/***************************************************************************
* God Wars Mud originally written by Kavir 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. :) *
***************************************************************************/
#include <stdio.h>
#include <string.h>
#include <sys/types.h>
#include <stdlib.h>
#include "merc.h"
#include "commands.h"
/*
* Functions needed
*/
void mage_damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type ) );
void mage_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type ) );
void update_damcap args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void readaura args( ( CHAR_DATA *ch, CHAR_DATA * victim ) );
void spheres args( ( CHAR_DATA *ch ) );
const char * sphere_name [10] =
{
"Correspondence", "Life",
"Prime", "Entropy",
"Mind", "Spirit",
"Forces", "Matter",
"Time", "Arete"
};
bool is_memb( CHAR_DATA *ch )
{
int test = number_percent();
if ( IS_SET(ch->mflags, MAGE_EMBRACED2) )
{
stc("You struggle to move, but the earth surrounding you won't budge.\n\r",ch);
return TRUE;
}
else if ( IS_SET(ch->mflags, MAGE_EMBRACED1) && test > 30 )
{
stc("You struggle to move, but the earth surrounding you won't budge.\n\r",ch);
return TRUE;
}
else if ( IS_SET(ch->mflags, MAGE_EMBRACED1) && test <= 30 )
{
stc("You manage to break free of the earth surrounding you.\n\r",ch);
REMOVE_BIT(ch->mflags, MAGE_EMBRACED1);
return FALSE;
}
return FALSE;
}
/*
* Stick the arete shit in here
* <char>, <sphere>, <minarete>, <minspherevalue>, <mana -1 if not needed>
*/
bool has_mana( CHAR_DATA *ch, int sp, int arete, int spv, int mana )
{
if( IS_NPC(ch) )
return TRUE;
if( ch->spheres[MART] < arete )
{
stc("You do not command enough arete to harness this power.\n\r",ch);
return TRUE;
}
if( ch->spheres[sp] < spv )
{
stc("You are not skilled enough to command this sphere.\n\r", ch );
return TRUE;
}
if( mana > 0 && ch->mana < mana )
{
ch_printf(ch, "You need atleast %d mana to use this spell.\n\r",
mana);
return TRUE;
}
ch->mana -= mana;
return FALSE;
}
bool is_mage( CHAR_DATA *ch )
{
if ( !IS_CLASS(ch, CLASS_MAGE) )
{
stc("Huh?\n\r",ch);
return FALSE;
}
return TRUE;
}
void creategate( CHAR_DATA *ch, int inroom, int toroom, bool perm )
{
OBJ_DATA *in_gate;
OBJ_DATA *to_gate;
ROOM_INDEX_DATA *pIn;
ROOM_INDEX_DATA *pTo;
pIn = get_room_index( inroom );
pTo = get_room_index( toroom );
in_gate = create_object( get_obj_index( OBJ_VNUM_WGATE ), 0 );
obj_to_room( in_gate, pIn );
in_gate->value[0] = toroom;
in_gate->value[1] = MAGE_INROOM_GATE;
in_gate->value[3] = inroom;
if ( !perm )
in_gate->timer = ch->spheres[MCOR];
else
in_gate->timer = -1;
in_gate->item_type = ITEM_WGATE;
to_gate = create_object( get_obj_index( OBJ_VNUM_WGATE ), 0 );
obj_to_room( to_gate, pTo );
to_gate->value[0] = inroom;
to_gate->value[1] = MAGE_TOROOM_GATE;
to_gate->value[3] = toroom;
if ( !perm )
to_gate->timer = ch->spheres[MCOR];
to_gate->item_type = ITEM_WGATE;
return;
}
void do_spheres( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int disc,cost;
cost = 0;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !IS_CLASS(ch, CLASS_MAGE) )
{
stc("OoOoOo, look daddy! Pretty spheres!\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
ch_printf(ch,
"-=[**]_[**]=-=[**]_[**]=-=[**]_[**] Spheres [**]_[**]=-=[**]_[**]=-=[**]_[**]=-\n\r");
ch_printf(ch,
"[+] [+]\n\r");
ch_printf(ch,
"[+] Correspondence (%s%s%s%s%s) Life (%s%s%s%s%s) Forces (%s%s%s%s%s) [+]\n\r",
ch->spheres[MCOR] >= 1 ? "*" : " ", ch->spheres[MCOR] >= 2 ? "*" : " ",
ch->spheres[MCOR] >= 3 ? "*" : " ", ch->spheres[MCOR] >= 4 ? "*" : " ",
ch->spheres[MCOR] >= 5 ? "*" : " ", ch->spheres[MLIF] >= 1 ? "*" : " ",
ch->spheres[MLIF] >= 2 ? "*" : " ", ch->spheres[MLIF] >= 3 ? "*" : " ",
ch->spheres[MLIF] >= 4 ? "*" : " ", ch->spheres[MLIF] >= 5 ? "*" : " ",
ch->spheres[MFOR] >= 1 ? "*" : " ", ch->spheres[MFOR] >= 2 ? "*" : " ",
ch->spheres[MFOR] >= 3 ? "*" : " ", ch->spheres[MFOR] >= 4 ? "*" : " ",
ch->spheres[MFOR] >= 5 ? "*" : " " );
ch_printf(ch,
"[+] Entropy (%s%s%s%s%s) Mind (%s%s%s%s%s) Spirit (%s%s%s%s%s) [+]\n\r",
ch->spheres[MENT] >= 1 ? "*" : " ", ch->spheres[MENT] >= 2 ? "*" : " ",
ch->spheres[MENT] >= 3 ? "*" : " ", ch->spheres[MENT] >= 4 ? "*" : " ",
ch->spheres[MENT] >= 5 ? "*" : " ", ch->spheres[MMIN] >= 1 ? "*" : " ",
ch->spheres[MMIN] >= 2 ? "*" : " ", ch->spheres[MMIN] >= 3 ? "*" : " ",
ch->spheres[MMIN] >= 4 ? "*" : " ", ch->spheres[MMIN] >= 5 ? "*" : " ",
ch->spheres[MSPI] >= 1 ? "*" : " ", ch->spheres[MSPI] >= 2 ? "*" : " ",
ch->spheres[MSPI] >= 3 ? "*" : " ", ch->spheres[MSPI] >= 4 ? "*" : " ",
ch->spheres[MSPI] >= 5 ? "*" : " " );
ch_printf(ch,
"[+] Prime (%s%s%s%s%s) Time (%s%s%s%s%s) Matter (%s%s%s%s%s) [+]\n\r",
ch->spheres[MPRI] >= 1 ? "*" : " ", ch->spheres[MPRI] >= 2 ? "*" : " ",
ch->spheres[MPRI] >= 3 ? "*" : " ", ch->spheres[MPRI] >= 4 ? "*" : " ",
ch->spheres[MPRI] >= 5 ? "*" : " ", ch->spheres[MTIM] >= 1 ? "*" : " ",
ch->spheres[MTIM] >= 2 ? "*" : " ", ch->spheres[MTIM] >= 3 ? "*" : " ",
ch->spheres[MTIM] >= 4 ? "*" : " ", ch->spheres[MTIM] >= 5 ? "*" : " ",
ch->spheres[MMAT] >= 1 ? "*" : " ", ch->spheres[MMAT] >= 2 ? "*" : " ",
ch->spheres[MMAT] >= 3 ? "*" : " ", ch->spheres[MMAT] >= 4 ? "*" : " ",
ch->spheres[MMAT] >= 5 ? "*" : " " );
ch_printf(ch,
"[+] Arete (%s%s%s%s%s%s%s%s%s%s) [+]\n\r",
ch->spheres[MART] >= 1 ? "*" : " ", ch->spheres[MART] >= 2 ? "*" : " ",
ch->spheres[MART] >= 3 ? "*" : " ", ch->spheres[MART] >= 4 ? "*" : " ",
ch->spheres[MART] >= 5 ? "*" : " ", ch->spheres[MART] >= 6 ? "*" : " ",
ch->spheres[MART] >= 7 ? "*" : " ", ch->spheres[MART] >= 8 ? "*" : " ",
ch->spheres[MART] >= 9 ? "*" : " ", ch->spheres[MART] >= 10 ? "*" : " " );
stc(
"[+] [+]\n\r",ch);
stc("-=[**]_[**]=-=[**]_[**]=-=[**]_[**]---------[**]_[**]=-=[**]_[**]=-=[**]_[**]=-\n\r",ch);
return;
}
if ( arg2[0] == '\0' )
{
if( !str_cmp( arg1, "help" ) )
{
spheres(ch);
return;
}
if ( !str_prefix( arg1, "Life" ) )
{
if ( ch->spheres[MLIF] == 0 )
{
stc("You have no knowledge of the sphere of Life.\n\r",ch);
return;
}
if ( ch->spheres[MLIF] >= 1 )
{
divide_to_char(ch);
centre_text("The Sphere of Life",ch);
divide_to_char(ch);
centre_text("Ho Tien Chi",ch);
}
if ( ch->spheres[MLIF] >= 2 )
centre_text("Little Good Death",ch);
if ( ch->spheres[MLIF] >= 3 )
centre_text("Better Body",ch);
if ( ch->spheres[MLIF] >= 4 )
centre_text("Shapechange",ch);
if ( ch->spheres[MLIF] >= 5 )
centre_text("Layhands",ch);
divide_to_char(ch);
return;
}
if ( !str_prefix( arg1, "Prime" ) )
{
if ( ch->spheres[MPRI] == 0 )
{
stc("You have no knowledge of the sphere of Prime.\n\r",ch);
return;
}
if ( ch->spheres[MPRI] >= 1 )
{
centre_text("The Sphere of Prime",ch);
divide_to_char(ch);
centre_text("Quintessence",ch);
}
if ( ch->spheres[MPRI] >=2 )
centre_text("Enchant",ch);
if ( ch->spheres[MPRI] >=3 )
centre_text("Rubbing of the Bones",ch);
if ( ch->spheres[MPRI] >=4 )
centre_text("Flames of Purification",ch);
if ( ch->spheres[MPRI] >=5 )
centre_text("Quintessence Blast",ch);
divide_to_char(ch);
return;
}
if ( !str_prefix( arg1, "Matter" ) )
{
if ( ch->spheres[MMAT] == 0 )
{
stc("You have no knowledge of the sphere of Matter.\n\r",ch);
return;
}
if ( ch->spheres[MMAT] >= 1 )
{
divide_to_char(ch);
centre_text("The Sphere of Matter",ch);
divide_to_char(ch);
centre_text("Analyze Substance",ch);
}
if ( ch->spheres[MMAT] >= 2 )
centre_text("Alter State",ch);
if ( ch->spheres[MMAT] >= 3 )
centre_text("Alter Weight",ch);
if ( ch->spheres[MMAT] >= 4 )
centre_text("Enchant Armor",ch);
if ( ch->spheres[MMAT] >= 5 )
centre_text("Hover",ch);
divide_to_char(ch);
return;
}
if ( !str_prefix( arg1, "Spirit" ) )
{
if ( ch->spheres[MSPI] == 0 )
{
stc("You have no knowledge of the Sphere of Spirit.\n\r",ch);
return;
}
if ( ch->spheres[MSPI] >= 1 )
{
divide_to_char(ch);
centre_text("The Sphere of Spirit",ch);
divide_to_char(ch);
centre_text("Call Spirit",ch);
}
if ( ch->spheres[MSPI] >= 2 )
centre_text("Spirit Kiss",ch);
if ( ch->spheres[MSPI] >= 3 )
centre_text("Awaken the Inanimate",ch);
if ( ch->spheres[MSPI] >= 4 )
centre_text("Spirit Blast",ch);
if ( ch->spheres[MSPI] >= 5 )
centre_text("Breach the Gauntlet",ch);
divide_to_char(ch);
return;
}
if ( !str_prefix( arg1, "Entropy" ) )
{
if ( ch->spheres[MENT] == 0 )
{
stc("You have no knowledge of the Sphere of Entropy.\n\r",ch);
return;
}
else
{
divide_to_char(ch);
centre_text("The Sphere of Entropy",ch);
divide_to_char(ch);
centre_text("Demmok", ch );
if( ch->spheres[MENT] > 4 )
centre_text("Mage shields", ch );
sprintf(buf,"You have obtained a level %d knowledge of Entropy.",ch->spheres[MENT]);
centre_text(buf,ch);
sprintf(buf,"This multiplies your damage by %f.",(1+(ch->spheres[MENT]*.1)));
centre_text(buf,ch);
