/***************************************************************************
* 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_MONK) )
stc( "You are a monk!\n\r",ch);
if( IS_CLASS(ch, CLASS_CHANGLING))
stc( "You are a changling!\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)&&!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_WEREWOLF) )
{
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) && !IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_NINJA))
{
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;
}
if( !IS_SET(ch->original_class, CLASS_VAMPIRE))
{
stc( "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;
victim->original_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( !IS_SET(ch->original_class, CLASS_WEREWOLF))
{
stc( "Huh?\n\r",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;
victim->original_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.", 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;
victim->original_class = CLASS_DRAGON;
}
else if ( !str_cmp( arg2, "vampmage" ) )
{
victim->class = 2 + CLASS_VAMPIRE;
victim->generation = 13;
victim->beast = 0;
set_learnable_disciplines(victim);
victim->original_class = CLASS_VAMPIRE;
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;
victim->original_class = CLASS_DRAGON;
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;
victim->original_class = CLASS_WEREWOLF;
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);
victim->original_class = CLASS_DROW;
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;
victim->original_class = CLASS_DEMON;
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;
victim->original_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->original_class = CLASS_MAGE;
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->original_class = CLASS_MAGE;
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;
victim->original_class = CLASS_MAGE;
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;
victim->original_class = CLASS_MAGE;
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->original_class = CLASS_MAGE;
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->original_class = CLASS_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, "vampire" ) )
{
victim->original_class = CLASS_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, "highlander" ) )
{
victim->original_class = CLASS_HIGHLANDER;
victim->pcdata->powers[HPOWER_WPNSKILL] = 1;
victim->class = 16;
victim->level = 3;
send_to_char("You are now a highlander!\n\r", victim);
}
else if ( !str_cmp( arg2, "monk" ) )
{
victim->original_class = CLASS_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->original_class = CLASS_DROW;
victim->class = 32;
send_to_char("You are now a drow!\n\r", victim);
}
else if ( !str_cmp( arg2, "ninja" ) )
{
victim->original_class = CLASS_NINJA;
victim->class = 128;
send_to_char("You are now a ninja!\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( !IS_SET(ch->original_class, CLASS_HIGHLANDER))
{
stc( "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;
victim->original_class = CLASS_HIGHLANDER;
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("");
victim->pcdata->powers[HPOWER_WPNSKILL] = ch->pcdata->powers[HPOWER_WPNSKILL];
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(victim, CLASS_VAMPIRE) && IS_SET(victim->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);
SET_BIT(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);
SET_BIT(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);
}
update_pos(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 < 125)
{
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( !IS_SET(ch->original_class, CLASS_MAGE) )
{
stc( "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;
victim->original_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;
}