/* An original class for Morbid Nights by Eterared */
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "player.h"
void do_mechatalent( 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_MECHA))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg1[0] == '\0' && arg2[0] == '\0')
{
sprintf(buf,"Mech Talents: Tactics (%d), Psionics (%d), Reflex (%d), Combat (%d), Piloting (%d).\n\r",
ch->pcdata->powers[MPOWER_TACTICS], ch->pcdata->powers[MPOWER_PSIONICS],
ch->pcdata->powers[MPOWER_REFLEX], ch->pcdata->powers[MPOWER_COMBAT], ch->pcdata->powers[MPOWER_PILOTING]);
send_to_char(buf,ch);
return;
}
if (arg2[0] == '\0')
{
if (!str_cmp(arg1,"tactics"))
{
send_to_char("Tactics - Forms of attacks, formation, executions, and Approcahes.\n\r",ch);
if (ch->pcdata->powers[MPOWER_TACTICS] < 1)
send_to_char("You Havent Learned any tactics at the academy.\n\r",ch);
if (ch->pcdata->powers[MPOWER_TACTICS] > 0)
send_to_char("Radar <Scry> Locating your enemies upon the Radar Screen.\n\r",ch);
if (ch->pcdata->powers[MPOWER_TACTICS] > 1)
send_to_char("JumpJets <Flying> The ability to Launch oneself across the Battlefield.\n\r",ch);
if (ch->pcdata->powers[MPOWER_TACTICS] > 2)
send_to_char("MechaRush <Bash> You activate the jump jets in a short Forward burst propeling you at velocitys uncomprehendable to the enemy.\n\r",ch);
if (ch->pcdata->powers[MPOWER_TACTICS] > 3)
send_to_char("clusterbomb <multimissile> for every 4 points of status one bomb.\n\r",ch);
if (ch->pcdata->powers[MPOWER_TACTICS] > 4)
send_to_char("NightVision <Truesight> Activate torso display for nightvision.\n\r", ch);
if (ch->pcdata->powers[MPOWER_TACTICS] > 5)
send_to_char("Concusion Grenade <Blindness> You Launch a Concussion Grenade Destroying the Enemys Senses.\n\r", ch);
return;
}
else if (!str_cmp(arg1,"psionics"))
{
send_to_char("Psionics- Mental and Physical Enhancements to increase Lethality with Mecha.\n\r",ch);
if (ch->pcdata->powers[MPOWER_PSIONICS] < 1)
send_to_char("You havent Learned any Mental skills or gained any implants from the Academy!.\n\r",ch);
if (ch->pcdata->powers[MPOWER_PSIONICS] > 0)
send_to_char("MechaJack <+attacks> You Insert your thought process into mecha through a psionic Implant Increasing your Mobility.\n\r",ch);
if (ch->pcdata->powers[MPOWER_PSIONICS] > 1)
send_to_char("Psychic-Eng <Damage> You use your Psychi To Drive your Mechas Bullets Deeper and Faster and more efficiently into the enemy.\n\r",ch);
if (ch->pcdata->powers[MPOWER_PSIONICS] > 2)
send_to_char("Psychicblast <Psycho Ball> You unleash A flury Of Psionic Waves utterly destroying all the nerves in your enemy.\n\r",ch);
if (ch->pcdata->powers[MPOWER_PSIONICS] > 3)
send_to_char("Psionicimpulse -charm- Allows you to Control your enemys Thought Process Through Enchanting Psycho-impulses.\n\r",ch);
if (ch->pcdata->powers[MPOWER_PSIONICS] > 4)
send_to_char("PsionicScream -Rage- You Go Insane Thrashing about and become stronger than ever imagined.\n\r", ch);
return;
}
else if (!str_cmp(arg1,"reflex"))
{
send_to_char("Reflex - How you react in Battle.\n\r",ch);
if (ch->pcdata->powers[MPOWER_REFLEX] < 1)
send_to_char("The academy hasn't taught you had to analyze your reflexes yet.\n\r",ch);
if (ch->pcdata->powers[MPOWER_REFLEX] > 0)
send_to_char("Crouch -Dodge- You insinctively Crouch as much as possible to dodge attacks.\n\r",ch);
if (ch->pcdata->powers[MPOWER_REFLEX] > 1)
send_to_char("Step-in -Auto-Attack- You step inside your opponents attack as he lashes out and deal a powerful blow.\n\r",ch);
if (ch->pcdata->powers[MPOWER_REFLEX] > 2)
send_to_char("lowblow -Flee- You Swing At Your Opponents Groin knocking them down stunned so you can flee .\n\r",ch);
if (ch->pcdata->powers[MPOWER_REFLEX] > 3)
send_to_char("Gyro-Shot -no-stun- As you are hit down to the ground stunned, You shoot The Gyro Fluid Bringing You back to your feet in an instant.\n\r",ch);
if (ch->pcdata->powers[MPOWER_REFLEX] > 4)
send_to_char("MechaRoll -Dodge Decap- Youre mecha overrides your commands and rolls out of the way to prevent decapitation\n\r", ch);
return;
}
else if (!str_cmp(arg1,"combat"))
{
send_to_char("Combat - Your Battling Skills.\n\r",ch);
if (ch->pcdata->powers[MPOWER_COMBAT] < 1)
send_to_char("The academy hasn't taught you how to fight in a Mecha yet.\n\r",ch);
if (ch->pcdata->powers[MPOWER_COMBAT] > 0)
send_to_char("Stafe -Dodge- You move sideways with your JumpJets to dodge your opponents move.\n\r",ch);
if (ch->pcdata->powers[MPOWER_COMBAT] > 1)
send_to_char("uppercut -Attack- You Release A barrage of Uppercuts Slicing with Your Vibro Blade.\n\r",ch);
if (ch->pcdata->powers[MPOWER_COMBAT] > 2)
send_to_char("Box -brawl- You Rip off the opponents Weapons and drop yours to fight them hand to hand .\n\r",ch);
if (ch->pcdata->powers[MPOWER_COMBAT] > 3)
send_to_char("pressure -Bearhug- You Pull your Opponent Into an Overwhelming Pressure Bearhug Draining All his strength and Energy With Great amounts of yours.\n\r",ch);
if (ch->pcdata->powers[MPOWER_COMBAT] > 4)
send_to_char("kamikazi -Final Attack- With no option left of survival you Draw Your Vibro Blade And Scream In Terror as you leap upon your enemy Snapping Bones, ripping Flesh, Biting, clawing, and worse.\n\r", ch);
return;
}
else if (!str_cmp(arg1,"piloting"))
{
send_to_char("Piloting - Maintenence and Control of the Mecha.\n\r",ch);
if (ch->pcdata->powers[MPOWER_PILOTING] < 1)
send_to_char("The academy hasn't taught you how to use your mech yet.\n\r",ch);
if (ch->pcdata->powers[MPOWER_PILOTING] > 0)
send_to_char("Repair -Heal- You Repair your mech making it as good as new!!!!\n\r",ch);
if (ch->pcdata->powers[MPOWER_PILOTING] > 1)
send_to_char("engineer -Mecha-making- The creation of your Mecha parts.\n\r",ch);
if (ch->pcdata->powers[MPOWER_PILOTING] > 2)
send_to_char("Flight -goto- You launch your Wings And Pilot your mech to your enemy through radar .\n\r",ch);
if (ch->pcdata->powers[MPOWER_PILOTING] > 3)
send_to_char("MechaLove -auto-attack- Your mecha AI starts to attract to You And starts Helping You in battle while you do other things.\n\r",ch);
if (ch->pcdata->powers[MPOWER_PILOTING] > 4)
send_to_char("Burst -Attack- You Release Bursts of ammo from your mecha into your enemy\n\r", ch);
return;
}
sprintf(buf,"Mech Talents: Tactics (%d), Psionics (%d), Reflex (%d), Combat (%d), Piloting (%d).\n\r",
ch->pcdata->powers[MPOWER_TACTICS], ch->pcdata->powers[MPOWER_PSIONICS],
ch->pcdata->powers[MPOWER_REFLEX], ch->pcdata->powers[MPOWER_COMBAT], ch->pcdata->powers[MPOWER_PILOTING]);
send_to_char(buf,ch);
return;
}
if (!str_cmp(arg2,"improve"))
{
int improve;
int cost;
int max;
if (!str_cmp(arg1,"tactics" )) {improve = MPOWER_TACTICS; max=6;}
else if (!str_cmp(arg1,"psionics" )) {improve = MPOWER_PSIONICS; max=5;}
else if (!str_cmp(arg1,"reflex" )) {improve = MPOWER_REFLEX; max=5;}
else if (!str_cmp(arg1,"combat" )) {improve = MPOWER_COMBAT; max=5;}
else if (!str_cmp(arg1,"piloting" )) {improve = MPOWER_PILOTING; max=5;}
else
{
send_to_char("Principles: Tactics, Psionics, Reflex, Combat, Piloting.\n\r",ch);
return;
}
cost = (ch->pcdata->powers[improve]+1) * 18;
arg1[0] = UPPER(arg1[0]);
if ( ch->pcdata->powers[improve] >= max )
{
sprintf(buf,"You have already take all the %s courses.\n\r", arg1);
send_to_char(buf,ch);
return;
}
if ( cost > ch->practice )
{
sprintf(buf,"It costs you %d primal to Take the %s course.\n\r", cost, arg1);
send_to_char(buf,ch);
return;
}
ch->pcdata->powers[improve] += 1;
ch->practice -= cost;
sprintf(buf,"You finish a semester of %s.\n\r", arg1);
send_to_char(buf,ch);
}
else send_to_char("To take a course, type: mechatalent <principle type> improve.\n\r",ch);
return;
}
void do_psionscream( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MECHA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( ch->pcdata->stats[UNI_RAGE] >= 75 )
{
send_to_char("You Already have begun!!\n\r",ch);
return;
}
if ( ch->move < 2000 )
{
send_to_char("You Dont Have Enough energy!.\n\r", ch);
return;
}
send_to_char("You let out an unearthly Scream and Thrash about charging everyone.\n\r",ch);
act("$n Lets out an Unearthly scream Through his suit knocking you back as theyre mecha starts to thrash about.",ch,NULL,NULL,TO_ROOM);
do_beastlike(ch,"");
do_rage(ch,"");
ch->move -= 1000;
WAIT_STATE(ch,12);
return;
}
void do_academy( 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_MECHA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_MECHA) && !IS_SET(ch->special, SPC_PRINCE)
&& victim->pcdata->stats[UNI_GEN] != 1
&& victim->pcdata->stats[UNI_GEN] != 2 )
{
send_to_char("You arent a veteran!.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Take who to the academy?\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 have already been to the academy.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_MECHA))
{
send_to_char( "They have already graduated from the academy.\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 take vampires!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_WEREWOLF))
{
send_to_char( "You are unable to take werewolves!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special, SPC_CHAMPION))
{
send_to_char( "You are unable to take demons!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_HIGHLANDER))
{
send_to_char( "You are unable to take highlanders.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DROW))
{
send_to_char( "Not on drows!\n\r",ch);
return;
}
/* When im done with Mechas ill scratch code these fuckers im bored-Bry
if (IS_CLASS(victim, CLASS_PALADIN))
{
send_to_char("Not on paladins!\n\r", ch);
return;
}
*/
if (victim->class != 0)
{
send_to_char("You cannot take a classed person to the academy!.\n\r", ch);
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot take an unwilling person to the academy.\n\r", ch );
return;
}
if (ch->exp < 100000)
{
send_to_char("You cannot afford the 100000 credits required to pay for gas.\n\r",ch);
return;
}
if (victim->exp < 10000)
{
send_to_char("They cannot afford the 10000 Credits to stay at the academy.\n\r",ch);
return;
}
ch->exp -= 10000;
victim->exp -= 10000;
act("you take $N to the academy.", ch, NULL, victim, TO_CHAR);
act("$n takes $N to the academy.", ch, NULL, victim, TO_NOTVICT);
act("$n takes you to the academy.", ch, NULL, victim, TO_VICT);
victim->class = CLASS_MECHA;
victim->level = LEVEL_ARCHMAGE;
victim->pcdata->powers[MPOWER_REFLEX] = 0;
victim->pcdata->powers[MPOWER_PILOTING] = 0;
victim->pcdata->powers[MPOWER_PSIONICS] = 0;
victim->pcdata->powers[MPOWER_COMBAT] = 0;
victim->pcdata->powers[MPOWER_PILOTING] = 0;
if (victim->trust > 6)
victim->trust = victim->trust;
else
victim->trust = LEVEL_ARCHMAGE;
send_to_char( "You are now a licensed MechWarrior!.\n\r", victim );
free_string(victim->lord);
victim->lord = str_dup(ch->name);
free_string(victim->clan);
victim->clan=str_dup(ch->clan);
victim->pcdata->stats[UNI_GEN] = ch->pcdata->stats[UNI_GEN] + 2;
// victim->generation = ch->generation + 2;
save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_infro( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MECHA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_MECHA) && ch->pcdata->powers[MPOWER_TACTICS] < 5 )
{
send_to_char("You have not taken the 5th course of Tactics.\n\r", ch);
return;
}
else if (ch->move < 500 )
{
send_to_char("You don't have the energy to activate the console.\n\r", ch);
return;
}
if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "You flick off the the console switch.\n\r", ch );
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "You activate the nightvision Console -<|>-.\n\r", ch );
ch->move -= 500;
}
return;
}
void do_lowblow( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if (IS_CLASS(ch, CLASS_MECHA) && ch->pcdata->powers[MPOWER_REFLEX] < 3 )
{
send_to_char("You have not taken the third semester of Reflex Training.\n\r", ch);
return;
}
else if (!IS_CLASS(ch, CLASS_MECHA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_NPC(ch) )
return;
if ( ( victim = ch->fighting ) == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if(ch->move <= 0)
{
send_to_char("Your muscles arent responding!\n\r",ch);
return;
}
if (ch->move < 2500)
{
send_to_char("Your Mech doesnt want to listen.\n\r", ch);
return;
}
was_in = ch->in_room;
{
EXIT_DATA *pexit;
int door;
for ( attempt = 0; attempt < 6; attempt++ )
{
door = number_door( );
if ( ( pexit = was_in->exit[door] ) == 0
|| pexit->to_room == NULL
|| IS_SET(pexit->exit_info, EX_CLOSED)
|| ( IS_NPC(ch)
&& IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) )
continue;
move_char( ch, door );
if ( ( now_in = ch->in_room ) == was_in )
continue;
/* Use escape instead of flee so people know it's the ninja power */
ch->in_room = was_in;
act( "$n hits you in the Groin and runs!", ch, NULL, NULL, TO_ROOM );
af.type = skill_lookup("sleep");
af.duration = 0;
af.modifier = 4000;
af.location = APPLY_AC;
af.bitvector = POS_STUNNED;
affect_to_char(victim, &af);
ch->in_room = now_in;
if ( !IS_NPC(ch) )
send_to_char( "You hit them in the groin and run!!\n\r", ch );
ch->move -= 2500;
stop_fighting( ch, TRUE );
return;
}
}
// send_to_char( "BUG: Inform an Implementor\n\r", ch );
return;
}
void do_mechastats( 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_MECHA) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (strlen(ch->clan) < 2)
{
send_to_char("But you don't belong to any clan!\n\r",ch);
return;
}
sprintf( buf, "%s clan:\n\r", ch->clan );
send_to_char( buf, ch );
send_to_char("[ Name ] [ Gen ] [ Hits % ] [ Mana % ] [ Move % ]\n\r", ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( IS_NPC(gch) ) continue;
if ( !IS_CLASS(gch, CLASS_NINJA) ) continue;
if ( !str_cmp(ch->clan,gch->clan) )
{
sprintf( buf,
"[%-16s] [ %d ] [%-6d%3d] [%-6d%3d] [%-6d%3d] [%7d]\n\r",
capitalize( gch->name ),
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_concgrenade( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
CHAR_DATA *victim;
char arg1 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MECHA))
{
send_to_char("Huh?\n\r", ch);
return;
}
else if ( ch->pcdata->powers[MPOWER_TACTICS] < 6 )
{
send_to_char("You have not taken the sixth semester of tactics.\n\r", ch);
return;
}
if (ch->level < 3)
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "Throw it at who?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim->level < 3)
{
send_to_char("You may not do this to a mortal.\n\r", ch);
return;
}
if ( ch == victim )
{
send_to_char( "Not on yourself!\n\r", ch );
return;
}
if (is_safe(ch, victim))
return;
if ( ch->position == POS_FIGHTING )
{
send_to_char( "Not while fighting!\n\r", ch );
