Sphere 56b bineklere binilmiyor cift tıklayınca cantaları acılıyor yardımcı olursanız sevinirim.. şimdiden teşekkurler
Binek olayı ile pek ilgilenmiyorum fakat sanırım clientında eksik dosyalar var.
su anda tam olarak hatırlayamıyorum ama bir kac dosyayı editlemen gerekiyor.
aklıma gelince acele sekilde yazıcam.
Benim bildigime göre script + verdata ile ilgili.
Nightmare fln mı yoksa swamp dragon,hiryu vs mi ?
Bendede war o sorun ama Sadece verdatadan ekledıgım uni Kii rin gibi bineklerde dierleri normal
Bütün Binekler :S yeni sphereye gectim ondan sonra boyle oldu :S Ayrıca Zaman Ayırdığınız Icin Teşekkur ederim
arkadaslar bunların belirli sabit spherenin icinde scriptleri var onu bulursanız bana ö.m atarsanız sevinirim [email protected]:selektor
Yapacak Bişiy Yokmu Simdi ? :)
Novice
-0.500001
Ya Bu konuda Milyonlarca Topic Acildi Bitanesine de Cevap Veren Olmadı... Bilen Varsa Yazsın Bnm Problemim Verdataya eklenen Bineklere Binilmemesi..
Master
59.2997
Sphere_defs scriptini güncelleyin veyahut en güncel sphere release'ını kullanın.
Novice
-0.500001
Bu Ne icin?
Sphere_defs i sildik orjinal 56b dekinden koyduk başka spherede denedik yine olmadı güncel sphere release'i nerden indireiblirim =?
Orjinal Sphere_defs.scp Yi KUlanicaksin Eger ki Baktin Olmadi Ozaman Sen Orjinal 56b Kullanmiyorsun.. Ona Gore...

Al Ben Sana Veriyim....




[code ]
//****************************************************************************
//SPHERE by : Menasoft ©1997-2007
//www.sphereserver.net
// All SPHERE script files and formats are copyright Menasoft & Partners.
// This file may be freely edited for personal use, but may not be distributed
// in whole or in part, in any format without express written permission from
// Menasoft & Partners. All donations and contributions
// become the property of Menasoft & Partners.
//****************************************************************************
// FILE LAST UPDATED: Tuesday, July 17, 2007
VERSION=0.56b

[DEFNAME HARDCODED]
defaultitem i_gold // if we cannot create the item. make it this.
defaultchar c_man // if we cannot create the char. make it this.
guards { c_h_guard 1 c_h_guard_f 1 }
deffood { i_ham 1 i_cake 1 i_bread_loaf 1 }

[DEFNAME mount_items]
// This contain the list of the mount/mountid the format is:
// mount_0x<dispid hex> <mount item id hex>
// ---------------------------------------------------------
// PreT2A
mount_0xc8 03e9f // horse 1
mount_0xe2 03ea0 // horse 2
mount_0xe4 03ea1 // horse 3
mount_0xcc 03ea2 // horse 4
// T2A
mount_0xd2 03ea3 // desert ostard
mount_0xda 03ea4 // frenz ostard
mount_0xdb 03ea5 // forest ostard
mount_0xdc 03ea6 // Llama
// LBR
mount_0xbe 03e9e // fire steed
mount_0x72 03ea7 // dark steed
mount_0x75 03ea8 // silver steed
mount_0x73 03eaa // ethereal horse
mount_0xaa 03eab // ethereal llama
mount_0xab 03eac // ethereal ostard
mount_0x84 03ead // kirin
mount_0x78 03eaf // minax warhorse
mount_0x79 03eb0 // shadowlord warhorse
mount_0x77 03eb1 // magecounsil warhorse
mount_0x76 03eb2 // britannian warhorse
mount_0x90 03eb3 // sea horse
mount_0x7a 03eb4 // unicorn
mount_0x74 03eb7 // nightmare
mount_0xbc 03eb8 // rideback 2
mount_0xbb 03eba // rideback 1
mount_0x319 03ebb // skeletal mount
mount_0x317 03ebc // beetle
mount_0x31a 03ebd // swamp dragon 1
mount_0x31f 03ebe // swamp dragon 2
// AOS
// SE
mount_0xf3 03e94 // hiryu
// ML
mount_0x11c 03e92 // Armored Steed (Mondains Steed)
mount_0x115 03e91 // Cu Sidhe
mount_0x114 03e90 // Reptalon
mount_0xd5 03ec5 // Polar Bear (veteran's award)

[defname hues] // these are hues from hues.mul.
color_none 0
color_metal 0
color_red1 32
color_red2 33
color_cyan 88
color_gray_dk 802
color_energy_vortex 118
color_gray_lt 904
color_dye_high 1000 // highest dyeable color = 1001
color_ice 1152
color_snow 1153
color_rock 1154
color_spectral 17969

[defname hues_range] // these are ranges of hues from hues.mul.
colors_skin {1002 1057}
colors_all { {443 443} 2 {902 902} 1 {907 907} 1 {928 928} 1 {946 947} 1 {1201 1247} 6 {1301 1347} 6 {1401 1447} 6 {1501 1547} 6 {1601 1654} 6 {1701 1747} 6 {1801 1887} 6 }
colors_white {2301 2301}
colors_black {2305 2305}
colors_brown {443 443}
colors_red {1601 1654}
colors_blue {1301 1354}
colors_yellow {1701 1747}
colors_green {1401 1447}
colors_orange {1501 1547}
colors_gray {946 947}
colors_pink {1201 1247}
colors_neutral {1801 1887}
colors_snake {2001 2018}
colors_bird {2101 2130}
colors_slime {2201 2224}
colors_animal {2301 2318}
colors_daemon { 1106 1110 }
colors_wyrm { 0 1 { 1105 1110 } 1 { 34 39 } 1 }
colors_red_drag { color_red1 1 color_red2 1 }
colors_blood { 33 38 }
colors_lava { { 32 34 } 1 { 53 55 } 1 { 43 45 } 1 }
colors_poison { 61 79 }
colors_hair { 1102 1148 }

color_magic_weap 0
color_magic_shield 0
color_magic_arm 0

color_magic_defense 1650
color_magic_guarding 1430
color_magic_hardening 1353
color_magic_fortification 1805
color_magic_invulnerability 1887

// brain types
[defname brains]
brain_none 0
brain_animal 1
brain_human 2
brain_healer 3
brain_guard 4
brain_banker 5
brain_vendor 6
brain_beggar 7
brain_animal_trainer 8
brain_thief 9
brain_monster 10
brain_berserk 11
brain_undead 12
brain_dragon 13
brain_vendor_offduty 14
brain_towncrier 2
brain_beserk brain_berserk

[defname items_templates]
random_coin_purse { backpack_poor 1 backpack_meager 1 backpack_average 1 backpack_rich 1 }
random_gold_pile { poor_gold_pile 1 meager_gold_pile 1 average_gold_pile 1 rich_gold_pile 1 filthy_rich_gold_pile 1 }

[defname items_hair]
random_female_hair { i_hair_short 1 i_hair_long 1 i_hair_ponytail 1 i_hair_pageboy 1 i_hair_buns 1 i_hair_afro 1 i_hair_receding 1 i_hair_2_pigtails 1 i_hair_krisna 1 }
random_male_hair { i_hair_short 1 i_hair_long 1 i_hair_ponytail 1 i_hair_mohawk 1 i_hair_pageboy 1 i_hair_afro 1 i_hair_receding 1 i_hair_2_pigtails 1 i_hair_krisna 1 }
random_facial_hair { i_beard_long 1 i_beard_short 1 i_beard_goatee 1 i_beard_mustache 1 i_beard_short_med 1 i_beard_long_med 1 i_beard_vandyke 1 }

[defname items_clothing]
random_hats { i_floppy_hat 1 i_wide_brim_hat 1 i_cap 1 i_tall_straw_hat 1 i_straw_hat 1 i_wizards_hat 1 i_bonnet 1 i_feathered_hat 1 i_bandana 1 i_skull_cap 1 }
random_over_armor { i_tunic 1 i_doublet 1 i_sash 1 }
random_female_tops { i_shirt_plain 1 i_shirt_fancy 1 i_doublet 1 i_tunic 1 i_dress_full 1 i_dress_plain 1 i_robe 1 }
random_female_pants { i_pants_short 1 i_pants_long 1 i_kilt 1 i_skirt_long 1 i_dress_full 1 i_dress_plain 1 }
random_masks { i_helm_orc 1 i_mask_bear 1 i_mask_deer 1 i_mask_orc 1 i_mask_tribal_red 1 i_mask_blue 1 }
random_boots { i_boots_thigh 1 i_boots_calf 1 }
random_male_pants { i_pants_short 1 i_pants_long 1 i_kilt 1 }
random_male_tops { i_shirt_plain 1 i_pants_long 1 i_doublet 1 i_tunic 1 i_robe 1 }
random_shoes { i_shoes_plain 1 i_sandals 1 i_boots_calf 1 }
random_footwear { i_boots_thigh 1 i_boots_calf 1 i_shoes_plain 1 i_sandals 1 }
random_pants { i_pants_short 1 i_pants_long 1 }
random_skirt { i_skirt_long 1 i_kilt 1 i_skirt_short 1 }

