/***************************************************************************
 *  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.                          *
 ***************************************************************************/

/**************************************************************
 *  Myth Mud improvements ALL by David Spink aka Morglum.     *
 *  This mud is NOT to be copied in whole or in part! No one  *
 *  has the permission to authorise the use of this code.     *
 *  In order to use this code you MUST comply with the terms  *
 *  and conditions in 'license.myth' (as shipped).            *
 **************************************************************/

#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	special_hurl	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );




void improve_wpn( CHAR_DATA *ch, int dtype, bool right_hand )
{
    OBJ_DATA *wield = NULL;
    char bufskill [20];
    char buf [MAX_INPUT_LENGTH];
    int dice1;
    int dice2;
    int trapper;
    int max_skl = 200;
    bool got_weapon = FALSE;

    dice1 = number_percent();
    dice2 = number_percent();

    if (IS_NPC(ch)) return;

    if (IS_HIGHLANDER(ch)) max_skl = 500;

    if (IS_HIGHLANDER(ch) && IS_SET(ch->pcdata->disc[HIGH_POWERS],HIGH_WEAPONSKILL)) max_skl = 1000;

    if (right_hand) wield = get_eq_char( ch, WEAR_WIELD );
    else            wield = get_eq_char( ch, WEAR_HOLD  );

    if (dtype == TYPE_HIT) got_weapon = FALSE;
    else if (right_hand) 
    {
	if ( (wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL && 
	    wield->item_type == ITEM_WEAPON) got_weapon = TRUE;
    }
    else
    {
	if ( (wield = get_eq_char( ch, WEAR_HOLD ) ) != NULL && 
	    wield->item_type == ITEM_WEAPON) got_weapon = TRUE;
    }

    if (!got_weapon) wield = NULL;

    if (wield == NULL) dtype = TYPE_HIT;
    if ( dtype == TYPE_UNDEFINED )
    {
	dtype = TYPE_HIT;
	if ( wield != NULL && wield->item_type == ITEM_WEAPON )
	    dtype += wield->value[3];
    }
    if ( dtype < 1000 || dtype > 1012 ) return;
    dtype -= 1000;
    if (ch->wpn[dtype] >= max_skl) return;
    trapper = ch->wpn[dtype];

    if( IS_HIGHLANDER(ch) )
    {
	if( (dice1 >= 99 || dice2 >= 99) )
	{
	    ch->wpn[dtype] += 1;
  	}
    }

    else if ( ( dice1 > ch->wpn[dtype] && dice2 > ch->wpn[dtype] ) || 
	( dice1 >= 99 || dice2 >= 99 )) ch->wpn[dtype] += 1;
    else return;
    if (trapper == ch->wpn[dtype]) return;

         if (ch->wpn[dtype] == 1   ) sprintf(bufskill,"slightly skilled");
    else if (ch->wpn[dtype] == 26  ) sprintf(bufskill,"reasonable");
    else if (ch->wpn[dtype] == 51  ) sprintf(bufskill,"fairly competent");
    else if (ch->wpn[dtype] == 76  ) sprintf(bufskill,"highly skilled");
    else if (ch->wpn[dtype] == 101 ) sprintf(bufskill,"very dangerous");
    else if (ch->wpn[dtype] == 126 ) sprintf(bufskill,"extremely deadly");
    else if (ch->wpn[dtype] == 151 ) sprintf(bufskill,"an expert");
    else if (ch->wpn[dtype] == 176 ) sprintf(bufskill,"a master");
    else if (ch->wpn[dtype] == 200 ) sprintf(bufskill,"a grand master");
    else if (ch->wpn[dtype] == 300 ) sprintf(bufskill,"supremely skilled");
    else if (ch->wpn[dtype] == 800 ) sprintf(bufskill,"extraordinarily gifted");
    else if (ch->wpn[dtype] == 1000 ) sprintf(bufskill,"supremely skilled");
    else return;
    if (wield == NULL || dtype == 0)
	sprintf(buf,"You are now %s at unarmed combat.\n\r",bufskill);
    else
	sprintf(buf,"You are now %s with %s.\n\r",bufskill,wield->short_descr);
    ADD_COLOUR(ch,buf,WHITE);
    send_to_char(buf,ch);
    if (ch->wpn[dtype] == 200 )
    {
	ch->exp += 10000;
    }
    return;
}

void improve_stance( CHAR_DATA *ch )
{
    char buf        [MAX_INPUT_LENGTH];
    char bufskill   [25];
    char stancename [10];
    int dice1, dice2, stance, max;

    dice1 = number_percent();
    dice2 = number_percent();

    if (IS_NPC(ch)) return;

    switch ( stance = ch->stance[0] )
    {
	default: return;
	case 1:  case 2:  case 3:  case 4:  case 5:
	    max = 98; break;
	case 6:  case 7:  case 8:  case 9:  case 10:
	    max = 99; break;
	case 11: case 12: case 13: case 14: case 15:
	    max = 100; break;
	    break;
    }

    /* Just in case of class changes, etc */
    if (ch->stance[stance] >= 200)
    {
	ch->stance[stance] = 200;
	return;
    }

    if ( ( dice1 > ch->stance[stance] && dice2 > ch->stance[stance] ) || 
	( dice1 >= max || dice2 >= max )) ch->stance[stance] += 1;
    else return;
    if (stance == ch->stance[stance]) return;

         if (ch->stance[stance] == 1  ) sprintf(bufskill,"an apprentice of");
    else if (ch->stance[stance] == 26 ) sprintf(bufskill,"a trainee of");
    else if (ch->stance[stance] == 51 ) sprintf(bufskill,"a student of");
    else if (ch->stance[stance] == 76 ) sprintf(bufskill,"fairly experienced in");
    else if (ch->stance[stance] == 101) sprintf(bufskill,"well trained in");
    else if (ch->stance[stance] == 126) sprintf(bufskill,"highly skilled in");
    else if (ch->stance[stance] == 151) sprintf(bufskill,"an expert of");
    else if (ch->stance[stance] == 176) sprintf(bufskill,"a master of");
    else if (ch->stance[stance] == 200) sprintf(bufskill,"a grand master of");
    else return;
         if (stance == STANCE_VIPER   ) sprintf(stancename,"viper"   );
    else if (stance == STANCE_CRANE   ) sprintf(stancename,"crane"   );
    else if (stance == STANCE_CRAB    ) sprintf(stancename,"crab"    );
    else if (stance == STANCE_MONGOOSE) sprintf(stancename,"mongoose");
    else if (stance == STANCE_BULL    ) sprintf(stancename,"bull"    );
    else if (stance == STANCE_MANTIS  ) sprintf(stancename,"mantis"  );
    else if (stance == STANCE_DRAGON  ) sprintf(stancename,"dragon"  );
    else if (stance == STANCE_TIGER   ) sprintf(stancename,"tiger"   );
    else if (stance == STANCE_MONKEY  ) sprintf(stancename,"monkey"  );
    else if (stance == STANCE_SWALLOW ) sprintf(stancename,"swallow" );
    else if (!IS_NPC(ch) && stance >= 11)
    {
	if (strlen(ch->pcdata->stancename) < 2) return;
	strcpy(stancename,ch->pcdata->stancename );
    }
    else return;
    sprintf(buf,"You are now %s the %s stance.\n\r",bufskill,stancename);
    ADD_COLOUR(ch,buf,WHITE);
    send_to_char(buf,ch);
    if (ch->stance[stance] == 200 )
    {
	if (stance >= STANCE_MANTIS)
	    ch->exp += 20000;
	else
	    ch->exp += 10000;
    }
    return;
}

void do_alignment( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];

    one_argument( argument, arg );

    if (IS_NPC(ch)) return;

    if (IS_DEMON(ch))
    {
	send_to_char( "You are unable to change your alignment.\n\r", ch );
	return;
    }

    if ( arg[0] == '\0' )
    {
	send_to_char( "Please enter 'good', 'neutral', or 'evil'.\n\r", ch );
	return;
    }
    if      (!str_cmp(arg,"good"))
    {
	ch->alignment = 1000;
	send_to_char( "Alignment is now angelic.\n\r", ch );
    }
    else if (!str_cmp(arg,"neutral"))
    {
	ch->alignment = 0;
	send_to_char( "Alignment is now neutral.\n\r", ch );
    }
    else if (!str_cmp(arg,"evil"))
    {
	ch->alignment = -1000;
	send_to_char( "Alignment is now satanic.\n\r", ch );
    }
    else     send_to_char( "Please enter 'good', 'neutral', or 'evil'.\n\r", ch );
    return;
}

void do_side( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_INPUT_LENGTH];
    char arg[MAX_INPUT_LENGTH];

    one_argument( argument, arg );

    if (IS_NPC(ch)) return;

    if (!IS_VAMPIRE(ch))
    {
	send_to_char("Huh?\n\r",ch);
	return;
    }

    if (strlen(ch->side) > 1)
    {
	send_to_char("But you have already chosen a sect!\n\r",ch);
	return;
    }

    if ( arg[0] == '\0' )
    {
	send_to_char("Please choose a sect: Camarilla, Sabbat, Anarch.\n\r",ch);
	return;
    }

    if ( !str_cmp(arg,"anarch") )
    {
	if (strlen(ch->clan) > 1)
	{
	    if (!str_cmp(ch->clan,"tzimisce")) 
	    {
		send_to_char("Your kind are not welcome among the Anarchs.\n\r",ch);
		return;
	    }
	}
	free_string(ch->side);
	ch->side = str_dup("Anarch");
	send_to_char( "You are now an Anarch.\n\r", ch );
	sprintf(buf,"%s has sided with the Anarchs!",ch->name);
	do_info(ch,buf);
	return;
    }
    else if ( !str_cmp(arg,"camarilla") )
    {
	if (strlen(ch->clan) > 1)
	{
	    if (!str_cmp(ch->clan,"baali") || !str_cmp(ch->clan,"tzimisce"))
	    {
		send_to_char("Your kind are not welcome in the Camarilla.\n\r",ch);
		return;
	    }
	    if (!str_cmp(ch->clan,"lasombra")) 
		SET_BIT(ch->more, MORE_ANTITRIBU);
	}
	free_string(ch->side);
	ch->side = str_dup("Camarilla");
	send_to_char( "You are now a member of the Camarilla.\n\r", ch );
	sprintf(buf,"%s has sided with the Camarilla!",ch->name);
	do_info(ch,buf);
	return;
    }
    else if ( !str_cmp(arg,"sabbat") )
    {
	if (strlen(ch->clan) > 1)
	{
	    if (!str_cmp(ch->clan,"baali")) 
	    {
		send_to_char("Your kind are not welcome in the Sabbat.\n\r",ch);
		return;
	    }
	    if (!str_cmp(ch->clan,"brujah") || !str_cmp(ch->clan,"gangrel") || 
		!str_cmp(ch->clan,"malkavian") || !str_cmp(ch->clan,"nosferatu") || 
		!str_cmp(ch->clan,"toreador") || !str_cmp(ch->clan,"tremere") || 
		!str_cmp(ch->clan,"ventrue") || !str_cmp(ch->clan,"assamite")) 
		SET_BIT(ch->more, MORE_ANTITRIBU);
	}
	free_string(ch->side);
	ch->side = str_dup("Sabbat");
	send_to_char( "You are now a member of the Sabbat.\n\r", ch );
	sprintf(buf,"%s has sided with the Sabbat!",ch->name);
	do_info(ch,buf);
	return;
    }
    else send_to_char("Please choose a sect: Camarilla, Sabbat, Anarch.\n\r",ch);
    return;
}

void do_skill( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char buf       [MAX_STRING_LENGTH];
    char buf2      [MAX_STRING_LENGTH];
    char bufskill  [25];
    char bufskill2 [25];
    char arg       [MAX_INPUT_LENGTH];
    OBJ_DATA *wield;
    OBJ_DATA *wield2;
    int dtype;
    int dtype2;
    int con_skill;

    one_argument( argument, arg );

    if (IS_NPC(ch)) return;

    if ( arg[0] == '\0' )
	sprintf(arg,ch->name);

