; KeeperFX Magic Configuration file version 1.0.

[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 a more distant target.
SpellsCount = 32
; 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 = 28
; Specials are rare boxes a player can find, which provide reward of one time use.
SpecialsCount = 14

; Spells types.

[spell0]
Name = NOSPELL
; Whether the spell can target a thing or not.
CastAtThing = 0
ShotModel = NOSHOT
; Effect or Effect element that is created as the spell.
EffectModel = 0
; The [power] the spell is taking the stats from.
SpellPower = NOPOWER
; Spell effects the target will be affected by. Powers of 2 for unique effects, add them up to combine.
SpellFlags = 0
; The creature it summons, the experience level and the amount of them. Negative experience levels are relative to summoning creature.
SummonCreature = 0 0 0
; 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
; 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
; The interface icons.
SymbolSprites = 0 0

[spell1]
Name = SPELL_FIREBALL
CastAtThing = 1
ShotModel = SHOT_FIREBALL
Duration = 0
SymbolSprites = 521 402

[spell2]
Name = SPELL_FIREBOMB
CastAtThing = 1
ShotModel = SHOT_FIREBOMB
Duration = 0
SymbolSprites = 525 404

[spell3]
Name = SPELL_FREEZE
CastAtThing = 1
ShotModel = SHOT_FREEZE
SpellPower = POWER_FREEZE
Duration = 125
SymbolSprites = 523 406

[spell4]
Name = SPELL_ARMOUR
CastAtThing = 0
ShotModel = NOSHOT
SpellPower = POWER_PROTECT
SpellFlags = 4
Duration = 250
SelfCasted = 1 153
SymbolSprites = 103 126

[spell5]
Name = SPELL_LIGHTNING
CastAtThing = 1
ShotModel = SHOT_LIGHTNING
Duration = 0
SymbolSprites = 101 124

[spell6]
Name = SPELL_REBOUND
CastAtThing = 0
ShotModel = NOSHOT
SpellPower = POWER_REBOUND
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
SpellPower = POWER_SLOW
SpellFlags = 1
Duration = 500
SymbolSprites = 366 424

[spell13]
Name = SPELL_DRAIN
CastAtThing = 1
ShotModel = SHOT_DRAIN
Duration = 0
SymbolSprites = 519 513

[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 = 1 922
SymbolSprites = 376 434

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

[spell21]
Name = SPELL_SIGHT
CastAtThing = 0
ShotModel = NOSHOT
SpellPower = POWER_VISION
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
SpellFlags = 65536
Duration = 200
SymbolSprites = 554 548

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

[spell30]
Name = SPELL_SUMMON_FAMILIAR
CastAtThing = 0
ShotModel = NOSHOT
SummonCreature = FLY -3 1
; Set duration to 0 to make a regular creature.
Duration = 2000
SelfCasted = 1 25
SymbolSprites = 768 770

[spell31]
Name = SPELL_SUMMON_CREATURE
CastAtThing = 0
ShotModel = NOSHOT
SummonCreature = SKELETON 4 3
; Set duration to 0 to make a regular creature.
Duration = 160
SelfCasted = 1 978
SymbolSprites = 768 770

; Shots 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_Z = 0
; Health of a shot decreases each game turns, so is a meter of how long the shot exists.
Health = 0
; Direct damage inflicted by the shot when hitting something. For STRENGTH_BASED shots it's a percentage not an absolute value.
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.
; For STRENGTH_BASED shots damage is a percentage. 0 or 100 for normal damage, 50 for half, 200 for double damage. 
AreaDamage = 0 0 0
; Spell effect to cast on target.
SpellEffect = 0
Speed = 0
; Some shots have a maximum range they can hit from (in coords, 256 per subtile).
MaxRange = 0
; Shooter will get base exp multiplied by the ExperienceForHitting from a specific creature.
BaseExperienceGain = 0
; If the target gets pushed when hit by the shot. Accepts negative values.
PushOnHit = 0
; Destroys the shot when it hits something.
DestroyOnHit = 0
; Target hit by the shot have a frozen animation for a few game turns.
TargetHitstopTurns = 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
; The speed by which the projectile falls to the ground.
FallAcceleration = 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.
; Without an effect, walls/doors/water/lava does not make a sound. Use effect 49 as a dummy if needed.
HitCreatureSound = 0 0
HitWallEffect = 0
HitWallSound = 0 0
HitDoorEffect = 0
HitDoorSound = 0 0
HitHeartEffect = 0
HitHeartSound = 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
; Effects/Effect elements (name/number) shown when hitting a bleeding creature. Please note the frozen effect takes priority over the bleeding effect.
BleedingEffect = 0
; Effects/Effect elements (name/number) shown when hitting a frozen creature. Please note the frozen effect takes priority over the bleeding effect.
FrozenEffect = 0
; If the shot survives impact on hitting these things: 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.
; PENETRATING - Shot passes through creature to hit those behind. Set DestroyOnHit to 0.
; NEVER_BLOCK - For STRENGTH_BASED shots, has them ignore Defence and Dexterity to aways hit.
Properties = 
; Logic used when firing the shot.
; 0 Default.
; 1 Beam, used for lightning and drain.
; 2 Breathe, used for flame breath.
; 3 Hail, used for Hail storm.
; 4 Lizard.
; 5 Volley, similar to default but it fires multiple shots one by one.
FireLogic = 0
; Logic used after the shot has been fired.
; 0 Default.
; 1 Lightning.
; 2 Wind.
; 3 Grenade.
; 4 GodLightning.
; 5 Lizard.
; 6 GodLightBall.
; 7 TrapTNT.
; 8 TrapLightning.
UpdateLogic = 0
; Effects/Effect elements (name/number) used with FireLogic 1 or 2. SHOT_LIGHTNING_BALL & SHOT_GOD_LIGHTNING also uses it.
EffectModel = 0
; Distance between Effects/Effect elements on FireLogic 1 or 2. Delay between shots on Firelogic 5.
; SHOT_LIGHTNING_BALL & SHOT_GOD_LIGHTNING also uses it.
EffectSpacing = 0
; Quantity of generated Effects/Effect elements on FireLogic 2. And amount of projectiles on FireLogic 3 or 5.
EffectAmount = 0
; How shots are scattered from actual direction horizontally both left and right (in units of angle, 512 is 90 degrees each way, 0 means no scattering).
Spread_XY = 0
; How shots are scattered from actual direction vertically (in units of angle, 512 scatters shots between straight up and straight down, 0 means no scattering).
Spread_Z = 0
; How random shot speeds are.
SpeedDeviation = 0
; Frequency at which the shot explodes while travelling, to be used with 'AreaDamage' and 'ExplosionEffects'.
Periodical = 0

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

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

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

[shot4]
Name = SHOT_LIGHTNING
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 10
Damage = 20
DamageType = Magical
HitType = 2
Speed = 256
MaxRange = 5120
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 6
Lighting = 10 52 0
FiringSound = 55
ShotSound = 0
ShotSoundPriority = 1
HitCreatureEffect = 1
HitCreatureSound = 137 1
HitWallEffect = 4
HitDoorEffect = 4
HitHeartEffect = 1
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
UpdateLogic = 1
EffectModel = EFFECTELEMENT_ELECTRIC_BALL3
EffectSpacing = 96

[shot5]
; Poison Cloud gas shot doesn't do area damage, instead it creates an effect which applies the area damage.
Name = SHOT_POISON_CLOUD
Animation = 928
AnimationSize = 128
AnimationTransparency = 2
Size_XY = 128
Size_Z = 128
Health = 40
Damage = 0
DamageType =
HitType = 2
Speed = 180
BaseExperienceGain = 256
DestroyOnHit = 1
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_Z = 128
Health = 40
Damage = 40
DamageType =
HitType = 2
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 1
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
HitHeartEffect = 8
HitHeartSound = 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
Speed = 128
MaxRange = 768
BaseExperienceGain = 32
DestroyOnHit = 0
TargetHitstopTurns = 6
Lighting = 7 52 0
FiringSound = 56
ShotSound = 0
ShotSoundPriority = 1
Properties = REBOUND_IMMUNE HIDDEN_PROJECTILE NO_STUN
FireLogic = 2
EffectModel = EFFECTELEMENT_BALL_OF_LIGHT
EffectSpacing = 96
EffectAmount = 2

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

[shot9]
Name = SHOT_MISSILE
Animation = 922
AnimationSize = 196
AnimationTransparency = 0
Size_XY = 196
Size_Z = 196
Health = 40
Damage = 20
DamageType =
HitType = 2
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 1
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
HitHeartEffect = 8
HitHeartSound = 57 1
HitWaterEffect = 19
HitWaterSound = 36 1

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

[shot11]
Name = SHOT_GRENADE
Animation = 924
AnimationSize = 196
AnimationTransparency = 0
Size_XY = 196
Size_Z = 196
Health = 40
Damage = 0
DamageType =
; Grenade shot can affect objects, ie. gold pots.
HitType = 1
AreaDamage = 8 180 255
Speed = 128
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 0
Inertia = 32 0
BounceAngle = 128
FallAcceleration = 8
FiringSound = 0
ShotSound = 54
ShotSoundPriority = 1
SoftLanding = 1
ExplosionEffects = 50 9 0 0
HitWaterEffect = 19
HitWaterSound = 36 1
WithstandHitAgainst = WALL DOOR
Properties = NO_HIT CAN_COLLIDE
UpdateLogic = 3

[shot12]
Name = SHOT_DRAIN
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 2
Damage = 20
DamageType =
HitType = 2
Speed = 256
MaxRange = 5120
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Properties = LIFE_DRAIN REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = EFFECTELEMENT_RED_DOT
EffectSpacing = 96

[shot13]
Name = SHOT_HAILSTORM
Animation = 908
AnimationSize = 96
AnimationTransparency = 2
Size_XY = 48
Size_Z = 48
Health = 40
Damage = 5
DamageType =
HitType = 2
Speed = 220
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 0
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWallEffect = 22
HitDoorEffect = 22
HitHeartEffect = 22
HitWaterEffect = 19
HitWaterSound = 36 1
FireLogic = 3
EffectAmount = 32
Spread_XY = 50
Spread_Z = 50

[shot14]
Name = SHOT_ARROW
Animation = 774
AnimationSize = 256
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 40
Damage = 0
DamageType =
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 44
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 137 1
HitHeartEffect = 78
HitHeartSound = 136 1
HitWallEffect = 49
HitWallSound = 138 3
HitDoorEffect = 49
HitDoorSound = 131 3
HitWaterEffect = 19
HitWaterSound = 36 1
BleedingEffect = EFFECT_BLOOD_HIT
FrozenEffect = EFFECT_HIT_FROZEN_UNIT
Properties = STRENGTH_BASED NEVER_BLOCK

[shot15]
Name = SHOT_BOULDER
Animation = 861
AnimationSize = 384
AnimationTransparency = 0
Size_XY = 640
Size_Z = 640
Health = 240
Damage = 5000
DamageType =
HitType = 2
Speed = 64
MaxRange = 5120
BaseExperienceGain = 256
PushOnHit = 8
DestroyOnHit = 0
TargetHitstopTurns = 0
BounceAngle = 40
FallAcceleration = 8
FiringSound = 0
ShotSound = 35
ShotSoundPriority = 1
SoftLanding = 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 CAN_COLLIDE REBOUND_IMMUNE WIND_IMMUNE NO_AIR_DAMAGE NO_STUN

[shot16]
Name = SHOT_GOD_LIGHTNING
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 6
Damage = 15
DamageType = Magical
HitType = 2
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 55
ShotSound = 0
ShotSoundPriority = 1
HitCreatureSound = 137 1
WithstandHitAgainst = WALL DOOR
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE EXPLODE_FLESH NO_STUN
UpdateLogic = 4
EffectModel = EFFECTELEMENT_ELECTRIC_BALL3
EffectSpacing = 256

[shot17]
Name = SHOT_SPIKE
Animation = 892
AnimationSize = 128
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 20
Damage = 5000
DamageType =
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
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_Z = 196
Health = 40
Damage = 5
DamageType =
; Grenade shot can affect objects, ie. gold pots.
HitType = 1
AreaDamage = 4 35 70
Speed = 95
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 0
Inertia = 32 0
BounceAngle = 128
FallAcceleration = 8
FiringSound = 0
ShotSound = 54
ShotSoundPriority = 1
SoftLanding = 1
ExplosionEffects = 50 9 0 0
HitWaterEffect = 19
HitWaterSound = 36 1
WithstandHitAgainst = WALL DOOR
Properties = NO_HIT
FireLogic = 4
UpdateLogic = 5

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

[shot20]
Name = SHOT_SOLID_BOULDER
Animation = 861
AnimationSize = 384
AnimationTransparency = 0
Size_XY = 640
Size_Z = 640
Health = 5000
Damage = 5000
DamageType =
HitType = 2
Speed = 64
MaxRange = 5120
BaseExperienceGain = 256
PushOnHit = 8
DestroyOnHit = 0
TargetHitstopTurns = 0
BounceAngle = 40
FallAcceleration = 8
FiringSound = 0
ShotSound = 35
ShotSoundPriority = 1
SoftLanding = 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 WIND_IMMUNE NO_AIR_DAMAGE NO_STUN

[shot21]
Name = SHOT_SWING_SWORD
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 3
Damage = 0
DamageType =
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
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
HitHeartEffect = 78
HitHeartSound = 136 1
HitWaterEffect = 19
HitWaterSound = 36 1
BleedingEffect = EFFECT_BLOOD_HIT
FrozenEffect = EFFECT_HIT_FROZEN_UNIT
Properties = STRENGTH_BASED REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE

[shot22]
Name = SHOT_SWING_FIST
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 3
Damage = 0
DamageType =
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
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
HitHeartSound = 144 3
HitWaterEffect = 19
HitWaterSound = 36 1
BleedingEffect = EFFECT_BLOOD_HIT
FrozenEffect = EFFECT_HIT_FROZEN_UNIT
Properties = STRENGTH_BASED REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE

[shot23]
Name = SHOT_DIG
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 1
Size_Z = 1
Health = 3
Damage = 1
DamageType =
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 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_Z = 196
Health = 40
Damage = 150
DamageType = Magical
HitType = 2
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 55
ShotSound = 0
ShotSoundPriority = 3
HitCreatureSound = 137 1
WithstandHitAgainst = WALL DOOR
Properties = REBOUND_IMMUNE WIND_IMMUNE NO_STUN
UpdateLogic = 6
EffectModel = EFFECTELEMENT_ELECTRIC_BALL3
EffectSpacing = 96

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

[shot26]
Name = SHOT_DISEASE
Animation = 851
AnimationSize = 300
AnimationTransparency = 3
Size_XY = 64
Size_Z = 64
Health = 50
Damage = 0
DamageType =
HitType = 2
SpellEffect = 26
Speed = 65
BaseExperienceGain = 256
DestroyOnHit = 1
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_Z = 64
Health = 10
Damage = 0
DamageType =
HitType = 2
SpellEffect = 27
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 1
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_Z = 128
Health = 160
Damage = 300
DamageType =
HitType = 1
AreaDamage = 6 500 255
SpellEffect = 28
Speed = 40
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
ExplosionEffects = 0 0 45 0
HitCreatureSound = 137 1
HitWaterEffect = 19
HitWaterSound = 36 1
Properties = EXPLODE_FLESH NO_STUN

[shot29]
Name = SHOT_TRAP_LIGHTNING
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 64
Damage = 16
DamageType =
HitType = 4
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 6
Lighting = 10 52 0
FiringSound = 55
ShotSound = 157
ShotSoundPriority = 1
HitCreatureSound = 137 1
WithstandHitAgainst = WALL DOOR
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE NO_STUN
UpdateLogic = 8
EffectModel = EFFECTELEMENT_ELECTRIC_BALL3
EffectSpacing = 96

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

[shot31]
Name = SHOT_TRAP_WORD_OF_POWER
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 1
Damage = 0
DamageType = Magical
HitType = 3
AreaDamage = 8 150 512
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 6
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
ExplosionEffects = 14 0 0 0
Properties = NO_HIT REBOUND_IMMUNE NO_STUN

[shot32]
Name = SHOT_TRAP_TNT
Animation = 921
AnimationSize = 600
AnimationTransparency = 0
Health = 1
; "Lucky number 7 if you managed to get hit by the actual shot."
Damage = 7
DamageType =
HitType = 4
; Actual damage dealt by TNT trap.
AreaDamage = 9 80 190
Lighting = 18 156 1
Speed = 0
FiringSound = 149
ShotSound = 47
ShotSoundPriority = 4
; If you don't wish to have the tile turning into lava after explosion you can replace 43 with 50.
ExplosionEffects = 43 0 50 0
VisualEffect = -1
VisualEffectAmount = 5
VisualEffectSpread = 127
VisualEffectHealth = 6
HitCreatureSound = 137 1
WithstandHitAgainst = WALL DOOR
Properties = NO_HIT REBOUND_IMMUNE WIND_IMMUNE EXPLODE_FLESH NO_STUN
UpdateLogic = 7

; Powers types.

