/**************************************************************************** * _______ _ ______ _______ _______ ______ * * ( ____ \( \ ( __ \ |\ /|( ___ )( )|\ /|( __ \ * * | ( \/| ( | ( \ )| ) ( || ( ) || () () || ) ( || ( \ ) * * | (__ | | | | ) || (___) || (___) || || || || | | || | ) | * * | __) | | | | | || ___ || ___ || |(_)| || | | || | | | * * | ( | | | | ) || ( ) || ( ) || | | || | | || | ) | * * | (____/\| (____/\| (__/ )| ) ( || ) ( || ) ( || (___) || (__/ ) * * (_______/(_______/(______/ |/ \||/ \||/ \|(_______)(______/ * * +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ * * |T|h|e| |O|a|k|l|a|n|d| |C|h|r|o|n|i|c|l|e|s| * * +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ * * ------------------------------------------------------------------------- * * EldhaMUD code (C) 2003-2005 by Robert Powell (Tommi) * * EldhaMUD Team: Celest, Altere and Krelowyn * * ------------------------------------------------------------------------- * * * ****************************************************************************/ #include "./Headers/mud.h" void update_all_qobjs( CHAR_DATA * ch ); void do_remort( CHAR_DATA * ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; int vhit, vmana, vmove, wear_loc, value, sn; OBJ_DATA *obj, *obj_next; if( IS_NPC( ch ) ) { send_to_char( "I'm sorry, mobs cannot remort!\n\r", ch ); return; } if( ch->level == LEVEL_IMMORTAL ) { send_to_char( "Heros cannot be remorted, sorry!\n\r", ch ); return; } if( ch->level > LEVEL_HERO ) { send_to_char( "Immortals cannot be remorted, sorry!\n\r", ch ); return; } if( ch->remorts >= 20 ) { send_to_char( "This char has already been remorted too many times.\n\r", ch ); return; } ch->remorts = 1; if (ch->remorts == 1) { if( argument[0] == '\0' ) { send_to_char("&c@-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+&c@\n\r", ch); send_to_char("&c|&Y ,---. o | o &c|\n\r", ch); send_to_char("&c+&Y `---.,---.,---.,---..,---.| .,---,,---. &c+\n\r", ch); send_to_char("&c|&Y || ||---'| |,---|| | .-' |---' &c|\n\r", ch); send_to_char("&c+&Y `---'|---'`---'`---'``---^`---'`'---'`---' &c+\n\r", ch); send_to_char("&c|&Y | &c|\n\r", ch); send_to_char("&c@-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+&c@\n\r", ch); send_to_char("&c+ &c+\n\r", ch); send_to_char("&c|&w The Oakland Chronicles has no classes as such. But rather it employs &c|\n\r", ch); send_to_char("&c+&w a classless structure of player developement that allows you, the &c+\n\r", ch); send_to_char("&c|&w player to make decisions about your character to develope their skill &c|\n\r", ch); send_to_char("&c+&w set how you best see fit. At this point you can choose to follow one &c+\n\r", ch); send_to_char("&c|&w of 3 defined paths. (Note that this decision will NOT hinder your &c|\n\r", ch); send_to_char("&c+&w characters future, but only sets the starting path. There will be &c+\n\r", ch); send_to_char("&c|&w other oportunities within the game to gain other skill you may need) &c|\n\r", ch); send_to_char("&c+ &c+\n\r", ch); send_to_char("&c|&w Magical Citizen: Has more magical ability, casts and spells. Less &c|\n\r", ch); send_to_char("&c+&w attacking skills and physical attacks. &c+\n\r", ch); send_to_char("&c| &c|\n\r", ch); send_to_char("&c+&w Fighter Citizen: Has more attacking skills and attacks. Less magical &c+\n\r", ch); send_to_char("&c|&w ability, casts and spells. &c|\n\r", ch); send_to_char("&c+ &c+\n\r", ch); send_to_char("&c|&w Generic Citizen: Has an even balance of magical and physical fighting &c|\n\r", ch); send_to_char("&c+&w abilities. &c+\n\r", ch); send_to_char("&c| &c|\n\r", ch); send_to_char("&c@-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+&c@\n\r", ch); send_to_char("&WEnter the Specialization for %s: (M/F/G)?