
[ItemType]  name=Brazier;
ID=brazier; sprite=1156; 
journalID=journal_brazier;
itemCategory=hazard;
special=animated; special=big;
weight=200; volume=1000; special=alluringLight;
	blockLoS=false; blockLoE=false; blockWalking=true; blockJumping=true;
depthMod=1050;
  element=fire;
[ItemLight] 
ID=brazier; red=1; blue=0.5; green=0.9; alpha=0.85; size=1.5; flicker=0.05; texture=krypton;
[ItemReaction] 
ID=brazier; element=water; element=wind; element=ice; newID=brazierUnlit;
[ItemReaction] 
ID=brazier; element=explode; newID=brazierSpilled; fx=smokeCloud;

[ItemType]  name=Brazier (Unlit);
ID=brazierUnlit; sprite=1160; 
journalID=journal_brazier;
itemCategory=hazard;
special=big;
weight=200; volume=300;
	blockLoS=false; blockLoE=false; blockWalking=true; blockJumping=true;
	combineWith=lamp; toMake=brazier; combineWith=lamp_blue; toMake=brazier; combineSound=BurnishSound;
[ItemReaction] 
ID=brazierUnlit; element=fire; element=kindle; newID=brazier;

[ItemType]  name=Brazier (Dim);
ID=brazier_dim; sprite=1156; 
journalID=journal_brazier;
itemCategory=hazard;
special=animated; special=big;
weight=200; volume=1000; special=alluringLight;
	blockLoS=false; blockLoE=false; blockWalking=true; blockJumping=true;
depthMod=1050;
  element=fire;
[ItemLight] 
ID=brazier_dim; red=1; blue=0.5; green=0.9; alpha=0.2; size=0.4; flicker=0.01; texture=krypton;
[ItemReaction] 
ID=brazier_dim; element=water; element=wind; element=ice; newID=brazier_dim;

[ItemType]  name=Brazier (Unlit, Dim);
ID=brazierUnlit_dim; sprite=1160; 
journalID=journal_brazier;
itemCategory=hazard;
special=big;
weight=200; volume=300;
	blockLoS=false; blockLoE=false; blockWalking=true; blockJumping=true;
	combineWith=lamp; toMake=brazier; combineWith=lamp_blue; toMake=brazier; combineSound=BurnishSound;
[ItemReaction] 
ID=brazierUnlit_dim; element=fire; element=kindle; newID=brazier_dim;



[ItemType]  name=Blue Brazier;
ID=brazierBlue; sprite=1156; 
itemCategory=hazard;
journalID=journal_brazier;
special=animated; special=big;
weight=200; volume=300; special=alluringLight;
	blockLoS=false; blockLoE=false; blockWalking=true; blockJumping=true;
	paletteR = paletteB;
  element=fire;
[ItemLight] 
ID=brazierBlue; red=0.5; blue=1; green=0.6; alpha=1.0; size=0.4; flicker=0.02;

[ItemType]  name=Brazier (Spilled);
ID=brazierSpilled; sprite=1161; 
journalID=journal_brazier;
itemCategory=hazard;
special=big;
weight=200; volume=300;
	blockLoS=false; blockLoE=false; blockWalking=true; blockJumping=true;
[ItemReaction] 
ID=brazierSpilled; element=use; newID=brazierUnlit; fx=sfx_breakRock;
	
[JournalEntry]
ID=journal_brazier;
category=item; halfPage=true;
title=Brazier;
text=<itemBig=brazier><title=Brazier><brAdj=>A bowl of flames to provide warmth and light. Best used in wide open areas, to reduce the risk of poisoning from the fumes.;


[ItemType]  name=Brazier (Pushable);
ID=brazier_pushable; sprite=1092; 
journalID=journal_brazier;
itemCategory=hazard;
special=animated; special=big;
weight=200; volume=1000; special=alluringLight;
	blockLoS=false; blockLoE=false; blockWalking=true; blockJumping=true;
depthMod=1050; special=pushable;
  element=fire;
[ItemLight] 
ID=brazier_pushable; red=1; blue=0.9; green=0.98; alpha=1.0; size=0.8; flicker=0.0; texture=krypton;
[ItemReaction] 
ID=brazier_pushable; element=water; element=wind; element=ice; newID=brazierUnlit_pushable;

[ItemType]  name=Brazier (Pushable) (Unlit);
ID=brazierUnlit_pushable; sprite=1096; 
journalID=journal_brazier;
itemCategory=hazard; special=pushable;
special=big;
weight=200; volume=300;
	blockLoS=false; blockLoE=false; blockWalking=true; blockJumping=true;
	combineWith=lamp; toMake=brazier; combineWith=lamp_blue; toMake=brazier; combineSound=BurnishSound;
[ItemReaction] 
ID=brazierUnlit_pushable; element=fire; element=kindle; newID=brazier_pushable;


[ItemType]  name=Campfire;
ID=campfire_everlit; sprite=1162; 
itemCategory=hazard;
description=A cozy campfire.;
journalID=journal_campfire;
special=animated; special=huge; special=sprite2xWidth; 
special=cannotBePickedUp;
weight=200; volume=1000;
	blockWalking=true; blockJumping=true;
paletteR=zoneStoneLight;
paletteG=paletteHoneyglow;
paletteB=paletteR;
  element=fire;
[ItemLight] 
ID=campfire_everlit; red=1; blue=0.5; green=0.8; alpha=0.95; size=0.9; flicker=0.10; texture=krypton;
[ItemReaction] 
ID=campfire_everlit; element=water; element=ice; element=wind; element=physical; newID=campfire_unlit; fx=smokeCloud;


[ItemType]  name=Campfire;
ID=campfire_unlit; sprite=1130; 
itemCategory=hazard;
description=An unlit campfire.;
journalID=journal_campfire;
special=huge; special=sprite2xWidth; special=cannotBePickedUp;
weight=200; volume=1000;
	blockWalking=true;
paletteR=zoneStoneLight;
paletteB=paletteAsh_slow;
	combineSound=BurnishSound;
combineWith=lamp; toMake=campfire_lit; 
combineWith=lamp_blue; toMake=campfire_lit; 
[ItemLight] 
ID=campfire_unlit; red=1; blue=0.5; green=0.8; alpha=0.45; size=0.1; flicker=0.03;
[ItemReaction] 
ID=campfire_unlit; element=fire; element=elec; newID=campfire_lit;

[ItemType]  name=Campfire;
ID=campfire_lit; sprite=1162; 
itemCategory=hazard;
description=A cozy campfire.;
journalID=journal_campfire;
special=animated; special=huge; special=sprite2xWidth; 
special=cannotBePickedUp; special=timer;
weight=200; volume=1000;
	blockWalking=true; blockJumping=true;
timer=400;
paletteR=zoneStoneLight;
paletteG=paletteHoneyglow;
paletteB=paletteR;
  element=fire;
[ItemLight] 
ID=campfire_lit; red=1; blue=0.5; green=0.8; alpha=0.95; size=0.9; flicker=0.10; texture=krypton;
[ItemReaction] 
ID=campfire_lit; element=water; element=ice; element=wind; element=physical; newID=campfire_unlit; fx=smokeCloud;
[ItemReaction] 
ID=campfire_lit; element=timerUp; newID=campfire_unlit; fx=smokeCloud;



