# Textures and shapes
# keys:
# A:About screen text
# T:texture file name
# G:texture group (used for 'native' shapes): front,top,left-right
# D:descriptions (first line=count)
# N:native shape (box) lines: 
#    texture-group or theme reference: theme,xyz where 'xyz' is one of these:
#       wall,corner,door_ew,door_ns,passage_floor,room_floor
#    dimensions
#    name
#    description group
#    color
#
# P:shape options
#   shape index
#   skip side: 
#     none=0
#     FRONT_SIDE = 1;
#     TOP_SIDE = 2;
#     LEFT_RIGHT_SIDE = 4;  
#   stencil: 0,1
#   light blocking: 0,1
# shape subtypes:
# 3: 3ds object (lines: file, scale)
# 2: md2 object (lines: name, file, scale)
# T: torch (NORTH=0, EAST, SOUTH, WEST, NONE)
# L: teleporter
# [R: x,y,z] (optional: angles to rotate in inventory screen)
# H: dungeon theme (see comments below)
#
# Character Portraits:
# O:filename
#
# Character models:
# M:model-dir,skin (file in model-dir),scale
#
# Skill descriptions: (order is important: see constants.h)
# S:name,description

# Character portraits
O:/portraits/m1.bmp
O:/portraits/m2.bmp
O:/portraits/m3.bmp
O:/portraits/m4.bmp
O:/portraits/m5.bmp
O:/portraits/w1.bmp
O:/portraits/w2.bmp
O:/portraits/w3.bmp
O:/portraits/w4.bmp
O:/portraits/w5.bmp
O:/portraits/death.bmp

# Character models
M:/models/character/blade,blade.bmp,2.0
M:/models/character/pknight,knight.bmp,2.0
M:/models/character/pknight,evil.bmp,2.0
M:/models/character/pknight,ctf_b.bmp,2.0
M:/models/character/pknight,ctf_r.bmp,2.0
#M:/models/character/darkness,Darkness.bmp,2.0
M:/models/character/darkness,estacado.bmp,2.0
#M:/models/character/darkness,Morf.bmp,2.0
#M:/models/character/darkness,ctf_b.bmp,2.0
#M:/models/character/darkness,ctf_g.bmp,2.0
M:/models/character/darkness,ctf_r.bmp,2.0
M:/models/character/shinju,shinju.bmp,2.0
M:/models/character/shinju,shinju_black.bmp,2.0
M:/models/character/shinju,sunghi_blackhair.bmp,2.0
M:/models/character/shinju,sunghi_redhair.bmp,2.0
M:/models/character/sydney,sydney.bmp,1.7
M:/models/character/sydney,ctf_b.bmp,1.7
M:/models/character/sydney,ctf_r.bmp,1.7
M:/models/character/yohko,Yohko.bmp,2.0
M:/models/character/yohko,ctf_b.bmp,2.0
#M:/models/character/yohko,ctf_r.bmp,2.0

# Skill descriptions
S:SPEED,Speed determines how fast the character is able to cast a spell or swing a sword.
S:COORDINATION,More coordinated characters are able to deflect more damage using armor.
S:POWER,The higher a character's power the more damage his/her attach will cause.
S:IQ,A character with higher IQ is better suited to spellcasting.
S:LEADERSHIP,Leadership determines bartering power and rallies your troops in battle.
S:LUCK,Luck affects almost all aspects of gameplay from spellcasting to unlocking doors.
S:PIETY,A pieous character follows his/her deity's wishes more closely.
S:LORE,Using lore a character is able identify items more easily and understand new concepts.

S:SWORD_WEAPON,This skill is used when fighting using a sword-type weapon.
S:AXE_WEAPON,This skill is used when fighting using an axe-type weapon.
S:BOW_WEAPON,This skill is used when fighting using a bow-type weapon.
S:MACE_WEAPON,This skill is used when fighting using an axe-type weapon.
S:HAND_TO_HAND_COMBAT,This skill is used when fighting with bare hands.

