[ItemType]  name=Damage Mechanism;
ID=mech_damage; sprite=179; paletteR=paletteR; paletteB=paletteR;
description=Casts mechanismArea when struck.;
weight=0; itemCategory=mech;
special=cannotBePickedUp; special=alwaysBuried; special=canHangOnWalls; special=canBeInsideWalls; special=canFloatOnWater;
special=cannotEverBePushed;
depthMod=4000; special=canAssignSpecialTC; 
blockWalking=true; blockJumping=true; blockLoE=true;
[ItemReaction] 
ID=mech_damage; 
element=physical; element=fire; element=elec; element=pickaxe;
element=ice; element=wind; element=ruin; element=focus; element=explode; action=mechanismArea; newID=X;

[ItemType]  name=Damage Mechanism2;
ID=mech2_damage; sprite=179; paletteR=paletteR; paletteB=paletteR;
weight=0; itemCategory=mech;
description=Casts mechanism2Area when struck.;
special=cannotBePickedUp; special=alwaysBuried; special=canHangOnWalls; special=canBeInsideWalls; special=canFloatOnWater;
special=cannotEverBePushed;
depthMod=4000; special=canAssignSpecialTC; 
blockWalking=true; blockJumping=true; blockLoE=true;
[ItemReaction] 
ID=mech2_damage; 
element=physical; element=fire; element=elec; element=pickaxe;
element=ice; element=wind; element=ruin; element=focus; element=explode; action=mechanism2Area; newID=X;



[ItemType]  name=Mechanism Splitter (Range 1);
description=Splits mechanical signal to all within 1 (square).;
weight=0; itemCategory=mech;
special=cannotBePickedUp; special=alwaysBuried; special=canHangOnWalls; special=canBeInsideWalls; special=canFloatOnWater;
special=cannotEverBePushed;
depthMod=4000;
ID=mechanismSplitter; sprite=50;
[ItemReaction] 
ID=mechanismSplitter; element=mechanical; action=mechanismArea;


[ItemType]  name=Mechanism Splitter (Range 2);
description=Splits mechanical signal to all within 2 (square).;
cloneFrom=mechanismSplitter;
ID=mechanismSplitter2; sprite=82;
[ItemReaction] 
ID=mechanismSplitter2; element=mechanical; action=mechanismArea2;

[ItemType]  name=Mechanism Splitter (Range 3);
description=Splits mechanical signal to all within 3 (square).;
cloneFrom=mechanismSplitter;
ID=mechanismSplitter3; sprite=83;
[ItemReaction] 
ID=mechanismSplitter3; element=mechanical; action=mechanismArea3;

[ItemType]  name=Mechanism Splitter (Range 5);
description=Splits mechanical signal to all within 5 (square).;
cloneFrom=mechanismSplitter;
ID=mechanismSplitter5; sprite=84;
[ItemReaction] 
ID=mechanismSplitter5; element=mechanical; action=mechanismArea5;

[ItemType]  name=Mechanism Splitter (Range 10);
description=Splits mechanical signal to all within 10 (square).;
cloneFrom=mechanismSplitter;
ID=mechanismSplitter10; sprite=85;
[ItemReaction] 
ID=mechanismSplitter10; element=mechanical; action=mechanismArea10;


[ItemType]  name=Mechanism Passer;
 itemCategory=mech;
description=Passes incoming mechanical signal to specialTC.;
weight=0;
special=canAssignSpecialTC; special=cannotBePickedUp; special=alwaysBuried; special=canHangOnWalls; special=canBeInsideWalls;
special=cannotEverBePushed;
depthMod=4000;
ID=mechanismPasser; sprite=51;
[ItemReaction] 
ID=mechanismPasser; element=mechanical; action=mechanism;



[ItemType]  name=Mechanism2 Splitter (Range 1);
description=Splits mechanical2 signal to all within 1 (square).;
weight=0; itemCategory=mech;
special=cannotBePickedUp; special=alwaysBuried; special=canHangOnWalls; special=canBeInsideWalls; special=canFloatOnWater;
special=cannotEverBePushed;
depthMod=4000;
ID=mechanism2Splitter; sprite=50;
paletteR=paletteB;
[ItemReaction] 
ID=mechanism2Splitter; element=mechanical2; action=mechanism2Area;


[ItemType]  name=Mechanism2 Splitter (Range 2);
description=Splits mechanical2 signal to all within 2 (square).;
cloneFrom=mechanism2Splitter;
ID=mechanism2Splitter2; sprite=82;
paletteR=paletteB;
[ItemReaction] 
ID=mechanism2Splitter2;element=mechanical2; action=mechanism2Area2;

[ItemType]  name=Mechanism2 Splitter (Range 3);
description=Splits mechanical2 signal to all within 3 (square).;
cloneFrom=mechanism2Splitter;
ID=mechanism2Splitter3; sprite=83;
paletteR=paletteB;
[ItemReaction] 
ID=mechanism2Splitter3; element=mechanical2; action=mechanism2Area3;

[ItemType]  name=Mechanism2 Splitter (Range 5);
description=Splits mechanical2 signal to all within 5 (square).;
cloneFrom=mechanism2Splitter;
ID=mechanism2Splitter5; sprite=84;
paletteR=paletteB;
[ItemReaction] 
ID=mechanism2Splitter5; element=mechanical2; action=mechanism2Area5;

[ItemType]  name=Mechanism2 Splitter (Range 10);
description=Splits mechanical2 signal to all within 10 (square).;
cloneFrom=mechanism2Splitter;
ID=mechanism2Splitter10; sprite=85;
paletteR=paletteB;
[ItemReaction] 
ID=mechanism2Splitter10; element=mechanical2; action=mechanism2Area10;


[ItemType]  name=Mechanism Passer;
 itemCategory=mech;
description=Passes incoming mechanical2 signal to specialTC.;
weight=0;
special=canAssignSpecialTC; special=cannotBePickedUp; special=alwaysBuried; special=canHangOnWalls; special=canBeInsideWalls;
special=cannotEverBePushed;
depthMod=4000;
paletteR=paletteB;
ID=mechanism2Passer; sprite=51;
[ItemReaction] 
ID=mechanism2Passer; element=mechanical2; action=mechanism;




[ItemType]  name=Pressure Plate;
 itemCategory=mech;
 journalID=journal_pressPlate;
description=Responds to weight placed upon it.; 
weight=0;
special=canAssignSpecialTC; special=reactsToPressure;  special=cannotBePickedUp;
ID=pressPlateUp; sprite=18;
paletteR=zoneStoneLight;
[ItemReaction] 
ID=pressPlateUp; element=pressurePlateDown; newID=pressPlateDown; action=mechanism; fx=unlock;

[ItemType]  name=Pressure Plate;
 itemCategory=mech;
 journalID=journal_pressPlate;
description=Responds to weight placed upon it.; 
weight=0;
special=canAssignSpecialTC; special=reactsToPressure;  special=cannotBePickedUp;
ID=pressPlateDown; sprite=19;
paletteR=zoneStoneLight;
[ItemReaction] 
ID=pressPlateDown; element=pressurePlateUp; newID=pressPlateUp; action=mechanism; fx=unlock;


[ItemType]  name=Pressure Plate;
itemCategory=mech;
 journalID=journal_pressPlate;
description=Responds to weight placed upon it, but only once.; 
weight=0;
special=canAssignSpecialTC; special=reactsToPressure;  special=cannotBePickedUp;
ID=pressPlateUp1x; sprite=18;
paletteR=zoneStoneLight;
[ItemReaction] 
ID=pressPlateUp1x; element=pressurePlateDown; element=pressureMoveAcross;
 newID=pressPlateDown1x; action=mechanism; fx=unlock;

[ItemType]  name=Pressure Plate;
itemCategory=mech;
 journalID=journal_pressPlate;
description=Responds to weight placed upon it, but only once.; 
weight=0;
special=canAssignSpecialTC; special=reactsToPressure; special=cannotBePickedUp;
ID=pressPlateDown1x; sprite=19;
paletteR=zoneStoneLight;

[ItemType]  name=Pressure Plate;
 itemCategory=mech;
 journalID=journal_pressPlate;
description=Responds to weight placed upon it.; 
weight=0;
special=canAssignSpecialTC; special=reactsToPressure;  special=cannotBePickedUp;
ID=pressPlateUp_organic; sprite=1870;
paletteR=zoneDirt;
[ItemReaction] 
ID=pressPlateUp_organic; element=pressurePlateDown; newID=pressPlateDown_organic; action=mechanism; fx=unlock;

[ItemType]  name=Pressure Plate;
 itemCategory=mech;
 journalID=journal_pressPlate;
description=Responds to weight placed upon it.; 
weight=0;
special=canAssignSpecialTC; special=reactsToPressure;  special=cannotBePickedUp;
ID=pressPlateDown_organic; sprite=1871;
paletteR=zoneDirt;
[ItemReaction] 
ID=pressPlateDown_organic; element=pressurePlateUp; newID=pressPlateUp_organic; action=mechanism; fx=unlock;

[ItemType]  name=Pressure Plate;
 itemCategory=mech;
 journalID=journal_pressPlate;
description=Responds to weight placed upon it.; 
weight=0;
special=canAssignSpecialTC; special=reactsToPressure;  special=cannotBePickedUp;
ID=pressPlateUp_organic_1x; sprite=1870;
paletteR=zoneDirt;
[ItemReaction] 
ID=pressPlateUp_organic_1x; element=pressurePlateDown; newID=pressPlateDown_organic_1x; action=mechanism; fx=unlock;

[ItemType]  name=Pressure Plate;
 itemCategory=mech;
 journalID=journal_pressPlate;
description=Responds to weight placed upon it.; 
weight=0;
special=canAssignSpecialTC; special=reactsToPressure;  special=cannotBePickedUp;
ID=pressPlateDown_organic_1x; sprite=1871;
paletteR=zoneDirt;
[ItemReaction] 
ID=pressPlateDown_organic_1x; element=mechanical; newID=pressPlateUp_organic_1x;



[ItemType]  name=Pressure Plate;
ID=pressPlateUp_marble;
cloneFrom= pressPlateUp; sprite=1294;
special=dontCloneReactions;
[ItemReaction] 
ID=pressPlateUp_marble; element=pressurePlateDown; newID=pressPlateDown_marble; action=mechanism; fx=unlock;

[ItemType]  name=Pressure Plate;
ID=pressPlateDown_marble;
cloneFrom= pressPlateDown; sprite=1295;
special=dontCloneReactions;
[ItemReaction] 
ID=pressPlateDown_marble; element=pressurePlateUp; newID=pressPlateUp_marble;  fx=unlock;


