/***************************************************************************
* 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"
#define MAX_SLAY_TYPES 3
// #define MONK_AUTODROP 12 stock one
// #define MONK_AUTODROP 17 // +5 low4
#define MONK_AUTODROP ch->pcdata->autostance
/*
* Local functions.
*/
int can_pk args((CHAR_DATA *ch, CHAR_DATA *victim));
void autodrop args((CHAR_DATA *ch));
void dropinvis args((CHAR_DATA *ch));
bool check_dodge args((CHAR_DATA *ch, CHAR_DATA *victim, int dt));
bool check_parry args((CHAR_DATA *ch, CHAR_DATA *victim, int dt));
void dam_message args((CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int hit_loc));
void death_cry args((CHAR_DATA *ch));
void group_gain args((CHAR_DATA *ch, CHAR_DATA *victim));
int xp_compute args((CHAR_DATA *gch, CHAR_DATA *victim));
void set_fighting args((CHAR_DATA *ch, CHAR_DATA *victim));
bool can_counter args((CHAR_DATA *ch));
bool can_bypass args((CHAR_DATA *ch, CHAR_DATA *victim));
int number_attacks args((CHAR_DATA *ch, CHAR_DATA *victim));
int dambonus args((CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance));
void update_damcap args((CHAR_DATA *ch, CHAR_DATA *victim));
void decap_message args((CHAR_DATA *ch, CHAR_DATA *victim));
void angel_eye args((CHAR_DATA *ch, CHAR_DATA *victim, int dam));
void elemental_enflame args((CHAR_DATA *ch, CHAR_DATA *victim, int dam));
void vamp_bite args((CHAR_DATA *ch, CHAR_DATA *victim));
void ragnarokdecap args((CHAR_DATA *ch, CHAR_DATA *victim));
bool can_decapitate args((CHAR_DATA *ch, CHAR_DATA *victim));
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
// void do_weaponpractice (CHAR_DATA *ch, char *argument)
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *emb;
CHAR_DATA *victim;
CHAR_DATA *rch;
CHAR_DATA *fch;
CHAR_DATA *rch_next;
CHAR_DATA *mount;
// char buf[MSL];
int chance;
int r;
chance = number_percent();
for ( ch = char_list; ch != NULL; ch = ch->next )
{
victim = ch->blinkykill;
if (victim != NULL) {
if (IS_SET(ch->flag3, AFF3_BLINK_1ST_RD))
{
REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD);
SET_BIT(ch->flag3, AFF3_BLINK_2ND_RD);
}
else if (IS_SET(ch->flag3, AFF3_BLINK_2ND_RD))
{
REMOVE_BIT(ch->flag3, AFF3_BLINK_2ND_RD);
REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD);
/* Has the victim left? */
if (victim->in_room != ch->in_room)
{
SET_BIT(ch->affected_by2,EXTRA_BLINKY);
victim = NULL;
act("$n pops back into existence.", ch, NULL, NULL, TO_ROOM);
stc("You pop back into existence.\n\r", ch);
stc("Your victim is no longer in the room.\n\r", ch);
break;
}
SET_BIT(ch->affected_by2,EXTRA_BLINKY);
act("$n pops back into existence next to $N.", ch,NULL,victim, TO_NOTVICT);
act("You pop back into existence next to $N.", ch, NULL,victim, TO_CHAR);
act("$n pops back into existence next to you.", ch, NULL,victim, TO_VICT);
if (!is_safe(ch,victim)) {
if (ch->hit > 0) {
set_fighting(ch, victim);
do_say(ch, "Muhahahahahaha");
multi_hit(ch, victim, gsn_blinky);
if (IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_THIRD) != NULL)
one_hit(ch, victim, gsn_blinky,1);
if (IS_SET(ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_FOURTH) != NULL)
one_hit(ch, victim, gsn_blinky,1);
update_pos(victim);
WAIT_STATE (ch,24);
}
}
}
} /*end of blink*/
ch_next = ch->next;
if (ch->rage > 0 && (IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_SHADOW_DRAGON))) ch->rage--;
//Gemini Cannon
if(!IS_NPC(ch) && ch->geminicount > 0){
ch->geminicount--;
if(ch->geminitar == NULL || ch->geminitar->in_room == NULL || ch->geminitar->in_room == ch->in_room){
stc("Error, fire aborted!",ch);
ch->geminicount = 0;
ch->geminitar = NULL;
}
else{
switch(ch->geminicount){
case 20:
act("The cannon extends into the air, and support struts attach to the ground.",ch,NULL,NULL,TO_CHAR);
act("The cannon extends into the air, and support struts attach to the ground.",ch,NULL,NULL,TO_ROOM);
break;
case 16:
act("Four small spikes extend from the base of the cannon and begin to spin.",ch,NULL,NULL,TO_CHAR);
act("Four small spikes extend from the base of the cannon and begin to spin.",ch,NULL,NULL,TO_ROOM);
break;
case 12:
act("Energy crackles between the spikes as the cannon charges.",ch,NULL,NULL,TO_CHAR);
act("Energy crackles between the spikes as the cannon charges.",ch,NULL,NULL,TO_ROOM);
break;
case 8:
act("A glowing ball of energy appears at the mouth of the cannon.",ch,NULL,NULL,TO_CHAR);
act("A glowing ball of energy appears at the mouth of the cannon.",ch,NULL,NULL,TO_ROOM);
break;
case 4:
act("Energy swirls about the mouth of the cannon, and it begins to glow red.",ch,NULL,NULL,TO_CHAR);
act("Energy swirls about the mouth of the cannon, and it begins to glow red.",ch,NULL,NULL,TO_ROOM);
break;
case 0:
act("The spikes stops spinning, and then there is a deafening roar as the cannon fires.",ch,NULL,NULL,TO_CHAR);
act("The spikes stops spinning, and then there is a deafening roar as the cannon fires.",ch,NULL,NULL,TO_ROOM);
ch->geminitar->hit = ch->geminitar->hit * .65;
do_info(ch,"The gemini cannon has been fired!");
stc("Pain wracks your body as you are blasted by the Gemini Cannon.\n\r",ch->geminitar);
act("A huge beam of energy pierces down from the sky and strikes $n!",ch->geminitar,NULL,NULL,TO_ROOM);
ch->fight_timer += 20;
ch->geminitar->fight_timer += 20;
ch->combat = ch->geminitar;
break;
}
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_PHOENIX))
{
if (ch->phtimer == 1)
stc("You can utilize the sun's helpful rays once again.\n\r",ch);
if (!IS_NPC(ch) && ch->phtimer > 0) {
ch->phtimer--; }
}
else
{
if (!IS_NPC(ch) && ch->phtimer == 1 && IS_SET(ch->flag2, AFF_TOTALBLIND))
{
stc("You can see again.\n\r",ch);
REMOVE_BIT(ch->flag2, AFF_TOTALBLIND);
}
if (!IS_NPC(ch) && ch->phtimer == 1 && (IS_SET(ch->affected_by, AFF_CURSE) || IS_SET(ch->affected_by, AFF_WEBBED)))
{
stc("You no longer bear the curse of the phoenix.\n\r",ch);
if (IS_AFFECTED(ch, AFF_CURSE))
REMOVE_BIT(ch->affected_by, AFF_CURSE);
if (IS_AFFECTED(ch, AFF_WEBBED))
REMOVE_BIT(ch->affected_by, AFF_WEBBED);
}
if (!IS_NPC(ch) && ch->phtimer > 0)
{ ch->phtimer--; }
}
if (!IS_NPC(ch) && ch->fight_timer > 0) {
ch->fight_timer--;
if (ch->fight_timer == 0){
if(ch->combat != NULL && !IS_NPC(ch->combat) && ch->combat->fight_timer == 0){
stc("Your victim is no longer fighting you.\n\r",ch->combat);
}
/* here */
if( ragnarok == FALSE ) {
// if( ch->pkcurse == 0 )
{
if(ch->in_room != NULL && !IS_SET(ch->in_room->room_flags,ROOM_SAFE) && !IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) &&
ch->combat != NULL && ch->fighting == NULL){
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_ALTAR));
stc("You are sent to the temple altar to heal your wounds.\n\r",ch);
}
}
}
ch->combat = NULL;
ch->hitfirst = FALSE;
stc("You are pkable by others again.\n\r",ch);
// ch->momentum = 0;
}
}
if (ch->fight_timer == 0){
ch->combat = NULL;
ch->hitfirst = FALSE;
// ch->momentum = 0;
}
if (!IS_NPC(ch) && ch->rage > 0 && IS_CLASS(ch, CLASS_DEMON)) ch->rage--;
if ( ch->embracing != NULL )
{
emb = ch->embracing;
if ( emb == NULL ) ch->embracing = NULL;
if ( ch->in_room != emb->in_room )
{
if ( emb->embraced != NULL )
{
emb->embraced = NULL;
ch->embracing = NULL;
}
else ch->embracing = NULL;
}
}
if (!IS_NPC(ch) && ch->embraced != NULL )
{
emb = ch->embraced;
if ( emb == NULL ) ch->embraced = NULL;
if ( ch->in_room != emb->in_room )
{
if ( emb->embracing != NULL )
{
emb->embracing = NULL;
ch->embraced = NULL;
}
else ch->embraced = NULL;
}
}
if ((victim = ch->fighting ) == NULL || ch->in_room == NULL) continue;
if (!IS_NPC(ch) && !IS_NPC(victim) && !is_safe(ch, victim) &&!is_safe(victim,ch))
{
if (ch->fight_timer < 10) ch->fight_timer = 10;
else if (ch->fight_timer < 25) ch->fight_timer += 3;
}
if (IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room) multi_hit( ch, victim, TYPE_UNDEFINED );
else stop_fighting(ch, FALSE);
if(ch->fighting == victim && victim->fighting == NULL) set_fighting(ch,victim);
if ((victim = ch->fighting ) == NULL) continue;
/*
* Fun for the whole family!
*/
for ( rch = ch->in_room->people; rch != NULL; rch = rch_next )
{
rch_next = rch->next_in_room;
r = number_range(0,10);
if (IS_NPC(rch) && IS_AFFECTED(rch,AFF_CHARM) && is_same_group(ch,rch)){
if(rch->pIndexData->vnum == 33007 && is_same_group(ch,rch) && r == 1 ){
act( "$n rescues you!", rch, NULL, ch, TO_VICT );
fch = ch->fighting;
stop_fighting( ch->fighting, FALSE );
stop_fighting( ch, FALSE );
set_fighting( rch, fch );
set_fighting( fch, rch );
set_fighting( ch, fch);
continue;
}
}
if ( IS_AWAKE(rch) && rch->fighting == NULL )
{
/*
* Mount's auto-assist their riders and vice versa.
*/
if ( (mount = rch->mount) != NULL )
{
if (mount == ch) multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/*
* PC's auto-assist others in their group.
*/
if ( !IS_NPC(ch))
{
if ((!IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM) ) && (is_same_group(ch, rch))){
if(!IS_NPC(rch) && !IS_NPC(victim) && victim->pcdata->kingdom != 0){
if(!is_safe(rch,victim)) multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/* else if(IS_NPC(rch) && IS_AFFECTED(rch,AFF_CHARM)){
multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}*/
}
if (IS_NPC(rch) && IS_AFFECTED(rch,AFF_CHARM) && is_same_group(ch,rch)){
if(rch->fighting == NULL) multi_hit(rch,victim,TYPE_UNDEFINED );
continue;
}
}
/*
* NPC's assist NPC's of same type or 12.5% chance regardless.
*/
/* if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) )
{
if (rch->pIndexData == ch->pIndexData || number_bits(3) == 0)
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
target = NULL;
number = 0;
for ( vch = ch->in_room->people; vch; vch = vch->next )
{
if (can_see(rch,vch) && is_same_group(vch, victim) && number_range(0,number)==0)
{
target = vch;
number++;
}
}
if ( target != NULL )
multi_hit( rch, target, TYPE_UNDEFINED );
}
}*/
}
}
}
return;
}
/*
* Do one group of attacks.
*/
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *wield;
OBJ_DATA *wield1;
OBJ_DATA *wield2;
OBJ_DATA *wield3;
OBJ_DATA *wield4;
char buf[MAX_STRING_LENGTH];
int sn, level, chance, unarmed, maxcount,countup,x,wieldie,i;
AFFECT_DATA af;
int wieldorig = 0;
int wieldtype = 0;
int dam;
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char buf3[MAX_STRING_LENGTH];
// Assymetric - Newbie protection - 4 hours
// This should never come up, but just in case someone finds a back door into combat
if(!IS_NPC(ch) && !IS_NPC(victim) && ((get_age(victim) - 17) < 2 || (get_age(ch) - 17) < 2))
{
stc("You can't attack newbies or attack as a newbie!\n\r", ch);
stop_fighting(ch, victim);
return;
}
/*
if ((IS_CLASS(ch, CLASS_SHADOW_DRAGON) || IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_BAATEZU) || IS_CLASS(ch, CLASS_NAZGUL)
|| IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN) || IS_CLASS(ch, CLASS_NECROMANCER) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_SILVER_DRAGON) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_DRUID))
&& (IS_CLASS(victim, CLASS_DEMON)) || IS_CLASS(victim, CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_DROW)
|| IS_CLASS(victim, CLASS_VAMPIRE) || IS_CLASS(victim, CLASS_TANARRI) || IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)
|| IS_CLASS(victim, CLASS_ANGEL) || IS_CLASS(victim, CLASS_WRAITH) || IS_CLASS(victim, CLASS_ASSASSIN)
|| IS_CLASS(victim, CLASS_PALADIN) || IS_CLASS(victim, CLASS_DRAGON) || IS_CLASS(victim, CLASS_ELEMENTAL))
{
stc("You may not attack Out of your Class Range.\n\r", ch);
stop_fighting(ch, victim);
return;
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_DROW)
|| IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_ASSASSIN)
|| IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_ELEMENTAL))
&& (IS_CLASS(victim, CLASS_SHADOW_DRAGON)) || IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_SHADOW_FIEND)
|| IS_CLASS(victim, CLASS_STALKER) || IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_SHADOWBORN)
|| IS_CLASS(victim, CLASS_BLACK_ASSASSIN) || IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_VAMPIRIC_MIST)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_BAATEZU) || IS_CLASS(victim, CLASS_NAZGUL)
|| IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN) || IS_CLASS(victim, CLASS_NECROMANCER) || IS_CLASS(victim, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(victim, CLASS_SILVER_DRAGON) || IS_CLASS(victim, CLASS_TYPHON)
|| IS_CLASS(victim, CLASS_GOLD_DRAGON)|| IS_CLASS(victim, CLASS_DRUID))
{
stc("You may not attack Out of your Class Range.\n\r", ch);
stop_fighting(ch, victim);
return;
}
*/
if ( ch->position < POS_SLEEPING ) return;
if ( IS_CREATOR(ch))
{
if (!IS_NPC(ch) && wieldorig == 0 )
{
countup = number_range(0,2);
if (countup == 0) unarmed = number_range(0,3);
else if (countup == 1) unarmed = number_range(4,7);
else unarmed = number_range(0,7);
if (!IS_NPC(ch) && ch->cmbt[unarmed] != 0 && wieldorig == 0)
fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype);
}
}
if ( dt == gsn_headbutt )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ( dt == gsn_hooves )
{
one_hit( ch, victim, dt, 1 );
one_hit( ch, victim, dt, 1 );
if (number_range(1,3) != 2)
{
one_hit( ch, victim, dt, 1 );
one_hit( ch, victim, dt, 1 );
}
return;
}
// if (dt == gsn_shiroken)
// {
// for(i = number_range(3,5);i>0;i--)
// one_hit(ch, victim, dt, 1);
// if(ch->pcdata->powers[NPOWER_NINGENNO] >=4)
// spell_poison(gsn_poison,(ch->level*number_range(50,60)),ch,victim);
// return;
// }
if ( dt == gsn_laser )
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
return;
}
if ( dt == gsn_stinger )
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
return;
}
if (dt == gsn_claws)
{
if (!IS_NPC(ch) && (IS_NPC(victim) || !IS_NPC(victim))) // -xrak, i just threw this in quick
{
one_hit(ch, victim, dt, 1);
one_hit(ch, victim, dt, 1);
one_hit(ch, victim, dt, 1);
one_hit(ch,victim,dt,1);
}
return;
}
if (dt == gsn_tentacle)
{
int x;
act("You shoot forth a shower of tentacles to destroy $N.", ch, NULL, victim, TO_CHAR);
act("$n shoots forth a shower of tentacles aiming straight at you.", ch, NULL, victim, TO_VICT);
act("$n shoots forth a shower of tentacles striking $N.", ch, NULL, victim, TO_NOTVICT);
x = number_range(2, 5);
while (--x >= 0) one_hit(ch, victim, dt, 1);
return;
}
if ( dt == gsn_fangs )
{
if ((IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)) && (ch->power[DISC_WERE_PAIN] > 9))
{
one_hit( ch, victim, dt, 1 );
return;
}
}
if ( dt== gsn_quills)
{
if (!IS_NPC(ch) && (IS_NPC(victim) || !IS_NPC(victim))) // -xrak, i just threw this in quick
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
}
return;
}
if (dt == gsn_darktendrils)
{
if (!IS_NPC(ch) && (IS_NPC(victim) || !IS_NPC(victim))) // -xrak, i just threw this in quick
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt==gsn_venomtong)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_spiketail)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_badbreath)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_magma)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_shards)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_cheapshot)
{
send_to_char("You stun them with a shoulder charge!\n\r",ch);
send_to_char("You are stunned by a shoulder charge!\n\r",victim);
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_buffet )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ((IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
&& IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL))
{
if ( number_range (1,18) < ch->pcdata->powers[dragonage])
{
one_hit ( ch, victim, gsn_spiket, 0);
}
one_hit ( ch, victim, gsn_spiket, 0);
}
if ((IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
&& IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS) &&
number_range(1,3)==1) one_hit (ch,victim,gsn_buffet,0);
if ((IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON)) && IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS))
{
if (number_range(1, 3)==1) one_hit (ch, victim, gsn_claws,0);
one_hit (ch, victim, gsn_claws,0);
}
if ((IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
&& IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS))
{
if (number_range(1,4)==1) one_hit(ch,victim,gsn_rfangs,1);
if (number_range(1,10)==1)multi_hit(ch,victim,gsn_rfangs);
one_hit (ch, victim, gsn_rfangs,0);
}
if ( dt == gsn_sweep )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ( dt == gsn_rfangs )
{
one_hit( ch, victim, dt, 1);
return;
}
if (dt==gsn_heavenlyaura)
{
for (i=0; i < x; i++)
one_hit(ch,victim,dt,1);
return;
}
// if (dt==gsn_mageshield)
// {
// if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD))
// {
// one_hit(ch,victim,dt,1);
// one_hit(ch,victim,dt,1);
// one_hit(ch,victim,dt,1);
// one_hit(ch,victim,dt,1);
// one_hit(ch,victim,dt,1);
// }
// return;
// }
/*Wraith Shit*/
if ( dt == gsn_dblast)
{
x = number_range(2,5);
for (i=0; i < x; i++)
one_hit(ch,victim,dt,1);
return;
}
if ( dt == gsn_jugularslice)
{
x=number_range(2,4);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_fblast)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_wgust)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_torrent)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_cblast)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_rslide)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
// if ( dt == gsn_bladespin)
// {
// if (number_range(1,2)==1) one_hit(ch,victim,dt,1);
// if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningkick,1);
// if (number_range(1,2)==1) one_hit(ch,victim,gsn_knee,1);
// if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningslash,1);
// if ((ch->wpn[0] >= 1000) && (ch->wpn[3] >= 1000)
// && (ch->wpn[6] >= 1000) && (ch->wpn[9] >= 1000)
// && (ch->wpn[1] >= 1000) && (ch->wpn[4] >= 1000)
// && (ch->wpn[7] >= 1000)
// && (ch->wpn[10] >= 1000) && (ch->wpn[2] >= 1000)
// && (ch->wpn[5] >= 1000) && (ch->wpn[8] >= 1000)
// && (ch->wpn[11] >= 1000) && (ch->wpn[12] >= 1000))
// {
// if (number_range(1,2)==1) one_hit(ch,victim,dt,1);
// if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningkick,1);
// if (number_range(1,2)==1) one_hit(ch,victim,gsn_knee,1);
// if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningslash,1);
// }
// return;
// }
wield1 = get_eq_char( ch, WEAR_WIELD );
wield2 = get_eq_char( ch, WEAR_HOLD );
wield3 = get_eq_char( ch, WEAR_THIRD );
wield4 = get_eq_char( ch, WEAR_FOURTH);
if ( wield1 != NULL && wield1->item_type == ITEM_WEAPON ) wieldorig = 1;
if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON ) wieldorig += 2;
if ( wield3 != NULL && wield3->item_type == ITEM_WEAPON ) wieldorig += 4;
if ( wield4 != NULL && wield4->item_type == ITEM_WEAPON ) wieldorig += 8;
wieldtype = wieldorig;
wieldie = number_range(1,4);
if ( wieldorig == 15 )
{
if (wieldie == 2) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 14 )
{
if (wieldie == 2) wieldtype = 8;
else if (wieldie == 1) wieldtype = 4;
else if (wieldie == 3) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 13 ) {
if ( wieldie == 1) wieldtype = 8;
else if (wieldie == 2) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 12 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 11 )
{
if ( wieldie == 1 ) wieldtype = 8;
if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 10 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 2;
}
if ( wieldorig == 9 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 1;
}
if ( wieldorig == 8 ) wieldtype = 8;
if ( wieldorig == 7 )
{
if ( wieldie == 1 ) wieldtype = 4;
else if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 6 )
{
if ( wieldie == 1 || wieldie == 2) wieldtype = 2;
else wieldtype = 4;
}
if ( wieldorig == 5 )
{
if ( wieldie == 1) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 4 ) wieldtype = 4;
if ( wieldorig == 3 )
{
if ( wieldie == 2 || wieldie == 4) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 2 ) wieldtype = 2;
if ( wieldorig == 1 ) wieldtype = 1;
if ( wieldtype == 8 ) wield = wield4;
else if ( wieldtype == 4 ) wield = wield3;
else if ( wieldtype == 2 ) wield = wield2;
else wield = wield1;
if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 5)
{
int stance = ch->stance[0];
if (ch->stance[stance] >= 200)
{
special_move(ch,victim);
return;
}
}
unarmed = 0;
if (IS_SET( ch->flag2, VAMP_OBJMASK) )
{
act("You return to your normal form.",ch,NULL,NULL,TO_CHAR);
sprintf(buf,"%s reforms as %s.\n\r",ch->morph, ch->name );
act(buf,ch,NULL,NULL,TO_ROOM);
free_string(ch->morph);
free_string(ch->objdesc);
ch->long_descr = str_dup("");
REMOVE_BIT(ch->flag2, VAMP_OBJMASK);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
}
one_hit( ch, victim, dt, wieldtype );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
/* Only want one spell per round from spell weapons...otherwise it's
* too powerful, and would unbalance player killing (as this is a PK mud).
