/***************************************************************************

 *  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.                                                  *

 ***************************************************************************/



#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;

    char bufskill [20];

    char buf [MAX_INPUT_LENGTH];

    int dice1;

    int dice2;

    int trapper;

    int max_skl = 200;



    dice1 = number_percent();

    dice2 = number_percent();



    if (IS_NPC(ch)) return;



    if (IS_CLASS(ch, CLASS_HIGHLANDER)) max_skl = 1000;



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

    else            wield = get_eq_char( ch, WEAR_HOLD  );



    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 ((dice1 > ch->wpn[dtype] && dice2 > ch->wpn[dtype]) || (dice1==100 || dice2==100)) 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] == 201 ) 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);

    /*changed from WHITE to L_GREEN*/

	ADD_COLOUR(ch,buf,L_GREEN);

    send_to_char(buf,ch);

    return;

}



void improve_stance( CHAR_DATA *ch )

{

    char buf        [MAX_INPUT_LENGTH];

    char bufskill   [25];

    char stancename [10];

    int dice1;

    int dice2;

    int stance;



    dice1 = number_percent();

    dice2 = number_percent();



    if (IS_NPC(ch)) return;



    stance = ch->stance[0];

    if (stance < 1 || stance > 10) return;

    if (ch->stance[stance] >= 200) {ch->stance[stance] = 200; return;}

    if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) || (dice1==100 || dice2==100)) 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 return;

    sprintf(buf,"You are now %s the %s stance.\n\r",bufskill,stancename);

	/*changed from WHITE to L_GREEN BY cryic*/

    ADD_COLOUR(ch,buf,L_GREEN);

    send_to_char(buf,ch);

    return;

}



void do_alignment( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];



    one_argument( argument, arg );



    if (IS_NPC(ch)) return;

/*

    if (ch->level > 2)

    {

	send_to_char( "Only mortals have the power to change 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 ( arg[0] != '\0' && !str_cmp(arg,"renegade") && 

	( ch->class == 1 || ch->class == 2 ))

    {

	ch->class = 3;

	send_to_char( "You are now a renegade.\n\r", ch );

	sprintf(buf,"%s has turned renegade!",ch->name);

	do_info(ch,buf);

	return;

    }



    if (ch->class == 1)

    {

	send_to_char( "You are a scavenger.\n\r", ch );

	return;

    }

    else if (ch->class == 2)

    {

	send_to_char( "You are a mutant.\n\r", ch );

	return;

    }

    else if (ch->class == 3)

    {

	send_to_char( "You are a renegade.\n\r", ch );

	return;

    }



    if ( arg[0] == '\0' )

    {

	send_to_char( "You have not yet picked a side to fight on.\n\r", ch );

	send_to_char( "Please enter 'Scavenger' or 'Mutant'.\n\r", ch );

	return;

    }

    if (!str_cmp(arg,"scavenger"))

    {

	ch->class = 1;

	send_to_char( "You are now a scavenger.\n\r", ch );

	sprintf(buf,"%s has sided with the scavengers!",ch->name);

	do_info(ch,buf);

    }

    else if (!str_cmp(arg,"mutant"))

    {

	ch->class = 2;

	send_to_char( "You are now a mutant.\n\r", ch );

	sprintf(buf,"%s has sided with the mutants!",ch->name);

	do_info(ch,buf);

    }

    else send_to_char( "Please enter 'Scavenger' or 'Mutant'.\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;



    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      (victim->wpn[dtype] == 0   ) sprintf(bufskill,"totally unskilled");

    else if (victim->wpn[dtype] <= 25  ) sprintf(bufskill,"slightly skilled");

    else if (victim->wpn[dtype] <= 50  ) sprintf(bufskill,"reasonable");

    else if (victim->wpn[dtype] <= 75  ) sprintf(bufskill,"fairly competent");

    else if (victim->wpn[dtype] <= 100 ) sprintf(bufskill,"highly skilled");

    else if (victim->wpn[dtype] <= 125 ) sprintf(bufskill,"very dangerous");

