_APPEARF translucency 240 framelist: devil06 end name DEVIL_APPEARF translucency 255 framelist: devil06 end name TODE_D loop stepped speed 8 framelist: #3 frames TODE00 TODE04 end name TODE_R loop stepped speed 8 framelist: #3 frames TODE01 TODE05 end name TODE_U loop stepped speed 8 framelist: #3 frames TODE02 TODE06 end name TODE_L loop stepped speed 8 framelist: #3 frames TODE03 TODE07 end quickname TODEATK_D TODE08 quickname TODEATK_R TODE09 quickname TODEATK_U TODE10 quickname TODEATK_L TODE11 quickname TODE_DEAD TODE12 name SKELETON_U pingpong loop stepped speed 8 framelist: #3 frames SKEL01 SKEL00 SKEL02 end name SKELETON_R pingpong loop stepped speed 8 framelist: #3 frames SKEL04 SKEL03 SKEL05 end name SKELETON_D pingpong loop stepped speed 8 framelist: #3 frames SKEL07 SKEL06 SKEL08 end name SKELETON_L pingpong loop stepped speed 8 framelist: #3 frames SKEL10 SKEL09 SKEL11 end quickname SKELETON_DEAD SKEL12 name DRAGON_U overlay DRAG00 post_overlay stepped speed 8 jump_to DRAGON_U2 framelist: #2 frames DRAG00 end name DRAGON_U2 overlay DRAG01 post_overlay stepped speed 8 jump_to DRAGON_U framelist: #2 frames DRAG01 end name DRAGON_D overlay DRAG02 post_overlay stepped speed 8 jump_to DRAGON_D2 framelist: #2 frames DRAG02 end name DRAGON_D2 overlay DRAG03 post_overlay stepped speed 8 jump_to DRAGON_D framelist: #2 frames DRAG03 end name DRAGON_L overlay DRAG04 post_overlay stepped speed 8 jump_to DRAGON_L2 framelist: #2 frames DRAG04 end name DRAGON_L2 overlay DRAG05 post_overlay stepped speed 8 jump_to DRAGON_L framelist: #2 frames DRAG05 end name DRAGON_R overlay DRAG06 post_overlay stepped speed 8 jump_to DRAGON_R2 framelist: #2 frames DRAG06 end name DRAGON_R2 overlay DRAG07 post_overlay stepped speed 8 jump_to DRAGON_R framelist: #2 frames DRAG07 end name DRAGON2_D overlay DRAG10 post_overlay stepped speed 8 jump_to DRAGON2_D2 framelist: #2 frames DRAG10 end name DRAGON2_D2 overlay DRAG11 post_overlay stepped speed 8 jump_to DRAGON2_D3 framelist: #2 frames DRAG11 end name DRAGON2_D3 overlay DRAG10 post_overlay stepped speed 8 jump_to DRAGON2_D4 framelist: #2 frames DRAG10 end name DRAGON2_D4 overlay DRAG12 post_overlay stepped speed 8 jump_to DRAGON2_D framelist: #2 frames DRAG12 end name DRAGON2_R overlay DRAG13 post_overlay stepped speed 8 jump_to DRAGON2_R2 framelist: #2 frames DRAG13 end name DRAGON2_R2 overlay DRAG14 post_overlay stepped speed 8 jump_to DRAGON2_R3 framelist: #2 frames DRAG14 end name DRAGON2_R3 overlay DRAG13 post_overlay stepped speed 8 jump_to DRAGON2_R4 framelist: #2 frames DRAG13 end name DRAGON2_R4 overlay DRAG15 post_overlay stepped speed 8 jump_to DRAGON2_R framelist: #2 frames DRAG15 end name RAT_L pingpong loop stepped speed 8 framelist: #3 frames RAT00 RAT01 RAT02 end name RAT_R pingpong loop stepped speed 8 framelist: #3 frames RAT03 RAT04 RAT05 end name RAT_D pingpong loop stepped speed 8 framelist: #3 frames RAT06 RAT07 RAT08 end name RAT_U pingpong loop stepped speed 8 framelist: #3 frames RAT09 RAT10 RAT11 end quickname rat_dead rat12 quickname FBOLT_D FBOLT00 quickname FBOLT_R FBOLT01 quickname FBOLT_U FBOLT02 quickname FBOLT_L FBOLT03 quickname PBOLT_D PBOLT00 quickname PBOLT_R PBOLT01 quickname PBOLT_U PBOLT00 quickname PBOLT_L PBOLT01 name MBOLT loop speed 2 framelist: #3 frames MBOLT00 MBOLT01 MBOLT02 MBOLT03 end name BUNNY_U loop stepped speed 8 framelist: #3 frames BUNNY00 BUNNY01 BUNNY02 end name BUNNY_D loop stepped speed 8 framelist: #3 frames BUNNY03 BUNNY04 BUNNY05 end name BUNNY_L loop stepped speed 8 framelist: #3 frames BUNNY06 BUNNY07 BUNNY08 end name BUNNY_R loop stepped speed 8 framelist: #3 frames BUNNY09 BUNNY10 BUNNY11 end quickname BUNNY_DEAD BUNNY12 quickname BUNNY_VDEAD BUNNY13 quickname DECOR00 DECOR00 quickname DECOR01 DECOR01 quickname DECOR02 DECOR02 quickname DECOR03 DECOR03 quickname DECOR04 DECOR04 quickname DECOR05 DECOR05 quickname DECOR06 DECOR06 quickname DECOR07 DECOR07 quickname DECOR08 DECOR08 quickname DECOR09 DECOR09 quickname DECOR10 DECOR10 quickname DECOR11 DECOR11 quickname DECOR12 DECOR12 quickname DECOR13 DECOR13 quickname DECOR14 DECOR14 quickname DECOR15 DECOR15 quickname DECOR16 DECOR16 quickname DECOR17 DECOR17 quickname DECOR18 DECOR18 quickname DECOR19 DECOR19 quickname DECOR20 DECOR20 quickname DECOR21 DECOR21 quickname DECOR22 DECOR22 quickname DECOR23 DECOR23 quickname DECOR24 DECOR24 quickname CROP1-00 CROP1-00 quickname CROP1-01 CROP1-01 quickname CROP1-02 CROP1-02 quickname CROP1-03 CROP1-03 quickname CROP1-04 CROP1-04 quickname CROP1-05 CROP1-05 quickname CROP1-06 CROP1-06 quickname CROP1-07 CROP1-07 quickname CROP1-08 CROP1-08 quickname CROP2-00 CROP2-00 quickname CROP2-01 CROP2-01 quickname CROP2-02 CROP2-02 quickname CROP2-03 CROP2-03 quickname swamp00 swamp00 quickname swamp01 swamp01 quickname swamp02 swamp02 quickname swamp03 swamp03 quickname swamp04 swamp04 quickname swamp05 swamp05 quickname swamp06 swamp06 quickname swamp07 swamp07 quickname swamp08 swamp08 quickname swamp09 swamp09 quickname swamp10 swamp10 quickname swamp11 swamp11 quickname swamp12 swamp12 quickname swamp13 swamp13 quickname swamp14 swamp14 quickname swamp15 swamp15 quickname swamp16 swamp16 quickname swamp17 swamp17 quickname swamp18 swamp18 quickname swamp19 swamp19 name swamp_e loop speed 4 framelist: swamp_e00 swamp_e01 swamp_e02 swamp_e03 swamp_e04 end name swamp_ne loop speed 4 framelist: swamp_ne00 swamp_ne01 swamp_ne02 swamp_ne03 swamp_ne04 end name swamp_se loop speed 4 framelist: swamp_se00 swamp_se01 swamp_se02 swamp_se03 swamp_se04 end name swamp_w loop speed 4 framelist: swamp_w00 swamp_w01 swamp_w02 swamp_w03 swamp_w04 end name swamp_nw loop speed 4 framelist: swamp_nw00 swamp_nw01 swamp_nw02 swamp_nw03 swamp_nw04 end name swamp_n loop speed 4 framelist: swamp_n00 swamp_n01 swamp_n02 swamp_n03 swamp_n04 end name swamp_sw loop speed 4 framelist: swamp_sw00 swamp_sw01 swamp_sw02 swamp_sw03 swamp_sw04 end name swamp_s loop speed 4 framelist: swamp_s00 swamp_s01 swamp_s02 swamp_s03 swamp_s04 end name swampshore2_nw loop speed 4 framelist: swampshore2_nw00 swampshore2_nw01 swampshore2_nw02 swampshore2_nw03 swampshore2_nw04 end name swampshore2_ne loop speed 4 framelist: swampshore2_ne00 swampshore2_ne01 swampshore2_ne02 swampshore2_ne03 swampshore2_ne04 end name swampshore2_sw loop speed 4 framelist: swampshore2_sw00 swampshore2_sw01 swampshore2_sw02 swampshore2_sw03 swampshore2_sw04 end name swampshore2_se loop speed 4 framelist: swampshore2_se00 swampshore2_se01 swampshore2_se02 swampshore2_se03 swampshore2_se04 end quickname PAINTING00 PAINTING00 quickname PAINTING01 PAINTING01 quickname PAINTING02 PAINTING02 quickname PAINTING03 PAINTING03 quickname PAINTING04 PAINTING04 quickname PAINTING05 PAINTING05 quickname PAINTING06 PAINTING06 quickname PAINTING07 PAINTING07 quickname PAINTING08 PAINTING08 quickname PAINTING09 PAINTING09 quickname PAINTING10 PAINTING10 quickname PAINTING11 PAINTING11 quickname PAINTING12 PAINTING12 quickname PAINTING13 PAINTING13 quickname PAINTING14 PAINTING14 name CRYSTAL_RED pingpong loop speed 6 framelist: #4 frames CRYSTAL00 CRYSTAL01 CRYSTAL02 CRYSTAL03 end name CRYSTAL_BLUE pingpong loop speed 7 framelist: #4 frames CRYSTAL04 CRYSTAL05 CRYSTAL06 CRYSTAL07 end name CRYSTAL_WHITE pingpong loop speed 8 framelist: #4 frames CRYSTAL08 CRYSTAL09 CRYSTAL10 CRYSTAL11 end quickname W_STATUE W_STATUE quickname TRAY00 TRAY00 quickname TRAY01 TRAY01 quickname ROLLINGPIN ROLLINGPIN quickname CLEAVER CLEAVER quickname LADLE LADLE quickname SPATULA SPATULA name ROCK00-BLOOD overlay BLOOD03 framelist: #1 frames ROCK00 end quickname SPIKES00 SPIKES00 quickname SPIKES01 SPIKES01 quickname LADDER00 LADDER00 quickname LADDER01 LADDER01 quickname TOOLS00 TOOLS00 quickname TOOLS01 TOOLS01 quickname TOOLS02 TOOLS02 quickname TOOLS03 TOOLS03 quickname TOOLS04 TOOLS04 quickname TOOLS05 TOOLS05 quickname TOOLS06 TOOLS06 quickname TOOLS07 TOOLS07 quickname TOOLS08 TOOLS08 quickname TOOLS09 TOOLS09 quickname TOOLS10 TOOLS10 quickname TOOLS11 TOOLS11 quickname FORGE0 FORGE00 name FORGE1 speed 4 framelist: #8 frames FORGE00 FORGE01 FORGE02 FORGE03 FORGE01 FORGE02 FORGE03 FORGE00 end quickname FORGE2 FORGE04 quickname METAL00 METAL00 quickname METAL01 METAL01 quickname METAL02 METAL02 quickname METAL03 METAL03 quickname METAL04 METAL04 quickname WELL WELL quickname WELL2 WELL2 quickname BELLOWS0 BELLOWS0 name BELLOWS1 speed 8 framelist: #2 frames BELLOWS1 BELLOWS0 end quickname BELLOWS2 BELLOWS2 name BELLOWS3 speed 8 framelist: #2 frames BELLOWS3 BELLOWS2 end quickname ANVIL ANVIL quickname GOLD0 GOLD0 quickname GOLD1 GOLD1 quickname GOLD2 GOLD2 quickname GOLD3 GOLD3 quickname GOLD4 GOLD4 quickname GOLD5 GOLD5 quickname TREASURE00 TREASURE00 quickname TREASURE01 TREASURE01 quickname TREASURE02 TREASURE02 quickname TREASURE03 TREASURE03 quickname TREASURE04 TREASURE04 quickname TREASURE05 TREASURE05 quickname TREASURE06 TREASURE06 quickname TREASURE07 TREASURE07 quickname TREASURE08 TREASURE08 quickname TREASURE09 TREASURE09 quickname TREASURE10 TREASURE10 quickname TREASURE11 TREASURE11 quickname TREASURE12 TREASURE12 quickname TREASURE13 TREASURE13 quickname TREASURE14 TREASURE14 name TREASURE15 loop speed 6 framelist: TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE16 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE17 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE16 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE15 TREASURE17 TREASURE15 TREASURE15 TREASURE16 TREASURE15 end quickname TREASURE18 TREASURE18 quickname TREASURE19 TREASURE19 quickname ORB00 ORB00 quickname ORB01 ORB01 name STOVE_1 loop speed 6 framelist: #4 frames STOVE00 STOVE01 STOVE02 STOVE03 end quickname STOVE_2 STOVE04 quickname SKIN00 SKIN00 quickname SKIN01 SKIN01 quickname SKIN02 SKIN02 quickname SKIN03 SKIN03 quickname SKIN04 SKIN04 quickname SKIN05 SKIN05 quickname BARREL01 BARREL01 quickname BARREL02 BARREL02 quickname CHURN CHURN quickname BOOKSHELF00 BOOKSHELF00 quickname BOOKSHELF01 BOOKSHELF01 quickname BOOKSHELF02 BOOKSHELF02 quickname BOOKSHELF03 BOOKSHELF03 quickname BOOKSHELF04 BOOKSHELF04 quickname BOOKSHELF05 BOOKSHELF05 quickname BOOKSHELF06 BOOKSHELF06 quickname BOOKSHELF07 BOOKSHELF07 name PENTAGRAM_FADEIN0 speed 3 jump_to PENTAGRAM_FADEIN1 translucency 16 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEIN1 speed 3 jump_to PENTAGRAM_FADEIN2 translucency 32 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEIN2 speed 3 jump_to PENTAGRAM_FADEIN3 translucency 48 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEIN3 speed 3 jump_to PENTAGRAM_FADEIN4 translucency 64 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEIN4 speed 3 jump_to PENTAGRAM_FADEIN5 translucency 80 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEIN5 speed 3 jump_to PENTAGRAM_FADEIN6 translucency 96 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEIN6 speed 3 jump_to PENTAGRAM_FADEIN7 translucency 112 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEIN7 speed 3 jump_to PENTAGRAM_FADEIN8 translucency 128 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEIN8 speed 3 jump_to PENTAGRAM_FADEIN9 translucency 144 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEIN9 speed 3 jump_to PENTAGRAM_FADEINA translucency 160 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEINA speed 3 jump_to PENTAGRAM_FADEINB translucency 176 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEINB speed 3 jump_to PENTAGRAM_FADEINC translucency 192 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEINC speed 3 jump_to PENTAGRAM_FADEIND translucency 208 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEIND speed 3 jump_to PENTAGRAM_FADEINE translucency 224 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEINE speed 3 jump_to PENTAGRAM_FADEINF translucency 240 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEINF speed 3 translucency 255 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUT0 speed 3 jump_to PENTAGRAM_FADEOUT1 translucency 255 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUT1 speed 3 jump_to PENTAGRAM_FADEOUT2 translucency 240 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUT2 speed 3 jump_to PENTAGRAM_FADEOUT3 translucency 224 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUT3 speed 3 jump_to PENTAGRAM_FADEOUT4 translucency 208 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUT4 speed 3 jump_to PENTAGRAM_FADEOUT5 translucency 192 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUT5 speed 3 jump_to PENTAGRAM_FADEOUT6 translucency 176 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUT6 speed 3 jump_to PENTAGRAM_FADEOUT7 translucency 160 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUT7 speed 3 jump_to PENTAGRAM_FADEOUT8 translucency 144 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUT8 speed 3 jump_to PENTAGRAM_FADEOUT9 translucency 128 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUT9 speed 3 jump_to PENTAGRAM_FADEOUTA translucency 112 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUTA speed 3 jump_to PENTAGRAM_FADEOUTB translucency 96 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUTB speed 3 jump_to PENTAGRAM_FADEOUTC translucency 80 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUTC speed 3 jump_to PENTAGRAM_FADEOUTD translucency 64 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUTD speed 3 jump_to PENTAGRAM_FADEOUTE translucency 48 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUTE speed 3 jump_to PENTAGRAM_FADEOUTF translucency 32 framelist: #1 frames DECOR24 end name PENTAGRAM_FADEOUTF speed 3 jump_to PENTAGRAM_FADED translucency 16 framelist: #1 frames DECOR24 end name PENTAGRAM_FADED speed 3 translucency 1 framelist: #1 frames DECOR24 end name CAULDRON_BROTH loop speed 3 framelist: #4 frames CAULDRON00 CAULDRON01 CAULDRON02 CAULDRON03 end quickname CAULDRON_EMPTY CAULDRON04 name CAULDRON_BRAZIER loop speed 3 framelist: #4 frames CAULDRON05 CAULDRON06 CAULDRON07 CAULDRON08 end quickname telescope telescope quickname xbow_bolt_u xbow_bolt_u quickname xbow_bolt_d xbow_bolt_d quickname xbow_bolt_l xbow_bolt_l quickname xbow_bolt_r xbow_bolt_r quickname xbow_bolt_spent xbow_bolt_spent quickname xbow xbow name glass00 translucency 192 framelist: glass00 end name glass01 translucency 192 framelist: glass01 end name glass02 translucency 192 framelist: glass02 end name glass03 translucency 192 framelist: glass03 end name glass04 translucency 192 framelist: glass04 end name glass05 translucency 192 framelist: glass05 end name glass06 translucency 128 framelist: glass06 end name glass07 translucency 128 framelist: glass07 end name glass08 translucency 128 framelist: glass08 end name glass09 translucency 128 framelist: glass09 end name glass10 translucency 128 framelist: glass10 end name glass11 translucency 128 framelist: glass11 end name glass12 translucency 128 framelist: glass12 end name glass13 translucency 128 framelist: glass13 end quickname data00 data00 quickname data01 data01 quickname data02 data02 quickname data03 data03 quickname data04 data04 quickname data05 data05 quickname data06 data06 quickname data07 data07 quickname lp_deck0 lp_deck0 quickname lp_deck1 lp_deck1 quickname cage00 cage00 quickname cage01 cage01 quickname cage02 cage02 quickname cage03 cage03 quickname cage04 cage04 quickname cage05 cage05 quickname cage06 cage06 quickname cage07 cage07 name cage08 post_overlay overlay cage08 framelist: cage08 end name cage09 post_overlay overlay cage09 framelist: cage09 end name cage10 post_overlay overlay cage10 framelist: cage10 end name cage11 post_overlay overlay cage11 framelist: cage11 end name cage12 post_overlay overlay cage12 framelist: cage12 end name cage13 post_overlay overlay cage13 framelist: cage13 end quickname hawking_kit0 hawking_kit0 quickname hawking_kit1 hawking_kit1 quickname hawking_kit2 hawking_kit2 quickname hawking_kit3 hawking_kit3 quickname hawking_kit4 hawking_kit4 name GUARD_U pingpong loop stepped speed 1 framelist: #3 frames GUARD00 GUARD01 GUARD02 end name GUARD_D pingpong loop stepped speed 1 framelist: #3 frames GUARD03 GUARD04 GUARD05 end name GUARD_R pingpong loop stepped speed 1 framelist: #3 frames GUARD06 GUARD07 GUARD08 end name GUARD_L pingpong loop stepped speed 1 framelist: #3 frames GUARD09 GUARD10 GUARD11 end quickname GUARD_DEAD GUARD12 quickname GUARDSIT_U GUARDSIT_U quickname GUARDSIT_D GUARDSIT_D quickname GUARDSIT_L GUARDSIT_L quickname GUARDSIT_R GUARDSIT_R name OSCOPE_V loop speed 4 framelist: #3 frames OSCILLOSCOPE00 OSCILLOSCOPE01 OSCILLOSCOPE02 end name OSCOPE_H loop speed 4 framelist: #3 frames OSCILLOSCOPE03 OSCILLOSCOPE04 OSCILLOSCOPE05 end quickname RACAL_V RACAL00 name RACAL_V_RUNNING loop speed 1 framelist: #3 frames RACAL00 RACAL01 RACAL02 RACAL03 RACAL04 RACAL05 RACAL06 RACAL07 end quickname aircraftparts00 aircraftparts00 quickname aircraftparts01 aircraftparts01 quickname aircraftparts02 aircraftparts02 oversprite aircraftparts03 aircraftparts03 oversprite aircraftparts04 aircraftparts04 quickname aircraftparts04b aircraftparts04 quickname aircraftparts05 aircraftparts05 quickname circuitboard circuitboard quickname drawbridge_down drawbridge_down name drawbridge_up overlay drawbridge_up post_overlay framelist: drawbridge_up end quickname getbutton_dark getbutton_dark quickname getbutton_light getbutton_light quickname dropbutton_dark dropbutton_dark quickname dropbutton_light dropbutton_light quickname usebutton_dark usebutton_dark quickname usebutton_light usebutton_light quickname talkbutton_dark talkbutton_dark quickname talkbutton_light talkbutton_light quickname attackbutton_dark attackbutton_dark quickname attackbutton_light attackbutton_light quickname castbutton_dark castbutton_dark quickname castbutton_light castbutton_light quickname movebutton_dark movebutton_dark quickname movebutton_light movebutton_light quickname lookbutton_dark lookbutton_dark quickname lookbutton_light lookbutton_light quickname bag_arrow_u1 bag_arrow_u1 quickname bag_arrow_u2 bag_arrow_u2 quickname bag_arrow_d1 bag_arrow_d1 quickname bag_arrow_d2 bag_arrow_d2 quickname intro_h intro_h quickname intro_n intro_n quickname saveg_h saveg_h quickname saveg_n saveg_n quickname start_h start_h quickname start_n start_n quickname poster_v poster_v quickname poster_h poster_h quickname poster2_v poster2_v quickname poster2_h poster2_h quickname scroll00 scroll00 quickname trough_v trough_v quickname trough_h trough_h quickname sceptre sceptre quickname lute lute name COW_NORMAL_U pingpong loop stepped speed 1 framelist: #2 frames COW1_U0 COW1_U1 end name COW_NORMAL_D pingpong loop stepped speed 1 framelist: #2 frames COW1_D0 COW1_D1 end name COW_NORMAL_L pingpong loop stepped speed 1 framelist: #2 frames COW1_L0 COW1_L1 end name COW_NORMAL_R pingpong loop stepped speed 1 framelist: #2 frames COW1_R0 COW1_R1 end quickname COW_GRAZING_D COW1_D2 quickname COW_GRAZING_U COW1_U2 quickname COW_GRAZING_L COW1_L2 quickname COW_GRAZING_R COW1_R2 quickname COW_DEAD COW1_dead name COW_THECOW_U stepped overlay COW2_U0 post_overlay jump_to COW_THECOW_U2 speed 1 framelist: COW2_U0 COW2_U0 COW2_U0 end name COW_THECOW_U2 stepped overlay COW2_U1 post_overlay jump_to COW_THECOW_U speed 1 framelist: COW2_U1 COW2_U1 COW2_U1 end name COW_THECOW_D stepped overlay COW2_D0 post_overlay jump_to COW_THECOW_D2 speed 1 framelist: COW2_D0 COW2_D0 COW2_D0 end name COW_THECOW_D2 stepped post_overlay overlay COW2_D1 jump_to COW_THECOW_D speed 1 framelist: COW2_D1 COW2_D1 COW2_D1 end name COW_THECOW_L stepped post_overlay overlay COW2_L0 jump_to COW_THECOW_L2 speed 1 framelist: COW2_L0 COW2_L0 end name COW_THECOW_L2 stepped post_overlay overlay COW2_L1 jump_to COW_THECOW_L speed 1 framelist: COW2_L1 COW2_L1 end name COW_THECOW_R stepped post_overlay overlay COW2_R0 jump_to COW_THECOW_R2 speed 1 framelist: COW2_R0 COW2_R0 end name COW_THECOW_R2 stepped post_overlay overlay COW2_R1 jump_to COW_THECOW_R speed 1 framelist: COW2_R1 COW2_R1 end name COW_THECOW_DEAD overlay COW2_dead post_overlay framelist: COW2_dead end name powerplant_spark1 x 8 y 5 framelist: powerplant00 end name powerplant_spark2 x 15 y 5 framelist: powerplant01 end name kfs_sign chimney framelist: kfs_sign end quickname kfs_wall1 kfs_wall1 quickname kfs_wall2 kfs_wall2 quickname kfs_wall3 kfs_wall3 name kfs_window overlay kfs_window1 translucency 96 framelist: kfs_window2 end name kfs_window_broken overlay kfs_window1 translucency 96 framelist: kfs_window3 end quickname kfs_takeaway1 kfs_takeaway1 quickname kfs_takeaway2 kfs_takeaway2 quickname kfs_kebab1 kfs_kebab1 quickname kfs_kebab2 kfs_kebab2 name stdonalds_sign chimney framelist: stdonalds_sign end quickname who_01 who_01 quickname who_02a who_02a quickname who_02b who_02b quickname who_02c who_02c quickname who_03 who_03 quickname who_04 who_04 quickname who_05 who_05 quickname who_06 who_06 quickname who_07 who_07 quickname who_08 who_08 name scully overlay scully post_overlay framelist: scully end quickname paper_book paper_book quickname perch_u perch_u quickname perch_r perch_r quickname perch_bad perch_bad quickname winecask0 winecask0 quickname winevat winevat quickname salt_empty salt_empty quickname salt_00 salt_00 quickname salt_01 salt_01 quickname salt_02 salt_02 quickname pepper_00 pepper_00 quickname pepper_01 pepper_01 quickname meat00 meat00 quickname meat01 meat01 quickname meat02 meat02 quickname meat03 meat03 quickname meat04 meat04 quickname meat05 meat05 quickname brown_package brown_package quickname stones00 stones00 quickname stones01 stones01 quickname stones02 stones02 quickname stones03 stones03 quickname honeycomb_h1 honeycomb_h1 quickname honeycomb_h2 honeycomb_h2 quickname honeycomb_h3 honeycomb_h3 quickname honeycomb_v1 honeycomb_v1 quickname honeycomb_v2 honeycomb_v2 quickname honeycomb_v3 honeycomb_v3 quickname honey00 honey00 quickname jar00 jar00 quickname jar01 jar01 quickname jar02 jar02 quickname jar03 jar03 quickname jar04 jar04 quickname jar05 jar05 quickname jar06 jar06 quickname fish00 fish00 name teleporter0 loop speed 2 framelist: teleporter00 teleporter01 teleporter02 teleporter03 end quickname teleporter1 teleporter04 quickname log00 log00 quickname log01 log01 quickname log02 log02 quickname tank01 tank01 quickname tank02 tank02 quickname tank03 tank03 quickname tank04 tank04 quickname tank05 tank05 quickname tank_BR tank09 quickname tank_TL0 tank06 quickname tank_TR0 tank07 quickname tank_BL0 tank08 quickname tank_TL1 tank10 quickname tank_TR1 tank11 quickname tank_BL1 tank12 quickname tank_TL2 tank13 quickname tank_TR2 tank14 quickname tank_BL2 tank15 quickname tank_TL3 tank16 quickname tank_TR3 tank17 quickname tank_BL3 tank18 quickname tank_BB tank19 quickname tank_RR tank20 quickname tank_B tank21 quickname tank_R tank22 quickname tank_T0 tank23 quickname tank_T1 tank24 quickname tank_T2 tank25 quickname tank_T3 tank26 quickname tank_L0 tank27 quickname tank_L1 tank28 quickname tank_L2 tank29 quickname tank_L3 tank30 quickname tank_T4 tank31 quickname tank_R4 tank32 quickname tank_L4 tank33 quickname tank_B4 tank34 quickname tanktap tanktap name RADAR_ARRAY loop speed 1 framelist: #3 frames RADAR01 RADAR02 RADAR03 RADAR04 RADAR05 RADAR06 RADAR07 RADAR08 RADAR09 RADAR10 RADAR11 RADAR12 RADAR13 RADAR14 RADAR15 RADAR16 RADAR17 RADAR18 RADAR19 RADAR20 RADAR21 RADAR22 RADAR23 RADAR24 RADAR25 RADAR26 RADAR27 RADAR28 RADAR29 RADAR30 RADAR31 RADAR32 RADAR33 RADAR34 RADAR35 RADAR36 RADAR37 RADAR38 RADAR39 end name RADAR_DISPLAY loop speed 5 framelist: #3 frames RADARD00 RADARD01 RADARD02 RADARD03 RADARD04 end quickname radsign_h radsign_h quickname radsign_v radsign_v quickname techtile00 techtile00 quickname techtile01 techtile01 quickname techtile02 techtile02 quickname cardslot_v_normal cardslot1 quickname cardslot_h_normal cardslot3 name cardslot_v_used speed 10 framelist: cardslot2 cardslot1 end name cardslot_h_used speed 10 framelist: cardslot4 cardslot3 end quickname keypad_v keypad_v quickname keypad_h keypad_h quickname jc_was_here jc_was_here name segfault random speed 2 framelist: segfault01 segfault02 segfault03 segfault04 segfault05 segfault06 segfault07 segfault08 segfault09 segfault10 segfault11 end quickname rubicscube0 rubicscube0 quickname rubicscube1 rubicscube1 quickname rubicscube2 rubicscube2 quickname rubicscube3 rubicscube3 quickname osprey_u osprey00 quickname osprey_d osprey01 quickname osprey_l osprey02 quickname osprey_r osprey03 quickname ospreyf_u osprey04 quickname ospreyf_d osprey05 quickname ospreyf_l osprey06 quickname ospreyf_r osprey07 quickname wall_metal_v metalwall_v quickname wall_metal_h metalwall_h quickname wall_metal_tl metalwall_tl quickname wall_metal_br metalwall_br quickname wall_metal_bl metalwall_bl quickname wall_metal_tr metalwall_tr quickname wall_metal_vp metalwall_vp quickname wall_metal_hp metalwall_hp quickname wall_metal_bl2 metalwall_bl2 quickname wall_metal_tr2 metalwall_tr2 name defencepost_raise speed 4 call CallUser1 framelist: defencepost00 defencepost01 defencepost02 defencepost03 defencepost04 end name defencepost_lower speed 4 framelist: defencepost04 defencepost03 defencepost02 defencepost01 defencepost00 end name defencepost_up post_overlay overlay defencepost05 framelist: defencepost04 end quickname defencepost_down defencepost00 oversprite pipe00 pipe00 oversprite pipe01 pipe01 oversprite pipe02 pipe02 oversprite pipe03 pipe03 oversprite pipe04 pipe04 oversprite pipe05 pipe05 oversprite pipe06 pipe06 oversprite pipe07 pipe07 oversprite pipe08 pipe08 oversprite pipe09 pipe09 oversprite pipe10 pipe10 oversprite pipe11 pipe11 oversprite pipe12 pipe12 oversprite pipe13 pipe13 oversprite pipe14 pipe14 oversprite pipe15 pipe15 oversprite pipe16 pipe16 oversprite pipe17 pipe17 quickname pipe18 pipe18 quickname pipe19 pipe19 oversprite pipe20 pipe20 quickname pipe21 pipe21 quickname pipe22 pipe22 oversprite pipe23 pipe23 quickname powerplant_pipe powerplant_pipe quickname powerplant_pipeend powerplant_pipeend quickname mwall_decal00 mwall_decal00 quickname mwall_decal01 mwall_decal01 quickname mwall_decal02 mwall_decal02 quickname mwall_decal03 mwall_decal03 quickname mwall_decal04 mwall_decal04 quickname mwall_decal06 mwall_decal06 quickname mwall_decal07 mwall_decal07 quickname mwall_decal08 mwall_decal08 quickname mwall_decal09 mwall_decal09 quickname mwall_decal10 mwall_decal10 quickname mwall_decal11 mwall_decal11 quickname mwall_decal12 mwall_decal12 quickname mwall_decal13 mwall_decal13 quickname mwall_decal14 mwall_decal14 name mwall_decal15 speed 70 random loop framelist: mwall_decal15 mwall_decal16 mwall_decal17 end name mwall_decal16 speed 35 random loop framelist: mwall_decal00 mwall_decal18 mwall_decal19 mwall_decal20 mwall_decal21 mwall_decal22 mwall_decal23 mwall_decal24 end quickname mwall_decal17a mwall_decal25 quickname mwall_decal17b mwall_decal26 quickname mwall_decal17c mwall_decal27 quickname mwall_decal18a mwall_decal28 quickname mwall_decal18b mwall_decal29 name mwall_decal18_push speed 10 framelist: mwall_decal29 mwall_decal28 end quickname mwall_decal30 mwall_decal30 quickname mwall_decal31 mwall_decal31 quickname mwall_decal32 mwall_decal32 quickname mwall_decal33 mwall_decal33 quickname mwall_decal34 mwall_decal34 quickname mwall_decal36 mwall_decal36 quickname mwall_decal37 mwall_decal37 quickname mwall_decal38 mwall_decal38 quickname mwall_decal39 mwall_decal39 quickname mwall_decal40 mwall_decal40 quickname mwall_decal41 mwall_decal41 quickname mwall_decal42 mwall_decal42 quickname mwall_decal43 mwall_decal43 quickname mwall_decal44 mwall_decal44 name mwall_decal45 speed 70 random loop framelist: mwall_decal45 mwall_decal46 mwall_decal47 end name mwall_decal46 speed 35 random loop framelist: mwall_decal30 mwall_decal48 mwall_decal49 mwall_decal50 mwall_decal51 mwall_decal52 mwall_decal53 mwall_decal54 end quickname mwall_decal47a mwall_decal55 quickname mwall_decal47b mwall_decal56 quickname mwall_decal47c mwall_decal57 quickname mwall_decal48a mwall_decal58 quickname mwall_decal48b mwall_decal59 name mwall_decal48_push speed 10 framelist: mwall_decal59 mwall_decal58 end quickname ladder_up ladder_up quickname lifebelt lifebelt oversprite airlock_top_l airlock_l oversprite airlock_top_m airlock_m oversprite airlock_top_r airlock_r quickname airlock_door_closed airlock_d00 quickname airlock_door_open airlock_d08 name airlock_door_opening speed 3 framelist: airlock_d00 airlock_d01 airlock_d02 airlock_d03 airlock_d04 airlock_d05 airlock_d06 airlock_d07 airlock_d08 end name airlock_door_closing speed 3 framelist: airlock_d08 airlock_d07 airlock_d06 airlock_d05 airlock_d04 airlock_d03 airlock_d02 airlock_d01 airlock_d00 end quickname powerplant_hatch1 pphatch1 quickname powerplant_hatch2 pphatch2 quickname powerplant_hatch3 pphatch3 quickname powerplant_hatch4 pphatch4 quickname powerplant_hatch5 pphatch5 quickname powerlink powerlink name SERVITOR_U loop speed 3 stepped framelist: SERVITOR_00 SERVITOR_01 end name SERVITOR_D loop speed 3 stepped framelist: SERVITOR_02 SERVITOR_03 end name SERVITOR_L loop speed 3 stepped framelist: SERVITOR_04 SERVITOR_05 end name SERVITOR_R loop speed 3 stepped framelist: SERVITOR_06 SERVITOR_07 end quickname SERVITOR_DEAD0 SERVITOR_08 quickname SERVITOR_DEAD1 SERVITOR_09 name CONCRETEDOOR1V_OPEN post_overlay wall speed 1 overlay CONCRETE_DOOR1O_VERT framelist: #1 frames CONCRETE_DOOR1O_VERT end name CONCRETEDOOR1H_OPEN post_overlay wall speed 1 overlay CONCRETE_DOOR1O_HORIZ framelist: #1 frames CONCRETE_DOOR1O_HORIZ end name CONCRETEDOOR1V_SHUT wall framelist: #1 frames CONCRETE_DOOR1S_VERT end name CONCRETEDOOR1H_SHUT wall speed 1 framelist: #1 frames CONCRETE_DOOR1S_HORIZ end name CONCRETEDOORWAY_V post_overlay wall speed 1 overlay CONCRETE_DOORWAY_VERT framelist: #1 frames CONCRETE_DOORWAY_VERT end name CONCRETEDOORWAY_H post_overlay wall speed 1 overlay CONCRETE_DOORWAY_HORIZ framelist: #1 frames CONCRETE_DOORWAY_HORIZ end quickname lockerv0 lockerv0 quickname lockerv1 lockerv1 quickname lockerv2 lockerv2 quickname lockerv3 lockerv3 quickname lockerv4 lockerv4 quickname lockerv5 lockerv5 quickname rope00 rope00 name plasmatube_l x 4 y 4 loop random speed 2 framelist: plasmatube00 plasmatube01 plasmatube02 plasmatube03 plasmatube04 end name plasmatube_r x 4 y 4 loop random speed 2 framelist: plasmatube00 plasmatube01 plasmatube02 plasmatube03 plasmatube04 end name plasmatube_u x 4 y 4 loop random speed 2 framelist: plasmatube00 plasmatube01 plasmatube02 plasmatube03 plasmatube04 end name plasmatube_d x 4 y 4 loop random speed 2 framelist: plasmatube00 plasmatube01 plasmatube02 plasmatube03 plasmatube04 end name plasmatube_target x 4 y 4 framelist: TARGET_MARKER end quickname plasmatube_off plasmatube05 name generator post_overlay overlay powergen02 framelist: powergen01 end quickname generator2 powergen03 quickname drive_on powergen02 quickname drive_off powergen04 name drives_left speed 1 loop framelist: drives_l7 drives_l6 drives_l5 drives_l4 drives_l3 drives_l2 drives_l1 drives_l0 end name drives_middle speed 1 loop framelist: drives_m7 drives_m6 drives_m5 drives_m4 drives_m3 drives_m2 drives_m1 drives_m0 end name drives_right speed 1 loop framelist: drives_r7 drives_r6 drives_r5 drives_r4 drives_r3 drives_r2 drives_r1 drives_r0 end name codec speed 1 loop framelist: codec00 codec01 codec02 codec03 end name dataline1 speed 1 loop framelist: dataline00 dataline01 dataline02 dataline03 end name dataline2 speed 1 loop framelist: dataline04 dataline05 dataline06 dataline07 end quickname codec_term codec_term name SPELL_YELLOW loop speed 2 framelist: #5 frames SPELL00 SPELL01 SPELL02 SPELL03 SPELL04 SPELL05 SPELL06 SPELL07 end quickname 747wall0 747wall0 quickname 747wall1 747wall1 quickname 747wall2 747wall2 quickname 747wall3 747wall3 quickname 747wall4 747wall4 quickname 747wall5 747wall5 quickname 747wall6 747wall6 quickname 747wall7 747wall7 quickname 747wall8 747wall8 quickname 747wall9 747wall9 quickname 747wall10 747wall10 quickname 747wall11 747wall11 quickname higrip00 higrip00 quickname higrip01 higrip01 quickname higrip02 higrip02 quickname higrip03 higrip03 quickname higrip04 higrip04 quickname higrip05 higrip05 quickname higrip06 higrip06 quickname higrip07 higrip07 quickname higrip08 higrip08 quickname valve00 valve00 quickname valve01 valve01 name valve02 loop speed 10 framelist: valve02 valve03 end quickname valve04 valve04 quickname valve05 valve05 name DEVIL_UP pingpong loop stepped speed 1 framelist: #3 frames DEVIL00 DEVIL01 DEVIL02 end name DEVIL_RIGHT pingpong loop stepped speed 1 framelist: #3 frames DEVIL03 DEVIL04 DEVIL05 end name DEVIL_DOWN pingpong loop stepped speed 1 framelist: #3 frames DEVIL06 DEVIL07 DEVIL08 end name DEVIL_LEFT pingpong loop stepped speed 1 framelist: #3 frames DEVIL09 DEVIL10 DEVIL11 end quickname snackmachine snackmachine quickname snack00 snack00 quickname snack01 snack01 quickname snack02 snack02 quickname shipwreck shipwreck quickname synth synth quickname clock1v clock1v quickname clock1h clock1h quickname clock2v clock2v quickname clock2h clock2h quickname printer printer quickname tapedeck tapedeck quickname tape00 tape00 quickname tape01 tape01 quickname printout00 printout00 quickname printout01 printout01 quickname printout02 printout02 quickname printout03 printout03 quickname printout04 printout04 quickname printout05 printout05 quickname ear00 ear00 quickname ear01 ear01 quickname ear02 ear02 quickname ear03 ear03 quickname pilot00 pilot00 quickname pilot01 pilot01 quickname pilot02 pilot02 quickname plcards0 plcards0 quickname plcards1 plcards1 quickname plcards2 plcards2 quickname plcards3 plcards3 name SIDECAR post_overlay overlay sidecar framelist: sidecar2 end quickname crate00 crate00 quickname crate01 crate01 quickname crate02 crate02 quickname crate03 crate03 quickname crate04 crate04 quickname crate05 crate05 quickname crate06 crate06 quickname crate07 crate07 quickname crate08 crate08 quickname crate09 crate09 quickname crate10 crate10 quickname crate11 crate11 quickname crate12 crate12 quickname crate13 crate13 quickname crate14 crate14 quickname crate15 crate15 oversprite crate_bl crate_bl oversprite crate_tr crate_tr quickname label00 label00 quickname label01 label01 quickname label02 label02 quickname toaster_u toaster_u quickname toaster_d toaster_d quickname spellcard0 spellcard00 quickname spellcard1 spellcard01 quickname spellcard2 spellcard02 quickname spellcard3 spellcard03 name spellcard4 translucency 128 framelist: spellcard04 end quickname drak_keypad0 drak0 quickname drak_keypad1 drak1 quickname drak_keypad2 drak2 quickname drak_keypad3 drak3 quickname drak_keypad4 drak4 quickname drak_keypad5 drak5 quickname drak_keypad6 drak6 quickname drak_keypad7 drak7 quickname popering popering quickname ringstone ringstone name panther_r # x 32 # y 0 stepped looped speed 1 framelist: panther_r1 panther_r2 panther_r1 panther_r3 end name panther_l # x 0 # y 0 stepped looped speed 1 framelist: panther_l1 panther_l2 panther_l1 panther_l3 end name panther_d # x 0 # y 32 stepped looped speed 1 framelist: panther_d1 panther_d2 panther_d1 panther_d3 end name panther_u # x 0 # y 0 stepped looped speed 1 framelist: panther_u1 panther_u2 panther_u1 panther_u3 end quickname panther_dead panther_dead quickname panther_head panther_head quickname panthersuit panthersuit name COMMS_UNIT loop speed 4 framelist: #5 frames comms00 comms01 comms02 comms03 comms04 end quickname COMMS_MEDALLION comms05 name MAINTENANCE_HATCH_00 wall framelist: MAINT_HATCH_00 end name MAINTENANCE_HATCH_01 post_overlay wall overlay MAINT_HATCH_04 framelist: MAINT_HATCH_01 end name MAINTENANCE_HATCH_02 wall framelist: MAINT_HATCH_02 end name MAINTENANCE_HATCH_03 post_overlay wall overlay MAINT_HATCH_03 framelist: MAINT_HATCH_03 end name VENT_HATCH_00 wall framelist: VENT_HATCH_00 end name VENT_HATCH_01 post_overlay wall overlay VENT_HATCH_01 framelist: VENT_HATCH_01 end name VENT_HATCH_02 wall framelist: VENT_HATCH_02 end name VENT_HATCH_03 post_overlay wall overlay VENT_HATCH_03 framelist: VENT_HATCH_03 end quickname FLOWER00 FLOWER00 quickname FLOWER01 FLOWER01 quickname FLOWER02 FLOWER02 quickname grapes00 grapes00 quickname grapes01 grapes01 quickname grapes02 grapes02 quickname grapes03 grapes03 quickname grapes04 grapes04 quickname grapes05 grapes05 quickname grapes06 grapes06 quickname grapes07 grapes07 oversprite hlaser hlaser oversprite vlaser vlaser quickname MICROWAVE1 MICROWAVE1 quickname MICROWAVE2 MICROWAVE2 quickname MICROWAVE3 MICROWAVE3 quickname MICROWAVE4 MICROWAVE4 quickname SINK_END SINK0 quickname SINK SINK1 name SINK_RUNNING loop speed 1 framelist: #3 frames SINK2 SINK3 SINK4 end quickname BOGV BOGV quickname BOGH BOGH quickname BASINV BASIN_V quickname BASINH BASIN_H quickname generator_pipe generator_pipe name generator_turbine loop speed 2 framelist: generator_r00 generator_r01 generator_r02 generator_r03 generator_r04 generator_r05 end quickname generator_core1 generator_core1 quickname generator_core2 generator_core2 quickname generator_core3 generator_core3 quickname generator_core4 generator_core4 name hitech_window1 overlay hitech_window1 translucency 96 framelist: kfs_window2 end name hitech_window1_broken overlay hitech_window1 translucency 96 framelist: kfs_window3 end quickname generator_sign01 generator_sign01 quickname generator_sign02 generator_sign02 quickname generator_sign03 generator_sign03 oversprite power_busbar1 power_busbar1 oversprite power_busbar2 power_busbar2 oversprite power_busbar3 power_busbar3 oversprite power_busbar4 power_busbar4 oversprite power_busbar5 power_busbar5 oversprite power_busbar6 power_busbar6 quickname power_bushing power_node oversprite power_line power_line oversprite power_line2 power_line2 oversprite power_line3 power_line3 oversprite power_line4 power_line4 oversprite power_line5 power_line5 oversprite power_line6 power_line6 oversprite power_line7 power_line7 oversprite power_line8 power_line8 oversprite power_line9 power_line9 oversprite power_line10 power_line10 oversprite power_line11 power_line11 oversprite power_line12 power_line12 oversprite power_line13 power_line13 oversprite power_linebushing1 power_lineins1 oversprite power_linebushing2 power_lineins2 oversprite power_linebushing3 power_lineins3 oversprite power_linebushing4 power_lineins4 quickname power_tankh power_tankh quickname power_tankv power_tankv quickname power_finh power_finh quickname power_finv power_finv oversprite power_pylon power_pylon oversprite power_pylon2 power_pylon2 oversprite power_pylon3 power_pylon3 oversprite power_pylon4 power_pylon4 oversprite power_pylon5 power_pylon5 oversprite power_pylon6 power_pylon6 oversprite power_pylon7 power_pylon7 oversprite power_pylon8 power_pylon8 oversprite power_stack1 power_stack1 oversprite power_stack2 power_stack2 oversprite power_stack3 power_stack3 oversprite power_stack4 power_stack4 quickname power_breaker0 power_breaker0 quickname power_breaker1 power_breaker1 quickname power_breaker2 power_breaker2 quickname power_breaker3 power_breaker3 name SHEEP_UP pingpong loop stepped framelist: #3 frames SHEEP_U0 SHEEP_U1 SHEEP_U2 end name SHEEP_DOWN pingpong loop stepped framelist: #3 frames SHEEP_D0 SHEEP_D1 SHEEP_D2 end name SHEEP_LEFT pingpong loop stepped framelist: #3 frames SHEEP_L0 SHEEP_L1 SHEEP_L2 end name SHEEP_RIGHT pingpong loop stepped framelist: #3 frames SHEEP_R0 SHEEP_R1 SHEEP_R2 end quickname SHEEP_DEAD SHEEP_DEAD oversprite power_mast power_mast quickname power_mast_under power_mast name POWER_MASTBASE chimney framelist: #1 frames POWER_MASTBASE end quickname POWERPLANT_SCREEN0 POWERPLANT_SCREEN0 quickname POWERPLANT_SCREEN1 POWERPLANT_SCREEN1 quickname POWERPLANT_SCREEN2 POWERPLANT_SCREEN2 quickname POWERPLANT_SCREEN3 POWERPLANT_SCREEN3 name DATACRYSTAL translucency 128 overlay DATACRYSTAL_EDGE framelist: DATACRYSTAL_CORE end name DOORTOOL loop speed 4 framelist: DOORTOOL1 DOORTOOL2 DOORTOOL3 end section: characters name ?UNKNOWN left ?UNKNOWN right ?UNKNOWN up ?UNKNOWN down ?UNKNOWN hp 0 weight 0 description "Please edit the map and change this into something else" short "map error" setsolid V 0 0 2 1 setsolid H 0 0 2 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 2 1 name BUTTON_GET left getbutton_dark right getbutton_light up OBJCURSOR down OBJCURSOR hp 1 weight 1 system invisible description "" short "nothing" name BUTTON_DROP left dropbutton_dark right dropbutton_light up OBJCURSOR down OBJCURSOR hp 1 weight 1 system invisible description "" short "nothing" name BUTTON_USE left usebutton_dark right usebutton_light up OBJCURSOR down OBJCURSOR hp 1 weight 1 system invisible description "" short "nothing" name BUTTON_TALK left talkbutton_dark right talkbutton_light up OBJCURSOR down OBJCURSOR hp 1 weight 1 system invisible description "" short "nothing" name BUTTON_MOVE left movebutton_dark right movebutton_light up OBJCURSOR down OBJCURSOR hp 1 weight 1 system invisible description "" short "nothing" name BUTTON_CAST left castbutton_dark right castbutton_light up OBJCURSOR down OBJCURSOR hp 1 weight 1 system invisible description "" short "nothing" name BUTTON_ATTACK left attackbutton_dark right attackbutton_light up OBJCURSOR down OBJCURSOR hp 1 weight 1 system invisible description "" short "nothing" name BUTTON_LOOK left lookbutton_dark right lookbutton_light up OBJCURSOR down OBJCURSOR hp 1 weight 1 system invisible description "" short "nothing" name DRAK_KEYPAD left keypad_panel right keypad_panel up keypad_panel down keypad_panel hp 1 