/* animated skeleton object */
inherit "/skills/obj/summoned";
void reset(status arg) {
::reset(arg);
if (arg) return;
set_alt_name("zombie");
set_long("It is a corpse of rotting flesh. The flesh is putrid.\n"+
"Its power of locamotion "+
"must come from some unnatural evil magic.\n");
set_smell("The skeleton smells really bad.\n");
set_msgin("follows its master");
set_msgout("goes after its master");
set_alias("animated");
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 you summoning.\n");
destruct(this_object());
return 1;
}
for(i = 1; summoned = present("animated "+ i, environment(caster)); i++) {
if((object)summoned->query_master() == caster) {
write("You cannot control another animated creature.\n");
destruct(this_object());
return 1;
}
}
if((summoned = present("corpse", caster)) && summoned->query_name()) {
set_name((string)summoned->query_name());
set_short("Zombie of "+ (string)summoned->query_name());
}
else {
set_name("zombie");
set_short("Zombie");
}
level /= 2;
level += 1;
if(level > 18) level = 18;
add_class("fighter");
set_level(level);
clone_object("obj/shadows/follow")->follow(caster,this_object());
return ::cast_spell(caster,target,prev,level);
}
/* Native Mode Move */
#include <move.h>