LOSOptions
{
	// UseNoShoot means uoconvert will determine whether or not something blocks LOS by use of
	// the NoShoot tiledata flag instead of the Blocking tiledata flag.  A couple of special
	// cases exist for secret door items and blocking items that are walls(in both cases, LOS
	// will be hindered), but otherwise the NoShoot tiledata flag will be used.  This should
	// make many blocking, yet not really LOS blocking items no longer block sight, such as
	// candelabras, lamp posts, and such.
	
	// LOSThroughWindows only matters if UseNoShoot is 1.  If LOSThroughWindows is 1, then
	// items marked as windows in tiledata will not impede LOS.
	// Both of these options default to false.  When UseNoShoot is false, the old method of
	// determining sight blocking as being equivalent to ability to pass will be used for LOS.
	
	UseNoShoot		0
	LOSThroughWindows	0
}

StaticOptions
{
	MaxStaticsPerBlock 		1000
	WarningStaticsPerBlock		1000
	ShowIllegalGraphicWarning	1
}

TileOptions
{
	ShowRoofAndPlatformWarning	0
}

ClientOptions
{
    UseNewHSAFormat 1
}

MultiTypes
{
	Boats 0x0 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8 0x9 0xA 0xB 0xC 0xD 0xE 0xF 0x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17
	
	Houses 0x64 0x65 0x66 0x67 0x68 0x69 0x6a 0x6b 0x6c 0x6d 0x6e 0x6f 0x70 0x71 0x72 0x73 0x74 0x75 0x76 0x77 0x78 0x79 0x7a 0x7b 0x7c 0x7d 0x7e 0x7f 0x87 0x8c 0x8d 0x96 0x98 0x9a 0x9c 0x9e 0xa0 0xa2 0x1f4 0x1f5 0x1f6 0x3e8 0x3e9 0x3ea 0x3eb 0x7d0 0x7d1 0x7d2 0x7d3 0x7d4 0x7d5 0x7d6 0x7d7 0xbb8 0xfa0 0xfa1 0xfa2 0xfa3 0xfa4 0xfa5 0xfa6 0xfa7 0xfa8 0xfa9 0xfaa 0xfab 0xfac 0x1388 0x13ec 0x13ed 0x13ee 0x13ef 0x13f0 0x13f1 0x13f8 0x13f9 0x13fa 0x13fb 0x13fc 0x13fd 0x13fe 0x1404 0x1405 0x1406 0x1407 0x1408 0x1409 0x140a 0x140b 0x1410 0x1411 0x1412 0x1413 0x1414 0x1415 0x1416 0x1417 0x1418 0x141c 0x141d 0x141e 0x141f 0x1420 0x1421 0x1422 0x1423 0x1424 0x1425 0x1428 0x1429 0x142a 0x142b 0x142c 0x142d 0x142e 0x142f 0x1430 0x1431 0x1432 0x1435 0x1436 0x1437 0x1438 0x1439 0x143a 0x143b 0x143c 0x143d 0x143e 0x143f 0x1442 0x1443 0x1444 0x1445 0x1446 0x1447 0x1448 0x1449 0x144a 0x144b 0x144f 0x1450 0x1451 0x1452 0x1453 0x1454 0x1455 0x1456 0x1457 0x145c 0x145d 0x145e 0x145f 0x1460 0x1461 0x1462 0x1463 0x1469 0x146a 0x146b 0x146c 0x146d 0x146e 0x146f 0x1476 0x1477 0x1478 0x1479 0x147a 0x147b 
	
	Stairs 0x1db0 0x1db1 0x1db2 0x1db3 0x1db4 0x1db5 0x1db6 0x1db7 0x1db8 0x1db9 0x1dba 0x1dbb 0x1dbc 0x1dbd 0x1dbe 0x1dbf 0x1dc0 0x1dc1 0x1dc2 0x1dc3 0x1dc4 0x1dc5 0x1dc6 0x1dc7 0x1dc8 0x1dc9 0x1dca 0x1dcb 0x1dcc 0x1dcd 0x1dce 0x1dcf 0x1dd0 0x1dd1 0x1dd2 0x1dd3 0x1dd4 0x1dd7 
}

Mounts
{
	// If this element exists, and if Tiles exist within it, then those tiles with the graphic IDs
	// listed will be considered to be mounts by uoconvert and will set the layer to be the
	// mount layer and it will set the tile to be equippable.
	Tiles  0x3e90 0x3e91 0x3e92 0x3e94 0x3e95 0x3e97 0x3e98 0x3e9a 0x3e9b 0x3e9c 0x3e9d 0x3e9e 0x3e9f 0x3ea0 0x3ea1 0x3ea2 0x3ea3 0x3ea4 0x3ea5 0x3ea6 0x3ea7 0x3ea8 0x3ea9 0x3eaa 0x3eab 0x3eac 0x3ead 0x3eaf 0x3eb0 0x3eb1 0x3eb2 0x3eb3 0x3eb4 0x3eb5 0x3eb6 0x3eb7 0x3eb8 0x3eba 0x3ebb 0x3ebc 0x3ebd 0x3ebe 0x3f6f
}
