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ID
case 'combatRamHit': // XXX draw animations for this group 
ID
we lack impact animations for walls so not playing them (group.hit is used for damaged wall) 
ID
case 'combatRamMiss': // XXX draw animations for this group 
ID
var sound = sound || 'XXX
ID
same as Conflux (TPTHBKEL) but we don't have Complete version's resources yet so using that one 
C, ID
Must be rechecked and remaining OB* filled in. 
ID
$enchanter => 'PMAGEX', // XXX 
ID
$evilEye => 'PMAGEX', // XXX 
I, ID
Unknown chance. 
I, ID
Unknown chance. 
C, ID
add missing