//Embers of Rebellion Objects

beginscendatascript;

//Creature Types

begindefinecreature 234; //Joshua - visible
	clear;
	cr_name = "Joshua";
	cr_level = 20;
	cr_which_sheet = 1511;
	cr_what_stat_adjust 0 = 9;
	cr_amount_stat_adjust 0 = 8;
	cr_what_stat_adjust 1 = 10;
	cr_amount_stat_adjust 1 = 5;
	cr_what_stat_adjust 2 = 20;
	cr_amount_stat_adjust 2 = 6;
	cr_what_stat_adjust 3 = 29;
	cr_amount_stat_adjust 3 = 8;
	cr_what_stat_adjust 4 = 21;
	cr_amount_stat_adjust 4 = 4;
	cr_what_stat_adjust 5 = 19;
	cr_amount_stat_adjust 5 = 4;
	cr_start_item 0 = 93;
	cr_start_item_chance 0 = 100;
	cr_start_item 1 = 103;
	cr_start_item_chance 1 = 100;
	cr_start_item 2 = 452;
	cr_start_item_chance 2 = 100;
	cr_start_item 3 = 32;
	cr_start_item_chance 3 = 100;
	cr_start_item 4 = 3;
	cr_start_item_chance 4 = 80;
	cr_start_item 5 = 280;
	cr_start_item_chance 5 = 50;
	cr_default_attitude = 4;
	cr_ap_bonus = 0;
	cr_small_or_large_template = 1;
	cr_default_strategy = 0;
	cr_default_courage = 100;
	cr_default_aggression = 100;


begindefinecreature 235; //Joshua - invisible
	cr_special_abil = 24;

begindefinecreature 236; //druid
	import = 11;
	cr_which_sheet = 509; //Alt. sheet = 1517
	cr_small_or_large_template = 0;
	cr_name = "Druid";
	cr_icon_adjust = 16; //Alt. adjust = 2

begindefinecreature 237; //private stirlen
	clear;
	cr_level = 18;
	cr_hp_bonus = 150;
	cr_name = "Private Stirlen";
	cr_what_stat_adjust 0 = 10;
	cr_amount_stat_adjust 0 = 5;
	cr_what_stat_adjust 1 = 20;
	cr_amount_stat_adjust 1 = 8;
	cr_what_stat_adjust 2 = 29;
	cr_amount_stat_adjust 2 = 3;
	cr_what_stat_adjust 3 = 18;
	cr_amount_stat_adjust 3 = 2;
	cr_what_stat_adjust 4 = 39;
	cr_amount_stat_adjust 4 = 10;
	cr_what_stat_adjust 5 = 4;
	cr_amount_stat_adjust 5 = 6;
	cr_start_item 0 = 94;
	cr_start_item_chance 0 = 100;
	cr_start_item 1 = 104;
	cr_start_item_chance 1 = 100;
	cr_start_item 2 = 450;
	cr_start_item_chance 2 = 100;
	cr_start_item 3 = 31;
	cr_start_item_chance 3 = 100;
	cr_start_item 4 = 3;
	cr_start_item_chance 4 = 80;
	cr_start_item 5 = 281;
	cr_start_item_chance 5 = 10;
	cr_default_attitude = 4;
	cr_default_courage = 100;
	cr_default_aggression = 100;
	cr_which_sheet = 1511;
	cr_immunities 0 = 20;
	cr_immunities 1 = 20;
	cr_immunities 2 = 20;
	cr_immunities 3 = 100;
	cr_immunities 4 = 20;
	cr_immunities 5 = 50;
	cr_ap_bonus = 0;
	cr_small_or_large_template = 1;
	cr_default_strategy = 0;

begindefinecreature 238; //rebel sorcerer
	import = 106;
	cr_level = 16;
	cr_icon_adjust = 528;
	cr_immunities 0 = 60;
	cr_immunities 1 = 60;
	cr_immunities 2 = 60;
	cr_immunities 3 = 60;
	cr_hp_bonus = 100;
	cr_sp_bonus = 150;

begindefinecreature 239; //Archer Adept
	import = 132;
	cr_icon_adjust = 512;
	cr_name = "Adept Archer";
	cr_what_stat_adjust 2 = 30;
	cr_amount_stat_adjust 2 = 4;
	cr_what_stat_adjust 3 = 26;
	cr_amount_stat_adjust 3 = 1;
	cr_immunities 1 = 100;
	cr_immunities 2 = 50;
	cr_immunities 5 = 15;

begindefinecreature 240; //Miali placeholder
	import = 99;
	cr_name = "Miali";
	cr_special_abil = 0;
	cr_which_sheet = 511;
	cr_small_or_large_template = 0;

//Floor Types

begindefinefloor 134; //Carpet on wood floor
	import = 121;
	fl_which_sheet = 504;
	fl_which_icon = 0;
	fl_is_rough = 1;

begindefinefloor 124; //Blackened stone renamed
	import = 89;
	fl_step_sound = 47;
	fl_name = "Rubble";
	fl_is_rough = 1;

begindefinefloor 130; //rubble-strewn stone floor
	import = 95;
	fl_step_sound = 47;
	fl_which_sheet = 503;
	fl_which_icon = 23;
	fl_is_rough = 1;

begindefinefloor 131;
	fl_which_icon = 24;

begindefinefloor 132; //scorched grass
	import = 40;
	fl_name = "Scorched Grass";
	fl_which_sheet = 501;
	fl_which_icon = 28;
	fl_icon_adjust = 16;

begindefinefloor 133; //scorched grass
	fl_which_icon = 29;

//Terrain Types

begindefineterrain 279; //editing the wooden pillar
	te_icon_offset_y = -13;

begindefineterrain 502; //editing tiny building
	import = 325;
	te_icon_offset_y = -10;

begindefineterrain 501; //crate terrain
	import = 300;
	te_name = "Crate";
	te_which_sheet = 707;
	te_which_icon = 6;

begindefineterrain 503; //walkable boat
	import = 298;  //bridge
	te_name = "Boat";
	te_which_sheet = 502;
	te_which_icon = 18;
	te_ed_which_sheet = 683;
	te_ed_which_icon = 18;

begindefineterrain 499; //blank light producer
	import = 0;
	te_ed_which_sheet = 682;
	te_ed_which_icon = 10;
	te_light_radius = 7;

begindefineterrain 377; //Blocking square to prevent level-jumping
			//and barrel- or crate-pushing
	import = 0;
	te_full_move_block = 1;
	te_ed_which_sheet = 683;
	te_ed_which_icon = 19;

//Gates seen from Upper Galima
begindefineterrain 440; //South gate, open
	import = 167;
	te_name = "Gate";
	te_which_sheet = 505;
	te_which_icon = 2;
	te_icon_offset_x = 22;
	te_icon_offset_y = -17;
	te_swap_terrain = 443;

begindefineterrain 441; //East gate, open
	te_which_icon = 3;
	te_icon_offset_x = -22;
	te_icon_offset_y = -17;
	te_swap_terrain = 444;

begindefineterrain 443; //South gate, closed
	import = 440;
	te_which_icon = 4;
	te_swap_terrain = 440;

begindefineterrain 444; //East gate, closed
	import = 441;
	te_which_icon = 5;
	te_swap_terrain = 441;

begindefineterrain 446; //Window, facing S
	import = 170;
	te_which_sheet = 505;
	te_which_icon = 0;
	te_name = "Window";
	te_icon_offset_x = 0;
	te_icon_offset_y = 0;

begindefineterrain 447; //Window, facing E
	import = 171;
	te_which_sheet = 505;
	te_which_icon = 1;
	te_name = "Window";
	te_icon_offset_x = 0;
	te_icon_offset_y = 0;

begindefineterrain 430; //fake door, S
	import = 167;
	te_name = "Door";
	te_which_sheet = 505;
	te_which_icon = 8;
	te_icon_offset_x = 22;
	te_icon_offset_y = -16;

begindefineterrain 431; //fake door, E
	import = 171;
	te_which_sheet = 505;
	te_which_icon = 9;
	te_name = "Door";
	te_icon_offset_x = -24;
	te_icon_offset_y = -16;

begindefineterrain 448; //Corrected lamppost
	import = 360;
	te_icon_offset_y = -15;

begindefineterrain 297; //Dock
	import = 298;
	te_name = "Dock";
	te_which_sheet = 504;
	te_which_icon = 9;

begindefineterrain 449; //Outdoor docks
	te_name = "Docks";
	te_which_sheet = 503;
	te_which_icon = 17;
	te_is_bridge = 0;

begindefineterrain 450; //Boat, facing south
	import = 300;
	te_name = "Boat";
	te_which_sheet = 502;
	te_which_icon = 19;
	te_ed_which_sheet = 683;
	te_ed_which_icon = 19;
	te_can_look_at = 1;

begindefineterrain 451; //Boat, facing west
	te_which_icon = 18;
	te_ed_which_icon = 18;

begindefineterrain 504; //Boat, facing north
	te_which_icon = 14;
	te_ed_which_icon = 17;

begindefineterrain 505; //Boat, facing east
	te_which_sheet = 742;
	te_which_icon = 0;
	te_ed_which_icon = 20;


begindefineterrain 421; //Wooden Stairs
	import = 293;
	te_name = "Wooden Stairs";
	te_icon_adjust = 401;

begindefineterrain 422; //Wooden Stairs
	import = 294;
	te_name = "Wooden Stairs";
	te_icon_adjust = 401;

begindefineterrain 423; //Wooden Stairs
	import = 295;
	te_name = "Wooden Stairs";
	te_icon_adjust = 401;

begindefineterrain 424; //Wooden Stairs
	import = 296;
	te_name = "Wooden Stairs";
	te_icon_adjust = 401;

begindefineterrain 340; //W-E Waterfall
	import = 335;
	te_special_property = 44;
	te_which_sheet = 501;
	te_which_icon = 0;
	te_second_icon = 4;
	te_anim_steps = 4;

begindefineterrain 358; //NW waterfall endpiece
	te_special_property = 0;
	te_which_sheet = 501;
	te_which_icon = 20;
	te_second_icon = 24;
	te_anim_steps = 4;
	te_suppress_floor = 0;

begindefineterrain 359; //Waterfall joiner
	te_special_property = 0;
	te_which_sheet = 501;
	te_which_icon = 10;
	te_second_icon = 14;
	te_anim_steps = 4;

begindefineterrain 436; // < fence
	import = 0;
	te_which_sheet = 501;
	te_which_icon = 8;
	te_move_block_w = 1;
	te_move_block_s = 1;
	te_move_block_n = 0;
	te_move_block_e = 0;

begindefineterrain 437; // > fence
	te_which_sheet = 501;
	te_which_icon = 9;
	te_move_block_n = 1;
	te_move_block_e = 1;
	te_move_block_w = 0;
	te_move_block_s = 0;

begindefineterrain 438; // v fence
	te_which_sheet = 501;
	te_which_icon = 18;
	te_move_block_w = 0;
	te_move_block_n = 0;
	te_move_block_s = 1;
	te_move_block_e = 1;

begindefineterrain 439; // ^ fence
	te_which_sheet = 501;
	te_which_icon = 19;
	te_move_block_s = 0;
	te_move_block_e = 0;
	te_move_block_n = 1;
	te_move_block_w = 1;

//More Trees
begindefineterrain 458;
	import = 125;
	te_name = "Tree";
	te_ed_which_sheet = 688;
	te_ed_which_icon = 73;
	te_which_sheet = 502;
	te_which_icon = 1;
	te_icon_offset_y = -6;
	te_icon_adjust = 16;
 
begindefineterrain 459;
	te_which_sheet = 502;
	te_which_icon = 3;
	te_icon_offset_y = -10;
	te_icon_adjust = 16;

begindefineterrain 460;
	te_which_sheet = 502;
	te_which_icon = 13;
	te_icon_offset_y = -8;
	te_icon_adjust = 16;

begindefineterrain 461;
	te_which_icon = 4; 
	te_icon_offset_y = -6;
	te_icon_adjust = 0;

begindefineterrain 462;
	te_which_icon = 9;
	te_icon_offset_y = -6;

begindefineterrain 463;
	te_which_icon = 2;
	te_icon_offset_y = -6;
	te_icon_adjust = 16;

begindefineterrain 464;
	te_which_icon = 6;
	te_icon_offset_y = -6;
	te_icon_adjust = 16;

begindefineterrain 465;
	te_which_icon = 10;
	te_icon_adjust = 16;

