/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
void adv_spell_damage args( ( CHAR_DATA *ch, OBJ_DATA *book,
OBJ_DATA *page, char *argument) );
void adv_spell_affect args( ( CHAR_DATA *ch, OBJ_DATA *book,
OBJ_DATA *page, char *argument) );
void adv_spell_action args( ( CHAR_DATA *ch, OBJ_DATA *book,
OBJ_DATA *page, char *argument) );
void birth_write args( ( CHAR_DATA *ch, char *argument ) );
bool birth_ok args( ( CHAR_DATA *ch, char *argument ) );
void do_smother( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if (IS_NPC( ch )) return;
if ( arg[0] == '\0' )
{
send_to_char( "Smother whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot smother yourself.\n\r", ch );
return;
}
if (!IS_AFFECTED(victim, AFF_FLAMING))
{
send_to_char( "But they are not on fire!\n\r", ch );
return;
}
if ( number_percent() > (ch->level*2) )
{
act( "You try to smother the flames around $N but fail!", ch, NULL, victim, TO_CHAR );
act( "$n tries to smother the flames around you but fails!", ch, NULL, victim, TO_VICT );
act( "$n tries to smother the flames around $N but fails!", ch, NULL, victim, TO_NOTVICT );
if ( number_percent() > 98 && !IS_AFFECTED(ch,AFF_FLAMING) )
{
act( "A spark of flame from $N's body sets you on fire!", ch, NULL, victim, TO_CHAR );
act( "A spark of flame from your body sets $n on fire!", ch, NULL, victim, TO_VICT );
act( "A spark of flame from $N's body sets $n on fire!", ch, NULL, victim, TO_NOTVICT );
SET_BIT(ch->affected_by, AFF_FLAMING);
do_humanity(ch,"");
}
return;
}
act( "You manage to smother the flames around $M!", ch, NULL, victim, TO_CHAR );
act( "$n manages to smother the flames around you!", ch, NULL, victim, TO_VICT );
act( "$n manages to smother the flames around $N!", ch, NULL, victim, TO_NOTVICT );
REMOVE_BIT(victim->affected_by, AFF_FLAMING);
do_humanity(ch,"");
return;
}
void do_fangs( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_DROW) &&
!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DJINN) && !IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
else if (IS_CLASS(ch, CLASS_DEMON) )
{
if (!IS_DEMPOWER( ch, DEM_FANGS))
{
send_to_char("You haven't been granted the gift of fangs.\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_DJINN) )
{
if (!IS_DREAMPOWER( ch, DJINN_FANGS))
{
send_to_char("You haven't dreamt about gaining fangs yet.\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_DROW) )
{
if (!IS_SET(ch->pcdata->powers[1], DPOWER_FANGS))
{
send_to_char("You haven't been granted the gift of fangs.\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_WEREWOLF) )
{
if (ch->pcdata->powers[WPOWER_WOLF] < 2)
{
send_to_char("Huh?\n\r",ch);
return;
}
}
/*
else if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
*/
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->stats[UNI_RAGE] > 0)
{
send_to_char("Your beast won't let you retract your fangs.\n\r",ch);
return;
}
if (IS_VAMPAFF(ch,VAM_FANGS) )
{
send_to_char("Your fangs slide back into your gums.\n\r",ch);
act("$n's fangs slide back into $s gums.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
return;
}
send_to_char("Your fangs extend out of your gums.\n\r",ch);
act("A pair of razor sharp fangs extend from $n's mouth.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
return;
}
void do_shift( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int toform = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "You can shift between the following forms: Homid, Glabro, Crinos, Hispo, Lupus.\n\r", ch );
return;
}
if ( !str_cmp(arg,"homid" ) ) toform = 1;
else if ( !str_cmp(arg,"glabro") ) toform = 2;
else if ( !str_cmp(arg,"crinos") ) toform = 3;
else if ( !str_cmp(arg,"hispo" ) ) toform = 4;
else if ( !str_cmp(arg,"lupus" ) ) toform = 5;
else
{
send_to_char( "You can shift between the following forms: Homid, Glabro, Crinos, Hispo, Lupus.\n\r", ch );
return;
}
if ( ch->pcdata->stats[UNI_FORM0] < 1 || ch->pcdata->stats[UNI_FORM0] > 5)
ch->pcdata->stats[UNI_FORM0] = 1;
if ( ch->pcdata->stats[UNI_FORM0] == toform )
{
send_to_char( "You are already in that form.\n\r", ch );
return;
}
ch->pcdata->stats[UNI_FORM1] = toform;
return;
}
void do_claws( 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_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
{
if (!IS_DEMPOWER( ch, DEM_CLAWS))
{
send_to_char("You haven't been granted the gift of claws.\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (ch->pcdata->powers[WPOWER_WOLF] < 1)
{
send_to_char("Huh?\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_HYBRID1))
{
if (ch->pcdata->powers[NPOWER_NINGENNO] < 1)
{
send_to_char("You have not learned the Ningenno yingtuk to 1.\n\r",ch);
return;
}
if (ch->move < 700)
{
send_to_char("You don't have enough movement points!\n\r", ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_NINJA))
{
if (ch->pcdata->powers[NPOWER_NINGENNO] < 1)
{
send_to_char("You have not learned the Ningenno principle to 1.\n\r",ch);
return;
}
if (ch->move < 500)
{
send_to_char("You don't have enough movement points!\n\r", ch);
return;
}
}
else if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && !IS_VAMPAFF(ch,VAM_PROTEAN) )
{
send_to_char("You are not trained in the Protean discipline.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->stats[UNI_RAGE] > 0)
{
send_to_char("Your beast won't let you retract your claws.\n\r",ch);
return;
}
if (IS_VAMPAFF(ch,VAM_CLAWS) )
{
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Your claws slide back under your nails.\n\r",ch);
act("$n's claws slide back under $s nails.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_CLASS(ch, CLASS_HYBRID1) && ch->pcdata->powers[NPOWER_NINGENNO] > 0)
{
send_to_char("You shove your holographic claws up your sleeves.\n\r",ch);
act("$n shoves $s holographic claws up $e sleeves.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] > 0)
{
send_to_char("You shove your iron claws up your sleeves.\n\r",ch);
act("$n shoves $s iron claws up $e sleeves.", ch, NULL, NULL, TO_ROOM);
}
else
{
send_to_char("Your talons slide back into your fingers.\n\r",ch);
act("$n's talons slide back into $s fingers.",ch, NULL, NULL, TO_ROOM);
}
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Sharp claws extend from under your finger nails.\n\r",ch);
act("Sharp claws extend from under $n's finger nails.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_CLASS(ch, CLASS_HYBRID1) && ch->pcdata->powers[NPOWER_NINGENNO] > 0)
{
send_to_char("Holographic claws come sliding from your sleeves.\n\r",ch);
act("Holographic claws come sliding from under $n's sleeves.", ch, NULL, NULL, TO_ROOM);
ch->move -= 600;
}
else if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] > 0)
{
send_to_char("Iron claws come sliding from your sleeves.\n\r",ch);
act("Iron claws come sliding from under $n's sleeves.", ch, NULL, NULL, TO_ROOM);
ch->move -= 500;
}
else
{
send_to_char("Razor sharp talons extend from your fingers.\n\r",ch);
act("Razor sharp talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM);
}
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
return;
}
void do_nightsight( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
{
if (!IS_DEMPOWER( ch, DEM_EYES))
{
send_to_char("You haven't been granted the gift of nightsight.\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (ch->pcdata->powers[WPOWER_HAWK] < 1)
{
send_to_char("Huh?\n\r",ch);
return;
}
}
else if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_PROTEAN) && !IS_VAMPAFF(ch,VAM_OBTENEBRATION)
&& !IS_VAMPAFF(ch,VAM_SERPENTIS) && IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("You are not trained in the correct disciplines.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->stats[UNI_RAGE] > 0)
{
send_to_char("Not while your beast is in control.\n\r",ch);
return;
}
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) )
{
send_to_char("The red glow in your eyes fades.\n\r",ch);
act("The red glow in $n's eyes fades.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
return;
}
send_to_char("Your eyes start glowing red.\n\r",ch);
act("$n's eyes start glowing red.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
return;
}
void do_anarch( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (strlen(ch->clan) > 1)
{
send_to_char("But you are already in a clan!\n\r",ch);
return;
}
if (IS_SET(ch->special, SPC_INCONNU))
{
send_to_char("But you are already an Inconnu!\n\r",ch);
return;
}
if ( IS_SET(ch->special, SPC_ANARCH) )
{
send_to_char("You are no longer an Anarch.\n\r",ch);
sprintf(buf,"#r%s#n is no longer an Anarch!",ch->name);
do_info(ch,buf);
REMOVE_BIT(ch->special, SPC_ANARCH);
return;
}
send_to_char("You are now an Anarch.\n\r",ch);
sprintf(buf,"#r%s#n is now an Anarch!",ch->name);
do_info(ch,buf);
SET_BIT(ch->special, SPC_ANARCH);
return;
}
void do_inconnu( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (strlen(ch->clan) > 1 && ch->pcdata->stats[UNI_GEN] < 3)
{
send_to_char("You cannot abandon your clan!\n\r",ch);
return;
}
if (ch->pcdata->rank < AGE_ELDER && ch->pcdata->stats[UNI_GEN] > 2)
{
send_to_char("You must be at least an Elder to become an Inconnu.\n\r",ch);
return;
}
if (IS_SET(ch->special, SPC_INCONNU))
{
send_to_char("But you are already an Inconnu!\n\r",ch);
return;
}
if (ch->exp < 1000000)
{
send_to_char("It costs 1000000 exp to become an Inconnu.\n\r",ch);
return;
}
if (IS_SET(ch->special, SPC_ANARCH)) REMOVE_BIT(ch->special, SPC_ANARCH);
free_string(ch->clan);
ch->clan = str_dup( "" );
ch->exp -= 1000000;
send_to_char("You are now an Inconnu.\n\r",ch);
sprintf(buf,"#r%s#n is now an Inconnu!",ch->name);
do_info(ch,buf);
SET_BIT(ch->special, SPC_INCONNU);
return;
}
void do_shadowsight( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
{
if (!IS_DEMPOWER( ch, DEM_SHADOWSIGHT))
{
send_to_char("You haven't been granted the gift of shadowsight.\n\r",ch);
return;
}
}
else if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->pcdata->powers[WPOWER_HAWK] < 2)
{
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_OBTENEBRATION) )
{
send_to_char("You are not trained in the Obtenebration discipline.\n\r",ch);
return;
}
}
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) )
{
send_to_char("You can no longer see between planes.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 10)
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(5,10);
send_to_char("You can now see between planes.\n\r",ch);
SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
return;
}
void do_bite( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
int clancount;
bool can_sire = FALSE;
bool outcast = FALSE;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) || (ch->pcdata->stats[UNI_GEN] < 1))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->stats[UNI_CURRENT] == -1)
ch->pcdata->stats[UNI_CURRENT] = ch->pcdata->stats[UNI_AFF];
/*
if (IS_SET(ch->special,SPC_PRINCE)) can_sire = TRUE;
if (IS_SET(ch->special,SPC_SIRE)) can_sire = TRUE;
if (ch->pcdata->stats[UNI_GEN] < 3 || ch->pcdata->stats[UNI_GEN] > 6) can_sire = FALSE;
*/
if (ch->pcdata->stats[UNI_GEN] > 6) can_sire = FALSE;
else can_sire = TRUE;
if (!can_sire)
{
send_to_char("You are not able to create any childer.\n\r",ch);
return;
}
if (!str_cmp(ch->clan,"") && ch->pcdata->stats[UNI_GEN] == 2)
{
send_to_char( "First you need to found a clan.\n\r", ch );
return;
}
clancount = 0;
if (IS_VAMPPASS(ch,VAM_VICISSITUDE)) clancount = clancount + 1;
if (IS_VAMPPASS(ch,VAM_PROTEAN)) clancount = clancount + 1;
if (IS_VAMPPASS(ch,VAM_CELERITY)) clancount = clancount + 1;
if (IS_VAMPPASS(ch,VAM_FORTITUDE)) clancount = clancount + 1;
if (IS_VAMPPASS(ch,VAM_POTENCE)) clancount = clancount + 1;
if (IS_VAMPPASS(ch,VAM_OBFUSCATE)) clancount = clancount + 1;
if (IS_VAMPPASS(ch,VAM_OBTENEBRATION)) clancount = clancount + 1;
if (IS_VAMPPASS(ch,VAM_SERPENTIS)) clancount = clancount + 1;
if (IS_VAMPPASS(ch,VAM_AUSPEX)) clancount = clancount + 1;
if (IS_VAMPPASS(ch,VAM_DOMINATE)) clancount = clancount + 1;
if (IS_VAMPPASS(ch,VAM_PRESENCE)) clancount = clancount + 1;
if ( clancount < 3 )
{
send_to_char( "First you need to master 3 disciplines.\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Bite whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) )
{
send_to_char( "Not on Immortal's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot bite yourself.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_MAGE))
{
send_to_char( "You cannot bite mages.\n\r", ch );
return;
}
if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
{
send_to_char( "You can only bite avatars.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DROW))
{
send_to_char(" Not on a drow!\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_MONK))
{
send_to_char("You cannot bite monks.\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_WEREWOLF))
{
send_to_char( "You are unable to create werevamps!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE) && ch->beast != 100)
{
send_to_char( "But they are already a vampire!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DROW))
{
send_to_char( "Not on drows!\n\r",ch);
return;
}
if (IS_CLASS(victim, CLASS_MOOGLE))
{
send_to_char( "Not on moogles!\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_NINJA))
{
send_to_char( "You cannot bite ninjas.\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_PALADIN))
{
send_to_char( "Paladins are to goody goody.\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special, SPC_CHAMPION))
{
send_to_char( "But they have no soul!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_HIGHLANDER))
{
send_to_char( "You cannot turn highlanders into vampires.\n\r", ch );
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE) && ch->beast != 100)
{
send_to_char( "You cannot bite an unwilling person.\n\r", ch );
return;
}
if (!IS_VAMPAFF(ch,VAM_FANGS) && ch->beast != 100)
{
send_to_char("First you better get your fangs out!\n\r",ch);
return;
}
if (IS_VAMPAFF(ch,VAM_DISGUISED) && ch->beast != 100)
{
send_to_char("You must reveal your true nature to bite someone.\n\r",ch);
return;
}
if (ch->exp < 1000 && ch->beast != 100)
{
send_to_char("You cannot afford the 1000 exp to create a childe.\n\r",ch);
return;
}
if (ch->beast == 100 || ch->pcdata->stats[UNI_RAGE] > 0)
{
if (!IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,"");
act("Your jaw opens wide and you leap hungrily at $N.", ch, NULL, victim, TO_CHAR);
act("$n's jaw opens wide and $e leaps hungrily at $N.", ch, NULL, victim, TO_NOTVICT);
act("$n's jaw opens wide and $e leaps hungrily at you.", ch, NULL, victim, TO_VICT);
one_hit( ch, victim, -1, 0 );
return;
}
if (ch->beast > 0)
ch->beast += 1;
ch->exp = ch->exp - 1000;
act("You sink your teeth into $N.", ch, NULL, victim, TO_CHAR);
act("$n sinks $s teeth into $N.", ch, NULL, victim, TO_NOTVICT);
act("$n sinks $s teeth into your neck.", ch, NULL, victim, TO_VICT);
victim->class=CLASS_VAMPIRE;
/*
if ( victim->pcdata->stats[UNI_GEN] != 0 && (victim->pcdata->stats[UNI_GEN] <= ( ch->pcdata->stats[UNI_GEN] + 1 ) ) ) */
if ( victim->pcdata->stats[UNI_GEN] != 0 )
{
save_char_obj(ch);
save_char_obj(victim);
send_to_char( "Your vampiric status has been restored.\n\r", victim );
return;
}
if (IS_SET(ch->special,SPC_SIRE) || ch->pcdata->stats[UNI_GEN] < 3 || IS_SET(ch->special,SPC_PRINCE))
{
if (IS_SET(ch->special,SPC_SIRE))
REMOVE_BIT(ch->special,SPC_SIRE);
if (IS_SET(ch->special, SPC_ANARCH) && strlen(ch->clan) < 2)
outcast = TRUE;
}
else outcast = TRUE;
send_to_char( "You are now a vampire.\n\r", victim );
victim->pcdata->stats[UNI_GEN] = ch->pcdata->stats[UNI_GEN] + 1;
/*
clan_table_bite(victim);
*/
free_string(victim->lord);
if (ch->pcdata->stats[UNI_GEN] == 1)
victim->lord=str_dup(ch->name);
else
{
sprintf(buf,"%s %s",ch->lord,ch->name);
victim->lord=str_dup(buf);
}
if (ch->pcdata->stats[UNI_GEN] != 1)
{
if (victim->pcdata->stats[UNI_CURRENT] == -1)
victim->pcdata->stats[UNI_CURRENT] = victim->pcdata->stats[UNI_AFF];
/* Remove hp bonus from fortitude */
if (IS_VAMPPASS(victim,VAM_FORTITUDE) && !IS_VAMPAFF(victim,VAM_FORTITUDE))
{
victim->max_hit = victim->max_hit - 50;
victim->hit = victim->hit - 50;
if (victim->hit < 1) victim->hit = 1;
}
/* Remove any old powers they might have */
if (IS_VAMPPASS(victim,VAM_PROTEAN))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_PROTEAN);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_PROTEAN);}
if (IS_VAMPPASS(victim,VAM_VICISSITUDE))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_VICISSITUDE);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_VICISSITUDE);}
if (IS_VAMPPASS(victim,VAM_CELERITY))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_CELERITY);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CELERITY);}
if (IS_VAMPPASS(victim,VAM_FORTITUDE))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_FORTITUDE);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FORTITUDE);}
if (IS_VAMPPASS(victim,VAM_POTENCE))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_POTENCE);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_POTENCE);}
if (IS_VAMPPASS(victim,VAM_OBFUSCATE))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_OBFUSCATE);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_OBFUSCATE);}
if (IS_VAMPPASS(victim,VAM_OBTENEBRATION))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_OBTENEBRATION);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_OBTENEBRATION);}
if (IS_VAMPPASS(victim,VAM_SERPENTIS))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_SERPENTIS);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SERPENTIS);}
