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author | Steve Melenchuk <smelenchuk@gmail.com> | 2014-02-17 11:03:45 -0700 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-02-25 22:26:09 -0700 |
commit | bfda3da51aaee884b17f1828b9c3c30042064e90 (patch) | |
tree | 907ea8905a1476399ad7f1cfb640cf0313f14016 /crawl-ref/source/spl-damage.h | |
parent | 83eb72f014f1f7d467a9b883fd24879eeba70405 (diff) | |
download | crawl-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.h | 3 |
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 |