[defname items_armor]
random_leg_armor { i_studded_leggings 1 i_platemail_leggings 1 i_chainmail_leggings 1 i_leather_leggings 1 i_ringmail_leggings 1 }
random_arm_armor { i_studded_sleeves 1 i_platemail_arms 1 i_leather_sleeves 1 i_ringmail_gloves 1 }
random_gloves { i_studded_gloves 1 i_platemail_gloves 1 i_leather_gloves 1 }
random_shield { i_shield_round_bronze 1 i_shield_buckler 1 i_shield_kite_metal 1 i_shield_heater 1 i_shield_kite_wood 1 i_shield_wood 1 i_shield_round_metal 1 }
random_head_armor { i_chainmail_coif 1 i_helm_closed 1 i_helm_open 1 i_helm_nose 1 i_bascinet 1 i_platemail_helm 1 }
random_helmet { i_helm_closed 1 i_helm_open 1 i_bascinet 1 i_helm_nose 1 i_platemail_helm 1 }
random_chest_armor { i_studded_tunic 1 i_platemail_chest 1 i_chainmail_tunic 1 i_leather_tunic 1 i_ringmail_tunic 1 }
random_gorget { i_studded_gorget 1 i_platemail_gorget 1 i_leather_gorget 1 i_studded_gorget 1 }

[defname items_weapons]
random_start_weapon { i_axe_battle 1 i_sword_long 1 i_mace 1 }
random_axe { i_axe_exec 1 i_axe_battle 1 i_hatchet 1 i_axe 1 i_axe_double 1 i_axe_two_hand 1 i_axe_war 1 }
random_pole_arm { i_bardiche 1 i_spear_short 1 i_spear 1 i_war_fork 1 i_hammer_pick 1 }
random_mace { i_club 1 i_mace_war 1 i_mace 1 i_maul 1 i_hammer_war 1 }
random_sword { i_cutlass 1 i_halberd 1 i_katana 1 i_sword_broad 1 i_sword_long 1 i_sword_long_b 1 i_sword_viking 1 i_scimitar 1 }
random_staff { i_staff_gnarled 1 i_staff_quarter 1 }
random_dagger { i_dagger 1 i_kryss 1 }
random_missile { i_bow 1 i_crossbow 1 i_crossbow_heavy 1 }
random_weapon { random_axe 7 random_pole_arm 5 random_mace 5 random_sword 8 random_staff 2 random_dagger 2 random_missile 3 }

[defname items_other]
random_light { i_candle 1 i_torch 1 i_lantern 1 }
random_fishing_junk { i_fishing_weight 1 i_fishing_pole 1 i_fish_cut_raw 1 i_fish_raw_head 1 i_fish_small 1 i_fish_big_1 1 i_fish_big_2 1 i_fish_big_3 1 i_fish_big_4 1 }

[defname potions]
random_potion { i_bottle_empty 1 i_potion_refresh 1 i_potion_agility 1 i_potion_nightsight 1 i_potion_heal 1 i_potion_strength 1 i_potion_poison 1 i_potion_cure 1 i_potion_explosion 1 }

[defname reagents]
random_reagent { i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 }

[defname items_misc]
random_instrument { i_drum 1 i_tambourine 1 i_lyre 1 i_lute 1 }

[defname items_jewels]
random_necklace { i_necklace_silver_beads 1 i_necklace_gold_beads 1 i_necklace_gold 1 i_necklace_silver 1 }
random_jewel { i_gem_star_sapphire 1 i_gem_emerald 1 i_gem_sapphire 1 i_gem_ruby 1 i_gem_citrine 1 i_gem_amethyst 1 i_gem_tourmaline 1 i_gem_amber 1 i_gem_diamond 1 }

[defname items_food]
random_bread { i_bread_loaf 1 i_bread_french 1 }
random_other_food { i_pie_baked 1 i_cake 1 i_muffin 1 i_jar_honey 1 i_pizza 1 i_cheese_wheel 1 }
random_meat { i_chicken_leg 1 i_lamb_leg 1 i_bird_cooked 1 i_ham 1 i_lamb_leg_raw 1 i_bird_raw 1 i_ribs_raw 1 i_ribs_cooked 1 i_bacon_slice 1 i_sausages 1 }
random_veggie { i_fruit_cabbage 1 i_fruit_carrot 1 i_fruit_corn 1 i_fruit_gourd1 1 i_fruit_gourd2 1 i_fruit_lettuce 1 i_fruit_onion 1 i_fruit_pumpkin 1 i_fruit_squash 1 i_fruit_turnip 1 }
random_pitcher { i_pitcher_ale 1 i_pitcher_cider 1 i_pitcher_glass 1 i_pitcher_liquor 1 i_pitcher_milk 1 i_pitcher_wine 1 i_pitcher_water 1 }
random_bottle { i_bottle_ale 1 i_bottle_wine 1 i_bottle_liquor 1 i_jug_cider 1 }
random_fruit { i_fruit_dates 1 i_fruit_peach 1 i_fruit_pear 1 i_fruit_lemon 1 i_fruit_lime 1 i_fruit_grapes 1 i_fruit_apple 1 i_fruit_banana 1 i_fruit_coconut 1 i_fruit_cantelope 1 i_fruit_honeydewmelon 1 i_fruit_watermelon 1 }
random_food { random_meat 1 random_bread 1 random_veggie 1 random_fruit 1 random_other_food 1 }

[defname items_containers]
random_chest { i_chest_metal_brass 1 i_chest_metal 1 i_chest_wooden_brass 1 }
random_crate { i_crate_lg 1 i_crate_md 1 i_crate_small 1 }
random_container { i_barrel 1 i_barrel_open 1 random_crate 3 random_chest 4 }

// items (scrolls)
[defname items_scrolls]
random_scroll { random_lower_scroll 1 random_upper_scroll 1 }
random_lower_scroll { random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
random_upper_scroll { random_fifth_circle 1 random_sixth_circle 1 random_seventh_circle 1 random_eighth_circle 1 }

random_first_circle { i_scroll_reactive_armor 1 i_scroll_clumsy 1 i_scroll_create_food 1 i_scroll_feeblemind 1 i_scroll_heal 1 i_scroll_magic_arrow 1 i_scroll_night_sight 1 i_scroll_weaken 1 }
random_second_circle { i_scroll_agility 1 i_scroll_cunning 1 i_scroll_cure 1 i_scroll_harm 1 i_scroll_magic_trap 1 i_scroll_magic_untrap 1 i_scroll_protection 1 i_scroll_strength 1 }
random_third_circle { i_scroll_bless 1 i_scroll_fireball 1 i_scroll_magic_lock 1 i_scroll_poison 1 i_scroll_telekinesis 1 i_scroll_teleport 1 i_scroll_unlock 1 i_scroll_wall_of_stone 1 }
random_fourth_circle { i_scroll_archcure 1 i_scroll_archprotection 1 i_scroll_curse 1 i_scroll_fire_field 1 i_scroll_greater_heal 1 i_scroll_lightning 1 i_scroll_mana_drain 1 i_scroll_recall 1 }
random_fifth_circle { i_scroll_blade_spirits 1 i_scroll_dispel_field 1 i_scroll_incognito 1 i_scroll_magic_reflection 1 i_scroll_mind_blast 1 i_scroll_paralyze 1 i_scroll_poison_field 1 i_scroll_summon_creature 1 }
random_sixth_circle { i_scroll_dispel 1 i_scroll_energy_bolt 1 i_scroll_explosion 1 i_scroll_invisibility 1 i_scroll_mark 1 i_scroll_mass_curse 1 i_scroll_paralyze_field 1 i_scroll_reveal 1 }
random_seventh_circle { i_scroll_chain_lightning 1 i_scroll_energy_field 1 i_scroll_flamestrike 1 i_scroll_gate_travel 1 i_scroll_mana_vampire 1 i_scroll_mass_dispel 1 i_scroll_meteor_swarm 1 i_scroll_polymorph 1 }
random_eighth_circle { i_scroll_earthquake 1 i_scroll_energy_vortex 1 i_scroll_resurrection 1 i_scroll_summon_elem_air 1 i_scroll_summon_daemon 1 i_scroll_summon_elem_earth 1 i_scroll_summon_elem_fire 1 i_scroll_summon_elem_water 1 }

//*******************************************************************
//items - random item spawns
[defname items_random_spawns]
random_all_items { random_weapons 3 random_armor 3 random_scroll 3 random_targetables 2 random_wearables 2 random_activators 1 random_reagents 1 }

// items - armor
[defname items_random_armor]
random_all_armor { random_body_armor 1 random_extra_armor 1 random_helms 1 random_coifs 1 }
random_armor { random_body_armor 1 random_extra_armor 1 }
random_extra_armor random_shields
random_head_armor { random_helms 1 random_coifs 1 }
random_body_armor { random_chest_armor 1 random_leg_armor 1 random_arm_armor 1 random_neck_armor 1 random_head_armor 1 random_hand_armor 1 }
random_chest_armor { random_chest_armor_male 2 random_chest_armor_female 1 }
random_leg_armor { random_leg_armor_male 2 random_leg_armor_female 1 }

random_chest_armor_male { i_bone_chest 1 i_chainmail_tunic 10 i_leather_tunic 30 i_studded_tunic 20 i_ringmail_tunic 15 i_platemail_chest 5 }
random_chest_armor_female { i_armor_female_studded 8 i_armor_female_plate 3 i_armor_female_leather 9 }
random_leg_armor_male { i_bone_leggings 1 i_chainmail_leggings 10 i_leather_leggings 30 i_studded_leggings 20 i_ringmail_leggings 15 i_platemail_leggings 5 }
random_leg_armor_female { i_armor_female_shorts 5 i_armor_female_skirt 5 i_armor_female_bustier 5 i_armor_female_bustier_studded 5 }
random_arm_armor { i_bone_arms 1 i_leather_sleeves 30 i_studded_sleeves 20 i_ringmail_sleeves 15 i_platemail_arms 5 }
random_neck_armor { i_leather_gorget 3 i_studded_gorget 2 i_platemail_gorget 1 i_studded_gorget 2 }
random_helms { i_platemail_helm 3 i_bone_helmet 1 i_helm_nose 2 } // i_closed, i_open , i_bascinet,
random_coifs { i_chainmail_coif 4 i_helm_closed 6 }
random_hand_armor { i_bone_gloves 3 i_leather_gloves 50 i_studded_gloves 30 i_ringmail_gloves 10 i_platemail_gloves 7 }
random_shields { i_shield_wood 3 i_shield_buckler 2 i_shield_kite_wood 2 i_shield_kite_metal 3 i_shield_heater 1 }

