/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * God Wars Mud improvements copyright (C) 1994, 1995, 1996 by Richard * * Woolcock. This mud is NOT to be copied in whole or in part, or to be * * run without the permission of Richard Woolcock. Nobody else has * * permission to authorise the use of this code. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" /* * Local functions. */ void adv_spell_damage args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void adv_spell_affect args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void adv_spell_action args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void birth_write args( ( CHAR_DATA *ch, char *argument ) ); bool birth_ok args( ( CHAR_DATA *ch, char *argument ) ); #define MAX_CHAIN(ch) ((ch)->class == CLASS_MAGE ? 5 : \ (ch)->class == CLASS_SKINDANCER ? 4 : 3) /* Need to get rid of those flames somehow - KaVir */ void do_smother( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Smother whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot smother yourself.\n\r", ch ); return; } if (!IS_AFFECTED(victim, AFF_FLAMING)) { send_to_char( "But they are not on fire!\n\r", ch ); return; } if ( number_percent() > 10 ) { act( "You try to smother the flames around $N but fail!", ch, NULL, victim, TO_CHAR ); act( "$n tries to smother the flames around you but fails!", ch, NULL, victim, TO_VICT ); act( "$n tries to smother the flames around $N but fails!", ch, NULL, victim, TO_NOTVICT ); if ( number_percent() > 98 && !IS_AFFECTED(ch,AFF_FLAMING) ) { act( "A spark of flame from $N's body sets you on fire!", ch, NULL, victim, TO_CHAR ); act( "A spark of flame from your body sets $n on fire!", ch, NULL, victim, TO_VICT ); act( "A spark of flame from $N's body sets $n on fire!", ch, NULL, victim, TO_NOTVICT ); SET_BIT(ch->affected_by, AFF_FLAMING); } return; } act( "You manage to smother the flames around $M!", ch, NULL, victim, TO_CHAR ); act( "$n manages to smother the flames around you!", ch, NULL, victim, TO_VICT ); act( "$n manages to smother the flames around $N!", ch, NULL, victim, TO_NOTVICT ); REMOVE_BIT(victim->affected_by, AFF_FLAMING); REMOVE_BIT(victim->more, MORE_FLAMES); return; } /* Loads of Vampire powers follow. KaVir */ void do_fangs( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_DEMON(ch) && !IS_VAMPIRE(ch) && !IS_WEREWOLF(ch)) { if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_FANGS)) { send_to_char("You haven't been granted the gift of fangs.\n\r",ch); return; } } else if (!IS_VAMPIRE(ch) && !IS_WEREWOLF(ch)) { send_to_char("Huh?\n\r",ch); return; } if (IS_VAMPIRE(ch) && ch->pcdata->wolf > 0) { send_to_char("Your beast won't let you retract your fangs.\n\r",ch); return; } if (IS_VAMPAFF(ch,VAM_FANGS) ) { send_to_char("Your fangs slide back into your gums.\n\r",ch); act("$n's fangs slide back into $s gums.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->vampaff, VAM_FANGS); return; } send_to_char("Your fangs extend out of your gums.\n\r",ch); act("A pair of razor sharp fangs extend from $n's mouth.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->vampaff, VAM_FANGS); return; } void do_shift( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; /* int toform = 0; */ argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_WEREWOLF(ch)) { send_to_char("Huh?\n\r",ch); return; } /* if ( arg[0] == '\0' ) { send_to_char( "You can shift between the following forms: Homid, Glabro, Crinos, Hispo, Lupus.\n\r", ch ); return; } if ( !str_cmp(arg,"homid" ) ) toform = 1; else if ( !str_cmp(arg,"glabro") ) toform = 2; else if ( !str_cmp(arg,"crinos") ) toform = 3; else if ( !str_cmp(arg,"hispo" ) ) toform = 4; else if ( !str_cmp(arg,"lupus" ) ) toform = 5; else { send_to_char( "You can shift between the following forms: Homid, Glabro, Crinos, Hispo, Lupus.\n\r", ch ); return; } if ( ch->pcdata->wolfform[0] < 1 || ch->pcdata->wolfform[0] > 5) ch->pcdata->wolfform[0] = 1; if ( ch->pcdata->wolfform[0] == toform ) { send_to_char( "You are already in that form.\n\r", ch ); return; } ch->pcdata->wolfform[1] = toform; */ if ( ch->pcdata->wolfform[1] <= FORM_HOMID ) { if (IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You can only change from homid form.\n\r", ch ); return; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); if (!IS_VAMPAFF(ch,VAM_NIGHTSIGHT)) SET_BIT(ch->vampaff, VAM_NIGHTSIGHT); if (!IS_VAMPAFF(ch,VAM_FANGS)) SET_BIT(ch->vampaff, VAM_FANGS); if (!IS_VAMPAFF(ch,VAM_CLAWS)) SET_BIT(ch->vampaff, VAM_CLAWS); send_to_char( "You transform into lupus form.\n\r", ch ); act( "$n transforms into a wolf.", ch, NULL, NULL, TO_ROOM ); clear_stats(ch); SET_BIT(ch->polyaff, POLY_WOLF); SET_BIT(ch->affected_by, AFF_POLYMORPH); sprintf(buf, "%s the wolf", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); ch->pcdata->wolfform[1] = FORM_LUPUS; return; } else { if ( ch->pcdata->wolfform[1] != FORM_LUPUS ) { send_to_char( "You can only change from lupus form.\n\r", ch ); return; } if (IS_VAMPAFF(ch,VAM_CLAWS)) REMOVE_BIT(ch->vampaff, VAM_CLAWS); if (IS_VAMPAFF(ch,VAM_FANGS)) REMOVE_BIT(ch->vampaff, VAM_FANGS); if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT)) REMOVE_BIT(ch->vampaff, VAM_NIGHTSIGHT); send_to_char( "You transform into homid form.\n\r", ch ); act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM ); REMOVE_BIT(ch->polyaff, POLY_WOLF); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); clear_stats(ch); free_string( ch->morph ); ch->morph = str_dup( "" ); ch->pcdata->wolfform[1] = FORM_HOMID; if (ch->pcdata->wolf >= 100) ch->pcdata->wolf = 99; return; } return; } void do_claws( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_SET(ch->act, PLR_DEMON) || IS_SET(ch->act, PLR_CHAMPION)) { if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_CLAWS)) { send_to_char("You haven't been granted the gift of claws.\n\r",ch); return; } } else if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch)) { send_to_char("Huh?\n\r",ch); return; } if ((IS_VAMPIRE(ch) || IS_GHOUL(ch)) && get_disc(ch,DISC_PROTEAN) < 2) { send_to_char("You require level 2 Protean to use Claws.\n\r",ch); return; } if ((IS_VAMPIRE(ch) || IS_GHOUL(ch)) && !IS_ABOMINATION(ch) && ch->pcdata->wolf > 0) { send_to_char("Your beast won't let you retract your claws.\n\r",ch); return; } if (IS_VAMPAFF(ch,VAM_CLAWS) ) { if (IS_VAMPIRE(ch) || IS_GHOUL(ch)) { send_to_char("Your claws slide back under your nails.\n\r",ch); act("$n's claws slide back under $s nails.", ch, NULL, NULL, TO_ROOM); } else if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_AHROUN) > 3) { send_to_char("Your gleaming silver talons slide back into your fingers.\n\r",ch); act("$n's gleaming silver talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM); } else { send_to_char("Your talons slide back into your fingers.\n\r",ch); act("$n's talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM); } REMOVE_BIT(ch->vampaff, VAM_CLAWS); return; } if (IS_VAMPIRE(ch) || IS_GHOUL(ch)) { send_to_char("Sharp claws extend from under your finger nails.\n\r",ch); act("Sharp claws extend from under $n's finger nails.", ch, NULL, NULL, TO_ROOM); } else if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_AHROUN) > 3) { send_to_char("Gleaming silver talons extend from your fingers.\n\r",ch); act("Gleaming silver talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM); } else { send_to_char("Razor sharp talons extend from your fingers.\n\r",ch); act("Razor sharp talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM); } SET_BIT(ch->vampaff, VAM_CLAWS); return; } void do_nightsight( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_DEMON(ch)) { if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_EYES)) { send_to_char("You haven't been granted the gift of nightsight.\n\r",ch); return; } } else if (IS_WEREWOLF(ch)) { if (get_breed(ch, BREED_METIS) < 1 && get_disc(ch, DISC_PROTEAN) < 1 && !IS_POLYAFF(ch, POLY_ZULO)) { send_to_char("You require the level 1 Metis power to use Eyes of the Cat.\n\r",ch); return; } } else if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) ) { send_to_char("Huh?\n\r",ch); return; } if (((!IS_WEREWOLF(ch) || IS_ABOMINATION(ch)) && !IS_DEMON(ch)) && get_disc(ch,DISC_PROTEAN) < 1) { send_to_char("You require level 1 Protean to use Gleam of Red Eyes.\n\r",ch); return; } else if ((IS_VAMPIRE(ch) || IS_GHOUL(ch)) && ch->pcdata->wolf > 0) { send_to_char("Not while your beast is in control.\n\r",ch); return; } if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) { if (IS_WEREWOLF(ch) && get_disc(ch, DISC_PROTEAN) < 1) { send_to_char("The green glow in your eyes fades.\n\r",ch); act("The green glow in $n's eyes fades.", ch, NULL, NULL, TO_ROOM); } else if (IS_ANGEL(ch)) { send_to_char("The blue glow in your eyes fades.\n\r",ch); act("The blue glow in $n's eyes fades.", ch, NULL, NULL, TO_ROOM); } else { send_to_char("The red glow in your eyes fades.\n\r",ch); act("The red glow in $n's eyes fades.", ch, NULL, NULL, TO_ROOM); } REMOVE_BIT(ch->vampaff, VAM_NIGHTSIGHT); return; } if (IS_WEREWOLF(ch) && get_disc(ch, DISC_PROTEAN) < 1) { send_to_char("Your eyes start glowing green.\n\r",ch); act("$n's eyes start glowing green.", ch, NULL, NULL, TO_ROOM); } else if (IS_ANGEL(ch)) { send_to_char("Your eyes start glowing blue.\n\r",ch); act("$n's eyes start glowing blue.", ch, NULL, NULL, TO_ROOM); } else { send_to_char("Your eyes start glowing red.\n\r",ch); act("$n's eyes start glowing red.", ch, NULL, NULL, TO_ROOM); } SET_BIT(ch->vampaff, VAM_NIGHTSIGHT); return; } void do_majesty( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_WEREWOLF(ch) && get_tribe(ch, TRIBE_SHADOW_LORDS) > 2) { do_icy(ch,""); return; } if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) ) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch,DISC_PRESENCE) < 5) { send_to_char("You require level 5 Presence to use Majesty.\n\r",ch); return; } if (IS_ITEMAFF(ch,ITEMA_PEACE) ) { send_to_char("You lower your Majesty.\n\r",ch); act("$n no longer seems so imposing.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->itemaffect, ITEMA_PEACE); ch->pcdata->majesty = 60; return; } if (ch->pcdata->majesty > 0) { if (ch->pcdata->majesty > 1) sprintf(buf,"You cannot raise your Majesty for another %d seconds.\n\r",ch->pcdata->majesty); else sprintf(buf,"You cannot raise your Majesty for another 1 second.\n\r"); send_to_char(buf,ch); return; } send_to_char("Your raise your Majesty.\n\r",ch); act("$n suddenly appears very imposing.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->itemaffect, ITEMA_PEACE); return; } void do_awe( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) ) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch,DISC_PRESENCE) < 1) { send_to_char("You require level 1 Presence to use Awe.\n\r",ch); return; } if (IS_EXTRA(ch,EXTRA_AWE) ) { send_to_char("You are no longer awe-inspiring.\n\r",ch); act("$n no longer appears so awe-inspiring.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->extra, EXTRA_AWE); return; } send_to_char("Your are now awe-inspiring.\n\r",ch); act("$n suddenly appears very awe-inspiring.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->extra, EXTRA_AWE); return; } void do_shadowsight( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_DEMON(ch)) { if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_SHADOWSIGHT)) { send_to_char("You haven't been granted the gift of shadowsight.\n\r",ch); return; } } else if (!IS_WEREWOLF(ch)) { send_to_char("Huh?\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) { send_to_char("You can no longer see between planes.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT); return; } send_to_char("You can now see between planes.\n\r",ch); SET_BIT(ch->affected_by, AFF_SHADOWSIGHT); return; } void do_bite( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; bool can_sire = FALSE; int blood, sn, improve; int ch_gen = ch->vampgen; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) || (ch->vampgen < 1)) { send_to_char("Huh?\n\r",ch); return; } if (is_affected(ch, gsn_potency)) ch_gen++; if (ch->vampgen == 2 && strlen(ch->clan) < 2) { send_to_char("First you need to get a clan name.\n\r",ch); return; } if (ch->pcdata->cland[0] == -1 || ch->pcdata->cland[1] == -1 || ch->pcdata->cland[2] == -1) { send_to_char("First you need to buy your disciplines.\n\r",ch); return; } if (ch_gen > 6 || true_generation(ch,ch->lord) > 6) can_sire = FALSE; else can_sire = TRUE; if (!can_sire) { send_to_char("You are not able to create any childer.\n\r",ch); return; } if ( arg[0] == '\0' ) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (!IS_IMMUNE(victim, IMM_VAMPIRE)) { send_to_char("They refuse to drink your blood.\n\r",ch); return; } if ( ch == victim ) { send_to_char( "You are already a vampire!\n\r", ch ); return; } if (IS_MAGE(victim)) { send_to_char("They refuse to drink your blood.\n\r",ch); return; } if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) ) { send_to_char( "You can only make avatars into vampires.\n\r", ch ); return; } if (IS_WEREWOLF(victim)) { send_to_char( "You are unable to create werevamps!\n\r", ch ); return; } if (IS_VAMPIRE(victim)) { send_to_char( "But they are already a vampire!\n\r", ch ); return; } if (IS_DEMON(victim)) { send_to_char( "Nothing happens.\n\r", ch ); return; } if (IS_HIGHLANDER(victim)) { send_to_char( "You cannot turn highlanders into vampires.\n\r", ch ); return; } if ( ch->blood[BLOOD_CURRENT] < 10 ) { send_to_char("You don't have enough blood.\n\r",ch); return; } blood = number_range(5,10) * ch->blood[BLOOD_POTENCY]; ch->blood[BLOOD_CURRENT] -= blood; victim->blood[BLOOD_CURRENT] += blood; if (ch->beast > 0 && ch->beast < 100) ch->beast += 1; act("You feed $N some blood from your open wrist.",ch,NULL,victim,TO_CHAR); act("$n feeds $N some blood from $s open wrist.",ch,NULL,victim,TO_NOTVICT); act("$n feeds you some blood from $s open wrist.", ch, NULL, victim, TO_VICT); /* For Abominations */ if (IS_WEREWOLF(ch) && get_tribe(ch,TRIBE_GET_OF_FENRIS) > 0) { act("You scream in agony as the blood burns through your body!", victim, NULL, NULL, TO_CHAR); act("$n screams in agony and falls to the ground...DEAD!", victim, NULL, NULL, TO_ROOM); group_gain(ch,victim); victim->form = 1; killperson(ch,victim); return; } if (IS_MAGE(victim)) { send_to_char("You have lost your avatar!\n\r",victim); victim->trust = 0; victim->level = 3; } victim->class = CLASS_VAMPIRE; if ( victim->vampgen != 0 ) { do_autosave(ch,""); do_autosave(victim,""); send_to_char( "Your vampiric status has been restored.\n\r", victim ); return; } send_to_char( "You are now a vampire.\n\r", victim ); REMOVE_BIT(victim->extra, EXTRA_PREGNANT); REMOVE_BIT(victim->extra, EXTRA_LABOUR); victim->vampgen = ch_gen + 1; update_gen(victim); free_string(victim->lord); if (ch->vampgen == 1) victim->lord=str_dup(ch->name); else { sprintf(buf,"%s %s",ch->lord,ch->name); victim->lord=str_dup(buf); } if (strlen(ch->clan) > 1 && (IS_EXTRA(ch, EXTRA_PRINCE) || IS_EXTRA(ch, EXTRA_SIRE))) { free_string(victim->clan); victim->clan=str_dup(ch->clan); if (strlen(ch->side) > 1) { free_string(victim->side); victim->side=str_dup(ch->side); } } REMOVE_BIT(ch->extra,EXTRA_SIRE); if (IS_MORE(ch, MORE_ANTITRIBU)) SET_BIT(victim->more, MORE_ANTITRIBU); if ( ch->vampgen == 1 ) { /* Second generation vampires chose all their disciplines */ victim->pcdata->cland[0] = -1; victim->pcdata->cland[1] = -1; victim->pcdata->cland[2] = -1; } else { /* They get the clan discipline */ improve = victim->pcdata->cland[0] = ch->pcdata->cland[0]; if ( improve >= 0 ) victim->pcdata->powers[improve] = -1; /* They get their sires personal discipline */ improve = victim->pcdata->cland[1] = ch->pcdata->cland[2]; if ( improve >= 0 ) victim->pcdata->powers[improve] = -1; /* They get to chose a discipline of their own */ victim->pcdata->cland[2] = -1; } for ( sn = 0; sn <= DISC_MAX; sn++ ) { victim->pcdata->powers[sn] = 0; } do_autosave(victim,""); return; } void do_claw( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; bool can_sire = FALSE; int gifts; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_WEREWOLF(ch) || (ch->vampgen < 1)) { do_claws(ch,""); return; } if (ch->vampgen == 1 || ch->vampgen == 2) can_sire = TRUE; if (ch->vampgen > 3) can_sire = FALSE; else can_sire = TRUE; if (!can_sire) { send_to_char("You are unable to spread your gift.\n\r",ch); return; } if ( ch->vampgen == 2 ) { if ( strlen(ch->clan) < 2 ) { send_to_char( "First you need to create a tribe.\n\r", ch ); return; } if ( ch->pcdata->cland[2] == -1 ) { send_to_char( "First you need to select a tribe gift.\n\r", ch ); return; } } if ( arg[0] == '\0' ) { send_to_char( "Claw whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot claw yourself.\n\r", ch ); return; } if (IS_MAGE(victim)) { send_to_char( "You cannot claw mages.\n\r", ch ); return; } if ( IS_IMMORTAL(victim) ) { send_to_char( "You cannot claw immortals.\n\r", ch ); return; } if (IS_VAMPIRE(victim)) { send_to_char( "You are unable to create werevamps!\n\r", ch ); return; } if (IS_DEMON(victim)) { send_to_char( "But they have no soul!\n\r", ch ); return; } if (IS_GHOUL(victim)) { send_to_char( "They have been tainted with Kindred blood.\n\r", ch ); return; } if (IS_HIGHLANDER(victim)) { send_to_char( "You cannot turn highlanders into werewolves.\n\r", ch ); return; } if (IS_WEREWOLF(victim)) { send_to_char( "But they are already a werewolf!\n\r", ch ); return; } if (!IS_IMMUNE(victim,IMM_VAMPIRE)) { send_to_char( "You cannot claw an unwilling person.\n\r", ch ); return; } if (!IS_VAMPAFF(ch,VAM_CLAWS)) { send_to_char("First you better get your claws out!\n\r",ch); return; } act("You plunge your claws into $N.", ch, NULL, victim, TO_CHAR); act("$n plunges $s claws into $N.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s claws into your chest.", ch, NULL, victim, TO_VICT); victim->class = CLASS_WEREWOLF; victim->level = LEVEL_AVATAR; victim->pcdata->cland[0] = gifts = number_range(0,2); victim->pcdata->breed[gifts] = -1; victim->pcdata->cland[1] = gifts = number_range(0,4); victim->pcdata->auspice[gifts] = -1; if ( ch->vampgen > 2 ) { victim->pcdata->cland[2] = gifts = ch->pcdata->cland[2]; victim->pcdata->tribes[gifts] = -1; } else victim->pcdata->cland[2] = -1; send_to_char( "You are now a werewolf.\n\r", victim ); victim->vampgen = ch->vampgen + 1; free_string(victim->lord); if (ch->vampgen == 1) victim->lord=str_dup(ch->name); else { sprintf(buf,"%s %s",ch->lord,ch->name); victim->lord=str_dup(buf); } if (strlen(ch->clan) > 1 && (IS_EXTRA(ch, EXTRA_PRINCE) || IS_EXTRA(ch, EXTRA_SIRE))) { free_string(victim->clan); victim->clan=str_dup(ch->clan); } if (IS_EXTRA(ch,EXTRA_SIRE)) REMOVE_BIT(ch->extra,EXTRA_SIRE); do_autosave(ch,""); do_autosave(victim,""); return; } void do_clanname( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( (!IS_VAMPIRE(ch) && !IS_WEREWOLF(ch)) || ch->vampgen != 1 ) { send_to_char( "Huh?\n\r", ch ); return; } if ( arg[0] == '\0' ) { if (IS_VAMPIRE(ch)) send_to_char( "Who's clan do you wish to name?\n\r", ch ); else send_to_char( "Who do you wish to give a tribe to?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) return; if ( victim->vampgen != 2 ) { if (IS_VAMPIRE(ch)) send_to_char( "Only the Antediluvians may have clans.\n\r", ch ); else send_to_char( "Only greater werewolves may own a tribe.\n\r", ch ); return; } if ( str_cmp(victim->clan,"") ) { if (IS_VAMPIRE(ch)) send_to_char( "But they already have a clan!\n\r", ch ); else send_to_char( "But they already have a tribe!\n\r", ch ); return; } smash_tilde( argument ); if ( strlen(argument) < 3 || strlen(argument) > 13 ) { if (IS_VAMPIRE(ch)) send_to_char( "Clan name should be between 3 and 13 letters long.\n\r", ch ); else send_to_char( "Tribe name should be between 3 and 13 letters long.\n\r", ch ); return; } free_string( victim->clan ); victim->clan = str_dup( argument ); if (IS_VAMPIRE(ch)) send_to_char( "Clan name set.\n\r", ch ); else send_to_char( "Tribe name set.\n\r", ch ); return; } void do_clandisc( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; int improve, sn, col; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_VAMPIRE(ch) ) { send_to_char( "Huh?\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char("--------------------------------------------------------------------------------\n\r",ch); send_to_char(" -= Disciplines =-\n\r",ch); send_to_char("--------------------------------------------------------------------------------\n\r",ch); if ( ch->vampgen <= 2 ) { /* Clan discipline */ improve = ch->pcdata->cland[0]; sprintf( buf, "Clan Discipline: %s.\n\r", disc_name(improve) ); send_to_char( buf, ch ); /* Personal discipline 1 */ improve = ch->pcdata->cland[1]; sprintf( buf, "Personal Discipline: %s.\n\r", disc_name(improve) ); send_to_char( buf, ch ); /* Personal discipline 2 */ improve = ch->pcdata->cland[2]; sprintf( buf, "Personal Discipline: %s.\n\r", disc_name(improve) ); send_to_char( buf, ch ); } else { /* Clan discipline */ improve = ch->pcdata->cland[0]; sprintf( buf, "Clan Discipline: %s.\n\r", disc_name(improve) ); send_to_char( buf, ch ); /* Sires discipline */ improve = ch->pcdata->cland[1]; sprintf( buf, "Sires Discipline: %s.\n\r", disc_name(improve) ); send_to_char( buf, ch ); /* Personal discipline */ improve = ch->pcdata->cland[2]; sprintf( buf, "Personal Discipline: %s.\n\r", disc_name(improve) ); send_to_char( buf, ch ); } send_to_char("--------------------------------------------------------------------------------\n\r",ch); if ( ch->pcdata->cland[2] >= 0 ) return; send_to_char("Please select another discipline from the list below.\n\r",ch); send_to_char("--------------------------------------------------------------------------------\n\r",ch); col = 0; for ( sn = 0; sn <= DISC_MAX; sn++ ) { if ( ch->pcdata->powers[sn] != 0 ) continue; sprintf( buf, "%-15s ", disc_name( sn ) ); send_to_char( buf, ch ); if ( ++col % 3 == 0 ) send_to_char( "\n\r", ch ); } if ( col % 3 != 0 ) send_to_char( "\n\r", ch ); send_to_char("--------------------------------------------------------------------------------\n\r",ch); return; } if (!str_cmp(arg,"animalism")) improve = DISC_ANIMALISM; else if (!str_cmp(arg,"auspex")) improve = DISC_AUSPEX; else if (!str_cmp(arg,"celerity")) improve = DISC_CELERITY; else if (!str_cmp(arg,"chimerstry")) improve = DISC_CHIMERSTRY; else if (!str_cmp(arg,"daimoinon")) improve = DISC_DAIMOINON; else if (!str_cmp(arg,"dominate")) improve = DISC_DOMINATE; else if (!str_cmp(arg,"fortitude")) improve = DISC_FORTITUDE; else if (!str_cmp(arg,"melpominee")) improve = DISC_MELPOMINEE; else if (!str_cmp(arg,"necromancy")) improve = DISC_NECROMANCY; else if (!str_cmp(arg,"obeah")) improve = DISC_OBEAH; else if (!str_cmp(arg,"obfuscate")) improve = DISC_OBFUSCATE; else if (!str_cmp(arg,"obtenebration")) improve = DISC_OBTENEBRATION; else if (!str_cmp(arg,"potence")) improve = DISC_POTENCE; else if (!str_cmp(arg,"presence")) improve = DISC_PRESENCE; else if (!str_cmp(arg,"protean")) improve = DISC_PROTEAN; else if (!str_cmp(arg,"quietus")) improve = DISC_QUIETUS; else if (!str_cmp(arg,"serpentis")) improve = DISC_SERPENTIS; else if (!str_cmp(arg,"thanatosis")) improve = DISC_THANATOSIS; else if (!str_cmp(arg,"thaumaturgy")) improve = DISC_THAUMATURGY; else if (!str_cmp(arg,"vicissitude")) improve = DISC_VICISSITUDE; else { send_to_char("You know of no such discipline.\n\r",ch); return; } if (ch->pcdata->cland[0] == improve || ch->pcdata->cland[1] == improve || ch->pcdata->cland[2] == improve) { send_to_char("You already know that discipline.\n\r",ch); return; } if ( ch->vampgen < 3 || ch->class != CLASS_VAMPIRE ) { if ( ch->pcdata->cland[0] < 0 ) ch->pcdata->cland[0] = improve; else if ( ch->pcdata->cland[1] < 0 ) ch->pcdata->cland[1] = improve; else if ( ch->pcdata->cland[2] < 0 ) ch->pcdata->cland[2] = improve; else { send_to_char("All of your discipline slots are full.\n\r",ch); return; } ch->pcdata->powers[improve] = -1; send_to_char("Ok.\n\r",ch); } else { if ( ch->pcdata->cland[2] < 0 ) ch->pcdata->cland[2] = improve; else { send_to_char("Your discipline slot is full.\n\r",ch); return; } ch->pcdata->powers[improve] = -1; send_to_char("Ok.\n\r",ch); } return; } void do_mask( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_OBFUSCATE) < 2) { send_to_char("You require level 2 Obfuscate to use Mask of a Thousand Faces.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Change to look like whom?\n\r", ch ); return; } if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED)) { send_to_char( "Not while polymorphed.\n\r", ch ); return; } if (IS_EXTRA(ch, EXTRA_VICISSITUDE)) { send_to_char( "You are unable to change your appearance.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You can only mask avatars or lower.\n\r", ch ); return; } if ( ch == victim ) { if (!IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED)) { send_to_char( "You already look like yourself!\n\r", ch ); return; } if (!IS_POLYAFF(ch, POLY_MASK)) { send_to_char("Nothing happens.\n\r",ch); return; } sprintf(buf,"$n's form shimmers and transforms into a clone of %s.",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->vampaff, VAM_DISGUISED); REMOVE_BIT(ch->polyaff, POLY_MASK); free_string( ch->morph ); ch->morph = str_dup( "" ); act("Your form shimmers and transforms into a clone of $n.",ch,NULL,NULL,TO_CHAR); return; } if (IS_VAMPAFF(ch,VAM_DISGUISED)) { if (!IS_POLYAFF(ch, POLY_MASK)) { send_to_char("Nothing happens.\n\r",ch); return; } act("Your form shimmers and transforms into a clone of $N.",ch,NULL,victim,TO_CHAR); act("$n's form shimmers and transforms into a clone of you.",ch,NULL,victim,TO_VICT); act("$n's form shimmers and transforms into a clone of $N.",ch,NULL,victim,TO_NOTVICT); free_string( ch->morph ); ch->morph = str_dup( victim->name ); SET_BIT(ch->polyaff, POLY_MASK); return; } act("Your form shimmers and transforms into a clone of $N.",ch,NULL,victim,TO_CHAR); act("$n's form shimmers and transforms into a clone of you.",ch,NULL,victim,TO_VICT); act("$n's form shimmers and transforms into a clone of $N.",ch,NULL,victim,TO_NOTVICT); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->vampaff, VAM_DISGUISED); SET_BIT(ch->polyaff, POLY_MASK); free_string( ch->morph ); ch->morph = str_dup( victim->name ); return; } void do_change( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch,DISC_PROTEAN) < 4) { send_to_char("You require level 4 Protean to Change Shape.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r", ch ); return; } if ( !str_cmp(arg,"bat") ) { if (IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You can only polymorph from human form.\n\r", ch ); return; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); SET_BIT(ch->polyaff, POLY_BAT); clear_stats(ch); act( "You transform into bat form.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into a bat.", ch, NULL, NULL, TO_ROOM ); SET_BIT(ch->vampaff, VAM_FLYING); SET_BIT(ch->vampaff, VAM_SONIC); SET_BIT(ch->vampaff, VAM_CHANGED); SET_BIT(ch->affected_by, AFF_POLYMORPH); sprintf(buf, "%s the vampire bat", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); return; } else if ( !str_cmp(arg,"wolf") ) { if (IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You can only polymorph from human form.\n\r", ch ); return; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); act( "You transform into wolf form.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into a dire wolf.", ch, NULL, NULL, TO_ROOM ); SET_BIT(ch->polyaff, POLY_WOLF); clear_stats(ch); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->vampaff, VAM_CHANGED); sprintf(buf, "%s the dire wolf", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); return; } else if ( !str_cmp(arg,"mist") ) { if (IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You can only polymorph from human form.\n\r", ch ); return; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); act( "You transform into mist form.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into a white mist.", ch, NULL, NULL, TO_ROOM ); if (IS_EXTRA(ch, TIED_UP)) { act("The ropes binding you fall through your ethereal form.",ch,NULL,NULL,TO_CHAR); act("The ropes binding $n fall through $s ethereal form.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->extra, TIED_UP); REMOVE_BIT(ch->extra, GAGGED); REMOVE_BIT(ch->extra, BLINDFOLDED); } if (is_affected(ch, gsn_web)) { act("The webbing entrapping $n falls through $s ethereal form.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you falls through your ethereal form.\n\r",ch); affect_strip(ch, gsn_web); } if (IS_AFFECTED(ch, AFF_WEBBED)) { act("The webbing entrapping $n falls through $s ethereal form.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you falls through your ethereal form.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_WEBBED); } if (is_affected(ch, gsn_tendrils)) { act("The tendrils of darkness entrapping $n fall through $s ethereal form.",ch,NULL,NULL,TO_ROOM); send_to_char("The tendrils of darkness entrapping you fall through your ethereal form.\n\r",ch); affect_strip(ch, gsn_tendrils); } if (IS_AFFECTED(ch, AFF_SHADOW)) { act("The tendrils of darkness entrapping $n fall through $s ethereal form.",ch,NULL,NULL,TO_ROOM); send_to_char("The tendrils of darkness entrapping you fall through your ethereal form.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_SHADOW); } if (is_affected(ch, gsn_jail)) { act("The band of water entrapping $n splash to the ground.",ch,NULL,NULL,TO_ROOM); send_to_char("The bands of water entrapping you splash to the ground.\n\r",ch); affect_strip(ch, gsn_jail); } if (IS_AFFECTED(ch, AFF_JAIL)) { act("The band of water entrapping $n splash to the ground.",ch,NULL,NULL,TO_ROOM); send_to_char("The bands of water entrapping you splash to the ground.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_JAIL); } SET_BIT(ch->polyaff, POLY_MIST); clear_stats(ch); SET_BIT(ch->vampaff, VAM_CHANGED); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->affected_by, AFF_ETHEREAL); sprintf(buf, "%s the white mist", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); return; } else if ( !str_cmp(arg,"human") ) { if (!IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You are already in human form.\n\r", ch ); return; } if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_BAT)) { REMOVE_BIT(ch->vampaff, VAM_FLYING); REMOVE_BIT(ch->vampaff, VAM_SONIC); REMOVE_BIT(ch->polyaff, POLY_BAT); } else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_WOLF)) REMOVE_BIT(ch->polyaff, POLY_WOLF); else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_MIST)) { REMOVE_BIT(ch->polyaff, POLY_MIST); REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); } else { /* In case they try to change to human from a non-vamp form */ send_to_char( "You seem to be stuck in this form.