begindefineterrain 466;
	te_which_icon = 12;
	te_icon_adjust = 16;

begindefineterrain 467;
	te_which_icon = 8;
	te_icon_adjust = 16;

begindefineterrain 432; //Shelves
	import = 234;
	te_name = "Shelves";
	te_which_sheet = 504;
	te_which_icon = 1;
	te_icon_offset_x = 7;
	te_icon_offset_y = -6;
	te_icon_adjust = 8;
	te_move_block_n = 1;
	te_move_block_w = 0;

begindefineterrain 433; //Shelves
	te_name = "Shelves";
	te_which_sheet = 504;
	te_which_icon = 2;
	te_icon_offset_x = -7;
	te_icon_offset_y = -6;
	te_icon_adjust = 8;
	te_move_block_n = 0;
	te_move_block_w = 1;

begindefineterrain 434; //Shelves
	te_name = "Shelves";
	te_which_sheet = 504;
	te_which_icon = 3;
	te_icon_offset_x = 7;
	te_icon_offset_y = -6;
	te_icon_adjust = 0;
	te_move_block_n = 1;
	te_move_block_w = 0;

begindefineterrain 435; //Shelves
	te_name = "Shelves";
	te_which_sheet = 504;
	te_which_icon = 4;
	te_icon_offset_x = -7;
	te_icon_offset_y = -6;
	te_icon_adjust = 0;
	te_move_block_n = 0;
	te_move_block_w = 1;

begindefineterrain 271; //fake boat
	import = 300;
	te_name = "Boat";
	te_which_sheet = 502;
	te_which_icon = 19;
	te_ed_which_sheet = 683;
	te_ed_which_icon = 19;
	te_can_look_at = 1;

begindefineterrain 468; //outdoor tree groups
	import = 125;
	te_ed_which_sheet = 688;
	te_ed_which_icon = 73;
	te_name = "Trees";
	te_which_sheet = 500;
	te_which_icon = 0;
	te_icon_adjust = 16;

begindefineterrain 469; //outdoor tree groups
	import = 468;
	te_which_icon = 1;

begindefineterrain 470; //outdoor tree groups
	import = 469;
	te_which_icon = 2;

begindefineterrain 471; //outdoor tree groups
	import = 470;
	te_which_icon = 3;

begindefineterrain 472; //outdoor tree groups
	import = 471;
	te_which_icon = 4;

begindefineterrain 473; //outdoor tree groups
	import = 472;
	te_which_icon = 5;

begindefineterrain 474; //outdoor tree groups
	import = 473;
	te_which_icon = 6;
	te_icon_offset_y = -5;

begindefineterrain 475; //outdoor tree groups
	import = 474;
	te_which_icon = 7;
	te_icon_offset_y = 0;

begindefineterrain 476; //outdoor tree groups
	import = 475;
	te_which_icon = 8;

begindefineterrain 477; //outdoor tree groups
	import = 476;
	te_which_icon = 9;

begindefineterrain 445; //Double-ladder
	import = 281;
	te_second_icon = 8;
	te_icon_offset_x = 12;
	te_icon_offset_y = -10;
	te_second_icon_offset_x = 12;
	te_second_icon_offset_y = -40;

begindefineterrain 378; //Mage corpse
	import = 269;
	te_which_sheet = 503;
	te_which_icon = 12;
	te_full_move_block = 1;

begindefineterrain 287; //Another Corpse
	te_which_icon = 10;
	te_full_move_block = 0;

begindefineterrain 288; //Another corpse
	te_which_icon = 11;
	te_full_move_block = 1;

begindefineterrain 500; //Spider corpse
	te_which_sheet = 500;
	te_which_icon = 8;
	te_name = "Dead Spider";

begindefineterrain 379; //Fake horse
	import = 364;
	te_name = "Horse";
	te_which_sheet = 768;
	te_which_icon = 4;
	te_ed_which_sheet = 686;
	te_ed_which_icon = 84;