return;
}
if (ch->move < 1000)
{
send_to_char("You don't have enough energy.\n\r", ch);
return;
}
if ( victim->in_room == ch->in_room )
{
act("Pha-Bump is the sound you here as you launch a Concussion Grenade at $N Knocking him senseless.",ch,NULL,victim,TO_CHAR);
act("$n aims his launcher at you and Pha-Bump, 'NOOOOOOO AGGH I CANT SEE WHERE I AM GOING!'.",ch,NULL,victim,TO_VICT);
af.type = skill_lookup("mecha sleep");
af.duration = 0;
af.modifier = 10000;
af.location = APPLY_AC;
af.bitvector = POS_STUNNED;
affect_to_char(victim, &af);
ch->move -= 1000;
WAIT_STATE(ch, 6);
return;
}
return;
}
void do_engineer( 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_MECHA))
{
send_to_char("You stare at the tools doing nothing.\n\r",ch);
return;
}
else if ( ch->pcdata->powers[MPOWER_PILOTING] < 2 )
{
send_to_char("You have not taken the second semester of piloting.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Please specify what kind of equipment you want to create.\n\r", ch );
send_to_char("Vibro Blade, S-M-A Mp5, Torso armor unit, Jump jets, Jk52 hover wings, S-M-A Mecha Cowl, energy Puslor, Mecha Jack, Fiber-optic visor, blast guard, ammunition pouch.\n\r", ch );
return;
}
if (!str_cmp(arg,"vibroblade" )) vnum = 0;
else if (!str_cmp(arg,"s-m-amp5" )) vnum = 0;
else if (!str_cmp(arg,"torsoarmorunit" )) vnum = 0;
else if (!str_cmp(arg,"jumpjets" )) vnum = 0;
else if (!str_cmp(arg,"s-m-amechacowl" )) vnum = 0;
else if (!str_cmp(arg,"energypulsor" )) vnum = 0;
else if (!str_cmp(arg,"mechajack" )) vnum = 0;
else if (!str_cmp(arg,"fiber-opticvisor" )) vnum = 0;
else if (!str_cmp(arg,"blastguard" )) vnum = 0;
else if (!str_cmp(arg,"ammunitionpouch" )) vnum = 0;
else if (!str_cmp(arg,"jk52hoverwings")) vnum = 0;
else
{
send_to_char("That is an invalid type.\n\r", ch );
return;
}
if ( ch->practice < 120)
{
send_to_char("It costs 120 points of primal to engineer a piece of equipment.\n\r",ch);
return;
}
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("MECHA ARMOR STILL UNDER CONSTRUCTION.\n\r",ch);
return;
}
ch->practice -= 120;
obj = create_object(pObjIndex, 50);
obj_to_char(obj, ch);
/*olc isn't working*/
if (!str_cmp(arg,"ninja-to")) obj->value[3] = 11;
if (!str_cmp(arg,"ninja-to")) obj->value[0] = 70;
act("$p lies in the created rubble.",ch,obj,NULL,TO_CHAR);
act("$p falls into $n's pile of rubble.",ch,obj,NULL,TO_ROOM);
return;
}
void do_flight(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
CHAR_DATA *victim;
one_argument (argument, arg);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MECHA))
{
send_to_char("Huh?\n\r",ch);
return;
}
else if ( ch->pcdata->powers[MPOWER_PILOTING] < 3 )
{
send_to_char("You have not taken the third semester of Piloting.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL) {
send_to_char("Fly to whom?\n\r", ch );
return;}
location = victim->in_room;
if (ch->move < 500) {
send_to_char("You are to tired to engage your wings.\n\r", ch );
return;}
if ((ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68))
{
send_to_char("You cannot activate a transporter out whilst you are in the arena.\n\r", ch);
return;
}
if ((victim->in_room->vnum >= 50) && (victim->in_room->vnum <= 68))
{
send_to_char("You cannot transport inside the arena.\n\r", ch);
return;
}
if (!IS_NPC(victim))
{
if (ch->max_move < victim->max_move)
{send_to_char("Get more move!\n\r",ch);
return;}
}
act("You burst your jump jets and release Your wings flying high off into the air.", ch, NULL, NULL, TO_CHAR);
act("$n jumps off the ground in a burst of light flinging themself with ease as there wings extend from there Mecha Unit and Fly off.", ch, NULL, NULL, TO_ROOM);
