Making your Orb Run more powerful can be accomplished by the simple process of making an exact copy of the item or action in your mind.
COPY THAT — It’s as simple as that.
In the GODD® Engine, it’s accomplished by simple AGREEMENT that you actually did pick up the item, or use the item, or do the action as described by your in-game guide and the text message on the upper left of your video screen.
The whole idea is to MAKE IT REAL FOR YOURSELF.
Now, let’s take a look at some of the details you’ll encounter when running an Orb.
I won’t put them all in, although I do have to deal with every single thing that goes into the Orb — nothing happens in there that isn’t programmed to happen, and even apparently random events are triggered by lists of possible events, peppered with tons of randomity.
The names and numbers generated by the randomity factor actually MEAN something, and I’ll be happy to explain in detail what it all means, so let’s start right at the top, okay???
So — what’s the HUD ORB NAME?
In this case, it happens to be “Past Life Atlantis”. Now, let’s take a sneak-peek at the .ini file to see what’s been packed into this Orb that we can’t see.
Everything else is in the Orb MAP itself, either as objects, walls or regions — those are the only options.
;various special events
ONTAG[5]={ XT(1994) OTEXT( “Wear this Deluxe Sterling Silver Lucky Prosperity Amulet on your Quest.”) OSOUND(AMMYWEAR) — You can easily see the ammie in the game space, but if you’re wearing one or have one nearby, refresh yourself on what it looks like in closeup detail.
ONTAG[6]={ OSOUND(CRYO1) INCOS(LIFE=1000) OTEXT(“You Are Purified in the Cleansing Radiation.”) )} — Well, that hadda feel good, being purified in the Cleansing Radiation. Who wouldn’t feel a whole lot better after that??? It’s not far from here to Myron the Magic Finding Dragon’s resting spot. Look for him in your inventory, and you can take him out of inventory and drop him on the ground to find magic for you, if you like – -it’s done by pressing the “tilde” or “squiggle” key in the upper left of your keyboard. You can pick him up again, of course, and return him to inventory.
ONTAG[1031]={ XT(1993) OSOUND(TBELLS01) OTEXT( “Another 5 Minutes on the clock — you burn 100 karma”) INCOS(Death-100) } — Okay, so you burned 100 karma while you were running around, regardless of what else you did. Did you notice that the temple bells were, in fact, temple bells??? It’s important that you capture the details and take it all in.
ONTAG[1030]={ OSOUND(MYRON01) OTEXT( “Hello my name is Myron the Magic Finding Dragon.” ) INCOS(LIFE=1000,MAGIC=1000) } — You should encourage in yourself a feeling of gratitude and thanks for Myron’s help — he can bring lots of Magic Find to your life quest and as I mentioned above, he can be put on the ground and taken back to inventory with the “tilde” key.
ONTAG[43]={ OSOUND(PSTPAIN01) OTEXT( “All Past Life Pain from Atlantis Released.” ) — I’ll bet that’s a relief, so acknowledge that it is a relief, if you feel it. Each of the Past Life Orbs is in a specific location, determined by the use of the 30-card “Influence Deck”, available with the Quantum Magic Kit, which comes with the deck, all 30 Orbs on a thumb drive, plus an Influence Pendant to wear and to place within the candle base of your Angel Candle, if you decide to use one.
ONTAG[69]={ OSOUND(APPLAUS8) OSOUND(SHUTTINM) OTEXT( “You have made a successful run. Returning you to website download page now.” ) } — If you’re suddenly surprised to find the Orb closed down and yourself on the urthgame.com website page, you haven’t been duping enough. You need to SEE and HEAR what’s described as you go through the Orb.
ONTAG[114]={ OSOUND(BEACONUP) XT(1997) OTEXT( “Your Super-Beacon is turned on, tuned into Matrix, and dropped out of Phase Factor.”) OINCOS(MAGIC=500,Xsecrets=100) } — Gosh, can you imagine what could have possibly happened here? Well, go ahead and imagine it — pick up the crystal grippers and get on the SuperBeacon! Take it as written that there was a 3-minute “sit” on the SuperBeacon, okay?
ONTAG[1013]={ XT(1996) OTEXT( “Your Matrix Attunement was successful. COUPLING FACTOR is in.” ) INCOS(Death-500,Xsecrets=100,MONEY=100) OSOUND(AMYS03) } — This voice was put in there by my friend Richard Dawson, so you know you’re a winner when you hear that sound. You’ll note an increase in secrets and decrease in karma (deaths) that is reflected clearly in the upticks on your HUD indicator screen at the bottom of your video viewer.
ONTAG[1010]={ XT(1998) OTEXT( “You are carrying a copy of the American Book of the Dead.” ) OSOUND(GOTABD) OINCOS(ARMOR=1000,LIFE=100,MONEY=100) } — Note that your HUD goes up by a LOT on armor, which translates on the HUD into “Charisma” — the HUD names are all aliased to the basic HUD names, ie;
- life magic money xsecrets score tool
- armor power exp treasure death ammo
In this particular Orb, those basic elements translate into:
- TOP LINE=(Vitality, Anti-Hypno, Vision, Externals, Clarity, Action)
- BOTTOM LINE=(Charisma, Overwhelm, Voltage, Otherness, Karma, Aura)
Yes, AURA — there’s no reason FOR the weapons in these Orbs, but no reason for not, so they’re in there. Sometimes the boomerang works on objects when they’re light enough, but all objects that are mass of 9000 stay put until picked up IN PERSON by the action of rolling over the item with the Avatar. Sometimes you can’t remote an action, so I follow that wherever applicable to real world situations.
;opening portals — self-explanatory, I hope —
ONTAG[1003]={ OSOUND(PORTAL1) OSOUND(DSLIDE02) INCOS(MONEY=100,MAGIC=100) OTEXT(“The First Portal is now open.” ) } — You hear a sound, a door opens.
ONTAG[1005]={ OSOUND(PORTAL2) OSOUND(DSLIDE02) INCOS(MONEY=100,MAGIC=100) OTEXT(“The Second Portal is now open.” ) } — You hear a sound, a door opens.