weight 1 system invisible description "" short "nothing" name DRAK_KEYPAD0 left drak_keypad0 right drak_keypad0 up drak_keypad0 down drak_keypad0 hp 1 weight 1 system invisible description "" short "nothing" name DRAK_KEYPAD1 left drak_keypad1 right drak_keypad1 up drak_keypad1 down drak_keypad1 hp 1 weight 1 system invisible description "" short "nothing" name DRAK_KEYPAD2 left drak_keypad2 right drak_keypad2 up drak_keypad2 down drak_keypad2 hp 1 weight 1 system invisible description "" short "nothing" name DRAK_KEYPAD3 left drak_keypad3 right drak_keypad3 up drak_keypad3 down drak_keypad3 hp 1 weight 1 system invisible description "" short "nothing" name DRAK_KEYPAD4 left drak_keypad4 right drak_keypad4 up drak_keypad4 down drak_keypad4 hp 1 weight 1 system invisible description "" short "nothing" name DRAK_KEYPAD5 left drak_keypad5 right drak_keypad5 up drak_keypad5 down drak_keypad5 hp 1 weight 1 system invisible description "" short "nothing" name DRAK_KEYPAD6 left drak_keypad6 right drak_keypad6 up drak_keypad6 down drak_keypad6 hp 1 weight 1 system invisible description "" short "nothing" name DRAK_KEYPAD7 left drak_keypad7 right drak_keypad7 up drak_keypad7 down drak_keypad7 hp 1 weight 1 system invisible description "" short "nothing" name OBJECTCURSOR left OBJCURSOR right OBJCURSOR up OBJCURSOR down OBJCURSOR hp 1 weight 1 description "No description" short "No description" spikeproof system setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DIRECTIONCURSOR left DIRCURSOR right DIRCURSOR up DIRCURSOR down DIRCURSOR hp 1 weight 1 description "No description" short "No description" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BACK_ICON left BACKICON right BACKICON up BACKICON down BACKICON hp 1 weight 1 description "" short "nothing" container name OBJECTPANEL left OBJECT_PANEL right OBJECT_PANEL up OBJECT_PANEL down OBJECT_PANEL hp 1 weight 1 description "No description" short "No description" invisible name STATSPANEL left STATS_PANEL right STATS_PANEL up STATS_PANEL down STATS_PANEL hp 1 weight 1 description "No description" short "No description" invisible name BROWSE_CONTAINER_PANEL left BROWSE_CONTAINER_PANEL right BROWSE_CONTAINER_PANEL up BROWSE_CONTAINER_PANEL down BROWSE_CONTAINER_PANEL hp 1 weight 1 description "No description" short "No description" invisible name SPLAT left SPLAT_BLOOD right SPLAT_BLOOD up SPLAT_BLOOD down SPLAT_BLOOD hp 1 weight 1 description "No description" short "No description" spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PPLANT_SCREEN0 left powerplant_screen0 right powerplant_screen0 up powerplant_screen0 down powerplant_screen0 hp 1 weight 1 system invisible description "" short "nothing" name PPLANT_SCREEN1 left powerplant_screen1 right powerplant_screen1 up powerplant_screen1 down powerplant_screen1 hp 1 weight 1 system invisible description "" short "nothing" name PPLANT_SCREEN2 left powerplant_screen2 right powerplant_screen2 up powerplant_screen2 down powerplant_screen2 hp 1 weight 1 system invisible description "" short "nothing" name PPLANT_SCREEN3 left powerplant_screen3 right powerplant_screen3 up powerplant_screen3 down powerplant_screen3 hp 1 weight 1 system invisible description "" short "nothing" name GRAVE_PICTURE left GRAVE_PICTURE right GRAVE_PICTURE up GRAVE_PICTURE down GRAVE_PICTURE hp 0 weight 0 description "None" short "?" invisible setsolid V 0 0 8 6 setsolid H 0 0 8 6 setActiveArea V 0 0 8 6 setActiveArea H 0 0 8 6 name PROFIT_PICTURE left PROFIT_PICTURE right PROFIT_PICTURE up PROFIT_PICTURE down PROFIT_PICTURE hp 0 weight 0 description "Oi! Wot are you doin' 'ere?" short "?" setsolid V 0 0 8 6 setsolid H 0 0 8 6 setActiveArea V 0 0 8 6 setActiveArea H 0 0 8 6 name PAPER_BOOK left PAPER_BOOK right PAPER_BOOK up PAPER_BOOK down PAPER_BOOK hp 1 weight 1 description "No description" short "No description" invisible name PLAYERd left DRAGON2_R right DRAGON2_R up DRAGON2_D down DRAGON2_D hp 10000 intelligence 500 weight 2500000 damage 5 level 8 strength 1000000 description "You see a huge lizard wearing a jumpsuit." short "dragon" IfKilled tode_dies IfHurt Player_Hurt behaviour player_action attack close_attack solid biological person male race drakaan know_name is_hero horrific rank hero setsolid V 1 2 2 1 setsolid H 2 1 1 2 setActiveArea V 0 0 3 3 setActiveArea H 0 0 3 3 name PLAYER left REDMAN_LEFT right REDMAN_RIGHT up REDMAN_UP down REDMAN_DOWN hp 100 dexterity 10 strength 15000 intelligence 140 weight 60000 damage 6 level 8 description "You see Mr. Smith" short "person" attack close_attack IfKilled Player_Dies IfHurt Player_Hurt behaviour player_action resurrect_as player solid person male know_name is_hero biological horrific race human rank hero setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PLAYERp left PANTHER_L right PANTHER_R up PANTHER_U down PANTHER_D hp 1000 dexterity 10 strength 20000 intelligence 120 weight 25000 damage 150 level 8 description "You see a robot panther." short "robot panther" IfKilled Panther_Dies IfHurt Panther_Hurt attack close_attack conversation people/guards/pantherj.txt resurrect_as playerp solid person male is_hero cant_eat race cyber rank hero # setsolid V 0 0 1 2 # setsolid H 0 0 2 1 # setActiveArea V 0 0 1 2 # setActiveArea H 0 0 2 1 name MAN_GENERIC left PEASANT_L right PEASANT_R up PEASANT_U down PEASANT_D hp 100 dexterity 10 strength 10000 intelligence 120 weight 60000 damage 6 description "You see a peasant." short "man" attack close_attack IfKilled Peasant_Dies IfHurt Peasant_Hurt ifhorrified Follower_Horror biological solid person male fragile race human rank peasant name MAN_NOBLE left NOBLEMAN_L right NOBLEMAN_R up NOBLEMAN_U down NOBLEMAN_D hp 100 dexterity 8 strength 9000 intelligence 150 weight 65000 damage 6 description "You see a nobleman." short "man" attack close_attack IfKilled Noble_Dies IfHurt Noble_Hurt ifhorrified Follower_Horror biological solid person male fragile race human rank nobleman name MAN_BOY left F_LEFT right F_RIGHT up F_UP down F_DOWN hp 80 dexterity 5 strength 6000 intelligence 120 weight 40000 damage 6 description "You see a youth." short "boy" attack close_attack IfKilled Follower_Dies IfHurt Follower_Hurt ifhorrified Follower_Horror biological solid person male fragile race human rank peasant name MAN_OUTLAW left F_LEFT right F_RIGHT up F_UP down F_DOWN hp 100 dexterity 10 strength 10000 intelligence 140 weight 60000 damage 6 description "You see a man." short "man" attack close_attack IfKilled Follower_Dies IfHurt Follower_Hurt biological solid person male fragile race outlaw # Not human.. rank peasant name MAN_PRIEST left F_LEFT right F_RIGHT up F_UP down F_DOWN hp 200 dexterity 10 strength 20000 intelligence 140 weight 60000 damage 6 description "You see a priest." short "man" attack close_attack IfKilled Follower_Dies IfHurt Follower_Hurt ifhorrified Follower_Horror biological solid person male fragile race human rank priest name MAN_CARDINAL left P_LEFT right P_RIGHT up P_UP down P_DOWN hp 200 dexterity 10 strength 20000 intelligence 140 weight 60000 damage 6 description "You see a Cardinal." short "man" attack close_attack IfKilled Bishop_Dies IfHurt Bishop_Hurt ifhorrified Follower_Horror biological solid person male fragile race human rank priest name MAN_FAKECARDINAL left P_LEFT right P_RIGHT up P_UP down P_DOWN hp 200 dexterity 10 strength 20000 intelligence 140 weight 60000 damage 6 description "You see a Cardinal." short "man" attack close_attack IfKilled Bishop_Dies IfHurt Bishop_Hurt ifhorrified Follower_Horror biological solid person male fragile race human rank priest name MAN_POPE left POPE_LEFT right POPE_RIGHT up POPE_UP down POPE_DOWN hp 1000000 dexterity 100 strength 40000 intelligence 240 weight 60000 damage 120 description "You see the Holy Father." short "Pope" attack close_attack IfKilled Pope_Dies IfHurt Pope_Hurt # ifhorrified Follower_Horror biological solid person male race human rank pope name SATAN left F_LEFT right F_RIGHT up F_UP down F_DOWN hp 2000 dexterity 10 strength 80000 intelligence 240 weight 60000 damage 60 description "You see the Evil One." short "Satan Himself" attack magic_attack IfKilled Satan_Dies IfHurt Satan_Hurt biological solid person male race human rank satan Conversation people/church/satan.txt name MAN_MONK left MONK_LEFT right MONK_RIGHT up MONK_UP down MONK_DOWN hp 200 dexterity 10 strength 10000 intelligence 140 weight 60000 damage 6 description "You see a monk." short "man" attack close_attack IfKilled Monk_Dies IfHurt Monk_Hurt ifhorrified Monk_Horror biological solid person male race human rank monk setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name MAN_MONK_SFRANCIS left MONK_LEFT right MONK_RIGHT up MONK_UP down MONK_DOWN hp 20000 dexterity 10 strength 10000 intelligence 140 weight 60000 damage 6 description "You see a monk." short "man" attack close_attack IfKilled Monk_Dies IfHurt Monk_Hurt ifhorrified Monk_Horror biological solid person male race human rank monk party SFRANCIS setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name MAN_OLD left OLDMAN_L right OLDMAN_R up OLDMAN_U down OLDMAN_D hp 90 dexterity 10 strength 8000 intelligence 140 weight 55000 damage 6 description "You see a white-bearded man." short "old man" attack close_attack IfKilled OldMan_Dies IfHurt OldMan_Hurt ifhorrified OldMan_Horror biological solid person male race human rank peasant setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name MAN_FENCE left P_LEFT right P_RIGHT2 up P_UP down P_DOWN2 hp 100 dexterity 10 strength 10000 intelligence 140 weight 60000 damage 6 description "You see a dodgy-looking man." short "man" attack close_attack IfKilled PLAYER_DIES IfHurt FOLLOWER_HURT biological solid person Conversation PEOPLE/FENCE.MAN male race human rank peasant setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name KING left KING_LEFT right KING_RIGHT up KING_UP down KING_DOWN hp 250 dexterity 10 strength 15000 intelligence 190 weight 60000 damage 150 description "You see a king." short "king" attack close_attack IfKilled King_Dies IfHurt King_Hurt biological solid person male race human rank king name PRINCE left KING_LEFT right KING_RIGHT up KING_UP down KING_DOWN hp 250 dexterity 7 strength 12000 intelligence 150 weight 50000 damage 90 description "You see a prince." short "prince" attack close_attack IfKilled Prince_Dies IfHurt Prince_Hurt biological solid person male race human rank prince name MAN_MAGE left MAGE_LEFT right MAGE_RIGHT up MAGE_UP down MAGE_DOWN hp 250 dexterity 10 strength 20000 intelligence 190 weight 60000 damage 10 range 11 level 8 description "You see a mage." short "mage" attack magic_attack IfKilled Mage_Dies IfHurt Mage_Hurt biological solid person male race human rank mage name DEADPLAYER left REDMAN_DEAD right REDMAN_DEAD up REDMAN_DEAD down REDMAN_DEAD hp 100 weight 60000 description "You see a dead person" short "body" IfLookedAt SearchContainer container name DEADKING left KING_DEAD right KING_DEAD up KING_DEAD down KING_DEAD hp 100 weight 60000 description "You see a dead king." short "body" IfLookedAt SearchContainer container horrific name DEADPRINCE left KING_DEAD right KING_DEAD up KING_DEAD down KING_DEAD hp 100 weight 50000 description "You see a dead prince." short "body" IfLookedAt SearchContainer container horrific name DEADFOLLOWER left F_DEAD right F_DEAD up F_DEAD down F_DEAD hp 100 weight 60000 description "You see a dead person." short "body" IfLookedAt SearchContainer container horrific name DEADPEASANT left PEASANT_DEAD right PEASANT_DEAD up PEASANT_DEAD down PEASANT_DEAD hp 100 weight 60000 description "You see a dead peasant." short "body" IfLookedAt SearchContainer container horrific name DEADNOBLEMAN left NOBLEMAN_DEAD right NOBLEMAN_DEAD up NOBLEMAN_DEAD down NOBLEMAN_DEAD hp 100 weight 62000 description "You see a dead nobleman." short "body" IfLookedAt SearchContainer container horrific name DEADGUARD left GUARD_DEAD right GUARD_DEAD up GUARD_DEAD down GUARD_DEAD hp 100 weight 60000 description "You see a dead person." short "body" IfLookedAt SearchContainer container horrific name DEADOLDMAN left OLDMAN_DEAD right OLDMAN_DEAD up OLDMAN_DEAD down OLDMAN_DEAD hp 100 weight 55000 description "You see a dead old man." short "body" IfLookedAt SearchContainer container horrific name DEADMONK left MONK_DEAD right MONK_DEAD up MONK_DEAD down MONK_DEAD hp 100 weight 60000 description "You see a dead monk." short "body" IfLookedAt SearchContainer IfKilled respawn container horrific name DEADCARDINAL left P_DEAD right P_DEAD up P_DEAD down P_DEAD hp 100 weight 60000 description "You see a dead cardinal." short "body" IfLookedAt SearchContainer IfKilled respawn container horrific name DEADWOMAN left WOMAN1_DEAD right WOMAN1_DEAD up WOMAN1_DEAD down WOMAN1_DEAD hp 100 weight 60000 description "You see a dead woman." short "body" IfLookedAt SearchContainer container horrific setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name WHAWK_DEAD left F_DEAD right F_DEAD up F_DEAD down F_DEAD hp 100 weight 30000 description "You see a dead man with very aqualine features." short "body" male IfLookedAt SearchContainer container horrific resurrect_as HAWK user1 benji_resurrected name BEE left BEE_L right BEE_R up BEE_U down BEE_D hp 100 dexterity 10 strength 100 intelligence 41 weight -1 damage 6 biological person description "You see a giant bee." short "bee" ifkilled bee_dies ifhurt hurt_wild behaviour attack_party attack close_attack name BEE_DEAD left BEE_DEAD right BEE_DEAD up BEE_DEAD down BEE_DEAD hp 100 weight 100 description "You see a dead bee." short "dead bee" resurrect_as BEE name LEPRECHAUN left LEPRECHAUN_LEFT right LEPRECHAUN_RIGHT up LEPRECHAUN_UP down LEPRECHAUN_DOWN hp 100 dexterity 10 strength 15000 intelligence 140 weight 30000 damage 6 description "You see one of the Little People." short "leprechaun" IfKilled Leprechaun_Dies IfHurt start_attack behaviour attack_party attack range_attack user2 attack_firebolt biological solid person male range 8 race little rank peasant conversation people/creature/lperson2.txt setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DEADLEPRECHAUN left LEPRECHAUN_DEAD right LEPRECHAUN_DEAD up LEPRECHAUN_DEAD down LEPRECHAUN_DEAD hp 100 weight 30000 description "You see a dead leprechaun." short "body" IfLookedAt SearchContainer container name DWARF left LEPRECHAUN_LEFT right LEPRECHAUN_RIGHT up LEPRECHAUN_UP down LEPRECHAUN_DOWN hp 100 dexterity 10 strength 15000 intelligence 140 weight 30000 damage 6 description "You see a dwarf." short "dwarf" IfKilled Leprechaun_Dies IfHurt start_attack attack close_attack biological solid person male range 8 race dwarf rank peasant name STONEDOOR1_SHUT left STONEDOOR1H_SHUT right STONEDOOR1H_SHUT up STONEDOOR1V_SHUT down STONEDOOR1V_SHUT hp 80 weight -1 description "You see an oak door " short "wooden door" IfUsed OpenDoorS1 IfKilled DoorwayS1 solid will_open blockslight fixed setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name STONEDOOR1_LOCK left STONEDOOR1H_LOCK right STONEDOOR1H_LOCK up STONEDOOR1V_LOCK down STONEDOOR1V_LOCK hp 100 weight -1 description "You see a locked oak door " short "wooden door" OnInit DoorLockCheck IfUsed DoorLocked IfKilled DoorwayS1 solid blockslight fixed will_open setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name STONEDOOR1_OPEN left STONEDOOR1H_OPEN right STONEDOOR1H_OPEN up STONEDOOR1V_OPEN down STONEDOOR1V_OPEN hp 80 weight -1 description "You see an oak door " short "wooden door" IfUsed CloseDoorS1 IfTriggered door_close_trigger IfKilled DoorwayS1 solid will_open fixed setsolid V 0 0 1 1 setsolid H 0 1 1 1 setActiveArea V 1 0 1 1 setActiveArea H 0 0 1 1 name STONEDOOR2_SHUT left STONEDOOR1H_SHUT right STONEDOOR3H_SHUT up STONEDOOR1V_SHUT down STONEDOOR3V_SHUT hp 80 weight -1 description "You see an oak door with a sign on it." short "wooden door" IfUsed OpenDoorS2 IfKilled DoorwayS1 IfLookedAt Door_Sign solid will_open blockslight fixed setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name STONEDOOR2_LOCK left STONEDOOR1H_LOCK right STONEDOOR3H_LOCK up STONEDOOR1V_LOCK down STONEDOOR3V_LOCK hp 100 weight -1 description "You see a locked oak door with a sign on it." short "wooden door" OnInit DoorLockCheck IfUsed DoorLocked IfKilled DoorwayS1 IfLookedAt Door_Sign solid blockslight will_open fixed setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name STONEDOOR2_OPEN left STONEDOOR1H_OPEN right STONEDOOR1H_OPEN up STONEDOOR1V_OPEN down STONEDOOR1V_OPEN hp 80 weight -1 description "You see an oak door with a sign on it." short "wooden door" IfUsed CloseDoorS2 IfTriggered door_close_trigger IfKilled DoorwayS1 IfLookedAt Door_Sign solid will_open fixed setsolid V 0 0 1 1 setsolid H 0 1 1 1 setActiveArea V 1 0 1 1 setActiveArea H 0 0 1 1 name STONEDOOR3_SHUT left STONEDOOR2H_SHUT right STONEDOOR2H_SHUT up STONEDOOR2V_SHUT down STONEDOOR2V_SHUT hp 160 weight -1 description "You see an oak door with a window." short "wooden door" IfUsed OpenDoorS3 IfKilled DoorwayS1 solid will_open window fixed setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name STONEDOOR3_LOCK left STONEDOOR2H_LOCK right STONEDOOR2H_LOCK up STONEDOOR2V_LOCK down STONEDOOR2V_LOCK hp 200 weight -1 description "You see a locked oak door with a window." short "wooden door" OnInit DoorLockCheck IfUsed DoorLocked IfKilled DoorwayS1 solid window fixed setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 1 0 1 1 setActiveArea H 0 0 1 1 name STONEDOOR3_OPEN left STONEDOOR1H_OPEN right STONEDOOR1H_OPEN up STONEDOOR1V_OPEN down STONEDOOR1V_OPEN hp 160 weight -1 description "You see an oak door with a window." short "wooden door" IfUsed CloseDoorS3 IfTriggered door_close_trigger IfKilled DoorwayS1 solid will_open fixed setsolid V 0 0 1 1 setsolid H 0 1 1 1 setActiveArea V 1 0 1 1 setActiveArea H 0 0 1 1 name STONEDOOR4_SHUT left STONEDOOR4H right STONEDOOR4H up STONEDOOR4V down STONEDOOR4V hp 1000 weight -1 description "You see a portcullis." short "portcullis" IfKilled DoorwayS1 ifWielded flip_doorS4 solid fixed setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name STONEDOOR4_OPEN left STONEARCHH right STONEARCHH up STONEARCHV down STONEARCHV hp 1000 weight -1 description "You see a doorway" short "doorway" IfKilled broken_arch solid fixed setsolid V 0 0 1 1 setsolid H 0 1 1 1 setActiveArea V 1 0 1 1 setActiveArea H 0 0 1 1 name STONEDOOR5_SHUT left STONEDOOR5H_SHUT right STONEDOOR5H_SHUT up STONEDOOR5V_SHUT down STONEDOOR5V_SHUT hp 200 armour 50 weight -1 description "You see a steel door." short "steel door" IfUsed OpenDoorS5 IfKilled DoorwayS5 ifhurt DoorwayS5_hit solid will_open fixed blockslight setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name STONEDOOR5_LOCK left STONEDOOR5H_LOCK right STONEDOOR5H_LOCK up STONEDOOR5V_LOCK down STONEDOOR5V_LOCK hp 250 armour 50 weight -1 description "You see a locked steel door." short "steel door" OnInit DoorLockCheck IfUsed DoorLocked IfKilled DoorwayS5 ifhurt DoorwayS5_hit solid fixed will_open blockslight setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name STONEDOOR5_OPEN left STONEDOOR5H_OPEN right STONEDOOR5H_OPEN up STONEDOOR5V_OPEN down STONEDOOR5V_OPEN hp 160 weight -1 description "You see a steel door." short "steel door" IfUsed CloseDoorS5 IfTriggered door_close_trigger IfKilled DoorwayS5 ifhurt DoorwayS5_hit solid will_open fixed setsolid V 0 0 1 1 setsolid H 0 1 1 1 setActiveArea V 1 0 1 1 setActiveArea H 0 0 1 1 name STONEDOORWAY left STONEARCHH right STONEARCHH up STONEARCHV down STONEARCHV hp 1000 weight -1 description "You see a doorway." short "doorway" IfKilled broken_arch solid fixed setsolid V 0 0 1 1 setsolid H 0 1 1 1 setActiveArea V 1 0 2 1 setActiveArea H 0 0 1 2 name STONEWINDOW1 left STONEWINDOW1H right STONEWINDOW1H up STONEWINDOW1V down STONEWINDOW1V hp 1000000 weight -1 description "You see a window." short "window" solid window fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name STONEWINDOW2A left STONEWINDOW1H right STONEWINDOW1H up STONEWINDOW1V down STONEWINDOW1V hp 1000000 weight -1 description "You see a window with a steel shutter." short "window" IfUsed shut_window2 solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name STONEWINDOW2B left STONEWINDOW2H right STONEWINDOW2H up STONEWINDOW2V down STONEWINDOW2V hp 1000000 weight -1 description "You see a window with a steel shutter down over it." short "window" IfUsed open_window2 solid blockslight fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name STONEWINDOW3 left STONEWINDOW3H right STONEWINDOW3H up STONEWINDOW3V down STONEWINDOW3V hp 1000000 weight -1 description "You see a bulletproof window." short "window" solid translucent fixed name STONE_ARCHWAY left STONEARCH1 right STONEARCH3 up STONEARCH4 down STONEARCH6 hp 15000 weight -1 description "You see an archway" short "archway" IfKilled respawn solid fixed spikeproof no_resurrect setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name STONE_ARCHWAY2 left STONEARCH5 right STONEARCH5 up STONEARCH2 down STONEARCH2 hp 15000 weight -1 description "You see an archway" short "archway" IfKilled respawn fixed spikeproof no_resurrect setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name STONE_ARCHWAY_P left STONEARCH7 right STONEARCH9 up STONEARCH10 down STONEARCH12 hp 15000 weight -1 description "You see a portcullis." short "portcullis" IfKilled respawn solid fixed spikeproof name STONE_ARCHWAY2_P left STONEARCH11 right STONEARCH11 up STONEARCH8 down STONEARCH8 hp 15000 weight -1 description "You see a portcullis." short "portcullis" IfKilled respawn fixed spikeproof solid name STONEDOORWAY_BROKEN left STONEARCHH_BROKEN right STONEARCHH_BROKEN up STONEARCHV_BROKEN down STONEARCHV_BROKEN hp 2147483647 weight -1 description "You see a demolished archway" short "rubble" IfKilled respawn fixed spikeproof setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name KNIFE_0 left CUTLERY00 right CUTLERY00 up CUTLERY00 down CUTLERY00 hp 40 weight 40 damage 30 description "You see a sharp kitchen knife." short "knife" IfWielded wield_weapon Attack close_attack wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name FORK_1 left CUTLERY02 right CUTLERY04 up CUTLERY01 down CUTLERY03 hp 40 weight 40 damage 4 description "You see a fork." short "fork" IfWielded wield_weapon Attack close_attack wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name KNIFE_1 left CUTLERY06 right CUTLERY08 up CUTLERY05 down CUTLERY07 hp 40 weight 40 damage 8 description "You see a knife." short "knife" IfWielded wield_weapon Attack close_attack wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SWORD00 left SWORD00 right SWORD00 up SWORD00 down SWORD00 hp 200 weight 300 damage 20 description "You see a cutlass." short "cutlass" IfWielded wield_weapon Attack close_attack wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SWORD01 left SWORD01 right SWORD01 up SWORD01 down SWORD01 hp 200 weight 500 damage 30 description "You see a shortsword." short "sword" IfWielded wield_weapon Attack close_attack wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SWORD02 left SWORD02 right SWORD02 up SWORD02 down SWORD02 hp 200 weight 1200 damage 50 description "You see a longsword." short "sword" IfWielded wield_weapon Attack close_attack wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SWORD03 left SWORD03 right SWORD03 up SWORD03 down SWORD03 hp 200 weight 250 damage 100 light 1 description "You see a magic sword." short "magic sword" IfWielded wield_weapon Attack close_attack wielded name SWORD04 left SWORD04 right SWORD04 up SWORD04 down SWORD04 hp 200 weight 100 damage 15 description "You see a small dagger." short "dagger" IfWielded wield_weapon Attack close_attack wielded name SWORD05 left SWORD05 right SWORD05A up SWORD05 down SWORD05A hp 200 weight 100 damage 15 description "You see a dagger." short "dagger" IfWielded wield_weapon Attack close_attack wielded name STAFF00 left STAFF00 right STAFF00 up STAFF00 down STAFF00 hp 200 weight 350 damage 15 description "You see a wooden staff." short "staff" IfWielded wield_weapon Attack close_attack wielded name AXE00 left SWORD02 right SWORD02 up SWORD02 down SWORD02 hp 200 weight 1200 damage 50 description "You see a +20 axe of Raise Dead." short "magic axe" IfWielded wield_weapon Attack close_attack user2 axe_rd_weapon wielded name PICKAXE left PICKAXE right PICKAXE up PICKAXE down PICKAXE hp 20000 weight 4000 damage 20 description "You see a pickaxe." short "pickaxe" IfWielded wield_weapon Attack close_attack user2 pickaxe_weapon wielded name HALBERD left HALBERD right HALBERD up HALBERD down HALBERD hp 200 weight 2000 damage 30 description "You see a halberd." short "halberd" IfWielded wield_weapon Attack close_attack wielded name KEY left KEY_0 right KEY_0 up KEY_0 down KEY_0 hp 40 weight 10 description "You see a small iron key" short "key" IfUsed Use_Key name KEY_1 left KEY_1 right KEY_1 up KEY_1 down KEY_1 hp 40 weight 12 description "You see a small brass key" short "key" IfUsed Use_Key setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name KEY_2 left KEY_2 right KEY_2 up KEY_2 down KEY_2 hp 40 weight 14 description "You see a small silver key" short "key" IfUsed Use_Key setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CLOSEROOF left CLOSE_ROOF right CLOSE_ROOF up CLOSE_ROOF down CLOSE_ROOF hp 40 weight -1 description "No description" short "No description" IfTriggered CloseRoof invisible fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name OPENROOF left OPEN_ROOF right OPEN_ROOF up OPEN_ROOF down OPEN_ROOF hp 40 weight -1 description "No description" short "No description" IfTriggered OpenRoof invisible fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CHESTLOCKED left CHESTLOCK right CHESTLOCK up CHESTLOCK down CHESTLOCK hp 90 weight 12000 description "You see a locked chest" short "locked chest" OnInit DoorLockCheck IfUsed DoorLocked IfKilled smashchest solid setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CHESTOPEN left CHESTOPEN right CHESTOPEN up CHESTOPEN down CHESTOPEN hp 90 weight 12000 description "You see a chest" short "chest" IfUsed CloseContainer IfKilled smashchest IfLookedAt SearchContainer solid container tabletop setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CHEST left CHEST right CHEST up CHEST down CHEST hp 90 weight 12000 description "You see a chest" short "chest" IfUsed OpenContainer ifkilled smashchest solid container setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CHESTBROKEN left CHESTBROKEN right CHESTBROKEN up CHESTBROKEN down CHESTBROKEN hp 900 weight 10000 description "You see a smashed chest" short "smashed chest" name BAG left BAG00 right BAG00 up BAG00 down BAG00 hp 100000 weight 250 description "You see a large sack." short "sack" IfUsed SearchContainer IfKilled spill container name FLOUR_SACK left BAG02 right BAG02 up BAG02 down BAG02 hp 100000 weight 2500 description "You see a sack of flour." short "flour" ifused spill_flour iflookedat look_sack karma 8 solid name GRAIN_SACK left BAG01 right BAG04 up BAG01 down BAG04 hp 100000 weight 2500 description "You see a sack of grain." short "grain" ifused spill_grain iflookedat look_sack karma 8 solid name BAG_POUCH left BAG03 right BAG03 up BAG03 down BAG03 hp 10000 weight 100 description "You see a small leather pouch." short "pouch" IfUsed SearchContainer IfKilled spill container name FLOUR left FLOUR00 right FLOUR01 up FLOUR02 down FLOUR03 hp 100000 weight 100 description "You see a handful of flour." short "flour" name GRAIN left GRAIN00 right GRAIN00 up GRAIN00 down GRAIN00 hp 100000 weight 300 description "You see a handful of grain." short "grain" name TORCH left TORCH right TORCH up TORCH down TORCH hp 25 weight -1 light 5 description "You see a flaming torch" short "torch" IfUsed usetorch fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TORCHUNLIT left DEADTORCH right DEADTORCH up DEADTORCH down DEADTORCH hp 25 weight -1 description "You see an unlit torch" short "torch" IfUsed usetorch fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BLOOD0 left BLOOD00 right BLOOD00 up BLOOD00 down BLOOD00 hp 100 weight -1 description "You see a pool of fresh blood" short "blood" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BLOOD01 left BLOOD01 right BLOOD01 up BLOOD01 down BLOOD01 hp 100 weight -1 description "You see a pool of fresh blood" short "blood" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BLOOD02 left BLOOD02 right BLOOD02 up BLOOD02 down BLOOD02 hp 100 weight -1 description "You see a pool of fresh blood" short "blood" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BLOOD03 left BLOOD03 right BLOOD03 up BLOOD03 down BLOOD03 hp 100 weight -1 description "You see a pool of fresh blood" short "blood" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BLOOD04 left BLOOD04 right BLOOD04 up BLOOD04 down BLOOD04 hp 100 weight -1 description "You see a pool of fresh blood" short "blood" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BLOOD05 left BLOOD05 right BLOOD05 up BLOOD05 down BLOOD05 hp 100 weight -1 description "You see a pool of fresh blood" short "blood" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BLOOD06 left BLOOD06 right BLOOD06 up BLOOD06 down BLOOD06 hp 100 weight -1 description "You see a pool of fresh blood" short "blood" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BLOOD07 left BLOOD07 right BLOOD07 up BLOOD07 down BLOOD07 hp 100 weight -1 description "You see a pool of fresh blood" short "blood" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BLOOD08 left BLOOD08 right BLOOD08 up BLOOD08 down BLOOD08 hp 100 weight -1 description "You see a pool of fresh blood" short "blood" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BLOOD09 left BLOOD09 right BLOOD09 up BLOOD09 down BLOOD09 hp 100 weight -1 description "You see a pool of fresh blood" short "blood" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name THE_DEATH left THE_DEATH right THE_DEATH up THE_DEATH down THE_DEATH hp 100000000 weight 100 damage 10000 light 31 description "You see Death on a stick" short "The Death" IfTriggered spikes IfWielded wield_weapon Attack close_attack translucent wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name RESURRECTOR left THE_DEATH right THE_DEATH up THE_DEATH down THE_DEATH hp 100000000 weight 100 description "You see a resurrection wand" short "Resurrector" IfUsed Resurrect setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CHAIR left CHAIR_L right CHAIR_R up CHAIR_U down CHAIR_D hp 30 weight 12000 damage 10 description "You see a chair" short "chair" IfUsed use_chair IfTriggered sit_down_human IfKilled break_chair IfWielded wield_weapon Attack close_attack user2 chair_weapon wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name STOOL left STOOL_V right STOOL_V up STOOL_H down STOOL_H hp 30 weight 9000 damage 10 description "You see a stool." short "stool" IfUsed use_chair IfTriggered sit_down_human IfKilled break_chair IfWielded wield_weapon Attack close_attack user2 chair_weapon wielded name THRONE left THRONE right THRONE up THRONE down THRONE hp 300000 weight -1 description "You see a throne." short "throne" IfUsed use_chair IfTriggered sit_down_human setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BED left BED_H right BED_H up BED_V down BED_V hp 300 weight 30000 description "You see a bed" short "bed" IfUsed get_in_bed setsolid V 0 0 1 2 setsolid H 0 0 2 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 2 1 name BED_FULL left BED_H_FULL right BED_H_FULL up BED_V_FULL down BED_V_FULL hp 300 weight 51000 description "You see someone sleeping" short "bed" IfHurt hurt_bed solid setsolid V 0 0 1 2 setsolid H 0 0 2 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 2 1 name BED_BLOODY left BED_H_BLOODY right BED_H_BLOODY up BED_V_BLOODY down BED_V_BLOODY hp 200 weight 30000 description "You see a blood-stained bed" short "bed" setsolid V 0 0 1 2 setsolid H 0 0 2 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 2 1 name BED_BROKEN left BED_H_BROKEN right BED_H_BROKEN up BED_H_BROKEN down BED_H_BROKEN hp 200 weight 30000 description "You see a ruined bed" short "bed" setsolid V 0 0 1 2 setsolid H 0 0 2 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 2 1 name BED2 left BED2 right BED2 up BED2 down BED2 hp 300 weight 1000 description "You see a bed made of rags" short "rags" IfUsed get_in_bed setsolid V 0 0 1 2 setsolid H 0 0 2 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 2 1 name BED2_FULL left BED2_FULL right BED2_FULL up BED2_FULL down BED2_FULL hp 300 weight 51000 description "You see someone sleeping" short "rags" IfHurt hurt_bed solid setsolid V 0 0 1 2 setsolid H 0 0 2 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 2 1 name BED2A_FULL left BED2A_FULL right BED2A_FULL up BED2A_FULL down BED2A_FULL hp 300 weight 51000 description "You see someone sleeping" short "rags" IfHurt hurt_bed solid setsolid V 0 0 1 2 setsolid H 0 0 2 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 2 1 name BED2_BLOODY left BED2_BLOODY right BED2_BLOODY up BED2_BLOODY down BED2_BLOODY hp 200 weight 30000 description "You see blood-stained rags" short "rags" setsolid V 0 0 1 2 setsolid H 0 0 2 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 2 1 name CANDLE_DARK left CANDLE3 right CANDLE3 up CANDLE3 down CANDLE3 hp 100 weight 80 light -1 description "you see the Candle of Darkness" short "anti_candle" IfWielded wield_torch wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CANDLE1 left CANDLE right CANDLE up CANDLE down CANDLE hp 100 weight 80 light 1 description "you see a lit candle" short "candle" IfUsed useTorch IfWielded wield_torch wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CANDLE1UNLIT left DEADCANDLE right DEADCANDLE up DEADCANDLE down DEADCANDLE hp 100 weight 80 description "you see an unlit candle" short "candle" IfUsed useTorch IfWielded wield_torch wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CANDLE left CANDLE3 right CANDLE3 up CANDLE3 down CANDLE3 hp 100 weight 80 light 1 description "you see a lit candle" short "candle" IfUsed useTorch IfWielded wield_torch wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CANDLEUNLIT left DEADCANDLE3 right DEADCANDLE3 up DEADCANDLE3 down DEADCANDLE3 hp 100 weight 80 description "you see an unlit candle" short "candle" IfUsed useTorch IfWielded wield_torch wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CANDLESTK left CANDLESTK right CANDLESTK up CANDLESTK down CANDLESTK hp 100 weight 10000 light 1 description "you see a lit candlestick" short "candlestick" IfUsed useTorch IfWielded wield_torch solid wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CANDLESTKUNLIT left DEADCANDLESTK right DEADCANDLESTK up DEADCANDLESTK down DEADCANDLESTK hp 100 weight 10000 description "you see an unlit candlestick" short "candlestick" IfUsed useTorch IfWielded wield_torch solid wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DARKSOURCE left CANDLESTK right CANDLESTK up CANDLESTK down CANDLESTK hp 10000 weight -1 description "You don't see a darksource." short "darksource" hidden fixed spikeproof light -1 name LIGHTSOURCE left CANDLESTK right CANDLESTK up CANDLESTK down CANDLESTK hp 10000 weight -1 description "You don't see a lightsource." short "lightsource" hidden fixed spikeproof light 1 name STUFF left STUFF right STUFF up STUFF down STUFF hp 100 weight 50 description "'They melt in your brain, not in your hands!'" short "bag of Stuff" IfUsed take_drugs translucent setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BROWN_PACKAGE left BROWN_PACKAGE right BROWN_PACKAGE up BROWN_PACKAGE down BROWN_PACKAGE hp 100000 weight 500 description "You see a suspicious-looking package of brown wax-paper." short "brown package" # IfUsed take_drugs setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name FIRESTONES left FIRESTONES right FIRESTONES up FIRESTONES down FIRESTONES hp 1000 weight -1 damage 10 light 1 description "You see an empty fire pit." short "fire pit" fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name FIRESTONES_LIT left FIRESTONES_LIT right FIRESTONES_LIT up FIRESTONES_LIT down FIRESTONES_LIT hp 1000 weight -1 damage 10 light 1 description "You see a fire pit." short "fire pit" IfTriggered spikes solid fixed tabletop setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name STOVE left STOVE_1 right STOVE_1 up STOVE_1 down STOVE_1 hp 1000000 weight -1 damage 10 light 1 description "You see a lit stove." short "stove" ifused usetorch solid fixed tabletop name STOVE_UNLIT left STOVE_2 right STOVE_2 up STOVE_2 down STOVE_2 hp 1000000 weight -1 description "You see a cold stove." short "stove" solid ifused usetorch fixed tabletop name WARDROBE left WARDROBE_H right WARDROBE_H up WARDROBE_V down WARDROBE_V hp 100 weight -1 description "You see a wardrobe" short "wardrobe" IfUsed SearchContainer solid container setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name DRAWERS left DRAWERS_H right DRAWERS_H up DRAWERS_V down DRAWERS_V hp 100 weight -1 description "You see a chest of drawers" short "chest of drawers" IfUsed SearchContainer solid container setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name BROKEN_CHAIR left CHAIR_BITS right CHAIR_BITS up CHAIR_BITS down CHAIR_BITS hp 10000 weight 12000 description "You see some bits of chair" short "debris" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BOTTLE_FULL left BOTTLE right BOTTLE up BOTTLE down BOTTLE hp 1 weight 800 damage 20 description "You see a bottle." short "bottle" IfUsed drinkbottle IfKilled smashbottle IfLookedAt viewbottle IfWielded wield_weapon Attack close_attack user2 smashbottle wielded fragile contains glass_shards contains puddle_beer name BOTTLE_WINE left BOTTLE right BOTTLE up BOTTLE down BOTTLE hp 1 weight 800 damage 20 description "You see a bottle." short "bottle" IfUsed drinkbottle IfKilled smashbottle IfLookedAt viewbottle IfWielded wield_weapon Attack close_attack user2 smashbottle wielded fragile contains glass_shards contains puddle_wine name BOTTLE_EMPTY left BOTTLE right BOTTLE up BOTTLE down BOTTLE hp 1 weight 800 damage 20 description "You see a bottle." short "bottle" IfUsed drinkbottle IfKilled smashbottle IfLookedAt viewbottle IfWielded wield_weapon Attack close_attack user2 smashbottle wielded fragile contains glass_shards name BOTTLE_BROKEN left BOTTLE_BROKE right BOTTLE_BROKE up BOTTLE_BROKE down BOTTLE_BROKE hp 1 weight 100 damage 15 description "You see a broken bottle." short "broken bottle" IfKilled smash_china IfWielded wield_weapon Attack close_attack wielded spikeproof name GLASS_SHARDS left GLASS_SHARDS right GLASS_SHARDS up GLASS_SHARDS down GLASS_SHARDS hp 10000 weight 50 damage 2 description "You see some small pieces of broken glass." short "glass" IfTriggered spikes translucent name SPIKES left SPIKES00 right SPIKES01 up SPIKES00 down SPIKES01 hp 10000 weight -1 damage 10 description "You see a bed of sharp spikes." short "spikes" IfTriggered spikes name PUDDLE_WATER left PUDDLE_WATER right PUDDLE_WATER up PUDDLE_WATER down PUDDLE_WATER hp 10000 weight 700 description "You see a puddle of water" short "water" translucent fixed race liquid name PUDDLE_BEER left PUDDLE_BEER right PUDDLE_BEER up PUDDLE_BEER down PUDDLE_BEER hp 10000 weight 700 description "You see a puddle of spilled beer" short "beer" translucent fixed race liquid name PUDDLE_WINE left PUDDLE_WINE right PUDDLE_WINE up PUDDLE_WINE down PUDDLE_WINE hp 10000 weight 700 description "You see a puddle of spilled wine" short "wine" translucent fixed race liquid name PUDDLE_HONEY left HONEY00 right HONEY00 up HONEY00 down HONEY00 hp 10000 weight -1 description "You see a pool of honey." short "honey" ifused honey_pool # translucent fixed name JUG left JUG right JUG up JUG down JUG hp 1 weight 300 damage 2 description "You see a small jug" short "jug" IfTriggered stamp_on_china IfKilled smash_china fragile name PUDDLE_BLOOD left PUDDLE_BLOOD right PUDDLE_BLOOD up PUDDLE_BLOOD down PUDDLE_BLOOD hp 10000 weight 700 description "You see a puddle of blood" short "blood" translucent fixed race liquid name MUG left MUG right MUG up MUG down MUG hp 1 weight 150 damage 1 description "You see a small mug" short "mug" IfTriggered stamp_on_china IfKilled smash_china fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PLATE left PLATE02 right PLATE03 up PLATE00 down PLATE01 hp 1 weight 500 damage 1 description "You see a plate." short "plate" IfTriggered stamp_on_china IfKilled smash_china fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PLATE_WAITER left PLATE02 right PLATE03 up PLATE00 down PLATE01 hp 1 weight 500 damage 1 description "You see a plate." short "plate" IfTriggered stamp_on_china IfKilled smash_china fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PLATE_BROKEN left PLATE_BROKEN right PLATE_BROKEN up PLATE_BROKEN down PLATE_BROKEN hp 1000 weight 500 damage 1 description "You see a smashed plate." short "smashed plate" IfTriggered spikes setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BOWL left PLATE02 right PLATE03 up PLATE00 down PLATE01 hp 1 weight 500 damage 1 description "You see an empty bowl." short "bowl" IfTriggered stamp_on_china IfKilled smash_china fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BOWL_BROKEN left PLATE_BROKEN right PLATE_BROKEN up PLATE_BROKEN down PLATE_BROKEN hp 1000 weight 500 damage 1 description "You see a smashed bowl." short "bits of china" IfTriggered spikes name BOWL_BROTH left PLATE04 right PLATE05 up PLATE04 down PLATE05 hp 1 weight 1000 damage 1 description "You see a bowl full of broth." short "bowl" IfTriggered stamp_on_china IfKilled smash_china ifused eat_food fragile user2 bowl name bowl_WATER left PLATE06 right PLATE07 up PLATE06 down PLATE07 hp 1 weight 1000 damage 1 description "You see a bowl full of water." short "water" IfTriggered stamp_on_china IfKilled smash_china ifused eat_food fragile user2 bowl name bowl_MILK left PLATE08 right PLATE09 up PLATE08 down PLATE09 hp 1 weight 1000 damage 1 description "You see a bowl full of milk." short "milk" IfTriggered stamp_on_china IfKilled smash_china ifused eat_food fragile user2 bowl name bowl_BEER left PLATE12 right PLATE13 up PLATE12 down PLATE13 hp 1 weight 1000 damage 1 description "You see a bowl full of beer." short "beer" IfTriggered stamp_on_china IfKilled smash_china ifused eat_food fragile user2 bowl name bowl_GUNK left PLATE10 right PLATE11 up PLATE10 down PLATE11 hp 1 weight 1000 damage 1 description "You see a bowl full of ick." short "gunk" IfTriggered stamp_on_china IfKilled smash_china ifused eat_food fragile user2 bowl name JUG_BROKEN left JUG_BROKEN right JUG_BROKEN up JUG_BROKEN down JUG_BROKEN hp 1000 weight 300 damage 1 description "You see a smashed jug" short "smashed jug" IfTriggered spikes setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name MUG_BROKEN left MUG_BROKEN right MUG_BROKEN up MUG_BROKEN down MUG_BROKEN hp 1000 weight 150 damage 1 description "You see a smashed mug" short "broken mug" IfTriggered spikes setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TONGUETWISTER left TRIANGLE right TRIANGLE up TRIANGLE down TRIANGLE hp 10000 weight 0 description "You see seahells on the seashore. You see seashells on the sea shore. You see seashells on the sea floor. You see seashells on the see shore...You see seahells on the seashore. She sells seashells on the sea shore, She sells seashells on the sea floor, Shell Sells shee shells shell shelss shell she sells shee shells on the sea floor.