/* monster summon 2 */ inherit "/skills/obj/summoned"; void reset(status arg) { ::reset(arg); if (arg) return; set_msgin("follows its master"); set_msgout("goes after its master"); set_alias("summoned"); set_enchanted(1); } status cast_spell(object caster,object target,object prev,int level) { int type, number; object summoned; int i; if(environment(caster)->query_no_summon()) { write("Something prevents the summoning.\n"); destruct(this_object()); return 1; } type = random(3); switch(type) { case 0: set_name("bear"); set_level(10); set_race("bear"); set_short("Bear"); set_long("The bear growls as you stare at it.\n"+ "It looks like a Grizzly Bear.\n"); break; case 1: set_name("wolf"); set_level(7); set_race("wolf"); set_short("Wolf"); set_long("Your mind sinks into the void of the black wolf's eyes.\n"); break; case 2: set_name("leopard"); set_level(11); set_race("leopard"); set_short("Leopard"); set_long("The leopard's sleek body is taut, "+ "ready to leap upon prey.\n"); break; } for(i = 1; summoned = present("summoned "+ i, environment(caster)); i++) { if((object)summoned->query_master() == caster) { write("You cannot control another summoned creature.\n"); destruct(this_object()); return 1; } } clone_object("obj/shadows/follow")->follow(caster, this_object()); return ::cast_spell(caster,target,prev,level); } /* Native Mode Move */ #include <move.h>