Beyler 56yi Kurdugumdan Beridir Lama At Hiryu Sidhe Çıkardığımda Çift TIklıorum ama binilmio binekğim çantası açılıo neden acaba
client versionu ne?
5.0.3 le girdim 2.0.3 le girdim clientle alakası yok
Mul dosyaların bozulmuş olabilir.Uo'nu silip tekrar yükle bence.
tek bende değil arkadaşımda girdi aynısı
Ya bak clientle alakası var 503 de verdata yok 203de var sen verdataya patchi nerden attın?
Msnmi ekle sen anlatayım sana [email protected]
Silindi
Neophyte
0
55r nin defs.scpsini mi kullanıyorsun ?
56bnin orj defs.scpni ekle düzelir.
bende bunla ugraştım baya :P tecrübem var yani sen verdata patchmi kullanıyorsun hiryu vs için yoksa ML den mi yararlanıyorsun?
Michaell Zaten Orjinali zaten Xazrael 56b Ve 5.0.3 Clientle Gelio Zaten Hiryu Falan Ve zaten sadece hiryu değil lama at larada binemiom
e ozaman defs.scp değiştiriceksin işte.
//****************************************************************************
// SPHERE by : Menasoft 1997-2004 www.sphereserver.com
// 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: 22-July-2005
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_bacon_slice 1 i_sausages 1 i_ham 1 i_cake 1 i_bread_loaf 1 }

[defname hues]	// these are hues from hues.mul.
color_none		0
color_metal		0
color_violet_lt	14
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_hat_floppy 1 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_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 1 }
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 1 }
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 1 }
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

// 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

[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_unused		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	// 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_script_play	000020000	// playing a script. (book script)
statf_stone		000040000	// turned to stone.
statf_script_rec	000080000	// recording a script.
statf_fly		000100000	// flying or running ? (anim)
statf_respawnnpc	000200000	// this is a major npc, needs to respawn if dead.
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_nonmover               0
mt_ghost                  01
mt_swim                   02
mt_walk                   04
mt_fly                    010
mt_fire_immune			  020
mt_equip                  00100
mt_usehands               00200
mt_male					  0
mt_female                 00800
mt_nonhum                 01000
mt_run                    02000

[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_advance_gate		59 	// = advance gate. m_advancegatetype = creid_type
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_unused_87		87
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_unused_91			91
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)

[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_light		9	// a itemid_light_src equip item can be put here.
layer_collar		10 // gorget or necklace.
layer_hair		11
layer_half_apron	12
layer_chest		13 // armor chest
layer_wrist		14 // watch
layer_hidden		15 // not sure
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 def_html] // useful with htmlgumps
lt < 
gt > 
fonte </basefont> 
bb <b> 
be </b> 
ae </a> 
br <br> 

[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	     	00200     //cold-based damage 
dam_slash	     	00400     //damage done by slashing (swords, etc)


[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.



[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 

// 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


[EOF]

Bu İşte neden olmuo Acaba
Silindi
Apprentice
0.9
iki tane def olabilir
iki tane defs yok bi tane var oda sphere_defs
Silindi
Apprentice
0.9
defden kaynaklanan bir sorun bu.Hangi releasenin packini kullanıyorsun ki? March yada June kullan.
saol michaell oldu



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