    else if (victim->wpn[dtype] <= 150 ) sprintf(bufskill,"extremely deadly");

    else if (victim->wpn[dtype] <= 175 ) sprintf(bufskill,"an expert");

    else if (victim->wpn[dtype] <= 199 ) sprintf(bufskill,"a master");

    else if (victim->wpn[dtype] == 200 ) sprintf(bufskill,"a grand master");

    else if (victim->wpn[dtype] <= 1000) sprintf(bufskill,"supremely skilled");

    else return;



    if      (victim->wpn[dtype2] == 0   ) sprintf(bufskill2,"totally unskilled");

    else if (victim->wpn[dtype2] <= 25  ) sprintf(bufskill2,"slightly skilled");

    else if (victim->wpn[dtype2] <= 50  ) sprintf(bufskill2,"reasonable");

    else if (victim->wpn[dtype2] <= 75  ) sprintf(bufskill2,"fairly competent");

    else if (victim->wpn[dtype2] <= 100 ) sprintf(bufskill2,"highly skilled");

    else if (victim->wpn[dtype2] <= 125 ) sprintf(bufskill2,"very dangerous");

    else if (victim->wpn[dtype2] <= 150 ) sprintf(bufskill2,"extremely deadly");

    else if (victim->wpn[dtype2] <= 175 ) sprintf(bufskill2,"an expert");

    else if (victim->wpn[dtype2] <= 199 ) sprintf(bufskill2,"a master");

    else if (victim->wpn[dtype2] == 200 ) sprintf(bufskill2,"a grand master");

    else if (victim->wpn[dtype2] <= 1000) sprintf(bufskill,"supremely skilled");

    else return;



    if (ch == victim)

    {

    	if (dtype == 0 && dtype2 == 0)

	    sprintf(buf,"You are %s at unarmed combat.\n\r",bufskill);

    	else

	{

	    if (dtype != 0)

		sprintf(buf,"You are %s with %s.\n\r",bufskill,wield->short_descr);

	    if (dtype2 != 0)

		sprintf(buf2,"You are %s with %s.\n\r",bufskill2,wield2->short_descr);

	}

    }

    else

    {

    	if (dtype == 0 && dtype2 == 0)

	    sprintf(buf,"%s is %s at unarmed combat.\n\r",victim->name,bufskill);

    	else

	{

	    if (dtype != 0)

		sprintf(buf,"%s is %s with %s.\n\r",victim->name,bufskill,wield->short_descr);

	    if (dtype2 != 0)

		sprintf(buf2,"%s is %s with %s.\n\r",victim->name,bufskill2,wield2->short_descr);

	}

    }

    if (!(dtype == 0 && dtype2 != 0)) send_to_char(buf,ch);

    if (dtype2 != 0) send_to_char(buf2,ch);

    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\n\r", victim );

		raw_kill(victim);

	    }

	    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\n\r", victim );

		raw_kill(victim);

	    }

	    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\n\r", victim );

		raw_kill(victim);

	    }

	    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];

    int             selection;



    argument = one_argument( argument, arg );



    if (IS_NPC(ch)) return;

    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

	{

	    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

    {

	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

	{

	    send_to_char("Syntax is: stance <style>.\n\r",ch);

	    send_to_char("Stance being one of: None, Viper, Crane, Crab, Mongoose, Bull.\n\r",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+1) / 5);

    if (!IS_NPC(ch)) critical += ((ch->wpn[dtype]+1)/10);

    if (IS_NPC(victim)) critical -= ((victim->level+1) / 5);

    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(1,23);

    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);

	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);

	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);

	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);

	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);

	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);

	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);

	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);

	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;

    }

    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 = ch->mkill + 1;

    	if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;

	if (victim->position == POS_DEAD) {raw_kill(victim);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 = ch->mkill + 1;

    	    if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;

	    if (victim->position == POS_DEAD) {raw_kill(victim);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 = ch->mkill + 1;

    	if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;

	if (victim->position == POS_DEAD) {raw_kill(victim);return;}

    }

    return;

}