\n\r", ch ); return; } act( "You transform into human form.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM ); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->vampaff, VAM_CHANGED); clear_stats(ch); free_string( ch->morph ); ch->morph = str_dup( "" ); return; } else send_to_char( "You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r", ch ); return; } void do_vampire( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_IMMUNE(ch, IMM_VAMPIRE)) { send_to_char("You lower your defences.\n\r",ch); SET_BIT(ch->immune, IMM_VAMPIRE); return; } send_to_char("You raise your defences.\n\r",ch); REMOVE_BIT(ch->immune, IMM_VAMPIRE); return; } void do_shadowplane( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_WEREWOLF(ch)) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)) { send_to_char("You fade into the Umbra.\n\r",ch); act("$n slowly fades out of existance.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"auto"); return; } REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); send_to_char("You fade back into the real world.\n\r",ch); act("$n slowly fades into existance.",ch,NULL,NULL,TO_ROOM); do_look(ch,"auto"); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You are not carrying that object.\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) { act( "You toss $p to the ground and it vanishes into the real world.", ch, obj, NULL, TO_CHAR ); act( "$n tosses $p to the ground and it vanishes.", ch, obj, NULL, TO_ROOM ); obj_from_char(obj); obj_to_room(obj,ch->in_room); } else { act( "You toss $p to the ground and it vanishes into the Umbra.", ch, obj, NULL, TO_CHAR ); act( "$n tosses $p to the ground and it vanishes.", ch, obj, NULL, TO_ROOM ); obj_from_char(obj); obj_to_room(obj,ch->in_room); SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); } return; } void do_introduce( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_VAMPIRE(ch) && ch->vampgen > 0 && ch->vampgen < 14) do_tradition(ch,ch->lord); else if (IS_WEREWOLF(ch) && IS_HERO(ch) && ch->vampgen > 0 && ch->vampgen < 5) do_bloodline(ch,ch->lord); else send_to_char("Huh?\n\r",ch); return; } void do_bloodline( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; char buf2 [MAX_STRING_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); if (IS_NPC(ch)) return; if (arg1 != '\0') arg1[0] = UPPER(arg1[0]); if (arg2 != '\0') arg2[0] = UPPER(arg2[0]); if (arg3 != '\0') arg3[0] = UPPER(arg3[0]); if (!str_cmp(arg1,"kavir")) strcpy(arg1,"KaVir"); if ( strlen(ch->clan) < 2 && ch->vampgen != 1 ) { strcpy(buf,"In the name of Gaia, I announce my Garou heritage."); do_say(ch,buf); sprintf(buf,"My name is %s, I am a Ronin of no tribe.", ch->name); do_say(ch,buf); return; } if ( strlen(ch->clan) > 16) strcpy(buf,"In the name of the Wyrm, I announce my Garou heritage."); else strcpy(buf,"In the name of Gaia, I announce my Garou heritage."); do_say(ch,buf); if (ch->vampgen != 1) { if (ch->vampgen == 4) sprintf(buf2,"%s",arg3); else if (ch->vampgen == 3) sprintf(buf2,"%s",arg2); else if (ch->vampgen == 2) sprintf(buf2,"%s",arg1); if (ch->vampgen == 1) { if ( strlen(ch->clan) > 16) sprintf(buf,"My name is %s, chosen Champion of the Wyrm.", ch->name); else sprintf(buf,"My name is %s, chosen Champion of Gaia.", ch->name); } if (ch->vampgen == 2) sprintf(buf,"My name is %s, Chieftain of the %s tribe, pup of %s.", ch->name,ch->clan,buf2); else sprintf(buf,"My name is %s, of the %s tribe, pup of %s.", ch->name,ch->clan,buf2); do_say(ch,buf); } if ( arg3[0] != '\0' ) { sprintf(buf,"My name is %s, of the %s tribe, pup of %s.", arg3,ch->clan,arg2); do_say(ch,buf); } if ( arg2[0] != '\0' ) { if ( arg1[0] != '\0' ) sprintf(buf,"My name is %s, Chieftain of the %s tribe, pup of %s.",arg2,ch->clan,arg1); else sprintf(buf,"My name is %s, of the %s tribe, pup of %s.",arg2,ch->clan,arg1); do_say(ch,buf); } if ( ch->vampgen == 1 ) { if ( strlen(ch->clan) > 16) sprintf(buf,"My name is %s, chosen Champion of the Wyrm.", ch->name); else sprintf(buf,"My name is %s, chosen Champion of Gaia.", ch->name); } else { if ( strlen(ch->clan) > 16) sprintf(buf,"My name is %s, chosen Champion of the Wyrm.", arg1); else sprintf(buf,"My name is %s, chosen Champion of Gaia.", arg1); } do_say(ch,buf); return; } void do_tradition( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; char arg4 [MAX_INPUT_LENGTH]; char arg5 [MAX_INPUT_LENGTH]; char arg6 [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; char buf2 [MAX_INPUT_LENGTH]; char buf3 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); argument = one_argument( argument, arg4 ); argument = one_argument( argument, arg5 ); argument = one_argument( argument, arg6 ); if (IS_NPC(ch)) return; if (arg1 != '\0') arg1[0] = UPPER(arg1[0]); if (arg2 != '\0') arg2[0] = UPPER(arg2[0]); if (arg3 != '\0') arg3[0] = UPPER(arg3[0]); if (arg4 != '\0') arg4[0] = UPPER(arg4[0]); if (arg5 != '\0') arg5[0] = UPPER(arg5[0]); if (arg6 != '\0') arg6[0] = UPPER(arg6[0]); if (!str_cmp(arg1,"kavir")) strcpy(arg1,"KaVir"); if (!IS_VAMPIRE(ch) || (ch->vampgen < 1) || (ch->vampgen > 7)) { send_to_char("Huh?\n\r",ch); return; } if ( !str_cmp(ch->clan,"") && ch->vampgen == 2 ) { send_to_char( "Not until you have a clan.\n\r", ch ); return; } if (ch->vampgen == 7) {sprintf(buf2,"Seventh");sprintf(buf3,"Fledgling");} else if (ch->vampgen == 6) {sprintf(buf2,"Sixth");sprintf(buf3,"Neonate");} else if (ch->vampgen == 5) {sprintf(buf2,"Fifth");sprintf(buf3,"Ancilla");} else if (ch->vampgen == 4) {sprintf(buf2,"Fourth");sprintf(buf3,"Elder");} else if (ch->vampgen == 3) {sprintf(buf2,"Third");sprintf(buf3,"Methuselah");} else if (ch->vampgen == 2) {sprintf(buf2,"Second");sprintf(buf3,"Antediluvian");} if (ch->vampgen == 1) sprintf(buf,"As is the tradition, I recite the lineage of %s, Sire of all Kindred.",ch->name); else sprintf(buf,"As is the tradition, I recite the lineage of %s, %s of the %s Generation.",ch->name,buf3,buf2); do_say(ch,buf); if ( ch->vampgen != 1 ) { if (ch->vampgen == 7) sprintf(buf2,"%s",arg6); else if (ch->vampgen == 6) sprintf(buf2,"%s",arg5); else if (ch->vampgen == 5) sprintf(buf2,"%s",arg4); else if (ch->vampgen == 4) sprintf(buf2,"%s",arg3); else if (ch->vampgen == 3) sprintf(buf2,"%s",arg2); else if (ch->vampgen == 2) sprintf(buf2,"%s",arg1); if (ch->vampgen == 2) sprintf(buf,"I am %s, founder of clan %s. My sire is %s.", ch->name,ch->clan,buf2); else sprintf(buf,"I am %s of clan %s. My sire is %s.", ch->name,ch->clan,buf2); do_say(ch,buf); } if ( arg6[0] != '\0' ) { sprintf(buf,"I am %s of clan %s. My sire is %s.", arg6,ch->clan,arg5); do_say(ch,buf); } if ( arg5[0] != '\0' ) { sprintf(buf,"I am %s of clan %s. My sire is %s.", arg5,ch->clan,arg4); do_say(ch,buf); } if ( arg4[0] != '\0' ) { sprintf(buf,"I am %s of clan %s. My sire is %s.", arg4,ch->clan,arg3); do_say(ch,buf); } if ( arg3[0] != '\0' ) { sprintf(buf,"I am %s of clan %s. My sire is %s.", arg3,ch->clan,arg2); do_say(ch,buf); } if ( arg2[0] != '\0' ) { if ( arg1[0] != '\0' ) sprintf(buf,"I am %s, founder of %s. My sire is %s.",arg2,ch->clan,arg1); else sprintf(buf,"I am %s of clan %s. My sire is %s.",arg2,ch->clan,arg1); do_say(ch,buf); } if ( ch->vampgen == 1 ) sprintf(buf,"I am %s, cursed by God to drink only blood and eat only ashes.", ch->name); else sprintf(buf,"I am %s. All Kindred are my childer.",arg1); do_say(ch,buf); if ( ch->vampgen == 7 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg6,arg5,arg4,arg3,arg2,arg1); if ( ch->vampgen == 6 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg5,arg4,arg3,arg2,arg1); if ( ch->vampgen == 5 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg4,arg3,arg2,arg1); if ( ch->vampgen == 4 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg3,arg2,arg1); if ( ch->vampgen == 3 ) sprintf(buf,"My name is %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg2,arg1); if ( ch->vampgen == 2 ) sprintf(buf,"My name is %s, childe of %s. Recognize my lineage.",ch->name,arg1); if ( ch->vampgen == 1 ) sprintf(buf,"My name is %s. Recognize my lineage.",ch->name); do_say(ch,buf); return; } void do_darkheart( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) ) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch,DISC_SERPENTIS) < 4) { send_to_char("You require level 4 Serpentis to use Dark Heart.\n\r",ch); return; } if (IS_IMMUNE(ch,IMM_STAKE) ) { send_to_char("But you've already torn your heart out!\n\r",ch); return; } send_to_char("You rip your heart from your body and toss it to the ground.\n\r",ch); act("$n rips $s heart out and tosses it to the ground.", ch, NULL, NULL, TO_ROOM); make_part( ch, "heart" ); if (!IS_VAMPIRE(ch)) ch->hit = -10; else ch->hit = ch->hit - number_range(10,20); update_pos(ch); if (!IS_VAMPIRE(ch) || (ch->position == POS_DEAD && !IS_HERO(ch))) { ch->form = 2; killperson(ch,ch); return; } SET_BIT(ch->immune, IMM_STAKE); return; } void do_truesight( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if (!IS_WEREWOLF(ch) || (get_breed(ch, BREED_LUPUS) < 1 && get_disc(ch,DISC_AUSPEX) < 1)) { if (IS_WEREWOLF(ch)) { send_to_char("You require the level 1 Lupis power to use Heightened Senses.\n\r",ch); return; } if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_HIGHLANDER(ch) && !IS_DEMON(ch)) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch,DISC_AUSPEX) < 1 && (IS_VAMPIRE(ch) || IS_GHOUL(ch) || IS_DEMON(ch))) { if ( IS_DEMON(ch) ) send_to_char("You require Basic Vision to use Heightened Senses.\n\r",ch); else send_to_char("You require level 1 Auspex to use Heightened Senses.\n\r",ch); return; } } if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", ch ); } else { SET_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Your senses increase to incredible proportions.\n\r", ch ); } return; } void do_soulmask( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int value, max_stat; smash_tilde( argument ); argument = one_argument( argument, arg1 ); strcpy( arg2, argument ); if ( IS_NPC(ch) ) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch,DISC_OBFUSCATE) < 5) { send_to_char("You require level 5 Obfuscate to use Soul Mask.\n\r",ch); return; } if (arg1[0] != '\0' && !str_cmp(arg1,"on")) { if (IS_EXTRA(ch, EXTRA_FAKE_CON)) {send_to_char("You already have Soul Mask on.\n\r",ch); return;} SET_BIT(ch->extra, EXTRA_FAKE_CON); send_to_char("Your Soul Mask is now ON.\n\r",ch); return; } if (arg1[0] != '\0' && !str_cmp(arg1,"off")) { if (!IS_EXTRA(ch, EXTRA_FAKE_CON)) {send_to_char("You already have Soul Mask off.\n\r",ch); return;} REMOVE_BIT(ch->extra, EXTRA_FAKE_CON); send_to_char("Your Soul Mask is now OFF.\n\r",ch); return; } if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char("--------------------------------------------------------------------------------\n\r",ch); send_to_char(" -= Soul Mask =-\n\r",ch); send_to_char("--------------------------------------------------------------------------------\n\r",ch); send_to_char("You have the following stats:\n\r",ch); sprintf(buf,"Weapon skill: %d, Stance: %d.\n\r", ch->pcdata->fake_skill, ch->pcdata->fake_stance); send_to_char(buf, ch); sprintf(buf,"Hitroll: %d, Actual: %d.\n\r", ch->pcdata->fake_hit, char_hitroll(ch)); send_to_char(buf, ch); sprintf(buf,"Damroll: %d, Actual: %d.\n\r", ch->pcdata->fake_dam, char_damroll(ch)); send_to_char(buf, ch); sprintf(buf,"Armour: %d, Actual: %d.\n\r", ch->pcdata->fake_ac, char_ac(ch)); send_to_char(buf, ch); sprintf(buf,"Hp: %d/%d, Actual: %d/%d.\n\r", ch->pcdata->fake_hp, ch->pcdata->fake_max_hp, ch->hit, ch->max_hit); send_to_char(buf, ch); sprintf(buf,"Vitality: %d/%d, Actual: %d/%d.\n\r", ch->pcdata->fake_move, ch->pcdata->fake_max_move, ch->move, ch->max_move); send_to_char(buf, ch); sprintf(buf,"Str: %d/%d, Int: %d/%d, Wis: %d/%d, Dex: %d/%d, Con: %d/%d.\n\r", ch->pcdata->fake_stats[STAT_STR], get_curr_str(ch), ch->pcdata->fake_stats[STAT_INT], get_curr_int(ch), ch->pcdata->fake_stats[STAT_WIS], get_curr_wis(ch), ch->pcdata->fake_stats[STAT_DEX], get_curr_dex(ch), ch->pcdata->fake_stats[STAT_CON], get_curr_con(ch)); send_to_char(buf, ch); send_to_char("--------------------------------------------------------------------------------\n\r",ch); send_to_char("You can set: Skill, Stance, Str, Int, Wis, Dex, Con, Hit, Dam, Ac,\n\r",ch); send_to_char("Hp, Max_Hp, Vitality, Max_Vitality.\n\r",ch); send_to_char("--------------------------------------------------------------------------------\n\r",ch); return; } value = is_number( arg2 ) ? atoi( arg2 ) : -10000; switch (ch->vampgen) { default: max_stat = 5; break; case 1: max_stat = 10; break; case 2: case 3: case 4: max_stat = 9; break; case 5: max_stat = 8; break; case 6: max_stat = 7; break; case 7: max_stat = 6; break; } if (!str_cmp(arg1,"skill")) { if (value < 0 || value > 200) { send_to_char("Please enter a value between 0 and 200.\n\r",ch); return; } ch->pcdata->fake_skill = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"stance")) { if (value < 0 || value > 200) { send_to_char("Please enter a value between 0 and 200.\n\r",ch); return; } ch->pcdata->fake_stance = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"hit") || !str_cmp(arg1,"hitroll")) { if (value < 0 || value > 1000) { send_to_char("Please enter a value between 0 and 1000.\n\r",ch); return; } ch->pcdata->fake_hit = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"dam") || !str_cmp(arg1,"damroll")) { if (value < 0 || value > 1000) { send_to_char("Please enter a value between 0 and 1000.\n\r",ch); return; } ch->pcdata->fake_dam = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"ac") || !str_cmp(arg1,"armour") || !str_cmp(arg1,"armor")) { send_to_char("Please use ac+ or ac- to choose a positive or negative value.\n\r",ch); return; } if (!str_cmp(arg1,"ac+") || !str_cmp(arg1,"armour+") || !str_cmp(arg1,"armor+")) { if (value < 0 || value > 100) { send_to_char("Please enter a value between 0 and 100.\n\r",ch); return; } ch->pcdata->fake_ac = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"ac-") || !str_cmp(arg1,"armour-") || !str_cmp(arg1,"armor-")) { if (value < 1 || value > 2000) { send_to_char("Please enter a value between 1 and 2000.\n\r",ch); return; } ch->pcdata->fake_ac = 0 - value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"hp") || !str_cmp(arg1,"hits")) { if (value < 1 || value > 30000) { send_to_char("Please enter a value between 1 and 30000.\n\r",ch); return; } if (value > ch->pcdata->fake_max_hp) { send_to_char("You cannot have more hp than your max_hp.\n\r",ch); return; } ch->pcdata->fake_hp = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"max_hp") || !str_cmp(arg1,"max_hits")) { if (value < 1 || value > 30000) { send_to_char("Please enter a value between 1 and 30000.\n\r",ch); return; } if (value < ch->pcdata->fake_hp) { send_to_char("You cannot have less max_hp than your hp.\n\r",ch); return; } ch->pcdata->fake_max_hp = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"vitality")) { if (value < 1 || value > 30000) { send_to_char("Please enter a value between 1 and 30000.\n\r",ch); return; } if (value > ch->pcdata->fake_max_move) { send_to_char("You cannot have more vitality than your max_vatality.\n\r",ch); return; } ch->pcdata->fake_move = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"max_vitality")) { if (value < 1 || value > 30000) { send_to_char("Please enter a value between 1 and 30000.\n\r",ch); return; } if (value < ch->pcdata->fake_max_move) { send_to_char("You cannot have less max_vitality than your vatality.\n\r",ch); return; } ch->pcdata->fake_max_move = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"str") || !str_cmp(arg1,"strength")) { if (value < 3 || value > max_stat) { sprintf(buf, "Please enter a value between 3 and %d.\n\r", max_stat); send_to_char(buf, ch); return; } ch->pcdata->fake_stats[STAT_STR] = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"int") || !str_cmp(arg1,"intelligence")) { if (value < 3 || value > max_stat) { sprintf(buf, "Please enter a value between 3 and %d.\n\r", max_stat); send_to_char(buf, ch); return; } ch->pcdata->fake_stats[STAT_INT] = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"wis") || !str_cmp(arg1,"wisdom")) { if (value < 3 || value > max_stat) { sprintf(buf, "Please enter a value between 3 and %d.\n\r", max_stat); send_to_char(buf, ch); return; } ch->pcdata->fake_stats[STAT_WIS] = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"dex") || !str_cmp(arg1,"dexterity")) { if (value < 3 || value > max_stat) { sprintf(buf, "Please enter a value between 3 and %d.\n\r", max_stat); send_to_char(buf, ch); return; } ch->pcdata->fake_stats[STAT_DEX] = value; send_to_char("Ok.\n\r",ch); return; } if (!str_cmp(arg1,"con") || !str_cmp(arg1,"constitution")) { if (value < 3 || value > max_stat) { sprintf(buf, "Please enter a value between 3 and %d.\n\r", max_stat); send_to_char(buf, ch); return; } ch->pcdata->fake_stats[STAT_CON] = value; send_to_char("Ok.\n\r",ch); return; } send_to_char("You can set: Skill, Stance, Str, Int, Wis, Dex, Con, Hit, Dam, Ac,\n\r",ch); send_to_char("Hp, Max_Hp, Vitality, Max_Vitality.\n\r",ch); return; } void do_scry( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *victimroom; DESCRIPTOR_DATA *d; char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; bool found = FALSE; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_DEMON(ch)) { if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_SCRY)) { send_to_char("You haven't been granted the gift of scry.\n\r",ch); return; } } else if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_ITEMAFF(ch, ITEMA_VISION) && !IS_WEREWOLF(ch) && !IS_DEMON(ch)) { send_to_char( "Huh?\n\r", ch ); return; } else if ( get_auspice(ch, AUSPICE_PHILODOX) < 3 && get_disc(ch, DISC_AUSPEX) < 5 && !IS_ITEMAFF(ch, ITEMA_VISION) ) { if ( IS_ABOMINATION(ch) ) send_to_char("You require level 3 Philodox or level 5 Auspex to Scry.\n\r",ch); else if ( IS_WEREWOLF(ch) ) send_to_char("You require the level 3 Philodox power to use Scent of Beyond.\n\r",ch); else if ( IS_DEMON(ch) ) send_to_char("You require Supreme Vision to use Scry.\n\r",ch); else send_to_char("You require level 5 Auspex to use Scry.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char("You close your eyes and mentally survey the surrounding area.\n\r",ch); act("$n closes $s eyes and a look of concentration crosses $s face.",ch,NULL,NULL,TO_ROOM); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; if ( (victim = d->character) == NULL ) continue; if ( IS_NPC(victim) || victim->in_room == NULL ) continue; if ( victim == ch ) continue; if ( !can_see(ch,victim) ) continue; if ( IS_AFFECTED(victim, AFF_POLYMORPH) ) sprintf(buf,"%s: ", victim->morph); else sprintf(buf,"%s: ", victim->name); send_to_char(buf,ch); if (!IS_IMMUNE(victim,IMM_SHIELDED) ) sprintf(buf,"%s.\n\r", victim->in_room->name); else sprintf(buf,"(shielded).\n\r"); send_to_char(buf,ch); found = TRUE; } if (!found) send_to_char("You cannot seem to locate anyone.\n\r",ch); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "You are unable to locate them.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_IMMUNE(victim,IMM_SHIELDED) && !IS_ITEMAFF(ch, ITEMA_VISION)) { send_to_char("You are unable to locate them.\n\r",ch); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Scry on you.",ch,NULL,victim,TO_VICT); } return; } chroom = ch->in_room; victimroom = victim->in_room; char_from_room(ch); char_to_room(ch,victimroom); if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_AFFECTED(victim, AFF_SHADOWPLANE))) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"auto"); SET_BIT(ch->affected_by, AFF_SHADOWPLANE); } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_AFFECTED(victim, AFF_SHADOWPLANE))) { SET_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"auto"); REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); } else do_look(ch,"auto"); char_from_room(ch); char_to_room(ch,chroom); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Scry on you.",ch,NULL,victim,TO_VICT); } return; } void do_readaura( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; int con_hit, con_dam, con_ac, con_hp, con_mana, con_move; int con_str, con_int, con_dex, con_wis, con_con; int con_max_hp, con_max_mana, con_max_move; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_DEMON(ch) && !IS_ITEMAFF(ch, ITEMA_VISION)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_AUSPEX) < 2 && !IS_ITEMAFF(ch, ITEMA_VISION)) { if ( IS_DEMON(ch) ) send_to_char("You require Intermediate Vision to Read somethings Aura.\n\r",ch); else send_to_char("You require level 2 Auspex to Read somethings Aura.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Read the aura on what?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "Read the aura on what?\n\r", ch ); return; } spell_identify( skill_lookup( "identify" ), ch->level, ch, obj ); return; } if (!IS_NPC(victim) && IS_IMMUNE(victim,IMM_SHIELDED) && !IS_ITEMAFF(ch, ITEMA_VISION)) { send_to_char("You are unable to read their aura.\n\r",ch); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Read Aura on you.",ch,NULL,victim,TO_VICT); } return; } act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT); act("$n examines you intently.",ch,NULL,victim,TO_VICT); if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_FAKE_CON)) { con_hit = victim->pcdata->fake_hit; con_dam = victim->pcdata->fake_dam; con_ac = victim->pcdata->fake_ac; con_str = victim->pcdata->fake_stats[STAT_STR]; con_int = victim->pcdata->fake_stats[STAT_INT]; con_wis = victim->pcdata->fake_stats[STAT_WIS]; con_dex = victim->pcdata->fake_stats[STAT_DEX]; con_con = victim->pcdata->fake_stats[STAT_CON]; con_hp = victim->pcdata->fake_hp; con_mana = victim->pcdata->fake_mana; con_move = victim->pcdata->fake_move; con_max_hp = victim->pcdata->fake_max_hp; con_max_mana = victim->pcdata->fake_max_mana; con_max_move = victim->pcdata->fake_max_move; } else { con_hit = char_hitroll(victim); con_dam = char_damroll(victim); con_ac = char_ac(victim); con_str = get_curr_str(victim); con_int = get_curr_int(victim); con_wis = get_curr_wis(victim); con_dex = get_curr_dex(victim); con_con = get_curr_con(victim); con_hp = victim->hit; con_mana = victim->mana; con_move = victim->move; con_max_hp = victim->max_hit; con_max_mana = victim->max_mana; con_max_move = victim->max_move; } if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr); else { if (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name); else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name); else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name); else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name); else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name); else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name); else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name); else sprintf(buf, "%s is a Mortal.\n\r", victim->name); } send_to_char(buf,ch); sprintf( buf, "Str: %d. Int: %d. Wis: %d. Dex: %d. Con: %d.\n\r", con_str, con_int, con_wis, con_dex, con_con); send_to_char( buf, ch ); if (IS_MAGE(victim)) { sprintf(buf,"Hp: %d/%d, Mana: %d/%d, Vitality: %d/%d.\n\r", con_hp, con_max_hp, con_mana, con_max_mana, con_move, con_max_move); } else { sprintf(buf,"Hp: %d/%d, Vitality: %d/%d.\n\r", con_hp, con_max_hp, con_move, con_max_move); } send_to_char(buf,ch); sprintf(buf,"Hitroll: %d, Damroll: %d, AC: %d.\n\r", con_hit, con_dam, con_ac); send_to_char(buf,ch); if (!IS_NPC(victim)) { sprintf(buf,"Status: %d, ",victim->race); send_to_char(buf,ch); } sprintf(buf,"Alignment: %d.\n\r",victim->alignment); send_to_char(buf,ch); if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT)) act("$N is pregnant.",ch,NULL,victim,TO_CHAR); if (!IS_NPC(victim) && IS_VAMPIRE(victim) && victim->pcdata->diableries[DIAB_EVER] >= 5) act("$N's soul is permanently stained with multiple diablerie.",ch,NULL,victim,TO_CHAR); else if (!IS_NPC(victim) && IS_VAMPIRE(victim) && victim->pcdata->diableries[DIAB_TIME] > 0) act("$N has recently committed diablerie.",ch,NULL,victim,TO_CHAR); if (!IS_NPC(victim) && IS_MORE(victim, MORE_INFORM)) { if (ch->pcdata->lie == LIE_TRUE) act("$N has recently lied.",ch,NULL,victim,TO_CHAR); else act("$N has recently spoken truthfully.",ch,NULL,victim,TO_CHAR); } if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Read Aura on you.",ch,NULL,victim,TO_VICT); } return; } void do_mortalvamp( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int disc; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_VAMPIRE(ch) || IS_GHOUL(ch)) { for ( disc = DISC_ANIMALISM; disc <= DISC_VICISSITUDE; disc++ ) ch->pcdata->powers_mod[disc] += 10; if (IS_EXTRA(ch, EXTRA_NO_ACTION)) { if (IS_MORE(ch, MORE_PROJECTION)) do_projection(ch,""); } if (IS_VAMPAFF(ch,VAM_EARTHMELDED) ) do_earthmeld(ch,""); if (IS_MORE(ch, MORE_MUMMIFIED)) do_mummify(ch,""); if (IS_MORE(ch, MORE_PLASMA)) do_plasmaform(ch,""); if (IS_MORE(ch, MORE_ASHES)) do_ashes(ch,""); if (IS_EXTRA(ch, EXTRA_AWE)) do_awe(ch,""); if (IS_MORE(ch, MORE_GUARDIAN)) do_spiritguardian(ch,""); if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if (get_disc(ch,DISC_AUSPEX) >= 3) do_unveil(ch,"self"); if (IS_POLYAFF(ch,POLY_ZULO) ) do_zuloform(ch,""); if (IS_POLYAFF(ch,POLY_MASK) ) do_mask(ch,"self"); if (IS_POLYAFF(ch,POLY_TRUE) ) do_truedisguise(ch,"self"); if (IS_POLYAFF(ch,POLY_HAGS) ) do_mask(ch,"self"); if (IS_POLYAFF(ch,POLY_CHANGELING) ) do_mask(ch,"self"); if (IS_POLYAFF(ch,POLY_FLESHCRAFT) ) do_mask(ch,"self"); if (IS_POLYAFF(ch,POLY_BONECRAFT) ) do_mask(ch,"self"); if (IS_VAMPAFF(ch,VAM_CHANGED) ) do_change(ch,"human"); if (IS_POLYAFF(ch,POLY_SERPENT) ) do_serpent(ch,""); if (IS_POLYAFF(ch,POLY_SHADOW) ) do_shadowbody(ch,""); if (IS_VAMPAFF(ch,VAM_DISGUISED) ) { REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->vampaff, VAM_DISGUISED); REMOVE_BIT(ch->extra, EXTRA_VICISSITUDE); REMOVE_BIT(ch->polyaff, POLY_SPIRIT); free_string( ch->morph ); ch->morph = str_dup( "" ); free_string( ch->long_descr ); ch->morph = str_dup( "" ); } if (IS_IMMUNE(ch,IMM_SHIELDED) ) do_shield(ch,""); if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) do_shadowplane(ch,""); if (IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,""); if (IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,""); if (IS_MORE(ch, MORE_HAND_FLAME)) do_hand(ch,""); if (IS_VAMPAFF(ch,VAM_SPIRITEYES) ) do_spiriteyes(ch,""); if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,""); if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) do_shadowsight(ch,""); if (IS_SET(ch->act,PLR_HOLYLIGHT) ) do_truesight(ch,""); if (IS_VAMPAFF(ch,VAM_OBFUSCATE) ) do_vanish(ch,""); if (IS_MORE(ch, MORE_SILENCE)) do_silencedeath(ch,""); if (IS_MORE(ch, MORE_DARKNESS)) do_shroudnight(ch,""); if (IS_MORE(ch, MORE_REINA)) do_reina(ch,""); if (IS_MORE(ch, MORE_OBEAH)) {ch->pcdata->obeah = 0; do_obeah(ch,"");} if (IS_MORE(ch, MORE_NEUTRAL)) do_neutral(ch,""); ch->pcdata->wolf = 0; for ( disc = DISC_ANIMALISM; disc <= DISC_VICISSITUDE; disc++ ) ch->pcdata->powers_mod[disc] -= 10; } return; } void do_shield( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (get_disc(ch,DISC_OBFUSCATE) < 4 && get_tribe(ch, TRIBE_SILVER_FANGS) < 4) { if ( IS_ABOMINATION(ch) ) send_to_char("You require level 4 Obfuscate or Silver Fangs to Shield your aura.\n\r",ch); else if ( IS_WEREWOLF(ch) ) send_to_char("You require level 4 Silver Fangs to Shield your aura.\n\r",ch); else send_to_char("You require level 4 Obfuscate to Shield your aura.\n\r",ch); return; } if (!IS_IMMUNE(ch,IMM_SHIELDED) ) { send_to_char("You shield your aura from those around you.\n\r",ch); SET_BIT(ch->immune, IMM_SHIELDED); return; } send_to_char("You stop shielding your aura.\n\r",ch); REMOVE_BIT(ch->immune, IMM_SHIELDED); return; } void do_serpent( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch,DISC_SERPENTIS) < 3) { send_to_char("You require level 3 Serpentis to transform into Serpent Form.\n\r",ch); return; } if (IS_AFFECTED(ch, AFF_POLYMORPH)) { if (!IS_POLYAFF(ch,POLY_SERPENT)) { send_to_char( "You cannot polymorph from this form.\n\r", ch ); return; } act( "You transform back into human.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM ); REMOVE_BIT(ch->polyaff, POLY_SERPENT); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); clear_stats(ch); free_string( ch->morph ); ch->morph = str_dup( "" ); return; } SET_BIT(ch->polyaff, POLY_SERPENT); clear_stats(ch); if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); act( "You transform into a huge serpent.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into a huge serpent.", ch, NULL, NULL, TO_ROOM ); SET_BIT(ch->affected_by, AFF_POLYMORPH); sprintf(buf, "%s the huge serpent", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); return; } void poison_weapon( CHAR_DATA *ch, OBJ_DATA *obj ) { if ( obj->item_type != ITEM_WEAPON ) { send_to_char( "You can only poison weapons.\n\r", ch ); return; } if ( obj->value[0] != 0 ) { send_to_char( "This weapon cannot be poisoned.\n\r", ch ); return; } act("You run your long serpentine tongue along $p, poisoning it.",ch,obj,NULL,TO_CHAR); act("$n runs $s long serpentine tongue along $p, poisoning it.",ch,obj,NULL,TO_ROOM); obj->value[0] = 53; return; } void do_regenerate( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int regen; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->wolf > 0 && !IS_ABOMINATION(ch)) { send_to_char("You cannot control your regenerative powers while the beast is so strong.\n\r",ch); return; } if ( ch->pcdata->regenerate > 0 ) { send_to_char("You stop your body regenerating.\n\r",ch); ch->pcdata->regenerate = 0; return; } if (ch->blood[BLOOD_CURRENT] < 10) { send_to_char("You have insufficient blood to regenerate.\n\r",ch); return; } if (ch->hit >= ch->max_hit && ch->move >= ch->max_move) { send_to_char("Your body doesn't require regeneration.\n\r",ch); return; } if ( arg[0] == '\0' ) regen = 1; else if ( ( regen = is_number(arg) ? atoi(arg) : 1 ) < 1 || regen > 10 ) { send_to_char("Please enter a number between 1 and 10.\n\r",ch); return; } ch->pcdata->regenerate = regen; send_to_char("You begin regenerating yourself.\n\r",ch); return; } void werewolf_regen( CHAR_DATA *ch ) { bool mesg = TRUE; int regen_hp, regen_max; if (IS_NPC(ch)) return; if (ch->hit < 1 ) { ch->hit += number_range(1,3); update_pos(ch); } else { if (ch->hit >= ch->max_hit) { mesg = FALSE; ch->move = UMIN(ch->move + (ch->max_move * 0.05), ch->max_move); ch->mana = UMIN(ch->mana + (ch->max_mana * 0.05), ch->max_mana); } else if (ch->max_hit > 0) { regen_hp = ch->max_hit * 0.05; if (ch->agg < 0) ch->agg = 0; else if (ch->agg > 100) ch->agg = 100; if (ch->agg > 0 && (ch->hit + regen_hp) >= (ch->max_hit * ((100 - ch->agg) * 0.01))) { if ((ch->hit + 1) < (ch->max_hit * ((100 - ch->agg) * 0.01))) { ch->hit = ch->max_hit * ((100 - ch->agg) * 0.01); send_to_char("Your body has regenerated all non-aggravated damage.