; KeeperFX Terrain Configuration file
; file version 0.32, by Mefistotelis

[common]
SlabsCount = 58
RoomsCount = 17

; Slabs configuration

[slab0]
Name = HARD
TooltipTextID = 324
BlockFlagsHeight = 4
BlockHealthIndex = 0
; Possible (no)block flags are: VALUABLE, IS_ROOM, UNEXPLORED, DIGGABLE, FILLED, IS_DOOR, and TAGGED_VALUABLE.
BlockFlags = BLOCKING FILLED
NoBlockFlags =
; The type of terrain this slab fills adjacent slabs with if possible. 1 = Lava. 2 = Water
FillStyle = 0
; 0 = unclaimed. 1 = diggable dirt. 2 = fortified ground. 3 = fortified wall. 4 = room interior. 5 = obstacle.
Category = 0
SlbID = 0
Indestructible = 1
; The amount of distortion the slab has in normal view. The higher the value, the less distortion there is.
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 0
IsOwnable = 0
WlbType = 0

[slab1]
Name = GOLD
TooltipTextID = 326
BlockFlagsHeight = 4
BlockHealthIndex = 1
BlockFlags = BLOCKING VALUABLE
NoBlockFlags =
FillStyle = 0
Category = 0
SlbID = 0
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 0
WlbType = 0

[slab2]
Name = DIRT
TooltipTextID = 325
BlockFlagsHeight = 4
BlockHealthIndex = 0
BlockFlags = BLOCKING DIGGABLE
NoBlockFlags =
FillStyle = 0
Category = 1
SlbID = 0
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 0
WlbType = 0

[slab3]
Name = TORCH_DIRT
TooltipTextID = 325
BlockFlagsHeight = 4
BlockHealthIndex = 0
BlockFlags = BLOCKING DIGGABLE
NoBlockFlags =
FillStyle = 0
Category = 1
SlbID = 0
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 0
WlbType = 0

[slab4]
Name = DRAPE_WALL
TooltipTextID = 329
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 0
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab5]
Name = TORCH_WALL
TooltipTextID = 329
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 0
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab6]
Name = TWINS_WALL
TooltipTextID = 329
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 0
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab7]
Name = WOMAN_WALL
TooltipTextID = 329
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 0
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab8]
Name = PAIR_WALL
TooltipTextID = 329
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 0
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab9]
Name = DAMAGED_WALL
TooltipTextID = 330
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING DIGGABLE
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 0
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab10]
Name = PATH
TooltipTextID = 331
BlockFlagsHeight = 0
BlockHealthIndex = 2
BlockFlags =
NoBlockFlags =
FillStyle = 0
Category = 0
SlbID = 1
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 0
WlbType = 0

[slab11]
Name = PRETTY_PATH
TooltipTextID = 332
BlockFlagsHeight = 0
BlockHealthIndex = 3
BlockFlags =
NoBlockFlags =
FillStyle = 0
Category = 2
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab12]
Name = LAVA
TooltipTextID = 327
BlockFlagsHeight = 0
BlockHealthIndex = 2
BlockFlags =
NoBlockFlags =
FillStyle = 1
Category = 0
SlbID = 3
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 0
IsOwnable = 0
WlbType = 1

[slab13]
Name = WATER
TooltipTextID = 328
BlockFlagsHeight = 0
BlockHealthIndex = 2
BlockFlags =
NoBlockFlags =
FillStyle = 2
Category = 0
SlbID = 4
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 0
WlbType = 2

[slab14]
Name = ENTRANCE_ZONE
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 5
Indestructible = 1
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab15]
Name = ENTRANCE_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 5
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab16]
Name = TREASURY_AREA
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 6
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab17]
Name = TREASURY_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 6
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab18]
Name = BOOK_SHELVES
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 7
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab19]
Name = LIBRARY_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 7
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab20]
Name = PRISON_AREA
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 8
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab21]
Name = PRISON_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 8
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab22]
Name = TORTURE_AREA
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 9
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab23]
Name = TORTURE_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 9
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab24]
Name = TRAINING_AREA
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 10
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab25]
Name = TRAINING_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 10
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab26]
Name = HEART_PEDESTAL
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 11
Indestructible = 1
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab27]
Name = HEART_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 11
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab28]
Name = WORKSHOP_AREA
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 12
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab29]
Name = WORKSHOP_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 12
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab30]
Name = SCAVENGE_AREA
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 13
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab31]
Name = SCAVENGER_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 13
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab32]
Name = TEMPLE_POOL
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 14
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab33]
Name = TEMPLE_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 14
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab34]
Name = GRAVE_AREA
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 15
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab35]
Name = GRAVE_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 15
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab36]
Name = HATCHERY
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 16
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab37]
Name = HATCHERY_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 16
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab38]
Name = LAIR_AREA
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 17
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab39]
Name = LAIR_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 17
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab40]
Name = BARRACK_AREA
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 4
SlbID = 18
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab41]
Name = BARRACK_WALL
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags = BLOCKING FILLED
NoBlockFlags =
FillStyle = 0
Category = 3
SlbID = 18
Indestructible = 0
Wibble = 1
Animated = 0
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 1
WlbType = 0

[slab42]
Name = DOOR_WOODEN
TooltipTextID = 590
BlockFlagsHeight = 4
BlockHealthIndex = 5
BlockFlags = BLOCKING IS_DOOR
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab43]
Name = DOOR_WOODEN2
TooltipTextID = 590
BlockFlagsHeight = 4
BlockHealthIndex = 5
BlockFlags = BLOCKING IS_DOOR
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab44]
Name = DOOR_BRACE
TooltipTextID = 591
BlockFlagsHeight = 4
BlockHealthIndex = 6
BlockFlags = BLOCKING IS_DOOR
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab45]
Name = DOOR_BRACE2
TooltipTextID = 591
BlockFlagsHeight = 4
BlockHealthIndex = 6
BlockFlags = BLOCKING IS_DOOR
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab46]
Name = DOOR_STEEL
TooltipTextID = 592
BlockFlagsHeight = 4
BlockHealthIndex = 7
BlockFlags = BLOCKING IS_DOOR
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab47]
Name = DOOR_STEEL2
TooltipTextID = 592
BlockFlagsHeight = 4
BlockHealthIndex = 7
BlockFlags = BLOCKING IS_DOOR
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab48]
Name = DOOR_MAGIC
TooltipTextID = 593
BlockFlagsHeight = 4
BlockHealthIndex = 8
BlockFlags = BLOCKING IS_DOOR
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab49]
Name = DOOR_MAGIC2
TooltipTextID = 593
BlockFlagsHeight = 4
BlockHealthIndex = 8
BlockFlags = BLOCKING IS_DOOR
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab50]
Name = SLAB50
BlockFlagsHeight = 4
BlockHealthIndex = 2
BlockFlags =
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 0
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 0
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab51]
Name = BRIDGE_FRAME
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 5
SlbID = 1
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 3

[slab52]
Name = GEMS
TooltipTextID = 544
BlockFlagsHeight = 4
BlockHealthIndex = 1
BlockFlags = BLOCKING VALUABLE
NoBlockFlags =
FillStyle = 0
Category = 0
SlbID = 0
Indestructible = 1
Wibble = 1
Animated = 1
IsSafeLand = 0
IsDiggable = 1
IsOwnable = 0
WlbType = 0

[slab53]
Name = GUARD_AREA
BlockFlagsHeight = 4
BlockHealthIndex = 4
BlockFlags = BLOCKING IS_ROOM
NoBlockFlags = IS_ROOM
FillStyle = 0
Category = 5
SlbID = 1
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab54]
Name = PURPLE_PATH
BlockFlagsHeight = 0
BlockHealthIndex = 2
BlockFlags =
NoBlockFlags =
FillStyle = 0
Category = 0
SlbID = 1
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab55]
Name = DOOR_SECRET
TooltipTextID = 935
BlockFlagsHeight = 4
BlockHealthIndex = 8
BlockFlags = BLOCKING IS_DOOR
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab56]
Name = DOOR_SECRET2
TooltipTextID = 935
BlockFlagsHeight = 4
BlockHealthIndex = 8
BlockFlags = BLOCKING IS_DOOR
NoBlockFlags =
FillStyle = 0
Category = 5
SlbID = 2
Indestructible = 0
Wibble = 1
Animated = 1
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 1
WlbType = 0

[slab57]
Name = HARD_FLOOR
TooltipTextID = 1051
BlockFlagsHeight = 0
BlockHealthIndex = 2
BlockFlags =
NoBlockFlags =
FillStyle = 0
Category = 0
SlbID = 1
Indestructible = 1
Wibble = 1
Animated = 0
IsSafeLand = 1
IsDiggable = 0
IsOwnable = 0
WlbType = 0

; Rooms configuration  

[room0]
Name = NULL
NameTextID = 201
TooltipTextID = 201
Cost = 0
Health = 0
SlabAssign = HARD
Roles = 
; HAS_NO_ENSIGN CANNOT_VANDALIZE BUILD_TILL_BROKE CANNOT_BE_SOLD 
Properties = 
Messages = 0 0 0
AmbientSndSample = 0
TotalCapacity = none
UsedCapacity = none none
SymbolSprites = 0 0
PointerSprites = 0
PanelTabIndex = 0

