; KeeperFX Magic Configuration file version 1.0.

; [spell]
; 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.

; [shot]
; 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.

; [power]
; Powers are spells which have several levels of strengths and can be casted not only by a creature, but also by a keeper.

; [special]
; Specials are rare boxes a player can find, which provide reward of one time use.

; Spells types.

[spell0]
Name = NOSPELL
; Determines whether the spell can be cast on the caster or on a target. 0: caster, 1: target. The caster can also be the target.
CastAtThing = 0
; The [shot] the spell is taking the stats from.
ShotModel = NOSHOT
; Effect or 'effectElement' (negative numbers) that is created as the spell. Accepts both names and numbers.
EffectModel = NULL
; The [power] the spell is taking the stats from.
SpellPower = NOPOWER
; A [spell] can apply one or more of the following effects to the target. For example, 'SPELL_FLIGHT' sets the flag for the 'FLYING' effect.
; Accepts both names and numbers. Use powers of 2 for unique effects and add them up to combine.
;      1: SLOW - Halves movement speed and doubles instances cooldowns.
;      2: SPEED - Doubles movement speed and halves instances cooldowns. Also boosts job efficiency.
;      4: ARMOUR - Increases armour by 25% and prevents 'POWER_LIGHTNING' damage.
;      8: REBOUND - Bounces back projectiles (shots) that are not 'REBOUND_IMMUNE' to enemies.
;     16: FLYING - Allows movement over lava without taking damage. It affects pathfinding.
;     32: INVISIBILITY - Makes the target invisible unless attacking.
;     64: SIGHT - Allows the target to detect invisible creatures.
;    128: LIGHT - Creates a halo of light around the creature. Cosmetic.
;    256: DISEASE - Infects the target with a condition that spreads by contact.
;    512: CHICKEN - Transforms the target into a defenseless chicken, vulnerable to hungry creatures that cross its path.
;   1024: POISON_CLOUD - Not functional on spells, exists only for immunity.
;   2048: FREEZE - Stuns the target, making it unable to move.
;   4096: MAD_KILLING - Confuses the target, causing it to potentially attack its own allies.
;   8192: FEAR - Causes the target to become momentarily scared, causing it to flee and avoid combat.
;  16384: HEAL - Indicates that the spell heals the target. If linked, level-based 'Power' values are used for the amount of health restored.
;  32768: TELEPORT - If self-cast, jumps to its next objective or place to fulfill its needs. If cast on a target, jumps it to its lair or flee point.
;  65536: TIMEBOMB - Sets a countdown on the target, making it move toward enemies to explode on impact, dealing damage from the linked shot.
; 131072: WIND - Not functional on spells, exists only for immunity.
SpellFlags = 0
; Spell effects to remove from the target. Use the same list as 'SpellFlags'. Accepts both names and numbers.
CleanseFlags = 0
; The creature it summons, the experience level and the amount of them. Negative experience levels/amounts are relative to summoning creature.
SummonCreature = 0 0 0
; Sets the duration of the CHICKEN transformation transition.
Countdown = 0
; The spell’s duration depends on its link to a power. If linked, it prioritizes the linked power’s duration field, then its power field.
; If the 'Duration' field is set to 0, the level-based 'Power' values of the linked power are used. If not linked, the spell’s own duration is used.
; For example, 'SPELL_HEAL' is linked to 'POWER_HEAL_CREATURE' with 'Duration = 16', so its duration is always 16, regardless of the creature’s level.
Duration = 0
; Sets the health amount to recover when HEAL is used without being linked to a power.
HealingRecovery = 0
; Amount of damage the spell inflicts on the target per tick of frequency. Can be negative for healing.
Damage = 0
; Frequency at which the damage is applied, in game turns. Set to 0 for damage to apply only once.
DamageFrequency = 0
; Effect or 'effectElement' (negative numbers) surround the target for the duration of the spell. Accepts both names and numbers.
AuraEffect = NULL
; The duration for which the aura effect is active.
AuraDuration = 0
; The frequency at which the aura effect is applied. Set to 0 for the aura effect to apply a single time.
AuraFrequency = 0
; Determines if the spell affects the caster and the index of the sound sample played.
; The first argument is 1 if self-casting is enabled, or 0 if it is disabled.
; The second argument specifies the sound sample index used for self-casting.
; The third argument specifies the number of consecutive sounds to choose from randomly when self-casting.
SelfCasted = 0 0 0
; Sprite with big size and medium size icon of the spell.
SymbolSprites = 0 0
; Spell can have special properties to modify its behaviour:
;   FIXED_DAMAGE - Damage or healing does not increase based on the creature's level.
;   PERCENT_BASED - Damage or healing is based on a percentage of current health instead of a flat value.
;   MAX_HEALTH - Damage or healing is based on a percentage of max health instead of a flat value.
; Accepts both names and numbers.
Properties = 0

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

[spell2]
Name = SPELL_SUMMON_SPIDERLING
CastAtThing = 0
ShotModel = NOSHOT
SummonCreature = SPIDERLING 0 2
Duration = 140
SelfCasted = 1 539 1
SymbolSprites = SPIDERLING_ICON SPIDERLING_ICON

[spell3]
Name = SPELL_FREEZE
CastAtThing = 1
ShotModel = SHOT_FREEZE
SpellPower = POWER_FREEZE
SpellFlags = FREEZE
Duration = 125
SelfCasted = 0 50 1
SymbolSprites = 523 406

[spell4]
Name = SPELL_ARMOUR
CastAtThing = 1
ShotModel = SHOT_RANGED_ARMOUR
SpellPower = POWER_PROTECT
SpellFlags = ARMOUR
Duration = 250
SelfCasted = 1 153 1
SymbolSprites = 103 126

