/*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Tartarus/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Tartarus code is copyright (C) 1997-1998 by Daniel Graham * * In using this code you agree to comply with the Tartarus license * * found in the file /Tartarus/doc/tartarus.doc * ***************************************************************************/ #include "include.h" char * flag_name_lookup args((long bitv, const struct flag_type *flag_table)); bool is_wielded(CHAR_DATA *ch,int weapon,int type) { OBJ_DATA *wield; bool primary = FALSE; if (IS_NPC(ch)) return TRUE; wield = get_eq_char(ch,WEAR_WIELD); //This block of code commented out because there may be certain instances where //the MUD will crash if the weapon is not physically on the character. It is not //such a heartache for an Imp to meet the same skill requirements as everyone else. //It would have been completely removed, but it remains here in case the situation //arises where it would need to be removed (unlikely, however). /*if(IS_IMP(ch) && wield) { send_to_char("You're an Implementor, you can do anything!\n\r",ch); return TRUE; } */ if (wield == NULL) { if (weapon == WEAPON_HAND && (get_eq_char(ch,WEAR_DUAL_WIELD) == NULL)) return TRUE; else return FALSE; } if (wield->value[0] == weapon) { if (type == WIELD_ONE || type == WIELD_PRIMARY) { return TRUE; } primary = TRUE; } else { if (type == WIELD_PRIMARY) { return FALSE; } } wield = get_eq_char(ch,WEAR_DUAL_WIELD); if (wield == NULL) { return FALSE; } if (wield->value[0] == weapon) { if (type == WIELD_TWO && primary) { return TRUE; } } else { return FALSE; } return TRUE; } void do_pincer(CHAR_DATA *ch,char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; int strdam, chance; one_argument(argument,arg); if (get_skill(ch,gsn_pincer) == 0) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim == ch) { send_to_char("Wouldn't that hurt?\n\r",ch); return; } obj = get_eq_char(ch,WEAR_WIELD); if (obj == NULL || obj->value[0] != WEAPON_AXE) { send_to_char("You must be dual wielding axes to do that.\n\r",ch); return; } obj = get_eq_char(ch,WEAR_DUAL_WIELD); if (obj == NULL || obj->value[0] != WEAPON_AXE) { send_to_char("You must be dual wielding axes to do that.\n\r",ch); return; } if ( is_safe( ch, victim ) ) return; if (check_chargeset(ch,victim)) {return;} if (!IS_NPC(ch) && !IS_NPC(victim) && (victim->fighting == NULL || ch->fighting == NULL)) { sprintf(buf,"Help! %s is hacking me to pieces!",PERS(ch,victim) ); do_myell(victim,buf); } chance = get_skill(ch, gsn_pincer); chance -= 20; chance += get_curr_stat(ch, STAT_DEX) - get_curr_stat(victim, STAT_DEX); if (IS_AFFECTED(ch, AFF_HASTE)) chance += 10; if (IS_AFFECTED(victim, AFF_HASTE)) chance -= 10; strdam = get_curr_stat(ch, STAT_STR); if(number_percent() > chance) { act("You try to pincer $N, but blunder it.",ch,0,victim,TO_CHAR); act("$n tries some fancy axe-work, but blunders it.",ch,0,0,TO_ROOM); damage( ch, victim, 0, gsn_pincer,DAM_NONE,TRUE); check_improve(ch,gsn_pincer,FALSE,2); WAIT_STATE(ch,PULSE_VIOLENCE*2); return; } act("You brutally hack your axes together into $N, momentarily stunning $M!",ch,0,victim,TO_CHAR); act("$n brutally hacks $s axes together into you, momentarily stunning you!",ch,0,victim,TO_VICT); act("$n brutally hacks $s axes together into $N, momentarily stunning $M!",ch,0,victim,TO_NOTVICT); one_hit_new(ch,victim,gsn_pincer,HIT_NOSPECIALS,HIT_UNBLOCKABLE,strdam,HIT_NOMULT,NULL); one_hit_new(ch,victim,gsn_pincer,HIT_NOSPECIALS,HIT_UNBLOCKABLE,strdam,150,NULL); check_improve(ch,gsn_pincer,TRUE,2); WAIT_STATE(ch,3*PULSE_VIOLENCE); WAIT_STATE(victim,2*PULSE_VIOLENCE); return; } /* STRIP -- Graelik */ void strip( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; OBJ_DATA *secondary; if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) return; if (is_affected(victim,gsn_spiderhands) ) { act("Your try to strip $N of his weapon, but $s grip is too tight.", ch,NULL,victim,TO_CHAR); act("$n tries to strip you of your weapon, but your grip is too tight.", ch,NULL,victim,TO_VICT); act("$n tries to strip $N of his weapon, but $s grip is too tight.", ch,NULL,victim,TO_NOTVICT); return; } if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE) || IS_OBJ_STAT(obj,ITEM_NODISARM)) { act("You try to strip $N of $s weapon but it won't budge!", ch,NULL,victim,TO_CHAR); act("$n tries to strip you of your weapon, but your weapon won't budge!", ch,NULL,victim,TO_VICT); act("$n tries to strip $N of $s weapon, but $s weapon won't budge.", ch,NULL,victim,TO_NOTVICT); return; } act( "$n strips your weapon from your hands and sends it flying!", ch, NULL, victim, TO_VICT ); act( "You strip $N's weapon from $s hands and send it flying!", ch, NULL, victim, TO_CHAR ); act( "$n strips $N's weapon from $s hands and sends it flying!", ch, NULL, victim, TO_NOTVICT ); int chanceToCatch = number_percent(); if (get_skill(ch,gsn_strip) >= 98 && chanceToCatch >= 66) { act( "$n snatches your weapon in midflight!", ch, NULL, victim, TO_VICT ); act( "You snatch $N's weapon in midflight!", ch, NULL, victim, TO_CHAR ); act( "$n snatches $N's weapon in midflight!", ch, NULL, victim, TO_NOTVICT ); obj_from_char( obj ); obj_to_char( obj, ch ); } if (get_skill(ch,gsn_strip) < 98 || chanceToCatch < 66) { obj_from_char( obj ); obj_to_room( obj, victim->in_room ); if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj) && IS_AWAKE(victim)) get_obj(victim,obj,NULL); } if ((secondary = get_eq_char(victim,WEAR_DUAL_WIELD)) != NULL) { unequip_char(victim,secondary); equip_char(victim,secondary,WEAR_WIELD); } return; } void do_strip( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wield; OBJ_DATA *obj; int chance,ch_weapon,vict_weapon,ch_vict_weapon; one_argument (argument, arg ); if ((chance = get_skill(ch,gsn_strip)) == 0) { send_to_char( "Huh?\n\r", ch ); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone.\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (is_safe(ch,victim)) { send_to_char( "The gods wouldn't like that.\n\r", ch ); return; } wield = get_eq_char( ch, WEAR_WIELD ); if(!wield) return send_to_char("You must be wielding a whip or flail to do that.\n\r",ch); if((wield->value[0] != WEAPON_WHIP) && (wield->value[0] != WEAPON_FLAIL)) { send_to_char("You must be wielding a whip or flail to do that.\n\r",ch); return; } if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) { send_to_char( "Your opponent is not wielding a weapon.\n\r", ch ); return; } ch_weapon = get_weapon_skill(ch,get_weapon_sn(ch)); vict_weapon = get_weapon_skill(victim,get_weapon_sn(victim)); ch_vict_weapon = get_weapon_skill(ch,get_weapon_sn(victim)); chance = chance * ch_weapon/100; chance += (ch_vict_weapon/2 - vict_weapon) / 2; chance += get_curr_stat(ch,STAT_DEX); chance -= 1.6 * get_curr_stat(victim,STAT_STR); chance += (ch->drain_level + ch->level - victim->drain_level - victim->level) * 2; if (victim->position==POS_SLEEPING) chance -= 5; if (number_percent() < chance) { WAIT_STATE( ch,2*PULSE_VIOLENCE); strip( ch, victim ); check_improve(ch,gsn_strip,TRUE,1); } else { WAIT_STATE(ch,2*PULSE_VIOLENCE); act("You fail to strip $N of $s weapon.", ch,NULL,victim,TO_CHAR); act("$n tries to strip you of your weapon, but fails.", ch,NULL,victim,TO_VICT); act("$n tries to strip $N of $s weapon, but fails.", ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_strip,FALSE,1); } if (IS_AWAKE(victim) && !IS_NPC(victim) && (victim->fighting != ch)) { sprintf(buf,"%s is trying to strip me of my weapon!",PERS(ch,victim) ); do_myell( victim, buf ); multi_hit( victim, ch, TYPE_UNDEFINED ); } else if (!IS_AWAKE(victim) && !IS_NPC(victim)) { sprintf(buf,"%s is trying to strip me of my weapon!",PERS(ch,victim) ); victim->position=POS_STANDING; do_myell( victim, buf ); one_hit( victim, ch, TYPE_UNDEFINED ); } else if ( !IS_NPC(ch)) { if ( IS_NPC(victim) && IS_AWAKE(victim)) { multi_hit( victim, ch, TYPE_UNDEFINED ); } } check_killer(ch,victim); return; } void do_choke( CHAR_DATA *ch,char *argument) { AFFECT_DATA af; CHAR_DATA *victim; int chance; char arg[MAX_STRING_LENGTH]; OBJ_DATA *wield; if ((chance = get_skill(ch,gsn_choke)) == 0 ) { send_to_char("Huh?\n\r",ch); return; } one_argument(argument,arg); if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; if (victim->position == POS_SLEEPING) { send_to_char("But that person is already asleep!\n\r",ch); return; } } if (victim == ch) { send_to_char("You can't choke yourself.\n\r",ch); return; } wield = get_eq_char(ch,WEAR_WIELD); if(!wield) return send_to_char("You must be wielding a whip or flail to do that.\n\r",ch); if((wield->value[0] != WEAPON_WHIP) && (wield->value[0] != WEAPON_FLAIL)) { send_to_char("You must be wielding a whip or flail to do that.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (is_affected(victim,gsn_choke)) { send_to_char("They are already choked.\n\r",ch); return; } chance += (ch->drain_level - victim->level); if (is_affected(victim,skill_lookup("haste"))) chance -= 10; if (is_affected(ch,skill_lookup("haste"))) chance += 10; chance -= 20; if (!(str_cmp(race_table[victim->race].name,"lich"))) { chance = 0; } if (ch->level == MAX_LEVEL) { chance = 100; } if (IS_CABAL_OUTER_GUARD(victim)) chance = 0; act("You lash out $p and wrap it around $N's neck!",ch,wield,victim,TO_CHAR); act("$n lashes out $p and wraps it around $N's neck!",ch,wield,victim,TO_NOTVICT); act("$n lashes out $p and wraps it around your neck!",ch,wield,victim,TO_VICT); if (number_percent() < chance) { act("You pass out from the choking hold of $p.",victim,wield,0,TO_CHAR); act("$n passes out from the choking hold of $p.",victim,wield,0,TO_ROOM); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SKILL; af.level = ch->level; af.location = 0; af.type = gsn_choke; af.duration = 2; af.bitvector = AFF_SLEEP; af.modifier = 0; af.affect_list_msg = str_dup("knocked unconscious"); affect_to_char(victim,&af); stop_fighting(victim, TRUE); victim->position = POS_SLEEPING; check_improve(ch,gsn_choke,TRUE,2); WAIT_STATE(ch,2*PULSE_VIOLENCE); return; } else { damage(ch, victim, 0, gsn_choke, DAM_NONE,TRUE); check_improve(ch,gsn_choke,FALSE,3); WAIT_STATE(ch, 3*PULSE_VIOLENCE); WAIT_STATE(victim, PULSE_VIOLENCE); } return; } void do_overhead(CHAR_DATA *ch,char *argument) { CHAR_DATA *victim; if (get_skill(ch,gsn_overhead) == 0) { send_to_char("Huh?\n\r",ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You need to be fighting someone to overhead them.\n\r",ch); return; } if (victim == ch) { send_to_char("Wouldn't that hurt?\n\r",ch); return; } if (!is_wielded(ch,WEAPON_AXE,WIELD_ONE)) { send_to_char("You must be wielding an axe to do that.