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"