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

[spell6]
Name = SPELL_REBOUND
CastAtThing = 1
ShotModel = SHOT_RANGED_REBOUND
SpellPower = POWER_REBOUND
SpellFlags = REBOUND
Duration = 250
SelfCasted = 1 926 1
SymbolSprites = 355 412

[spell7]
Name = SPELL_HEAL
CastAtThing = 1
ShotModel = SHOT_RANGED_HEAL
SpellPower = POWER_HEAL_CREATURE
SpellFlags = HEAL
AuraEffect = EFFECTELEMENT_HEAL
AuraDuration = 50
SelfCasted = 1 37 1
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 = INVISIBILITY
Duration = 500
SelfCasted = 1 154 1
SymbolSprites = 360 418

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

[spell11]
Name = SPELL_SPEED
CastAtThing = 1
ShotModel = SHOT_RANGED_SPEED
SpellPower = POWER_SPEED
SpellFlags = SPEED
Duration = 500
SelfCasted = 1 38 1
SymbolSprites = 364 422

[spell12]
Name = SPELL_SLOW
CastAtThing = 1
ShotModel = SHOT_SLOW
SpellPower = POWER_SLOW
SpellFlags = SLOW
Duration = 500
SelfCasted = 0 50 1
SymbolSprites = 366 424

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

[spell14]
Name = SPELL_FEAR
CastAtThing = 1
ShotModel = SHOT_FEAR
SpellFlags = FEAR
; Fear will last at least as long as the GameTurnsInFlee rule.
Duration = 200
SelfCasted = 0 968 1
SymbolSprites = 817 819

[spell15]
Name = SPELL_MELEE_SLOW
CastAtThing = 1
ShotModel = SHOT_CRIPPLE
SpellFlags = SLOW
Duration = 160
SelfCasted = 0 50 1
SymbolSprites = 366 424

[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 = LIGHT
Duration = 1000
SelfCasted = 1 922 1
SymbolSprites = 376 434

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

[spell21]
Name = SPELL_SIGHT
CastAtThing = 0
ShotModel = NOSHOT
SpellPower = POWER_VISION
SpellFlags = SIGHT
Duration = 500
SelfCasted = 1 923 1
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
EffectModel = EFFECT_CRAZY_GAS
Duration = 300
SelfCasted = 1 94 6
SymbolSprites = 388 446

[spell26]
Name = SPELL_DISEASE
CastAtThing = 1
ShotModel = SHOT_DISEASE
SpellPower = POWER_DISEASE
SpellFlags = DISEASE
Duration = 500
SelfCasted = 0 59 1
SymbolSprites = 310 319

[spell27]
Name = SPELL_CHICKEN
CastAtThing = 1
ShotModel = SHOT_CHICKEN
SpellPower = POWER_CHICKEN
SpellFlags = CHICKEN
Countdown = 10
Duration = 200
SelfCasted = 0 109 1
SymbolSprites = 306 314

[spell28]
Name = SPELL_TIME_BOMB
CastAtThing = 1
ShotModel = SHOT_TIME_BOMB
SpellPower = POWER_TIME_BOMB
SpellFlags = TIMEBOMB
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 = BIRD 0 1
; Set duration to 0 to make a regular creature.
Duration = 2000
SelfCasted = 1 1035 1
SymbolSprites = BIRD_ICON BIRD_ICON

[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 1
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
; Magical does normal damage to Magic doors.
IsMagical = 0
; 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.
;9 - Affects shots, creatures and objects.
;10 - Affects all traps, not just destructible ones.
;11 - Affects only your own creatures.
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. Accepts both names and numbers.
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 or 'effectElement' (negative numbers) for two effects on, then two effects around the shot when it detonates. Accepts both names and numbers.
; 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 = NULL NULL NULL NULL
; Effect or 'effectElement' (negative numbers) around the projectile when it is flying. Accepts both names and numbers.
VisualEffect = NULL
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 or 'effectElement' (negative numbers) that the shot creates when it hits [Creature/Wall/Door/Heart/Water/Lava]. Accepts both names and numbers.
HitCreatureEffect = NULL
; The sound the effect makes when the shot hits something. Number of variants. '600 3' means 600, 601 or 602.
; Without an effect, Wall/Door/Water/Lava does not make a sound. Use 'EFFECT_DUMMY' if needed.
HitCreatureSound = 0 0
HitWallEffect = NULL
HitWallSound = 0 0
HitDoorEffect = NULL
HitDoorSound = 0 0
HitHeartEffect = NULL
HitHeartSound = 0 0
HitWaterEffect = NULL
HitWaterSound = 0 0
HitLavaEffect = NULL
HitLavaSound = 0 0
; Works the same as for the other hit effects, but then for digging.
DigHitEffect = NULL
DigHitSound = 0 0
; Effect or 'effectElement' (negative numbers) shown when hitting a bleeding creature. Accepts both names and numbers.
; Note the frozen effect takes priority over the bleeding effect.
BleedingEffect = NULL
; Effect or 'effectElement' (negative numbers) shown when hitting a frozen creature. Accepts both names and numbers.
; Note the frozen effect takes priority over the bleeding effect.
FrozenEffect = NULL
; 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.
; EXPLODE_FLESH - Creatures killed by the shot are blown to bits.
; 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.
; NEVER_BLOCK - For STRENGTH_BASED shots, has them ignore Defence and Dexterity to always hit.
; NO_AIR_DAMAGE - Health is not removed by movement.
; NO_HIT - Cannot hit the target.
; NO_STUN - Will kill units even with imprisonment on.
; PENETRATING - Shot passes through creatures and things to hit those behind. Set DestroyOnHit to 0.
; 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.
; WALL_PIERCE - Shot passes through walls.
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. Accepts Lua function names.
; 0 Default.
; 1 Lightning.
; 2 Wind.
; 3 Grenade.
; 4 GodLightning.
; 5 Lizard.
; 6 GodLightBall.
; 7 TrapTNT.
; 8 TrapLightning.
UpdateLogic = 0
; Effect or 'effectElement' (negative numbers) used with FireLogic 1 or 2. Accepts both names and numbers.
; SHOT_LIGHTNING_BALL & SHOT_GOD_LIGHTNING also uses it.
EffectModel = NULL
; Distance between the effect 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 effect 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






