#	Various shape information for Serpent Isle.
#
#	February 6, 2006
#

%%section version
:7
%%endsection

%%section explosions
#	Format
#		:shapenum/spritenum/sfxnum
#	If a shape is not in the list below, it will use the 'default'
#	explosion (spritenum 5) with no sound effect (sfxnum -1).
#   You can leave sfxnum out, in which case there will be no SFX.
#
#	 Snow tile
#
:32/4/41

#	 Delayed blast
#
:399/13/65

#	 Death Vortex
#
:639/8/128

#	 Burst Arrow
#
:554/19/40

#	 Delayed Blast
#
:621/4/42

#	 Powder Keg
#
:704/4/42

#	 Swordstrike
#
:287/23/20

#	 Fire Bolt
#
:856/5/65
%%endsection

%%section shape_sfx
#	Format
#		:shapenum/sfxnum/delay/range/rand/extra/volume
#	Only the first two parameters are required.
#	delay is a flag (either 0 or 1) which indicates extra delay
#	between successive plays. If it is 1 and the shape does *not*
#	have an associated animation (e.g., cavern), there will be
#	a random delay. If the shape *does* have an associated animation,
#	this flag will be ignored.
#	range is used to specify a sequence of different sfx used by the
#	shape: Exult will play sfx ranging from sfxnum to sfxnum + range - 1.
#	rand is a flag controlling how range is used: if rand is 1, Exult
#	will randomly play one sfx in the range; if rand is 0, Exult will
#	play them sequentially, wrapping back to the first sfx.
#	extra is basically for the grandfather clock. It is a SFX that will
#	play every game hour a number of times equal to hour % 12 (or
#	twelve times for midnight).
#	Volume is used to control individual sfx volume levels. If no value 
#	is given, 100% volume will be assumed.
#
#	Surf (109)
:612/109/0/0/0/0/20
:613/109/0/0/0/0/20
:632/109/0/0/0/0/20
:699/109/0/0/0/0/20
:736/109/0/0/0/0/20
:737/109/0/0/0/0/20
:751/109/0/0/0/0/20
:808/109/0/0/0/0/20
:834/109/0/0/0/0/20
:875/109/0/0/0/0/20
:907/109/0/0/0/0/20
:911/109/0/0/0/0/20
:918/109/0/0/0/0/20
:1012/109/0/0/0/0/20
:1020/109/0/0/0/0/20
:1022/109/0/0/0/0/20

#	Bubbles (110 to 114)
#
:335/110/100/5/1/0/50
#	Doesn't seem to play sounds
#:780/110/100/5/1/0/50

#	Slimes (54 to 58)
#
:529/110/100/5/1

#	Fountains
#
:153/50/0/0/0/0/40
:326/50/0/0/0/0/40

#	Moongates
#
:864/55/0/0/0/0/80

#	Grandfather clock
#
:252/117/100/2/0/16
:695/117/100/2/0/16

#	Cavern
#
:389/103/5/0/0/0/0/80
:391/103/5/0/0/0/0/80

#	Magic weapons -- apparently not used
#
#:547/75/0/0/0/0/50
#:548/75/0/0/0/0/50
#:559/75/0/0/0/0/50
#:562/75/0/0/0/0/50

#	Force Wall
#
:728/75/0/0/0/0/80

#	Flaming weapons -- sounds awful, so it is disabled
#
#:551/45/50/3/1
#:553/45/50/3/1
#:630/45/50/3/1

#	Campfire -- sounds awful, so it is disabled
#
#:289/45/50/3/1
#:796/45/50/3/1
#:825/45/50/3/1

#	Burning Urn -- sounds awful, so it is disabled
#
#:992/45/50/3/1

#	Fire Field -- sounds awful, so it is disabled
#
#:561/45/50/3/1
#:895/45/50/3/1

#	Fire elemental -- sounds awful, so it is disabled
#
#:861/45/50/3/1

#	Poison/Sleep Field
#
:900/129/71/20/0/0/0/40
:902/129/71/20/0/0/0/40

#	Energy Field
#
:768/71/20/0/0/0/20

#	Barrier
#
:301/71/0/0/0/0/80

#	Pulsating object
#
:726:26/0/0/0/0/60

%%endsection

%%section animation
#	The "default" animation starts at frame 0, goes through all
#	frames and returns to frame 0 again. This list is only for
#	animations which are NOT like that.
#
#	Format
#
#	Time Synchronized Loop
#		:shapenum/0/frame_count/frame_delay/sfx_delay
#	Hourly Loop (e.g., Sundials)
#		:shapenum/1/frame_count
#	Nonlooping (e.g., Energy fields)
#		:shapenum/2/frame_count/frame_delay/sfx_delay
#	Looping
#		:shapenum/3/frame_count/frame_delay/sfx_delay/freeze_first/recycle
#	Random Frames
#		:shapenum/4/frame_count/frame_delay/sfx_delay
#
#	frame_count is the number of frames in each animation cycle; that
#	is, the shape will be divided into sets of frame_count frames which
#	animate independently from each other. If this field is zero or less,
#	Exult will set it equal to the number of frames of the shape.
#
#	frame_delay is an additional frame delay; time between frames
#	is multiplied by frame_delay. MUST be positive.
#
#	sfx_delay indicates the delay (in frames) before the sfx
#	is played again. If it is zero or one, the sfx will be played
#	continuously; if it is negative, it will be played only synchronized
#	with the animation (this means frame 0 or 1; see freeze_first).
#	On all other cases, the sfx will be played every sfx_delay frames.
#
#	freeze_first is the % chance of advancing the first frame of the loop;
#	this means that if freeze_first is zero, the animation will stop at the
#	first frame. Converselly, if freeze_first is 100, it will always advance.
#
#	recycle is the number of frames at the end to repeat after reaching
#	the last frame of the loop; for example, recycle 6 means repeat the last
#	6 frames of the loop. recycle 0 means repeat all frames.
#
#	A couple data patches for SI:
#
#	Bubbles
#
:335/3/6/1/-1/20/0