ONTAG[61]={ OSOUND(PORTAL3) OSOUND(DSLIDE02) INCOS(MONEY=100,MAGIC=100) OTEXT(“The Third Portal is now open.” ) } — You hear a sound, a door opens.
Do other doors open? Sure they do, but they are not PORTALS. Only Portals are Portals, get it?
OSETJUMP=0,0,200,200,6,GRUNT04,-1,BREAK01 — This sets the sounds of the Avatar when it jumps or lands or falls, hence the “break01” soundbyte, which delivers an uncomfortable “crunch” sound when your Avatar drops more than one metre or more. I offer a change of gender and sound at the start of every Past Life Orb. If you want to change back, just roll over the Avatar Form of choice outside the Labyrinth. That’s the only place you can do a gender change in most of the Orbs, although there are, as you’d expect, differences.
SETMAXOS=(LIFE=9999,MAGIC=9999,ARMOR=9999,MONEY=9999,Experience=9999,Power=9999,Death=9999,SCORE=9999,Xsecrets=9999,Treasures=9999)
SETMINOS=(LIFE=0,MAGIC=0,ARMOR=0,MONEY=0,Experience=0,Power=0,Death-9999,Score=0,Xsecrets=0,Treasures=0)
; achievement levelups
ONTAG[31]={ OSOUND(APPLAUS8) OSOUND(CERTACH1) OTEXT( “Higher Certainty Level One Achieved.”) — You get a modest amount of upgrade and in this Initiation Chamber you will find something of value toward your next goal.
ONTAG[32]={ OSOUND(APPLAUS8) OSOUND(CERTACH2) OTEXT( “Higher Certainty Level Two Achieved.”) — You get a slight increase in help in your HUD upgrades, and a higher degree of certainty, which yields higher control and confidence.
ONTAG[33]={ OSOUND(APPLAUS8) OSOUND(CERTACH3) OTEXT( “Higher Certainty Level Three Achieved.”) — Here you get a boost of 300 where it counts, plus other upgrades and powerups suggested by the in-game guide in text and voice.
ONTAG[34]={ OSOUND(APPLAUS8) OSOUND(CERTACH4) OTEXT( “Higher Certainty Level Four Achieved.”) — Now your upgrade is higher still, but keep in mind that the hills are steeper as you go deeper, so press on, acknowledge every action and every drop along the way. Be sure to pick up the booster in this chamber before moving on to the next one.
ONTAG[35]={ OSOUND(APPLAUS8) OSOUND(CERTACH5) OTEXT( “Higher Certainty Level Five Achieved.”) — At this level, you should be FEELING it, and you might be tempted to go past a few drops, but resist the urge and take them, because they can only help.
ONTAG[36]={ OSOUND(APPLAUS8) OSOUND(CERTACH6) OTEXT( “Higher Certainty Level Six Achieved.”) — By this time, you’re almost free of the past life influence that nailed you, so just keep on keeping on, and you’ll get there in only a few simple turns of the halllways.
ONTAG[37]={ OSOUND(APPLAUS8) OSOUND(CERTACH7) OTEXT( “Higher Certainty Level Seven Achieved.”) — And there you are, free of that past life influence, and ready to tackle life anew.
;free from quantum entanglement — this is that grassy area down below, where you’ll find Buddhas, Pharaohs and all manner of Bardo Creatures to bless you and make you stronger. Please note the three major types of karmic entanglement from which you are getting your freedom, and that the freedom is relative to the specific goal of the run.
ONTAG[44]={ XT(1998) OSOUND(FREEDOM1) INCOS(A=100) OTEXT( “Freedom Now from This Karmic Attachment.”) }
ONTAG[45]={ XT(1997) OSOUND(FREEDOM2) INCOS(A=200) OTEXT( “Freedom Now from This Quantum Entanglement.”) }
ONTAG[46]={ XT(1996) OSOUND(FREEDOM3) INCOS(A=300) OTEXT( “Freedom Now from This Past Life Influence.”) }
;below are a set of operations for influence resistance, low to high value. You will note that the numbers are a good indicator of the current “lucky state” of the Runner, but only when taken as a whole, meaning evaluating the entire HUD result prior to full on power at the end of the run.
Take note of the fact that the strange letters, words and numbers all refer to what’s happening behind the scenes in your inventory backpack, plus what’s happening on the Runner’s HUD, which reflects the numbers you see below:
; resist all posthypnotics
ONTAG[2]={ XT(421-425) }
ONTAG[421]={ OSOUND(HYPNO1) INCOS(MAGIC=100) OTEXT(“100 to Resist All Post-Hypnotic Suggestions.” ) }
ONTAG[422]={ OSOUND(HYPNO2) INCOS(MAGIC=200) OTEXT(“200 to Resist All Post-Hypnotic Suggestions.” ) }