S:SHIELD_DEFEND,This skill is used when using a shield to deflect an attack.
S:ARMOR_DEFEND,This skill is used when using armor to deflect an attack.
S:WEAPON_DEFEND,This skill is used when using a weapon to deflect an attack.
S:HAND_DEFEND,This skill is used when using bare hands to deflect an attack.

S:NATURE_MAGIC,This skill describes your proficiency with spells from the school of nature.
S:AWARENESS_MAGIC,This skill describes your proficiency with spells from the school of awareness.
S:LIFE_AND_DEATH_MAGIC,This skill describes your proficiency with spells from the school of life and death.
S:HISTORY_MAGIC,This skill describes your proficiency with spells from the school of history.
S:DECEIT_MAGIC,This skill describes your proficiency with spells from the school of deceit.
S:CONFRONTATION_MAGIC,	This skill describes your proficiency with spells from the school of confrontation.
  
S:RESIST_NATURE_MAGIC,Having this skill helps you resist spells from the school of nature.
S:RESIST_AWARENESS_MAGIC,Having this skill helps you resist spells from the school of awareness.
S:RESIST_LIFE_AND_DEATH_MAGIC,Having this skill helps you resist spells from the school of life and death.
S:RESIST_HISTORY_MAGIC,Having this skill helps you resist spells from the school of history.
S:RESIST_DECEIT_MAGIC,Having this skill helps you resist spells from the school of deceit.
S:RESIST_CONFRONTATION_MAGIC,Having this skill helps you resist spells from the school of confrontation.

S:OPEN_LOCK,A character with this skill can open locked doors better.
S:FIND_TRAP,This skill helps you avoid falling into traps.
S:FIND_SECRET_DOOR,This skill lets you find secret doors.
S:MOVE_UNDETECTED,With the aid of this skill you can move without your enemies detecting you.
S:STEALING,The higher you progress in this still the better you're able to lift items from merchants.

S:ENCHANT_ITEM,Your proficiency with this skill determines how well you create enchanted items.
S:IDENTIFY_ITEM,This skill measures your ability to identify new items.
S:IDENTIFY_CREATURE,This skill measures your ability to identify new creatures.


T:front.bmp
T:top.bmp
T:side.bmp
T:wood.bmp
T:top.bmp
T:copper.bmp
T:woodtop.bmp
T:fronttop.bmp
T:light.bmp
T:flame.bmp
T:doorNS.bmp
T:doorEW.bmp
T:bookshelf.bmp
T:chestfront.bmp
T:chestside.bmp
T:chesttop.bmp
T:marble.bmp
T:metal.bmp
T:ring2.bmp
T:iron.bmp
T:gui-wood.bmp
T:map.bmp
T:darkui.bmp
#T:floor4.bmp
T:litewood.bmp

# This is "old-school". It's only used for "native" objects: chest, bookcase, etc.
# Walls, floors and doors now use themes (much more flexible; see below)
G:0,7,2
G:2,7,0
G:3,6,3
G:3,16,3
G:0,4,0
G:0,17,0
G:0,5,0
G:8,0,0
G:10,6,6
G:6,6,11
G:6,6,12
G:14,15,13
G:12,6,6
G:13,15,14
G:0,0,0

# Theme lines: 
#   name[,S] 
#   wall, 
#   corner, 
#   door_ew, 
#   door_ns, 
#   passage_floor, 
#   room_floor
#   headboard
#   "purple" multi-texture: r,g,b,intensity,smooth(1|0)
#   same as above, but for the "dark" multi-texture value
#
# Names of textures don't include .bmp.
# "S" next to name means the theme is special and cannot be used by random maps
# Each entry is 3 required textures: front,top,side,
# followed by up to 7 variant textures. Variants for walls
# will be displayed on the sides and for floors on the top
# texture.
#
# You can specify a texture multiple times, it's only loaded once.