|Peter piper picked a pip of pickled pepper..." short "tonguetwister" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name MIRROR left MIRROR_H_EMPTY right MIRROR_H_EMPTY up MIRROR_V_EMPTY down MIRROR_V_EMPTY hp 1 weight 18000 description "You see a mirror" short "mirror" IfKilled SMASH_mirror behaviour mirror1 solid fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name MIRROR_BROKEN left MIRROR_H_BROKEN right MIRROR_H_BROKEN up MIRROR_V_BROKEN down MIRROR_V_BROKEN hp 0 weight 18000 description "You see a broken mirror" short "broken mirror" IfKilled respawn solid no_resurrect setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ALBUM_FLOYD left ALBUM_FLOYD right ALBUM_FLOYD up ALBUM_FLOYD down ALBUM_FLOYD hp 30 weight 100 description "You see The Dark Side Of The Moon by Pink Floyd" short "LP" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ALBUM_RUSH left ALBUM_RUSH right ALBUM_RUSH up ALBUM_RUSH down ALBUM_RUSH hp 30 weight 100 description "You see 2112 by RUSH" short "LP" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ALBUM_MANICS left ALBUM_MANICS right ALBUM_MANICS up ALBUM_MANICS down ALBUM_MANICS hp 30 weight 100 description "You see Generation Terrorists by the Manic Street Preachers" short "LP" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ALBUM_MASSIVEATTACK left ALBUM_MASSIVEATTACK right ALBUM_MASSIVEATTACK up ALBUM_MASSIVEATTACK down ALBUM_MASSIVEATTACK hp 30 weight 100 description "You see Blue Lines by Massive Attack" short "LP" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ALBUM_NIRVANA left ALBUM_NIRVANA right ALBUM_NIRVANA up ALBUM_NIRVANA down ALBUM_NIRVANA hp 30 weight 100 description "You see In Utero by Nirvana" short "LP" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ALBUM_REM left ALBUM_REM right ALBUM_REM up ALBUM_REM down ALBUM_REM hp 30 weight 100 description "You see Up by R.E.M." short "LP" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ALBUM_RADIOHEAD left ALBUM_RADIOHEAD right ALBUM_RADIOHEAD up ALBUM_RADIOHEAD down ALBUM_RADIOHEAD hp 30 weight 100 description "You see The Bends by Radiohead" short "LP" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PLANT1 left PLANT1_OK right PLANT1_OK up PLANT1_OK down PLANT1_OK hp 10 weight 4000 description "You see a plant" short "plant" IfKilled PLANT1_BREAK solid fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PLANT1_DAMAGED left PLANT1_BROKEN right PLANT1_BROKEN up PLANT1_BROKEN down PLANT1_BROKEN hp 20 weight 4000 description "You see a plant" short "plant" IfKilled PLANT1_BREAK solid fragile name PLANT1_SMASHED left PLANT1_PULPED right PLANT1_PULPED up PLANT1_PULPED down PLANT1_PULPED hp 1000 weight 4000 description "You see some bits of plant." short "bits of plant" no_resurrect name PLANT1A left PLANT1_OK right PLANT1_OK up PLANT1_OK down PLANT1_OK hp 10 weight 4000 description "You see a pot plant." short "pot plant" IfKilled PLANT1_BREAK solid fragile name GOLD_COINS left GOLD_COINS right GOLD_COINS up GOLD_COINS down GOLD_COINS hp 10000 weight 2 description "You see some gold coins." short "money" quantity qchange count_money oninit count_money name STAIRS_UP left STAIRS_UP_TOP right STAIRS_UP_TOP up STAIRS_UP down STAIRS_UP hp 2000000000 weight -1 description "You see some stairs" short "stairs" IfUsed TELEPORT_PRESSPARTY IfKilled RESPAWN solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name STAIRS_DOWN left STAIRS_DOWN right STAIRS_DOWN up STAIRS_DOWN down STAIRS_DOWN hp 2000000000 weight -1 description "You see some stairs." short "stairs" IfUsed TELEPORT_PRESSPARTY IfKilled RESPAWN solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name STAIRS_DOWN_NOTSOLID left STAIRS_DOWN right STAIRS_DOWN up STAIRS_DOWN down STAIRS_DOWN hp 2000000000 weight -1 description "You see some stairs." short "stairs" IfUsed TELEPORT_PRESSPARTY IfKilled RESPAWN fixed name LADDER_UP left LADDER_UP right LADDER_UP up LADDER_UP down LADDER_UP hp 2000000000 weight -1 description "You see a ladder leading upwards." short "ladder" IfUsed TELEPORT_PRESSPARTY IfKilled RESPAWN solid fixed setsolid V 1 0 1 1 setsolid H 1 0 1 1 setActiveArea V 1 0 1 1 setActiveArea H 1 0 1 1 name TRAP_HTDOOR left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "Trap" short "Trap" IfTriggered htdoor_trapowner invisible hidden fixed name TRAP_CLOSEDOORS left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "Trap" short "Trap" IfUsed trap_closedoors invisible hidden fixed radius 4 name TRAP_LIGHTON left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "Trap" short "Trap" IfTriggered LIGHT_TOGGLE invisible fixed hidden setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TRAP_LIGHTOFF left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "Trap" short "Trap" IfTriggered LIGHT_TOGGLE invisible fixed hidden setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TRAP left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "" short "nothing" invisible fixed hidden setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TRAP_STAND left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "" short "nothing" IfTriggered do_nothing invisible fixed hidden setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TRAP_PLASMA left plasmatube_target right plasmatube_target up plasmatube_target down plasmatube_target hp 10000 weight -1 description "" short "nothing" invisible hidden fixed name TRAP_RADIUS left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "Trap" short "Trap" invisible fixed hidden radius 8 name TRAP_PHONE left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "Trap" short "Trap" invisible fixed hidden radius 4 ifUsed PHONE_TRIGGER_ONCE name TARGET left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "Teleport spot" short "teleport spot" system invisible fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TRAP_GUARDBARRIER left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "Trap" short "Trap" IfUsed guard_breach invisible hidden fixed radius 2 name TRAP_GUARDHALT left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "Trap" short "Trap" IfUsed guard_talkto invisible hidden fixed radius 1 name TARGET_BASE left TARGET right TARGET up TARGET down TARGET hp 10000 weight -1 description "Teleport spot" short "teleport spot" system invisible fixed name EGG_OBJECT left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 2 weight -1 description "Creature spawn spot" short "egg" OnInit egg_check ifused egg_spawn hidden fixed spikeproof proximity strength 14 setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name EGG_ALWAYS left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 2 weight -1 description "Creature spawn spot" short "egg" OnInit egg_check ifused egg_spawn_always hidden fixed spikeproof proximity strength 100 setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SPAWN_GUARDS left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 weight -1 description "Guard spawn spot" short "guard spawn spot" IfUsed spawn_arrestguard hidden fixed spikeproof name SPAWN_GUARDS_DEADLY left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 weight -1 description "Death guard spawn spot" short "guard spawn spot" IfUsed spawn_deathguard hidden fixed spikeproof name SPAWN_GUARDS_PANTHER left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 weight -1 description "Panther guard spawn spot" short "guard spawn spot" IfUsed spawn_baseguard hidden fixed spikeproof name SPAWN_GUARDS_WAARG left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 weight -1 description "Waarg guard spawn spot" short "guard spawn spot" IfUsed spawn_wolfguard hidden fixed spikeproof name EGG_OBJECT(BEE) left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 3 weight -1 description "Bee spawn spot" short "egg" OnInit egg_check IfUsed egg_spawn hidden fixed spikeproof proximity strength 50 contains bee radius 16 setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name EGG_OBJECT(PIG) left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 1 weight -1 description "Pig spawn spot" short "egg" OnInit egg_check IfUsed egg_spawn_enemy hidden fixed spikeproof proximity strength 14 contains pig setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name EGG_OBJECT(SNAKE) left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 3 weight -1 description "Snake spawn spot" short "egg" OnInit egg_check IfUsed egg_spawn_enemy hidden fixed spikeproof proximity strength 14 radius 16 contains snake name EGG_OBJECT(BUNNY) left RABBITHOLE1 right RABBITHOLE2 up RABBITHOLE3 down RABBITHOLE1 hp 10000 karma 3 weight -1 description "You see a rabbit hole." short "rabbit hole" OnInit egg_check IfUsed egg_spawn fixed spikeproof proximity strength 80 contains bunny radius 16 name EGG_OBJECT(RAT) left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 3 weight -1 description "Rat spawn spot" short "egg" OnInit egg_check IfUsed egg_night hidden fixed spikeproof proximity strength 60 contains rat radius 16 name EGG_NIGHT left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 1 weight -1 description "night-time spawn spot" short "egg" IfUsed egg_night OnInit egg_check hidden fixed spikeproof proximity strength 100 schedule 06:03 night_egg_cleanup name EGG_OBJECT(TODE) left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 1 weight -1 description "Tode spawn spot" short "egg" OnInit egg_check IfUsed egg_spawn_enemy hidden fixed spikeproof proximity strength 33 contains tode name EGG_OBJECT(SKELETON) left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 5 weight -1 description "Skeleton spawn spot" short "egg" OnInit egg_check IfUsed egg_spawn_always hidden fixed spikeproof proximity strength 200 radius 8 contains undead_skeleton name EGG_SCHEDULE left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 weight -1 description "Object spawn spot" short "egg" hidden fixed spikeproof strength 100 name EGG_OBJECT(SPIDER) left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 3 weight -1 description "Spider spawn spot" short "egg" OnInit egg_check IfUsed egg_spawn_enemy hidden fixed spikeproof proximity strength 14 radius 16 contains spider name RABBITHOLE_DEADLY left RABBITHOLE right RABBITHOLE up RABBITHOLE down RABBITHOLE hp 10000 karma 3 weight -1 description "You see a rabbit hole." short "rabbit hole" OnInit egg_check IfUsed egg_spawn_always fixed spikeproof proximity strength 100 contains bunny_psycho radius 16 name EGG_OBJECT(WOLF) left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 3 weight -1 description "Wolf spawn spot" short "egg" OnInit egg_check IfUsed egg_spawn hidden fixed spikeproof proximity strength 50 radius 16 contains wolf name EGG_OBJECT(SHEEP) left EGG_SPRITE right EGG_SPRITE up EGG_SPRITE down EGG_SPRITE hp 10000 karma 3 weight -1 description "Sheep spawn spot" short "egg" OnInit egg_check IfUsed egg_night hidden fixed spikeproof proximity strength 80 contains sheep radius 16 name POTION_BLACK left POTION_BLACK right POTION_BLACK up POTION_BLACK down POTION_BLACK hp 1 strength 2500 weight 350 description "You see a black potion" short "black potion" IfUsed drink_POTION IfKilled SMASH fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POTION_EMPTY left POTION_EMPTY right POTION_EMPTY up POTION_EMPTY down POTION_EMPTY hp 1 weight 100 description "You see an empty potion bottle" short "bottle" IfUsed drink_POTION IfKilled SMASH fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POTION_GREEN left POTION_GREEN right POTION_GREEN up POTION_GREEN down POTION_GREEN hp 1 strength 50 weight 350 description "You see a green potion" short "green potion" IfUsed drink_POTION IfKilled SMASH fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POTION_RED left POTION_RED right POTION_RED up POTION_RED down POTION_RED hp 1 strength 100 weight 350 description "You see a red potion" short "red potion" IfUsed drink_POTION IfKilled SMASH fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POTION_YELLOW left POTION_YELLOW right POTION_YELLOW up POTION_YELLOW down POTION_YELLOW hp 1 strength 25 weight 350 description "You see a yellow potion" short "yellow potion" IfUsed drink_POTION IfKilled SMASH fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POTION_BLUE left POTION_BLUE right POTION_BLUE up POTION_BLUE down POTION_BLUE hp 1 strength 100 weight 350 description "You see a blue potion" short "blue potion" IfUsed drink_POTION IfKilled SMASH fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POTION_MAGENTA left POTION_MAGENTA right POTION_MAGENTA up POTION_MAGENTA down POTION_MAGENTA hp 1 strength 100 weight 350 description "You see a pink potion" short "pink potion" IfUsed drink_POTION IfKilled SMASH fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POTION_WHITE left POTION_WHITE right POTION_WHITE up POTION_WHITE down POTION_WHITE hp 1 strength 100 weight 350 description "You see a white potion" short "white potion" IfUsed drink_POTION IfKilled SMASH fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POTION_PURPLE left POTION_PURPLE right POTION_PURPLE up POTION_PURPLE down POTION_PURPLE hp 1 strength 100 weight 350 description "You see a purple potion" short "purple potion" IfUsed drink_POTION IfKilled SMASH fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name MUSIC left music right music up music down music hp 10000 weight -1 description "Music" short "Music" invisible fixed radius 8 ifused music_creepy name DYNAMITE left DYNAMITE right DYNAMITE up DYNAMITE down DYNAMITE hp 100 weight 400 damage 200 description "You see a stick of blasting dynamite" short "dynamite" IfUsed LIGHT_POWDER IfKilled SHORT_FUSE IfHurt SHORT_FUSE setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name GRENADE left GRENADE right GRENADE up GRENADE down GRENADE hp 100 weight 400 damage 200 description "You see a hand grenade" short "grenade" IfUsed BOMB_COUNTDOWN IfKilled SHORT_FUSE IfHurt SHORT_FUSE fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TEST left CAR_L right CAR_R up CAR_U down CAR_D hp 1000000 weight -1 description "You see a badly-rendered car" short "car" IfUsed BOARD_CAR IfWielded LEAVE_CAR solid container setsolid V 0 0 3 5 setsolid H 0 0 5 3 setActiveArea V 0 0 3 5 setActiveArea H 0 0 5 3 name WOMAN_GENERIC left WOMAN1_LEFT right WOMAN1_RIGHT up WOMAN1_UP down WOMAN1_DOWN hp 100 dexterity 10 strength 15000 intelligence 140 weight 60000 damage 5 description "You see a woman." short "woman" attack close_attack IfKilled Woman_Dies IfHurt Woman_Hurt biological solid person female race human rank peasant setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name WALL_EDGE left WALL_EDGE_BL right WALL_EDGE_R up WALL_EDGE_TR down WALL_EDGE_B hp 2000000000 weight -1 description "You see a thick stone wall." short "wall" solid blockslight fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name WALL2_EDGE left WALL2_EDGE_BL right WALL2_EDGE_TR up WALL2_EDGE_R down WALL2_EDGE_B hp 2000000000 weight -1 description "You see a concrete wall." short "wall" solid blockslight fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name WALL3_EDGE left WALL3_EDGE_BL right WALL3_EDGE_TR up WALL3_EDGE_B down WALL3_EDGE_R hp 2000000000 weight -1 description "You see a metal wall." short "wall" solid blockslight fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CHIMNEY1 left CHIMNEY1 right CHIMNEY1 up CHIMNEY1 down CHIMNEY1 hp 2000000000 weight -1 description "You should't be able to see this." short "chimney" invisible fixed system setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 0 0 setActiveArea H 0 0 0 0 name BOOTS left BOOTS right BOOTS up BOOTS down BOOTS hp 30 weight 500 description "You see a pair of boots." short "boots" oninit self_wield IfWielded wield_boots wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SWAMP_BOOTS left BOOTS right BOOTS up BOOTS down BOOTS hp 30 weight 500 description "You see a pair of swamp boots." short "swamp boots" oninit self_wield IfWielded wield_boots wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ARK_OF_THE_COVENANT left ARKOFCOVENANT_SHUT right ARKOFCOVENANT_SHUT up ARKOFCOVENANT_SHUT down ARKOFCOVENANT_SHUT hp 200000000 weight 10000 damage 1000000000 description "You see the Ark of the Covenant" short "The Ark of Testimony" IfUsed ark_of_testimony solid spikeproof name BOOK left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 200 description "You see a book" short "book" IfUsed BOOK_USE IfLookedAt BOOK_COVER setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BOOK_OPEN left BOOK_OPEN_L right BOOK_OPEN_R up BOOK_OPEN_U down BOOK_OPEN_D hp 100 weight 320 description "You see a book" short "book" IfUsed BOOK_USE IfLookedAt BOOK_COVER setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SPELLBOOK left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 170 description "You see a book of magic" short "spellbook" IfUsed USE_SPELLBOOK IfLookedAt BOOK_COVER setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 IfWielded wield_weapon wielded name SPELLS up spellcard2 down spellcard2 left spellcard2 right spellcard2 hp 100 weight 100 description "You see someone's pokemon collection." short "spells" ifUsed learn_all_spells name BIBLE left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 400 description "You see the Holy Bible." short "bible" IfUsed BOOK_USE conversation books/church/holy/bible.txt name BIBLE_OPEN left BOOK_OPEN_L right BOOK_OPEN_R up BOOK_OPEN_U down BOOK_OPEN_D hp 100 weight 400 description "You see the Holy Bible." short "bible" IfUsed BOOK_USE conversation books/church/holy/bible.txt name BOOK_protect left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 200 description "You see a book" short "book" IfUsed BOOK_USE IfLookedAt BOOK_COVER conversation books/church/holy/protectr.txt name BOOK_beasts left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 200 description "You see a book" short "book" IfUsed BOOK_USE IfLookedAt BOOK_COVER conversation books/church/holy/bestiary.txt name BOOK_ghost left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 200 description "You see a book" short "book" IfUsed BOOK_USE IfLookedAt BOOK_COVER conversation books/church/holy/ghost.txt name BOOK_astro left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 200 description "You see a book" short "book" IfUsed BOOK_USE IfLookedAt BOOK_COVER conversation books/church/holy/astro.txt name BOOK_witches left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 200 description "You see a book" short "book" IfUsed BOOK_USE IfLookedAt BOOK_COVER conversation books/church/holy/witches1.txt name BOOK_notr left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 200 description "You see a book" short "book" IfUsed BOOK_USE IfLookedAt BOOK_COVER conversation books/church/other/namerose.txt name BOOK_fowl left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 200 description "You see a book" short "book" IfUsed BOOK_USE IfLookedAt BOOK_COVER conversation books/church/other/hunting.txt name BOOK_alchemy left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 200 description "You see a book" short "book" IfUsed BOOK_USE IfLookedAt BOOK_COVER conversation books/church/holy/alchemy.txt name BOOK_drrob left BOOK_L right BOOK_R up BOOK_U down BOOK_D hp 100 weight 200 description "You see the diary of Dr. Robertson." short "book" name KARMOMETER left HALO10 right HALO10 up HALO10 down HALO10 hp 0 weight 0 description "God, please ____ my mind for good" short "aberration" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PISTOL left PISTOL right PISTOL up PISTOL down PISTOL hp 250 max_strength 6 weight 250 description "You see a semiautomatic pistol." short "revolver" IfLookedAt check_ammo IfWielded wield_weapon Attack ammo_attack user1 rounds-* user2 gun_attack range 8 wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ROUNDS-S left ROUNDS-S right ROUNDS-S up ROUNDS-S down ROUNDS-S hp 10 strength 6 max_strength 12 weight 1 damage 10 description "You see a box of standard rounds." short "ammo" IfUsed LOAD_GUN IfLookedAt CHECK_AMMO setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ROUNDS-E left ROUNDS-E right ROUNDS-E up ROUNDS-E down ROUNDS-E hp 10 strength 6 max_strength 12 weight 1 damage 100 description "You see a box of explosive rounds." short "ammo" IfUsed LOAD_GUN IfLookedAt CHECK_AMMO setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ROUNDS-0 left ROUNDS-0 right ROUNDS-0 up ROUNDS-0 down ROUNDS-0 hp 10 strength 6 max_strength 12 weight 1 damage 100 description "You see an empty box of rounds." short "ammo" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name RIFLE left RIFLE right RIFLE up RIFLE down RIFLE hp 250 weight 250 description "You see a sniper rifle" short "rifle" IfLookedAt check_ammo IfWielded wield_weapon Attack ammo_attack user1 shells user2 gun_attack range 16 wielded name SHELLS left SHELLS00 right SHELLS03 up SHELLS02 down SHELLS01 hp 10 strength 4 max_strength 4 weight 1 damage 100 description "You see a clip of rifle shells." short "shells" IfUsed LOAD_GUN IfLookedAt CHECK_AMMO user1 count_shells name LAPTOP left LAPTOP_LEFT right LAPTOP_RIGHT up LAPTOP_UP down LAPTOP_DOWN hp 20 weight 4750 description "You see a laptop computer." short "laptop" IfUsed BOOK_USE solid fragile Conversation books/tech/windows.txt name BRIDGE_MIDDLEH left BRIDGE_H_0 right BRIDGE_H_1 up BRIDGE_H_2 down BRIDGE_H_3 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BRIDGE_MIDDLEV left BRIDGE_V_0 right BRIDGE_V_1 up BRIDGE_V_2 down BRIDGE_V_3 hp 1000000 weight -1 description "You see a wooden walkway" short "walkway" IfKilled respawn fixed boat setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BRIDGE_CORE0 left BRIDGE_VL_0 right BRIDGE_VR_0 up BRIDGE_HT_0 down BRIDGE_HB_0 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat solid name BRIDGE_CORE1 left BRIDGE_VL_1 right BRIDGE_VR_1 up BRIDGE_HT_1 down BRIDGE_HB_1 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat solid name BRIDGE_CORE2 left BRIDGE_VL_2 right BRIDGE_VR_2 up BRIDGE_HT_2 down BRIDGE_HB_2 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat solid name BRIDGE_CORE3 left BRIDGE_VL_3 right BRIDGE_VR_3 up BRIDGE_HT_3 down BRIDGE_HB_3 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat solid name BRIDGE_CORE4 left BRIDGE_VL_0 right BRIDGE_VR_0 up BRIDGE_HT_0 down BRIDGE_HB_0 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat name BRIDGE_CORE5 left BRIDGE_VL_1 right BRIDGE_VR_1 up BRIDGE_HT_1 down BRIDGE_HB_1 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat name BRIDGE_CORE6 left BRIDGE_VL_2 right BRIDGE_VR_2 up BRIDGE_HT_2 down BRIDGE_HB_2 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat name BRIDGE_CORE7 left BRIDGE_VL_3 right BRIDGE_VR_3 up BRIDGE_HT_3 down BRIDGE_HB_3 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat name BRIDGE_POLE left BRIDGE_POLE_W right BRIDGE_POLE_E up BRIDGE_POLE_N down BRIDGE_POLE_S hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BRIDGE_STEPS_W left BRIDGE_W_STEPS1 right BRIDGE_W_STEPS1 up BRIDGE_W_STEPS0 down BRIDGE_W_STEPS2 hp 1000000 weight -1 description "You see wooden steps." short "steps" IfKilled respawn fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BRIDGE_STEPS_E left BRIDGE_E_STEPS1 right BRIDGE_E_STEPS1 up BRIDGE_E_STEPS0 down BRIDGE_E_STEPS2 hp 1000000 weight -1 description "You see wooden steps." short "steps" IfKilled respawn fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BRIDGE_STEPS_N left BRIDGE_N_STEPS0 right BRIDGE_N_STEPS2 up BRIDGE_N_STEPS1 down BRIDGE_N_STEPS1 hp 1000000 weight -1 description "You see wooden steps." short "steps" IfKilled respawn fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BRIDGE_STEPS_S left BRIDGE_S_STEPS0 right BRIDGE_S_STEPS2 up BRIDGE_S_STEPS1 down BRIDGE_S_STEPS1 hp 1000000 weight -1 description "You see wooden steps." short "steps" IfKilled respawn fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BRIDGE_END_W left BRIDGE_W_END1 right BRIDGE_W_END1 up BRIDGE_W_END0 down BRIDGE_W_END2 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BRIDGE_END_E left BRIDGE_E_END1 right BRIDGE_E_END1 up BRIDGE_E_END0 down BRIDGE_E_END2 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BRIDGE_END_N left BRIDGE_N_END0 right BRIDGE_N_END2 up BRIDGE_N_END1 down BRIDGE_N_END1 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BRIDGE_END_S left BRIDGE_S_END0 right BRIDGE_S_END2 up BRIDGE_S_END1 down BRIDGE_S_END1 hp 1000000 weight -1 description "You see a wooden walkway." short "walkway" IfKilled respawn fixed boat setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name HATCH_GALLOWS_CLOSED left HATCH1_CLOSED right HATCH1_CLOSED up HATCH1_CLOSED down HATCH1_CLOSED hp 1000000 weight -1 description "You see a trapdoor." short "trapdoor" IfKilled respawn fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name HATCH_GALLOWS_OPENED left HATCH1_OPENED right HATCH1_OPENED up HATCH1_OPENED down HATCH1_OPENED hp 1000000 weight -1 description "You see a trapdoor." short "trapdoor" IfKilled respawn solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name GALLOWS left GALLOWS1 right GALLOWS1 up GALLOWS1 down GALLOWS1 hp 1000000 weight -1 description "You see a gallows." short "gallows" IfKilled respawn solid fixed setsolid V 1 1 1 1 setsolid H 1 1 1 1 name GALLOWS_VICTIM left GALLOWS_VICTIM1 right GALLOWS_VICTIM1 up GALLOWS_VICTIM1 down GALLOWS_VICTIM1 hp 1000000 weight -1 description "You see a hanged man." short "victim" IfKilled respawn fixed solid setsolid V 1 1 1 1 setsolid H 1 1 1 1 name WOOD_MASK left WOODMASK_L right WOODMASK_L up WOODMASK_U down WOODMASK_D hp 100000 weight -1 description "You see a gigantic puddle of water" short "water" IfKilled respawn solid fixed boat setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name STONE_MASK left STONEMASK_TL right STONEMASK_TR up STONEMASK_U down STONEMASK_D hp 100000 weight -1 description "You see a pool of water" short "water" IfKilled respawn solid fixed boat name STONE_MASK2 left STONEMASK_L right STONEMASK_R up STONEMASK_U down STONEMASK_D hp 100000 weight -1 description "You see a pool of water." short "water" IfKilled respawn solid fixed boat name STONE_MASK3 left STONEMASK_BL right STONEMASK_BR up STONEMASK_U down STONEMASK_D hp 100000 weight -1 description "You see a pool of water." short "water" IfKilled respawn solid fixed boat name PHONE left PHONE_L right PHONE_R up PHONE_U down PHONE_D hp 30 weight 500 description "You see a telephone." short "phone" IfKilled break_phone fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PHONE_BROKEN left PHONE_B right PHONE_B up PHONE_B down PHONE_B hp 100 weight 400 description "You see a destroyed telephone." short "phone" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ASH left ASH00 right ASH01 up ASH02 down ASH03 hp 0 weight 1 description "You see a pile of ash." short "ash" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 ifused eat_food name BOAT1 left BOAT1_LEFT right BOAT1_RIGHT up BOAT1_UP down BOAT1_DOWN hp 10 weight 1000 description "You see a small inflatable dinghy." short "dinghy" IfUsed board_boat IfKilled burst_boat IfWielded leave_boat boat setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BOAT1_DEAD left BOAT1_DEAD right BOAT1_DEAD up BOAT1_DEAD down BOAT1_DEAD hp 1000 weight 100 description "You see some pieces of vinyl." short "bits of dinghy" boat setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BOAT2 left BOAT2_LEFT right BOAT2_RIGHT up BOAT2_UP down BOAT2_DOWN hp 400 weight -1 description "You see a large skiff." short "boat" IfUsed board_boat IfWielded leave_boat solid name BOAT2_DEAD left BOAT2_DEAD right BOAT2_DEAD up BOAT2_DEAD down BOAT2_DEAD hp 1000 weight 100 description "You see some pieces of wood." short "wreckage" solid name SHIPWRECK left SHIPWRECK right SHIPWRECK up SHIPWRECK down SHIPWRECK hp 400 weight -1 description "You see some pieces of a large ship." short "shipwreck" name LIGHT_CONTROL left CRAP_SUN right CRAP_SUN up CRAP_SUN down CRAP_SUN hp 16 max_hp 16 weight -1 description "You don't notice anything unusual.|Which is a total lie." short "GET LOST!" fixed spikeproof shadow schedule 04:15 LIGHT01 schedule 04:30 LIGHT02 schedule 04:45 LIGHT03 schedule 05:00 LIGHT04 schedule 05:15 LIGHT05 schedule 05:30 LIGHT06 schedule 05:45 LIGHT07 schedule 06:00 LIGHT08 schedule 06:15 LIGHT09 schedule 06:30 LIGHT10 schedule 06:45 LIGHT11 schedule 07:00 LIGHT12 schedule 19:15 LIGHT12 schedule 19:30 LIGHT11 schedule 19:45 LIGHT10 schedule 20:00 LIGHT09 schedule 20:15 LIGHT08 schedule 20:30 LIGHT07 schedule 20:45 LIGHT06 schedule 21:00 LIGHT05 schedule 21:15 LIGHT04 schedule 21:30 LIGHT03 schedule 21:45 LIGHT02 schedule 22:00 LIGHT01 name CORPSE_CONTROL left CRAP_SUN right CRAP_SUN up CRAP_SUN down CRAP_SUN hp 16 max_hp 16 weight -1 description "I eat dead people.. they're everywhere.." short "GET LOST!" fixed spikeproof shadow schedule 00:00 CHECK_CORPSES name MIRROR2 left MIRROR2_H_EMPTY right MIRROR2_H_EMPTY up MIRROR2_V_EMPTY down MIRROR2_V_EMPTY hp 1 weight -1 description "You see a wall mirror" short "mirror" IfKilled SMASH_mirror behaviour mirror2 solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name MIRROR2_BROKEN left MIRROR2_H_BROKEN right MIRROR2_H_BROKEN up MIRROR2_V_BROKEN down MIRROR2_V_BROKEN hp 0 weight -1 description "You see a broken wall mirror" short "broken mirror" IfKilled respawn solid fixed no_resurrect setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BREAD_SLICE left BREAD_0 right BREAD_0 up BREAD_0 down BREAD_0 hp 4 weight 25 description "You see a slice of bread" short "bread" IfUsed eat_food setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SANDWICH_LETTUCE left SANDWICH_0 right SANDWICH_0 up SANDWICH_0 down SANDWICH_0 hp 4 weight 60 description "You see a lettuce sandwich" short "sandwich" IfUsed eat_food name SANDWICH_HAM left SANDWICH_1 right SANDWICH_1 up SANDWICH_1 down SANDWICH_1 hp 10 weight 60 description "You see a ham sandwich" short "sandwich" IfUsed eat_food name BREAD_TOAST left BREAD_1 right BREAD_1 up BREAD_1 down BREAD_1 hp 4 weight 10 description "You see a slice of toast" short "toast" IfUsed eat_food setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name LETTUCE_LEAF left LETTUCE-1 right LETTUCE-1 up LETTUCE-1 down LETTUCE-1 hp 2 weight 10 description "You see a lettuce leaf" short "lettuce leaf" IfUsed eat_food no_resurrect setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CREDIT_CARD left CREDIT_CARD right CREDIT_CARD up CREDIT_CARD down CREDIT_CARD hp 30 weight 2 description "You see a Madland Bank cash-card" short "card" IfUsed use_ccard setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PASS_CARD1 left PASS_CARD right PASS_CARD up PASS_CARD down PASS_CARD hp 30 weight 2 description "You see a security swipe-card." short "passcard" IfUsed use_pcard setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PASS_CARD2 left PASS_CARD right PASS_CARD up PASS_CARD down PASS_CARD hp 30 weight 2 description "You see a security swipe-card." short "passcard" IfUsed use_pcard setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name MOBILE left MOBILE right MOBILE up MOBILE down MOBILE hp 30 weight 100 description "You see a mobile phone." short "mobile phone" IfUsed use_mobile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SEASHELL left SEASHELL right SEASHELL up SEASHELL down SEASHELL hp 100 weight 100 description "You see a seashell." short "seashell" quantity setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name FAKEWALL left WALL_STONE_H right WALL_STONE_H up WALL_STONE_V down WALL_STONE_V hp 200 weight -1 description "You see a thick stone wall" short " " solid blockslight setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name LIGHT_SWITCH left LGT_SW1 right LGT_SW1 up LGT_SW2 down LGT_SW2 hp 200000 weight -1 description "You see a light switch" short "light switch" IfUsed LIGHT_TOGGLE fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name LIGHT_START left LIGHT_START right LIGHT_START up LIGHT_START down LIGHT_START hp 1000000000 weight 0 description "No description" short "No description" invisible fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name LIGHT_END left LIGHT_END right LIGHT_END up LIGHT_END down LIGHT_END hp 1000000000 weight 0 description "No description" short "No description" invisible fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name LIGHT_ALWAYS left LIGHT_START right LIGHT_START up LIGHT_START down LIGHT_START hp 1000000000 weight 0 description "No description" short "No description" invisible fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 oninit light_always name CRYSTAL_SWORD left CRYSTAL_SWORD right CRYSTAL_SWORD up CRYSTAL_SWORD down CRYSTAL_SWORD hp 13 weight 0 damage 1000 description "You see a Crystal Sword" short "Crystal Sword" IfKilled CRYSTAL_SWORD_BREAK IfWielded WIELD_WEAPON Attack CLOSE_ATTACK user2 crystal_sword_break translucent wielded fragile contains CRYSTAL_SWORD_BITS setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CRYSTAL_SWORD_HILT left CRYSTAL_SWORD_HILT right CRYSTAL_SWORD_HILT up CRYSTAL_SWORD_HILT down CRYSTAL_SWORD_HILT hp 13000 weight 0 damage 1 description "You see a broken Crystal Sword" short "broken Crystal Sword" IfWielded WIELD_WEAPON Attack CLOSE_ATTACK wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CRYSTAL_SWORD_BITS left CRYSTAL_SWORD_BITS right CRYSTAL_SWORD_BITS up CRYSTAL_SWORD_BITS down CRYSTAL_SWORD_BITS hp 10000 weight 50 damage 2 description "You see some small pieces of broken crystal." short "crystal fragments" IfTriggered spikes translucent setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TABLE1-EDGES left TABLE1-3 right TABLE1-5 up TABLE1-1 down TABLE1-7 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE1-CORNERS left TABLE1-6 right TABLE1-2 up TABLE1-0 down TABLE1-8 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE1-MIDDLE left TABLE1-4 right TABLE1-4 up TABLE1-4 down TABLE1-4 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE2-EDGES left TABLE2-3 right TABLE2-3 up TABLE2-1 down TABLE2-1 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE2-CORNERS left TABLE2-4 right TABLE2-2 up TABLE2-0 down TABLE2-5 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE2-END left TABLE2-6 right TABLE2-7 up TABLE2-8 down TABLE2-9 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE3 left TABLE3-0 right TABLE3-1 up TABLE3-2 down TABLE3-0 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE4-CORNERS left TABLE4-0 right TABLE4-1 up TABLE4-0 down TABLE4-2 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE5-LEGS left TABLE5-0 right TABLE5-3 up TABLE5-1 down TABLE5-2 hp 2000000000 weight -1 description "You see table legs" short "table legs" fixed spikeproof name TABLE5-LEGS2 left TABLE5-4 right TABLE5-7 up TABLE5-5 down TABLE5-6 hp 2000000000 weight -1 description "You see table legs" short "table legs" fixed spikeproof name TABLE6-H left TABLE6-0 right TABLE6-3 up TABLE6-2 down TABLE6-1 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE6-V left TABLE6-5 right TABLE6-6 up TABLE6-4 down TABLE6-7 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE7 left TABLE7-0 right TABLE7-0 up TABLE7-1 down TABLE7-1 hp 2000000000 weight 5000 description "You see a small table." short "table" solid tabletop name TABLE8-L left TABLE8-1 right TABLE8-2 up TABLE8-0 down TABLE8-3 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE8-M left TABLE8-5 right TABLE8-6 up TABLE8-4 down TABLE8-7 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE8-R left TABLE8-9 right TABLE8-10 up TABLE8-8 down TABLE8-11 hp 2000000000 weight -1 description "You see a table" short "table" solid fixed tabletop spikeproof name TABLE-SHADOW1 left TSHAD00 right TSHAD00 up TSHAD03 down TSHAD03 hp 2000000000 weight -1 description "You see a shadow" short "shadow" fixed spikeproof shadow name TABLE-SHADOW2 left TSHAD01 right TSHAD06 up TSHAD04 down TSHAD07 hp 2000000000 weight -1 description "You see a shadow" short "shadow" fixed spikeproof shadow name TABLE-SHADOW3 left TSHAD05 right TSHAD08 up TSHAD02 down TSHAD08 hp 2000000000 weight -1 description "You see a shadow" short "shadow" fixed spikeproof shadow name TABLE-STONE left TILE02 right TILE02 up TILE02 down TILE02 hp 2000000000 weight -1 description "You see a stone table." short "table" solid fixed tabletop spikeproof name TABLE-MILL left TILE02 right TILE02 up TILE02 down TILE02 hp 2000000000 weight -1 description "You see a stone grinding table." short "table" solid fixed tabletop spikeproof iftriggered mill_grain name 747-LEFT-HEAD left 747-LEFT-HEAD right 747-LEFT-HEAD up 747-LEFT-HEAD down 747-LEFT-HEAD hp 1000000 max_hp 1000000 intelligence 1000 max_intelligence 1000 weight -1 description "You see a huge airliner" short "airliner" solid fixed person male cant_eat race cyber ifhurt jet_hurt setsolid V 0 0 7 3 setsolid H 0 0 7 3 setActiveArea V 0 0 7 3 setActiveArea H 0 0 7 3 name 747-LEFT-BODY left 747-LEFT-BODY right 747-LEFT-BODY up 747-LEFT-BODY down 747-LEFT-BODY hp 1000000 max_hp 1000000 weight -1 description "You see a huge airliner" short "airliner" solid fixed setsolid V 0 0 10 3 setsolid H 0 0 10 3 setActiveArea V 0 0 10 3 setActiveArea H 0 0 10 3 name 747-LEFT-WINGS left 747-LEFT-WING1 right 747-LEFT-WING1 up 747-LEFT-WING2 down 747-LEFT-WING2 hp 1000000 max_hp 1000000 weight -1 description "You see an airliner's wing" short "wing" fixed setsolid V 0 0 10 8 setsolid H 0 0 10 8 setActiveArea V 1 0 5 2 setActiveArea H 1 7 5 2 name 747-LEFT-TAIL left 747-LEFT-TAIL right 747-LEFT-TAIL up 747-LEFT-TAIL down 747-LEFT-TAIL hp 1000000 max_hp 1000000 weight -1 description "You see an airliner's tail" short "tail" solid fixed setsolid V 0 3 6 3 setsolid H 0 3 6 3 setActiveArea V 0 3 6 3 setActiveArea H 0 3 6 3 name 747-INSIDE-WINGS left 747-WING-O right 747-WING-O up 747-WING-T down 747-WING-B hp 1000000 max_hp 1000000 weight -1 description "You see an airliner's wing" short "wing" fixed name B1B-TAIL left B1B-D0 right B1B-D0 up B1B-D1 down B1B-D1 hp 1000000 max_hp 1000000 intelligence 1000 max_intelligence 1000 weight -1 description "You see a large supersonic bomber." short "bomber" solid fixed shadow setsolid V 0 1 2 6 setsolid H 5 1 2 6 setActiveArea V 0 1 4 6 setActiveArea H 3 1 4 6 name B1B-WINGS left B1B-D2 right B1B-D2 up B1B-D3 down B1B-D3 hp 1000000 max_hp 1000000 intelligence 1000 max_intelligence 1000 weight -1 description "You see a large supersonic bomber." short "bomber" solid fixed shadow setsolid V 0 0 3 7 setsolid H 4 0 3 7 setActiveArea V 0 0 4 7 setActiveArea H 3 0 4 7 name B1B-FRONT left B1B-D4 right B1B-D4 up B1B-D5 down B1B-D5 hp 1000000 max_hp 1000000 intelligence 1000 max_intelligence 1000 weight -1 description "You see a large supersonic bomber." short "bomber" solid fixed shadow setsolid V 0 0 2 7 setsolid H 5 0 2 7 setActiveArea V 0 0 3 7 setActiveArea H 4 0 3 7 name B1B-HEAD left B1B-D6 right B1B-D6 up B1B-D6 down B1B-D6 hp 1000000 max_hp 1000000 intelligence 1000 max_intelligence 1000 weight -1 description "You see a large supersonic bomber." short "bomber" solid fixed shadow setsolid V 1 0 2 5 setsolid H 1 0 2 5 setActiveArea V 1 0 2 6 setActiveArea H 1 0 2 6 name GRAVESTONE left GRAVE2 right GRAVE2 up GRAVE1 down GRAVE1 hp 200 max_hp 200 weight -1 description "You see a gravestone." short "gravestone" IfKilled GRAVE_BROKEN IfLookedAt Generic_sign solid fixed spikeproof name PEW_LEFT left PEW3 right PEW3 up PEW0 down PEW0 hp 2000 weight -1 description "You see some