<?xml version="1.0" encoding="utf-8" ?>
<!-- Notes:
    -'prob' will be used for probability of object to be created when determining a new object on the Dungeon creation. Default is 0.1 (10%). 
			use 0.0 if you don't want the object to be create (maybe it's a custom object for a specific room only
	
-->

<objects>	
	<common>
		<!-- 
		
		
		SHARED OBJECTS 
		
		
		--> 
		<!-- Traps -->
		<object name="initial_death_sign" type="hazard" sx="1" sy="1" anim="0" sheet="common_floor_objects" img="sign" label_name="Death Sign" prob="0.0" >
			<description>Seriously, don't read me.</description>
			<prop name="damage_percent"  value="1"/>
			<prop name="amount_damage" value="1.0f" />
		</object>
		<object name="hazard_spikes" type="hazard" walkable="1" sx="1" sy="1" anim="0" sheet="common_floor_objects" img="hazard_spikes" label_name="Spikes" prob="0.0" >
			<description>Deadly spikes.</description>
			<prop name="damage_percent"  value="0"/>
			<prop name="amount_damage" value="6.0" />
			<prop name="cast_shadow" value="0" />
            <prop name="can_be_disabled" value="1" />
			<prop name="sound_use" value="ability_spikes" />
		</object>
		<object name="hazard_trap" type="hazard" walkable="1" sx="1" sy="1" anim="0" sheet="common_floor_objects" img="hazard_trap" label_name="Trap" prob="0.0" >
			<description>A bear trap.</description>
			<prop name="damage_percent"  value="0"/>
			<prop name="amount_damage" value="8.0" />
			<prop name="cast_shadow" value="0" />
            <prop name="can_be_disabled" value="1" />
			<prop name="sound_use" value="ability_trap" />
		</object>
		<!-- Communication Artifact -->
		<object name="quest_stone" type="quest_stone" walkable="0" anim="1" sheet="common_floor_objects" img="quest_stone" label_name="Quest">
			<prop name="disabled" value="quest_stone_disabled" />
			<description></description>
		</object>
		<!-- Shrine -->
		<object name="shrine" type="shrine" walkable="1" anim="0" sheet="common_floor_objects" img="shrine" label_name="Shrine" prob="0.0">
			<description>Shrine</description>
		</object>
		<!-- Button Traps -->
		<object name="moon_trap" type="item_container" walkable="1" anim="0" sheet="common_floor_objects" img="moon_block" label_name="Moon tile" prob="0.4" >
			<prop name="broken_img" value="moon_block_disabled"/>
			<description>A Moon block, walk to it to see what happens.</description>
			<prop name="trap_or_loot" value="1" />
			<prop name="walkable_after" value="1" />
			<prop name="require_weapons" value="0" />
			<prop name="cast_shadow" value="0" />
		</object>
		<object name="star_trap" walkable="1" type="item_container" anim="0" sheet="common_floor_objects" img="star_block" label_name="Star tile" prob="0.4" >
			<description>A star block, walk to it to see what happens.</description>
			<prop name="broken_img" value="star_block_disabled"/>
			<prop name="trap_or_loot" value="1" />
			<prop name="require_weapons" value="0" />
			<prop name="cast_shadow" value="0" />
			<prop name="walkable_after" value="1" />
		</object>	
		<!-- Treasure Chest -->
		<object name="treasure_chest" type="treasure_chest" anim="0" sheet="common_floor_objects" label_name="Treasure Chest" prob="0.13" >
		   <description></description>
			<prop name="treasure_slots" value="3"/>
			<prop name="closed_image" value="safe" />		
		</object>
		<!-- Teleport Pad -->
		<object name="teleport_pad" walkable="1" type="teleport_pad" sx="1" sy="1"  anim="1" sheet="common_floor_objects" img="teleportation" label_name="Teleporter" prob="0.0">
			<description></description>
		</object>
		<!-- Fountains -->
		<object name="hp_fountain" type="fountain" sx="1" sy="1" anim="1" sheet="common_floor_objects" img="fountain_hp" label_name="Health Fountain" prob="0.08" >
			<description></description>
			<prop name="type"  value="hp"/>
			<prop name="depleted_img" value="fountain_empty" />
		</object>
		<object name="mana_fountain"  type="fountain" sx="1" sy="1" anim="1" sheet="common_floor_objects" img="fountain_mana" label_name="Mana Fountain" prob="0.08">
		<description></description>
			<prop name="type"  value="mana"/>
			<prop name="depleted_img" value="fountain_empty" />
		</object>	
		
