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Pow File
The *.pow file, or the powers file, contains any special powers used by creatures or items in your zone.
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NOT REQUIRED: This file is not required for new areas. Powers should be introduced with great care and all powers must receive approval from an appropriate staff member.
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ANSI Color: Full ANSI Color options work for powers.
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Names: When naming your power, be sure to use a completely original name.
- Power names cannot even begin with a string that is already in use.
- Example: You cannot make a power named "Puppeteer Clamp" because it will conflict with the "Puppet" spell already in game.
- Power names cannot even begin with a string that is already in use.
Assign: Give a mob powers with the POWER:
line in the Mob File.
Example Mob: A dao noble has access to some earthy spells.
#424670
dao noble~
&+ya d&cra&cyo &cyn&cwo&cLb&Cyle&N~
&cyA d&cra&cyo &cyn&Cwo&cLb&cyle is here.&N~
&cyThis is a snide genie with bronze skin flecked
&cywith gold. His narrow eyes are thinly slitted.
&cySlightly pointed ears lay flat against the sides
&cyof his shaven skull. His only hair is a small
&cytopknot tied atop his head. A pair of baggy
&cypantaloons are his only piece of clothing.&N
~
71309408 503316540 0 -500 S
EE 0 0
53 0 0 0d0+0 0d0+0
0.0.0.0 0
131 131 1
POWER: Sandblast, Earthblood
Typical Powers: Many of the current class spells/skills have already been converted into "powers". These powers can be assigned to mobs without recreating them in the Pow File.
- Using this method you can grant a mob a single spell without giving it an entire spellcasting class. Just remember to add AI in the Soc File with the following command:
Example Soc: Mob uses the earthblood power (that was assigned in the Mob File)
MOB: 424673 PERIODIC
FLAG: 2 ;; COMBAT ONLY
CHANCE: 0 ;; EVERY 10 SECONDS
DELAY: 0
ACTION: 724 ;; POWER
'earthblood'
~
DONE
You can also give powers to items in the Obj File.
Examples, current power file syntax, and other useful information can be found at the following link: