forked from Jaysyn/PRC8
Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
1767 lines
109 KiB
Plaintext
1767 lines
109 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Name Spell Constants
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//:: FileName SMP_INC_Constant
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//:://////////////////////////////////////////////
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This include file is meant for spells which do not
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use default numbers. All spells which are new
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have constants here.
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Also includes all spell-related item specifics and so on.
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Included in SMP_inc_spells, and SMP_inc_prespells.
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Remember, for the lines in the .2da, add 16777216 + (tlk entry number) for
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the name and descriptions.
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TLK entries start at 88,000 (to 97,999, which is 10000 lines)
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Meaning we start at 16689216 (88,000) to 16699215 (97,999)
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Note that descriptions and names of spells are 89000+, and item properties
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much higher for space reasons.
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1.67 | 5 Feet
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3.33 | 10 Feet
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5.0 | 15 Feet
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6.67 | 20 feet
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8.33 | 25 Feet
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10.0 | 30 Feet
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11.67 | 35 Feet
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13.33 | 40 Feet
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15.0 | 45 Feet
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16.67 | 50 Feet
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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// Other constants
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#include "SMP_INC_VISUALS"
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#include "SMP_INC_POLYCONT"
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// Setting locals
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#include "SMP_INC_LOCALS"
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// "Color"'s for text
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#include "SMP_INC_COLOR"
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// New value for invalid spells, -1, which should be already present really.
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const int SPELL_INVALID = -1;
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// New value for invalid duration, -1
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const int DURATION_INVALID = -1;
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// Ranges
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const float RADIUS_SIZE_FEET_5 = 1.67; // 5 Feet
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const float RADIUS_SIZE_FEET_10 = 3.33; // 10 Feet
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const float RADIUS_SIZE_FEET_15 = 5.0; // 15 Feet
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const float RADIUS_SIZE_FEET_20 = 6.67; // 20 Feet
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const float RADIUS_SIZE_FEET_25 = 8.33; // 25 Feet
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const float RADIUS_SIZE_FEET_30 = 10.0; // 30 Feet
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const float RADIUS_SIZE_FEET_35 = 11.67;// 35 Feet
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const float RADIUS_SIZE_FEET_40 = 13.33;// 40 Feet
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const float RADIUS_SIZE_FEET_45 = 15.0; // 45 Feet
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const float RADIUS_SIZE_FEET_50 = 16.67;// 50 Feet
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const float RANGE_SPELL_TOUCH = 2.25;// 2.25M range
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const float RANGE_SPELL_CLOSE = 8.0; // 8.0M range
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const float RANGE_SPELL_MEDIUM = 20.0;// 20.0M range
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const float RANGE_SPELL_LONG = 40.0;// 40.0M range
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// New races
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const int RACIAL_TYPE_MAGIC_FORCE = 20;// RACIAL_TYPE_OUTSIDER
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// New classes (for the new races, the packages)
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const int CLASS_TYPE_MAGICAL_FORCE = 24;// CLASS_TYPE_OUTSIDER
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// New packages for above classes
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const int PACKAGE_MAGICAL_FORCE = 86;// PACKAGE_OUTSIDER
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// Special
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// - If this is TRUE for a creature, local int, then they are a plant race.
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const string SMP_PLANT = "SMP_PLANT";
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// - If this is TRUE, for a creature, they are "crystaline".
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const string SMP_CRYSTALLINE = "SMP_CRYSTALLINE";
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// - This is the wieght of a door, in Pounds (lbs) used for Shatter. Set as local integer.
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// - If 0, IE not set, then shatter doesn't work.
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const string SMP_PLACEABLE_WEIGHT = "SMP_PLACEABLE_WEIGHT";
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// This needs to be set to TRUE on any placeable that CAN be opened with Open/Close spell.
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const string SMP_CONST_CAN_BE_MAGICALLY_OPENED = "SMP_CONST_CAN_BE_MAGICALLY_OPENED";
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// This is a special tag of an object that should be used to cast the spells associated
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// with things like Domain Spell stoppers.
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const string SMP_STATIC_SPELL_CASTER = "SMP_CASTER";
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// This is set to a local object for the person's master.
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const string SMP_MASTER = "SMP_MASTER";
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// Set to TRUE for SMP_MAGICAL_TRAP_DETECTED_BY + GetName(oDetected) for magical
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// traps. Local Int.
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const string SMP_MAGICAL_TRAP_DETECTED_BY = "SMP_MTDB";
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// This is set to TRUE on any visible rune/magical trap. Local Int.
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const string SMP_MAGICAL_TRAP_ALWAYS_DETECTED = "SMP_MTAD";
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// The level (Spell level, like 5 for Symbol of Pain) of the magical trap. Local Int.
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const string SMP_MAGICAL_TRAP_LEVEL = "SMP_MAGICAL_TRAP_LEVEL";
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// Creature things - for summons mainly. Res Ref's and tags.
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const string SMP_CREATURE_RESREF_MAGES_SWORD = "SMP_magessword";
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const string SMP_CREATURE_RESREF_WHIRLWIND = "SMP_whirlwind";
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const string SMP_CREATURE_RESREF_FLAMING_SPHERE = "SMP_flamingsphere";
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const string SMP_CREATURE_RESREF_CHANGESTAFF_TREANT = "SMP_changetreant";
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const string SMP_CREATURE_RESREF_SPIRITUAL_WEAPON = "SMP_spiritualwea";
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const string SMP_CREATURE_TAG_MAGES_SWORD = "SMP_magessword";
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// Explosive runes.
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// This is set to TRUE on an item if they have the runes
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const string SMP_EXPLOSIVE_RUNES_SET = "SMP_EXPLOSIVE_RUNES_SET";
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// This is the caster of the runes, also set to the item
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const string SMP_EXPLOSIVE_RUNES_OBJECT = "SMP_EXPLOSIVE_RUNES_OBJECT";
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// DC of the spell, set to a local int
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const string SMP_EXPLOSIVE_RUNES_DC = "SMP_EXPLOSIVE_RUNES_DC";
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/* Spell levels - unused currently
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const int SMP_SPELL_LEVEL_0 = 0;
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const int SMP_SPELL_LEVEL_1 = 1;
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const int SMP_SPELL_LEVEL_2 = 2;
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const int SMP_SPELL_LEVEL_3 = 3;
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const int SMP_SPELL_LEVEL_4 = 4;
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const int SMP_SPELL_LEVEL_5 = 5;
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const int SMP_SPELL_LEVEL_6 = 6;
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const int SMP_SPELL_LEVEL_7 = 7;
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const int SMP_SPELL_LEVEL_8 = 8;
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const int SMP_SPELL_LEVEL_9 = 9;
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*/
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// AOEs set thier values (Spell save DC, Caster Level) in locals for better useability
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const string SMP_AOE_CASTER_LEVEL = "SMP_AOE_CASTER_LEVEL";
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const string SMP_AOE_SPELL_SAVE_DC = "SMP_AOE_SPELL_SAVE_DC";
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const string SMP_AOE_SPELL_METAMAGIC = "SMP_AOE_SPELL_METAMAGIC";
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// AOEs who have things for On Enter (EG: Acid fog slow) do not stack, but
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// are tracked (how many AOE's are affecting the target) via. this local
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// integer
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const string SMP_SPELL_AOE_AMOUNT = "SMP_SPELL_AOE_AMOUNT";
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// Items needed for spells.
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// - TAGS!
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// All divine focus's tagged...
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const string SMP_ITEM_DIVINE_FOCUS = "SMP_DIV_FOCUS";// Divine Focus Componant.
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// However, the ResRef depends on thier alignment.
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// Good:
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const string SMP_ITEM_RESREF_DIVINE_FOCUS_LAWFUL_GOOD = "SMP_div_focus_lg";
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const string SMP_ITEM_RESREF_DIVINE_FOCUS_NEUTRAL_GOOD = "SMP_div_focus_ng";
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const string SMP_ITEM_RESREF_DIVINE_FOCUS_CHAOTIC_GOOD = "SMP_div_focus_cg";
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// Neutral:
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const string SMP_ITEM_RESREF_DIVINE_FOCUS_LAWFUL_NEUTRAL = "SMP_div_focus_ln";
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const string SMP_ITEM_RESREF_DIVINE_FOCUS_NEUTRAL_NEUTRAL = "SMP_div_focus_nn";
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const string SMP_ITEM_RESREF_DIVINE_FOCUS_CHAOTIC_NEUTRAL = "SMP_div_focus_cn";
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// Evil:
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const string SMP_ITEM_RESREF_DIVINE_FOCUS_LAWFUL_EVIL = "SMP_div_focus_le";
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const string SMP_ITEM_RESREF_DIVINE_FOCUS_NEUTRAL_EVIL = "SMP_div_focus_ne";
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const string SMP_ITEM_RESREF_DIVINE_FOCUS_CHAOTIC_EVIL = "SMP_div_focus_ce";
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// Resrefs for Wood Shape items
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const string SMP_ITEM_RESREF_WS_CLUB = "SMP_ws_club";// Normal Club. Plot.
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const string SMP_ITEM_RESREF_WS_STAFF = "SMP_ws_staff";// Normal Quarterstaff. Plot.
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const string SMP_ITEM_RESREF_WS_BOX = "SMP_ws_box";// Normal Box Container. Plot.
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// Material Component (IE: Removed on casting) : MC
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// Focus item (IE: Just used with casting the spell, but costs money) : F
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const string SMP_ITEM_ROPE = "SMP_ROPE"; // MC: Animate Rope
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const string SMP_ITEM_WATER = "SMP_WATER"; // MC: Create Water
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const string SMP_ITEM_SPELL_5LS_SILVER = "SMP_SILVER"; // MC: Bless Water
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const string SMP_ITEM_HOLY_SYMBOL_500 = "SMP_HOLYSYM_500";// F: Destruction
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const string SMP_ITEM_DIAMOND_DUST = "SMP_DIAMOND_DUST";// MC: Stoneskin (250GP worth)
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const string SMP_ITEM_DIAMOND_DUST_100 = "SMP_DIAMOND_DUST_100";// MC: Restoration (100GP worth)
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const string SMP_ITEM_INCENSE_25 = "SMP_INCENSE_25"; // MC: Augury.
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const string SMP_ITEM_INCENSE_4000 = "SMP_INCENSE_4000";// MC: Forbiddance
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const string SMP_ITEM_RUBY_DUST_1500 = "SMP_RUBYDUST_1500";// MC: Force Cage
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const string SMP_ITEM_HOLY_WATER = "SMP_HOLYWATER"; // MC: Consecrate
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const string SMP_ITEM_CURSED_WATER = "SMP_CURSEDWATER"; // MC: Desecrate
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const string SMP_ITEM_SILVER_DUST_25 = "SMP_SILVERDUST_25";// MC2: Consecrate AND Desecrate
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const string SMP_ITEM_CHAOS_RELIC_500 = "SMP_CHAOSRELIC_500";// F: Cloak of Chaos
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const string SMP_ITEM_HOLY_RELIC_500 = "SMP_HOLYRELIC_500";// F: Holy Aura
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const string SMP_ITEM_LAWFUL_RELIC_500 = "SMP_LAWRELIC_500";// F: Shield of Law
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const string SMP_ITEM_EVIL_RELIC_500 = "SMP_EVILRELIC_500";// F: Unholy Aura
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const string SMP_ITEM_MARKED_STICKS_25 = "SMP_MarkStick_25";// F: Augury
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const string SMP_ITEM_DIAMOND_IN_METAL = "SMP_DiamondMetal";// MC + F: Force Armor
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const string SMP_ITEM_WOOD = "SMP_WOOD"; // MC: Wood for Wood Shape.
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const string SMP_ITEM_RUBY_IN_LOOP_1500 = "SMP_RUBYLOOP_1500";// F: Analyze Dweomer
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const string SMP_ITEM_WOLFSKIN = "SMP_WOLFSKIN";// F: Wolfskin
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const string SMP_ITEM_MINATURE_SCALES = "SMP_MINSCALES";// F: Appraisal. 50GP worth.
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const string PHS_ITEM_CRUSHED_BLACK_PEARL = "SMP_CRUSHPEARL";// MC: Circle of Death: 500GP worth.
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// "Made up spells"
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const string SMP_ITEM_CRYSTALSHIELD = "SMP_CRYSTALSHIELD"; // MC for Spellguard
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// Acorns and Berries for Fire Seeds
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const string SMP_ITEM_HOLLY_BERRIES = "SMP_HOLLYBERRY";
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const string SMP_ITEM_HOLLY_BERRY_BOMBS = "SMP_HOLLYBOMB";
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const string SMP_ITEM_ACORNS = "SMP_ACORNS";
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// Resrefs for "normal"(?) things
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const string SMP_ITEM_RESREF_HOLLY_BERRY_BOMBS = "SMP_hollybomb";
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const string SMP_ITEM_RESREF_CURSED_WATER = "SMP_cursedwater";
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const string SMP_ITEM_RESREF_HOLY_WATER = "SMP_holywater";
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const string SMP_ITEM_RESREF_FOOD = "food";
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const string SMP_ITEM_RESREF_WATER = "SMP_water";
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// Refuge speciall prepared item
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const string SMP_ITEM_SPECIAL_REFUGE = "SMP_REFUGEITEM";
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// Spoiled food
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const string SMP_ITEM_SPOILED_FOOD = "SMP_SPOILED_FOOD";
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const string SMP_ITEM_SPOILED_WATER = "SMP_SPOILED_FOOD";
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// SPECIAL: THE CASTER ITEM!
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const string SMP_ITEM_CLASS_ITEM = "SMP_CLASS_ITEM";
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// This stores the diamond for each target that they are using for
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// protection Versus spells
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const string SMP_STORED_PROT_SPELLS_ITEM = "SMP_STORED_PROT_SPELLS_ITEM";
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// AOE constants. All new for these spells.
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const int SMP_AOE_PER_ACID_FOG = 54;// Bioware Fog clouds. 5M radius.
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const string SMP_AOE_TAG_PER_ACID_FOG = "SMP_ACID_FOG";// These are all 2da references
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const int SMP_AOE_PER_ALARM = 51;// Invisible 6.7M radius.
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const string SMP_AOE_TAG_PER_ALARM = "SMP_ALARM";
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const int SMP_AOE_MOB_ANTILIFE_SHELL = 52;// Green (New VFX) 3.3M radius.
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const string SMP_AOE_TAG_MOB_ANTILIFE_SHELL = "SMP_ANTILIFE_SHELL";
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const int SMP_AOE_MOB_ANTIPLANT_SHELL = 10;// 3.3M radius. As above? affects plants.
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const string SMP_AOE_TAG_MOB_ANTIPLANT_SHELL = "SMP_ANTIPLANT_SHELL";
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const int SMP_AOE_PER_EVARDS_BLACK_TENTACLES = 10;// 6.67M radius. Tentacles, black...
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const string SMP_AOE_TAG_PER_EVARDS_BLACK_TENTACLES = "SMP_EVARDS_BLACK_TENTACLES";
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const int SMP_AOE_PER_BLADE_BARRIER_RECTANGLE = 10;// 10x1M area
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const string SMP_AOE_TAG_PER_BLADE_BARRIER_RECTANGLE = "SMP_BLADE_BARRIER_RECTANGLE";
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const int SMP_AOE_PER_BLADE_BARRIER_ROUND = 10;// 3M Sphere, 1.5M radius centre sphere.
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const string SMP_AOE_TAG_PER_BLADE_BARRIER_ROUND = "SMP_BLADE_BARRIER_ROUND";
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const int SMP_AOE_PER_CALM_EMOTIONS = 10;// AOE for Concentration.
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const string SMP_AOE_TAG_PER_CALM_EMOTIONS = "SMP_CALM_EMOTIONS";
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const int SMP_AOE_PER_CONSECRATE = 10;// 6.67M radius. Probably invisible - maybe holy aura like.
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const string SMP_AOE_TAG_PER_CONSECRATE = "SMP_CONSECRATE";
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const int SMP_AOE_PER_CLOUDKILL = 10;// 6.7M radius, yellowish and green vapors which look similar to Fog Cloud
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const string SMP_AOE_TAG_PER_CLOUDKILL = "SMP_CLOUDKILL";
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const int SMP_AOE_MOB_DARKNESS = 10;// 6.7M radius, darkness AOE.
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const string SMP_AOE_TAG_MOB_DARKNESS = "SMP_DARKNESS";
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const int SMP_AOE_PER_DELAYED_FIREBALL = 10;// 1.5M radius (or so). Bioware VFX.
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const string SMP_AOE_TAG_PER_DELAYED_FIREBALL = "SMP_DELAYED_FIREBALL";
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const int SMP_AOE_PER_DESECRATE = 10;// 6.67M radius. Probably invisible - maybe unholy aura like.
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const string SMP_AOE_TAG_PER_DESECRATE = "SMP_DESECRATE";
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const int SMP_AOE_PER_DIMENSIONAL_LOCK = 53;// Should have new VFX. 6.7M radius.
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const string SMP_AOE_TAG_PER_DIMENSIONAL_LOCK = "SMP_DIMENSIONAL_LOCK";
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const int SMP_AOE_PER_ENTANGLE = 10;// 13.33M radius spread. Vines and stuff.
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const string SMP_AOE_TAG_PER_ENTANGLE = "SMP_ENTANGLE";
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const int SMP_AOE_PER_FOG_CLOUD = 10;// 6.67M. Fog.
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const string SMP_AOE_TAG_PER_FOG_CLOUD = "SMP_FOG_CLOUD";
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const int SMP_AOE_PER_FORBIDDANCE = 10;// 60M cube (on each side) invisible AOE.
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const string SMP_AOE_TAG_PER_FORBIDDANCE = "SMP_FORBIDDANCE";
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const int SMP_AOE_PER_FORCECAGE = 10;// 6.67M Cube (On a side), invisible.
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const string SMP_AOE_TAG_PER_FORCECAGE = "SMP_FORCECAGE";
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const int SMP_AOE_PER_GHOST_SOUND = 55;// 5M, invisible AOE.
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const string SMP_AOE_TAG_PER_GHOST_SOUND = "SMP_GHOST_SOUND";
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const int SMP_AOE_PER_GREASE = 10;// 3.33M cube area.
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const string SMP_AOE_TAG_PER_GREASE = "SMP_GREASE";
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const int SMP_AOE_MOB_HALLUCINATORY_TERRAIN = 10;// 10M cubed AOE.
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const string SMP_AOE_TAG_MOB_HALLUCINATORY_TERRAIN = "SMP_HALLUCINATORY_TERRAIN";
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const int SMP_AOE_PER_HYPNOTIC_PATTERN = 10;// 3.33M radius, visual only really.
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const string SMP_AOE_TAG_PER_HYPNOTIC_PATTERN = "SMP_HYPNOTIC_PATTERN";
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const int SMP_AOE_PER_INCENDIARY_CLOUD = 10;// Bioware? 6.67M radius.
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const string SMP_AOE_TAG_PER_INCENDIARY_CLOUD = "SMP_INCENDIARY_CLOUD";
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const int SMP_AOE_MOB_INVISIBILITY_PURGE_05 = 10;// 05ft. 01.67M radius. Removes any Invisibility from entering objects.
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const int SMP_AOE_MOB_INVISIBILITY_PURGE_10 = 10;// 10ft. 03.33M radius. " "
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const int SMP_AOE_MOB_INVISIBILITY_PURGE_15 = 10;// 15ft. 05.00M radius. " "
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const int SMP_AOE_MOB_INVISIBILITY_PURGE_20 = 10;// 20ft. 06.67M radius. " "
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const int SMP_AOE_MOB_INVISIBILITY_PURGE_25 = 10;// 25ft. 08.33M radius. " "
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const int SMP_AOE_MOB_INVISIBILITY_PURGE_30 = 10;// 30ft. 10.00M radius. " "
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const int SMP_AOE_MOB_INVISIBILITY_PURGE_35 = 10;// 35ft. 11.67M radius. " "
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const int SMP_AOE_MOB_INVISIBILITY_PURGE_40 = 10;// 40ft. 13.33M radius. " "
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const int SMP_AOE_MOB_INVISIBILITY_PURGE_45 = 10;// 45ft. 15.00M radius. " "
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const int SMP_AOE_MOB_INVISIBILITY_PURGE_50 = 10;// 50ft. 16.67M radius. " "
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const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_05 = "SMP_INVISIBILITY_PURGE_05";
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const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_10 = "SMP_INVISIBILITY_PURGE_10";
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const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_15 = "SMP_INVISIBILITY_PURGE_15";
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const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_20 = "SMP_INVISIBILITY_PURGE_20";
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const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_25 = "SMP_INVISIBILITY_PURGE_25";
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const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_30 = "SMP_INVISIBILITY_PURGE_30";
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const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_35 = "SMP_INVISIBILITY_PURGE_35";
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const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_40 = "SMP_INVISIBILITY_PURGE_40";
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const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_45 = "SMP_INVISIBILITY_PURGE_45";
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const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_50 = "SMP_INVISIBILITY_PURGE_50";
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const int SMP_AOE_MOB_INVISIBILITY_SPHERE = 10;// 3.33M radius. Applies Invisibility.
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const string SMP_AOE_TAG_MOB_INVISIBILITY_SPHERE = "SMP_INVISIBILITY_SPHERE";
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const int SMP_AOE_MOB_MAGCIR_CHAOS = 10;// 3.33M radius. Magic circle against chaos.
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const int SMP_AOE_MOB_MAGCIR_EVIL = 10;// 3.33M radius. Magic circle against evil.
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const int SMP_AOE_MOB_MAGCIR_GOOD = 10;// 3.33M radius. Magic circle against good.
|
||
const int SMP_AOE_MOB_MAGCIR_LAW = 10;// 3.33M radius. Magic circle against law.
|
||
const string SMP_AOE_TAG_MOB_MAGCIR_CHAOS = "SMP_MAGCIR_CHAOS";
|
||
const string SMP_AOE_TAG_MOB_MAGCIR_EVIL = "SMP_MAGCIR_EVIL";
|
||
const string SMP_AOE_TAG_MOB_MAGCIR_GOOD = "SMP_MAGCIR_GOOD";
|
||
const string SMP_AOE_TAG_MOB_MAGCIR_LAW = "SMP_MAGCIR_LAW";
|
||
const int SMP_AOE_PER_MIND_FOG = 10;// 6.67M radius. Mind fog, blue, as Bioware?
|
||
const string SMP_AOE_TAG_PER_MIND_FOG = "SMP_MIND_FOG";
|
||
const int SMP_AOE_PER_MISLEAD = 10;// AOE for Concentration.
|
||
const string SMP_AOE_TAG_PER_MISLEAD = "SMP_MISLEAD";
|
||
const int SMP_AOE_MOB_MIRAGE_ARCANA = 10;// 10M cubed AOE.
|
||
const string SMP_AOE_TAG_MOB_MIRAGE_ARCANA = "SMP_MIRAGE_ARCANA";
|
||
const int SMP_AOE_PER_OBSCURING_MIST = 56;// 6.7M, similar to Acid Fog cloud effect, but MIST
|
||
const string SMP_AOE_TAG_PER_OBSCURING_MIST = "SMP_OBSCURING_MIST";
|
||
const int SMP_AOE_PER_PLANT_GROWTH = 10;// 10.0M, lots of growing, entangling plants. Highish, vineish.
|
||
const string SMP_AOE_TAG_PER_PLANT_GROWTH = "SMP_PLANT_GROWTH";
|
||
const int SMP_AOE_PER_PRISMATIC_SPHERE = 10;// 3.33M radius. Prismatic colored wall.
|
||
const string SMP_AOE_TAG_PER_PRISMATIC_SPHERE = "SMP_PRISMATIC_SPHERE";
|
||
const int SMP_AOE_PER_PRISMATIC_WALL = 10;// 10x1M Wall of colour.
|
||
const string SMP_AOE_TAG_PER_PRISMATIC_WALL = "SMP_PRISMATIC_WALL";
|
||
const int SMP_AOE_PER_PYROTECHNICS = 10;// 6.67M Radius, Big smoke cloud.
|
||
const string SMP_AOE_TAG_PER_PYROTECHNICS = "SMP_PYROTECHNICS";
|
||
const int SMP_AOE_PER_RAGE = 10;// 0.1M. AOE for concentration.
|
||
const string SMP_AOE_TAG_PER_RAGE = "SMP_RAGE";
|
||
const int SMP_AOE_PER_RAINBOW_PATTERN = 10;// 0.1M. AOE for concentration.
|
||
const string SMP_AOE_TAG_PER_RAINBOW_PATTERN = "SMP_RAINBOW_PATTERN";
|
||
const int SMP_AOE_MOB_REPEL_VIRMIN = 10;// 3.33M. Invisible sphere, like Antilife Shell (invisble!)
|
||
const string SMP_AOE_TAG_MOB_REPEL_VIRMIN = "SMP_REPEL_VIRMIN";
|
||
const int SMP_AOE_MOB_REPULSION_1 = 10;// 1M. Invisible.
|
||
const int SMP_AOE_MOB_REPULSION_2 = 10;// 2M. Invisible.
|
||
const int SMP_AOE_MOB_REPULSION_3 = 10;// 3M. Invisible.
|
||
const int SMP_AOE_MOB_REPULSION_4 = 10;// 4M. Invisible.
|
||
const int SMP_AOE_MOB_REPULSION_5 = 10;// 5M. Invisible.
|
||
const string SMP_AOE_TAG_MOB_REPULSION_1 = "SMP_REPULSION_1";
|
||
const string SMP_AOE_TAG_MOB_REPULSION_2 = "SMP_REPULSION_2";
|
||
const string SMP_AOE_TAG_MOB_REPULSION_3 = "SMP_REPULSION_3";
|
||
const string SMP_AOE_TAG_MOB_REPULSION_4 = "SMP_REPULSION_4";
|
||
const string SMP_AOE_TAG_MOB_REPULSION_5 = "SMP_REPULSION_5";
|
||
const int SMP_AOE_MOB_SHIELD_OTHER = 57;// 8M invisible, purly for making srue they stay together.
|
||
const string SMP_AOE_TAG_MOB_SHIELD_OTHER = "SMP_SHIELD_OTHER";
|
||
const int SMP_AOE_MOB_SILENCE = 10;// 6.67M radius. Mobile AND permament
|
||
const string SMP_AOE_TAG_MOB_SILENCE = "SMP_SILENCE";
|
||
const int SMP_AOE_PER_SLEET_STORM = 10;// 13.33M radius, tempoary SNOW
|
||
const string SMP_AOE_TAG_PER_SLEET_STORM = "SMP_SLEET_STORM";
|
||
const int SMP_AOE_PER_SOLID_FOG = 10;// 6.67M radius, fog - solid, more so then Fog Cloud
|
||
const string SMP_AOE_TAG_PER_SOLID_FOG = "SMP_SOLID_FOG";
|
||
const int SMP_AOE_PER_SPIKE_GROWTH_10 = 10;// 10x10M cube. Bushy Growth.
|
||
const int SMP_AOE_PER_SPIKE_GROWTH_12 = 11;// 12x12M cube. (level 6)
|
||
const int SMP_AOE_PER_SPIKE_GROWTH_14 = 12;// 14x14M cube. (level 7)
|
||
const int SMP_AOE_PER_SPIKE_GROWTH_16 = 13;// 16x16M cube. (level 8)
|
||
const int SMP_AOE_PER_SPIKE_GROWTH_18 = 14;// 18x18M cube. (level 9)
|
||
const int SMP_AOE_PER_SPIKE_GROWTH_20 = 15;// 20x20M cube. (level 10)
|
||
const string SMP_AOE_TAG_PER_SPIKE_GROWTH_10 = "SMP_SPIKE_GROWTH_10";
|
||
const string SMP_AOE_TAG_PER_SPIKE_GROWTH_12 = "SMP_SPIKE_GROWTH_12";
|
||
const string SMP_AOE_TAG_PER_SPIKE_GROWTH_14 = "SMP_SPIKE_GROWTH_14";
|
||
const string SMP_AOE_TAG_PER_SPIKE_GROWTH_16 = "SMP_SPIKE_GROWTH_16";
|
||
const string SMP_AOE_TAG_PER_SPIKE_GROWTH_18 = "SMP_SPIKE_GROWTH_18";
|
||
const string SMP_AOE_TAG_PER_SPIKE_GROWTH_20 = "SMP_SPIKE_GROWTH_20";
|
||
const int SMP_AOE_PER_SPIKE_STONES_10 = 10;// 10x10M cube. Spiky Stones.
|
||
const int SMP_AOE_PER_SPIKE_STONES_12 = 11;// 12x12M cube. (level 6)
|
||
const int SMP_AOE_PER_SPIKE_STONES_14 = 12;// 14x14M cube. (level 7)
|
||
const int SMP_AOE_PER_SPIKE_STONES_16 = 13;// 16x16M cube. (level 8)
|
||
const int SMP_AOE_PER_SPIKE_STONES_18 = 14;// 18x18M cube. (level 9)
|
||
const int SMP_AOE_PER_SPIKE_STONES_20 = 15;// 20x20M cube. (level 10)
|
||
const string SMP_AOE_TAG_PER_SPIKE_STONES_10 = "SMP_SPIKE_STONES_10";
|
||
const string SMP_AOE_TAG_PER_SPIKE_STONES_12 = "SMP_SPIKE_STONES_12";
|
||
const string SMP_AOE_TAG_PER_SPIKE_STONES_14 = "SMP_SPIKE_STONES_14";
|
||
const string SMP_AOE_TAG_PER_SPIKE_STONES_16 = "SMP_SPIKE_STONES_16";
|
||
const string SMP_AOE_TAG_PER_SPIKE_STONES_18 = "SMP_SPIKE_STONES_18";
|
||
const string SMP_AOE_TAG_PER_SPIKE_STONES_20 = "SMP_SPIKE_STONES_20";
|
||
const int SMP_AOE_PER_STINKING_CLOUD = 10;// 6.67M radius.
|
||
const string SMP_AOE_TAG_PER_STINKING_CLOUD = "SMP_STINKING_CLOUD";
|
||
|
||
|
||
const int SMP_AOE_PER_STORM_OF_VENGEANCE = 58;// 120M radius. Needs the new VFX number, else, similar to Bioware's.
|
||
const string SMP_AOE_TAG_PER_STORM_OF_VENGEANCE = "SMP_STORM_OF_VENGEANCE";
|
||
const int SMP_AOE_PER_SYMBOL_OF_FEAR = 59;// 3M Radius. Special VFX for symbol.
|
||
const string SMP_AOE_TAG_PER_SYMBOL_OF_FEAR = "SMP_SYMBOL_OF_FEAR";
|
||
const int SMP_AOE_PER_TELEPORTATION_CIRCLEI = 60;// 1.7M Radius. Invisible version.
|
||
const string SMP_AOE_TAG_PER_TELEPORTATION_CIRCLEI = "SMP_TELEPORTATION_CIRCLEI";
|
||
const int SMP_AOE_PER_TELEPORTATION_CIRCLEV = 61;// 1.7M Radius. Visible version.
|
||
const string SMP_AOE_TAG_PER_TELEPORTATION_CIRCLEV = "SMP_TELEPORTATION_CIRCLEI";
|
||
const int SMP_AOE_PER_WALL_OF_FIRE_05 = 10;// 05M long, 2M wide, wall of fire.
|
||
const int SMP_AOE_PER_WALL_OF_FIRE_10 = 10;// 10M long, 2M wide, wall of fire.
|
||
const int SMP_AOE_PER_WALL_OF_FIRE_15 = 10;// 15M long, 2M wide, wall of fire.
|
||
const int SMP_AOE_PER_WALL_OF_FIRE_20 = 10;// 20M long, 2M wide, wall of fire.
|
||
const string SMP_AOE_TAG_PER_WALL_OF_FIRE_05 = "SMP_WALL_OF_FIRE_05";
|
||
const string SMP_AOE_TAG_PER_WALL_OF_FIRE_10 = "SMP_WALL_OF_FIRE_10";
|
||
const string SMP_AOE_TAG_PER_WALL_OF_FIRE_15 = "SMP_WALL_OF_FIRE_15";
|
||
const string SMP_AOE_TAG_PER_WALL_OF_FIRE_20 = "SMP_WALL_OF_FIRE_20";
|
||
const int SMP_AOE_PER_WALL_OF_FIRE_ROUND = 10;// 5M Radius, 3M dougnut wall of fire.
|
||
const string SMP_AOE_TAG_PER_WALL_OF_FIRE_ROUND = "SMP_WALL_OF_FIRE_ROUND";
|
||
const int SMP_AOE_PER_WALL_OF_THORNS_LEVEL09 = 10;// Wall of thorns, level 9, 9x1M
|
||
const int SMP_AOE_PER_WALL_OF_THORNS_LEVEL10 = 10;// Wall of thorns, level 10, 10x1M
|
||
const int SMP_AOE_PER_WALL_OF_THORNS_LEVEL11 = 10;// Wall of thorns, level 11, 11x1M
|
||
const int SMP_AOE_PER_WALL_OF_THORNS_LEVEL12 = 10;// Wall of thorns, level 12, 12x1M
|
||
const int SMP_AOE_PER_WALL_OF_THORNS_LEVEL13 = 10;// Wall of thorns, level 13, 13x1M
|
||
const int SMP_AOE_PER_WALL_OF_THORNS_LEVEL14 = 10;// Wall of thorns, level 14, 14x1M
|
||
const int SMP_AOE_PER_WALL_OF_THORNS_LEVEL15 = 10;// Wall of thorns, level 15, 15x1M
|
||
const int SMP_AOE_PER_WALL_OF_THORNS_ROUND = 10;// Wall of thorns, round 5M sphere, 3M dougnut.
|
||
const string SMP_AOE_TAG_PER_WALL_OF_THORNS_LEVEL09 = "SMP_WALL_OF_THORNS_LEVEL09";
|
||
const string SMP_AOE_TAG_PER_WALL_OF_THORNS_LEVEL10 = "SMP_WALL_OF_THORNS_LEVEL10";
|
||
const string SMP_AOE_TAG_PER_WALL_OF_THORNS_LEVEL11 = "SMP_WALL_OF_THORNS_LEVEL11";
|
||
const string SMP_AOE_TAG_PER_WALL_OF_THORNS_LEVEL12 = "SMP_WALL_OF_THORNS_LEVEL12";
|
||
const string SMP_AOE_TAG_PER_WALL_OF_THORNS_LEVEL13 = "SMP_WALL_OF_THORNS_LEVEL13";
|
||
const string SMP_AOE_TAG_PER_WALL_OF_THORNS_LEVEL14 = "SMP_WALL_OF_THORNS_LEVEL14";
|
||
const string SMP_AOE_TAG_PER_WALL_OF_THORNS_LEVEL15 = "SMP_WALL_OF_THORNS_LEVEL15";
|
||
const string SMP_AOE_TAG_PER_WALL_OF_THORNS_ROUND = "SMP_WALL_OF_THORNS_ROUND";
|
||
const int SMP_AOE_PER_WEB = 10;// 6.67M radius. Webs, lots of them.
|
||
const string SMP_AOE_TAG_PER_WEB = "SMP_WEB";
|
||
const int SMP_AOE_MOB_WHIRLWIND = 10;// 3.33M radius. Whirlwind, on a special creature.
|
||
const string SMP_AOE_TAG_MOB_WHIRLWIND = "SMP_WHIRLWIND";
|
||
const int SMP_AOE_PER_WIND_WALL = 10;// 5M radius. Invisible, sphere.
|
||
const string SMP_AOE_TAG_PER_WIND_WALL = "SMP_WIND_WALL";
|
||
const int SMP_AOE_PER_ZONE_OF_TRUTH = 10;// 6.67M Radius. Invisible, emination (thus radius)
|
||
const string SMP_AOE_TAG_PER_ZONE_OF_TRUTH = "SMP_ZONE_OF_TRUTH";
|
||
|
||
// Ability AOE's
|
||
const int SMP_AOE_MOB_BABBLE = 10;// 20M Radius. Invisible?
|
||
const string SMP_AOE_TAG_MOB_BABBLE = "SMP_BABBLE";
|
||
|
||
|
||
// VARIOUS ONES NOT PUT INTO THE SPELLS YET
|
||
const int SMP_AOE_PER_ENERGY_FIELD = 10;// 6.67M Radius, as Acid Fog. Energy cloud. Black.
|
||
const string SMP_AOE_TAG_PER_ENERGY_FIELD = "SMP_ENERGY_FIELD";
|
||
const int SMP_AOE_PER_WHATEVER = 10;// 5M radius, See whatever spell.
|
||
const string SMP_AOE_TAG_PER_WHATEVER = "SMP_WHATEVER";
|
||
const int SMP_AOE_MOB_FIGHT_THEME = 10;// 0.1M radius, HB only, no visual.
|
||
const string SMP_AOE_TAG_PER_FIGHT_THEME = "SMP_FIGHT_THEME";
|
||
|
||
// New item property constants
|
||
const int SMP_IP_CONST_CASTSPELL_GOODBERRY = 1;// Self only
|
||
const int SMP_IP_CONST_ONHIT_CASTSPELL_DISRUPTING_WEAPON = 1;// On Hit only
|
||
const int SMP_IP_CONST_CASTSPELL_FIRESEED_ACORN = 1;// Raged attack
|
||
const int SMP_IP_CONST_CASTSPELL_REFUGE = 1;// Personal only.
|
||
|
||
// Wild magic constants
|
||
// - the applying effects script
|
||
const string SMP_WILD_MAGIC_SCRIPT = "SMP_ail_wildmagc";
|
||
// - Set to a LOCATION or OBJECT, the new one that the spell should hit
|
||
const string SMP_WILD_MAGIC_OVERRIDE_THING = "SMP_WILD_MAGIC_OVERRIDE_THING";
|
||
// - Set to TRUE if the object/location of the spell has changed
|
||
const string SMP_WILD_MAGIC_CHECK = "SMP_WILD_MAGIC_CHECK";
|
||
// - Set to TRUE if a object, else location
|
||
const string SMP_WILD_MAGIC_LOCATIONTARGET = "SMP_WILD_MAGIC_LOCATIONTARGET";
|
||
|
||
|
||
// Other constants
|
||
|
||
// Object for Maze or Imprisonment
|
||
const string SMP_MAZEPRISON_OBJECT = "SMP_MAZEPRISON_OBJECT";
|
||
// Maze target - Tag of waypoint
|
||
const string SMP_S_MAZE_TARGET = "SMP_S_MAZE_TARGET";
|
||
// Imprisonment Target - Tag of waypoint
|
||
const string SMP_S_IMPRISONMENT_TARGET = "SMP_S_IMPRISONMENT_TARGET";
|
||
// The objects that need to be created
|
||
const string SMP_MAZE_OBJECT = "SMP_maze_marker";
|
||
const string SMP_IMPRISONMENT_OBJECT = "SMP_pris_marker";
|
||
// And the variables set on the target to get them back
|
||
const string SMP_S_MAZEPRISON_LOCATION = "SMP_S_MAZEPRISON_LOCATION";
|
||
const string SMP_S_MAZEPRISON_OLD_AREA = "SMP_S_MAZEPRISON_OLD_AREA";
|
||
// - Only used in maze below
|
||
const string SMP_S_MAZE_ROUND_COUNTER = "SMP_S_MAZE_ROUND_COUNTER";
|
||
|
||
/* - Removed for now
|
||
// Cloudkill moves! (Creature based, therefore will not upset any sort of walls)
|
||
// - Constants set on it for the spell to work
|
||
const string SMP_CLOUDKILL_LOCATION = "SMP_CLOUDKILL_LOCATION";
|
||
const string SMP_CLOUDKILL_CASTER = "SMP_CLOUDKILL_CASTER";
|
||
const string SMP_CLOUDKILL_SAVEDC = "SMP_CLOUDKILL_SAVEDC";
|
||
const string SMP_CLOUDKILL_METAMAGIC = "SMP_CLOUDKILL_METAMAGIC";
|
||
const string SMP_CLOUDKILL_DURATION = "SMP_CLOUDKILL_DURATION";
|
||
// Incremented on pesudo-heartbeat
|
||
const string SMP_CLOUDKILL_ROUNDS_DONE = "SMP_CLOUDKILL_ROUNDS_DONE";
|
||
// Constant used dynamically on targets. Adds ID of cloudkill object.
|
||
const string SMP_CLOUDKILL_6HD_SAVED = "SMP_CLOUDKILL_6HD_SAVED";
|
||
*/
|
||
|
||
// The integers set for Spell Immunty spell, user choices.
|
||
const string SMP_SPELL_IMMUNITY_USER = "SMP_SPELL_IMMUNITY_USER";
|
||
|
||
// Integer for moving, barriers.
|
||
// - If TRUE on enter, it destroys the barrier.
|
||
const string SMP_MOVING_BARRIER = "SMP_MOVING_BARRIER";
|
||
// - If TRUE, ignore On Enter events. The barrier starts on the first HB.
|
||
const string SMP_MOVING_BARRIER_START = "SMP_MOVING_BARRIER_START";
|
||
// - Mobile barriers last location
|
||
const string SMP_MOVING_BARRIER_LOCATION = "SMP_MOVING_BARRIER_LOCATION";
|
||
|
||
// These are sound constants. Can use SMP_PlaySounds(int iSoundVariable) with these
|
||
// - Used in Ghost Sounds
|
||
const int SMP_SOUNDS_HUMAN = 1;
|
||
const int SMP_SOUNDS_HUMAN_LOUD = 2;
|
||
const int SMP_SOUNDS_HUMAN_BATTLE = 3;
|
||
const int SMP_SOUNDS_ORCS = 4;
|
||
const int SMP_SOUNDS_ORCS_MOB = 5;
|
||
const int SMP_SOUNDS_WIND = 6;
|
||
const int SMP_SOUNDS_WIND_LOUD = 7;
|
||
const int SMP_SOUNDS_WIND_GALE = 8;
|
||
const int SMP_SOUNDS_WATER_DRIP = 9;
|
||
const int SMP_SOUNDS_WATER_POOL = 10;
|
||
const int SMP_SOUNDS_WATER_RIVER = 11;
|
||
const int SMP_SOUNDS_RATS = 12;
|
||
|
||
|
||
// These use AmbientSoundChangeDay/AmbientSoundChangeNight for a bit.
|
||
const int SMP_SOUNDS_AREA_WHISPERS = 100;
|
||
const int SMP_SOUNDS_AREA_TALKING = 101;
|
||
const int SMP_SOUNDS_AREA_FIGHTING = 102;
|
||
|
||
// String setting (LocalString/Integer) constants for the variable names
|
||
const string SMP_GHOST_SOUND_SOUNDS_CUSTOM = "SMP_GHOST_SOUND_SOUNDS_CUSTOM";
|
||
|
||
|
||
/******************************* SPECIAL **************************************/
|
||
|
||
|
||
/******************************* MONSTER ABILITIES ****************************/
|
||
|
||
const int SMP_SPELLABILITY_BABBLE = 99999;
|
||
|
||
|
||
/******************************* SPELLS ***************************************/
|
||
|
||
// - If uncommented, the spell is not complete, or no spell script exsists.
|
||
|
||
/*
|
||
Version number is at the end (IE where it is from) most will be "3.5 Standard"
|
||
for the 3.5 standard ruleset
|
||
- http://3.5srd.com/web/sovelior_sage_srd/Sovelior%20SRD/home.html
|
||
|
||
Amounts of spells
|
||
All: 605
|
||
A 30
|
||
B 22
|
||
C 60
|
||
D 55
|
||
E 18
|
||
F 33
|
||
G 21
|
||
H 29
|
||
I 29
|
||
J 1
|
||
K 3
|
||
L 10
|
||
M 45
|
||
N 3
|
||
O 7
|
||
P 43
|
||
Q 1
|
||
R 33
|
||
S 103
|
||
T 24
|
||
U 6
|
||
V 5
|
||
W 22
|
||
X 0
|
||
Y 0
|
||
Z 2
|
||
14 Apirl - started spells.2da
|
||
*/
|
||
|
||
/*AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA*/
|
||
// Seperate spells Count: 29
|
||
const int SMP_SPELL_ACID_FOG = 0;
|
||
const int SMP_SPELL_ACID_SPLASH = 10000;
|
||
const int SMP_SPELL_AID = 1;
|
||
const int SMP_SPELL_AIR_WALK = 10000;
|
||
const int SMP_SPELL_ALARM = 10000;
|
||
const int SMP_SPELL_ALARM_AUDIBLE = 10000;
|
||
const int SMP_SPELL_ALARM_MESSAGE = 10000;
|
||
const int SMP_SPELL_ALIGN_WEAPON = 10000;
|
||
const int SMP_SPELL_ALIGN_WEAPON_EVIL = 10000;
|
||
const int SMP_SPELL_ALIGN_WEAPON_GOOD = 10000;
|
||
const int SMP_SPELL_ALIGN_WEAPON_CHAOTIC = 10000;
|
||
const int SMP_SPELL_ALIGN_WEAPON_LAWFUL = 10000;
|
||
const int SMP_SPELL_ALTER_SELF = 10000;
|
||
const int SMP_SPELL_ANALYZE_DWEOMER = 10000;
|
||
//const int SMP_SPELL_ANIMAL_GROWTH = 10000;
|
||
const int SMP_SPELL_ANIMAL_SHAPES = 10000;
|
||
const int SMP_SPELL_ANIMAL_TRANCE = 10000;
|
||
//const int SMP_SPELL_ANIMATE_DEAD = 2;
|
||
//const int SMP_SPELL_ANIMATE_OBJECTS = 10000;
|
||
//const int SMP_SPELL_ANIMATE_PLANTS = 10000;
|
||
const int SMP_SPELL_ANIMATE_ROPE = 10000;
|
||
const int SMP_SPELL_ANTILIFE_SHELL = 10000;
|
||
//const int SMP_SPELL_ANTIMAGIC_FIELD = 10000;
|
||
//const int SMP_SPELL_ANTIPATHY = 10000;
|
||
const int SMP_SPELL_ANTIPLANT_SHELL = 10000;
|
||
//const int SMP_SPELL_ARCANE_EYE = 10000;
|
||
//const int SMP_SPELL_ARCANE_LOCK = 10000;
|
||
const int SMP_SPELL_ARCANE_MARK = 10000;
|
||
//const int SMP_SPELL_ARCANE_SIGHT = 10000;
|
||
//const int SMP_SPELL_ARCANE_SIGHT_GREATER = 10000;
|
||
//const int SMP_SPELL_ASTRAL_PROJECTION = 10000;
|
||
//const int SMP_SPELL_ATONEMENT = 10000;
|
||
const int SMP_SPELL_AUGURY = 10000;
|
||
const int SMP_SPELL_AWAKEN = 10000;
|
||
|
||
/*BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB*/
|
||
// B Count: 26
|
||
const int SMP_SPELL_BALEFUL_POLYMORPH = 10000;
|
||
const int SMP_SPELL_BANE = 10000;
|
||
//const int SMP_SPELL_BANISHMENT = 10000;
|
||
const int SMP_SPELL_BARKSKIN = 3;
|
||
const int SMP_SPELL_BEARS_ENDURANCE = 10000;
|
||
const int SMP_SPELL_BEARS_ENDURANCE_MASS = 10000;
|
||
const int SMP_SPELL_BESTOW_CURSE = 4;
|
||
const int SMP_SPELL_BESTOW_CURSE_ABILITY = 1601;
|
||
const int SMP_SPELL_BESTOW_CURSE_ROLLS = 1602;
|
||
const int SMP_SPELL_BESTOW_CURSE_CHANCE_NO_ACTION = 1603;
|
||
const int SMP_SPELL_BIGBYS_CLENCHED_FIST = 10000;// Hands use sub-dials for larger ones
|
||
const int SMP_SPELL_BIGBYS_CLENCHED_FIST_CLENCHED = 10001;
|
||
const int SMP_SPELL_BIGBYS_CLENCHED_FIST_FORCEFUL = 10002;
|
||
const int SMP_SPELL_BIGBYS_CLENCHED_FIST_INTERPOSING = 10003;
|
||
const int SMP_SPELL_BIGBYS_CRUSHING_HAND = 10004;
|
||
const int SMP_SPELL_BIGBYS_CRUSHING_HAND_CRUSHING = 10005;
|
||
const int SMP_SPELL_BIGBYS_CRUSHING_HAND_FORCEFUL = 10006;
|
||
const int SMP_SPELL_BIGBYS_CRUSHING_HAND_INTERPOSING = 10007;
|
||
const int SMP_SPELL_BIGBYS_FORCEFUL_HAND = 10008;
|
||
const int SMP_SPELL_BIGBYS_FORCEFUL_HAND_FORCEFUL = 10009;
|
||
const int SMP_SPELL_BIGBYS_FORCEFUL_HAND_INTERPOSING = 10010;
|
||
const int SMP_SPELL_BIGBYS_GRASPING_HAND = 10000;
|
||
const int SMP_SPELL_BIGBYS_GRASPING_HAND_GRASPING = 10000;
|
||
const int SMP_SPELL_BIGBYS_GRASPING_HAND_FORCEFUL = 10000;
|
||
const int SMP_SPELL_BIGBYS_GRASPING_HAND_INTERPOSING = 10000;
|
||
const int SMP_SPELL_BIGBYS_INTERPOSING_HAND = 10000;// Only one without a sub-dial
|
||
|
||
//const int SMP_SPELL_BINDING = 10000;
|
||
const int SMP_SPELL_BLADE_BARRIER = 5;
|
||
const int SMP_SPELL_BLADE_BARRIER_SQUARE = 1604;
|
||
const int SMP_SPELL_BLADE_BARRIER_ROUND = 1605;
|
||
const int SMP_SPELL_BLASPHEMY = 10000;
|
||
const int SMP_SPELL_BLESS = 6;
|
||
const int SMP_SPELL_BLESS_WATER = 10000;
|
||
const int SMP_SPELL_BLESS_WEAPON = 10000;
|
||
const int SMP_SPELL_BLIGHT = 10000;
|
||
const int SMP_SPELL_BLINDNESS_DEAFNESS = 8;
|
||
const int SMP_SPELL_BLINDNESS_DEAFNESS_BLIND = 10000;
|
||
const int SMP_SPELL_BLINDNESS_DEAFNESS_DEAF = 10000;
|
||
const int SMP_SPELL_BLINK = 10000;
|
||
const int SMP_SPELL_BLUR = 10000;
|
||
const int SMP_SPELL_BREAK_ENCHANTMENT = 10000;
|
||
const int SMP_SPELL_BULLS_STRENGTH = 9;
|
||
const int SMP_SPELL_BULLS_STRENGTH_MASS = 10000;
|
||
const int SMP_SPELL_BURNING_HANDS = 10;
|
||
|
||
/*CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC*/
|
||
|
||
const int SMP_SPELL_CALL_LIGHTNING = 11;
|
||
const int SMP_SPELL_CALL_LIGHTNING_STORM = 10000;
|
||
const int SMP_SPECIAL_CALL_BOLT_LIGHTNING = 1608;
|
||
const int SMP_SPELL_CALM_ANIMALS = 10000;
|
||
const int SMP_SPELL_CALM_EMOTIONS = 10000;
|
||
const int SMP_SPELL_CATS_GRACE = 10000;
|
||
const int SMP_SPELL_CATS_GRACE_MASS = 10000;
|
||
const int SMP_SPELL_CAUSE_FEAR = 10500;
|
||
const int SMP_SPELL_CHAIN_LIGHTNING = 10000;
|
||
const int SMP_SPELL_CHANGESTAFF = 10000;
|
||
const int SMP_SPELL_CHAOS_HAMMER = 10000;
|
||
const int SMP_SPELL_CHARM_ANIMAL = 10000;
|
||
const int SMP_SPELL_CHARM_MONSTER = 10000;
|
||
const int SMP_SPELL_CHARM_MONSTER_MASS = 10000;
|
||
const int SMP_SPELL_CHARM_PERSON = 10000;
|
||
const int SMP_SPELL_CHILL_METAL = 10000;
|
||
const int SMP_SPELL_CHILL_TOUCH = 10000;
|
||
const int SMP_SPELL_CIRCLE_OF_DEATH = 10000;
|
||
//const int SMP_SPELL_CLAIRAUDIENCE_CLAIRVOYANCE = 10000;
|
||
const int SMP_SPELL_CLOAK_OF_CHAOS = 10000;
|
||
//const int SMP_SPELL_CLONE = 10000;
|
||
const int SMP_SPELL_CLOUDKILL = 10000;
|
||
const int SMP_SPELL_COLOR_SPRAY = 10000;
|
||
const int SMP_SPELL_COMMAND = 10000;
|
||
//const int SMP_SPELL_COMMAND_GREATER = 10000;
|
||
//const int SMP_SPELL_COMMAND_PLANTS = 10000;
|
||
//const int SMP_SPELL_COMMAND_UNDEAD = 10000;
|
||
//const int SMP_SPELL_COMMUNE = 10000;
|
||
//const int SMP_SPELL_COMMUNE_WITH_NATURE = 10000;
|
||
//const int SMP_SPELL_COMPREHEND_LANGUAGES = 10000;
|
||
const int SMP_SPELL_CONE_OF_COLD = 10000;
|
||
const int SMP_SPELL_CONFUSION = 10000;
|
||
const int SMP_SPELL_CONFUSION_LESSER = 10000;
|
||
const int SMP_SPELL_CONSECRATE = 10000;
|
||
//const int SMP_SPELL_CONTACT_OTHER_PLANE = 10000;
|
||
//const int SMP_SPELL_CONTAGION = 10000;
|
||
//const int SMP_SPELL_CONTINGENCY = 10000;
|
||
//const int SMP_SPELL_CONTINUAL_FLAME = 10000;
|
||
//const int SMP_SPELL_CONTROL_PLANTS = 10000;
|
||
//const int SMP_SPELL_CONTROL_UNDEAD = 10000;
|
||
//const int SMP_SPELL_CONTROL_WATER = 10000;
|
||
const int SMP_SPELL_CONTROL_WEATHER = 10000;
|
||
const int SMP_SPELL_CONTROL_WEATHER_RAIN = 10001;
|
||
const int SMP_SPELL_CONTROL_WEATHER_SNOW = 10002;
|
||
const int SMP_SPELL_CONTROL_WEATHER_CLEAR = 10003;
|
||
//const int SMP_SPELL_CONTROL_WINDS = 10000;
|
||
//const int SMP_SPELL_CREATE_FOOD_AND_WATER = 10000;
|
||
//const int SMP_SPELL_CREATE_GREATER_UNDEAD = 10000;
|
||
//const int SMP_SPELL_CREATE_UNDEAD = 10000;
|
||
const int SMP_SPELL_CREATE_WATER = 10000;
|
||
const int SMP_SPELL_CREATE_WATER_BOTTLE = 10000;
|
||
const int SMP_SPELL_CREATE_WATER_VISUAL = 10000;
|
||
const int SMP_SPELL_CREATE_WATER_EXTINGUISH = 10000;
|
||
//const int SMP_SPELL_CREEPING_DOOM = 10000;
|
||
const int SMP_SPELL_CRUSHING_DISPARE = 10000;
|
||
const int SMP_SPELL_CURE_CRITICAL_WOUNDS = 10000;
|
||
const int SMP_SPELL_CURE_CRITICAL_WOUNDS_MASS = 10000;
|
||
const int SMP_SPELL_CURE_LIGHT_WOUNDS = 10000;
|
||
const int SMP_SPELL_CURE_LIGHT_WOUNDS_MASS = 10000;
|
||
const int SMP_SPELL_CURE_MINOR_WOUNDS = 10000;
|
||
const int SMP_SPELL_CURE_MODERATE_WOUNDS = 10000;
|
||
const int SMP_SPELL_CURE_MODERATE_WOUNDS_MASS = 10000;
|
||
const int SMP_SPELL_CURE_SERIOUS_WOUNDS = 10000;
|
||
const int SMP_SPELL_CURE_SERIOUS_WOUNDS_MASS = 10000;
|
||
const int SMP_SPELL_CURSE_WATER = 10000;
|
||
|
||
/*DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD*/
|
||
|
||
const int SMP_SPELL_DANCING_LIGHTS = 1509;
|
||
