local[$1] =
{
	$0
}

subclass SpellList of List
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	elements        = $0
	size            = $0
	nextNode        = $0

	add()
	delete()
	release()
}

subclass FavoriteSpells of List
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	elements        = $0
	size            = $0
	nextNode        = $0
}

subclass SorcerySpells of List
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	elements        = $0
	size            = $0
	nextNode        = $0
}

subclass ElementalismSpells of List
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	elements        = $0
	size            = $0
	nextNode        = $0
}

subclass MysticismSpells of List
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	elements        = $0
	size            = $0
	nextNode        = $0
}

subclass ThaumaturgySpells of List
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	elements        = $0
	size            = $0
	nextNode        = $0
}

subclass NecromancySpells of List
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	elements        = $0
	size            = $0
	nextNode        = $0
}

subclass WASpellScript of WAScript
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pDirectObject   = $0
	pIndirectObject = $0
	pMovieCmd       = $0
	pClient         = $0
	pDoAnimation    = $0
	pDone           = $0
	pHandsOff       = $0
	pSpell          = $0

	dispose()
}

subclass WANetSpellScript of WANetScript
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pDirectObject   = $0
	pIndirectObject = $0
	pMovieCmd       = $0
	pClient         = $0
	pDoAnimation    = $0
	pDone           = $0
	pHandsOff       = $0
	pMutex          = $0
	x               = $0
	y               = $0
	pSpell          = $0

	dispose()
	handleError()
}

subclass Spell of BitMap
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $0
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $0
	pCost           = $0
	pIcon           = $0
	pText           = $0
	pType           = $0
	pCircle         = $0
	pSkill          = $0
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0

	init()
	dispose()
	addToCast()
	draw()
	fromPacket()
	known()
	doNetAction()
	doAnimation()
	cast()
	canCast()
	cue()
	writeToFile()
}

instance WriteFavoriteSpells of Code
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1

	doit()
}

subclass LoadFavoriteSpells of Code
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1

	doit()
}

subclass WACastBeginScript of WAScript
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pDirectObject   = $0
	pIndirectObject = $0
	pMovieCmd       = $0
	pClient         = $0
	pDoAnimation    = $0
	pDone           = $0
	pHandsOff       = $0

	changeState()
}

subclass WACastEndScript of WAScript
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pDirectObject   = $0
	pIndirectObject = $0
	pMovieCmd       = $0
	pClient         = $0
	pDoAnimation    = $0
	pDone           = $0
	pHandsOff       = $0

	changeState()
}

instance SpellNet of WANetSpellScript
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pDirectObject   = $0
	pIndirectObject = $0
	pMovieCmd       = $0
	pClient         = $0
	pDoAnimation    = $0
	pDone           = $0
	pHandsOff       = $0
	pMutex          = $0
	x               = $0
	y               = $0
	pSpell          = $0

	changeState()
}

instance SHome of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $6		; maxScale
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $0
	pCost           = $1
	pIcon           = $1b		; 27, illegalBits
	pText           = string_7285	; "Home"
	pType           = $12		; 18, nsLeft
	pCircle         = $b		; 11, inRight
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SKillStar of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $5		; scaleY
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $1
	pCost           = $1
	pIcon           = $1a		; 26, signal
	pText           = string_7290	; "Kill Star"
	pType           = $45		; 69, 'E', doit
	pCircle         = $b		; 11, inRight
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SUnlock of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $2
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $2
	pCost           = $1
	pIcon           = $17		; 23, lsTop
	pText           = string_72a4	; "Unlock"
	pType           = $66		; 102, 'f', flags
	pCircle         = $b		; 11, inRight
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SDispelMagic of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $3		; z
	pCost           = $1
	pIcon           = $1d		; 29, brTop
	pText           = string_72b3	; "Dispel Magic"
	pType           = $67		; 103, 'g', quitGame
	pCircle         = $b		; 11, inRight
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SEngrave of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $e		; 14, view
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $4		; scaleX
	pCost           = $14		; 20, nsRight
	pIcon           = $23		; 35, '#', text
	pText           = string_72cd	; "Engrave"
	pType           = $66		; 102, 'f', flags
	pCircle         = $b		; 11, inRight
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0

	doNetAction()
}

instance EngraveNet of WANetSpellScript
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pDirectObject   = $0
	pIndirectObject = $0
	pMovieCmd       = $0
	pClient         = $0
	pDoAnimation    = $0
	pDone           = $0
	pHandsOff       = $0
	pMutex          = $0
	x               = $0
	y               = $0
	pSpell          = $0

	dispose()
	changeState()
}

instance SMultiBlade of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $d		; 13, seenRect
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $5		; scaleY
	pCost           = $3		; z
	pIcon           = $22		; 34, '"', time
	pText           = string_7336	; "Multiblade"
	pType           = $65		; 101, 'e', topString
	pCircle         = $b		; 11, inRight
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SGatherTheFellowship of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $6		; maxScale
	pCost           = $3		; z
	pIcon           = $18		; 24, lsRight
	pText           = string_734d	; "Gather The Fellowship"
	pType           = $12		; 18, nsLeft
	pCircle         = $b		; 11, inRight
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SCornucopia of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $f		; 15, loop
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $7		; priority
	pCost           = $3		; z
	pIcon           = $24		; 36, '$', elements
	pText           = string_7378	; "Cornucopia"
	pType           = $12		; 18, nsLeft
	pCircle         = $b		; 11, inRight
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SCloudOfFog of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $8		; fixPriority
	pCost           = $3		; z
	pIcon           = $16		; 22, lsLeft
	pText           = string_738f	; "Cloud Of Fog"
	pType           = $9		; inLeft
	pCircle         = $b		; 11, inRight
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SImproveArmor of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $9		; inLeft
	pCost           = $3		; z
	pIcon           = $19		; 25, lsBottom
	pText           = string_73a8	; "Improve Armor"
	pType           = $27		; 39, ''', mode
	pCircle         = $b		; 11, inRight
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance STeleport of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $a		; 10, inTop
	pCost           = $5		; scaleY
	pIcon           = $15		; 21, nsBottom
	pText           = string_73c4	; "Teleport"
	pType           = $12		; 18, nsLeft
	pCircle         = $b		; 11, inRight
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0

	doNetAction()
}

instance TeleportNet of WANetSpellScript
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pDirectObject   = $0
	pIndirectObject = $0
	pMovieCmd       = $0
	pClient         = $0
	pDoAnimation    = $0
	pDone           = $0
	pHandsOff       = $0
	pMutex          = $0
	x               = $0
	y               = $0
	pSpell          = $0

	dispose()
	perform()
	changeState()
}

instance SExtension of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $a		; 10, inTop
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $b		; 11, inRight
	pCost           = $5		; scaleY
	pIcon           = $1f		; 31, brBottom
	pText           = string_73e3	; "Extension"
	pType           = $13		; 19, nsTop
	pCircle         = $b		; 11, inRight
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSeeInvisibility of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $c		; 12, inBottom
	pCost           = $5		; scaleY
	pIcon           = $16		; 22, lsLeft
	pText           = string_73f8	; "Invisibility - See"
	pType           = $13		; 19, nsTop
	pCircle         = $b		; 11, inRight
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SShift of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $d		; 13, seenRect
	pCost           = $5		; scaleY
	pIcon           = $1c		; 28, brLeft
	pText           = string_741c	; "Shift"
	pType           = $11		; 17, bitmap
	pCircle         = $b		; 11, inRight
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SInvisibility of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $e		; 14, view
	pCost           = $5		; scaleY
	pIcon           = $16		; 22, lsLeft
	pText           = string_7429	; "Invisibility"
	pType           = $13		; 19, nsTop
	pCircle         = $b		; 11, inRight
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SCombatTeleport of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $f		; 15, loop
	pCost           = $7		; priority
	pIcon           = $18		; 24, lsRight
	pText           = string_7444	; "Teleport - Combat"
	pType           = $9		; inLeft
	pCircle         = $b		; 11, inRight
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance STeleportGroup of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $10		; 16, cel
	pCost           = $7		; priority
	pIcon           = $18		; 24, lsRight
	pText           = string_7466	; "Teleport - Group"
	pType           = $12		; 18, nsLeft
	pCircle         = $b		; 11, inRight
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0

