RealmFiles/Heap/Heap40200.txt

13812 lines
327 KiB
Plaintext

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"