
drainĭraining damage that will heal the attacker oneshot reloadsnd Ĭlears all special attributes of the weapon. sndvol ĭvol -50 = half volume, 100 = double volume. The sound effect when the projectile starts flying, ranged weapons only. If flymode is 1 a fly sprite (see table Fly Sprites (flyspr)) should be used instead of a look number. The visual effect (see table Visual Effects (look)) of the flying projectile, ranged weapons only.

See the table Fly Sprites (flyspr) for possible sprites to use. If using a sprite (flymode 1) then the look value will be used to set the sprite used. Fireball uses this effect to create a single flying fireball, but with a larger aoe explosion. Those marked with an asterisk (*) behave like normal for aoe 1 effects, but with larger aoe they still only create one flying graphical effect. Set this if a projectile should be visible for a ranged attack. The sound effect when the weapon strikes down. Sets the visual effect that occurs where the weapon strikes down, e.g. 30xx must be written as a 4 digit number e.g. There are also many special values that can be used for other kind of areas. A value of x will hit up to x monsters near the target. The default value is 0 (a single monster). Sets the area of effect for the weapon in squares. The special afflictions and benefit effects are listed in table Special Afflictions and table Special Benefits. Note that damage types 12 and 13 require a bitmask value for their special effects. The default value is 0, which makes the weapon a natural weapon whose base damage is determined during monster modding. The default value is 3 (piercing damage).

Table Damage Types (dmgtype) contains the list of possible damage types. Some common initiative values are these 1=spell, 2=fist/dagger/bow, 3=club/axe, 4=sword, 6=spear.

Initiative value for the weapon, default is 2. See the Target Ranks (trgrank) table for the possible values. Sets the battlefield row where the weapon hits. Resistances and other Damage Mitigations.
