#include "include.h"
DECLARE_DO_FUN(do_myell);
DECLARE_DO_FUN(do_yell);
void do_affadd(CHAR_DATA *ch, char *argument) {
char arg1[MSL];
char arg2[MSL];
char arg3[MSL];
char arg4[MSL];
char buf[MSL];
CHAR_DATA *victim;
AFFECT_DATA af;
int sn, duration, affect_type, affect_location;
argument = one_argument(argument,arg1);
argument = one_argument(argument,arg2);
argument = one_argument(argument,arg3);
argument = one_argument(argument,arg4);
if ((arg1[0] == '\0') || (arg2[0] == '\0') || (arg3[0] == '\0') || (arg4[0] == '\0') || (argument[0] == '\0'))
{
send_to_char("Syntax: affadd <char> <type> <affect> <duration> <message>\n\r",ch);
return;
}
if ((victim = get_char_world(ch,arg1)) == NULL)
{
send_to_char("They aren't playing.\n\r",ch);
return;
}
if (!str_prefix(arg2,"song"))
{
affect_type=AFT_SONG;
}
else if (!str_prefix(arg2,"spell"))
{
affect_type=AFT_SPELL;
}
else if (!str_prefix(arg2,"commune"))
{
affect_type=AFT_COMMUNE;
}
else if (!str_prefix(arg2,"malady"))
{
affect_type=AFT_MALADY;
}
else if (!str_prefix(arg2,"power"))
{
affect_type=AFT_POWER;
}
else if (!str_prefix(arg2,"skill"))
{
affect_type=AFT_SKILL;
}
else if (!str_prefix(arg2,"hidden"))
{
affect_type=AFT_HIDDEN;
}
else
{
send_to_char("Valid types are: skill song spell commune malady power hidden\n\r",ch);
return;
}
sn = skill_lookup(arg3);
if (sn < 0)
{
send_to_char("No such skill or spell.\n\r",ch);
return;
}
if (is_affected(victim,sn))
{
send_to_char("Target is already affected by that.\n\r",ch);
return;
}
if (!str_prefix(arg3,"rot"))
{
affect_location = APPLY_CON;
}
else
{
affect_location = 0;
}
duration = atoi(arg4);
init_affect(&af);
af.aftype = affect_type;
af.where = TO_AFFECTS;
af.type = sn;
af.level = ch->level;
af.duration = duration;
af.owner = ch;
af.location = affect_location;
af.modifier = 0;
af.bitvector = 0;
affect_to_char(victim,&af);
smash_tilde( argument );
sprintf(buf,"%s\n\r",argument);
send_to_char(buf,victim);
}
void do_crescent_kick(CHAR_DATA *ch,char *argument)
{
char arg[MIL];
CHAR_DATA *victim;
OBJ_DATA *obj;
OBJ_DATA *secondary;
int dam, chance;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_crescent_kick)) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
victim = ch->fighting;
else
victim = get_char_room(ch,arg);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Now that would be a bit stupid.\n\r",ch);
return;
}
if ((victim->fighting != ch) && (ch->fighting != victim))
{
send_to_char("But you aren't engaged in combat with them.\n\r",ch);
return;
}
if (is_affected(ch,AFF_BLIND))
{
chance /= 2;
}
if (chance > number_percent())
{
act("You begin the fluid motions of the crescent kick.",ch,NULL,victim,TO_CHAR);
act("$n begins the fluid motions of the crescent kick.",ch,NULL,victim,TO_VICT);
act("$n begins the fluid motions of the crescent kick.",ch,NULL,victim,TO_NOTVICT);
dam = (ch->drain_level + ch->level)/2;
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(ch->level/5,ch->level/4);
WAIT_STATE(ch,PULSE_VIOLENCE*2);
damage(ch,victim,dam,gsn_crescent_kick,DAM_BASH,TRUE);
chance /= 1.4;
obj = get_eq_char(victim,WEAR_WIELD);
if ( (chance > number_percent()) && (obj != NULL) )
{
act("As you complete the motions of your crescent kick you aim for $N's weapon.",ch,NULL,victim,TO_CHAR);
act("As $n completes the motions of $s crescent kick $m aims for your weapon.",ch,NULL,victim,TO_VICT);
act("As $n completes the motions of $s crescent kick $m aims for $n's weapon.",ch,NULL,victim,TO_NOTVICT);
if (IS_OBJ_STAT(obj,ITEM_NOREMOVE) || IS_OBJ_STAT(obj,ITEM_NODISARM) || is_affected(victim,gsn_spiderhands))
{
act("Your heel makes solid contact with $N's weapon, but it doesn't budge!",ch,NULL,victim,TO_CHAR);
act("$n's heel makes solid contact with your weapon, but it doesn't budge!",ch,NULL,victim,TO_VICT);