const int SMP_SPELL_DARKNESS = 10000;
|
||
//const int SMP_SPELL_DARKVISION = 10000;
|
||
//const int SMP_SPELL_DAYLIGHT = 10000;
|
||
const int SMP_SPELL_DAZE = 10000;
|
||
const int SMP_SPELL_DAZE_MONSTER = 10000;
|
||
const int SMP_SPELL_DEATH_KNELL = 10000;
|
||
const int SMP_SPELL_DEATH_WARD = 10000;
|
||
const int SMP_SPELL_DEATHWATCH = 10000;
|
||
const int SMP_SPELL_DEEP_SLUMBER = 10000;
|
||
//const int SMP_SPELL_DEEPER_DARKNESS = 10000;
|
||
const int SMP_SPELL_DELAY_POISON = 10000;
|
||
const int SMP_SPELL_DELAYED_BLAST_FIREBALL = 10000;
|
||
//const int SMP_SPELL_DEMAND = 10000;
|
||
const int SMP_SPELL_DESECRATE = 10000;
|
||
const int SMP_SPELL_DESTRUCTION = 10000;
|
||
//const int SMP_SPELL_DETECT_ANIMALS_OR_PLANTS = 10000;
|
||
//const int SMP_SPELL_DETECT_CHAOS = 10000;
|
||
//const int SMP_SPELL_DETECT_EVIL = 10000;
|
||
//const int SMP_SPELL_DETECT_GOOD = 10000;
|
||
//const int SMP_SPELL_DETECT_LAW = 10000;
|
||
//const int SMP_SPELL_DETECT_MAGIC = 10000;
|
||
const int SMP_SPELL_DETECT_POISON = 10000;
|
||
//const int SMP_SPELL_DETECT_SCRYING = 10000;
|
||
//const int SMP_SPELL_DETECT_SECRET_DOORS = 10000;
|
||
//const int SMP_SPELL_DETECT_SNARES_AND_PITS = 10000;
|
||
//const int SMP_SPELL_DETECT_THOUGHTS = 10000;
|
||
//const int SMP_SPELL_DETECT_UNDEAD = 10000;
|
||
const int SMP_SPELL_DICTUM = 10000;
|
||
const int SMP_SPELL_DIMENSION_DOOR = 1510;
|
||
const int SMP_SPELL_DIMENSIONAL_ANCHOR = -10456;
|
||
const int SMP_SPELL_DIMENSIONAL_LOCK = -10122;
|
||
//const int SMP_SPELL_DIMINISH_PLANTS = 10000;
|
||
//const int SMP_SPELL_DISCERN_LIES = 10000;
|
||
//const int SMP_SPELL_DISCERN_LOCATION = 10000;
|
||
//const int SMP_SPELL_DISGUISE_SELF = 10000;
|
||
const int SMP_SPELL_DISINTEGRATE = 1511;
|
||
const int SMP_SPELL_DISMISSAL = 10000;
|
||
const int SMP_SPELL_DISPEL_CHAOS = 10000;
|
||
const int SMP_SPELL_DISPEL_EVIL = 10000;
|
||
const int SMP_SPELL_DISPEL_GOOD = 10000;
|
||
const int SMP_SPELL_DISPEL_LAW = 10000;
|
||
const int SMP_SPELL_DISPEL_MAGIC = 10000;
|
||
const int SMP_SPELL_DISPEL_MAGIC_GREATER = 10000;
|
||
const int SMP_SPELL_DISPLACEMENT = 11200;
|
||
const int SMP_SPELL_DISRUPT_UNDEAD = -10222;
|
||
const int SMP_SPELL_DISRUPTING_WEAPON = 10000;
|
||
//const int SMP_SPELL_DIVINATION = 10000;
|
||
const int SMP_SPELL_DIVINE_FAVOR = 10000;
|
||
const int SMP_SPELL_DIVINE_POWER = 10000;
|
||
//const int SMP_SPELL_DOMINATE_ANIMAL = 10000;
|
||
const int SMP_SPELL_DOMINATE_PERSON = 10000;
|
||
const int SMP_SPELL_DOMINATE_MONSTER = 10000;
|
||
const int SMP_SPELL_DOOM = -10444;
|
||
//const int SMP_SPELL_DREAM = 10000;
|
||
|
||
/*EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE*/
|
||
|
||
const int SMP_SPELL_EAGLES_SPLENDOR = 10000;
|
||
const int SMP_SPELL_EAGLES_SPLENDOR_MASS = 10000;
|
||
const int SMP_SPELL_EARTHQUAKE = 10000;
|
||
//const int SMP_SPELL_ELEMENTAL_SWARM = 10000;
|
||
const int SMP_SPELL_ENDURE_ELEMENTS = 10000;
|
||
const int SMP_SPELL_ENERGY_DRAIN = 10000;
|
||
const int SMP_SPELL_ENERVATION = 10000;
|
||
//const int SMP_SPELL_ENLARGE_PERSON = 10000;
|
||
//const int SMP_SPELL_ENLARGE_PERSON_MASS = 10000;
|
||
const int SMP_SPELL_ENTANGLE = 10000;
|
||
//const int SMP_SPELL_ENTHRALL = 10000;
|
||
const int SMP_SPELL_ENTROPIC_SHIELD = 10000;
|
||
const int SMP_SPELL_ERASE = 10000;
|
||
const int SMP_SPELL_ETHEREAL_JAUNT = 10000;
|
||
const int SMP_SPELL_ETHEREALNESS = 10000;
|
||
const int SMP_SPELL_EVARDS_BLACK_TENTACLES = 10000;
|
||
const int SMP_SPELL_EXPEDITIOUS_RETREAT = 10000;
|
||
const int SMP_SPELL_EXPLOSIVE_RUNES = 10000;
|
||
const int SMP_SPELL_EYEBITE = -10666;
|
||
|
||
/*FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF*/
|
||
|
||
//const int SMP_SPELL_FABRICATE = 10000;
|
||
const int SMP_SPELL_FAERIE_FIRE = 10100;
|
||
const int SMP_SPELL_FALSE_LIFE = 10000;
|
||
//const int SMP_SPELL_FALSE_VISION = 10000;
|
||
const int SMP_SPELL_FEAR = -10555;
|
||
//const int SMP_SPELL_FEATHER_FALL = 10000;
|
||
const int SMP_SPELL_FEEBLEMIND = 10012;
|
||
const int SMP_SPELL_FIND_THE_PATH = 10000;
|
||
const int SMP_SPELL_FIND_TRAPS = 10000;
|
||
const int SMP_SPELL_FINGER_OF_DEATH = 10000;
|
||
const int SMP_SPELL_FIRE_SEEDS = 10000;
|
||
const int SMP_SPELL_FIRE_SHIELD = 10000;
|
||
const int SMP_SPELL_FIRE_SHIELD_WARM = 10000;
|
||
const int SMP_SPELL_FIRE_SHIELD_CHILL = -10000;
|
||
const int SMP_SPELL_FIRE_STORM = 10000;
|
||
//const int SMP_SPELL_FIRE_TRAP = 10000;
|
||
const int SMP_SPELL_FIREBALL = 10000;
|
||
const int SMP_SPELL_FLAME_ARROW = 10000;
|
||
const int SMP_SPELL_FLAME_STRIKE = 10000;
|
||
//const int SMP_SPELL_FLAMING_SPHERE = 10000;
|
||
const int SMP_SPELL_FLARE = 10111;
|
||
const int SMP_SPELL_FLESH_TO_STONE = 10000;
|
||
const int SMP_SPELL_FLY = 10000;
|
||
const int SMP_SPELL_FLOATING_DISK = 10000;
|
||
const int SMP_SPELL_FOG_CLOUD = 10000;
|
||
const int SMP_SPELL_FORBIDDANCE = 10000;
|
||
const int SMP_SPELL_FORCECAGE = 10000;
|
||
const int SMP_SPELL_FORESIGHT = 10000;
|
||
const int SMP_SPELL_FOXS_CUNNING = 10000;
|
||
const int SMP_SPELL_FOXS_CUNNING_MASS = 10000;
|
||
const int SMP_SPELL_FREEDOM = 10000;
|
||
const int SMP_SPELL_FREEDOM_OF_MOVEMENT = 10000;
|
||
const int SMP_SPELL_FREEZING_SPHERE = 10000;
|
||
|
||
/*GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG*/
|
||
|
||
const int SMP_SPELL_GASEOUS_FORM = 10000;
|
||
//const int SMP_SPELL_GATE = 10000;
|
||
//const int SMP_SPELL_GEAS = 10000;
|
||
//const int SMP_SPELL_GEAS_LESSER = 10000;
|
||
//const int SMP_SPELL_GENTLE_REPOSE = 10000;
|
||
const int SMP_SPELL_GHOST_SOUND = 10000;
|
||
const int SMP_SPELL_GHOST_SOUND_HUMANS = 10001;
|
||
const int SMP_SPELL_GHOST_SOUND_ORCS = 10002;
|
||
const int SMP_SPELL_GHOST_SOUND_RATS = 10003;
|
||
const int SMP_SPELL_GHOST_SOUND_WIND = 10004;
|
||
const int SMP_SPELL_GHOST_SOUND_CUSTOM = 10005;
|
||
const int SMP_SPELL_GHOUL_TOUCH = 10000;
|
||
//const int SMP_SPELL_GIANT_VERMIN = 10000;
|
||
const int SMP_SPELL_GLIBNESS = 10000;
|
||
const int SMP_SPELL_GLITTERDUST = 10000;
|
||
const int SMP_SPELL_GLOBE_OF_INVUNRABILITY = 10000;
|
||
const int SMP_SPELL_GLOBE_OF_INVUNRABILITY_LESSER = 10000;
|
||
//const int SMP_SPELL_GLYPH_OF_WARDING = 10000;
|
||
//const int SMP_SPELL_GLYPH_OF_WARDING_GREATER = 10000;
|
||
const int SMP_SPELL_GOODBERRY = 10000;
|
||
const int SMP_SPELL_GOOD_HOPE = 10000;
|
||
const int SMP_SPELL_GREASE = 10000;
|
||
//const int SMP_SPELL_GUARDS_AND_WARDS = 10000;
|
||
const int SMP_SPELL_GUIDANCE = 10000;
|
||
const int SMP_SPELL_GUIDANCE_ATTACK = 10000;
|
||
const int SMP_SPELL_GUIDANCE_SAVE = 10000;
|
||
const int SMP_SPELL_GUIDANCE_SKILL = 10000;
|
||
const int SMP_SPELL_GUST_OF_WIND = 10000;
|
||
|
||
/*HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH*/
|
||
|
||
//const int SMP_SPELL_HALLOW = 10000;
|
||
const int SMP_SPELL_HALLUCINATORY_TERRAIN = 10000;
|
||
const int SMP_SPELL_HALT_UNDEAD = 10000;
|
||
const int SMP_SPELL_HARM = 10000;
|
||
const int SMP_SPELL_HASTE = 10000;
|
||
const int SMP_SPELL_HEAL = 10000;
|
||
const int SMP_SPELL_HEAL_MASS = 10000;
|
||
const int SMP_SPELL_HEAL_MOUNT = 10000;
|
||
const int SMP_SPELL_HEAT_METAL = 10000;
|
||
//const int SMP_SPELL_HELPING_HAND = 10000;
|
||
//const int SMP_SPELL_HEROES_FEAST = 10000;
|
||
const int SMP_SPELL_HEROISM = 10000;
|
||
const int SMP_SPELL_HEROISM_GREATER = 10000;
|
||
const int SMP_SPELL_HIDE_FROM_ANIMALS = 10000;
|
||
const int SMP_SPELL_HIDE_FROM_UNDEAD = 10000;
|
||
const int SMP_SPELL_HIDEOUS_LAUGHTER = 10000;
|
||
const int SMP_SPELL_HOLD_ANIMAL = 10000;
|
||
const int SMP_SPELL_HOLD_MONSTER = 10000;
|
||
const int SMP_SPELL_HOLD_MONSTER_MASS = 10000;
|
||
const int SMP_SPELL_HOLD_PERSON = 10000;
|
||
const int SMP_SPELL_HOLD_PERSON_MASS = 10000;
|
||
//const int SMP_SPELL_HOLD_PORTAL = 10000;
|
||
const int SMP_SPELL_HOLY_AURA = 10000;
|
||
const int SMP_SPELL_HOLY_SMITE = 10000;
|
||
const int SMP_SPELL_HOLY_SWORD = 10000;
|
||
const int SMP_SPELL_HOLY_WORD = 10000;
|
||
const int SMP_SPELL_HORRID_WILTING = 10000;
|
||
const int SMP_SPELL_HYPNOTIC_PATTERN = 10000;
|
||
const int SMP_SPELL_HYPNOTISM = 10078;
|
||
|
||
/*IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII*/
|
||
|
||
const int SMP_SPELL_ICE_STORM = 10000;
|
||
const int SMP_SPELL_IDENTIFY = 10000;
|
||
//const int SMP_SPELL_ILLUSORY_SCRIPT = 10000;
|
||
//const int SMP_SPELL_ILLUSORY_WALL = 10000;
|
||
//const int SMP_SPELL_IMBUNE_WITH_SPELL_ABILITY = 10000;
|
||
const int SMP_SPELL_IMPLOSION = 10000;
|
||
const int SMP_SPELL_IMPRISONMENT = 10000;
|
||
const int SMP_SPELL_INCENDIARY_CLOUD = 10000;
|
||
const int SMP_SPELL_INFLICT_CRITICAL_WOUNDS = 10000;
|
||
const int SMP_SPELL_INFLICT_CRITICAL_WOUNDS_MASS = 10000;
|
||
const int SMP_SPELL_INFLICT_LIGHT_WOUNDS = 10000;
|
||
const int SMP_SPELL_INFLICT_LIGHT_WOUNDS_MASS = 10000;
|
||
const int SMP_SPELL_INFLICT_MINOR_WOUNDS = 10000;
|
||
const int SMP_SPELL_INFLICT_MODERATE_WOUNDS = 10000;
|
||
const int SMP_SPELL_INFLICT_MODERATE_WOUNDS_MASS = 10000;
|
||
const int SMP_SPELL_INFLICT_SERIOUS_WOUNDS = 10000;
|
||
const int SMP_SPELL_INFLICT_SERIOUS_WOUNDS_MASS = 10000;
|
||
const int SMP_SPELL_INSANITY = 10000;
|
||
const int SMP_SPELL_INSECT_PLAGUE = 10000;
|
||
//const int SMP_SPELL_INSTANT_SUMMONS = 10000;
|
||
const int SMP_SPELL_INVISIBILITY = 10000;
|
||
const int SMP_SPELL_INVISIBILITY_GREATER = 10000;
|
||
//const int SMP_SPELL_INVISIBILITY_MASS = 10000;
|
||
const int SMP_SPELL_INVISIBILITY_PURGE = 10000;
|
||
const int SMP_SPELL_INVISIBILITY_SPHERE = 10000;
|
||
const int SMP_SPELL_IRON_BODY = 10000;
|
||
//const int SMP_SPELL_IRONWOOD = 10000;
|
||
const int SMP_SPELL_IRRESISTIBLE_DANCE = 10800;
|
||
|
||
/*JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ*/
|
||
|
||
//const int SMP_SPELL_JUMP = 10000;
|
||
|
||
/*KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK*/
|
||
|
||
const int SMP_SPELL_KEEN_EDGE = 10000;
|
||
const int SMP_SPELL_KNOCK = 10000;
|
||
const int SMP_SPELL_KNOW_DIRECTION = 10000;
|
||
|
||
/*LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL*/
|
||
|
||
//const int SMP_SPELL_LEGEND_LORE = 10000;
|
||
//const int SMP_SPELL_LEVITATE = 10000;
|
||
const int SMP_SPELL_LIGHT = 10000;
|
||
//const int SMP_SPELL_LIGHTNING_BOLT = 10000;
|
||
//const int SMP_SPELL_LIMITED_WISH = 10000;
|
||
const int SMP_SPELL_LIVEOAK = 10000;
|
||
//const int SMP_SPELL_LOCATE_CREATURE = 10000;
|
||
//const int SMP_SPELL_LOCATE_OBJECT = 10000;
|
||
const int SMP_SPELL_LONGSTRIDER = 10000;
|
||
const int SMP_SPELL_LULLABY = 10000;
|
||
|
||
/*MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM*/
|
||
|
||
const int SMP_SPELL_MAGE_ARMOR = 10000;
|
||
const int SMP_SPELL_MAGE_HAND = 10000;
|
||
const int SMP_SPELL_MAGES_DISJUNCTION = 10000;
|
||
//const int SMP_SPELL_MAGES_FAITHFUL_HOUND = 10000;
|
||
//const int SMP_SPELL_MAGES_LUCUBRATION = 10000;
|
||
//const int SMP_SPELL_MAGES_MAGNIFICENT_MANSION = 10000;
|
||
//const int SMP_SPELL_MAGES_PRIVATE_SANCTUM = 10000;
|
||
const int SMP_SPELL_MAGES_SWORD = 10000;
|
||
//const int SMP_SPELL_MAGIC_AURA = 10000;
|
||
const int SMP_SPELL_MAGIC_CIRCLE_AGAINST_CHAOS = 10000;
|
||
const int SMP_SPELL_MAGIC_CIRCLE_AGAINST_EVIL = 10000;
|
||
const int SMP_SPELL_MAGIC_CIRCLE_AGAINST_GOOD = 10000;
|
||
const int SMP_SPELL_MAGIC_CIRCLE_AGAINST_LAW = 10000;
|
||
const int SMP_SPELL_MAGIC_FANG = 10000;
|
||
const int SMP_SPELL_MAGIC_FANG_GREATER = 10000;
|
||
const int SMP_SPELL_MAGIC_FANG_GREATER_ALL = 10000;
|
||
const int SMP_SPELL_MAGIC_FANG_GREATER_ONE = 10000;
|
||
//const int SMP_SPELL_MAGIC_JAR = 10000;
|
||
const int SMP_SPELL_MAGIC_MISSILE = 10000;
|
||
//const int SMP_SPELL_MAGIC_MOUTH = 10000;
|
||
const int SMP_SPELL_MAGIC_STONE = 10000;
|
||
const int SMP_SPELL_MAGIC_VESTMENT = 10000;
|
||
const int SMP_SPELL_MAGIC_WEAPON = 10000;
|
||
const int SMP_SPELL_MAGIC_WEAPON_GREATER = 10000;
|
||
//const int SMP_SPELL_MAJOR_CREATION = 10000;
|
||
//const int SMP_SPELL_MAJOR_IMAGE = 10000;
|
||
//const int SMP_SPELL_MAKE_WHOLE = 10000;
|
||
const int SMP_SPELL_MARK_OF_JUSTICE = 10000;
|
||
const int SMP_SPELL_MAZE = 10000;
|
||
const int SMP_SPELL_MELD_INTO_STONE = 10000;
|
||
const int SMP_SPELL_MELFS_ACID_ARROW = 10000;
|
||
//const int SMP_SPELL_MENDING = 10000;
|
||
//const int SMP_SPELL_MESSAGE = 10000;
|
||
const int SMP_SPELL_METEOR_SWARM = 10000;
|
||
const int SMP_SPELL_MIND_BLANK = 10000;
|
||
const int SMP_SPELL_MIND_FOG = 10000;
|
||
//const int SMP_SPELL_MINOR_CREATION = 10000;
|
||
//const int SMP_SPELL_MINOR_IMAGE = 10000;
|
||
//const int SMP_SPELL_MIRACLE_EVOCATION = 10000;
|
||
const int SMP_SPELL_MIRAGE_ARCANA = 10000;
|
||
const int SMP_SPELL_MIRROR_IMAGE = 10000;
|
||
//const int SMP_SPELL_MISDIRECTION = 10000;
|
||
const int SMP_SPELL_MISLEAD = 10000;
|
||
//const int SMP_SPELL_MNEMONIC_ENHANCER = 10000;
|
||
const int SMP_SPELL_MODIFY_MEMORY = 10000;
|
||
const int SMP_SPELL_MOMENT_OF_PRESCIENCE = 10000;
|
||
const int SMP_SPELL_MOUNT = 10000;
|
||
|
||
// XXX : THIS SPELL MIGHT BE TOTALLY REMOVED.
