beginscendatascript;

//***Creature Types***

begindefinecreature 234; //ghost sailor
	//This is the template from which all the scenario's ghosts are
	// imported.
	clear;
	cr_name = "Sailor";
	cr_default_script = "ghost";
	cr_which_sheet = 500;
	cr_small_or_large_template = 1;
	cr_species = 8; //undead
	cr_default_attitude = 4;
	cr_level = 7;
	cr_attack_1 = 4;
	cr_natural_armor = 10;
	cr_hp_bonus = 10;
	cr_immunities 0 = 0; //fire
	cr_immunities 1 = 100; //cold
	cr_immunities 2 = 10; //magic
	cr_immunities 3 = 50; //mental
	cr_immunities 4 = 0; //poison
	cr_immunities 5 = 25; //melee
	cr_special_abil = 21; //extra cold damage
	cr_what_stat_adjust 0 = 9; //defense
	cr_amount_stat_adjust 0 = 3;
	cr_summon_class = -1;

begindefinecreature 235; //ghost infiltrator
	cr_which_sheet = 501;
	cr_name = "Sailor";
	cr_small_or_large_template = 0;

begindefinecreature 236; //ghost sailor
	cr_which_sheet = 502;
	cr_name = "Sailor";
	cr_small_or_large_template = 1;

begindefinecreature 237; //ghost sailor
	cr_which_sheet = 503;
	cr_name = "Sailor";

begindefinecreature 238; //ghost sailor
	cr_which_sheet = 504;
	cr_name = "Sailor";

begindefinecreature 239; //ghost guard
	cr_which_sheet = 505;
	cr_level = 9;
	cr_name = "Guard";
	cr_start_item 0 = 447; //always gets a scimitar
	cr_start_item_chance 0 = 100;

begindefinecreature 240; //ghost captain
	cr_which_sheet = 506;
	cr_name = "Captain";

begindefinecreature 241; //Brigmaster Chase
	import = 234;
	cr_name = "Brigmaster";
	cr_level = 8;
	cr_species = 8; //undead
	cr_start_item 0 = 446; //Brigmaster's Whip
	cr_start_item_chance 0 = 100;
	cr_start_item 1 = 220; //Healing Potion
	cr_start_item_chance 1 = 66;
	cr_start_item 2 = 257; //Control Foes Scroll
	cr_start_item_chance 2 = 10;
	cr_what_stat_adjust 0 = 4; //melee weapons up by 4
	cr_amount_stat_adjust 0 = 4;
	cr_what_stat_adjust 1 = 1; //DEX up by 3
	cr_amount_stat_adjust 1 = 1;
	cr_special_abil = 0; //no ability, he's getting a scripted one
	cr_default_courage = 100;
	cr_default_aggression = 100;
	cr_natural_armor = 20;
	cr_hp_bonus = 45;
	cr_immunities 3 = 50; //mental
	cr_immunities 4 = 25; //poison
	cr_immunities 5 = 25; //melee

begindefinecreature 245; //guard captain
	import = 239; //guard ghost
	cr_level = 10;
	cr_name = "Guard Captain";
	cr_icon_adjust = 2;
	cr_what_stat_adjust 0 = 4; //melee weapons up by 5
	cr_amount_stat_adjust 0 = 4;
	cr_what_stat_adjust 1 = 1; //DEX up by 3
	cr_amount_stat_adjust 1 = 1;
	cr_start_item 0 = 447; //always gets a scimitar
	cr_start_item_chance 0 = 100;

begindefinecreature 242; //brig skeleton
	import = 42; //skeleton
	cr_level = 4;
	cr_natural_armor = 10;
	cr_which_sheet = 513;
	cr_summon_class = -1;
	cr_attack_1 = 6;
	cr_start_item_chance 0 = 0;

begindefinecreature 243; //brig zombie
	import = 43; //zombie
	cr_level = 5;
	cr_natural_armor = 15;
	cr_icon_adjust = 1;
	cr_summon_class = -1;

begindefinecreature 244; //starving rat
	import = 53; //giant rat
	cr_name = "Starved Rat";
	cr_level = 2;
	cr_ap_bonus = 1;
	cr_what_stat_adjust 0 = 1; // +2 DEX
	cr_amount_stat_adjust 0 = 2;
	cr_icon_adjust = 32;
	cr_summon_class = -1;

begindefinecreature 246; //starving spider
	import = 69; //giant spider
	cr_name = "Starved Spider";
	cr_icon_adjust = 32;
	cr_summon_class = -1;
	cr_ap_bonus = 1;
	cr_what_stat_adjust 0 = 1; // +2 DEX
	cr_amount_stat_adjust 0 = 2;

begindefinecreature 247; //the helmsman
	import = 234; //ghost
	cr_level = 100;
	cr_small_or_large_template = 0;
	cr_name = "The Helmsman";
	cr_which_sheet = 516;
	cr_what_stat_adjust 0 = 11; //+50 Mage Spells, a.k.a badass
	cr_amount_stat_adjust 0 = 50;
	cr_immunities 0 = 100;
	cr_immunities 1 = 100;
	cr_immunities 2 = 100;
	cr_immunities 3 = 100;
	cr_immunities 4 = 100;
	cr_immunities 5 = 100;