[JournalEntry]
ID=journal_campfire;
category=item; halfPage=true;
title=Campfire;
text=<itemBig=campfire_lit><title=Campfire><brAdj=>This circle of stones represents a place of safety. Symbolically, at least. Not physically.;



[ItemType]  name=Oil;
ID=blackOil1; itemCategory=hazard;
journalID=journal_blackOil;
 sprite=1017; special=cannotBePickedUp;  special=transparent; special=canHangOnWalls; special=alwaysBelowOtherItems;
 stackable=true;
[ItemReaction] 
ID=blackOil1; element=fire; action=spreadFire; newID=fire;

[ItemType]  name=Oil;
ID=blackOil2; itemCategory=hazard;
journalID=journal_blackOil;
 sprite=1018; special=cannotBePickedUp;  special=transparent; special=canHangOnWalls; special=alwaysBelowOtherItems;
 stackable=true;
[ItemReaction] 
ID=blackOil2; element=fire; newID=fire; fx=DramaticNyeaow;
[JournalEntry]
ID=journal_blackOil;
category=item; halfPage=true;
title=Oil;
text=<itemBig=blackOil1><title=Oil><brAdj=>At a glance it looks like ordinary filth, but it's actually oil. Now that it's on the ground it can't be salvaged, but it's still a fire hazard.;

[ItemType]  name=Rogue Trap;
ID=rogueTrap; sprite=118;  itemCategory=hazard;
description=Damages and immobilizes.;
special=big; special=reactsToPressure; special=cannotBePickedUp; special=timer;
timer=300;
weight=0;
volume=10000;
[ItemReaction] 
ID=rogueTrap; element=physical; element=pressurePlateDown;
element=fire; element=ice; element=wind; element=elec; element=earth;  
newID=X; action=rogueTrap_cut;
[ItemReaction] 
ID=rogueTrap; element=explode; element=timerUp; newID=X;

[ItemReaction] 
ID=rogueTrap; element=leavingZone; newID=X;

[ItemType]  name=Ice Block;
  ID=iceBlock; sprite=1016; weight=200;  itemCategory=hazard;
  special=big;
  blockLoE=true; blockWalking=true; blockJumping=true;
  element=ice;
[ItemReaction] 
ID=iceBlock; element=fire; newID=puddle; spawnItem=puddle; fx=vaporCloud;
[ItemReaction] 
ID=iceBlock; element=explode; element=heavySmash; newID=puddle; fx=dust_glass; spawnItem=puddle; aiRatingMod = 5;
[JournalEntry]
ID=item_iceBlock;
category=item; halfPage=true;
title=Ice Block;
text=<itemBig=iceBlock><title=Ice Block><brAdj=>A man-sized cube of ice! It's very durable, but will eventually melt. You can speed up the process with a hammer or some fire.;

[ItemType]  name=Stone Block;
  ID=stoneBlock_breakable; sprite=984; weight=200;  itemCategory=hazard;
  special=big;
  blockLoE=true; blockWalking=true; blockJumping=true;
[ItemReaction] 
ID=stoneBlock_breakable; element=explode; newID=X; fx=vaporCloud;

[ItemType]  name=Beer;
ID=puddle_beer; sprite=890; spriteWhenHeld=0; stackable=true; itemCategory=hazard;
description=What a waste.;
special=cannotBePickedUp;  special=transparent;
special=quantityChangesSprite_upTo6;
special=canHangOnWalls;
paletteB=paletteHoneyglow;
[ItemReaction] 
ID=puddle_beer; element=fire; newID=X; fx=vaporCloud;
[ItemReaction] 
ID=puddle_beer; element=ice; newID=puddleFrozen; action=puddleFrost;
[ItemReaction] 
ID=puddle_beer; element=lightning; action=spreadElec;
[JournalEntry]
ID=item_puddle_beer;
category=item; halfPage=true;
title=Beer Puddle;
text=<itemBig=puddle_beer><title=Beer Puddle><brAdj=>What a waste! Someone spilled beer all over the ground. Next time they should use a mug or a bottle on the keg instead.;

[ItemType]  name=Puddle;
ID=puddle; sprite=890; stackable=true; itemCategory=hazard;
journalID=journal_puddle;
description=Puddle of water. Can conduct electricity.;
special=cannotBePickedUp; 
special=quantityChangesSprite_upTo6;
special=elementUsableForRestrictedAoEs;
special=delayBetweenReactions;
element=water;
paletteB=NES_Blue;

[ItemReaction] 
ID=puddle; element=ice; newID=puddleFrozen; action=puddleFrost;
[ItemReaction] 
ID=puddle; element=lightning; action=spreadElec;

[ItemType]  name=Puddle;
ID=puddle_zone; sprite=890; stackable=true; itemCategory=hazard;
description=Puddle of water. Can conduct electricity.;
journalID=journal_puddle;
special=cannotBePickedUp; special=quantityChangesSprite_upTo6;
special=elementUsableForRestrictedAoEs;
element=water;
paletteB=zoneWater;

[ItemReaction] 
ID=puddle_zone; element=ice; newID=puddleFrozen; action=puddleFrost;
[ItemReaction] 
ID=puddle_zone; element=lightning; action=spreadElec;
[JournalEntry]
ID=journal_puddle;
category=item; halfPage=true;
title=Puddle;
text=<itemBig=puddle><title=Puddle><brAdj=>Somebody spilled some water here. In combat, electrical attacks will course through puddles, damaging everyone standing in them.;
[ItemType]  name=Ice;
ID=puddleFrozen; sprite=954; stackable=true; itemCategory=hazard;
description=Slippery and hinders movement.;
special=cannotBePickedUp;  special=semitransparent; special=moveCostOverride_2;
special=quantityChangesSprite_upTo6;
special=elementUsableForRestrictedAoEs;
element=ice;
[ItemReaction] 
ID=puddleFrozen; element=fire; newID=puddle;


[ItemType]  name=Barrier;
  ID=barrier_item; sprite=1012; weight=0;  itemCategory=hazard;
  special=animated; special=cannotBePickedUp; special=transparent; special=timer; special=canHangOnWalls;
  blockLoE=true; blockWalking=true; blockJumping=true;
  timer=80;
[ItemLight] 
ID=barrier_item; red=0.5; blue=1; green=0.5; alpha=0.6; size=0.4; flicker=0.05;
[ItemReaction] 
ID=barrier_item; element=explode; element=ruin; element=dispel;
 element=timerUp; newID=X; fx=castingFast; aiRatingMod = 4;
[ItemReaction] 
ID=barrier_item; element=leavingZone; newID=X;
[JournalEntry]
ID=item_barrier_item;
category=item; halfPage=true;
title=Barrier;
text=<itemBig=barrier_item><title=Barrier><brAdj=>Force and Preservation magic form this barrier. Only Ruin magic, dispelling magic, or an explosion could break it. Thankfully it's only temporary.;

[ItemType]  name=Strong Barrier;
  ID=barrier_strong; sprite=980; weight=0;  itemCategory=hazard;
  special=animated; special=cannotBePickedUp; special=transparent; special=canHangOnWalls;
  blockLoE=true; blockWalking=true; blockJumping=true;
[ItemLight] 
ID=barrier_strong; red=1; blue=0.6; green=0.5; alpha=0.6; size=0.4; flicker=0.05;
[ItemReaction] 
ID=barrier_strong; element=explode; element=destroy; newID=X; fx=castingFast; aiRatingMod = 4;
[JournalEntry]
ID=item_barrier_strong;
category=item; halfPage=true;
title=Strong Barrier;
text=<itemBig=barrier_strong><title=Strong Barrier><brAdj=>A super-strong magic barrier that resists dispelling, and can only be brought down by severe explosive force.;

[ItemType]  name=Bone Spikes;
ID=bone_spikes; sprite=689; itemCategory=hazard;
  paletteR=paletteBone;
  blockWalking=true;
  special=big; special=timer; special=cannotBePickedUp;
  element=ruin;
  timer=60;
[ItemReaction] 
ID=bone_spikes; element=smash;
element=explode; element=ruin; element=dispel;
 element=timerUp; newID=X; fx=dust_bone; aiRatingMod = 3;
[JournalEntry]
ID=item_bone_spikes;
category=item; halfPage=true;
title=Bone Spikes;
text=<itemBig=bone_spikes><title=Bone Spikes><brAdj=>A short barrier of bone. Prevents walking, but can be easily hopped over. It's the best a Ruin user can do without proper materials.;

[ItemType]  name=Bone Spikes;
ID=bone_spikes_strong; sprite=689; itemCategory=hazard;
journalID=item_bone_spikes;
  paletteR=paletteBoneDark;
  blockWalking=true;
  special=big; special=cannotBePickedUp;
  element=ruin;
[ItemReaction] 
ID=bone_spikes_strong; element=smash;
element=explode; element=ruin; element=dispel; newID=X; fx=dust_bone;
 
[ItemType]  name=Bone Wall;
ID=bone_wall_weak; sprite=688; itemCategory=hazard;
journalID=journal_bone_wall;
  paletteR=paletteBone;
  blockLoS=false; blockLoE=true; blockWalking=true; blockJumping=true; 
  special=big; special=timer; special=cannotBePickedUp;
  element=ruin;
  timer=100;
[ItemReaction] 
ID=bone_wall_weak; element=explode; element=ruin; element=dispel;
 element=timerUp; newID=bone_dust; fx=dust_bone; aiRatingMod = 3;
 
[ItemType]  name=Bone Wall;
ID=bone_wall_strong; sprite=688; itemCategory=hazard;
journalID=journal_bone_wall;
  paletteR=paletteBoneDark;
  blockLoS=false; blockLoE=true; blockWalking=true; blockJumping=true;
  special=big; special=cannotBePickedUp;
  element=ruin;
[ItemReaction] 
ID=bone_wall_strong; element=explode; element=ruin; element=dispel; newID=X; fx=dust_bone;
[JournalEntry]
ID=journal_bone_wall;
category=item; halfPage=true;
title=Bone Wall;
text=<itemBig=bone_wall_strong><itemBig=bone_wall_weak><title=Bone Wall><brAdj=>Wall formed from bone material, shaped by a Ruin mage. Darker colored ones are more durable, and last indefinitely.;

[ItemType]  name=Miasma;
  ID=miasma; sprite=1019; weight=0; itemCategory=hazard;
  special=cannotBePickedUp; special=timer;
  timer=6;
[ItemReaction] 
ID=miasma; element=timerUp; action=miasmaCloud;

[ItemType]  name=Vent;
  ID=miasmaVent; sprite=61; weight=0; itemCategory=hazard;
  special=cannotBePickedUp; special=timer; special=noTooltip;
  special=alwaysBelowOtherItems;
  timer=3;
  paletteR=zoneStoneLight;
[ItemReaction] 
ID=miasmaVent; element=timerUp; action=miasmaCloud;
[ItemReaction] 
ID=miasmaVent; element=mechanical; newID=miasmaVent_closed;

[ItemType]  name=Vent (Closed);
  ID=miasmaVent_closed; sprite=62; weight=0; itemCategory=hazard;
  special=cannotBePickedUp; special=noTooltip; 
  special=alwaysBelowOtherItems;
  paletteR=zoneStoneLight;
[ItemReaction] 
ID=miasmaVent_closed; element=mechanical; newID=miasmaVent;
  
[ItemType]  name=Spear Trap;
  ID=spearTrap_wall; sprite=93; weight=0; itemCategory=hazard;
  special=cannotBePickedUp; special=noTooltip;
  paletteR=zoneStoneLight;
  depthMod=50;
[ItemReaction] 
ID=spearTrap_wall; element=mechanical; action=spearTrap_wall_act;
 
[ItemType]  name=Spear Trap;
  ID=spearTrap_wall_flip; sprite=94; weight=0; itemCategory=hazard;
  special=cannotBePickedUp; special=noTooltip;
  paletteR=zoneStoneLight;
  depthMod=50;
[ItemReaction] 
ID=spearTrap_wall_flip; element=mechanical; action=spearTrap_wall_flip_act;
  
  
[ItemType]  name=Goop;
  ID=goop_pool; sprite=1004; weight=0;  itemCategory=hazard;
  special=big; special=animated; special=cannotBePickedUp; special=timer; special=reactsToPressure; special=moveCostOverride_2;
  stackable=true;
  timer=85;
[ItemLight] 
ID=goop_pool; red=0; blue=0; green=1; alpha=0.2; size=0.15; flicker=0.05;
[ItemReaction] 
ID=goop_pool; element=water; element=dig; element=timerUp; newID=X;
[ItemReaction] 
ID=goop_pool; element=pressureMoveAcross; action=goopDamage;
[ItemReaction] 
ID=goop_pool; element=leavingZone; newID=X;
  

[JournalEntry]
ID=item_goop_pool;
category=item; halfPage=true;
title=Goop;
text=<itemBig=goop_pool><title=Goop><brAdj=>Sticky pool that gets all over you when you step on it. If you walk through some, you'll have a hard time moving afterwards!;
  
[ItemType]  name=Acid;
  ID=acid_pool; sprite=1004; weight=0;  itemCategory=hazard;
  special=big; special=animated; special=cannotBePickedUp; special=timer; special=reactsToPressure; special=moveCostOverride_2;
  stackable=true;
  timer=150;
[ItemLight] 
ID=acid_pool; red=0; blue=0; green=1; alpha=0.2; size=0.15; flicker=0.05;
[ItemReaction] 
ID=acid_pool; element=water; element=dig; element=timerUp; newID=X;
[ItemReaction] 
ID=acid_pool; element=pressureMoveAcross; action=acidDamage;
[ItemReaction] 
ID=acid_pool; element=leavingZone; newID=X;