|
||
//const int SMP_SPELL_MOVE_EARTH = 10000;
|
||
|
||
/*NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN*/
|
||
|
||
const int SMP_SPELL_NEUTRALIZE_POISON = 10000;
|
||
//const int SMP_SPELL_NIGHTMARE = 10000;
|
||
//const int SMP_SPELL_NONDETECTION = 10000;
|
||
|
||
/*OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO*/
|
||
|
||
const int SMP_SPELL_OBSCURE_OBJECT = 10000;
|
||
const int SMP_SPELL_OBSCURING_MIST = 10000;
|
||
const int SMP_SPELL_OPEN_CLOSE = 10000;
|
||
const int SMP_SPELL_ORDERS_WRATH = 10000;
|
||
const int SMP_SPELL_OVERLAND_FLIGHT = 10000;
|
||
const int SMP_SPELL_OWLS_WISDOM = 10000;
|
||
const int SMP_SPELL_OWLS_WISDOM_MASS = 10000;
|
||
|
||
/*PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP*/
|
||
|
||
const int SMP_SPELL_PASSWALL = 10000;
|
||
const int SMP_SPELL_PASS_WITHOUT_TRACE = 10000;
|
||
//const int SMP_SPELL_PERMANENCY = 10000;
|
||
//const int SMP_SPELL_PERMANENT_IMAGE = 10000;
|
||
//const int SMP_SPELL_PERSISTENT_IMAGE = 10000;
|
||
const int SMP_SPELL_PHANTASMAL_KILLER = 10000;
|
||
//const int SMP_SPELL_PHANTOM_STEED = 10000;
|
||
//const int SMP_SPELL_PHANTOM_TRAP = 10000;
|
||
const int SMP_SPELL_PHASE_DOOR = 10000;
|
||
//const int SMP_SPELL_PLANAR_ALLY = 10000;
|
||
//const int SMP_SPELL_PLANAR_ALLY_GREATER = 10000;
|
||
//const int SMP_SPELL_PLANAR_ALLY_LESSER = 10000;
|
||
//const int SMP_SPELL_PLANAR_BINDING = 10000;
|
||
//const int SMP_SPELL_PLANAR_BINDING_GREATER = 10000;
|
||
//const int SMP_SPELL_PLANAR_BINDING_LESSER = 10000;
|
||
//const int SMP_SPELL_PLANE_SHIFT = 10000;
|
||
const int SMP_SPELL_PLANT_GROWTH = 10000;
|
||
const int SMP_SPELL_POISON = 10000;
|
||
const int SMP_SPELL_POLAR_RAY = 10000;
|
||
//const int SMP_SPELL_POLYMORPH = 10000;
|
||
//const int SMP_SPELL_POLYMORPH_ANY_OBJECT = 10000;
|
||
const int SMP_SPELL_POWER_WORD_BLIND = 10000;
|
||
const int SMP_SPELL_POWER_WORD_KILL = 10000;
|
||
const int SMP_SPELL_POWER_WORD_STUN = 10000;
|
||
const int SMP_SPELL_PRAYER = 10000;
|
||
const int SMP_SPELL_PRESTIDIGITATION = 10000;
|
||
const int SMP_SPELL_PRESTIDIGITATION_VFX1 = 10001;
|
||
const int SMP_SPELL_PRESTIDIGITATION_VFX2 = 10002;
|
||
const int SMP_SPELL_PRESTIDIGITATION_VFX3 = 10003;
|
||
const int SMP_SPELL_PRESTIDIGITATION_VFX4 = 10004;
|
||
const int SMP_SPELL_PRESTIDIGITATION_VFX5 = 10005;
|
||
const int SMP_SPELL_PRISMATIC_SPHERE = 10000;
|
||
const int SMP_SPELL_PRISMATIC_SPRAY = 10000;
|
||
const int SMP_SPELL_PRISMATIC_WALL = 10000;
|
||
const int SMP_SPELL_PRODUCE_FLAME = 10000;
|
||
//const int SMP_SPELL_PROGRAMMED_IMAGE = 10000;
|
||
//const int SMP_SPELL_PROJECT_IMAGE = 10000;
|
||
const int SMP_SPELL_PROTECTION_FROM_ARROWS = 10000;
|
||
const int SMP_SPELL_PROTECTION_FROM_CHAOS = 10000;
|
||
const int SMP_SPELL_PROTECTION_FROM_ENERGY = 10000;
|
||
const int SMP_SPELL_PROTECTION_FROM_ENERGY_ACID = 10001;
|
||
const int SMP_SPELL_PROTECTION_FROM_ENERGY_COLD = 10002;
|
||
const int SMP_SPELL_PROTECTION_FROM_ENERGY_ELECTRICAL = 10003;
|
||
const int SMP_SPELL_PROTECTION_FROM_ENERGY_FIRE = 10004;
|
||
const int SMP_SPELL_PROTECTION_FROM_ENERGY_SONIC = 10005;
|
||
const int SMP_SPELL_PROTECTION_FROM_EVIL = 10000;
|
||
const int SMP_SPELL_PROTECTION_FROM_GOOD = 10000;
|
||
const int SMP_SPELL_PROTECTION_FROM_LAW = 10000;
|
||
const int SMP_SPELL_PROTECTION_FROM_SPELLS = 10000;
|
||
//const int SMP_SPELL_PRYING_EYES = 10000;
|
||
//const int SMP_SPELL_PRYING_EYES_GREATER = 10000;
|
||
const int SMP_SPELL_PURIFY_FOOD_AND_DRINK = 10000;
|
||
const int SMP_SPELL_PYROTECHNICS = 10000;
|
||
|
||
/*QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ*/
|
||
|
||
const int SMP_SPELL_QUENCH = 10000;
|
||
|
||
/*RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR*/
|
||
|
||
const int SMP_SPELL_RAGE = 10000;
|
||
const int SMP_SPELL_RAINBOW_PATTERN = 10999;
|
||
const int SMP_SPELL_RAISE_DEAD = 10000;
|
||
const int SMP_SPELL_RAY_OF_ENFEEBLEMENT = 10000;
|
||
const int SMP_SPELL_RAY_OF_EXHAUSTION = 10000;// Odd, needed to add this in...
|
||
const int SMP_SPELL_RAY_OF_FROST = 10000;
|
||
const int SMP_SPELL_READ_MAGIC = 10000;
|
||
const int SMP_SPELL_REFUGE = 10000;
|
||
const int SMP_SPELL_REGENERATE = 10000;
|
||
//const int SMP_SPELL_REINCARNATE = 10000;
|
||
const int SMP_SPELL_REMOVE_BLINDNESS_DEAFNESS = 10000;
|
||
const int SMP_SPELL_REMOVE_BLINDNESS_DEAFNESS_A = 10000;// : Blindness
|
||
const int SMP_SPELL_REMOVE_BLINDNESS_DEAFNESS_B = 10000;// : Deafness
|
||
const int SMP_SPELL_REMOVE_CURSE = 10000;
|
||
const int SMP_SPELL_REMOVE_DISEASE = 10000;
|
||
const int SMP_SPELL_REMOVE_FEAR = 10000;
|
||
const int SMP_SPELL_REMOVE_PARALYSIS = 10000;
|
||
//const int SMP_SPELL_REPEL_METAL_OR_STONE = 10000;
|
||
const int SMP_SPELL_REPEL_VIRMIN = 10000;
|
||
//const int SMP_SPELL_REPEL_WOOD = 10000;
|
||
const int SMP_SPELL_REPULSION = 10000;
|
||
const int SMP_SPELL_RESILIENT_SPHERE = 10000;
|
||
const int SMP_SPELL_RESISTANCE = 10000;
|
||
const int SMP_SPELL_RESIST_ENERGY = 10000;
|
||
const int SMP_SPELL_RESIST_ENERGY_ACID = 10001;
|
||
const int SMP_SPELL_RESIST_ENERGY_COLD = 10002;
|
||
const int SMP_SPELL_RESIST_ENERGY_ELECTRICAL = 10003;
|
||
const int SMP_SPELL_RESIST_ENERGY_FIRE = 10004;
|
||
const int SMP_SPELL_RESIST_ENERGY_SONIC = 10005;
|
||
const int SMP_SPELL_RESTORATION = 10000;
|
||
const int SMP_SPELL_RESTORATION_GREATER = 10000;
|
||
const int SMP_SPELL_RESTORATION_LESSER = 10000;
|
||
const int SMP_SPELL_RESSURECTION = 10000;
|
||
//const int SMP_SPELL_REVERSE_GRAVITY = 10000;
|
||
const int SMP_SPELL_RIGHTEOUS_MIGHT = 10000;
|
||
const int SMP_SPELL_ROPE_TRICK = 10000;
|
||
const int SMP_SPELL_RUSTING_GRASP = 10000;
|
||
const int SMP_SPELL_RUSTING_GRASP_ARMOR = 10001;
|
||
const int SMP_SPELL_RUSTING_GRASP_WEAPON = 10002;
|
||
|
||
/*SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS*/
|
||
|
||
const int SMP_SPELL_SANCTUARY = 10000;
|
||
const int SMP_SPELL_SCARE = -10012;
|
||
const int SMP_SPELL_SCINTILLATING_PATTERN = 10000;
|
||
const int SMP_SPELL_SCORCHING_RAY = 10000;
|
||
//const int SMP_SPELL_SCREEN = 10000;
|
||
//const int SMP_SPELL_SCRYING = 10000;
|
||
//const int SMP_SPELL_SCRYING_GREATER = 10000;
|
||
const int SMP_SPELL_SCULPT_SOUND = 10000;
|
||
const int SMP_SPELL_SEARING_LIGHT = 10000;
|
||
//const int SMP_SPELL_SECRET_CHEST = 10000;
|
||
//const int SMP_SPELL_SECRET_PAGE = 10000;
|
||
//const int SMP_SPELL_SECURE_SHELTER = 10000;
|
||
const int SMP_SPELL_SEE_INVISIBILITY = 10000;
|
||
//const int SMP_SPELL_SEEMING = 10000;
|
||
//const int SMP_SPELL_SENDING = 10000;
|
||
//const int SMP_SPELL_SEPIA_SNAKE_SIGIL = 10000;
|
||
//const int SMP_SPELL_SEQUESTER = 10000;
|
||
//const int SMP_SPELL_SHADES = 10000;
|
||
//const int SMP_SPELL_SHADOW_CONJURATION = 10000;
|
||
//const int SMP_SPELL_SHADOW_CONJURATION_GREATER = 10000;
|
||
//const int SMP_SPELL_SHADOW_EVOVATION = 10000;
|
||
//const int SMP_SPELL_SHADOW_EVOVATION_GREATER = 10000;
|
||
//const int SMP_SPELL_SHADOW_WALK = 10000;
|
||
//const int SMP_SPELL_SHAMBLER = 10000;
|
||
//const int SMP_SPELL_SHAPECHANGE = 10000;
|
||
const int SMP_SPELL_SHATTER = 10000;
|
||
const int SMP_SPELL_SHIELD = 10000;
|
||
const int SMP_SPELL_SHIELD_OF_FAITH = 10000;
|
||
const int SMP_SPELL_SHIELD_OF_LAW = 10000;
|
||
const int SMP_SPELL_SHIELD_OTHER = 10000;
|
||
const int SMP_SPELL_SHILLELAGH = 10000;
|
||
const int SMP_SPELL_SHOCKING_GRASP = 10000;
|
||
const int SMP_SPELL_SHOUT = 10000;
|
||
const int SMP_SPELL_SHOUT_GREATER = 10000;
|
||
//const int SMP_SPELL_SHRINK_ITEM = 10000;
|
||
const int SMP_SPELL_SILENCE = 10000;
|
||
//const int SMP_SPELL_SILENT_IMAGE = 10000;
|
||
//const int SMP_SPELL_SIMULACRUM = 10000;
|
||
const int SMP_SPELL_SLAY_LIVING = 10000;
|
||
const int SMP_SPELL_SLEEP = 10000;
|
||
const int SMP_SPELL_SLEET_STORM = 10000;
|
||
const int SMP_SPELL_SLOW = 10000;
|
||
//const int SMP_SPELL_SNARE = 10000;
|
||
//const int SMP_SPELL_SOFTEN_EARTH_AND_STONE = 10000;
|
||
const int SMP_SPELL_SOLID_FOG = 10000;
|
||
const int SMP_SPELL_SONG_OF_DISCORD = 10000;
|
||
//const int SMP_SPELL_SOUL_BIND = 10000;
|
||
const int SMP_SPELL_SOUND_BURST = 10000;
|
||
const int SMP_SPELL_SPEAK_WITH_ANIMALS = 10000;
|
||
//const int SMP_SPELL_SPEAK_WITH_DEAD = 10000;
|
||
const int SMP_SPELL_SPEAK_WITH_PLANTS = 10000;
|
||
const int SMP_SPELL_SPECTRAL_HAND = 10000;
|
||
const int SMP_SPELL_SPELL_IMMUNITY = 10000;
|
||
const int SMP_SPELL_SPELL_IMMUNITY_GREATER = 10000;
|
||
const int SMP_SPELL_SPELL_RESISTANCE = 10000;
|
||
//const int SMP_SPELL_SPELLSTAFF = 10000;
|
||
const int SMP_SPELL_SPELL_TURNING = 10000;
|
||
//const int SMP_SPELL_SPIDER_CLIMB = 10000;
|
||
const int SMP_SPELL_SPIKE_GROWTH = 10000;
|
||
const int SMP_SPELL_SPIKE_STONES = 10000;
|
||
const int SMP_SPELL_SPIRITUAL_WEAPON = 10000;
|
||
const int SMP_SPELL_STATUE = 10000;
|
||
const int SMP_SPELL_STATUS = 10000;
|
||
const int SMP_SPELL_STINKING_CLOUD = 10000;
|
||
const int SMP_SPELL_STONE_SHAPE = 10000;
|
||
const int SMP_SPELL_STONESKIN = 10000;
|
||
const int SMP_SPELL_STONE_TELL = 10000;
|
||
const int SMP_SPELL_STONE_TO_FLESH = 10000;
|
||
const int SMP_SPELL_STORM_OF_VENGEANCE = 10000;
|
||
const int SMP_SPELL_SUGGESTION = 10099;
|
||
const int SMP_SPELL_SUGGESTION_PUT_WEAPON_DOWN = 10001;
|
||
const int SMP_SPELL_SUGGESTION_RUN_FROM_HOSTILE = 10002;
|
||
const int SMP_SPELL_SUGGESTION_MOVE_TOWARDS_ME = 10003;
|
||
const int SMP_SPELL_SUGGESTION_MOVE_AWAY_FROM_ME = 10004;
|
||
const int SMP_SPELL_SUGGESTION_SIT_DOWN = 10005;
|
||
const int SMP_SPELL_SUGGESTION_MASS = 10006;
|
||
const int SMP_SPELL_SUGGESTION_MASS_PUT_WEAPON_DOWN = 10007;
|
||
const int SMP_SPELL_SUGGESTION_MASS_RUN_FROM_HOSTILE = 10008;
|
||
const int SMP_SPELL_SUGGESTION_MASS_MOVE_TOWARDS_ME = 10009;
|
||
const int SMP_SPELL_SUGGESTION_MASS_MOVE_AWAY_FROM_ME = 10010;
|
||
const int SMP_SPELL_SUGGESTION_MASS_SIT_DOWN = 10011;
|
||
const int SMP_SPELL_SUMMON_INSTRUMENT = 10000;
|
||
const int SMP_SPELL_SUMMON_INSTRUMENT_LUTE = 10001;
|
||
const int SMP_SPELL_SUMMON_INSTRUMENT_PIPES = 10002;
|
||
const int SMP_SPELL_SUMMON_INSTRUMENT_LYRE = 10003;
|
||
const int SMP_SPELL_SUMMON_INSTRUMENT_GUITAR = 10004;
|
||
const int SMP_SPELL_SUMMON_INSTRUMENT_TAMBOURINE = 10005;
|
||
const int SMP_SPELL_SUMMON_MONSTER_I = 10000;
|
||
const int SMP_SPELL_SUMMON_MONSTER_I_RANDOM = 10000;
|
||
const int SMP_SPELL_SUMMON_MONSTER_I_CHOICE = 10000;
|
||
const int SMP_SPELL_SUMMON_MONSTER_II = 10000;
|
||
const int SMP_SPELL_SUMMON_MONSTER_II_RANDOM_1 = 10000;
|
||
const int SMP_SPELL_SUMMON_MONSTER_II_RANDOM_1D3 = 10000;
|
||
const int SMP_SPELL_SUMMON_MONSTER_II_CHOICE_1 = 10000;
|
||
const int SMP_SPELL_SUMMON_MONSTER_II_CHOICE_1D3 = 10000;
|
||
//const int SMP_SPELL_SUMMON_MONSTER_III = 10000;
|
||
//const int SMP_SPELL_SUMMON_MONSTER_IV = 10000;
|
||
//const int SMP_SPELL_SUMMON_MONSTER_V = 10000;
|
||
//const int SMP_SPELL_SUMMON_MONSTER_VI = 10000;
|
||
//const int SMP_SPELL_SUMMON_MONSTER_VII = 10000;
|
||
//const int SMP_SPELL_SUMMON_MONSTER_VIII = 10000;
|
||
//const int SMP_SPELL_SUMMON_MONSTER_IX = 10000;
|
||
//const int SMP_SPELL_SUMMON_NATURES_ALLY_I = 10000;
|
||
//const int SMP_SPELL_SUMMON_NATURES_ALLY_II = 10000;
|
||
//const int SMP_SPELL_SUMMON_NATURES_ALLY_III = 10000;
|
||
//const int SMP_SPELL_SUMMON_NATURES_ALLY_IV = 10000;
|
||
//const int SMP_SPELL_SUMMON_NATURES_ALLY_V = 10000;
|
||
//const int SMP_SPELL_SUMMON_NATURES_ALLY_VI = 10000;
|
||
//const int SMP_SPELL_SUMMON_NATURES_ALLY_VII = 10000;
|
||
//const int SMP_SPELL_SUMMON_NATURES_ALLY_VIII = 10000;
|
||
//const int SMP_SPELL_SUMMON_NATURES_ALLY_IX = 10000;
|
||
//const int SMP_SPELL_SUMMON_SWARM = 10000;
|
||
const int SMP_SPELL_SUNBEAM = 10000;
|
||
const int SMP_SPELL_SUNBURST = 10000;
|
||
const int SMP_SPELL_SYMBOL_OF_DEATH = 10050;
|
||
const int SMP_SPELL_SYMBOL_OF_FEAR = 10051;
|
||
const int SMP_SPELL_SYMBOL_OF_INSANITY = 10052;
|
||
const int SMP_SPELL_SYMBOL_OF_PAIN = 10053;
|
||
const int SMP_SPELL_SYMBOL_OF_PERSUASION = 10054;
|
||
const int SMP_SPELL_SYMBOL_OF_SLEEP = 10055;
|
||
const int SMP_SPELL_SYMBOL_OF_STUNNING = 10056;
|
||
const int SMP_SPELL_SYMBOL_OF_WEAKNESS = 10057;
|
||
//const int SMP_SPELL_SYMPATHETIC_VIBRATION = 10000;
|
||
//const int SMP_SPELL_SYMPATHY = 10000;
|
||
|
||
/*TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT*/
|
||
|
||
const int SMP_SPELL_TELEKINESIS = 10000;
|
||
const int SMP_SPELL_TELEKINESIS_SUSTAINED = 10001;
|
||
const int SMP_SPELL_TELEKINESIS_BULLRUSH = 10002;
|
||
const int SMP_SPELL_TELEKINESIS_DISARM = 10003;
|
||
const int SMP_SPELL_TELEKINESIS_KNOCKDOWN = 10004;
|
||
const int SMP_SPELL_TELEKINESIS_VIOLENT_THRUST = 10005;
|
||
// Note: These are used to concentrate, and not avalible normally.
