}
+static const activation_type* find_activation_info(const object_type *o_ptr)
+{
+ const activation_type* p;
+
+ for (p = activation_info; p->flag != NULL; ++ p) {
+ if (p->index == o_ptr->xtra2)
+ {
+ return p;
+ }
+ }
+
+ return NULL;
+}
+
bool activate_random_artifact(object_type *o_ptr)
{
int plev = p_ptr->lev;
int k, dir, dummy = 0;
cptr name = k_name + k_info[o_ptr->k_idx].name;
+ const activation_type* act_ptr;
/* Paranoia */
if (!o_ptr->xtra2) return FALSE;
msg_print("A line of sunlight appears.");
#endif
(void)lite_line(dir);
- o_ptr->timeout = 10;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- o_ptr->timeout = 2;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_POIS, dir, 12, 3);
- o_ptr->timeout = randint0(4) + 4;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ACID, dir, damroll(5, 8));
- o_ptr->timeout = randint0(6) + 6;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 48, 2);
- o_ptr->timeout = randint0(6) + 6;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 72, 2);
- o_ptr->timeout = randint0(9) + 9;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
if (drain_life(dir, 100))
- o_ptr->timeout = randint0(100) + 100;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 100, 2);
- o_ptr->timeout = randint0(12) + 12;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 100, 3);
- o_ptr->timeout = randint0(12) + 12;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 120, 3);
- o_ptr->timeout = 15;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
drain_life(dir, 120);
- o_ptr->timeout = 400;
break;
}
if (drain_life(dir, 50))
hp_player(50);
}
- o_ptr->timeout = 400;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ARROW, dir, 150);
- o_ptr->timeout = randint0(90) + 90;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 300, 3);
- o_ptr->timeout = randint0(225) + 225;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 400, 3);
- o_ptr->timeout = randint0(325) + 325;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 500, 3);
- o_ptr->timeout = randint0(425) + 425;
break;
}
py_attack(y, x, 0);
}
}
- o_ptr->timeout = 250;
break;
}
if (drain_life(dir, 100))
hp_player(100);
}
-
- o_ptr->timeout = 400;
break;
}
msg_print("It glows in scintillating colours...");
#endif
call_chaos();
- o_ptr->timeout = 350;
break;
}
msg_print("You launch a rocket!");
#endif
fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
- o_ptr->timeout = 400;
break;
}
msg_print("It floods the area with goodness...");
#endif
dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(100) + 100;
break;
}
msg_print("You breathe the elements.");
#endif
fire_ball(GF_MISSILE, dir, 300, 4);
- o_ptr->timeout = 500;
break;
}
msg_print("It floods the area with evil...");
#endif
dispel_good(p_ptr->lev * 5);
- o_ptr->timeout = randint0(100) + 100;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ARROW, dir, 150);
- o_ptr->timeout = randint0(90) + 90;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_WATER, dir, 200, 3);
- o_ptr->timeout = 250;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_DARK, dir, 250, 4);
- o_ptr->timeout = randint0(150) + 150;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_MANA, dir, 250, 4);
- o_ptr->timeout = randint0(150) + 150;
