/***************************************************************************
* 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"
#include "player.h"
void do_principles( 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_NINJA))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg1[0] == '\0' && arg2[0] == '\0')
{
sprintf(buf,"Principles: Sora (%d), Chikyu (%d), Ningenno (%d).\n\r",
ch->pcdata->powers[NPOWER_SORA], ch->pcdata->powers[NPOWER_CHIKYU],
ch->pcdata->powers[NPOWER_NINGENNO]);
send_to_char(buf,ch);
return;
}
if (arg2[0] == '\0')
{
if (!str_cmp(arg1,"sora"))
{
send_to_char("Sora - The finding, observing, and locating principle.\n\r",ch);
if (ch->pcdata->powers[NPOWER_SORA] < 1)
send_to_char("You have none of the Sora principles.\n\r",ch);
if (ch->pcdata->powers[NPOWER_SORA] > 0)
send_to_char("Mitsukeru ""Locate"" The scrying power to find enemies.\n\r",ch);
if (ch->pcdata->powers[NPOWER_SORA] > 1)
send_to_char("Koryou ""Consider"" The read aura power, learn about your enemies.\n\r",ch);
if (ch->pcdata->powers[NPOWER_SORA] > 2)
send_to_char("Kakusu ""Hidden"" Enhanced Hide. Only other ninjas can see you.\n\r",ch);
if (ch->pcdata->powers[NPOWER_SORA] > 3)
send_to_char("Uro-Uro ""Silent Walk"" You leave no footprints behind.\n\r",ch);
if (ch->pcdata->powers[NPOWER_SORA] > 4)
send_to_char("Kanzuite ""Aware"" The truesight power.\n\r", ch);
if (ch->pcdata->powers[NPOWER_SORA] > 5)
send_to_char("Bomuzite ""Sleep Gas"" By mixing an potion, you can put everyone in a room to sleep.\n\r", ch);
return;
}
else if (!str_cmp(arg1,"chikyu"))
{
send_to_char("Chikyu - Preperation for battle.\n\r",ch);
if (ch->pcdata->powers[NPOWER_CHIKYU] < 1)
send_to_char("You have none of the Chikyu principles.\n\r",ch);
if (ch->pcdata->powers[NPOWER_CHIKYU] > 0)
send_to_char("Tsuyoku ""Strength"" Toughness type power.\n\r",ch);
if (ch->pcdata->powers[NPOWER_CHIKYU] > 1)
send_to_char("Songai ""Damage"" Enhanced damage.\n\r",ch);
if (ch->pcdata->powers[NPOWER_CHIKYU] > 2)
send_to_char("Isogu ""Haste"" Adds two extra attacks.\n\r",ch);
if (ch->pcdata->powers[NPOWER_CHIKYU] > 3)
send_to_char("Tsuiseki ""Hunt"" Fast hunting.\n\r",ch);
if (ch->pcdata->powers[NPOWER_CHIKYU] > 4)
send_to_char("Sakeru ""Sonic Speed"" Adds two extra attacks.\n\r", ch);
return;
}
else if (!str_cmp(arg1,"ningenno"))
{
send_to_char("Ningenno - The battle, attacking and getting away.\n\r",ch);
if (ch->pcdata->powers[NPOWER_NINGENNO] < 1)
send_to_char("You have none of the Ningenno principles.\n\r",ch);
if (ch->pcdata->powers[NPOWER_NINGENNO] > 0)
send_to_char("Tsume ""Claw"" IronClaw always worn on wrist to aid in hand-to-hand.\n\r",ch);
if (ch->pcdata->powers[NPOWER_NINGENNO] > 1)
send_to_char("Hakunetsu ""First Strike"" You begin your attack with multiple hits.\n\r",ch);
if (ch->pcdata->powers[NPOWER_NINGENNO] > 2)
send_to_char("Mienaku ""Vanish"" Never fail to flee. Used automatically after Hakunetsu hits.\n\r",ch);
if (ch->pcdata->powers[NPOWER_NINGENNO] > 3)
send_to_char("Shiroken ""Throwing Star"" Added attack per round, like headbutt for demons.\n\r",ch);
if (ch->pcdata->powers[NPOWER_NINGENNO] > 4)
send_to_char("Dokuyaku ""Posion"" Adds poisons to the Shiroken\n\r", ch);
return;
}
sprintf(buf,"Principles: Sora (%d), Chikyu (%d), Ningenno (%d).\n\r",
ch->pcdata->powers[NPOWER_SORA], ch->pcdata->powers[NPOWER_CHIKYU],
ch->pcdata->powers[NPOWER_NINGENNO]);
send_to_char(buf,ch);
return;
}
if (!str_cmp(arg2,"improve"))
{
int improve;
int cost;
int max;
if (!str_cmp(arg1,"sora" )) {improve = NPOWER_SORA; max=6;}
else if (!str_cmp(arg1,"chikyu" )) {improve = NPOWER_CHIKYU; max=5;}
else if (!str_cmp(arg1,"ningenno" )) {improve = NPOWER_NINGENNO; max=5;}
else
{
send_to_char("Principles: Sora, Chikyu, Ningenno.\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 principle.\n\r", arg1);
send_to_char(buf,ch);
return;
}
if ( cost > ch->practice )
{
sprintf(buf,"It costs you %d primal to improve your %s principle.\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 principle.\n\r", arg1);
send_to_char(buf,ch);
}
else send_to_char("To improve a principle, type: Principle <principle type> improve.\n\r",ch);
return;
}
void do_michi( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_CLASS(ch, CLASS_NINJA) )
{
if ( ch->pcdata->stats[UNI_RAGE] >= 50 )
{
send_to_char("But you are already in the state of Michi.\n\r",ch);
return;
}
if ( ch->move < 1000 )
{
send_to_char("But you don't have enough move to perform the michi.\n\r", ch);
return;
}
send_to_char("You are gifted positive energy while performing the michi.\n\r",ch);
act("$n is gifted positives energy while performing the michi.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->stats[UNI_RAGE] += 200;
ch->move -= 1000;
WAIT_STATE(ch,12);