if (IS_VAMPPASS(victim,VAM_AUSPEX))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_AUSPEX);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_AUSPEX);}
if (IS_VAMPPASS(victim,VAM_DOMINATE))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_DOMINATE);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_DOMINATE);}
if (IS_VAMPPASS(victim,VAM_PRESENCE))
{REMOVE_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_PRESENCE);
REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_PRESENCE);}
if (!outcast)
{
free_string(victim->clan);
victim->clan=str_dup(ch->clan);
}
/* Give the vampire the base powers of their sire */
if (IS_VAMPPASS(ch,VAM_FORTITUDE) && !IS_VAMPAFF(victim,VAM_FORTITUDE))
{
victim->max_hit = victim->max_hit + 50;
victim->hit = victim->hit + 50;
}
if (IS_VAMPPASS(ch,VAM_PROTEAN))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_PROTEAN);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_PROTEAN);}
if (IS_VAMPPASS(ch,VAM_VICISSITUDE))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_VICISSITUDE);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_VICISSITUDE);}
if (IS_VAMPPASS(ch,VAM_CELERITY))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_CELERITY);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_CELERITY);}
if (IS_VAMPPASS(ch,VAM_FORTITUDE))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_FORTITUDE);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_FORTITUDE);}
if (IS_VAMPPASS(ch,VAM_POTENCE))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_POTENCE);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_POTENCE);}
if (IS_VAMPPASS(ch,VAM_OBFUSCATE))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_OBFUSCATE);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_OBFUSCATE);}
if (IS_VAMPPASS(ch,VAM_OBTENEBRATION))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_OBTENEBRATION);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_OBTENEBRATION);}
if (IS_VAMPPASS(ch,VAM_SERPENTIS))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_SERPENTIS);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_SERPENTIS);}
if (IS_VAMPPASS(ch,VAM_AUSPEX))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_AUSPEX);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_AUSPEX);}
if (IS_VAMPPASS(ch,VAM_DOMINATE))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_DOMINATE);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_DOMINATE);}
if (IS_VAMPPASS(ch,VAM_PRESENCE))
{SET_BIT(victim->pcdata->stats[UNI_CURRENT], VAM_PRESENCE);
SET_BIT(victim->pcdata->stats[UNI_AFF], VAM_PRESENCE);}
}
save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_claw( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
bool can_sire = FALSE;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) || (ch->pcdata->stats[UNI_GEN] < 1))
{
do_claws(ch,"");
return;
}
/*
if (IS_SET(ch->special,SPC_PRINCE)) can_sire = TRUE;
if (IS_SET(ch->special,SPC_SIRE)) can_sire = TRUE;
if (ch->pcdata->stats[UNI_GEN] == 1 || ch->pcdata->stats[UNI_GEN] == 2) can_sire = TRUE;
*/
if (ch->pcdata->stats[UNI_GEN] > 3) can_sire = FALSE;
else can_sire = TRUE;
if (!can_sire)
{
send_to_char("You are unable to spread your gift.\n\r",ch);
return;
}
if (ch->pcdata->stats[UNI_GEN] == 1 && ch->pcdata->stats[UNI_AFF] >= 4)
{
send_to_char("You have already created 4 tribal leaders.\n\r",ch);
return;
}
/*
else if (ch->pcdata->stats[UNI_GEN] != 1 && ch->pcdata->stats[UNI_AFF] >= 2)
{
send_to_char("You have already created 2 pups.\n\r",ch);
return;
}
*/
if (strlen(ch->clan) < 2 && ch->pcdata->stats[UNI_GEN] != 1 )
{
send_to_char( "First you need to create a tribe.\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Claw whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) )
{
send_to_char( "Not on Immortal's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot claw yourself.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_MONK))
{
send_to_char("You cannot claw monks.\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_MAGE))
{
send_to_char( "You cannot bite mages.\n\r", ch );
return;
}
if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
{
send_to_char( "You can only claw avatars.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DROW)) {
send_to_char( "Not on a drow!\n\r", ch );
return;}
if (IS_CLASS(victim, CLASS_VAMPIRE) || IS_SET(victim->pcdata->stats[UNI_AFF], VAM_MORTAL))
{
send_to_char( "You are unable to create werevamps!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special, SPC_CHAMPION))
{
send_to_char( "But they have no soul!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_HIGHLANDER))
{
send_to_char( "You cannot turn highlanders into werewolves.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_NINJA) )
{send_to_char("You cannot turn ninjas into werewolves.\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_PALADIN))
{send_to_char( "You cannot turn paladins into werewolves.\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_WEREWOLF))
{
send_to_char( "But they are already a werewolf!\n\r", ch );
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot claw an unwilling person.\n\r", ch );
return;
}
if (!IS_VAMPAFF(ch,VAM_CLAWS))
{
send_to_char("First you better get your claws out!\n\r",ch);
return;
}
if (ch->exp < 10000)
{
send_to_char("You cannot afford the 10000 exp to pass on the gift.\n\r",ch);
return;
}
ch->exp = ch->exp - 10000;
if (ch->pcdata->stats[UNI_CURRENT] < 1) ch->pcdata->stats[UNI_CURRENT] = 1;
else ch->pcdata->stats[UNI_CURRENT] += 1;
if (IS_SET(ch->special,SPC_SIRE)) REMOVE_BIT(ch->special,SPC_SIRE);
act("You plunge your claws into $N.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s claws into $N.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s claws into your chest.", ch, NULL, victim, TO_VICT);
victim->class=CLASS_WEREWOLF;
send_to_char( "You are now a werewolf.\n\r", victim );
victim->pcdata->stats[UNI_GEN] = ch->pcdata->stats[UNI_GEN] + 1;
free_string(victim->lord);
if (ch->pcdata->stats[UNI_GEN] == 1)
victim->lord=str_dup(ch->name);
else
{
sprintf(buf,"%s %s",ch->lord,ch->name);
victim->lord=str_dup(buf);
}
free_string(victim->clan);
victim->clan=str_dup(ch->clan);
victim->pcdata->stats[UNI_AFF] = 0;
victim->pcdata->stats[UNI_CURRENT] = 0;
save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_clanname( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( arg[0] == '\0' )
{
send_to_char( "Who's clan do you wish to change or name?\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) ) return;
smash_tilde( argument );
if ( strlen(argument) < 0 || strlen(argument) > 25 )
{
send_to_char( "Clan name should be between 0 and 25 letters long.\n\r", ch );
send_to_char( "Leave a blank to remove clan.\n\r", ch);
return;
}
free_string( victim->clan );
victim->clan = str_dup( argument );
send_to_char("Clan set.\n\r", ch);
send_to_char("Clan set.\n\r", victim);
return;
}
/*
void do_clanname( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( (!IS_CLASS(ch,CLASS_VAMPIRE) || ch->pcdata->stats[UNI_GEN] != 1) &&
(!IS_CLASS(ch,CLASS_DROW) || ch->pcdata->stats[UNI_GEN] != 1 ) &&
(!IS_CLASS(ch,CLASS_WEREWOLF) || ch->pcdata->stats[UNI_GEN] != 1) &&
(!IS_CLASS(ch,CLASS_NINJA) || ch->pcdata->stats[UNI_GEN] != 1) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
if (IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char( "Who's clan do you wish to name?\n\r", ch );
else if (IS_CLASS(ch, CLASS_DROW))
send_to_char("Who's clan do you want to name?\n\r", ch );
else if (IS_CLASS(ch, CLASS_HYBRID1))
send_to_char("Who's clan do you want to name?\n\r", ch );
else if (IS_CLASS(ch, CLASS_NINJA))
send_to_char("Who's clan do you want to name?\n\r", ch );
else
send_to_char( "Who do you wish to give a tribe to?\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) ) return;
if ( IS_CLASS(ch, CLASS_WEREWOLF))
{
if ( victim->pcdata->stats[UNI_GEN] != 2)
{
send_to_char( "Only greater werewolves may own a tribe.\n\r", ch );
return;
}
}
else if ( victim->pcdata->stats[UNI_GEN] != 2 )
{
if (IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char( "Only the Antediluvians may have clans.\n\r", ch );
else if (IS_CLASS(ch, CLASS_DROW))
send_to_char("Only matrons can have clans.\n\r", ch );
else if (IS_CLASS(ch, CLASS_NINJA))
send_to_char("Only leaders may have a clan.\n\r", ch);
return;
}
if ( str_cmp(victim->clan,"") )
{
send_to_char( "But they already have a clan!\n\r", ch );
return;
}
smash_tilde( argument );
if ( strlen(argument) < 3 || strlen(argument) > 20 )
{
send_to_char( "Clan name should be between 3 and 20 letters long.\n\r", ch );
return;
}
free_string( victim->clan );
victim->clan = str_dup( argument );
if (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_DROW)
|| IS_CLASS(ch, CLASS_NINJA) )
{
send_to_char( "Clan name set.\n\r", ch );
}
else
send_to_char( "Tribe name set.\n\r", ch );
return;
}*/
void do_stake( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *stake;
char arg [MAX_INPUT_LENGTH];
int blood;
argument = one_argument( argument, arg );
if (IS_NPC( ch )) return;
if ( arg[0] == '\0' )
{
send_to_char( "Stake whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
stake = get_eq_char( ch, WEAR_HOLD );
if ( stake == NULL || stake->item_type != ITEM_STAKE )
{
stake = get_eq_char( ch, WEAR_WIELD );
if ( stake == NULL || stake->item_type != ITEM_STAKE )
{
send_to_char( "How can you stake someone down without holding a stake?\n\r", ch );
return;
}
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot stake yourself.\n\r", ch );
return;
}
if (!IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char( "You can only stake vampires.\n\r", ch );
return;
}
if (victim->position > POS_MORTAL)
{
send_to_char( "You can only stake down a vampire who is mortally wounded.\n\r", ch );
return;
}
act("You plunge $p into $N's heart.", ch, stake, victim, TO_CHAR);
act("$n plunges $p into $N's heart.", ch, stake, victim, TO_NOTVICT);
send_to_char( "You feel a stake plunged through your heart.\n\r", victim );
if (IS_IMMUNE(victim,IMM_STAKE)) return;
/* Have to make sure they have enough blood to change back */
blood = victim->pcdata->condition[COND_THIRST];
victim->pcdata->condition[COND_THIRST] = 666;
/* To take care of vampires who have powers in affect. */
if (IS_VAMPAFF(victim,VAM_DISGUISED) ) do_mask(victim,"self");
if (IS_IMMUNE(victim,IMM_SHIELDED) ) do_shield(victim,"");
if (IS_AFFECTED(victim,AFF_SHADOWPLANE) ) do_shadowplane(victim,"");
if (IS_VAMPAFF(victim,VAM_FANGS) ) do_fangs(victim,"");
if (IS_VAMPAFF(victim,VAM_CLAWS) ) do_claws(victim,"");
if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) do_nightsight(victim,"");
if (IS_AFFECTED(victim,AFF_SHADOWSIGHT) ) do_shadowsight(victim,"");
if (IS_SET(victim->act,PLR_HOLYLIGHT) ) do_truesight(victim,"");
if (IS_VAMPAFF(victim,VAM_CHANGED) ) do_change(victim,"human");
if (IS_POLYAFF(victim,POLY_SERPENT) ) do_serpent(victim,"");
victim->pcdata->stats[UNI_RAGE] = 0;
victim->pcdata->condition[COND_THIRST] = blood;
REMOVE_BIT(victim->class, CLASS_VAMPIRE);
obj_from_char(stake);
obj_to_char(stake,victim);
ch->exp = ch->exp + 1000;
victim->home = 3001;
return;
}
void do_mask( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (!IS_VAMPAFF(ch,VAM_OBFUSCATE) )
{
send_to_char("You are not trained in the Obfuscate discipline.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Change to look like whom?\n\r", ch );
return;
}
if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED))
{
send_to_char( "Not while polymorphed.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) && victim != ch )
{
send_to_char( "You can only mask avatars or lower.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 40 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(30,40);
if ( ch == victim )
{
if (!IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED))
{
send_to_char( "You already look like yourself!\n\r", ch );
return;
}
sprintf(buf,"Your form shimmers and transforms into %s.",ch->name);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s's form shimmers and transforms into %s.",ch->morph,ch->name);
act(buf,ch,NULL,victim,TO_ROOM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
if (IS_VAMPAFF(ch,VAM_DISGUISED))
{
sprintf(buf,"Your form shimmers and transforms into a clone of %s.",victim->name);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->morph,victim->name);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->morph);
act(buf,ch,NULL,victim,TO_VICT);
free_string( ch->morph );
ch->morph = str_dup( victim->name );
return;
}
sprintf(buf,"Your form shimmers and transforms into a clone of %s.",victim->name);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->name,victim->name);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->name);
act(buf,ch,NULL,victim,TO_VICT);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string( ch->morph );
ch->morph = str_dup( victim->name );
return;
}
void do_change( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_PROTEAN) )
{
send_to_char("You are not trained in the Protean discipline.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r", ch );
return;
}
if ( !str_cmp(arg,"bat") )
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You can only polymorph from human form.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 50 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
ch->pcdata->condition[COND_THIRST] -= number_range(40,50);
clear_stats(ch);
act( "You transform into bat form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a bat.", ch, NULL, NULL, TO_ROOM );
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
SET_BIT(ch->polyaff, POLY_BAT);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s the vampire bat", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
else if ( !str_cmp(arg,"wolf") )
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You can only polymorph from human form.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 50 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
ch->pcdata->condition[COND_THIRST] -= number_range(40,50);
act( "You transform into wolf form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a dire wolf.", ch, NULL, NULL, TO_ROOM );
clear_stats(ch);
if (ch->wpn[0] > 0)
{
ch->hitroll += (ch->wpn[0]);
ch->damroll += (ch->wpn[0]);
ch->armor -= (ch->wpn[0] * 3);
}
ch->pcdata->mod_str = 10;
/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
SET_BIT(ch->polyaff, POLY_WOLF);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
ch->max_hit = ch->max_hit + 500;
ch->hit = ch->hit + 500;
sprintf(buf, "%s the dire wolf", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
else if ( !str_cmp(arg,"mist") )
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You can only polymorph from human form.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 50 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
ch->pcdata->condition[COND_THIRST] -= number_range(40,50);
act( "You transform into mist form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a white mist.", ch, NULL, NULL, TO_ROOM );
if (IS_EXTRA(ch, TIED_UP))
{
act("The ropes binding you fall through your ethereal form.",ch,NULL,NULL,TO_CHAR);
act("The ropes binding $n fall through $s ethereal form.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
REMOVE_BIT(ch->extra, GAGGED);
REMOVE_BIT(ch->extra, BLINDFOLDED);
}
if (is_affected(ch, gsn_web))
{
act("The webbing entrapping $n falls through $s ethereal form.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you falls through your ethereal form.\n\r",ch);
affect_strip(ch, gsn_web);
}
clear_stats(ch);
/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
SET_BIT(ch->polyaff, POLY_MIST);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->affected_by, AFF_ETHEREAL);
sprintf(buf, "%s the white mist", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
else if ( !str_cmp(arg,"human") )
{
if (!IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You are already in human form.\n\r", ch );
return;
}
if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_BAT))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
REMOVE_BIT(ch->polyaff, POLY_BAT);
/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
}
else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_WOLF))
{
/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
REMOVE_BIT(ch->polyaff, POLY_WOLF);
ch->max_hit = ch->max_hit - 500;
ch->hit = ch->hit - 500;
if (ch->hit < 1) ch->hit = 1;
}
else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_MIST))
{
/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
REMOVE_BIT(ch->polyaff, POLY_MIST);
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
}
else
{
/* In case they try to change to human from a non-vamp form */
send_to_char( "You seem to be stuck in this form.\n\r", ch );
return;
}
act( "You transform into human form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM );
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
clear_stats(ch);
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
else
send_to_char( "You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r", ch );
return;
}
void do_clandisc( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
int clancount = 0;
int clanmax = 11;
int cost = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch,CLASS_VAMPIRE) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (ch->pcdata->stats[UNI_CURRENT] == -1)
ch->pcdata->stats[UNI_CURRENT] = ch->pcdata->stats[UNI_AFF];
/*
if (ch->pcdata->stats[UNI_GEN] == 1) clanmax = 8;
else if (ch->pcdata->stats[UNI_GEN] == 2) clanmax = 6;
