/***************************************************************************
* God Wars Mud originally written by KaVir aka Richard Woolcock. *
* Changes done to the code done by Sage aka Walter Howard, this mud is *
* for the public, however if you run this code it means you agree *
* to the license.low, license.gw, and license.merc have fun. :) *
***************************************************************************/
#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 "garou.h"
#include "commands.h"
bool is_garou( CHAR_DATA *ch )
{
if ( IS_NPC(ch) ) return FALSE;
if ( IS_CLASS(ch, CLASS_WEREWOLF))
return TRUE;
else
return FALSE;
}
void do_gifts( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
char lin [MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_ABOMINATION(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg1[0] == '\0' && arg2[0] == '\0')
{
sprintf(lin,"================================================================================\n\r");
stc(lin, ch);
stc(" Breed\n\r",ch);
stc(lin, ch);
sprintf(buf," Homid [ %d ] Metis [ %d ] Lupus [ %d ]\n\r",
ch->gifts[HOMID], ch->gifts[METIS], ch->gifts[LUPUS] );
stc(buf, ch);
stc(lin, ch);
stc(" Auspice\n\r",ch);
stc(lin, ch);
sprintf(buf," Ragabash [ %d ] Theurge [ %d ] Philodox [ %d ]\n\r",
ch->gifts[RAGABASH], ch->gifts[THEURGE], ch->gifts[PHILODOX] );
stc(buf, ch);
sprintf(buf," Galliard [ %d ] Ahroun [ %d ]\n\r",
ch->gifts[GALLIARD], ch->gifts[AHROUN] );
stc(buf, ch);
stc(lin, ch);
stc(" Tribe\n\r",ch);
stc(lin, ch);
sprintf(buf," Black Furies [ %d ] Wendigo [ %d ] Children of Gaia [ %d ]\n\r",
ch->gifts[BLACKFURIES], ch->gifts[WENDIGO], ch->gifts[CHILDREN] );
stc(buf, ch);
sprintf(buf," Silver Fangs [ %d ] Uktena [ %d ] Get of Fenris [ %d ]\n\r",
ch->gifts[SILVERFANGS], ch->gifts[UKTENA],ch->gifts[GETOFFENRIS] );
stc(buf, ch);
sprintf(buf," Red Talons [ %d ] Shadow Lords [ %d ] Silent Striders [ %d ]\n\r",
ch->gifts[REDTALONS], ch->gifts[SHADOWLORDS], ch->gifts[SILENTSTRIDERS] );
stc(buf, ch);
sprintf(buf," Fianna [ %d ] StarGazers [ %d ]\n\r",
ch->gifts[FIANNA], ch->gifts[STARGAZERS]);
stc(buf, ch);
stc(lin, ch);
return;
}
if (arg2[0] == '\0')
{
if ( !str_cmp(arg1, "ragabash" ) )
{
if ( ch->gifts[RAGABASH] == 0 )
{
stc("You have no knowledge of the Gifts of Ragabash.\n\r",ch);
return;
}
if ( ch->gifts[RAGABASH] >= 1 )
{
divide_to_char(ch);
centre_text("The Gifts of Ragabash",ch);
divide_to_char(ch);
centre_text("Blur of the Milky Eye",ch);
}
if ( ch->gifts[RAGABASH] >= 2 )
centre_text("(Scent of Running Water)",ch);
if ( ch->gifts[RAGABASH] >= 3 )
centre_text("Violation",ch);
if ( ch->gifts[RAGABASH] >= 4 )
centre_text("Luna's Blessing",ch);
if ( ch->gifts[RAGABASH] >= 5 )
centre_text("Whelp's Body",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "lupus") )
{
if ( ch->gifts[LUPUS] == 0 )
{
stc("You have no knowledge of the Gifts of Lupus\n\r",ch);
return;
}
if ( ch->gifts[LUPUS] >= 1 )
{
divide_to_char(ch);
centre_text("The Gifts of Lupus",ch);
divide_to_char(ch);
centre_text("Heightened Senses",ch);
}
if ( ch->gifts[LUPUS] >= 2 )
centre_text("(Catfeet)",ch);
if ( ch->gifts[LUPUS] >= 3 )
centre_text("Gnaw",ch);
if ( ch->gifts[LUPUS] >= 4 )
centre_text("Elemental Gift",ch);
if ( ch->gifts[LUPUS] >= 5 )
centre_text("Song of the Great Beast",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "metis") )
{
if ( ch->gifts[METIS] == 0 )
{
stc("You have no knowledge of the Gifts of Metis.\n\r",ch);
return;
}
if ( ch->gifts[METIS] >= 1 )
{
divide_to_char(ch);
centre_text("The Gifts of Metis",ch);
divide_to_char(ch);
centre_text("Quills",ch);
}
if ( ch->gifts[METIS] >= 2 )
centre_text("Burrow",ch);
if ( ch->gifts[METIS] >= 3 )
centre_text("Eyes of the Cat",ch);
if ( ch->gifts[METIS] >= 4 )
centre_text("Wither Limb",ch);
if ( ch->gifts[METIS] >= 5 )
centre_text("Madness",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "theurge") )
{
if ( ch->gifts[THEURGE] == 0 )
{
stc("You have no knowledge of the Theurge Gifts.\n\r",ch);
return;
}
else
{
divide_to_char(ch);
centre_text("The Gifts of Theurge",ch);
divide_to_char(ch);
centre_text("Mother's Touch",ch);
centre_text("(Grasp the Beyond)",ch);
centre_text("Spirit Drain",ch);
centre_text("Feral Lobotomy",ch);
centre_text("The Malleable Spirit",ch);
divide_to_char(ch);
return;
}
}
if ( !str_cmp(arg1, "Philodox" ) )
{
divide_to_char(ch);
centre_text("The Gifts of Philodox",ch);
divide_to_char(ch);
centre_text("(Resist Pain)",ch);
centre_text("(King of the Beasts)",ch);
centre_text("(Strength of Purpose)",ch);
centre_text("(Weak Arm)",ch);
centre_text("Wall of Granite",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "Galliard" ))
{
divide_to_char(ch);
centre_text("The Gifts of Galliard",ch);
divide_to_char(ch);
centre_text("Call of The Wyld",ch);
centre_text("Klaive",ch);
centre_text("Song of Rage",ch);
centre_text("Eye of the Cobra",ch);
centre_text("Bridge Walker",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "Ahroun" ) )
{
divide_to_char(ch);
centre_text("The Gifts of Ahroun",ch);
divide_to_char(ch);
centre_text("(Inspiration)",ch);
centre_text("(Razor Claws)",ch);
centre_text("(Heart of Fury)",ch);
centre_text("Clenched Jaw",ch);
centre_text("(Stoking Fury's Furnace)",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp( arg1, "Black Furies" ) )
{
divide_to_char(ch);
centre_text("The Gifts of the Black Furies",ch);
divide_to_char(ch);
centre_text("(Coup De Grace)",ch);
centre_text("Visceral Agony",ch);
centre_text("Body Wrack",ch);
centre_text("(Wasp Talons)",ch);
centre_text("Curse of Aeolus",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp( arg1, "Children of Gaia" ) )
{
divide_to_char(ch);
centre_text("The Gifts of the Children of Gaia",ch);
divide_to_char(ch);
centre_text("(Luna's Armor)",ch);
centre_text("Dazzle",ch);
centre_text("Garou Serenity",ch);
centre_text("Halo of the Sun",ch);
centre_text("The Living Wood",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "Get of Fenris" ) )
{
divide_to_char(ch);
centre_text("The Gifts of the Get of Fenris",ch);
divide_to_char(ch);
centre_text("(Halt the Coward's Flight)",ch);
centre_text("Snarl of the Predator",ch);
centre_text("(Might of Thor)",ch);
centre_text("(Venom Blood)",ch);
centre_text("(Fenris' Bite)",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "Red Talons") )
{
divide_to_char(ch);
centre_text("The Gifts of the Red Talons",ch);
divide_to_char(ch);
centre_text("Avalanche",ch);
centre_text("Barrage",ch);
centre_text("Gaia's Vengeance",ch);
centre_text("Quicksand",ch);
centre_text("Trackless Waste",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp( arg1, "Shadow Lords" ) )
{
divide_to_char(ch);
centre_text("The Gifts of the Shadow Lords",ch);
divide_to_char(ch);
centre_text("(Fatal Flaw)",ch);
centre_text("(Aura of Confidence)",ch);
centre_text("Clap of Thunder",ch);
centre_text("Icy Chill of Despair",ch);
centre_text("Paralyzing Stare",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp( arg1, "Silent Striders" ) )
{
divide_to_char(ch);
centre_text("The Gifts of the Silent Striders",ch);
divide_to_char(ch);
centre_text("(Speed of Thought)",ch);
centre_text("(Speed Beyond Thought)",ch);
centre_text("(Messenger's Speed)",ch);
centre_text("Gate of the Moon",ch);
centre_text("Reach the Umbra",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "Silver Fangs" ) )
{
divide_to_char(ch);
centre_text("The Gifts of the Silver Fangs",ch);
divide_to_char(ch);
centre_text("Lambent Flame",ch);
centre_text("(Silver Claws)",ch);
centre_text("Mindblock",ch);
centre_text("Luna's Avenger",ch);
centre_text("Paws of the Newborn Cub",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "Fianna") )
{
divide_to_char(ch);
centre_text("The Gifts of Fianna",ch);
divide_to_char(ch);
centre_text("Brew",ch);
centre_text("Strength of the Fianna",ch);
centre_text("Howl of the Banshee",ch);
centre_text("Balor's Gaze",ch);
centre_text("Gift of the Spriggan",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "Stargazers") )
{
divide_to_char(ch);
centre_text("The Gifts of the StarGazers",ch);
divide_to_char(ch);
centre_text("(Inner Strength)",ch);
centre_text("Merciful Blow",ch);
centre_text("(Preternatural Awareness)",ch);
centre_text("Circular Attack",ch);
centre_text("Sight from Beyond",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "Uktena" ) )
{
divide_to_char(ch);
centre_text("The Gifts of the Uktena",ch);
divide_to_char(ch);
centre_text("Dark Shroud",ch);
centre_text("Spirit of the Bird",ch);
centre_text("Call Flame Spirit",ch);
centre_text("Fetish Doll",ch);
centre_text("Hand of the Earth Lords",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "Wendigo" ) )
{
divide_to_char(ch);
centre_text("The Gifts of the Wendigo",ch);
divide_to_char(ch);
centre_text("(Camouflage)",ch);
centre_text("Cutting Wind",ch);
centre_text("Call the Cannibal Spirit",ch);
centre_text("Heart of Ice",ch);
centre_text("Chill of the Early Frost",ch);
divide_to_char(ch);
return;
}
if ( !str_cmp(arg1, "homid") )
{
if ( ch->gifts[HOMID] == 0 )
{
stc("You have no knowledge of the Gift of Homid.\n\r",ch);
return;
}
if ( ch->gifts[HOMID] >= 1 )
{
divide_to_char(ch);
centre_text("The Gifts of Homid",ch);
divide_to_char(ch);
centre_text("(Persuasion)",ch);
}
if ( ch->gifts[HOMID] >= 2 )
centre_text("Staredown",ch);
if ( ch->gifts[HOMID] >= 3 )
centre_text("Disquiet",ch);
if ( ch->gifts[HOMID] >= 4 )
centre_text("Reshape Object",ch);
if ( ch->gifts[HOMID] >= 5 )
centre_text("Cocoon",ch);
divide_to_char(ch);
return;
}
else
{
do_gifts(ch, "");
return;
}
return;
}
if (!str_cmp(arg2,"learn"))
{
int improve;
int cost;
int max = 5;
if (IS_ABOMINATION(ch))
{
max = 3;
}
if (!str_cmp(arg1,"homid" )) improve = HOMID;
else if (!str_cmp(arg1,"metis" )) improve = METIS;
else if (!str_cmp(arg1,"lupus" )) improve = LUPUS;
else if (!str_cmp(arg1,"ragabash" )) improve = RAGABASH;
else if (!str_cmp(arg1,"theurge" )) improve = THEURGE;
else if (!str_cmp(arg1,"philodox" )) improve = PHILODOX;
else if (!str_cmp(arg1,"galliard" )) improve = GALLIARD;
else if (!str_cmp(arg1,"fianna" )) improve = FIANNA;
else if (!str_cmp(arg1,"ahroun" )) improve = AHROUN;
else if (!str_cmp(arg1,"black furies" )) improve = BLACKFURIES;
else if (!str_cmp(arg1,"children of gaia" )) improve = CHILDREN;
else if (!str_cmp(arg1,"get of fenris" )) improve = GETOFFENRIS;
else if (!str_cmp(arg1,"red talons" )) improve = REDTALONS;
else if (!str_cmp(arg1,"shadow lords" )) improve = SHADOWLORDS;
else if (!str_cmp(arg1,"silent striders" )) improve = SILENTSTRIDERS;
else if (!str_cmp(arg1,"silver fangs" )) improve = SILVERFANGS;
else if (!str_cmp(arg1,"stargazers" )) improve = STARGAZERS;
else if (!str_cmp(arg1,"uktena" )) improve = UKTENA;
else if (!str_cmp(arg1,"wendigo" )) improve = WENDIGO;
else
{
do_gifts(ch,"");
return;
}
cost = (ch->gifts[improve]+1) * 2500;
arg1[0] = UPPER(arg1[0]);
if ( ch->gifts[improve] >= max )
{
sprintf(buf,"You have already gained all of the %s gifts.\n\r", arg1);
send_to_char(buf,ch);
return;
}
if ( cost > ch->pcdata->stats[DEMON_CURRENT] )
{
sprintf(buf,"It costs you %d cps to learn a new %s gift.\n\r", cost, arg1);
send_to_char(buf,ch);
return;
}
ch->gifts[improve] += 1;
ch->pcdata->stats[DEMON_CURRENT] -= cost;
ch->pcdata->stats[DEMON_TOTAL] -= cost;
sprintf(buf,"You have learned a new %s gift.\n\r", arg1);
send_to_char(buf,ch);
return;
}
else send_to_char("To learn a new gift, type: gifts '<name>' learn.\n\r",ch);
return;
}
/*
* Homid Gifts
* Level One - Persuasion - Like Awe for Vampires. Automatic
* Level Two - Staredown - Mobs flee
* Level Three- Disquiet - Spell effect, -hit\dam in combat for opponent.
* Level Four - Reshape Object- Rename objects
* Level Five - Cocoon - Damage Reduction
*/
/*
* Homid - 2 - Staredown
*/
void do_madness( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
char arg[MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !IS_CLASS(ch, CLASS_WEREWOLF) )
{
stc("Huh?\n\r",ch);
return;
}
if ( ch->gifts[METIS] < 5 )
{
stc("You have not learned the Metis gift of Madness.\n\r",ch);
return;
}
if (ch->reina_timer > 0)
{
if (ch->reina_timer > 1)
sprintf(buf,"You may not use madness for another %d seconds.\n\r",ch->reina_timer);
else
sprintf(buf,"You may not use madness for another 1 second.\n\r");
send_to_char(buf,ch);
return;
}
if ( is_safe_room( ch->in_room ))
{
stc("Not while in a safe room.\n\r",ch);
return;
}
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
continue;
if ( ch == vch )
continue;
if ( vch->in_room == ch->in_room )
{
if ( ( mount = ch->mount ) != NULL )
{
if ( mount == vch )
continue;
}
if (can_see(ch,vch))
{
if ( number_range( 1, (7 - ch->gifts[METIS])) ==2 )
{
act("A look of concentration crosses $n face.",ch,NULL,vch,TO_ROOM);
ch->reina_timer = 60;
stc("You lose control of your mind and you begin to wander around.\n\r",vch);
// vch->position = POS_STUNNED;
do_south(vch, "");
do_east(vch, "");
do_east(vch, "");
do_south(vch, "");
do_south(vch, "");
do_west(vch, "");
do_north(vch, "");
do_north(vch, "");
do_east(vch, "");
do_east(vch, "");
do_south(vch, "");
act("$n begins to lose control and, starts to wander around.",vch,NULL,vch,TO_NOTVICT);
return;
}
else
{
act("A look of concentration crosses $n face.",ch,NULL,vch,TO_ROOM);
return;
}
}
else continue;
return;
}
}
return;
}
void do_paralyzing( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !IS_CLASS(ch, CLASS_WEREWOLF) )
{
stc("Huh?\n\r",ch);
return;
}
if ( ch->gifts[SHADOWLORDS] < 5 )
{
stc("You have not learned the Shadow Lords gift of Paralyzing Stare.\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
arg[0] = UPPER(arg[0]);
if ( ch->fighting == NULL )
{
stc("You must be fighting to use the gift of paralyzing stare.\n\r",ch);
return;
}
if ( victim->fighting == NULL )
{
sprintf(buf, "%s is not fighting anyone.", arg);
stc(buf, ch);
return;
}
if ( IS_NPC(victim) )
{
stc("Not on mobiles!\n\r",ch);
return;
}
WAIT_STATE( ch, 16 );
/*
if ( !IS_NPC(victim) )
{
if ( ch->gifts[SHADOWLORDS] < 4 )
{
if ( number_range( 1, 3 ) != 1 )
{
act("You stare deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_CHAR);
act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT);
act("$n stares deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_NOTVICT);
return;
}
}
act("You stare into $N's eyes, and $E is paralyzed with fear.",ch,NULL,victim,TO_CHAR);
act("$n stares deeply into your eyes, and you are paralyzed with fear.",ch,NULL,victim,TO_VICT);
act("$n stares deeply into $N's eyes, and $E seems paralyzed.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE(victim, 40 );
return;
}
else
{
*/
if ( ch->gifts[SHADOWLORDS] < 5 )
{
if ( number_range( 1, 4 ) != 2 )
{
act("You stare deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_CHAR);
act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT);
act("$n stares deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_NOTVICT);
return;
}
}
act("You stare into $N's eyes, and $E seems paralyzed.",ch,NULL,victim,TO_CHAR);
act("$n stares deeply into your eyes, and you are paralyzed.",ch,NULL,victim,TO_VICT);
act("$n stares deeply into $N's eyes, and $E seems paralyzed.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE(victim, 40 );
return;
}
// return;
//}
void do_staredown( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_ABOMINATION(ch))
{
stc("Huh?\n\r",ch);
return;
}
if ( ch->gifts[HOMID] < 2 )
{
stc("You have not learned the Homid gift of Staredown.\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
arg[0] = UPPER(arg[0]);
if ( ch->fighting == NULL )
{
stc("You must be fighting to use the gift of Staredown.\n\r",ch);
return;
}
if ( victim->fighting == NULL )
{
sprintf(buf, "%s is not fighting anyone.", arg);
stc(buf, ch);
return;
}
WAIT_STATE( ch, 16 );
if ( IS_NPC(victim) )
{
if ( ch->gifts[HOMID] < 4 )
{
if ( number_range( 1, 3 ) != 1 )
{
act("You stare deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_CHAR);
act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT);
act("$n stares deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_NOTVICT);
return;
}
}
act("You stare into $N's eyes, and $E flees in terror.",ch,NULL,victim,TO_CHAR);
act("$n stares deeply into your eyes, and you are filled with terror.",ch,NULL,victim,TO_VICT);
act("$n stares deeply into $N's eyes, and $E flees in terror.",ch,NULL,victim,TO_NOTVICT);
do_flee( victim, "" );
return;
}
else
{
if ( ch->gifts[HOMID] < 5 )
{
if ( number_range( 1, 4 ) != 2 )
{
act("You stare deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_CHAR);
act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT);
act("$n stares deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_NOTVICT);
return;
}
}
act("You stare into $N's eyes, and $E flees in terror.",ch,NULL,victim,TO_CHAR);
act("$n stares deeply into your eyes, and you are filled with terror.",ch,NULL,victim,TO_VICT);
act("$n stares deeply into $N's eyes, and $E flees in terror.",ch,NULL,victim,TO_NOTVICT);
do_flee( victim, "" );
return;
}
return;
}
void do_disquiet( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
AFFECT_DATA af;
char arg [MAX_INPUT_LENGTH];
int sn;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_ABOMINATION(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( ch->gifts[HOMID] < 3 )
{
send_to_char("You have not learned the Homid gift of Disquiet.\n\r", ch);
return;
}
if ( ( victim = get_char_room(ch, arg) ) == NULL )
{
stc("They are not here.\n\r",ch);
return;
}
if ( is_safe( ch, victim) ) return;
if ( ch->gnosis[GCURRENT] < 1 )
{
stc("You need one point of gnosis power to use the gift of Disquiet.\n\r",ch);
return;
}
if ( ( sn = skill_lookup( "disquiet" ) ) < 0 )
{
send_to_char( "Bug - please inform a coder.\n\r", ch );
return;
}
/* TIJMOD: 29/12/99
* Needs a slot number and a skill "disquiet"
* other wise crashes out when player type affects
*/
af.type = sn;
af.duration = ch->gifts[HOMID];
af.location = APPLY_DAMROLL;
af.modifier = -( ch->gifts[HOMID] * 5 );
af.bitvector = 0;
affect_to_char( victim, &af );
af.type = sn;
af.duration = ch->gifts[HOMID];
af.location = APPLY_HITROLL;
af.modifier = -( ch->gifts[HOMID] * 5 );
af.bitvector = 0;
affect_to_char( victim, &af );
ch->gnosis[CURRENT]--;
act("Your eyes glow a sinister red as you glare at $N.",ch,NULL,victim,TO_CHAR);
act("$n's eyes glow a sinister red as $e glares at you.\n\rYou feel odd.",ch,NULL,victim,TO_VICT);
act("$n's eyes glow a sinister red as $e glares at $N.",ch,NULL,victim,TO_NOTVICT);
return;
}
void do_reshape(CHAR_DATA *ch, char *argument)
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
OBJ_DATA *obj;
argument=one_argument(argument,arg1);
strcpy(arg2,argument);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_WEREWOLF))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->gifts[HOMID] < 4)
{
send_to_char("You have not achieved the Homid gift of Reshape Object.\n\r",ch);
return;
}
if (arg1 == NULL || arg2 == NULL)
{
send_to_char("Syntax: Reshape (Item) (Description).\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch,arg1 ) ) == NULL )
{
send_to_char("You dont have that item.\n\r",ch);
return;
}
if (IS_SET(obj->quest, QUEST_RELIC))
{
send_to_char("Not on a relic.\n\r",ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char("Not on an Artifact.\n\r",ch);
return;
}
if (strlen(arg2) > 40 || strlen(arg2) < 3)
{
send_to_char("The name should be between 3 and 40 characters.\n\r",ch);
return;
}
if( !str_cmp(arg2, "NONAME") || !str_cmp(arg2, "NONAME") ||
!str_cmp(arg2, "NONAME") || !str_cmp(arg2, "NONAME"))
{
send_to_char( "You failed!\r\n", ch);
return;
}
free_string(obj->name);
obj->name = str_dup(arg2);
free_string(obj->short_descr);
obj->short_descr=str_dup(arg2);
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
send_to_char("Ok.\n\r",ch);
return;
}
void do_cocoon( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !IS_CLASS(ch, CLASS_WEREWOLF) )
{
stc("Huh?\n\r",ch);
return;
}
if ( ch->gifts[HOMID] < 5 )
{
stc("You haven't learned the Homid gift of Cocoon.\n\r",ch);
return;
}
if ( IS_GAR1(ch, WOLF_COCOON) )
{
stc("Your cocoon breaks and falls to the ground.\n\r",ch);
act("$n's cocoon breaks and falls to the ground.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->garou1, WOLF_COCOON);
return;
}
if ( ch->gnosis[GCURRENT] < 2 )
{
stc("You do not have enough gnosis to use Cocoon.\n\r",ch);
return;
}
else
{
stc("Your body is surrounded by a thick, opaque epidermis.\n\r",ch);
act("$n's body is surrounded by a thick, opaque epidermis.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->garou1, WOLF_COCOON);
ch->gnosis[GCURRENT]--;
return;
}
return;
}
/*
* Metis Gifts
* Level One - Gift of the Porcupine - Quills
* Level Two - Burrow - Like Demon Travel
* Level Three- Eyes of the Cat - Nightsight
* Level Four - Wither Limb - Withers a limb, easier on NPCs
* Level Five - Totem Gift - Random, Special Power. Ooo.
*/
void do_quills( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_ABOMINATION(ch))
{
stc("Huh?\n\r",ch);
return;
}
if ( ch->gifts[METIS] < 1 )
{
stc("You haven't learned the Gift of the Porcupine.\n\r",ch);
return;
}
if ( IS_SET(ch->newbits, NEW_QUILLS) )
{
stc("Your quills soften and twist into fur.\n\r",ch);
act("$n's quills soften and revert back to fur.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->newbits, NEW_QUILLS);
return;
}
if ( !IS_SET(ch->newbits, NEW_QUILLS) )
{
stc("Your fur becomes bristly and sharp.\n\r",ch);
act("$n's fur becomes bristly and sharp.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->newbits, NEW_QUILLS);
return;
}
return;
}
void do_burrow( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_ABOMINATION(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ch->gifts[METIS] < 2 )
{
send_to_char("You haven't learned the Metis gift of Burrow.\n\r", ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char("Burrow to who?\n\r", ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
/*
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
*/
if (IS_IMMUNE(victim, IMM_TRAVEL))
{
send_to_char("I don't think they want you to do that.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "You cannot burrow to yourself.\n\r", ch);
return;
}
if ( victim->level != LEVEL_AVATAR || !IS_CLASS(victim, CLASS_WEREWOLF))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if (victim->in_room == NULL)
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
send_to_char("You burrow into the ground.\n\r",ch);
act("$n burrows into the ground.",ch,NULL,NULL,TO_ROOM);
char_from_room(ch);
char_to_room( ch, victim->in_room );
do_look(ch,"");
send_to_char("You burrow out of the ground.\n\r",ch);
act("$n burrows out of the ground.",ch,NULL,NULL,TO_ROOM);
return;
}
// Eyes of the Cat - Nightsight. clan.c
void do_wither( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
bool blah = FALSE;
int chance = 0;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_VAMPIRE(ch))
{
stc("Huh?\n\r",ch);
return;
}
if IS_VAMPIRE(ch)
{
do_withering(ch, arg);
return;
}
if ( ch->gifts[METIS] < 4 )
{
stc("You haven't learned the Metis gift of Wither Limb.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 3 )
{
stc("You do not have enough gnosis power stored to use the gift of Wither Limb.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Who's limb do you wish to wither?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( IS_ARM_R(victim, LOST_ARM) && IS_ARM_L(victim, LOST_ARM) )
{
stc("They have already lost both their arms.\n\r",ch);
return;
}
WAIT_STATE(ch, 32);
ch->gnosis[CURRENT] -= 3;
if ( IS_NPC( victim ) )
{
chance = number_range( 45, 55 );
if ( number_percent( ) > chance )
{
stc("Nothing happened.\n\r",ch);
return;
}
if ( !IS_ARM_R(victim, LOST_ARM) )
blah = FALSE;
else blah = TRUE;
if ( !blah )
{
if (!IS_ARM_R(victim,LOST_ARM))
SET_BIT(victim->loc_hp[3],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_R))
SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
if (IS_BLEEDING(victim,BLEEDING_HAND_R))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
act("You concentrate deeply and $N's arm starts to wither!",ch,NULL,victim,TO_CHAR);
act("$n's eyes glow dark red as $e gazes at you, and your arm begins withering!",ch,NULL,victim,TO_NOTVICT);
act("$n gazes evilly at $N, and $S arm begins withering!",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 ( blah )
{
if (!IS_ARM_L(victim,LOST_ARM))
SET_BIT(victim->loc_hp[2],LOST_ARM);
else blah = TRUE;
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("You concentrate deeply and $N's arm starts to wither!",ch,NULL,victim,TO_CHAR);
act("$n's eyes glow dark red as $e gazes at you, and your arm begins withering!",ch,NULL,victim,TO_NOTVICT);
act("$n gazes evilly at $N, and $S arm begins withering!",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_L )) != NULL)
take_item(victim,obj);
if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL)
take_item(victim,obj);
return;
}
}
else if ( !IS_NPC(victim) )
{
chance = 15;
if ( number_percent( ) > chance )
{
act("You gaze intently at $N.\n\rNothing happens.",ch,NULL,victim,TO_CHAR);
act("$n gazes eerily at you.\n\rNothing happens.",ch,NULL,victim,TO_VICT);
act("$n gazes eerily at $N.",ch,NULL,victim,TO_NOTVICT);
return;
}
if ( !IS_ARM_R(victim, LOST_ARM) )
blah = FALSE;
else blah = TRUE;
if ( !blah )
{
if (!IS_ARM_R(victim,LOST_ARM))
SET_BIT(victim->loc_hp[3],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_R))
SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
if (IS_BLEEDING(victim,BLEEDING_HAND_R))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
act("You concentrate deeply and $N's arm starts to wither!",ch,NULL,victim,TO_CHAR);
act("$n's eyes glow dark red as $e gazes at you, and your arm begins withering!",ch,NULL,victim,TO_NOTVICT);
act("$n gazes evilly at $N, and $S arm begins withering!",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 ( blah )
{
if (!IS_ARM_L(victim,LOST_ARM))
SET_BIT(victim->loc_hp[2],LOST_ARM);
else blah = TRUE;
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("You concentrate deeply and $N's arm starts to wither!",ch,NULL,victim,TO_CHAR);
act("$n's eyes glow dark red as $e gazes at you, and your arm begins withering!",ch,NULL,victim,TO_NOTVICT);
act("$n gazes evilly at $N, and $S arm begins withering!",ch,NULL,victim,TO_VICT);
make_part(victim,"arm");
if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM))
{
if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL)
take_item(victim,obj);
}
if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
take_item(victim,obj);
if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL)
take_item(victim,obj);
if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL)
take_item(victim,obj);
if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL)
take_item(victim,obj);
return;
}
}
return;
}
/* Lupus Gifts
* Heightened Senses-do_truesight
* Catfeet-Auto
* Gnaw
* Elemental Gift
* Song of the Great Beast
*/
void do_heightened( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_garou(ch) ) return;
if ( ch->gifts[LUPUS] < 1 )
{
stc("You must obtain level one Lupus to use Heightened Senses.\n\r",ch);
return;
}
if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses return to normal.\n\r", ch );
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses increase to incredible proportions.\n\r", ch);
}
return;
}
void do_gnaw( CHAR_DATA *ch, char *argument )
{
if ( !is_garou(ch) ) return;
if ( ch->gifts[LUPUS] < 3 )
{
stc("You must obtain level three Lupus to use Gnaw.\n\r",ch);
return;
}
stc("You try to gnaw through your restrains.\n\r",ch);
act("$n gnaws at $s restrains.",ch,NULL,NULL,TO_ROOM);
if ( IS_EXTRA(ch, TIED_UP) )
{
act("The ropes restraining you snap.",ch,NULL,NULL,TO_CHAR);
act("The ropes restraining $n snap.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
}
if (is_affected(ch, gsn_web))
{
act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",ch);
affect_strip(ch, gsn_web);
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_WEBBED);
}
if (IS_AFFECTED(ch, AFF2_TENDRILS))
{
act("The tendrils entrapping $n break away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The tendrils entrapping you break away.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF2_TENDRILS);
}
return;
}
void do_elementalgift( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[LUPUS] < 4 )
{
stc("You must obtain level 5 Lupus to use Elemental Gift.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 1 )
{
stc("You must have one point of Gnosis to use this power.\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("You cannot find them here.\n\r",ch);
return;
}
dam = ch->gifts[LUPUS] * 500;
if ( IS_NPC(victim) ) dam *= 3;
if ( IS_CLASS(victim, CLASS_VAMPIRE) ) dam *= 2.3;
act("You call upon the forces of Gaia to annihilate $N.",ch,NULL,victim,TO_CHAR);
act("$n throws back $s head and howls loudly, causing the room to shake.\nThe room turns dark, and a blast of elemental fire consumes you.",ch,NULL,victim,TO_VICT);
act("$n throws back $s head and howls loudly, causing the room to shake.\nThe room turns dark.\nA blast of elemental fire consumes $N!",ch,NULL,victim,TO_NOTVICT);
mage_damage(ch, victim, dam, "elemental blast", MAGEDAM_FIRE);
ch->gnosis[GCURRENT] -= 1;
WAIT_STATE(ch, 16);
return;
}
void do_songbeast( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
AFFECT_DATA af;
if ( !is_garou(ch) ) return;
if ( ch->gifts[LUPUS] < 5 )
{
stc("You must obtain level 5 Lupus to use this power.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 3 )
{
stc("You need 3 points of gnosis to use this power.\n\r",ch);
return;
}
if ( ch->pcdata->followers > 3 )
{
stc("Nothing happens..\n\r",ch);
return;
}
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) );
free_string( victim->short_descr );
victim->short_descr = str_dup("A huge, blood-thirsty Dinosaur");
free_string( victim->name );
victim->name = str_dup("dinosaur");
free_string( victim->long_descr );
victim->long_descr = str_dup("A huge dinosaur towers over you, roaring loudly and looking for prey.\n\r");
victim->level = 500;
victim->hit = 15000;
victim->max_hit = 15000;
victim->hitroll = 250;
victim->damroll = 250;
victim->armor = -1500;
SET_BIT(victim->act, ACT_NOEXP);
act("You howl loudly at the sky.\n\rThe ground beneath your feet begins to shake.\n\rA huge dinosaur bursts from the ground with a loud roar!",ch,NULL,NULL,TO_CHAR);
act("$n howls loudly at the sky.\n\rThe ground beneath your feet begins to shake.\n\rA huge dinosaur bursts from the ground with a loud roar!",ch,NULL,NULL,TO_ROOM);
char_to_room( victim, ch->in_room );
add_follower( victim, ch );
af.duration = 666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
ch->gnosis[GCURRENT] -= 3;
return;
}
/*
* Ahroun Gifts
* 1=razorclaws
*/
void do_razorclaws(CHAR_DATA *ch, char *argument)
{
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if ( ch->gifts[AHROUN] <= 1 )
{
stc("Huh?\n\r",ch);
return;
}
}
else
return;
if ( !IS_VAMPAFF(ch, VAM_CLAWS) )
{
stc("Your talons aren't even extended!\n\r",ch);
return;
}
if ( IS_GAR1(ch, WOLF_RAZORCLAWS ) )
{
stc("Your claws lose their razor-sharp edge.\n\r",ch);
act("$n's claws lose their razor-sharp edge.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->garou1, WOLF_RAZORCLAWS);
}
else
{
send_to_char("You hone your claws to a razor sharpness.\n\r",ch);
act("$n hones $s claws to a razor sharpness.",ch, NULL, NULL, TO_ROOM);