# HQ must be the 0th theme.
H:HQ,S
H:wall,walltop,wall,wallv1
H:corner,woodtop,corner
H:metal,metal,door2NS
H:door2NS,metal,metal
H:floor4,floor4,floor4,floor4v1
H:floor5,floor5,floor5,floor5v1
H:corner,woodtop,corner
H:0.6,0.4,0.8,0.7,1
H:0.5,0.6,0.8,0.8,1

H:Gurrea1,S
H:themes/gurrea1/wall,themes/gurrea1/headboard,themes/gurrea1/wall,themes/gurrea1/wall1,themes/gurrea1/wall2,themes/gurrea1/wall3
H:themes/gurrea1/corner,themes/gurrea1/cornertop,themes/gurrea1/corner
H:metal,metal,themes/gurrea1/door
H:themes/gurrea1/door,metal,metal
H:themes/gurrea1/passage,themes/gurrea1/passage,themes/gurrea1/passage,themes/gurrea1/passage2
H:themes/gurrea1/floor,themes/gurrea1/floor,themes/gurrea1/floor,themes/gurrea1/floor1,themes/gurrea1/floor2
H:themes/gurrea1/headboard,themes/gurrea1/headboard,themes/gurrea1/headboard
H:0.7,0.55,0.9,0.7,1
H:0.7,0.8,0.9,0.8,1

H:Gurrea2
H:themes/gurrea2/wall,themes/gurrea2/top,themes/gurrea2/wall
H:themes/gurrea2/corner,themes/gurrea2/cornertop,themes/gurrea2/corner
H:metal,metal,themes/gurrea2/door
H:themes/gurrea2/door,metal,metal
H:themes/gurrea2/passage,themes/gurrea2/passage,themes/gurrea2/passage
H:themes/gurrea2/floor,themes/gurrea2/floor,themes/gurrea2/floor
H:themes/gurrea2/top,themes/gurrea2/top,themes/gurrea2/top
H:0.7,0.55,0.9,0.7,1
H:0.7,0.8,0.9,0.8,1

H:Default
H:front,fronttop,front,frontv1,frontv2
H:wood,woodtop,wood
H:woodtop,woodtop,doorEW
H:doorNS,woodtop,woodtop
H:floor2,floor2,floor2,floor2v1,floor2v2
H:floor,floor,floor,floorv1
H:wood,woodtop,wood
H:0.8,0.4,1.0,0.95,0
H:0.5,0.6,0.8,0.8,0

H:GreenWall
H:wall2,fronttop,wall2,wall2v1,wall2v2
H:wood,woodtop,wood
H:woodtop,woodtop,doorEW
H:doorNS,woodtop,woodtop
H:floor6,floor6,floor6,floor6v1
H:floor3,floor3,floor3
H:wood,woodtop,wood
H:0.8,0.4,1.0,0.95,1
H:0.5,0.6,0.8,0.8,1

H:BlueBrick
H:brick,fronttop,brick,brickv1
H:wood,woodtop,wood
H:woodtop,woodtop,doorEW
H:doorNS,woodtop,woodtop
H:floor7,floor7,floor7,floor7v1
H:brickfloor,brickfloor,brickfloor,brickfloorv1
H:wood,woodtop,wood
H:0.7,0.4,0.75,0.95,1
H:0.5,0.6,0.8,0.8,1

H:wb-dragoon
H:themes/wb-dragoon/muro03a,themes/wb-dragoon/suelo07b,themes/wb-dragoon/muro03a,themes/wb-dragoon/maderos01,themes/wb-dragoon/maderos1
H:themes/wb-dragoon/pilarcem16a,woodtop,themes/wb-dragoon/pilarcem16a
H:woodtop,woodtop,doorEW
H:doorNS,woodtop,woodtop
H:themes/wb-dragoon/ncob01,themes/wb-dragoon/ncob01,themes/wb-dragoon/ncob01,themes/wb-dragoon/kd3
H:themes/egypt1/block01b,themes/egypt1/block01b,themes/egypt1/block01b,themes/egypt1/marker1bb,themes/egypt1/marker1bg
H:themes/egypt3/lig_b064-01c,themes/wb-dragoon/suelo07b,themes/egypt3/lig_b064-01c
H:0.8,0.6,1.0,0.95,1
H:0.5,0.6,0.8,0.8,1

