/*

DO NOT EDIT THIS FILE!

*/

obj
	premade_battle
		party_spawn
			icon='premade markers.dmi'
			p1
				name="Party 1 Spawn Point"
				icon_state="p1"
			p2
				name="Party 2 Spawn Point"
				icon_state="p2"
		field_marker // Place the field marker at the bottom left corner of the battlefield.
			icon='marker.dmi'
			icon_state="battle"

			var
				x_size=21 // Set this to the total width in tiles of the battlefield map.
				y_size=19 // Set this to the total height in tiles of the battlefield map.
				marker_tag // Set this to a unique text string; something like bf_myname1


obj
	tac_field // These are objects that appear on the battlefield, like Cinders, Range Runes, etc.
		layer=OBJ_LAYER+2
		var
			dur=1 // Duration in turns. For infinite duration, use -1.
			immobile=1 // If the object can't be moved by spells, etc.
			level=0 // Level of the object. Often this is the damage it inflicts when triggered.

			is_plant=0 // Is it a plant? Probably not.
			pillage=1 // Can it be pillaged? If you don't know what this means, then don't ask.

		rep_obj // These are rep_obj generated by custom battlefields; don't bother with them.
			name="Sigrogana Legend"
		gravestone // Gravestones are created by the appropriate Ghost skill.
			name="Gravestone"
			icon='gravestone.dmi'
			icon_state="active"
			density=1
		air_shaft // Air Shafts cause anyone on them to become Airborne.
			name="Air Shaft"
			icon='air shaft.dmi'
			icon_state="circle"
		dark_water // Dark Water reduces Faith of people who stand in it to 0.
			name="Dark Water"
			icon='dark water.dmi'
		light_shaft // Light Shafts reduce the Hit of anyone who stands in them by level.
			name="Light Shaft"
			icon='light shaft.dmi'
			icon_state="shaft true"
			layer=MOB_LAYER+50
		ice_sheet // Ice Sheets break when stepped on and reduce the travelling distance of the current move action by 1 step.
			name="Ice Sheet"
			icon='ice sheet.dmi'
			layer=OBJ_LAYER+1
		arb_fire // Arbalest Fire deals Fire damage when stepped on, similar to cinders.
			name="Arbalest Fire"
			icon='ground fire.dmi'
		sear_fire // Sear deals damage every round to people stand in it.
			name="Sear"
			icon='featherfall.dmi'
			dur=3
		active_lava // Active Lava comes from Lava Slimes and deals Fire damage to those who step in it.
			name="Active Lava"
			icon='lava leak.dmi'
			icon_state="LavaTrail"

		sanctuary // Sanctuary tiles prevent most new tac_field objects from being created in a tile it occupies.
			name="Sanctuary"
			icon='sanctuary.dmi'

		unresist // Unresists deal damage equal to level to anyone who steps on or begins a new round on them.
			var
				elems
			cinder
				icon='featherfall.dmi'
				elems=FIRE


		nest // Nests reduce the AI priority of anyone who hides in them.
			density=0
			immobile=0
			icon='tileb.dmi'
			icon_state="7,1"

		traps // Traps trigger when stepped on, or within the trap's trigger range, or when blown into an enemy (via Air Pressure).
			name="Trap"
			immobile=0
			var
				ranges=2
				enemy_only=1
				triggered=0

			rogue_fire
				icon='traps.dmi'
				icon_state="fire trap"

			rogue_ice
				icon='traps.dmi'
				icon_state="ice trap"

			rogue_wind
				icon='traps.dmi'
				icon_state="wind trap"

			sniper_entangle // Entangle trap inflicts Immobilize
				icon='traps.dmi'
				icon_state="webtrap"

		rock // Rocks don't do anything but take up space, although Air Pressure will cause them to stun enemies.
			name="Rock"
			immobile=0
			density=1
			icon='battlefield.dmi'
			icon_state="0,26"
			dur=-1

		treestump // Decorative dense object.
			name="Treestump"
			density=1
			icon='battlefield.dmi'
			icon_state="1,24"
			dur=-1
		flowers // Flowers increase a statistic for those who stand near them.
			icon='flowers.dmi'
			dur=-1
			immobile=0
			is_plant=1
			var
				boost // The stat that these flowers boost, if any.
				boost_num=1
				reach=1

			goldrays
				name="Gold Rays"
				icon_state="goldrays"
				boost="str"
			inas
				name="Inas"
				icon_state="inas"
				boost="wil"
			copusles
				name="Copusles"
				icon_state="copusles"
				boost="def"
			hollyvynd
				name="Hollyvynd"
				icon_state="hollyvynd"
				boost="ski"
			shysnow
				name="Shy Snow Flowers"
				icon_state="shysnow"
				boost="res"
			violets
				name="Hidden Violets"
				icon_state="violets"
				boost="cel"
		pit // Pitfalls don't appear until stepped on, and when they are, they cause the person who triggered it to abandon their current movement.
			icon='pitfall.dmi'
			icon_state="hidden"
			dur=-1
			var
				triggered=0

		thick_brush // Thick Brush increases the evade of those who stand in it by 10%
			icon='tileb.dmi'
			icon_state="9,3"
			dur=-1
			is_plant=1
		thick_vines // Thick Vines reduce the evade of those who stand in it by 10%
			icon='tileb.dmi'
			icon_state="13,10"
			dur=-1
			is_plant=1
		mana_crystal // Restores FP every round to nearby units equal to 8% of their maximum FP
			name="Wild Mana Crystal"
			icon='battlefield.dmi'
			icon_state="mana crystal"
			dur=-1
			immobile=0

		healing_glyph // Restores HP every round to nearby units equal to 8% of their maximum HP
			name="Ancient Healing Gylph"
			icon='battlefield.dmi'
			icon_state="new glyph"
			dur=-1

		explosion // Deals Fire damage at the end of the round as it explodes.
			icon='explosion.dmi'
			icon_state="glyph"
			dur=0

		mini_bomb // Explodes at end of round
			icon='grenade.dmi'
			dur=0
			immobile=0


		bomb // Explodes at end of round
			icon='bomb.dmi'
			icon_state="stand"
			dur=0
			immobile=0

		fire_bomb // Explodes at end of round and leaves behind cinders
			icon='bomb.dmi'
			icon_state="stand"
			dur=0


		voidgate // Fires projectiles if frayed
			name="Voidgate"
			icon='voidgate.dmi'
			icon_state="beep"
			var
				fray=0


		void_lightning // Double the cost of spells for units in the same tile
			name="Void Pollution"
			icon='dark_various.dmi'
			icon_state="0,1"

		range_rune // Modifies the range of the person who stands in this tile by level
			name="Range Rune"
			icon='dark_various.dmi'
			icon_state="0,1"

		sun // Decorative object
			name="Sun"
			icon='space_jam.dmi'
			icon_state="sun"
			dur=-1
			density=1

		orbital // Will orbit the sun as best it can if one is present in the same battle. Otherwise, does nothing. When it comes into contact with a unit, it knocks them away and damages them.
			name="Orbiting Planet"
			icon='space_jam.dmi'
			dur=-1
			density=1
			var
				dtype

			water
				icon_state="living_planet"
				dtype=WATER
			ice
				icon_state="ice_planet"
				dtype=ICE
			fire
				icon_state="lava_planet"
				dtype=FIRE
			earth
				icon_state="sandy_planet"
				dtype=EARTH
			wind
				icon_state="planet_witta_ring"
				dtype=WIND
			dark
				dtype=DARK
				icon_state="evil_planet"
			null
				dtype=NULL
				icon_state="moon"




turf
	premade_battle // If you make new turfs for battlefields you can define them under premade_battle to better organize them.
		castle_expansion
			icon='castle dungeon expansion.dmi'
			dense
				density=1
				opaque
					opacity=1
			high
				layer=HIGH_TURF_LAYER