; ; SPELLS ; ; ;------------------- ; Spells used in the game. Each line describes one spell ; ; Mandatory arguments are: ; ; // arg0 ID# (1-767) // unique ID number of spell ; ; * ID # ; ; Each spell must have a unique ID number between 1 and 767 (which is a strange value, I know ; but it has historical significance :-) ; ; Spell 0 is a very special entry in the table which is actually a set of algorithm tweaks. ; Read monsters.txt for more details about algorithm tweaks. ; ; // arg1 name[MAX_SPELL_NAME_LEN]; // name of spell, as it appears on screen. ; ; // arg2 ppCost; // Play Points (Whack Points) required to learn spell ; // -1 means "spell cannot be learned" (can be given as a quest reward only) ; // 0 means "cost determined automatically from spell's level" ; // n>0 Means "cost is n PP" ; // An "unlearnable" spell simply doesn't appear in the Learn Spells dialog. ; // unlearnable spells can also not be forgotten ; ; // arg3 element; // Spells element ID#: 0-255. ; // A spell will be most effective when cast against the opposing ; // element. Actual element definitions are in the ELEMENTS table. ; // Special Element IDs are: ; // 0 - HEAL spell (cannot be used to cause damage) ; // 4 - DEATH spell (affects all elements equally) ; // 8-255 CHAOS elements (use DEATH element training for effectiveness) ; // Chaos elements are intended to let you have more variety in monsters, such ; // that some spells are only cast by one or two monsters. ; // Chaos spells cannot be learned. They can only be assigned by table, or ; // given as quest prizes (and it's a bad idea to give chaos spells to players ; // since they have no explicit chaos selector on the SPELLs panel.) ; // In fact, it is ILLEGAL for a human to know a chaos spell. period ; ; // arg4 damage.monsterID // pure attack strength (before defense filtering) ; // damage determins nature of spell ; // optional monsterID is used by SUMMON_SPECIFIC ; ; The damage argument is also used to specify certain special effect spells ; which do not cause regular damage or do one-of-a-kind things ; Generall, a negative value indicates a specialty spell. These are ; called 'diseases' just to give them a general name. ; ; Damage // Specialty ; ; 0 damage computed automatically from level (preferred value if not HEAL spell) ; ; -1 RESURRECTION (brings dead to life, with 1 HP) ; ; -2 DISEASE_POISON (Makes HP restores ineffective) ; -3 DISEASE_SAP (Makes Spells cost more MP to cast) ; -4 DISEASE_STUN (cannot move, or attack) ; -5 DISEASE_GAG (cannot case spells)(* wears off) ; -6 DISEASE_NUMB (cannot use right-hand)(* wears off) ; -7 DISEASE_SLEEP (cannot move, or attack)(* wears off) ; -8 DISEASE_CONFUSE (attacks may hit friends)(* wears off) ; -9 DISEASE_CHARM (once charmed, monster fights for you) ; -10 DISEASE_TAME (taming a charmed monster makes it a pet)(NOT IMPLEMENTED YET) ; -11 DISEASE_FREEZE (cannot move) ; -20 DISEASE_STRENGTH (lowers strenth til end of scene) (cure raises it) ; -21 