\n\r",ch); } else if (IS_VAMPIRE(ch)) { if (ch->position == POS_FIGHTING) { send_to_char("You are unable to heal aggravated wounds while fighting.\n\r",ch); ch->pcdata->regenerate = 0; return; } else if (ch->pcdata->willpower[0] < 1) { send_to_char("You have insufficient willpower to heal your aggravated wounds.\n\r",ch); ch->pcdata->regenerate = 0; return; } ch->pcdata->willpower[0] -= 1; ch->agg -= 10; if (ch->agg < 0) ch->agg = 0; if (ch->agg >= 100) ch->hit = 1; else { regen_max = ch->max_hit * ((100 - ch->agg) * 0.01); regen_hp = ch->max_hit * 0.05; if (regen_hp > regen_max) regen_hp = regen_max; ch->hit += regen_hp; } } else { if (ch->position > POS_RESTING) return; else if (ch->pcdata->willpower[0] < 1) { send_to_char("You have insufficient willpower to heal your aggravated wounds.\n\r",ch); return; } ch->pcdata->willpower[0] -= 1; ch->agg -= 10; if (ch->agg < 0) ch->agg = 0; if (ch->agg >= 100) ch->hit = 1; else { regen_max = ch->max_hit * ((100 - ch->agg) * 0.01); regen_hp = ch->max_hit * 0.05; if (regen_hp > regen_max) regen_hp = regen_max; ch->hit += regen_hp; } } } else ch->hit += ch->max_hit * 0.05; } ch->move = UMIN(ch->move + (ch->max_move * 0.05), ch->max_move); /* Still not sure if mana should regenerate so fast... */ ch->mana = UMIN(ch->mana + (ch->max_mana * 0.05), ch->max_mana); if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move ) { ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; if ( mesg ) send_to_char("Your body has completely regenerated itself.\n\r",ch); if (IS_VAMPIRE(ch)) ch->pcdata->regenerate = 0; } } return; } void reg_mend( CHAR_DATA *ch ) { int ribs = 0; int teeth = 0; if (IS_BODY(ch,BROKEN_RIBS_1 )) ribs += 1; if (IS_BODY(ch,BROKEN_RIBS_2 )) ribs += 2; if (IS_BODY(ch,BROKEN_RIBS_4 )) ribs += 4; if (IS_BODY(ch,BROKEN_RIBS_8 )) ribs += 8; if (IS_BODY(ch,BROKEN_RIBS_16)) ribs += 16; if (IS_HEAD(ch,LOST_TOOTH_1 )) teeth += 1; if (IS_HEAD(ch,LOST_TOOTH_2 )) teeth += 2; if (IS_HEAD(ch,LOST_TOOTH_4 )) teeth += 4; if (IS_HEAD(ch,LOST_TOOTH_8 )) teeth += 8; if (IS_HEAD(ch,LOST_TOOTH_16 )) teeth += 16; if (ribs > 0) { if (IS_BODY(ch,BROKEN_RIBS_1 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_1); if (IS_BODY(ch,BROKEN_RIBS_2 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_2); if (IS_BODY(ch,BROKEN_RIBS_4 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_4); if (IS_BODY(ch,BROKEN_RIBS_8 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_8); if (IS_BODY(ch,BROKEN_RIBS_16)) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_16); ribs -= 1; if (ribs >= 16) {ribs -= 16; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_16);} if (ribs >= 8 ) {ribs -= 8; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_8);} if (ribs >= 4 ) {ribs -= 4; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_4);} if (ribs >= 2 ) {ribs -= 2; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_2);} if (ribs >= 1 ) {ribs -= 1; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_1);} act("One of $n's ribs snap back into place.",ch,NULL,NULL,TO_ROOM); act("One of your ribs snap back into place.",ch,NULL,NULL,TO_CHAR); } else if (IS_HEAD(ch,LOST_EYE_L)) { act("An eyeball appears in $n's left eye socket.",ch,NULL,NULL,TO_ROOM); act("An eyeball appears in your left eye socket.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_L); } else if (IS_HEAD(ch,LOST_EYE_R)) { act("An eyeball appears in $n's right eye socket.",ch,NULL,NULL,TO_ROOM); act("An eyeball appears in your right eye socket.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_R); } else if (IS_HEAD(ch,LOST_EAR_L)) { act("An ear grows on the left side of $n's head.",ch,NULL,NULL,TO_ROOM); act("An ear grows on the left side of your head.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_L); } else if (IS_HEAD(ch,LOST_EAR_R)) { act("An ear grows on the right side of $n's head.",ch,NULL,NULL,TO_ROOM); act("An ear grows on the right side of your head.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_R); } else if (IS_HEAD(ch,LOST_NOSE)) { act("A nose grows on the front of $n's face.",ch,NULL,NULL,TO_ROOM); act("A nose grows on the front of your face.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_NOSE); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (teeth > 0) { if (IS_HEAD(ch,LOST_TOOTH_1 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1); if (IS_HEAD(ch,LOST_TOOTH_2 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2); if (IS_HEAD(ch,LOST_TOOTH_4 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4); if (IS_HEAD(ch,LOST_TOOTH_8 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8); if (IS_HEAD(ch,LOST_TOOTH_16)) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16); teeth -= 1; if (teeth >= 16) {teeth -= 16; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);} if (teeth >= 8 ) {teeth -= 8; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);} if (teeth >= 4 ) {teeth -= 4; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);} if (teeth >= 2 ) {teeth -= 2; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);} if (teeth >= 1 ) {teeth -= 1; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);} act("A missing tooth grows in your mouth.",ch,NULL,NULL,TO_CHAR); act("A missing tooth grows in $n's mouth.",ch,NULL,NULL,TO_ROOM); } else if (IS_HEAD(ch,BROKEN_NOSE)) { act("$n's nose snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your nose snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (IS_HEAD(ch,BROKEN_JAW)) { act("$n's jaw snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your jaw snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_JAW); } else if (IS_HEAD(ch,BROKEN_SKULL)) { act("$n's skull knits itself back together.",ch,NULL,NULL,TO_ROOM); act("Your skull knits itself back together.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_SKULL); } else if (IS_BODY(ch,BROKEN_SPINE)) { act("$n's spine knits itself back together.",ch,NULL,NULL,TO_ROOM); act("Your spine knits itself back together.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_SPINE); } else if (IS_BODY(ch,BROKEN_NECK)) { act("$n's neck snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your neck snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_NECK); } else if (IS_ARM_L(ch,LOST_ARM)) { act("An arm grows from the stump of $n's left shoulder.",ch,NULL,NULL,TO_ROOM); act("An arm grows from the stump of your left shoulder.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_ARM); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND); } else if (IS_ARM_R(ch,LOST_ARM)) { act("An arm grows from the stump of $n's right shoulder.",ch,NULL,NULL,TO_ROOM); act("An arm grows from the stump of your right shoulder.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_ARM); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND); } else if (IS_LEG_L(ch,LOST_LEG)) { act("A leg grows from the stump of $n's left hip.",ch,NULL,NULL,TO_ROOM); act("A leg grows from the stump of your left hip.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_LEG); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG); SET_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT); } else if (IS_LEG_R(ch,LOST_LEG)) { act("A leg grows from the stump of $n's right hip.",ch,NULL,NULL,TO_ROOM); act("A leg grows from the stump of your right hip.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_LEG); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG); SET_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT); } else if (IS_ARM_L(ch,BROKEN_ARM)) { act("$n's left arm snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left arm snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM); } else if (IS_ARM_R(ch,BROKEN_ARM)) { act("$n's right arm snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right arm snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM); } else if (IS_LEG_L(ch,BROKEN_LEG)) { act("$n's left leg snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left leg snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG); } else if (IS_LEG_R(ch,BROKEN_LEG)) { act("$n's right leg snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right leg snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG); } else if (IS_ARM_L(ch,LOST_HAND)) { act("A hand grows from the stump of $n's left wrist.",ch,NULL,NULL,TO_ROOM); act("A hand grows from the stump of your left wrist.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L); } else if (IS_ARM_R(ch,LOST_HAND)) { act("A hand grows from the stump of $n's right wrist.",ch,NULL,NULL,TO_ROOM); act("A hand grows from the stump of your right wrist.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L); } else if (IS_LEG_L(ch,LOST_FOOT)) { act("A foot grows from the stump of $n's left ankle.",ch,NULL,NULL,TO_ROOM); act("A foot grows from the stump of your left ankle.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT); } else if (IS_LEG_R(ch,LOST_FOOT)) { act("A foot grows from the stump of $n's right ankle.",ch,NULL,NULL,TO_ROOM); act("A foot grows from the stump of your right ankle.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT); } else if (IS_ARM_L(ch,LOST_THUMB)) { act("A thumb slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A thumb slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB); } else if (IS_ARM_L(ch,BROKEN_THUMB)) { act("$n's left thumb snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left thumb snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB); } else if (IS_ARM_L(ch,LOST_FINGER_I)) { act("An index finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("An index finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); } else if (IS_ARM_L(ch,BROKEN_FINGER_I)) { act("$n's left index finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left index finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); } else if (IS_ARM_L(ch,LOST_FINGER_M)) { act("A middle finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A middle finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); } else if (IS_ARM_L(ch,BROKEN_FINGER_M)) { act("$n's left middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); } else if (IS_ARM_L(ch,LOST_FINGER_R)) { act("A ring finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A ring finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); } else if (IS_ARM_L(ch,BROKEN_FINGER_R)) { act("$n's left ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); } else if (IS_ARM_L(ch,LOST_FINGER_L)) { act("A little finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A little finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); } else if (IS_ARM_L(ch,BROKEN_FINGER_L)) { act("$n's left little finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left little finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); } else if (IS_ARM_R(ch,LOST_THUMB)) { act("A thumb slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A thumb slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB); } else if (IS_ARM_R(ch,BROKEN_THUMB)) { act("$n's right thumb snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right thumb snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB); } else if (IS_ARM_R(ch,LOST_FINGER_I)) { act("An index finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("An index finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); } else if (IS_ARM_R(ch,BROKEN_FINGER_I)) { act("$n's right index finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right index finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); } else if (IS_ARM_R(ch,LOST_FINGER_M)) { act("A middle finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A middle finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); } else if (IS_ARM_R(ch,BROKEN_FINGER_M)) { act("$n's right middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); } else if (IS_ARM_R(ch,LOST_FINGER_R)) { act("A ring finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A ring finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); } else if (IS_ARM_R(ch,BROKEN_FINGER_R)) { act("$n's right ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); } else if ( IS_ARM_R(ch,LOST_FINGER_L)) { act("A little finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A little finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); } else if ( IS_ARM_R(ch,BROKEN_FINGER_L)) { act("$n's right little finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right little finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); } else if (IS_BODY(ch,CUT_CHEST) && !IS_BLEEDING(ch, BLEEDING_CHEST)) { act("The wound in $n's chest closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your chest closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_CHEST); } else if (IS_BODY(ch,CUT_STOMACH) && !IS_BLEEDING(ch, BLEEDING_STOMACH)) { act("The wound in $n's stomach closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your stomach closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_STOMACH); } else if (IS_BODY(ch,CUT_THROAT) && !IS_BLEEDING(ch, BLEEDING_THROAT)) { act("The wound in $n's throat closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your throat closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT); } else if (IS_ARM_L(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_L)) { act("The wound in $n's left wrist closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your left wrist closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],SLIT_WRIST); } else if (IS_ARM_R(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_R)) { act("The wound in $n's right wrist closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your right wrist closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],SLIT_WRIST); } return; } void vamp_rage( CHAR_DATA *ch ) { if (IS_NPC(ch) || !IS_VAMPIRE(ch)) return; send_to_char("You scream with rage as the beast within consumes you!\n\r",ch); act("$n screams with rage as $s inner beast consumes $m!.", ch, NULL, NULL, TO_ROOM); if (ch->beast > 0) do_beastlike(ch,""); if ( ch->pcdata->wolf >= (ch->beast * 0.5) ) return; if (!IS_VAMPAFF(ch, VAM_NIGHTSIGHT) && get_disc(ch,DISC_PROTEAN) > 0) do_nightsight(ch,""); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); if (!IS_VAMPAFF(ch, VAM_CLAWS) && get_disc(ch,DISC_PROTEAN) > 1) do_claws(ch,""); send_to_char("You bare yours fangs and growl as your inner beast consumes you.\n\r",ch); act("$n bares $s fangs and growls as $s inner beast consumes $m.",ch,NULL,NULL,TO_ROOM); ch->pcdata->wolf += number_range(10,20); WAIT_STATE(ch,12); return; } void do_humanity( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (!IS_NPC(ch) && IS_VAMPIRE(ch) && ch->beast > 0 && ch->beast < 100 && number_range(1, 500) <= ch->beast) { if (ch->beast == 1) { send_to_char("You have attained Golconda!\n\r", ch); if (!IS_IMMUNE(ch, IMM_SUNLIGHT)) SET_BIT(ch->immune, IMM_SUNLIGHT); } else send_to_char("You feel slightly more in control of your beast.\n\r", ch); ch->beast -= 1; } return; } void do_beastlike( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (!IS_NPC(ch) && IS_VAMPIRE(ch) && !IS_ABOMINATION(ch) && ch->beast < 100 && ch->beast > 0 && number_range(1, 500) <= ch->beast) { if (get_disc(ch, DISC_OBEAH) != 0) return; if (ch->beast < 99) send_to_char("You feel your beast take more control over your actions.\n\r", ch); else send_to_char("Your beast has fully taken over control of your actions!\n\r", ch); ch->beast += 1; if (get_disc(ch,DISC_PROTEAN) > 0 && !IS_VAMPAFF(ch, VAM_NIGHTSIGHT) ) do_nightsight(ch,""); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); if (get_disc(ch,DISC_PROTEAN) > 1 && !IS_VAMPAFF(ch, VAM_CLAWS) ) do_claws(ch,""); } return; } void do_feed( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int blood; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch)) { send_to_char("Huh?\n\r",ch); return; } if (!IS_ARM_L(ch, SLIT_WRIST) && !IS_ARM_R(ch, SLIT_WRIST)) { send_to_char("First you need to SLIT your wrist.\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Who do you wish to feed?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("Not on NPC's.\n\r",ch); return; } if ((IS_GHOUL(victim) || victim->class == CLASS_NONE || IS_MAGE(victim)) && victim->blood[0] <= 25) { if (!IS_HERO(victim)) send_to_char("Blood does them no good at all.\n\r",ch); else do_bite(ch, victim->name); return; } else if (!IS_VAMPIRE(victim) && !IS_GHOUL(victim) && victim->class != CLASS_NONE) { send_to_char("Blood does them no good at all.\n\r",ch); return; } if (ch == victim) { send_to_char("There is no point in feeding yourself blood!\n\r",ch); return; } if (!IS_IMMUNE(victim, IMM_VAMPIRE)) { send_to_char("They refuse to drink your blood.\n\r",ch); return; } if ( ch->blood[BLOOD_CURRENT] < (10 * ch->blood[BLOOD_POTENCY])) { send_to_char("You don't have enough blood.\n\r",ch); return; } act("You feed $N some blood from your open wrist.",ch,NULL,victim,TO_CHAR); act("$n feeds $N some blood from $s open wrist.",ch,NULL,victim,TO_NOTVICT); if (victim->position < POS_RESTING) send_to_char("You feel some blood poured down your throat.\n\r",victim); else act("$n feeds you some blood from $s open wrist.", ch, NULL, victim, TO_VICT); blood = number_range(5,10) * ch->blood[BLOOD_POTENCY]; ch->blood[BLOOD_CURRENT] -= blood; victim->blood[BLOOD_CURRENT] += blood; if (victim->blood[BLOOD_CURRENT] >= victim->blood[BLOOD_POOL]) { victim->blood[BLOOD_CURRENT] = victim->blood[BLOOD_POOL]; if (IS_VAMPIRE(victim)) send_to_char("Your blood lust is sated.\n\r",victim); } if (IS_HERO(victim) && (victim->class == CLASS_NONE || IS_GHOUL(victim))) { power_ghoul(ch, victim); if (!IS_NPC(victim) && victim->pcdata->dpoints < (ch->blood[2] * 1000)) { if (!IS_VAMPIRE(ch)) victim->pcdata->dpoints += (blood * 60); if (victim->pcdata->dpoints > (ch->blood[2] * 100)) victim->pcdata->dpoints = (ch->blood[2] * 100); } } return; } void do_upkeep( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; char buf2 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_ANGEL(ch)) { send_to_char("--------------------------------------------------------------------------------\n\r",ch); send_to_char(" -= Angel upkeep =-\n\r",ch); send_to_char("--------------------------------------------------------------------------------\n\r",ch); if (ch->pcdata->disc[C_POWERS] < 1 && get_disc(ch, DISC_AUSPEX) < 1) send_to_char("You have no angelic powers.\n\r",ch); switch ( get_disc(ch, DISC_AUSPEX) ) { default: break; case 1: send_to_char("You have Basic Angelic Vision.\n\r",ch); break; case 2: send_to_char("You have Intermediate Angelic Vision.\n\r",ch); break; case 3: send_to_char("You have Advanced Angelic Vision.\n\r",ch); break; case 4: send_to_char("You have Expert Angelic Vision.\n\r",ch); break; case 5: send_to_char("You have Supreme Angelic Vision.\n\r",ch); break; } switch ( get_disc(ch, DISC_OBEAH) ) { default: break; case 1: send_to_char("You have Basic Obeah.\n\r",ch); break; case 2: send_to_char("You have Intermediate Obeah.\n\r",ch); break; case 3: send_to_char("You have Advanced Obeah.\n\r",ch); break; case 4: send_to_char("You have Expert Obeah.\n\r",ch); break; case 5: send_to_char("You have Supreme Obeah.\n\r",ch); break; } if (IS_POLYAFF(ch, POLY_ZULO)) sprintf(buf,"You are in Angel Form.\n\r"); if (IS_MORE(ch, MORE_GUARDIAN)) sprintf(buf,"You have a little cherub perched on your shoulder.\n\r"); if ( IS_DEMPOWER(ch,DEM_FANGS) ) { if (IS_VAMPAFF(ch, VAM_FANGS)) send_to_char("You have a pair of long pointed fangs extending from your gums.\n\r",ch); else send_to_char("You have a pair of long pointed fangs, but they are not currently extended.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_CLAWS) ) { if (IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("You have a pair of razor sharp claws extending from your fingers.\n\r",ch); else send_to_char("You have a pair of razor sharp claws, but they are not currently extended.\n\r",ch); } if ( IS_MOD(ch,MOD_HORNS) ) send_to_char("You have a pair of curved horns extending from your forehead.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_HOOVES) ) { if (IS_DEMAFF(ch, DEM_HOOVES)) send_to_char("You have hooves instead of feet.\n\r",ch); else send_to_char("You are able to transform your feet into hooves at will.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_EYES) ) { if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) send_to_char("Your eyes are glowing bright blue, allowing you to see in the dark.\n\r",ch); else send_to_char("You are able to see in the dark, although that power is not currently activated.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_WINGS) ) { if (!IS_DEMAFF(ch, DEM_WINGS)) send_to_char("You have the ability to extend wings from your back.\n\r",ch); else if (IS_DEMAFF(ch, DEM_UNFOLDED)) send_to_char("You have a pair of white feathered wings unfolded behind your back.\n\r",ch); else send_to_char("You have a pair of white feathered wings folded behind your back.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_MIGHT) ) send_to_char("Your muscles ripple with supernatural strength.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_TOUGH) ) send_to_char("Your skin reflects blows with supernatural toughness.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_SPEED) ) send_to_char("You move with supernatural speed and grace.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_TRAVEL) ) send_to_char("You are able to travel to other angels at will.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_SCRY) ) send_to_char("You are able to scry over great distances at will.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_SHADOWSIGHT) ) { if (IS_AFFECTED(ch, AFF_SHADOWSIGHT)) send_to_char("You are able see things in the Umbra.\n\r",ch); else send_to_char("You are able to view the Umbra, although you are not currently doing so.\n\r",ch); } if (IS_VAMPAFF(ch, VAM_OBFUSCATE)) send_to_char("You are concealed with Obfuscate.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_EYESPY) ) send_to_char("You have the ability to create Eyespy's.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_FIREWALL) ) send_to_char("You have the ability to summon Firewalls.\n\r",ch); if (IS_MORE(ch,MORE_HAND_FLAME) ) send_to_char("Your hands are infused with the Might of God.\n\r",ch); } else if (IS_DEMON(ch)) { send_to_char("--------------------------------------------------------------------------------\n\r",ch); if (IS_NEPHANDI(ch)) send_to_char(" -= Nephandi upkeep =-\n\r",ch); else if (IS_BAALI(ch)) send_to_char(" -= Baali upkeep =-\n\r",ch); else if (IS_BLACK_SPIRAL_DANCER(ch)) send_to_char(" -= Black Spiral Dancer upkeep =-\n\r",ch); else send_to_char(" -= Demon upkeep =-\n\r",ch); send_to_char("--------------------------------------------------------------------------------\n\r",ch); if (ch->pcdata->disc[C_POWERS] < 1 && get_disc(ch, DISC_AUSPEX) < 1) send_to_char("You have no demonic powers.\n\r",ch); switch ( get_disc(ch, DISC_AUSPEX) ) { default: break; case 1: send_to_char("You have Basic Demonic Vision.\n\r",ch); break; case 2: send_to_char("You have Intermediate Demonic Vision.\n\r",ch); break; case 3: send_to_char("You have Advanced Demonic Vision.\n\r",ch); break; case 4: send_to_char("You have Expert Demonic Vision.\n\r",ch); break; case 5: send_to_char("You have Supreme Demonic Vision.\n\r",ch); break; } switch ( get_disc(ch, DISC_DAIMOINON) ) { default: break; case 1: send_to_char("You have Basic Daimoinon.\n\r",ch); break; case 2: send_to_char("You have Intermediate Daimoinon.\n\r",ch); break; case 3: send_to_char("You have Advanced Daimoinon.\n\r",ch); break; case 4: send_to_char("You have Expert Daimoinon.\n\r",ch); break; case 5: send_to_char("You have Supreme Daimoinon.\n\r",ch); break; } if (IS_POLYAFF(ch, POLY_ZULO)) sprintf(buf,"You are in Demon Form.\n\r"); if (IS_MORE(ch, MORE_GUARDIAN)) sprintf(buf,"You have a little imp perched on your shoulder.\n\r"); if ( IS_DEMPOWER(ch,DEM_FANGS) ) { if (IS_VAMPAFF(ch, VAM_FANGS)) send_to_char("You have a pair of long pointed fangs extending from your gums.\n\r",ch); else send_to_char("You have a pair of long pointed fangs, but they are not currently extended.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_CLAWS) ) { if (IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("You have a pair of razor sharp claws extending from your fingers.\n\r",ch); else send_to_char("You have a pair of razor sharp claws, but they are not currently extended.\n\r",ch); } if ( IS_MOD(ch,MOD_HORNS) ) send_to_char("You have a pair of curved horns extending from your forehead.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_HOOVES) ) { if (IS_DEMAFF(ch, DEM_HOOVES)) send_to_char("You have hooves instead of feet.\n\r",ch); else send_to_char("You are able to transform your feet into hooves at will.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_EYES) ) { if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) send_to_char("Your eyes are glowing bright red, allowing you to see in the dark.\n\r",ch); else send_to_char("You are able to see in the dark, although that power is not currently activated.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_WINGS) ) { if (!IS_DEMAFF(ch, DEM_WINGS)) send_to_char("You have the ability to extend wings from your back.\n\r",ch); else if (IS_DEMAFF(ch, DEM_UNFOLDED)) send_to_char("You have a pair of large leathery wings unfolded behind your back.\n\r",ch); else send_to_char("You have a pair of large leathery wings folded behind your back.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_MIGHT) ) send_to_char("Your muscles ripple with supernatural strength.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_TOUGH) ) send_to_char("Your skin reflects blows with supernatural toughness.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_SPEED) ) send_to_char("You move with supernatural speed and grace.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_TRAVEL) ) send_to_char("You are able to travel to other demons at will.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_SCRY) ) send_to_char("You are able to scry over great distances at will.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_SHADOWSIGHT) ) { if (IS_AFFECTED(ch, AFF_SHADOWSIGHT)) send_to_char("You are able see things in the Umbra.\n\r",ch); else send_to_char("You are able to view the Umbra, although you are not currently doing so.\n\r",ch); } if (IS_VAMPAFF(ch, VAM_OBFUSCATE)) send_to_char("You are concealed with Obfuscate.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_EYESPY) ) send_to_char("You have the ability to create Eyespy's.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_FIREWALL) ) send_to_char("You have the ability to summon Firewalls.\n\r",ch); if (IS_MORE(ch,MORE_HAND_FLAME) ) send_to_char("Your hands are engulfed in burning flames.\n\r",ch); } else if (IS_VAMPIRE(ch) || IS_GHOUL(ch)) { send_to_char("--------------------------------------------------------------------------------\n\r",ch); if (IS_ABOMINATION(ch)) send_to_char(" -= Abomination upkeep =-\n\r",ch); else if (IS_LICH(ch)) send_to_char(" -= Lich upkeep =-\n\r",ch); else if (IS_SKINDANCER(ch)) send_to_char(" -= Skindancer upkeep =-\n\r",ch); else send_to_char(" -= Vampire upkeep =-\n\r",ch); send_to_char("--------------------------------------------------------------------------------\n\r",ch); send_to_char("You must spend 1 blood per tick or you may well enter Frenzy.\n\r",ch); if (ch->pcdata->regenerate > 0 ) { sprintf(buf,"You will attempt to regenerate %d more time%s\n\r", ch->pcdata->regenerate, ch->pcdata->regenerate > 1 ? "s." : "."); send_to_char(buf,ch); } if (ch->pcdata->celerity > 0 ) { sprintf(buf,"Your are infused with %d %s of Celerity.\n\r", ch->pcdata->celerity, ch->pcdata->celerity == 1 ? "second" : "seconds"); send_to_char(buf,ch); } if (strlen(ch->pcdata->conding) > 1 ) { if (IS_MORE(ch, MORE_LOYAL)) sprintf(buf,"You have been conditioned by %s and are loyal.\n\r", ch->pcdata->conding); else sprintf(buf,"You have been conditioned by %s.\n\r", ch->pcdata->conding); send_to_char(buf,ch); } if (strlen(ch->pcdata->love) > 1 ) { sprintf(buf,"You are in love with %s.\n\r", ch->pcdata->love); send_to_char(buf,ch); } if (get_disc(ch,DISC_OBEAH) != 0) { if (IS_MORE(ch, MORE_OBEAH)) { if (ch->pcdata->obeah > 0) send_to_char("Your third eye is open and glowing brightly.\n\r",ch); else send_to_char("Your third eye is open.\n\r",ch); } else send_to_char("Your third eye is closed.\n\r",ch); } if (get_disc(ch,DISC_PROTEAN) > 5) send_to_char("Your Flesh is as hard as Marble.\n\r",ch); if (get_disc(ch,DISC_DAIMOINON) > 5) send_to_char("You are immune to heat and fire.\n\r",ch); if (get_disc(ch,DISC_VICISSITUDE) > 5) send_to_char("Your blood is a deadly acid.\n\r",ch); if (IS_MORE(ch, MORE_EVILEYE)) send_to_char("Your Evil Eye is on.\n\r",ch); if (IS_MORE(ch, MORE_ANIMAL_MASTER)) send_to_char("You appear very attractive to animals.\n\r",ch); if (IS_VAMPAFF(ch, VAM_OBFUSCATE)) send_to_char("You are concealed with Obfuscate.\n\r",ch); if (IS_EXTRA(ch, EXTRA_FAKE_CON)) send_to_char("Your Soul Mask is up.\n\r",ch); if (IS_ITEMAFF(ch,ITEMA_PEACE) ) send_to_char("Your Majesty is up.\n\r",ch); if (IS_EXTRA(ch,EXTRA_AWE) ) send_to_char("You appear very awe-inspiring.\n\r",ch); if (IS_MORE(ch,MORE_GUARDIAN) ) send_to_char("Your Spirit Guardian is with you.\n\r",ch); if (IS_MORE(ch,MORE_COURAGE) ) send_to_char("You are feeling very brave.\n\r",ch); if (IS_MORE(ch,MORE_ANGER) ) send_to_char("You are feeling very angry.\n\r",ch); if (IS_MORE(ch,MORE_CALM) ) send_to_char("You are feeling very lazy.\n\r",ch); if (IS_VAMPAFF(ch,VAM_DISGUISED) ) { if (IS_POLYAFF(ch, POLY_ZULO)) sprintf(buf,"You are in Zulo Form.\n\r"); else if (IS_POLYAFF(ch, POLY_SPIRIT)) sprintf(buf,"You are in Spiritform.\n\r"); else if (IS_EXTRA(ch, EXTRA_VICISSITUDE)) sprintf(buf,"Your features look like %s.\n\r",ch->morph); else if (IS_POLYAFF(ch, POLY_TRUE)) sprintf(buf,"You are True Disguised as %s.\n\r",ch->morph); else if (IS_POLYAFF(ch, POLY_CHANGELING)) sprintf(buf,"You are Changed to look like %s.\n\r",ch->morph); else if (IS_POLYAFF(ch, POLY_FLESHCRAFT)) sprintf(buf,"You are Fleshcrafted to look like %s.\n\r",ch->morph); else if (IS_POLYAFF(ch, POLY_BONECRAFT)) sprintf(buf,"You are Bonecrafted to look like %s.\n\r",ch->morph); else sprintf(buf,"You are Masked as %s.\n\r",ch->morph); send_to_char(buf,ch); } if (IS_IMMUNE(ch,IMM_SHIELDED) ) send_to_char("You aura is Shielded.\n\r",ch); if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) send_to_char("You are in the Umbra.\n\r",ch); if (IS_VAMPAFF(ch,VAM_FANGS) ) send_to_char("You have your Fangs extended.\n\r",ch); if (IS_VAMPAFF(ch,VAM_CLAWS) ) send_to_char("You have your Claws extended.\n\r",ch); if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) send_to_char("You are using Gleam of Red Eyes.\n\r",ch); if (IS_VAMPAFF(ch,VAM_SPIRITEYES) ) send_to_char("You are using Spirit Eyes.\n\r",ch); if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) send_to_char("You are using Umbral Vision.\n\r",ch); if (IS_SET(ch->act,PLR_HOLYLIGHT) ) send_to_char("You are using Heightened Senses.\n\r",ch); if (IS_MORE(ch,MORE_HAND_FLAME) ) send_to_char("Your hands are engulfed in burning flames.\n\r",ch); if (IS_IMMUNE(ch,IMM_STAKE) ) send_to_char("Your heart has been removed from your chest, rendering you immune to staking.\n\r",ch); if (IS_VAMPAFF(ch,VAM_CHANGED) ) { if (IS_POLYAFF(ch,POLY_BAT)) sprintf(buf2,"Bat" ); else if (IS_POLYAFF(ch,POLY_WOLF)) sprintf(buf2,"Wolf"); else sprintf(buf2,"Mist"); sprintf(buf,"You are in %s form.\n\r",buf2); send_to_char(buf,ch); } if ( IS_POLYAFF(ch,POLY_SHADOW) ) send_to_char("You are in Shadow form.\n\r",ch); else if ( IS_POLYAFF(ch,POLY_SERPENT) ) send_to_char("You are in Serpent form.\n\r",ch); else if ( IS_MORE(ch,MORE_PLASMA) ) send_to_char("You are in Plasma form.\n\r",ch); else if ( IS_MORE(ch,MORE_ASHES) ) send_to_char("You are in Ashes form.\n\r",ch); else if ( IS_MORE(ch,MORE_MUMMIFIED) ) send_to_char("Your body is mummified.\n\r",ch); if (!IS_ABOMINATION(ch)) { send_to_char("--------------------------------------------------------------------------------\n\r",ch); return; } if (IS_POLYAFF(ch,POLY_BAT)) send_to_char("You are in Lupus form.\n\r",ch); if (IS_MORE(ch,MORE_BRISTLES) ) send_to_char("Your body is covered in long quill-like spines.\n\r",ch); if (IS_ITEMAFF(ch,ITEMA_SUNSHIELD) ) send_to_char("You are surrounded with a halo of sunlight.\n\r",ch); if (get_auspice(ch, AUSPICE_RAGABASH) > 0) send_to_char("Your light feet leave no tracks.\n\r",ch); if (get_auspice(ch, AUSPICE_RAGABASH) > 4) send_to_char("Luna has blessed you with immunity to silver.\n\r",ch); if (get_auspice(ch, AUSPICE_PHILODOX) > 0) send_to_char("You are able to shrug off the effects of pain.\n\r",ch); if (get_auspice(ch, AUSPICE_AHROUN) > 0 && IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("Your claws are as sharp as razors.\n\r",ch); if (get_auspice(ch, AUSPICE_AHROUN) > 3 && IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("Your claws are pure silver.\n\r",ch); if (get_tribe(ch, TRIBE_BLACK_FURIES) > 1 && IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("Your claws are dripping with black venom.\n\r",ch); if (get_tribe(ch, TRIBE_GET_OF_FENRIS) > 3) send_to_char("Punches bounce off your body with no affect.\n\r",ch); if (get_tribe(ch, TRIBE_RED_TALONS) > 2) { if (get_tribe(ch, TRIBE_RED_TALONS) > 3) send_to_char("Your claws can parry weapons in combat as well as any other weapon can.\n\r",ch); else send_to_char("Your claws can parry weapons in combat.\n\r",ch); } if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 0) { if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 2) send_to_char("Your move at a Speed Beyond Thought.\n\r",ch); else send_to_char("Your move at the Speed of Thought.\n\r",ch); } if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 1) send_to_char("Your body has the resistance of Messanger's Fortitude.\n\r",ch); if ( ch->pcdata->absorb[ABS_MOB_VNUM] > 0 ) send_to_char("You have a Flesh Bonded animal absorbed into your body.\n\r",ch); } else if (IS_WEREWOLF(ch)) { send_to_char("--------------------------------------------------------------------------------\n\r",ch); send_to_char(" -= Werewolf upkeep =-\n\r",ch); send_to_char("--------------------------------------------------------------------------------\n\r",ch); if (strlen(ch->pcdata->conding) > 1 ) { if (IS_MORE(ch, MORE_LOYAL)) sprintf(buf,"You have been conditioned by %s and are loyal.\n\r", ch->pcdata->conding); else sprintf(buf,"You have been conditioned by %s.\n\r", ch->pcdata->conding); send_to_char(buf,ch); } if (strlen(ch->pcdata->love) > 1 ) { sprintf(buf,"You are in love with %s.\n\r", ch->pcdata->love); send_to_char(buf,ch); } if (get_auspice(ch,AUSPICE_AHROUN) > 4) send_to_char("You are immune to heat and fire.\n\r",ch); if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 0) send_to_char("Your blood is a deadly acid.\n\r",ch); if (IS_MORE(ch, MORE_ANIMAL_MASTER)) send_to_char("You appear very attractive to animals.\n\r",ch); if (IS_ITEMAFF(ch,ITEMA_PEACE) ) send_to_char("You are using the Icy Chill of Despair.\n\r",ch); if (IS_EXTRA(ch,EXTRA_AWE) ) send_to_char("You seem very persuasive.\n\r",ch); if (IS_MORE(ch,MORE_GUARDIAN) ) send_to_char("Your Spirit Guardian is with you.\n\r",ch); if (IS_VAMPAFF(ch, VAM_OBFUSCATE)) send_to_char("You are concealed with Obfuscate.\n\r",ch); if (IS_MORE(ch,MORE_COURAGE) ) send_to_char("You are feeling very brave.\n\r",ch); if (IS_MORE(ch,MORE_ANGER) ) send_to_char("You are feeling very angry.\n\r",ch); if (IS_MORE(ch,MORE_CALM) ) send_to_char("You are feeling very lazy.\n\r",ch); if (IS_IMMUNE(ch,IMM_SHIELDED) ) send_to_char("You aura is Shielded.\n\r",ch); if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) send_to_char("You are in the Umbra.\n\r",ch); if (IS_VAMPAFF(ch,VAM_FANGS) ) send_to_char("You have your Fangs extended.\n\r",ch); if (IS_VAMPAFF(ch,VAM_CLAWS) ) send_to_char("You have your Claws extended.\n\r",ch); if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) send_to_char("You are using Eyes of the Cat.\n\r",ch); if (IS_VAMPAFF(ch,VAM_SPIRITEYES) ) send_to_char("You are using Scent from Beyond.\n\r",ch); if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) send_to_char("You are using Umbral Vision.\n\r",ch); if (IS_SET(ch->act,PLR_HOLYLIGHT) ) send_to_char("You are using Heightened Senses.\n\r",ch); if (IS_MORE(ch,MORE_HAND_FLAME) ) send_to_char("Your hands are engulfed in burning flames.\n\r",ch); if (IS_POLYAFF(ch,POLY_BAT)) send_to_char("You are in Lupus form.\n\r",ch); if (IS_MORE(ch,MORE_BRISTLES) ) send_to_char("Your body is covered in long quill-like spines.\n\r",ch); if (IS_ITEMAFF(ch,ITEMA_SUNSHIELD) ) send_to_char("You are surrounded with a halo of sunlight.\n\r",ch); if (get_auspice(ch, AUSPICE_RAGABASH) > 0) send_to_char("Your light feet leave no tracks.\n\r",ch); if (get_auspice(ch, AUSPICE_RAGABASH) > 4) send_to_char("Luna has blessed you with immunity to silver.\n\r",ch); if (get_auspice(ch, AUSPICE_PHILODOX) > 0) send_to_char("You are able to shrug off the effects of pain.\n\r",ch); if (get_auspice(ch, AUSPICE_AHROUN) > 0 && IS_VAMPAFF(ch, VAM_CLAWS) ) send_to_char("Your claws are as sharp as razors.\n\r",ch); if (get_auspice(ch, AUSPICE_AHROUN) > 0 && IS_VAMPAFF(ch, VAM_CLAWS) ) send_to_char("Your claws are pure silver.\n\r",ch); if (get_tribe(ch, TRIBE_BLACK_FURIES) > 1 && IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("Your claws are dripping with black venom.\n\r",ch); if (get_tribe(ch, TRIBE_GET_OF_FENRIS) > 3) send_to_char("Punches bounce off your body with no affect.\n\r",ch); if (get_tribe(ch, TRIBE_RED_TALONS) > 2) { if (get_tribe(ch, TRIBE_RED_TALONS) > 3) send_to_char("Your claws can parry weapons in combat as well as any other weapon can.\n\r",ch); else send_to_char("Your claws can parry weapons in combat.\n\r",ch); } if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 0) { if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 2) send_to_char("Your move at a Speed Beyond Thought.\n\r",ch); else send_to_char("Your move at the Speed of Thought.\n\r",ch); } if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 1) send_to_char("Your body has the resistance of Messanger's Fortitude.\n\r",ch); if ( ch->pcdata->absorb[ABS_MOB_VNUM] > 0 ) send_to_char("You have a Flesh Bonded animal absorbed into your body.\n\r",ch); } else { send_to_char("Huh?\n\r",ch); return; } send_to_char("--------------------------------------------------------------------------------\n\r",ch); return; } void do_vclan( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) ) { send_to_char("Huh?\n\r",ch); return; } if (strlen(ch->clan) < 2 ) { send_to_char("But you don't belong to any clan!\n\r",ch); return; } sprintf( buf, "The %s clan:\n\r", ch->clan ); send_to_char( buf, ch ); send_to_char("[ Name ] [ Gen ] [ Hits % ] [ Mana % ] [ Move % ] [ Exp ] [Blood]\n\r", ch ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( IS_NPC(gch) ) continue; if ( !IS_VAMPIRE(gch) ) continue; if ( strlen(gch->clan) < 2) continue; if ( !str_cmp(ch->clan,gch->clan) ) { if (strlen(ch->side) > 1 && strlen(gch->side) > 1 && str_cmp(ch->side, gch->side)) { sprintf( buf, "[%-16s] [ ??? ] [?????????] [?????????] [?????????] [???????] [ ??? ]\n\r", capitalize( gch->name )); send_to_char( buf, ch ); } else { sprintf( buf, "[%-16s] [ %-2d ] [%-6d%3d] [%-6d%3d] [%-6d%3d] [%7d] [ %3d ]\n\r", capitalize( gch->name ), gch->vampgen, 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, gch->blood[BLOOD_CURRENT] ); send_to_char( buf, ch ); } } } return; } void do_tribe( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; char clan[MAX_INPUT_LENGTH]; CHAR_DATA *gch; char chage[10]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_WEREWOLF(ch)) { send_to_char("Huh?\n\r",ch); return; } if ( strlen(ch->clan) > 16) { send_to_char("You need no tribe, foul spawn of the wyrm.\n\r",ch); return; } send_to_char("[ Name ] [ Tribe ] [ Age ] [ Hits % ] [ Vital % ] [ Exp ]\n\r", ch ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( IS_NPC(gch) ) continue; if ( !IS_WEREWOLF(gch) ) continue; if ( IS_IMMORTAL(gch) && !IS_IMMORTAL(ch) && IS_SET(gch->act, PLR_WIZINVIS) ) continue; if ( strlen(gch->clan) > 16) continue; if ( gch->clan != NULL && strlen(gch->clan) > 1 ) sprintf(clan,gch->clan); else if ( gch->vampgen == 1 ) sprintf(clan,"All"); else sprintf(clan,"None"); { if ( ch->vampgen <= 2 ) strcpy(chage,"Ancient"); else switch (ch->pcdata->rank) { default: case 0: strcpy(chage," Pup"); break; case 1: strcpy(chage," Youth"); break; case 2: strcpy(chage," Adult"); break; case 3: strcpy(chage," Elder"); break; case 4: strcpy(chage,"Ancient"); break; } sprintf( buf, "[%-16s] [%-17s] [%-7s] [%-6d%3d] [%-6d%3d] [%-5d]\n\r", capitalize( gch->name ), clan, chage, gch->hit, (gch->hit * 100 / gch->max_hit ), gch->move, (gch->move * 100 / gch->max_move), gch->exp); send_to_char( buf, ch ); } } return; } void do_werewolf( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *vch; CHAR_DATA *vch_next; /* OBJ_DATA *obj; */ argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_WEREWOLF(ch)) return; if (IS_SET(ch->act, PLR_WOLFMAN)) return; if ( ch->pcdata->wolfform[1] != FORM_HOMID ) return; if (IS_POLYAFF(ch,POLY_MASK) ) do_mask(ch,"self"); if (IS_POLYAFF(ch,POLY_TRUE) ) do_truedisguise(ch,"self"); if (IS_POLYAFF(ch,POLY_HAGS) ) do_mask(ch,"self"); if (IS_POLYAFF(ch,POLY_CHANGELING) ) do_mask(ch,"self"); if (IS_POLYAFF(ch,POLY_FLESHCRAFT) ) do_mask(ch,"self"); if (IS_POLYAFF(ch,POLY_BONECRAFT) ) do_mask(ch,"self"); if (IS_VAMPAFF(ch,VAM_CHANGED) ) do_change(ch,"human"); if (IS_POLYAFF(ch,POLY_SERPENT) ) do_serpent(ch,""); if (IS_POLYAFF(ch,POLY_SHADOW) ) do_shadowbody(ch,""); if (IS_VAMPAFF(ch,VAM_DISGUISED) ) { REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->vampaff, VAM_DISGUISED); REMOVE_BIT(ch->extra, EXTRA_VICISSITUDE); REMOVE_BIT(ch->polyaff, POLY_SPIRIT); free_string( ch->morph ); ch->morph = str_dup( "" ); free_string( ch->long_descr ); ch->morph = str_dup( "" ); } SET_BIT(ch->act, PLR_WOLFMAN); send_to_char("You throw back your head and howl with rage!\n\r",ch); act("$n throws back $s head and howls with rage!.", ch, NULL, NULL, TO_ROOM); send_to_char("Coarse dark hair sprouts from your body.\n\r",ch); act("Coarse dark hair sprouts from $n's body.",ch,NULL,NULL,TO_ROOM); /* if (!IS_VAMPAFF(ch,VAM_NIGHTSIGHT)) { send_to_char("Your eyes start glowing red.\n\r",ch); act("$n's eyes start glowing red.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->vampaff, VAM_NIGHTSIGHT); } */ if (!IS_VAMPAFF(ch,VAM_FANGS)) { send_to_char("A pair of long fangs extend from your mouth.\n\r",ch); act("A pair of long fangs extend from $n's mouth.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->vampaff, VAM_FANGS); } if (!IS_VAMPAFF(ch,VAM_CLAWS)) { if (get_auspice(ch, AUSPICE_AHROUN) > 3) { send_to_char("Gleaming silver talons extend from your fingers.\n\r",ch); act("Gleaming silver talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM); } else { send_to_char("Razor sharp talons extend from your fingers.\n\r",ch); act("Razor sharp talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM); } SET_BIT(ch->vampaff, VAM_CLAWS); } if (!IS_MOD(ch, MOD_TAIL)) SET_BIT(ch->pcdata->bodymods, MOD_TAIL); /* if ((obj = get_eq_char(ch,WEAR_WIELD)) != NULL && !IS_SET(obj->spectype, SITEM_WOLFWEAPON)) { act("$p drops from your right hand.",ch,obj,NULL,TO_CHAR); act("$p drops from $n's right hand.",ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_char(obj, ch); } if ((obj = get_eq_char(ch,WEAR_HOLD)) != NULL && !IS_SET(obj->spectype, SITEM_WOLFWEAPON)) { act("$p drops from your left hand.",ch,obj,NULL,TO_CHAR); act("$p drops from $n's left hand.",ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_char(obj, ch); } */ SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->vampaff, VAM_DISGUISED); if (IS_DEMON(ch) && IS_POLYAFF(ch, POLY_ZULO)) sprintf(buf,"An enormous hairy demonic beast" ); else if (IS_POLYAFF(ch, POLY_ZULO)) sprintf(buf,"An enormous black hairy monster" ); else sprintf(buf,"A huge werewolf" ); free_string(ch->morph); if (!IS_ABOMINATION(ch)) { ch->blood[BLOOD_CURRENT] *= 2; ch->blood[BLOOD_POOL] *= 2; } ch->morph = str_dup(buf); ch->pcdata->wolf += 25; if (get_tribe(ch, TRIBE_GET_OF_FENRIS) > 4) ch->pcdata->wolf = 300; else if (ch->pcdata->wolf > 300) ch->pcdata->wolf = 300; for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( ch == vch ) { act("You throw back your head and howl with rage!", ch, NULL, NULL, TO_CHAR); continue; } if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) continue; if (!IS_NPC(vch)) { if (vch->in_room == ch->in_room) act("$n throws back $s head and howls with rage!", ch, NULL, vch, TO_VICT); else if (vch->in_room->area == ch->in_room->area) send_to_char("You hear a fearsome howl close by!\n\r", vch); else send_to_char("You hear a fearsome howl far off in the distance!\n\r", vch); if (!CAN_PK(vch)) continue; } if ( vch->in_room == ch->in_room && can_see( ch, vch) ) { multi_hit( ch, vch, TYPE_UNDEFINED ); if (vch == NULL || vch->position <= POS_STUNNED) continue; multi_hit( ch, vch, TYPE_UNDEFINED ); if (vch == NULL || vch->position <= POS_STUNNED) continue; multi_hit( ch, vch, TYPE_UNDEFINED ); } } return; } void do_unwerewolf( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_WEREWOLF(ch)) return; if (!IS_SET(ch->act, PLR_WOLFMAN)) return; if ( ch->pcdata->wolfform[1] != FORM_HOMID ) return; REMOVE_BIT(ch->act, PLR_WOLFMAN); free_string(ch->morph); if (IS_DEMON(ch) && IS_POLYAFF(ch, POLY_ZULO)) ch->morph = str_dup("a great demonic beast"); else if (IS_POLYAFF(ch, POLY_ZULO)) ch->morph = str_dup("a huge black monster"); else { ch->morph = str_dup(""); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->vampaff, VAM_DISGUISED); } if (!IS_ABOMINATION(ch)) { ch->blood[BLOOD_CURRENT] *= 0.5; ch->blood[BLOOD_POOL] *= 0.5; } if (IS_VAMPAFF(ch,VAM_CLAWS) && !IS_POLYAFF(ch, POLY_ZULO)) { if (get_auspice(ch, AUSPICE_AHROUN) > 3) { send_to_char("Your gleaming silver talons slide back into your fingers.\n\r",ch); act("$n's gleaming silver talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM); } else { send_to_char("Your talons slide back into your fingers.\n\r",ch); act("$n's talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM); } REMOVE_BIT(ch->vampaff, VAM_CLAWS); } if (IS_VAMPAFF(ch,VAM_FANGS) && !IS_POLYAFF(ch, POLY_ZULO)) { send_to_char("Your fangs slide back into your mouth.\n\r",ch); act("$n's fangs slide back into $s mouth.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->vampaff, VAM_FANGS); } /* if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) && !IS_POLYAFF(ch, POLY_ZULO)) { send_to_char("The red glow in your eyes fades.\n\r",ch); act("The red glow in $n's eyes fades.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->vampaff, VAM_NIGHTSIGHT); } */ if (IS_MOD(ch, MOD_TAIL)) REMOVE_BIT(ch->pcdata->bodymods, MOD_TAIL); send_to_char("Your coarse hair shrinks back into your body.\n\r",ch); act("$n's coarse hair shrinks back into $s body.",ch,NULL,NULL,TO_ROOM); ch->pcdata->wolf -= 25; if (ch->pcdata->wolf < 0) ch->pcdata->wolf = 0; return; } void do_favour( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( IS_NPC(ch) ) return; if ( !IS_VAMPIRE(ch) && !IS_WEREWOLF(ch) ) { send_to_char( "Huh?\n\r", ch ); return; } if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax is: favour <target> <favour>\n\r", ch ); if ( ch->vampgen == 2 ) { if ( IS_WEREWOLF(ch) ) send_to_char( "Favours you can grant: Induct Outcast Sire Shaman.\n\r", ch ); else send_to_char( "Favours you can grant: Induct Outcast Sire Prince.\n\r", ch ); } else if (IS_EXTRA(ch, EXTRA_PRINCE)) send_to_char( "Favours you can grant: Induct Outcast Sire.\n\r", ch ); else send_to_char("None.\n\r",ch); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Not on yourself!\n\r", ch ); return; } if ( ch->class != victim->class ) { send_to_char( "You cannot do that, fool!\n\r", ch ); return; } if ( !str_cmp(arg2,"sire") ) { if (ch->vampgen != 2 && !IS_EXTRA(ch, EXTRA_PRINCE)) { send_to_char("You are unable to grant this sort of favour.\n\r",ch); return; } if (IS_EXTRA(victim,EXTRA_SIRE)) { if ( IS_WEREWOLF(ch) ) { act("You remove $N's permission to claw a pup!",ch,NULL,victim,TO_CHAR); act("$n has removed $N's permission to claw a pup!",ch,NULL,victim,TO_NOTVICT); act("$n has remove your permission to claw a pup!",ch,NULL,victim,TO_VICT); } else { act("You remove $N's permission to sire a childe!",ch,NULL,victim,TO_CHAR); act("$n has removed $N's permission to sire a childe!",ch,NULL,victim,TO_NOTVICT); act("$n has remove your permission to sire a childe!",ch,NULL,victim,TO_VICT); } REMOVE_BIT(victim->extra,EXTRA_SIRE); return; } if ( IS_WEREWOLF(ch) ) { act("You grant $N permission to claw a pup!",ch,NULL,victim,TO_CHAR); act("$n has granted $N permission to claw a pup!",ch,NULL,victim,TO_NOTVICT); act("$n has granted you permission to claw a pup!",ch,NULL,victim,TO_VICT); } else { act("You grant $N permission to sire a childe!",ch,NULL,victim,TO_CHAR); act("$n has granted $N permission to sire a childe!",ch,NULL,victim,TO_NOTVICT); act("$n has granted you permission to sire a childe!",ch,NULL,victim,TO_VICT); } SET_BIT(victim->extra,EXTRA_SIRE); return; } else if ( !str_cmp(arg2,"prince") && IS_VAMPIRE(ch) ) { if (ch->vampgen != 2) { send_to_char("You are unable to grant this sort of favour.\n\r",ch); return; } if (IS_EXTRA(victim,EXTRA_PRINCE)) { act("You remove $N's Prince status!",ch,NULL,victim,TO_CHAR); act("$n has removed $N's Prince status!",ch,NULL,victim,TO_NOTVICT); act("$n has removed your Prince status!",ch,NULL,victim,TO_VICT); REMOVE_BIT(victim->extra,EXTRA_PRINCE); return; } act("You grant $N Prince status!",ch,NULL,victim,TO_CHAR); act("$n has granted $N Prince status!",ch,NULL,victim,TO_NOTVICT); act("$n has granted you Prince status!",ch,NULL,victim,TO_VICT); SET_BIT(victim->extra,EXTRA_PRINCE); return; } else if ( !str_cmp(arg2,"shaman") && IS_WEREWOLF(ch) ) { if (ch->vampgen != 2) { send_to_char("You are unable to grant this sort of favour.\n\r",ch); return; } if (IS_EXTRA(victim,EXTRA_PRINCE)) { act("You remove $N's Shaman status!",ch,NULL,victim,TO_CHAR); act("$n has removed $N's Shaman status!",ch,NULL,victim,TO_NOTVICT); act("$n has removed your Shaman status!",ch,NULL,victim,TO_VICT); REMOVE_BIT(victim->extra,EXTRA_PRINCE); return; } act("You grant $N Shaman status!",ch,NULL,victim,TO_CHAR); act("$n has granted $N Shaman status!",ch,NULL,victim,TO_NOTVICT); act("$n has granted you Shaman status!",ch,NULL,victim,TO_VICT); SET_BIT(victim->extra,EXTRA_PRINCE); return; } else if ( !str_cmp(arg2,"induct") ) { if (ch->vampgen != 2 && !IS_EXTRA(ch, EXTRA_PRINCE)) { send_to_char("You are unable to grant this sort of favour.\n\r",ch); return; } if (!IS_IMMUNE(victim,IMM_VAMPIRE)) { send_to_char( "You cannot induct an unwilling person.\n\r", ch ); return; } if (ch->vampgen >= victim->vampgen) { if ( IS_WEREWOLF(ch) ) send_to_char("You can only induct those of weaker heritage than yourself.\n\r",ch); else send_to_char("You can only induct those of higher generation than yourself.\n\r",ch); return; } if ( IS_WEREWOLF(ch) ) { act("You induct $N into your tribe!",ch,NULL,victim,TO_CHAR); act("$n inducts $N into $s tribe!",ch,NULL,victim,TO_NOTVICT); act("$n inducts you into $s tribe!",ch,NULL,victim,TO_VICT); } else { act("You induct $N into your clan!",ch,NULL,victim,TO_CHAR); act("$n inducts $N into $s clan!",ch,NULL,victim,TO_NOTVICT); act("$n inducts you into $s clan!",ch,NULL,victim,TO_VICT); } free_string(victim->clan); victim->clan = str_dup( ch->clan ); return; } else if ( !str_cmp(arg2,"outcast") ) { if (ch->vampgen != 2 && !IS_EXTRA(ch, EXTRA_PRINCE)) { send_to_char("You are unable to grant this sort of favour.\n\r",ch); return; } if (IS_EXTRA(victim, EXTRA_PRINCE) && ch->vampgen != 2) { if ( IS_WEREWOLF(ch) ) send_to_char( "You cannot outcast another Shaman.\n\r", ch ); else send_to_char( "You cannot outcast another Prince.\n\r", ch ); return; } if (ch->vampgen >= victim->vampgen) { if ( IS_WEREWOLF(ch) ) send_to_char("You can only outcast those of weaker heritage than yourself.\n\r",ch); else send_to_char("You can only outcast those of higher generation than yourself.\n\r",ch); return; } if ( IS_WEREWOLF(ch) ) { act("You outcast $N from your tribe!",ch,NULL,victim,TO_CHAR); act("$n outcasts $N from $s tribe!",ch,NULL,victim,TO_NOTVICT); act("$n outcasts you from $s tribe!",ch,NULL,victim,TO_VICT); } else { act("You outcast $N from your clan!",ch,NULL,victim,TO_CHAR); act("$n outcasts $N from $s clan!",ch,NULL,victim,TO_NOTVICT); act("$n outcasts you from $s clan!",ch,NULL,victim,TO_VICT); } free_string(victim->clan); victim->clan = str_dup( "" ); REMOVE_BIT(victim->extra,EXTRA_SIRE); REMOVE_BIT(victim->extra,EXTRA_PRINCE); return; } else send_to_char( "You are unable to grant that sort of favour.\n\r", ch ); return; } void do_chant( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *book; OBJ_DATA *page; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; bool victim_target = FALSE; bool object_target = FALSE; bool global_target = FALSE; /* Target object/victim may be anywhere */ int spellno = 1; int spellcount = 0; int spelltype; int sn = 0; int level; extern int chainspell; chainspell = 0; one_argument( argument, arg ); if ( ( book = get_eq_char(ch, WEAR_WIELD) ) == NULL || book->item_type != ITEM_BOOK) { if ( ( book = get_eq_char(ch, WEAR_HOLD) ) == NULL || book->item_type != ITEM_BOOK) { send_to_char( "First you must hold a spellbook.\n\r", ch ); return; } } if (IS_SET(book->value[1], CONT_CLOSED)) { send_to_char( "First you better open the book.\n\r", ch ); return; } if (book->value[2] < 1) { send_to_char( "There are no spells on the index page!\n\r", ch ); return; } if ( ( page = get_page( book, book->value[2] ) ) == NULL ) { send_to_char( "The current page seems to have been torn out!\n\r", ch ); return; } spellcount = ((page->value[1] * 10000) + (page->value[2] * 10) + page->value[3]); act("You chant the arcane words from $p.",ch,book,NULL,TO_CHAR); act("$n chants some arcane words from $p.",ch,book,NULL,TO_ROOM); if (IS_SET(page->quest, QUEST_MASTER_RUNE)) { ch->spectype = 0; if (IS_SET(page->spectype, ADV_FAILED) || !IS_SET(page->spectype, ADV_FINISHED) || page->points < 1) send_to_char( "The spell failed.\n\r", ch ); else if (IS_SET(page->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page,argument); else if (IS_SET(page->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page,argument); else if (IS_SET(page->spectype, ADV_ACTION)) adv_spell_action(ch,book,page,argument); else send_to_char( "The spell failed.\n\r", ch ); return; } switch ( spellcount ) { default: send_to_char( "Nothing happens.\n\r", ch ); return; case 40024: /* EARTH + DESTRUCTION + AREA */ sn = skill_lookup( "earthquake" ); spellno = 3; break; case 10022: /* FIRE + DESTRUCTION + TARGETING */ sn = skill_lookup( "fireball" ); victim_target = TRUE; spellno = 2; break; case 640322: /* LIFE + ENHANCEMENT + TARGETING */ sn = skill_lookup( "heal" ); victim_target = TRUE; spellno = 2; break; case 1280044: /* DEATH + SUMMONING + AREA */ sn = skill_lookup( "guardian" ); spellno = 3; break; case 2565128: /* MIND + INFORMATION + OBJECT */ sn = skill_lookup( "identify" ); object_target = TRUE; global_target = TRUE; break; case 5120328: /* SPIRIT + ENHANCEMENT + OBJECT */ sn = skill_lookup( "enchant weapon" ); object_target = TRUE; break; } if ( arg[0] == '\0' && (victim_target == TRUE || object_target == TRUE)) { send_to_char( "Please specify a target.\n\r", ch ); return; } if (victim_target && sn > 0) { if ( !global_target && ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } else if ( global_target && ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if (IS_ITEMAFF(victim, ITEMA_REFLECT)) { send_to_char( "You are unable to focus your spell on them.\n\r", ch ); return; } spelltype = (skill_table[sn].target); level = ch->spl[spelltype] * 0.25; (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); if (spellno > 1) (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); if (spellno > 2) (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE(ch, skill_table[sn].beats); } else if (object_target && sn > 0) { if ( !global_target && ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You are not carrying that object.\n\r", ch ); return; } else if ( global_target && ( obj = get_obj_world( ch, arg ) ) == NULL ) { send_to_char( "You cannot find any object like that.\n\r", ch ); return; } spelltype = (skill_table[sn].target); level = ch->spl[spelltype] * 0.25; (*skill_table[sn].spell_fun) ( sn, level, ch, obj ); if (spellno > 1) (*skill_table[sn].spell_fun) ( sn, level, ch, obj ); if (spellno > 2) (*skill_table[sn].spell_fun) ( sn, level, ch, obj ); WAIT_STATE(ch, skill_table[sn].beats); } else if (sn > 0) { spelltype = (skill_table[sn].target); if (spelltype == TAR_OBJ_INV) { send_to_char( "Nothing happens.\n\r", ch ); return; } level = ch->spl[spelltype] * 0.25; (*skill_table[sn].spell_fun) ( sn, level, ch, ch ); if (spellno > 1) (*skill_table[sn].spell_fun) ( sn, level, ch, ch ); if (spellno > 2) (*skill_table[sn].spell_fun) ( sn, level, ch, ch ); WAIT_STATE(ch, skill_table[sn].beats); } else send_to_char( "Nothing happens.\n\r", ch ); return; } OBJ_DATA *get_page( OBJ_DATA *book, int page_num ) { OBJ_DATA *page; OBJ_DATA *page_next; if (page_num < 1) return NULL; for ( page = book->contains; page != NULL; page = page_next ) { page_next = page->next_content; if (page->value[0] == page_num) return page; } return NULL; } void adv_spell_damage( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) { char arg [MAX_STRING_LENGTH]; char buf [MAX_STRING_LENGTH]; OBJ_DATA *page_next; ROOM_INDEX_DATA *old_room; char next_par [MAX_INPUT_LENGTH]; int mana_cost = page->points; int min = page->value[1]; int max = page->value[2]; int dam, max_dam = 1000; int level; bool area_affect = FALSE; bool victim_target = FALSE; bool global_target = FALSE; bool next_page = FALSE; bool parameter = FALSE; bool not_caster = FALSE; bool no_players = FALSE; bool cast_message = FALSE; bool reversed = FALSE; extern int chainspell; if ( ++chainspell > MAX_CHAIN(ch) ) return; if (ch->mana < mana_cost) {send_to_char("You have insufficient mana to chant this spell.\n\r",ch);return;} if (min < 1 || max < 1) {send_to_char("The spell failed.\n\r",ch);return;} switch ( ch->class ) { case CLASS_MAGE: max_dam = 3000; break; case CLASS_SKINDANCER: max_dam = 2500; break; case CLASS_NEPHANDI: max_dam = 2000; break; case CLASS_LICH: max_dam = 1500; break; } max_dam += ( ch->spl[RED_MAGIC] << 2 ); if (IS_SET(page->spectype, ADV_NEXT_PAGE) && IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,arg); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } one_argument( argument, arg ); if (strlen(page->victpoweron) > 0 || str_cmp(page->victpoweron,"(null)")) { if (strlen(page->victpoweroff) > 0 || str_cmp(page->victpoweroff,"(null)")) cast_message = TRUE; } if (IS_SET(page->spectype, ADV_AREA_AFFECT )) area_affect = TRUE; if (IS_SET(page->spectype, ADV_VICTIM_TARGET)) victim_target = TRUE; if (IS_SET(page->spectype, ADV_GLOBAL_TARGET)) global_target = TRUE; if (IS_SET(page->spectype, ADV_NEXT_PAGE )) next_page = TRUE; if (IS_SET(page->spectype, ADV_PARAMETER )) parameter = TRUE; if (IS_SET(page->spectype, ADV_NOT_CASTER )) not_caster = TRUE; if (IS_SET(page->spectype, ADV_NO_PLAYERS )) no_players = TRUE; if (IS_SET(page->spectype, ADV_REVERSED )) reversed = TRUE; if (victim_target) { CHAR_DATA *victim; if ( !global_target && ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } else if ( global_target && ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if (reversed) level = ch->spl[BLUE_MAGIC]; else level = ch->spl[RED_MAGIC]; if (ch->in_room == victim->in_room) dam = number_range(min,max) + level; else dam = number_range(min,max); if (ch->spectype < max_dam) { ch->spectype += dam; if (!IS_NPC(victim) && get_disc(victim,DISC_FORTITUDE) > 0 && dam > 1 && !reversed) dam = number_range(1,dam); else if (IS_ITEMAFF(victim, ITEMA_RESISTANCE) && dam > 1 && !reversed) dam = number_range(1,dam); else if (!IS_NPC(victim) && (IS_SET(victim->act, PLR_DEMON) || IS_SET(victim->act, PLR_CHAMPION)) && !reversed && IS_SET(victim->pcdata->disc[C_POWERS], DEM_TOUGH) && dam > 1) dam = number_range(1,dam); else if (!IS_NPC(victim) && IS_WEREWOLF(victim) && victim->pcdata->disc[TOTEM_BOAR] > 2 && dam > 1 && !reversed) dam *= 0.5; if (!IS_NPC(victim) && (IS_SET(victim->act,PLR_DEMON) || IS_SET(victim->act,PLR_CHAMPION)) && victim->in_room != NULL && victim->in_room->vnum == ROOM_VNUM_HELL && !reversed) { if (dam < 5) dam = 1; else dam *= 0.2; } } else dam = 0; old_room = ch->in_room; if (victim->in_room != NULL && victim->in_room != ch->in_room) { char_from_room(ch); char_to_room(ch,victim->in_room); } if (!reversed) { if (is_safe(ch,victim)) { char_from_room(ch); char_to_room(ch,old_room); return; } } else if (IS_ITEMAFF(victim, ITEMA_REFLECT)) { send_to_char( "You are unable to focus your spell on them.