\n\r",ch); return; } if ( is_safe( ch, victim ) ) return; act("You attempt to bring your axe down in a wild overhead swing!",ch,0,victim,TO_CHAR); act("$n attempts to bring $s axe down in a wild overhead swing!",ch,0,0,TO_ROOM); if(number_percent()>(get_skill(ch,gsn_overhead) - 10)) { damage( ch, victim, 0, gsn_overhead,DAM_NONE,TRUE); check_improve(ch,gsn_overhead,FALSE,2); WAIT_STATE(ch,PULSE_VIOLENCE*2); return; } check_improve(ch,gsn_overhead,TRUE,2); one_hit_new(ch,victim,gsn_overhead,HIT_NOSPECIALS,HIT_UNBLOCKABLE,HIT_NOADD,275,NULL); WAIT_STATE(ch,4*PULSE_VIOLENCE); return; } void do_bearcharge( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; char buf[MAX_STRING_LENGTH]; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_bearcharge)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH) && ch->pIndexData->vnum!=MOB_VNUM_ENFORCER) || (!IS_NPC(ch) && ch->level < skill_table[gsn_bearcharge].skill_level[ch->class])) { send_to_char("You dont know how to Bear Charge.\n\r",ch); return; } if (IS_NPC(ch) && IS_AFFECTED(ch,AFF_CHARM)) return; if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim->position < POS_FIGHTING) { act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("You cannot charge yourself.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is your friend!",ch,NULL,victim,TO_CHAR); return; } if (is_affected(victim,gsn_protective_shield)) { act("$N's charge seems to slide around you.",victim,0,ch,TO_CHAR); act("$N's charge seems to slide around $n.",victim,0,ch,TO_NOTVICT); act("Your charge seems to slide around $n.",victim,0,ch,TO_VICT); WAIT_STATE(ch,PULSE_VIOLENCE*.5); return; } if(is_affected(ch,gsn_shadowstrike)) { send_to_char("The shadowy arms restrict you.\n\r",ch); act("$N's tries to bash, but is restrained by shadowy arms!",ch,NULL,NULL,TO_ROOM); WAIT_STATE(ch,20); return; } /* modifiers */ /* size and weight */ chance += ch->carry_weight / 250; chance -= victim->carry_weight / 200; if (ch->size < victim->size) chance += (ch->size - victim->size) * 20; else chance += (ch->size - victim->size) * 10; /* stats */ chance += get_curr_stat(ch,STAT_STR); chance -= (get_curr_stat(victim,STAT_DEX) * 4)/3; chance -= GET_AC(victim,AC_BASH) /25; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || is_affected(ch,skill_lookup("haste"))) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || is_affected(victim,skill_lookup("haste"))) chance -= 40; /* level */ chance += (ch->drain_level + ch->level - victim->level - victim->drain_level); if (!IS_NPC(ch) && !IS_NPC(victim) && (victim->fighting == NULL || ch->fighting == NULL)) { sprintf(buf,"Help! %s is charging me like a bear!",PERS(ch,victim)); do_myell(victim,buf); } if (!IS_NPC(victim) && chance < get_skill(victim,gsn_dodge) ) { /* act("$n tries to charge you, but you dodge it.",ch,NULL,victim,TO_VICT); act("$N dodges your charge, you fall flat on your face.",ch,NULL,victim,TO_CHAR); WAIT_STATE(ch,PULSE_VIOLENCE*1.5); return;*/ chance -= 3 * (get_skill(victim,gsn_dodge) - chance); } /* now the attack */ if (number_percent() < chance ) { act("$n sends you to the ground with a powerful bear charge!", ch,NULL,victim,TO_VICT); act("You slam into $N, and send $M flying!",ch,NULL,victim,TO_CHAR); act("$n sends $N sprawling with a powerful bear charge.", ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_bearcharge,TRUE,1); WAIT_STATE(victim, 2 * PULSE_VIOLENCE); damage_old(ch,victim,number_range(2,2 + 2 * ch->size + chance/20),gsn_bearcharge, DAM_BASH,TRUE); WAIT_STATE(ch,skill_table[gsn_bearcharge].beats); victim->position = POS_RESTING; if (!IS_NPC(ch) && (ch->class == CLASS_WARRIOR) && (number_percent() < ch->level)) ch->pcdata->sp++; } else { damage_old(ch,victim,0,gsn_bearcharge,DAM_BASH,FALSE); act("You tumble to the ground!", ch,NULL,victim,TO_CHAR); act("$n tumbles to the ground.", ch,NULL,victim,TO_NOTVICT); act("You evade $n's charge, causing $m to tumble to the ground.", ch,NULL,victim,TO_VICT); check_improve(ch,gsn_bearcharge,FALSE,1); check_cheap_shot(victim, ch); ch->position = POS_RESTING; WAIT_STATE(ch,skill_table[gsn_bearcharge].beats); } check_killer(ch,victim); } void do_whirl( CHAR_DATA *ch, char *argument) { AFFECT_DATA af; CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int chance; bool exeresult; int exedam; one_argument(argument,arg); if ((chance = get_skill(ch,gsn_whirl) ) == 0 || (ch->level < skill_table[gsn_whirl].skill_level[ch->class] && !IS_NPC(ch))) { send_to_char("Huh??\n\r",ch); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (!is_wielded(ch,WEAPON_AXE,WIELD_ONE)) { send_to_char("You must be wielding an axe to whirl.\n\r",ch); return; } if (is_safe(ch,victim) ) return; chance += ch->carry_weight/25; chance -= victim->carry_weight/20; chance += (ch->size - victim->size)*20; chance -= get_curr_stat(victim,STAT_DEX); chance += get_curr_stat(ch,STAT_STR)/3; chance += get_curr_stat(ch,STAT_DEX)/2; if (IS_AFFECTED(ch,AFF_HASTE) ) chance += 10; if (IS_AFFECTED(victim,AFF_HASTE) ) chance -= 15; act("$n whirls $s axe in an attempt to strike $N with its points!",ch,0,victim,TO_NOTVICT); act("You whirl your axe in an attempt to strike $N with its points!",ch,0,victim,TO_CHAR); act("$n whirls $s axe in an attempt to strike you with its points!",ch,0,victim,TO_VICT); if (number_percent() < chance && !is_affected(victim,gsn_whirl)) { exedam=GET_DAMROLL(ch)+200; exeresult = damage(ch, victim, exedam, gsn_whirl, DAM_SLASH, TRUE ); init_affect(&af); af.aftype = AFT_SKILL; af.level = ch->level; af.type = gsn_whirl; af.modifier = -(ch->level/10); af.duration = 5; af.location = APPLY_DEX; af.bitvector = 0; affect_to_char(victim,&af); af.location = APPLY_STR; af.bitvector = 0; affect_to_char(victim,&af); check_improve(ch,gsn_whirl,TRUE,1); } else if (number_percent() <chance && is_affected(victim,gsn_whirl)) { exedam=GET_DAMROLL(ch)+200; exeresult = damage(ch, victim, exedam, gsn_pincer, DAM_SLASH, TRUE ); check_improve(ch,gsn_whirl,TRUE,1); } else { exedam=GET_DAMROLL(ch)+200; exeresult = damage(ch, victim, exedam, gsn_pincer, DAM_SLASH, TRUE ); check_improve(ch,gsn_whirl,FALSE,1); } WAIT_STATE(ch,2*PULSE_VIOLENCE); return; } void do_crushing_blow(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim = ch->fighting; int chance; if (get_skill(ch,gsn_crushing_blow) == 0) { send_to_char("You don't know how to land crushing blows!\n\r",ch); return; } if (victim == NULL) { send_to_char("You must be in combat to land a crushing blow!\n\r",ch); return; } if (get_eq_char(ch,WEAR_SHIELD) != NULL || get_eq_char(ch,WEAR_HOLD) != NULL || get_eq_char(ch,WEAR_LIGHT) != NULL || get_eq_char(ch,WEAR_DUAL_WIELD) != NULL || get_eq_char(ch,WEAR_WIELD) != NULL) { send_to_char("You need your hands free to be able to land a crushing blow!\n\r",ch); return; } chance = get_skill(ch,gsn_crushing_blow); chance -= (get_curr_stat(victim,STAT_DEX) + get_curr_stat(victim,STAT_STR))*2 - (get_curr_stat(ch,STAT_STR) + get_curr_stat(ch,STAT_DEX))*2; if (number_percent() > chance) { act("$n laces $s fingers together to jab at $N but misses.",ch,0,victim,TO_NOTVICT); act("$n laces $s fingers together to jab at you but misses.",ch,0,victim,TO_VICT); act("You lace your fingers together to jab at $N but miss.",ch,0,victim,TO_CHAR); damage_old(ch,victim,0,gsn_crushing_blow,DAM_BASH,TRUE); check_improve(ch,gsn_crushing_blow,FALSE,2); WAIT_STATE(ch,PULSE_VIOLENCE*2); } else { act("$n laces $s fingers together and hammers $s fists at $N!",ch,0,victim,TO_NOTVICT); act("$n laces $s fingers together and hammers $s fists at you!",ch,0,victim,TO_VICT); act("You lace your fingers together and hammer your fists at $N!",ch,0,victim,TO_CHAR); WAIT_STATE(ch,PULSE_VIOLENCE*2); if (number_percent() > 60 ) { act("$n crushing blow knocks $N down!",ch,0,victim,TO_NOTVICT); act("Your crushing blow knocks $N down!",ch,0,victim,TO_CHAR); act("$n crushing blow knocks you down!",ch,0,victim,TO_VICT); WAIT_STATE(victim,PULSE_VIOLENCE*2); WAIT_STATE(ch,PULSE_VIOLENCE*2); } one_hit_new(ch,victim,gsn_crushing_blow,HIT_SPECIALS,HIT_UNBLOCKABLE,HIT_NOADD,150,NULL); check_improve(ch,gsn_crushing_blow,TRUE,1); } return; } void do_findwood(CHAR_DATA *ch,char *argument) { OBJ_DATA *maple; OBJ_DATA *magic; OBJ_DATA *oak; char arg[MAX_STRING_LENGTH]; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_fwood)) == 0 || (ch->level < skill_table[gsn_fwood].skill_level[ch->class]) ) { send_to_char("Huh?\n\r",ch); return; } if (ch->in_room->sector_type != SECT_FOREST) { send_to_char("Does it look like theres wood here?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("You can find: Maple, Magic or Oak.\n\r",ch); return; } if (chance > 90) chance = 90; if (!str_cmp(arg,"maple") && (number_percent() < chance)) { act("$n makes some noise and comes up with a large log.",ch,0,0,TO_ROOM); send_to_char("You search about and find yourself a large log.\n\r",ch); check_improve(ch,gsn_fwood,TRUE,2); maple = create_object(get_obj_index(OBJ_VNUM_WOOD_MAPLE),1); obj_to_char(maple,ch); return; } else if (!str_cmp(arg,"magic") && (number_percent() < chance)) { act("$n makes some noise and comes up with a large log.",ch,0,0,TO_ROOM); send_to_char("You search about and find yourself a large log.\n\r",ch); check_improve(ch,gsn_fwood,TRUE,2); magic = create_object(get_obj_index(OBJ_VNUM_WOOD_MAGIC),1); obj_to_char(magic,ch); return; } else if (!str_cmp(arg,"oak") && (number_percent() < chance)) { act("$n makes some noise and comes up with a large log.",ch,0,0,TO_ROOM); send_to_char("You search about and find yourself a large log.\n\r",ch); check_improve(ch,gsn_fwood,TRUE,2); oak = create_object(get_obj_index(OBJ_VNUM_WOOD_OAK),1); obj_to_char(oak,ch); return; } else { send_to_char("You search about but fail to find that.\n\r",ch); return; } } void do_carve(CHAR_DATA *ch,char *argument) { OBJ_DATA *maple_staff; OBJ_DATA *oak_staff; OBJ_DATA *magic_staff; OBJ_DATA *wood; char arg[MAX_STRING_LENGTH]; int chance, number, dice; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_carve)) == 0 || (ch->level < skill_table[gsn_carve].skill_level[ch->class]) ) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("You must carve either a chunk of maple, oak or magic wood.\n\r",ch); return; } if (chance > 90) chance = 90; wood = get_obj_list(ch,argument,ch->carrying); if (wood == NULL) { send_to_char("You aren't carrying that.\n\r",ch); return; } if (number_percent() > chance) { send_to_char("You fail and destroy the wood!\n\r",ch); obj_from_char(wood); return; } if (!str_cmp(arg,"maple")) { if (wood->pIndexData->vnum != OBJ_VNUM_WOOD_MAPLE) { send_to_char("You can't carve that!