/*************************************************************************** * 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" void do_affects( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; if (IS_NPC(ch)) return; if ( ch->affected == NULL ) { send_to_char( "You have nothing affecting you at this time.\n\r", ch); return; } if ( ch->affected != NULL ) { send_to_char( "You are affected by:\n\r", ch ); for ( paf = ch->affected; paf != NULL; paf = paf->next ) { sprintf( buf, "Spell: '%s'", skill_table[paf->type].name ); send_to_char( buf, ch ); if ( ch->level >= 0 ) { sprintf( buf, " modifies %s by %d for %d hours with bits %s.\n\r", affect_loc_name( paf->location ), paf->modifier, paf->duration, affect_bit_name( paf->bitvector ) ); send_to_char( buf, ch ); } } } return; } void do_version( CHAR_DATA *ch, char *argument ) { send_to_char( "*** Morbid Nights v1 ***\n\r", ch ); send_to_char( "*** Coded by: Eterared ***\n\r", ch ); send_to_char( "*** Based on Fallen Empires by Kai ***", ch ); return; } void do_arena( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; send_to_char( "You decide to try your luck in the arena.\n\r", ch ); sprintf(buf,"#r%s#n has entered the arena.", ch->name ); do_info(ch,buf); char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_ARENA) ); do_look(ch,"auto"); return; } void do_outcast( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( ch->pcdata->stats[UNI_GEN] != 2 && !IS_SET(ch->special, SPC_DEMON_LORD) && ch->level != 6 ) { send_to_char("You are not a clan leader!\n\r", ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Outcast who?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char("You cannot outcast youself!\n\r", ch); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( IS_CLASS(ch,CLASS_DEMON) && IS_SET(ch->special, SPC_DEMON_LORD) && IS_CLASS(victim, CLASS_DEMON) && !str_cmp(victim->clan,ch->clan) ) { sprintf(buf,"#r%s#n has been outcasted from #r%s#n", victim->name, ch->clan); do_info(victim,buf); if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your fangs slide back into your gums.\n\r",victim); act("$N's fangs slide back into $s gums.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FANGS); } if (IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("Your claws slide back under your nails.\n\r",victim); act("$N's claws slide back under $s nails.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) { send_to_char("The red glow in your eyes fades.\n\r",victim); act("The red glow in $N's eyes fades.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } if (IS_DEMAFF(victim,DEM_HORNS) ) { send_to_char("Your horns slide back into your head.\n\r",victim); act("$N's horns slide back into $s head.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_HORNS); } if (IS_DEMAFF(victim,DEM_HOOVES) ) { send_to_char("Your hooves transform into feet.\n\r",victim); act("$N's hooves transform back into $s feet.", ch, NULL,victim,TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES); } if (IS_DEMAFF(victim,DEM_WINGS) ) { if (IS_DEMAFF(victim,DEM_UNFOLDED) ) { send_to_char("Your wings fold up behind your back.\n\r",victim); act("$N's wings fold up behind $s back.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED); } send_to_char("Your wings slide into your back.\n\r",victim); act("$N's wings slide into $s back.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_WINGS); } if ( IS_EXTRA(victim, EXTRA_OSWITCH) ) { do_humanform(victim,""); } victim->pcdata->powers[DPOWER_FLAGS] = 0; victim->pcdata->stats[DEMON_TOTAL] = 0; victim->pcdata->stats[DEMON_CURRENT] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); REMOVE_BIT(victim->special, SPC_CHAMPION ); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->special, SPC_DEMON_LORD); victim->pcdata->stats[UNI_RAGE] = 0; victim->class = 0; send_to_char("You have been outcasted from Hell!\n\r", victim); } else if ( ( IS_CLASS(ch, CLASS_MAGE) && ch->level == LEVEL_ARCHMAGE ) && ch->pcdata->powers[MPOWER_RUNE0] == victim->pcdata->powers[MPOWER_RUNE0] && victim->level < LEVEL_ARCHMAGE ) { sprintf(buf,"#r%s#n has been outcasted from the Mages Guild.", victim->name); do_info(victim,buf); reset_spell(victim,0); reset_spell(victim,1); reset_spell(victim,2); reset_spell(victim,3); reset_spell(victim,4); victim->trust = 0; victim->class = 0; victim->level = 3; send_to_char("You have been outcasted from the Mages Guild!