\n\r", ch ); char_from_room(ch); char_to_room(ch,old_room); return; } char_from_room(ch); char_to_room(ch,old_room); if (cast_message) { strcpy(buf,page->victpoweron); act2(buf,ch,NULL,victim,TO_CHAR); strcpy(buf,page->victpoweroff); act2(buf,ch,NULL,victim,TO_ROOM); } if (reversed) { victim->hit += dam; if (victim->hit > victim->max_hit) victim->hit = victim->max_hit; } else { adv_damage(ch,victim,dam); sprintf(buf,"Your %s strikes $N incredably hard!",page->chpoweroff); act2(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's %s strikes $N incredably hard!",page->chpoweroff); act2(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's %s strikes you incredably hard!",page->chpoweroff); act2(buf,ch,NULL,victim,TO_VICT); if (!IS_NPC(victim) && number_percent() <= victim->pcdata->atm) act( "$n's spell is unable to penetrate your antimagic shield.", ch, NULL, victim, TO_VICT ); else hurt_person(ch,victim,dam,FALSE); } WAIT_STATE(ch, 12); ch->mana -= mana_cost; } else if (area_affect) { CHAR_DATA *vch = ch; CHAR_DATA *vch_next; if (reversed) level = ch->spl[BLUE_MAGIC]; else level = ch->spl[RED_MAGIC]; dam = number_range(min,max) + (level>>1); if (ch->spectype < max_dam) { ch->spectype += dam; } else dam = 0; if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !reversed) { send_to_char("You cannot fight in this room.\n\r",ch); return; } if (cast_message) { strcpy(buf,page->victpoweron); act2(buf,ch,NULL,vch,TO_CHAR); strcpy(buf,page->victpoweroff); act2(buf,ch,NULL,vch,TO_ROOM); } for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( ch == vch && not_caster ) continue; if ( !IS_NPC(vch) && no_players ) continue; if (!reversed) { if (is_safe(ch,vch)) continue; } if (IS_ITEMAFF(vch, ITEMA_REFLECT)) { send_to_char( "You are unable to focus your spell on them.\n\r", ch ); continue; } if ( vch->in_room == ch->in_room ) { if (reversed) { vch->hit += dam; if (vch->hit > vch->max_hit) vch->hit = vch->max_hit; } else { adv_damage(ch,vch,dam); sprintf(buf,"Your %s strikes $N incredably hard!",page->chpoweroff); act2(buf,ch,NULL,vch,TO_CHAR); sprintf(buf,"$n's %s strikes $N incredably hard!",page->chpoweroff); act2(buf,ch,NULL,vch,TO_NOTVICT); sprintf(buf,"$n's %s strikes you incredably hard!",page->chpoweroff); act2(buf,ch,NULL,vch,TO_VICT); if (!IS_NPC(vch) && number_percent() <= vch->pcdata->atm) act( "$n's spell is unable to penetrate your antimagic shield.", ch, NULL, vch, TO_VICT ); else if (IS_ITEMAFF(vch, ITEMA_RESISTANCE) && dam > 1) hurt_person(ch,vch,number_range(1,dam), FALSE); else hurt_person(ch,vch,dam,FALSE); } continue; } } WAIT_STATE(ch, 12); ch->mana -= mana_cost; } else {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_NEXT_PAGE) && !IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,arg); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } return; } void adv_spell_affect( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) { char arg [MAX_STRING_LENGTH]; char c_m [MAX_INPUT_LENGTH]; char c_1 [MAX_INPUT_LENGTH]; char c_2 [MAX_INPUT_LENGTH]; OBJ_DATA *page_next; OBJ_DATA *obj = NULL; CHAR_DATA *victim = ch; char next_par [MAX_INPUT_LENGTH]; int mana_cost = page->points; int apply_bit = page->value[1]; int bonuses = page->value[2]; int affect_bit = page->value[3]; int sn; int level = page->level; bool any_affects = FALSE; bool area_affect = FALSE; bool victim_target = FALSE; bool object_target = FALSE; bool global_target = FALSE; bool next_page = FALSE; bool parameter = FALSE; bool not_caster = FALSE; bool no_players = FALSE; bool cast_message = FALSE; bool message_one = FALSE; bool message_two = FALSE; bool is_reversed = FALSE; extern int chainspell; if ( ++chainspell > MAX_CHAIN(ch) ) return; if (ch->mana < mana_cost) {send_to_char("You have insufficient mana to chant this spell.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_NEXT_PAGE) && IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,argument); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } one_argument( argument, arg ); if (strlen(page->chpoweroff) > 0 && str_cmp(page->chpoweroff,"(null)")) {strcpy(c_m,page->chpoweroff);cast_message = TRUE;} if (strlen(page->victpoweron) > 0 && str_cmp(page->victpoweron,"(null)")) {strcpy(c_1,page->victpoweron);message_one = TRUE;} if (strlen(page->victpoweroff) > 0 && str_cmp(page->victpoweroff,"(null)")) {strcpy(c_2,page->victpoweroff);message_two = TRUE;} if (IS_SET(page->spectype, ADV_AREA_AFFECT )) area_affect = TRUE; if (IS_SET(page->spectype, ADV_VICTIM_TARGET)) victim_target = TRUE; if (IS_SET(page->spectype, ADV_OBJECT_TARGET)) object_target = TRUE; if (IS_SET(page->spectype, ADV_GLOBAL_TARGET)) global_target = TRUE; if (IS_SET(page->spectype, ADV_NEXT_PAGE )) next_page = TRUE; if (IS_SET(page->spectype, ADV_PARAMETER )) parameter = TRUE; if (IS_SET(page->spectype, ADV_NOT_CASTER )) not_caster = TRUE; if (IS_SET(page->spectype, ADV_NO_PLAYERS )) no_players = TRUE; if (IS_SET(page->spectype, ADV_REVERSED )) {is_reversed = TRUE;bonuses = 0 - bonuses;} if (victim_target && !area_affect && !global_target && !object_target) { if ( ( victim = get_char_room( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} } else if (victim_target && area_affect && !global_target && !object_target) { if ( ( victim = get_char_world( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL || victim->in_room->area != ch->in_room->area) {send_to_char("The spell failed.\n\r",ch);return;} } else if (victim_target && global_target && !object_target) { if ( ( victim = get_char_world( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && !area_affect && !global_target && !victim_target) { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && area_affect && !global_target && !victim_target) { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && global_target && !victim_target) { if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (obj->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} } if (page->toughness < PURPLE_MAGIC || page->toughness > YELLOW_MAGIC) {send_to_char("The spell failed.\n\r",ch);return;} if (page->toughness == PURPLE_MAGIC) { if ( ( sn = skill_lookup( "purple sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (page->toughness == RED_MAGIC) { if ( ( sn = skill_lookup( "red sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (page->toughness == BLUE_MAGIC) { if ( ( sn = skill_lookup( "blue sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (page->toughness == GREEN_MAGIC) { if ( ( sn = skill_lookup( "green sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (page->toughness == YELLOW_MAGIC) { if ( ( sn = skill_lookup( "yellow sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else {send_to_char("The spell failed.\n\r",ch);return;} if (!victim_target && victim != ch) {send_to_char("The spell failed.\n\r",ch);return;} if (not_caster && ch == victim) {send_to_char("The spell failed.\n\r",ch);return;} else if (no_players && !IS_NPC(victim)) {send_to_char("The spell failed.\n\r",ch);return;} if ( is_affected( victim, sn ) ) { send_to_char("They are already affected by a spell of that colour.\n\r",ch); return; } if ( apply_bit == 0 ) { enhance_stat(sn,level,ch,victim,APPLY_NONE,bonuses,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_STR) ) { enhance_stat(sn,level,ch,victim,APPLY_STR,bonuses * 0.1,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_DEX) ) { enhance_stat(sn,level,ch,victim,APPLY_DEX,bonuses * 0.1,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_INT) ) { enhance_stat(sn,level,ch,victim,APPLY_INT,bonuses * 0.1,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_WIS) ) { enhance_stat(sn,level,ch,victim,APPLY_WIS,bonuses * 0.1,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_CON) ) { enhance_stat(sn,level,ch,victim,APPLY_CON,bonuses * 0.1,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_MANA) ) { enhance_stat(sn,level,ch,victim,APPLY_MANA,bonuses * 5,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_HIT) ) { enhance_stat(sn,level,ch,victim,APPLY_HIT,bonuses * 5,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_MOVE) ) { enhance_stat(sn,level,ch,victim,APPLY_MOVE,bonuses * 5,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_AC) ) { enhance_stat(sn,level,ch,victim,APPLY_AC,0 - (bonuses * 5),affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_HITROLL) ) { enhance_stat(sn,level,ch,victim,APPLY_HITROLL,bonuses * 0.5,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_DAMROLL) ) { enhance_stat(sn,level,ch,victim,APPLY_DAMROLL,bonuses * 0.5,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_SAVING_SPELL) ) { enhance_stat(sn,level,ch,victim,APPLY_SAVING_SPELL,bonuses*0.2,affect_bit); affect_bit = 0; any_affects = TRUE; } if (!any_affects) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,NULL,victim,TO_CHAR); if (message_one) act2(c_1,ch,NULL,victim,TO_VICT); if (message_two) act2(c_2,ch,NULL,victim,TO_NOTVICT); WAIT_STATE(ch,12); ch->mana -= mana_cost; if (IS_SET(page->spectype, ADV_NEXT_PAGE) && !IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,argument); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } return; } void adv_spell_action( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) { char arg1 [MAX_STRING_LENGTH]; char arg2 [MAX_STRING_LENGTH]; char c_m [MAX_INPUT_LENGTH]; char c_1 [MAX_INPUT_LENGTH]; char c_2 [MAX_INPUT_LENGTH]; OBJ_DATA *page_next; OBJ_DATA *obj = NULL; OBJ_DATA *obj2 = NULL; CHAR_DATA *victim = NULL; CHAR_DATA *victim2 = NULL; ROOM_INDEX_DATA *old_room = ch->in_room; char next_par [MAX_INPUT_LENGTH]; int mana_cost = page->points; int action_bit = page->value[1]; int action_type = page->value[2]; bool area_affect = FALSE; bool victim_target = FALSE; bool object_target = FALSE; bool second_victim = FALSE; bool second_object = FALSE; bool global_target = FALSE; bool next_page = FALSE; bool parameter = FALSE; bool not_caster = FALSE; bool no_players = FALSE; bool cast_message = FALSE; bool message_one = FALSE; bool message_two = FALSE; bool is_reversed = FALSE; extern int chainspell; if ( ++chainspell > MAX_CHAIN(ch) ) return; if (ch->mana < mana_cost) {send_to_char("You have insufficient mana to chant this spell.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_NEXT_PAGE) && IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,argument); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (strlen(page->chpoweroff) > 0 && str_cmp(page->chpoweroff,"(null)")) {strcpy(c_m,page->chpoweroff);cast_message = TRUE;} if (strlen(page->victpoweron) > 0 && str_cmp(page->victpoweron,"(null)")) {strcpy(c_1,page->victpoweron);message_one = TRUE;} if (strlen(page->victpoweroff) > 0 && str_cmp(page->victpoweroff,"(null)")) {strcpy(c_2,page->victpoweroff);message_two = TRUE;} if (IS_SET(page->spectype, ADV_AREA_AFFECT )) area_affect = TRUE; if (IS_SET(page->spectype, ADV_VICTIM_TARGET)) victim_target = TRUE; if (IS_SET(page->spectype, ADV_OBJECT_TARGET)) object_target = TRUE; if (IS_SET(page->spectype, ADV_GLOBAL_TARGET)) global_target = TRUE; if (IS_SET(page->spectype, ADV_NEXT_PAGE )) next_page = TRUE; if (IS_SET(page->spectype, ADV_PARAMETER )) parameter = TRUE; if (IS_SET(page->spectype, ADV_NOT_CASTER )) not_caster = TRUE; if (IS_SET(page->spectype, ADV_NO_PLAYERS )) no_players = TRUE; if (IS_SET(page->spectype, ADV_SECOND_VICTIM)) second_victim = TRUE; if (IS_SET(page->spectype, ADV_SECOND_OBJECT)) second_object = TRUE; if (IS_SET(page->spectype, ADV_REVERSED )) is_reversed = TRUE; if (victim_target && !area_affect && !global_target && !object_target) { if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == ch) {send_to_char("The spell failed.\n\r",ch);return;} } else if (victim_target && area_affect && !global_target && !object_target) { if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL || victim->in_room->area != ch->in_room->area) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == ch) {send_to_char("The spell failed.\n\r",ch);return;} } else if (victim_target && global_target && !object_target) { if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == ch) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && !area_affect && !global_target && !victim_target) { if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && area_affect && !global_target && !victim_target) { if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && global_target && !victim_target) { if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (obj->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} } if ( arg2[0] == '\0' && (second_victim || second_object) ) { send_to_char("Please specify a target.\n\r",ch); return; } else if (second_victim && victim_target && !area_affect && !global_target && !object_target) { if ( ( victim2 = get_char_room( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim2->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == NULL || IS_NPC(victim) || IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim2) && !IS_IMMUNE(victim2, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == victim2) {send_to_char("The spell failed.\n\r",ch);return;} } else if (second_victim && victim_target && area_affect && !global_target && !object_target) { if ( ( victim2 = get_char_world( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim2->in_room == NULL || victim2->in_room->area != ch->in_room->area) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == NULL || IS_NPC(victim) || IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim2) && !IS_IMMUNE(victim2, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == victim2) {send_to_char("The spell failed.\n\r",ch);return;} } else if (second_victim && victim_target && global_target && !object_target) { if ( ( victim2 = get_char_world( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim2->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == NULL || IS_NPC(victim) || IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim2) && !IS_IMMUNE(victim2, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == victim2) {send_to_char("The spell failed.\n\r",ch);return;} } else if (second_object && object_target && !area_affect && !global_target && !victim_target) { if ( ( obj2 = get_obj_carry( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (second_object && object_target && area_affect && !global_target && !victim_target) { if ( ( obj2 = get_obj_here( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (second_object && object_target && global_target && !victim_target) { if ( ( obj2 = get_obj_world( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } if (victim != NULL) { if (victim->level > ch->spl[PURPLE_MAGIC]) { send_to_char("The spell failed.\n\r",ch); return; } } if (victim2 != NULL) { if (victim2->level > ch->spl[PURPLE_MAGIC]) { send_to_char("The spell failed.\n\r",ch); return; } } switch ( action_bit ) { default: send_to_char("The spell failed.\n\r",ch); return; case ACTION_MOVE: if (!victim_target && !second_victim && !object_target && !second_object) { if (cast_message) act2(c_m,ch,NULL,NULL,TO_CHAR); if (message_one) act2(c_1,ch,NULL,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,old_room); if (message_two) act2(c_2,ch,NULL,NULL,TO_ROOM); } else if ( arg1[0] == '\0' ) { send_to_char("Please specify a target.\n\r",ch); return; } else if (victim_target && !second_victim && !object_target && !second_object) { if (victim == NULL || victim->in_room == NULL || victim->in_room == ch->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (is_reversed) { if (victim->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,victim,NULL,NULL,TO_CHAR); if (message_one) act2(c_1,victim,NULL,NULL,TO_ROOM); char_from_room(victim); char_to_room(victim,ch->in_room); if (message_two) act2(c_2,victim,NULL,NULL,TO_ROOM); do_look(victim,""); } else { if (ch->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,NULL,NULL,TO_CHAR); if (message_one) act2(c_1,ch,NULL,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,victim->in_room); if (message_two) act2(c_2,ch,NULL,NULL,TO_ROOM); do_look(ch,""); } } else if (!victim_target && !second_victim && object_target && !second_object) { if (obj == NULL || obj->in_room == NULL || obj->in_room == ch->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,obj,NULL,TO_CHAR); if (message_one) act2(c_1,ch,obj,NULL,TO_ROOM); if (is_reversed) { obj_from_room(obj); obj_to_room(obj,ch->in_room); } else { char_from_room(ch); char_to_room(ch,obj->in_room); do_look(ch,""); } if (message_two) act2(c_2,ch,obj,NULL,TO_ROOM); } else if (victim_target && second_victim && !object_target && !second_object) { if (victim == NULL || victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (victim2 == NULL || victim2->in_room == NULL || victim2->in_room == victim->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (is_reversed) { if (victim2->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,victim2,NULL,victim,TO_CHAR); if (message_one) act2(c_1,victim2,NULL,victim,TO_ROOM); char_from_room(victim2); char_to_room(victim2,victim->in_room); if (message_two) act2(c_2,victim2,NULL,victim,TO_ROOM); do_look(victim2,""); } else { if (victim->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,victim,NULL,victim2,TO_CHAR); if (message_one) act2(c_1,victim,NULL,victim2,TO_ROOM); char_from_room(victim); char_to_room(victim,victim2->in_room); if (message_two) act2(c_2,victim,NULL,victim2,TO_ROOM); do_look(victim,""); } } else if (victim_target && !second_victim && !object_target && second_object) { if (victim == NULL || victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (obj2 == NULL || obj2->in_room == NULL || obj2->in_room == victim->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,victim,NULL,NULL,TO_CHAR); if (message_one) act2(c_1,victim,obj2,NULL,TO_ROOM); if (is_reversed) { obj_from_room(obj2); obj_to_room(obj2,victim->in_room); } else { if (victim->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} char_from_room(victim); char_to_room(victim,obj2->in_room); do_look(victim,""); } if (message_two) act2(c_2,victim,obj2,NULL,TO_ROOM); } else if (!victim_target && !second_victim && object_target && second_object) { if (obj == NULL || obj->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (obj2 == NULL || obj2->in_room == NULL || obj2->in_room == obj->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,obj,NULL,TO_CHAR); if (is_reversed) { old_room = ch->in_room; if (message_one) act2(c_1,ch,obj2,NULL,TO_ROOM); obj_from_room(obj2); obj_to_room(obj2,obj->in_room); char_from_room(ch); char_to_room(ch,obj->in_room); if (message_two) act2(c_2,ch,obj2,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,old_room); } else { old_room = ch->in_room; if (message_one) act2(c_1,ch,obj,NULL,TO_ROOM); obj_from_room(obj); obj_to_room(obj,obj2->in_room); char_from_room(ch); char_to_room(ch,obj2->in_room); if (message_two) act2(c_2,ch,obj,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,old_room); } } else if (!victim_target && second_victim && object_target && !second_object) { if (victim2 == NULL || victim2->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (obj == NULL || obj->in_room == NULL || obj->in_room == victim2->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,victim2,NULL,NULL,TO_CHAR); if (message_one) act2(c_1,victim,obj2,NULL,TO_ROOM); if (is_reversed) { if (victim2->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} char_from_room(victim2); char_to_room(victim2,obj->in_room); do_look(victim2,""); } else { obj_from_room(obj); obj_to_room(obj,victim2->in_room); } if (message_two) act2(c_2,victim2,obj,NULL,TO_ROOM); } else {send_to_char("The spell failed.\n\r",ch);return;} break; case ACTION_MOB: if ( action_type < 1) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_NPC(ch) || ch->pcdata->followers > 4) {send_to_char("The spell failed.\n\r",ch);return;} switch ( action_type ) { default: break; /* No problem */ case MOB_VNUM_HOUND: case MOB_VNUM_GUARDIAN: case MOB_VNUM_MOUNT: case MOB_VNUM_FROG: case MOB_VNUM_RAVEN: case MOB_VNUM_CAT: case MOB_VNUM_DOG: case MOB_VNUM_EYE: case MOB_VNUM_MOLERAT: case MOB_VNUM_YAK: case MOB_VNUM_ASTRAL: case MOB_VNUM_CLONE: case 30002: /* Small gremlin */ case 30003: /* Medium gremlin */ case 30004: /* Large gremlin */ case 30005: /* Cute fluffy creature */ send_to_char("The spell failed.\n\r",ch); return; } if (( victim = create_mobile( get_mob_index( action_type ))) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,NULL,victim,TO_CHAR); if (message_one) act2(c_1,ch,NULL,victim,TO_ROOM); ch->pcdata->followers++; char_to_room( victim, ch->in_room ); SET_BIT(victim->act, ACT_NOEXP); free_string(victim->lord); victim->lord = str_dup(ch->name); if (victim->level > ch->spl[PURPLE_MAGIC]) { send_to_char("The spell failed.\n\r",ch); extract_char(victim, TRUE); return; } break; case ACTION_OBJECT: if ( action_type < 1) {send_to_char("The spell failed.\n\r",ch);return;} if (( obj = create_object( get_obj_index( action_type ),0 )) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,obj,NULL,TO_CHAR); if (message_one) act2(c_1,ch,obj,NULL,TO_ROOM); free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); obj_to_room( obj, ch->in_room ); if (IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->spectype, SITEM_DEMONIC) || IS_SET(obj->extra_flags, ITEM_VANISH) || IS_SET(obj->quest, QUEST_RELIC)) { act("$p explodes, hurling you to the ground!",ch,obj,NULL,TO_CHAR); act("$p explodes, hurling $n to the ground!",ch,obj,NULL,TO_ROOM); extract_obj(obj); ch->position = POS_STUNNED; return; } break; } WAIT_STATE(ch,12); ch->mana -= mana_cost; if (IS_SET(page->spectype, ADV_NEXT_PAGE) && !IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,argument); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } return; } void do_familiar( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); return; if ( arg[0] == '\0' ) { send_to_char( "What do you wish to make your familiar?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Become your own familiar?\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on players.\n\r", ch ); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL ) familiar->wizard = NULL; ch->pcdata->familiar = victim; victim->wizard = ch; send_to_char("Ok.\n\r",ch); return; } void do_fcommand( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && ch->level < LEVEL_APPRENTICE) { if (!IS_DEMON(ch)) { send_to_char("Huh?\n\r",ch); return; } } if ( ( victim = ch->pcdata->familiar ) == NULL ) { if (IS_VAMPIRE(ch) || IS_GHOUL(ch)) send_to_char( "Huh?\n\r", ch ); else if (ch->level >= LEVEL_APPRENTICE) send_to_char( "But you don't have a familiar!\n\r", ch ); else send_to_char( "But you don't have an eye spy!\n\r", ch ); return; } if ( argument[0] == '\0' ) { if (IS_VAMPIRE(ch) || IS_GHOUL(ch)) send_to_char( "Please specify a command.\n\r", ch ); else if (ch->level >= LEVEL_APPRENTICE) send_to_char( "What do you wish to make your familiar do?\n\r", ch ); else send_to_char( "What do you wish to make your eye spy do?\n\r", ch ); return; } if (IS_NPC(victim)) SET_BIT(victim->act, ACT_COMMANDED); interpret(victim,argument); if (IS_NPC(victim)) REMOVE_BIT(victim->act, ACT_COMMANDED); if (is_in(argument,"|kick*")) WAIT_STATE(ch, 8); return; } void do_flex( CHAR_DATA *ch, char *argument ) { int eff_str = get_curr_str(ch) * 3; if (IS_NPC(ch)) eff_str = ch->level; act("You flex your bulging muscles.",ch,NULL,NULL,TO_CHAR); act("$n flexes $s bulging muscles.",ch,NULL,NULL,TO_ROOM); if (!IS_NPC(ch) && get_disc(ch,DISC_POTENCE) > 0) eff_str += get_disc(ch,DISC_POTENCE) * 10; if (eff_str < 100) { if (!IS_NPC(ch) && IS_DEMON(ch)) { if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT)) return; } else if (!IS_WEREWOLF(ch) || ch->pcdata->disc[TOTEM_BEAR] < 1) return; } if ( IS_EXTRA(ch, TIED_UP) ) { act("The ropes restraining you snap.",ch,NULL,NULL,TO_CHAR); act("The ropes restraining $n snap.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->extra, TIED_UP); } if (is_affected(ch, gsn_web)) { act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you breaks away.\n\r",ch); affect_strip(ch, gsn_web); } if (IS_AFFECTED(ch, AFF_WEBBED)) { act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you breaks away.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_WEBBED); } if (is_affected(ch, gsn_tendrils)) { act("The tendrils of darkness entrapping $n break away.",ch,NULL,NULL,TO_ROOM); send_to_char("The tendrils of darkness entrapping you break away.\n\r",ch); affect_strip(ch, gsn_tendrils); } if (IS_AFFECTED(ch, AFF_SHADOW)) { act("The tendrils of darkness entrapping $n break away.",ch,NULL,NULL,TO_ROOM); send_to_char("The tendrils of darkness entrapping you break away.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_SHADOW); } if (is_affected(ch, gsn_jail)) { act("The band of water entrapping $n splash to the ground.",ch,NULL,NULL,TO_ROOM); send_to_char("The bands of water entrapping you splash to the ground.\n\r",ch); affect_strip(ch, gsn_jail); } if (IS_AFFECTED(ch, AFF_JAIL)) { act("The band of water entrapping $n splash to the ground.",ch,NULL,NULL,TO_ROOM); send_to_char("The bands of water entrapping you splash to the ground.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_JAIL); } WAIT_STATE(ch,12); return; } void do_rage( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_WEREWOLF(ch)) { send_to_char("Huh?\n\r",ch); return; } if (!IS_SET(ch->act, PLR_WOLFMAN) && ch->pcdata->wolf < 150) { send_to_char("You start snarling angrilly.\n\r",ch); act("$n starts snarling angrilly.",ch,NULL,NULL,TO_ROOM); ch->pcdata->wolf += number_range(10,20); if (ch->pcdata->wolf >= 100) do_werewolf(ch,""); WAIT_STATE(ch,12); return; } send_to_char("But you are already in a rage!\n\r",ch); return; } void do_calm( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if (!IS_WEREWOLF(ch)) { send_to_char("Huh?\n\r",ch); return; } if (IS_SET(ch->act, PLR_WOLFMAN)) { send_to_char("You take a deep breath and calm yourself.\n\r",ch); act("$n takes a deep breath and tries to calm $mself.",ch,NULL,NULL,TO_ROOM); if (get_tribe(ch, TRIBE_CHILDREN_OF_GAIA) > 0) ch->pcdata->wolf = 0; else ch->pcdata->wolf -= number_range(10,20); if (ch->pcdata->wolf < 100) do_unwerewolf(ch,""); WAIT_STATE(ch,12); return; } send_to_char("But you are not in crinos form!\n\r",ch); return; } void do_web( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_WEREWOLF(ch) || ch->pcdata->disc[TOTEM_SPIDER] < 2) { send_to_char("Huh?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot web yourself.\n\r", ch ); return; } if ( IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot web an ethereal person.\n\r", ch ); return; } if ( ( sn = skill_lookup( "web" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = ch->spl[spelltype] * 0.25; (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); return; } void do_entrancement( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_PRESENCE) < 3) { send_to_char("You require level 3 Presence to use Entrancement.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (is_safe(ch,victim)) return; if ( IS_NPC(victim) && ch->pcdata->followers > 4 ) { send_to_char("Nothing happens.\n\r",ch); return; } if ( IS_AFFECTED(victim, AFF_CHARM) ) { send_to_char( "Nothing happens.\n\r", ch ); return; } if ( !IS_AFFECTED(victim, AFF_CHARM) ) { act("You stare deeply into $N's eyes.",ch,NULL,victim,TO_CHAR); act("$n stares deeply into $N's eyes.",ch,NULL,victim,TO_NOTVICT); act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT); } if ( ( sn = skill_lookup( "charm person" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = get_disc(ch,DISC_PRESENCE) * 10; if (!IS_NPC(victim) && (IS_VAMPIRE(victim) || IS_GHOUL(victim)) && get_disc(victim,DISC_PRESENCE) >= get_disc(ch,DISC_PRESENCE) ) { act("$N shrugs off your attempt to entrance $M.",ch,NULL,victim,TO_CHAR); act("$N shrugs off $n's attempt to entrance $M.",ch,NULL,victim,TO_NOTVICT); act("You shrug off $n's attempt to entrance you.",ch,NULL,victim,TO_VICT); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Entrancement on you.",ch,NULL,victim,TO_VICT); } return; } if (!IS_NPC(victim) && victim->pcdata->resist[WILL_PRESENCE] > 0) { act("$N shrugs off your attempt to entrance $M.",ch,NULL,victim,TO_CHAR); act("$N shrugs off $n's attempt to entrance $M.",ch,NULL,victim,TO_NOTVICT); act("You shrug off $n's attempt to entrance you.",ch,NULL,victim,TO_VICT); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Entrancement on you.",ch,NULL,victim,TO_VICT); } return; } if (!IS_NPC(victim) && IS_WILLPOWER(victim, RES_PRESENCE) && victim->pcdata->willpower[0] >= 10) { victim->pcdata->willpower[0] -= 10; victim->pcdata->resist[WILL_PRESENCE] = 60; if (!IS_WILLPOWER(victim, RES_TOGGLE)) REMOVE_BIT(victim->pcdata->resist[0], RES_PRESENCE); send_to_char("You burn some willpower to resist Entrancement.\n\r",victim); act("$N shrugs off your attempt to entrance $M.",ch,NULL,victim,TO_CHAR); act("$N shrugs off $n's attempt to entrance $M.",ch,NULL,victim,TO_NOTVICT); act("You shrug off $n's attempt to entrance you.",ch,NULL,victim,TO_VICT); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Entrancement on you.",ch,NULL,victim,TO_VICT); } return; } (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); if ( !IS_AFFECTED(victim, AFF_CHARM) ) { act("$N shrugs off your attempt to entrance $M.",ch,NULL,victim,TO_CHAR); act("$N shrugs off $n's attempt to entrance $M.",ch,NULL,victim,TO_NOTVICT); act("You shrug off $n's attempt to entrance you.",ch,NULL,victim,TO_VICT); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Entrancement on you.",ch,NULL,victim,TO_VICT); } return; } act("$N gazes lovingly back at $n.",ch,NULL,victim,TO_NOTVICT); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Entrancement on you.",ch,NULL,victim,TO_VICT); } if (IS_NPC(victim)) { free_string(victim->lord); victim->lord = str_dup(ch->name); ch->pcdata->followers++; } return; } void do_summoning( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *mount; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_PRESENCE) < 4) { send_to_char("You require level 4 Presence to use Summoning.\n\r",ch); return; } act( "A look of concentration crosses $n's face.", ch, NULL, NULL, TO_ROOM ); if ( ( victim = get_char_world( ch, arg ) ) == NULL || victim == ch || victim->in_room == NULL || ch->in_room == NULL || IS_NPC(victim) ) { send_to_char( "Nothing happens.\n\r", ch ); return; } if ( IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || victim->fighting != NULL || !IS_IMMUNE(victim, IMM_SUMMON) ) { send_to_char( "Nothing happens.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Summoning on you.",ch,NULL,victim,TO_VICT); } return; } act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM ); act( "$N has summoned you!", victim, NULL, ch, TO_CHAR ); do_look( victim, "auto" ); WAIT_STATE( ch, 12 ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Summoning on you.",ch,NULL,victim,TO_VICT); } if ( (mount = victim->mount) == NULL ) return; char_from_room( mount ); char_to_room( mount, get_room_index(victim->in_room->vnum) ); do_look( mount, "auto" ); return; } void do_pray( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf [MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; act("You mutter a few prayers.",ch,NULL,NULL,TO_CHAR); act("$n mutters a quick prayer.",ch,NULL,NULL,TO_ROOM); if (IS_NPC(ch)) return; if (ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_ALTAR && ch->class == CLASS_NONE) { send_to_char("KaVir has restored you.\n\r",ch); ch->agg = 0; ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; ch->loc_hp[0] = 0; ch->loc_hp[1] = 0; ch->loc_hp[2] = 0; ch->loc_hp[3] = 0; ch->loc_hp[4] = 0; ch->loc_hp[5] = 0; ch->loc_hp[6] = 0; update_pos( ch ); } if (!IS_IMMORTAL(ch) && !IS_DEMON(ch)) return; if (argument[0] == '\0' && (IS_IMMORTAL(ch) || IS_SET(ch->act, PLR_DEMON))) { send_to_char("What do you wish to pray?\n\r",ch); return; } else if ( argument[0] == '\0' ) { if (ch->pcdata->power[POWER_CURRENT] < 1) { send_to_char("Nothing happens.\n\r",ch); return; } if ( ( victim = get_char_world(ch, ch->lord) ) == NULL ) { send_to_char("Nothing happens.\n\r",ch); return; } act("You hear $n's prayers in your mind.",ch,NULL,victim,TO_VICT); send_to_char("You feel energy pour into your body.\n\r",victim); if (ch->pcdata->power[POWER_CURRENT] == 1) sprintf(buf,"You receive a single point of energy.\n\r"); else sprintf(buf,"You receive %d points of energy.\n\r", ch->pcdata->power[POWER_CURRENT]); send_to_char(buf,victim); act("$n is briefly surrounded by a halo of energy.",victim,NULL,NULL,TO_ROOM); victim->pcdata->power[POWER_CURRENT] += ch->pcdata->power[POWER_CURRENT]; victim->pcdata->power[POWER_TOTAL] += ch->pcdata->power[POWER_CURRENT]; ch->pcdata->power[POWER_CURRENT] = 0; return; } if (IS_SET(ch->deaf, CHANNEL_PRAY)) { send_to_char("But you're not even on the channel!\n\r",ch); return; } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; if ( (victim = d->character) == NULL ) continue; if ( IS_NPC(victim) || !IS_DEMON(victim) ) continue; if ( IS_SET(victim->deaf, CHANNEL_PRAY) ) continue; if ( victim == ch ) act("You pray '$T'.", ch, NULL, argument, TO_CHAR); else { sprintf(buf,"$n prays '%s'.", argument); act(buf, ch, NULL, victim, TO_VICT); } } return; } void do_birth( CHAR_DATA *ch, char *argument ) { char buf2[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_EXTRA(ch, EXTRA_PREGNANT)) { send_to_char("But you are not even pregnant!\n\r",ch); return; } if (!IS_EXTRA(ch, EXTRA_LABOUR)) { send_to_char("You're not ready to give birth yet.\n\r",ch); return; } if ( argument[0] == '\0' ) { if (ch->pcdata->genes[4] == SEX_MALE) send_to_char( "What do you wish to name your little boy?\n\r", ch ); else if (ch->pcdata->genes[4] == SEX_FEMALE) send_to_char( "What do you wish to name your little girl?\n\r", ch ); else send_to_char( "What do you wish to name your child?\n\r", ch ); return; } if (!check_parse_name( argument )) { send_to_char( "Thats an illegal name.\n\r", ch ); return; } if ( char_exists(FILE_PLAYER,argument) ) { send_to_char( "That player already exists.\n\r", ch ); return; } strcpy(buf2,ch->pcdata->cparents); strcat(buf2," "); strcat(buf2,argument); if (!birth_ok(ch, buf2)) { send_to_char( "Bug - please inform KaVir.\n\r", ch ); return; } argument[0] = UPPER(argument[0]); birth_write( ch, argument ); ch->pcdata->genes[9] += 1; REMOVE_BIT(ch->extra, EXTRA_PREGNANT); REMOVE_BIT(ch->extra, EXTRA_LABOUR); do_autosave(ch,""); return; } bool birth_ok( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char mum [MAX_INPUT_LENGTH]; char dad [MAX_INPUT_LENGTH]; char child [MAX_INPUT_LENGTH]; argument = one_argument( argument, mum ); argument = one_argument( argument, dad ); argument = one_argument( argument, child ); if (dad[0] == '\0') { send_to_char("You are unable to give birth - please inform KaVir.\n\r",ch); return FALSE; } if (child[0] == '\0') { send_to_char("You are unable to give birth - please inform KaVir.\n\r",ch); return FALSE; } dad[0] = UPPER(dad[0]); if (!str_cmp(dad,"Kavir")) strcpy(dad,"KaVir"); child[0] = UPPER(child[0]); if (ch->pcdata->genes[4] == SEX_MALE) { send_to_char("You give birth to a little boy!\n\r",ch); sprintf(buf,"%s has given birth to %s's son, named %s!",ch->name,dad,child); do_info(ch,buf); return TRUE; } else if (ch->pcdata->genes[4] == SEX_FEMALE) { send_to_char("You give birth to a little girl!\n\r",ch); sprintf(buf,"%s has given birth to %s's daughter, named %s!",ch->name,dad,child); do_info(ch,buf); return TRUE; } return FALSE; } bool char_exists( int file_dir, char *argument ) { FILE *fp; char buf [MAX_STRING_LENGTH]; bool found = FALSE; fflush( fpReserve ); fclose( fpReserve ); switch ( file_dir ) { default: return FALSE; break; case FILE_PLAYER: sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) ); break; } if ( ( fp = fopen( buf, "r" ) ) != NULL ) { found = TRUE; fclose( fp ); fflush( fp ); fpReserve = fopen( NULL_FILE, "r" ); } return found; } void birth_write( CHAR_DATA *ch, char *argument ) { FILE *fp; char buf [MAX_STRING_LENGTH]; char *strtime; strtime = ctime( ¤t_time ); strtime[strlen(strtime)-1] = '\0'; fflush( fpReserve ); fclose( fpReserve ); sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) ); if ( ( fp = fopen(buf, "w") ) == NULL) { bug( "Birth_write: fopen", 0 ); perror( buf ); } else { fprintf( fp, "#PLAYER\n"); fprintf( fp, "Name %s~\n",capitalize( argument )); fprintf( fp, "Createtime %s~\n",str_dup( strtime ) ); fprintf( fp, "Sex %d\n",ch->pcdata->genes[4] ); fprintf( fp, "Race 0\n" ); fprintf( fp, "Immune %d\n",ch->pcdata->genes[3] ); fprintf( fp, "Level 2\n" ); fprintf( fp, "Room %d\n",ch->in_room->vnum ); fprintf( fp, "PkPdMkMd 0 0 5 0\n" ); fprintf( fp, "HpManaMove %d %d %d %d %d %d\n", ch->pcdata->genes[0], ch->pcdata->genes[0], ch->pcdata->genes[1], ch->pcdata->genes[1], ch->pcdata->genes[2], ch->pcdata->genes[2]); fprintf( fp, "Act 1600\n" ); fprintf( fp, "Extra 32768\n" ); fprintf( fp, "Position 7\n" ); fprintf( fp, "Password %s~\n",ch->pcdata->pwd ); fprintf( fp, "Title the mortal~\n" ); fprintf( fp, "Parents %s~\n",ch->pcdata->cparents ); fprintf( fp, "AttrPerm %d %d %d %d %d\n", ch->pcdata->perm_str, ch->pcdata->perm_int, ch->pcdata->perm_wis, ch->pcdata->perm_dex, ch->pcdata->perm_con ); fprintf( fp, "End\n\n" ); fprintf( fp, "#END\n" ); } fflush( fp ); fclose( fp ); fpReserve = fopen( NULL_FILE, "r" ); return; } void do_teach( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_MAGE(ch)) { send_to_char("Huh?\n\r",ch); return; } if (ch->level == LEVEL_APPRENTICE) { send_to_char("You don't know enough to teach another.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Teach whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot teach yourself.\n\r", ch ); return; } if (IS_MAGE(victim)) { send_to_char( "They are already a mage.\n\r", ch ); return; } if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) ) { send_to_char( "You can only teach avatars.\n\r", ch ); return; } if (IS_VAMPIRE(victim)) { send_to_char( "You are unable to teach vampires!\n\r", ch ); return; } if (IS_WEREWOLF(victim)) { send_to_char( "You are unable to teach werewolves!\n\r", ch ); return; } if (IS_DEMON(victim)) { send_to_char( "You are unable to teach demons!\n\r", ch ); return; } if (IS_HIGHLANDER(victim)) { send_to_char( "You are unable to teach highlanders.\n\r", ch ); return; } if (!IS_IMMUNE(victim,IMM_VAMPIRE)) { send_to_char( "You cannot teach an unwilling person.\n\r", ch ); return; } if (ch->exp < 100000) { send_to_char("You cannot afford the 100000 exp required to teach them.\n\r",ch); return; } if (victim->exp < 100000) { send_to_char("They cannot afford the 100000 exp required to learn from you.\n\r",ch); return; } ch->exp -= 100000; victim->exp -= 100000; act("You teach $N the basics of magic.", ch, NULL, victim, TO_CHAR); act("$n teaches $N the basics of magic.", ch, NULL, victim, TO_NOTVICT); act("$n teaches you the basics of magic.", ch, NULL, victim, TO_VICT); victim->level = LEVEL_APPRENTICE; victim->trust = LEVEL_APPRENTICE; victim->class = CLASS_MAGE; send_to_char( "You are now an apprentice.\n\r", victim ); free_string(victim->lord); victim->lord = str_dup(ch->name); victim->pcdata->runes[0] = ch->pcdata->runes[0]; do_autosave(ch,""); do_autosave(victim,""); return; } void do_earthmeld( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && get_disc(ch, DISC_PROTEAN) < 3) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch,DISC_PROTEAN) < 3) { send_to_char("You require level 3 Protean to use Earthmeld.\n\r",ch); return; } if (IS_VAMPAFF(ch,VAM_EARTHMELDED) ) { REMOVE_BIT(ch->vampaff, VAM_EARTHMELDED); send_to_char("You rise up from the ground.\n\r",ch); act("$n rises up from the ground.", ch, NULL, NULL, TO_ROOM); return; } send_to_char("You sink into the ground.\n\r",ch); act("$n sinks into the ground.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->vampaff, VAM_EARTHMELDED); REMOVE_BIT(ch->affected_by, AFF_FLAMING); REMOVE_BIT(ch->more, MORE_FLAMES); return; } void do_powers( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; int sn; bool any_powers = FALSE; bool any_commands = FALSE; if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) ) { if (IS_WEREWOLF(ch)) do_wwpowers(ch, argument); else send_to_char("Huh?\n\r",ch); return; } for ( sn = 0; sn <= DISC_MAX; sn++ ) { if ( get_disc(ch,sn) > 0 ) { any_powers = TRUE; switch (sn) { default: break; case DISC_ANIMALISM: case DISC_AUSPEX: case DISC_CHIMERSTRY: case DISC_CELERITY: case DISC_DAIMOINON: case DISC_DOMINATE: case DISC_MELPOMINEE: case DISC_NECROMANCY: case DISC_OBEAH: case DISC_OBFUSCATE: case DISC_OBTENEBRATION: case DISC_PRESENCE: case DISC_PROTEAN: case DISC_QUIETUS: case DISC_SERPENTIS: case DISC_THANATOSIS: case DISC_THAUMATURGY: case DISC_VICISSITUDE: any_commands = TRUE; break; } } } send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); send_to_char(" -= Discipline Commands =-\n\r",ch); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); if (get_disc(ch,DISC_ANIMALISM) > 0) { strcpy(buf,"Animalism: Pigeon"); if (get_disc(ch,DISC_ANIMALISM) > 1) strcat(buf," Beckon"); if (get_disc(ch,DISC_ANIMALISM) > 2) strcat(buf," Song"); if (get_disc(ch,DISC_ANIMALISM) > 3) strcat(buf," Share"); if (get_disc(ch,DISC_ANIMALISM) > 4) strcat(buf," Beast"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_AUSPEX) > 0) { strcpy(buf,"Auspex: Heighten"); if (get_disc(ch,DISC_AUSPEX) > 1) strcat(buf," Readaura"); if (get_disc(ch,DISC_AUSPEX) > 2) strcat(buf," Unveil"); if (get_disc(ch,DISC_AUSPEX) > 3) strcat(buf," Astral"); if (get_disc(ch,DISC_AUSPEX) > 4) strcat(buf," Scry"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_CELERITY) > 0) send_to_char("Celerity: Celerity.\n\r", ch); if (get_disc(ch,DISC_CHIMERSTRY) > 0) { strcpy(buf,"Chimerstry: Mirror"); if (get_disc(ch,DISC_CHIMERSTRY) > 1) strcat(buf," Formillusion"); if (get_disc(ch,DISC_CHIMERSTRY) > 2) strcat(buf," Clone"); if (get_disc(ch,DISC_CHIMERSTRY) > 3) strcat(buf," Falseappearance"); if (get_disc(ch,DISC_CHIMERSTRY) > 4) strcat(buf," Control"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_DAIMOINON) > 0) { strcpy(buf,"Daimoinon: Guardian"); if (get_disc(ch,DISC_DAIMOINON) > 1) strcat(buf," Fear"); if (get_disc(ch,DISC_DAIMOINON) > 2) strcat(buf," Portal"); if (get_disc(ch,DISC_DAIMOINON) > 3) strcat(buf," Curse"); if (get_disc(ch,DISC_DAIMOINON) > 4) strcat(buf," Twist"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_DOMINATE) > 0) { strcpy(buf,"Dominate: Command"); if (get_disc(ch,DISC_DOMINATE) > 1) strcat(buf," Condition"); if (get_disc(ch,DISC_DOMINATE) > 2) strcat(buf," Possession"); if (get_disc(ch,DISC_DOMINATE) > 3) strcat(buf," Loyalty"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_MELPOMINEE) > 0) { strcpy(buf,"Melpominee: Scream"); if (get_disc(ch,DISC_MELPOMINEE) > 1) strcat(buf," Reina"); if (get_disc(ch,DISC_MELPOMINEE) > 2) strcat(buf," Courage"); if (get_disc(ch,DISC_MELPOMINEE) > 3) strcat(buf," Love"); if (get_disc(ch,DISC_MELPOMINEE) > 4) strcat(buf," Anger"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_NECROMANCY) > 0) { strcpy(buf,"Necromancy: Thanatopsis"); if (get_disc(ch,DISC_NECROMANCY) > 1) strcat(buf," Preserve"); if (get_disc(ch,DISC_NECROMANCY) > 2) strcat(buf," Spiritgate"); if (get_disc(ch,DISC_NECROMANCY) > 3) strcat(buf," Spiritguardian"); if (get_disc(ch,DISC_NECROMANCY) > 4) strcat(buf," Zombie"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_OBEAH) != 0) { strcpy(buf,"Obeah: Obeah Panacea"); if (get_disc(ch,DISC_OBEAH) > 1) strcat(buf," Anesthetic"); if (get_disc(ch,DISC_OBEAH) > 2) strcat(buf," Neutral"); if (get_disc(ch,DISC_OBEAH) > 3) strcat(buf," Unburden"); if (get_disc(ch,DISC_OBEAH) > 4) strcat(buf," Renew"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_OBFUSCATE) > 0) { strcpy(buf,"Obfuscate: Vanish"); if (get_disc(ch,DISC_OBFUSCATE) > 1) strcat(buf," Mask"); if (get_disc(ch,DISC_OBFUSCATE) > 3) strcat(buf," Shield"); if (get_disc(ch,DISC_OBFUSCATE) > 4) strcat(buf," Soulmask"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_OBTENEBRATION) > 0) { strcpy(buf,"Obtenebration: Shroud"); if (get_disc(ch,DISC_OBTENEBRATION) > 1) strcat(buf," Arms"); if (get_disc(ch,DISC_OBTENEBRATION) > 2) strcat(buf," Shadowbody"); if (get_disc(ch,DISC_OBTENEBRATION) > 3) strcat(buf," Lamprey"); if (get_disc(ch,DISC_OBTENEBRATION) > 4) strcat(buf," Shadowstep"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_PRESENCE) > 0) { strcpy(buf,"Presence: Awe"); if (get_disc(ch,DISC_PRESENCE) > 1) strcat(buf," Dreadgaze"); if (get_disc(ch,DISC_PRESENCE) > 2) strcat(buf," Entrance"); if (get_disc(ch,DISC_PRESENCE) > 3) strcat(buf," Summoning"); if (get_disc(ch,DISC_PRESENCE) > 4) strcat(buf," Majesty"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_PROTEAN) > 0) { strcpy(buf,"Protean: Nightsight"); if (get_disc(ch,DISC_PROTEAN) > 1) strcat(buf," Claws"); if (get_disc(ch,DISC_PROTEAN) > 2) strcat(buf," Earthmeld"); if (get_disc(ch,DISC_PROTEAN) > 3) strcat(buf," Change"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_QUIETUS) > 0) { strcpy(buf,"Quietus: Silence"); if (get_disc(ch,DISC_QUIETUS) > 1) strcat(buf," Weakness"); if (get_disc(ch,DISC_QUIETUS) > 2) strcat(buf," Infirmity"); if (get_disc(ch,DISC_QUIETUS) > 3) strcat(buf," Bloodagony"); if (get_disc(ch,DISC_QUIETUS) > 4) strcat(buf," Spit"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_SERPENTIS) > 0) { strcpy(buf,"Serpentis: Tongue"); if (get_disc(ch,DISC_SERPENTIS) > 1) strcat(buf," Mummify"); if (get_disc(ch,DISC_SERPENTIS) > 2) strcat(buf," Serpent"); if (get_disc(ch,DISC_SERPENTIS) > 3) strcat(buf," Darkheart"); if (get_disc(ch,DISC_SERPENTIS) > 4) strcat(buf," Breath"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_THANATOSIS) > 0) { strcpy(buf,"Thanatosis: Hagswrinkles"); if (get_disc(ch,DISC_THANATOSIS) > 1) strcat(buf," Putrefaction"); if (get_disc(ch,DISC_THANATOSIS) > 2) strcat(buf," Ashes"); if (get_disc(ch,DISC_THANATOSIS) > 3) strcat(buf," Withering"); if (get_disc(ch,DISC_THANATOSIS) > 4) strcat(buf," Drainlife"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_THAUMATURGY) > 0) { strcpy(buf,"Thaumaturgy: Taste"); if (get_disc(ch,DISC_THAUMATURGY) > 1) strcat(buf," Bloodrage"); if (get_disc(ch,DISC_THAUMATURGY) > 2) strcat(buf," Potency"); if (get_disc(ch,DISC_THAUMATURGY) > 3) strcat(buf," Theft"); if (get_disc(ch,DISC_THAUMATURGY) > 4) strcat(buf," Cauldron"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (get_disc(ch,DISC_VICISSITUDE) > 0) { strcpy(buf,"Vicissitude: Changeling"); if (get_disc(ch,DISC_VICISSITUDE) > 1) strcat(buf," Fleshcraft"); if (get_disc(ch,DISC_VICISSITUDE) > 2) strcat(buf," Bonecraft"); if (get_disc(ch,DISC_VICISSITUDE) > 3) strcat(buf," Zuloform"); if (get_disc(ch,DISC_VICISSITUDE) > 4) strcat(buf," Plasmaform"); strcat(buf,".\n\r"); send_to_char(buf,ch); } if (!any_powers) send_to_char("You have no disciplines.\n\r",ch); else if (!any_commands) send_to_char("All your discipline powers are automatic.\n\r",ch); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); return; } void do_dreadgaze( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_PRESENCE) < 2) { send_to_char("You require level 2 Presence to use Dread Gaze.\n\r",ch); return; } if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to use Dread Gaze on?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (ch == victim) { send_to_char( "You're pretty scared of yourself!\n\r", ch ); return; } if (is_safe(ch,victim)) return; if ( IS_AFFECTED(victim, AFF_FEAR) ) { send_to_char( "They are already pretty scared.\n\r", ch ); return; } act("You bare your fangs and snarl at $N.",ch,NULL,victim,TO_CHAR); act("$n bares $s fangs and snarls at $N.",ch,NULL,victim,TO_NOTVICT); act("$n bares $s fangs and snarls at you.",ch,NULL,victim,TO_VICT); if ( IS_MORE(victim, MORE_COURAGE) ) { send_to_char( "They are far too brave to be scared so easily.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Dread Gaze on you.",ch,NULL,victim,TO_VICT); } return; } if (!IS_NPC(victim) && (IS_VAMPIRE(victim) || IS_GHOUL(victim)) && get_disc(victim,DISC_PRESENCE) >= get_disc(ch,DISC_PRESENCE)) { send_to_char( "Your Dread Gaze has no effect on them.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Dread Gaze on you.",ch,NULL,victim,TO_VICT); } return; } if (!IS_NPC(victim) && victim->pcdata->resist[WILL_PRESENCE] > 0) { send_to_char( "Your Dread Gaze has no effect on them.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Dread Gaze on you.",ch,NULL,victim,TO_VICT); } return; } if (!IS_NPC(victim) && IS_WILLPOWER(victim, RES_PRESENCE) && victim->pcdata->willpower[0] >= 10) { victim->pcdata->willpower[0] -= 10; victim->pcdata->resist[WILL_PRESENCE] = 60; if (!IS_WILLPOWER(victim, RES_TOGGLE)) REMOVE_BIT(victim->pcdata->resist[0], RES_PRESENCE); send_to_char( "Your Dread Gaze has no effect on them.\n\r", ch ); send_to_char("You burn some willpower to resist Dread Gaze.\n\r",victim); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Dread Gaze on you.",ch,NULL,victim,TO_VICT); } return; } if ( ( sn = skill_lookup( "fear" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = get_disc(ch,DISC_PRESENCE) * 5; (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Dread Gaze on you.",ch,NULL,victim,TO_VICT); } return; } void do_vanish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_OBFUSCATE) < 1) { send_to_char("You require level 1 Obfuscate to Vanish from sight.\n\r",ch); return; } act( "A look of concentration crosses $n's face.", ch, NULL, NULL, TO_ROOM ); if (get_disc(ch,DISC_OBFUSCATE) >= 3 && !str_cmp(arg,"all")) { send_to_char("You Cloak the Gathering.\n\r",ch); for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( vch == ch || vch->leader == ch ) { SET_BIT( vch->vampaff, VAM_OBFUSCATE ); act( "You fade away into the shadows.", vch, NULL, NULL, TO_CHAR ); act( "$n fades away into the shadows.", vch, NULL, NULL, TO_ROOM ); } } } else { SET_BIT( ch->vampaff, VAM_OBFUSCATE ); act( "You fade away into the shadows.", ch, NULL, NULL, TO_CHAR ); act( "$n fades away into the shadows.", ch, NULL, NULL, TO_ROOM ); } WAIT_STATE( ch, 12 ); return; } void do_discipline( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; char disc [25]; int improve; int cost; int max_d = (IS_ABOMINATION(ch) || IS_LICH(ch)) ? 4 : 5; int sn, col; bool got_disc = FALSE; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) ) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); send_to_char(" -= Disciplines =-\n\r",ch); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); col = 0; for ( sn = 0; sn <= DISC_MAX; sn++ ) { if ( ch->pcdata->powers[sn] == 0 ) continue; switch (sn) { default: strcpy(disc,"None"); break; case DISC_ANIMALISM: strcpy(disc,"Animalism"); break; case DISC_AUSPEX: strcpy(disc,"Auspex"); break; case DISC_CELERITY: strcpy(disc,"Celerity"); break; case DISC_CHIMERSTRY: strcpy(disc,"Chimerstry"); break; case DISC_DAIMOINON: strcpy(disc,"Daimoinon"); break; case DISC_DOMINATE: strcpy(disc,"Dominate"); break; case DISC_FORTITUDE: strcpy(disc,"Fortitude"); break; case DISC_MELPOMINEE: strcpy(disc,"Melpominee"); break; case DISC_NECROMANCY: strcpy(disc,"Necromancy"); break; case DISC_OBEAH: strcpy(disc,"Obeah"); break; case DISC_OBFUSCATE: strcpy(disc,"Obfuscate"); break; case DISC_OBTENEBRATION: strcpy(disc,"Obtenebration"); break; case DISC_POTENCE: strcpy(disc,"Potence"); break; case DISC_PRESENCE: strcpy(disc,"Presence"); break; case DISC_PROTEAN: strcpy(disc,"Protean"); break; case DISC_QUIETUS: strcpy(disc,"Quietus"); break; case DISC_SERPENTIS: strcpy(disc,"Serpentis"); break; case DISC_THANATOSIS: strcpy(disc,"Thanatosis"); break; case DISC_THAUMATURGY: strcpy(disc,"Thaumaturgy"); break; case DISC_VICISSITUDE: strcpy(disc,"Vicissitude"); break; } if (ch->class == CLASS_VAMPIRE && (ch->pcdata->cland[0] == sn || ch->pcdata->cland[1] == sn || ch->pcdata->cland[2] == sn)) capitalize( disc ); sprintf( buf, "%-15s: %-2d ", disc, get_disc(ch, sn) ); send_to_char( buf, ch ); if ( ++col % 3 == 0 ) send_to_char( "\n\r", ch ); got_disc = TRUE; } if ( col % 3 != 0 ) send_to_char( "\n\r", ch ); if (!got_disc) send_to_char("You currently have no disciplines.\n\r",ch); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); send_to_char("To improve a discipline rating, type: discipline <name>\n\r",ch); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); return; } if (!str_cmp(arg,"animalism")) improve = DISC_ANIMALISM; else if (!str_cmp(arg,"auspex")) improve = DISC_AUSPEX; else if (!str_cmp(arg,"celerity")) improve = DISC_CELERITY; else if (!str_cmp(arg,"chimerstry")) improve = DISC_CHIMERSTRY; else if (!str_cmp(arg,"daimoinon")) improve = DISC_DAIMOINON; else if (!str_cmp(arg,"dominate")) improve = DISC_DOMINATE; else if (!str_cmp(arg,"fortitude")) improve = DISC_FORTITUDE; else if (!str_cmp(arg,"melpominee")) improve = DISC_MELPOMINEE; else if (!str_cmp(arg,"necromancy")) improve = DISC_NECROMANCY; else if (!str_cmp(arg,"obeah")) improve = DISC_OBEAH; else if (!str_cmp(arg,"obfuscate")) improve = DISC_OBFUSCATE; else if (!str_cmp(arg,"obtenebration")) improve = DISC_OBTENEBRATION; else if (!str_cmp(arg,"potence")) improve = DISC_POTENCE; else if (!str_cmp(arg,"presence")) improve = DISC_PRESENCE; else if (!str_cmp(arg,"protean")) improve = DISC_PROTEAN; else if (!str_cmp(arg,"quietus")) improve = DISC_QUIETUS; else if (!str_cmp(arg,"serpentis")) improve = DISC_SERPENTIS; else if (!str_cmp(arg,"thanatosis")) improve = DISC_THANATOSIS; else if (!str_cmp(arg,"thaumaturgy")) improve = DISC_THAUMATURGY; else if (!str_cmp(arg,"vicissitude")) improve = DISC_VICISSITUDE; else { send_to_char("You know of no such discipline.\n\r",ch); return; } if (ch->pcdata->powers[improve] == 0) { send_to_char("You know of no such discipline.\n\r",ch); return; } if (ch->pcdata->powers[improve] >= max_d) { send_to_char("You are unable to improve your ability in that discipline any further.\n\r",ch); return; } if ( IS_ABOMINATION(ch) || IS_LICH(ch) ) cost = 15; else if (ch->pcdata->cland[0] == improve || ch->pcdata->cland[1] == improve || ch->pcdata->cland[2] == improve) { if (ch->pcdata->powers[improve] == -1) cost = 5; else cost = ( ch->pcdata->powers[improve] + 1 ) * 5; } else { if (ch->pcdata->powers[improve] == -1) cost = 10; else cost = ( ch->pcdata->powers[improve] + 1 ) * 10; } if (ch->practice < cost) { sprintf(buf,"You need another %d primal to increase that discipline.\n\r", cost - ch->practice ); send_to_char(buf,ch); return; } if (ch->pcdata->powers[improve] < 1) ch->pcdata->powers[improve] = 1; else ch->pcdata->powers[improve]++; ch->practice -= cost; send_to_char("You improve your discipline.\n\r",ch); return; } void do_teachdisc( CHAR_DATA *ch, char *argument ) { char buf [MAX_INPUT_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char disc [25]; CHAR_DATA *victim; int improve, sn, col; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) ) { send_to_char("Huh?\n\r",ch); return; } if (IS_MORE(ch, MORE_NPC)) { send_to_char("NPC's cannot teach disciplines.\n\r",ch); return; } if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: teach <person> <discipline>\n\r", ch ); send_to_char( "The following list contains your disciplines and the level you can teach to.\n\r", ch ); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); col = 0; for ( sn = 0; sn <= DISC_MAX; sn++ ) { if ( ch->pcdata->powers[sn] == 0 ) continue; switch (sn) { default: strcpy(disc,"None"); break; case DISC_ANIMALISM: strcpy(disc,"Animalism"); break; case DISC_AUSPEX: strcpy(disc,"Auspex"); break; case DISC_CELERITY: strcpy(disc,"Celerity"); break; case DISC_CHIMERSTRY: strcpy(disc,"Chimerstry"); break; case DISC_DAIMOINON: strcpy(disc,"Daimoinon"); break; case DISC_DOMINATE: strcpy(disc,"Dominate"); break; case DISC_FORTITUDE: strcpy(disc,"Fortitude"); break; case DISC_MELPOMINEE: strcpy(disc,"Melpominee"); break; case DISC_NECROMANCY: strcpy(disc,"Necromancy"); break; case DISC_OBEAH: strcpy(disc,"Obeah"); break; case DISC_OBFUSCATE: strcpy(disc,"Obfuscate"); break; case DISC_OBTENEBRATION: strcpy(disc,"Obtenebration"); break; case DISC_POTENCE: strcpy(disc,"Potence"); break; case DISC_PRESENCE: strcpy(disc,"Presence"); break; case DISC_PROTEAN: strcpy(disc,"Protean"); break; case DISC_QUIETUS: strcpy(disc,"Quietus"); break; case DISC_SERPENTIS: strcpy(disc,"Serpentis"); break; case DISC_THANATOSIS: strcpy(disc,"Thanatosis"); break; case DISC_THAUMATURGY: strcpy(disc,"Thaumaturgy"); break; case DISC_VICISSITUDE: strcpy(disc,"Vicissitude"); break; } sprintf( buf, "%-15s: %-2d ", disc, ch->pcdata->powers[sn] ); send_to_char( buf, ch ); if ( ++col % 3 == 0 ) send_to_char( "\n\r", ch ); } if ( col % 3 != 0 ) send_to_char( "\n\r", ch ); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot teach yourself!\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (!str_cmp(arg2,"animalism")) improve = DISC_ANIMALISM; else if (!str_cmp(arg2,"auspex")) improve = DISC_AUSPEX; else if (!str_cmp(arg2,"celerity")) improve = DISC_CELERITY; else if (!str_cmp(arg2,"chimerstry")) improve = DISC_CHIMERSTRY; else if (!str_cmp(arg2,"daimoinon")) improve = DISC_DAIMOINON; else if (!str_cmp(arg2,"dominate")) improve = DISC_DOMINATE; else if (!str_cmp(arg2,"fortitude")) improve = DISC_FORTITUDE; else if (!str_cmp(arg2,"melpominee")) improve = DISC_MELPOMINEE; else if (!str_cmp(arg2,"necromancy")) improve = DISC_NECROMANCY; else if (!str_cmp(arg2,"obeah")) improve = DISC_OBEAH; else if (!str_cmp(arg2,"obfuscate")) improve = DISC_OBFUSCATE; else if (!str_cmp(arg2,"obtenebration")) improve = DISC_OBTENEBRATION; else if (!str_cmp(arg2,"potence")) improve = DISC_POTENCE; else if (!str_cmp(arg2,"presence")) improve = DISC_PRESENCE; else if (!str_cmp(arg2,"protean")) improve = DISC_PROTEAN; else if (!str_cmp(arg2,"quietus")) improve = DISC_QUIETUS; else if (!str_cmp(arg2,"serpentis")) improve = DISC_SERPENTIS; else if (!str_cmp(arg2,"thanatosis")) improve = DISC_THANATOSIS; else if (!str_cmp(arg2,"thaumaturgy")) improve = DISC_THAUMATURGY; else if (!str_cmp(arg2,"vicissitude")) improve = DISC_VICISSITUDE; else { send_to_char("You know of no such discipline.\n\r",ch); return; } if (ch->pcdata->powers[improve] == 0) { send_to_char("You know of no such discipline.\n\r",ch); return; } if (ch->pcdata->powers[improve] < 3) { send_to_char("You require level 3 in a discipline before you can teach it.\n\r",ch); return; } if (!IS_VAMPIRE(victim)) { send_to_char("They are unable to learn disciplines.\n\r",ch); return; } if (!IS_IMMUNE(victim, IMM_VAMPIRE)) { send_to_char("They refuse to learn any disciplines.\n\r",ch); return; } if (victim->pcdata->powers[improve] != 0) { send_to_char("They already know that discipline.\n\r",ch); return; } victim->pcdata->powers[improve] = -1; sprintf(buf,"You teach $N how to use the %s discipline.",capitalize(arg2)); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n teaches you how to use the %s discipline.",capitalize(arg2)); act(buf,ch,NULL,victim,TO_VICT); return; } void do_pigeon( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_ANIMALISM) < 1) { send_to_char("You require level 1 Animalism to call a Carrier Pigeon.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Transport which object?\n\r", ch ); return; } if ( arg2[0] == '\0' ) { send_to_char( "Transport who whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (victim == ch) { send_to_char( "You cannot send things to yourself!\n\r", ch ); return; } if (victim->in_room == NULL || victim->in_room == ch->in_room) { send_to_char( "But they are already here!\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You are not carrying that item.\n\r", ch ); return; } if (obj->weight > 100) { send_to_char( "That item weighs too much for the pigeon to carry.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT); } return; } if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT)) { send_to_char( "You are unable to transport anything to them.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT); } return; } if ( IS_AFFECTED(ch,AFF_ETHEREAL) || IS_AFFECTED(victim,AFF_ETHEREAL) ) { send_to_char( "Nothing happens.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT); } return; } if ( victim->carry_number + 1 > can_carry_n( victim ) ) { act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT); } return; } if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT); } return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT); } return; } send_to_char( "A pigeon flies down from the sky and lands on your shoulder.\n\r", ch ); act("A pigeon flies down from the sky and lands on $n's shoulder.",ch,NULL,NULL,TO_ROOM); act("You place $p in the pigeon's beak.",ch,obj,NULL,TO_CHAR); act("$n places $p in the pigeon's beak.",ch,obj,NULL,TO_ROOM); send_to_char( "The pigeon takes off from your shoulder and flies away.\n\r", ch ); act("The pigeon takes off from $n's shoulder and flies away.",ch,NULL,NULL,TO_ROOM); obj_from_char(obj); obj_to_char(obj,victim); send_to_char( "A pigeon flies down from the sky and lands on your shoulder.