ONTAG[423]={ OSOUND(HYPNO3) INCOS(MAGIC=300) OTEXT(“300 to Resist All Post-Hypnotic Suggestions.” ) }
ONTAG[424]={ OSOUND(HYPNO4) INCOS(MAGIC=500) OTEXT(“500 to Resist All Post-Hypnotic Suggestions.” ) }
ONTAG[425]={ OSOUND(HYPNO5) INCOS(MAGIC=1000) OTEXT(“1000 to Resist All Post-Hypnotic Suggestions.” ) }
; resist past life impactions
ONTAG[303]={ XT(326-330) }
ONTAG[326]={ OSOUND(PAST1) INCOS(MAGIC=100) OTEXT( “100 points to Resist All Past Life Impactions.” ) }
ONTAG[327]={ OSOUND(PAST2) INCOS(MAGIC=200) OTEXT( “200 points to Resist All Past Life Impactions.” ) }
ONTAG[328]={ OSOUND(PAST3) INCOS(MAGIC=300) OTEXT( “300 points to Resist All Past Life Impactions.” ) }
ONTAG[329]={ OSOUND(PAST4) INCOS(MAGIC=500) OTEXT( “500 points to Resist All Past Life Impactions.” ) }
ONTAG[330]={ OSOUND(PAST5) INCOS(MAGIC=1000) OTEXT( “1000 points to Resist All Past Life Impactions.” ) }
; intimidation
ONTAG[399]={ XT(201-205) }
ONTAG[201]={ OSOUND(INTIM01) INCOS(Death-1000,ARMOR=1000,POWER=100) OTEXT ( “100 to Resist Intimidation.” ) }
ONTAG[202]={ OSOUND(INTIM02) INCOS(Death-1000,ARMOR=1000,POWER=200) OTEXT ( “200 to Resist Intimidation.” ) }
ONTAG[203]={ OSOUND(INTIM03) INCOS(Death-1000,ARMOR=1000,POWER=300) OTEXT ( “300 to Resist Intimidation.” ) }
ONTAG[204]={ OSOUND(INTIM04) INCOS(Death-1000,ARMOR=1000,POWER=500) OTEXT ( “500 to Resist Intimidation.” ) }
ONTAG[205]={ OSOUND(INTIM05) INCOS(Death-1000,ARMOR=1000,POWER=1000) OTEXT ( “1000 to Resist Intimidation.” ) }
; negativity
ONTAG[611]={ XT(281-285) }
ONTAG[281]={ OSOUND(NEGAT01) INCOS(Death-1000,ARMOR=1000,POWER=100) OTEXT ( “100 to Resist Negativity.” ) }
ONTAG[282]={ OSOUND(NEGAT02) INCOS(Death-1000,ARMOR=1000,POWER=200) OTEXT ( “200 to Resist Negativity.” ) }
ONTAG[283]={ OSOUND(NEGAT03) INCOS(Death-1000,ARMOR=1000,POWER=300) OTEXT ( “300 to Resist Negativity.” ) }
ONTAG[284]={ OSOUND(NEGAT04) INCOS(Death-1000,ARMOR=1000,POWER=500) OTEXT ( “500 to Resist Negativity.” ) }
ONTAG[285]={ OSOUND(NEGAT05) INCOS(Death-1000,ARMOR=1000,POWER=1000) OTEXT ( “1000 to Resist Negativity.” ) }
; temptation
ONTAG[612]={ XT(481-485) }
ONTAG[481]={ OSOUND(TEMPT01) INCOS(Death-1000,ARMOR=1000,POWER=100) OTEXT ( “100 to Resist Temptation.” ) }
ONTAG[482]={ OSOUND(TEMPT02) INCOS(Death-1000,ARMOR=1000,POWER=200) OTEXT ( “200 to Resist Temptation.” ) }
ONTAG[483]={ OSOUND(TEMPT03) INCOS(Death-1000,ARMOR=1000,POWER=300) OTEXT ( “300 to Resist Temptation.” ) }
ONTAG[484]={ OSOUND(TEMPT04) INCOS(Death-1000,ARMOR=1000,POWER=500) OTEXT ( “500 to Resist Temptation.” ) }
ONTAG[485]={ OSOUND(TEMPT05) INCOS(Death-1000,ARMOR=1000,POWER=1000) OTEXT ( “1000 to Resist Temptation.” ) }
; lies
ONTAG[613]={ XT(491-495) }
ONTAG[491]={ OSOUND(LIES01) INCOS(Death-1000,ARMOR=1000,POWER=100) OTEXT ( “100 to Resist Lies.” ) }
ONTAG[492]={ OSOUND(LIES02) INCOS(Death-1000,ARMOR=1000,POWER=200) OTEXT ( “200 to Resist Lies.” ) }
ONTAG[493]={ OSOUND(LIES03) INCOS(Death-1000,ARMOR=1000,POWER=300) OTEXT ( “300 to Resist Lies.” ) }
ONTAG[494]={ OSOUND(LIES04) INCOS(Death-1000,ARMOR=1000,POWER=500) OTEXT ( “500 to Resist Lies.” ) }
ONTAG[495]={ OSOUND(LIES05) INCOS(Death-1000,ARMOR=1000,POWER=1000) OTEXT ( “1000 to Resist Lies.” ) }
; seduction
ONTAG[614]={ XT(471-475) }
ONTAG[471]={ OSOUND(SEDUCT01) INCOS(Death-1000,ARMOR=1000,POWER=100) OTEXT ( “100 to Resist Seduction.” ) }
ONTAG[472]={ OSOUND(SEDUCT02) INCOS(Death-1000,ARMOR=1000,POWER=200) OTEXT ( “200 to Resist Seduction.” ) }
ONTAG[473]={ OSOUND(SEDUCT03) INCOS(Death-1000,ARMOR=1000,POWER=300) OTEXT ( “300 to Resist Seduction.” ) }
ONTAG[474]={ OSOUND(SEDUCT04) INCOS(Death-1000,ARMOR=1000,POWER=500) OTEXT ( “500 to Resist Seduction.” ) }
ONTAG[475]={ OSOUND(SEDUCT05) INCOS(Death-1000,ARMOR=1000,POWER=1000) OTEXT ( “1000 to Resist Seduction.” ) }
; stupidity
ONTAG[615]={ XT(441-445) }
ONTAG[441]={ OSOUND(STUP01) INCOS(Death-1000,ARMOR=1000,POWER=100) OTEXT ( “100 to Resist Stupidity.” ) }
ONTAG[442]={ OSOUND(STUP02) INCOS(Death-1000,ARMOR=1000,POWER=200) OTEXT ( “200 to Resist Stupidity.” ) }
ONTAG[443]={ OSOUND(STUP03) INCOS(Death-1000,ARMOR=1000,POWER=300) OTEXT ( “300 to Resist Stupidity.” ) }
