;
; SPELLS
;
;
;-------------------
; Spells used in the game.  Each line describes one spell
;
; Mandatory arguments are:
;
; 	//	arg0	ID# (1-767)
;	//	arg1	name[MAX_SPELL_NAME_LEN];
;	//	arg2	ppCost;				// Play Points (Whack Points) required to learn spell 
;									// These are now determined automatically and this entry is ignored
;									// Well, if you set this to -1, the spell cannot be learned via
;									// the LEarn Spell dialog.  It could only be given in a quest.
;	//	arg3	element;			// ELEMENTS table IDs define these (0 must be HEAL)
;	//	arg4	damage;				// pure attack strength (before defense filtering)
;
;					The damage argument is also used to specify certain special effect spells
;					which do not cause regular damage or do one-of-a-kind things
;					Generall, a negative value indicates a specialty spell.  These are
;					called 'diseases' just to give them a general name.
;
;					Damage			// Specialty
;
;						-1			RESURRECTION		(brings dead to life, with 1 HP)
;
;						-2			DISEASE_POISON		(saps a little HP every few seconds)		
;						-3			DISEASE_SAP			(saps a little MP every few seconds)		
;						-4			DISEASE_STUN		(cannot move, or attack)
;						-5			DISEASE_GAG			(cannot case spells)(* wears off)		
;						-6			DISEASE_NUMB		(cannot use right-hand)(* wears off)
;						-7			DISEASE_SLEEP		(cannot move, or attack)(* wears off)	
;						-8			DISEASE_CONFUSE		(attacks may hit friends)(* wears off)	
;						-9			DISEASE_CHARM		(once charmed, monster fights for you)	
;						-10			DISEASE_TAME		(taming a charmed monster makes it a pet)(NOT IMPLEMENTED YET)	
;						-11			DISEASE_FREEZE		(cannot move)
;						-20			DISEASE_STRENGTH	(lowers strenth til end of scene) (cure raises it)
;						-21			DISEASE_WISDOM		(lowers wisdom til end of scene) (cure raises it)	
;						-22			DISEASE_STAMINA		(lowers stamina til end of scene) (cure raises it)	
;						-23			DISEASE_AGILITY		(lowers agility til end of scene) (cure raises it)
;						-24			DISEASE_DEXTERITY	(lowers dexterity til end of scene) (cure raises it)	
;
;					Most 'diseases' wear off when you leave the scene, however each disease can be 'cured'
;					by a spell whose 'damage' argument is the disease damage plus -100.  For
;					example, "-102" would cure poisoning (-2), and "-107" would cure sleep (-7)
;					Not all diseases have a logical cure (for example, there is no cure for 
;					resurrection (-1)
;
;					Some diseases(*) wear off after awhile, even if you don't leave the scene.
;
;					The 5 ability diseases are a little different as they lower (or raise, if a cure)
;					your ability a certain percentage with each use.  Hence repeated lowerings has
;					an larger effect.
;
;					Note, except for specialty spells (negative damage value) and LIFE spells, this
;					field is now ignored as regular damage is computed automatically

;	//  arg5	price;				// mp required to cast
;									// this is now determined automatically and this entry is ignored
;	//	arg6	reqLevel+All;		// minimum required elemental affinity (0-9) to cast it.
;									// [optional]add 100 if it affects ALL enemies
;											105  = level 5 required, and affects all on same team as target
;									// [optional]add a decimal point followed by a spell FLAG
;											5.1	 = level 5 required, and is controlled by flag '1'
;											5.3  = level 5 required, flags 1 AND 2 (1+2 = 3)
;									// SPELL FLAGS: (add together all you want)
;											1 = monsters/pets cannot use this spell
;											2 = humans are not offered this spell on LEARN SPELL dialog
;
; the rest are optional and control the 'look' of the effect
;
;	//	arg7	path;				// path style (9 digit decimal number AAABBBCDD)
;
;					DD	'cloud' shape of magic in motion
;					00 - tight random cloud
;					01	- looser random cloud
;					02 - loose random cloud
;					03 - single circle
;					04 - two circles
;
;					C	Accumulation of magic around caster, before it 'launches'
;					0	- accumulate over caster
;					1	- accumulate within caster
;					2	- accumulate under caster
;		
;					BBB Travel Path
;					000 - straight line
;					001 - looser line
;					002 - looser line
;					003 - loose line
;					004 - slow wavy
;					005 - medium wavy
;					006 - faster wavy
;					007 - fast wavy
;					008 - spiral
;					009 - spiral
;					010 - spiral
;					011 - spiral
;
;					AAA Attack Path
;					000 - random cloud
;					001	- looser random cloud
;					002 - loose random cloud
;					003 - single circle
;					004 - two circles
;
; For example:   
;
;		004(2circ) + 011(spiral) + 2(under) + 04(2circ) 
;
; would be written:  004011204, or just 4011204
;
;	//	arg8	row; (0-31)			// row of effects table to use 
;									// effects are 16x16 graphical glyphs stored in the
;									// file "effects,bmp" in the WoS\art folder.  This file
;									// contains a large number of animations, each as a separate
;									// row within the file. Columns represent individual images
;									// of the animation and are generally shown left to right.
