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ability.dm
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//## Ability
/*#####################################################
#(DK) # Dark Knight # Dark Wave #
#(P) # Paladin # Cover White_ #
#(BK) # Black Knight# Black Summon #
#(WM1)# White Mage # White Prayer Aim #
#(WM2)# White Twin # White Twin Fake Tears #
#(BM) # Black Twin # Black Twin Strengthen #
#(S) # Sage # White Black Remember #
#(L) # Lunarian # White Black Spirit Wave #
#(YC) # Y.Caller # White Black Summon #
#(MC) # M.Caller # Black Summon #
#(D) # Dragoon # Jump #
#(N) # Ninja # Ninjutsu Dart Sneak #
#(K) # Monk # Build Up Kick Endure #
#(B) # Bard # Sing Medicine Show/Hide #
#(E) # Engineer # Peep Tool #
#######################################################
# Select: 0 = auto # Can we select
# 1 = manual # the target?
#############################
# Target: 0 = any # Can we target
# 1 = single only # single/all?
# 2 = all only #
#############################
# DType : 0 = self #
# 1 = all ally # Default type
# 2 = ally # of target
# 3 = enemy #
# 4 = all enemy #
#############################
# TType : 0 = self only # What target
# 1 = enemy only # is allowed.
# 2 = ally only # (Limitation)
# 3 = any #
#############################
# ATime : action's time % # 100 = full time
#############################
# ASType: 0 = parry # The 'stance'
# 1 = magic # the ability
# 2 = special # should use.
# 3 = special2 #
# AAType: 0 = attack # The 'attack'
# 1 = victory # the ability
# 2 = special1 # should use.
# 3 = special2 #
#############################
# DmgType 0 = Direct/None #
# 1 = Physical #
# 2 = Magical #
# 3 = Status #
#############################
# Damage #
# Physical: Dmg % of base # 200% = jump
# Magical : Damage modifier # 800 = meteo
# Status : Percentage # 20% of instant-death
#############################
# DmgType: 0 = Status ONLY #
# 1 = Physical #
# 2 = Magical #
#############################
# Modifier: #
# 0 = Black #
# 1 = White #
#############################
# Status: 0 = none #Setting#
## BAD Status #
# (-)1 = POISON (1-3) # poison level - hp-=% each turn
# (-)2 = DARKNESS # difficulties to hit
# (-)3 = MUTE # unable to cast magic
# (-)4 = CURSE # cheap attack power
# (-)5 = CONFUSE # confused, random attack
# (-)6 = SLEEP # sleeping
# (-)7 = SLOW (1-2) # slow level - slower
# (-)8 = HOLD # paralyze -- cant move
# (-)9 = SWOON # instant death
## GOOD Status #
# (-)10= FLOAT (1,6) # 0 = -FLOAT.. floatin' in theee sky
# (-)11= HASTE (1,5) # 0 = -HASTE.. faster
# (-)12= PROTECT(1,3) # 0 = -PROTECT.. protect against physical
# (-)13= SHELL (1,3) # 0 = -SHELL.. protect against magical
# (-)14= REFLECT(1,2) # 0 = -REFLECT.. same as shell + protect
#############################
# Attrib: 0 = none #
# 1 = slashing #
# 2 = piercing #
# 3 = fire #
# 4 = ice #
# 5 = bolt #
# 6 = earth #
# 7 = holy #
# 8 = dark #
# 9 = heal #
#############################
# HPHeal: actual number #
# MPCost #
# HPDrain: percentage #
# MPDrain: of MaxHP/MP #
#############################
# ClassNeed: class that can #
# use the action #
#############################
# LvlNeed: level needed to #
# use that action. #
###########################*/
//## Targeting system
mob/PC/var/tmp
obj/Ability/btl_action
mob/btl_target
mob/PC/proc/btl_action(var/obj/Ability/ActionType)
if(!ActionType) return //no action!