act("$n's heel makes solid contact with $N's weapon, but it doesn't budge!",ch,NULL,victim,TO_NOTVICT);
return;
}
else
{
act("You strike $N's weapon with your heel and send it flying!",ch,NULL,victim,TO_CHAR);
act("$N strikes your weapon with $s heel and sends it flying!",ch,NULL,victim,TO_VICT);
act("$n strikes $N's weapon with $s heel and sends it flying!",ch,NULL,victim,TO_NOTVICT);
obj_from_char( obj );
if (IS_OBJ_STAT(obj,ITEM_NODROP))
{
obj_to_char(obj,victim);
}
else
{
obj_to_room( obj, victim->in_room );
reslot_weapon(victim);
if (!IS_NPC(victim) && (secondary = get_eq_char(victim,WEAR_DUAL_WIELD)) != NULL)
{
unequip_char(victim,secondary);
equip_char(victim,secondary,WEAR_WIELD);
}
else if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj))
{
WAIT_STATE(victim,PULSE_VIOLENCE*3);
get_obj(victim,obj,NULL);
do_wear(victim,obj->name);
}
}
}
}
check_improve(ch,gsn_crescent_kick,TRUE,1);
}
else
{
WAIT_STATE(ch,PULSE_VIOLENCE*2);
damage(ch,victim,0,gsn_crescent_kick,DAM_BASH,TRUE);
check_improve(ch,gsn_crescent_kick,FALSE,1);
}
}
void do_axe_kick(CHAR_DATA *ch,char *argument)
{
char arg[MIL];
AFFECT_DATA af;
CHAR_DATA *victim;
int dam, chance;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_axe_kick)) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
victim = ch->fighting;
else
victim = get_char_room(ch,arg);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Now that would be a bit stupid.\n\r",ch);
return;
}
if ((victim->fighting != ch) && (ch->fighting != victim))
{
send_to_char("But you aren't engaged in combat with them.\n\r",ch);
return;
}
if (is_affected(ch,AFF_BLIND))
{
chance /= 2;
}
if (chance > number_percent() && IS_SET(victim->parts,PART_ARMS))
{
act("You raise your leg high above $n's shoulder and lower it in a swift strike.",ch,NULL,victim,TO_CHAR);
act("$n raises $s leg high above your shoulder and lowers it in a swift strike.",ch,NULL,victim,TO_VICT);
act("$n raises $s leg high above $S's shoulder and lowers it in a swift strike.",ch,NULL,victim,TO_NOTVICT);
dam = (ch->drain_level + ch->level)/1.5;
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(ch->level/5,ch->level/4);
WAIT_STATE(ch,PULSE_VIOLENCE*2);
damage(ch,victim,dam,gsn_axe_kick,DAM_BASH,TRUE);
chance -= (victim->size - ch->size) * 20;
if (chance > number_percent())
{
if (!is_affected(victim,gsn_axe_kick))
{
act("The sound of bones cracking echos from $N's shoulder as you shatter $S shoulder blade.",ch,NULL,victim,TO_CHAR);
act("The sound of bones cracking echos from your shoulder as $n shatters your shoulder blade.",ch,NULL,victim,TO_VICT);
act("The sound of bones cracking echos from $N's shoulder as $n shatters $S shoulder blade.",ch,NULL,victim,TO_NOTVICT);
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_axe_kick;
af.aftype = AFT_MALADY;
af.level = ch->level;
af.duration = ch->level/8;
af.modifier = -(ch->level/6);
af.bitvector = 0;
af.location = APPLY_STR;
affect_to_char(victim,&af);
af.location = APPLY_DEX;
affect_to_char(victim,&af);
}
else
{
act("You hear the shattered bone in $N's shoulder shifting as you strike $S shoulder blade squarely again.",ch,NULL,victim,TO_CHAR);
act("You hear the shattered bone in your shoulder shifting as $n strikes your shoulder blade squarely again.",ch,NULL,victim,TO_VICT);
act("You hear the shattered bone in $N's shoulder shifting as $n strikes $S shoulder blade squarely again.",ch,NULL,victim,TO_NOTVICT);
}
}
check_improve(ch,gsn_axe_kick,TRUE,1);
}
else
{
WAIT_STATE(ch,PULSE_VIOLENCE*2);
damage(ch,victim,0,gsn_axe_kick,DAM_BASH,TRUE);
check_improve(ch,gsn_axe_kick,FALSE,1);
}
}
void do_scissor_kick(CHAR_DATA *ch,char *argument)
{
char arg[MIL];
CHAR_DATA *victim;
