area/
build/testing/
log/
player/
player/backup/
/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/
#include <glib.h>

#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 <interp.h>

/*
 * Local functions.
 */
void	special_hurl	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );




void improve_wpn( CHAR_DATA *ch, int dtype, bool right_hand )
{
	OBJ_DATA *wield;
	char bufskill [20];
	char buf [MAX_INPUT_LENGTH];
	int dice1;
	int dice2;
	int trapper;
	int max_skl = 200;
	
	dice1 = number_percent();
	dice2 = number_percent();
	
	if (IS_NPC(ch)) return;
	
	if (IS_CLASS(ch, CLASS_HIGHLANDER)) max_skl = 1000;
	
	if (right_hand) wield = get_eq_char( ch, WEAR_WIELD );
	else            wield = get_eq_char( ch, WEAR_HOLD  );
	
	if (wield == NULL) dtype = TYPE_HIT;
	if ( dtype == TYPE_UNDEFINED )
	{
		dtype = TYPE_HIT;
		if ( wield != NULL && wield->item_type == ITEM_WEAPON )
			dtype += wield->value[3];
	}
	if ( dtype < 1000 || dtype > 1012 ) return;
	dtype -= 1000;
	if (ch->wpn[dtype] >= max_skl) return;
	trapper = ch->wpn[dtype];
	if ((dice1 > ch->wpn[dtype] && dice2 > ch->wpn[dtype]) 
		|| (dice1==100 || dice2==100)) ch->wpn[dtype] += 1;
	else return;
	if (trapper == ch->wpn[dtype]) return;
	
	if      (ch->wpn[dtype] == 1   ) sprintf(bufskill,"slightly skilled");
	else if (ch->wpn[dtype] == 26  ) sprintf(bufskill,"reasonable");
	else if (ch->wpn[dtype] == 51  ) sprintf(bufskill,"fairly competent");
	else if (ch->wpn[dtype] == 76  ) sprintf(bufskill,"highly skilled");
	else if (ch->wpn[dtype] == 101 ) sprintf(bufskill,"very dangerous");
	else if (ch->wpn[dtype] == 126 ) sprintf(bufskill,"extremely deadly");
	else if (ch->wpn[dtype] == 151 ) sprintf(bufskill,"an expert");
	else if (ch->wpn[dtype] == 176 ) sprintf(bufskill,"a master");
	else if (ch->wpn[dtype] == 200 ) sprintf(bufskill,"a grand master");
	else if (ch->wpn[dtype] == 201 ) sprintf(bufskill,"supremely skilled");
	else return;
	if (wield == NULL || dtype == 0)
		sprintf(buf,"{WYou are now %s at unarmed combat.{x\n\r",bufskill);
	else
		sprintf(buf,"{WYou are now %s with %s.{x\n\r",bufskill,wield->short_descr->str);
	send_to_char(buf,ch);
	return;
}

void improve_stance( CHAR_DATA *ch )
{
	char buf        [MAX_INPUT_LENGTH];
	char bufskill   [25];
	char stancename [10];
	int dice1;
	int dice2;
	int stance;
	
	dice1 = number_percent();
	dice2 = number_percent();
	
	if (IS_NPC(ch)) return;
	
	stance = ch->stance[0];
	if (stance < 1 || stance > 10) return;
	if (ch->stance[stance] >= 200) {ch->stance[stance] = 200; return;}
	if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) 
		|| (dice1==100 || dice2==100)) ch->stance[stance] += 1;
	else return;
	if (stance == ch->stance[stance]) return;
	
	if      (ch->stance[stance] == 1  ) sprintf(bufskill,"an apprentice of");
	else if (ch->stance[stance] == 26 ) sprintf(bufskill,"a trainee of");
	else if (ch->stance[stance] == 51 ) sprintf(bufskill,"a student of");
	else if (ch->stance[stance] == 76 ) sprintf(bufskill,"fairly experienced in");
	else if (ch->stance[stance] == 101) sprintf(bufskill,"well trained in");
	else if (ch->stance[stance] == 126) sprintf(bufskill,"highly skilled in");
	else if (ch->stance[stance] == 151) sprintf(bufskill,"an expert of");
	else if (ch->stance[stance] == 176) sprintf(bufskill,"a master of");
	else if (ch->stance[stance] == 200) sprintf(bufskill,"a grand master of");
	else return;
	if      (stance == STANCE_VIPER   ) sprintf(stancename,"viper"   );
	else if (stance == STANCE_CRANE   ) sprintf(stancename,"crane"   );
	else if (stance == STANCE_CRAB    ) sprintf(stancename,"crab"    );
	else if (stance == STANCE_MONGOOSE) sprintf(stancename,"mongoose");
	else if (stance == STANCE_BULL    ) sprintf(stancename,"bull"    );
	else if (stance == STANCE_MANTIS  ) sprintf(stancename,"mantis"  );
	else if (stance == STANCE_DRAGON  ) sprintf(stancename,"dragon"  );
	else if (stance == STANCE_TIGER   ) sprintf(stancename,"tiger"   );
	else if (stance == STANCE_MONKEY  ) sprintf(stancename,"monkey"  );
	else if (stance == STANCE_SWALLOW ) sprintf(stancename,"swallow" );
	else return;
	sprintf(buf,"{WYou are now %s the %s stance.{x\n\r",bufskill,stancename);
	send_to_char(buf,ch);
	return;
}

void do_alignment( CHAR_DATA *ch, char *argument )
{
	char arg[MAX_INPUT_LENGTH];
	
	one_argument( argument, arg );
	
	if (IS_NPC(ch)) return;
	
/*	if (ch->level > 2)
	{
		send_to_char( "Only mortals have the power to change alignment.\n\r", ch );
		return;
	}
*/	
	if ( arg[0] == '\0' )
	{
		send_to_char( "Please enter 'good', 'neutral', or 'evil'.\n\r", ch );
		return;
	}
	if      (!str_cmp(arg,"good"))
	{
		ch->alignment = 1000;
		send_to_char( "Alignment is now angelic.\n\r", ch );
	}
	else if (!str_cmp(arg,"neutral"))
	{
		ch->alignment = 0;
		send_to_char( "Alignment is now neutral.\n\r", ch );
	}
	else if (!str_cmp(arg,"evil"))
	{
		ch->alignment = -1000;
		send_to_char( "Alignment is now satanic.\n\r", ch );
	}
	else     send_to_char( "Please enter 'good', 'neutral', or 'evil'.\n\r", ch );
	return;
}


void get_skill_level(CHAR_DATA *victim, int wtype, char *bufskill )
{
	
	if      (victim->wpn[wtype] == 0   ) sprintf(bufskill,"totally unskilled");
	else if (victim->wpn[wtype] <= 25  ) sprintf(bufskill,"slightly skilled");
	else if (victim->wpn[wtype] <= 50  ) sprintf(bufskill,"reasonable");
	else if (victim->wpn[wtype] <= 75  ) sprintf(bufskill,"fairly competent");
	else if (victim->wpn[wtype] <= 100 ) sprintf(bufskill,"highly skilled");
	else if (victim->wpn[wtype] <= 125 ) sprintf(bufskill,"very dangerous");
	else if (victim->wpn[wtype] <= 150 ) sprintf(bufskill,"extremely deadly");
	else if (victim->wpn[wtype] <= 175 ) sprintf(bufskill,"an expert");
	else if (victim->wpn[wtype] <= 199 ) sprintf(bufskill,"a master");
	else if (victim->wpn[wtype] == 200 ) sprintf(bufskill,"a grand master");
	else if (victim->wpn[wtype] <= 1000) sprintf(bufskill,"supremely skilled");
	else return;
	return;
}


void show_weapon( CHAR_DATA *ch, int wtype )
{
	char buf[MAX_INPUT_LENGTH];
	char bufskill[MAX_INPUT_LENGTH];
	
	if (IS_NPC(ch)) return;
	
	if      (ch->wpn[wtype] == 0   ) sprintf(bufskill,"{W totally unskilled");
	else if (ch->wpn[wtype] <= 25  ) sprintf(bufskill,"{W  slightly skilled");
	else if (ch->wpn[wtype] <= 50  ) sprintf(bufskill,"{W        reasonable");
	else if (ch->wpn[wtype] <= 75  ) sprintf(bufskill,"{W  fairly competent");
	else if (ch->wpn[wtype] <= 100 ) sprintf(bufskill,"{W    highly skilled");
	else if (ch->wpn[wtype] <= 125 ) sprintf(bufskill,"{W    very dangerous");
	else if (ch->wpn[wtype] <= 150 ) sprintf(bufskill,"{W  extremely deadly");
	else if (ch->wpn[wtype] <= 175 ) sprintf(bufskill,"{W         an expert");
	else if (ch->wpn[wtype] <= 199 ) sprintf(bufskill,"{W          a master");
	else if (ch->wpn[wtype] == 200 ) sprintf(bufskill,"{W    a grand master");
	else if (ch->wpn[wtype] <= 1000) sprintf(bufskill,"{W supremely skilled");
	else return;
	
	if (wtype == 0)
		sprintf(buf," %s at unarmed [{R%3d{W]{x\n\r",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 1)
		sprintf(buf," %s at slice   [{R%3d{W]    ",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 2)
		sprintf(buf," %s at stab    [{R%3d{W]{x\n\r",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 3)
		sprintf(buf," %s at slash   [{R%3d{W]    ",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 4)
		sprintf(buf," %s at whip    [{R%3d{W]{x\n\r",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 5)
		sprintf(buf," %s at claw    [{R%3d{W]    ",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 6)
		sprintf(buf," %s at blast   [{R%3d{W]{x\n\r",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 7)
		sprintf(buf," %s at pound   [{R%3d{W]    ",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 8)
		sprintf(buf," %s at crush   [{R%3d{W]{x\n\r",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 9)
		sprintf(buf," %s at grep    [{R%3d{W]    ",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 10)
		sprintf(buf," %s at bite    [{R%3d{W]{x\n\r",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 11)
		sprintf(buf," %s at pierce  [{R%3d{W]    ",bufskill,(ch->wpn[wtype]/2));
	else if (wtype == 12)
		sprintf(buf," %s at suction [{R%3d{W]{x\n\r",bufskill,(ch->wpn[wtype]/2));
	else return;
	send_to_char(buf,ch);
	return;
}


void show_stance( CHAR_DATA *ch, int stype )
{
	char buf[MAX_INPUT_LENGTH];
	char bufskill[MAX_INPUT_LENGTH];
	
	if (IS_NPC(ch)) return;
	
	if (ch->stance[stype] <= 0  ) sprintf(bufskill,"{Wcompletely unskilled in");
	else if (ch->stance[stype] <= 25 ) sprintf(bufskill,"{W       an apprentice of");
	else if (ch->stance[stype] <= 50 ) sprintf(bufskill,"{W           a trainee of");
	else if (ch->stance[stype] <= 75 ) sprintf(bufskill,"{W           a student of");
	else if (ch->stance[stype] <= 100) sprintf(bufskill,"{W  fairly experienced in");
	else if (ch->stance[stype] <= 125) sprintf(bufskill,"{W        well trained in");
	else if (ch->stance[stype] <= 150) sprintf(bufskill,"{W      highly skilled in");
	else if (ch->stance[stype] <= 175) sprintf(bufskill,"{W           an expert of");
	else if (ch->stance[stype] <= 199) sprintf(bufskill,"{W            a master of");
	else if (ch->stance[stype] >= 200) sprintf(bufskill,"{W      a grand master of");
	else return;
	
	if      (stype == 1)
		sprintf(buf," %s viper    [{R%3d{W] ",bufskill,(ch->stance[stype]/2));
	else if (stype == 2)
		sprintf(buf," %s crane    [{R%3d{W] ",bufskill,(ch->stance[stype]/2));
	else if (stype == 3)
		sprintf(buf," %s crab     [{R%3d{W] ",bufskill,(ch->stance[stype]/2));
	else if (stype == 4)
		sprintf(buf," %s mongoose [{R%3d{W] ",bufskill,(ch->stance[stype]/2));
	else if (stype == 5)
		sprintf(buf," %s bull     [{R%3d{W] ",bufskill,(ch->stance[stype]/2));
	else if (stype == 6)
		sprintf(buf," %s mantis  [{R%3d{W]{x\n\r",bufskill,(ch->stance[stype]/2));
	else if (stype == 7)
		sprintf(buf," %s dragon  [{R%3d{W]{x\n\r",bufskill,(ch->stance[stype]/2));
	else if (stype == 8)
		sprintf(buf," %s tiger   [{R%3d{W]{x\n\r",bufskill,(ch->stance[stype]/2));
	else if (stype == 9)
		sprintf(buf," %s monkey  [{R%3d{W]{x\n\r",bufskill,(ch->stance[stype]/2));
	else if (stype == 10)
		sprintf(buf," %s swallow [{R%3d{W]{x\n\r",bufskill,(ch->stance[stype]/2));
	else return;
	send_to_char(buf,ch);
	return;
}


