#include "include.h" DECLARE_DO_FUN(do_myell); DECLARE_DO_FUN(do_yell); void do_affadd(CHAR_DATA *ch, char *argument) { char arg1[MSL]; char arg2[MSL]; char arg3[MSL]; char arg4[MSL]; char buf[MSL]; CHAR_DATA *victim; AFFECT_DATA af; int sn, duration, affect_type, affect_location; argument = one_argument(argument,arg1); argument = one_argument(argument,arg2); argument = one_argument(argument,arg3); argument = one_argument(argument,arg4); if ((arg1[0] == '\0') || (arg2[0] == '\0') || (arg3[0] == '\0') || (arg4[0] == '\0') || (argument[0] == '\0')) { send_to_char("Syntax: affadd <char> <type> <affect> <duration> <message>\n\r",ch); return; } if ((victim = get_char_world(ch,arg1)) == NULL) { send_to_char("They aren't playing.\n\r",ch); return; } if (!str_prefix(arg2,"song")) { affect_type=AFT_SONG; } else if (!str_prefix(arg2,"spell")) { affect_type=AFT_SPELL; } else if (!str_prefix(arg2,"commune")) { affect_type=AFT_COMMUNE; } else if (!str_prefix(arg2,"malady")) { affect_type=AFT_MALADY; } else if (!str_prefix(arg2,"power")) { affect_type=AFT_POWER; } else if (!str_prefix(arg2,"skill")) { affect_type=AFT_SKILL; } else if (!str_prefix(arg2,"hidden")) { affect_type=AFT_HIDDEN; } else { send_to_char("Valid types are: skill song spell commune malady power hidden\n\r",ch); return; } sn = skill_lookup(arg3); if (sn < 0) { send_to_char("No such skill or spell.\n\r",ch); return; } if (is_affected(victim,sn)) { send_to_char("Target is already affected by that.\n\r",ch); return; } if (!str_prefix(arg3,"rot")) { affect_location = APPLY_CON; } else { affect_location = 0; } duration = atoi(arg4); init_affect(&af); af.aftype = affect_type; af.where = TO_AFFECTS; af.type = sn; af.level = ch->level; af.duration = duration; af.owner = ch; af.location = affect_location; af.modifier = 0; af.bitvector = 0; affect_to_char(victim,&af); smash_tilde( argument ); sprintf(buf,"%s\n\r",argument); send_to_char(buf,victim); } void do_crescent_kick(CHAR_DATA *ch,char *argument) { char arg[MIL]; CHAR_DATA *victim; OBJ_DATA *obj; OBJ_DATA *secondary; int dam, chance; one_argument(argument,arg); if ((chance = get_skill(ch,gsn_crescent_kick)) == 0) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') victim = ch->fighting; else victim = get_char_room(ch,arg); if (victim == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim == ch) { send_to_char("Now that would be a bit stupid.\n\r",ch); return; } if ((victim->fighting != ch) && (ch->fighting != victim)) { send_to_char("But you aren't engaged in combat with them.\n\r",ch); return; } if (is_affected(ch,AFF_BLIND)) { chance /= 2; } if (chance > number_percent()) { act("You begin the fluid motions of the crescent kick.",ch,NULL,victim,TO_CHAR); act("$n begins the fluid motions of the crescent kick.",ch,NULL,victim,TO_VICT); act("$n begins the fluid motions of the crescent kick.",ch,NULL,victim,TO_NOTVICT); dam = (ch->drain_level + ch->level)/2; dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(ch->level/5,ch->level/4); WAIT_STATE(ch,PULSE_VIOLENCE*2); damage(ch,victim,dam,gsn_crescent_kick,DAM_BASH,TRUE); chance /= 1.4; obj = get_eq_char(victim,WEAR_WIELD); if ( (chance > number_percent()) && (obj != NULL) ) { act("As you complete the motions of your crescent kick you aim for $N's weapon.",ch,NULL,victim,TO_CHAR); act("As $n completes the motions of $s crescent kick $m aims for your weapon.",ch,NULL,victim,TO_VICT); act("As $n completes the motions of $s crescent kick $m aims for $n's weapon.",ch,NULL,victim,TO_NOTVICT); if (IS_OBJ_STAT(obj,ITEM_NOREMOVE) || IS_OBJ_STAT(obj,ITEM_NODISARM) || is_affected(victim,gsn_spiderhands)) { act("Your heel makes solid contact with $N's weapon, but it doesn't budge!",ch,NULL,victim,TO_CHAR); act("$n's heel makes solid contact with your weapon, but