[ItemType]  name=Pressure Plate;
ID=pressPlateUp_marble_1x;
cloneFrom= pressPlateUp; sprite=1294;
special=dontCloneReactions;
[ItemReaction] 
ID=pressPlateUp_marble_1x; element=pressurePlateDown; newID=pressPlateDown_marble_1x; action=mechanism; fx=unlock;

[ItemType]  name=Pressure Plate;
ID=pressPlateDown_marble_1x;
cloneFrom= pressPlateDown; sprite=1295;
special=dontCloneReactions;


[JournalEntry]
ID=journal_pressPlate;
category=item; halfPage=true;
title=Pressure Plate;
text=<itemBig=pressPlateUp><title=Pressure Plate><brAdj=>Pressure plates react to being stepped on, naturally, and activate some device nearby. If a pressure plate is hard to see, but deliberately placed in your way, then you might not like what happens when you step on it.;

[ItemType]  name=Switch;
itemCategory=mech;
description=Use to flip.; 
journalID=journal_switch;
weight=0;
special=canAssignSpecialTC; special=canHangOnWalls; special=cannotBePickedUp;
element=elec;
ID=wallSwitchUp; sprite=48;
[ItemReaction] 
ID=wallSwitchUp; element=use; newID=wallSwitchDown; action=mechanism; fx=slam;

[ItemType]  name=Switch;
itemCategory=mech;
description=Use to flip.;
journalID=journal_switch;
weight=0;
special=canAssignSpecialTC; special=canHangOnWalls; special=cannotBePickedUp;
element=elec;
ID=wallSwitchDown; sprite=49;
[ItemReaction] 
ID=wallSwitchDown; element=use; newID=wallSwitchUp; action=mechanism; fx=slam;

[ItemType]  name=Switch;
itemCategory=mech;
description=Use to flip.; 
journalID=journal_switch;
weight=0;
special=canAssignSpecialTC; special=canHangOnWalls; special=cannotBePickedUp;
element=elec;
ID=floorSwitchUp; sprite=79;
[ItemReaction] 
ID=floorSwitchUp; element=use; newID=floorSwitchDown; action=mechanism; fx=chk;

[ItemType]  name=Switch;
itemCategory=mech;
description=Use to flip.;
journalID=journal_switch;
weight=0;
special=canAssignSpecialTC; special=canHangOnWalls; special=cannotBePickedUp;
element=elec;
ID=floorSwitchDown; sprite=80;
[ItemReaction] 
ID=floorSwitchDown; element=use; newID=floorSwitchUp; action=mechanism; fx=chk;

[ItemType]  name=Button;
itemCategory=mech;
description=Use to press.; 
weight=0;
special=canAssignSpecialTC; special=canHangOnWalls; special=cannotBePickedUp;
ID=buttonUp; sprite=77;
paletteR=zoneStone;
[ItemReaction] 
ID=buttonUp; element=use; newID=buttonDown; action=mechanism; fx=chk;

[ItemType]  name=Button;
itemCategory=mech;
description=Use to press.; 
weight=0;
special=canAssignSpecialTC; special=canHangOnWalls; special=cannotBePickedUp;
ID=buttonDown; sprite=78;
paletteR=zoneStone;
[ItemReaction] 
ID=buttonDown; element=mechanical2; newID=buttonUp; fx=chk;

[ItemType]  name=Button;
ID=button_repeatable; sprite=156;
itemCategory=mech;
journalID=journal_switch;
description=Click to press.; 
weight=0;
special=canAssignSpecialTC; special=canHangOnWalls; special=cannotBePickedUp; special=oneClickToUse;
paletteR=paletteR;
paletteB=zoneStone;
[ItemReaction] 
ID=button_repeatable; element=use; element=physical; element=ranged; action=mechanism; fx=chk;

[ItemType]  name=Reset Button;
ID=button_repeatable_reset; sprite=157;
itemCategory=mech;
description=Click to press.; 
weight=0;
special=canAssignSpecialTC; special=canHangOnWalls; special=cannotBePickedUp; special=oneClickToUse;
paletteR=paletteR;
paletteB=zoneStone;
[ItemReaction] 
ID=button_repeatable_reset; element=use; element=physical; element=ranged; action=mechanism2; fx=chk;


[ItemType]  name=Lever;
ID=switchOn; sprite=16;
itemCategory=mech;
description=Use to flip.; 
journalID=journal_switch;
weight=0;
special=canAssignSpecialTC; special=cannotBePickedUp; special=canHangOnWalls;
blockWalking=true; blockJumping=true;
element=elec;
[ItemReaction] 
ID=switchOn; element=0; element=10; element=physical; newID=switchOff; action=mechanism; fx=click;

[ItemType]  name=Lever;
ID=switchOff; sprite=17;
itemCategory=mech;
description=Use to flip.;
journalID=journal_switch;
weight=0;
special=canAssignSpecialTC; special=cannotBePickedUp; special=canHangOnWalls;
blockWalking=true; blockJumping=true;
element=elec;
[ItemReaction] 
ID=switchOff; element=0; element=10; element=physical; newID=switchOn; action=mechanism; fx=click;
[JournalEntry]
ID=journal_switch;
category=item; halfPage=true;
title=Switches & Levers;
text=<itemBig=wallSwitchUp><itemBig=switchOn><itemBig=button_repeatable><title=Switches & Levers><brAdj=>Mechanical, electrical, and magical devices all need some form of input. Hence, switches and levers. There's no way to be sure what'll happen when you use one.;

[ItemType]  name=Broken Lever;
itemCategory=mech;
weight=0;
special=canAssignSpecialTC; special=cannotBePickedUp; special=canHangOnWalls;
blockWalking=true; blockJumping=true;
ID=switch_broken; sprite=20;
combineWith=switch_piece; toMake=switchOff; consumeOnCombine=true; 
combineWith=repairTool; toMake=switchOff; consumeOnCombine=true; combineSound=unlock;

[ItemType]  name=Lever Handle;
itemCategory=mech;
description=A lever handle. Must be a broken lever somewhere nearby...;
weight=0;
special=playerPickup;
ID=switch_piece; sprite=21;

[ItemType]  name=Lever;
ID=switchOn2; sprite=52;
itemCategory=mech;
description=Use to flip.; 
journalID=journal_switch;
weight=0;
special=canAssignSpecialTC; special=cannotBePickedUp; special=canHangOnWalls;
blockWalking=true; blockJumping=true;
element=elec;
[ItemReaction] 
ID=switchOn2; element=0; element=10; element=physical; newID=switchOff2; action=mechanism; fx=click;

[ItemType]  name=Lever;
ID=switchOff2; sprite=53;
itemCategory=mech;
description=Use to flip.;
journalID=journal_switch;
weight=0;
special=canAssignSpecialTC; special=cannotBePickedUp; special=canHangOnWalls;
blockWalking=true; blockJumping=true;
element=elec;
[ItemReaction] 
ID=switchOff2; element=0; element=10; element=physical; newID=switchOn2; action=mechanism; fx=click;

[ItemType]  name=Gate Lever;
ID=switchGateOpen; sprite=154;
itemCategory=mech;
description=Use to flip.; 
journalID=journal_switchGate;
weight=0;
special=canAssignSpecialTC; special=cannotBePickedUp; special=canHangOnWalls;
blockWalking=true; blockJumping=true;
element=elec;
depthMod=1050;
paletteR=zoneStoneDark;
paletteB=paletteGrey;
paletteG=zoneStone;
[ItemReaction] 
ID=switchGateOpen; element=use; element=ranged; element=physical; newID=switchGateClose; action=castle_openGate_all; fx=click;
[ItemReaction] 
ID=switchGateOpen; element=openGates; newID=switchGateClose;

[ItemType]  name=Gate Lever;
ID=switchGateClose; sprite=155;
itemCategory=mech;
description=Use to flip.;
journalID=journal_switchGate;
weight=0;
special=canAssignSpecialTC; special=cannotBePickedUp; special=canHangOnWalls;
blockWalking=true; blockJumping=true;
paletteR=zoneStoneDark;
paletteB=paletteGrey;
paletteG=zoneStone;
depthMod=1050;
element=elec;
[ItemReaction] 
ID=switchGateClose; element=use; element=ranged; element=physical; newID=switchGateOpen; action=castle_closeGate_all; fx=click;
[ItemReaction] 
ID=switchGateClose; element=closeGates; newID=switchGateOpen;

[JournalEntry]
ID=journal_switchGate;
category=item; halfPage=true;
title=Gate Switch;
text=<itemBig=switchGateOpen><title=Gate Switch><brAdj=>The size and odd design of this lever reveals its importance. By pulling it, all the sealed doors in this sector of the palace are toggled - closed ones open, and open ones close.;

[ItemType]  name=Target;
itemCategory=mech;
ID=bullseye; sprite=116;
special=canHangOnWalls; special=cannotBePickedUp;
special=canAssignSpecialTC;
blockWalking=true; blockJumping=true; blockLoE=true;
weight=220;
combineWith=dart;
toMake=bullseye_shot;
consumeOnCombine=true;
combineSound=click;
[ItemReaction] 
ID=bullseye; element=dart; newID=bullseye_shot; fx=click;
[ItemReaction] 
ID=bullseye; element=ranged; action=mechanism; fx=click;

[ItemType]  name=Target (Dart);
itemCategory=mech;
ID=bullseye_shot; sprite=148;
special=canHangOnWalls; special=cannotBePickedUp;
blockWalking=true; blockJumping=true; blockLoE=true;
weight=220;
[ItemReaction] 
ID=bullseye_shot; element=use; action=drop_dart; newID=bullseye; fx=click;
[JournalEntry]
ID=journal_bullseye;
category=item; halfPage=true;
title=Target;
text=<itemBig=bullseye><title=Target><brAdj=>Used for practice and competition of archery, dart throwing, and the like. Commonly found as an idle diversion in taverns.;

[ItemType]  name=Railway Corner;
itemCategory=mech;
ID=railCorner; sprite=504; 
journalID=journal_railway;
special=cannotBePickedUp; special=canHangOnWalls; special=elementUsableForRestrictedAoEs; special=canFloatOnWater; special=big;
weight=0; element=railway;
paletteR=zoneWood; paletteB=zoneStoneLight;

[ItemType]  name=Railway;
itemCategory=mech;
ID=railway; sprite=505; 
journalID=journal_railway;
special=cannotBePickedUp; special=canHangOnWalls; special=elementUsableForRestrictedAoEs; special=canFloatOnWater; special=big;
special=canBeInsideWalls;
weight=0; element=railway;
paletteR=zoneWood; paletteB=zoneStoneLight;


