/*************************************************************************** * 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" #include "warlock.h" /* * Local functions. */ void adv_spell_damage args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void adv_spell_affect args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void adv_spell_action args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void birth_write args( ( CHAR_DATA *ch, char *argument ) ); bool birth_ok args( ( CHAR_DATA *ch, char *argument ) ); /* Need to get rid of those flames somehow - KaVir */ void do_devoursoul(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if ( !IS_CLASS(ch, CLASS_DEMON)) return; if ( arg[0] == '\0' ) { send_to_char( "Whose soul do you wish to devour?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (!IS_NEWFLAG(victim, AFF_ALLOW_DEMON)) { stc("They have not released their soul, yet.\n\r",ch); return; } if ( victim->class > 0 || IS_NPC(victim)) { send_to_char("You cannot wrench their soul from their deity.\n\r",ch); send_to_char("You feel a tugging at your soul.\n\r",victim); return; } victim->class = CLASS_DEMON; victim->generation = 1; set_learnable_disciplines(victim); set_form(victim, 0); victim->pcdata->perm_int -= 4; victim->alignment = -666; victim->hit = 1; victim->move = 1; save_char_obj(victim); save_char_obj(ch); sprintf(buf, "%s's soul has been devoured by %s.", victim->name, ch->name); do_info(ch,buf); /* Now demons actually have forms. Kooky. */ set_form(victim, FRM_LEMURE); look_name(victim); ch->hit = ch->max_hit; WAIT_STATE(ch, 10); WAIT_STATE(victim, 30); send_to_char("Plunging your hand deep within your victims chest, you rip out their\n\r",ch); send_to_char("soul, leaving a lifeless husk motionless at your feet. You have been\n\r",ch); send_to_char("rewarded by your diety by enrolling another follower.\n\r",ch); act("$N's vast demonic form towers over you. With a mighty roar, $E plunges $S\n\rscaly claw into your chest. Blood sprays everywhere, and you hear the eldritch\n\rmocking cry of conquest as your mortal conciousness fades forever.", victim, NULL, ch, TO_CHAR); send_to_char("The demonic transformation *****TOTALLY DESTROYS***** you.\n\r",victim); send_to_char("That really did HURT!\n\r",victim); send_to_char("You have been KILLED!\n\r",victim); act("With a deafening roar, the great demon $N plunges $S claw into $n's chest and rips out $s soul. $n drops to the ground, lifeless.", victim, NULL, ch, TO_NOTVICT); } /* void do_level( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char skill [20]; char stance [20]; one_argument( argument, arg ); if (IS_NPC(ch)) return; send_to_char("---------------------------=[#6 Weapon Levels#n ]=-------------------------------\n\r", ch); sprintf(skill,"Slice : %-10d", ch->wpn[1]); send_to_char( skill, ch ); sprintf(skill,"Stab : %-10d", ch->wpn[2]); send_to_char( skill, ch ); sprintf(skill, "Slash : %-10d", ch->wpn[3]); send_to_char( skill, ch ); sprintf(skill,"Whip : %-10d\n\r", ch->wpn[4]); send_to_char( skill, ch ); sprintf(skill,"Claw : %-10d", ch->wpn[5]); send_to_char( skill, ch ); sprintf(skill,"Blast : %-10d", ch->wpn[6]); send_to_char( skill, ch ); sprintf(skill,"Pound : %-10d", ch->wpn[7]); send_to_char( skill, ch ); sprintf(skill,"Crush: %-10d\n\r", ch->wpn[8]); send_to_char( skill, ch ); sprintf(skill,"Grep : %-10d", ch->wpn[9]); send_to_char( skill, ch ); sprintf(skill,"Bite : %-10d", ch->wpn[10]); send_to_char( skill, ch ); sprintf(skill,"Pierce : %-10d", ch->wpn[11]); send_to_char( skill, ch ); sprintf(skill,"Suck : %-10d\n\r", ch->wpn[12]); send_to_char( skill, ch ); sprintf(skill,"Unarmed : %-10d\n\r\n", ch->wpn[0]); send_to_char( skill, ch ); send_to_char("---------------------------=[#6 Stance Levels#n ]=--------------------------------\n\r",ch); sprintf(skill,"Viper : %-10d", ch->stance[1]); send_to_char( skill, ch ); sprintf(skill, "Crane : %-10d", ch->stance[2]); send_to_char( skill, ch ); sprintf(skill, "Crab : %-10d", ch->stance[3]); send_to_char( skill, ch ); sprintf(skill,"Mongoose : %-10d\n\r", ch->stance[4]); send_to_char( skill, ch ); sprintf(skill,"Bull : %-10d", ch->stance[5]); send_to_char( skill, ch ); sprintf(skill, "Mantis : %-10d", ch->stance[6]); send_to_char( skill, ch ); sprintf(skill,"Dragon : %-10d", ch->stance[7]); send_to_char( skill, ch ); sprintf(skill,"Tiger : %-10d\n\r", ch->stance[8]); send_to_char( skill, ch ); sprintf(skill,"Monkey : %-10d", ch->stance[9]); send_to_char( skill, ch ); sprintf(skill,"Swallow : %-10d", ch->stance[10]); send_to_char( skill, ch ); sprintf(skill,"Leopard : %-10d\n\r\n", ch->stance[12]); send_to_char( skill, ch ); send_to_char("---------------------------=[#6 Spell Levels#n ]=---------------------------------\n\r", ch); sprintf(skill,"#5Purple#n : %-10d", ch->spl[0]); send_to_char( skill, ch ); sprintf(skill,"#4Blue#n : %-10d", ch->spl[2]); send_to_char( skill, ch ); sprintf(skill,"#1Red#n : %-10d\n\r", ch->spl[1]); send_to_char( skill, ch ); sprintf(skill,"#2Green#n : %-10d", ch->spl[3]); send_to_char( skill, ch ); sprintf(skill, "#3Yellow#n : %-10d\n\r\n", ch->spl[4]); send_to_char( skill, ch ); send_to_char("---------------------------=[#6 Misc. Things#n ]=---------------------------------\n\r", ch); sprintf(skill, "Recall Room : %d ", ch->home); send_to_char( skill, ch ); sprintf(skill, "Trust : %d\n\r", ch->trust); send_to_char( skill, ch ); if ( ch->stance[11] == 1 ) sprintf(stance, " Viper\n\r" ); else if ( ch->stance[11] == 2 ) sprintf(stance, " Crane\n\r" ); else if ( ch->stance[11] == 3 ) sprintf(stance, " Crab\n\r" ); else if ( ch->stance[11] == 4 ) sprintf(stance, " Mongoose\n\r" ); else if ( ch->stance[11] == 5 ) sprintf(stance, " Bull\n\r" ); else if ( ch->stance[11] == 6 ) sprintf(stance, " Mantis\n\r" ); else if ( ch->stance[11] == 7 ) sprintf(stance, " Dragon\n\r" ); else if ( ch->stance[11] == 8 ) sprintf(stance, " Tiger\n\r" ); else if ( ch->stance[11] == 9 ) sprintf(stance, " Monkey\n\r" ); else if ( ch->stance[11] == 10 ) sprintf(stance, " Swallow\n\r" ); else sprintf(stance, " None\n\r" ); sprintf(skill, "Autostance: %s", stance); send_to_char( skill, ch ); send_to_char("\n---------------------------=[#6 Class Things#n ]=---------------------------------\n\r", ch); if ( IS_CLASS(ch, CLASS_DEMON) ) send_to_char("You are a demon!\n\r", ch); if ( IS_CLASS(ch, CLASS_MAGE) ) send_to_char("You are a mage!\n\r", ch); if ( IS_CLASS(ch, CLASS_WEREWOLF) ) send_to_char("You are a werewolf!\n\r", ch); if ( IS_CLASS(ch, CLASS_NINJA) ) send_to_char("You are a ninja!\n\r", ch); if ( IS_CLASS(ch, CLASS_VAMPIRE) ) send_to_char("You are a vampire!\n\r", ch); if ( IS_CLASS(ch, CLASS_HIGHLANDER) ) send_to_char("You are a highlander!\n\r", ch); if ( IS_CLASS(ch, CLASS_DROW) ) send_to_char("You are a drow!\n\r", ch); if (IS_CLASS(ch, CLASS_VAMPIRE) ) { sprintf(skill, "Generation : %d ", ch->generation); send_to_char( skill, ch ); if (ch->pcdata->rank == AGE_TRUEBLOOD) send_to_char("You are a TrueBlood!\n\r",ch); else if (ch->pcdata->rank == AGE_LA_MAGRA) send_to_char("You are a La Magra!\n\r",ch); else if (ch->pcdata->rank == AGE_METHUSELAH) send_to_char("You are a Methuselah!\n\r",ch); else if (ch->pcdata->rank == AGE_ELDER) send_to_char("You are an Elder!\n\r",ch); else if (ch->pcdata->rank == AGE_ANCILLA) send_to_char("You are an Ancilla!\n\r",ch); else if (ch->pcdata->rank == AGE_NEONATE) send_to_char("You are a Neonate!\n\r", ch); else send_to_char("You are a Childe!\n\r", ch); if ( IS_SET(ch->special, SPC_PRINCE) ) send_to_char("You are a prince!\n\r", ch); } if (IS_CLASS(ch, CLASS_NINJA) ) { sprintf(skill, "Generation : %d\n\r", ch->generation); send_to_char( skill, ch ); if ( IS_SET(ch->special, SPC_PRINCE) ) send_to_char("You can discipline people!\n\r", ch); } if (IS_CLASS(ch, CLASS_WEREWOLF) ) { sprintf(skill, "Generation : %d\n\r", ch->generation); send_to_char( skill, ch ); if ( IS_SET(ch->special, SPC_SIRE) && ch->generation > 2 ) send_to_char("You are able to spread the gift!\n\r", ch); if ( IS_SET(ch->special, SPC_PRINCE) && ch->generation > 2 ) send_to_char("You are a shaman!\n\r", ch); } } */ void do_level( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char skill [20]; /* char stance [20];*/ one_argument( argument, arg ); if (IS_NPC(ch)) return; send_to_char("---------------------------=[#6Weapon Levels#n]=--------------------------------\n\r", ch); sprintf(skill,"Slice : %-4d", ch->wpn[1]); send_to_char( skill, ch ); sprintf(skill," Stab : %-4d", ch->wpn[2]); send_to_char( skill, ch ); sprintf(skill," Slash : %-4d", ch->wpn[3]); send_to_char( skill, ch ); sprintf(skill," Whip : %-4d", ch->wpn[4]); send_to_char( skill, ch ); sprintf(skill," Claw : %-4d\n\r", ch->wpn[5]); send_to_char( skill, ch ); sprintf(skill,"Blast : %-4d", ch->wpn[6]); send_to_char( skill, ch ); sprintf(skill," Pound : %-4d", ch->wpn[7]); send_to_char( skill, ch ); sprintf(skill," Crush : %-4d", ch->wpn[8]); send_to_char( skill, ch ); sprintf(skill," Grep : %-4d", ch->wpn[9]); send_to_char( skill, ch ); sprintf(skill," Bite : %-4d\n\r", ch->wpn[10]); send_to_char( skill, ch ); sprintf(skill,"Pierce : %-4d", ch->wpn[11]); send_to_char( skill, ch ); sprintf(skill," Suck : %-4d", ch->wpn[12]); send_to_char( skill, ch ); sprintf(skill," Unarmed: %-4d\n\r\n", ch->wpn[0]); send_to_char( skill, ch ); send_to_char("---------------------------=[#6Stance Levels#n]=--------------------------------\n\r",ch); sprintf(skill,"Viper : %-4d", ch->stance[1]); send_to_char( skill, ch ); sprintf(skill, "Crane : %-4d", ch->stance[2]); send_to_char( skill, ch ); sprintf(skill, "Crab : %-4d", ch->stance[3]); send_to_char( skill, ch ); sprintf(skill,"Mongoose : %-4d", ch->stance[4]); send_to_char( skill, ch ); sprintf(skill,"Bull : %-4d\n\r", ch->stance[5]); send_to_char( skill, ch ); sprintf(skill, "Mantis : %-4d", ch->stance[6]); send_to_char( skill, ch ); sprintf(skill,"Dragon : %-4d", ch->stance[7]); send_to_char( skill, ch ); sprintf(skill,"Tiger : %-4d", ch->stance[8]); send_to_char( skill, ch ); sprintf(skill,"Monkey : %-4d", ch->stance[9]); send_to_char( skill, ch ); sprintf(skill,"Swallow : %-4d\n\r", ch->stance[10]); send_to_char( skill, ch ); sprintf(skill,"Leopard : %-10d\n\r\n", ch->stance[12]); send_to_char( skill, ch ); send_to_char("---------------------------=[#6Spell Levels#n]=---------------------------------\n\r", ch); sprintf(skill,"#5Purple#n : %-4d", ch->spl[0]); send_to_char( skill, ch ); sprintf(skill,"#4Blue#n : %-4d", ch->spl[2]); send_to_char( skill, ch ); sprintf(skill,"#1Red#n : %-4d", ch->spl[1]); send_to_char( skill, ch ); sprintf(skill,"#2Green#n : %-4d", ch->spl[3]); send_to_char( skill, ch ); sprintf(skill, "#3Yellow#n : %-4d\n\r\n", ch->spl[4]); send_to_char( skill, ch ); send_to_char("---------------------------=[#6Misc. Things#n]=---------------------------------\n\r", ch); sprintf(skill, "Recall Room : %d ", ch->home); send_to_char( skill, ch ); /* if ( ch->stance[11] == 1 ) sprintf(stance, " Viper\n\r" ); else if ( ch->stance[11] == 2 ) sprintf(stance, " Crane\n\r" ); else if ( ch->stance[11] == 3 ) sprintf(stance, " Crab\n\r" ); else if ( ch->stance[11] == 4 ) sprintf(stance, " Mongoose\n\r" ); else if ( ch->stance[11] == 5 ) sprintf(stance, " Bull\n\r" ); else if ( ch->stance[11] == 6 ) sprintf(stance, " Mantis\n\r" ); else if ( ch->stance[11] == 7 ) sprintf(stance, " Dragon\n\r" ); else if ( ch->stance[11] == 8 ) sprintf(stance, " Tiger\n\r" ); else if ( ch->stance[11] == 9 ) sprintf(stance, " Monkey\n\r" ); else if ( ch->stance[11] == 10 ) sprintf(stance, " Swallow\n\r" ); else sprintf(stance, " None\n\r" ); sprintf(skill, "Autostance: %s", stance); send_to_char( skill, ch );*/ send_to_char("\n---------------------------=[#6Class Things#n]=---------------------------------\n\r", ch); if ( IS_CLASS(ch, CLASS_DEMON) ) send_to_char("You are a demon!\n\r", ch); if ( IS_CLASS(ch, CLASS_MAGE) ) send_to_char("You are a mage!\n\r", ch); if ( IS_CLASS(ch, CLASS_WEREWOLF) ) send_to_char("You are a werewolf!\n\r", ch); if ( IS_CLASS(ch, CLASS_NINJA) ) send_to_char("You are a ninja!\n\r", ch); if ( IS_CLASS(ch, CLASS_VAMPIRE) ) send_to_char("You are a vampire!\n\r", ch); if ( IS_CLASS(ch, CLASS_HIGHLANDER) ) send_to_char("You are a highlander!\n\r", ch); if ( IS_CLASS(ch, CLASS_DROW) ) send_to_char("You are a drow!\n\r", ch); if (IS_CLASS(ch, CLASS_VAMPIRE) ) { sprintf(skill, "Generation : %d ", ch->generation); send_to_char( skill, ch ); if (ch->pcdata->rank == AGE_TRUEBLOOD) send_to_char("You are a TrueBlood!\n\r",ch); if (ch->pcdata->rank == AGE_LA_MAGRA) send_to_char("You are a La Magra!\n\r",ch); else if (ch->pcdata->rank == AGE_METHUSELAH) send_to_char("You are a Methuselah!\n\r",ch); else if (ch->pcdata->rank == AGE_ELDER) send_to_char("You are an Elder!\n\r",ch); else if (ch->pcdata->rank == AGE_ANCILLA) send_to_char("You are an Ancilla!\n\r",ch); else if (ch->pcdata->rank == AGE_NEONATE) send_to_char("You are a Neonate!\n\r", ch); else send_to_char("You are a Childe!\n\r", ch); if ( IS_SET(ch->special, SPC_PRINCE) ) send_to_char("You are a prince!\n\r", ch); } if (IS_CLASS(ch, CLASS_NINJA) ) { sprintf(skill, "Generation : %d\n\r", ch->generation); send_to_char( skill, ch ); if ( IS_SET(ch->special, SPC_PRINCE) ) send_to_char("You can discipline people!\n\r", ch); } if (IS_CLASS(ch, CLASS_WEREWOLF) ) { sprintf(skill, "Generation : %d\n\r", ch->generation); send_to_char( skill, ch ); if ( IS_SET(ch->special, SPC_SIRE) && ch->generation > 2 ) send_to_char("You are able to spread the gift!\n\r", ch); if ( IS_SET(ch->special, SPC_PRINCE) && ch->generation > 2 ) send_to_char("You are a shaman!\n\r", ch); } } /* void do_autostance( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int selection; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!str_cmp(arg,"none") ) { selection = STANCE_NONE; send_to_char("You're autostance has been removed.\n\r",ch); REMOVE_BIT(ch->extra, EXTRA_STANCE); } else if (!str_cmp(arg,"viper") ) { selection = STANCE_VIPER; send_to_char("Viper stance set.\n\r",ch); } else if (!str_cmp(arg,"crane") ) { selection = STANCE_CRANE; send_to_char("Crane stance set.\n\r",ch); } else if (!str_cmp(arg,"crab") ) { selection = STANCE_CRAB; send_to_char("Crab stance set.\n\r",ch); } else if (!str_cmp(arg,"mongoose")) { selection = STANCE_MONGOOSE; send_to_char("Mongoose stance set.\n\r",ch); } else if (!str_cmp(arg,"bull") ) { selection = STANCE_BULL; send_to_char("Bull stance set.\n\r",ch); } else { if (!str_cmp(arg,"mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) { selection = STANCE_MANTIS; send_to_char("Mantis stance set.\n\r",ch); } else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_CRAB] >= 200) { selection = STANCE_DRAGON; send_to_char("Dragon stance set.\n\r",ch); } else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) { selection = STANCE_TIGER; send_to_char("Tiger stance set.\n\r",ch); } else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { selection = STANCE_MONKEY; send_to_char("Monkey stance set.\n\r",ch); } else if (!str_cmp(arg,"swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { selection = STANCE_SWALLOW; send_to_char("Swallow stance set.\n\r",ch); } else { send_to_char("Syntax is: autostance <style>.\n\r",ch); send_to_char("Autotance being one of: None, Viper, Crane,Crab, Mongoose, Bull.\n\r",ch); send_to_char(" If you know them: Mantis, Dragon, Tiger, Monkey, Swallow.\n\r",ch); return; } } ch->stance[11] = selection; SET_BIT(ch->extra, EXTRA_STANCE); return; } */ void do_smother( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *inroom; one_argument( argument, arg ); if (IS_NPC( ch )) return; inroom=ch->in_room; if ( arg[0] == '\0' && !IS_SET(inroom->room_flags,ROOM_FLAMING)) { send_to_char( "Smother whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot smother yourself.\n\r", ch ); return; } if (!IS_AFFECTED(victim, AFF_FLAMING)) { send_to_char( "But they are not on fire!\n\r", ch ); return; } if ( number_percent() > (ch->level) ) { act( "You try to smother the flames around $N but fail!", ch, NULL, victim, TO_CHAR ); act( "$n tries to smother the flames around you but fails!", ch, NULL, victim, TO_VICT ); act( "$n tries to smother the flames around $N but fails!", ch, NULL, victim, TO_NOTVICT ); if ( number_percent() > 98 && !IS_AFFECTED(ch,AFF_FLAMING) ) { act( "A spark of flame from $N's body sets you on fire!", ch, NULL, victim, TO_CHAR ); act( "A spark of flame from your body sets $n on fire!", ch, NULL, victim, TO_VICT ); act( "A spark of flame from $N's body sets $n on fire!", ch, NULL, victim, TO_NOTVICT ); SET_BIT(ch->affected_by, AFF_FLAMING); do_humanity(ch,""); } return; } act( "You manage to smother the flames around $M!", ch, NULL, victim, TO_CHAR ); act( "$n manages to smother the flames around you!", ch, NULL, victim, TO_VICT ); act( "$n manages to smother the flames around $N!", ch, NULL, victim, TO_NOTVICT ); REMOVE_BIT(victim->affected_by, AFF_FLAMING); do_humanity(ch,""); return; } void do_introduce( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->generation > 0 && ch->generation < 14) { if ( ch->generation == 1 ) { sprintf(buf,"My name is %s. I am of the First Generation. I am the Sire of all Kindred.\n\r", ch->name); do_say(ch,buf); } else if ( ch->generation == 2 ) { sprintf(buf,"My name is %s. I am of the Second Generation. My sire is Caine.\n\r",ch->name ); do_say(ch,buf); } else if ( ch->generation == 3 ) { sprintf(buf,"My name is %s. I am of the Third Generation. My sire is Caine.\n\r",ch->name ); do_say(ch, buf); } else if ( ch->generation > 3 ) { sprintf(buf,"My name is %s. I am of the %dth Generation. My sire is Caine.\n\r",ch->name, ch->generation ); do_say(ch,buf); } else return; } else if (IS_CLASS(ch, CLASS_WEREWOLF) && IS_HERO(ch) && ch->generation > 0 && ch->generation < 7) { if ( ch->generation == 1 ) { sprintf(buf,"My name is %s. I am the chosen champion of Gaia.\n\r",ch->name ); do_say(ch,buf); } else if ( ch->generation > 1 ) { sprintf(buf,"My name is %s. I am the pup of Gaia.",ch->name ); do_say(ch,buf); } return; } else send_to_char("Huh?\n\r",ch); return; } /* Loads of Vampire powers follow. KaVir */ void do_coil( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_SERP] < 8) { send_to_char("You require level 8 Serpentis to use Body Coil.\n\r", ch); return; } if (!IS_SET(ch->newbits, NEW_COIL)) { send_to_char("You prepare to coil your victims.\n\r", ch); SET_BIT(ch->newbits, NEW_COIL); return; } else if (IS_SET(ch->newbits, NEW_COIL)) { send_to_char("You stand down from your coil posture.\n\r", ch); REMOVE_BIT(ch->newbits, NEW_COIL); return; } return; } void do_tide( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAU] < 5) { send_to_char("You require level 5 Thaumaturgy to use Tide of Vitae.\n\r", ch); return; } if (ch->practice < 10) { send_to_char("You require at least 10 primal to use Tide of Vitae.\n\r",ch); return; } if (IS_SET(ch->newbits, NEW_TIDE)) {send_to_char("The tide is already with you.\n\r",ch); return;} SET_BIT(ch->newbits, NEW_TIDE); ch->practice -= 10; send_to_char("You feel a tide of vitae rush over you.\n\r",ch); } void do_flash( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_QUIE] < 9) { send_to_char("You require level 9 Quietus to use Flashing Speed.\n\r", ch); return; } if (IS_EXTRA(ch, EXTRA_FLASH)) { send_to_char("You are already moving swiftly.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 200) { send_to_char("You have insufficient blood.\n\r",ch); return; } SET_BIT(ch->extra, EXTRA_FLASH); ch->power[DISC_VAMP_CELE] += 2; ch->pcdata->condition[COND_THIRST] -= 200; sprintf(buf, "%s starts moving with lightening speed.",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("You start moving with lightening speed.\n\r",ch); return; } void do_death( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *inroom; inroom= ch->in_room; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_QUIE] < 5) { send_to_char("You require level 5 Quietus to use Silence of Death.\n\r", ch); return; } if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0) { sprintf(buf,"The silence leaves the room.\n\r"); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("The silence leaves the room.\n\r", ch); SET_RTIMER(ch->in_room, RTIMER_SILENCE, 0); return; } if (ch->pcdata->condition[COND_THIRST] < 300) { send_to_char("You have insufficient blood.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= 300; SET_RTIMER(inroom, RTIMER_SILENCE, 10); sprintf(buf,"A look of concentration passes over %s's face.\n\r", ch->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r",ch); sprintf(buf,"An eerie silence fills the room.\n\r"); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); return; } void do_acid( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DOMI] < 4) { send_to_char("You require level 9 Vicissitude to use Acid Blood.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 500) { send_to_char("You have insufficient blood.\n\r", ch); return; } if (IS_SET(ch->act, PLR_ACID)) { REMOVE_BIT( ch->act, PLR_ACID); stc( "Your blood turns back to normal.\n\r", ch); } else { SET_BIT(ch->act, PLR_ACID); send_to_char("Your blood turns to a potent acid.\n\r", ch); } return; } void do_retrn( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *location; act( "$n raises $s arms to the sky.", ch, NULL, NULL, TO_ROOM ); act( "Your raise your arms to the sky.", ch, NULL, NULL, TO_CHAR ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "Huh?\n\r", ch ); return; } location = get_room_index(27000); if (ch->power[DISC_VAMP_OBFU] < 8) { send_to_char("You must obtain at least level 8 in Obuscate to Return to Caine.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 250) { send_to_char("You have insufficient blood.\n\r", ch); return; } if (ch->practice < 20) { send_to_char("You need 20 primal to use Return to Caine.\n\r", ch); return; } if ( ch->in_room == location ) return; ch->pcdata->condition[COND_THIRST] -= 250; ch->practice -= 20; act( "$n disappears.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, location ); act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return; } void do_forget( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "Huh?\n\r", ch ); return; } if (ch->power[DISC_VAMP_DOMI] < 8) { send_to_char("You must obtain at least level 8 in Dominate to use Forgetful Mind.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Force whom to forget what disc?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("Why use Forgetful Mind on a mob?\n\r", ch); return; } if (!IS_CLASS(victim, CLASS_VAMPIRE)) { send_to_char("Only useful on vamps?\n\r", ch); return; } if ( IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You can only use Forgetful Mind on Avatar's or lower.\n\r", ch ); return; } if (ch->pcdata->condition[COND_THIRST] < 250) { send_to_char("You have insufficient blood.\n\r", ch); return; } if (ch->practice < 25) { send_to_char("You need 25 primal to use Forgetful Mind.\n\r", ch); return; } act("You close your eyes and concentrate on $N.", ch,NULL,victim,TO_CHAR); act("$n closes $s eyes and concentrates on you.", ch,NULL,victim,TO_VICT); act("$n closes $s eyes and cencentrates on $N.", ch,NULL,victim,TO_NOTVICT); ch->pcdata->condition[COND_THIRST] -= 250; ch->practice -= 25; WAIT_STATE(ch, 12); if ( number_percent() > 10) { send_to_char("You failed.\n\r",ch); return; } if ( !str_cmp(arg2,"animalism") ) { victim->power[DISC_VAMP_ANIM] -= 1; act("Your mind becomes hazy about Animalism.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"celerity") ) { victim->power[DISC_VAMP_CELE] -= 1; act("Your mind becomes hazy about Celerity.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"dominate") ) { victim->power[DISC_VAMP_DOMI] -= 1; act("Your mind becomes hazy about Dominate.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"fortitude") ) { victim->power[DISC_VAMP_FORT] -= 1; act("Your mind becomes hazy about Fortitude.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"auspex") ) { victim->power[DISC_VAMP_AUSP] -= 1; act("Your mind becomes hazy about Auspex.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"obfuscate") ) { victim->power[DISC_VAMP_OBFU] -= 1; act("Your mind becomes hazy about Obfuscate.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"obtenebration") ) { victim->power[DISC_VAMP_OBTE] -= 1; act("Your mind becomes hazy about Obtenebration.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"presence") ) { victim->power[DISC_VAMP_PRES] -= 1; act("Your mind becomes hazy about Presence.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"potence") ) { victim->power[DISC_VAMP_POTE] -= 1; act("Your mind becomes hazy about Potence.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"protean") ) { victim->power[DISC_VAMP_PROT] -= 1; act("Your mind becomes hazy about Protean.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"quietus") ) { victim->power[DISC_VAMP_QUIE] -= 1; act("Your mind becomes hazy about Quietus.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"serpentis") ) { victim->power[DISC_VAMP_SERP] -= 1; act("Your mind becomes hazy about Serpentis.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"thaumaturgy") ) { victim->power[DISC_VAMP_THAU] -= 1; act("Your mind becomes hazy about Thaumaturgy.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"vicissitude") ) { victim->power[DISC_VAMP_VICI] -= 1; act("Your mind becomes hazy about Vicissitude.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } return; } void do_rot( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "Huh?\n\r", ch ); return; } if (ch->power[DISC_VAMP_VICI] < 2) { send_to_char("You must obtain at level 2 in Thanatosis to use Putrefaction.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to use Putrefaction on?\n\r", ch ); return; } 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("Why use Putrefaction on a mob?\n\r", ch); return; } if ( IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You can only use Putrefaction on Avatar's or lower.\n\r", ch ); return; } if (is_safe(ch,victim) == TRUE) return; if (victim->hit < victim->max_hit) { send_to_char("They are hurt and suspicious.\n\r", ch); return; } act("You close your eyes and concentrate on $N.", ch,NULL,victim,TO_CHAR); act("$n closes $s eyes and concentrates on you.", ch,NULL,victim,TO_VICT); act("$n closes $s eyes and cencentrates on $N.", ch,NULL,victim,TO_NOTVICT); WAIT_STATE(ch, 12); if (number_percent( ) < 50) { send_to_char("You failed.\n\r",ch); return; } act("Your flesh begins to rot!", victim,NULL,NULL,TO_CHAR); act("$n's flesh begins to rot!", victim,NULL,NULL,TO_ROOM); SET_BIT(victim->extra, EXTRA_ROT); return; } void do_dragon (CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int dam; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_VICI] < 8) { send_to_char("You must have at least level 8 Vicissitude to use Dragon Breath.\n\r",ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone.\n\r", ch); return; } if (!IS_EXTRA(ch,EXTRA_DRAGON)) { send_to_char("You must be in Dragonform to use Dragonbreath.\n\r",ch); return; } if (ch->pcdata->condition[COND_THIRST] < 6) { send_to_char("You have insufficient blood.\n\r", ch); return; } WAIT_STATE(ch, 12); if (!IS_NPC(victim)) { dam = ch->power[DISC_VAMP_VICI] * 50; } if (IS_NPC(victim)) { dam = ch->power[DISC_VAMP_VICI] * 200; } ch->pcdata->condition[COND_THIRST] -= 6; if ((!IS_NPC(victim)) && IS_CLASS(victim, CLASS_VAMPIRE)) { dam *= 1.5; } if ((!IS_NPC(victim)) && IS_CLASS(victim, CLASS_WEREWOLF)) { if (ch->power[DISC_WERE_BOAR] > 2) dam *= 1.5; } if (dam <= 0) dam = 1; sprintf(buf,"Your flame fries $N! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's flame fries you! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"$n's flame fries $N! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_NOTVICT); victim->hit -= dam; if(!IS_AFFECTED(victim,AFF_FLAMING)) SET_BIT(victim->affected_by,AFF_FLAMING); return; } void do_satan( CHAR_DATA *ch, char *argument ) { char buf [MAX_INPUT_LENGTH]; CHAR_DATA *victim; AFFECT_DATA af; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DAIM] < 10) { send_to_char("You require level 10 Daimoinon to use Call of Satan.\n\r", ch); return; } if (ch->pcdata->followers > 0) { send_to_char("Only one Satan can exist in this world.\n\r",ch); return; } if (ch->pcdata->condition[COND_THIRST] < 750) { send_to_char("You have insufficient blood.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - 750; ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_SATAN ) ); victim->level = 800; victim->hit = 30000; victim->max_hit = 30000; victim->hitroll = 1500; victim->damroll = 1500; victim->armor = 6000; strcpy(buf,"Lord of all Evil, Join me to crush those who oppose us!"); do_say( ch, buf ); send_to_char( "You hear a loud tremor and Satan appears before you.\n\r",ch ); act( "The ground roars and $N bursts appears before $n.", ch, NULL, victim, TO_ROOM ); char_to_room( victim, ch->in_room ); add_follower( victim, ch ); af.duration = 666; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); SET_BIT(victim->act, ACT_NOEXP); return; } void do_awe ( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_PRES] < 1) { send_to_char("You must obtain at least level 1 in Presence to you Awe.\n\r", ch); return; } if (IS_EXTRA(ch, EXTRA_AWE)) { REMOVE_BIT(ch->extra, EXTRA_AWE); send_to_char("You are no longer Awe Inspiring.\n\r", ch); act("$n is no longer awe inspiring.", ch, NULL, NULL, TO_ROOM); return; } SET_BIT(ch->extra, EXTRA_AWE); send_to_char("You are now Awe Inspiring.\n\r", ch); act("$n is now awe inspiring", ch, NULL, NULL, TO_ROOM); return; } void do_potency( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAU] < 3) { send_to_char("You must obtain at least level 3 in Thaumaturgy to use Blood Potency.\n\r", ch); return; } if (IS_EXTRA(ch, EXTRA_POTENCY)) { send_to_char("Your blood is already potent.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 300) { send_to_char("You have insufficient blood.\n\r", ch); return; } if (ch->generation == 3) { send_to_char("Your blood is as potent as it can get.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - 300; ch->generation = ch->generation - 1; SET_BIT(ch->extra, EXTRA_POTENCY); send_to_char("You feel your blood become more potent.\n\r", ch); return; } void do_plasma( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_VICI] < 5) { send_to_char("You must obtain at least level 5 in Vicissitude to use Plasma Form.\n\r", ch); return; } save_char_obj(ch); if ((obj = create_object(get_obj_index( 30007),60)) == NULL) { send_to_char( "Error - Please inform Maser.\n\r", ch); return; } if ( IS_EXTRA(ch, EXTRA_PLASMA) ) { ch->pcdata->obj_vnum = 0; REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->extra, EXTRA_OSWITCH); REMOVE_BIT(ch->extra, EXTRA_PLASMA); ch->pcdata->chobj = NULL; obj->chobj = NULL; free_string(ch->morph); ch->morph = str_dup(""); act("$p transforms into $n.",ch,obj,NULL,TO_ROOM); act("Your reform your human body.",ch,obj,NULL,TO_CHAR); extract_obj( obj ); return; } if ( IS_AFFECTED(ch, AFF_POLYMORPH) ) { send_to_char( "Not while polymorphed.\n\r", ch ); return; } act("$n transforms into $p and splashes to the ground.",ch,obj,NULL,TO_ROOM); act("You transform into $p and splashes to the ground.",ch,obj,NULL,TO_CHAR); ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM]; obj->chobj = ch; ch->pcdata->chobj = obj; SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->extra, EXTRA_OSWITCH); SET_BIT(ch->extra, EXTRA_PLASMA); free_string(ch->morph); ch->morph = str_dup("a pool of blood"); obj_to_room(obj,ch->in_room); return; } void do_taste( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf [MAX_STRING_LENGTH]; char age [MAX_STRING_LENGTH]; char lin [MAX_STRING_LENGTH]; char lord [MAX_STRING_LENGTH]; char arg [MAX_INPUT_LENGTH]; argument = one_argument (argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "Huh?\n\r", ch ); return; } if (ch->power[DISC_VAMP_THAU] < 1) { send_to_char("You must obtain at least level 1 in Thaumaturgy to use Taste of Blood.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (!IS_CLASS(victim, CLASS_VAMPIRE)) { send_to_char( "Only useful on vampire targets.\n\r",ch); return; } if (IS_NPC(victim)) { send_to_char( "Only useful on vampire targets.\n\r",ch); return; } sprintf(buf,"You examine $N's blood carefully.\n\r"); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n examines your blood carefully.\n\r"); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"$n examines $N's blood carefully.\n\r"); act(buf,ch,NULL,victim,TO_NOTVICT); send_to_char("\n\r",ch); send_to_char("\n\r",victim); if (victim->pcdata->rank == AGE_ANCILLA) sprintf( age, "Ancilla"); else if (victim->pcdata->rank == AGE_CHILDE) sprintf( age, "Childe"); else if (victim->pcdata->rank == AGE_NEONATE) sprintf( age, "Neonate"); else if (victim->pcdata->rank == AGE_ELDER) sprintf( age, "Elder"); else if (victim->pcdata->rank == AGE_METHUSELAH) sprintf( age, "Methuselah"); else if (victim->pcdata->rank == AGE_LA_MAGRA) sprintf( age, "La Magra"); else if (victim->pcdata->rank == AGE_TRUEBLOOD) sprintf( age, "TrueBlood"); if (victim->lord == NULL) sprintf(lord, "None"); else sprintf(lord, "%s",victim->lord); sprintf( lin, "---------------------------------------------------------------------------\n\r"); send_to_char( lin,ch); send_to_char( " Vampire Status\n\r",ch); send_to_char(lin,ch); sprintf(buf, "Generation:%d Bloodpool:%d Age:%s Lord:%s\n\r", victim->generation,victim->pcdata->condition[COND_THIRST], age,lord); send_to_char(buf,ch); send_to_char(lin,ch); send_to_char( " Disciplines\n\r",ch); send_to_char(lin,ch); sprintf(buf, "Animalism: [%d] Celerity: [%d] Fortitude: [%d]\n\r", victim->power[DISC_VAMP_ANIM], victim->power[DISC_VAMP_CELE], victim->power[DISC_VAMP_FORT]); send_to_char(buf,ch); sprintf(buf, "Obtenebration:[%d] Presence: [%d] Quietus: [%d]\n\r", victim->power[DISC_VAMP_OBTE], victim->power[DISC_VAMP_PRES], victim->power[DISC_VAMP_QUIE]); send_to_char(buf,ch); sprintf(buf, "Thaumaturgy: [%d] Auspex: [%d] Dominate: [%d]\n\r", victim->power[DISC_VAMP_THAU], victim->power[DISC_VAMP_AUSP], victim->power[DISC_VAMP_DOMI]); send_to_char(buf,ch); sprintf(buf, "Obfuscate: [%d] Potence: [%d] Protean: [%d]\n\r", victim->power[DISC_VAMP_OBFU], victim->power[DISC_VAMP_POTE], victim->power[DISC_VAMP_PROT]); send_to_char(buf,ch); sprintf(buf, "Serpentis: [%d] Vicissitude:[%d] Daimoinon: [%d]\n\r", victim->power[DISC_VAMP_SERP], victim->power[DISC_VAMP_VICI], victim->power[DISC_VAMP_DAIM]); send_to_char(buf,ch); send_to_char(lin,ch); return; } void do_shadowstep( CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; if ( IS_NPC(ch) ) return; argument = one_argument (argument, arg); if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_OBTE] < 4) { send_to_char("You must obtain at least level 4 in Obtenebration to use this power.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Shadowstep to who?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc( "You can't find it's room.\n\r",ch); return; } if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc( "Your room is not connected to the astral plane.\n\r",ch); return; } /* if (!IS_IMMUNE(victim, IMM_SUMMON)) { send_to_char("He doesnt want you near him!\n\r",ch); return; }*/ /* if (IS_NPC(victim)) { send_to_char("Not to mobs!\n\r",ch); return; } */ if (ch == victim) { send_to_char("But you're already at yourself!\n\r",ch); return; } if (IS_NPC(victim) && (!room_is_dark(victim->in_room))) { send_to_char("You cant find a shadow in his room.\n\r",ch); return; } if ( room_is_private(victim->in_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if (victim->in_room == ch->in_room) { send_to_char("But you're already there!\n\r",ch); return; } char_from_room(ch); char_to_room(ch,victim->in_room); act("You step into the shadows and appear before $N.", ch, NULL, victim, TO_CHAR); act("$n appears out of the shadows before $N.", ch, NULL, victim, TO_NOTVICT); act("$n appears from the shadows in front of you.", ch, NULL, victim, TO_VICT); do_look(ch,"auto"); return; } void do_earthmeld( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *mount; one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_PROT] < 4 ) { send_to_char("You must obtain at least level 4 Protean to use Earthmeld.\n\r",ch); return; } if ( IS_AFFECTED(ch, AFF_POLYMORPH) ) { send_to_char( "Not while polymorphed.\n\r", ch ); return; } if (has_timer(ch)) return; if ( IS_NPC(ch) || IS_EXTRA(ch,EXTRA_EARTHMELD) ) { REMOVE_BIT(ch->affected_by, AFF_SHIFT); REMOVE_BIT(ch->extra, EXTRA_EARTHMELD); REMOVE_BIT(ch->act, PLR_WIZINVIS); if (IS_HEAD(ch,LOST_HEAD)) REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); free_string(ch->morph); ch->morph = str_dup(""); send_to_char( "You rise up from the ground.\n\r", ch ); sprintf(buf, "%s rises up from the ground",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); return; } if ( (mount = ch->mount) != NULL) do_dismount(ch,""); SET_BIT(ch->affected_by, AFF_SHIFT); SET_BIT(ch->extra, EXTRA_EARTHMELD); SET_BIT(ch->act, PLR_WIZINVIS); free_string(ch->morph); ch->morph = str_dup("Someone"); send_to_char( "You sink into the ground.\n\r", ch ); sprintf(buf, "%s sinks into the ground.",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); return; } /* void do_burrow( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *mount; if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_WEREWOLF)) { send_to_char("Huh?\n\r",ch); return; } if ( ch->power[DISC_WERE_BOAR] < 5 ) { send_to_char("You must obtain at least level 5 boar to use burrow.\n\r",ch); return; } if ( IS_NPC(ch) || IS_EXTRA(ch,EXTRA_EARTHMELD) ) { REMOVE_BIT(ch->affected_by, AFF_SHIFT); REMOVE_BIT(ch->extra, EXTRA_EARTHMELD); REMOVE_BIT(ch->act, PLR_WIZINVIS); if (IS_HEAD(ch,LOST_HEAD)) REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); free_string(ch->morph); ch->morph = str_dup(""); ch->level = 3; ch->trust = 3; send_to_char( "You rise up from your burrow.\n\r", ch ); sprintf(buf, "%s rises up from a hole",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); return; } if ( (mount = ch->mount) != NULL) do_dismount(ch,""); SET_BIT(ch->affected_by, AFF_SHIFT); SET_BIT(ch->extra, EXTRA_EARTHMELD); SET_BIT(ch->act, PLR_WIZINVIS); free_string(ch->morph); ch->morph = str_dup("Someone"); ch->level = 4; ch->trust = 4; send_to_char( "You burrow into the ground.\n\r", ch ); sprintf(buf, "%s burrow into the ground.",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); return; } void do_burrow( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( !IS_CLASS(ch, CLASS_WEREWOLF) ) { send_to_char("Huh?\n\r",ch); return; } if ( ch->power[DISC_WERE_BOAR] < 5 ) { send_to_char("You need the Boar totem to 5!\n\r", ch); return; } if ( arg[0] == '\0' ) { send_to_char("Burrow to who?\n\r", ch); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (IS_IMMUNE(victim, IMM_TRAVEL)) { send_to_char("I don't think they want you to do that.\n\r",ch); return; } if ( victim == ch ) { send_to_char( "You cannot burrow to yourself.\n\r", ch); return; } if ( victim->level != LEVEL_AVATAR || !IS_CLASS(victim, CLASS_WEREWOLF)) { send_to_char( "Nothing happens.\n\r", ch ); return; } if (victim->in_room == NULL) { send_to_char( "Nothing happens.\n\r", ch ); return; } send_to_char("You burrow into the ground.\n\r",ch); act("$n burrows into the ground.",ch,NULL,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,victim->in_room); do_look(ch,""); send_to_char("You burrow out of the ground.\n\r",ch); act("$n burrows out of the ground.",ch,NULL,NULL,TO_ROOM); return; } */ void do_serenity( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if(!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("huh?.\n\r",ch); return; } if (ch->power[DISC_VAMP_ANIM] < 2) { send_to_char("You must obtain at least level 2 in Animalism to use Song of Serenity.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast < 1) { if ( ch->rage < 1 ) { send_to_char("Your beast doesn't control your actions.\n\r",ch); return; } send_to_char("You chant a soft tune and pacify your inner beast.\n\r",ch); act("$n chants a soft tune and pacifies their inner beast.",ch,NULL,NULL,TO_ROOM); ch->rage = 0; if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) do_nightsight(ch,""); if (IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); if (IS_VAMPAFF(ch, VAM_CLAWS)) do_claws(ch,""); WAIT_STATE(ch,12); return; } else { send_to_char("Only those who achieve Golconda can sing the Song of Serenity.\n\r",ch); return; } } void do_theft( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; int bloodpool; int blpr; /* Blood sucked storage variable. Shakti */ argument = one_argument( argument, arg ); if (ch->generation <= 0) ch->generation = 4; { if (IS_SET(ch->newbits, NEW_TIDE)) bloodpool = (3000 / ch->generation); else bloodpool = (2000 / ch->generation); } if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "Huh?\n\r", ch ); return; } if (ch->power[DISC_VAMP_THAU] < 4) { send_to_char("You must obtain at least level 4 in Thaumaturgy to use Theft of Vitae.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Steal blood from whom?\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 ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOAUTOKILL)) { send_to_char("You can't do that to them.\n\r", ch ); return;} /* if ( IS_NPC(victim) ) { send_to_char( "Lower life forms are immune to Theft of Vitae.\n\r", ch); return; } */ if (!IS_NPC(victim) && victim->pcdata->condition[COND_THIRST] <= 0) { send_to_char( "There isn't enough blood to steal.\n\r", ch); return; } if (!IS_NPC(victim) && IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You can only steal blood from Avatar's or lower.\n\r", ch ); return; } if (is_safe(ch,victim) == TRUE) return; if (!IS_NPC(victim)) { sprintf(buf,"A stream of blood shoots from %s into your body.",victim->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"A stream of blood shoots from %s into %s.",victim->name,ch->name); act(buf,ch,NULL,victim,TO_ROOM); sprintf(buf,"A stream of blood shoots from your body into %s.",ch->name); act(buf,ch,NULL,victim,TO_VICT); } else { sprintf(buf,"A stream of blood shoots from %s into your body.",victim->short_descr); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"A stream of blood shoots from %s into %s.",victim->short_descr,ch->name); act(buf,ch,NULL,victim,TO_ROOM); sprintf(buf,"A stream of blood shoots from your body into %s.",ch->name); act(buf,ch,NULL,victim,TO_VICT); } ch->pcdata->condition[COND_THIRST] += number_range(10,15); if (IS_NPC(victim)) { /* Raw-killing it from one theft is stupid. Im going to use the primal */ /* stat on the mobs for blood its quick, effective, and straightford, AND */ /* no new fields have to be added to the mob.Shakti 09/07/98 */ (blpr = number_range (30,40) ); (victim->practice -=blpr); (ch->pcdata->condition[COND_THIRST] += blpr); if (victim->practice < 0) { sprintf(buf,"%s falls over dead.",victim->short_descr); act(buf,ch,NULL,victim,TO_ROOM); act(buf,ch,NULL,victim,TO_CHAR); raw_kill(victim);} if (ch->pcdata->condition[COND_THIRST] >= bloodpool /ch->generation) { ch->pcdata->condition[COND_THIRST] = bloodpool / ch->generation; } if (ch->fighting == NULL) set_fighting(ch,victim); return; } if (IS_SET(victim->act, PLR_ACID)) { send_to_char("Their blood is a deadly acid!\n\r", ch); ch->hit -= 300; victim->pcdata->condition[COND_THIRST] -= 30; return; } if (!IS_NPC(victim)) { victim->pcdata->condition[COND_THIRST] -=number_range(30,40); } if (ch->pcdata->condition[COND_THIRST] >= bloodpool / ch->generation) { ch->pcdata->condition[COND_THIRST] = bloodpool /ch->generation; } if (victim->pcdata->condition[COND_THIRST] <= 0) { victim->pcdata->condition[COND_THIRST] = 0; } if (ch->fighting == NULL) set_fighting(ch,victim); return; } void do_demonform( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DEMON)) { send_to_char("Huh?\n\r",ch); return; } /*if (ch->power[DISC_VAMP_VICI] < 4) { send_to_char("You must obtain at least level 4 in Vicissitude to use Zuloform.\n\r",ch); return; }*/ if (!IS_DEMPOWER( ch, DEM_FORM) && IS_CLASS(ch,CLASS_DEMON)) { send_to_char("You haven't been granted the gift of demonform.\n\r",ch); return; } /*if (IS_EXTRA(ch,EXTRA_DRAGON)) { send_to_char("You cannot unzulo while a dragon.\n\r",ch); return; }*/ if (IS_POLYAFF(ch, POLY_ZULOFORM)) { REMOVE_BIT(ch->polyaff, POLY_ZULOFORM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); act( "You transform into human form.", ch, NULL, NULL, TO_CHAR ); act( "$n's shrinks back into human form.", ch, NULL, NULL, TO_ROOM ); /* ch->max_hit = ch->max_hit - 1500; ch->hit = ch->hit - 1500; if (ch->hit < 1) ch->hit = 1; */ ch->damroll = - 150; ch->hitroll = - 150; free_string( ch->morph ); ch->morph = str_dup( "" ); return; } else if (IS_AFFECTED(ch,AFF_POLYMORPH)) { send_to_char("You cant demon form when changed.\n\r",ch); return; } /*if ( ch->pcdata->condition[COND_THIRST] < 200 ) { send_to_char("You have insufficient blood.\n\r",ch); return; }*/ if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); /*ch->pcdata->condition[COND_THIRST] -= number_range(100,200);*/ act( "You transform into a huge demon.", ch, NULL, NULL, TO_CHAR ); act( "$n's body grows and distorts into a huge demon.", ch, NULL, NULL, TO_ROOM ); /* if (ch->wpn[0] > 0) { ch->hitroll += (ch->wpn[0]); ch->damroll += (ch->wpn[0]); ch->armor -= (ch->wpn[0] * 3); } */ ch->pcdata->mod_str = 15; ch->pcdata->mod_dex = 15; SET_BIT(ch->polyaff, POLY_ZULOFORM); SET_BIT(ch->affected_by, AFF_POLYMORPH); sprintf(buf, "%s the huge hulking demon", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); /*ch->max_hit = + 500; ch->hit = + 500;*/ ch->damroll = + 350; ch->hitroll = + 350; return; } void do_zuloform( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_VICI] < 2) { send_to_char("You must obtain at least level 2 in Vicissitude to use Zuloform.\n\r",ch); return; } if (IS_EXTRA(ch,EXTRA_DRAGON)) { send_to_char("You cannot unzulo while a dragon.\n\r",ch); return; } if (IS_POLYAFF(ch, POLY_ZULOFORM)) { REMOVE_BIT(ch->polyaff, POLY_ZULOFORM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); act( "You transform into human form.", ch, NULL, NULL, TO_CHAR ); act( "$n's shrinks back into human form.", ch, NULL, NULL, TO_ROOM ); ch->max_hit = ch->max_hit - 1500; ch->hit = ch->hit - 1500; if (ch->hit < 1) ch->hit = 1; ch->damroll = ch->damroll / 1.4; ch->hitroll = ch->hitroll / 1.4; free_string( ch->morph ); ch->morph = str_dup( "" ); return; } else if (IS_AFFECTED(ch,AFF_POLYMORPH)) { send_to_char("You cant zulo when changed.