/***************************************************************************
* 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;
}
}