*/
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
{
dt += wield->value[3];
if (wield->value[0] >= 1)
{
/* Look, just don't ask... KaVir */
if (wield->value[0] >= 1000) sn = wield->value[0] - ((wield->value[0] / 1000) * 1000);
else sn = wield->value[0];
if (sn != skill_lookup("gas breath") && sn != skill_lookup("desanct") && sn != skill_lookup("sleep") && sn != 0)
{
if (victim->position == POS_FIGHTING) (*skill_table[sn].spell_fun) (sn,wield->level,ch,victim);
}
}
}
}
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if ( !IS_NPC(ch) && (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE))) vamp_bite(ch,victim);
if ( ch->fighting != victim || dt == gsn_backstab
|| dt == gsn_garotte || dt == gsn_headbutt || dt == gsn_circle || dt == gsn_jugularslice
|| dt == gsn_poisonbreath || dt == gsn_fbreath || dt == gsn_lbreath || dt == gsn_frbreath
|| dt == gsn_dbreath || dt == gsn_retribution) return;
maxcount = number_attacks(ch, victim);
if (!IS_NPC(ch))
{
chance = 0;
if (wield != NULL && wield->item_type == ITEM_WEAPON)
{
int tempnum = wield->value[3];
chance = (ch->wpn[tempnum]) * 0.5;
}
else chance = (ch->wpn[0]) * 0.5;
if (number_percent() <= chance) maxcount += 1;
}
if (wieldorig == 3) maxcount += 1;
for (countup = 0; countup <= maxcount; countup++)
{
wieldtype = wieldorig;
if ( wieldorig == 15 )
{
if (wieldie == 2) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 14 )
{
if (wieldie == 2) wieldtype = 8;
else if (wieldie == 1) wieldtype = 4;
else if (wieldie == 3) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 13 )
{
if ( wieldie == 1) wieldtype = 8;
else if (wieldie == 2) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 12 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 11 )
{
if ( wieldie == 1 ) wieldtype = 8;
if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 10 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 2;
}
if ( wieldorig == 9 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 1;
}
if ( wieldorig == 7 )
{
if ( wieldie == 1 ) wieldtype = 4;
else if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 6 )
{
if ( wieldie == 1 || wieldie == 2) wieldtype = 2;
else wieldtype = 4;
}
if ( wieldorig == 5 )
{
if ( wieldie == 1) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 3 )
{
if ( wieldie == 2 || wieldie == 4) wieldtype = 2;
else wieldtype = 1;
}
one_hit( ch, victim, -1, wieldtype );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if ( ch->fighting != victim ) return;
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FANGS))
{
if (!IS_NPC(victim)) {
one_hit(ch,victim, (TYPE_HIT + 10),0);
one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
}
else {
one_hit(ch,victim, (TYPE_HIT + 10),1);
one_hit( ch, victim, ( TYPE_HIT + 10 ), 1 );
}
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_SPIKETAIL) && number_range(1,3) == 1)
{
if (IS_NPC(victim)) {
one_hit( ch, victim, gsn_spiket, 0);
one_hit( ch, victim, gsn_spiket, 1);
}
else one_hit( ch, victim, gsn_spiket, 0);
}
/* Golems speciels */
if (IS_NPC(ch))
{
if (ch->pIndexData->vnum == MOB_VNUM_FIRE)
{
if ((sn = skill_lookup( "curse" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
if ((sn = skill_lookup( "imp faerie fire" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
}
if (ch->pIndexData->vnum == MOB_VNUM_STONE)
{
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_DAMROLL;
af.modifier = -50;
af.bitvector = 0;
affect_to_char(victim, &af );
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_HITROLL;
af.modifier = -50;
af.bitvector = 0;
affect_to_char(victim, &af );
send_to_char("You feel weak in the presence of the stone golem.\n\r",victim);
}
if (ch->pIndexData->vnum == MOB_VNUM_CLAY)
{
if ((sn = skill_lookup( "clay" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
}
if (ch->pIndexData->vnum == MOB_VNUM_IRON)
{
if ((sn = skill_lookup( "group heal" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
}
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_SHARDS) && number_range(1,3) == 1)
one_hit( ch, victim, gsn_shards, 0);
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_MAGMA) && number_range(1,3) == 1)
{
if (IS_NPC(victim)) {
one_hit( ch, victim, gsn_magma, 0);
one_hit( ch, victim, gsn_magma, 1);
}
else one_hit( ch, victim, gsn_magma, 0);
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_VENOMTONG) && number_range(1,3) == 1)
one_hit( ch, victim, gsn_venomt, 0);
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (!IS_NPC(ch) && !IS_NPC(victim)) // pkpower
{
if (get_ratio(ch) > 2499)
{
i = number_range(1,10);
if (i < 5) one_hit(ch,victim, gsn_supreme,0);
else if (i < 7) one_hit(ch,victim, gsn_supreme,1);
else ;
}
}
if (!IS_NPC(ch) && ch->level > 2)
{
if ((IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE)
|| IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_SHADOW_DRAGON))
&& IS_VAMPAFF(ch,VAM_HORNS) && number_range(1,3) == 1)
{
multi_hit( ch, victim, gsn_headbutt );
}
}
if ((IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU)) && !IS_NPC(ch))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FANGS))
{
one_hit(ch, victim, gsn_fangs, 1);
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) one_hit(ch, victim, gsn_fangs, 1);
}
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FIERY))
{
one_hit(ch, victim, gsn_fiery, 1);
if (IS_CLASS(victim, CLASS_ANGEL)) one_hit(ch, victim, gsn_fiery, 1);
}
}
if ((IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_NECROMANCER))
&& ch->pcdata->powers[WEAPONSKILL] > 9)
{
one_hit(ch,victim,gsn_lightningslash,1);
one_hit(ch,victim,gsn_lightningslash,1);
one_hit(ch,victim,gsn_lightningslash,1);
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_DEMAFF(ch,DEM_HORNS) && number_range(1,3) == 1)
one_hit( ch, victim, gsn_headbutt, 0 );
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& number_range(1,3) == 1 && ch->power[DISC_DAEM_HELL] > 3)
one_hit(ch, victim, gsn_hellfire, 0);
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_DEMAFF(ch, DEM_TAIL) && number_range(1,2) == 2)
one_hit( ch, victim, gsn_sweep, 0 );
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
&& ch->pcdata->powers[ASSASSIN_COMBAT] >= 4 && number_range(1,2) != 1)
multi_hit(ch, victim, gsn_jugularslice);
// if (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
// || IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST))
&& ch->pcdata->powers[WRAITH_WRATH] >=1 && number_range(1,2) != 1)
multi_hit(ch, victim, gsn_dblast);
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) && ch->pcdata->powers[ELEMENTAL_FIRE] >=1 && number_range(1,2) != 1)
multi_hit(ch, victim, gsn_fblast);
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) && ch->pcdata->powers[ELEMENTAL_AIR] >=1 && number_range(1,2) != 1)
multi_hit(ch, victim, gsn_wgust);
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) && ch->pcdata->powers[ELEMENTAL_WATER] >=1 && number_range(1,2) != 1)
multi_hit(ch, victim, gsn_torrent);
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) && ch->pcdata->powers[ELEMENTAL_EARTH] >=1 && number_range(1,2) != 1)
multi_hit(ch, victim, gsn_rslide);
if (!IS_NPC(ch) && IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && number_range(1,2) != 1)
multi_hit(ch, victim, gsn_cblast);
if (!IS_NPC(ch))
{
if (IS_VAMPAFF(ch,VAM_TAIL) && number_range(1,2) == 1)
multi_hit( ch, victim, gsn_sweep );
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_HEAD) && number_range(1,2) == 1)
{
multi_hit( ch, victim, gsn_fangs );
}
if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_QUILLS) && (IS_CLASS(ch,CLASS_WEREWOLF)
|| IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER)))
multi_hit(ch,victim,gsn_quills);
if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKTENDRILS)
&& (IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN)))
multi_hit(ch,victim,gsn_darktendrils);
if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_MULTIARMS))
multi_hit(ch,victim,gsn_mageshield);
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST)))
{
if (IS_SET(ch->pcdata->powers[WRAITH_POWERS], WRAITH_AURA)) multi_hit(ch,victim,gsn_dblast);
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON))
&& IS_SET(ch->pcdata->powers[PALADIN_EFFECTS], PAL_AURA))
// && (IS_CLASS(ch,CLASS_PALADIN)
{
one_hit(ch,victim,gsn_holyaura,1);
one_hit(ch,victim,gsn_holyaura,1);
one_hit(ch,victim,gsn_holyaura,1);
one_hit(ch,victim,gsn_holyaura,1);
}
if (!IS_NPC(ch) && (IS_CLASS(ch,CLASS_ANGEL) || IS_CLASS(ch,CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch,CLASS_TYPHON) || IS_CLASS(ch,CLASS_SILVER_DRAGON)))
{
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA))
{
one_hit(ch,victim,gsn_heavenlyaura,1);
one_hit(ch,victim,gsn_heavenlyaura,1);
one_hit(ch,victim,gsn_heavenlyaura,1);
}
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO))
{
switch(number_range(1,5))
{
default : break;
case 1 :
if ((sn = skill_lookup( "curse" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 2 :
if ((sn = skill_lookup( "web" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 3 :
if ((sn = skill_lookup( "imp heal" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 4 :
if ((sn = skill_lookup( "imp fireball" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 5 :
if ((sn = skill_lookup( "godbless" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
}
}
}
if (!IS_NPC(ch) && (IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER)))
{
if (IS_SET(ch->newbits,NEW_SLAM) && number_range(1,5-ch->power[DISC_WERE_BEAR]/3)==1)
multi_hit(ch,victim,gsn_cheapshot);
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_WINGS) && number_range(1,2) == 1 && ch->level > 2)
multi_hit( ch, victim, gsn_buffet );
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_WINGS) && number_range(1,2) == 1 && ch->level > 2)
multi_hit( ch, victim, gsn_buffet );
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_WINGS) && number_range(1,3) == 1)
one_hit(ch, victim, gsn_buffet, 0 );
if (!IS_NPC(ch) && (IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER)) && ch->power[DISC_WERE_RAPT] > 0)
multi_hit(ch,victim,gsn_rfangs);
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE))
&& IS_VAMPAFF(ch, VAM_SERPENTIS))
spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim );
else if (!IS_NPC(ch) && (IS_CLASS(ch,CLASS_WEREWOLF)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER))
&& ch->power[DISC_WERE_SPID] > 0)
spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim );
else if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN))
&& IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON))
spell_poison(gsn_poison,(ch->level*number_range(10,20)),ch,victim);
if (victim->itemaffect < 1) return;
if (IS_NPC(victim) || victim->spl[1] < 4) level = victim->level;
else level = (victim->spl[1] * 0.25);
if (IS_SET(victim->newbits, NEW_MONKFLAME) && !IS_AFFECTED(ch, AFF_FLAMING))
{
if (number_percent() > 95)
{
SET_BIT(ch->affected_by, AFF_FLAMING);
if (!IS_NPC(ch) && (!IS_CLASS(ch,CLASS_WEREWOLF) || !IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| !IS_CLASS(ch, CLASS_GAIA_WOLF) || !IS_CLASS(ch, CLASS_STALKER)))
{
act("Your flaming hands catch $n on fire!", ch, NULL, victim, TO_VICT);
act("$N's flaming hands catch $n on fire!", ch, NULL, victim, TO_NOTVICT);
act("$N's flaming hands catch you on fire!.", ch, NULL, victim, TO_CHAR);
}
else
{
act("Your flaming claws catch $n on fire!", ch, NULL, victim, TO_VICT);
act("$N's flaming claws catch $n on fire!", ch, NULL, victim, TO_NOTVICT);
act("$N's flaming claws catch you on fire!.", ch, NULL, victim, TO_CHAR);
}
}
else return;
}
if (!IS_NPC(victim))
{
if (IS_SET(victim->pcdata->powers[AURAS], DEATH_AURA) && (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)
|| IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER)))
{
while (number_range(1,2) != 1)
one_hit(victim,ch,gsn_deathaura,0);
}
if (IS_SET(victim->pcdata->powers[AURAS], FEAR_AURA) && (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)
|| IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN) || IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER)))
{
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_DAMROLL;
af.modifier = -20;
af.bitvector = 0;
affect_to_char(ch, &af );
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_HITROLL;
af.modifier = -20;
af.bitvector = 0;
affect_to_char(ch, &af );
send_to_char("You piss your pants out of fear.\n\r",ch);
}
}
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "lightning bolt" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "fireball" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_ICESHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "chill touch" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "acid blast" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
// if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING)
// if ( (sn = skill_lookup( "chaos blast" ) ) > 0)
// (*skill_table[sn].spell_fun) (sn,level,victim,ch);
// {
// one_hit(ch,victim,gsn_heavenlyaura,1);
// }
if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING)
{
one_hit(victim,ch,gsn_cblast,1);
}
return;
}
int number_attacks( CHAR_DATA *ch, CHAR_DATA *victim )
{
int count = 1;
char buf[MSL];
if (IS_NPC(ch))
{
if (ch->level >= 50) count += 1;
if (ch->level >= 100) count += 1;
if (ch->level >= 500) count += 1;
if (ch->level >= 1000) count +=1;
if (ch->level >= 1500) count +=1;
if (ch->level >= 2000) count +=2;
if( ch->pIndexData->hitsizedice > 20) count += 20;
else count += ch->pIndexData->hitsizedice;
return count;
}
if (IS_NPC(victim))
{
if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_WOLF) && number_percent() < ch->stance[STANCE_WOLF] * 0.5) count += 2;
else if ( IS_STANCE(ch, STANCE_BEAR) && number_percent() >
ch->stance[STANCE_BEAR] * 0.7) count += 3;
if (!IS_NPC(ch))
{
if (ch->pcdata->upgrade_level > 0) count += ( ch->pcdata->upgrade_level );
if ((IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE)) && ch->power[DISC_VAMP_CELE] > 0)
{
count += .5;
if (ch->power[DISC_VAMP_CELE] > 5)
{
count += .5;
if ( ch->power[DISC_VAMP_CELE] > 7)
{
count += .5;
if ( ch->power[DISC_VAMP_CELE] > 9)
count += .5;
}
}
}
if (IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU)) count += ch->pcdata->tanrank;
if (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST)) count += ch->pcdata->powers[WRAITH_WRATH]/2;
if (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) count += 10;
// ch->pcdata->powers[ELEMENTAL_FIRE]/2;
if (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON)) count += ch->pcdata->powers[ANGEL_JUSTICE];
if (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON)) count += ch->pcdata->powers[PALADIN_SPEED]*1.6;
if (IS_EXTRA(victim, PINNEDWALL)) count+=9;
if (IS_EXTRA(ch, EXTRA_SLOW)) count -= 8;
if (IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER))
{
if (ch->power[DISC_WERE_LYNX] > 2 )count += 2;
if (ch->power[DISC_WERE_BOAR] > 6)
{
if( ch->move > 40000 ) count += 5;
else count += ch->move/8000;
}
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_NECROMANCER))
count += ch->pcdata->powers[WEAPONSKILL]/2;
if (IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
{
if (IS_DEMPOWER( ch, DEM_SPEED)) count += 2;
if (IS_SET(ch->warp, WARP_QUICKNESS)) count += 3;
}
// GryphonHawk
if (IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
count += (ch->pcdata->powers[dragonage]/2.5);
if (IS_CLASS(ch, CLASS_HYDRA) || IS_CLASS(ch, CLASS_NAZGUL)
|| IS_CLASS(ch, CLASS_TYPHON) || IS_CLASS(ch, CLASS_BAATEZU)) count += 6;
if (IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN))
{
if (IS_SET(ch->special, SPC_DROW_WAR)) count += 2;
if (IS_SET(ch->pcdata->powers[1],DPOWER_SPEED)) count += 3;
}
if (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
{
if (ch->pcdata->powers[ASSASSIN_COMBAT] >=3) count += 3;
if (ch->pcdata->powers[ASSASSIN_POWER] == 1) count += 1;
if (ch->pcdata->powers[ASSASSIN_POWER] == 2) count += 1;
if (ch->pcdata->powers[ASSASSIN_POWER] == 3) count += 2;
if (ch->pcdata->powers[ASSASSIN_POWER] == 4) count += 2;
if (ch->pcdata->powers[ASSASSIN_POWER] == 5) count += 3;
if (ch->pcdata->powers[ASSASSIN_POWER] == 6) count += 3;
if (ch->pcdata->powers[ASSASSIN_POWER] == 7) count += 4;
if (ch->pcdata->powers[ASSASSIN_POWER] == 8) count += 4;
if (ch->pcdata->powers[ASSASSIN_POWER] == 9) count += 5;
if (ch->pcdata->powers[ASSASSIN_POWER] >= 10)count += 6;
}
if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count += 4;
}
}
else
{
// Assymetric - this used to be upgrade_level * 3, seems too high
if (!IS_NPC(ch)) if (ch->pcdata->upgrade_level > 0) count += ( ch->pcdata->upgrade_level );
if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) count += 1;
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_SPEED)
&& number_percent() < ch->stance[(ch->stance[0])] * 0.5 ) count += 2;
if (!IS_NPC(ch))
{
if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->power[DISC_VAMP_CELE] > 0) count += 1;
if (ch ->power[DISC_VAMP_CELE] > 5) count += 1;
if (ch->power[DISC_VAMP_CELE] > 7) count += 1;
if ( ch->power[DISC_VAMP_CELE] > 9) count += 1;
}
if (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON)) count += 4;
if (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST)) count += 5;
if (IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN)) count += 3;
if (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON)) count += 5;
if (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) count += 4; // Was 12, WAY too high
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_NECROMANCER)) count += 4;
if (IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER))
{
if ( ch->power[DISC_WERE_LYNX] > 2) count += 1;
if ( ch->power[DISC_WERE_BOAR] > 6)
{ // This used to be divided by 1.5k and over 15k you'd get 10 //
// OK UL melee SUCKED so i put it back -Xrak
if (ch->move > 80000)
count +=10;
else count += (ch->move/150000); // dropped this from 2 well see.. -Xrak
}
}
if (IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU))
{
count += ch->pcdata->tanrank;
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) count += 4;
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
count += ch->pcdata->powers[WEAPONSKILL]/3;
/* if (IS_CLASS(ch, CLASS_ELEMENTAL))
{
if (ch->pcdata->powers[ELEMENTAL_FIRE] > 1) count += 3;
if (ch->pcdata->powers[ELEMENTAL_WATER] > 2) count += 3;
if (ch->pcdata->powers[ELEMENTAL_AIR] > 2) count += 3;
if (ch->pcdata->powers[ELEMENTAL_EARTH] > 2) count += 3;
}
*/
if (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
{
if (ch->pcdata->powers[ASSASSIN_POWER] == 1) count += 1;
if (ch->pcdata->powers[ASSASSIN_POWER] == 2) count += 1;
if (ch->pcdata->powers[ASSASSIN_POWER] == 3) count += 2;
if (ch->pcdata->powers[ASSASSIN_POWER] == 4) count += 2;
if (ch->pcdata->powers[ASSASSIN_POWER] == 5) count += 3;
if (ch->pcdata->powers[ASSASSIN_POWER] == 6) count += 4;
if (ch->pcdata->powers[ASSASSIN_POWER] == 7) count += 4;
if (ch->pcdata->powers[ASSASSIN_POWER] == 8) count += 5;
if (ch->pcdata->powers[ASSASSIN_POWER] == 9) count += 6;
if (ch->pcdata->powers[ASSASSIN_POWER] >= 10)count += 7;
}
if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count += 4;
if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_BEAST)) count += 4;
// GryphonHawk
if (IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
count += (ch->pcdata->powers[dragonage]/3);
if (IS_CLASS(ch, CLASS_HYDRA) || IS_CLASS(ch, CLASS_NAZGUL)
|| IS_CLASS(ch, CLASS_TYPHON) || IS_CLASS(ch, CLASS_BAATEZU)) count += 7;
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& ch->power[DISC_DAEM_ATTA] > 0) count += ch->power[DISC_DAEM_ATTA] / 2;
if (IS_CLASS(ch, CLASS_DROW))
{
if (IS_SET(ch->special, SPC_DROW_WAR)) count += 3;
if (IS_SET(ch->pcdata->powers[1],DPOWER_SPEED)) count += 3;
}
}
// Assymetric - Anti-class bonuses
// Xrak - hybrid antis will have to be by other hybrids
// with the two base classes as a referance vs other Hybrids
if (IS_CLASS(ch, CLASS_TANARRI) && IS_CLASS(victim, CLASS_ANGEL)
|| IS_CLASS(ch, CLASS_ANGEL) && IS_CLASS(victim, CLASS_DEMON)
|| IS_CLASS(ch, CLASS_DEMON) && IS_CLASS(victim, CLASS_WEREWOLF)
|| IS_CLASS(ch, CLASS_WEREWOLF) && IS_CLASS(victim, CLASS_VAMPIRE)
|| IS_CLASS(ch, CLASS_VAMPIRE) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)
|| IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) && IS_CLASS(victim, CLASS_WRAITH)
|| IS_CLASS(ch, CLASS_WRAITH) && IS_CLASS(victim, CLASS_ELEMENTAL)
|| IS_CLASS(ch, CLASS_ELEMENTAL) && IS_CLASS(victim, CLASS_DRACONIAN)
|| IS_CLASS(ch, CLASS_DRACONIAN) && IS_CLASS(victim, CLASS_DROW)
|| IS_CLASS(ch, CLASS_DROW) && IS_CLASS(victim, CLASS_PALADIN)
|| IS_CLASS(ch, CLASS_PALADIN) && IS_CLASS(victim, CLASS_ASSASSIN)
|| IS_CLASS(ch, CLASS_ASSASSIN) && IS_CLASS(victim, CLASS_TANARRI))
{
count += 2;
}
else if (IS_CLASS(victim, CLASS_TANARRI) && IS_CLASS(ch, CLASS_ANGEL)
|| IS_CLASS(victim, CLASS_ANGEL) && IS_CLASS(ch, CLASS_DEMON)
|| IS_CLASS(victim, CLASS_DEMON) && IS_CLASS(ch, CLASS_WEREWOLF)
|| IS_CLASS(victim, CLASS_WEREWOLF) && IS_CLASS(ch, CLASS_VAMPIRE)
|| IS_CLASS(victim, CLASS_VAMPIRE) && IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)
|| IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) && IS_CLASS(ch, CLASS_WRAITH)
|| IS_CLASS(victim, CLASS_WRAITH) && IS_CLASS(ch, CLASS_ELEMENTAL)
|| IS_CLASS(victim, CLASS_ELEMENTAL) && IS_CLASS(ch, CLASS_DRACONIAN)
|| IS_CLASS(victim, CLASS_DRACONIAN) && IS_CLASS(ch, CLASS_DROW)
|| IS_CLASS(victim, CLASS_DROW) && IS_CLASS(ch, CLASS_PALADIN)
|| IS_CLASS(victim, CLASS_PALADIN) && IS_CLASS(ch, CLASS_ASSASSIN)
|| IS_CLASS(victim, CLASS_ASSASSIN) && IS_CLASS(ch, CLASS_TANARRI))
{
count -= 1;
}
if (victim->power[DISC_VAMP_CELE] >= 3)
count -= victim->power[DISC_VAMP_CELE] / 3;
if (victim->power[DISC_WERE_MANT] >= 3)
count -= victim->power[DISC_WERE_MANT] / 3;
else if (IS_ITEMAFF(victim, ITEMA_AFFMANTIS))
count -= 1;
if (victim->power[DISC_DAEM_ATTA] > 0)
count -= victim->power[DISC_DAEM_ATTA] / 3;
if (number_range(1,4) == 2)
count -= 1;
}
if ( count < 1)
count = 1;
sprintf(buf, "Number of attacks: %d\n\r", count);
stc(buf, ch);
return count;
}
/*
* Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype)
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam, wdam;
int diceroll;
int level;
int attack_modify;
int right_hand;
// Assymetric - Newbie protection - 4 hours
// This should never come up, but just in case someone finds a back door into combat
if(!IS_NPC(ch) && !IS_NPC(victim) && ((get_age(victim) - 17) < 2 || (get_age(ch) - 17) < 2))
{
stc("You can't attack newbies or attack as a newbie!\n\r", ch);
stop_fighting(ch, victim);
return;
}
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
return;
if ( !IS_NPC(ch) )
{
if (IS_AFFECTED( ch, AFF_PEACE) && ch->fighting != NULL)
REMOVE_BIT(ch->affected_by, AFF_PEACE);
}
if ( !IS_NPC(victim) )
{
if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL)
REMOVE_BIT(victim->affected_by, AFF_PEACE);
}
/*
* Figure out the type of damage message.
*/
if (handtype == 8)
{
wield = get_eq_char( ch, WEAR_FOURTH );
right_hand = 8;
}
else if (handtype == 4)
{
wield = get_eq_char( ch, WEAR_THIRD );
right_hand = 4;
}
else if (handtype == 2)
{
wield = get_eq_char( ch, WEAR_HOLD );
right_hand = 2;
}
else if (handtype == 0)
{
wield = NULL;
right_hand = 0;
}
else
{
if (IS_SET(ch->act, PLR_RIGHTHAND))
wield = get_eq_char( ch, WEAR_WIELD );
else if (IS_SET(ch->act, PLR_LEFTHAND))
wield = get_eq_char( ch, WEAR_HOLD );
else
{
if (number_range(1,10) > 4)
wield = get_eq_char( ch, WEAR_HOLD );
else
wield = get_eq_char( ch, WEAR_WIELD );
}
right_hand = 1; // improve the right hand anyway...
}
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
}
if (ch->wpn[dt-1000] > 5) level = (ch->wpn[dt-1000] / 5);
else level = 1;
if (level > 40) level = 40;
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if ( IS_NPC(ch) )
{
thac0_00 = 20;
thac0_32 = 0;
}
else
{
thac0_00 = SKILL_THAC0_00;
thac0_32 = SKILL_THAC0_32;
}
thac0 = interpolate( level, thac0_00, thac0_32 ) - char_hitroll(ch);
victim_ac = UMAX( -100, char_ac(victim) / 10 );
if (!can_see( ch, victim ))
victim_ac -= 4;
if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3))
victim_ac += 300;
if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2))
victim_ac += 200;
if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1))
victim_ac += 100;
/*
* The moment of excitement!
*/
while ((diceroll = number_bits( 5 ) ) >= 20)
;
if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
{ /* Miss. */
damage( ch, victim, 0, dt );
tail_chain( );
if (!is_safe(ch,victim))
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
}
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) )
{
dam = number_range( ch->level / 2, ch->level * 3 / 2 );
if (ch->level >= 300) dam *= ch->level / 500;
if ( wield != NULL )
dam += dam * 0.5;
}
else
{
if (dt == gsn_mageshield)
{
dam = (ch->spl[RED_MAGIC] + ch->spl[YELLOW_MAGIC] + ch->spl[GREEN_MAGIC]
+ ch->spl[PURPLE_MAGIC] + ch->spl[BLUE_MAGIC])/5;
dam = number_range(2*dam, 3*dam);
}
else if (wield != NULL && wield->item_type == ITEM_WEAPON)
dam = dice( wield->value[1], wield->value[2] );
else if ( IS_VAMPAFF(ch, VAM_CLAWS) && IS_GAR1(ch, WOLF_RAZORCLAWS))
dam = dice( 25, 35 );
else if ( IS_VAMPAFF(ch,VAM_CLAWS))
dam = dice( 10, 20 );
else
dam = dice( 4, 10 );
// This really shouldn't be done this way, but regardless, I changed the dice to reasonable values
if ((IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
&& ch->pcdata->powers[ASSASSIN_POWER] == 7)
dam += dice( 1, 10 );
if ((IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
&& ch->pcdata->powers[ASSASSIN_POWER] == 8)
dam += dice( 3, 10 );
if ((IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
&& ch->pcdata->powers[ASSASSIN_POWER] == 9)
dam += dice( 5, 10 );
if ((IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
&& ch->pcdata->powers[ASSASSIN_POWER] >= 10)
dam += dice( 7, 10 );
if (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON))
dam += dice( 5, 10 );
}
/*
* Bonuses.
*/
dam += char_damroll(ch);
if (!IS_AWAKE(victim)) dam *= 2;
if (!IS_NPC(ch) && dt >= TYPE_HIT) dam = dam + (dam * (UMIN(350,(ch->wpn[dt-1000]+1)) / 60));
if (IS_CLASS(ch, CLASS_DRAGON)) dam * 3.0;
/* Other Resistances */
if (IS_ITEMAFF(victim, ITEMA_RESISTANCE))
{
dam *= 3;
dam /= 4;
}
/* damage reduction */
if (!IS_NPC(ch) && !IS_NPC(victim)) dam /= 2; /* slow down pk */
if (IS_NPC(ch) && dam > 2000) dam = 2000 + (dam-2000)/2; /* mob damage >2000 halved */
if ( dam <= 0 ) dam = 5;
/* up that damage */
if (!IS_NPC(ch)) {
if (ch->pcdata->upgrade_level == 1)
// dam *= 1.05;
dam *= .55;
else if (ch->pcdata->upgrade_level == 2)
// dam *= 1.10;
dam *= 1.05;
else if (ch->pcdata->upgrade_level == 3)
// dam *= 1.15;
dam *= 1.55;
else if (ch->pcdata->upgrade_level == 4)
// dam *= 1.20;
dam *= 2.05;
else if (ch->pcdata->upgrade_level == 5)
// dam *= 1.25;
dam *= 2.95;
else if (ch->pcdata->upgrade_level == 6)
// dam *= 1.29;
dam *= 3.45;
else if (ch->pcdata->upgrade_level == 7)
// dam *= 1.33;
dam *= 3.55;
else if (ch->pcdata->upgrade_level == 8)
// dam *= 1.36;
dam *= 4.05;
else if (ch->pcdata->upgrade_level == 9)
// dam *= 1.39;
dam *= 4.55;
else if (ch->pcdata->upgrade_level >= 10)
// dam *= 1.42;
dam *= 5.05;
/* 5% extra damage per level */
}
/*
* I doubt this has much effect - Jobo
*/
// Assymetric -- previously this only applied when the victim was an NPC
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE)))
dam *= (1 + ch->power[DISC_VAMP_POTE]/15);
if (IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT)) dam *= 1.5;
}
/*
* This one for angels have no effect, take a look and rebalance. Jobo
*/
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON))) dam *= (1 + ch->pcdata->powers[ANGEL_JUSTICE] / 10);
/* Assymetric - stupidly overpowered and gone
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST))) dam *= 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
dam *=2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ELEMENTAL)) dam *=2;
*/
if ( !IS_NPC(ch) && (IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_DEMPOWER(ch, DEM_MIGHT))
dam *= 1.1;
if (!IS_NPC(ch) && !IS_NPC(victim) && IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) dam *= 1.2;
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)))
{
// Assymetric - I cut all the multipliers here in half
if (ch->pcdata->powers[ASSASSIN_POWER] == 1) dam *= 1.05;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 2) dam *= 1.1;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 3) dam *= 1.15;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 4) dam *= 1.2;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 5) dam *= 1.25;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 6) dam *= 1.3;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 7) dam *= 1.35;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 8) dam *= 1.4;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 9) dam *= 1.45;
else if (ch->pcdata->powers[ASSASSIN_POWER] >= 10) dam *= 1.5;
}
if ( !IS_NPC(ch) && (IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU))) dam *= 1.5;
// if ( !IS_NPC(ch) && (IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU))) dam *= 3.0;
// -Xrak opps i forgot tan hybrids get dam mod of other base class too so i probably shouldnt up it from 3.
if ( !IS_NPC(ch) && (IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_STRONGARMS))
dam *= 1.2;
if ( !IS_NPC(ch) && (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON)))
{
dam *= 1.3;
dam *= 20 + ch->pcdata->powers[PALADIN_POWER];
dam /= 20;
}
if(IS_NPC(victim)) {
if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 1.5 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 1.0 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200);
}
if(!IS_NPC(victim)) {
if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.3 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.1 * (ch->stance[(ch->stance[0])] / 200);
}
if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_3)
&& victim->stance[(victim->stance[0])] >100)
dam *= 0.7;
else if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_2)
&& victim->stance[(victim->stance[0])] >100)
dam *= 0.8;
else if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_1)
&& victim->stance[(victim->stance[0])] >100)
dam *= 0.9;
/* The test ends here */
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_NECROMANCER))
{
if (ch->pcdata->powers[WEAPONSKILL] > 4) dam *=1.2;
if (ch->pcdata->powers[WEAPONSKILL] > 8) dam *=1.3;
}
// Assymetric - this used to be 13.2!
if (!IS_NPC(ch) && (IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER))
&& ch->power[DISC_WERE_BEAR] > 5)
dam *= 1.2;
if (!IS_NPC(victim) && (IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN)) && IS_SET(victim->newbits, NEW_DARKTENDRILS))
{
int ddodge = number_range(1,50);
if (ddodge == 10 || ddodge == 20 || ddodge == 30 || ddodge == 40 || ddodge == 50)
{
stc("#0You dark aura absorbs the damage#n.\n\r",victim);
stc("#0Your opponent's dark aura absorbs your damage#n.\n\r",ch);
dam = 0;
}
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_WRAITH) || IS_CLASS(victim, CLASS_SHADOWBORN)
|| IS_CLASS(victim, CLASS_SHADOW_FIEND) || IS_CLASS(victim, CLASS_VAMPIRIC_MIST)) &&
IS_SET(victim->pcdata->powers[WRAITH_POWERS], WRAITH_DIMEDODGE))
{
if (number_range(1,11) == 2)
{
stc("#0You jump dimensions to dodge their attack.#n\n\r",victim);
stc("#0Your opponent slips temporarily into his dimension, escaping your blow.#n\n\r",ch);
dam = 0;
}
}
if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_ILLUSIONS))
{
int ddodge = number_range(1,50);
if (ddodge == 10 || ddodge == 20 || ddodge == 30 || ddodge == 40 || ddodge == 50)
{
stc("#CYour illusion takes the blow, saving you from harm#n.\n\r",victim);
stc("#CYour weapon passes through your opponent without doing any harm#n.\n\r",ch);
dam = 0;
}
}
if (!IS_NPC(ch) && wield != NULL)
{
if (number_range(1,6) == 2)
{
if (ch->fighting == victim && IS_WEAP(wield,WEAPON_VAMPIRIC))
{
wdam = number_range(1,wield->level / 5 + 1);
act("$p draws life from $n.",victim,wield,NULL,TO_ROOM);
act("You feel $p drawing your life away.",
victim,wield,NULL,TO_CHAR);
hurt_person(ch,victim, wdam);
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FLAMING) || IS_WEAP(wield, WEAPON_ELE_FLAME)))
{
wdam = number_range(1,wield->level / 4 + 1);
if (!IS_SET(ch->act, PLR_BRIEF2)) act("$N is burned by your $p.", ch, wield, victim, TO_CHAR);
if (!IS_SET(victim->act, PLR_BRIEF2)) act("You are burned by $n's $p.", ch, wield, victim, TO_VICT);
fire_effect( (void *) victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch, victim, wdam);
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FROST) || IS_WEAP(wield, WEAPON_ELE_WATER)))
{
int sn = skill_lookup("chill touch");
if (!is_affected(victim,sn)) {
wdam = number_range(1,wield->level / 6 + 2);
if (!IS_SET(ch->act, PLR_BRIEF2)) act("Your $p freezes $N.", ch, wield, victim, TO_CHAR);
if (!IS_SET(victim->act, PLR_BRIEF2)) act("You are frozen by $n's $p.", ch, wield, victim, TO_VICT);
cold_effect(victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch,victim, wdam); }
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && IS_WEAP(wield, WEAPON_ELE_EARTH) )
{
wdam = number_range(1,wield->level / 5 + 2);
act("$p covers $n in acid.",victim,wield,NULL,TO_ROOM);
act("The corrosive touch of $p surrounds you with acid.",
victim,wield,NULL,TO_CHAR);
acid_effect(victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch,victim, wdam);
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_SHOCKING) || IS_WEAP(wield, WEAPON_ELE_AIR)))
{
wdam = number_range(1,wield->level/5 + 2);
act("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM);
act("You are shocked by $p.",victim,wield,NULL,TO_CHAR);
shock_effect(victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch,victim, wdam);
if (victim->hit <= 0) return;
}
}
}
if ( dt == gsn_garotte )
dam *= (number_range(3,5));
if ( dt == gsn_backstab ) {
if (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
&& !IS_NPC(ch) && ch->pcdata->powers[ASSASSIN_COMBAT] >=2)
// Assymetric - why the hell is this so high? At least it's damcapped...
// Cause its backstab assy :) -xrak dont look at me btw *points at jobo*
dam *= number_range(50,60);
else if( IS_CLASS(ch, CLASS_DROW))
{
dam += number_range(100,1000);
dam *= number_range(7,10);
}
else dam *= number_range(2,4);
}
/*
* Damage type modifiers.
*/
if (dt == gsn_magma && IS_CLASS(ch, CLASS_TANARRI)) dam *= 1.5;
if (dt == gsn_magma && (IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU))) dam *= 1.5;
if (dt == gsn_booming && !IS_NPC(ch) && IS_CLASS(ch, CLASS_TANARRI)) dam *= ch->pcdata->tanrank/2; // -xrak rank is max 6 so this is 3
if (dt == gsn_booming && !IS_NPC(ch) && !IS_CLASS(ch, CLASS_TANARRI)) dam *= ch->pcdata->tanrank/2;
/* if (dt == gsn_circle && ch->pcdata->rank == BELT_EIGHT) dam *= 2;
* if (dt == gsn_circle && ch->pcdata->rank == BELT_NINE) dam *= 2.5;
* if (dt == gsn_circle && ch->pcdata->rank == BELT_TEN) dam *= 3.0;
*/
if (dt == gsn_blinky) dam *= 3.5; // Assymetric - this used to be 20! -Xrak +1.5 from me..
if (dt == gsn_circle && IS_CLASS(ch, CLASS_ASSASSIN)) dam *= 2.0;
if (dt == gsn_circle && (IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))) dam *= 3.5;
if (dt == gsn_retribution && IS_CLASS(ch, CLASS_PALADIN)) dam *= 2.0;
if (dt == gsn_retribution && IS_CLASS(ch, CLASS_ANGEL)) dam *= 2.0;
if (dt == gsn_retribution && !IS_CLASS(ch, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_PALADIN)) dam *= 3.5; // -xrak i picked a random modifier
if (dt == gsn_deathaura) dam /= 1.7; // i'll adjust it later
if (dt == gsn_potato) dam /= 2;
if (dt == gsn_shred) dam *= 2;
if (dt == gsn_dblast) dam *= 2;
if (dt == gsn_grimtouch) dam *= 3;
if (dt == gsn_fblast && IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 5; // was 2
if (dt == gsn_wgust && IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 4.5;
if (dt == gsn_torrent && IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 4;
if (dt == gsn_rslide && IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 5;
// if (dt == gsn_abreath && IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 10;
if (dt == gsn_fblast && !IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 5;
if (dt == gsn_wgust && !IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 5;
if (dt == gsn_torrent && !IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 5;
if (dt == gsn_rslide && !IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 5;
// if (dt == gsn_abreath && !IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 11;
// if (dt == gsn_fireball) dam *= 4;
// return;
// }
if (!IS_NPC(ch) && ch->pcdata->legend > 0) dam += ch->pcdata->legend * 200;
// if (ch->pcdata->legend > 0) dam += ch->pcdata->legend * 200;
dam = cap_dam(ch,victim,dam);
if( IS_NPC(ch) && ch->pIndexData->hitplus > 3) dam *=3;
else if( IS_NPC(ch) && ch->pIndexData->hitplus > 0 ) dam *= ch->pIndexData->hitplus;
if( IS_NPC(victim) && !IS_NPC(ch))
{
if( victim->pIndexData->hitnodice > 100 ) victim->pIndexData->hitnodice = 0;
dam = dam * (100 - victim->pIndexData->hitnodice) / 100;
}
attack_modify = dice(1, 100);
randomize_damage(ch,dam,attack_modify);
if (dt == gsn_deathaura && dam >= victim->hit && IS_NPC(victim)) dam = victim->hit-1; /* trust me, Jobo */
damage( ch, victim, dam, dt );
tail_chain( );
if (!is_safe(ch,victim))
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
}
}
int randomize_damage( CHAR_DATA *ch, int dam, int am )
{
dam = dam * (am + 50) / 100;
return dam;
}
int cap_dam(CHAR_DATA *ch, CHAR_DATA *victim, int dam)
{
if (is_safe(ch, victim)) return 0;
if (!IS_NPC(victim)) {
if (victim->pcdata->upgrade_level == 1)
dam *= 0.95;
else if (victim->pcdata->upgrade_level == 2)
dam *= 0.90;
else if (victim->pcdata->upgrade_level == 3)
dam *= 0.85;
else if (victim->pcdata->upgrade_level == 4)
dam *= 0.80;
else if (victim->pcdata->upgrade_level == 5)
dam *= 0.75;
/* 5% less damage per level */
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_DROW) || IS_CLASS(victim, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(victim, CLASS_STALKER) || IS_CLASS(victim, CLASS_SHADOWBORN)))
{
if (IS_SET(victim->pcdata->powers[1], DPOWER_TOUGHSKIN))
dam /= 3;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_WRAITH) || IS_CLASS(victim, CLASS_SHADOWBORN)
|| IS_CLASS(victim, CLASS_SHADOW_FIEND) || IS_CLASS(victim, CLASS_VAMPIRIC_MIST)))
{
dam /=2;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ASSASSIN) || IS_CLASS(victim, CLASS_HELLS_SOLDIER)
|| IS_CLASS(victim, CLASS_BLACK_ASSASSIN) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN))
{
if (victim->pcdata->powers[ASSASSIN_POWER] >= 1) dam /= 2.2;
else dam /=2;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_DRUID)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_NECROMANCER)
|| IS_CLASS(victim, CLASS_ELEMENTAL)))
{
dam /=2;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_PALADIN) || IS_CLASS(victim, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(victim, CLASS_DRUID) || IS_CLASS(victim, CLASS_GOLD_DRAGON)))
{
dam /=2;
dam *= 20 - victim->pcdata->powers[PALADIN_TOUGHNESS];
dam /= 20;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_HEAVENS_SOLDIER) || IS_CLASS(victim, CLASS_TYPHON)
|| IS_CLASS(victim, CLASS_SILVER_DRAGON) || IS_CLASS(victim, CLASS_ANGEL)))
{
dam *= (100 - (victim->pcdata->powers[ANGEL_HARMONY] * 12));
dam /= 100;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_TANARRI)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_BAATEZU)))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_EXOSKELETON)) dam *= 0.20;
if (IS_CLASS(ch, CLASS_ANGEL)) dam *= 0.75; /* trained to kill angels */
}
// if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU)))
// {
// if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_EXOSKELETON)) dam *= 0.40;
// -xrak The random damage uppin boogie. (afterthought)accualy on second thought their gettin dam mod from
// other base class so i should leave this shit alone
// note to self only fuck with dam mods that arnt doubled by other base class
// such as middys and autoattacks.
// if (IS_CLASS(ch, CLASS_ANGEL)) dam *= 0.75; /* trained to kill angels */
// dont need the angel one hybrids aint gonna be able to fight em
// }
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_UNDEAD_LYCAN) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_VAMPIRIC_MIST) || IS_CLASS(victim, CLASS_VAMPIRE)))
{
if (victim->power[DISC_VAMP_PROT] >= 10) dam /= 1.5;
if (victim->power[DISC_VAMP_FORT] > 0)
{
dam *= (100 - (victim->power[DISC_VAMP_FORT] * 5.5));
dam /= 100;
}
}
else dam = dam;
if (!IS_NPC(victim) && (IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND)))
{
if (victim->power[DISC_DAEM_IMMU] > 0)
{
dam *= (100 - (victim->power[DISC_DAEM_IMMU] * 4));
dam /= 100;
}
if (IS_DEMPOWER( victim, DEM_TOUGH)) dam *= 0.8;
if (IS_SET(victim->warp, WARP_STAMINA)) dam *= 0.8;
if (IS_SET(victim->warp, WARP_SBODY)) dam *= 0.8;
if (IS_SET(victim->warp, WARP_CBODY)) dam *= 0.8;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER)))
{
dam *= (100 - (victim->pcdata->powers[UNDEAD_SPIRIT] * 6));
dam /= 100;
}
if (!IS_NPC(victim) && (IS_CLASS(victim,CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER)))
{
if(victim->power[DISC_WERE_BOAR] > 2) dam /= 2;
if(IS_GAR1(victim, WOLF_COCOON)) dam /= 2;
}
if (dam >= 2000) dam = dam - (dam / number_range(3,10) + number_range(10,30));
if (!IS_NPC(victim))
{
dam = dam + (dam / number_range(2,5) + number_range(10,50));
dam *= (number_range(2,4) * number_range(2,3) / number_range(4,6));
}
if (dam <= 0) dam = 1;
if (dam > 1000000) dam = 1000000;
// if (dam > ch->damcap[DAM_CAP])
// dam = number_range( (ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100) );
if ( IS_AFFECTED(victim, AFF_SANCTUARY ) ) dam *= 0.5;
return dam;
}
bool can_counter( CHAR_DATA *ch)
{
if (!IS_NPC(ch) && IS_STANCE(ch, STANCE_MONKEY)) return TRUE;
if (!IS_NPC(ch) && IS_STANCE(ch, STANCE_COUGAR)) return TRUE;
return FALSE;
}
bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim )
{
if (IS_NPC(ch) || IS_NPC(victim)) return FALSE;
else if (IS_STANCE(ch, STANCE_VIPER)) return TRUE;
else if (IS_STANCE(ch, STANCE_MANTIS)) return TRUE;
else if (IS_STANCE(ch, STANCE_TIGER)) return TRUE;
else if (IS_STANCE(ch, STANCE_WOLF)) return TRUE;
else if (IS_STANCE(ch, STANCE_RABBIT)) return TRUE;
else if (IS_STANCE(ch, STANCE_BEAR)) return TRUE;
else if (IS_STANCE(ch, STANCE_COBRA)) return TRUE;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_BYPASS)) return TRUE;
return FALSE;
}
void update_damcap( CHAR_DATA *ch, CHAR_DATA *victim )
{
int max_dam = 1000;
// int i = 0;
if (!IS_NPC(ch))
{
// if (ch->pcdata->upgrade_level > 0) max_dam += ch->pcdata->upgrade_level * 500;
if (ch->generation == 1) max_dam += 250;
if (ch->generation == 2) max_dam += 200;
if (ch->generation == 3) max_dam += 150;
if (ch->generation == 4) max_dam += 100;
if (ch->generation == 5) max_dam += 50;
max_dam += (ch->pcdata->legend *20);
if (ch->pcdata->upgrade_level == 1) max_dam +=1000;
if (ch->pcdata->upgrade_level == 2) max_dam +=2500;
if (ch->pcdata->upgrade_level == 3) max_dam +=3000;
if (ch->pcdata->upgrade_level == 4) max_dam +=3500;
if (ch->pcdata->upgrade_level == 5) max_dam +=4000;
if (ch->pcdata->upgrade_level == 6) max_dam +=4500;
if (ch->pcdata->upgrade_level == 7) max_dam +=5000;
if (ch->pcdata->upgrade_level == 8) max_dam +=5500;
if (ch->pcdata->upgrade_level == 9) max_dam +=6000;
if (ch->pcdata->upgrade_level == 10) max_dam +=6500;
if (ch->pcdata->upgrade_level == 11) max_dam +=7000;
switch( ch->pRank ) { // this will probably need lowered
case 0: max_dam += 250; break; // also thanks scorp-ice for permission.
case 1: max_dam += 500; break;
case 2: max_dam += 1000; break;
case 3: max_dam += 2000; break;
case 4: max_dam += 2500; break;
case 5: max_dam += 3000; break;
case 6: max_dam += 3500; break;
case 7: max_dam += 4000; break;
case 8: max_dam += 4500; break;
case 9: max_dam += 5000; break;
case 10: max_dam += 6000; break;
case 11: max_dam += 6500; break;
case 12: max_dam += 7000; break;
case 13: max_dam += 8000; break;
case 14: max_dam += 8500; break;
case 15: max_dam += 9000; break;
case 16: max_dam += 9500; break;
case 17: max_dam += 10000; break;
case 18: max_dam += 10500; break;
case 19: max_dam += 11000; break;
case 20: max_dam += 12000; break;
case 21: max_dam += 13000; break;
default: break;
}
if (IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
max_dam += ch->pcdata->powers[dragonage] * 330;
if (IS_CLASS(ch, CLASS_HYDRA) || IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_BAATEZU)
|| IS_CLASS(ch, CLASS_TYPHON))
{
max_dam += 1800;
}
//GryphonHawk
if (IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
{
max_dam += (ch->pcdata->powers[dragonage] * 100);
if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS )) max_dam += 145;
if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS )) max_dam += 155;
if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL )) max_dam += 125;
if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LUCK )) max_dam += 125;
if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS)) max_dam += 125;
}
if (!IS_NPC(victim))
{
if (!IS_NPC(ch) && (IS_CLASS(victim, CLASS_DRAGON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON)
|| IS_CLASS(victim, CLASS_GOLD_DRAGON) || IS_CLASS(victim, CLASS_SILVER_DRAGON)))
{
if(IS_SET(victim->pcdata->powers[DPOWER_FLAGS], DRA_LUCK )) max_dam -= 250;
if(IS_SET(victim->pcdata->powers[DPOWER_FLAGS], DRA_TERROR )) max_dam -= 250;
max_dam -= (victim->pcdata->powers[dragonage] * 30);
}
}
if (IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT)) max_dam += 500;
max_dam += ch->pcdata->tanrank*375; /* max rank is 6 btw -xrak */
}
if (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
{
// Assymetric - I actually bumped this up to make Assassins more about getting the one big hit through
max_dam += ch->pcdata->powers[ASSASSIN_POWER] * 325;
}
if (IS_CLASS(ch, CLASS_HYDRA) || IS_CLASS(ch, CLASS_NAZGUL)
|| IS_CLASS(ch, CLASS_TYPHON) || IS_CLASS(ch, CLASS_BAATEZU))
{
max_dam += 4000;
}
if (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL))
{
max_dam += ch->pcdata->powers[ELEMENTAL_FIRE] * 275;
}
if (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST))
{
// max_dam += ch->pcdata->powers[WRAITH_HATE] * 240;
max_dam += 2400;
}
// Hydra Damcap GONNA NEED CHANGED -Xrak, just for testing purposes
// if (IS_CLASS(ch, CLASS_HYDRA) || IS_CLASS(ch, CLASS_TYPHON)
// || IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_BAATEZU))
// {
// max_dam += ch->pcdata->powers[HYDRA_ATTACK] * 240;
// }
if (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON))
{
max_dam += ch->pcdata->powers[PALADIN_POWER]*300;
max_dam += ch->pcdata->powers[PALADIN_COMBAT]*200;
// max_dam += 1800;
if ( IS_SET(ch->newbits, NEW_CUBEFORM) ) max_dam += 2000;
}
if (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
{
max_dam += ch->pcdata->powers[ANGEL_JUSTICE]*125;
max_dam += ch->pcdata->powers[ANGEL_PEACE]*125;
max_dam += ch->pcdata->powers[ANGEL_HARMONY]*125;
max_dam += ch->pcdata->powers[ANGEL_LOVE]*125;
}
if (IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN))
{
max_dam += 500;
if (IS_SET(ch->newbits, NEW_DROWHATE)) max_dam += 650;
if (IS_SET(ch->newbits,NEW_DFORM)) max_dam += 650;
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND)) && ch->in_room != NULL)
{
max_dam += ch->power[DISC_DAEM_ATTA] * 50;
// max_dam += 500;
max_dam += 500;
if (ch->pcdata->souls > 0) max_dam += UMIN(350, 70 * ch->pcdata->souls);
if (ch->in_room->vnum >= 93420 && ch->in_room->vnum <= 93426) max_dam += 6000;
max_dam += (ch->pcdata->stats[DEMON_POWER] * 2);
}
if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE))
{
max_dam += (ch->rage * 5);
if (ch->power[DISC_VAMP_POTE] > 0)
max_dam += (ch->power[DISC_VAMP_POTE] * 50);
if( ch->pcdata->rank == AGE_TRUEBLOOD) max_dam += 600;
else if( ch->pcdata->rank == AGE_LA_MAGRA) max_dam += 500;
else if (ch->pcdata->rank == AGE_METHUSELAH) max_dam += 400;
else if (ch->pcdata->rank == AGE_ELDER) max_dam += 250;
else if (ch->pcdata->rank == AGE_ANCILLA) max_dam += 100;
}
if (IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER))
{
if (ch->rage > 99)
{
max_dam += ch->rage;
max_dam += 400;
}
if (ch->power[DISC_WERE_PAIN] > 9) max_dam += 750;
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_NECROMANCER))
max_dam += ch->pcdata->powers[WEAPONSKILL] * 275;
}
if (IS_ITEMAFF(ch, ITEMA_ARTIFACT)) max_dam += 500;
if (IS_NPC(victim) || victim->stance[0] != STANCE_MONKEY ) {
if (ch->stance[0] == STANCE_BULL) max_dam += 200;
else if (ch->stance[0] == STANCE_DRAGON) max_dam += 250;
else if (ch->stance[0] == STANCE_WOLF) max_dam += 250;
else if (ch->stance[0] == STANCE_TIGER) max_dam += 200;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_3)) max_dam += 550;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_2)) max_dam += 400;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_1)) max_dam += 250;
}
if (!IS_NPC(victim) && ch->stance[0] != STANCE_MONKEY )
{
if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_3)) max_dam -= 550;
else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_2)) max_dam -= 400;
else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_1)) max_dam -= 250;
}
/* Max Dam Reductions */ /* Werewolves */
/* Werewolves */
if (!IS_NPC(victim))
{
int silver_tol = (victim->siltol * 2.5);
if ((IS_CLASS(victim,CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER))
&& IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER))
max_dam += (250 - silver_tol);
if ((IS_CLASS(victim,CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER))
&& IS_ITEMAFF(ch, ITEMA_LEFT_SILVER))
max_dam += (250 - silver_tol);
/* Vampies */
if (!IS_NPC(ch) && (IS_CLASS(victim, CLASS_UNDEAD_LYCAN) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_VAMPIRIC_MIST) || IS_CLASS(victim, CLASS_VAMPIRE)))
max_dam -= (victim->power[DISC_VAMP_FORT] * 50);
if (IS_NPC(ch) || ch->stance[0] != STANCE_MONKEY)
{
if (victim->stance[0] == STANCE_CRAB) max_dam -= 250;
else if (victim->stance[0] == STANCE_DRAGON) max_dam -= 250;
else if (victim->stance[0] == STANCE_SWALLOW) max_dam -= 250;
}
if ((IS_CLASS(victim, CLASS_DEMON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON)
|| IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_SHADOW_FIEND))
&& (victim->in_room->vnum >= 93420 && victim->in_room->vnum <= 93426))
max_dam *= 0.5;
}
if (ch->level >= LEVEL_BUILDER) max_dam = 30000;
// if (ch->level >= LEVEL_BUILDER && !IS_NPC(ch)) max_dam = 100000; // Det er pisse irreterende Thomas.. jeg kan intet teste mod mobs, de doer automatisk. DIE!
ch->damcap[DAM_CAP] = max_dam;
ch->damcap[DAM_CHANGE] = 0;
return;
}
/*
* Inflict damage from a hit.
*/
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
CHAR_DATA *emb;
int hit_loc;
if ( victim->position == POS_DEAD ) return;
if ( ch->embracing != NULL )
{
if ( ( emb = ch->embracing ) != NULL ) stop_embrace(ch,emb);
else stop_embrace(ch,NULL);
}
/*
* Stop up any residual loopholes.
*/
if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim);
if ( dam > ch->damcap[0] ) dam = ch->damcap[0];
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( victim != ch )
{
if (is_safe( ch, victim )) return;
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL ) set_fighting( victim, ch );
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting( ch, victim );
/*
* If victim is charmed, ch might attack victim's master.
*/
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
return;
}
}
if ( victim->master == ch ) stop_follower( victim );
/*
* Damage modifiers.
*/
if ( IS_AFFECTED(ch, AFF_HIDE) )
{
if (!can_see(victim,ch))
{
dam *= 1.5;
send_to_char("You use your concealment to get a surprise attack!\n\r",ch);
}
REMOVE_BIT( ch->affected_by, AFF_HIDE );
act( "$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM );
}
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 )
dam -= dam * 0.25;
if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) && dam > 1 )
dam -= dam * 0.25;
if ( dam < 0 ) dam = 0;
/*
* Check for disarm, trip, parry, and dodge.
*/
if ( dt >= TYPE_HIT )
{
if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5)
disarm( ch, victim );
if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5)
trip( ch, victim );
if (check_dodge( ch, victim, dt))
return;
if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) &&
victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) &&
victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
/* ------------ This is the part for superstances, Jobo ------------------- */
else if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
&& victim->stance[(victim->stance[0])] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
/* ------------ This is the end for superstances, Jobo ------------------- */
if (check_parry( ch, victim, dt)) return;
if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) &&
victim->stance[STANCE_CRANE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) &&
victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
/* ------------ This is the part for superstances, Jobo ------------------- */
else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_RABBIT) &&
victim->stance[STANCE_RABBIT] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_EAGLE) &&
victim->stance[STANCE_EAGLE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
/* ------------ This is the end for superstances, Jobo ------------------- */
if (check_parry( ch, victim, dt)) return;
if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) &&
victim->stance[STANCE_CRANE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) &&
victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
}
}
hit_loc = number_range(1,11);
dam_message( ch, victim, dam, dt, hit_loc);
/*
* Brief 5 System - Jobo
*/
if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_BRIEF5))
{
ch->amount_damage_dealt += dam;
ch->amount_attacks_dealt++;
}
if (!IS_NPC(victim) && IS_SET(victim->extra, EXTRA_BRIEF5))
{
victim->amount_damage_recieved += dam;
victim->amount_attacks_recieved++;
}
if (IS_SET(victim->newbits, NEW_IRONMIND))
{
REMOVE_BIT(victim->newbits, NEW_IRONMIND);
send_to_char("Your focus your full concentration on the attack,\n\r", victim);
send_to_char("and absorb the full impact into your system, channeling it into a healing force.\n\r",victim);
victim->hit += dam;
dam = 0;
}
hurt_person(ch,victim,dam);
dropinvis(ch);
dropinvis(victim);
return;
}
void angel_eye( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int new_dam;
if (IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_EYE) && dam > 100)
{
new_dam = number_range(dam/4,dam/5);
if (new_dam > 300) new_dam = number_range(275,325);
if (new_dam >= victim->hit) new_dam = victim->hit -1;
if (new_dam < 10) new_dam = 10;
hurt_person(victim, ch, new_dam);
sprintf(buf, "God's justice strikes you HARD [#C%d#n]",new_dam);
sprintf(buf2, "The sinner dares to lay hands on you, God's wrath on the sinner [#C%d#n]", new_dam);
act(buf, victim, NULL, ch, TO_VICT);
act(buf2, victim, NULL, ch, TO_CHAR);
}
return;
}
void vamp_bite( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam;
if (IS_SET(ch->extra, EXTRA_BAAL))
{
dam = number_range(100,500);
hurt_person(ch, victim, dam);
ch->pcdata->condition[COND_THIRST] += number_range(1,5);
if (ch->pcdata->condition[COND_THIRST] > 240)
ch->pcdata->condition[COND_THIRST] = 240;
sprintf(buf, "You Have Been BITTEN! [#C%d#n]",dam);
sprintf(buf2, "You Bite Them #[Damage:#C%d#n#R][#nBlood: #C%d#R]\n\r", dam, ch->pcdata->condition[COND_THIRST]);
act(buf, ch, NULL, victim, TO_VICT);
act(buf2, ch, NULL, victim, TO_CHAR);
}
return;
}
void elemental_enflame( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int new_dam;
if (IS_SET(victim->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME) && dam > 100)
{
new_dam = number_range(dam/4,dam/5);
if (new_dam > 300) new_dam = number_range(275,325);
if (new_dam >= victim->hit) new_dam = victim->hit -1;
if (new_dam < 10) new_dam = number_range(275,325);
hurt_person(victim, ch, new_dam);
sprintf(buf, "The Elemental Flames DEVESTATE you [#C%d#n]",new_dam);
sprintf(buf2, "You seek RETRIBUTION! [#C%d#n]", new_dam);
act(buf, victim, NULL, ch, TO_VICT);
act(buf2, victim, NULL, ch, TO_CHAR);
}
return;
}
void hurt_person( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
char buf[MAX_STRING_LENGTH];
victim->hit -= dam;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_ANGEL))
angel_eye(ch,victim,dam); // check for that eye for an eye.
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ELEMENTAL) && !IS_CLASS(ch, CLASS_ELEMENTAL))
elemental_enflame(ch,victim,dam); // check for that eye for an eye. AKA ENFLAME
if (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1)
victim->hit = 1;
if (!IS_NPC(victim) && IS_SET(victim->newbits, NEW_CLOAK) &&victim->hit < 1 )
{
victim->hit += UMIN((victim->max_hit * .1), 4000);
if (IS_CLASS(victim, CLASS_ANGEL)) send_to_char("your cloak of life saves your from certain death.\n\r",victim);
else send_to_char("your cloak of death prevents the destruction of your body.\n\r",victim);
send_to_char("#0They escape your final blow.#n\n\r",ch);
REMOVE_BIT(victim->newbits, NEW_CLOAK);
}
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
act( "$n is mortally wounded, and spraying blood everywhere.", victim, NULL, NULL, TO_ROOM );
send_to_char("You are mortally wounded, and spraying blood everywhere.\n\r", victim );
break;
case POS_INCAP:
act( "$n is incapacitated, and bleeding badly.",victim, NULL, NULL, TO_ROOM );
send_to_char("You are incapacitated, and bleeding badly.\n\r",victim );
break;
case POS_STUNNED:
act( "$n is stunned, but will soon recover.",victim, NULL, NULL, TO_ROOM );
send_to_char("You are stunned, but will soon recover.\n\r", victim );
break;
case POS_DEAD:
act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
send_to_char( "You have been KILLED!!\n\r\n\r", victim );
break;
default:
if ( dam > victim->max_hit / 4 )
send_to_char( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 4 && dam > 0 )
{
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_VAMPIRE) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)) && number_percent() < victim->beast)
vamp_rage(victim);
else
send_to_char( "You sure are BLEEDING!\n\r", victim );
}
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if (!IS_AWAKE(victim)) stop_fighting( victim, FALSE );
/*
* Payoff for killing things.
*/
if (victim->hit <= 0 && IS_NPC(victim))
{
group_gain( ch, victim );
victim->position = POS_DEAD;
}
if ( victim->position == POS_DEAD )
{
if (IS_NPC(victim) && !IS_NPC(ch))
{
ch->mkill += 1;
if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch,CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_BAATEZU) || IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN) || IS_CLASS(ch, CLASS_SHADOW_FIEND)
|| IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEMON))
{
if (IS_NPC(victim) && !IS_SET(victim->act, ACT_NOEXP))
{
if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch,CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_BAATEZU) || IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN) || IS_CLASS(ch, CLASS_SHADOW_FIEND)
|| IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEMON))
{
ch->pcdata->stats[DEMON_CURRENT] += victim->level*5; // these 3 no. were 2, pretty gay
ch->pcdata->stats[DEMON_TOTAL] += victim->level*5;
}
else
ch->pcdata->stats[DROW_POWER] += victim->level*5;
sprintf(buf,"You gain #y(#C%d#y)#n class points.\n\r", victim->level*2);
if (!IS_SET(ch->act, PLR_BRIEF4)) send_to_char(buf,ch);
}
}
if (ch->level == 1 && ch->mkill > 4)
{
ch->level = 2;
do_save(ch,"");
}
}
if (!IS_NPC(victim) && IS_NPC(ch))
{
victim->mdeath = victim->mdeath + 1;
}
raw_kill( victim );
if (!IS_NPC(ch) && !IS_NPC(victim) && victim->pcdata->bounty > 0)
{
sprintf(buf,"You recive a %d QP bounty, for killing %s.\n\r",
victim->pcdata->bounty, victim->name);
send_to_char(buf, ch);
ch->pcdata->quest += victim->pcdata->bounty;
victim->pcdata->bounty =0;
}
if ((IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
&& IS_SET(ch->act, PLR_AUTOSAC) )
do_consume (ch, "corpse");
// if (( IS_CLASS(ch, CLASS_HYDRA) || IS_CLASS(ch, CLASS_NAZGUL)) && IS_SET(ch->act, PLR_AUTOSAC) )
// do_devour (ch, "corpse");
if (IS_SET(ch->act, PLR_AUTOLOOT) )
do_get( ch, "all corpse" );
else
do_look( ch, "in corpse" );
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
if ( IS_SET(ch->act, PLR_AUTOSAC) )
do_sacrifice( ch, "corpse" );
}
return;
}
if ( victim == ch ) return;
tail_chain( );
return;
}
bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
if (!ch->in_room) return TRUE; // when someone calls a one_hit or similar on something/someone who COULD be dead/gone.
if (!victim->in_room) return TRUE;
if (!IS_NPC(victim) && !IS_NPC(ch))
{
// Assymetric - Newbie protection - 4 hours
if((get_age(victim) - 17) < 2 || (get_age(ch) - 17) < 2)
{
stc("You can't attack newbies or attack as a newbie!\n\r", ch);
return TRUE;
}
if ( !CAN_PK(ch) || !CAN_PK(victim) )
{
send_to_char( "Both players must be avatars to fight.\n\r", ch );
return TRUE;
}
}
if (!IS_NPC(ch) && !IS_NPC(victim))
{
if(ch->pcdata->safe_counter > 3)
{
send_to_char("Your are safe for 3 ticks after training avatar.\n\r",ch);
return TRUE;
}
if(victim->pcdata->safe_counter > 3)
{
send_to_char("They are safe for 3 ticks after training avatar.\n\r",ch);
return TRUE;
}
if(ch != victim){
if(!IS_NPC(ch) && !IS_NPC(victim) && !IS_SET(ch->in_room->room_flags, ROOM_ARENA) && ch->combat != victim && victim->combat != ch && !ragnarok){
if(victim->combat != NULL || ch->combat != NULL){
if((ch->combat != victim) || (victim->combat != ch))
{
if(victim->combat != NULL )
// && ( (victim->pcdata->kingdom == 0 || ch->pcdata->kingdom == 0)
// victim->combat->pcdata->kingdom == 0)){
stc("Thats ganging, be nice.\n\r",ch);
return TRUE;
}
if(ch->combat != NULL)
// && ((victim->pcdata->kingdom == 0 || ch->pcdata->kingdom == 0)
// || ch->combat->pcdata->kingdom == 0))
{
stc("Thats ganging, be nice.\n\r",ch);
return TRUE;
}
}
}
}
/*
if (str_cmp(victim->pcdata->lasthit,"") && (str_cmp(ch->pcdata->switchname,victim->pcdata->lasthit)))
{
sprintf(buf,"They are last in battle with %s.\n\r",victim->pcdata->lasthit);
send_to_char(buf,ch);
return TRUE;
}
if ((str_cmp(ch->pcdata->lasthit,"") && str_cmp(ch->pcdata->lasthit,victim->pcdata->switchname)))
{
sprintf(buf,"You are currently in battle with %s.\n\r",ch->pcdata->lasthit);
send_to_char(buf,ch);
return TRUE;
}
*/
if (victim->desc)
{
if (victim->desc->connected >= CON_NOTE_TO && victim->desc->connected <= CON_NOTE_FINISH)
{
send_to_char("That player is writing a note, be nice.\n\r",ch);
return TRUE;
}
}
}
if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
send_to_char( "You cannot while ethereal.\n\r", ch );
return TRUE;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char( "You cannot fight an ethereal person.\n\r", ch );
return TRUE;
}
if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) )
{
send_to_char( "Objects cannot fight!\n\r", ch );
return TRUE;
}
if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH))
{
send_to_char( "You cannot attack an object.\n\r", ch );
return TRUE;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
{
act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if (IS_SET(victim->extra, EXTRA_AFK))
{
send_to_char("They are AFK!\n\r",ch);
return TRUE;
}
if (!IS_NPC(victim) && victim->desc == NULL && victim->timer > 1 && victim->fight_timer == 0)
{
// Timer check to avoid people going ld in the first round.
send_to_char("Nooo, they are linkdead.\n\r",ch);
return TRUE;
}
if (ragnarok && is_upgrade(ch) && !is_upgrade(victim) && !IS_NPC(ch) && !IS_NPC(victim))
{
send_to_char("You cannot attack non-upgrades doing ragnarok.\n\r",ch);
return TRUE;
}
if (ragnarok && !is_upgrade(ch) && is_upgrade(victim) && !IS_NPC(ch) && !IS_NPC(victim))
{
send_to_char("You cannot attack upgrades doing ragnarok.\n\r",ch);
return TRUE;
}
if (victim->fight_timer > 0) return FALSE;
if ( !IS_NPC(ch ) )
if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) REMOVE_BIT(ch->affected_by, AFF_PEACE);
if ( !IS_NPC(victim) )
if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL) REMOVE_BIT(victim->affected_by, AFF_PEACE);
if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) && !ragnarok)
{
send_to_char( "You cannot fight in a safe room.\n\r", ch );
return TRUE;
}
if (IS_NPC(ch) || IS_NPC(victim)) return FALSE;
if (victim->fighting == ch) return FALSE;
if (IS_AFFECTED(ch, AFF_PEACE))
{
send_to_char( "You are unable to attack them.\n\r", ch );
return TRUE;
}
if (IS_AFFECTED(victim, AFF_PEACE))
{
send_to_char( "You can't seem to attack them.\n\r", ch );
return TRUE;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE))
{
send_to_char( "You are unable to attack them.\n\r", ch );
return TRUE;
}
if (IS_ITEMAFF(victim, ITEMA_PEACE))
{
send_to_char( "You can't seem to attack them.\n\r", ch );
return TRUE;
}
return FALSE;
}
/*
* Check for parry.
*/
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *obj = NULL;
int chance = 0;
bool claws = FALSE;
char buf[MSL];
if (!IS_AWAKE(victim)) return FALSE;
if (IS_NPC(victim)) obj = NULL;
else if ((IS_CLASS(victim, CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER)) && victim->power[DISC_WERE_BEAR] > 2
&& IS_VAMPAFF(victim, VAM_CLAWS) && get_eq_char(victim, WEAR_WIELD) == NULL
&& get_eq_char(victim, WEAR_HOLD) == NULL)
{
obj = NULL;
claws = TRUE;
}
else
{
if ((obj = get_eq_char(victim, WEAR_WIELD)) == NULL || obj->item_type != ITEM_WEAPON)
{
if ((obj = get_eq_char(victim, WEAR_HOLD)) == NULL || obj->item_type != ITEM_WEAPON)
return FALSE;
}
}
if ( dt >= 1000 && dt <= 1012 )
{
if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim)) chance += (victim->wpn[dt-1000] * 0.5);
else chance += victim->level;
}
else
{
if (!IS_NPC(ch)) chance -= (ch->wpn[0] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5);
else chance += victim->level;
}
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 0
&& !can_counter(ch) && !can_bypass(ch,victim))
chance += (victim->stance[STANCE_CRANE] * 0.25);
else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 0
&& !can_counter(ch) && !can_bypass(ch,victim))
chance += (victim->stance[STANCE_MANTIS] * 0.25);
/* ------------ This is the part for superstances, Jobo ------------------- */
else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_RABBIT) &&
victim->stance[STANCE_RABBIT] > 0 && !can_counter(ch) &&
!can_bypass(ch,victim))
chance += (victim->stance[STANCE_RABBIT] * 0.30);
/* ------------ This is the end for superstances, Jobo ------------------- */
chance -= (char_hitroll(ch) * 0.1);
if (claws)
{
if (victim->power[DISC_WERE_LYNX] > 3) chance += (char_hitroll(victim) * 0.1);
else chance += (char_hitroll(victim) * 0.075);
}
// if (!IS_NPC(ch) && IS_NPC(victim))
// {
// chance / 3;
// }
if (!IS_NPC(ch))
{
if (ch->pcdata->upgrade_level > 0) chance -= ch->pcdata->upgrade_level*10;
if (IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 15;
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 17;
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 17;
}
if (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON)) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*9;
if (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST)) chance -= ch->pcdata->powers[WRAITH_HATE]*5;
if ((IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE))
&& ch->power[DISC_VAMP_CELE] > 0) chance -= (ch->power[DISC_VAMP_CELE]*3);
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON) || IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch,
CLASS_SHADOW_FIEND)) && IS_DEMPOWER(ch, DEM_SPEED)) chance -= 25;
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_NECROMANCER)) chance -= ch->pcdata->powers[WEAPONSKILL]*3.5;
if (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)) chance -= ch->pcdata->powers[ASSASSIN_COMBAT]*5; // Assymetric - This was 8, now 5
if (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) chance -= ch->pcdata->powers[ELEMENTAL_FIRE]*5; //17
if (IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
chance -= (ch->pcdata->powers[dragonage] * 4);//Gryphonhawk
// if (IS_CLASS(ch, CLASS_HYDRA) || IS_CLASS(ch, CLASS_NAZGUL)
// || IS_CLASS(ch, CLASS_TYPHON) || IS_CLASS(ch, CLASS_BAATEZU)) chance -= 30;
if ((IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN)) && IS_SET(ch->pcdata->powers[1], DPOWER_ARMS)) chance -= 30;
if (IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER)) chance -= ch->power[DISC_WERE_MANT] * 3;
if (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON)) chance -= ch->pcdata->powers[PALADIN_SPEED]*5;
if (IS_ITEMAFF(ch, ITEMA_AFFMANTIS)) chance -= 12;
}
if (!IS_NPC(victim))
{
if (IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
chance += victim->pcdata->powers[dragonage] * 3;//GryphonHawk
// if (IS_CLASS(victim, CLASS_HYDRA) || IS_CLASS(victim, CLASS_NAZGUL)
// || IS_CLASS(victim, CLASS_TYPHON) || IS_CLASS(victim, CLASS_BAATEZU)) chance += victim->pcdata->powers[HYDRA_DEFENSE]*5;
if (victim->pcdata->upgrade_level > 0) chance += victim->pcdata->upgrade_level*10;
if (IS_CLASS(victim, CLASS_TANARRI) || IS_CLASS(victim, CLASS_DEVA)
|| IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 25;
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 17;
if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 12;
}
if (IS_CLASS(victim, CLASS_HEAVENS_SOLDIER) || IS_CLASS(victim, CLASS_TYPHON)
|| IS_CLASS(victim, CLASS_ANGEL) || IS_CLASS(victim, CLASS_SILVER_DRAGON)) chance += victim->pcdata->powers[ANGEL_PEACE]*9;
if (IS_CLASS(victim, CLASS_WRAITH) || IS_CLASS(victim, CLASS_SHADOWBORN)
|| IS_CLASS(victim, CLASS_SHADOW_FIEND) || IS_CLASS(victim, CLASS_VAMPIRIC_MIST)) chance += victim->pcdata->powers[WRAITH_HATE]*5;
if (IS_SET(victim->extra, EXTRA_SLOW)) chance += 10;
if (victim->power[DISC_VAMP_CELE] > 0 && (IS_CLASS(victim, CLASS_UNDEAD_LYCAN) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_VAMPIRIC_MIST) || IS_CLASS(victim, CLASS_VAMPIRE))) chance += (victim->power[DISC_VAMP_CELE]*3);
if ((IS_CLASS(victim, CLASS_DROW) || IS_CLASS(victim, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(victim, CLASS_STALKER) || IS_CLASS(victim, CLASS_SHADOWBORN)) && IS_SET(victim->pcdata->powers[1], DPOWER_ARMS)) chance += 30;
if (IS_SET(victim->newbits, NEW_MONKFLAME)) chance += 4;
if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER)) chance += victim->pcdata->powers[WEAPONSKILL]*4;
if ((IS_CLASS(victim, CLASS_DEMON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON) || IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_SHADOW_FIEND)) && IS_DEMPOWER(victim, DEM_SPEED)) chance += 25;
if (IS_CLASS(victim, CLASS_PALADIN) || IS_CLASS(victim, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(victim, CLASS_DRUID) || IS_CLASS(victim, CLASS_GOLD_DRAGON)) chance += victim->pcdata->powers[PALADIN_SPEED]*5;
}
if (chance > 80) chance = 80;
else if (chance < 20) chance = 20;
if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 10;
// if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)))
// {
// chance ==
if (!IS_NPC(ch) && ch->power[DISC_VAMP_CELE] > 0 && (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE)))
{
// if (IS_NPC(victim)) chance -= 2; /* -xrak vamp vs mob */
if( ch->pcdata->rank == AGE_TRUEBLOOD) chance -= 20;
else if( ch->pcdata->rank == AGE_LA_MAGRA) chance -= 17;
else if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 15;
else if (ch->pcdata->rank == AGE_ELDER) chance -= 10;
else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5;
}
if (!IS_NPC(victim) && victim->power[DISC_VAMP_CELE] > 0 && (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE)))
{
if( victim->pcdata->rank == AGE_TRUEBLOOD) chance += 20;
else if( victim->pcdata->rank == AGE_LA_MAGRA) chance += 17;
else if (victim->pcdata->rank == AGE_METHUSELAH) chance += 15;
else if (victim->pcdata->rank == AGE_ELDER) chance += 10;
else if (victim->pcdata->rank == AGE_ANCILLA) chance += 5;
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU)))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 5;
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 6;
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 5;
}
if ((IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU)) && !IS_NPC(victim))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 5;
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 6;
if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 5;
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST))) chance -= ch->pcdata->powers[WRAITH_HATE]*2;
if (IS_CLASS(victim, CLASS_DRAGON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON)
|| IS_CLASS(victim, CLASS_GOLD_DRAGON) || IS_CLASS(victim, CLASS_SILVER_DRAGON))
chance += (victim->pcdata->powers[dragonage]*2);//GryphonHawk
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON))) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*3;
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_HEAVENS_SOLDIER) || IS_CLASS(victim, CLASS_TYPHON)
|| IS_CLASS(victim, CLASS_ANGEL) || IS_CLASS(victim, CLASS_SILVER_DRAGON))) chance += victim->pcdata->powers[ANGEL_PEACE]*3;
// if (IS_CLASS(victim, CLASS_HYDRA) || IS_CLASS(victim, CLASS_NAZGUL)
// || IS_CLASS(victim, CLASS_TYPHON) || IS_CLASS(victim, CLASS_BAATEZU)) chance -= ch->pcdata->powers[HYDRA_POWER]*2;
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_NECROMANCER))) chance -= ch->pcdata->powers[WEAPONSKILL];
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER))) chance += victim->pcdata->powers[WEAPONSKILL]*1.5;
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON))) chance -= ch->pcdata->powers[PALADIN_SPEED];
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_PALADIN) || IS_CLASS(victim, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(victim, CLASS_DRUID) || IS_CLASS(victim, CLASS_GOLD_DRAGON))) chance += victim->pcdata->powers[PALADIN_SPEED];
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)))
{
if( ch->pcdata->powers[ASSASSIN_POWER] >= 10) chance -= 20;
else if( ch->pcdata->powers[ASSASSIN_POWER] == 9) chance -= 18;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 8) chance -= 16;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 7) chance -= 13;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 6) chance -= 10;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 5) chance -= 7;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 4) chance -= 4;