else if (ch->pcdata->stats[UNI_GEN] <= 4) clanmax = 5;
else clanmax = 4;
*/
if (IS_VAMPAFF(ch,VAM_PROTEAN) || IS_VAMPPASS(ch,VAM_PROTEAN))
clancount = clancount + 1;
if (IS_VAMPAFF(ch,VAM_VICISSITUDE) || IS_VAMPPASS(ch,VAM_VICISSITUDE))
clancount = clancount + 1;
if (IS_VAMPAFF(ch,VAM_CELERITY) || IS_VAMPPASS(ch,VAM_CELERITY))
clancount = clancount + 1;
if (IS_VAMPAFF(ch,VAM_FORTITUDE) || IS_VAMPPASS(ch,VAM_FORTITUDE))
clancount = clancount + 1;
if (IS_VAMPAFF(ch,VAM_POTENCE) || IS_VAMPPASS(ch,VAM_POTENCE))
clancount = clancount + 1;
if (IS_VAMPAFF(ch,VAM_OBFUSCATE) || IS_VAMPPASS(ch,VAM_OBFUSCATE))
clancount = clancount + 1;
if (IS_VAMPAFF(ch,VAM_OBTENEBRATION) || IS_VAMPPASS(ch,VAM_OBTENEBRATION))
clancount = clancount + 1;
if (IS_VAMPAFF(ch,VAM_SERPENTIS) || IS_VAMPPASS(ch,VAM_SERPENTIS))
clancount = clancount + 1;
if (IS_VAMPAFF(ch,VAM_AUSPEX) || IS_VAMPPASS(ch,VAM_AUSPEX))
clancount = clancount + 1;
if (IS_VAMPAFF(ch,VAM_DOMINATE) || IS_VAMPPASS(ch,VAM_DOMINATE))
clancount = clancount + 1;
if (IS_VAMPAFF(ch,VAM_PRESENCE) || IS_VAMPPASS(ch,VAM_PRESENCE))
clancount = clancount + 1;
if (clancount < 3) cost = 0;
else cost = (clancount - 2) * 10;
if (cost > 50) cost = 50;
if ( arg[0] == '\0' )
{
send_to_char("Current powers:",ch);
if (IS_VAMPAFF(ch,VAM_PROTEAN) && !IS_VAMPPASS(ch,VAM_PROTEAN))
send_to_char(" Protean",ch);
else if (IS_VAMPAFF(ch,VAM_PROTEAN))
send_to_char(" PROTEAN",ch);
if (IS_VAMPAFF(ch,VAM_VICISSITUDE) && !IS_VAMPPASS(ch,VAM_VICISSITUDE))
send_to_char(" VICISSITUDE",ch);
else if (IS_VAMPAFF(ch,VAM_VICISSITUDE))
send_to_char(" VICISSITUDE",ch);
if (IS_VAMPAFF(ch,VAM_CELERITY) && !IS_VAMPPASS(ch,VAM_CELERITY))
send_to_char(" Celerity",ch);
else if (IS_VAMPAFF(ch,VAM_CELERITY))
send_to_char(" CELERITY",ch);
if (IS_VAMPAFF(ch,VAM_FORTITUDE) && !IS_VAMPPASS(ch,VAM_FORTITUDE))
send_to_char(" Fortitude",ch);
else if (IS_VAMPAFF(ch,VAM_FORTITUDE))
send_to_char(" FORTITUDE",ch);
if (IS_VAMPAFF(ch,VAM_POTENCE) && !IS_VAMPPASS(ch,VAM_POTENCE))
send_to_char(" Potence",ch);
else if (IS_VAMPAFF(ch,VAM_POTENCE))
send_to_char(" POTENCE",ch);
if (IS_VAMPAFF(ch,VAM_OBFUSCATE) && !IS_VAMPPASS(ch,VAM_OBFUSCATE))
send_to_char(" Obfuscate",ch);
else if (IS_VAMPAFF(ch,VAM_OBFUSCATE))
send_to_char(" OBFUSCATE",ch);
if (IS_VAMPAFF(ch,VAM_OBTENEBRATION) && !IS_VAMPPASS(ch,VAM_OBTENEBRATION))
send_to_char(" Obtenebration",ch);
else if (IS_VAMPAFF(ch,VAM_OBTENEBRATION))
send_to_char(" OBTENEBRATION",ch);
if (IS_VAMPAFF(ch,VAM_SERPENTIS) && !IS_VAMPPASS(ch,VAM_SERPENTIS))
send_to_char(" Serpentis",ch);
else if (IS_VAMPAFF(ch,VAM_SERPENTIS))
send_to_char(" SERPENTIS",ch);
if (IS_VAMPAFF(ch,VAM_AUSPEX) && !IS_VAMPPASS(ch,VAM_AUSPEX))
send_to_char(" Auspex",ch);
else if (IS_VAMPAFF(ch,VAM_AUSPEX))
send_to_char(" AUSPEX",ch);
if (IS_VAMPAFF(ch,VAM_DOMINATE) && !IS_VAMPPASS(ch,VAM_DOMINATE))
send_to_char(" Dominate",ch);
else if (IS_VAMPAFF(ch,VAM_DOMINATE))
send_to_char(" DOMINATE",ch);
if (IS_VAMPAFF(ch,VAM_PRESENCE) && !IS_VAMPPASS(ch,VAM_PRESENCE))
send_to_char(" Presence",ch);
else if (IS_VAMPAFF(ch,VAM_PRESENCE))
send_to_char(" PRESENCE",ch);
if (!IS_VAMPAFF(ch,VAM_PROTEAN) && !IS_VAMPPASS(ch,VAM_VICISSITUDE) &&
!IS_VAMPAFF(ch,VAM_CELERITY) && !IS_VAMPAFF(ch,VAM_FORTITUDE) &&
!IS_VAMPAFF(ch,VAM_POTENCE) && !IS_VAMPAFF(ch,VAM_OBFUSCATE) &&
!IS_VAMPAFF(ch,VAM_AUSPEX) && !IS_VAMPAFF(ch,VAM_OBTENEBRATION) &&
!IS_VAMPAFF(ch,VAM_SERPENTIS) && !IS_VAMPPASS(ch,VAM_PROTEAN) &&
!IS_VAMPPASS(ch,VAM_CELERITY) && !IS_VAMPPASS(ch,VAM_FORTITUDE) &&
!IS_VAMPPASS(ch,VAM_POTENCE) && !IS_VAMPPASS(ch,VAM_OBFUSCATE) &&
!IS_VAMPPASS(ch,VAM_AUSPEX) && !IS_VAMPPASS(ch,VAM_DOMINATE) &&
!IS_VAMPPASS(ch,VAM_PRESENCE) && !IS_VAMPPASS(ch,VAM_OBTENEBRATION) &&
!IS_VAMPPASS(ch,VAM_SERPENTIS) && !IS_VAMPAFF(ch,VAM_VICISSITUDE))
send_to_char(" None",ch);
send_to_char(".\n\r",ch);
if (clancount < clanmax)
{
sprintf(buf,"It will cost you %d primal to gain another discipline.\n\r",cost);
send_to_char(buf,ch);
}
if (cost <= ch->practice) send_to_char("Select from:",ch); else return;
if (!IS_VAMPAFF(ch,VAM_PROTEAN)) send_to_char(" Protean",ch);
if (!IS_VAMPAFF(ch,VAM_VICISSITUDE)) send_to_char(" Vicissitude",ch);
if (!IS_VAMPAFF(ch,VAM_CELERITY)) send_to_char(" Celerity",ch);
if (!IS_VAMPAFF(ch,VAM_FORTITUDE)) send_to_char(" Fortitude",ch);
if (!IS_VAMPAFF(ch,VAM_POTENCE)) send_to_char(" Potence",ch);
if (!IS_VAMPAFF(ch,VAM_OBFUSCATE)) send_to_char(" Obfuscate",ch);
if (!IS_VAMPAFF(ch,VAM_OBTENEBRATION)) send_to_char(" Obtenebration",ch);
if (!IS_VAMPAFF(ch,VAM_SERPENTIS)) send_to_char(" Serpentis",ch);
if (!IS_VAMPAFF(ch,VAM_AUSPEX)) send_to_char(" Auspex",ch);
if (!IS_VAMPAFF(ch,VAM_DOMINATE)) send_to_char(" Dominate",ch);
if (!IS_VAMPAFF(ch,VAM_PRESENCE)) send_to_char(" Presence",ch);
send_to_char(".\n\r",ch);
return;
}
if ( clancount >= clanmax )
{
if ( !str_cmp(arg,"protean") && (IS_VAMPAFF(ch,VAM_PROTEAN) || IS_VAMPPASS(ch,VAM_PROTEAN)))
send_to_char( "Powers: Nightsight, Claws, Change.\n\r", ch );
else if ( !str_cmp(arg,"vicissitude") && (IS_VAMPAFF(ch,VAM_VICISSITUDE) || IS_VAMPPASS(ch,VAM_VICISSITUDE)) )
send_to_char( "Powers: Body Control.\n\r", ch );
else if ( !str_cmp(arg,"celerity") && (IS_VAMPAFF(ch,VAM_CELERITY) || IS_VAMPPASS(ch,VAM_CELERITY)) )
send_to_char( "Powers: An extra attack, Reduced move cost for spells.\n\r", ch );
else if ( !str_cmp(arg,"fortitude") && (IS_VAMPAFF(ch,VAM_FORTITUDE) || IS_VAMPPASS(ch,VAM_FORTITUDE)) )
send_to_char( "Powers: 1-100% damage reduction, +50 one time hp bonus.\n\r", ch );
else if ( !str_cmp(arg,"potence") && (IS_VAMPAFF(ch,VAM_POTENCE) || IS_VAMPPASS(ch,VAM_POTENCE)) )
send_to_char( "Powers: 150% normal damage in combat.\n\r", ch );
else if ( !str_cmp(arg,"obfuscate") && (IS_VAMPAFF(ch,VAM_OBFUSCATE) || IS_VAMPPASS(ch,VAM_OBFUSCATE)) )
send_to_char( "Powers: Mask, Mortal, Shield.\n\r", ch );
else if ( !str_cmp(arg,"obtenebration") && (IS_VAMPAFF(ch,VAM_OBTENEBRATION) || IS_VAMPPASS(ch,VAM_OBTENEBRATION)) )
send_to_char( "Powers: Shadowplane, Shadowsight, Nightsight.\n\r", ch );
else if ( !str_cmp(arg,"serpentis") && (IS_VAMPAFF(ch,VAM_SERPENTIS) || IS_VAMPPASS(ch,VAM_SERPENTIS)) )
send_to_char( "Powers: Darkheart, Serpent, Poison, Nightsight.\n\r", ch );
else if ( !str_cmp(arg,"auspex") && (IS_VAMPAFF(ch,VAM_AUSPEX) || IS_VAMPPASS(ch,VAM_AUSPEX)) )
send_to_char( "Powers: Truesight, Scry, Readaura.\n\r", ch );
else if ( !str_cmp(arg,"dominate") && (IS_VAMPAFF(ch,VAM_DOMINATE) || IS_VAMPPASS(ch,VAM_DOMINATE)) )
send_to_char( "Powers: Evileye, Command, Shield, Ghoul.\n\r", ch );
else if ( !str_cmp(arg,"presence") && (IS_VAMPAFF(ch,VAM_PRESENCE) || IS_VAMPPASS(ch,VAM_PRESENCE)) )
send_to_char( "Powers: Majesty.\n\r", ch );
else
send_to_char( "You don't know any such Discipline.\n\r", ch );
return;
}
if ( !str_cmp(arg,"protean") )
{
if (IS_VAMPAFF(ch,VAM_PROTEAN) || IS_VAMPPASS(ch,VAM_PROTEAN)
|| cost > ch->practice)
{
send_to_char( "Powers: Nightsight, Claws, Change.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Protean.\n\r", ch );
/*
clan_table_powerselect(ch,"Protean");
*/
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_PROTEAN);
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_PROTEAN);
ch->practice -= cost;
return;
}
else if ( !str_cmp(arg,"celerity") )
{
if (IS_VAMPAFF(ch,VAM_CELERITY) || IS_VAMPPASS(ch,VAM_CELERITY)
|| cost > ch->practice)
{
send_to_char( "Powers: An extra attack, Reduced move cost for spells.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Celerity.\n\r", ch );
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_CELERITY);
/*
clan_table_powerselect(ch,"Celerity");
*/
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_CELERITY);
ch->practice -= cost;
return;
}
else if ( !str_cmp(arg,"fortitude") )
{
if (IS_VAMPAFF(ch,VAM_FORTITUDE) || IS_VAMPPASS(ch,VAM_FORTITUDE)
|| cost > ch->practice)
{
send_to_char( "Powers: 1-100% damage reduction, +50 one time hp bonus.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Fortitude.\n\r", ch );
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_FORTITUDE);
/*
clan_table_powerselect(ch,"Fortitude");
*/
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_FORTITUDE);
ch->practice -= cost;
ch->max_hit = ch->max_hit + 50;
ch->hit = ch->hit + 50;
return;
}
else if ( !str_cmp(arg,"potence") )
{
if (IS_VAMPAFF(ch,VAM_POTENCE) || IS_VAMPPASS(ch,VAM_POTENCE)
|| cost > ch->practice)
{
send_to_char( "Powers: 150% normal damage in combat.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Potence.\n\r", ch );
/*
clan_table_powerselect(ch,"Potence");
*/
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_POTENCE);
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_POTENCE);
ch->practice -= cost;
return;
}
else if ( !str_cmp(arg,"obfuscate") )
{
if (IS_VAMPAFF(ch,VAM_OBFUSCATE) || IS_VAMPPASS(ch,VAM_OBFUSCATE)
|| cost > ch->practice)
{
send_to_char( "Powers: Mask, Mortal, Shield.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Obfuscate.\n\r", ch );
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_OBFUSCATE);
/*
clan_table_powerselect(ch,"Obfuscate");
*/
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_OBFUSCATE);
ch->practice -= cost;
return;
}
else if ( !str_cmp(arg,"obtenebration") )
{
if (IS_VAMPAFF(ch,VAM_OBTENEBRATION) || IS_VAMPPASS(ch,VAM_OBTENEBRATION)
|| cost > ch->practice)
{
send_to_char( "Powers: Shadowplane, Shadowsight, Nightsight.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Obtenebration.\n\r", ch );
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_OBTENEBRATION);
/*
clan_table_powerselect(ch,"Obtenebration");
*/
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_OBTENEBRATION);
ch->practice -= cost;
return;
}
else if ( !str_cmp(arg,"serpentis") )
{
if (IS_VAMPAFF(ch,VAM_SERPENTIS) || IS_VAMPPASS(ch,VAM_SERPENTIS)
|| cost > ch->practice)
{
send_to_char( "Powers: Darkheart, Serpent, Poison, Nightsight.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Serpentis.\n\r", ch );
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_SERPENTIS);
/*
clan_table_powerselect(ch,"serpentis");
*/
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_SERPENTIS);
ch->practice -= cost;
return;
}
else if ( !str_cmp(arg,"vicissitude") )
{
if (IS_VAMPAFF(ch,VAM_VICISSITUDE) || IS_VAMPPASS(ch,VAM_VICISSITUDE)
|| cost > ch->practice)
{
send_to_char( "Powers: Zulo, Horns, Tail, Bonus AC.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Vicissitude.\n\r", ch );
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_VICISSITUDE);
/*
clan_table_powerselect(ch,"Vicissitude");
*/
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_VICISSITUDE);
ch->practice -= cost;
return;
}
else if ( !str_cmp(arg,"auspex") )
{
if (IS_VAMPAFF(ch,VAM_AUSPEX) || IS_VAMPPASS(ch,VAM_AUSPEX)
|| cost > ch->practice)
{
send_to_char( "Powers: Truesight, Scry, Readaura.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Auspex.\n\r", ch );
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_AUSPEX);
/*
clan_table_powerselect(ch,"Auspex");
*/
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_AUSPEX);
ch->practice -= cost;
return;
}
else if ( !str_cmp(arg,"dominate") )
{
if (IS_VAMPAFF(ch,VAM_DOMINATE) || IS_VAMPPASS(ch,VAM_DOMINATE)
|| cost > ch->practice)
{
send_to_char( "Powers: Evileye, Command, Shield, Ghoul.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Dominate.\n\r", ch );
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_DOMINATE);
/*
clan_table_powerselect(ch,"Dominate");
*/
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_DOMINATE);
ch->practice -= cost;
return;
}
else if ( !str_cmp(arg,"presence") )
{
if (IS_VAMPAFF(ch,VAM_PRESENCE) || IS_VAMPPASS(ch,VAM_PRESENCE)
|| cost > ch->practice)
{
send_to_char( "Powers: Majesty.\n\r", ch );
return;
}
send_to_char( "You master the discipline of Presence.\n\r", ch );
if (clancount < 3) SET_BIT(ch->pcdata->stats[UNI_CURRENT],VAM_PRESENCE);
SET_BIT(ch->pcdata->stats[UNI_AFF],VAM_PRESENCE);
ch->practice -= cost;
return;
}
else
send_to_char( "No such discipline.\n\r", ch );
return;
}
void do_vampire( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_IMMUNE(ch, IMM_VAMPIRE))
{
send_to_char("You will now allow vampires to bite you.\n\r",ch);
SET_BIT(ch->immune, IMM_VAMPIRE);
return;
}
send_to_char("You will no longer allow vampires to bite you.\n\r",ch);
REMOVE_BIT(ch->immune, IMM_VAMPIRE);
return;
}
void do_shadowplane( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->pcdata->powers[WPOWER_OWL] < 3)
{
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DJINN))
{
send_to_char("Huh?\n\r",ch);
return;
}
/*Fixed the Obtenebration problem. --Eterared*/
if (IS_CLASS(ch, CLASS_VAMPIRE) && !IS_VAMPAFF(ch,VAM_OBTENEBRATION) )
{
send_to_char("You are not trained in the Obtenebration discipline.\n\r",ch);
return;
}
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 75)
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(65,75);
if ( arg[0] == '\0' )
{
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
send_to_char("You fade into the plane of shadows.\n\r",ch);
act("The shadows flicker and swallow up $n.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
return;
}
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
send_to_char("You fade back into the real world.\n\r",ch);
act("The shadows flicker and $n fades into existance.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "What do you wish to toss into the shadow plane?\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
send_to_char( "You toss it to the ground and it vanishes.\n\r", ch );
else
send_to_char( "You toss it into a shadow and it vanishes.\n\r", ch );
return;
}
void do_introduce( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->stats[UNI_GEN] > 0 && ch->pcdata->stats[UNI_GEN] < 8)
do_tradition(ch,ch->lord);
else if (IS_CLASS(ch, CLASS_WEREWOLF) && IS_HERO(ch) &&
ch->pcdata->stats[UNI_GEN] > 0 && ch->pcdata->stats[UNI_GEN] < 5)
do_bloodline(ch,ch->lord);
else send_to_char("Huh?\n\r",ch);
return;
}
void do_bloodline( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char arg3 [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
char buf2 [MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
if (IS_NPC(ch)) return;
if (arg1 != '\0') arg1[0] = UPPER(arg1[0]);
if (arg2 != '\0') arg2[0] = UPPER(arg2[0]);
if (arg3 != '\0') arg3[0] = UPPER(arg3[0]);
if ( !str_cmp(ch->clan,"") && ch->pcdata->stats[UNI_GEN] != 1 )
{
strcpy(buf,"In the name of Gaia, I announce my Garou heritage.");
do_say(ch,buf);
sprintf(buf,"My name is %s, I am a Ronin of no tribe.", ch->name);
do_say(ch,buf);
return;
}
strcpy(buf,"In the name of Gaia, I announce my Garou heritage.");
do_say(ch,buf);
if (ch->pcdata->stats[UNI_GEN] != 1)
{
if (ch->pcdata->stats[UNI_GEN] == 4) sprintf(buf2,"%s",arg3);
else if (ch->pcdata->stats[UNI_GEN] == 3) sprintf(buf2,"%s",arg2);
else if (ch->pcdata->stats[UNI_GEN] == 2) sprintf(buf2,"%s",arg1);
if (ch->pcdata->stats[UNI_GEN] == 1)
sprintf(buf,"My name is %s, chosen Champion of Gaia.", ch->name);
if (ch->pcdata->stats[UNI_GEN] == 2)
sprintf(buf,"My name is %s, Chieftain of the %s tribe, pup of %s.", ch->name,ch->clan,buf2);
else
sprintf(buf,"My name is %s, of the %s tribe, pup of %s.", ch->name,ch->clan,buf2);
do_say(ch,buf);
}
if ( arg3[0] != '\0' )
{
sprintf(buf,"My name is %s, of the %s tribe, pup of %s.",
arg3,ch->clan,arg2);
do_say(ch,buf);
}
if ( arg2[0] != '\0' )
{
if ( arg1[0] != '\0' )
sprintf(buf,"My name is %s, Chieftain of the %s tribe, pup of %s.",arg2,ch->clan,arg1);
else
sprintf(buf,"My name is %s, of the %s tribe, pup of %s.",arg2,ch->clan,arg1);
do_say(ch,buf);
}
if ( ch->pcdata->stats[UNI_GEN] == 1 )
sprintf(buf,"My name is %s, chosen Champion of Gaia.", ch->name);
else
sprintf(buf,"My name is %s, chosen Champion of Gaia.", arg1);
do_say(ch,buf);
return;
}
void do_tradition( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char arg3 [MAX_INPUT_LENGTH];
char arg4 [MAX_INPUT_LENGTH];
char arg5 [MAX_INPUT_LENGTH];
char arg6 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char buf2 [MAX_INPUT_LENGTH];
char buf3 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
argument = one_argument( argument, arg4 );
argument = one_argument( argument, arg5 );
argument = one_argument( argument, arg6 );
if (IS_NPC(ch)) return;
if (arg1 != '\0') arg1[0] = UPPER(arg1[0]);
if (arg2 != '\0') arg2[0] = UPPER(arg2[0]);
if (arg3 != '\0') arg3[0] = UPPER(arg3[0]);
if (arg4 != '\0') arg4[0] = UPPER(arg4[0]);
if (arg5 != '\0') arg5[0] = UPPER(arg5[0]);
if (arg6 != '\0') arg6[0] = UPPER(arg6[0]);
if (!IS_CLASS(ch, CLASS_VAMPIRE) || (ch->pcdata->stats[UNI_GEN] < 1) || (ch->pcdata->stats[UNI_GEN] > 7))
{
send_to_char("Huh?\n\r",ch);
return;
}
/*
if ( !str_cmp(ch->clan,"") && ch->pcdata->stats[UNI_GEN] == 2 )
{
send_to_char( "Not until you've created your own clan!\n\r", ch );
return;
}
*/
if (ch->pcdata->stats[UNI_GEN] == 2) sprintf(buf3,"Antediluvian");
else if (ch->pcdata->rank == AGE_NEONATE) sprintf(buf3,"Neonate");
else if (ch->pcdata->rank == AGE_ANCILLA) sprintf(buf3,"Ancilla");
else if (ch->pcdata->rank == AGE_ELDER) sprintf(buf3,"Elder");
else if (ch->pcdata->rank == AGE_METHUSELAH) sprintf(buf3,"Methuselah");
else sprintf(buf3,"Childe");
if (ch->pcdata->stats[UNI_GEN] == 7) sprintf(buf2,"Seventh");
else if (ch->pcdata->stats[UNI_GEN] == 6) sprintf(buf2,"Sixth");
else if (ch->pcdata->stats[UNI_GEN] == 5) sprintf(buf2,"Fifth");
else if (ch->pcdata->stats[UNI_GEN] == 4) sprintf(buf2,"Fourth");
else if (ch->pcdata->stats[UNI_GEN] == 3) sprintf(buf2,"Third");
else if (ch->pcdata->stats[UNI_GEN] == 2) sprintf(buf2,"Second");