return;
}
else
send_to_char("But you are already in the state of Michi.\n\r",ch);
return;
}
void do_discipline( 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_NINJA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && !IS_SET(ch->special, SPC_PRINCE)
&& ch->pcdata->stats[UNI_GEN] != 1
&& ch->pcdata->stats[UNI_GEN] != 2 )
{
send_to_char("You do not have disciplining abilities.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Discipline 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 discipline yourself.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_NINJA))
{
send_to_char( "They are already disciplined.\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 discipline vampires!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_WEREWOLF))
{
send_to_char( "You are unable to discipline werewolves!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special, SPC_CHAMPION))
{
send_to_char( "You are unable to discipline demons!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_HIGHLANDER))
{
send_to_char( "You are unable to discipline highlanders.\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_MONK))
{
send_to_char( "You are unable to discipline monks!\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("Not on paladins!\n\r", ch);
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot discipline an unwilling person.\n\r", ch );
return;
}
if (ch->exp < 100000)
{
send_to_char("You cannot afford the 100000 exp required to discipline them.\n\r",ch);
return;
}
if (victim->exp < 100000)
{
send_to_char("They cannot afford the 100000 exp required to be disciplined from you.\n\r",ch);
return;
}
ch->exp -= 100000;
victim->exp -= 100000;
act("You teach $N the ways of the ninja.", ch, NULL, victim, TO_CHAR);
act("$n teaches $N the ways of the ninja.", ch, NULL, victim, TO_NOTVICT);
act("$n teaches you the way of the ninja.", ch, NULL, victim, TO_VICT);
victim->class = CLASS_NINJA;
victim->level = LEVEL_ARCHMAGE;
if (victim->trust > 6)
victim->trust = victim->trust;
else
victim->trust = LEVEL_ARCHMAGE;
send_to_char( "You are now a ninja.\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] + 1;
save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_kakusu( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 3 )
{
send_to_char("You have not learned the Sora principle to 3.\n\r", ch);
return;
}
if (ch->move < 500)
{
send_to_char("You don't have 500 move to activate your power.\n\r", ch);
return;
}
if ( IS_SET(ch->act, PLR_WIZINVIS) )
{
REMOVE_BIT(ch->act, PLR_WIZINVIS);
act( "$n appears from the shadows.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You appear from the shadows.\n\r", ch );
}
else
{
act( "$n disappears into the shadows.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the shadows.\n\r", ch );
SET_BIT(ch->act, PLR_WIZINVIS);
ch->move -= 500;
}
return;
}
void do_kanzuite( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 5 )
{
send_to_char("You have not learned the Sora principle to 5.\n\r", ch);
return;
}
else if (ch->move < 500)
{
send_to_char("You don't have 500 move to increase your awareness.\n\r", ch);
return;
}
if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "You're senses return to normal.\n\r", ch );
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "You're senses increase into incredible proportions.\n\r", ch );
ch->move -= 500;
}
return;
}
void do_mienaku( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] < 3 )
{
send_to_char("You have not learned the Ningenno principle to 3.\n\r", ch);
return;
}
else if (!IS_CLASS(ch, CLASS_NINJA) )
{
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("You can't find the energy to leave.\n\r",ch);
return;
}
if (ch->move < 200)
{
send_to_char("You don't have enough movement points to flee.\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\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 has escaped!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
send_to_char( "You escape from combat!\n\r", ch );
/* No blinding thing - Loki
if (victim->in_room == ch->in_room)
{
SET_BIT(victim->extra,BLINDFOLDED);
act("You start to move at super speeds and blind $N.",ch,NULL,victim,TO_CHAR);
act("$n starts to move at super speeds and blinds $N.",ch,NULL,victim,TO_ROOM);
act("$n starts to move at super speeds and blinds you.",ch,NULL,victim,TO_VICT);
return;
}
*/
ch->move -= 200;
stop_fighting( ch, TRUE );
return;
}
}
send_to_char( "You fail to escape!\n\r", ch );
return;
}
void do_target( 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_NINJA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax is: target <person> <prince/outcast/induct>\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_NINJA) )
{
send_to_char( "But they are not a ninja!\n\r", ch );
