1;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
7;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
0.000000;//location parameter1
0.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
pick_up.wav;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
5;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
27;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
You use a healing plant to heal yourself.;//event text
pick_up.wav;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
begin_conditions;
end_conditions;
begin_effects;
4;//effect number
20.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_effects_block;
Electric Plant;//name---------------------------------------
14;//identifier
-1;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
22;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
0.000000;//location parameter1
0.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
You use an electric plant to recharge your battery.;//event text
pick_up.wav;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
-1;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
32;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
0.000000;//location parameter1
0.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
20;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
-1;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
31;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
0.000000;//location parameter1
0.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
20;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
-1;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
31;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
0.000000;//location parameter1
0.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
20;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
-1;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
31;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
0.000000;//location parameter1
0.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
20;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
Here you will learn to forage food from various sources. The amount of food you currently have is presented by the yellow bar in the lower region of the screen. If you should run out of food, you will slowly lose health. \ \ Your main source of food on any planet will be the Edible Fungus that mysteriously grows on most known habitable planets. Right click on fungus to eat it. \ \ An advanced source of food is a Food Generator. They work by converting Ether fuel to Rations. Pick up one of the Ether canisters lying around, and use it near the generator.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
begin_conditions;
end_conditions;
begin_effects;
end_effects;
end_effects_block;
Energy Generator Explanation;//name---------------------------------------
23;//identifier
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
Your health is measured by the red bar below the food bar. If the bar disappears completely you will die. \ To treat injury you may use the red plants that grow here. \ \ Your electrical energy reserves are shown by the blue bar. Using most weapons will use your battery, and an android will use it as food. To replenish your battery you can build a battery charger that will charge your batteries when you use a Fuel Cell near it. You can find a battery charger in the middle of this map. \ \ The nearby blue flowers also give you some battery energy when used.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
To survive you may need to make your own tools. You can combine items together by selecting a part from the inventory (I-key), then clicking on the part you wish to combine it with. \ \ Not all parts go together. If you wish to break up an item, simply select the item and press B-key. \ \ On this area you will find the parts to make a very important item: a scanner that allows you to find other items.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
Here you will find the necessary parts to make a crude laser weapon. It is not a very effective weapon, and will rapidly drain your batteries. \ \ You will need the pistol in the next area where you will meet a simulated alien.\ \ You can change your active weapon with your mouse wheel, or with E-key. Fire with the left mouse button.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
begin_conditions;
end_conditions;
begin_effects;
end_effects;
end_effects_block;
Teleport place holder;//name---------------------------------------
15;//identifier
-1;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
0.000000;//location parameter1
0.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
pick_up.wav;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
You will begin the game with the mass, heat and motion 'tokens'. Each symbolises a specific dicipline and will grant you a special ability in exange for some of your energy \ \ Follow the advise of the instructor to learn how to better understand you abilities.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
begin_conditions;
end_conditions;
begin_effects;
21;//effect number
4.000000;//parameter1
15.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_effects_block;
Mass explanation;//name---------------------------------------
27;//identifier
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
The mass token will allow you to store some of your life energy for later use by using it near a healing plant. Because you are bound to be injured during your travels, it is a good idea to always have some of your life essence stored for emergencies and to use some of your later powers.\ \ To store some life energy, step next to a healing plant, open your inventory, and use the mass token. 20 of your life points will be stored and be ready to use at your discresion. If you're worried about losing health, just eat the plant.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
Using the heat token will bring you warmt during cold weather. This will prevent you from taking damage and freezing during the night or in certain cold areas. The heat token may only be used when your temperature is negative.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
The motion token works like a radar for detection living creatures. Using it will show all creatures in the radar as a yellow dot while slowly draining your energy. Go ahead and use it now to see where the aliens are so you can sneak past them.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
The tokens which you posses can be combined to obtain several different abilities. Its up to you to figure out the many combinations possible. Remember that recover the combined tokens by pressing B.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
begin_conditions;
end_conditions;
begin_effects;
21;//effect number
5.000000;//parameter1
15.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_effects_block;
Change Area Explanation;//name---------------------------------------
31;//identifier
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
Walk over the right edge of the map to continue. If you look at your minimap, you will see the edge is marked green. You cannot walk over the edges marked red.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
Aliens can be big and small, hostile and friendly. It may be best to fire first and ask questions later. \ \ Kill the alien to finish the training. If you run out of health or energy, you can use the health packs to replenish yourself.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
begin_conditions;
end_conditions;
begin_effects;
end_effects;
end_effects_block;
Welcome to training text;//name---------------------------------------
33;//identifier
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
Welcome to the Notrium tutorial center. At the moment we have two tutorials to offer, a tutorial for newcomers to the game, and a tutorial for learning the new Psionic race. \ \ Choose the tutorial you want by moving the character with the arrow keys, or A,S,D and W.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
34;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
Welcome to the basics training program! This program will teach you how to survive on a hostile alien world. \ \ This document is your journal. You can review it at any time by pressing J. \ \ Control your character with the arrow keys. Aim with mouse. \ \ Look closely, and you will see that near you is a paper. Pick it up by moving next to it and right clicking it. You will find the door doesn't open without it.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
35;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
0;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
0;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
200.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
12;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
Welcome to the Psionic Tutorial. This tutorial assumes you are already familiar with the gameplay of Notrium by having played some other race before. \\ The purpose of this tutorial is to familiarise you with the unique abilities and disadvantages of playing with this race.\ \ As a psionic you will require very little food and regenerate your energy slowly. However, you will also be very fragile to enemy attacks and the weather, and will not be able to carry any items. \ \ The following section of the tutorial will introduce you to the abilities innate to this race.;//event text
none;//sound, none for nothing
1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
-1;//map type to place to -1=any map 0=> type from areas.dat
2;//plot_object class
73;//object definition number
0;//number of objects to be placed
2;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
28.000000;//location parameter0
5.000000;//location parameter1
200.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
20;//particle to shown on radar
fire.wav;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
3;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
none;//sound, none for nothing
0;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
begin_conditions;
end_conditions;
begin_effects;
27;//effect number
2.000000;//parameter1
6000000.000000;//parameter2
0.200000;//parameter3
0.600000;//parameter4
end_effects;
end_effects_block;
Water Formation;//name---------------------------------------
77;//identifier
-1;//map type to place to -1=any map 0=> type from areas.dat
1;//plot_object class
93;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
0.000000;//location parameter1
0.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
0;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
none;//sound, none for nothing
0;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused