#include "include.h" const char * weap_type [MAX_WEAPTYPE] = { "hit", "slice", "stab", "slash", "whip", "claw", "blast", "pound", "crush", "grep", "bite", "pierce", "suck" }; /* void do_areastat(CHAR_DATA *ch, char *argument) { AREA_DATA *pArea; if ( IS_NPC(ch) || !ch->in_room) return; } */ void do_color(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (IS_SET(ch->act, PLR_ANSI)) { REMOVE_BIT(ch->act, PLR_ANSI); send_to_char("You color is off.\r\n", ch); } else { SET_BIT(ch->act, PLR_ANSI); send_to_char("You color is on.\r\n", ch); } return; } void do_hguide(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg[MIL]; argument = one_argument(argument, arg); if (IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER)) { send_to_char("Huh?\r\n", ch); return; } if (arg[0] == '\0') { send_to_char("Hguide <person>\r\n", ch); return; } if (ch->wpn[1] < 1000) { send_to_char("You are not skilled enough to guide others.\r\n", ch); return; } if ( (victim = get_char_room(ch, arg) ) == NULL) { send_to_char("But they are not here!\r\n", ch); return; } if (victim == ch) { send_to_char("You cannot class yourself.\r\n", ch); return; } if (victim->level != LEVEL_AVATAR) { send_to_char("Only on avatars.\r\n", ch); return; } if (victim->class != 0) { send_to_char("They are already classed.\r\n", ch); return; } if (victim->exp < 500000) { send_to_char("They do not have the 500,000 exp to be classed.\r\n", ch); send_to_char("You do not have 500,000 exp to be classed.\r\n", victim); return; } victim->exp -= 500000; victim->class = CLASS_HIGHLANDER; send_to_char("They are now a highlander.\r\n", ch); send_to_char("You are now a highlander.\r\n", victim); save_char_obj(ch); save_char_obj(victim); return; }