	doNetAction()
}

instance SPermanency of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $b		; 11, inRight
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $11		; 17, bitmap
	pCost           = $1f4		; 500, setView
	pIcon           = $20		; 32, ' ', name
	pText           = string_7486	; "Permanency"
	pType           = $66		; 102, 'f', flags
	pCircle         = $b		; 11, inRight
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SRust of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $9		; inLeft
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $12		; 18, nsLeft
	pCost           = $7		; priority
	pIcon           = $1e		; 30, brRight
	pText           = string_749d	; "Rust"
	pType           = $45		; 69, 'E', doit
	pCircle         = $b		; 11, inRight
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SWraithForm of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $c		; 12, inBottom
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $13		; 19, nsTop
	pCost           = $7		; priority
	pIcon           = $21		; 33, '!', key
	pText           = string_74a8	; "Defenselessness"
	pType           = $67		; 103, 'g', quitGame
	pCircle         = $b		; 11, inRight
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SImprovedInvisibility of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $14		; 20, nsRight
	pCost           = $9		; inLeft
	pIcon           = $16		; 22, lsLeft
	pText           = string_74c4	; "Invisibility - Improved"
	pType           = $13		; 19, nsTop
	pCircle         = $b		; 11, inRight
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SEnchantItem of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $15		; 21, nsBottom
	pCost           = $3e8		; 1000, pUpdateClient
	pIcon           = $1d		; 29, brTop
	pText           = string_74f2	; "Enchant Item"
	pType           = $66		; 102, 'f', flags
	pCircle         = $b		; 11, inRight
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMassRust of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $9		; inLeft
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $16		; 22, lsLeft
	pCost           = $e		; 14, view
	pIcon           = $1e		; 30, brRight
	pText           = string_750c	; "Mass Rust"
	pType           = $11		; 17, bitmap
	pCircle         = $b		; 11, inRight
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SElphamesJustice of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f87		; 8071
	loop            = $c		; 12, inBottom
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $17		; 23, lsTop
	pCost           = $14		; 20, nsRight
	pIcon           = $21		; 33, '!', key
	pText           = string_7520	; "Elphame's Justice"
	pType           = $11		; 17, bitmap
	pCircle         = $b		; 11, inRight
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SFireGrasp of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $18		; 24, lsRight
	pCost           = $1
	pIcon           = $9		; inLeft
	pText           = string_7543	; "Fire Grasp"
	pType           = $27		; 39, ''', mode
	pCircle         = $c		; 12, inBottom
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SFlameOrb of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $5		; scaleY
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $19		; 25, lsBottom
	pCost           = $1
	pIcon           = $6		; maxScale
	pText           = string_7559	; "Flame Orb"
	pType           = $45		; 69, 'E', doit
	pCircle         = $c		; 12, inBottom
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SArticGrasp of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $1a		; 26, signal
	pCost           = $1
	pIcon           = $4		; scaleX
	pText           = string_756d	; "Arctic Grasp"
	pType           = $27		; 39, ''', mode
	pCircle         = $c		; 12, inBottom
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SIceOrb of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $1b		; 27, illegalBits
	pCost           = $1
	pIcon           = $8		; fixPriority
	pText           = string_7586	; "Ice Orb"
	pType           = $45		; 69, 'E', doit
	pCircle         = $c		; 12, inBottom
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SEarthSpike of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $2
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $1c		; 28, brLeft
	pCost           = $1
	pIcon           = $3		; z
	pText           = string_7596	; "Earth Spike"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SIncinerate of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $5		; scaleY
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $1d		; 29, brTop
	pCost           = $5		; scaleY
	pIcon           = $6		; maxScale
	pText           = string_75ae	; "Incinerate"
	pType           = $45		; 69, 'E', doit
	pCircle         = $c		; 12, inBottom
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SGustOfWind of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $d		; 13, seenRect
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $1e		; 30, brRight
	pCost           = $3		; z
	pIcon           = $e		; 14, view
	pText           = string_75c5	; "Gust of Wind"
	pType           = $45		; 69, 'E', doit
	pCircle         = $c		; 12, inBottom
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SImmolation of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $1f		; 31, brBottom
	pCost           = $3		; z
	pIcon           = $5		; scaleY
	pText           = string_75de	; "Immolation"
	pType           = $27		; 39, ''', mode
	pCircle         = $c		; 12, inBottom
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SDancingFlame of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $b		; 11, inRight
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $20		; 32, ' ', name
	pCost           = $3		; z
	pIcon           = $c		; 12, inBottom
	pText           = string_75f5	; "Dancing Flame"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SFlameBlade of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $c		; 12, inBottom
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $21		; 33, '!', key
	pCost           = $3		; z
	pIcon           = $d		; 13, seenRect
	pText           = string_7611	; "Flame Blade"
	pType           = $27		; 39, ''', mode
	pCircle         = $c		; 12, inBottom
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SArticCharge of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $22		; 34, '"', time
	pCost           = $3		; z
	pIcon           = $4		; scaleX
	pText           = string_7629	; "Electric Charge"
	pType           = $27		; 39, ''', mode
	pCircle         = $c		; 12, inBottom
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SColdSteel of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $a		; 10, inTop
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $23		; 35, '#', text
	pCost           = $3		; z
	pIcon           = $b		; 11, inRight
	pText           = string_7646	; "Cold Steel"
	pType           = $27		; 39, ''', mode
	pCircle         = $c		; 12, inBottom
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSandstorm of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $d		; 13, seenRect
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $24		; 36, '$', elements
	pCost           = $3		; z
	pIcon           = $e		; 14, view
	pText           = string_765c	; "Sandstorm"
	pType           = $45		; 69, 'E', doit
	pCircle         = $c		; 12, inBottom
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSpark of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $5		; scaleY
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $25		; 37, '%', fore
	pCost           = $3		; z
	pIcon           = $6		; maxScale
	pText           = string_7671	; "Spark"
	pType           = $45		; 69, 'E', doit
	pCircle         = $c		; 12, inBottom
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SIceStorm of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $6		; maxScale
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $26		; 38, '&', back
	pCost           = $7		; priority
	pIcon           = $7		; priority
	pText           = string_767e	; "Ice Storm"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SFreezingWind of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $d		; 13, seenRect
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $27		; 39, ''', mode
	pCost           = $5		; scaleY
	pIcon           = $e		; 14, view
	pText           = string_7692	; "Freezing Wind"
	pType           = $11		; 17, bitmap
	pCircle         = $c		; 12, inBottom
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SHurricane of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $d		; 13, seenRect
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $28		; 40, '(', style
	pCost           = $5		; scaleY
	pIcon           = $e		; 14, view
	pText           = string_76ae	; "Hurricane"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SCrawlingCharge of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $29		; 41, ')', state
	pCost           = $5		; scaleY
	pIcon           = $1
	pText           = string_76c3	; "Crawling Charge"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SStoning of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $9		; inLeft
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $2a		; 42, '*', font
	pCost           = $7		; priority
	pIcon           = $a		; 10, inTop
	pText           = string_76e3	; "Stoning"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SFireball of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $5		; scaleY
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $2b		; 43, '+', type
	pCost           = $9		; inLeft
	pIcon           = $6		; maxScale
	pText           = string_76f4	; "Fireball"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SLightningBolt of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $5		; scaleY
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $2c		; 44, ',', window
	pCost           = $9		; inLeft
	pIcon           = $6		; maxScale
	pText           = string_7707	; "Lightning Bolt"
	pType           = $45		; 69, 'E', doit
	pCircle         = $c		; 12, inBottom
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SFreeze of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $2d		; 45, '-', cursor
	pCost           = $7		; priority
	pIcon           = $4		; scaleX
	pText           = string_7725	; "Freeze"
	pType           = $45		; 69, 'E', doit
	pCircle         = $c		; 12, inBottom
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SCrushingBoulder of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $9		; inLeft
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $2e		; 46, '.', max
	pCost           = $7		; priority
	pIcon           = $a		; 10, inTop
	pText           = string_7734	; "Crushing Boulder"
	pType           = $45		; 69, 'E', doit
	pCircle         = $c		; 12, inBottom
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SHeadOfDeath of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $10		; 16, cel
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $83		; 131, mirrored
	pCost           = $1
	pIcon           = $61		; 97, 'a', frame
	pText           = string_7756	; "Head Of Death"
	pType           = $47		; 71, 'G', looper
	pCircle         = $c		; 12, inBottom
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonRatling of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $88		; 136, right
	pCost           = $1
	pIcon           = $30		; 48, '0', who
	pText           = string_7771	; "Summon Ratling"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonBat of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $89		; 137, top
	pCost           = $1
	pIcon           = $30		; 48, '0', who
	pText           = string_778f	; "Summon Bat"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonFenris of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $8a		; 138, bottom
	pCost           = $1
	pIcon           = $30		; 48, '0', who
	pText           = string_77a5	; "Summon Fenris"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonImp of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $8b		; 139, numLines
	pCost           = $1
	pIcon           = $30		; 48, '0', who
	pText           = string_77c1	; "Summon Imp"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonOgre of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $8c		; 140, scratch
	pCost           = $1
	pIcon           = $30		; 48, '0', who
	pText           = string_77d7	; "Summon Ogre"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonTroll of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $8d		; 141, new
	pCost           = $1
	pIcon           = $30		; 48, '0', who
	pText           = string_77ef	; "Summon Troll"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonSeraph of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $c		; 12, inBottom
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $8e		; 142, getIndex
	pCost           = $1
	pIcon           = $5d		; 93, ']', dataInc
	pText           = string_7809	; "Summon Seraph"
	pType           = $9		; inLeft
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SGreaterIdentify of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $84		; 132, pitch
	pCost           = $1e		; 30, brRight
	pIcon           = $2a		; 42, '*', font
	pText           = string_7825	; "Identify - Greater"
	pType           = $27		; 39, ''', mode
	pCircle         = $b		; 11, inRight
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMonsterSummoningI of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $85		; 133, roll
	pCost           = $1
	pIcon           = $30		; 48, '0', who
	pText           = string_7849	; "Summon Monster I"
	pType           = $9		; inLeft
	pCircle         = $b		; 11, inRight
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMonsterSummoningII of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $86		; 134, yaw
	pCost           = $1
	pIcon           = $30		; 48, '0', who
	pText           = string_786d	; "Summon Monster II"
	pType           = $9		; inLeft
	pCircle         = $b		; 11, inRight
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMonsterSummoningIII of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $87		; 135, left