//******************************************************************************// items - weapons
[defname items_random_weapons]
random_weapons { random_everyday_weapons 1 random_real_weapons 5 }
random_real_weapons { random_blunt_weapons 1 random_edged_weapons 1 random_ranged_weapons 1 }
random_blunt_weapons { random_cudgels 1 random_maces 1 random_hammers 1 }
random_edged_weapons { random_axes 1 random_swords 1 random_pole_arms 1 random_daggers 1 }

random_everyday_weapons { i_pickaxe 5 i_pitchfork 1 i_staff_quarter 5 i_cleaver_meat 1 i_knife_skinning 1 i_shepherds_crook 2 i_knife_butcher 1 }
random_cudgels { i_staff_quarter 3 i_club 4 }
random_maces { i_maul 1 i_mace_war 5 i_mace 14 }
random_hammers { i_hammer_pick 1 i_hammer_war 4 }
random_axes { i_axe_war 1 i_hatchet 2 i_axe_battle 6 i_axe 8 i_axe_double 3 }
random_swords { i_sword_broad 4 i_sword_long 4 i_scimitar 4 i_sword_long_b 1 i_sword_viking 3 i_katana 1 i_cutlass 2 }
random_pole_arms { i_bardiche 2 i_spear 8 i_spear_short 4 i_axe_two_hand 2 i_war_fork 1 i_halberd 3 }
random_daggers { i_dagger 12 i_kryss 4 }
random_ranged_weapons { i_crossbow 2 i_crossbow_heavy 1 i_bow 2 }
random_missiles i_arrow

//*****************************************************************
// items - wearables
[defname items_random_wearables]
random_cloaks i_cape
random_boots { i_boots_thigh 1 i_boots_calf 1 }
random_hats { i_hat_wide_brim 1 i_cap 1 i_hat_straw_tall 1 i_hat_straw 1 i_hat_wizards 1 i_bonnet 1 i_hat_feather 1 i_hat_tricorne 1 i_hat_jester 1 }
random_belts i_sash
random_bracelets { i_bracelet_gold 1 i_bracelet_silver 1 }
random_rings { i_ring_gold 1 i_ring_silver 1 }
random_earrings { i_earrings_gold 1 i_earrings_silver 1 }

random_wearables { random_clothing 1 random_jewelry 1 }
random_clothing { random_male_tops 1 random_female_tops 1 random_male_pants 1 random_female_pants 1 random_cloaks 1 random_boots 1 random_hats 1 random_belts 1 }
random_jewelry { random_necklace 1 random_bracelets 1 random_earrings 1 random_rings 1 }

//*******************************************************************
// items - magic related items
[defname items_random_magic]
random_reagents { i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 }
random_spellbooks i_spellbook
random_unknown_scrolls { i_scroll_x_red 1 i_scroll_x_blue 1 i_scroll_x_green 1 i_scroll_x_teal 1 i_scroll_x_brown 1 i_scroll_x_purp 1 }
random_potions { i_bottle_black 1 i_bottle_orange 1 i_bottle_blue 1 i_bottle_white 1 i_bottle_green 1 i_bottle_red 1 i_bottle_yellow 1 i_bottle_purple 1 }
random_wands { i_wand_1 1 i_wand_2 1 i_wand_3 1 i_wand_4 1 }
random_staves i_staff_gnarled
random_crystal_balls i_crystal_ball
random_stationary { i_brazier_2 1 i_statue_stone_sm 1 }

random_activators { random_crystal_balls 1 random_stationary 1 }
random_magic_related_items { random_reagents 2 random_unknown_scrolls 3 random_potions 3 random_wearables 1 random_targetables 1 random_activators 1 }
random_targetables { random_wands 2 random_staves 1 }

random_body_parts_1 { i_flesh_arm_right 1 i_flesh_upper_body 1 i_flesh_leggings 1 i_flesh_torso 1 i_flesh_head_2 1 i_flesh_legs_3 1 i_flesh 1 i_flesh_legs_3 1 i_flesh_arm_left 1 i_flesh_upper_body_2 1 i_flesh_legs_4 1 i_flesh_torso_2 1 i_flesh_head_2 1 i_flesh_2 1 i_flesh_legs_5 1 i_flesh_leg 1 i_flesh_heart 1 i_flesh_liver 1 i_flesh_entrails 1 i_flesh_brain 1 }
random_body_parts_2 { i_flesh_torso 1 i_flesh_head 1 i_flesh_left_arm 1 i_flesh_right_arm 1 i_flesh_left_leg 1 i_flesh_right_leg 1 }

//*******************************************************************
// chars
[defname npc_groups]
horses { c_horse_tan 1 c_horse_gray 1 c_horse_brown_lt 1 c_horse_brown_dk 1 }
lizard_men { c_lizardman 1 c_lizardman_spear 1 c_lizardman_mace 1 }
ratmen { c_ratman 1 c_ratman_w_sword 1 c_ratman_w_mace 1 }
skeletons { c_skeleton 1 c_skeleton_w_sword 1 c_skeleton_w_axe 1}
trolls { c_troll 1 c_troll_w_axe 1 c_troll_w_mace 1 }

[defname sounds]
// sounds - monsters
snd_animals_aligatr1 90
snd_animals_bear1 95
snd_animals_bull1 100
snd_animals_cat1 105
snd_animals_chicken1 110
snd_animals_cougar1 115
snd_animals_cow1 120
snd_animals_crow1 125
snd_animals_deer3 130
snd_animals_deer4 131
snd_animals_deer5 132
snd_animals_dog1 133
snd_animals_dolphin1 138
snd_animals_eagle1 143
snd_animals_frstbrd1 148
snd_animals_goat1 153
snd_animals_gorilla1 158
snd_animals_grizzly1 163
snd_animals_horse1 168
snd_animals_jungbrd1 173
snd_animals_lion1 178
snd_animals_llama3 183
snd_animals_llama4 184
snd_animals_llama5 185
snd_animals_panther1 186
snd_animals_parrot1 191
snd_animals_pig1 196
snd_animals_rabbit3 201
snd_animals_rabbit4 202
snd_animals_rabbit5 203
snd_animals_rat1 204
snd_animals_raven1 209
snd_animals_sheep1 214
snd_animals_snake1 219
snd_animals_walrus1 224
snd_animals_wolf1 229
snd_elementl_airelem1 263
snd_elementl_airelem5 267
snd_elementl_erthel1 268
snd_elementl_firelem1 273
snd_elementl_watrel1 278

snd_hits_hit01 309
snd_hits_hit02 310
snd_hits_hit03 311
snd_hits_hit04 312
snd_hits_hit05 313
snd_hits_hit06 314
snd_hits_hit07 315
snd_hits_hit08 316
snd_hits_hit09 317
snd_hits_hit10 318
snd_hits_hit11 319
snd_hits_hit12 320
snd_hits_hit13 321
snd_hits_hit14 322
snd_hits_hit15 323
snd_hits_hit16 324
snd_hits_hit17 325
snd_hits_hit18 326
snd_hits_hit19 327
snd_hits_hit20 328
snd_hits_hit21 329
snd_hits_hit22 330

snd_human_foomph01 331
snd_human_foomph06 332
snd_human_foomph07 333
snd_human_foomph08 334
snd_human_foomph09 335
snd_human_f_die_01 336
snd_human_f_die_02 337
snd_human_f_die_03 338
snd_human_f_die_04 339
snd_human_moomph01 340
snd_human_moomph02 341
snd_human_moomph03 342
snd_human_moomph04 343
snd_human_moomph05 344
snd_human_moomph13 345
snd_human_m_die_01 346
snd_human_m_die_02 347
snd_human_m_die_03 348
snd_human_m_die_04 349
snd_monster_corpsr1 353
snd_monster_corpsr3 354
snd_monster_corpsr4 355
snd_monster_corpsr5 356
snd_monster_daemon1 357
snd_monster_dragon1 362
snd_monster_ettin1 367
snd_monster_gargyl1 372
snd_monster_gazer1 377
snd_monster_ghost1 382
snd_monster_gispidr1 387
snd_monster_grat1 392
snd_monster_gscorp1 397
snd_monster_harpy1 402
snd_monster_headls1 407
snd_monster_liche1 412
snd_monster_lzrdmn1 417
snd_monster_mngbat1 422
snd_monster_ogre1 427
snd_monster_orc1 432
snd_monster_ratman1 437
snd_monster_reaper1 442
snd_monster_seaserp1 447
snd_monster_seaserp3 448
snd_monster_seaserp4 449
snd_monster_seaserp5 450
snd_monster_skletn1 451
snd_monster_slime1 456
snd_monster_troll1 461
snd_monster_wisp1 466
snd_monster_zombie1 471
snd_weapons_axe01 562
snd_weapons_blunt01 563
snd_weapons_crossbow 564
snd_weapons_gilotin1 565
snd_weapons_hvyswrd1 566
snd_weapons_hvyswrd4 567
snd_weapons_swish01 568
snd_weapons_swish02 569
snd_weapons_swish03 570
snd_weapons_sword1 571
snd_weapons_sword7 572
snd_z_end_carpntry 573
snd_z_end_dye 574
snd_z_end_fshsplsh 575
snd_z_end_liquid 576
snd_z_end_lockpick 577
snd_z_end_mortar 578
snd_z_end_mystery1 579
snd_z_end_mystery2 580
snd_z_end_mystery3 581
snd_z_end_poison 582
snd_z_end_powder 583
snd_z_end_scissors 584
snd_z_end_scribe 585
snd_z_end_spirtspk 586
snd_monster_tera_warrior1 589
snd_monster_tera_drone1 594
snd_monster_tera_matriarch1 599
snd_monster_cyclops1 604
snd_monster_titan1 609
snd_monster_gianttoad1 614
snd_monster_bullfrog1 619
snd_animal_ostard_desert1 624
snd_animal_ostard_frenzied1 629
snd_monster_ophidian_warrior1 634
snd_monster_ophidian_mage1 639
snd_monster_ophidian_queen1 644
snd_monster_lavalizard1 649