SET_BIT( ch->garou1, WOLF_RAZORCLAWS );
}
return;
}
/* Ragabash
* Vanish
* Scent of Running Water - No hunt\track(auto)
* Blissful Ignorance
* Luna's Blessing
* Whelp Body
*/
/*
void do_blissful( CHAR_DATA *ch, char *argument )
{
if ( !is_garou(ch) ) return;
if ( ch->gifts[RAGABASH] < 3 )
{
stc("You must obtain level three Ragabash to use Blissful Ignorance.\n\r",ch);
return;
}
if ( has_timer(ch) ) return;
if ( IS_GAR1(ch, GAROU_BLISSFUL) )
{
stc("You fade back into view.\n\r",ch);
REMOVE_BIT(ch->garou1, GAROU_BLISSFUL);
return;
}
else
{
stc("You become completely invisible.\n\r",ch);
SET_BIT(ch->garou1, GAROU_BLISSFUL);
return;
}
return;
}
*/
void do_lunasblessing( CHAR_DATA *ch, char *argument )
{
int sn,level;
if ( !is_garou(ch) ) return;
if ( ch->gifts[RAGABASH] < 4 )
{
stc("You must obtain level 4 Ragabash to use Luna's Blessing.\n\r",ch);
return;
}
if ( ( sn = skill_lookup( "lunas blessing" ) ) < 0 ) return;
if ( is_affected(ch,skill_lookup("lunas blessing")) )
{
stc("You already have Luna's Blessing!\n\r",ch);
return;
}
stc("A beam of moonlight shoots out of the sky and surrounds you.\n\r",ch);
act("$n is engulfed by a beam of moonlight from the sky.",ch,NULL,NULL,TO_ROOM);
level = (ch->gifts[RAGABASH]*5);
(*skill_table[sn].spell_fun) ( sn, level, ch, ch );
WAIT_STATE( ch, 12 );
return;
}
void do_whelp( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( !is_garou( ch ) ) return;
if ( ch->gifts[RAGABASH] < 5 )
{
stc("You must obtain level 5 Ragabash to use Whelp's Body\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("You cannot find them here.\n\r",ch);
return;
}
if(is_safe(ch,victim))
{
stc("Not in a safe room!\n\r",ch);return;}
if ( victim->level < 3 )
{
stc("You can only use this power on Avatars!\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 6 )
{
stc("You require six points of gnosis to use this power.\n\r",ch);
return;
}
if ( IS_SET(victim->garou1, GAROU_WHELP2)
|| IS_SET(victim->garou1, GAROU_WHELP1) )
{
stc("They are already affected by a Whelp Curse.\n\r",ch);
return;
}
SET_BIT(victim->garou1, GAROU_WHELP2);
act("You lay your hands on $N, and $S body starts to shake and quiver.",ch,NULL,victim,TO_CHAR);
act("$n lays $s hands on you, and you feel your body quiver and weaken.",ch,NULL,victim,TO_VICT);
act("$n lays $s hands on $N, and $N's body starts to shake and quiver.",ch,NULL,victim,TO_NOTVICT);
dam = number_range( 3500, 4500 );
mage_damage(ch, victim, dam, "curse", MAGEDAM_OTHER);
if ( victim->hit > 3001 )
victim->hit -= 3000;
WAIT_STATE(victim, 12);
WAIT_STATE(ch, 12);
ch->gnosis[GCURRENT] -= 6;
return;
}
/* Theurge
* Mother's Touch
* Grasp the Beyond
* Spirit Drain
* Feral Lobotomy
* The Malleable Spirit
*/
void do_mothers( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[THEURGE] < 1 )
{
stc("You must obtain level 1 Theurge to use Mother's Touch.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to heal?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("You cannot find them here.\n\r",ch);
return;
}
if ( victim == ch )
{
stc("You cannot use this power on yourself!\n\r",ch);
return;
}
if ( victim->hit >= victim->max_hit )
{
stc("They are already at full health!\n\r",ch);
return;
}
victim->agg -= victim->agg / 3.5;
if (victim->agg < 0) victim->agg = 0;
act("You lay your hands on $N, rejuvenating them.",ch,NULL,victim,TO_CHAR);
act("$n lays $s hands on you, and you feel healthier.",ch,NULL,victim,TO_VICT);
act("$n lays $s hands on $N, and $N's wounds begin to close.",ch,NULL,victim,TO_NOTVICT);
victim->hit += ( number_range((ch->gifts[THEURGE]*100),(ch->gifts[THEURGE]*140)));
if ( victim->hit > victim->max_hit )
victim->hit = victim->max_hit;
WAIT_STATE(ch, 12);
return;
}
// grasp the beyond. auto. lets you get shit from shadowplane.
void do_spiritdrain( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int hpgain;
one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( arg[0] == '\0' )
{
send_to_char("Drain the spirit of which corpse?\n\r",ch);
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if (obj->item_type != ITEM_CORPSE_NPC)
{
act( "You are unable to drain the energy of $p.", ch, obj, 0, TO_CHAR);
return;
}
else if (obj->chobj != NULL && !IS_NPC(obj->chobj)
&& obj->chobj->pcdata->obj_vnum != 0)
{
act( "You are unable to drain the energy of $p.", ch, obj, 0, TO_CHAR);
return;
}
hpgain = number_range(50,150);
ch->hit += hpgain;
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
act( "You drain the spirit energy out of $p.", ch, obj, NULL, TO_CHAR );
act( "$p is drained of energy by $n.", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
WAIT_STATE(ch, 4);
return;
}
void do_feral( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[THEURGE] < 4 )
{
stc("You must obtain level 4 Theurge to use Feral Lobotomy.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They are not here.\n\r",ch);
return;
}
if(is_safe(ch,victim)){stc("Not in a safe room!\n\r",ch);return;}
if ( victim->level < 3 )
{
stc("You can only use this power on Avatars!\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 3 )
{
stc("You need three points of gnosis to use this power.\n\r",ch);
return;
}
dam = (ch->gifts[THEURGE] * 300) + (ch->gifts[UKTENA] * 200);
if ( IS_NPC(victim) )
dam *= 4;
dam = number_range( (dam - 100), (dam+100) );
act("You focus your gnosis power on $N.",ch,NULL,victim,TO_CHAR);
act("$n's claws deliver a power blow of energy to your head.",ch,NULL,victim,TO_VICT);
act("$n's claws slash open $N's forehead.",ch,NULL,victim,TO_NOTVICT);
mage_damage(ch, victim, dam, "mind blast", MAGEDAM_OTHER);
ch->gnosis[GCURRENT] -= 3;
return;
}
void do_malleable( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg[MIL];
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[THEURGE] < 5 )
{
stc("You must obtain level 5 Theurge to use Malleable Spirit\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Which object do you wish to use this on?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
stc("You aren't even carrying that object.\n\r",ch);
return;
}
if ( obj->item_type != ITEM_WEAPON )
{
stc("This power can only be used on weapons.\n\r",ch);
return;
}
if ( IS_SET(obj->quest, QUEST_MALLEABLE) )
{
stc("This object has already been modified.\n\r",ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char("Not on an Artifact.\n\r",ch);
return;
}
obj->value[1] += number_range( 6, 11 );
obj->value[2] += number_range( 6, 11 );
act("You manipulate the spirit within $p.\n\r$p's effectiveness has been increased\n\r.",ch,obj,obj,TO_CHAR);
SET_BIT(obj->quest, QUEST_MALLEABLE);
WAIT_STATE(ch, 8);
return;
}
/* Philodox Gifts
* Resist Pain (Auto)
* King of the Beasts (Auto)
* Strength of Purpose (Auto)
* Weak Arm (Auto)
* Wall of Granite
*/
void do_wallofgranite( CHAR_DATA *ch, char *argument )
{
if (!is_garou(ch) ) return;
if ( ch->gifts[PHILODOX] < 5 )
{
stc("You must obtain level 5 Philodox to use Wall of Granite.\n\r",ch);
return;
}
if ( IS_SET(ch->garou1, WW_GRANITE) )
{
stc("Your wall of granite fades away.\n\r",ch);
REMOVE_BIT(ch->garou1, WW_GRANITE);
}
if ( !IS_SET(ch->garou1, WW_GRANITE) )
{
stc("A wall of granite arises around your body to protect you.\n\r",ch);
SET_BIT(ch->garou1, WW_GRANITE);
return;
}
return;
}
/* Ahroun
* Inspiration (Auto)
* Razor Claws (Auto)
* The Falling Touch (Auto)
* Silver Claws (Auto)
* Clenched Jaw
* Stoking Fury's Furnace (Auto)
*/
void do_clenched( CHAR_DATA *ch, char *argument )
{
if ( !is_garou(ch) ) return;
if ( ch->gifts[AHROUN] < 4 )
{
stc("You must obtain level 4 Ahroun to use this power.\n\r",ch);
return;
}
if ( IS_SET(ch->garou1, GAROU_CLENCHED) )
{
stc("You relax your jaw.\n\r",ch);
REMOVE_BIT(ch->garou1, GAROU_CLENCHED);
return;
}
if ( !IS_GAR1(ch, GAROU_CLENCHED) )
{
stc("You prepare to clench your jaw on your opponents.\n\r",ch);
SET_BIT(ch->garou1, GAROU_CLENCHED);
return;
}
return;
}
/* Black Furies
* Coup De Grace (Auto)
* Visceral Agony
* Body Wrack
* Wasp Talons (Auto)
*/
void do_visceral(CHAR_DATA *ch, char *argument)
{
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if ( ch->gifts[BLACKFURIES] <= 1 )
{
stc("Huh?\n\r",ch);
return;
}
}
else
return;
if ( !IS_VAMPAFF(ch, VAM_CLAWS) )
{
stc("Your claws aren't even extended!\n\r",ch);
return;
}
if ( IS_GAR1(ch, WOLF_VISCERAL ) )
{
stc("You wipe the venom from your claws.\n\r",ch);
act("$n wipes something from $s claws.\n\r",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->garou1, WOLF_VISCERAL);
}
else
{
send_to_char("You coat your claws with black venom.\n\r",ch);
act("$n coat $s claws with black venom.\n\r",ch, NULL, NULL, TO_ROOM);
SET_BIT( ch->garou1, WOLF_VISCERAL );
}
return;
}
void do_bodywrack( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[BLACKFURIES] < 3 )
{
stc("You must obtain level 3 Black Furies to use Body Wrack.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room(ch,arg) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 5 )
{
stc("You need five points of gnosis to use this power.\n\r",ch);
return;
}
if ( victim->hit < 1000 )
{
stc("They are almost dead already. It wouldn't be any fun.\n\r",ch);
return;
}
dam = number_range((ch->gifts[BLACKFURIES]*175),(ch->gifts[BLACKFURIES]*200));
act("You focus a blast of gnosis on $N.",ch,NULL,victim,TO_CHAR);
act("A blast of energy shoots out of $n's claws and wracks your body.",ch,NULL,victim,TO_VICT);
mage_damage(ch,victim,dam,"gnosis warp",MAGEDAM_OTHER);
ch->gnosis[GCURRENT] -= 5;
WAIT_STATE(ch, 16);
return;
}
/* Children of Gaia
* Luna's Armor (Auto)
* Dazzle
* Calm the Beast
* Halo of the Sun
* The Living Wood
*/
void do_dazzle( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int chance;
chance = number_percent();
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[CHILDRENOFGAIA] < 2 )
{
stc("You must obtain level 2 Children of Gaia to use Dazzle.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( chance > 40 && IS_CLASS(ch, CLASS_WEREWOLF))
{
stc("You failed.\n\r", ch );
return;
}
if ( ( victim = get_char_room(ch, arg) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( victim->wait > 0 )
{
stc("You failed...\n\r",ch);
return;
}
act("You gaze at $N, dazzling $M with Gaia's Glory.",ch,NULL,victim,TO_CHAR);
act("You catch $n's gaze, and are dazzled by $s glory.",ch,NULL,victim,TO_VICT);
victim->position = POS_STUNNED;
WAIT_STATE(ch, 8);
return;
}
void do_garouserenity( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
argument = one_argument( argument, arg);
if ( !is_garou(ch) ) return;
if ( ch->gifts[CHILDRENOFGAIA] < 3 )
{
stc("You must obtain the third Children of Gaia gift to use Serenity.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to calm?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( number_range(1,4) != 3 )
{
stc("You sing a blissful and soothing song.\n\r",ch);
act("$n starts singing a blissful and soothing song.",ch,NULL,victim,TO_VICT);
stc("Nothing seems to happen..\n\r",ch);
WAIT_STATE(ch,12);
return;
}
if ( IS_CLASS(victim, CLASS_VAMPIRE) )
{
if ( victim->pcdata->stats[UNI_RAGE] < 1 )
{
stc("They aren't even raged!\n\r",ch);
return;
}
else
{
stc("You sing a blissful and soothing song.\n\r",ch);
act("$n starts singing a blissful and soothing song.",ch,NULL,victim,TO_VICT);
do_calm(victim,"");
return;
}
WAIT_STATE(ch, 16);
return;
}
else if ( IS_CLASS(victim, CLASS_WEREWOLF) )
{
if ( victim->pcdata->stats[UNI_RAGE] < 100 )
{
stc("They aren't even raged!\n\r",ch);
return;
}
else
{
stc("You sing a blissful and soothing song.\n\r",ch);
act("$n starts singing a blissful and soothing song.",ch,NULL,victim,TO_VICT);
do_unwerewolf(victim,"");
return;
}
WAIT_STATE(ch, 16);
}
else
return;
return;
}
void do_livingwood( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[CHILDRENOFGAIA] < 5 )
{
stc("You must obtain the fifth Children of Gaia gift to use this power.\n\r",ch);
return;
}
if ( ch->in_room->sector_type != SECT_FOREST )
{
stc("You can only use this power in the forest.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this power on?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( IS_SET(victim->mflags, MAGE_EMBRACED2) || IS_SET(victim->mflags, MAGE_EMBRACED1) )
{
stc("They are already embraced by the earth.\n\r",ch);
return;
}
act("You call upon the forest to entrap your foe.",ch,NULL,NULL,TO_CHAR);
act("$n chants softly.\nThe ground around you begins to rise up, entrapping you.",ch,NULL,victim,TO_VICT);
act("$n begins to chant softly.\nSuddenly, the ground surrounding $N begins to rise up and entrap $M!",ch,NULL,victim,TO_NOTVICT);
SET_BIT(victim->mflags, MAGE_EMBRACED2);
WAIT_STATE(ch, 16);
return;
}
/* Get of Fenris
* Halt the Coward's Flight (Auto)
* Snarl of the PRedator
* MIght of Thor (Auto)
* Venom Blood (Auto)
* Fenris' Bite (Auto)
*/
void do_snarl( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int chance;
chance = number_percent();
if ( !is_garou(ch) ) return;
if ( ch->gifts[GETOFFENRIS] < 2 )
{
stc("You must obtain the second gift of Get Of Fenris to use this power.\n\r",ch);
return;
}
if ( ch->fighting == NULL )
{
stc("You must be fighting to use this power.\n\r",ch);
return;
}
victim = ch->fighting;
if ( chance > 50 && IS_CLASS(ch, CLASS_WEREWOLF))
{
stc("You snarl visciously, but nothing seems to happen.\n\r", ch );
return;
}
if ( victim->wait > 0 )
{
stc("You snarl visciously, but nothing seems to happen.\n\r",ch);
return;
}
act("You snarl visciously at $N, $e panics.",ch,NULL,victim,TO_CHAR);
act("$n snarls visciously at you.\n\rYou panic and try to escape.",ch,NULL,victim,TO_VICT);
do_recall(victim,"");
WAIT_STATE(ch, 12);
return;
}
/* Red Talons
* Avalanche
* Quicksand
* Gaia's Vengeance
* ONLY THREE POWERS IN THIS SONUVABITCH.
*/
void do_avalanche( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
if ( !is_garou(ch) ) return;
if ( ch->gifts[REDTALONS] < 1 )
{
stc("You must obtain the level one Red Talons gift to use Avalanche.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 5 )
{
stc("You must have 5 points of gnosis to use this power.\n\r",ch);
return;
}
stc("You call upon the power of Gaia to unleash an avalanche on your foes.\n\r",ch);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL ) continue;
if ( vch->in_room != ch->in_room ) continue;
if ( vch->level < 3 ) continue;
if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) continue;
if ( is_safe(ch,vch) ) continue;
if ( ch == vch ) continue;
if ( ( mount = ch->mount ) != NULL )
if ( mount == vch ) continue;
act("$n calls upon the power of Gaia to unleash an Avalanche on the area!",ch,NULL,vch,TO_VICT);
mage_damage(ch,vch, number_range(400,500),"avalanche",MAGEDAM_OTHER);
}
ch->gnosis[GCURRENT] -= 5;
WAIT_STATE(ch, 16);
return;
}
void do_barrage( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
if ( !is_garou(ch) ) return;
if ( ch->gifts[REDTALONS] < 2 )
{
stc("You must obtain the second gift of the Red Talons to use Barrage.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] <= 5 )
{
stc("You must have 5 points of gnosis to use this power.\n\r",ch);
return;
}
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL ) continue;
if ( vch->in_room != ch->in_room ) continue;
if ( vch->level < 3 ) continue;
if ( !IS_NPC(vch) ) continue;
if ( is_safe(ch,vch) ) continue;
if ( ch == vch ) continue;
if ( ( mount = ch->mount ) != NULL )
if ( mount == vch ) continue;
mage_damage(ch,vch, number_range(4000,5000),"elemental barrage",MAGEDAM_OTHER);
}
ch->gnosis[GCURRENT] -= 5;
WAIT_STATE(ch, 16);
return;
}
void do_vengeance( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
if ( !is_garou(ch) ) return;
if ( ch->gifts[REDTALONS] < 3 )
{
stc("You must obtain the third gift of the Red Talons to use Gaia's Vengeance.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 10 )
{
stc("You need 10 points of gnosis to use this power.\n\r",ch);
return;
}
stc("You stir up the essence of Gaia in the land around you, summoning her vegeance to strike down your foes.\n\r",ch);
act("$n summons the essence of Gaia into $s body, and the room bursts with a blinding white light.",ch,NULL,NULL,TO_ROOM);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL ) continue;
if ( vch->in_room != ch->in_room ) continue;
if ( vch->level < 3 ) continue;
if ( !IS_NPC(vch) && ch->pcdata->chobj != NULL ) continue;
if ( ch == vch ) continue;
if ( is_safe(ch,vch)) continue;
if ( ( mount = ch->mount ) != NULL )
if ( mount == vch ) continue;
mage_damage(ch,vch, number_range(2000,3000),"vengeance of Gaia",MAGEDAM_OTHER);
}
ch->gnosis[GCURRENT] -= 10;
WAIT_STATE(ch, 24);
return;
}
/* Shadow Lords
* Fatal Flaw (Auto)
* Aura of Confidence (Auto)
* Clap of Thunder
* Icy Chill of Dispair (Auto)
* Strength of the Dominator (Auto)
*/
void do_clapofthunder( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
if ( !is_garou(ch) ) return;
if ( ch->gifts[SHADOWLORDS] < 3 )
{
stc("You must obtain the third gift of the Shadow Lords to use Clap of Thunder.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 5 )
{
stc("You must have 5 points of gnosis to use this power.\n\r",ch);
return;
}
stc("You clap your hands together, sending forth a shockwave that stuns everyone in the room.\n\r",ch);
act("$n claps $s hands together, sending forth a shockwave that stuns you instantly!",ch,NULL,NULL,TO_ROOM);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL ) continue;
if ( vch->in_room != ch->in_room ) continue;
if ( vch->level < 3 ) continue;
if ( !IS_NPC(vch) ) continue;
if ( is_safe(ch,vch) ) continue;
if ( ch == vch ) continue;
if ( ( mount = ch->mount ) != NULL )
if ( mount == vch ) continue;
mage_damage(ch,vch,number_range(50,100),"clap of thunder",MAGEDAM_OTHER);
vch->position = POS_STUNNED;
}
ch->gnosis[GCURRENT] -= 5;
WAIT_STATE(ch, 16);
return;
}
/* Silent Striders
* Speed of Thought (Auto)
* Speed beyond Thought (Auto)
* Messenger's Speed (Auto)
* Gate of the Moon
* Reach the Umbra
*/
void do_gatemoon( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MIL];
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[SILENTSTRIDERS] < 4 )
{
stc("You must obtain the fourth Silent Striders gift to use Gate of the Moon.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this power on?\n\r",ch);
return;
}
if ( ( victim = get_char_world(ch,arg) ) == NULL )
{
stc("They aren't anywhere to be found.\n\r",ch);
return;
}
if ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
{
stc("You can't manage to open a moongate to them.\n\r",ch);
return;
}
if ( ch->move < 2000)
{
stc("You don't have enough movement points!\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 2 )
{
stc("You need two points of Gnosis to use this power.\n\r",ch);
return;
}
/*
if (weather_info.sunlight == SUN_LIGHT || weather_info.sunlight == SUN_RISE) {
send_to_char("The moon is not out.\n\r", ch);
return;
}
*/
/*
if ( weather_info.sunlight != SUN_DARK )
{
stc("The moon must be showing in the sky to use this power..\n\r",ch);
return;
}
*/
if ( ( obj = create_object(get_obj_index(OBJ_VNUM_MOONGATE),0)) == NULL )
{
stc("Hrm. Slight problem here. Uhm. Tell SaGe the moongate object is missing.\n\r",ch);
return;
}
obj_to_room(obj,ch->in_room);
obj->item_type = ITEM_PORTAL;
obj = create_object(get_obj_index(OBJ_VNUM_MOONGATE),0);
obj->item_type = ITEM_PORTAL;
obj_to_room(obj,victim->in_room);
obj->timer = 5;
stc("A shimmering moongate appears before you.\n\r",ch);
stc("A shimmering moongate opens before you.\n\r",victim);
char_from_room(ch);
char_to_room( ch, victim->in_room );
stc("You step out of the moongate.\n\r",ch);
do_look(ch,"auto");
stc("Someone steps out of the moongate..\n\r",victim);
WAIT_STATE(ch, 8);
ch->gnosis[GCURRENT] -= 2;
ch->move -= 2000;
return;
}
/* Silver Fangs
* Lambent Flame
* Silver Claws (Auto)
* Mindblock (Auto)
* Luna's Avenger
* Paws of the Newborn Cub
*/
void do_lunasavenger( CHAR_DATA *ch, char *argument )
{
if ( !is_garou(ch) ) return;
if ( ch->gifts[SILVERFANGS] < 4 )
{
stc("You must obtain the fourth gift of the Silver Fangs to use Luna's Avenger.\n\r",ch);
return;
}
if ( IS_SET(ch->garou1, GAROU_AVENGER) )
{
stc("Your body warps and shrinks, losing it's silver composition.\n\r",ch);
REMOVE_BIT(ch->garou1, GAROU_AVENGER);
return;
}
else
{
stc("Your body warps and grows, becoming imbued with silver.\n\r",ch);
SET_BIT(ch->garou1, GAROU_AVENGER);
return;
}
return;
}
void do_lambent(CHAR_DATA *ch,char *argument)
{
CHAR_DATA *vch;
if(!IS_CLASS(ch,CLASS_WEREWOLF))
{do_huh(ch,"");return;}
if(ch->gifts[SILVERFANGS]<1)
{
stc("You require level three in Silver Fangs to use this.\n\r",ch);
return;
}
if(ch->gnosis[GCURRENT]< 6)
{
stc("You require 6 gnosis to use this power.\n\r",ch);
return;
}
if(IS_SET(ch->in_room->room_flags,ROOM_SAFE))
{stc("Not in a safe room!\n\r",ch);return;}
ch->gnosis[GCURRENT]-= 6;
act("A silvery glow ignights around $n's body.",ch,NULL,NULL,TO_ROOM);
act("A silvery light ignights around your body.",ch,NULL,NULL,TO_CHAR);
for(vch=ch->in_room->people;vch!=NULL;vch=vch->next_in_room)
{
if(vch==ch)continue;
if(number_range(1,4)<=3)
{
act("$N is blinded!",ch,NULL,vch,TO_NOTVICT);
act("$N is blinded!",ch,NULL,vch,TO_CHAR);
act("You are blinded!",ch,NULL,vch,TO_VICT);
