/***************************************************************************
* (c) 2000 TAKA and the GHOST DANCER MUD PROJECT TEAM
*
* You may use this code provided you accept it's usage agreements
*
* Usage agreement
* 1) Is that you do not remove or modify this comment block.
* 2) You must give due credit in the help files
* 3) You email me at a_ghost_dancer@excite.com
* this helps me judge what snippets are popular and i welcome
* any ideas and if i find them worthy i may decide to code them
* for GHOST and distribute them on our page.
* 4) You must abid by all other ROM and MERC licences
* 5) Finally any improvements/bugs you find or make please share them
* so we can continue to put out quality snippets.
*
* Last thank you to all the ROM amd MERC folks for this wounderful code
* base know as ROM.
*
* The Ghost Dancer MUD Project Team and me TAKA thank you
* for your interest.
*
* You can email me at:
* TAKA
* a_ghost_dancer@excite.com
*
* All these Spells are by Taka of Ghost Dancer MUD Project team!
***************************************************************************/
/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#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 "magic.h"
#include "recycle.h"
/* SPELLS BY TAKA */
/* Stone Meld */
MAGIC ( spell_stone_meld )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "Your skin is already as hard as a rock.\n\r",
ch );
else
act ( "$N is already as hard as can be.", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char ( victim, &af );
act ( "$n's skin melds into stone.", victim, NULL, NULL, TO_ROOM );
send_to_char ( "Your skin melds into stone.\n\r", victim );
return;
}
/* smoke screen */
MAGIC ( spell_screen )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "Your are surrounded by a wall of smoke.\n\r",
ch );
else
act ( "$N is already surrounded by smoke.", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = ( -20 * ( level / 26 ) );
af.bitvector = 0;
affect_to_char ( victim, &af );
act ( "$n is hidden in smoke screen.", victim, NULL, NULL, TO_ROOM );
send_to_char ( "Your are hidden in a smoke screen.\n\r", victim );
return;
}
/*
* ice rain spell by TAKA ghost dancer
*/
MAGIC ( spell_icerain )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, i;
for ( i = 1; i < 8; i++ )
{
dam = dice ( level, 8 );
if ( saves_spell ( level, victim, DAM_COLD ) )
dam /= 2;
if ( victim->in_room == ch->in_room )
{
act ( "{RDrops of {Dice {Brain {Rshower down upon {W$N!{x", ch,
NULL, victim, TO_ROOM );
act ( "{RDrops of {Dice {Brain {Rshower down upon {W$N!{x", ch,
NULL, victim, TO_CHAR );
damage ( ch, victim, dam, sn, DAM_COLD, TRUE );
}
}
return;
}
/*
* fire rain spell by TAKA ghost dancer
*/
MAGIC ( spell_firerain )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, i;
for ( i = 1; i < 8; i++ )
{
dam = dice ( level, 8 );
if ( saves_spell ( level, victim, DAM_FIRE ) )
dam /= 2;
if ( victim->in_room == ch->in_room )
{
act ( "{RDrops of {rfire {Brain {Rshower down upon {W$N!{x", ch,
NULL, victim, TO_ROOM );
act ( "{RDrops of {rfire {Brain {Rshower down upon {W$N!{x", ch,
NULL, victim, TO_CHAR );
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
}
}
return;
}
/*
* acid storm spell by TAKA ghost dancer
*/
MAGIC ( spell_acidstorm )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, i;
for ( i = 1; i < 4; i++ )
{
dam = dice ( ( level / 2 ), 8 );
if ( saves_spell ( level, victim, DAM_ACID ) )
dam /= 2;
if ( victim->in_room == ch->in_room )
{
act ( "{RDrops of {Dacid {Brain {Rshower down upon {W$N!{x", ch,
NULL, victim, TO_ROOM );
act ( "{RDrops of {Dacid {Brain {Rshower down upon {W$N!{x", ch,
NULL, victim, TO_CHAR );
damage ( ch, victim, dam, sn, DAM_ACID, TRUE );
}
}
return;
}
/*
* ice storm spell by TAKA ghost dancer
*/
MAGIC ( spell_icestorm )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, i;
for ( i = 1; i < 4; i++ )
{
dam = dice ( ( level / 2 ), 8 );
if ( saves_spell ( level, victim, DAM_COLD ) )
dam /= 2;
if ( victim->in_room == ch->in_room )
{
act ( "{RDrops of {Dice {Brain {Rshower down upon {W$N!{x", ch,
NULL, victim, TO_ROOM );
act ( "{RDrops of {Dice {Brain {Rshower down upon {W$N!{x", ch,
