/** Charm Animal, person, monster **/
#include <humanoid.h>
#define NAME "@@query_name:$this_player()$@@"
#define SPELLNAME (string)caster->query_spell_name()
#define SPELLDMG (int)caster->query_spell_dmg()
#define TARGET_WIS (int)target->query_wisdom()
#define CASTER_CHR (int)caster->query_charisma()
status charm(string spell_type, mixed alt_type) {
int level, i;
string file;
string targ, spell_name;
int spell_level;
if(!spell_type) {
notify_fail("Charm animal, charm person, charm monster?\n");
return 0;
}
if(!alt_type) alt_type = "charm";
level = (objectp(alt_type))
? (int)alt_type->query_cast_level()
: (int)call_other(this_player(),"query_"+alt_type);
file = file_name(this_object());
sscanf(file, "%s#%d", file, i);
sscanf(spell_type, "%s %s", spell_type, targ);
spell_type = lower_case(spell_type);
switch(spell_type) {
case "animal":
spell_name = "Charm Animal";
spell_level = 2;
break;
case "person":
spell_name = "Charm Person";
spell_level = 12;
break;
case "monster":
spell_name = "Charm Monster";
spell_level = 18;
break;
default:
notify_fail("Charm animal, charm person, charm monster?\n");
return 0;
break;
}
this_player()->load_spell(({
"target", targ,
"name", spell_name,
"sphere", alt_type,
"cost", spell_level,
"damage", level,
"immune", "charm",
"level", spell_level,
"cast time", 2,
"spell object", file,
"casting msg", "You start to feel empathic...\n",
"casting msg room", NAME +" starts to look very trusting.\n",
"passive",
/* other spell options...
"msg target", 0,
"msg room", 0,
"msg caster", 0,
"passive",
"component", 0,
*/
}));
return 1;
}
/* call when this object is cloned to target */
status cast_spell(object caster, object target, object previous, int level) {
object charm;
#ifndef PLAYER_KILL
if(!(caster->query_npc() || target->query_npc())) {
write(target->query_name() +" gets upset with you!!\n");
tell_object(target,caster->query_name() +" tried to charm you.\n");
destruct(this_object()); /* get rid of cloned object */
return 1;
}
#endif
if(((int)target->query_level() < 3 && SPELLNAME == "Charm Animal")
|| (humanoid(target) && SPELLNAME == "Charm Person")
|| (SPELLNAME == "Charm Monster")) {
if(SPELLDMG == level) { /* did not save */
if((charm = present("charm", caster))) {
write("You lose a friend.\n");
destruct(charm);
}
target->set_aggressive(0);
target->stop_fight(caster);
caster->stop_fight(target);
charm = clone_object("skills/obj/charm_ob");
charm->set_charmed(target);
move_object(charm, caster);
write("A trust forms between you and "+ target->query_name() +".\n");
tell_object(target,"You find "+ caster->query_name()
+" very trusting.\n");
if(!present("soul", target)) {
move_object(clone_object("obj/soul"),target);
}
destruct(this_object());
return 1;
}
}
if(random(TARGET_WIS) < random(CASTER_CHR)) {
write(target->query_name() +" does not take any notice of you.\n");
}
else {
write(target->query_name() +" gets upset with you!!\n");
target->add_secondary_attacker(caster);
}
destruct(this_object()); /* get rid of cloned object */
return 1; /* do damage */
}
status id(string str) { return (str == "spell"); }
/* Native Mode Move */
#include <move.h>