else if (ch->pcdata->powers[ASSASSIN_POWER] == 1) chance -= 2;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_ASSASSIN) || IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_BLACK_ASSASSIN) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)))
{
if( victim->pcdata->powers[ASSASSIN_POWER] >= 10) chance += 20;
else if ( victim->pcdata->powers[ASSASSIN_POWER] == 9) chance += 18;
else if ( victim->pcdata->powers[ASSASSIN_POWER] == 8) chance += 16;
else if ( victim->pcdata->powers[ASSASSIN_POWER] == 7) chance += 13;
else if ( victim->pcdata->powers[ASSASSIN_POWER] == 6) chance += 12;
else if ( victim->pcdata->powers[ASSASSIN_POWER] == 5) chance += 10;
else if ( victim->pcdata->powers[ASSASSIN_POWER] == 4) chance += 9;
else if ( victim->pcdata->powers[ASSASSIN_POWER] == 3) chance += 6;
else if ( victim->pcdata->powers[ASSASSIN_POWER] == 2) chance += 4;
else if ( victim->pcdata->powers[ASSASSIN_POWER] == 1) chance += 2;
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)))
{
if( ch->pcdata->powers[ELEMENTAL_FIRE] == 5) chance -= 20;
else if( ch->pcdata->powers[ELEMENTAL_FIRE] == 4) chance -= 18;
else if (ch->pcdata->powers[ELEMENTAL_FIRE] == 3) chance -= 16;
else if (ch->pcdata->powers[ELEMENTAL_FIRE] == 2) chance -= 13;
else if (ch->pcdata->powers[ELEMENTAL_FIRE] == 1) chance -= 10;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_DRUID)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_NECROMANCER)
|| IS_CLASS(victim, CLASS_ELEMENTAL)))
{
if( victim->pcdata->powers[ELEMENTAL_FIRE] == 5) chance += 20;
else if ( victim->pcdata->powers[ELEMENTAL_FIRE] == 4) chance += 18;
else if ( victim->pcdata->powers[ELEMENTAL_FIRE] == 3) chance += 16;
else if ( victim->pcdata->powers[ELEMENTAL_FIRE] == 2) chance += 13;
else if ( victim->pcdata->powers[ELEMENTAL_FIRE] == 1) chance += 12;
}
if(!IS_NPC(ch) && (IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND)))
chance -= (ch->power[DISC_DAEM_ATTA]);
if(!IS_NPC(victim) && (IS_CLASS(victim, CLASS_DEMON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON)
|| IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_SHADOW_FIEND)))
chance += (victim->power[DISC_DAEM_ATTA]);
if(IS_NPC(ch))
{
chance -= ch->level * .2;
if(chance < 0) chance = 5;
}
if (number_percent( ) < 100 && number_percent( ) >= chance)
return FALSE;
if (!IS_NPC(victim))
{
if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1,3) != 2) return FALSE;
}
if (!IS_NPC(ch) && IS_NPC(victim)
&& IS_SET(ch->newbits, NEW_FIGHTDANCE)
&& IS_CLASS(ch, CLASS_DROW)
&& number_percent() >=50
&& ((( obj = get_eq_char(ch, WEAR_WIELD )) != NULL && ( obj->value[3] == 4 || obj->value[3] == 11))
|| ((obj = get_eq_char (ch, WEAR_HOLD))!= NULL &&( obj->value[3] == 4 || obj->value[3] == 11))))
{
act( "$n's dark weapon dances around your defences, making a strange sound.", ch, NULL, victim, TO_VICT );
act( "Your sacrificial weapon hums in the air as it dances $N's defences.", ch, obj, victim, TO_CHAR );
return FALSE;
}
if (claws)
{
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
{
if (IS_CLASS(victim, CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN))
act( "You parry $n's blow with your claws.", ch, NULL, victim, TO_VICT );
else
act( "You parry $n's blow with your Adamantium hands.", ch,NULL,victim, TO_VICT);
}
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
{
if (IS_CLASS(victim, CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN))
act( "$N parries your blow with $S claws.", ch, NULL, victim, TO_CHAR );
else
act( "$N parries your blow with $S Adamantium claws.", ch,NULL,victim, TO_CHAR);
}
return TRUE;
}
if (!IS_NPC(victim) && obj != NULL && obj->item_type == ITEM_WEAPON && obj->value[3] >= 0 && obj->value[3] <= 12)
{
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
act( "You parry $n's blow with $p.", ch, obj, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
act( "$N parries your blow with $p.", ch, obj, victim, TO_CHAR );
return TRUE;
}
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
int chance = 0;
char buf[MSL];
if (!IS_AWAKE(victim)) return FALSE;
if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1);
else chance -= (ch->level * 0.75);
if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5);
else chance += victim->level;
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 0
&& !can_counter(ch) &&!can_bypass(ch,victim))
chance += victim->stance[STANCE_MONGOOSE] * 0.25;
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 0
&& !can_counter(ch) && !can_bypass(ch,victim))
chance += victim->stance[STANCE_SWALLOW] * 0.25;
// if (IS_NPC(victim)) chance += 20;
/* ------------ This is the part for superstances, Jobo ------------------- */
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_EAGLE) &&
victim->stance[STANCE_EAGLE] > 0 && !can_counter(ch) &&
!can_bypass(ch,victim))
(chance += victim->stance[STANCE_EAGLE] * 0.30);
/* ------------ This is the end for superstances, Jobo ------------------- */
if (!IS_NPC(ch))
{
if (ch->pcdata->upgrade_level > 0) chance -= ch->pcdata->upgrade_level*10;
if (IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 15;
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 17;
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 17;
}
if (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON)) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*9;
if ((IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)) && ch->pcdata->powers[ASSASSIN_POWER] >= 6) chance -= 25;
if (ch->power[DISC_VAMP_CELE] > 0 && (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE))) chance -= (ch->power[DISC_VAMP_CELE]*4);
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON) || IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND)) && IS_DEMPOWER( ch, DEM_SPEED)) chance -= 25;
if ((IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER)) && ch->power[DISC_WERE_MANT] > 6) chance -= (ch->power[DISC_WERE_MANT] * 3);
// Assymetric -- this used to not work for wolves, but it should be fine as long as they don't have the power naturally
else if (IS_ITEMAFF(ch, ITEMA_AFFMANTIS)) chance -= 12;
if ((IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN)) && IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) chance -= 50;
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_NECROMANCER)) chance -= ch->pcdata->powers[WEAPONSKILL]*4;
if (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON)) chance -= ch->pcdata->powers[PALADIN_SPEED]*5;
if (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) chance -= 50;
}
if (!IS_NPC(victim))
{
if (victim->pcdata->upgrade_level > 0) chance += victim->pcdata->upgrade_level*10;
if (IS_CLASS(victim, CLASS_TANARRI) || IS_CLASS(victim, CLASS_DEVA)
|| IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 18;
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 17;
if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 14;
}
if (IS_CLASS(victim, CLASS_HEAVENS_SOLDIER) || IS_CLASS(victim, CLASS_TYPHON)
|| IS_CLASS(victim, CLASS_ANGEL) || IS_CLASS(victim, CLASS_SILVER_DRAGON)) chance += victim->pcdata->powers[ANGEL_PEACE]*9;
if (victim->power[DISC_VAMP_CELE] > 0 && (IS_CLASS(victim, CLASS_UNDEAD_LYCAN) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_VAMPIRIC_MIST) || IS_CLASS(victim, CLASS_VAMPIRE))) chance += (victim->power[DISC_VAMP_CELE]*3);
if ((IS_CLASS(victim, CLASS_DEMON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON)
|| IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_SHADOW_FIEND))
&& IS_DEMPOWER( victim, DEM_SPEED)) chance += 25;
if (IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
chance += (victim->pcdata->powers[dragonage] *3);//GryphonHawk
// if (IS_CLASS(victim, CLASS_HYDRA) || IS_CLASS(victim, CLASS_NAZGUL)
// || IS_CLASS(victim, CLASS_TYPHON) || IS_CLASS(victim, CLASS_BAATEZU)) chance += 32;
if (IS_SET(victim->extra, EXTRA_SLOW)) chance += 10;
if ((IS_CLASS(victim,CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER)) && victim->power[DISC_WERE_MANT] > 6) chance +=(victim->power[DISC_WERE_MANT] * 3.5);
// Assymetric -- this used to not work for werewolves, but it should be fine as long as it's not on naturally
else if (IS_ITEMAFF(victim,ITEMA_AFFMANTIS)) chance += 15;
if ((IS_CLASS(victim, CLASS_DROW) || IS_CLASS(victim, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(victim, CLASS_STALKER) || IS_CLASS(victim, CLASS_SHADOWBORN)) && IS_SET(victim->pcdata->powers[1], DPOWER_SPEED)) chance += 50;
if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER)) chance += victim->pcdata->powers[WEAPONSKILL]*4.5;
if (IS_CLASS(victim, CLASS_PALADIN) || IS_CLASS(victim, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(victim, CLASS_DRUID) || IS_CLASS(victim, CLASS_GOLD_DRAGON)) chance += victim->pcdata->powers[PALADIN_SPEED]*5;
if (IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_DRUID)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_NECROMANCER)
|| IS_CLASS(victim, CLASS_ELEMENTAL)) chance += 50;
}
if (chance > 80) chance = 80;
else if (chance < 20) chance = 20;
if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 10;
if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_BEAST)) chance += 10;
if ( !IS_NPC(victim) && (IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU)))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 5;
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 6;
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 5;
}
if ( !IS_NPC(ch) && (IS_CLASS(victim, CLASS_TANARRI) || IS_CLASS(victim, CLASS_DEVA)
|| IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU)))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 5;
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 6;
if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 5;
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON))) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*3;
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_HEAVENS_SOLDIER) || IS_CLASS(victim, CLASS_TYPHON)
|| IS_CLASS(victim, CLASS_ANGEL) || IS_CLASS(victim, CLASS_SILVER_DRAGON))) chance += victim->pcdata->powers[ANGEL_PEACE]*3;
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST))) chance -= ch->pcdata->powers[WRAITH_HATE]*2;
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_WRAITH) || IS_CLASS(victim, CLASS_SHADOWBORN)
|| IS_CLASS(victim, CLASS_SHADOW_FIEND) || IS_CLASS(victim, CLASS_VAMPIRIC_MIST))) chance +=
victim->pcdata->powers[WRAITH_HATE]*2;
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_DROW) || IS_CLASS(victim, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(victim, CLASS_STALKER) || IS_CLASS(victim, CLASS_SHADOWBORN))
&& IS_SET(victim->pcdata->powers[1], DPOWER_SPEED)) chance += 20;
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_DRUID)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_NECROMANCER)
|| IS_CLASS(victim, CLASS_ELEMENTAL))) chance += 20;
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL))) chance += 20;
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_DEMON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON) || IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_SHADOW_FIEND)) && IS_DEMPOWER( victim, DEM_SPEED)) chance += 25;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL];
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER))) chance += victim->pcdata->powers[WEAPONSKILL]*2;
if (!IS_NPC(ch) && (IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER)) && ch->power[DISC_WERE_MANT] > 6) chance -= (ch->power[DISC_WERE_MANT]);
if (!IS_NPC(victim) && (IS_CLASS(victim,CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER)) && victim->power[DISC_WERE_MANT] > 6) chance += (victim->power[DISC_WERE_MANT]);
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE)))
{
if( ch->pcdata->rank == AGE_TRUEBLOOD) chance -= 20;
else if (ch->pcdata->rank == AGE_LA_MAGRA) chance -= 17;
else if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 10;
else if (ch->pcdata->rank == AGE_ELDER) chance -= 7;
else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 3;
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON)))
{
chance -= ch->pcdata->powers[PALADIN_SPEED];
chance -= ch->pcdata->powers[PALADIN_PRACTICE];
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_PALADIN) || IS_CLASS(victim, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(victim, CLASS_DRUID) || IS_CLASS(victim, CLASS_GOLD_DRAGON)))
{
chance += victim->pcdata->powers[PALADIN_SPEED];
chance += victim->pcdata->powers[PALADIN_PRACTICE];
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)))
{
chance -= 20; //ch->pcdata->powers[ELEMENTAL_FIRE];
chance -= 20; //ch->pcdata->powers[ELEMENTAL_AIR];
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_DRUID)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_NECROMANCER)
|| IS_CLASS(victim, CLASS_ELEMENTAL)))
{
chance += victim->pcdata->powers[ELEMENTAL_FIRE];
chance += victim->pcdata->powers[ELEMENTAL_AIR];
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)))
{
if( ch->pcdata->powers[ASSASSIN_POWER] >= 10) chance -= 20;
else if( ch->pcdata->powers[ASSASSIN_POWER] >= 9) chance -= 18;
else if( ch->pcdata->powers[ASSASSIN_POWER] >= 8) chance -= 17;
else if( ch->pcdata->powers[ASSASSIN_POWER] >= 7) chance -= 14;
else if( ch->pcdata->powers[ASSASSIN_POWER] >= 6) chance -= 12;
else if( ch->pcdata->powers[ASSASSIN_POWER] >= 5) chance -= 10;
else if( ch->pcdata->powers[ASSASSIN_POWER] >= 4) chance -= 9;
else if( ch->pcdata->powers[ASSASSIN_POWER] >= 3) chance -= 7;
else if( ch->pcdata->powers[ASSASSIN_POWER] >= 2) chance -= 4;
else if( ch->pcdata->powers[ASSASSIN_POWER] >= 1) chance -= 2;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_UNDEAD_LYCAN) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_VAMPIRIC_MIST) || IS_CLASS(victim, CLASS_VAMPIRE)))
{
if(victim->pcdata->rank == AGE_TRUEBLOOD) chance += 20;
else if(victim->pcdata->rank == AGE_LA_MAGRA) chance += 17;
else if (victim->pcdata->rank == AGE_METHUSELAH) chance += 10;
else if (victim->pcdata->rank == AGE_ELDER) chance += 7;
else if (victim->pcdata->rank == AGE_ANCILLA) chance += 3;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_ASSASSIN) || IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_BLACK_ASSASSIN) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)))
{
if( victim->pcdata->powers[ASSASSIN_POWER] >= 10) chance += 20;
else if( victim->pcdata->powers[ASSASSIN_POWER] >= 9) chance += 18;
else if (victim->pcdata->powers[ASSASSIN_POWER] >= 8) chance += 17;
else if (victim->pcdata->powers[ASSASSIN_POWER] >= 7) chance += 14;
else if (victim->pcdata->powers[ASSASSIN_POWER] >= 6) chance += 11;
else if (victim->pcdata->powers[ASSASSIN_POWER] >= 5) chance += 9;
else if (victim->pcdata->powers[ASSASSIN_POWER] >= 4) chance += 7;
else if (victim->pcdata->powers[ASSASSIN_POWER] >= 3) chance += 5;
else if (victim->pcdata->powers[ASSASSIN_POWER] >= 2) chance += 4;
else if (victim->pcdata->powers[ASSASSIN_POWER] >= 1) chance += 2;
}
if (IS_NPC(ch))
{
chance -= ch->level * .2;
if(chance < 0) chance = 5;
}
if ( chance > 80) chance = 80;
if (!IS_NPC(victim))
{
if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1,3) != 2) return FALSE;
}
if ( number_percent( ) >= chance )
return FALSE;
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
/*
* Set position of a victim.
*/
void update_pos( CHAR_DATA *victim )
{
CHAR_DATA *mount;
if (victim->hit > 0)
{
if (victim->position <= POS_STUNNED)
{
bool gm_stance = FALSE;
victim->position = POS_STANDING;
if (!IS_NPC(victim) && victim->stance[0] > 0)
{
int stance = victim->stance[0];
if (victim->stance[stance] >= 200) gm_stance = TRUE;
}
if (IS_NPC(victim) || victim->max_hit * 0.25 > victim->hit)
{
act( "$n clambers back to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You clamber back to your feet.", victim, NULL, NULL, TO_CHAR);
}
else
{
act( "$n flips back up to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You flip back up to your feet.", victim, NULL, NULL, TO_CHAR);
}
}
return;
}
else if ((mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off $N.",mount,NULL,victim,TO_ROOM);
act("You roll off $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
if (!IS_NPC(victim) && victim->hit <=-11 && IS_HERO(victim))
{
victim->hit = -10;
if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE);
return;
}
if (!IS_NPC(victim) && victim->hit <-9 && !IS_HERO(victim))
{
victim->hit = 1;
do_killperson(victim,victim->name);
victim->mdeath=victim->mdeath+1;
}
if(IS_NPC(victim) && victim->hit < -6 )
{
victim->position = POS_DEAD;
return;
}
if (victim->hit <= -6 ) victim->position = POS_MORTAL;
else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
else victim->position = POS_STUNNED;
return;
}
/*
* Start fights.
*/
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
// Assymetric - Newbie protection - 4 hours
// This should never come up, but just in case someone finds a back door into combat
if(!IS_NPC(ch) && !IS_NPC(victim) && ch != victim){
if(victim->combat == NULL) victim->hitfirst = FALSE;
if(ch->combat == NULL) ch->hitfirst = TRUE;
if(ch->combat == NULL) ch->combat = victim;
if(victim->combat == NULL) victim->combat = ch;
ch->fight_timer += 1;
victim->fight_timer += 1;
}
if(!IS_NPC(ch) && !IS_NPC(victim) && ((get_age(victim) - 17) < 2 || (get_age(ch) - 17) < 2))
{
stc("You can't attack newbies or attack as a newbie!\n\r", ch);
stop_fighting(ch, victim);
return;
}
if (ch->fighting != NULL) return;
if ( IS_AFFECTED(ch, AFF_SLEEP) )
affect_strip( ch, gsn_sleep );
ch->fighting = victim;
ch->position = POS_FIGHTING;
ch->damcap[DAM_CHANGE] = 1;
autodrop(ch);
autodrop(victim);
dropinvis(ch);
dropinvis(victim);
return;
}
/*
* Stop fights.