sprintf(buf,"This divides your damage taken by 1.5.");
centre_text(buf,ch);
sprintf(buf,"This increases the level of your spells by %d.",ch->spheres[MENT]*5);
centre_text(buf,ch);
divide_to_char(ch);
return;
}
}
if ( !str_prefix( arg1, "Correspondence" ) )
{
if ( ch->spheres[MCOR] == 0 )
{
stc("You have no knowledge of the sphere of Correspondence.\n\r",ch);
return;
}
if ( ch->spheres[MCOR] > 0 )
{
centre_text("The Sphere of Correspondence",ch);
divide_to_char(ch);
centre_text("Perception",ch);
}
if ( ch->spheres[MCOR] > 1 )
{
centre_text("Gateway to the Non-Living",ch);
}
if ( ch->spheres[MCOR] > 2 )
{
centre_text("Gateway to the Living",ch);
}
if ( ch->spheres[MCOR] > 3 )
{
centre_text("The Grasp of Elminster",ch);
centre_text("The Eternal Gateway",ch);
}
if ( ch->spheres[MCOR] > 4 )
{
centre_text("Polyappearance",ch);
}
divide_to_char(ch);
return;
}
else if ( !str_cmp( arg1, "Mind" ) )
{
if ( ch->spheres[MMIN] == 0 )
{
stc(" You have no knowledge of the Sphere of the Mind.\n\r",ch);
return;
}
if ( ch->spheres[MMIN] > 0 )
{
divide_to_char(ch);
centre_text("The Sphere of Mind",ch);
divide_to_char(ch);
centre_text("Shield",ch);
}
if ( ch->spheres[MMIN] > 1 )
{
centre_text("Subliminal Impulse",ch);
}
if ( ch->spheres[MMIN] > 2 )
centre_text("Probe Thoughts",ch);
if ( ch->spheres[MMIN] > 3 )
centre_text("Possession",ch);
if ( ch->spheres[MMIN] > 4 )
centre_text("Untether",ch);
divide_to_char(ch);
return;
}
else if ( !str_prefix( arg1, "Forces" ) )
{
if ( ch->spheres[MFOR] == 0 )
{
stc("You have no knowledge of the Sphere of Forces.\n\r",ch);
return;
}
if ( ch->spheres[MFOR] > 0 )
{
centre_text("The Sphere of Forces",ch);
line(ch);
centre_text("Discharge Static",ch);
}
if ( ch->spheres[MFOR] > 1 )
{
centre_text("Telekinesis",ch);
}
if ( ch->spheres[MFOR] > 2 )
{
centre_text("Call Lightning",ch);
centre_text("Control Weather",ch);
}
if ( ch->spheres[MFOR] > 3 )
{
centre_text("Embracing the Earth Mother",ch);
}
if ( ch->spheres[MFOR] > 4 )
{
centre_text("Tempest Shards",ch);
centre_text("Ethereal Shields", ch );
line(ch);
}
return;
}
else if ( !str_cmp( arg1, "Time" ) )
{
if ( ch->spheres[MTIM] == 0 )
{
stc("You have no knowledge of the Sphere of Time.\n\r",ch);
return;
}
else
{
sprintf(buf,"You have a level %d knowledge of Time.\n\r",ch->spheres[MTIM]);
stc(buf,ch);
return;
}
return;
}
}
if ( !str_cmp( arg2, "learn" ) )
{
if ( !str_prefix( arg1, "correspondence" ) )
disc = MCOR;
else if ( !str_prefix( arg1, "life" ) )
disc = MLIF;
else if ( !str_prefix( arg1, "prime" ) )
disc = MPRI;
else if ( !str_prefix( arg1, "entropy" ) )
disc = MENT;
else if ( !str_prefix( arg1, "mind" ) )
disc = MMIN;
else if ( !str_prefix( arg1, "spirit" ) )
disc = MSPI;
else if ( !str_prefix( arg1, "forces" ) )
disc = MFOR;
else if ( !str_prefix( arg1, "matter" ) )
disc = MMAT;
else if ( !str_prefix( arg1, "time" ) )
disc = MTIM;
else if ( !str_prefix( arg1, "arete" ) )
{
disc = MART;
if ( ch->spheres[disc] >= 10 )
{
stc(
"You have already learned all levels of the arete sphere.\n\r",ch);
return;
}
cost = ( ( ch->spheres[disc] + 1 ) * 2000 );
if ( ch->pcdata->stats[DEMON_CURRENT] < cost )
{
ch_printf( ch, "You need %d cps to obtain a new level of understanding of the arete sphere.\n\r", cost );
return;
}
ch->pcdata->stats[DEMON_CURRENT] -= cost;
ch->spheres[MART]++;
ch_printf( ch, "Your knowledge of the arete sphere increases.\n\r");
return;
}
else
{
stc("You must select from the following spheres:\n\r Correspondence, Life, Prime, Entropy, Mind, Spirit, Forces, Matter, Time.\n\r",ch);
return;
}
}
else
{
do_spheres(ch,"");
return;
}
cost = ( ( ch->spheres[disc] + 1 ) * 2000 );
if ( ch->spheres[disc] >= 5 )
{
sprintf(buf, "You have already learned all levels of the %s sphere.\n\r",sphere_name[disc] );
stc(buf,ch);
return;
}
if ( ch->pcdata->stats[DEMON_CURRENT] < cost )
{
sprintf(buf, "You need %d cps to obtain a new level of understanding of the %s sphere.\n\r", cost, sphere_name[disc] );
stc(buf,ch);
return;
}
ch->pcdata->stats[DEMON_CURRENT] -= cost;
ch->spheres[disc]++;
sprintf(buf, "Your knowledge of the %s sphere increases.\n\r",sphere_name[disc] );
stc(buf,ch);
return;
}
void do_perception( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if ( !is_mage(ch) )
return;
/* ch, sp, arete, spv, mana */
if ( has_mana( ch, MCOR, 1, 1, 1000 ) )
{
stc("You must obtain level one Correspondence to enable your higher Perception.\n\r",ch);
return;
}
if ( IS_SET(ch->mflags, MAGE_PERCEPTION) )
{
stc("Your higher perception fades.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
return;
}
else
{
stc("Your perception soars to new levels.\n\r",ch);
SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
SET_BIT(ch->act, PLR_HOLYLIGHT);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
return;
}
return;
}
// Shield, Scry, Level II Correspondence
void do_objectgate( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
bool perm = FALSE;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MCOR, 2, 2, 0 ) )
{
stc("You must obtain level two Correspondence to Open a Spacial Gate.\n\r",ch);
return;
}
if ( has_mana( ch, MMAT, 2, 2, 1500 ) )
{
stc("This sphere must be used in conjunction with Matter 2, which you have not obtained.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
stc("What object do you want to attempt to gate to?\n\r",ch);
return;
}
if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL )
{
stc("You concentrate deeply on foreign planes, but can find no such object.\n\r",ch);
return;
}
if ( !str_cmp(arg2, "grab" ) )
{
if ( IS_SET(obj->quest, QUEST_ARTIFACT)
|| IS_SET(obj->quest, ITEM_EQUEST)
|| IS_SET(obj->quest, QUEST_RELIC) )
{
act("You reach through a rift in space and try to pull $p through, but a mystical force rips it from your hands.",ch,obj,NULL,TO_CHAR);
return;
}
if (obj->pIndexData->vnum >= 30040)
{
stc("You reach through a rift in space but the quest-machine is to heavy for you.\n\r", ch );
return;
}
if ( obj->carried_by != NULL )
{
act("You reach through a rift in space and try to pull $p through, but someone snatches it away from you.",ch,obj,NULL,TO_CHAR);
return;
}
}
else
{
if ( IS_SET(obj->quest, QUEST_ARTIFACT)
|| IS_SET(obj->quest, ITEM_EQUEST)
|| IS_SET(obj->quest, QUEST_RELIC) )
{
act("You attempt to create a rift in space to $p, but it is unlocatable.",ch,obj,NULL,TO_CHAR);
return;
}
if ( obj->in_obj != 0 )
{
act("You attempt to create a rift in space to $p, but it is contained.\n\r" ,ch,obj,NULL,TO_CHAR);
return;
}
if ( obj->carried_by != NULL )
{
act("You attempt to create a rift in space to $p, but it seems to be possessed by another.",ch,obj,NULL,TO_CHAR);
return;
}
}
if ( !str_cmp( arg2, "permanent" ) )
{
if ( ch->practice < 5 )
{
stc("You require five units of Primal energy to support a permanent rift.\n\r",ch);
return;
}
perm = TRUE;
ch->practice -= 5;
}
if( !obj || !obj->in_room
|| obj->in_room->vnum < 1 )
{
bugf("do_objectgate: obj->in_room->vnum == 0 (%s)", STR(obj,name));
send_to_char("You cannot create a rift to that.\n\r",ch);
return;
}
else
creategate( ch, ch->in_room->vnum, obj->in_room->vnum, perm );
if ( !str_cmp(arg2, "grab" ) )
{
obj_from_room( obj );
obj_to_char( obj, ch );
act("You reach through a rift in space and pull $p through the tear.",ch,obj,NULL,TO_CHAR);
act("$n's hand plunges through a small tear in space and reappears holding $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You create a rent in the Tapestry to $p.",ch,obj,NULL,TO_CHAR);
act("$n creates a small rent in reality.",ch,obj,NULL,TO_ROOM);
}
return;
}
void do_mgate( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
bool pull = FALSE;
bool perm = FALSE;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana(ch, MCOR, 3, 3, 2000 ) )
{
stc("You must obtain a level three mastery of Correspondence to use Astral Gateways.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
stc("Whom do you wish to open an Astral Gate to?\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
stc("You scry the foreign planes, but can find no such entity.\n\r",ch);
return;
}
if ( ch == victim)
{
stc("Why you wanna mgate to your self?,\n\r", ch);
return;
}
if ( !str_cmp(arg2, "pull" ) )
{
if ( has_mana( ch, MCOR, 4, 4, 3000 ) )
{
stc("You must obtain a level four mastery of Correspondence to pull another being through the Tapestry.\n\r",ch);
return;
}
if ( victim->level > 100 )
{
stc("Your victim is far too large to be pulled through the rent.\n\r",ch);
return;
}
else
pull = TRUE;
WAIT_STATE(ch,35);
}
if ( !str_cmp( arg2, "permanent" ) )
{
if ( ch->practice < 5 )
{
stc("You require Five units of Primal Energy to create an Eternal Gateway.\n\r",ch);
return;
}
perm = TRUE;
ch->practice -= 5;
}
if ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
{
act("You attempt to open an astral gate to $N, but the rift quickly closes.",ch,NULL,victim,TO_CHAR);
act("$n creates a magical rift before you, which quickly disappears.",ch,NULL,victim,TO_VICT);
act("$n attempts to open an astral gate, but fails.",ch,NULL,victim,TO_ROOM);
return;
}
if ( IS_NPC(victim) && victim->level > 2000 )
{
act("You attempt to open an astral gate to $N, but fail.",ch,NULL,victim,TO_CHAR);
act("%n attempts to open an astral gate, but fails.",ch,NULL,victim,TO_ROOM);
return;
}
if( IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
creategate( ch, ch->in_room->vnum, victim->in_room->vnum, perm );
if ( !pull )
{
act("You create a small rent in the Tapestry to $N.",ch,NULL,victim,TO_CHAR);
act("A small tear in reality pops into existance in front of you.",ch,NULL,victim,TO_VICT);
act("$n creates a small tear in reality.",ch,NULL,victim,TO_ROOM);
}
if ( pull )
{
act("You create a small rent in the Tapestry and pull $N through it.",ch,NULL,victim,TO_CHAR);
act("A small tear in reality pops into existance before you.\n\r You are violently ripped through the tear!",ch,NULL,victim,TO_VICT);
if ( IS_SET(victim->flag2, AFF2_INARENA) )
{
stc("Your victim is in the arena. You are unable to pull them through.\n\r",ch);
return;
}
if ( is_inarena(ch,victim) )
return;
char_from_room(victim);
char_to_room( victim, ch->in_room );
if( IS_SET(ch->affected_by, AFF_SHADOWPLANE )
&& !IS_SET(victim->affected_by, AFF_SHADOWPLANE ) )
SET_BIT( victim->affected_by, AFF_SHADOWPLANE );
else if( !IS_SET(ch->affected_by, AFF_SHADOWPLANE )
&& IS_SET(victim->affected_by, AFF_SHADOWPLANE ) )
REMOVE_BIT( victim->affected_by, AFF_SHADOWPLANE );
do_look(victim,"");
act("$n creates a small tear in reality.\n\rSeconds later, $N pops out of the rent, looking confused.",ch,NULL,victim,TO_NOTVICT);
}
return;
}
void do_polyappear( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MCOR, 5, 5, 3000) )
{
stc("You must become a master of the sphere of Correspondence to use Polyappearance.\n\r",ch);
return;
}
if ( IS_SET(ch->mflags, MAGE_POLYAPPEAR) )
{
stc("Your body phases and reforms as one being.\n\r",ch);
act("$n's many forms phase and reform as one being.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->mflags, MAGE_POLYAPPEAR);
return;
}
else
{
stc("Your body phases and splits into multiple figures.\n\r",ch);
act("$n's body phases and splits into multiple figures.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->mflags, MAGE_POLYAPPEAR);
return;
}
return;
}
void do_discharge( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *vch = NULL;
CHAR_DATA *vch_next = NULL;
char arg1[MAX_INPUT_LENGTH];
int damage;
argument = one_argument( argument, arg1 );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( arg1[0] == '\0' )
{
stc("Who do you wish to strike down?\n\r",ch);
return;
}
if ( has_mana( ch, MFOR, 1, 1, 1200 ) )
{
stc("You must have a level one knowledge of the Forces to discharge Static Electricity.\n\r",ch);
return;
}
if ( is_safe_room( ch->in_room ) )
{
stc( "Not in a safe room.\n\r", ch);
return;
}
if ( str_cmp(arg1, "all" ) )
{
if ( ( victim = get_char_room(ch, arg1) ) == NULL )
{
stc("You were unable to locate your victim.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if( is_safe( ch, victim ) )
{
stc("They are safe from your attacks.\n\r", ch);
return;
}
WAIT_STATE(ch,36);
damage = number_range(ch->spheres[MFOR] * 100,ch->spheres[MFOR] * 120);
damage += 10000;
if ( weather_info.sky == SKY_LIGHTNING )
damage += number_range(100,130)*10;
if ( weather_info.sky == SKY_RAINING )
damage -= number_range(300,350)*10;
mage_damage(ch, victim, damage, "electricity burst", MAGEDAM_ELECTRIC);
}
else
{
damage = number_range(ch->spheres[MFOR] * 100,ch->spheres[MFOR] * 120);
damage += 7000;
if ( weather_info.sky == SKY_LIGHTNING )
damage += number_range(100,130)*5;
if ( weather_info.sky == SKY_RAINING )
damage -= number_range(300,350)*5;
WAIT_STATE(ch,12);
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( vch->level < 3 ) continue;
if ( is_safe(ch,vch) ) continue;
if ( vch != ch )
mage_damage( ch, vch, damage, "electricity burst", MAGEDAM_ELECTRIC );
}
}
return;
}
void do_telekinetics( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MFOR, 2, 2, 0 ) )
{
stc("You must obtain a level two knowledge of Forces to use Telekinesis.\n\r",ch);
return;
}
if ( IS_SET(ch->mflags, MAGE_TELEKINETICS) )
{
stc("You relax your mental energies.\n\r",ch);
REMOVE_BIT(ch->mflags, MAGE_TELEKINETICS);
return;
}
else
{
stc("You focus your mental energies into your attacks.\n\r",ch);
SET_BIT(ch->mflags, MAGE_TELEKINETICS);
return;
}
return;
}
void do_call_lightning( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int dam;
argument = one_argument(argument, arg);
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MFOR, 3, 3,1500 ) )
{
stc("You must obtain a level three knowledge of Forces to Call Lightning.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to Call Lightning upon?\n\r",ch);
return;
}
if ( ( victim = get_char_room(ch,arg) ) == NULL )
{
stc("You were unable to locate your victim.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if ( weather_info.sky != SKY_LIGHTNING )
{
stc("There is no lightning in the sky to call!\n\r",ch);
return;
}
if( is_safe_room( ch->in_room ) )
{
stc( "Not in a safe room.\n\r", ch);
return;
}
if( is_safe( ch, victim ) )
{
stc( "They are safe from your attacks.\n\r", ch );
return;
}
WAIT_STATE(ch, 4);
dam = number_range( (ch->spheres[MFOR]*150),(ch->spheres[MFOR]*200) );
dam += 3000;
mage_damage(ch, victim, dam, "lightning blast", MAGEDAM_ELECTRIC);
mage_damage(ch, victim, dam, "lightning blast", MAGEDAM_ELECTRIC);
mage_damage(ch, victim, dam, "lightning blast", MAGEDAM_ELECTRIC);
return;
}
void do_controlweather( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if ( IS_NPC(ch) ) return;
if (!IS_CLASS(ch, CLASS_MAGE) )
{
stc("Huh\n\r",ch);
return;
}
if ( has_mana( ch, MFOR, 3, 3, 1000 ) )
{
stc("You need a level three knowledge of Forces to Control the Weather.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("How do you want to change the weather?\n\r"
" Syntax: controlweather <rain,lightning,clear>\n\r",ch);
return;
}
WAIT_STATE(ch, 6);
if ( !str_cmp(arg, "rain" ) )
{
stc("You wave your hands over your head.\n\r",ch);
stc("The skies blacken and rain begins to fall.\n\r",ch);
weather_info.sky = SKY_RAINING;
}
else if ( !str_cmp(arg, "lightning") )
{
stc("You wave your hands over your head.\n\r",ch);
stc("The skies blacken.\n\r",ch);
stc("Lightning streaks across the sky.\n\r",ch);
weather_info.sky = SKY_LIGHTNING;
}
else if ( !str_cmp(arg, "clear") )
{
stc("You wave your hands over your head.\n\r",ch);
stc("The skies slowly clear up.\n\r",ch);
weather_info.sky = SKY_CLOUDLESS;
}
else
{
stc("Invalid option.\n\r"
" Syntax: controlweather <rain,lightning,clear>\n\r",ch);
return;
}
return;
}
void do_earthembrace( 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_mage(ch) ) return;
if ( has_mana( ch, MFOR, 4, 4, 1000 ) )
{
stc("You must obtain a level four knowledge of the Forces to use Embrace of the Earth Mother.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to have Gaia Embrace?\n\r",ch);
return;
}
if ( ( victim = get_char_room(ch, arg) ) == NULL )
{
stc("You were unable to locate your victim.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
act("You call upon the forces of the Earth to embrace $N!",ch,NULL,victim,TO_CHAR);
act("$n begins to chant mysteriously.",ch,NULL,victim,TO_ROOM);
act("The ground shakes and rises to embrace $N!",ch,NULL,victim,TO_NOTVICT);
act("The ground under your feet starts to surround your body.",ch,NULL,victim,TO_VICT);
SET_BIT(victim->mflags, MAGE_EMBRACED2);
WAIT_STATE(ch, 12);
return;
}
void do_tempest( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
char arg[MAX_INPUT_LENGTH];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana(ch,MFOR,5,5,7000) )
{
stc("You must master the Forces to use Tempest Blizzard.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Who do you wish to summon an Ice Storm upon?\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
stc("You scry the planes, but cannot find your victim.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if ( victim->in_room->area != ch->in_room->area )
{
stc("You locate your victim, but they are too distant.\n\r",ch);
return;
}
chroom = ch->in_room;
victimroom = victim->in_room;
if( is_safe_room( victimroom )
|| is_safe_room( chroom ) )
{
stc( "Not in a safe room.\n\r", ch);
return;
}
WAIT_STATE(ch, 24);
char_from_room(ch);
char_to_room(ch, victimroom);
act("{yYou call upon the Forces of Nature to obliterate $N.{n",ch,NULL,victim,TO_CHAR);
act("{WThe sky turns an ominous white.\n\r{n..."
