#12000 Wear Spike Effect~ 1 j 100 ~ wait 1s oechoaround %actor% As %actor.name% grabs the crystal, it begins to audibly hum with energy! osend %actor% As you grab the crystal, it begins to hum loudly with energy! ~ #12001 Spike Fused To Hand~ 1 l 100 ~ osend %actor% The spike appears to be fused to your hand! return 0 halt ~ #12002 Spike Out of Energy~ 1 c 1 c~ if (%actor.mana% > 0) return 0 halt end * Actor is holding the spike, and has 0 mana. Time to explode! wait 1 oechoaround %actor% A crystal held by %actor.name% explodes in flames! osend %actor% The crystal spike explodes in flames! dg_cast 'fireball' %actor% opurge %self% return 1 ~ #12003 Phalanx Explodes~ 0 l 10 ~ mecho BOOM! The phalanx explodes! mecho A spike falls to the ground, sparkling along the way. mload obj 12000 mpurge %self% ~ #12004 Blocks Up~ 0 c 100 u~ mecho %self.name% whirs about the ceiling blocking the lava tube. ~ #12005 spiny boccila random~ 0 b 50 ~ * From Spiny Boccila Specproc if %self.fighting% halt end switch %random.2% case 1 emote flips onto its back...or is that its front? break case 2 emote makes some clicking noises. break done ~ $~