begindefinecreature 248; //deckhand
	import = 234; //sailor
	cr_icon_adjust = 256;
	cr_special_abil = 2; //curse ray
	cr_level = 6;
	cr_name = "Deckhand";

begindefinecreature 249; //deck skeleton
	import = 42; //normal skeleton
	cr_icon_adjust = 512;
	cr_hp_bonus = 0;
	cr_start_item 0 = 320; //broken sword (instead of javelins)
	cr_start_item_chance 0 = 50;

begindefinecreature 250; //The Captain
	import = 234; //default ghost
	cr_name = "The Captain";
	cr_default_script = "captain";
	cr_level = 11;
	cr_which_sheet = 519;
	cr_small_or_large_template = 0;
	cr_hp_bonus = 40;
	cr_immunities 1 = 25; //25% fire resist
	cr_immunities 2 = 25; //25% magic resist
	cr_immunities 3 = 100; //100% mental resist
	cr_special_abil = 23; //cold damage + exp drain
	cr_amount_stat_adjust 0 = 5; //+5 Defense
	cr_what_stat_adjust 1 = 1;
	cr_amount_stat_adjust 1 = 3; //+3 Dexterity
	cr_what_stat_adjust 1 = 20;
	cr_amount_stat_adjust 1 = 6; //+6 Parry

begindefinecreature 251; //invisible drunk ghost
	import = 234; //default ghost
	cr_special_abil = 24; //invisible
	cr_level = 7;
	cr_hp_bonus = -5;
	cr_what_stat_adjust 0 = 9; //defense
	cr_amount_stat_adjust 0 = -1;

begindefinecreature 252; //Captain Samantha
	import = 5; //captain
	cr_which_sheet = 521;
	cr_name = "Captain Samantha";
	cr_summon_class = -1;
	cr_what_stat_adjust 0 = 4;
	cr_amount_stat_adjust 0 = 2; //Melee +2
	cr_what_stat_adjust 1 = 9;
	cr_amount_stat_adjust 1 = 2; //Defense +2
	cr_what_stat_adjust 2 = 18;
	cr_amount_stat_adjust 2 = 2; //Luck +2

//***Floor Types***

begindefinefloor 130; //reversed wood floor
	import = 103; //wood floor
	fl_which_sheet = 508;
	fl_which_icon = 49;
	fl_ed_icon_adjust = 24;

begindefinefloor 181; //dark reversed floor
	fl_which_icon = 48;
begindefinefloor 182; //dark floor
	import = 99; //wood floor
	fl_which_sheet = 508;
	fl_which_icon = 47;
	fl_ed_icon_adjust = 24;
begindefinefloor 183; //smaller-plank, dark floor
	import = 103;
	fl_icon_adjust = 24;
begindefinefloor 184; //181 with small blood
	import = 181;
	fl_which_icon = 46;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 48;
	fl_ed_icon_adjust = 24;
begindefinefloor 186; //181 with med. blood
	fl_which_icon = 44;
	fl_ed_which_icon = 46;
begindefinefloor 188; //181 with bones
	fl_which_icon = 39;
	fl_ed_which_icon = 44;
begindefinefloor 185; //182 with small blood
	import = 181;
	fl_which_icon = 45;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 49;
	fl_ed_icon_adjust = 24;
begindefinefloor 187; //182 with med. blood
	fl_which_icon = 43;
	fl_ed_which_icon = 47;
begindefinefloor 189; //182 with bones
	fl_which_icon = 38;
	fl_ed_which_icon = 45;

//deck doors
begindefinefloor 192; //deck door, no handle
	import = 103; //basic wooden floor
	fl_which_sheet = 508;
	fl_which_icon = 50;
	fl_name = "Door";
begindefinefloor 193; //deck door, handle
	fl_which_icon = 52;
begindefinefloor 194; //deck door, handle
	fl_which_icon = 53;

begindefinefloor 131; //Deep Ocean
	import = 58;
	fl_which_sheet = 782;
	fl_which_icon = 4;
	fl_name = "Deep Ocean";
	fl_blocked = 1;
	fl_shortcut_key = 14;
	fl_fly_over = 0;

begindefinefloor 180; //dark spooky ocean
	fl_icon_adjust = 24;

//Dark Sand Tropic Set
begindefinefloor 132; //Sand set
	import = 59;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 14;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 14;
begindefinefloor 133; //Sand set
	import = 60;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 15;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 15;
begindefinefloor 134; //Sand set
	import = 61;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 16;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 16;
begindefinefloor 135; //Sand set
	import = 62;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 17;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 17;
begindefinefloor 136; //Sand set
	import = 63;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 18;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 18;
begindefinefloor 137; //Sand set
	import = 64;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 19;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 19;
begindefinefloor 138; //Sand set
	import = 65;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 20;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 20;
begindefinefloor 139; //Sand set
	import = 66;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 21;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 21;
begindefinefloor 140; //Sand set
	import = 67;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 22;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 22;
begindefinefloor 141; //Sand set
	import = 68;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 23;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 23;
begindefinefloor 142; //Sand set
	import = 69;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 24;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 24;
begindefinefloor 143; //Sand set
	import = 70;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 25;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 25;
begindefinefloor 144; //Sand set
	import = 45;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 26;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 26;
begindefinefloor 145; //Sand set
	import = 46;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 27;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 27;
begindefinefloor 146; //Sand set
	import = 47;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 28;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 28;
begindefinefloor 147; //Sand set
	import = 48;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 29;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 29;
begindefinefloor 148; //Sand set
	import = 49;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 30;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 30;
begindefinefloor 149; //Sand set
	import = 50;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 31;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 31;
begindefinefloor 150; //Sand set
	import = 51;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 32;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 32;
begindefinefloor 151; //Sand set
	import = 52;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 33;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 33;
begindefinefloor 152; //Sand set
	import = 53;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 34;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 34;
begindefinefloor 153; //Sand set
	import = 54;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 35;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 35;
begindefinefloor 154; //Sand set
	import = 55;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 36;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 36;
begindefinefloor 155; //Sand set
	import = 56;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 37;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 37;
begindefinefloor 156; //Sand set
	import = 77;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 12;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 12;
begindefinefloor 157; //Sand set
	import = 78;
	fl_name = "Sand";
	fl_which_sheet = 508;
	fl_which_icon = 13;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 13;
begindefinefloor 158; //Sand set
	import = 41;
	fl_name = "Sand";
	fl_which_sheet = 511;
	fl_which_icon = 0;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 39;
begindefinefloor 159; //Sand set
	import = 42;
	fl_name = "Sand";
	fl_which_sheet = 511;
	fl_which_icon = 1;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 38;
begindefinefloor 160; //Sand set
	import = 43;
	fl_name = "Sand";
	fl_which_sheet = 511;
	fl_which_icon = 2;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 40;
begindefinefloor 161; //Sand set
	import = 44;
	fl_name = "Sand";
	fl_which_sheet = 511;
	fl_which_icon = 3;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 39;
begindefinefloor 162; //Sand set
	import = 44;
	fl_name = "Sand";
	fl_which_sheet = 511;
	fl_which_icon = 4;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 39;
begindefinefloor 163; //Sand set
	import = 44;
	fl_name = "Sand";
	fl_which_sheet = 511;
	fl_which_icon = 5;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 40;
//Sand set - My edits & splices
begindefinefloor 164; 
	import = 41;
	fl_which_sheet = 511;
	fl_which_icon = 10;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 38;
	fl_name = "Sand";
begindefinefloor 165;
	fl_which_icon = 11;
begindefinefloor 166;
	fl_which_icon = 12;
begindefinefloor 167;
	fl_which_icon = 13;
begindefinefloor 168;
	fl_which_icon = 14;
begindefinefloor 169;
	fl_which_icon = 15;
//outdoor sand variants
begindefinefloor 170; //rocks
	import = 43;
	fl_which_sheet = 508;
	fl_which_icon = 40;
	fl_ed_which_sheet = 509;
	fl_ed_which_icon = 40;
begindefinefloor 171; //rocks
	fl_which_icon = 41;


//***Terrain Types***



begindefineterrain 274; //rune
	import = 270; //normal rune
	te_icon_adjust = 27;
	te_default_script = "runebarrier";
	te_shimmers = 0;
	te_special_property = 0;
//view-blocking runes, overwriting couches
begindefineterrain 401;
	te_icon_adjust = 0;
	te_name = "Rune, Curtain";
	te_which_sheet = 510;
	te_which_icon = 15;
	te_cutaway_which_sheet = 510;
	te_cutaway_which_icon = 24;
	te_cutaway_second_icon = 25;
	te_second_icon = 25;
	te_second_icon_offset_x = -22;
	te_second_icon_offset_y = -15;
	te_look_block_w = 1;
	te_blocks_view_w = 1;
	te_look_block_e = 0;
	te_blocks_view_e = 0;
	te_can_look_at = 0;
begindefineterrain 402;
	te_which_icon = 24;
	te_cutaway_which_icon = 15;
	te_can_look_at = 0;
	te_second_icon_offset_x = 0;
	te_second_icon_offset_y = 0;
	te_look_block_w = 0;
	te_blocks_view_w = 0;
	te_look_block_e = 1;
	te_blocks_view_e = 1;

begindefineterrain 177; //invisible torch
	import = 189; //torch
	te_which_sheet = 713;
	te_which_icon = 7;
	te_ed_which_sheet = 682;
	te_ed_which_icon = 8;
	te_anim_steps = -1;