[JournalEntry]
ID=item_acid_pool;
category=item; halfPage=true;
title=Acid;
text=<itemBig=acid_pool><title=Acid><brAdj=>Corrosive liquid that causes great harm on contact. Generally recommended procedure is: avoid, evade, bypass, or push your enemies in it and laugh (laughing optional).;

[ItemType]  name=Trap;
ID=mantrap; sprite=118;  itemCategory=hazard;
special=reactsToPressure; special=cannotBePickedUp;
weight=0;
volume=10000;
[ItemReaction] 
ID=mantrap; element=physical; element=explode;
element=fire; element=ice; element=wind; element=elec; element=earth; 
element=pressureMoveAcross; element=pressurePlateDown; newID=X; action=rogueTrap_cut; fx=terrain;

[ItemType]  name=Piston;
ID=piston_push3; sprite=59;  itemCategory=hazard;
special=timer; special=huge; special=sprite2xHeight;
special=cannotBePickedUp;
special=canAlwaysFitInTile;
  timer=12;
  paletteR=zoneStone;
weight=0;
depthMod=50;
[ItemReaction] 
ID=piston_push3; element=timerUp; action=piston_push3_action; newID=piston_push3_extended;
[ItemReaction] 
ID=piston_push3; element=mechanical; newID=piston_push3_extended_off;


[ItemType]  name=Piston;
ID=piston_push3_extended; sprite=60;  itemCategory=hazard;
special=timer; special=huge; special=sprite2xHeight; special=canAlwaysFitInTile;
special=cannotBePickedUp;
blockWalking=true; blockJumping=true;
  timer=10;
  paletteR=zoneStone;
weight=0;
depthMod=50;
[ItemReaction] 
ID=piston_push3_extended; element=timerUp; newID=piston_push3; fx=TinyStep;
[ItemReaction] 
ID=piston_push3_extended; element=mechanical; newID=piston_push3_extended_off;

[ItemType]  name=Piston;
ID=piston_push3_extended_off; sprite=60;  itemCategory=hazard;
special=huge; special=sprite2xHeight; special=canAlwaysFitInTile;
special=cannotBePickedUp;
blockWalking=true; blockJumping=true;
  paletteR=zoneStone;
weight=0;
depthMod=50;
[ItemReaction] 
ID=piston_push3_extended_off; element=mechanical; newID=piston_push3;

[ItemType]  name=Piston;
ID=piston_push3_up; sprite=1302;
special=cannotBePickedUp;
blockWalking=true; blockJumping=true; special=dontCloneReactions;
cloneFrom=piston_push3;
[ItemReaction] 
ID=piston_push3_up; element=timerUp; action=piston_push3_action; newID=piston_push3_extended_up;
[ItemReaction] 
ID=piston_push3_up; element=mechanical; newID=piston_push3_extended_off_up;


[ItemType]  name=Piston;
ID=piston_push3_extended_up; sprite=1303;
blockWalking=true; blockJumping=true; special=cannotBePickedUp;
cloneFrom=piston_push3_extended;  special=dontCloneReactions;
[ItemReaction] 
ID=piston_push3_extended_up; element=timerUp; newID=piston_push3_up; fx=TinyStep;
[ItemReaction] 
ID=piston_push3_extended_up; element=mechanical; newID=piston_push3_extended_off_up;

[ItemType]  name=Piston;
ID=piston_push3_extended_off_up; sprite=1303;
blockWalking=true; blockJumping=true; special=cannotBePickedUp;
cloneFrom=piston_push3_extended_off;  special=dontCloneReactions;
[ItemReaction] 
ID=piston_push3_extended_off_up; element=mechanical; newID=piston_push3_up;



[ItemType]  name=Force Turret;
ID=turret_omni_wind; sprite=1336; 
special=big; special=cannotBePickedUp;
weight=200; itemCategory=hazard;
	blockLoS=false; blockLoE=false; blockWalking=true; blockJumping=true;
paletteR=zoneStoneDark;
paletteB=paletteGray;
  element=wind;
[ItemReaction] 
ID=turret_omni_wind; element=mechanical; element=elec; action=turret_omni_wind_action;

[ItemType]  name=Force Turret;
ID=turret_wind; sprite=1337; 
special=big; special=cannotBePickedUp;
weight=200; itemCategory=hazard;
	blockLoS=false; blockLoE=false; blockWalking=true; blockJumping=true;
paletteR=zoneStoneDark;
paletteB=paletteGray;
  element=wind;
[ItemReaction] 
ID=turret_wind; element=mechanical; element=elec; action=turret_wind_action;

[ItemType]  name=Arrow Fire;
ID=arrow_timer; paletteR=paletteR; paletteB=paletteB;
sprite=183; spriteWhenHeld=215; itemCategory=hazard; 
description=A powerful crossbow.; 
special=canHangOnWalls; special=cannotBePickedUp; special=invisible;
special=canAssignSpecialTC; special=timer; 
timer=20;
[ItemReaction]
ID=arrow_timer; element=timerUp; action=skyArrow;
[ItemReaction]
ID=arrow_timer; element=mechanical; newID=mounted_xbow_off;
  
[ItemType]  name=Fire;
  ID=fire; sprite=996; weight=0;  itemCategory=hazard;
  description=Stay back, it's on fire!;
  journalID=journal_fire;
  special=animated; special=cannotBePickedUp; special=canHangOnWalls; special=timer; special=reactsToPressure; special=big; special=set0RotWhenPlaced;
  special=canAlwaysFitInTileWhenSpawned;
  special=moveCostOverride_2;
  timer=10;  spawnFX=fireEmbers;
  element=fire;
[ItemLight] 
ID=fire; red=1; blue=0; green=0; alpha=0.6; size=1.6; flicker=0.12;
 texture=lightmask;
[ItemReaction] 
ID=fire; element=leavingZone; newID=X;
[ItemReaction] 
ID=fire; element=timerUp; newID=fire_small; action=spreadFire;
[ItemReaction] 
ID=fire; element=water; element=wind; element=earth; element=ice; element=dispel; newID=X; fx=smokeCloud;
[ItemReaction] 
ID=fire; element=pressureMoveAcross; element=pressurePlateDown; element=noMoveTaken; action=spreadFire; newID=X; 
[ItemReaction] 
ID=fire; element=kindle; newID=fire; 

[ItemType]  name=Fire;
  ID=fire_fast;
  cloneFrom=fire; 
  timer=1;
  
[ItemType]  name=Fire;
  ID=fire_long; 
  cloneFrom=fire;
  timer=60;
  
[ItemType]  name=Fire;
  ID=fire_long_depthMod; 
  cloneFrom=fire;
  timer=60;
  depthMod=1050;
 [ItemType]  name=Fire;
  ID=fire_eternal; sprite=996; weight=0;  itemCategory=hazard;
  journalID=journal_fire;
  special=animated; special=cannotBePickedUp; special=canHangOnWalls; special=set0RotWhenPlaced;
  special=moveCostOverride_2; spawnFX=fireEmbers;
  element=fire;
[ItemLight] 
ID=fire_eternal; red=1; blue=0; green=0; alpha=0.6; size=1.6; flicker=0.12; texture=lightmask;
  
[ItemType]  name=Fire;
  ID=fire_small; sprite=1000; weight=0;  itemCategory=hazard;
  description=Stay back, it's on fire!;
  journalID=journal_fire;
  special=animated; special=cannotBePickedUp; special=canHangOnWalls; special=timer; special=reactsToPressure; special=big; special=set0RotWhenPlaced;
  special=canAlwaysFitInTileWhenSpawned;
  special=moveCostOverride_2;
  timer=5;  spawnFX=fireEmbers;
  element=fire;
[ItemReaction] 
ID=fire_small; element=leavingZone; newID=X;
[ItemLight] 
ID=fire_small; red=1; blue=0; green=0; alpha=0.8; size=0.8; flicker=0.10;
 texture=lightmask;
[ItemReaction] 
ID=fire_small; element=water; element=wind; element=earth; element=ice; element=dispel; element=timerUp; newID=X; fx=smokeCloud;
[ItemReaction] 
ID=fire_small; element=oil; newID=fire; 
[ItemReaction] 
ID=fire_small; element=pressureMoveAcross; element=pressurePlateDown; element=noMoveTaken; action=fireDamage; newID=X; 
[ItemReaction] 
ID=fire_small; element=kindle; newID=fire;
[JournalEntry]
ID=journal_fire;
category=item; halfPage=true;
title=Fire;
text=<itemBig=fire><title=Fire!><brAdj=>Fire is a chemical reaction that releases heat & light. Fire starts when combustible material is exposed to enough oxygen and heat. Don't touch.;


[ItemType]  name=Fire Whirl;
ID=fireWhirl; sprite=988; itemCategory=hazard;
journalID=journal_fireWhirl;
special=animated; special=cannotBePickedUp; special=timer; special=big; special=sprite2xHeight;
blockWalking=true; blockJumping=true; spawnFX=fireWhirlEmbers;
	depthMod=1050;
timer=20;
  element=fire;
[ItemLight] 
ID=fireWhirl; red=1; blue=0.5; green=0.5; alpha=0.75; size=1.6; flicker=0.10; texture=krypton;
[ItemReaction] 
ID=fireWhirl; element=water; element=ice; element=dispel; newID=X; fx=smokeCloud;
[ItemReaction] 
ID=fireWhirl; element=timerUp; action=fireWhirlDamage; newID=fireWhirl1;
[ItemReaction] 
ID=fireWhirl; element=leavingZone; newID=X;


[ItemType]  name=Fire Whirl;
ID=fireWhirl1; sprite=988; itemCategory=hazard;
journalID=journal_fireWhirl;
special=animated; special=cannotBePickedUp; special=timer; special=big; special=sprite2xHeight;
blockWalking=true; blockJumping=true; spawnFX=fireWhirlEmbers;
	depthMod=1050;
timer=20;
  element=fire;
[ItemLight] 
ID=fireWhirl1; red=1; blue=0.5; green=0.5; alpha=0.73; size=1.5; flicker=0.10; texture=krypton;
[ItemReaction] 
ID=fireWhirl1; element=water; element=ice; element=dispel;  newID=X; fx=smokeCloud;
[ItemReaction] 
ID=fireWhirl1; element=timerUp; action=fireWhirlDamage;  newID=fireWhirl2;
[ItemReaction] 
ID=fireWhirl1; element=leavingZone; newID=X;


[ItemType]  name=Fire Whirl;
ID=fireWhirl2; sprite=988; itemCategory=hazard;
journalID=journal_fireWhirl;
special=animated; special=cannotBePickedUp; special=timer; special=big; special=sprite2xHeight;
blockWalking=true; blockJumping=true; spawnFX=fireWhirlEmbers;
	depthMod=1050;
timer=20;
  element=fire;
[ItemLight] 
ID=fireWhirl2; red=1; blue=0.5; green=0.5; alpha=0.7; size=1.4; flicker=0.10; texture=krypton;
[ItemReaction] 
ID=fireWhirl2; element=water; element=ice; element=dispel; newID=X; fx=smokeCloud;
[ItemReaction] 
ID=fireWhirl2; element=timerUp; action=fireWhirlDamage;  newID=fireWhirl3;
[ItemReaction] 
ID=fireWhirl2; element=leavingZone; newID=X;

[ItemType]  name=Fire Whirl;
ID=fireWhirl3; sprite=988; itemCategory=hazard;
journalID=journal_fireWhirl;
special=animated; special=cannotBePickedUp; special=timer; special=big; special=sprite2xHeight;
blockWalking=true; blockJumping=true; spawnFX=fireWhirlEmbers;
	depthMod=1050;
timer=20;
  element=fire;
[ItemLight] 
ID=fireWhirl3; red=1; blue=0.5; green=0.5; alpha=0.65; size=1.2; flicker=0.12; texture=krypton;
[ItemReaction] 
ID=fireWhirl3; element=water; element=ice; element=dispel; newID=X; fx=smokeCloud;
[ItemReaction] 
ID=fireWhirl3; element=timerUp; action=fireWhirlDamage;  newID=fire;
[ItemReaction] 
ID=fireWhirl3; element=leavingZone; newID=X;

[JournalEntry]
ID=journal_fireWhirl;
category=item; halfPage=true;
title=Fire Whirl;
text=<itemBig=fireWhirl><title=Fire Whirl><brAdj=>Flame caught in a vortex of wind. They can occur naturally from wildfires or lightning strikes. Also referred to as a fire tornado or fire devil.;

[ItemType]  name=Glow;
  ID=glow_circle; sprite=1008; weight=0; itemCategory=hazard;
  special=animated; special=cannotBePickedUp;
[ItemLight] 
ID=glow_circle; red=0.5; blue=1; green=0.5; alpha=0.6; size=0.4; flicker=0.05;

[ItemType]  name=???;
  ID=gate_item; sprite=1028; weight=0;  itemCategory=hazard;
  description=;
  special=animated; special=cannotBePickedUp; special=canHangOnWalls; special=big;
  spawnFX=horizSpark_many_sudden;
  blockWalking=true; blockJumping=true;
[ItemLight] 
ID=gate_item; red=1; blue=1; green=0; alpha=0.6; size=0.3; flicker=0.12;



[ItemType]  name=Blood;
ID=blood_pool; sprite=916; stackable=true; itemCategory=hazard;
journalID=journal_blood;
special=cannotBePickedUp;  special=transparent; special=canHangOnWalls;
special=quantityChangesSprite_upTo5;