\n\r",ch); return; } if ( ch->pcdata->condition[COND_THIRST] < 200 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); ch->pcdata->condition[COND_THIRST] -= number_range(100,200); act( "You transform into large beast.", ch, NULL, NULL, TO_CHAR ); act( "$n's body grows and distorts into a large beast.", ch, NULL, NULL, TO_ROOM ); /* if (ch->wpn[0] > 0) { ch->hitroll += (ch->wpn[0]); ch->damroll += (ch->wpn[0]); ch->armor -= (ch->wpn[0] * 3); } */ ch->pcdata->mod_str = 15; ch->pcdata->mod_dex = 15; SET_BIT(ch->polyaff, POLY_ZULOFORM); SET_BIT(ch->affected_by, AFF_POLYMORPH); sprintf(buf, "A big black monster"); free_string( ch->morph ); ch->morph = str_dup( buf ); ch->max_hit = ch->max_hit + 1500; ch->hit = ch->hit + 1500; ch->damroll = ch->damroll * 1.4; ch->hitroll = ch->hitroll * 1.4; return; } void do_shift( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int toform = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_WEREWOLF)) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "You can shift between the following forms: Homid, Glabro, Crinos, Hispo, Lupus.\n\r", ch ); return; } if ( !str_cmp(arg,"homid" ) ) toform = 1; else if ( !str_cmp(arg,"glabro") ) toform = 2; else if ( !str_cmp(arg,"crinos") ) toform = 3; else if ( !str_cmp(arg,"hispo" ) ) toform = 4; else if ( !str_cmp(arg,"lupus" ) ) toform = 5; else { send_to_char( "You can shift between the following forms: Homid, Glabro, Crinos, Hispo, Lupus.\n\r", ch ); return; } if ( ch->pcdata->stats[UNI_FORM0] < 1 || ch->pcdata->stats[UNI_FORM0] > 5) ch->pcdata->stats[UNI_FORM0] = 1; if ( ch->pcdata->stats[UNI_FORM0] == toform ) { send_to_char( "You are already in that form.\n\r", ch ); return; } ch->pcdata->stats[UNI_FORM1] = toform; return; } void horn args((CHAR_DATA *ch)); /* claw and fang commands */ void declaw(CHAR_DATA *ch) { if (!IS_VAMPAFF(ch, VAM_CLAWS)) return; send_to_char("You retract your claws.\n\r",ch); act("$n retracts $s claws.",ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); } void dehorn(CHAR_DATA *ch) { if (!IS_VAMPAFF(ch, VAM_HORNS)) return; send_to_char("Your horns burrow back into your skull.\n\r",ch); act("$n's horns retract into $s skull.",ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS); } /* void do_horns(CHAR_DATA *ch, char *argument) { if (IS_CLASS(ch, CLASS_DEMON)) { if (ch->power[DISC_DAEM_ATTA] < 4) { stc("Huh?\n\r",ch); return; } } else { stc("Huh?\n\r",ch); return; } WAIT_STATE(ch, 8); if (IS_VAMPAFF(ch, VAM_HORNS)) dehorn(ch); else horn(ch); } */ void horn(CHAR_DATA *ch) { OBJ_DATA *obj; if (IS_VAMPAFF(ch, VAM_HORNS)) return; /* Only certain demons may use their horns */ if (ch->power[DISC_DAEM_ATTA] < 4) return; send_to_char("Sharp horns grow out of your skull.\n\r",ch); act("Sharp horns grow out of $n's skull.",ch, NULL, NULL, TO_ROOM); if ( (obj = get_eq_char(ch, WEAR_HEAD)) != NULL) { act("Your horns shred $p.", ch, obj, NULL, TO_CHAR); act("$n's horns shred $p.", ch, obj, NULL, TO_ROOM); extract_obj(obj); } SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS); } void defang(CHAR_DATA *ch) { if (!IS_VAMPAFF(ch, VAM_FANGS)) return; send_to_char("Your fangs slide back into your gums.\n\r",ch); act("$n retracts $s fangs back into $s gums.",ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); } void do_claws(CHAR_DATA *ch, char *argument) { if (ch->cur_form != 0 && !form_data[ch->cur_form].can_use_claws ) { send_to_char("You cannot use your claws in this form.\n\r", ch); return; } if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->power[DISC_WERE_WOLF] < 1) { stc("Huh?\n\r",ch); return; } } else if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) { if (!IS_DEMPOWER( ch, DEM_CLAWS) && ch->power[DISC_DAEM_ATTA] < 1) { send_to_char("You haven't been granted the gift of claws or attack is below level 1.\n\r",ch); return; } } else if (IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->power[DISC_VAMP_PROT] < 2) { stc("Huh?\n\r",ch); return; } } else { stc("Huh?\n\r",ch); return; } if (IS_VAMPAFF(ch, VAM_CLAWS)) { if (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_DEMON)) { if (ch->rage >0) { send_to_char("You cannot retract your claws while the beast is within you.\n\r", ch); return; } } send_to_char("You retract your claws.\n\r",ch); act("$n retracts $s claws.",ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); } else { send_to_char("Wicked claws extend from your fingers.\n\r",ch); act("Long sharp claws extend from $n's fingers.",ch, NULL, NULL, TO_ROOM); remove_obj( ch, WEAR_WIELD, TRUE ); remove_obj( ch, WEAR_HOLD, TRUE ); remove_obj( ch, WEAR_THIRD, TRUE ); remove_obj( ch, WEAR_FOURTH, TRUE ); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); } } void do_fangs(CHAR_DATA *ch, char *argument) { if (ch->cur_form != 0 && !form_data[ch->cur_form].can_use_claws ) { send_to_char("You cannot use your fangs in this form.\n\r", ch); return; } if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->power[DISC_WERE_WOLF] < 2) { stc("Huh?\n\r",ch); return; } } else if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) { if (!IS_DEMPOWER( ch, DEM_FANGS) && ch->power[DISC_DAEM_ATTA] < 2) { send_to_char("You haven't been granted the gift of fangs.\n\r",ch); return; } } else if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r",ch); return; } if (IS_VAMPAFF(ch, VAM_FANGS)) { if (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_DEMON)) { if (ch->rage >0) { send_to_char("You cannot retract your fangs while the beast is within you.\n\r", ch); return; } } send_to_char("Your fangs slide back into your gums.\n\r",ch); act("$n retracts $s fangs back into $s gums.",ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); } else { send_to_char("Sharp fangs slide out of your gums.\n\r",ch); act("Sharp fangs slide out of $n's gums.",ch, NULL, NULL, TO_ROOM); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); } } void do_nightsight( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_CLASS(ch, CLASS_WEREWOLF)) {/*supposed to be < but changedd while gifts are out */ if ( ch->power[DISC_WERE_HAWK] < 1 ) { send_to_char("Your power in hawk is not great enough yet.\n\r",ch); return; } } else if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) { if (!IS_DEMPOWER( ch, DEM_EYES)) { send_to_char("You haven't been granted the gift of nightsight.\n\r",ch); return; } } else if (IS_CLASS(ch, CLASS_MONK) ) { if ( ch->monkab[AWARE] < 1 ) { stc("You must obtain level one in Awareness to use Nightsight.\n\r",ch); return; } } else if (!IS_CLASS(ch, CLASS_VAMPIRE) ) { send_to_char("Huh?\n\r",ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_PROT] < 1 && ch->power[DISC_VAMP_OBTE] < 3) { send_to_char("You must obtain at least level 1 in Protean or 3 in Obtenebration.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0) { send_to_char("Not while your beast is in control.\n\r",ch); return; } if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) { send_to_char("The red glow in your eyes fades.\n\r",ch); act("The red glow in $n's eyes fades.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); return; } send_to_char("Your eyes start glowing red.\n\r",ch); act("$n's eyes start glowing red.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); return; } void do_inconnu( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) ) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->rank == AGE_ELDER && ch->generation > 2) { send_to_char("You must be at least an Elder to become an Inconnu.\n\r",ch); return; } if (IS_SET(ch->special, SPC_INCONNU)) { send_to_char("But you are already an Inconnu!\n\r",ch); return; } if (ch->exp < 1000000) { send_to_char("It costs 1000000 exp to become an Inconnu.\n\r",ch); return; } if (IS_SET(ch->special, SPC_ANARCH)) REMOVE_BIT(ch->special, SPC_ANARCH); ch->exp -= 1000000; send_to_char("You are now an Inconnu.\n\r",ch); sprintf(buf,"%s is now an Inconnu!",ch->name); do_info(ch,buf); SET_BIT(ch->special, SPC_INCONNU); return; } void do_shadowsight( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_HAWK] < 2) { stc("Huh?\n\r",ch); return; } else if ( IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 2 ) { stc("Huh?\n\r",ch); return; } else if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBTE] < 2) { send_to_char("Huh?\n\r",ch); return; } /* if (ch->power[DISC_VAMP_OBTE] < 2 ) { send_to_char("You must obtain at least Level 2 Obtenebration to use Shadowsight.\n\r",ch); return; } */ // } if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) { send_to_char("You can no longer see between planes.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 10) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE)) ch->pcdata->condition[COND_THIRST] -= number_range(5,10); send_to_char("You can now see between planes.\n\r",ch); SET_BIT(ch->affected_by, AFF_SHADOWSIGHT); return; } void do_bite( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; int clancount; bool outcast = FALSE; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } clancount = 0; if (ch->power[DISC_VAMP_PROT] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_CELE] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_FORT] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_POTE] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_OBFU] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_OBTE] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_SERP] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_AUSP] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_DOMI] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_PRES] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_VICI] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_THAU] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_ANIM] >= 1) clancount = clancount + 1; if (ch->power[DISC_VAMP_QUIE] >= 1) clancount = clancount + 1; if ( clancount < 3 ) { send_to_char( "First you need to master 3 disciplines.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Bite whom?\n\r", ch ); return; } 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; } if ( IS_IMMORTAL(victim) ) { send_to_char( "Not on Immortal's.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot bite yourself.\n\r", ch ); return; } if (victim->class != 0) { send_to_char("Not on them.\n\r", ch ); return;} if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) ) { send_to_char( "You can only bite avatars.\n\r", ch ); return; } if (!IS_NEWFLAG(victim, AFF_ALLOW_VAMP)) { stc("They are not a willing subject.\n\r",ch); return; } if (!IS_VAMPAFF(ch,VAM_FANGS)) { send_to_char("First you better get your fangs out!\n\r",ch); return; } if (IS_VAMPAFF(ch,VAM_DISGUISED)) { send_to_char("You must reveal your true nature to bite someone.\n\r",ch); return; } if (ch->exp < 1000) { send_to_char("You cannot afford the 1000 exp to create a childe.\n\r",ch); return; } if (ch->beast > 0) ch->beast += 1; ch->exp = ch->exp - 1000; act("You sink your teeth into $N.", ch, NULL, victim, TO_CHAR); act("$n sinks $s teeth into $N.", ch, NULL, victim, TO_NOTVICT); act("$n sinks $s teeth into your neck.", ch, NULL, victim, TO_VICT); victim->class=CLASS_VAMPIRE; set_learnable_disciplines(victim); /* if ( victim->generation != 0 && (victim->generation <= ch->generation ) ) if ( victim->generation != 0 ) { save_char_obj(ch); save_char_obj(victim); send_to_char( "Your vampiric status has been restored.\n\r", victim ); return; } else outcast = TRUE; */ send_to_char( "You are now a vampire.\n\r", victim ); victim->generation = 13; free_string(victim->lord); if (ch->generation == 1) victim->lord=str_dup(ch->name); else { sprintf(buf,"%s %s",ch->lord,ch->name); victim->lord=str_dup(buf); } if( ch->clan != NULL ){ if( str_cmp( ch->clan, "(null)" ) ){ victim->clan = str_dup(ch->clan); } } if (ch->generation != 1) { if (victim->pcdata->stats[UNI_CURRENT] == -1) victim->pcdata->stats[UNI_CURRENT] = victim->pcdata->stats[UNI_AFF]; /* Remove hp bonus from fortitude */ if (IS_VAMPPASS(victim,VAM_FORTITUDE) && !IS_VAMPAFF(victim,VAM_FORTITUDE)) { victim->max_hit = victim->max_hit - 50; victim->hit = victim->hit - 50; if (victim->hit < 1) victim->hit = 1; } /* Remove any old powers they might have */ if (IS_VAMPPASS(victim,VAM_PROTEAN)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_PROTEAN); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_PROTEAN);} if (IS_VAMPPASS(victim,VAM_CELERITY)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_CELERITY); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CELERITY);} if (IS_VAMPPASS(victim,VAM_FORTITUDE)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_FORTITUDE); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FORTITUDE);} if (IS_VAMPPASS(victim,VAM_POTENCE)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_POTENCE); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_POTENCE);} if (IS_VAMPPASS(victim,VAM_OBFUSCATE)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_OBFUSCATE); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_OBFUSCATE);} if (IS_VAMPPASS(victim,VAM_OBTENEBRATION)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_OBTENEBRATION); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_OBTENEBRATION);} if (IS_VAMPPASS(victim,VAM_SERPENTIS)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_SERPENTIS); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SERPENTIS);} if (IS_VAMPPASS(victim,VAM_AUSPEX)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_AUSPEX); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_AUSPEX);} if (IS_VAMPPASS(victim,VAM_DOMINATE)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_DOMINATE); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_DOMINATE);} if (IS_VAMPPASS(victim,VAM_PRESENCE)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_PRESENCE); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_PRESENCE);} if (IS_VAMPPASS(victim,VAM_VICISSITUDE)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_VICISSITUDE); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_VICISSITUDE);} if (IS_VAMPPASS(victim,VAM_THAU)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_THAU); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_THAU);} if (IS_VAMPPASS(victim,VAM_ANIMAL)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_ANIMAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_ANIMAL);} if (IS_VAMPPASS(victim,VAM_QUIETUS)) {REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_QUIETUS); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_QUIETUS);} /* Give the vampire the base powers of their sire */ if (IS_VAMPPASS(ch,VAM_FORTITUDE) && !IS_VAMPAFF(victim,VAM_FORTITUDE)) { victim->max_hit = victim->max_hit + 50; victim->hit = victim->hit + 50; } if (IS_VAMPPASS(ch,VAM_PROTEAN)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_PROTEAN); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_PROTEAN);} if (IS_VAMPPASS(ch,VAM_CELERITY)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_CELERITY); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_CELERITY);} if (IS_VAMPPASS(ch,VAM_FORTITUDE)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_FORTITUDE); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_FORTITUDE);} if (IS_VAMPPASS(ch,VAM_POTENCE)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_POTENCE); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_POTENCE);} if (IS_VAMPPASS(ch,VAM_OBFUSCATE)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_OBFUSCATE); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_OBFUSCATE);} if (IS_VAMPPASS(ch,VAM_OBTENEBRATION)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_OBTENEBRATION); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_OBTENEBRATION);} if (IS_VAMPPASS(ch,VAM_SERPENTIS)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_SERPENTIS); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_SERPENTIS);} if (IS_VAMPPASS(ch,VAM_AUSPEX)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_AUSPEX); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_AUSPEX);} if (IS_VAMPPASS(ch,VAM_DOMINATE)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_DOMINATE); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_DOMINATE);} if (IS_VAMPPASS(ch,VAM_PRESENCE)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_PRESENCE); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_PRESENCE);} if (IS_VAMPPASS(ch,VAM_VICISSITUDE)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_VICISSITUDE); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_VICISSITUDE);} if (IS_VAMPPASS(ch,VAM_THAU)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_THAU); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_THAU);} if (IS_VAMPPASS(ch,VAM_ANIMAL)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_ANIMAL); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_ANIMAL);} if (IS_VAMPPASS(ch,VAM_QUIETUS)) {SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_QUIETUS); SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_QUIETUS);} } save_char_obj(ch); save_char_obj(victim); return; } void do_claw( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_WEREWOLF)) { do_claws(ch,""); return; } if ( arg[0] == '\0' ) { send_to_char( "Claw whom?\n\r", ch ); return; } 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; } if ( ch == victim ) { send_to_char( "You cannot claw yourself.\n\r", ch ); return; } if (victim->class != 0) { send_to_char("Not on them.\n\r", ch ); return;} if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) ) { send_to_char( "You can only claw avatars.\n\r", ch ); return; } if (!IS_NEWFLAG(victim, AFF_ALLOW_WERE)) { stc("You are unable to infect your victim.\n\r",ch); return; } if (!IS_VAMPAFF(ch,VAM_CLAWS)) { send_to_char("First you better get your claws out!\n\r",ch); return; } if (ch->exp < 10000) { send_to_char("You cannot afford the 10000 exp to pass on the gift.\n\r",ch); return; } ch->exp = ch->exp - 10000; if (ch->pcdata->stats[UNI_CURRENT] < 1) ch->pcdata->stats[UNI_CURRENT] = 1; else ch->pcdata->stats[UNI_CURRENT] += 1; if (IS_SET(ch->special,SPC_SIRE)) REMOVE_BIT(ch->special,SPC_SIRE); act("You plunge your claws into $N.", ch, NULL, victim, TO_CHAR); act("$n plunges $s claws into $N.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s claws into your chest.", ch, NULL, victim, TO_VICT); victim->class=CLASS_WEREWOLF; set_learnable_disciplines(victim); send_to_char( "You are now a werewolf.\n\r", victim ); victim->generation = ch->generation + 1; free_string(victim->lord); if (ch->generation == 1) victim->lord=str_dup(ch->name); else { sprintf(buf,"%s %s",ch->lord,ch->name); victim->lord=str_dup(buf); } victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = 0; save_char_obj(ch); save_char_obj(victim); return; } void do_class( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( IS_NPC(ch) ) return; if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: class <char> <class>.\n\r", ch ); send_to_char(" Classes:\n\r", ch ); send_to_char("None, ", ch); send_to_char("Demon Lord, Dragon, Demon, Drow, Werewolf, Monk, Vampire, ", ch); send_to_char("Purple Mage, Blue Mage, Yellow Mage, Green Mage, Red Mage, ", ch); send_to_char( "VampMage, Dragonmage, Shaman, Monkmage, Drowmage, Demonmage, ", ch); send_to_char("Weredemon, Demonmonk, Demonvamp, Dragondemon, ", ch); send_to_char("Drowdemon, Drowdragon, Weredrow, Monkdrow, Vampdrow. ", ch); send_to_char("Werevamp, Weredragon, Weremonk, ", ch); send_to_char("Monkdragon, Vampmonk", ch); send_to_char("Vampdragon, Angel.", ch); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } if ( !str_cmp( arg2, "none" ) ) { /* Used to make sure the person has enough "stuff" to change */ victim->pcdata->condition[COND_THIRST] = 10000; victim->move = 10000; victim->mana = 10000; victim->power[DISC_WERE_BEAR] = 4; victim->power[DISC_WERE_LYNX] = 4; victim->power[DISC_WERE_BOAR] = 4; victim->power[DISC_WERE_OWL] = 4; victim->power[DISC_WERE_SPID] = 4; victim->power[DISC_WERE_WOLF] = 4; victim->power[DISC_WERE_HAWK] = 4; victim->power[DISC_WERE_MANT] = 4; if ( IS_CLASS(victim, CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_VAMPIRE) ) do_unwerewolf(victim,""); if (IS_VAMPAFF(victim,VAM_DISGUISED) ) do_mask(victim,"self"); victim->pcdata->stats[UNI_FORM0] = 0; /* All classes in general */ if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your fangs slide back into your gums.\n\r",victim); act("$N's fangs slide back into $s gums.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FANGS); } if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("Your claws slide back under your nails.\n\r",victim); act("$N's claws slide back under $s nails.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } else if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("Your talons slide back into your fingers.\n\r",victim); act("$N's talons slide back into $s fingers.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) { send_to_char("The red glow in your eyes fades.\n\r",victim); act("The red glow in $N's eyes fades.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } if (IS_AFFECTED(victim,AFF_SHADOWSIGHT) ) { send_to_char("You can no longer see between planes.\n\r",victim); REMOVE_BIT(victim->affected_by, AFF_SHADOWSIGHT); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_VAMPAFF(victim,VAM_DISGUISED) ) { free_string( victim->morph ); victim->morph = str_dup( victim->name ); send_to_char("You transform into yourself.\n\r", victim); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_DISGUISED); } if (IS_AFFECTED(victim,AFF_SHADOWPLANE) ) { send_to_char("You fade back into the real world.\n\r",victim); act("The shadows flicker and $N fades into existance.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->affected_by,AFF_SHADOWPLANE); do_look(ch,"auto"); } if (IS_SET(victim->act, PLR_WIZINVIS) ) { REMOVE_BIT(victim->act, PLR_WIZINVIS); send_to_char( "You slowly fade into existence.\n\r", victim ); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } /* Demon Stuff */ if (IS_DEMAFF(victim,DEM_HORNS) && IS_CLASS(victim, CLASS_DEMON) ) { send_to_char("Your horns slide back into your head.\n\r",victim); act("$N's horns slide back into $s head.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_HORNS); } if (IS_DEMAFF(victim,DEM_HOOVES) && IS_CLASS(victim, CLASS_DEMON) ) { send_to_char("Your hooves transform into feet.\n\r",victim); act("$N's hooves transform back into $s feet.", ch, NULL,victim,TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES); } if (IS_DEMAFF(victim,DEM_WINGS) && IS_CLASS(victim, CLASS_DEMON) ) { if (IS_DEMAFF(victim,DEM_UNFOLDED) && IS_CLASS(victim, CLASS_DEMON) ) { send_to_char("Your wings fold up behind your back.\n\r",victim); act("$N's wings fold up behind $s back.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED); } send_to_char("Your wings slide into your back.\n\r",victim); act("$N's wings slide into $s back.