BACKUP ~rukrakia/backup~
AUTHOR ~darktn@naver.com~

LANGUAGE ~korean~
         ~korean~
         ~rukrakia/korean/setup.tra~

BEGIN @0

REQUIRE_FILE ~Data/25Dialog.bif~ @125

PRINT ~이 모드는 BP용 detectable spell패치를 포함합니다. BP와 호환되지 않는 모드는 이 모드와 호환되지 않을 수 있습니다.~

ACTION_IF FILE_EXISTS ~Setup-GUI.tp2~
THEN BEGIN
  UNINSTALL ~Setup-GUI.tp2~ ~0~
  UNINSTALL ~Setup-GUI.tp2~ ~1~
  UNINSTALL ~Setup-GUI.tp2~ ~2~
  UNINSTALL ~Setup-GUI.tp2~ ~3~
  UNINSTALL ~Setup-GUI.tp2~ ~4~
  UNINSTALL ~Setup-GUI.tp2~ ~5~
  UNINSTALL ~Setup-GUI.tp2~ ~6~
  UNINSTALL ~Setup-GUI.tp2~ ~7~
  UNINSTALL ~Setup-GUI.tp2~ ~8~
  UNINSTALL ~Setup-GUI.tp2~ ~9~
  UNINSTALL ~Setup-GUI.tp2~ ~10~
  UNINSTALL ~Setup-GUI.tp2~ ~11~
  UNINSTALL ~Setup-GUI.tp2~ ~12~
  UNINSTALL ~Setup-GUI.tp2~ ~13~
  UNINSTALL ~Setup-GUI.tp2~ ~14~
  UNINSTALL ~Setup-GUI.tp2~ ~15~
  UNINSTALL ~Setup-GUI.tp2~ ~16~
  UNINSTALL ~Setup-GUI.tp2~ ~17~
  UNINSTALL ~Setup-GUI.tp2~ ~18~
  UNINSTALL ~Setup-GUI.tp2~ ~19~
END

//*********************************************************************
PRINT ~Patching STATS.IDS...~
//*********************************************************************
COPY_EXISTING ~STATS.IDS~ ~override~
  SET_2DA_ENTRY 0 0 1 ~1~   //that's a trick for WeiDU to handle row numbers properly - removes all leading empty rows
  COUNT_2DA_ROWS 2 "rows_cnt"
  FOR( cnt=0; cnt<rows_cnt; cnt=cnt+1 ) BEGIN
   READ_2DA_ENTRY cnt 0 2 "id"
   PATCH_IF( "%id%" = 109 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~CLERIC_HALLOW~
   END
   PATCH_IF( "%id%" = 110 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~CLERIC_ARMOR_OF_FAITH~
   END
   PATCH_IF( "%id%" = 116 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_SPELL_DEFLECTION~                          
   END                                                                 
   PATCH_IF( "%id%" = 117 ) BEGIN                 
     SET_2DA_ENTRY cnt 1 2 ~PROTECTION_FROM_EVIL~
   END                                                                 
   PATCH_IF( "%id%" = 118 ) BEGIN                 
     SET_2DA_ENTRY cnt 1 2 ~TRUE_SIGHT~
   END                                                         
   PATCH_IF( "%id%" = 119 ) BEGIN                 
     SET_2DA_ENTRY cnt 1 2 ~CLERIC_CHAOTIC_COMMANDS~        
   END                                                  
   PATCH_IF( "%id%" = 120 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~CLERIC_INSECT_PLAGUE~
   END
   PATCH_IF( "%id%" = 121 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~CLERIC_BLADE_BARRIER~        
   END
   PATCH_IF( "%id%" = 122 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~CLERIC_PHYSICAL_MIRROR~        
   END                                                                      
   PATCH_IF( "%id%" = 123 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~CLERIC_SHIELD_OF_THE_ARCHONS~
   END                                                                      
   PATCH_IF( "%id%" = 124 ) BEGIN                 
     SET_2DA_ENTRY cnt 1 2 ~CLERIC_REGENERATION~        
   END                                                                
   PATCH_IF( "%id%" = 125 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_FIRE_SHIELD~
   END
   PATCH_IF( "%id%" = 126 ) BEGIN                 
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_PROTECTION_FROM_MAGIC_ENERGY~
   END                                                                   
   PATCH_IF( "%id%" = 127 ) BEGIN                 
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_MISLEAD~        
   END
   PATCH_IF( "%id%" = 128 ) BEGIN                 
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_PROTECTION_FROM_MAGIC_WEAPONS~
   END
   PATCH_IF( "%id%" = 129 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_SPELL_TURNING~
   END
   PATCH_IF( "%id%" = 130 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_PROTECTION_FROM_THE_ELEMENTS~
   END
   PATCH_IF( "%id%" = 131 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~CLERIC_FREE_ACTION~
   END
   PATCH_IF( "%id%" = 132 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_KHELBANS_WARDING_WHIP~
   END
   PATCH_IF( "%id%" = 133 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~CLERIC_DEFENSIVE_HARMONY~
   END
   PATCH_IF( "%id%" = 134 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~LEVELDRAIN~
   END
   PATCH_IF( "%id%" = 156 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~SCRIPTINGSTATE1~
   END
   PATCH_IF( "%id%" = 157 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~SCRIPTINGSTATE2~
   END
   PATCH_IF( "%id%" = 158 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~SCRIPTINGSTATE3~
   END
   PATCH_IF( "%id%" = 159 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~SCRIPTINGSTATE4~
   END
   PATCH_IF( "%id%" = 160 ) BEGIN                        
     SET_2DA_ENTRY cnt 1 2 ~SCRIPTINGSTATE5~                  
   END                                                         
   PATCH_IF( "%id%" = 161 ) BEGIN                             
     SET_2DA_ENTRY cnt 1 2 ~SCRIPTINGSTATE6~
   END
   PATCH_IF( "%id%" = 162 ) BEGIN                           
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_SPELL_IMMUNITY~                  
   END
   PATCH_IF( "%id%" = 163 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_PROTECTION_FROM_ENERGY~
   END
   PATCH_IF( "%id%" = 164 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_SPELL_TRAP~
   END
   PATCH_IF( "%id%" = 165 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_IMPROVED_ALACRITY~
   END
   PATCH_IF( "%id%" = 176 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_PROTECTION_FROM_PETRIFICATION~
   END
   PATCH_IF( "%id%" = 177 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_SPELL_SHIELD~
   END
   PATCH_IF( "%id%" = 178 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_RESIST_FEAR~
   END
   PATCH_IF( "%id%" = 179 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_PROTECTION_FROM_NORMAL_MISSILES~
   END
   PATCH_IF( "%id%" = 180 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_GREATER_MALISON~
   END
   PATCH_IF( "%id%" = 181 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_PROTECTION_FROM_NORMAL_WEAPONS~
   END
   PATCH_IF( "%id%" = 182 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~WIZARD_TENSERS_TRANSFORMATION~
   END
   PATCH_IF( "%id%" = 200 ) BEGIN
     SET_2DA_ENTRY cnt 1 2 ~LEVELDRAIN_WRONG~
   END
 END
BUT_ONLY_IF_IT_CHANGES

APPEND ~STATS.IDS~ ~176 WIZARD_PROTECTION_FROM_PETRIFICATION~ UNLESS ~WIZARD_PROTECTION_FROM_PETRIFICATION~
APPEND ~STATS.IDS~ ~177 WIZARD_SPELL_SHIELD~ UNLESS ~WIZARD_SPELL_SHIELD~
APPEND ~STATS.IDS~ ~178 WIZARD_RESIST_FEAR~ UNLESS ~WIZARD_RESIST_FEAR~
APPEND ~STATS.IDS~ ~179 WIZARD_PROTECTION_FROM_NORMAL_MISSILES~ UNLESS ~WIZARD_PROTECTION_FROM_NORMAL_MISSILES~
APPEND ~STATS.IDS~ ~180 WIZARD_GREATER_MALISON~ UNLESS ~WIZARD_GREATER_MALISON~
APPEND ~STATS.IDS~ ~181 WIZARD_PROTECTION_FROM_NORMAL_WEAPONS~ UNLESS ~WIZARD_PROTECTION_FROM_NORMAL_WEAPONS~
APPEND ~STATS.IDS~ ~182 WIZARD_TENSERS_TRANSFORMATION~ UNLESS ~WIZARD_TENSERS_TRANSFORMATION~

ACTION_IF FILE_EXISTS ~script compiler/AICOMPILE.exe~
THEN BEGIN
  COPY_EXISTING + ~STATS.IDS~   ~script compiler~
END


//*********************************************************************
PRINT ~Implementing STATES...~
//*********************************************************************

COPY_EXISTING ~SPWI609.SPL~    ~override~
 READ_LONG  0x64  "ability_offset"
 READ_SHORT 0x68  "abil_cnt"
 READ_LONG  0x6a  "eff_offset"
 FOR( cnt=0; cnt<"%abil_cnt%"; cnt=cnt+1 ) BEGIN
   READ_BYTE ("%ability_offset%"+cnt*0x28)  "type"
   PATCH_IF("%type%"=1) BEGIN        //Melee ability
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
     FOR( cnt2=0; cnt2<eff_cnt; cnt2=cnt2+1 ) BEGIN
       READ_SHORT ("%eff_offset%"+0x30*(cnt2+eff_idx))  "eff_type"
       PATCH_IF( "%eff_type%"=146 ) THEN BEGIN  //fixing wrong SPPR950 reference 'coz it already has (233) set
         WRITE_ASCII ("%eff_offset%"+0x30*(cnt2+eff_idx)+0x14)  ~SPWI609D~ #8
       END
     END
   END
 END
BUT_ONLY_IF_IT_CHANGES