if(ActionType.Muteable) if(Mute) {src<<SOUND_WRONG;return}
if(ActionType.Curseable) if(Curse) {src<<SOUND_WRONG;return}
//basic skills
if(istype(ActionType,/obj/Ability/Basic/Attack)||istype(ActionType,/obj/Ability/Skills)) btl_target(ActionType)
else if(istype(ActionType,/obj/Ability/Basic/Parry)){BtlFrm("battle_parry");parry=1;gauge=atime(level)} //parryin'
else if(istype(ActionType,/obj/Ability/Basic/Run)){escape=1;gauge=round(atime(level)/2)}
else if(istype(ActionType,/obj/Ability/Basic/Item)) battle_screen("battle_item")
else if(istype(ActionType,/obj/Ability/Basic/Dart)) battle_screen("battle_dart")
//advanced/random skills
else if(istype(ActionType,/obj/Ability/ASkills)) battle_screen("battle_askills",,ActionType)
else if(istype(ActionType,/obj/Ability/RSkills)) battle_screen("battle_rskills",,ActionType)
else return
mob/PC/proc/btl_raction(var/obj/Ability/ActionType)
//here is for random actions, like Twin, Sing and such.
//after done with, send to btl_target().
src<<"* Command not implented."
return
mob/PC/proc/btl_target(var/obj/Ability/Action,direction)
if(!Action) return //no action to proceed with..?
inmenu = "battle_target"
var/turf/battle/location/BLoc = locate(/turf/battle/location/) in view(src)
if(!direction) //newly selected action, preparing everything for it
btl_action = Action
//creating the action's default list based on the action's possibilities/limitations
menupos = 1
menulist = new()
menuaction = Action.DType
if(!menuaction) menulist += src
else if(BLoc.Attackers.Find(src))
if(menuaction<=2) for(var/mob/T in BLoc.Attackers) if(T.HP>0||Action.Revive) menulist += T
else if(menuaction>=3) for(var/mob/T in BLoc.Defenders) if(T.HP>0||Action.Revive) menulist += T
else if(BLoc.Defenders.Find(src))
if(menuaction<=2) for(var/mob/T in BLoc.Defenders) if(T.HP>0||Action.Revive) menulist += T
else if(menuaction>=3) for(var/mob/T in BLoc.Attackers) if(T.HP>0||Action.Revive) menulist += T
//manual or automatic targeting?
if(!Action.Select){btl_target(btl_action,"C");return}
else
switch(direction) //there's a direction! woo!
if("N")
if(!menuaction&&!Action.TType) return //self only
if(menuaction!=1&&menuaction!=4){menupos--;if(menupos<1) menupos = length(menulist)}
else return
if("S")
if(!menuaction&&!Action.TType) return
if(menuaction!=1&&menuaction!=4){menupos++;if(menupos>length(menulist)) menupos = 1}
else return
if("W")
if(menuaction==4||!Action.TType) return
else if(menuaction==3&&Action.Target==1){menupos--;if(menupos<1) menupos = length(menulist)}
else if(menuaction==2&&Action.TType==2){menupos++;if(menupos>length(menulist)) menupos = 1}
else if(menuaction==1&&Action.Target==2)
if(Action.TType==3) menuaction = 4
else return
else {menupos=1;menuaction++}
if("E")
if(menuaction==1||!Action.TType) return
else if(menuaction==2&&Action.Target==1){menupos++;if(menupos>length(menulist)) menupos = 1}
else if(menuaction==3&&Action.TType==1){menupos--;if(menupos<1) menupos = length(menulist)}
else if(menuaction==4&&Action.Target==2)
if(Action.TType==3) menuaction = 1
else return
else {menupos=1;menuaction--}
if("C")
inmenu="panel"
close_screen("battle_askills")
close_screen("battle_askills_cost")
close_screen("battle_menu")
for(var/obj/onscreen/curser/C in client.screen) del(C)
if(!btl_action||!length(menulist)) return
//setting the action's preparing time
var/action_time=10
if(btl_action.ATime) action_time = btl_action.ATime
switch(btl_action.ASType)
if(0) BtlFrm("battle_parry")
if(1) BtlFrm("battle_magic_stance")
if(2) BtlFrm("battle_special_stance")
if(3) BtlFrm("battle_special2_stance")
//setting btl_target
if(menuaction==1) btl_target = "all ally"
else if(menuaction==4) btl_target = "all enemy"
else btl_target = menulist[menupos]
if(Action.jump_charge>=1) Jump_Charge=1
gauge=action_time //finally, setting the gauge status, so the battle continue!
return //fieww... end.