[ItemType]  name=Blood;
ID=blood_seeping; sprite=948; stackable=true; itemCategory=hazard;
journalID=journal_blood;
special=cannotBePickedUp;  special=transparent; special=canHangOnWalls;
special=quantityChangesSprite_upTo5;

[ItemType]  name=Blood;
ID=blood_trail; sprite=943; stackable=true; itemCategory=hazard;
journalID=journal_blood;
special=cannotBePickedUp;  special=transparent; special=canHangOnWalls;
special=quantityChangesSprite_upTo4;
[JournalEntry]
ID=journal_blood;
category=item; halfPage=true;
title=Blood;
text=<itemBig=blood_trail><itemBig=blood_pool><title=Blood><brAdj=>Vital bodily fluid that moves nutrients & air across the body. Blood is best kept inside a living thing, not splashed on the floor like this.;


[ItemType]  name=Plasma;
  ID=plasma_bomb; sprite=1032; weight=330;  itemCategory=hazard;
  description=Unstable energy moments away from exploding.;
  special=animated; special=canHangOnWalls; special=big; special=timer;
  spawnFX=chargeSpiralFast_many; 
timer=35;
  blockWalking=true; blockJumping=true;
  paletteR=paletteBW;
[ItemLight]
ID=plasma_bomb; red=0.8; blue=0.6; green=0.8; alpha=0.6; size=0.3; flicker=0.12;
[ItemReaction]
ID=plasma_bomb; element=timerUp; element=elec; element=focus; element=oil; action=plasma_explosion; newID=X;
[ItemReaction]
ID=plasma_bomb; element=ice; element=water; element=ruin; element=dispel; newID=X; fx=casting;


[ItemType]  name=Current;
ID=waterCurrent; sprite=2036; 
journalID=;
itemCategory=hazard;
special=cannotBePickedUp; special=animated;
special=moveCostOverride_2;
special=canHangOnWalls;
special=canFloatOnWater;
special=timer;
special=hideTimer;
timer=5;
element=water;
paletteB=zoneWater;
[ItemReaction] 
ID=waterCurrent; element=timerUp; action=conveyorBelt_action;
[ItemReaction] 
ID=waterCurrent; element=ice; newID=waterCurrent_frozen;

[ItemType]  name=Current;
ID=waterCurrent_below;
cloneFrom=waterCurrent;
special=dontCloneReactions;
depthMod=-2000;
[ItemReaction] 
ID=waterCurrent_below; element=timerUp; action=conveyorBelt_action;
[ItemReaction] 
ID=waterCurrent_below; element=ice; newID=waterCurrent_frozen_below;

 
 [ItemType]  name=Current;
ID=waterCurrent_frozen; sprite=2036; 
journalID=;
itemCategory=hazard;
special=cannotBePickedUp;
special=moveCostOverride_2;
special=canHangOnWalls;
special=canFloatOnWater;
element=water;
paletteB=paletteIce;
[ItemReaction] 
ID=waterCurrent_frozen; element=fire; newID=waterCurrent;

[ItemType]  name=Current;
ID=waterCurrent_frozen_below;
cloneFrom=waterCurrent;
special=dontCloneReactions;
depthMod=-2000;
paletteB=paletteIce;
[ItemReaction] 
ID=waterCurrent_frozen_below; element=fire; newID=waterCurrent_below;

[ItemType]  name=Vein;
  ID=vein_atkL; sprite=2147; weight=330;  itemCategory=hazard;
  description=;
  special=canHangOnWalls; special=big; special=timer;
  special=anim_bobUpAndDown; special=canFloatOnWater;
  special=canBeInsideWalls;
timer=30;
  blockWalking=true; blockJumping=true;
  paletteR=paletteR;
[ItemLight]
ID=vein_atkL; red=0.8; blue=0; green=0; alpha=0.4; size=0.2; flicker=0.02;
[ItemReaction]
ID=vein_atkL; element=timerUp; action=heart_stabL; newID=X;
[ItemReaction]
ID=vein_atkL; element=physical; element=explode; 
element=fire; element=ice; element=elec; element=wind; element=ruin;
newID=X; fx=dust_bubble_dark;

[ItemType]  name=Vein;
  ID=vein_atkR;  sprite=2148;
  cloneFrom=vein_atkL;
  special=dontCloneReactions;
[ItemReaction]
ID=vein_atkR; element=timerUp; action=heart_stabR; newID=X;
[ItemReaction]
ID=vein_atkR; element=physical; element=explode; 
element=fire; element=ice; element=elec; element=wind; element=ruin;
newID=X; fx=dust_bubble_dark;



[ItemType]  name=Vein;
  ID=vein_atk_slam; sprite=2149; weight=330;  itemCategory=hazard;
  description=;
  special=canHangOnWalls; special=big; special=timer;
  special=anim_bobLeftAndRight_slow; special=canFloatOnWater;
  special=canBeInsideWalls;
timer=8;
  blockWalking=true; blockJumping=true;
  paletteR=paletteR;
[ItemReaction]
ID=vein_atk_slam; element=timerUp; action=heart_slam; newID=X;
[ItemReaction]
ID=vein_atk_slam; element=physical; element=explode; 
element=fire; element=ice; element=elec; element=wind; element=ruin;
newID=X; fx=dust_bubble_dark;

[ItemType] name=Stone Mushroom;
ID=myconid_stone; 
itemCategory=hazard;
description=Statue of a large mushroom.;
 sprite=1857; special=canAlwaysFitInTile; special=itemsOnSameTileAreRaised; special=preventTileReactions; special=cannotBePickedUp; special=canAssignSpecialTC;
 weight=800; volume=800;
 blockLoS=false; blockLoE=true; blockWalking=true; blockJumping=true;
 paletteG=paletteStone;
[ItemReaction] 
ID=myconid_stone; element=mechanical; action=moveSelf;
 
[JournalEntry]
ID=item_myconid_stone;
category=item; halfPage=true;
title=Stone Mushroom;
text=<itemBig=myconid_stone><title=Stone Mushroom><brAdj=>An extremely intricate statue of a mushroom. It's incredibly lifelike and astoundingly durable - even a hammer can't dent it.;


[ItemType] name=Ruluorn Queen;
ID=ruluorn_queen1; 
itemCategory=hide;
description=;
journalID=journal_ruluorn_queen;
 sprite=1944; special=canAlwaysFitInTile; special=preventTileReactions; special=cannotBePickedUp; special=animatedSlow;
 special=sprite2xWidth; special=sprite2xHeight;
 weight=8000; volume=8000;
 blockLoS=false; blockLoE=true; blockWalking=true; blockJumping=true;
 paletteR=paletteRuluorn;
 paletteB=paletteRuluorn;
 spawnFX=risingDust;
 
[ItemType] name=Ruluorn Queen;
ID=ruluorn_queen2; 
cloneFrom=ruluorn_queen1;
 spawnFX=risingDust;
 sprite=2008; 
 [JournalEntry]
ID=journal_ruluorn_queen;
category=item; halfPage=true;
title=Ruluorn Queen;
text=<itemBig=ruluorn_queen1><title=Ruluorn Queen><brAdj=>Withered corpse of a Ruluorn Queen- a lifeform created by the voluntary and permanent fusion of two Ruluorn.;
 