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_WINGS); } if ( IS_EXTRA(victim, EXTRA_OSWITCH) ) { do_humanform(victim,""); } REMOVE_BIT(victim->special, SPC_CHAMPION ); REMOVE_BIT(victim->special, SPC_INCONNU ); REMOVE_BIT(victim->special, SPC_ANARCH ); REMOVE_BIT(victim->special, SPC_DEMON_LORD); REMOVE_BIT(victim->special, SPC_DROW_WAR ); REMOVE_BIT(victim->special, SPC_DROW_MAG ); REMOVE_BIT(victim->special, SPC_DROW_CLE ); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->powers[DPOWER_FLAGS] = 0; victim->pcdata->stats[DEMON_TOTAL] = 0; victim->pcdata->stats[DEMON_CURRENT] = 0; victim->power[DISC_WERE_BEAR] = 0; victim->power[DISC_WERE_LYNX] = 0; victim->power[DISC_WERE_BOAR] = 0; victim->power[DISC_WERE_OWL] = 0; victim->power[DISC_WERE_SPID] = 0; victim->power[DISC_WERE_WOLF] = 0; victim->power[DISC_WERE_HAWK] = 0; victim->pcdata->powers[1] = 0; victim->pcdata->condition[COND_THIRST] = 0; victim->move = victim->max_move; victim->mana = victim->max_mana; victim->hit = victim->max_hit; victim->pcdata->rank = 0; victim->rage = 0; free_string(victim->lord); victim->lord = str_dup( "" ); victim->generation = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->beast = 15; victim->class = 0; victim->trust = 0; victim->level = 2; send_to_char("You are classless now!\n\r", victim); } else if( !str_cmp( arg2, "dragon" ) ) { victim->class = CLASS_DRAGON; victim->pcdata->dragonage = 1; victim->pcdata->dragonaff = 0; } else if ( !str_cmp( arg2, "vampmage" ) ) { victim->class = 2 + CLASS_VAMPIRE; victim->generation = 13; victim->beast = 0; set_learnable_disciplines(victim); if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 1; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a vampire mage!\n\r", victim); } else if ( !str_cmp( arg2, "dragonmage" ) ) { victim->class = 2 + CLASS_DRAGON; victim->generation = 13; victim->beast = 0; set_learnable_disciplines(victim); if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->class = CLASS_DRAGON; victim->pcdata->dragonage = 1; victim->pcdata->dragonaff = 0; victim->pcdata->powers[MPOWER_RUNE0] = 1; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a dragon mage!\n\r", victim); } else if ( !str_cmp( arg2, "shaman" ) ) { victim->class = 2 + CLASS_WEREWOLF; victim->generation = 13; victim->beast = 0; set_learnable_disciplines(victim); if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 1; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a shaman!\n\r", victim); } else if ( !str_cmp( arg2, "monkmage" ) ) { victim->class = 2 + CLASS_MONK; victim->generation = 13; victim->beast = 0; set_learnable_disciplines(victim); if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 1; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a monkmage!\n\r", victim); } else if ( !str_cmp( arg2, "drowmage" ) ) { victim->class = 2 + CLASS_DROW; victim->generation = 13; victim->beast = 0; set_learnable_disciplines(victim); if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 1; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a vampire mage!\n\r", victim); } else if ( !str_cmp( arg2, "demonmage" ) ) { victim->class = 2 + CLASS_DEMON; victim->generation = 13; victim->beast = 0; set_learnable_disciplines(victim); if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 1; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a demonmage!\n\r", victim); } else if ( !str_cmp( arg2, "demon" ) ) { victim->class = CLASS_DEMON; set_learnable_disciplines(victim); send_to_char("You are now a demon!\n\r", victim); } else if (!str_cmp(arg2,"drow" )){ victim->class = CLASS_DROW;} else if ( !str_cmp( arg2, "dlord" ) ) { victim->class = 1; victim->level = 3; set_learnable_disciplines(victim); send_to_char("You are now a Demon Lord!\n\r", victim); } else if ( !str_cmp( arg2, "purplemage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust = victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 0; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a purple mage!\n\r", victim); } else if ( !str_cmp( arg2, "redmage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 1; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a red mage!\n\r", victim); } else if ( !str_cmp( arg2, "yellowmage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 4; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a yellow mage!\n\r", victim); } else if ( !str_cmp( arg2, "bluemage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 2; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a blue mage!\n\r", victim); } else if ( !str_cmp( arg2, "greenmage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 3; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a green mage!\n\r", victim); } else if ( !str_cmp( arg2, "werewolf" ) ) { victim->class = CLASS_WEREWOLF; victim->generation = 5; set_learnable_disciplines(victim); send_to_char("You are now a werewolf!\n\r", victim); } else if ( !str_cmp( arg2, "vampmage" ) && !str_cmp( ch->pcdata->switchname, "Kip") ) { victim->class = 2 + CLASS_VAMPIRE; victim->generation = 13; victim->beast = 0; set_learnable_disciplines(victim); if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 1; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a vampire mage!\n\r", victim); } else if ( !str_cmp( arg2, "vampire" ) ) { victim->class = CLASS_VAMPIRE; victim->generation = 13; victim->beast = 30; set_learnable_disciplines(victim); send_to_char("You are now a vampire!\n\r", victim); } else if ( !str_cmp( arg2, "zerg" ) ) { victim->class = CLASS_ZERG; victim->level = 3; ch->pcdata->powers[PZERG] = 0; send_to_char( "You are now a zerg.\n\r", victim); } else if ( !str_cmp( arg2, "highlander" ) ) { victim->class = 16; victim->level = 3; send_to_char("You are now a highlander!\n\r", victim); } else if ( !str_cmp( arg2, "monk" ) ) { victim->class = CLASS_MONK; victim->level = 3; send_to_char("You are now a monk!\n\r", victim); } else if ( !str_cmp( arg2, "drow" ) ) { victim->class = 32; send_to_char("You are now a drow!\n\r", victim); } else if ( !str_cmp( arg2, "ninja" ) ) { victim->class = 128; send_to_char("You are now a ninja!\n\r", victim); } else if (!str_cmp( arg2, "angel" ) ) { victim->class = CLASS_ANGEL; send_to_char("You are now an Angel!\n\r",victim); } else { send_to_char( "Syntax: class <char> <class>.\n\r", ch ); send_to_char(" Classes:\n\r", ch ); send_to_char("None, ", ch); send_to_char("Demon, ", ch); send_to_char("Demon Lord , ", ch); send_to_char("Purple Mage, Blue Mage, Yellow Mage, \n\rGreen Mage, Red Mage, ", ch); send_to_char("Werewolf, ", ch); send_to_char("Vampire, ", ch); send_to_char("Monk, ", ch); send_to_char("Zerg, ", ch); send_to_char("Drow.\n\r",ch); send_to_char("Ninja.\n\r",ch); return; } send_to_char("Class Set.\n\r",ch); return; } void do_generation( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int gen; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( IS_NPC(ch) ) return; if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: generation <char> <generation>.\n\r", ch ); send_to_char("Generation 1 is a Master <Class> and 2 is clan leader.\n\r", ch); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } gen = is_number( arg2 ) ? atoi( arg2 ) : -1; send_to_char("Generation Set.\n\r",ch); victim->generation = gen; return; } void do_darkside( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_IMMUNE(ch, IMM_DEMON)) { /* send_to_char("That would be a very bad idea...\n\r",ch); return; */ send_to_char("You will now allow Lloth to turn you to the dark side.\n\r",ch); SET_BIT(ch->immune, IMM_DEMON); return; } send_to_char("You will no longer allow Lloth into your mind.\n\r",ch); REMOVE_BIT(ch->immune, IMM_DEMON); return; } void do_arms( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_HIGHLANDER)) { send_to_char("Huh?\n\r", ch); return; } if (ch->practice < 75) { send_to_char( "It costs at least 75 points of primal energy to grow arms.\n\r", ch); return; } SET_BIT(ch->newbits, THIRD_HAND); SET_BIT(ch->newbits, FOURTH_HAND); stc("You scream in pain as two hulking arms grow from your sides.\n\r",ch); return; } void do_clan( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; char lord[MAX_INPUT_LENGTH]; CHAR_DATA *gch; one_argument( argument, arg ); if (IS_NPC(ch)) return; if( !str_cmp( ch->clan, "(null)" ) ) { stc( "Huh?\n\r", ch); return; } if (ch->generation < 3) strcpy(lord,ch->clan); else strcpy(lord,ch->clan); sprintf( buf, "The members of the clan %s:\n\r", lord ); send_to_char( buf, ch ); send_to_char("#2[ Name ] [ Hits ] [ Mana ] [ Move ] [ Exp ]#n\n\r",ch); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( IS_NPC(gch) ) continue; /* if ( !IS_CLASS(gch, CLASS_HIGHLANDER)) continue;*/ if ( !str_cmp(gch->clan,lord) || !str_cmp(gch->name,lord) || (str_cmp(gch->clan, "(null)") && ch->generation < 3)) { sprintf( buf, "#2[#n%-18s#2] [#n%-6d#2] [#n%-6d#2] [#n%-6d#2] [#n%7d#2]#n\n\r", capitalize( gch->name ), gch->hit,gch->mana,gch->move, gch->exp); send_to_char( buf, ch ); } } return; } void do_weaponteach( CHAR_DATA *ch, char *argument ) { char buf [MAX_INPUT_LENGTH]; CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_HIGHLANDER)) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char( "Teach who the basics of weapons?\n\r", ch ); return; } 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; } if ( ch == victim ) { send_to_char("Not on yourself.\n\r", ch ); return; } if (victim->class != 0) { send_to_char("You can't make a classed person a highlander.\n\r", ch); return;} if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) ) { send_to_char( "Only on avatars.\n\r", ch ); return; } if (!IS_IMMUNE(victim,IMM_DEMON)) { send_to_char( "Not on an unwilling person.\n\r", ch); return; } if (ch->exp < 10000) { send_to_char("You cannot afford the 10,000 exp.\n\r",ch); return; } ch->exp = ch->exp - 10000; act("You make $N a highlander!", ch, NULL, victim, TO_CHAR); act("$n makes $N a highlander!", ch, NULL, victim, TO_NOTVICT); act("$n makes you a highlander!", ch, NULL, victim, TO_VICT); victim->class=CLASS_HIGHLANDER; victim->special=0; if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); REMOVE_BIT(victim->act, PLR_HOLYLIGHT); REMOVE_BIT(victim->act, PLR_WIZINVIS); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_ANARCH); victim->rage = 0; victim->generation = ch->generation + 1; victim->special = 0; free_string(victim->morph); victim->morph=str_dup(""); free_string(victim->lord); if (ch->generation == 1) victim->lord=str_dup(ch->name); else { sprintf(buf,"%s %s",ch->lord,ch->name); victim->lord=str_dup(buf); } save_char_obj(ch); save_char_obj(victim); return; } void reset_weapon( CHAR_DATA *ch, int dtype ) { if ( ch->wpn[dtype] > 200 ) ch->wpn[dtype] = 200; return; } void reset_spell( CHAR_DATA *ch, int dtype ) { if ( ch->spl[dtype] > 200 ) ch->spl[dtype] = 200; return; } void do_stake( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *stake; char arg [MAX_INPUT_LENGTH]; int blood; stc("You plunge a stake into a Fuzzy little bunny, who is a wizended whore, which spreads it's plagues throughout the lands with a large dildo and a man named Thomas. On Tuesdays he spanks his father. Thank you.\n\r",ch); return; return; argument = one_argument( argument, arg ); if (IS_NPC( ch )) return; if ( arg[0] == '\0' ) { send_to_char( "Stake whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } stake = get_eq_char( ch, WEAR_HOLD ); if ( stake == NULL || stake->item_type != ITEM_STAKE ) { stake = get_eq_char( ch, WEAR_WIELD ); if ( stake == NULL || stake->item_type != ITEM_STAKE ) { send_to_char( "How can you stake someone down without holding a stake?\n\r", ch ); return; } } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot stake yourself.\n\r", ch ); return; } if (!IS_CLASS(victim, CLASS_VAMPIRE)) { send_to_char( "You can only stake vampires.\n\r", ch ); return; } if (victim->position > POS_MORTAL) { send_to_char( "You can only stake down a vampire who is mortally wounded.\n\r", ch ); return; } act("You plunge $p into $N's heart.", ch, stake, victim, TO_CHAR); act("$n plunges $p into $N's heart.", ch, stake, victim, TO_NOTVICT); send_to_char( "You feel a stake plunged through your heart.\n\r", victim ); if (IS_IMMUNE(victim,IMM_STAKE)) return; /* Have to make sure they have enough blood to change back */ blood = victim->pcdata->condition[COND_THIRST]; victim->pcdata->condition[COND_THIRST] = 666; /* To take care of vampires who have powers in affect. */ if (IS_VAMPAFF(victim,VAM_DISGUISED) ) do_mask(victim,"self"); if (IS_IMMUNE(victim,IMM_SHIELDED) ) do_shield(victim,""); if (IS_AFFECTED(victim,AFF_SHADOWPLANE) ) do_shadowplane(victim,""); if (IS_VAMPAFF(victim,VAM_FANGS) ) do_fangs(victim,""); if (IS_VAMPAFF(victim,VAM_CLAWS) ) do_claws(victim,""); if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) do_nightsight(victim,""); if (IS_AFFECTED(victim,AFF_SHADOWSIGHT) ) do_shadowsight(victim,""); if (IS_SET(victim->act,PLR_HOLYLIGHT) ) do_truesight(victim,""); if (IS_VAMPAFF(victim,VAM_CHANGED) ) do_change(victim,"human"); if (IS_POLYAFF(victim,POLY_SERPENT) ) do_serpent(victim,""); victim->rage = 0; victim->pcdata->condition[COND_THIRST] = blood; REMOVE_BIT(victim->class, CLASS_VAMPIRE); obj_from_char(stake); obj_to_char(stake,victim); ch->exp = ch->exp + 1000; victim->home = 3001; return; } void do_mask( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DRAGON)) { send_to_char( "Huh?\n\r", ch ); return; } if (ch->power[DISC_VAMP_OBFU] < 2 && IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("You must obtain at least level 2 in Obfuscate to use Mask.\n\r",ch); return; } if( IS_CLASS(ch, CLASS_DRAGON) && !IS_SET(ch->pcdata->dragonaff, DRA_MASK)) { send_to_char("You haven't gained the power to mask people yet.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Change to look like whom?\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 ( ( 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; } if ( IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You can only mask avatars or lower.\n\r", ch ); return; } if ( ch->pcdata->condition[COND_THIRST] < 40 && IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(30,40); if ( ch == victim ) { if (!IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED)) { send_to_char( "You already look like yourself!\n\r", ch ); return; } sprintf(buf,"Your form shimmers and transforms into %s.",ch->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's form shimmers and transforms into %s.",ch->morph,ch->name); act(buf,ch,NULL,victim,TO_ROOM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string( ch->morph ); ch->morph = str_dup( "" ); return; } if (IS_VAMPAFF(ch,VAM_DISGUISED)) { sprintf(buf,"Your form shimmers and transforms into a clone of %s.",victim->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->morph,victim->name); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->morph); act(buf,ch,NULL,victim,TO_VICT); free_string( ch->morph ); ch->morph = str_dup( victim->name ); return; } sprintf(buf,"Your form shimmers and transforms into a clone of %s.",victim->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->name,victim->name); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->name); act(buf,ch,NULL,victim,TO_VICT); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string( ch->morph ); ch->morph = str_dup( victim->name ); return; } void do_change( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_PROT] < 3 ) { send_to_char("You must obtain at least level 3 in Protean to use Minor Change.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r", ch ); return; } if ( !str_cmp(arg,"bat") ) { if (IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You can only polymorph from human form.\n\r", ch ); return; } if ( ch->pcdata->condition[COND_THIRST] < 50 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); ch->pcdata->condition[COND_THIRST] -= number_range(40,50); clear_stats(ch); act( "You transform into bat form.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into a bat.", ch, NULL, NULL, TO_ROOM ); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC); /* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/ SET_BIT(ch->polyaff, POLY_BAT); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); SET_BIT(ch->affected_by, AFF_POLYMORPH); sprintf(buf, "%s the vampire bat", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); return; } else if ( !str_cmp(arg,"wolf") ) { if (IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You can only polymorph from human form.\n\r", ch ); return; } if ( ch->pcdata->condition[COND_THIRST] < 50 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); ch->pcdata->condition[COND_THIRST] -= number_range(40,50); act( "You transform into wolf form.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into a dire wolf.", ch, NULL, NULL, TO_ROOM ); clear_stats(ch); if (ch->wpn[0] > 0) { ch->hitroll += (ch->wpn[0]); ch->damroll += (ch->wpn[0]); ch->armor -= (ch->wpn[0] * 3); } ch->pcdata->mod_str = 10; /* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/ SET_BIT(ch->polyaff, POLY_WOLF); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); ch->max_hit = ch->max_hit + 500; ch->hit = ch->hit + 500; sprintf(buf, "%s the dire wolf", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); return; } else if ( !str_cmp(arg,"mist") ) { if (IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You can only polymorph from human form.\n\r", ch ); return; } if (has_timer(ch)) return; if ( ch->pcdata->condition[COND_THIRST] < 50 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); ch->pcdata->condition[COND_THIRST] -= number_range(40,50); act( "You transform into mist form.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into a white mist.", ch, NULL, NULL, TO_ROOM ); if (IS_EXTRA(ch, TIED_UP)) { act("The ropes binding you fall through your ethereal form.",ch,NULL,NULL,TO_CHAR); act("The ropes binding $n fall through $s ethereal form.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->extra, TIED_UP); REMOVE_BIT(ch->extra, GAGGED); REMOVE_BIT(ch->extra, BLINDFOLDED); } if (is_affected(ch, gsn_web)) { act("The webbing entrapping $n falls through $s ethereal form.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you falls through your ethereal form.\n\r",ch); affect_strip(ch, gsn_web); } clear_stats(ch); /* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/ SET_BIT(ch->polyaff, POLY_MIST); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->affected_by, AFF_ETHEREAL); sprintf(buf, "%s the white mist", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); return; } else if ( !str_cmp(arg,"human") ) { if (!IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You are already in human form.\n\r", ch ); return; } if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_BAT)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(ch->polyaff, POLY_BAT); /* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/ } else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_WOLF)) { /* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/ REMOVE_BIT(ch->polyaff, POLY_WOLF); ch->max_hit = ch->max_hit - 500; ch->hit = ch->hit - 500; if (ch->hit < 1) ch->hit = 1; } else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_MIST)) { /* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/ REMOVE_BIT(ch->polyaff, POLY_MIST); REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); } else { /* In case they try to change to human from a non-vamp form */ send_to_char( "You seem to be stuck in this form.\n\r", ch ); return; } act( "You transform into human form.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM ); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); clear_stats(ch); free_string( ch->morph ); ch->morph = str_dup( "" ); return; } else send_to_char( "You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r", ch ); return; } void do_clandisc( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (arg1[0] == '\0' && arg2[0] == '\0') { do_stat(ch,""); return; } if (arg2[0] == '\0') { if (!str_cmp(arg1,"animalism")) { send_to_char("Animalism: The discipline of nature control.\n\r",ch); if (ch->power[DISC_VAMP_ANIM] < 1) send_to_char("You have none of the Animalism powers.\n\r",ch); if (ch->power[DISC_VAMP_ANIM] > 0) send_to_char("Serenity: You can sooth the most aggressive soul (Golconda Required).\n\r",ch); return; } else if (!str_cmp(arg1,"auspex")) { send_to_char("Auspex: The discipline of extrasensory awareness.\n\r",ch); if (ch->power[DISC_VAMP_AUSP] < 1) send_to_char("You have none of the Auspex discipline powers.\n\r",ch); if (ch->power[DISC_VAMP_AUSP] > 0) send_to_char("Truesight: The user can see everything, including invis.\n\r",ch); if (ch->power[DISC_VAMP_AUSP] > 1) send_to_char("Scry: Allows you to view the room the specified target is in.\n\r",ch); if (ch->power[DISC_VAMP_AUSP] > 2) send_to_char("Readaura: Gives you detained information about a creature or object.\n\r",ch); return; } else if (!str_cmp(arg1,"celerity")) { send_to_char("Celerity: The discipline of superior speed.\n\r",ch); return; } else if (!str_cmp(arg1,"chimerstry")) { send_to_char("chimerstry: The discipline of illusion.\n\r",ch); return; } else if (!str_cmp(arg1,"daimoinon")) { send_to_char("Daimoinon: The discipline of dark corruption.\n\r",ch); if (ch->power[DISC_VAMP_DAIM] < 1) send_to_char("You have none of the Daimoinon discipline powers.\n\r",ch); return; } else if (!str_cmp(arg1,"dominate")) { send_to_char("Dominate: The discipline of control.\n\r",ch); if (ch->power[DISC_VAMP_DOMI] < 1) send_to_char("You have none of the Dominate discipline powers.\n\r",ch); if (ch->power[DISC_VAMP_DOMI] > 0) send_to_char("Command: You can plant suggestions in the mind of others.\n\r",ch); if (ch->power[DISC_VAMP_DOMI] > 1) send_to_char("Shield: You are able to shield your mind from scrying and aura-reading.\n\r",ch); if (ch->power[DISC_VAMP_DOMI] > 3) send_to_char("Possession: You can take control of mobs by feeding them blood.\n\r",ch); return; } else if (!str_cmp(arg1,"fortitude")) { send_to_char("Fortitude: The discipline of supernatural toughness and vigor.\n\r",ch); if (ch->power[DISC_VAMP_FORT] < 1) send_to_char("You have no fortitude.\n\r",ch); return; } else if (!str_cmp(arg1,"obfuscate")) { send_to_char("Obfuscate: The discipline of stealth.\n\r",ch); if (ch->power[DISC_VAMP_OBFU] < 1) send_to_char("You have none of the Obfuscate discipline powers.\n\r",ch); return; } else if (!str_cmp(arg1,"obtenebration")) { send_to_char("Obtenebration: The discipline of darkness manipulation.\n\r",ch); if (ch->power[DISC_VAMP_OBTE] < 1) send_to_char("You have none of the Obtenebration discipline powers.\n\r",ch); return; } else if (!str_cmp(arg1,"potence")) { send_to_char("Potence: The discipline of superior strength.\n\r",ch); return; } else if (!str_cmp(arg1,"presence")) { send_to_char("Presence: The discipline of appeal and attractiveness.\n\r",ch); if (ch->power[DISC_VAMP_PRES] < 1) send_to_char("You have none of the Presence discipline powers.\n\r",ch); return; } else if (!str_cmp(arg1,"protean")) { send_to_char("Protean: The discipline of neutral transformation.\n\r",ch); if (ch->power[DISC_VAMP_PROT] < 1) send_to_char("You have none of the Protean discipline powers.\n\r",ch); return; } else if (!str_cmp(arg1,"quietus")) { send_to_char("Quietus: The discipline of death.\n\r",ch); if (ch->power[DISC_VAMP_QUIE] < 1) send_to_char("You have none of the Quietus discipline powers.