|
||
const int SMP_SPELL_TELEKINESIS_CON_SUSTAINED = 100101;
|
||
const int SMP_SPELL_TELEKINESIS_CON_BULLRUSH = 100102;
|
||
const int SMP_SPELL_TELEKINESIS_CON_DISARM = 100103;
|
||
const int SMP_SPELL_TELEKINESIS_CON_KNOCKDOWN = 100104;
|
||
const int SMP_SPELL_TELEKINETIC_SPHERE = 10000;
|
||
const int SMP_SPELL_TELEKINETIC_SPHERE_MOVEMENT = 10000;// Moves the above sphere around
|
||
//const int SMP_SPELL_TELEPATHIC_BOND = 10000;
|
||
const int SMP_SPELL_TELEPORT = 10000;
|
||
//const int SMP_SPELL_TELEPORT_OBJECT = 10000;
|
||
//const int SMP_SPELL_TELEPORT_GREATER = 10000;
|
||
const int SMP_SPELL_TELEPORTATION_CIRCLE = 10000;
|
||
const int SMP_SPELL_TEMPORAL_STASIS = 10000;
|
||
const int SMP_SPELL_TIME_STOP = 10000;
|
||
const int SMP_SPELL_TINY_HUT = 10000;
|
||
//const int SMP_SPELL_TONGUES = 10000;
|
||
const int SMP_SPELL_TOUCH_OF_FATIGUE = 10000;
|
||
const int SMP_SPELL_TOUCH_OF_IDIOCY = 10000;
|
||
//const int SMP_SPELL_TRANSFORMATION = 10000;
|
||
//const int SMP_SPELL_TRANSMUTE_METAL_TO_WOOD = 10000;
|
||
//const int SMP_SPELL_TRANSMUTE_MUD_TO_ROCK = 10000;
|
||
//const int SMP_SPELL_TRANSMUTE_ROCK_TO_MUD = 10000;
|
||
//const int SMP_SPELL_TRANSPORT_VIA_PLANTS = 10000;
|
||
//const int SMP_SPELL_TRAP_THE_SOUL = 10000;
|
||
//const int SMP_SPELL_TREE_SHAPE = 10000;
|
||
//const int SMP_SPELL_TREE_STRIDE = 10000;
|
||
//const int SMP_SPELL_TRUE_RESURRECTION = 10000;
|
||
const int SMP_SPELL_TRUE_SEEING = 10000;
|
||
//const int SMP_SPELL_TRUE_STRIKE = 10000;
|
||
|
||
/*UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU*/
|
||
|
||
//const int SMP_SPELL_UNDEATH_TO_DEATH = 10000;
|
||
//const int SMP_SPELL_UNDETECTABLE_ALIGNMENT = 10000;
|
||
//const int SMP_SPELL_UNHALLOW = 10000;
|
||
const int SMP_SPELL_UNHOLY_AURA = 10000;
|
||
//const int SMP_SPELL_UNHOLY_BLIGHT = 10000;
|
||
//const int SMP_SPELL_UNSEEN_SERVANT = 10000;
|
||
|
||
/*VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV*/
|
||
|
||
//const int SMP_SPELL_VAMPIRIC_TOUCH = 10000;
|
||
//const int SMP_SPELL_VEIL = 10000;
|
||
//const int SMP_SPELL_VENTRILOQUISM = 10000;
|
||
const int SMP_SPELL_VIRTUE = 10000;
|
||
//const int SMP_SPELL_VISION = 10000;
|
||
|
||
/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*/
|
||
|
||
const int SMP_SPELL_WAIL_OF_THE_BANSHEE = 10000;
|
||
//const int SMP_SPELL_WALL_OF_FIRE = 10000;
|
||
//const int SMP_SPELL_WALL_OF_FORCE = 10000;
|
||
//const int SMP_SPELL_WALL_OF_ICE = 10000;
|
||
//const int SMP_SPELL_WALL_OF_IRON = 10000;
|
||
//const int SMP_SPELL_WALL_OF_STONE = 10000;
|
||
const int SMP_SPELL_WALL_OF_THORNS = 10000;
|
||
const int SMP_SPELL_WARP_WOOD = 10000;
|
||
//const int SMP_SPELL_WATER_BREATHING = 10000;
|
||
//const int SMP_SPELL_WATER_WALK = 10000;
|
||
const int SMP_SPELL_WAVES_OF_EXHAUSTION = 10000;
|
||
const int SMP_SPELL_WAVES_OF_FATIGUE = 10000;
|
||
const int SMP_SPELL_WEB = 10000;
|
||
const int SMP_SPELL_WEIRD = 10000;
|
||
const int SMP_SPELL_WHIRLWIND = 10000;
|
||
const int SMP_SPELL_WHISPERING_WIND = 10000;
|
||
const int SMP_SPELL_WIND_WALK = 10000;
|
||
const int SMP_SPELL_WIND_WALL = 10000;
|
||
const int SMP_SPELL_WISH = 10000;
|
||
const int SMP_SPELL_WOOD_SHAPE = 10000;
|
||
const int SMP_SPELL_WOOD_SHAPE_CLUB = 10001;
|
||
const int SMP_SPELL_WOOD_SHAPE_STAFF = 10002;
|
||
const int SMP_SPELL_WOOD_SHAPE_BOX = 10003;
|
||
const int SMP_SPELL_WOOD_SHAPE_4 = 10004;
|
||
const int SMP_SPELL_WOOD_SHAPE_5 = 10005;
|
||
const int SMP_SPELL_WORD_OF_CHAOS = 10000;
|
||
//const int SMP_SPELL_WORD_OF_RECALL = 10000;
|
||
|
||
/*XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX*/
|
||
|
||
//None
|
||
|
||
/*YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY*/
|
||
|
||
//None
|
||
|
||
/*ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ*/
|
||
|
||
//const int SMP_SPELL_ZONE_OF_SILENCE = 10000;
|
||
const int SMP_SPELL_ZONE_OF_TRUTH = 10000;
|
||
|
||
/*OTHER*/
|
||
|
||
// Here are all the domain spells. They are in new 2da entries.
|
||
// Each domain spell has a new entry. This will inflate the 2da a bit, but NOT
|
||
// complicate much at all. They are easily tracked down here, the approprate names
|
||
// ETC.
|
||
|
||
// AIR DOMAIN
|
||
// Granted Powers: Turn or destroy earth creatures as a good cleric turns
|
||
// undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes
|
||
// undead. Use these abilities a total number of times per day equal to 3 + your
|
||
// Charisma modifier. This granted power is a supernatural ability.
|
||
// * Need to change to "Used as your turning ability"
|
||
const int SMP_SPELL_DOMAIN_AIR_OBSCURING_MIST = 30001;// 1 Obscuring Mist: Fog surrounds you.
|
||
const int SMP_SPELL_DOMAIN_AIR_WIND_WALL = 30002;// 2 Wind Wall: Deflects arrows, smaller creatures, and gases.
|
||
const int SMP_SPELL_DOMAIN_AIR_GASEOUS_FORM = 30003;// 3 Gaseous Form: Subject becomes insubstantial and can fly slowly.
|
||
const int SMP_SPELL_DOMAIN_AIR_AIR_WALK = 30004;// 4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
|
||
const int SMP_SPELL_DOMAIN_AIR_CONTROL_WINDS = 30005;// 5 Control Winds: Change wind direction and speed.
|
||
const int SMP_SPELL_DOMAIN_AIR_CHAIN_LIGHTNING = 30006;// 6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
|
||
const int SMP_SPELL_DOMAIN_AIR_CONTROL_WEATHER = 30007;// 7 Control Weather: Changes weather in local area.
|
||
const int SMP_SPELL_DOMAIN_AIR_WHIRLWIND = 30008;// 8 Whirlwind: Cyclone deals damage and can pick up creatures.
|
||
const int SMP_SPELL_DOMAIN_AIR_ELEMENTAL_SWARM = 30009;// 9 Elemental Swarm*: Summons multiple elementals. * Cast as an air spell only
|
||
// * Jass note: Can probably do all of these
|
||
|
||
// ANIMAL DOMAIN
|
||
// Granted Powers: You can use speak with animals once per day as a spell-like
|
||
// ability.
|
||
// Add Knowledge (nature) to your list of cleric class skills.
|
||
// * Cannot do the nature knowledge thing.
|
||
const int SMP_SPELL_DOMAIN_ANIMAL_CALM_ANIMALS = 30011;// 1 Calm Animals: Calms (2d4 + level) HD of animals.
|
||
const int SMP_SPELL_DOMAIN_ANIMAL_HOLD_ANIMAL = 30012;// 2 Hold Animal: Paralyzes one animal for 1 round/level.
|
||
const int SMP_SPELL_DOMAIN_ANIMAL_DOMINATE_ANIMAL = 30013;// 3 Dominate Animal: Subject animal obeys silent mental commands.
|
||
const int SMP_SPELL_DOMAIN_ANIMAL_SUMMON_NATURES_ALLY_IV = 30014;// 4 Summon Nature<72>s Ally IV*: Calls creature to fight. * Can only summon animals.
|
||
const int SMP_SPELL_DOMAIN_ANIMAL_COMMUNE_WITH_NATURE = 30015;// 5 Commune with Nature: Learn about terrain for 1 mile/level.
|
||
const int SMP_SPELL_DOMAIN_ANIMAL_ANTILIFE_SHELL = 30016;// 6 Antilife Shell: 10-ft. field hedges out living creatures.
|
||
const int SMP_SPELL_DOMAIN_ANIMAL_ANIMAL_SHAPES = 30017;// 7 Animal Shapes: One ally/level polymorphs into chosen animal.
|
||
const int SMP_SPELL_DOMAIN_ANIMAL_SUMMON_NATURES_ALLY_VII = 30018;// 8 Summon Nature<72>s Ally VIII*: Calls creature to fight. * Can only summon animals.
|
||
const int SMP_SPELL_DOMAIN_ANIMAL_SHAPECHANGE = 30019;// 9 Shapechange F: Transforms you into any creature, and change forms once per round.
|
||
// * Jass note: Can replace any with Summon Natures Ally.
|
||
|
||
// CHAOS DOMAIN
|
||
// Granted Power: You cast chaos spells at +1 caster level.
|
||
const int SMP_SPELL_DOMAIN_CHAOS_PROTECTION_FROM_LAW = 30021;// 1 Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
||
const int SMP_SPELL_DOMAIN_CHAOS_SHATTER = 30022;// 2 Shatter: Sonic vibration damages objects or crystalline creatures.
|
||
const int SMP_SPELL_DOMAIN_CHAOS_MAGIC_CIRCLE_AGAINST_LAW = 30023;// 3 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
|
||
const int SMP_SPELL_DOMAIN_CHAOS_CHAOS_HAMMER = 30024;// 4 Chaos Hammer: Damages and staggers lawful creatures.
|
||
const int SMP_SPELL_DOMAIN_CHAOS_DISPEL_LAW = 30025;// 5 Dispel Law: +4 bonus against attacks by lawful creatures.
|
||
const int SMP_SPELL_DOMAIN_CHAOS_ANIMATE_OBJECTS = 30026;// 6 Animate Objects: Objects attack your foes.
|
||
const int SMP_SPELL_DOMAIN_CHAOS_WORD_OF_CHAOS = 30027;// 7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
|
||
const int SMP_SPELL_DOMAIN_CHAOS_CLOAK_OF_CHAOS = 30028;// 8 Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells.
|
||
const int SMP_SPELL_DOMAIN_CHAOS_SUMMON_MONSTER_IX = 30029;// 9 Summon Monster IX*: Calls extraplanar creature to fight for you. * Cast as a chaos spell only.
|
||
// * Jass note: All of these will be in.
|
||
|
||
// DEATH DOMAIN
|
||
// Granted Power: You may use a death touch once per day. Your death touch is
|
||
// a supernatural ability that produces a death effect. You must succeed on a
|
||
// melee touch attack against a living creature (using the rules for touch
|
||
// spells). When you touch, roll 1d6 per cleric level you possess. If the total
|
||
// at least equals the creature<72>s current hit points, it dies (no save).
|
||
// * Can do.
|
||
const int SMP_SPELL_DOMAIN_DEATH_CAUSE_FEAR = 30031;// 1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
|
||
const int SMP_SPELL_DOMAIN_DEATH_DEATH_KNELL = 30032;// 2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
|
||
const int SMP_SPELL_DOMAIN_DEATH_ANIMATE_DEAD = 30033;// 3 Animate Dead M: Creates undead skeletons and zombies.
|
||
const int SMP_SPELL_DOMAIN_DEATH_DEATH_WARD = 30034;// 4 Death Ward: Grants immunity to death spells and negative energy effects.
|
||
const int SMP_SPELL_DOMAIN_DEATH_SLAY_LIVING = 30035;// 5 Slay Living: Touch attack kills subject.
|
||
const int SMP_SPELL_DOMAIN_DEATH_CREATE_UNDEAD = 30036;// 6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
|
||
const int SMP_SPELL_DOMAIN_DEATH_DESTRUCTION = 30037;// 7 Destruction F: Kills subject and destroys remains.
|
||
const int SMP_SPELL_DOMAIN_DEATH_CREATE_GREATER_UNDEAD = 30038;// 8 Create Greater Undead M: Create shadows, wraiths, spectres, r devourers.
|
||
const int SMP_SPELL_DOMAIN_DEATH_WAIL_OF_THE_BANSHEE = 30039;// 9 Wail of the Banshee: Kills one creature/level.
|
||
|
||
// DESTRUCTION DOMAIN
|
||
// Granted Power: You gain the smite power, the supernatural ability to make
|
||
// a single melee attack with a +4 bonus on attack rolls and a bonus on damage
|
||
// rolls equal to your cleric level (if you hit). You must declare the smite
|
||
// before making the attack. This ability is usable once per day.