snd_rune_beetle 1256
snd_yomotsu 1262
snd_kappa 1291
snd_crane 1241
snd_gaman 1272
snd_tsuki_wolf 1323
snd_rav_lion 1304
snd_oni 1251
snd_pixie 1140
snd_elec_1 757
snd_elec_2 477
snd_fire_1 838
snd_centaur 680

//new animals sounds
snd_kirin 966
snd_hiryu 1276

// sounds - spells
snd_spell_lightning 41
snd_spell_chain_lightning 41
snd_spell_fireball 351
snd_spell_fire_bolt 351
snd_spell_meteor_swarm 352
snd_spell_fire_field 477
snd_spell_clumsy 479
snd_spell_cure 480
snd_spell_curse 481
snd_spell_create_food 482
snd_spell_night_sight 483
snd_spell_light 483
snd_spell_feeblemind 484
snd_spell_magic_arrow 485
snd_spell_weaken 486
snd_spell_agility 487
snd_spell_archcure 488
snd_spell_magic_reflection 488
snd_spell_animate_dead 488
snd_spell_bless 490
snd_spell_cunning 491
snd_spell_incognito 492
snd_spell_protection 493
snd_spell_strength 494
snd_spell_magic_trap 495
snd_spell_magic_untrap 496
snd_spell_harm 497
snd_spell_heal 498
snd_spell_reactive_armor 498
snd_spell_magic_lock 500
snd_spell_telekinesis 501
snd_spell_wall_of_stone 502
snd_spell_archprotection 503
snd_spell_mana_drain 504
snd_spell_mana_vampire 505
snd_spell_mark 506
snd_spell_mass_curse 507
snd_spell_recall 508
snd_spell_reveal 509
snd_spell_teleport 510
snd_spell_unlock 511
snd_spell_dispel 513
snd_spell_greater_heal 514
snd_spell_invisibility 515
snd_spell_paralyze 516
snd_spell_poison 517
snd_spell_explosion 519
snd_spell_flamestrike 520
snd_spell_mass_dispel 521
snd_spell_energy_bolt 522
snd_spell_energy_field 523
snd_spell_earthquake 525
snd_spell_gate_travel 526
snd_spell_polymorph 527
snd_spell_dispel_field 528
snd_spell_paralyze_field 529
snd_spell_blade_spirits 530
snd_spell_energy_vortex 530
snd_spell_mind_blast 531
snd_spell_resurrection 532
snd_spell_summon_creature 533
snd_spell_summon_daemon 534
snd_spell_summon_elem_air 535
snd_spell_summon_elem_earth 535
snd_spell_summon_elem_fire 535
snd_spell_summon_elem_water 535
snd_spell_poison_field 550
snd_spell_bone_armor 577
snd_spell_summon_undead 586

[defname region_flags]
region_antimagic_all 00001 // all magic banned here.
region_antimagic_recall_in 00002 // teleport,recall in to this, and mark
region_antimagic_recall_out 00004 // can't recall out of here.
region_antimagic_gate 00008
region_antimagic_teleport 00010 // can't teleport into here.
region_antimagic_damage 00020 // just no bad magic here
region_flag_ship 00040 // this is a ship region. ship commands
region_flag_nobuilding 00080 // no building in this area
region_flag_globalname 00100 // make sure the name is avail globally.
region_flag_announce 00200 // announce to all who enter.
region_flag_insta_logout 00400 // instant log out is allowed here. (hotel)
region_flag_underground 00800 // dungeon type area. (no weather)
region_flag_nodecay 01000 // things on the ground don't decay here.
region_flag_safe 02000 // this region is safe from all harm.
region_flag_guarded 04000 // try tag.guardowner
region_flag_no_pvp 08000 // players cannot directly harm each other here.

[defname spell_flags]
// spell flags.
spellflag_dir_anim 000001 // Evoke type cast or directed. (animation)
spellflag_targ_item 000002 // Need to target an object
spellflag_targ_char 000004 // Needs to target a living thing
spellflag_targ_obj 000006
spellflag_targ_xyz 000008 // Can just target a location.
spellflag_harm 000010 // The spell is in some way harmfull.
spellflag_fx_bolt 000020 // Effect is a bolt to the target.
spellflag_fx_targ 000040 // Effect is at the target.
spellflag_field 000080 // create a field of stuff. (fire,poison,wall)
spellflag_summon 000100 // summon a creature.
spellflag_good 000200 // The spell is a good spell. u intend to help to receiver.
spellflag_resist 000400 // Allowed to resist this.
spellflag_targ_noself 000800 // cannot target spell to self
spellflag_disabled 008000 // spell is disabled
spellflag_scripted 010000 // spell is scripted
spellflag_playeronly 020000 // spell is not casted by npc ai
spellflag_nounparalyze 040000 // do not unparalyze the victim
spellflag_no_castanim 080000 // don't play (default) cast anim
spellflag_targ_no_player 0100000 // // if a char may be targetted, it may not be a player
spellflag_targ_no_npc 0200000 // // if a char may be targetted, it may not be an NPC

[defname mem_flags]
memory_sawcrime 00001 // i saw them commit a crime or i was attacked criminally. i can call the guards on them.
memory_ipet 00002 // i am a pet. (this link is my master) (never time out)
memory_fight 00004 // active fight going on now. may not have done any damage.
memory_iaggressor 00008 // i was the agressor here. (good or evil)
memory_harmedby 00010 // i was attacked by them. (but they may have been retaliating)
memory_irritatedby 00020 // i saw them snoop from me or someone.
memory_speak 00040 // we spoke about something at some point. (or was tamed) (npc_mem_act_type)
memory_aggreived 00080 // i was attacked and was the inocent party here !
memory_guard 00100 // guard this item (never time out)
memory_ispawned 00200 // i am spawned from this item. (never time out)
memory_guild 00400 // this is my guild stone. (never time out)
memory_town 00800 // this is my town stone. (never time out)
memory_follow 01000 // UNUSED!!!! i am following this object (never time out)
memory_war_targ 02000 // this is one of my current war targets.
memory_friend 04000
memory_gumprecord 08000 // UNUSED!!!! i've a gump opened TAG.DIALOG_NAME contain the name of the gump

[defname stat_flags]
// apply to chars
statf_invul 000000001 // invulnerability
statf_dead 000000002
statf_freeze 000000004 // paralyzed. (spell)
statf_invisible 000000008 // invisible (spell).
statf_sleeping 000000010 // you look like a corpse ?
statf_war 000000020 // war mode on ?
statf_reactive 000000040 // have reactive armor on.
statf_poisoned 000000080 // poison level is in the poison object
statf_nightsight 000000100 // all a light to you
statf_reflection 000000200 // magic reflect on.
statf_polymorph 000000400 // we have polymorphed to another form.
statf_incognito 000000800 // dont show skill titles
statf_spiritspeak 000001000 // i can hear ghosts clearly.
statf_insubstantial 000002000 // ghost has not manifest. or gm hidden
statf_emoteaction 000004000 // the creature will emote its actions to it's owners.
statf_commcrystal 000008000 // the char can speak to a comm crystal in his bag
statf_hasshield 000010000 // using a shield
statf_archercanmove 000020000 // can move with archery
statf_stone 000040000 // turned to stone.
statf_fly 000100000 // flying or running ? (anim)
statf_hallucinating 000400000 // eat 'shrooms or bad food.
statf_hidden 000800000 // hidden (non-magical)
statf_indoors 001000000 // we are covered from the rain.
statf_criminal 002000000 // the guards will attack me. (someone has called guards)
statf_conjured 004000000 // this creature is conjured and will expire. (leave no corpse or loot)
statf_pet 008000000 // i am a pet/hirling. check for my owner memory.
statf_spawned 010000000 // i am spawned by a spawn item.
statf_saveparity 020000000 // has this char been saved or not ?
statf_ridden 040000000 // this is the horse. (don't display me) i am being ridden
statf_onhorse 080000000 // mounted on horseback.