		<!-- Candles w/Pedestral -->
		<object name="candles_pedestral" sx="1" sy="1" anim="1" sheet="common_floor_objects" img="candles" label_name="Candles" >
			<description></description>
			<prop name="light" 		    value="1"/>
			<prop name="light_x" 		value="0"/>
			<prop name="light_y" 		value="-12"/>
			<prop name="light_color"    value="255;255;0;255"/>
			<prop name="light_radius"  value="30"/>
			<prop name="light_radius_dif"  value="2"/>
			<prop name="light_anim"    value="500"/>
		</object>
				
	<!--/common-->
		<!-- Fire -->
		<object name="fire" sx="1" sy="1" anim="1" sheet="dungeon_objects" img="campfire" label_name="Campfire" prob="0.1" >
			<description></description>
			<prop name="light" 		    value="1"/>
			<prop name="light_x" 		value="0"/>
			<prop name="light_y" 		value="-12"/>
			<prop name="light_color"    value="255;200;0;200"/>
			<prop name="light_radius"  value="23"/>
			<prop name="light_radius_dif"  value="2"/>
			<prop name="light_anim"    value="1000"/>
		</object>	
		
		<!-- Bookshelf -->
		<object name="bookshelf_1" type="item_container" sx="1" sy="1" anim="0" sheet="dungeon_objects" img="bookshelf_1" label_name="Bookshelf" >
		<description></description>
            <prop name="broken_img" value="bookshelf_1_searched" />
			<prop name="walkable_after" value="0" />		
			<prop name="require_weapons" value="0" />
			<prop name="break_sound" value="ingame_bookshelf_inspect"/>
		</object>
		<!-- Bookshelf -->
		<object name="bookshelf_2" type="item_container" sx="1" sy="1" anim="0" sheet="dungeon_objects" img="bookshelf_2" label_name="Bookshelf" >
		<description></description>
            <prop name="broken_img" value="bookshelf_2_searched" />
			<prop name="walkable_after" value="0" />		
			<prop name="require_weapons" value="0" />
			<prop name="break_sound" value="ingame_bookshelf_inspect"/>
		</object>
		<!-- Table -->
		<object name="table_1" type="item_container" sx="1" sy="1" anim="0" sheet="dungeon_objects" img="table_1" label_name="Table" >
		<description></description>
			<prop name="broken_img" value="table_broken" />
			<prop name="walkable_after" value="0" />		
			<prop name="break_sound" value="ingame_wood_breaks"/>
		</object>
		<!-- Table -->
		<object name="table_2" type="item_container" sx="1" sy="1" anim="0" sheet="dungeon_objects" img="table_2" label_name="Table" >
		<description></description>
			<prop name="broken_img" value="table_broken" />
			<prop name="walkable_after" value="0" />		
			<prop name="break_sound" value="ingame_wood_breaks"/>
		</object>
		
		<!-- Breakable Stuff-->
		<object name="barril_1" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="barril_1" label_name="Barril" >
			<description></description>
			<prop name="broken_img" value="barril_broken" />
			<prop name="walkable_after" value="1" />	
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_wood_breaks"/>
		</object>	
		<object name="barril_2" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="barril_2" label_name="Barril" >
			<description></description>
			<prop name="broken_img" value="barril_broken" />
			<prop name="walkable_after" value="1" />	
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_wood_breaks"/>
		</object>	
		<object name="statue_1" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="statue_1" label_name="Statue" >
			<description></description>
			<prop name="broken_img" value="statue_broken" />
			<prop name="walkable_after" value="1" />	
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>	
		<object name="statue_2" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="statue_2" label_name="Statue" >
			<description></description>
			<prop name="broken_img" value="statue_broken" />
			<prop name="walkable_after" value="1" />	
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>	
		<object name="statue_3" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="statue_3" label_name="Statue" >
			<description></description>
			<prop name="broken_img" value="statue_broken" />
			<prop name="walkable_after" value="1" />	
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>	
		