\n\r", victim); } else if ( IS_CLASS(ch,CLASS_VAMPIRE) && !str_cmp(victim->clan,ch->clan) && IS_CLASS(victim, CLASS_VAMPIRE) ) { sprintf(buf,"#r%s#n has been outcasted from #r%s#n.", victim->name, victim->clan); do_info(victim,buf); victim->pcdata->condition[COND_THIRST] = 10000; if ( IS_CLASS(victim, CLASS_VAMPIRE) ) do_unwerewolf(victim,""); if ( IS_VAMPAFF(victim,VAM_DISGUISED) ) do_mask(victim,"self"); if ( IS_POLYAFF(victim,POLY_SERPENT) ) do_serpent(victim,""); if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your fangs slide back into your gums.\n\r",victim); act("$N's fangs slide back into $s gums.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FANGS); } if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("Your claws slide back under your nails.\n\r",victim); act("$N's claws slide back under $s nails.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) { send_to_char("The red glow in your eyes fades.\n\r",victim); act("The red glow in $N's eyes fades.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } if (IS_AFFECTED(victim,AFF_SHADOWSIGHT) ) { send_to_char("You can no longer see between planes.\n\r",victim); REMOVE_BIT(victim->affected_by, AFF_SHADOWSIGHT); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_VAMPAFF(victim,VAM_DISGUISED) ) { free_string( victim->morph ); victim->morph = str_dup( victim->name ); send_to_char("You transform into yourself.\n\r", victim); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_DISGUISED); } if (IS_AFFECTED(victim,AFF_SHADOWPLANE) ) { send_to_char("You fade back into the real world.\n\r",victim); act("The shadows flicker and $N fades into existance.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->affected_by,AFF_SHADOWPLANE); do_look(victim,"auto"); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } REMOVE_BIT(victim->special, SPC_INCONNU ); REMOVE_BIT(victim->special, SPC_ANARCH ); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->stats[UNI_RAGE] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->pcdata->stats[UNI_GEN] = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->pcdata->rank = 0; victim->class = 0; victim->beast = 15; victim->pcdata->condition[COND_THIRST] = 0; send_to_char("You have been outcasted!\n\r", victim); } else if ( IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_GEN] == 2 && !str_cmp(victim->clan,ch->clan) && IS_CLASS(victim, CLASS_WEREWOLF) ) { sprintf(buf,"#r%s#n has been outcasted from #r%s#n.", victim->name, victim->clan); do_info(victim,buf); victim->pcdata->powers[WPOWER_BEAR] = 4; victim->pcdata->powers[WPOWER_LYNX] = 4; victim->pcdata->powers[WPOWER_BOAR] = 4; victim->pcdata->powers[WPOWER_OWL] = 4; victim->pcdata->powers[WPOWER_SPIDER] = 4; victim->pcdata->powers[WPOWER_WOLF] = 4; victim->pcdata->powers[WPOWER_HAWK] = 4; victim->pcdata->powers[WPOWER_MANTIS] = 4; victim->pcdata->powers[WPOWER_TIGER] = 4; victim->pcdata->powers[WPOWER_GAIA] = 4; do_unwerewolf(victim,""); if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your talons slide back into your fingers.\n\r",victim); act("$N's talons slide back into $s fingers.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) { send_to_char("The red glow in your eyes fades.\n\r",victim); act("The red glow in $N's eyes fades.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } if (IS_AFFECTED(victim,AFF_SHADOWSIGHT) ) { send_to_char("You can no longer see between planes.\n\r",victim); REMOVE_BIT(victim->affected_by, AFF_SHADOWSIGHT); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_AFFECTED(victim,AFF_SHADOWPLANE) ) { send_to_char("You fade back into the real world.\n\r",victim); act("The shadows flicker and $N fades into existance.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->affected_by,AFF_SHADOWPLANE); do_look(victim,"auto"); } if (IS_SET(victim->act, PLR_WIZINVIS) ) { REMOVE_BIT(victim->act, PLR_WIZINVIS); send_to_char( "You slowly fade into existence.