ONTAG[444]={ OSOUND(STUP04) INCOS(Death-1000,ARMOR=1000,POWER=500) OTEXT ( “500 to Resist Stupidity.” ) }
ONTAG[445]={ OSOUND(STUP05) INCOS(Death-1000,ARMOR=1000,POWER=1000) OTEXT ( “1000 to Resist Stupidity.” ) }
; distraction
ONTAG[616]={ XT(431-435) }
ONTAG[431]={ OSOUND(DISTR01) INCOS(Death-1000,ARMOR=1000,POWER=100) OTEXT ( “100 to Resist Distraction.” ) }
ONTAG[432]={ OSOUND(DISTR02) INCOS(Death-1000,ARMOR=1000,POWER=200) OTEXT ( “200 to Resist Distraction.” ) }
ONTAG[433]={ OSOUND(DISTR03) INCOS(Death-1000,ARMOR=1000,POWER=300) OTEXT ( “300 to Resist Distraction.” ) }
ONTAG[434]={ OSOUND(DISTR04) INCOS(Death-1000,ARMOR=1000,POWER=500) OTEXT ( “500 to Resist Distraction.” ) }
ONTAG[435]={ OSOUND(DISTR05) INCOS(Death-1000,ARMOR=1000,POWER=1000) OTEXT ( “1000 to Resist Distraction.” ) }
; past life pain
ONTAG[617]={ XT(511-515) }
ONTAG[511]={ OSOUND(PLPAIN01) INCOS(Death-1000,ARMOR=1000,POWER=100) OTEXT ( “100 to Resist Past Life Pain.” ) }
ONTAG[512]={ OSOUND(PLPAIN02) INCOS(Death-1000,ARMOR=1000,POWER=200) OTEXT ( “200 to Resist Past Life Pain.” ) }
ONTAG[513]={ OSOUND(PLPAIN03) INCOS(Death-1000,ARMOR=1000,POWER=300) OTEXT ( “300 to Resist Past Life Pain.” ) }
ONTAG[514]={ OSOUND(PLPAIN04) INCOS(Death-1000,ARMOR=1000,POWER=500) OTEXT ( “500 to Resist Past Life Pain.” ) }
ONTAG[515]={ OSOUND(PLPAIN05) INCOS(Death-1000,ARMOR=1000,POWER=1000) OTEXT ( “1000 to Resist Past Life Pain.” ) }
; past life betrayals
ONTAG[618]={ XT(521-525) }
ONTAG[521]={ OSOUND(BETRAY01) INCOS(Death-1000,ARMOR=1000,POWER=100) OTEXT ( “100 to Resist Past and Present Life Betrayals.” ) }
ONTAG[522]={ OSOUND(BETRAY02) INCOS(Death-1000,ARMOR=1000,POWER=200) OTEXT ( “200 to Resist Past and Present Life Betrayals.” ) }
ONTAG[523]={ OSOUND(BETRAY03) INCOS(Death-1000,ARMOR=1000,POWER=300) OTEXT ( “300 to Resist Past and Present Life Betrayals.” ) }
ONTAG[524]={ OSOUND(BETRAY04) INCOS(Death-1000,ARMOR=1000,POWER=500) OTEXT ( “500 to Resist Past and Present Life Betrayals.” ) }
ONTAG[525]={ OSOUND(BETRAY05) INCOS(Death-1000,ARMOR=1000,POWER=1000) OTEXT ( “1000 to Resist Past and Present Life Betrayals.” ) }
; past life disappointments
ONTAG[619]={ XT(531-535) }
ONTAG[531]={ OSOUND(DISAPP01) INCOS(Death-1000,ARMOR=1000,POWER=100) OTEXT ( “100 to Resist Past and Present Life Disappointments.” ) }
ONTAG[532]={ OSOUND(DISAPP02) INCOS(Death-1000,ARMOR=1000,POWER=200) OTEXT ( “200 to Resist Past and Present Life Disappointments.” ) }
ONTAG[533]={ OSOUND(DISAPP03) INCOS(Death-1000,ARMOR=1000,POWER=300) OTEXT ( “300 to Resist Past and Present Life Disappointments.” ) }
ONTAG[534]={ OSOUND(DISAPP04) INCOS(Death-1000,ARMOR=1000,POWER=500) OTEXT ( “500 to Resist Past and Present Life Disappointments.” ) }
ONTAG[535]={ OSOUND(DISAPP05) INCOS(Death-1000,ARMOR=1000,POWER=1000) OTEXT ( “1000 to Resist Past and Present Life Disappointments.” ) }
; resist overwhelm
ONTAG[1001]={ XT(321-325) }
ONTAG[321]={ OSOUND(OVER1) INCOS(Power=100) OTEXT( “100 points to Resist Overwhelm.” ) }
ONTAG[322]={ OSOUND(OVER2) INCOS(Power=200) OTEXT( “200 points to Resist Overwhelm.” ) }
ONTAG[323]={ OSOUND(OVER3) INCOS(Power=300) OTEXT( “300 points to Resist Overwhelm.” ) }
ONTAG[324]={ OSOUND(OVER4) INCOS(Power=500) OTEXT( “500 points to Resist Overwhelm.” ) }
ONTAG[325]={ OSOUND(OVER5) INCOS(Power=1000) OTEXT( “1000 points to Resist Overwhelm.” ) }
; resist being run
ONTAG[1002]={ XT(316-320) }
ONTAG[316]={ OSOUND(OTHERS1) INCOS(Treasure=100) OTEXT( “100 points to Resist Being Run by Others.” ) }
ONTAG[317]={ OSOUND(OTHERS2) INCOS(Treasure=200) OTEXT( “200 points to Resist Being Run by Others.” ) }
ONTAG[318]={ OSOUND(OTHERS3) INCOS(Treasure=300) OTEXT( “300 points to Resist Being Run by Others” ) }
ONTAG[319]={ OSOUND(OTHERS4) INCOS(Treasure=500) OTEXT( “500 points to Resist Being Run by Others.” ) }
ONTAG[320]={ OSOUND(OTHERS5) INCOS(Treasure=1000) OTEXT( “1000 points to Resist Being Run by Others.” ) }
; resist all externals
ONTAG[1012]={ XT(311-315) }
ONTAG[311]={ OSOUND(EXTERN1) INCOS(Xsecrets=100) OTEXT(” 100 points to Resist External Programming.” ) }
ONTAG[312]={ OSOUND(EXTERN2) INCOS(Xsecrets=200) OTEXT(” 200 points to Resist External Programming.” ) }