NULL, victim, TO_CHAR );
damage ( ch, victim, dam, sn, DAM_COLD, TRUE );
}
}
return;
}
/*
* fire storm spell by TAKA ghost dancer
*/
MAGIC ( spell_firestorm )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, i;
for ( i = 1; i < 4; i++ )
{
dam = dice ( ( level / 2 ), 8 );
if ( saves_spell ( level, victim, DAM_FIRE ) )
dam /= 2;
if ( victim->in_room == ch->in_room )
{
act ( "{RDrops of {rfire {Brain {Rshower down upon {W$N!{x", ch,
NULL, victim, TO_ROOM );
act ( "{RDrops of {rfire {Brain {Rshower down upon {W$N!{x", ch,
NULL, victim, TO_CHAR );
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
}
}
return;
}
/*
skin spells by TAKA
*/
MAGIC ( spell_mud_skin )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "Your skin is already as mud.\n\r", ch );
else
act ( "$N already has the texture of mud.", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -10;
af.bitvector = 0;
affect_to_char ( victim, &af );
act ( "$n's skin turns to mud.", victim, NULL, NULL, TO_ROOM );
send_to_char ( "Your skin turns to mud.\n\r", victim );
return;
}
MAGIC ( spell_moss_skin )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "Your skin is already covered in moss.\n\r", ch );
else
act ( "$N already has the texture of moss.", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -15;
af.bitvector = 0;
affect_to_char ( victim, &af );
act ( "$n's skin turns to moss.", victim, NULL, NULL, TO_ROOM );
send_to_char ( "Your skin turns to moss.\n\r", victim );
return;
}
MAGIC ( spell_bark_skin )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "Your skin is already covered in bark.\n\r", ch );
else
act ( "$N is already as the texture of bark.", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -20;
af.bitvector = 0;
affect_to_char ( victim, &af );
act ( "$n's skin is covered by bark.", victim, NULL, NULL, TO_ROOM );
send_to_char ( "Your skin is covered by bark.\n\r", victim );
return;
}
MAGIC ( spell_steel_skin )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "Your skin is already protected by steel.\n\r",
ch );
else
act ( "$N is already protected by steel.", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -50;
af.bitvector = 0;
affect_to_char ( victim, &af );
act ( "$n's skin is covered by steel.", victim, NULL, NULL, TO_ROOM );
send_to_char ( "Your skin is covered by steel.\n\r", victim );
return;
}
MAGIC ( spell_emerald_skin )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "Your skin already has a green glow.\n\r", ch );
else
act ( "$N already has a green glow.", ch, NULL, victim, TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -60;
af.bitvector = 0;
affect_to_char ( victim, &af );
act ( "$n's skin is protected by a greenish arua.", victim, NULL, NULL,
TO_ROOM );
send_to_char ( "Your skin is protected by a greenish aura.\n\r", victim );
return;
}
MAGIC ( spell_ruby_skin )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "Your skin already has a red glow.\n\r", ch );
else
act ( "$N already has a red glow.", ch, NULL, victim, TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -70;
af.bitvector = 0;
affect_to_char ( victim, &af );
act ( "$n's skin is protected by a redish arua.", victim, NULL, NULL,
TO_ROOM );
send_to_char ( "Your skin is protected by a redish aura.\n\r", victim );
return;
}
MAGIC ( spell_diamond_skin )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "Your skin already has a brilliant glow.\n\r",
ch );
else
act ( "$N already has a brilliant glow.", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -80;
af.bitvector = 0;
affect_to_char ( victim, &af );
act ( "$n's skin is protected by a brilliant arua.", victim, NULL, NULL,
TO_ROOM );
send_to_char ( "Your skin is protected by a brilliant aura.\n\r",
victim );
return;
}
MAGIC ( spell_mystic_armor )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
send_to_char ( "They are already armored", ch );
return;
}
af.type = sn;
af.duration = 4 + ( level / 3 );
af.location = APPLY_AC;
af.modifier = -10 - ( level / 8 );
af.bitvector = 0;
affect_to_char ( victim, &af );
if ( ch != victim )
{
act ( "$n is surrounded by $N's mystic armour.", victim, NULL, ch,
TO_ROOM );
act ( "$N is surrounded by your mystic armour.", ch, NULL, victim,