\n\r",ch); if (ch->power[DISC_VAMP_QUIE] > 3) send_to_char("Spit: You can project your deadly spit at a foe\n\r",ch); return; } else if (!str_cmp(arg1,"serpentis")) { send_to_char("Serpentis: The discipline of temptation and corruption.\n\r",ch); if (ch->power[DISC_VAMP_SERP] < 1) send_to_char("You have none of the Serpentis discipline powers.\n\r",ch); return; } else if (!str_cmp(arg1,"thaumaturgy")) { send_to_char("Thaumaturgy: The discipline of blood magic.\n\r",ch); if (ch->power[DISC_VAMP_THAU] < 1) send_to_char("You have none of the Thaumaturgy discipline powers.\n\r",ch); if (ch->power[DISC_VAMP_THAU] > 0) send_to_char("Theft: You can take from the blood pool of other players.\n\r",ch); return; } else if (!str_cmp(arg1,"vicissitude")) { send_to_char("Vicissitude: The discipline of evil body control.\n\r",ch); if (ch->power[DISC_VAMP_VICI] < 1) send_to_char("You have none of the Vicissitude discipline powers.\n\r",ch); if (ch->power[DISC_VAMP_VICI] > 3) send_to_char("Zuloform: Transformation into a powerful being.\n\r",ch); return; } do_stat(ch,""); return; } if (!str_cmp(arg2,"improve")) { int improve; int cost; int max; int maxlevel; stc("Please use the new commands, Disciplines and research.\n\r",ch); return; if (ch->generation == 13) maxlevel=10; else if (ch->generation == 12) maxlevel=10; else if (ch->generation == 11) maxlevel=10; else if (ch->generation == 10) maxlevel=10; else if (ch->generation == 9) maxlevel=10; else if (ch->generation == 8) maxlevel=10; else if (ch->generation == 7) maxlevel=10; else if (ch->generation == 6) maxlevel=10; else if (ch->generation == 5) maxlevel=10; else if (ch->generation == 4) maxlevel=10; else maxlevel=10; if (!str_cmp(arg1,"animalism" )) {improve = DISC_VAMP_ANIM; max=maxlevel;} else if (!str_cmp(arg1,"auspex" )) {improve = DISC_VAMP_AUSP; max=maxlevel;} else if (!str_cmp(arg1,"celerity" )) {improve = DISC_VAMP_CELE; max=maxlevel;} else if (!str_cmp(arg1,"chimerstry" )) {improve = DISC_VAMP_CHIM; max=maxlevel;} else if (!str_cmp(arg1,"dominate" )) {improve = DISC_VAMP_DOMI; max=maxlevel;} else if (!str_cmp(arg1,"daimoinon" )) {improve = DISC_VAMP_DAIM;max=maxlevel;} else if (!str_cmp(arg1,"fortitude" )) {improve = DISC_VAMP_FORT; max=maxlevel;} else if (!str_cmp(arg1,"obfuscate" )) {improve = DISC_VAMP_OBFU; max=maxlevel;} else if (!str_cmp(arg1,"obtenebration" )) {improve = DISC_VAMP_OBTE; max=maxlevel;} else if (!str_cmp(arg1,"potence" )) {improve = DISC_VAMP_POTE; max=maxlevel;} else if (!str_cmp(arg1,"presence" )) {improve = DISC_VAMP_PRES; max=maxlevel;} else if (!str_cmp(arg1,"protean" )) {improve = DISC_VAMP_PROT; max=maxlevel;} else if (!str_cmp(arg1,"quietus" )) {improve = DISC_VAMP_QUIE; max=maxlevel;} else if (!str_cmp(arg1,"serpentis" )) {improve = DISC_VAMP_SERP; max=maxlevel;} else if (!str_cmp(arg1,"thaumaturgy" )) {improve = DISC_VAMP_THAU; max=maxlevel;} else if (!str_cmp(arg1,"vicissitude" )) {improve = DISC_VAMP_VICI; max=maxlevel;} else if (!str_cmp(arg1,"obeah" )) {improve = DISC_VAMP_OBEA; max = maxlevel; } else if (!str_cmp(arg1,"melpominee" )) {improve = DISC_VAMP_MELP; max = maxlevel; } else if (!str_cmp(arg1,"necromancy" )) {improve = DISC_VAMP_NECR; max = maxlevel; } else if (!str_cmp(arg1,"thanatosis" )) {improve = DISC_VAMP_THAN; max = maxlevel; } else { send_to_char("You can improve: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate,\n\r Obtenebration, Potence, Presence, Protean, Quietus, Serpentis,\n\r Thaumaturgy or Vicissitude.\n\r",ch); return; } cost = (ch->power[improve]+1) * 10; arg1[0] = UPPER(arg1[0]); if ( ch->power[improve] >= max && ch->pcdata->rank ==AGE_METHUSELAH) { sprintf(buf,"You have already gained all the powers of the %s discipline.\n\r", arg1); send_to_char(buf,ch); return; } if (ch->power[improve] >= max) { sprintf(buf,"You have already maxed %s.\n\r",arg1); send_to_char(buf,ch); return; } if ( cost > ch->practice ) { sprintf(buf,"It costs you %d primal to improve your %s discipline.\n\r", cost, arg1); send_to_char(buf,ch); return; } ch->power[improve] += 1; ch->practice -= cost; sprintf(buf,"You improve your ability in the %s discipline.\n\r", arg1); send_to_char(buf,ch); } else send_to_char("To improve a discipline, type: Clandisc <discipline type> improve.\n\r",ch); return; } void do_vampire( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_IMMUNE(ch, IMM_VAMPIRE)) { send_to_char("You will now allow vampires to bite you.\n\r",ch); SET_BIT(ch->immune, IMM_VAMPIRE); return; } send_to_char("You will no longer allow vampires to bite you.\n\r",ch); REMOVE_BIT(ch->immune, IMM_VAMPIRE); return; } void do_shadowplane( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->power[DISC_WERE_OWL] < 3) { if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_OBTE] < 3) { send_to_char("You must obtain at least level 3 in Obtenebration to use Shadowplane .\n\r",ch); return; } } if (has_timer(ch)) return; if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 75) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE)) ch->pcdata->condition[COND_THIRST] -= number_range(65,75); if ( arg[0] == '\0' ) { if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)) { send_to_char("You fade into the plane of shadows.\n\r",ch); act("The shadows flicker and swallow up $n.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"auto"); return; } REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); send_to_char("You fade back into the real world.\n\r",ch); act("The shadows flicker and $n fades into existance.",ch,NULL,NULL,TO_ROOM); do_look(ch,"auto"); return; } if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "What do you wish to toss into the shadow plane?\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) send_to_char( "You toss it to the ground and it vanishes.\n\r", ch ); else send_to_char( "You toss it into a shadow and it vanishes.\n\r", ch ); return; } void do_darkheart( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) ) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_SERP] < 1 ) { send_to_char("You must obtain at least level 1 in Serpentis to use Darkheart.\n\r",ch); return; } if (IS_IMMUNE(ch,IMM_STAKE) ) { send_to_char("But you've already torn your heart out!\n\r",ch); return; } if ( ch->pcdata->condition[COND_THIRST] < 1000 / ch->generation ) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= 100; send_to_char("You rip your heart from your body and toss it to the ground.\n\r",ch); act("$n rips $s heart out and tosses it to the ground.", ch, NULL, NULL, TO_ROOM); make_part( ch, "heart" ); ch->hit = ch->hit - number_range(10,20); update_pos(ch); if (ch->position == POS_DEAD && !IS_HERO(ch)) { send_to_char( "You have been KILLED!!\n\r\n\r", ch ); raw_kill(ch); return; } SET_BIT(ch->immune, IMM_STAKE); return; } void do_truesight( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_HIGHLANDER) && !IS_CLASS(ch, CLASS_MAGE) && !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DRAGON) ) { send_to_char("Huh?\n\r",ch); return; } /* if ((ch->max_hit < 1000) && IS_CLASS(ch,CLASS_HIGHLANDER)) { stc("You dont have enough hps to use truesight",ch); return; }*/ if( IS_CLASS(ch, CLASS_DRAGON) && !IS_SET(ch->pcdata->dragonaff, DRA_TRUESIGHT) ) { send_to_char( "You don't have sight beyond sight yet.\n\r", ch ); return; } if ((ch->power[DISC_VAMP_AUSP] < 1) && IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("You must obtain at least level 1 in Auspex to use Truesight.\n\r", ch); return; } if ((ch->power[DISC_WERE_HAWK] < 3) && IS_CLASS(ch,CLASS_WEREWOLF)) { send_to_char("You must obtain level 3 in the Hawk totem to use Truesight.\n\r",ch); return; } if (!IS_DEMPOWER( ch, DEM_TRUESIGHT) && IS_CLASS(ch,CLASS_DEMON)) { stc("You must inpart truesight first.\n\r",ch); return; } if ( IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 3 ) { stc("You must obtain level 4 in Awareness first.\n\r",ch); return; } if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", ch ); } else { SET_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Your senses increase to incredible proportions.\n\r", ch ); } return; } void do_majesty( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; smash_tilde( argument ); argument = one_argument( argument, arg1 ); strcpy( arg2, argument ); if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) ) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_PRES] < 5 ) { send_to_char("You must obtain at least level 5 in Presence to use Majesty.\n\r",ch); return; } if (has_timer(ch)) return; if (IS_AFFECTED(ch, AFF_PEACE)) { REMOVE_BIT(ch->affected_by, AFF_PEACE); act( "You lower your majesty.", ch, NULL, NULL, TO_CHAR ); act( "$n looks less imposing.", ch, NULL, NULL, TO_NOTVICT ); return; } if ( ch->pcdata->condition[COND_THIRST] < 45 ) { send_to_char( "You have insufficient blood.\n\r", ch ); return; } ch->pcdata->condition[COND_THIRST] -= number_range(35,45); SET_BIT(ch->affected_by, AFF_PEACE); act( "You raise your majesty.", ch, NULL, NULL, TO_CHAR ); act( "$n suddenly looks very imposing.", ch, NULL, NULL, TO_NOTVICT); return; } void do_scry( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *victimroom; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_ITEMAFF(ch, ITEMA_VISION)) { if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_DRAGON) && !IS_CLASS(ch, CLASS_MAGE) ) { stc("Huh?\n\r",ch); return; } } if ( !IS_ITEMAFF(ch, ITEMA_VISION) ) { if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_AUSP] < 2 ) { send_to_char("You must obtain at least level 2 Auspex to use Scry.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_DRAGON) && !IS_SET(ch->pcdata->dragonaff, DRA_SCRY)) { send_to_char("You can't see people who are far away yet.\n\r", ch); return; } if (IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 4) { send_to_char("You need to obtain level 4 in Awareness to use scry.\n\r",ch); return; } if( IS_CLASS(ch, CLASS_MAGE) && ch->spheres[MCOR] < 2 ) { stc( "Your correspondence is not high enough for you to find people anywhere in the world.\n\r", ch); return; } if (IS_CLASS(ch, CLASS_DEMON) && !IS_DEMPOWER(ch, DEM_SCRY) ) { stc("You have not been granted the power of Scry.\n\r",ch); return; } } if ( arg[0] == '\0' ) { send_to_char( "Scry on whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_IMMUNE(victim,IMM_SHIELDED) && !IS_CLASS(ch, CLASS_MAGE) ) { send_to_char( "You cannot find them.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 25 && !IS_ITEMAFF(ch, ITEMA_VISION)) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (!IS_ITEMAFF(ch, ITEMA_VISION) && IS_CLASS(ch, CLASS_VAMPIRE)) ch->pcdata->condition[COND_THIRST] -= number_range(15,25); chroom = ch->in_room; victimroom = victim->in_room; char_from_room(ch); char_to_room(ch,victimroom); if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_AFFECTED(victim, AFF_SHADOWPLANE))) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"auto"); SET_BIT(ch->affected_by, AFF_SHADOWPLANE); } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_AFFECTED(victim, AFF_SHADOWPLANE))) { SET_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"auto"); REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); } else do_look(ch,"auto"); char_from_room(ch); char_to_room(ch,chroom); ch->fight_timer = 10; if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_SET(ch->flag2, AFF_SPIRITGUARD)) { act("Your spirit guardian sends you a message:",ch,NULL,victim,TO_VICT); act("\"$n is scrying you.\"",ch,NULL,victim,TO_VICT); } return; } void do_readaura( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_ITEMAFF(ch, ITEMA_VISION) && !IS_CLASS(ch, CLASS_MONK)) { send_to_char( "Huh?\n\r", ch ); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_AUSP] < 3 && !IS_ITEMAFF(ch, ITEMA_VISION)) { send_to_char("You must obtain at least level 3 in Auspex to use Readaura.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 2) { send_to_char("You must obtain the level 2 Mantra first!\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Read the aura on what?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "Read the aura on what?\n\r", ch ); return; } if ( ch->pcdata->condition[COND_THIRST] < 50 && !IS_ITEMAFF(ch, ITEMA_VISION) && !IS_CLASS(ch, CLASS_MONK)) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (!IS_ITEMAFF(ch, ITEMA_VISION) && !IS_CLASS(ch, CLASS_MONK)) ch->pcdata->condition[COND_THIRST] -= number_range(40,50); act("$n examines $p intently.",ch,obj,NULL,TO_ROOM); spell_identify( skill_lookup( "identify" ), ch->level, ch, obj ); return; } if (ch->pcdata->condition[COND_THIRST] < 50 && !IS_ITEMAFF(ch,ITEMA_VISION) && !IS_CLASS(ch, CLASS_MONK) ) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (!IS_ITEMAFF(ch, ITEMA_VISION)) ch->pcdata->condition[COND_THIRST] -= number_range(40,50); if (!IS_NPC(victim) && (IS_IMMUNE(victim,IMM_SHIELDED) || (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1],DPOWER_DROWSHIELD))) && !IS_ITEMAFF(ch, ITEMA_VISION) && !IS_CLASS(ch, CLASS_MAGE)) { send_to_char("You are unable to read their aura.\n\r",ch); return; } act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT); act("$n examines you intently.",ch,NULL,victim,TO_VICT); if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr); else { if (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name); else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name); else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name); else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name); else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name); else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name); else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name); else sprintf(buf, "%s is a Mortal.\n\r", victim->name); } send_to_char(buf,ch); if (!IS_NPC(victim)) { sprintf(buf,"Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",get_curr_str(victim),get_curr_int(victim),get_curr_wis(victim),get_curr_dex(victim),get_curr_con(victim)); send_to_char(buf,ch); } sprintf(buf,"Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",victim->hit,victim->max_hit,victim->mana,victim->max_mana,victim->move,victim->max_move); send_to_char(buf,ch); if (!IS_NPC(victim)) sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim),char_ac(victim)); else sprintf(buf,"AC:%d.\n\r",char_ac(victim)); send_to_char(buf,ch); if (!IS_NPC(victim)) { sprintf(buf,"Status:%d, ",victim->race); send_to_char(buf,ch); if (IS_CLASS(victim, CLASS_VAMPIRE)) { sprintf(buf,"Blood:%d, ",victim->pcdata->condition[COND_THIRST]); send_to_char(buf,ch); } } sprintf(buf,"Alignment:%d.\n\r",victim->alignment); send_to_char(buf,ch); if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT)) act("$N is pregnant.",ch,NULL,victim,TO_CHAR); if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE)) { send_to_char("Disciplines:",ch); if (IS_VAMPAFF(victim, VAM_PROTEAN)) send_to_char(" Protean",ch); if (IS_VAMPAFF(victim, VAM_CELERITY)) send_to_char(" Celerity",ch); if (IS_VAMPAFF(victim, VAM_FORTITUDE)) send_to_char(" Fortitude",ch); if (IS_VAMPAFF(victim, VAM_POTENCE)) send_to_char(" Potence",ch); if (IS_VAMPAFF(victim, VAM_OBFUSCATE)) send_to_char(" Obfuscate",ch); if (IS_VAMPAFF(victim, VAM_OBTENEBRATION)) send_to_char(" Obtenebration",ch); if (IS_VAMPAFF(victim, VAM_SERPENTIS)) send_to_char(" Serpentis",ch); if (IS_VAMPAFF(victim, VAM_AUSPEX)) send_to_char(" Auspex",ch); if (IS_VAMPAFF(victim, VAM_DOMINATE)) send_to_char(" Dominate",ch); if (IS_VAMPAFF(victim, VAM_PRESENCE)) send_to_char(" Presence",ch); if (IS_VAMPAFF(victim, VAM_VICISSITUDE)) send_to_char(" Vicissitude",ch); if (IS_VAMPAFF(victim, VAM_THAU)) send_to_char(" Thaumaturgy",ch); if (IS_VAMPAFF(victim, VAM_ANIMAL)) send_to_char(" Animalism",ch); if (IS_VAMPAFF(victim, VAM_QUIETUS)) send_to_char(" Quietus",ch); send_to_char(".\n\r",ch); } return; } void do_mortal( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int blood; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_VAMPAFF(ch, VAM_MORTAL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_OBFU] < 4) { send_to_char("You must obtain at least level 4 in Obfuscate to use Mortal Facade.\n\r",ch); return; } if (IS_CLASS(ch,CLASS_VAMPIRE) ) { if ( ch->pcdata->condition[COND_THIRST] < 1000 / ch->generation ) { send_to_char("You must be at full blood to use this power.\n\r",ch); return; } /* Have to make sure they have enough blood to change back */ blood = ch->pcdata->condition[COND_THIRST]; ch->pcdata->condition[COND_THIRST] = 666; /* Remove physical vampire attributes when you take mortal form */ if (IS_VAMPAFF(ch,VAM_DISGUISED) ) do_mask(ch,"self"); if (IS_IMMUNE(ch,IMM_SHIELDED) ) do_shield(ch,""); if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) do_shadowplane(ch,""); if (IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,""); if (IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,""); if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,""); if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) do_shadowsight(ch,""); if (IS_SET(ch->act,PLR_HOLYLIGHT) ) do_truesight(ch,""); if (IS_VAMPAFF(ch,VAM_CHANGED) ) do_change(ch,"human"); if (IS_POLYAFF(ch,POLY_SERPENT) ) do_serpent(ch,""); ch->rage = 0; ch->pcdata->condition[COND_THIRST] = blood; send_to_char("Colour returns to your skin and you warm up a little.\n\r",ch); act("Colour returns to $n's skin.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->class, CLASS_VAMPIRE); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL); return; } send_to_char("You skin pales and cools.\n\r",ch); act("$n's skin pales slightly.", ch, NULL, NULL, TO_ROOM); ch->class=CLASS_VAMPIRE; REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL); return; } void do_mortalvamp( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int blood; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_CLASS(ch,CLASS_VAMPIRE) ) { /* Have to make sure they have enough blood to change back */ blood = ch->pcdata->condition[COND_THIRST]; ch->pcdata->condition[COND_THIRST] = 666; /* Remove physical vampire attributes when you take mortal form */ if (IS_VAMPAFF(ch,VAM_DISGUISED) ) do_mask(ch,"self"); if (IS_IMMUNE(ch,IMM_SHIELDED) ) do_shield(ch,""); if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) do_shadowplane(ch,""); if (IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,""); if (IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,""); if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,""); if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) do_shadowsight(ch,""); if (IS_SET(ch->act,PLR_HOLYLIGHT) ) do_truesight(ch,""); if (IS_VAMPAFF(ch,VAM_CHANGED) ) do_change(ch,"human"); if (IS_POLYAFF(ch,POLY_SERPENT) ) do_serpent(ch,""); ch->rage = 0; ch->pcdata->condition[COND_THIRST] = blood; send_to_char("You loose your vampire powers.\n\r",ch); REMOVE_BIT(ch->class, CLASS_VAMPIRE); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL); return; } send_to_char("You regain your vampire powers.\n\r",ch); ch->class= CLASS_VAMPIRE; REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL); return; } void do_shield( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->power[DISC_WERE_OWL] < 2) { if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_MAGE) ) { send_to_char("Huh?\n\r",ch); return; } } if (!IS_DEMPOWER( ch, DEM_SHIELD) && IS_CLASS(ch,CLASS_DEMON)) { send_to_char("You must inpart it first!\n\r",ch); return; } if (IS_CLASS(ch, CLASS_DROW) && !IS_SET(ch->pcdata->powers[1],DPOWER_DROWSHIELD)) { send_to_char("You don't have that power.\n\r", ch ); return;} if (IS_CLASS(ch, CLASS_MONK) && !IS_NPC(ch) && ch->pcdata->powers[PMONK] < 2) { send_to_char("You must improve your Mantras to level 2 first!\n\r",ch); return; } if( IS_CLASS(ch, CLASS_MAGE) && ch->spheres[MCOR] < 2) { stc( "Your correspondence is not high enough for you to shield your aura.\n\r", ch); return; } if (ch->power[DISC_VAMP_OBFU] < 3 && ch->power[DISC_VAMP_DOMI] < 2 && !IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_MAGE) ) { send_to_char("You must obtain at least level 3 in Obfuscate or level 2 in Dominate.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 60) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE)) ch->pcdata->condition[COND_THIRST] -= number_range(50,60); if (!IS_IMMUNE(ch,IMM_SHIELDED) ) { send_to_char("You shield your aura from those around you.\n\r",ch); SET_BIT(ch->immune, IMM_SHIELDED); return; } send_to_char("You stop shielding your aura.\n\r",ch); REMOVE_BIT(ch->immune, IMM_SHIELDED); return; } void do_serpent( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_SERP] < 2) { send_to_char("You must obtain at least level 2 in Serpentis to use Serpent Form.\n\r",ch); return; } if (IS_AFFECTED(ch, AFF_POLYMORPH)) { if (!IS_POLYAFF(ch,POLY_SERPENT)) { send_to_char( "You cannot polymorph from this form.\n\r", ch ); return; } act( "You transform back into human.", ch, NULL, NULL, TO_CHAR ); act( "$n transform into human form.", ch, NULL, NULL, TO_ROOM ); clear_stats(ch); REMOVE_BIT(ch->polyaff, POLY_SERPENT); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); free_string( ch->morph ); ch->morph = str_dup( "" ); ch->max_hit = ch->max_hit - 250; ch->hit = ch->hit - 250; if (ch->hit < 1) ch->hit = 1; ch->max_mana = ch->max_mana + 50; return; } if ( ch->pcdata->condition[COND_THIRST] < 50 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(40,50); clear_stats(ch); if (ch->wpn[0] > 0) { ch->hitroll += ch->wpn[0] * 0.75; ch->damroll += ch->wpn[0] * 0.75; ch->armor -= ch->wpn[0] * 3; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); ch->pcdata->mod_str = 10; act( "You transform into a huge serpent.", ch, NULL, NULL, TO_CHAR ); act( "$n transforms into a huge serpent.", ch, NULL, NULL, TO_ROOM ); SET_BIT(ch->polyaff, POLY_SERPENT); SET_BIT(ch->affected_by, AFF_POLYMORPH); sprintf(buf, "%s the huge serpent", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); ch->max_hit = ch->max_hit + 250; ch->hit = ch->hit + 250; ch->max_mana = ch->max_mana - 50; return; } void do_poison( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_SERP] < 3) { send_to_char("You must obtain at least level 3 in Serpentis to use Poison.\n\r",ch); return; } if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) && ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) ) { send_to_char( "You must wield the weapon you wish to poison.\n\r", ch ); return; } if ( obj->value[0] != 0 ) { send_to_char( "This weapon cannot be poisoned.\n\r", ch ); return; } if ( ch->pcdata->condition[COND_THIRST] < 15 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(5,15); act("You run your tongue along $p, poisoning it.",ch,obj,NULL,TO_CHAR); act("$n runs $s tongue along $p, poisoning it.",ch,obj,NULL,TO_ROOM); obj->value[0] = 53; obj->timer = number_range(10,20); return; } void do_regenerate( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->rage > 0) { send_to_char("You cannot control your regenerative powers while the beast is so strong.\n\r",ch); return; } if ( ch->position == POS_FIGHTING ) { send_to_char("You cannot regenerate while fighting.\n\r",ch); return; } if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move ) { send_to_char("But you are already completely regenerated!