ONTAG[313]={ OSOUND(EXTERN3) INCOS(Xsecrets=300) OTEXT(” 300 points to Resist External Programming.” ) }
ONTAG[314]={ OSOUND(EXTERN4) INCOS(Xsecrets=500) OTEXT(” 500 points to Resist External Programming.” ) }
ONTAG[315]={ OSOUND(EXTERN5) INCOS(Xsecrets=1000) OTEXT(” 1000 points to Resist External Programming.” ) }
;below are a set of magical drops and ritual actions
; wall of protection circle of peace
ONTAG[304]={ XT(331-335) }
ONTAG[331]={ OSOUND(WALL1) INCOS(Experience=1000,Xsecrets=100,MAGIC=100) OTEXT( “100 to Wall of Protection and Circle of Peace.” ) }
ONTAG[332]={ OSOUND(WALL2) INCOS(Experience=2000,Xsecrets=200,MAGIC=200) OTEXT( “200 to Wall of Protection and Circle of Peace.” ) }
ONTAG[333]={ OSOUND(WALL3) INCOS(Experience=3000,Xsecrets=300,MAGIC=300) OTEXT( “300 to Wall of Protection and Circle of Peace.” ) }
ONTAG[334]={ OSOUND(WALL4) INCOS(Experience=4000,Xsecrets=500,MAGIC=500) OTEXT( “500 to Wall of Protection and Circle of Peace.” ) }
ONTAG[335]={ OSOUND(WALL5) INCOS(Experience=5000,Xsecrets=1000,MAGIC=1000) OTEXT( “1000 to Wall of Protection and Circle of Peace.” ) }
; charms
ONTAG[308]={ XT(336-340) }
ONTAG[336]={ OSOUND(CHARM1) INCOS(MONEY=100,T=100) OTEXT( “You found a Prosperity Ruby Charm of Protection.” ) }
ONTAG[337]={ OSOUND(CHARM2) INCOS(MONEY=200,T=200) OTEXT( “You found a Prosperity Sapphire Charm of Protection.” ) }
ONTAG[338]={ OSOUND(CHARM3) INCOS(MONEY=300,T=300) OTEXT( “You found a Prosperity Emerald Charm of Protection.” ) }
ONTAG[339]={ OSOUND(CHARM4) INCOS(MONEY=500,T=500) OTEXT( “You found a Prosperity Amethyst Charm of Protection.” ) }
ONTAG[340]={ OSOUND(CHARM5) INCOS(MONEY=1000,T=1000) OTEXT( “You found a Prosperity Tanzanite Charm of Protection.” ) }
; amulets
ONTAG[309]={ XT(341-345) }
ONTAG[341]={ OSOUND(AMMY1) INCOS(ARMOR=100,D=-100) OTEXT( “You found a Red Protection Amulet.” ) }
ONTAG[342]={ OSOUND(AMMY2) INCOS(ARMOR=200,D=-200) OTEXT( “You found a Blue Protection Amulet.” ) }
ONTAG[343]={ OSOUND(AMMY3) INCOS(ARMOR=300,D=-300) OTEXT( “You found a Green Protection Amulet.” ) }
ONTAG[344]={ OSOUND(AMMY4) INCOS(ARMOR=500,D=-500) OTEXT( “You found a Violet Protection Amulet.” ) }
ONTAG[345]={ OSOUND(AMMY5) INCOS(ARMOR=1000,D=-1000) OTEXT( “You found a Yellow Protection Amulet.” ) }
; books
ONTAG[390]={ XT(346-350) }
ONTAG[346]={ OSOUND(BOOK1) INCOS(MONEY=100) OTEXT( “You read the Book of Nefertiti.” ) }
ONTAG[347]={ OSOUND(BOOK2) INCOS(MONEY=200) OTEXT( “You read the Book of Isis.” ) }
ONTAG[348]={ OSOUND(BOOK3) INCOS(MONEY=300) OTEXT( “You read the Book of Ishtar.” ) }
ONTAG[349]={ OSOUND(BOOK4) INCOS(MONEY=500) OTEXT( “You read the Book of Anubis.” ) }
ONTAG[350]={ OSOUND(BOOK5) INCOS(MONEY=1000) OTEXT( “You read the Book of Sekhmet.” ) }
; powders
ONTAG[391]={ XT(351-355) }
ONTAG[351]={ OSOUND(POWDER1) INCOS(MONEY=100,LIFE=100) OTEXT( “Burning some Red Prosperity Protection Powder.” ) }
ONTAG[352]={ OSOUND(POWDER2) INCOS(MONEY=100,LIFE=200) OTEXT( “Burning some Blue Prosperity Peace Powder” ) }
ONTAG[353]={ OSOUND(POWDER3) INCOS(MONEY=100,LIFE=300) OTEXT( “Burning some Green Prosperity Calming Powder.” ) }
ONTAG[354]={ OSOUND(POWDER4) INCOS(MONEY=100,LIFE=500) OTEXT( “Burning some Violet Prosperity Empowering Powder.” ) }
ONTAG[355]={ OSOUND(POWDER5) INCOS(MONEY=100,LIFE=1000) OTEXT( “Burning some Yellow Prosperity Ascending Powder.” ) }
; incense
ONTAG[392]={ XT(356-360) }
ONTAG[356]={ OSOUND(SNOW1) INCOS(LIFE=100,Score=100) OTEXT( “Burning Red Snow Lion Tibetan Incense.” ) }
ONTAG[357]={ OSOUND(SNOW2) INCOS(LIFE=200,Score=200) OTEXT( “Burning Blue Medicine Wheel Tibetan Incense.” ) }
ONTAG[358]={ OSOUND(SNOW3) INCOS(LIFE=300,Score=300) OTEXT( “Burning Green Tara Tibetan Incense.” ) }
ONTAG[359]={ OSOUND(SNOW4) INCOS(LIFE=500,Score=500) OTEXT( “Burning Violet Chen Rig Tibetan Incense.” ) }
ONTAG[360]={ OSOUND(SNOW5) INCOS(LIFE=1000,Score=1000) OTEXT( “Burning Golden Tiger Tibetan Incense.” ) }
; oils
ONTAG[393]={ XT(361-365) }
ONTAG[361]={ OSOUND(OIL1) INCOS(Score=100) OTEXT( “Diffusing Red Prosperity Patchouli Oil.” ) }
ONTAG[362]={ OSOUND(OIL2) INCOS(Score=200) OTEXT( “Diffusing Blue Prosperity Musk Oil.” ) }