[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 power in the panel, 0 is hidden, 1-16 first page, 17-32 second page. 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, ie. path, water, lava.
; NEUTRL_GROUND - allow casting the spell on constructed ground-level terrain types owned by neutral player, ie. 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, 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 - Requires a delay defined with 'Cooldown' in game turns before it can be cast again.
Castability = 
; Artifact object which represents the power, usually a 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
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 = 80
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
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
SoundPlayed = 75
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 BOUND_CRTRS CUSTODY_CRTRS OWNED_BOULDERS OWNED_FOOD
Artifact = SPELLBOOK_SLAP
Properties = INSTINCTIVE
PlayerState = PLAYER_STATE_NONE
ParentPower = NOPOWER
Functions = do_not_expand

[power5]
Name = POWER_SIGHT
NameTextID = 632
TooltipTextID = 649
SymbolSprites = 85 108
PointerSprites = 136
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
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 = 40
PanelTabIndex = 6
SoundSamples = 826
; 870, 84 or 871, and 872 are alternatives 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 = 120
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 = 104
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 BOUND_CRTRS CUSTODY_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
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 = 88
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
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 = 128
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
Castability = ALL_GROUND OWNED_CRTRS ALLIED_CRTRS BOUND_CRTRS CUSTODY_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 = 112
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
Castability = ALL_GROUND OWNED_CRTRS ALLIED_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 = 48
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
Castability = ALL_GROUND OWNED_CRTRS ALLIED_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 = 64
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
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 = 56
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 = 72
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
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 = 552 550
PointerSprites = 182
PanelTabIndex = 18
SoundSamples = 0
SoundPlayed = 0
Power = 40 60 80 100 120 140 160 180 200
Cost = 2000 2100 2200 2300 2400 2500 2600 2700 2800
Cooldown = 30
Castability = ALL_GROUND ONLY_DIGGERS OWNED_CRTRS BOUND_CRTRS NEEDS_DELAY
Artifact = SPELLBOOK_TBMB
Properties = 
PlayerState = PLAYER_STATE_TIMEBOMB
ParentPower = NOPOWER
Functions = general_expand

[power18]
Name = POWER_POSSESS
NameTextID = 630
TooltipTextID = 647
SymbolSprites = 91 114
PointerSprites = 96
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
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
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
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
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
Castability = ANYWHERE OWNED_FOOD
Artifact = NULL
Properties = INSTINCTIVE
PlayerState = PLAYER_STATE_NONE
ParentPower = POWER_HAND
Functions = do_not_expand

[power23]
Name = POWER_REBOUND
NameTextID = 1053
TooltipTextID = 230
SymbolSprites = 556 412
PointerSprites = 336
PanelTabIndex = 28
SoundSamples = 0
SoundPlayed = 926
; Because Rebound is now linked to the creature spell all the levels share the same power by default, with 'general_expand' you have to change these values however you like.
Power = 250 250 250 250 250 250 250 250 250
Cost = 100 200 300 400 500 600 700 800 900
Castability = ALL_GROUND OWNED_CRTRS ALLIED_CRTRS BOUND_CRTRS
Artifact = SPELLBOOK_RBND
Properties = 
PlayerState = PLAYER_STATE_REBOUND
ParentPower = NOPOWER
; To have this power chargeable like other replace 'do_not_expand' with 'general_expand'.
Functions = do_not_expand