\n\r",ch); return; } if ( ch->pcdata->condition[COND_THIRST] < 5 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(10,20); if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move ) { send_to_char("Your body has completely regenerated.\n\r",ch); act("$n's body completely regenerates itself.",ch,NULL,NULL,TO_ROOM); } else send_to_char("Your body slowly regenerates itself.\n\r",ch); if (ch->hit < 1 ) { ch->hit = ch->hit + 1; update_pos(ch); WAIT_STATE( ch, 24 ); } else { ch->hit = UMIN(ch->hit + 250, ch->max_hit); ch->mana = UMIN(ch->mana + 250, ch->max_mana); ch->move = UMIN(ch->move + 250, ch->max_move); WAIT_STATE(ch,8); update_pos(ch); } return; } void werewolf_regen( CHAR_DATA *ch ) { int min = 5; int max = 10; if (IS_NPC(ch)) return; if (ch->hit < 1 ) { ch->hit = ch->hit + number_range(1,3); update_pos(ch); } else { min += 10 - ch->generation; min += 20 - (ch->generation * 2); ch->hit = UMIN(ch->hit + number_range(min,max), ch->max_hit); ch->mana = UMIN(ch->mana + number_range(min,max), ch->max_mana); ch->move = UMIN(ch->move + number_range(min,max), ch->max_move); if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move ) send_to_char("Your body has completely regenerated itself.\n\r",ch); } return; } void reg_mend( CHAR_DATA *ch ) { int ribs = 0; int teeth = 0; if (IS_BODY(ch,BROKEN_RIBS_1 )) ribs += 1; if (IS_BODY(ch,BROKEN_RIBS_2 )) ribs += 2; if (IS_BODY(ch,BROKEN_RIBS_4 )) ribs += 4; if (IS_BODY(ch,BROKEN_RIBS_8 )) ribs += 8; if (IS_BODY(ch,BROKEN_RIBS_16)) ribs += 16; if (IS_HEAD(ch,LOST_TOOTH_1 )) teeth += 1; if (IS_HEAD(ch,LOST_TOOTH_2 )) teeth += 2; if (IS_HEAD(ch,LOST_TOOTH_4 )) teeth += 4; if (IS_HEAD(ch,LOST_TOOTH_8 )) teeth += 8; if (IS_HEAD(ch,LOST_TOOTH_16 )) teeth += 16; if (ribs > 0) { if (IS_BODY(ch,BROKEN_RIBS_1 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_1); if (IS_BODY(ch,BROKEN_RIBS_2 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_2); if (IS_BODY(ch,BROKEN_RIBS_4 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_4); if (IS_BODY(ch,BROKEN_RIBS_8 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_8); if (IS_BODY(ch,BROKEN_RIBS_16)) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_16); ribs -= 1; if (ribs >= 16) {ribs -= 16; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_16);} if (ribs >= 8 ) {ribs -= 8; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_8);} if (ribs >= 4 ) {ribs -= 4; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_4);} if (ribs >= 2 ) {ribs -= 2; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_2);} if (ribs >= 1 ) {ribs -= 1; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_1);} act("One of $n's ribs snap back into place.",ch,NULL,NULL,TO_ROOM); act("One of your ribs snap back into place.",ch,NULL,NULL,TO_CHAR); } else if (IS_HEAD(ch,LOST_EYE_L)) { act("An eyeball appears in $n's left eye socket.",ch,NULL,NULL,TO_ROOM); act("An eyeball appears in your left eye socket.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_L); } else if (IS_HEAD(ch,LOST_EYE_R)) { act("An eyeball appears in $n's right eye socket.",ch,NULL,NULL,TO_ROOM); act("An eyeball appears in your right eye socket.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_R); } else if (IS_HEAD(ch,LOST_EAR_L)) { act("An ear grows on the left side of $n's head.",ch,NULL,NULL,TO_ROOM); act("An ear grows on the left side of your head.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_L); } else if (IS_HEAD(ch,LOST_EAR_R)) { act("An ear grows on the right side of $n's head.",ch,NULL,NULL,TO_ROOM); act("An ear grows on the right side of your head.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_R); } else if (IS_HEAD(ch,LOST_NOSE)) { act("A nose grows on the front of $n's face.",ch,NULL,NULL,TO_ROOM); act("A nose grows on the front of your face.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_NOSE); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (teeth > 0) { if (IS_HEAD(ch,LOST_TOOTH_1 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1); if (IS_HEAD(ch,LOST_TOOTH_2 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2); if (IS_HEAD(ch,LOST_TOOTH_4 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4); if (IS_HEAD(ch,LOST_TOOTH_8 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8); if (IS_HEAD(ch,LOST_TOOTH_16)) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16); teeth -= 1; if (teeth >= 16) {teeth -= 16; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);} if (teeth >= 8 ) {teeth -= 8; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);} if (teeth >= 4 ) {teeth -= 4; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);} if (teeth >= 2 ) {teeth -= 2; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);} if (teeth >= 1 ) {teeth -= 1; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);} act("A missing tooth grows in your mouth.",ch,NULL,NULL,TO_CHAR); act("A missing tooth grows in $n's mouth.",ch,NULL,NULL,TO_ROOM); } else if (IS_HEAD(ch,BROKEN_NOSE)) { act("$n's nose snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your nose snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (IS_HEAD(ch,BROKEN_JAW)) { act("$n's jaw snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your jaw snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_JAW); } else if (IS_HEAD(ch,BROKEN_SKULL)) { act("$n's skull knits itself back together.",ch,NULL,NULL,TO_ROOM); act("Your skull knits itself back together.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_SKULL); } else if (IS_BODY(ch,BROKEN_SPINE)) { act("$n's spine knits itself back together.",ch,NULL,NULL,TO_ROOM); act("Your spine knits itself back together.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_SPINE); } else if (IS_BODY(ch,BROKEN_NECK)) { act("$n's neck snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your neck snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_NECK); } else if (IS_ARM_L(ch,LOST_ARM)) { act("An arm grows from the stump of $n's left shoulder.",ch,NULL,NULL,TO_ROOM); act("An arm grows from the stump of your left shoulder.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_ARM); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND); } else if (IS_ARM_R(ch,LOST_ARM)) { act("An arm grows from the stump of $n's right shoulder.",ch,NULL,NULL,TO_ROOM); act("An arm grows from the stump of your right shoulder.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_ARM); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND); } else if (IS_LEG_L(ch,LOST_LEG)) { act("A leg grows from the stump of $n's left hip.",ch,NULL,NULL,TO_ROOM); act("A leg grows from the stump of your left hip.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_LEG); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG); SET_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT); } else if (IS_LEG_R(ch,LOST_LEG)) { act("A leg grows from the stump of $n's right hip.",ch,NULL,NULL,TO_ROOM); act("A leg grows from the stump of your right hip.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_LEG); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG); SET_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT); } else if (IS_ARM_L(ch,BROKEN_ARM)) { act("$n's left arm snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left arm snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM); } else if (IS_ARM_R(ch,BROKEN_ARM)) { act("$n's right arm snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right arm snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM); } else if (IS_LEG_L(ch,BROKEN_LEG)) { act("$n's left leg snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left leg snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG); } else if (IS_LEG_R(ch,BROKEN_LEG)) { act("$n's right leg snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right leg snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG); } else if (IS_ARM_L(ch,LOST_HAND)) { act("A hand grows from the stump of $n's left wrist.",ch,NULL,NULL,TO_ROOM); act("A hand grows from the stump of your left wrist.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L); } else if (IS_ARM_R(ch,LOST_HAND)) { act("A hand grows from the stump of $n's right wrist.",ch,NULL,NULL,TO_ROOM); act("A hand grows from the stump of your right wrist.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L); } else if (IS_LEG_L(ch,LOST_FOOT)) { act("A foot grows from the stump of $n's left ankle.",ch,NULL,NULL,TO_ROOM); act("A foot grows from the stump of your left ankle.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT); } else if (IS_LEG_R(ch,LOST_FOOT)) { act("A foot grows from the stump of $n's right ankle.",ch,NULL,NULL,TO_ROOM); act("A foot grows from the stump of your right ankle.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT); } else if (IS_ARM_L(ch,LOST_THUMB)) { act("A thumb slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A thumb slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB); } else if (IS_ARM_L(ch,BROKEN_THUMB)) { act("$n's left thumb snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left thumb snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB); } else if (IS_ARM_L(ch,LOST_FINGER_I)) { act("An index finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("An index finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); } else if (IS_ARM_L(ch,BROKEN_FINGER_I)) { act("$n's left index finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left index finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); } else if (IS_ARM_L(ch,LOST_FINGER_M)) { act("A middle finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A middle finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); } else if (IS_ARM_L(ch,BROKEN_FINGER_M)) { act("$n's left middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); } else if (IS_ARM_L(ch,LOST_FINGER_R)) { act("A ring finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A ring finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); } else if (IS_ARM_L(ch,BROKEN_FINGER_R)) { act("$n's left ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); } else if (IS_ARM_L(ch,LOST_FINGER_L)) { act("A little finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A little finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); } else if (IS_ARM_L(ch,BROKEN_FINGER_L)) { act("$n's left little finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left little finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); } else if (IS_ARM_R(ch,LOST_THUMB)) { act("A thumb slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A thumb slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB); } else if (IS_ARM_R(ch,BROKEN_THUMB)) { act("$n's right thumb snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right thumb snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB); } else if (IS_ARM_R(ch,LOST_FINGER_I)) { act("An index finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("An index finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); } else if (IS_ARM_R(ch,BROKEN_FINGER_I)) { act("$n's right index finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right index finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); } else if (IS_ARM_R(ch,LOST_FINGER_M)) { act("A middle finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A middle finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); } else if (IS_ARM_R(ch,BROKEN_FINGER_M)) { act("$n's right middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); } else if (IS_ARM_R(ch,LOST_FINGER_R)) { act("A ring finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A ring finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); } else if (IS_ARM_R(ch,BROKEN_FINGER_R)) { act("$n's right ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); } else if ( IS_ARM_R(ch,LOST_FINGER_L)) { act("A little finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A little finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); } else if ( IS_ARM_R(ch,BROKEN_FINGER_L)) { act("$n's right little finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right little finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); } else if (IS_BODY(ch,CUT_THROAT)) { if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT)) return; act("The wound in $n's throat closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your throat closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT); } return; } void vamp_rage( CHAR_DATA *ch ) { if (IS_NPC(ch)) return; send_to_char("You scream with rage as the beast within consumes you!\n\r",ch); act("$n screams with rage as $s inner beast consumes $m!.", ch, NULL, NULL, TO_ROOM); do_beastlike(ch,""); do_frenzy(ch,""); return; } void do_humanity( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC( ch )) return; if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->beast > 0 && ch->beast < 100 && number_range(1, 300) <= ch->beast) { if (ch->beast == 1) { send_to_char("You have attained Golconda!\n\r", ch); ch->exp += 1000000; if (!IS_IMMUNE(ch, IMM_SUNLIGHT)) SET_BIT(ch->immune, IMM_SUNLIGHT); } else send_to_char("You feel slightly more in control of your beast.\n\r", ch); ch->beast -= 1; } return; } void do_beastlike( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int blood; argument = one_argument( argument, arg ); if (IS_NPC( ch )) return; if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->beast < 100 && ch->beast > 0 && number_range(1, 500) <= ch->beast) { if (ch->beast < 99) send_to_char("You feel your beast take more control over your actions.\n\r", ch); else send_to_char("Your beast has fully taken over control of your actions!\n\r", ch); ch->beast += 1; blood = ch->pcdata->condition[COND_THIRST]; ch->pcdata->condition[COND_THIRST] = 666; if ((IS_VAMPAFF(ch,VAM_PROTEAN) || (IS_VAMPAFF(ch,VAM_OBTENEBRATION))) && !IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,""); if (!IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,""); if (IS_VAMPAFF(ch,VAM_PROTEAN) && !IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,""); ch->pcdata->condition[COND_THIRST] = blood; } return; } void do_feed( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; char bufch [MAX_INPUT_LENGTH]; char bufvi [MAX_INPUT_LENGTH]; int blood; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } 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; } if (!IS_CLASS(victim, CLASS_VAMPIRE)) { send_to_char("Blood does them no good at all.\n\r",ch); return; } if (!IS_IMMUNE(victim, IMM_VAMPIRE)) { send_to_char("They refuse to drink your blood.\n\r",ch); return; } if ( ch->pcdata->condition[COND_THIRST] < 20 ) { send_to_char("You don't have enough blood.\n\r",ch); return; } blood = number_range(5,10); ch->pcdata->condition[COND_THIRST] -= (blood * 2); victim->pcdata->condition[COND_THIRST] += blood; if (IS_AFFECTED(ch,AFF_POLYMORPH)) sprintf(bufch,ch->morph); else sprintf(bufch,ch->name); if (IS_AFFECTED(victim,AFF_POLYMORPH)) sprintf(bufvi,victim->morph); else sprintf(bufvi,victim->name); sprintf(buf,"You cut open your wrist and feed some blood to %s.",bufvi); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s cuts open $s wrist and feeds some blood to %s.",bufch,bufvi); act(buf, ch, NULL, victim, TO_NOTVICT); if( ch->generation < 3 && victim->generation > 3 && !str_cmp( arg2, "raise") ) { stc( "You feel great strength pour into your veins raising you a generation.\n\r", victim); stc( "You pour great strength into their veins raising them a generation.\n\r", ch ); victim->generation -= 1; } else if( ch->generation < 3 && victim->generation < 13 && !str_cmp(arg2, "lower") ) { stc( "Your blood loses potency and power as you go down a generation.\n\r", victim); stc( "You make their blood less potent and lower them a generation.\n\r", ch ); victim->generation += 1; } if (victim->position < POS_RESTING) send_to_char("You feel some blood poured down your throat.\n\r",victim); else { sprintf(buf,"%s cuts open $s wrist and feeds you some blood.",bufch); act(buf, ch, NULL, victim, TO_VICT); } return; } void do_upkeep( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; char buf2 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) { send_to_char("----------------------------------------------------------------------------\n\r",ch); send_to_char(" -= Demonic powers =-\n\r",ch); send_to_char("----------------------------------------------------------------------------\n\r",ch); if (ch->pcdata->powers[DPOWER_FLAGS] < 1) send_to_char("You have no demonic powers.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_FANGS) ) { if (IS_VAMPAFF(ch, VAM_FANGS)) send_to_char("You have a pair of long pointed fangs extending from your gums.\n\r",ch); else send_to_char("You have a pair of long pointed fangs, but they are not currently extended.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_CLAWS) ) { if (IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("You have a pair of razor sharp claws extending from your fingers.\n\r",ch); else send_to_char("You have a pair of razor sharp claws, but they are not currently extended.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_HORNS) ) { if (IS_DEMAFF(ch, DEM_HORNS)) send_to_char("You have a pair of curved horns extending from your forehead.\n\r",ch); else send_to_char("You have a pair of curved horns, but they are not currently extended.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_TAIL) ) { if (IS_DEMAFF(ch, DEM_TAIL)) send_to_char("You have a huge tail extended from your backside.\n\r",ch); else send_to_char("You have a tail, but it is not currently extended.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_HOOVES) ) { if (IS_DEMAFF(ch, DEM_HOOVES)) send_to_char("You have hooves instead of feet.\n\r",ch); else send_to_char("You are able to transform your feet into hooves at will.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_EYES) ) { if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) send_to_char("Your eyes are glowing bright red, allowing you to see in the dark.\n\r",ch); else send_to_char("You are able to see in the dark, although that power is not currently activated.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_WINGS) ) { if (!IS_DEMAFF(ch, DEM_WINGS)) send_to_char("You have the ability to extend wings from your back.\n\r",ch); else if (IS_DEMAFF(ch, DEM_UNFOLDED)) send_to_char("You have a pair of large leathery wings unfolded behind your back.\n\r",ch); else send_to_char("You have a pair of large leathery wings folded behind your back.\n\r",ch); } if ( IS_DEMPOWER(ch,DEM_MIGHT) ) send_to_char("Your muscles ripple with supernatural strength.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_TOUGH) ) send_to_char("Your skin reflects blows with supernatural toughness.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_SPEED) ) send_to_char("You move with supernatural speed and grace.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_TRAVEL) ) send_to_char("You are able to travel to other demons at will.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_SCRY) ) send_to_char("You are able to scry over great distances at will.\n\r",ch); if ( IS_DEMPOWER(ch,DEM_SHADOWSIGHT) ) { if (IS_AFFECTED(ch, AFF_SHADOWSIGHT)) send_to_char("You are able see things in the shadowplane.\n\r",ch); else send_to_char("You are able to view the shadowplane, although you are not currently doing so.\n\r",ch); } } else if (IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("----------------------------------------------------------------------------\n\r",ch); send_to_char(" -= Vampire upkeep =-\n\r",ch); send_to_char("----------------------------------------------------------------------------\n\r",ch); send_to_char("Staying alive...upkeep 1.\n\r",ch); if (IS_VAMPAFF(ch,VAM_DISGUISED) ) { if (ch->beast <= 0 ) sprintf(buf,"You are disguised as %s...no upkeep.\n\r",ch->morph); else if (ch->beast == 100) sprintf(buf,"You are disguised as %s...upkeep 10-20.\n\r",ch->morph); else sprintf(buf,"You are disguised as %s...upkeep 5-10.\n\r",ch->morph); send_to_char(buf,ch); } if (IS_IMMUNE(ch,IMM_SHIELDED) ) { if (ch->beast <= 0 ) sprintf(buf,"You are shielded...no upkeep.\n\r"); else if (ch->beast == 100) sprintf(buf,"You are shielded...upkeep 2-6.\n\r"); else sprintf(buf,"You are shielded...upkeep 1-3.\n\r"); send_to_char(buf,ch); } if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) { if (ch->beast <= 0 ) sprintf(buf,"You are in the shadowplane...no upkeep.\n\r"); else if (ch->beast == 100) sprintf(buf,"You are in the shadowplane...no upkeep.\n\r"); else sprintf(buf,"You are in the shadowplane...no upkeep.\n\r"); send_to_char(buf,ch); } if (IS_VAMPAFF(ch,VAM_FANGS) ) { if (ch->beast <= 0 ) sprintf(buf,"You have your fangs out...no upkeep.\n\r"); else if (ch->beast == 100) sprintf(buf,"You have your fangs out...upkeep 2.\n\r"); else sprintf(buf,"You have your fangs out...upkeep 1.\n\r"); send_to_char(buf,ch); } if (IS_VAMPAFF(ch,VAM_CLAWS) ) { if (ch->beast <= 0 ) sprintf(buf,"You have your claws out...no upkeep.\n\r"); else if (ch->beast == 100) sprintf(buf,"You have your claws out...upkeep 2-6.\n\r"); else sprintf(buf,"You have your claws out...upkeep 1-3.\n\r"); send_to_char(buf,ch); } if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) { if (ch->beast <= 0 ) sprintf(buf,"You have nightsight...no upkeep.\n\r"); else if (ch->beast == 100) sprintf(buf,"You have nightsight...upkeep 2.\n\r"); else sprintf(buf,"You have nightsight...upkeep 1.\n\r"); send_to_char(buf,ch); } if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) { if (ch->beast <= 0 ) sprintf(buf,"You have shadowsight...no upkeep.\n\r"); else if (ch->beast == 100) sprintf(buf,"You are shadowsight...upkeep 2-6.\n\r"); else sprintf(buf,"You are shadowsight...upkeep 1-3.\n\r"); send_to_char(buf,ch); } if (IS_SET(ch->act,PLR_HOLYLIGHT) ) { if (ch->beast <= 0 ) sprintf(buf,"You have truesight...no upkeep.\n\r"); else if (ch->beast == 100) sprintf(buf,"You have truesight...upkeep 2-10.\n\r"); else sprintf(buf,"You have truesight...upkeep 1-5.\n\r"); send_to_char(buf,ch); } if (IS_VAMPAFF(ch,VAM_CHANGED) ) { if (IS_POLYAFF(ch,POLY_BAT)) sprintf(buf2,"bat" ); else if (IS_POLYAFF(ch,POLY_WOLF)) sprintf(buf2,"wolf"); else sprintf(buf2,"mist"); if (ch->beast <= 0 ) sprintf(buf,"You have changed into %s form...no upkeep.\n\r",buf2); else if (ch->beast == 100) sprintf(buf,"You have changed into %s form...upkeep 10-20.\n\r",buf2); else sprintf(buf,"You have changed into %s form...upkeep 5-10.\n\r",buf2); send_to_char(buf,ch); } if (IS_POLYAFF(ch,POLY_SERPENT) ) { if (ch->beast <= 0 ) sprintf(buf,"You are in serpent form...no upkeep.\n\r"); else if (ch->beast == 100) sprintf(buf,"You are in serpent form...upkeep 6-8.\n\r"); else sprintf(buf,"You are in serpent form...upkeep 1-3.\n\r"); send_to_char(buf,ch); } if (IS_POLYAFF(ch,POLY_ZULOFORM)) { send_to_char("You are in Zuloform.\n\r",ch); if (IS_EXTRA(ch,EXTRA_DRAGON)) { send_to_char("You are a huge dragon.\n\r",ch); return; } } if (IS_EXTRA(ch, EXTRA_AWE)) { send_to_char("You are awe inspiring.\n\r",ch); } if (IS_AFFECTED(ch, AFF_PEACE)) send_to_char("Your majesty is up.\n\r",ch); if (IS_SET(ch->newbits, NEW_MONKFLAME)) send_to_char("Your hands and weapon are engulfed in flames.\n\r",ch); if (IS_EXTRA(ch, EXTRA_PLASMA)) send_to_char("You are in plasmaform.