break;
}
msg_print("You exterminate small life.");
#endif
(void)dispel_monsters(4);
- o_ptr->timeout = randint0(55) + 55;
break;
}
#endif
fire_ball(GF_LITE, 0, 300, 6);
confuse_monsters(3 * p_ptr->lev / 2);
- o_ptr->timeout = 250;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
ring_of_power(dir);
- o_ptr->timeout = randint0(450) + 450;
break;
}
(PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
}
- o_ptr->timeout = 1000;
break;
}
(void)set_oppose_fire(randint1(50) + 50, FALSE);
(void)set_oppose_cold(randint1(50) + 50, FALSE);
(void)set_oppose_pois(randint1(50) + 50, FALSE);
- o_ptr->timeout = 400;
break;
}
case ACT_BA_ACID_1:
{
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ACID, dir, 100, 2);
- o_ptr->timeout = randint0(12) + 12;
break;
}
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
{
(void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
}
- else o_ptr->timeout = 250;
break;
}
case ACT_BR_COLD:
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
{
(void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
}
- else o_ptr->timeout = 250;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
confuse_monster(dir, 20);
- o_ptr->timeout = 15;
break;
}
msg_print("It glows deep blue...");
#endif
sleep_monsters_touch();
- o_ptr->timeout = 55;
break;
}
case ACT_QUAKE:
{
earthquake(py, px, 5);
- o_ptr->timeout = 50;
break;
}
case ACT_TERROR:
{
turn_monsters(40 + p_ptr->lev);
- o_ptr->timeout = 3 * (p_ptr->lev + 10);
break;
}
{
if (!get_aim_dir(&dir)) return FALSE;
(void)fire_beam(GF_AWAY_ALL, dir, plev);
- o_ptr->timeout = 200;
break;
}
msg_print("The power of the artifact banishes evil!");
#endif
}
- o_ptr->timeout = 250 + randint1(250);
break;
}
msg_print("It glows deep blue...");
#endif
(void)symbol_genocide(200, TRUE);
- o_ptr->timeout = 500;
break;
}
msg_print("It lets out a long, shrill note...");
#endif
(void)mass_genocide(200, TRUE);
- o_ptr->timeout = 1000;
break;
}
msg_print("You wind a mighty blast; your enemies tremble!");
#endif
(void)turn_monsters((3 * p_ptr->lev / 2) + 10);
- o_ptr->timeout = randint0(40) + 40;
break;
}
{
if (!get_aim_dir(&dir)) return FALSE;
(void)charm_animal(dir, plev * 2);
- o_ptr->timeout = 200;
break;
}
{
if (!get_aim_dir(&dir)) return FALSE;
(void)control_one_undead(dir, plev * 2);
- o_ptr->timeout = 333;
break;
}
{
if (!get_aim_dir(&dir)) return FALSE;
(void)charm_monster(dir, plev * 2);
- o_ptr->timeout = 400;
break;
}
case ACT_CHARM_ANIMALS:
{
(void)charm_animals(plev * 2);
- o_ptr->timeout = 500;
break;
}
case ACT_CHARM_OTHERS:
{
charm_monsters(plev * 2);
- o_ptr->timeout = 750;
break;
}
case ACT_SUMMON_ANIMAL:
{
(void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 200 + randint1(300);
break;
}
msg_print("You summon a phantasmal servant.");
#endif
(void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 200 + randint1(200);
break;
}
#endif
}
- o_ptr->timeout = 750;
break;
}
#endif
}
- o_ptr->timeout = 666 + randint1(333);
break;
}
#endif
}
- o_ptr->timeout = 666 + randint1(333);
break;
}
}
- o_ptr->timeout = 300 + randint1(150);
break;
}
msg_print("You summon the Legion of the Dawn.");
#endif
(void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 500 + randint1(500);
break;
}
#endif
}
- o_ptr->timeout = 300 + randint1(150);
break;
}
(void)set_afraid(0);
(void)set_hero(randint1(25) + 25, FALSE);
(void)hp_player(777);
- o_ptr->timeout = 300;
break;
}
{
(void)set_afraid(0);
(void)hp_player(30);
- o_ptr->timeout = 10;
break;
}
#endif
hp_player(damroll(4, 8));
(void)set_cut((p_ptr->cut / 2) - 50);
- o_ptr->timeout = randint0(3) + 3;
break;
}
#endif
(void)set_afraid(0);
(void)set_poisoned(0);
- o_ptr->timeout = 5;
break;
}
msg_print("It glows a deep red...");
#endif
restore_level();
- o_ptr->timeout = 450;
break;
}
(void)do_res_stat(A_CON);
(void)do_res_stat(A_CHR);
(void)restore_level();
- o_ptr->timeout = 750;
break;
}
#endif
(void)hp_player(700);
(void)set_cut(0);
- o_ptr->timeout = 250;
break;
}
#endif
(void)hp_player(1000);
(void)set_cut(0);
- o_ptr->timeout = 888;
break;
}
(void)set_cut(0);
(void)set_image(0);
- o_ptr->timeout = 100;
break;
}
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
}
- o_ptr->timeout = 777;
break;
}
case ACT_ESP:
{
(void)set_tim_esp(randint1(30) + 25, FALSE);
- o_ptr->timeout = 200;
break;
}
{
(void)set_afraid(0);
(void)set_shero(randint1(25) + 25, FALSE);
- o_ptr->timeout = randint0(75)+75;
/* (void)set_afraid(0);
(void)set_hero(randint1(50) + 50, FALSE);
(void)set_blessed(randint1(50) + 50, FALSE);
#endif
k = 3 * p_ptr->lev;
(void)set_protevil(randint1(25) + k, FALSE);
- o_ptr->timeout = randint0(200) + 200;
break;
}
(void)set_oppose_fire(randint1(40) + 40, FALSE);
(void)set_oppose_cold(randint1(40) + 40, FALSE);
(void)set_oppose_pois(randint1(40) + 40, FALSE);
- o_ptr->timeout = 200;
break;
}
msg_print("It glows bright green...");
#endif
(void)set_fast(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(100) + 100;
break;
}
msg_print("It glows brightly...");
#endif
(void)set_fast(randint1(75) + 75, FALSE);
- o_ptr->timeout = randint0(100) + 100;
break;
}
case ACT_WRAITH:
{
set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
- o_ptr->timeout = 1000;
break;
}
case ACT_INVULN:
{
(void)set_invuln(randint1(8) + 8, FALSE);
- o_ptr->timeout = 1000;
break;
}
(void)set_afraid(0);
set_hero(randint1(25)+25, FALSE);
hp_player(10);
- o_ptr->timeout = randint0(30) + 30;
break;
}
hp_player(10);
set_afraid(0);
set_hero(randint1(50) + 50, FALSE);
- o_ptr->timeout = randint0(200) + 100;
break;
}
msg_format("The %s grows black.", name);
#endif
(void)set_oppose_acid(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
break;
}
msg_format("The %s grows red.", name);
#endif
(void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
break;
}
msg_format("The %s grows white.", name);
#endif
(void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
break;
}
msg_format("The %s grows blue.", name);
#endif
(void)set_oppose_elec(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
break;
}
msg_format("The %s grows green.", name);
#endif
(void)set_oppose_pois(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
break;
}
msg_format("The %s wells with clear light...", name);
#endif
lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
break;
}
#endif
map_area(DETECT_RAD_MAP);
lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(50) + 50;
break;
}
msg_print("An image forms in your mind...");