[defname attr_flags]
// apply to items
attr_identified 00001 // this is the identified name. ???
attr_decay 00002 // timer currently set to decay.
attr_newbie 00004 // not lost on death or sellable ?
attr_move_always 00008 // always movable (else default as stored in client) (even if mul says not movalble) never decays !
attr_move_never 00010 // never movable (else default as stored in client) never decays !
attr_magic 00020 // don't set this while worn! this item is magic as apposed to marked or markable.
attr_owned 00040 // this is owned by the town. you need to steal it. never decays !
attr_invis 00080 // gray hidden item (to gm's or owners?)
attr_cursed 00100
attr_cursed2 00200 // cursed damned unholy
attr_blessed 00400
attr_blessed2 00800 // blessed sacred holy
attr_forsale 01000 // for sale on a vendor.
attr_stolen 02000 // the item is hot. m_uidlink = previous owner.
attr_can_decay 04000 // this item can decay. but it would seem that it would not (attr_move_never etc)
attr_static 08000 // worldforge merge marker. (not used)

[defname can_flags]
// monster "can" type flags.
mt_male 00000
mt_nonmover 00000
mt_ghost 00001 // Moves through doors
mt_swim 00002 // Moves on water
mt_walk 00004 // Can walk on land
mt_passwalls 00008 // Walk through walls
mt_fly 00010
mt_fire_immune 00020
mt_indoors 00040 // Can go under roof
mt_equip 00100
mt_usehands 00200
mt_female 00800
mt_nonhum 01000 // Body type for combat messages
mt_run 02000
mt_nodclicklos 04000 // when dclicking sth., ignore LOS checks
mt_nodclickdist 08000 // when dclicking sth., ignore distance checks

[defname alignments]
// ranges of karma ?
evil {-10000 -6001}
chaotic {-6000 -2001}
good {2000 10000}
wicked {-10000 -6001}
belligerent {-6000 -2001}
neutral {-2000 1999}
kindly {2000 5999}
goodhearted {6000 10000}

infamous {-10000 -6001}
outlaw {-6000 -2001}
anonymous {-2000 1999}
known {2000 5999}
famous {6000 10000}

[defname midis]
// midi music defs
midi_oldult01 0
midi_create 1
midi_dragflit 2
midi_oldult02 3
midi_oldult03 4
midi_oldult04 5
midi_oldult05 6
midi_oldult06 7
midi_stones2 8
midi_britain1 9
midi_britain2 10
midi_bucsden 11
midi_jhelom 12
midi_lbcastle 13
midi_linelle 14
midi_magincia 15
midi_minoc 16
midi_ocllo 17
midi_samlethe 18
midi_serpents 19
midi_skarabra 20
midi_trinsic 21
midi_vesper 22
midi_wind 23
midi_yew 24
midi_cave01 25
midi_dungeon9 26
midi_foresta 27
midi_intown01 28
midi_junglea 29
midi_mountaina 30
midi_plains 31
midi_sailing 32
midi_swampa 33
midi_tavern01 34
midi_tavern02 35
midi_tavern03 36
midi_tavern04 37
midi_combat1 38
midi_combat2 39
midi_combat3 40
midi_approach 41
midi_death 42
midi_victory 43
midi_btcastle 44
midi_nujelm 45
midi_dungeon2 46
midi_cove 47
midi_moonglow 48

[defname needstofix]
// need to be defined. needs and aversions
// none 0
// area types.
r_guardpost r_brit
r_docks r_brit
r_desert r_plains
r_foliage r_jungle
r_civilization t_junk
r_caves t_junk
r_stables t_junk
r_house t_junk
r_snow t_junk
r_magical t_junk
r_mountains t_junk
r_jail t_junk
r_darkness t_junk
r_light t_junk
r_orc_camp t_junk
r_sewers t_junk

// item types
t_eerie_stuff t_junk
t_magic t_junk

[typedefs]
t_normal 0
t_container 1 // any unlocked container or corpse. ccontainer based
t_container_locked 2
t_door 3 // 3 = door can be opened
t_door_locked 4 // a locked door.
t_key 5
t_light_lit 6 // local light giving object
t_light_out 7 // can be lit.
t_food 8 // edible food. (poisoned food ?)
t_food_raw 9 // must cook raw food unless your an animal.
t_armor 10 // some type of armor. (no real action)
t_weapon_mace_smith 11 // can be used for smithing
t_weapon_mace_sharp 12 // war axe can be used to cut/chop trees.
t_weapon_sword 13 //
t_weapon_fence 14 // can't be used to chop trees. (make kindling)
t_weapon_bow 15 // bow or xbow
t_wand 16 // a magic storage item
t_telepad 17 // walk on teleport
t_switch 18 // this is a switch which effects some other object in the world.
t_book 19 // read this book. (static or dynamic text)
t_rune 20 // can be marked and renamed as a recall rune.
t_booze 21 // booze (drunk effect)
t_potion 22 // some magic effect.
t_fire 23 // it will burn you.
t_clock 24 // or a wristwatch
t_trap 25 // walk on trap.
t_trap_active 26 // = some animation
t_musical 27 // = a musical instrument.
t_spell 28 // = magic spell effect.
t_gem 29 // = no use yet
t_water 30 // = this is water (fishable) (not a glass of water)
t_clothing 31 // = all cloth based wearable stuff
t_scroll 32 // = magic scroll
t_carpentry 33 // = tool of some sort.
t_spawn_char 34 // = spawn object. should be invis also.
t_game_piece 35 // = can't be removed from game.
t_portculis 36 // = z delta moving gate. (open)
t_figurine 37 // = magic figure that turns into a creature when activated.
t_shrine 38 // = can res you
t_moongate 39 // = linked to other moon gates (hard coded locations)
t_chair 40 // = any sort of a chair item. we can sit on.
t_forge 41 // = used to smelt ore blacksmithy etc.
t_ore 42 // = smelt to ingots.
t_log 43 // = make into furniture etc. lumberlogs
t_tree 44 // = can be chopped.
t_rock 45 // = can be mined for ore.
t_carpentry_chop 46 // = tool of some sort.
t_multi 47 // = multi part object like house or ship.
t_reagent 48 // = alchemy when clicked ?
t_ship 49 // = this is a ship multi
t_ship_plank 50 //
t_ship_side 51 // = should extend to make a plank
t_ship_side_locked 52 //
t_ship_tiller 53 // = tiller man on the ship.
t_eq_trade_window 54 // = container for the trade window.
t_fish 55 // = fish can be cut up.
t_sign_gump 56 // = things like grave stones and sign plaques
t_stone_guild 57 // = guild stones
t_anim_active 58 // = active anium that will recycle when done.
t_sand 59 // = sand on the beach
t_cloth 60 // = bolt or folded cloth
t_hair 61 //
t_beard 62 // = just for grouping purposes.
t_ingot 63 // = ingot.
t_coin 64 // = coin of some sort. gold or otherwise.
t_crops 65 // = a plant that will regrow. picked type.
t_drink 66 // = some sort of drink (non booze)
t_anvil 67 // = for repair.
t_port_locked 68 // = this portcullis must be triggered.
t_spawn_item 69 // = spawn other items.
t_telescope 70 // = big telescope pic.
t_bed 71 // = bed.
t_gold 72 // = gold coin
t_map 73 // = map object with pins.
t_eq_memory_obj 74 // = a char has a memory link to some object. (i am fighting with someone. this records the fight.)
t_weapon_mace_staff 75 // = staff type of mace. or just other type of mace.
t_eq_horse 76 // = equipped horse object represents a riding horse to the client.
t_comm_crystal 77 // = communication crystal.
t_game_board 78 // = this is a container of pieces.
t_trash_can 79 // = delete any object dropped on it.
t_cannon_muzzle 80 // = cannon muzzle. not the other cannon parts.
t_cannon 81 // = the rest of the cannon.
t_cannon_ball 82 //
t_armor_leather 83 // = non metallic armor (t_clothing)
t_seed 84 // = fruit to seed
t_junk 85 // = never used
t_crystal_ball 86 //
t_swamp 87 // = swamp (smelly)
t_message 88 // = user written message item. (for bboard ussually)
t_reagent_raw 89 // = freshly grown reagents...not processed yet.
t_eq_client_linger 90 // = change player to npc for a while.
t_snow 91 // = snow
t_it_stone 92 // = double click for items
t_unused_93 93
t_explosion 94 // = async explosion.
t_eq_npc_script 95 // = script npc actions in the form of a book. (get rid of this in favor of waiting on m_events)
t_web 96 // = walk on this and transform into some other object.
t_grass 97 // = can be eaten by grazing animals
t_arock 98 // = a rock or boulder. can be thrown by giants.
t_tracker 99 // = points to a linked object.
t_sound 100 // = this is a sound source.
t_stone_town 101 // = town stones. everyone free to join.
t_weapon_mace_crook 102 //
t_weapon_mace_pick 103 //
t_leather 104 // = leather or skins of some sort.(not wearable)
t_ship_other 105 // = some other part of a ship.
t_bboard 106 // = a container and bboard object.
t_spellbook 107 // = spellbook (with spells)
t_corpse 108 // = special type of item.
t_track_item 109 // - track a id or type of item.
t_track_char 110 // = track a char or range of char id's
t_weapon_arrow 111 //
t_weapon_bolt 112 //
t_eq_vendor_box 113 // = an equipped vendor .
t_eq_bank_box 114 // = an equipped bank box
t_deed 115 //
t_loom 116 //
t_bee_hive 117 //
t_archery_butte 118 //
t_eq_murder_count 119 // = my murder count flag.
t_eq_stuck 120 // we are stuck in a web
t_trap_inactive 121 // = a safe trap.
//t_unused_122 122
t_bandage 123 // = can be used for healing.
t_campfire 124 // = this is a fire but a small one.
t_map_blank 125
t_spy_glass 126
t_sextant 127
t_scroll_blank 128
t_fruit 129
t_water_wash 130 // water that will not contain fish. (for washing or drinking)
t_weapon_axe 131 // not the same as a sword. but uses swordsmanship skill
t_weapon_xbow 132
t_spellicon 133
t_door_open 134
t_meat_raw 135 // just a meaty part of a corpse. (uncooked meat)
t_garbage 136
t_keyring 137
t_table 138 // doesn't really do anything.
t_floor 139
t_roof 140
t_feather 141 // a birds feather
t_wool 142 // wool cut frm a sheep.
t_fur 143
t_blood 144 // blood of some creature
t_foliage 145 // does not go invis when reaped. but will if eaten
t_grain 146
t_scissors 147
t_thread 148
t_yarn 149
t_spinwheel 150
t_bandage_blood 151 // = can't be used for healing.
t_fish_pole 152
t_shaft 153 // bolt or arrow.
t_lockpick 154
t_kindling 155
t_train_dummy 156
t_train_pickpocket 157
t_bedroll 158
t_bellows 159
t_hide 160 // made into leather.
t_cloth_bolt 161
t_board 162 // = logs are plained into decent lumber
t_pitcher 163
t_pitcher_empty 164
t_dye_vat 165
t_dye 166
t_potion_empty 167 // empty bottle.
t_mortar 168
t_hair_dye 169
t_sewing_kit 170
t_tinker_tools 171
t_wall 172 // wall of a structure.
t_window 173 // window for a structure.
t_cotton 174 // cotton from the plant
t_bone 175
t_eq_script 176 // pure scriptable item equipped.
t_ship_hold 177 // ships hold.
t_ship_hold_lock 178
t_lava 179
t_shield 180 // equippable armor.
t_jewelry 181
t_dirt 182 // a patch of dirt where i can plant something
t_script 183
t_spellbook_necro 184 // AOS Necromancy spellbook (should have MOREZ=100 by default)
t_spellbook_pala 185 // AOS Paladin spellbook (should have MOREZ=200 by default)
t_spellbook_extra 186 // some spellbook for script purposes (MOREZ=basic offset)
t_spellbook_bushido 187 // SE Bushido spellbook (should have MOREZ=400 by default)
t_spellbook_ninjitsu 188 // SE Ninjitsu spellbook (should have MOREZ=500 by default)
t_spellbook_arcanist 189 // ML Spellweaver spellbook (should have MOREZ=600 by default)
t_multi_custom 190 // Customisable multi