\n\r",ch); if (ch->power[DISC_VAMP_PROT] > 8) send_to_char("Your flesh is as hard as marble.\n\r",ch); if (ch->rage > 0) send_to_char("You are in frenzy.\n\r",ch); if (IS_SET(ch->act, PLR_WIZINVIS)) send_to_char("You are blended with the Shade.\n\r",ch); if (IS_EXTRA(ch, EXTRA_POTENCY)) send_to_char("Your blood is more potent then usual.\n\r",ch); if (IS_VAMPAFF(ch, VAM_HEAD)) send_to_char("You have the head of a lion.\n\r",ch); if (IS_VAMPAFF(ch, VAM_TAIL)) send_to_char("A long tail protrudes from your backside.\n\r",ch); if (IS_VAMPAFF(ch, VAM_EXOSKELETON)) send_to_char("Your body is covered by a bony exoskeleton.\n\r",ch); if (IS_VAMPAFF(ch, VAM_HORNS)) send_to_char("Large horns protrude from your head.\n\r",ch); if (IS_VAMPAFF(ch, VAM_WINGS)) send_to_char("Large wings protrude from your back.\n\r",ch); } else if (IS_CLASS(ch,CLASS_WEREWOLF)) { send_to_char("---------------------------------------------------------------------------\n\r",ch); send_to_char( " Werewolf Upkeep\n\r",ch); send_to_char("---------------------------------------------------------------------------\n\r",ch); if (ch->rage>50) send_to_char("You are raged into a werewolf.\n\r",ch); sprintf(buf,"You have %d points of tolerance against silver.\n\r",ch->siltol); send_to_char(buf,ch); if (IS_SET(ch->newbits,NEW_REND)) send_to_char("You are focused on rending your opponents body.\n\r",ch); if (IS_SET(ch->newbits,NEW_SLAM)) send_to_char("You will stun and strike your victim when he is down.\n\r",ch); if (IS_SET(ch->newbits,NEW_QUILLS)) send_to_char("Razor sharp quills are extended from your back.\n\r",ch); if (ch->power[DISC_WERE_RAPT] > 0) send_to_char("Your fangs are much sharper then usual.\n\r",ch); if (IS_SET(ch->newbits,NEW_JAWLOCK)) send_to_char("Your jaw is strengthened to clamp on your foes.\n\r",ch); if (IS_SET(ch->newbits,NEW_SKIN)) send_to_char("Your skin is very tough, making it hard to slash and pierce.\n\r",ch); if (IS_SET(ch->newbits,NEW_PERCEPTION)) send_to_char("You can sense the slightest movement.\n\r",ch); if (ch->power[DISC_WERE_BOAR] > 2) send_to_char("You are extra tough, halving damage.\n\r",ch); send_to_char("---------------------------------------------------------------------------\n\r",ch); return; } else { send_to_char("Huh?\n\r",ch); return; } send_to_char("----------------------------------------------------------------------------\n\r",ch); return; } void do_werewolf( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *obj; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_WEREWOLF)) return; if (IS_SET(ch->special, SPC_WOLFMAN)) return; SET_BIT(ch->special, SPC_WOLFMAN); send_to_char("You throw back your head and howl with rage!\n\r",ch); act("$n throws back $s head and howls with rage!.", ch, NULL, NULL, TO_ROOM); send_to_char("Coarse dark hair sprouts from your body.\n\r",ch); act("Coarse dark hair sprouts from $n's body.",ch,NULL,NULL,TO_ROOM); if (!IS_VAMPAFF(ch,VAM_NIGHTSIGHT)) { send_to_char("Your eyes start glowing red.\n\r",ch); act("$n's eyes start glowing red.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } if (!IS_VAMPAFF(ch,VAM_FANGS)) { send_to_char("A pair of long fangs extend from your mouth.\n\r",ch); act("A pair of long fangs extend from $n's mouth.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); } if (!IS_VAMPAFF(ch,VAM_CLAWS)) { send_to_char("Razor sharp talons extend from your fingers.\n\r",ch); act("Razor sharp talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); } if ((obj = get_eq_char(ch,WEAR_WIELD)) != NULL && (!IS_SET(obj->spectype, SITEM_WOLFWEAPON) || obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM)) { act("$p drops from your right hand.",ch,obj,NULL,TO_CHAR); act("$p drops from $n's right hand.",ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_char(obj, ch); } if ((obj = get_eq_char(ch,WEAR_HOLD)) != NULL && (!IS_SET(obj->spectype, SITEM_WOLFWEAPON) || obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM) ) { act("$p drops from your left hand.",ch,obj,NULL,TO_CHAR); act("$p drops from $n's left hand.",ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_char(obj, ch); } SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); sprintf(buf,"%s the werewolf", ch->name); free_string(ch->morph); ch->morph = str_dup(buf); ch->rage += 25; ch->hitroll += 100; ch->damroll += 100; if (ch->power[DISC_WERE_WOLF] > 3) ch->rage += 200; if (ch->rage > 400) ch->rage = 400; for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( ch == vch ) { act("You throw back your head and howl with rage!", ch, NULL, NULL, TO_CHAR); continue; } if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) continue; if (!IS_NPC(vch)) { if (vch->in_room == ch->in_room) act("$n throws back $s head and howls with rage!", ch, NULL, vch, TO_VICT); else if (vch->in_room->area == ch->in_room->area) send_to_char("You hear a fearsome howl close by!\n\r", vch); else /* send_to_char("You hear a fearsome howl far off in the distance!\n\r", vch);*/ if (!CAN_PK(vch)) continue; } if ( vch->in_room == ch->in_room && can_see( ch, vch) ) { multi_hit( ch, vch, TYPE_UNDEFINED ); if (vch == NULL || vch->position <= POS_STUNNED) continue; multi_hit( ch, vch, TYPE_UNDEFINED ); if (vch == NULL || vch->position <= POS_STUNNED) continue; multi_hit( ch, vch, TYPE_UNDEFINED ); } } return; } void do_unwerewolf( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_WEREWOLF)) return; if (!IS_SET(ch->special, SPC_WOLFMAN)) return; REMOVE_BIT(ch->special, SPC_WOLFMAN); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string(ch->morph); ch->morph = str_dup(""); if (IS_VAMPAFF(ch,VAM_CLAWS)) { send_to_char("Your talons slide back into your fingers.\n\r",ch); act("$n's talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_VAMPAFF(ch,VAM_FANGS)) { send_to_char("Your fangs slide back into your mouth.\n\r",ch); act("$n's fangs slide back into $s mouth.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); } if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT)) { send_to_char("The red glow in your eyes fades.\n\r",ch); act("The red glow in $n's eyes fades.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } send_to_char("Your coarse hair shrinks back into your body.\n\r",ch); act("$n's coarse hair shrinks back into $s body.",ch,NULL,NULL,TO_ROOM); ch->rage -= 25; ch->hitroll -= 100; ch->damroll -= 100; if (ch->rage < 0) ch->rage = 0; return; } void do_possession( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) & !IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r",ch); return; } /* kavirpoint send_to_char("This ability has been temporarily disabled.\n\r",ch); return; */ if (ch->power[DISC_VAMP_DOMI] < 3 && IS_CLASS(ch, CLASS_MAGE) ) { send_to_char("You must obtain at least level 3 in Dominate to use Possession.\n\r",ch); return; } if ( IS_CLASS(ch, CLASS_MAGE) && ch->spheres[MMIN] < 4 ) { stc("You must obtain level four Mind to use Possession.\n\r",ch); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL) { sprintf(buf,"You break your hold over %s.\n\r",familiar->short_descr); send_to_char( buf, ch ); familiar->wizard = NULL; ch->pcdata->familiar = NULL; return; } if ( arg[0] == '\0' ) { send_to_char( "What do you wish to Possess?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "What an intelligent idea!\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on players.\n\r", ch ); return; } if (victim->wizard != NULL) { send_to_char( "You are unable to possess them.\n\r", ch ); return; } if (victim->level > (ch->spl[RED_MAGIC] * 0.25)) { send_to_char( "They are too powerful.\n\r", ch ); return; } if ( ch->pcdata->condition[COND_THIRST] < 50 && IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= 50; ch->pcdata->familiar = victim; victim->wizard = ch; act("You concentrate on $N.",ch,NULL,victim,TO_CHAR); act("$n is staring at you!",ch,NULL,victim,TO_VICT); act("$n starts staring at $N",ch,NULL,victim,TO_NOTVICT); return; } void do_familiar( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); return; if ( arg[0] == '\0' ) { send_to_char( "What do you wish to make your familiar?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Become your own familiar?\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on players.\n\r", ch ); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL ) familiar->wizard = NULL; ch->pcdata->familiar = victim; victim->wizard = ch; send_to_char("Ok.\n\r",ch); return; } void do_fcommand( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if (IS_NPC(ch)) return; /* if ((!IS_CLASS(ch, CLASS_VAMPIRE) ch->level < LEVEL_APPRENTICE) || !IS_CLASS(ch, CLASS_DEMON)) { send_to_char("Huh?\n\r",ch); return; } */ if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_DOMI] < 3) ) { send_to_char("You are not trained in the Dominate discipline.\n\r",ch); return; } if ( ( victim = ch->pcdata->familiar ) == NULL ) { send_to_char( "But you don't have a familiar!\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "What do you wish to make your familiar do?\n\r", ch ); return; } interpret(victim,argument); return; } void do_vanish( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if( !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_VAMPIRE) ) { send_to_char("Huh?\n\r",ch); return; } if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_OWL] < 1) { send_to_char("Huh?\n\r",ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBFU] < 1) { send_to_char("Huh?\n\r",ch); return; } if ( IS_SET(ch->act, PLR_WIZINVIS) ) { REMOVE_BIT(ch->act, PLR_WIZINVIS); send_to_char( "You slowly fade into existance.\n\r", ch ); act("$n slowly fades into existance.",ch,NULL,NULL,TO_ROOM); } else { send_to_char( "You slowly fade out of existance.\n\r", ch ); act("$n slowly fades out of existance.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->act, PLR_WIZINVIS); } return; } void do_flex( CHAR_DATA *ch, char *argument ) { act("You flex your bulging muscles.",ch,NULL,NULL,TO_CHAR); act("$n flexes $s bulging muscles.",ch,NULL,NULL,TO_ROOM); if (IS_NPC(ch)) return; if ( IS_EXTRA(ch, TIED_UP) ) { act("The ropes restraining you snap.",ch,NULL,NULL,TO_CHAR); act("The ropes restraining $n snap.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->extra, TIED_UP); } if (is_affected(ch, gsn_web)) { act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you breaks away.\n\r",ch); affect_strip(ch, gsn_web); } if (IS_AFFECTED(ch, AFF_WEBBED)) { act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you breaks away.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_WEBBED); } if (IS_AFFECTED(ch, AFF_TENDRILS)) { act("The tendrils entrapping $n break away.",ch,NULL,NULL,TO_ROOM); send_to_char("The tendrils entrapping you break away.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_TENDRILS); } WAIT_STATE(ch,12); return; } void do_rage( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON)) { send_to_char("Huh?\n\r",ch); return; } if (IS_CLASS(ch, CLASS_WEREWOLF)) { /* if (ch->power[DISC_WERE_BEAR] < 3) { stc("You need to obtain level three in the Bear totem.\n\r",ch); return; } */ if (!IS_SET(ch->special, SPC_WOLFMAN)) { send_to_char("You start snarling angrilly.\n\r",ch); act("$n starts snarling angrilly.",ch,NULL,NULL,TO_ROOM); ch->rage += number_range(10,50); if (ch->rage >= 100) do_werewolf(ch,""); WAIT_STATE(ch,12); return; } send_to_char("But you are already in a rage!\n\r",ch); } if (IS_CLASS(ch, CLASS_DEMON)) { if (ch->power[DISC_DAEM_ATTA] < 3) { stc("You try, but cannot summon your beast.\n\r",ch); return; } if (ch->beast < 1) ch->beast = 1; if (ch->beast > ch->rage || ch->rage < 25) { ch->rage += number_range(ch->generation,25); stc("You scream as you plunge into a mad attacking frenzy.\n\r",ch); act("$n screams in frenzied rage.",ch,NULL,NULL,TO_ROOM); if (number_percent() < (ch->beast + 1)) { stc("You feel the beast take more control.\n\r",ch); ch->beast += 1; if (ch->beast > 100) ch->beast = 100; } WAIT_STATE(ch, 12); return; } stc("You have reached the pinnacle of your frenzy.\n\r",ch); } return; } void do_calm( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON)) { send_to_char("Huh?\n\r",ch); return; } if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->power[DISC_WERE_WOLF] < 3) { stc("You need level three in the Wolf totem to Calm.\n\r",ch); return; } if (IS_SET(ch->special, SPC_WOLFMAN)) { send_to_char("You take a deep breath and calm yourself.\n\r",ch); act("$n takes a deep breath and tries to calm $mself.",ch,NULL,NULL,TO_ROOM); ch->rage -= number_range(20,30); if (ch->rage < 100) do_unwerewolf(ch,""); WAIT_STATE(ch,12); return; } send_to_char("But you are not in crinos form!\n\r",ch); } if (IS_CLASS(ch, CLASS_DEMON)) { if (ch->power[DISC_DAEM_ATTA] < 4) { stc("You need level four in Attack to calm your frenzy.\n\r",ch); return; } if (ch->beast >= 100) ch->beast = 100; if (ch->beast <= 0) ch->beast = 0; ch->rage -= (40 - (ch->beast / 3) +dice (1, 10)); if (ch->rage <= 0) { ch->rage = 0; send_to_char("You have calmed out of your rage completely.\n\r", ch); } else { send_to_char("You hold your breath and try to calm your frenzy.\n\r", ch); WAIT_STATE(ch, 8); } return; } return; } void do_totems( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; send_to_char("Please use the new commands, Disciplines and research.\n\r",ch); return; if (!IS_CLASS(ch, CLASS_WEREWOLF)) { send_to_char("Huh?\n\r",ch); return; } if (arg1[0] == '\0' && arg2[0] == '\0') { sprintf(buf,"#7Totems:\n\rBear (%d) Lynx (%d) Boar (%d) Owl (%d)\n\rSpider (%d) Wolf (%d) Hawk (%d) Mantis (%d)\n\rRaptor (%d) Luna (%d) Pain (%d) Congregation (%d)\n\r", ch->power[DISC_WERE_BEAR], ch->power[DISC_WERE_LYNX], ch->power[DISC_WERE_BOAR], ch->power[DISC_WERE_OWL], ch->power[DISC_WERE_SPID], ch->power[DISC_WERE_WOLF], ch->power[DISC_WERE_HAWK],ch->power[DISC_WERE_MANT], ch->power[DISC_WERE_RAPT],ch->power[DISC_WERE_LUNA], ch->power[DISC_WERE_PAIN],ch->power[DISC_WERE_CONG]); send_to_char(buf,ch); return; } if (arg2[0] == '\0') { if (!str_cmp(arg1,"bear")) { send_to_char("Bear: The totem of strength and aggression.\n\r",ch); if (ch->power[DISC_WERE_BEAR] < 1) send_to_char("You have none of the Bear totem powers.\n\r",ch); if (ch->power[DISC_WERE_BEAR] > 0) send_to_char("Flex: You strength is so great that no ropes can hold you.\n\r",ch); if (ch->power[DISC_WERE_BEAR] > 1) send_to_char("Rage: You are able to build yourself up a rage at will.\n\r",ch); if (ch->power[DISC_WERE_BEAR] > 2) send_to_char("Steel claws: Your claws are so tough that they can parry weapons.\n\r",ch); if (ch->power[DISC_WERE_BEAR] > 3) send_to_char("Hibernation: Your wounds heal at amazing speeds when you sleep.\n\r",ch); return; } else if (!str_cmp(arg1,"boar")) { send_to_char("Boar: The totem of toughness and perserverance.\n\r",ch); if (ch->power[DISC_WERE_BOAR] < 1) send_to_char("You have none of the Boar totem powers.\n\r",ch); if (ch->power[DISC_WERE_BOAR] > 0) send_to_char("Shatter: No door is sturdy enough to resist you.\n\r",ch); if (ch->power[DISC_WERE_BOAR] > 1) send_to_char("Charge: Your first blow in combat has a +50 damage bonus.\n\r",ch); if (ch->power[DISC_WERE_BOAR] > 2) send_to_char("Toughness: Your skin is extremely tough. You take half damage in combat.\n\r",ch); if (ch->power[DISC_WERE_BOAR] > 3) send_to_char("Immovability: You are able to shrug off blows that would knock out most people.\n\r",ch); return; } else if (!str_cmp(arg1,"lynx")) { send_to_char("Lynx: The totem of speed and agility.\n\r",ch); if (ch->power[DISC_WERE_LYNX] < 1) send_to_char("You have none of the Lynx totem powers.\n\r",ch); if (ch->power[DISC_WERE_LYNX] > 0) send_to_char("Light footed: You move so lightly that you leave no tracks behind you.\n\r",ch); if (ch->power[DISC_WERE_LYNX] > 1) send_to_char("Stalker: You are able hunt people with much greater speed than normal.\n\r",ch); if (ch->power[DISC_WERE_LYNX] > 2) send_to_char("Combat speed: You have an extra attack in combat.\n\r",ch); if (ch->power[DISC_WERE_LYNX] > 3) send_to_char("Lightning Claws: Yours claws parry blows with lightning fast speed.\n\r",ch); return; } else if (!str_cmp(arg1,"Owl")) { send_to_char("Owl: The totem of thought and spiritualism.\n\r",ch); if (ch->power[DISC_WERE_OWL] < 1) send_to_char("You have none of the Owl totem powers.\n\r",ch); if (ch->power[DISC_WERE_OWL] > 0) send_to_char("Vanish: You are able to conceal yourself from all but the most perceptive.\n\r",ch); if (ch->power[DISC_WERE_OWL] > 1) send_to_char("Shield: You are able to shield your mind from scrying and aura-reading.\n\r",ch); if (ch->power[DISC_WERE_OWL] > 2) send_to_char("Shadowplane: You are able to enter the shadow plane.\n\r",ch); if (ch->power[DISC_WERE_OWL] > 3) send_to_char("Magical Control: You are able to fully control your magic in crinos form.\n\r",ch); return; } else if (!str_cmp(arg1,"Spider")) { send_to_char("Spider: The totem of ambush and cunning.\n\r",ch); if (ch->power[DISC_WERE_SPID] < 1) send_to_char("You have none of the Spider totem powers.\n\r",ch); if (ch->power[DISC_WERE_SPID] > 0) send_to_char("Poisonous bite: Your bite injects your opponents with a deadly venom.\n\r",ch); if (ch->power[DISC_WERE_SPID] > 1) send_to_char("Web: You are able to shoot a web at your opponents to entrap them.\n\r",ch); if (ch->power[DISC_WERE_SPID] > 2) send_to_char("Immunity to poison: Poisons have no affect upon you.\n\r",ch); return; } else if (!str_cmp(arg1,"Wolf")) { send_to_char("Wolf: Controlling your innate wolf powers.\n\r",ch); if (ch->power[DISC_WERE_WOLF] < 1) send_to_char("You have none of the Wolf totem powers.\n\r",ch); if (ch->power[DISC_WERE_WOLF] > 0) send_to_char("Claws: You can extend or retract your claws at will.\n\r",ch); if (ch->power[DISC_WERE_WOLF] > 1) send_to_char("Fangs: You can extend or retract your fangs at will.\n\r",ch); if (ch->power[DISC_WERE_WOLF] > 2) send_to_char("Calm: You are able to repress your inner beast at will.\n\r",ch); if (ch->power[DISC_WERE_WOLF] > 3) send_to_char("Spirit of Fenris: You are able to enter rage faster than normal.\n\r",ch); return; } else if (!str_cmp(arg1,"Hawk")) { send_to_char("Hawk: The totem of vision and perception.\n\r",ch); if (ch->power[DISC_WERE_HAWK] < 1) send_to_char("You have none of the Wolf totem powers.\n\r",ch); if (ch->power[DISC_WERE_HAWK] > 0) send_to_char("Nightsight: You can see perfectly well in the dark.\n\r",ch); if (ch->power[DISC_WERE_HAWK] > 1) send_to_char("Shadowsight: You can see into the plane of shadows.\n\r",ch); if (ch->power[DISC_WERE_HAWK] > 2) send_to_char("Truesight: You have perfect vision.\n\r",ch); return; } else if (!str_cmp(arg1,"Mantis")) { send_to_char("Mantis: The totem of dexterity and reflexes.\n\r",ch); if (ch->power[DISC_WERE_MANT] < 1) send_to_char("You have none of the Mantis totem powers.\n\r",ch); else if (ch->power[DISC_WERE_MANT] > 9) send_to_char("Insanely fast attacks: Your opponents get -50 to parry and -100 to dodge.\n\r",ch); else if (ch->power[DISC_WERE_MANT] > 8) send_to_char("Insanely fast attacks: Your opponents get -45 to parry and -90 to dodge.\n\r",ch); else if (ch->power[DISC_WERE_MANT] > 7) send_to_char("Insanely fast attacks: Your opponents get -40 to parry and -80 to dodge.\n\r",ch); else if (ch->power[DISC_WERE_MANT] > 6) send_to_char("Insanely fast attacks: Your opponents get -35 to parry and -70 to dodge.\n\r",ch); else if (ch->power[DISC_WERE_MANT] > 5) send_to_char("Insanely fast attacks: Your opponents get -30 to parry and -60 to dodge.\n\r",ch); else if (ch->power[DISC_WERE_MANT] > 4) send_to_char("Insanely fast attacks: Your opponents get -25 to parry and -50 to dodge.\n\r",ch); else if (ch->power[DISC_WERE_MANT] > 3) send_to_char("Incredibly fast attacks: Your opponents get -20 to parry and -40 to dodge.\n\r",ch); else if (ch->power[DISC_WERE_MANT] > 2) send_to_char("Extremely fast attacks: Your opponents get -15 to parry and -30 to dodge.\n\r",ch); else if (ch->power[DISC_WERE_MANT] > 1) send_to_char("Very fast attacks: Your opponents get -10 to parry and -20 to dodge.\n\r",ch); else if (ch->power[DISC_WERE_MANT] > 0) send_to_char("Fast attacks: Your opponents get -5 to parry and -10 to dodge.\n\r",ch); return; } else if (!str_cmp(arg1,"Pain")) { send_to_char("Pain: The totem of pain and empowerment.\n\r",ch); if (ch->power[DISC_WERE_PAIN] < 1) send_to_char("You have none of the Pain totem powers.\n\r",ch); return; } else if (!str_cmp(arg1,"Luna")) { send_to_char("Luna: The totem of the moon and serenity.\n\r",ch); if (ch->power[DISC_WERE_LUNA] < 1) send_to_char("You have none of the Luna totem powers.\n\r",ch); if (ch->power[DISC_WERE_LUNA] > 0) send_to_char("Flameclaws: You have the power to turn your claws into flames.\n\r",ch); if (ch->power[DISC_WERE_LUNA] > 2) send_to_char("Moonarmour: You have the power to create moon eq.\n\r",ch); if (ch->power[DISC_WERE_LUNA] > 3) send_to_char("Mothers: You have the power of Mothers Touch.\n\r",ch); if (ch->power[DISC_WERE_LUNA] > 4) send_to_char("Gmothers: You have the power of Grandmothers Touch.\n\r",ch); if (ch->power[DISC_WERE_LUNA] > 5) send_to_char("Sclaws: You can change your claws into pure silver.\n\r",ch); if (ch->power[DISC_WERE_LUNA] > 6) send_to_char("Moon Spirit: The Power of the Moon increases your damage.\n\rMoongate: You can use the power of the moon to gate to places.\n\r",ch); if (ch->power[DISC_WERE_LUNA] > 8) send_to_char("Moonbeam: You can strike down foes with a Moonbeam.\n\r",ch); if (ch->power[DISC_WERE_LUNA] > 9) send_to_char("Absorb: You have the power to absorb damage.\n\r",ch); return; } else if (!str_cmp(arg1,"raptor")) { send_to_char("Raptor: The totem of beastiality and animalism.\n\r",ch); if (ch->power[DISC_WERE_RAPT] < 1) send_to_char("You have none of the Raptor totem powers.\n\r",ch); if (ch->power[DISC_WERE_RAPT] > 2) send_to_char("Run: You have the power to Run like the wind.\n\r",ch); if (ch->power[DISC_WERE_RAPT] > 3) send_to_char("Perception: You have the power of view all hidden things.\n\r",ch); if (ch->power[DISC_WERE_RAPT] > 5) send_to_char("Devour: You can devour life from corpses.\n\r",ch); if (ch->power[DISC_WERE_RAPT] > 7) send_to_char("Shred: You can Shred people through the Shadowplane.\n\r",ch); if (ch->power[DISC_WERE_RAPT] > 8) send_to_char("Lockjaw: You can lock your jaws on your opponent.\n\r",ch); if (ch->power[DISC_WERE_RAPT] > 10) send_to_char("Talons: You have the power of massive Talons.\n\r",ch); return; } else if (!str_cmp(arg1,"congregation")) { send_to_char("Congregation: The totem of pain and empowerment.\n\r",ch); if (ch->power[DISC_WERE_CONG] < 1) send_to_char("You have none of the Congregation totem powers.