#endif
detect_all(DETECT_RAD_DEFAULT);
- o_ptr->timeout = randint0(55) + 55;
break;
}
detect_all(DETECT_RAD_DEFAULT);
probing();
identify_fully(FALSE);
- o_ptr->timeout = 100;
break;
}
msg_print("It glows yellow...");
#endif
identify_fully(FALSE);
- o_ptr->timeout = 75;
break;
}
case ACT_ID_PLAIN:
{
if (!ident_spell(FALSE)) return FALSE;
- o_ptr->timeout = 10;
break;
}
msg_print("It glows bright red...");
#endif
explosive_rune();
- o_ptr->timeout = 200;
break;
}
msg_print("It glows light blue...");
#endif
warding_glyph();
- o_ptr->timeout = 400;
break;
}
case ACT_SATIATE:
{
(void)set_food(PY_FOOD_MAX - 1);
- o_ptr->timeout = 200;
break;
}
msg_print("It glows bright red...");
#endif
destroy_doors_touch();
- o_ptr->timeout = 10;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
wall_to_mud(dir);
- o_ptr->timeout = 3;
break;
}
case ACT_RECHARGE:
{
recharge(130);
- o_ptr->timeout = 70;
break;
}
msg_print("It glows bright yellow...");
#endif
(void)alchemy();
- o_ptr->timeout = 500;
break;
}
msg_print("You open a dimensional gate. Choose a destination.");
#endif
if (!dimension_door()) return FALSE;
- o_ptr->timeout = 100;
break;
}
msg_print("It twists space around you...");
#endif
teleport_player(100, 0L);
- o_ptr->timeout = 25;
break;
}
msg_print("It glows soft white...");
#endif
if (!word_of_recall()) return FALSE;
- o_ptr->timeout = 200;
break;
}
(void)word_of_recall();
}
- o_ptr->timeout = randint0(20) + 20;
break;
}
msg_format("You stretched your %s.", name);
#endif
fetch(dir, 500, TRUE);
- o_ptr->timeout = randint0(25) + 25;
break;
}
#endif
}
}
- o_ptr->timeout = 200;
break;
}
p_ptr->leaving = TRUE;
}
}
- o_ptr->timeout = 35;
break;
}
msg_format("Your %s glows deep red...", name);
#endif
(void)brand_bolts();
- o_ptr->timeout = 999;
break;
}
msg_format("The %s gleams with blinding light...", name);
#endif
if (!recharge(1000)) return FALSE;
- o_ptr->timeout = 200;
break;
}
#else
take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
#endif
- o_ptr->timeout = 0;
break;
}
(void)set_afraid(0);
(void)set_hero(randint1(20) + 20, FALSE);
dispel_evil(p_ptr->lev * 3);
- o_ptr->timeout = 100 + randint1(100);
break;
}
case ACT_PHASE_DOOR:
{
teleport_player(10, 0L);
- o_ptr->timeout = 10 + randint1(10);
break;
}
{
(void)detect_monsters_invis(255);
(void)detect_monsters_normal(255);
- o_ptr->timeout = 150;
break;
}
(void)set_oppose_cold(v, FALSE);
(void)set_oppose_pois(v, FALSE);
(void)set_ultimate_res(v, FALSE);
- o_ptr->timeout = 777;
break;
}
msg_print("Nothing happen.");
#endif
}
- o_ptr->timeout = randint0(150) + 150;
break;
}
msg_print("Your scythe glows brightly!");
#endif
get_bloody_moon_flags(o_ptr);
- o_ptr->timeout = 3333;
if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
p_ptr->update |= (PU_BONUS | PU_HP);
break;
for (i = 0; i < num; i++)
project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
- o_ptr->timeout = 15;
break;
}
}
}
+ /* Set activation timeout */
+ act_ptr = find_activation_info(o_ptr);
+
+ if (act_ptr->timeout.constant >= 0) {
+ o_ptr->timeout = act_ptr->timeout.constant;
+ if (act_ptr->timeout.dice > 0) {
+ o_ptr->timeout += randint1(act_ptr->timeout.dice);
+ }
+ } else {
+ /* Activations that have special timeout */