[room1]
Name = ENTRANCE
NameTextID = 598
TooltipTextID = 201
Cost = 0
Health = 4000
SlabAssign = ENTRANCE_ZONE
Roles = ROOM_ROLE_POOL_SPAWN ROOM_ROLE_POOL_LEAVE
Properties = CANNOT_VANDALIZE HAS_NO_ENSIGN CANNOT_BE_SOLD
; Speech messages related to the room, in order: Needed,TooSmall,NoRoute. 
Messages = 0 0 0
; Sound sample playing in a loop when the room is visible
AmbientSndSample = 0
; Algorithm used to compute room capacity
TotalCapacity = slabs_all_only
; Algorithm used to used storage space and used worker space
UsedCapacity = none none
; Height in cubes at which storage is created. Negative values for any.
StorageHeight = 0
; Sprite with big size and medium size icon of the room
SymbolSprites = 0 0
; Sprite for mouse, used when placing the room
PointerSprites = 0
; Position of the item in room building panel; 0 - not there, 1-32 - place in 4x4 grid
PanelTabIndex = 0

[room2]
Name = TREASURE
NameTextID = 599
TooltipTextID = 615
Cost = 50
Health = 100
SlabAssign = TREASURY_AREA
Roles = ROOM_ROLE_GOLD_STORAGE
Properties = BUILD_TILL_BROKE
Messages = 39 24 35
AmbientSndSample = 0
TotalCapacity = gold_slabs_wth_effcncy
UsedCapacity = gold_hoardes_in_room none
StorageHeight = 1
SymbolSprites = 29 57
PointerSprites = 25
PanelTabIndex = 1

[room3]
Name = RESEARCH
NameTextID = 600
TooltipTextID = 616
Cost = 200
Health = 320
SlabAssign = BOOK_SHELVES
Roles = ROOM_ROLE_POWERS_STORAGE ROOM_ROLE_RESEARCH
Properties = 
Messages = 0 25 0
AmbientSndSample = 0
TotalCapacity = slabs_div2_wth_effcncy
UsedCapacity = books_in_room workers_in_room
StorageHeight = 1
SymbolSprites = 33 61
PointerSprites = 27
PanelTabIndex = 5

[room4]
Name = PRISON
NameTextID = 601
TooltipTextID = 617
Cost = 225
Health = 600
SlabAssign = PRISON_AREA
Roles = ROOM_ROLE_PRISON ROOM_ROLE_CONDITIONAL_SPAWN
Properties = 
CreatureCreation = SKELETON
Messages = 0 26 0
AmbientSndSample = 0
TotalCapacity = slabs_all_wth_effcncy
UsedCapacity = none none
StorageHeight = 1
SymbolSprites = 37 65
PointerSprites = 29
PanelTabIndex = 9

[room5]
Name = TORTURE
NameTextID = 602
TooltipTextID = 619
Cost = 350
Health = 1000
SlabAssign = TORTURE_AREA
Roles = ROOM_ROLE_TORTURE ROOM_ROLE_CONDITIONAL_SPAWN
Properties = 
CreatureCreation = GHOST
Messages = 0 27 0
AmbientSndSample = 0
TotalCapacity = slabs_div2_wth_effcncy
UsedCapacity = none none
StorageHeight = 1
SymbolSprites = 35 63
PointerSprites = 28
PanelTabIndex = 10

[room6]
Name = TRAINING
NameTextID = 603
TooltipTextID = 618
Cost = 150
Health = 1250
SlabAssign = TRAINING_AREA
Roles = ROOM_ROLE_TRAIN_EXP
Properties = 
Messages = 0 28 0
AmbientSndSample = 85
TotalCapacity = slabs_div2_wth_effcncy
UsedCapacity = none none
StorageHeight = 1
SymbolSprites = 39 67
PointerSprites = 30
PanelTabIndex = 4

[room7]
Name = DUNGEON_HEART
NameTextID = 604
TooltipTextID = 620
Cost = 0
Health = 1300
SlabAssign = HEART_PEDESTAL
Roles = ROOM_ROLE_KEEPER_STORAGE
Properties = CANNOT_VANDALIZE HAS_NO_ENSIGN CANNOT_BE_SOLD
AmbientSndSample = 0
TotalCapacity = none
UsedCapacity = none none
StorageHeight = 2
SymbolSprites = 0 0
PointerSprites = 0
PanelTabIndex = 0

[room8]
Name = WORKSHOP
NameTextID = 605
TooltipTextID = 621
Cost = 200
Health = 900
SlabAssign = WORKSHOP_AREA
Roles = ROOM_ROLE_CRATES_STORAGE ROOM_ROLE_CRATES_MANUFACTURE
Properties = BUILD_TILL_BROKE
Messages = 0 29 0
AmbientSndSample = 86
TotalCapacity = slabs_div2_wth_effcncy
UsedCapacity = crates_in_room workers_in_room
StorageHeight = 1
SymbolSprites = 47 75
PointerSprites = 34
PanelTabIndex = 8