COPY_EXISTING ~MELIS02.SPL~    ~override~
 READ_LONG  0x64  "ability_offset"
 READ_SHORT 0x68  "abil_cnt"
 READ_LONG  0x6a  "eff_offset"
 FOR( cnt=0; cnt<"%abil_cnt%"; cnt=cnt+1 ) BEGIN
   READ_BYTE ("%ability_offset%"+cnt*0x28)  "type"
   PATCH_IF("%type%"=1) BEGIN        //Melee ability
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
     FOR( cnt2=0; cnt2<eff_cnt; cnt2=cnt2+1 ) BEGIN
       READ_SHORT ("%eff_offset%"+0x30*(cnt2+eff_idx))  "eff_type"
       PATCH_IF( "%eff_type%"=282 ) THEN BEGIN
         SET offset = ("%eff_offset%"+0x30*(cnt2+eff_idx))
         WRITE_SHORT  offset    233     //Modify proficiencies
         WRITE_LONG   offset+4  2       //num. of stars
         WRITE_LONG   offset+8  121     //CLERIC_BLADE_BARRIER
       END
     END
   END
 END
BUT_ONLY_IF_IT_CHANGES


//***************************************************************
//** MAIN PROCESSING
//***************************************************************
COPY + ~rukrakia/PATCH.TBL~  ~rukrakia~
  COUNT_2DA_ROWS 19 "rows_cnt"
  FOR( cntg=0; cntg<"%rows_cnt%"; cntg=cntg+1 ) BEGIN
    READ_2DA_ENTRY cntg  1 19 "table_file_name"
    READ_2DA_ENTRY cntg  2 19 "ability"
    READ_2DA_ENTRY cntg  3 19 "effect"
    READ_2DA_ENTRY cntg  4 19 "target"
    READ_2DA_ENTRY cntg  5 19 "power"
    READ_2DA_ENTRY cntg  6 19 "stars"
    READ_2DA_ENTRY cntg  7 19 "profic"
    READ_2DA_ENTRY cntg  8 19 "duration"
    READ_2DA_ENTRY cntg  9 19 "dispell_res"
    READ_2DA_ENTRY cntg 10 19 "time"
    READ_2DA_ENTRY cntg 11 19 "time_step"
    READ_2DA_ENTRY cntg 12 19 "lvl_step"
    READ_2DA_ENTRY cntg 13 19 "prob1"
    READ_2DA_ENTRY cntg 14 19 "prob2"
    READ_2DA_ENTRY cntg 15 19 "max_lvl"
    READ_2DA_ENTRY cntg 16 19 "min_lvl"
    READ_2DA_ENTRY cntg 17 19 "save"
    READ_2DA_ENTRY cntg 18 19 "save_bonus"

    SET fileExistsInGame = 0
    INNER_PATCH_FILE "%table_file_name%" BEGIN  //thanx to devSin for this idea - from WeiDU forums
      PATCH_IF (~%SOURCE_SIZE%~) BEGIN
        SET fileExistsInGame = 1
      END
    END
    PATCH_IF fileExistsInGame=1 THEN BEGIN
      INNER_ACTION BEGIN
        COPY_EXISTING "%table_file_name%"    ~override~  //patching the file from the current table entry
          READ_LONG  0x64  "ability_offset"
          READ_SHORT 0x68  "abil_cnt"
          READ_LONG  0x6a  "eff_offset"
          SET found = 0
          SET extra_effects = 0
          SET first_level = 1
          SET first_level_time = 0
          SET curr_level = 1
          SET prev_level = 1
          SET full_steps = 0
          FOR( cnt=0; cnt<"%abil_cnt%"; cnt=cnt+1 ) BEGIN
            READ_BYTE ("%ability_offset%"+cnt*0x28)  "type"
            PATCH_IF( found>0 ) THEN BEGIN    //shift effects indexes for all possible abilities after 1st effect entry
              READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
              WRITE_SHORT ("%ability_offset%"+cnt*0x28+0x20) eff_idx+extra_effects
            END
            PATCH_IF("%type%" = "%ability%") BEGIN                     //necessary ability found
              READ_SHORT ("%ability_offset%"+cnt*0x28+0x10)  curr_level
              READ_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt
              READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
              FOR( cnt2=0; cnt2<eff_cnt; cnt2=cnt2+1 ) BEGIN
                READ_SHORT ("%eff_offset%"+0x30*(cnt2+eff_idx))  "eff_type"
              END

              PATCH_IF( found=0 ) THEN BEGIN
               SET found = 1
               SET first_level_time = "%time%"
              END
              ELSE BEGIN
               PATCH_IF( found=1 ) THEN BEGIN          //2nd entry
                 SET first_level = "%curr_level%"-1    //a level of the 2nd effect entry - a base value to increase time
                 SET found = 2
               END
             END
             SET full_steps = (curr_level - first_level)/"%lvl_step%"

             WRITE_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt+1
             SET offset = ("%eff_offset%"+0x30*(eff_idx))//+eff_cnt))
             INSERT_BYTES offset    0x30               //1 new effect
             WRITE_SHORT  offset    "%effect%"         //effect
             WRITE_BYTE   offset+2  "%target%"         //TargetSelf
             WRITE_BYTE   offset+3  "%power%"          //Power
             WRITE_LONG   offset+4  "%stars%"          //num. of stars
             WRITE_LONG   offset+8  "%profic%"         //CLERIC_SHIELD_OF_THE_ARCHONS
             WRITE_BYTE   offset+12 "%duration%"       //Instant/Limited
             WRITE_BYTE   offset+13 "%dispell_res%"    //Not Dispell/Not Bypass Resistance
             WRITE_LONG   offset+14 "%first_level_time%"+"%time_step%"*"%full_steps%"     //Time
             WRITE_BYTE   offset+18 "%prob1%"          //Probability 1
             WRITE_BYTE   offset+19 "%prob2%"          //Probability 2
             WRITE_LONG   offset+28 "%max_lvl%"        //#dice / max lvl
             WRITE_LONG   offset+32 "%min_lvl%"        //Dice size/Min level
             WRITE_LONG   offset+36 "%save%"           //Save type
             WRITE_LONG   offset+40 "%save_bonus%"     //Save bonus
             SET extra_effects = extra_effects + 1
            END //PATCH_IF("%type%" = "%ability%")
            SET prev_level = curr_level
          END //FOR - ability loop
         BUT_ONLY_IF_IT_CHANGES  //COPY_EXISTING
      END //INNER_ACTION
    END //PATCH_IF fileExistsInGame
  END //.TBL loop


COPY_EXISTING ~SPWI702.SPL~  ~override~
 READ_LONG  0x64  "ability_offset"
 READ_SHORT 0x68  "abil_cnt"
 READ_LONG  0x6a  "eff_offset"
 SET found = 0
 SET extra_effects = 0
 SET first_level = 1
 SET first_level_time = 0
 SET curr_level = 1
 SET prev_level = 1
 SET time = 0
 FOR( cnt=0; cnt<"%abil_cnt%"; cnt=cnt+1 ) BEGIN
   SET already_there = 0
   READ_BYTE ("%ability_offset%"+cnt*0x28)  "type"
   PATCH_IF( found>0 ) THEN BEGIN    //shift effects indexes for all possible abilities after 1st effect entry
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
     WRITE_SHORT ("%ability_offset%"+cnt*0x28+0x20) eff_idx+extra_effects
   END
   PATCH_IF("%type%" = 1) BEGIN                     //necessary ability found
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x10)  curr_level
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
     FOR( cnt2=0; cnt2<eff_cnt; cnt2=cnt2+1 ) BEGIN
       READ_SHORT ("%eff_offset%"+0x30*(cnt2+eff_idx))  "eff_type"
       PATCH_IF( "%eff_type%" = 206 ) THEN BEGIN       //effect found
         SET already_there = 1
       END
       PATCH_IF( "%eff_type%" = 233 ) THEN BEGIN       //effect found
         READ_LONG ("%eff_offset%"+0x30*(cnt2+eff_idx)+14) "time"
       END
     END
     PATCH_IF( already_there=0 ) THEN BEGIN
       PATCH_IF( found=0 ) THEN BEGIN
         SET found = 1
         SET first_level_time = "%time%"
       END
       ELSE BEGIN
         PATCH_IF( found=1 ) THEN BEGIN          //2nd entry
           SET first_level = "%curr_level%"-1    //a level of the 2nd effect entry - a base value to increase time
           SET found = 2
         END
       END

       WRITE_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt+1
       SET offset = ("%eff_offset%"+0x30*(eff_idx+eff_cnt))
       INSERT_BYTES offset    0x30               //1 new effect
       WRITE_SHORT  offset    206                //effect
       WRITE_BYTE   offset+2  2                  //TargetSelf
       WRITE_BYTE   offset+3  7                  //Power
       WRITE_BYTE   offset+12 0                  //Instant/Limited
       WRITE_BYTE   offset+13 3                  //Not Dispell/Not Bypass Resistance
       WRITE_LONG   offset+14 "%time%"           //Time
       WRITE_BYTE   offset+18 100          //Probability 1
       WRITE_ASCII  offset+20 ~SPWI702~ #8
       SET extra_effects = extra_effects + 1
     END
   END //PATCH_IF("%type%" = "%ability%")
   SET prev_level = curr_level
 END //FOR - ability loop
BUT_ONLY_IF_IT_CHANGES  //COPY_EXISTING