+ switch (o_ptr->xtra2) {
+ case ACT_BR_FIRE:
+ o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
+ break;
+ case ACT_BR_COLD:
+ o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
+ break;
+ case ACT_TERROR:
+ o_ptr->timeout = 3 * (p_ptr->lev + 10);
+ break;
+ case ACT_MURAMASA:
+ /* Nothing to do */
+ break;
+ default:
+ msg_format("Special timeout is not implemented: %d.", o_ptr->xtra2);
+ break;
+ }
+ }
+
return TRUE;
}
*/
activation_type activation_info[] =
{
- { "SUNLIGHT", ACT_SUNLIGHT, 10, 250 },
- { "BO_MISS_1", ACT_BO_MISS_1, 10, 250 },
- { "BA_POIS_1", ACT_BA_POIS_1, 10, 300 },
- { "BO_ELEC_1", ACT_BO_ELEC_1, 20, 250 },
- { "BO_ACID_1", ACT_BO_ACID_1, 20, 250 },
- { "BO_COLD_1", ACT_BO_COLD_1, 20, 250 },
- { "BO_FIRE_1", ACT_BO_FIRE_1, 20, 250 },
- { "BA_COLD_1", ACT_BA_COLD_1, 30, 750 },
- { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000 },
- { "DRAIN_1", ACT_DRAIN_1, 30, 500 },
- { "BA_COLD_2", ACT_BA_COLD_2, 40, 1250 },
- { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1500 },
- { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500 },
- { "DRAIN_2", ACT_DRAIN_2, 40, 750 },
- { "VAMPIRE_1", ACT_VAMPIRE_1, 40, 1000 },
- { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000 },
- { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750 },
- { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500 },
- { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500 },
- { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500 },
- { "VAMPIRE_2", ACT_VAMPIRE_2, 50, 2500 },
- { "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000 },
- { "ROCKET", ACT_ROCKET, 70, 5000 },
- { "DISP_EVIL", ACT_DISP_EVIL, 50, 4000 },
- { "BA_MISS_3", ACT_BA_MISS_3, 50, 1500 },
- { "DISP_GOOD", ACT_DISP_GOOD, 50, 3500 },
- { "BO_MANA", ACT_BO_MANA, 40, 1500 },
- { "BA_WATER", ACT_BA_WATER, 50, 2000 },
- { "BA_STAR", ACT_BA_STAR, 50, 2200 },
- { "BA_DARK", ACT_BA_DARK, 50, 2200 },
- { "BA_MANA", ACT_BA_MANA, 70, 2500 },
- { "PESTICIDE", ACT_PESTICIDE, 10, 500 },
- { "BLINDING_LIGHT", ACT_BLINDING_LIGHT, 30, 5000 },
- { "BIZARRE", ACT_BIZARRE, 90, 10000 },
- { "CAST_BA_STAR", ACT_CAST_BA_STAR, 70, 7500 },
- { "BLADETURNER", ACT_BLADETURNER, 80, 20000 },
- { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000 },
- { "BR_FIRE", ACT_BR_FIRE, 50, 5000 },
- { "BR_COLD", ACT_BR_COLD, 50, 5000 },
-
- { "CONFUSE", ACT_CONFUSE, 10, 500 },
- { "SLEEP", ACT_SLEEP, 10, 750 },
- { "QUAKE", ACT_QUAKE, 30, 600 },
- { "TERROR", ACT_TERROR, 20, 2500 },
- { "TELE_AWAY", ACT_TELE_AWAY, 20, 2000 },
- { "BANISH_EVIL", ACT_BANISH_EVIL, 40, 2000 },
- { "GENOCIDE", ACT_GENOCIDE, 50, 10000 },
- { "MASS_GENO", ACT_MASS_GENO, 50, 10000 },
- { "SCARE_AREA", ACT_SCARE_AREA, 20, 2500 },
- { "AGGRAVATE", ACT_AGGRAVATE, 0, 100 },
-
- { "CHARM_ANIMAL", ACT_CHARM_ANIMAL, 40, 7500 },
- { "CHARM_UNDEAD", ACT_CHARM_UNDEAD, 40, 10000 },
- { "CHARM_OTHER", ACT_CHARM_OTHER, 40, 10000 },
- { "CHARM_ANIMALS", ACT_CHARM_ANIMALS, 40, 12500 },
- { "CHARM_OTHERS", ACT_CHARM_OTHERS, 40, 17500 },
- { "SUMMON_ANIMAL", ACT_SUMMON_ANIMAL, 50, 10000 },
- { "SUMMON_PHANTOM", ACT_SUMMON_PHANTOM, 50, 12000 },
- { "SUMMON_ELEMENTAL", ACT_SUMMON_ELEMENTAL, 50, 15000 },
- { "SUMMON_DEMON", ACT_SUMMON_DEMON, 50, 20000 },
