;	0,		"Heal"		
;	1,		"Force"			
;	2,		"Beast"			
;	3,		"Federation"			
;	4,		"Soldier"		
;	5,		"Dark"		
;	6,		"Speed"		
;	7,		"Hunter"
;		
; SPELLS
;
;
;-------------------
; Spells used in the game.  Each line describes one spell
;
; Mandatory arguments are:
;
; 	//	arg0	ID# (1-767)			// unique ID number of spell
;
;		* ID #
;
;		Each spell must have a unique ID number between 1 and 767 (which is a strange value, I know
;		but it has historical significance :-)
;
;  		Spell 0 is a very special entry in the table which is actually a set of algorithm tweaks.
;		Read monsters.txt for more details about algorithm tweaks.
;
;	//	arg1	name[MAX_SPELL_NAME_LEN];  // name of spell, as it appears on screen. 
;
;	//	arg2	ppCost;				// Play Points (Whack Points) required to learn spell 
;									//  -1  means "spell cannot be learned" (can be given as a quest reward only)
;									//   0  means "cost determined automatically from spell's level"
;									//  n>0 Means "cost is n PP" 
;									// An "unlearnable" spell simply doesn't appear in the Learn Spells dialog.
;
;	//	arg3	element;			// Spells element ID#: 0-255.  
;									// A spell will be most effective when cast against the opposing
;									// element.  Actual element definitions are in the ELEMENTS table.
;									// Special Element IDs are:
;									//   0 - HEAL spell (cannot be used to cause damage)
;									//   4 - DEATH spell (affects all elements equally)
;									//  8-255  CHAOS elements (use DEATH element training for effectiveness)
;									// Chaos elements are intended to let you have more variety in monsters, such
;									// that some spells are only cast by one or two monsters.
;									// Chaos spells cannot be learned.  They can only be assigned by table, or
;									// given as quest prizes (and it's a bad idea to give chaos spells to players
;									// since they have no explicit chaos selector on the SPELLs panel.)
;									// In fact, it is ILLEGAL for a human to know a chaos spell.  period
;
;	//	arg4	damage.monsterID		// pure attack strength (before defense filtering)
;									// damage determins nature of spell
;									// optional monsterID is used by SUMMON_SPECIFIC 
;
;					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
;
;						 0			damage computed automatically from level (preferred value if not HEAL spell)
;
;						-1			RESURRECTION		(brings dead to life, with 1 HP)
;						-2			DISEASE_POISON		(Makes HP restores ineffective)		
;						-3			DISEASE_SAP			(Makes Spells cost more MP to cast)		
;						-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)	
;						-200		SUMMON_SAME			Summon a monster of same type as caster
;						-201		SUMMON_SAME_ELEMENT	Summon a monster of the same element as caster
;						-202		SUMMON_RANDOM		Summon a random monster at or below level of caster (within 10 levels)
;						-203		SUMMON_SPECIFIC		Summon a specific monster (monster id in optional dotted arg)
;						-300		SUMMON_ITEM			Summon an item to be used on the target (item id in dotteg arg)
;
;					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
;									//  0 = determined automatically, based on spell level
;									// this is now determined automatically and this entry is ignored
;
;	//	arg6	reqLevel+All.flags.minPlayerLevel.tokenNeeded	// 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
;											(note this means you cannot make a spell require player level 100)
;									// [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)
;											0 = no flags (in case you want to use minPLayerLevel option)
;											1 = monsters/pets cannot use this spell
;											2 = humans are not offered this spell on LEARN SPELL dialog
;											4 = this spell can only be used on yourself
;									// minPlayerLevel (assumed 0 unless you specify) character must be this level in class (or above)
;											5.0.12  = level 5 element training, no flags, level 12 character required
;									// tokenNeeded (assumed 0, which means no special token needed.  Otherwise spell is only in
;													the learn Spells list if the player has the specified token
;											5.0.0.7  = requires token 7 before it appears in list.