\n\r", victim ); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } REMOVE_BIT(victim->special, SPC_INCONNU ); REMOVE_BIT(victim->special, SPC_ANARCH ); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->powers[WPOWER_BEAR] = 0; victim->pcdata->powers[WPOWER_LYNX] = 0; victim->pcdata->powers[WPOWER_BOAR] = 0; victim->pcdata->powers[WPOWER_OWL] = 0; victim->pcdata->powers[WPOWER_SPIDER] = 0; victim->pcdata->powers[WPOWER_WOLF] = 0; victim->pcdata->powers[WPOWER_HAWK] = 0; victim->pcdata->powers[WPOWER_MANTIS] = 0; victim->pcdata->powers[WPOWER_TIGER] = 0; victim->pcdata->powers[WPOWER_GAIA] = 0; victim->pcdata->stats[UNI_RAGE] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->pcdata->stats[UNI_GEN] = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->pcdata->rank = 0; victim->class = 0; send_to_char("You have been outcasted!\n\r", victim); } else if ( IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->stats[UNI_GEN] == 2 && !str_cmp(victim->clan,ch->clan) && IS_CLASS(victim, CLASS_NINJA) ) { sprintf(buf,"#r%s#n has been outcasted from #r%s#n.", victim->name, victim->clan); do_info(victim,buf); if ( IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("You shove your iron claws up your sleeves\n\r",victim); act("$N shoves $S iron claws up $e sleeves.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_SET(victim->act, PLR_WIZINVIS) ) { REMOVE_BIT(victim->act, PLR_WIZINVIS); send_to_char( "You appear from the shadows.\n\r", victim ); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->powers[NPOWER_SORA] = 0; victim->pcdata->powers[NPOWER_CHIKYU] = 0; victim->pcdata->powers[NPOWER_NINGENNO] = 0; victim->pcdata->stats[UNI_RAGE] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->pcdata->stats[UNI_GEN] = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->pcdata->rank = 0; victim->class = 0; victim->trust = 0; victim->level = 3; send_to_char("You have been outcasted!\n\r", victim); } else if ( IS_CLASS(ch, CLASS_DROW) && ch->pcdata->stats[UNI_GEN] == 2 && !str_cmp(victim->clan,ch->clan) && IS_CLASS(victim, CLASS_DROW) ) { sprintf(buf,"#r%s#n has been outcasted from #r%s#n.", victim->name, victim->clan); do_info(victim,buf); reset_weapon(victim,0); reset_weapon(victim,1); reset_weapon(victim,2); reset_weapon(victim,3); reset_weapon(victim,4); reset_weapon(victim,5); reset_weapon(victim,6); reset_weapon(victim,7); reset_weapon(victim,8); reset_weapon(victim,9); reset_weapon(victim,10); reset_weapon(victim,11); reset_weapon(victim,12); if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your fangs slide back into your gums.\n\r",victim); act("$N's fangs slide back into $s gums.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FANGS); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_SET(victim->act, PLR_HOLYLIGHT) || IS_SET(victim->act, PLR_DROWSIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); REMOVE_BIT(victim->act, PLR_DROWSIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } if (IS_AFFECTED(victim, AFF_DARKNESS)) { REMOVE_BIT(victim->affected_by, AFF_DARKNESS); send_to_char("The darkness around you fades away.\n\r",ch); return; } victim->pcdata->powers[1] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->special, SPC_ANARCH); REMOVE_BIT(victim->special, SPC_DROW_WAR ); REMOVE_BIT(victim->special, SPC_DROW_MAG ); REMOVE_BIT(victim->special, SPC_DROW_CLE ); victim->pcdata->stats[UNI_RAGE] = 0; victim->class = 0; send_to_char("You have been outcasted!\n\r", victim); } else if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->stats[UNI_GEN] == 2 && !str_cmp(victim->clan,ch->clan) && IS_CLASS(victim, CLASS_MONK) ) { sprintf(buf,"#r%s#n has been outcasted from #r%s#n.", victim->name, victim->clan); do_info(victim,buf); reset_weapon(victim,0); reset_weapon(victim,1); reset_weapon(victim,2); reset_weapon(victim,3); reset_weapon(victim,4); reset_weapon(victim,5); reset_weapon(victim,6); reset_weapon(victim,7); reset_weapon(victim,8); reset_weapon(victim,9); reset_weapon(victim,10); reset_weapon(victim,11); reset_weapon(victim,12); if (IS_SET(victim->act, PLR_WIZINVIS) ) { REMOVE_BIT(victim->act, PLR_WIZINVIS); send_to_char( "You appear from a shroud of light.\n\r", victim ); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your view shimmers into mortal vision.\n\r", victim ); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->powers[PMONK] = 0; victim->pcdata->stats[UNI_RAGE] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->pcdata->stats[UNI_GEN] = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->pcdata->rank = 0; victim->class = 0; victim->trust = 0; victim->level = 3; send_to_char("You have been outcasted!