- { "SUMMON_UNDEAD", ACT_SUMMON_UNDEAD, 50, 20000 },
- { "SUMMON_HOUND", ACT_SUMMON_HOUND, 50, 15000 },
- { "SUMMON_DAWN", ACT_SUMMON_DAWN, 50, 15000 },
- { "SUMMON_OCTOPUS", ACT_SUMMON_OCTOPUS, 50, 15000 },
-
- { "CHOIR_SINGS", ACT_CHOIR_SINGS, 60, 20000 },
- { "CURE_LW", ACT_CURE_LW, 10, 500 },
- { "CURE_MW", ACT_CURE_MW, 20, 750 },
- { "CURE_POISON", ACT_CURE_POISON, 10, 1000 },
- { "REST_LIFE", ACT_REST_LIFE, 40, 7500 },
- { "REST_ALL", ACT_REST_ALL, 30, 15000 },
- { "CURE_700", ACT_CURE_700, 40, 10000 },
- { "CURE_1000", ACT_CURE_1000, 50, 15000 },
- { "CURING", ACT_CURING, 30, 5000 },
- { "CURE_MANA_FULL", ACT_CURE_MANA_FULL, 60, 20000 },
-
- { "ESP", ACT_ESP, 30, 1500 },
- { "BERSERK", ACT_BERSERK, 10, 800 },
- { "PROT_EVIL", ACT_PROT_EVIL, 30, 5000 },
- { "RESIST_ALL", ACT_RESIST_ALL, 30, 5000 },
- { "SPEED", ACT_SPEED, 40, 15000 },
- { "XTRA_SPEED", ACT_XTRA_SPEED, 40, 25000 },
- { "WRAITH", ACT_WRAITH, 90, 25000 },
- { "INVULN", ACT_INVULN, 90, 25000 },
- { "HELO", ACT_HELO, 10, 500 },
- { "HELO_SPEED", ACT_HELO_SPEED, 30, 20000 },
- { "RESIST_ACID", ACT_RESIST_ACID, 20, 2000 },
- { "RESIST_FIRE", ACT_RESIST_FIRE, 20, 2000 },
- { "RESIST_COLD", ACT_RESIST_COLD, 20, 2000 },
- { "RESIST_ELEC", ACT_RESIST_ELEC, 20, 2000 },
- { "RESIST_POIS", ACT_RESIST_POIS, 20, 2000 },
-
- { "LIGHT", ACT_LIGHT, 10, 150 },
- { "MAP_LIGHT", ACT_MAP_LIGHT, 30, 500 },
- { "DETECT_ALL", ACT_DETECT_ALL, 30, 1000 },
- { "DETECT_XTRA", ACT_DETECT_XTRA, 50, 12500 },
- { "ID_FULL", ACT_ID_FULL, 50, 10000 },
- { "ID_PLAIN", ACT_ID_PLAIN, 20, 1250 },
- { "RUNE_EXPLO", ACT_RUNE_EXPLO, 40, 4000 },
- { "RUNE_PROT", ACT_RUNE_PROT, 60, 10000 },
- { "SATIATE", ACT_SATIATE, 10, 2000 },
- { "DEST_DOOR", ACT_DEST_DOOR, 10, 100 },
- { "STONE_MUD", ACT_STONE_MUD, 20, 1000 },
- { "RECHARGE", ACT_RECHARGE, 30, 1000 },
- { "ALCHEMY", ACT_ALCHEMY, 50, 10000 },
- { "DIM_DOOR", ACT_DIM_DOOR, 50, 10000 },
- { "TELEPORT", ACT_TELEPORT, 10, 2000 },
- { "RECALL", ACT_RECALL, 30, 7500 },
- { "JUDGE", ACT_JUDGE, 90, 50000 },
- { "TELEKINESIS", ACT_TELEKINESIS, 20, 5500 },
- { "DETECT_UNIQUE", ACT_DETECT_UNIQUE, 40, 10000 },
- { "ESCAPE", ACT_ESCAPE, 10, 3000 },
- { "DISP_CURSE_XTRA", ACT_DISP_CURSE_XTRA, 40, 30000 },
- { "BRAND_FIRE_BOLTS", ACT_BRAND_FIRE_BOLTS, 40, 20000 },
- { "RECHARGE_XTRA", ACT_RECHARGE_XTRA, 70, 30000 },
- { "LORE", ACT_LORE, 10, 30000 },
- { "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000 },
- { "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500 },
- { "DETECT_ALL_MONS", ACT_DETECT_ALL_MONS, 30, 3000 },
- { "ULTIMATE_RESIST", ACT_ULTIMATE_RESIST, 90, 20000 },
-
- { "FISHING", ACT_FISHING, 0, 100 },
- { "INROU", ACT_INROU, 40, 15000 },
- { "MURAMASA", ACT_MURAMASA, 0, 0 },
- { "BLOODY_MOON", ACT_BLOODY_MOON, 0, 0 },
- { "CRIMSON", ACT_CRIMSON, 0, 50000 },
-
- { NULL, 0, 0, 0 }
+ { "SUNLIGHT", ACT_SUNLIGHT, 10, 250, {10, 0} },
+ { "BO_MISS_1", ACT_BO_MISS_1, 10, 250, {2, 0} },
+ { "BA_POIS_1", ACT_BA_POIS_1, 10, 300, {4, 4} },
+ { "BO_ELEC_1", ACT_BO_ELEC_1, 20, 250, {5, 5} },
+ { "BO_ACID_1", ACT_BO_ACID_1, 20, 250, {6, 6} },
+ { "BO_COLD_1", ACT_BO_COLD_1, 20, 250, {7, 7} },
+ { "BO_FIRE_1", ACT_BO_FIRE_1, 20, 250, {8, 8} },