\n\r", victim ); act("A pigeon flies down from the sky and lands on $n's shoulder.",victim,NULL,NULL,TO_ROOM); act("You take $p from the pigeon's beak.",victim,obj,NULL,TO_CHAR); act("$n takes $p from the pigeon's beak.",victim,obj,NULL,TO_ROOM); send_to_char( "The pigeon takes off from your shoulder and flies away.\n\r", victim ); act("The pigeon takes off from $n's shoulder and flies away.",victim,NULL,NULL,TO_ROOM); do_autosave(ch,""); do_autosave(victim,""); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just sent $p to you via a pigeon.",ch,obj,victim,TO_VICT); } return; } void do_beckon( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_ANIMALISM) < 2) { if (get_breed(ch, BREED_LUPUS) < 2) { if (IS_ABOMINATION(ch)) send_to_char("You require level 2 Animalism or level 2 Lupus power to Beckon an animal.\n\r",ch); else if (IS_WEREWOLF(ch)) send_to_char("You require the level 2 Lupus power to Beckon an animal.\n\r",ch); else send_to_char("You require level 2 Animalism to Beckon an animal.\n\r",ch); return; } } if (arg[0] == '\0') { send_to_char("Please select the type of animal you which to summon.\n\r",ch); send_to_char("Choose from: Horse, Frog, Raven, Cat, Dog, Yak.\n\r",ch); return; } if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r",ch); return; } strcpy(buf, "$N trots into the room." ); if (!str_cmp(arg,"stallion") || !str_cmp(arg,"horse") || !str_cmp(arg,"mount")) { ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_MOUNT ) ); victim->level = 50; victim->armor = -500; victim->hitroll = 50; victim->damroll = 50; victim->hit = 5000; victim->max_hit = 5000; free_string(victim->name); victim->name = str_dup("mount black horse stallion"); sprintf(buf,"%s's black stallion",ch->name); free_string(victim->short_descr); victim->short_descr = str_dup(buf); free_string(victim->long_descr); victim->long_descr = str_dup("A beautiful black stallion stands here.\n\r"); strcpy(buf, "$N trots into the room." ); } else if (!str_cmp(arg,"frog")) { ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_FROG ) ); strcpy(buf, "$N hops into the room." ); } else if (!str_cmp(arg,"raven")) { ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_RAVEN ) ); strcpy(buf, "$N flies into the room." ); } else if (!str_cmp(arg,"dog")) { ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_DOG ) ); } else if (!str_cmp(arg,"cat")) { ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_CAT ) ); } else if (!str_cmp(arg,"molerat")) { ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_MOLERAT ) ); } else if (!str_cmp(arg,"yak")) { ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_YAK ) ); } else { send_to_char("Please select the type of animal you which to summon.\n\r",ch); send_to_char("Choose from: Horse, Frog, Raven, Cat, Dog, Yak.\n\r",ch); return; } free_string(victim->lord); victim->lord = str_dup(ch->name); char_to_room( victim, ch->in_room ); send_to_char("You whistle loudly.\n\r",ch); act( "$n whistles loudly.", ch, NULL, victim, TO_ROOM ); act( buf, ch, NULL, victim, TO_CHAR ); act( buf, ch, NULL, victim, TO_ROOM ); return; } void do_beastwithin( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_ANIMALISM) < 5) { if (get_auspice(ch, AUSPICE_GALLIARD) < 3) { if (IS_ABOMINATION(ch)) send_to_char("You require level 5 Animalism or level 3 Galliard to use Beast Within.\n\r",ch); else if (IS_WEREWOLF(ch)) send_to_char("You require the level 3 Galliard power to use Beast Within.\n\r",ch); else send_to_char("You require level 5 Animalism to use Beast Within.\n\r",ch); return; } } if ( arg[0] == '\0' ) victim = ch; else if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim) || (!IS_VAMPIRE(victim) && !IS_WEREWOLF(victim))) { send_to_char("But they have no beast to call forth!\n\r",ch); return; } if (IS_WEREWOLF(victim) && IS_SET(victim->act, PLR_WEREWOLF)) { send_to_char("Their beast is already controlling them.\n\r",ch); return; } if ( !IS_WEREWOLF(victim) && victim->pcdata->wolf > 0 ) { if (ch == victim) send_to_char("Your beast is already controlling you.\n\r",ch); else send_to_char("Their beast is already controlling them.\n\r",ch); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Beast Within on you.",ch,NULL,victim,TO_VICT); } return; } if ( !IS_WEREWOLF(victim) && (victim->beast < 20 || get_disc(victim,DISC_ANIMALISM) > 6) ) { if (ch == victim) send_to_char("You have too much control over your beast to use Beast Within.\n\r",ch); else send_to_char("They have too much control over their beast to use Beast Within on.\n\r",ch); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Beast Within on you.",ch,NULL,victim,TO_VICT); } return; } if (victim->pcdata->resist[WILL_ANIMALISM] > 0) { send_to_char("You failed.\n\r",ch); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Beast Within on you.",ch,NULL,victim,TO_VICT); } return; } if (IS_WILLPOWER(victim, RES_ANIMALISM) && victim->pcdata->willpower[0] >= 10) { victim->pcdata->willpower[0] -= 10; victim->pcdata->resist[WILL_ANIMALISM] = 60; if (!IS_WILLPOWER(victim, RES_TOGGLE)) REMOVE_BIT(victim->pcdata->resist[0], RES_ANIMALISM); send_to_char("You failed.\n\r",ch); send_to_char("You burn some willpower to resist Beast Within.\n\r",victim); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Beast Within on you.",ch,NULL,victim,TO_VICT); } return; } if (IS_VAMPIRE(victim) && get_disc(victim,DISC_PROTEAN) > 0 && !IS_VAMPAFF(victim, VAM_NIGHTSIGHT) ) do_nightsight(victim,""); if (IS_VAMPIRE(victim) && !IS_VAMPAFF(victim, VAM_FANGS)) do_fangs(victim,""); if (IS_VAMPIRE(victim) && get_disc(victim,DISC_PROTEAN) > 1 && !IS_VAMPAFF(victim, VAM_CLAWS) ) do_claws(victim,""); if (IS_WEREWOLF(victim)) { victim->pcdata->wolf = number_range(150,200); do_werewolf(victim,""); } else { if (victim->beast > 0) do_beastlike(victim,""); send_to_char("You bare yours fangs and growl as your inner beast consumes you.\n\r",victim); act("$n bares $s fangs and growls as $s inner beast consumes $m.",victim,NULL,NULL,TO_ROOM); victim->pcdata->wolf += number_range(10,20); } if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Beast Within on you.",ch,NULL,victim,TO_VICT); } WAIT_STATE(ch,12); return; } void do_serenity( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_ANIMALISM) < 3) { if (get_tribe(ch, TRIBE_CHILDREN_OF_GAIA) < 4) { if (IS_ABOMINATION(ch)) send_to_char("You require level 3 Animalism or level 4 Children of Gaia to use Serenity.\n\r",ch); else if (IS_WEREWOLF(ch)) send_to_char("You require the level 4 Children of Gaia power to use Serenity.\n\r",ch); else send_to_char("You require level 3 Animalism to use Song of Serenity.\n\r",ch); return; } } if ( arg[0] == '\0' ) victim = ch; else if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim) || (!IS_VAMPIRE(victim) && !IS_SET(victim->act, PLR_WOLFMAN))) { send_to_char("They have no beast to suppress!\n\r",ch); return; } if ( victim->pcdata->wolf < 1 ) { if (ch == victim) send_to_char("But your beast is not controlling you.\n\r",ch); else send_to_char("But their beast is not controlling them.\n\r",ch); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Song of Serenity on you.",ch,NULL,victim,TO_VICT); } return; } if ( get_disc(victim,DISC_ANIMALISM) > 6 ) { if (ch == victim) send_to_char("You have too much control over your beast to use Song of Serenity.\n\r",ch); else send_to_char("They have too much control over their beast to use Song of Serenity on.\n\r",ch); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Song of Serenity on you.",ch,NULL,victim,TO_VICT); } return; } if (victim->pcdata->resist[WILL_ANIMALISM] > 0 || IS_ITEMAFF(victim, ITEMA_RAGER)) { send_to_char("You failed.\n\r",ch); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Song of Serenity on you.",ch,NULL,victim,TO_VICT); } return; } if (IS_WILLPOWER(victim, RES_ANIMALISM) && victim->pcdata->willpower[0] >= 10) { victim->pcdata->willpower[0] -= 10; victim->pcdata->resist[WILL_ANIMALISM] = 60; if (!IS_WILLPOWER(victim, RES_TOGGLE)) REMOVE_BIT(victim->pcdata->resist[0], RES_ANIMALISM); send_to_char("You failed.\n\r",ch); send_to_char("You burn some willpower to resist Song of Serenity.\n\r",victim); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Song of Serenity on you.",ch,NULL,victim,TO_VICT); } return; } send_to_char("You take a deep breath and force back your inner beast.\n\r",victim); act("$n takes a deep breath and forces back $s inner beast.",victim,NULL,NULL,TO_ROOM); victim->pcdata->wolf = 0; if (IS_WEREWOLF(victim)) do_unwerewolf(victim,""); if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT) && !IS_POLYAFF(victim, POLY_ZULO)) do_nightsight(victim,""); if (IS_VAMPAFF(victim, VAM_FANGS) && !IS_POLYAFF(victim, POLY_ZULO)) do_fangs(victim,""); if (IS_VAMPAFF(victim, VAM_CLAWS) && !IS_POLYAFF(victim, POLY_ZULO)) do_claws(victim,""); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Song of Serenity on you.",ch,NULL,victim,TO_VICT); } WAIT_STATE(ch,12); return; } void do_sharespirit( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg [MAX_INPUT_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_ANIMALISM) < 4) { send_to_char("You require level 4 Animalism to Share Spirits with an animal.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "What do you wish to share spirits with?\n\r", ch ); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL ) { send_to_char( "Nothing happens.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "I think not...\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on players.\n\r", ch ); return; } if ( ( familiar = victim->wizard ) != NULL ) { send_to_char( "Nothing happens.\n\r", ch ); return; } switch ( victim->pIndexData->vnum ) { default: send_to_char( "Nothing happens.\n\r", ch ); return; case 3062: case 3066: case 5333: case 30006: case 30007: case 30008: case 30009: case 30010: case 30013: case 30014: break; } act("You merge your spirit with that of $N.",ch,NULL,victim,TO_CHAR); ch->pcdata->familiar = victim; victim->wizard = ch; return; } void do_projection( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *familiar; if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_DEMON(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_AUSPEX) < 4) { if ( IS_DEMON(ch) ) send_to_char("You require Expert Vision to Astrally Project yourself.\n\r",ch); else send_to_char("You require level 4 Auspex to Astrally Project yourself.\n\r",ch); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL ) { if (IS_EXTRA(ch, EXTRA_NO_ACTION)) { extract_char(familiar, TRUE); send_to_char( "Your astral projection vanishes.\n\r", ch ); REMOVE_BIT(ch->extra, EXTRA_NO_ACTION); REMOVE_BIT(ch->more, MORE_PROJECTION); } else send_to_char( "Nothing happens.\n\r", ch ); return; } if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r",ch); return; } ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_ASTRAL ) ); free_string(victim->lord); victim->lord = str_dup(ch->name); victim->level = 50; victim->hit = ch->hit; victim->max_hit = ch->max_hit; victim->mana = ch->mana; victim->max_mana = ch->max_mana; victim->move = ch->move; victim->max_move = ch->max_move; victim->hitroll = char_hitroll(ch); victim->damroll = char_damroll(ch); victim->armor = char_ac(ch); free_string(victim->name); victim->name = str_dup(ch->name); free_string(victim->short_descr); victim->short_descr = str_dup(ch->name); sprintf(buf,"%s is here.\n\r",ch->name); free_string(victim->long_descr); victim->long_descr = str_dup(buf); char_to_room(victim,ch->in_room); send_to_char("You astrally project your spirit into the room.\n\r",ch); act("$n closes $s eyes and a look of concentration crosses $s face.",ch,NULL,NULL,TO_ROOM); ch->pcdata->familiar = victim; victim->wizard = ch; SET_BIT(victim->more, MORE_SPIRIT); SET_BIT(victim->vampaff, VAM_SPIRITEYES); SET_BIT(ch->extra, EXTRA_NO_ACTION); SET_BIT(ch->more, MORE_PROJECTION); return; } void do_unveil( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; DESCRIPTOR_DATA *d; CHAR_DATA *victim; bool stop_unv = FALSE; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_DEMON(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_AUSPEX) < 3) { if ( IS_DEMON(ch) ) send_to_char("You require Advanced Vision to Unveil the Shrouded Mind.\n\r",ch); else send_to_char("You require level 3 Auspex to Unveil the Shrouded Mind.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Unveil the Shrouded Mind of whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (IS_IMMORTAL(victim)) { if (ch != victim) send_to_char( "Nothing happens.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT); } return; } if ( victim->desc == NULL ) { send_to_char( "Nothing happens.\n\r", ch ); return; } if ( victim == ch ) { for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->snoop_by == ch->desc ) { d->snoop_by = NULL; stop_unv = TRUE; } } if (stop_unv) send_to_char( "You cease trying to Unveil any minds.\n\r", ch ); else if (get_truedisc(ch,DISC_AUSPEX) < 20) send_to_char( "How can you Unveil your own shrouded mind?\n\r", ch ); return; } if ( victim->desc->snoop_by != NULL ) { send_to_char( "You failed.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT); } return; } if (IS_SET(victim->act, PLR_WATCHER)) { send_to_char( "You failed.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT); } return; } if (IS_IMMUNE(victim, IMM_SHIELDED)) { send_to_char( "You failed.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT); } return; } if ( ch->desc != NULL ) { for ( d = ch->desc->snoop_by; d != NULL; d = d->snoop_by ) { if ( d->character == victim || d->original == victim ) { send_to_char( "Nothing happens.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT); } return; } } } if (victim->pcdata->resist[WILL_AUSPEX] > 0) { send_to_char("You failed.\n\r",ch); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT); } return; } if (IS_WILLPOWER(victim, RES_AUSPEX) && victim->pcdata->willpower[0] >= 10) { victim->pcdata->willpower[0] -= 10; victim->pcdata->resist[WILL_AUSPEX] = 60; if (!IS_WILLPOWER(victim, RES_TOGGLE)) REMOVE_BIT(victim->pcdata->resist[0], RES_AUSPEX); send_to_char("You failed.\n\r",ch); send_to_char("You burn some willpower to resist Unveil the Shrouded Mind.\n\r",victim); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT); } return; } victim->desc->snoop_by = ch->desc; send_to_char( "You attempt to Unveil their Shrouded Mind.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT); } return; } void do_embrace( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int dam = number_range(500,1000); one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch)) { send_to_char("Huh?\n\r",ch); return; } if ((victim = ch->embrace) != NULL && victim->embrace != NULL && victim->embrace == ch) { if (ch->embraced == ARE_EMBRACED) { send_to_char("You are already being embraced.\n\r",ch); return; } if (number_percent() < ch->beast && ch->blood[0] < ch->blood[1]) { send_to_char("You are unable to stop drinking.\n\r",ch); WAIT_STATE(ch, 12); return; } act("You retract your fangs from $N's neck.",ch,NULL,victim,TO_CHAR); act("$n retracts $s fangs from your neck.",ch,NULL,victim,TO_VICT); act("$n retracts $s fangs from $N's neck.",ch,NULL,victim,TO_NOTVICT); act("You release your hold on $N.",ch,NULL,victim,TO_CHAR); act("$n releases $s hold on you.",ch,NULL,victim,TO_VICT); act("$n releases $s hold on $N.",ch,NULL,victim,TO_NOTVICT); ch->embrace = NULL; ch->embraced = ARE_NONE; victim->embrace = NULL; victim->embraced = ARE_NONE; return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to embrace?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot embrace yourself, fool!\n\r", ch ); return; } if (is_safe(ch,victim)) return; if (victim->position == POS_FIGHTING) { send_to_char( "They are too busy fighting at the moment.\n\r", ch ); return; } if (!IS_NPC(victim) && victim->position == POS_STUNNED) { send_to_char( "Not while they are stunned.\n\r", ch ); return; } if (victim->embrace != NULL) { send_to_char( "They are already being embraced.\n\r", ch ); return; } act("You step towards $N, with your arms outstretched.",ch,NULL,victim,TO_CHAR); act("$n step towards you, with $s arms outstretched.",ch,NULL,victim,TO_VICT); act("$n step towards $N, with $s arms outstretched.",ch,NULL,victim,TO_NOTVICT); if (IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master == ch) send_to_char( "You stand helpless before your master.\n\r", victim ); else if (IS_IMMUNE(victim, IMM_VAMPIRE)) act("You stand defenceless before $m",ch,NULL,victim,TO_VICT); else if (victim->position < POS_MEDITATING) act("You leap onto $S defenseless body.",ch,NULL,victim,TO_CHAR); else { act("$N leaps out of your reach!",ch,NULL,victim,TO_CHAR); act("You leap out of $s reach!",ch,NULL,victim,TO_VICT); act("$N leap out of $n's reach!",ch,NULL,victim,TO_NOTVICT); return; } act("You grab hold of $N in a close embrace.",ch,NULL,victim,TO_CHAR); act("$n grabs hold of you in a close embrace.",ch,NULL,victim,TO_VICT); act("$n grabs hold of $N in a close embrace.",ch,NULL,victim,TO_NOTVICT); if (IS_MORE(victim, MORE_BRISTLES)) { damage( victim, ch, dam, gsn_spines ); stop_fighting(victim, TRUE); } if (ch->position < POS_STANDING) return; if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs (ch,""); act("You sink your fangs into $N's neck.",ch,NULL,victim,TO_CHAR); act("$n sinks $s fangs into your neck.",ch,NULL,victim,TO_VICT); act("$n sinks $s fangs into $N's neck.",ch,NULL,victim,TO_NOTVICT); ch->embrace = victim; ch->embraced = ARE_EMBRACING; victim->embrace = ch; victim->embraced = ARE_EMBRACED; return; } void do_guardian( CHAR_DATA *ch, char *argument ) { char buf [MAX_INPUT_LENGTH]; CHAR_DATA *victim; AFFECT_DATA af; int sn; if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && (!IS_DEMON(ch) || IS_ANGEL(ch))) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch,DISC_DAIMOINON) < 1) { send_to_char("You require level 1 Daimoinon to call forth a Guardian Demon.\n\r",ch); return; } if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r",ch); return; } ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) ); victim->level = 50; victim->hit = 5000; victim->max_hit = 5000; victim->hitroll = 50; victim->damroll = 50; victim->armor = -500; victim->alignment = -1000; free_string(victim->lord); victim->lord = str_dup(ch->name); strcpy(buf,"Come forth, creature of darkness, and do my bidding!"); do_say( ch, buf ); send_to_char( "A demon bursts from the ground and bows before you.\n\r",ch ); act( "$N bursts from the ground and bows before $n.", ch, NULL, victim, TO_ROOM ); char_to_room( victim, ch->in_room ); if ( ( sn = skill_lookup( "guardian" ) ) < 0 ) { send_to_char( "Bug - please inform KaVir.\n\r", ch ); return; } add_follower( victim, ch ); af.type = sn; af.duration = 6666; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); return; } void do_fear( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; AFFECT_DATA af; char arg [MAX_INPUT_LENGTH]; int sn; int level; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && (!IS_DEMON(ch) || IS_ANGEL(ch))) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_DAIMOINON) < 2) { send_to_char("You require level 2 Daimoinon to use Consuming Fear.\n\r",ch); return; } if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to use Consuming Fear on?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (ch == victim) { send_to_char( "You're pretty scared of yourself!\n\r", ch ); return; } if ( IS_AFFECTED(victim, AFF_FEAR) ) { send_to_char( "They are already pretty scared.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Consuming Fear on you.",ch,NULL,victim,TO_VICT); } return; } if ( IS_MORE(victim, MORE_COURAGE) ) { send_to_char( "They are far too brave to be scared so easily.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Consuming Fear on you.",ch,NULL,victim,TO_VICT); } return; } if (!IS_NPC(victim) && (IS_VAMPIRE(victim) || IS_GHOUL(victim)) && get_disc(victim,DISC_DAIMOINON) >= get_disc(ch,DISC_DAIMOINON)) { send_to_char( "Your Consuming Fear has no effect on them.\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Consuming Fear on you.",ch,NULL,victim,TO_VICT); } return; } if ( is_safe(ch, victim) ) { if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Consuming Fear on you.",ch,NULL,victim,TO_VICT); } return; } level = get_disc(ch,DISC_DAIMOINON) * 5; if ( saves_spell( level, victim ) && victim->position >= POS_FIGHTING ) { act("$E ignores you.",ch,NULL,victim,TO_CHAR); act("You ignore $m.",ch,NULL,victim,TO_VICT); act("$N ignores $n.",ch,NULL,victim,TO_NOTVICT); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Consuming Fear on you.",ch,NULL,victim,TO_VICT); } return; } send_to_char("You scream in terror as you are Consumed with Infernal Fear!\n\r",victim); act("$n screams in terror as $e is Consumed with Infernal Fear.",victim,NULL,NULL,TO_ROOM); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Consuming Fear on you.",ch,NULL,victim,TO_VICT); } if ( ( sn = skill_lookup( "fear" ) ) < 0 ) { send_to_char( "Bug - please inform KaVir.\n\r", ch ); return; } af.type = sn; af.location = APPLY_HITROLL; af.modifier = 0 - get_disc(ch,DISC_DAIMOINON); af.duration = number_range(1,2); af.bitvector = AFF_FEAR; affect_to_char( victim, &af ); af.location = APPLY_DAMROLL; af.modifier = 0 - get_disc(ch,DISC_DAIMOINON); affect_to_char( victim, &af ); WAIT_STATE( ch, 12 ); return; } void do_tasteblood( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; char disc [40]; char vampend [5]; int col, sn; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_THAUMATURGY) < 1) { send_to_char("You require level 1 Thaumaturgy to use Taste of Blood.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to use this power on?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } act("You examine $N intently.",ch,NULL,victim,TO_CHAR); act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT); act("$n examines you intently.",ch,NULL,victim,TO_VICT); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); if (IS_NPC(victim) || !IS_VAMPIRE(victim)) { sprintf(buf,"Name: %-15s Blood: %-15d Blood Pool: %d\n\r", IS_NPC(victim) ? victim->short_descr : victim->name, victim->blood[0],victim->blood[1]); send_to_char(buf,ch); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); if (!IS_GHOUL(victim)) return; } switch (victim->vampgen) { default: strcpy(vampend,"th"); break; case 1: strcpy(vampend,"st"); break; case 2: strcpy(vampend,"nd"); break; case 3: strcpy(vampend,"rd"); break; case 4: strcpy(vampend,"th"); break; case 5: strcpy(vampend,"th"); break; case 6: strcpy(vampend,"th"); break; case 7: strcpy(vampend,"th"); break; } if (IS_VAMPIRE(victim)) { sprintf(buf,"Name: %-15s Clan: %-15s Generation: %d%s\n\r", victim->name, strlen(victim->clan) < 2 ? "Caitiff" : victim->clan, victim->vampgen, vampend); send_to_char( buf, ch ); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); sprintf(buf,"Blood: %-15d Blood Pool: %-10d Blood Potence: %d\n\r", victim->blood[0],victim->blood[1],victim->blood[2]); send_to_char(buf,ch); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); } col = 0; for ( sn = 0; sn <= DISC_MAX; sn++ ) { if ( get_disc(victim,sn) == 0 ) continue; switch (sn) { default: strcpy(disc,"None"); break; case DISC_ANIMALISM: strcpy(disc,"Animalism"); break; case DISC_AUSPEX: strcpy(disc,"Auspex"); break; case DISC_CELERITY: strcpy(disc,"Celerity"); break; case DISC_CHIMERSTRY: strcpy(disc,"Chimerstry"); break; case DISC_DAIMOINON: strcpy(disc,"Daimoinon"); break; case DISC_DOMINATE: strcpy(disc,"Dominate"); break; case DISC_FORTITUDE: strcpy(disc,"Fortitude"); break; case DISC_MELPOMINEE: strcpy(disc,"Melpominee"); break; case DISC_NECROMANCY: strcpy(disc,"Necromancy"); break; case DISC_OBEAH: strcpy(disc,"Obeah"); break; case DISC_OBFUSCATE: strcpy(disc,"Obfuscate"); break; case DISC_OBTENEBRATION: strcpy(disc,"Obtenebration"); break; case DISC_POTENCE: strcpy(disc,"Potence"); break; case DISC_PRESENCE: strcpy(disc,"Presence"); break; case DISC_PROTEAN: strcpy(disc,"Protean"); break; case DISC_QUIETUS: strcpy(disc,"Quietus"); break; case DISC_SERPENTIS: strcpy(disc,"Serpentis"); break; case DISC_THANATOSIS: strcpy(disc,"Thanatosis"); break; case DISC_THAUMATURGY: strcpy(disc,"Thaumaturgy"); break; case DISC_VICISSITUDE: strcpy(disc,"Vicissitude"); break; } if ( get_disc(victim,sn) < 0 ) { sprintf( buf, "%-15s: 0 ", disc ); send_to_char( buf, ch ); if ( ++col % 3 == 0 ) send_to_char( "\n\r", ch ); } else { sprintf( buf, "%-15s: %-2d ", disc, get_disc(victim,sn) ); send_to_char( buf, ch ); if ( ++col % 3 == 0 ) send_to_char( "\n\r", ch ); } } if ( col % 3 != 0 ) send_to_char( "\n\r", ch ); send_to_char( "--------------------------------------------------------------------------------\n\r", ch ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Taste of Blood on you.",ch,NULL,victim,TO_VICT); } return; } void do_bloodrage( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_THAUMATURGY) < 2) { send_to_char("You require level 2 Thaumaturgy to use Blood Rage.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Who do you wish to use this power on?\n\r", ch ); return; } if ( arg2[0] == '\0' ) { send_to_char( "Do you wish to make them regenerate or boost a stat?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if (IS_NPC(victim) || !IS_VAMPIRE(victim)) { send_to_char( "You can only use this power on vampires.\n\r", ch ); return; } act("You focus and concentrate on $N's blood.",ch,NULL,victim,TO_CHAR); do_regenerate(victim,""); WAIT_STATE( ch, 12 ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Blood Rage on you.",ch,NULL,victim,TO_VICT); } return; } void do_potency( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; int sn; if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_THAUMATURGY) < 3) { send_to_char("You require level 3 Thaumaturgy to use Blood Potency.\n\r",ch); return; } if (is_affected(ch, gsn_potency) || IS_GHOUL(ch)) { send_to_char("You are unable to concentrate the potency of your blood any further.\n\r",ch); return; } if (ch->blood[0] < ((14 - ch->vampgen) * 10)) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->blood[0] -= ((14 - ch->vampgen) * 10); if ( ( sn = skill_lookup( "blood potency" ) ) < 0 ) return; af.type = sn; af.duration = (get_disc(ch,DISC_THAUMATURGY) * number_range(5,10)); af.location = APPLY_BLOOD_MAX; af.modifier = 100; af.bitvector = 0; affect_to_char( ch, &af ); af.location = APPLY_BLOOD_POT; af.modifier = 1; affect_to_char( ch, &af ); act( "A look of concentration crosses $n's face.", ch, NULL, NULL, TO_ROOM ); send_to_char("You concentrate the potency of your blood.\n\r",ch); WAIT_STATE( ch, 12 ); return; } void do_theftvitae( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int blood = number_range(5,10); argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_THAUMATURGY) < 4) { send_to_char("You require level 4 Thaumaturgy to use Theft of Vitae.\n\r",ch); return; } if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if (arg[0] == '\0' && ch->fighting == NULL) { send_to_char( "Who's Vitae do you wish to steal?\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } if (ch == victim) { send_to_char( "Now that would be completely pointless.\n\r", ch ); return; } if (is_safe(ch,victim)) { if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just failed to use Theft of Vitae on you.",ch,NULL,victim,TO_VICT); } return; } blood *= victim->blood[BLOOD_POTENCY]; if ( victim->blood[BLOOD_CURRENT] < blood ) blood = victim->blood[BLOOD_CURRENT]; act("A stream of blood shoots from $N's body into yours.",ch,NULL,victim,TO_CHAR); act("A stream of blood shoots from your body into $n's.",ch,NULL,victim,TO_VICT); act("A stream of blood shoots from $N's body into $n's.",ch,NULL,victim,TO_NOTVICT); victim->blood[BLOOD_CURRENT] -= blood; ch->blood[BLOOD_CURRENT] += blood; if (ch->blood[BLOOD_CURRENT] >= ch->blood[BLOOD_POOL]) { ch->blood[BLOOD_CURRENT] = ch->blood[BLOOD_POOL]; if (IS_VAMPIRE(ch)) send_to_char("Your blood lust is sated.\n\r",ch); } if (IS_NPC(victim) || !IS_VAMPIRE(victim)) { if (victim->blood[0] > 0 && victim->blood[0] <= 50) { act("$n sways weakly from bloodloss.",victim,NULL,NULL,TO_ROOM); send_to_char("You feel weak from bloodloss.\n\r",victim); } else if (victim->blood[0] < 1) { act("$n's body falls limply to the ground.",victim,NULL,NULL,TO_ROOM); group_gain(ch,victim); victim->form = 3; killperson(ch,victim); WAIT_STATE( ch, 12 ); return; } } else { power_ghoul(victim,ch); if (!IS_NPC(ch) && ch->pcdata->dpoints < (victim->blood[2] * 1000)) { if (!IS_VAMPIRE(ch)) ch->pcdata->dpoints += (blood * 60); if (ch->pcdata->dpoints > (victim->blood[2] * 1000)) ch->pcdata->dpoints = (victim->blood[2] * 1000); } } if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Theft of Vitae on you.",ch,NULL,victim,TO_VICT); } if (IS_NPC(victim)) do_kill(victim,ch->name); WAIT_STATE( ch, 12 ); return; } void update_gen( CHAR_DATA *ch ) { if (IS_NPC(ch) || !IS_VAMPIRE(ch)) return; switch (ch->vampgen) { default: ch->pcdata->willpower[0] = 50; ch->pcdata->willpower[1] = 50; ch->blood[BLOOD_POOL] = 100; ch->blood[BLOOD_POTENCY] = 1; break; case 1: ch->pcdata->willpower[0] = 200; ch->pcdata->willpower[1] = 200; ch->blood[BLOOD_POOL] = 1000; ch->blood[BLOOD_POTENCY] = 10; case 2: ch->pcdata->willpower[0] = 100; ch->pcdata->willpower[1] = 100; ch->blood[BLOOD_POOL] = 600; ch->blood[BLOOD_POTENCY] = 6; break; case 3: ch->pcdata->willpower[0] = 90; ch->pcdata->willpower[1] = 90; ch->blood[BLOOD_POOL] = 500; ch->blood[BLOOD_POTENCY] = 5; break; case 4: ch->pcdata->willpower[0] = 80; ch->pcdata->willpower[1] = 80; ch->blood[BLOOD_POOL] = 400; ch->blood[BLOOD_POTENCY] = 4; break; case 5: ch->pcdata->willpower[0] = 70; ch->pcdata->willpower[1] = 70; ch->blood[BLOOD_POOL] = 300; ch->blood[BLOOD_POTENCY] = 3; break; case 6: ch->pcdata->willpower[0] = 60; ch->pcdata->willpower[1] = 60; ch->blood[BLOOD_POOL] = 200; ch->blood[BLOOD_POTENCY] = 2; break; case 7: ch->pcdata->willpower[0] = 50; ch->pcdata->willpower[1] = 50; ch->blood[BLOOD_POOL] = 100; ch->blood[BLOOD_POTENCY] = 1; break; } return; } void do_cauldronblood( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int blood = number_range(10,20); int damage; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_THAUMATURGY) < 5) { send_to_char("You require level 5 Thaumaturgy to use Cauldron of Blood.\n\r",ch); return; } if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if (arg[0] == '\0' && ch->fighting == NULL) { send_to_char( "Who's blood do you want to boil?\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } if ( ch == victim ) { send_to_char( "Stupidity is not a virtue.