|
||
// * Can do, as an "attack" animation via. the feats use, and a bonus for a round of attacks
|
||
const int SMP_SPELL_DOMAIN_DESTRUCTION_INFLICT_LIGHT_WOUNDS = 30041;// 1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
|
||
const int SMP_SPELL_DOMAIN_DESTRUCTION_SHATTER = 30042;// 2 Shatter: Sonic vibration damages objects or crystalline creatures.
|
||
const int SMP_SPELL_DOMAIN_DESTRUCTION_CONTAGION = 30043;// 3 Contagion: Infects subject with chosen disease.
|
||
const int SMP_SPELL_DOMAIN_DESTRUCTION_INFLICT_CRITICAL_WOUNDS = 30044;// 4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
|
||
const int SMP_SPELL_DOMAIN_DESTRUCTION_INFLICT_LIGHT_WOUNDS_MASS = 30045;// 5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
|
||
const int SMP_SPELL_DOMAIN_DESTRUCTION_HARM = 30046;// 6 Harm: Deals 10 points/level damage to target.
|
||
const int SMP_SPELL_DOMAIN_DESTRUCTION_DISINTEGRATE = 30047;// 7 Disintegrate: Makes one creature or object vanish.
|
||
const int SMP_SPELL_DOMAIN_DESTRUCTION_EARTHQUAKE = 30048;// 8 Earthquake: Intense tremor shakes 5-ft./level radius.
|
||
const int SMP_SPELL_DOMAIN_DESTRUCTION_IMPLOSION = 30049;// 9 Implosion: Kills one creature/round.
|
||
|
||
// EARTH DOMAIN
|
||
// Granted Power: Turn or destroy air creatures as a good cleric turns undead.
|
||
// Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead.
|
||
// Use these abilities a total number of times per day equal to 3 + your
|
||
// Charisma modifier. This granted power is a supernatural ability.
|
||
// * Need to change to "Used as your turning ability"
|
||
const int SMP_SPELL_DOMAIN_EARTH_MAGIC_STONE = 30051;// 1 Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
|
||
const int SMP_SPELL_DOMAIN_EARTH_SOFTEN_EARTH_AND_STONE = 30052;// 2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
|
||
const int SMP_SPELL_DOMAIN_EARTH_STONE_SHAPE = 30053;// 3 Stone Shape: Sculpts stone into any shape.
|
||
const int SMP_SPELL_DOMAIN_EARTH_SPIKE_STONES = 30054;// 4 Spike Stones: Creatures in area take 1d8 damage, may be slowed.
|
||
const int SMP_SPELL_DOMAIN_EARTH_WALL_OF_STONE = 30055;// 5 Wall of Stone: Creates a stone wall that can be shaped.
|
||
const int SMP_SPELL_DOMAIN_EARTH_STONESKIN = 30056;// 6 Stoneskin M: Ignore 10 points of damage per attack.
|
||
const int SMP_SPELL_DOMAIN_EARTH_EARTHQUAKE = 30057;// 7 Earthquake: Intense tremor shakes 5-ft./level radius.
|
||
const int SMP_SPELL_DOMAIN_EARTH_IRON_BODY = 30058;// 8 Iron Body: Your body becomes living iron.
|
||
const int SMP_SPELL_DOMAIN_EARTH_ELEMENTAL_SWARM = 30059;// 9 Elemental Swarm*: Summons multiple elementals. * Cast as an earth spell only.
|
||
|
||
// EVIL DOMAIN
|
||
// Granted Power: You cast evil spells at +1 caster level.
|
||
const int SMP_SPELL_DOMAIN_EVIL_PROTECTION_FROM_GOOD = 30061;// 1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
||
const int SMP_SPELL_DOMAIN_EVIL_DESECRATE = 30062;// 2 Desecrate M: Fills area with negative energy, making undead stronger.
|
||
const int SMP_SPELL_DOMAIN_EVIL_MAGIC_CIRCLE_AGAINST_GOOD = 30063;// 3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
|
||
const int SMP_SPELL_DOMAIN_EVIL_UNHOLY_BLIGHT = 30064;// 4 Unholy Blight: Damages and sickens good creatures.
|
||
const int SMP_SPELL_DOMAIN_EVIL_DISPEL_GOOD = 30065;// 5 Dispel Good: +4 bonus against attacks by good creatures.
|
||
const int SMP_SPELL_DOMAIN_EVIL_CREATE_UNDEAD = 30066;// 6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
|
||
const int SMP_SPELL_DOMAIN_EVIL_BLASPHEMY = 30067;// 7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
|
||
const int SMP_SPELL_DOMAIN_EVIL_UNHOLY_AURA = 30068;// 8 Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
|
||
const int SMP_SPELL_DOMAIN_EVIL_SUMMON_MONSTER_IX = 30069;// 9 Summon Monster IX*: Calls extraplanar creature to fight for you. * Cast as an evil spell only.
|
||
|
||
// FIRE DOMAIN
|
||
// Granted Power: Turn or destroy water creatures as a good cleric turns undead.
|
||
// Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead.
|
||
// Use these abilities a total number of times per day equal to 3 + your Charisma
|
||
// modifier. This granted power is a supernatural ability.
|
||
// * Need to change to "Used as your turning ability"
|
||
const int SMP_SPELL_DOMAIN_FIRE_BURNING_HANDS = 30071;// 1 Burning Hands: 1d4/level fire damage (max 5d4).
|
||
const int SMP_SPELL_DOMAIN_FIRE_PRODUCE_FLAME = 30072;// 2 Produce Flame: 1d6 damage +1/ level, touch or thrown.
|
||
const int SMP_SPELL_DOMAIN_FIRE_RESIST_ENERGY = 30073;// 3 Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type. * Resist cold or fire only.
|
||
const int SMP_SPELL_DOMAIN_FIRE_WALL_OF_FIRE = 30074;// 4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
|
||
const int SMP_SPELL_DOMAIN_FIRE_FIRE_SHIELD = 30075;// 5 Fire Shield: Creatures attacking you take fire damage; you<6F>re protected from heat or cold.
|
||
const int SMP_SPELL_DOMAIN_FIRE_FIRE_SEEDS = 30076;// 6 Fire Seeds: Acorns and berries become grenades and bombs.
|
||
const int SMP_SPELL_DOMAIN_FIRE_FIRE_STORM = 30077;// 7 Fire Storm: Deals 1d6/level fire damage.
|
||
const int SMP_SPELL_DOMAIN_FIRE_INCENDIARY_CLOUD = 30078;// 8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
|
||
const int SMP_SPELL_DOMAIN_FIRE_ELEMENTAL_SWARM = 30079;// 9 Elemental Swarm**: Summons multiple elementals. ** Cast as a fire spell only.
|
||
|
||
// GOOD DOMAIN
|
||
// Granted Power: You cast good spells at +1 caster level.
|
||
const int SMP_SPELL_DOMAIN_GOOD_PROTECTION_FROM_EVIL = 30081;// 1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
||
const int SMP_SPELL_DOMAIN_GOOD_AID = 30082;// 2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
|
||
const int SMP_SPELL_DOMAIN_GOOD_MAGIC_CIRCLE_AGAINST_EVIL = 30083;// 3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
|
||
const int SMP_SPELL_DOMAIN_GOOD_HOLY_SMITE = 30084;// 4 Holy Smite: Damages and blinds evil creatures.
|
||
const int SMP_SPELL_DOMAIN_GOOD_DISPEL_EVIL = 30085;// 5 Dispel Evil: +4 bonus against attacks by evil creatures.
|
||
const int SMP_SPELL_DOMAIN_GOOD_BLADE_BARRIER = 30086;// 6 Blade Barrier: Wall of blades deals 1d6/level damage.
|
||
const int SMP_SPELL_DOMAIN_GOOD_HOLY_WORD = 30087;// 7 Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
|
||
const int SMP_SPELL_DOMAIN_GOOD_HOLY_AURA = 30088;// 8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
|
||
const int SMP_SPELL_DOMAIN_GOOD_SUMMON_MONSTER_IX = 30089;// 9 Summon Monster IX*: Calls extraplanar creature to fight for you. * Cast as a good spell only.
|
||
|
||
// HEALING DOMAIN
|
||
// Granted Power: You cast healing spells at +1 caster level.
|
||
const int SMP_SPELL_DOMAIN_HEALING_CURE_LIGHT_WOUNDS = 30091;// 1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
|
||
const int SMP_SPELL_DOMAIN_HEALING_CURE_MODERATE_WOUNDS = 30092;// 2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
|
||
const int SMP_SPELL_DOMAIN_HEALING_CURE_SERIOUS_WOUNDS = 30093;// 3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
|
||
const int SMP_SPELL_DOMAIN_HEALING_CURE_CRITICAL_WOUNDS = 30094;// 4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
|
||
const int SMP_SPELL_DOMAIN_HEALING_CURE_LIGHT_WOUNDS_MASS = 30095;// 5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
|
||
const int SMP_SPELL_DOMAIN_HEALING_HEAL = 30096;// 6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
|
||
const int SMP_SPELL_DOMAIN_HEALING_REGENERATE = 30097;// 7 Regenerate: Subject<63>s severed limbs grow back, cures 4d8 damage +1/level (max +35).
|
||
const int SMP_SPELL_DOMAIN_HEALING_CURE_CRITICAL_WOUNDS_MASS = 30098;// 8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
|
||
const int SMP_SPELL_DOMAIN_HEALING_HEAL_MASS = 30099;// 9 Heal, Mass: As heal, but with several subjects.
|
||
|
||
// KNOWLEDGE DOMAIN
|
||
// Granted Power: Add all Knowledge skills to your list of cleric class skills.
|
||
// You cast divination spells at +1 caster level.
|
||
// * Cannot add Knowledge skills to class list (it is already after all)
|
||
const int SMP_SPELL_DOMAIN_KNOWLEDGE_DETECT_SECRET_DOOS = 30101;// 1 Detect Secret Doors: Reveals hidden doors within 60 ft.
|
||
const int SMP_SPELL_DOMAIN_KNOWLEDGE_DETECT_THOUGHTS = 30102;// 2 Detect Thoughts: Allows <20>listening<6E> to surface thoughts.
|
||
const int SMP_SPELL_DOMAIN_KNOWLEDGE_CLAIRAUDIENCE_CLAIRVOYANCE = 30103;// 3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
|
||
const int SMP_SPELL_DOMAIN_KNOWLEDGE_DIVINATION = 30104;// 4 Divination M: Provides useful advice for specific proposed actions.
|
||
const int SMP_SPELL_DOMAIN_KNOWLEDGE_TRUE_SEEING = 30105;// 5 True Seeing M: Lets you see all things as they really are.
|
||
const int SMP_SPELL_DOMAIN_KNOWLEDGE_FIND_THE_PATH = 30106;// 6 Find the Path: Shows most direct way to a location.
|
||
const int SMP_SPELL_DOMAIN_KNOWLEDGE_LEGEND_LORE = 30107;// 7 Legend Lore M F: Lets you learn tales about a person, place, or thing.
|
||
const int SMP_SPELL_DOMAIN_KNOWLEDGE_DISCERN_LOCATION = 30108;// 8 Discern Location: Reveals exact location of creature or object.
|
||
const int SMP_SPELL_DOMAIN_KNOWLEDGE_FORESIGHT = 30109;// 9 Foresight: <20>Sixth sense<73> warns of impending danger.
|
||
|
||
// LAW DOMAIN
|
||
// Granted Power: You cast law spells at +1 caster level.
|
||
const int SMP_SPELL_DOMAIN_LAW_PROTECTION_FROM_CHAOS = 30111;// 1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
||
const int SMP_SPELL_DOMAIN_LAW_CALM_EMOTIONS = 30112;// 2 Calm Emotions: Calms creatures, negating emotion effects.
|
||
const int SMP_SPELL_DOMAIN_LAW_MAGIC_CIRCLE_AGAINST_CHAOS = 30113;// 3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
|
||
const int SMP_SPELL_DOMAIN_LAW_ORDERS_WRATH = 30114;// 4 Order<65>s Wrath: Damages and dazes chaotic creatures.
|
||
const int SMP_SPELL_DOMAIN_LAW_DISPEL_CHAOS = 30115;// 5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
|
||
const int SMP_SPELL_DOMAIN_LAW_HOLD_MONSTER = 30116;// 6 Hold Monster: As hold person, but any creature.
|
||
const int SMP_SPELL_DOMAIN_LAW_DICTUM = 30117;// 7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
|
||
const int SMP_SPELL_DOMAIN_LAW_SHIELD_OF_LAW = 30118;// 8 Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
|
||
const int SMP_SPELL_DOMAIN_LAW_SUMMON_MONSTER_IX = 30119;// 9 Summon Monster IX*: Calls extraplanar creature to fight for you. * Cast as a law spell only.
|
||
|
||
// LUCK DOMAIN
|
||
// Granted Power: You gain the power of good fortune, which is usable once per
|
||
// day. This extraordinary ability allows you to reroll one roll that you have
|
||
// just made before the DM declares whether the roll results in success or
|
||
// failure. You must take the result of the reroll, even if it<69>s worse than
|
||
// the original roll.
|
||
// * Maybe the ability to add to thier saves, or something, for a limited time.
|
||
const int SMP_SPELL_DOMAIN_LUCK_ENTROPIC_SHIELD = 30121;// 1 Entropic Shield: Ranged attacks against you have 20% miss chance.
|
||
const int SMP_SPELL_DOMAIN_LUCK_AID = 30122;// 2 Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
|
||
const int SMP_SPELL_DOMAIN_LUCK_PROTECTION_FROM_ENERGY = 30123;// 3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
|
||
const int SMP_SPELL_DOMAIN_LUCK_FREEDOM_OF_MOVEMENT = 30124;// 4 Freedom of Movement: Subject moves normally despite impediments.
|
||
const int SMP_SPELL_DOMAIN_LUCK_BREAK_ENCHANTMENT = 30125;// 5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
|
||
const int SMP_SPELL_DOMAIN_LUCK_MISLEAD = 30126;// 6 Mislead: Turns you invisible and creates illusory double.
|
||
const int SMP_SPELL_DOMAIN_LUCK_SPELL_TURNING = 30127;// 7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
|
||
const int SMP_SPELL_DOMAIN_LUCK_MOMENT_OF_PRESCIENCE = 30128;// 8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
|
||
const int SMP_SPELL_DOMAIN_LUCK_MIRACLE = 30129;// 9 Miracle X: Requests a deity<74>s intercession.
|
||
|
||
// MAGIC DOMAIN
|
||
// Granted Power: Use scrolls, wands, and other devices with spell completion
|
||
// or spell trigger activation as a wizard of one-half your cleric level
|
||
// (at least 1st level). For the purpose of using a scroll or other magic
|
||
// device, if you are also a wizard, actual wizard levels and these effective
|
||
// wizard levels stack.
|
||
// * Cannot do this, I don't think. Could do the stacking part, heh...which would
|
||
// be benificial to a level 1 mage/X cleric using mage items
|
||
const int SMP_SPELL_DOMAIN_MAGIC_MAGIC_AURA = 30131;// 1 Magic Aura: Alters object<63>s magic aura.
|
||
const int SMP_SPELL_DOMAIN_MAGIC_IDENTIFY = 30132;// 2 Identify: Determines properties of magic item.
|
||
const int SMP_SPELL_DOMAIN_MAGIC_DISPEL_MAGIC = 30133;// 3 Dispel Magic: Cancels magical spells and effects.
|
||
const int SMP_SPELL_DOMAIN_MAGIC_IMBUNE_WITH_SPELL_ABILITY = 30134;// 4 Imbue with Spell Ability: Transfer spells to subject.
|
||
const int SMP_SPELL_DOMAIN_MAGIC_SPELL_RESISTANCE = 30135;// 5 Spell Resistance: Subject gains SR 12 + level.
|
||
const int SMP_SPELL_DOMAIN_MAGIC_ANTIMAGIC_FIELD = 30136;// 6 Antimagic Field: Negates magic within 10 ft.
|
||
const int SMP_SPELL_DOMAIN_MAGIC_SPELL_TURNING = 30137;// 7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
|
||
const int SMP_SPELL_DOMAIN_MAGIC_PROTECTION_FROM_SPELLS = 30138;// 8 Protection from Spells M F: Confers +8 resistance bonus.
|
||
const int SMP_SPELL_DOMAIN_MAGIC_MAGES_DISJUNCTION = 30139;// 9 Mage<67>s Disjunction: Dispels magic, disenchants magic items.
|
||
|
||
// PLANT DOMAIN
|
||
// Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes
|
||
// or commands undead. Use this ability a total number of times per day equal
|
||
// to 3 + your Charisma modifier. This granted power is a supernatural ability.
|
||
// Add Knowledge (nature) to your list of cleric class skills.
|
||
// * Need to change to "Used as your turning ability"
|
||
// * Cannot add knowledge power (we have it already, lore)
|
||
const int SMP_SPELL_DOMAIN_PLANT_ENTANGLE = 30141;// 1 Entangle: Plants entangle everyone in 40-ft.-radius.
|
||
const int SMP_SPELL_DOMAIN_PLANT_BARKSKIN = 30142;// 2 Barkskin: Grants +2 (or higher) enhancement to natural armor.
|
||
const int SMP_SPELL_DOMAIN_PLANT_PLANT_GROWTH = 30143;// 3 Plant Growth: Grows vegetation, improves crops.
|
||
const int SMP_SPELL_DOMAIN_PLANT_COMMAND_PLANTS = 30144;// 4 Command Plants: Sway the actions of one or more plant creatures.
|
||
const int SMP_SPELL_DOMAIN_PLANT_WALL_OF_THORNS = 30145;// 5 Wall of Thorns: Thorns damage anyone who tries to pass.
|
||
const int SMP_SPELL_DOMAIN_PLANT_REPEL_WOOD = 30146;// 6 Repel Wood: Pushes away wooden objects.
|
||
const int SMP_SPELL_DOMAIN_PLANT_ANIMATE_PLANTS = 30147;// 7 Animate Plants: One or more trees animate and fight for you.
|
||
const int SMP_SPELL_DOMAIN_PLANT_CONTROL_PLANTS = 30148;// 8 Control Plants: Control actions of one or more plant creatures.
|
||
const int SMP_SPELL_DOMAIN_PLANT_SHAMBLER = 30149;// 9 Shambler: Summons 1d4+2 shambling mounds to fight for you.