COPY_EXISTING ~SPCL152.SPL~    ~override~
              ~SPCL741.spl~    ~override~
 READ_LONG  0x64  "ability_offset"
 READ_SHORT 0x68  "abil_cnt"
 READ_LONG  0x6a  "eff_offset"
 FOR( cnt=0; cnt<"%abil_cnt%"; cnt=cnt+1 ) BEGIN
   READ_BYTE ("%ability_offset%"+cnt*0x28)  "type"
   PATCH_IF("%type%"=1) BEGIN        //Melee ability
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
     FOR( cnt2=0; cnt2<eff_cnt; cnt2=cnt2+1 ) BEGIN
       READ_SHORT ("%eff_offset%"+0x30*(cnt2+eff_idx))  "eff_type"
       PATCH_IF( "%eff_type%"=282 ) THEN BEGIN
         SET offset = ("%eff_offset%"+0x30*(cnt2+eff_idx))
         READ_LONG    offset+8  "profic"
         PATCH_IF( "%profic%"=2 ) THEN BEGIN
           WRITE_LONG   offset+4  2           //num. of stars
         END
       END
     END
   END
 END
BUT_ONLY_IF_IT_CHANGES


COPY_EXISTING ~SPPR409.SPL~    ~override~
 READ_LONG  0x64  "ability_offset"
 READ_SHORT 0x68  "abil_cnt"
 READ_LONG  0x6a  "eff_offset"
 FOR( cnt=0; cnt<"%abil_cnt%"; cnt=cnt+1 ) BEGIN
   READ_BYTE ("%ability_offset%"+cnt*0x28)  "type"
   PATCH_IF("%type%"=1) BEGIN        //Melee ability
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
     FOR( cnt2=0; cnt2<eff_cnt; cnt2=cnt2+1 ) BEGIN
       READ_SHORT ("%eff_offset%"+0x30*(cnt2+eff_idx))  "eff_type"
       PATCH_IF( "%eff_type%"=282 ) THEN BEGIN
         SET offset = ("%eff_offset%"+0x30*(cnt2+eff_idx))
         WRITE_BYTE   offset+2  2       //TargetPresetTarget - was TargetSelf(1) that is wrong
       END
     END
   END
 END
BUT_ONLY_IF_IT_CHANGES


COPY_EXISTING ~SPPR202.SPL~  ~override~
 READ_LONG  0x64  "ability_offset"
 READ_SHORT 0x68  "abil_cnt"
 READ_LONG  0x6a  "eff_offset"
 SET found = 0
 SET extra_effects = 0
 SET first_level = 1
 SET first_level_time = 0
 SET curr_level = 1
 SET prev_level = 1
 SET time = 0
 FOR( cnt=0; cnt<"%abil_cnt%"; cnt=cnt+1 ) BEGIN
   SET already_there = 0
   READ_BYTE ("%ability_offset%"+cnt*0x28)  "type"
   PATCH_IF( found>0 ) THEN BEGIN    //shift effects indexes for all possible abilities after 1st effect entry
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
     WRITE_SHORT ("%ability_offset%"+cnt*0x28+0x20) eff_idx+extra_effects
   END
   PATCH_IF("%type%" = 1) BEGIN                     //necessary ability found
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x10)  curr_level
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
     FOR( cnt2=0; cnt2<eff_cnt; cnt2=cnt2+1 ) BEGIN
       READ_SHORT ("%eff_offset%"+0x30*(cnt2+eff_idx))  "eff_type"
       PATCH_IF( "%eff_type%" = 206 ) THEN BEGIN       //effect found
         SET already_there = 1
       END
       PATCH_IF( "%eff_type%" = 282 ) THEN BEGIN       //effect found
         READ_LONG ("%eff_offset%"+0x30*(cnt2+eff_idx)+14) "time"
       END
     END
     PATCH_IF( already_there=0 ) THEN BEGIN
       PATCH_IF( found=0 ) THEN BEGIN
         SET found = 1
         SET first_level_time = "%time%"
       END
       ELSE BEGIN
         PATCH_IF( found=1 ) THEN BEGIN          //2nd entry
           SET first_level = "%curr_level%"-1    //a level of the 2nd effect entry - a base value to increase time
           SET found = 2
         END
       END

       WRITE_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt+1
       SET offset = ("%eff_offset%"+0x30*(eff_idx+eff_cnt))
       INSERT_BYTES offset    0x30               //1 new effect
       WRITE_SHORT  offset    206                //effect
       WRITE_BYTE   offset+2  2                  //TargetSelf
       WRITE_BYTE   offset+3  2                  //Power
       WRITE_BYTE   offset+12 0                  //Instant/Limited
       WRITE_BYTE   offset+13 3                  //Not Dispell/Not Bypass Resistance
       WRITE_LONG   offset+14 "%time%"           //Time
       WRITE_BYTE   offset+18 100          //Probability 1
       WRITE_BYTE   offset+19 0          //Probability 2
       WRITE_ASCII  offset+20 ~SPPR202~ #8
       SET extra_effects = extra_effects + 1
     END
   END //PATCH_IF("%type%" = "%ability%")
   SET prev_level = curr_level
 END //FOR - ability loop
BUT_ONLY_IF_IT_CHANGES  //COPY_EXISTING


COPY_EXISTING ~SPWI803.SPL~  ~override~
 READ_LONG  0x64  "ability_offset"
 READ_SHORT 0x68  "abil_cnt"
 READ_LONG  0x6a  "eff_offset"
 SET found = 0
 SET extra_effects = 0
 SET first_level = 1
 SET first_level_time = 0
 SET curr_level = 1
 SET prev_level = 1
 SET time = 0
 FOR( cnt=0; cnt<"%abil_cnt%"; cnt=cnt+1 ) BEGIN
   SET already_there = 0
   READ_BYTE ("%ability_offset%"+cnt*0x28)  "type"
   PATCH_IF( found>0 ) THEN BEGIN    //shift effects indexes for all possible abilities after 1st effect entry
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
     WRITE_SHORT ("%ability_offset%"+cnt*0x28+0x20) eff_idx+extra_effects
   END
   PATCH_IF("%type%" = 1) BEGIN                     //necessary ability found
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x10)  curr_level
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt
     READ_SHORT ("%ability_offset%"+cnt*0x28+0x20)  eff_idx
     FOR( cnt2=0; cnt2<eff_cnt; cnt2=cnt2+1 ) BEGIN
       READ_SHORT ("%eff_offset%"+0x30*(cnt2+eff_idx))  "eff_type"
       PATCH_IF( "%eff_type%" = 206 ) THEN BEGIN       //effect found
         SET already_there = 1
       END
       PATCH_IF( "%eff_type%" = 282 ) THEN BEGIN       //effect found
         READ_LONG ("%eff_offset%"+0x30*(cnt2+eff_idx)+14) "time"
       END
     END
     PATCH_IF( already_there=0 ) THEN BEGIN
       PATCH_IF( found=0 ) THEN BEGIN
         SET found = 1
         SET first_level_time = "%time%"
       END
       ELSE BEGIN
         PATCH_IF( found=1 ) THEN BEGIN          //2nd entry
           SET first_level = "%curr_level%"-1    //a level of the 2nd effect entry - a base value to increase time
           SET found = 2
         END
       END

       WRITE_SHORT ("%ability_offset%"+cnt*0x28+0x1e)  eff_cnt+1
       SET offset = ("%eff_offset%"+0x30*(eff_idx+eff_cnt))
       INSERT_BYTES offset    0x30               //1 new effect
       WRITE_SHORT  offset    206                //effect
       WRITE_BYTE   offset+2  2                  //TargetSelf
       WRITE_BYTE   offset+3  8                  //Power
       WRITE_BYTE   offset+12 0                  //Instant/Limited
       WRITE_BYTE   offset+13 3                  //Not Dispell/Not Bypass Resistance
       WRITE_LONG   offset+14 "%time%"           //Time
       WRITE_BYTE   offset+18 100          //Probability 1
       WRITE_BYTE   offset+19 0          //Probability 2
       WRITE_ASCII  offset+20 ~SPWI803~ #8
       SET extra_effects = extra_effects + 1
     END
   END //PATCH_IF("%type%" = "%ability%")
   SET prev_level = curr_level
 END //FOR - ability loop
BUT_ONLY_IF_IT_CHANGES  //COPY_EXISTING


//****************************************************************
// updates :  01-02-2006
//****************************************************************

PRINT ~이제부터 루크라키아 로맨스 모드를 설치합니다.~

PRINT ~이 모드는 월드맵변경을 포함합니다. 월드맵을 건드리는 모드와는 호환되지 않습니다.~

APPEND ~CLASS.ids~ ~202 LONG_BOW~
 UNLESS ~LONG_BOW~

COPY ~rukrakia/BAM~ ~override~

COPY ~rukrakia/SOUND~ ~override~

COPY ~rukrakia/AREA~ ~override~

COPY ~rukrakia/PORTRAIT~ ~override~

COPY ~rukrakia/EFF~ ~override~

// 뮤즈 카피

AT_NOW ~rukrakia/makemus.bat~

AT_UNINSTALL ~rukrakia/delmus.bat~

COPY ~rukrakia/MUS/Fantazi.mus~  ~music~
     ~rukrakia/MUS/FantaziA.acm~  ~music/Fantazi~
     ~rukrakia/MUS/FantaziB.acm~  ~music/Fantazi~

COPY_EXISTING ~songlist.2da~ ~override~
COUNT_2DA_ROWS 3 "songnum"
INSERT_2DA_ROW "%songnum%" 3 ~%songnum%      rumaster        Fantazi.mus~
EVALUATE_BUFFER

COPY ~rukrakia/AREA/worldmap.wmp~ ~override~
SAY 0x1878 @142

COPY ~rukrakia/AREA/worldm25.wmp~ ~override~
SAY 0xb58 @244

COPY ~rukrakia/AREA/RU6800.are~ ~override~
WRITE_LONG 0x358 "%songnum%"

COPY ~rukrakia/AREA/RU6801.are~ ~override~
WRITE_LONG 0x468 "%songnum%"

// 크리쳐 카피

COPY ~rukrakia/CRE/rukrakia.cre~ ~override~
  SAY NAME1 @1
  SAY NAME2 @1
  SAY BIO @2
  SAY INITIAL_MEETING @7
  SAY HAPPY @8
  SAY UNHAPPY_ANNOYED @9
  SAY TIRED @10
  SAY BORED @11
  SAY BATTLE_CRY1 @12
  SAY BATTLE_CRY2 @246
  SAY BATTLE_CRY3 @247
  SAY DAMAGE @13
  SAY DYING @14
  SAY HURT @15
  SAY AREA_FOREST @16
  SAY AREA_NIGHT @17
  SAY AREA_DUNGEON @251
  SAY SELECT_COMMON1 @18
  SAY SELECT_COMMON2 @19
  SAY SELECT_COMMON3 @20
  SAY SELECT_ACTION1 @21
  SAY SELECT_ACTION2 @22
  SAY SELECT_ACTION3 @23
  SAY SELECT_ACTION4 @24
  SAY SELECT_ACTION5 @25
  SAY SELECT_ACTION6 @249
  SAY SELECT_ACTION7 @250
  SAY COMPLIMENT1 @9
  SAY CRITICAL_HIT @26
  SAY TARGET_IMMUNE @27
  SAY INVENTORY_FULL @15
  SAY SPELL_DISRUPTED @248
  SAY HIDDEN_IN_SHADOWS @252

COPY ~rukrakia/CRE/ruksezar.cre~ ~override~
  SAY NAME1 @28
  SAY NAME2 @28
WRITE_BYTE 0x274 246

COPY ~rukrakia/CRE/rukstorm.cre~ ~override~
  SAY NAME1 @29
  SAY NAME2 @29
WRITE_BYTE 0x274 246

COPY ~rukrakia/CRE/rukmage1.cre~ ~override~
  SAY NAME1 @72
  SAY NAME2 @72

COPY ~rukrakia/CRE/rukamild.cre~ ~override~
  SAY NAME1 @77
  SAY NAME2 @77
WRITE_BYTE 0x274 246

COPY ~rukrakia/CRE/rukadelb.cre~ ~override~
  SAY NAME1 @78
  SAY NAME2 @78
WRITE_BYTE 0x274 246

COPY ~rukrakia/CRE/rumaster.cre~ ~override~
  SAY NAME1 @101
  SAY NAME2 @101

COPY ~rukrakia/CRE/rukpries.cre~ ~override~
  SAY NAME1 @102
  SAY NAME2 @102
WRITE_BYTE 0x274 246

COPY ~rukrakia/CRE/rukcrusa.cre~ ~override~
  SAY NAME1 @103
  SAY NAME2 @103
WRITE_BYTE 0x274 246

COPY ~rukrakia/CRE/rumastcr.cre~ ~override~
  SAY NAME1 @127
  SAY NAME2 @127

COPY ~rukrakia/CRE/rumblach.cre~ ~override~
  SAY NAME1 @128
  SAY NAME2 @128

COPY ~rukrakia/CRE/ru_wood1.cre~ ~override~
  SAY NAME1 @201
  SAY NAME2 @201

COPY ~rukrakia/CRE/ru_smith.cre~ ~override~
  SAY NAME1 @238
  SAY NAME2 @238

COPY ~rukrakia/CRE/ru_dead1.cre~ ~override~

COPY ~rukrakia/CRE/ru_dead2.cre~ ~override~

COPY ~rukrakia/CRE/ru_dead3.cre~ ~override~

COPY ~rukrakia/CRE/ru_dead4.cre~ ~override~

// 아이템 카피

COPY ~rukrakia/ITEM/rukitems.itm~ ~override~
  SAY NAME1 @3
  SAY NAME2 @3
  SAY IDENTIFIED_DESC @4
  SAY UNIDENTIFIED_DESC @4

COPY ~rukrakia/ITEM/rukitem2.itm~ ~override~
  SAY NAME1 @5
  SAY NAME2 @5
  SAY IDENTIFIED_DESC @6
  SAY UNIDENTIFIED_DESC @6

COPY ~rukrakia/ITEM/rukscrol.itm~ ~override~
  SAY NAME1 @87
  SAY NAME2 @87
  SAY IDENTIFIED_DESC @88
  SAY UNIDENTIFIED_DESC @88

COPY ~rukrakia/ITEM/rumashel.itm~ ~override~
  SAY NAME1 #6346
  SAY NAME2 @104
  SAY IDENTIFIED_DESC @105
  SAY UNIDENTIFIED_DESC #6807

COPY ~rukrakia/ITEM/rumaspla.itm~ ~override~
  SAY NAME1 #6642
  SAY NAME2 @106
  SAY IDENTIFIED_DESC @107
  SAY UNIDENTIFIED_DESC #6683

COPY ~rukrakia/ITEM/rumscrol.itm~ ~override~
  SAY NAME1 @108
  SAY NAME2 @108
  SAY IDENTIFIED_DESC @109
  SAY UNIDENTIFIED_DESC @109

COPY ~rukrakia/ITEM/rumastsw.itm~ ~override~
  SAY NAME1 #6647
  SAY NAME2 @110
  SAY IDENTIFIED_DESC @111
  SAY UNIDENTIFIED_DESC #6752

COPY ~rukrakia/ITEM/rucoldsw.itm~ ~override~
  SAY NAME1 @112
  SAY NAME2 @112

COPY ~rukrakia/ITEM/rukbrac1.itm~ ~override~
  SAY NAME1 @119
  SAY NAME2 @119
  SAY IDENTIFIED_DESC @120
  SAY UNIDENTIFIED_DESC @120

COPY ~rukrakia/ITEM/rukbrac2.itm~ ~override~
  SAY NAME1 @119
  SAY NAME2 @119
  SAY IDENTIFIED_DESC @121
  SAY UNIDENTIFIED_DESC @121

COPY ~rukrakia/ITEM/rumascr7.itm~ ~override~

COPY ~rukrakia/ITEM/rumcheck.itm~ ~override~

COPY ~rukrakia/ITEM/rumagepb.itm~ ~override~

COPY ~rukrakia/ITEM/ru_ruks1.itm~ ~override~
  SAY NAME1 @237
  SAY NAME2 @237
  SAY IDENTIFIED_DESC @235
  SAY UNIDENTIFIED_DESC @235

COPY ~rukrakia/ITEM/ru_ruks2.itm~ ~override~
  SAY NAME1 @5
  SAY NAME2 @5
  SAY IDENTIFIED_DESC @236
  SAY UNIDENTIFIED_DESC @236

COPY ~rukrakia/ITEM/ru_com01.itm~ ~override~
  SAY NAME1 @239
  SAY NAME2 @239
  SAY IDENTIFIED_DESC @240
  SAY UNIDENTIFIED_DESC @240

COPY ~rukrakia/ITEM/ru_com02.itm~ ~override~
  SAY NAME1 @241
  SAY NAME2 @241
  SAY IDENTIFIED_DESC @242
  SAY UNIDENTIFIED_DESC @242

ACTION_IF NOT FILE_EXISTS_IN_GAME ~rumplanx.pro~ THEN BEGIN
  ADD_PROJECTILE ~rukrakia/PRO/rumplanx.pro~
END

  COPY_EXISTING ~rumplanx.pro~ ~override~
  WRITE_ASCII 0x136 ~RUMPLAN2.BAM~ #8


ACTION_IF NOT FILE_EXISTS_IN_GAME ~rumplans.pro~ THEN BEGIN
  ADD_PROJECTILE ~rukrakia/PRO/rumplans.pro~
END

  COPY_EXISTING ~rumplans.pro~ ~override~
  WRITE_ASCII 0x136 ~RUMPLAN1.BAM~ #8
  WRITE_ASCII 0x13e ~RUMPLAN2.BAM~ #8
  WRITE_ASCII 0x146 ~RUMPLAN3.BAM~ #8
  WRITE_SHORT  0x21a ~%rumplanx%~


COPY ~rukrakia/ITEM/rumplans.itm~ ~override~
  WRITE_SHORT   0x9c ~%rumplans%~
  SAY NAME1 @129
  SAY NAME2 @129

ACTION_IF NOT FILE_EXISTS_IN_GAME ~rumplanr.pro~ THEN BEGIN
  ADD_PROJECTILE ~rukrakia/PRO/rumplanr.pro~
END

// 스펠 카피

COPY ~rukrakia/SPELL/ruksnw1.spl~ ~override~
  SAY NAME1 @71

COPY ~rukrakia/SPELL/ruksnw2.spl~ ~override~
  SAY NAME1 @86

COPY ~rukrakia/SPELL/ruksnw3.spl~ ~override~
  SAY NAME1 @91

COPY ~rukrakia/SPELL/rucoldsp.spl~ ~override~
  SAY NAME1 @113

COPY ~rukrakia/SPELL/rumhelsp.spl~ ~override~

COPY ~rukrakia/SPELL/rucoldam.spl~ ~override~
  SAY NAME1 @114

COPY ~rukrakia/SPELL/rucoldre.spl~ ~override~
  SAY NAME1 @116

COPY ~rukrakia/SPELL/rucolddo.spl~ ~override~
  SAY NAME1 @115

COPY ~rukrakia/SPELL/rukbraci.spl~ ~override~
  SAY NAME1 @122

COPY ~rukrakia/SPELL/rumagepb.spl~ ~override~

COPY ~rukrakia/SPELL/rumblach.spl~ ~override~
  SAY NAME1 @130

COPY ~rukrakia/SPELL/rumpland.spl~ ~override~
  SAY NAME1 @131

COPY ~rukrakia/SPELL/rumplans.spl~ ~override~
  SAY NAME1 @132

COPY ~rukrakia/SPELL/rumsonic.spl~ ~override~
  SAY NAME1 @133

COPY ~rukrakia/SPELL/rumwalks.spl~ ~override~
  SAY NAME1 @134

COPY ~rukrakia/SPELL/rumplanw.spl~ ~override~
  SAY NAME1 @135

COPY ~rukrakia/SPELL/rumseyes.spl~ ~override~
  SAY NAME1 @136
  WRITE_SHORT   0x98 ~%rumplanr%~

COPY ~rukrakia/SPELL/rumindat.spl~ ~override~
  SAY NAME1 @137
  WRITE_SHORT   0x98 ~%rumplanr%~

COPY ~rukrakia/SPELL/ruksezaf.spl~ ~override~
  SAY NAME1 @139

COPY ~rukrakia/SPELL/rumplanp.spl~ ~override~
  SAY NAME1 @140
  WRITE_SHORT   0x98 ~%rumplanr%~

COPY ~rukrakia/SPELL/ruksnw4.spl~ ~override~
  SAY NAME1 @144

COPY ~rukrakia/SPELL/spwi994.spl~ ~override~

// 엔딩 카피

COPY ~rukrakia/2DA/rukrend1.2da~ ~override~
  REPLACE ~369322~ @98
COPY ~rukrakia/2DA/rukrend2.2da~ ~override~
  REPLACE ~369322~ @99

// 스크립트 컴파일

COMPILE ~rukrakia/BAF/salvanas.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rukrakia.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rukstorm.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/ruksezar.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rukmage1.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rukadelb.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rukcrusa.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rukpries.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rukamild.baf~
USING ~~

COMPILE ~rukrakia/BAF/rukfix1.baf~
USING ~~

COMPILE ~rukrakia/BAF/rukgotp1.baf~
USING ~~

COMPILE ~rukrakia/BAF/rukra25.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RUKUDDO2.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RUKUDDO3.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rumascom.baf~
USING ~rukrakia/korean/rumaster.tra~

COMPILE ~rukrakia/BAF/rumaster.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rumastgo.baf~
USING ~rukrakia/korean/rumaster.tra~

COMPILE ~rukrakia/BAF/rumasgoe.baf~
USING ~rukrakia/korean/rumaster.tra~

COMPILE ~rukrakia/BAF/rumscrol.baf~
USING ~~

COMPILE ~rukrakia/BAF/rumstart.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU6800.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU6801.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU6700.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RUMTRIG0.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rukcoldb.baf~
USING ~~

COMPILE ~rukrakia/BAF/RUMAGESC.baf~
USING ~~

COMPILE ~rukrakia/BAF/RUMAGECR.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RUMAGEMN.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RUMAGEST.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RUKNIGH1.baf~
USING ~~

COMPILE ~rukrakia/BAF/RUKNIGH2.baf~
USING ~~

COMPILE ~rukrakia/BAF/rumastcr.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rumblach.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rukbaldu.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/rumasco2.baf~
USING ~rukrakia/korean/rumaster.tra~

COMPILE ~rukrakia/BAF/rukbald#1.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/ruksezaf.baf~
USING ~~

COMPILE ~rukrakia/BAF/rukvbaf1.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU1100.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_WOOD1.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_SMITM.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_SMITH.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_CUTSM.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_AR68M.baf~
USING ~~

// 다이얼로그 컴파일

COMPILE ~rukrakia/D/ruksezar.d~
USING ~rukrakia/korean/ruksezar.tra~

COMPILE ~rukrakia/D/rukmage1.d~
USING ~rukrakia/korean/rukmage1.tra~

COMPILE ~rukrakia/D/rukadelb.d~
USING ~~

COMPILE ~rukrakia/D/rukamild.d~
USING ~~

COMPILE ~rukrakia/D/rukrakia.d~
USING ~rukrakia/korean/rukrakia.tra~

COMPILE ~rukrakia/D/rukrap.d~
USING ~rukrakia/korean/rukrap.tra~

COMPILE ~rukrakia/D/Brukra.d~
USING ~rukrakia/korean/Brukra.tra~

COMPILE ~rukrakia/D/rukraj.d~
USING ~rukrakia/korean/rukraj.tra~

COMPILE ~rukrakia/D/Brukra25.d~
USING ~rukrakia/korean/Brukra25.tra~

COMPILE ~rukrakia/D/rukra25j.d~
USING ~rukrakia/korean/rukra25j.tra~

COMPILE ~rukrakia/D/rukra25p.d~
USING ~rukrakia/korean/rukra25p.tra~

COMPILE ~rukrakia/D/rumaster.d~
USING ~rukrakia/korean/rumaster.tra~

COMPILE ~rukrakia/D/rumastcr.d~
USING ~rukrakia/korean/rumastcr.tra~
COMPILE ~rukrakia/D/RU_WOOD1.d~
USING ~rukrakia/KOREAN/RU_WOOD1.tra~

COMPILE ~rukrakia/D/RU_SMITH.d~
USING ~rukrakia/KOREAN/RU_SMITH.tra~

// EXTEND TOP

EXTEND_TOP ~AR4000.bcs~ ~rukrakia/BCS/ruk4000.bcs~
EXTEND_TOP ~AR4500.bcs~ ~rukrakia/BCS/ruk4500.bcs~
EXTEND_TOP ~AR6200.bcs~ ~rukrakia/BCS/ruk6200.bcs~
EXTEND_TOP ~UDPOOL1.bcs~ ~rukrakia/BCS/RUKUDPO1.bcs~
EXTEND_TOP ~UDDOOR2.bcs~ ~OVERRIDE/RUKUDDO2.bcs~
EXTEND_TOP ~UDDOOR3.bcs~ ~OVERRIDE/RUKUDDO3.bcs~

// EXTEND BOTTOM

EXTEND_BOTTOM ~minsc.bcs~ ~rukrakia/BCS/ruknpcbr.bcs~
EXTEND_BOTTOM ~anomen.bcs~ ~rukrakia/BCS/ruknpcbr.bcs~
EXTEND_BOTTOM ~keldorn.bcs~ ~rukrakia/BCS/ruknpcbr.bcs~
EXTEND_BOTTOM ~jaheira.bcs~ ~rukrakia/BCS/ruknpcbr.bcs~
EXTEND_BOTTOM ~nalia.bcs~ ~rukrakia/BCS/ruknpcbr.bcs~
EXTEND_BOTTOM ~valygar.bcs~ ~rukrakia/BCS/ruknpcbr.bcs~
EXTEND_BOTTOM ~mazzy.bcs~ ~rukrakia/BCS/ruknpcbr.bcs~
EXTEND_BOTTOM ~aerie.bcs~ ~rukrakia/BCS/ruknpcbr.bcs~
EXTEND_BOTTOM ~baldur.bcs~ ~OVERRIDE/rukbaldu.bcs~
EXTEND_BOTTOM ~baldur.bcs~ ~OVERRIDE/rukbald#1.bcs~
EXTEND_BOTTOM ~baldur25.bcs~ ~OVERRIDE/rukbaldu.bcs~
EXTEND_BOTTOM ~baldur25.bcs~ ~rukrakia/BCS/rukbald#2.bcs~
EXTEND_BOTTOM ~AR1100.bcs~ ~override/RU1100.bcs~

APPEND ~pdialog.2da~
  ~RUKRAKIA     RUKRAP             RUKRAJ            RUKRAD        RUKRA25P           RUKRA25J              RUKRA25D              RUKRA25~
  UNLESS ~RUKRAKIA~

APPEND ~interdia.2da~
  ~RUKRAKIA    BRUKRA       BRUKRA25~
  UNLESS ~RUKRAKIA~

APPEND ~npclevel.2da~
  ~Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia     Rukrakia   Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia     Rukrakia   Rukrakia   Rukrakia    Rukrakia   Rukrakia    Rukrakia   Rukrakia~
  UNLESS ~Rukrakia~


APPEND ~npclvl25.2da~
  ~Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia     Rukrakia   Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia      Rukrakia     Rukrakia   Rukrakia   Rukrakia    Rukrakia   Rukrakia    Rukrakia   Rukrakia~
  UNLESS ~Rukrakia~


// 라이젠의 무덤


// 일반프로젝타일

COPY ~rukrakia/PRO/fireblgr.pro~ ~override~

COPY ~rukrakia/PRO/redhit.pro~ ~override~

COPY ~rukrakia/PRO/dragsilv.pro~ ~override~

COPY ~rukrakia/PRO/dragblck.pro~ ~override~

// 크리쳐

COPY ~rukrakia/CRE/ru_asim.cre~ ~override~
  SAY NAME1 @176
  SAY NAME2 @176
WRITE_BYTE 0x274 248

COPY ~rukrakia/CRE/ru_azure.cre~ ~override~
  SAY NAME1 @177
  SAY NAME2 @177
WRITE_BYTE 0x274 248

COPY ~rukrakia/CRE/ru_cloze.cre~ ~override~
  SAY NAME1 @178
  SAY NAME2 @178
WRITE_BYTE 0x274 248

COPY ~rukrakia/CRE/ru_lime.cre~ ~override~
  SAY NAME1 @179
  SAY NAME2 @179
WRITE_BYTE 0x274 248

COPY ~rukrakia/CRE/ru_maxim.cre~ ~override~
  SAY NAME1 @180
  SAY NAME2 @180
WRITE_BYTE 0x274 248

COPY ~rukrakia/CRE/ru_monid.cre~ ~override~
  SAY NAME1 @181
  SAY NAME2 @181
WRITE_BYTE 0x274 248

COPY ~rukrakia/CRE/ru_monie.cre~ ~override~
  SAY NAME1 @181
  SAY NAME2 @181
WRITE_BYTE 0x274 248
WRITE_ASCII 0x260 ~RU_MONIE~ #8

COPY ~rukrakia/CRE/ru_honma.cre~ ~override~
  SAY NAME1 @182
  SAY NAME2 @182
WRITE_BYTE 0x274 247

COPY ~rukrakia/CRE/ru_elber.cre~ ~override~
  SAY NAME1 @183
  SAY NAME2 @183
WRITE_BYTE 0x274 247

COPY ~rukrakia/CRE/ru_jin.cre~ ~override~
  SAY NAME1 @184
  SAY NAME2 @184
WRITE_BYTE 0x274 247

COPY ~rukrakia/CRE/ru_nilss.cre~ ~override~
  SAY NAME1 @185
  SAY NAME2 @185
WRITE_BYTE 0x274 247

COPY ~rukrakia/CRE/ru_infom.cre~ ~override~
  SAY NAME1 @186
  SAY NAME2 @186

COPY ~rukrakia/CRE/ru_james.cre~ ~override~
  SAY NAME1 @187
  SAY NAME2 @187
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_SHOUT~ #8

COPY ~rukrakia/CRE/ru_knig1.cre~ ~override~
  SAY NAME1 @188
  SAY NAME2 @188
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_KNIGH~ #8

COPY ~rukrakia/CRE/ru_knig2.cre~ ~override~
  SAY NAME1 @188
  SAY NAME2 @188
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_KNIGH~ #8

COPY ~rukrakia/CRE/ru_kyrix.cre~ ~override~
  SAY NAME1 @189
  SAY NAME2 @189
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_KYRIX~ #8

COPY ~rukrakia/CRE/ru_mage1.cre~ ~override~
  SAY NAME1 @190
  SAY NAME2 @190
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_MAGE1~ #8

COPY ~rukrakia/CRE/ru_prie1.cre~ ~override~
  SAY NAME1 @191
  SAY NAME2 @191
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_PRIE1~ #8

COPY ~rukrakia/CRE/ru_slav1.cre~ ~override~
  SAY NAME1 @192
  SAY NAME2 @192
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_SLAV1~ #8

COPY ~rukrakia/CRE/ru_slav2.cre~ ~override~
  SAY NAME1 @192
  SAY NAME2 @192
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_SLAV1~ #8

COPY ~rukrakia/CRE/ru_slav3.cre~ ~override~
  SAY NAME1 @192
  SAY NAME2 @192
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_SLAV1~ #8

COPY ~rukrakia/CRE/ru_slav4.cre~ ~override~
  SAY NAME1 @192
  SAY NAME2 @192
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_SLAV1~ #8

COPY ~rukrakia/CRE/ru_slav5.cre~ ~override~
  SAY NAME1 @192
  SAY NAME2 @192
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_SLAV1~ #8

COPY ~rukrakia/CRE/ru_assa1.cre~ ~override~
  SAY NAME1 @200
  SAY NAME2 @200
WRITE_BYTE 0x274 249

COPY ~rukrakia/CRE/ru_thie1.cre~ ~override~
  SAY NAME1 @200
  SAY NAME2 @200
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_THIE1~ #8

COPY ~rukrakia/CRE/ru_thie2.cre~ ~override~
  SAY NAME1 @200
  SAY NAME2 @200
WRITE_BYTE 0x274 249
WRITE_ASCII 0x248 ~RU_THIE2~ #8

COPY ~rukrakia/CRE/ru_skew.cre~ ~override~
  SAY NAME1 @193
  SAY NAME2 @193
WRITE_BYTE 0x274 250

COPY ~rukrakia/CRE/ru_skem.cre~ ~override~
  SAY NAME1 @194
  SAY NAME2 @194
WRITE_BYTE 0x274 250

COPY ~rukrakia/CRE/ru_skes.cre~ ~override~
  SAY NAME1 @195
  SAY NAME2 @195
WRITE_BYTE 0x274 250

COPY ~rukrakia/CRE/ru_skeb.cre~ ~override~
  SAY NAME1 @196
  SAY NAME2 @196
WRITE_BYTE 0x274 250

COPY ~rukrakia/CRE/ru_mum.cre~ ~override~
  SAY NAME1 @197
  SAY NAME2 @197
WRITE_BYTE 0x274 250

COPY ~rukrakia/CRE/ru_rdske.cre~ ~override~
  SAY NAME1 @198
  SAY NAME2 @198
WRITE_BYTE 0x274 250

COPY ~rukrakia/CRE/ru_raige.cre~ ~override~
  SAY NAME1 @199
  SAY NAME2 @199


// 아이템

COPY ~rukrakia/ITEM/ru_asimd.itm~ ~override~

COPY ~rukrakia/ITEM/RU_IMMAM.itm~ ~override~

COPY ~rukrakia/ITEM/RU_IMMRI.itm~ ~override~

COPY ~rukrakia/ITEM/ru_mumh.itm~ ~override~

COPY ~rukrakia/ITEM/RU_SKEBH.itm~ ~override~

COPY ~rukrakia/ITEM/ru_skems.itm~ ~override~

ACTION_IF NOT FILE_EXISTS_IN_GAME ~ru_skepo.pro~ THEN BEGIN
  ADD_PROJECTILE ~rukrakia/PRO/ru_skepo.pro~
END

COPY ~rukrakia/ITEM/ru_skesb.itm~ ~override~
  WRITE_SHORT   0x9c ~%ru_skepo%~

COPY ~rukrakia/ITEM/ru_skess.itm~ ~override~

COPY ~rukrakia/ITEM/ru_vamhe.itm~ ~override~

COPY ~rukrakia/ITEM/ru_cloze.itm~ ~override~

COPY ~rukrakia/ITEM/ru_book1.itm~ ~override~
  SAY NAME1 @202
  SAY NAME2 @202
  SAY IDENTIFIED_DESC @203
  SAY UNIDENTIFIED_DESC @203

COPY ~rukrakia/ITEM/ru_brok1.itm~ ~override~
  SAY NAME1 @204
  SAY NAME2 @204
  SAY IDENTIFIED_DESC @205
  SAY UNIDENTIFIED_DESC @205

COPY ~rukrakia/ITEM/ru_brok2.itm~ ~override~
  SAY NAME1 @206
  SAY NAME2 @206
  SAY IDENTIFIED_DESC @207
  SAY UNIDENTIFIED_DESC @207

COPY ~rukrakia/ITEM/ru_eleic.itm~ ~override~
  SAY NAME1 @208
  SAY NAME2 @208

COPY ~rukrakia/ITEM/ru_elesw.itm~ ~override~
  SAY NAME1 @208
  SAY NAME2 @208
  SAY IDENTIFIED_DESC @209
  SAY UNIDENTIFIED_DESC @209

COPY ~rukrakia/ITEM/ru_map01.itm~ ~override~
  SAY NAME1 @210
  SAY NAME2 @210
  SAY IDENTIFIED_DESC @211
  SAY UNIDENTIFIED_DESC @211

COPY ~rukrakia/ITEM/ru_amul1.itm~ ~override~

COPY ~rukrakia/ITEM/ru_amul2.itm~ ~override~

// 스펠

COPY ~rukrakia/SPELL/ru_elea.spl~ ~override~

COPY ~rukrakia/SPELL/ru_ligh1.spl~ ~override~

COPY ~rukrakia/SPELL/ru_green.spl~ ~override~
  SAY NAME1 @212

COPY ~rukrakia/SPELL/ru_maxit.spl~ ~override~
  SAY NAME1 @213

COPY ~rukrakia/SPELL/ru_maxs1.spl~ ~override~
  SAY NAME1 @214

COPY ~rukrakia/SPELL/ru_maxs2.spl~ ~override~
  SAY NAME1 @215

COPY ~rukrakia/SPELL/ru_maxs3.spl~ ~override~
  SAY NAME1 @216

COPY ~rukrakia/SPELL/ru_summ1.spl~ ~override~
  SAY NAME1 @217

COPY ~rukrakia/SPELL/ru_summ2.spl~ ~override~
  SAY NAME1 @218

COPY ~rukrakia/SPELL/ru_summ3.spl~ ~override~
  SAY NAME1 @219

COPY ~rukrakia/SPELL/ru_summ4.spl~ ~override~
  SAY NAME1 @220

COPY ~rukrakia/SPELL/ru_mumsh.spl~ ~override~
  SAY NAME1 @221

COPY ~rukrakia/SPELL/ru_mump.spl~ ~override~
  SAY NAME1 @222

COPY ~rukrakia/SPELL/ru_mumt.spl~ ~override~
  SAY NAME1 @223

COPY ~rukrakia/SPELL/ru_monic.spl~ ~override~
  SAY NAME1 @224

ACTION_IF NOT FILE_EXISTS_IN_GAME ~ru_mohit.pro~ THEN BEGIN
  ADD_PROJECTILE ~rukrakia/PRO/ru_mohit.pro~
END