    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;
    }
*/
    wield = get_eq_char( victim, WEAR_WIELD );
    wield2 = get_eq_char( victim, WEAR_HOLD );

    dtype = TYPE_HIT;
    dtype2 = TYPE_HIT;
    if ( wield != NULL && wield->item_type == ITEM_WEAPON )
	dtype += wield->value[3];
    if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON )
	dtype2 += wield2->value[3];
    dtype -= 1000;
    dtype2 -= 1000;

    if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_FAKE_CON))
	con_skill = victim->pcdata->fake_skill;
    else
	con_skill = victim->wpn[dtype];

    if      (con_skill <= 0   ) sprintf(bufskill,"totally unskilled");
    else if (con_skill <= 25  ) sprintf(bufskill,"slightly skilled");
    else if (con_skill <= 50  ) sprintf(bufskill,"reasonable");
    else if (con_skill <= 75  ) sprintf(bufskill,"fairly competent");
    else if (con_skill <= 100 ) sprintf(bufskill,"highly skilled");
    else if (con_skill <= 125 ) sprintf(bufskill,"very dangerous");
    else if (con_skill <= 150 ) sprintf(bufskill,"extremely deadly");
    else if (con_skill <= 175 ) sprintf(bufskill,"an expert");
    else if (con_skill <= 199 ) sprintf(bufskill,"a master");
    else if (con_skill == 200 ) sprintf(bufskill,"a grand master");
    else if (con_skill <= 1000) sprintf(bufskill,"supremely skilled");
    else return;

    if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_FAKE_CON))
	con_skill = victim->pcdata->fake_skill;
    else
	con_skill = victim->wpn[dtype2];

    if      (con_skill <= 0   ) sprintf(bufskill2,"totally unskilled");
    else if (con_skill <= 25  ) sprintf(bufskill2,"slightly skilled");
    else if (con_skill <= 50  ) sprintf(bufskill2,"reasonable");
    else if (con_skill <= 75  ) sprintf(bufskill2,"fairly competent");
    else if (con_skill <= 100 ) sprintf(bufskill2,"highly skilled");
    else if (con_skill <= 125 ) sprintf(bufskill2,"very dangerous");
    else if (con_skill <= 150 ) sprintf(bufskill2,"extremely deadly");
    else if (con_skill <= 175 ) sprintf(bufskill2,"an expert");
    else if (con_skill <= 199 ) sprintf(bufskill2,"a master");
    else if (con_skill == 200 ) sprintf(bufskill2,"a grand master");
    else if (con_skill <= 1000) sprintf(bufskill2,"supremely skilled");
    else return;

    if (ch == victim)
    {
    	if (dtype == 0 && dtype2 == 0)
	    sprintf(buf,"You are %s at unarmed combat.",bufskill);
    	else
	{
	    if (dtype != 0)
		sprintf(buf,"You are %s with %s.",bufskill,wield->short_descr);
	    if (dtype2 != 0)
		sprintf(buf2,"You are %s with %s.",bufskill2,wield2->short_descr);
	}
    }
    else
    {
    	if (dtype == 0 && dtype2 == 0)
	    sprintf(buf,"$N is %s at unarmed combat.",bufskill);
    	else
	{
	    if (dtype != 0)
		sprintf(buf,"$N is %s with %s.",bufskill,wield->short_descr);
	    if (dtype2 != 0)
		sprintf(buf2,"$N is %s with %s.",bufskill2,wield2->short_descr);
	}
    }
    if (!(dtype == 0 && dtype2 != 0)) act(buf,ch,NULL,victim,TO_CHAR);
    if (dtype2 != 0) act(buf2,ch,NULL,victim,TO_CHAR);
    skillstance(ch,victim);
    return;
}

void do_throw( CHAR_DATA *ch, char *argument )
{
    ROOM_INDEX_DATA *location;
    ROOM_INDEX_DATA *to_room;
    EXIT_DATA       *pexit;
    CHAR_DATA       *victim = NULL;
    OBJ_DATA        *obj;
    char            arg1      [MAX_INPUT_LENGTH];
    char            arg2      [MAX_INPUT_LENGTH];
    char            buf       [MAX_INPUT_LENGTH];
    char            revdoor   [MAX_INPUT_LENGTH];
    int             door;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
    {
    	if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
	{
	    send_to_char( "You are not holding anything to throw.\n\r", ch );
	    return;
	}
    }

    if ( arg1[0] == '\0' )
    {
	send_to_char("Which direction do you wish to throw?\n\r", ch);
	return;
    }

    if      ( !str_cmp( arg1, "n" ) || !str_cmp( arg1, "north" ) )
	{door = 0;sprintf(arg1,"north");}
    else if ( !str_cmp( arg1, "e" ) || !str_cmp( arg1, "east" ) )
	{door = 1;sprintf(arg1,"east");}
    else if ( !str_cmp( arg1, "s" ) || !str_cmp( arg1, "south" ) )
	{door = 2;sprintf(arg1,"south");}
    else if ( !str_cmp( arg1, "w" ) || !str_cmp( arg1, "west" ) )
	{door = 3;sprintf(arg1,"west");}
    else if ( !str_cmp( arg1, "u" ) || !str_cmp( arg1, "up" ) )
	{door = 4;sprintf(arg1,"up");}
    else if ( !str_cmp( arg1, "d" ) || !str_cmp( arg1, "down" ) )
	{door = 5;sprintf(arg1,"down");}
    else
    {
	send_to_char("You can only throw north, south, east, west, up or down.\n\r", ch);
	return;
    }

    if      ( !str_cmp( arg1, "north" ) ) {door = 0;sprintf(revdoor,"south");}
    else if ( !str_cmp( arg1, "east"  ) ) {door = 1;sprintf(revdoor,"west" );}
    else if ( !str_cmp( arg1, "south" ) ) {door = 2;sprintf(revdoor,"north");}
    else if ( !str_cmp( arg1, "west"  ) ) {door = 3;sprintf(revdoor,"east" );}
    else if ( !str_cmp( arg1, "up"    ) ) {door = 4;sprintf(revdoor,"down" );}
    else if ( !str_cmp( arg1, "down"  ) ) {door = 5;sprintf(revdoor,"up"   );}
    else return;

    location = ch->in_room;

    sprintf(buf,"You hurl $p %s.",arg1);
    act(buf,ch,obj,NULL,TO_CHAR);
    sprintf(buf,"$n hurls $p %s.",arg1);
    act(buf,ch,obj,NULL,TO_ROOM);
    /* First room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p bounces off the %s wall.",arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	act(buf,ch,obj,NULL,TO_CHAR);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p bounces off the %s door.",arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	act(buf,ch,obj,NULL,TO_CHAR);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
	return;
    }
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor);
	act(buf,ch,obj,victim,TO_NOTVICT);
	sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor);
	act(buf,ch,obj,victim,TO_VICT);
	obj_from_char(obj);
	obj_to_char(obj, victim);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }

    /* Second room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
    act(buf,ch,obj,NULL,TO_ROOM);
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor);
	act(buf,ch,obj,victim,TO_NOTVICT);
	sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor);
	act(buf,ch,obj,victim,TO_VICT);
	obj_from_char(obj);
	obj_to_char(obj, victim);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }

    /* Third room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
    act(buf,ch,obj,NULL,TO_ROOM);
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor);
	act(buf,ch,obj,victim,TO_NOTVICT);
	sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor);
	act(buf,ch,obj,victim,TO_VICT);
	obj_from_char(obj);
	obj_to_char(obj, victim);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }

    sprintf(buf,"$p comes flying in from the %s and drops at your feet.",revdoor);
    act(buf,ch,obj,NULL,TO_ROOM);
    obj_from_char(obj);
    obj_to_room(obj, ch->in_room);

    /* Move them back */
    char_from_room(ch);
    char_to_room(ch,location);

    do_autosave(ch,"");
    if (victim != NULL && !IS_NPC(victim)) do_autosave(victim,"");
    return;
}

void do_shoot( CHAR_DATA *ch, char *argument )
{
    ROOM_INDEX_DATA *location;
    ROOM_INDEX_DATA *to_room;
    EXIT_DATA       *pexit;
    CHAR_DATA       *victim;
    OBJ_DATA        *obj;
    OBJ_DATA        *ammo;
    char            arg1      [MAX_INPUT_LENGTH];
    char            arg2      [MAX_INPUT_LENGTH];
    char            buf       [MAX_INPUT_LENGTH];
    char            revdoor   [MAX_INPUT_LENGTH];
    int             door;
    bool	    missed;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL
	|| obj->item_type != ITEM_MISSILE )
    {
    	if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL
	    || obj->item_type != ITEM_MISSILE )
	{
	    send_to_char( "You are not holding anything to shoot.\n\r", ch );
	    return;
	}
    }

    if ( obj->value[1] < 1 )
    {
	send_to_char("First you need to load it.\n\r", ch);
	return;
    }

    if ( arg1[0] == '\0' )
    {
	send_to_char("Please specify a direction to shoot.\n\r", ch);
	return;
    }

    if ( arg2[0] == '\0' )
    {
	send_to_char("Please specify a target to shoot at.\n\r", ch);
	return;
    }

    if      ( !str_cmp( arg1, "n" ) || !str_cmp( arg1, "north" ) )
	{door = 0;sprintf(arg1,"north");}
    else if ( !str_cmp( arg1, "e" ) || !str_cmp( arg1, "east" ) )
	{door = 1;sprintf(arg1,"east");}
    else if ( !str_cmp( arg1, "s" ) || !str_cmp( arg1, "south" ) )
	{door = 2;sprintf(arg1,"south");}
    else if ( !str_cmp( arg1, "w" ) || !str_cmp( arg1, "west" ) )
	{door = 3;sprintf(arg1,"west");}
    else if ( !str_cmp( arg1, "u" ) || !str_cmp( arg1, "up" ) )
	{door = 4;sprintf(arg1,"up");}
    else if ( !str_cmp( arg1, "d" ) || !str_cmp( arg1, "down" ) )
	{door = 5;sprintf(arg1,"down");}
    else
    {
	send_to_char("You can only shoot north, south, east, west, up or down.\n\r", ch);
	return;
    }