"{cSeconds later, deadly shards of ice shoot out of the sky, piercing your skin.",ch,NULL,victim,TO_VICT);
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 )
{
if ( vch->level < 3 ) continue;
if ( vch != ch && !is_safe( ch, vch ) )
{
dam = number_range(350,450);
if ( vch == victim )
dam += number_range( 50,100 );
dam += 4000;
mage_damage( ch, vch, dam, "ice shards", MAGEDAM_ICESTORM );
}
continue;
}
if ( vch->in_room->area == ch->in_room->area
&& IS_OUTSIDE(vch)
&& IS_AWAKE(vch) )
stc( "{CShards of deadly ice fall from the sky.{x\n\r", vch );
}
char_from_room(ch);
char_to_room(ch, chroom);
return;
}
void update_mdamcap( CHAR_DATA *ch, CHAR_DATA *victim )
{
int max_dam = 3000;
if( IS_NPC(ch) )
max_dam += ch->level * 100;
else
{
max_dam += ( 400 * ch->spheres[MENT] );
max_dam += ( 400 * ch->spheres[MPRI] );
max_dam += get_curr_int(ch) * 50;
if ( IS_ITEMAFF(ch, ITEMA_ARTIFACT)) max_dam += 500;
if ( IS_ITEMAFF(victim, ITEMA_ARTIFACT)) max_dam -= 500;
}
if ( max_dam < 1000 )
max_dam = 1000;
else if ( max_dam > 20000 )
max_dam = 20000;
ch->damcap[DAM_CAP] = max_dam;
ch->damcap[DAM_CHANGE] = 0;
return;
}
bool is_immune( CHAR_DATA *ch, int type )
{
if ( IS_SET(ch->imms[IMMUNITY], type) )
return TRUE;
else
return FALSE;
}
bool is_resistant( CHAR_DATA *ch, int type )
{
if ( IS_SET(ch->imms[RESISTANCE], type) )
return TRUE;
else
return FALSE;
}
bool is_vulnerable( CHAR_DATA *ch, int type )
{
if ( IS_SET(ch->imms[VULNERABLE], type ) )
return TRUE;
else
return FALSE;
}
int mage_immunity( CHAR_DATA*ch, int dam, int type )
{
if ( IS_NPC(ch) ) return dam;
if ( is_immune( ch, type ) )
dam = 0;
else if ( is_resistant( ch, type ) )
dam /= 2;
else if ( is_vulnerable( ch, type ) )
dam *= 2;
return dam;
}
void mage_damage( CHAR_DATA *ch, CHAR_DATA *victim,
int dam, const char *message, int type )
{
int max_dam;
if ( victim->position == POS_DEAD )
return;
if( IS_CLASS(ch,CLASS_MAGE) )
update_mdamcap( ch, victim );
else if ( ch->damcap[DAM_CHANGE] == 1 )
update_damcap(ch,victim);
max_dam = ch->damcap[DAM_CAP];
if ( dam > max_dam )
dam = max_dam;
if ( victim != ch )
{
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
set_fighting( victim, ch );
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting( ch, victim );
/*
* If victim is charmed, ch might attack victim's master.
*/
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
return;
}
}
/*
* More charm stuff.
*/
if ( victim->master == ch )
stop_follower( victim );
/*
* Damage modifiers.
*/
if ( IS_AFFECTED(ch, AFF_HIDE) )
{
if (!can_see(victim,ch))
{
dam *= 1.5;
send_to_char("You use your concealment to get a surprise attack!\n\r",ch);
}
REMOVE_BIT( ch->affected_by, AFF_HIDE );
act( "$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM);
}
if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 )
dam *= 0.5;
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 )
dam *= 0.75;
if( IS_ITEMAFF(victim,ITEMA_RESISTANCE) )
dam *= 0.5;
if ( dam < 0 )
dam = 0;
else
dam = mage_immunity( victim, dam, type );
// Take care of the new stats
if( !IS_NPC(victim) )
dam -= get_curr_wis(victim) * 10;
else
dam -= get_curr_wis(victim) * 2;
if ( dam < 0 )
dam = 0;
mage_message( ch, victim, dam, message, type );
hurt_person(ch,victim,dam,FALSE);
if( IS_CLASS(ch,CLASS_MAGE) )
update_damcap(ch,victim);
return;
}
else
{
if( IS_CLASS(ch,CLASS_MAGE) )
update_damcap(ch,victim);
return;
}
}
void mage_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char buf3[MAX_STRING_LENGTH];
char damm[MAX_STRING_LENGTH];
char dam2[MAX_STRING_LENGTH];
const char *chm;
const char *victm;
if ( dam == 0 ) { chm = " miss"; victm = " misses"; }
else if ( dam <= 500 ) { chm = " graze"; victm = " grazes"; }
else if ( dam <= 1000) { chm = " wound"; victm = " wounds"; }
else if ( dam <= 2000) { chm = " mutilate"; victm = " mutilates"; }
else if ( dam <= 3000) { chm = " massacre"; victm = " massacres"; }
else if ( dam <= 4000) { chm = " eviscerate"; victm = " eviscerates";}
else if ( dam <= 5000) { chm = " annihilate"; victm = " annihilates";}
else if ( dam <= 6000) { chm = " obliterate"; victm = " obliterates";}
else if ( dam <= 8000) { chm = " dissipate"; victm = " dissipates"; }
else if ( dam <= 10000){ chm = " vaporize"; victm = " vaporizes"; }
else { chm = " liquify"; victm = " liquifies"; }
if ( !IS_NPC(victim) && ( victim->hit - dam ) < 0 )
{
if ( type == MAGEDAM_ELECTRIC )
{
act("{CYour electric shock causes $N to spasm violently and vomit blood.{x",ch,NULL,victim,TO_CHAR);
act("{C$n's electric shock causes $N to spasm violently and vomit blood.{x",ch,NULL,victim,TO_NOTVICT);
act("{C$n's electric shock causes your body to spasm violently as you vomit blood.{x",ch,NULL,victim,TO_VICT);
make_part(victim,"blood");
}
else if ( type == MAGEDAM_ICESTORM )
{
act("{cYour ice shards tear $N's flesh from $S body and leave $M mortally wounded.{x",ch,NULL,victim,TO_CHAR);
act("{c$n's ice shards tear $N's flesh from $S body and leave $M mortally wounded.{x",ch,NULL,victim,TO_NOTVICT);
act("{c$n's ice shards tear your flesh from your body and leave you mortally wounded.{x",ch,NULL,victim,TO_VICT);
make_part(victim,"blood");
}
else
{
act("{YYour magical energy tears $N's body asunder.{x",ch,NULL,victim,TO_CHAR);
act("{Y$n's magical energies tear $N's body asunder.{x",ch,NULL,victim,TO_NOTVICT);
act("{Y$n's magical energies tear your body asunder.{x",ch,NULL,victim,TO_VICT);
make_part(victim,"blood");
}
}
if ( dam == 0 && is_immune(ch, type))
{
sprintf(buf1, "$N is unaffected by your %s.", message);
sprintf(buf2, "$N is unaffected by $n's %s.", message);
sprintf(buf3, "You are unaffected by $n's %s.", message);
}
if ( dam == 0 && !is_immune(ch, type))
{
sprintf(buf1, "You miss $N with your %s.", message);
sprintf(buf2, "$n misses $N with $s %s.", message);
sprintf(buf3, "$n misses you with $s %s.", message);
}
else
{
if ( ch->spheres[MFOR] > 1 )
{
sprintf(damm,"%d",dam);
ADD_COLOUR(ch, damm, D_RED);
sprintf(dam2,".[%s]",damm);
}
else
sprintf(dam2,".");
sprintf(buf1, "You%s $N with your %s%s", chm, message,dam2);
sprintf(buf2, "$n%s $N with $s %s.", victm, message);
sprintf(buf3, "$n%s you with $s %s.", victm, message);
}
act(buf1,ch,NULL,victim,TO_CHAR);
act(buf2,ch,NULL,victim,TO_NOTVICT);
act(buf3,ch,NULL,victim,TO_VICT);
return;
}
void do_quintessence( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) || !ch->pcdata ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MPRI, 1, 1, 0 ) )
{
stc("You cannot store Quintessence until you have learned level 1 Prime.\n\r",ch);
return;
}
argument = one_argument( argument, buf );
if( buf[0] != '\0' && !str_prefix( buf, "buy" ) )
{
int body_cost = ch->quint[BODY];
if( ch->fighting )
{
stc( "You cannot buy quintessence while fighting.\n\r", ch );
return;
}
if( ch->quint[BODY] > 40 )
{
stc( "You can not buy anymore quintessence.\n\r",ch);
return;
}
if( body_cost > PC(ch,stats[DEMON_CURRENT]) )
{
ch_printf(ch,"It will cost you %d class points to raise your quin by 1.\n\r", body_cost );
return;
}
PC(ch,stats[DEMON_CURRENT]) -= body_cost;
ch->quint[BODY]++;
ch->quint[MTOTAL]++;
stc("You begin to draw more of the natural energy around you into your being.\n\r", ch );
return;
}
line2(ch);
centre_text("Quintessence", ch);
line2(ch);
sprintf(buf,"* You have %d points of Quintessence stored within your body. *\n\r",ch->quint[BODY]);
stc(buf,ch);
sprintf(buf,"* You have %d points of Quintessence stored within your Avatar. *\n\r",ch->quint[AVATAR]);
stc(buf,ch);
line2(ch);
return;
}
int check_quint( CHAR_DATA *ch )
{
if ( ch->spheres[MPRI] < 3 )
return ch->quint[AVATAR];
else if ( ch->spheres[MPRI] >= 3 )
return ( ch->quint[AVATAR] + ch->quint[BODY] );
else
return ch->quint[AVATAR];
}
void subtract_quint( CHAR_DATA *ch, int number )
{
int max;
if( PC(ch,stats[UNI_GEN] ) >= 3 ) max = 2;
else if( PC(ch,stats[UNI_GEN]) >= 2 ) max = 4;
else if( PC(ch,stats[UNI_GEN]) >= 1 ) max = 6;
else max = 0;
ch->quint[MTOTAL] = check_quint(ch); // Find Total Quint of Char
ch->quint[MTOTAL] -= number; // Subtract from Max
if( ch->quint[MTOTAL] >= max ) // Oonly do alterations if quin is
{ // higher then max
if( ch->quint[AVATAR] >= number ) // First check avatar.