//ship bits
begindefineterrain 431; //bow
	import = 125; //a boulder
	te_draw_on_automap = 0;
	te_which_sheet = 507;
	te_which_icon = 10;
begindefineterrain 432; //midsection
	te_which_icon = 6;
begindefineterrain 433; //stern
	te_which_icon = 2;

begindefineterrain 271; //Dead fire (graphic from Bahss)
	import = 209;
	te_name = "Dead Bonfire";
	te_anim_steps = 0;
	te_light_radius = 0;
	te_which_sheet = 511;
	te_which_icon = 9;
	te_swap_terrain = 209;

begindefineterrain 407; //Abandoned campsite (graphic from Za-Khazi Run)
	import = 405;
	te_name = "Abandoned Camp";
	te_which_sheet = 510;
	te_which_icon = 8;
	te_can_look_at = 1;
	te_icon_offset_y = -3;
	te_icon_offset_x = -3;

//tropical trees
begindefineterrain 434; //Palm tree 1
	import = 153;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 6;
	te_icon_offset_y = -5;
begindefineterrain 435; //Palm tree 2
	te_which_icon = 7;
	te_icon_offset_y = -5;
	te_icon_offset_x = 5;
begindefineterrain 436; //Palm tree 3
	te_which_icon = 8;
	te_icon_offset_y = -6;
	te_icon_offset_x = -8;
begindefineterrain 437; //Spiky tree 1
	te_which_icon = 9;
	te_icon_offset_y = -5;
	te_icon_offset_x = 0;
begindefineterrain 438; //Spiky tree 2
	te_which_icon = 10;

//outdoor trees
begindefineterrain 439; //Outdoor palm trees
	te_which_icon = 15;
	te_name = "Trees";
	te_icon_adjust = 0;
	te_icon_offset_y = 0;
	te_full_move_block = 1;
begindefineterrain 440; //Outdoor palm trees
	te_which_icon = 16;
	te_name = "Trees";
begindefineterrain 441; //Outdoor palm trees
	te_which_icon = 17;
	te_name = "Trees";
begindefineterrain 442; //Outdoor palm trees
	te_which_icon = 18;
	te_name = "Trees";
begindefineterrain 443; //Outdoor palm trees
	te_which_icon = 19;
	te_name = "Trees";
begindefineterrain 444; //Outdoor palm trees
	te_which_icon = 20;
	te_name = "Trees";
begindefineterrain 445; //Outdoor palm trees
	te_which_icon = 21;
	te_name = "Trees";
begindefineterrain 446; //Outdoor palm trees
	te_which_icon = 22;
	te_name = "Trees";
begindefineterrain 447; //Outdoor palm trees
	te_which_icon = 23;
	te_name = "Trees";
begindefineterrain 448; //Outdoor palm trees
	te_which_icon = 24;
	te_name = "Trees";
begindefineterrain 449; //Outdoor palm trees
	te_which_icon = 25;
	te_name = "Trees";
begindefineterrain 450; //Outdoor palm trees
	te_which_icon = 26;
	te_name = "Trees";
begindefineterrain 451; //Outdoor palm trees
	te_which_icon = 27;
	te_name = "Trees";
begindefineterrain 452; //Outdoor palm trees
	te_which_icon = 28;
	te_name = "Trees";
begindefineterrain 453; //Outdoor palm trees
	te_which_icon = 29;
	te_name = "Trees";

//outdoor trees for narrow shore bits
begindefineterrain 460;
	import = 439;
	te_icon_offset_y = 15;
	te_draw_on_automap = 0;
	te_full_move_block = 0;
begindefineterrain 461;
	import = 443;
	te_icon_offset_y = 13;
	te_icon_offset_x = -5;
	te_draw_on_automap = 0;
	te_full_move_block = 0;
begindefineterrain 462;
	import = 453;
	te_icon_offset_y = 15;
	te_icon_offset_x = 3;
	te_draw_on_automap = 0;
	te_full_move_block = 0;

