legend/
legend/area/
legend/player/
   if (ch->chi[MAXIMUM] < 6)
   if (ch->move < 10000)
   if (ch->chi[CURRENT] > 0)
      ch->chi[CURRENT] += 6;
      ch->move -= 10000;
	 vch_next = vch->next;
	 if (vch->in_room == NULL)
	 if (!IS_NPC (vch) && vch->pcdata->chobj != NULL)
	    if (vch->in_room == ch->in_room)
	 if (vch->in_room == ch->in_room && can_see (ch, vch))
	    if (vch == NULL || vch->position <= POS_STUNNED)
	    if (vch == NULL || vch->position <= POS_STUNNED)
   if (IS_CLASS (ch, CLASS_MONK) && ch->monkab[BODY] < 5)
   if (IS_SET (ch->act, PLR_WIZINVIS))
      REMOVE_BIT (ch->act, PLR_WIZINVIS);
      SET_BIT (ch->act, PLR_WIZINVIS);
      ch->move -= 500;
   if (ch->monkab[AWARE] < 1)
   if (ch->monkab[AWARE] >= 1)
   if (ch->monkab[AWARE] >= 2)
   if (ch->monkab[AWARE] >= 3)
   if (ch->monkab[AWARE] >= 4)
   if (ch->monkab[AWARE] >= 5)
   if (ch->monkab[BODY] < 1)
   if (ch->monkab[BODY] >= 1)
   if (ch->monkab[BODY] >= 2)
   if (ch->monkab[BODY] >= 3)
   if (ch->monkab[BODY] >= 4)
   if (ch->monkab[BODY] >= 5)
   if (ch->monkab[SPIRIT] < 1)
   if (ch->monkab[SPIRIT] >= 1)
   if (ch->monkab[SPIRIT] >= 2)
   if (ch->monkab[SPIRIT] >= 3)
   if (ch->monkab[SPIRIT] >= 4)
   for (gch = char_list; gch != NULL; gch = gch->next)
      if (gch->clannum > 0)
         sprintf(clan, "%s", nclans_table[gch->clannum].name);
	       capitalize (gch->name),clan,
	       gch->hit, (gch->hit * 100 / gch->max_hit),
	       gch->mana, (gch->mana * 100 / gch->max_mana),
	       gch->move, (gch->move * 100 / gch->max_move), gch->exp);
   if (ch->practice < 60)
   ch->practice -= 60;
   if (IS_SET (ch->special, SPC_PRINCE))
   if (ch->pcdata->stats[UNI_GEN] < 3)
   if (ch->exp < 50000)
   ch->exp -= 50000;
   victim->lord = str_dup (ch->name);
   //    victim->clan=str_dup(ch->clan);
   victim->pcdata->stats[UNI_GEN] = ch->pcdata->stats[UNI_GEN] + 1;
   if (IS_SET (ch->newbits, NEW_MONKFLAME))
      REMOVE_BIT (ch->newbits, NEW_MONKFLAME);
   if (!IS_SET (ch->newbits, NEW_MONKFLAME))
      SET_BIT (ch->newbits, NEW_MONKFLAME);
   if (ch->monkab[BODY] < 1)
   if (IS_SET (ch->newbits, NEW_MONKADAM))
      REMOVE_BIT (ch->newbits, NEW_MONKADAM);
   if (!IS_SET (ch->newbits, NEW_MONKADAM))
      SET_BIT (ch->newbits, NEW_MONKADAM);
   if (ch->monkab[SPIRIT] < 4)
   if (ch->move < 250)
   if (IS_SET (ch->flag2, AFF2_INARENA))
   if (ch->fight_timer > 0)
   if (victim->in_room->vnum == ch->in_room->vnum)
   ch->move = ch->move - 250;
   if (IS_CLASS (ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 12)
   if (ch->mana < 300)
   if (ch->fighting != NULL)
      ch->hit += 150;
      ch->mana -= 400;
   if (ch->fighting == NULL)