TO_CHAR );
act ( "You are surrounded by $N's mystic armour.", victim, NULL, ch,
TO_CHAR );
}
else
{
act ( "$n is surrounded by a mystic armour.", victim, NULL, ch,
TO_ROOM );
send_to_char ( "You are protected by a mystic armor!", ch );
}
return;
}
MAGIC ( spell_ice_bolt )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = 150 + dice ( level / 4, 12 );
if ( saves_spell ( level, victim, DAM_COLD ) )
dam = ( dam * 100 ) / 120;
act ( "$N struck in the chest by a bolt of ice from $n!", ch, NULL, ch,
TO_NOTVICT );
send_to_char ( "You strike $n with a large bolt of ice!\n\r", ch );
damage ( ch, victim, dam, sn, DAM_COLD, TRUE );
return;
}
MAGIC ( spell_fire_bolt )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = 150 + dice ( level / 4, 12 );
if ( saves_spell ( level, victim, DAM_FIRE ) )
dam = ( dam * 100 ) / 120;
act ( "$N struck in the chest by a bolt of fire from $n!", ch, NULL, ch,
TO_NOTVICT );
send_to_char ( "You strike $n with a large bolt of fire!\n\r", ch );
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
return;
}
MAGIC ( spell_gas_bolt )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = 150 + dice ( level / 4, 12 );
if ( saves_spell ( level, victim, DAM_OTHER ) )
dam = ( dam * 100 ) / 120;
act ( "$N struck in the chest by a bolt of gas from $n!", ch, NULL, ch,
TO_NOTVICT );
send_to_char ( "You strike $n with a large bolt of gas!\n\r", ch );
damage ( ch, victim, dam, sn, DAM_OTHER, TRUE );
return;
}
MAGIC ( spell_acid_bolt )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = 150 + dice ( level / 4, 12 );
if ( saves_spell ( level, victim, DAM_ACID ) )
dam = ( dam * 100 ) / 120;
act ( "$N struck in the chest by a bolt of acid from $n!", ch, NULL, ch,
TO_NOTVICT );
send_to_char ( "You strike $n with a large bolt of acid!\n\r", ch );
damage ( ch, victim, dam, sn, DAM_ACID, TRUE );
return;
}
MAGIC ( spell_fireblast )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam =
( level / 2 ) + dice ( ( level / 6 ), 10 ) + dice ( ( level / 6 ),
10 );
act ( "A blast of fire flies from $n's hands!", ch, NULL, NULL, TO_ROOM );
send_to_char ( "A blast of fire flies from your hands!\n\r", ch );
if ( saves_spell ( level, victim, DAM_FIRE ) )
dam /= 2;
act ( "$n is struck by the blast of fire!!", victim, NULL, NULL,
TO_ROOM );
send_to_char ( "You are struck by the fire blast!!\n\r", victim );
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
return;
}
MAGIC ( spell_iceblast )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam =
( level / 2 ) + dice ( ( level / 6 ), 10 ) + dice ( ( level / 6 ),
10 );
act ( "A blast of ice flies from $n's hands!", ch, NULL, NULL, TO_ROOM );
send_to_char ( "A blast of ice flies from your hands!\n\r", ch );
if ( saves_spell ( level, victim, DAM_COLD ) )
dam /= 2;
act ( "$n is struck by the blast of ice!!", victim, NULL, NULL, TO_ROOM );
send_to_char ( "You are struck by the ice blast!!\n\r", victim );
damage ( ch, victim, dam, sn, DAM_COLD, TRUE );
return;
}
MAGIC ( spell_gasblast )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam =
( level / 2 ) + dice ( ( level / 6 ), 10 ) + dice ( ( level / 6 ),
10 );
act ( "A blast of gas flies from $n's hands!", ch, NULL, NULL, TO_ROOM );
send_to_char ( "A blast of gas flies from your hands!\n\r", ch );
if ( saves_spell ( level, victim, DAM_OTHER ) )
dam /= 2;
act ( "$n is struck by the blast of gas!!", victim, NULL, NULL, TO_ROOM );
send_to_char ( "You are struck by the gas blast!!\n\r", victim );
damage ( ch, victim, dam, sn, DAM_OTHER, TRUE );
return;
}
MAGIC ( spell_electricblast )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam =
( level / 2 ) + dice ( ( level / 6 ), 10 ) + dice ( ( level / 6 ),
10 );
act ( "A blast of electricity flies from $n's hands!", ch, NULL, NULL,
TO_ROOM );
send_to_char ( "A blast of electricity flies from your hands!\n\r", ch );
if ( saves_spell ( level, victim, DAM_ENERGY ) )
dam /= 2;
act ( "$n is struck by the blast of electricity!!", victim, NULL, NULL,
TO_ROOM );
send_to_char ( "You are struck by the electric blast!!\n\r", victim );
damage ( ch, victim, dam, sn, DAM_ENERGY, TRUE );
return;
}
MAGIC ( spell_lightningblast )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam =
( level / 2 ) + dice ( ( level / 6 ), 10 ) + dice ( ( level / 6 ),
10 );
act ( "A blast of lightning flies from $n's hands!", ch, NULL, NULL,
TO_ROOM );
send_to_char ( "A blast of lightning flies from your hands!\n\r", ch );
if ( saves_spell ( level, victim, DAM_LIGHTNING ) )
dam /= 2;
act ( "$n is struck by the blast of lightning!!", victim, NULL, NULL,
TO_ROOM );
send_to_char ( "You are struck by the lightning blast!!\n\r", victim );
damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
return;
}
MAGIC ( spell_meteor_storm )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, i;
for ( i = 1; i < 7; i++ )
{
dam = dice ( level, 50 );
if ( victim->in_room == ch->in_room )
{
act ( "{DM{re{Dt{re{Do{rr{Ds{x rain down upon {W$N!!!{x", ch,
NULL, victim, TO_ROOM );
act ( "{DM{re{Dt{re{Do{rr{Ds{x rain down upon {W$N!{x", ch, NULL,
victim, TO_CHAR );
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
}
}
return;
}
MAGIC ( spell_call_darkness )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, i;
for ( i = 1; i < 3; i++ )
{
dam = dice ( level, 100 );
if ( victim->in_room == ch->in_room )
{
act ( "{D$n calls on the powers of the nights to attack $N!{x",
ch, NULL, victim, TO_ROOM );
act ( "{D$N is attacked by the powers of the night!!{x", ch, NULL,
victim, TO_CHAR );
damage ( ch, victim, dam, sn, DAM_ACID, TRUE );
}
}
return;
}
MAGIC ( spell_ward )
{
AFFECT_DATA af;
if ( is_affected ( ch, sn ) )
{
send_to_char ( "You are already in a ward", ch );
return;
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level / 5;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_WARD;
affect_to_char ( ch, &af );
act ( "$n is warded.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "You are warded.\n\r", ch );
return;
}
/*original writer unkown, out of paradox codebase RoT1.4/1.5 diriv*/
MAGIC ( spell_mana_shield )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_SHIELDED ( victim, SHD_MANA ) )
{
if ( victim == ch )
send_to_char ( "You are already surrounded by a mana shield.\n\r",
ch );
else
act ( "$N is already surrounded by a mana shield.", ch, NULL,
victim, TO_CHAR );
return;
}
if ( IS_NPC ( victim ) )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level / 22;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_MANA;
affect_to_char ( victim, &af );
send_to_char ( "You are surrounded by a mana shield.\n\r", victim );
act ( "$n is surrounded by a mana shield.", victim, NULL, NULL, TO_ROOM );
return;
}
MAGIC ( spell_leech )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = dice ( level, 100 );
if ( victim->perm_stat[STAT_WIS] > ch->perm_stat[STAT_WIS] )
dam /= 1.25;
damage ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE );
ch->hit += dam / 20;
return;
}
MAGIC ( spell_banish )
{
CHAR_DATA *victim;
AFFECT_DATA af;
victim = ( CHAR_DATA * ) vo;
if ( IS_AFFECTED ( victim, AFF_BANISH ) ||
saves_spell ( level, victim, DAM_NEGATIVE ) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 3 * level;
af.location = APPLY_HITROLL;
af.modifier = -1 * ( level / 5 );
af.bitvector = AFF_BANISH;
affect_to_char ( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = level / 8;
affect_to_char ( victim, &af );
send_to_char ( "You have been banished.\n\r", victim );
if ( ch != victim )
act ( "$N has been banished.", ch, NULL, victim, TO_CHAR );
return;
}
/**********************************
* Spell by Mangan of Death Rising *
* drmud.spaceservices.net 6000 *
* This Tag must stay w/ the Code *
**********************************/
MAGIC ( spell_blood_blast )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
( !IS_NPC ( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
dam = level + level / 3 + dice ( 60, 60 );
if ( saves_spell ( level, victim, DAM_OTHER ) )
dam /= 1.5;
damage_old ( ch, victim, dam, sn, DAM_OTHER, TRUE );
if ( chance ( 50 ) )
{
dam = dice ( level, 10 ) + level + 50;
if ( saves_spell ( level, victim, DAM_OTHER ) )
dam /= 1.5;
damage_old ( ch, victim, dam, sn, DAM_OTHER, TRUE );
}
return;
}
/**********************************
* Spell by Mangan of Death Rising *
* drmud.spaceservices.net 6000 *
* This Tag must stay w/ the Code *