SET_BIT(vch->affected_by,AFF_BLIND);
}
else continue;
}
WAIT_STATE(ch,8);
}
void do_paws( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[SILVERFANGS] < 5 )
{
stc("You must obtain the fifth gift of the Silver Fangs to use Paws of the Newborn Cub.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room(ch,arg) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( ch == victim )
{
stc("It might be a bad idea to use this on yourself..\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 15 )
{
stc("You need 15 points of gnosis to use this power.\n\r",ch);
return;
}
if ( IS_NPC(victim) )
{
stc("This power is useless on beasts..\n\r",ch);
return;
}
if ( IS_SET(victim->garou1, GAROU_PAWS) )
{
stc("They are already afflicted with this disease..\n\r",ch);
return;
}
act("You focus your gnosis power into your hands, and lay them on $N.",ch,NULL,victim,TO_CHAR);
act("$n's hands start to glow violently, and $e reaches out and lays them on you.",ch,NULL,victim,TO_VICT);
act("$n's hands start to glow brightly, and $e reaches out and presses them against $N's forehead.",ch,NULL,victim,TO_NOTVICT);
act("$N's body starts to weaken and shrink!",ch,NULL,victim,TO_CHAR);
act("$N's body starts to weaken and shrink!",ch,NULL,victim,TO_NOTVICT);
stc("Your body starts to weaken and shrink!\n\r",victim);
SET_BIT(victim->garou1, GAROU_PAWS);
ch->gnosis[GCURRENT] -= 15;
WAIT_STATE(ch, 24);
return;
}
/* Stargazers
* Inner Strength (Auto)
* Merciful Blow
* Preternatural Awareness (Auto)
* Circular Attack (Auto)
* Sight from Beyond (shadowsight)
*/
void do_merciful( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if ( !is_garou(ch) ) return;
if ( ch->gifts[STARGAZERS] < 2 )
{
stc("You must obtain the second gift of the
Stargazers to use Merciful Blow.\n\r",ch);
return;
}
if ( ch->fighting == NULL )
{
stc("You must be fighting to use this power.\n\r",ch);
return;
}
victim = ch->fighting;
if ( ((victim->hit / victim->max_hit)*100) >= 50 )
{
stc("They are far too healthy to be affected by this power.\n\r",ch);
return;
}
if ( number_range(1,8) != 4 )
{
act("You deliver a blow to $N's neck, but nothing happens.",ch,NULL,victim,TO_CHAR);
act("$n delivers a powerful blow to your neck, but shrug it off.",ch,NULL,victim,TO_VICT);
act("$n delivers a powerful blow to $N's neck, but $E shrugs it off.",ch,NULL,victim,TO_NOTVICT);
return;
}
else
{
act("You deliver a blow to $N's neck, and $N falls to the ground.",ch,NULL,victim,TO_CHAR);
act("$n delivers a powerful blow to your neck, and you fall to the ground.",ch,NULL,victim,TO_VICT);
act("$n delivers a powerful blow to $N's neck, and $E falls to the ground.",ch,NULL,victim,TO_NOTVICT);
do_peace(ch,"");
victim->position = POS_STUNNED;
return;
}
return;
}
void do_sightfrombeyond( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ch->gifts[STARGAZERS] < 5 )
{
stc("You must obtain the fifth gift of the Stargazers to use Sight from Beyond.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) )
{
send_to_char("You refocus your eyes and stop looking into the beyond.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
return;
}
send_to_char("You refocus your eyes to look into the beyond.\n\r",ch);
SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
return;
}
/* Uktena
* Shroud
* Spirit of the Bird (Auto)
* Call Flame Spirit
* Invisibility
* Hand of the Earth Lords (Auto)
*/
void do_halosun( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->gifts[CHILDRENOFGAIA] < 4)
{
send_to_char("You require the level 4 Children of Gaia power to use the Halo of the Sun.\n\r",ch);
return;
}
if (IS_ITEMAFF(ch,ITEMA_SUNSHIELD) )
{
send_to_char("Your Halo of the Sun gradually fades away.\n\r",ch);
act("$n's Halo of the Sun gradually fades away.", ch, NULL, NULL,
TO_ROOM);
REMOVE_BIT(ch->itemaffect, ITEMA_SUNSHIELD);
return;
}
send_to_char("You are surrounded by a halo of sunlight!\n\r",ch);
act("$n is surrounded by a halo of sunlight!", ch, NULL, NULL,
TO_ROOM);
SET_BIT(ch->itemaffect, ITEMA_SUNSHIELD);
return;
}
/*
void do_darkshroud( CHAR_DATA *ch, char *argument )
{
if ( !is_garou(ch) ) return;
if ( ch->gifts[UKTENA] < 1 )
{
stc("You must obtain the first gift of the Uktena to use Dark Shroud.\n\r",ch);
return;
}
if ( ch->fight_timer > 0 )
{
stc("You can't do this until your fight timer has expired.\n\r",ch);
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) )
{
stc("You banish the darkness from the room.\n\r",ch);
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) )
{
stc("Not in a safe room!\n\r",ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
{
send_to_char("The room is already in darkness.\n\r", ch);
return;
}
stc("You summon a shroud of inky blackness to cover the room.\n\r",ch);
act("$n summons a shroud of inky blackness to cover the room.\n\r",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
WAIT_STATE(ch,8);
return;
}
*/void do_flamespirit( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[UKTENA] < 3 )
{
stc("You must obtain the third gift of the Uktena to use Call the Flame Spirit.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room(ch,arg) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( is_safe(ch,victim) ) return;
if ( ch->gnosis[GCURRENT] < 2 )
{
stc("You need two points of gnosis to use this power.\n\r",ch);
return;
}
dam = number_range( (ch->gifts[UKTENA]*100), (ch->gifts[UKTENA]*120) );
if ( IS_CLASS(victim, CLASS_VAMPIRE) )
dam *= number_range(2,3);
act("You summon a spirit of Flames to disintegrate $N.",ch,NULL,victim,TO_CHAR);
act("$n conjures a spirit of flames to smite you.",ch,NULL,victim,TO_VICT);
act("$n conjures a spirit of flames to smite $N!",ch,NULL,victim,TO_NOTVICT);
mage_damage(ch,victim,dam,"flame spirit",MAGEDAM_OTHER);
ch->gnosis[GCURRENT] -= 2;
WAIT_STATE(ch, 16);
return;
}
void do_fetishdoll( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char buf [MAX_INPUT_LENGTH];
char arg [MAX_INPUT_LENGTH];
char part1 [MAX_INPUT_LENGTH];
char part2 [MAX_INPUT_LENGTH];
int worn;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->gifts[UKTENA] < 4)
{
send_to_char( "You require the level 4 power of the Uktena to create a Fetish Doll.\n\r", ch );
return;
}
if (arg[0] == '\0')
{
send_to_char( "Who do you wish to make a Fetish Doll of?\n\r", ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "Nobody by that name is playing.\n\r", ch );
return;
}
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 any body parts.\n\r", ch );
return;
}
else worn = WEAR_HOLD;
}
else worn = WEAR_WIELD;
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if (obj->value[2] == 12) sprintf(part1,"head %s",victim->name);
else if (obj->value[2] == 13) sprintf(part1,"heart %s",victim->name);
else if (obj->value[2] == 14) sprintf(part1,"arm %s",victim->name);
else if (obj->value[2] == 15) sprintf(part1,"leg %s",victim->name);
else if (obj->value[2] == 30004) sprintf(part1,"entrails %s",victim->name);
else if (obj->value[2] == 30005) sprintf(part1,"brain %s",victim->name);
else if (obj->value[2] == 30006) sprintf(part1,"eye eyeball %s",victim->name);
else if (obj->value[2] == 30012) sprintf(part1,"face %s",victim->name);
else if (obj->value[2] == 30013) sprintf(part1,"windpipe %s",victim->name);
else if (obj->value[2] == 30014) sprintf(part1,"cracked head %s",victim->name);
else if (obj->value[2] == 30025) sprintf(part1,"ear %s",victim->name);
else if (obj->value[2] == 30026) sprintf(part1,"nose %s",victim->name);
else if (obj->value[2] == 30027) sprintf(part1,"tooth %s",victim->name);
else if (obj->value[2] == 30028) sprintf(part1,"tongue %s",victim->name);
else if (obj->value[2] == 30029) sprintf(part1,"hand %s",victim->name);
else if (obj->value[2] == 30030) sprintf(part1,"foot %s",victim->name);
else if (obj->value[2] == 30031) sprintf(part1,"thumb %s",victim->name);
else if (obj->value[2] == 30032) sprintf(part1,"index finger %s",victim->name);
else if (obj->value[2] == 30033) sprintf(part1,"middle finger %s",victim->name);
else if (obj->value[2] == 30034) sprintf(part1,"ring finger %s",victim->name);
else if (obj->value[2] == 30035) sprintf(part1,"little finger %s",victim->name);
else if (obj->value[2] == 30036) sprintf(part1,"toe %s",victim->name);
else
{
sprintf(buf,"%s isn't a part of %s!\n\r",obj->name,victim->name);
send_to_char( buf, ch );
return;
}
sprintf(part2,obj->name);
if ( str_cmp(part1,part2) )
{
sprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name);
send_to_char( buf, ch );
return;
}
act("$p vanishes from your hand in a puff of smoke.", ch, obj, NULL,
TO_CHAR);
act("$p vanishes from $n's hand in a puff of smoke.", ch, obj, NULL,
TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
obj = create_object( get_obj_index( OBJ_VNUM_VOODOO_DOLL ), 0 );
sprintf(buf,"%s voodoo doll",victim->name);
free_string(obj->name);
obj->name=str_dup(buf);
sprintf(buf,"a voodoo doll of %s",victim->name);
free_string(obj->short_descr);
obj->short_descr=str_dup(buf);
sprintf(buf,"A voodoo doll of %s lies here.",victim->name);
free_string(obj->description);
obj->description=str_dup(buf);
obj_to_char(obj,ch);
equip_char(ch,obj,worn);
act("$p appears in your hand.", ch, obj, NULL, TO_CHAR);
act("$p appears in $n's hand.", ch, obj, NULL, TO_ROOM);
return;
}
void do_violation( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_ABOMINATION(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->gifts[RAGABASH] < 3)
{
send_to_char("You need level 3 Ragabash to use Violation.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Who do you wish to use Violation on?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char("Why use Violation on a mob?\n\r", ch);
return;
}
if ( IS_IMMORTAL(victim) && victim != ch )
{
send_to_char( "You can only use Violation on Avatar's or lower.\n\r", ch );
return;
}
if (is_safe(ch,victim) == TRUE) return;
if (IS_SET(victim->newbits, NEW_VIOLATION))
{
REMOVE_BIT(victim->newbits, NEW_VIOLATION);
send_to_char("Your emotions return to normal.\n\r",victim);
act("$n seems to relax a little.\n\r",victim,NULL,NULL,TO_ROOM);
return;
}
if (!IS_SET(victim->newbits, NEW_VIOLATION))
{
SET_BIT(victim->newbits, NEW_VIOLATION);
act("You reach out and lay your hand on $N's forehead.\n\r",ch,NULL,victim,TO_CHAR);
act("$n lays $s hand on your forehead!\n\r"
"Your emotions begin to take control!\n\r",ch,NULL,victim,TO_VICT);
act("$n lays $s hand on $N's forehead!\n\r",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE(victim,12);
WAIT_STATE(ch,12);
return;
}
}
/*
void do_invisibility( CHAR_DATA *ch, char *argument )