[ItemType]  name=Pushable Rail;
itemCategory=mech;
ID=railwayPushable; sprite=508; 
journalID=journal_railway;
special=elementUsableForRestrictedAoEs; special=pushable; special=big;
blockWalking=true; blockJumping=true;
weight=220; element=railway;
paletteR=zoneWood; paletteB=zoneStoneLight;
[JournalEntry]
ID=journal_railway;
category=item; halfPage=true;
title=Railway;
text=<itemBig=railway><title=Railway><brAdj=>Specially designed rails that allow easy transport of goods & materials. These are often used in mines to move ore and excess rock.;


[ItemType]  name=Railway Blocker;
itemCategory=mech;
ID=railwayBlocker; sprite=506; 
special=cannotBePickedUp; special=canHangOnWalls; special=overrideTerrainCollisions;
blockWalking=true; blockJumping=true; blockLoE=true;
paletteR=zoneWood;
[ItemReaction] 
ID=railwayBlocker; element=mechanical; newID=railwayBlocker_closed;

[ItemType]  name=Railway Blocker (Closed);
itemCategory=mech;
ID=railwayBlocker_closed; sprite=507; 
special=cannotBePickedUp; special=canHangOnWalls; 
paletteR=zoneWood;
[ItemReaction] 
ID=railwayBlocker_closed; element=mechanical; newID=railwayBlocker;

[ItemType]  name=Conveyor Belt;
ID=conveyorBelt_off; sprite=1296; 
journalID=journal_conveyorBelt;
itemCategory=mech;
special=cannotBePickedUp;
paletteR=zoneStoneDark;
element=elec;
[ItemReaction] 
ID=conveyorBelt_off; element=mechanical; newID=conveyorBelt; action=mechanismArea_rotBased1;

[ItemType]  name=Conveyor Belt;
ID=conveyorBelt; sprite=1296; 
journalID=journal_conveyorBelt;
itemCategory=mech;
special=cannotBePickedUp; special=animated;
special=moveCostOverride_2;
special=timer;
timer=5;
element=elec;
paletteR=zoneStoneDark;
[ItemReaction] 
ID=conveyorBelt; element=timerUp; action=conveyorBelt_action;
[ItemReaction] 
ID=conveyorBelt; element=mechanical; newID=conveyorBelt_off; action=mechanismArea_rotBased1;
[JournalEntry]
ID=journal_conveyorBelt;
category=item; halfPage=true;
title=Conveyor Belt;
text=<itemBig=conveyorBelt><title=Conveyor Belt><brAdj=>High-tech factories often feature trigger-powered belts like these to move items along the assembly line.;

[ItemType]  name=Wall (Stone, Movable);
itemCategory=mech;
ID=moveableWall1; sprite=123; 
special=canAssignSpecialTC; special=cannotBePickedUp; special=noTooltip; special=canBeInsideWalls;
weight=200;
blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
paletteR=zoneStoneDark; paletteG=zoneStone;
[ItemReaction] 
ID=moveableWall1; element=mechanical; action=moveSelf;

[ItemType]  name=Wall (Stone, Movable, End);
itemCategory=mech;
ID=moveableWall2; sprite=124; 
special=canAssignSpecialTC; special=cannotBePickedUp; special=noTooltip; special=canBeInsideWalls;
weight=200;
blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
paletteR=zoneStoneDark; paletteG=zoneStone;
[ItemReaction] 
ID=moveableWall2; element=mechanical; action=moveSelf;



[ItemType]  name=Portcullis;
itemCategory=mech;
journalID=journal_portcullis;
  ID=portcullis_closed; sprite=40; weight=500; special=5; special=10; special=sprite2xHeight;
	blockLoS=false; blockLoE=true; blockWalking=true; blockJumping=true;
	depthMod=1050;
[ItemReaction] 
ID=portcullis_closed; element=16; newID=portcullis_open; fx=chkSparks;

[ItemType]  name=Portcullis;
itemCategory=mech;
journalID=journal_portcullis;
  ID=portcullis_open; sprite=41; weight=500; special=5; special=10; special=sprite2xHeight;
	depthMod=1050;
[ItemReaction] 
ID=portcullis_open; element=16; newID=portcullis_closed; fx=chkSparks;
[JournalEntry]
ID=journal_portcullis;
category=item; halfPage=true;
title=Portcullis;
text=<itemBig=portcullis_closed><title=Portcullis><brAdj=>A great grate gate. There's no way to break the gate, so you'll just have to find the switch or lever that controls it.;


[ItemType]  name=Wood Door;
itemCategory=mech;
  ID=door_closed_wood_shoddy; sprite=8; weight=500; 
  special=huge; special=cannotBePickedUp;
	blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
[ItemReaction] 
ID=door_closed_wood_shoddy; element=10; element=16; newID=door_open; fx=unlock;
[ItemReaction] 
ID=door_closed_wood_shoddy; element=explode; element=fire; newID=fire;

[ItemType]  name=Wood Door;
itemCategory=mech;
  ID=door_open_wood_shoddy; sprite=9; weight=500; 
  special=huge; special=cannotBePickedUp;
[ItemReaction] 
ID=door_open_wood_shoddy; element=10; element=16; newID=door_closed; fx=unlock;
[ItemReaction] 
ID=door_open_wood_shoddy; element=explode; element=fire; newID=fire;

[ItemType]  name=Locked Wood Door;
itemCategory=mech;
  ID=door_locked_wood_shoddy; sprite=74; weight=500; 
  special=huge; special=cannotBePickedUp;
	blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
	combineWith=key; toMake=door_open; consumeOnCombine=true; combineSound=unlock;
[ItemReaction] 
ID=door_locked_wood_shoddy; element=explode; newID=X;

[ItemType]  name=Wood Door;
itemCategory=mech;
  ID=door_closed_wood; sprite=566; weight=500; 
  special=huge; special=cannotBePickedUp;
	blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
	paletteR=zoneWood;
[ItemReaction] 
ID=door_closed_wood; element=use; element=mechanical; newID=door_open_wood; fx=unlock;

[ItemType]  name=Wood Door;
itemCategory=mech;
  ID=door_open_wood; sprite=567; weight=500; 
  special=huge; special=cannotBePickedUp;
	paletteR=zoneWood;
[ItemReaction] 
ID=door_open_wood; element=use; element=mechanical; newID=door_closed_wood; fx=unlock;


[ItemType]  name=Big Wood Door;
itemCategory=mech;
  ID=door_closed_wood_big_L; sprite=1424; weight=500; 
  special=big; special=cannotBePickedUp; special=sprite2xHeight;
	blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
	depthMod=1050;
	paletteR=zoneWood;
[ItemReaction] 
ID=door_closed_wood_big_L; element=use; element=mechanical; newID=door_open_wood_big_L; fx=unlock;

[ItemType]  name=Big Wood Door;
itemCategory=mech;
  ID=door_closed_wood_big_R; sprite=1425; weight=500; 
  special=big; special=cannotBePickedUp; special=sprite2xHeight;
	blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
	depthMod=1050;
	paletteR=zoneWood;
[ItemReaction] 
ID=door_closed_wood_big_R; element=use; element=mechanical; newID=door_open_wood_big_R; fx=unlock;

[ItemType]  name=Big Wood Door;
itemCategory=mech;
  ID=door_open_wood_big_L; sprite=1426; weight=500; 
  special=big; special=cannotBePickedUp; special=sprite2xHeight;
	depthMod=1050;
	paletteR=zoneWood;
[ItemReaction] 
ID=door_open_wood_big_L; element=use; element=mechanical; newID=door_closed_wood_big_L; fx=unlock;

[ItemType]  name=Big Wood Door;
itemCategory=mech;
  ID=door_open_wood_big_R; sprite=1427; weight=500; 
  special=big; special=cannotBePickedUp; special=sprite2xHeight;
	depthMod=1050;
	paletteR=zoneWood;
[ItemReaction] 
ID=door_open_wood_big_R; element=use; element=mechanical; newID=door_closed_wood_big_R; fx=unlock;

[ItemType]  name=Stone Door;
itemCategory=mech;
  ID=door_closed_stone; sprite=598; weight=500; 
  special=huge; special=cannotBePickedUp;
	blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
	paletteR=zoneStoneDark;
[ItemReaction] 
ID=door_closed_stone;  element=use; element=mechanical; newID=door_open_stone; fx=unlock;

[ItemType]  name=Stone Door;
itemCategory=mech;
  ID=door_open_stone; sprite=599; weight=500; 
  special=huge; special=cannotBePickedUp;
	paletteR=zoneStoneDark;
[ItemReaction] 
ID=door_open_stone; element=use; element=mechanical; newID=door_closed_stone; fx=unlock;


[ItemType]  name=Stone Door;
ID=door_closed_stone_LoS;
cloneFrom=door_closed_stone; special=dontCloneReactions;
blockLoS=false;
paletteR=zoneStone;
[ItemReaction]
ID=door_closed_stone_LoS;  element=use; element=mechanical; newID=door_open_stone_LoS; fx=unlock;

[ItemType]  name=Stone Door;
ID=door_open_stone_LoS;
cloneFrom=door_open_stone; special=dontCloneReactions;
blockLoS=false;
paletteR=zoneStone;
[ItemReaction] 
ID=door_open_stone_LoS; element=use; element=mechanical; newID=door_closed_stone_LoS; fx=unlock;


[ItemType]  name=Big Stone Door;
itemCategory=mech;
  ID=door_closed_stone_big_L; sprite=569; weight=500; 
  special=huge; special=sprite2xHeight;
  special=canHangOnWalls; special=cannotBePickedUp;
	blockLoE=true; blockLoS=true; blockWalking=true; blockJumping=true;
	paletteR=zoneStoneDark;
depthMod=1050;
[ItemReaction] 
ID=door_closed_stone_big_L; element=use; element=mechanical; newID=door_open_stone_big_L; fx=slam;
	
[ItemType]  name=Big Stone Door;
itemCategory=mech;
  ID=door_closed_stone_big_R; sprite=570; weight=500; 
  special=huge; special=sprite2xHeight; special=cannotBePickedUp;
  special=canHangOnWalls;
	blockLoE=true; blockLoS=true; blockWalking=true; blockJumping=true;
	paletteR=zoneStoneDark;
depthMod=1050;
[ItemReaction] 
ID=door_closed_stone_big_R; element=use; element=mechanical; newID=door_open_stone_big_R; fx=slam;
	

[ItemType]  name=Big Stone Door (Open);
itemCategory=mech;
  ID=door_open_stone_big_L; sprite=571; weight=500; 
  special=huge; special=sprite2xHeight;
  special=canHangOnWalls; special=cannotBePickedUp;
	paletteR=zoneStoneDark;
[ItemReaction] 
ID=door_open_stone_big_L; element=use; element=mechanical; newID=door_closed_stone_big_L; fx=slam;
	