	pCost           = $1
	pIcon           = $30		; 48, '0', who
	pText           = string_7893	; "Summon Monster III"
	pType           = $9		; inLeft
	pCircle         = $b		; 11, inRight
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SElectricFury of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $2f		; 47, '/', mark
	pCost           = $f		; 15, loop
	pIcon           = $1
	pText           = string_78bb	; "Electric Fury"
	pType           = $11		; 17, bitmap
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SColdSnap of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $6		; maxScale
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $30		; 48, '0', who
	pCost           = $f		; 15, loop
	pIcon           = $7		; priority
	pText           = string_78d7	; "Cold Snap"
	pType           = $11		; 17, bitmap
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SEarthquake of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $2
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $31		; 49, '1', message
	pCost           = $f		; 15, loop
	pIcon           = $3		; z
	pText           = string_78eb	; "Earthquake"
	pType           = $11		; 17, bitmap
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SDespothesWrath of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f86		; 8070
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $32		; 50, '2', edit
	pCost           = $14		; 20, nsRight
	pIcon           = $2
	pText           = string_7902	; "Despothes' Wrath"
	pType           = $11		; 17, bitmap
	pCircle         = $c		; 12, inBottom
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SHoldMonster of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $33		; 51, '3', play
	pCost           = $3		; z
	pIcon           = $59		; 89, 'Y', printLang
	pText           = string_7923	; "Hold Monster"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SFumble of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $34		; 52, '4', number
	pCost           = $3		; z
	pIcon           = $51		; 81, 'Q', value
	pText           = string_793d	; "Fumble"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SPsychicOrb of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $35		; 53, '5', nodePtr
	pCost           = $1
	pIcon           = $58		; 88, 'X', delete
	pText           = string_794c	; "Psychic Orb"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SConfusion of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $d		; 13, seenRect
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $36		; 54, '6', client
	pCost           = $5		; scaleY
	pIcon           = $5e		; 94, '^', handle
	pText           = string_7964	; "Confusion"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMindShackle of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $5		; scaleY
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $38		; 56, '8', dy
	pCost           = $3		; z
	pIcon           = $56		; 86, 'V', icon
	pText           = string_7979	; "Mind Shackle"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SIdentify of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $39		; 57, '9', b_moveCnt
	pCost           = $f		; 15, loop
	pIcon           = $52		; 82, 'R', save
	pText           = string_7993	; "Identify"
	pType           = $27		; 39, ''', mode
	pCircle         = $d		; 13, seenRect
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SBerserk of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $c		; 12, inBottom
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $3a		; 58, ':', b_i1
	pCost           = $7		; priority
	pIcon           = $5d		; 93, ']', dataInc
	pText           = string_79a6	; "Berserk"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SStun of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $2
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $3b		; 59, ';', b_i2
	pCost           = $7		; priority
	pIcon           = $53		; 83, 'S', restore
	pText           = string_79b7	; "Stun"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SLoyaltyShift of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $3c		; 60, '<', b_di
	pCost           = $7		; priority
	pIcon           = $55		; 85, 'U', button
	pText           = string_79c2	; "Loyalty Shift"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SWarpMind of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $5		; scaleY
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $3d		; 61, '=', b_xAxis
	pCost           = $5		; scaleY
	pIcon           = $56		; 86, 'V', icon
	pText           = string_79de	; "Warp Mind"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SEtherealize of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $6		; maxScale
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $3e		; 62, '>', b_incr
	pCost           = $a		; 10, inTop
	pIcon           = $57		; 87, 'W', draw
	pText           = string_79f2	; "Etherealize"
	pType           = $27		; 39, ''', mode
	pCircle         = $d		; 13, seenRect
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSpellBlast of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $6		; maxScale
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $3f		; 63, '?', xStep
	pCost           = $a		; 10, inTop
	pIcon           = $57		; 87, 'W', draw
	pText           = string_7a0b	; "Spell Blast"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMassHold of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $40		; 64, '@', yStep
	pCost           = $14		; 20, nsRight
	pIcon           = $59		; 89, 'Y', printLang
	pText           = string_7a23	; "Mass Hold"
	pType           = $11		; 17, bitmap
	pCircle         = $d		; 13, seenRect
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMassFumble of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $b		; 11, inRight
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $42		; 66, 'B', cantBeHere
	pCost           = $1e		; 30, brRight
	pIcon           = $5c		; 92, '\', palette
	pText           = string_7a37	; "Mass Fumble"
	pType           = $11		; 17, bitmap
	pCircle         = $d		; 13, seenRect
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SFear of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $9		; inLeft
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $43		; 67, 'C', heading
	pCost           = $e		; 14, view
	pIcon           = $5a		; 90, 'Z', size
	pText           = string_7a4f	; "Fear"
	pType           = $11		; 17, bitmap
	pCircle         = $d		; 13, seenRect
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SIronChains of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $a		; 10, inTop
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $44		; 68, 'D', mover
	pCost           = $7		; priority
	pIcon           = $5b		; 91, '[', points
	pText           = string_7a5a	; "Iron Chains"
	pType           = $11		; 17, bitmap
	pCircle         = $d		; 13, seenRect
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMassBerserk of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $c		; 12, inBottom
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $45		; 69, 'E', doit
	pCost           = $1e		; 30, brRight
	pIcon           = $5d		; 93, ']', dataInc
	pText           = string_7a72	; "Mass Berserk"
	pType           = $11		; 17, bitmap
	pCircle         = $d		; 13, seenRect
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMassStun of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $e		; 14, view
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $46		; 70, 'F', isBlocked
	pCost           = $1e		; 30, brRight
	pIcon           = $5f		; 95, '_', min
	pText           = string_7a8c	; "Mass Stun"
	pType           = $11		; 17, bitmap
	pCircle         = $d		; 13, seenRect
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMassLoyaltyShift of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $47		; 71, 'G', looper
	pCost           = $12		; 18, nsLeft
	pIcon           = $55		; 85, 'U', button
	pText           = string_7aa0	; "Mass Loyalty Shift"
	pType           = $11		; 17, bitmap
	pCircle         = $d		; 13, seenRect
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMabonsForcedFlee of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $f		; 15, loop
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $48		; 72, 'H', modifiers
	pCost           = $2710		; 10000
	pIcon           = $60		; 96, '`', sec
	pText           = string_7ac5	; "Mabon's Forced Flee"
	pType           = $11		; 17, bitmap
	pCircle         = $d		; 13, seenRect
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SForget of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $37		; 55, '7', dx
	pCost           = $14		; 20, nsRight
	pIcon           = $54		; 84, 'T', title
	pText           = string_7aeb	; "Forget"
	pType           = $45		; 69, 'E', doit
	pCircle         = $d		; 13, seenRect
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SIllusionaryFoe of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $49		; 73, 'I', replay
	pCost           = $9		; inLeft
	pIcon           = $51		; 81, 'Q', value
	pText           = string_7afa	; "Illusionary Foe"
	pType           = $9		; inLeft
	pCircle         = $d		; 13, seenRect
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SAntiMagicAura of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f8a		; 8074
	loop            = $10		; 16, cel
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $4a		; 74, 'J', setPri
	pCost           = $19		; 25, lsBottom
	pIcon           = $61		; 97, 'a', frame
	pText           = string_7b1a	; "Anti-Magic Aura"
	pType           = $11		; 17, bitmap
	pCircle         = $d		; 13, seenRect
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SLightDart of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $5		; scaleY
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $4b		; 75, 'K', at
	pCost           = $1
	pIcon           = $42		; 66, 'B', cantBeHere
	pText           = string_7b39	; "Light Dart"
	pType           = $45		; 69, 'E', doit
	pCircle         = $e		; 14, view
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SNimbility of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $10		; 16, cel
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $4d		; 77, 'M', done
	pCost           = $1
	pIcon           = $4d		; 77, 'M', done
	pText           = string_7b4f	; "Nimbility"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SEmpower of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $6		; maxScale
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $4e		; 78, 'N', width
	pCost           = $3		; z
	pIcon           = $43		; 67, 'C', heading
	pText           = string_7b64	; "Empower"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMissileResistance of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $50		; 80, 'P', claimed
	pCost           = $3		; z
	pIcon           = $41		; 65, 'A', moveSpeed
	pText           = string_7b75	; "Missile Resistance"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SHeal of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $a		; 10, inTop
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $51		; 81, 'Q', value
	pCost           = $3		; z
	pIcon           = $47		; 71, 'G', looper
	pText           = string_7b9b	; "Heal"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonPixie of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $52		; 82, 'R', save
	pCost           = $5		; scaleY
	pIcon           = $44		; 68, 'D', mover
	pText           = string_7ba6	; "Summon Pixie"
	pType           = $9		; inLeft
	pCircle         = $e		; 14, view
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SPurify of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $53		; 83, 'S', restore
	pCost           = $3		; z
	pIcon           = $45		; 69, 'E', doit
	pText           = string_7bc0	; "Purify"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SCurePoison of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $a		; 10, inTop
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $54		; 84, 'T', title
	pCost           = $9		; inLeft
	pIcon           = $47		; 71, 'G', looper
	pText           = string_7bcf	; "Cure Poison"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SGreaterHeal of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $a		; 10, inTop
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $56		; 86, 'V', icon
	pCost           = $a		; 10, inTop
	pIcon           = $47		; 71, 'G', looper
	pText           = string_7be7	; "Heal - Greater"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SRemoveCurse of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $57		; 87, 'W', draw
	pCost           = $a		; 10, inTop
	pIcon           = $45		; 69, 'E', doit
	pText           = string_7c03	; "Curse - Remove"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonFaery of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $58		; 88, 'X', delete
	pCost           = $a		; 10, inTop
	pIcon           = $44		; 68, 'D', mover
	pText           = string_7c1f	; "Summon Faery"
	pType           = $9		; inLeft
	pCircle         = $e		; 14, view
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SShield of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $5c		; 92, '\', palette
	pCost           = $5		; scaleY
	pIcon           = $41		; 65, 'A', moveSpeed
	pText           = string_7c39	; "Shield"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SGreaterShield of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $5d		; 93, ']', dataInc
	pCost           = $7		; priority
	pIcon           = $41		; 65, 'A', moveSpeed
	pText           = string_7c48	; "Shield - Greater"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SWrathOfTheGods of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $b		; 11, inRight
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $5e		; 94, '^', handle
	pCost           = $f		; 15, loop
	pIcon           = $48		; 72, 'H', modifiers
	pText           = string_7c68	; "Wrath of the Gods"
	pType           = $11		; 17, bitmap
	pCircle         = $e		; 14, view