      ch->hit += 500;
      ch->mana -= 400;
      if (ch->chi[CURRENT] > 0 && ch->chi[CURRENT] < 3)
      if (ch->chi[CURRENT] > 2)
	 dam *= (ch->chi[CURRENT] / 2);
      dam = dam + (dam * ((ch->wpn[0] + 1) / 100));
      stance = ch->stance[0];
   if (ch->monkab[SPIRIT] < 4)
   if (ch->fight_timer > 0)
    if ( ch->monkab[SPIRIT] < 3 )
	SET_BIT(ch->monkstuff, MONK_HEAL);
   if (ch->monkab[SPIRIT] < 3)
   if (ch->fight_timer > 0)
   if (ch->pcdata->obeah > 0)
      if (ch->pcdata->obeah > 1)
		  ch->pcdata->obeah);
   if (ch->mana < 300)
   ch->pcdata->obeah = 60;
	 (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim);
   if (!IS_CLASS (ch, CLASS_MONK) || ch->monkab[BODY] < 3)
   if (IS_SET (ch->newbits, NEW_POWER))
      REMOVE_BIT (ch->newbits, NEW_POWER);
   if (ch->move < 100)
   SET_BIT (ch->newbits, NEW_POWER);
   ch->move -= 25;
   if (ch->chi[CURRENT] < 1)
   if (ch->position == POS_FIGHTING)
   if (ch->beast_timer > 0)
      sprintf(buf,"You must wait another %d ticks before you can relax again.\n\r",ch->beast_timer);
   ch->chi[CURRENT]--;
   ch->beast_timer = 20;
   if (ch->fighting == NULL)
   if (ch->chi[CURRENT] >= ch->chi[MAXIMUM])
      if (ch->chi[MAXIMUM] == 0)
		  ch->chi[MAXIMUM]);
   if (ch->move < 500 + ((ch->chi[CURRENT] + 1) * 20))
   if (ch->chi[CURRENT] == 0)
   if (ch->chi[CURRENT] == 1)
   if (ch->chi[CURRENT] == 2)
   if (ch->chi[CURRENT] == 3)
   if (ch->chi[CURRENT] == 4)
   if (ch->chi[CURRENT] == 5)
   if (ch->chi[CURRENT] < ch->chi[MAXIMUM])
      ch->chi[CURRENT]++;
   ch->move -= ((ch->chi[CURRENT] * 20));
   if ((victim = ch->fighting) == NULL)
   if (ch->monkcrap == 0)
      SET_BIT (ch->monkcrap, COMB_SHIN);
   else if (ch->monkcrap > 0)
      ch->monkcrap = 0;
   if (number_range (1, (7 - ch->chi[CURRENT])) == 1)
   if ((victim = ch->fighting) == NULL)
   if ((IS_SET (ch->monkcrap, COMB_SHIN) || IS_SET (ch->monkcrap, COMB_REV1)) && !IS_SET (ch->monkcrap, COMB_KNEE))
      SET_BIT (ch->monkcrap, COMB_KNEE);
   else if (ch->monkcrap > 0)
      ch->monkcrap = 0;
   if ((victim = ch->fighting) == NULL)
   if (ch->monkcrap == 0)
      SET_BIT (ch->monkcrap, COMB_REV1);
   else if (IS_SET (ch->monkcrap, COMB_REV1)
	    && IS_SET (ch->monkcrap, COMB_SWEEP))
      ch->move += UMIN (10000, move);
      ch->hit += UMIN (10000, move);
      ch->mana += UMIN (10000, move);
      ch->monkcrap = 0;
   if ((victim = ch->fighting) == NULL)
   if (IS_SET (ch->monkcrap, COMB_REV1))
      SET_BIT (ch->monkcrap, COMB_SWEEP);
      ch->move += UMIN (10000, mana);
      ch->hit += UMIN (10000, mana);
      ch->mana += UMIN (10000, mana);
      ch->monkcrap = 0;
      ch->monkcrap = 0;