[ItemType]  name=Big Stone Door (Open);
itemCategory=mech;
  ID=door_open_stone_big_R; sprite=572; weight=500; 
  special=huge; special=sprite2xHeight;
  special=canHangOnWalls; special=cannotBePickedUp;
	paletteR=zoneStoneDark;
[ItemReaction] 
ID=door_open_stone_big_R; element=use; element=mechanical; newID=door_closed_stone_big_R; fx=slam;

[ItemType]  name=Stone Wall;
itemCategory=mech;
  ID=door_closed_stone_big_seal; sprite=575; weight=500; 
  special=big; special=sprite2xHeight;
  special=canHangOnWalls; special=cannotBePickedUp;
	blockLoE=true; blockLoS=true; blockWalking=true; blockJumping=true;
	paletteR=zoneStoneDark;
depthMod=1050;
[ItemReaction] 
ID=door_closed_stone_big_seal;element=mechanical; newID=X; fx=slam;

[ItemType]  name=Locked Stone;
itemCategory=mech;
  ID=locked_stone; sprite=537; weight=500; 
  special=huge; special=cannotBePickedUp;
  blockLoE=true; blockWalking=true; blockJumping=true;
	combineWith=key_silver; toMake=X; combineSound=click;
[ItemType]  name=Locked Stone Door;
itemCategory=mech;
  ID=door_locked_stone; sprite=600; weight=500; 
  special=huge; special=cannotBePickedUp;
	blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
	paletteR=zoneStoneDark;
	paletteB=paletteSilver; combineSound=unlock;
	combineWith=key; toMake=door_open_stone; consumeOnCombine=true;
	combineWith=lockpick; toMake=door_open_stone; consumeOnCombine=true;
	

[ItemType]  name=Open Door;
itemCategory=mech;
ID=doorway_open; sprite=631; 
special=huge; special=canHangOnWalls;  special=cannotBePickedUp;
special=inheritTerrainPalettes; special=overrideTerrainCollisions;
paletteR=zoneStoneDark;
paletteB=paletteWood; 
[ItemReaction] 
ID=doorway_open; element=use; element=mechanical; newID=doorway_closed; fx=unlock;
[ItemReaction] 
ID=doorway_open; element=tileReacted; newID=X;

[ItemType]  name=Closed Door;
itemCategory=mech;
ID=doorway_closed; sprite=632; 
special=huge; special=canHangOnWalls;  special=cannotBePickedUp;
special=inheritTerrainPalettes; special=overrideTerrainCollisions;
	blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
paletteR=zoneStoneDark;
paletteB=paletteWood; 
[ItemReaction] 
ID=doorway_closed; element=use; element=mechanical; newID=doorway_open; fx=unlock;
[ItemReaction]
ID=doorway_closed; element=explode; newID=doorway;
[ItemReaction] 
ID=doorway_closed; element=tileReacted; newID=X;

[ItemType]  name=Locked Door;
itemCategory=mech;
ID=doorway_locked; sprite=664; 
special=huge; special=canHangOnWalls;  special=cannotBePickedUp;
special=inheritTerrainPalettes; special=overrideTerrainCollisions;
	blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
	 combineSound=unlock;
combineWith=key; toMake=doorway_open; consumeOnCombine=true;
combineWith=lockpick; toMake=doorway_open; consumeOnCombine=true;

paletteR=zoneStoneDark;
paletteB=paletteWood;
paletteG=paletteSilver;
[ItemReaction]
ID=doorway_locked; element=explode; newID=doorway;
[ItemReaction] 
ID=doorway_locked; element=tileReacted; newID=X;

[ItemType]  name=Doorway;
itemCategory=mech;
ID=doorway; sprite=695; 
special=huge; special=canHangOnWalls;  special=cannotBePickedUp;
special=inheritTerrainPalettes; special=overrideTerrainCollisions;
paletteR=zoneStoneDark;
paletteB=paletteWood; 
[ItemReaction]
ID=doorway; element=tileReacted; newID=X;
	
[ItemType]  name=Overhead Door;
itemCategory=mech;
ID=overheadDoor; sprite=1368; paletteR=zoneStoneDark;
special=cannotBePickedUp; special=canHangOnWalls; 
special=canBeInsideWalls;
	blockWalking=true; blockJumping=true;
[ItemReaction] 
ID=overheadDoor; element=mechanical; newID=overheadDoor_open;
[ItemType]  name=Overhead Door;
itemCategory=mech;
ID=overheadDoor_open; sprite=0; paletteR=zoneStoneDark;
special=cannotBePickedUp; special=canHangOnWalls; 
special=canBeInsideWalls;
[ItemReaction] 
ID=overheadDoor_open; element=mechanical; newID=overheadDoor;
	

[ItemType]  name=Chest (Sealed);
ID=chest_stone1_sealed; sprite=747; itemCategory=mech; paletteR=zoneStone;
description=A hefty, durable chest. It's shut tight.;
journalID=journal_chest;
weight=300; volume=100; 
special=container; special=big; special=container4x4; special=containerMetal;
special=lockedContainer;
blockWalking=true; blockJumping=true;
[ItemReaction] 
ID=chest_stone1_sealed; element=mechanical; newID=chest_stone1_unsealed;
[ItemReaction] 
ID=chest_stone1_sealed; element=explode; newID=chest_stone1_sealed_damaged;
fx=unlock;
[ItemType]  name=Chest;
ID=chest_stone1_unsealed; sprite=748; itemCategory=mech; paletteR=zoneStone;
description=A hefty, durable chest.;
journalID=journal_chest;
weight=300; volume=100; 
special=container; special=big; special=container4x4; special=containerMetal;
blockWalking=true; blockJumping=true;

[ItemType]  name=Chest (Damaged);
ID=chest_stone1_sealed_damaged; sprite=780; itemCategory=mech; paletteR=zoneStone;
description=A sealed chest, majorly damaged.;
journalID=journal_chest;
weight=300; volume=100; 
special=container; special=big; special=container4x4; special=containerMetal;
special=lockedContainer;
blockWalking=true; blockJumping=true;
[ItemReaction] 
ID=chest_stone1_sealed_damaged; element=mechanical; element=explode; newID=chest_stone1_unsealed;

	
[ItemType]  name=Sealed Door;
itemCategory=mech;
ID=lockdown_open; sprite=540; 
journalID=journal_lockdown;
special=huge; special=canHangOnWalls;  special=cannotBePickedUp;
special=overrideTerrainCollisions;
special=reduceItemGrabRangeWhenStoodUpon;
special=noTooltips;
paletteR=zoneStone;
[ItemReaction] 
ID=lockdown_open; element=explode; element=closeGates; newID=lockdown_closed; fx=sealDoorClose;


[ItemType]  name=Sealed Door;
itemCategory=mech;
ID=lockdown_closed; sprite=539; 
journalID=journal_lockdown;
special=huge; special=canHangOnWalls;  special=cannotBePickedUp;
special=overrideTerrainCollisions;
special=canAlwaysFitInTile;
	blockLoS=true; blockLoE=true; blockWalking=true; blockJumping=true;
paletteR=zoneStone; 
[ItemReaction] 
ID=lockdown_closed; element=explode; 
element=openGates; newID=lockdown_open; fx=sealDoorOpen;


[ItemType]  name=Sealed Door;
ID=lockdown_open_alt; 
cloneFrom=lockdown_open;
special=dontCloneReactions;
paletteR=zoneStoneDark;
[ItemReaction] 
ID=lockdown_open_alt; element=explode; element=openGates; newID=lockdown_closed_alt; fx=sealDoorClose_dark;


[ItemType]  name=Sealed Door;
ID=lockdown_closed_alt; 
cloneFrom=lockdown_closed;
special=dontCloneReactions;
paletteR=zoneStoneDark;
[ItemReaction] 
ID=lockdown_closed_alt; element=explode; 
element=closeGates; newID=lockdown_open_alt; fx=sealDoorOpen_dark;


[JournalEntry]
ID=journal_lockdown;
category=item; halfPage=true;
title=Seal;
text=<itemBig=lockdown_closed><title=Seal><brAdj=>A panel of thick stone blocks passage. It is nearly unbreakable, but there must be a hidden mechanism that controls it.;
	
[ItemType]  name=Rungs;
itemCategory=mech;
ID=rungs_both; sprite=1541; 
journalID=journal_rung;
special=canHangOnWalls; special=big; special=overrideTerrainCollisions; special=cannotBePickedUp;
  special=fullTileHitbox;
paletteR=paletteStoneLight;

[ItemType]  name=Rungs;
itemCategory=mech;
ID=rungs_top; sprite=1542; 
journalID=journal_rung;
special=canHangOnWalls; special=big; special=overrideTerrainCollisions; special=cannotBePickedUp; special=moveCostOverride_2;
  special=fullTileHitbox;
paletteR=paletteStoneLight; combineSound=step;
	combineWith=rung; toMake=rungs_both; consumeOnCombine=true; 

[ItemType]  name=Rungs;
itemCategory=mech;
ID=rungs_btm; sprite=1543; 
journalID=journal_rung;
cloneFrom=rungs_top; combineSound=step;
	combineWith=rung; toMake=rungs_both; consumeOnCombine=true; 

[ItemType]  name=Rungs (Missing);
itemCategory=mech;
ID=rungs_none; sprite=1544;
journalID=journal_rung;
special=canHangOnWalls; special=big; special=cannotBePickedUp;
  special=fullTileHitbox;
paletteR=paletteStoneLight; combineSound=step;
	combineWith=rung; toMake=rungs_top; consumeOnCombine=true; 

[ItemType]  name=Rung;
itemCategory=mech;
ID=rung; sprite=1545; weight=1; volume=3; value=3; stackable=true;
description=A bent metal bar.;
journalID=journal_rung;
paletteR=paletteStoneLight;
[JournalEntry]
ID=journal_rung;
category=item; halfPage=true;
title=Rung;
text=<itemBig=rung><title=Rung><brAdj=>When inserted into properly arranged holes in a wall, bent metal bars (rungs) can form a simple ladder.;
	
[ItemType]  name=Key;
  ID=key; sprite=75; weight=0; volume=0;
[ItemType]  name=Silver Key;
  ID=key_silver; sprite=536; weight=0; volume=0;


[ItemType]  name=Bridge;
itemCategory=mech;
ID=drawbridge; sprite=580; 
special=canBeInsideWalls; special=overrideTerrainCollisions; special=cannotBePickedUp; special=canAssignSpecialTC;
special=canFloatOnWater;
paletteR=zoneWood;
[ItemReaction] 
ID=drawbridge; element=mechanical; action=moveSelf;