\n\r", ch); return; } switch ( * argument ) { case 'm': case 'M': send_to_char("M selected.\n\r", ch); break; case 'f': case 'F': send_to_char("F selected.\n\r", ch); break; case 'g': case 'G': send_to_char("G selected.\n\r", ch); break; default: send_to_char("Incorrect argument, remort failed.\n\r", ch); break; } } return; send_to_char( "Having conquered that which has been set before you, you demand that\n\r" "the immortals buff you up a little more, maybe with eq or a nifty set of\n\r" "commands. Well it seems your ego has gotten you into some trouble, as\n\r" "your mind becomes instantly filled with a loud thunder and images of death.\n\r" "Maybe today was the wrong time to annoy the immortals...\n\r", ch ); for( wear_loc = WEAR_LIGHT; wear_loc <= MAX_WEAR; wear_loc++ ) { if( ( obj = get_eq_char( ch, wear_loc ) ) == NULL ) continue; unequip_char( ch, obj ); } for( obj = ch->first_carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if( xIS_SET( obj->extra_flags, ITEM_QUEST ) ) continue; else { obj_from_char( obj ); extract_obj( obj ); } } do_restore( ch, ch->name ); vhit = ch->hit /= 3; vmana = ch->mana /= 3; vmove = ch->move /= 3; ch->max_hit = vhit; ch->max_mana = vmana; ch->max_move = vmove; ch->hit = vhit; ch->mana = vmana; ch->move = vmove; ch->level = 10; ch->exp = 0; ch->perm_str = 13; ch->perm_con = 13; ch->perm_cha = 13; ch->perm_lck = 13; ch->perm_wis = 13; ch->perm_int = 13; ch->perm_dex = 13; ch->armor = 100; ch->hitroll = 0; ch->damroll = 0; for( sn = 0; sn < top_sn; sn++ ) { /* * Fix by Narn to prevent ssetting skills the player shouldn't have. */ if( skill_table[sn]->name && ( ch->level >= skill_table[sn]->skill_level[ch->class] || value == 0 ) ) { ch->pcdata->learned[sn] = 0; } } send_to_char( "For all your hard work, the immortals wish to bless you with the following skills.\n\r", ch ); if( ch->remorts > 4 ) { send_to_char( "Eighth Cast\n\r", ch ); ch->pcdata->learned[gsn_eighth_cast] = 1; } if( ch->remorts > 3 ) { send_to_char( "Eighth Attack and Seventh Cast\n\r", ch ); ch->pcdata->learned[gsn_seventh_cast] = 1; ch->pcdata->learned[gsn_eighth_attack] = 1; } if( ch->remorts > 2 ) { send_to_char( "Sixth Cast\n\r", ch ); ch->pcdata->learned[gsn_sixth_cast] = 1; } if( ch->remorts > 1 ) { send_to_char( "Seventh Attack and Fifth Cast\n\r", ch ); ch->pcdata->learned[gsn_fifth_cast] = 1; ch->pcdata->learned[gsn_seventh_attack] = 1; } if( ch->remorts > 0 ) { send_to_char( "Combo, Enhanced Dammage and Fourth Cast\n\r", ch ); ch->pcdata->learned[gsn_combo] = 1; ch->pcdata->learned[gsn_enhanced_damage] = 1; ch->pcdata->learned[gsn_fourth_cast] = 1; } sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{xAll congratulate {R%s{x, who has just remorted. {x\n\r", ch->name ); talk_info( AT_PURPLE, buf ); do_double( ch, "exp on 60" ); update_all_qobjs( ch ); return; }