;
;				so... for example, a value of "107.1" would mean:
;
;						* element training level 7 or higher required to cast this spell
;						* when cast, it affects ALL members of the targeted team (following the same leader)
;						* monster/pets cannot learn/use this spell. (but humans can)
;
; 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
;					012 - column at foot of target
;					013 - column at head of target
;					014 - column at top of screen (use gravity)
;					015 - column at bottom of screen (use gravity)
;					016 - column at random between foot and head
;					017 - column at random between foot and top of screen
;
;					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; (0-199)		// row of effects table to use
;									// Magical effects are animated from a film-strip of up to 16
;									// images which are played from left to right.  Up to 200 such
;									// film-strips may be defined by the world designer.  Rather than
;									// cram all 200 filmstrips into a single file, they are broken
;									// into groups of ten and placed in files with the name:
;									// "EffectsNN.bmp" where NN runs from 00 to 19 and represents the
;									// first two digits of the effect 'row number' (000-199)
;									// For example, row 45 would be at offset 5 in the file "Effects04.bmp"
;									// Effects files 00 through 09 are stored in the evergreen ART folder
;									// and are reserved for the use of synthetic-reality (feel free to submit
;									// cool effects to be added).  World designers should put their custom
;									// effects into the files "effects10.bmp" through "effects19.bmp" and
;									// place them in the world's private ART folder (this means world designers
;									// control rows 100-199).
; 
;									// effects are 16x16 graphical glyphs stored in a separate
;									// row within the file. Columns represent individual images
;									// of the animation and are generally shown left to right.
;									// It would probably be most useful to open art\effects00.bmp and
;									// look at it for illumination.
;
;	//	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>.<effects>.<weather>
;									Three 'dotted arguments' specifyng the gravity, special effects, and
;									weather present while the spell is being cast.  The format has changed,
;									but the values are the same as the old style:
;
;									// OLD STYLE ARG12 (pre-A57) was a 9 digit number AAABBBCCC
;									// gravity style controls 'dripping' behaviour(0 is none)
;
;					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"
;
;
; SPELL ZERO
;
; There is no real spell zero, this line just sets some percentage tweaks which can be used to adjust the 
; algorithmically derived values.
;
; You can adjust:         PP Cost, Damage (painful spells only), and MP Cost
;
	0,	"Algorithm Scale %",100,0,	100,200,0,		,		,	,	,	,		,		,		,			,			,			

;HEAL  SPELLS
;
;      0	1			        2	    3	    4	    5	    6	    7	      8     9	10   11	     12		13	    14	        15	      16
;      ID	Name			        PP     ELE     DAM      MP     LEV     PTH       ROW    COL	*s	 ms	    GRV		LOOP	summon.wav	travel.wav	strike.wav
;
       1,	"Light Heal",       	-1, 	0,     250,  	0,  	0,4000000,      16,    	11, 80, 100,	 0,		0,		"",	    	"",		""
       3,	"Courage",		    -1,	    0,    -120,	    0,      2,      0,      84,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       5,	"Jedi Heal",        	-1,	    0,    1000,     0,   	4,      0,       5,  	11, 80, 100,	 0,		0,		"",		    "",		""