[power24]
Name = POWER_FREEZE
NameTextID = 1054
TooltipTextID = 227
SymbolSprites = 523 406
PointerSprites = 336
PanelTabIndex = 29
SoundSamples = 0
SoundPlayed = 50
; Because Freeze is now linked to the creature spell all the levels share the same power by default, with 'general_expand' you have to change these values however you like.
Power = 125 125 125 125 125 125 125 125 125
Cost = 1250 1375 1500 1625 1750 1875 2000 2125 2250
Cooldown = 20
Castability = OWNED_GROUND ALLIED_GROUND UNCLMD_GROUND NEUTRL_GROUND ENEMY_CRTRS CUSTODY_CRTRS NEEDS_DELAY
Artifact = SPELLBOOK_FRZ
Properties = 
PlayerState = PLAYER_STATE_FREEZE
ParentPower = NOPOWER
; To have this power chargeable like other replace 'do_not_expand' with 'general_expand'.
Functions = do_not_expand

[power25]
Name = POWER_SLOW
NameTextID = 1055
TooltipTextID = 245
SymbolSprites = 366 424
PointerSprites = 336
PanelTabIndex = 20
SoundSamples = 0
SoundPlayed = 50
; Because Slow is now linked to the creature spell all the levels share the same power by default, with 'general_expand' you have to change these values however you like.
Power = 500 500 500 500 500 500 500 500 500
Cost = 100 200 300 400 500 600 700 800 900
Castability = ALL_GROUND ENEMY_CRTRS CUSTODY_CRTRS
Artifact = SPELLBOOK_SLOW
Properties = 
PlayerState = PLAYER_STATE_SLOW
ParentPower = NOPOWER
; To have this power chargeable like other replace 'do_not_expand' with 'general_expand'.
Functions = do_not_expand

[power26]
Name = POWER_FLIGHT
NameTextID = 1056
TooltipTextID = 243
SymbolSprites = 378 436
PointerSprites = 336
PanelTabIndex = 22
SoundSamples = 0
SoundPlayed = 953
; Because Flight is now linked to the creature spell all the levels share the same power by default, with 'general_expand' you have to change these values however you like.
Power = 750 750 750 750 750 750 750 750 750
Cost = 100 200 300 400 500 600 700 800 900
Castability = ALL_GROUND OWNED_CRTRS ALLIED_CRTRS BOUND_CRTRS
Artifact = SPELLBOOK_FLGT
Properties = 
PlayerState = PLAYER_STATE_FLIGHT
ParentPower = NOPOWER
; To have this power chargeable like other replace 'do_not_expand' with 'general_expand'.
Functions = do_not_expand

[power27]
Name = POWER_VISION
NameTextID = 1058
TooltipTextID = 232
SymbolSprites = 774 772
PointerSprites = 336
PanelTabIndex = 19
SoundSamples = 0
SoundPlayed = 923
Power = 576 640 704 768 832 896 960 1024 1088
Cost = 100 200 300 400 500 600 700 800 900
Castability = ALL_GROUND OWNED_CRTRS ALLIED_CRTRS BOUND_CRTRS
Artifact = SPELLBOOK_VSN
Properties = 
PlayerState = PLAYER_STATE_VISION
ParentPower = NOPOWER
Functions = general_expand

; Specials types.

[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 EffectModel name or number (on negative numbers) which shows when the special is used.
ActivationEffect = EFFECT_SPANGLE_MULTICOLOURED

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

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

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

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

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

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

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

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

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

[special10]
Name = SPECIAL_HEAL_ALL
Artifact = SPECBOX_HEALALL
TooltipTextID = 1059
SpeechPlayed = 80
ActivationEffect = EFFECT_SPANGLE_MULTICOLOURED

[special11]
Name = SPECIAL_GET_GOLD
Artifact = SPECBOX_GETGOLD
TooltipTextID = 1060
SpeechPlayed = 80
ActivationEffect = EFFECT_SPANGLE_MULTICOLOURED
; Amount of gold given.
Value = 10000

[special12]
Name = SPECIAL_MAKE_ANGRY
Artifact = SPECBOX_MKANGRY
TooltipTextID = 1061
SpeechPlayed = 80
ActivationEffect = EFFECT_SPANGLE_MULTICOLOURED
; Percentage of annoy level.
Value = 201

[special13]
Name = SPECIAL_MAKE_UNSAFE
Artifact = SPECBOX_MKUNSAFE
TooltipTextID = 1062
SpeechPlayed = 80
ActivationEffect = EFFECT_SPANGLE_MULTICOLOURED