if (ch->pcdata->stats[UNI_GEN] == 1)
sprintf(buf,"As is the tradition, I recite the lineage of %s, Sire of all Kindred.",ch->name);
else
sprintf(buf,"As is the tradition, I recite the lineage of %s, %s of the %s Generation.",ch->name,buf3,buf2);
do_say(ch,buf);
if ( ch->pcdata->stats[UNI_GEN] != 1 )
{
if (ch->pcdata->stats[UNI_GEN] == 7) sprintf(buf2,"%s",arg6);
else if (ch->pcdata->stats[UNI_GEN] == 6) sprintf(buf2,"%s",arg5);
else if (ch->pcdata->stats[UNI_GEN] == 5) sprintf(buf2,"%s",arg4);
else if (ch->pcdata->stats[UNI_GEN] == 4) sprintf(buf2,"%s",arg3);
else if (ch->pcdata->stats[UNI_GEN] == 3) sprintf(buf2,"%s",arg2);
else if (ch->pcdata->stats[UNI_GEN] == 2) sprintf(buf2,"%s",arg1);
if (IS_SET(ch->special, SPC_ANARCH) || strlen(ch->clan) < 2)
sprintf(buf,"My name is %s. I am of no clan. My sire is %s.", ch->name,buf2);
else if (ch->pcdata->stats[UNI_GEN] == 2)
sprintf(buf,"My name is %s. I founded %s. My sire is %s.", ch->name,ch->clan,buf2);
else
sprintf(buf,"My name is %s. I am of %s. My sire is %s.", ch->name,ch->clan,buf2);
do_say(ch,buf);
}
if ( arg6[0] != '\0' )
{
sprintf(buf,"My name is %s. My sire is %s.",
arg6,arg5);
do_say(ch,buf);
}
if ( arg5[0] != '\0' )
{
sprintf(buf,"My name is %s. My sire is %s.",
arg5,arg4);
do_say(ch,buf);
}
if ( arg4[0] != '\0' )
{
sprintf(buf,"My name is %s. My sire is %s.",
arg4,arg3);
do_say(ch,buf);
}
if ( arg3[0] != '\0' )
{
sprintf(buf,"My name is %s. My sire is %s.",
arg3,arg2);
do_say(ch,buf);
}
if ( arg2[0] != '\0' )
{
sprintf(buf,"My name is %s. My sire is %s.",arg2,arg1);
do_say(ch,buf);
}
if ( ch->pcdata->stats[UNI_GEN] == 1 )
sprintf(buf,"My name is %s. All Kindred are my childer.",ch->name);
else
sprintf(buf,"My name is %s. All Kindred are my childer.",arg1);
do_say(ch,buf);
if ( ch->pcdata->stats[UNI_GEN] == 7 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg6,arg5,arg4,arg3,arg2,arg1);
if ( ch->pcdata->stats[UNI_GEN] == 6 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg5,arg4,arg3,arg2,arg1);
if ( ch->pcdata->stats[UNI_GEN] == 5 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg4,arg3,arg2,arg1);
if ( ch->pcdata->stats[UNI_GEN] == 4 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg3,arg2,arg1);
if ( ch->pcdata->stats[UNI_GEN] == 3 ) sprintf(buf,"My name is %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg2,arg1);
if ( ch->pcdata->stats[UNI_GEN] == 2 ) sprintf(buf,"My name is %s, childe of %s. Recognize my lineage.",ch->name,arg1);
if ( ch->pcdata->stats[UNI_GEN] == 1 ) sprintf(buf,"My name is %s. Recognize my lineage.",ch->name);
do_say(ch,buf);
return;
}
void do_darkheart( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_SERPENTIS) )
{
send_to_char("You are not trained in the Serpentis discipline.\n\r",ch);
return;
}
if (IS_IMMUNE(ch,IMM_STAKE) )
{
send_to_char("But you've already torn your heart out!\n\r",ch);
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 100 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 100;
send_to_char("You rip your heart from your body and toss it to the ground.\n\r",ch);
act("$n rips $s heart out and tosses it to the ground.", ch, NULL, NULL, TO_ROOM);
make_part( ch, "heart" );
ch->hit = ch->hit - number_range(10,20);
update_pos(ch);
if (ch->position == POS_DEAD && !IS_HERO(ch))
{
send_to_char( "You have been KILLED!!\n\r\n\r", ch );
raw_kill(ch);
return;
}
SET_BIT(ch->immune, IMM_STAKE);
return;
}
void do_truesight( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_HIGHLANDER)
&& !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_MOOGLE)
&& !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_DJINN) && !IS_CLASS(ch, CLASS_PALADIN)
&& !IS_CLASS(ch, CLASS_MAGE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_MAGE) )
{
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;
}
else if (IS_CLASS(ch, CLASS_DJINN))
{
if (!IS_DREAMPOWER( ch, DJINN_SHADOWSIGHT))
{
send_to_char("You haven't dreamt about having truesight yet.\n\r", ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
{
if (!IS_DEMPOWER( ch, DEM_SHADOWSIGHT))
{
send_to_char("You haven't been granted the gift of truesight.\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_PALADIN) )
{
if (!IS_PPOWER(ch, PALADIN_SCRY))
{
send_to_char("You do not have the power of truesight.\n\r", ch );
return;
}
}
else if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->pcdata->powers[WPOWER_HAWK] < 3)
{
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_MECHA) && !IS_CLASS(ch, CLASS_HIGHLANDER))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_AUSPEX) || !IS_CLASS(ch, CLASS_HIGHLANDER) || !IS_CLASS(ch, CLASS_MECHA))
{
send_to_char("You are not trained in the Auspex discipline.\n\r",ch);
return;
}
}
if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses return to normal.\n\r", ch );
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses increase to incredible proportions.\n\r", ch );
}
return;
}
void do_majesty( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int value;
smash_tilde( argument );
argument = one_argument( argument, arg1 );
strcpy( arg2, argument );
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_PRESENCE) )
{
send_to_char("You are not trained in the Presence discipline.\n\r",ch);
return;
}
if (arg1[0] != '\0' && !str_cmp(arg1,"on"))
{
if (IS_EXTRA(ch, EXTRA_FAKE_CON))
{send_to_char("You already have Majesty on.\n\r",ch); return;}
SET_BIT(ch->extra, EXTRA_FAKE_CON);
send_to_char("Your Majesty is now ON.\n\r",ch);
return;
}
if (arg1[0] != '\0' && !str_cmp(arg1,"off"))
{
if (!IS_EXTRA(ch, EXTRA_FAKE_CON))
{send_to_char("You already have Majesty off.\n\r",ch); return;}
REMOVE_BIT(ch->extra, EXTRA_FAKE_CON);
send_to_char("Your Majesty is now OFF.\n\r",ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char("You have the following stats:\n\r",ch);
sprintf(buf,"Hitroll: %d, Actual: %d.\n\r",
ch->pcdata->fake_hit, char_hitroll(ch));
send_to_char(buf, ch);
sprintf(buf,"Damroll: %d, Actual: %d.\n\r",
ch->pcdata->fake_dam, char_damroll(ch));
send_to_char(buf, ch);
sprintf(buf,"Armour: %d, Actual: %d.\n\r",
ch->pcdata->fake_ac, char_ac(ch));
send_to_char(buf, ch);
sprintf(buf,"Hp: %d, Actual: %d.\n\r",
ch->pcdata->fake_hp, ch->hit);
send_to_char(buf, ch);
sprintf(buf,"Mana: %d, Actual: %d.\n\r",
ch->pcdata->fake_mana, ch->mana);
send_to_char(buf, ch);
sprintf(buf,"Move: %d, Actual: %d.\n\r",
ch->pcdata->fake_move, ch->move);
send_to_char(buf, ch);
return;
}
value = is_number( arg2 ) ? atoi( arg2 ) : -10000;
if (!str_cmp(arg1,"hit") || !str_cmp(arg1,"hitroll"))
{
if (value < 0 || value > 1000)
{
send_to_char("Please enter a value between 0 and 1000.\n\r",ch);
return;
}
ch->pcdata->fake_hit = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"dam") || !str_cmp(arg1,"damroll"))
{
if (value < 0 || value > 1000)
{
send_to_char("Please enter a value between 0 and 1000.\n\r",ch);
return;
}
ch->pcdata->fake_dam = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"ac") || !str_cmp(arg1,"armour") || !str_cmp(arg1,"armor"))
{
if (value < -1000 || value > 100)
{
send_to_char("Please enter a value between -1000 and 100.\n\r",ch);
return;
}
ch->pcdata->fake_ac = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"hp") || !str_cmp(arg1,"hitpoints"))
{
if (value < 1 || value > 30000)
{
send_to_char("Please enter a value between 1 and 30000.\n\r",ch);
return;
}
ch->pcdata->fake_hp = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"mana"))
{
if (value < 1 || value > 30000)
{
send_to_char("Please enter a value between 1 and 30000.\n\r",ch);
return;
}
ch->pcdata->fake_mana = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"move"))
{
if (value < 1 || value > 30000)
{
send_to_char("Please enter a value between 1 and 30000.\n\r",ch);
return;
}
ch->pcdata->fake_move = value;
send_to_char("Ok.\n\r",ch);
return;
}
send_to_char("You can set: Hit, Dam, Ac, Hp, Mana, Move.\n\r",ch);
return;
}
void do_scry( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_PALADIN))
{
if (!IS_PPOWER(ch, PALADIN_SCRY))
{
send_to_char( "You do not have the power of descrying.\n\r", ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
{
if (!IS_DEMPOWER(ch, DEM_SCRY))
{
send_to_char("You haven't been granted the gift of scry.\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_MECHA) && ch->pcdata->powers[MPOWER_TACTICS] < 0)
{
send_to_char("You haven't studied in Tactics long enough.\n\r", ch );
return;
}
else if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 2 )
{
send_to_char("You do not have the scrying Mantra.\n\r", ch);
return;
}
else if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_ITEMAFF(ch, ITEMA_VISION)
&& !IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_MECHA) && !IS_CLASS(ch, CLASS_HYBRID1)
&& !IS_CLASS(ch, CLASS_PALADIN)
&& !IS_CLASS(ch, CLASS_MONK) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (IS_CLASS(ch, CLASS_HYBRID1) && ch->pcdata->powers[NPOWER_SORA] < 1 )
{
send_to_char("You have not learned the Sora Yingtuk to level 1.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 1 )
{
send_to_char("You have not learned the Sora principle to 1.\n\r", ch);
return;
}
/* Modified amount needed to balance things up a bit. --Eterared */
if (IS_CLASS(ch, CLASS_HYBRID1) && ch-> move < 1000 )
{
send_to_char("You don't have enough movement points (1000) to scry someone.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && ch-> move < 600 )
{
send_to_char("You don't have enough movement points (600) to scry someone.\n\r", ch);
return;
}
if (!IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->special, SPC_CHAMPION) &&
!IS_VAMPAFF(ch,VAM_AUSPEX) && !IS_ITEMAFF(ch, ITEMA_VISION) &&
!IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_PALADIN)
&& !IS_CLASS(ch, CLASS_MECHA) && !IS_CLASS(ch, CLASS_MONK))
{
send_to_char("You are not trained in the Auspex discipline.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Scry on whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (!IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->special, SPC_CHAMPION) &&
ch->pcdata->condition[COND_THIRST] < 25 && !IS_ITEMAFF(ch, ITEMA_VISION)
&& !IS_CLASS(ch, CLASS_NINJA)
&& !IS_CLASS(ch, CLASS_HYBRID1)
&& !IS_CLASS(ch, CLASS_MECHA)
&& !IS_CLASS(ch, CLASS_PALADIN)
&& !IS_CLASS(ch, CLASS_MONK))
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_VISION) && IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(15,25);
if (!IS_NPC(victim) && (IS_IMMUNE(victim,IMM_SHIELDED) ||
(IS_CLASS(victim, CLASS_DROW) && IS_SET(ch->pcdata->powers[1],DPOWER_DROWSHIELD)))
&& !IS_ITEMAFF(ch, ITEMA_VISION))
{
send_to_char("You are unable to locate them.\n\r",ch);
return;
}
chroom = ch->in_room;
victimroom = victim->in_room;
char_from_room(ch);
char_to_room(ch,victimroom);
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_AFFECTED(victim, AFF_SHADOWPLANE)))
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_AFFECTED(victim, AFF_SHADOWPLANE)))
{
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else
do_look(ch,"auto");
char_from_room(ch);
char_to_room(ch,chroom);
if ( IS_CLASS(ch, CLASS_NINJA) ) { ch->move -= 600; return; }
if ( IS_CLASS(ch, CLASS_HYBRID1) ) { ch-> move -= 1000; return ; }
return;
}
void do_readaura( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) /* && !IS_ITEMAFF(ch, ITEMA_VISION) */
&& !IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_MONK))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (IS_CLASS(ch, CLASS_HYBRID1) && ch->pcdata->powers[NPOWER_SORA] < 2 )
{
send_to_char("You have not learned the Sora Yingtuk to 2.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_HYBRID1) && ch->move < 1000 )
{
send_to_char("You don't have enough movement points (1000) to readaura.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 2 )
{
send_to_char("You have not learned the Sora principle to 2.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && ch->move < 600 )
{
send_to_char("You don't have enough movement points (600) to readaura.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 2 )
{
send_to_char("You have not learned the read aura Mantra.\n\r", ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_AUSPEX) && !IS_ITEMAFF(ch, ITEMA_VISION) &&
!IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_HYBRID1) && !IS_CLASS(ch, CLASS_MONK) )
{
send_to_char("You are not trained in the Auspex discipline.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Read the aura on what?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "Read the aura on what?\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 50 && !IS_ITEMAFF(ch, ITEMA_VISION)
&& !IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_MONK))
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_VISION))
ch->pcdata->condition[COND_THIRST] -= number_range(40,50);
act("$n examines $p intently.",ch,obj,NULL,TO_ROOM);
spell_identify( skill_lookup( "identify" ), ch->level, ch, obj );
return;
}
if (ch->pcdata->condition[COND_THIRST] < 50 && !IS_ITEMAFF(ch,ITEMA_VISION)
&& !IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_MONK))
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_VISION))
ch->pcdata->condition[COND_THIRST] -= number_range(40,50);
if (!IS_NPC(victim) && (IS_IMMUNE(victim,IMM_SHIELDED) ||
(IS_CLASS(victim, CLASS_DROW) &&
IS_SET(victim->pcdata->powers[1],DPOWER_DROWSHIELD))) && !IS_ITEMAFF(ch, ITEMA_VISION))
{
send_to_char("You are unable to read their aura.\n\r",ch);
return;
}
act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT);
act("$n examines you intently.",ch,NULL,victim,TO_VICT);
if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr);
else
{
if (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name);
else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name);
else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name);
else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name);
else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name);
else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name);
else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name);
else sprintf(buf, "%s is a Mortal.\n\r", victim->name);
}
send_to_char(buf,ch);
if (!IS_NPC(victim))
{
sprintf(buf,"Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",get_curr_str(victim),get_curr_int(victim),get_curr_wis(victim),get_curr_dex(victim),get_curr_con(victim));
send_to_char(buf,ch);
}
sprintf(buf,"Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",victim->hit,victim->max_hit,victim->mana,victim->max_mana,victim->move,victim->max_move);
send_to_char(buf,ch);
if (!IS_NPC(victim)) sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim),char_ac(victim));
else sprintf(buf,"AC:%d.\n\r",char_ac(victim));
send_to_char(buf,ch);
if (!IS_NPC(victim))
{
sprintf(buf,"Status:%d, ",victim->race);
send_to_char(buf,ch);
if (IS_CLASS(victim, CLASS_VAMPIRE))
{
sprintf(buf,"Blood:%d, ",victim->pcdata->condition[COND_THIRST]);
send_to_char(buf,ch);
}
}
sprintf(buf,"Alignment:%d.\n\r",victim->alignment);
send_to_char(buf,ch);
if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT))
act("$N is pregnant.",ch,NULL,victim,TO_CHAR);
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("Disciplines:",ch);
if (IS_VAMPAFF(victim, VAM_PROTEAN)) send_to_char(" Protean",ch);
if (IS_VAMPAFF(victim, VAM_VICISSITUDE)) send_to_char(" vicissitude",ch);
if (IS_VAMPAFF(victim, VAM_CELERITY)) send_to_char(" Celerity",ch);
if (IS_VAMPAFF(victim, VAM_FORTITUDE)) send_to_char(" Fortitude",ch);
if (IS_VAMPAFF(victim, VAM_POTENCE)) send_to_char(" Potence",ch);
if (IS_VAMPAFF(victim, VAM_OBFUSCATE)) send_to_char(" Obfuscate",ch);
if (IS_VAMPAFF(victim, VAM_OBTENEBRATION)) send_to_char(" Obtenebration",ch);
if (IS_VAMPAFF(victim, VAM_SERPENTIS)) send_to_char(" Serpentis",ch);
if (IS_VAMPAFF(victim, VAM_AUSPEX)) send_to_char(" Auspex",ch);
if (IS_VAMPAFF(victim, VAM_DOMINATE)) send_to_char(" Dominate",ch);
if (IS_VAMPAFF(victim, VAM_PRESENCE)) send_to_char(" Presence",ch);
send_to_char(".\n\r",ch);
}
if ( IS_CLASS(ch, CLASS_NINJA) ) { ch->move -= 600; return; }
if ( IS_CLASS(ch, CLASS_HYBRID1) ) { ch->move -=1000; return; }
return;
}
void do_mortal( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int blood;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_VAMPAFF(ch, VAM_MORTAL))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_OBFUSCATE) )
{
send_to_char("You are not trained in the Obfuscate discipline.\n\r",ch);
return;
}
if (IS_CLASS(ch,CLASS_VAMPIRE) )
{
if ( ch->pcdata->condition[COND_THIRST] < 100 )
{
send_to_char("You must be at full blood to use this power.\n\r",ch);
return;
}
/* Have to make sure they have enough blood to change back */
blood = ch->pcdata->condition[COND_THIRST];
ch->pcdata->condition[COND_THIRST] = 666;
/* Remove physical vampire attributes when you take mortal form */
if (IS_VAMPAFF(ch,VAM_DISGUISED) ) do_mask(ch,"self");
if (IS_IMMUNE(ch,IMM_SHIELDED) ) do_shield(ch,"");
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) do_shadowplane(ch,"");
if (IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,"");
if (IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,"");
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,"");
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) do_shadowsight(ch,"");
if (IS_SET(ch->act,PLR_HOLYLIGHT) ) do_truesight(ch,"");
if (IS_VAMPAFF(ch,VAM_CHANGED) ) do_change(ch,"human");
if (IS_POLYAFF(ch,POLY_SERPENT) ) do_serpent(ch,"");
ch->pcdata->stats[UNI_RAGE] = 0;
ch->pcdata->condition[COND_THIRST] = blood;
send_to_char("Colour returns to your skin and you warm up a little.\n\r",ch);