void do_skillall( CHAR_DATA *ch, char *argument )
{
	CHAR_DATA *victim;
	char buf       [MAX_STRING_LENGTH];
	char buf2      [MAX_STRING_LENGTH];
	char bufskill  [25];
	char bufskill2 [25];
	char arg       [MAX_INPUT_LENGTH];
	OBJ_DATA *wield;
	OBJ_DATA *wield2;
	int dtype;
	int dtype2;
	int weapon;
	
	one_argument( argument, arg );
	
	if (IS_NPC(ch)) return;
	
	if ( arg[0] == '\0' )
		sprintf(arg,ch->name->str);
	
	if ( ( victim = get_char_room( ch, arg ) ) == NULL )
	{
		send_to_char( "They aren't here.\n\r", ch );
		return;
	}
	
	if (IS_NPC(victim))
	{
		send_to_char( "Not on NPC's.\n\r", ch );
		return;
	}
	
	wield = get_eq_char( victim, WEAR_WIELD );
	wield2 = get_eq_char( victim, WEAR_HOLD );
	
	dtype = TYPE_HIT;
	dtype2 = TYPE_HIT;
	if ( wield != NULL && wield->item_type == ITEM_WEAPON )
		dtype += wield->value[3];
	if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON )
		dtype2 += wield2->value[3];
	dtype -= 1000;
	dtype2 -= 1000;
	
	get_skill_level( ch, dtype, bufskill );
	get_skill_level( ch, dtype2, bufskill2 );
	
	if (ch == victim)
	{
		if (dtype == 0 && dtype2 == 0)
			sprintf(buf,"You are %s at unarmed combat.\n\r",bufskill);
		else
		{
			if (dtype != 0)
				sprintf(buf,"You are %s with %s.\n\r",bufskill,wield->short_descr->str);
			if (dtype2 != 0)
				sprintf(buf2,"You are %s with %s.\n\r",bufskill2,wield2->short_descr->str);
		}
	}
	else
	{
		if (dtype == 0 && dtype2 == 0)
			sprintf(buf,"%s is %s at unarmed combat.\n\r",victim->name->str,bufskill);
		else
		{
			if (dtype != 0)
				sprintf(buf,"%s is %s with %s.\n\r",victim->name->str,bufskill,wield->short_descr->str);
			if (dtype2 != 0)
				sprintf(buf2,"%s is %s with %s.\n\r",victim->name->str,bufskill2,wield2->short_descr->str);
		}
	}
	if (!(dtype == 0 && dtype2 != 0)) send_to_char(buf,ch);
	if (dtype2 != 0) send_to_char(buf2,ch);
	skillstance(ch,victim);
	
	sprintf(buf, "{Y--------------------------------------------------------------------------------{x\n\r");
	send_to_char(buf,ch);
	sprintf(buf, "{WStance Mastery{x\n\r");
	send_to_char(buf,ch);
	sprintf(buf, "{WIn basic fighting stances you are:    In advanced fighting stances you are:{x\n\r");
	send_to_char(buf,ch);
	show_stance(ch, 1);
	show_stance(ch, 6);
	show_stance(ch, 2);
	show_stance(ch, 7);
	show_stance(ch, 3);
	show_stance(ch, 8);
	show_stance(ch, 4);
	show_stance(ch, 9);
	show_stance(ch, 5);
	show_stance(ch, 10);
	sprintf(buf, "{Y--------------------------------------------------------------------------------{x\n\r");
	send_to_char(buf,ch);
	sprintf(buf, "{WWeapon Mastery{x\n\r");
	send_to_char(buf,ch);
	sprintf(buf, "{WYou are:{x\n\r");
	send_to_char(buf,ch);
	for (weapon = 0 ; weapon <= 12 ; weapon++ )
	{    
		show_weapon(ch, weapon); 
	}
	sprintf(buf, "{Y--------------------------------------------------------------------------------{x\n\r");
	send_to_char(buf,ch);
	
	return;
}


void do_skillz( CHAR_DATA *ch, char *argument )
{
	CHAR_DATA *victim;
	char buf       [MAX_STRING_LENGTH];
	char buf2      [MAX_STRING_LENGTH];
	char bufskill  [25];
	char bufskill2 [25];
	char arg       [MAX_INPUT_LENGTH];
	OBJ_DATA *wield;
	OBJ_DATA *wield2;
	int dtype;
	int dtype2;
	
	one_argument( argument, arg );
	
	if (IS_NPC(ch)) return;
	
	if ( arg[0] == '\0' )
		sprintf(arg,ch->name->str);
	
	if ( !str_cmp(arg , "all" ))
	{
		do_skillall( ch, argument );
		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;
	}
	
	wield = get_eq_char( victim, WEAR_WIELD );
	wield2 = get_eq_char( victim, WEAR_HOLD );
	
	dtype = TYPE_HIT;
	dtype2 = TYPE_HIT;
	if ( wield != NULL && wield->item_type == ITEM_WEAPON )
		dtype += wield->value[3];
	if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON )
		dtype2 += wield2->value[3];
	dtype -= 1000;
	dtype2 -= 1000;
	
	
	if      (victim->wpn[dtype] == 0   ) sprintf(bufskill,"totally unskilled");
	else if (victim->wpn[dtype] <= 25  ) sprintf(bufskill,"slightly skilled");
	else if (victim->wpn[dtype] <= 50  ) sprintf(bufskill,"reasonable");
	else if (victim->wpn[dtype] <= 75  ) sprintf(bufskill,"fairly competent");
	else if (victim->wpn[dtype] <= 100 ) sprintf(bufskill,"highly skilled");
	else if (victim->wpn[dtype] <= 125 ) sprintf(bufskill,"very dangerous");
	else if (victim->wpn[dtype] <= 150 ) sprintf(bufskill,"extremely deadly");
	else if (victim->wpn[dtype] <= 175 ) sprintf(bufskill,"an expert");
	else if (victim->wpn[dtype] <= 199 ) sprintf(bufskill,"a master");
	else if (victim->wpn[dtype] == 200 ) sprintf(bufskill,"a grand master");
	else if (victim->wpn[dtype] <= 1000) sprintf(bufskill,"supremely skilled");
	else return;
	
	if      (victim->wpn[dtype2] == 0   ) sprintf(bufskill2,"totally unskilled");
	else if (victim->wpn[dtype2] <= 25  ) sprintf(bufskill2,"slightly skilled");
	else if (victim->wpn[dtype2] <= 50  ) sprintf(bufskill2,"reasonable");
	else if (victim->wpn[dtype2] <= 75  ) sprintf(bufskill2,"fairly competent");
	else if (victim->wpn[dtype2] <= 100 ) sprintf(bufskill2,"highly skilled");
	else if (victim->wpn[dtype2] <= 125 ) sprintf(bufskill2,"very dangerous");
	else if (victim->wpn[dtype2] <= 150 ) sprintf(bufskill2,"extremely deadly");
	else if (victim->wpn[dtype2] <= 175 ) sprintf(bufskill2,"an expert");
	else if (victim->wpn[dtype2] <= 199 ) sprintf(bufskill2,"a master");
	else if (victim->wpn[dtype2] == 200 ) sprintf(bufskill2,"a grand master");
	else if (victim->wpn[dtype2] <= 1000) sprintf(bufskill,"supremely skilled");
	else return;
	
	if (ch == victim)
	{
		if (dtype == 0 && dtype2 == 0)
			sprintf(buf,"You are %s at unarmed combat.\n\r",bufskill);
		else
		{
			if (dtype != 0)
				sprintf(buf,"You are %s with %s.\n\r",bufskill,wield->short_descr->str);
			if (dtype2 != 0)
				sprintf(buf2,"You are %s with %s.\n\r",bufskill2,wield2->short_descr->str);
		}
	}
	else
	{
		if (dtype == 0 && dtype2 == 0)
			sprintf(buf,"%s is %s at unarmed combat.\n\r",victim->name->str,bufskill);
		else
		{
			if (dtype != 0)
				sprintf(buf,"%s is %s with %s.\n\r",victim->name->str,bufskill,wield->short_descr->str);
			if (dtype2 != 0)
				sprintf(buf2,"%s is %s with %s.\n\r",victim->name->str,bufskill2,wield2->short_descr->str);
		}
	}
	if (!(dtype == 0 && dtype2 != 0)) send_to_char(buf,ch);
	if (dtype2 != 0) send_to_char(buf2,ch);
	skillstance(ch,victim);
	return;
}

void do_throw( CHAR_DATA *ch, char *argument )
{
	ROOM_INDEX_DATA *location;
	ROOM_INDEX_DATA *to_room;
	EXIT_DATA       *pexit;
	CHAR_DATA       *victim = NULL;
	OBJ_DATA        *obj;
	char            arg1      [MAX_INPUT_LENGTH];
	char            arg2      [MAX_INPUT_LENGTH];
	char            buf       [MAX_INPUT_LENGTH];
	char            revdoor   [MAX_INPUT_LENGTH];
	int             door;
	
	argument = one_argument( argument, arg1 );
	argument = one_argument( argument, arg2 );
	
	if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
	{
		if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
		{
			send_to_char( "You are not holding anything to throw.\n\r", ch );
			return;
		}
	}
	
	if ( arg1[0] == '\0' )
	{
		send_to_char("Which direction do you wish to throw?\n\r", ch);
		return;
	}
	
	if      ( !str_cmp( arg1, "n" ) || !str_cmp( arg1, "north" ) )
	{door = 0;sprintf(arg1,"north");}
	else if ( !str_cmp( arg1, "e" ) || !str_cmp( arg1, "east" ) )
	{door = 1;sprintf(arg1,"east");}
	else if ( !str_cmp( arg1, "s" ) || !str_cmp( arg1, "south" ) )
	{door = 2;sprintf(arg1,"south");}
	else if ( !str_cmp( arg1, "w" ) || !str_cmp( arg1, "west" ) )
	{door = 3;sprintf(arg1,"west");}
	else if ( !str_cmp( arg1, "u" ) || !str_cmp( arg1, "up" ) )
	{door = 4;sprintf(arg1,"up");}
	else if ( !str_cmp( arg1, "d" ) || !str_cmp( arg1, "down" ) )
	{door = 5;sprintf(arg1,"down");}
	else
	{
		send_to_char("You can only throw north, south, east, west, up or down.\n\r", ch);
		return;
	}
	
	if      ( !str_cmp( arg1, "north" ) ) {door = 0;sprintf(revdoor,"south");}
	else if ( !str_cmp( arg1, "east"  ) ) {door = 1;sprintf(revdoor,"west" );}
	else if ( !str_cmp( arg1, "south" ) ) {door = 2;sprintf(revdoor,"north");}
	else if ( !str_cmp( arg1, "west"  ) ) {door = 3;sprintf(revdoor,"east" );}
	else if ( !str_cmp( arg1, "up"    ) ) {door = 4;sprintf(revdoor,"down" );}
	else if ( !str_cmp( arg1, "down"  ) ) {door = 5;sprintf(revdoor,"up"   );}
	else return;
	
	location = ch->in_room;
	
	sprintf(buf,"You hurl $p %s.",arg1);
	act(buf,ch,obj,NULL,TO_CHAR);
	sprintf(buf,"$n hurls $p %s.",arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
    /* First room */
	if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
	{
		sprintf(buf,"$p bounces off the %s wall.",arg1);
		act(buf,ch,obj,NULL,TO_ROOM);
		act(buf,ch,obj,NULL,TO_CHAR);
		obj_from_char(obj);
		obj_to_room(obj, ch->in_room);
		return;
	}
	pexit = ch->in_room->exit[door];
	if (IS_SET(pexit->exit_info, EX_CLOSED) )
	{
		sprintf(buf,"$p bounces off the %s door.",arg1);
		act(buf,ch,obj,NULL,TO_ROOM);
		act(buf,ch,obj,NULL,TO_CHAR);
		obj_from_char(obj);
		obj_to_room(obj, ch->in_room);
		return;
	}
	char_from_room(ch);
	char_to_room(ch,to_room);
	if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
	{
		sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor);
		act(buf,ch,obj,victim,TO_NOTVICT);
		sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor);
		act(buf,ch,obj,victim,TO_VICT);
		obj_from_char(obj);
		obj_to_char(obj, victim);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	
    /* Second room */
	if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
	{
		sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
		act(buf,ch,obj,NULL,TO_ROOM);
		obj_from_char(obj);
		obj_to_room(obj, ch->in_room);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	pexit = ch->in_room->exit[door];
	if (IS_SET(pexit->exit_info, EX_CLOSED) )
	{
		sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
		act(buf,ch,obj,NULL,TO_ROOM);
		obj_from_char(obj);
		obj_to_room(obj, ch->in_room);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	char_from_room(ch);
	char_to_room(ch,to_room);
	if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
	{
		sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor);
		act(buf,ch,obj,victim,TO_NOTVICT);
		sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor);
		act(buf,ch,obj,victim,TO_VICT);
		obj_from_char(obj);
		obj_to_char(obj, victim);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	
    /* Third room */
	if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
	{
		sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
		act(buf,ch,obj,NULL,TO_ROOM);
		obj_from_char(obj);
		obj_to_room(obj, ch->in_room);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	pexit = ch->in_room->exit[door];
	if (IS_SET(pexit->exit_info, EX_CLOSED) )
	{
		sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
		act(buf,ch,obj,NULL,TO_ROOM);
		obj_from_char(obj);
		obj_to_room(obj, ch->in_room);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	char_from_room(ch);
	char_to_room(ch,to_room);
	if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
	{
		sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor);
		act(buf,ch,obj,victim,TO_NOTVICT);
		sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor);
		act(buf,ch,obj,victim,TO_VICT);
		obj_from_char(obj);
		obj_to_char(obj, victim);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	
	sprintf(buf,"$p comes flying in from the %s and drops at your feet.",revdoor);
	act(buf,ch,obj,NULL,TO_ROOM);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
	
    /* Move them back */
	char_from_room(ch);
	char_to_room(ch,location);
	
	do_autosave(ch,"");
	if (victim != NULL && !IS_NPC(victim)) do_autosave(victim,"");
	return;
}

void do_shoot( CHAR_DATA *ch, char *argument )
{
	ROOM_INDEX_DATA *location;
	ROOM_INDEX_DATA *to_room;
	EXIT_DATA       *pexit;
	CHAR_DATA       *victim;
	OBJ_DATA        *obj;
	OBJ_DATA        *ammo;
	char            arg1      [MAX_INPUT_LENGTH];
	char            arg2      [MAX_INPUT_LENGTH];
	char            buf       [MAX_INPUT_LENGTH];
	char            revdoor   [MAX_INPUT_LENGTH];
	int             door;
	bool	    missed;
	
	argument = one_argument( argument, arg1 );
	argument = one_argument( argument, arg2 );
	
	if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL
		|| obj->item_type != ITEM_MISSILE )
	{
		if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL
			|| obj->item_type != ITEM_MISSILE )
		{
			send_to_char( "You are not holding anything to shoot.\n\r", ch );
			return;
		}
	}
	
	if ( obj->value[1] < 1 )
	{
		send_to_char("First you need to load it.\n\r", ch);
		return;
	}
	
	if ( arg1[0] == '\0' )
	{
		send_to_char("Please specify a direction to shoot.\n\r", ch);
		return;
	}
	
	if ( arg2[0] == '\0' )
	{
		send_to_char("Please specify a target to shoot at.\n\r", ch);
		return;
	}
	
	if      ( !str_cmp( arg1, "n" ) || !str_cmp( arg1, "north" ) )
	{door = 0;sprintf(arg1,"north");}
	else if ( !str_cmp( arg1, "e" ) || !str_cmp( arg1, "east" ) )
	{door = 1;sprintf(arg1,"east");}
	else if ( !str_cmp( arg1, "s" ) || !str_cmp( arg1, "south" ) )
	{door = 2;sprintf(arg1,"south");}
	else if ( !str_cmp( arg1, "w" ) || !str_cmp( arg1, "west" ) )
	{door = 3;sprintf(arg1,"west");}
	else if ( !str_cmp( arg1, "u" ) || !str_cmp( arg1, "up" ) )
	{door = 4;sprintf(arg1,"up");}
	else if ( !str_cmp( arg1, "d" ) || !str_cmp( arg1, "down" ) )
	{door = 5;sprintf(arg1,"down");}
	else
	{
		send_to_char("You can only shoot north, south, east, west, up or down.\n\r", ch);
		return;
	}
	
	if      ( !str_cmp( arg1, "north" ) ) {door = 0;sprintf(revdoor,"south");}
	else if ( !str_cmp( arg1, "east"  ) ) {door = 1;sprintf(revdoor,"west" );}
	else if ( !str_cmp( arg1, "south" ) ) {door = 2;sprintf(revdoor,"north");}
	else if ( !str_cmp( arg1, "west"  ) ) {door = 3;sprintf(revdoor,"east" );}
	else if ( !str_cmp( arg1, "up"    ) ) {door = 4;sprintf(revdoor,"down" );}
	else if ( !str_cmp( arg1, "down"  ) ) {door = 5;sprintf(revdoor,"up"   );}
	else return;
	
	if ( get_obj_index( obj->value[0] ) == NULL ) return;
	
	location = ch->in_room;
	ammo = create_object( get_obj_index( obj->value[0] ), 0 );
	
	if ( number_percent() <= ammo->value[0] ) missed = FALSE;
	else missed = TRUE;
	obj->value[1] -= 1;
	
	sprintf(buf,"You point $p %s and shoot.",arg1);
	act(buf,ch,obj,NULL,TO_CHAR);
	sprintf(buf,"$n points $p %s and shoots.",arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
    /* First room */
	if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
	{
		sprintf(buf,"$p bounces off the %s wall.",arg1);
		act(buf,ch,ammo,NULL,TO_ROOM);
		act(buf,ch,ammo,NULL,TO_CHAR);
		obj_to_room(ammo, ch->in_room);
		return;
	}
	pexit = ch->in_room->exit[door];
	if (IS_SET(pexit->exit_info, EX_CLOSED) )
	{
		sprintf(buf,"$p bounces off the %s door.",arg1);
		act(buf,ch,ammo,NULL,TO_ROOM);
		act(buf,ch,ammo,NULL,TO_CHAR);
		obj_to_room(ammo, ch->in_room);
		return;
	}
	char_from_room(ch);
	char_to_room(ch,to_room);
	if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
	{
		if (missed)
		{
			sprintf(buf,"$p flies in from the %s, just missing $N, and carrying on %s.",revdoor, arg1);
			act(buf,ch,ammo,victim,TO_NOTVICT);
			sprintf(buf,"$p flies in from the %s, just missing you, and carrying on %s.",revdoor, arg1);
			act(buf,ch,ammo,victim,TO_VICT);
		}
		else
		{
			sprintf(buf,"$p comes flying in from the %s and strikes $N.",revdoor);
			act(buf,ch,ammo,victim,TO_NOTVICT);
			sprintf(buf,"$p comes flying in from the %s and strikes you.",revdoor);
			act(buf,ch,ammo,victim,TO_VICT);
			obj_to_char(ammo, victim);
			char_from_room(ch);
			char_to_room(ch,location);
			victim->hit -= number_range(ammo->value[1],ammo->value[2]);
			update_pos(victim);
			if (victim->position == POS_DEAD && !IS_HERO(victim))
			{
				send_to_char( "{RYou have been KILLED!!{x\n\r\n\r", victim );
				hurt_person(ch,victim,0);
			}
			return;
		}
	}
	
    /* Second room */
	if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
	{
		sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
		act(buf,ch,ammo,NULL,TO_ROOM);
		obj_to_room(ammo, ch->in_room);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	pexit = ch->in_room->exit[door];
	if (IS_SET(pexit->exit_info, EX_CLOSED) )
	{
		sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
		act(buf,ch,ammo,NULL,TO_ROOM);
		obj_to_room(ammo, ch->in_room);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	if (!missed)
	{
		sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
		act(buf,ch,ammo,NULL,TO_ROOM);
	}
	char_from_room(ch);
	char_to_room(ch,to_room);
	if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
	{
		if (missed)
		{
			sprintf(buf,"$p flies in from the %s, just missing $N, and carrying on %s.",revdoor, arg1);
			act(buf,ch,ammo,victim,TO_NOTVICT);
			sprintf(buf,"$p flies in from the %s, just missing you, and carrying on %s.",revdoor, arg1);
			act(buf,ch,ammo,victim,TO_VICT);
		}
		else
		{
			sprintf(buf,"$p comes flying in from the %s and strikes $N.",revdoor);
			act(buf,ch,ammo,victim,TO_NOTVICT);
			sprintf(buf,"$p comes flying in from the %s and strikes you.",revdoor);
			act(buf,ch,ammo,victim,TO_VICT);
			obj_to_char(ammo, victim);
			char_from_room(ch);
			char_to_room(ch,location);
			victim->hit -= number_range(ammo->value[1],ammo->value[2]);
			update_pos(victim);
			if (victim->position == POS_DEAD && !IS_HERO(victim))
			{
				send_to_char( "{RYou have been KILLED!!{x\n\r\n\r", victim );
				hurt_person(ch,victim,0);
			}
			return;
		}
	}
	
    /* Third room */
	if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
	{
		sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
		act(buf,ch,ammo,NULL,TO_ROOM);
		obj_to_room(ammo, ch->in_room);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	pexit = ch->in_room->exit[door];
	if (IS_SET(pexit->exit_info, EX_CLOSED) )
	{
		sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
		act(buf,ch,ammo,NULL,TO_ROOM);
		obj_to_room(ammo, ch->in_room);
		char_from_room(ch);
		char_to_room(ch,location);
		return;
	}
	if (!missed)
	{
		sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
		act(buf,ch,ammo,NULL,TO_ROOM);
	}
	char_from_room(ch);
	char_to_room(ch,to_room);
	if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
	{
		if (missed)
		{
			sprintf(buf,"$p flies in from the %s, just missing $N, and carrying on %s.",revdoor, arg1);
			act(buf,ch,ammo,victim,TO_NOTVICT);
			sprintf(buf,"$p flies in from the %s, just missing you, and carrying on %s.",revdoor, arg1);
			act(buf,ch,ammo,victim,TO_VICT);
		}
		else
		{
			sprintf(buf,"$p comes flying in from the %s and strikes $N.",revdoor);
			act(buf,ch,ammo,victim,TO_NOTVICT);
			sprintf(buf,"$p comes flying in from the %s and strikes you.",revdoor);
			act(buf,ch,ammo,victim,TO_VICT);
			obj_to_char(ammo, victim);
			char_from_room(ch);
			char_to_room(ch,location);
			victim->hit -= number_range(ammo->value[1],ammo->value[2]);
			update_pos(victim);
			if (victim->position == POS_DEAD && !IS_HERO(victim))
			{
				send_to_char( "{RYou have been KILLED!!{x\n\r\n\r", victim );
				hurt_person(ch,victim,0);
			}
			return;
		}
	}
	
	sprintf(buf,"$p comes flying in from the %s and drops at your feet.",revdoor);
	act(buf,ch,ammo,NULL,TO_ROOM);
	obj_to_room(ammo, ch->in_room);
	