    if      ( !str_cmp( arg1, "north" ) ) {door = 0;sprintf(revdoor,"south");}
    else if ( !str_cmp( arg1, "east"  ) ) {door = 1;sprintf(revdoor,"west" );}
    else if ( !str_cmp( arg1, "south" ) ) {door = 2;sprintf(revdoor,"north");}
    else if ( !str_cmp( arg1, "west"  ) ) {door = 3;sprintf(revdoor,"east" );}
    else if ( !str_cmp( arg1, "up"    ) ) {door = 4;sprintf(revdoor,"down" );}
    else if ( !str_cmp( arg1, "down"  ) ) {door = 5;sprintf(revdoor,"up"   );}
    else return;

    if ( get_obj_index( obj->value[0] ) == NULL ) return;

    location = ch->in_room;
    ammo = create_object( get_obj_index( obj->value[0] ), 0 );

    if ( number_percent() <= ammo->value[0] ) missed = FALSE;
    else missed = TRUE;
    obj->value[1] -= 1;

    sprintf(buf,"You point $p %s and shoot.",arg1);
    act(buf,ch,obj,NULL,TO_CHAR);
    sprintf(buf,"$n points $p %s and shoots.",arg1);
    act(buf,ch,obj,NULL,TO_ROOM);
    /* First room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p bounces off the %s wall.",arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	act(buf,ch,ammo,NULL,TO_CHAR);
	obj_to_room(ammo, ch->in_room);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p bounces off the %s door.",arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	act(buf,ch,ammo,NULL,TO_CHAR);
	obj_to_room(ammo, ch->in_room);
	return;
    }
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	if (missed)
	{
	    sprintf(buf,"$p flies in from the %s, just missing $N, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p flies in from the %s, just missing you, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_VICT);
	}
	else
	{
	    sprintf(buf,"$p comes flying in from the %s and strikes $N.",revdoor);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p comes flying in from the %s and strikes you.",revdoor);
	    act(buf,ch,ammo,victim,TO_VICT);
	    obj_to_char(ammo, victim);
    	    char_from_room(ch);
    	    char_to_room(ch,location);
	    victim->hit -= number_range(ammo->value[1],ammo->value[2]);
	    update_pos(victim);
	    if (victim->position == POS_DEAD && !IS_HERO(victim))
	    {
		send_to_char( "You have been KILLED!!\n\r", victim );
		victim->form = 19;
		raw_kill(victim, ch);
	    }
	    return;
	}
    }

    /* Second room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	obj_to_room(ammo, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	obj_to_room(ammo, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    if (!missed)
    {
    	sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
    	act(buf,ch,ammo,NULL,TO_ROOM);
    }
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	if (missed)
	{
	    sprintf(buf,"$p flies in from the %s, just missing $N, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p flies in from the %s, just missing you, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_VICT);
	}
	else
	{
	    sprintf(buf,"$p comes flying in from the %s and strikes $N.",revdoor);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p comes flying in from the %s and strikes you.",revdoor);
	    act(buf,ch,ammo,victim,TO_VICT);
	    obj_to_char(ammo, victim);
    	    char_from_room(ch);
    	    char_to_room(ch,location);
	    victim->hit -= number_range(ammo->value[1],ammo->value[2]);
	    update_pos(victim);
	    if (victim->position == POS_DEAD && !IS_HERO(victim))
	    {
		send_to_char( "You have been KILLED!!\n\r", victim );
		victim->form = 19;
		raw_kill(victim, ch);
	    }
	    return;
	}
    }

    /* Third room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	obj_to_room(ammo, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	obj_to_room(ammo, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    if (!missed)
    {
    	sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
    	act(buf,ch,ammo,NULL,TO_ROOM);
    }
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	if (missed)
	{
	    sprintf(buf,"$p flies in from the %s, just missing $N, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p flies in from the %s, just missing you, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_VICT);
	}
	else
	{
	    sprintf(buf,"$p comes flying in from the %s and strikes $N.",revdoor);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p comes flying in from the %s and strikes you.",revdoor);
	    act(buf,ch,ammo,victim,TO_VICT);
	    obj_to_char(ammo, victim);
    	    char_from_room(ch);
    	    char_to_room(ch,location);
	    victim->hit -= number_range(ammo->value[1],ammo->value[2]);
	    update_pos(victim);
	    if (victim->position == POS_DEAD && !IS_HERO(victim))
	    {
		send_to_char( "You have been KILLED!!\n\r", victim );
		victim->form = 19;
		raw_kill(victim, ch);
	    }
	    return;
	}
    }

    sprintf(buf,"$p comes flying in from the %s and drops at your feet.",revdoor);
    act(buf,ch,ammo,NULL,TO_ROOM);
    obj_to_room(ammo, ch->in_room);

    /* Move them back */
    char_from_room(ch);
    char_to_room(ch,location);
    return;
}

void do_reload( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    OBJ_DATA *ammo;
    OBJ_DATA *missile;

    obj = get_eq_char( ch, WEAR_WIELD );
    obj2 = get_eq_char( ch, WEAR_HOLD );

    if ( obj == NULL || obj2 == NULL )
    {
	send_to_char( "You must hold the weapon to reload in one hand and the ammo in the other.\n\r", ch );
	return;
    }

    if ( !(obj->item_type  == ITEM_MISSILE && obj2->item_type == ITEM_AMMO)
    &&   !(obj2->item_type == ITEM_MISSILE && obj->item_type  == ITEM_AMMO) )
    {
	send_to_char( "You must hold the weapon to reload in one hand and the ammo in the other.\n\r", ch );
	return;
    }

    if ( obj->item_type == ITEM_MISSILE )
    {
	missile = obj;
	ammo = obj2;
    }
    else
    {
	missile = obj2;
	ammo = obj;
    }

    if ( missile->value[1] >= missile->value[2] )
    {
	send_to_char( "It is already fully loaded.\n\r", ch );
	return;
    }

    if ( missile->value[3] != ammo->value[3] )
    {
	send_to_char( "That weapon doesn't take that sort of ammo.\n\r", ch );
	return;
    }

    if ( missile->value[0] != 0 && missile->value[1] != 0 &&
	 missile->value[0] != ammo->pIndexData->vnum )
    {
	send_to_char( "You cannot mix ammo types.\n\r", ch );
	return;
    }

    act("You load $p into $P.",ch,ammo,missile,TO_CHAR);
    act("$n loads $p into $P.",ch,ammo,missile,TO_ROOM);
    missile->value[1] += 1;
    missile->value[0] = ammo->pIndexData->vnum;
    obj_from_char( ammo );
    extract_obj( ammo );
    return;
}

void do_unload( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *missile;
    OBJ_DATA *ammo;

    if ( ( missile = get_eq_char( ch, WEAR_WIELD ) ) == NULL
	|| missile->item_type != ITEM_MISSILE )
    {
    	if ( ( missile = get_eq_char( ch, WEAR_HOLD ) ) == NULL
	    || missile->item_type != ITEM_MISSILE )
	{
	    send_to_char( "You are not holding anything to unload.\n\r", ch );
	    return;
	}
    }

    if ( missile->value[1] <= 0 )
    {
	send_to_char( "But it is already empty!\n\r", ch );
	return;
    }

    if ( get_obj_index( missile->value[0] ) == NULL ) return;

    ammo = create_object( get_obj_index( missile->value[0] ), 0 );
    act("You remove $p from $P.",ch,ammo,missile,TO_CHAR);
    act("$n removes $p from $P.",ch,ammo,missile,TO_ROOM);
    missile->value[1] -= 1;
    obj_to_char(ammo, ch);
    return;
}

void do_stance( CHAR_DATA *ch, char *argument )
{
    char arg      [MAX_INPUT_LENGTH];
    char buf      [MAX_STRING_LENGTH];
    char buf2     [MAX_STRING_LENGTH];
    char kav      [MAX_INPUT_LENGTH];
    int  selection;
    bool got_adv = FALSE;
    bool add_e = FALSE;

    argument = one_argument( argument, arg );

    if (IS_SET(ch->mounted, IS_RIDING))
    {
	send_to_char("Not while mounted.\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 ( arg[0] == '\0' )
    {
	if (ch->stance[0] == -1)
	{
	    ch->stance[0] = 0;
	    send_to_char("You drop into a fighting stance.\n\r",ch);
	    act("$n drops into a fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else
	{
	    if (!IS_NPC(ch) && ch->stance[0] >= 11)
	    {
		free_string(ch->pcdata->stancename);
		ch->pcdata->stancename = str_dup( "" );
	    }
	    ch->stance[0] = -1;
	    send_to_char("You relax from your fighting stance.\n\r",ch);
	    act("$n relaxes from $s fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	return;
    }
    if (ch->stance[0] > 0)
    {
	send_to_char("You cannot change stances until you come up from the one you are currently in.\n\r",ch);
	return;
    }
    if (!str_cmp(arg,"none")    ) {selection = STANCE_NONE;
	send_to_char("You drop into a general fighting stance.\n\r",ch);
	act("$n drops into a general fighting stance.",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"viper")   ) {selection = STANCE_VIPER;
	send_to_char("You arch your body into the viper fighting stance.\n\r",ch);
	act("$n arches $s body into the viper fighting stance.",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"crane")   ) {selection = STANCE_CRANE;
	send_to_char("You swing your body into the crane fighting stance.\n\r",ch);
	act("$n swings $s body into the crane fighting stance.",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"crab")    ) {selection = STANCE_CRAB;
	send_to_char("You squat down into the crab fighting stance.\n\r",ch);
	act("$n squats down into the crab fighting stance. ",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"mongoose")) {selection = STANCE_MONGOOSE;
	send_to_char("You twist into the mongoose fighting stance.\n\r",ch);
	act("$n twists into the mongoose fighting stance. ",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"bull")    ) {selection = STANCE_BULL;
	send_to_char("You hunch down into the bull fighting stance.\n\r",ch);
	act("$n hunches down into the bull fighting stance. ",ch,NULL,NULL,TO_ROOM);}
    else
    {
	strcpy(buf2, "Advanced stances:");
	if (ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200)
	{ strcat(buf2, " Mantis"); got_adv = TRUE; }
	if (ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_CRAB] >= 200)
	{ strcat(buf2, " Dragon"); got_adv = TRUE; }
	if (ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200)
	{ strcat(buf2, " Tiger"); got_adv = TRUE; }
	if (ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
	{ strcat(buf2, " Monkey"); got_adv = TRUE; }
	if (ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
	{ strcat(buf2, " Swallow"); got_adv = TRUE; }
	strcat(buf2, ".\n\r");