it doesn't budge!",ch,NULL,victim,TO_VICT); act("$n's heel makes solid contact with $N's weapon, but it doesn't budge!",ch,NULL,victim,TO_NOTVICT); return; } else { act("You strike $N's weapon with your heel and send it flying!",ch,NULL,victim,TO_CHAR); act("$N strikes your weapon with $s heel and sends it flying!",ch,NULL,victim,TO_VICT); act("$n strikes $N's weapon with $s heel and sends it flying!",ch,NULL,victim,TO_NOTVICT); obj_from_char( obj ); if (IS_OBJ_STAT(obj,ITEM_NODROP)) { obj_to_char(obj,victim); } else { obj_to_room( obj, victim->in_room ); reslot_weapon(victim); if (!IS_NPC(victim) && (secondary = get_eq_char(victim,WEAR_DUAL_WIELD)) != NULL) { unequip_char(victim,secondary); equip_char(victim,secondary,WEAR_WIELD); } else if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj)) { WAIT_STATE(victim,PULSE_VIOLENCE*3); get_obj(victim,obj,NULL); do_wear(victim,obj->name); } } } } check_improve(ch,gsn_crescent_kick,TRUE,1); } else { WAIT_STATE(ch,PULSE_VIOLENCE*2); damage(ch,victim,0,gsn_crescent_kick,DAM_BASH,TRUE); check_improve(ch,gsn_crescent_kick,FALSE,1); } } void do_axe_kick(CHAR_DATA *ch,char *argument) { char arg[MIL]; AFFECT_DATA af; CHAR_DATA *victim; int dam, chance; one_argument(argument,arg); if ((chance = get_skill(ch,gsn_axe_kick)) == 0) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') victim = ch->fighting; else victim = get_char_room(ch,arg); if (victim == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim == ch) { send_to_char("Now that would be a bit stupid.\n\r",ch); return; } if ((victim->fighting != ch) && (ch->fighting != victim)) { send_to_char("But you aren't engaged in combat with them.\n\r",ch); return; } if (is_affected(ch,AFF_BLIND)) { chance /= 2; } if (chance > number_percent() && IS_SET(victim->parts,PART_ARMS)) { act("You raise your leg high above $n's shoulder and lower it in a swift strike.",ch,NULL,victim,TO_CHAR); act("$n raises $s leg high above your shoulder and lowers it in a swift strike.",ch,NULL,victim,TO_VICT); act("$n raises $s leg high above $S's shoulder and lowers it in a swift strike.",ch,NULL,victim,TO_NOTVICT); dam = (ch->drain_level + ch->level)/1.5; dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(ch->level/5,ch->level/4); WAIT_STATE(ch,PULSE_VIOLENCE*2); damage(ch,victim,dam,gsn_axe_kick,DAM_BASH,TRUE); chance -= (victim->size - ch->size) * 20; if (chance > number_percent()) { if (!is_affected(victim,gsn_axe_kick)) { act("The sound of bones cracking echos from $N's shoulder as you shatter $S shoulder blade.",ch,NULL,victim,TO_CHAR); act("The sound of bones cracking echos from your shoulder as $n shatters your shoulder blade.",ch,NULL,victim,TO_VICT); act("The sound of bones cracking echos from $N's shoulder as $n shatters $S shoulder blade.",ch,NULL,victim,TO_NOTVICT); init_affect(&af); af.where = TO_AFFECTS; af.type = gsn_axe_kick; af.aftype = AFT_MALADY; af.level = ch->level; af.duration = ch->level/8; af.modifier = -(ch->level/6); af.bitvector = 0; af.location = APPLY_STR; affect_to_char(victim,&af); af.location = APPLY_DEX; affect_to_char(victim,&af); } else { act("You hear the shattered bone in $N's shoulder shifting as you strike $S shoulder blade squarely again.",ch,NULL,victim,TO_CHAR); act("You hear the shattered bone in your shoulder shifting as $n strikes your shoulder blade squarely again.",ch,NULL,victim,TO_VICT); act("You hear the shattered bone in $N's shoulder shifting as $n strikes $S shoulder blade squarely again.",ch,NULL,victim,TO_NOTVICT); } } check_improve(ch,gsn_axe_kick,TRUE,1); } else { WAIT_STATE(ch,PULSE_VIOLENCE*2); damage(ch,victim,0,gsn_axe_kick,DAM_BASH,TRUE); check_improve(ch,gsn_axe_kick,FALSE,1); } } void do_scissor_kick(CHAR_DATA *ch,char *argument) { char arg[MIL]; CHAR_DATA *victim; int dam, chance; one_argument(argument,arg); if ((chance = get_skill(ch,gsn_scissor_kick)) == 0) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') victim = ch->fighting; else victim = get_char_room(ch,arg); if (victim == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim == ch) { send_to_char("Now that would be a bit stupid.\n\r",ch); return; } if ((victim->fighting != ch) && (ch->fighting != victim)) { send_to_char("But you aren't engaged in combat with them.\n\r",ch); return; } if (is_affected(ch,AFF_BLIND)) { chance /= 2; } if (chance > number_percent()) { act("You leap towards $N in an attempt to wrap your legs around $M.",ch,NULL,victim,TO_CHAR); act("$n leaps towards you in an attempt to wrap $s legs around you.",ch,NULL,victim,TO_VICT); act("$n leaps towards $N in an attempt to wrap $s legs around $M.",ch,NULL,victim,TO_NOTVICT); dam = (ch->drain_level + ch->level)/1.5; dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(0,(ch->drain_level + ch->level)/6); dam += number_range(ch->level/5,ch->level/4); damage(ch,victim,dam,gsn_scissor_kick,DAM_BASH,TRUE); chance -= victim->carry_weight / 200; chance -= (victim->size - ch->size) * 10; if (chance > number_percent()) { act("Upon successfully enclosing $N's upper body in your legs, you bring $M to the ground!",ch,NULL,victim,TO_CHAR); act("Upon successfully enclosing you in $s legs, $n brings you to the ground!",ch,NULL,victim,TO_VICT); act("Upon successfully enclosing $N in $s legs, $n brings $N to the ground!.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE(victim,PULSE_VIOLENCE*2); } check_improve(ch,gsn_scissor_kick,TRUE,1); } else { damage(ch,victim,0,gsn_scissor_kick,DAM_BASH,TRUE); check_improve(ch,gsn_scissor_kick,FALSE,1); } WAIT_STATE(ch,PULSE_VIOLENCE*2); } void do_tigerclaw (CHAR_DATA *ch,char *argument) { char arg[MIL]; char buf[MSL]; CHAR_DATA *victim; int dam, chance; AFFECT_DATA af; one_argument(argument,arg); if ((chance = get_skill(ch,gsn_tigerclaw)) == 0) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') victim = ch->fighting; else victim = get_char_room(ch,arg); if (victim == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim == ch) { send_to_char("You jab at your own throat like an idiot.\n\r",ch); return; } if (is_affected(victim,gsn_tigerclaw)) { send_to_char("Their throat is already constricted.\n\r",ch); return; } if (is_affected(ch,AFF_BLIND)) { chance /= 5; } chance -= ( (get_curr_stat(victim,STAT_DEX))-(get_curr_stat(ch,STAT_DEX)) ); if (chance > number_percent()) { act("You tighten your fist with a knuckle extruding and strike at $N's throat.",ch,NULL,victim,TO_CHAR); act("$n tightens $s fist with a knuckle extruding and strikes at your throat.",ch,NULL,victim,TO_VICT); act("$n tightens $s fist with a knuckle extruding and strikes at $N's throat.",ch,NULL,victim,TO_NOTVICT); dam = number_range(0,(victim->level + ch->level)); damage(ch,victim,dam,gsn_tigerclaw,DAM_BASH,TRUE); act("You strike $N's throat, temporarily closing $S vocal passage!",ch,NULL,victim,TO_CHAR); act("$n strikes your throat, temporarily closing your vocal passage!",ch,NULL,victim,TO_VICT); act("$n strikes $N's throat, temporarily closing $S vocal passage!",ch,NULL,victim,TO_NOTVICT); init_affect(&af); af.where = TO_AFFECTS; af.type = gsn_tigerclaw; af.aftype = AFT_MALADY; af.level = ch->level; af.duration = ch->level/12; af.modifier = 0; af.bitvector = 0; affect_to_char(victim,&af); check_improve(ch,gsn_tigerclaw,TRUE,1); } else { damage(ch,victim,0,gsn_tigerclaw,DAM_BASH,TRUE); check_improve(ch,gsn_tigerclaw,FALSE,1); } sprintf(buf,"Help! %s is jabbing at my throat!",PERS(ch,victim)); do_myell(victim,buf); WAIT_STATE(ch,PULSE_VIOLENCE*2); } void do_bindwounds(CHAR_DATA *ch,char *argument) { AFFECT_DATA af; if ( (get_skill(ch,gsn_bandage) == 0) || (ch->level < skill_table[gsn_bandage].skill_level[ch->class]) ) { send_to_char("Huh?