DISEASE_WISDOM (lowers wisdom til end of scene) (cure raises it) ; -22 DISEASE_STAMINA (lowers stamina til end of scene) (cure raises it) ; -23 DISEASE_AGILITY (lowers agility til end of scene) (cure raises it) ; -24 DISEASE_DEXTERITY (lowers dexterity til end of scene) (cure raises it) ; -200 SUMMON_SAME Summon a monster of same type as caster ; -201 SUMMON_SAME_ELEMENT Summon a monster of the same element as caster ; -202 SUMMON_RANDOM Summon a random monster at or below level of caster (within 10 levels) ; -203 SUMMON_SPECIFIC Summon a specific monster (monster id in optional dotted arg) ; -300 SUMMON_ITEM Summon an item to be used on the target (item id in dotteg arg) ; ; Most 'diseases' wear off when you leave the scene, however each disease can be 'cured' ; by a spell whose 'damage' argument is the disease damage plus -100. For ; example, "-102" would cure poisoning (-2), and "-107" would cure sleep (-7) ; Not all diseases have a logical cure (for example, there is no cure for ; resurrection (-1) ; ; Some diseases(*) wear off after awhile, even if you don't leave the scene. ; ; The 5 ability diseases are a little different as they lower (or raise, if a cure) ; your ability a certain percentage with each use. Hence repeated lowerings has ; an larger effect. ; ; Note, except for specialty spells (negative damage value) and LIFE spells, this ; field is now ignored as regular damage is computed automatically ; // arg5 price; // mp required to cast ; // 0 = determined automatically, based on spell level ; // this is now determined automatically and this entry is ignored ; ; // arg6 reqLevel+All.flags.minPlayerLevel.tokenNeeded.trophyNeeded.trophyMade.trophyCountNeeded.trophyCountMade ; // minimum required elemental affinity (0-9) to cast it. ; // [optional]add 100 if it affects ALL enemies ; 105 = level 5 required, and affects all on same team as target ; (note this means you cannot make a spell require player level 100) ; // [optional]add a decimal point followed by a spell FLAG ; 5.1 = level 5 required, and is controlled by flag '1' ; 5.3 = level 5 required, flags 1 AND 2 (1+2 = 3) ; // SPELL FLAGS: (add together all you want) ; 0 = no flags (in case you want to use minPLayerLevel option) ; 1 = monsters/pets cannot use this spell ; 2 = humans are not offered this spell on LEARN SPELL dialog ; 4 = this spell can only be used on yourself ; // minPlayerLevel (assumed 0 unless you specify) character must be this level in class (or above) ; 5.0.12 = level 5 element training, no flags, level 12 character required ; // tokenNeeded (assumed 0, which means no special token needed. Otherwise spell is only in ; the learn Spells list if the player has the specified token ; 5.0.0.7 = requires token 7 before it appears in list. ; // trophyNeeded (assumed 0, no trophy needed) ; cannot cast without one of these, which is consumed (ammunition, as it were) ; // trophyMade (assumed 0, no trophy made) ; side effect of cast is to create one of these