[shot101]
Name = SHOT_RANGED_SKELETON_SWING_WEAPON_SWORD1
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 1
Damage = 20
HitType = 2
Speed = 256
MaxRange = 5120
HitCreatureSound = 120 1
BaseExperienceGain = 1
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = LIFE_DRAIN REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = NULL
EffectSpacing = 0


[shot102]
Name = SHOT_RANGED_FLY_SWING_WEAPON_SWORD
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 1
Damage = 1
HitType = 2
Speed = 256
MaxRange = 5120
HitCreatureSound = 120 1
BaseExperienceGain = 1
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = LIFE_DRAIN REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = NULL
EffectSpacing = 0

[shot103]
Name = SHOT_RANGED_SPIDER_SWING_WEAPON_SWORD
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 1
Damage = 20
HitType = 2
Speed = 256
MaxRange = 5120
HitCreatureSound = 120 1
BaseExperienceGain = 1
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = LIFE_DRAIN REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = NULL
EffectSpacing = 0

[shot104]
Name = SHOT_RANGED_SPIDER_SWING_WEAPON_SWORD2
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 1
Damage = 30
HitType = 2
Speed = 256
SpellEffect = SPELL_SLOW
MaxRange = 5120
HitCreatureSound = 120 1
BaseExperienceGain = 1
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = LIFE_DRAIN REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = NULL
EffectSpacing = 0

[shot105]
Name = SHOT_RANGED_HORNY_SWING_WEAPON_SWORD
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 1
Damage = 345
HitType = 2
Speed = 256
MaxRange = 2400
HitCreatureSound = 120 1
BaseExperienceGain = 1
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = LIFE_DRAIN REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = NULL
EffectSpacing = 0




[shot106]
Name = SHOT_NAVI_FIREBALL1
Animation = 927
AnimationSize = 128
AnimationTransparency = 1
Size_XY = 128
Size_Z = 128
Health = 30
Damage = 25
IsMagical = 1
HitType = 2
Speed = 225
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
Lighting = 7 52 1
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = EFFECT_EXPLOSION_1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_EXPLOSION_1
HitDoorEffect = EFFECT_EXPLOSION_1
HitHeartEffect = EFFECT_EXPLOSION_1
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
Properties = NAVIGABLE WIND_IMMUNE

[shot107]
Name = DRAGON_SHOT_FLAME_BREATH
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 10
Damage = 1
IsMagical = 1
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


[shot108]
Name = DRAGON_SHOT_FIREBOMB
Animation = 921
AnimationSize = 128
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 40
Damage = 9
IsMagical = 1
HitType = 2
AreaDamage = 6 7 8
Speed = 512
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
Lighting = 10 52 1
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
ExplosionEffects = NULL NULL NULL NULL
VisualEffect = EFFECTELEMENT_BLAST1
VisualEffectAmount = 2
VisualEffectSpread = 127
VisualEffectHealth = -3
HitCreatureEffect = NULL
HitCreatureSound = 137 1
HitWallEffect = NULL
HitDoorEffect = NULL
HitHeartEffect = NULL
Properties = CAN_COLLIDE EXPLODE_FLESH










[shot109]
Name = SHOT_RANGED_SKELETON_SWING_WEAPON_SWORD2
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 1
Damage = 30
HitType = 2
Speed = 256
MaxRange = 5120
HitCreatureSound = 120 1
BaseExperienceGain = 1
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = LIFE_DRAIN REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = NULL
EffectSpacing = 0

[shot110]
Name = SHOT_RANGED_SKELETON_SWING_WEAPON_SWORD3
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 1
Damage = 40
HitType = 2
Speed = 256
MaxRange = 5120
HitCreatureSound = 120 1
BaseExperienceGain = 1
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = LIFE_DRAIN REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = NULL
EffectSpacing = 0

[shot111]
Name = SHOT_RANGED_SKELETON_SWING_WEAPON_SWORD4
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 1
Damage = 50
HitType = 2
Speed = 256
MaxRange = 5120
HitCreatureSound = 120 1
BaseExperienceGain = 1
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = LIFE_DRAIN REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = NULL
EffectSpacing = 0

[shot112]
Name = SHOT_RANGED_SKELETON_SWING_WEAPON_SWORD5
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 1
Damage = 65
HitType = 2
Speed = 256
MaxRange = 5120
HitCreatureSound = 120 1
BaseExperienceGain = 1
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
Properties = LIFE_DRAIN REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = NULL
EffectSpacing = 0



[shot113]
Name = SHOT_NAVI_FIREBALL2
Animation = 927
AnimationSize = 128
AnimationTransparency = 1
Size_XY = 128
Size_Z = 128
Health = 30
Damage = 40
IsMagical = 1
HitType = 2
Speed = 225
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
Lighting = 7 52 1
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = EFFECT_EXPLOSION_1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_EXPLOSION_1
HitDoorEffect = EFFECT_EXPLOSION_1
HitHeartEffect = EFFECT_EXPLOSION_1
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
Properties = NAVIGABLE WIND_IMMUNE

[shot114]
Name = SHOT_NAVI_FIREBALL3
Animation = 927
AnimationSize = 128
AnimationTransparency = 1
Size_XY = 128
Size_Z = 128
Health = 30
Damage = 55
IsMagical = 1
HitType = 2
Speed = 225
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
Lighting = 7 52 1
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = EFFECT_EXPLOSION_1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_EXPLOSION_1
HitDoorEffect = EFFECT_EXPLOSION_1
HitHeartEffect = EFFECT_EXPLOSION_1
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
Properties = NAVIGABLE WIND_IMMUNE

[shot115]
Name = SHOT_NAVI_FIREBALL4
Animation = 927
AnimationSize = 128
AnimationTransparency = 1
Size_XY = 128
Size_Z = 128
Health = 30
Damage = 70
IsMagical = 1
HitType = 2
Speed = 225
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
Lighting = 7 52 1
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = EFFECT_EXPLOSION_1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_EXPLOSION_1
HitDoorEffect = EFFECT_EXPLOSION_1
HitHeartEffect = EFFECT_EXPLOSION_1
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
Properties = NAVIGABLE WIND_IMMUNE


[shot116]
Name = SHOT_NAVI_FIREBALL5
Animation = 927
AnimationSize = 128
AnimationTransparency = 1
Size_XY = 128
Size_Z = 128
Health = 30
Damage = 100
IsMagical = 1
HitType = 2
Speed = 225
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
Lighting = 7 52 1
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = EFFECT_EXPLOSION_1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_EXPLOSION_1
HitDoorEffect = EFFECT_EXPLOSION_1
HitHeartEffect = EFFECT_EXPLOSION_1
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
Properties = NAVIGABLE WIND_IMMUNE










[shot117]
Name = SHOT_LIGHTNING_DERP
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 10
Damage = 23
IsMagical = 1
HitType = 2
Speed = 256
MaxRange = 9000
BaseExperienceGain = 16
DestroyOnHit = 0
TargetHitstopTurns = 6
Lighting = 10 52 0
FiringSound = 55
ShotSound = 0
ShotSoundPriority = 1
HitCreatureEffect = EFFECT_EXPLOSION_1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_EXPLOSION_4
HitDoorEffect = EFFECT_EXPLOSION_4
HitHeartEffect = EFFECT_EXPLOSION_1
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
UpdateLogic = 1
EffectModel = EFFECTELEMENT_ELECTRIC_BALL3
EffectSpacing = 96
























[shot1]
Name = SHOT_FIREBALL
Animation = 927
AnimationSize = 128
AnimationTransparency = 1
Size_XY = 128
Size_Z = 128
Health = 30
Damage = 30
IsMagical = 1
HitType = 2
Speed = 190
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
Lighting = 7 52 1
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = EFFECT_EXPLOSION_1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_EXPLOSION_1
HitDoorEffect = EFFECT_EXPLOSION_1
HitHeartEffect = EFFECT_EXPLOSION_1
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1

[shot2]
Name = SHOT_FIREBOMB
Animation = 921
AnimationSize = 128
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 40
Damage = 50
IsMagical = 1
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 = EFFECT_EXPLOSION_7 NULL NULL NULL
VisualEffect = EFFECTELEMENT_BLAST1
VisualEffectAmount = 2
VisualEffectSpread = 127
VisualEffectHealth = -3
HitCreatureEffect = EFFECT_EXPLOSION_1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_EXPLOSION_4
HitDoorEffect = EFFECT_EXPLOSION_4
HitHeartEffect = EFFECT_EXPLOSION_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
HitType = 2
SpellEffect = SPELL_FREEZE
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 48
ShotSound = 49
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 50 1
HitWallEffect = EFFECT_HIT_FROZEN_UNIT
HitDoorEffect = EFFECT_HIT_FROZEN_UNIT
HitHeartEffect = EFFECT_HIT_FROZEN_UNIT
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1

[shot4]
Name = SHOT_LIGHTNING
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 10
Damage = 20
IsMagical = 1
HitType = 2
Speed = 256
MaxRange = 5120
BaseExperienceGain = 16
DestroyOnHit = 0
TargetHitstopTurns = 6
Lighting = 10 52 0
FiringSound = 55
ShotSound = 0
ShotSoundPriority = 1
HitCreatureEffect = EFFECT_EXPLOSION_1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_EXPLOSION_4
HitDoorEffect = EFFECT_EXPLOSION_4
HitHeartEffect = EFFECT_EXPLOSION_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
HitType = 2
Speed = 180
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = EFFECT_GAS_3
HitCreatureSound = 137 1
HitWallEffect = EFFECT_GAS_3
HitDoorEffect = EFFECT_GAS_3
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1

[shot6]
Name = SHOT_NAVI_MISSILE
Animation = 922
AnimationSize = 196
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 40
Damage = 40
HitType = 2
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 0
ShotSound = 53
ShotSoundPriority = 1
Unshaded = 1
ExplosionEffects = EFFECT_BLOOD_CHICKEN NULL NULL NULL
HitCreatureEffect = EFFECT_BLOOD_3
HitCreatureSound = 137 1
HitWallEffect = EFFECT_BLOOD_3
HitWallSound = 57 1
HitDoorEffect = EFFECT_BLOOD_3
HitDoorSound = 57 1
HitHeartEffect = EFFECT_BLOOD_3
HitHeartSound = 57 1
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
Properties = NAVIGABLE WIND_IMMUNE

