; KeeperFX Magic Configuration file
; file version 0.80

[common]
; Spells are casted by creatures at their position. They can affect the caster or surrounding
; things. They can also generate a shot, which can reach more distant target.
SpellsCount = 30
; Shots are generated by spells to move the place of effect. They can be directed towards a thing
; and even navigated, or just released at some angle in the dungeon with no particular target.
ShotsCount = 33
; Powers are spells which have several levels of strengths and can be casted not only
; by a creature, but also by a keeper
PowerCount = 23
; Specials are rare boxes a player can find, which provide reward of one time use
SpecialsCount = 10

[spell0]
Name = NOSPELL
; Whether the spell can target a thing or not
CastAtThing = 0
ShotModel = NOSHOT
; Self casted spells causes their effect on the caster.
; The first argument is 1 if self casting is enabled, 0 otherwise.
; The 2nd argument provides a sound sample index to be played
; when the spell is self-casted.
SelfCasted = 0 0
; Effect or Effect element that is created as the spell.
EffectModel = 0
; Spell effects the target will be affected by. Powers of 2 for unique effects, add them up to combine.
SpellFlags = 0
; The [power] the spell is taking the stats from
SpellPower = NOPOWER
; Duration of the spell, provided the duration does not come from the linked power
Duration = 0
;Effects or Effect elements (negative numbers) surround the target for the duration of the spell
AuraEffect = 0
; The interface icons
SymbolSprites = 0 0

[spell1]
Name = SPELL_FIREBALL
CastAtThing = 1
ShotModel = SHOT_FIREBALL
Duration = 0
SymbolSprites = 402 402

[spell2]
Name = SPELL_FIREBOMB
CastAtThing = 1
ShotModel = SHOT_FIREBOMB
Duration = 0
SymbolSprites = 404 404

[spell3]
Name = SPELL_FREEZE
CastAtThing = 1
ShotModel = SHOT_FREEZE
Duration = 125
SymbolSprites = 406 406

[spell4]
Name = SPELL_ARMOUR
CastAtThing = 0
ShotModel = NOSHOT
SpellPower = POWER_PROTECT
SpellFlags = 4
Duration = 250
SelfCasted = 1 153
SymbolSprites = 408 408

[spell5]
Name = SPELL_LIGHTNING
CastAtThing = 1
ShotModel = SHOT_LIGHTNING
Duration = 0
SymbolSprites = 410 410

[spell6]
Name = SPELL_REBOUND
CastAtThing = 0
ShotModel = NOSHOT
SpellFlags = 8
Duration = 250
SelfCasted = 1 926
SymbolSprites = 355 412

[spell7]
Name = SPELL_HEAL
CastAtThing = 0
ShotModel = NOSHOT
SpellPower = POWER_HEAL_CREATURE
Duration = 50
AuraEffect = -45
SelfCasted = 1 37
SymbolSprites = 356 414

[spell8]
Name = SPELL_POISON_CLOUD
CastAtThing = 1
ShotModel = SHOT_POISON_CLOUD
Duration = 0
SymbolSprites = 358 416

[spell9]
Name = SPELL_INVISIBILITY
CastAtThing = 0
ShotModel = NOSHOT
SpellPower = POWER_CONCEAL
SpellFlags = 32
Duration = 500
SelfCasted = 1 154
SymbolSprites = 360 418

[spell10]
Name = SPELL_TELEPORT
CastAtThing = 0
ShotModel = NOSHOT
Duration = 20
SelfCasted = 1 0
SymbolSprites = 362 420

[spell11]
Name = SPELL_SPEED
CastAtThing = 0
ShotModel = NOSHOT
SpellPower = POWER_SPEED
SpellFlags = 2
Duration = 500
SelfCasted = 1 38
SymbolSprites = 364 422

[spell12]
Name = SPELL_SLOW
CastAtThing = 1
ShotModel = SHOT_SLOW
SpellFlags = 1
Duration = 500
SymbolSprites = 366 424

[spell13]
Name = SPELL_DRAIN
CastAtThing = 1
ShotModel = SHOT_DRAIN
Duration = 0
SymbolSprites = 432 432

[spell14]
Name = SPELL_FEAR
CastAtThing = 0
ShotModel = NOSHOT
Duration = 0
SelfCasted = 1 0
SymbolSprites = 0 0

[spell15]
Name = SPELL_MISSILE
CastAtThing = 1
ShotModel = SHOT_MISSILE
Duration = 0
SymbolSprites = 368 426

[spell16]
Name = SPELL_NAVI_MISSILE
CastAtThing = 1
ShotModel = SHOT_NAVI_MISSILE
Duration = 0
SymbolSprites = 370 428

[spell17]
Name = SPELL_FLAME_BREATH
CastAtThing = 1
ShotModel = SHOT_FLAME_BREATH
Duration = 0
SymbolSprites = 372 430

[spell18]
Name = SPELL_WIND
CastAtThing = 0
ShotModel = SHOT_WIND
Duration = 0
SymbolSprites = 374 432

[spell19]
Name = SPELL_LIGHT
CastAtThing = 0
ShotModel = NOSHOT
SpellFlags = 128
Duration = 1000
SelfCasted = 1 0
SymbolSprites = 376 434

[spell20]
Name = SPELL_FLIGHT
CastAtThing = 0
ShotModel = NOSHOT
SpellFlags = 16
Duration = 750
SelfCasted = 1 953
SymbolSprites = 378 436

[spell21]
Name = SPELL_SIGHT
CastAtThing = 0
ShotModel = NOSHOT
SpellPower = POWER_SIGHT
SpellFlags = 64
Duration = 500
SelfCasted = 1 923
SymbolSprites = 380 438

[spell22]
Name = SPELL_GRENADE
CastAtThing = 0
ShotModel = SHOT_GRENADE
Duration = 0
SymbolSprites = 382 440

[spell23]
Name = SPELL_HAILSTORM
CastAtThing = 1
ShotModel = SHOT_HAILSTORM
Duration = 0
SymbolSprites = 384 442

[spell24]
Name = SPELL_WORD_OF_POWER
CastAtThing = 0
ShotModel = SHOT_WORD_OF_POWER
EffectModel = EFFECT_WORD_OF_POWER
Duration = 0
SymbolSprites = 386 444

[spell25]
Name = SPELL_CRAZY_GAS
CastAtThing = 0
ShotModel = NOSHOT
Duration = 300
SymbolSprites = 388 446

[spell26]
Name = SPELL_DISEASE
CastAtThing = 1
ShotModel = SHOT_DISEASE
SpellPower = POWER_DISEASE
SpellFlags = 256
Duration = 500
SymbolSprites = 310 319

[spell27]
Name = SPELL_CHICKEN
CastAtThing = 1
ShotModel = SHOT_CHICKEN
SpellPower = POWER_CHICKEN
SpellFlags = 512
Duration = 200
SymbolSprites = 306 314

[spell28]
Name = SPELL_TIME_BOMB
CastAtThing = 1
ShotModel = SHOT_TIME_BOMB
SpellPower = POWER_TIME_BOMB
Duration = 200
SymbolSprites = 0 0

[spell29]
Name = SPELL_LIZARD
CastAtThing = 1
ShotModel = SHOT_LIZARD
Duration = 0
SymbolSprites = 382 440

; Now let's get to shot types

[shot0]
Name = NOSHOT
; The animation used for the shot projectile
Animation = 0
; The visual size of the projectile
AnimationSize = 0
; How much you can see through the projectile
AnimationTransparency = 0
; The actual size of the projectile, the hitbox
Size_XY = 0
Size_YZ = 0
; Health of a shot decreases each turn, so is a meter of how long the shot exists
Health = 0
; Direct damage inflicted by the shot when hitting something
Damage = 0
; Type of the damage inflicted. Only Magic damage type does normal damage to Magic doors.
DamageType = None
; Controls which things will be affected by the AreaDamage of the spell (1..8).
;1 - Affect all creatures and all objects
;2 - Affect only creatures 
;3 - Affect not own creatures and objects 
;4 - Affect not own creatures 
;5 - Affect not own creatures which are not protected by Armour spell
;6 - Affect all things 
;7 - Affect only dungeon hearts
;8 - Affect only not own dungeon hearts
HitType = 0
; For shots that can damage surrounding area - range, damage and blow.
; The damage and blow will be at its max only very near to the casting point;
; at distance it will start decaying, until zero is reached at given range.
; Blow is the strength of hit wave which pushes creatures on explosion. Allows negative values.
; Range is in subtiles, damage is in points per turn.
; Note that range and damage are increased with caster exp level.
AreaDamage = 0 0 0
; Spell effect to cast on target.
SpellEffect = 0
Speed = 0
; Shooter will get base Xp multiplied by the ExperienceForHitting from a specific creature
BaseExperienceGain = 0
; Destroys the shot when it hits something
DestroyOnHit = 0
;How quickly a shot speeds up or slows down. Friction, air resistance.
Inertia = 0 0
;Bounces a shot off the wall in a specific angle.
BounceAngle = 0
;Some shots have a maximum range they can hit from (in coords, 256 per subtile)
MaxRange = 0
;The speed by which the projectile falls to the ground. Or how hard it pushes on hit.
FallAcceleration = 0
; If the target gets pushed when hit by the shot. Uses FallAcceleration value to calculate how much.
PushOnHit = 0
; Target hit by the shot have a frozen animation for a few turns
TargetHitstopTurns = 0
; The lighting properties of the shot. Radius, Intensity, Flag
Lighting = 0 0 0
; Sound the unit makes it fires the shot.
FiringSound = 0
; Number of FiringSounds. Default is 1.
FiringSoundVariants = 0
; Sound the shot makes while it exists.
ShotSound = 0
; If there's too many sounds in game, sounds with a low priority do not get played
ShotSoundPriority = 0
Unshaded = 0
SoftLanding = 0
; Effect numbers for two effects on, then two effects around the shot when it detonates.
; Negative numbers for effect elements. On other fields too.
; Shots with area damage explode whenever
; Shots without area damage explode when running out of health, hitting walls or doors, but not when hitting creatures
ExplosionEffects = 0 0 0 0
; Effect around the projectile when it is flying.
VisualEffect = 0
VisualEffectAmount = 0
; If the effect spawns only close around the shot position, or in a large area around it.
VisualEffectSpread = 0
; Effect runs out when shot health counts down. Negative value on health has it start late instead.
VisualEffectHealth = 0
; The effect that the shot creates when it hits [creature/walls/doors/water/lava]
HitCreatureEffect = 0
; The sound the effect makes when the shot hits something. Number of variants. '600 3' means 600, 601 or 602.
HitCreatureSound = 0 0
HitWallEffect = 0
HitWallSound = 0 0
HitDoorEffect = 0
HitDoorSound = 0 0
HitWaterEffect = 0
HitWaterSound = 0 0
HitLavaEffect = 0
HitLavaSound = 0 0
; Works the same as for the other hit effects, but then for digging
DigHitEffect = 0
DigHitSound = 0 0
; If the shot survives impact on hitting these things.
; Values: CREATURE, WALL, DOOR, LAVA, WATER, DIG
WithstandHitAgainst =
; Shots can get several properties:
; ALARMS_UNITS - Draws friendly units to the shot
; BLOCKS_REBIRTH - Creatures killed with this shot cannot rebirth. They can be resurrected.
; BOULDER - Will explode without harming units immune to boulder.
; CAN_COLLIDE - The shot can collide with other shots
; DIGGING - Damages earth and walls.
; DISARMING - Damages traps.
; FIXED_DAMAGE - Does fixed damage value, ignoring caster and target stats.
; GROUP_UP - Causes friendly creatures hit to group up with the caster.
; HIDDEN_PROJECTILE - The created shot animation is not drawn so a custom effect can be used.
; LIFE_DRAIN - Gives caster 50% of damage dealt by ranged shot.
; NAVIGABLE - Flies towards target.
; NO_AIR_DAMAGE - Health is not removed by movement.
; NO_HIT - Cannot hit the target.
; NO_STUN - Will kill units even with imprisonment on.
; REBOUND_IMMUNE - Will pass through Rebound spell.
; SLAPPABLE - Can be slapped.
; STRENGTH_BASED - Damage calculated from creature strength.
; WIND_IMMUNE - Shot can not be blown away
; EXPLODE_FLESH - Creatures killed by the shot are blown to bits
Properties =