    /* Move them back */
	char_from_room(ch);
	char_to_room(ch,location);
	return;
}

void do_reload( CHAR_DATA *ch, char *argument )
{
	OBJ_DATA *obj;
	OBJ_DATA *obj2;
	OBJ_DATA *ammo;
	OBJ_DATA *missile;
	
	obj = get_eq_char( ch, WEAR_WIELD );
	obj2 = get_eq_char( ch, WEAR_HOLD );
	
	if ( obj == NULL || obj2 == NULL )
	{
		send_to_char( "You must hold the weapon to reload in one hand and the ammo in the other.\n\r", ch );
		return;
	}
	
	if ( !(obj->item_type  == ITEM_MISSILE && obj2->item_type == ITEM_AMMO)
		&&   !(obj2->item_type == ITEM_MISSILE && obj->item_type  == ITEM_AMMO) )
	{
		send_to_char( "You must hold the weapon to reload in one hand and the ammo in the other.\n\r", ch );
		return;
	}
	
	if ( obj->item_type == ITEM_MISSILE )
	{
		missile = obj;
		ammo = obj2;
	}
	else
	{
		missile = obj2;
		ammo = obj;
	}
	
	if ( missile->value[1] >= missile->value[2] )
	{
		send_to_char( "It is already fully loaded.\n\r", ch );
		return;
	}
	
	if ( missile->value[3] != ammo->value[3] )
	{
		send_to_char( "That weapon doesn't take that sort of ammo.\n\r", ch );
		return;
	}
	
	if ( missile->value[0] != 0 && missile->value[1] != 0 &&
		missile->value[0] != ammo->pIndexData->vnum )
	{
		send_to_char( "You cannot mix ammo types.\n\r", ch );
		return;
	}
	
	act("You load $p into $P.",ch,ammo,missile,TO_CHAR);
	act("$n loads $p into $P.",ch,ammo,missile,TO_ROOM);
	missile->value[1] += 1;
	missile->value[0] = ammo->pIndexData->vnum;
	obj_from_char( ammo );
	extract_obj( ammo );
	return;
}

void do_unload( CHAR_DATA *ch, char *argument )
{
	OBJ_DATA *missile;
	OBJ_DATA *ammo;
	
	if ( ( missile = get_eq_char( ch, WEAR_WIELD ) ) == NULL
		|| missile->item_type != ITEM_MISSILE )
	{
		if ( ( missile = get_eq_char( ch, WEAR_HOLD ) ) == NULL
			|| missile->item_type != ITEM_MISSILE )
		{
			send_to_char( "You are not holding anything to unload.\n\r", ch );
			return;
		}
	}
	
	if ( missile->value[1] <= 0 )
	{
		send_to_char( "But it is already empty!\n\r", ch );
		return;
	}
	
	if ( get_obj_index( missile->value[0] ) == NULL ) return;
	
	ammo = create_object( get_obj_index( missile->value[0] ), 0 );
	act("You remove $p from $P.",ch,ammo,missile,TO_CHAR);
	act("$n removes $p from $P.",ch,ammo,missile,TO_ROOM);
	missile->value[1] -= 1;
	obj_to_char(ammo, ch);
	return;
}

void do_stance( CHAR_DATA *ch, char *argument )
{
	char            arg      [MAX_INPUT_LENGTH];
	int             selection;
	
	argument = one_argument( argument, arg );
	
	if (IS_NPC(ch)) return;
	if (IS_SET(ch->mounted, IS_RIDING))
	{
		send_to_char("Not while mounted.\n\r",ch);
		return;
	}
	if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED))
	{
		send_to_char("Not while polymorphed.\n\r",ch);
		return;
	}
	if ( arg[0] == '\0' )
	{
		if (ch->stance[0] == -1)
		{
			ch->stance[0] = 0;
			send_to_char("You drop into a fighting stance.\n\r",ch);
			act("$n drops into a fighting stance.",ch,NULL,NULL,TO_ROOM);
		}
		else
		{
			ch->stance[0] = -1;
			send_to_char("You relax from your fighting stance.\n\r",ch);
			act("$n relaxes from $s fighting stance.",ch,NULL,NULL,TO_ROOM);
		}
		return;
	}
	if (ch->stance[0] > 0)
	{
		send_to_char("You cannot change stances until you come up from the one you are currently in.\n\r",ch);
		return;
	}
	if (!str_cmp(arg,"none")    ) {selection = STANCE_NONE;
	send_to_char("You drop into a general fighting stance.\n\r",ch);
	act("$n drops into a general fighting stance.",ch,NULL,NULL,TO_ROOM);}
	else if (!str_cmp(arg,"viper")   ) {selection = STANCE_VIPER;
	send_to_char("You arch your body into the viper fighting stance.\n\r",ch);
	act("$n arches $s body into the viper fighting stance.",ch,NULL,NULL,TO_ROOM);}
	else if (!str_cmp(arg,"crane")   ) {selection = STANCE_CRANE;
	send_to_char("You swing your body into the crane fighting stance.\n\r",ch);
	act("$n swings $s body into the crane fighting stance.",ch,NULL,NULL,TO_ROOM);}
	else if (!str_cmp(arg,"crab")    ) {selection = STANCE_CRAB;
	send_to_char("You squat down into the crab fighting stance.\n\r",ch);
	act("$n squats down into the crab fighting stance. ",ch,NULL,NULL,TO_ROOM);}
	else if (!str_cmp(arg,"mongoose")) {selection = STANCE_MONGOOSE;
	send_to_char("You twist into the mongoose fighting stance.\n\r",ch);
	act("$n twists into the mongoose fighting stance. ",ch,NULL,NULL,TO_ROOM);}
	else if (!str_cmp(arg,"bull")    ) {selection = STANCE_BULL;
	send_to_char("You hunch down into the bull fighting stance.\n\r",ch);
	act("$n hunches down into the bull fighting stance. ",ch,NULL,NULL,TO_ROOM);}
	else
	{
		if (!str_cmp(arg,"mantis") && ch->stance[STANCE_CRANE] >= 200 &&
			ch->stance[STANCE_VIPER] >= 200)
		{
			selection = STANCE_MANTIS;
			send_to_char("You spin your body into the mantis fighting stance.\n\r",ch);
			act("$n spins $s body into the mantis fighting stance.",ch,NULL,NULL,TO_ROOM);
		}
		else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 200 &&
			ch->stance[STANCE_CRAB] >= 200)
		{
			selection = STANCE_DRAGON;
			send_to_char("You coil your body into the dragon fighting stance.\n\r",ch);
			act("$n coils $s body into the dragon fighting stance.",ch,NULL,NULL,TO_ROOM);
		}
		else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 200 &&
			ch->stance[STANCE_VIPER] >= 200)
		{
			selection = STANCE_TIGER;
			send_to_char("You lunge into the tiger fighting stance.\n\r",ch);
			act("$n lunges into the tiger fighting stance.",ch,NULL,NULL,TO_ROOM);
		}
		else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 200 &&
			ch->stance[STANCE_MONGOOSE] >= 200)
		{
			selection = STANCE_MONKEY;
			send_to_char("You rotate your body into the monkey fighting stance.\n\r",ch);
			act("$n rotates $s body into the monkey fighting stance.",ch,NULL,NULL,TO_ROOM);
		}
		else if (!str_cmp(arg,"swallow") && ch->stance[STANCE_CRAB] >= 200 &&
			ch->stance[STANCE_MONGOOSE] >= 200)
		{
			selection = STANCE_SWALLOW;
			send_to_char("You slide into the swallow fighting stance.\n\r",ch);
			act("$n slides into the swallow fighting stance.",ch,NULL,NULL,TO_ROOM);
		}
		else
		{
			send_to_char("Syntax is: stance <style>.\n\r",ch);
			send_to_char("Stance being one of: None, Viper, Crane, Crab, Mongoose, Bull.\n\r",ch);
			return;
		}
	}
	ch->stance[0] = selection;
	WAIT_STATE( ch, 12 );
	return;
}

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

void fightaction( CHAR_DATA *ch, CHAR_DATA *victim, int actype, int dtype, int wpntype)
{
	AFFECT_DATA af;
/*
    char            buf      [MAX_INPUT_LENGTH]; */
	
	if ( IS_NPC(ch) ) return;
/*  if ( IS_AFFECTED(ch,AFF_POLYMORPH) ) return; *** Just in case...KaVir */
	if ( actype < 1 || actype > 20 ) return;
	if ( victim == NULL ) return;
	
    /* Trip */
	if ( actype == 1 )
	{
		if ( number_percent( ) <= ch->wpn[0] )
			trip( ch, victim );
		return;
	}
	else if ( actype == 2 && number_percent() < 75 )
	{
		do_kick(ch,"");
		return;
	}
	else if ( actype == 3 && number_percent() < 75 )
	{
		do_bash(ch,victim->name->str);
		return;
	}
	else if ( actype == 4 && number_percent() < 75 )
	{
		act("You give $N a elbow to the face!.",ch,NULL,victim,TO_CHAR);
		act("$n elbows $N straight in the face!.",ch,NULL,victim,TO_NOTVICT);
		act("$n gives you a elbow to the face!.",ch,NULL,victim,TO_VICT);
		damage(ch,victim,number_range(10,40),TYPE_ELBOW);
		return;
	}
	else if ( actype == 5 && number_percent() < 75 )
	{
		act("You give $N a knee straigt to the groin area! {ROUCH!{x.",ch,NULL,victim,TO_CHAR);
		act("$n knees $N staright in the groin area! {ROUCH!!{x.",ch,NULL,victim,TO_NOTVICT);
		act("All you see is stars as $n kness you in the groin area!{ROUCH!{x.",ch,NULL,victim,TO_VICT);
		damage(ch,victim,number_range(10,40),TYPE_KNEE);
		return;
	}
	else if ( actype == 6 && number_percent() < 75 )
	{
		act("You give $N a headbutt to the face!.",ch,NULL,victim,TO_CHAR);
		act("$n headbutts $N straight in the face!.",ch,NULL,victim,TO_NOTVICT);
		act("$n gives you a headbutt to the face!.",ch,NULL,victim,TO_VICT);
		damage(ch,victim,number_range(10,40),TYPE_HEADBUTT);
		return;
	}
	else if ( actype == 7 )
	{
		if ( number_percent() < 25 )
			disarm( ch, victim );
		return;
	}
	else if ( actype == 8  )
	{
		act("You get close to $N and bite them!.",ch,NULL,victim,TO_CHAR);
		act("$n gets close to you and bites you!.",ch,NULL,victim,TO_NOTVICT);
		act("You see $n get close to $N and bite them!",ch,NULL,victim,TO_VICT);
		damage(ch,victim,number_range(50,150),TYPE_BITE);
		ch->position = POS_RESTING;
		return;
    }
	else if ( actype == 9 )
	{
		act( "You kick a spray of dirt into $N's face.",ch,NULL,victim,TO_CHAR );
		act( "$n kicks a spray of dirt into your face.",ch,NULL,victim,TO_VICT );
		act( "$n kicks a spray of dirt into $N's face.",ch,NULL,victim,TO_NOTVICT );
		if ( IS_AFFECTED(victim, AFF_BLIND) || number_percent() < 25 )
			return;
		af.type      = 4;
		af.location  = APPLY_HITROLL;
		af.modifier  = -4;
		af.duration  = 1;
		af.bitvector = AFF_BLIND;
		affect_to_char( victim, &af );
		act( "$n is blinded!",victim,NULL,NULL,TO_ROOM );
		send_to_char( "You are blinded!\n\r", victim );
		return;
	}
	else if ( actype == 10 && number_percent() < 75 )
	{
		act("You grapple $N and take them straight down!.",ch,NULL,victim,TO_CHAR);
		act("$n grapples $N and takes them down!.",ch,NULL,victim,TO_NOTVICT);
		act("You see $n lunge for you as you trip and fall.",ch,NULL,victim,TO_VICT);
		damage(ch,victim,number_range(10,40),TYPE_GRAPPLE);
		ch->position = POS_RESTING;
		return;
	}
	else if ( actype == 11  )
	{
		do_punch(ch,victim->name->str);
		return;
	}
	else if ( actype == 12 )
	{
		act( "You gouge your fingers into $N's eyes.",ch,NULL,victim,TO_CHAR );
		act( "$n gouges $s fingers into your eyes.",ch,NULL,victim,TO_VICT );
		act( "$n gouges $s fingers into $N's eyes.",ch,NULL,victim,TO_NOTVICT );
		if ( IS_AFFECTED(victim, AFF_BLIND) || number_percent() < 75 )
		{
			one_hit( ch, victim, dtype, wpntype );
			return;
		}
		af.type      = 4;
		af.location  = APPLY_HITROLL;
		af.modifier  = -4;
		af.duration  = 1;
		af.bitvector = AFF_BLIND;
		affect_to_char( victim, &af );
		act( "$n is blinded!",victim,NULL,NULL,TO_ROOM );
		send_to_char( "You are blinded!\n\r", victim );
		return;
	}
	else if ( actype == 13 )
	{
		act("You rip $N a new asshole!.",ch,NULL,victim,TO_CHAR);
		act("$n rips into $N!.",ch,NULL,victim,TO_NOTVICT);
		act("$n rips you a new asshole!.",ch,NULL,victim,TO_VICT);
		damage(ch,victim,number_range(10,60),TYPE_RIP);
		return;
	}
	else if ( actype == 14 )
	{
		if ( victim->move < 1 ) return;
		act( "You leap in the air and stamp on $N's feet.",ch,NULL,victim,TO_CHAR );
		act( "$n leaps in the air and stamps on your feet.",ch,NULL,victim,TO_VICT );
		act( "$n leaps in the air and stamps on $N's feet.",ch,NULL,victim,TO_NOTVICT );
		victim->move -= number_range(25,50);
		if ( victim->move < 0 ) victim->move = 0;
		return;
	}
	else if ( actype == 15 )
	{
		act("You spin around and give $N a backfist!",ch,NULL,victim,TO_CHAR);
		act("$n spins around and gives $N a backfist!",ch,NULL,victim,TO_NOTVICT);
		act("All you see are stars as $n spins around and gives youa back fist!.",ch,NULL,victim,TO_VICT);
		damage(ch,victim,number_range(10,60),TYPE_KICK);
		return;
	}
	else if ( actype == 16 && number_percent() < 75 )
	{
		act("You jump and give $N a jumpkick!",ch,NULL,victim,TO_CHAR);
		act("$n jumps in the aris and gives $N a hard kick!",ch,NULL,victim,TO_NOTVICT);
		act("All you see is stars as $n jumpkicks you.",ch,NULL,victim,TO_VICT);
		damage(ch,victim,number_range(10,40),TYPE_KICK);
		return;
	}
	else if ( actype == 17 && number_percent() < 75 )
	{
		act("You give $N spinning kick to the face!",ch,NULL,victim,TO_CHAR);
		act("In a spectical of acrobatics $n gives $N a spining kick to the face!.",ch,NULL,victim,TO_NOTVICT);
		act("$n gives you a spinning kick.",ch,NULL,victim,TO_VICT);
		damage(ch,victim,number_range(10,40),TYPE_KICK);
		return;
	}
	else if ( actype == 18 && number_percent() < 75 )
	{
		do_hurl(ch,victim->name->str);
		return;
	}
	else if ( actype == 19 )
	{
		if ( number_percent( ) <= ch->wpn[0] )
			trip( ch, victim );
		return;
	}
	else if ( actype == 10 && number_percent() < 75 )
	{
		act("You charge into $N and take them straight down!.",ch,NULL,victim,TO_CHAR);
		act("$n charges into $N and takes them down!.",ch,NULL,victim,TO_NOTVICT);
		act("You see $n charge for you and take you down!",ch,NULL,victim,TO_VICT);
		damage(ch,victim,number_range(10,40),TYPE_CHARGE);
		ch->position = POS_RESTING;
		return;
	}
	
