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authorSteve Melenchuk <smelenchuk@gmail.com>2014-02-17 11:03:45 -0700
committerSteve Melenchuk <smelenchuk@gmail.com>2014-02-25 22:26:09 -0700
commitbfda3da51aaee884b17f1828b9c3c30042064e90 (patch)
tree907ea8905a1476399ad7f1cfb640cf0313f14016 /crawl-ref/source/spl-damage.h
parent83eb72f014f1f7d467a9b883fd24879eeba70405 (diff)
downloadcrawl-ref-bfda3da51aaee884b17f1828b9c3c30042064e90.tar.gz
crawl-ref-bfda3da51aaee884b17f1828b9c3c30042064e90.zip
Glaciate.
Level 9 Conjuration/Ice; generates a cone-shaped great blast of ice around a specified target. The minimum range of the cone is 3, and the maximum is LOS at maximum spellpower; damage within a minimum-range cone is equivalent to Ice Storm, and falls off with the square of the distance for larger cones. Leaves freezing clouds over the affected area, like Ice Storm; they dissipate really quickly over large areas, though. Targets hit with Glaciate are flash-frozen; they are subject to slow movement for three turns. Targets killed with Glaciate have a 3/5 chance of becoming a block of ice (similar to a pillar of salt). Also contains a monster-castable version of the spell. Replaces Ice Storm; most of Ice Storm's code disappears (ZAP_ICE_STORM is TAG_MAJOR_VERSION == 34'd out). Go fight Lom Lobon to see the monster version. Large chunks of this either originate from a patch from Keanan Smith (Siegurt), seen at https://crawl.develz.org/mantis/view.php?id=7760, or from the following discussion on Tavern: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9854
Diffstat (limited to 'crawl-ref/source/spl-damage.h')
-rw-r--r--crawl-ref/source/spl-damage.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/crawl-ref/source/spl-damage.h b/crawl-ref/source/spl-damage.h
index f19db4d73f..481695895f 100644
--- a/crawl-ref/source/spl-damage.h
+++ b/crawl-ref/source/spl-damage.h
@@ -64,4 +64,7 @@ void toxic_radiance_effect(actor* agent, int mult);
spret_type cast_searing_ray(int pow, bolt &beam, bool fail);
void handle_searing_ray();
void end_searing_ray();
+
+spret_type cast_glaciate(actor *caster, int pow, coord_def aim,
+ bool fail = false);
#endif