[shot7]
Name = SHOT_FLAME_BREATH
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 10
Damage = 3
IsMagical = 1
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
HitType = 2
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 6
FiringSound = 40
ShotSound = 0
ShotSoundPriority = 1
SoftLanding = 1
VisualEffect = EFFECTELEMENT_LEAVES1
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
HitType = 2
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 0
ShotSound = 53
ShotSoundPriority = 1
Unshaded = 1
ExplosionEffects = EFFECT_BLOOD_CHICKEN NULL NULL NULL
HitCreatureEffect = EFFECT_BLOOD_3
HitCreatureSound = 137 1
HitWallEffect = EFFECT_BLOOD_3
HitWallSound = 57 1
HitDoorEffect = EFFECT_BLOOD_3
HitDoorSound = 57 1
HitHeartEffect = EFFECT_BLOOD_3
HitHeartSound = 57 1
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1

[shot10]
Name = SHOT_SLOW
Animation = 928
AnimationSize = 128
AnimationTransparency = 2
Size_XY = 128
Size_Z = 128
Health = 40
Damage = 0
HitType = 2
SpellEffect = SPELL_SLOW
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 48
ShotSound = 49
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 50 1
HitWaterEffect = EFFECT_DRIP_1
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
; 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 = EFFECT_EXPLOSION_7 EFFECT_BLOOD_4 NULL NULL
HitWaterEffect = EFFECT_DRIP_1
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
HitType = 2
Speed = 256
MaxRange = 5120
BaseExperienceGain = 128
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
HitType = 2
Speed = 220
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 0
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_HIT_FROZEN_UNIT
HitDoorEffect = EFFECT_HIT_FROZEN_UNIT
HitHeartEffect = EFFECT_HIT_FROZEN_UNIT
HitWaterEffect = EFFECT_DRIP_1
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
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 44
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 137 1
HitHeartEffect = EFFECT_TINY_SPARKS
HitHeartSound = 136 1
HitWallEffect = EFFECT_DUMMY
HitWallSound = 138 3
HitDoorEffect = EFFECT_DUMMY
HitDoorSound = 131 3
HitWaterEffect = EFFECT_DRIP_1
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
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 = NULL NULL EFFECT_DIRT_RUBBLE NULL
HitCreatureSound = 137 1
HitWallEffect = EFFECT_DIRT_RUBBLE_SMALL
HitWallSound = 1000 1
HitWaterEffect = EFFECT_BOULDER_BREAK_WATER
HitWaterSound = 36 1
HitLavaEffect = EFFECT_WORD_OF_POWER
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
IsMagical = 1
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
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 0
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWaterEffect = EFFECT_DRIP_1
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
; 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 = EFFECT_EXPLOSION_7 EFFECT_BLOOD_4 NULL NULL
HitWaterEffect = EFFECT_DRIP_1
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
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
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 = NULL NULL EFFECT_DIRT_RUBBLE NULL
HitCreatureSound = 137 1
HitWallEffect = EFFECT_DIRT_RUBBLE_SMALL
HitWallSound = 1000 1
HitWaterEffect = EFFECT_BOULDER_BREAK_WATER
HitWaterSound = 36 1
HitLavaEffect = EFFECT_WORD_OF_POWER
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
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 26
FiringSoundVariants = 6
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 120 1
HitWallEffect = EFFECT_DUMMY
HitWallSound = 128 3
HitDoorEffect = EFFECT_DUMMY
HitDoorSound = 131 3
HitHeartEffect = EFFECT_TINY_SPARKS
HitHeartSound = 136 1
HitWaterEffect = EFFECT_DRIP_1
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
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 26
FiringSoundVariants = 6
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_DUMMY
HitWallSound = 138 3
HitDoorEffect = EFFECT_DUMMY
HitDoorSound = 141 3
HitHeartSound = 144 3
HitWaterEffect = EFFECT_DRIP_1
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
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 0
FiringSound = 26
FiringSoundVariants = 6
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
SoftLanding = 1
HitWallEffect = EFFECT_DUMMY
HitWallSound = 128 3
HitDoorEffect = EFFECT_DUMMY
HitDoorSound = 131 3
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
DigHitEffect = EFFECT_DIRT_RUBBLE_SMALL
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
IsMagical = 1
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
HitType = 2
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 0
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWaterEffect = EFFECT_DRIP_1
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
HitType = 2
SpellEffect = SPELL_DISEASE
Speed = 65
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 0
ShotSound = 25
ShotSoundPriority = 1
VisualEffect = EFFECTELEMENT_DISEASE_FLY
VisualEffectAmount = 1
VisualEffectSpread = 511
HitCreatureSound = 137 1
HitWaterEffect = EFFECT_DRIP_1
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
HitType = 2
SpellEffect = SPELL_CHICKEN
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
HitCreatureSound = 137 1
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1

[shot28]
Name = SHOT_TIME_BOMB
Animation = 964
AnimationSize = 196
AnimationTransparency = 3
Size_XY = 128
Size_Z = 128
Health = 160
Damage = 300
HitType = 1
AreaDamage = 6 500 255
SpellEffect = SPELL_TIME_BOMB
Speed = 40
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
ExplosionEffects = NULL NULL EFFECT_EXPLOSION_6 NULL
HitCreatureSound = 137 1
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
Properties = EXPLODE_FLESH NO_STUN

[shot29]
Name = SHOT_TRAP_LIGHTNING
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 64
Damage = 16
HitType = 4
Speed = 0
MaxRange = 3072
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
IsMagical = 1
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
IsMagical = 1
HitType = 3
AreaDamage = 8 150 512
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 6
FiringSound = 0
ShotSound = 0
ShotSoundPriority = 1
ExplosionEffects = EFFECT_WORD_OF_POWER NULL NULL NULL
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
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 'EFFECT_ERUPTION' with 'EFFECT_EXPLOSION_7'.
ExplosionEffects = EFFECT_ERUPTION NULL EFFECT_EXPLOSION_7 NULL
VisualEffect = EFFECTELEMENT_BLAST1
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