#	Grandfather clock
#
:695/0/6/4/3
%%endsection

%%section usecode_events
#	List of which items receive usecode events when readied/unreadied.
#
#	Format
#		:shapenum/event
#
#	'event' is nonzero to receive usecode events, zero otherwise.
#
#	Quest items
:209/1

#	Rings
:296/1

#	Lit torch
:701/1

#	Lit light source
:338/1

#	Black sword
:806/1

#	Erinons Axe
:990/1

#	Belt of Strength
:996/1

#	Guantlets of Quickness
:1001/1

#	Helm of Light
:1013/1
%%endsection

%%section mountain_tops
#	Indicates if the object (which MUST be a building type) is a mountain top.
#
#	Format
#		:shapenum/val
#
#	If 'val' is zero, it is not a mountain top. If it is 1, the shape is a normal
#	mountain top. If 'val' is 2, the shape is a snow mountain top. It is treated
#	as being zero in all other cases.
#
:180/1
:182/1
:183/1
:324/1
:394/1
:941/1
:969/1
:983/1
:436/2
:437/2
:444/2
:448/2
:466/2
:477/2
%%endsection

%%section snowmountain
#	Indicates if the object (which MUST be a building type) is a snow mountain top.
#
#	Format
#		:shapenum/flag
#
#	'flag' is nonzero for mountain tops, zero otherwise.
#
%%endsection

%%section effective_hps
#	Effective HPs for objects which otherwise don't have them
#	(e.g., doors, powder keg). If the object does not have
#	HPs, they default to being indestructable; the list below
#	is only for those which are *not* indestructable.
#
#	Format
#		:shapenum/frame/quality/hps
#
#	If frame is -1, this entry will be used for all unlisted frames.
#	Likewise, if quality is -1, it will be used for all unlisted qualities.
#	If the object does not have a quality, it will also be ignored
#	(and treated as -1).
#	If hps are zero, the object will be indestructable.
#
#		Locked chest.
#
:522/-1/0/4
:522/-1/255/4

#		Vertical Door - 270.
#
:270/0/0/6
:270/1/0/6
:270/2/0/6
:270/8/0/6
:270/9/0/6
:270/10/0/6
:270/16/0/6
:270/17/0/6
:270/18/0/6

#		Horizontal Door - 376.
#
:376/0/0/6
:376/1/0/6
:376/2/0/6
:376/8/0/6
:376/9/0/6
:376/10/0/6
:376/16/0/6
:376/17/0/6
:376/18/0/6

#		Vertical Door - 432.
#
:432/0/0/6
:432/1/0/6
:432/2/0/6
:432/4/0/6
:432/5/0/6
:432/6/0/6

#		Horizontal Door - 433.
#
:433/0/0/6
:433/1/0/6
:433/2/0/6
:433/4/0/6
:433/5/0/6
:433/6/0/6

#		Powder keg
#
:704/-1/0/4
%%endsection

%%section lightweight_object
#	Indicates which objects are lightweight -- that is, which objects
#	weight one-tenth of what their shape data would otherwise indicate.
#	In the originals, this was for coins and reagents.
#
#	Format
#		:shapenum/light
#
#	'light' is nonzero for very light objects, zero otherwise.
#
:644/1
:842/1
:951/1
:952/1
:948/1
%%endsection

%%section monster_food
#	Which frame is to be used for food if a monster specifies it as equpment.
#
#	Format
#		:shapenum/food_frame
#
#	food_frame: Frame to be used for food carried by monsters. If this is -1,
#	a random frame will be used. Monsters not listed have a -1 by default.
#
#		Chicken.
#
:498/10

#		Cow - beef.
#
:500/9

#		Deer - venison.
#
:502/14

#		Fish.
#
:509/12

#		Rabbit - same as cow?
#
:811/9

#		Sheep - mutton.
#
:970/8

#		Boar - pork.
#
:329/11
%%endsection

%%section actor_flags
#	Lots of monster/actor data which was hardcoded in the originals.
#
#	Format
#		:shapenum/cold_immune/dont_eat/teleports/summons/turn_invis/armageddon_safe/quake_walk/goblin
#
#	The fields are flags which are true if nonzero, false otherwise.
#	The default for actors not on the list is false.
#	cold_immune: nonzero if actor is immune to cold, zero otherwise.
#	dont_eat: nonzero if actor does not need food, zero otherwise.
#	teleports: nonzero if actor can teleport, zero otherwise.
#	summons: nonzero if actor can summon allies, zero otherwise.
#	turn_invis: nonzero if actor can become invisible, zero otherwise.
#	armageddon_safe: nonzero if actor susrives armageddon, zero otherwise.
#	quake_walk: nonzero if actor causes earthquake when walking, zero otherwise.
#	goblin: nonzero if goblin, zero otherwise
#
#
#		Gazer
#
:511/0/0/0/0/1/0/0/0

#		Automatons
#
:658/1/1/0/0/0/0/0/0
:734/1/1/0/0/0/0/0/0
:747/1/1/0/0/0/0/0/0
:945/1/1/0/0/0/0/0/0

#		Aram Dol
#
:981/0/0/0/0/1/0/0/0

#		Batlin
#
:318/0/0/0/0/0/1/0/0

#		Cyclops
#
:501/0/0/0/0/0/0/1/0

#		Goblins -- They are described as being immune to cold.
#
:354/1/0/0/0/0/0/0/1
:478/1/0/0/0/0/0/0/1
:691/1/0/0/0/0/0/0/1
:725/1/0/0/0/0/0/0/1
:744/1/0/0/0/0/0/0/1

#		Gwani -- They are described as being immune to cold.
#
:214/1/0/0/0/0/0/0/0
:862/1/0/0/0/0/0/0/0
:867/1/0/0/0/0/0/0/0
%%endsection

%%section light_data
#	How bright a given light source is.
#
#	Format
#		:shapenum/frame/brightness
#
#	If frame is -1, this entry will be used for all unlisted frames.
#	The default brightness is zero. A candle is worth 1.
#
#		Light.
#
198:/-1/3