\n\r",ch); return; } act("$n carves a beautiful staff out of wood.",ch,0,0,TO_ROOM); send_to_char("You make yourself a beautiful staff out of wood.\n\r",ch); check_improve(ch,gsn_fwood,TRUE,2); maple_staff = create_object(get_obj_index(OBJ_VNUM_RANGER_MAPLE),1); number = 6; dice = 9; maple_staff->level = ch->level; maple_staff->value[1] = number; maple_staff->value[2] = dice; obj_to_char(maple_staff,ch); obj_from_char(wood); return; } else if (!str_cmp(arg,"magic")) { if (wood->pIndexData->vnum != OBJ_VNUM_WOOD_MAGIC) { send_to_char("You can't carve that!\n\r",ch); return; } act("$n carves a beautiful staff out of wood.",ch,0,0,TO_ROOM); send_to_char("You make yourself a beautiful staff out of wood.\n\r",ch); check_improve(ch,gsn_fwood,TRUE,2); magic_staff = create_object(get_obj_index(OBJ_VNUM_RANGER_MAGIC),1); number = 8; dice = 7; magic_staff->level = ch->level; magic_staff->value[1] = number; magic_staff->value[2] = dice; obj_to_char(magic_staff,ch); obj_from_char(wood); return; } else if (!str_cmp(arg,"oak")) { if (wood->pIndexData->vnum != OBJ_VNUM_WOOD_OAK) { send_to_char("You can't carve that!\n\r",ch); return; } act("$n carves a beautiful staff out of wood.",ch,0,0,TO_ROOM); send_to_char("You make yourself a beautiful staff out of wood.\n\r",ch); check_improve(ch,gsn_fwood,TRUE,2); oak_staff = create_object(get_obj_index(OBJ_VNUM_RANGER_OAK),1); number = 8; dice = 7; oak_staff->level = ch->level; oak_staff->value[1] = number; oak_staff->value[2] = dice; obj_to_char(oak_staff,ch); obj_from_char(wood); return; } else { send_to_char("You must either choose: oak, maple or magic.\n\r",ch); return; } } void do_dash(CHAR_DATA *ch, char *argument) { int where,skill; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; char command[MSL],dir[MSL], word[MSL]; /* Must have the skill to use it */ if ((skill = get_skill(ch,gsn_dash)) == 0) return send_to_char("Huh?\n\r",ch); /* break up the argument into two variables */ if(!*argument) return send_to_char("Dash where and do what?\n\r", ch); /* Check to see if they are fighting */ if(ch->fighting) return send_to_char("You can't dash while you are fighting!\n\r",ch); half_chop(argument, dir, command); if(!*command) return send_to_char("You must specify an action when you dash.\n\r", ch); if(!*dir) return send_to_char("Dash which direction?\n\r", ch); one_argument(command, word); if(!str_prefix(word,"dash") || !str_prefix(word,"east") || !str_prefix(word,"north") || !str_prefix(word,"west") || !str_prefix(word,"south") || !str_prefix(word,"up") || !str_prefix(word,"down")) return send_to_char("You can't do that.\n\r",ch); /* Check to see if the direction verb is valid */ if((where = direction_lookup(dir)) == -1) return send_to_char("That is not a direction!\n\r",ch); /* Get the default word for the direction */ sprintf(dir,"%s",(char*)flag_name_lookup(reverse_d(where),direction_table)); /* Make sure the exit is valid */ if ((pexit = ch->in_room->exit[where]) == NULL) return send_to_char("You cannot dash in that direction.\n\r",ch); /* Set the direction room */ to_room = pexit->u1.to_room; if (number_percent() < skill) { /* stop and move driver */ move_char(ch,where,TRUE); if(ch->in_room != to_room) return; act("$n dashes in from the $t!",ch,dir,0,TO_ROOM); interpret( ch, command ); check_improve(ch,gsn_dash,TRUE,2); } else { send_to_char("You fail to prepare for your dash properly, and manage only to stumble in!