		<object name="grave_1" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="grave_1" label_name="Grave" >
			<description></description>
			<prop name="broken_img" value="grave_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>	
		<object name="grave_2" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="grave_2" label_name="Grave" >
			<description></description>
			<prop name="broken_img" value="grave_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>	
		<!-- MONUMENTS -->
		<object name="monument_1" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="monument_1" label_name="Monument" >
			<description></description>
			<prop name="broken_img" value="monument_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>	
		<object name="monument_2" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="monument_2" label_name="Monument" >
			<description></description>
			<prop name="broken_img" value="monument_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>	
		<object name="monument_3" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="monument_3" label_name="Monument" >
			<description></description>
			<prop name="broken_img" value="monument_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>	
		<object name="monument_4" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="monument_4" label_name="Monument" >
			<description></description>
			<prop name="broken_img" value="monument_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>	
		<!-- Box -->
		<object name="box_1" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="box_1" label_name="Wood Box" >
			<description></description>
			<prop name="broken_img" value="box_1_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_wood_breaks"/>
		</object>
		
		<!-- Jar -->
		<object name="vase_1" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="vase_1" label_name="Vase" >
		<description></description>
			<prop name="broken_img" value="vase_1_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>
		<object name="vase_2" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="vase_2" label_name="Vase" >
			<description></description>
			<prop name="broken_img" value="vase_1_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>
		
		<object name="vase_3" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="vase_3" label_name="Vase" >
		<description></description>
			<prop name="broken_img" value="vase_3_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>
		<object name="vase_4" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="vase_4" label_name="Vase" >
			<description></description>
			<prop name="broken_img" value="vase_3_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>
		<object name="vase_5" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="vase_5" label_name="Vase" >
			<description></description>
			<prop name="broken_img" value="vase_5_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>
		<object name="vase_6" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="vase_6" label_name="Vase" >
			<description></description>
			<prop name="broken_img" value="vase_5_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>
		<object name="vase_7" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="vase_7" label_name="Vase" >
			<description></description>
			<prop name="broken_img" value="vase_7_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>
		<object name="vase_8" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="vase_8" label_name="Vase" >
			<description></description>
			<prop name="broken_img" value="vase_7_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>
		<object name="vase_9" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="vase_9" label_name="Vase" >
			<description></description>
			<prop name="broken_img" value="vase_9_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>
		<object name="vase_10" sx="1" sy="1" type="item_container" anim="0" sheet="dungeon_objects" img="vase_10" label_name="Vase" >
			<description></description>
			<prop name="broken_img" value="vase_9_broken" />
			<prop name="treasure_slots" value="1"/>
			<prop name="break_sound" value="ingame_ceramic_breaks"/>
		</object>

		<!-- Coffin -->
		<object name="coffin_1" type="item_container" sx="1" sy="1" anim="0" sheet="dungeon_objects" img="coffin_01" label_name="Coffin" >
		<description></description>
            <prop name="broken_img" value="coffin_open_01" />
			<prop name="walkable_after" value="0" />		
			<prop name="require_weapons" value="0" />
			<prop name="break_sound" value="ingame_bookshelf_inspect"/>
		</object>
		<object name="coffin_2" type="item_container" sx="1" sy="1" anim="0" sheet="dungeon_objects" img="coffin_02" label_name="Coffin" >
		<description></description>
            <prop name="broken_img" value="coffin_open_02" />
			<prop name="walkable_after" value="0" />		
			<prop name="require_weapons" value="0" />
			<prop name="break_sound" value="ingame_bookshelf_inspect"/>
		</object>
	
	</common>
	
	<!--/floor_gray_1-->
	<!-- 
	
	
	END floor_gray_1 FLOOR OBJECTS 
	
	
	--> 
	
</objects>	