[ItemType]  name=Moving Floor;
itemCategory=mech;
ID=movingFloor; sprite=63; 
special=canBeInsideWalls; special=overrideTerrainCollisions; special=cannotBePickedUp; special=canAssignSpecialTC; special=canFloatOnWater; special=noTooltip;
special=ignoreHeight;
special=big;
special=canAlwaysFitInTile;
special=alwaysBelowOtherItems;
special=reduceItemGrabRangeWhenStoodUpon;
paletteR=zoneStoneLight;
[ItemReaction] 
ID=movingFloor; element=mechanical; action=moveSelf;

[ItemType]  name=Moving Floor;
itemCategory=mech;
ID=movingFloor2; sprite=127; 
special=canBeInsideWalls; special=overrideTerrainCollisions; special=cannotBePickedUp; special=canAssignSpecialTC; special=canFloatOnWater; special=noTooltip;
special=ignoreHeight;
special=canAlwaysFitInTile;
special=alwaysBelowOtherItems;
special=reduceItemGrabRangeWhenStoodUpon;
paletteR=zoneStoneLight;
[ItemReaction] 
ID=movingFloor2; element=mechanical; action=moveSelf;

[ItemType]  name=Stone;
ID=stoneBlock; sprite=12; 
itemCategory=mech;
special=pushable; special=big; special=canAssignSpecialTC; 
special=canReactWhileMoving;
special=canReactIndefinitely;
special=dontChangeSpecialTCOnPush;
 weight=200;
 paletteR = zoneStone;
	blockLoS=false; blockLoE=true; blockWalking=true; blockJumping=true;
[ItemReaction] 
ID=stoneBlock; element=mechanical; element=mechanical2; action=moveSelf;
[ItemReaction] 
ID=stoneBlock; element=explode; newID=X; fx=dust_stone; action=pushBlock_destroyed;
[JournalEntry]
ID=item_stoneBlock;
category=item; halfPage=true;
title=Stone;
text=<itemBig=stoneBlock><title=Stone><brAdj=>This solid stone is very heavy, but not so heavy that you can't give it a good push to move it.;

[ItemType]  name=Cracked Stone;
ID=stoneBlock_cracked; sprite=44; 
itemCategory=mech;
special=pushable; special=big; special=canAssignSpecialTC; 
special=canReactWhileMoving;
special=canReactIndefinitely;
special=dontChangeSpecialTCOnPush;
 weight=200;
 paletteR = zoneStone;
	blockLoS=false; blockLoE=true; blockWalking=true; blockJumping=true;
[ItemReaction] 
ID=stoneBlock_cracked; element=mechanical; element=mechanical2; action=moveSelf;
[ItemReaction] 
ID=stoneBlock_cracked; element=smash; element=explode;  action=pushBlock_destroyed;
[ItemReaction] 
ID=stoneBlock_cracked; element=blockDestroyed; fx=dust_stone; newID=X;
	
[JournalEntry]
ID=item_stoneBlock_cracked;
category=item; halfPage=true;
title=Cracked Stone;
text=<itemBig=stoneBlock_cracked><title=Cracked Stone><brAdj=>You can push this stone around, but it looks pretty fragile. You might as well break it with a hammer or pickaxe.;

[ItemType]  name=Powerless Key?;
ID=powerlessKey; sprite=1592; 
description=This key-like object is a mechanical device of some sort, but it needs a power source.;
special=convertIntoCashAtEnd;
value=100;
itemCategory=mech;
paletteR=NES_Brown;
paletteB=paletteBlack;

combineSound=unlock;
combineWith=volskarn_chunk; toMake=glowingKey;
consumeOnCombine=true;

[JournalEntry]
ID=item_powerlessKey;
category=item; halfPage=true;
title=Powerless Key?;
text=<itemBig=powerlessKey><title=Powerless Key?><brAdj=>Wiring and trigger stones glint in the darkened hole in the center of this key. However, the device is useless without a source of essence. You'll have to find something to put into the key.;

[ItemType]  name=Glowing Key;
ID=glowingKey; sprite=1592; 
journalID=journal_glowingKey;
description=This odd key is reacting to its surroundings... perhaps if you held it aloft in your hand it could reveal something?;
itemCategory=mech;
special=convertIntoCashAtEnd;
value=300;
paletteR=paletteGold;
paletteB=paletteBW;
special=canReactIndefinitely;
special=timer;
special=hideTimer;
timer=3;
[ItemReaction] 
ID=glowingKey; element=timerUp; element=itemEquipped; 
action=glowingKeyCheck_trigger;
[ItemReaction] 
ID=glowingKey; element=nearKeyPedestal; newID=glowingKey_bright; fx=ping;
[ItemReaction] 
ID=glowingKey; element=notInCastleZone; newID=glowingKey_off;
[ItemLight] 
ID=glowingKey; red=0.7; blue=1; green=0.6; alpha=0.8; size=0.25; flicker=0.02; texture=krypton;

[JournalEntry]
ID=journal_glowingKey;
category=item; halfPage=true;
title=Glowing Key;
text=<itemBig=glowingKey><title=Glowing Key><brAdj=>Now with a power source, this key glows faintly. Its glow oscillates when you wave it about. Perhaps it is a sensor of some sort? The light will only be useful to you if you hold it in your hand.;
[ItemType]  name=Flashing Key;
ID=glowingKey_bright; sprite=1592; 
journalID=journal_glowingKey;
description=This odd key is reacting to its surroundings... perhaps if you held it aloft in your hand it could reveal something?;

itemCategory=mech;
special=convertIntoCashAtEnd;
value=300;
paletteR=paletteBW;
paletteB=paletteWhite;
special=canReactIndefinitely;
special=timer;
special=hideTimer;
timer=3;
[ItemReaction] 
ID=glowingKey_bright; element=timerUp; element=itemEquipped; action=glowingKeyCheck_trigger;
[ItemReaction] 
ID=glowingKey_bright; element=notInCastleZone; element=inCastleZone; newID=glowingKey;
[ItemLight] 
ID=glowingKey_bright; red=0.7; blue=1; green=0.6; alpha=0.9; size=0.75; flicker=0.1; texture=krypton;

[ItemType]  name=Darkened Key;
ID=glowingKey_off; sprite=1592; 
description=This odd key seems to react to its surroundings... but there's nothing in this area for it to react to.;
itemCategory=mech;
special=convertIntoCashAtEnd;
value=300;
paletteR=paletteGold;
paletteB=NES_Brown;
special=canReactIndefinitely;
special=timer;
special=hideTimer;
timer=3;
[ItemReaction] 
ID=glowingKey_off; element=inCastleZone; newID=glowingKey;
[ItemReaction] 
ID=glowingKey_off; element=nearKeyPedestal; newID=glowingKey;
[ItemReaction] 
ID=glowingKey_off; element=timerUp; element=itemEquipped; action=glowingKeyCheck_trigger;

[JournalEntry]
ID=item_glowingKey_off;
category=item; halfPage=true;
title=Darkened Key;
text=<itemBig=glowingKey_off><title=Darkened Key><brAdj=>Despite having a power source, the key is dark. It must be far out of range of the device it is supposed to react to. It's likely useless for any other purpose, though collectors will pay a good price for it.;

[ItemType]  name=Pedestal;
ID=pedestal_keyhole; sprite=1590; 
itemCategory=mech;
description=A stone pedestal with a large keyhole.;
journalID=journal_pedestal_keyhole;
special=cannotBePickedUp;
paletteR = zoneStone;
blockWalking=true;
blockJumping=true;
special=canAssignSpecialTC;
element=elec;
combineSound=unlock;

combineWith=glowingKey;
toMake=pedestal_key;
consumeOnCombine=true;

combineWith=glowingKey_bright;
toMake=pedestal_key;
consumeOnCombine=true;

combineWith=glowingKey_off;
toMake=pedestal_key;
consumeOnCombine=true;
[ItemReaction] 
ID=pedestal_keyhole; element=itemCombine; action=mechanism;


[ItemType]  name=Keyhole Pedestal;
ID=pedestal_key; sprite=1591; 
itemCategory=mech;
journalID=journal_pedestal_keyhole;
special=noTooltips;
special=cannotBePickedUp;
paletteR = zoneStone;
paletteG=paletteGold;
paletteB=paletteBW;
blockWalking=true;
blockJumping=true;
element=elec;
[ItemLight] 
ID=pedestal_key; red=0.7; blue=1; green=0.6; alpha=0.8; size=0.25; flicker=0.01;


[JournalEntry]
ID=journal_pedestal_keyhole;
category=item; halfPage=true;
title=Pedestal;
text=<itemBig=pedestal_keyhole><title=Pedestal><brAdj=>Carved from smooth stone, with a rather large keyhole on its top surface. Too durable to be broken. It must be time to find the key that this hole belongs to.;

[ItemType]  name=Pedestal;
ID=mechNotch_pedestal; sprite=1624; 
itemCategory=mech;
special=noTooltips;
special=cannotBePickedUp;
paletteR = zoneStone;
blockWalking=true;
blockJumping=true;

[ItemType]  name=Mechanism;
ID=mechNotch_power; sprite=1625; 
journalID=journal_mechNotch;
itemCategory=mech;
special=attachedToPushable;
special=canReactWhileMoving;
special=canReactIndefinitely;
special=canAlwaysFitInTile; 
special=canAssignSpecialTC;
special=cannotBePickedUp;
paletteB = paletteBW;
 depthMod=50;
[ItemReaction] 
ID=mechNotch_power; element=explode; element=blockDestroyed; newID=X;
[ItemLight] 
ID=mechNotch_power; red=0.7; blue=1; green=0.6; alpha=0.8; size=0.22; flicker=0.02;
	
[ItemType]  name=Mechanism;
ID=mechNotch1; sprite=1627; 
journalID=journal_mechNotch;
itemCategory=mech;
special=timer;
timer=3;
special=attachedToPushable;
special=hideTimer;
special=canReactWhileMoving;
special=canReactIndefinitely;
special=canAlwaysFitInTile; 
special=canAssignSpecialTC;
special=cannotBePickedUp;
paletteB = NES_Green_contrast;
 depthMod=50;
[ItemReaction] 
ID=mechNotch1; element=matched; newID=mechNotch_off; action=mechanism; fx=horizSpark_many_magicHum;
[ItemReaction] 
ID=mechNotch1; element=timerUp; action=mech_mechNotch_trigger;
[ItemReaction] 
ID=mechNotch1; element=explode; element=blockDestroyed; newID=X;
[ItemLight] 
ID=mechNotch1; red=0.4; blue=0.4; green=1; alpha=0.8; size=0.15; flicker=0.01;
 