in your trophy bag ; // trophyCountNeeded (default 1) ; If you specify trophyNeeded, you can additionally specify how many. Default is '1' ; // trophyCountMade (default 1) ; If you specify trophyMade, you can additionally specify how many. Default is '1' ; ; ; so... for example, a value of "107.1" would mean: ; ; * element training level 7 or higher required to cast this spell ; * when cast, it affects ALL members of the targeted team (following the same leader) ; * monster/pets cannot learn/use this spell. (but humans can) ; ; the rest are optional and control the 'look' of the effect ; ; // arg7 path; // path style (9 digit decimal number AAABBBCDD) ; ; DD 'cloud' shape of magic accumulation ; 00 - tight random cloud ; 01 - looser random cloud ; 02 - loose random cloud ; 03 - single circle ; 04 - two circles ; 05 - single circle - vertical ; 06 - two circles - vertical ; 07 - Big round circle ; 08 - Halo ; 09 - Vertical Halo ; 10 - Horizontal Line ; 11 - Vertical Line ; 12 - Slow Large Dome ; 13 - Fast LArge Dome ; 14 - Slow Small Dome ; 15 - Fast Small Dome ; 16 - increasing to large radius ; 17 - increasing to medium radius ; 18 - decreasing from large radius ; 19 - decreasing from meidum radius ; 20 - Spiraling Outward Circle ; 21 - Spiraling inward Circle ; 22 - horizontal Spiraling Outward ; 23 - horizontal Spiraling inward ; 24 - vertical Spiraling Outward ; 25 - vertical Spiraling inward ; ; C Accumulation of magic around caster, before it 'launches', and when it hits ; 0 - accumulate over caster, land in body of target ; 1 - accumulate within caster, land in body of target ; 2 - accumulate under caster, land in body of target ; 3 - body to body, but starting 128pixels away from target ; 4 - body to body, but starting 128pixels towards target ; 5 - body to body, but starting halfway between caster and target ; 6 - Over the head of both caster and receiver ; 7 - at the feet of both caster and receiver ; ; BBB Travel Path ; 000 - straight line ; 001 - looser line ; 002 - looser line ; 003 - loose line ; 004 - slow wavy ; 005 - medium wavy ; 006 - faster wavy ; 007 - fast wavy ; 008 - spiral ; 009 - spiral ; 010 - spiral ; 011 - spiral ; 012 - column at foot of target ; 013 - column at head of target ; 014 - column at top of screen (use gravity) ; 015 - column at bottom of screen (use gravity) ; 016 - column at random between foot and head ; 017 - column at random between foot and top of screen ; 018 - 'ballistic' ; 019 - Shallow 'ballistic' ; ; AAA Attack Cloud Shape (same options as accumulate cloud shape when > 4) ; 000 - random cloud ; 001 - looser random cloud ; 002 - loose random cloud ; 003 - single circle ; 004 - two circles ; ; For example: ; ; 004(2circ) + 011(spiral) + 2(under) + 04(2circ) ; ; would be written: 004011204, or just 4011204 ; ; // arg8 row; (0-199) // row of effects table to use ; // Magical effects are animated from a film-strip of up to 16 ; // images which are played from left to right. Up to 