H:egypt
H:themes/egypt5/stone01b,themes/egypt3/lig_b064-01c,themes/egypt5/stone01b,themes/egypt5/stone02b
H:themes/egypt3/lig_128-05w1,themes/egypt3/lig_032-04w2,themes/egypt3/lig_128-05w1
H:metal,metal,themes/egypt1/solidgrate2a
H:themes/egypt1/solidgrate2a,metal,metal
H:themes/wb-dragoon/piedra1t1,themes/wb-dragoon/piedra1t1,themes/wb-dragoon/piedra1t1
H:themes/egypt1/block08c,themes/egypt1/block08c,themes/egypt1/block08c,themes/egypt1/block08a,themes/egypt1/block09a
H:themes/wb-dragoon/suelo07b,themes/egypt3/lig_b064-01c,themes/wb-dragoon/suelo07b
H:0.7,0.55,0.9,0.7,1
H:0.7,0.8,0.9,0.8,1


# Descriptions
D:3
D:Pale weeds grow over these ancient walls
D:The walls crumble with age, yet appear sturdy
D:Dark limestone walls mark these corridors

D:3
D:It appears to be a thick wooden door
D:A dungeon door made of wood
D:The aged oak door is scarred by knife points and torch flame

D:2
D:The door frames seem to be made of some hard wood
D:The wood around the doors is reinforced by metal nails

D:3
D:A torch blazes nearby
D:The light is firmly attached to the wall, you cannot get it
D:It is a burning torch

D:3
D:A large wooden board that describes available missions
D:Click on the board to learn about your missions
D:The corporate 'brains' of S.C.O.U.R.G.E. inc.

D:2
D:A burning brazier
D:A brazier radiates heat nearby

D:2
D:You see a shining marble column
D:The column supports the ceiling

D:3
D:This teleporter is here courtesy of the management
D:This teleporter can take you back to headquarters
D:It is a teleporter

D:3
D:These stairs lead to another level
D:Stairs leading into darkness
D:You see a flight of stairs

D:3
D:It's a rusty lever.
D:It is best to leave that alone.
D:Touch it: it may add new germs to your collection.

# unitside=16
# unitoffset=2
# wallheight=12

# Constants::EW_WALL_INDEX
N:theme,wall
N:2,12,12
N:EW_WALL
N:0
N:ac8060ff

# Constants::EW_WALL_EXTRA_INDEX
N:theme,wall
N:2,14,12
N:EW_WALL_EXTRA
N:0
N:ac8060ff

# Constants::EW_WALL_TWO_EXTRAS_INDEX
N:theme,wall
N:2,16,12
N:EW_WALL_TWO_EXTRAS
N:0
N:ac8060ff

# Constants::NS_WALL_INDEX
N:theme,wall
N:12,2,12
N:NS_WALL
N:0
N:ac8060ff

# Constants::NS_WALL_EXTRA_INDEX
N:theme,wall
N:14,2,12
N:NS_WALL_EXTRA
N:0
N:ac8060ff

# Constants::NS_WALL_TWO_EXTRAS_INDEX
N:theme,wall
N:16,2,12
N:NS_WALL_TWO_EXTRAS
N:0
N:ac8060ff

# P:shape options
#   shape index
#   skip side: (none=0, FRONT_SIDE = 1, TOP_SIDE = 2, LEFT_RIGHT_SIDE = 4)
#   stencil: 0,1
#   light blocking: 0,1
P:0,1,1,1
P:1,1,1,1
P:2,1,1,1
P:3,4,1,1
P:4,4,1,1
P:5,4,1,1