crude wooden pews." short "pews" IfTriggered SIT_DOWN_human fixed no_resurrect setsolid V 0 1 1 1 setsolid H 0 1 1 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 1 2 name GRAVESTONE_BROKEN left GRAVE4 right GRAVE4 up GRAVE3 down GRAVE3 hp 200 max_hp 200 weight -1 description "You see a broken gravestone." short "gravestone" solid fixed spikeproof name GRAVE left GRAVE5 right GRAVE5 up GRAVE6 down GRAVE6 hp 200 max_hp 200 weight -1 description "You see a grave." short "grave" solid fixed ifused spill name LECTERN left LECTERN right LECTERN up LECTERN down LECTERN hp 2000000000 weight 10000 description "You see a lectern" short "lectern" solid tabletop name ORGAN_KEYBOARD left ORGAN_KEYBOARD right ORGAN_KEYBOARD up ORGAN_KEYBOARD down ORGAN_KEYBOARD hp 100000 weight -1 description "You see an Allen pipe-organ console." short "organ" solid fixed setsolid V 0 0 2 1 setsolid H 0 0 2 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 2 1 name W_ORGAN left ORGAN_WAARG right ORGAN_WAARG up ORGAN_WAARG down ORGAN_WAARG hp 100000 weight -1 description "You see a curiously-designed positive organ." short "organ" solid fixed setsolid V 1 1 2 1 setsolid H 1 1 2 1 setActiveArea V 1 0 2 2 setActiveArea H 1 0 2 2 name PIANO left PIANO_R right PIANO_R up PIANO_D down PIANO_D hp 100000 weight -1 description "You see a grand piano." short "piano" solid setsolid V 0 0 2 2 setsolid H 0 0 2 2 setActiveArea V 0 0 2 2 setActiveArea H 0 0 2 2 ifused music_piano name WOLF left WOLFB_LEFT right WOLFB_RIGHT up WOLFB_UP down WOLFB_DOWN hp 100 max_hp 100 dexterity 25 max_dexterity 1000 strength 15000 max_strength 30000 intelligence 90 max_intelligence 90 weight 20000 armour 7 damage 20 description "You see a wolf." short "wolf" IfKilled wolf_dies IfHurt wolf_hurt attack close_attack behaviour predator solid person male biological race wolf rank follower party SFRANCIS name WOLF_F left WOLFB_LEFT right WOLFB_RIGHT up WOLFB_UP down WOLFB_DOWN hp 100 max_hp 100 dexterity 30 max_dexterity 1000 strength 15000 max_strength 30000 intelligence 90 max_intelligence 90 armour 7 weight 20000 damage 22 description "You see a she-wolf." short "wolf" IfKilled wolf_dies IfHurt wolf_hurt attack close_attack behaviour predator solid person female biological race wolf rank follower party SFRANCIS name WOLF_TAME left WOLFB_LEFT right WOLFB_RIGHT up WOLFB_UP down WOLFB_DOWN hp 100 max_hp 100 dexterity 25 max_dexterity 1000 strength 15000 max_strength 30000 intelligence 80 max_intelligence 80 weight 20000 damage 20 description "You see a wolf." short "wolf" IfKilled wolf_dies IfHurt wolf_hurt attack close_attack solid person male biological race wolf rank follower party SFRANCIS name WOLF_DEAD left WOLFB_DEAD right WOLFB_DEAD up WOLFB_DEAD down WOLFB_DEAD hp 100 max_hp 100 weight 20000 description "You see a dead wolf. Someone's gonna Pay." short "dead wolf" IfLookedAt SearchContainer name WHITEWOLF left WHITEWOLF_LEFT right WHITEWOLF_RIGHT up WHITEWOLF_UP down WHITEWOLF_DOWN hp 100 max_hp 100 dexterity 25 max_dexterity 1000 strength 15000 max_strength 30000 intelligence 80 max_intelligence 80 weight 20000 damage 20 description "You see a white wolf." short "wolf" IfKilled wwolf_dies IfHurt wolf_hurt attack close_attack solid person male biological race wolf rank peasant name WHITEWOLF_F left WHITEWOLF_LEFT right WHITEWOLF_RIGHT up WHITEWOLF_UP down WHITEWOLF_DOWN hp 100 max_hp 100 dexterity 25 max_dexterity 1000 strength 15000 max_strength 30000 intelligence 80 max_intelligence 80 weight 20000 damage 20 description "You see a white wolf." short "wolf" IfKilled wwolf_dies IfHurt wwolf_hurt attack close_attack solid person female biological race wolf rank peasant name SNOWWHITE left WHITEWOLF_SLEEP right WHITEWOLF_SLEEP up WHITEWOLF_SLEEP down WHITEWOLF_SLEEP description "You see a dead white wolf." short "dead wolf" IfUsed snowwhite solid name WAARG_MALE left WOLFA_LEFT right WOLFA_RIGHT up WOLFA_UP down WOLFA_DOWN hp 100 max_hp 100 dexterity 25 max_dexterity 1000 strength 15000 max_strength 30000 intelligence 200 max_intelligence 400 weight 20000 damage 20 description "You see a wolf-like creature." short "wolf" IfKilled waarg_dies IfHurt waarg_hurt attack close_attack ifhorrified waarg_horror solid person male biological race waarg rank peasant name WAARG_FEMALE left WOLFA_LEFT right WOLFA_RIGHT up WOLFA_UP down WOLFA_DOWN hp 100 max_hp 100 dexterity 25 max_dexterity 1000 strength 15000 max_strength 30000 intelligence 200 max_intelligence 400 weight 20000 damage 20 description "You see a wolf-like creature." short "she-wolf" IfKilled waarg_dies IfHurt waarg_hurt attack close_attack ifhorrified waarg_horror solid person female biological race waarg rank peasant name WAARG_MALE_DEAD left WOLFA_DEAD right WOLFA_DEAD up WOLFA_DEAD down WOLFA_DEAD hp 100 max_hp 100 weight 20000 description "You see a dead wolf-like creature." short "dead wolf" IfLookedAt SearchContainer name WAARG_FEMALE_DEAD left WOLFA_DEAD right WOLFA_DEAD up WOLFA_DEAD down WOLFA_DEAD hp 100 max_hp 100 weight 20000 description "You see a dead wolf-like creature." short "dead she-wolf" IfLookedAt SearchContainer name WAARG_KING_DEAD left WOLFA_DEAD right WOLFA_DEAD up WOLFA_DEAD down WOLFA_DEAD hp 100 max_hp 100 weight 20000 description "You see a dead wolf-king." short "dead wolf King" IfLookedAt SearchContainer horrific name WAARG_KING left WOLFA_KING_LEFT right WOLFA_KING_RIGHT up WOLFA_KING_UP down WOLFA_KING_DOWN hp 250 max_hp 250 dexterity 25 max_dexterity 1000 strength 15000 max_strength 30000 intelligence 200 max_intelligence 400 weight 20000 damage 20 description "You see a wolf-like creature wearing a crown." short "wolf king" IfKilled waarg_king_dies IfHurt waarg_king_hurt attack close_attack solid person male biological race waarg rank king name WAARG_SOLDIER left WOLFA_SOLDIER_LEFT right WOLFA_SOLDIER_RIGHT up WOLFA_SOLDIER_UP down WOLFA_SOLDIER_DOWN hp 200 max_hp 200 dexterity 25 max_dexterity 1000 strength 15000 max_strength 30000 intelligence 200 max_intelligence 400 weight 20000 damage 20 description "You see a wolf-like creature with a crossbow on its back." short "wolf soldier" IfKilled waarg_dies IfHurt waarg_hurt ifhorrified waarg_horror solid person contains warg_xbow contains warg_xbow_bolts male biological race waarg rank guard name WAARG_GUARD left WOLFA_SOLDIER_LEFT right WOLFA_SOLDIER_RIGHT up WOLFA_SOLDIER_UP down WOLFA_SOLDIER_DOWN hp 200 max_hp 200 dexterity 25 max_dexterity 1000 strength 15000 max_strength 30000 intelligence 200 max_intelligence 400 weight 20000 damage 20 description "You see a wolf-like creature with a crossbow on its back." short "wolf guard" IfKilled waarg_dies IfHurt waarg_hurt ifhorrified waarg_horror solid person contains warg_xbow contains warg_xbow_bolts male guard biological race waarg rank guard conversation people/warg/guard.txt name FIRESNAIL left FIRESNAIL_L right FIRESNAIL_R up FIRESNAIL_U down FIRESNAIL_D hp 900 intelligence 60 weight 2000 damage 20 dexterity 1000 max_dexterity 1000 alignment -1 description "You see a huge snail." short "snail" IfKilled snail_dies IfHurt start_attack behaviour attack_party attack range_attack user2 attack_firebolt solid wont_shut_doors wont_open_doors biological range 11 fragile person name FIRESNAIL_DEAD left FIRESNAIL_DEAD right FIRESNAIL_DEAD up FIRESNAIL_DEAD down FIRESNAIL_DEAD hp 100 weight 2000 description "You see a dead snail." short "dead snail" name SPIDER left SPIDER_L right SPIDER_R up SPIDER_U down SPIDER_D hp 90 intelligence 60 weight 200 damage 10 dexterity 1000 max_dexterity 1000 alignment -1 description "You see a huge spider." short "spider" IfKilled spider_dies IfHurt start_attack Attack close_attack user2 poison_enemy behaviour attack_party solid wont_shut_doors wont_open_doors horrific biological person name SPIDER_DEAD left SPIDER_DEAD right SPIDER_DEAD up SPIDER_DEAD down SPIDER_DEAD hp 100 weight 2000 description "You see a dead spider." short "dead spider" name STEPS01 left STEPS02 right STEPS03 up STEPS00 down STEPS01 hp 1000000000 weight -1 description "You see some steps" short "steps" fixed spikeproof name STEPS02 left STEPS05 right STEPS05 up STEPS06 down STEPS04 hp 1000000000 weight -1 description "You see some steps" short "steps" fixed spikeproof name CARPET left CARPET13 right CARPET14 up CARPET11 down CARPET12 hp 1000000000 weight -1 description "You see a rich carpet." short "carpet" fixed spikeproof name CARPET2 left CARPET16 right CARPET17 up CARPET15 down CARPET18 hp 1000000000 weight -1 description "You see a rich carpet." short "carpet" fixed spikeproof name CARPET3 left CARPET19 right CARPET20 up CARPET21 down CARPET26 hp 1000000000 weight -1 description "You see a rich carpet." short "carpet" fixed spikeproof name CRUCIFIX left CRUCIFIX right CRUCIFIX up CRUCIFIX down CRUCIFIX hp 75 weight -1 dexterity 200 description "You see a plain-looking crucifix, complete with Christ." short "crucifix" damage 10000 IfKilled hit_jesus attack attack_laseralways user1 fx_laserbeam_red solid fixed spikeproof Conversation people/church/crucifix.txt ifused pray link_to_other_npc setsolid V 0 0 2 1 setsolid H 0 0 2 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 2 1 name CRUCIFIX-TABLE left CRUCIFIX-TABLE3 right CRUCIFIX-TABLE3 up CRUCIFIX-TABLE down CRUCIFIX-TABLE2 hp 500 weight 10000 description "You see a small gold crucifix." short "crucifix" solid setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TABLECLOTH left TABLECLOTH1 right TABLECLOTH2 up TABLECLOTH3 down TABLECLOTH4 hp 2000 weight -1 description "You see a table-cloth" short "tablecloth" fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TABLECLOTH2 left TABLECLOTH7 right TABLECLOTH8 up TABLECLOTH5 down TABLECLOTH6 hp 2000 weight -1 description "You see a table-cloth" short "tablecloth" fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TABLECLOTH3 left TABLECLOTH9 right TABLECLOTH9 up TABLECLOTH9 down TABLECLOTH9 hp 2000 weight -1 description "You see a table-cloth" short "tablecloth" fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name FLOWERS_BUNCH left FLOWERS0 right FLOWERS0 up FLOWERS0 down FLOWERS0 hp 30 weight 150 description "You see a bunch of flowers" short "flowers" name STAINEDGLASS00 left STAINGLASS02 right STAINGLASS03 up STAINGLASS00 down STAINGLASS01 hp 10 weight -1 description "You see some stained glass windows." short "stained glass" IfKilled stained_glass_break solid blockslight fixed fragile spikeproof name STAINEDGLASS01 left STAINGLASS03 right STAINGLASS03 up STAINGLASS04 down STAINGLASS03 hp 10 weight -1 description "You see some stained glass windows." short "stained glass" IfKilled stained_glass_break solid blockslight fixed fragile spikeproof name STAINEDGLASS00B left STAINGLASS07 right STAINGLASS08 up STAINGLASS05 down STAINGLASS06 hp 2000000000 weight -1 description "You see shattered stained glass windows." short "smashed stained glass" solid fixed fragile spikeproof name STAINEDGLASS01B left STAINGLASS09 right STAINGLASS09 up STAINGLASS09 down STAINGLASS09 hp 2000000000 weight -1 description "You see shattered stained glass windows." short "smashed stained glass" solid fixed fragile spikeproof name SECRETDOOR1_SHUT left SECRETDOOR03 right SECRETDOOR03 up SECRETDOOR00 down SECRETDOOR00 hp 80 weight -1 description "You see a secret door." short "wall" IfUsed OPENDOORSECRET IfKilled DoorwaySec solid will_open blockslight fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SECRETDOOR1_OPEN left SECRETDOOR04 right SECRETDOOR04 up SECRETDOOR01 down SECRETDOOR01 hp 80 weight -1 description "You see a secret door." short "wall" IfUsed CLOSEDOORSECRET IfKilled DoorwaySec fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SECRETDOOR2_SHUT left SECRETDOOR03 right SECRETDOOR03 up SECRETDOOR00 down SECRETDOOR00 hp 8000 weight -1 description "You see a secret door." short "wall" Ifwielded OPENDOORSECRET2 IfKilled respawn solid blockslight fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SECRETDOOR2_OPEN left SECRETDOOR04 right SECRETDOOR04 up SECRETDOOR01 down SECRETDOOR01 hp 80 weight -1 description "You see a secret door." short "wall" IfWielded CLOSEDOORSECRET2 IfKilled respawn fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name FONT1 left FONT1 right FONT1 up FONT1 down FONT1 hp 1000 weight -1 description "You see an ornate font." short "font" solid fixed spikeproof race water setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POORBOX left POORBOX1 right POORBOX1 up POORBOX1 down POORBOX1 hp 90 weight -1 description "You see a collection box." short "poor box" IfUsed poorbox_donate IfKilled poorbox_smashed solid fixed container no_resurrect setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POORBOX_BROKEN left POORBOX2 right POORBOX2 up POORBOX2 down POORBOX2 hp 90000 weight -1 description "You see a looted collection box." short "poor box" solid fixed container no_resurrect setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PILLAR left PILLAR1 right PILLAR2 up PILLAR1 down PILLAR2 hp 2000000000 weight -1 description "You see a marble pillar." short "pillar" solid fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name GUARD left GUARD_L right GUARD_R up GUARD_U down GUARD_D hp 100 dexterity 10 strength 20000 intelligence 140 weight 60000 damage 10 description "You see a guard." short "guard" IfKilled Guard_Dies IfHurt Guard_Hurt ifhorrified Guard_Horror behaviour guard_patrol conversation people/guards/misc.txt contains halberd solid person no_resurrect male guard biological race human rank guard setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name GUARD_DISPOSABLE left GUARD_L right GUARD_R up GUARD_U down GUARD_D hp 100 dexterity 10 strength 40000 intelligence 140 weight 60000 damage 10 description "You see a guard." short "guard" IfKilled Guard_Dies IfHurt Guard_Hurt ifhorrified Guard_Horror behaviour guard_vanishes conversation people/guards/misc.txt contains halberd solid person no_resurrect spawned male guard biological race human rank guard setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name GUARD_MODERN left GUARD_L right GUARD_R up GUARD_U down GUARD_D hp 100 dexterity 10 strength 20000 intelligence 140 weight 60000 damage 10 description "You see a modern-day guard." short "guard" IfKilled Guard_Dies IfHurt Guard_Hurt ifhorrified ModernGuard_Horror behaviour guard_patrol conversation people/guards/misc.txt contains rifle contains shells contains shells contains shells solid person no_resurrect male guard biological race human rank guard setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name GUARD_PANTHER left PANTHER_L right PANTHER_R up PANTHER_U down PANTHER_D hp 1200 dexterity 10 strength 20000 intelligence 120 weight 25000 damage 125 level 6 description "You see a robot panther." short "panther" IfKilled Panther_Dies IfHurt Panther_Hurt ifhorrified ModernGuard_Horror attack close_attack conversation people/guards/panther.txt solid person male guard cant_eat horrific race cyber rank guard # setsolid V 0 0 1 2 # setsolid H 0 0 2 1 # setActiveArea V 0 0 1 2 # setActiveArea H 0 0 2 1 name DEADPANTHER left PANTHER_DEAD right PANTHER_DEAD up PANTHER_DEAD down PANTHER_DEAD hp 100 weight 24000 description "You see a dead robot panther." short "body" IfLookedAt SearchContainer container name DEADPANTHER_HEAD left PANTHER_HEAD right PANTHER_HEAD up PANTHER_HEAD down PANTHER_HEAD hp 100 weight 1000 description "You see a robot panther's head." short "head" name JAILBARS-H left JAILBARS1H right JAILBARS3H up JAILBARS2H down JAILBARS2H hp 1000000 weight -1 description "You see bars" short "bars" solid fixed name JAILBARS-V left JAILBARS2V right JAILBARS2V up JAILBARS1V down JAILBARS3V hp 1000000 weight -1 description "You see bars" short "bars" solid fixed name GUNPOWDER left GUNPOWDER0 right GUNPOWDER0 up GUNPOWDER0 down GUNPOWDER0 hp 30 weight 3000 damage 100 description "You see a keg of black powder." short "gunpowder" IfUsed LIGHT_POWDER IfKilled SHORT_FUSE solid name BONES0 left BONES0 right BONES1 up BONES2 down BONES3 hp 35 weight 3 description "You see some bones" short "bones" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BONES1 left BONES4 right BONES5 up BONES6 down BONES7 hp 35 weight 3 description "You see some bones" short "bones" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BONES2 left BONES0 right BONES0 up BONES8 down BONES9 hp 35 weight 3 description "You see some bones" short "bones" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DIRT0 left DIRT0 right DIRT1 up DIRT2 down DIRT3 hp 100 weight -1 description "You see some dirt." short "dirt" fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DIRT1 left DIRT4 right DIRT5 up DIRT4 down DIRT5 hp 100 weight -1 description "You see some dirt." short "dirt" fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name COBWEB0 left COBWEB0 right COBWEB1 up COBWEB2 down COBWEB0 hp 1 weight -1 description "You see some cobwebs" short "cobwebs" translucent fixed IfKilled erase_it setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name FENCE left FENCE_L right FENCE_LIGHT up FENCE_T down FENCE_LIGHT2 hp 20000000 weight -1 description "You see a wire fence." short "fence" solid fixed IfKilled RESPAWN name FENCE_GATE_L_OPEN left FENCEGATE_L_OPEN right FENCEGATE_L_OPEN up FENCEGATE_L_OPEN down FENCEGATE_L_OPEN hp 20000000 weight -1 description "You see a sturdy gate made from steel." short "gate" solid fixed ifwielded close_lgate IfKilled RESPAWN setsolid V 0 0 1 1 setsolid H 0 0 1 1 name FENCE_GATE_L_CLOSED left FENCEGATEH_CLOSED right FENCEGATEH_CLOSED up FENCEGATEH_CLOSED down FENCEGATEH_CLOSED hp 20000000 weight -1 description "You see a sturdy gate made from steel." short "gate" solid fixed ifwielded open_lgate IfKilled RESPAWN name FENCE_GATE_R_OPEN left FENCEGATE_R_OPEN right FENCEGATE_R_OPEN up FENCEGATE_R_OPEN down FENCEGATE_R_OPEN hp 20000000 weight -1 description "You see a sturdy gate made from steel." short "gate" solid fixed ifwielded close_rgate IfKilled RESPAWN setsolid V 2 0 1 1 setsolid H 2 0 1 1 name FENCE_GATE_R_CLOSED left FENCEGATEH_CLOSED right FENCEGATEH_CLOSED up FENCEGATEH_CLOSED down FENCEGATEH_CLOSED hp 20000000 weight -1 description "You see a sturdy gate made from steel." short "gate" solid fixed ifwielded open_rgate IfKilled RESPAWN name FENCE_GATE_U_OPEN left FENCEGATE_U_OPEN right FENCEGATE_U_OPEN up FENCEGATE_U_OPEN down FENCEGATE_U_OPEN hp 20000000 weight -1 description "You see a sturdy gate made from steel." short "gate" solid fixed ifwielded close_ugate IfKilled RESPAWN setsolid V 0 0 1 1 setsolid H 0 0 1 1 name FENCE_GATE_U_CLOSED left FENCEGATEV_CLOSED right FENCEGATEV_CLOSED up FENCEGATEV_CLOSED down FENCEGATEV_CLOSED hp 20000000 weight -1 description "You see a sturdy gate made from steel." short "gate" solid fixed ifwielded open_ugate IfKilled RESPAWN name FENCE_GATE_D_OPEN left FENCEGATE_D_OPEN right FENCEGATE_D_OPEN up FENCEGATE_D_OPEN down FENCEGATE_D_OPEN hp 20000000 weight -1 description "You see a sturdy gate made from steel." short "gate" solid fixed ifwielded close_dgate IfKilled RESPAWN setsolid V 0 2 1 1 setsolid H 0 2 1 1 name FENCE_GATE_D_CLOSED left FENCEGATEV_CLOSED right FENCEGATEV_CLOSED up FENCEGATEV_CLOSED down FENCEGATEV_CLOSED hp 20000000 weight -1 description "You see a sturdy gate made from steel." short "gate" solid fixed ifwielded open_dgate IfKilled RESPAWN name HANGAR_DOOR_L_OPEN left HANGARDOOR_L_OPEN right HANGARDOOR_L_OPEN up HANGARDOOR_L_OPEN down HANGARDOOR_L_OPEN hp 20000000 weight -1 description "You see a hangar door." short "door" solid fixed ifwielded close_ldoor IfKilled RESPAWN setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name HANGAR_DOOR_L_CLOSED left HANGARDOOR_L_CLOSED right HANGARDOOR_L_CLOSED up HANGARDOOR_L_CLOSED down HANGARDOOR_L_CLOSED hp 20000000 weight -1 description "You see a hangar door." short "door" solid fixed ifwielded open_ldoor IfKilled RESPAWN blockslight name HANGAR_DOOR_R_OPEN left HANGARDOOR_R_OPEN right HANGARDOOR_R_OPEN up HANGARDOOR_R_OPEN down HANGARDOOR_R_OPEN hp 20000000 weight -1 description "You see a hangar door." short "door" solid fixed ifwielded close_rdoor IfKilled RESPAWN setsolid V 4 0 1 1 setsolid H 4 0 1 1 setActiveArea V 4 0 1 1 setActiveArea H 4 0 1 1 name HANGAR_DOOR_R_CLOSED left HANGARDOOR_R_CLOSED right HANGARDOOR_R_CLOSED up HANGARDOOR_R_CLOSED down HANGARDOOR_R_CLOSED hp 20000000 weight -1 description "You see a hangar door." short "door" solid fixed ifwielded open_rdoor IfKilled RESPAWN blockslight name HANGAR_DOOR_U_OPEN left HANGARDOOR_U_OPEN right HANGARDOOR_U_OPEN up HANGARDOOR_U_OPEN down HANGARDOOR_U_OPEN hp 20000000 weight -1 description "You see a hangar door." short "door" solid fixed ifwielded close_udoor IfKilled RESPAWN setsolid V 0 0 1 1 setsolid H 0 0 1 1 name HANGAR_DOOR_U_CLOSED left HANGARDOOR_U_CLOSED right HANGARDOOR_U_CLOSED up HANGARDOOR_U_CLOSED down HANGARDOOR_U_CLOSED hp 20000000 weight -1 description "You see a hangar door." short "door" solid fixed ifwielded open_udoor IfKilled RESPAWN blockslight name HANGAR_DOOR_D_OPEN left HANGARDOOR_D_OPEN right HANGARDOOR_D_OPEN up HANGARDOOR_D_OPEN down HANGARDOOR_D_OPEN hp 20000000 weight -1 description "You see a hangar door." short "door" solid fixed ifwielded close_ddoor IfKilled RESPAWN setsolid V 0 4 1 1 setsolid H 0 4 1 1 name HANGAR_DOOR_D_CLOSED left HANGARDOOR_D_CLOSED right HANGARDOOR_D_CLOSED up HANGARDOOR_D_CLOSED down HANGARDOOR_D_CLOSED hp 20000000 weight -1 description "You see a hangar door." short "door" solid fixed ifwielded open_ddoor IfKilled RESPAWN blockslight name hangar_sign left hangar02 right hangar03 up hangar01 down hangar04 hp 10000 weight -1 description "You see a sign." short "sign" fixed invisible name HITECH_DOOR_OPEN left HTDOOR_OPEN2 right HTDOOR_OPEN2 up HTDOOR_OPEN down HTDOOR_OPEN hp 20000000 weight -1 description "You see a sliding door." short "door" ifwielded close_htdoor IfKilled RESPAWN translucent solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 name HITECH_DOOR_CLOSED left HTDOOR_CLOSED2 right HTDOOR_CLOSED2 up HTDOOR_CLOSED down HTDOOR_CLOSED hp 20000000 weight -1 description "You see a sliding door." short "door" solid fixed ifused use_htdoor ifwielded open_htdoor IfKilled RESPAWN will_open # blockslight translucent name FENCE_CORNER left FENCE_TL right FENCE_TR up FENCE_BL down FENCE_BR hp 20000000 weight -1 description "You see a wire fence." short "fence" solid fixed IfKilled RESPAWN name SECURITY_LIGHT left SECURITY_LIGHT_H right SECURITY_LIGHT_H up SECURITY_LIGHT_V down SECURITY_LIGHT_V hp 20000000 weight -1 description "You see a security light." short "light" solid light fixed IfKilled RESPAWN name FENCE2 left FENCE2_V right FENCE2_V2 up FENCE2_H down FENCE2_H2 hp 100 weight -1 description "You see a wooden fence." short "fence" IfKilled break_fence solid fixed name FENCE2_BROKEN left FENCE2_VB right FENCE2_VB up FENCE2_HB down FENCE2_HB hp 10000 weight -1 fixed description "You see a wooden fence." short "fence" IfKilled RESPAWN name FENCE2_END left FENCE2_L right FENCE2_R up FENCE2_T down FENCE2_B hp 1000 weight -1 description "You see a wooden fence." short "fence" IfKilled RESPAWN solid fixed name FENCE2_CORNER left FENCE2_BL right FENCE2_TR up FENCE2_TL down FENCE2_BR hp 10000 weight -1 description "You see a wooden fence." short "fence" IfKilled RESPAWN solid fixed name F16-GREY left F16GRAY-L right F16GRAY-R up F16GRAY-U down F16GRAY-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 5000000 damage 100 description "You see an F-16 falcon." short "fighter" solid person shadow male cant_eat race cyber ifhurt jet_hurt setsolid V 2 0 3 10 setsolid H 0 2 10 3 setActiveArea V 0 0 7 10 setActiveArea H 0 0 10 7 name F16-BLACK left F16BLACK-L right F16BLACK-R up F16BLACK-U down F16BLACK-D hp 60000 max_hp 60000 strength 100 intelligence 300 weight 5000000 dexterity 200 damage 1000 description "You see a black F-16 falcon." short "fighter" solid person shadow male cant_eat race cyber ifkilled f16v_regen ifhurt f16v_hurt attack attack_laseralways user1 fx_laserbeam_red range 8 setsolid V 2 0 3 10 setsolid H 0 2 10 3 setActiveArea V 0 0 7 10 setActiveArea H 0 0 10 7 name SU27-GREY-F left SU27GRAY-L right SU27GRAY-R up SU27GRAY-U down SU27GRAY-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 5000000 damage 100 description "You see a Sukhoi fighter of some kind." short "fighter" solid person shadow female cant_eat race cyber ifhurt jet_hurt setsolid V 3 1 1 7 setsolid H 1 3 7 1 setActiveArea V 1 1 5 7 setActiveArea H 1 1 7 5 name SU27-GREY-M left SU27GRAY-L right SU27GRAY-R up SU27GRAY-U down SU27GRAY-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 5000000 damage 100 description "You see a Sukhoi fighter of some kind." short "fighter" solid person shadow male cant_eat race cyber ifhurt jet_hurt setsolid V 3 1 1 7 setsolid H 1 3 7 1 setActiveArea V 1 1 5 7 setActiveArea H 1 1 7 5 name F18-GREY left F18GRAY-L right F18GRAY-R up F18GRAY-U down F18GRAY-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 5000000 damage 100 description "You see an F-18 hornet." short "fighter" solid person shadow male cant_eat race cyber ifhurt jet_hurt setsolid V 4 2 1 6 setsolid H 2 4 6 1 setActiveArea V 3 1 3 7 setActiveArea H 1 3 7 3 name HAWK-GREY-M left HAWKGRAY-L right HAWKGRAY-R up HAWKGRAY-U down HAWKGRAY-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 5000000 damage 100 description "You see a hawk fighter." short "fighter" solid person shadow male cant_eat race cyber ifhurt jet_hurt setsolid V 2 1 2 5 setsolid H 1 2 5 2 setActiveArea V 2 1 2 5 setActiveArea H 1 2 5 2 name HAWK-GREY-F left HAWKGRAY-L right HAWKGRAY-R up HAWKGRAY-U down HAWKGRAY-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 5000000 damage 100 description "You see a hawk fighter." short "fighter" solid person shadow female cant_eat race cyber ifhurt jet_hurt setsolid V 2 1 2 5 setsolid H 1 2 5 2 setActiveArea V 2 1 2 5 setActiveArea H 1 2 5 2 name HAWK-BLUE-F left HAWKBLUE-L right HAWKBLUE-R up HAWKBLUE-U down HAWKBLUE-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 5000000 damage 100 description "You see a hawk fighter." short "fighter" solid person shadow female cant_eat race cyber ifhurt jet_hurt setsolid V 2 1 2 5 setsolid H 1 2 5 2 setActiveArea V 2 1 2 5 setActiveArea H 1 2 5 2 name GR1-GREEN left GR1GREEN-L right GR1GREEN-R up GR1GREEN-U down GR1GREEN-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 4000000 damage 100 description "You see a Tornado fighter-bomber." short "fighter" solid person shadow male cant_eat race cyber ifhurt jet_hurt setsolid V 1 0 3 8 setsolid H 0 1 8 3 setActiveArea V 0 0 5 8 setActiveArea H 0 0 8 5 name GR1-BLUE left GR1BLUE-L right GR1BLUE-R up GR1BLUE-U down GR1BLUE-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 4000000 damage 100 description "You see a Tornado fighter-bomber." short "fighter" solid person shadow male cant_eat race cyber ifhurt jet_hurt setsolid V 1 0 3 8 setsolid H 0 1 8 3 setActiveArea V 0 0 5 8 setActiveArea H 0 0 8 5 name HJJ-BLUE left HJJ-L right HJJ-R up HJJ-U down HJJ-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 4000000 damage 100 description "You see a harrier jump-jet." short "harrier" solid person shadow male cant_eat race cyber ifhurt jet_hurt setsolid V 3 1 2 9 setsolid H 1 3 9 2 setActiveArea V 2 0 4 10 setActiveArea H 0 2 10 4 name F15-GREY left F15GRAY-L right F15GRAY-R up F15GRAY-U down F15GRAY-D hp 5000 max_hp 6000 strength 100 intelligence 300 weight 5000000 damage 100 description "You see an F-15 eagle." short "fighter" solid person shadow male cant_eat race cyber ifhurt jet_hurt setsolid V 3 1 2 8 setsolid H 1 3 8 2 setActiveArea V 2 1 4 8 setActiveArea H 1 2 8 4 name TREE00 left TREE00 right TREE00 up TREE00 down TREE00 hp 250 weight -1 description "You see a tree." short "tree" solid fixed spikeproof decorative setsolid V 1 1 1 1 setsolid H 1 1 1 1 setActiveArea V 0 0 2 2 setActiveArea H 0 0 2 2 name TREE01 left TREE01 right TREE01 up TREE01 down TREE01 hp 250 weight -1 description "You see a tree." short "tree" solid fixed spikeproof decorative setsolid V 2 1 1 2 setsolid H 2 1 1 2 setActiveArea V 2 1 1 2 setActiveArea H 2 1 1 2 name TREE01_REAL left TREE01 right TREE01 up TREE01 down TREE01 hp 250 weight -1 description "You see a tree." short "tree" solid fixed setsolid V 2 1 1 2 setsolid H 2 1 1 2 setActiveArea V 2 1 1 2 setActiveArea H 2 1 1 2 name TREE01_STUMP left TREE01ST right TREE01ST up TREE01ST down TREE01ST hp 250000 weight -1 description "You see a tree stump." short "tree stump" solid fixed setsolid V 0 0 2 1 setsolid H 0 0 2 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 2 1 name TREE02 left TREE02 right TREE02 up TREE02 down TREE02 hp 250 weight -1 description "You see a tree." short "tree" solid fixed spikeproof decorative setsolid V 2 1 1 2 setsolid H 2 1 1 2 setActiveArea V 0 0 3 2 setActiveArea H 0 0 3 2 name TREE02_REAL left TREE02 right TREE02 up TREE02 down TREE02 hp 250 weight -1 description "You see a tree." short "tree" solid fixed setsolid V 2 1 1 2 setsolid H 2 1 1 2 setActiveArea V 0 0 3 2 setActiveArea H 0 0 3 2 name TREE03 left TREE03 right TREE03 up TREE03 down TREE03 hp 250 weight -1 description "You see a tree." short "tree" solid fixed decorative spikeproof setsolid V 2 1 1 2 setsolid H 2 1 1 2 setActiveArea V 0 0 3 2 setActiveArea H 0 0 3 2 name TREE04 left TREE04 right TREE04 up TREE04 down TREE04 hp 250 weight -1 description "You see a dead tree." short "dead tree" solid fixed decorative spikeproof setsolid V 2 1 1 2 setsolid H 2 1 1 2 setActiveArea V 0 0 3 2 setActiveArea H 0 0 3 2 name TREE05 left TREE05 right TREE05 up TREE05 down TREE05 hp 250 weight -1 description "You see a dead tree." short "dead tree" solid fixed spikeproof decorative setsolid V 2 1 1 2 setsolid H 2 1 1 2 setActiveArea V 0 0 3 2 setActiveArea H 0 0 3 2 name TREE06 left TREE06 right TREE06 up TREE06 down TREE06 hp 250 weight -1 description "You see a dead tree." short "dead tree" solid fixed spikeproof decorative setsolid V 0 0 3 1 setsolid H 0 0 3 1 setActiveArea V 0 0 4 2 setActiveArea H 0 0 4 2 name TREE07 left TREE07 right TREE07 up TREE07 down TREE07 hp 250 weight -1 description "You see an apple tree." short "tree" solid fixed spikeproof karma 6 ifused appletree setsolid V 1 1 1 1 setsolid H 1 1 1 1 setActiveArea V 0 0 2 2 setActiveArea H 0 0 2 2 name TREE08 left TREE08 right TREE08 up TREE08 down TREE08 hp 250 karma 6 weight -1 description "You see an apple tree." short "tree" solid fixed spikeproof ifused appletree setsolid V 2 1 1 2 setsolid H 2 1 1 2 setActiveArea V 0 0 3 2 setActiveArea H 0 0 3 2 name TREE09 left TREE09 right TREE09 up TREE09 down TREE09 hp 250 weight -1 description "You see a palm tree." short "tree" solid fixed decorative spikeproof setsolid V 1 1 1 1 setsolid H 1 1 1 1 setActiveArea V 0 0 2 2 setActiveArea H 0 0 2 2 name STAKE left STAKE3 right STAKE1 up STAKE1 down STAKE2 hp 10000 weight -1 description "You see a stake." short "stake" solid fixed spikeproof setsolid V 1 0 2 3 setsolid H 1 0 2 3 setActiveArea V 1 0 2 3 setActiveArea H 1 0 2 3 name COW_THECOW left COW_THECOW_L right COW_THECOW_R up COW_THECOW_U down COW_THECOW_D hp 500 dexterity 50 strength 1000 intelligence 40 weight 5000000 damage 100 speed 80 description "You see a cow 25 foot high." short "Cow" solid person female Attack trample_attack ifkilled thecow_dies wont_shut_doors wont_open_doors # setsolid H 1 1 3 2 # setsolid V 1 1 2 3 # setActiveArea H 0 1 5 2 # setActiveArea V 1 0 2 5 name COW_THECOW_DEAD left COW_THECOW_DEAD right COW_THECOW_DEAD up COW_THECOW_DEAD down COW_THECOW_DEAD hp 600 strength 100 weight 1000000 description "You see a dead cow 25 foot long." short "gigantic carcass" solid name COW left COW_NORMAL_L right COW_NORMAL_R up COW_NORMAL_U down COW_NORMAL_D hp 60 dexterity 50 strength 100 intelligence 40 weight 1000000 damage 15 speed 20 description "You see a fresian cow." short "cow" behaviour graze Attack close_attack IfKilled cow_dies IfHurt hurt_wild ifhorrified cow_horror solid person female biological race cow rank prey wont_shut_doors wont_open_doors contains food05 contains food05 name COW_DEAD left COW_DEAD right COW_DEAD up COW_DEAD down COW_DEAD hp 600 strength 100 weight 1000000 speed 20 description "You see a dead cow." short "body" solid iflookedat SearchContainer ifused spill ifkilled deadcow_hurt horrific name COW_EVIL left COW_NORMAL_L right COW_NORMAL_R up COW_NORMAL_U down COW_NORMAL_D hp 90 dexterity 90 strength 100 intelligence 90 weight 1000000 damage 20 speed 100 description "You see a fresian cow." short "cow" behaviour attack_party Attack close_attack IfKilled cow_dies IfHurt hurt_wild solid person female biological race cow wont_shut_doors wont_open_doors contains food05 contains food05 contains toadstone name SHEEP left SHEEP_LEFT right SHEEP_RIGHT up SHEEP_UP down SHEEP_DOWN hp 60 dexterity 50 strength 100 intelligence 40 weight 20000 damage 15 speed 20 description "You see a sheep." short "sheep" behaviour graze Attack close_attack IfKilled sheep_dies IfHurt hurt_wild ifhorrified cow_horror solid person female biological race sheep rank prey wont_shut_doors wont_open_doors contains food05 contains food05 name SHEEP_DEAD left SHEEP_DEAD right SHEEP_DEAD up SHEEP_DEAD down SHEEP_DEAD hp 600 strength 100 weight 20000 speed 20 description "You see a dead sheep." short "body" solid iflookedat SearchContainer ifused use_sheep horrific name SHEEP_EVIL left SHEEP_LEFT right SHEEP_RIGHT up SHEEP_UP down SHEEP_DOWN hp 180 dexterity 90 strength 100 intelligence 90 weight 20000 damage 20 speed 100 description "You see a sheep." short "sheep" behaviour graze_attack_party Attack close_attack IfKilled sheep_dies IfHurt hurt_wild solid person female biological race sheep wont_shut_doors wont_open_doors contains food05 contains food05 contains toadstone name KID_PAPER left KIDDIE-DRAWING-1L right KIDDIE-DRAWING-1R up KIDDIE-DRAWING-1 down KIDDIE-DRAWING-1 hp 15 weight 5 description "You see a child's drawings." short "faded paper" IfLookedAt kidpaper spikeproof name KID_PAPER2 left KIDDIE-DRAWING-2L right KIDDIE-DRAWING-2R up KIDDIE-DRAWING-2 down KIDDIE-DRAWING-2 hp 15 weight 5 description "You see a child's drawings." short "faded paper" IfLookedAt kidpaper spikeproof name KID_PAPER_BLANK left KIDDIE-DRAWING-3L right KIDDIE-DRAWING-3R up KIDDIE-DRAWING-3 down KIDDIE-DRAWING-3 hp 15 weight 5 description "You see a piece of blank paper." short "faded paper" spikeproof name PAPER left KIDDIE-DRAWING-1L right KIDDIE-DRAWING-1R up KIDDIE-DRAWING-1 down KIDDIE-DRAWING-1 hp 15 weight 5 description "You see a parchment with writing on it." short "paper" IfUsed BOOK_USE spikeproof name PAPER_BLANK left KIDDIE-DRAWING-3L right KIDDIE-DRAWING-3R up KIDDIE-DRAWING-3 down KIDDIE-DRAWING-3 hp 15 weight 5 description "You see a piece of blank parchment." short "paper" spikeproof name W_PAPER left KIDDIE-DRAWING-1L right KIDDIE-DRAWING-1R up KIDDIE-DRAWING-1 down KIDDIE-DRAWING-1 hp 20 weight 5 description "You see something written in a strange, printed text." short "paper" name PAPER_GUNPOWDER1 left KIDDIE-DRAWING-1L right KIDDIE-DRAWING-1R up KIDDIE-DRAWING-1 down KIDDIE-DRAWING-1 hp 15 weight 5 description "You see a parchment with writing on it." short "paper" IfUsed BOOK_USE spikeproof conversation books/misc/gunpwdr1.txt name PAPER_GUNPOWDER2 left KIDDIE-DRAWING-1L right KIDDIE-DRAWING-1R up KIDDIE-DRAWING-1 down KIDDIE-DRAWING-1 hp 20 weight 5 description "You see something written in a strange, printed text." short "paper" name PLAQUE_STONE left PLAQUE_STONE_H right PLAQUE_STONE_H up PLAQUE_STONE_V down PLAQUE_STONE_V hp 10000 weight -1 description "You see a stone plaque." short "plaque" IfLookedAt door_sign fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PLAQUE_BRASS left PLAQUE_BRASS_H right PLAQUE_BRASS_H up PLAQUE_BRASS_V down PLAQUE_BRASS_V hp 10000 weight -1 description "You see a brass plaque." short "plaque" IfLookedAt door_sign fixed spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name RUBBLE_00 left RUBBLE00 right RUBBLE00 up RUBBLE00 down RUBBLE00 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative name RUBBLE_01 left RUBBLE01 right RUBBLE01 up RUBBLE01 down RUBBLE01 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative name RUBBLE_02 left RUBBLE02 right RUBBLE02 up RUBBLE02 down RUBBLE02 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative name RUBBLE_03 left RUBBLE03 right RUBBLE03 up RUBBLE03 down RUBBLE03 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative name RUBBLE_04 left RUBBLE04 right RUBBLE04 up RUBBLE04 down RUBBLE04 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative name RUBBLE_05060717 left RUBBLE17 right RUBBLE07 up RUBBLE05 down RUBBLE06 hp 2000000000 weight -1 description "You see some pieces of rubble." short "rubble" IfKilled RESPAWN spikeproof name RUBBLE_080910 left RUBBLE08 right RUBBLE08 up RUBBLE09 down RUBBLE10 hp 2000000000 weight 2000 damage 50 armour 50 description "You see a chunk of brickwork." short "brickwork" IfKilled RESPAWN spikeproof name RUBBLE_11 left RUBBLE11 right RUBBLE11 up RUBBLE11 down RUBBLE11 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 2 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 2 1 name RUBBLE_12 left RUBBLE12 right RUBBLE12 up RUBBLE12 down RUBBLE12 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_13 left RUBBLE13 right RUBBLE13 up RUBBLE13 down RUBBLE13 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_14 left RUBBLE14 right RUBBLE14 up RUBBLE14 down RUBBLE14 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_15 left RUBBLE15 right RUBBLE15 up RUBBLE15 down RUBBLE15 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_16 left RUBBLE16 right RUBBLE16 up RUBBLE16 down RUBBLE16 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_18 left RUBBLE18 right RUBBLE18 up RUBBLE18 down RUBBLE18 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 1 2 setsolid H 0 0 1 2 setActiveArea V 0 0 1 2 setActiveArea H 0 0 1 2 name RUBBLE_19 left RUBBLE19 right RUBBLE19 up RUBBLE19 down RUBBLE19 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_20 left RUBBLE20 right RUBBLE20 up RUBBLE20 down RUBBLE20 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_21 left RUBBLE21 right RUBBLE21 up RUBBLE21 down RUBBLE21 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_22 left RUBBLE22 right RUBBLE22 up RUBBLE22 down RUBBLE22 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_23 left RUBBLE23 right RUBBLE23 up RUBBLE23 down RUBBLE23 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_24 left RUBBLE24 right RUBBLE24 up RUBBLE24 down RUBBLE24 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name RUBBLE_25 left RUBBLE25 right RUBBLE25 up RUBBLE25 down RUBBLE25 hp 2000000000 weight -1 description "You see some demolished walls." short "rubble" IfKilled RESPAWN solid fixed spikeproof decorative setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name PLANKS_00 left PLANKS02 right PLANKS03 up PLANKS00 down PLANKS01 hp 2000000000 weight 2000 damage 25 description "You see a plank of wood." short "wood" IfKilled RESPAWN spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PLANKS_01 left PLANKS06 right PLANKS07 up PLANKS04 down PLANKS05 hp 2000000000 weight 2000 damage 25 description "You see a plank of wood." short "wood" IfKilled RESPAWN spikeproof setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PEW_MIDDLE left PEW5 right PEW5 up PEW2 down PEW2 hp 2000 weight -1 description "You see some crude wooden pews." short "pews" IfTriggered SIT_DOWN_human fixed no_resurrect setsolid V 0 1 1 1 setsolid H 0 1 1 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 1 2 name PEW_RIGHT left PEW4 right PEW4 up PEW1 down PEW1 hp 2000 weight -1 description "You see some crude wooden pews." short "pews" IfTriggered SIT_DOWN_human fixed no_resurrect setsolid V 0 1 1 1 setsolid H 0 1 1 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 1 2 name SIGN01 left SIGN01L right SIGN01R up SIGN01U down SIGN01D hp 2000000 max_hp 2000000 weight -1 description "You see a signpost." short "signpost" IfKilled RESPAWN IfLookedAt GENERIC_SIGN solid fixed spikeproof name SIGN02 left SIGN02LR right SIGN02LR up SIGN02UD down SIGN02UD hp 2000000 max_hp 2000000 weight -1 description "You see a signpost." short "signpost" IfKilled RESPAWN IfLookedAt GENERIC_SIGN solid fixed spikeproof name SIGN03 left SIGN03 right SIGN03 up SIGN03 down SIGN03 hp 2000000 max_hp 2000000 weight -1 description "You see a shop sign." short "sign" IfKilled RESPAWN IfLookedAt GENERIC_SIGN solid fixed spikeproof name SIGN04 left SIGN04 right SIGN04 up SIGN04 down SIGN04 hp 2000000 max_hp 2000000 weight -1 description "You see a fletcher's sign." short "sign" IfKilled RESPAWN IfLookedAt GENERIC_SIGN solid fixed spikeproof name SIGN05 left SIGN06 right SIGN06 up SIGN05 down SIGN05 hp 2000000 max_hp 2000000 weight -1 description "You see a sign." short "sign" IfKilled RESPAWN IfLookedAt GENERIC_SIGN solid fixed spikeproof name SIGN07 left SIGN07LR right SIGN07LR up SIGN07UD down SIGN07UD hp 2000000 max_hp 2000000 weight -1 description "You see a pub sign." short "sign" IfKilled RESPAWN IfLookedAt GENERIC_SIGN solid fixed spikeproof name SIGN08 left SIGN08 right SIGN08 up SIGN08 down SIGN08 hp 2000000 max_hp 2000000 weight -1 description "You see a tailor's sign." short "sign" IfKilled RESPAWN IfLookedAt GENERIC_SIGN solid fixed spikeproof name LIFEBELT left LIFEBELT right LIFEBELT up