#		Fire. Has clandle-light strength in originals.
#
:289/-1/7

#		Lit light source.
#
:338/2/2
:338/3/5
:338/4/5
:338/5/5
:338/7/2
:338/8/2
:338/9/2
:338/10/5
:338/11/5
:338/12/2
:338/-1/1

#		Lit sconce. Has clandle-light strength in originals.
#
:435/-1/5

#		Lit lamp.
#
:526/-1/7

#		Lightning whip.
#
:549/-1/5

#		Fire sword.
#
:551/-1/5

#		Firedoom staff.
#
:553/-1/5

#		Lit torch.
#
:701/-1/5

#		Firepit.
#
:739/0/0
:739/1/2
:739/2/4
:739/3/6

#		Flaming oil.
#
:782/-1/5

#		Campfire. Has clandle-light strength in originals.
#
:796/-1/7

#		Campfire.
#
:825/-1/7

#		Firedoom staff.
#
:926/-1/5

#		Burning urn. Has clandle-light strength in originals.
#
:998/-1/7

#		Helm of light, when not being worn.
#
:1013/-1/5
%%endsection

%%section warmth_data
#	How much protection from cold is given by a given piece of clothing.
#
#	Format
#		:shapenum/frame/warmth
#
#	If frame is -1, this entry will be used for all unlisted frames.
#	The default warmth is zero.
#
#		Helms.
#
:383/-1/5
:541/-1/5
:542/2/15
:542/-1/5
:1004/0/10
:1004/1/35
:1004/2/-8
:1004/3/20
:1004/4/35
:1013/-1/10

#		Cloaks.
#
:227/0/30
:227/1/70
:227/2/70
:227/3/70
:227/4/70

#		Boots.
#
:587/0/85
:587/1/65
:587/2/50
:587/3/95
:587/4/85
:587/5/75
:587/6/80

#		Torso.
#
:419/-1/-9
:569/-1/20
:570/-1/-8
:571/-1/-5
:573/-1/-10
:666/-1/5
:836/-1/5

#		Gloves.
#
:579/0/7
:579/-1/20
:580/-1/-5

#		Legs.
#
:574/-1/10
:575/-1/-5
:576/-1/-5
:677/-1/4
:686/-1/5
%%endsection

%%section quantity_frames
#	Whether shapes have quantity-dependent frames (e.g., coins, arrows).
#	Weapons ignore this property. Objects with ammo data start from frame 24;
#	other objects start from frame zero. Default is to NOT have quantity frames.
#
#	Format
#		:shapenum/quantfr
#
#	If quantfr is nonzero, the shape has quantity frames.
#
#		Bolts.
#
:417/1
:723/1

#		Arrows.
#
:554/1
:556/1
:558/1
:560/1
:568/1
:591/1
:722/1

#		Lockpicks.
#
:627/1

#		Money.
#
:644/1
:948/1
:951/1
:952/1
%%endsection

%%section locked_containers
#	Whether a container is locked and can't be opened or added to.
#
#	Format
#		:shapenum/locked
#
#	locked is nonzero if the container is locked, zero otherwise.
#
#		Locked chests.
#
:522/1

#		Urn.
#
:914/1
%%endsection

%%section content_rules
#	What shapes a give container will accept or reject.
#
#	Format
#		:shapenum/shnum/accept
#
#	shnum is the shape number which is being added to the container or < 0
#	for any shape (default rule).
#
#	accept is nonzero if the container accepts the shape, zero otherwise.
#
#		Jawbone.
#
:555/559/1
:555/-1/0

#		Urn (just to be sure).
#
:914/-1/0
%%endsection

%%section volatile_explosive
#	List of which items which blow up readily (such as powder keg in the originals).
#	Exult expects the object to be a 'quality' object with effective hps that make
#	it indestructible for quality 1 but destructible for quality 0.
#
#	Format
#		:shapenum/explosive
#
#	'explosive' is nonzero if the shape blows up easily, zero otherwise.
:704/1
%%endsection

%%section framenames
#
#	THIS SECTION SHOULD ***NOT*** BE EDITED MANUALLY!!!!!
#
#	Format:
#		:shapenum/frnum/qual/-255
#		:shapenum/frnum/qual/-1
#		:shapenum/frnum/qual/0/msgid
#		:shapenum/frnum/qual/1/msgid/extramsg
#		:shapenum/frnum/qual/2/msgid/extramsg
#		:shapenum/frnum/qual/3/msgid/defmsg
#		:shapenum/frnum/qual/4/msgid/defmsg
#
#	frnum is the frame for which the entry apllies, or < 0 for any frame.
#
#	qual is the quality for which the entry apllies, or < 0 for any quality.
#
#	If type is -255, use default shape name instead. If type is -1, display
#	no name at all. If type is 0, display msgid and that is it.
#
#	If type is 1 or 2, the name will be prefixed (type 1) or suffixed (type 2)
#	by the message indicated by extramsg.
#
#	If type is 3 or 4, the name will be prefixed (type 3) or suffixed (type 4)
#	by the corresponding NPC name. The corresponding NPC must have NPC # > 0,
#	not be unused and (for dead bodies) be met, or defmsg will be used instead.
#	For dead bodies, the corresponding NPC is the NPC to which it will become
#	when resurrected; for all others, this is the object's quality (hence, it
#	is limited to 255 NPCs and the object MUST have a quality).
#
#	msgid, extramsg and defmsg are the name index in misc_names section
#	of TEXT.FLX or of TEXTMSG.TXT; for SI without SS, this is actually the
#	corresponding SS index. defmsg can be -1 or -255; if defmsg is -1, the
#	default name will be empty; if it is -255, Exult will use the default
#	shape name.
#
#	Walls.
#
:151/17/-1/0/385
:152/22/-1/0/385
:869/11/-1/0/272