//Raised Bridge Bits
begindefineterrain 456;
	import = 298;
	te_which_sheet = 759;
	te_which_icon = 7;
	te_height_adj_pixels = 18;
	te_light_radius = 1;

begindefineterrain 457;
	import = 299;
	te_which_sheet = 759;
	te_which_icon = 6;
	te_height_adj_pixels = 18;
	te_light_radius = 1;

begindefineterrain 452; //Stairs
	import = 289;
	te_which_sheet = 504;
	te_which_icon = 7;
	te_special_property = 0;
	te_suppress_floor = 0;

begindefineterrain 453; //Stairs
	import = 290;
	te_which_sheet = 504;
	te_which_icon = 8;
	te_special_property = 0;
	te_suppress_floor = 0;

begindefineterrain 454; //Stairs
	import = 291;
	te_which_sheet = 504;
	te_which_icon = 6;
	te_special_property = 0;
	te_suppress_floor = 0;

begindefineterrain 455; //Stairs
	import = 292;
	te_which_sheet = 504;
	te_which_icon = 5;
	te_special_property = 0;
	te_suppress_floor = 0;

//Bridge Town Bits

begindefineterrain 390; //Fake steps
	import = 292;
	te_special_property = 0;
	te_icon_offset_y = 2;
	te_icon_offset_x = 2;
	te_suppress_floor = 0;

begindefineterrain 391; //Fake steps
	import = 290;
	te_special_property = 0;
	te_icon_offset_y = -2;
	te_icon_offset_x = -2;
	te_suppress_floor = 0;

begindefineterrain 392; //Faux-bridge
	import = 165;
	te_is_bridge = 1;
	te_which_sheet = 503;
	te_which_icon = 18;
	te_icon_adjust = 0; //alt: 520
	te_icon_offset_y = -14;
	te_height_adj_pixels = 23;
	te_suppress_floor = 0;

begindefineterrain 407; //Faux-bridge, pt.4
	te_which_icon = 29;

begindefineterrain 393; //Faux-bridge, pt.2
	te_which_icon = 18;

begindefineterrain 394; //Faux-bridge, pt.3
	te_which_icon = 29;

begindefineterrain 408; //floating fence
	import = 172;
	te_icon_offset_y = -22;
	te_icon_offset_x = -2;
	te_icon_adjust = 40;

begindefineterrain 409; //floating fence
	import = 170;
	te_icon_offset_y = -38;
	te_icon_offset_x = 18;
	te_icon_adjust = 40;

//Dirt& Wooden Stairs fake bridge
begindefineterrain 425; //bridge part
	import = 392;
	te_which_icon = 0;
	te_icon_offset_y = -13;
	te_height_adj_pixels = 22;

begindefineterrain 426; //fake stairs
	import = 424;
	te_special_property = 0;
	te_icon_offset_x = 2;
	te_icon_offset_y = 2;
	te_suppress_floor = 0;

begindefineterrain 427; //fake stairs
	import = 422;
	te_special_property = 0;
	te_icon_offset_x = -2;
	te_icon_offset_y = -2;
	te_suppress_floor = 0;

begindefineterrain 478; //central fort building (outdoors)
	import = 322;
	te_second_icon = 2;
	te_second_icon_offset_y = -11;


//RUINS

begindefineterrain 479;
	import = 157;
	te_which_sheet = 503;
	te_which_icon = 3;

begindefineterrain 480;
	te_which_icon = 4;

begindefineterrain 481;
	import = 322;
	te_name = "Ruined Building";
	te_which_sheet = 503;
	te_which_icon = 6;

begindefineterrain 482;
	te_which_icon = 7;

begindefineterrain 483;
	te_which_icon = 8;

begindefineterrain 484;
	te_which_icon = 9;

begindefineterrain 485; //Non-ruined building
	import = 325;
	te_which_sheet = 503;
	te_which_icon = 5;

begindefineterrain 486; //Gravestone
	import = 210;
	te_name = "Gravestone";
	te_which_sheet = 720;
	te_which_icon = 2;

begindefineterrain 487; //Grave
	te_which_icon = 3;

begindefineterrain 488; //Grave
	te_which_icon = 4;

begindefineterrain 489; //Grave
	te_which_icon = 5;

begindefineterrain 490; //rubble that can hold stuff
	import = 479;
	te_which_icon = 13;
	te_special_property = 40;

begindefineterrain 491; //blackened tree
	import = 149;
	te_which_sheet = 503;
	te_which_icon = 25;
	te_icon_adjust = 16;