ONTAG[363]={ OSOUND(OIL3) INCOS(Score=300) OTEXT( “Diffusing Green Prosperity Jasmine Oil.” ) }
ONTAG[364]={ OSOUND(OIL4) INCOS(Score=500) OTEXT( “Diffusing Violet Prosperity Lotus Oil.” ) }
ONTAG[365]={ OSOUND(OIL5) INCOS(Score=1000) OTEXT( “Diffusing Yellow Prosperity Sandalwood Oil.” ) }
; generators
ONTAG[394]={ XT(366-370) }
ONTAG[366]={ OSOUND(GEN1) INCOS(EXP=100,Power=100) OTEXT( “Red Prosperity Generator Activated.” ) }
ONTAG[367]={ OSOUND(GEN2) INCOS(EXP=200,Power=200) OTEXT( “Blue Prosperity Generator Activated.” ) }
ONTAG[368]={ OSOUND(GEN3) INCOS(EXP=300,Power=300) OTEXT( “Green Prosperity Generator Activated.” ) }
ONTAG[369]={ OSOUND(GEN4) INCOS(EXP=500,Power=500) OTEXT( “Violet Prosperity Generator Activated.” ) }
ONTAG[370]={ OSOUND(GEN5) INCOS(EXP=1000,Power=1000) OTEXT( “Yellow Prosperity Generator Activated.” ) }
; candles
ONTAG[395]={ XT(371-375) }
ONTAG[371]={ OSOUND(CANDL1) INCOS(MONEY=1000,ARMOR=100,Death-1000) OTEXT( “Burning a Red Prosperity Candle.” ) }
ONTAG[372]={ OSOUND(CANDL2) INCOS(MONEY=1000,ARMOR=100,Death-1000) OTEXT( “Burning a Blue Prosperity Candle.” ) }
ONTAG[373]={ OSOUND(CANDL3) INCOS(MONEY=1000,ARMOR=100,Death-1000) OTEXT( “Burning a Green Prosperity Candle.” ) }
ONTAG[374]={ OSOUND(CANDL4) INCOS(MONEY=1000,ARMOR=100,Death-1000) OTEXT( “Burning a Violet Prosperity Candle.” ) }
ONTAG[375]={ OSOUND(CANDL5) INCOS(MONEY=1000,ARMOR=100,Death-1000) OTEXT( “Burning a yellow Prosperity Candle.” ) }
; gemstone eggs
ONTAG[396]={ XT(376-380) }
ONTAG[376]={ OSOUND(EGG1) INCOS(Treasure=100,Power=100,Death-1000) OTEXT( “You found a Ruby Gemstone Egg.” ) }
ONTAG[377]={ OSOUND(EGG2) INCOS(Treasure=200,Power=200,Death-1000) OTEXT( “You found a Sapphire Gemstone Egg.” ) }
ONTAG[378]={ OSOUND(EGG3) INCOS(Treasure=300,Power=300,Death-1000) OTEXT( “You found an Emerald Gemstone Egg.” ) }
ONTAG[379]={ OSOUND(EGG4) INCOS(Treasure=500,Power=500,Death-1000) OTEXT( “You found an Amethyst Gemstone Egg.” ) }
ONTAG[380]={ OSOUND(EGG5) INCOS(Treasure=1000,Power=1000,Death-1000) OTEXT( “You found a Tanzanite Gemstone Egg.” ) }
; crystals
ONTAG[397]={ XT(381-385) }
ONTAG[381]={ OSOUND(CRYST2) INCOS(Xsecrets=1000,Death-1000) OTEXT( “Take this Atlantean Opal Aura Crystal.” ) }
ONTAG[382]={ OSOUND(CRYST3) INCOS(Xsecrets=500,Death-1000) OTEXT( “Take this Atlantean Rose Aura Crystal.” ) }
ONTAG[383]={ OSOUND(CRYST4) INCOS(Xsecrets=300,Death-1000) OTEXT( “Take this Atlantean Rainbow Aura Crystal.” ) }
ONTAG[384]={ OSOUND(CRYST5) INCOS(Xsecrets=200,Death-1000) OTEXT( “Take this Atlantean Sunshine Aura Crystal.” ) }
ONTAG[385]={ OSOUND(CRYST1) INCOS(Xsecrets=100,Death-1000) OTEXT( “Take this Atlantean Celestial Aura Crystal. ” ) }
; wands
ONTAG[398]={ XT(386-389) }
ONTAG[386]={ OSOUND(WAND1) INCOS(MAGIC=100,Experience=100,Power=100,Death-1000) OTEXT( “Take this Red Prosperity Lucky Wand.” ) }
ONTAG[387]={ OSOUND(WAND2) INCOS(MAGIC=200,Experience=200,Power=200,Death-1000) OTEXT( “Take this Blue Prosperity Lucky Wand.” ) }
ONTAG[388]={ OSOUND(WAND3) INCOS(MAGIC=300,Experience=300,Power=300,Death-1000) OTEXT( “Take this Green Prosperity Lucky Wand.” ) }
ONTAG[389]={ OSOUND(WAND4) INCOS(MAGIC=500,Experience=400,Power=500,Death-1000) OTEXT( “Take this Yellow Prosperity Lucky Wand.” ) }
;player dies
;ONTAG[661]={ STATEVAL(11 + 1 ) XT(261-270) INCOS(Score=-50) }
;ONTAG[667]={ SETOS(LIFE=Z,ARMOR=Z) }
INITMOVES=(PLAYTRN1)
; 2p5work
INITMOVES=(DROPBONZ)
; TN is teamnumber
;charisma charm
OPTOOL[0 CHARM]=( TN=0 TEX=BLACK TY=01100030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(50 50 50 20 ) AC=(400 400 400 400 ) \
SNDS=(~ ~ ~ ~ ~ ) NAMS=(~ ATTACK ~ ~ ~ ) NUMS=(500 0 0 3 0 ) ID=PYRO )
OPPROJ[0]=( TN=0 TEX=BLACK TY=01200030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=16 MS=400 \
MX=(9999 0000 200 150 ) AC=(400 400 400 400 ) \
SNDS=( FIRE28 ~ FIRE25 FIRE25 EXPLOD7 ) NAMS=( ~ PST1 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
OPXPLD[0]=( TN=0 TEX=BLACK TY=01000032 FL=00000000 FL2=00000000 AMF=00000080 XF=00000000 \
R=16 H=32 MS=400 \
MX=(200 200 200 20 ) AC=(400 400 400 400 ) \
SNDS=( ~ ~ ~ ~ EXPLOD6 ) NAMS=( ~ PSX1 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
