// bighammer.c
// bighammer.c

inherit SSERVER

int cast(object me, object target)
{
        int success_adj, damage_adj


        if( !target ) target = offensive_target(me)

        if( !target
        ||      !target->is_character()
        ||      target->is_corpse()
        ||      target==me)
                return notify_fail(你要用大力降魔杵打谁？\n)

        if((int)me->query(mana)  25+2*(int)me-query(mana_factor) )
                return notify_fail(你的法力不够！\n)

        if((int)me->query(sen) < 20 )
                return notify_fail(你无法集中精力，别砸中自己了！\n)

        me->add(mana, -25-2*(int)me->query(mana_factor))
        me->receive_damage(sen, 10)

        if( random(me->query(max_mana)) < 50 ) {
                write(好象没反应，再来一次吧！\n)
                return 1
        }

        SPELL_D->attacking_cast(
                me, 
                        //attacker 
                target, 
                        //target
                success_adj,    
                        //success adjustment
                damage_adj,     
                        //damage adjustment
                "both",                 
                        //damage type: could be qi/kee, shen/sen, ...default both
                HIC $N口中念了几句咒文，半空中现出阿傩，迦叶二尊者，各人手执\n一根巨大无比的降魔杵，呼！地一声向$n当头砸下！\n NOR,
                        //initial message
                HIC 结果砸个正着，差点没把$n砸扁！\n NOR, 
                        //success message
                HIC 但是$n在千钧一发之际躲了开来。\n NOR, 
                        //fail message
                HIC 但是降魔杵被$n以法力一引，反而砸到了$N的顶门！\n NOR, 
                        //backfire initial message
                HIC 结果砸个正着，差点没把$n砸扁！\n NOR
                        //backfire hit message. note here $N and $n!!!
        )

        me->start_busy(1+random(2))
        return 3+random(5)
}



inherit SSERVER

int cast(object me, object target)
{
        int success_adj, damage_adj


        if( !target ) target = offensive_target(me)

        if( !target
        ||      !target->is_character()
        ||      target->is_corpse()
        ||      target==me)
                return notify_fail(你要用大力降魔杵打谁？\n)

        if((int)me->query(mana)  25+2*(int)me-query(mana_factor) )
                return notify_fail(你的法力不够！\n)

        if((int)me->query(sen) < 20 )
                return notify_fail(你无法集中精力，别砸中自己了！\n)

        me->add(mana, -25-2*(int)me->query(mana_factor))
        me->receive_damage(sen, 10)

        if( random(me->query(max_mana)) < 50 ) {
                write(好象没反应，再来一次吧！\n)
                return 1
        }

        SPELL_D->attacking_cast(
                me, 
                        //attacker 
                target, 
                        //target
                success_adj,    
                        //success adjustment
                damage_adj,     
                        //damage adjustment
                "both",                 
                        //damage type: could be qi/kee, shen/sen, ...default both
                HIC $N口中念了几句咒文，半空中现出阿傩，迦叶二尊者，各人手执\n一根巨大无比的降魔杵，呼！地一声向$n当头砸下！\n NOR,
                        //initial message
                HIC 结果砸个正着，差点没把$n砸扁！\n NOR, 
                        //success message
                HIC 但是$n在千钧一发之际躲了开来。\n NOR, 
                        //fail message
                HIC 但是降魔杵被$n以法力一引，反而砸到了$N的顶门！\n NOR, 
                        //backfire initial message
                HIC 结果砸个正着，差点没把$n砸扁！\n NOR
                        //backfire hit message. note here $N and $n!!!
        )

        me->start_busy(1+random(2))
        return 3+random(5)
}