#	Cloth maps.
#
:178/0/-1/0/150
:178/1/-1/0/151
:178/2/-1/0/152
:178/3/-1/0/153
:178/4/-1/0/154
:178/5/-1/0/155

#	Artifacts.
#
:209/0/-1/0/192
:209/1/-1/0/193
:209/2/-1/0/194
:209/3/-1/0/195
:209/4/-1/0/196
:209/5/-1/0/197
:209/6/-1/0/198
:209/7/-1/0/199
:209/8/-1/0/200
:209/9/-1/0/201
:209/10/-1/0/202
:209/11/-1/0/203
:209/12/-1/0/204
:209/13/-1/0/205
:209/14/-1/0/206
:209/15/-1/0/207
:209/16/-1/0/208
:209/17/-1/0/209
:209/18/-1/0/210
:209/19/-1/0/211
:209/20/-1/0/212
:209/21/-1/0/213
:209/22/-1/0/214
:209/23/-1/0/215

#	Chicken coop.
#
:210/4/-1/0/384

#	Cloaks.
#
:227/0/-1/0/255
:227/1/-1/0/256
:227/2/-1/0/257
:227/3/-1/0/258
:227/4/-1/0/259

#	Coffins.
#
:243/7/-1/0/261
:243/8/-1/0/262

#	Large skulls.
#
:244/0/-1/0/216
:244/1/-1/0/216
:244/2/-1/0/217

#	Large skeletons.
#
:245/2/-1/0/295

#	Blackrock serpents.
#
:262/0/-1/0/146
:262/1/-1/0/147
:262/2/-1/0/148
:262/3/-1/0/149

#	Paintings.
#
:282/6/-1/0/268
:282/7/-1/0/268
:282/8/-1/0/268
:282/9/-1/0/268
:282/10/-1/0/268

#	Brushes.
#
:285/6/-1/0/250

#	Drums.
#
:286/1/-1/0/361
:286/2/-1/0/361

#	Seats.
#
:292/17/-1/0/252
:292/18/-1/0/252
:292/19/-1/0/252
:292/22/-1/0/252

#	Rings.
#
:296/0/-1/0/184
:296/1/-1/0/185
:296/2/-1/0/186
:296/3/-1/0/187
#	More rings.
:887/0/-1/0/188
:887/1/-1/0/189

#	Cooking utensils.
#
:300/0/-1/0/310
:300/1/-1/0/310
:300/2/-1/0/311
:300/3/-1/0/311
:300/4/-1/0/312
:300/5/-1/0/312
:300/6/-1/0/313
:300/7/-1/0/313
:300/8/-1/0/314
:300/9/-1/0/315
:300/10/-1/0/316
:300/11/-1/0/317
:300/12/-1/0/314
:300/13/-1/0/315
:300/14/-1/0/316
:300/15/-1/0/317
:300/16/-1/0/314
:300/17/-1/0/315
:300/18/-1/0/316
:300/19/-1/0/317
:300/20/-1/0/314
:300/21/-1/0/315
:300/22/-1/0/316
:300/23/-1/0/317
:300/24/-1/0/318
:300/25/-1/0/319
:300/26/-1/0/318
:300/27/-1/0/319
:300/28/-1/0/318
:300/29/-1/0/319
:300/30/-1/0/318
:300/31/-1/0/319

#	Sliding doors.
#
:303/10/-1/0/267
:303/11/-1/0/267
:303/12/-1/0/267
:303/13/-1/0/267
:303/14/-1/0/267
#	More sliding doors.
:876/10/-1/0/267
:876/11/-1/0/267
:876/12/-1/0/267
:876/13/-1/0/267
:876/14/-1/0/267
#	More sliding doors.
:935/2/-1/0/267
:936/2/-1/0/267

#	Fallen tree.
#
:309/2/-1/0/309

#	Reeds.
#
:321/11/-1/0/284

#	Serpent runes.
#
:330/0/-1/0/263
:330/1/-1/0/263
:330/2/-1/0/263
:330/3/-1/0/263
:330/4/-1/0/263
:330/5/-1/0/263
:330/6/-1/0/263
:330/7/-1/0/263

#	(unlit) Light sources.
#
:336/0/-1/0/326
:336/1/-1/0/327
:336/2/-1/0/328
:336/3/-1/0/329
:336/4/-1/0/330
:336/5/-1/0/331
:336/6/-1/0/332
:336/7/-1/0/333
:336/8/-1/0/334
:336/9/-1/0/335
:336/10/-1/0/336
:336/11/-1/0/337
:336/12/-1/0/338
:336/13/-1/0/339
:336/14/-1/0/340
:336/15/-1/0/341
:336/16/-1/0/342

#	Lit light sources.
#
:338/0/-1/1/326/343
:338/1/-1/1/327/343
:338/2/-1/1/328/343
:338/3/-1/1/329/343
:338/4/-1/1/330/343
:338/5/-1/1/331/343
:338/6/-1/1/332/343
:338/7/-1/1/333/343
:338/8/-1/1/334/343
:338/9/-1/1/335/343
:338/10/-1/1/336/343
:338/11/-1/1/337/343
:338/12/-1/1/338/343
:338/13/-1/1/339/343
:338/14/-1/1/340/343
:338/15/-1/1/341/343
:338/16/-1/1/342/343

#	Floors.
#
:370/19/-1/0/270
:513/5/-1/0/269
#	More floors.
:1016/18/-1/0/294
:1016/19/-1/0/294
:1016/20/-1/0/291
:1016/21/-1/0/291
:1016/22/-1/0/292
:1016/23/-1/0/293


#	Food items.
#
:377/0/-1/0/16
:377/1/-1/0/17
:377/2/-1/0/18
:377/3/-1/0/19
:377/4/-1/0/20
:377/5/-1/0/21
:377/6/-1/0/22
:377/7/-1/0/23
:377/8/-1/0/24
:377/9/-1/0/25
:377/10/-1/0/26
:377/11/-1/0/27
:377/12/-1/0/28
:377/13/-1/0/29
:377/14/-1/0/30
:377/15/-1/0/31
:377/16/-1/0/32
:377/17/-1/0/33
:377/18/-1/0/34
:377/19/-1/0/35
:377/20/-1/0/36
:377/21/-1/0/37
:377/22/-1/0/38
:377/23/-1/0/39
:377/24/-1/0/40
:377/25/-1/0/41
:377/26/-1/0/42
:377/27/-1/0/43
:377/28/-1/0/44
:377/29/-1/0/45
:377/30/-1/0/46
:377/31/-1/0/47

