示例#1
0
static void _drain_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Drain");
        break;
    case SPELL_DESC:
        var_set_string(res, "When using this technique you will drain life from your foes. In addition, enemies will never fully recover from the wounds you inflict.");
        break;
    default:
        _toggle_spell(MAULER_TOGGLE_DRAIN, cmd, res);
        break;
    }
}
示例#2
0
static void _maul_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Maul");
        break;
    case SPELL_DESC:
        var_set_string(res, "When using this technique you will maul your opponents.");
        break;
    default:
        _toggle_spell(MAULER_TOGGLE_MAUL, cmd, res);
        break;
    }
}
示例#3
0
static void _stealth_toggle_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Stealthy Approach");
        break;
    case SPELL_DESC:
        var_set_string(res, "When using this technique, you will gain enhanced stealth.");
        break;
    default:
        _toggle_spell(MYSTIC_TOGGLE_STEALTH, cmd, res);
        break;
    }
}
示例#4
0
static void _block_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Block");
        break;
    case SPELL_DESC:
        var_set_string(res, "When using this technique, you will gain an AC bonus based on the weight of your current weapon.");
        break;
    default:
        _toggle_spell(MAULER_TOGGLE_BLOCK, cmd, res);
        break;
    }
}
示例#5
0
static void _retaliate_toggle_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Aura of Retaliation");
        break;
    case SPELL_DESC:
        var_set_string(res, "When using this technique, you will retaliate when struck.");
        break;
    default:
        _toggle_spell(MYSTIC_TOGGLE_RETALIATE, cmd, res);
        break;
    }
}
示例#6
0
static void _offense_toggle_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Death Stance");
        break;
    case SPELL_DESC:
        var_set_string(res, "When using this technique, you concentrate all your mental efforts on offensive deadliness. As such, you become more exposed to enemy attacks.");
        break;
    default:
        _toggle_spell(MYSTIC_TOGGLE_OFFENSE, cmd, res);
        break;
    }
}
示例#7
0
static void _fast_toggle_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Quick Approach");
        break;
    case SPELL_DESC:
        var_set_string(res, "When using this technique, you will move with great haste.");
        break;
    default:
        _toggle_spell(MYSTIC_TOGGLE_FAST, cmd, res);
        break;
    }
}
示例#8
0
static void _defense_toggle_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Defensive Stance");
        break;
    case SPELL_DESC:
        var_set_string(res, "When using this technique, you gain increased armor class at the expense of your fighting prowess.");
        break;
    default:
        _toggle_spell(MYSTIC_TOGGLE_DEFENSE, cmd, res);
        break;
    }
}
示例#9
0
void blink_toggle_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Blinking Death");
        break;
    case SPELL_DESC:
        var_set_string(res, "When using this technique, you will execute a short range, line of sight teleport after every action.");
        break;
    default:
        _toggle_spell(LEPRECHAUN_TOGGLE_BLINK, cmd, res);
        break;
    }
}