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SFireShield of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $5f		; 95, '_', min
	pCost           = $7		; priority
	pIcon           = $41		; 65, 'A', moveSpeed
	pText           = string_7c8a	; "Shield - Fire"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SColdShield of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $60		; 96, '`', sec
	pCost           = $7		; priority
	pIcon           = $41		; 65, 'A', moveSpeed
	pText           = string_7ca4	; "Shield - Cold"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SLightningShield of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $61		; 97, 'a', frame
	pCost           = $7		; priority
	pIcon           = $41		; 65, 'A', moveSpeed
	pText           = string_7cbe	; "Shield - Lightning"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SPoisonShield of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $81		; 129, magnifier
	pCost           = $7		; priority
	pIcon           = $2d		; 45, '-', cursor
	pText           = string_7ce2	; "Shield - Poison"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SAcidShield of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $82		; 130, magPower
	pCost           = $7		; priority
	pIcon           = $2d		; 45, '-', cursor
	pText           = string_7d00	; "Shield - Acid"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonNymph of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $d		; 13, seenRect
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $62		; 98, 'b', vol
	pCost           = $f		; 15, loop
	pIcon           = $4a		; 74, 'J', setPri
	pText           = string_7d1a	; "Summon Nymph"
	pType           = $9		; inLeft
	pCircle         = $e		; 14, view
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SRegeneration of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $9		; inLeft
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $63		; 99, 'c', perform
	pCost           = $7		; priority
	pIcon           = $46		; 70, 'F', isBlocked
	pText           = string_7d34	; "Regeneration"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SIndestruction of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $64		; 100, 'd', moveDone
	pCost           = $9		; inLeft
	pIcon           = $3e		; 62, '>', b_incr
	pText           = string_7d4f	; "Indestruction"
	pType           = $26		; 38, '&', back
	pCircle         = $e		; 14, view
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SInvulnerability of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $c		; 12, inBottom
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $65		; 101, 'e', topString
	pCost           = $14		; 20, nsRight
	pIcon           = $49		; 73, 'I', replay
	pText           = string_7d6c	; "Invulnerability"
	pType           = $27		; 39, ''', mode
	pCircle         = $e		; 14, view
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SEnidsBlessing of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $c		; 12, inBottom
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $66		; 102, 'f', flags
	pCost           = $5dc		; 1500, pDelta
	pIcon           = $49		; 73, 'I', replay
	pText           = string_7d8d	; "Enid's Blessing"
	pType           = $11		; 17, bitmap
	pCircle         = $e		; 14, view
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SBanishment of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $e		; 14, view
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $67		; 103, 'g', quitGame
	pCost           = $12		; 18, nsLeft
	pIcon           = $4b		; 75, 'K', at
	pText           = string_7dac	; "Banishment"
	pType           = $11		; 17, bitmap
	pCircle         = $e		; 14, view
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonFaeryQueen of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $d		; 13, seenRect
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $68		; 104, 'h', restart
	pCost           = $14		; 20, nsRight
	pIcon           = $4a		; 74, 'J', setPri
	pText           = string_7dc3	; "Summon Faery Queen"
	pType           = $9		; inLeft
	pCircle         = $e		; 14, view
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SAcidSphere of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $d		; 13, seenRect
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $69		; 105, 'i', hide
	pCost           = $1
	pIcon           = $36		; 54, '6', client
	pText           = string_7de8	; "Acid Sphere"
	pType           = $45		; 69, 'E', doit
	pCircle         = $f		; 15, loop
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SVenomousTouch of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $6a		; 106, 'j', scaleSignal
	pCost           = $1
	pIcon           = $31		; 49, '1', message
	pText           = string_7e00	; "Venomous Touch"
	pType           = $27		; 39, ''', mode
	pCircle         = $f		; 15, loop
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SCurseOfClumsiness of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $4c		; 76, 'L', next
	pCost           = $1
	pIcon           = $3d		; 61, '=', b_xAxis
	pText           = string_7e1e	; "Curse of Clumsiness"
	pType           = $47		; 71, 'G', looper
	pCircle         = $f		; 15, loop
	pSkill          = $1
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SPoisonBolt of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $9		; inLeft
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $6c		; 108, 'l', vanishingY
	pCost           = $2
	pIcon           = $32		; 50, '2', edit
	pText           = string_7e45	; "Poison Bolt"
	pType           = $45		; 69, 'E', doit
	pCircle         = $f		; 15, loop
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SEnfeeble of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $4f		; 79, 'O', pragmaFail
	pCost           = $3		; z
	pIcon           = $3d		; 61, '=', b_xAxis
	pText           = string_7e5d	; "Enfeeble"
	pType           = $47		; 71, 'G', looper
	pCircle         = $f		; 15, loop
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SDrainLife of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $6e		; 110, 'n', resX
	pCost           = $3		; z
	pIcon           = $29		; 41, ')', state
	pText           = string_7e70	; "Drain Life"
	pType           = $45		; 69, 'E', doit
	pCircle         = $f		; 15, loop
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SAcidCloud of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $d		; 13, seenRect
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $6f		; 111, 'o', resY
	pCost           = $3		; z
	pIcon           = $36		; 54, '6', client
	pText           = string_7e86	; "Acid Cloud"
	pType           = $9		; inLeft
	pCircle         = $f		; 15, loop
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonZombie of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $70		; 112, 'p', coordType
	pCost           = $5		; scaleY
	pIcon           = $30		; 48, '0', who
	pText           = string_7e9c	; "Summon Zombie"
	pType           = $9		; inLeft
	pCircle         = $f		; 15, loop
	pSkill          = $2
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SVenom of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $c		; 12, inBottom
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $71		; 113, 'q', data
	pCost           = $7		; priority
	pIcon           = $35		; 53, '5', nodePtr
	pText           = string_7eb8	; "Venom"
	pType           = $27		; 39, ''', mode
	pCircle         = $f		; 15, loop
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonUndead of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $72		; 114, 'r', skip
	pCost           = $a		; 10, inTop
	pIcon           = $30		; 48, '0', who
	pText           = string_7ec5	; "Summon Undead"
	pType           = $9		; inLeft
	pCircle         = $f		; 15, loop
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SAcidRain of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $6		; maxScale
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $73		; 115, 's', center
	pCost           = $7		; priority
	pIcon           = $2f		; 47, '/', mark
	pText           = string_7ee1	; "Acid Rain"
	pType           = $9		; inLeft
	pCircle         = $f		; 15, loop
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SPoisonCurse of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $c		; 12, inBottom
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $7f		; 127, frameOut
	pCost           = $5		; scaleY
	pIcon           = $35		; 53, '5', nodePtr
	pText           = string_7ef5	; "Curse - Poison"
	pType           = $47		; 71, 'G', looper
	pCircle         = $f		; 15, loop
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SAcidCurse of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $b		; 11, inRight
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $80		; 128, lastKey
	pCost           = $5		; scaleY
	pIcon           = $34		; 52, '4', number
	pText           = string_7f11	; "Curse - Acid"
	pType           = $47		; 71, 'G', looper
	pCircle         = $f		; 15, loop
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SFireCurse of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $59		; 89, 'Y', printLang
	pCost           = $5		; scaleY
	pIcon           = $40		; 64, '@', yStep
	pText           = string_7f29	; "Curse - Fire"
	pType           = $47		; 71, 'G', looper
	pCircle         = $f		; 15, loop
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SColdCurse of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $2
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $5a		; 90, 'Z', size
	pCost           = $5		; scaleY
	pIcon           = $3f		; 63, '?', xStep
	pText           = string_7f41	; "Curse - Cold"
	pType           = $47		; 71, 'G', looper
	pCircle         = $f		; 15, loop
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SElectricCurse of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f89		; 8073
	loop            = $f		; 15, loop
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $5b		; 91, '[', points
	pCost           = $5		; scaleY
	pIcon           = $4c		; 76, 'L', next
	pText           = string_7f59	; "Curse - Electric"
	pType           = $47		; 71, 'G', looper
	pCircle         = $f		; 15, loop
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SNightFriends of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $7		; priority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $74		; 116, 't', all
	pCost           = $f		; 15, loop
	pIcon           = $30		; 48, '0', who
	pText           = string_7f79	; "Night Friends"
	pType           = $9		; inLeft
	pCircle         = $f		; 15, loop
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SStealLife of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $75		; 117, 'u', show
	pCost           = $9		; inLeft
	pIcon           = $2c		; 44, ',', window
	pText           = string_7f95	; "Steal Life"
	pType           = $45		; 69, 'E', doit
	pCircle         = $f		; 15, loop
	pSkill          = $3		; z
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonDoppelganger of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $e		; 14, view
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $77		; 119, 'w', textTop
	pCost           = $12		; 18, nsLeft
	pIcon           = $37		; 55, '7', dx
	pText           = string_7fab	; "Summon Doppelganger"
	pType           = $9		; inLeft
	pCircle         = $f		; 15, loop
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SDeathTouch of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $a		; 10, inTop
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $78		; 120, 'x', textRight
	pCost           = $14		; 20, nsRight
	pIcon           = $33		; 51, '3', play
	pText           = string_7fd3	; "Death Touch"
	pType           = $45		; 69, 'E', doit
	pCircle         = $f		; 15, loop
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SBanish of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $2
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $79		; 121, 'y', textBottom
	pCost           = $5		; scaleY
	pIcon           = $2b		; 43, '+', type
	pText           = string_7feb	; "Banish"
	pType           = $45		; 69, 'E', doit
	pCircle         = $f		; 15, loop
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SShadowWarrior of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $e		; 14, view
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $7a		; 122, 'z', borderColor
	pCost           = $14		; 20, nsRight
	pIcon           = $37		; 55, '7', dx
	pText           = string_7ffa	; "Shadow Warrior"
	pType           = $9		; inLeft
	pCircle         = $f		; 15, loop
	pSkill          = $4		; scaleX
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SSummonDaemon of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $e		; 14, view
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $7b		; 123, '{', titleFore
	pCost           = $1e		; 30, brRight
	pIcon           = $37		; 55, '7', dx
	pText           = string_8018	; "Summon Daemon"
	pType           = $9		; inLeft
	pCircle         = $f		; 15, loop
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SDuachsVengeance of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $7c		; 124, '|', titleBack
	pCost           = $14		; 20, nsRight
	pIcon           = $2a		; 42, '*', font
	pText           = string_8034	; "Duach's Vengeance"
	pType           = $45		; 69, 'E', doit
	pCircle         = $f		; 15, loop
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SDeathWish of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $7d		; 125, '}', titleFont
	pCost           = $a		; 10, inTop
	pIcon           = $2a		; 42, '*', font
	pText           = string_8057	; "Death Wish"
	pType           = $45		; 69, 'E', doit
	pCircle         = $f		; 15, loop
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SMassDrain of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $1f88		; 8072
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $7e		; 126, '~', dimmed
	pCost           = $f		; 15, loop
	pIcon           = $2c		; 44, ',', window
	pText           = string_806d	; "Mass Drain"
	pType           = $11		; 17, bitmap
	pCircle         = $f		; 15, loop
	pSkill          = $5		; scaleY
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