act("Colour returns to $n's skin.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->class, CLASS_VAMPIRE);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
return;
}
send_to_char("You skin pales and cools.\n\r",ch);
act("$n's skin pales slightly.", ch, NULL, NULL, TO_ROOM);
ch->class=CLASS_VAMPIRE;
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
return;
}
void do_mortalvamp( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int blood;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch,CLASS_VAMPIRE) )
{
/* Have to make sure they have enough blood to change back */
blood = ch->pcdata->condition[COND_THIRST];
ch->pcdata->condition[COND_THIRST] = 666;
/* Remove physical vampire attributes when you take mortal form */
if (IS_VAMPAFF(ch,VAM_DISGUISED) ) do_mask(ch,"self");
if (IS_IMMUNE(ch,IMM_SHIELDED) ) do_shield(ch,"");
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) do_shadowplane(ch,"");
if (IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,"");
if (IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,"");
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,"");
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) do_shadowsight(ch,"");
if (IS_SET(ch->act,PLR_HOLYLIGHT) ) do_truesight(ch,"");
if (IS_VAMPAFF(ch,VAM_CHANGED) ) do_change(ch,"human");
if (IS_POLYAFF(ch,POLY_SERPENT) ) do_serpent(ch,"");
ch->pcdata->stats[UNI_RAGE] = 0;
ch->pcdata->condition[COND_THIRST] = blood;
send_to_char("You loose your vampire powers.\n\r",ch);
REMOVE_BIT(ch->class, CLASS_VAMPIRE);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
return;
}
send_to_char("You regain your vampire powers.\n\r",ch);
ch->class= CLASS_VAMPIRE;
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
return;
}
void do_shield( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->pcdata->powers[WPOWER_OWL] < 2)
{
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DROW)&& !IS_CLASS(ch,
CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
}
if (IS_CLASS(ch, CLASS_DROW) && !IS_SET(ch->pcdata->powers[1],DPOWER_DROWSHIELD))
{ send_to_char("You don't have that power.\n\r", ch );
return;}
if (!IS_VAMPAFF(ch,VAM_OBFUSCATE) && !IS_VAMPAFF(ch,VAM_DOMINATE) &&
!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch,
CLASS_MONK))
{
send_to_char("You are not trained in the Obfuscate or Dominate disciplines.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 60)
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 2 )
{
send_to_char("You have not learned the shielding aura Mantra.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(50,60);
if (!IS_IMMUNE(ch,IMM_SHIELDED) )
{
send_to_char("You shield your aura from those around you.\n\r",ch);
SET_BIT(ch->immune, IMM_SHIELDED);
return;
}
send_to_char("You stop shielding your aura.\n\r",ch);
REMOVE_BIT(ch->immune, IMM_SHIELDED);
return;
}
void do_serpent( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_SERPENTIS) )
{
send_to_char("You are not trained in the Serpentis discipline.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
if (!IS_POLYAFF(ch,POLY_SERPENT))
{
send_to_char( "You cannot polymorph from this form.\n\r", ch );
return;
}
act( "You transform back into human.", ch, NULL, NULL, TO_CHAR );
act( "$n transform into human form.", ch, NULL, NULL, TO_ROOM );
REMOVE_BIT(ch->polyaff, POLY_SERPENT);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
clear_stats(ch);
free_string( ch->morph );
ch->morph = str_dup( "" );
ch->max_hit = ch->max_hit - 250;
ch->hit = ch->hit - 250;
if (ch->hit < 1) ch->hit = 1;
ch->max_mana = ch->max_mana + 50;
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 50 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(40,50);
clear_stats(ch);
if (ch->wpn[0] > 0)
{
ch->hitroll += ch->wpn[0] * 0.75;
ch->damroll += ch->wpn[0] * 0.75;
ch->armor -= ch->wpn[0] * 3;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
ch->pcdata->mod_str = 10;
act( "You transform into a huge serpent.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a huge serpent.", ch, NULL, NULL, TO_ROOM );
SET_BIT(ch->polyaff, POLY_SERPENT);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s the huge serpent", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
ch->max_hit = ch->max_hit + 250;
ch->hit = ch->hit + 250;
ch->max_mana = ch->max_mana - 50;
return;
}
void do_poison( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_SERPENTIS) )
{
send_to_char("You are not trained in the Serpentis discipline.\n\r",ch);
return;
}
if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
&& ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) )
{
send_to_char( "You must wield the weapon you wish to poison.\n\r", ch );
return;
}
if ( obj->value[0] != 0 )
{
send_to_char( "This weapon cannot be poisoned.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 15 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(5,15);
act("You run your tongue along $p, poisoning it.",ch,obj,NULL,TO_CHAR);
act("$n runs $s tongue along $p, poisoning it.",ch,obj,NULL,TO_ROOM);
obj->value[0] = 53;
obj->timer = number_range(10,20);
return;
}
void do_mechaheal( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MECHA))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char("You cannot repair your mecha while fighting.\n\r",ch);
return;
}
if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move )
{
send_to_char("But your mecha isnt damaged!\n\r",ch);
return;
}
if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move )
{
send_to_char("Your mecha is now completely repaired..\n\r",ch);
act("$n works on their mecha until it is fully repaired.",ch,NULL,NULL,TO_ROOM);
}
else
send_to_char("You slowly repair your mecha.\n\r",ch);
if (ch->hit < 1 )
{
ch->hit = ch->hit + 1;
update_pos(ch);
WAIT_STATE( ch, 8 );
}
else
{
ch->hit = UMIN(ch->hit + 200, ch->max_hit);
ch->mana = UMIN(ch->mana + 200, ch->max_mana);
ch->move = UMIN(ch->move + 200, ch->max_move);
WAIT_STATE(ch,8);
update_pos(ch);
}
return;
}
void do_regenerate( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int min = 5;
int max = 10;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DJINN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->stats[UNI_RAGE] > 0)
{
send_to_char("You cannot control your regenerative powers while the beast is so strong.\n\r",ch);
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char("You cannot regenerate while fighting.\n\r",ch);
return;
}
if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move )
{
send_to_char("But you are already completely regenerated!\n\r",ch);
return;
}
if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 5 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(2,5);
if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move )
{
send_to_char("Your body has completely regenerated.\n\r",ch);
act("$n's body completely regenerates itself.",ch,NULL,NULL,TO_ROOM);
}
else
send_to_char("Your body slowly regenerates itself.\n\r",ch);
if (ch->hit < 1 )
{
ch->hit = ch->hit + 1;
update_pos(ch);
WAIT_STATE( ch, 24 );
}
else
{
min += 10 - ch->pcdata->stats[UNI_GEN];
min += 20 - (ch->pcdata->stats[UNI_GEN] * 2);
ch->hit = UMIN(ch->hit + number_range(min,max), ch->max_hit);
ch->mana = UMIN(ch->mana + number_range(min,max), ch->max_mana);
ch->move = UMIN(ch->move + number_range(min,max), ch->max_move);
update_pos(ch);
}
return;
}
void werewolf_regen( CHAR_DATA *ch )
{
int min = 5;
int max = 10;
if (IS_NPC(ch)) return;
if (ch->hit < 1 )
{
ch->hit = ch->hit + number_range(1,3);
update_pos(ch);
}
else
{
min += 10 - ch->pcdata->stats[UNI_GEN];
min += 20 - (ch->pcdata->stats[UNI_GEN] * 2);
ch->hit = UMIN(ch->hit + number_range(min,max), ch->max_hit);
ch->mana = UMIN(ch->mana + number_range(min,max), ch->max_mana);
ch->move = UMIN(ch->move + number_range(min,max), ch->max_move);
if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move )
send_to_char("Your body has completely regenerated itself.\n\r",ch);
}
return;
}
void reg_mend( CHAR_DATA *ch )
{
int ribs = 0;
int teeth = 0;
if (IS_BODY(ch,BROKEN_RIBS_1 )) ribs += 1;
if (IS_BODY(ch,BROKEN_RIBS_2 )) ribs += 2;
if (IS_BODY(ch,BROKEN_RIBS_4 )) ribs += 4;
if (IS_BODY(ch,BROKEN_RIBS_8 )) ribs += 8;
if (IS_BODY(ch,BROKEN_RIBS_16)) ribs += 16;
if (IS_HEAD(ch,LOST_TOOTH_1 )) teeth += 1;
if (IS_HEAD(ch,LOST_TOOTH_2 )) teeth += 2;
if (IS_HEAD(ch,LOST_TOOTH_4 )) teeth += 4;
if (IS_HEAD(ch,LOST_TOOTH_8 )) teeth += 8;
if (IS_HEAD(ch,LOST_TOOTH_16 )) teeth += 16;
if (ribs > 0)
{
if (IS_BODY(ch,BROKEN_RIBS_1 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_1);
if (IS_BODY(ch,BROKEN_RIBS_2 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_2);
if (IS_BODY(ch,BROKEN_RIBS_4 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_4);
if (IS_BODY(ch,BROKEN_RIBS_8 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_8);
if (IS_BODY(ch,BROKEN_RIBS_16))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_16);
ribs -= 1;
if (ribs >= 16) {ribs -= 16;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_16);}
if (ribs >= 8 ) {ribs -= 8;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_8);}
if (ribs >= 4 ) {ribs -= 4;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_4);}
if (ribs >= 2 ) {ribs -= 2;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_2);}
if (ribs >= 1 ) {ribs -= 1;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_1);}
act("One of $n's ribs snap back into place.",ch,NULL,NULL,TO_ROOM);
act("One of your ribs snap back into place.",ch,NULL,NULL,TO_CHAR);
}
else if (IS_HEAD(ch,LOST_EYE_L))
{
act("An eyeball appears in $n's left eye socket.",ch,NULL,NULL,TO_ROOM);
act("An eyeball appears in your left eye socket.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_L);
}
else if (IS_HEAD(ch,LOST_EYE_R))
{
act("An eyeball appears in $n's right eye socket.",ch,NULL,NULL,TO_ROOM);
act("An eyeball appears in your right eye socket.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_R);
}
else if (IS_HEAD(ch,LOST_EAR_L))
{
act("An ear grows on the left side of $n's head.",ch,NULL,NULL,TO_ROOM);
act("An ear grows on the left side of your head.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_L);
}
else if (IS_HEAD(ch,LOST_EAR_R))
{
act("An ear grows on the right side of $n's head.",ch,NULL,NULL,TO_ROOM);
act("An ear grows on the right side of your head.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_R);
}
else if (IS_HEAD(ch,LOST_NOSE))
{
act("A nose grows on the front of $n's face.",ch,NULL,NULL,TO_ROOM);
act("A nose grows on the front of your face.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_NOSE);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (teeth > 0)
{
if (IS_HEAD(ch,LOST_TOOTH_1 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);
if (IS_HEAD(ch,LOST_TOOTH_2 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);
if (IS_HEAD(ch,LOST_TOOTH_4 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);
if (IS_HEAD(ch,LOST_TOOTH_8 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);
if (IS_HEAD(ch,LOST_TOOTH_16))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);
teeth -= 1;
if (teeth >= 16) {teeth -= 16;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
if (teeth >= 8 ) {teeth -= 8;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
if (teeth >= 4 ) {teeth -= 4;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
if (teeth >= 2 ) {teeth -= 2;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
if (teeth >= 1 ) {teeth -= 1;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
act("A missing tooth grows in your mouth.",ch,NULL,NULL,TO_CHAR);
act("A missing tooth grows in $n's mouth.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_HEAD(ch,BROKEN_NOSE))
{
act("$n's nose snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your nose snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (IS_HEAD(ch,BROKEN_JAW))
{
act("$n's jaw snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your jaw snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_JAW);
}
else if (IS_HEAD(ch,BROKEN_SKULL))
{
act("$n's skull knits itself back together.",ch,NULL,NULL,TO_ROOM);
act("Your skull knits itself back together.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_SKULL);
}
else if (IS_BODY(ch,BROKEN_SPINE))
{
act("$n's spine knits itself back together.",ch,NULL,NULL,TO_ROOM);
act("Your spine knits itself back together.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_SPINE);
}
else if (IS_BODY(ch,BROKEN_NECK))
{
act("$n's neck snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your neck snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_NECK);
}
else if (IS_ARM_L(ch,LOST_ARM))
{
act("An arm grows from the stump of $n's left shoulder.",ch,NULL,NULL,TO_ROOM);
act("An arm grows from the stump of your left shoulder.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_ARM);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND);
}
else if (IS_ARM_R(ch,LOST_ARM))
{
act("An arm grows from the stump of $n's right shoulder.",ch,NULL,NULL,TO_ROOM);
act("An arm grows from the stump of your right shoulder.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_ARM);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND);
}
else if (IS_LEG_L(ch,LOST_LEG))
{
act("A leg grows from the stump of $n's left hip.",ch,NULL,NULL,TO_ROOM);
act("A leg grows from the stump of your left hip.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_LEG);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG);
SET_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT);
}
else if (IS_LEG_R(ch,LOST_LEG))
{
act("A leg grows from the stump of $n's right hip.",ch,NULL,NULL,TO_ROOM);
act("A leg grows from the stump of your right hip.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_LEG);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG);
SET_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT);
}
else if (IS_ARM_L(ch,BROKEN_ARM))
{
act("$n's left arm snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left arm snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM);
}
else if (IS_ARM_R(ch,BROKEN_ARM))
{
act("$n's right arm snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right arm snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM);
}
else if (IS_LEG_L(ch,BROKEN_LEG))
{
act("$n's left leg snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left leg snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG);
}
else if (IS_LEG_R(ch,BROKEN_LEG))
{
act("$n's right leg snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right leg snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG);
}
else if (IS_ARM_L(ch,LOST_HAND))
{
act("A hand grows from the stump of $n's left wrist.",ch,NULL,NULL,TO_ROOM);
act("A hand grows from the stump of your left wrist.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L);
}
else if (IS_ARM_R(ch,LOST_HAND))
{
act("A hand grows from the stump of $n's right wrist.",ch,NULL,NULL,TO_ROOM);
act("A hand grows from the stump of your right wrist.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L);
}
else if (IS_LEG_L(ch,LOST_FOOT))
{
act("A foot grows from the stump of $n's left ankle.",ch,NULL,NULL,TO_ROOM);
act("A foot grows from the stump of your left ankle.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT);
}
else if (IS_LEG_R(ch,LOST_FOOT))
{
act("A foot grows from the stump of $n's right ankle.",ch,NULL,NULL,TO_ROOM);
act("A foot grows from the stump of your right ankle.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT);
}
else if (IS_ARM_L(ch,LOST_THUMB))
{
act("A thumb slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A thumb slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(ch,BROKEN_THUMB))
{
act("$n's left thumb snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left thumb snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(ch,LOST_FINGER_I))
{
act("An index finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("An index finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_I))
{
act("$n's left index finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left index finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch,LOST_FINGER_M))
{
act("A middle finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A middle finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_M))
{
act("$n's left middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch,LOST_FINGER_R))
{
act("A ring finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A ring finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_R))
{
act("$n's left ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch,LOST_FINGER_L))
{
act("A little finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A little finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_L))
{
act("$n's left little finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left little finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_R(ch,LOST_THUMB))
{
act("A thumb slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A thumb slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(ch,BROKEN_THUMB))
{
act("$n's right thumb snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right thumb snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(ch,LOST_FINGER_I))
{
act("An index finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("An index finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_I))
{
act("$n's right index finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right index finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch,LOST_FINGER_M))
{
act("A middle finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A middle finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_M))