[shot1]
Name = SHOT_FIREBALL
Animation = 927
AnimationSize = 128
AnimationTransparency = 1
Size_XY = 128
Size_YZ = 128
Health = 30
Damage = 30
DamageType = Magical
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 190
BaseExperienceGain = 256
PushOnHit = 1
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
Lighting = 7 52 1
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = 1
HitCreatureSound = 137 1
HitWallEffect = 1
HitDoorEffect = 1
HitWaterEffect = 19
HitWaterSound = 36 1

[shot2]
Name = SHOT_FIREBOMB
Animation = 921
AnimationSize = 128
AnimationTransparency = 0
Size_XY = 128
Size_YZ = 128
Health = 40
Damage = 50
DamageType = Magical
HitType = 2
AreaDamage = 6 40 90
SpellEffect = 0
Speed = 256
BaseExperienceGain = 256
PushOnHit = 1
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
Lighting = 10 52 1
FiringSound = 46
ShotSound = 43
Unshaded = 1
ShotSoundPriority = 1
ExplosionEffects = 50 0 0 0
VisualEffect = -1
VisualEffectAmount = 2
VisualEffectSpread = 127
VisualEffectHealth = -3
HitCreatureEffect = 1
HitCreatureSound = 137 1
HitWallEffect = 4
HitDoorEffect = 4
Properties = CAN_COLLIDE EXPLODE_FLESH

[shot3]
Name = SHOT_FREEZE
Animation = 928
AnimationSize = 128
AnimationTransparency = 2
Size_XY = 128
Size_YZ = 128
Health = 40
Damage = 0
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 3
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 48
ShotSound = 49
Unshaded = 1
ShotSoundPriority = 1
HitCreatureSound = 50 1
HitWallEffect = 22
HitDoorEffect = 22
HitWaterEffect = 19
HitWaterSound = 36 1

[shot4]
Name = SHOT_LIGHTNING
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_YZ = 128
Health = 10
Damage = 20
DamageType = Magical
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 256
MaxRange = 5120
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 0
TargetHitstopTurns = 6
Lighting = 10 52 0
FiringSound = 55
ShotSound = 0
ShotSoundPriority = 1
HitCreatureEffect = 1
HitCreatureSound = 137 1
HitWallEffect = 4
HitDoorEffect = 4
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE

[shot5]
Name = SHOT_POISON_CLOUD
Animation = 928
AnimationSize = 128
AnimationTransparency = 2
Size_XY = 128
Size_YZ = 128
Health = 40
Damage = 0
DamageType =
HitType = 2
; Poison gas shot doesn't do area damage; instead,
; it creates an effect which applies the area damage.
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 180
BaseExperienceGain = 256
PushOnHit = 1
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = 13
HitCreatureSound = 137 1
HitWallEffect = 13
HitDoorEffect = 13
HitWaterEffect = 19
HitWaterSound = 36 1

[shot6]
Name = SHOT_NAVI_MISSILE
Animation = 922
AnimationSize = 196
AnimationTransparency = 0
Size_XY = 128
Size_YZ = 128
Health = 40
Damage = 40
DamageType = 
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 200
BaseExperienceGain = 256
PushOnHit = 1
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 0
ShotSound = 53
ShotSoundPriority = 1
Unshaded = 1
ExplosionEffects = 7 0 0 0
HitCreatureEffect = 8
HitCreatureSound = 137 1
HitWallEffect = 8
HitWallSound = 57 1
HitDoorEffect = 8
HitDoorSound = 57 1
HitWaterEffect = 19
HitWaterSound = 36 1
Properties = NAVIGABLE WIND_IMMUNE

[shot7]
Name = SHOT_FLAME_BREATH
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 10
Damage = 3
DamageType = Magical
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 128
MaxRange = 768
BaseExperienceGain = 32
DestroyOnHit = 0
BounceAngle = 0
TargetHitstopTurns = 6
Lighting = 7 52 0
FiringSound = 56
ShotSound = 0
ShotSoundPriority = 1
Properties = REBOUND_IMMUNE NO_STUN HIDDEN_PROJECTILE

[shot8]
Name = SHOT_WIND
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 40
Damage = 0
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 0
TargetHitstopTurns = 6
SoftLanding = 1
FiringSound = 40
ShotSound = 0
ShotSoundPriority = 1
ExplosionEffects = 0 0 0 0
VisualEffect = -12
VisualEffectAmount = 10
VisualEffectSpread = 1023
WithstandHitAgainst = WALL DOOR
Properties = NO_HIT WIND_IMMUNE HIDDEN_PROJECTILE

[shot9]
Name = SHOT_MISSILE
Animation = 922
AnimationSize = 196
AnimationTransparency = 0
Size_XY = 196
Size_YZ = 196
Health = 40
Damage = 20
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 200
BaseExperienceGain = 256
PushOnHit = 1
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 0
ShotSound = 53
ShotSoundPriority = 1
Unshaded = 1
ExplosionEffects = 7 0 0 0
HitCreatureEffect = 8
HitCreatureSound = 137 1
HitWallEffect = 8
HitWallSound = 57 1
HitDoorEffect = 8
HitDoorSound = 57 1
HitWaterEffect = 19
HitWaterSound = 36 1

[shot10]
Name = SHOT_SLOW
Animation = 928
AnimationSize = 128
AnimationTransparency = 2
Size_XY = 128
Size_YZ = 128
Health = 40
Damage = 0
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 12
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 48
ShotSound = 49
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 50 1
HitWaterSound = 36 1
HitWaterEffect = 19
Properties = WIND_IMMUNE

[shot11]
Name = SHOT_GRENADE
Animation = 924
AnimationSize = 196
AnimationTransparency = 0
Size_XY = 196
Size_YZ = 196
Health = 40
Damage = 0
DamageType =
; Grenade shots can affect objects, ie. gold pots
HitType = 1
AreaDamage = 8 180 255
SpellEffect = 0
Speed = 128
BaseExperienceGain = 256
DestroyOnHit = 0
Inertia = 32 0
BounceAngle = 128
FallAcceleration = 8
TargetHitstopTurns = 0
SoftLanding = 1
FiringSound = 0
ShotSound = 54
ShotSoundPriority = 1
ExplosionEffects = 50 9 0 0
HitWaterEffect = 19
HitWaterSound = 36 1
WithstandHitAgainst = WALL DOOR
Properties = NO_HIT CAN_COLLIDE