[defname layers]
layer_hand1 1
layer_hand2 2
layer_shoes 3
layer_pants 4 // bone legs + pants.
layer_shirt 5
layer_helm 6
layer_gloves 7
layer_ring 8
layer_talisman 9 // talisman (se and ml)
layer_collar 10 // gorget or necklace.
layer_hair 11
layer_half_apron 12
layer_chest 13 // armor chest
layer_wrist 14 // watch
layer_light 15 // a itemid_light_src equip item can be put here.
layer_beard 16 // try to have only men have this.
layer_tunic 17 // jester suit or full apron.
layer_ears 18 // earrings
layer_arms 19 // armor
layer_cape 20 // cape
layer_pack 21 // only used by itemid_backpack
layer_robe 22 // robe over all.
layer_skirt 23 // skirt or kilt.
layer_legs 24 // 0x18 = plate legs.

// these are not part of the paper doll (but get sent to the client)
layer_horse 25 // ride this object. (horse objects are strange?)
layer_vendor_stock 26 // the stuff the vendor will restock and sell to the players
layer_vendor_extra 27 // the stuff the vendor will resell to players but is not restocked. (bought from players)
layer_vendor_buys 28 // the stuff the vendor can buy from players but does not stock.
layer_bankbox 29 // contents of my bank box.

// internally used layers - don't bother sending these to client.
layer_special 30 // can be multiple of these. memories
layer_dragging 31

// spells that are effecting us go here.
layer_spell_stats 32 // stats effecting spell. these cancel each other out.
layer_spell_reactive 33
layer_spell_night_sight 34
layer_spell_protection 35
layer_spell_incognito 36
layer_spell_magic_reflect 37
layer_spell_paralyze 38 // or turned to stone.
layer_spell_invis 39
layer_spell_polymorph 40
layer_spell_summon 41 // magical summoned creature.

layer_flag_poison 42
layer_flag_criminal 43 // criminal or murderer ?
layer_flag_potion 44 // some magic type effect done by a potion. (they cannot be dispelled)
layer_flag_spiritspeak 45
layer_flag_wool 46 // regrowing wool.
layer_flag_drunk 47 // booze effect.
layer_flag_clientlinger 48
layer_flag_hallucination 49 // shrooms etc.
layer_flag_potionused 50 // track the time till we can use a potion again.
layer_flag_stuck 51 // in a trap or web.
layer_flag_murders 52 // how many murders do we have ? and decay timer.
layer_flag_bandage 53 // bandages go here for healing

[defname def_gumps]
// name the gumps.
g_btn_green_ok 081a
g_btn_green_ok_press 081b
g_btn_gray_apply 5204
g_btn_gray_apply_press 5205

[defname dam_flags]
dam_god 00001 //unblockable "god" damage
dam_physical 00002 //some sort of physical damage (as opposed to magical)
dam_magic 00004 //some sort of magical damage
dam_poison 00008 //poisonous or biological (harm spell) damage
dam_fire 00010 //fire-based damage
dam_lightning 00020 //electrical damage (lightning)
dam_drain 00040 //draining damage
dam_general 00080 //damage that hits the entire body, rather than just one part of it
dam_acidic 00100 //acidic damage (will destroy armor)
dam_cold_old 00200 //cold-based damage (old flag, should update to dam_cold_new)
dam_slash 00400 //damage done by slashing (swords, etc)
dam_pierce 00800 //damage done with spear and such.
dam_cold_new 01000 //cold-based damage
dam_cold 01200 //cold-based damage (matches both old and new cold damage flag)
dam_energy 02000 //energy-based damage
dam_noreveal 04000 //damage that does not reveal the attacker.
dam_nounparalyze 08000 //victim won't be unparalyzed

[DEFNAME can_i_flags]
CAN_I_DOOR 00001 // Is a door UFLAG4_DOOR
CAN_I_WATER 00002 // Need to swim in it. UFLAG1_WATER
CAN_I_PLATFORM 00004 // we can walk on top of it. (even tho the item itself might block) UFLAG2_PLATFORM
CAN_I_BLOCK 00008 // need to walk thru walls or fly over. UFLAG1_BLOCK
CAN_I_CLIMB 00010 // step up on it, UFLAG2_CLIMBABLE
CAN_I_FIRE 00020 // Is a fire. Ussually blocks as well. UFLAG1_DAMAGE
CAN_I_ROOF 00040 // We are under a roof. can't rain on us. UFLAG4_ROOF

CAN_I_PILE 00100 // Can item be piled UFLAG2_STACKABLE (*.mul)
CAN_I_DYE 00200 // Can item be dyed UFLAG3_CLOTH? (sort of)
CAN_I_FLIP 00400 // will flip by default.
CAN_I_LIGHT 00800 // UFLAG3_LIGHT
CAN_I_REPAIR 01000 // Is it repairable (difficulty based on value)
CAN_I_REPLICATE 02000 // Things like arrows are pretty much all the same.
CAN_I_DCIGNORELOS 04000 // when dclicked, ignore LOS checks
CAN_I_DCIGNOREDIST 08000 // when dclicked, ignore distance checks
CAN_I_BLOCKLOS 010000 // blocks LOS, but not walking thru

[DEFNAME tile_flags] // by Shadowlord
tilef_background 01 // No idea. None whatsoever. Maybe it's the blackness.
tilef_weapon 02 // I smack thee with this here ... club?
tilef_transparent 04 // Yeah. So we can see through it?
tilef_translucent 08 // Okay...
tilef_wall 010 // Hey look, we can't walk through it!
tilef_damaging 020 // Lava, perhaps? Fires, hmm!
tilef_impassable 040 // Mountains and stuff, I'll wager.
tilef_wet 080 // Water? Or mud? Or a slick road in a rainstorm? Probably the first.
tilef_unknown 0100 // Uh...
tilef_surface 0200 // Tables or something?
tilef_bridge 0400 // I wonder why they'd have a flag for that.
tilef_stackable 0800
tilef_window 01000 // So we can see/shoot out?
tilef_noshoot 02000 // ? We can't shoot out or something? So, like a glass window maybe?
tilef_prefixA 04000 // A card
tilef_prefixAn 08000 // An apple
tilef_internal 010000 // hair, beards, etc
tilef_foliage 020000 // Probably bushes and tree leaves and stuff.
tilef_partialHue 040000 // semi-glowy?
tilef_unknown_1 080000 // Well, gee. I should see if it's used on anything...
tilef_map 0100000 // Sounds good to me.
tilef_container 0200000 // They flag these!?
tilef_wearable 0400000 // Omigod!
tilef_lightSource 0800000 // I'm getting tired of typing repetitive shiznit now.
tilef_animated 01000000 // Like fire again. And stuff. Those spinny propeller thingies!
tilef_noDiagonal 02000000 // !?!???!!?
tilef_unknown_2 04000000 // I really hope some of these unknowns are n/w/s/e facing flags.
tilef_armor 08000000 // Armor, okay, so does that count shields? Hmmm?
tilef_roof 010000000 // "Don't fall through me!" Or why isn't it just flagged surface or something?
tilef_door 020000000 // Okay...
tilef_stairBack 040000000 // Don't we have stairs that go forward or left too? This could cover both...
tilef_stairRight 080000000 // Well, whatever, you can climb them, so, hey... Good use for a