\n\r",ch); /* stop and move driver */ move_char(ch,where,TRUE); act("$n stumbles in from the $t!",ch,dir,0,TO_ROOM); check_improve(ch,gsn_dash,FALSE,2); WAIT_STATE(ch,PULSE_VIOLENCE*2); } } void check_restrike(CHAR_DATA *ch,CHAR_DATA *victim) { int chance; OBJ_DATA *wield; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; if ((chance = get_skill(ch,gsn_restrike)) == 0) return; wield = get_eq_char(ch,WEAR_WIELD); if (wield == NULL) return; if (wield->value[0] != WEAPON_DAGGER) { chance -= 30; wield = get_eq_char(ch,WEAR_DUAL_WIELD); } if (wield == NULL) return; if (wield->value[0] != WEAPON_DAGGER) return; int dex = get_curr_stat(victim,STAT_DEX); if (dex <= 5) chance += 0; else if (dex <= 10) chance += dex/5; else if (dex <=15) chance += (dex/4); else if (dex <= 20) chance += (dex/3); else chance += dex/2; chance /= 3; if (IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_AFFECTED(ch,AFF_SLOW)) chance -= 20; chance = URANGE(1,chance,75); if (number_percent() < chance) { sprintf(buf1,"You rapidly redirect your dagger midway through $N's parry."); sprintf(buf2,"$n rapidly redirects $s dagger midway through your parry."); act(buf1,ch,0,victim,TO_CHAR); act(buf2,ch,0,victim,TO_VICT); one_hit_new(ch,victim,gsn_restrike,HIT_NOSPECIALS,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,NULL); check_improve(ch,gsn_restrike,TRUE,1); return; } check_improve(ch,gsn_restrike,FALSE,3); return; } void do_crossslice(CHAR_DATA *ch,char *argument) { CHAR_DATA *victim; int chance; OBJ_DATA *wield; OBJ_DATA *dwield; AFFECT_DATA af; if ((chance = get_skill(ch,gsn_cross_slice) ) == 0) return send_to_char("Huh?\n\r",ch); if ((victim = ch->fighting) == NULL) return send_to_char("But you aren't fighting anyone!\n\r",ch); wield = get_eq_char(ch,WEAR_WIELD); dwield = get_eq_char(ch,WEAR_DUAL_WIELD); if (wield == NULL || dwield == NULL) return send_to_char("You must be dual wielding swords to cross-slice.\n\r",ch); if (wield->value[0] != WEAPON_SWORD || dwield->value[0] != WEAPON_SWORD) return send_to_char("You must be dual wielding swords to cross-slice.\n\r",ch); chance /= 2; chance += get_curr_stat(ch,STAT_STR)/2; chance += get_curr_stat(ch,STAT_DEX)/3; if (IS_AFFECTED(ch,AFF_HASTE)) chance += 5; if (wield->pIndexData->vnum == 5704) chance += 15; if (dwield->pIndexData->vnum == 5704) chance += 5; chance += ch->level; chance = URANGE(5,chance,95); if (number_percent() >= chance) { act("$n tries to do something fancy with $s swords but fails.",ch,0,0,TO_ROOM); send_to_char("You mix up your swords and fail to cross them properly.\n\r",ch); WAIT_STATE(ch,12); check_improve(ch,gsn_cross_slice,FALSE,2); return; } act("$n slices $s swords across $N in a smooth scissor motion.",ch,0,victim,TO_NOTVICT); act("You slice your swords across $N in a smooth scissor motion.",ch,0,victim,TO_CHAR); act("$n slices $s swords across you in a smooth scissor motion.",ch,0,victim,TO_VICT); one_hit_new(ch,victim,gsn_cross_slice,HIT_NOSPECIALS,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,NULL); one_hit_new(ch,victim,gsn_cross_slice,HIT_NOSPECIALS,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,NULL); if (!is_affected(victim,gsn_cross_slice)) { if (number_percent() < chance/2) { act("A gaping wound is torn across $n's body!",victim,0,0,TO_ROOM); act("A gaping wound is torn across your body!",victim,0,0,TO_CHAR); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SKILL; af.type = gsn_cross_slice; af.duration = 2; af.level = ch->level; af.modifier = -3; af.bitvector = 0; af.location = APPLY_STR; af.owner_name = str_dup(ch->original_name); affect_to_char(victim,&af); } } check_improve(ch,gsn_cross_slice,TRUE,2); WAIT_STATE(ch,24); return; }