200 such ; // film-strips may be defined by the world designer. Rather than ; // cram all 200 filmstrips into a single file, they are broken ; // into groups of ten and placed in files with the name: ; // "EffectsNN.bmp" where NN runs from 00 to 19 and represents the ; // first two digits of the effect 'row number' (000-199) ; // For example, row 45 would be at offset 5 in the file "Effects04.bmp" ; // Effects files 00 through 09 are stored in the evergreen ART folder ; // and are reserved for the use of synthetic-reality (feel free to submit ; // cool effects to be added). World designers should put their custom ; // effects into the files "effects10.bmp" through "effects19.bmp" and ; // place them in the world's private ART folder (this means world designers ; // control rows 100-199). ; ; // effects are 16x16 graphical glyphs stored in a separate ; // row within the file. Columns represent individual images ; // of the animation and are generally shown left to right. ; // It would probably be most useful to open art\effects00.bmp and ; // look at it for illumination. ; ; // arg9 maxCols; (1-31) // # of columns to use (of the selected row in effects.bmp) ; // arg10 maxFx; (0 - 100) // # of trails to remember (increases the 'amount' of sparkles) ; // arg11 tixPerCol; // step time between columns (in msec) ; // controls the speed of the animation through the current row. ; // arg12 gravity; .. ; Three 'dotted arguments' specifyng the gravity, special effects, and ; weather present while the spell is being cast. The format has changed, ; but the values are the same as the old style: ; ; // OLD STYLE ARG12 (pre-A57) was a 9 digit number AAABBBCCC ; // gravity style controls 'dripping' behaviour(0 is none) ; ; CCC ; 000 - no gravity ; 001 - magic falls slowly ; 002 - falls faster ; 003 - falls very fast ; 004 - falls way too fast ; 005 - magic RISEs slowly ; 006 - rises faster ; 007 - rises very fast ; 008 - rises way too fast ; ; BBB ; xxx - FX modifier ; ; AAA ; xxx - weather modifier ; ; // arg13 loop; // loop style (0 is none) ; ; these optional parameters control the SOUND of the spell ; ; // arg 14 sfxSummon[80]; // sound of spell being summoned "summon.wav" ; // arg 15 sfxTravel[80]; // sound of spell traveling "travel.wav" ; // arg 16 sfxStrike[80]; // sound of spell striking target "strike,wav" ; ; SPELL ZERO ; ; There is no real spell zero, this line just sets some percentage tweaks which can be used to adjust the ; algorithmically derived values. ; ; You can adjust: PP Cost, Damage (painful spells only), and MP Cost ; 0, "Algorithm Scale %",100,0, 100,100,0 ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; ; Earth Spells 1, "Dirt", 0, 3, 0, 0, 0, 3, 63, 11, 80, 100, 0, 0, "", "", "" 2, "Small Stones", 0, 3, 0, 0, 1, 0, 3, 11, 80, 100, 0, 0, "", "", "" 3, "Paralyze", 0, 3, -11,0, 2, 0, 7, 11, 80, 100, 0, 0, "", "", "" 4, "Rock", 0, 3, 0, 0, 3, 3, 61, 11, 80, 100, 0, 0, "", "", "" 5, Sand, 0, 3, 0, 0, 4, 203, 81, 11, 