{
if (!is_garou(ch) ) return;
if ( ch->gifts[UKTENA] < 4 )
{
stc("You must obtain the fourth gift of the Uktena to use Invisibility.\n\r",ch);
return;
}
if ( IS_GAR1(ch, GAROU_BLISSFUL) )
{
stc("You fade out of your invisibility.\n\r",ch);
REMOVE_BIT(ch->garou1, GAROU_BLISSFUL);
return;
}
else
{
stc("Your body fades out of existance.\n\r",ch);
SET_BIT(ch->garou1, GAROU_BLISSFUL);
return;
}
return;
}
*/
/* Wendigo
* Camouflage
* Cutting Wind
* Call the Cannibal Spirit
* Heart of Ice
* Chill of the Early Frost
*/
void do_cuttingwind( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[WENDIGO] < 2 )
{
stc("You must obtain the second gift of the Wendigo to use Cutting Wind.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 2 )
{
stc("You need two points of gnosis to use this power.\n\r",ch);
return;
}
dam = number_range( 1000, 1250 );
if ( IS_NPC(victim) )
dam *= 2;
act("You summon the bitter winds of the Great Wendigo to rip $N.",ch,NULL,victim,TO_CHAR);
act("$n summons the bitter winds of the Great Wendigo to tear you apart.",ch,NULL,victim,TO_VICT);
act("$n summons the bitter winds of the Great Wendigo to tear $N apart.",ch,NULL,victim,TO_NOTVICT);
mage_damage(ch,victim,dam,"blast of wind",MAGEDAM_OTHER);
ch->gnosis[GCURRENT] -= 2;
WAIT_STATE(ch, 24);
return;
}
void do_cannibalspirit( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *mob;
char arg[MIL];
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[WENDIGO] < 3 )
{
stc("You must obtain the third gift of the Wendigo to Call the Cannibal Spirit.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
stc("You cannot find them in this realm.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 15 )
{
stc("You need 15 gnosis points to use this power.\n\r",ch);
return;
}
if ( is_safe(ch,victim) )
{
stc("They are in a holy place.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if ( ( mob = create_mobile( get_mob_index( MOB_VNUM_CANNIBAL ) ) ) == NULL )
{
stc("Shit. The Mob is missing. Fuck. Tell someone. Fuck!\n\r",ch);
return;
}
SET_BIT(mob->affected_by, AFF_DETECT_INVIS);
SET_BIT(mob->affected_by, AFF_DETECT_HIDDEN);
SET_BIT(mob->affected_by, AFF_SHADOWSIGHT);
SET_BIT(mob->act, ACT_NOEXP);
char_to_room( mob, ch->in_room );
act("You summon a Great Wendigo avatar to hunt your foe.",ch,NULL,victim,TO_CHAR);
act("$N bursts out of the ground and grins evilly.",ch,NULL,mob,TO_CHAR);
char_from_room( mob );
char_to_room( mob, victim->in_room );
stc("The huge beast quickly burrows into the ground and seeks out your foe.\n\r",ch);
stc("A huge werewolf bursts out of the ground and growls ferociously.\n\r", victim);
stc("The werewolf turns to you and grins.\n\r",victim);
do_kill(mob,victim->name);
ch->gnosis[GCURRENT] -= 15;
WAIT_STATE(ch, 16);
return;
}
void do_heartofice( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( !is_garou(ch) ) return;
if ( ch->gifts[WENDIGO] < 4 )
{
stc("You must obtain the fourth gift of the Wendigo to use this power.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this power on?\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 10 )
{
stc("You must have 10 points of gnosis to use this power.\n\r",ch);
return;
}
if ( is_safe(ch,victim) ) return;
if ( victim->level < 3 )
{
stc("They must be an Avatar.\n\r",ch);
return;
}
dam = number_range( 400, 600 );
if ( IS_NPC(victim) ) dam *= 3;
act("You summon the frost of the Wendigo to chill $N.",ch,NULL,victim,TO_CHAR);
act("A cold air fills the room.\nYou are gripped with pain as the cold freezes your body.",ch,NULL,victim,TO_VICT);
mage_damage(ch, victim, dam, "ice blast",MAGEDAM_OTHER);
ch->gnosis[GCURRENT] -= 10;
WAIT_STATE(ch,16);
return;
}
void do_chillfrost( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
if ( !is_garou(ch) ) return;
if ( ch->gifts[WENDIGO] < 5 )
{
stc("You must obtain the fifth gift of the Wendigo to use this power.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 20 )
{
stc("You need 20 points of gnosis to use this power.\n\r",ch);
return;
}
stc("You conjure the very essence of the Great Wendigo to blanket the area.\n\r
The skies turn white and the air turns bitter cold.\n\r",ch);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
number_hit ++;
if ( number_hit >= 20) return;
if ( vch->in_room == NULL ) continue;
if ( vch->in_room->area != ch->in_room->area ) continue;
if ( vch->level < 3 ) continue;
if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) continue;
if ( is_safe(ch,vch) ) continue;
if ( ch == vch ) continue;
if ( ( mount = ch->mount ) != NULL )
if ( mount == vch ) continue;
stc("The skies turn white and the sun is banished.\nThe room becomes bitterly cold, and your body starts to shiver.\n\r",vch);
mage_damage(ch,vch, number_range(400,500),"chill frost",MAGEDAM_OTHER);
}
ch->gnosis[GCURRENT] -= 20;
WAIT_STATE(ch, 24);
return;
}
void do_wyld( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d;
CHAR_DATA *vch;
CHAR_DATA *victim;
char buf [MAX_STRING_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch) && !IS_ABOMINATION(ch) && ch->in_room == NULL)
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ch->gifts[GALLIARD] < 1 )
{
stc("You have not learned the Galliard gift of Call Of The Wyld.\n\r",ch);
return;
}
if ( ( victim = ch->fighting ) == NULL && ch->hit > 0 )
{
send_to_char("You can only call for assistance in times of great need.\n\r",ch);
return;
}
if (ch->wyld_timer > 0)
{
send_to_char("Your voice has not yet recovered.\n\r",ch);
return;
}
ch->wyld_timer = 5;
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected != CON_PLAYING ) continue;
if ( (vch = d->character) == NULL ) continue;
if ( vch->in_room == NULL) continue;
if ( IS_NPC(vch) ) continue;
if ( ch->beast >= 40 && vch->beast < 40 ) continue;
if ( ch->beast < 40 && vch->beast >= 40 ) continue;
if ( vch == ch )
act("You call for assistance!", ch, NULL, argument, TO_CHAR);
if (ch != vch && (IS_WEREWOLF(vch) || IS_IMMORTAL(vch)))
{
if (victim != NULL)
{
sprintf(buf,"CALL OF THE WYLD:[$n is under attack by %s at %s]",
IS_NPC(victim) ? victim->short_descr : victim->name,
ch->in_room->name);
act(buf,ch,NULL,vch, TO_VICT);
}
else if (ch->hit < 1)
{
sprintf(buf,"CALL OF THE WYLD:[$n is badly wounded at %s]",
ch->in_room->name);
act(buf,ch,NULL,vch, TO_VICT);
}
else
{
sprintf(buf,"CALL OF THE WYLD:[$n needs assistance at %s]",
ch->in_room->name);
act(buf,ch,NULL,vch, TO_VICT);
}
}
}
return;
}
void do_brew( CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC( ch ) ) return;
if (!IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ch->gifts[FIANNA] < 1 )
{
stc("You have not learned the Fianna gift of brew.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "You must state what you wish to brew?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "That isn't here.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_FOUNTAIN )
{
send_to_char( "You can only brew fountains.\n\r", ch );
return;
}
if ( strlen( obj->questmaker ) > 2 && obj->questmaker != NULL
&& !str_cmp( obj->questmaker, ch->name ) )
{
send_to_char( "You can't brew a fountain that belongs to someone else.\n\r", ch );
return;
}
if ( obj->value[2] == 1 )
{
obj->value[2] = 0;
act( "You transform the beer in $p into water.", ch, obj, NULL,
TO_CHAR );
act( "$n transforms the beer in $p into water.", ch, obj, NULL, TO_ROOM );
}
else if ( obj->value[2] == 0 )
{
obj->value[2] = 1;
act( "You change the water in $p into beer.", ch, obj, NULL,
TO_CHAR );
act( "$n change the water in $p into beer.", ch, obj, NULL,
TO_ROOM );
}
else
send_to_char( "You can only change water and beer.\n\r", ch );
return;
}
void do_icychill( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
smash_tilde( argument );
argument = one_argument( argument, arg1 );
strcpy( arg2, argument );
if ( IS_NPC(ch) )
return;
if (ch->fight_timer >0) {
send_to_char("Not until your fight timer expires.\n\r", ch );
return;}
if (!IS_CLASS(ch, CLASS_WEREWOLF) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->gifts[SHADOWLORDS] < 4 )
{
send_to_char("You must obtain at least level 4 in Shadow Lords to use Icy Chill.\n\r",ch);
return;
}
if (ch->majesty_timer > 0)
{
if (ch->majesty_timer > 1)
sprintf(buf,"You may not use icy chill for another %d seconds.\n\r",ch->majesty_timer);
else
sprintf(buf,"You may not use icy chill for another 1 second.\n\r");
send_to_char(buf,ch);
return;
}
if (has_timer(ch)) return;
if (IS_AFFECTED(ch, AFF_STEELSHIELD))
{
REMOVE_BIT(ch->affected_by, AFF_STEELSHIELD);
act( "You lower your icy chill of despair.", ch, NULL, NULL, TO_CHAR );
act( "$n looks less scary.", ch, NULL, NULL, TO_NOTVICT );
return;
}
SET_BIT(ch->affected_by, AFF_STEELSHIELD);
act( "You raise your icy chill of despair.", ch, NULL, NULL, TO_CHAR
);
act( "$n suddenly looks very scary.", ch, NULL, NULL, TO_NOTVICT);
ch->majesty_timer = 60;
return;
}
void do_eyeofcobra( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->gifts[GALLIARD] < 4)
{
send_to_char("You need Galliard 4 to use the eye of the cobra.\n\r",ch);
return;
}
if (ch->cobra_timer > 0)
{
if (ch->cobra_timer > 1)
sprintf(buf,"Your eyes will not recover for another %d seconds.\n\r", ch->cobra_timer);
else
sprintf(buf,"Your eyes will not recover for another 1 second.\n\r");
send_to_char(buf,ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Who do you wish to use the eye of the cobra on?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( ch == victim )
{
send_to_char( "You cannot put yourself into a trance.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
if ( ch->gnosis[GCURRENT] < 10 )
{
stc("You need ten point of gnosis power to use Eye of the Cobra.\n\r",ch);
return;
}
send_to_char("You use the eye of the cobra.\n\r", ch);
act("$n uses the eye of the cobra.", ch, NULL, NULL, TO_ROOM );
ch->cobra_timer = 60;
if (strlen(victim->pcdata->love) > 2)
{
if (!str_cmp(victim->pcdata->love,ch->name))
{
act("You remove $N's trance!", ch, NULL, victim, TO_CHAR);
act("You are no longer in a trance!", ch, NULL, victim, TO_VICT);
free_string(victim->pcdata->love);
victim->pcdata->love = str_dup( "" );
ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] - 10;
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used eye of the cobra on you.",ch,NULL,victim,TO_VICT);
}
}
else
{
send_to_char( "They are already in a trance.\n\r",ch);
ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] - 10;
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use eye of the cobra on you.",ch,NULL,victim,TO_VICT);
}
}
return;
}
if (!IS_NPC(victim) && (IS_WEREWOLF(victim)))