[ItemType]  name=Mechanism;
ID=mechNotch_connector_off; sprite=1626; 
journalID=journal_mechNotch;
itemCategory=mech;
special=attachedToPushable;
special=canReactWhileMoving;
special=canReactIndefinitely;
special=canAlwaysFitInTile; 
special=canAssignSpecialTC;
special=cannotBePickedUp;
paletteB = paletteDarkGray;
 depthMod=50;
[ItemReaction] 
ID=mechNotch_connector_off; element=matched; newID=mechNotch_connector_on; action=mech_mechNotch_selfMatch;
[ItemReaction] 
ID=mechNotch_connector_off; element=explode; element=blockDestroyed; newID=X;
 
[ItemType]  name=Mechanism;
ID=mechNotch_connector_on; sprite=1626; 
journalID=journal_mechNotch;
itemCategory=mech;
special=timer;
timer=3;
special=attachedToPushable;
special=hideTimer;
special=canReactWhileMoving;
special=canReactIndefinitely;
special=canAlwaysFitInTile; 
special=canAssignSpecialTC;
special=cannotBePickedUp;
paletteB = paletteBW;
 depthMod=50;
[ItemReaction] 
ID=mechNotch_connector_on; element=timerUp; newID=mechNotch_connector_poweringDown;
[ItemReaction] 
ID=mechNotch_connector_on; element=explode; element=blockDestroyed; newID=X;
[ItemLight] 
ID=mechNotch_connector_on; red=0.7; blue=1; green=0.6; alpha=0.8; size=0.1; flicker=0.02;

[ItemType]  name=Mechanism;
ID=mechNotch_connector_poweringDown;
cloneFrom=mechNotch_connector_on;
itemCategory=mech;
special=timer;
timer=3;
special=dontCloneReactions;
paletteB = paletteBW_dark;
 depthMod=50;
[ItemReaction] 
ID=mechNotch_connector_poweringDown; element=timerUp; newID=mechNotch_connector_off;
[ItemReaction] 
ID=mechNotch_connector_poweringDown; element=explode; element=blockDestroyed; newID=X;
[ItemLight] 
ID=mechNotch_connector_poweringDown; red=0.7; blue=1; green=0.6; alpha=0.6; size=0.07; flicker=0.02;


 
[ItemType]  name=Mechanism;
ID=mechNotch_explode; sprite=1628; 
cloneFrom=mechNotch1;
special=dontCloneReactions;
paletteB = paletteBloodyMess;
[ItemReaction] 
ID=mechNotch_explode; element=matchedSelf; newID=X; action=bombExplosion_small_weak;
[ItemReaction] 
ID=mechNotch_explode; element=explode; element=blockDestroyed; newID=X;
[ItemReaction] 
ID=mechNotch_explode; element=timerUp; action=mech_mechNotch_trigger;
[ItemLight] 
ID=mechNotch_explode; red=1; blue=0.1; green=0.1; alpha=0.8; size=0.1; flicker=0.05;
 
[ItemType]  name=Mechanism;
ID=mechNotch_off; 
journalID=journal_mechNotch;
sprite=1627; 
itemCategory=mech;
special=timer;
timer=3;
special=attachedToPushable;
special=hideTimer;
special=canReactWhileMoving;
special=canReactIndefinitely;
special=canAlwaysFitInTile; 
special=canAssignSpecialTC;
special=cannotBePickedUp;
paletteB = NES_Green_contrast;
 depthMod=50;
paletteB = paletteBlack;
[ItemReaction] 
ID=mechNotch_off; element=explode; element=blockDestroyed; newID=X;
 
 
[JournalEntry]
ID=journal_mechNotch;
category=item; halfPage=true;
title=Mechanism;
text=<itemBig=mechNotch_connector_off><title=Mechanism><brAdj=>These stones have strange mechanical devices carved into them. Clearly a puzzle of some sort. Perhaps their respective symbols betray their use?;
 
[ItemType]  name=Wire;
ID=wire; sprite=1328; weight=0; itemCategory=mech;
special=cannotBePickedUp; special=canHangOnWalls;
special=noTooltip; special=canFloatOnWater;
paletteR=zoneStoneDark;
element=elec;
[ItemReaction] 
ID=wire; element=tileReacted; newID=X;

[ItemType]  name=Wire;
ID=wire_long; sprite=1329;
cloneFrom=wire;

[ItemType]  name=Power Node;
ID=powerNode_off; sprite=1330; weight=1; itemCategory=mech;
journalID=journal_powerNode;
special=cannotBePickedUp; special=canHangOnWalls; special=canAssignSpecialTC; blockWalking=true;
paletteR=zoneStone; paletteB=paletteB;
element=elec;
[ItemReaction] 
ID=powerNode_off; element=lightning; element=focus; newID=powerNode_on;
action=mechanism; fx=horizSpark_many_magicHum;
[ItemReaction] 
ID=powerNode_off; element=destroy; newID=powerNode_broken;

[ItemType]  name=Power Node (Activated);
ID=powerNode_on; sprite=1331; weight=1; itemCategory=mech;
journalID=journal_powerNode;
special=cannotBePickedUp; special=canHangOnWalls; special=canAssignSpecialTC; blockWalking=true;
paletteR=zoneStone; paletteB=paletteSilver;
element=elec;
[ItemReaction] 
ID=powerNode_on; element=ruin; element=dispel; newID=powerNode_off;
action=mechanism; fx=horizSpark_many_magicHum;
[ItemReaction] 
ID=powerNode_on; element=destroy; newID=powerNode_broken;
[ItemLight] 
ID=powerNode_on; red=0.6; blue=1; green=0.8; alpha=0.2; size=0.12; flicker=0.01;


[ItemType]  name=Power Node;
ID=powerNode_dirt_off; sprite=1332; weight=1; itemCategory=mech;
journalID=journal_powerNode;
special=cannotBePickedUp; special=canHangOnWalls; special=canAssignSpecialTC; blockWalking=true;
paletteR=zoneStone; paletteB=paletteB;
element=elec; paletteR=zoneDirt;
[ItemReaction] 
ID=powerNode_dirt_off; element=lightning; element=focus; newID=powerNode_dirt_on;
action=mechanism; fx=horizSpark_many_magicHum;
[ItemType]  name=Power Node (Activated);
ID=powerNode_dirt_on; sprite=1333;
journalID=journal_powerNode;
cloneFrom=powerNode_on; paletteR=zoneDirt;
[ItemType]  name=Power Node (Broken);
ID=powerNode_broken; sprite=1301;
journalID=journal_powerNode; special=dontCloneReactions;
cloneFrom=powerNode_on; blockWalking=false;
paletteR=zoneStone; paletteB=paletteB;
[JournalEntry]
ID=journal_powerNode;
category=item; halfPage=true;
title=Power Node;
text=<itemBig=powerNode_on><title=Power Node><brAdj=>This sphere of Volskarn and wiring serves as the input for essence-powered devices. Raw energy or lightning are both sufficient to power it.;

[ItemType]  name=Capsule;
itemCategory=mech;
ID=capsule_mech; sprite=1287; weight=900; volume=300;
journalID=journal_capsule_mech;
special=cannotBePickedUp; special=sprite2xHeight; special=big;
blockWalking=true; blockJumping=true; blockLoE=true;
depthMod=1050;
paletteR=zoneStone; paletteB=paletteIce;
special=container; special=container2x3; special=containerMetal;
[ItemReaction] 
ID=capsule_mech; element=use; newID=capsule_mech_open; fx=RockDrag;

[ItemType]  name=Capsule;
itemCategory=mech;
ID=capsule_mech_open; sprite=1288; weight=900; volume=300;
journalID=journal_capsule_mech;
special=cannotBePickedUp; special=sprite2xHeight; special=big;
blockWalking=true; blockJumping=true; blockLoE=true;
depthMod=1050;
paletteR=zoneStone; paletteB=paletteIce;
special=container; special=container2x3; special=containerMetal;
[ItemReaction]
ID=capsule_mech_open; element=closeContainer; newID=capsule_mech; fx=RockDrag;
[JournalEntry]
ID=journal_capsule_mech;
category=item; halfPage=true;
title=Capsule;
text=<itemBig=capsule_mech><title=Capsule><brAdj=>This was once the cockpit of a giant war machine. Long ago it was worth many thousands of $, but now it is broken and useless.;

[ItemType]  name=Broken Capsule;
itemCategory=mech;
journalID=journal_broken_mech;
ID=capsule_mech_buried; sprite=1289; weight=900; volume=300;
special=cannotBePickedUp; special=big; special=noTooltip;
special=containerMetal; special=container2x3; special=container;
special=lockedContainer;
blockWalking=true; blockJumping=true; blockLoE=true;
depthMod=1050;
paletteR=zoneStone; paletteB=paletteIce; paletteG=zoneDirt;
[ItemReaction]
ID=capsule_mech_buried; element=mechanical; newID=capsule_mech_open; fx=fx_shake;

[ItemType]  name=Broken Capsule;
itemCategory=mech;
journalID=journal_broken_mech;
ID=capsule_mech_buried2; sprite=1321; weight=900; volume=300;
special=cannotBePickedUp; special=big;
special=containerMetal; special=container2x3; special=container;
special=lockedContainer;
blockWalking=true; blockJumping=true; blockLoE=true;
depthMod=1050;
paletteR=zoneStone; paletteB=paletteIce; paletteG=zoneDirt;
[ItemReaction]
ID=capsule_mech_buried2; element=mechanical; newID=capsule_mech; fx=fx_shake;

[ItemType]  name=Broken Hand;
itemCategory=mech;
journalID=journal_broken_mech;
ID=mech_hand_broken; sprite=1322; weight=900; volume=300;
special=cannotBePickedUp; special=big;
special=preventTileReactions; special=alwaysBelowOtherItems;
special=itemsIgnoreBlockWalking;
blockWalking=true; blockJumping=true;
paletteR=zoneStone; paletteB=zoneStoneDark; paletteG=zoneDirt;

[ItemType]  name=Broken Hand;
itemCategory=mech;
journalID=journal_broken_mech;
ID=mech_hand_broken_closed; sprite=1290; weight=900; volume=300;
special=cannotBePickedUp; special=big;
 special=alwaysBelowOtherItems; special=preventTileReactions;
 special=canReactIndefinitely;
 special=itemsIgnoreBlockWalking;
blockWalking=true; blockJumping=true;
paletteR=zoneStone; paletteB=zoneStoneDark; paletteG=zoneDirt;
[ItemReaction]
ID=mech_hand_broken_closed; element=elec; fx=horizSpark_many; action=unbury;
[ItemReaction]
ID=mech_hand_broken_closed; element=dig; newID=mech_hand_broken;