**********************************/
MAGIC ( spell_earthrise )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, i;
for ( i = 1; i < 4; i++ )
{
dam = dice ( level * 3, 45 );
if ( victim->in_room == ch->in_room )
{
act ( "Chunks of the {ge{ba{gr{bt{gh {Dr{ri{Ds{re {xup and come crashing down upon {W$N!!!{x", ch, NULL, victim, TO_ROOM );
act ( "Chunks of the {ge{ba{gr{bt{gh {Dr{ri{Ds{re {xup and come crashing down upon {W$N!{x", ch, NULL, victim, TO_CHAR );
damage ( ch, victim, dam, sn, DAM_OTHER, TRUE );
}
}
return;
}
/**********************************
* Spell by Mangan of Death Rising *
* drmud.spaceservices.net 6000 *
* This Tag must stay w/ the Code *
**********************************/
/* <<< SPELL SHOULD NOT BE USED IN SCROLLS OR ANYTHING THAT MORTALS MAY ACCESS!!! Just for the IMMs to have Fun. >>> */
MAGIC ( spell_immortal_wrath )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = dice ( 999999, 1 );
if ( victim->in_room == ch->in_room )
{
act ( "The {BImm{Wort{Bals {xrelease their {DW{RR{WA{RT{DH {xupon {c$N!!!{x", ch, NULL, victim, TO_ROOM );
act ( "Using your {BImm{Wor{Btal {DP{Yo{yw{Ye{Dr{x, you relese your {DW{RR{WA{RT{DH {xupon {c$N!{x", ch, NULL, victim, TO_CHAR );
damage ( ch, victim, dam, sn, DAM_OTHER, TRUE );
}
return;
}
/**********************************
* Spell by Mangan of Death Rising *
* drmud.spaceservices.net 6000 *
* This Tag must stay w/ the Code *
**********************************/
MAGIC ( spell_powersurge )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( ch, sn ) )
{
if ( victim == ch )
send_to_char ( "{WYour power is at its peak!{x\n\r", ch );
else
act ( "This spell can't be cast on others! ", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 25;
af.location = APPLY_HIT;
af.modifier = 2000;
af.bitvector = 0;
affect_to_char ( victim, &af );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 25;
af.location = APPLY_MANA;
af.modifier = 6000;
af.bitvector = 0;
affect_to_char ( victim, &af );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 25;
af.location = APPLY_DAMROLL;
af.modifier = level;
af.bitvector = 0;
affect_to_char ( victim, &af );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 25;
af.location = APPLY_HITROLL;
af.modifier = level;
af.bitvector = 0;
affect_to_char ( victim, &af );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 25;
af.location = APPLY_AC;
af.modifier = -500;
af.bitvector = 0;
affect_to_char ( victim, &af );
act ( "$n gets a RUSH of power!", victim, NULL, NULL, TO_ROOM );
send_to_char ( "Your power gets a huge BOOST!\n\r", ch );
ch->hit = ch->max_hit;
return;
}
/**********************************
* Spell by Mangan of Death Rising *
* drmud.spaceservices.net 6000 *
* This Tag must stay w/ the Code *
**********************************/
MAGIC ( spell_shadow_barrier )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "You are already protected by shadows.\n\r", ch );
else
act ( "$N is already protected by shadows.", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = 2 + level;
af.duration = level / 7;
af.modifier = -50 - level * 2;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char ( victim, &af );
send_to_char ( "The shadows surround you and create a barrier.\n\r",
victim );
if ( ch != victim )
act ( "$N is protected by a barrier of shadows.", ch, NULL, victim,
TO_CHAR );
return;
}
/**********************************
* Spell by Mangan of Death Rising *
* drmud.spaceservices.net 6000 *
* This Tag must stay w/ the Code *
**********************************/
MAGIC ( spell_mistblend )
{
CHAR_DATA *victim;
AFFECT_DATA af;
victim = ( CHAR_DATA * ) vo;
if ( IS_SHIELDED ( victim, SHD_MISTBLEND ) )
return;
act ( "$n blends into the mist.", victim, NULL, NULL, TO_ROOM );
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level + 98;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_MISTBLEND;
affect_to_char ( victim, &af );
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level + 98;
af.location = APPLY_DAMROLL; /*high damroll since it goes away after first hit */
af.modifier = 500;
af.bitvector = SHD_MISTBLEND;
affect_to_char ( victim, &af );
send_to_char ( "You blend into the mist.\n\r", victim );
return;
}