[shot33]
Name = SHOT_RANGED_HEAL
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 2
Damage = 0
HitType = 11
SpellEffect = SPELL_HEAL
Speed = 256
FiringSound = 37
MaxRange = 5120
BaseExperienceGain = 0
DestroyOnHit = 0
TargetHitstopTurns = 0
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = EFFECTELEMENT_HEAL_BEAM
EffectSpacing = 96

[shot34]
Name = SHOT_RANGED_SPEED
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 2
Damage = 0
HitType = 11
SpellEffect = SPELL_SPEED
Speed = 256
FiringSound = 38
MaxRange = 5120
BaseExperienceGain = 0
DestroyOnHit = 0
TargetHitstopTurns = 0
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = EFFECTELEMENT_TINY_FLASH3
EffectSpacing = 16

[shot35]
Name = SHOT_RANGED_ARMOUR
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 2
Damage = 0
HitType = 11
SpellEffect = SPELL_ARMOUR
Speed = 256
FiringSound = 153
MaxRange = 5120
BaseExperienceGain = 0
DestroyOnHit = 0
TargetHitstopTurns = 0
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = EFFECTELEMENT_ARMOUR
EffectSpacing = 256

[shot36]
Name = SHOT_RANGED_REBOUND
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 2
Damage = 0
HitType = 11
SpellEffect = SPELL_REBOUND
Speed = 256
FiringSound = 926
MaxRange = 5120
BaseExperienceGain = 0
DestroyOnHit = 0
TargetHitstopTurns = 0
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
EffectModel = EFFECTELEMENT_REBOUND_BEAM
EffectSpacing = 96

[shot37]
Name = SHOT_FEAR
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 1
Damage = 0
AreaDamage = 9 0 0
MaxRange = 2560
HitType = 4
SpellEffect = SPELL_FEAR
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 6
FiringSound = 570
ExplosionEffects = EFFECT_FEAR_CIRCLE NULL NULL NULL
Properties = NO_HIT REBOUND_IMMUNE

[shot38]
Name = SHOT_CRIPPLE
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 3
Damage = 75
HitType = 2
SpellEffect = SPELL_MELEE_SLOW
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 26
FiringSoundVariants = 6
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 137 1
HitWallEffect = EFFECT_DUMMY
HitWallSound = 138 3
HitDoorEffect = EFFECT_DUMMY
HitDoorSound = 141 3
HitHeartSound = 144 3
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
BleedingEffect = EFFECT_BALL_PUFF_RED
FrozenEffect = EFFECT_HIT_FROZEN_UNIT
Properties = STRENGTH_BASED REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE

[shot39]
Name = SHOT_BALLISTA
Animation = 774
AnimationSize = 256
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 40
Damage = 80
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 44
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
MaxRange = 6400
HitCreatureSound = 137 1
HitHeartEffect = EFFECT_TINY_SPARKS
HitHeartSound = 136 1
HitWallEffect = EFFECT_DUMMY
HitWallSound = 138 3
HitDoorEffect = EFFECT_DUMMY
HitDoorSound = 131 3
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
BleedingEffect = EFFECT_BLOOD_HIT
FrozenEffect = EFFECT_HIT_FROZEN_UNIT
Properties = NEVER_BLOCK

[shot40]
Name = SHOT_SENTRY
Animation = CANONBALL
AnimationSize = 80
AnimationTransparency = 0
Size_XY = 96
Size_Z = 96
Health = 40
Damage = 75
IsMagical = 1
HitType = 2
PushOnHit = 8
AreaDamage = 0 0 0
Speed = 200
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
MaxRange = 3840
FiringSound = 47
ExplosionEffects = EFFECT_DIRT_RUBBLE_SMALL NULL NULL NULL
Lighting = 4 26 0
VisualEffect = EFFECTELEMENT_BLAST1
VisualEffectAmount = 1
VisualEffectHealth = 14
HitCreatureEffect = EFFECT_EXPLOSION_2
HitCreatureSound = 137 1
HitHeartEffect = EFFECT_TINY_SPARKS
HitHeartSound = 136 1
HitWallEffect = EFFECT_EXPLOSION_2
HitWallSound = 138 3
HitDoorEffect = EFFECT_DUMMY
HitDoorSound = 131 3
HitWaterEffect = EFFECT_DRIP_1
HitWaterSound = 36 1
BleedingEffect = EFFECT_BLOOD_HIT
FrozenEffect = EFFECT_HIT_FROZEN_UNIT
Properties = CAN_COLLIDE NEVER_BLOCK WIND_IMMUNE
UpdateLogic = SmokeWhenFired

; Powers types.

[power0]
; Internal name of the power, used in script and config files.
Name = NOPOWER
; Language-specific name of the keeper power, as index in translation strings file.
NameTextID = 201
; Language-specific description of the keeper power, shown as tooltip.
TooltipTextID = 201
; Sprite with big size and medium size icon of the keeper power.
SymbolSprites = 0 0
; Sprite for mouse, used when casting the keeper power.
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. Final level only used by creatures.
Power = 0 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
; Special formulas for the cost. NONE, DIGGER, DWARF. Default to NONE.
CostFormula = NONE
; 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
CastExpandFunc = do_not_expand
; Functions used to implement the power. can be one of the hadcorded C functions, or a lua function
; see fxdata/lua/templates.lua for params of lua version
UseFunction = none

[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   0
Cost =  0   0   0   0   0   0   0   0   0
Castability = ANYWHERE OWNED_CRTRS CUSTODY_CRTRS ALL_FOOD ALL_GOLD ALL_OBJECTS
Artifact = SPELLBOOK_HOE
Properties = INSTINCTIVE
PlayerState = PLAYER_STATE_NONE
ParentPower = NOPOWER
CastExpandFunc = do_not_expand
UseFunction = magic_use_power_hand