[shot12]
Name = SHOT_DRAIN
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_YZ = 128
Health = 2
Damage = 20
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 256
MaxRange = 5120
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 0
TargetHitstopTurns = 0
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Properties = REBOUND_IMMUNE WIND_IMMUNE LIFE_DRAIN HIDDEN_PROJECTILE

[shot13]
Name = SHOT_HAILSTORM
Animation = 908
AnimationSize = 96
AnimationTransparency = 2
Size_XY = 48
Size_YZ = 48
Health = 40
Damage = 5
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 220
BaseExperienceGain = 256
PushOnHit = 1
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 0
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWallEffect = 22
HitDoorEffect = 22
HitWaterEffect = 19
HitWaterSound = 36 1

[shot14]
Name = SHOT_ARROW
Animation = 774
AnimationSize = 256
AnimationTransparency = 0
Size_XY = 128
Size_YZ = 128
Health = 40
Damage = 0
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 256
BaseExperienceGain = 256
PushOnHit = 1
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 44
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 137 0
HitWaterEffect = 19
HitWaterSound = 36 1
Properties = STRENGTH_BASED

[shot15]
Name = SHOT_BOULDER
Animation = 861
AnimationSize = 384
AnimationTransparency = 0
Size_XY = 640
Size_YZ = 640
Health = 240
Damage = 5000
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 64
MaxRange = 5120
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 40
FallAcceleration = 8
PushOnHit = 1
TargetHitstopTurns = 0
SoftLanding = 1
FiringSound = 0
ShotSound = 35
ShotSoundPriority = 1
ExplosionEffects = 0 0 26 0
HitCreatureSound = 137 1
HitWallEffect = 25
HitWallSound = 1000 1
HitWaterEffect = 68
HitWaterSound = 36 1
HitLavaEffect = 14
WithstandHitAgainst = WALL DOOR
Properties = SLAPPABLE BOULDER REBOUND_IMMUNE NO_STUN CAN_COLLIDE NO_AIR_DAMAGE WIND_IMMUNE

[shot16]
Name = SHOT_GOD_LIGHTNING
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 6
Damage = 15
DamageType = Magical
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 0
TargetHitstopTurns = 0
FiringSound = 55
ShotSound = 0
ShotSoundPriority = 1
HitCreatureSound = 137 1
WithstandHitAgainst = WALL DOOR
Properties = REBOUND_IMMUNE WIND_IMMUNE NO_STUN HIDDEN_PROJECTILE EXPLODE_FLESH

[shot17]
Name = SHOT_SPIKE
Animation = 892
AnimationSize = 128
AnimationTransparency = 0
Size_XY = 128
Size_YZ = 128
Health = 20
Damage = 5000
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 256
BaseExperienceGain = 256
PushOnHit = 1
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWaterEffect = 19
HitWaterSound = 36 1
WithstandHitAgainst = WALL DOOR
Properties = REBOUND_IMMUNE

[shot18]
Name = SHOT_LIZARD
Animation = 924
AnimationSize = 196
AnimationTransparency = 0
Size_XY = 196
Size_YZ = 196
Health = 40
Damage = 5
DamageType =
; Grenade shots can affect objects, ie. gold pots
HitType = 1
AreaDamage = 4 35 70
SpellEffect = 0
Speed = 95
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 0
BaseExperienceGain = 256
DestroyOnHit = 1
Inertia = 32 0
BounceAngle = 128
FallAcceleration = 8
TargetHitstopTurns = 0
SoftLanding = 1
FiringSound = 0
ShotSound = 54
ShotSoundPriority = 1
ExplosionEffects = 50 9 0 0
HitWaterEffect = 19
HitWaterSound = 36 1
WithstandHitAgainst = WALL DOOR
Properties = NO_HIT

[shot19]
Name = SHOT_ALARM
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 200
Damage = 0
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 90
ShotSoundPriority = 4
WithstandHitAgainst = DOOR WALL
Properties = ALARMS_UNITS HIDDEN_PROJECTILE

[shot20]
Name = SHOT_SOLID_BOULDER
Animation = 861
AnimationSize = 384
AnimationTransparency = 0
Size_XY = 640
Size_YZ = 640
Health = 5000
Damage = 5000
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 64
MaxRange = 5120
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 40
FallAcceleration = 8
PushOnHit = 1
TargetHitstopTurns = 0
SoftLanding = 1
FiringSound = 0
ShotSound = 35
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWaterEffect = 19
HitWaterSound = 36 1
WithstandHitAgainst = DOOR WALL
Properties = SLAPPABLE BOULDER REBOUND_IMMUNE NO_STUN NO_AIR_DAMAGE WIND_IMMUNE

[shot21]
Name = SHOT_SWING_SWORD
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_YZ = 128
Health = 3
Damage = 0
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 256
BaseExperienceGain = 256
PushOnHit = 1
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 26
FiringSoundVariants = 6
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 120 1
HitWallEffect = 49
HitWallSound = 128 3
HitDoorEffect = 49
HitDoorSound = 131 3
HitWaterEffect = 19
HitWaterSound = 36 1
Properties = STRENGTH_BASED REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE

[shot22]
Name = SHOT_SWING_FIST
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_YZ = 128
Health = 3
Damage = 0
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 256
BaseExperienceGain = 256
PushOnHit = 1
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 26
FiringSoundVariants = 6
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 137 1
HitWallEffect = 49
HitWallSound = 138 3
HitDoorEffect = 49
HitDoorSound = 141 3
HitWaterEffect = 19
HitWaterSound = 36 1
Properties = STRENGTH_BASED REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE

[shot23]
Name = SHOT_DIG
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_YZ = 128
Size_XY = 8
Size_YZ = 8
Health = 3
Damage = 1
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 0
TargetHitstopTurns = 0
FiringSound = 26
FiringSoundVariants = 6
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
SoftLanding = 1
HitWallEffect = 49
HitWallSound = 128 3
HitDoorEffect = 49
HitDoorSound = 131 3
HitWaterEffect = 19
HitWaterSound = 36 1
DigHitEffect = 25
DigHitSound = 63 6
Properties = DIGGING NO_HIT WIND_IMMUNE HIDDEN_PROJECTILE

[shot24]
Name = SHOT_LIGHTNING_BALL
Animation = 964
AnimationSize = 196
AnimationTransparency = 3
Size_XY = 196
Size_YZ = 196
Health = 40
Damage = 150
DamageType = Magical
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 0
TargetHitstopTurns = 0
FiringSound = 55
ShotSound = 0
ShotSoundPriority = 3
HitCreatureSound = 137 1
WithstandHitAgainst = WALL DOOR
Properties = REBOUND_IMMUNE WIND_IMMUNE NO_STUN

[shot25]
Name = SHOT_GROUP
Animation = 964
AnimationSize = 196
AnimationTransparency = 3
Size_XY = 196
Size_YZ = 196
Health = 0
Damage = 0
DamageType =
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 0
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWaterEffect = 19
HitWaterSound = 36 1
Properties = REBOUND_IMMUNE WIND_IMMUNE GROUP_UP

[shot26]
Name = SHOT_DISEASE
Animation = 851
AnimationSize = 300
AnimationTransparency = 3
Size_XY = 64
Size_YZ = 64
Health = 50
Damage = 0
DamageType =
HitType = 2
AreaDamage = 0 0 0
PushOnHit = 1
SpellEffect = 26
Speed = 65
BaseExperienceGain = 256
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 0
ShotSound = 25
ShotSoundPriority = 1
VisualEffect = -95
VisualEffectAmount = 1
VisualEffectSpread = 511
HitCreatureSound = 137 1
HitWaterEffect = 19
HitWaterSound = 36 1
Properties = NAVIGABLE REBOUND_IMMUNE

[shot27]
Name = SHOT_CHICKEN
Animation = 929
AnimationSize = 100
AnimationTransparency = 3
Size_XY = 64
Size_YZ = 64
Health = 10
Damage = 0
DamageType =
HitType = 2
AreaDamage = 0 0 0
PushOnHit = 1
SpellEffect = 27
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWaterEffect = 19
HitWaterSound = 36 1

[shot28]
Name = SHOT_TIME_BOMB
Animation = 964
AnimationSize = 196
AnimationTransparency = 3
Size_XY = 128
Size_YZ = 128
Health = 160
Damage = 300
DamageType =
HitType = 2
AreaDamage = 6 160 255
PushOnHit = 1
SpellEffect = 28
Speed = 40
BaseExperienceGain = 256
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWaterEffect = 19
HitWaterSound = 36 1

[shot29]
Name = SHOT_TRAP_LIGHTNING
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 64
Damage = 16
DamageType =
HitType = 4
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
BounceAngle = 0
TargetHitstopTurns = 6
Lighting = 10 52 0
FiringSound = 55
ShotSound = 157
ShotSoundPriority = 1
HitCreatureSound = 137 1
WithstandHitAgainst = WALL DOOR
Properties = REBOUND_IMMUNE NO_STUN WIND_IMMUNE HIDDEN_PROJECTILE

[shot30]
Name = SHOT_WORD_OF_POWER
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 1
Damage = 0
DamageType = Magical
HitType = 3
AreaDamage = 5 150 128
SpellEffect = 0
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 6
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = REBOUND_IMMUNE NO_HIT

[shot31]
Name = SHOT_TRAP_WORD_OF_POWER
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 1
Damage = 0
DamageType = Magical
HitType = 2
AreaDamage = 8 150 512
SpellEffect = 0
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 6
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = REBOUND_IMMUNE NO_HIT NO_STUN

[shot32]
Name = SHOT_TRAP_TNT
Animation = 921
AnimationSize = 600
AnimationTransparency = 0
Health = 1
Damage = 7
DamageType =
HitType = 4
AreaDamage = 9 80 190
SpellEffect = 0
Lighting = 18 156 1
Speed = 0
BounceAngle = 0
FiringSound = 149
ShotSound = 47
ShotSoundPriority = 4
ExplosionEffects = 43 0 50 0
VisualEffect = -1
VisualEffectAmount = 5
VisualEffectSpread = 127
VisualEffectHealth = 6
HitCreatureSound = 137 1
WithstandHitAgainst = WALL DOOR
Properties = REBOUND_IMMUNE NO_HIT NO_STUN WIND_IMMUNE EXPLODE_FLESH