\n\r", victim); } else send_to_char("They are not of your clan!\n\r", ch); return; } void do_level( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char skill [20]; char stance [20]; one_argument( argument, arg ); if (IS_NPC(ch)) return; send_to_char("#l--------------------------------------------\n\r", ch); send_to_char("#oWeapon Skills #l| #oStances #l| #oMagic\n\r", ch); send_to_char("#l--------------------------------------------\n\r", ch); sprintf(skill, "#yUnarmed#c: %4d | ", ch->wpn[0]); send_to_char( skill, ch ); sprintf(skill, "#yBull #c: %3d | ", ch->stance[5]); send_to_char( skill, ch ); sprintf(skill, "#pPurple#c: %3d\n\r", ch->spl[0]); send_to_char( skill, ch ); sprintf(skill, "#ySlash #c: %4d | ", ch->wpn[3]); send_to_char( skill, ch ); sprintf(skill, "#yViper #c: %3d | ", ch->stance[1]); send_to_char( skill, ch ); sprintf(skill, "#RRed #c: %3d\n\r", ch->spl[1]); send_to_char( skill, ch ); sprintf(skill, "#ySlice #c: %4d | ", ch->wpn[1]); send_to_char( skill, ch ); sprintf(skill, "#yCrane #c: %3d | ", ch->stance[2]); send_to_char( skill, ch ); sprintf(skill, "#LBlue #c: %3d\n\r", ch->spl[2]); send_to_char( skill, ch ); sprintf(skill, "#yStab #c: %4d | ", ch->wpn[2]); send_to_char( skill, ch ); sprintf(skill, "#yCrab #c: %3d | ", ch->stance[3]); send_to_char( skill, ch ); sprintf(skill, "#GGreen #c: %3d\n\r", ch->spl[3]); send_to_char( skill, ch ); sprintf(skill, "#yWhip #c: %4d | ", ch->wpn[4]); send_to_char( skill, ch ); sprintf(skill, "#yMongoose#c: %3d | ", ch->stance[4]); send_to_char( skill, ch ); sprintf(skill, "#yYellow#c: %3d\n\r", ch->spl[4]); send_to_char( skill, ch ); sprintf(skill, "#yClaw #c: %4d | ", ch->wpn[5]); send_to_char( skill, ch ); sprintf(skill, "#yTiger #c: %3d |\n\r", ch->stance[8]); send_to_char( skill, ch ); sprintf(skill, "#yBlast #c: %4d | ", ch->wpn[6]); send_to_char( skill, ch ); sprintf(skill, "#yMantis #c: %3d |\n\r", ch->stance[6]); send_to_char( skill, ch ); sprintf(skill, "#yPound #c: %4d | ", ch->wpn[7]); send_to_char( skill, ch ); sprintf(skill, "#yDragon #c: %3d |\n\r", ch->stance[7]); send_to_char( skill, ch ); sprintf(skill, "#yCrush #c: %4d | ", ch->wpn[8]); send_to_char( skill, ch ); sprintf(skill, "#ySwallow #c: %3d |\n\r", ch->stance[10]); send_to_char( skill, ch ); sprintf(skill, "#yGrep #c: %4d | ", ch->wpn[9]); send_to_char( skill, ch ); sprintf(skill, "#yMonkey #c: %3d |\n\r", ch->stance[9]); send_to_char( skill, ch ); sprintf(skill, "#yBite #c: %4d | |\n\r", ch->wpn[10]); send_to_char( skill, ch ); sprintf(skill, "#yPierce #c: %4d | |\n\r", ch->wpn[11]); send_to_char( skill, ch ); sprintf(skill, "#ySuck #c: %4d | |\n\r", ch->wpn[12]); send_to_char( skill, ch ); send_to_char("#l--------------------------------------------\n\r", ch); sprintf(skill, "#0Recall Room#c: %d\n\r", ch->home); send_to_char( skill, ch ); sprintf(skill, "#0Trust#c: %d\n\r", ch->trust); send_to_char( skill, ch ); if ( ch->stance[11] == 1 ) sprintf(stance, " #cViper\n\r" ); else if ( ch->stance[11] == 2 ) sprintf(stance, " #cCrane\n\r" ); else if ( ch->stance[11] == 3 ) sprintf(stance, " #cCrab\n\r" ); else if ( ch->stance[11] == 4 ) sprintf(stance, " #cMongoose\n\r" ); else if ( ch->stance[11] == 5 ) sprintf(stance, " #cBull\n\r" ); else if ( ch->stance[11] == 6 ) sprintf(stance, " #cMantis\n\r" ); else if ( ch->stance[11] == 7 ) sprintf(stance, " #cDragon\n\r" ); else if ( ch->stance[11] == 8 ) sprintf(stance, " #cTiger\n\r" ); else if ( ch->stance[11] == 9 ) sprintf(stance, " #cMonkey\n\r" ); else if ( ch->stance[11] == 10 ) sprintf(stance, " #cSwallow\n\r" ); else if ( ch->stance[11] == -1 || ch->stance[11] == 15 ) sprintf(stance, " #cNone\n\r" ); sprintf(skill, "#0Autostance#c:%s", stance); send_to_char( skill, ch ); send_to_char("--------------------------------------------\n\r", ch); if ( IS_CLASS(ch, CLASS_DEMON) ) send_to_char("#0You are a #Rdemon#n!\n\r", ch); if ( IS_CLASS(ch, CLASS_HYBRID1) ) send_to_char("#0You are a #cCyber Samurai!\n\r", ch); if ( IS_CLASS(ch, CLASS_MAGE) ) send_to_char("#0You are a #lmage#n!\n\r", ch); if ( IS_CLASS(ch, CLASS_WEREWOLF) ) send_to_char("#0You are a #7were#0wolf#n!\n\r", ch); if ( IS_CLASS(ch, CLASS_NINJA) ) send_to_char("#0You are a #7ninja#n!\n\r", ch); if ( IS_CLASS(ch, CLASS_VAMPIRE) ) send_to_char("#0You are a #rvampire#n!\n\r", ch); if ( IS_CLASS(ch, CLASS_HIGHLANDER) ) send_to_char("#0You are a #yhighlander#n!\n\r", ch); if ( IS_CLASS(ch, CLASS_DROW) ) send_to_char("#0You are a #pdrow#n!\n\r", ch); if (IS_CLASS(ch, CLASS_VAMPIRE) ) { sprintf(skill, "#0Generation #c: %d ", ch->pcdata->stats[UNI_GEN]); send_to_char( skill, ch ); if (ch->pcdata->rank == AGE_METHUSELAH) send_to_char("#0You are a #cMethuselah#n!\n\r",ch); else if (ch->pcdata->rank == AGE_ELDER) send_to_char("#0You are an #cElder#n!\n\r",ch); else if (ch->pcdata->rank == AGE_ANCILLA) send_to_char("#0You are an #cAncilla#n!\n\r",ch); else if (ch->pcdata->rank == AGE_NEONATE) send_to_char("#0You are a #cNeonate#n!\n\r", ch); else send_to_char("#0You are a #cChilde#n!\n\r", ch); if ( IS_SET(ch->special, SPC_PRINCE) ) send_to_char("#0You are a #cPrince#n!\n\r", ch); } if (IS_CLASS(ch, CLASS_NINJA) ) { sprintf(skill, "#0Generation #c: %d\n\r", ch->pcdata->stats[UNI_GEN]); send_to_char( skill, ch ); if ( IS_SET(ch->special, SPC_PRINCE) ) send_to_char("#0You can discipline people#n!\n\r", ch); } if (IS_CLASS(ch, CLASS_WEREWOLF) ) { sprintf(skill, "#0Generation #c: %d\n\r", ch->pcdata->stats[UNI_GEN]); send_to_char( skill, ch ); if ( IS_SET(ch->special, SPC_SIRE) && ch->pcdata->stats[UNI_GEN] > 2 ) send_to_char("#0You are able to spread the gift#n!\n\r", ch); if ( IS_SET(ch->special, SPC_PRINCE) && ch->pcdata->stats[UNI_GEN] > 2 ) send_to_char("#0You are a #yshaman#n!\n\r", ch); } } void do_autoclass( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); if (IS_NPC(ch)) return; /* if ( IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_DJINN) || IS_CLASS(ch, CLASS_MECHA) || IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_HYBRID1) || IS_CLASS(ch, CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_MECHA) || IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r", ch); return; } */ /* Made autoclass more efficient than last.. --Eterared */ if (ch->class != 0 || IS_SET(ch->special, SPC_CHAMPION)) { send_to_char("You already have a class.\n\r", ch); return; } if ( ch->level < LEVEL_AVATAR) { send_to_char( "Only if you're an avatar.\n\r", ch ); return; } if ( arg1[0] == '\0') { send_to_char( "Syntax: autoclass <class>.\n\r", ch ); send_to_char("Classes:\n\r", ch ); send_to_char("None, Demon, Werewolf, Vampire, Djinn, MechWarrior, Drow, Paladin, Monk.\n\r", ch); return; } else if ( !str_cmp( arg1, "demon" ) ) { ch->class = 1; ch->level = 3; SET_BIT( ch->special, SPC_CHAMPION ); ch->lord=str_dup(ch->name); send_to_char("You are now a demon!\n\r", ch); } else if ( !str_cmp( arg1, "djinn" ) ) { ch->class = 2048; ch->level = 3; send_to_char("You are now a Djinn!\n\r", ch); } else if ( !str_cmp( arg1, "werewolf" ) ) { ch->class = 4; ch->level = 3; send_to_char("You are now a werewolf!\n\r", ch); } else if ( !str_cmp( arg1, "mechwarrior" ) ) { ch->class = 8192; ch->level = 3; send_to_char("You have graduated the academy, and become a Mech Warrior!\n\r", ch); } else if ( !str_cmp( arg1, "vampire" ) ) { ch->class = 8; ch->level = 3; send_to_char("You are now a vampire!\n\r", ch); } else if ( !str_cmp( arg1, "ninja" ) ) { ch->class = 128; if ( ch->trust > 6 ) { ch->trust=ch->trust; } else { ch->trust = 6; } ch->level = 6; send_to_char("You are now a ninja!\n\r", ch); } else if ( !str_cmp( arg1, "monk" ) ) { ch->class = 512; if ( ch->trust > 6 ) { ch->trust=ch->trust; } else { ch->trust = 6; } ch->level = 6; send_to_char("You are now a monk!\n\r", ch); } else if ( !str_cmp( arg1, "drow" ) ) { ch->class = 32; send_to_char("You are now a drow!\n\r", ch); } else if ( !str_cmp( arg1, "paladin" ) ) { ch->class = 256; send_to_char("You are now a paladin!\n\r", ch); } else { send_to_char( "Syntax: autoclass <class>.\n\r", ch ); send_to_char("Classes:\n\r", ch ); send_to_char("None, Demon, Werewolf, Vampire, Djinn, MechWarrior, Drow, Paladin, Monk.\n\r", ch); return; } send_to_char("Class Set.\n\r",ch); return; } void do_class( 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 ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: class <char> <class>.