*/
void stop_embrace( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( victim == NULL)
{
ch->embracing=NULL;
return;
}
victim->embraced=NULL;
ch->embracing=NULL;
return;
}
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
CHAR_DATA *fch;
for ( fch = char_list; fch != NULL; fch = fch->next )
{
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
fch->position = POS_STANDING;
update_pos( fch );
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
if (!ch) return;
if (ch->in_room == NULL)
{
return;
}
if ( IS_NPC(ch) )
{
name = ch->short_descr;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
corpse->timer = number_range( 4, 8 );
corpse->value[2]= ch->pIndexData->vnum;
}
else
{
name = ch->name;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
corpse->timer = number_range( 25, 40 );
}
if (IS_SET(ch->extra, EXTRA_ZOMBIE))
SET_BIT(corpse->quest, QUEST_ZOMBIE);
sprintf( buf, corpse->short_descr, name );
free_string( corpse->short_descr );
corpse->short_descr = str_dup( buf );
sprintf( buf, corpse->description, name );
free_string( corpse->description );
corpse->description = str_dup( buf );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_char( obj );
if (IS_SET( obj->extra_flags, ITEM_VANISH )) extract_obj( obj );
else
{
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_obj( obj, corpse );
}
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( corpse, ch->in_room );
return;
}
void make_part( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int vnum;
argument = one_argument(argument,arg);
vnum = 0;
if (arg[0] == '\0') return;
if (ch->in_room == NULL) return;
if (!str_cmp(arg,"head")) vnum = OBJ_VNUM_SEVERED_HEAD;
else if (!str_cmp(arg,"arm")) vnum = OBJ_VNUM_SLICED_ARM;
else if (!str_cmp(arg,"leg")) vnum = OBJ_VNUM_SLICED_LEG;
else if (!str_cmp(arg,"heart")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"turd")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"entrails")) vnum = OBJ_VNUM_SPILLED_ENTRAILS;
else if (!str_cmp(arg,"brain")) vnum = OBJ_VNUM_QUIVERING_BRAIN;
else if (!str_cmp(arg,"eyeball")) vnum = OBJ_VNUM_SQUIDGY_EYEBALL;
else if (!str_cmp(arg,"blood")) vnum = OBJ_VNUM_SPILT_BLOOD;
else if (!str_cmp(arg,"face")) vnum = OBJ_VNUM_RIPPED_FACE;
else if (!str_cmp(arg,"windpipe")) vnum = OBJ_VNUM_TORN_WINDPIPE;
else if (!str_cmp(arg,"ear")) vnum = OBJ_VNUM_SLICED_EAR;
else if (!str_cmp(arg,"nose")) vnum = OBJ_VNUM_SLICED_NOSE;
else if (!str_cmp(arg,"tooth")) vnum = OBJ_VNUM_KNOCKED_TOOTH;
else if (!str_cmp(arg,"tongue")) vnum = OBJ_VNUM_TORN_TONGUE;
else if (!str_cmp(arg,"hand")) vnum = OBJ_VNUM_SEVERED_HAND;
else if (!str_cmp(arg,"foot")) vnum = OBJ_VNUM_SEVERED_FOOT;
else if (!str_cmp(arg,"thumb")) vnum = OBJ_VNUM_SEVERED_THUMB;
else if (!str_cmp(arg,"index")) vnum = OBJ_VNUM_SEVERED_INDEX;
else if (!str_cmp(arg,"cracked_head")) vnum = OBJ_VNUM_CRACKED_HEAD;
else if (!str_cmp(arg,"middle")) vnum = OBJ_VNUM_SEVERED_MIDDLE;
else if (!str_cmp(arg,"ring")) vnum = OBJ_VNUM_SEVERED_RING;
else if (!str_cmp(arg,"little")) vnum = OBJ_VNUM_SEVERED_LITTLE;
else if (!str_cmp(arg,"toe")) vnum = OBJ_VNUM_SEVERED_TOE;
if ( vnum != 0 )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
char *name;
name = IS_NPC(ch) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ), 0 );
obj->timer = number_range( 4, 7 ); // try this.. might work. Jobo
/*
if (IS_NPC(ch)) obj->timer = number_range(2,5);
else obj->timer = -1;
*/
if (!str_cmp(arg,"head") && IS_NPC(ch))
obj->value[1] = ch->pIndexData->vnum;
else if (!str_cmp(arg,"head") && !IS_NPC(ch))
{ch->pcdata->chobj = obj; obj->chobj = ch;obj->timer = number_range(1,2); obj->item_type = ITEM_HEAD;}
else if (!str_cmp(arg,"arm"))
SET_BIT(obj->extra_flags2, ITEM_ARM);
else if (!str_cmp(arg,"brain") && !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) && IS_HEAD(ch, LOST_HEAD))
{
if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL;
ch->pcdata->chobj = obj;
obj->chobj = ch;
obj->timer = number_range(1,2);
obj->item_type = ITEM_HEAD;
}
if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 2;
if (!IS_NPC(ch))
{
sprintf( buf, obj->name, name );
free_string( obj->name );
obj->name = str_dup( buf );
}
else
{
sprintf( buf, obj->name, "mob" );
free_string( obj->name );
obj->name = str_dup( buf );
}
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( obj, ch->in_room );
}
return;
}
void raw_kill( CHAR_DATA *victim )
{
CHAR_DATA *mount;
stop_fighting( victim, TRUE );
make_corpse( victim );
if ( (mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off the corpse of $N.",mount,NULL,victim,TO_ROOM);
act("You roll off the corpse of $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
if ( IS_NPC(victim) )
{
victim->pIndexData->killed++;
kill_table[URANGE(0, victim->level, MAX_LEVEL-2)].killed++;
extract_char( victim, TRUE );
return;
}
extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL))
{
victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
}
else if (IS_AFFECTED(victim,AFF_POLYMORPH)) victim->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED(victim,AFF_ETHEREAL)) victim->affected_by = AFF_ETHEREAL;
else victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
victim->pcdata->stats[DEMON_POWER] = 0;
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->armor = 100;
victim->position = POS_RESTING;
victim->hit = UMAX( 1, victim->hit );
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
do_call(victim,"all");
save_char_obj( victim );
return;
}
void behead( CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC(victim)) return;
powerdown(victim); /* remove all class shit - Jobo */
location = victim->in_room;
stop_fighting( victim, TRUE );
make_corpse( victim );
extract_char( victim, FALSE );
char_from_room(victim);
char_to_room(victim,location);
if (victim == NULL)
{bug( "Behead: Victim no longer exists.", 0 );return;}
make_part( victim, "head" );
while ( victim->affected )
affect_remove( victim, victim->affected );
victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
REMOVE_BIT(victim->extra, EXTRA_LABOUR);
victim->pcdata->stats[DEMON_POWER] = 0;
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->affected_by = 0;
victim->armor = 100;
victim->position = POS_STANDING;
victim->hit = 1;
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
victim->pcdata->sit_safe = 0;
victim->fight_timer = 0;
SET_BIT(victim->loc_hp[0],LOST_HEAD);
SET_BIT(victim->affected_by,AFF_POLYMORPH);
sprintf(buf,"the severed head of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
do_call(victim,"all");
save_char_obj( victim );
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
CHAR_DATA *mount;
long xp;
int xp2;
int temp_modifier;
int temp;
int members;
int newmembers;
int startexp;
/*
* Monsters don't get kill xp's or alignment changes.
* P-killing doesn't help either.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
startexp = xp;
if ((IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch) return;
members = 0;
newmembers = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( gch != ch && is_same_group( gch, ch ) && !IS_NPC(gch) && gch->played > NEWB_HOURS)
members++;
else if ( gch != ch && is_same_group( gch, ch ) && !IS_NPC(gch) && gch->played <= NEWB_HOURS )
newmembers++;
}
/* if ( members == 0 )
{
bug( "Group_gain: members.", members );
members = 1;
}*/
lch = (ch->leader != NULL) ? ch->leader : ch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
int xp_modifier = 100;
if (!is_same_group( gch, ch )) continue;
xp = xp_compute( gch, victim ) * 2.25;
sprintf(buf2,"#RExp modifiers #G:");
if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_GOOD(gch) && IS_EVIL(victim)))
{
xp_modifier += 25;
strcat(buf2," #Calignment#n");
}
if (gch != NULL && gch->desc != NULL)
{
if (gch->desc->out_compress)
{
xp_modifier += 35;
strcat(buf2," #Cmccp#n");
}
}
if (global_exp)
{
xp_modifier += 100;
strcat(buf2," #Chappy hour#n");
}
if ((IS_EVIL(gch) && IS_EVIL(victim)) || (IS_GOOD(gch) && IS_GOOD(victim)))
{
xp_modifier -= 25;
strcat(buf2," #palignment#n");
}
if ((temp = get_ratio(gch)) > 100)
// if (!IS_NPC(ch))
{
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #Cpkscore#n");
}
/*
if (!IS_NPC(gch) && gch->pcdata->kingdom != 0)
{
xp_modifier -= 5;
strcat(buf2," #ptithe#n");
}
*/
if (members > 0)
{
strcat(buf2," #pgrouped#n");
// xp_modifier *= 5 members;
xp_modifier += 5;
}
if((get_age(gch)-17)<2) /* 4 hours worth of newbie exp. */
{
xp_modifier += 100;
strcat(buf2," #Cnewbie#n");
}
if (newmembers > 0)
{
strcat(buf2," #Cnewbie-helper#n");
if(newmembers > 3) newmembers = 3;
xp_modifier += 5 * newmembers;
// xp_modifier += 20;
}
strcat(buf2,"\n\r");
xp = xp * xp_modifier / 100;
//if( xp < startexp ) xp = startexp;
if (!IS_SET(gch->brief, BRIEF_BRIEF4)) send_to_char(buf2,gch);
sprintf(buf2,"#RTotal modifier #G:#n %d percent bonus\n\r",xp_modifier - 100);
do_autosave(ch, "");
if (!IS_SET(gch->brief, BRIEF_BRIEF4)) send_to_char(buf2,gch);
if(xp > 400000000) xp = number_range(55000000,700000000);
if(xp < 0) xp = number_range(45000000,700000000);
if (gch->exp > 2000000000)
{
send_to_char("YOU CANNOT GAIN ANY MORE EXP!\n\r",gch);
xp = 0;
// gch->exp -= 2000000000;
// if(!IS_NPC(gch)) gch->pcdata->quest += 20000;
}
if ((gch->exp + xp) > 1000000000)
{
xp -= (1000000000 - gch->exp);
gch->exp = 0;
gch->pcdata->quest += 15000;
stc("You turn 1 billion exp into 15K qps.\n\r", gch);
}
{
xp2 = xp;
sprintf( buf, "You receive %d experience points.\n\r", xp2 );
}
send_to_char( buf, gch );
if ((mount = gch->mount) != NULL) send_to_char( buf, mount );
gain_exp( gch, xp );
}
return;
}
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim )
{
double xp;
int vnum;
if (victim->level < 100)
xp = 300 - URANGE(-5, 3 - (victim->level * 5/3), 6 ) * 100;
else
xp = 300 - URANGE(-5, 3 - (victim->level*5/3), 6 ) * 50;
/*
* Put in mob vnum that you don't want players to gain exp for
* Rotain
*/
if (IS_NPC(victim) && (vnum = victim->pIndexData->vnum) > 29000)
{
switch (vnum)
{
default:
break;
case 29600:
case 30001:
case 30006:
case 30007:
case 30008:
case 30009:
case 30000:
case 90001:
case 90101:
case 90201:
case 90301:
case 90401:
case 90501:
case 90601:
case 90701:
case 90801:
case 90901:
case 90100: /* Kingdom healers 90x00 */
case 90200:
case 90300:
case 90400:
case 90500:
case 90600:
case 90700:
case 90800:
case 90900:
return 0;
}
}
/*
* Adjust for popularity of target:
* -1/8 for each target over 'par' (down to -100%)
* +1/8 for each target under 'par' ( up to + 25%)
*/
xp -= xp * number_range( 0, 2 ) / 8;
xp = number_range( xp * 3 / 4, xp * 5 / 4 );
xp = UMAX( 0, xp );
xp = (xp * (victim->level) * 1.60);
xp = xp * 25.2; /* Put in cause players compaling to little exp :P */
if (!IS_NPC(gch))
{
gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level;
if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL])
gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level;
gch->pcdata->score[SCORE_TOTAL_XP] += xp;
if (xp > gch->pcdata->score[SCORE_HIGH_XP])
gch->pcdata->score[SCORE_HIGH_XP] += xp;
}
if ((gch->exp + xp) > 1000000000)
{
xp -= (1000000000 - gch->exp);
gch->exp = 0;
gch->pcdata->quest += 15000;
stc("You turn 1 billion exp into 15K qps.\n\r", gch);
}
if (!IS_NPC(gch) && xp > 499 && gch->pcdata->disc_points != 999 && gch->pcdata->disc_research != -1)
{
if (!IS_SET(gch->brief, BRIEF_BRIEF4)) stc("#RYou gained a discipline point.#n\n\r", gch);
gain_disc_points(gch, 1);
if (!IS_SET(gch->brief, BRIEF_BRIEF4)) if (victim->level > 200 && gch->pcdata->disc_points != 999)
{
stc("#RYou gained a discipline point.#n\n\r", gch);
gain_disc_points(gch, 1);
}
if (!IS_SET(gch->brief, BRIEF_BRIEF4)) if (victim->level > 300 && gch->pcdata->disc_points != 999)
{
stc("#RYou gained a discipline point.#n\n\r", gch);
gain_disc_points(gch, 1);
}
if (!IS_SET(gch->brief, BRIEF_BRIEF4)) if (victim->level > 500 && gch->pcdata->disc_points != 999)
{
stc("#RYou gained a discipline point.#n\n\r", gch);
gain_disc_points(gch, 1);
}
if (!IS_SET(gch->brief, BRIEF_BRIEF4)) if (victim->level > 700 && gch->pcdata->disc_points != 999)
{
stc("#RYou gained a discipline point.#n\n\r", gch);
gain_disc_points(gch, 1);
}
xp -= 500;
}
if( xp > 12500000) xp = 12500000;
if( xp < 0 ) xp = 0;
if (xp > 0 && xp < 4000) xp = number_range(3000,5000);
if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP))) return 0;
return (int) xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int hit_loc )
{
static char * const attack_table[] =
{
"hit", "slice", "stab", "slash", "whip", "claw",
"blast", "pound", "crush", "grep", "bite", "pierce", "suck"
};
static char * const attack_table2[] =
{
"hits", "slices", "stabs", "slashes", "whips", "claws",
"blasts", "pounds", "crushes", "greps", "bites", "pierces", "sucks"
};
char buf1[512], buf2[512], buf3[512];
const char *vs;
const char *vp;
const char *attack;
const char *attack2;
const char *loc;
int damp;
int bodyloc;
bool critical = FALSE;
char punct;
OBJ_DATA *obj;
if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_REND)&& dam>0 && number_range(1,7) == 5) critical=TRUE;
/*
if ( dam == 0 ) { vs = " miss"; vp = " misses"; }
else if ( dam <= 50 ) { vs = " #Clightly#n"; vp = " #Clightly#n"; }
else if ( dam <= 250 ) { vs = " #yhard#n"; vp = " #yhard#n"; }
else if ( dam <= 500 ) { vs = " #Lvery hard#n"; vp = " #Lvery hard#n"; }
else if ( dam <= 750 ) { vs = " #Gextremely hard!#n"; vp = " #Gextremely hard!#n";}
else if ( dam <= 1250 ) { vs = " #7incredibly hard!#n";vp = "#7 incredibly hard!#n";}
else if ( dam <= 2000 ) { vs = ", #rshredding flesh!#n";vp= ", #rshredding flesh!#n";}
else if ( dam <= 3000 ) { vs = ", #osplintering bone!#n";vp= ", #osplintering bone!#n";}
else if ( dam <= 4500 ) { vs = ", #Rspraying blood like a fine red mist!#n";vp= ", #Rspraying blood like a fine red mist!#n";}
else if ( dam <= 6000 ) { vs = " #yso hard it hurts just to see!#n";vp = " #yso hard it hurts just to see!#n";}
else if ( dam <= 8000 ) { vs = " #G<#y*#L{#R*#L}#y*#G> #sextracting organs #G<#y*#L{#R*#L}#y*#G>#n";vp = " #G<#y*#L{#R*#L}#y*#G> #sextracting organs #G<#y*#L{#R*#L}#y*#G>#n";}
else { vs = " #R()#G()#R() #CHumiliatingly Hard #R()#G()#R()#n";vp = " #R()#G()#R() #CHumiliatingly Hard #R()#G()#R()#n";}
*/
/* if ( dam == 0 ) { vs = "miss"; vp = "misses"; }
else if ( dam <= 20 ) { vs = "scratch"; vp = "scratches"; }
else if ( dam <= 40 ) { vs = "graze"; vp = "grazes"; }
else if ( dam <= 60 ) { vs = "graze"; vp = "grazes"; }
else if ( dam <= 80 ) { vs = "injure"; vp = "injures"; }
else if ( dam <= 100 ) { vs = "wound"; vp = "wounds"; }
else if ( dam <= 150 ) { vs = "maul"; vp = "mauls"; }
else if ( dam <= 300 ) { vs = "#rDECIMATE#n"; vp = "#rDECIMATES#n"; }
else if ( dam <= 500 ) { vs = "#rDEVISTATE#n"; vp = "#rDEVISTATES#n"; }
else if ( dam <= 600 ) { vs = "maim"; vp = "maims"; }
else if ( dam <= 1000 ) { vs = "#rMUTILATE#n"; vp = "#rMUTILATES#n"; }
else if ( dam <= 1500 ) { vs = "#rDISEMBOWEL#n"; vp = "#rDISEMBOWELS#n"; }
else if ( dam <= 2000 ) { vs = "#rDISMEMBER#n"; vp = "#rDISMEMBERS#n"; }
else if ( dam <= 2500 ) { vs = "#rMASSACRE#n"; vp = "#rMASSACRES#n"; }
else if ( dam <= 3000 ) { vs = "#rMANGLE#n"; vp = "#rMANGLES#n"; }
else if ( dam <= 3500 ) { vs = "#C* DEMOLISH *#n"; vp = "#C* DEMOLISHES *#n"; }
else if ( dam <= 4000 ) { vs = "#C** DEVASTATE **#n"; vp = "#C** DEVASTATES **#n"; }
else if ( dam <= 4500 ) { vs = "#C== OBLITERATE ==#n"; vp = "#C== OBLITERATES ==#n"; }
else if ( dam <= 5000 ) { vs = "#C=== ATOMIZE ===#n"; vp = "#C=== ATOMIZES ===#n"; }
else if ( dam <= 6000 ) { vs = "#C<*> ANNIHILATE <*>#n"; vp = "#C<*> ANNIHILATES <*>#n"; }
else if ( dam <= 7000 ) { vs = "#C<**> ERADICATE <**>#n"; vp = "#C<**> ERADICATES <**>#n"; }
else if ( dam <= 8000 ) { vs = "#C<*!*> ELECTRONIZE <*!*>#n"; vp = "#C<*!*> ELECTRONIZES <*!*>#n"; }
else if ( dam <= 9000 ) { vs = "#C<*>!<*> SKELETONIZE <*>!<*>#n"; vp = "#C<*>!<*> SKELETONIZES <*>!<*>#n"; }
else if ( dam <= 10000 ) { vs = "#C)!(*)!( NUKE )!(*)!(#n"; vp = "#C)!(*)!( NUKES )!(*)!(#n"; }
else if ( dam <= 10500 ) { vs = "#C(*!<*>!*) TERMINATE (*!<*>!*)#n";vp = "#C(*!<*>!*) TERMINATES (*!<*>!*)#n";}
else { vs = "#C<<*>!!<*>> TEAR UP <<*>!!<*>>#n";vp = "#C<<*>!!<*>> TEARS UP <<*>!!<*>>#n";}
Dam Message Colors By Kraven aka Lonewolf
*/
if ( dam == 0 ) { vs = "#nm#0i#ns#0s#n"; vp = "#0m#ni#0s#ns#0e#ns"; }
else if ( dam <= 20 ) { vs = "scratch"; vp = "scratches"; }
else if ( dam <= 40 ) { vs = "graze"; vp = "grazes"; }
else if ( dam <= 60 ) { vs = "graze"; vp = "grazes"; }
else if ( dam <= 80 ) { vs = "injure"; vp = "injures"; }
else if ( dam <= 100 ) { vs = "wound"; vp = "wounds"; }
else if ( dam <= 150 ) { vs = "maul"; vp = "mauls"; }
else if ( dam <= 300 ) { vs = "#RD#rECIMAT#RE#n"; vp = "#RD#rECIMATE#RS#n"; }
else if ( dam <= 500 ) { vs = "#LD#lEVISTAT#LE#n"; vp = "#LD#lEVISTATE#LS#n"; }
else if ( dam <= 600 ) { vs = "#gm#ra#gi#rm"; vp = "#gm#ra#gi#rm#gs"; }
else if ( dam <= 1000 ) { vs = "#rMU#lTI#rL#lAT#rE#n"; vp = "#rMU#lTI#rL#lAT#rES#n"; }
else if ( dam <= 1500 ) { vs = "#CD#cISEMBOWE#CL#n"; vp = "#CD#cISEMBOWEL#CS#n"; }
else if ( dam <= 2000 ) { vs = "#yD#oISMEMBE#yR#n"; vp = "#yD#oISMEMBER#yS#n"; }
else if ( dam <= 2500 ) { vs = "#RM#rA#RS#rS#RA#rC#RR#rE#n"; vp = "#rM#RA#rS#RS#rA#RC#rR#RE#rS#n"; }
else if ( dam <= 3000 ) { vs = "#gM#oANGL#gE#n"; vp = "#gM#oANGLE#gS#n"; }
else if ( dam <= 3500 ) { vs = "#0* #RD#rEM#0OL#rI#0S#rH #0*#n"; vp = "#0* #RD#rEM#0OL#rI#0SH#rES #0*#n"; }
else if ( dam <= 4000 ) { vs = "#C*#c* #LDE#lVA#0S#lTA#LTE #c*#C*#n"; vp = "#C*#c* #LDE#lVA#0S#lTA#LTE#lS #c*#C*#n"; }
else if ( dam <= 4500 ) { vs = "#R=#r= #yO#oBLI#0TE#oRA#yTE #r=#R=#n"; vp = "#R=#r= #yO#oBLI#0TE#oRA#yTE#oS #r=#R=#n"; }
else if ( dam <= 5000 ) { vs = "#y=#o=#y= #GAT#gO#0M#gIZ#GE #y=#o=#y=#n"; vp = "#y=#o=#y= #GAT#gO#0M#gIZ#GES #y=#o=#y=#n"; }
else if ( dam <= 6000 ) { vs = "#l<#L*#l> #RAN#rNI#0HI#rLA#RTE #l<#L*#l>#n"; vp = "#l<#L*#l> #RAN#rNI#0HI#rLA#RTE#rS #l<#L*#l>#n"; }
else if ( dam <= 7000 ) { vs = "#7<#0*#7*#0> #RE#rR#LA#lD#0I#LC#lA#RT#rE #0<#7*#0*#7>#n"; vp = "#7<#0*#7*#0> #RE#rR#LA#lD#0I#lC#LA#rT#RE#rS #0<#7*#0*#7>#n"; }
else if ( dam <= 8000 ) { vs = "#g<#G*#g!#G*#g> #yE#oL#rE#oC#y#0T#yR#oO#rN#yI#oZ#yE #g<#G*#g!#G*#g>#n"; vp = "#g<#G*#g!#G*#g> #yE#oL#rE#yC#oT#0R#oO#yN#rI#oZ#yE#oS #g<#G*#g!#G*#g>#n"; }
else if ( dam <= 9000 ) { vs = "#G<#r*#G>#r!#G<#r*#G> #7SK#0EL#7ET#0ON#7IZ#0E #G<#r*#G>#r!#G<#r*#G>#n"; vp = "#G<#r*#G>#r!#G<#r*#G> #7SK#0EL#7ET#0ON#7IZ#0ES #G<#r*#G>#r!#G<#r*#G>#n"; }
else if ( dam <= 10000 ) { vs = "#0)#r!#0(#R*#0)#r!#0( #CN#cU#CK#cE #0)#r!#0(#R*#0)#r!#0(#n"; vp = "#0)#r!#0(#R*#0)#r!#0( #CN#cU#CK#cE#CS #0)#r!#0(#R*#0)#r!#0(#n"; }
else if ( dam <= 10500 ) { vs = "#0(#l*#0!#L<#0*#l>#0!#L*#0) #RT#rE#RR#rM#7I#rN#RA#rT#RE #0(#L*#0!#l<#0*#L>#0!#l*#0)#n";vp = "#0(#l*#0!#L<#0*#l>#0!#L*#0) #RT#rE#RR#rM#7I#rN#RA#rT#RE#rS #0(#L*#0!#l<#0*#L>#0!#l*#0)#n";}
// else { vs = "#0<#y<#0*#o>#0!#y!#0<#o*#0>#y> #rT#0E#rA#0R #rU#0P #y<#0<#o*#0>#y!#0!#o<#0*#y>#0>#o#n";vp = "#0<#y<#0*#o>#0!#y!#0<#o*#0>#y> #rT#0E#rA#0R#rS #0U#rP #y<#0<#o*#0>#y!#0!#o<#0*#y>#0>#o#n";}
else { vs = "#C--==>#r*#C>#r*#C> #gU#rTTERL#gY O#rBLITERAT#gE#C<#r*#C<#r*#C<==--#n";vp = "#C--==>#r*#C>#r*#C> #gU#rTTERL#gY O#rBLITERATE#gS #C<#r*#C<#r*#C<==--#n";}
switch(hit_loc)
{
case 1:
if ( number_range(1,2) == 1 ) obj = get_eq_char(victim,WEAR_FINGER_L);
else obj = get_eq_char(victim,WEAR_FINGER_R);
loc = number_range(1,2) == 1 ? "left hand fingers" : "right hand fingers";
break;
case 2:
if ( number_range(1,2) == 1 ) obj = get_eq_char(victim,WEAR_NECK_1);
else obj = get_eq_char(victim,WEAR_NECK_2);
loc = number_range(1,2) == 1 ? "neck" : "throat";
break;
case 3:
obj = get_eq_char(victim,WEAR_BODY);