[power0]
; Internal name of the power, used in script and config files
Name = NOPOWER
; Language-specific name of the item, as index in translation strings file
NameTextID = 201
; Language-specific description of the item, shown as tooltip
TooltipTextID = 201
; Sprite with big size and medium size icon of the item
SymbolSprites = 0 0
; Sprite for mouse, used when placing the item
PointerSprites = 0
; Position of the item in manufacture panel; 0 - not there, 1-15 - place in 4x4 grid
PanelTabIndex = 0
; Sound sample played when selecting the power
SoundSamples = 0
; Sound sample played when casting the power
SoundPlayed = 0
; Power strength at each overload level
Power = 0   0   0   0   0   0   0   0   0
; Power cost at each overload level
Cost =  0   0   0   0   0   0   0   0   0
; How long the power remains in effect in game turns
Duration = 0
; How long after the power is used the player has to wait to cast again. Only for powers that need a delay
Cooldown = 0
; Where the power can be casted. Some map-related options are:
; UNREVEALED - normally powers can be casted only on terrain revealed by player; this overrides that restriction
; REVEALED_TEMP - allow casting on temporarily-revealed tiles (ie. by sight of evil)
; CLAIMABLE - don't allow to cast on tiles which can't be claimed (ie. water, lava, rock)
; ALL_TALL - allow casting the spell on all tall terrain types (ie. wall, gold, rock)
; NEUTRL_TALL - allow casting the spell on tall terrain types owned by neutral player, including unowned
; OWNED_TALL - allow casting the spell on tall terrain types owned by casting player
; ALLIED_TALL - allow casting the spell on tall terrain types owned by allied players
; ENEMY_TALL - allow casting the spell on tall terrain types owned by enemy players
; ALL_GROUND - allow casting the spell on all ground-level terrain types (ie. path, water, lava, claimed ground)
; UNCLMD_GROUND - allow casting the spell on natural ground-level terrain types (path, water, lava)
; NEUTRL_GROUND - allow casting the spell on constructed ground-level terrain types owned by neutral player (claimed ground, rooms)
; OWNED_GROUND - allow casting the spell on constructed ground-level terrain types owned by casting player
; ALLIED_GROUND - allow casting the spell on constructed ground-level terrain types owned by allied players
; ENEMY_GROUND - allow casting the spell on constructed ground-level terrain types owned by enemy players
; ANYWHERE - allow casting the spell on any revealed area; this overrides all map-related options other than UNREVEALED and REVEALED_TEMP
; Besides map-related options, there are thing-related ones. If at least one thing-related
; option is present, then spell can only be casted if both map-related and thing-related conditions
; are met, unless an additional option is present:
; THING_OR_MAP - makes it that only one of map-related and thing-related condition groups has to be met
; Some of thing-related conditions are:
; CUSTODY_CRTRS - allow casting on creatures being held in custody
; OWNED_CRTRS - allow casting on players own creatures
; ALLIED_CRTRS - allow casting on creatures belonging to allied players
; ENEMY_CRTRS - allow casting on creatures owned by enemy players
; BOUND_CRTRS - allow casting on creatures being affected by Armageddon and Teleport; but also those
;     who are dragging, leaving or being sacrificed; allowing this may have bad side effects
; ONLY_DIGGERS - can only be cast on special diggers
; NO_DIGGERS   - can only be cast on creatures that are not special diggers
; miscellaneous:
; NEEDS_DELAY - Can't be cast while casting powers is on cooldown.
Castability =
; Artifact object which represents the power - usually spellbook
Artifact = NULL
; Property flags of the power
Properties = 
; Player state change when power icon is clicked
PlayerState = PLAYER_STATE_NONE
; Power which aggregates the current power; if set to existing power, makes current power part of a cast
ParentPower = NOPOWER
; Functions used to implement the power
Functions = do_not_expand

[power1]
Name = POWER_HAND
NameTextID = 961
TooltipTextID = 201
SymbolSprites = 0 0
PointerSprites = 0
PanelTabIndex = 0
SoundSamples = 0
SoundPlayed = 0
Power = 0   0   0   0   0   0   0   0   0
Cost =  0   0   0   0   0   0   0   0   0
Duration = 0
Castability = ANYWHERE OWNED_CRTRS CUSTODY_CRTRS ALL_FOOD ALL_GOLD
Artifact = SPELLBOOK_HOE
Properties = INSTINCTIVE
PlayerState = PLAYER_STATE_NONE
ParentPower = NOPOWER
Functions = do_not_expand

[power2]
Name = POWER_IMP
NameTextID = 631
TooltipTextID = 648
SymbolSprites = 95 118
PointerSprites = 5
PanelTabIndex = 2
SoundSamples = 831
SoundPlayed = 0
Power =  0   0   0   0   0   0   0   0   0
Cost = 300 300 300 300 300 300 300 300 300
Duration = 0
Castability = OWNED_GROUND
Artifact = SPELLBOOK_IMP
Properties = 
PlayerState = PLAYER_STATE_CREATEDIGGER
ParentPower = NOPOWER
Functions = do_not_expand

[power3]
Name = POWER_OBEY
NameTextID = 636
TooltipTextID = 653
SymbolSprites = 394 452
PointerSprites = 0
PanelTabIndex = 5
SoundSamples = 834
SoundPlayed = 58
Power = 0   0   0   0   0   0   0   0   0
Cost = 25   0   0   0   0   0   0   0   0
Duration = 18
Castability = ALL_GROUND OWNED_CRTRS BOUND_CRTRS
Artifact = SPELLBOOK_OBEY
Properties = 
PlayerState = PLAYER_STATE_NONE
ParentPower = NOPOWER
Functions = do_not_expand

[power4]
Name = POWER_SLAP
NameTextID = 772
TooltipTextID = 201
SymbolSprites = 0 0
PointerSprites = 0
PanelTabIndex = 0
SoundSamples = 0
Power = 0   0   0   0   0   0   0   0   0
Cost =  0   0   0   0   0   0   0   0   0
Duration = 500
Castability = ALL_GROUND OWNED_CRTRS CUSTODY_CRTRS OWNED_FOOD OWNED_BOULDERS BOUND_CRTRS
Artifact = SPELLBOOK_SLAP
Properties = INSTINCTIVE
PlayerState = PLAYER_STATE_NONE
ParentPower = NOPOWER
Functions = do_not_expand
SoundPlayed = 75

[power5]
Name = POWER_SIGHT
NameTextID = 632
TooltipTextID = 649
SymbolSprites = 85 108
PointerSprites = 12
PanelTabIndex = 3
SoundSamples = 828
SoundPlayed = 51
Power = 576 640 704 768 832 896 960 1024 1088
Cost =   50  60  70  80  90 100 110  120  130
Duration = 0
Castability = ANYWHERE UNREVEALED
Artifact = SPELLBOOK_SOE
Properties = HAS_PROGRESS
PlayerState = PLAYER_STATE_SIGHTOFEVIL
ParentPower = NOPOWER
Functions = sight_of_evil_expand

[power6]
Name = POWER_CALL_TO_ARMS
NameTextID = 633
TooltipTextID = 650
SymbolSprites = 93 116
PointerSprites = 0
PanelTabIndex = 6
SoundSamples = 826
; 870, 84 or 871, and 872 are alternative fanfares
SoundPlayed = 83
Power = 10 15 20 25 30 35 40 45 50
Cost =   1  2  3  4  5  6  7  8  9
Duration = 1
Castability = ALL_GROUND
Artifact = SPELLBOOK_CTA
Properties = HAS_PROGRESS
PlayerState = PLAYER_STATE_CALLTOARMS
ParentPower = NOPOWER
Functions = call_to_arms_expand

[power7]
Name = POWER_CAVE_IN
NameTextID = 635
TooltipTextID = 652
SymbolSprites = 97 120
PointerSprites = 10
PanelTabIndex = 9
SoundSamples = 837
SoundPlayed = 927
Power =  0    5    6    7    8    9   10   11   12
Cost = 1000 1200 1400 1600 1800 2000 2200 2400 2600
Duration = 100
Castability = ALL_GROUND REVEALED_TEMP
Artifact = SPELLBOOK_CAVI
Properties = HAS_PROGRESS
PlayerState = PLAYER_STATE_CAVEIN
ParentPower = NOPOWER
Functions = general_expand

[power8]
Name = POWER_HEAL_CREATURE
NameTextID = 644
TooltipTextID = 661
SymbolSprites = 87 110
PointerSprites = 8
PanelTabIndex = 10
SoundSamples = 829
SoundPlayed = 37
Power = 80 120 160 210 280 360 480  680  950
Cost = 300 400 500 600 700 800 900 1000 1200
Duration = 16
Castability = ALL_GROUND OWNED_CRTRS ALLIED_CRTRS CUSTODY_CRTRS BOUND_CRTRS
Artifact = SPELLBOOK_HEAL
Properties = 
PlayerState = PLAYER_STATE_HEAL
ParentPower = NOPOWER
Functions = general_expand

[power9]
Name = POWER_HOLD_AUDIENCE
NameTextID = 634
TooltipTextID = 651
SymbolSprites = 89 112
PointerSprites = 0
PanelTabIndex = 8
SoundSamples = 830
SoundPlayed = 58
Power =  0  0  0  0  0  0  0  0  0
Cost =1000  0  0  0  0  0  0  0  0
Duration = 0
Castability = ANYWHERE UNREVEALED
Artifact = SPELLBOOK_HLDAUD
Properties = 
PlayerState = PLAYER_STATE_NONE
ParentPower = NOPOWER
Functions = general_expand

[power10]
Name = POWER_LIGHTNING
NameTextID = 640
TooltipTextID = 657
SymbolSprites = 101 124
PointerSprites = 6
PanelTabIndex = 11
SoundSamples = 833
SoundPlayed = 55
Power =  3    4    5    7    9   12   14   16   30
Cost = 600 1200 1300 1700 1800 2000 2200 2400 3000
Duration = 0
Cooldown = 20
Castability = ALL_GROUND REVEALED_TEMP NEEDS_DELAY
Artifact = SPELLBOOK_LIGHTN
Properties = 
PlayerState = PLAYER_STATE_LIGHTNING
ParentPower = NOPOWER
Functions = general_expand

[power11]
Name = POWER_SPEED
NameTextID = 637
TooltipTextID = 654
SymbolSprites = 99 122
PointerSprites = 11
PanelTabIndex = 4
SoundSamples = 838
; 938 is an alternative power speed sound
SoundPlayed = 38
Power = 300 400 500 600 700 800 900 1000 1100
Cost =  100 200 300 400 500 600 700  800 900
Duration = 0
Castability = ALL_GROUND OWNED_CRTRS ALLIED_CRTRS CUSTODY_CRTRS BOUND_CRTRS
Artifact = SPELLBOOK_SPDC
Properties = 
PlayerState = PLAYER_STATE_SPEEDUP
ParentPower = NOPOWER
Functions = general_expand

[power12]
Name = POWER_PROTECT
NameTextID = 638
TooltipTextID = 655
SymbolSprites = 103 126
PointerSprites = 9
PanelTabIndex = 12
SoundSamples = 825
SoundPlayed = 153
Power = 300 400 500 600 700 800 900 1000 1100
Cost =  100 200 300 400 500 600 700  800 900
Duration = 0
Castability = ALL_GROUND OWNED_CRTRS BOUND_CRTRS
Artifact = SPELLBOOK_PROT
Properties = 
PlayerState = PLAYER_STATE_ARMOUR
ParentPower = NOPOWER
Functions = general_expand

[power13]
Name = POWER_CONCEAL
NameTextID = 639
TooltipTextID = 656
SymbolSprites = 105 128
PointerSprites = 1
PanelTabIndex = 7
SoundSamples = 832
SoundPlayed = 154
Power = 300 400 500 600 700 800 900 1000 1100
Cost =  100 200 300 400 500 600 700  800 900
Duration = 0
Castability = ALL_GROUND OWNED_CRTRS BOUND_CRTRS
Artifact = SPELLBOOK_CONCL
Properties = 
PlayerState = PLAYER_STATE_CONCEAL
ParentPower = NOPOWER
Functions = general_expand

[power14]
Name = POWER_DISEASE
NameTextID = 642
TooltipTextID = 659
SymbolSprites = 310 319
PointerSprites = 3
PanelTabIndex = 14
SoundSamples = 835
SoundPlayed = 59
Power = 300  400  500  600  700  800  900 1000 1100
Cost = 7000 7200 7400 7600 7800 8000 8200 8400 9000
Duration = 0
Castability = OWNED_GROUND ALLIED_GROUND ENEMY_CRTRS CUSTODY_CRTRS
Artifact = SPELLBOOK_DISEASE
Properties = 
PlayerState = PLAYER_STATE_CASTDISEASE
ParentPower = NOPOWER
Functions = general_expand

[power15]
Name = POWER_CHICKEN
NameTextID = 641
TooltipTextID = 658
SymbolSprites = 306 314
PointerSprites = 2
PanelTabIndex = 13
SoundSamples = 827
SoundPlayed = 109
Power = 300  350  400  450  500  550  600  650 1000
Cost = 1200 1300 1400 1500 1600 1700 1800 1900 3000
Duration = 10
Castability = OWNED_GROUND ALLIED_GROUND ENEMY_CRTRS CUSTODY_CRTRS
Artifact = SPELLBOOK_CHKN
Properties = 
PlayerState = PLAYER_STATE_TURNCHICKEN
ParentPower = NOPOWER
Functions = general_expand