[defname def_html] // useful with htmlgumps
L1 <
R1 >

B <B>
BE </B>
BIG <BIG>
BIGE </BIG>
SMALL <SMALL>
SMALLE </SMALL>
EM <EM>
EME </EM>
U <U>
UE </U>
H1 <H1>
H1E </H1>
H2 <H2>
H2E </H2>
H3 <H3>
H3E </H3>
H4 <H4>
H4E </H4>
H5 <H5>
H5E </H5>
H6 <H6>
H6E </H6>
A <a
AE </a>

DIV_RIGHT <div align="right">
DIV_LEFT <div align="left">
DIV_END </DIV>
CENTER <CENTER>
CENTERE </CENTER>
BR <BR>
BRE </BR>

BFONT_SIZE1 <basefont SIZE="1">
BFONT_SIZE2 <basefont SIZE="2">
BFONT_SIZE3 <basefont SIZE="3">
BFONT_SIZE4 <basefont SIZE="4">
BFONT_SIZE5 <basefont SIZE="5">
BFONT_SIZE7 <basefont SIZE="7">
BFONT_white <basefont color="#ffffff">
BFONT_LGRAY <basefont color="#aaaaaa">
BFONT_GRAY <basefont color="#888888">
BFONT_DGRAY <basefont color="#444444">
BFONT_BLACK <basefont color="#000011">
BFONT_LRED <basefont color="#ff0000">
BFONT_RED <basefont color="#880000">
Bfont_DRED <basefont color="#440000">
BFONT_LGREEN <basefont color="#00ff00">
BFONT_GREEN <basefont color="#008800">
BFONT_DGREEN <basefont color="#004400">
BFONT_LBLUE <basefont color="#0000ff">
BFONT_BLUE <basefont color="#000088">
BFONT_DBLUE <basefont color="#000044">
BFONT_LYELLOW <basefont color="#ffff88">
BFONT_YELLOW <basefont color="#ffff00">
BFONT_DYELLOW <basefont color="#888800">
BFONT_LPURPLE <basefont color="#ff88ff">
BFONT_PURPLE <basefont color="#ff00ff">
BFONT_DPURPLE <basefont color="#880088">
BFONT_LCYAN <basefont color="#88ffff">
BFONT_CYAN <basefont color="#00ffff">
BFONT_DCYAN <basefont color="#008888">
BFONT <BASEFONT
BFONTE </BASEFONT>

// ARGN2 in f_oncreate_char
[DEFNAME profession_ids]
prof_unknown 0
prof_warrior 1
prof_magician 2
prof_blacksmith 3
prof_necromancer 4
prof_paladin 5
prof_samurai 6
prof_ninja 7

// RESDISP
[DEFNAME resdisp_version]
RDS_PRET2A 0
RDS_T2A 1
RDS_LBR 2
RDS_AOS 3
RDS_SE 4
RDS_ML 5
RDS_KR 6

// When client or server send a speech packet these have a type
// You can use them to send a packet or to check ARGN1 in the global speech hook
[DEFNAME talkmode_type]
talkmode_system 0 // Normal system message. ( server -> client && client -> server )
talkmode_prompt 1 // Display as system prompt. ( server -> client )
talkmode_emote 2 // *smiles* at object. ( client -> server )
talkmode_say 3 // A chacter speaking. ( server -> client )
talkmode_obj 4 // At Object ( server -> client )
talkmode_nothing 5 // Does not display ( server -> client )
talkmode_item 6 // Text labeling an item. Preceeded by "You see" ( server -> client )
talkmode_noscroll 7 // As a status msg. Does not scroll ( server -> client )
talkmode_whisper 8 // ; only those close can here. ( client -> server )
talkmode_yell 9 // ! can be heard 2 screens away. ( client -> server )
talkmode_spell 10 // Used by spells ( server -> client )
talkmode_guild 13 // \ guild speech ( client -> server )
talkmode_alliance 14 // alliance speech ( client -> server )

[DEFNAME skill_flags]
SKF_SCRIPTED 0001 // fully scripted, no hardcoded behaviour
SKF_FIGHT 0002 // considered a fight skill, maintains fight active
SKF_MAGIC 0004 // considered a magic skill
SKF_CRAFT 0008 // considered a crafting skill, compatible with MAKEITEM function
SKF_IMMOBILE 0010 // skilluser can not move while skilluse
SKF_SELECTABLE 0020 // from skill list. ATTENTION: This does _not_ place the button next to the skill in the client's skill list! For this you have to edit skills.mul.
SKF_NOMINDIST 0040 // you can mine, fish, chop, hack on the same point you are standing on
SKF_NOANIM 0080 // don't show hardcoded anim for this skill
SKF_NOSFX 0100 // don't play hardcoded sound for this skill

[DEFNAME trigger_argtype]
TAT_AS_ARGN 1 // Treat the arguments as ARGN1/2/3
TAT_AS_ARGS 2 // Treat the arguments as ARGS (with ARGV[x] enabled)
TAT_AS_ARGO 3 // Treat the arguments as ARGO

[DEFNAME misc_own]
empty_cliloc 1042971

[DEFNAME los_flags]
los_nb_local_terrain 00001 // Terrain inside a region I am standing in does not block LOS
los_nb_local_static 00002 // Static items inside a region I am standing in do not block LOS
los_nb_local_dynamic 00004 // Dynamic items inside a region I am standing in do not block LOS
los_nb_local_multi 00008 // Multi items inside a region I am standing in do not block LOS
los_nb_terrain 00010 // Terrain does not block LOS at all
los_nb_static 00020 // Static items do not block LOS at all
los_nb_dynamic 00040 // Dynamic items do not block LOS at all
los_nb_multi 00080 // Multi items do not block LOS at all
los_nb_windows 00100 // Windows do not block LOS (e.g. Archery + Magery)
los_no_other_region 00200 // Do not allow LOS path checking to go out of your region
los_nc_multi 00400 // Do not allow LOS path checking to go through (no cross) a multi region (except the one you are standing in)
los_fishing 00800 // Do not allow LOS path checking to go through objects or terrain which do not represent water

[DEFNAME buff_icons]
bufficon_dismountprevention 1001
bufficon_norearm 1002
bufficon_nightsight 1005
bufficon_deathstrike 1006
bufficon_evilomen 1007
bufficon_healingthrottle 1008
bufficon_staminathrottle 1009
bufficon_divinefury 1010
bufficon_enemyofone 1011
bufficon_hidingandorstealth 1012
bufficon_activemeditation 1013
bufficon_bloodoathcaster 1014
bufficon_bloodoathcurse 1015
bufficon_corpseskin 1016
bufficon_mindrot 1017
bufficon_painspike 1018
bufficon_strangle 1019
bufficon_giftofrenewal 1020
bufficon_attuneweapon 1021
bufficon_thunderstorm 1022
bufficon_essenceofwind 1023
bufficon_etherealvoyage 1024
bufficon_giftoflife 1025
bufficon_arcaneempowerment 1026
bufficon_mortalstrike 1027
bufficon_reactivearmor 1028
bufficon_protection 1029
bufficon_archprotection 1030
bufficon_magicreflection 1031
bufficon_incognito 1032
bufficon_disguised 1033
bufficon_animalform 1034
bufficon_polymorph 1035
bufficon_invisibility 1036
bufficon_paralyze 1037
bufficon_poison 1038
bufficon_bleed 1039
bufficon_clumsy 1040
bufficon_feeblemind 1041
bufficon_weaken 1042
bufficon_curse 1043
bufficon_masscurse 1044
bufficon_agility 1045
bufficon_cunning 1046
bufficon_strength 1047
bufficon_bless 1048

[DEFNAME buff_clilocs]
buffcliloc_empty 1070722
buffcliloc_curse_1 1075835
buffcliloc_curse_2 1075840
buffcliloc_masscurse_1 1075839
buffcliloc_masscurse_2 1075840
buffcliloc_weaken_1 1075837
buffcliloc_weaken_2 1075838
buffcliloc_masscurse_1 1075839
buffcliloc_masscurse_2 1075840
buffcliloc_agility_1 1075841
buffcliloc_agility_2 1075842
buffcliloc_cunning_1 1075843
buffcliloc_cunning_2 1075844
buffcliloc_strength_1 1075845
buffcliloc_strength_2 1075846
buffcliloc_bless_1 1075847
buffcliloc_bless_2 1075848
buffcliloc_reactivearmor_1 1075812
buffcliloc_reactivearmor_2 1070722 //empty
buffcliloc_protection_1 1075814
buffcliloc_protection_2 1070722 //empty
buffcliloc_archprotection 1075816
buffcliloc_archprotection 1070722 //empty
buffcliloc_invisibility_1 1075825
buffcliloc_invisibility_2 1075826
buffcliloc_paralyze_1 1075827
buffcliloc_paralyze_2 1075828
buffcliloc_magicreflection_1 1075817
buffcliloc_magicreflection_1 1070722 //empty
buffcliloc_clumsy_1 1075831
buffcliloc_clumsy_2 1075832
buffcliloc_feeblemind_1 1075833
buffcliloc_feeblemind_1 1075834
buffcliloc_incognito_1 1075819
buffcliloc_incognito_2 1075820
buffcliloc_polymorph_1 1075824
buffcliloc_polymorph_2 1070722 //empty
buffcliloc_poison_1 1017383
buffcliloc_poison_2 1070722
buffcliloc_nightsight_1 1075643
buffcliloc_nightsight_2 1075644
buffcliloc_hidden_1 1075655
buffcliloc_hidden_2 1075656

