/* Ice Storm */
#define NAME "@@query_name:$this_player()$@@" /* gives greater flexibilty */
#define TARG "@@query_name:$this_object()$@@"
status ice(string targ, mixed alt_type) {
int dam, i;
string file;
if(!targ || !(targ == "storm" || sscanf(targ,"storm %s",targ))) {
notify_fail("ice storm?\n");
return 0;
}
if(!alt_type) alt_type = "evocation";
dam = (objectp(alt_type))
? (int)alt_type->query_cast_level()
: (int)call_other(this_player(),"query_"+alt_type);
dam *= (random(7) + 1);
if(dam > 60) dam = 60;
file = file_name(this_object());
sscanf(file,"%s#%d", file, i);
this_player()->load_spell(({
"target", targ,
"name", "Ice Storm",
"sphere", alt_type,
"cost", 15,
"damage", dam,
"immune", "cold",
"level", 17,
"cast time", 2,
"area",
"casting msg", "A chilling wind starts to blow around you...\n",
"casting msg room", "A chilling wind starts to blow around "+NAME+"...\n",
"msg target", "You are hit by bolder sized chunks if ice!\n",
"spell object", file,
/* other spell options...
"msg room", 0,
"msg caster", 0,
"passive",
"component", 0,
*/
}));
return 1;
}
/*************************************************************************/
/* when cloned to player */
status cast_spell(object caster,object target,object prev,int dam) {
destruct(this_object());
return (caster == target) ? 1 : 0; /* don't hit caster */
}
/* Native Mode Move */
#include <move.h>