\n\r",ch); return; } sprintf(buf,"#7Totems:\n\rBear (%d) Lynx (%d) Boar (%d) Owl (%d)\n\rSpider (%d) Wolf (%d) Hawk (%d) Mantis (%d)\n\rRaptor(%d) Luna (%d) Pain (%d) Congregation(%d)\n\r", ch->power[DISC_WERE_BEAR], ch->power[DISC_WERE_LYNX], ch->power[DISC_WERE_BOAR], ch->power[DISC_WERE_OWL], ch->power[DISC_WERE_SPID], ch->power[DISC_WERE_WOLF], ch->power[DISC_WERE_HAWK],ch->power[DISC_WERE_MANT], ch->power[DISC_WERE_RAPT],ch->power[DISC_WERE_LUNA], ch->power[DISC_WERE_PAIN],ch->power[DISC_WERE_CONG]); send_to_char(buf,ch); return; } /* if (!str_cmp(arg2,"improve")) { int improve; int cost; int max; if (!str_cmp(arg1,"bear" )) {improve = DISC_WERE_BEAR;max=10;} else if (!str_cmp(arg1,"boar" )) {improve = DISC_WERE_BOAR;max=10;} else if (!str_cmp(arg1,"lynx" )) {improve = DISC_WERE_LYNX;max=10;} else if (!str_cmp(arg1,"owl" )) {improve = DISC_WERE_OWL;max=10;} else if (!str_cmp(arg1,"spider" )) {improve = DISC_WERE_SPID;max=10;} else if (!str_cmp(arg1,"wolf" )) {improve = DISC_WERE_WOLF;max=10;} else if (!str_cmp(arg1,"hawk" )) {improve = DISC_WERE_HAWK;max=10;} else if (!str_cmp(arg1,"mantis" )) {improve = DISC_WERE_MANT;max=10;} else if (!str_cmp(arg1,"raptor" )) {improve = DISC_WERE_RAPT;max=10;} else if (!str_cmp(arg1,"luna" )) {improve = DISC_WERE_LUNA;max=10;} else if (!str_cmp(arg1,"pain" )) {improve = DISC_WERE_PAIN;max=10;} else if (!str_cmp(arg1,"congregation")){improve=DISC_WERE_CONG;max=10;} else { send_to_char("#7You can improve: Bear, Boar, Lynx, Owl, Spider, Wolf, Hawk, Mantis, Raptor, Pain, Luna, Congregation\n\r",ch); return; } cost = (ch->power[improve]+1) * 10; arg1[0] = UPPER(arg1[0]); if ( ch->power[improve] >= max ) { sprintf(buf,"You have already gained all the powers of the %s totem.\n\r", arg1); send_to_char(buf,ch); return; } if ( cost > ch->practice ) { sprintf(buf,"It costs you %d primal to improve your %s totem.\n\r", cost, arg1); send_to_char(buf,ch); return; } ch->power[improve] += 1; ch->practice -= cost; sprintf(buf,"You improve your ability in the %s totem.\n\r", arg1); send_to_char(buf,ch); } else send_to_char("To improve a totem, type: Totem <totem type> improve.\n\r",ch);*/ return; } void do_web( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DROW)) { send_to_char("Huh?\n\r",ch); return; } if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] < 2) {send_to_char("You don't have that power yet.\n\r", ch ); return;} if (IS_CLASS(ch, CLASS_DROW) && !IS_SET(ch->pcdata->powers[1],DPOWER_WEB)) {send_to_char("You don't have that power yet.\n\r", ch ); return;} if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot web yourself.\n\r", ch ); return; } if ( IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot web an ethereal person.\n\r", ch ); return; } if ( ( sn = skill_lookup( "web" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = ch->spl[spelltype] * 0.25; (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); return; } void do_birth( CHAR_DATA *ch, char *argument ) { char buf2[MAX_STRING_LENGTH]; bool raped = FALSE; if (IS_NPC(ch)) return; if (!IS_EXTRA(ch, EXTRA_PREGNANT)) { send_to_char("But you are not even pregnant!\n\r",ch); return; } if (!IS_EXTRA(ch, EXTRA_LABOUR)) { send_to_char("You're not ready to give birth yet.\n\r",ch); return; } if ( argument[0] == '\0' ) { if (ch->pcdata->genes[4] == SEX_MALE) send_to_char( "What do you wish to name your little boy?\n\r", ch ); else if (ch->pcdata->genes[4] == SEX_FEMALE) send_to_char( "What do you wish to name your little girl?\n\r", ch ); else send_to_char( "What do you wish to name your child?\n\r", ch ); return; } if (!check_parse_name( argument )) { send_to_char( "Thats an illegal name.\n\r", ch ); return; } if ( char_exists(FALSE,argument) ) { send_to_char( "That player already exists.\n\r", ch ); return; } strcpy(buf2,ch->pcdata->cparents); strcat(buf2," "); strcat(buf2,argument); if( IS_SET(ch->newbits, NEW_RAPED) ) raped = TRUE; if (!birth_ok(ch, buf2)) { send_to_char( "Bug - please inform KaVir.\n\r", ch ); return; } argument[0] = UPPER(argument[0]); /* if(!raped) birth_write( ch, argument );*/ ch->pcdata->genes[9] += 1; REMOVE_BIT(ch->extra, EXTRA_PREGNANT); REMOVE_BIT(ch->extra, EXTRA_LABOUR); save_char_obj(ch); return; } bool birth_ok( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char mum [MAX_INPUT_LENGTH]; char dad [MAX_INPUT_LENGTH]; char child [MAX_INPUT_LENGTH]; argument = one_argument( argument, mum ); argument = one_argument( argument, dad ); argument = one_argument( argument, child ); if (dad[0] == '\0' && !IS_SET(ch->newbits,NEW_RAPED)) { send_to_char("You are unable to give birth - please inform KaVir.\n\r",ch); return FALSE; } if (child[0] == '\0' && !IS_SET(ch->newbits,NEW_RAPED)) { send_to_char("You are unable to give birth - please inform KaVir.\n\r",ch); return FALSE; } dad[0] = UPPER(dad[0]); if (!str_cmp(dad,"Kavir")) strcpy(dad,"KaVir"); child[0] = UPPER(child[0]); if (IS_SET(ch->newbits,NEW_RAPED) && ch->pcdata->genes[4] == SEX_MALE) { send_to_char("You give birth to a little boy!\n\r",ch); sprintf(buf,"%s has given birth to a bastard named %s!",ch->name,child); REMOVE_BIT(ch->newbits,NEW_RAPED); do_info(ch,buf); return TRUE; } else if (IS_SET(ch->newbits,NEW_RAPED) && ch->pcdata->genes[4] == SEX_FEMALE) { send_to_char("You give birth to a little girl!\n\r",ch); sprintf(buf,"%s has given birth to a bitch named %s!",ch->name,child); REMOVE_BIT(ch->newbits,NEW_RAPED); do_info(ch,buf); return TRUE; } else if (ch->pcdata->genes[4] == SEX_FEMALE) { send_to_char("You give birth to a little girl!\n\r",ch); sprintf(buf,"%s has given birth to %s's daughter, named %s!",ch->name,dad,child); do_info(ch,buf); return TRUE; } else if (ch->pcdata->genes[4] == SEX_MALE) { send_to_char("You give birth to a little boy!\n\r",ch); sprintf(buf,"%s has given birth to %s's son, named %s!",ch->name,dad,child); do_info(ch,buf); return TRUE; } return FALSE; } bool char_exists( bool backup, char *argument ) { FILE *fp; char buf [MAX_STRING_LENGTH]; bool found = FALSE; fclose( fpReserve ); if (backup) sprintf( buf, "%sbackup/%s", PLAYER_DIR, capitalize( argument ) ); else sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) ); if ( ( fp = fopen( buf, "r" ) ) != NULL ) { found = TRUE; fclose( fp ); } fpReserve = fopen( NULL_FILE, "r" ); return found; } void birth_write( CHAR_DATA *ch, char *argument ) { FILE *fp; char buf [MAX_STRING_LENGTH]; char *strtime; strtime = ctime( ¤t_time ); strtime[strlen(strtime)-1] = '\0'; sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) ); if ( ( fp = fopen(buf, "w") ) != NULL) { AFFECT_DATA *paf; int sn; int i; fprintf( fp, "#%s\n", IS_NPC(ch) ? "MOB" : "PLAYERS" ); fprintf( fp, "Name %s~\n", ch->name ); fprintf( fp, "Switchname %s~\n", ch->pcdata->switchname ); fprintf( fp, "ShortDescr %s~\n", ch->short_descr ); fprintf( fp, "LongDescr %s~\n", ch->long_descr ); fprintf( fp, "ObjDesc %s~\n", ch->objdesc ); fprintf( fp, "Description %s~\n", ch->description ); fprintf( fp, "Lord %s~\n", ch->lord ); fprintf( fp, "Kingdom %d\n", ch->pcdata->kingdom ); fprintf( fp, "CPower %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d\n", ch->power[0],ch->power[1],ch->power[2],ch->power[3],ch->power[4], ch->power[5],ch->power[6],ch->power[7],ch->power[8],ch->power[9], ch->power[10],ch->power[11],ch->power[12],ch->power[13],ch->power[14], ch->power[15],ch->power[16],ch->power[17],ch->power[18],ch->power[19], ch->power[20],ch->power[21],ch->power[22],ch->power[23],ch->power[24], ch->power[25],ch->power[26],ch->power[27],ch->power[28],ch->power[29], ch->power[30],ch->power[31],ch->power[32],ch->power[33],ch->power[34], ch->power[35],ch->power[36],ch->power[37],ch->power[38],ch->power[39], ch->power[40],ch->power[41],ch->power[42],ch->power[43]); fprintf( fp, "DiscRese %d\n", ch->pcdata->disc_research); fprintf( fp, "DiscPoin %d\n", ch->pcdata->disc_points ); fprintf( fp, "Class %d\n", ch->class ); fprintf( fp, "Morph %s~\n", ch->morph ); fprintf( fp, "Createtime %s~\n", ch->createtime ); fprintf( fp, "Lasttime %s~\n", ch->lasttime ); fprintf( fp, "Lasthost %s~\n", ch->lasthost ); fprintf( fp, "Poweraction %s~\n", ch->poweraction ); fprintf( fp, "Powertype %s~\n", ch->powertype ); fprintf( fp, "Prompt %s~\n", ch->prompt ); fprintf( fp, "Cprompt %s~\n", ch->cprompt ); fprintf( fp, "Sex %d\n", ch->sex ); fprintf( fp, "Race %d\n", ch->race ); fprintf( fp, "Immune %d\n", ch->immune ); fprintf( fp, "Polyaff %d\n", ch->polyaff ); /* Dh Crap */ fprintf( fp, "CurrentForm %d\n", ch->cur_form ); fprintf( fp, "Rage %d\n", ch->rage ); fprintf( fp, "Generation %d\n", ch->generation ); fprintf( fp, "Flag2 %d\n", ch->flag2 ); fprintf( fp, "Flag3 %d\n", ch->flag3 ); fprintf( fp, "Flag4 %d\n", ch->flag4 ); fprintf( fp, "SilTol %d\n", ch->siltol ); fprintf( fp, "Souls %d\n", ch->pcdata->souls ); /* Lala */ fprintf( fp, "Itemaffect %d\n", ch->itemaffect ); fprintf( fp, "Form %d\n", ch->form ); fprintf( fp, "Beast %d\n", ch->beast ); fprintf( fp, "Spectype %d\n", ch->spectype ); fprintf( fp, "Specpower %d\n", ch->specpower ); fprintf( fp, "Home %d\n", ch->home ); fprintf( fp, "Level %d\n", ch->level ); fprintf( fp, "Trust %d\n", ch->trust ); fprintf( fp, "Security %d\n", ch->pcdata->security ); /* OLC */ fprintf( fp, "Paradox %d %d %d\n", ch->paradox[0], ch->paradox[1],ch->paradox[2] ); fprintf( fp, "Played %d\n",ch->played + (int) (current_time - ch->logon) ); fprintf( fp, "Room %d\n",( ch->in_room == get_room_index( ROOM_VNUM_LIMBO )&& ch->was_in_room != NULL ) ? ch->was_in_room->vnum : ch->in_room->vnum ); fprintf( fp, "PkPdMkMd %d %d %d %d\n",ch->pkill, ch->pdeath, ch->mkill, ch->mdeath ); fprintf( fp, "Alos %d\n", ch->pcdata->alosses); fprintf( fp, "Awin %d\n", ch->pcdata->awins); fprintf( fp, "Weapons %d %d %d %d %d %d %d %d %d %d %d %d %d\n",ch->wpn[0], ch->wpn[1], ch->wpn[2], ch->wpn[3], ch->wpn[4], ch->wpn[5], ch->wpn[6], ch->wpn[7], ch->wpn[8], ch->wpn[9], ch->wpn[10], ch->wpn[11], ch->wpn[12] ); fprintf( fp, "Spells %d %d %d %d %d\n",ch->spl[0], ch->spl[1], ch->spl[2], ch->spl[3], ch->spl[4] ); fprintf( fp, "Combat %d %d %d %d %d %d %d %d\n",ch->cmbt[0], ch->cmbt[1], ch->cmbt[2], ch->cmbt[3],ch->cmbt[4], ch->cmbt[5], ch->cmbt[6], ch->cmbt[7] ); fprintf( fp, "Stance %d %d %d %d %d %d %d %d %d %d %d %d\n",ch->stance[0], ch->stance[1], ch->stance[2], ch->stance[3],ch->stance[4], ch->stance[5], ch->stance[6], ch->stance[7],ch->stance[8], ch->stance[9], ch->stance[10], ch->stance[11] ); fprintf( fp, "Stance2 %d %d %d %d %d %d %d %d %d %d %d %d\n",ch->stance[12], ch->stance[12], ch->stance[12], ch->stance[12],ch->stance[12], ch->stance[12], ch->stance[12], ch->stance[12],ch->stance[12], ch->stance[12], ch->stance[12], ch->stance[12] ); fprintf( fp, "Locationhp %d %d %d %d %d %d %d\n",ch->loc_hp[0], ch->loc_hp[1], ch->loc_hp[2], ch->loc_hp[3],ch->loc_hp[4], ch->loc_hp[5], ch->loc_hp[6] ); fprintf( fp, "HpManaMove %d %d %d %d %d %d\n",ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move ); fprintf( fp, "Gold %d\n", ch->gold ); if (IS_CLASS(ch, CLASS_DEMON)) { fprintf( fp, "Warps %d\n", ch->warp ); fprintf( fp, "WarpCount %d\n", ch->warpcount ); } fprintf( fp, "Monkstuff %d\n", ch->monkstuff ); fprintf( fp, "Monkcrap %d\n", ch->monkcrap ); fprintf( fp, "Chi %d %d\n", ch->chi[0], ch->chi[1] ); fprintf( fp, "Focus %d %d\n", ch->focus[0], ch->focus[1] ); fprintf( fp, "Monkab %d %d %d %d\n", ch->monkab[0], ch->monkab[1],ch->monkab[2], ch->monkab[3]); fprintf( fp, "Gifts %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d\n\r",ch->gifts[0], ch->gifts[1], ch->gifts[2],ch->gifts[3], ch->gifts[4], ch->gifts[5],ch->gifts[6], ch->gifts[7], ch->gifts[8],ch->gifts[9], ch->gifts[10], ch->gifts[11],ch->gifts[12], ch->gifts[13], ch->gifts[14],ch->gifts[15], ch->gifts[16], ch->gifts[17],ch->gifts[18], ch->gifts[19], ch->gifts[20] ); fprintf( fp, "Garou1 %d\n", ch->garou1 ); fprintf( fp, "Garou2 %d\n", ch->garou2 ); fprintf( fp, "Explevel %d\n", ch->explevel ); fprintf( fp, "Expgained %d\n", ch->expgained ); fprintf( fp, "Exp %d\n", ch->exp ); fprintf( fp, "Levelexp %d\n", ch->levelexp ); fprintf( fp, "Act %d\n", ch->act ); fprintf( fp, "Special %d\n", ch->special ); fprintf( fp, "Newbits %d\n", ch->newbits ); fprintf( fp, "Extra %d\n", ch->extra ); fprintf( fp, "AffectedBy %d\n", ch->affected_by ); fprintf( fp, "Position %d\n",ch->position == POS_FIGHTING ? POS_STANDING : ch->position ); fprintf( fp, "Practice %d\n", ch->practice ); fprintf( fp, "SavingThrow %d\n", ch->saving_throw ); fprintf( fp, "Alignment %d\n", ch->alignment ); fprintf( fp, "XHitroll %d\n", ch->xhitroll ); fprintf( fp, "XDamroll %d\n", ch->xdamroll ); fprintf( fp, "Hitroll %d\n", ch->hitroll ); fprintf( fp, "Damroll %d\n", ch->damroll ); fprintf( fp, "Armor %d\n", ch->armor ); fprintf( fp, "Wimpy %d\n", ch->wimpy ); fprintf( fp, "Deaf %d\n", ch->deaf ); if ( IS_NPC(ch) ) { fprintf( fp, "Vnum %d\n", ch->pIndexData->vnum ); } else { fprintf( fp, "Password %s~\n", ch->pcdata->pwd ); fprintf( fp, "Bamfin %s~\n", ch->pcdata->bamfin ); fprintf( fp, "Bamfout %s~\n", ch->pcdata->bamfout ); fprintf( fp, "Title %s~\n", ch->pcdata->title ); fprintf( fp, "Conception %s~\n", ch->pcdata->conception ); fprintf( fp, "Parents %s~\n", ch->pcdata->parents ); fprintf( fp, "Cparents %s~\n", ch->pcdata->cparents ); fprintf( fp, "Marriage %s~\n", ch->pcdata->marriage ); fprintf( fp, "Email %s~\n", ch->pcdata->email ); fprintf( fp, "AttrPerm %d %d %d %d %d\n",ch->pcdata->perm_str,ch->pcdata->perm_int,ch->pcdata->perm_wis,ch->pcdata->perm_dex,ch->pcdata->perm_con ); fprintf( fp, "AttrMod %d %d %d %d %d\n",ch->pcdata->mod_str, ch->pcdata->mod_int, ch->pcdata->mod_wis,ch->pcdata->mod_dex, ch->pcdata->mod_con ); fprintf( fp, "Quest %d\n", ch->pcdata->quest ); fprintf( fp, "Wolf %d\n", ch->rage ); fprintf( fp, "Rank %d\n", ch->pcdata->rank ); fprintf( fp, "Language %d %d\n",ch->pcdata->language[0],ch->pcdata->language[1] ); fprintf( fp, "Stage %d %d %d\n",ch->pcdata->stage[0],ch->pcdata->stage[1],ch->pcdata->stage[2] ); fprintf( fp, "Score %d %d %d %d %d %d\n",ch->pcdata->score[0],ch->pcdata->score[1],ch->pcdata->score[2],ch->pcdata->score[3],ch->pcdata->score[4],ch->pcdata->score[5]); fprintf( fp, "Genes %d %d %d %d %d %d %d %d %d %d\n",ch->pcdata->genes[0],ch->pcdata->genes[1],ch->pcdata->genes[2],ch->pcdata->genes[3],ch->pcdata->genes[4],ch->pcdata->genes[5],ch->pcdata->genes[6],ch->pcdata->genes[7],ch->pcdata->genes[8],ch->pcdata->genes[9] ); fprintf( fp, "Power "); for (sn=0; sn < 20; sn++) { fprintf(fp, "%d ", ch->pcdata->powers[sn]); } fprintf(fp, "\n"); fprintf( fp, "Stats "); for (sn=0; sn < 12; sn++) { fprintf(fp, "%d ", ch->pcdata->stats[sn]); } fprintf(fp, "\n"); fprintf( fp, "FakeCon %d %d %d %d %d %d %d %d\n",ch->pcdata->fake_skill, ch->pcdata->fake_stance, ch->pcdata->fake_hit,ch->pcdata->fake_dam,ch->pcdata->fake_ac,ch->pcdata->fake_hp,ch->pcdata->fake_mana,ch->pcdata->fake_move); if (ch->pcdata->obj_vnum != 0) fprintf( fp, "Objvnum %d\n", ch->pcdata->obj_vnum ); fprintf( fp, "Condition %d %d %d\n",ch->pcdata->condition[0],ch->pcdata->condition[1],ch->pcdata->condition[2] ); fprintf( fp, "StatAbility %d %d %d %d\n",ch->pcdata->stat_ability[0],ch->pcdata->stat_ability[1],ch->pcdata->stat_ability[2],ch->pcdata->stat_ability[3] ); fprintf( fp, "StatAmount %d %d %d %d\n",ch->pcdata->stat_amount[0],ch->pcdata->stat_amount[1],ch->pcdata->stat_amount[2],ch->pcdata->stat_amount[3] ); fprintf( fp, "StatDuration %d %d %d %d\n",ch->pcdata->stat_duration[0],ch->pcdata->stat_duration[1],ch->pcdata->stat_duration[2],ch->pcdata->stat_duration[3] ); fprintf( fp, "Exhaustion %d\n", ch->pcdata->exhaustion ); /* Save note board status */ /* Save number of boards in case that number changes */ fprintf (fp, "Boards %d ", MAX_BOARD); for (i = 0; i < MAX_BOARD; i++) fprintf (fp, "%s %ld ", boards[i].short_name, ch->pcdata->last_note[i]); fprintf (fp, "\n"); for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name != NULL && ch->pcdata->learned[sn] > 0 ) { fprintf( fp, "Skill %d '%s'\n",ch->pcdata->learned[sn], skill_table[sn].name ); } } } for ( paf = ch->affected; paf != NULL; paf = paf->next ) { /* Thx Alander */ if ( paf->type < 0 || paf->type >= MAX_SKILL ) continue; fprintf( fp, "AffectData '%s' %3d %3d %3d %10d\n",skill_table[paf->type].name,paf->duration,paf->modifier,paf->location,paf->bitvector); } fprintf( fp, "End\n\n" ); fclose( fp ); } return; } void do_teach( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; one_argument( argument, arg ); if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->level < LEVEL_ARCHMAGE) { send_to_char("You don't know enough to teach another.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Teach whom?\n\r", ch ); return; } 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; } if ( IS_IMMORTAL(victim) ) { send_to_char( "Not on Immortals's.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot teach yourself.\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_MAGE) && victim->level == LEVEL_APPRENTICE) { if (victim->pcdata->powers[MPOWER_RUNE0] != ch->pcdata->powers[MPOWER_RUNE0]) { send_to_char("They are not your Apprentice!\n\r", ch); return; } if( victim->exp < 10000000 ) { send_to_char( "They don't have 10,000,000 exp.\n\r", ch); return; } if( ch->exp < 1000000 ) { send_to_char( "You need 1,000,000 exp to teach them.\n\r", ch); return; } act("You teach $N some extra spells.", ch, NULL, victim, TO_CHAR); act("$n teaches $N some extra spells.", ch, NULL, victim, TO_NOTVICT); act("$n teaches you some extra spells.", ch, NULL, victim, TO_VICT); victim->level = LEVEL_MAGE; victim->trust = LEVEL_MAGE; victim->exp -= 10000000; ch->exp -= 1000000; send_to_char( "You are now a Wizard.\n\r", victim ); save_char_obj(ch); save_char_obj(victim); return; } if( IS_CLASS(victim, CLASS_MAGE) && victim->level == LEVEL_MAGE ) { send_to_char( "They already are a mage.\n\r", ch); return; } if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) ) { send_to_char( "You can only teach avatars.\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_VAMPIRE) || IS_SET(victim->pcdata->stats[UNI_AFF], VAM_MORTAL)) { send_to_char( "You are unable to teach vampires!\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_DROW)) { send_to_char("Not on a drow!\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_WEREWOLF)) { send_to_char( "You are unable to teach werewolves!\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special, SPC_CHAMPION)) { send_to_char( "You are unable to teach demons!\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_HIGHLANDER)) { send_to_char( "You are unable to teach highlanders.\n\r", ch ); return; } if (!IS_IMMUNE(victim,IMM_VAMPIRE)) { send_to_char( "You cannot teach an unwilling person.\n\r", ch ); return; } if (ch->exp < 100000) { send_to_char("You cannot afford the 100000 exp required to teach them.\n\r",ch); return; } if (victim->exp < 100000) { send_to_char("They cannot afford the 100000 exp required to learn from you.\n\r",ch); return; } ch->exp -= 100000; victim->exp -= 100000; act("You teach $N the basics of magic.", ch, NULL, victim, TO_CHAR); act("$n teaches $N the basics of magic.", ch, NULL, victim, TO_NOTVICT); act("$n teaches you the basics of magic.", ch, NULL, victim, TO_VICT); victim->level = LEVEL_APPRENTICE; victim->trust = LEVEL_APPRENTICE; send_to_char( "You are now an apprentice.\n\r", victim ); free_string(victim->lord); victim->lord = str_dup(ch->name); victim->pcdata->powers[MPOWER_RUNE0] = ch->pcdata->powers[MPOWER_RUNE0]; victim->class = CLASS_MAGE; save_char_obj(ch); save_char_obj(victim); return; } void do_mitsukeru( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *victimroom; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_SORA] <1) { send_to_char("Huh?\n\r", ch ); return;} if (arg[0] == '\0') { send_to_char( "Scry on whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } chroom = ch->in_room; victimroom = victim->in_room; char_from_room(ch); char_to_room(ch,victimroom); if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_AFFECTED(victim, AFF_SHADOWPLANE))) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"auto"); SET_BIT(ch->affected_by, AFF_SHADOWPLANE); } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_AFFECTED(victim, AFF_SHADOWPLANE))) { SET_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"auto"); REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); } else do_look(ch,"auto"); char_from_room(ch); char_to_room(ch,chroom); ch->fight_timer = 10; return; } void do_koryou( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_SORA] <2) { send_to_char( "Huh?\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Read the aura on what?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "Read the aura on what?\n\r", ch ); return; } act("$n examines $p intently.",ch,obj,NULL,TO_ROOM); spell_identify( skill_lookup( "identify" ), ch->level, ch, obj ); return; } if (!IS_NPC(victim) && (IS_IMMUNE(victim,IMM_SHIELDED) || (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1],DPOWER_DROWSHIELD))) && !IS_ITEMAFF(ch, ITEMA_VISION)) { send_to_char("You are unable to read their aura.\n\r",ch); return; } act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT); act("$n examines you intently.",ch,NULL,victim,TO_VICT); if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr); else { if (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name); else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name); else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name); else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name); else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name); else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name); else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name); else sprintf(buf, "%s is a Mortal.\n\r", victim->name); } send_to_char(buf,ch); if (!IS_NPC(victim)) { sprintf(buf,"Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",get_curr_str(victim),get_curr_int(victim),get_curr_wis(victim),get_curr_dex(victim),get_curr_con(victim)); send_to_char(buf,ch); } sprintf(buf,"Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",victim->hit,victim->max_hit,victim->mana,victim->max_mana,victim->move,victim->max_move); send_to_char(buf,ch); if (!IS_NPC(victim)) sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim),char_ac(victim)); else sprintf(buf,"AC:%d.\n\r",char_ac(victim)); send_to_char(buf,ch); if (!IS_NPC(victim)) { sprintf(buf,"Status:%d, ",victim->race); send_to_char(buf,ch); if (IS_CLASS(victim, CLASS_VAMPIRE)) { sprintf(buf,"Blood:%d, ",victim->pcdata->condition[COND_THIRST]); send_to_char(buf,ch); } } sprintf(buf,"Alignment:%d.\n\r",victim->alignment); send_to_char(buf,ch); if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT)) act("$N is pregnant.",ch,NULL,victim,TO_CHAR); if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE)) { send_to_char("Disciplines:",ch); if (IS_VAMPAFF(victim, VAM_PROTEAN)) send_to_char(" Protean",ch); if (IS_VAMPAFF(victim, VAM_CELERITY)) send_to_char(" Celerity",ch); if (IS_VAMPAFF(victim, VAM_FORTITUDE)) send_to_char(" Fortitude",ch); if (IS_VAMPAFF(victim, VAM_POTENCE)) send_to_char(" Potence",ch); if (IS_VAMPAFF(victim, VAM_OBFUSCATE)) send_to_char(" Obfuscate",ch); if (IS_VAMPAFF(victim, VAM_OBTENEBRATION)) send_to_char(" Obtenebration",ch); if (IS_VAMPAFF(victim, VAM_SERPENTIS)) send_to_char(" Serpentis",ch); if (IS_VAMPAFF(victim, VAM_AUSPEX)) send_to_char(" Auspex",ch); if (IS_VAMPAFF(victim, VAM_DOMINATE)) send_to_char(" Dominate",ch); if (IS_VAMPAFF(victim, VAM_PRESENCE)) send_to_char(" Presence",ch); if (IS_VAMPAFF(victim, VAM_VICISSITUDE)) send_to_char(" Vicissitude",ch); if (IS_VAMPAFF(victim, VAM_THAU)) send_to_char(" Thaumaturgy",ch); if (IS_VAMPAFF(victim, VAM_ANIMAL)) send_to_char(" Animalism",ch); if (IS_VAMPAFF(victim, VAM_QUIETUS)) send_to_char(" Quietus",ch); send_to_char(".\n\r",ch); } return; }