// Scheme index file
// 04/20/00
//
// The numbers after the # sign point into the SCHEMELIST.MES file.
//
// When parsing the SchemeList.MES file, it assumes that all the elements from
// +0 to +99 (relative to the # sign below) belong to that scheme.  Therefore
// you must space them out by at LEAST 100 elements.
//

//Music
{0}{<<NONE>>}
{1}{M.Wilderness(Nice) #100}
{2}{M.Wilderness(Evil) #200}
{3}{M.Village #300}
{4}{M.Town #400}
{5}{M.City (Tarrant) #500}
{6}{M.City (Caladon) #600}
{7}{M.City (Dernholm) #700}
{8}{M.Elven #800}   
{9}{M.Dark Elven #900}
{10}{M.Dwarven #1000}
{11}{M.Chamber Dark 1 #1100}
{12}{M.Chamber Dark 2 #1200}
{13}{M.Chamber Chase #1300}
{14}{M.Dark Ambient Heavy #1400}
{15}{M.Dark Ambient Ligh #1500}
{16}{M.Crash Site #1600}
{17}{M.Min'Gourad's Liar #1700}
{18}{M.Kree #1800}
{19}{M.Temple of the Derian Ka #1900}
{20}{M.The Dredge/Iron Clan #2000}
{21}{M.The Void #2100}
{22}{M.Kerghan's Liar #2200}
{23}{M.Isle Of Despair #2300}
{24}{M.Tulla #2400}
{25}{RESERVED #2500}
{26}{RESERVED #2600}
{27}{RESERVED #2700}
{28}{RESERVED #2800}
{29}{<<No Sound>>}

//Ambient
{30}{A.Village(General) #3000}
{31}{A.Village(Elven) #3100}
{32}{A.Village(Farming) #3200}
{33}{A.City #3300}
{34}{A.Bad Part of Town #3400}
{35}{A.Busy Interior #3500}
{36}{A.Mines Active #3600}
{37}{A.Mines Deserted #3700}
{38}{A.Dungeon Bustling #3800}
{39}{A.Dungeon DeadForest #3900}
{40}{A.Forest #4000}
{41}{A.Moores #4100}
{42}{A.Elven Forest #4200}
{43}{A.Wastes #4300}
{44}{A.Plains #4400}
{45}{A.Swamps #4500}
{46}{A.Snow #4600}
{47}{A.Jungle #4700}
{48}{A.Shore Line #4800}
{49}{A.Crash Site #4900}
{50}{A.Mine w/ Wolves #5000}
{51}{A.Ocean Shore #5100}