//tree slopes
begindefineterrain 472;
	import = 74;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 30;
	te_name = "Hill, Trees";
	te_second_icon = 27;
	te_second_icon_offset_y = -9;
	te_second_icon_offset_x = 2;
	te_full_move_block = 1;
begindefineterrain 473;
	import = 75;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 31;
	te_name = "Hill, Trees";
	te_second_icon = 28;
	te_second_icon_offset_y = -1;
	te_second_icon_offset_x = 3;
	te_full_move_block = 1;
begindefineterrain 474;
	import = 76;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 32;
	te_name = "Hill, Trees";
	te_second_icon = 20;
	te_second_icon_offset_y = -11;
	te_second_icon_offset_x = 2;
	te_full_move_block = 1;
begindefineterrain 475;
	import = 77;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 33;
	te_name = "Hill, Trees";
	te_second_icon = 21;
	te_second_icon_offset_y = -4;
	te_second_icon_offset_x = 3;
	te_full_move_block = 1;
begindefineterrain 476;
	import = 78;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 34;
	te_name = "Hill, Trees";
	te_second_icon = 23;
	te_second_icon_offset_y = -11;
	te_second_icon_offset_x = -2;
	te_full_move_block = 1;
begindefineterrain 477;
	import = 79;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 35;
	te_name = "Hill, Trees";
	te_second_icon = 22;
	te_second_icon_offset_y = -4;
	te_second_icon_offset_x = -3;
	te_full_move_block = 1;
begindefineterrain 478;
	import = 80;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 36;
	te_name = "Hill, Trees";
	te_second_icon = 20;
	te_second_icon_offset_y = -7;
	te_second_icon_offset_x = -1;
	te_full_move_block = 1;
begindefineterrain 479;
	import = 81;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 37;
	te_name = "Hill, Trees";
	te_second_icon = 28;
	te_second_icon_offset_y = -7;
	te_second_icon_offset_x = 0;
	te_full_move_block = 1;
begindefineterrain 480;
	import = 82;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 38;
	te_name = "Hill, Trees";
	te_second_icon = 15;
	te_second_icon_offset_y = -11;
	te_second_icon_offset_x = 0;
	te_full_move_block = 1;
begindefineterrain 481;
	import = 83;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 39;
	te_name = "Hill, Trees";
	te_second_icon = 19;
	te_second_icon_offset_y = -13;
	te_second_icon_offset_x = 3;
	te_full_move_block = 1;
begindefineterrain 482;
	import = 84;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 40;
	te_name = "Hill, Trees";
	te_second_icon = 26;
	te_second_icon_offset_y = -11;
	te_second_icon_offset_x = 2;
	te_full_move_block = 1;
begindefineterrain 483;
	import = 85;
	te_can_look_at = 0;
	te_which_sheet = 512;
	te_which_icon = 41;
	te_name = "Hill, Trees";
	te_second_icon = 15;
	te_second_icon_offset_y = -13;
	te_second_icon_offset_x = -3;
	te_full_move_block = 1;
begindefineterrain 484;
	import = 486;
	te_can_look_at = 0;
	te_second_icon = 20;

//ship pieces
begindefineterrain 377; //Ship doors (to other decks), n. side of square
	import = 170;
	te_icon_adjust = 24;
	te_name = "Door";
	te_which_sheet = 507;
	te_which_icon = 23;
	te_icon_offset_x = 22;
	te_icon_offset_y = -17;
	te_draw_on_automap = 0;
	te_can_look_at = 0;
begindefineterrain 378; //Doors, s. end of square
	import = 172;
	te_icon_adjust = 24;
	te_which_sheet = 507;
	te_which_icon = 23;
	te_draw_on_automap = 0;
begindefineterrain 389; //window w/o wall 
	import = 170;
	te_icon_adjust = 24;
	te_which_sheet = 507;
	te_which_icon = 20;
	te_draw_on_automap = 0;
begindefineterrain 390; //window w/o wall 
	import = 171;
	te_icon_adjust = 24;
	te_which_sheet = 507;
	te_which_icon = 21;
	te_draw_on_automap = 0;
	te_icon_offset_x = -26;
	te_icon_offset_y = -11;
begindefineterrain 391; //corner window w/o wall
	te_which_icon = 22;
	te_icon_offset_x = 0;
	te_icon_offset_y = -3;
begindefineterrain 392; //second-level window w/o wall
	import = 390;
	te_icon_offset_y = -56;
begindefineterrain 204; //bunk beds, west wall anchor
	import = 206;
	te_name = "Beds";
	te_which_sheet = 507;
	te_which_icon = 28;
	te_icon_offset_y = -12;
	te_icon_offset_x = -4;
begindefineterrain 205; //bunk beds, north wall anchor
	te_which_icon = 29;
	te_icon_offset_x = 0;
begindefineterrain 255; //single bed, west wall
	import = 204;
	te_name = "Bed";
	te_which_icon = 30;
begindefineterrain 256; //single bed, north wall
	import = 205;
	te_name = "Bed";
	te_which_icon = 31;
begindefineterrain 365; //SW corner wall piece
	import = 0;
	te_which_sheet = 507;
	te_which_icon = 40;
begindefineterrain 366; //SE corner wall piece
	te_which_icon = 41;
begindefineterrain 331; //bed on west wall
	import = 3; //west wall
	te_name = "Wall, Bed";
	te_which_sheet = 507;
	te_which_icon = 43;
	te_cutaway_which_sheet = 507;
	te_cutaway_which_icon = 45;
	te_cutaway_second_icon = 46;
	te_second_icon = 46; //bed
	te_second_icon_offset_x = 3;
	te_second_icon_offset_y = 2;
	te_full_move_block = 1;
begindefineterrain 161; //single bunk bed, west wall
	te_second_icon = 30;
	te_second_icon_offset_x = 4;
	te_second_icon_offset_y = -4;
	te_cutaway_second_icon = 30;
begindefineterrain 162; //single bunk bed, north wall
	import = 2; //north wall
	te_name = "Wall, Bed";
	te_which_sheet = 507;
	te_which_icon = 42;
	te_cutaway_which_sheet = 507;
	te_cutaway_which_icon = 44;
	te_cutaway_second_icon = -1;
	te_second_icon = 31; //bed
	te_second_icon_offset_x = -4;
	te_second_icon_offset_y = -4;
	te_cutaway_second_icon = -1;
	te_full_move_block = 1;
begindefineterrain 163; //chest + north wall
	te_name = "Wall, Box";
	te_second_icon = 54; //box
	te_can_look_at = 1;
	te_cutaway_which_icon = 42;
	te_second_icon_offset_x = 2;
	te_second_icon_offset_y = 0;
	te_special_property = 40;
	te_cutaway_second_icon = 54;
	te_blocks_view_n = 1;
begindefineterrain 164; //empty bookshelf + west wall
	import = 331;
	te_full_move_block = 0;
	te_name = "Wall, Bookshelf";
	te_second_icon = 51;
	te_second_icon_offset_y = -8;
	te_second_icon_offset_x = -14;
	te_can_look_at = 1;
	te_special_property = 40;
begindefineterrain 165; //double bed + west wall
	import = 161;
	te_second_icon = 28;
	te_second_icon_offset_y = -7;
	te_cutaway_second_icon = 28;
	