	return;
}

void critical_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam)
{
	OBJ_DATA *obj;
	OBJ_DATA *damaged;
	char buf  [MAX_STRING_LENGTH];
	char buf2 [20];
	int dtype;
	int critical = 0;
	int wpn = 0;
	int wpn2 = 0;
	int count;
	int count2;
	bool shark_attack = TRUE;
	
	dtype = dt - 1000;
	
    //Crinos don't get hacked limbs as easy...
    if (!IS_NPC(victim) && IS_SWWF(victim))
    {
        if (victim->pcdata->wwf_shape == SHAPE_CRINOS)
        {
            if (number_range(1,100) > 5)
                return;
        }
    }
    
    if (dtype < 0 || dtype > 12) return;
	if (IS_NPC(ch)) critical += ((ch->level+1) / 5);
	if (!IS_NPC(ch)) critical += ((ch->wpn[dtype]+1)/10);
	if (IS_NPC(victim)) critical -= ((victim->level+1) / 5);
	if (!IS_NPC(victim))
	{
                /* No hacking on that mana shild! */
                if (IS_SET(victim->sphere_spaffect, AFSPHERE_MANA_SHIELD))
                    return; 
		obj = get_eq_char( victim, WEAR_WIELD );
		dtype = TYPE_HIT;
		if ( obj != NULL && obj->item_type == ITEM_WEAPON )
			dtype += obj->value[3];
		wpn = dtype - 1000;
		if (wpn < 0 || wpn > 12) wpn = 0;
		obj = get_eq_char( victim, WEAR_HOLD );
		dtype = TYPE_HIT;
		if ( obj != NULL && obj->item_type == ITEM_WEAPON )
			dtype += obj->value[3];
		wpn2 = dtype - 1000;
		if (wpn2 < 0 || wpn2 > 12) wpn2 = 0;
		
		if (victim->wpn[wpn] > victim->wpn[wpn2])
			critical -= ((victim->wpn[wpn]+1)/10);
		else
			critical -= ((victim->wpn[wpn2]+1)/10);
	}
	if (!IS_NPC(ch) && ch->pcdata->powers[WPOWER_SHARK] >= 2 && dtype == 10) 
		critical =(int)((double)critical * .1);
	if (critical < 1 ) critical = 1;
	else if (critical > 5) critical = 5;
	if (number_percent() > critical) return;
        /*SHARK ATTACK!*/
	if (!IS_NPC(ch) && ch->pcdata->powers[WPOWER_SHARK] >= 4 )
	{
		shark_attack = FALSE;
	}
	critical = number_range(1,23);
	if (critical == 1)
	{
		if (IS_HEAD(victim,LOST_EYE_L) && IS_HEAD(victim,LOST_EYE_R)) return;
		if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL)
			&& shark_attack )
		{
			act("$p prevents you from losing an eye.",victim,damaged,NULL,TO_CHAR);
			act("$p prevents $n from losing an eye.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
			SET_BIT(victim->loc_hp[0],LOST_EYE_L);
		else if (!IS_HEAD(victim,LOST_EYE_R))
			SET_BIT(victim->loc_hp[0],LOST_EYE_R);
		else if (!IS_HEAD(victim,LOST_EYE_L))
			SET_BIT(victim->loc_hp[0],LOST_EYE_L);
		else return;
		if (!shark_attack)
		{
			act("Your skillful bite takes out $N's eye!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful bite takes out $N's eye!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful bite takes out your eye!",ch,NULL,victim,TO_VICT);
		}
		else
		{
			act("Your skillful blow takes out $N's eye!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful blow takes out $N's eye!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful blow takes out your eye!",ch,NULL,victim,TO_VICT);
		}
		make_part(victim,"eyeball");
		return;
		
	}
	else if (critical == 2)
	{
		if (IS_HEAD(victim,LOST_EAR_L) && IS_HEAD(victim,LOST_EAR_R)) return;
		if ( (damaged = get_eq_char(victim,WEAR_HEAD) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL)
			&& shark_attack )
		{
			act("$p prevents you from losing an ear.",victim,damaged,NULL,TO_CHAR);
			act("$p prevents $n from losing an ear.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_HEAD(victim,LOST_EAR_L) && number_percent() < 50)
			SET_BIT(victim->loc_hp[0],LOST_EAR_L);
		else if (!IS_HEAD(victim,LOST_EAR_R))
			SET_BIT(victim->loc_hp[0],LOST_EAR_R);
		else if (!IS_HEAD(victim,LOST_EAR_L))
			SET_BIT(victim->loc_hp[0],LOST_EAR_L);
		else return;
		if (!shark_attack)
		{
			act("Your skillful bite cuts off $N's ear!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful bite cuts off $N's ear!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful bite cuts off your ear!",ch,NULL,victim,TO_VICT);
		}
		else
		{
			act("Your skillful blow cuts off $N's ear!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful blow cuts off $N's ear!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful blow cuts off your ear!",ch,NULL,victim,TO_VICT);
		}
		make_part(victim,"ear");
		return;
	}
	else if (critical == 3)
	{
		if (IS_HEAD(victim,LOST_NOSE)) return;
		if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL)
			&& shark_attack )
		{
			act("$p prevents you from losing your nose.",victim,damaged,NULL,TO_CHAR);
			act("$p prevents $n from losing $s nose.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		SET_BIT(victim->loc_hp[0],LOST_NOSE);
		if (!shark_attack)
		{
			act("Your skillful bite cuts off $N's nose!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful bite cuts off $N's nose!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful bite cuts off your nose!",ch,NULL,victim,TO_VICT);
		}
		else
		{
			act("Your skillful blow cuts off $N's nose!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful blow cuts off $N's nose!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful blow cuts off your nose!",ch,NULL,victim,TO_VICT);
		}
		make_part(victim,"nose");
		return;
	}
	else if (critical == 4)
	{
		if (IS_HEAD(victim,LOST_NOSE) || IS_HEAD(victim,BROKEN_NOSE)) return;
		if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevents you from breaking your nose.",victim,damaged,NULL,TO_CHAR);
			act("$p prevents $n from breaking $s nose.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_HEAD(victim,LOST_NOSE) && !IS_HEAD(victim,BROKEN_NOSE))
			SET_BIT(victim->loc_hp[0],BROKEN_NOSE);
		else return;
		act("Your skillful blow breaks $N's nose!",ch,NULL,victim,TO_CHAR);
		act("$n's skillful blow breaks $N's nose!",ch,NULL,victim,TO_NOTVICT);
		act("$n's skillful blow breaks your nose!",ch,NULL,victim,TO_VICT);
		return;
	}
	else if (critical == 5)
	{
		if (IS_HEAD(victim,BROKEN_JAW)) return;
		if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevents you from breaking your jaw.",victim,damaged,NULL,TO_CHAR);
			act("$p prevents $n from breaking $s jaw.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_HEAD(victim,BROKEN_JAW))
			SET_BIT(victim->loc_hp[0],BROKEN_JAW);
		else return;
		act("Your skillful blow breaks $N's jaw!",ch,NULL,victim,TO_CHAR);
		act("$n's skillful blow breaks $N's jaw!",ch,NULL,victim,TO_NOTVICT);
		act("$n's skillful blow breaks your jaw!",ch,NULL,victim,TO_VICT);
		return;
	}
	else if (critical == 6)
	{
		if (IS_ARM_L(victim,LOST_ARM)) return;
		if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from losing your left arm.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from losing $s left arm.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_ARM_L(victim,LOST_ARM))
			SET_BIT(victim->loc_hp[2],LOST_ARM);
		else return;
		if (!IS_BLEEDING(victim,BLEEDING_ARM_L))
			SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
		if (IS_BLEEDING(victim,BLEEDING_HAND_L))
			REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
		act("Your skillful blow cuts off $N's left arm!",ch,NULL,victim,TO_CHAR);
		act("$n's skillful blow cuts off $N's left arm!",ch,NULL,victim,TO_NOTVICT);
		act("$n's skillful blow cuts off your left arm!",ch,NULL,victim,TO_VICT);
		make_part(victim,"arm");
		if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM))
		{
			if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL)
				take_item(victim,obj);
		}
		if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL)
			take_item(victim,obj);
		return;
	}
	else if (critical == 7)
	{
		if (IS_ARM_R(victim,LOST_ARM)) return;
		if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from losing your right arm.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from losing $s right arm.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_ARM_R(victim,LOST_ARM))
			SET_BIT(victim->loc_hp[3],LOST_ARM);
		else return;
		if (!IS_BLEEDING(victim,BLEEDING_ARM_R))
			SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
		if (IS_BLEEDING(victim,BLEEDING_HAND_R))
			REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
		if (!shark_attack)
		{
			act("Your skillful bite cuts off $N's right arm!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful bite cuts off $N's right arm!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful bite cuts off your right arm!",ch,NULL,victim,TO_VICT);
		}
		else
		{
			act("Your skillful blow cuts off $N's right arm!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful blow cuts off $N's right arm!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful blow cuts off your right arm!",ch,NULL,victim,TO_VICT);
		}
		make_part(victim,"arm");
		if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM))
		{
			if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL)
				take_item(victim,obj);
		}
		if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL)
			take_item(victim,obj);
		return;
	}
	else if (critical == 8)
	{
		if (IS_ARM_L(victim,LOST_ARM) || IS_ARM_L(victim,BROKEN_ARM)) return;
		if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from breaking your left arm.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from breaking $s left arm.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM))
			SET_BIT(victim->loc_hp[2],BROKEN_ARM);
		else return;
		act("Your skillful blow breaks $N's left arm!",ch,NULL,victim,TO_CHAR);
		act("$n's skillful blow breaks $N's left arm!",ch,NULL,victim,TO_NOTVICT);
		act("$n's skillful blow breaks your left arm!",ch,NULL,victim,TO_VICT);
		if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
			take_item(victim,obj);
		return;
	}
	else if (critical == 9)
	{
		if (IS_ARM_R(victim,LOST_ARM) || IS_ARM_R(victim,BROKEN_ARM)) return;
		if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from breaking your right arm.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from breaking $s right arm.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM))
			SET_BIT(victim->loc_hp[3],BROKEN_ARM);
		else return;
		act("Your skillful blow breaks $N's right arm!",ch,NULL,victim,TO_CHAR);
		act("$n's skillful blow breaks $N's right arm!",ch,NULL,victim,TO_NOTVICT);
		act("$n's skillful blow breaks your right arm!",ch,NULL,victim,TO_VICT);
		if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
			take_item(victim,obj);
		return;
	}
	else if (critical == 10)
	{
		if (IS_ARM_L(victim,LOST_HAND) || IS_ARM_L(victim,LOST_ARM)) return;
		if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from losing your left hand.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from losing $s left hand.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_ARM))
			SET_BIT(victim->loc_hp[2],LOST_HAND);
		else return;
		if (IS_BLEEDING(victim,BLEEDING_ARM_L))
			REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
		if (!IS_BLEEDING(victim,BLEEDING_HAND_L))
			SET_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
		if (!shark_attack)
		{
			act("Your skillful bite cuts off $N's left hand!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful bite cuts off $N's left hand!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful bite cuts off your left hand!",ch,NULL,victim,TO_VICT);
		}
		else
		{
			act("Your skillful blow cuts off $N's left hand!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful blow cuts off $N's left hand!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful blow cuts off your left hand!",ch,NULL,victim,TO_VICT);
		}
		make_part(victim,"hand");
		if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL)
			take_item(victim,obj);
		return;
	}
	else if (critical == 11)
	{
		if (IS_ARM_R(victim,LOST_HAND) || IS_ARM_R(victim,LOST_ARM)) return;
		if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from losing your right hand.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from losing $s right hand.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_ARM))
			SET_BIT(victim->loc_hp[3],LOST_HAND);
		else return;
		if (IS_BLEEDING(victim,BLEEDING_ARM_R))
			REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
		if (!IS_BLEEDING(victim,BLEEDING_HAND_R))
			SET_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
		if (!shark_attack)
		{
			act("Your skillful bite cuts off $N's right hand!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful bite cuts off $N's right hand!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful bite cuts off your right hand!",ch,NULL,victim,TO_VICT);
		}
		else
		{
			act("Your skillful blow cuts off $N's right hand!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful blow cuts off $N's right hand!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful blow cuts off your right hand!",ch,NULL,victim,TO_VICT);
		}
		make_part(victim,"hand");
		if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL)
			take_item(victim,obj);
		if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL)
			take_item(victim,obj);
		return;
	}
	else if (critical == 12)
	{
		if (IS_ARM_L(victim,LOST_ARM)) return;
		if (IS_ARM_L(victim,LOST_HAND)) return;
		if (IS_ARM_L(victim,LOST_THUMB) && IS_ARM_L(victim,LOST_FINGER_I) &&
			IS_ARM_L(victim,LOST_FINGER_M) && IS_ARM_L(victim,LOST_FINGER_R) &&
			IS_ARM_L(victim,LOST_FINGER_L)) return;
		if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from losing some fingers from your left hand.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from losing some fingers from $s left hand.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		count = 0;
		count2 = 0;
		if (!IS_ARM_L(victim,LOST_THUMB) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[2],LOST_THUMB);count2 += 1;
		make_part(victim,"thumb");}
		if (!IS_ARM_L(victim,LOST_FINGER_I) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[2],LOST_FINGER_I);count += 1;
		make_part(victim,"index");}
		if (!IS_ARM_L(victim,LOST_FINGER_M) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[2],LOST_FINGER_M);count += 1;
		make_part(victim,"middle");}
		if (!IS_ARM_L(victim,LOST_FINGER_R) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[2],LOST_FINGER_R);count += 1;
		make_part(victim,"ring");
		if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL)
		take_item(victim,obj);}
		if (!IS_ARM_L(victim,LOST_FINGER_L) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[2],LOST_FINGER_L);count += 1;
		make_part(victim,"little");}
		if (count == 1) sprintf(buf2,"finger");
		else            sprintf(buf2,"fingers");
		if (count > 0 && count2 > 0)
		{
			sprintf(buf,"Your skillful blow cuts off %d %s and the thumb from $N's left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from $N's left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from your left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
				take_item(victim,obj);
			return;
		}
		else if (count > 0)
		{
			sprintf(buf,"Your skillful blow cuts off %d %s from $N's left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow cuts off %d %s from $N's left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow cuts off %d %s from your left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
				take_item(victim,obj);
			return;
		}
		else if (count2 > 0)
		{
			sprintf(buf,"Your skillful blow cuts off the thumb from $N's left hand.");
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow cuts off the thumb from $N's left hand.");
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow cuts off the thumb from your left hand.");
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
				take_item(victim,obj);
			return;
		}
		return;
	}
	else if (critical == 13)
	{
		if (IS_ARM_L(victim,LOST_ARM)) return;
		if (IS_ARM_L(victim,LOST_HAND)) return;
		if ((IS_ARM_L(victim,LOST_THUMB) || IS_ARM_L(victim,BROKEN_THUMB)) &&
			(IS_ARM_L(victim,LOST_FINGER_I) || IS_ARM_L(victim,BROKEN_FINGER_I)) &&
			(IS_ARM_L(victim,LOST_FINGER_M) || IS_ARM_L(victim,BROKEN_FINGER_M)) &&
			(IS_ARM_L(victim,LOST_FINGER_R) || IS_ARM_L(victim,BROKEN_FINGER_R)) &&
			(IS_ARM_L(victim,LOST_FINGER_L) || IS_ARM_L(victim,BROKEN_FINGER_L)))
			return;
		if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from breaking some fingers on your left hand.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from breaking some fingers on $s left hand.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		count = 0;
		count2 = 0;
		if (IS_ARM_L(victim,LOST_ARM)) return;
		if (IS_ARM_L(victim,LOST_HAND)) return;
		
		if (!IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_THUMB) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[2],BROKEN_THUMB);count2 += 1;}
		if (!IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_FINGER_I) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[2],BROKEN_FINGER_I);count += 1;}
		if (!IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_FINGER_M) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[2],BROKEN_FINGER_M);count += 1;}
		if (!IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_FINGER_R) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[2],BROKEN_FINGER_R);count += 1;}
		if (!IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_FINGER_L) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[2],BROKEN_FINGER_L);count += 1;}
		if (count == 1) sprintf(buf2,"finger");
		else            sprintf(buf2,"fingers");
		if (count > 0 && count2 > 0)
		{
			sprintf(buf,"Your skillful breaks %d %s and the thumb on $N's left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on $N's left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on your left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
				take_item(victim,obj);
			return;
		}
		else if (count > 0)
		{
			sprintf(buf,"Your skillful blow breaks %d %s on $N's left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow breaks %d %s on $N's left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow breaks %d %s on your left hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
				take_item(victim,obj);
			return;
		}
		else if (count2 > 0)
		{
			sprintf(buf,"Your skillful blow breaks the thumb on $N's left hand.");
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow breaks the thumb on $N's left hand.");
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow breaks the thumb on your left hand.");
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
				take_item(victim,obj);
			return;
		}
		return;
	}
	else if (critical == 14)
	{
		if (IS_ARM_R(victim,LOST_ARM)) return;
		if (IS_ARM_R(victim,LOST_HAND)) return;
		if (IS_ARM_R(victim,LOST_THUMB) && IS_ARM_R(victim,LOST_FINGER_I) &&
			IS_ARM_R(victim,LOST_FINGER_M) && IS_ARM_R(victim,LOST_FINGER_R) &&
			IS_ARM_R(victim,LOST_FINGER_L)) return;
		if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from losing some fingers from your right hand.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from losing some fingers from $s right hand.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		count = 0;
		count2 = 0;
		if (IS_ARM_R(victim,LOST_ARM)) return;
		if (IS_ARM_R(victim,LOST_HAND)) return;
		
		if (!IS_ARM_R(victim,LOST_THUMB) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[3],LOST_THUMB);count2 += 1;
		make_part(victim,"thumb");}
		if (!IS_ARM_R(victim,LOST_FINGER_I) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[3],LOST_FINGER_I);count += 1;
		make_part(victim,"index");}
		if (!IS_ARM_R(victim,LOST_FINGER_M) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[3],LOST_FINGER_M);count += 1;
		make_part(victim,"middle");}
		if (!IS_ARM_R(victim,LOST_FINGER_R) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[3],LOST_FINGER_R);count += 1;
		make_part(victim,"ring");
		if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL)
		take_item(victim,obj);}
		if (!IS_ARM_R(victim,LOST_FINGER_L) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[3],LOST_FINGER_L);count += 1;
		make_part(victim,"little");}
		if (count == 1) sprintf(buf2,"finger");
		else            sprintf(buf2,"fingers");
		if (count > 0 && count2 > 0)
		{
			sprintf(buf,"Your skillful blow cuts off %d %s and the thumb from $N's right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from $N's right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from your right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
				take_item(victim,obj);
			return;
		}
		else if (count > 0)
		{
			sprintf(buf,"Your skillful blow cuts off %d %s from $N's right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow cuts off %d %s from $N's right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow cuts off %d %s from your right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
				take_item(victim,obj);
			return;
		}
		else if (count2 > 0)
		{
			sprintf(buf,"Your skillful blow cuts off the thumb from $N's right hand.");
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow cuts off the thumb from $N's right hand.");
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow cuts off the thumb from your right hand.");
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
				take_item(victim,obj);
			return;
		}
		return;
	}
	else if (critical == 15)
	{
		if (IS_ARM_R(victim,LOST_ARM)) return;
		if (IS_ARM_R(victim,LOST_HAND)) return;
		if ((IS_ARM_R(victim,LOST_THUMB) || IS_ARM_R(victim,BROKEN_THUMB)) &&
			(IS_ARM_R(victim,LOST_FINGER_I) || IS_ARM_R(victim,BROKEN_FINGER_I)) &&
			(IS_ARM_R(victim,LOST_FINGER_M) || IS_ARM_R(victim,BROKEN_FINGER_M)) &&
			(IS_ARM_R(victim,LOST_FINGER_R) || IS_ARM_R(victim,BROKEN_FINGER_R)) &&
			(IS_ARM_R(victim,LOST_FINGER_L) || IS_ARM_R(victim,BROKEN_FINGER_L)))
			return;
		if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from breaking some fingers on your right hand.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from breaking some fingers on $s right hand.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		count = 0;
		count2 = 0;
		if (IS_ARM_R(victim,LOST_ARM)) return;
		if (IS_ARM_R(victim,LOST_HAND)) return;
		
		if (!IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_THUMB) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[3],BROKEN_THUMB);count2 += 1;}
		if (!IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_FINGER_I) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[3],BROKEN_FINGER_I);count += 1;}
		if (!IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_FINGER_M) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[3],BROKEN_FINGER_M);count += 1;}
		if (!IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_FINGER_R) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[3],BROKEN_FINGER_R);count += 1;}
		if (!IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_FINGER_L) && number_percent() < 25)
		{SET_BIT(victim->loc_hp[3],BROKEN_FINGER_L);count += 1;}
		if (count == 1) sprintf(buf2,"finger");
		else            sprintf(buf2,"fingers");
		if (count > 0 && count2 > 0)
		{
			sprintf(buf,"Your skillful breaks %d %s and the thumb on $N's right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on $N's right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on your right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
				take_item(victim,obj);
			return;
		}
		else if (count > 0)
		{
			sprintf(buf,"Your skillful blow breaks %d %s on $N's right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow breaks %d %s on $N's right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow breaks %d %s on your right hand.",count,buf2);
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
				take_item(victim,obj);
			return;
		}
		else if (count2 > 0)
		{
			sprintf(buf,"Your skillful blow breaks the thumb on $N's right hand.");
			act(buf,ch,NULL,victim,TO_CHAR);
			sprintf(buf,"$n's skillful blow breaks the thumb on $N's right hand.");
			act(buf,ch,NULL,victim,TO_NOTVICT);
			sprintf(buf,"$n's skillful blow breaks the thumb on your right hand.");
			act(buf,ch,NULL,victim,TO_VICT);
			if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
				take_item(victim,obj);
			return;
		}
		return;
	}
	else if (critical == 16)
	{
		if (IS_LEG_L(victim,LOST_LEG)) return;
		if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from losing your left leg.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from losing $s left leg.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_LEG_L(victim,LOST_LEG))
			SET_BIT(victim->loc_hp[4],LOST_LEG);
		else return;
		if (!IS_BLEEDING(victim,BLEEDING_LEG_L))
			SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
		if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
			REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
		act("Your skillful blow cuts off $N's left leg!",ch,NULL,victim,TO_CHAR);
		act("$n's skillful blow cuts off $N's left leg!",ch,NULL,victim,TO_NOTVICT);
		act("$n's skillful blow cuts off your left leg!",ch,NULL,victim,TO_VICT);
		make_part(victim,"leg");
		if (IS_LEG_L(victim,LOST_LEG) && IS_LEG_R(victim,LOST_LEG))
		{
			if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL)
				take_item(victim,obj);
		}
		if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
			take_item(victim,obj);
		return;
	}
	else if (critical == 17)
	{
		if (IS_LEG_R(victim,LOST_LEG)) return;
		if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from losing your right leg.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from losing $s right leg.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_LEG_R(victim,LOST_LEG))
			SET_BIT(victim->loc_hp[5],LOST_LEG);
		else return;
		if (!IS_BLEEDING(victim,BLEEDING_LEG_R))
			SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
		if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
			REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
		if (!shark_attack)
		{
			act("Your skillful bite cuts off $N's right leg!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful bite cuts off $N's right leg!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful bite cuts off your right leg!",ch,NULL,victim,TO_VICT);
		}
		else
		{
			act("Your skillful blow cuts off $N's right leg!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful blow cuts off $N's right leg!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful blow cuts off your right leg!",ch,NULL,victim,TO_VICT);
		}
		make_part(victim,"leg");
		if (IS_LEG_L(victim,LOST_LEG) && IS_LEG_R(victim,LOST_LEG))
		{
			if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL)
				take_item(victim,obj);
		}
		if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
			take_item(victim,obj);
		return;
	}
	else if (critical == 18)
	{
		if (IS_LEG_L(victim,BROKEN_LEG) || IS_LEG_L(victim,LOST_LEG)) return;
		if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from breaking your left leg.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from breaking $s left leg.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
			SET_BIT(victim->loc_hp[4],BROKEN_LEG);
		else return;
		act("Your skillful blow breaks $N's left leg!",ch,NULL,victim,TO_CHAR);
		act("$n's skillful blow breaks $N's left leg!",ch,NULL,victim,TO_NOTVICT);
		act("$n's skillful blow breaks your left leg!",ch,NULL,victim,TO_VICT);
		return;
	}
	else if (critical == 19)
	{
		if (IS_LEG_R(victim,BROKEN_LEG) || IS_LEG_R(victim,LOST_LEG)) return;
		if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from breaking your right leg.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from breaking $s right leg.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
			SET_BIT(victim->loc_hp[5],BROKEN_LEG);
		else return;
		act("Your skillful blow breaks $N's right leg!",ch,NULL,victim,TO_CHAR);
		act("$n's skillful blow breaks $N's right leg!",ch,NULL,victim,TO_NOTVICT);
		act("$n's skillful blow breaks your right leg!",ch,NULL,victim,TO_VICT);
		return;
	}
	else if (critical == 20)
	{
		if (IS_LEG_L(victim,LOST_LEG) || IS_LEG_L(victim,LOST_FOOT)) return;
		if ( (damaged = get_eq_char(victim,WEAR_FEET) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from losing your left foot.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from losing $s left foot.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_LEG_L(victim,LOST_LEG) && !IS_LEG_L(victim,LOST_FOOT))
			SET_BIT(victim->loc_hp[4],LOST_FOOT);
		else return;
		if (IS_BLEEDING(victim,BLEEDING_LEG_L))
			REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
		if (!IS_BLEEDING(victim,BLEEDING_FOOT_L))
			SET_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
		if (!shark_attack)
		{
			act("Your skillful bite cuts off $N's left foot!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful bite cuts off $N's left foot!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful bite cuts off your left foot!",ch,NULL,victim,TO_VICT);
		}
		else
		{
			act("Your skillful blow cuts off $N's left foot!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful blow cuts off $N's left foot!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful blow cuts off your left foot!",ch,NULL,victim,TO_VICT);
		}
		make_part(victim,"foot");
		if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
			take_item(victim,obj);
		return;
	}
	else if (critical == 21)
	{
		if (IS_LEG_R(victim,LOST_LEG) || IS_LEG_R(victim,LOST_FOOT)) return;
		if ( (damaged = get_eq_char(victim,WEAR_FEET) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevent you from losing your right foot.",victim,damaged,NULL,TO_CHAR);
			act("$p prevent $n from losing $s right foot.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (!IS_LEG_R(victim,LOST_LEG) && !IS_LEG_R(victim,LOST_FOOT))
			SET_BIT(victim->loc_hp[5],LOST_FOOT);
		else return;
		if (IS_BLEEDING(victim,BLEEDING_LEG_R))
			REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
		if (!IS_BLEEDING(victim,BLEEDING_FOOT_R))
			SET_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
		if (!shark_attack)
		{
			act("Your skillful bite cuts off $N's right foot!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful bite cuts off $N's right foot!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful bite cuts off your right foot!",ch,NULL,victim,TO_VICT);
		}
		else
		{
			act("Your skillful blow cuts off $N's right foot!",ch,NULL,victim,TO_CHAR);
			act("$n's skillful blow cuts off $N's right foot!",ch,NULL,victim,TO_NOTVICT);
			act("$n's skillful blow cuts off your right foot!",ch,NULL,victim,TO_VICT);
		}
		make_part(victim,"foot");
		if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
			take_item(victim,obj);
		return;
	}
	else if (critical == 22)
	{
		int bodyloc = 0;
		int broken = number_range(1,3);
		if (IS_BODY(victim,BROKEN_RIBS_1 )) bodyloc += 1;
		if (IS_BODY(victim,BROKEN_RIBS_2 )) bodyloc += 2;
		if (IS_BODY(victim,BROKEN_RIBS_4 )) bodyloc += 4;
		if (IS_BODY(victim,BROKEN_RIBS_8 )) bodyloc += 8;
		if (IS_BODY(victim,BROKEN_RIBS_16)) bodyloc += 16;
		if (bodyloc >= 24) return;
		
		if ( (damaged = get_eq_char(victim,WEAR_BODY) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevents you from breaking some ribs.",victim,damaged,NULL,TO_CHAR);
			act("$p prevents $n from breaking some ribs.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (IS_BODY(victim,BROKEN_RIBS_1 ))
			REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
		if (IS_BODY(victim,BROKEN_RIBS_2 ))
			REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
		if (IS_BODY(victim,BROKEN_RIBS_4 ))
			REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
		if (IS_BODY(victim,BROKEN_RIBS_8 ))
			REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
		if (IS_BODY(victim,BROKEN_RIBS_16))
			REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
		if (bodyloc+broken > 24) broken -= 1;
		if (bodyloc+broken > 24) broken -= 1;
		bodyloc += broken;
		if (bodyloc >= 16) {bodyloc -= 16;
		SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
		if (bodyloc >= 8) {bodyloc -= 8;
		SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
		if (bodyloc >= 4) {bodyloc -= 4;
		SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
		if (bodyloc >= 2) {bodyloc -= 2;
		SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
		if (bodyloc >= 1) {bodyloc -= 1;
		SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
		sprintf(buf,"Your skillful blow breaks %d of $N's ribs!",broken);
		act(buf,ch,NULL,victim,TO_CHAR);
		sprintf(buf,"$n's skillful blow breaks %d of $N's ribs!",broken);
		act(buf,ch,NULL,victim,TO_NOTVICT);
		sprintf(buf,"$n's skillful blow breaks %d of your ribs!",broken);
		act(buf,ch,NULL,victim,TO_VICT);
		return;
	}
	else if (critical == 23)
	{
		int bodyloc = 0;
		int broken = number_range(1,3);
		if (IS_HEAD(victim,LOST_TOOTH_1 )) bodyloc += 1;
		if (IS_HEAD(victim,LOST_TOOTH_2 )) bodyloc += 2;
		if (IS_HEAD(victim,LOST_TOOTH_4 )) bodyloc += 4;
		if (IS_HEAD(victim,LOST_TOOTH_8 )) bodyloc += 8;
		if (IS_HEAD(victim,LOST_TOOTH_16)) bodyloc += 16;
		if (bodyloc >= 28) return;
		
		if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
			damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL) && shark_attack)
		{
			act("$p prevents you from losing some teeth.",victim,damaged,NULL,TO_CHAR);
			act("$p prevents $n from losing some teeth.",victim,damaged,NULL,TO_ROOM);
			if (dam - damaged->toughness < 0) return;
			if ((dam - damaged->toughness > damaged->resistance))
				damaged->condition -= damaged->resistance;
			else
				damaged->condition -= (dam - damaged->toughness);
			if (damaged->condition < 1)
			{
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
				act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
				obj_from_char(damaged);
				extract_obj(damaged);
			}
			return;
		}
		if (IS_HEAD(victim,LOST_TOOTH_1 ))
			REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);
		if (IS_HEAD(victim,LOST_TOOTH_2 ))
			REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);
		if (IS_HEAD(victim,LOST_TOOTH_4 ))
			REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);
		if (IS_HEAD(victim,LOST_TOOTH_8 ))
			REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);
		if (IS_HEAD(victim,LOST_TOOTH_16))
			REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);
		if (bodyloc+broken > 28) broken -= 1;
		if (bodyloc+broken > 28) broken -= 1;
		bodyloc += broken;
		if (bodyloc >= 16) {bodyloc -= 16;
		SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
		if (bodyloc >= 8) {bodyloc -= 8;
		SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
		if (bodyloc >= 4) {bodyloc -= 4;
		SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
		if (bodyloc >= 2) {bodyloc -= 2;
		SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
		if (bodyloc >= 1) {bodyloc -= 1;
		SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
		sprintf(buf,"Your skillful blow knocks out %d of $N's teeth!",broken);
		act(buf,ch,NULL,victim,TO_CHAR);
		sprintf(buf,"$n's skillful blow knocks out %d of $N's teeth!",broken);
		act(buf,ch,NULL,victim,TO_NOTVICT);
		sprintf(buf,"$n's skillful blow knocks out %d of your teeth!",broken);
		act(buf,ch,NULL,victim,TO_VICT);
		if (broken >= 1) make_part(victim,"tooth");
		if (broken >= 2) make_part(victim,"tooth");
		if (broken >= 3) make_part(victim,"tooth");
		return;
	}
	return;
}

void special_move( CHAR_DATA *ch, CHAR_DATA *victim )
{
	int dam = number_range(5,10) + char_damroll(ch);
	
	if (dam < 10) dam = 10;
	
	switch (number_range(1,7))
	{
		default:
			return;
		case 1:
			act("You pull your hands into your waist then snap them into $N's stomach.",ch,NULL,victim,TO_CHAR);
			act("$n pulls $s hands into $s waist then snaps them into your stomach.",ch,NULL,victim,TO_VICT);
			act("$n pulls $s hands into $s waist then snaps them into $N's stomach.",ch,NULL,victim,TO_NOTVICT);
			damage(ch,victim,dam,gsn_punch);
			if (victim == NULL || victim->position == POS_DEAD) return;
			act("You double over in agony, and fall to the ground gasping for breath.",victim,NULL,NULL,TO_CHAR);
			act("$n doubles over in agony, and falls to the ground gasping for breath.",victim,NULL,NULL,TO_ROOM);
			stop_fighting(victim, TRUE);
			victim->position = POS_STUNNED;
			break;
		case 2:
			act("You spin in a low circle, catching $N behind $S ankle.",ch,NULL,victim,TO_CHAR);
			act("$n spins in a low circle, catching you behind your ankle.",ch,NULL,victim,TO_VICT);
			act("$n spins in a low circle, catching $N behind $S ankle.",ch,NULL,victim,TO_NOTVICT);
			damage(ch,victim,dam,gsn_sweep);
			if (victim == NULL || victim->position == POS_DEAD) return;
			if (number_percent() <= 25 && !IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
			{act("Your left leg shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's left leg shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG);}
			else if (number_percent() <= 25 && !IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
			{act("Your right leg shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's right leg shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG);}
			act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
			act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
			stop_fighting(victim, TRUE);
			victim->position = POS_STUNNED;
			break;
		case 3:
			act("You roll between $N's legs and flip to your feet.",ch,NULL,victim,TO_CHAR);
			act("$n rolls between your legs and flips to $s feet.",ch,NULL,victim,TO_VICT);
			act("$n rolls between $N's legs and flips to $s feet.",ch,NULL,victim,TO_NOTVICT);
			act("You spin around and smash your elbow into the back of $N's head.",ch,NULL,victim,TO_CHAR);
			act("$n spins around and smashes $s elbow into the back of your head.",ch,NULL,victim,TO_VICT);
			act("$n spins around and smashes $s elbow into the back of $N's head.",ch,NULL,victim,TO_NOTVICT);
			damage(ch,victim,dam,gsn_elbow);
			if (victim == NULL || victim->position == POS_DEAD) return;
			act("You fall to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
			act("$n falls to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
			stop_fighting(victim, TRUE);
			victim->position = POS_STUNNED;
			break;
		case 4:
			act("You somersault over $N's head and land lightly on your toes.",ch,NULL,victim,TO_CHAR);
			act("$n somersaults over your head and lands lightly on $s toes.",ch,NULL,victim,TO_VICT);
			act("$n somersaults over $N's head and lands lightly on $s toes.",ch,NULL,victim,TO_NOTVICT);
			act("You roll back onto your shoulders and kick both feet into $N's back.",ch,NULL,victim,TO_CHAR);
			act("$n rolls back onto $s shoulders and kicks both feet into your back.",ch,NULL,victim,TO_VICT);
			act("$n rolls back onto $s shoulders and kicks both feet into $N's back.",ch,NULL,victim,TO_NOTVICT);
			damage(ch,victim,dam,gsn_kick);
			if (victim == NULL || victim->position == POS_DEAD) return;
			if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_SPINE))
			{act("Your spine shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's spine shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE);}
			act("You fall to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
			act("$n falls to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
			act("You flip back up to your feet.",ch,NULL,NULL,TO_CHAR);
			act("$n flips back up to $s feet.",ch,NULL,NULL,TO_ROOM);
			stop_fighting(victim, TRUE);
			victim->position = POS_STUNNED;
			break;
		case 5:
			act("You grab $N by the neck and slam your head into $S face.",ch,NULL,victim,TO_CHAR);
			act("$n grabs $N by the neck and slams $s head into $S face.",ch,NULL,victim,TO_NOTVICT);
			act("$n grabs you by the neck and slams $s head into your face.",ch,NULL,victim,TO_VICT);
			damage(ch,victim,dam,gsn_headbutt);
			if (victim == NULL || victim->position == POS_DEAD) return;
			if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
			{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
			else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
			{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
			else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
			{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}
			act("You grab $N by the waist and hoist $M above your head.",ch,NULL,victim,TO_CHAR);
			act("$n grabs $N by the waist and hoists $M above $s head.",ch,NULL,victim,TO_NOTVICT);
			act("$n grabs you by the waist and hoists you above $s head.",ch,NULL,victim,TO_VICT);
			//special_hurl(ch,victim);
			if (victim == NULL || victim->position == POS_DEAD) return;
			act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
			act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
			stop_fighting(victim, TRUE);
			victim->position = POS_STUNNED;
			break;
		case 6:
			act("You slam your fist into $N's stomach, who doubles over in agony.",ch,NULL,victim,TO_CHAR);
			act("$n slams $s fist into your stomach, and you double over in agony.",ch,NULL,victim,TO_VICT);
			act("$n slams $s fist into $N's stomach, who doubles over in agony.",ch,NULL,victim,TO_NOTVICT);
			act("You grab $N by the head and slam $S face into your knee.",ch,NULL,victim,TO_CHAR);
			act("$n grabs you by the head and slams your face into $s knee.",ch,NULL,victim,TO_VICT);
			act("$n grabs $N by the head and slams $S face into $s knee.",ch,NULL,victim,TO_NOTVICT);
			damage(ch,victim,dam,gsn_knee);
			if (victim == NULL || victim->position == POS_DEAD) return;
			if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
			{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
			else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
			{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
			else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
			{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}
			act("You roll onto your back and smash your feet into $N's chest.",ch,NULL,victim,TO_CHAR);
			act("$n rolls onto $s back and smashes $s feet into your chest.",ch,NULL,victim,TO_VICT);
			act("$n rolls onto $s back and smashes $s feet into $N's chest.",ch,NULL,victim,TO_NOTVICT);
			damage(ch,victim,dam,gsn_kick);
			if (victim == NULL || victim->position == POS_DEAD) return;
			act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
			act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
			act("You flip back up to your feet.",ch,NULL,NULL,TO_CHAR);
			act("$n flips back up to $s feet.",ch,NULL,NULL,TO_ROOM);
			stop_fighting(victim, TRUE);
			victim->position = POS_STUNNED;
			break;
		case 7:
			act("You duck under $N's attack and pound your fist into $S stomach.",ch,NULL,victim,TO_CHAR);
			act("$n ducks under your attack and pounds $s fist into your stomach.",ch,NULL,victim,TO_VICT);
			act("$n ducks under $N's attack and pounds $s fist into $N's stomach.",ch,NULL,victim,TO_NOTVICT);
			damage(ch,victim,dam,gsn_punch);
			if (victim == NULL || victim->position == POS_DEAD) return;
			act("You double over in agony.",victim,NULL,NULL,TO_CHAR);
			act("$n doubles over in agony.",victim,NULL,NULL,TO_ROOM);
			
			act("You grab $M by the head and smash your knee into $S face.",ch,NULL,victim,TO_CHAR);
			act("$n grabs you by the head and smashes $s knee into your face.",ch,NULL,victim,TO_VICT);
			act("$n grabs $M by the head and smashes $s knee into $N's face.",ch,NULL,victim,TO_NOTVICT);
			damage(ch,victim,dam,gsn_knee);
			if (victim == NULL || victim->position == POS_DEAD) return;
			if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
			{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
			else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
			{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
			else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
			{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}
			
			act("You stamp on the back of $N's leg, forcing $M to drop to one knee.",ch,NULL,victim,TO_CHAR);
			act("$n stamps on the back of your leg, forcing you to drop to one knee.",ch,NULL,victim,TO_VICT);
			act("$n stamps on the back of $N's leg, forcing $M to drop to one knee.",ch,NULL,victim,TO_NOTVICT);
			
			act("You grab $N by the hair and yank $S head back.",ch,NULL,victim,TO_CHAR);
			act("$n grabs you by the hair and yank your head back.",ch,NULL,victim,TO_VICT);
			act("$n grabs $N by the hair and yank $S head back.",ch,NULL,victim,TO_NOTVICT);
			
			act("You hammer your elbow down into $N's face.",ch,NULL,victim,TO_CHAR);
			act("$n hammers $s elbow down into your face.",ch,NULL,victim,TO_VICT);
			act("$n hammers $s elbow down into $N's face.",ch,NULL,victim,TO_NOTVICT);
			damage(ch,victim,dam,gsn_elbow);
			if (victim == NULL || victim->position == POS_DEAD) return;
			if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
			{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
			else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
			{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
			else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
			{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
			act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
			SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}
			act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
			act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
			stop_fighting(victim, TRUE);
			victim->position = POS_STUNNED;
			break;
	}
	return;
}

void special_hurl( CHAR_DATA *ch, CHAR_DATA *victim )
{
	ROOM_INDEX_DATA *to_room;
	EXIT_DATA       *pexit;
	EXIT_DATA       *pexit_rev;
	char            buf       [MAX_INPUT_LENGTH];
	char            direction [MAX_INPUT_LENGTH];
	int             door;
	int             rev_dir;
	int             dam;
	
	return;
	rev_dir = 0;
	
	door = number_range(0,3);
	
	if (door == 0) {sprintf(direction,"north");rev_dir = 2;}
	if (door == 1) {sprintf(direction,"east");rev_dir = 3;}
	if (door == 2) {sprintf(direction,"south");rev_dir = 0;}
	if (door == 3) {sprintf(direction,"west");rev_dir = 1;}
	
	if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
	{
		sprintf(buf,"$n hurls $N into the %s wall.", direction);
		act(buf,ch,NULL,victim,TO_NOTVICT);
		sprintf(buf,"You hurl $N into the %s wall.", direction);
		act(buf,ch,NULL,victim,TO_CHAR);
		sprintf(buf,"$n hurls you into the %s wall.", direction);
		act(buf,ch,NULL,victim,TO_VICT);
		dam = number_range(ch->level, (ch->level * 4));
		victim->hit = victim->hit - dam;
		update_pos(victim);
		if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
		if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
		if (victim->position == POS_DEAD) {hurt_person(ch,victim,0);return;}
		return;
	}
	
	pexit = victim->in_room->exit[door];
	if (IS_SET(pexit->exit_info, EX_CLOSED) && 
		!IS_AFFECTED(victim,AFF_PASS_DOOR ) )
	{
		if (IS_SET(pexit->exit_info, EX_LOCKED))
			REMOVE_BIT(pexit->exit_info, EX_LOCKED);
		if (IS_SET(pexit->exit_info, EX_CLOSED))
			REMOVE_BIT(pexit->exit_info, EX_CLOSED);
		sprintf(buf,"$n hurls $N %s.", direction);
		act(buf,ch,NULL,victim,TO_NOTVICT);
		sprintf(buf,"You hurl $N %s.", direction);
		act(buf,ch,NULL,victim,TO_CHAR);
		sprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword);
		act(buf,ch,NULL,victim,TO_VICT);
		sprintf(buf,"There is a loud crash as $n smashes through the $d.");
		act(buf,victim,NULL,pexit->keyword,TO_ROOM);
		
		if ( ( to_room   = pexit->to_room               ) != NULL
			&&   ( pexit_rev = to_room->exit[rev_dir] ) != NULL
			&&   pexit_rev->to_room == ch->in_room
			&&   pexit_rev->keyword != NULL )
		{
			if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
				REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
			if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
				REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
			if (door == 0) sprintf(direction,"south");
			if (door == 1) sprintf(direction,"west");
			if (door == 2) sprintf(direction,"north");
			if (door == 3) sprintf(direction,"east");
			char_from_room(victim);
			char_to_room(victim,to_room);
			sprintf(buf,"$n comes smashing in through the %s $d.", direction);
			act(buf,victim,NULL,pexit->keyword,TO_ROOM);
			dam = number_range(ch->level, (ch->level * 6));
			victim->hit = victim->hit - dam;
			update_pos(victim);
			if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
			if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
			if (victim->position == POS_DEAD) {hurt_person(ch,victim,0);return;}
		}
	}
	else
	{
		sprintf(buf,"$n hurls $N %s.", direction);
		act(buf,ch,NULL,victim,TO_NOTVICT);
		sprintf(buf,"You hurl $N %s.", direction);
		act(buf,ch,NULL,victim,TO_CHAR);
		sprintf(buf,"$n hurls you %s.", direction);
		act(buf,ch,NULL,victim,TO_VICT);
		if (door == 0) sprintf(direction,"south");
		if (door == 1) sprintf(direction,"west");
		if (door == 2) sprintf(direction,"north");
		if (door == 3) sprintf(direction,"east");
		char_from_room(victim);
		char_to_room(victim,to_room);
		sprintf(buf,"$n comes flying in from the %s.", direction);
		act(buf,victim,NULL,NULL,TO_ROOM);
		dam = number_range(ch->level, (ch->level * 2));
		victim->hit = victim->hit - dam;
		update_pos(victim);
		if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
		if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
		if (victim->position == POS_DEAD) {hurt_person(ch,victim,0);return;}
	}
	return;
}