[ItemType]  name=Broken Cannon;
itemCategory=mech;
journalID=journal_broken_mech;
ID=mech_cannon_broken; sprite=1323; weight=900; volume=300;
special=cannotBePickedUp; special=big;
blockWalking=true; blockJumping=true;
paletteR=zoneStone; paletteB=zoneStoneDark; paletteG=zoneDirt;
[JournalEntry]
ID=journal_broken_mech;
category=item; halfPage=true;
title=Broken Machine;
text=<itemBig=capsule_mech_buried2><itemBig=mech_hand_broken><title=Broken Machine><brAdj=>The smashed and worthless remains of a war machine. Only the most powerful and wealthy armies can afford to build even one of these.;

[ItemType]  name=Pole;
itemCategory=mech;
ID=pole_up; sprite=1744; 
special=cannotBePickedUp; special=canHangOnWalls; 
special=sprite2xHeight; special=canAlwaysFitInTile;
weight=800;
blockLoE=true; blockWalking=true; blockJumping=true;
depthMod=1050;
paletteR=zoneStone;
paletteG=zoneStoneDark;
[ItemReaction]
ID=pole_up; element=mechanical; newID=pole_down; fx=chk;
[ItemReaction]
ID=pole_up; element=noMoveTaken; action=forceRelocate;
[ItemType]  name=Pole;
itemCategory=mech;
ID=pole_down; sprite=1808; 
special=cannotBePickedUp; special=canHangOnWalls;
 special=canAlwaysFitInTile;
weight=800;
paletteR=zoneStone;
paletteG=zoneStoneDark;
[ItemReaction]
ID=pole_down; element=mechanical; newID=pole_up; action=forceRelocate; fx=chk;

[ItemType]  name=Protrusion;
itemCategory=mech;
ID=pole_organic_up; sprite=1873; 
special=cannotBePickedUp; special=canHangOnWalls; special=canAlwaysFitInTile;
weight=800;
blockLoE=true; blockWalking=true; blockJumping=true;
depthMod=1050;
paletteR=zoneDirt;
[ItemReaction]
ID=pole_organic_up; element=mechanical; newID=pole_organic_down; fx=WetSquish;
[ItemReaction]
ID=pole_organic_up; element=noMoveTaken; action=forceRelocate; fx=WetSquish;

[ItemType]  name=Bump;
itemCategory=mech;
ID=pole_organic_down; sprite=1872; 
special=cannotBePickedUp; special=canHangOnWalls;
 special=canAlwaysFitInTile;
weight=800;
paletteR=zoneDirt;
[ItemReaction]
ID=pole_organic_down; element=mechanical; newID=pole_organic_up; action=forceRelocate; fx=WetSquish;




[ItemType]  name=Aerstone Stabilizer;
itemCategory=hide;
journalID=journal_stabilizer;
ID=stabilizer_on; sprite=1304; weight=900; volume=300;
special=cannotBePickedUp; special=huge; special=sprite2xHeight; special=animated;
blockWalking=true; blockJumping=true;
paletteR=paletteStoneDarkP;
paletteB=paletteWyrm;
spawnFX=sfx_bgMachineNoise;
depthMod=1050;
element=elec;
[ItemLight] 
ID=stabilizer_on; red=0.6; blue=0.8; green=0.8; alpha=0.75; size=0.3; flicker=0.03;
[ItemReaction] 
ID=stabilizer_on; element=use; action=drop_Aerstone; newID=stabilizer;
[JournalEntry]
ID=journal_stabilizer;
category=item; halfPage=true;
title=Aerstone Stabilizer;
text=<itemBig=stabilizer_on><title=Aerstone Stabilizer><brAdj=>Noisy machine that pumps energy into Aerstone, causing it to provide lift. This particular model is extremely efficient.;

[ItemType]  name=Stabilizer;
itemCategory=hide;
ID=stabilizer; sprite=1292; weight=900; volume=300;
journalID=journal_stabilizer;
special=cannotBePickedUp; special=huge; special=sprite2xHeight;
blockWalking=true; blockJumping=true;
paletteR=paletteStoneDarkP;
depthMod=1050;
element=elec;

[ItemType]  name=Stabilizer;
itemCategory=hide;
ID=stabilizer2; sprite=1325; weight=900; volume=300;
journalID=journal_stabilizer;
special=cannotBePickedUp; special=big;
blockWalking=true; blockJumping=true;
paletteR=paletteStoneDarkP;
element=elec;
[ItemType]  name=Stabilizer;
ID=stabilizer3; sprite=1293; cloneFrom=stabilizer2;

[ItemType]  name=Aerstone Stabilizer;
itemCategory=hide;
ID=stabilizer_poor; sprite=1240; weight=900; volume=300;
journalID=journal_stabilizer_poor;
special=cannotBePickedUp; special=huge; special=sprite2xHeight; special=animated;
blockWalking=true; blockJumping=true;
paletteR=paletteStoneDarkG;
paletteB=paletteGoldDark;
spawnFX=sfx_bgMachineNoise;
depthMod=1050;
element=elec;
[ItemLight] 
ID=stabilizer_poor; red=0.8; blue=0.6; green=0.8; alpha=0.75; size=0.3; flicker=0.06;
[ItemReaction] 
ID=stabilizer_poor; element=mechanical; newID=stabilizer_poor_off;

[ItemType]  name=Aerstone Stabilizer;
itemCategory=hide;
ID=stabilizer_poor_off; sprite=1240; weight=900; volume=300;
journalID=journal_stabilizer_poor;
special=cannotBePickedUp; special=huge; special=sprite2xHeight; 
blockWalking=true; blockJumping=true;
paletteR=paletteStoneDarkG;
paletteB=paletteGoldDark;
depthMod=1050;
element=elec;


[JournalEntry]
ID=journal_stabilizer_poor;
category=item; halfPage=true;
title=Aerstone Stabilizer;
text=<itemBig=stabilizer_poor><title=Aerstone Stabilizer><brAdj=>Essentially the 'mast' of a large airship. Careful modulation allows the airship to ascend and descend. Unfortunately, the Aerstone is stuck & won't budge.;

[ItemType]  name=Damaged Autocycle;
itemCategory=mech;
ID=autocycle_damaged; sprite=1308; weight=900; volume=300;
special=cannotBePickedUp; special=huge; 
special=sprite2xHeight; special=sprite2xWidth;
blockWalking=true; blockJumping=true;
paletteR=paletteHuman2;
paletteG=paletteStoneDarkR; combineSound=sfx_hitMetal;
	combineWith=autocycle_wheel; toMake=X; consumeOnCombine=true;
depthMod=1050;
[ItemReaction]
ID=autocycle_damaged; element=itemCombined; newID=X; action=spawn_autocycle;
[JournalEntry]
ID=item_autocycle_damaged;
category=item; halfPage=true;
title=Damaged Autocycle;
text=<itemBig=autocycle_damaged><title=Damaged Autocycle><brAdj=>This complex machine is actually in decent shape. It only seems to be missing a wheel... surely there's an extra wheel out there?;

[ItemType]  name=<color=Gold>Autocycle Wheel;
itemCategory=mech;
ID=autocycle_wheel; sprite=1310; weight=1; volume=3;
description=A strange wheel that seems to be in good shape.;
paletteR=paletteHuman2;
paletteG=paletteStoneDarkR;
[JournalEntry]
ID=item_autocycle_wheel;
category=item; halfPage=true;
title=Autocycle Wheel;
text=<itemBig=autocycle_wheel><title=Autocycle Wheel><brAdj=>High quality tire specifically sized for an Autocycle. Surely there's one out there missing a wheel?;

[ItemType]  name=Airship;
itemCategory=mech;
journalID=journal_airship;
  ID=airship1; sprite=1566; weight=5000; 
  special=big; special=sprite2xHeight; special=sprite2xWidth;
  special=canHangOnWalls; special=cannotBePickedUp;
	paletteR=paletteStoneDarkR; paletteB=paletteStoneDarkP; paletteG=paletteStoneLightRG;
	depthMod=1051;
	blockWalking=true; blockJumping=true;
[ItemType]  name=Airship;
itemCategory=mech;
journalID=journal_airship;
  ID=airship1_on; sprite=1566; weight=5000;
  special=sprite2xHeight; special=sprite2xWidth;
  special=canHangOnWalls; special=cannotBePickedUp;
	paletteR=paletteStoneDarkR; paletteB=paletteStoneDarkP; paletteG=paletteStoneLightRG;
	depthMod=1050;
	spawnFX=largePingRepeat_up;
[ItemType]  name=Airship;
itemCategory=mech;
journalID=journal_airship;
  ID=airship2; sprite=1630; weight=5000; 
  special=big; special=sprite2xWidth;
  special=canHangOnWalls; special=cannotBePickedUp;
	paletteR=paletteStoneDarkR; paletteB=paletteStoneDarkP; paletteG=paletteStoneLightRG;
	depthMod=10;
[ItemType]  name=Airship;
itemCategory=mech;
journalID=journal_airship;
  ID=airship_mid; sprite=1662; weight=5000; 
  special=big; special=sprite2xWidth;
  special=canHangOnWalls; special=cannotBePickedUp;
	paletteR=paletteStoneDarkR; paletteB=paletteStoneDarkP; paletteG=paletteStoneLightRG;
[ItemType]  name=Airship;
itemCategory=mech;
journalID=journal_airship;
  ID=airship3; sprite=1694; weight=5000; 
  special=big; special=sprite2xHeight; special=sprite2xWidth;
  special=canHangOnWalls; special=cannotBePickedUp;
	paletteR=paletteStoneDarkR; paletteB=paletteStoneDarkP; paletteG=paletteStoneLightRG;
	blockWalking=true; blockJumping=true;
	depthMod=10;
[ItemType]  name=Airship;
itemCategory=mech;
journalID=journal_airship;
  ID=airship4; sprite=1758;
  cloneFrom=airship3;
  
[JournalEntry]
ID=journal_airship;
category=item; halfPage=true;
title=Airship;
text=<itemBig=airship1><title=Airship><brAdj=>This metal-plated boat appears to be a homemade airship, complete with engine full of force triggers. It looks functional, if a bit weathered.;

[ItemType]  name=Aerstone Slot;
itemCategory=mech;
  ID=airship_aerstone_holder; sprite=1724; weight=5000; 
  special=big;
  special=canHangOnWalls; special=cannotBePickedUp;
  special=canFloatOnWater; special=canBeInsideWalls; 
  special=fullTileHitbox;
	paletteB=paletteStoneDarkP;
	blockWalking=true; blockJumping=true;
	combineWith=aerstone; toMake=airship_aerstone; consumeOnCombine=true;
[ItemReaction]
ID=airship_aerstone_holder; element=itemCombined; action=aerstoneInstalled;
[JournalEntry]
ID=item_airship_aerstone_holder;
category=item; halfPage=true;
title=Aerstone Slot;
text=<itemBig=airship_aerstone_holder><title=Aerstone Slot><brAdj=>A protrusion designed to house Aerstone. Once fitted, it pumps energy into the Aerstone, which then generates lift.;