COPY ~rukrakia/SPELL/ru_mohit.spl~ ~override~
  WRITE_SHORT   0x98 ~%ru_mohit%~

ACTION_IF NOT FILE_EXISTS_IN_GAME ~ru_monib.pro~ THEN BEGIN
  ADD_PROJECTILE ~rukrakia/PRO/ru_monib.pro~
END

COPY ~rukrakia/SPELL/ru_monib.spl~ ~override~
  SAY NAME1 @225
  WRITE_SHORT   0x98 ~%ru_monib%~

ACTION_IF NOT FILE_EXISTS_IN_GAME ~ru_raig1.pro~ THEN BEGIN
  ADD_PROJECTILE ~rukrakia/PRO/ru_raig1.pro~
END

COPY ~rukrakia/SPELL/ru_raig1.spl~ ~override~
  SAY NAME1 @226
  WRITE_SHORT   0x98 ~%ru_raig1%~

COPY ~rukrakia/SPELL/ru_raig2.spl~ ~override~
  SAY NAME1 @227

COPY ~rukrakia/SPELL/ru_rail1.spl~ ~override~

COPY ~rukrakia/SPELL/ru_rail2.spl~ ~override~

ACTION_IF NOT FILE_EXISTS_IN_GAME ~ru_rail3.pro~ THEN BEGIN
  ADD_PROJECTILE ~rukrakia/PRO/ru_rail3.pro~
END

COPY ~rukrakia/SPELL/ru_rail3.spl~ ~override~
  WRITE_SHORT   0x98 ~%ru_rail3%~

COPY ~rukrakia/SPELL/ru_skebb.spl~ ~override~
  SAY NAME1 @229

COPY ~rukrakia/SPELL/ru_cloze.spl~ ~override~
COPY ~rukrakia/SPELL/ru_cloz1.spl~ ~override~

// 지역파일

COPY ~rukrakia/AREA/RU6900.are~ ~override~
SAY 0x308 @228
SAY 0x3cc @228
SAY 0x490 @228
SAY 0x554 @228
SAY 0x618 @228
SAY 0x6dc @228
SAY 0x7a0 @228


// 스크립트

COMPILE ~rukrakia/BAF/RU5000.baf~
USING ~~
EXTEND_BOTTOM ~AR5000.bcs~ ~override/RU5000.bcs~

ACTION_IF NOT FILE_EXISTS_IN_GAME ~AR5501.bcs~ THEN BEGIN
COPY ~rukrakia/BAF/RU5501.baf~ ~rukrakia/BCS/AR5501.baf~
COMPILE ~rukrakia/BCS/AR5501.baf~
COPY_EXISTING ~AR5501.are~ ~override~
WRITE_ASCII 0x94 ~AR5501~ #6
END ELSE BEGIN
EXTEND_BOTTOM ~AR5501.bcs~ ~override/RU5501.bcs~
END

COMPILE ~rukrakia/BAF/RU6900.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU6901.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU6902.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_ASIM.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_AZURE.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_CLOZE.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_CUTS1.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_CUTS2.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_CUTS3.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_CUTS4.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_CUTS5.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_CUTS6.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_CUTS7.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_CUTS8.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_ELBER.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_GSSPE.BAF~
USING ~~

COMPILE ~rukrakia/BAF/RU_GSTR1.BAF~
USING ~~

COMPILE ~rukrakia/BAF/RU_GSTR2.BAF~
USING ~~

COMPILE ~rukrakia/BAF/RU_HONMA.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_INFOM.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_JIN.baf~
USING ~~

COMPILE ~rukrakia/BAF/ru_knigh.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_KNSPA.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_KYRIX.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_LIME.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_MAGE1.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_MAXIM.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_MONID.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_MONIE.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_MUM.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_NILSS.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_POOL.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_PRIE1.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_RAIGE.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_RDSKE.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_SKEB.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_SKEM.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_SKES.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_SKEW.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_SLAV1.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_THIE1.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_THIE2.baf~
USING ~~

COMPILE ~rukrakia/BAF/RU_TRINF.baf~
USING ~rukrakia/korean/setup.tra~

COMPILE ~rukrakia/BAF/RU_TRINK.baf~
USING ~~

EXTEND_TOP ~RU_ASIM.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~
EXTEND_TOP ~RU_AZURE.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~
EXTEND_TOP ~RU_CLOZE.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~
EXTEND_TOP ~RU_MAXIM.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~
EXTEND_TOP ~RU_LIME.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~
EXTEND_TOP ~RU_MONIE.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~

EXTEND_TOP ~RU_THIE1.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~
EXTEND_TOP ~RU_THIE2.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~
EXTEND_TOP ~RU_KYRIX.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~
EXTEND_TOP ~RU_MAGE1.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~
EXTEND_TOP ~RU_PRIE1.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~
EXTEND_TOP ~RU_KNIGH.bcs~ ~rukrakia/BCS/RU_SHOUT.bcs~

// 다이얼로그

COMPILE ~rukrakia/D/RU_ASIM.d~
USING ~~

COMPILE ~rukrakia/D/RU_CLOZE.d~
USING ~~

COMPILE ~rukrakia/D/RU_LIME.d~
USING ~~

COMPILE ~rukrakia/D/RU_MONIC.d~
USING ~~

COMPILE ~rukrakia/D/RU_MAXIM.d~
USING ~~

COMPILE ~rukrakia/D/RU_AZURE.d~
USING ~rukrakia/KOREAN/RU_AZURE.tra~

COMPILE ~rukrakia/D/RU_ASSA1.d~
USING ~rukrakia/KOREAN/RU_ASSA1.tra~

COMPILE ~rukrakia/D/RU_INFOM.d~
USING ~rukrakia/KOREAN/RU_INFOM.tra~

COMPILE ~rukrakia/D/RU_ELBER.d~
USING ~rukrakia/KOREAN/RU_ELBER.tra~

COMPILE ~rukrakia/D/RU_KYRIX.d~
USING ~rukrakia/KOREAN/RU_KYRIX.tra~
COMPILE ~rukrakia/D/RU_SLAV1.d~
USING ~~
COMPILE ~rukrakia/D/RU_SLAV2.d~
USING ~~
COMPILE ~rukrakia/D/RU_SLAV3.d~
USING ~~
COMPILE ~rukrakia/D/RU_SLAV4.d~
USING ~~
COMPILE ~rukrakia/D/RU_SLAV5.d~
USING ~~

COMPILE ~rukrakia/D/RU_JAMES.d~
USING ~rukrakia/KOREAN/RU_JAMES.tra~

COMPILE ~rukrakia/D/RU_RAIGE.d~
USING ~rukrakia/KOREAN/RU_RAIGE.tra~
COMPILE ~rukrakia/D/RU_MUM.d~
USING ~rukrakia/KOREAN/RU_MUM.tra~

APPEND ~Specific.ids~
  ~246 RUKRAKA_HARMONIC_SHADOW~
  UNLESS ~246~
APPEND ~Specific.ids~
  ~247 RUKRAKA_JIN_HONMAL_NILSS~
  UNLESS ~247~
APPEND ~Specific.ids~
  ~248 RUKRAKA_HIDED_PARTY~
  UNLESS ~248~
APPEND ~Specific.ids~
  ~249 RUKRAKA_JAMES_PARTY~
  UNLESS ~249~
APPEND ~Specific.ids~
  ~250 RUKRAKA_UNDEAD_PARTY~
  UNLESS ~250~
APPEND ~SHOUTIDS.ids~
  ~201 RUKRAKA_SONG_FOR_DEATH~
  UNLESS ~201~

////////////////////////////////////////////////////////////////////
///////////////////////////STAGE_MOD////////////////////////////////
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

//크리쳐

COPY ~rukrakia/STAGE/host/ru_host.cre~ ~override~
  SAY NAME1 @253
  SAY NAME2 @253

COPY ~rukrakia/STAGE/host/ru_spy01.cre~ ~override~

COPY ~rukrakia/STAGE/c000/ru_c000A.cre~ ~override~
  SAY NAME1 @254
  SAY NAME2 @254

COPY ~rukrakia/STAGE/c000/ru_c000B.cre~ ~override~
  SAY NAME1 @254
  SAY NAME2 @254

COPY ~rukrakia/STAGE/c100/ru_c100A.cre~ ~override~
  SAY NAME1 @255
  SAY NAME2 @255

COPY ~rukrakia/STAGE/c100/ru_c100B.cre~ ~override~
  SAY NAME1 @255
  SAY NAME2 @255

COPY ~rukrakia/STAGE/c200/ru_c200A.cre~ ~override~
  SAY NAME1 @256
  SAY NAME2 @256

COPY ~rukrakia/STAGE/c200/ru_c200B.cre~ ~override~
  SAY NAME1 @256
  SAY NAME2 @256

COPY ~rukrakia/STAGE/c300/ru_c300A.cre~ ~override~
  SAY NAME1 @257
  SAY NAME2 @257

COPY ~rukrakia/STAGE/c300/ru_c300B.cre~ ~override~
  SAY NAME1 @257
  SAY NAME2 @257

COPY ~rukrakia/STAGE/c400/ru_c400A.cre~ ~override~
  SAY NAME1 @258
  SAY NAME2 @258

COPY ~rukrakia/STAGE/c400/ru_c40SA.cre~ ~override~
  SAY NAME1 @258
  SAY NAME2 @258

COPY ~rukrakia/STAGE/c400/ru_c400B.cre~ ~override~
  SAY NAME1 @258
  SAY NAME2 @258