[power2]
Name = POWER_IMP
NameTextID = 29
TooltipTextID = 29
SymbolSprites = 95 118
PointerSprites = 80
PanelTabIndex = 2
SoundSamples = 831
SoundPlayed = 0
Power =  0   0   0   0   0   0   0   0   0   0
Cost = 150 150 150 150 150 150 150 150 150
; Becomes more expensive for every digger and gets cheaper with the temple recipe if enabled.
CostFormula = DIGGER
Castability = OWNED_GROUND
Artifact = SPELLBOOK_IMP
Properties = 
PlayerState = PLAYER_STATE_CREATEDIGGER
ParentPower = NOPOWER
CastExpandFunc = do_not_expand
UseFunction = magic_use_power_imp
; Only used with 'magic_use_power_imp' and 'magic_use_power_tunneller', this sets the kind of creature spawned.
CreatureType = IMP

[power3]
Name = POWER_OBEY
NameTextID = 36
TooltipTextID = 36
SymbolSprites = 394 452
PointerSprites = 0
PanelTabIndex = 5
SoundSamples = 834
SoundPlayed = 58
Power = 0   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
CastExpandFunc = do_not_expand
UseFunction = magic_use_power_obey

[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   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
CastExpandFunc = do_not_expand
UseFunction = magic_use_power_slap_thing

[power5]
Name = POWER_SIGHT
NameTextID = 31
TooltipTextID = 31
SymbolSprites = 85 108
PointerSprites = 136
PanelTabIndex = 3
SoundSamples = 828
SoundPlayed = 51
Power = 576 640 704 768 832 896 960 1024 1088 1152
Cost =   50  60  70  80  90 100 110  120  130
Castability = ANYWHERE UNREVEALED
Artifact = SPELLBOOK_SOE
Properties = HAS_PROGRESS
; PLAYER_STATE_SIGHTOFEVIL has your cursor at a high level.
PlayerState = PLAYER_STATE_SIGHTOFEVIL
ParentPower = NOPOWER
CastExpandFunc = sight_of_evil_expand
UseFunction = magic_use_power_sight

[power6]
Name = POWER_CALL_TO_ARMS
NameTextID = 35
TooltipTextID = 35
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 55
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
CastExpandFunc = call_to_arms_expand
UseFunction = magic_use_power_call_to_arms

[power7]
Name = POWER_CAVE_IN
NameTextID = 26
TooltipTextID = 26
SymbolSprites = 97 120
PointerSprites = 120
PanelTabIndex = 9
SoundSamples = 837
SoundPlayed = 927
Power =   0    5    6    7    8    9   10   11   12   13
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_CAST_SUBTILE
ParentPower = NOPOWER
CastExpandFunc = general_expand
UseFunction = magic_use_power_cave_in

[power8]
Name = POWER_HEAL_CREATURE
NameTextID = 27
TooltipTextID = 27
SymbolSprites = 87 110
PointerSprites = 104
PanelTabIndex = 10
SoundSamples = 829
SoundPlayed = 37
Power = 200  270  350  420  490  560  630  700  770  830
Cost =  300  400  500  600  700  800  900 1000 1100
Duration = 16
Castability = ALL_GROUND OWNED_CRTRS ALLIED_CRTRS BOUND_CRTRS CUSTODY_CRTRS
Artifact = SPELLBOOK_HEAL
Properties = 
PlayerState = PLAYER_STATE_CAST_ON_TARGET
ParentPower = NOPOWER
CastExpandFunc = general_expand
Spell = SPELL_HEAL
UseFunction = magic_use_power_apply_spell

[power9]
Name = POWER_HOLD_AUDIENCE
NameTextID = 34
TooltipTextID = 34
SymbolSprites = 89 112
PointerSprites = 0
PanelTabIndex = 8
SoundSamples = 830
SoundPlayed = 58
Power =   0 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
CastExpandFunc = general_expand
UseFunction = magic_use_power_hold_audience

[power10]
Name = POWER_LIGHTNING
NameTextID = 32
TooltipTextID = 32
SymbolSprites = 101 124
PointerSprites = 88
PanelTabIndex = 11
SoundSamples = 833
SoundPlayed = 55
Power =  3    4    5    7    9   12   14   16   30   36
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_CAST_SUBTILE
ParentPower = NOPOWER
CastExpandFunc = general_expand
UseFunction = magic_use_power_lightning

[power11]
Name = POWER_SPEED
NameTextID = 28
TooltipTextID = 28
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 1200
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_CAST_ON_TARGET
ParentPower = NOPOWER
CastExpandFunc = general_expand
Spell = SPELL_SPEED
UseFunction = magic_use_power_apply_spell

[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 1200
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_CAST_ON_TARGET
ParentPower = NOPOWER
CastExpandFunc = general_expand
Spell = SPELL_ARMOUR
UseFunction = magic_use_power_apply_spell

[power13]
Name = POWER_CONCEAL
NameTextID = 37
TooltipTextID = 37
SymbolSprites = 105 128
PointerSprites = 48
PanelTabIndex = 7
SoundSamples = 832
SoundPlayed = 154
Power = 300  400  500  600  700  800  900 1000 1100 1200
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_CAST_ON_TARGET
ParentPower = NOPOWER
CastExpandFunc = general_expand
Spell = SPELL_INVISIBILITY
UseFunction = magic_use_power_apply_spell

[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 1200
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_CAST_ON_TARGET
ParentPower = NOPOWER
CastExpandFunc = general_expand
Spell = SPELL_DISEASE
UseFunction = magic_use_power_apply_spell