[power16]
Name = POWER_DESTROY_WALLS
NameTextID = 643
TooltipTextID = 660
SymbolSprites = 308 317
PointerSprites = 4
PanelTabIndex = 16
SoundSamples = 839
SoundPlayed = 73
Power =   0     1     2     3     4     5     6     7     8
Cost =10000 12000 14000 16000 18000 20000 22000 24000 26000
Duration = 0
Castability = ALL_TALL CLAIMABLE
Artifact = SPELLBOOK_DWAL
Properties = 
PlayerState = PLAYER_STATE_DESTROYWALLS
ParentPower = NOPOWER
Functions = general_expand

[power17]
Name = POWER_TIME_BOMB
NameTextID = 645
TooltipTextID = 662
SymbolSprites = 105 128
PointerSprites = 0
PanelTabIndex = 0
SoundSamples = 0
SoundPlayed = 0
Power = 300  400  500  600  700  800  900 1000 1100
Cost = 2000 2100 2200 2300 2400 2500 2600 2700 2800
Duration = 0
Castability = ALL_GROUND REVEALED_TEMP
Artifact = SPELLBOOK_TBMB
Properties = 
PlayerState = PLAYER_STATE_TIMEBOMB
ParentPower = NOPOWER
Functions = do_not_expand

[power18]
Name = POWER_POSSESS
NameTextID = 630
TooltipTextID = 647
SymbolSprites = 91 114
PointerSprites = 7
PanelTabIndex = 1
SoundSamples = 836
SoundPlayed = 39
Power = 0   0   0   0   0   0   0   0   0
Cost =  0   0   0   0   0   0   0   0   0
Duration = 0
Castability = ALL_GROUND OWNED_CRTRS OWNED_FOOD
Artifact = SPELLBOOK_POSS
Properties = 
PlayerState = PLAYER_STATE_CTRLDIRECT
ParentPower = NOPOWER
Functions = do_not_expand

[power19]
Name = POWER_ARMAGEDDON
NameTextID = 646
TooltipTextID = 663
SymbolSprites = 312 321
PointerSprites = 0
PanelTabIndex = 15
SoundSamples = 824
SoundPlayed = 180
Power = 0   0   0   0   0   0   0   0   0
Cost =60000 0   0   0   0   0   0   0   0
Duration = 0
Castability = ANYWHERE UNREVEALED
Artifact = SPELLBOOK_ARMG
Properties = 
PlayerState = PLAYER_STATE_NONE
ParentPower = NOPOWER
Functions = do_not_expand

[power20]
Name = POWER_PICKUP_CREATURE
NameTextID = 961
TooltipTextID = 201
SymbolSprites = 0 0
PointerSprites = 0
PanelTabIndex = 0
SoundSamples = 0
SoundPlayed = 0
Power = 0   0   0   0   0   0   0   0   0
Cost =  0   0   0   0   0   0   0   0   0
Duration = 0
Castability = ANYWHERE OWNED_CRTRS CUSTODY_CRTRS
Artifact = NULL
Properties = INSTINCTIVE
PlayerState = PLAYER_STATE_NONE
ParentPower = POWER_HAND
Functions = do_not_expand

[power21]
Name = POWER_PICKUP_GOLD
NameTextID = 961
TooltipTextID = 201
SymbolSprites = 0 0
PointerSprites = 0
PanelTabIndex = 0
SoundSamples = 0
SoundPlayed = 0
Power = 0   0   0   0   0   0   0   0   0
Cost =  0   0   0   0   0   0   0   0   0
Duration = 0
Castability = OWNED_GROUND UNCLMD_GROUND ALL_GOLD
Artifact = NULL
Properties = INSTINCTIVE
PlayerState = PLAYER_STATE_NONE
ParentPower = POWER_HAND
Functions = do_not_expand

[power22]
Name = POWER_PICKUP_FOOD
NameTextID = 961
TooltipTextID = 201
SymbolSprites = 0 0
PointerSprites = 0
PanelTabIndex = 0
SoundSamples = 0
SoundPlayed = 109
Power = 0   0   0   0   0   0   0   0   0
Cost =  0   0   0   0   0   0   0   0   0
Duration = 0
Castability = ANYWHERE OWNED_FOOD
Artifact = NULL
Properties = INSTINCTIVE
PlayerState = PLAYER_STATE_NONE
ParentPower = POWER_HAND
Functions = do_not_expand

[special0]
; Internal name of the dungeon special, used in script and config files
Name = NOSPECIAL
; Artifact object which represents the special - usually a box with question mark on
Artifact = NULL
TooltipTextID = 201
SpeechPlayed = 77
; Effect or EffectElement(on negative numbers) which shows when the special is used
ActivationEffect = 67

[special1]
Name = SPECIAL_REVEAL_MAP
Artifact = SPECBOX_REVMAP
TooltipTextID = 420
SpeechPlayed = 77
ActivationEffect = 67

[special2]
Name = SPECIAL_RESURRECT_CRTR
Artifact = SPECBOX_RESURCT
TooltipTextID = 421
SpeechPlayed = 78
ActivationEffect = 67

[special3]
Name = SPECIAL_TRANSFER_CRTR
Artifact = SPECBOX_TRANSFR
TooltipTextID = 422
SpeechPlayed = 79
ActivationEffect = 67

[special4]
Name = SPECIAL_STEAL_HERO
Artifact = SPECBOX_STEALHR
TooltipTextID = 423
SpeechPlayed = 81
ActivationEffect = 67

[special5]
Name = SPECIAL_MULTIPLY_CRTRS
Artifact = SPECBOX_MULTPLY
TooltipTextID = 424
SpeechPlayed = 82
ActivationEffect = 67

[special6]
Name = SPECIAL_INCREASE_LEVEL
Artifact = SPECBOX_INCLEV
TooltipTextID = 425
SpeechPlayed = 83
ActivationEffect = 67

[special7]
Name = SPECIAL_MAKE_SAFE
Artifact = SPECBOX_MKSAFE
TooltipTextID = 426
SpeechPlayed = 84
ActivationEffect = 67

[special8]
Name = SPECIAL_HIDDEN_WORLD
Artifact = SPECBOX_HIDNWRL
TooltipTextID = 427
SpeechPlayed = 85
ActivationEffect = 67

[special9]
Name = SPECIAL_CUSTOM
Artifact = SPECBOX_CUSTOM
TooltipTextID = 1005
SpeechPlayed = 0
ActivationEffect = 67