Damage Spells
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Let's start with damage spells, the easiest ones. A basic damage spell might be:


Start.damage.spell
victim.target
min.damage: 500
max.damage: 1000
message.1: fireball
message.2: A fireball immolates $N.
message.3: $n waves $s hands and a fireball engulfs $N.
end.spell

The first line tells us it deals with damage. The second line tells us that it needs a target, a
victim in this case (other spell types might use object.).  The next two items are the spell's
variables. For a damage spell, there are only two, min.damage and max.damage. They can be the
same, and having a min.damage greater than a max.damage makes a bomb that takes less mana to
chant. This type of bomb is recomeneded for newbies (set min.damage to 500 and max.damage to 1).
After that are the messages. These are what people see when you cast the spell. The first message
is the type of damage, the second is what you, the caster sees, and the third is what everyone
else sees. The poor victim just gets a 'A fireball hits you' message *=) Every spell ends with
'end.spell', then you want to 'c ins page book'. Every spell is basically the same. However,
some have more complex variables, more variables, and the message 'aiming' is different.  Check out the tables below for more information on what you can do to change your spells to have different effects

Format:
~~~~~~~

Start..spell - Starts a spell of type (action/affect/damage)
[target] - See 'Targets'
[global.target] - Target something MUDwide except within a container
[reversed] - Reverses spell effect, ie damage to heal
[variables] - See 'Variables'
[messages] - What's shown when you cast the spell
[next.page] - Chains spell. Next spell in book is cast.
end.spell - Ends the spell description

Targets:
~~~~~~~~
victim.target: Spell requires a mob or player target.
object.target: Spell requires an object target.
area.affect: Spell is cast against everyone in the room. This _includes_ group members. If you
do this, it's wise to include not.caster, possibly no.players.

Variables:
~~~~~~~~~~

min.damage: <minimum amount of damage to inflict >
max.damage: <maximum amount of damage to inflict >

An important aspect of damage spells is that they _can_ be reversed, making a heal spell. Since
it's much quicker to get mana back, a good heal spell could save you a great deal of time.

It's most mana efficient to have min.damage and max.damage the same. Damcap for max.damage is 1k,
damcap for min.damage is 500.

aggravated - Part of the Damage done by the spell is aggravated.
not.caster - Doesn't affect caster. Useful for area.affect spells
no.players - Doesn't affect players. Again, area.affect spells only
You want to know more?
On to Affect Spells
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