\n\r",ch); return; } if (is_affected(ch,gsn_bindwounds)) { send_to_char("You can't apply more aid yet.\n\r",ch); return; } if (ch->mana < 15) { send_to_char("You don't have the mana.\n\r",ch); return; } if (number_percent() > ch->pcdata->learned[gsn_bindwounds]) { send_to_char("You fail to focus on your injuries.\n\r",ch); act("$n fails to focus on $s injuries and bind $s wounds.",ch,0,0,TO_ROOM); ch->mana -= 12; check_improve(ch,gsn_bindwounds,FALSE,3); return; } ch->mana -= 25; act("$n focuses on $s injuries and binds $s wounds.",ch,0,0,TO_ROOM); send_to_char("You focus on your injuries and bind your wounds.\n\r",ch); send_to_char("You feel better.\n\r",ch); ch->hit += ch->max_hit/10; ch->hit = UMIN(ch->hit,ch->max_hit); if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)/4) && is_affected(ch,AFF_PLAGUE) ) { affect_strip(ch,gsn_plague); act("The sores on $n's body vanish.\n\r",ch,0,0,TO_ROOM); send_to_char("The sores on your body vanish.\n\r",ch); } if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)) && is_affected(ch, gsn_blindness) ) { affect_strip(ch, gsn_blindness); send_to_char("Your vision returns!\n\r",ch); } if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)) && is_affected(ch, gsn_blindness_dust) ) { affect_strip(ch, gsn_blindness_dust); send_to_char("You wipe the dust from your eyes.\n\r",ch); } if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)/2) && is_affected(ch,gsn_poison)) { affect_strip(ch,gsn_poison); send_to_char("A warm feeling goes through your body.\n\r",ch); act("$n looks better.",ch,0,0,TO_ROOM); } if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)/2) && is_affected(ch,gsn_poison_dust)) { affect_strip(ch,gsn_poison_dust); send_to_char("The dust in your eyes is cleaned out.\n\r",ch); act("The dust in $n's eyes looks cleaned out.",ch,0,0,TO_ROOM); } check_improve(ch,gsn_bindwounds,TRUE,3); init_affect(&af); af.where = TO_AFFECTS; af.type = gsn_bindwounds; af.location = 0; af.duration = 2; af.modifier = 0; af.bitvector = 0; af.level = ch->level; af.aftype = AFT_SKILL; affect_to_char(ch,&af); return; } void do_vanish(CHAR_DATA *ch,char *argument) { ROOM_INDEX_DATA *pRoomIndex; int chance; if ( (chance = get_skill(ch,gsn_vanish)) == 0 || ch->level < skill_table[gsn_vanish].skill_level[ch->class]) { send_to_char("Huh?\n\r",ch); return; } if (ch->mana < 20) { send_to_char("You don't have the mana.",ch); return; } if (ch->position==POS_FIGHTING) { chance /= 2; } send_to_char("You throw down a small globe which produces a cloud of smoke.\n\r",ch); act("$n throws down a small globe which produces a cloud of smoke.",ch,0,0,TO_ROOM); WAIT_STATE(ch,PULSE_VIOLENCE*1); if (number_percent() > chance) { send_to_char("The smoke clears to quickly for you to do anything.\n\r",ch); act("The smoke clears to quickly for $n to do anything.",ch,0,0,TO_ROOM); check_improve(ch,gsn_vanish,FALSE,2); ch->mana -= 10; return; } ch->mana -= 20; if (ch->in_room->vnum == 23610 || ch->in_room->vnum == ROOM_FORCE_DUEL) { send_to_char("You fail.\n\r",ch); return; } for (; ;) { pRoomIndex = get_room_index(number_range(0,30000)); if (pRoomIndex != NULL) if (pRoomIndex->area == ch->in_room->area && !IS_SET(pRoomIndex->room_flags,ROOM_PRIVATE) && (pRoomIndex->guild == 0) && can_see_room(ch,pRoomIndex) && !IS_SET(pRoomIndex->room_flags,ROOM_SOLITARY) && ch->in_room->vnum != 1212 && pRoomIndex->vnum != 1212) break; } act("As the smoke clears $n is gone!",ch,0,0,TO_ROOM); send_to_char("You vanish into the smoke!