instance SCancel of Spell
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $0
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	pID             = $0
	pCost           = $0
	pIcon           = $0
	pText           = string_8083	; "Cancel"
	pType           = $0
	pCircle         = $0
	pSkill          = $0
	pTargetObj      = $0
	pTargetX        = $0
	pTargetY        = $0
	pString         = $0
	pWhoToCue       = $0
	pCaster         = $0
}

subclass ViewButton of Button
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $3		; z
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $ffff		; -1
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $0
	dimmed          = $0
	fore            = $ffff		; -1
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = $0
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0

	init()
	draw()
	setSize()
	refresh()
}

instance favoriteSelector of Selector
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $1
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $ffff		; -1
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $0
	dimmed          = $0
	fore            = $ffff		; -1
	back            = $fe		; 254, strIndex
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $0
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	type            = $6		; maxScale
	elements        = $0
	curItem         = $0
	start           = $0
	itemsPerPage    = $6		; maxScale
	itemHeight      = $1e		; 30, brRight
	itemWidth       = $aa		; 170, addToFront
	itemColor       = $ffff		; -1
	selectColor     = $0
	upArrow         = $0
	downArrow       = $0
	scrollBox       = $0
	scrollBar       = $0
	displayList     = $0
	allowDoubleClick= $1
	doubleClickTime = $0
	doubleClickObj  = $0

	new()
	selectItem()
}

instance spellSelector of Selector
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $1
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $ffff		; -1
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $0
	dimmed          = $0
	fore            = $ffff		; -1
	back            = $fe		; 254, strIndex
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $0
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	type            = $6		; maxScale
	elements        = $0
	curItem         = $0
	start           = $0
	itemsPerPage    = $6		; maxScale
	itemHeight      = $1e		; 30, brRight
	itemWidth       = $aa		; 170, addToFront
	itemColor       = $ffff		; -1
	selectColor     = $0
	upArrow         = $0
	downArrow       = $0
	scrollBox       = $0
	scrollBar       = $0
	displayList     = $0
	allowDoubleClick= $1
	doubleClickTime = $0
	doubleClickObj  = $0

	new()
	selectItem()
}

instance spellShadowText of ShadowText
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $ffff		; -1
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $29a		; 666, loopIsCorrect
	dimmed          = $0
	fore            = $ff		; 255, asInteger
	back            = $fe		; 254, strIndex
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $0
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = $0
	mode            = $0
	pShadowColor    = $0
	caller          = $0
	pTimer          = $0
	pObj            = $0
}

instance categoryShadowText of ShadowText
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $ffff		; -1
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $29a		; 666, loopIsCorrect
	dimmed          = $0
	fore            = $ff		; 255, asInteger
	back            = $fe		; 254, strIndex
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $0
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = $0
	mode            = $0
	pShadowColor    = $0
	caller          = $0
	pTimer          = $0
	pObj            = $0
}

subclass SpellButton of Button
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $3		; z
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $ffff		; -1
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $0
	dimmed          = $0
	fore            = $ffff		; -1
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = $0
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0

	new()
	choose()
	showMouseOver()
}

instance favoritesAddBtn of SpellButton
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $403		; 1027, pLevel
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $232a		; 9002
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $1
	font            = $1
	dimmed          = $0
	fore            = $2b		; 43, '+', type
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = string_80eb	; "<< Add"
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0

	enable()
	choose()
}

instance favoritesDelBtn of SpellButton
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $403		; 1027, pLevel
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $232a		; 9002
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $2
	font            = $1
	dimmed          = $0
	fore            = $2b		; 43, '+', type
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = string_8102	; "Remove"
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0

	enable()
	choose()
}

instance castBtn of SpellButton
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $403		; 1027, pLevel
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $232a		; 9002
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $3		; z
	font            = $1
	dimmed          = $0
	fore            = $2b		; 43, '+', type
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = string_8119	; "Cast Spell"
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0
}

instance spellCancelBtn of SpellButton
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $403		; 1027, pLevel
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $232a		; 9002
	loop            = $8		; fixPriority
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $1
	dimmed          = $0
	fore            = $2b		; 43, '+', type
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = string_8083	; "Cancel"
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0
}

instance sorceryBtn of SpellButton
{
	scratch         = string_813b	; "Sorcery"
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $403		; 1027, pLevel
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $200c		; 8204
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $0
	dimmed          = $0
	fore            = $ffff		; -1
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = $0
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0

	choose()
}

instance elementalismBtn of SpellButton
{
	scratch         = string_814e	; "Elementalism"
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $403		; 1027, pLevel
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $200c		; 8204
	loop            = $1
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $0
	dimmed          = $0
	fore            = $ffff		; -1
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = $0
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0

	choose()
}

instance mysticismBtn of SpellButton
{
	scratch         = string_816b	; "Mysticism"
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $403		; 1027, pLevel
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $200c		; 8204
	loop            = $2
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $0
	dimmed          = $0
	fore            = $ffff		; -1
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = $0
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0

	choose()
}

instance thaumaturgyBtn of SpellButton
{
	scratch         = string_8182	; "Thaumaturgy"
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $403		; 1027, pLevel
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $200c		; 8204
	loop            = $3		; z
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $0
	dimmed          = $0
	fore            = $ffff		; -1
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = $0
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0

	choose()
}

instance necromancyBtn of SpellButton
{
	scratch         = string_819d	; "Necromancy"
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $1
	canDrag         = $0
	state           = $403		; 1027, pLevel
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $200c		; 8204
	loop            = $4		; scaleX
	cel             = $0
	bitmap          = $0
	scaleSignal     = $0
	magnifier       = $0
	signal          = $0
	client          = $0
	clut            = $0
	value           = $0
	font            = $0
	dimmed          = $0
	fore            = $ffff		; -1
	back            = $ffff		; -1
	skip            = $fe		; 254, strIndex
	borderColor     = $ffff		; -1
	hiColor         = $0
	borderSize      = $1
	drawCode        = $0
	handler         = $0
	helpStr         = $0
	key             = $0
	text            = $0
	mode            = $1
	wide            = $0
	btnType         = $0
	textRect        = $0
	iconView        = $0
	normalColor     = $ffff		; -1
	selectColor     = $ffff		; -1
	chosenColor     = $ffff		; -1
	dimColor        = $ffff		; -1
	buttonSet       = $0
	buttonPtr       = $0
	checkMark       = $0
	lastState       = $0
	textOffsetX     = $0
	textOffsetY     = $0

	choose()
}

subclass SpellDialog of FancyDialog
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	elements        = $0
	size            = $0
	nextNode        = $0
	title           = $0
	font            = $0
	plane           = $0
	curItem         = $0
	caller          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	state           = $0
	eatTheMice      = $0
	modal           = $1
	hidden          = $0
	keepDialog      = $0
	priority        = $0
	savedCursor     = $0
	prevItem        = $0
	selectHandler   = $0
	curShowMouseObj = $0
	retObject       = $0
	retSelector     = $0
	disposeList     = $0
	pLineList       = $0
	pCircleList     = $0

	init()
	dispose()
}

instance HandleSpellInput of Code
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1

	doit()
}

subclass Strike of MoveTo
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	caller          = $0
	x               = $0
	y               = $0
	dx              = $0
	dy              = $0
	b_moveCnt       = $0
	b_i1            = $0
	b_i2            = $0
	b_di            = $0
	b_xAxis         = $0
	b_incr          = $0
	completed       = $0
	xLast           = $0
	yLast           = $0
	pImmediateCue   = $0
	pZIncrement     = $0
	pZCurrent       = $0

	init()
	doit()
}

subclass Miss of MoveTo
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	caller          = $0
	x               = $0
	y               = $0
	dx              = $0
	dy              = $0
	b_moveCnt       = $0
	b_i1            = $0
	b_i2            = $0
	b_di            = $0
	b_xAxis         = $0
	b_incr          = $0
	completed       = $0
	xLast           = $0
	yLast           = $0
	pImmediateCue   = $0
	pZIncrement     = $0
	pZCurrent       = $0

	init()
	doit()
}

subclass StrikeGround of MoveTo
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	caller          = $0
	x               = $0
	y               = $0
	dx              = $0
	dy              = $0
	b_moveCnt       = $0
	b_i1            = $0
	b_i2            = $0
	b_di            = $0
	b_xAxis         = $0
	b_incr          = $0
	completed       = $0
	xLast           = $0
	yLast           = $0
	pImmediateCue   = $0
	pZIncrement     = $0
	pZCurrent       = $0

	init()
	doit()
}

subclass MagicActor of WorldObject
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	top             = $0
	left            = $0
	bottom          = $0
	right           = $0
	canTrack        = $0
	canDrag         = $0
	state           = $0
	priority        = $0
	plane           = $0
	x               = $0
	y               = $0
	z               = $0
	scaleX          = $80		; 128, lastKey
	scaleY          = $80		; 128, lastKey
	maxScale        = $80		; 128, lastKey
	fixPriority     = $0
	seenRect        = $0
	view            = $ffff		; -1
	loop            = $0
	cel             = $0
	bitmap          = $0
	scaleSignal     = $8		; fixPriority
	magnifier       = $0
	signal          = $21		; 33, '!', key
	client          = $0
	clut            = $0
	heading         = $0
	noun            = $0
	case            = $0
	modNum          = $ffff		; -1
	sightAngle      = $28		; 40, '(', style
	actions         = $0
	onMeCheck       = $0
	approachX       = $0
	approachY       = $0
	approachDist    = $32		; 50, '2', edit
	_approachVerbs  = $0
	_actionVerbs    = $0
	xScaleAdj       = $64		; 100, 'd', moveDone
	yScaleAdj       = $64		; 100, 'd', moveDone
	doBaseLine      = $0
	yStep           = $2
	brLeft          = $0
	brTop           = $0
	brRight         = $0
	brBottom        = $0
	baseSetter      = $0
	cycleSpeed      = $6		; maxScale
	script          = $0
	cycler          = $0
	timer           = $0
	scaler          = $0
	detailLevel     = $0
	xLast           = $0
	yLast           = $0
	xStep           = $3		; z
	origStep        = $302		; 770, pBrowNum
	moveSpeed       = $1
	blocks          = $0
	mover           = $0
	looper          = $0
	viewer          = $0
	avoider         = $0
	code            = $0
	pName           = $0
	pBaseList       = $0
	pMsgStr         = $0
	pIDName         = $0
	pDirectObject   = $0
	pIndirectObject = $0
	pDispose        = $0
	pMover          = $0
	pLastMover      = $0
	pUser           = $0
	pUpdatorList    = $0
	pUpdateClient   = $0
	pUpdateObj      = $0
	pColor          = $0
	pClutStart      = $0
	pPaused         = $0
	pMode           = $1
	pLastMode       = $1
	pAction         = $1d		; 29, brTop
	pBaseView       = $ffff		; -1
	pServIDLo       = $ffff		; -1
	pServIDHi       = $ffff		; -1
	pPlayMovie      = $1
	pSendMovie      = $1
	pMovieDelay     = $0
	pLastTicks      = $0
	pAffectedLo     = $0
	pAffectedHi     = $0
	pPolygon        = $0
	pAddedPolygon   = $0
	pOutgoingMovie  = $0
	pRoom           = $0
	pRoomNum        = $ffff		; -1
	pMovieCmd       = $0
	pBitmapBased    = $0
	pDoScaler       = $1
	pHidden         = $0
	pStrength       = $0
	pDexterity      = $0
	pIntelligence   = $0
	pEndurance      = $0
	pValue          = $0
	pManaValue      = $0
	pLevel          = $0
	pMana           = $0
	pManaMax        = $0
	pHealth         = $0
	pHealthHi       = $0
	pHealthMax      = $0
	pHealthMaxHi    = $0
	pStamina        = $0
	pStaminaMax     = $0
	pAlignment      = $80		; 128, lastKey
	pArmorClass     = $0
	pApproachScript = $0
	pMoney          = $0
	pRecordMotion   = $0
	pWeapon         = $0
	pCombatGroup    = $0
	pInvisibleClut  = $0
	pFrozenClut     = $0
	pMsgFile        = $0
	pDestLoop       = $ffff		; -1
	pHeadingCue     = $0
	pBaseBitsLo     = $0
	pBaseBitsHi     = $0
	pSoundGroup     = $0
	pActor          = $0
	pFollow         = $0
	pLastX          = $0
	pLastY          = $0

	init()
	doit()
	dispose()
	setCycle()
	cue()
	setHeading()
	buildVerbList()
	stopAction()
	linkToCenter()
	linkToActor()
	linkToCaster()
}

subclass SpecialEffect of DemonsScript
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0

	init()
	dispose()
	fromPacket()
}

subclass SpecialEffectTarget of SpecialEffect
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	init()
	dispose()
	handleError()
	fromPacket()
}

subclass SpecialEffectSourceTarget of SpecialEffect
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	init()
	dispose()
	handleError()
	fromPacket()
}

subclass SpecialEffectArea of SpecialEffect
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	x               = $0
	y               = $0

	init()
	dispose()
	fromPacket()
}

subclass SoundEffect of SpecialEffect
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pSound          = $0
	pNumber         = $0
	pShouldLoop     = $1

	init()
	dispose()
	changeState()
	fromPacket()
}

subclass SEMusic of SoundEffect
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pSound          = $0
	pNumber         = $0
	pShouldLoop     = $1

	changeState()
}

subclass SESound of SoundEffect
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pSound          = $0
	pNumber         = $0
	pShouldLoop     = $1
}

subclass SEFlameOrb of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
	fromPacket()
}

subclass SEPoisonBolt of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEHoldMonster of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEBerserk of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEEnidsBlessing of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEIncinerate of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEFreeze of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEStun of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEConfusion of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEMindShackle of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SELoyaltyShift of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEFear of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEMassDrain of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEWrathOfTheGods of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEElphamesJustice of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SESandStorm of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SEGustOfWind of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SEElectricFury of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEColdSnap of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SESpellBlast of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEForcedFlee of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEBanishment of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEIceOrb of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

instance SESingleSummonZombie of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

instance SESingleSummonWraith of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

instance SESingleSummonDaemon of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

instance SESingleSummonPixie of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

subclass SEEarthquake of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

subclass SESummonZombie of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SESummonWraith of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SESummonUndead of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SESummonNightFriends of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SESummonDaemon of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SESummonPixie of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEPsychicOrb of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SELightDart of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEAcidSphere of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	init()
	dispose()
	changeState()
	fromPacket()
}

subclass SEFireBall of SpecialEffectArea
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	x               = $0
	y               = $0

	changeState()
}

subclass SECrushingBoulder of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

subclass SEDuachsVengeance of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

subclass SEHeadOfDeath of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

subclass SEFlash of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEFlashGrow of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEFlashFade of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SELightning of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

subclass SELightningBolt of SpecialEffectArea
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	x               = $0
	y               = $0

	changeState()
}

subclass SEStoning of SpecialEffectArea
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	x               = $0
	y               = $0

	changeState()
}

subclass SEIceStorm of SpecialEffectArea
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	x               = $0
	y               = $0

	changeState()
}

subclass SEAcidRain of SpecialEffectArea
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	x               = $0
	y               = $0

	changeState()
}

subclass SEGreenCloud of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SERedCloud of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEBlueCloud of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEYellowCloud of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEWhiteCloud of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEPurpleCloud of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEGreenFade of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SERedFade of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEBlueFade of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEYellowFade of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEWhiteFade of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEPurpleFade of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEHeal of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEPurify of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEGreaterHeal of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SECurePoison of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEDrainMagic of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEWhirlwind of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

subclass SEShieldUp of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEShield of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEGreaterShield of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEInvulnerability of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEFireShield of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEColdShield of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SELightningShield of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEPoisonShield of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEAcidShield of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEFireCurse of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEColdCurse of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SELightningCurse of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEPoisonCurse of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEAcidCurse of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEMissileResistance of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEEmpower of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEEnfeeble of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEStealLife of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SENimbility of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEClumsiness of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEImmolation of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEWarpMind of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEDrainLife of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEDeathWish of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SESpark of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEDeathTouch of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEExtension of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SESeeInvisibility of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEShift of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEInvisibility of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEAntiMagicAura of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SERust of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEDefenselessness of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEImprovedInvisibility of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEEnchantItem of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEShieldDown of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEPoof of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	dispose()
	changeState()
}

subclass SEDeathCloud of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	changeState()
}

subclass SEMultiBlade of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
	fromPacket()
}

subclass SEDeathBlade of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleFlameOrb of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	init()
	changeState()
}

subclass SESinglePoisonBolt of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleHoldMonster of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleBerserk of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleSnap of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleBlast of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleFlee of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleBlessing of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleIncinerate of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleFreeze of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleStun of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleConfusion of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleMindShackle of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleLoyaltyShift of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleFear of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleDrain of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleWrath of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleJustice of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleFury of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleBanish of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleRust of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleIceOrb of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleLightDart of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESingleAcidSphere of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SESinglePsychicOrb of SpecialEffectSourceTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	pTarget         = $0
	pHitList        = $0
	pDidHit         = $1

	dispose()
	changeState()
}

subclass SEUnlock of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEEngrave of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SECornucopia of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEDispelMagic of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SERemoveCurse of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEImproveArmor of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEFireGrasp of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEArticGrasp of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEVenomousTouch of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEFlameBlade of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEElectricCharge of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEColdSteel of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEVenom of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEGatherTheFellowship of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEPermanency of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEIndestruction of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEMagicDust of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SESingleFumble of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEMassFumble of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	dispose()
	changeState()
	fromPacket()
}

subclass SEBang of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0
	pColor          = $44		; 68, 'D', mover

	changeState()
	fromPacket()
}

subclass SEBangViolet of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEBangGreen of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEBangYellow of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEBangOrange of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEBangTeal of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEBangBlue of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SESlideCombatant of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0
	pTargetObj      = $0
	pDestX          = $0
	pDestY          = $0
	pScreenX        = $0
	pScreenY        = $0

	changeState()
	fromPacket()
}

subclass SEPoisonCloudTarget of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEPoisonCloudArea of SpecialEffectArea
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	x               = $0
	y               = $0

	changeState()
}

subclass SEFlameTarget of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

subclass SEFlameArea of SpecialEffectArea
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	x               = $0
	y               = $0

	changeState()
}

subclass SESummon of SpecialEffectArea
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pSource         = $0
	x               = $0
	y               = $0

	changeState()
}

subclass SELevitate of SpecialEffectTarget
{
	scratch         = $0
	pModule         = $ffff		; -1
	pLine           = $ffff		; -1
	client          = $0
	state           = $ffff		; -1
	start           = $0
	timer           = $0
	cycles          = $0
	seconds         = $0
	lastSeconds     = $0
	ticks           = $0
	lastTicks       = $0
	register        = $0
	script          = $0
	caller          = $0
	next            = $0
	number          = $0
	pRoom           = $0
	pWhoToCue       = $0
	pActor          = $0
	pActor2         = $0
	pTarget         = $0
	pHitList        = $0