[room9]
Name = SCAVENGER
NameTextID = 613
TooltipTextID = 629
Cost = 750
Health = 1000
SlabAssign = SCAVENGE_AREA
Roles = ROOM_ROLE_SCAVENGE ROOM_ROLE_CONDITIONAL_SPAWN
Properties = 
Messages = 0 30 0
AmbientSndSample = 156
TotalCapacity = slabs_div2_wth_effcncy
UsedCapacity = none none
StorageHeight = 1
SymbolSprites = 49 77
PointerSprites = 35
PanelTabIndex = 14

[room10]
Name = TEMPLE
NameTextID = 612
TooltipTextID = 628
Cost = 350
Health = 1000
SlabAssign = TEMPLE_POOL
Roles = ROOM_ROLE_SACRIFICE ROOM_ROLE_PURIFY_SPELLS ROOM_ROLE_HAPPY_PRAY ROOM_ROLE_CONDITIONAL_SPAWN
Properties = 
Messages = 0 31 0
AmbientSndSample = 155
TotalCapacity = slabs_div2_wth_effcncy
UsedCapacity = none none
StorageHeight = 2
SymbolSprites = 45 73
PointerSprites = 33
PanelTabIndex = 12

[room11]
Name = GRAVEYARD
NameTextID = 606
TooltipTextID = 622
Cost = 300
Health = 350
SlabAssign = GRAVE_AREA
Roles = ROOM_ROLE_DEAD_STORAGE ROOM_ROLE_CONDITIONAL_SPAWN
Properties = 
CreatureCreation = VAMPIRE
Messages = 0 32 0
AmbientSndSample = 45
TotalCapacity = slabs_all_only
UsedCapacity = bodies_in_room none
StorageHeight = 1
SymbolSprites = 43 71
PointerSprites = 32
PanelTabIndex = 13

[room12]
Name = BARRACKS
NameTextID = 607
TooltipTextID = 623
Cost = 125
Health = 350
SlabAssign = BARRACK_AREA
Roles = ROOM_ROLE_MAKE_GROUP
Properties = 
Messages = 0 33 0
AmbientSndSample = 0
TotalCapacity = slabs_div2_wth_effcncy
UsedCapacity = none none
StorageHeight = 2
SymbolSprites = 41 69
PointerSprites = 31
PanelTabIndex = 11

[room13]
Name = GARDEN
NameTextID = 608
TooltipTextID = 624
Cost = 125
Health = 350
SlabAssign = HATCHERY
Roles = ROOM_ROLE_FOOD_STORAGE ROOM_ROLE_FOOD_SPAWN
Properties = BUILD_TILL_BROKE
Messages = 41 22 34
AmbientSndSample = 0
TotalCapacity = slabs_all_wth_effcncy
UsedCapacity = food_in_room none
StorageHeight = 0
SymbolSprites = 31 59
PointerSprites = 26
PanelTabIndex = 3

[room14]
Name = LAIR
NameTextID = 609
TooltipTextID = 625
Cost = 100
Health = 200
SlabAssign = LAIR_AREA
Roles = ROOM_ROLE_LAIR_STORAGE ROOM_ROLE_HEAL_SLEEP
Properties = BUILD_TILL_BROKE
Messages = 40 23 36
AmbientSndSample = 0
TotalCapacity = slabs_all_wth_effcncy
UsedCapacity = lair_occupants none
StorageHeight = 1
SymbolSprites = 51 79
PointerSprites = 36
PanelTabIndex = 2

[room15]
Name = BRIDGE
NameTextID = 610
TooltipTextID = 626
Cost = 30
Health = 100
SlabAssign = BRIDGE_FRAME
Roles = ROOM_ROLE_PASS_WATER ROOM_ROLE_PASS_LAVA
Properties = CANNOT_VANDALIZE HAS_NO_ENSIGN
Messages = 0 0 0
AmbientSndSample = 0
TotalCapacity = none
UsedCapacity = none none
StorageHeight = 1
SymbolSprites = 53 81
PointerSprites = 37
PanelTabIndex = 6

[room16]
Name = GUARD_POST
NameTextID = 611
TooltipTextID = 627
Cost = 50
Health = 5000
SlabAssign = GUARD_AREA
Roles = ROOM_ROLE_GUARD
Properties = HAS_NO_ENSIGN
Messages = 0 0 0
AmbientSndSample = 0
TotalCapacity = slabs_all_only
UsedCapacity = none none
StorageHeight = 2
SymbolSprites = 55 83
PointerSprites = 38
PanelTabIndex = 7

; Temporary section - will be removed at some point
[block_health]
DIRT = 2
GOLD = 20
PRETTY = 20
FLOOR = 5
ROOM = 20
DOOR_WOODEN = 20
DOOR_BRACE = 80
DOOR_STEEL = 255
DOOR_MAGIC = 255