	if (!str_cmp(arg,"mantis") && ch->stance[STANCE_CRANE] >= 200 &&
	    ch->stance[STANCE_VIPER] >= 200)
	{
	    selection = STANCE_MANTIS;
	    send_to_char("You spin your body into the mantis fighting stance.\n\r",ch);
	    act("$n spins $s body into the mantis fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 200 &&
	    ch->stance[STANCE_CRAB] >= 200)
	{
	    selection = STANCE_DRAGON;
	    send_to_char("You coil your body into the dragon fighting stance.\n\r",ch);
	    act("$n coils $s body into the dragon fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 200 &&
	    ch->stance[STANCE_VIPER] >= 200)
	{
	    selection = STANCE_TIGER;
	    send_to_char("You lunge into the tiger fighting stance.\n\r",ch);
	    act("$n lunges into the tiger fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 200 &&
	    ch->stance[STANCE_MONGOOSE] >= 200)
	{
	    selection = STANCE_MONKEY;
	    send_to_char("You rotate your body into the monkey fighting stance.\n\r",ch);
	    act("$n rotates $s body into the monkey fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!str_cmp(arg,"swallow") && ch->stance[STANCE_CRAB] >= 200 &&
	    ch->stance[STANCE_MONGOOSE] >= 200)
	{
	    selection = STANCE_SWALLOW;
	    send_to_char("You slide into the swallow fighting stance.\n\r",ch);
	    act("$n slides into the swallow fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!IS_NPC(ch))
	{
	    if (strlen(ch->pcdata->stancelist) > 1)
	    {
		int namecount = loc_name(arg, ch->pcdata->stancelist);

		if (namecount >= 0 && namecount <= 4)
		{
		    if (!IS_SET(ch->pcdata->qstats[namecount], QS_DONE))
		    {
			send_to_char("You haven't bought that stance yet!\n\r",ch);
			return;
		    }
		    switch (ch->pcdata->stancemove[namecount])
		    {
			default: strcpy(kav,"drop"); break;
			case 1:	 strcpy(kav,"arch"); add_e = TRUE; break;
			case 2:	 strcpy(kav,"swing"); break;
			case 3:	 strcpy(kav,"squat"); break;
			case 4:	 strcpy(kav,"twist"); break;
			case 5:	 strcpy(kav,"hunch"); add_e = TRUE; break;
			case 6:	 strcpy(kav,"spin"); break;
			case 7:	 strcpy(kav,"coil"); break;
			case 8:	 strcpy(kav,"lunge"); break;
			case 9:	 strcpy(kav,"rotate"); break;
			case 10: strcpy(kav,"slide"); break;
			case 11: strcpy(kav,"twirl"); break;
			case 12: strcpy(kav,"leap"); break;
			case 13: strcpy(kav,"swoop"); break;
			case 14: strcpy(kav,"roll"); break;
			case 15: strcpy(kav,"wriggle"); break;
		    }
		    sprintf(buf,"You %s into the %s fighting stance.\n\r",kav,arg);
		    send_to_char(buf,ch);
		    sprintf(buf,"$n %s%ss into the %s fighting stance.",
			kav, add_e ? "e" : "", arg );
		    act(buf,ch,NULL,NULL,TO_ROOM);
		    ch->stance[0] = namecount + 11;
		    if (!IS_NPC(ch) && ch->stance[0] >= 11)
		    {
			free_string(ch->pcdata->stancename);
			ch->pcdata->stancename = str_dup( arg );
		    }
		    return;
		}
		send_to_char("Syntax is: stance <style>.\n\r",ch);
		send_to_char("Basic stances: Viper Crane Crab Mongoose Bull.\n\r",ch);
		if (got_adv) send_to_char(buf2, ch);
		sprintf(buf,"Super stances: %s.\n\r",ch->pcdata->stancelist);
		send_to_char(buf,ch);
		return;
	    }
	    send_to_char("Syntax is: stance <style>.\n\r",ch);
	    send_to_char("Basic stances: Viper Crane Crab Mongoose Bull.\n\r",ch);
	    if (got_adv) send_to_char(buf2, ch);
	    return;
	}
	else
	{
	    send_to_char("Syntax is: stance <style>.\n\r",ch);
	    send_to_char("Basic stances: Viper Crane Crab Mongoose Bull.\n\r",ch);
	    if (got_adv) send_to_char(buf2, ch);
	    return;
	}
    }
    ch->stance[0] = selection;
    WAIT_STATE( ch, 12 );
    return;
}

void do_fightstyle( CHAR_DATA *ch, char *argument )
{
    char            arg1     [MAX_INPUT_LENGTH];
    char            arg2     [MAX_INPUT_LENGTH];
    char            buf      [MAX_INPUT_LENGTH];
    int             selection;
    int             value;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	send_to_char("Syntax is: fightstyle <number> <style>.\n\r",ch);
	send_to_char("Style can be selected from the following (enter style in text form):\n\r",ch);
	send_to_char("[ 1]*Trip      [ 2]*Kick      [ 3] Bash      [ 4] Elbow     [ 5] Knee\n\r",ch);
	send_to_char("[ 6] Headbutt  [ 7]*Disarm    [ 8] Bite      [ 9]*Dirt      [10] Grapple\n\r",ch);
	send_to_char("[11] Punch     [12]*Gouge     [13] Rip       [14]*Stamp     [15] Backfist\n\r",ch);
	send_to_char("[16] Jumpkick  [17] Spinkick  [18] Hurl      [19] Sweep     [20] Charge\n\r",ch);
	sprintf(buf,"Selected options: 1:[%d] 2:[%d] 3:[%d] 4:[%d] 5:[%d] 6:[%d] 7:[%d] 8:[%d].\n\r",ch->cmbt[0],ch->cmbt[1],
	ch->cmbt[2],ch->cmbt[3],ch->cmbt[4],ch->cmbt[5],ch->cmbt[6],ch->cmbt[7]);
	send_to_char(buf,ch);
	send_to_char("\n\r* This has been coded (others are not yet in).\n\r",ch);
	return;
    }
    value = is_number( arg1 ) ? atoi( arg1 ) : -1;
    if (value < 1 || value > 8)
    {
	send_to_char("Please enter a value between 1 and 8.\n\r",ch);
	return;
    }
         if (!str_cmp(arg2,"clear")   ) selection = 0;
    else if (!str_cmp(arg2,"trip")    ) selection = 1;
    else if (!str_cmp(arg2,"kick")    ) selection = 2;
    else if (!str_cmp(arg2,"bash")    ) selection = 3;
    else if (!str_cmp(arg2,"elbow")   ) selection = 4;
    else if (!str_cmp(arg2,"knee")    ) selection = 5;
    else if (!str_cmp(arg2,"headbutt")) selection = 6;
    else if (!str_cmp(arg2,"disarm")  ) selection = 7;
    else if (!str_cmp(arg2,"bite")    ) selection = 8;
    else if (!str_cmp(arg2,"dirt")    ) selection = 9;
    else if (!str_cmp(arg2,"grapple") ) selection = 10;
    else if (!str_cmp(arg2,"punch")   ) selection = 11;
    else if (!str_cmp(arg2,"gouge")   ) selection = 12;
    else if (!str_cmp(arg2,"rip")     ) selection = 13;
    else if (!str_cmp(arg2,"stamp")   ) selection = 14;
    else if (!str_cmp(arg2,"backfist")) selection = 15;
    else if (!str_cmp(arg2,"jumpkick")) selection = 16;
    else if (!str_cmp(arg2,"spinkick")) selection = 17;
    else if (!str_cmp(arg2,"hurl")    ) selection = 18;
    else if (!str_cmp(arg2,"sweep")   ) selection = 19;
    else if (!str_cmp(arg2,"charge")  ) selection = 20;
    else
    {
	send_to_char("Syntax is: fightstyle <number> <style>.\n\r",ch);
	send_to_char("Style can be selected from the following (enter style in text form):\n\r",ch);
	send_to_char("[ 1]*Trip      [ 2]*Kick      [ 3] Bash      [ 4] Elbow     [ 5] Knee\n\r",ch);
	send_to_char("[ 6] Headbutt  [ 7]*Disarm    [ 8] Bite      [ 9]*Dirt      [10] Grapple\n\r",ch);
	send_to_char("[11] Punch     [12]*Gouge     [13] Rip       [14]*Stamp     [15] Backfist\n\r",ch);
	send_to_char("[16] Jumpkick  [17] Spinkick  [18] Hurl      [19] Sweep     [20] Charge\n\r",ch);
	sprintf(buf,"Selected options: 1:[%d] 2:[%d] 3:[%d] 4:[%d] 5:[%d] 6:[%d] 7:[%d] 8:[%d].\n\r",ch->cmbt[0],ch->cmbt[1],
	ch->cmbt[2],ch->cmbt[3],ch->cmbt[4],ch->cmbt[5],ch->cmbt[6],ch->cmbt[7]);
	send_to_char(buf,ch);
	send_to_char("\n\r* This has been coded (others are not yet in).\n\r",ch);
	return;
    }
    ch->cmbt[(value-1)] = selection;
    sprintf(buf,"Combat option %d now set to %s (%d).\n\r",value,arg2,ch->cmbt[0]);
    send_to_char(buf,ch);
    return;
}

void fightaction( CHAR_DATA *ch, CHAR_DATA *victim, int actype, int dtype, int wpntype)
{
    AFFECT_DATA af;
/*
    char            buf      [MAX_INPUT_LENGTH]; */

    if ( IS_NPC(ch) ) return;
/*  if ( IS_AFFECTED(ch,AFF_POLYMORPH) ) return; *** Just in case...KaVir */
    if ( actype < 1 || actype > 20 ) return;
    if ( victim == NULL ) return;

    /* Trip */
         if ( actype == 1 )
    {
	if ( number_percent( ) <= ch->wpn[0] )
	    trip( ch, victim );
    	return;
    }
    else if ( actype == 2 && number_percent() < 75 )
    {
	do_kick(ch,"");
    	return;
    }
    else if ( actype == 7 )
    {
	if ( number_percent() < 25 )
	    disarm( ch, victim );
    	return;
    }
    else if ( actype == 9 )
    {
	act( "You kick a spray of dirt into $N's face.",ch,NULL,victim,TO_CHAR );
	act( "$n kicks a spray of dirt into your face.",ch,NULL,victim,TO_VICT );
	act( "$n kicks a spray of dirt into $N's face.",ch,NULL,victim,TO_NOTVICT );
    	if ( IS_AFFECTED(victim, AFF_BLIND) || number_percent() < 25 )
	    return;
    	af.type      = 4;
    	af.location  = APPLY_HITROLL;
    	af.modifier  = -4;
    	af.duration  = 1;
    	af.bitvector = AFF_BLIND;
    	affect_to_char( victim, &af );
	act( "$n is blinded!",victim,NULL,NULL,TO_ROOM );
    	send_to_char( "You are blinded!\n\r", victim );
    	return;
    }
    else if ( actype == 12 )
    {
	act( "You gouge your fingers into $N's eyes.",ch,NULL,victim,TO_CHAR );
	act( "$n gouges $s fingers into your eyes.",ch,NULL,victim,TO_VICT );
	act( "$n gouges $s fingers into $N's eyes.",ch,NULL,victim,TO_NOTVICT );
    	if ( IS_AFFECTED(victim, AFF_BLIND) || number_percent() < 75 )
	{
	    one_hit( ch, victim, dtype, wpntype );
	    return;
	}
    	af.type      = 4;
    	af.location  = APPLY_HITROLL;
    	af.modifier  = -4;
    	af.duration  = 1;
    	af.bitvector = AFF_BLIND;
    	affect_to_char( victim, &af );
	act( "$n is blinded!",victim,NULL,NULL,TO_ROOM );
    	send_to_char( "You are blinded!\n\r", victim );
    	return;
    }
    else if ( actype == 14 )
    {
    	if ( victim->move < 1 ) return;
	act( "You leap in the air and stamp on $N's feet.",ch,NULL,victim,TO_CHAR );
	act( "$n leaps in the air and stamps on your feet.",ch,NULL,victim,TO_VICT );
	act( "$n leaps in the air and stamps on $N's feet.",ch,NULL,victim,TO_NOTVICT );
	victim->move -= number_range(25,50);
	if ( victim->move < 0 ) victim->move = 0;
    	return;
    }
    return;
}