\n\r", ch ); send_to_char("Classes:\n\r", ch ); send_to_char("None, Demon, Demon Lord, Purple Mage, Blue Mage, Yellow Mage,\n\r", ch); send_to_char("Green Mage, Red Mage, Werewolf, Ninja, Paladin, Monk, Vampire,\n\r", ch); send_to_char("Highlander, Moogle, or Drow.\n\r", ch ); send_to_char("*** New Classes ***\n\r", ch ); send_to_char("Djinn, Mecha, Cyborg\n\r", ch); send_to_char("*** Hybrids by Eterared ***\n\r", ch ); send_to_char("CyberSamurai\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } if ( !str_cmp( arg2, "none" ) ) { /* Used to make sure the person has enough "stuff" to change */ victim->pcdata->condition[COND_THIRST] = 10000; victim->move = 10000; victim->mana = 10000; victim->pcdata->powers[WPOWER_BEAR] = 4; victim->pcdata->powers[WPOWER_LYNX] = 4; victim->pcdata->powers[WPOWER_BOAR] = 4; victim->pcdata->powers[WPOWER_OWL] = 4; victim->pcdata->powers[WPOWER_SPIDER] = 4; victim->pcdata->powers[WPOWER_WOLF] = 4; victim->pcdata->powers[WPOWER_HAWK] = 4; victim->pcdata->powers[WPOWER_MANTIS] = 4; victim->pcdata->powers[WPOWER_TIGER] = 4; victim->pcdata->powers[WPOWER_GAIA] = 4; if ( IS_CLASS(victim, CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_VAMPIRE) ) do_unwerewolf(victim,""); if (IS_VAMPAFF(victim,VAM_DISGUISED) ) do_mask(victim,"self"); victim->pcdata->stats[UNI_FORM0] = 0; /* All classes in general */ if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your fangs slide back into your gums.\n\r",victim); act("$N's fangs slide back into $s gums.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FANGS); } if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("Your claws slide back under your nails.\n\r",victim); act("$N's claws slide back under $s nails.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } else if (IS_CLASS(victim, CLASS_NINJA) && IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("You shove your iron claws up your sleeves\n\r",victim); act("$N shoves $S iron claws up $e sleeves.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } else if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("Your talons slide back into your fingers.\n\r",victim); act("$N's talons slide back into $s fingers.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) { send_to_char("The red glow in your eyes fades.\n\r",victim); act("The red glow in $N's eyes fades.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } if (IS_AFFECTED(victim,AFF_SHADOWSIGHT) ) { send_to_char("You can no longer see between planes.\n\r",victim); REMOVE_BIT(victim->affected_by, AFF_SHADOWSIGHT); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_VAMPAFF(victim,VAM_DISGUISED) ) { free_string( victim->morph ); victim->morph = str_dup( victim->name ); send_to_char("You transform into yourself.\n\r", victim); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_DISGUISED); } if (IS_AFFECTED(victim,AFF_SHADOWPLANE) ) { send_to_char("You fade back into the real world.\n\r",victim); act("The shadows flicker and $N fades into existance.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->affected_by,AFF_SHADOWPLANE); do_look(ch,"auto"); } if (IS_SET(victim->act, PLR_WIZINVIS) ) { REMOVE_BIT(victim->act, PLR_WIZINVIS); send_to_char( "You slowly fade into existence.\n\r", victim ); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); REMOVE_BIT(victim->act, PLR_DROWSIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } /* Demon Stuff */ if (IS_DEMAFF(victim,DEM_HORNS) && IS_CLASS(victim, CLASS_DEMON) ) { send_to_char("Your horns slide back into your head.\n\r",victim); act("$N's horns slide back into $s head.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_HORNS); } if (IS_DEMAFF(victim,DEM_HOOVES) && IS_CLASS(victim, CLASS_DEMON) ) { send_to_char("Your hooves transform into feet.\n\r",victim); act("$N's hooves transform back into $s feet.", ch, NULL,victim,TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES); } if (IS_DEMAFF(victim,DEM_WINGS) && IS_CLASS(victim, CLASS_DEMON) ) { if (IS_DEMAFF(victim,DEM_UNFOLDED) && IS_CLASS(victim, CLASS_DEMON) ) { send_to_char("Your wings fold up behind your back.\n\r",victim); act("$N's wings fold up behind $s back.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED); } send_to_char("Your wings slide into your back.\n\r",victim); act("$N's wings slide into $s back.