int dam, chance;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_scissor_kick)) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
victim = ch->fighting;
else
victim = get_char_room(ch,arg);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Now that would be a bit stupid.\n\r",ch);
return;
}
if ((victim->fighting != ch) && (ch->fighting != victim))
{
send_to_char("But you aren't engaged in combat with them.\n\r",ch);
return;
}
if (is_affected(ch,AFF_BLIND))
{
chance /= 2;
}
if (chance > number_percent())
{
act("You leap towards $N in an attempt to wrap your legs around $M.",ch,NULL,victim,TO_CHAR);
act("$n leaps towards you in an attempt to wrap $s legs around you.",ch,NULL,victim,TO_VICT);
act("$n leaps towards $N in an attempt to wrap $s legs around $M.",ch,NULL,victim,TO_NOTVICT);
dam = (ch->drain_level + ch->level)/1.5;
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(ch->level/5,ch->level/4);
damage(ch,victim,dam,gsn_scissor_kick,DAM_BASH,TRUE);
chance -= victim->carry_weight / 200;
chance -= (victim->size - ch->size) * 10;
if (chance > number_percent())
{
act("Upon successfully enclosing $N's upper body in your legs, you bring $M to the ground!",ch,NULL,victim,TO_CHAR);
act("Upon successfully enclosing you in $s legs, $n brings you to the ground!",ch,NULL,victim,TO_VICT);
act("Upon successfully enclosing $N in $s legs, $n brings $N to the ground!.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE(victim,PULSE_VIOLENCE*2);
}
check_improve(ch,gsn_scissor_kick,TRUE,1);
}
else
{
damage(ch,victim,0,gsn_scissor_kick,DAM_BASH,TRUE);
check_improve(ch,gsn_scissor_kick,FALSE,1);
}
WAIT_STATE(ch,PULSE_VIOLENCE*2);
}
void do_tigerclaw (CHAR_DATA *ch,char *argument)
{
char arg[MIL];
char buf[MSL];
CHAR_DATA *victim;
int dam, chance;
AFFECT_DATA af;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_tigerclaw)) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
victim = ch->fighting;
else
victim = get_char_room(ch,arg);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("You jab at your own throat like an idiot.\n\r",ch);
return;
}
if (is_affected(victim,gsn_tigerclaw))
{
send_to_char("Their throat is already constricted.\n\r",ch);
return;
}
if (is_affected(ch,AFF_BLIND))
{
chance /= 5;
}
chance -= ( (get_curr_stat(victim,STAT_DEX))-(get_curr_stat(ch,STAT_DEX)) );
if (chance > number_percent())
{
act("You tighten your fist with a knuckle extruding and strike at $N's throat.",ch,NULL,victim,TO_CHAR);
act("$n tightens $s fist with a knuckle extruding and strikes at your throat.",ch,NULL,victim,TO_VICT);
act("$n tightens $s fist with a knuckle extruding and strikes at $N's throat.",ch,NULL,victim,TO_NOTVICT);
dam = number_range(0,(victim->level + ch->level));
damage(ch,victim,dam,gsn_tigerclaw,DAM_BASH,TRUE);
act("You strike $N's throat, temporarily closing $S vocal passage!",ch,NULL,victim,TO_CHAR);
act("$n strikes your throat, temporarily closing your vocal passage!",ch,NULL,victim,TO_VICT);
act("$n strikes $N's throat, temporarily closing $S vocal passage!",ch,NULL,victim,TO_NOTVICT);
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_tigerclaw;
af.aftype = AFT_MALADY;
af.level = ch->level;
af.duration = ch->level/12;
af.modifier = 0;
af.bitvector = 0;
affect_to_char(victim,&af);
check_improve(ch,gsn_tigerclaw,TRUE,1);
}
else
{
damage(ch,victim,0,gsn_tigerclaw,DAM_BASH,TRUE);
check_improve(ch,gsn_tigerclaw,FALSE,1);
}
sprintf(buf,"Help! %s is jabbing at my throat!",PERS(ch,victim));
do_myell(victim,buf);
WAIT_STATE(ch,PULSE_VIOLENCE*2);
}
void do_bindwounds(CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
if ( (get_skill(ch,gsn_bandage) == 0) || (ch->level < skill_table[gsn_bandage].skill_level[ch->class]) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (is_affected(ch,gsn_bindwounds))