LIFEBELT down LIFEBELT hp 2000000 max_hp 2000000 weight 1000 description "You see a lifebelt." short "lifebelt" IfKilled RESPAWN boat spikeproof IfWielded wield_helmet wielded name RADSIGN left RADSIGN_H right RADSIGN_H up RADSIGN_V down RADSIGN_V hp 2000000 max_hp 2000000 weight -1 description "You see a radiation warning." short "warning sign" IfKilled RESPAWN IfLookedAt GENERIC_SIGN solid fixed spikeproof name LEVER left LEVER02 right LEVER02 up LEVER01 down LEVER01 hp 2000000 max_hp 2000000 weight -1 description "You see a lever." short "lever" IfKilled RESPAWN fixed spikeproof solid name LEVER2 left LEVER03 right LEVER03 up LEVER04 down LEVER04 hp 2000000 max_hp 2000000 weight -1 description "You see a lever." short "lever" IfKilled RESPAWN fixed spikeproof name LEVER3 left LEVER05 right LEVER05 up LEVER06 down LEVER06 hp 2000000 max_hp 2000000 weight -1 description "You see a lever." short "lever" IfKilled RESPAWN fixed spikeproof name FIRE-A left FIRE-A2 right FIRE-A3 up FIRE-A down FIRE-A2 hp 2000000000 weight -1 damage 10 light 1 description "You see fire" short "fire" IfTriggered spikes IfKilled respawn name LOOM left LOOM00 right LOOM00 up LOOM00 down LOOM00 hp 100 weight 100000 description "You see a loom" short "loom" IfKilled loom_break solid fixed spikeproof no_resurrect setsolid V 0 0 2 2 setsolid H 0 0 2 2 setActiveArea V 0 0 2 2 setActiveArea H 0 0 2 2 name LOOM_BROKEN left LOOM01 right LOOM01 up LOOM01 down LOOM01 hp 10000 weight 100000 description "You see a smashed loom" short "broken loom" solid fixed spikeproof setsolid V 0 0 2 2 setsolid H 0 0 2 2 setActiveArea V 0 0 2 2 setActiveArea H 0 0 2 2 name W_BED left WARG_BED right WARG_BED up WARG_BED2 down WARG_BED2 hp 10000 weight 120000 description "You see a curiously-shaped bed." short "bed" IfTriggered sit_down_warg wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name FOOD00 left FOOD00 right FOOD00 up FOOD00 down FOOD00 hp 2 weight 75 description "You see a bunch of carrots" short "carrots" IfUsed EAT_FOOD no_resurrect name FOOD01 left FOOD01 right FOOD01 up FOOD01 down FOOD01 hp 2 weight 50 description "You see a loaf of bread." short "bread" IfUsed EAT_FOOD no_resurrect name FOOD02 left FOOD02 right FOOD02 up FOOD02 down FOOD02 hp 2 weight 25 description "You see half a loaf of bread." short "bread" IfUsed EAT_FOOD no_resurrect name FOOD03 left FOOD03 right FOOD03 up FOOD03 down FOOD03 hp 4 weight 100 description "You see a potato." short "potato" IfUsed EAT_FOOD no_resurrect name FOOD04 left FOOD04A right FOOD04 up FOOD04A down FOOD04 hp 2 weight 100 description "You see some butter." short "butter" IfUsed EAT_FOOD no_resurrect name FOOD05 left FOOD05 right FOOD05 up FOOD05 down FOOD05 hp 2 weight 500 description "You see a leg of meat." short "meat" IfUsed EAT_FOOD no_resurrect race cow name FOOD06 left FOOD06 right FOOD06 up FOOD06 down FOOD06 hp 2 weight 80 description "You see some ham." short "ham" IfUsed EAT_FOOD no_resurrect race pig name FOOD07 left FOOD07 right FOOD07 up FOOD07 down FOOD07 hp 2 weight 250 description "You see a cheese." short "cheese" IfUsed EAT_FOOD no_resurrect name FOOD08 left FOOD08A right FOOD08 up FOOD08 down FOOD08 hp 2 weight 500 description "You see a fish." short "fish" IfUsed EAT_FOOD no_resurrect name FOOD09 left FOOD09 right FOOD09 up FOOD09 down FOOD09 hp 2 weight 100 description "You see some berries." short "berries" IfUsed EAT_FOOD no_resurrect name FOOD10 left FOOD10 right FOOD10 up FOOD10 down FOOD10 hp 2 weight 100 description "You see an egg." short "egg" IfUsed EAT_FOOD ifkilled erase_it fragile no_resurrect name FOOD11 left FOOD11 right FOOD11 up FOOD11 down FOOD11 hp 2 weight 600 description "You see a lettuce." short "lettuce" IfUsed EAT_FOOD no_resurrect name FOOD12 left FOOD12 right FOOD12 up FOOD12 down FOOD12 hp 2 weight 250 description "You see a pile of apples." short "apples" IfUsed EAT_FOOD no_resurrect name FOOD13 left FOOD14 right FOOD13 up FOOD13 down FOOD14 hp 2 weight 100 description "You see some 'butter'." short "blood butter" IfUsed EAT_FOOD no_resurrect name FOOD15 left FOOD15 right FOOD15 up FOOD15 down FOOD15 hp 2 weight 500 description "You see a pie." short "pie" IfUsed EAT_FOOD IfKilled break_pie IfLookedAt look_pie no_resurrect name FOOD15_DEAD left FOOD15a right FOOD15a up FOOD15a down FOOD15a hp 2 weight 100 description "You see some bits of pastry." short "broken pie" IfUsed EAT_FOOD no_resurrect name FOODP00 left FOODP02 right FOODP03 up FOODP00 down FOODP01 hp 2 weight 75 description "You see a portion of meat." short "meat" IfUsed EAT_FOOD no_resurrect quantity name FOODP01 left FOODP06 right FOODP07 up FOODP04 down FOODP05 hp 2 weight 75 description "You see a portion of grapes." short "grapes" IfUsed EAT_FOOD no_resurrect quantity name FOODP02 left FOODP10 right FOODP11 up FOODP08 down FOODP09 hp 2 weight 75 description "You see an egg." short "egg" IfUsed EAT_FOOD ifkilled erase_it fragile no_resurrect quantity name FOODP03 left FOODP14 right FOODP15 up FOODP12 down FOODP13 hp 2 weight 75 description "You see a slice of cheese." short "cheese" IfUsed EAT_FOOD no_resurrect quantity name FOODP04 left FOODP18 right FOODP19 up FOODP16 down FOODP17 hp 2 weight 75 description "You see a bread roll." short "roll" IfUsed EAT_FOOD no_resurrect name FOODP04_honey left FOODP18 right FOODP19 up FOODP16 down FOODP17 hp 2 weight 85 description "You see a bread roll covered in honey." short "sticky roll" IfUsed EAT_FOOD no_resurrect quantity name FOODP05 left FOODP22 right FOODP23 up FOODP20 down FOODP21 hp 2 weight 75 description "You see a portion of carrots." short "carrots" IfUsed EAT_FOOD no_resurrect quantity name FOODP06 left FOODP26 right FOODP27 up FOODP24 down FOODP25 hp 2 weight 75 description "You see a cake." short "cake" IfUsed EAT_FOOD no_resurrect quantity name FOODP07 left FOODP30 right FOODP31 up FOODP28 down FOODP29 hp 2 weight 75 description "You see a piece of fish." short "fish" IfUsed EAT_FOOD no_resurrect quantity name FOODP08 left FOODP34 right FOODP35 up FOODP32 down FOODP33 hp 2 weight 60 description "You see an apple." short "apple" IfUsed EAT_FOOD no_resurrect name FOODP08_honey left FOODP34 right FOODP35 up FOODP32 down FOODP33 hp 2 weight 70 description "You see an apple covered in honey." short "sticky apple" IfUsed EAT_FOOD no_resurrect quantity name FOODP09 left FOODP38 right FOODP39 up FOODP36 down FOODP37 hp 2 weight 60 description "You see a pepper." short "pepper" IfUsed EAT_FOOD no_resurrect quantity name FOODP10 left FOODP42 right FOODP43 up FOODP40 down FOODP41 hp 2 weight 100 description "You see a lettuce leaf." short "lettuce" IfUsed EAT_FOOD no_resurrect quantity name GRAPES left GRAPES04 right GRAPES05 up GRAPES06 down GRAPES07 hp 200 weight 100 description "You see a bunch of grapes." short "grapes" IfUsed EAT_FOOD no_resurrect name FISHROD left FISHROD right FISHROD up FISHROD down FISHROD hp 25 weight 10 description "You see a fishing rod." short "fishing rod" IfUsed FISH4U no_resurrect setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TOOLS00 left TOOLS00 right TOOLS00 up TOOLS00 down TOOLS00 hp 400 weight 1000 damage 4 description "You see a hoe." short "hoe" IfWielded wield_weapon Attack CLOSE_ATTACK wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TOOLS01 left TOOLS01 right TOOLS01 up TOOLS01 down TOOLS01 hp 400 weight 1000 damage 8 description "You see a pitchfork." short "pitchfork" IfWielded wield_weapon Attack CLOSE_ATTACK wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TOOLS02 left TOOLS02 right TOOLS02 up TOOLS02 down TOOLS02 hp 400 weight 1000 damage 4 description "You see a rake." short "rake" IfWielded wield_weapon Attack CLOSE_ATTACK wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TOOLS03 left TOOLS03 right TOOLS03 up TOOLS03 down TOOLS03 hp 400 weight 750 damage 15 description "You see a sharp hatchet" short "hatchet" IfWielded wield_weapon Attack CLOSE_ATTACK wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TOOLS04 left TOOLS04 right TOOLS04 up TOOLS04 down TOOLS04 hp 400 weight 1000 damage 3 description "You see a pair of tongs." short "tongs" IfWielded wield_weapon Attack CLOSE_ATTACK wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TOOLS05 left TOOLS05 right TOOLS05 up TOOLS05 down TOOLS05 hp 400 weight 2000 damage 20 description "You see a hammer." short "hammer" IfWielded wield_weapon Attack CLOSE_ATTACK wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name TOOLS06 left TOOLS06 right TOOLS06 up TOOLS06 down TOOLS06 hp 400 weight 600 damage 8 description "You see a spanner." short "spanner" IfWielded wield_weapon Attack CLOSE_ATTACK wielded name TOOLS07 left TOOLS07 right TOOLS07 up TOOLS07 down TOOLS07 hp 400 weight 200 description "You see a screwdriver." short "screwdriver" name TOOLS08 left TOOLS08 right TOOLS08 up TOOLS08 down TOOLS08 hp 400 weight 200 description "You see a pair of sidecutters." short "sidecutters" ifused use_cutters name TOOLS09 left TOOLS09 right TOOLS09 up TOOLS09 down TOOLS09 hp 400 weight 1000 description "You see a spade." short "spade" ifused use_spade name TOOLS10 left TOOLS10 right TOOLS10 up TOOLS10 down TOOLS10 hp 400 weight 20 description "You see a needle." short "needle" damage 2 IfWielded wield_weapon Attack close_attack wielded name TOOLS11 left TOOLS11 right TOOLS11 up TOOLS11 down TOOLS11 hp 400 weight 20 description "You see some crude scissors." short "scissors" damage 4 IfWielded wield_weapon Attack close_attack wielded name HATCHTOOL left DOORTOOL right DOORTOOL up DOORTOOL down DOORTOOL hp 400 weight 150 description "You see some kind of electronic tool." short "device" ifused use_hatch_tool name CLOTH00 left CLOTH03 right CLOTH01 up CLOTH02 down CLOTH02 hp 100 weight 250 description "You see some cloth." short "cloth" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CLOTH01 left CLOTH03 right CLOTH03 up CLOTH03 down CLOTH03 hp 100 weight 250 description "You see some cloth." short "cloth" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CLOTH02 left CLOTH04 right CLOTH04 up CLOTH04 down CLOTH04 hp 100 weight 250 description "You see some tough, coarse cloth." short "cloth" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CLOTH03 left CLOTH01 right CLOTH01 up CLOTH01 down CLOTH01 hp 100 weight 250 description "You see some cloth." short "cloth" name CLOTH04 left CLOTH00 right CLOTH00 up CLOTH00 down CLOTH00 hp 100 weight 250 description "You see some cloth." short "cloth" name CLOTH_BROKEN left CLOTH05 right CLOTH06 up CLOTH07 down CLOTH08 hp 100 weight 200 description "You see some torn cloth." short "ruined cloth" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CLOTH_BROKEN2 left CLOTH09 right CLOTH09 up CLOTH09 down CLOTH09 hp 100 weight 200 description "You see some torn cloth." short "ruined cloth" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name THREAD00 left THREAD00 right THREAD01 up THREAD02 down THREAD03 hp 100 weight 250 description "You see a reel of thread." short "thread" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name THREAD01 left THREAD04 right THREAD04 up THREAD04 down THREAD04 hp 100 weight 250 description "You see a reel of coarse thread." short "thread" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ROPE00 left ROPE00 right ROPE00 up ROPE00 down ROPE00 hp 100 weight 2500 description "You see a coil of rope." short "rope" name CLOTHING00 left CLOTHING00 right CLOTHING00 up CLOTHING00 down CLOTHING00 hp 100 weight 100 armour 4 description "You see a jacket." short "jacket" IfWielded wield_armour wielded name CLOTHING01 left CLOTHING01 right CLOTHING01 up CLOTHING01 down CLOTHING01 hp 100 weight 100 armour 5 description "You see a cloak." short "cloak" IfWielded wield_armour wielded name CLOTHING02 left CLOTHING02 right CLOTHING02 up CLOTHING02 down CLOTHING02 hp 100 weight 100 armour 4 description "You see a violet jacket." short "jacket" IfWielded wield_armour wielded name PANTHERSUIT left PANTHERSUIT right PANTHERSUIT up PANTHERSUIT down PANTHERSUIT hp 100 weight 250 description "You see a coat of synthetic panther fur." short "panther fur" IfWielded wield_panther wielded name ARMOUR00 left ARMOUR00 right ARMOUR00 up ARMOUR00 down ARMOUR00 hp 100 weight 30 armour 4 description "You see some cloth armour." short "armour" IfWielded wield_armour wielded name ARMOUR01 left ARMOUR01 right ARMOUR01 up ARMOUR01 down ARMOUR01 hp 100 weight 900 armour 8 description "You see some leather armour." short "armour" IfWielded wield_armour wielded name ARMOUR02 left ARMOUR02 right ARMOUR02 up ARMOUR02 down ARMOUR02 hp 100 weight 2000 armour 15 description "You see some chainmail armour." short "chainmail" IfWielded wield_armour wielded name ARMOUR03 left ARMOUR03 right ARMOUR03 up ARMOUR03 down ARMOUR03 hp 100 weight 9000 armour 25 description "You see some platemail armour." short "armour" IfWielded wield_armour wielded name ARMOUR04 left ARMOUR04 right ARMOUR04 up ARMOUR04 down ARMOUR04 hp 100 weight 5000 armour 18 description "You see some banded armour." short "armour" IfWielded wield_armour wielded name ARMOUR05 left ?UNKNOWN right ?UNKNOWN up ?UNKNOWN down ?UNKNOWN hp 100 weight 1000 armour 50 description "You see some magic armour." short "armour" IfWielded wield_armour wielded name ARMOUR06 left ?UNKNOWN right ?UNKNOWN up ?UNKNOWN down ?UNKNOWN hp 100 weight 2000 armour 30 description "You see some kevlar body armour." short "armour" IfWielded wield_armour wielded name ARMOUR07 left ARMOUR03 right ARMOUR03 up ARMOUR03 down ARMOUR03 hp 100 weight 9000 armour 25 description "You see the +5 chainmail of not-getting-zapped-by-God." short "armour" IfWielded wield_armour wielded name SHIELD00 left SHIELD00 right SHIELD00 up SHIELD00 down SHIELD00 hp 100 weight 2000 armour 2 description "You see a wooden shield." short "shield" IfWielded wield_weapon wielded name SHIELD01 left SHIELD01 right SHIELD01 up SHIELD01 down SHIELD01 hp 100 weight 4000 armour 5 description "You see a curved shield." short "shield" IfWielded wield_weapon wielded name SHIELD02 left SHIELD02 right SHIELD02 up SHIELD02 down SHIELD02 hp 100 weight 4000 armour 10 description "You see a crusader's shield." short "shield" IfWielded wield_weapon wielded name COW_PRINT left COW_PRINTS_3 right COW_PRINTS_3 up COW_PRINTS_3 down COW_PRINTS_3 hp 2000000000 weight -1 description "You see a gigantic hoofprint" short "hoofprint" translucent fixed spikeproof name TABLE6-BROKEN left TABLE6-9 right TABLE6-9 up TABLE6-8 down TABLE6-8 hp 2000000000 weight -1 description "You see a shattered table" short "table" solid fixed tabletop spikeproof resurrect_as TABLE6-H setsolid V 0 0 2 1 setsolid H 0 0 2 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 2 1 name MACHINERY_GRINDSTONE left MACHINERY_GRINDSTONE_LEFT right MACHINERY_GRINDSTONE_RIGHT up MACHINERY_GRINDSTONE_STOPPED down MACHINERY_GRINDSTONE_STOPPED hp 10000000 weight 100000 description "You see a grindstone" short "machinery" solid fixed spikeproof no_resurrect name WATERWHEEL_DRY_TURNING left WATER_WHEEL_DRY_TURNING_LEFT right WATER_WHEEL_DRY_TURNING_RIGHT up WATER_WHEEL_DRY_TURNING_RIGHT down WATER_WHEEL_DRY_TURNING_LEFT hp 10000000 weight 100000 description "You see a waterwheel" short "waterwheel" solid fixed spikeproof no_resurrect name WATERWHEEL_DRY_STOPPED left WATER_WHEEL_DRY_STOPPED right WATER_WHEEL_DRY_STOPPED up WATER_WHEEL_DRY_STOPPED down WATER_WHEEL_DRY_STOPPED hp 10000000 weight 100000 description "You see a waterwheel" short "waterwheel" solid fixed spikeproof no_resurrect name WATERWHEEL_WET_TURNING left WATER_WHEEL_WET_TURNING_LEFT right WATER_WHEEL_WET_TURNING_RIGHT up WATER_WHEEL_WET_TURNING_RIGHT down WATER_WHEEL_WET_TURNING_LEFT hp 10000000 weight 100000 description "You see a waterwheel" short "waterwheel" solid fixed spikeproof no_resurrect name WATERWHEEL_WET_STOPPED left WATER_WHEEL_WET_STOPPED right WATER_WHEEL_WET_STOPPED up WATER_WHEEL_WET_STOPPED down WATER_WHEEL_WET_STOPPED hp 10000000 weight 100000 description "You see a waterwheel" short "waterwheel" solid fixed spikeproof no_resurrect name MEMO left PRINTOUT right PRINTOUT up PRINTOUT down PRINTOUT hp 0 weight 170 description "You see a memo left by the builders of this world" short "memo" IfUsed BOOK_USE IfLookedAt BOOK_COVER setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name POSTIT left POSTIT right POSTIT up POSTIT down POSTIT hp 0 weight 170 description "You see a memo." short "memo" IfUsed BOOK_USE IfLookedAt BOOK_COVER name LASER_SOURCE left LASER1 right LASER1 up LASER1 down LASER1 hp 10000000 weight -1 description "You see a lens." short "shiny thing" behaviour laser_tripwire_source invisible fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name LASER_TARGET left LASER2 right LASER2 up LASER2 down LASER2 hp 10000000 weight -1 description "mirror" short "You see a mirror" invisible fixed solid setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ROCK00 left ROCK00 right ROCK00 up ROCK00 down ROCK00 hp 200000 weight -1 description "You see a large boulder." short "rock" IfKilled RESPAWN solid fixed spikeproof name ROCK01 left ROCK01 right ROCK01 up ROCK01 down ROCK01 hp 2000000000 weight -1 description "You see a standing stone." short "stone" IfKilled RESPAWN solid fixed spikeproof name ROCK02 left STONES00 right STONES01 up STONES02 down STONES00 hp 100000 weight 500 description "You see a pebble." short "stone" IfUsed eat_stones setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name ROCK03 left STONES03 right STONES03 up STONES03 down STONES03 hp 100000 weight 500 description "You see a fake pebble." short "fake rock" IfUsed eat_food setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name LOG00 left LOG00 right LOG01 up LOG00 down LOG01 hp 2000000000 weight 12000 description "You see a large log." short "log" IfKilled RESPAWN name LOG01 left LOG02 right LOG02 up LOG02 down LOG02 hp 2000000000 weight 5000 description "You see a small log." short "log" IfKilled RESPAWN name MOUNT00 left MNTS00 right MNTS00 up MNTS00 down MNTS00 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT01 left MNTS01 right MNTS01 up MNTS01 down MNTS01 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT02 left MNTS02 right MNTS02 up MNTS02 down MNTS02 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT03 left MNTS03 right MNTS03 up MNTS03 down MNTS03 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT04 left MNTS04 right MNTS04 up MNTS04 down MNTS04 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT05 left MNTS05 right MNTS05 up MNTS05 down MNTS05 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT06 left MNTS06 right MNTS06 up MNTS06 down MNTS06 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT07 left MNTS07 right MNTS07 up MNTS07 down MNTS07 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT08 left MNTS08 right MNTS08 up MNTS08 down MNTS08 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT09 left MNTS09 right MNTS09 up MNTS09 down MNTS09 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT10 left MNTS10 right MNTS10 up MNTS10 down MNTS10 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name MOUNT11 left MNTS11 right MNTS11 up MNTS11 down MNTS11 hp 2000000000 weight -1 description "You see mountains." short "mountains" IfKilled RESPAWN solid fixed decorative name ROCKFACE left rockface2 right rockface2 up rockface1 down rockface1 hp 2000000000 weight -1 description "You see a worn rock-face." short "rock face" IfKilled RESPAWN solid fixed user1 GOLD_NUGGET name HUT00 left HUT00 right HUT00 up HUT00 down HUT00 hp 2000000000 weight -1 description "You see a crude hut." short "hut" solid fixed spikeproof decorative name HUT01 left HUT01 right HUT01 up HUT01 down HUT01 hp 2000000000 weight -1 description "You see a crude hut." short "hut" solid fixed spikeproof decorative name HUT02 left HUT02 right HUT02 up HUT02 down HUT02 hp 2000000000 weight -1 description "You see a crude hut." short "hut" solid fixed spikeproof decorative name HUT03 left HUT03 right HUT03 up HUT03 down HUT03 hp 2000000000 weight -1 description "You see a crude hut." short "hut" solid fixed spikeproof decorative name HUT04 left HUT04 right HUT04 up HUT04 down HUT04 hp 2000000000 weight -1 description "You see a crude hut." short "hut" solid fixed spikeproof decorative name HUT05 left HUT05 right HUT05 up HUT05 down HUT05 hp 2000000000 weight -1 description "You see a crude hut." short "hut" solid fixed spikeproof decorative name HUT06 left HUT06 right HUT06 up HUT06 down HUT06 hp 2000000000 weight -1 description "You see a crude hut." short "hut" solid fixed spikeproof decorative name HUT_DOORWAY left HUTD03 right HUTD03 up HUTD00 down HUTD00 hp 20000000 weight -1 description "You see the doorway of a hut." short "doorway" solid fixed setsolid V 0 1 1 1 setsolid H 1 0 1 1 setActiveArea V 0 1 2 1 setActiveArea H 1 0 1 2 name HUT_DOOR_SHUT left HUTD04 right HUTD04 up HUTD01 down HUTD01 hp 80 weight -1 description "You see the door of a hut." short "door" IfUsed OpenDoorH1 IfKilled DoorwayH1 solid will_open fixed setsolid V 0 1 2 1 setsolid H 1 0 1 2 setActiveArea V 0 1 2 1 setActiveArea H 1 0 1 2 name HUT_DOOR_OPEN left HUTD05 right HUTD05 up HUTD02 down HUTD02 hp 20000000 weight -1 description "You see the door of a hut." short "door" IfUsed CloseDoorH1 IfKilled DoorwayH1 solid fixed setsolid V 0 1 1 1 setsolid H 1 0 1 1 setActiveArea V 0 1 2 1 setActiveArea H 1 0 1 2 name WARG_BRIDGE00 left WARG_BRIDGE01 right WARG_BRIDGE01 up WARG_BRIDGE00 down WARG_BRIDGE00 hp 1000000 weight -1 description "You see a bridge made from logs." short "bridge" IfKilled respawn fixed boat setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 3 setActiveArea H 0 0 3 1 name WARG_XBOW left WARG_XBOW right WARG_XBOW up WARG_XBOW down WARG_XBOW hp 100 max_strength 6 weight 2500 description "You see a strangely-shaped crossbow on a harness." short "crossbow" IfWielded wield_wargweapon Attack ammo_attack range 8 wielded user1 warg_xbow_bolts setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name WARG_XBOW_BOLTS left WARG_XBOW_BOLT_L right WARG_XBOW_BOLT_R up WARG_XBOW_BOLT_U down WARG_XBOW_BOLT_D hp 100 strength 12 max_strength 12 weight 1 damage 10 description "You see a bundle of crossbow bolts." short "bolts" IfLookedAt CHECK_XBOW_AMMO setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name WARG_TINES left WARG_TINES right WARG_TINES up WARG_TINES down WARG_TINES hp 100 max_strength 6 weight 2500 damage 24 description "You see a pair of metal gloves with sharp claws, designed to fit a dog's|paws." short "tines" IfWielded wield_wargweapon Attack close_attack wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name W_KNIFE left W_KNIFE right W_KNIFE up W_KNIFE down W_KNIFE hp 100 weight 200 damage 20 description "You see a sharp knife, not designed for a human hand." short "knife" IfWielded wield_wargweapon Attack close_attack wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name W_INKBOWL left W_INKBOWL right W_INKBOWL up W_INKBOWL down W_INKBOWL hp 1 weight 1000 damage 1 description "You see a bowl full of ink." short "ink bowl" IfTriggered stamp_on_china IfKilled smash_china fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name W_FAVOUR left W_FAVOUR right W_FAVOUR up W_FAVOUR down W_FAVOUR hp 100 weight 100 damage 1 description "You see the Favour of the Waarg." short "collar" IfWielded wield_neck wielded setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name W_STAMP left W_STAMP right W_STAMP up W_STAMP down W_STAMP hp 100 weight 1000 description "You see a rubber stamp, the handle covered in toothmarks." short "stamp" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name INKWELL left INKWELL right INKWELL up INKWELL down INKWELL hp 1 weight 250 damage 1 description "You see an inkwell." short "inkwell" IfKilled smash fragile setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BUCKET_WATER left BUCKET_WATER right BUCKET_WATER up BUCKET_WATER down BUCKET_WATER hp 100 weight 6000 description "You see a bucket of water." short "bucket" IfUsed bucket solid setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BUCKET left BUCKET_EMPTY right BUCKET_EMPTY up BUCKET_EMPTY down BUCKET_EMPTY hp 100 weight 1000 description "You see an empty bucket" short "bucket" IfUsed bucket solid setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BUCKET_MILK left BUCKET_MILK right BUCKET_MILK up BUCKET_MILK down BUCKET_MILK hp 100 weight 6000 description "You see a bucket of milk." short "bucket" IfUsed bucket solid setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name BUCKET_BLOOD left BUCKET_BLOOD right BUCKET_BLOOD up BUCKET_BLOOD down BUCKET_BLOOD hp 100 weight 6000 description "You see a bucket of blood." short "bucket" IfUsed bucket solid setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SNAKE left SNAKE_L right SNAKE_R up SNAKE_U down SNAKE_D hp 50 intelligence 50 max_intelligence 10 weight 1000 damage 5 speed 90 description "You see a snake." short "snake" IfKilled snake_dies IfHurt start_attack Attack close_attack user2 poison_enemy behaviour attack_party solid wont_shut_doors wont_open_doors biological person setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SNAKE_DEAD left SNAKE_DEAD right SNAKE_DEAD up SNAKE_DEAD down SNAKE_DEAD hp 100 intelligence 10 max_intelligence 10 weight 1000 damage 5 description "You see a dead snake." short "dead snake" IfLookedAt SearchContainer setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PIG left PIG_L right PIG_R up PIG_U down PIG_D hp 50 intelligence 50 weight 10000 damage 15 description "You see a wild pig." short "pig" IfKilled pig_dies IfHurt start_attack behaviour attack_party Attack close_attack user2 all solid speed 80 alignment -1 contains food06 wont_shut_doors wont_open_doors biological horrific person race pig setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PIG_DEAD left PIG_DEAD right PIG_DEAD up PIG_DEAD down PIG_DEAD hp 100 intelligence 30 max_intelligence 30 weight 10000 damage 5 description "You see a dead pig." short "dead pig" IfLookedAt SearchContainer setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PIG_TAME left PIG_L right PIG_R up PIG_U down PIG_D hp 50 intelligence 50 weight 10000 damage 15 description "You see a tame pig." short "pig" IfKilled pig_dies IfHurt start_attack behaviour bird_wander Attack close_attack solid speed 80 contains food06 wont_shut_doors wont_open_doors biological person race pig rank prey name GOLEM left GOLEM_L right GOLEM_R up GOLEM_U down GOLEM_D hp 75 intelligence 50 weight 25000 damage 15 description "You see a golem." short "golem" IfKilled golem_dies IfHurt start_attack behaviour attack_party Attack close_attack horrific alignment -10 solid wont_shut_doors wont_open_doors Conversation PEOPLE/CREATURE/GOLEM.TXT setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name GOLEM_DEAD left GOLEM_DEAD right GOLEM_DEAD up GOLEM_DEAD down GOLEM_DEAD hp 100 intelligence 30 max_intelligence 30 weight 25000 damage 5 description "You see a dead golem." short "dead golem" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SPOOK left SPOOK right SPOOK up SPOOK down SPOOK hp 52 intelligence 50 weight -1 damage 2 description "You see a spook." short "spectre" IfKilled spook_dies IfHurt start_attack behaviour attack_party Attack close_attack translucent wont_shut_doors wont_open_doors name JUICYJELLYMONSTER left JJM right JJM up JJM down JJM hp 30 intelligence 50 weight -1 damage 5 description "You see a Juicy Jelly Monster." short "jelly monster" IfKilled jjm_dies IfHurt start_attack behaviour attack_party Attack close_attack translucent wont_shut_doors wont_open_doors name UNDEAD_SKELETON left SKELETON_L right SKELETON_R up SKELETON_U down SKELETON_D hp 100 intelligence 50 weight 25000 damage 15 description "You see a skeleton." short "skeleton" IfKilled skeleton_dies IfHurt start_attack behaviour attack_party Attack close_attack horrific alignment -10 solid wont_shut_doors wont_open_doors name UNDEAD_SKELETON_DEAD left SKELETON_DEAD right SKELETON_DEAD up SKELETON_DEAD down SKELETON_DEAD hp 100 intelligence 30 max_intelligence 30 weight 25000 damage 5 description "You see a broken skeleton." short "bits" name DEVIL left DEVIL_LEFT right DEVIL_RIGHT up DEVIL_UP down DEVIL_DOWN hp 250 intelligence 50 weight -1 damage 30 description "You see a demon." short "devil" IfKilled devil_dies IfHurt start_attack behaviour attack_party Attack close_attack solid wont_shut_doors biological person race devil name BLACKCOCK left BLACKCOCK_L right BLACKCOCK_R up BLACKCOCK_U down BLACKCOCK_D hp 80 max_hp 100 intelligence 80 weight 5000 damage 5 description "You see a black grouse." short "blackcock" IfKilled blackcock_dies IfHurt blackcock_hurt behaviour bird_wander Attack close_attack solid wont_shut_doors wont_open_doors biological person race bird name BLACKCOCK_DEAD left BLACKCOCK_DEAD right BLACKCOCK_DEAD up BLACKCOCK_DEAD down BLACKCOCK_DEAD hp 80 weight 5000 description "You see a dead grouse." short "dead bird" IfLookedAt SearchContainer name HAWK left HAWK_L right HAWK_R up HAWK_U down HAWK_D hp 120 intelligence 70 weight 3000 damage 15 description "You see a brown hawk." short "hawk" IfKilled hawk_dies IfHurt enemy_flee ifused hawk_tame behaviour bird_wander Attack close_attack solid wont_shut_doors wont_open_doors biological person race bird rank peasant Conversation PEOPLE/CREATURE/HAWKS.TXT name HAWK_TAME left HAWK_L right HAWK_R up HAWK_U down HAWK_D hp 120 intelligence 70 weight 3000 damage 15 description "You see a brown hawk." short "hawk" IfKilled hawk_dies IfHurt enemy_flee ifused hawk_tame behaviour bird_wander Attack close_attack solid wont_shut_doors wont_open_doors biological person race bird rank follower party SFRANCIS Conversation PEOPLE/CREATURE/HAWKS.TXT name WHAWK left HAWK_L right HAWK_R up HAWK_U down HAWK_D hp 120 intelligence 70 weight 3000 damage 15 description "You see a brown hawk." short "hawk" IfKilled whawk_dies IfHurt enemy_flee ifused hawk_tame behaviour bird_wander Attack close_attack solid wont_shut_doors wont_open_doors biological person race bird rank peasant Conversation PEOPLE/CREATURE/HAWKS.TXT name HAWK_FLYING left HAWKF_L right HAWKF_R up HAWKF_U down HAWKF_D hp 120000 intelligence 70 weight -1 damage 15 description "You see a hawk in flight." short "hawk" IfKilled hawk_dies IfHurt hawk_stopflying # behaviour bird_soar wont_shut_doors wont_open_doors spikeproof biological person race bird rank peasant name WHAWK_FLYING left HAWKF_L right HAWKF_R up HAWKF_U down HAWKF_D hp 120000 intelligence 120 weight -1 damage 15 description "You see a hawk in flight." short "hawk" IfKilled benji_dies IfHurt hawk_stopflying # behaviour bird_soar wont_shut_doors wont_open_doors spikeproof biological person race bird rank peasant name HAWK_DEAD left HAWK_DEAD right HAWK_DEAD up HAWK_DEAD down HAWK_DEAD hp 80 weight 3000 description "You see a dead hawk." short "dead hawk" IfLookedAt SearchContainer name OSPREY left OSPREY_L right OSPREY_R up OSPREY_U down OSPREY_D hp 400 intelligence 250 weight 3000 damage 15 description "You see a large brown and white hawk." short "osprey" IfKilled hawk_dies IfHurt enemy_flee ifused hawk_tame behaviour bird_wander Attack close_attack solid wont_shut_doors wont_open_doors biological person race bird rank peasant Conversation people/osprey/misc.txt name OSPREY_FLYING left OSPREYF_L right OSPREYF_R up OSPREYF_U down OSPREYF_D hp 120000 intelligence 250 weight -1 damage 15 description "You see an osprey in flight." short "osprey" IfKilled hawk_dies IfHurt hawk_stopflying # behaviour bird_soar wont_shut_doors wont_open_doors spikeproof biological person race bird rank peasant name TODE left TODE_L right TODE_R up TODE_U down TODE_D hp 70 intelligence 50 weight 1000 damage 5 description "You see a large toad." short "tode" IfKilled tode_dies IfHurt start_attack behaviour attack_party attack range_attack user2 attack_firebolt conversation people/creature/tode.txt solid contains toadstone wont_shut_doors wont_open_doors biological horrific range 8 alignment -10 fragile # person name TODE_DEAD left TODE_DEAD right TODE_DEAD up TODE_DEAD down TODE_DEAD hp -1 intelligence 30 max_intelligence 30 weight 1000 damage 5 description "You see a dead toad." short "dead tode" IfLookedAt SearchContainer name DRAGON_NAKED left DRAGON_L right DRAGON_R up DRAGON_U down DRAGON_D hp 10000 intelligence 500 weight 2500000 damage 5 description "You see a huge lizard." short "dragon" IfKilled dragon_dies IfHurt dragon_hurt attack close_attack solid biological person race drakaan name DRAGON_CLOTHED left DRAGON2_R right DRAGON2_R up DRAGON2_D down DRAGON2_D hp 10000 intelligence 500 weight 2500000 damage 5 description "You see a huge lizard wearing a jumpsuit." short "dragon" IfKilled dragon_dies IfHurt dragon_hurt attack close_attack solid biological person male race drakaan setsolid V 1 2 2 1 setsolid H 2 1 1 2 setActiveArea V 0 0 3 3 setActiveArea H 0 0 3 3 name BUNNY left BUNNY_L right BUNNY_R up BUNNY_U down BUNNY_D hp 50 intelligence 50 speed 70 weight 2000 dexterity 2 damage 3 description "That's one scary rabbit." short "rabbit" IfKilled bunny_dies IfHurt start_attack behaviour bunny_wander attack close_attack solid contains FOODP00 wont_shut_doors wont_open_doors biological # person # So you can pick them up horrific race rabbit rank prey name BUNNY_PSYCHO left BUNNY_L right BUNNY_R up BUNNY_U down BUNNY_D hp 100 intelligence 90 speed 90 weight 2000 dexterity 8 damage 5 description "That's one scary rabbit." short "rabbit" IfKilled bunny_dies IfHurt start_attack behaviour attack_party attack close_attack solid contains FOODP00 wont_shut_doors wont_open_doors biological person horrific race rabbit name BUNNY_DEAD left BUNNY_DEAD right BUNNY_DEAD up BUNNY_DEAD down BUNNY_DEAD hp 50 weight 2000 description "You see a dead rabbit." short "dead rabbit" IfLookedAt SearchContainer name BUNNY_VDEAD left BUNNY_VDEAD right BUNNY_VDEAD up BUNNY_VDEAD down BUNNY_VDEAD hp 50 weight 1200 description "You see a very dead rabbit." short "bits of rabbit" name RAT left RAT_L right RAT_R up RAT_U down RAT_D hp 15 intelligence 30 weight 500 damage 5 description "You see a rat." short "rat" IfKilled rat_dies IfHurt start_attack behaviour bird_wander Attack close_attack speed 80 wont_shut_doors wont_open_doors biological person rank prey name RAT_DEAD left RAT_DEAD right RAT_DEAD up RAT_DEAD down RAT_DEAD hp 100 weight 500 description "You see a dead rat." short "dead rat" IfLookedAt SearchContainer name DECOR00 left DECOR01 right DECOR01 up DECOR00 down DECOR00 hp 100 weight 3000 description "You see a pastoral scene." short "painting" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DECOR01 left DECOR03 right DECOR03 up DECOR02 down DECOR02 hp 100 weight 3000 description "You see a tapestry of a mountain range." short "painting" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name DECOR02 left DECOR05 right DECOR05 up DECOR04 down DECOR04 hp 100 weight 3000 description "You see pair of decorative swords." short "swords" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DECOR03 left DECOR06 right DECOR13 up DECOR07 down DECOR12 hp 100 weight 3000 description "You see a decorative banner." short "banner" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DECOR04 left DECOR08 right DECOR11 up DECOR09 down DECOR10 hp 100 weight 3000 description "You see a decorative banner." short "banner" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DECOR05 left DECOR15 right DECOR20 up DECOR14 down DECOR21 hp 100 weight 3000 description "You see a decorative banner." short "banner" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DECOR06 left DECOR16 right DECOR17 up DECOR18 down DECOR19 hp 100 weight 3000 description "You see a decorative banner." short "banner" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name DECOR07 left DECOR23 right DECOR23 up DECOR22 down DECOR22 hp 100 weight 3000 description "You see a pentagram." short "painting" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name DECOR08 left PENTAGRAM_FADED right PENTAGRAM_FADEOUT0 up DECOR24 down DECOR24 hp 1000000 weight -1 description "You see a huge pentagram." short "pentagram" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 2 2 setActiveArea H 0 0 2 2 name DECOR08_FADER left PENTAGRAM_FADED right DECOR24 up DECOR24 down DECOR24 hp 1000000 weight -1 description "You see a huge pentagram." short "pentagram" translucent fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 2 2 setActiveArea H 0 0 2 2 name PAINTING00 left PAINTING00 right PAINTING01 up PAINTING02 down PAINTING03 hp 100000 weight -1 description "You see 'The Creation' by Giotto Francini." short "painting" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name PAINTING01 left PAINTING04 right PAINTING05 up PAINTING06 down PAINTING06 hp 100000 weight -1 description "You see 'The Creation' by Giotto Francini." short "painting" name PAINTING02 left PAINTING08 right PAINTING08 up PAINTING07 down PAINTING09 hp 100000 weight -1 description "You see Francini's painting of Jesus casting the first stone." short "painting" name PAINTING03 left PAINTING11 right PAINTING12 up PAINTING10 down PAINTING13 hp 100000 weight -1 description "You see 'The Last Supper' by Giotto Francini." short "painting" name PAINTING04 left PAINTING14 right PAINTING14 up PAINTING14 down PAINTING14 hp 100000 weight -1 description "You see 'The Last Supper' by Giotto Francini." short "painting" name CROP-1-0 left CROP1-03 right CROP1-05 up CROP1-01 down CROP1-07 hp 10000 weight -1 description "You see a plantation of small trees." short "crops" solid # decorative setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CROP-1-1 left CROP1-06 right CROP1-02 up CROP1-00 down CROP1-07 hp 10000 weight -1 description "You see a plantation of small trees." short "crops" solid fixed # decorative setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CROP-1-2 left CROP1-04 right CROP1-04 up CROP1-04 down CROP1-04 hp 100 weight -1 description "You see a plantation of small trees." short "crops" solid decorative setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CROP-2-0 left CROP2-02 right CROP2-02 up CROP2-02 down CROP2-00 hp 100000 weight -1 description "You see a plantation of some kind of corn." short "crops" solid name CROP-2-1 left CROP2-01 right CROP2-01 up CROP2-01 down CROP2-01 hp 100000 weight -1 description "You see a plantation of some kind of corn." short "crops" solid decorative name CROP-2-2 left CROP2-03 right CROP2-03 up CROP2-03 down CROP2-03 hp 100000 weight -1 description "You see a plantation of some kind of corn." short "crops" solid decorative name swamp left swamp04 right swamp05 up swamp06 down swamp07 hp 10000 weight -1 description "You see a swamp." short "swamp" fixed IfKilled RESPAWN name swamp_mud left swamp00 right swamp01 up swamp02 down swamp03 hp 10000 weight -1 description "You see a swamp." short "swamp" fixed IfKilled RESPAWN name swamp_corner left swamp10 right swamp09 up swamp08 down swamp11 hp 10000 weight -1 description "You see the shore of a swamp." short "swamp" fixed boat IfKilled RESPAWN name swamp_edge left swamp12 right swamp13 up swamp14 down swamp15 hp 10000 weight -1 description "You see the shore of a swamp." short "swamp" fixed boat IfKilled RESPAWN name swamp_inside left swamp18 right swamp17 up swamp16 down swamp19 hp 10000 weight -1 description "You see the shore of a swamp." short "swamp" fixed boat IfKilled RESPAWN name CRYSTAL_BLUE left CRYSTAL_BLUE right CRYSTAL_BLUE up CRYSTAL_BLUE down CRYSTAL_BLUE hp 100 weight 170 damage 100 description "You see a blue crystal." short "crystal" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CRYSTAL_RED left CRYSTAL_RED right CRYSTAL_RED up CRYSTAL_RED down CRYSTAL_RED hp 100 weight 170 damage 100 description "You see a red crystal." short "crystal" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name CRYSTAL_WHITE left CRYSTAL_WHITE right CRYSTAL_WHITE up CRYSTAL_WHITE down CRYSTAL_WHITE hp 100 weight 170 damage 100 description "You see a colourless crystal." short "crystal" setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name W_STATUE left W_STATUE right W_STATUE up W_STATUE down W_STATUE hp 10000 weight -1 damage 1000 description "You see a statue of a wolf-creature." short "statue" solid fixed name ROCK_MAGICAL left ROCK00-BLOOD right ROCK00-BLOOD up ROCK00-BLOOD down ROCK00-BLOOD hp 2000000000 weight -1 description "You see a large boulder, covered in blood." short "altar" IfKilled RESPAWN solid fixed spikeproof name TRAY_FOOD left TRAY01 right TRAY01 up TRAY00 down TRAY00 hp 100 weight 170 damage 100 description "You see a metal food tray." short "tray" name ROLLINGPIN left ROLLINGPIN right ROLLINGPIN up ROLLINGPIN down ROLLINGPIN hp 100 weight 300 damage 10 description "You see a rolling pin." short "rolling pin" IfWielded wield_weapon Attack CLOSE_ATTACK wielded name CLEAVER left CLEAVER right CLEAVER up CLEAVER down CLEAVER hp 100 weight 200 damage 15 description "You see a sharp meat cleaver." short "cleaver" IfWielded wield_weapon Attack CLOSE_ATTACK wielded name LADLE left LADLE right LADLE up LADLE down LADLE hp 100 weight 100 damage 2 description "You see a ladel." short "ladel" IfWielded wield_weapon Attack CLOSE_ATTACK wielded name SPATULA left SPATULA right SPATULA up SPATULA down SPATULA hp 100 weight 100 damage 2 description "You see a wooden spatula." short "spatula" IfWielded wield_weapon