monster_record_type return_monster_template(unsigned char store); void init_scenario(); short edit_ter_type(short which_ter); void edit_ter_type_event_filter (short item_hit); Boolean save_ter_info(); void put_ter_info_in_dlog(); void put_monst_info_in_dlog(); Boolean save_monst_info(); void edit_monst_type_event_filter (short item_hit); short edit_monst_type(short which_monst); void put_monst_abils_in_dlog(); Boolean save_monst_abils(); void edit_monst_abil_event_filter (short item_hit); monster_record_type edit_monst_abil(monster_record_type starting_record,short parent_num); void put_item_info_in_dlog(); Boolean save_item_info(); void edit_item_type_event_filter (short item_hit); short edit_item_type(short which_item); void put_item_abils_in_dlog(); Boolean save_item_abils(); void edit_item_abil_event_filter (short item_hit); item_record_type edit_item_abil(item_record_type starting_record,short parent_num); void edit_spec_item(short which_item); void edit_spec_item_event_filter (short spec_item_hit); Boolean save_spec_item(); void put_spec_item_in_dlog(); void put_save_rects_in_dlog(); Boolean save_save_rects(); void edit_save_rects_event_filter (short save_rects_hit); void edit_save_rects(); void edit_horses(); void edit_horses_event_filter (short item_hit); void put_horses_in_dlog(); Boolean save_horses(); Boolean save_add_town(); void put_add_town_in_dlog(); void edit_add_town_event_filter (short item_hit); void edit_add_town(); void edit_item_placement(); void edit_item_placement_event_filter (short item_hit); void put_item_placement_in_dlog(); Boolean save_item_placement(); void edit_scen_details_event_filter (short item_hit); void edit_scen_details(); short edit_make_scen_2(short *val_array); void edit_make_scen_2_event_filter (short item_hit); void put_make_scen_2_in_dlog(); short edit_make_scen_1(char *filename,char *title,short *grass); void edit_make_scen_1_event_filter (short item_hit); void put_make_scen_1_in_dlog(); void edit_scenario_events(); void edit_scenario_events_event_filter (short item_hit); void put_scenario_events_in_dlog(); Boolean save_scenario_events(); void build_scenario(); void set_starting_loc_filter (short item_hit); void set_starting_loc(); void edit_boats_event_filter (short item_hit); void edit_boats();