80, 100, 0.0.1055,0, , , , 6, "Rock All", 0, 3, 0, 0, 105, 0, 61, 11, 80, 100, 0, 0, "", "", "" 7, Powder, 0, 3, 0, 0, 6, 203, 60, 11, 80, 100, 0.3.3055,0, , , , 8, "Stun", -1, 3, -4, 0, 7, 0, 23, 11, 80, 100, 0, 0, "", "", "" 9, "Boulder", 0, 3, 0, 0, 8, 0, 62, 11, 80, 100, 0, 0, "", "", "" 24, "Quake", 0, 3, 0, 0, 109, 0, 57, 11, 80, 100, 5000, 0, "", "", "" ; -4 DISEASE_STUN (cannot move, or attack) ; -11 DISEASE_PARALYZE (cannot move) ; ; Death Spells ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; 25, "Bones", 0, 4, 0, 0, 0, 3, 87, 11, 80, 100, 0, 0, "", "", "" 26, "Poison", 0, 4, -2, 0, 1, 0, 76, 11, 80, 100, 0, 0, "", "", "" 27, "Skulls", 0, 4, 0, 0, 2, 203, 85, 11, 80, 100, 0, 0, "", "", "" 28, "Tomb", 0, 4, 0, 0, 3, 203, 86, 11, 80, 100, 0, 0, "", "", "" 29, "Sap", 0, 4, -3, 0, 4, 203, 23, 11, 80, 100, 0, 0, "", "", "" 30, "Skulls All", 0, 4, 0, 0, 105, 203, 85, 11, 80, 100, 0, 0, "", "", "" 31, "Numb", 0, 4, -6, 0, 6, 0, 7, 11, 80, 100, 0, 0, "", "", "" 32, "Sleep", 0, 4, -7, 0, 7, 0, 26, 11, 80, 100, 0, 0, "", "", "" 33, "Gravedigger", 0, 4, 0, 0, 8, 203, 79, 11, 80, 100, 0, 0, "", "", "" 49, "Armageddon", 0, 4, 0, 0, 109, 0, 74, 11, 80, 100, 5000, 0, "", "", "" ; -2 DISEASE_POISON (saps a little HP every few seconds) ; -3 DISEASE_SAP (saps a little MP every few seconds) ; -6 DISEASE_NUMB (cannot use right-hand)(* wears off) ; -7 DISEASE_SLEEP (cannot move, or attack)(* wears off) ; ; Wind Spells ; ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; 51, "Short Breath", 0, 7, 0, 0, 0, 4, 4, 11, 80, 100, 0, 0, "", "", "" 52, "Breeze", 0, 7, 0, 0, 1, 0, 12, 11, 80, 100, 5, 0, "", "", "" 53, "Breeze All", 0, 7, 0, 0, 102, 0, 12, 11, 80, 100, 6, 0, "", "", "" 54, "Wind", 0, 7, 0, 0, 3, 0, 19, 11, 80, 100, 7, 0, "", "", "" 55, "Wind All", 0, 7, 0, 0, 104, 0, 69, 11, 80, 100, 8, 0, "", "", "" 56, "Sturm", 0, 7, 0, 0, 5, 0, 21, 11, 80, 100, 7, 0, "", "", "" 57, "Sturm All", 0, 7, 0, 0, 106, 0, 68, 11, 80, 100, 7, 0, "", "", "" 58, "Gale", 0, 7, 0, 0, 7, 0, 77, 11, 80, 100, 7, 0, "", "", "" 59, "Hurricane", 0, 7, 0, 0, 8, 0, 65, 11, 80, 100, 7, 0, "", "", "" 74, "Tempest", 0, 7, 0, 0, 109, 0, 66, 11, 80, 100, 7, 0, "", "", "" ; ; Spirit Spells ; ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; 75, "Whisper", 0, 6, 0, 0, 0, 4, 70, 11, 80, 100, 0, 0, "", "", "" 76, "Stupefy", 0, 6, -21,0, 1, 0, 81, 11, 80, 100, 5, 0, "", "", "" 77, "Bid", 0, 6, 0, 0, 2, 0, 26, 11, 80, 100, 5, 0, "", "", "" 78, "Confuse", 0, 6, -8, 0, 3.2, 0, 25, 11, 80, 100, 5, 0, "", "", "" 79, "Enchant", 0, 6, -9, 0, 4.1, 0, 83, 11, 80, 100, 5, 0, "", "", "" 80, "Mum", 0, 6, -5, 0, 5, 0, 78, 11, 80, 100, 5, 0, "", "", "" 81, "Ecto", 0, 6, 0, 0, 6, 0, 71, 11, 80, 100, 7, 0, "", "", "" 82, "Tame", 0, 6, -10, 0, 7.1, 0, 80, 11, 80, 100, 5, 0, "", "", "" 83, "Ecto All", 0, 6, 0, 0, 108, 0, 71, 11, 80, 100, 8, 0, "", "", "" 84, "Slime", 0, 6, 0, 0, 1, 4, 71, 11, 80, 100, 0, 0, boom1.wav, , , 85, "Curse All", 0, 6, 0, 0, 103, 4, 73, 11, 80, 100, 0, 