void critical_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam)
{
    OBJ_DATA *obj;
    OBJ_DATA *damaged;
    char buf  [MAX_STRING_LENGTH];
    char buf2 [20];
    int dtype;
    int critical = 0;
    int wpn = 0;
    int wpn2 = 0;
    int count;
    int count2;

    dtype = dt - 1000;
    if (dtype < 0 || dtype > 12) return;
    if (IS_NPC(ch)) critical += (ch->level * 0.2);
    if (!IS_NPC(ch)) critical += (ch->wpn[dtype] * 0.1);
    if (IS_NPC(victim)) critical -= (victim->level * 0.2);
    if (!IS_NPC(victim))
    {
    	obj = get_eq_char( victim, WEAR_WIELD );
    	dtype = TYPE_HIT;
    	if ( obj != NULL && obj->item_type == ITEM_WEAPON )
	    dtype += obj->value[3];
    	wpn = dtype - 1000;
	if (wpn < 0 || wpn > 12) wpn = 0;
    	obj = get_eq_char( victim, WEAR_HOLD );
    	dtype = TYPE_HIT;
    	if ( obj != NULL && obj->item_type == ITEM_WEAPON )
	    dtype += obj->value[3];
    	wpn2 = dtype - 1000;
	if (wpn2 < 0 || wpn2 > 12) wpn2 = 0;

	if (victim->wpn[wpn] > victim->wpn[wpn2])
	    critical -= ((victim->wpn[wpn]+1)/10);
	else
	    critical -= ((victim->wpn[wpn2]+1)/10);
    }
         if (critical < 1 ) critical = 1;
    else if (critical > 5) critical = 5;
    if (number_percent() > critical) return;
    critical = number_range(1,28);
    if (critical == 1)
    {
	if (IS_HEAD(victim,LOST_EYE_L) && IS_HEAD(victim,LOST_EYE_R)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from loosing an eye.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from loosing an eye.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
	    SET_BIT(victim->loc_hp[0],LOST_EYE_L);
	else if (!IS_HEAD(victim,LOST_EYE_R))
	    SET_BIT(victim->loc_hp[0],LOST_EYE_R);
	else if (!IS_HEAD(victim,LOST_EYE_L))
	    SET_BIT(victim->loc_hp[0],LOST_EYE_L);
	else return;
	act("Your skillful blow takes out $N's eye!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow takes out $N's eye!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow takes out your eye!",ch,NULL,victim,TO_VICT);
	make_part(victim,"eyeball");
	return;
    }
    else if (critical == 2)
    {
	if (IS_HEAD(victim,LOST_EAR_L) && IS_HEAD(victim,LOST_EAR_R)) return;
	if ( (damaged = get_eq_char(victim,WEAR_HEAD) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from loosing an ear.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from loosing an ear.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_HEAD(victim,LOST_EAR_L) && number_percent() < 50)
	    SET_BIT(victim->loc_hp[0],LOST_EAR_L);
	else if (!IS_HEAD(victim,LOST_EAR_R))
	    SET_BIT(victim->loc_hp[0],LOST_EAR_R);
	else if (!IS_HEAD(victim,LOST_EAR_L))
	    SET_BIT(victim->loc_hp[0],LOST_EAR_L);
	else return;
	act("Your skillful blow cuts off $N's ear!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's ear!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your ear!",ch,NULL,victim,TO_VICT);
	make_part(victim,"ear");
	return;
    }
    else if (critical == 3)
    {
	if (IS_HEAD(victim,LOST_NOSE)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from loosing your nose.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from loosing $s nose.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	SET_BIT(victim->loc_hp[0],LOST_NOSE);
	act("Your skillful blow cuts off $N's nose!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's nose!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your nose!",ch,NULL,victim,TO_VICT);
	make_part(victim,"nose");
	return;
    }
    else if (critical == 4)
    {
	if (IS_HEAD(victim,LOST_NOSE) || IS_HEAD(victim,BROKEN_NOSE)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from breaking your nose.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from breaking $s nose.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_HEAD(victim,LOST_NOSE) && !IS_HEAD(victim,BROKEN_NOSE))
	    SET_BIT(victim->loc_hp[0],BROKEN_NOSE);
	else return;
	act("Your skillful blow breaks $N's nose!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's nose!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your nose!",ch,NULL,victim,TO_VICT);
	return;
    }
    else if (critical == 5)
    {
	if (IS_HEAD(victim,BROKEN_JAW)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from breaking your jaw.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from breaking $s jaw.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_HEAD(victim,BROKEN_JAW))
	    SET_BIT(victim->loc_hp[0],BROKEN_JAW);
	else return;
	act("Your skillful blow breaks $N's jaw!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's jaw!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your jaw!",ch,NULL,victim,TO_VICT);
	return;
    }
    else if (critical == 6)
    {
	if (IS_ARM_L(victim,LOST_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your left arm.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s left arm.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_ARM_L(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[2],LOST_ARM);
	else return;
	if (!IS_BLEEDING(victim,BLEEDING_ARM_L))
	    SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
	if (IS_BLEEDING(victim,BLEEDING_HAND_L))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
	act("Your skillful blow cuts off $N's left arm!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's left arm!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your left arm!",ch,NULL,victim,TO_VICT);
	make_part(victim,"arm");
	if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM))
	{
	    if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL)
		take_item(victim,obj);
	}
	if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL)
	    take_item(victim,obj);
	if (!is_undying(victim) && number_percent() > 50)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    else if (critical == 7)
    {
	if (IS_ARM_R(victim,LOST_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your right arm.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s right arm.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_ARM_R(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[3],LOST_ARM);
	else return;
	if (!IS_BLEEDING(victim,BLEEDING_ARM_R))
	    SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
	if (IS_BLEEDING(victim,BLEEDING_HAND_R))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
	act("Your skillful blow cuts off $N's right arm!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's right arm!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your right arm!",ch,NULL,victim,TO_VICT);
	make_part(victim,"arm");
	if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM))
	{
	    if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL)
		take_item(victim,obj);
	}
	if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL)
	    take_item(victim,obj);
	if (!is_undying(victim) && number_percent() > 50)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    else if (critical == 8)
    {
	if (IS_ARM_L(victim,LOST_ARM) || IS_ARM_L(victim,BROKEN_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking your left arm.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking $s left arm.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[2],BROKEN_ARM);
	else return;
	act("Your skillful blow breaks $N's left arm!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's left arm!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your left arm!",ch,NULL,victim,TO_VICT);
	if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
	    take_item(victim,obj);
	return;
    }
    else if (critical == 9)
    {
	if (IS_ARM_R(victim,LOST_ARM) || IS_ARM_R(victim,BROKEN_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking your right arm.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking $s right arm.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[3],BROKEN_ARM);
	else return;
	act("Your skillful blow breaks $N's right arm!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's right arm!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your right arm!",ch,NULL,victim,TO_VICT);
	if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
	    take_item(victim,obj);
	return;
    }
    else if (critical == 10)
    {
	if (IS_ARM_L(victim,LOST_HAND) || IS_ARM_L(victim,LOST_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your left hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s left hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[2],LOST_HAND);
	else return;
	if (IS_BLEEDING(victim,BLEEDING_ARM_L))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
	if (!IS_BLEEDING(victim,BLEEDING_HAND_L))
	    SET_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
	act("Your skillful blow cuts off $N's left hand!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's left hand!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your left hand!",ch,NULL,victim,TO_VICT);
	make_part(victim,"hand");
	if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL)
	    take_item(victim,obj);
	if (!is_undying(victim) && number_percent() > 75)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    else if (critical == 11)
    {
	if (IS_ARM_R(victim,LOST_HAND) || IS_ARM_R(victim,LOST_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your right hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s right hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[3],LOST_HAND);
	else return;
	if (IS_BLEEDING(victim,BLEEDING_ARM_R))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
	if (!IS_BLEEDING(victim,BLEEDING_HAND_R))
	    SET_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
	act("Your skillful blow cuts off $N's right hand!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's right hand!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your right hand!",ch,NULL,victim,TO_VICT);
	make_part(victim,"hand");
	if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL)
	    take_item(victim,obj);
	if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL)
	    take_item(victim,obj);
	if (!is_undying(victim) && number_percent() > 75)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    else if (critical == 12)
    {
	if (IS_ARM_L(victim,LOST_ARM)) return;
	if (IS_ARM_L(victim,LOST_HAND)) return;
	if (IS_ARM_L(victim,LOST_THUMB) && IS_ARM_L(victim,LOST_FINGER_I) &&
	IS_ARM_L(victim,LOST_FINGER_M) && IS_ARM_L(victim,LOST_FINGER_R) &&
	IS_ARM_L(victim,LOST_FINGER_L)) return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing some fingers from your left hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing some fingers from $s left hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	count = 0;
	count2 = 0;
	if (!IS_ARM_L(victim,LOST_THUMB) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],LOST_THUMB);count2 += 1;
	    make_part(victim,"thumb");}
	if (!IS_ARM_L(victim,LOST_FINGER_I) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],LOST_FINGER_I);count += 1;
	    make_part(victim,"index");}
	if (!IS_ARM_L(victim,LOST_FINGER_M) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],LOST_FINGER_M);count += 1;
	    make_part(victim,"middle");}
	if (!IS_ARM_L(victim,LOST_FINGER_R) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],LOST_FINGER_R);count += 1;
	    make_part(victim,"ring");
	    if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL)
	        take_item(victim,obj);}
	if (!IS_ARM_L(victim,LOST_FINGER_L) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],LOST_FINGER_L);count += 1;
	    make_part(victim,"little");}
	if (count == 1) sprintf(buf2,"finger");
	else            sprintf(buf2,"fingers");
	if (count > 0 && count2 > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off %d %s and the thumb from $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from your left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off %d %s from $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off %d %s from $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off %d %s from your left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count2 > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off the thumb from $N's left hand.");
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off the thumb from $N's left hand.");
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off the thumb from your left hand.");
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	return;
    }
    else if (critical == 13)
    {
	if (IS_ARM_L(victim,LOST_ARM)) return;
	if (IS_ARM_L(victim,LOST_HAND)) return;
	if ((IS_ARM_L(victim,LOST_THUMB) || IS_ARM_L(victim,BROKEN_THUMB)) &&
	    (IS_ARM_L(victim,LOST_FINGER_I) || IS_ARM_L(victim,BROKEN_FINGER_I)) &&
	    (IS_ARM_L(victim,LOST_FINGER_M) || IS_ARM_L(victim,BROKEN_FINGER_M)) &&
	    (IS_ARM_L(victim,LOST_FINGER_R) || IS_ARM_L(victim,BROKEN_FINGER_R)) &&
	    (IS_ARM_L(victim,LOST_FINGER_L) || IS_ARM_L(victim,BROKEN_FINGER_L)))
		return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking some fingers on your left hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking some fingers on $s left hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	count = 0;
	count2 = 0;
	if (IS_ARM_L(victim,LOST_ARM)) return;
	if (IS_ARM_L(victim,LOST_HAND)) return;

