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.  " "
 | 
						||
const int SMP_AOE_MOB_INVISIBILITY_PURGE_45 = 10;// 45ft. 15.00M radius.  " "
 | 
						||
const int SMP_AOE_MOB_INVISIBILITY_PURGE_50 = 10;// 50ft. 16.67M radius.  " "
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_05 = "SMP_INVISIBILITY_PURGE_05";
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_10 = "SMP_INVISIBILITY_PURGE_10";
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_15 = "SMP_INVISIBILITY_PURGE_15";
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_20 = "SMP_INVISIBILITY_PURGE_20";
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_25 = "SMP_INVISIBILITY_PURGE_25";
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_30 = "SMP_INVISIBILITY_PURGE_30";
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_35 = "SMP_INVISIBILITY_PURGE_35";
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_40 = "SMP_INVISIBILITY_PURGE_40";
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_45 = "SMP_INVISIBILITY_PURGE_45";
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_PURGE_50 = "SMP_INVISIBILITY_PURGE_50";
 | 
						||
const int SMP_AOE_MOB_INVISIBILITY_SPHERE   = 10;// 3.33M radius. Applies Invisibility.
 | 
						||
const string SMP_AOE_TAG_MOB_INVISIBILITY_SPHERE = "SMP_INVISIBILITY_SPHERE";
 | 
						||
const int SMP_AOE_MOB_MAGCIR_CHAOS          = 10;// 3.33M radius. Magic circle against chaos.
 | 
						||
const int SMP_AOE_MOB_MAGCIR_EVIL           = 10;// 3.33M radius. Magic circle against evil.
 | 
						||
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;
 | 
						||
}
 | 
						||
//*/
 |