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_WINGS); } if ( IS_EXTRA(victim, EXTRA_OSWITCH) ) { do_humanform(victim,""); } REMOVE_BIT(victim->special, SPC_CHAMPION ); REMOVE_BIT(victim->special, SPC_INCONNU ); REMOVE_BIT(victim->special, SPC_ANARCH ); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->special, SPC_DEMON_LORD); REMOVE_BIT(victim->special, SPC_DROW_WAR ); REMOVE_BIT(victim->special, SPC_DROW_MAG ); REMOVE_BIT(victim->special, SPC_DROW_CLE ); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->powers[DPOWER_FLAGS] = 0; victim->pcdata->stats[DEMON_TOTAL] = 0; victim->pcdata->stats[DEMON_CURRENT] = 0; victim->pcdata->powers[WPOWER_BEAR] = 0; victim->pcdata->powers[WPOWER_LYNX] = 0; victim->pcdata->powers[WPOWER_BOAR] = 0; victim->pcdata->powers[WPOWER_OWL] = 0; victim->pcdata->powers[WPOWER_SPIDER] = 0; victim->pcdata->powers[WPOWER_WOLF] = 0; victim->pcdata->powers[WPOWER_HAWK] = 0; victim->pcdata->powers[WPOWER_MANTIS] = 0; victim->pcdata->powers[WPOWER_TIGER] = 0; victim->pcdata->powers[WPOWER_GAIA] = 0; victim->pcdata->powers[NPOWER_SORA] = 0; victim->pcdata->powers[NPOWER_CHIKYU] = 0; victim->pcdata->powers[NPOWER_NINGENNO] = 0; victim->pcdata->powers[1] = 0; victim->pcdata->condition[COND_THIRST] = 0; victim->move = victim->max_move; victim->mana = victim->max_mana; victim->hit = victim->max_hit; victim->pcdata->rank = 0; victim->pcdata->stats[UNI_RAGE] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->pcdata->stats[UNI_GEN] = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->beast = 15; victim->class = 0; victim->trust = 0; victim->level = 2; send_to_char("You are classless now!\n\r", victim); } else if ( !str_cmp( arg2, "demon" ) ) { victim->class = 1; victim->level = 3; SET_BIT( victim->special, SPC_CHAMPION ); victim->lord=str_dup(ch->name); send_to_char("You are now a demon!\n\r", victim); } else if ( !str_cmp( arg2, "cyborg" ) ) { victim->class = 16384; victim->level = 3; send_to_char("You are now a Cyborg!\n\r", victim ); } else if ( !str_cmp( arg2, "immortal" ) ) { victim->class = 4096; victim->level = 3; send_to_char("You have advanced through mortalness.. You are now an Immortal!\n\r", victim ); } else if ( !str_cmp( arg2, "mecha" ) ) { victim->class = 8192; victim->level = 3; send_to_char("You have graduated from the academy.. You are now a Mecha Warrior!\n\r", victim ); } else if ( !str_cmp( arg2, "djinn" ) ) { victim->class = 2048; victim->level = 3; send_to_char("You are now a Djinn!\n\r", victim); } else if ( !str_cmp( arg2, "cybersamurai" ) ) { victim->class = 1024; victim->level = 3; send_to_char("You are now the first ever Hybrid on FE II, a Cyber Samurai!\n\r", victim ); } else if ( !str_cmp( arg2, "demonlord" ) ) { victim->class = 1; victim->level = 3; SET_BIT( victim->special, SPC_DEMON_LORD ); victim->lord=str_dup(victim->name); send_to_char("You are now a Demon Lord!\n\r", victim); } else if ( !str_cmp( arg2, "purplemage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust = victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 0; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a purple mage!\n\r", victim); } else if ( !str_cmp( arg2, "redmage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 1; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a red mage!\n\r", victim); } else if ( !str_cmp( arg2, "yellowmage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 4; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a yellow mage!\n\r", victim); } else if ( !str_cmp( arg2, "bluemage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 2; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a blue mage!\n\r", victim); } else if ( !str_cmp( arg2, "greenmage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 3; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a green mage!\n\r", victim); } else if ( !str_cmp( arg2, "werewolf" ) ) { victim->class = 4; victim->level = 3; send_to_char("You are now a werewolf!\n\r", victim); } else if ( !str_cmp( arg2, "vampire" ) ) { victim->class = 8; victim->level = 3; send_to_char("You are now a vampire!\n\r", victim); } else if ( !str_cmp( arg2, "highlander" ) ) { victim->class = 16; victim->level = 3; send_to_char("You are now a highlander!