//creating new list
menulist = new()
if(BLoc.Attackers.Find(src))
if(menuaction<=2) for(var/mob/T in BLoc.Attackers) if(T.HP>0||Action.Revive) menulist += T
else if(menuaction>=3) for(var/mob/T in BLoc.Defenders) if(T.HP>0||Action.Revive) menulist += T
else if(BLoc.Defenders.Find(src))
if(menuaction<=2) for(var/mob/T in BLoc.Defenders) if(T.HP>0||Action.Revive) menulist += T
else if(menuaction>=3) for(var/mob/T in BLoc.Attackers) if(T.HP>0||Action.Revive) menulist += T
//Target(s) acquired, displaying it (them).
for(var/obj/onscreen/curser/C in client.screen) del(C) //deleting all old cursers
if(!length(menulist)) return //no one to target!
var/list/TargList = new()
if(menuaction==1||menuaction==4) for(var/mob/T in menulist) TargList += T
else
if(length(menulist)>=menupos) TargList += menulist[menupos]
else client.Northwest()
//creating the cursers
for(var/mob/T in TargList)
var/Mod = 1
for(var/R in btl_attrib(Action)) if(T.Resist.Find(R)) Mod -= (T.Resist[R]/100)
curser=new(client)
var/T_height = 1
var/T_x
if(!istype(T,/mob/PC))
if(Mod<1) curser.icon_state="bad"
else if(Mod>1) curser.icon_state="good"
var/mob/monster/M = T
T_x = M.monster_x_start
T_height = M.monster_y_start + M.monster_y_end
//calculating curser position
var/curser_x = T.x - BLoc.x + T_x + 8
var/curser_y = T.y - BLoc.y + 10
if(T_height)
T_height/=2
if(T_height!=round(T_height)){curser_y+=round(T_height);T_height=16}
else {curser_y+=T_height;T_height=0}
curser.screen_loc="[curser_x]:16,[curser_y]:[T_height]"
obj/Ability
var
//target system
Select
Target
DType
TType
//animation stuff
ASType
AAType
//battle atime
ATime
//damage system
DmgType //(0 = Direct/None ;1 = Physical ; 2 = Magical ;3 = Summon Magic 4 = Sword Magic)
Damage //( Damage Modifier ;Percent of Z ; Damage Mod ; Percent )
Damage2 //(Used with DmgType 4; it adds Damage2 to Damage *Should be a small number
HPDamage //(Does Direct Damage aka ignore defense.
HPHeal
MPHeal
MPCost
HPDrain
MPDrain
Revive
Modifier
Death //This has a small chance of killing something off. Shouldn't work on bosses.
Suicide //(Because this is an Online Game it doesn't actually suicide you just drop your HP to 1.)
Weak //This is for Tornado it has a chance of weakening an opponent by 2/3 1/2 or 1/3
Dispell //This removed every status effect but special ones aka Cover
Esuna //This removes every bad status effect and keeps all good ones.
Protect //Set to 1 inflicts Protect Status
Shell //Set to 1 inflicts Shell Status
Reflect //Set to 1 inflicts Reflect Status
Haste //Set to 1 inflicts Haste Status
Float //Set to 1 inflicts Float Status
Blink //Set to 1 inflicts Blink Status
Berserk //Set to 1 inflicts Beserk Status
Darkness //Set to 1 inflicts Darkness Status
Slow //Set to 1 inflicts Slow Status
Poison //Set to 1 inflicts Poison Status
Regen //Set to 1 inflicts Regen Status
Cover //Set to 1 and user covers the Target from physical damage
Mute //Set to 1 and user can't cast spells that are "muteable"
Sleep //Set to 1 inflicts Sleep Status
Hold //Set to 1 inflicts Hold Status
Stone //Set to 1 inflicts Stone Status
Gradual_Petrify //Set to 1 to start inflicting Gradual Petrify Status
Curse //Set to 1 inflicts Curse Status
Strengthen //Set to 1 to increase magical damage by 75%
Cry //Set to 1 to decrease physical damage by 25%
Confuse //Set to 1 inflicts Confuse Status
Muteable //Set to 1 if Skill is muteable(if Muted the user can't use anything that's muteable)
Curseable //Set to 1 if Skill is curseable(if Cursed the user can't use anything that's curseable)
Asura //This is for ASURA ONLY! it heals casts protect or shell on the party!
Golem //This is for GOLEM ONLY! it casts protect and blink on the party
Pheonix //This is for PHEONIX ONLY! it deals damage and lifes the party.
Sylph //This is for SYLPH ONLY! it deals damage and hp drains to all.
Hades //This is for HADES ONLY! it deals random status effects.
Guard //This is for the blue spell GUARD ONLY! it creats lots of positive status
Difference //This is for the blue spell ??? ONLY! it deals damage based on the difference of your MaxHP and Current HP.
Countdown //This starts a Death CountDown! well it doesn't cause death but it does bring their hp to 1 ^_^
Curaja //When this is used on one target it heals full HP if multiple it's close to cure 4.
Demi //Cuts hp by 25%
Demi2 //Cuts hp by 50%
Demi3 //Cuts hp by 75%
Escape //Set to 1 to have skill run for dear life!
Steal //Set to 1 for a chance to STEAL!
Remember //Set to 1 to cause a random spell to happen...
Scan //Set to 1 to scan a monster or player!
jump_charge //Set to 1 to make you invincible while charging! (Damn you Kain!!!!) ~Crimson
list/Attrib = new()
list/SEffect = new()
list/ClsNeed = new()
LvlNeed
CanUse = 0 //(0 = Any ;1 = in Battle only ;2 = Out of Battle only ;3 = Overworld only)
//visual/audio stuff
Sound
Basic
ASType=0
Attack
Select=1
Target=1
DType=3
TType=3
AAType=0
ATime=2
Damage=100
DmgType=1
Parry
Run
Item
AAType=1
Cure1
invicon="potion"
value=30
Select=1
Target=1
DType=2
TType=2
HPHeal=96
ATime=2
Sound=SOUND_POTION
Cure2
invicon="potion"
value=150
Select=1
Target=1
DType=2
TType=2
HPHeal=480
ATime=2
Sound=SOUND_POTION
Cure3
invicon="potion"
value=1500
Select=1
Target=1
DType=2
TType=2
HPHeal=1920
ATime=2
Sound=SOUND_POTION
Life
invicon="potion"
value=150
Select=1
Target=1
DType=2
TType=2
Revive=10
ATime=2
CanUse = 1
Sound=SOUND_POTION
Remedy
invicon="potion"
value=1000
Select=1
Target=1
DType=2
TType=2
ATime=2
Esuna=1
CanUse = 1
Sound=SOUND_POTION
Ether1
invicon="potion"
value=1000
Select=1
Target=1
DType=2
TType=2
MPHeal=48
ATime=2
Sound=SOUND_POTION
Ether2
invicon="potion"
value=5000
Select=1
Target=1
DType=2
TType=2
MPHeal=144
ATime=2
Sound=SOUND_POTION
Elixir
invicon="potion"
value=50000
Select=1
Target=1
DType=2
TType=2
HPHeal=9999
MPHeal=999
ATime=2
Sound=SOUND_POTION
Tent
invicon="tentcab"
value=800
Select=1
Target=1
DType=0
TType=0
HPHeal=1000
MPHeal=100
CanUse = 3
Cabin
invicon="tentcab"
value=4000
Select=1
Target=1
DType=0
TType=0
HPHeal=9999
MPHeal=999
CanUse = 3
Dart
Shuriken
invicon = "star"
Select = 1
Target = 1
DType = 3
TType = 1
DmgType = 1
ATime = 2
CanUse = 1
ASType = 0
AAType = 2
value = 1000
Damage = 110
Boomerang
invicon = "boomerang"
Select = 1
Target = 1
DType = 3
TType = 1
DmgType = 1
ATime = 2
CanUse = 1
ASType = 0
AAType = 2
value = 3000
Damage = 120
FullMoon
invicon = "boomerang"
Select = 1
Target = 1
DType = 3
TType = 1
DmgType = 1
ATime = 2
CanUse = 1
ASType = 0
AAType = 2
value = 5000
Damage = 130
Fuma
invicon = "star"
Select = 1
Target = 1