Attack CLOSE_ATTACK wielded name LADDER left LADDER01 right LADDER01 up LADDER00 down LADDER00 hp 200 weight -1 description "You see a small ladder." short "ladder" solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name FORGE left FORGE0 right FORGE0 up FORGE0 down FORGE0 hp 2000000000 weight -1 description "You see a hot forge." short "forge" solid fixed light tabletop spikeproof name FORGE_COLD left FORGE2 right FORGE2 up FORGE2 down FORGE2 hp 2000000000 weight -1 description "You see a cold forge." short "forge" solid fixed tabletop spikeproof name METAL00 left METAL00 right METAL00 up METAL00 down METAL00 hp 2000000000 weight 3000 description "You see a sheet of beaten metal." short "metal" name METAL01 left METAL01 right METAL01 up METAL01 down METAL01 hp 2000000000 weight 2500 description "You see a lump of raw steel." short "metal" name METAL02 left METAL02 right METAL02 up METAL02 down METAL02 hp 2000000000 weight 3000 damage 3 description "You see a lump of metal in the rough shape of a blade." short "metal" IfWielded wield_weapon Attack CLOSE_ATTACK wielded name METAL03 left METAL03 right METAL03 up METAL03 down METAL03 hp 2000000000 weight 5000 description "You see a metal object vaguely resembling armour." short "metal" name METAL04 left METAL04 right METAL04 up METAL04 down METAL04 hp 2000000000 weight 4500 armour 3 description "You see some unfinished armour." short "rough armour" IfWielded wield_armour wielded name WELL left WELL right WELL up WELL down WELL hp 2000000000 weight -1 description "You see a well." short "well" solid fixed tabletop spikeproof boat race water name WELL2 left WELL2 right WELL2 up WELL2 down WELL2 hp 2000000000 weight -1 description "You see a well." short "well" solid fixed tabletop spikeproof boat race water name BELLOWS0 left BELLOWS0 right BELLOWS0 up BELLOWS0 down BELLOWS0 hp 2000000000 weight 5500 description "You see a large pair of bellows." short "bellows" IfUsed use_bellows solid tabletop spikeproof name BELLOWS1 left BELLOWS2 right BELLOWS2 up BELLOWS2 down BELLOWS2 hp 2000000000 weight 6000 description "You see a large pair of bellows." short "bellows" IfUsed use_bellows solid tabletop spikeproof name ANVIL left ANVIL right ANVIL up ANVIL down ANVIL hp 2000000000 weight -1 description "You see an anvil." short "anvil" solid tabletop spikeproof name GOLD_BAR left GOLD0 right GOLD0 up GOLD0 down GOLD0 hp 100000 weight 10000 description "You see a gold ingot." short "gold bar" OnInit gold_bar_count solid name GOLD_BAR_RADIOACTIVE left GOLD1 right GOLD1 up GOLD1 down GOLD1 hp 100000 weight 10000 light 1 strength 1 description "You see a gold ingot. It looks highly radioactive." short "radioactive gold bar" solid oninit start_radiation IfKilled respawn behaviour radiation_damage damage 40 strength 120 name TREASURE_00 left TREASURE00 right BLACK00 up TREASURE11 down TREASURE12 hp 10000 weight 125 description "You see some jewellery." short "necklace" IfWielded wield_neck wielded name TREASURE_01 left TREASURE02 right TREASURE02 up TREASURE02 down TREASURE02 hp 10000 weight 125 damage 15 IfWielded wield_weapon Attack close_attack wielded description "You see an ornate dagger, with a polished silver blade." short "silver dagger" name TREASURE_02 left TREASURE03 right TREASURE04 up TREASURE05 down TREASURE06 hp 10000 weight 200 description "You see a red gemstone." short "gem" name TREASURE_03 left TREASURE07 right TREASURE08 up TREASURE09 down TREASURE10 hp 10000 weight 200 description "You see a blue gemstone." short "gem" name TREASURE_04 left TREASURE13 right TREASURE13 up TREASURE13 down TREASURE13 hp 10000 weight 3000 description "You see a red crystal ball." short "crystal ball" name TREASURE_05 left TREASURE14 right TREASURE14 up TREASURE14 down TREASURE14 hp 10000 weight 3000 description "You see a blue crystal ball." short "crystal ball" name TREASURE_06 left TREASURE18 right TREASURE18 up TREASURE18 down TREASURE18 hp 1000000000 weight -1 description "You see a huge pile of gold coins." short "vast riches" fixed name ORB left ORB01 right ORB01 up ORB00 down ORB00 hp 3 weight 1000 description "You see a crystal orb." short "orb" fragile ifkilled smash iflookedat look_orb name GOLD_NUGGET left TREASURE19 right TREASURE19 up TREASURE19 down TREASURE19 hp 1000000000 weight 2000 description "You see a gold nugget." short "gold nugget" name TOADSTONE left TREASURE15 right TREASURE15 up TREASURE15 down TREASURE15 hp 10000 weight 300 description "You see a small white crystal." short "todestone" quantity name RING_RUBY left TREASURE01 right TREASURE01 up TREASURE01 down TREASURE01 hp 10000 weight 125 description "You see a gold ring adorned with a large ruby." short "ring" ifused use_ring IfWielded wield_ring wielded name RING_POPE left POPERING right POPERING up POPERING down POPERING hp 10000 weight 125 description "You see a gold ring adorned with a large amethyst seal." short "signet ring" ifused use_ring IfWielded wield_ring wielded name RING_INV left RING right RING up RING down RING hp 10000 weight 125 description "You see a plain gold ring with an inscription." short "ring" ifused use_ring IfLookedAt BOOK_RING IfWielded wield_iring wielded name SKINS00 left SKIN01 right SKIN01 up SKIN00 down SKIN00 hp 100000 weight 700 description "You see the hide of a small grey animal." short "hide" name SKINS01 left SKIN03 right SKIN03 up SKIN02 down SKIN02 hp 100000 weight 1000 description "You see an animal's fur pelt." short "fur" name SKINS02 left SKIN04 right SKIN04 up SKIN04 down SKIN04 hp 100000 weight 1200 description "You see a large animal's pelt." short "fur" name SKINS03 left SKIN05 right SKIN05 up SKIN05 down SKIN05 hp 100000 weight 200 description "You see a snake's hide." short "snakeskin" name BARREL01 left BARREL01 right BARREL02 up BARREL01 down BARREL02 hp 30 weight 30000 description "You see a drum of some kind of fuel." short "fuel drum" solid name CHURN left CHURN right CHURN up CHURN down CHURN hp 90 weight 10000 description "You see a milk churn." short "churn" solid ifused churn name BOOKSHELF00 left BOOKSHELF04 right BOOKSHELF05 up BOOKSHELF00 down BOOKSHELF01 hp 1000000 weight -1 description "You see a shelf full of ancient books." short "bookshelf" fixed solid setsolid V 0 0 3 1 setsolid H 0 0 1 3 setActiveArea V 0 0 3 1 setActiveArea H 0 0 1 3 name BOOKSHELF01 left BOOKSHELF06 right BOOKSHELF07 up BOOKSHELF02 down BOOKSHELF03 hp 1000000 weight -1 description "You see a shelf full of ancient books." short "bookshelf" fixed solid setsolid V 0 0 3 1 setsolid H 0 0 1 3 setActiveArea V 0 0 3 1 setActiveArea H 0 0 1 3 name CAULDRON_EMPTY left CAULDRON_EMPTY right CAULDRON_EMPTY up CAULDRON_EMPTY down CAULDRON_EMPTY hp 9000 weight 20000 description "You see a large iron cauldron." short "cauldron" solid name CAULDRON_BROTH left CAULDRON_BROTH right CAULDRON_BROTH up CAULDRON_BROTH down CAULDRON_BROTH hp 900 weight 80000 description "You see a large cauldron of broth." short "broth" solid ifused eat_horrible name BRAZIER left CAULDRON_BRAZIER right CAULDRON_BRAZIER up CAULDRON_BRAZIER down CAULDRON_BRAZIER hp 900 weight -1 description "You see a flaming brazier." short "brazier" IfUsed slap_person solid light 1 name TELESCOPE left TELESCOPE right TELESCOPE up TELESCOPE down TELESCOPE hp 1000000 weight -1 description "You see a telescope." short "telescope" solid fixed ifused use_telescope name FIREBOLT left FBOLT_L right FBOLT_R up FBOLT_U down FBOLT_D hp 1 weight 0 damage 10 description "You're not supposed to see this." short "bolt of flame" ifkilled firebolt_attack name MAGICBOLT left MBOLT right MBOLT up MBOLT down MBOLT hp 1 weight 0 damage 10 description "You're not supposed to see this." short "bolt of magic" ifkilled firebolt_attack name POISONBOLT left PBOLT_L right PBOLT_R up PBOLT_U down PBOLT_D hp 100 weight 0 damage 0 description "You're not supposed to see this either." short "blob of poison" ifkilled poisonbolt_attack name XBOW left XBOW right XBOW up XBOW down XBOW hp 100 max_strength 6 weight 2500 description "You see a hefty crossbow." short "crossbow" IfWielded wield_weapon Attack ammo_attack wielded range 8 user1 xbow_bolts setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name XBOW_BOLTS left XBOW_BOLT_L right XBOW_BOLT_R up XBOW_BOLT_U down XBOW_BOLT_D hp 100 strength 60 max_strength 12 weight 2 damage 20 description "You see a bundle of crossbow bolts." short "bolts" IfLookedAt CHECK_XBOW_AMMO setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name WINEGLASS left GLASS02 right GLASS03 up GLASS01 down GLASS00 hp 10 weight 100 description "You see a wineglass." short "wineglass" fragile translucent IfKilled smash_china name WINEGLASS_BROKEN left GLASS04 right GLASS04 up GLASS04 down GLASS04 hp 100 weight 60 damage 1 description "You see a broken wineglass." translucent short "bits" IfTriggered spikes name GLASS_LENS left GLASS05 right GLASS05 up GLASS05 down GLASS05 hp 10 weight 1000 description "You see a glass lens." short "lens" fragile translucent IfKilled smash_china name GLASS_COUNTER left GLASS06 right GLASS08 up GLASS07 down GLASS07 hp 5 weight -1 description "You see a glass countertop." short "countertop" fragile translucent IfKilled smash_countertop fixed tabletop name GLASS_COUNTER2 left GLASS10 right GLASS10 up GLASS09 down GLASS11 hp 5 weight -1 description "You see a glass countertop." short "countertop" fragile translucent IfKilled smash_countertop fixed tabletop name GLASS_COUNTER3 left GLASS13 right GLASS05 up GLASS12 down GLASS05 hp 5 weight -1 description "You see a glass countertop." short "countertop" fragile translucent IfKilled smash_countertop fixed tabletop name DATAPANEL up data00 down data03 left data01 right data02 hp 1000 weight -1 description "You see a wall-mounted data display." short "display" fixed IfUsed BOOK_USE name DATAPANEL2 up data05 down data06 left data04 right data07 hp 1000 weight -1 description "You see a wall-mounted data display." short "display" fixed IfUsed BOOK_USE name LP_DECK up lp_deck1 down lp_deck1 left lp_deck0 right lp_deck0 hp 100 weight -1 description "You see some kind of large music player." short "music device" fixed name OSCOPE up OSCOPE_V down OSCOPE_V left OSCOPE_H right OSCOPE_H hp 10000 weight -1 description "You see an oscilloscope." short "oscilloscope" fixed name RACAL up RACAL_V down RACAL_V_RUNNING left RACAL_V right RACAL_V hp 10000 weight -1 description "You see an instrumentation recorder." short "recorder" fixed name CIRCUITBOARD up CIRCUITBOARD down CIRCUITBOARD left CIRCUITBOARD right CIRCUITBOARD hp 10000 weight 100 description "You see a printed circuit board." short "circuitry" name AIRCRAFTPARTS_00 up AIRCRAFTPARTS00 down AIRCRAFTPARTS00 left AIRCRAFTPARTS00 right AIRCRAFTPARTS00 hp 10000 weight 70000 description "You see an arm." short "aircraft part" name AIRCRAFTPARTS_01 up AIRCRAFTPARTS01 down AIRCRAFTPARTS01 left AIRCRAFTPARTS01 right AIRCRAFTPARTS01 hp 10000 weight 40000 description "You see a nosecone." short "aircraft part" name AIRCRAFTPARTS_02 up AIRCRAFTPARTS02 down AIRCRAFTPARTS02 left AIRCRAFTPARTS02 right AIRCRAFTPARTS02 hp 10000 weight 30000 description "You see a tailfin." short "aircraft part" name AIRCRAFTPARTS_03 up AIRCRAFTPARTS03 down AIRCRAFTPARTS03 left blank right blank hp 10000 weight -1 description "You see a rudder section." short "aircraft part" fixed name AIRCRAFTPARTS_04 up AIRCRAFTPARTS04 down AIRCRAFTPARTS04 left AIRCRAFTPARTS04b right blank hp 10000 weight -1 description "You see a wing section." short "aircraft part" fixed name AIRCRAFTPARTS_05 up AIRCRAFTPARTS05 down AIRCRAFTPARTS05 left AIRCRAFTPARTS05 right AIRCRAFTPARTS05 hp 10000 weight -1 description "You see a brain module." short "aircraft part" fixed solid tabletop name PRINTER up PRINTER down PRINTER left PRINTER right PRINTER hp 10000 weight -1 description "You see a dot-matrix printer." short "printer" fixed solid name TAPEDECK up TAPEDECK down TAPEDECK left TAPEDECK right TAPEDECK hp 10000 weight -1 description "You see a Studer tape deck." short "tape deck" fixed solid name TAPE up TAPE00 down TAPE00 left TAPE01 right TAPE01 hp 10000 weight 250 description "You see a reel of audio tape." short "tape" ifused use_tapereel name PRINTOUT00 up PRINTOUT00 down PRINTOUT01 left PRINTOUT02 right PRINTOUT03 hp 10000 weight 250 description "You see a printout." short "printout" IfUsed BOOK_USE name PRINTOUT01 up PRINTOUT04 down PRINTOUT04 left PRINTOUT05 right PRINTOUT05 hp 10000 weight 250 description "You see a printout." short "printout" IfUsed BOOK_USE name RADAR_DISPLAY up RADAR_DISPLAY down RADAR_DISPLAY left RADAR_DISPLAY right RADAR_DISPLAY hp 10000 weight -1 description "You see a radar display." short "display" fixed name cage1 up cage00 right cage01 left cage02 down cage03 hp 1000000 weight -1 description "You see a cage." short "cage" fixed solid name cage2 up cage04 right cage07 left cage06 down cage05 hp 1000000 weight -1 description "You see a cage." short "cage" fixed solid name cagedoorway up cage08 down cage08 left cage11 right cage11 hp 60 weight -1 description "You see a cage doorway." short "doorway" fixed solid setsolid H 1 0 1 1 setsolid V 0 1 1 1 setActiveArea V 0 1 2 1 setActiveArea H 1 0 1 2 name cagedoor_shut up cage09 down cage09 left cage12 right cage12 hp 60 weight -1 description "You see a cage door." short "door" fixed ifused opendoorC1 IfKilled DoorwayC1 solid setsolid H 1 0 1 2 setsolid V 0 1 2 1 setActiveArea V 0 1 2 1 setActiveArea H 1 0 1 2 name cagedoor_open up cage10 down cage10 left cage13 right cage13 hp 60 weight -1 description "You see a cage door." short "door" fixed ifused closedoorC1 IfKilled DoorwayC1 solid setsolid H 1 0 1 1 setsolid V 0 1 1 1 setActiveArea V 0 1 2 1 setActiveArea H 1 0 1 2 name hawking_kit0 left hawking_kit0 right hawking_kit0 up hawking_kit0 down hawking_kit0 hp 1000 weight 330 description "You see a leather falconry gauntlet." short "glove" ifwielded wield_lglove wielded name hawking_kit1 left hawking_kit1 right hawking_kit1 up hawking_kit1 down hawking_kit1 hp 1000 weight 253 description "You see a pair of jesses." short "jesses" name hawking_kit2 left hawking_kit2 right hawking_kit2 up hawking_kit2 down hawking_kit2 hp 1000 weight 208 description "You see some tiny bells." short "bells" name hawking_kit3 left hawking_kit3 right hawking_kit3 up hawking_kit3 down hawking_kit3 hp 1000 weight 210 description "You see a small cloth hood." short "hood" name hawking_kit4 left hawking_kit4 right hawking_kit4 up hawking_kit4 down hawking_kit4 hp 1000 weight 162 description "You see a strong leash made from leather." short "leash" name PATHMARKER left ARROW_LEFT right ARROW_RIGHT up ARROW_UP down ARROW_DOWN hp 10000 weight -1 description "Path marker" short "path marker" system invisible fixed name DRAWBRIDGE_DOWN left DRAWBRIDGE_DOWN right DRAWBRIDGE_DOWN up DRAWBRIDGE_DOWN down DRAWBRIDGE_DOWN hp 1000000 weight -1 description "You see a drawbridge." short "drawbridge" fixed boat name DRAWBRIDGE_UP left DRAWBRIDGE_UP right DRAWBRIDGE_UP up DRAWBRIDGE_UP down DRAWBRIDGE_UP hp 1000000 weight -1 description "You see a raised drawbridge." short "drawbridge" solid fixed setsolid H 2 2 4 1 setactivearea H 1 1 5 2 setsolid V 2 2 4 1 setactivearea V 1 1 5 2 name POSTER up poster_v down poster_v left poster_h right poster_h hp 100 weight -1 description "You see a poster." short "poster" fixed IfLookedAt GENERIC_SIGN IfUsed BOOK_USE name POSTER2 up poster2_v down poster2_v left poster2_h right poster2_h hp 100 weight -1 description "You see a poster." short "poster" fixed IfLookedAt GENERIC_SIGN IfUsed BOOK_USE name WARRANT up scroll00 down scroll00 left scroll00 right scroll00 hp 100 weight 100 description "You see a royal warrant." short "warrant" IfLookedAt GENERIC_SIGN name WARRANT_FLOUR up scroll00 down scroll00 left scroll00 right scroll00 hp 100 weight 100 description "You see a royal warrant for some flour." short "warrant" name PASS_POPE up scroll00 down scroll00 left scroll00 right scroll00 hp 100 weight 100 description "You see a church warrant allowing you to see the Pope." short "warrant" name POSTER_WANTED up poster_v down poster_v left poster_h right poster_h hp 100 weight -1 description "You see a wanted poster." short "royal poster" fixed IfUsed BOOK_USE conversation books/misc/wanted.txt name TROUGH up trough_v down trough_v left trough_h right trough_h hp 100000 weight -1 description "You see a water trough." short "trough" fixed solid race water name SCEPTRE left SCEPTRE right SCEPTRE up SCEPTRE down SCEPTRE hp 100 weight 1000 damage 9 description "You see a golden sceptre." short "sceptre" IfWielded wield_weapon Attack CLOSE_ATTACK wielded name DOORBELL left LGT_SW1 right LGT_SW1 up LGT_SW2 down LGT_SW2 hp 200000 weight -1 description "You see a doorbell." short "doorbell" IfUsed DOORBELL fixed name SPARK_START left POWERPLANT_SPARK1 right POWERPLANT_SPARK1 up POWERPLANT_SPARK1 down POWERPLANT_SPARK1 hp 100000 weight -1 damage 200 light 1 description "You see power equipment." short "power equipment" oninit spark_start_dangerous solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name SPARK_END left POWERPLANT_SPARK2 right POWERPLANT_SPARK2 up POWERPLANT_SPARK2 down POWERPLANT_SPARK2 hp 100000 weight -1 light 1 description "You see power equipment." short "power equipment" solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 1 setActiveArea H 0 0 1 1 name FORCEFIELD_ON left RED right RED up RED down RED hp 10000000 weight -1 light 1 strength 1 description "You see some kind of glowing barrier." short "forcefield" oninit start_forcefield IfKilled respawn ifwielded toggle_forcefield invisible solid fixed name FORCEFIELD_OFF left GREEN right GREEN up GREEN down GREEN hp 10000000 weight -1 strength 1 description "You see a dimly glowing haze in the air." short "haze" ifwielded toggle_forcefield fixed invisible # system # This will stop the user seeing it name MAGIC_BARRIER left BLUE right BLUE up BLUE down BLUE hp 10000000 weight -1 light 1 strength 1 description "You see a magical barrier." short "barrier" oninit start_barrier IfKilled respawn ifwielded toggle_barrier invisible solid fixed name MAGIC_BARRIER_OFF left BLUE right BLUE up BLUE down BLUE hp 10000000 weight -1 strength 1 description "You see a dimly glowing haze in the air." short "haze" IfKilled respawn ifwielded toggle_barrier invisible fixed name BARRIER left RED right RED up RED down RED hp 10000000 weight -1 strength 1 description "" short "" ifwielded remove_barrier invisible hidden solid fixed name kfs_sign left kfs_sign right kfs_sign up kfs_sign down kfs_sign hp 10000 weight -1 description "You see a shop sign." short "sign" fixed invisible name kfs_window left kfs_window right kfs_window up kfs_window down kfs_window hp 10 weight -1 description "You see a shop window." short "window" fixed IfKilled kfswindow_break fragile spikeproof solid translucent name kfs_window_broken left kfs_window_broken right kfs_window_broken up kfs_window_broken down kfs_window_broken hp 100000 weight -1 description "You see a vandalised shop window." short "window" fixed IfKilled respawn spikeproof solid translucent name kfs_wallfacade left kfs_wall1 up kfs_wall2 down kfs_wall2 right kfs_wall3 hp 100000 weight -1 description "You see a shop facade." short "wall" fixed IfKilled respawn spikeproof solid name KFS_BURGER left kfs_takeaway1 right kfs_takeaway1 up kfs_takeaway1 down kfs_takeaway1 hp 50 weight 300 description "You see a Burgoo Burger(tm)." short "takeaway" IfUsed EAT_FOOD user2 KFS_LITTER no_resurrect name KFS_SANDWICH left kfs_takeaway1 right kfs_takeaway1 up kfs_takeaway1 down kfs_takeaway1 hp 50 weight 320 description "You see a Squirrel Sandwich(tm)." short "takeaway" IfUsed EAT_FOOD user2 KFS_LITTER no_resurrect name KFS_LITTER left kfs_takeaway2 right kfs_takeaway2 up kfs_takeaway2 down kfs_takeaway2 hp 50 weight 60 description "You see an empty takeaway box." short "litter" no_resurrect name KFS_KEBAB left kfs_kebab1 right kfs_kebab1 up kfs_kebab1 down kfs_kebab1 hp 50 weight 60 description "You see a squirrel kebab." short "kebab" IfUsed EAT_FOOD user2 KFS_KEBABSTICK no_resurrect name KFS_KEBABSTICK left kfs_kebab2 right kfs_kebab2 up kfs_kebab2 down kfs_kebab2 hp 50 weight 60 description "You see a greasy stick." short "skewer" no_resurrect name KFS_CURRY left kfs_takeaway1 right kfs_takeaway1 up kfs_takeaway1 down kfs_takeaway1 hp 50 weight 300 description "You see a squirrel kashmir." short "takeaway" IfUsed EAT_FOOD user2 KFS_LITTER no_resurrect name stdonalds_sign left stdonalds_sign right stdonalds_sign up stdonalds_sign down stdonalds_sign hp 10000 weight -1 description "You see a shop sign." short "sign" fixed invisible name who_accel left who_01 right who_01 up who_01 down who_01 hp 50 weight 600 description "You see an ultrabeam accelerator." short "accelerator" no_resurrect name who_analyser left who_02a right who_02b up who_02c down who_02c hp 5000000 weight -1 description "You see a bioanalyser." short "device" no_resurrect fixed name who_comm left who_03 right who_03 up who_03 down who_03 hp 50 weight 60 description "You see an interspace communicator." short "communicator" no_resurrect name who_tape left who_04 right who_04 up who_04 down who_04 hp 50 weight 200 description "You see a reel of 1-inch videotape." short "spool" no_resurrect IfLookedAt GENERIC_SIGN ifused use_tapereel name who_jar left who_05 right who_05 up who_05 down who_05 hp 10 weight 500 description "You see a large jar." short "jar" no_resurrect fragile ifkilled smash name who_cylinder left who_06 right who_06 up who_06 down who_06 hp 10 weight 700 description "You see a glass measuring cylinder." short "cylinder" no_resurrect fragile ifkilled smash name who_lamp left who_07 right who_07 up who_07 down who_07 hp 50 weight 100 description "You see a small flashlight." short "lamp" no_resurrect name who_spool left who_08 right who_08 up who_08 down who_08 hp 50 weight 60 description "You see an empty spool of videotape." short "spool" ifused use_tapereel name scully left scully right scully up scully down scully hp 50 weight -1 description "You see a 16-track Scully tape machine." short "tape deck" solid fixed setsolid H 1 1 1 1 setsolid V 1 1 1 1 setactivearea H 1 1 1 1 setactivearea V 1 1 1 1 name mastertape left who_08 right who_08 up who_08 down who_08 hp 50 weight 200 description "You see a reel of studio tape." short "tape" no_resurrect IfLookedAt GENERIC_SIGN ifused use_tapereel name LUTE left LUTE right LUTE up LUTE down LUTE hp 200 weight 1600 description "You see a lute." short "lute" name PERCH left PERCH_BAD right PERCH_R up PERCH_U down PERCH_BAD hp 3000 weight 12000 damage 10 description "You see a perch for a large bird." short "perch" ifused sit_down_bird solid name WINECASK0 left winecask0 right winecask0 up winecask0 down winecask0 hp 4000 weight -1 description "You see a large wine cask." short "wine cask" solid fixed name WINEVAT left WINEVAT right WINEVAT up WINEVAT down WINEVAT hp 40000 weight -1 description "You see a wine vat." short "wine vat" solid fixed name BOWL_EMPTY left salt_empty right salt_empty up salt_empty down salt_empty hp 50 weight 200 description "You see a wooden bowl." short "bowl" name BOWL_SALT left salt_00 right salt_01 up salt_02 down salt_00 hp 50 weight 700 description "You see a large bowl of salt." short "salt" name BOWL_PEPPER left pepper_00 right pepper_01 up pepper_00 down pepper_01 hp 50 weight 700 description "You see a large bowl of pepper." short "pepper" name meat00 left meat00 right meat00 up meat00 down meat00 hp 50 weight 7000 description "You see a cow's leg." short "meat" race cow name meat01 left meat01 right meat01 up meat01 down meat01 hp 50 weight 2000 description "You see a cow's head." short "meat" race cow name meat02 left meat02 right meat02 up meat02 down meat02 hp 50 weight 10000 description "You see one end of a cow." short "meat" race cow name meat03 left meat03 right meat03 up meat03 down meat03 hp 50 weight 1000 description "You see some very fresh beef." short "meat" race cow name meat04 left meat04 right meat04 up meat04 down meat04 hp 50 weight 1300 description "You see some very fresh beef." short "meat" race cow name meat05 left meat05 right meat05 up meat05 down meat05 hp 50 weight -1 fixed description "You see some bits of cow." short "mess" race cow name JAR_EMPTY left JAR00 right JAR00 up JAR00 down JAR00 hp 1 weight 600 description "You see an empty jar." short "jar" IfUsed use_jar IfKilled smashjar fragile name JAR_BROKEN left JAR01 right JAR01 up JAR01 down JAR01 hp 1000 weight 600 damage 3 description "You see a smashed jar." short "glass" IfUsed use_jar IfKilled smashjar iftriggered spikes name JAR_HONEY left JAR02 right JAR02 up JAR02 down JAR02 hp 1 weight 800 description "You see a jar of honey." short "honey jar" IfUsed eat_food IfKilled smashjar fragile name JAR_FISH left JAR05 right JAR04 up JAR03 down JAR06 hp 1 weight 800 description "You see a jar of pickled fish." short "jar of fish" IfUsed eat_food IfKilled smashjar fragile name FISH00 left FISH00 right FISH00 up FISH00 down FISH00 hp 100 weight 1000 description "You see a dried fish." short "fish" IfUsed eat_food name TELEPORTER0 left TELEPORTER0 right TELEPORTER0 up TELEPORTER0 down TELEPORTER0 hp 1000 weight -1 fixed description "You see a teleportation pad." short "teleporter" Iftriggered teleport_party_stand name TELEPORTER0_OFF left TELEPORTER1 right TELEPORTER1 up TELEPORTER1 down TELEPORTER1 hp 1000 weight -1 fixed description "You see a teleportation pad." short "teleporter" name TANK00 left TANK01 right TANK03 up TANK04 down TANK05 hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK01 left TANK02 right TANK02 up TANK02 down TANK02 hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK02 left TANK_BL0 right TANK_TR0 up TANK_TL0 down TANK_BR hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK03 left TANK_BL1 right TANK_TR1 up TANK_TL1 down TANK_BR hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK04 left TANK_BL2 right TANK_TR2 up TANK_TL2 down TANK_BR hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK05 left TANK_BL3 right TANK_TR3 up TANK_TL3 down TANK_BR hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK06 left TANK_R right TANK_RR up TANK_B down TANK_BB hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK07 left TANK_L0 right TANK_L0 up TANK_T0 down TANK_T0 hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK08 left TANK_L1 right TANK_L1 up TANK_T1 down TANK_T1 hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK09 left TANK_L2 right TANK_L2 up TANK_T2 down TANK_T2 hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK10 left TANK_L3 right TANK_L3 up TANK_T3 down TANK_T3 hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name TANK11 left TANKTAP right TANKTAP up TANKTAP down TANKTAP hp 100000000 weight -1 fixed solid # ifused water ifkilled respawn description "You see a tap." short "tap" name TANK12 left TANK_L4 right TANK_R4 up TANK_T4 down TANK_B4 hp 100000000 weight -1 fixed solid ifkilled respawn description "You see a large water tank." short "cistern" name RADAR_ARRAY left RADAR_ARRAY right RADAR_ARRAY up RADAR_ARRAY down RADAR_ARRAY hp 1000000 weight -1 damage 40 description "You see some kind of Radar array." short "radar array" solid fixed name CARDREADER left CARDSLOT_H_NORMAL right CARDSLOT_H_NORMAL up CARDSLOT_V_NORMAL down CARDSLOT_V_NORMAL hp 2000000 max_hp 2000000 weight -1 description "You see a slot for some kind of keycard." short "cardreader" IfKilled RESPAWN ifused use_cardreader ifwielded LEVER_CALLWIELD_TAGS user1 ReplaceThisWithKeyObjectName user2 flip_cardreader fixed spikeproof name KEYPAD left KEYPAD_H right KEYPAD_H up KEYPAD_V down KEYPAD_V hp 2000000 max_hp 2000000 weight -1 description "You see a security keypad." short "keypad" IfKilled RESPAWN # ifused use_cardreader ifused use_keypad_drak fixed spikeproof name JC_WAS_HERE left jc_was_here right jc_was_here up jc_was_here down jc_was_here hp 1000000 weight -1 description "You see a message made from human bones." short "pile of bones" fixed name segfault left segfault right segfault up segfault down segfault hp 1000000 weight -1 description "You see mystical writings." short "mystic writings" fixed name rubics_cube left rubicscube0 right rubicscube1 up rubicscube2 down rubicscube3 hp 100 weight 200 description "You see a plastic puzzle." short "rubic's cube" IfUsed rubics_cube name FAKEMUD left fakemud_closed right fakemud_closed up fakemud_closed down fakemud_closed hp 250000 weight -1 description "You see some mud." short "" ifwielded fakemud_open fixed name FAKEMUD_OPEN left fakemud_open right fakemud_open up fakemud_open down fakemud_open hp 250000 weight -1 description "You see some mud." short "" fixed ifwielded fakemud_close setsolid H 0 0 0 0 setsolid V 0 0 0 0 setactivearea H 1 0 1 1 setactivearea V 1 0 1 1 name PIPES_00 left pipe10 right pipe10 up pipe00 down pipe00 weight -1 hp 1000000 description "You see some pipes" short "pipes" fixed name PIPES_01 left pipe01 right pipe06 up pipe05 down pipe08 weight -1 hp 1000000 description "You see some pipes" short "pipes" fixed name PIPES_02 left pipe02 right pipe03 up pipe02 down pipe03 weight -1 hp 1000000 description "You see some pipes" short "pipes" fixed name PIPES_03 left pipe04 right pipe07 up pipe04 down pipe07 weight -1 hp 1000000 description "You see some pipes" short "pipes" fixed name PIPES_04 left pipe13 right pipe15 up pipe11 down pipe14 weight -1 hp 1000000 description "You see some pipes" short "pipes" fixed name PIPES_05 left pipe09 right pipe12 up pipe16 down pipe17 weight -1 hp 1000000 description "You see some pipes" short "pipes" fixed name PIPES_06 left pipe18 right pipe18 up pipe20 down pipe19 weight -1 hp 20000000 description "You see some large, heavy-duty pipes." short "pipes" fixed solid name PIPES_07 left pipe21 right pipe22 up pipe23 down pipe23 weight -1 hp 20000000 description "You see some large, heavy-duty pipes." short "pipes" fixed solid name pipe_powerplant left powerplant_pipeend right powerplant_pipe up powerplant_pipe down powerplant_pipe weight -1 hp 20000000 description "You see a large concrete pipe." short "pipe" fixed solid name dataline left dataline2 right dataline2 up dataline1 down dataline1 weight -1 hp 20000000 description "You see some weird data conduit." short "data line" fixed solid name codec left codec right codec up codec down codec weight -1 hp 20000000 description "You see the CODEC of Ultimate Power." short "CODEC" fixed solid name terminal left codec_term right codec_term up codec_term down codec_term weight -1 hp 20000000 description "You see a data terminal." short "terminal" fixed solid name WALL_METAL_D00 left mwall_decal00 right mwall_decal01 up mwall_decal02 down mwall_decal03 weight -1 hp 1000000 description "You see an instrument panel." short "instruments" fixed name WALL_METAL_D01 left mwall_decal15 right mwall_decal15 up mwall_decal15 down mwall_decal15 weight -1 hp 1000000 description "You see a display panel." short "display" fixed IfUsed BOOK_USE conversation books/tech/ddatadsp.txt name WALL_METAL_D02 left mwall_decal08 right mwall_decal09 up mwall_decal10 down mwall_decal11 weight -1 hp 1000000 description "You see an instrument panel." short "instruments" fixed name WALL_METAL_D03 left mwall_decal12 right mwall_decal13 up mwall_decal14 down ?UNKNOWN weight -1 hp 1000000 description "You see an instrument panel." short "instruments" fixed name WALL_METAL_D04 left mwall_decal04 right mwall_decal16 up mwall_decal06 down mwall_decal07 weight -1 hp 1000000 description "You see an instrument panel." short "instruments" fixed name WALL_METAL_D05 left mwall_decal18a right mwall_decal18a up mwall_decal18b down mwall_decal18b weight -1 hp 1000000 description "You see a button." short "button" fixed ifused use_stopbutton name WALL_METAL_D06 left mwall_decal30 right mwall_decal31 up mwall_decal32 down mwall_decal33 weight -1 hp 1000000 description "You see an instrument panel." short "instruments" fixed name WALL_METAL_D07 left mwall_decal45 right mwall_decal45 up mwall_decal45 down mwall_decal45 weight -1 hp 1000000 description "You see a display panel." short "display" fixed IfUsed BOOK_USE conversation books/tech/ddatadsp.txt name WALL_METAL_D08 left mwall_decal38 right mwall_decal39 up mwall_decal40 down mwall_decal41 weight -1 hp 1000000 description "You see an instrument panel." short "instruments" fixed name WALL_METAL_D09 left mwall_decal42 right mwall_decal43 up mwall_decal44 down ?UNKNOWN weight -1 hp 1000000 description "You see an instrument panel." short "instruments" fixed name WALL_METAL_D10 left mwall_decal34 right mwall_decal46 up mwall_decal36 down mwall_decal37 weight -1 hp 1000000 description "You see an instrument panel." short "instruments" fixed name WALL_METAL_D11 left mwall_decal48a right mwall_decal48a up mwall_decal48b down mwall_decal48b weight -1 hp 1000000 description "You see a button." short "button" fixed ifused use_stopbutton name WALL_METAL_TOP left metaltop right metaltop up metaltop down metaltop weight -1 hp 1000000 description "You see a metal panel." short "metal panel" fixed solid name WALL_METAL_WIREPANEL1 left mwall_decal17a right mwall_decal17a up mwall_decal17a down mwall_decal17a weight -1 hp 1000000 description "You see an inspection hatch." short "hatch" fixed IfUsed OpenShipPanel1 name WALL_METAL_WIREPANEL2 left mwall_decal17b right mwall_decal17b up mwall_decal17b down mwall_decal17b weight -1 hp 1000000 description "You see a cable loom." short "wiring" fixed IfUsed CloseShipPanel1 ifHurt shock_person name WALL_METAL_WIREPANEL3 left mwall_decal17a right mwall_decal17a up mwall_decal17a down mwall_decal17a weight -1 hp 1000000 description "You see an inspection hatch." short "hatch" fixed IfUsed OpenShipPanel2 name WALL_METAL_WIREPANEL4 left mwall_decal17c right mwall_decal17c up mwall_decal17c down mwall_decal17c weight -1 hp 1000000 description "You see a cable loom. Some of the wires are cut." short "wiring" fixed IfUsed CloseShipPanel2 ifHurt shock_person name WALL_METAL_BREAKER left power_breaker1 right power_breaker0 up power_breaker2 down power_breaker3 weight -1 hp 1000000 description "You see a circuit breaker." short "breaker" fixed ifused circuit_breaker name DEFENCE_POST_DOWN left defencepost_down right defencepost_down up defencepost_down down defencepost_down weight -1 hp 1000 description "You see a circular panel in the floor." short "panel" fixed name DEFENCE_POST_UP left defencepost_up right defencepost_up up defencepost_up down defencepost_up weight -1 hp 1000 description "You see a grey metal post." short "post" fixed solid name AIRLOCK_TOP left airlock_top_l right airlock_top_r up airlock_top_m down airlock_top_m weight -1 hp 1000000 description "You see an airlock door" short "airlock" fixed ifkilled RESPAWN name AIRLOCK_DOOR left airlock_door_closed right airlock_door_closed up airlock_door_closed down airlock_door_closed weight -1 hp 1000000 description "You see an airlock door" short "airlock" fixed solid ifwielded open_airlock name AIRLOCK_DOOR_OPEN left airlock_door_open right airlock_door_open up airlock_door_open down airlock_door_open weight -1 hp 1000000 description "You see an airlock door" short "airlock" fixed ifwielded close_airlock name POWERPLANT_HATCH left powerplant_hatch1 right powerplant_hatch1 up powerplant_hatch1 down powerplant_hatch1 weight -1 hp 1000000 description "You see a maintenance hatch" short "hatch" fixed ifused pphatch_open name POWERPLANT_HATCH_BRK left powerplant_hatch1 right powerplant_hatch1 up powerplant_hatch1 down powerplant_hatch1 weight -1 hp 1000000 description "You see a maintenance hatch. It feels warm." short "warm hatch" fixed ifused pphatch_open name POWERPLANT_HATCH_OPEN left powerplant_hatch5 right powerplant_hatch5 up powerplant_hatch2 down powerplant_hatch2 weight -1 hp 1000000 description "You see an open maintenance hatch" short "hatch" fixed solid ifused pphatch_open name POWERPLANT_HATCH_BRK_OPEN left powerplant_hatch5 right powerplant_hatch5 up powerplant_hatch3 down powerplant_hatch3 weight -1 hp 1000000 description "You see an open maintenance hatch. It doesn't look good." short "red-hot hatch" fixed solid ifused pphatch_open name POWERLINK left powerlink right powerlink up powerlink down powerlink weight 1000 hp 1000000 description "You see some kind of bus bar." short "bus bar" ifused powerlink_use name SERVITOR left SERVITOR_L right SERVITOR_R up SERVITOR_U down SERVITOR_D hp 100 intelligence 50 weight 20000 damage 5 description "You see some kind of maintenance robot." short "robot" IfKilled servitor_dies ifhorrified Servitor_Horror IfHurt start_attack attack attack_laser user1 fx_laserbeam_red solid range 8 person name SERVITOR_DEAD left SERVITOR_DEAD0 right SERVITOR_DEAD0 up SERVITOR_DEAD0 down SERVITOR_DEAD0 hp 1000000 weight 15000 damage 5 description "You see a destroyed maintenance robot." short "scrap" contains servitor_dead2 IfLookedAt SearchContainer name SERVITOR_DEAD2 left SERVITOR_DEAD1 right SERVITOR_DEAD1 up SERVITOR_DEAD1 down SERVITOR_DEAD1 hp 1000000 weight 5000 damage 5 description "You see part of a destroyed maintenance robot." short "junk" name CONCRETEDOOR1_SHUT left CONCRETEDOOR1H_SHUT right CONCRETEDOOR1H_SHUT up CONCRETEDOOR1V_SHUT down CONCRETEDOOR1V_SHUT hp 100 weight -1 description "You see a modern-looking door." short "modern door" IfUsed OpenDoorM1 IfKilled DoorwayM1 solid will_open blockslight fixed setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name CONCRETEDOOR1_OPEN left CONCRETEDOOR1H_OPEN right CONCRETEDOOR1H_OPEN up CONCRETEDOOR1V_OPEN down CONCRETEDOOR1V_OPEN hp 100 weight -1 description "You see a modern-looking door." short "modern door" IfUsed CloseDoorM1 IfTriggered door_close_trigger IfKilled DoorwayM1 solid will_open fixed setsolid V 0 0 1 1 setsolid H 0 1 1 1 setActiveArea V 1 0 1 1 setActiveArea H 0 0 1 1 name CONCRETEDOOR1_LOCK left CONCRETEDOOR1H_SHUT right CONCRETEDOOR1H_SHUT up CONCRETEDOOR1V_SHUT down CONCRETEDOOR1V_SHUT hp 100 weight -1 description "You see a modern-looking door." short "modern door" OnInit DoorLockCheck IfUsed DoorLocked IfKilled DoorwayM1 solid will_open blockslight fixed setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name CONCRETEDOORWAY left CONCRETEDOORWAY_H right CONCRETEDOORWAY_H up CONCRETEDOORWAY_V down CONCRETEDOORWAY_V hp 1000000 weight -1 description "You see a doorway." short "doorway" IfKilled respawn solid fixed setsolid V 0 0 1 1 setsolid H 0 1 1 1 setActiveArea V 1 0 1 1 setActiveArea H 0 0 1 1 name LOCKER_V left LOCKERV1 right LOCKERV1 up LOCKERV0 down LOCKERV2 hp 90000 weight -1 description "You see someone's locker." short "lockers" IfUsed OpenContainer IfKilled spill solid fixed container tabletop setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 2 1 name LOCKER_V_OPEN left LOCKERV4 right LOCKERV4 up LOCKERV3 down LOCKERV5 hp 90000 weight -1 description "You see an open locker." short "lockers" IfUsed CloseContainer IfLookedAt SearchContainer IfKilled spill solid fixed container setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 2 1 name LOCKER_V_LOCKED left LOCKERV1 right LOCKERV1 up LOCKERV0 down LOCKERV2 hp 90000 weight -1 description "You see someone's locker. It's locked." short "lockers" OnInit DoorLockCheck IfUsed DoorLocked IfKilled spill solid fixed container tabletop setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 2 1 setActiveArea H 0 0 2 1 name PLASMATUBE left plasmatube_l right plasmatube_r up plasmatube_u down plasmatube_d hp 2000000000 weight -1 description "You see some kind of plasma containment." short "plasma tube" solid fixed spikeproof name PLASMATUBE_OFF left plasmatube_off right plasmatube_off up plasmatube_off down plasmatube_off hp 2000000000 weight -1 description "You see some kind of plasma containment. It's not working." short "plasma tube" solid fixed spikeproof name GENERATOR left generator right generator up generator down generator hp 2000000000 weight -1 description "You see some kind of generator." short "generator" solid fixed spikeproof name GENERATOR_OFF left generator2 right generator2 up generator2 down generator2 hp 2000000000 weight -1 description "You see some kind of generator. It's not working." short "generator" solid fixed spikeproof name DRIVESHELL left drive_on right drive_on up drive_on down drive_on hp 2000000000 weight -1 description "You see some kind of drive system." short "drive system" solid fixed spikeproof name DRIVESHELL_OFF left drive_off right drive_off up drive_off down drive_off hp 2000000000 weight -1 description "You see some kind of drive system. It's dead." short "drive system" solid fixed spikeproof name VALVE_SOCKET left valve00 right valve00 up valve00 down valve00 hp 2000000000 weight -1 description "You see a giant valve socket." short "valve socket" solid fixed tabletop iftriggered check_valve spikeproof name VALVE_BROKEN left valve05 right valve05 up valve05 down valve05 hp 2000000000 weight 20000 description "You see a giant vacuum tube. It has been smashed." short "broken valve" solid name VALVE_BLOWN left valve04 right valve04 up valve04 down valve04 hp 30 weight 20000 description "You see a giant vacuum tube. It seems to have blown." short "blown valve" solid fragile ifkilled valve_broken name VALVE_WORKING left valve02 right valve02 up valve02 down valve02 hp 30 weight -1 description "You see a giant vacuum tube. It seems to be working." short "valve" solid fixed ifkilled valve_broken name VALVE left valve01 right valve01 up valve01 down valve01 hp 30 weight 20000 description "You see a giant vacuum tube. It seems to be intact." short "valve" solid ifkilled valve_broken name SPELL_yellow up spell_yellow down spell_yellow left spell_yellow right spell_yellow weight -1 description "You see a yellow glow." short "glow" fixed spikeproof name 747DOOR left 747wall3 right 747wall3 up 747wall3 down 747wall3 hp 2000000000 weight -1 description "You see a cabin door." short "door" IfUsed TELEPORT_PRESSPARTY IfKilled RESPAWN solid fixed name SNACKMACHINE left SNACKMACHINE right SNACKMACHINE up SNACKMACHINE down SNACKMACHINE hp 2000000000 weight -1 description "You see a snack machine." short "vending machine" IfUsed snackmachine solid fixed name SNACK00 left SNACK00 right SNACK00 up SNACK00 down SNACK00 hp 20 weight 35 description "You see a packet of drum'n'bass flavour crisps." short "crisps" IfUsed eat_food name SNACK01 left SNACK01 right SNACK01 up SNACK01 down SNACK01 hp 20 weight 35 description "You see a diet twigglybar.