+ { "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 6} },
+ { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 9} },
+ { "DRAIN_1", ACT_DRAIN_1, 30, 500, {100, 100} },
+ { "BA_COLD_2", ACT_BA_COLD_2, 40, 1250, {12, 12} },
+ { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1500, {12, 12} },
+ { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0} },
+ { "DRAIN_2", ACT_DRAIN_2, 40, 750, {400, 0} },
+ { "VAMPIRE_1", ACT_VAMPIRE_1, 40, 1000, {400, 0} },
+ { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {90, 90} },
+ { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {225, 225} },
+ { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {325, 325} },
+ { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {425, 425} },
+ { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {250, 0} },
+ { "VAMPIRE_2", ACT_VAMPIRE_2, 50, 2500, {400, 0} },
+ { "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000, {350, 0} },
+ { "ROCKET", ACT_ROCKET, 70, 5000, {400, 0} },
+ { "DISP_EVIL", ACT_DISP_EVIL, 50, 4000, {100, 100} },
+ { "BA_MISS_3", ACT_BA_MISS_3, 50, 1500, {500, 0} },
+ { "DISP_GOOD", ACT_DISP_GOOD, 50, 3500, {100, 100} },
+ { "BO_MANA", ACT_BO_MANA, 40, 1500, {90, 90} },
+ { "BA_WATER", ACT_BA_WATER, 50, 2000, {250, 0} },
+ { "BA_STAR", ACT_BA_STAR, 50, 2200, {200, 200} },
+ { "BA_DARK", ACT_BA_DARK, 50, 2200, {150, 150} },
+ { "BA_MANA", ACT_BA_MANA, 70, 2500, {150, 150} },
+ { "PESTICIDE", ACT_PESTICIDE, 10, 500, {55, 55} },
+ { "BLINDING_LIGHT", ACT_BLINDING_LIGHT, 30, 5000, {250, 0} },
+ { "BIZARRE", ACT_BIZARRE, 90, 10000, {450, 450} },
+ { "CAST_BA_STAR", ACT_CAST_BA_STAR, 70, 7500, {1000, 0} },
+ { "BLADETURNER", ACT_BLADETURNER, 80, 20000, {400, 0} },
+ { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 12} },
+ { "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0} },
+ { "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0} },
+
+ { "CONFUSE", ACT_CONFUSE, 10, 500, {15, 0} },
+ { "SLEEP", ACT_SLEEP, 10, 750, {55, 0} },
+ { "QUAKE", ACT_QUAKE, 30, 600, {50, 0} },
+ { "TERROR", ACT_TERROR, 20, 2500, {-1, 0} },
+ { "TELE_AWAY", ACT_TELE_AWAY, 20, 2000, {150, 0} },
+ { "BANISH_EVIL", ACT_BANISH_EVIL, 40, 2000, {250, 250} },
+ { "GENOCIDE", ACT_GENOCIDE, 50, 10000, {500, 0} },
+ { "MASS_GENO", ACT_MASS_GENO, 50, 10000, {1000, 0} },
+ { "SCARE_AREA", ACT_SCARE_AREA, 20, 2500, {40, 40} },
+ { "AGGRAVATE", ACT_AGGRAVATE, 0, 100, {0, 0} },
+
+ { "CHARM_ANIMAL", ACT_CHARM_ANIMAL, 40, 7500, {200, 0} },
+ { "CHARM_UNDEAD", ACT_CHARM_UNDEAD, 40, 10000, {333, 0} },
+ { "CHARM_OTHER", ACT_CHARM_OTHER, 40, 10000, {400, 0} },
+ { "CHARM_ANIMALS", ACT_CHARM_ANIMALS, 40, 12500, {500, 0} },
+ { "CHARM_OTHERS", ACT_CHARM_OTHERS, 40, 17500, {750, 0} },
+ { "SUMMON_ANIMAL", ACT_SUMMON_ANIMAL, 50, 10000, {200, 300} },
+ { "SUMMON_PHANTOM", ACT_SUMMON_PHANTOM, 50, 12000, {200, 200} },
+ { "SUMMON_ELEMENTAL", ACT_SUMMON_ELEMENTAL, 50, 15000, {750, 0} },
+ { "SUMMON_DEMON", ACT_SUMMON_DEMON, 50, 20000, {666, 333} },
+ { "SUMMON_UNDEAD", ACT_SUMMON_UNDEAD, 50, 20000, {666, 333} },
+ { "SUMMON_HOUND", ACT_SUMMON_HOUND, 50, 15000, {300, 150} },
+ { "SUMMON_DAWN", ACT_SUMMON_DAWN, 50, 15000, {500, 500} },
+ { "SUMMON_OCTOPUS", ACT_SUMMON_OCTOPUS, 50, 15000, {300, 150} },