       7,	"Force Heal",       -1,	    0,    3000,     0,   	6,      0,       5,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       9,	"Revive",			-1,	    0,      -1,     0,	    8,      3,      82,  	11, 80, 100,	 0,		0,		"",		    "",		""
;
       11,	"Simple Fix",       	-1,	    0,     250,	    0,  	0,4000000,      16,  	11, 80, 100,	 0,		0,		"",		    "",		""
       13,	"Power Up",		    -1,	    0,    -120,	    0,      2,  	0,      84,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       15,	"Average Fix",     	-1,	    0,    1000,     0,   	4,    	0,    	 5,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       17,	"Complex Fix",      	-1,	    0,    3000,     0,   	6,    	0,   	 5,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       19,	"Repair",			-1,	    0,      -1,     0,   	8,  	3,      82,  	11, 80, 100,	 0,		0,		"",	    	"",		""
;
       21,	"Weak Heal",        	-1,	    0,     250,	    0,  	0,4000000,      16,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       23,	"Dark Force",		-1,	    0,    -120,	    0,      2,  	0,      84,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       25,	"Sith Heal",        	-1,	    0,    1000,     0,   	4,  	0,       5,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       27,	"Supreme Heal",     	-1,	    0,    3000,     0,	    6,  	0,       5,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       29,	"Revive",			-1,	    0,      -1,     0,    	8,  	3,      82,  	11, 80, 100,	 0,		0,		"",	    	"",		""
;
       31,	"Light Heal",	    -1, 	0,     250,	    0,  	0,4000000,      16,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       33,	"Determination",		-1, 	0,    -120,	    0,      2,  	0,      84,   	11, 80, 100,	 0,		0,		"",	    	"",		""
       35,	"Medium Heal",      	-1, 	0,    1000,     0,   	4,  	0,       5,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       37,	"Hunter Heal",	    -1, 	0,    3000,     0,   	6,  	0,       5,  	11, 80, 100,	 0,		0,		"",	    	"",		""
       39,	"Revive",			-1, 	0,      -1,     0,   	8,  	3,      82,     	11, 80, 100,	 0,		0,		"",	    	"",		""
;
       47, "Guard",             0,   	0,     -122,   	0,      3,		0,      84,  	11, 80, 100,	 0,		0,		"",			"",		""
       48, "Plan",	     	    0,  	0,     -121,	    0,      5,		0,   	84, 	11, 80, 100,	 0,		0,		"",			"",		""
       51, "Adrenaline"      	0,  	0,     -123,	    0,      7,		0,	    84,	    11, 80, 100,	 0,		0,		"",			"",		""
       56, "Concentrate",    	0,   	0,     -124,  	0,   	1,		0,		84, 	11, 80, 100,	 0,		0,		"",			"",				""
; 
; FORCE SPELLS
;
       2,	"Sleep",			    -1, 	1,  	-7,     0,  	0,  	0,	    26, 	11, 80, 100,     0,  	0,		"",	    	"",		""
       4,	"Charm",			    -1, 	1,  	-9,     0,    2.1,  	0,    	83, 	11, 80, 100,     5,  	0,		"",	    	"",		""
       6,	"Intimidate",	    -1, 	1,     -20,     0,   	4,   5000,   	81, 	11, 80, 100,     1,  	0,		"",	    	"",		""
       8,	"Tame",			    -1, 	1,     -10,     0,	  6.1,  	0,   	80, 	11, 80, 100,     5,  	0,		"",	    	"",		""
      10,	"Obi Wan's Trick",	-1,     1,      -4,     0,	  8.1,  	0,   	23, 	11,	80,	100,	 0,  	0,		"",	    	"",		""
;
; BEAST SKILLS
;     ID	Name			        PP     ELE       DAM    MP     LEV     PTH      ROW     COL	*s	 ms     GRV  	LOOP	summon.wav	travel.wav	strike.wav
;
      41,   "Venom",			    0,  	2,     	-2,	    0,	    1,	    0,		76, 	11,	80,	100,     0,	    0,		"",			"",		""
      43,   "Screech",		    0,  	2,  	-5,     0,  	3,		0,		78, 	11, 80, 100,	 5,	    0,		"",			"",		""
      44,   "Roar",			    0,  	2,   	-8,     0,      5,  	0,		25, 	11, 80, 100,	 5,     0,		"",			"",		""
      45,   "Bite",			    0,  	2,  	-11,    0,	    7,		0,		 7,  	11,	80,	100,     0,     0,		"",			"",		""