#	Fences.
#
:378/3/-1/0/270
:378/8/-1/0/270
:378/9/-1/0/270
:378/10/-1/0/270
:378/11/-1/0/270
#	More fences.
:538/3/-1/0/270
:538/8/-1/0/270
:538/9/-1/0/270
:538/10/-1/0/270
:538/11/-1/0/270

#	Magic helmets.
#
:383/1/-1/0/276

#	Bodies.
#
:400/-1/-1/3/362/-255
:402/-1/-1/3/362/-255
:414/-1/-1/3/362/-255
:762/-1/-1/3/362/-255
:778/-1/-1/3/362/-255
:892/-1/-1/3/362/-255

#	Food.
#
:404/0/-1/0/320
:404/1/-1/0/321
:404/2/-1/0/322
:404/3/-1/0/323
:404/4/-1/0/324

#	Garbage.
#
:415/21/-1/0/271
:415/22/-1/0/271
:415/23/-1/0/271

#	Fireplace.
#
:442/2/-1/0/288

#	Soul prisms.
#
:445/0/-1/0/107
:445/1/-1/0/108
:445/2/-1/0/109
:445/3/-1/0/110
:445/4/-1/0/111
:445/5/-1/0/112
:445/6/-1/0/113
:445/7/-1/0/114

#	Orbs.
#
:450/0/-1/0/133
:450/1/-1/0/134
:450/2/-1/0/135
:450/3/-1/0/136
:450/4/-1/0/137
:450/5/-1/0/138
:450/6/-1/0/139
:450/7/-1/0/140
:450/8/-1/0/141
:450/9/-1/0/142
:450/10/-1/0/143
:450/11/-1/0/144
:450/12/-1/0/145

#	Magic plants.
#
:467/0/-1/0/129
:467/1/-1/0/129
:467/2/-1/0/130
:467/3/-1/0/130
:467/0/4
:467/5/-1/0/131
:467/6/-1/0/132

#	Wall of lights.
#
:475/10/-1/0/387

#	Claws.
#
:479/0/-1/0/248
:479/1/-1/0/248
:479/2/-1/0/249
:479/3/-1/0/249

#	Rugs.
#
:483/2/-1/0/264

#	Magic lenses.
#
:505/2/-1/0/277

#	Glass counter top.
#
:518/26/-1/0/386

#	Moon's eye.
#
:519/1/-1/0/278

#	Helmets.
#
:542/0/-1/0/163
:542/1/-1/0/164
:542/2/-1/0/165

#	Broken column.
#
:544/14/-1/0/273

#	Nests.
#
:577/0/-1/0/171
:577/1/-1/0/171
:577/2/-1/0/171
:577/3/-1/0/172
:577/4/-1/0/172
:577/5/-1/0/172
:577/6/-1/0/173

#	Boots.
#
:587/0/-1/0/156
:587/1/-1/0/157
:587/2/-1/0/158
:587/3/-1/0/159
:587/4/-1/0/160
:587/5/-1/0/161
:587/6/-1/0/162

#	Bottles (a.k.a. Dupre's bane).
#
:616/1/-1/0/242
:616/9/-1/0/243
:616/16/-1/0/244
:616/17/-1/0/245
:616/18/-1/0/246
:616/20/-1/0/247

#	Keys.
#
:641/21/-1/0/304
:641/22/-1/0/305
:641/23/-1/0/303

#	Sleeping powder.
#
:648/2/-1/0/348
:648/3/-1/0/349

#	Artifacts.
#
:649/0/-1/0/115
:649/1/-1/0/116
:649/2/-1/0/117
:649/3/-1/0/118
:649/4/-1/0/119
:649/5/-1/0/120
:649/6/-1/0/121
:649/7/-1/0/122
:649/8/-1/0/123
:649/9/-1/0/124
:649/10/-1/0/125
:649/11/-1/0/126
:649/12/-1/0/127
:649/13/-1/0/128

#	Sextants.
#
:650/0/-1/0/49
:650/1/-1/0/48

#	Wine press.
#
:656/1/-1/0/308

#	Strange plants.
#
:673/9/-1/0/300
:673/10/-1/0/300
:673/11/-1/0/300
:673/12/-1/0/300
:673/13/-1/0/300
:673/14/-1/0/300
:673/15/-1/0/300
:673/16/-1/0/300
:673/17/-1/0/300
:673/18/-1/0/300

#	Desk items.
#
:675/0/-1/0/50
:675/1/-1/0/51
:675/2/-1/0/52
:675/3/-1/0/53
:675/4/-1/0/54
:675/5/-1/0/55
:675/6/-1/0/56
:675/7/-1/0/57
:675/8/-1/0/58
:675/9/-1/0/59
:675/10/-1/0/60
:675/11/-1/0/61
:675/12/-1/0/62
:675/13/-1/0/63
:675/14/-1/0/64
:675/15/-1/0/65
:675/16/-1/0/66
:675/17/-1/0/67
:675/18/-1/0/68
:675/19/-1/0/69
:675/20/-1/0/70
:675/21/-1/0/71
:675/22/-1/0/72
:675/23/-1/0/73
:675/24/-1/0/74
:675/25/-1/0/75
:675/26/-1/0/76
:675/27/-1/0/77

#	Stockings.
#
:677/0/-1/0/298
:677/1/-1/0/299

#	Pillars.
#
:687/11/-1/0/273

#	Serpent carvings.
#
:688/2/-1/0/289
:688/3/-1/0/289
:688/4/-1/0/290
:688/5/-1/0/290

#	Lutes.
#
:692/2/-1/0/190

#	Whistles.
#
:693/1/-1/0/279
:693/4/-1/0/280
:693/5/-1/0/280

#	Beds.
#
:696/1/-1/0/218
:696/2/-1/0/219
:696/4/-1/0/220
:696/5/-1/0/221
#	More beds.
:1011/1/-1/0/218
:1011/2/-1/0/219
:1011/4/-1/0/220
:1011/5/-1/0/221