\n\r",ch); check_improve(ch,gsn_vanish,TRUE,2); char_from_room(ch); char_to_room(ch,pRoomIndex); act("$n has arrived.",ch,0,0,TO_ROOM); do_look(ch,"auto"); return; } void do_endure(CHAR_DATA *ch,char *argument) { AFFECT_DATA af; int chance; if ( (chance = get_skill(ch,gsn_endure)) == 0 || ch->level < skill_table[gsn_endure].skill_level[ch->class]) { send_to_char("Huh?\n\r",ch); return; } if (ch->fighting != NULL) { send_to_char("You can't concentrate enough.\n\r",ch); return; } if (ch->mana < 30) { send_to_char("You don't have enough energy.\n\r",ch); return; } if (is_affected(ch,gsn_endure)) { send_to_char("You are already prepared for magical encounters.\n\r",ch); return; } WAIT_STATE(ch,PULSE_VIOLENCE*2); if (number_percent() < chance) { act("$n concentrates and resumes $s position.\n\r",ch,0,0,TO_ROOM); send_to_char("You prepare yourself for magical encounters.\n\r",ch); ch->mana -= 30; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SKILL; af.type = gsn_endure; af.location = APPLY_SAVING_SPELL; af.duration = ch->level/2; af.modifier = -(ch->level/2); af.bitvector = 0; af.level = ch->level; affect_to_char(ch,&af); check_improve(ch,gsn_endure,TRUE,1); } else { send_to_char("You fail to prepare yourself for magical encounters.\n\r",ch); ch->mana -= 15; check_improve(ch,gsn_endure,FALSE,1); } return; } void do_heightened_awareness(CHAR_DATA *ch,char *argument) { AFFECT_DATA af; int chance; if ( (chance = get_skill(ch,gsn_heightened_awareness)) == 0 || ch->level < skill_table[gsn_heightened_awareness].skill_level[ch->class]) { send_to_char("Huh?\n\r",ch); return; } if (ch->fighting != NULL) { send_to_char("You can't concentrate enough.\n\r",ch); return; } if (ch->mana < 20) { send_to_char("You don't have enough energy.\n\r",ch); return; } if (is_affected(ch,gsn_heightened_awareness)) { send_to_char("You cannot heighten your awareness any further.\n\r",ch); return; } WAIT_STATE(ch,PULSE_VIOLENCE*1); if (number_percent() < chance) { send_to_char("You feel more aware of your surroundings.\n\r",ch); ch->mana -= 20; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SKILL; af.type = gsn_heightened_awareness; af.location = 0; af.duration = ch->level/2; af.modifier = 0; af.bitvector = 0; af.level = ch->level; affect_to_char(ch,&af); check_improve(ch,gsn_heightened_awareness,TRUE,1); } else { send_to_char("You fail to heighten your awareness.\n\r",ch); ch->mana -= 10; check_improve(ch,gsn_heightened_awareness,FALSE,1); } return; } void do_jujitsu(CHAR_DATA *ch,char *argument) { AFFECT_DATA af; char arg[MIL]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ((chance = get_skill(ch,gsn_jujitsu)) == 0) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') victim = ch->fighting; else victim = get_char_room(ch,arg); if (victim == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim == ch) { send_to_char("Now that would be a bit stupid.\n\r",ch); return; } if ((victim->fighting != ch) && (ch->fighting != victim)) { send_to_char("But you aren't engaged in combat with them.\n\r",ch); return; } if (is_affected(ch,AFF_BLIND)) { chance /= 2; } if (chance > number_percent()) { act("You prepare yourself for a complex manuever.",ch,NULL,victim,TO_CHAR); act("$n prepares $mself for a complex manuever.",ch,NULL,victim,TO_VICT); act("$n prepares $mself for a complex manuever.",ch,NULL,victim,TO_NOTVICT); affect_strip(ch,gsn_jujitsu); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_HIDDEN; af.type = gsn_jujitsu; af.wait = 3; af.location = 0; af.duration = 5; af.modifier = 0; af.owner = victim; af.bitvector = 0; af.level = ch->level; affect_to_char(ch,&af); } WAIT_STATE(ch,PULSE_VIOLENCE*3); return; } void do_autodamage(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (IS_SET(ch->act,PLR_AUTODAMAGE)) { send_to_char("Autodamage is currently OFF.\n\r",ch); REMOVE_BIT(ch->act,PLR_AUTODAMAGE); } else { send_to_char("Autodamage is currently ON.\n\r",ch); SET_BIT(ch->act,PLR_AUTODAMAGE); } }