+
+ { "CHOIR_SINGS", ACT_CHOIR_SINGS, 60, 20000, {300, 0} },
+ { "CURE_LW", ACT_CURE_LW, 10, 500, {10, 0} },
+ { "CURE_MW", ACT_CURE_MW, 20, 750, {3, 3} },
+ { "CURE_POISON", ACT_CURE_POISON, 10, 1000, {5, 0} },
+ { "REST_LIFE", ACT_REST_LIFE, 40, 7500, {450, 0} },
+ { "REST_ALL", ACT_REST_ALL, 30, 15000, {750, 0} },
+ { "CURE_700", ACT_CURE_700, 40, 10000, {250, 0} },
+ { "CURE_1000", ACT_CURE_1000, 50, 15000, {888, 0} },
+ { "CURING", ACT_CURING, 30, 5000, {100, 0} },
+ { "CURE_MANA_FULL", ACT_CURE_MANA_FULL, 60, 20000, {777, 0} },
+
+ { "ESP", ACT_ESP, 30, 1500, {200, 0} },
+ { "BERSERK", ACT_BERSERK, 10, 800, {75, 75} },
+ { "PROT_EVIL", ACT_PROT_EVIL, 30, 5000, {200, 200} },
+ { "RESIST_ALL", ACT_RESIST_ALL, 30, 5000, {111, 0} },
+ { "SPEED", ACT_SPEED, 40, 15000, {250, 0} },
+ { "XTRA_SPEED", ACT_XTRA_SPEED, 40, 25000, {200, 200} },
+ { "WRAITH", ACT_WRAITH, 90, 25000, {1000, 0} },
+ { "INVULN", ACT_INVULN, 90, 25000, {1000, 0} },
+ { "HELO", ACT_HELO, 10, 500, {30, 30} },
+ { "HELO_SPEED", ACT_HELO_SPEED, 30, 20000, {100, 200} },
+ { "RESIST_ACID", ACT_RESIST_ACID, 20, 2000, {40, 40} },
+ { "RESIST_FIRE", ACT_RESIST_FIRE, 20, 2000, {40, 40} },
+ { "RESIST_COLD", ACT_RESIST_COLD, 20, 2000, {40, 40} },
+ { "RESIST_ELEC", ACT_RESIST_ELEC, 20, 2000, {40, 40} },
+ { "RESIST_POIS", ACT_RESIST_ACID, 20, 2000, {40, 40} },
+
+ { "LIGHT", ACT_LIGHT, 10, 150, {10, 10} },
+ { "MAP_LIGHT", ACT_MAP_LIGHT, 30, 500, {50, 50} },
+ { "DETECT_ALL", ACT_DETECT_ALL, 30, 1000, {55, 55} },
+ { "DETECT_XTRA", ACT_DETECT_XTRA, 50, 12500, {100, 0} },
+ { "ID_FULL", ACT_ID_FULL, 50, 10000, {75, 0} },
+ { "ID_PLAIN", ACT_ID_PLAIN, 20, 1250, {10, 0} },
+ { "RUNE_EXPLO", ACT_RUNE_EXPLO, 40, 4000, {200, 0} },
+ { "RUNE_PROT", ACT_RUNE_PROT, 60, 10000, {400, 0} },
+ { "SATIATE", ACT_SATIATE, 10, 2000, {200, 0} },
+ { "DEST_DOOR", ACT_DEST_DOOR, 10, 100, {10, 0} },
+ { "STONE_MUD", ACT_STONE_MUD, 20, 1000, {3, 0} },
+ { "RECHARGE", ACT_RECHARGE, 30, 1000, {70, 0} },
+ { "ALCHEMY", ACT_ALCHEMY, 50, 10000, {500, 0} },
+ { "DIM_DOOR", ACT_DIM_DOOR, 50, 10000, {100, 0} },
+ { "TELEPORT", ACT_TELEPORT, 10, 2000, {25, 0} },
+ { "RECALL", ACT_RECALL, 30, 7500, {200, 0} },
+ { "JUDGE", ACT_JUDGE, 90, 50000, {20, 20} },
+ { "TELEKINESIS", ACT_TELEKINESIS, 20, 5500, {25, 25} },
+ { "DETECT_UNIQUE", ACT_DETECT_UNIQUE, 40, 10000, {200, 0} },
+ { "ESCAPE", ACT_ESCAPE, 10, 3000, {35, 0} },
+ { "DISP_CURSE_XTRA", ACT_DISP_CURSE_XTRA, 40, 30000, {0, 0} },
+ { "BRAND_FIRE_BOLTS", ACT_BRAND_FIRE_BOLTS, 40, 20000, {999, 0} },
+ { "RECHARGE_XTRA", ACT_RECHARGE_XTRA, 70, 30000, {200, 0} },
+ { "LORE", ACT_LORE, 10, 30000, {0, 0} },
+ { "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000, {100, 100} },
+ { "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500, {10, 0} },
+ { "DETECT_ALL_MONS", ACT_DETECT_ALL_MONS, 30, 3000, {150, 0} },
+ { "ULTIMATE_RESIST", ACT_ULTIMATE_RESIST, 90, 20000, {777, 0} },
+
+ { "FISHING", ACT_FISHING, 0, 100, {0, 0} },
+ { "INROU", ACT_INROU, 40, 15000, {150, 150} },
+ { "MURAMASA", ACT_MURAMASA, 0, 0, {-1, 0} },
+ { "BLOODY_MOON", ACT_BLOODY_MOON, 0, 0, {3333, 0} },
+ { "CRIMSON", ACT_CRIMSON, 0, 50000, {15, 0} },
+
+ { NULL, 0, 0, 0, {0, 0} }
};