[ItemType] name=Ruluorn Heart;
ID=ruluorn_heart; 
itemCategory=hide;
journalID=journal_ruluorn_heart;
description=;
 sprite=1912; special=canAlwaysFitInTile; special=preventTileReactions; special=cannotBePickedUp; special=animatedSlow;
 special=sprite2xWidth;
 spawnFX=horizSpark_many_sudden;
 weight=8; volume=8;
 paletteR=paletteBW;
 [JournalEntry]
ID=journal_ruluorn_heart;
category=item; halfPage=false;
title=Ruluorn Heart;
text=<itemBig=ruluorn_heart><title=Ruluorn Heart><brAdj=>Heart of a Ruluorn Queen. It pulsates with immense power beyond anything you've seen before.<n=>Necromancy has been used to sustain and control the heart, allowing Ekrast to use the massive magical power of the Ruluorn Queen to create gates.;

[ItemType]  name=Spire;
ID=spire_fx; sprite=90; special=noTooltip;
itemCategory=hide;
spawnFX=spire_black;



[ItemType]  name=Turret (5 left);
itemCategory=hazard;
ID=mechanist_turret1; sprite=1817; weight=200; volume=300;
description=Automatic mechanist turret.;
journalID=journal_mechanist_turret;
special=rotateWhenUsed; special=canReactIndefinitely;
special=dontCloneReactions; special=timer;
special=addCastersRotationOnSpawn;
special=animated;
blockWalking=true;
paletteR=NES_DarkGrey_dark; paletteB=NES_DarkGrey_darker;
paletteG=paletteVolskarnEmpty; 
timer=20;
element=elec;
[ItemReaction]
ID=mechanist_turret1; element=timerUp;
newID=mechanist_turret2; action=mechanist_turret_shoot;
[ItemReaction]
ID=mechanist_turret1; element=elec; element=focus; action=useSelf; fx=horizSpark_many;
[ItemReaction]
ID=mechanist_turret1; element=dispel; newID=mechanist_turret6; 
[ItemReaction]
ID=mechanist_turret1; 
element=fire; element=physical; element=explode; element=water;
 newID=X; action=mechanist_turret_explode; fx=horizSpark_many;
[ItemReaction] 
ID=mechanist_turret1; element=leavingZone; newID=X;
[ItemType]  name=Turret (4 left);
ID=mechanist_turret2;
cloneFrom=mechanist_turret1; special=dontCloneReactions;
[ItemReaction]
ID=mechanist_turret2; element=timerUp;
newID=mechanist_turret3; action=mechanist_turret_shoot;
[ItemReaction]
ID=mechanist_turret2; element=elec; element=focus; action=useSelf; fx=horizSpark_many;
[ItemReaction]
ID=mechanist_turret2; element=dispel; newID=mechanist_turret6; 
[ItemReaction]
ID=mechanist_turret2; 
element=fire; element=physical; element=explode; element=water;
 newID=X; action=mechanist_turret_explode; fx=horizSpark_many;
[ItemReaction] 
ID=mechanist_turret2; element=leavingZone; newID=X;
[ItemType]  name=Turret (3 left);
ID=mechanist_turret3;
sprite=1849;
cloneFrom=mechanist_turret1; special=dontCloneReactions;
[ItemReaction]
ID=mechanist_turret3; element=timerUp;
newID=mechanist_turret4; action=mechanist_turret_shoot;
[ItemReaction]
ID=mechanist_turret3; element=elec; element=focus; action=useSelf; fx=horizSpark_many;
[ItemReaction]
ID=mechanist_turret3; element=dispel; newID=mechanist_turret6; 
[ItemReaction]
ID=mechanist_turret3; 
element=fire; element=physical; element=explode; element=water;
 newID=X; action=mechanist_turret_explode; fx=horizSpark_many;
[ItemReaction] 
ID=mechanist_turret3; element=leavingZone; newID=X;


[ItemType]  name=Turret (2 left);
ID=mechanist_turret4;
sprite=1849;
cloneFrom=mechanist_turret1; special=dontCloneReactions;
[ItemReaction]
ID=mechanist_turret4; element=timerUp;
newID=mechanist_turret5; action=mechanist_turret_shoot;
[ItemReaction]
ID=mechanist_turret4; element=elec; element=focus; action=useSelf; fx=horizSpark_many;
[ItemReaction]
ID=mechanist_turret4; element=dispel; newID=mechanist_turret6; 
[ItemReaction]
ID=mechanist_turret4; 
element=fire; element=physical; element=explode; element=water;
 newID=X; action=mechanist_turret_explode; fx=horizSpark_many;
 [ItemReaction] 
ID=mechanist_turret4; element=leavingZone; newID=X;
[ItemType]  name=Turret (1 left);
ID=mechanist_turret5;
sprite=1881;
cloneFrom=mechanist_turret1; special=dontCloneReactions;
[ItemReaction]
ID=mechanist_turret5; element=timerUp;
newID=mechanist_turret6; action=mechanist_turret_shoot;
[ItemReaction]
ID=mechanist_turret5; element=elec; element=focus; action=useSelf; fx=horizSpark_many;
[ItemReaction]
ID=mechanist_turret5; element=dispel; newID=mechanist_turret6; 
[ItemReaction]
ID=mechanist_turret5; 
element=fire; element=physical; element=explode; element=water;
 newID=X; action=mechanist_turret_explode; fx=horizSpark_many;
[ItemReaction] 
ID=mechanist_turret5; element=leavingZone; newID=X;
[ItemType]  name=Turret;
ID=mechanist_turret6;
itemCategory=hazard; sprite=1881; weight=200; volume=300;
special=timer;
journalID=journal_mechanist_turret;
blockWalking=true;
paletteR=NES_DarkGrey_dark; paletteB=NES_DarkGrey_darker;
paletteG=NES_DarkGrey; 
element=elec;
timer=15;
[ItemReaction]
ID=mechanist_turret6; 
element=timerUp; element=elec; element=focus;
element=fire; element=physical; element=explode; element=water;
 newID=X; action=mechanist_turret_explode; fx=horizSpark_many;
[ItemReaction] 
ID=mechanist_turret6; element=leavingZone; newID=X;

[JournalEntry]
ID=journal_mechanist_turret;
category=item; halfPage=true;
title=Portable Turret;
text=<itemBig=mechanist_turret1><title=Portable Turret><brAdj=>A mechanist creation that fires repeatedly. 'Use' it or shock it to rotate it.;
 