0, , , , 86, "Wil-o-wisp", 0, 6, 0, 0, 4, 4, 72, 11, 80, 100, 0, 0, , , , 87, "Banshee Wail", 0, 6, 0, 0, 105, 4, 75, 11, 80, 100, 0, 0, , , , ; 93, "Summon Home", 0, 6, -300.99,0,7, 4, 76, 11, 80, 100, 0, 0, , , , ; 94, "Summon Specific", 0, 6, -203.44,0,7, 4, 76, 11, 80, 100, 0, 0, , , , ; 95, "Summon Same", 0, 6, -200,0, 7, 4, 76, 11, 80, 100, 0, 0, , , , ; 96, "Summon Element", 0, 6, -201,0, 7, 4, 76, 11, 80, 100, 0, 0, , , , ; 97, "Summon Random", 0, 6, -202,0, 7, 4, 76, 11, 80, 100, 0, 0, , , , 98, "Poltergeist", 0, 6, 0, 0, 7, 4, 76, 11, 80, 100, 0, 0, , , , 99, "Ethereal Fog", 0, 6, 0, 0, 109, 0, 56, 11, 80, 100, 8, 0, "", "", "" ; -8 DISEASE_CONFUSE (attacks may hit friends)(* wears off) ; -9 DISEASE_CHARM (once charmed, monster fights for you) ; -10 DISEASE_TAME (taming a charmed monster makes it a pet) ; -5 DISEASE_GAG (cannot case spells)(* wears off) ; -21 DISEASE_WISDOM (lowers wisdom til end of scene) (cure raises it) ; -200 SUMMON_SAME Summon a monster of same type as caster ; -201 SUMMON_SAME_ELEMENT Summon a monster of the same element as caster ; -202 SUMMON_RANDOM Summon a random monster at or below level of caster (within 10 levels) ; -300 SUMMON_ITEM Summon an item to be used on the target (item id in dotteg arg) ; ; Fire Spells ; ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; 101,"Match Burn", 0, 5, 0, 0, 0, 4000, 0, 11, 80, 100, 0, 0, "", "", "" 102,"Fry", 0, 5, 0, 0, 1, 5000, 9, 11, 80, 100, 1, 0, "", "", "" 103,"Ignite", 0, 5, 0, 0, 2, 0, 18, 11, 80, 100, 0, 0, "", "", "" 104,"Fry All", 0, 5, 0, 0, 103, 6000, 9, 11, 80, 100, 2, 0, "", "", "" 105,"Fire Bubble", 0, 5, 0, 0, 4, 7000, 14, 11, 80, 100, 3, 0, "", "", "" 106,"Lava", 0, 5, 0, 0, 5, 10000, 55, 11, 80, 100, 4, 0, "", "", "" 107,"Scorch", 0, 5, 0, 0, 6, 0, 24, 11, 80, 100, 0, 0, "", "", "" 108,"Lava All", 0, 5, 0, 0, 107, 0, 55, 11, 80, 100, 0, 0, "", "", "" 109,"Crisp", 0, 5, 0, 0, 8, 0, 58, 11, 80, 100, 0, 0, "", "", "" 124,"Inferno", 0, 5, 0, 0, 109, 0, 89, 11, 80, 100, 0, 0, "", "", "" ; ; Water Spells ; ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; 151,"Rain Drop", 0, 1, 0, 0, 0, 8000, 52, 11, 80, 100, 0, 0, "", "", "" 152,"Drown", 0, 1, 0, 0, 1, 9000, 11, 11, 80, 100, 1000, 0, "", "", "" 153,"Drown All", 0, 1, 0, 0, 102, 10000, 54, 11, 80, 100, 1000, 0, "", "", "" 154,"Deluge", 0, 1, 0, 0, 3, 11000, 10, 11, 80, 100, 2000, 0, "", "", "" 155,"Deluge All", 0, 1, 0, 0, 104, 0, 53, 11, 80, 100, 2000, 0, "", "", "" 156,"Freeze", 0, 1, 0, 0, 5, 0, 67, 11, 80, 100, 0, 0, "", "", "" 157,"Blizzard", 0, 1, 0, 0, 6, 0, 50, 11, 80, 100, 9003000,0, "", "", "" 158,"Freeze All", 0, 1, 0, 0, 107, 0, 67, 11, 80, 100, 0, 0, "", "", "" 159,"Blitz", 0, 1, 0, 0, 8, 0, 51, 11, 80, 100, 9003000,0, "", "", "" 160,"Ice Age", 0, 1, 0, 0, 109, 0, 13, 11, 80, 100, 9003000,0, "", "", "" ; ; Nature Spells ; ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; 175,"Gel", 0, 2, 0, 0, 0.0.0.0.1.5, 4000, 15, 11, 80, 100, 0, 0, "", "", "" 176,"Grease", 0, 2, -24,0, 