	changeState()
}

string_70f4	= "SpellList"
string_70fe	= "FavoriteSpells"
string_710d	= "SorcerySpells"
string_711b	= "ElementalismSpells"
string_712e	= "MysticismSpells"
string_713e	= "ThaumaturgySpells"
string_7150	= "NecromancySpells"
string_7161	= "WASpellScript"
string_716f	= "You do not have any spell slots to cast that spell with."
string_71a8	= "You can't cast the spell from here."
string_71cc	= "You cannot cast that spell because you\n" \
		  "are confused or out of mana. (code = %d)"
string_721c	= "WANetSpellScript"
string_722d	= "Spell"
string_7233	= "WriteFavoriteSpells"
string_7247	= "LoadFavoriteSpells"
string_725a	= "WACastBeginScript"
string_726c	= "WACastEndScript"
string_727c	= "SpellNet"
string_7285	= "Home"
string_728a	= "SHome"
string_7290	= "Kill Star"
string_729a	= "SKillStar"
string_72a4	= "Unlock"
string_72ab	= "SUnlock"
string_72b3	= "Dispel Magic"
string_72c0	= "SDispelMagic"
string_72cd	= "Engrave"
string_72d5	= "SEngrave"
string_72de	= "Engrave an Item"
string_72ee	= "Enter the name that you want to engrave that object with:"
string_7328	= "ta"
string_732b	= "EngraveNet"
string_7336	= "Multiblade"
string_7341	= "SMultiBlade"
string_734d	= "Gather The Fellowship"
string_7363	= "SGatherTheFellowship"
string_7378	= "Cornucopia"
string_7383	= "SCornucopia"
string_738f	= "Cloud Of Fog"
string_739c	= "SCloudOfFog"
string_73a8	= "Improve Armor"
string_73b6	= "SImproveArmor"
string_73c4	= "Teleport"
string_73cd	= "STeleport"
string_73d7	= "TeleportNet"
string_73e3	= "Extension"
string_73ed	= "SExtension"
string_73f8	= "Invisibility - See"
string_740b	= "SSeeInvisibility"
string_741c	= "Shift"
string_7422	= "SShift"
string_7429	= "Invisibility"
string_7436	= "SInvisibility"
string_7444	= "Teleport - Combat"
string_7456	= "SCombatTeleport"
string_7466	= "Teleport - Group"
string_7477	= "STeleportGroup"
string_7486	= "Permanency"
string_7491	= "SPermanency"
string_749d	= "Rust"
string_74a2	= "SRust"
string_74a8	= "Defenselessness"
string_74b8	= "SWraithForm"
string_74c4	= "Invisibility - Improved"
string_74dc	= "SImprovedInvisibility"
string_74f2	= "Enchant Item"
string_74ff	= "SEnchantItem"
string_750c	= "Mass Rust"
string_7516	= "SMassRust"
string_7520	= "Elphame's Justice"
string_7532	= "SElphamesJustice"
string_7543	= "Fire Grasp"
string_754e	= "SFireGrasp"
string_7559	= "Flame Orb"
string_7563	= "SFlameOrb"
string_756d	= "Arctic Grasp"
string_757a	= "SArticGrasp"
string_7586	= "Ice Orb"
string_758e	= "SIceOrb"
string_7596	= "Earth Spike"
string_75a2	= "SEarthSpike"
string_75ae	= "Incinerate"
string_75b9	= "SIncinerate"
string_75c5	= "Gust of Wind"
string_75d2	= "SGustOfWind"
string_75de	= "Immolation"
string_75e9	= "SImmolation"
string_75f5	= "Dancing Flame"
string_7603	= "SDancingFlame"
string_7611	= "Flame Blade"
string_761d	= "SFlameBlade"
string_7629	= "Electric Charge"
string_7639	= "SArticCharge"
string_7646	= "Cold Steel"
string_7651	= "SColdSteel"
string_765c	= "Sandstorm"
string_7666	= "SSandstorm"
string_7671	= "Spark"
string_7677	= "SSpark"
string_767e	= "Ice Storm"
string_7688	= "SIceStorm"
string_7692	= "Freezing Wind"
string_76a0	= "SFreezingWind"
string_76ae	= "Hurricane"
string_76b8	= "SHurricane"
string_76c3	= "Crawling Charge"
string_76d3	= "SCrawlingCharge"
string_76e3	= "Stoning"
string_76eb	= "SStoning"
string_76f4	= "Fireball"
string_76fd	= "SFireball"
string_7707	= "Lightning Bolt"
string_7716	= "SLightningBolt"
string_7725	= "Freeze"
string_772c	= "SFreeze"
string_7734	= "Crushing Boulder"
string_7745	= "SCrushingBoulder"
string_7756	= "Head Of Death"
string_7764	= "SHeadOfDeath"
string_7771	= "Summon Ratling"
string_7780	= "SSummonRatling"
string_778f	= "Summon Bat"
string_779a	= "SSummonBat"
string_77a5	= "Summon Fenris"
string_77b3	= "SSummonFenris"
string_77c1	= "Summon Imp"
string_77cc	= "SSummonImp"
string_77d7	= "Summon Ogre"
string_77e3	= "SSummonOgre"
string_77ef	= "Summon Troll"
string_77fc	= "SSummonTroll"
string_7809	= "Summon Seraph"
string_7817	= "SSummonSeraph"
string_7825	= "Identify - Greater"
string_7838	= "SGreaterIdentify"
string_7849	= "Summon Monster I"
string_785a	= "SMonsterSummoningI"
string_786d	= "Summon Monster II"
string_787f	= "SMonsterSummoningII"
string_7893	= "Summon Monster III"
string_78a6	= "SMonsterSummoningIII"
string_78bb	= "Electric Fury"
string_78c9	= "SElectricFury"
string_78d7	= "Cold Snap"
string_78e1	= "SColdSnap"
string_78eb	= "Earthquake"
string_78f6	= "SEarthquake"
string_7902	= "Despothes' Wrath"
string_7913	= "SDespothesWrath"
string_7923	= "Hold Monster"
string_7930	= "SHoldMonster"
string_793d	= "Fumble"
string_7944	= "SFumble"
string_794c	= "Psychic Orb"
string_7958	= "SPsychicOrb"
string_7964	= "Confusion"
string_796e	= "SConfusion"
string_7979	= "Mind Shackle"
string_7986	= "SMindShackle"
string_7993	= "Identify"
string_799c	= "SIdentify"
string_79a6	= "Berserk"
string_79ae	= "SBerserk"
string_79b7	= "Stun"
string_79bc	= "SStun"
string_79c2	= "Loyalty Shift"
string_79d0	= "SLoyaltyShift"
string_79de	= "Warp Mind"
string_79e8	= "SWarpMind"
string_79f2	= "Etherealize"
string_79fe	= "SEtherealize"
string_7a0b	= "Spell Blast"
string_7a17	= "SSpellBlast"
string_7a23	= "Mass Hold"
string_7a2d	= "SMassHold"
string_7a37	= "Mass Fumble"
string_7a43	= "SMassFumble"
string_7a4f	= "Fear"
string_7a54	= "SFear"
string_7a5a	= "Iron Chains"
string_7a66	= "SIronChains"
string_7a72	= "Mass Berserk"
string_7a7f	= "SMassBerserk"
string_7a8c	= "Mass Stun"
string_7a96	= "SMassStun"
string_7aa0	= "Mass Loyalty Shift"
string_7ab3	= "SMassLoyaltyShift"
string_7ac5	= "Mabon's Forced Flee"
string_7ad9	= "SMabonsForcedFlee"
string_7aeb	= "Forget"
string_7af2	= "SForget"
string_7afa	= "Illusionary Foe"
string_7b0a	= "SIllusionaryFoe"
string_7b1a	= "Anti-Magic Aura"
string_7b2a	= "SAntiMagicAura"
string_7b39	= "Light Dart"
string_7b44	= "SLightDart"
string_7b4f	= "Nimbility"
string_7b59	= "SNimbility"
string_7b64	= "Empower"
string_7b6c	= "SEmpower"
string_7b75	= "Missile Resistance"
string_7b88	= "SMissileResistance"
string_7b9b	= "Heal"
string_7ba0	= "SHeal"
string_7ba6	= "Summon Pixie"
string_7bb3	= "SSummonPixie"
string_7bc0	= "Purify"
string_7bc7	= "SPurify"
string_7bcf	= "Cure Poison"
string_7bdb	= "SCurePoison"
string_7be7	= "Heal - Greater"
string_7bf6	= "SGreaterHeal"
string_7c03	= "Curse - Remove"
string_7c12	= "SRemoveCurse"
string_7c1f	= "Summon Faery"
string_7c2c	= "SSummonFaery"
string_7c39	= "Shield"
string_7c40	= "SShield"
string_7c48	= "Shield - Greater"
string_7c59	= "SGreaterShield"
string_7c68	= "Wrath of the Gods"
string_7c7a	= "SWrathOfTheGods"
string_7c8a	= "Shield - Fire"
string_7c98	= "SFireShield"
string_7ca4	= "Shield - Cold"
string_7cb2	= "SColdShield"
string_7cbe	= "Shield - Lightning"
string_7cd1	= "SLightningShield"
string_7ce2	= "Shield - Poison"
string_7cf2	= "SPoisonShield"
string_7d00	= "Shield - Acid"
string_7d0e	= "SAcidShield"
string_7d1a	= "Summon Nymph"
string_7d27	= "SSummonNymph"
string_7d34	= "Regeneration"
string_7d41	= "SRegeneration"
string_7d4f	= "Indestruction"
string_7d5d	= "SIndestruction"
string_7d6c	= "Invulnerability"
string_7d7c	= "SInvulnerability"
string_7d8d	= "Enid's Blessing"
string_7d9d	= "SEnidsBlessing"
string_7dac	= "Banishment"
string_7db7	= "SBanishment"
string_7dc3	= "Summon Faery Queen"
string_7dd6	= "SSummonFaeryQueen"
string_7de8	= "Acid Sphere"
string_7df4	= "SAcidSphere"
string_7e00	= "Venomous Touch"
string_7e0f	= "SVenomousTouch"
string_7e1e	= "Curse of Clumsiness"
string_7e32	= "SCurseOfClumsiness"
string_7e45	= "Poison Bolt"
string_7e51	= "SPoisonBolt"
string_7e5d	= "Enfeeble"
string_7e66	= "SEnfeeble"
string_7e70	= "Drain Life"
string_7e7b	= "SDrainLife"
string_7e86	= "Acid Cloud"
string_7e91	= "SAcidCloud"
string_7e9c	= "Summon Zombie"
string_7eaa	= "SSummonZombie"
string_7eb8	= "Venom"
string_7ebe	= "SVenom"
string_7ec5	= "Summon Undead"
string_7ed3	= "SSummonUndead"
string_7ee1	= "Acid Rain"
string_7eeb	= "SAcidRain"
string_7ef5	= "Curse - Poison"