{
ch->quint[AVATAR] -= number;
}
else if( ch->quint[BODY] >= number )
{
ch->quint[BODY] -= number;
}
else
{
int x;
ch->quint[AVATAR] -= number;
x = ch->quint[AVATAR];
if( x > 0 || ch->quint[BODY] < x )
return;
ch->quint[BODY] += x;
}
}
return;
}
int get_maxq( CHAR_DATA *ch )
{
int max;
if( PC(ch,stats[UNI_GEN] ) >= 3 ) max = 2;
else if( PC(ch,stats[UNI_GEN]) >= 2 ) max = 4;
else if( PC(ch,stats[UNI_GEN]) >= 1 ) max = 6;
else max = 0;
max += ch->spheres[MPRI];
return max;
}
void add_quint( CHAR_DATA *ch, int number )
{
int max;
if( PC(ch,stats[UNI_GEN] ) >= 3 ) max = 2;
else if( PC(ch,stats[UNI_GEN]) >= 2 ) max = 4;
else if( PC(ch,stats[UNI_GEN]) >= 1 ) max = 6;
else max = 0;
ch->quint[MTOTAL] = check_quint(ch);
ch->quint[MTOTAL] += number;
if ( ch->quint[MTOTAL] > max )
{
ch->quint[AVATAR] = max;
ch->quint[MTOTAL] -= max;
if ( ch->quint[MTOTAL] > max )
{
ch->quint[BODY] = max;
ch->quint[MTOTAL] = 0;
}
else
{
ch->quint[BODY] = ch->quint[MTOTAL];
ch->quint[MTOTAL] = 0;
}
}
else
{
ch->quint[AVATAR] = ch->quint[MTOTAL];
ch->quint[BODY] = 0;
}
return;
}
void do_enchant( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MPRI, 2, 2, 2000 ) )
{
stc("You must obtain a level two knowledge of Prime to use Enchant Weapon.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("What object do you wish to enchant?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
stc("You are not carrying that object.\n\r",ch);
return;
}
if ( obj->item_type != ITEM_WEAPON )
{
act("$p is not a weapon.",ch,obj,NULL,TO_CHAR);
return;
}
if ( IS_SET(obj->quest, QUEST_MAGEENCHANT) )
{
act("$p is already filled with quintessence.",ch,obj,NULL,TO_CHAR);
return;
}
if ( check_quint(ch) < 1 )
{
stc("You need one point of quintessence available to use this power.\n\r",ch);
return;
}
if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
/* || IS_SET(obj->quest, QUEST_RELIC) */
{
act("$p is too powerful for your quintessence.",ch,obj,NULL,TO_CHAR);
return;
}
obj->value[1] += (ch->spheres[MPRI]*4);
obj->value[2] += (ch->spheres[MPRI]*4);
SET_BIT(obj->quest, QUEST_MAGEENCHANT);
act("$p glows radiantly as you infuse your quintessence into it.",ch,obj,NULL,TO_CHAR);
act("$n's weapon, $p, glows brilliantly.",ch,obj,NULL,TO_ROOM);
subtract_quint(ch, 1);
return;
}
void do_rubbing( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MPRI, 3, 3, 2000 ) )
{
stc("You must obtain level three Prime to use Rubbing of the Bones.\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 your victim here.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if( is_safe_room( ch->in_room ) )
{
stc( "Not in a safe room.\n\r", ch);
return;
}
if( is_safe( ch, victim ) )
{
stc( "You cannot attack them.\n\r", ch );
return;
}
if ( check_quint(ch) < 2 )
{
stc("You must have two points of quintessence to use this power.\n\r",ch);
return;
}
subtract_quint(ch, 2);
dam = ch->spheres[MPRI] * 150;
dam += 1000;
mage_damage(ch,victim,dam,"quintessence warp",MAGEDAM_QUINT);
WAIT_STATE(ch, 16);
act("You are stunned by $n's blast.",ch,NULL,victim,TO_VICT);
WAIT_STATE(victim, 8);
return;
}
void do_purification( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MPRI, 4, 4, 0) )
{
stc("You must obtain level three Prime to use Flames of Purification.\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 your victim here.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if ( check_quint(ch) < 3 )
{
stc("You must have three points of quintessence to use this power.\n\r",ch);
return;
}
if( is_safe_room( ch->in_room ) )
{
stc( "Not in a safe room.\n\r", ch);
return;
}
if( is_safe( ch, victim ) )
{
stc( "You cannot attack them.\n\r", ch );
return;
}
subtract_quint(ch, 3);
dam = ch->spheres[MPRI] * 200;
dam += 3000;
mage_damage(ch,victim,dam,"flames of purification",MAGEDAM_QUINT);
mage_damage(ch,victim,dam,"flames of purification",MAGEDAM_QUINT);
WAIT_STATE(ch, 8);
return;
}
void do_qblast( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MPRI, 5, 5, 2500 ) )
{
stc("You must obtain level five Prime to use Quintessence Blast.\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 your victim here.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if ( check_quint(ch) < 5 )
{
stc("You must have five points of quintessence to use this power.\n\r",ch);
return;
}
if( is_safe_room( ch->in_room ) )
{
stc( "Not in a safe room.\n\r", ch);
return;
}
if( is_safe( ch, victim ) )
{
stc( "You cannot attack them.\n\r", ch );
return;
}
subtract_quint(ch, 5);
dam = ch->spheres[MPRI] * 1500;
mage_damage(ch,victim,dam,"quintessence blast",MAGEDAM_QUINT);
mage_damage(ch,victim,dam,"quintessence blast",MAGEDAM_QUINT);
mage_damage(ch,victim,dam,"quintessence blast",MAGEDAM_QUINT);
if( IS_NPC(victim) )
WAIT_STATE(ch, 4 );
else
WAIT_STATE(ch, 12);
return;
}
void do_dimmak( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MENT, 1, 1, 0 ) )
{
stc("You must obtain level one entropy to use Dim Mak.\n\r",ch);
return;
}
if ( IS_SET(ch->mflags, MFLAGS_DIMMAK) )
{
REMOVE_BIT(ch->mflags, MFLAGS_DIMMAK);
stc("You no longer focus your attacks on your opponent's weakness.\n\r",ch);
return;
}
else
{
SET_BIT(ch->mflags, MFLAGS_DIMMAK);
stc("You now focus your attacks on your opponent's weakness.\n\r",ch);
return;
}
return;
}
void do_hotienchi( CHAR_DATA *ch, char *argument )
{
int i,test=0;
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch)) return;
if ( has_mana( ch, MLIF, 1, 1, 1000) )
{
stc("You must obtain level one Life to use Ho Tien Chi.\n\r",ch);
return;
}
for( i=0;i<7;i++)
{
if ( ch->loc_hp[i] > 0 )
test++;
}
if ( ch->hit == ch->max_hit
&& ch->mana == ch->max_mana
&& ch->move == ch->max_move
&& test == 0 )
{
stc("You are in perfect condition!\n\r",ch);
return;
}
if (ch->loc_hp[6] > 0)
{
stc("Your wounds close up and stop bleeding.\n\r",ch);
ch->loc_hp[6] = 0;
}
if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)
{
stc("Your bones mend themselves together and new limbs grow out of your body.\n\r",ch);
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
}
stc("A warm feeling spreads through your body.\n\r",ch);
ch->hit += (ch->spheres[MLIF]*200);
ch->mana += (ch->spheres[MLIF]*100);
ch->move += (ch->spheres[MLIF]*100);
if ( ch->hit > ch->max_hit )
ch->hit = ch->max_hit;
if ( ch->mana > ch->max_mana )
ch->mana = ch->max_mana;
if ( ch->move > ch->max_move )
ch->move = ch->max_move;
WAIT_STATE(ch,18);
return;
}
void do_littledeath( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MLIF, 2, 2, 2000 ) )
{
stc("You must obtain level two Life to use Little Good Death.\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 your victim here.\n\r",ch);
return;
}
if ( !IS_NPC(victim) )
{
stc("A human being is too complex for this spell.\n\r",ch);
return;
}
if ( victim->level > 100 )
{
act("$N's pattern is too complex to destroy.",ch,NULL,victim,TO_CHAR);
return;
}
WAIT_STATE(ch, 12);
act("You mentally grasp $N's pattern and tear $M to shreds.",ch,NULL,victim,TO_CHAR);
act("$n's eyes turn black.\n$N's body is torn to shreds before your eyes!",ch,NULL,victim,TO_ROOM);
raw_kill(victim, ch);
return;
}
void do_betterbody( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MLIF, 3, 3, 3000 ) )
{
stc("You must obtain level three Life to use Better Body.\n\r",ch);
return;
}
if ( IS_SET(ch->mflags, MAGE_BETTERBODY) )
{
stc("Your body shrinks to its true form.\n\r",ch);
REMOVE_BIT(ch->mflags, MAGE_BETTERBODY);
ch->pcdata->perm_str -= 4;
ch->pcdata->perm_con -= 2;
ch->pcdata->perm_dex -= 3;
return;
}
else
{
stc("Your body contorts and grows to supernatural size.\n\r",ch);
SET_BIT(ch->mflags, MAGE_BETTERBODY);
ch->pcdata->perm_str += 4;
ch->pcdata->perm_dex += 3;
ch->pcdata->perm_con += 2;
return;
}
return;
}
void do_shapechange( CHAR_DATA *ch, char *argument )
{
char arg[MIL];
char buf[MSL];
int choice = 0;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MLIF, 4, 4, 4000 ) )
{
stc("You must obtain level four Life to Change Shape.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
divide_to_char(ch);
centre_text("Forms",ch);
divide_to_char(ch);
stc(" [ 0 ] Human\n",ch);
stc(" [ 1 ] Tiger\n",ch);
stc(" [ 2 ] Lion\n",ch);
stc(" [ 3 ] Raven\n",ch);
stc(" [ 4 ] Frog\n",ch);
stc(" [ 5 ] Dog\n",ch);
stc(" [ 6 ] Hawk\n",ch);
stc(" [ 7 ] Mouse\n",ch);
stc(" [ 8 ] Spider\n",ch);
divide_to_char(ch);
return;
}
choice = is_number( arg ) ? atoi( arg ) : -1;
if ( choice == 1 )
{
sprintf(buf, "%s the ferocious tiger",ch->name);
stc("You transform into a ferocious tiger.\n\r",ch);
act("$n transforms into a tiger.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 2 )
{
sprintf(buf, "%s the lion",ch->name);
stc("You transform into a lion.\n\r",ch);
act("$n transforms into a lion.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 3 )
{
sprintf(buf, "%s the raven",ch->name);
stc("You transform into a raven.\n\r",ch);
act("$n transforms into a raven.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 4 )
{
sprintf(buf, "%s the frog",ch->name);
stc("You transform into a frog.\n\r",ch);
act("$n transforms into a frog.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 5 )
{
sprintf(buf, "%s the dog",ch->name);
stc("You transform into a small dog.\n\r",ch);
act("$n transforms into a dog.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 6 )
{
sprintf(buf, "%s the hawk",ch->name);
stc("You transform into a hawk.\n\r",ch);
act("$n transforms into a hawk.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 7 )
{
sprintf(buf, "%s the mouse",ch->name);
stc("You transform into a white mouse.\n\r",ch);
act("$n transforms into a white mouse.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 8 )
{
sprintf(buf, "%s the spider",ch->name);
stc("You transform into a black spider.\n\r",ch);
act("$n transforms into a black spider.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 0 )
{
if ( IS_AFFECTED(ch, AFF_POLYMORPH) )
{
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->mflags, MAGE_SHAPED);
free_string(ch->morph);
ch->morph = str_dup("");
stc("You revert to your human form.\n\r",ch);
act("$n reverts to $s human form.",ch,NULL,NULL,TO_ROOM);
return;
}
else
{
stc("You aren't even shapechanged!\n\r",ch);
return;
}
}
else
{
stc("That's not a choice!\n\r",ch);
do_shapechange(ch,"");
return;
}
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->mflags, MAGE_SHAPED);
clear_stats(ch);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
void do_layhands( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int i,test=0;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch)) return;
if ( has_mana( ch, MLIF, 1, 1, 1000 ) )
{
stc("You must obtain level one Life to use Ho Tien Chi.\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;
}
for( i=0;i<7;i++)
{
if ( victim->loc_hp[i] > 0 )
test++;
}
if ( victim->hit == victim->max_hit && victim->mana == victim->max_mana && victim->move == victim->max_move && test == 0 )
{
stc("They are in perfect condition!\n\r",ch);
return;
}
if (victim->loc_hp[6] > 0)
{
stc("Your wounds close up and stop bleeding.\n\r",victim);
victim->loc_hp[6] = 0;
}
if ((victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] + victim->loc_hp[3] + victim->loc_hp[4] + victim->loc_hp[5]) != 0)
{
stc("Your bones mend themselves together and new limbs grow out of your body.\n\r",victim);
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
}
stc("A warm feeling spreads through your body.\n\r",victim);
victim->hit += (ch->spheres[MLIF]*75);
victim->mana += (ch->spheres[MLIF]*50);
victim->move += (ch->spheres[MLIF]*50);
if ( victim->hit > victim->max_hit )
victim->hit = victim->max_hit;
if ( victim->mana > victim->max_mana )
victim->mana = victim->max_mana;
if ( victim->move > victim->max_move )
victim->move = victim->max_move;
WAIT_STATE(ch,18);
act("You lay your hands on $N and rejuvenate $M.",ch,NULL,victim,TO_CHAR);
return;
}
void do_analyze( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *vch;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MMAT] < 1 )
{
stc("You must obtain level one Matter to use Analyze Substance.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Analyze which object?\n\r",ch);
return;
}
obj = get_obj_carry( ch, arg );
vch = get_char_room( ch, arg );
if ( obj == NULL && !vch)
{
stc("You can't analyze that.\n\r",ch);
return;
}
if( vch )
{
act("You analyze the substance pattern of $n.",ch,NULL,vch,TO_CHAR);
readaura( ch, vch );
return;
}
else if( obj )
{
act("You analyze the substance pattern of $p.",ch,obj,NULL,TO_CHAR);
(*skill_table[skill_lookup("identify")].spell_fun) (skill_lookup("identify"), 50, ch, obj );
return;
}
else
{
stc("You can't analyze that.\n\r",ch);
return;
}
return;
}
void do_alterstate( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MMAT, 2, 2,0 ) )
{
stc("You must obtain level two Matter to use Alter State.\n\r",ch);
return;
}
if ( arg[0] == '\0' && ch->fighting == NULL )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ch->fighting == NULL )
{
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("You are unable to find them in this room.\n\r",ch);
return;
}
}
else
victim = ch->fighting;
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
{
if ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL )
{
stc("They aren't using any weapons!\n\r",ch);
return;
}
}
if ( check_quint(ch) < 2 )
{
stc("You need two points of quintessence to use this power.\n\r",ch);
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
act("You alter the state of $N's weapon, causing $M to drop it.",ch,NULL,victim,TO_CHAR);
act("$n's eyes glow dark black.",ch,NULL,NULL,TO_ROOM);
act("$p shakes violently, causing you to drop it.",ch,obj,victim,TO_VICT);
subtract_quint( ch, 2 );
WAIT_STATE(ch, 4);
return;
}
void do_alterweight( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch,MMAT, 3, 3, 0 ) )
{
stc("You must obtain level three Matter to use Alter Weight.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Which object's weight do you want to lower?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
stc("You are not carrying that object.\n\r",ch);
return;
}
if ( obj->weight <= 1 )
{
stc("That object is already as light as possible!\n\r",ch);
return;
}
obj->weight = 1;
act("You rearrange $p's pattern, lowering it's weight.",ch,obj,NULL,TO_CHAR);
act("$n's eyes glow bright green.",ch,NULL,NULL,TO_ROOM);
WAIT_STATE(ch, 8);
return;
}
void do_enchantarmor( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
AFFECT_DATA *paf;
char arg[MIL];
bool train = FALSE;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MMAT, 4, 4, 0 ) )
{
stc("You must obtain level four Matter to use Enchant Armor.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Which piece of armor do you want to enchant?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
stc("You are not carrying that object.\n\r",ch);
return;
}
argument = one_argument( argument, arg );
if( arg[0] != '\0' && !str_cmp( arg, "train" ) )
train = TRUE;
if ( IS_SET(obj->quest, QUEST_MAGEENCHANT) )
{
stc("This object has already been enchanted.\n\r",ch);
return;
}
if ( obj->item_type != ITEM_ARMOR )
{
stc("This item isn't a piece of armor.\n\r",ch);
return;
}
if ( check_quint( ch ) < 3 )
{
stc("You need three points of quintessence to Enchant Armor.\n\r",ch);
return;
}
act("You lay your hands on $p and rearrange its pattern.",ch,obj,NULL,TO_CHAR);
act("$n's eyes glow bright blue.\n$n lays $s hands on $p.\n$p glows blue.",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->quest, QUEST_MAGEENCHANT);
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = skill_lookup("enchant weapon");
paf->duration = -1;
if( train )
{
paf->location = APPLY_HIT;
if( ch->spl[TAR_OBJ_INV] > 339 )
paf->modifier = -500;
else if( ch->spl[TAR_OBJ_INV] > 300 )
paf->modifier = -400;
else if( ch->spl[TAR_OBJ_INV] > 200 )
paf->modifier = -200;
else
paf->modifier = -100;
}
else
{
paf->location = APPLY_HITROLL;
if( ch->spl[TAR_OBJ_INV] > 200 )
paf->modifier = 5;
else
paf->modifier = 3;
}
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = skill_lookup("enchant weapon");
paf->duration = -1;
if( train )
{
paf->location = APPLY_MANA;
if( ch->spl[TAR_OBJ_INV] > 339 )
paf->modifier = -500;
else if( ch->spl[TAR_OBJ_INV] > 300 )
paf->modifier = -400;
else if( ch->spl[TAR_OBJ_INV] > 200 )
paf->modifier = -200;
else
paf->modifier = -100;
}
else
{
paf->location = APPLY_DAMROLL;
if( ch->spl[TAR_OBJ_INV] > 200 )
paf->modifier = train ? -5 : 5;
else
paf->modifier = train ? -3 : 3;
}
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
WAIT_STATE(ch, 16);
subtract_quint(ch, 3);
return;
}
void do_hover( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MMAT, 5, 5, 0 ) )
{
stc("You must obtain level 5 matter to use Hoverwalk.\n\r",ch);
return;
}
if ( IS_AFFECTED(ch, AFF_FLYING) )
{
stc("You slowly float to the ground as your air cushion dissipates.\n\r",ch);
act("$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->affected_by, AFF_FLYING);
return;
}
else
{
stc("You restructure the pattern of the air around your body.\n\rYou slowly float into the air.\n\r",ch);
act("$n slowly floats into the air.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->affected_by, AFF_FLYING);
return;
}
return;
}
void do_mshadow( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MMIN, 5, 5, 0 ) )
{
stc("You must obtain level five Mind to use Untether.\n\r",ch);
return;
}
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
send_to_char("You fade into the plane of shadows.\n\r",ch);
act("The shadows flicker and swallow up $n.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
return;
}
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