\n\r", ch ); return; } if ( ch->blood[BLOOD_CURRENT] < 20 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->blood[BLOOD_CURRENT] -= 20; if (is_safe(ch,victim)) return; if ( victim->blood[BLOOD_CURRENT] < blood ) blood = victim->blood[BLOOD_CURRENT]; damage = (blood * victim->max_hit * 0.01); if ( !IS_NPC(victim) && get_disc(victim,DISC_FORTITUDE) > 0) { int per_red = 0; switch( get_disc(victim,DISC_FORTITUDE) ) { default: per_red = 0; break; case 1: per_red = number_range(5,10); break; case 2: per_red = number_range(10,20); break; case 3: per_red = number_range(15,30); break; case 4: per_red = number_range(20,40); break; case 5: per_red = number_range(25,50); break; case 6: per_red = number_range(30,60); break; case 7: per_red = number_range(35,70); break; case 8: per_red = number_range(40,80); break; case 9: per_red = number_range(45,90); break; case 10: per_red = number_range(50,100);break; } damage -= (damage * per_red * 0.01); } act( "A look of concentration crosses $n's face.", ch, NULL, NULL, TO_ROOM ); send_to_char("You scream in agony as your blood begins to boil!\n\r",victim); act("$n screams in agony as $s blood begins to boil!",victim,NULL,NULL,TO_ROOM); victim->blood[BLOOD_CURRENT] -= blood; if (IS_NPC(victim) || (!IS_VAMPIRE(victim) && !IS_GHOUL(victim)) || get_disc(victim,DISC_DAIMOINON) < 6) victim->hit -= damage; if (!IS_VAMPIRE(victim)) { if ((IS_NPC(victim) && victim->hit < 1) || (!IS_NPC(victim) && victim->hit < -10) || (victim->blood[0] < 1)) { act("$n's body falls limply to the ground.",victim,NULL,NULL,TO_ROOM); group_gain(ch,victim); victim->form = 4; killperson(ch,victim); WAIT_STATE( ch, 12 ); return; } update_pos(victim); if (IS_NPC(victim)) do_kill(victim,ch->name); WAIT_STATE( ch, 12 ); } else { if ((IS_NPC(victim) && victim->hit < 1) || (!IS_NPC(victim) && victim->hit < -10)) { act("$n's body falls limply to the ground.",victim,NULL,NULL,TO_ROOM); group_gain(ch,victim); victim->form = 4; killperson(ch,victim); WAIT_STATE( ch, 12 ); return; } update_pos(victim); if (IS_NPC(victim)) do_kill(victim,ch->name); WAIT_STATE( ch, 12 ); } if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { guardian_message( victim ); act("$n just used Cauldron of Blood on you.",ch,NULL,victim,TO_VICT); } return; } void do_possession( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg [MAX_INPUT_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_DOMINATE) < 3) { send_to_char("You require level 3 Dominate to use Possession.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "What do you wish to possess?\n\r", ch ); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL ) { send_to_char( "Nothing happens.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "I think not...\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on players.\n\r", ch ); return; } if (IS_ITEMAFF(victim, ITEMA_SHADES)) { if (!IS_SET(ch->act,PLR_HOLYLIGHT) && get_disc(ch,DISC_DOMINATE) < 6) { send_to_char( "You are unable to make eye contact with them.\n\r", ch ); return; } } act("You stare deeply into $N's eyes.",ch,NULL,victim,TO_CHAR); act("$n stares deeply into $N's eyes.",ch,NULL,victim,TO_NOTVICT); act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT); if ( ( familiar = victim->wizard ) != NULL ) { send_to_char( "Nothing happens.\n\r", ch ); return; } if (victim->level > (get_disc(ch,DISC_DOMINATE) * 10)) { send_to_char( "Nothing happens.\n\r", ch ); return; } act("You possess $N's body.",ch,NULL,victim,TO_CHAR); ch->pcdata->familiar = victim; victim->wizard = ch; return; } void do_mirrorimage( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; OBJ_DATA *obj2; if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_CHIMERSTRY) < 1) { send_to_char("You require level 1 Chimerstry to create a Mirror Image.\n\r",ch); return; } if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r",ch); return; } ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_CLONE ) ); char_to_room(victim,get_room_index(ROOM_VNUM_DISCONNECTION)); free_string(victim->lord); victim->lord = str_dup(ch->name); free_string(victim->name); victim->name = str_dup(ch->name); free_string(victim->short_descr); victim->short_descr = str_dup(ch->name); free_string(victim->long_descr); victim->long_descr = str_dup(""); if (ch->class == CLASS_VAMPIRE) victim->class = CLASS_VAMPIRE; if (ch->class == CLASS_GHOUL) victim->class = CLASS_GHOUL; victim->alignment = ch->alignment; if (strlen(ch->description) > 1) { free_string(victim->description); victim->description = str_dup(ch->description); } SET_BIT(victim->act, ACT_NOPARTS); SET_BIT(victim->extra, EXTRA_ILLUSION); { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE ) { if (( obj2 = create_object( obj->pIndexData, 0 )) != NULL ) { SET_BIT(obj2->extra_flags, ITEM_VANISH); obj_to_char(obj2, victim); wear_obj( victim, obj2, obj->wear_loc ); } } } } victim->level = 50; victim->hit = ch->hit; victim->max_hit = ch->max_hit; victim->mana = ch->mana; victim->max_mana = ch->max_mana; victim->move = ch->move; victim->max_move = ch->max_move; victim->hitroll = char_hitroll(ch); victim->damroll = char_damroll(ch); victim->armor = char_ac(ch); char_from_room(victim); char_to_room(victim,ch->in_room); send_to_char("A mirror image of you shimmers into existance.\n\r",ch); act("A mirror image of $n appears in the room.",ch,NULL,NULL,TO_ROOM); return; } void do_formillusion( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *original; OBJ_DATA *obj; OBJ_DATA *obj2; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_CHIMERSTRY) < 2) { if (get_tribe(ch, TRIBE_FIANNA) < 3) { if (IS_ABOMINATION(ch)) send_to_char("You require level 2 Chimerstry or level 3 Fianna power to use Illusionary Form.\n\r",ch); else if (IS_WEREWOLF(ch)) send_to_char("You require the level 3 Fianna power to create an Illusionary Form.\n\r",ch); else send_to_char("You require level 2 Chimerstry to create an Illusionary Form.\n\r",ch); return; } } if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to Form an Illusion of?\n\r", ch ); return; } if ( ( original = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( original->level > 200 ) { send_to_char( "Nothing happens.\n\r", ch ); return; } ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_CLONE ) ); char_to_room(victim,get_room_index(ROOM_VNUM_DISCONNECTION)); free_string(victim->lord); victim->lord = str_dup(ch->name); free_string(victim->name); victim->name = str_dup(original->name); free_string(victim->short_descr); if (IS_NPC(original)) victim->short_descr = str_dup(original->short_descr); else victim->short_descr = str_dup(original->name); free_string(victim->long_descr); if (IS_NPC(original)) victim->long_descr = str_dup(original->long_descr); else victim->long_descr = str_dup(""); if (original->class == CLASS_VAMPIRE) victim->class = CLASS_VAMPIRE; if (original->class == CLASS_GHOUL) victim->class = CLASS_GHOUL; victim->alignment = original->alignment; if (strlen(original->description) > 1) { free_string(victim->description); victim->description = str_dup(original->description); } SET_BIT(victim->act, ACT_NOPARTS); SET_BIT(victim->extra, EXTRA_ILLUSION); { OBJ_DATA *obj_next; for ( obj = original->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE ) { if (( obj2 = create_object( obj->pIndexData, 0 )) != NULL ) { SET_BIT(obj2->extra_flags, ITEM_VANISH); obj_to_char(obj2, victim); wear_obj( victim, obj2, obj->wear_loc ); } } } } if (IS_NPC(original)) victim->level = original->level; else victim->level = 50; victim->hit = original->hit; victim->max_hit = original->max_hit; victim->mana = original->mana; victim->max_mana = original->max_mana; victim->move = original->move; victim->max_move = original->max_move; victim->hitroll = char_hitroll(original); victim->damroll = char_damroll(original); victim->armor = char_ac(original); char_from_room(victim); char_to_room(victim,original->in_room); send_to_char("A mirror image of you shimmers into existance.\n\r",original); act("A mirror image of $n appears in the room.",original,NULL,NULL,TO_ROOM); return; } void do_cloneobject( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *obj2; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_CHIMERSTRY) < 2) { if (get_tribe(ch, TRIBE_FIANNA) < 4) { if (IS_ABOMINATION(ch)) send_to_char("You require level 3 Chimerstry or level 4 Fianna power to use Clone Object.\n\r",ch); else if (IS_WEREWOLF(ch)) send_to_char("You require the level 4 Fianna power to use Clone Object.\n\r",ch); else send_to_char("You require level 3 Chimerstry to use Clone Object.\n\r",ch); return; } } if ( arg[0] == '\0' ) { send_to_char( "What object do you wish to make an illusionary clone of?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You are not carrying that object.\n\r", ch ); return; } if (strlen(obj->questmaker) > 1) { send_to_char( "You are unable to clone that object.\n\r", ch ); return; } if (IS_SET(obj->extra_flags, ITEM_VANISH)) { send_to_char( "You are unable to make illusions of illusions!\n\r", ch ); return; } if (IS_SET(obj->quest, QUEST_RELIC) || IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char( "You are unable to clone that type of object.\n\r", ch ); return; } if (strlen(obj->questowner) > 1) { send_to_char( "You are unable to clone a claimed item.\n\r", ch ); return; } if ( ch->carry_number + 1 > can_carry_n( ch ) ) { send_to_char( "You cannot carry any more objects.\n\r", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You cannot carry that much weight.\n\r", ch ); return; } if (( obj2 = create_object( obj->pIndexData, obj->level )) != NULL ) { SET_BIT(obj2->extra_flags, ITEM_VANISH); obj2->timer = (get_disc(ch,DISC_CHIMERSTRY) * 5); obj2->cost = 0; switch (obj2->item_type) { default: obj2->value[0] = obj->value[0]; obj2->value[1] = obj->value[1]; obj2->value[2] = obj->value[2]; obj2->value[3] = obj->value[3]; break; case ITEM_WAND: case ITEM_STAFF: case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: obj2->value[0] = 0; obj2->value[1] = 0; obj2->value[2] = 0; obj2->value[3] = 0; break; } obj_to_char(obj2, ch); act("An exact duplicate of $p appears in your hands.",ch,obj,NULL,TO_CHAR); act("An exact duplicate of $p appears in $n's hands.",ch,obj,NULL,TO_ROOM); } else send_to_char( "Bug - please inform KaVir.\n\r", ch ); return; } void do_rename( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; char endchar[15]; smash_tilde( argument ); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_CHIMERSTRY) < 4) { send_to_char("You require level 4 Chimerstry to give an object a False Appearance.\n\r",ch); return; } if ( arg1[0] == '\0' || arg2[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Syntax: False <object> rename <short description>\n\r", ch ); send_to_char( "Syntax: False <object> keyword <extra keyword/s>\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You are not carrying that object.\n\r", ch ); return; } if ( !str_cmp( arg2, "rename" ) ) { if (IS_SET(obj->quest, QUEST_RELIC)) { send_to_char("Not on a relic.\n\r",ch); return; } if (strlen(argument) < 5) { send_to_char("Name should be at least 5 characters long.\n\r",ch); return; } strcpy(argument,capitalize(argument)); argument[0] = LOWER(argument[0]); endchar[0] = (argument[strlen(argument)-1]); endchar[1] = '\0'; if (!str_cmp(endchar,".")) argument[strlen(argument)-1] = '\0'; free_string( obj->name ); obj->name = str_dup( argument ); free_string( obj->short_descr ); obj->short_descr = str_dup( argument ); if (is_in(argument,"|pair of*")) sprintf(buf, "%s are lying here.",argument); else sprintf(buf, "%s is lying here.",argument); buf[0] = UPPER(buf[0]); free_string( obj->description ); obj->description = str_dup( buf ); send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "keyword" ) || !str_cmp( arg2, "keywords" ) ) { if (IS_SET(obj->quest, QUEST_RELIC)) { send_to_char("Not on a relic.\n\r",ch); return; } if (strlen(argument) < 3) { send_to_char("Keywords should be at least 3 characters long.\n\r",ch); return; } strcpy(argument,capitalize(argument)); argument[0] = LOWER(argument[0]); endchar[0] = (argument[strlen(argument)-1]); endchar[1] = '\0'; if (!str_cmp(endchar,".")) argument[strlen(argument)-1] = '\0'; strcpy(buf,obj->name); if (strlen(buf) > 80) { send_to_char("You cannot fit any more keywords on this object.\n\r",ch); return; } strcat(buf," "); strcat(buf,argument); free_string( obj->name ); obj->name = str_dup( buf ); send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } send_to_char( "Syntax: False <object> rename <short description>\n\r", ch ); send_to_char( "Syntax: False <object> keyword <extra keyword/s>\n\r", ch ); return; } void do_control( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg [MAX_INPUT_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_CHIMERSTRY) < 5) { send_to_char("You require level 5 Chimerstry to Control an Illusion.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "What illusion do you want to control?\n\r", ch ); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL ) { send_to_char( "Nothing happens.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "I think not...\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on players.\n\r", ch ); return; } if ( ( familiar = victim->wizard ) != NULL ) { send_to_char( "Nothing happens.\n\r", ch ); return; } if (!IS_EXTRA(victim, EXTRA_ILLUSION)) { send_to_char( "Nothing happens.\n\r", ch ); return; } act("You use your power over illusions to control $N.",ch,NULL,victim,TO_CHAR); ch->pcdata->familiar = victim; victim->wizard = ch; return; } void do_truedisguise( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch)) { send_to_char( "Huh?\n\r", ch ); return; } if (get_disc(ch,DISC_CHIMERSTRY) < 6) { send_to_char("You require level 6 Chimerstry to use True Disguise.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Change to look like whom?\n\r", ch ); return; } if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED)) { send_to_char( "Not while polymorphed.\n\r", ch ); return; } if (IS_EXTRA(ch, EXTRA_VICISSITUDE)) { send_to_char( "You are unable to change your appearance.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You cannot disguise yourself as them.\n\r", ch ); return; } if ( ch == victim ) { if (!IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED)) { send_to_char( "You already look like yourself!\n\r", ch ); return; } if (!IS_POLYAFF(ch, POLY_TRUE)) { send_to_char("Nothing happens.\n\r",ch); return; } sprintf(buf,"$n's form shifts into an image of %s.",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->vampaff, VAM_DISGUISED); REMOVE_BIT(ch->polyaff, POLY_TRUE); free_string( ch->morph ); ch->morph = str_dup( "" ); act("Your form shifts into an image of $n.",ch,NULL,NULL,TO_CHAR); free_string( ch->long_descr ); ch->long_descr = str_dup( "" ); return; } if (IS_VAMPAFF(ch,VAM_DISGUISED)) { if (!IS_POLYAFF(ch, POLY_TRUE)) { send_to_char("Nothing happens.\n\r",ch); return; } act("Your form shifts into an image of $N.",ch,NULL,victim,TO_CHAR); act("$n's form shifts into an image of you.",ch,NULL,victim,TO_VICT); act("$n's form shifts into an image of $N.",ch,NULL,victim,TO_NOTVICT); free_string( ch->morph ); if (IS_NPC(victim)) { ch->morph = str_dup( victim->short_descr ); free_string( ch->long_descr ); ch->long_descr = str_dup( victim->long_descr ); } else { ch->morph = str_dup( victim->name ); free_string( ch->long_descr ); ch->long_descr = str_dup( "" ); } return; } act("Your form shifts into an image of $N.",ch,NULL,victim,TO_CHAR); act("$n's form shifts into an image of you.",ch,NULL,victim,TO_VICT); act("$n's form shifts into an image of $N.",ch,NULL,victim,TO_NOTVICT); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->vampaff, VAM_DISGUISED); SET_BIT(ch->polyaff, POLY_TRUE); free_string( ch->morph ); if (IS_NPC(victim)) { ch->morph = str_dup( victim->short_descr ); free_string( ch->long_descr ); ch->long_descr = str_dup( victim->long_descr ); } else { ch->morph = str_dup( victim->name ); free_string( ch->long_descr ); ch->long_descr = str_dup( "" ); } return; } void do_omnipotence( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *eye; CHAR_DATA *victim; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) ) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch,DISC_AUSPEX) < 9) { send_to_char("You require level 9 Auspex to use Omnipotence.\n\r",ch); return; } if ( arg[0] == '\0' ) { if ( ( eye = ch->pcdata->familiar ) != NULL && eye->pIndexData->vnum == MOB_VNUM_EYE) { send_to_char( "You are no longer using your Omnipotence.\n\r",ch ); ch->pcdata->familiar = NULL; eye->wizard = NULL; extract_char(eye, TRUE); return; } send_to_char( "Who do you wish to use Omnipotence on?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Now that would be completely pointless.\n\r", ch ); return; } if (IS_IMMORTAL(victim) || IS_IMMUNE(victim,IMM_SHIELDED)) { send_to_char( "You are unable to locate them.\n\r", ch ); return; } if ( IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) ) { send_to_char( "Nothing happens.\n\r", ch ); return; } if ( ( eye = ch->pcdata->familiar ) != NULL ) { if ( eye->pIndexData->vnum == MOB_VNUM_EYE ) { send_to_char( "You have switched the target of your Omnipotence.\n\r",ch ); char_from_room( eye ); char_to_room( eye, victim->in_room ); if ( eye->master != NULL ) stop_follower( eye ); eye->master = victim; eye->leader = NULL; } else send_to_char("Nothing happens.\n\r",ch); return; } if (ch->pcdata->followers > 4 || victim->in_room == NULL) { send_to_char("Nothing happens.\n\r",ch); return; } ch->pcdata->followers++; eye=create_mobile( get_mob_index( MOB_VNUM_EYE ) ); eye->level = 1; eye->hit = 1; eye->max_hit = 1; eye->hitroll = 0; eye->damroll = 0; eye->armor = 100; eye->alignment = 0; free_string(eye->name); eye->name = str_dup("eye eyeball"); free_string(eye->short_descr); eye->short_descr = str_dup("a small spectral eye"); free_string(eye->long_descr); eye->long_descr = str_dup("A small spectral eye floats here.\n\r"); free_string(eye->lord); eye->lord = str_dup(ch->name); send_to_char( "You are now using your Omnipotence.\n\r",ch ); char_to_room( eye, victim->in_room ); ch->pcdata->familiar = eye; eye->wizard = ch; if ( eye->master != NULL ) { send_to_char( "Bug - please inform KaVir.\n\r", ch ); return; } eye->master = victim; eye->leader = NULL; SET_BIT(eye->more, MORE_SPIRIT); SET_BIT(eye->vampaff, VAM_SPIRITEYES); SET_BIT(eye->act, ACT_NOEXP); SET_BIT(eye->act, ACT_NOPARTS); SET_BIT(eye->affected_by, AFF_ETHEREAL); SET_BIT(eye->affected_by, AFF_FLYING); return; } void do_obeah( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_VAMPIRE(ch) ) { send_to_char("Huh?\n\r",ch); return; } if (get_disc(ch, DISC_OBEAH) == 0) { send_to_char("Huh?\n\r",ch); return; } if ( IS_MORE(ch,MORE_OBEAH) ) { if (ch->pcdata->obeah > 0) { send_to_char("You cannot close your eye until it stops glowing!\n\r",ch); return; } send_to_char("You close the eye on your forehead.\n\r",ch); act("$n closes the eye on $s forehead.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->more, MORE_OBEAH); return; } send_to_char("Your third eye opens in your forehead.\n\r",ch); act("A third eye opens in $n's forehead.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->more, MORE_OBEAH); return; } void part_reg( CHAR_DATA *ch ) { int ribs = 0; if (IS_BODY(ch,BROKEN_RIBS_1 )) ribs += 1; if (IS_BODY(ch,BROKEN_RIBS_2 )) ribs += 2; if (IS_BODY(ch,BROKEN_RIBS_4 )) ribs += 4; if (IS_BODY(ch,BROKEN_RIBS_8 )) ribs += 8; if (IS_BODY(ch,BROKEN_RIBS_16)) ribs += 16; if (ribs > 0) { if (IS_BODY(ch,BROKEN_RIBS_1 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_1); if (IS_BODY(ch,BROKEN_RIBS_2 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_2); if (IS_BODY(ch,BROKEN_RIBS_4 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_4); if (IS_BODY(ch,BROKEN_RIBS_8 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_8); if (IS_BODY(ch,BROKEN_RIBS_16)) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_16); ribs -= 1; if (ribs >= 16) {ribs -= 16; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_16);} if (ribs >= 8 ) {ribs -= 8; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_8);} if (ribs >= 4 ) {ribs -= 4; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_4);} if (ribs >= 2 ) {ribs -= 2; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_2);} if (ribs >= 1 ) {ribs -= 1; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_1);} act("One of $n's ribs snap back into place.",ch,NULL,NULL,TO_ROOM); act("One of your ribs snap back into place.",ch,NULL,NULL,TO_CHAR); } else if (IS_HEAD(ch,BROKEN_NOSE) && !IS_HEAD(ch, LOST_NOSE)) { act("$n's nose snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your nose snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (IS_HEAD(ch,BROKEN_JAW)) { act("$n's jaw snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your jaw snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_JAW); } else if (IS_HEAD(ch,BROKEN_SKULL)) { act("$n's skull knits itself back together.",ch,NULL,NULL,TO_ROOM); act("Your skull knits itself back together.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_SKULL); } else if (IS_BODY(ch,BROKEN_SPINE)) { act("$n's spine knits itself back together.",ch,NULL,NULL,TO_ROOM); act("Your spine knits itself back together.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_SPINE); } else if (IS_BODY(ch,BROKEN_NECK)) { act("$n's neck snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your neck snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_NECK); } else if (IS_ARM_L(ch,BROKEN_ARM) && !IS_ARM_L(ch,LOST_ARM)) { act("$n's left arm snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left arm snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM); } else if (IS_ARM_R(ch,BROKEN_ARM) && !IS_ARM_R(ch,LOST_ARM)) { act("$n's right arm snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right arm snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM); } else if (IS_LEG_L(ch,BROKEN_LEG) && !IS_LEG_L(ch,LOST_LEG)) { act("$n's left leg snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left leg snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG); } else if (IS_LEG_R(ch,BROKEN_LEG) && !IS_LEG_R(ch,LOST_LEG)) { act("$n's right leg snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right leg snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG); } else if (IS_ARM_L(ch,BROKEN_THUMB) && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND) && !IS_ARM_L(ch,LOST_THUMB)) { act("$n's left thumb snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left thumb snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB); } else if (IS_ARM_L(ch,BROKEN_FINGER_I) && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND) && !IS_ARM_L(ch,LOST_FINGER_I)) { act("$n's left index finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left index finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); } else if (IS_ARM_L(ch,BROKEN_FINGER_M) && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND) && !IS_ARM_L(ch,LOST_FINGER_M)) { act("$n's left middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); } else if (IS_ARM_L(ch,BROKEN_FINGER_R) && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND) && !IS_ARM_L(ch,LOST_FINGER_R)) { act("$n's left ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); } else if (IS_ARM_L(ch,BROKEN_FINGER_L) && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND) && !IS_ARM_L(ch,LOST_FINGER_L)) { act("$n's left little finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left little finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); } else if (IS_ARM_R(ch,BROKEN_THUMB) && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND) && !IS_ARM_R(ch,LOST_THUMB)) { act("$n's right thumb snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right thumb snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB); } else if (IS_ARM_R(ch,BROKEN_FINGER_I) && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND) && !IS_ARM_R(ch,LOST_FINGER_I)) { act("$n's right index finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right index finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); } else if (IS_ARM_R(ch,BROKEN_FINGER_I) && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND) && !IS_ARM_R(ch,LOST_FINGER_I)) { act("$n's right middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); } else if (IS_ARM_R(ch,BROKEN_FINGER_R) && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND) && !IS_ARM_R(ch,LOST_FINGER_R)) { act("$n's right ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); } else if (IS_ARM_R(ch,BROKEN_FINGER_L) && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND) && !IS_ARM_R(ch,LOST_FINGER_L)) { act("$n's right little finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right little finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); } else if (IS_ARM_L(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_L)) { act("The wound in $n's left wrist closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your left wrist closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],SLIT_WRIST); } else if (IS_ARM_R(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_R)) { act("The wound in $n's right wrist closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your right wrist closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],SLIT_WRIST); } else if (IS_BODY(ch,CUT_CHEST) && !IS_BLEEDING(ch, BLEEDING_CHEST)) { act("The wound in $n's chest closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your chest closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_CHEST); } else if (IS_BODY(ch,CUT_STOMACH) && !IS_BLEEDING(ch, BLEEDING_STOMACH)) { act("The wound in $n's stomach closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your stomach closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_STOMACH); } else if (IS_BODY(ch,CUT_THROAT) && !IS_BLEEDING(ch, BLEEDING_THROAT)) { act("The wound in $n's throat closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your throat closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT); } else if (IS_ARM_L(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_L)) { act("The wound in $n's left wrist closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your left wrist closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],SLIT_WRIST); } else if (IS_ARM_R(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_R)) { act("The wound in $n's right wrist closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your right wrist closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],SLIT_WRIST); } return; } void do_slit( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; OBJ_DATA *obj; argument = one_argument( argument, arg ); if (arg[0] == '\0') { send_to_char("Syntax: Slit <left/right>.\n\r",ch); return; } if (!str_cmp(arg,"l") || !str_cmp(arg,"left")) { if ( ( obj = get_eq_char(ch, WEAR_WIELD) ) != NULL ) { if ( obj->item_type != ITEM_WEAPON || (obj->value[3] != 1 && obj->value[3] != 3 && obj->value[3] != 5) ) { send_to_char("You need to hold a sharp item in your right hand.\n\r",ch); return; } } else if ( !IS_VAMPAFF(ch, VAM_CLAWS) && !IS_VAMPAFF(ch, VAM_FANGS) ) { send_to_char("You need to hold a sharp item in your right hand, or use claws or fangs.\n\r",ch); return; } if (IS_ARM_L(ch, LOST_ARM)) { send_to_char("But you've already lost your whole arm!\n\r",ch); return; } if (IS_ARM_L(ch, LOST_HAND)) { send_to_char("But you've already lost your whole hand!\n\r",ch); return; } if (IS_ARM_L(ch, SLIT_WRIST)) { send_to_char("Your left wrist has already been slit.\n\r",ch); return; } if (obj != NULL) { act("You slit open your left wrist with $p.",ch,obj,NULL,TO_CHAR); act("$n slits open $s left wrist with $p.",ch,obj,NULL,TO_ROOM); } else if (IS_VAMPAFF(ch, VAM_CLAWS)) { send_to_char("You slit open your left wrist with your claws.\n\r",ch); act("$n slits open $s left wrist with $s claws.",ch,NULL,NULL,TO_ROOM); } else { send_to_char("You rip open your left wrist with your fangs.\n\r",ch); act("$n rips open $s left wrist with $s fangs.",ch,NULL,NULL,TO_ROOM); } SET_BIT(ch->loc_hp[LOC_ARM_L], SLIT_WRIST); SET_BIT(ch->loc_hp[6], BLEEDING_WRIST_L); return; } else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) { if ( ( obj = get_eq_char(ch, WEAR_HOLD) ) != NULL ) { if ( obj->item_type != ITEM_WEAPON || (obj->value[3] != 1 && obj->value[3] != 3 && obj->value[3] != 5) ) { send_to_char("You need to hold a sharp item in your left hand.\n\r",ch); return; } } else if ( !IS_VAMPAFF(ch, VAM_CLAWS) && !IS_VAMPAFF(ch, VAM_FANGS) ) { send_to_char("You need to hold a sharp item in your left hand, or use claws or fangs.\n\r",ch); return; } if (IS_ARM_R(ch, LOST_ARM)) { send_to_char("But you've already lost your whole arm!\n\r",ch); return; } if (IS_ARM_R(ch, LOST_HAND)) { send_to_char("But you've already lost your whole hand!\n\r",ch); return; } if (IS_ARM_R(ch, SLIT_WRIST)) { send_to_char("Your right wrist has already been slit.\n\r",ch); return; } if (obj != NULL) { act("You slit open your right wrist with $p.",ch,obj,NULL,TO_CHAR); act("$n slits open $s right wrist with $p.",ch,obj,NULL,TO_ROOM); } else if (IS_VAMPAFF(ch, VAM_CLAWS)) { send_to_char("You slit open your right wrist with your claws.\n\r",ch); act("$n slits open $s right wrist with $s claws.",ch,NULL,NULL,TO_ROOM); } else { send_to_char("You rip open your right wrist with your fangs.\n\r",ch); act("$n rips open $s right wrist with $s fangs.",ch,NULL,NULL,TO_ROOM); } SET_BIT(ch->loc_hp[LOC_ARM_R], SLIT_WRIST); SET_BIT(ch->loc_hp[6], BLEEDING_WRIST_R); return; } else send_to_char("Syntax: Slit <left/right>.\n\r",ch); return; } char *disc_name( int disc_no ) { static char disc[20]; switch ( disc_no ) { default: strcpy(disc,"None"); break; case DISC_ANIMALISM: strcpy(disc,"Animalism"); break; case DISC_AUSPEX: strcpy(disc,"Auspex"); break; case DISC_CELERITY: strcpy(disc,"Celerity"); break; case DISC_CHIMERSTRY: strcpy(disc,"Chimerstry"); break; case DISC_DAIMOINON: strcpy(disc,"Daimoinon"); break; case DISC_DOMINATE: strcpy(disc,"Dominate"); break; case DISC_FORTITUDE: strcpy(disc,"Fortitude"); break; case DISC_MELPOMINEE: strcpy(disc,"Melpominee"); break; case DISC_NECROMANCY: strcpy(disc,"Necromancy"); break; case DISC_OBEAH: strcpy(disc,"Obeah"); break; case DISC_OBFUSCATE: strcpy(disc,"Obfuscate"); break; case DISC_OBTENEBRATION: strcpy(disc,"Obtenebration"); break; case DISC_POTENCE: strcpy(disc,"Potence"); break; case DISC_PRESENCE: strcpy(disc,"Presence"); break; case DISC_PROTEAN: strcpy(disc,"Protean"); break; case DISC_QUIETUS: strcpy(disc,"Quietus"); break; case DISC_SERPENTIS: strcpy(disc,"Serpentis"); break; case DISC_THANATOSIS: strcpy(disc,"Thanatosis"); break; case DISC_THAUMATURGY: strcpy(disc,"Thaumaturgy"); break; case DISC_VICISSITUDE: strcpy(disc,"Vicissitude"); break; } return &disc[0]; }