string_7f04	= "SPoisonCurse"
string_7f11	= "Curse - Acid"
string_7f1e	= "SAcidCurse"
string_7f29	= "Curse - Fire"
string_7f36	= "SFireCurse"
string_7f41	= "Curse - Cold"
string_7f4e	= "SColdCurse"
string_7f59	= "Curse - Electric"
string_7f6a	= "SElectricCurse"
string_7f79	= "Night Friends"
string_7f87	= "SNightFriends"
string_7f95	= "Steal Life"
string_7fa0	= "SStealLife"
string_7fab	= "Summon Doppelganger"
string_7fbf	= "SSummonDoppelganger"
string_7fd3	= "Death Touch"
string_7fdf	= "SDeathTouch"
string_7feb	= "Banish"
string_7ff2	= "SBanish"
string_7ffa	= "Shadow Warrior"
string_8009	= "SShadowWarrior"
string_8018	= "Summon Daemon"
string_8026	= "SSummonDaemon"
string_8034	= "Duach's Vengeance"
string_8046	= "SDuachsVengeance"
string_8057	= "Death Wish"
string_8062	= "SDeathWish"
string_806d	= "Mass Drain"
string_8078	= "SMassDrain"
string_8083	= "Cancel"
string_808a	= "SCancel"
string_8092	= "ViewButton"
string_809d	= "favoriteSelector"
string_80ae	= "spellSelector"
string_80bc	= "spellShadowText"
string_80cc	= "categoryShadowText"
string_80df	= "SpellButton"
string_80eb	= "<< Add"
string_80f2	= "favoritesAddBtn"
string_8102	= "Remove"
string_8109	= "favoritesDelBtn"
string_8119	= "Cast Spell"
string_8124	= "castBtn"
string_812c	= "spellCancelBtn"
string_813b	= "Sorcery"
string_8143	= "sorceryBtn"
string_814e	= "Elementalism"
string_815b	= "elementalismBtn"
string_816b	= "Mysticism"
string_8175	= "mysticismBtn"
string_8182	= "Thaumaturgy"
string_818e	= "thaumaturgyBtn"
string_819d	= "Necromancy"
string_81a8	= "necromancyBtn"
string_81b6	= "Favorites"
string_81c0	= "Choose A Spell"
string_81cf	= "SpellDialog"
string_81db	= "HandleSpellInput"
string_81ec	= "Strike"
string_81f3	= "Miss"
string_81f8	= "StrikeGround"
string_8205	= "MagicActor cycler is gone but not disposing!"
string_8232	= "MagicActor stopAction called!"
string_8250	= "MagicActor"
string_825b	= "SpecialEffect"
string_8269	= "SpecialEffectTarget"
string_827d	= "SpecialEffectSourceTarget"
string_8297	= "SpecialEffectArea"
string_82a9	= "SoundEffect"
string_82b5	= "SEMusic"
string_82bd	= "SESound"
string_82c5	= "spell21.wav"
string_82d1	= "SEFlameOrb"
string_82dc	= "spell24.wav"
string_82e8	= "SEPoisonBolt"
string_82f5	= "spell19.wav"
string_8301	= "SEHoldMonster"
string_830f	= "SEBerserk"
string_8319	= "spell13.wav"
string_8325	= "SEEnidsBlessing"
string_8335	= "spell18.wav"
string_8341	= "SEIncinerate"
string_834e	= "spell1.wav"
string_8359	= "SEFreeze"
string_8362	= "spell2.wav"
string_836d	= "SEStun"
string_8374	= "spell20.wav"
string_8380	= "SEConfusion"
string_838c	= "spell23.wav"
string_8398	= "SEMindShackle"
string_83a6	= "spell3.wav"
string_83b1	= "SELoyaltyShift"
string_83c0	= "spell14.wav"
string_83cc	= "SEFear"
string_83d3	= "SEMassDrain"
string_83df	= "spell17.wav"
string_83eb	= "SEWrathOfTheGods"
string_83fc	= "spell8.wav"
string_8407	= "SEElphamesJustice"
string_8419	= "whirlwin.wav"
string_8426	= "SESandStorm"
string_8432	= "SEGustOfWind"
string_843f	= "spell4.wav"
string_844a	= "SEElectricFury"
string_8459	= "spell9.wav"
string_8464	= "SEColdSnap"
string_846f	= "SESpellBlast"
string_847c	= "SEForcedFlee"
string_8489	= "SEBanishment"
string_8496	= "SEIceOrb"
string_849f	= "SESingleSummonZombie"
string_84b4	= "SESingleSummonWraith"
string_84c9	= "SESingleSummonDaemon"
string_84de	= "SESingleSummonPixie"
string_84f2	= "earthq.wav"
string_84fd	= "SEEarthquake"
string_850a	= "spell10.wav"
string_8516	= "SESummonZombie"
string_8525	= "SESummonWraith"
string_8534	= "SESummonUndead"
string_8543	= "SESummonNightFriends"
string_8558	= "SESummonDaemon"
string_8567	= "spell16.wav"
string_8573	= "SESummonPixie"
string_8581	= "spell22.wav"
string_858d	= "SEPsychicOrb"
string_859a	= "spell5.wav"
string_85a5	= "SELightDart"
string_85b1	= "spell12.wav"
string_85bd	= "SEAcidSphere"
string_85ca	= "bam3.wav"
string_85d3	= "boom2.wav"
string_85dd	= "SEFireBall"
string_85e8	= "bam7.wav"
string_85f1	= "SECrushingBoulder"
string_8603	= "SEDuachsVengeance"
string_8615	= "SEHeadOfDeath"
string_8623	= "magic.wav"
string_862d	= "SEFlash"
string_8635	= "SEFlashGrow"
string_8641	= "SEFlashFade"
string_864d	= "thunder.wav"
string_8659	= "SELightning"
string_8665	= "SELightningBolt"
string_8675	= "SEStoning"
string_867f	= "blizzard.wav"
string_868c	= "SEIceStorm"
string_8697	= "SEAcidRain"
string_86a2	= "cstcloud.wav"
string_86af	= "SEGreenCloud"
string_86bc	= "SERedCloud"
string_86c7	= "SEBlueCloud"
string_86d3	= "SEYellowCloud"
string_86e1	= "SEWhiteCloud"
string_86ee	= "enchant.wav"
string_86fa	= "SEPurpleCloud"
string_8708	= "SEGreenFade"
string_8714	= "SERedFade"
string_871e	= "SEBlueFade"
string_8729	= "SEYellowFade"
string_8736	= "SEWhiteFade"
string_8742	= "SEPurpleFade"
string_874f	= "spell11.wav"
string_875b	= "SEHeal"
string_8762	= "SEPurify"
string_876b	= "SEGreaterHeal"
string_8779	= "SECurePoison"
string_8786	= "SEDrainMagic"
string_8793	= "SEWhirlwind"
string_879f	= "SEShieldUp"
string_87aa	= "SEShield"
string_87b3	= "SEGreaterShield"
string_87c3	= "SEInvulnerability"
string_87d5	= "SEFireShield"
string_87e2	= "SEColdShield"
string_87ef	= "SELightningShield"
string_8801	= "SEPoisonShield"
string_8810	= "SEAcidShield"
string_881d	= "SEFireCurse"
string_8829	= "SEColdCurse"
string_8835	= "SELightningCurse"
string_8846	= "SEPoisonCurse"
string_8854	= "SEAcidCurse"
string_8860	= "SEMissileResistance"
string_8874	= "SEEmpower"
string_887e	= "SEEnfeeble"
string_8889	= "SEStealLife"
string_8895	= "SENimbility"
string_88a1	= "SEClumsiness"
string_88ae	= "SEImmolation"
string_88bb	= "spell15.wav"
string_88c7	= "SEWarpMind"
string_88d2	= "SEDrainLife"
string_88de	= "SEDeathWish"
string_88ea	= "SESpark"
string_88f2	= "spell7.wav"
string_88fd	= "SEDeathTouch"
string_890a	= "SEExtension"
string_8916	= "SESeeInvisibility"
string_8928	= "SEShift"
string_8930	= "SEInvisibility"
string_893f	= "SEAntiMagicAura"
string_894f	= "SERust"
string_8956	= "SEDefenselessness"
string_8968	= "SEImprovedInvisibility"
string_897f	= "SEEnchantItem"
string_898d	= "SEShieldDown"
string_899a	= "SEPoof"
string_89a1	= "SEDeathCloud"
string_89ae	= "SEMultiBlade"
string_89bb	= "thud3.wav"
string_89c5	= "SEDeathBlade"
string_89d2	= "SESingleFlameOrb"
string_89e3	= "bam5.wav"
string_89ec	= "SESinglePoisonBolt"
string_89ff	= "SESingleHoldMonster"
string_8a13	= "SESingleBerserk"
string_8a23	= "SESingleSnap"
string_8a30	= "SESingleBlast"
string_8a3e	= "SESingleFlee"
string_8a4b	= "SESingleBlessing"
string_8a5c	= "SESingleIncinerate"
string_8a6f	= "SESingleFreeze"
string_8a7e	= "SESingleStun"
string_8a8b	= "SESingleConfusion"
string_8a9d	= "SESingleMindShackle"
string_8ab1	= "SESingleLoyaltyShift"
string_8ac6	= "SESingleFear"
string_8ad3	= "SESingleDrain"
string_8ae1	= "SESingleWrath"
string_8aef	= "SESingleJustice"
string_8aff	= "SESingleFury"
string_8b0c	= "SESingleBanish"
string_8b1b	= "SESingleRust"
string_8b28	= "SESingleIceOrb"
string_8b37	= "SESingleLightDart"
string_8b49	= "SESingleAcidSphere"
string_8b5c	= "SESinglePsychicOrb"
string_8b6f	= "SEUnlock"
string_8b78	= "SEEngrave"
string_8b82	= "SECornucopia"
string_8b8f	= "SEDispelMagic"
string_8b9d	= "SERemoveCurse"
string_8bab	= "SEImproveArmor"
string_8bba	= "SEFireGrasp"
string_8bc6	= "SEArticGrasp"
string_8bd3	= "SEVenomousTouch"
string_8be3	= "SEFlameBlade"
string_8bf0	= "SEElectricCharge"
string_8c01	= "SEColdSteel"
string_8c0d	= "SEVenom"
string_8c15	= "SEGatherTheFellowship"
string_8c2b	= "SEPermanency"
string_8c38	= "SEIndestruction"
string_8c48	= "SEMagicDust"
string_8c54	= "SESingleFumble"
string_8c63	= "SEMassFumble"
string_8c70	= "SEBang"
string_8c77	= "SEBangViolet"
string_8c84	= "SEBangGreen"
string_8c90	= "SEBangYellow"
string_8c9d	= "SEBangOrange"
string_8caa	= "SEBangTeal"
string_8cb5	= "SEBangBlue"
string_8cc0	= "SESlideCombatant"
string_8cd1	= "SEPoisonCloudTarget"
string_8ce5	= "SEPoisonCloudArea"
string_8cf7	= "SEFlameTarget"
string_8d05	= "SEFlameArea"
string_8d11	= "SESummon"
string_8d1a	= "SELevitate"