      57,   "Unleash",	    	0,  	2,       74,  	0,  	8,		17000,	56,	    16,	200,300,	3,		0,		,			,			,			
      58,   "Instinct",			0,  	2,  	 84,	0,	    9,	     0,		59,	    11, 80, 100,	0,		0,		"",			"",				""
; 
; FEDERATION SPELLS
;
       12,	"Shock",    	       -1,  	3,  	-7,     0,	    0,	    0,   	26, 	11, 80, 100,	 0,  	0,		"",	    	"",		""
       14,	"Convert",	       -1,  	3,  	-9,     0,	  2.1,  	0,   	83, 	11, 80, 100,	 5,  	0,		"",	    	"",		""
       16,	"Weaken",		   -1,  	3,  	-20,    0,	    4,   5000,   	81, 	11, 80, 100,	 1,  	0,		"",	    	"",		""
       18,	"Recruit",		   -1,  	3,  	-10,    0,	  6.1,  	0,   	80, 	11, 80, 100,	 5,  	0,		"",	     	"",		""
       20,	"Electro Seize",	   -1,      3,  	-4,	    0,	  8.1,	    0,   	23,	    11,	80,	100,	 0,  	0,		"",	    	"",		""
;	
; SOLDIER SKILLS
;      ID	Name			        PP     ELE       DAM    MP     LEV    PTH       ROW     COL	*s	ms  	GRV		LOOP	summon.wav	travel.wav	strike.wav
;
       46, "Aim",			    0,  	4,  	-24,    0,	    1,	 5000,   	81, 	11, 80, 100,     1,		0,		"",			"",		""
       49, "Headshot",		    0,  	4,	    -21,    0,   	3,		0,   	81, 	11, 80, 100,	 5,		0,		"",			"",		""
       50, "Soften",			    0,  	4,	    -22,    0,   	5,	 5000,   	81, 	11, 80, 100,	 1,		0,		"",			"",		""
       42, "Sap",			    0,  	4,  	 -3,    0,  	7,    203,   	23, 	11,	80,	100,     0,	    0,		"",			"",		""
       59, "Smash",       		0,  	4,  	 74,	0,  	8,	  203,	    79, 	11,	80,	100,	0,		0,		"",			"",				""
       60, "Fatal Blow", 		0,  	4,       84, 	0,	    9,  	0,		74, 	11, 80, 100,	5000,	0,		"",			"",				""
;
; DARK SPELLS
;
       22,	"Slumber",		   -1,  	5,    	-7,     0,	    0,  	0,   	26, 	11, 80, 100,     0,  	0,		"",	    	"",		""
       24,	"Seduce",		   -1,  	5,  	-9,     0,    2.1,  	0,   	83, 	11, 80, 100,     5,  	0,		"",  		"",		""
       26,	"Expose Evils",	   -1,  	5,     -20,     0,   	4,   5000,   	81, 	11, 80, 100,     1,	    0,		"",	    	"",		""
       28,	"Convert",		   -1,  	5,     -10,     0,	  6.1,  	0,   	80, 	11, 80, 100,     5,  	0,		"",	    	"",		""
       30,	"Darth's Choke",	   -1,      5,      -4,	    0,	  8.1,  	0,   	23, 	11,	80,	100,	 0,  	0,		"",	    	"",		""
;
; SPEED SKILLS
;      ID	Name			       PP      ELE       DAM    MP     LEV    PTH      ROW      COL	*s	ms	    GRV	   LOOP	   summon.wav	travel.wav	strike.wav
;
       52, "Cripple"		    	0,  	6,	     -23,   0,   	1,	 5000,   	 1,	    11, 80, 100,	 1,		0,		"",			"",		""
;      53, "Multiply"	    	0,  	6,	    -200,   0,   	7,		4,		76,	    11,	80,	100,	 0,		0,		"",			"",		""			
       54, "Disarm"				0,  	6,     	  -6,   0,  	3,		0,		 7,	    11, 80, 100,	 0,		0,		"",			"",		""
       55, "Disorient"			0,  	6,  	  -8,   0,      5,  	0,		25,	    11, 80, 100,	 5,		0,		"",			"",		""
       61, "Infiltrate",	    	0,  	6,        74,	0,  	8,		4,		72,  	11,	80,	100,     0,		0,		,			,			,			
       62, "Assassinate",		0,   	6,        84,	0,	    9,  	4,		75,  	11,	80,	100,	 0,		0,		,			,			,			
;
; HUNTER SKILLS
;
       32,	"Doze",			   -1,  	7,  	 -7,    0,  	0,   	0,    	26,     11, 80, 100,	 0,  	0,		"",	    	"",		""
       34,	"Enlist",		   -1,  	7,  	 -9,    0,    2.1,  	0,   	83,  	11, 80, 100,	 5,  	0,		"",	    	"",		""
       36,	"Intimidate",	   -1,  	7,  	-20,    0,  	4,   5000,   	81, 	11, 80, 100,	 1,  	0,		"",	    	"",		""
       38,	"Bribe",			   -1,  	7,  	-10,    0,    6.1,  	0,   	80, 	11, 80, 100,	 5,  	0,		"",   		"",		""
       40,	"Fett Special",	   -1,      7,  	 -4,	0,    8.1,  	0,   	23, 	11, 80,	100,	 0,  	0,		"",	    	"",		""
;
;
; Be sure to leave a blank line at the end of this file