{
send_to_char("They resist you.\n\r",ch);
ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] - 10;
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use eye of the cobra on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (!IS_NPC(victim) && victim->pcdata->resist[WILL_PRESENCE] > 0)
{
send_to_char("They resist you.\n\r",ch);
ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] - 10;
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use the eye of the cobra on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (!IS_NPC(victim) && IS_WILLPOWER(victim, RES_PRESENCE) &&
victim->pcdata->willpower[0] >= 10)
{
victim->pcdata->willpower[0] -= 10;
victim->pcdata->resist[WILL_PRESENCE] = 60;
if (!IS_WILLPOWER(victim, RES_TOGGLE))
REMOVE_BIT(victim->pcdata->resist[0], RES_PRESENCE);
send_to_char("You burn some willpower to resist the eye of the cobra.\n\r",victim);
send_to_char("They resist you.\n\r",ch);
ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] -10;
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim,
MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use eye of the cobra on you.",ch,NULL,victim,TO_VICT);
}
return;
}
act("$N is now in a trance like state!", ch, NULL, victim, TO_CHAR);
act("You now obey $n!", ch, NULL, victim, TO_VICT);
act("$N gazes into $n's eyes!", ch, NULL, victim, TO_NOTVICT);
free_string(victim->pcdata->love);
ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] -10;
victim->pcdata->love = str_dup( ch->name );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used eye of the cobra on you.",ch,NULL,victim,TO_VICT);
}
return;
}
void do_giant( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->gifts[FIANNA] < 5)
{
send_to_char("You have not learned this Fianna gift.\n\r",ch);
return;
}
if (IS_POLYAFF(ch, POLY_ZULO))
{
REMOVE_BIT(ch->polyaff, POLY_ZULO);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act( "You transform into human form.", ch, NULL, NULL, TO_CHAR );
act( "$n's shrinks back into human form.", ch, NULL, NULL, TO_ROOM);
free_string( ch->morph );
ch->morph = str_dup( "" );
if (IS_SET(ch->special, SPC_WOLFMAN))
{
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
sprintf(buf,"%s the werewolf",ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
}
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
act( "You transform into large beast.", ch, NULL, NULL, TO_CHAR );
act( "$n's body grows and distorts into a giant werewolf.", ch,NULL, NULL, TO_ROOM );
SET_BIT(ch->polyaff, POLY_ZULO);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s, A huge giant werewolf", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
void do_balorsgaze( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (ch->gifts[FIANNA] < 4)
{
send_to_char("You have not yet learned the Fianna gift of Balor's gaze.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Who do you wish to use Balor's gaze on?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on mobs.\n\r", ch);
return;
}
if ( IS_IMMORTAL(victim) && victim != ch )
{
send_to_char( "You can only use Balor's gaze on Avatar's or lower.\n\r", ch );
return;
}
if (is_safe(ch,victim) == TRUE) return;
if (victim->hit < victim->max_hit)
{
send_to_char("They are hurt and suspicious.\n\r", ch);
return;
}
act("You close your eyes and concentrate on $N.",ch,NULL,victim,TO_CHAR);
act("$n's right eye begins to glow a baleful red!",ch,NULL,victim,TO_VICT);
act("$n closes $s eyes and cencentrates on $N.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE(ch, 12);
if (number_percent( ) < 50)
{
send_to_char("You failed.\n\r",ch);
return;
}
act("You scream in pain as your body is torn apart from the inside out!", victim,NULL,NULL,TO_CHAR);
act("$n screams in pain as there body is torn apart from the inside out!", victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->flag2, AFF2_BALOR);
return;
}
void do_banshee( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !IS_CLASS(ch, CLASS_WEREWOLF) )
{
stc("Huh?\n\r",ch);
return;
}
if ( ch->gifts[FIANNA] < 3 )
{
stc("You have not learned the Fianna gift of Howl of the Banshee.\n\r",ch);
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) )
{
stc("Not while in a safe room.\n\r",ch);
return;
}
if ( ch->gnosis[GCURRENT] < 6 )
{
stc("You need six point of gnosis power to use Howl of the Banshee.\n\r",ch);
return;
}
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
continue;
if ( ch == vch )
continue;
if ( vch->in_room == ch->in_room )
{
if ( ( mount = ch->mount ) != NULL )
{
if ( mount == vch )
continue;
}
if (can_see(ch,vch))
{
if ( number_range( 1, (7 - ch->gifts[FIANNA])) ==2 )
{
act("A look of concentration crosses $n face.",ch,NULL,vch,TO_ROOM);
WAIT_STATE( ch, 25 );
stc("You hear an ear poping howl and are suddenly attacked from all sides.\n\r",vch);
// vch->position = POS_STUNNED;
vch->hit -= 1000;
vch->position = POS_STUNNED;
ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] -6;
act("You hear an ear poping howl, $n is suddenly attacked from all sides.",vch,NULL,vch,TO_NOTVICT);
return;
}
else
{
act("A look of concentration crosses $n face.",ch,NULL,vch,TO_ROOM);
return;
}
}
else continue;
return;
}
}
return;
}
void do_bridgegate(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
if (!IS_CLASS(ch, CLASS_WEREWOLF))
{
stc("Huh?\n\r",ch);
return;
}
if ( ch->gifts[GALLIARD] < 5 )
{
stc("You have not learned the Galliard gift of Bridge Walker.\n\r",ch);
return;
}
if (ch->fighting == NULL && argument[0] == '\0')
{
stc("Who do you wish to bridge into combat with?\n\r", ch);
return;
}
if (ch->fighting == NULL)
{
if ( (victim = get_char_room(ch, argument) ) == NULL)
{
stc("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
stc("You can't bridge into combat with yourself.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
if ( ch->gnosis[GCURRENT] < 1 )
{
stc("You need one point of gnosis power to use Bridge Walker.\n\r",ch);
return;
}
ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] -1;
WAIT_STATE(ch, 24);
SET_BIT(ch->flag2, AFF2_BLINK_1ST_RD);
stop_fighting(ch, TRUE);
stc("You open a minor Moon Bridge and step inside.\n\r", ch);
act("$n opens a minor Moon Bridge and steps inside.", ch, NULL, NULL, TO_ROOM);
ch->bridgekill = victim;
return;
}
WAIT_STATE(ch, 24);
victim = ch->fighting;
SET_BIT(ch->flag2, AFF2_BLINK_2ND_RD);
stop_fighting(ch, TRUE);
stc("You open a minor Moon Bridge and step inside.\n\r", ch);
act("$n opens a minor Moon Bridge and steps inside.", ch, NULL, NULL, TO_ROOM);
ch->bridgekill = victim;
WAIT_STATE(ch, 24);
//return;
}
void do_ragesong(CHAR_DATA *ch,char *argument)
{
CHAR_DATA *victim;
char arg[MSL];
if(!IS_CLASS(ch,CLASS_WEREWOLF) && !IS_ABOMINATION(ch))
{do_huh(ch,"");return;}
if(ch->gifts[GALLIARD] < 3)
{
stc("You require level 3 in the gift of Galliard to use the Song of Rage.\n\r",ch);
return;
}
argument=one_argument(argument,arg);
if((victim=get_char_room(ch,arg))==NULL)
{stc("They are not here.\n\r",ch);return;}
if (is_garou(ch) && IS_AFFECTED(victim,AFF_POLYMORPH))
{
stc("They are already raged.\n\r",ch);
return;
}
else
if(IS_CLASS(victim,CLASS_VAMPIRE)&&victim->pcdata->stats[UNI_RAGE]>0)
{
stc("They are already in a blood frenzy.\n\r",ch);
return;
}
WAIT_STATE(ch,14);
act("You sing the Song of Rage to $N.\n\r",ch,NULL,victim,TO_CHAR);
act("$n sings the Song of Rage to $N.",ch,NULL,victim,TO_NOTVICT);
act("$n sings the Song of Rage to you.",ch,NULL,victim,TO_VICT);
if(number_range(1,5)!=2)
{
stc("You failed.\n\r",ch);
return;
}
else
if(IS_CLASS(victim,CLASS_WEREWOLF))
{
act("You send them into a frenzied rage!",ch,NULL,victim,TO_CHAR);
act("$n sends $N into a frenzied rage!",ch,NULL,victim,TO_NOTVICT);
act("$n sends you into a frenzied rage!",ch,NULL,victim,TO_VICT);
victim->pcdata->stats[UNI_RAGE] = number_range(100,130);
do_werewolf(victim,"");
return;
}
else if(IS_CLASS(victim,CLASS_VAMPIRE))
{
act("You send them into a frenzied rage!",ch,NULL,victim,TO_CHAR);
act("$n sends $N into a frenzied rage!",ch,NULL,victim,TO_NOTVICT);
act("$n sends you into a frenzied rage!",ch,NULL,victim,TO_VICT);
victim->pcdata->stats[UNI_RAGE] = number_range(100,130);
if (victim->beast > 0) do_beastlike(victim,"");
return;
}
else
{
act("You send them into a frenzied rage!",ch,NULL,victim,TO_CHAR);
act("$n sends $N into a frenzied rage!",ch,NULL,victim,TO_NOTVICT);
act("$n sends you into a frenzied rage!",ch,NULL,victim,TO_VICT);
do_berserk(victim,"");
return;
}
}
void do_aeolus(CHAR_DATA *ch,char *argument)
{
CHAR_DATA *rch;
int chance;
chance = number_percent();
if(!IS_CLASS(ch,CLASS_WEREWOLF))
{do_huh(ch,"");return;}
if(ch->gifts[BLACKFURIES] < 5)
{
stc("You require level 5 in Black Furies to use the Curse of Aeolus.\n\r",ch);
return;
}
if(ch->fighting == NULL)
{
stc("You are fighting no one.\n\r",ch);
return;
}
if ( chance > 40 && IS_CLASS(ch, CLASS_WEREWOLF))
{
stc("You failed.\n\r", ch );
return;
}
act("$n fills the room with fog.",ch,NULL,NULL,TO_ROOM);
act("You fill the room with fog.",ch,NULL,NULL,TO_CHAR);
for(rch=ch->in_room->people;rch != NULL;rch=rch->next_in_room)
{
if(rch->fighting == ch || rch== ch)
{
stop_fighting(rch,TRUE);
if(rch==ch)continue;
act("You find it impossible to continue battle with $n.",ch,NULL,rch,TO_VICT);
act("$N is blinded by fog.",ch,NULL,rch,TO_NOTVICT);
WAIT_STATE(rch,8);
}
}
}
void do_quicksand(CHAR_DATA *ch,char *argument)
{
if(!IS_WEREWOLF(ch)){do_huh(ch,"");return;}
if(ch->gifts[REDTALONS] < 4)
{
stc("This gift requires level 4 Red Talons.\n\r",ch);
return;
}
if(IS_GAR1(ch,WOLF_QUICKSAND))
{
sta("The ground around you resumes its firmness.\n\r",ch->in_room->area);
REMOVE_BIT(ch->garou1,WOLF_QUICKSAND);
return;
}
if(ch->gnosis[GCURRENT] < 15){
stc("You must have 15 points of gnosis to use this.\n\r",ch);
return;}
ch->gnosis[GCURRENT]-=15;
sta("The ground around you becomes soft.\n\r",ch->in_room->area);
SET_BIT(ch->garou1,WOLF_QUICKSAND);
}
void do_waste(CHAR_DATA *ch,char *argument)
{
if(!IS_WEREWOLF(ch)){do_huh(ch,"");return;}
if(ch->gifts[REDTALONS] < 5)
{
stc("This gift requires level 5 Red Talons.\n\r",ch);
return;
}
if(IS_SET(ch->in_room->area->bits,WASTE))
{
sta("The land shifts into something more recognizable.\n\r",ch->in_room->area);
REMOVE_BIT(ch->in_room->area->bits,WASTE);
return;
}
if(ch->gnosis[GCURRENT] < 25){
stc("You must have 25 points of gnosis to use this.\n\r",ch); return;}
ch->gnosis[GCURRENT]-=25;
sta("The land around you blurs and shifts.",ch->in_room->area);
SET_BIT(ch->in_room->area->bits,WASTE);
REMOVE_BIT(ch->in_room->area->bits,UPDATEWASTE);
}