This is an excerpt of the S_MagicBook.ini
In this file an explanation of each line
occurs in the appropriate section.


[S_MagicBook.S_MagicBook]
bAllowMagic=True
//if True, Everyone can use Strange's MagicBook
//if False, only Admins can use Strange's MagicBook
//This can also be toggled on-the-fly with 'Mutate bAllowMagic'
//if you are an admin

bEnableDamageMutator=True
//If True, the DamageMutator is enabled.
//This is needed for 'Revenge' to work. (In all game modes)
//Also, it is needed for 'S_God' to work in Coop properly
//If False, the DamageMutator does not load
//This cannot be toggled on-the-fly in a game

MagicName[0]=//Leave this line blank in the ini
MagicName[1]=Weapons
MagicName[2]=MaxHealth
MagicName[3]=MaxRunePower
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.
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MagicName[34]=S_Ghost
MagicName[35]=S_God
MagicName[36]=S_Invisible
//How the magic is listed on the HUD (Heads Up Display)
//and the name used to invoke in a mutate command, such as
//'Mutate MaxHealth'
//Recommed that you do not change it unless
//a mutator is causing a conflict
//Not changeable on-the-fly


MagicClass[0]=//Leave this line blank in the ini
MagicClass[1]=S_MagicBook.S_Weapons
MagicClass[2]=S_MagicBook.S_MaxHealth
MagicClass[3]=S_MagicBook.S_MaxRunePower
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.
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MagicClass[34]=S_MagicBook.S_Ghost
MagicClass[35]=S_MagicBook.S_God
MagicClass[36]=S_MagicBook.S_Invisible
//It is not recommended to change MagicClass Section
//Really, don't change this.

MagicEnabled[0]=//Leave this line blank in the ini
MagicEnabled[1]=True
MagicEnabled[2]=True
MagicEnabled[3]=True
.
.
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MagicEnabled[34]=True
MagicEnabled[35]=True
MagicEnabled[36]=True
//if True, individual Magic can be used by Everyone
//if False, then that individual Magic can only be used by Admins
//Example setting MagicEnabled[35]=False
//will restrict usage of 'Mutate S_God' to Admins only
//without affecting other Magics.
//Each Magic can be toggled on-the-fly with 'Mutate bMagicEnabled X'
//where 'X' is the number of the Magic (if you are an admin, of course).
//Note that MagicName[X] & MagicEnabled[X] refer to the magic
//MagicClass[X], and are used to change the casting
//Name and Enabled status,respectively.

[S_MagicBook.S_MagicBall]
bDisablePlanting=True
//If False,
//If a player is standing in the summon location for a projectile,
//he/she will be hit by the projectile and suffer the consequences.
//Example: In the case of a SuperBall, the player standing in the
//summon location will leave a pile of limbs and a big greasy stain on the floor.

//If True,
//If a player is standing in the summon location for a projectile,
//the projectile will be harmlessly absorbed by the player and cause no effect.
//Example: In the case of a SuperBall, the player standing in the summon
//location will be unaffected, and can continue to pound on you.

//Note that this option does not affect the BenefitBalls.
//BloodLustBall, HealthBall, and MaxRunePowerBall will always
//behave as though bDisablePlanting=False, and will affect players
//who are standing in the summon location.

[S_MagicBook.S_Teleporter]
RadiusSize=90
//If a RunePlayer is within the radius for the Teleporter HitLocation,
//it will not teleport you.

[S_MagicBook.S_Resurrect]
RadiusSize=90
//If a RunePlayer is within the radius of your dead postion for the Resurrect,
//you will not be able to resurrect.

[S_MagicBook.S_EnergyBall]
Damage=20
//This line allows you to set the damage
//amout for the EnergyBall
//Players start with 100 health,
//HealthRune maxes you out at 200

[S_MagicBook.S_Announcement]
LineCount=4
//Total number of lines you're gonna use. 4 is Max
Line[0]=Your Message Here
Line[1]=Your Message Here
Line[2]=Your Message Here
Line[3]=Your Message Here

[S_MagicBook.S_ShadowKiller]
TorchDamage=35
//This lets you set the damage for the Torch
//Players start with 100 health,
//HealthRune maxes you out at 200
//Remember, Torch Damage is altered depending
//on how you attack with it.

[S_MagicBook.S_MagicShield]
bNo2HandWeaponBug=True
//if True, Cannot cast MagicShield while wielding a
//two-handed weapon, such as the Sigurd's Axe.
//if False, Allows you to be quite unfair and summon and carry
//the MagicShield while wielding a two-handed weapon such as the Sigurd's Axe.

[S_MagicBook.S_Weapons]
WeaponCount=15
//Total number of weapons you'll get.
//Last is not stowed. If you want the
//last weapon stowed, set WeaponCount to one higher than the
//the total number of weapons.

LoadWeapon[0]=SigurdAxe
LoadWeapon[1]=DwarfBattleAxe
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//Name of weapon you'll get. If it's built into the game
//you can use just the weapon name. Otherwise you must include
//Package Name. Example:
//LoadWeapon[8]=Staff.Staff
//for the QuarterStaff package by Tarranogg
//The particular weapon package, of course, must be in your Rune/System Directory
//The built-in weapons are...
//Axes:     HandAxe, GoblinAxe, VikingAxe, SigurdAxe, DwarfBattleAxe
//Hammers:  RustyMace, BoneClub, TrialPitMace, DwarfWorkHammer, DwarfBattleHammer
//Swords:   VikingShortSword, RomanSword, VikingBroadSword, DwarfWorkSword, DwarfBattleSword

LoadShield=DwarfBattleShield
//Same as LoadWeapon
//The built-in shields to choose from are DarkShield, DwarfBattleShield,
//DwarfWoodShield, GoblinShield, MagicShield, VikingShield,
//VikingShield2, VikingShieldCross, WaterloggedShield
//and of course you could use a non-built shield if you have such a package.
//if you chose a magic shield, you could use the regular one, or the one in this
//Mod, "S_MagicBook.S_ModMagicShield" which is specially designed not to litter.