;charisma strangeness
OPTOOL[1 MYSTERY]=( TN=0 TEX=BLACK TY=01100030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(50 50 50 20 ) AC=(400 400 400 400 ) \
SNDS=(~ ~ ~ ~ ~ ) NAMS=(~ ATTACK ~ ~ ~ ) NUMS=(500 0 0 3 0 ) ID=PYRO )
OPPROJ[1]=( TN=0 TEX=BLACK TY=01200030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=16 MS=400 \
MX=(9999 0000 200 150 ) AC=(400 400 400 400 ) \
SNDS=( FIRE28 ~ FIRE25 FIRE25 EXPLOD7 ) NAMS=( ~ PST1 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
OPXPLD[1]=( TN=0 TEX=BLACK TY=01000032 FL=00000000 FL2=00000000 AMF=00000080 XF=00000000 \
R=16 H=32 MS=400 \
MX=(200 200 200 20 ) AC=(400 400 400 400 ) \
SNDS=( ~ ~ ~ ~ EXPLOD6 ) NAMS=( ~ PSX1 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
;charisma boomerang
OPTOOL[2 STAR]=( TN=0 TEX=BLACK TY=01100030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(10 10 10 10 ) AC=(100 100 100 100 ) \
SNDS=(~ ~ ~ ~ ~ ) NAMS=( ~ ATTACK ~ ~ ~ ) NUMS=(0 0 0 10 0 ) ID=BOOMRANG )
OPPROJ[2]=( TN=0 TEX=NSTAR TY=01020032 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=8 H=16 MS=100 \
MX=(8000 8000 200 150 ) AC=(8000 8000 200 150 ) \
SNDS=(SWISH01 ~ HITFLESH HITFLESH HITWALL ) NAMS=( ~ PSX7 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
;charisma stern
OPTOOL[3 SHAKTI]=( TN=0 TEX=BLACK TY=01100030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(10 10 10 10 ) AC=(100 100 100 100 ) \
SNDS=(~ ~ ~ ~ ~ ) NAMS=( ~ ATTACK ~ ~ ~ ) NUMS=(100 0 0 10 0 ) ID=BOMBS )
OPPROJ[3]=( TN=0 TEX=BLACK TY=01200030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=8 H=16 MS=100 \
MX=(1800 1800 200 150 ) AC=(2000 2000 200 400 ) \
SNDS=( SWOOSH04 ~ EXPLOD7 EXPLOD7 EXPLOD7 ) NAMS=( ~ PST3 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
OPXPLD[3]=( TN=0 TEX=BLACK TY=01000032 FL=00000000 FL2=00000000 AMF=00000080 XF=00000000 \
R=48 H=64 MS=100 \
MX=(50 50 50 50 ) AC=(400 400 400 400 ) \
SNDS=(~ ~ ~ ~ ~ ) NAMS=( ~ PSX3 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
;charisma dispersing
OPTOOL[4 DHARMA]=( TN=0 TEX=BLACK TY=01100030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(10 10 10 10 ) AC=(100 100 100 100 ) \
SNDS=(~ ~ ~ ~ ~ ) NAMS=(~ ATTACK ~ ~ ~ ) NUMS=(500 0 0 2 0 ) ID=CROSSBOW )
OPPROJ[4]=( TN=0 TEX=BLACK TY=01200032 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=8 H=16 MS=100 \
MX=(2000 2000 200 150 ) AC=(2000 2000 200 150 ) \
SNDS=(ARRWSTRT ~ EXPLOD6 EXPLOD6 EXPLOD6 ) NAMS=( ~ PST4 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
OPXPLD[4]=( TN=0 TEX=BLACK TY=01000032 FL=00000000 FL2=00000000 AMF=00000080 XF=00000000 \
R=16 H=32 MS=100\
MX=(50 50 50 50 ) AC=(400 400 400 400 ) \
SNDS=(~ ~ ~ ~ EXPLOD6 ) NAMS=( ~ PSX4 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
;charisma earth air fire water elementals
OPTOOL[5 PHOTON]=( TN=0 TEX=BLACK TY=01100030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(2000 2000 2000 20 ) AC=(2000 2000 400 400 ) \
SNDS=(FLAME02 ~ ~ ~ ~ ) NAMS=(~ ATTACK ~ ~ ~ ) NUMS=(500 0 0 3 0 ) ID=PYRO )
OPPROJ[5]=( TN=0 TEX=BLACK TY=01200030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=16 MS=400 \
MX=(9000 9000 9000 20 ) AC=(400 400 400 400 ) \
SNDS=( FIRE25 ~ EXPLOD6 EXPLOD6 EXPLOD6 ) NAMS=( ~ PST5 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
OPXPLD[5]=( TN=0 TEX=BLACK TY=01000032 FL=00000000 FL2=00000000 AMF=00000080 XF=00000000 \
R=16 H=32 MS=400 \
MX=(200 200 200 20 ) AC=(400 400 400 400 ) \
SNDS=( ~ ~ ~ ~ EXPLOD6 ) NAMS=( ~ PSX5 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
;charisma grapple
OPTOOL[6 GRAPPLE]=( TN=0 TEX=BLACK TY=01100030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(10 10 10 10 ) AC=(100 100 100 100 ) \
SNDS=(~ ~ ~ ~ ~ ) NAMS=(~ ATTACK ~ ~ ~ ) NUMS=(0 0 0 10 0 ) ID=HAND )
OPPROJ[6]=( TN=0 TEX=WEPN18 TY=01200030 FL=00000000 FL2=00400000 AMF=00000000 XF=00000000 \
R=32 H=72 MS=100 \
MX=(1800 1800 1800 150 ) AC=(800 800 800 800 ) \
SNDS=(SWOOSH02 ~ HITWALL HITFLESH HITWALL ) NUMS=(0 0 0 0 8192 ) )
OPXPLD[6]=( TN=0 TEX=WEPN18 TY=01000032 FL=00000000 FL2=00000000 AMF=00000080 XF=00000000 \
R=16 H=32 MS=100 \
MX=(50 50 50 50 ) AC=(400 400 400 400 ) \
*NOAUX*))
; dismissal charisma