|~Owing to the manufacturing process this product may contain trace amounts| of cocaine, heroin and nitric acid.~" short "candy bar" IfUsed eat_food name SNACK02 left SNACK02 right SNACK02 up SNACK02 down SNACK02 hp 200 weight 35 description "You see a can of whup-ass." short "soft drink" IfUsed eat_food name synth left synth right synth up synth down synth hp 10000 weight 6000 description "You see a Sequential Circuits Pro-1." short "synthesizer" IfUsed music_bass name CLOCK_1 left CLOCK1H right CLOCK1H up CLOCK1V down CLOCK1V hp 10000 weight -1 description "You see a large clock, set into a stone pillar." short "town clock" IfKilled RESPAWN ifused use_clock iflookedat use_clock solid fixed name CLOCK_2 left CLOCK2H right CLOCK2H up CLOCK2V down CLOCK2V hp 10000 weight -1 description "You see a large, wooden clock." short "grandfather clock" IfKilled RESPAWN ifused use_clock iflookedat use_clock solid fixed setsolid V 0 0 1 1 setsolid H 0 0 1 1 setActiveArea V 0 0 1 2 setActiveArea H 0 0 1 2 name WATCH left RING right RING up RING down RING hp 10000 weight 250 description "You see a digital watch." short "watch" IfKilled RESPAWN ifused use_watch iflookedat use_watch name RINGSTONE left RINGSTONE right RINGSTONE up RINGSTONE down RINGSTONE hp 10000 weight -1 description "You see a stone surface with a small indentation in it." short "stone pillar" IfKilled RESPAWN ifused use_ringstone solid fixed name DECOR_EARS left EAR02 right EAR01 up EAR00 down EAR03 hp 20000 weight 40 description "You see a severed ear." short "ear" name PILOT_HELMET left PILOT00 right PILOT00 up PILOT00 down PILOT00 hp 100 weight 25 armour 5 description "You see a flying helmet." short "flying helmet" IfWielded wield_helmet wielded name PILOT_JACKET left PILOT01 right PILOT01 up PILOT01 down PILOT01 hp 100 weight 25 armour 5 description "You see an aviator's flak jacket." short "flak jacket" IfWielded wield_armour wielded name PILOT_TROUSERS left PILOT02 right PILOT02 up PILOT02 down PILOT02 hp 100 weight 25 armour 5 description "You see aviator's trousers." short "trousers" # IfWielded wield_legs wielded name RADIATION left RED right RED up RED down RED hp 10000000 weight -1 light 1 strength 1 description "You see some highly radioactive substance." short "radioactive thing" oninit start_radiation IfKilled respawn behaviour radiation_damage damage 40 strength 120 invisible name HITECH_DOOR2_OPEN left htdoor2h_open right htdoor2h_open up htdoor2v_open down htdoor2v_open hp 100 weight -1 description "You see a secure-looking door." short "armoured door" Ifwielded CloseDoorHT IfKilled respawn solid will_open fixed setsolid V 0 0 1 1 setsolid H 0 1 1 1 setActiveArea V 1 0 1 1 setActiveArea H 0 0 1 1 name HITECH_DOOR2_SHUT left htdoor2h_closed right htdoor2h_closed up htdoor2v_closed down htdoor2v_closed hp 100 weight -1 description "You see a secure-looking door." short "armoured door" Ifwielded OpenDoorHT IfKilled respawn solid will_open fixed blockslight setsolid V 0 0 2 1 setsolid H 0 0 1 2 setActiveArea V 0 0 2 1 setActiveArea H 0 0 1 2 name PLAYING_CARDS left PLCARDS0 right PLCARDS1 up PLCARDS2 down PLCARDS3 hp 100 weight 100 description "You see some very large playing cards." short "playing cards" name SIDECAR left SIDECAR right SIDECAR up SIDECAR down SIDECAR hp 5000 max_hp 5000 strength 100 weight -1 description "You see some kind of capsule." short "capsule" solid shadow name FAKESAND left SAND00 right SAND01 up SAND02 down SAND03 hp 250000 weight -1 description "You see some sand." short "" fixed name CRATE_EDGES left CRATE_BL right CRATE_TR up CRATE00 down CRATE08 hp 2000000000 weight -1 description "You see a wooden container crate." short "crate" solid fixed spikeproof name CRATE_LABEL left LABEL00 right LABEL01 up LABEL00 down LABEL02 hp 2000000000 weight -1 description "You see a packing label." short "label" fixed spikeproof name CRATE2_CORNERS left CRATE09 right CRATE15 up CRATE08 down CRATE12 hp 2000000000 weight -1 description "You see a small container crate." short "crate" fixed spikeproof name CRATE2_EDGES left CRATE13 right CRATE14 up CRATE10 down CRATE11 hp 2000000000 weight -1 description "You see a small container crate." short "crate" fixed spikeproof name CRATE2_TOP left CRATE00 right CRATE03 up CRATE01 down CRATE02 hp 2000000000 weight -1 description "You see a small container crate." short "crate" fixed tabletop spikeproof name toaster left toaster_u right toaster_u up toaster_u down toaster_d hp 30000 weight 5000 description "You see a toaster." short "toaster" solid name SPELL_LIGHT left SPELLCARD0 right SPELLCARD0 up SPELLCARD0 down SPELLCARD0 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Light' sticker" ifUsed USE_SPELLCARD user1 learn_light name SPELL_AWAKEN left SPELLCARD1 right SPELLCARD1 up SPELLCARD1 down SPELLCARD1 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Awakening' sticker" ifUsed USE_SPELLCARD user1 learn_awaken name SPELL_LIGHTHEAL left SPELLCARD2 right SPELLCARD2 up SPELLCARD2 down SPELLCARD2 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Light Healing' sticker" ifUsed USE_SPELLCARD user1 learn_lightheal name SPELL_SLEEP left SPELLCARD3 right SPELLCARD3 up SPELLCARD3 down SPELLCARD3 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Sleep' sticker" ifUsed USE_SPELLCARD user1 learn_sleep name SPELL_HELP left SPELLCARD0 right SPELLCARD0 up SPELLCARD0 down SPELLCARD0 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Help' sticker" ifUsed USE_SPELLCARD user1 learn_help name SPELL_IDENTIFY left SPELLCARD1 right SPELLCARD1 up SPELLCARD1 down SPELLCARD1 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Identify' sticker" ifUsed USE_SPELLCARD user1 learn_identify name SPELL_IGNITE left SPELLCARD2 right SPELLCARD2 up SPELLCARD2 down SPELLCARD2 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Ignite' sticker" ifUsed USE_SPELLCARD user1 learn_ignite name SPELL_DOUSE left SPELLCARD3 right SPELLCARD3 up SPELLCARD3 down SPELLCARD3 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Douse' sticker" ifUsed USE_SPELLCARD user1 learn_douse name SPELL_PEER left SPELLCARD0 right SPELLCARD0 up SPELLCARD0 down SPELLCARD0 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Peer' sticker" ifUsed USE_SPELLCARD user1 learn_peer name SPELL_ALLSEEINGEYE left SPELLCARD1 right SPELLCARD1 up SPELLCARD1 down SPELLCARD1 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'All-Seeing-Eye' sticker" ifUsed USE_SPELLCARD user1 learn_allseeingeye name SPELL_ABOUT left SPELLCARD2 right SPELLCARD2 up SPELLCARD2 down SPELLCARD2 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'About Spell' sticker" ifUsed USE_SPELLCARD user1 learn_about name SPELL_POISON left SPELLCARD3 right SPELLCARD3 up SPELLCARD3 down SPELLCARD3 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Poison' sticker" ifUsed USE_SPELLCARD user1 learn_poison name SPELL_PICKPOCKET left SPELLCARD0 right SPELLCARD0 up SPELLCARD0 down SPELLCARD0 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Pickpocket' sticker" ifUsed USE_SPELLCARD user1 learn_pickpocket name SPELL_BARRIER left SPELLCARD1 right SPELLCARD1 up SPELLCARD1 down SPELLCARD1 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Magical Barrier' sticker" ifUsed USE_SPELLCARD user1 learn_barrier name SPELL_HARM left SPELLCARD2 right SPELLCARD2 up SPELLCARD2 down SPELLCARD2 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Harm' sticker" ifUsed USE_SPELLCARD user1 learn_harm name SPELL_HEAL left SPELLCARD3 right SPELLCARD3 up SPELLCARD3 down SPELLCARD3 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Healing' sticker" ifUsed USE_SPELLCARD user1 learn_heal name SPELL_CURE left SPELLCARD0 right SPELLCARD0 up SPELLCARD0 down SPELLCARD0 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Cure Poison' sticker" ifUsed USE_SPELLCARD user1 learn_cure name SPELL_GREATLIGHT left SPELLCARD1 right SPELLCARD1 up SPELLCARD1 down SPELLCARD1 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Great Light' sticker" ifUsed USE_SPELLCARD user1 learn_greatlight name SPELL_DISPELBARRIER left SPELLCARD2 right SPELLCARD2 up SPELLCARD2 down SPELLCARD2 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Dispel Barrier' sticker" ifUsed USE_SPELLCARD user1 learn_dispelbarrier name SPELL_MARK left SPELLCARD3 right SPELLCARD3 up SPELLCARD3 down SPELLCARD3 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Mark Orb' sticker" ifUsed USE_SPELLCARD user1 learn_mark name SPELL_RECALL left SPELLCARD0 right SPELLCARD0 up SPELLCARD0 down SPELLCARD0 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Recalling' sticker" ifUsed USE_SPELLCARD user1 learn_recall name SPELL_EXPLOSION left SPELLCARD1 right SPELLCARD1 up SPELLCARD1 down SPELLCARD1 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Explosion' sticker" ifUsed USE_SPELLCARD user1 learn_explosion name SPELL_TELEKINESIS left SPELLCARD2 right SPELLCARD2 up SPELLCARD2 down SPELLCARD2 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Telekinesis' sticker" ifUsed USE_SPELLCARD user1 learn_tk name SPELL_PUSH left SPELLCARD3 right SPELLCARD3 up SPELLCARD3 down SPELLCARD3 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Pushing' sticker" ifUsed USE_SPELLCARD user1 learn_push name SPELL_KILL left SPELLCARD0 right SPELLCARD0 up SPELLCARD0 down SPELLCARD0 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Light Murder' sticker" ifUsed USE_SPELLCARD user1 learn_kill name SPELL_DESTRUCTION left SPELLCARD1 right SPELLCARD1 up SPELLCARD1 down SPELLCARD1 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Destruction' sticker" ifUsed USE_SPELLCARD user1 learn_destruction name SPELL_GREATHEAL left SPELLCARD2 right SPELLCARD2 up SPELLCARD2 down SPELLCARD2 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Great Heal' sticker" ifUsed USE_SPELLCARD user1 learn_greatheal name SPELL_ENSORCELLMENT left SPELLCARD3 right SPELLCARD3 up SPELLCARD3 down SPELLCARD3 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Ensorcellment' sticker" ifUsed USE_SPELLCARD user1 learn_ensorcellment name SPELL_CONFUSION left SPELLCARD0 right SPELLCARD0 up SPELLCARD0 down SPELLCARD0 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Confusion' sticker" ifUsed USE_SPELLCARD user1 learn_confusion name SPELL_FEAR left SPELLCARD3 right SPELLCARD3 up SPELLCARD3 down SPELLCARD3 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Fear' sticker" ifUsed USE_SPELLCARD user1 learn_fear name SPELL_HEARTRUTH left SPELLCARD2 right SPELLCARD2 up SPELLCARD2 down SPELLCARD2 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Hear Truth' sticker" ifUsed USE_SPELLCARD user1 learn_heartruth name SPELL_GREATKILL left SPELLCARD0 right SPELLCARD0 up SPELLCARD0 down SPELLCARD0 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Great Kill' sticker" ifUsed USE_SPELLCARD user1 learn_greatkill name SPELL_SUMMON left SPELLCARD1 right SPELLCARD1 up SPELLCARD1 down SPELLCARD1 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Summoning' sticker" ifUsed USE_SPELLCARD user1 learn_devil name SPELL_PIEDPIPER left SPELLCARD3 right SPELLCARD3 up SPELLCARD3 down SPELLCARD3 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Pied Piper' sticker" ifUsed USE_SPELLCARD user1 learn_piedpiper name SPELL_RESURRECT left SPELLCARD0 right SPELLCARD0 up SPELLCARD0 down SPELLCARD0 hp 1 weight 1 description "You see a sticker with a cute little monster on it." short "'Spell of Resurrection' sticker" ifUsed USE_SPELLCARD user1 learn_resurrect name SPELL_HACKEDPEER left SPELLCARD1 right SPELLCARD1 up SPELLCARD1 down SPELLCARD1 hp 1 weight 1 description "You see a sticker with a monster and some scribbling on it." short "'Hacked Peer Spell' sticker" ifUsed USE_SPELLCARD user1 learn_uberpeer name SPELLCARD_WRAPPER left SPELLCARD4 right SPELLCARD4 up SPELLCARD4 down SPELLCARD4 hp 1 weight 1 description "You see a piece of shrivelled backing paper." short "backing paper" translucent name COMMS_UNIT left COMMS_UNIT right COMMS_UNIT up COMMS_UNIT down COMMS_UNIT hp 1000 weight 2000 description "You see a drakaan communications unit." short "comms unit" name DRAGONCOM left COMMS_MEDALLION right COMMS_MEDALLION up COMMS_MEDALLION down COMMS_MEDALLION hp 100 weight 100 damage 1 description "You see a drakaan personal communicator." short "medallion" IfWielded wield_neck wielded name MAINTENANCE_HATCH_SHUT left MAINTENANCE_HATCH_00 right MAINTENANCE_HATCH_00 up MAINTENANCE_HATCH_02 down MAINTENANCE_HATCH_02 hp 200000000 weight -1 description "You see a maintenance hatch." short "door" IfUsed use_hatch solid will_open fixed blockslight setsolid V 0 1 2 1 setsolid H 1 0 1 2 setActiveArea V 0 1 2 1 setActiveArea H 1 0 1 2 name MAINTENANCE_HATCH_OPEN left MAINTENANCE_HATCH_01 right MAINTENANCE_HATCH_01 up MAINTENANCE_HATCH_03 down MAINTENANCE_HATCH_03 hp 200000000 weight -1 description "You see a maintenance hatch." short "door" IfUsed use_hatch solid fixed setsolid V 1 1 1 1 setsolid H 1 1 1 1 setActiveArea V 0 1 2 1 setActiveArea H 1 0 1 2 name VENT_SHUT left VENT_HATCH_02 right VENT_HATCH_02 up VENT_HATCH_00 down VENT_HATCH_00 hp 200000000 weight -1 description "You see an air vent." short "hatch" IfUsed use_hatch solid will_open fixed blockslight setsolid V 0 1 2 1 setsolid H 1 0 1 2 setActiveArea V 0 1 2 1 setActiveArea H 1 0 1 2 name VENT_OPEN left VENT_HATCH_03 right VENT_HATCH_03 up VENT_HATCH_01 down VENT_HATCH_01 hp 200000000 weight -1 description "You see an air vent." short "hatch" IfUsed use_hatch solid fixed setsolid V 0 1 1 1 setsolid H 1 1 1 1 setActiveArea V 0 1 2 1 setActiveArea H 1 0 1 2 name FLOWER_PINNACLE left FLOWER01 right FLOWER02 up FLOWER00 down FLOWER01 hp 30 weight 250 description "You see a white mountain flower." short "flower" ifused eat_food name GRAPES_VAT left GRAPES00 right GRAPES01 up GRAPES02 down GRAPES03 hp 1000000000 weight -1 description "You see a vat full of grapes." short "grapes" fixed spikeproof name LASER_DPOST left HLASER right HLASER up VLASER down VLASER hp 10000000 weight -1 description "You see a laser beam." short "laser" behaviour toggle_lasers fixed name STONEFLOOR10 left STONEFLOOR12 right STONEFLOOR11 up STONEFLOOR10 down STONEFLOOR13 hp 2000000000 weight -1 description "You see some stone floor." short "floor" IfKilled RESPAWN fixed name STONEFLOOR14 left STONEFLOOR16 right STONEFLOOR15 up STONEFLOOR14 down STONEFLOOR17 hp 2000000000 weight -1 description "You see some stone floor." short "floor" IfKilled RESPAWN fixed name STONEFLOOR18 left STONEFLOOR20 right STONEFLOOR21 up STONEFLOOR18 down STONEFLOOR19 hp 2000000000 weight -1 description "You see some stone floor." short "floor" IfKilled RESPAWN fixed name SINK left SINK_RUNNING right SINK_RUNNING up SINK down SINK hp 1000 weight -1 description "You see a kitchen sink." short "sink" IfUsed rotate_l solid fixed name SINK_END left SINK_END right SINK_END up SINK_END down SINK_END hp 1000 weight -1 description "You see a kitchen sink." short "sink" solid fixed tabletop name MICROWAVE left MICROWAVE4 right MICROWAVE2 up MICROWAVE3 down MICROWAVE1 hp 60 weight -1 description "You see a microwave oven." short "microwave" IfLookedAt SPILL_FWD ifused microwave container fixed solid name MICROWAVE_BROKEN left MICROWAVE4 right MICROWAVE2 up MICROWAVE3 down MICROWAVE1 hp -1 weight -1 description "You see a microwave oven." short "microwave" IfLookedAt SPILL_FWD ifused microwave_brk container fixed solid name MICROWAVE_COOKING left MICROWAVE4 right MICROWAVE2 up MICROWAVE3 down MICROWAVE1 hp -1 weight -1 description "You watch the microwave oven working." short "microwave" fixed solid name BOG left BOGH right BOGH up BOGV down BOGV hp 80 weight -1 description "You see a toilet." short "toilet" IfUsed flush_bog IfTriggered sit_down fixed name BASIN left BASINH right BASINH up BASINV down BASINV hp 80 weight -1 description "You see a washbasin." short "washbasin" fixed name generator_turbine left generator_turbine right generator_turbine up generator_turbine down generator_turbine hp 1000000 weight -1 fixed description "You see a generator turbine." short "turbine" solid name generator_core left generator_core3 right generator_core2 up generator_core1 down generator_core4 hp 1000000 weight -1 fixed description "You see a generator turbine." short "turbine" solid name generator_pipe left generator_pipe right generator_pipe up generator_pipe down generator_pipe hp 1000000 weight -1 fixed description "You see some pipes." short "pipes" name hitech_window left hitech_window1 right hitech_window1 up hitech_window1 down hitech_window1 hp 40 weight -1 description "You see a window." short "window" fixed IfKilled htwindow_break fragile spikeproof solid translucent name hitech_window_broken left hitech_window1_broken right hitech_window1_broken up hitech_window1_broken down hitech_window1_broken hp 100000 weight -1 description "You see a vandalised window." short "window" fixed IfKilled respawn spikeproof solid translucent name generator_sign left generator_sign02 right generator_sign03 up generator_sign01 down generator_sign03 hp 10000 weight -1 description "You see writing." short "writing" fixed name power_bushing left power_bushing right power_bushing up power_bushing down power_bushing hp 10000 weight -1 description "You see a power line bushing." short "insulator" fixed solid ifhurt hit_110kv name power_line left power_line right power_line up power_line2 down power_line3 hp 10000 weight -1 description "You see a power line." short "cables" fixed ifhurt hit_110kv name power_line2 left power_line4 right power_line4 up power_line5 down power_line6 hp 10000 weight -1 description "You see a power line." short "cables" fixed ifhurt hit_110kv name power_line3 left power_linebushing3 right power_linebushing4 up power_linebushing1 down power_linebushing2 hp 10000 weight -1 description "You see a power line." short "insulators" fixed ifhurt hit_110kv name power_line4 left power_line7 right power_line8 up power_line9 down power_line10 hp 10000 weight -1 description "You see a power line." short "cables" fixed ifhurt hit_110kv name power_line5 left power_line10 right power_line11 up power_line12 down power_line13 hp 10000 weight -1 description "You see a power line." short "cables" fixed ifhurt hit_110kv name power_bus left power_busbar1 right power_busbar3 up power_busbar2 down power_busbar2 hp 10000 weight -1 description "You see a power bus." short "busbar" fixed ifhurt hit_110kv name power_bus2 left power_busbar5 right power_busbar5 up power_busbar4 down power_busbar6 hp 10000 weight -1 description "You see a power bus." short "busbar" fixed ifhurt hit_110kv name power_tank left power_tankh right power_tankh up power_tankv down power_tankv hp 10000 weight -1 description "You see an oil tank." short "tank" fixed solid name power_fin left power_finh right power_finh up power_finv down power_finv hp 10000 weight -1 description "You see some cooling fins." short "fins" fixed solid name power_pylon left power_pylon right power_pylon up power_pylon2 down power_pylon2 hp 10000 weight -1 description "You see a pylon." short "pylon" fixed name power_pyloncables left power_pylon7 right power_pylon8 up power_pylon3 down power_pylon4 hp 10000 weight -1 description "You see high-tension cables." short "cables" fixed name power_pyloncables2 left power_pylon5 right power_pylon5 up power_pylon6 down power_pylon6 hp 10000 weight -1 description "You see high-tension cables." short "cables" fixed setActiveArea H 0 1 4 2 setActiveArea V 0 0 2 5 name power_stack left power_stack2 right power_stack3 up power_stack1 down power_stack4 hp 10000 weight -1 description "You see a power grid coupling." short "coupling" fixed name power_mast left power_mast right power_mast up power_mast down power_mast hp 10000 weight -1 description "You see a fallen antennae mast." short "mast" fixed name power_mast_base left power_mastbase right power_mastbase up power_mastbase down power_mastbase hp 10000 weight -1 invisible fixed system description "You see a fallen antennae mast." short "mast" name DATACRYSTAL left DATACRYSTAL right DATACRYSTAL up DATACRYSTAL down DATACRYSTAL hp 30 weight 100 description "You see some kind of crystalline data card." short "datacrystal" ifUsed USE_DATACRYSTAL section: tiles name GRASS00 sequence GRASS00 description "You see some grass." cost 4 name GRASS01 sequence grass01 description "You see some grass." cost 4 name GRASS02 sequence GRASS02 description "You see some grass." cost 4 name GRASS03 sequence GRASS03 description "You see some grass." cost 4 name GRASS04 sequence GRASS04 description "You see some grass." cost 4 name GRASS05 sequence GRASS05 description "You see some grass." cost 4 name GRASS06 sequence GRASS06 description "You see some grass." cost 4 name GRASS07 sequence GRASS07 description "You see some grass." cost 4 name STONEFLOOR2 sequence STONEFLOOR2 description "You see a thick stone wall." solid blockslight blank D BLACK_WALL_BL blank LD BLACK_WALL_BL name STONEFLOOR3 sequence STONEFLOOR3 description "You see a thick stone wall." solid blockslight blank R BLACK_WALL_TR blank U BLACK_WALL_TR blank RU BLACK_WALL_TR blank LD BLACK_WALL_TR name WOOD00 sequence WOOD00 description "You see some parquet floor." name WALL_STONE_H sequence WALL_STONE_H description "You see a thick stone wall." solid blockslight blank LU WALL_STONE_TL blank RU BLACK_WALL_TR blank LD BLACK_WALL_BL blank RD WALL_STONE_BR name WALL_STONE_V sequence WALL_STONE_V description "You see a thick stone wall." solid blockslight blank LU WALL_STONE_TL blank RU BLACK_WALL_TR blank LD BLACK_WALL_BL blank RD WALL_STONE_BR name WALL_STONE_BR sequence WALL_STONE_BR description "You see a thick stone wall." solid blockslight blank L WALL_STONE_V name WALL_STONE_TL sequence WALL_STONE_TL description "You see a thick stone wall." solid blockslight blank R WALL_STONE_V blank RU BLACK_WALL_TR blank D WALL_STONE_H blank LD BLACK_WALL_BL blank RD WALL_STONE_BR name WALL_STONE_BL0 sequence WALL_STONE_BL0 description "You see a thick stone wall." solid blockslight blank D BLACK_WALL_BL blank LD BLACK_WALL_BL name WALL_STONE_TR0 sequence WALL_STONE_TR0 description "You see a thick stone wall." solid blockslight blank R BLACK_WALL_TR blank U BLACK_WALL_TR blank RU BLACK_WALL_TR blank LD BLACK_WALL_TR name WALL_STONE_BL1 sequence WALL_STONE_BL1 description "You see a thick stone wall." solid blockslight blank D BLACK_WALL_BL blank LD BLACK_WALL_BL name WALL_STONE_TR1 sequence WALL_STONE_TR1 description "You see a thick stone wall." solid blockslight blank R BLACK_WALL_TR blank U BLACK_WALL_TR blank RU BLACK_WALL_TR blank LD BLACK_WALL_TR name TILE00 sequence stonefloor description "You see ceramic tiles" name STONEFLOOR sequence JUG_BROKEN description "You see some stone floor" name MUD0 sequence MUD00 description "You see some mud." name MUD1 sequence MUD01 description "You see some mud." name MUD2 sequence MUD02 description "You see some mud." name MUD3 sequence MUD03 description "You see some mud." name MUD4 sequence MUD04 description "You see some mud." name MUD5 sequence MUD05 description "You see some mud." name MUD6 sequence MUD06 description "You see some mud." name MUD7 sequence MUD07 description "You see some mud." name MUD8 sequence MUD08 description "You see some mud." name MUD9 sequence MUD09 description "You see some mud." name MUD10 sequence MUD10 description "You see some mud." name MUD11 sequence MUD11 description "You see some mud." name MUD12 sequence MUD12 description "You see some mud." name MUD13 sequence MUD13 description "You see some mud." name MUD14 sequence MUD14 description "You see some mud." name MUD15 sequence MUD15 description "You see some mud." name MUD16 sequence MUD16 description "You see some mud." name MUD17 sequence MUD17 description "You see some mud." name MUD18 sequence MUD18 description "You see some mud." name MUD19 sequence MUD19 description "You see some mud." name MUD20 sequence MUD20 description "You see some mud." name MUD21 sequence MUD21 description "You see some mud." name MUD22 sequence MUD22 description "You see some mud." name MUD23 sequence MUD23 description "You see some mud." name MUD24 sequence MUD24 description "You see some mud." name MUD25 sequence MUD25 description "You see some mud." name MUD26 sequence MUD26 description "You see some mud." name MUD27 sequence MUD27 description "You see some mud." name MUD28 sequence MUD28 description "You see some mud." name MUD29 sequence MUD29 description "You see some mud." name MUD30 sequence MUD30 description "You see some mud." name MUD31 sequence MUD31 description "You see some mud." name MUD32 sequence MUD32 description "You see some mud." name MUD33 sequence MUD33 description "You see some mud." name MUD34 sequence MUD34 description "You see some mud." name MUD35 sequence MUD35 description "You see some mud." name MUD36 sequence MUD36 description "You see some mud." name MUD37 sequence MUD37 description "You see some mud." name MUD38 sequence MUD38 description "You see some mud." name MUD39 sequence MUD39 description "You see some mud." name MUD40 sequence MUD40 description "You see some mud." name MUD41 sequence MUD41 description "You see some mud." name MUD42 sequence MUD42 description "You see some mud." name MUD43 sequence MUD43 description "You see some mud." name MUD44 sequence MUD44 description "You see some mud." name MUD45 sequence MUD45 description "You see some mud." name MUD46 sequence MUD46 description "You see some mud." name MUD47 sequence MUD47 description "You see some mud." name MUD48 sequence MUD48 description "You see some mud." name MUD49 sequence MUD49 description "You see some mud." name MUD50 sequence MUD50 description "You see some mud." name MUD51 sequence MUD51 description "You see some mud." name MUD52 sequence MUD52 description "You see some mud." name MUD53 sequence MUD53 description "You see some mud." name MUD54 sequence MUD54 description "You see some mud." name MUD55 sequence MUD55 description "You see some mud." name MUD56 sequence MUD56 description "You see some mud." name MUD57 sequence MUD57 description "You see some mud." name MUD58 sequence MUD58 description "You see some mud." name MUD59 sequence MUD59 description "You see some mud." name MUD60 sequence MUD60 description "You see some mud." name MUD61 sequence MUD61 description "You see some mud." name MUD62 sequence MUD62 description "You see some mud." name MUD63 sequence MUD63 description "You see some mud." name WALLHOLE_1 sequence WALLHOLE1 description "You see a thick stone wall." solid blockslight blank LU WALL_STONE_TL blank RU BLACK_WALL_TR blank D WALL_STONE_H blank LD BLACK_WALL_BL blank RD WALL_STONE_BR name SAND00 sequence SAND00 description "You see some sand." name SAND01 sequence SAND01 description "You see some sand." name SAND02 sequence SAND02 description "You see some sand." name SAND03 sequence SAND03 description "You see some sand." name SAND04 sequence SAND04 description "You see some sand." name SAND05 sequence SAND05 description "You see some sand." name SAND06 sequence SAND06 description "You see some sand." name SAND07 sequence SAND07 description "You see some sand." name SAND08 sequence SAND08 description "You see some sand." name SAND09 sequence SAND09 description "You see some sand." name SAND10 sequence SAND10 description "You see some sand." name SAND11 sequence SAND11 description "You see some sand." name SAND12 sequence SAND12 description "You see some sand." name SAND13 sequence SAND13 description "You see some sand." name SAND14 sequence SAND14 description "You see some sand." name SAND15 sequence SAND15 description "You see some sand." name SAND16 sequence SAND16 description "You see some sand." name SAND17 sequence SAND17 description "You see some sand." name SAND18 sequence SAND18 description "You see some sand." name SAND19 sequence SAND19 description "You see some sand." name SAND20 sequence sand20 description "You see some sand." name SAND21 sequence sand21 description "You see some sand." name WATER_N sequence WATER_North description "You see some water." solid water name WATER_NE sequence WATER_NorthEast description "You see some water." solid water name WATER_E sequence WATER_East description "You see some water." solid water name WATER_SE sequence WATER_SouthEast description "You see some water." solid water name WATER_S sequence WATER_South description "You see some water." solid water name WATER_SW sequence WATER_SouthWest description "You see some water." solid water name WATER_W sequence WATER_West description "You see some water." solid water name WATER_NW sequence WATER_NorthWest description "You see some water." solid water name MYSTIC_POOL sequence BLACK00 description "You see some water." solid water name GENERATOR sequence BLACK00 description "You see a metal surface." solid name SAND22 sequence sand22 description "You see some sand." name SAND23 sequence sand23 description "You see some sand." name SAND24 sequence sand24 description "You see some sand." name SAND25 sequence sand25 description "You see some sand." name WALL_METAL_V sequence WALL_METAL_V description "You see a metal wall." solid name WALL_METAL_H sequence WALL_METAL_H description "You see a metal wall." solid name SPARE04 sequence WATER_South4 description "You see some water." solid water name SPARE05 sequence WATER_South4 description "You see some water." solid water name MNT00 sequence MNT00 description "You see mountains." solid name MNT01 sequence MNT01 description "You see mountains." solid name MNT02 sequence MNT02 description "You see mountains." solid name MNT03 sequence MNT03 description "You see mountains." solid name MNT04 sequence MNT04 description "You see mountains." solid name MNT05 sequence MNT05 description "You see mountains." solid name MNT06 sequence MNT06 description "You see mountains." solid name MNT07 sequence MNT07 description "You see mountains." solid name MNT08 sequence MNT08 description "You see mountains." solid name MNT09 sequence MNT09 description "You see mountains." solid name MNT10 sequence MNT10 description "You see mountains." solid name MNT11 sequence MNT11 description "You see mountains." solid name MNT12 sequence MNT12 description "You see mountains." solid name MNT13 sequence MNT13 description "You see mountains." solid name MNT14 sequence MNT14 description "You see mountains." solid name MNT15 sequence MNT15 description "You see mountains." solid name MNT16 sequence MNT16 description "You see mountains." solid name MNT17 sequence MNT17 description "You see mountains." solid name MNT18 sequence MNT18 description "You see mountains." solid name MNT19 sequence MNT19 description "You see mountains." solid name MNT20 sequence MNT20 description "You see mountains." solid name MNT21 sequence MNT21 description "You see mountains." solid name MNT22 sequence MNT22 description "You see mountains." solid name MNT23 sequence MNT23 description "You see mountains." solid name MNT24 sequence MNT24 description "You see mountains." solid name MNT25 sequence MNT25 description "You see mountains." solid name MNT26 sequence MNT26 description "You see mountains." solid name MNT27 sequence MNT27 description "You see mountains." solid name NOTWATER sequence WATER_NORTH description "You see some water." scroll 0 -1 name CARPET00 sequence CARPET00 description "You see a rich carpet." name CARPET01 sequence CARPET01 description "You see a rich carpet." name CARPET02 sequence CARPET02 description "You see a rich carpet." name CARPET03 sequence CARPET03 description "You see a rich carpet." name CARPET04 sequence CARPET04 description "You see a rich carpet." name CARPET05 sequence CARPET05 description "You see a rich carpet." name CARPET06 sequence CARPET06 description "You see a rich carpet." name CARPET07 sequence CARPET07 description "You see a rich carpet." name CARPET08 sequence CARPET08 description "You see a rich carpet." name CARPET09 sequence CARPET09 description "You see the symbol of the Holy Cross." name CARPET10 sequence CARPET10 description "You see some steps." name TILE01 sequence tile01 description "You see some tiles." name TILE02 sequence tile02 description "You see some tiles." name ROAD_00 sequence ROAD_00 description "You see some tarmac." name ROAD_01 sequence ROAD_01 description "You see some tarmac." name ROAD_02 sequence ROAD_02 description "You see some tarmac." name ROAD_03 sequence ROAD_03 description "You see some tarmac." name ROAD_04 sequence ROAD_04 description "You see some tarmac." name ROAD_05 sequence ROAD_05 description "You see some tarmac." name ROAD_06 sequence ROAD_06 description "You see some tarmac." name ROAD_07 sequence ROAD_07 description "You see some tarmac." name ROAD_08 sequence ROAD_08 description "You see some tarmac." name ROAD_09 sequence ROAD_09 description "You see some tarmac." name ROAD_10 sequence ROAD_10 description "You see some tarmac." name ROAD_11 sequence ROAD_11 description "You see some tarmac." name ROAD_12 sequence ROAD_12 description "You see some tarmac." name ROAD_13 sequence ROAD_13 description "You see some tarmac." name ROAD_14 sequence ROAD_14 description "You see some tarmac." name ROAD_15 sequence ROAD_15 description "You see some tarmac." name ROAD_16 sequence ROAD_16 description "You see some tarmac." name ROAD_17 sequence ROAD_17 description "You see some tarmac." name ROAD_18 sequence ROAD_18 description "You see some tarmac." name ROAD_19 sequence ROAD_19 description "You see some tarmac." name ROAD_20 sequence ROAD_20 description "You see some tarmac." name ROAD_21 sequence ROAD_21 description "You see some tarmac." name ROAD_22 sequence ROAD_22 description "You see some tarmac." name ROAD_23 sequence ROAD_23 description "You see some tarmac." name ROAD_24 sequence ROAD_24 description "You see some tarmac." name ROAD_25 sequence ROAD_25 description "You see some tarmac." name ROAD_26 sequence ROAD_26 description "You see some tarmac." name ROAD_27 sequence ROAD_27 description "You see some tarmac." name ROAD_28 sequence ROAD_28 description "You see some tarmac." name ROAD_29 sequence ROAD_29 description "You see some tarmac." name ROAD_30 sequence ROAD_30 description "You see some tarmac." name ROAD_31 sequence ROAD_31 description "You see some tarmac." name ROAD_32 sequence ROAD_32 description "You see some tarmac." name ROAD_33 sequence ROAD_33 description "You see some tarmac." name ROAD_34 sequence ROAD_34 description "You see some tarmac." name ROAD_35 sequence ROAD_35 description "You see some tarmac." name ROAD_36 sequence ROAD_36 description "You see some tarmac." name ROAD_37 sequence ROAD_37 description "You see some tarmac." name ROAD_38 sequence ROAD_38 description "You see some tarmac." name ROAD_39 sequence ROAD_39 description "You see some tarmac." name ROAD_40 sequence ROAD_40 description "You see some tarmac." name STONEFLOOR4 sequence STONEFLOOR4 description "You see some stone floor." name STONEFLOOR5 sequence STONEFLOOR5 description "You see some stone floor." name STONEFLOOR6 sequence STONEFLOOR6 description "You see some stone floor." name WALL_STONE_BL3 sequence WALL_STONE_BL3 description "You see a thick stone wall." solid blockslight blank D BLACK_WALL_BL blank LD BLACK_WALL_BL name WALL_STONE_TR3 sequence WALL_STONE_TR3 description "You see a thick stone wall." solid blockslight blank R BLACK_WALL_TR blank U BLACK_WALL_TR blank RU BLACK_WALL_TR blank LD BLACK_WALL_TR name COW_PRINTS1 sequence COW_PRINTS_1 description "You see a gigantic hoofprint" name COW_PRINTS2 sequence COW_PRINTS_2 description "You see a gigantic hoofprint" name SHORE_NORTH_W sequence SHORE_NORTH_W description "You see the shore." name SHORE_NORTH_E sequence SHORE_NORTH_E description "You see the shore." name SHORE_NORTH_N sequence SHORE_NORTH_N description "You see the shore." name SHORE_NORTH_S sequence SHORE_NORTH_S description "You see the shore." name SHORE_NORTH_NW sequence SHORE_NORTH_NW description "You see the shore." name SHORE_NORTH_NE sequence SHORE_NORTH_NE description "You see the shore." name SHORE_NORTH_SW sequence SHORE_NORTH_SW description "You see the shore." name SHORE_NORTH_SE sequence SHORE_NORTH_SE description "You see the shore." name SHORE_NORTH_NW2 sequence SHORE_NORTH_NW2 description "You see the shore." solid water name SHORE_NORTH_NE2 sequence SHORE_NORTH_NE2 description "You see the shore." solid water name SHORE_NORTH_SW2 sequence SHORE_NORTH_SW2 description "You see the shore." solid water name SHORE_NORTH_SE2 sequence SHORE_NORTH_SE2 description "You see the shore." solid water name SHORE_SOUTH_W sequence SHORE_SOUTH_W description "You see the shore." name SHORE_SOUTH_E sequence SHORE_SOUTH_E description "You see the shore." name SHORE_SOUTH_N sequence SHORE_SOUTH_N description "You see the shore." name SHORE_SOUTH_S sequence SHORE_SOUTH_S description "You see the shore." name SHORE_SOUTH_NW sequence SHORE_SOUTH_NW description "You see the shore." name SHORE_SOUTH_NE sequence SHORE_SOUTH_NE description "You see the shore." name SHORE_SOUTH_SW sequence SHORE_SOUTH_SW description "You see the shore." name SHORE_SOUTH_SE sequence SHORE_SOUTH_SE description "You see the shore." name SHORE_SOUTH_NW2 sequence SHORE_SOUTH_NW2 description "You see the shore." solid water name SHORE_SOUTH_NE2 sequence SHORE_SOUTH_NE2 description "You see the shore." solid water name SHORE_SOUTH_SW2 sequence SHORE_SOUTH_SW2 description "You see the shore." solid water name SHORE_SOUTH_SE2 sequence SHORE_SOUTH_SE2 description "You see the shore." solid water name SHORE_EAST_W sequence SHORE_EAST_W description "You see the shore." name SHORE_EAST_E sequence SHORE_EAST_E description "You see the shore." name SHORE_EAST_N sequence SHORE_EAST_N description "You see the shore." name SHORE_EAST_S sequence SHORE_EAST_S description "You see the shore." name SHORE_EAST_NW sequence SHORE_EAST_NW description "You see the shore." name SHORE_EAST_NE sequence SHORE_EAST_NE description "You see the shore." name SHORE_EAST_SW sequence SHORE_EAST_SW description "You see the shore." name SHORE_EAST_SE sequence SHORE_EAST_SE description "You see the shore." name SHORE_EAST_NW2 sequence SHORE_EAST_NW2 description "You see the shore." solid water name SHORE_EAST_NE2 sequence SHORE_EAST_NE2 description "You see the shore." solid water name SHORE_EAST_SW2 sequence SHORE_EAST_SW2 description "You see the shore." solid water name SHORE_EAST_SE2 sequence SHORE_EAST_SE2 description "You see the shore." solid water name SHORE_WEST_W sequence SHORE_WEST_W description "You see the shore." name SHORE_WEST_E sequence SHORE_WEST_E description "You see the shore." name SHORE_WEST_N sequence SHORE_WEST_N description "You see the shore." name SHORE_WEST_S sequence SHORE_WEST_S description "You see the shore." name SHORE_WEST_NW sequence SHORE_WEST_NW description "You see the shore." name SHORE_WEST_NE sequence SHORE_WEST_NE description "You see the shore." name SHORE_WEST_SW sequence SHORE_WEST_SW description "You see the shore." name SHORE_WEST_SE sequence SHORE_WEST_SE description "You see the shore." name SHORE_WEST_NW2 sequence SHORE_WEST_NW2 description "You see the shore." solid water name SHORE_WEST_NE2 sequence SHORE_WEST_NE2 description "You see the shore." solid water name SHORE_WEST_SW2 sequence SHORE_WEST_SW2 description "You see the shore." solid water name SHORE_WEST_SE2 sequence SHORE_WEST_SE2 description "You see the shore." solid water name SHORE_NORTHEAST_W sequence SHORE_NORTHEAST_W description "You see the shore." name SHORE_NORTHEAST_E sequence SHORE_NORTHEAST_E description "You see the shore." name SHORE_NORTHEAST_N sequence SHORE_NORTHEAST_N description "You see the shore." name SHORE_NORTHEAST_S sequence SHORE_NORTHEAST_S description "You see the shore." name SHORE_NORTHEAST_NW sequence SHORE_NORTHEAST_NW description "You see the shore." name SHORE_NORTHEAST_NE sequence SHORE_NORTHEAST_NE description "You see the shore." name SHORE_NORTHEAST_SW sequence SHORE_NORTHEAST_SW description "You see the shore." name SHORE_NORTHEAST_SE sequence SHORE_NORTHEAST_SE description "You see the shore." name SHORE_NORTHEAST_NW2 sequence SHORE_NORTHEAST_NW2 description "You see the shore." solid water name SHORE_NORTHEAST_NE2 sequence SHORE_NORTHEAST_NE2 description "You see the shore." solid water name SHORE_NORTHEAST_SW2 sequence SHORE_NORTHEAST_SW2 description "You see