   if ((victim = ch->fighting) == NULL)
   if ((victim = ch->fighting) == NULL)
   if (ch->monkcrap == 0 && !IS_SET (ch->monkcrap, COMB_THRUST1))
      SET_BIT (ch->monkcrap, COMB_THRUST1);
   else if (IS_SET (ch->monkcrap, COMB_THRUST1)
	    && !IS_SET (ch->monkcrap, COMB_THRUST2))
      SET_BIT (ch->monkcrap, COMB_THRUST2);
   else if (ch->monkcrap != 0)
      ch->monkcrap = 0;
   if ((victim = ch->fighting) == NULL)
      ch->monkcrap = 0;
      if (ch->chi[CURRENT] > 1)
      if (ch->chi[CURRENT] > 2)
      if (ch->chi[CURRENT] > 3)
      if (ch->chi[CURRENT] > 4)
      if (ch->chi[CURRENT] > 5)
   else if (IS_SET (ch->monkcrap, COMB_SHIN)
	    && IS_SET (ch->monkcrap, COMB_KNEE))
      ch->monkcrap = 0;
	 vch_next = vch->next;
	 if (number_hit > (ch->chi[CURRENT] + 1))
	 if (vch->in_room == NULL)
	 if (!IS_NPC (vch) && vch->pcdata->chobj != NULL)
	 if (vch->in_room == ch->in_room)
	    if ((mount = ch->mount) != NULL)
   if ((victim = ch->fighting) == NULL)
	       ch->monkab[AWARE] > 0 ? "*" : " ",
	       ch->monkab[AWARE] > 1 ? "*" : " ",
	       ch->monkab[AWARE] > 2 ? "*" : " ",
	       ch->monkab[AWARE] > 3 ? "*" : " ",
	       ch->monkab[AWARE] > 4 ? "*" : " ",
	       ch->monkab[BODY] > 0 ? "*" : " ",
	       ch->monkab[BODY] > 1 ? "*" : " ",
	       ch->monkab[BODY] > 2 ? "*" : " ",
	       ch->monkab[BODY] > 3 ? "*" : " ",
	       ch->monkab[BODY] > 4 ? "*" : " ");
	       ch->monkab[COMBAT] > 0 ? "*" : " ",
	       ch->monkab[COMBAT] > 1 ? "*" : " ",
	       ch->monkab[COMBAT] > 2 ? "*" : " ",
	       ch->monkab[COMBAT] > 3 ? "*" : " ",
	       ch->monkab[SPIRIT] > 0 ? "*" : " ",
	       ch->monkab[SPIRIT] > 1 ? "*" : " ",
	       ch->monkab[SPIRIT] > 2 ? "*" : " ",
	       ch->monkab[SPIRIT] > 3 ? "*" : " ");
	       ch->chi[MAXIMUM]);
      if (ch->chi[CURRENT] > 0)
		  ch->chi[CURRENT]);
      cost = (ch->chi[inpart] + 1) * 1000000;
      if (!str_cmp (arg, "body") && (ch->monkab[BODY] >= 5))
      if (!str_cmp (arg, "combat") && (ch->monkab[COMBAT] >= 4))
      if (!str_cmp (arg, "spirit") && (ch->monkab[SPIRIT] >= 4))
      if (!str_cmp (arg, "awareness") && (ch->monkab[AWARE] >= 5))
        if (ch->monkab[inpart] >= 5)
      if (ch->exp < cost)
      ch->monkab[inpart]++;
      ch->exp -= cost;
      if (ch->chi[MAXIMUM] >= 6)
      if (ch->exp < cost)
      ch->exp -= cost;
      ch->chi[MAXIMUM]++;
      if (ch->exp < cost)
      SET_BIT (ch->monkstuff, inpart);
      ch->exp -= cost;
   if (ch->monkab[SPIRIT] < 1)
   if (ch->move < 200)
      ch->move -= 100;
      ch->move -= 200;
   if (ch->pcdata->stats[UNI_GEN] > 2)
   if (strlen (ch->clan) < 3)
   if (str_cmp (victim->clan, ch->clan))