COPY ~rukrakia/STAGE/c400/ru_c40SB.cre~ ~override~
  SAY NAME1 @258
  SAY NAME2 @258

COPY ~rukrakia/STAGE/c400/ru_c401A.cre~ ~override~

COPY ~rukrakia/STAGE/c400/ru_c401B.cre~ ~override~

COPY ~rukrakia/STAGE/c400/ru_c402A.cre~ ~override~

COPY ~rukrakia/STAGE/c400/ru_c402B.cre~ ~override~

COPY ~rukrakia/STAGE/c400/ru_c403A.cre~ ~override~

COPY ~rukrakia/STAGE/c400/ru_c403B.cre~ ~override~

COPY ~rukrakia/STAGE/c500/ru_c500A.cre~ ~override~
  SAY NAME1 @259
  SAY NAME2 @259

COPY ~rukrakia/STAGE/c500/ru_c500B.cre~ ~override~
  SAY NAME1 @259
  SAY NAME2 @259

COPY ~rukrakia/STAGE/c600/ru_c600A.cre~ ~override~
  SAY NAME1 @260
  SAY NAME2 @260

COPY ~rukrakia/STAGE/c600/ru_c600B.cre~ ~override~
  SAY NAME1 @260
  SAY NAME2 @260

COPY ~rukrakia/STAGE/c600/ru_c6s1a.cre~ ~override~
  SAY NAME1 @195
  SAY NAME2 @195

COPY ~rukrakia/STAGE/c600/ru_c6s2a.cre~ ~override~
  SAY NAME1 @196
  SAY NAME2 @196

COPY ~rukrakia/STAGE/c600/ru_c6s3a.cre~ ~override~
  SAY NAME1 @193
  SAY NAME2 @193

COPY ~rukrakia/STAGE/c600/ru_c6s4a.cre~ ~override~
  SAY NAME1 @194
  SAY NAME2 @194

COPY ~rukrakia/STAGE/c600/ru_c6s1b.cre~ ~override~
  SAY NAME1 @195
  SAY NAME2 @195

COPY ~rukrakia/STAGE/c600/ru_c6s2b.cre~ ~override~
  SAY NAME1 @196
  SAY NAME2 @196

COPY ~rukrakia/STAGE/c600/ru_c6s3b.cre~ ~override~
  SAY NAME1 @193
  SAY NAME2 @193

COPY ~rukrakia/STAGE/c600/ru_c6s4b.cre~ ~override~
  SAY NAME1 @194
  SAY NAME2 @194


//아이템

COPY ~rukrakia/STAGE/c400/ru_elswo.itm~ ~override~
  SAY NAME1 @261
  SAY NAME2 @261
  SAY IDENTIFIED_DESC @262

COPY ~rukrakia/STAGE/c400/ru_elrin.itm~ ~override~
  SAY NAME1 @263
  SAY NAME2 @263
  SAY IDENTIFIED_DESC @264

COPY ~rukrakia/STAGE/c400/ru_elsmo.itm~ ~override~
  SAY NAME1 @265
  SAY NAME2 @265
  SAY IDENTIFIED_DESC @266

COPY ~rukrakia/STAGE/c400/ru_elclo.itm~ ~override~
  SAY NAME1 @267
  SAY NAME2 @267
  SAY IDENTIFIED_DESC @268

COPY ~rukrakia/STAGE/c400/ru_elech.itm~ ~override~

//주문

COPY ~rukrakia/STAGE/host/ru_disap.spl~ ~override~

ACTION_IF NOT FILE_EXISTS_IN_GAME ~ru_arcfi.pro~ THEN BEGIN
  ADD_PROJECTILE ~rukrakia/STAGE/c400/ru_arcfi.pro~
END

COPY ~rukrakia/STAGE/c400/ru_arcma.spl~ ~override~
  SAY NAME1 @269
  WRITE_SHORT   0x98 ~%ru_arcfi%~

COPY ~rukrakia/STAGE/c400/ru_arcme.spl~ ~override~
  SAY NAME1 @269
  WRITE_SHORT   0x98 ~%ru_arcfi%~

COPY ~rukrakia/STAGE/c400/ru_arcfb.spl~ ~override~
  SAY NAME1 @269
  WRITE_SHORT   0x98 ~%ru_arcfi%~

COPY ~rukrakia/STAGE/c400/ru_silve.spl~ ~override~
  SAY NAME1 @270

COPY ~rukrakia/STAGE/c400/ru_disju.spl~ ~override~
  SAY NAME1 @271

COPY ~rukrakia/STAGE/host/ru_clmap.spl~ ~override~
COPY ~rukrakia/STAGE/host/ru_stna2.spl~ ~override~
COPY ~rukrakia/STAGE/host/ru_stnb2.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_firep.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_firem.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_firec.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_firea.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_firee.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_dragm.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_dragp.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_dragc.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_drage.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_draga.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_abidp.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_abida.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_abidc.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_abidf.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_abide.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_elmel.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_c4000.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_c400c.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_c400a.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_c40ca.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_c400b.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_c40cb.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_c40sa.spl~ ~override~
COPY ~rukrakia/STAGE/c400/ru_c40sb.spl~ ~override~
COPY ~rukrakia/STAGE/c600/ru_c6s1a.spl~ ~override~
  SAY NAME1 @217
COPY ~rukrakia/STAGE/c600/ru_c6s2a.spl~ ~override~
  SAY NAME1 @218
COPY ~rukrakia/STAGE/c600/ru_c6s3a.spl~ ~override~
  SAY NAME1 @219
COPY ~rukrakia/STAGE/c600/ru_c6s4a.spl~ ~override~
  SAY NAME1 @220
COPY ~rukrakia/STAGE/c600/ru_c6s1b.spl~ ~override~
  SAY NAME1 @217
COPY ~rukrakia/STAGE/c600/ru_c6s2b.spl~ ~override~
  SAY NAME1 @218
COPY ~rukrakia/STAGE/c600/ru_c6s3b.spl~ ~override~
  SAY NAME1 @219
COPY ~rukrakia/STAGE/c600/ru_c6s4b.spl~ ~override~
  SAY NAME1 @220

//BAM파일

COPY ~rukrakia/STAGE/c400/ru_arcfi.bam~ ~override~

// 지역파일

COPY ~rukrakia/STAGE/RU1000.are~ ~override~
COPY ~rukrakia/STAGE/RU1000.wed~ ~override~
COPY ~rukrakia/STAGE/RU1000.tis~ ~override~
COPY ~rukrakia/STAGE/RU1000.mos~ ~override~
COPY ~rukrakia/STAGE/RU1000HT.bmp~ ~override~
COPY ~rukrakia/STAGE/RU1000LM.bmp~ ~override~
COPY ~rukrakia/STAGE/RU1000SR.bmp~ ~override~

// BAF파일


COMPILE ~rukrakia/STAGE/general/ru_def1a.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/general/ru_def1b.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/ru1000.baf~
USING ~~
COMPILE ~rukrakia/STAGE/host/ru_gam00.baf~
USING ~~
COMPILE ~rukrakia/STAGE/host/ru_gam01.baf~
USING ~~
COMPILE ~rukrakia/STAGE/host/ru_gam02.baf~
USING ~~
COMPILE ~rukrakia/STAGE/host/ru_gam03.baf~
USING ~~
COMPILE ~rukrakia/STAGE/host/ru_gam04.baf~
USING ~~
COMPILE ~rukrakia/STAGE/host/ru_gam05.baf~
USING ~~
COMPILE ~rukrakia/STAGE/host/ru_gam06.baf~
USING ~~
COMPILE ~rukrakia/STAGE/host/ru_gam07.baf~
USING ~~
COMPILE ~rukrakia/STAGE/host/ru_gam08.baf~
USING ~~
COMPILE ~rukrakia/STAGE/host/ru_gam09.baf~
USING ~~
COMPILE ~rukrakia/STAGE/c000/ru_c000a.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c000/ru_c000b.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c100/ru_c100a.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c100/ru_c100b.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c200/ru_c200a.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c200/ru_c200b.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c300/ru_c300a.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c300/ru_c300b.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c400/ru_c400a.baf~
USING ~~
COMPILE ~rukrakia/STAGE/c400/ru_c400b.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c400/ru_c40ca.baf~
USING ~~
COMPILE ~rukrakia/STAGE/c400/ru_c40cb.baf~
USING ~~
COMPILE ~rukrakia/STAGE/c400/ru_c4000.baf~
USING ~~
COMPILE ~rukrakia/STAGE/c400/ru_c400c.baf~
USING ~~
COMPILE ~rukrakia/STAGE/c400/ru_c403a.baf~
USING ~~
COMPILE ~rukrakia/STAGE/c400/ru_c403b.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c500/ru_c500a.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c500/ru_c500b.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c600/ru_c600a.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c600/ru_c600b.BAF~
USING ~~
COMPILE ~rukrakia/STAGE/c600/RU_c6s1.baf~
USING ~~
COMPILE ~rukrakia/STAGE/c600/RU_c6s2.baf~
USING ~~
COMPILE ~rukrakia/STAGE/c600/RU_c6s3.baf~
USING ~~
COMPILE ~rukrakia/STAGE/c600/RU_c6s4.baf~
USING ~~

// D파일

COMPILE ~rukrakia/STAGE/host/RU_host.d~
USING ~rukrakia/STAGE/host/RU_host.tra~


////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

APPEND ~MASTAREA.2da~
  ~RU6700  value
RU6800  value
RU6801  value
RU6900  value
RU6901  value
RU6902  value~