LPMUD/
LPMUD/BIN/
LPMUD/DOC/
LPMUD/MUDLIB/
LPMUD/MUDLIB/BANISH/
LPMUD/MUDLIB/D/
LPMUD/MUDLIB/DOC/
LPMUD/MUDLIB/DOC/DOMAINS/
LPMUD/MUDLIB/DOC/EFUN/
LPMUD/MUDLIB/DOC/EXAMPLES/
LPMUD/MUDLIB/DOC/EXAMPLES/ARMOUR/
LPMUD/MUDLIB/DOC/EXAMPLES/CONTAIN/
LPMUD/MUDLIB/DOC/EXAMPLES/FOOD/
LPMUD/MUDLIB/DOC/EXAMPLES/MAGIC/
LPMUD/MUDLIB/DOC/EXAMPLES/MONSTER/
LPMUD/MUDLIB/DOC/EXAMPLES/ROOM/
LPMUD/MUDLIB/DOC/EXAMPLES/WEAPONS/
LPMUD/MUDLIB/FUNCTION/
LPMUD/MUDLIB/INCLUDE/
LPMUD/MUDLIB/INCLUDE/FN_SPECS/
LPMUD/MUDLIB/INCLUDE/SKILLS/
LPMUD/MUDLIB/INFO/
LPMUD/MUDLIB/INHERIT/BASE/
LPMUD/MUDLIB/LOG/
LPMUD/MUDLIB/MANUALS/312/
LPMUD/MUDLIB/NEWS/
LPMUD/MUDLIB/OBJ/PARTY/
LPMUD/MUDLIB/OBJ/SHADOWS/
LPMUD/MUDLIB/OBJECTS/COMPONEN/
LPMUD/MUDLIB/OPEN/
LPMUD/MUDLIB/OPEN/LIBRARY/
LPMUD/MUDLIB/OPEN/PARTY/
LPMUD/MUDLIB/PLAYERS/
LPMUD/MUDLIB/PLAYERS/ZIL/
LPMUD/MUDLIB/ROOM/
LPMUD/MUDLIB/ROOM/CITY/ARENA/
LPMUD/MUDLIB/ROOM/CITY/CREATOR/
LPMUD/MUDLIB/ROOM/CITY/GARDEN/MONST/
LPMUD/MUDLIB/ROOM/CITY/OBJ/
LPMUD/MUDLIB/ROOM/CITY/PUB/
LPMUD/MUDLIB/ROOM/CITY/SHOP/
LPMUD/MUDLIB/ROOM/DEATH/
LPMUD/MUDLIB/ROOM/REGISTRY/
LPMUD/MUDLIB/SECURE/
LPMUD/MUDLIB/SECURE/UDP_CMD_/
LPMUD/MUDLIB/SKILLS/
LPMUD/MUDLIB/SKILLS/FIGHTER/
LPMUD/MUDLIB/SKILLS/THIEF/
LPMUD/MUDLIB/USR/
LPMUD/MUDLIB/USR/CREATORS/
LPMUD/MUDLIB/USR/PLAYERS/
/* scare spell */

status scare(mixed target, mixed alt_type) {
  int level, i;
  string file;

  if(!alt_type) alt_type = "charm";
  level = (objectp(alt_type))
       ? (int)alt_type->query_cast_level()
       : (int)this_player()->query(alt_type);

  file = file_name(this_object());
  sscanf(file,"%s#%d",file,i);

  this_player()->load_spell(({
  "target",            target,
  "name",              "Scare",
  "sphere",            alt_type, 
  "cost",              14,
  "damage",            level,
  "immune",            "fear",
  "level",             14,
  "cast time",         2,
  "spell object",      file,
  "casting msg",       "You start to feel scared!\n",
  "casting msg room",  "You start to feel scared!\n",

/* other spell options...
  "area",
  "msg target",        0,
  "msg room",          0,
  "msg caster",        0,
  "passive",
  "component",         0,
 */
  }));
  return 1;
}

/***********************************************************************/
/* when cloned to target */


status cast_spell(object caster,object target,object prev,int dmg) {
  if((int)caster->query_spell_dmg() == dmg) {
    target->random_move();
  }
  else {
    tell_room(environment(target),"Nothing Happens....\n");
  }
  destruct(this_object());
  return 1;
}

status id(string str) {
  return str == "spell";
}

/* Native Mode Move */

#include <move.h>