# Constants::CORNER_INDEX
N:theme,corner
N:2,2,12
N:CORNER
N:0
N:ac8060ff

# Constants::DOOR_SIDE_INDEX
N:theme,corner
N:2,2,10
N:DOOR_SIDE
N:2
N:aa6633ff

# Constants::EW_DOOR_INDEX
N:theme,door_ew
N:1,6,10
N:EW_DOOR
N:1
N:aa6633ff

# Constants::EW_DOOR_TOP_INDEX
N:theme,headboard
N:2,12,2
N:EW_DOOR_TOP
N:2
N:aa6633ff

# Constants::NS_DOOR_INDEX
N:theme,door_ns
N:6,1,10
N:NS_DOOR
N:1
N:aa6633ff

# Constants::NS_DOOR_TOP_INDEX
N:theme,headboard
N:12,2,2
N:NS_DOOR_TOP
N:2
N:aa6633ff

P:8,0,0,1
P:10,0,0,1

# Constants::FLOOR_TILE_INDEX
N:theme,passage_floor
N:16,16,0
N:FLOOR_TILE
N:0
N:806040ff

# Constants::ROOM_FLOOR_TILE_INDEX
N:theme,room_floor
N:16,16,0
N:ROOM_FLOOR_TILE
N:0
N:a08040ff

# Constants::ROOM2_FLOOR_TILE_INDEX
#N:theme,room_floor
#N:16,16,0
#N:ROOM2_FLOOR_TILE
#N:0
#N:a08040ff

P:12,5,0,0
P:13,5,0,0
#P:14,5,0,0

# Constants::LAMP_NORTH_INDEX
N:14
N:1,1,2
N:LAMP_NORTH
N:3
N:ffffffff
T:0

# Constants::LAMP_SOUTH_INDEX
N:14
N:1,1,2
N:LAMP_SOUTH
N:3
N:ffffffff
T:2

# Constants::LAMP_WEST_INDEX
N:14
N:1,1,2
N:LAMP_WEST
N:3
N:ffffffff
T:3

# Constants::LAMP_EAST_INDEX
N:14
N:1,1,2
N:LAMP_EAST
N:3
N:ffffffff
T:1

# Constants::LAMP_BASE_INDEX
#N:2
#N:1,1,2
#N:LAMP_BASE
#N:3
#N:f0f0ffff
N:2
N:1,1,2
N:LAMP_BASE
N:3
N:ffffffff
3:/objects/torch.3ds
3:0.7


# Constants::EMPTY_SHAPE_INDEX
N:2
N:1,1,1
N:EMPTY_SHAPE
N:3
N:ffffffff

# board.3ds
N:14,
N:1,1,1
N:BOARD
N:4
N:ffffffff
3:/objects/board.3ds
3:1.2

# Constants::BRAZIER_INDEX]
N:14
N:3,3,3
N:BRAZIER
N:5
N:e820ffff
T:5

# Constants::BRAZIER_BASE_INDEX
#N:2
#N:3,3,1
#N:BRAZIER_BASE
#N:5
#N:f0f0ffff
N:14
N:1,1,1
N:BRAZIER_BASE
N:5
N:ffffffff
3:/objects/brazier.3ds
3:1.0


# column.3ds
N:14
N:1,1,1
N:COLUMN
N:6
N:ffffffff
3:/objects/column.3ds
3:1.7

# streetlight.3ds
N:14
N:1,1,1
N:STREETLIGHT
N:6
N:ffffffff
3:/objects/streetlight.3ds
3:1.7

# desk.3ds
N:14
N:1,1,1
N:DESK
N:6
N:ffffffff
3:/objects/desk.3ds
3:1.7

# bench.3ds
N:14
N:1,1,1
N:BENCH
N:6
N:ffffffff
3:/objects/bench.3ds
3:1.7

# bed.3ds
N:14
N:1,1,1
N:BED
N:6
N:ffffffff
3:/objects/bed.3ds
3:1.75

# stove.3ds
N:14
N:1,1,1
N:STOVE
N:6
N:ffffffff
3:/objects/stove.3ds
3:1.25

# Constants::TELEPORTER_INDEX
N:2
N:3,3,14
N:TELEPORTER
N:7
N:0020ffff
L:1

# Constants::TELEPORTER_BASE_INDEX
N:3
N:3,3,1
N:TELEPORTER_BASE
N:7
N:f0f0ffff

# gate-up.3ds
N:14
N:1,1,1
N:GATE_UP
N:8
N:ffffffff
3:/objects/gate-up.3ds
3:2.0

# gate-down.3ds
N:14
N:1,1,1
N:GATE_DOWN
N:8
N:ffffffff
3:/objects/gate-down.3ds
3:2.0

N:14
N:1,1,1
N:DAGGER
N:0
N:ffffffff
3:/objects/sword.3ds
3:0.25

N:14
N:1,1,1
N:SWORD
N:0
N:ffffffff
3:/objects/sword2.3ds
3:0.4

# Constants::AXE_INDEX
N:14
N:1,1,1
N:AXE
N:0
N:ffffffff
3:/objects/axe.3ds
3:0.4

# Constants::MACE_INDEX
N:14
N:1,1,1
N:MACE
N:0
N:ffffffff
3:/objects/mace.3ds
3:0.4

# Constants::BOOKSHELF_INDEX
N:10
N:2,5,7
N:BOOKSHELF
N:0
N:0000ffff

# Constants::CHEST_INDEX
N:11
N:2,3,2
N:CHEST
N:0
N:ffaa80ff

# Constants::BOOKSHELF2_INDEX
N:12
N:5,2,7
N:BOOKSHELF2
N:0
N:0000ffff

# Constants::CHEST2_INDEX
N:13
N:3,2,2
N:CHEST2
N:0
N:ffaa80ff

N:14
N:1,1,1
N:BARREL
N:0
N:ffffffff
3:/objects/barrel.3ds
3:0.9

N:14
N:1,1,1
N:CRATE
N:0
N:ffffffff
3:/objects/crate.3ds
3:1.2

N:14
N:1,1,1
N:VASE
N:0
N:ffffffff
3:/objects/vase.3ds
3:1.0

N:14
N:1,1,1
N:COMMODE
N:0
N:ffffffff
3:/objects/commode.3ds
3:1.0

# Constants::CORPSE_INDEX
N:14
N:1,1,1
N:CORPSE
N:0
N:ffffffff
3:/objects/corpse.3ds
3:0.65

# Constants::TABLE_INDEX
N:14
N:1,1,1
N:TABLE
N:0
N:ffffffff
3:/objects/table.3ds
3:1.3

# Constants::CHAIR_INDEX
N:14
N:1,1,1
N:CHAIR
N:0
N:ffffffff
3:/objects/chair.3ds
3:0.8

N:14
N:1,1,1
N:PLANT
N:0
N:ffffffff
3:/objects/plant.3ds
3:0.8

# Constants::BOW_INDEX
N:14
N:1,1,1
N:BOW
N:0
N:ffffffff
3:/objects/bow.3ds
3:0.65

# Constants::BOTTLE_INDEX
N:14
N:1,1,1
N:BOTTLE
N:0
N:ffffffff
3:/objects/bottle.3ds
3:0.5

# Constants::MEAT_INDEX
N:14
N:1,1,1
N:MEAT
N:0
N:ffffffff
3:/objects/meat.3ds
3:0.3

# Constants::APPLE_INDEX
N:14
N:1,1,1
N:APPLE
N:0
N:ffffffff
3:/objects/apple.3ds
3:0.3

# Constants::MUSHROOM_INDEX
N:14
N:1,1,1
N:MUSHROOM
N:0
N:ffffffff
3:/objects/mushroom.3ds
3:0.3

# Constants::BREAD_INDEX
N:14
N:1,1,1
N:BREAD
N:0
N:ffffffff
3:/objects/bread.3ds
3:0.3

# Constants::EGG_INDEX
N:14
N:1,1,1
N:EGG
N:0
N:ffffffff
3:/objects/egg.3ds
3:0.3

# Constants::ARROW_INDEX
N:14
N:1,1,1
N:ARROW
N:0
N:ffffffff
3:/objects/arrow.3ds
3:0.5

# Constants::HELMET_INDEX
N:14
N:1,1,1
N:HELMET
N:0
N:ffffffff
3:/objects/helmet.3ds
3:0.25
R:90,0,0

N:14
N:1,1,1
N:ARMOR
N:0
N:ffffffff
3:/objects/armor.3ds
3:0.5
#R:90,0,0

N:14
N:1,1,1
N:STAFF
N:0