#	Plates.
#
:717/9/-1/0/282

#	Pedestals.
#
:718/8/-1/0/281

#	Dream crystal.
#
:727/0/-1/0/345
:727/1/-1/0/345
:727/2/-1/0/346
:727/3/-1/0/347
:727/4/-1/0/347

#	Force wall.
#
:728/4/-1/0/387

#	Caltrops.
#
:756/2/-1/0/251
:756/3/-1/0/251

#	Lever.
#
:787/8/-1/0/275
:787/9/-1/0/275

#	Switch.
#
:788/6/-1/0/275
:788/7/-1/0/275
:788/8/-1/0/275
:788/9/-1/0/275

#	Scrolls.
#
:797/2/-1/0/285
:797/3/-1/0/285

#	Body parts.
#
:799/0/-1/0/223
:799/1/-1/0/224
:799/2/-1/0/225
:799/3/-1/0/226
:799/4/-1/0/227
:799/5/-1/0/228
:799/6/-1/0/229
:799/7/-1/0/230
:799/8/-1/0/231
:799/9/-1/0/232
:799/10/-1/0/233
:799/11/-1/0/234
:799/12/-1/0/235
:799/13/-1/0/236
:799/14/-1/0/237
:799/15/-1/0/238
:799/16/-1/0/239
:799/17/-1/0/240
:799/18/-1/0/241

#	Chests.
#
:800/4/-1/0/253
:800/5/-1/0/253
:800/6/-1/0/254
:800/7/-1/0/254

#	Buckets.
#
:810/0/-1/0/91
:810/1/10/0/101
:810/1/11/0/102
:810/1/12/0/103
:810/1/13/0/104
:810/1/14/0/105
:810/1/15/0/106
:810/1/-1/0/92
:810/2/9/0/100
:810/2/-1/0/93
:810/3/-1/0/94
:810/4/-1/0/95
:810/5/-1/0/96
:810/6/-1/0/97
:810/7/-1/0/98
:810/8/-1/0/98
:810/9/-1/0/99

#	Iron maidens.
#
:812/2/-1/0/274

#	Hourglasses.
#
:839/1/-1/0/191

#	Reagents.
#
:842/0/-1/0/0
:842/1/-1/0/1
:842/2/-1/0/2
:842/3/-1/0/3
:842/4/-1/0/4
:842/5/-1/0/5
:842/6/-1/0/6
:842/7/-1/0/7
:842/8/-1/0/8
:842/9/-1/0/9
:842/10/-1/0/10
:842/11/-1/0/11
:842/12/-1/0/12
:842/13/-1/0/13
:842/14/-1/0/14
:842/15/-1/0/15

#	Kitchen items.
#
:863/0/-1/0/363
:863/1/-1/0/364
:863/2/-1/0/365
:863/3/-1/0/366
:863/4/-1/0/367
:863/5/-1/0/368
:863/6/-1/0/369
:863/7/-1/0/370
:863/8/-1/0/371
:863/9/-1/0/372
:863/10/-1/0/373
:863/11/-1/0/374
:863/12/-1/0/375
:863/13/-1/0/376
:863/14/-1/0/377
:863/15/-1/0/378
:863/16/-1/0/379
:863/17/-1/0/380
:863/18/-1/0/381

#	Tables.
#
:890/6/-1/0/302
:1002/1/-1/0/301


#	Blood.
#
:912/0/-1/-255
:912/1/-1/-255
:912/2/-1/-255
:912/3/-1/-255
:912/24/-1/0/222

#	Urns.
#
:914/0/0/0/306
:914/0/-1/3/350/306
:914/1/0/0/306
:914/1/-1/3/350/306
:914/-1/-1/0/307

#	Bookshelves.
#
:919/6/-1/0/266

#	Serpent slots.
#
:927/4/-1/0/286
:927/5/-1/0/286
:927/6/-1/0/286
:927/7/-1/0/286

#	Pot (not the weed!).
#
:944/5/-1/0/283

#	Amulets.
#
:955/0/-1/0/174
:955/1/-1/0/175
:955/2/-1/0/176
:955/3/-1/0/177
:955/4/-1/0/178
:955/5/-1/0/179
:955/6/-1/0/180
:955/7/-1/0/181
:955/8/-1/0/182
:955/9/-1/0/183

#	Fur pelts.
#
:977/0/-1/0/287
:977/8/-1/0/287

#	Spent light sources.
#
:997/0/-1/1/326/344
:997/1/-1/1/327/344
:997/2/-1/1/328/344
:997/3/-1/1/329/344
:997/4/-1/1/330/344
:997/5/-1/1/331/344
:997/6/-1/1/332/344
:997/7/-1/1/333/344
:997/8/-1/1/334/344
:997/9/-1/1/335/344
:997/10/-1/1/336/344
:997/11/-1/1/337/344
:997/12/-1/1/338/344
:997/13/-1/1/339/344
:997/14/-1/1/340/344
:997/15/-1/1/341/344
:997/16/-1/1/342/344
:997/17/-1/1/343/344

#	Statues.
#
:998/0/-1/0/296
:998/1/-1/0/296
:998/2/-1/0/297
:998/3/-1/0/297

#	Plants.
#
:999/0/-1/0/351
:999/1/-1/0/352
:999/2/-1/0/353
:999/3/-1/0/354
:999/4/-1/0/355
:999/5/-1/0/356
:999/6/-1/0/357
:999/7/-1/0/358
:999/8/-1/0/359
:999/9/-1/0/360