DType = 3
TType = 1
DmgType = 1
ATime = 2
CanUse = 1
ASType = 0
AAType = 2
value = 7000
Damage = 140
Ninja
invicon = "star"
Select = 1
Target = 1
DType = 3
TType = 1
DmgType = 1
ATime = 2
CanUse = 1
ASType = 0
AAType = 2
value = 9000
Damage = 150
Key_Item
Skills
Curseable = 1
DarkWave
Select=1
Target=2
DType=4
TType=1
ASType=2
AAType=2
ATime=5
DmgType = 5
Damage=110
HPDrain = -8
Cover
Select = 1
Target = 1
DType = 2
TType = 1
ASType = 0
AAType = 2
ATime = 4
Cover = 1
Prayer
Select=0
Target=2
DType=1
TType=2
ASType=1
AAType=2
DmgType=3
Damage=16
Modifier=1
Attrib = list("healing")
ATime=4
Aim
Select = 1
Target = 1
DType = 3
TType = 1
ASType = 0
AAType = 2
DmgType = 1
ATime = 3
Damage = 150
FakeTears
Select = 0
Target = 2
DType = 4
TType = 1
ASType = 1
AAType = 2
ATime = 5
Cry = 1
Strengthen
Select = 0
Target = 1
DType = 0
TType = 0
ASType = 1
AAType = 2
Strengthen = 1
Remember
Select = 1
Target = 0
DType = 3
TType = 1
ASType = 0
AAType = 2
Remember = 1
SpiritWave
Select=0
Target=2
DType=1
TType=2
ASType=1
AAType=2
DmgType=2
ATime = 4
Regen = 1
Jump
Select = 1
Target = 1
DType = 3
TType = 1
ASType = 2
AAType = 2
DmgType = 1
ATime = 13
jump_charge = 1
Damage = 220
Sneak
Select = 1
Target = 1
DType = 3
TType = 1
ASType = 0
AAType = 2
Steal=1
BuildUp
Select = 1
Target = 1
DType = 3
TType = 1
ASType = 2
AAType = 0
DmgType = 1
ATime = 6
Damage = 165
Kick
Select = 0
Target = 2
DType = 4
TType = 1
ASType = 0
AAType = 2
DmgType = 1
ATime = 8
Damage = 100
Endure
Select = 0
Target = 1
DType = 0
TType = 0
ASType = 0
AAType = 1
Protect = 1
ATime = 6
Medicine
Select=0
Target=2
DType=1
TType=2
ASType=0
AAType=1
DmgType=3
Damage=16
Modifier=1
Attrib = list("healing")
ATime=4
Peep
Select = 1
Target = 1
DType = 3
TType = 3
ASType=2
AAType=2
ATime=2
Scan = 1
Scorch
Select=1
Target=0
DType=3
TType=1
ASType=2
AAType=2
ATime=10
Damage=170
DmgType=1
Attrib = list("fire")
HPDrain=-3
ASkills
ASType=1
AAType=1
DmgType=2
CanUse = 1
MgcSword
Curseable = 1
invicon = "sword"
ASType = 1
AAType = 0
DmgType = 4
Fire1
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 4
Damage = 100
Damage2 = 20
Attrib = list("fire")
MPCost = 3
LvlNeed = 2
Fire2
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 6
Damage = 100
Damage2 = 50
Attrib = list("fire")
MPCost = 15
LvlNeed = 14
Fire3
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 8
Damage = 100
Damage2 = 100
Attrib = list("fire")
MPCost = 30
LvlNeed = 40
Ice1
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 4
Damage = 100
Damage2 = 20
Attrib = list("ice")
MPCost = 3
LvlNeed = 1
Ice2
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 6
Damage = 100
Damage2 = 50
Attrib = list("ice")
MPCost = 15
LvlNeed = 13
Ice3
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 8
Damage = 100
Damage2 = 100
Attrib = list("ice")
MPCost = 30
LvlNeed = 40
Bolt1
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 4
Damage = 100
Damage2 = 20
Attrib = list("bolt")