{
send_to_char("You can't apply more aid yet.\n\r",ch);
return;
}
if (ch->mana < 15)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
if (number_percent() > ch->pcdata->learned[gsn_bindwounds])
{
send_to_char("You fail to focus on your injuries.\n\r",ch);
act("$n fails to focus on $s injuries and bind $s wounds.",ch,0,0,TO_ROOM);
ch->mana -= 12;
check_improve(ch,gsn_bindwounds,FALSE,3);
return;
}
ch->mana -= 25;
act("$n focuses on $s injuries and binds $s wounds.",ch,0,0,TO_ROOM);
send_to_char("You focus on your injuries and bind your wounds.\n\r",ch);
send_to_char("You feel better.\n\r",ch);
ch->hit += ch->max_hit/10;
ch->hit = UMIN(ch->hit,ch->max_hit);
if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)/4) && is_affected(ch,AFF_PLAGUE) )
{
affect_strip(ch,gsn_plague);
act("The sores on $n's body vanish.\n\r",ch,0,0,TO_ROOM);
send_to_char("The sores on your body vanish.\n\r",ch);
}
if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)) && is_affected(ch, gsn_blindness) )
{
affect_strip(ch, gsn_blindness);
send_to_char("Your vision returns!\n\r",ch);
}
if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)) && is_affected(ch, gsn_blindness_dust) )
{
affect_strip(ch, gsn_blindness_dust);
send_to_char("You wipe the dust from your eyes.\n\r",ch);
}
if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)/2) && is_affected(ch,gsn_poison))
{
affect_strip(ch,gsn_poison);
send_to_char("A warm feeling goes through your body.\n\r",ch);
act("$n looks better.",ch,0,0,TO_ROOM);
}
if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)/2) && is_affected(ch,gsn_poison_dust))
{
affect_strip(ch,gsn_poison_dust);
send_to_char("The dust in your eyes is cleaned out.\n\r",ch);
act("The dust in $n's eyes looks cleaned out.",ch,0,0,TO_ROOM);
}
check_improve(ch,gsn_bindwounds,TRUE,3);
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_bindwounds;
af.location = 0;
af.duration = 2;
af.modifier = 0;
af.bitvector = 0;
af.level = ch->level;
af.aftype = AFT_SKILL;
affect_to_char(ch,&af);
return;
}
void do_vanish(CHAR_DATA *ch,char *argument)
{
ROOM_INDEX_DATA *pRoomIndex;
int chance;
if ( (chance = get_skill(ch,gsn_vanish)) == 0 || ch->level < skill_table[gsn_vanish].skill_level[ch->class])
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->mana < 20)
{
send_to_char("You don't have the mana.",ch);
return;
}
if (ch->position==POS_FIGHTING)
{
chance /= 2;
}
send_to_char("You throw down a small globe which produces a cloud of smoke.\n\r",ch);
act("$n throws down a small globe which produces a cloud of smoke.",ch,0,0,TO_ROOM);
WAIT_STATE(ch,PULSE_VIOLENCE*1);
if (number_percent() > chance)
{
send_to_char("The smoke clears to quickly for you to do anything.\n\r",ch);
act("The smoke clears to quickly for $n to do anything.",ch,0,0,TO_ROOM);
check_improve(ch,gsn_vanish,FALSE,2);
ch->mana -= 10;
return;
}
ch->mana -= 20;
if (ch->in_room->vnum == 23610 || ch->in_room->vnum == ROOM_FORCE_DUEL)
{
send_to_char("You fail.\n\r",ch);
return;
}
for (; ;)
{
pRoomIndex = get_room_index(number_range(0,30000));
if (pRoomIndex != NULL)
if (pRoomIndex->area == ch->in_room->area
&& !IS_SET(pRoomIndex->room_flags,ROOM_PRIVATE)
&& (pRoomIndex->guild == 0)
&& can_see_room(ch,pRoomIndex)
&& !IS_SET(pRoomIndex->room_flags,ROOM_SOLITARY)
&& ch->in_room->vnum != 1212
&& pRoomIndex->vnum != 1212)
break;
}
act("As the smoke clears $n is gone!",ch,0,0,TO_ROOM);
send_to_char("You vanish into the smoke!\n\r",ch);
check_improve(ch,gsn_vanish,TRUE,2);
char_from_room(ch);
char_to_room(ch,pRoomIndex);
act("$n has arrived.",ch,0,0,TO_ROOM);
do_look(ch,"auto");
return;
}
void do_endure(CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
int chance;
if ( (chance = get_skill(ch,gsn_endure)) == 0 || ch->level < skill_table[gsn_endure].skill_level[ch->class])
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->fighting != NULL)
{
send_to_char("You can't concentrate enough.\n\r",ch);
return;
}
if (ch->mana < 30)
{
send_to_char("You don't have enough energy.\n\r",ch);
return;
}
if (is_affected(ch,gsn_endure))
{
send_to_char("You are already prepared for magical encounters.\n\r",ch);
return;
}
WAIT_STATE(ch,PULSE_VIOLENCE*2);
if (number_percent() < chance)
{
act("$n concentrates and resumes $s position.\n\r",ch,0,0,TO_ROOM);
send_to_char("You prepare yourself for magical encounters.\n\r",ch);
ch->mana -= 30;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SKILL;
af.type = gsn_endure;
af.location = APPLY_SAVING_SPELL;
af.duration = ch->level/2;
af.modifier = -(ch->level/2);
af.bitvector = 0;
af.level = ch->level;
affect_to_char(ch,&af);
check_improve(ch,gsn_endure,TRUE,1);
}
else
{
send_to_char("You fail to prepare yourself for magical encounters.\n\r",ch);
ch->mana -= 15;
check_improve(ch,gsn_endure,FALSE,1);
}
return;
}
void do_heightened_awareness(CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
int chance;
if ( (chance = get_skill(ch,gsn_heightened_awareness)) == 0 || ch->level < skill_table[gsn_heightened_awareness].skill_level[ch->class])
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->fighting != NULL)
{
send_to_char("You can't concentrate enough.\n\r",ch);
return;
}
if (ch->mana < 20)
{
send_to_char("You don't have enough energy.\n\r",ch);
return;
}
if (is_affected(ch,gsn_heightened_awareness))
{
send_to_char("You cannot heighten your awareness any further.\n\r",ch);
return;
}
WAIT_STATE(ch,PULSE_VIOLENCE*1);
if (number_percent() < chance)
{
send_to_char("You feel more aware of your surroundings.\n\r",ch);
ch->mana -= 20;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SKILL;
af.type = gsn_heightened_awareness;
af.location = 0;
af.duration = ch->level/2;
af.modifier = 0;
af.bitvector = 0;
af.level = ch->level;
affect_to_char(ch,&af);
check_improve(ch,gsn_heightened_awareness,TRUE,1);
}
else
{
send_to_char("You fail to heighten your awareness.\n\r",ch);
ch->mana -= 10;
check_improve(ch,gsn_heightened_awareness,FALSE,1);
}
return;
}
void do_jujitsu(CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
char arg[MIL];
CHAR_DATA *victim;
int chance;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_jujitsu)) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
victim = ch->fighting;
else
victim = get_char_room(ch,arg);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Now that would be a bit stupid.\n\r",ch);
return;
}
if ((victim->fighting != ch) && (ch->fighting != victim))
{
send_to_char("But you aren't engaged in combat with them.\n\r",ch);
return;
}
if (is_affected(ch,AFF_BLIND))
{
chance /= 2;
}
if (chance > number_percent())
{
act("You prepare yourself for a complex manuever.",ch,NULL,victim,TO_CHAR);
act("$n prepares $mself for a complex manuever.",ch,NULL,victim,TO_VICT);
act("$n prepares $mself for a complex manuever.",ch,NULL,victim,TO_NOTVICT);
affect_strip(ch,gsn_jujitsu);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_HIDDEN;
af.type = gsn_jujitsu;
af.wait = 3;
af.location = 0;
af.duration = 5;
af.modifier = 0;
af.owner = victim;
af.bitvector = 0;
af.level = ch->level;
affect_to_char(ch,&af);
}
WAIT_STATE(ch,PULSE_VIOLENCE*3);
return;
}
void do_autodamage(CHAR_DATA *ch, char *argument)
{
if (IS_NPC(ch))
return;
if (IS_SET(ch->act,PLR_AUTODAMAGE))
{
send_to_char("Autodamage is currently OFF.\n\r",ch);
REMOVE_BIT(ch->act,PLR_AUTODAMAGE);
}
else
{
send_to_char("Autodamage is currently ON.\n\r",ch);
SET_BIT(ch->act,PLR_AUTODAMAGE);
}
}