#	Helms.
#
:1004/0/-1/0/166
:1004/1/-1/0/167
:1004/2/-1/0/168
:1004/3/-1/0/169
:1004/4/-1/0/170
%%endsection

%%section altready
#
#	Alternate spot where an object can be readied.
#
#	Format:
#		:shapenum/spot1/spot2
#
#	spot1, spot2: Alternate spots where the item can go.
#	-1 means no alternate spot; spot1 should not be -1 unless spot2 also is.
#	They can take one of the following values:
#		head = 0
#		backpack = 1
#		belt = 2
#		lhand = 3
#		lfinger = 4
#		legs = 5
#		feet = 6
#		rfinger = 7
#		rhand = 8
#		torso = 9
#		amulet = 10
#		quiver = 11
#		back2h_spot = 12		2 handed weapons, bedroll, bodies
#		back_shield = 13		Shield behind backpack
#		earrings = 14
#		cloak = 15
#		gloves = 16				Gloves, gauntlets
#		ucont = 17				Usecode Container
#		both_hands = 18			2 handed weapons, uses up both hands
#		lrgloves = 19			Heavy gloves, uses both fingers and gloves spot
#		neck = 20				Fills cloak, amulet slots
#		scabbard = 21			Fills belt, back2h_spot and back_shield spots
#
#	Bodies.
#
:400/3/-1
:402/3/-1
:414/3/-1

#	Torch.
#
:595/8/2
:701/8/2

#	SHIELDS
#
:490/8/13
:543/8/13
:545/8/13
:572/8/13
:578/8/13
:585/8/13
:586/8/13
:609/8/13
:663/8/13
:729/8/13

#	Serpent Sceptre
#
:926/2/-1

#	WEAPONS 1 H
#
:592/8/12


#	WEAPONS 2H
#
:598/2/-1

#	Bed roll.
#
:583/1/12
%%endsection

%%section barge_type
#
#	The type of a barge piece.
#
#	Format:
#		:shapenum/type
#
#	type: The type of the barge piece. Can take one of the following values:
#		barge_generic = 0
#		barge_raft = 1
#		barge_seat = 2
#		barge_sails = 3
#		barge_wheel = 4
#		barge_draftanimal = 5
#		barge_turtle = 6
#
#	Ice raft.
#
:504/1

#	Turtle.
#
:215/6

#	Seat.
#
:292/2

#	Sails.
#
:251/3
%%endsection

%%section frame_powers
#
#	Additional frame-dependent flags granted by gear.
#
#	Format:
#		:shapenum/frame/quality/poison/charm/sleep/paralysis/curse/wpnpowers/deathmagic/death/cold/starvation/swamp/usecode/reagents
#
#	frame: The frame that grants the flag or -1 for all frames.
#	quality: The quality that grants the flag or -1 for all qualities.
#	Other fields: nonzero to grant the flag, zero otherwise.
#	usecode: Special case; any container with this flag set for the
#	frame/qualities in question will call usecode instead of
#	showing a gump when double-clicked.
#	reagents: Gives effectivelly infinite reagents.
#
#	Ring of Reagents.
#
:296/3/-1/0/0/0/0/0/0/0/0/0/0/0/0/1

#	Swamp boots.
#
:587/6/-1/0/0/0/0/0/0/0/0/0/0/1/0/0

#	Chest.
#
:800/-1/249/0/0/0/0/0/0/0/0/0/0/0/1/0
:800/-1/250/0/0/0/0/0/0/0/0/0/0/0/1/0
:800/-1/251/0/0/0/0/0/0/0/0/0/0/0/1/0
:800/-1/252/0/0/0/0/0/0/0/0/0/0/0/1/0
:800/-1/253/0/0/0/0/0/0/0/0/0/0/0/1/0
:800/-1/254/0/0/0/0/0/0/0/0/0/0/0/1/0
:800/-1/255/0/0/0/0/0/0/0/0/0/0/0/1/0
%%endsection

%%section is_jawbone
#	If the container is the SI jawbone.
#
#	Format
#		:shapenum/flag
#
#	flag: If nonzero, the object is a jawbone.
#
#
:555/1
%%endsection

%%section is_mirror
#	If the object is a mirror.
#
#	Format
#		:shapenum/flag
#
#	flag: If nonzero, the object is a mirror.
#
#
:268/1
:848/1
%%endsection

%%section on_fire
#	If the object is on fire, and can't be placed inside
#	a container.
#
#	Format
#		:shapenum/flag
#
#	flag: If nonzero, the object is on fire.
#
#

:177/1
:184/1
:198/1
:280/1
:289/1
:307/1
:338/1
:435/1
:440/1
:442/1
:519/1
:521/1
:526/1
:561/1
:701/1
:726/1
:728/1
:739/1
:784/1
:796/1
:825/1
:831/1
:856/1
:857/1
:861/1
:895/1
:965/1
:992/1
:1059/1
:1060/1
:1074/1
:1079/1
%%endsection

%%section extradimensional_storage
#	If the container has unlimited internal space.
#
#	Format
#		:shapenum/flag
#
#	flag: If nonzero, the container has unlimited internal space.
#
#
%%endsection

%%section field_type
#	What kind of field this is.
#
#	Format
#		:shapenum/type
#
#	type: Can be one of the following values:
#		fire field = 0
#		sleep field = 1
#		poison field = 2
#		caltrops = 3
#		campfire = 4
#
#	Fire field
#
:561/0
:895/0