[DEFNAME charheight]
height_0ae 35 //DEFNAME=c_abyss_lord
height_0138 35 //DEFNAME=c_abyssmal_horror
height_0CA 8 //DEFNAME=c_alligator
height_031e 45 //DEFNAME=c_ancient_wyrm
height_0313 15 //DEFNAME=c_ant_lion
height_0310 35 //DEFNAME=c_arcane_daemon
height_031f 15 //DEFNAME=c_armored_swamp_dragon
height_0f6 10 //DEFNAME=c_Bake_Kitsune
height_0D3 9 //DEFNAME=c_bear_brown
height_0D4 11 //DEFNAME=c_bear_grizzly
height_0D5 14 //DEFNAME=c_bear_polar
height_06 2 //DEFNAME=c_bird
height_011b 3 //DEFNAME=c_black_crow
height_0300 22 //DEFNAME=c_Blackthorn_Juggernaught
height_023e 16 //DEFNAME=c_blade_spirit
height_030c 30 //DEFNAME=c_bog_thing
height_030b 16 //DEFNAME=c_bogling
height_0134 30 //DEFNAME=c_bone_daemon
height_0e9 10 //DEFNAME=c_bull_brown_dk
height_0e8 10 //DEFNAME=c_bull_brown_lt
height_051 5 //DEFNAME=c_bullfrog
height_0c9 3 //DEFNAME=c_cat
height_065 19 //DEFNAME=c_centaur
height_0108 18 //DEFNAME=c_Changeling
height_0318 30 //DEFNAME=c_chaos_daemon
height_0D0 3 //DEFNAME=c_chicken
height_0100 35 //DEFNAME=c_chief_paroxysmus
height_01a6 8 //DEFNAME=c_child_fb
height_01a7 8 //DEFNAME=c_child_fd
height_01a4 8 //DEFNAME=c_child_mb
height_01a5 8 //DEFNAME=c_child_md
height_08 25 //DEFNAME=c_corpser
height_0e7 9 //DEFNAME=c_cow_brown
height_0d8 9 //DEFNAME=c_cow_bw
height_0fe 5 //DEFNAME=c_Crane
height_012c 15 //DEFNAME=c_crystal_elemental
height_0115 12 //DEFNAME=c_cu_sidhe
height_04c 40 //DEFNAME=c_cyclops
height_09 35 //DEFNAME=c_daemon
height_0A 35 //DEFNAME=c_daemon_w_sword
height_0f2 9 //DEFNAME=c_deathwatch_beetle
height_02f3 30 //DEFNAME=c_destroyer_gargoyle
height_012f 25 //DEFNAME=c_devourer_souls
height_0ED 8 //DEFNAME=c_doe
height_0D9 5 //DEFNAME=c_dog
height_097 4 //DEFNAME=c_dolphin
height_0309 16 //DEFNAME=c_Doppelganger
height_0c 35 //DEFNAME=c_dragon_green
height_03b 35 //DEFNAME=c_dragon_red
height_03c 30 //DEFNAME=c_dragon_small_black
height_03d 30 //DEFNAME=c_dragon_small_red
height_0101 16 //DEFNAME=c_dread_horn
height_0b 10 //DEFNAME=c_dread_spider
height_010a 14 //DEFNAME=c_Dryad
height_05 6 //DEFNAME=c_eagle
height_0d 20 //DEFNAME=c_elem_air
height_0e 20 //DEFNAME=c_elem_earth
height_0f 23 //DEFNAME=c_elem_fire
height_010 23 //DEFNAME=c_elem_water
height_025e 16 //DEFNAME=c_elf_female
height_025f 16 //DEFNAME=c_elf_ghost_man
height_0260 16 //DEFNAME=c_elf_ghost_woman
height_025d 16 //DEFNAME=c_elf_male
height_0af 36 //DEFNAME=c_Ethereal_Warrior
height_02 32 //DEFNAME=c_ettin
height_012 32 //DEFNAME=c_ettin_w_axe
height_066 35 //DEFNAME=c_exodus
height_02f5 30 //DEFNAME=c_exodus_minion
height_02fb 40 //DEFNAME=c_exodus_minionlord
height_02f4 16 //DEFNAME=c_exodus_overseer
height_0f7 12 //DEFNAME=c_Fan_Dancer
height_0117 3 //DEFNAME=c_ferret
height_0111 28 //DEFNAME=c_Fetid_Essence
height_030f 22 //DEFNAME=c_fire_ant_queen
height_030e 22 //DEFNAME=c_fire_ant_warrior
height_030d 18 //DEFNAME=c_fire_ant_worker
height_082 22 //DEFNAME=c_fire_gargoyle
height_0130 20 //DEFNAME=c_flesh_golem
height_0b0 30 //DEFNAME=c_forest_queen
height_0f8 18 //DEFNAME=c_gaman
height_04 25 //DEFNAME=c_gargoyle
height_016 23 //DEFNAME=c_gazer
height_0192 16 //DEFNAME=c_ghost_man
height_0193 16 //DEFNAME=c_ghost_woman
height_0317 12 //DEFNAME=c_giant_beetle
height_0ad 20 //DEFNAME=c_Giant_Black_Widow
height_0133 16 //DEFNAME=c_gibberling
height_0d1 8 //DEFNAME=c_goat
height_0131 14 //DEFNAME=c_Gore_Fiend
height_01d 12 //DEFNAME=c_gorilla
height_03ca 18 //DEFNAME=c_grim_reaper
height_01e 18 //DEFNAME=c_harpy
height_01f 16 //DEFNAME=c_headless
height_031c 40 //DEFNAME=c_Horde_Daemon_Large
height_031b 20 //DEFNAME=c_Horde_Daemon_Medium
height_0308 10 //DEFNAME=c_horde_minion
height_0CC 16 //DEFNAME=c_horse_brown_dk
height_0E4 16 //DEFNAME=c_horse_brown_lt
height_0E2 16 //DEFNAME=c_horse_gray
height_0123 15 //DEFNAME=c_horse_pack
height_0C8 16 //DEFNAME=c_horse_tan
height_0109 25 //DEFNAME=c_Hydra
height_062 6 //DEFNAME=c_ice_hound
height_02f0 30 //DEFNAME=c_iron_golem
height_0f0 16 //DEFNAME=c_kappa
height_0c6 18 //DEFNAME=c_kaze_kemono
height_084 15 //DEFNAME=c_kirin
height_04d 16 //DEFNAME=c_kraken
height_0102 19 //DEFNAME=c_lady_m
height_0fc 14 //DEFNAME=c_lady_of_snow
height_018 20 //DEFNAME=c_liche
height_021 20 //DEFNAME=c_lizardman
height_024 20 //DEFNAME=c_lizardman_mace
height_023 20 //DEFNAME=c_lizardman_spear
height_0dc 10 //DEFNAME=c_llama
height_0124 10 //DEFNAME=c_llama_pack
height_011c 16 //DEFNAME=c_m_armor_steed
height_0f3 15 //DEFNAME=c_m_hiryu
height_0114 18 //DEFNAME=c_m_reptalon
height_07a 16 //DEFNAME=c_m_unicorn
height_0190 16 //DEFNAME=c_man
height_03db 16 //DEFNAME=c_man_gm
height_01a8 2 //DEFNAME=c_man_invisible
height_0305 19 //DEFNAME=c_meer_captain
height_0304 20 //DEFNAME=c_meer_eternal
height_0302 19 //DEFNAME=c_meer_mage
height_0303 20 //DEFNAME=c_Meer_Warrior
height_0107 30 //DEFNAME=c_Minotaur
height_0118 30 //DEFNAME=c_minotaur_captain
height_0119 30 //DEFNAME=c_minotaur_scout
height_0311 30 //DEFNAME=c_Moloch
height_027 10 //DEFNAME=c_mongbat
height_0103 25 //DEFNAME=c_monstrous_interred_grizzle
height_013f 8 //DEFNAME=c_mound_maggots
height_03e7 40 //DEFNAME=c_multicolored_horde_minion
height_09a 19 //DEFNAME=c_mummy
height_01 28 //DEFNAME=c_ogre
height_0f1 18 //DEFNAME=c_oni
height_055 18 //DEFNAME=c_ophidian_mage
height_057 20 //DEFNAME=c_ophidian_queen
height_056 18 //DEFNAME=c_ophidian_warrior
height_011 15 //DEFNAME=c_orc
height_0bd 45 //DEFNAME=c_orc_brute
height_07 15 //DEFNAME=c_orc_lord
height_029 15 //DEFNAME=c_orc_w_club
height_0d2 18 //DEFNAME=c_ostard_desert
height_0db 18 //DEFNAME=c_ostard_forest
height_0da 18 //DEFNAME=c_ostard_zostrich
height_0d6 8 //DEFNAME=c_panther
height_011a 4 //DEFNAME=c_parrot
height_0135 20 //DEFNAME=c_patchwork_skeleton
height_0CB 7 //DEFNAME=c_pig
height_0122 7 //DEFNAME=c_pig_big
height_080 25 //DEFNAME=c_pixie
height_0307 10 //

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