ch->move -= 500;
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "auto");
act("You Disengage your wings and burst your jump jets slowly down to the ground.", ch, NULL, NULL, TO_CHAR);
act("You here a rumbling and $n in a great mecha suit retracts its wings and slowly on jets sets its way down to you .", ch, NULL, NULL, TO_CHAR);
return;
}
void do_burst( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
argument = one_argument( argument, arg );
if(!IS_CLASS(ch,CLASS_MECHA))
{
send_to_char("Huh?\n\r",ch);
return;
}
else if ( ch->pcdata->powers[MPOWER_PILOTING] < 5 )
{
send_to_char("You have not taken the fifth semester of piloting.\n\r", ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Let loose hell on 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 ( victim == ch )
{
send_to_char( "Thats why We have Mecha Laws?\n\r", ch );
return;
}
if (is_safe(ch,victim)==TRUE) return;
dam = char_damroll(ch);
if (IS_NPC(victim))
dam += number_range(800, 1100);
else
dam += number_range(700, 1000);
WAIT_STATE(ch,16);
if (ch->pcdata->powers[MPOWER_PILOTING] >1)
damage(ch,victim,dam,gsn_burst);
damage(ch,victim,dam,gsn_burst);
if (ch->pcdata->powers[MPOWER_PILOTING] > 2)
damage(ch,victim,dam,gsn_burst);
if (ch->pcdata->powers[MPOWER_PILOTING] == 5)
damage(ch,victim,dam,gsn_burst);
return;
}
void do_jump_jets(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
CHAR_DATA *victim;
//I may not use this CHAR_DATA *victim2;
one_argument (argument, arg);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MECHA))
{
send_to_char("Huh?\n\r",ch);
return;
}
else if ( ch->pcdata->powers[MPOWER_TACTICS] < 1 )
{
send_to_char("You have not taken the second semester of tactics.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL) {
send_to_char("Fly to whom?\n\r", ch );
return;}
location = victim->in_room;
if (victim->in_room == NULL || victim->in_room->area != ch->in_room->area)
{send_to_char("You cant spot them on the Battlefield.\n\r",ch);
return;
}
if (ch->move < 500) {
send_to_char("You overheated!!!.\n\r", ch );
return;
}
if (!IS_NPC(victim))
{
if (ch->max_move < victim->max_move)
{send_to_char("You cant catch up to them!\n\r",ch);
return;}
}
act("You break your mecha off into a run spotting the enemy and blast off your jets as you hover after hi,.", ch, NULL, NULL, TO_CHAR);
act("$n starts there mecha in a full out run seeming to spot something and suddenly activates some switch blasting him off over the ground.", ch, NULL, NULL, TO_ROOM);
ch->move -= 500;
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "auto");
act("You slowly release the gas flow on your jump jets as you land in front of your enemy.", ch, NULL, NULL, TO_CHAR);
act("You feel a sudden rush of air then a huge after shock, as the dust in your eyes clear $n mecha is standing right in front of you assault rifle in hand.", ch, NULL, NULL, TO_CHAR);
return;
}
void do_mecha_rush( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *to_room = NULL;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
char buf [MAX_INPUT_LENGTH];
char direction [MAX_INPUT_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
int door;
int rev_dir;
int dam;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch) || !IS_CLASS(ch, CLASS_MECHA))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[MPOWER_TACTICS] < 2)
{
send_to_char("You must take third semester of tactics.\n\r", ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char("Who do you wish to mecha rush?\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char("They are not here.\n\r", ch);
return;
}
if ( victim == ch )
{