[power15]
Name = POWER_CHICKEN
NameTextID = 33
TooltipTextID = 33
SymbolSprites = 306 314
PointerSprites = 56
PanelTabIndex = 13
SoundSamples = 827
SoundPlayed = 109
Power = 300  350  400  450  500  550  600  650 1000 1100
Cost = 1200 1300 1400 1500 1600 1700 1800 1900 3000
Castability = OWNED_GROUND ALLIED_GROUND ENEMY_CRTRS CUSTODY_CRTRS
Artifact = SPELLBOOK_CHKN
Properties = 
PlayerState = PLAYER_STATE_CAST_ON_TARGET
ParentPower = NOPOWER
CastExpandFunc = general_expand
Spell = SPELL_CHICKEN
UseFunction = magic_use_power_apply_spell

[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     9
Cost = 10000 12000 14000 16000 18000 20000 22000 24000 26000
Castability = ALL_TALL CLAIMABLE
Artifact = SPELLBOOK_DWAL
Properties = 
PlayerState = PLAYER_STATE_CAST_SUBTILE
ParentPower = NOPOWER
CastExpandFunc = general_expand
UseFunction = magic_use_power_destroy_walls

[power17]
Name = POWER_TIME_BOMB
NameTextID = 645
TooltipTextID = 662
SymbolSprites = 552 550
PointerSprites = 182
PanelTabIndex = 27
SoundSamples = 0
SoundPlayed = 0
Power =  40   60   80  100  120  140  160  180  200  220
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_CAST_ON_TARGET
ParentPower = NOPOWER
CastExpandFunc = general_expand
Spell = SPELL_TIME_BOMB
UseFunction = magic_use_power_apply_spell

[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   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
CastExpandFunc = do_not_expand
UseFunction = magic_use_power_possess_thing

[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 0
Cost = 60000 0 0 0 0 0 0 0 0
Castability = ANYWHERE UNREVEALED
Artifact = SPELLBOOK_ARMG
Properties = 
PlayerState = PLAYER_STATE_NONE
ParentPower = NOPOWER
CastExpandFunc = do_not_expand
UseFunction = magic_use_power_armageddon

[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   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
CastExpandFunc = do_not_expand
UseFunction = magic_use_power_hand

[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   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
CastExpandFunc = do_not_expand
UseFunction = magic_use_power_hand

[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   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
CastExpandFunc = do_not_expand
UseFunction = magic_use_power_hand

[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 = 250 250 250 250 250 250 250 250 250 250
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_CAST_ON_TARGET
ParentPower = NOPOWER
; To have this power chargeable like other replace 'do_not_expand' with 'general_expand'.
CastExpandFunc = do_not_expand
Spell = SPELL_REBOUND
UseFunction = magic_use_power_apply_spell

[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  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_CAST_ON_TARGET
ParentPower = NOPOWER
; To have this power chargeable like other replace 'do_not_expand' with 'general_expand'.
CastExpandFunc = do_not_expand
Spell = SPELL_FREEZE
Effect = EFFECT_FALLING_ICE_BLOCKS
UseFunction = magic_use_power_apply_spell

[power25]
Name = POWER_SLOW
NameTextID = 30
TooltipTextID = 30
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 = 500 500 500 500 500 500 500 500 500 500
Cost =  100 200 300 400 500 600 700 800 900
Castability = ALL_GROUND ENEMY_CRTRS CUSTODY_CRTRS
Artifact = SPELLBOOK_SLOW
Properties = 
PlayerState = PLAYER_STATE_CAST_ON_TARGET
ParentPower = NOPOWER
; To have this power chargeable like other replace 'do_not_expand' with 'general_expand'.
CastExpandFunc = do_not_expand
Spell = SPELL_SLOW
Effect = EFFECT_SLOW_KEEPER_POWER
UseFunction = magic_use_power_apply_spell

[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 = 750 750 750 750 750 750 750 750 750 750
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_CAST_ON_TARGET
ParentPower = NOPOWER
; To have this power chargeable like other replace 'do_not_expand' with 'general_expand'.
CastExpandFunc = do_not_expand
Spell = SPELL_FLIGHT
UseFunction = magic_use_power_apply_spell

[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 1152
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_CAST_ON_TARGET
ParentPower = NOPOWER
CastExpandFunc = general_expand
Spell = SPELL_SIGHT
UseFunction = magic_use_power_apply_spell

[power28]
Name = POWER_TUNNELLER
NameTextID = 1072
TooltipTextID = 1073
SymbolSprites = 811 809
PointerSprites = 344
PanelTabIndex = 18
SoundSamples = 0
SoundPlayed = 0
Cooldown = 35
Power =  0   0   1   1    2    2    3    3    4    9
Cost = 700 700 950 950 1150 1150 2100 2100 3000
; Giving powers with CreatureType a duration, makes the creatures temporary
Duration = 0
; Becomes more expensive after every 7 units.
CostFormula = DWARF
Castability = OWNED_GROUND NEEDS_DELAY
Artifact = SPELLBOOK_TUNLR
Properties =
PlayerState = PLAYER_STATE_CREATEDIGGER
ParentPower = NOPOWER
CastExpandFunc = general_expand
UseFunction = magic_use_power_tunneller
CreatureType = TUNNELLER

[power29]
Name = POWER_PICKUP_OBJECT
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   0
Cost =  0   0   0   0   0   0   0   0   0
Castability = ANYWHERE OWNED_OBJECTS
Artifact = NULL
Properties = INSTINCTIVE
PlayerState = PLAYER_STATE_NONE
ParentPower = POWER_HAND
CastExpandFunc = do_not_expand
UseFunction = magic_use_power_hand

; 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