return;
}
if ( str_cmp(victim->clan,ch->clan) && str_cmp(arg2,"induct") )
{
send_to_char( "You can only grant your target 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 target 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 $N's disciplining privilages!",ch,NULL,victim,TO_CHAR);
act("$n removes $N's disciplining privilages!",ch,NULL,victim,TO_NOTVICT);
act("$n removes your disciplining privilages!",ch,NULL,victim,TO_VICT);
REMOVE_BIT(victim->special,SPC_PRINCE);
return;
}
act("You make $N a discipliner!",ch,NULL,victim,TO_CHAR);
act("$n has made $N a discipliner!",ch,NULL,victim,TO_NOTVICT);
act("$n has made you a discipliner!",ch,NULL,victim,TO_VICT);
SET_BIT(victim->special,SPC_PRINCE);
return;
}
/* Clan Leader Outcasts Someone */
else if ( !str_cmp(arg2,"outcast") && victim->pcdata->stats[UNI_GEN] > 2 &&
ch->pcdata->stats[UNI_GEN] == 2)
{
act("You make $N a Ninja Outcast!",ch,NULL,victim,TO_CHAR);
act("$n has made $N a Ninja Outcast!",ch,NULL,victim,TO_NOTVICT);
act("$n has made you a Ninja Outcast!",ch,NULL,victim,TO_VICT);
free_string(victim->clan);
victim->clan = str_dup( "" );
return;
}
/* Prince outcasts a non-prince */
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 $N a Ninja Outcast!",ch,NULL,victim,TO_CHAR);
act("$n has made $N a Ninja Outcast!",ch,NULL,victim,TO_NOTVICT);
act("$n has made you a Ninja Outcast!",ch,NULL,victim,TO_VICT);
free_string(victim->clan);
victim->clan = str_dup( "" );
return;
}
/* Leader Inducts */
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_ROGUE))
{
send_to_char("You cannot induct an Rogue!\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;
}
/* Prince Inducts */
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_ROGUE))
{
send_to_char("You cannot induct an Rogue!\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;
}
/* Clan Leader inducts a person */
else if ( !str_cmp(arg2,"induct") && victim->pcdata->stats[UNI_GEN] > 2 &&
ch->pcdata->stats[UNI_GEN] == 2 && strlen(victim->clan) < 2)
{
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;
}
/* Prince inducts a person */
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)
{
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 send_to_char( "You are unable to grant that sort of favour.\n\r", ch );
return;
}
void do_nclan( 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_NINJA) )
{
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]\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) );
send_to_char( buf, ch );
}
}
return;
}
void do_rogue( 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_NINJA) )
{
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_ROGUE) )
{
send_to_char("You are no longer a Rogue.\n\r",ch);
sprintf(buf,"#r%s#n is no longer a Rogue!",ch->name);
do_info(ch,buf);
REMOVE_BIT(ch->special, SPC_ROGUE);
return;
}
send_to_char("You are now a Rogue.\n\r",ch);
sprintf(buf,"#r%s#n is now a Rogue!",ch->name);
do_info(ch,buf);
SET_BIT(ch->special, SPC_ROGUE);
return;
}
void do_bomuzite( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
else if ( ch->pcdata->powers[NPOWER_SORA] < 6 )
{
send_to_char("You have not learned the Sora principle to 6.\n\r", ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "Bomb 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 ( ch == victim )
{
send_to_char( "Not on yourself!\n\r", ch );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "Not while fighting!\n\r", ch );
return;
}
if (ch->move < 500)
{
send_to_char("You don't have enough movement points.\n\r", ch);
return;
}
if ( victim->in_room == ch->in_room )
{
act("You toss your bomb onto the floor and put $N to sleep.",ch,NULL,victim,TO_CHAR);
act("$n tosses a bomb onto the floor. You feel sleepy.",ch,NULL,victim,TO_VICT);
victim->position = POS_SLEEPING;
ch->move -= 500;
return;
}
return;
}
void do_ninjaarmor( 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_NINJA))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Please specify which piece of ninja armor you wish to make: Sword, Mask, or Dagger.\n\r",ch);
return;
}
if ( ch->practice < 80 )
{
send_to_char("It costs 80 points of primal to create ninja equipment.\n\r",ch);
return;
}
if (!str_cmp(arg,"sword" )) vnum = 29701;
else if (!str_cmp(arg,"mask" )) vnum = 29702;
else if (!str_cmp(arg,"dagger" )) vnum = 29700;
else
{
send_to_char("Please specify which piece of ninja armor you wish to make: Sword, Mask, or Dagger.\n\r",ch);
return;
}
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform Eterared.\n\r",ch);
return;
}
ch->practice -= 80;
obj = create_object(pObjIndex, 50);
obj_to_char(obj, ch);
act("$p appears in your hands.",ch,obj,NULL,TO_CHAR);
act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM);
return;
}