OPTOOL[7 HEALER]=( TN=0 TEX=BLACK TY=01100030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(10 10 10 10 ) AC=(100 100 100 100 ) \
SNDS=(EXPLOD8 ~ ~ ~ ~ ) NAMS=(~ ATTACK ~ ~ ~ ) NUMS=(100 0 0 3 0 ) ID=ROCKETS )
OPPROJ[7]=( TN=0 TEX=BLACK TY=01200032 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=8 H=16 MS=200 \
MX=(1800 1800 100 0 ) AC=(1800 1800 100 100 ) \
SNDS=(FIRE28 ~ EXPLOD6 EXPLOD6 EXPLOD6 ) NAMS=( ~ PST7 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
OPXPLD[7]=( TN=0 TEX=BLACK TY=01000132 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(50 50 50 50 ) AC=(400 400 400 400 ) \
SNDS=(~ ~ ~ ~ ~ ) NAMS=( ~ PSX7 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
;charisma dissolving
OPTOOL[8 EMPATHY]=( TN=0 TEX=BLACK TY=01100030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(50 50 50 20 ) AC=(400 400 400 400 ) \
SNDS=(~ ~ ~ ~ ~ ) NAMS=(~ ATTACK ~ ~ ~ ) NUMS=(500 0 0 3 0 ) ID=PYRO )
OPPROJ[8]=( TN=0 TEX=BLACK TY=01200030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=16 MS=400 \
MX=(9999 0000 200 150 ) AC=(400 400 400 400 ) \
SNDS=( FIRE28 ~ FIRE25 FIRE25 EXPLOD7 ) NAMS=( ~ PST8 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
OPXPLD[8]=( TN=0 TEX=BLACK TY=01000032 FL=00000000 FL2=00000000 AMF=00000080 XF=00000000 \
R=16 H=32 MS=400 \
MX=(200 200 200 20 ) AC=(400 400 400 400 ) \
SNDS=( ~ ~ ~ ~ EXPLOD6 ) NAMS=( ~ PSX8 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
;charisma weaving
OPTOOL[9 RAPIDO]=( TN=0 TEX=BLACK TY=01100030 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=16 H=32 MS=100 \
MX=(10 10 10 10 ) AC=(400 400 400 400 ) \
SNDS=(~ ~ ~ ~ ~ ) NAMS=(~ ATTACK ~ ~ ~ ) NUMS=(500 0 0 2 0 ) ID=12GAUGE )
OPPROJ[9]=( TN=0 TEX=BLACK TY=01200032 FL=00000000 FL2=00000000 AMF=00000000 XF=00000000 \
R=8 H=16 MS=100 \
MX=(8000 8000 2000 150 ) AC=(8000 8000 8000 400 ) \
SNDS=(FIRE28 ~ EXPLOD6 EXPLOD6 EXPLOD6 ) NAMS=( ~ PST9 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
OPXPLD[9]=( TN=0 TEX=BLACK TY=01000032 FL=00000000 FL2=00000000 AMF=00000080 XF=00000000 \
R=16 H=32 MS=1000 \
MX=(50 50 50 50 ) AC=(400 400 400 400 ) \
SNDS=(~ ~ ~ ~ EXPLOD6 ) NAMS=( ~ PSX9 ~ ~ ~ ) NUMS=(0 0 0 0 0 ) )
[moveractioncodes]
DROPBONZ=IN{ SV(HP=N) } \
{ H D(2) SV(AS=Y) }
; player transitions used in oteles
; put above in tag 661
PLAYTRN1=IN { SV(AD=Y) } \
WT(661) SV(PD=T) SV(PS=F) OTEXT(“START OVER”) \
PS(MWEP6,1) SAO(PLAYER,DEATH,1) PTL(100,50) \
OTEXT(“CAST SPELL TO RESPAWN”) PWK(CTRL LMB) XTPlayer(3) \
XFX(FOFF) SV(PD=F) W(1) SV(PS=T) XTP(667) *
; game quit menu
mqinfo=12,4,230,146,32,-1,199,207
mqtitle=— Select: Save and / or —
mqsubtl=— Continue or Quit —
mqhs1=Save Game
mqhs2=Continue Game
;mqhs3=Go to Game Menu
mqhs4=Quit Game
[namedurls]
website=http://www.urthgame.com
- [glObjMods]
- TORCHES
- GUIDE01
- GUIDE02
- GUIDE03
- ENTRY
- SHADOW
- TORCH SMOKE
- DUNGEON1
- GUARDIAN
- BRIDGE
- ABD
- 49AMMY
- DRAGON
- GARGOYLE
- MOJO
- SOUL1
- GENERATOR
- STOOL
- CANDLE
- TOME
- PEDESTAL
- POWDER BOX
- WAND
- CAT
- GODDESS
- SPACER
- GUIDEC
- TREASURE
- HOLOGRAM
- FIRST
- LAMP5
- BURNER
- BUDDHA
- HALLS
- DROPS
- CRYSTALS
- METROID
- EGG
- TREE
- PEDIMENT
- PILLAR
- JAR
- BOTTLE
- FLASK
- GRASS
- FOUNTAIN
… And those are just a few of the items I’ve placed in each and every Orb that comes out of my workshop, all of which add to the power and boost you get when you run them, making sure to GIVE YOUR AFFIRMATIONS POWER by affirming them personally, owning the action, as you do your run or coach someone in a run.
This is the only “get to” part of the Orb other than the map itself that I get to program — everything else rests with a higher authority, meaning that it’s strictly in the .exe file, which only VAL gets to play with, and rightly so — it’s just a buncha numbers.
Don’t forget that at each stage, at each event, you want to do like they do in Diablo II games, COPY IT, make a copy of the thing and the event in yourself, and acknowledge that it’s happening, in order to actually make it happen for you.
Of course it’s happening for the Avatar, but that don’t count in quantum magic — it’s gotta be REAL FOR YOU, and that means COPY it.