;	//	arg9	maxCols; (1-31)		// # of columns to use (of the selected row in effects.bmp)
;	//	arg10	maxFx;	(0 - 100)	// # of trails to remember (increases the 'amount' of sparkles)
;	//	arg11	tixPerCol;			// step time between columns (in msec)
;									// controls the speed of the animation through the current row.
;	//	arg12	gravity;			// gravity style controls 'dripping' behaviour(0 is none)
;									// again a 9 digit number AAABBBCCC
;					CCC
;					000	- no gravity
;					001	- magic falls slowly
;					002	- falls faster
;					003	- falls very fast
;					004   - falls way too fast
;					005	- magic RISEs slowly
;					006	- rises faster
;					007	- rises very fast
;					008	- rises way too fast
;
;					BBB
;					xxx	- FX modifier
;		
;					AAA
;					xxx - weather modifier
;			
;	//	arg13	loop;				// loop style (0 is none)
;
; these optional parameters control the SOUND of the spell
;
;	//  arg 14	sfxSummon[80];		// sound of spell being summoned	"summon.wav"
;	//  arg 15	sfxTravel[80];		// sound of spell traveling			"travel.wav"
;	//  arg 16	sfxStrike[80];		// sound of spell striking target	"strike,wav"
; All spells for world: Screw with the numbers, cross your fingers that the IDs control what they go under.
;	0	1			2	3	4	5	6	7	8	9    10     11	12	13	14	15		16
	750,"Missile Lv 1",		-1,	4,	250,20,	5,		0,		94,	11,	80,	100,	0,		0,		,			torpedo.wav,,			
	751,"Replacement Parts",	-1,	0,	 300,	 35,	1,	0,	5,	11, 80, 100,	0,	0,	"",	"",		""
	752,"Assist All",		-1,	0,	 500,	100,	107,	0,	4,	11, 120,100,	0,	0,	"",	"",		"",
	753,"Repair",			-1,	0,	3000,	 60,	4,	0,	8,	11, 120,100,	0,	0,	"",	"",		"",
	754,"Salvage",			-1,	0,	6000,	 50,	8,	0,	5,	11, 120,100,	0,	0,	"",	"",		"",
	755,"Capture",			-1,	 0,	 -10, 50,	7, 	0,	5, 	11, 120,100,	0, 	0, 	"",	"",		"",
	756,"Chaos Wave",		-1,	 0,	  -9, 40,	8,	0,	5,	11,120,100,	0,	0,	"",	"",		"",
	757,"Missile Lv 2",		-1,	4,	350,30,	7,		0,		93,	11,	80,	100,	0,		0,		,			torpedo.wav,,			
	758,"Missile Lv 3",		-1,	4,	400,40,	8.1,	0,		90,	11,	80,	100,	0,		0,		,			torpedo.wav,,			
	759,"Missile Lv 4",		-1,	4,	500,40,	9.1,	0,		91,	11,	80,	100,	0,		0,		,			torpedo.wav,,			
	760,MultiMissles,		-1,	4,	700,45,	109.1,	0,		92,	11,	80,	100,	0,		0,		,			torpedo.wav,,			
	761,MultiMissiles+,		-1,	4,	900,45,	109.1,	0,		92,	11,	80,	100,	0,		0,		,			torpedo.wav,,			
	762,"Speed Net", 		-1, 4, 	 -23,	30, 0, 		0,	95, 11, 80, 100, 0, 0, 	"",	"torpedo.wav",	"", 
	763,"Speed Boost", 		-1, 0,	-123,	30,	0,		0,	96,	11,	80,	100, 0, 0, "", "torpedo.wav", "",
	764,"Chaos Wave",		-1, 4,	-8,	45,	0,		0,	96,	11,	80,	100, 0,0,"","torpedo.wav",
	765,"Death Ray Mk.1",	-1,	4,	300,20,	5,		0,		96,	11,	80,	100,	0,		0,		,			torpedo.wav,,			
	766,"Death Ray Mk.2",	-1,	4,	400,30,	6,		0,		95,	11,	80,	100,	0,		0,		,			torpedo.wav,,			
	767,"Death Ray Mk.3",	-1,	4,	500,40,	108,	0,		96,	11,	80,	100,	0,		0,		,			torpedo.wav,,			
	749,"Death Ray Mk.4",	-1,	4,	600,40,	109,	0,		96,	11,	80,	100,	0,		0,		,			torpedo.wav,,			
	32,"Reconstruction",		-1,	 0, 	-1, 	500, 	0,  	0,  	97, 	11, 80, 100, 0,0,"","torpedo.wav",

;
; Be sure to leave a blank line at the end of this file