{
act("$n's right middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch,LOST_FINGER_R))
{
act("A ring finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A ring finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_R))
{
act("$n's right ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if ( IS_ARM_R(ch,LOST_FINGER_L))
{
act("A little finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A little finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if ( IS_ARM_R(ch,BROKEN_FINGER_L))
{
act("$n's right little finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right little finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if (IS_BODY(ch,CUT_THROAT))
{
if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT)) return;
act("The wound in $n's throat closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your throat closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT);
}
return;
}
void vamp_rage( CHAR_DATA *ch )
{
if (IS_NPC(ch)) return;
send_to_char("You scream with rage as the beast within consumes you!\n\r",ch);
act("$n screams with rage as $s inner beast consumes $m!.", ch, NULL, NULL, TO_ROOM);
do_beastlike(ch,"");
do_rage(ch,"");
return;
}
void do_humanity( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC( ch )) return;
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->beast > 0
&& ch->beast < 100 && number_range(1, 500) <= ch->beast)
{
if (ch->beast == 1)
{
send_to_char("You have attained Golconda!\n\r", ch);
ch->exp += 1000000;
if (!IS_IMMUNE(ch, IMM_SUNLIGHT))
SET_BIT(ch->immune, IMM_SUNLIGHT);
}
else
send_to_char("You feel slightly more in control of your beast.\n\r", ch);
ch->beast -= 1;
}
return;
}
void do_beastlike( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int blood;
argument = one_argument( argument, arg );
if (IS_NPC( ch )) return;
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->beast < 100
&& ch->beast > 0 && number_range(1, 500) <= ch->beast)
{
if (ch->beast < 99)
send_to_char("You feel your beast take more control over your actions.\n\r", ch);
else
send_to_char("Your beast has fully taken over control of your actions!\n\r", ch);
ch->beast += 1;
blood = ch->pcdata->condition[COND_THIRST];
ch->pcdata->condition[COND_THIRST] = 666;
if ((IS_VAMPAFF(ch,VAM_PROTEAN) || (IS_VAMPAFF(ch,VAM_OBTENEBRATION)))
&& !IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,"");
if (!IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,"");
if (IS_VAMPAFF(ch,VAM_PROTEAN) &&
!IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,"");
ch->pcdata->condition[COND_THIRST] = blood;
}
return;
}
void do_feed( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char bufch [MAX_INPUT_LENGTH];
char bufvi [MAX_INPUT_LENGTH];
int blood;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r",ch);
return;
}
if (!IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("Blood does them no good at all.\n\r",ch);
return;
}
if (!IS_IMMUNE(victim, IMM_VAMPIRE))
{
send_to_char("They refuse to drink your blood.\n\r",ch);
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 20 )
{
send_to_char("You don't have enough blood.\n\r",ch);
return;
}
blood = number_range(5,10);
ch->pcdata->condition[COND_THIRST] -= (blood * 2);
victim->pcdata->condition[COND_THIRST] += blood;
if (IS_AFFECTED(ch,AFF_POLYMORPH)) sprintf(bufch,ch->morph);
else sprintf(bufch,ch->name);
if (IS_AFFECTED(victim,AFF_POLYMORPH)) sprintf(bufvi,victim->morph);
else sprintf(bufvi,victim->name);
sprintf(buf,"You cut open your wrist and feed some blood to %s.",bufvi);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s cuts open $s wrist and feeds some blood to %s.",bufch,bufvi);
act(buf, ch, NULL, victim, TO_NOTVICT);
if (victim->position < POS_RESTING)
send_to_char("You feel some blood poured down your throat.\n\r",victim);
else
{
sprintf(buf,"%s cuts open $s wrist and feeds you some blood.",bufch);
act(buf, ch, NULL, victim, TO_VICT);
}
return;
}
void do_upkeep( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char buf2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(" -= Demonic powers =-\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if (ch->pcdata->powers[DPOWER_FLAGS] < 1)
send_to_char("You have no demonic powers.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_FANGS) )
{
if (IS_VAMPAFF(ch, VAM_FANGS)) send_to_char("You have a pair of long pointed fangs extending from your gums.\n\r",ch);
else send_to_char("You have a pair of long pointed fangs, but they are not currently extended.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_CLAWS) )
{
if (IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("You have a pair of razor sharp claws extending from your fingers.\n\r",ch);
else send_to_char("You have a pair of razor sharp claws, but they are not currently extended.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_HORNS) )
{
if (IS_DEMAFF(ch, DEM_HORNS)) send_to_char("You have a pair of curved horns extending from your forehead.\n\r",ch);
else send_to_char("You have a pair of curved horns, but they are not currently extended.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_TAIL) )
{
if (IS_DEMAFF(ch, DEM_TAIL)) send_to_char("You have a long tail extended from you back side.\n\r",ch);
else send_to_char("You have a tail, but it is not being used.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_HOOVES) )
{
if (IS_DEMAFF(ch, DEM_HOOVES)) send_to_char("You have hooves instead of feet.\n\r",ch);
else send_to_char("You are able to transform your feet into hooves at will.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_EYES) )
{
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) send_to_char("Your eyes are glowing bright red, allowing you to see in the dark.\n\r",ch);
else send_to_char("You are able to see in the dark, although that power is not currently activated.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_WINGS) )
{
if (!IS_DEMAFF(ch, DEM_WINGS)) send_to_char("You have the ability to extend wings from your back.\n\r",ch);
else if (IS_DEMAFF(ch, DEM_UNFOLDED)) send_to_char("You have a pair of large leathery wings unfolded behind your back.\n\r",ch);
else send_to_char("You have a pair of large leathery wings folded behind your back.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_MIGHT) )
send_to_char("Your muscles ripple with supernatural strength.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_TOUGH) )
send_to_char("Your skin reflects blows with supernatural toughness.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_SPEED) )
send_to_char("You move with supernatural speed and grace.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_TRAVEL) )
send_to_char("You are able to travel to other demons at will.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_SCRY) )
send_to_char("You are able to scry over great distances at will.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_SHADOWSIGHT) )
{
if (IS_AFFECTED(ch, AFF_SHADOWSIGHT)) send_to_char("You are able see things in the shadowplane.\n\r",ch);
else send_to_char("You are able to view the shadowplane, although you are not currently doing so.\n\r",ch);
}
}
/* Paladin Upkeep of powers - Loki */
else if (IS_CLASS(ch, CLASS_PALADIN))
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(" (: Paladin powers :)\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if (ch->pcdata->powers[PPOWER_FLAGS] < 1)
send_to_char("You have no paladin powers.\n\r",ch);
if ( IS_PPOWER(ch, PALADIN_SCRY) )
send_to_char("You have the ability to use magic to see others over great distances.\n\r", ch);
if ( IS_PPOWER(ch, PALADIN_CHARGE) )
send_to_char("You deal an extra amount of damage on your first attack.\n\r", ch);
if ( IS_PPOWER(ch, PALADIN_SPEED) )
send_to_char("You have an extra attack and can dodge and parry with great speed.\n\r", ch);
if ( IS_PPOWER(ch, PALADIN_TOUGHNESS) )
send_to_char("You have harden your body enough to take little damage from combat.\n\r", ch);
if ( IS_PPOWER(ch, PALADIN_HOLYBLESS) )
send_to_char("You have trained enough to automatically regenerate your wounds.\n\r", ch);
if ( IS_PPOWER(ch, PALADIN_JOUST) )
send_to_char("You have learned and mastered the ability to joust.\n\r", ch);
}
else if (IS_CLASS(ch, CLASS_MONK))
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(" <: Monk powers :>\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if ( ch->pcdata->powers[PMONK] < 1 )
send_to_char("You have no knowledge of any Mantras.\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 0 )
send_to_char("Eyes of God.\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 1 )
send_to_char("Shield/Read Aura/Scry\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 2 )
send_to_char("Sacred Invisibility\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 3 )
send_to_char("Heart of the Oak\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 4 )
send_to_char("Adamantium Hands\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 5 )
send_to_char("Steel Shield\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 6 )
send_to_char("The Almighty Favor\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 7 )
send_to_char("Dark Blaze\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 8 )
send_to_char("Celestial Path\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 9 )
send_to_char("Prayer of the Ages\n\r", ch);
if ( ch->pcdata->powers[PMONK] > 10 )
send_to_char("Cloak of Life\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 11 )
send_to_char("You have completed your Mantra training.\n\r", ch);
}
else if (IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(" -= Vampire upkeep =-\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char("Staying alive...upkeep 1.\n\r",ch);
if (IS_POLYAFF(ch,POLY_ZULO))
{
send_to_char("You are in beastly form... 30-50.\n\r", ch);
}
if (IS_VAMPAFF(ch,VAM_DISGUISED) )
{
if (ch->beast == 0 ) sprintf(buf,"You are disguised as %s...no upkeep.\n\r",ch->morph);
else if (ch->beast == 100) sprintf(buf,"You are disguised as %s...upkeep 10-20.\n\r",ch->morph);
else sprintf(buf,"You are disguised as %s...upkeep 5-10.\n\r",ch->morph);
send_to_char(buf,ch);
}
if (IS_IMMUNE(ch,IMM_SHIELDED) )
{
if (ch->beast == 0 ) sprintf(buf,"You are shielded...no upkeep.\n\r");
else if (ch->beast == 100) sprintf(buf,"You are shielded...upkeep 2-6.\n\r");
else sprintf(buf,"You are shielded...upkeep 1-3.\n\r");
send_to_char(buf,ch);
}
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) )
{
if (ch->beast == 0 ) sprintf(buf,"You are in the shadowplane...no upkeep.\n\r");
else if (ch->beast == 100) sprintf(buf,"You are in the shadowplane...no upkeep.\n\r");
else sprintf(buf,"You are in the shadowplane...no upkeep.\n\r");
send_to_char(buf,ch);
}
if (IS_VAMPAFF(ch,VAM_FANGS) )
{
if (ch->beast == 0 ) sprintf(buf,"You have your fangs out...no upkeep.\n\r");
else if (ch->beast == 100) sprintf(buf,"You have your fangs out...upkeep 2.\n\r");
else sprintf(buf,"You have your fangs out...upkeep 1.\n\r");
send_to_char(buf,ch);
}
if (IS_VAMPAFF(ch,VAM_CLAWS) )
{
if (ch->beast == 0 ) sprintf(buf,"You have your claws out...no upkeep.\n\r");
else if (ch->beast == 100) sprintf(buf,"You have your claws out...upkeep 2-6.\n\r");
else sprintf(buf,"You have your claws out...upkeep 1-3.\n\r");
send_to_char(buf,ch);
}
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) )
{
if (ch->beast == 0 ) sprintf(buf,"You have nightsight...no upkeep.\n\r");
else if (ch->beast == 100) sprintf(buf,"You have nightsight...upkeep 2.\n\r");
else sprintf(buf,"You have nightsight...upkeep 1.\n\r");
send_to_char(buf,ch);
}
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) )
{
if (ch->beast == 0 ) sprintf(buf,"You have shadowsight...no upkeep.\n\r");
else if (ch->beast == 100) sprintf(buf,"You are shadowsight...upkeep 2-6.\n\r");
else sprintf(buf,"You are shadowsight...upkeep 1-3.\n\r");
send_to_char(buf,ch);
}
if (IS_SET(ch->act,PLR_HOLYLIGHT) )
{
if (ch->beast == 0 ) sprintf(buf,"You have truesight...no upkeep.\n\r");
else if (ch->beast == 100) sprintf(buf,"You have truesight...upkeep 2-10.\n\r");
else sprintf(buf,"You have truesight...upkeep 1-5.\n\r");
send_to_char(buf,ch);
}
if (IS_VAMPAFF(ch,VAM_CHANGED) )
{
if (IS_POLYAFF(ch,POLY_BAT)) sprintf(buf2,"bat" );
else if (IS_POLYAFF(ch,POLY_WOLF)) sprintf(buf2,"wolf");
else sprintf(buf2,"mist");
if (ch->beast == 0 ) sprintf(buf,"You have changed into %s form...no upkeep.\n\r",buf2);
else if (ch->beast == 100) sprintf(buf,"You have changed into %s form...upkeep 10-20.\n\r",buf2);
else sprintf(buf,"You have changed into %s form...upkeep 5-10.\n\r",buf2);
send_to_char(buf,ch);
}
if (IS_POLYAFF(ch,POLY_SERPENT) )
{
if (ch->beast == 0 ) sprintf(buf,"You are in serpent form...no upkeep.\n\r");
else if (ch->beast == 100) sprintf(buf,"You are in serpent form...upkeep 6-8.\n\r");
else sprintf(buf,"You are in serpent form...upkeep 1-3.\n\r");
send_to_char(buf,ch);
}
}
else
{
send_to_char("Huh?\n\r",ch);
return;
}
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
return;
}
void do_vclan( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (strlen(ch->clan) < 2 || IS_SET(ch->special, SPC_ANARCH) )
{
send_to_char("But you don't belong to any clan!\n\r",ch);
return;
}
sprintf( buf, "The %s clan:\n\r", ch->clan );
send_to_char( buf, ch );
send_to_char("[ Name ] [ Gen ] [ Hits % ] [ Mana % ] [ Move % ] [ Exp ] [Blood]\n\r", ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( IS_NPC(gch) ) continue;
if ( !IS_CLASS(gch, CLASS_VAMPIRE) ) continue;
if ( !str_cmp(ch->clan,gch->clan) )
{
sprintf( buf,
"[%-16s] [ %d ] [%-6d%3d] [%-6d%3d] [%-6d%3d] [%7d] [ %3d ]\n\r",
capitalize( gch->name ),
gch->pcdata->stats[UNI_GEN],
gch->hit, (gch->hit * 100 / gch->max_hit ),
gch->mana, (gch->mana * 100 / gch->max_mana),
gch->move, (gch->move * 100 / gch->max_move),
gch->exp, gch->pcdata->condition[COND_THIRST] );
send_to_char( buf, ch );
}
}
return;
}
void do_tribe( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
char clan[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF))
{
send_to_char("Huh?\n\r",ch);
return;
}
send_to_char("[ Name ] [ Tribe ] [ Hits % ] [ Mana % ] [ Move % ] [ Exp ]\n\r", ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( IS_NPC(gch) ) continue;
if ( !IS_CLASS(gch, CLASS_WEREWOLF) ) continue;
if ( gch->clan != NULL && strlen(gch->clan) > 1 )
sprintf(clan,gch->clan);
else if ( gch->pcdata->stats[UNI_GEN] == 1 )
sprintf(clan,"All");
else
sprintf(clan,"None");
{
sprintf( buf,
"[%-16s] [%-13s] [%-6d%3d] [%-6d%3d] [%-6d%3d] [%7d]\n\r",
capitalize( gch->name ), clan,
gch->hit, (gch->hit * 100 / gch->max_hit ),
gch->mana, (gch->mana * 100 / gch->max_mana),
gch->move, (gch->move * 100 / gch->max_move),
gch->exp);
send_to_char( buf, ch );
}
}
return;
}
void do_werewolf( CHAR_DATA *ch, char *argument )
{
char buf[MAX_INPUT_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *obj;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF)) return;
if (IS_SET(ch->special, SPC_WOLFMAN)) return;
SET_BIT(ch->special, SPC_WOLFMAN);
send_to_char("You throw back your head and howl with rage!\n\r",ch);
act("$n throws back $s head and howls with rage!.", ch, NULL, NULL, TO_ROOM);
send_to_char("Coarse dark hair sprouts from your body.\n\r",ch);
act("Coarse dark hair sprouts from $n's body.",ch,NULL,NULL,TO_ROOM);
if (!IS_VAMPAFF(ch,VAM_NIGHTSIGHT))
{
send_to_char("Your eyes start glowing red.\n\r",ch);
act("$n's eyes start glowing red.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
}
if (!IS_VAMPAFF(ch,VAM_FANGS))
{
send_to_char("A pair of long fangs extend from your mouth.\n\r",ch);
act("A pair of long fangs extend from $n's mouth.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
if (!IS_VAMPAFF(ch,VAM_CLAWS))
{
send_to_char("Razor sharp talons extend from your fingers.\n\r",ch);
act("Razor sharp talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
if ((obj = get_eq_char(ch,WEAR_WIELD)) != NULL && !IS_SET(obj->spectype, SITEM_WOLFWEAPON))
{
act("$p drops from your right hand.",ch,obj,NULL,TO_CHAR);
act("$p drops from $n's right hand.",ch,obj,NULL,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj, ch);
}
if ((obj = get_eq_char(ch,WEAR_HOLD)) != NULL && !IS_SET(obj->spectype, SITEM_WOLFWEAPON))
{
act("$p drops from your left hand.",ch,obj,NULL,TO_CHAR);
act("$p drops from $n's left hand.",ch,obj,NULL,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj, ch);
}
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
sprintf(buf,"%s the werewolf",ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
ch->pcdata->stats[UNI_RAGE] += 75;
if (ch->pcdata->powers[WPOWER_WOLF] > 3) ch->pcdata->stats[UNI_RAGE] += 100;
if (ch->pcdata->stats[UNI_RAGE] > 300)
ch->pcdata->stats[UNI_RAGE] = 300;
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( ch == vch )
{
act("You throw back your head and howl with rage!", ch, NULL, NULL, TO_CHAR);
continue;
}
if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
continue;
if (!IS_NPC(vch))
{
if (vch->in_room == ch->in_room)
act("$n throws back $s head and howls with rage!", ch, NULL, vch, TO_VICT);
else if (vch->in_room->area == ch->in_room->area)
send_to_char("You hear a fearsome howl close by!\n\r", vch);
else
/* send_to_char("You hear a fearsome howl far off in the
distance!\n\r", vch);*/
if (!CAN_PK(vch)) continue;
}
if ( vch->in_room == ch->in_room && can_see( ch, vch) )
{
multi_hit( ch, vch, TYPE_UNDEFINED );
if (vch == NULL || vch->position <= POS_STUNNED) continue;
multi_hit( ch, vch, TYPE_UNDEFINED );
if (vch == NULL || vch->position <= POS_STUNNED) continue;