	if (!IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_THUMB) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],BROKEN_THUMB);count2 += 1;}
	if (!IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_FINGER_I) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_I);count += 1;}
	if (!IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_FINGER_M) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_M);count += 1;}
	if (!IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_FINGER_R) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_R);count += 1;}
	if (!IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_FINGER_L) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_L);count += 1;}
	if (count == 1) sprintf(buf2,"finger");
	else            sprintf(buf2,"fingers");
	if (count > 0 && count2 > 0)
	{
	    sprintf(buf,"Your skillful breaks %d %s and the thumb on $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on your left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count > 0)
	{
	    sprintf(buf,"Your skillful blow breaks %d %s on $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks %d %s on $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks %d %s on your left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count2 > 0)
	{
	    sprintf(buf,"Your skillful blow breaks the thumb on $N's left hand.");
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks the thumb on $N's left hand.");
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks the thumb on your left hand.");
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	return;
    }
    else if (critical == 14)
    {
	if (IS_ARM_R(victim,LOST_ARM)) return;
	if (IS_ARM_R(victim,LOST_HAND)) return;
	if (IS_ARM_R(victim,LOST_THUMB) && IS_ARM_R(victim,LOST_FINGER_I) &&
	IS_ARM_R(victim,LOST_FINGER_M) && IS_ARM_R(victim,LOST_FINGER_R) &&
	IS_ARM_R(victim,LOST_FINGER_L)) return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing some fingers from your right hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing some fingers from $s right hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	count = 0;
	count2 = 0;
	if (IS_ARM_R(victim,LOST_ARM)) return;
	if (IS_ARM_R(victim,LOST_HAND)) return;

	if (!IS_ARM_R(victim,LOST_THUMB) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],LOST_THUMB);count2 += 1;
	    make_part(victim,"thumb");}
	if (!IS_ARM_R(victim,LOST_FINGER_I) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],LOST_FINGER_I);count += 1;
	    make_part(victim,"index");}
	if (!IS_ARM_R(victim,LOST_FINGER_M) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],LOST_FINGER_M);count += 1;
	    make_part(victim,"middle");}
	if (!IS_ARM_R(victim,LOST_FINGER_R) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],LOST_FINGER_R);count += 1;
	    make_part(victim,"ring");
	    if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL)
	        take_item(victim,obj);}
	if (!IS_ARM_R(victim,LOST_FINGER_L) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],LOST_FINGER_L);count += 1;
	    make_part(victim,"little");}
	if (count == 1) sprintf(buf2,"finger");
	else            sprintf(buf2,"fingers");
	if (count > 0 && count2 > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off %d %s and the thumb from $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from your right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off %d %s from $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off %d %s from $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off %d %s from your right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count2 > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off the thumb from $N's right hand.");
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off the thumb from $N's right hand.");
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off the thumb from your right hand.");
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	return;
    }
    else if (critical == 15)
    {
	if (IS_ARM_R(victim,LOST_ARM)) return;
	if (IS_ARM_R(victim,LOST_HAND)) return;
	if ((IS_ARM_R(victim,LOST_THUMB) || IS_ARM_R(victim,BROKEN_THUMB)) &&
	    (IS_ARM_R(victim,LOST_FINGER_I) || IS_ARM_R(victim,BROKEN_FINGER_I)) &&
	    (IS_ARM_R(victim,LOST_FINGER_M) || IS_ARM_R(victim,BROKEN_FINGER_M)) &&
	    (IS_ARM_R(victim,LOST_FINGER_R) || IS_ARM_R(victim,BROKEN_FINGER_R)) &&
	    (IS_ARM_R(victim,LOST_FINGER_L) || IS_ARM_R(victim,BROKEN_FINGER_L)))
		return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking some fingers on your right hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking some fingers on $s right hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	count = 0;
	count2 = 0;
	if (IS_ARM_R(victim,LOST_ARM)) return;
	if (IS_ARM_R(victim,LOST_HAND)) return;

	if (!IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_THUMB) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],BROKEN_THUMB);count2 += 1;}
	if (!IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_FINGER_I) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_I);count += 1;}
	if (!IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_FINGER_M) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_M);count += 1;}
	if (!IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_FINGER_R) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_R);count += 1;}
	if (!IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_FINGER_L) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_L);count += 1;}
	if (count == 1) sprintf(buf2,"finger");
	else            sprintf(buf2,"fingers");
	if (count > 0 && count2 > 0)
	{
	    sprintf(buf,"Your skillful breaks %d %s and the thumb on $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on your right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count > 0)
	{
	    sprintf(buf,"Your skillful blow breaks %d %s on $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks %d %s on $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks %d %s on your right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count2 > 0)
	{
	    sprintf(buf,"Your skillful blow breaks the thumb on $N's right hand.");
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks the thumb on $N's right hand.");
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks the thumb on your right hand.");
	    act(buf,ch,NULL,victim,TO_VICT);
	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	return;
    }
    else if (critical == 16)
    {
	if (IS_LEG_L(victim,LOST_LEG)) return;
	if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your left leg.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s left leg.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_LEG_L(victim,LOST_LEG))
	    SET_BIT(victim->loc_hp[4],LOST_LEG);
	else return;
	if (!IS_BLEEDING(victim,BLEEDING_LEG_L))
	    SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
	if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
	act("Your skillful blow cuts off $N's left leg!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's left leg!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your left leg!",ch,NULL,victim,TO_VICT);
	make_part(victim,"leg");
	if (IS_LEG_L(victim,LOST_LEG) && IS_LEG_R(victim,LOST_LEG))
	{
	    if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL)
		take_item(victim,obj);
	}
	if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
	    take_item(victim,obj);
	if (!is_undying(victim) && number_percent() > 50)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    else if (critical == 17)
    {
	if (IS_LEG_R(victim,LOST_LEG)) return;
	if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your right leg.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s right leg.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_LEG_R(victim,LOST_LEG))
	    SET_BIT(victim->loc_hp[5],LOST_LEG);
	else return;
	if (!IS_BLEEDING(victim,BLEEDING_LEG_R))
	    SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
	if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
	act("Your skillful blow cuts off $N's right leg!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's right leg!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your right leg!",ch,NULL,victim,TO_VICT);
	make_part(victim,"leg");
	if (IS_LEG_L(victim,LOST_LEG) && IS_LEG_R(victim,LOST_LEG))
	{
	    if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL)
		take_item(victim,obj);
	}
	if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
	    take_item(victim,obj);
	if (!is_undying(victim) && number_percent() > 50)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    else if (critical == 18)
    {
	if (IS_LEG_L(victim,BROKEN_LEG) || IS_LEG_L(victim,LOST_LEG)) return;
	if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking your left leg.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking $s left leg.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
	    SET_BIT(victim->loc_hp[4],BROKEN_LEG);
	else return;
	act("Your skillful blow breaks $N's left leg!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's left leg!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your left leg!",ch,NULL,victim,TO_VICT);
	return;
    }
    else if (critical == 19)
    {
	if (IS_LEG_R(victim,BROKEN_LEG) || IS_LEG_R(victim,LOST_LEG)) return;
	if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking your right leg.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking $s right leg.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
	    SET_BIT(victim->loc_hp[5],BROKEN_LEG);
	else return;
	act("Your skillful blow breaks $N's right leg!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's right leg!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your right leg!",ch,NULL,victim,TO_VICT);
	return;
    }
    else if (critical == 20)
    {
	if (IS_LEG_L(victim,LOST_LEG) || IS_LEG_L(victim,LOST_FOOT)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FEET) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your left foot.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s left foot.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_LEG_L(victim,LOST_LEG) && !IS_LEG_L(victim,LOST_FOOT))
	    SET_BIT(victim->loc_hp[4],LOST_FOOT);
	else return;
	if (IS_BLEEDING(victim,BLEEDING_LEG_L))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
	if (!IS_BLEEDING(victim,BLEEDING_FOOT_L))
	    SET_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
	act("Your skillful blow cuts off $N's left foot!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's left foot!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your left foot!",ch,NULL,victim,TO_VICT);
	make_part(victim,"foot");
	if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
	    take_item(victim,obj);
	if (!is_undying(victim) && number_percent() > 75)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    else if (critical == 21)
    {
	if (IS_LEG_R(victim,LOST_LEG) || IS_LEG_R(victim,LOST_FOOT)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FEET) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your right foot.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s right foot.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (!IS_LEG_R(victim,LOST_LEG) && !IS_LEG_R(victim,LOST_FOOT))
	    SET_BIT(victim->loc_hp[5],LOST_FOOT);
	else return;
	if (IS_BLEEDING(victim,BLEEDING_LEG_R))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
	if (!IS_BLEEDING(victim,BLEEDING_FOOT_R))
	    SET_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
	act("Your skillful blow cuts off $N's right foot!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's right foot!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your right foot!",ch,NULL,victim,TO_VICT);
	make_part(victim,"foot");
	if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
	    take_item(victim,obj);
	if (!is_undying(victim) && number_percent() > 75)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    else if (critical == 22)
    {
	int bodyloc = 0;
	int broken = number_range(1,3);
	if (IS_BODY(victim,BROKEN_RIBS_1 )) bodyloc += 1;
	if (IS_BODY(victim,BROKEN_RIBS_2 )) bodyloc += 2;
	if (IS_BODY(victim,BROKEN_RIBS_4 )) bodyloc += 4;
	if (IS_BODY(victim,BROKEN_RIBS_8 )) bodyloc += 8;
	if (IS_BODY(victim,BROKEN_RIBS_16)) bodyloc += 16;
	if (bodyloc >= 24) return;

	if ( (damaged = get_eq_char(victim,WEAR_BODY) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from breaking some ribs.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from breaking some ribs.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (IS_BODY(victim,BROKEN_RIBS_1 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
	if (IS_BODY(victim,BROKEN_RIBS_2 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
	if (IS_BODY(victim,BROKEN_RIBS_4 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
	if (IS_BODY(victim,BROKEN_RIBS_8 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
	if (IS_BODY(victim,BROKEN_RIBS_16))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
	if (bodyloc+broken > 24) broken -= 1;
	if (bodyloc+broken > 24) broken -= 1;
	bodyloc += broken;
	if (bodyloc >= 16) {bodyloc -= 16;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
	if (bodyloc >= 8) {bodyloc -= 8;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
	if (bodyloc >= 4) {bodyloc -= 4;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
	if (bodyloc >= 2) {bodyloc -= 2;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
	if (bodyloc >= 1) {bodyloc -= 1;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
	sprintf(buf,"Your skillful blow breaks %d of $N's ribs!",broken);
	act(buf,ch,NULL,victim,TO_CHAR);
	sprintf(buf,"$n's skillful blow breaks %d of $N's ribs!",broken);
	act(buf,ch,NULL,victim,TO_NOTVICT);
	sprintf(buf,"$n's skillful blow breaks %d of your ribs!",broken);
	act(buf,ch,NULL,victim,TO_VICT);
	return;
    }
    else if (critical == 23)
    {
	int bodyloc = 0;
	int broken = number_range(1,3);
	if (IS_HEAD(victim,LOST_TOOTH_1 )) bodyloc += 1;
	if (IS_HEAD(victim,LOST_TOOTH_2 )) bodyloc += 2;
	if (IS_HEAD(victim,LOST_TOOTH_4 )) bodyloc += 4;
	if (IS_HEAD(victim,LOST_TOOTH_8 )) bodyloc += 8;
	if (IS_HEAD(victim,LOST_TOOTH_16)) bodyloc += 16;
	if (bodyloc >= 28) return;