//wooden stairs
begindefineterrain 289; 
	clear;
	te_name = "Wooden Stairs";
	te_which_sheet = 507;
	te_which_icon = 12;
	te_ed_which_sheet = 683;
	te_ed_which_icon = 0;
	te_height_adj_pixels = 12;
	te_special_property = 25;
	te_draw_on_automap = 1;
	te_suppress_floor = 1;
	te_icon_adjust = 24;
begindefineterrain 290; 
	te_which_icon = 13;
	te_ed_which_icon = 1;
	te_special_property = 19;
begindefineterrain 291; 
	te_which_icon = 14;
	te_ed_which_icon = 2;
	te_special_property = 21;
begindefineterrain 292; 
	te_which_icon = 15;
	te_ed_which_icon = 3;
	te_special_property = 23;
// plank stairs
begindefineterrain 293; 
	import = 289;
	te_name = "Plank Stairs";
	te_which_icon = 16;
	te_ed_which_icon = 40;
begindefineterrain 294; 
	te_which_icon = 17;
	te_ed_which_icon = 41;
	te_special_property = 19;
begindefineterrain 295; 
	te_which_icon = 18;
	te_ed_which_icon = 42;
	te_special_property = 21;
begindefineterrain 296;
	te_which_icon = 19;
	te_ed_which_icon = 43;
	te_special_property = 23;
begindefineterrain 394; //slopeless
	import = 293;
	te_special_property = 0;
begindefineterrain 393; //slopeless
	import = 295;
	te_special_property = 0;
begindefineterrain 410; //slopeless, view-blocking
	import = 393; //sloping up to S
	te_blocks_view_n = 1;
	te_look_block_n = 1;
begindefineterrain 411;
	import = 394; //sloping up to N
	te_blocks_view_n = 1;
	te_look_block_n = 1;
begindefineterrain 412;
	te_blocks_view_n = 0;
	te_look_block_n = 0;
	te_blocks_view_s = 1;
	te_look_block_s = 1;
begindefineterrain 413;
	import = 410;
	te_blocks_view_n = 0;
	te_look_block_n = 0;
	te_blocks_view_s = 1;
	te_look_block_s = 1;

begindefineterrain 358; //wall skeleton
	import = 269; //corpse
	te_which_sheet = 507;
	te_which_icon = 25;
	te_icon_offset_y = -8;
	te_icon_offset_x = -2;
begindefineterrain 359; //wall skeleton
	te_which_icon = 26;
	te_icon_offset_x = 2;
begindefineterrain 287; //pillar + skeleton
	import = 279; //wooden pillar
	te_which_sheet = 507;
	te_which_icon = 27;
	te_icon_offset_x = -1;
	te_icon_offset_y = -13;
	te_second_icon = 25;
	te_second_icon_offset_y = -9;
	te_second_icon_offset_x = -17;
begindefineterrain 288; //pillar + skeleton
	te_second_icon = 26;
	te_second_icon_offset_x = 17;

begindefineterrain 279;
	import = 278;
	te_name = "Wooden Pillar";
	te_which_sheet = 726;
	te_which_icon = 4;
	te_ed_which_sheet = 682;
	te_ed_which_icon = 64;
	te_full_move_block = 1;
	te_icon_offset_y = -13;

begindefineterrain 297; //double ladder
	import = 281;
	te_icon_offset_x = 6;
	te_second_icon = 8;
	te_second_icon_offset_x = 6;
	te_second_icon_offset_y = -30;


begindefineterrain 264;
	import = 263;
	te_name = "Pile of Sacks";
	te_which_icon = 2;
	te_ed_which_icon = 82;
	te_icon_adjust = 16;
begindefineterrain 194;
	import = 184;
	te_name = "Sign";
	te_which_sheet = 719;
	te_which_icon = 4;
	te_ed_which_sheet = 681;
	te_ed_which_icon = 94;
	te_special_property = 39;
	te_icon_offset_y = -10;
	te_icon_adjust = 16;
begindefineterrain 195;
	te_which_icon = 5;
	te_ed_which_icon = 95;
begindefineterrain 190;
	import = 184;
	te_name = "Weapons";
	te_icon_offset_y = -10;
	te_which_icon = 4;
	te_ed_which_icon = 5;
	te_icon_adjust = 16;
begindefineterrain 191;
	te_which_icon = 5;
	te_ed_which_icon = 6;