|
||
|
||
// PROTECTION DOMAIN
|
||
// Granted Power: You can generate a protective ward as a supernatural ability.
|
||
// Grant someone you touch a resistance bonus equal to your cleric level on his
|
||
// or her next saving throw. Activating this power is a standard action. The
|
||
// protective ward is an abjuration effect with a duration of 1 hour that is
|
||
// usable once per day.
|
||
// * Make the saving throw only against the first offensive spell, then OK it.
|
||
const int SMP_SPELL_DOMAIN_PROTECTION_SANCTUARY = 30151;// 1 Sanctuary: Opponents can<61>t attack you, and you can<61>t attack.
|
||
const int SMP_SPELL_DOMAIN_PROTECTION_SHIELD_OTHER = 30152;// 2 Shield Other F: You take half of subject<63>s damage.
|
||
const int SMP_SPELL_DOMAIN_PROTECTION_PROTECTION_FROM_ENERGY = 30153;// 3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
|
||
const int SMP_SPELL_DOMAIN_PROTECTION_SPELL_IMMUNITY = 30154;// 4 Spell Immunity: Subject is immune to one spell per four levels.
|
||
const int SMP_SPELL_DOMAIN_PROTECTION_SPELL_RESISTANCE = 30155;// 5 Spell Resistance: Subject gains SR 12 + level.
|
||
const int SMP_SPELL_DOMAIN_PROTECTION_ANTIMAGIC_FIELD = 30156;// 6 Antimagic Field: Negates magic within 10 ft.
|
||
const int SMP_SPELL_DOMAIN_PROTECTION_REPULSION = 30157;// 7 Repulsion: Creatures can<61>t approach you.
|
||
const int SMP_SPELL_DOMAIN_PROTECTION_MIND_BLANK = 30158;// 8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
|
||
const int SMP_SPELL_DOMAIN_PROTECTION_PRISMATIC_SPHERE = 30159;// 9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
|
||
|
||
// STRENGTH DOMAIN
|
||
// Granted Power: You can perform a feat of strength as a supernatural ability.
|
||
// You gain an enhancement bonus to Strength equal to your cleric level.
|
||
// Activating the power is a free action, the power lasts 1 round, and it is
|
||
// usable once per day.
|
||
// * Either make it so the feat takes 0 time to use, and add ActionAttack(), or
|
||
// make it 9 seconds long.
|
||
const int SMP_SPELL_DOMAIN_STRENGTH_ENLARGE_PERSON = 30161;// 1 Enlarge Person: Humanoid creature doubles in size.
|
||
const int SMP_SPELL_DOMAIN_STRENGTH_BULLS_STRENGTH = 30162;// 2 Bull<6C>s Strength: Subject gains +4 to Str for 1 min./level.
|
||
const int SMP_SPELL_DOMAIN_STRENGTH_MAGIC_VESTMENT = 30163;// 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
|
||
const int SMP_SPELL_DOMAIN_STRENGTH_SPELL_IMMUNITY = 30164;// 4 Spell Immunity: Subject is immune to one spell per four levels.
|
||
const int SMP_SPELL_DOMAIN_STRENGTH_RIGHTEOUS_MIGHT = 30165;// 5 Righteous Might: Your size increases, and you gain combat bonuses.
|
||
const int SMP_SPELL_DOMAIN_STRENGTH_STONESKIN = 30166;// 6 Stoneskin M: Ignore 10 points of damage per attack.
|
||
const int SMP_SPELL_DOMAIN_STRENGTH_GRASPING_HAND = 30167;// 7 Grasping Hand: Large hand provides cover, pushes, or grapples.
|
||
const int SMP_SPELL_DOMAIN_STRENGTH_CLENCHED_FIST = 30168;// 8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
|
||
const int SMP_SPELL_DOMAIN_STRENGTH_CRUSHING_HAND = 30169;// 9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
|
||
|
||
// SUN DOMAIN
|
||
// Granted Power: Once per day, you can perform a greater turning against
|
||
// undead in place of a regular turning. The greater turning is like a normal
|
||
// turning except that the undead creatures that would be turned are destroyed
|
||
// instead.
|
||
// * Easily done, add a new feat for it (As normal for domains) and decrement
|
||
// the turning feat by 1 per use, useable once/day, and has a similar script to the turning feat
|
||
const int SMP_SPELL_DOMAIN_SUN_ENDURE_ELEMENTS = 30171;// 1 Endure Elements: Exist comfortably in hot or cold environments.
|
||
const int SMP_SPELL_DOMAIN_SUN_HEAT_METAL = 30172;// 2 Heat Metal: Make metal so hot it damages those who touch it.
|
||
const int SMP_SPELL_DOMAIN_SUN_SEARING_LIGHT = 30173;// 3 Searing Light: Ray deals 1d8/two levels, more against undead.
|
||
const int SMP_SPELL_DOMAIN_SUN_FIRE_SHIELD = 30174;// 4 Fire Shield: Creatures attacking you take fire damage; you<6F>re protected from heat or cold.
|
||
const int SMP_SPELL_DOMAIN_SUN_FLAME_STRIKE = 30175;// 5 Flame Strike: Smite foes with divine fire (1d6/level damage).
|
||
const int SMP_SPELL_DOMAIN_SUN_FIRE_SEEDS = 30176;// 6 Fire Seeds: Acorns and berries become grenades and bombs.
|
||
const int SMP_SPELL_DOMAIN_SUN_SUNBEAM = 30177;// 7 Sunbeam: Beam blinds and deals 4d6 damage.
|
||
const int SMP_SPELL_DOMAIN_SUN_SUNBURST = 30178;// 8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
|
||
const int SMP_SPELL_DOMAIN_SUN_PRISMATIC_SPHERE = 30179;// 9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
|
||
|
||
// TRAVEL DOMAIN
|
||
// Granted Powers: For a total time per day of 1 round per cleric level you
|
||
// possess, you can act normally regardless of magical effects that impede
|
||
// movement as if you were affected by the spell freedom of movement. This
|
||
// effect occurs automatically as soon as it applies, lasts until it runs out
|
||
// or is no longer needed, and can operate multiple times per day (up to the
|
||
// total daily limit of rounds).
|
||
// This granted power is a supernatural ability.
|
||
// Add Survival to your list of cleric class skills.
|
||
// * Cannot add survival to the list of clerical skills, and make the domain power
|
||
// an actual version of Freedom of Movement would work fine.
|
||
const int SMP_SPELL_DOMAIN_TRAVEL_LONGSTRIDER = 30181;// 1 Longstrider: Increases your speed.
|
||
const int SMP_SPELL_DOMAIN_TRAVEL_LOCATE_OBJECT = 30182;// 2 Locate Object: Senses direction toward object (specific or type).
|
||
const int SMP_SPELL_DOMAIN_TRAVEL_FLY = 30183;// 3 Fly: Subject flies at speed of 60 ft.
|
||
const int SMP_SPELL_DOMAIN_TRAVEL_DIMENSION_DOOR = 30184;// 4 Dimension Door: Teleports you short distance.
|
||
const int SMP_SPELL_DOMAIN_TRAVEL_TELEPORT = 30185;// 5 Teleport: Instantly transports you as far as 100 miles/level.
|
||
const int SMP_SPELL_DOMAIN_TRAVEL_FIND_THE_PATH = 30186;// 6 Find the Path: Shows most direct way to a location.
|
||
const int SMP_SPELL_DOMAIN_TRAVEL_TELEPORT_GREATER = 30187;// 7 Teleport, Greater: As teleport, but no range limit and no off-target arrival.
|
||
const int SMP_SPELL_DOMAIN_TRAVEL_PHASE_DOOR = 30188;// 8 Phase Door: Creates an invisible passage through wood or stone.
|
||
const int SMP_SPELL_DOMAIN_TRAVEL_ASTRAL_PROJECTION = 30189;// 9 Astral Projection M: Projects you and companions onto Astral Plane.
|
||
|
||
// TRICKERY DOMAIN
|
||
// Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
|
||
// * Cannot do this, I think, but maybe a power like Biowares, which adds some to
|
||
// these skills (for example, 1 per 3 levels, for 1 round/cleric level)
|
||
const int SMP_SPELL_DOMAIN_TRICKERY_DISGUISE_SELF = 30191;// 1 Disguise Self: Disguise own appearance.
|
||
const int SMP_SPELL_DOMAIN_TRICKERY_INVISIBILITY = 30192;// 2 Invisibility: Subject invisible 1 min./level or until it attacks.
|
||
const int SMP_SPELL_DOMAIN_TRICKERY_NONDETECTION = 30193;// 3 Nondetection M: Hides subject from divination, scrying.
|
||
const int SMP_SPELL_DOMAIN_TRICKERY_CONFUSION = 30194;// 4 Confusion: Subjects behave oddly for 1 round/level.
|
||
const int SMP_SPELL_DOMAIN_TRICKERY_FALSE_VISION = 30195;// 5 False Vision M: Fools scrying with an illusion.
|
||
const int SMP_SPELL_DOMAIN_TRICKERY_MISLEAD = 30196;// 6 Mislead: Turns you invisible and creates illusory double.
|
||
const int SMP_SPELL_DOMAIN_TRICKERY_SCREEN = 30197;// 7 Screen: Illusion hides area from vision, scrying.
|
||
const int SMP_SPELL_DOMAIN_TRICKERY_POLYMORPH_ANY_OBJECT = 30198;// 8 Polymorph Any Object: Changes any subject into anything else.
|
||
const int SMP_SPELL_DOMAIN_TRICKERY_TIME_STOP = 30199;// 9 Time Stop: You act freely for 1d4+1 rounds.
|
||
|
||
// WAR DOMAIN
|
||
// Granted Power: Free Martial Weapon Proficiency with deity<74>s favored weapon
|
||
// (if necessary) and Weapon Focus with the deity<74>s favored weapon.
|
||
// * Cannot do this, I think, unless I just make it, well, no, cannot really do it.
|
||
// Best suggestion: Ability to imbune the power of thier weapon with +2 damage
|
||
// permamently, until it leaves thier hands.
|
||
const int SMP_SPELL_DOMAIN_WAR_MAGIC_WEAPON = 30201;// 1 Magic Weapon: Weapon gains +1 bonus.
|
||
const int SMP_SPELL_DOMAIN_WAR_SPIRITUAL_WEAPON = 30202;// 2 Spiritual Weapon: Magical weapon attacks on its own.
|
||
const int SMP_SPELL_DOMAIN_WAR_MAGIC_VESTMENT = 30203;// 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
|
||
const int SMP_SPELL_DOMAIN_WAR_DIVINE_POWER = 30204;// 4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
|
||
const int SMP_SPELL_DOMAIN_WAR_FLAME_STRIKE = 30205;// 5 Flame Strike: Smite foes with divine fire (1d6/level damage).
|
||
const int SMP_SPELL_DOMAIN_WAR_BLADE_BARRIER = 30206;// 6 Blade Barrier: Wall of blades deals 1d6/level damage.
|
||
const int SMP_SPELL_DOMAIN_WAR_POWER_WORD_BLIND = 30207;// 7 Power Word Blind: Blinds creature with 200 hp or less.
|
||
const int SMP_SPELL_DOMAIN_WAR_POWER_WORD_STUN = 30208;// 8 Power Word Stun: Stuns creature with 150 hp or less.
|
||
const int SMP_SPELL_DOMAIN_WAR_POWER_WORD_KILL = 30209;// 9 Power Word Kill: Kills creature with 100 hp or less.
|
||
|
||
// WATER DOMAIN
|
||
// Granted Power: Turn or destroy fire creatures as a good cleric turns undead.
|
||
// Rebuke, command, or bolster water creatures as an evil cleric rebukes undead.
|
||
// Use these abilities a total number of times per day equal to 3 + your
|
||
// Charisma modifier. This granted power is a supernatural ability.
|
||
// * Need to change to "Used as your turning ability"
|
||
const int SMP_SPELL_DOMAIN_WATER_OBSCURING_MIST = 30211;// 1 Obscuring Mist: Fog surrounds you.
|
||
const int SMP_SPELL_DOMAIN_WATER_FOG_CLOUD = 30212;// 2 Fog Cloud: Fog obscures vision.
|
||
const int SMP_SPELL_DOMAIN_WATER_WATER_BREATHING = 30213;// 3 Water Breathing: Subjects can breathe underwater.
|
||
const int SMP_SPELL_DOMAIN_WATER_CONTROL_WATER = 30214;// 4 Control Water: Raises or lowers bodies of water.
|
||
const int SMP_SPELL_DOMAIN_WATER_ICE_STORM = 30215;// 5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
|
||
const int SMP_SPELL_DOMAIN_WATER_CONE_OF_COLD = 30216;// 6 Cone of Cold: 1d6/level cold damage.
|
||
const int SMP_SPELL_DOMAIN_WATER_ACID_FOG = 30217;// 7 Acid Fog: Fog deals acid damage.
|
||
const int SMP_SPELL_DOMAIN_WATER_HORRID_WILTING = 30218;// 8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
|
||
const int SMP_SPELL_DOMAIN_WATER_ELEMENTAL_SWARM = 30219;// 9 Elemental Swarm*: Summons multiple elementals. * Cast as a water spell only.
|
||
|
||
|
||
// OTHERS:
|
||
|
||
const int SMP_SPELL_ABSOLUTE_IMMUNITY = 10000;
|
||
const int SMP_SPELL_ADVENTURERS_LUCK = 10000;
|
||
const int SMP_SPELL_ALL_WILL_BE_DUST = 10000;
|
||
const int SMP_SPELL_ALL_WILL_BE_DUST_ROUND2 = 10001;
|
||
const int SMP_SPELL_ALL_WILL_BE_DUST_ROUND3 = 10002;
|
||
const int SMP_SPELL_APPRAISAL = 10000;
|
||
const int SMP_SPELL_BATTLECALM = 10000;
|
||
const int SMP_SPELL_BODY_OF_ICE = 10000;
|
||
const int SMP_SPELL_CALL_CHAOS = 10000;
|
||
const int SMP_SPELL_CHILL_OF_THE_VOID = 10000;
|
||
const int SMP_SPELL_CLEAVE_HEALTH = 10000;
|
||
const int SMP_SPELL_CORROSIVE_BLAST = 10000;
|
||
const int SMP_SPELL_CRIPPLE_UNDEAD = 10000;
|
||
const int SMP_SPELL_DIRGE_OF_DISCORD = 10000;
|
||
const int SMP_SPELL_DISTRACT = 10000;
|
||
const int SMP_SPELL_DRAGONBLAST = 10000;
|
||
const int SMP_SPELL_ELEMENTAL_ARMOR = 10000;
|
||
const int SMP_SPELL_ELEMENTAL_ARMOR_AIR = 10001;
|
||
const int SMP_SPELL_ELEMENTAL_ARMOR_EARTH = 10002;
|
||
const int SMP_SPELL_ELEMENTAL_ARMOR_FIRE = 10003;
|
||
const int SMP_SPELL_ELEMENTAL_ARMOR_WATER = 10004;
|
||
const int SMP_SPELL_ENERGY_FIELD = 10000;
|
||
const int SMP_SPELL_ETHEREAL_SHOCK = 10000;
|
||
const int SMP_SPELL_EXTERMINATE = 10000;
|
||
const int SMP_SPELL_FAMILIAR_TRANSPOSITION = 10000;
|
||
const int SMP_SPELL_FICTIVE_ROPE = 10000;
|
||
const int SMP_SPELL_FIGHT_THEME = 10000;
|
||
const int SMP_SPELL_FORCE_ARMOR = 10000;
|
||
const int SMP_SPELL_FORCE_MISSILES = 10000;
|
||
const int SMP_SPELL_FORTIFY_GOLEM = 10000;
|
||
const int SMP_SPELL_GOLEM_CRUSHER = 10000;
|
||
const int SMP_SPELL_GUARDIAN_MANTLE = 10000;
|
||
const int SMP_SPELL_GUARDIAN_MANTLE_GREATER = 10000;
|
||
const int SMP_SPELL_HEAL_ANIMAL_COMPANION = 10000;
|
||
const int SMP_SPELL_JADED_CYNICISM = 10000;
|
||
const int SMP_SPELL_MAGE_ARMOR_LESSER = 10000;
|
||
const int SMP_SPELL_POWER_WORD_FALL = 10000;
|
||
const int SMP_SPELL_RAY_OF_CLUMSINESS = 10000;
|
||
const int SMP_SPELL_RAY_OF_DESPAIR = 10000;
|
||
const int SMP_SPELL_RAY_OF_FORCE = 10000;
|
||
const int SMP_SPELL_RAY_OF_WITHERING = 10000;
|
||
const int SMP_SPELL_RECOVERY = 10000;
|
||
const int SMP_SPELL_RENEWAL = 10000;
|
||
const int SMP_SPELL_SAVING_GRACE = 10000;
|
||
const int SMP_SPELL_SEAL_MAGIC = 10000;
|
||
const int SMP_SPELL_SHIELD_LESSER = 10000;
|
||
const int SMP_SPELL_SLOW_TARGET = 10000;
|
||
const int SMP_SPELL_SMOOTH_TALK = 10000;
|
||
const int SMP_SPELL_SPARK_SHOCK = 10000;
|
||
const int SMP_SPELL_SPELL_CURSE = 10000;
|
||
const int SMP_SPELL_SPELL_CURSE_GREATER = 10000;
|
||
const int SMP_SPELL_SPELLGUARD = 10000;
|
||
const int SMP_SPELL_TRANSMUTE_BLOOD_TO_WATER = 10000;
|
||
const int SMP_SPELL_TRUE_DODGE = 10000;
|
||
const int SMP_SPELL_UNERRING_ACCURACY = 10000;
|
||
const int SMP_SPELL_VAL_FLARE = 10000;
|
||
const int SMP_SPELL_VITAE_GRENADE = 10000;
|
||
const int SMP_SPELL_WARDING_WHIP = 10000;
|
||
const int SMP_SPELL_WAVE_OF_EXALTATION = 10000;
|
||
const int SMP_SPELL_WHATEVER = 10000;
|
||
const int SMP_SPELL_WIZARD_SIGHT = 10000;
|
||
const int SMP_SPELL_WOLFSKIN = 10000;
|
||
|
||
/*END*/
|
||
|
||
// End of file Debug lines. Uncomment below "/*" with "//" and compile.
|
||
/*
|
||
void main()
|
||
{
|
||
return;
|
||
}
|
||
//*/
|