[ItemType]  name=Aerstone;
itemCategory=mech;
  ID=airship_aerstone; sprite=1725; weight=5000; 
  special=big;
  special=canHangOnWalls; special=cannotBePickedUp;
  special=canFloatOnWater; special=canBeInsideWalls;
	paletteB=paletteStoneDarkP;
	blockWalking=true; blockJumping=true;
[ItemLight] 
ID=airship_aerstone; red=0.8; blue=0.6; green=0.8; alpha=0.45; size=0.1; flicker=0.1;

[ItemType]  name=Aerstone;
itemCategory=mech;
  ID=airship_aerstone_small; sprite=1693; weight=500; 
  special=big;
  special=canHangOnWalls; special=cannotBePickedUp;
  special=canFloatOnWater; special=canBeInsideWalls;
	paletteB=paletteStoneDarkP;
[JournalEntry]
ID=item_airship_aerstone_small;
category=item; halfPage=true;
title=Aerstone;
text=<itemBig=airship_aerstone_small><title=Aerstone><brAdj=>Highly efficient device holding a small chunk of Aerstone. Often studded into the sides of large airships to keep them from tipping.;

[ItemType]  name=Thruster;
itemCategory=mech;
ID=thruster_off; sprite=1785; weight=900; volume=300;
journalID=journal_thruster;
special=cannotBePickedUp; special=big;
  special=canHangOnWalls; special=cannotBePickedUp;
  special=canFloatOnWater; special=canBeInsideWalls;
blockWalking=true; blockJumping=true;
paletteR=paletteStoneDarkG;
paletteG=paletteBW;

[ItemType]  name=Thruster;
itemCategory=mech;
ID=thruster_on; sprite=1786; weight=900; volume=300;
journalID=journal_thruster;
special=cannotBePickedUp; special=big; special=animated;
  special=canHangOnWalls; special=cannotBePickedUp;
  special=canFloatOnWater; special=canBeInsideWalls;
blockWalking=true; blockJumping=true;
paletteR=paletteStoneDarkG;
paletteG=paletteBW;
spawnFX=largePingRepeat_down;
[ItemReaction] 
ID=thruster_on; element=mechanical; newID=thruster_off;
[JournalEntry]
ID=journal_thruster;
category=item; halfPage=true;
title=Thruster;
text=<itemBig=thruster_on><title=Thruster><brAdj=>A series of Force triggers line the inside of this device, which move the airship laterally when activated.;

[ItemType]  name=Trash (Chunks);
itemCategory=mech;
ID=trash_chunks; sprite=1347; stackable=true;
special=quantityChangesSprite_upTo3; special=cannotBePickedUp;
special=alwaysBelowOtherItems; special=noTooltip;
paletteR=zoneDirt; paletteB=zoneStone; paletteG=zoneStone;

[ItemType]  name=Trash;
ID=trash2; sprite=1350; 
itemCategory=mech; special=cannotBePickedUp;
special=alwaysBelowOtherItems; special=noTooltip;
paletteR=zoneDirt; paletteB=zoneStone; paletteG=zoneStone;

[ItemType]  name=Trash (Rods);
itemCategory=mech;
ID=trash_rods; sprite=1351; stackable=true;
special=quantityChangesSprite_upTo5; special=cannotBePickedUp;
special=alwaysBelowOtherItems; special=noTooltip;
paletteR=zoneDirt; paletteB=zoneStone; paletteG=zoneStone;

[ItemType]  name=Trash (Pipes);
itemCategory=mech;
ID=trash_pipes; sprite=1313; stackable=true;
special=quantityChangesSprite_upTo3; special=cannotBePickedUp;
special=alwaysBelowOtherItems; special=noTooltip;
paletteR=zoneDirt; paletteB=zoneStone; paletteG=zoneStone;

[ItemType]  name=Trash (Smooth);
itemCategory=mech;
ID=trash_smooth; sprite=1356; stackable=true;
special=quantityChangesSprite_upTo2; special=cannotBePickedUp;
special=alwaysBelowOtherItems; special=noTooltip;
paletteR=zoneDirt; paletteB=zoneStone; paletteG=zoneStone;
[ItemType]  name=Trash (Sword);
itemCategory=mech;
ID=trash_sword; sprite=1281; stackable=true;
special=quantityChangesSprite_upTo3; special=cannotBePickedUp;
special=alwaysBelowOtherItems; special=noTooltip;
paletteR=zoneDirt; paletteB=zoneStone; paletteG=zoneStone;


[ItemType]  name=Broken Pipes;
itemCategory=mech;
ID=trash_pipes1; sprite=1316; special=cannotBePickedUp;
special=canHangOnWalls; 
paletteR=zoneDirt; paletteB=zoneStone; paletteG=zoneStone;
[ItemType]  name=Broken Pipes;
itemCategory=mech;
ID=trash_pipes2; sprite=1317; special=cannotBePickedUp;
special=canHangOnWalls; 
paletteR=zoneDirt; paletteB=zoneStone; paletteG=zoneStone;
[ItemType]  name=Broken Pipes;
itemCategory=mech;
ID=trash_pipes3; sprite=1318; special=cannotBePickedUp;
special=canHangOnWalls; 
paletteR=zoneDirt; paletteB=zoneStone; paletteG=zoneStone;


[ItemType]  name=Grate;
itemCategory=mech;
ID=grate; sprite=1364; 
special=cannotBePickedUp; special=canHangOnWalls; 
special=alwaysBelowOtherItems;
paletteR=zoneStoneLight; paletteB=zoneStoneLight; paletteG=zoneStoneLight;

[ItemType]  name=Grate;
itemCategory=mech;
ID=grate2; sprite=1364; 
special=cannotBePickedUp; special=canHangOnWalls; 
special=alwaysBelowOtherItems;
paletteR=zoneStoneDark; paletteB=zoneStoneDark; paletteG=zoneStoneDark;

[ItemType]  name=Manhole Cover;
itemCategory=mech;
ID=manhole_cover; sprite=1365; 
special=cannotBePickedUp; special=canHangOnWalls; 
special=alwaysBelowOtherItems;
paletteR=zoneStone; paletteB=zoneStone; paletteG=zoneStone;
[ItemReaction] 
ID=manhole_cover; element=mechanical; newID=manhole;
[JournalEntry]
ID=item_manhole_cover;
category=item; halfPage=true;
title=Manhole Cover;
text=<itemBig=manhole_cover><title=Manhole Cover><brAdj=>A manhole sealed tight by a thick lid. It's practically impenetrable.;

[ItemType]  name=Manhole;
itemCategory=mech;
ID=manhole; sprite=1366; 
journalID=journal_manhole;
special=cannotBePickedUp; special=canHangOnWalls; 
special=alwaysBelowOtherItems; special=reactsToPressure;
special=canReactIndefinitely;
paletteR=zoneStone; paletteB=zoneStone; paletteG=zoneStone;
[ItemReaction] 
ID=manhole; element=mech; newID=manhole_cover;

[JournalEntry]
ID=journal_manhole;
category=item; halfPage=true;
title=Manhole;
text=<itemBig=manhole><title=Manhole><brAdj=>A man-sized hole, naturally. Usually includes a ladder or stairs for easy access. Most are for emergency or maintenance use.;

[ItemType]  name=Manhole;
ID=manhole_recentlyUsed; cloneFrom=manhole;
special=dontCloneReactions; special=timer; special=hideTimer;
timer=13;
[ItemReaction] 
ID=manhole_recentlyUsed; element=timerUp; newID=manhole;
[ItemReaction] 
ID=manhole_recentlyUsed; element=pressurePlateDown; newID=manhole_recentlyUsed;


[ItemType]  name=Vol Cannon;
itemCategory=mech;
ID=cannon_off; sprite=1753; weight=900; volume=300;
journalID=journal_cannon;
special=big; special=rotateWhenUsed;
blockWalking=true; blockJumping=true;
paletteR=paletteStoneDarkG; paletteB=paletteStoneDarkR;
paletteG=paletteVolskarnEmpty;
element=elec;
[ItemReaction]
ID=cannon_off; element=focus; element=elec; newID=cannon_on;

[ItemType]  name=Vol Cannon;
itemCategory=mech;
ID=cannon_on; sprite=1754; weight=900; volume=300;
journalID=journal_cannon;
special=big; special=animated; special=timer;
special=rotateWhenUsed;
timer=15;
blockWalking=true; blockJumping=true;
paletteR=paletteStoneDarkG; paletteB=paletteStoneDarkR; paletteG=paletteVolskarn;
element=elec;
[ItemReaction]
ID=cannon_on; element=timerUp; newID=cannon_off; action=cannonShoot;
[JournalEntry]
ID=journal_cannon;
category=item; halfPage=true;
title=Vol Cannon;
text=<itemBig=cannon_on><title=Vol Cannon><brAdj=>Military device that fires a blast of energy when the Volskarn within is charged. Designed for shelling fortified positions.;



[ItemType]  name=Sword Slot;
itemCategory=mech;
ID=mech_sword_slot; sprite=1284;
special=cannotBePickedUp; special=alwaysBelowOtherItems; 
special=preventTileReactions; special=canAssignSpecialTC;
special=fullTileHitbox; special=noTooltip;
combineSound=unlock;
combineWith=sword_iron; toMake=mech_sword_slot_withSword; 
consumeOnCombine=true; 
combineWith=greatsword_iron; toMake=mech_sword_slot_withSword;
consumeOnCombine=true;  
combineWith=rapier_iron; toMake=mech_sword_slot_withSword; 
consumeOnCombine=true; 
paletteR=paletteIron; paletteB=paletteIronHilt; paletteG=zoneDirt;
[ItemReaction]
ID=mech_sword_slot; element=itemCombine; action=mechanism; fx=unlock;

[ItemType]  name=Sword Slot;
itemCategory=mech;
ID=mech_sword_slot_withSword; sprite=1285;
special=cannotBePickedUp; special=alwaysBelowOtherItems; 
special=preventTileReactions; special=canAssignSpecialTC;
special=noTooltip;
paletteR=paletteIron; paletteB=paletteIronHilt; paletteG=zoneDirt;
[ItemReaction]
ID=mech_sword_slot_withSword; element=itemCombine; action=mechanism; fx=unlock;