 
[ItemType]  name=Remote Flare;
description=;
ID=remote_flare; sprite=1689; special=animated; special=timer;
itemCategory=hazard; weight=200;
timer=300; stackable=true;
paletteR=NES_Red_contrast; paletteB=NES_Purple_contrast;
paletteG=paletteR;
volume=10000000; value=0;
  element=fire;
[ItemReaction] 
ID=remote_flare; element=timerUp; element=replaceCapsule; newID=X; fx=remote_item_fade;
[ItemReaction] 
ID=remote_flare; element=elec; element=focus; newID=X; action=mechanist_flare_explode;
fx=remote_item_exploding;
[ItemReaction] 
ID=remote_flare; element=leavingZone; newID=X;
[ItemLight]
ID=remote_flare; red=0.8; blue=0; green=0; alpha=0.3; size=0.1; flicker=0.02;

[ItemType]  name=Remote Pulse;
description=;
ID=remote_pulse; sprite=1689; special=animated; special=timer;
itemCategory=hazard; weight=200;
timer=300; stackable=true;
paletteR=NES_DarkGrey; paletteB=NES_Teal_light;
paletteG=paletteWhite;
volume=10000000; value=0;
  element=wind;
[ItemReaction] 
ID=remote_pulse; element=timerUp; element=replaceCapsule; newID=X; fx=remote_item_fade;
[ItemReaction] 
ID=remote_pulse; element=elec; element=focus; newID=X; action=mechanist_pulse_explode;
fx=remote_item_exploding;

[ItemReaction] 
ID=remote_pulse; element=leavingZone; newID=X;
[ItemLight]
ID=remote_pulse; red=0.8; blue=0.8; green=0.8; alpha=0.3; size=0.1; flicker=0.02;

[ItemType]  name=Remote Frost;
description=;
ID=remote_frost; sprite=1689; special=animated; special=timer;
itemCategory=hazard; weight=200;
timer=300; stackable=true;
paletteR=NES_Blue_contrast; paletteB=NES_Teal_contrast;
paletteG=paletteB;
volume=10000000; value=0;
  element=ice;
[ItemReaction] 
ID=remote_frost; element=timerUp; element=replaceCapsule; newID=X; fx=remote_item_fade;
[ItemReaction] 
ID=remote_frost; element=elec; element=focus; newID=X; action=mechanist_frost_explode;
fx=remote_item_exploding;

[ItemReaction] 
ID=remote_frost; element=leavingZone; newID=X;
[ItemLight]
ID=remote_frost; red=0; blue=0.8; green=0; alpha=0.3; size=0.1; flicker=0.02;
[ItemType]  name=Remote Heal;
description=;
ID=remote_heal; sprite=1689; special=animated; special=timer;
itemCategory=hazard; weight=200;
timer=300; stackable=true;
paletteR=NES_Yellow_contrast; paletteB=NES_Orange_contrast;
paletteG=paletteG;
volume=10000000; value=0;
  element=ice;
[ItemReaction] 
ID=remote_heal; element=timerUp; element=replaceCapsule; newID=X; fx=remote_item_fade;
[ItemReaction] 
ID=remote_heal; element=elec; element=focus; newID=X; action=mechanist_heal_explode;
fx=remote_item_exploding;

[ItemReaction] 
ID=remote_heal; element=leavingZone; newID=X;
[ItemLight]
ID=remote_heal; red=0.8; blue=0; green=0.5; alpha=0.3; size=0.1; flicker=0.02;
[ItemType]  name=Portable Wall;
  ID=mechanist_wall; sprite=1658; weight=200; volume=200; 
  itemCategory=hazard;
  special=cannotBePickedUp; special=transparent; special=timer;
  special=addCastersRotationOnSpawn;
  blockLoE=true; blockWalking=true; blockJumping=true;
	paletteR=NES_DarkGrey_darker; paletteB=NES_DarkGrey_dark;
  timer=120;
[ItemReaction] 
ID=mechanist_wall; element=elec; element=focus; newID=mechanist_wall_off; fx=portableWallClose;
[ItemReaction] 
ID=mechanist_wall; element=explode; element=smash; element=dispel;
 element=timerUp; newID=X; fx=horizSpark_many; aiRatingMod = 4;
 
[ItemReaction] 
ID=mechanist_wall; element=leavingZone; newID=X;

[ItemType]  name=Portable Wall;
  ID=mechanist_wall_off; sprite=1657; weight=200; volume=200; 
  itemCategory=hazard;
  special=cannotBePickedUp; special=transparent; special=timer;
  special=addCastersRotationOnSpawn;
	paletteR=NES_DarkGrey_darker; paletteB=NES_DarkGrey_dark;
  timer=120;
[ItemReaction]
ID=mechanist_wall_off; element=elec; element=focus; newID=mechanist_wall; fx=portableWallOpen;
[ItemReaction] 
ID=mechanist_wall_off; element=explode; element=smash; element=dispel;

[ItemType]  name=Point 0;
ID=travelPoint_0; sprite=282; 
itemCategory=hazard;
description=Travel to point 0 sends the player here.;
special=invisible; special=ignoreDarkness; special=cannotBePickedUp;
special=travel_point0;
[ItemType]  name=Point 1;
ID=travelPoint_1; sprite=283; 
itemCategory=hazard;
description=Travel to point 1 sends the player here.;
special=invisible; special=ignoreDarkness; special=cannotBePickedUp;
special=travel_point1;
[ItemType]  name=Point 2;
ID=travelPoint_2; sprite=284; 
itemCategory=hazard;
description=Travel to point 2 sends the player here.;
special=invisible; special=ignoreDarkness; special=cannotBePickedUp;
special=travel_point2;
[ItemType]  name=Point 3;
ID=travelPoint_3; sprite=285; 
itemCategory=hazard;
description=Travel to point 3 sends the player here.;
special=invisible; special=ignoreDarkness; special=cannotBePickedUp;
special=travel_point3;

[ItemReaction] 
ID=mechanist_wall_off; element=leavingZone; newID=X;

[ItemType]  name=Boss Jump Attack;
ID=bossAI_jump; sprite=28; 
itemCategory=hazard;
description=This makes the boss jump;
special=invisible; special=ignoreDarkness; special=cannotBePickedUp;
special=canFloatOnWater; special=canHangOnWalls; special=canBeInsideWalls;

[ItemType]  name=Boss Slash Attack;
ID=bossAI_slash; sprite=31; 
itemCategory=hazard;
description=This makes the boss slash;
special=invisible; special=ignoreDarkness; special=cannotBePickedUp;
special=canFloatOnWater; special=canHangOnWalls;special=canBeInsideWalls;

[ItemType]  name=Boss Slow;
ID=bossAI_slow; sprite=31; paletteR=paletteB;
itemCategory=hazard;
description=This makes the boss stop for a bit;
special=invisible; special=ignoreDarkness; special=cannotBePickedUp;
special=canFloatOnWater; special=canHangOnWalls;special=canBeInsideWalls;


[ItemType]  name=Boss Mechanism;
ID=bossAI_mech; sprite=28; paletteR=paletteB;
itemCategory=hazard;
description=Mechanism element is applied to this tile when boss approaches;
special=invisible; special=ignoreDarkness; special=cannotBePickedUp;
special=canFloatOnWater; special=canHangOnWalls; special=canBeInsideWalls;