	if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from loosing some teeth.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from loosing some teeth.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if (IS_HEAD(victim,LOST_TOOTH_1 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);
	if (IS_HEAD(victim,LOST_TOOTH_2 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);
	if (IS_HEAD(victim,LOST_TOOTH_4 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);
	if (IS_HEAD(victim,LOST_TOOTH_8 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);
	if (IS_HEAD(victim,LOST_TOOTH_16))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);
	if (bodyloc+broken > 28) broken -= 1;
	if (bodyloc+broken > 28) broken -= 1;
	bodyloc += broken;
	if (bodyloc >= 16) {bodyloc -= 16;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
	if (bodyloc >= 8) {bodyloc -= 8;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
	if (bodyloc >= 4) {bodyloc -= 4;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
	if (bodyloc >= 2) {bodyloc -= 2;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
	if (bodyloc >= 1) {bodyloc -= 1;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
	sprintf(buf,"Your skillful blow knocks out %d of $N's teeth!",broken);
	act(buf,ch,NULL,victim,TO_CHAR);
	sprintf(buf,"$n's skillful blow knocks out %d of $N's teeth!",broken);
	act(buf,ch,NULL,victim,TO_NOTVICT);
	sprintf(buf,"$n's skillful blow knocks out %d of your teeth!",broken);
	act(buf,ch,NULL,victim,TO_VICT);
	if (broken >= 1) make_part(victim,"tooth");
	if (broken >= 2) make_part(victim,"tooth");
	if (broken >= 3) make_part(victim,"tooth");
	return;
    }
    else if (critical == 24)
    {
	if (IS_ARM_L(victim,LOST_HAND) || IS_ARM_L(victim,LOST_ARM) || 
	    IS_ARM_L(victim, SLIT_WRIST)) return;
	if ( (damaged = get_eq_char(victim,WEAR_WRIST_L) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from having your left wrist slashed open.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from having $s left wrist slashed open.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	SET_BIT(victim->loc_hp[2],SLIT_WRIST);
	if (IS_BLEEDING(victim,BLEEDING_ARM_L))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
	if (IS_BLEEDING(victim,BLEEDING_HAND_L))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
	if (!IS_BLEEDING(victim,BLEEDING_WRIST_L))
	    SET_BIT(victim->loc_hp[6],BLEEDING_WRIST_L);
	act("Your skillful blow slashes open $N's left wrist!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow slashes open $N's left wrist!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow slashes open your left wrist!",ch,NULL,victim,TO_VICT);
	if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
	    take_item(victim,obj);
	return;
    }
    else if (critical == 25)
    {
	if (IS_ARM_R(victim,LOST_HAND) || IS_ARM_R(victim,LOST_ARM) || 
	    IS_ARM_R(victim, SLIT_WRIST)) return;
	if ( (damaged = get_eq_char(victim,WEAR_WRIST_R) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from having your right wrist slashed open.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from having $s right wrist slashed open.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	SET_BIT(victim->loc_hp[3],SLIT_WRIST);
	if (IS_BLEEDING(victim,BLEEDING_ARM_R))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
	if (IS_BLEEDING(victim,BLEEDING_HAND_R))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
	if (!IS_BLEEDING(victim,BLEEDING_WRIST_R))
	    SET_BIT(victim->loc_hp[6],BLEEDING_WRIST_R);
	act("Your skillful blow slashes open $N's right wrist!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow slashes open $N's right wrist!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow slashes open your right wrist!",ch,NULL,victim,TO_VICT);
	if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
	    take_item(victim,obj);
	return;
    }
    else if (critical == 26)
    {
	if ( (damaged = get_eq_char(victim,WEAR_NECK_1) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from having your throat slashed open.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from having $s throat slashed open.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	if ( (damaged = get_eq_char(victim,WEAR_NECK_2) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from having your throat slashed open.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from having $s throat slashed open.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	SET_BIT(victim->loc_hp[1],CUT_THROAT);
	if (!IS_BLEEDING(victim,BLEEDING_THROAT))
	    SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
	act("Your skillful blow slashes open $N's throat!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow slashes open $N's throat!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow slashes open your throat!",ch,NULL,victim,TO_VICT);
	if (!is_undying(victim) && number_percent() > 50)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    else if (critical == 27)
    {
	if ( (damaged = get_eq_char(victim,WEAR_BODY) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from having your chest slashed open.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from having $s chest slashed open.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	SET_BIT(victim->loc_hp[1],CUT_CHEST);
	if (!IS_BLEEDING(victim,BLEEDING_CHEST))
	    SET_BIT(victim->loc_hp[6],BLEEDING_CHEST);
	act("Your skillful blow slashes open $N's chest!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow slashes open $N's chest!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow slashes open your chest!",ch,NULL,victim,TO_VICT);
	if (!is_undying(victim) && number_percent() > 50)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    else if (critical == 28)
    {
	if ( (damaged = get_eq_char(victim,WEAR_BODY) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from being disembowelled.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from being disembowelled.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
	SET_BIT(victim->loc_hp[1],CUT_STOMACH);
	if (!IS_BLEEDING(victim,BLEEDING_STOMACH))
	    SET_BIT(victim->loc_hp[6],BLEEDING_STOMACH);
	act("Your skillful blow disembowels $N!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow disembowels $N!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow disembowels you!",ch,NULL,victim,TO_VICT);
	if (!is_undying(victim) && number_percent() > 50)
	{
	    act("You have struck $N a mortal wound.",ch,NULL,victim,TO_CHAR);
	    act("$n has struck $N a mortal wound.",ch,NULL,victim,TO_NOTVICT);
	    act("$n has struck you a mortal wound.",ch,NULL,victim,TO_VICT);
	    demon_gain(ch,victim);
	    group_gain(ch,victim);
	    SET_BIT(victim->extra, EXTRA_DYING);
	    victim->form = 20;
	}
	return;
    }
    return;
}

void special_move( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int dam = number_range(5,10) + char_damroll(ch);

    if (dam < 10) dam = 10;

    switch (number_range(1,7))
    {
    default:
	return;
    case 1:
	act("You pull your hands into your waist then snap them into $N's stomach.",ch,NULL,victim,TO_CHAR);
	act("$n pulls $s hands into $s waist then snaps them into your stomach.",ch,NULL,victim,TO_VICT);
	act("$n pulls $s hands into $s waist then snaps them into $N's stomach.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_punch);
	if (victim == NULL || victim->position == POS_DEAD) return;
	act("You double over in agony, and fall to the ground gasping for breath.",victim,NULL,NULL,TO_CHAR);
	act("$n doubles over in agony, and falls to the ground gasping for breath.",victim,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 2:
	act("You spin in a low circle, catching $N behind $S ankle.",ch,NULL,victim,TO_CHAR);
	act("$n spins in a low circle, catching you behind your ankle.",ch,NULL,victim,TO_VICT);
	act("$n spins in a low circle, catching $N behind $S ankle.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_sweep);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
	{act("Your left leg shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's left leg shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG);}
	else if (number_percent() <= 25 && !IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
	{act("Your right leg shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's right leg shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG);}
	act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 3:
	act("You roll between $N's legs and flip to your feet.",ch,NULL,victim,TO_CHAR);
	act("$n rolls between your legs and flips to $s feet.",ch,NULL,victim,TO_VICT);
	act("$n rolls between $N's legs and flips to $s feet.",ch,NULL,victim,TO_NOTVICT);
	act("You spin around and smash your elbow into the back of $N's head.",ch,NULL,victim,TO_CHAR);
	act("$n spins around and smashes $s elbow into the back of your head.",ch,NULL,victim,TO_VICT);
	act("$n spins around and smashes $s elbow into the back of $N's head.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_elbow);
	if (victim == NULL || victim->position == POS_DEAD) return;
	act("You fall to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n falls to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 4:
	act("You somersault over $N's head and land lightly on your toes.",ch,NULL,victim,TO_CHAR);
	act("$n somersaults over your head and lands lightly on $s toes.",ch,NULL,victim,TO_VICT);
	act("$n somersaults over $N's head and lands lightly on $s toes.",ch,NULL,victim,TO_NOTVICT);
	act("You roll back onto your shoulders and kick both feet into $N's back.",ch,NULL,victim,TO_CHAR);
	act("$n rolls back onto $s shoulders and kicks both feet into your back.",ch,NULL,victim,TO_VICT);
	act("$n rolls back onto $s shoulders and kicks both feet into $N's back.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_kick);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_SPINE))
	{act("Your spine shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's spine shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE);}
	act("You fall to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n falls to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	act("You flip back up to your feet.",ch,NULL,NULL,TO_CHAR);
	act("$n flips back up to $s feet.",ch,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 5:
	act("You grab $N by the neck and slam your head into $S face.",ch,NULL,victim,TO_CHAR);
	act("$n grabs $N by the neck and slams $s head into $S face.",ch,NULL,victim,TO_NOTVICT);
	act("$n grabs you by the neck and slams $s head into your face.",ch,NULL,victim,TO_VICT);
	damage(ch,victim,dam,gsn_headbutt);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
	{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
	else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
	{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
	else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
	{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}
	act("You grab $N by the waist and hoist $M above your head.",ch,NULL,victim,TO_CHAR);
	act("$n grabs $N by the waist and hoists $M above $s head.",ch,NULL,victim,TO_NOTVICT);
	act("$n grabs you by the waist and hoists you above $s head.",ch,NULL,victim,TO_VICT);
	special_hurl(ch,victim);
	if (victim == NULL || victim->position == POS_DEAD) return;
	act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 6:
	act("You slam your fist into $N's stomach, who doubles over in agony.",ch,NULL,victim,TO_CHAR);
	act("$n slams $s fist into your stomach, and you double over in agony.",ch,NULL,victim,TO_VICT);
	act("$n slams $s fist into $N's stomach, who doubles over in agony.",ch,NULL,victim,TO_NOTVICT);
	act("You grab $N by the head and slam $S face into your knee.",ch,NULL,victim,TO_CHAR);
	act("$n grabs you by the head and slams your face into $s knee.",ch,NULL,victim,TO_VICT);
	act("$n grabs $N by the head and slams $S face into $s knee.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_knee);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
	{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
	else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
	{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
	else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
	{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}
	act("You roll onto your back and smash your feet into $N's chest.",ch,NULL,victim,TO_CHAR);
	act("$n rolls onto $s back and smashes $s feet into your chest.",ch,NULL,victim,TO_VICT);
	act("$n rolls onto $s back and smashes $s feet into $N's chest.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_kick);
	if (victim == NULL || victim->position == POS_DEAD) return;
	act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	act("You flip back up to your feet.",ch,NULL,NULL,TO_CHAR);
	act("$n flips back up to $s feet.",ch,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 7:
	act("You duck under $N's attack and pound your fist into $S stomach.",ch,NULL,victim,TO_CHAR);
	act("$n ducks under your attack and pounds $s fist into your stomach.",ch,NULL,victim,TO_VICT);
	act("$n ducks under $N's attack and pounds $s fist into $N's stomach.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_punch);
	if (victim == NULL || victim->position == POS_DEAD) return;
	act("You double over in agony.",victim,NULL,NULL,TO_CHAR);
	act("$n doubles over in agony.",victim,NULL,NULL,TO_ROOM);