#	Sleep field
#
:902/1

#	Poison field
#
:900/2

#	Caltrops
#
:756/3

#	Campfire
:825/4
%%endsection

%%section frame_usecode
#
#	Frame- and quality-dependent usecode. This is used only for books in standard BG/SI,
#	and probably shouldn't be needed for new games because Exult supports 32-bit usecode.
#
#	Format:
#		:shapenum/frame/quality/type/funid
#
#	frame: The frame that grants the flag or -1 for all frames.
#	quality: The quality that grants the flag or -1 for all qualities.
#	type: Nonzero if specifying a function name, zero if specifying a number.
#
#	Books.
#
:642/-1/100/0/1592
:642/-1/101/0/1592
:642/-1/102/0/1592
:642/-1/103/0/1592
:642/-1/104/0/1592
:642/-1/105/0/1592
:642/-1/106/0/1592
:642/-1/107/0/1592
:642/-1/108/0/1592
:642/-1/109/0/1592
:642/-1/110/0/1592
:642/-1/111/0/1592
:642/-1/112/0/1592
:642/-1/113/0/1592
:642/-1/114/0/1592
:642/-1/115/0/1592
:642/-1/116/0/1592
:642/-1/117/0/1592
:642/-1/118/0/1592
:642/-1/119/0/1592
:642/-1/120/0/1592
:642/-1/121/0/1592
:642/-1/122/0/1592
:642/-1/123/0/1592
:642/-1/124/0/1592
:642/-1/125/0/1592
:642/-1/126/0/1592
:642/-1/127/0/1592
:642/-1/128/0/1592
:642/-1/129/0/1592
:642/-1/130/0/1592
:642/-1/131/0/1592
:642/-1/132/0/1592
:642/-1/133/0/1592
:642/-1/134/0/1592
:642/-1/135/0/1592
:642/-1/136/0/1592
:642/-1/137/0/1592
:642/-1/138/0/1592
:642/-1/139/0/1592
:642/-1/140/0/1592
:642/-1/141/0/1592
:642/-1/142/0/1592
:642/-1/143/0/1592
:642/-1/144/0/1592
:642/-1/145/0/1592
:642/-1/146/0/1592
:642/-1/147/0/1592
:642/-1/148/0/1592
:642/-1/149/0/1592
:642/-1/150/0/1592
:642/-1/151/0/1592
:642/-1/152/0/1592
:642/-1/153/0/1592
:642/-1/154/0/1592
:642/-1/155/0/1592
:642/-1/156/0/1592
:642/-1/157/0/1592
:642/-1/158/0/1592
:642/-1/159/0/1592
:642/-1/160/0/1592
:642/-1/161/0/1592
:642/-1/162/0/1592
:642/-1/163/0/1592
:642/-1/164/0/1592
:642/-1/165/0/1592
:642/-1/166/0/1592
:642/-1/167/0/1592
:642/-1/168/0/1592
:642/-1/169/0/1592
:642/-1/170/0/1592
:642/-1/171/0/1592
:642/-1/172/0/1592
:642/-1/173/0/1592
:642/-1/174/0/1592
:642/-1/175/0/1592
:642/-1/176/0/1592
:642/-1/177/0/1592
:642/-1/178/0/1592
:642/-1/179/0/1592

:642/-1/180/0/1595
:642/-1/181/0/1595
:642/-1/182/0/1595
:642/-1/183/0/1595
:642/-1/184/0/1595
:642/-1/185/0/1595
:642/-1/186/0/1595
:642/-1/187/0/1595
:642/-1/188/0/1595
:642/-1/189/0/1595
:642/-1/190/0/1595
:642/-1/191/0/1595
:642/-1/192/0/1595
:642/-1/193/0/1595
:642/-1/194/0/1595
:642/-1/195/0/1595
:642/-1/196/0/1595
:642/-1/197/0/1595
:642/-1/198/0/1595
:642/-1/199/0/1595
:642/-1/200/0/1595
:642/-1/201/0/1595
:642/-1/202/0/1595
:642/-1/203/0/1595
:642/-1/204/0/1595
:642/-1/205/0/1595
:642/-1/206/0/1595
:642/-1/207/0/1595
:642/-1/208/0/1595
:642/-1/209/0/1595
:642/-1/210/0/1595
:642/-1/211/0/1595
:642/-1/212/0/1595
:642/-1/213/0/1595
:642/-1/214/0/1595
:642/-1/215/0/1595
:642/-1/216/0/1595
:642/-1/217/0/1595
:642/-1/218/0/1595
:642/-1/219/0/1595
:642/-1/220/0/1595
:642/-1/221/0/1595
:642/-1/222/0/1595
:642/-1/223/0/1595
:642/-1/224/0/1595
:642/-1/225/0/1595
:642/-1/226/0/1595
:642/-1/227/0/1595
:642/-1/228/0/1595
:642/-1/229/0/1595
:642/-1/230/0/1595
:642/-1/231/0/1595
:642/-1/232/0/1595
:642/-1/233/0/1595
:642/-1/234/0/1595
:642/-1/235/0/1595
:642/-1/236/0/1595
:642/-1/237/0/1595
:642/-1/238/0/1595
:642/-1/239/0/1595
:642/-1/240/0/1595
:642/-1/241/0/1595
:642/-1/242/0/1595
:642/-1/243/0/1595
:642/-1/244/0/1595
:642/-1/245/0/1595
:642/-1/246/0/1595
:642/-1/247/0/1595
:642/-1/248/0/1595
:642/-1/249/0/1595
:642/-1/250/0/1595
:642/-1/251/0/1595
:642/-1/252/0/1595
:642/-1/253/0/1595
:642/-1/254/0/1595
:642/-1/255/0/1595

#	Serpentine Books.
#
:705/-1/213/0/1578
:705/-1/214/0/1578
:705/-1/215/0/1578
:705/-1/216/0/1578
:705/-1/217/0/1578
:705/-1/218/0/1578
:705/-1/219/0/1578
:705/-1/220/0/1578
:705/-1/221/0/1578
:705/-1/222/0/1578
:705/-1/223/0/1578
:705/-1/224/0/1578
:705/-1/225/0/1578
:705/-1/226/0/1578
:705/-1/227/0/1578
:705/-1/228/0/1578
:705/-1/229/0/1578
:705/-1/230/0/1578
:705/-1/231/0/1578
:705/-1/232/0/1578
:705/-1/233/0/1578
:705/-1/234/0/1578
:705/-1/235/0/1578
:705/-1/236/0/1578
:705/-1/237/0/1578
:705/-1/238/0/1578
:705/-1/239/0/1578
:705/-1/240/0/1578
:705/-1/241/0/1578
:705/-1/242/0/1578
:705/-1/243/0/1578
:705/-1/244/0/1578
:705/-1/245/0/1578
:705/-1/246/0/1578
:705/-1/247/0/1578
:705/-1/248/0/1578
:705/-1/249/0/1578
:705/-1/240/0/1578
:705/-1/251/0/1578
:705/-1/252/0/1578
:705/-1/253/0/1578
:705/-1/254/0/1578
:705/-1/255/0/1578
%%endsection