the shore." solid water name SHORE_NORTHEAST_SE2 sequence SHORE_NORTHEAST_SE2 description "You see the shore." solid water name SHORE_SOUTHWEST_W sequence SHORE_SOUTHWEST_W description "You see the shore." name SHORE_SOUTHWEST_E sequence SHORE_SOUTHWEST_E description "You see the shore." name SHORE_SOUTHWEST_N sequence SHORE_SOUTHWEST_N description "You see the shore." name SHORE_SOUTHWEST_S sequence SHORE_SOUTHWEST_S description "You see the shore." name SHORE_SOUTHWEST_NW sequence SHORE_SOUTHWEST_NW description "You see the shore." name SHORE_SOUTHWEST_NE sequence SHORE_SOUTHWEST_NE description "You see the shore." name SHORE_SOUTHWEST_SW sequence SHORE_SOUTHWEST_SW description "You see the shore." name SHORE_SOUTHWEST_SE sequence SHORE_SOUTHWEST_SE description "You see the shore." name SHORE_SOUTHWEST_NW2 sequence SHORE_SOUTHWEST_NW2 description "You see the shore." solid water name SHORE_SOUTHWEST_NE2 sequence SHORE_SOUTHWEST_NE2 description "You see the shore." solid water name SHORE_SOUTHWEST_SW2 sequence SHORE_SOUTHWEST_SW2 description "You see the shore." solid water name SHORE_SOUTHWEST_SE2 sequence SHORE_SOUTHWEST_SE2 description "You see the shore." solid water name SHORE_NORTHWEST_W sequence SHORE_NORTHWEST_W description "You see the shore." name SHORE_NORTHWEST_E sequence SHORE_NORTHWEST_E description "You see the shore." name SHORE_NORTHWEST_N sequence SHORE_NORTHWEST_N description "You see the shore." name SHORE_NORTHWEST_S sequence SHORE_NORTHWEST_S description "You see the shore." name SHORE_NORTHWEST_NW sequence SHORE_NORTHWEST_NW description "You see the shore." name SHORE_NORTHWEST_NE sequence SHORE_NORTHWEST_NE description "You see the shore." name SHORE_NORTHWEST_SW sequence SHORE_NORTHWEST_SW description "You see the shore." name SHORE_NORTHWEST_SE sequence SHORE_NORTHWEST_SE description "You see the shore." name SHORE_NORTHWEST_NW2 sequence SHORE_NORTHWEST_NW2 description "You see the shore." solid water name SHORE_NORTHWEST_NE2 sequence SHORE_NORTHWEST_NE2 description "You see the shore." solid water name SHORE_NORTHWEST_SW2 sequence SHORE_NORTHWEST_SW2 description "You see the shore." solid water name SHORE_NORTHWEST_SE2 sequence SHORE_NORTHWEST_SE2 description "You see the shore." solid water name SHORE_SOUTHEAST_W sequence SHORE_SOUTHEAST_W description "You see the shore." name SHORE_SOUTHEAST_E sequence SHORE_SOUTHEAST_E description "You see the shore." name SHORE_SOUTHEAST_N sequence SHORE_SOUTHEAST_N description "You see the shore." name SHORE_SOUTHEAST_S sequence SHORE_SOUTHEAST_S description "You see the shore." name SHORE_SOUTHEAST_NW sequence SHORE_SOUTHEAST_NW description "You see the shore." name SHORE_SOUTHEAST_NE sequence SHORE_SOUTHEAST_NE description "You see the shore." name SHORE_SOUTHEAST_SW sequence SHORE_SOUTHEAST_SW description "You see the shore." name SHORE_SOUTHEAST_SE sequence SHORE_SOUTHEAST_SE description "You see the shore." name SHORE_SOUTHEAST_NW2 sequence SHORE_SOUTHEAST_NW2 description "You see the shore." solid water name SHORE_SOUTHEAST_NE2 sequence SHORE_SOUTHEAST_NE2 description "You see the shore." solid water name SHORE_SOUTHEAST_SW2 sequence SHORE_SOUTHEAST_SW2 description "You see the shore." solid water name SHORE_SOUTHEAST_SE2 sequence SHORE_SOUTHEAST_SE2 description "You see the shore." solid water name BRIDGE_H0 sequence BRIDGE_H_0 description "You see a wooden walkway." name BRIDGE_H1 sequence BRIDGE_H_1 description "You see a wooden walkway." name BRIDGE_H2 sequence BRIDGE_H_2 description "You see a wooden walkway." name BRIDGE_H3 sequence BRIDGE_H_3 description "You see a wooden walkway." name BRIDGE_V0 sequence BRIDGE_V_0 description "You see a wooden walkway." name BRIDGE_V1 sequence BRIDGE_V_1 description "You see a wooden walkway." name BRIDGE_V2 sequence BRIDGE_V_2 description "You see a wooden walkway." name BRIDGE_V3 sequence BRIDGE_V_3 description "You see a wooden walkway." name STONEFLOOR7 sequence STONEFLOOR7 description "You see rock floor." name STONEFLOOR8 sequence STONEFLOOR8 description "You see rock floor." name STONEFLOOR9 sequence STONEFLOOR9 description "You see rock floor." name CONCRETE00 sequence WALL_CONCRETE1_H description "You see a concrete wall." solid blockslight blank LU WALL_CONCRETE_TL blank RU BLACK_WALL_TR2 blank LD BLACK_WALL_BL2 blank RD WALL_CONCRETE_BR name CONCRETE01 sequence WALL_CONCRETE2_H description "You see a concrete wall." solid blockslight blank LU WALL_CONCRETE_TL blank RU BLACK_WALL_TR2 blank LD BLACK_WALL_BL2 blank RD WALL_CONCRETE_BR name CONCRETE02 sequence WALL_CONCRETE3_H description "You see a concrete wall." solid blockslight blank LU WALL_CONCRETE_TL blank RU BLACK_WALL_TR2 blank LD BLACK_WALL_BL2 blank RD WALL_CONCRETE_BR name CONCRETE03 sequence WALL_CONCRETE1_V description "You see a concrete wall." solid blockslight blank LU WALL_CONCRETE_TL blank RU BLACK_WALL_TR2 blank LD BLACK_WALL_BL2 blank RD WALL_CONCRETE_BR name CONCRETE04 sequence WALL_CONCRETE2_V description "You see a concrete wall." solid blockslight blank LU WALL_CONCRETE_TL blank RU BLACK_WALL_TR2 blank LD BLACK_WALL_BL2 blank RD WALL_CONCRETE_BR name CONCRETE05 sequence WALL_CONCRETE3_V description "You see a concrete wall." solid blockslight blank LU WALL_CONCRETE_TL blank RU BLACK_WALL_TR2 blank LD BLACK_WALL_BL2 blank RD WALL_CONCRETE_BR name CONCRETE06 sequence WALL_CONCRETE_BR description "You see a concrete wall." solid blockslight name CONCRETE07 sequence WALL_CONCRETE_TL description "You see a concrete wall." solid blockslight name CONCRETE08 sequence WALL_CONCRETE_BL description "You see a concrete wall." solid blockslight blank D BLACK_WALL_BL2 blank LD BLACK_WALL_BL2 name CONCRETE09 sequence WALL_CONCRETE_TR description "You see a concrete wall." solid blockslight blank R BLACK_WALL_TR2 blank U BLACK_WALL_TR2 blank RU BLACK_WALL_TR2 blank LD BLACK_WALL_TR2 name GRASS10 sequence GRASS10 description "You see some grass." name GRASS11 sequence GRASS11 description "You see some grass." name GRASS12 sequence GRASS12 description "You see some grass." name GRASS13 sequence GRASS13 description "You see some grass." name GRASS14 sequence GRASS14 description "You see some grass." name GRASS15 sequence GRASS15 description "You see some grass." name GRASS16 sequence GRASS16 description "You see some grass." name GRASS17 sequence GRASS17 description "You see some grass." name GRASS18 sequence GRASS18 description "You see some grass." name GRASS19 sequence GRASS19 description "You see some grass." name GRASS20 sequence GRASS20 description "You see some grass." name GRASS21 sequence GRASS21 description "You see some grass." name SWAMP_N sequence SWAMP_N description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMP_NE sequence SWAMP_NE description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMP_E sequence SWAMP_E description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMP_SE sequence SWAMP_SE description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMP_S sequence SWAMP_S description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMP_SW sequence SWAMP_SW description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMP_W sequence SWAMP_W description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMP_NW sequence SWAMP_NW description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMPSHORE2_NW sequence SWAMPSHORE2_NW description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMPSHORE2_NE sequence SWAMPSHORE2_NE description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMPSHORE2_SW sequence SWAMPSHORE2_SW description "You see some evil-looking swampland." cost 32 function swamp_poison name SWAMPSHORE2_SE sequence SWAMPSHORE2_SE description "You see some evil-looking swampland." cost 32 function swamp_poison name HONEYCOMB0 sequence HONEYCOMB_V1 description "You see a giant honeycomb." solid name HONEYCOMB1 sequence HONEYCOMB_V2 description "You see a giant honeycomb." solid name HONEYCOMB2 sequence HONEYCOMB_V3 description "You see a giant honeycomb." solid name HONEYCOMB3 sequence HONEYCOMB_H1 description "You see a giant honeycomb." solid name HONEYCOMB4 sequence HONEYCOMB_H2 description "You see a giant honeycomb." solid name HONEYCOMB5 sequence HONEYCOMB_H3 description "You see a giant honeycomb." solid name TECHTILE00 sequence TECHTILE00 description "You see a tiled floor." name TECHTILE01 sequence TECHTILE01 description "You see a tiled floor." name TECHTILE02 sequence TECHTILE02 description "You see a tiled floor." name WALL_METAL_V sequence WALL_METAL_V description "You see a metal wall." solid blockslight blank LU WALL_METAL_TL blank RU BLACK_WALL_TR3 blank LD BLACK_WALL_BL3 blank RD WALL_METAL_BR name WALL_METAL_H sequence WALL_METAL_H description "You see a metal wall." solid blockslight blank LU WALL_METAL_TL blank RU BLACK_WALL_TR3 blank LD BLACK_WALL_BL3 blank RD WALL_METAL_BR name WALL_METAL_BR sequence WALL_METAL_BR description "You see a metal wall." solid blockslight blank L WALL_METAL_V name WALL_METAL_TL sequence WALL_METAL_TL description "You see a metal wall." solid blockslight blank R WALL_METAL_V blank RU BLACK_WALL_TR3 blank D WALL_METAL_H blank LD BLACK_WALL_BL3 blank RD WALL_METAL_BR name WALL_METAL_BL sequence WALL_METAL_BL description "You see a metal wall." solid blockslight blank D BLACK_WALL_BL3 blank LD BLACK_WALL_BL3 name WALL_METAL_TR sequence WALL_METAL_TR description "You see a metal wall." solid blockslight blank R BLACK_WALL_TR3 blank U BLACK_WALL_TR3 blank RU BLACK_WALL_TR3 blank LD BLACK_WALL_TR3 name WALL_METAL_VP sequence WALL_METAL_VP description "You see a metal wall." solid blockslight blank LU WALL_METAL_TL blank RU BLACK_WALL_TR3 blank LD BLACK_WALL_BL3 blank RD WALL_METAL_BR name WALL_METAL_HP sequence WALL_METAL_HP description "You see a metal wall." solid blockslight blank LU WALL_METAL_TL blank RU BLACK_WALL_TR3 blank LD BLACK_WALL_BL3 blank RD WALL_METAL_BR name HARDENED00 sequence WALL_HARDENED1_H description "You see a concrete wall." solid blockslight name HARDENED01 sequence WALL_HARDENED2_H description "You see a concrete wall." solid blockslight name HARDENED02 sequence WALL_HARDENED3_H description "You see a concrete wall." solid blockslight name HARDENED03 sequence WALL_HARDENED1_V description "You see a concrete wall." solid blockslight name HARDENED04 sequence WALL_HARDENED2_V description "You see a concrete wall." solid blockslight name HARDENED05 sequence WALL_HARDENED3_V description "You see a concrete wall." solid blockslight name HARDENED06 sequence WALL_HARDENED_BR description "You see a concrete wall." solid blockslight name HARDENED07 sequence WALL_HARDENED_TL description "You see a concrete wall." solid blockslight name HARDENED08 sequence WALL_HARDENED_BL description "You see a concrete wall." solid blockslight name HARDENED09 sequence WALL_HARDENED_TR description "You see a concrete wall." solid blockslight name 747WALL0 sequence 747wall0 description "You see an airliner's hull." solid name 747WALL1 sequence 747wall1 description "You see an airliner's hull." solid name 747WALL2 sequence 747wall2 description "You see a porthole." solid name 747WALL4 sequence 747wall4 description "You see an airliner's hull." solid name 747WALL5 sequence 747wall5 description "You see an airliner's hull." solid name 747WALL6 sequence 747wall6 description "You see an airliner's hull." solid name HIGRIP00 sequence higrip00 description "You see a high-grip tile floor." name HIGRIP01 sequence higrip01 description "You see a high-grip tile floor." name HIGRIP02 sequence higrip02 description "You see a high-grip tile floor." name HIGRIP03 sequence higrip03 description "You see a high-grip tile floor." name HIGRIP04 sequence higrip04 description "You see a high-grip tile floor." name HIGRIP05 sequence higrip05 description "You see a high-grip tile floor." name HIGRIP06 sequence higrip06 description "You see a high-grip tile floor." name HIGRIP07 sequence higrip07 description "You see a high-grip tile floor." name HIGRIP08 sequence higrip08 description "You see a high-grip tile floor." name 747WALL7 sequence 747wall7 description "You see an airliner's hull." solid name 747WALL8 sequence 747wall8 description "You see an airliner's hull." solid name 747WALL9 sequence 747wall9 description "You see an airliner's hull." solid name CRATE00 sequence CRATE00 description "You see a wooden container crate." solid name CRATE01 sequence CRATE01 description "You see a wooden container crate." solid name CRATE02 sequence CRATE02 description "You see a wooden container crate." solid name CRATE03 sequence CRATE03 description "You see a wooden container crate." solid name CRATE04 sequence CRATE04 description "You see a wooden container crate." solid name CRATE05 sequence CRATE05 description "You see a wooden container crate." solid name CRATE06 sequence CRATE06 description "You see a wooden container crate." solid name CRATE07 sequence CRATE07 description "You see a wooden container crate." solid name CRATE08 sequence CRATE08 description "You see a wooden container crate." solid name 747WALL10 sequence 747wall10 description "You see a partition wall." solid name 747WALL11 sequence 747wall11 description "You see a partition wall." solid name CARPET22 sequence CARPET22 description "You see a rich carpet with a motif woven into it." name CARPET23 sequence CARPET23 description "You see a rich carpet with a motif woven into it." name CARPET24 sequence CARPET24 description "You see a rich carpet with a motif woven into it." name CARPET25 sequence CARPET25 description "You see a rich carpet with a motif woven into it." name MNT28 sequence MNT28 description "You see a cave wall." solid name MNT29 sequence MNT29 description "You see a cave wall." solid name MNT30 sequence MNT30 description "You see a cave wall." solid name MNT31 sequence MNT31 description "You see a cave wall." solid name MNT32 sequence MNT32 description "You see darkness." solid blockslight name MNT33 sequence MNT33 description "You see a cave wall." solid name MNT34 sequence MNT34 description "You see a cave wall." solid name MNT35 sequence MNT35 description "You see a cave wall." solid name MNT36 sequence MNT36 description "You see a cave wall." solid name MNT37 sequence MNT37 description "You see a cave wall." solid name MNT38 sequence MNT38 description "You see a cave wall." solid name MNT39 sequence MNT39 description "You see a cave wall." solid name MNT40 sequence MNT40 description "You see a cave wall." solid name MNT41 sequence MNT41 description "You see a cave wall." solid name MNT42 sequence MNT42 description "You see darkness." solid name MNT43 sequence MNT43 description "You see a cave wall." solid name MNT44 sequence MNT44 description "You see a cave wall." solid name MNT45 sequence MNT45 description "You see a cave wall." solid name MNT46 sequence MNT46 description "You see a cave wall." solid name MNT47 sequence MNT47 description "You see a cave wall." solid name MNT48 sequence MNT48 description "You see a cave wall." solid name MNT49 sequence MNT49 description "You see a cave wall." solid name MNT50 sequence MNT50 description "You see a cave wall." solid name MNT51 sequence MNT51 description "You see a cave wall." solid name MNT52 sequence MNT52 description "You see a cave wall." solid name MNT53 sequence MNT53 description "You see a cave wall." solid name MNT54 sequence MNT54 description "You see a cave wall." solid name MNT55 sequence MNT55 description "You see a cave wall." solid name MNT56 sequence MNT56 description "You see a cave wall." solid name MNT57 sequence MNT57 description "You see a cave wall." solid name MNT58 sequence MNT58 description "You see a cave wall." solid name MNT59 sequence MNT59 description "You see a cave wall." solid name MNT60 sequence MNT60 description "You see a cave wall." solid name DRIVE_L sequence DRIVES_LEFT description "You see part of a drive system." solid name DRIVE_M sequence DRIVES_MIDDLE description "You see part of a drive system." solid name DRIVE_R sequence DRIVES_RIGHT description "You see part of a drive system." solid name DSHORE_NORTH_W sequence DSHORE_NORTH_W description "You see the seashore." name DSHORE_NORTH_E sequence DSHORE_NORTH_E description "You see the seashore." name DSHORE_NORTH_N sequence DSHORE_NORTH_N description "You see the seashore." name DSHORE_NORTH_S sequence DSHORE_NORTH_S description "You see the seashore." solid name DSHORE_NORTH_NW sequence DSHORE_NORTH_NW description "You see the seashore." name DSHORE_NORTH_NE sequence DSHORE_NORTH_NE description "You see the seashore." name DSHORE_NORTH_SW sequence DSHORE_NORTH_SW description "You see the seashore." name DSHORE_NORTH_SE sequence DSHORE_NORTH_SE description "You see the seashore." name DSHORE2_NORTH_NW sequence DSHORE2_NORTH_NW description "You see the seashore." solid water name DSHORE2_NORTH_NE sequence DSHORE2_NORTH_NE description "You see the seashore." solid water name DSHORE2_NORTH_SW sequence DSHORE2_NORTH_SW description "You see the seashore." solid water name DSHORE2_NORTH_SE sequence DSHORE2_NORTH_SE description "You see the seashore." solid water section: sounds open_door sound/opendoor.wav shut_door sound/shutdoor.wav uh! sound/uh.wav man_dying sound/urgh.wav robot_dying sound/r_brk.wav chairbreaking sound/chairbrk.wav doorbreaking sound/doorbrk.wav smash_little1 sound/smash1.wav smash_big1 sound/smash3.wav smash_little2 sound/smash2.wav smash_little3 sound/smash4.wav smash_plant sound/plantbrk.wav smash_big2 sound/smash5.wav smash_little4 sound/smash6.wav smash_little5 sound/smash7.wav pop sound/pop.wav key_fits sound/goodkey.wav key_doesn't_fit sound/badkey.wav resurrection sound/resurrec.wav boom sound/bomb.wav plop sound/plop2.wav bogflush sound/bog.wav airgun sound/airgun.wav plastic_breaking sound/plastic.wav gulp sound/swallow.wav pop_dinghy sound/popdingy.wav thunder sound/thunder.wav beer sound/can_brk2.wav beer_brk sound/canbrk.wav toast sound/toast.wav brk_mvax sound/brkmvax.wav portcullis_open sound/si89.wav portcullis_close sound/si88.wav portcullis_clunk sound/si45.wav click sound/click.wav pouring sound/pouring.wav piano sound/piano.wav nodrift bass_synth sound/bass.wav nodrift organ_killer sound/organ.wav nodrift doorbell sound/doorbell.wav nodrift spellsound1 sound/spell1.wav smithspell sound/spell2.wav spellsound3 sound/spell3.wav spellsound4 sound/spell4.wav spellsound5 sound/spell5.wav spellsound6 sound/spell6.wav toadstone_store sound/store.wav toadstone_recall sound/recall.wav peer sound/peer.wav spellfailed sound/spellf.wav wood_brk sound/hitwood.wav bunny_squish sound/melon2a.wav steeldoor_miss sound/std_miss.wav steeldoor_hit sound/std_hit.wav steeldoor_break sound/std_brk.wav hitechdoor1 sound/htdoor1.wav hitechdoor2 sound/htdoor2.wav prize sound/prize.wav nodrift flyover sound/jet_st.wav duh sound/duh.wav spellbook sound/sticker.wav money sound/money.wav gameover sound/gameover.wav microwave sound/mwave.wav microwave_brk sound/mwave2.wav metal_breaking sound/metalbrk.wav section: music clouds music/clouds.ogg cowdance music/cowdance.ogg progtro music/progtro.ogg menu music/menusong.ogg creepy music/creepy.ogg delucas_lab music/deluca.ogg ransome music/ransome.ogg pubsong music/pubsong.ogg waarg_folksong music/waarg.ogg dragons music/dragons.ogg pope music/pope.ogg castle music/castle.ogg lakeside music/lakeside.ogg osprey_flight music/osprey.ogg church_dungeons music/chdungon.ogg sorrow_theme music/sorrow.ogg medieval_dance music/meddance.ogg church music/church.ogg farfisa music/farfisa.ogg usurpation music/usurped.ogg section: rooftiles roof/roof00.cel roof/roof01.cel roof/roof02.cel roof/roof03.cel roof/roof04.cel roof/roof05.cel roof/roof06.cel roof/roof07.cel roof/roof08.cel roof/roof09.cel roof/roof10.cel roof/roof11.cel stand_under roof/roof12.cel stand_under roof/roof13.cel stand_under roof/roof14.cel stand_under roof/roof15.cel stand_under roof/roof16.cel roof/roof17.cel stand_under roof/roof18.cel roof/roof19.cel stand_under roof/roof20.cel roof/roof21.cel stand_under roof/roof22.cel roof/roof23.cel roof/roof24.cel roof/roof25.cel roof/roof26.cel roof/roof27.cel roof/roof28.cel roof/roof29.cel roof/roof30.cel roof/roof31.cel roof/roof32.cel roof/roof33.cel roof/roof34.cel roof/roof35.cel roof/roof36.cel backings/mnt27.cel no_map dark roof/metal00.cel roof/metal01.cel roof/metal02.cel stand_under roof/metal03.cel stand_under roof/metal04.cel roof/metal05.cel roof/metal06.cel stand_under roof/metal07.cel stand_under roof/metal08.cel stand_under roof/metal09.cel stand_under roof/metal10.cel stand_under roof/metal11.cel stand_under roof/metal12.cel roof/metal13.cel roof/metal14.cel roof/metal15.cel roof/metal16.cel roof/metal17.cel backings/wallh01a.cel backings/wallh01b.cel backings/wallh01c.cel roof/cage.cel roof/invis.cel roof/tile00.cel roof/tile01.cel roof/tile02.cel roof/tile03.cel roof/tile04.cel roof/tile05.cel roof/tile06.cel roof/tile07.cel roof/tile08.cel roof/tile09.cel roof/tile10.cel roof/tile11.cel roof/tile12.cel roof/tile13.cel roof/tile14.cel roof/tile15.cel roof/tile16.cel roof/tile17.cel roof/tile18.cel roof/tile19.cel roof/tile20.cel roof/tile21.cel roof/tile22.cel roof/tile23.cel roof/tile24.cel stand_under roof/tile25.cel stand_under roof/tile26.cel stand_under roof/tile27.cel stand_under roof/tile28.cel roof/tile29.cel roof/tile30.cel roof/tile31.cel roof/snow00.cel dark 32 roof/snow01.cel dark 32 roof/snow02.cel dark 32 roof/snow03.cel dark 32 roof/snow04.cel dark 32 roof/snow05.cel dark 32 roof/snow06.cel dark 32 roof/snow07.cel dark 32 roof/metal18.cel roof/metal19.cel roof/metal18.cel stand_under roof/metal19.cel stand_under roof/tile32.cel roof/tile33.cel roof/tile34.cel roof/tile35.cel roof/snow08.cel dark 32 roof/snow09.cel dark 32 roof/snow10.cel dark 32 roof/snow11.cel dark 32 roof/snow12.cel dark 32 roof/snow13.cel dark 32 roof/snow14.cel dark 32 roof/snow15.cel dark 32 roof/snow16.cel dark 32 roof/snow17.cel dark 32 roof/snow18.cel dark 32 roof/snow19.cel dark 32 roof/snow20.cel dark 32 roof/snow21.cel dark 32 roof/snow22.cel dark 32 roof/snow23.cel dark 32 roof/tile36.cel roof/tile37.cel section: lightmaps sprites/light/light00.cel sprites/light/light01.cel sprites/light/light02.cel sprites/light/light03.cel sprites/light/light04.cel sprites/light/light05.cel sprites/light/light06.cel sprites/light/light07.cel sprites/light/light08.cel sprites/light/light09.cel sprites/light/light10.cel sprites/light/light11.cel sprites/light/light12.cel sprites/light/light13.cel sprites/light/light14.cel sprites/light/light15.cel sprites/light/light16.cel section: scripts code/system/compat.pe code/system/daynight.pe code/system/data.pe code/system/startup.pe code/system/sysfuncs.pe code/system/utils.pe code/system/ui/status.pe code/system/ui/get.pe code/system/ui/input.pe code/system/ui/wield.pe code/system/ui/drop.pe code/activity/beasts.pe code/activity/blkmass.pe code/activity/crops.pe code/activity/gather.pe code/activity/eating.pe code/activity/location.pe code/activity/loiter.pe code/activity/seek.pe code/activity/smith.pe # code/activity/market/dairy.pe code/combat/attack.pe code/combat/loadweap.pe code/combat/misc.pe code/combat/npc.pe code/combat/splat.pe code/combat/weapons.pe code/creature/beasts.pe code/creature/demons.pe code/creature/dragons.pe code/creature/follower.pe code/creature/frame.pe code/creature/god.pe code/creature/guard.pe code/creature/hawk.pe code/creature/king.pe code/creature/monk.pe code/creature/old_man.pe code/creature/peasants.pe code/creature/player.pe code/creature/undead.pe code/creature/waarg.pe code/events/church.pe code/events/events.pe code/events/fishrman.pe code/events/music.pe code/events/randolph.pe code/justice/justice.pe code/messages.pe code/misc/bed.pe code/misc/cheat.pe code/misc/containr.pe code/misc/drugs.pe code/misc/effects.pe code/misc/endgame.pe code/misc/keypad_d.pe code/misc/lightsw.pe code/misc/magic.pe code/misc/party.pe code/misc/pwrplant.pe code/misc/spelbook.pe code/misc/spells.pe code/object/arkohpoo.pe code/object/bag.pe code/object/bellows.pe code/object/bottle.pe code/object/bucket.pe code/object/c_sword.pe code/object/chair.pe code/object/count.pe code/object/bombs.pe code/object/breaking.pe code/object/defence.pe code/object/doors.pe code/object/eggs.pe code/object/fishrod.pe code/object/food.pe code/object/gates.pe code/object/key.pe code/object/laser.pe code/object/levers.pe code/object/mill.pe code/object/mirror.pe code/object/misc.pe code/object/move.pe code/object/music.pe code/object/mwave.pe code/object/poorbox.pe code/object/sparks.pe code/object/teleport.pe code/object/telescop.pe code/object/torch.pe code/object/traps.pe code/object/vehicle.pe code/speech/evict.pe code/speech/guard.pe code/speech/healer.pe code/speech/misc.pe code/speech/opendoor.pe code/creature/resurrec.pe section: tables name MaleWords key=string data=string list: SIR Sir Sir Sir sir sir He He he he HE HE him him Him Him HIM HIM LORD Lord MILORD Milord Lord Lord Milord Milord MR Mr. master master Master Master son son Son Son end name FemaleWords key=string data=string list: SIR Madam Sir Madam sir madam He She he she HE SHE him her Him Her HIM HER LORD Lady Lord Lady MILORD Milady Milord Milady MR Miss master mistress Master Mistress son child Son Child end name chair_up key=string data=string list: man_fence avsit_u man_generic peasantsit_u man_outlaw peasantsit_u man_noble noblemansit_u man_old oldmansit_u man_boy flsit_u guard guardsit_u player redmansit_u woman_generic WOMAN1SIT_U king kingsit_u prince kingsit_u man_pope popesit_u man_priest flsit_u man_cardinal avsit_u man_monk monksit_u man_monk_sfrancis monksit_u end name chair_down key=string data=string list: man_fence avsit_d2 man_generic peasantsit_d man_outlaw peasantsit_d man_noble noblemansit_d man_old oldmansit_d man_boy flsit_d guard guardsit_d player redmansit_d woman_generic WOMAN1SIT_D king kingsit_d prince kingsit_d man_pope popesit_d man_priest flsit_d man_cardinal avsit_d man_monk monksit_d man_monk_sfrancis monksit_d end name chair_left key=string data=string list: man_fence avsit_l man_generic peasantsit_l man_outlaw peasantsit_l man_noble noblemansit_l man_old oldmansit_l man_boy flsit_l guard guardsit_l player redmansit_l woman_generic WOMAN1SIT_L king kingsit_l prince kingsit_l man_pope popesit_l man_priest flsit_l man_cardinal avsit_l man_monk monksit_l man_monk_sfrancis monksit_l end name chair_right key=string data=string list: man_fence avsit_r2 man_generic peasantsit_r man_outlaw peasantsit_r man_noble noblemansit_r man_old oldmansit_r man_boy flsit_r guard guardsit_r player redmansit_r woman_generic WOMAN1SIT_R king kingsit_r prince kingsit_r man_pope popesit_r man_priest flsit_r man_cardinal avsit_r man_monk monksit_r man_monk_sfrancis monksit_r end name wargbed_up key=string data=string list: waarg_king wolfa_king_rest_up waarg_male wolfa_rest_up waarg_soldier wolfa_soldier_rest_up end name wargbed_down key=string data=string list: waarg_king wolfa_king_rest_down waarg_male wolfa_rest_down waarg_soldier wolfa_soldier_rest_down end name wargbed_left key=string data=string list: waarg_king wolfa_king_rest_left waarg_male wolfa_rest_left waarg_soldier wolfa_soldier_rest_left end name wargbed_right key=string data=string list: waarg_king wolfa_king_rest_right waarg_male wolfa_rest_right waarg_soldier wolfa_soldier_rest_right end name attack_up key=string data=string list: tode todeatk_u end name attack_down key=string data=string list: tode todeatk_d end name attack_left key=string data=string list: tode todeatk_l end name attack_right key=string data=string list: tode todeatk_r end name wield_x key=integer data=integer list: 0 2 1 39 2 76 3 2 4 39 5 76 6 2 7 39 8 76 end name wield_y key=integer data=integer list: 0 12 1 12 2 12 3 49 4 49 5 49 6 86 7 86 8 86 end name openbag key=string data=string list: chest chestopen locker_v locker_v_open end name closebag key=string data=string list: chestopen chest locker_v_open locker_v end name smashed_china key=string data=string list: broken_bottle glass_shards cod_liver_oil cod_liver_oil_broken herbal_extract herbal_extract_broken jug jug_broken mug mug_broken plate plate_broken plate_waiter plate_broken table_lamp table_lamp_broken table_lamp_pluggedin table_lamp_broken table_lamp_switchedon table_lamp_broken W_inkbowl plate_broken wineglass wineglass_broken bowl bowl_broken bowl_beer bowl_broken bowl_milk bowl_broken bowl_gunk bowl_broken bowl_water bowl_broken bowl_broth bowl_broken end name goldbar_frame key=integer data=string list: 1 gold0 2 gold1 3 gold2 4 gold3 5 gold4 6 gold5 end name coin_frame key=integer data=string list: 1 coins_01 2 coins_02 3 coins_03 4 coins_04 5 coins_05 6 coins_06 7 coins_07 8 coins_08 9 coins_09 end name dance_animation key=string data=string list: blackcock blackcock_dance player p_dance end name createfood key=integer data=string list: 0 foodp00 1 foodp01 2 foodp02 3 foodp03 4 foodp04 5 foodp05 6 foodp06 7 foodp07 8 foodp08 9 foodp09 end name graze_up key=string data=string list: cow cow_grazing_u end name graze_left key=string data=string list: cow cow_grazing_l end name graze_right key=string data=string list: cow cow_grazing_r end name graze_down key=string data=string list: cow cow_grazing_d end name ignite_list key=string data=string list: candleunlit candle candle1unlit candle1 candlestkunlit candlestk firestones firestones_lit end name douse_list key=string data=string list: candle candleunlit candle1 candle1unlit candlestk candlestkunlit firestones_lit firestones end section: tilelink name grass00 tile grass00 n shore_north_s s shore_north_n e shore_north_w w shore_north_e name grass01 tile grass01 n shore_north_s s shore_north_n e shore_north_w w shore_north_e name grass02 tile grass02 n shore_north_s s shore_north_n e shore_north_w w shore_north_e name grass03 tile grass03 n shore_north_s s shore_north_n e shore_north_w w shore_north_e name water_n tile water_n n shore_north_n s shore_north_s e shore_north_e w shore_north_w n dshore_north_n s dshore_north_s e dshore_north_e w dshore_north_w name shore_north_w tile shore_north_w n shore_north_w n shore_north_nw n shore_north_ne2 e water_n w grass00 w grass01 w grass02 w grass03 s shore_north_w s shore_north_sw s shore_north_se2 name shore_north_e tile shore_north_e n shore_north_e n shore_north_ne n shore_north_nw2 w water_n e grass00 e grass01 e grass02 e grass03 s shore_north_e s shore_north_se s shore_north_sw2 name shore_north_n tile shore_north_n n grass00 n grass01 n grass02 n grass03 e shore_north_n e shore_north_ne e shore_north_se2 w shore_north_n e shore_north_nw e shore_north_sw2 s water_n name shore_north_s tile shore_north_s n water_n e shore_north_s e shore_north_se e shore_north_ne2 w shore_north_s e shore_north_sw e shore_north_nw2 s grass00 s grass01 s grass02 s grass03 name shore_north_nw tile shore_north_nw n grass00 n grass01 n grass02 n grass03 e shore_north_n e shore_north_ne e shore_north_se2 w grass00 w grass01 w grass02 w grass03 s shore_north_w s shore_north_sw s shore_north_se2 name shore_north_ne tile shore_north_ne n grass00 n grass01 n grass02 n grass03 e grass00 e grass01 e grass02 e grass03 w shore_north_n w shore_north_nw w shore_north_sw2 s shore_north_e s shore_north_se s shore_north_sw2 name shore_north_sw tile shore_north_sw n shore_north_n n shore_north_nw n shore_north_ne2 e shore_north_s e shore_north_se e shore_north_ne2 w grass00 w grass01 w grass02 w grass03 s grass00 s grass01 s grass02 s grass03 name shore_north_se tile shore_north_se n shore_north_e n shore_north_ne n shore_north_nw2 e grass00 e grass01 e grass02 e grass03 w shore_north_s w shore_north_sw w shore_north_nw2 e grass00 e grass01 e grass02 e grass03 name shore_north_nw2 tile shore_north_nw2 n water_n e shore_north_s e shore_north_se e shore_north_ne2 w water_n s shore_north_e s shore_north_se s shore_north_sw2 name shore_north_ne2 tile shore_north_ne2 n water_n e water_n w shore_north_s w shore_north_sw w shore_north_nw2 s shore_north_w s shore_north_sw s shore_north_se2 name shore_north_sw2 tile shore_north_sw2 n shore_north_e n shore_north_ne n shore_north_nw2 e shore_north_n e shore_north_ne e shore_north_se2 w water_n s water_n name shore_north_se2 tile shore_north_se2 n shore_north_w n shore_north_nw n shore_north_ne2 e water_n w shore_north_n w shore_north_nw w shore_north_sw2 e water_n name water_s tile water_s n shore_south_n s shore_south_s e shore_south_e w shore_south_w name shore_south_w tile shore_south_w n shore_south_w n shore_south_nw n shore_south_ne2 e water_s w grass00 w grass01 w grass02 w grass03 s shore_south_w s shore_south_sw s shore_south_se2 name shore_south_e tile shore_south_e n shore_south_e n shore_south_ne n shore_south_nw2 w water_s e grass00 e grass01 e grass02 e grass03 s shore_south_e s shore_south_se s shore_south_sw2 name shore_south_n tile shore_south_n n grass00 n grass01 n grass02 n grass03 e shore_south_n e shore_south_ne e shore_south_se2 w shore_south_n e shore_south_nw e shore_south_sw2 s water_s name shore_south_s tile shore_south_s n water_s e shore_south_s e shore_south_se e shore_south_ne2 w shore_south_s e shore_south_sw e shore_south_nw2 s grass00 s grass01 s grass02 s grass03 name shore_south_nw tile shore_south_nw n grass00 n grass01 n grass02 n grass03 e shore_south_n e shore_south_ne e shore_south_se2 w grass00 w grass01 w grass02 w grass03 s shore_south_w s shore_south_sw s shore_south_se2 name shore_south_ne tile shore_south_ne n grass00 n grass01 n grass02 n grass03 e grass00 e grass01 e grass02 e grass03 w shore_south_n w shore_south_nw w shore_south_sw2 s shore_south_e s shore_south_se s shore_south_sw2 name shore_south_sw tile shore_south_sw n shore_south_n n shore_south_nw n shore_south_ne2 e shore_south_s e shore_south_se e shore_south_ne2 w grass00 w grass01 w grass02 w grass03 s grass00 s grass01 s grass02 s grass03 name shore_south_se tile shore_south_se n shore_south_e n shore_south_ne n shore_south_nw2 e grass00 e grass01 e grass02 e grass03 w shore_south_s w shore_south_sw w shore_south_nw2 e grass00 e grass01 e grass02 e grass03 name shore_south_nw2 tile shore_south_nw2 n water_s e shore_south_s e shore_south_se e shore_south_ne2 w water_s s shore_south_e s shore_south_se s shore_south_sw2 name shore_south_ne2 tile shore_south_ne2 n water_s e water_s w shore_south_s w shore_south_sw w shore_south_nw2 s shore_south_w s shore_south_sw s shore_south_se2 name shore_south_sw2 tile shore_south_sw2 n shore_south_e n shore_south_ne n shore_south_nw2 e shore_south_n e shore_south_ne e shore_south_se2 w water_s s water_s name shore_south_se2 tile shore_south_se2 n shore_south_w n shore_south_nw n shore_south_ne2 e water_s w shore_south_n w shore_south_nw w shore_south_sw2 e water_s name water_e tile water_e n shore_east_n s shore_east_s e shore_east_e w shore_east_w name shore_east_w tile shore_east_w n shore_east_w n shore_east_nw n shore_east_ne2 e water_e w grass00 w grass01 w grass02 w grass03 s shore_east_w s shore_east_sw s shore_east_se2 name shore_east_e tile shore_east_e n shore_east_e n shore_east_ne n shore_east_nw2 w water_e e grass00 e grass01 e grass02 e grass03 s shore_east_e s shore_east_se s shore_east_sw2 name shore_east_n tile shore_east_n n grass00 n grass01 n grass02 n grass03 e shore_east_n e shore_east_ne e shore_east_se2 w shore_east_n e shore_east_nw e shore_east_sw2 s water_e name shore_east_s tile shore_east_s n water_e e shore_east_s e shore_east_se e shore_east_ne2 w shore_east_s e shore_east_sw e shore_east_nw2 s grass00 s grass01 s grass02 s grass03 name shore_east_nw tile shore_east_nw n grass00 n grass01 n grass02 n grass03 e shore_east_n e shore_east_ne e shore_east_se2 w grass00 w grass01 w grass02 w grass03 s shore_east_w s shore_east_sw s shore_east_se2 name shore_east_ne tile shore_east_ne n grass00 n grass01 n grass02 n grass03 e grass00 e grass01 e grass02 e grass03 w shore_east_n w shore_east_nw w shore_east_sw2 s shore_east_e s shore_east_se s shore_east_sw2 name shore_east_sw tile shore_east_sw n shore_east_n n shore_east_nw n shore_east_ne2 e shore_east_s e shore_east_se e shore_east_ne2 w grass00 w grass01 w grass02 w grass03 s grass00 s grass01 s grass02 s grass03 name shore_east_se tile shore_east_se n shore_east_e n shore_east_ne n shore_east_nw2 e grass00 e grass01 e grass02 e grass03 w shore_east_s w shore_east_sw w shore_east_nw2 e grass00 e grass01 e grass02 e grass03 name shore_east_nw2 tile shore_east_nw2 n water_e e shore_east_s e shore_east_se e shore_east_ne2 w water_e s shore_east_e s shore_east_se s shore_east_sw2 name shore_east_ne2 tile shore_east_ne2 n water_e e water_e w shore_east_s w shore_east_sw w shore_east_nw2 s shore_east_w s shore_east_sw s shore_east_se2 name shore_east_sw2 tile shore_east_sw2 n shore_east_e n shore_east_ne n shore_east_nw2 e shore_east_n e shore_east_ne e shore_east_se2 w water_e s water_e name shore_east_se2 tile shore_east_se2 n shore_east_w n shore_east_nw n shore_east_ne2 e water_e w shore_east_n w shore_east_nw w shore_east_sw2 e water_e name water_w tile water_w n shore_west_n s shore_west_s e shore_west_e w shore_west_w name shore_west_w tile shore_west_w n shore_west_w n shore_west_nw n shore_west_ne2 e water_w w grass00 w grass01 w grass02 w grass03 s shore_west_w s shore_west_sw s shore_west_se2 name shore_west_e tile shore_west_e n shore_west_e n shore_west_ne n shore_west_nw2 w water_w e grass00 e grass01 e grass02 e grass03 s shore_west_e s shore_west_se s shore_west_sw2 name shore_west_n tile shore_west_n n grass00 n grass01 n grass02 n grass03 e shore_west_n e shore_west_ne e shore_west_se2 w shore_west_n e shore_west_nw e shore_west_sw2 s water_w name shore_west_s tile shore_west_s n water_w e shore_west_s e shore_west_se e shore_west_ne2 w shore_west_s e shore_west_sw e shore_west_nw2 s grass00 s grass01 s grass02 s grass03 name shore_west_nw tile shore_west_nw n grass00 n grass01 n grass02 n grass03 e shore_west_n e shore_west_ne e shore_west_se2 w grass00 w grass01 w grass02 w grass03 s shore_west_w s shore_west_sw s shore_west_se2 name shore_west_ne tile shore_west_ne n grass00 n grass01 n grass02 n grass03 e grass00 e grass01 e grass02 e grass03 w shore_west_n w shore_west_nw w shore_west_sw2 s shore_west_e s shore_west_se s shore_west_sw2 name shore_west_sw tile shore_west_sw n shore_west_n n shore_west_nw n shore_west_ne2 e shore_west_s e shore_west_se e shore_west_ne2 w grass00 w grass01 w grass02 w grass03 s grass00 s grass01 s grass02 s grass03 name shore_west_se tile shore_west_se n shore_west_e n shore_west_ne n shore_west_nw2 e grass00 e grass01 e grass02 e grass03 w shore_west_s w shore_west_sw w shore_west_nw2 e grass00 e grass01 e grass02 e grass03 name shore_west_nw2 tile shore_west_nw2 n water_w e shore_west_s e shore_west_se e shore_west_ne2 w water_w s shore_west_e s shore_west_se s shore_west_sw2 name shore_west_ne2 tile shore_west_ne2 n water_w e water_w w shore_west_s w shore_west_sw w shore_west_nw2 s shore_west_w s shore_west_sw s shore_west_se2 name shore_west_sw2 tile shore_west_sw2 n shore_west_e n shore_west_ne n shore_west_nw2 e shore_west_n e shore_west_ne e shore_west_se2 w water_w s water_w name shore_west_se2 tile shore_west_se2 n shore_west_w n shore_west_nw n shore_west_ne2 e water_w w shore_west_n w shore_west_nw w shore_west_sw2 e water_w name sand00 tile sand00 n dshore_north_s s dshore_north_n e dshore_north_w w dshore_north_e name dshore_north_w tile dshore_north_w n dshore_north_w n dshore_north_nw n dshore2_north_ne e water_n w sand00 s dshore_north_w s dshore_north_sw s dshore2_north_se name dshore_north_e tile dshore_north_e n dshore_north_e n dshore_north_ne n dshore2_north_nw w water_n e sand00 s dshore_north_e s dshore_north_se s dshore2_north_sw name dshore_north_n tile dshore_north_n n sand00 e dshore_north_n e dshore_north_ne e dshore2_north_se w dshore_north_n e dshore_north_nw e dshore2_north_sw s water_n name dshore_north_s tile dshore_north_s n water_n e dshore_north_s e dshore_north_se e dshore2_north_ne w dshore_north_s e dshore_north_sw e dshore2_north_nw s sand00 name dshore_north_nw tile dshore_north_nw n sand00 e dshore_north_n e dshore_north_ne e dshore2_north_se w sand00 s dshore_north_w s dshore_north_sw s dshore2_north_se name dshore_north_ne tile dshore_north_ne n sand00 e sand00 w dshore_north_n w dshore_north_nw w dshore2_north_sw s dshore_north_e s dshore_north_se s dshore2_north_sw name dshore_north_sw tile dshore_north_sw n dshore_north_n n dshore_north_nw n dshore2_north_ne e dshore_north_s e dshore_north_se e dshore2_north_ne w sand00 s sand00 name dshore_north_se tile dshore_north_se n dshore_north_e n dshore_north_ne n dshore2_north_nw e sand00 w dshore_north_s w dshore_north_sw w dshore2_north_nw e sand00 name dshore2_north_nw tile dshore2_north_nw n water_n e dshore_north_s e dshore_north_se e dshore2_north_ne w water_n s dshore_north_e s dshore_north_se s dshore2_north_sw name dshore2_north_ne tile dshore2_north_ne n water_n e water_n w dshore_north_s w dshore_north_sw w dshore2_north_nw s dshore_north_w s dshore_north_sw s dshore2_north_se name dshore2_north_sw tile dshore2_north_sw n dshore_north_e n dshore_north_ne n dshore2_north_nw e dshore_north_n e dshore_north_ne e dshore2_north_se w water_n s water_n name dshore2_north_se tile dshore2_north_se n dshore_north_w n dshore_north_nw n dshore2_north_ne e water_n w dshore_north_n w dshore_north_nw w dshore2_north_sw e water_n