	act("You grab $M by the head and smash your knee into $S face.",ch,NULL,victim,TO_CHAR);
	act("$n grabs you by the head and smashes $s knee into your face.",ch,NULL,victim,TO_VICT);
	act("$n grabs $M by the head and smashes $s knee into $N's face.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_knee);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
	{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
	else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
	{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
	else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
	{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}

	act("You stamp on the back of $N's leg, forcing $M to drop to one knee.",ch,NULL,victim,TO_CHAR);
	act("$n stamps on the back of your leg, forcing you to drop to one knee.",ch,NULL,victim,TO_VICT);
	act("$n stamps on the back of $N's leg, forcing $M to drop to one knee.",ch,NULL,victim,TO_NOTVICT);

	act("You grab $N by the hair and yank $S head back.",ch,NULL,victim,TO_CHAR);
	act("$n grabs you by the hair and yank your head back.",ch,NULL,victim,TO_VICT);
	act("$n grabs $N by the hair and yank $S head back.",ch,NULL,victim,TO_NOTVICT);

	act("You hammer your elbow down into $N's face.",ch,NULL,victim,TO_CHAR);
	act("$n hammers $s elbow down into your face.",ch,NULL,victim,TO_VICT);
	act("$n hammers $s elbow down into $N's face.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_elbow);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
	{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
	else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
	{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
	else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
	{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}
	act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    }
    return;
}

void special_hurl( CHAR_DATA *ch, CHAR_DATA *victim )
{
    ROOM_INDEX_DATA *to_room;
    EXIT_DATA       *pexit;
    EXIT_DATA       *pexit_rev;
    char            buf       [MAX_INPUT_LENGTH];
    char            direction [MAX_INPUT_LENGTH];
    int             door;
    int             rev_dir;
    int             dam;

    rev_dir = 0;

    door = number_range(0,3);

    if (door == 0) {sprintf(direction,"north");rev_dir = 2;}
    if (door == 1) {sprintf(direction,"east");rev_dir = 3;}
    if (door == 2) {sprintf(direction,"south");rev_dir = 0;}
    if (door == 3) {sprintf(direction,"west");rev_dir = 1;}

    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$n hurls $N into the %s wall.", direction);
	act(buf,ch,NULL,victim,TO_NOTVICT);
	sprintf(buf,"You hurl $N into the %s wall.", direction);
	act(buf,ch,NULL,victim,TO_CHAR);
	sprintf(buf,"$n hurls you into the %s wall.", direction);
	act(buf,ch,NULL,victim,TO_VICT);
	dam = number_range(ch->level, (ch->level * 4));
	victim->hit = victim->hit - dam;
	update_pos(victim);
    	if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill++;
    	if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath++;
	if (victim->position == POS_DEAD) 
	{
	    victim->form = 7;
	    raw_kill(victim, ch);
	    return;
	}
	return;
    }

    pexit = victim->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) && 
	!IS_AFFECTED(victim,AFF_PASS_DOOR ) &&
	!IS_AFFECTED(victim,AFF_ETHEREAL  ) )
    {
	if (IS_SET(pexit->exit_info, EX_LOCKED))
	    REMOVE_BIT(pexit->exit_info, EX_LOCKED);
	if (IS_SET(pexit->exit_info, EX_CLOSED))
	    REMOVE_BIT(pexit->exit_info, EX_CLOSED);
	sprintf(buf,"$n hurls $N %s.", direction);
	act(buf,ch,NULL,victim,TO_NOTVICT);
	sprintf(buf,"You hurl $N %s.", direction);
	act(buf,ch,NULL,victim,TO_CHAR);
	sprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword);
	act(buf,ch,NULL,victim,TO_VICT);
	sprintf(buf,"There is a loud crash as $n smashes through the $d.");
	act(buf,victim,NULL,pexit->keyword,TO_ROOM);

	if ( ( to_room   = pexit->to_room               ) != NULL
	&&   ( pexit_rev = to_room->exit[rev_dir] ) != NULL
	&&   pexit_rev->to_room == ch->in_room
	&&   pexit_rev->keyword != NULL )
	{
	    if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
		REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
	    if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
		REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
	    if (door == 0) sprintf(direction,"south");
	    if (door == 1) sprintf(direction,"west");
	    if (door == 2) sprintf(direction,"north");
	    if (door == 3) sprintf(direction,"east");
	    char_from_room(victim);
	    char_to_room(victim,to_room);
	    sprintf(buf,"$n comes smashing in through the %s $d.", direction);
	    act(buf,victim,NULL,pexit->keyword,TO_ROOM);
	    dam = number_range(ch->level, (ch->level * 6));
	    victim->hit = victim->hit - dam;
	    update_pos(victim);
    	    if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill++;
    	    if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath++;
	    if (victim->position == POS_DEAD) 
	    {
		victim->form = 7;
		raw_kill(victim, ch);
		return;
	    }
	}
    }
    else
    {
	sprintf(buf,"$n hurls $N %s.", direction);
	act(buf,ch,NULL,victim,TO_NOTVICT);
	sprintf(buf,"You hurl $N %s.", direction);
	act(buf,ch,NULL,victim,TO_CHAR);
	sprintf(buf,"$n hurls you %s.", direction);
	act(buf,ch,NULL,victim,TO_VICT);
	if (door == 0) sprintf(direction,"south");
	if (door == 1) sprintf(direction,"west");
	if (door == 2) sprintf(direction,"north");
	if (door == 3) sprintf(direction,"east");
	char_from_room(victim);
	char_to_room(victim,to_room);
	sprintf(buf,"$n comes flying in from the %s.", direction);
	act(buf,victim,NULL,NULL,TO_ROOM);
	dam = number_range(ch->level, (ch->level * 2));
	victim->hit = victim->hit - dam;
	update_pos(victim);
    	if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill++;
    	if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath++;
	if (victim->position == POS_DEAD) 
	{
	    victim->form = 7;
	    raw_kill(victim, ch);
	    return;
	}
    }
    return;
}

int highest_skill( CHAR_DATA *ch )
{
    int highest, loop;

    if (IS_NPC(ch)) return 0;

    highest = 0;

    for (loop = 0; loop <= 12; loop++)
    {
	if (ch->wpn[loop] > highest) highest = ch->wpn[loop];
    }

    return highest;
}

int highest_stance( CHAR_DATA *ch, bool advanced)
{
    int highest, loop, start;

    if (IS_NPC(ch)) return 0;

    highest = 0;

    if (advanced) start = 6; else start = 1;

    for (loop = start; loop <= 11; loop++)
    {
	if (ch->stance[loop] > highest) highest = ch->stance[loop];
    }

    return highest;
}

void beast_rage( CHAR_DATA *ch )
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;

    if (IS_NPC(ch) || !IS_VAMPIRE(ch)) return;

    if (ch->pcdata->wolf < 1 && !IS_MORE(ch, MORE_ANGER)) return;
    if (ch->position < POS_SLEEPING) return;
    if (ch->position == POS_FIGHTING) return;
    if (ch->position < POS_FIGHTING) do_stand(ch,"");

    if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");

    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
    {
	vch_next	= vch->next_in_room;
	if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) continue;
	if ( ch == vch ) continue;
	if ( !can_see(ch, vch) ) continue;
	if ( auto_safe(ch, vch) ) continue;
	if ( number_percent() <= 50 ) continue;
	if ( IS_MORE(ch, MORE_ANGER) && vch->position <= POS_MORTAL ) continue;
	if ( IS_MORE(ch, MORE_ANGER))
	{
	    act("You decide to vent your anger on $N!",ch,NULL,vch,TO_CHAR);
	    act("$n snarls in anger and lunges at $N!",ch,NULL,vch,TO_NOTVICT);
	    act("$n snarls in anger and lunges at you!",ch,NULL,vch,TO_VICT);
	}
	else
	{
	    send_to_char("Your beast demands BLOOD!\n\r",ch);
	    act("$n roars with rage as $s inner beast demands BLOOD!",ch,NULL,NULL,TO_ROOM);
	}
	if ( !IS_NPC(vch) && vch->position == POS_MORTAL )
	    do_tear(ch,vch->name);
	else
	    multi_hit( ch, vch, TYPE_UNDEFINED );
	return;
    }
    if (ch->pcdata->wolf > 0) ch->pcdata->wolf--;
    if ((ch->pcdata->wolf > 0 || IS_MORE(ch, MORE_ANGER)) && 
	number_percent() <= 25)
    {
	switch (number_range(1,8))
	{
	    default:
	    case 1:
		send_to_char("You snarl angrilly.\n\r",ch);
		act("$n snarls angrilly.",ch,NULL,NULL,TO_ROOM);
		break;
	    case 2:
		send_to_char("You roar with rage!\n\r",ch);
		act("$n roars with rage!",ch,NULL,NULL,TO_ROOM);
		break;
	    case 3:
		send_to_char("You grit your teeth and fume with rage.\n\r",ch);
		act("$n grits $s teeth and fumes with rage.",ch,NULL,NULL,TO_ROOM);
		break;
	    case 4:
		send_to_char("You glare around icily.\n\r",ch);
		act("$n glares icily around $m.",ch,NULL,NULL,TO_ROOM);
		break;
	    case 5:
		send_to_char("You growl with unbridled hatred.\n\r",ch);
		act("$n growls with unbridled hatred.",ch,NULL,NULL,TO_ROOM);
		break;
	    case 6:
		send_to_char("You laugh diabolically.  MUHAHAHAHAHAHA!\n\r",ch);
		act("$n laughs diabolically.  MUHAHAHAHAHAHA!",ch,NULL,NULL,TO_ROOM);
		break;
	    case 7:
		send_to_char("You sneer in utter contempt.\n\r",ch);
		act("$n sneers in utter contempt.",ch,NULL,NULL,TO_ROOM);
		break;
	    case 8:
		send_to_char("You throw back your head and cackle with insane glee!\n\r",ch);
		act("$n throws back $s head and cackles with insane glee!",ch,NULL,NULL,TO_ROOM);
		break;
	}
    }
    return;
}