multi_hit( ch, vch, TYPE_UNDEFINED );
}
}
return;
}
void do_unwerewolf( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF)) return;
if (!IS_SET(ch->special, SPC_WOLFMAN)) return;
REMOVE_BIT(ch->special, SPC_WOLFMAN);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string(ch->morph);
ch->morph = str_dup("");
if (IS_VAMPAFF(ch,VAM_CLAWS))
{
send_to_char("Your talons slide back into your fingers.\n\r",ch);
act("$n's talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
if (IS_VAMPAFF(ch,VAM_FANGS))
{
send_to_char("Your fangs slide back into your mouth.\n\r",ch);
act("$n's fangs slide back into $s mouth.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT))
{
send_to_char("The red glow in your eyes fades.\n\r",ch);
act("The red glow in $n's eyes fades.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
}
send_to_char("Your coarse hair shrinks back into your body.\n\r",ch);
act("$n's coarse hair shrinks back into $s body.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->stats[UNI_RAGE] -= 75;
if (ch->pcdata->stats[UNI_RAGE] < 0) ch->pcdata->stats[UNI_RAGE] = 0;
return;
}
void do_favour( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( IS_NPC(ch) ) return;
if ( !IS_CLASS(ch,CLASS_VAMPIRE) && (IS_SET(ch->special,SPC_PRINCE) || ch->pcdata->stats[UNI_GEN] != 2) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax is: favour <target> <prince/sire>\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Not on yourself!\n\r", ch );
return;
}
if ( !IS_CLASS(victim,CLASS_VAMPIRE) )
{
send_to_char( "But they are not a vampire!\n\r", ch );
return;
}
if ( str_cmp(victim->clan,ch->clan) && str_cmp(arg2,"induct") )
{
send_to_char( "You can only grant your favour to someone in your clan.\n\r", ch );
return;
}
if ( ch->pcdata->stats[UNI_GEN] >= victim->pcdata->stats[UNI_GEN] )
{
send_to_char( "You can only grant your favour to someone of a lower generation.\n\r", ch );
return;
}
if ( !str_cmp(arg2,"prince") && ch->pcdata->stats[UNI_GEN] == 2)
{
if (IS_SET(victim->special,SPC_PRINCE)) {
act("You remove $N's prince privilages!",ch,NULL,victim,TO_CHAR);
act("$n removes $N's prince privilages!",ch,NULL,victim,TO_NOTVICT);
act("$n removes your prince privilages!",ch,NULL,victim,TO_VICT);
if (IS_SET(victim->special,SPC_SIRE)) REMOVE_BIT(victim->special,SPC_SIRE);
REMOVE_BIT(victim->special,SPC_PRINCE);return;}
act("You make $N a prince!",ch,NULL,victim,TO_CHAR);
act("$n has made $N a prince!",ch,NULL,victim,TO_NOTVICT);
act("$n has made you a prince!",ch,NULL,victim,TO_VICT);
SET_BIT(victim->special,SPC_PRINCE);
if (IS_SET(victim->special,SPC_SIRE)) REMOVE_BIT(victim->special,SPC_SIRE);
return;
}
else if ( !str_cmp(arg2,"sire") && (ch->pcdata->stats[UNI_GEN] == 2 || IS_SET(ch->special,SPC_PRINCE)))
{
if (IS_SET(victim->special,SPC_SIRE)) {
act("You remove $N's permission to sire a childe!",ch,NULL,victim,TO_CHAR);
act("$n has removed $N's permission to sire a childe!",ch,NULL,victim,TO_NOTVICT);
act("$n has removed your permission to sire a childe!",ch,NULL,victim,TO_VICT);
REMOVE_BIT(victim->special,SPC_SIRE);return;}
act("You grant $N permission to sire a childe!",ch,NULL,victim,TO_CHAR);
act("$n has granted $N permission to sire a childe!",ch,NULL,victim,TO_NOTVICT);
act("$n has granted you permission to sire a childe!",ch,NULL,victim,TO_VICT);
SET_BIT(victim->special,SPC_SIRE);
return;
}
else if ( !str_cmp(arg2,"outcast") && victim->pcdata->stats[UNI_GEN] > 2 &&
ch->pcdata->stats[UNI_GEN] == 2)
{
act("You make $N a Caitiff!",ch,NULL,victim,TO_CHAR);
act("$n has made $N a Caitiff!",ch,NULL,victim,TO_NOTVICT);
act("$n has made you a Caitiff!",ch,NULL,victim,TO_VICT);
free_string(victim->clan);
victim->clan = str_dup( "" );
return;
}
else if ( !str_cmp(arg2,"outcast") && victim->pcdata->stats[UNI_GEN] > 2 &&
!IS_SET(victim->special, SPC_PRINCE) && IS_SET(ch->special,SPC_PRINCE))
{
act("You make $N a Caitiff!",ch,NULL,victim,TO_CHAR);
act("$n has made $N a Caitiff!",ch,NULL,victim,TO_NOTVICT);
act("$n has made you a Caitiff!",ch,NULL,victim,TO_VICT);
free_string(victim->clan);
victim->clan = str_dup( "" );
return;
}
else if ( !str_cmp(arg2,"induct") && victim->pcdata->stats[UNI_GEN] > 2 &&
ch->pcdata->stats[UNI_GEN] == 2 && strlen(victim->clan) < 2)
{
if (IS_SET(victim->special, SPC_ANARCH))
{
send_to_char("You cannot induct an Anarch!\n\r",ch);
return;
}
act("You induct $N into your clan!",ch,NULL,victim,TO_CHAR);
act("$n inducts $N into $s clan!",ch,NULL,victim,TO_NOTVICT);
act("$n inducts you into $s clan!",ch,NULL,victim,TO_VICT);
free_string(victim->clan);
victim->clan = str_dup( ch->clan );
return;
}
else if ( !str_cmp(arg2,"induct") && victim->pcdata->stats[UNI_GEN] > 2 &&
!IS_SET(victim->special, SPC_PRINCE) && IS_SET(ch->special,SPC_PRINCE) &&
strlen(victim->clan) < 2)
{
if (IS_SET(victim->special, SPC_ANARCH))
{
send_to_char("You cannot induct an Anarch!\n\r",ch);
return;
}
act("You induct $N into your clan!",ch,NULL,victim,TO_CHAR);
act("$n inducts $N into $s clan!",ch,NULL,victim,TO_NOTVICT);
act("$n inducts you into $s clan!",ch,NULL,victim,TO_VICT);
free_string(victim->clan);
victim->clan = str_dup( ch->clan );
return;
}
else if ( !str_cmp(arg2,"accept") &&
(ch->pcdata->stats[UNI_GEN] == 2 || IS_SET(ch->special,SPC_PRINCE)))
{
if ( victim->pcdata->rank > AGE_CHILDE)
{ send_to_char("But they are not a childe!\n\r",ch); return; }
act("You accept $N into the clan!",ch,NULL,victim,TO_CHAR);
act("$n has accepted $N into $s clan!",ch,NULL,victim,TO_NOTVICT);
act("$n accepted you into $s clan!",ch,NULL,victim,TO_VICT);
victim->pcdata->rank = AGE_NEONATE;
return;
}
else send_to_char( "You are unable to grant that sort of favour.\n\r", ch );
return;
}
/* ratblood command made by Eterared
due to the problems with obtaining blood as a vampire. Modifications to
this code to make it more ...efficient... are welcome */
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char bufch [MAX_INPUT_LENGTH];
char bufvi [MAX_INPUT_LENGTH];
int blood;
void do_ratblood( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] += 25;
send_to_char( "You feed off of the rats in the street.\n\r", ch );
send_to_char( "You feel your thirst for blood lower a small bit.\n\r", ch );
act("$n picks up a rat, and devours its blood.",ch,NULL,NULL,TO_NOTVICT);
return;
}
void do_ghoul( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
/*
send_to_char("This ability has been temporarily disabled.\n\r",ch);
return;
*/
if (!IS_VAMPAFF(ch,VAM_DOMINATE) )
{
send_to_char("You are not trained in the Dominate discipline.\n\r",ch);
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL)
{
sprintf(buf,"You break your hold over %s.\n\r",familiar->short_descr);
send_to_char( buf, ch );
familiar->wizard = NULL;
ch->pcdata->familiar = NULL;
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "What do you wish to make your ghoul?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Become your own ghoul?\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on players.\n\r", ch );
return;
}
if (victim->wizard != NULL)
{
send_to_char( "You are unable to make them a ghoul.\n\r", ch );
return;
}
if (victim->level > (ch->spl[RED_MAGIC] * 0.25))
{
send_to_char( "They are too powerful.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 50 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 50;
ch->pcdata->familiar = victim;
victim->wizard = ch;
act("You cut open your wrist and feed $N some blood.",ch,NULL,victim,TO_CHAR);
act("$n cuts open $s wrist and feeds you some blood.",ch,NULL,victim,TO_VICT);
act("$n cuts open $s wrist and feeds $N some blood.",ch,NULL,victim,TO_NOTVICT);
return;
}
void do_familiar( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
return;
if ( arg[0] == '\0' )
{
send_to_char( "What do you wish to make your familiar?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Become your own familiar?\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on players.\n\r", ch );
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL )
familiar->wizard = NULL;
ch->pcdata->familiar = victim;
victim->wizard = ch;
send_to_char("Ok.\n\r",ch);
return;
}
void do_fcommand( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && ch->level < LEVEL_APPRENTICE)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && !IS_VAMPAFF(ch,VAM_DOMINATE) )
{
send_to_char("You are not trained in the Dominate discipline.\n\r",ch);
return;
}
if ( ( victim = ch->pcdata->familiar ) == NULL )
{
send_to_char( "But you don't have a familiar!\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "What do you wish to make your familiar do?\n\r", ch );
return;
}
interpret(victim,argument);
return;
}
void do_vanish( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->pcdata->powers[WPOWER_OWL] < 1)
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( IS_SET(ch->act, PLR_WIZINVIS) )
{
REMOVE_BIT(ch->act, PLR_WIZINVIS);
send_to_char( "You slowly fade into existance.\n\r", ch );
act("$n slowly fades into existance.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char( "You slowly fade out of existance.\n\r", ch );
act("$n slowly fades out of existance.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->act, PLR_WIZINVIS);
}
return;
}
void do_flex( CHAR_DATA *ch, char *argument )
{
act("You flex your bulging muscles.",ch,NULL,NULL,TO_CHAR);
act("$n flexes $s bulging muscles.",ch,NULL,NULL,TO_ROOM);
if (IS_NPC(ch)) return;
/*
if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
{
if (!IS_DEMPOWER(ch, DEM_MIGHT))
return;
}
else if ((!IS_CLASS(ch, CLASS_WEREWOLF) ||
ch->pcdata->powers[WPOWER_BEAR] < 1) && !IS_CLASS(ch, CLASS_HIGHLANDER
&& !IS_CLASS(ch, CLASS_MAGE) ))
return;
*/
if ( IS_EXTRA(ch, TIED_UP) )
{
act("The ropes restraining you snap.",ch,NULL,NULL,TO_CHAR);
act("The ropes restraining $n snap.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
}
if (is_affected(ch, gsn_web))
{
act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",ch);
affect_strip(ch, gsn_web);
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_WEBBED);
}
WAIT_STATE(ch,12);
return;
}
void do_rage( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if ( ch->pcdata->stats[UNI_RAGE] >= 75 )
{
send_to_char("Your beast is already controlling you.\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) do_nightsight(ch,"");
if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
if (!IS_VAMPAFF(ch, VAM_CLAWS)) do_claws(ch,"");
send_to_char("You bare your fangs and growl as your inner beast consumes you.\n\r",ch);
act("$n bares $s fangs and growls as $s inner beast consumes $m.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->stats[UNI_RAGE] += number_range(10,20);
if (ch->beast > 0) do_beastlike(ch,"");
WAIT_STATE(ch,12);
return;
}
if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->pcdata->powers[WPOWER_BEAR] < 2)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_SET(ch->special, SPC_WOLFMAN))
{
send_to_char("You start snarling angrilly.\n\r",ch);
act("$n starts snarling angrilly.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->stats[UNI_RAGE] += number_range(10,20);
if (ch->pcdata->stats[UNI_RAGE] >= 100) do_werewolf(ch,"");
WAIT_STATE(ch,12);
return;
}
send_to_char("But you are already in a rage!\n\r",ch);
return;
}
void do_calm( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast < 1)
{
if ( ch->pcdata->stats[UNI_RAGE] < 1 )
{
send_to_char("Your beast doesn't control your actions.\n\r",ch);
return;
}
send_to_char("You take a deep breath and force back your inner beast.\n\r",ch);
act("$n takes a deep breath and forces back $s inner beast.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->stats[UNI_RAGE] = 0;
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) do_nightsight(ch,"");
if (IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
if (IS_VAMPAFF(ch, VAM_CLAWS)) do_claws(ch,"");
WAIT_STATE(ch,12);
return;
}
if (IS_CLASS(ch, CLASS_HYBRID1) && ch->pcdata->stats[UNI_RAGE] > 0)
{
send_to_char("You control you actions and calm down.\n\r", ch);
ch->pcdata->stats[UNI_RAGE] = 0;
return;
}
else if (IS_CLASS(ch, CLASS_HYBRID1) && ch->pcdata->stats[UNI_RAGE] == 0)
{
send_to_char("You are not in the state of mydak.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->stats[UNI_RAGE] > 0)
{
send_to_char("You control you actions and calm down.\n\r", ch);
ch->pcdata->stats[UNI_RAGE] = 0;
return;
}
else if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->stats[UNI_RAGE] == 0)
{
send_to_char("You are not in the state of michi.\n\r", ch);
return;
}
if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->pcdata->powers[WPOWER_WOLF] < 3)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_SET(ch->special, SPC_WOLFMAN))
{
send_to_char("You take a deep breath and calm yourself.\n\r",ch);
act("$n takes a deep breath and tries to calm $mself.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->stats[UNI_RAGE] -= number_range(10,20);
if (ch->pcdata->stats[UNI_RAGE] < 100) do_unwerewolf(ch,"");
WAIT_STATE(ch,12);
return;
}
send_to_char("But you are not in crinos form!\n\r",ch);
return;
}
void do_totems( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg1[0] == '\0' && arg2[0] == '\0')
{
sprintf(buf,"Totems: Bear (%d), Tiger (%d), Lynx (%d), Gaia (%d), Boar (%d), Owl (%d),\n\r Spider (%d), Wolf (%d), Hawk (%d), Mantis (%d).\n\r",
ch->pcdata->powers[WPOWER_BEAR], ch->pcdata->powers[WPOWER_TIGER],
ch->pcdata->powers[WPOWER_LYNX], ch->pcdata->powers[WPOWER_GAIA],
ch->pcdata->powers[WPOWER_BOAR], ch->pcdata->powers[WPOWER_OWL],
ch->pcdata->powers[WPOWER_SPIDER], ch->pcdata->powers[WPOWER_WOLF],
ch->pcdata->powers[WPOWER_HAWK],ch->pcdata->powers[WPOWER_MANTIS]);
send_to_char(buf,ch);
return;
}
if (arg2[0] == '\0')
{
if (!str_cmp(arg1,"bear"))
{
send_to_char("Bear: The totem of strength and aggression.\n\r",ch);
if (ch->pcdata->powers[WPOWER_BEAR] < 1)
send_to_char("You have none of the Bear totem powers.\n\r",ch);
if (ch->pcdata->powers[WPOWER_BEAR] > 0)
send_to_char("FLEX: You strength is so great that no ropes can hold you.\n\r",ch);
if (ch->pcdata->powers[WPOWER_BEAR] > 1)
send_to_char("RAGE: You are able to build yourself up a rage at will.\n\r",ch);
if (ch->pcdata->powers[WPOWER_BEAR] > 2)
send_to_char("Steel claws: Your claws are so tough that they can parry weapons.\n\r",ch);
if (ch->pcdata->powers[WPOWER_BEAR] > 3)
send_to_char("Hibernation: Your wounds heal at amazing speeds when you sleep.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"tiger"))
{
send_to_char("Tiger: The totem of speed and agility.\n\r",ch);
if (ch->pcdata->powers[WPOWER_TIGER] < 1)
send_to_char("You have none of the Tiger totem powers.\n\r",ch); if (ch->pcdata->powers[WPOWER_TIGER] > 0)
if (ch->pcdata->powers[WPOWER_TIGER] > 0)
send_to_char("Speed: You parry at unbelievable speeds.\n\r",ch);
if (ch->pcdata->powers[WPOWER_TIGER] > 1)
send_to_char("Agility: You are able to dodge attacks with amazing speed.\n\r",ch);
if (ch->pcdata->powers[WPOWER_TIGER] > 2)
send_to_char("Talons: You get razor sharp talons for an extra attack.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"boar"))
{
send_to_char("Boar: The totem of toughness and perserverance.\n\r",ch);
if (ch->pcdata->powers[WPOWER_BOAR] < 1)
send_to_char("You have none of the Boar totem powers.\n\r",ch);
if (ch->pcdata->powers[WPOWER_BOAR] > 0)
send_to_char("Shatter: No door is sturdy enough to resist you.\n\r",ch);
if (ch->pcdata->powers[WPOWER_BOAR] > 1)
send_to_char("CHARGE: Your first blow in combat has a +50 damage bonus.\n\r",ch);
if (ch->pcdata->powers[WPOWER_BOAR] > 2)
send_to_char("Toughness: Your skin is extremely tough. You take half damage in combat.\n\r",ch);
if (ch->pcdata->powers[WPOWER_BOAR] > 3)
send_to_char("Immovability: You are able to shrug off blows that would knock out most people.\n\r",ch);
return;
}
else if (!str_cmp(arg1, "gaia"))
{
send_to_char("Gaia: The totem of gifts and power.\n\r",ch);
if (ch->pcdata->powers[WPOWER_GAIA] < 1)
send_to_char("You have none of the Gaia totem powers.\n\r",ch);
if (ch->pcdata->powers[WPOWER_GAIA] > 0)
send_to_char("Protection: By typing gaia you cannot be attacked by any players.\n\r",ch);
if (ch->pcdata->powers[WPOWER_GAIA] > 1)
send_to_char("Damcap: Gaia has gifted you with 500 more damcap.\n\r",ch);
if (ch->pcdata->powers[WPOWER_GAIA] > 2)
send_to_char("Burrow: You can burrow under the ground to any other Werewolf.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"lynx"))
{
send_to_char("Lynx: The totem of speed and agility.\n\r",ch);
if (ch->pcdata->powers[WPOWER_LYNX] < 1)
send_to_char("You have none of the Lynx totem powers.\n\r",ch);
if (ch->pcdata->powers[WPOWER_LYNX] > 0)
send_to_char("Light footed: You move so lightly that you leave no tracks behind you.\n\r",ch);
if (ch->pcdata->powers[WPOWER_LYNX] > 1)
send_to_char("Stalker: You are able hunt people with much greater speed than normal.\n\r",ch);
if (ch->pcdata->powers[WPOWER_LYNX] > 2)
send_to_char("Combat speed: You have an extra attack in combat.\n\r",ch);
if (ch->pcdata->powers[WPOWER_LYNX] > 3)
send_to_char("Lightning Claws: Yours claws parry blows with lightning fast speed.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"Owl"))
{
send_to_char("Owl: The totem of thought and spiritualism.\n\r",ch);
if (ch->pcdata->powers[WPOWER_OWL] < 1)
send_to_char("You have none of the Owl totem powers.\n\r",ch);
if (ch->pcdata->powers[WPOWER_OWL] > 0)
send_to_char("VANISH: You are able to conceal yourself from all but the most perceptive.\n\r",ch);
if (ch->pcdata->powers[WPOWER_OWL] > 1)
send_to_char("SHIELD: You are able to shield your mind from scrying and aura-reading.\n\r",ch);
if (ch->pcdata->powers[WPOWER_OWL] > 2)
send_to_char("SHADOWPLANE: You are able to enter the shadow plane.\n\r",ch);
if (ch->pcdata->powers[WPOWER_OWL] > 3)
send_to_char("Magical Control: You are able to fully control your magic in crinos form.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"Spider"))
{
send_to_char("Spider: The totem of ambush and cunning.\n\r",ch);
if (ch->pcdata->powers[WPOWER_SPIDER] < 1)
send_to_char("You have none of the Spider totem powers.\n\r",ch);
if (ch->pcdata->powers[WPOWER_SPIDER] > 0)
send_to_char("Poisonous bite: Your bite injects your opponents with a deadly venom.\n\r",ch);
if (ch->pcdata->powers[WPOWER_SPIDER] > 1)
send_to_char("WEB: You are able to shoot a web at your opponents to entrap them.\n\r",ch);
if (ch->pcdata->powers[WPOWER_SPIDER] > 2)
send_to_char("Immunity to poison: Poisons have no affect upon you.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"Wolf"))
{
send_to_char("Wolf: Controlling your innate wolf powers.\n\r",ch);
if (ch->pcdata->powers[WPOWER_WOLF] < 1)
send_to_char("You have none of the Wolf totem powers.\n\r",ch);
if (ch->pcdata->powers[WPOWER_WOLF] > 0)
send_to_char("CLAWS: You can extend or retract your claws at will.\n\r",ch);
if (ch->pcdata->powers[WPOWER_WOLF] > 1)
send_to_char("FANGS: You can extend or retract your fangs at will.\n\r",ch);
if (ch->pcdata->powers[WPOWER_WOLF] > 2)
send_to_char("CALM: You are able to repress your inner beast at will.\n\r",ch);
if (ch->pcdata->powers[WPOWER_WOLF] > 3)
send_to_char("Spirit of Fenris: You are able to enter rage faster than normal.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"Hawk"))
{
send_to_char("Hawk: The totem of vision and perception.\n\r",ch);
if (ch->pcdata->powers[WPOWER_HAWK] < 1)
send_to_char("You have none of the Wolf totem powers.\n\r",ch);
if (ch->pcdata->powers[WPOWER_HAWK] > 0)
send_to_char("NIGHTSIGHT: You can see perfectly well in the dark.\n\r",ch);
if (ch->pcdata->powers[WPOWER_HAWK] > 1)
send_to_char("SHADOWSIGHT: You can see into the plane of shadows.\n\r",ch);
if (ch->pcdata->powers[WPOWER_HAWK] > 2)
send_to_char("TRUESIGHT: You have perfect vision.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"Mantis"))
{
send_to_char("Mantis: The totem of dexterity and reflexes.\n\r",ch);
if (ch->pcdata->powers[WPOWER_MANTIS] < 1)
send_to_char("You have none of the Mantis totem powers.\n\r",ch);
if (ch->pcdata->powers[WPOWER_MANTIS] > 3)
send_to_char("Incredibly fast attacks: Your opponents get -20 to parry and -40 to dodge.\n\r",ch);
else if (ch->pcdata->powers[WPOWER_MANTIS] > 2)
send_to_char("Extremely fast attacks: Your opponents get -15 to parry and -30 to dodge.\n\r",ch);
else if (ch->pcdata->powers[WPOWER_MANTIS] > 1)
send_to_char("Very fast attacks: Your opponents get -10 to parry and -20 to dodge.\n\r",ch);
else if (ch->pcdata->powers[WPOWER_MANTIS] > 0)
send_to_char("Fast attacks: Your opponents get -5 to parry and -10 to dodge.\n\r",ch);
return;
}
sprintf(buf,"Totems: Bear (%d), Tiger (%d), Lynx (%d), Gaia (%d), Boar (%d), Owl (%d),\n\r Spider (%d), Wolf (%d), Hawk (%d), Mantis (%d).\n\r",
ch->pcdata->powers[WPOWER_BEAR], ch->pcdata->powers[WPOWER_TIGER],
ch->pcdata->powers[WPOWER_LYNX], ch->pcdata->powers[WPOWER_GAIA],
ch->pcdata->powers[WPOWER_BOAR], ch->pcdata->powers[WPOWER_OWL],
ch->pcdata->powers[WPOWER_SPIDER], ch->pcdata->powers[WPOWER_WOLF],
ch->pcdata->powers[WPOWER_HAWK],ch->pcdata->powers[WPOWER_MANTIS]);
send_to_char(buf,ch);
return;
}
if (!str_cmp(arg2,"improve"))
{
int improve;
int cost;
int max;
if (!str_cmp(arg1,"bear" )) {improve = WPOWER_BEAR; max=4;}
else if (!str_cmp(arg1,"tiger" )) {improve = WPOWER_TIGER; max=3;}
else if (!str_cmp(arg1,"boar" )) {improve = WPOWER_BOAR; max=4;}
else if (!str_cmp(arg1,"gaia" )) {improve = WPOWER_GAIA; max=3;}
else if (!str_cmp(arg1,"lynx" )) {improve = WPOWER_LYNX; max=4;}
else if (!str_cmp(arg1,"owl" )) {improve = WPOWER_OWL; max=4;}
else if (!str_cmp(arg1,"spider" )) {improve = WPOWER_SPIDER; max=3;}
else if (!str_cmp(arg1,"wolf" )) {improve = WPOWER_WOLF; max=4;}
else if (!str_cmp(arg1,"hawk" )) {improve = WPOWER_HAWK; max=3;}
else if (!str_cmp(arg1,"mantis" )) {improve = WPOWER_MANTIS; max=4;}
else
{
send_to_char("You can improve: Bear, Tiger, Boar, Gaia, Lynx, Owl, Spider, Wolf, Hawk or Mantis.\n\r",ch);
return;
}
cost = (ch->pcdata->powers[improve]+1) * 10;
arg1[0] = UPPER(arg1[0]);
if ( ch->pcdata->powers[improve] >= max )
{
sprintf(buf,"You have already gained all the powers of the %s totem.\n\r", arg1);
send_to_char(buf,ch);
return;
}
if ( cost > ch->practice )
{
sprintf(buf,"It costs you %d primal to improve your %s totem.\n\r", cost, arg1);
send_to_char(buf,ch);
return;
}
ch->pcdata->powers[improve] += 1;
ch->practice -= cost;
sprintf(buf,"You improve your ability in the %s totem.\n\r", arg1);
send_to_char(buf,ch);
}
else send_to_char("To improve a totem, type: Totem <totem type> improve.\n\r",ch);
return;
}
void do_web( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DROW))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->powers[WPOWER_SPIDER] < 2)
{
send_to_char("You don't have that power yet.\n\r",ch );
return;
}
if (IS_CLASS(ch, CLASS_DROW) && !IS_SET(ch->pcdata->powers[1],DPOWER_WEB))
{
send_to_char("You don't have that power yet.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot web yourself.\n\r", ch );
return;
}
if ( IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot web an ethereal person.\n\r", ch );
return;
}
if ( ( sn = skill_lookup( "web" ) ) < 0 ) return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype] * 0.25;
(*skill_table[sn].spell_fun) ( sn, level, ch, victim );
WAIT_STATE( ch, 12 );
return;
}
void do_birth( CHAR_DATA *ch, char *argument )
{
char buf2[MAX_STRING_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_EXTRA(ch, EXTRA_PREGNANT))
{
send_to_char("But you are not even pregnant!\n\r",ch);
return;
}
if (!IS_EXTRA(ch, EXTRA_LABOUR))
{
send_to_char("You're not ready to give birth yet.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
if (ch->pcdata->genes[4] == SEX_MALE)
send_to_char( "What do you wish to name your little boy?\n\r", ch );
else if (ch->pcdata->genes[4] == SEX_FEMALE)
send_to_char( "What do you wish to name your little girl?\n\r", ch );
else
send_to_char( "What do you wish to name your child?\n\r", ch );
return;
}
if (!check_parse_name( argument ))
{
send_to_char( "Thats an illegal name.\n\r", ch );
return;
}
if ( char_exists(FALSE,argument) )
{
send_to_char( "That player already exists.\n\r", ch );
return;
}
strcpy(buf2,ch->pcdata->cparents);
strcat(buf2," ");
strcat(buf2,argument);
if (!birth_ok(ch, buf2))
{
send_to_char( "Bug - please inform Eterared.\n\r", ch );
return;
}
argument[0] = UPPER(argument[0]);
birth_write( ch, argument );
ch->pcdata->genes[9] += 1;
REMOVE_BIT(ch->extra, EXTRA_PREGNANT);
REMOVE_BIT(ch->extra, EXTRA_LABOUR);
save_char_obj(ch);
return;
}
bool birth_ok( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char mum [MAX_INPUT_LENGTH];
char dad [MAX_INPUT_LENGTH];
char child [MAX_INPUT_LENGTH];
argument = one_argument( argument, mum );
argument = one_argument( argument, dad );
argument = one_argument( argument, child );
if (dad[0] == '\0')
{
send_to_char("You are unable to give birth - please inform Eterared.\n\r",ch);
return FALSE;
}
if (child[0] == '\0')
{
send_to_char("You are unable to give birth - please inform Eterared.\n\r",ch);
return FALSE;
}
dad[0] = UPPER(dad[0]);
child[0] = UPPER(child[0]);
if (ch->pcdata->genes[4] == SEX_MALE)
{
send_to_char("You give birth to a little boy!\n\r",ch);
sprintf(buf,"#r%s#n has given birth to #r%s's#n son, named #r%s#n!",ch->name,dad,child);
do_info(ch,buf);
return TRUE;
}
else if (ch->pcdata->genes[4] == SEX_FEMALE)
{
send_to_char("You give birth to a little girl!\n\r",ch);
sprintf(buf,"#r%s#n has given birth to #r%s's#n daughter, named #r%s#n!",ch->name,dad,child);
do_info(ch,buf);
return TRUE;
}
return FALSE;
}
bool char_exists( bool backup, char *argument )
{
FILE *fp;
char buf [MAX_STRING_LENGTH];
bool found = FALSE;
fclose( fpReserve );
if (backup)
sprintf( buf, "%sbackup/%s", PLAYER_DIR, capitalize( argument ) );
else
sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) );
if ( ( fp = fopen( buf, "r" ) ) != NULL )
{
found = TRUE;
fclose( fp );
}
fpReserve = fopen( NULL_FILE, "r" );
return found;
}
void birth_write( CHAR_DATA *ch, char *argument )
{
FILE *fp;
char buf [MAX_STRING_LENGTH];
char *strtime;
strtime = ctime( ¤t_time );
strtime[strlen(strtime)-1] = '\0';
sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) );
if ( ( fp = fopen(buf, "w") ) != NULL)
{
fprintf( fp, "#PLAYER\n");
fprintf( fp, "Name %s~\n",capitalize( argument ));
fprintf( fp, "ShortDescr ~\n" );
fprintf( fp, "LongDescr ~\n" );
fprintf( fp, "Description ~\n" );
fprintf( fp, "Lord ~\n" );
fprintf( fp, "Clan ~\n" );
fprintf( fp, "Morph ~\n" );
fprintf( fp, "Createtime %s~\n",str_dup( strtime ) );
fprintf( fp, "Lasttime ~\n" );
fprintf( fp, "Lasthost ~\n" );
fprintf( fp, "Poweraction ~\n" );
fprintf( fp, "Powertype ~\n" );
fprintf( fp, "Prompt ~\n" );
fprintf( fp, "Cprompt ~\n" );
fprintf( fp, "Sex %d\n",ch->pcdata->genes[4] );
fprintf( fp, "Race 0\n" );
fprintf( fp, "Immune %d\n",ch->pcdata->genes[3] );
fprintf( fp, "Polyaff 0\n" );
fprintf( fp, "Itemaffect 0\n" );
fprintf( fp, "Vampaff 0\n" );
fprintf( fp, "Vamppass 0\n" );
fprintf( fp, "Form 32767\n" );
fprintf( fp, "Beast 15\n" );
fprintf( fp, "Vampgen -1\n" );
fprintf( fp, "Spectype 0\n" );
fprintf( fp, "Specpower 0\n" );
fprintf( fp, "Home 3001\n" );
fprintf( fp, "Level 2\n" );
fprintf( fp, "Trust 0\n" );
fprintf( fp, "Played 0\n" );
fprintf( fp, "Room %d\n",ch->in_room->vnum );
fprintf( fp, "PkPdMkMd 0 0 0 0\n" );
fprintf( fp, "Weapons 0 0 0 0 0 0 0 0 0 0 0 0 0\n" );
fprintf( fp, "Spells 4 4 4 4 4\n" );
fprintf( fp, "Combat 0 0 0 0 0 0 0 0\n" );
fprintf( fp, "Stance 0 0 0 0 0 0 0 0 0 0 0\n" );
fprintf( fp, "Locationhp 0 0 0 0 0 0 0\n" );
fprintf( fp, "HpManaMove 4000 4000 4000 4000 4000 4000\n");
fprintf( fp, "Gold 0\n" );
fprintf( fp, "Exp 0\n" );
fprintf( fp, "Act 1600\n" );
fprintf( fp, "Extra 32768\n" );
fprintf( fp, "AffectedBy 0\n" );
fprintf( fp, "Position 7\n" );
fprintf( fp, "Practice 0\n" );
fprintf( fp, "SavingThrow 0\n" );
fprintf( fp, "Alignment 0\n" );
fprintf( fp, "Hitroll 0\n" );
fprintf( fp, "Damroll 0\n" );
fprintf( fp, "Armor 100\n" );
fprintf( fp, "Wimpy 0\n" );
fprintf( fp, "Deaf 0\n" );
fprintf( fp, "Password %s~\n",ch->pcdata->pwd );
fprintf( fp, "Bamfin ~\n" );
fprintf( fp, "Bamfout ~\n" );
fprintf( fp, "Title the mortal~\n" );
fprintf( fp, "Conception ~\n" );
fprintf( fp, "Parents %s~\n",ch->pcdata->cparents );
fprintf( fp, "Cparents ~\n" );
fprintf( fp, "AttrPerm %d %d %d %d %d\n",
ch->pcdata->perm_str,
ch->pcdata->perm_int,
ch->pcdata->perm_wis,
ch->pcdata->perm_dex,
ch->pcdata->perm_con );
fprintf( fp, "AttrMod 0 0 0 0 0\n" );
fprintf( fp, "Quest 0\n" );
fprintf( fp, "Wolf 0\n" );
fprintf( fp, "Rank 0\n" );
fprintf( fp, "Stage 0 0 0\n" );
fprintf( fp, "Wolfform 0 0\n" );
fprintf( fp, "Runes 0 0 0 0\n" );
fprintf( fp, "Disc 0 0 0 0 0 0 0 0 0 0 0\n" );
fprintf( fp, "Genes 0 0 0 0 0 0 0 0 0 0\n" );
fprintf( fp, "Power 0 0\n" );
fprintf( fp, "FakeCon 0 0 0 0 0 0 0 0\n" );
fprintf( fp, "Condition 0 48 48\n" );
fprintf( fp, "End\n\n" );
fprintf( fp, "#END\n" );
fclose( fp );
}
return;
}
void do_teach( 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_MAGE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->level == LEVEL_APPRENTICE)
{
send_to_char("You don't know enough to teach another.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Teach whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) )
{
send_to_char( "Not on Immortals's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot teach yourself.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_MAGE))
{
send_to_char( "They are already a mage.\n\r", ch );
return;
}
if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
{
send_to_char( "You can only teach avatars.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE) || IS_SET(victim->pcdata->stats[UNI_AFF], VAM_MORTAL))
{
send_to_char( "You are unable to teach vampires!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_MONK) )
{
send_to_char("You are unable to teach monks.\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_NINJA) )
{
send_to_char("You are unable to teach ninjas\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_MOOGLE))
{
send_to_char( "Not on moogles!\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_PALADIN))
{
send_to_char( "You are unable to teach paladins.\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_DROW)) {
send_to_char("Not on a drow!\n\r", ch );
return; }
if (IS_CLASS(victim, CLASS_WEREWOLF))
{
send_to_char( "You are unable to teach werewolves!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special, SPC_CHAMPION))
{
send_to_char( "You are unable to teach demons!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_HIGHLANDER))
{
send_to_char( "You are unable to teach highlanders.\n\r", ch );
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot teach an unwilling person.\n\r", ch );
return;
}
if (ch->exp < 100000)
{
send_to_char("You cannot afford the 100000 exp required to teach them.\n\r",ch);
return;
}
if (victim->exp < 100000)
{
send_to_char("They cannot afford the 100000 exp required to learn from you.\n\r",ch);
return;
}
ch->exp -= 100000;
victim->exp -= 100000;
act("You teach $N the basics of magic.", ch, NULL, victim, TO_CHAR);
act("$n teaches $N the basics of magic.", ch, NULL, victim, TO_NOTVICT);
act("$n teaches you the basics of magic.", ch, NULL, victim, TO_VICT);
victim->level = LEVEL_APPRENTICE;
victim->trust = LEVEL_APPRENTICE;
send_to_char( "You are now an apprentice.\n\r", victim );
free_string(victim->lord);
victim->lord = str_dup(ch->name);
victim->pcdata->powers[MPOWER_RUNE0] = ch->pcdata->powers[MPOWER_RUNE0];
victim->class = CLASS_MAGE;
save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_burrow( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_WEREWOLF) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ch->pcdata->powers[WPOWER_GAIA] < 3 )
{
send_to_char("You need the Gaia totem to 3!\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 ( victim == ch )
{
send_to_char( "You cannot burrow to yourself.\n\r", ch);
return;
}
if ( victim->level != LEVEL_AVATAR || !IS_CLASS(victim, CLASS_WEREWOLF))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if (victim->in_room == NULL)
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
send_to_char("You burrow into the ground.\n\r",ch);
act("$n burrows into the ground.",ch,NULL,NULL,TO_ROOM);
char_from_room(ch);
char_to_room(ch,victim->in_room);
do_look(ch,"");
send_to_char("You burrow out of the ground.\n\r",ch);
act("$n burrows out of the ground.",ch,NULL,NULL,TO_ROOM);
return;
}
void do_gaia( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( ch->pcdata->powers[WPOWER_GAIA] < 1 )
{
send_to_char("You have not learned the Gaia protection totem.\n\r", ch);
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char("Not while fighting!\n\r", ch);
return;
}
/* Remove gaia in handler.c */
if ( IS_AFFECTED(ch, AFF_SAFE) )
{
REMOVE_BIT( ch->affected_by, AFF_SAFE );
send_to_char( "Gaia's protection disappears.\n\r", ch );
}
else
{
send_to_char( "You feel safe under Gaia's protection.\n\r", ch );
SET_BIT(ch->affected_by, AFF_SAFE);
}
return;
}
void do_klaive( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) )
{
send_to_char("Huh?\n\r",ch);
return;
}
/* Practice is the amount of primal you have */
if ( ch->practice < 60)
{
send_to_char("You need 60 primal to make a Klaive.\n\r", ch);
return;
}
else ( vnum = 29691 );
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform Eterared.\n\r",ch);
return;
}
ch->practice -= 60;
obj = create_object(pObjIndex, 50);
obj_to_char(obj, ch);
if ( ch->pcdata->stats[UNI_RAGE] > 0 )
{
act("$p appears in your claws in a great explosion.",ch,obj,NULL,TO_CHAR);
act("$p appears in $n's claws in a great explosion.",ch,obj,NULL,TO_ROOM);
}
else
{
act("$p appears in your hands in a great explosion.",ch,obj,NULL,TO_CHAR);
act("$p appears in $n's hands in a great explosion.",ch,obj,NULL,TO_ROOM);
}
return;
}
void do_zulo( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_VAMPAFF(ch,VAM_VICISSITUDE) )
{
send_to_char("You are not trained in the Vicissitude discipline.\n\r",ch);
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 100 && !IS_POLYAFF(ch, POLY_ZULO))
{
send_to_char("You must be at full blood to use this power.\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
if ( !IS_POLYAFF(ch, POLY_ZULO))
ch->pcdata->condition[COND_THIRST] -= 100;
clear_stats(ch);
if ( !IS_SET(ch->polyaff, POLY_ZULO) )
{
act( "You change into an enormous black beast.", ch, NULL, NULL, TO_CHAR );
act( "$n changes into an enormous black beast.", ch, NULL, NULL, TO_ROOM );
SET_BIT(ch->polyaff, POLY_ZULO);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s the huge black beast", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
else if ( IS_SET(ch->polyaff, POLY_ZULO) )
{
act( "You transform into human form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM );
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->polyaff, POLY_ZULO);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
clear_stats(ch);
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
else
send_to_char( "Zulo: The power to transform into a huge black beast\n\r", ch );
return;
}