begindefineterrain 492; //terrace
	import = 171;
	te_which_sheet = 503;
	te_which_icon = 1;
	te_name = "Terrace";
	te_icon_offset_x = -14;
	te_icon_offset_y = -10; 

begindefineterrain 493; //terrace
	import = 170;
	te_which_sheet = 503;
	te_which_icon = 0;
	te_name = "Terrace";
	te_icon_offset_x = 14;
	te_icon_offset_y = -10;

begindefineterrain 494;
	import = 0;
	te_name = "Terrace";
	te_which_sheet = 503;
	te_which_icon = 2;
	te_icon_offset_y = -20;

begindefineterrain 428; //broken shelves
	import = 234;
	te_name = "Broken Shelves";
	te_which_sheet = 503;
	te_which_icon = 21;
	te_icon_offset_x = 7;
	te_icon_offset_y = -6;
	te_move_block_n = 1;
	te_move_block_w = 0;

begindefineterrain 429; //broken shelves
	te_which_icon = 22;
	te_icon_offset_x = -7;
	te_icon_offset_y = -6;
	te_move_block_n = 0;
	te_move_block_w = 1;

begindefineterrain 495; //collapsing statue
	import = 242;
	te_which_sheet = 503;
	te_which_icon = 14;

begindefineterrain 496; //collapsing statue
	te_which_icon = 15;

begindefineterrain 497; //collapsing statue
	te_which_icon = 16;

begindefineterrain 498; //collapsing statue
	te_which_icon = 27;


begindefineterrain 442; //Low-light brazier
	import = 267;
	te_light_radius = 3;

//Item Types

begindefineitem 445; //Misc. Woman 1's necklace
	import = 310;
	it_name = "Necklace";
	it_full_name = "Happiness Charm";
	it_ability_1 = 58;
	it_ability_str_1 = 3;
	it_ability_2 = 19;
	it_ability_str_2 = 1;
	it_ability_3 = -1;
	it_ability_str_3 = -1;
	it_ability_4 = -1;
	it_ability_str_4 = -1;

begindefineitem 446; //Corpse
	import = 198; //trash
	it_name = "Corpse";
	it_full_name = "Corpse";
	it_junk_item = 0;
	it_identified = 1;
	it_special_class = 1;
	it_floor_which_sheet = 507;
	it_floor_which_icon = 0;
	it_inventory_icon = 0;
	it_weight = 1800;

begindefineitem 447; //Corpse
	it_floor_which_icon = 1;
	it_inventory_icon = 1;

begindefineitem 448; //Corpse
	it_floor_which_icon = 2;
	it_inventory_icon = 2;

begindefineitem 449; //Corpse
	it_floor_which_icon = 3;
	it_inventory_icon = 3;

begindefineitem 450; //Stirlen's Dagger
	import = 342;
	it_floor_which_sheet = 1047;
	it_floor_which_icon = 9;
	it_inventory_icon = 8;
	it_full_name = "Stirlen's Dagger";
	it_variety = 1;
	it_damage_per_level = 6;
	it_bonus = 2;
	it_ability_1 = 72;
	it_ability_str_1 = 30;
	it_ability_2 = 29;
	it_ability_str_2 = 1;
	it_value = 1000;
	it_weight = 50;
	it_magic = 0;
	it_identified = 1;

begindefineitem 451; //Iracos' Pike
	import = 72;
	it_floor_which_sheet = 1035;
	it_floor_which_icon = 8;
	it_inventory_icon = 9;
	it_name = "Iracos' Pike";
	it_identified = 1;
	it_damage_per_level = 8;
	it_magic = 0;
	it_ability_1 = 4;
	it_ability_str_1 = 1;

begindefineitem 452; //Joshua's sword
	import = 344;
	it_bonus = 4;
	it_floor_which_sheet = 1037;
	it_floor_which_icon = 2;
	it_inventory_icon = 3;
	it_ability_str_1 = 35; //up the fire-power
	it_ability_2 = 86;
	it_ability_str_2 = 15;

begindefineitem 453; //Cold Arrows
	import = 103;
	it_name = "Cold Arrows";
	it_identified = 0;
	it_full_name = "Icy Arrows";
	it_icon_adjust = 265;
	it_ability_1 = 89;
	it_ability_str_1 = 40;
	it_value = 80;