send_to_char("You fade back into the real world.\n\r",ch);
act("The shadows flicker and $n fades into existance.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
return;
}
void do_callspirit( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
AFFECT_DATA af;
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MSPI, 1, 1, 1000 ) )
{
stc("You must obtain level one Spirit to Call Spirits.\n\r",ch);
return;
}
if ( ch->pcdata->followers > 5 )
{
stc("Nothing seems to happen.\n\r",ch);
return;
}
stc("You chant an arcane spell and conjure a spirit.\n\r",ch);
act("$n chants loudly in a foreign language.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) );
free_string( victim->name );
victim->name = str_dup("spirit");
free_string( victim->short_descr );
victim->short_descr = str_dup("A wicked spirit");
free_string( victim->long_descr );
victim->long_descr = str_dup("A ghostly image hovers over the ground here.");
victim->level = 200;
victim->hit = ch->hit/2;
victim->max_hit = 5000;
victim->hitroll = 1550;
victim->damroll = 1550;
victim->armor = 300;
SET_BIT(victim->act, ACT_NOEXP);
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 );
act("$N materializes next to $n.",ch,NULL,victim,TO_ROOM);
return;
}
void do_spiritkiss( CHAR_DATA *ch, char *argument )
{
int sn,level;
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MSPI, 2, 2, 0 ) )
{
stc("You must obtain level two Spirit to use Spirit Kiss.\n\r",ch);
return;
}
if ( ( sn = skill_lookup( "spirit kiss" ) ) < 0 ) return;
if ( is_affected(ch,sn) )
{
stc("You are already blessed by the spirits.\n\r",ch);
return;
}
if ( check_quint(ch) < 1 )
{
stc("You need one point of quintessence to call a spirit.\n\r",ch);
return;
}
level = (ch->spheres[MSPI]*5);
if ( ch->spheres[MENT] >= 1 )
level +=ch->spl[skill_table[sn].target]*(.25+(ch->spheres[MENT]*.1));
(*skill_table[sn].spell_fun) ( sn, level, ch, ch );
WAIT_STATE( ch, 12 );
subtract_quint(ch,1);
return;
}
void do_spiritblast( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MSPI, 4, 4, 0 ) )
{
stc("You must obtain level 4 Spirit to use Spirit Blast.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you want to use Spirit Blast on?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if( is_safe_room( ch->in_room) || is_safe( ch, victim ) )
{
stc( "Not in a safe room!\n\r", ch );
return;
}
if( IS_AFFECTED( ch, AFF_ETHEREAL ) )
{
stc("You cannot do this on someone ethereal.\n\r", ch );
return;
}
dam = ch->spheres[MSPI] * 50;
mage_damage(ch, victim, dam, "spirit blast", MAGEDAM_OTHER);
dam *= 100;
victim->mana = UMAX( 0, victim->mana-dam );
victim->move = UMAX( 0, victim->move-dam );
ch->mana = UMAX( ch->mana+dam, ch->max_mana );
ch->move = UMAX( ch->move+dam, ch->max_move );
stc("You absorb the energy from the blast.\n\r",ch);
stc("You feel drained.\n\r",victim);
WAIT_STATE(ch, 24);
return;
}
void do_breach( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
bool shadow = FALSE;
if ( IS_NPC(ch) )
{
stc("Npc's may not breach.\n\r",ch);
return;
}
if ( !is_mage(ch) )
{
stc("Only mages may use this.\n\r", ch );
return;
}
if ( has_mana( ch, MSPI, 5, 5, 0 ) )
{
stc("You must obtain level 5 Spirit to Breach the Gauntlet.\n\r",ch);
return;
}
if ( check_quint( ch ) < 2 )
{
stc("You need two points of quintessence to breach the gauntlet.\n\r",ch);
return;
}
if( IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
shadow = TRUE;
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 ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
continue;
if ( vch->level < 3 )
continue;
if ( (IS_SET(vch->affected_by, AFF_SHADOWPLANE) && !shadow )
|| (!IS_SET(vch->affected_by, AFF_SHADOWPLANE) && shadow ))
continue;
if ( ch == vch )
continue;
if ( ( mount = ch->mount ) != NULL )
{
if ( mount == vch )
continue;
}
if (can_see(ch,vch))
{
if( !shadow )
{
act("$n's eyes turn dark black.\nThe room is torn apart before your very eyes, and you fall into a black nothingness.",ch,NULL,vch,TO_VICT);
SET_BIT(vch->affected_by, AFF_SHADOWPLANE);
}
else
{
act("$n's eyes turn bright white\n\r"
"The room is torn apart before your very eyes, and reformed in front of you.",ch,NULL,vch,TO_VICT);
REMOVE_BIT(vch->affected_by, AFF_SHADOWPLANE);
}
}
}
if( !shadow )
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
else
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
subtract_quint(ch,2);
stc("You tear the room apart, reforming it in the spirit world.\n\r",ch);
return;
}
void do_mshield( CHAR_DATA *ch, char * argument )
{
char arg[MAX_INPUT_LENGTH];
int type;
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MENT, 3, 3, 1600 ) )
{
stc("You do not poses enough knowledge to cast this.\n\r", ch );
return;
}
argument = one_argument( argument, arg );
if( arg[0] == '\0' )
{
stc("What type of shield do you wanna raise.\n\r", ch );
return;
}
if( !str_prefix( arg, "blades" ) )
type = mBLADE;
else if( !str_prefix( arg, "chaos" ) )
type = mCHAOS;
else if( !str_prefix( arg, "prismatic" ) )
type = mPRIS;
else
{
stc( "What type of shield do you wanna raise.\n\r", ch );
return;
}
ch->mageshields[type][mON] = TRUE;
ch->mageshields[type][mTIME] = (11 * PULSE_TICK );
switch( type )
{
case mBLADE:
stc("You are covered in deadly spinning {Rblades{n.\n\r", ch );
break;
case mCHAOS:
stc("You are surrounded by a {echaotic{n force.\n\r", ch );
break;
case mPRIS:
stc("You are surrounded by a {pPrismatic{n barrier.\n\r", ch );
break;
}
return;
}
void spheres( CHAR_DATA * ch )
{
BUFFER *buf = buffer_new( MAX_STRING_LENGTH );
char * dark;
char * bright;
switch( PC(ch,powers[MPOWER_RUNE0]) )
{
default:
case PURPLE_MAGIC: dark = "{m"; bright = "{M"; break;
case RED_MAGIC: dark = "{r"; bright = "{R"; break;
case BLUE_MAGIC: dark = "{b"; bright = "{B"; break;
case GREEN_MAGIC: dark = "{g"; bright = "{G"; break;
case YELLOW_MAGIC: dark = "{y"; bright = "{Y"; break;
}
bprintf(buf,"%s*%s------------------------------------------------------------------------------%s*\n\r", bright, dark, bright );
bprintf(buf,"%s| %s({WSPHERES%s) %s|\n\r", dark, bright, bright, dark );
bprintf(buf,"%s*%s----------------------%s*%s----------%s*%s-----------%s*%s--------------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| {WPower: %s| {WSphere %s| {WCommand: %s| {WWhat it does %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s*%s----------------------%s*%s----------%s*%s-----------%s*%s--------------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| {WPerception %s| {WCorres 1 %s| {Wpercept %s| {WGives you true sight %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WGateway to Living %s| {WCorres 3 %s| {Wmgate %s| {WCreate portal to a mob/player %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WGrasp of Elminster %s| {WCorres 4 %s| {Wpull %s| {W\"pull\" target through a rift %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WEternal Gateway %s| {WCorres 4 %s| {Wperminant %s| {Wmakes a rift perminant %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WPolyappearance %s| {WCorres 5 %s| {Wpolyappea %s| {WImproves combat ability %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s*%s----------------------%s*%s----------%s*%s-----------%s*%s--------------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| {WDimmak %s| {WEntrop 1 %s| {Wdimmak %s| {WImproves combat ability %s|\n\r", dark, dark, dark,dark, dark );
bprintf(buf,"%s| {WArcane Mastery %s| {WEntrop 2 %s| {Wmshield %s| {Wmshield chaos, pris, blade %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s*%s----------------------%s*%s----------%s*%s-----------%s*%s--------------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| {WQuintessence %s| {WPrime 1 %s| {Wquintesse %s| {WShow/Buy Quintessence %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WEnchant %s| {WPrime 2 %s| {Wenchant %s| {WRaise a weapons Average damage %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WRubbing of the Bones %s| {WPrime 3 %s| {Wrubbing %s| {WCauses damage %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WFlames of Purificati %s| {WPrime 4 %s| {Wpurificat %s| {WDamage spell %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WQuintessence Blast %s| {WPrime 5 %s| {Wqblast %s| {WDamage spell %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s*%s----------------------%s*%s----------%s*%s-----------%s*%s--------------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| {WHotienchi %s| {WLife 1 %s| {Whotienchi %s| {WRepair your body and heal %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WLittle Death %s| {WLife 2 %s| {Wlittledea %s| {WInstant kill %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WBeterbody %s| {WLife 3 %s| {Wbetterbod %s| {WIncrease your size %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WShapechange %s| {WLife 4 %s| {Wshapechan %s| {WChange shapes (polymorph) %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WLayhands %s| {WLife 5 %s| {Wlayhands %s| {WBetter heal %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s*%s----------------------%s*%s----------%s*%s-----------%s*%s--------------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| {WAnalyze Substance %s| {WMatter 1 %s| {Wanalyze %s| {WId an object, or Read Aura %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WAlter State %s| {WMatter 2 %s| {Walterstat %s| {WOppenant drops weapon %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WAlter Weight %s| {WMatter 3 %s| {Walterweig %s| {WChange the weight to lighter %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WEnchant Armor %s| {WMatter 4 %s| {Wenchanta %s| {WEnchant a piece of armor %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WHover %s| {WMatter 5 %s| {Whover %s| {WFly over trips %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s*%s----------------------%s*%s----------%s*%s-----------%s*%s--------------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| {WCall Spirit %s| {WSpirit 1 %s| {Wcallspiri %s| {WCall a familar to your side %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WSpirit Kiss %s| {WSpirit 2 %s| {Wspiritkis %s| {WDamage %s|\n\r", dark, dark, dark, dark,dark );
bprintf(buf,"%s| {WAwaken the Undead %s| {WSpirit 3 %s| {Wawaken %s| {WCreate a Zombie %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WSpirit Blast %s| {WSpirit 4 %s| {Wspiritbla %s| {WDamage %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WBreach the Gauntlet %s| {WSpirit 5 %s| {Wbreach %s| {WBring room into/outof shadows %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s*%s----------------------%s*%s----------%s*%s-----------%s*%s--------------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| {WShield %s| {WMind 1 %s| {Wshield %s| {WShield your stats from others %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WSubliminal Impulse %s| {WMind 2 %s| {Wimpulse %s| {WCommand someone else %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WProbe thoughts %s| {WMind 3 %s| {Wprobe %s| {WWhatch what this person types %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WPossesion %s| {WMind 4 %s| {Wposs %s| {WWatch what this person sees %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WUntether %s| {WMind 5 %s| {Wunteather %s| {WEnter/Exit the shadow plain %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WManaShield %s| {WMind 5 %s| {WManaShiel %s| {WCreate a ManaShield %s|\n\r",dark, dark, dark, dark, dark );
bprintf(buf,"%s*%s----------------------%s*%s----------%s*%s-----------%s*%s--------------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| %s({WMULTI SPHERES%s) %s|\n\r", dark, bright, bright, dark );
bprintf(buf,"%s*%s----------------------%s*%s---------------%s*%s-----------%s*%s---------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| {WConsecrate Circle %s| {MSp 3 Mt 3 %s| {Wconsecrat %s| {WMakes current room safe %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WFear %s| {MSp 4 Mi 2 %s| {WFear %s| {WMakes vicitm flee %s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s| {WSolidify Spirit %s| {MMa 3 Pr 3 %s| {WN/A %s| {WMakes spirit guardian buff%s|\n\r", dark, dark, dark, dark, dark );
bprintf(buf,"%s*%s----------------------%s*%s---------------%s*%s-----------%s*%s---------------------------%s*\n\r", bright, dark, bright, dark, bright, dark, bright, dark, bright, dark );
bprintf(buf,"%s| |\n\r", dark );
bprintf(buf,"%s*%s------------------------------------------------------------------------------%s*\n\r", bright, dark, bright );
page_to_char( buf->data, ch );
buffer_free( buf );
return;
}
void do_consecrate( CHAR_DATA *ch, char *argument )
{
CHAR_DATA * rch;
ROOM_AFFECT_DATA raf;
ROOM_INDEX_DATA *pRoom;
int rn;
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MSPI, 6, 3, 0 )
|| has_mana( ch, MMAT, 6, 3, 0 ) )
{
stc("You must achive 6 arete, 3 spirit, and 3 matter to consecrate the circle.\n\r", ch );
return;
}
if( is_inarena( ch, ch ) )
return;
if( ch->fight_timer > 0 )
{
stc("You can not concescrate this circle with a fight timer.\n\r",ch);
return;
}
if ( !(pRoom = ch->in_room ) || IS_SET( pRoom->affected_by, ROOM_SAFE ) )
{
stc("You are unable to consecrate a circle here.\n\r", ch);
return;
}
if( ( rn = raffect_lookup( "con_circle" ) ) < 0 )
{
ch_printf( ch, "Bad room_affect lookup for con_circle. Inform immortals.\n\r" );
return;
}
raf.type = rn;
raf.level = ch->level;
raf.duration = 10;
raf.bitvector = ROOM_SAFE;
raf.caster = ch;
raf.applies_spell = -1;
raf.modifier = -1;
raf.location = -1;
affect_to_room( pRoom, &raf );
for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room)
{
if (rch->fighting != NULL)
stop_fighting(rch, TRUE);
}
return;
}
void do_manashield( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
int sn;
if( IS_NPC(ch) ) return;
if( !is_mage(ch) )
{
stc( "Huh?\n\r", ch );
return;
}
if( ( sn = skill_lookup( "manashield" )) < 1 )
{
stc( "Inform immortal that manshield does not exhist.\n\r", ch);
return;
}
if ( is_affected( ch, sn ) )
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
af.type = sn;
af.duration = 52;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char( ch, &af );
stc( "A shimmering blue glow surrounds you.\n\r", ch );
act( "A shimmering blue glow surrounds $n.\n\r", ch, NULL, NULL, TO_ROOM );
return;
}
void do_warfear( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MSPI, 6, 4, 0 )
|| has_mana( ch, MMIN, 6, 4, 0 ) )
{
stc("You must achive 6 arete, 4 spirit, and 2 mind to instill fear.\n\r", ch );
return;
}
argument = one_argument( argument, arg );
if( arg[0] == '\0' )
{
stc("Who do you wish to instill fear into.\n\r",ch);
return;
}
victim = get_char_room( ch, arg );
if( !victim )
{
stc("Who do you wish to instill fear into.\n\r",ch);
return;
}
if( check_quint(ch) < 4 )
{
stc("You need atleast 3 quintessence to cast this.\n\r",ch);
return;
}
WAIT_STATE(ch,12);
if( get_curr_int(ch) < get_curr_int(victim)
&& number_percent() < 70 )
{
return;
}
subtract_quint(ch,3);
do_flee(victim,"");
return;
}
void do_overcome( CHAR_DATA *ch, char * argument )
{
CHAR_DATA *victim;
char arg[MIL];
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( has_mana( ch, MSPI, 10, 3, 0 )
|| has_mana( ch, MMIN, 10, 3, 0 )
|| has_mana( ch, MLIF, 10, 3, 0 )
|| has_mana( ch, MPRI, 10, 1, 0 ) )
{
stc("You must achive 10 arete, 4 spirit, and 2 mind to overcome your master.\n\r", ch );
return;
}
argument = one_argument( argument, arg );
if( arg[0] == '\0' )
{
stc("Who do you wish to overcome.\n\r",ch);
return;
}
victim = get_char_room( ch, arg );
if( !victim )
{
stc("Who do you wish to overcome.\n\r",ch);
return;
}
if( IS_NPC(victim) || PC(victim,rank) <= PC(ch,rank) )
{
ch_printf( ch, "%s is not your master.\n\r", capitalize(victim->name));
return;
}
if( victim->position > 1 )
{
ch_printf( ch, "%s is not mortally wounded.\n\r",
capitalize(victim->name) );
return;
}
PC(victim,rank)--;
PC(ch,rank)++;
act( "$n takes out a satchel of sand and draws an emblem of 3 ancient runes\n\r"
"on the ground forming a triangle surrounding $N.\n\r", ch, NULL, victim, TO_ROOM );
ch_printf( ch, "You have overcome %s.\n\r", capitalize(victim->name));
act( "With a flick of a wrist a golden amulet is transfered from $N to $n.\n\r",
ch, NULL, victim, TO_ROOM );
ch_printf( victim, "%s has beaten you.\n\r", capitalize(ch->name));
return;
}
void do_promote( 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_mage(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (GET_GEN(ch) > WRL_MASTER )
{
stc("Only Master Warlocks can promote a warmage.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Promote whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "You can't Promote MOBS DUMBASS!\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) )
{
send_to_char( "But they are Better than you already!\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot promote yourself.\n\r", ch );
return;
}
if (!IS_CLASS(victim, CLASS_MAGE))
{
send_to_char("But they aren't even a warmage!!\n\r",ch);
return;
}
if ( GET_GEN(victim) < 3 )
{
send_to_char( "They cannot be promoted!\n\r", ch );
return;
}
if ( victim->level < LEVEL_AVATAR && !IS_IMMORTAL(victim) )
{
send_to_char( "You can only Promote warmages!\n\r", ch );
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot promote an unwilling person.\n\r", ch );
return;
}
if( PC(ch,powers[MPOWER_RUNE0]) != PC(victim,powers[MPOWER_RUNE0]) )
{
ch_printf( ch, "You are not %s's rubicant.\n\r", victim->name );
return;
}
PC(victim,stats[UNI_GEN])--;
ch_printf( ch, "%s is now a warlock.\n\r", victim->name );
ch_printf( victim, "You are now a warlock.\n\r" );
return;
}