1, 5000, 81, 11, 80, 100, 1, 0, "", "", "" 177,"Scry", 0, 2, 0, 0, 2, 5000, 88, 11, 80, 100, 1, 0, "", "", "" 178,"Spiders", 0, 2, -23,0, 3, 5000, 1, 11, 80, 100, 1, 0, "", "", "" 179,"Stampede", 0, 2, 0, 0, 104, 6000, 22, 11, 80, 100, 2, 0, "", "", "" 180,"Screech", 0, 2, -22,0, 5, 5000, 81, 11, 80, 100, 1, 0, "", "", "" 181,"Fertilize", 0, 2, 0, 0, 6, 10000, 60, 11, 80, 100, 4, 0, "", "", "" 182,"Unravel", 0, 2, -20,0, 7, 5000, 81, 11, 80, 100, 1, 0, "", "", "" 183,"Solar Flare", 0, 2, 0, 0, 8, 7000, 8, 11, 80, 100, 3, 0, "", "", "" 184,"Bear Hug", 0, 2, 0, 0, 1, 5000, 84, 11, 80, 100, 1, 0, , , , 185,"Locusts", 0, 2, 0, 0, 3, 5000, 80, 11, 60, 100, 1, 0, , , , 186,"Tiger Claw", 0, 2, 0, 0, 105, 5000, 89, 11, 80, 100, 1, 0, , , , 187,"Lightning", 0, 2, 0, 0, 7, 17000, 56, 16, 200,300, 3, 0, , , , 199,"Nova", 0, 2, 0, 0, 109, 0, 59, 11, 80, 100, 0, 0, "", "", "" ; -20 DISEASE_STRENGTH (lowers strenth til end of scene) (cure raises it) ; -22 DISEASE_STAMINA (lowers stamina til end of scene) (cure raises it) ; -23 DISEASE_AGILITY (lowers agility til end of scene) (cure raises it) ; -24 DISEASE_DEXTERITY (lowers dexterity til end of scene) (cure raises it) ; ; Health Spells ; ; Note: arg4 (DAMAGE) is VERY IMPORTANT HERE. It is NOT set automatically. Do NOT use 0 (zero) ; ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; 201,"Health Weave", 0, 0, 50, 0, 0, 4000000,16, 11, 80, 100, 0, 0, "", "", "" 202,"Unparalyze", 0, 0,-111, 0, 0, 0, 73, 11, 80, 100, 0, 0, "", "", "" 203,"Antidote", 0, 0,-102, 0, 1, 0, 17, 11, 80, 100, 0, 0, "", "", "" 204,"Raise Dexterity", 0, 0,-124, 0, 1, 0, 84, 11, 80, 100, 0, 0, "", "", "" 205,"Raise Agility", 0, 0,-123, 0, 2, 0, 84, 11, 80, 100, 0, 0, "", "", "" 206,"Stop Leak", 0, 0,-103, 0, 2, 0, 73, 11, 80, 100, 0, 0, "", "", "" 207,"Heal", 0, 0, 100, 0, 3, 0, 5, 11, 80, 100, 0, 0, "", "", "" 208,"Raise Stamina", 0, 0,-122, 0, 3, 0, 84, 11, 80, 100, 0, 0, "", "", "" 209,"Un Gag", 0, 0,-105, 0, 4, 0, 73, 11, 80, 100, 0, 0, "", "", "" 210,"Numb away", 0, 0,-106, 0, 4, 0, 73, 11, 80, 100, 0, 0, "", "", "" 211,"Heal All", 0, 0, 500, 0, 105, 0, 6, 11, 80, 100, 0, 0, "", "", "" 212,"Awaken", 0, 0,-107, 0, 5, 0, 72, 11, 80, 100, 0, 0, "", "", "" 213,"Deconfuse", 0, 0,-108, 0, 6, 0, 72, 11, 80, 100, 0, 0, "", "", "" 214,"Raise Strength", 0, 0,-120, 0, 6, 0, 84, 11, 80, 100, 0, 0, "", "", "" 215,"Un Stun", 0, 0,-104, 0, 7, 0, 73, 11, 80, 100, 0, 0, "", "", "" 216,"Restore", 0, 0,3000, 0, 7, 0, 5, 11, 80, 100, 0, 0, "", "", "" 217,"Raise Wisdom", 0, 0,-121, 0, 8, 0, 84, 11, 80, 100, 0, 0, "", "", "" 223,"Resurrect", 0, 0, -1, 0, 8, 3, 82, 11, 80, 100, 0, 0, "", "", "" 224,"Restore All", 0, 0,3000, 0, 109, 3, 5, 11, 80, 100, 0, 0, "", "", "" ; -102 CURE DISEASE_POISON (saps a little HP every few seconds) (NOT WORKING YET) ; -103 CURE DISEASE_SAP (saps a little MP every few seconds) (NOT WORKING YET) ; -104 CURE DISEASE_STUN (cannot move, or attack) ; -105 CURE DISEASE_GAG (cannot case spells)(* wears off) ; -106 