send_to_char( "Not on yourself!\n\r", ch );
return;
}
/* for when vehicle code comes in and my higher tech mecha is made
if ( victim->size > ch->size)
{
send_to_char("They are too large to affect.\n\r",ch);
return;
}*/
WAIT_STATE( ch, 12 );
act("You silently pump your jumpjets to full speed and rush into $N from behind.", ch, NULL, victim, TO_CHAR);
act("$n rushes silently in rushing $N from behind.", ch, NULL, victim, TO_NOTVICT);
act("You feel an eerie silence and then it hits you, $n mecha-rushed you from behind.", ch, NULL, victim, TO_VICT);
rev_dir = 0;
if ( arg2[0] == '\0' )
door = number_range(0,3);
else
{
if ( !str_prefix( arg2, "north" ) )
door = 0;
else if ( !str_prefix( arg2, "east" ) )
door = 1;
else if ( !str_prefix( arg2, "south" ) )
door = 2;
else if ( !str_prefix( arg2, "west" ) )
door = 3;
else
{
send_to_char("You can only mecha-rush people north, south, east or west.\n\r", ch);
return;
}
}
if (door == 0) {sprintf(direction,"north");rev_dir = 2;}
if (door == 1) {sprintf(direction,"east");rev_dir = 3;}
if (door == 2) {sprintf(direction,"south");rev_dir = 0;}
if (door == 3) {sprintf(direction,"west");rev_dir = 1;}
if (( pexit = ch->in_room->exit[door]) == NULL)
{
sprintf(buf,"$N is flung into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"$N is flung into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"You are mecha-rushed into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_VICT);
// dam = dice(victim->size*3+1, ch->pcdata->powers[MPOWER_TACTICS] * 3);
// damage_old(ch, victim, dam, 0, DAM_OTHER, FALSE);
return;
}
pexit = victim->in_room->exit[door];
if (IS_SET(pexit->exit_info, EX_CLOSED) )
{
if (IS_SET(pexit->exit_info, EX_LOCKED))
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
if (IS_SET(pexit->exit_info, EX_CLOSED))
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
sprintf(buf,"$N is sent Flying across the battlefield by %s's mecha.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"$N is sent flying across the battlefield by %s's mecha.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"'oof' You fly into the air as you feel %s's mecha charge right into your spine.", direction);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"There is no noise only the painful grown of $n as they smash through $d from the mecha rush.");
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir] ) != NULL
&& pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL )
{
if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
if (door == 0) sprintf(direction,"south");
if (door == 1) sprintf(direction,"west");
if (door == 2) sprintf(direction,"north");
if (door == 3) sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
sprintf(buf,"$n comes smashing in through the %s $d.", direction);
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
// dam = dice(victim->size*3+1, ch->pcdata->powers[MPOWER_TACTICS] * 7);
// damage_old(ch, victim, dam, 0, DAM_BASH, FALSE);
}
}
else
{
sprintf(buf,"$N flies %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"$N flies %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"You fly %s.", direction);
act(buf,ch,NULL,victim,TO_VICT);
if (door == 0) sprintf(direction,"south");
if (door == 1) sprintf(direction,"west");
if (door == 2) sprintf(direction,"north");
if (door == 3) sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,pexit->to_room);
sprintf(buf,"$n comes flying in from the %s.", direction);
act(buf,victim,NULL,NULL,TO_ROOM);
// dam = dice(victim->size*3+1, ch->pcdata->powers[MPOWER_TACTICS] * 5);
// damage_old(ch, victim, dam, 0, DAM_OTHER, FALSE);
}
return;
}