MPCost = 3
LvlNeed = 5
Bolt2
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 6
Damage = 100
Damage2 = 50
Attrib = list("bolt")
MPCost = 15
LvlNeed = 16
Bolt3
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 8
Damage = 100
Damage2 = 100
Attrib = list("bolt")
MPCost = 30
LvlNeed = 45
Poison
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 2
Damage = 100
Poison = 1
MPCost = 2
LvlNeed = 10
Poison=1
Bio
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 6
Damage = 100
Damage2 = 75
Poison = 1
MPCost = 20
LvlNeed = 26
Poison=1
Earth
Select = 1
Target = 2
DType = 4
TType = 1
ATime = 8
Damage = 100
Damage2 = 125
Attrib = list("earth")
MPCost = 40
LvlNeed = 48
Tornado
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 8
Damage = 100
Damage2 = 85
Attrib = list("wind")
MPCost = 30
LvlNeed = 51
Sleep
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 3
Damage = 100
Sleep = 1
MPCost = 12
LvlNeed = 9
Sleep=1
Stop
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 5
Damage = 100
Hold = 1
MPCost = 15
LvlNeed = 18
Hold=1
Drain
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 4
Damage = 75
HPDrain = 20
MPCost = 18
LvlNeed = 36
Asper
Select = 1
Target = 1
DType = 1
ATime = 4
Damage = 50
MPDrain = 10
MPCost = 2
LvlNeed = 32
Death
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 5
Damage = 100
Death = 1
MPCost = 35
LvlNeed = 52
Death=1
Holy
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 10
Damage = 100
Damage2 = 150
Attrib = list("holy")
MPCost = 46
LvlNeed = 55
Flare
Select = 1
Target = 1
DType = 3
TType = 1
ATime = 8
Damage = 100
Damage2 = 150
Attrib = list("fire")
MPCost = 50
LvlNeed = 58
Meteo
Select = 1
Target = 2
DType = 4
TType = 1
ATime = 20
Damage = 100
Damage2 = 200
Attrib = list("dark")
HPDrain = -5
MPCost = 99
LvlNeed = 65
Support
Muteable = 1
invicon = "other"
ASType = 0
AAType = 1
Modifier=1
Recover
Select = 1
Target = 2
DType = 1
TType = 3
HPHeal = 300
ATime = 4
MPCost = 2
LvlNeed = 1
Recover2
Select = 1
Target = 2
DType = 1
TType = 3
HPHeal = 700
ATime = 6
MPCost = 10
LvlNeed = 10
Recover3
Select = 1
Target = 2
DType = 1
TType = 3
HPHeal = 2300
ATime = 8
MPCost = 20
LvlNeed = 30
Recover4
Select = 1
Target = 2
DType = 1
TType = 3
HPHeal = 4200
ATime = 10
MPCost = 40
LvlNeed = 50
MindHeal1
Select = 1
Target = 2
DType = 1
TType = 2
MPHeal = 30
ATime = 4
HPDrain = -2
LvlNeed = 5
MindHeal2
Select = 1
Target = 2
DType = 1
TType = 2
MPHeal = 150
ATime = 15
HPDrain = -5
LvlNeed = 25
MindHeal3
Select = 1
Target = 2
DType = 1
TType = 2
MPHeal = 250
ATime = 20
HPDrain = -10
LvlNeed = 40
MindHeal4
Select = 1
Target = 2
DType = 1
TType = 2
MPHeal = 350
ATime = 30
HPDrain = -15
LvlNeed = 60
LifeAll
Select = 1
Target = 2
DType = 1
TType = 2
Revive = 20
ATime = 8
MPCost = 20
LvlNeed = 20
EsunaAll
Select = 1
Target = 2
DType = 1
TType = 2
Esuna = 1
ATime = 8
MPCost = 20
LvlNeed = 25
DispelAll
Select = 1
Target = 2
DType = 4
TType = 1