\n\r", victim); } else if ( !str_cmp( arg2, "ninja" ) ) { victim->class = 128; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; send_to_char("You are now a ninja!\n\r", victim); } else if ( !str_cmp( arg2, "monk" ) ) { victim->class = 512; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; send_to_char("You are now a monk!\n\r", victim); } else if ( !str_cmp( arg2, "drow" ) ) { victim->class = 32; send_to_char("You are now a drow!\n\r", victim); } else if ( !str_cmp( arg2, "paladin" ) ) { victim->class = 256; send_to_char("You are now a paladin!\n\r", victim); } else if ( !str_cmp( arg2, "moogle" ) ) { victim->class = 64; send_to_char("You sprout a white fur, and a red ball sprout above your head attached to a thread of long hair... You are now a moogle!\n\r", victim); send_to_char("Moogle shit added by Eterared\n\r", victim); } else { send_to_char( "Syntax: class <char> <class>.\n\r", ch ); send_to_char("Classes:\n\r", ch ); send_to_char("None, Demon, Demon Lord, Purple Mage, Blue Mage, Yellow Mage,\n\r", ch ); send_to_char("Green Mage, Red Mage, Werewolf, Ninja, Paladin, Monk, Vampire,\n\r", ch ); send_to_char("Highlander, or Drow.\n\r", ch ); return; } send_to_char("Class Set.\n\r",ch); return; } void do_generation( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int gen; 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 ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: generation <char> <generation>.\n\r", ch ); send_to_char("Generation 1 is a Master <Class> and 2 is clan leader.\n\r", ch); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } gen = is_number( arg2 ) ? atoi( arg2 ) : -1; send_to_char("Generation Set.\n\r",ch); victim->pcdata->stats[UNI_GEN] = gen; return; } void do_autostance( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int selection; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!str_cmp(arg,"none") ) { selection = STANCE_NONE; send_to_char("Your autostance has been removed.\n\r",ch); REMOVE_BIT(ch->extra, EXTRA_STANCE); } else if (!str_cmp(arg,"viper") ) { selection = STANCE_VIPER; send_to_char("Viper stance set.\n\r",ch); } else if (!str_cmp(arg,"crane") ) { selection = STANCE_CRANE; send_to_char("Crane stance set.\n\r",ch); } else if (!str_cmp(arg,"crab") ) { selection = STANCE_CRAB; send_to_char("Crab stance set.\n\r",ch); } else if (!str_cmp(arg,"mongoose")) { selection = STANCE_MONGOOSE; send_to_char("Mongoose stance set.\n\r",ch); } else if (!str_cmp(arg,"bull") ) { selection = STANCE_BULL; send_to_char("Bull stance set.\n\r",ch); } else { if (!str_cmp(arg,"mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) { selection = STANCE_MANTIS; send_to_char("Mantis stance set.\n\r",ch); } else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_CRAB] >= 200) { selection = STANCE_DRAGON; send_to_char("Dragon stance set.\n\r",ch); } else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) { selection = STANCE_TIGER; send_to_char("Tiger stance set.\n\r",ch); } else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { selection = STANCE_MONKEY; send_to_char("Monkey stance set.\n\r",ch); } else if (!str_cmp(arg,"swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { selection = STANCE_SWALLOW; send_to_char("Swallow stance set.\n\r",ch); } else { send_to_char("Syntax is: autostance <style>.\n\r",ch); send_to_char("Autotance being one of: None, Viper, Crane, Crab, Mongoose, Bull.\n\r",ch); send_to_char(" If you know them: Mantis, Dragon, Tiger, Monkey, Swallow.\n\r",ch); return; } } ch->stance[11] = selection; SET_BIT(ch->extra, EXTRA_STANCE); return; } void reset_weapon( CHAR_DATA *ch, int dtype ) { if ( ch->wpn[dtype] > 200 ) ch->wpn[dtype] = 200; return; } void reset_spell( CHAR_DATA *ch, int dtype ) { if ( ch->spl[dtype] > 200 ) ch->spl[dtype] = 200; return; } void do_gomort( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (ch->exp < 1000000) { send_to_char("It costs 1000000 exp to become a mortal.\n\r",ch); return; } if ( ch->position == POS_FIGHTING ) { send_to_char("You cannot become a mortal while fighting.\n\r",ch); return; } if (IS_EXTRA(ch, TIED_UP)) { send_to_char("You cannot become a mortal while tied up.\n\r",ch); return; } if ( ch->level >= LEVEL_AVATAR ) { send_to_char( "You feel weaker as you become a mortal.\n\r", ch ); ch->exp = ch->exp - 1000000; ch->level = LEVEL_MORTAL; return; } }