void do_psychicblast( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int dam;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_MECHA))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[MPOWER_PSIONICS] < 2)
{
send_to_char("you need 3 semesters of psionics to use this skill.\n\r",ch);
return;
}
if (ch->move < 300)
{
send_to_char("You are too exhausted.\r\n", ch);
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, 12 );
if (!IS_NPC(victim))
{
dam = ch->pcdata->powers[MPOWER_PSIONICS] * 650;
}
else if (IS_NPC(victim))
{
dam = ch->pcdata->powers[MPOWER_PSIONICS] * 650;
}
dam += number_range(60,80);
if ( dam <= 0 )
dam = 1;
sprintf(buf,"You send sudden impulses through your jack Thrashing $N's nerves! #0[#r%d#0]#n",dam);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"You notice $n squinting through his torso unit and suddenly you start to convulse! #0[#L%d#0]#n",dam);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"$n seems to fluxuate inside his mech and suddenly $N starts convulsing! #0[#r%d#0]#n",dam);
act(buf,ch,NULL,victim,TO_NOTVICT);
send_to_char("\n\r",ch);
hurt_person(ch, victim, dam);
ch->move -= number_range(200, 300);
return;
}
void do_cluster_bomb(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_MECHA))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[MPOWER_TACTICS] < 3)
{
send_to_char("you need 4 semesters of tactics to use this skill.\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
if ((victim = ch->fighting) == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (ch->move < 200)
{
send_to_char("Your mecha wont respond.\n\r", ch);
return;
}
if ( ( sn = skill_lookup( "clusterbomb" ) ) < 0 )
return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype] * 1.1;
level = level * 4;
act("You strafe right and throw a cluster bomb at $N.",ch,NULL,victim,TO_CHAR);
act("$n strafes and throws $s cluster bomb at you.",ch,NULL,victim,TO_VICT);
(*skill_table[sn].spell_fun) ( sn, level, ch, victim );
WAIT_STATE( ch, 12 );
ch->move = ch->move - 200;
return;
}
void do_kamikazi (CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
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 (IS_CLASS(ch, CLASS_MECHA) && ch->pcdata->powers[MPOWER_COMBAT] < 4 )
{
send_to_char("You have not taken the 5th course of Combat.\n\r", ch);
return;
}
if (ch->move < 10000)
{
send_to_char("You do not have enough move.\n\r", ch);
return;
}
if (ch->hit > 1000)
{
send_to_char("You are not near death.\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_safe(ch, victim))
// return;
if (victim->level < 3)
{
send_to_char("Not on a mortal.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Huh?", ch);
return;
}
act("You Scream with the last possible strength you have and thrust your vibro blade through $N's head And Simply destroy them like a ragdoll.",ch,NULL,victim,TO_CHAR);
act("$n screams in Pain and Anger as he lunges Bringing a hilt with something on it through the head of some poor helpless soul.",ch,NULL,victim,TO_NOTVICT);
act("$n Screams and charges you bringing a stick down and ==={-----> Straight through your head, your body goes numb as he rips your corpse apart!",ch,NULL,victim,TO_VICT);
victim->hit -= 22000;
ch->move -= 10000;
if (ch->fighting == NULL)
set_fighting(vch,ch);
update_pos(victim);
update_pos(ch);
WAIT_STATE(ch, 5);
act("You here the scream of the vibro blade as you are thrashed lifelessy about severed by all parts of the body!",ch,NULL,victim,TO_CHAR);
act("$n falls off the sliced corpse of there victim and slowly dies.",ch,NULL,victim,TO_NOTVICT);
act("$n falls off your sliced body and starts to slowly die.",ch,NULL,victim,TO_VICT);
WAIT_STATE(ch, 40);
return;
}