CURE DISEASE_NUMB (cannot use right-hand)(* wears off) ; -107 CURE DISEASE_SLEEP (cannot move, or attack)(* wears off) ; -108 CURE DISEASE_CONFUSE (attacks may hit friends)(* wears off) ; -111 CURE DISEASE_FREEZE (cannot move) ; -120 CURE DISEASE_STRENGTH (lowers strenth til end of scene) (cure raises it) ; -121 CURE DISEASE_WISDOM (lowers wisdom til end of scene) (cure raises it) ; -122 CURE DISEASE_STAMINA (lowers stamina til end of scene) (cure raises it) ; -123 CURE DISEASE_AGILITY (lowers agility til end of scene) (cure raises it) ; -124 CURE DISEASE_DEXTERITY (lowers dexterity til end of scene) (cure raises it) ; Special Element Spells ; These are generally for the use of special element monsters who can only cast within their own special element ; ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; 600,"Wyrm Breath", -1, 100,0, 0, 4, 3, 75, 11, 80, 100, 0, 0, chant1.wav, , , 601,"More Eyes", 0, 254,-203.132,50, 6, 4, 76, 11, 80, 100, 0, 0, , , , ; Book Spells ; These are generally spellbound to book-class things, and cannot be learned otherwise ; ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; 700 "Book Ichi", -1, 14, 0, 0, 0, 3, 27, 11, 80, 100, 0, 0, "chant1.wav", "", "" 701 "Book Ni", -1, 14, 0, 0, 1, 3, 28, 11, 80, 100, 0, 0, "chant2.wav", "", "" 702 "Book San", -1, 14, 0, 0, 2, 3, 29, 11, 80, 100, 0, 0, "chant3.wav", "", "" 703 "Book Shi", -1, 14, 0, 0, 3, 3, 30, 11, 80, 100, 0, 0, "chant4.wav", "", "" 704 "Book Roku", -1, 14, 0, 0, 4, 3, 27, 11, 80, 100, 0, 0, "chant5.wav", "", "" 705 "Book Hachi", -1, 14, 0, 0, 5, 3, 28, 11, 80, 100, 0, 0, "chant6.wav", "", "" 706 "Book Mitsu", -1, 14, 0, 0, 6, 3, 29, 11, 80, 100, 0, 0, "chant7.wav", "", "" 707 "Book Chi", -1, 14, 0, 0, 7, 3, 30, 11, 80, 100, 0, 0, "chant1.wav", "", "" 708 "Book Ba", -1, 14, 0, 0, 8, 3, 27, 11, 80, 100, 0, 0, "chant2.wav", "", "" 709 "Book Cho", -1, 14, 0, 0, 9, 3, 27, 11, 80, 100, 0, 0, "chant3.wav", "", "" ; Summoning Spells ; These are generally spellbound to spirit-class things, and cannot be learned otherwise ; ; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; ID Name PP ELE DAM MP LEV PTH ROW COL *s ms GRV LOOP summon.wav travel.wav strike.wav ; 750 "Summon", -1, 14, 0, 0, 0, 3, 27, 11, 80, 100, 0, 0, "", "", "" 751 "Summon Ash", -1, 14, 0, 0, 1, 3, 28, 11, 80, 100, 0, 0, "", "", "" 752 "Summon Ember", -1, 14, 0, 0, 2, 3, 29, 11, 80, 100, 0, 0, "", "", "" 753 "Summon Coral", -1, 14, 0, 0, 3, 3, 30, 11, 80, 100, 0, 0, "", "", "" 754 "Summon Spirit", -1, 14, 0, 0, 4, 3, 27, 11, 80, 100, 0, 0, "", "", "" 755 "Summon Atmos", -1, 14, 0, 0, 5, 3, 28, 11, 80, 100, 0, 0, "", "", "" 756 "Summon Chronos", -1, 14, 0, 0, 6, 3, 29, 11, 80, 100, 0, 0, "", "", "" 757 "Summon Pragma", -1, 14, 0, 0, 7, 3, 30, 11, 80, 100, 0, 0, "", "", "" 758 "Summon Arcana", -1, 14, 0, 0, 8, 3, 27, 11, 80, 100, 0, 0, "", "", "" 759 "Summon Ethos", -1, 14, 0, 0, 9, 3, 27, 11, 80, 100, 0, 0, "", "", "" ; ; Be sure to leave a blank line at the end of this file