//cabinets (from ASR)
begindefineterrain 236;
	import = 238; //dresser
	te_name = "Cabinet";
	te_which_sheet = 507;
	te_which_icon = 32;
	te_icon_offset_y = -8;
	te_icon_adjust = 24;
begindefineterrain 237;
	import = 239; //dresser
	te_name = "Cabinet";
	te_which_sheet = 507;
	te_which_icon = 33;
	te_icon_offset_y = -8;
	te_icon_adjust = 24;

//shelves (Geneforged) - overwriting city walls
begindefineterrain 314;
	import = 238; //dresser
	te_name = "Shelves";
	te_which_sheet = 507;
	te_which_icon = 34;
	te_icon_offset_y = -3;
	te_icon_adjust = 16;
	te_can_look_at = 1;
begindefineterrain 315;
	import = 239; //dresser
	te_name = "Shelves";
	te_which_sheet = 507;
	te_which_icon = 35;
	te_icon_offset_y = -3;
	te_icon_adjust = 16;
	te_can_look_at = 1;
begindefineterrain 316;
	import = 238; //dresser
	te_name = "Shelves";
	te_which_sheet = 507;
	te_which_icon = 36;
	te_icon_offset_y = -3;
	te_icon_adjust = 16;
	te_can_look_at = 1;
begindefineterrain 317;
	import = 239; //dresser
	te_name = "Shelves";
	te_which_sheet = 507;
	te_which_icon = 37;
	te_icon_offset_y = -3;
	te_icon_adjust = 16;
	te_can_look_at = 1;

//cloak racks
begindefineterrain 318; //ruined rack
	import = 178; //wall hanging
	te_name = "Cloak Rack";
	te_which_sheet = 507;
	te_which_icon = 38;
	te_icon_offset_y = -18;
	te_icon_offset_x = 13;
	te_special_property = 40;
	te_can_look_at = 1;
begindefineterrain 319; //ruined rack
	import = 179; //wall hanging
	te_name = "Cloak Rack";
	te_which_sheet = 507;
	te_which_icon = 39;
	te_icon_offset_y = -18;
	te_icon_offset_x = -13;
	te_special_property = 40;
	te_can_look_at = 1;

//darken the fences (railings)
begindefineterrain 170;
	import = 22;
	te_name = "Fence";
	te_which_sheet = 788;
	te_which_icon = 0;
	te_ed_which_sheet = 688;
	te_ed_which_icon = 80;
	te_cutaway_which_sheet = -1;
	te_icon_adjust = 24;
	//te_icon_offset_x = -20;
	//te_icon_offset_y = 10;
begindefineterrain 171;
	import = 23;
	te_name = "Fence";
	te_which_sheet = 788;
	te_which_icon = 1;
	te_ed_which_sheet = 688;
	te_ed_which_icon = 81;
	te_cutaway_which_sheet = -1;
	te_icon_adjust = 24;
	//te_icon_offset_y = 10;
begindefineterrain 172;
	import = 24;
	te_which_sheet = 788;
	te_which_icon = 0;
	te_ed_which_sheet = 688;
	te_ed_which_icon = 98;
	te_cutaway_which_sheet = -1;
	te_icon_adjust = 24;
	//te_icon_offset_y = 10;
begindefineterrain 173;
	import = 25;
	te_which_sheet = 788;
	te_which_icon = 1;
	te_ed_which_sheet = 688;
	te_ed_which_icon = 99;
	te_cutaway_which_sheet = -1;
	te_icon_adjust = 24;
	//te_icon_offset_y = 10;
//corner fences
begindefineterrain 306; // ^ fence
	clear;
	te_name = "Fence";
	te_can_look_at = 0;
	te_which_sheet = 507;
	te_which_icon = 59;
	te_move_block_w = 1;
	te_move_block_s = 1;
	te_move_block_n = 0;
	te_move_block_e = 0;
	te_icon_adjust = 24;
begindefineterrain 307; // < fence
	te_which_sheet = 507;
	te_which_icon = 56;
	te_move_block_n = 1;
	te_move_block_e = 1;
	te_move_block_w = 0;
	te_move_block_s = 0;
begindefineterrain 308; // v fence
	te_which_sheet = 507;
	te_which_icon = 58;
	te_move_block_w = 0;
	te_move_block_n = 0;
	te_move_block_s = 1;
	te_move_block_e = 1;
begindefineterrain 309; // > fence
	te_which_sheet = 507;
	te_which_icon = 57;
	te_move_block_s = 0;
	te_move_block_e = 0;
	te_move_block_n = 1;
	te_move_block_w = 1;

begindefineterrain 216; //globe (overwrite totems)
	import = 217; //pedestal
	te_name = "Globe";
	te_which_sheet = 510;
	te_which_icon = 13;

begindefineterrain 261; //darken the pots
	import = 200;
	te_name = "Pots";
	te_which_sheet = 728;
	te_which_icon = 3;
	te_ed_which_sheet = 682;
	te_ed_which_icon = 83;
	te_icon_adjust = 16;

//deck level stuff
begindefineterrain 265; //fix pile of skulls
	import = 125;
	te_name = "Pile of Skulls";
	te_which_sheet = 727;
	te_which_icon = 5;
	te_ed_which_sheet = 682;
	te_ed_which_icon = 75;
	te_full_move_block = 0;
	te_special_property = 8;
	te_special_strength = 10;
begindefineterrain 341; //flaming skull pile (graphic: Enraged Slith)
	//overwrites big vahnatai tree
	import = 265; //pile of skulls
	te_which_sheet = 510;
	te_which_icon = 20;
	te_anim_steps = 4;
begindefineterrain 342; //steering wheel (graphic: Niemand)
	//overwrites other big vahnatai tree
	import = 273; //big pedestal
	te_name = "Ship's Wheel";
	te_which_sheet = 510;
	te_which_icon = 40;
	te_draw_on_automap = 0;
begindefineterrain 231; //mast - overwrite pillar
	import = 279;
	te_draw_on_automap = -1;
	te_name = "Mast";
	te_which_sheet = 510;
	te_which_icon = 27;
	te_second_icon = 17;
	te_cutaway_second_icon = 17;
	te_full_move_block = 0;
	te_icon_offset_y = -25;
	te_second_icon_offset_y = -80;
begindefineterrain 232; //mast pt. 2 - overwrite other big pillar
	te_name = " ";
	te_which_icon = 26;
	te_second_icon = 16;
	te_cutaway_second_icon = 16;
	te_icon_offset_y = -95;
	te_second_icon_offset_y = -150;
begindefineterrain 233; //smaller mast
	te_name = "Mast";
	te_icon_offset_y = -25;
	te_second_icon_offset_y = -80;
//front pieces
begindefineterrain 166; //front bit, front
	import = 279;
	te_name = "Mast";
	te_which_sheet = 510;
	te_which_icon = 42;
	te_icon_offset_y = -115;
	te_icon_offset_x = -66;
begindefineterrain 167; //front bit, middle
	te_which_icon = 43;
	te_icon_offset_y = -100;
	te_icon_offset_x = -22;
begindefineterrain 155; //front bit, middle extender
	te_which_icon = 43;
	te_icon_offset_y = -99;
	te_icon_offset_x = -44;
begindefineterrain 168; //front bit, end
	te_which_icon = 44;
	te_icon_offset_y = -85;
	te_icon_offset_x = 0;

begindefineterrain 340; //invisible bridge for outdoor 'swimming'
	import = 0;
	te_is_bridge = 1;
	te_can_look_at = 0;
	te_ed_which_sheet = 684;
	te_ed_which_icon = 12;
	te_draw_on_automap = 0;
	te_step_sound = 85; //rowing

begindefineterrain 176; //fake dead spider
	import = 139; //bones
	te_which_sheet = 507;
	te_which_icon = 52;
	te_name = "Dead Spider";
	te_icon_adjust = 8;

//***Item Types***

begindefineitem 445; //rusty chain mail
	import = 35; //poor chain mail
	it_value = 150;
	it_encumbrance = 6;
	it_full_name = "Rusty Chain Mail";
	it_identified = 1;
	it_icon_adjust = 152;
	it_bonus = 0;
	it_ability_1 = 87; //damage attacker
	it_ability_str_1 = 10;
begindefineitem 446; //brigmaster's whip
	import = 193;
	it_variety = 1;
	it_name = "Whip";
	it_full_name = "Brigmaster's Whip";
	it_identified = 1;
	it_junk_item = 0;
	it_magic = 1;
	it_damage_per_level = 5;
	it_bonus = 1;
	it_protection = 5;
	it_ability_1 = 123; //casts terror if not equipped
	it_ability_str_1 = 50; //casts terror at level 6
	it_once_per_day = 1;
	it_value = 200;
begindefineitem 447; //guard's sword
	import = 52; //steel short sword
	it_full_name = "Guard's Scimitar";
	it_identified = 1;
	it_junk_item = 0;
	it_magic = 1;
	it_damage_per_level = 4;
	it_bonus = 2;
	it_value = 150;
	it_floor_which_sheet = 1046;
	it_floor_which_icon = 7;
	it_inventory_icon = 6;
	it_icon_adjust = 80;
begindefineitem 448; //guard's scimitar
	it_icon_adjust = 20;
	it_full_name = "Captain's Scimitar";
	it_bonus = 3;
	it_ability_1 = 77; //life drain!
	it_ability_str_1 = 10;
	it_ability_2 = 125; //casts smite
	it_ability_str_2 = 50; //level 6
	it_once_per_day = 1;
	it_value = 600;