N:ffffffff
3:/objects/staff.3ds
3:0.5

N:14
N:1,1,1
N:AMULET
N:0
N:ffffffff
3:/objects/amulet.3ds
3:0.5
#R:90,0,0

N:14
N:1,1,1
N:BOOTS
N:0
N:ffffffff
3:/objects/boots.3ds
3:0.5
#R:90,0,0

# Constants::WAND_INDEX
N:14
N:1,1,1
N:WAND
N:0
N:ffffffff
3:/objects/wand.3ds
3:0.25

# Constants::PEDESTAL_INDEX
N:14
N:1,1,1
N:PEDESTAL
N:0
N:ffffffff
3:/objects/pedestal.3ds
3:0.45

# Constants::TCHEST_INDEX
N:14
N:1,1,1
N:TCHEST
N:0
N:ffffffff
3:/objects/tchest.3ds
3:0.4

# Constants::POTION_INDEX
N:14
N:1,1,1
N:POTION
N:0
N:ffffffff
3:/objects/potion.3ds
3:0.25

# Constants::SCROLL_INDEX
N:14
N:1,1,1
N:SCROLL
N:0
N:ffffffff
3:/objects/scroll.3ds
3:0.40

# off switch
N:14
N:1,1,1
N:SWITCH_OFF
N:9
N:ffffffff
3:/objects/offswitch.3ds
3:0.7

# off switch
N:14
N:1,1,1
N:SWITCH_ON
N:9
N:ffffffff
3:/objects/onswitch.3ds
3:0.7

# map
N:14
N:1,1,1
N:MAP
N:9
N:ffffffff
3:/objects/map.3ds
3:0.4

# md2 models
# old-style declarations. See creatures.txt for new way.
2:BUGGERLING
2:/models/m5.md2
2:1.2

2:SLIME
2:/models/m6.md2
2:1.2

2:BAUUL
2:/models/m7.md2
2:1.2

2:HYDRALISK
2:/models/m8.md2
2:1.2

2:BRAWN
2:/models/m9.md2
2:1.2

2:PHANTOM
2:/models/m10.md2
2:2

2:RAPTOR
2:/models/m11.md2
2:2

2:FAIRY
2:/models/m12.md2
2:2

2:COBRA
2:/models/m13.md2
2:2


A:Welcome to the world of S.c.o.u.r.g.e.||S.c.o.u.r.g.e. is a rogue-like rpg that lets you
A:control a group of four brave heroes. While working for a dungeon janitorial services company they
A:become unwilling participants in an effort to stop a mysterious force from wiping out
A:humanity. Boring you say? But wait, there is more! Your stay at the S.c.o.u.r.g.e. head-
A:quarters is generously detailed in 3d! You will travel to strange and exotic underground
A:locations! The randomly generated maps ensure the game's infinite replayability. There is
A:music, effects, a, a... a plot! You will encounter, speak, trade with, and occasionally
A:dispatch a large number of npc-s and monsters. Blood-curdling combat will unfold in either
A:frantic real-time or thoughtful turn-based presentation.||So
A:stay a while... hunker down for adventure in the true underworld. The noxious fumes and 
A:psychadelic molds from the very walls of the crypts below the city of Horghh await.||
A:Credits and miscellany:|
A:-----------------------|
A:Code and artwork by Uzudil|
A:Music by Toofan|
A:More coding by daroth-u|
A:Web/cvs and other services by sourceforge.net|
A:Additional 3d objects by |
A:Enforcement of the law by Mormuth the Hairy|
A:Dwarven poetry by the Order of the Grizzled Pony|
A:Quake models from polycount|
A:Textures by the wadfather|
A:(see README file for details on contributions.)|
A:Playtesting and mostly civil encouragement by many at happypenguin.org|
A:Additional testing and general hazing from the very helpful members of rpgcodex.com|
A:Many happy interruptions in bugfixing by Abe|







