Lowered power of 'chill' spell.
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2
data.c
2
data.c
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@ -4712,7 +4712,7 @@ void initobjects(void) {
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// elemental - cold
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// elemental - cold
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///////////////////
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///////////////////
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// l1
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// l1
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addot(OT_S_CHILL, "chill", "Deals 1 cold damage to the target per exposed body part.", MT_NOTHING, 0, OC_SPELL, SZ_TINY);
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addot(OT_S_CHILL, "chill", "Deals damage to the target based on exposed body parts.", MT_NOTHING, 0, OC_SPELL, SZ_TINY);
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addflag(lastot->flags, F_SPELLSCHOOL, SS_COLD, NA, NA, NULL);
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addflag(lastot->flags, F_SPELLSCHOOL, SS_COLD, NA, NA, NULL);
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addflag(lastot->flags, F_MAXPOWER, 1, NA, NA, NULL);
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addflag(lastot->flags, F_MAXPOWER, 1, NA, NA, NULL);
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addflag(lastot->flags, F_SPELLLEVEL, 1, NA, NA, NULL);
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addflag(lastot->flags, F_SPELLLEVEL, 1, NA, NA, NULL);
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2
spell.c
2
spell.c
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@ -5797,7 +5797,7 @@ int dospelleffects(lifeform_t *caster, enum OBTYPE spellid, int power, lifeform_
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// how many body parts are impacted?
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// how many body parts are impacted?
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exposedlimbs = getexposedlimbs(target);
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exposedlimbs = getexposedlimbs(target);
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dam = rnd(1,exposedlimbs);
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dam = rnd(1,exposedlimbs/2);
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if (isplayer(target)) {
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if (isplayer(target)) {
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msg("^%cThe air around you feels icy cold!", getlfcol(target, CC_BAD));
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msg("^%cThe air around you feels icy cold!", getlfcol(target, CC_BAD));
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