switch(number_range(1,5)){
case 1:
loc = "right shoulder";
break;
case 2:
loc = "left shoulder";
break;
case 3:
loc = "back";
break;
case 4:
loc = "chest";
break;
case 5:
loc = "stomach";
break;
}
break;
case 4:
obj = get_eq_char(victim,WEAR_HEAD);
switch(number_range(1,3)){
case 1:
loc = "head";
break;
case 2:
loc = "left ear";
break;
case 3:
loc = "right ear";
break;
}
break;
case 5:
obj = get_eq_char(victim,WEAR_LEGS);
switch(number_range(1,4)){
case 1:
loc = "left calf";
break;
case 2:
loc = "left thigh";
break;
case 3:
loc = "right calf";
break;
case 4:
loc = "right thigh";
break;
}
break;
case 6:
obj = get_eq_char(victim,WEAR_FEET);
switch(number_range(1,4)){
case 1:
loc = "left foot";
break;
case 2:
loc = "left ankle";
break;
case 3:
loc = "right foot";
break;
case 4:
loc = "right ankle";
break;
}
break;
case 7:
obj = get_eq_char(victim,WEAR_HANDS);
switch(number_range(1,2)){
case 1:
loc = "left hand";
break;
case 2:
loc = "right hand";
break;
}
break;
case 8:
obj = get_eq_char(victim,WEAR_ARMS);
switch(number_range(1,4)){
case 1:
loc = "left bicep";
break;
case 2:
loc = "left elbow";
break;
case 3:
loc = "right bicep";
break;
case 4:
loc = "right elbow";
break;
}
break;
case 9:
obj = get_eq_char(victim,WEAR_WAIST);
loc = "waist";
break;
case 10:
if ( number_range(1,2) == 1 ){
obj = get_eq_char(victim,WEAR_WRIST_L);
loc = number_range(1,2) == 1 ? "left wrist" : "left forearm";
}
else {
obj = get_eq_char(victim,WEAR_WRIST_R);
loc = number_range(1,2) == 1 ? "right wrist" : "right forearm";
}
break;
case 11:
obj = get_eq_char(victim,WEAR_FACE);
switch(number_range(1,4)){
case 1:
loc = "face";
break;
case 2:
loc = "eyes";
break;
case 3:
loc = "nose";
break;
case 4:
loc = "jaw";
break;
}
break;
}
if (obj) { dam *= 200 - obj->condition; dam /= 100; }
else dam *= 2;
if (!loc) loc = "(no loc)";
/* If victim's hp are less/equal to 'damp', attacker gets a death blow */
if (IS_NPC(victim)) damp = 0;
else damp = -10;
if ((victim->hit - dam > damp ) || (dt >= 0 && dt < MAX_SKILL) ||
(IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)))
{
punct = (dam <= 250) ? ' ' : ' ';
if ( dt == TYPE_HIT && !IS_NPC(ch) && !IS_VAMPAFF(ch,VAM_CLAWS) )
{
if (dam == 0)
{
sprintf( buf1, "$n %s $N's %s [%d]", vp, loc, dam );
sprintf( buf2, "You %s $N's %s [%d]", vs, loc, dam );
sprintf( buf3, "$n %s your %s", vp, loc );
}
else
{
sprintf( buf1, "$n %s $N's %s [%d]", vp, loc, dam );
sprintf( buf2, "You %s $N's %s [%d]", vs, loc, dam );
sprintf( buf3, "$n %s your %s [%d]", vp, loc, dam );
critical = TRUE;
}
}
else if ( dt == TYPE_HIT && !IS_NPC(ch) && IS_SET(ch->newbits, NEW_MONKFLAME))
{
if (dam >= 1)
{
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_UNDEAD_LYCAN))
{
sprintf( buf1, "$n's flaming hands %s $N's %s [%d]", vp, loc, dam );
sprintf( buf2, "Your flaming hands %s $N's %s [%d]", vs, loc, dam );
sprintf( buf3, "$n's flaming hands %s your %s [%d]", vp, loc, dam );
}
else
{
sprintf( buf1, "$n's flaming claws %s $N's %s [%d]", vp, loc, dam );
sprintf( buf2, "Your flaming claws %s $N's %s [%d]", vs, loc, dam );
sprintf( buf3, "$n's flaming claws %s your %s [%d]", vp, loc, dam );
}
}
else
{
sprintf( buf1, "$n's hit %s $N's %s [%d]", vp, loc, dam );
sprintf( buf2, "Your hit %s $N's %s [%d]", vs, loc, dam );
sprintf( buf3, "$n's hit %s your %s [%d]", vp, loc, dam );
critical = TRUE;
}
}
else
{
if ( dt == TYPE_HIT && !IS_NPC(ch) && (IS_VAMPAFF(ch,VAM_CLAWS)))
{
attack = attack_table[dt - TYPE_HIT + 5];
attack2 = attack_table2[dt - TYPE_HIT + 5];
}
else if ( dt >= 0 && dt < MAX_SKILL )
{
attack = skill_table[dt].noun_damage;
attack2 = skill_table[dt].noun_damage;
}
else if (dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]))
{
attack = attack_table[dt - TYPE_HIT];
attack2 = attack_table2[dt - TYPE_HIT];
}
else
{
dt = TYPE_HIT;
attack = attack_table[0];
attack2 = attack_table2[0];
}
if (dam == 0)
{
sprintf( buf1, "$n's %s %s $N's %s [%d]", attack, vp, loc, dam );
sprintf( buf2, "Your %s %s $N's %s [%d]", attack, vp, loc, dam );
sprintf( buf3, "$n's %s %s your %s [%d]", attack, vp, loc, dam );
}
else if (IS_SET(ch->newbits, NEW_MONKFLAME) && (dam == 0))
{
sprintf( buf1, "$n's flaming %s %s $N's %s [%d]", attack2, vp, loc, dam );
sprintf( buf2, "Your flaming %s %s $N's %s [%d]", attack, vp, loc, dam );
sprintf( buf3, "$n's flaming %s %s your %s [%d]", attack2, vp, loc, dam );
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
{
sprintf( buf1, "$n's %s %s $N's %s [%d]", attack2, vp, loc, dam );
sprintf( buf2, "Your %s %s $N's %s [%d]", attack, vp, loc, dam );
sprintf( buf3, "$n's %s %s your %s [%d]", attack2, vp, loc, dam );
}
else if (IS_SET(ch->newbits, NEW_MONKFLAME))
{
sprintf( buf1, "$n's flaming %s %s $N's %s [%d]", attack2, vp, loc, dam);
sprintf( buf2, "Your flaming %s %s $N's %s [%d]", attack, vp, loc, dam);
sprintf( buf3, "$n's flaming %s %s your %s [%d]", attack2, vp, loc, dam);
}
else
{
sprintf( buf1, "$n's %s %s $N's %s [%d]", attack, vp, loc, dam );
sprintf( buf2, "Your %s %s $N's %s [%d]", attack, vp, loc, dam );
sprintf( buf3, "The $n's %s %s your %s [%d]", attack, vp, loc, dam );
critical = TRUE;
}
}
}
/*
* Message to attacker
*/
if (!(IS_SET(ch->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") ||
dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball"))))
{
if (!(dt == skill_lookup("chaos blast") && !IS_NPC(victim)))
if (!IS_SET(ch->extra, EXTRA_BRIEF5))
{
act(buf2, ch, NULL, victim, TO_CHAR);
}
}
/*
* Message to victim
*/
if (!(IS_SET(victim->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") ||
dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball"))))
if (!IS_SET(victim->extra, EXTRA_BRIEF5))
{
act(buf3, ch, NULL, victim, TO_VICT);
}
/*
* Message to ROOM -xrak added
*/
if (!(IS_SET(victim->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") ||
dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball"))))
if (!IS_SET(victim->extra, EXTRA_BRIEF5))
{
act(buf3, ch, NULL, victim, TO_ROOM);
}
return;
}
if ( dt == TYPE_HIT && !IS_NPC( ch ) && !IS_VAMPAFF(ch,VAM_CLAWS) &&!IS_VAMPAFF(ch,VAM_FANGS))
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You ram your fingers into $N's eye sockets and rip $S face off.", ch, NULL, victim, TO_CHAR);
act("$n rams $s fingers into $N's eye sockets and rips $S face off.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s fingers into your eye sockets and rips your face off.", ch, NULL, victim, TO_VICT);
make_part(victim,"face");
}
else if ( damp == 2 )
{
act("You grab $N by the throat and tear $S windpipe out.", ch, NULL, victim, TO_CHAR);
act("$n grabs $N by the throat and tears $S windpipe out.", ch, NULL, victim, TO_NOTVICT);
act("$n grabs you by the throat and tears your windpipe out.", ch, NULL, victim, TO_VICT);
make_part(victim,"windpipe");
}
else if ( damp == 3 )
{
act("You punch your fist through $N's stomach and rip out $S entrails.", ch, NULL, victim, TO_CHAR);
act("$n punches $s fist through $N's stomach and rips out $S entrails.", ch, NULL, victim, TO_NOTVICT);
act("$n punches $s fist through your stomach and rips out your entrails.", ch, NULL, victim, TO_VICT);
make_part(victim,"entrails");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,BROKEN_SPINE))
SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
act("You hoist $N above your head and slam $M down upon your knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_CHAR);
act("$n hoists $N above $s head and slams $M down upon $s knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_NOTVICT);
act("$n hoists you above $s head and slams you down upon $s knee.\n\rThere is a loud cracking sound as your spine snaps.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 5 )
{
act("You lock your arm around $N's head, and give it a vicious twist.", ch, NULL, victim, TO_CHAR);
act("$n locks $s arm around $N's head, and gives it a vicious twist.", ch, NULL, victim, TO_NOTVICT);
act("$n locks $s arm around your head, and gives it a vicious twist.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK))
{
act("There is a loud snapping noise as your neck breaks.", victim, NULL, NULL, TO_CHAR);
act("There is a loud snapping noise as $n's neck breaks.", victim, NULL, NULL, TO_ROOM);
SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
}
return;
}
if (dt >= 0 && dt < MAX_SKILL) attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]))
attack = attack_table[dt - TYPE_HIT];
else
{
dt = TYPE_HIT;
attack = attack_table[0];
}
if ( attack == "slash" || attack == "slice" )
{
damp=number_range(1,8);
if ( damp == 1 )
{
act("You swing your blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a low arc, rupturing your abdominal cavity.\n\rYour entrails spray out over a wide area.", ch, NULL, victim, TO_VICT);
make_part(victim,"entrails");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 3 )
{
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("Your blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_CHAR);
act("$n's blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow slices open your carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("You swing your blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 5 )
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade down upon your head, splitting it open.\n\rYour brains pour out of your forehead.", ch, NULL, victim, TO_VICT);
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
else if ( damp == 6 )
{
act("You swing your blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade between your legs, nearly splitting you in half.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 7 )
{
if (!IS_ARM_L(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
make_part(victim,"arm");
SET_BIT(victim->loc_hp[2],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_L)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
if (IS_BLEEDING(victim,BLEEDING_HAND_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
}
else if (!IS_ARM_R(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
make_part(victim,"arm");
SET_BIT(victim->loc_hp[3],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_R)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
if (IS_BLEEDING(victim,BLEEDING_HAND_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
else if ( damp == 8 )
{
if (!IS_LEG_L(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
make_part(victim,"leg");
SET_BIT(victim->loc_hp[4],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_L)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
if (IS_BLEEDING(victim,BLEEDING_FOOT_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
}
else if (!IS_LEG_R(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
make_part(victim,"leg");
SET_BIT(victim->loc_hp[5],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_R)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
if (IS_BLEEDING(victim,BLEEDING_FOOT_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( attack == "stab" || attack == "pierce" )
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You defty invert your weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_CHAR);
act("$n defty inverts $s weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_NOTVICT);
act("$n defty inverts $s weapon and plunge it point first into your chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 3 )
{
act("You thrust your weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s weapon up under your jaw and through your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 4 )
{
act("You ram your weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_CHAR);
act("$n rams $s weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s weapon through your body, pinning you to the ground.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 5 )
{
act("You stab your weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n stabs $s weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n stabs $s weapon into your eye and out the back of your head.", ch, NULL, victim, TO_VICT);
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50) SET_BIT(victim->loc_hp[0],LOST_EYE_L);
else if (!IS_HEAD(victim,LOST_EYE_R)) SET_BIT(victim->loc_hp[0],LOST_EYE_R);
else if (!IS_HEAD(victim,LOST_EYE_L)) SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
}
else if ( attack == "blast" || attack == "pound" || attack == "crush" )
{
damp=number_range(1,3);
bodyloc = 0;
if ( damp == 1)
{
act("Your blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes through your chest, caving in half your ribcage.", ch, NULL, victim, TO_VICT);
if (IS_BODY(victim,BROKEN_RIBS_1 )) {bodyloc += 1; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
if (IS_BODY(victim,BROKEN_RIBS_2 )) {bodyloc += 2; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (IS_BODY(victim,BROKEN_RIBS_4 )) {bodyloc += 4; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (IS_BODY(victim,BROKEN_RIBS_8 )) {bodyloc += 8; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (IS_BODY(victim,BROKEN_RIBS_16)) {bodyloc += 16; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
bodyloc += number_range(1,3);
if (bodyloc > 24) bodyloc = 24;
if (bodyloc >= 16) {bodyloc -= 16; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
if (bodyloc >= 8) {bodyloc -= 8; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (bodyloc >= 4) {bodyloc -= 4; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (bodyloc >= 2) {bodyloc -= 2; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (bodyloc >= 1) {bodyloc -= 1; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
}
else if ( damp == 2)
{
act("Your blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes your spine, shattering it in several places.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_SPINE)) SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
}
else if ( damp == 3)
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, leaking out brains.", ch, NULL, victim, TO_CHAR);
act("$n swings $s weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, covering you with brains.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s weapon down upon your head.\n\rYour head cracks open like an overripe melon, spilling your brains everywhere.", ch, NULL, victim, TO_VICT);
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You hammer your weapon into $N's side, crushing bone.", ch, NULL, victim, TO_CHAR);
act("$n hammers $s weapon into $N's side, crushing bone.", ch, NULL, victim, TO_NOTVICT);
act("$n hammers $s weapon into your side, crushing bone.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( !IS_NPC( ch ) && (attack == "bite" ||IS_VAMPAFF(ch,VAM_FANGS)))
{
act("You sink your teeth into $N's throat and tear out $S jugular vein.\n\rYou wipe the blood from your chin with one hand.", ch, NULL, victim, TO_CHAR);
act("$n sink $s teeth into $N's throat and tears out $S jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_NOTVICT);
act("$n sink $s teeth into your throat and tears out your jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
else if ( !IS_NPC(ch) && (attack == "claw" || IS_VAMPAFF(ch,VAM_CLAWS)))
{
damp=number_range(1,2);
if ( damp == 1 )
{
act("You tear out $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n tears out $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n tears out your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
if ( damp == 2 )
{
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else if (!IS_HEAD(victim,LOST_EYE_R))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_R);
}
else if (!IS_HEAD(victim,LOST_EYE_L))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else
{
act("You claw open $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n claws open $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n claws open $N's chest.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( attack == "whip" )
{
act("You entangle $N around the neck, and squeeze out $S life.", ch, NULL, victim, TO_CHAR);
act("$n entangles $N around the neck, and squeezes out $S life.", ch, NULL, victim, TO_NOTVICT);
act("$n entangles you around the neck, and squeezes the life out of you.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK)) SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
else if ( attack == "suck" || attack == "grep" )
{
act("You place your weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_CHAR);
act("$n places $s weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_NOTVICT);
act("$n places $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT);
}
else
{
/*bug( "Dam_message: bad dt %d.", dt );*/
}
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
char buf [MAX_STRING_LENGTH];
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 10)
return;
if (!IS_IMMUNE(ch, IMM_DISARM))
return;
if(((obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON)
{
if(((obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON)
return;
}
sprintf(buf,"$n disarms you!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
sprintf(buf,"You disarm $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"$n disarms $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if (IS_SET(obj->extra_flags, ITEM_LOYAL) && ( !IS_NPC(victim) ) )
{
act( "$p leaps back into your hand!", victim, obj, NULL, TO_CHAR );
act( "$p leaps back into $n's hand!", victim, obj, NULL, TO_ROOM );
obj_to_char( obj, victim );
do_wear( victim, obj->name);
}
else if (IS_NPC(victim))
obj_to_char(obj, victim);
else
obj_to_room(obj, victim->in_room);
return;
}
/*
* Trip a creature.
* Caller must check for successful attack.
*/
void trip( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
if (IS_AFFECTED(victim,AFF_FLYING)) return;
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return;
if (!IS_NPC(victim))
{
if ((IS_CLASS(victim, CLASS_VAMPIRE) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)) && IS_VAMPAFF(victim,VAM_FLYING))
return;
if ((IS_CLASS(victim, CLASS_DEMON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON)
|| IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_SHADOW_FIEND))
&& IS_DEMAFF(victim, DEM_UNFOLDED))
return;
if (IS_CLASS(victim, CLASS_ANGEL) && IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
return;
if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_LEVITATION))
return;
}
if ( victim->wait == 0)
{
sprintf(buf,"$n trips you and you go down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
sprintf(buf,"You trip $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"$n trips $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
return;
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( IS_NPC(ch) && ch->desc == NULL) return;
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "You cannot kill yourself!\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
// WAIT_STATE( ch, PULSE_VIOLENCE/2 );
if(!IS_NPC(ch) && !IS_NPC(victim))
{
ch->fight_timer +=3;
victim->fight_timer +=3;
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)) && number_range(1,3) == 1
&& ch->power[DISC_WERE_BOAR] > 1 && victim->position == POS_STANDING)
{
act("You charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_CHAR);
act("$n charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_NOTVICT);
act("$n charge into you, knocking you from your feet.",ch,NULL,victim,TO_VICT);
victim->position = POS_STUNNED;
multi_hit( ch, victim, TYPE_UNDEFINED );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON)))
{
act("You swoop down from the sky and charge into $N.",ch,NULL,victim,TO_CHAR);
act("$n swoops down from the sky and charges into $N.",ch,NULL,victim,TO_NOTVICT);
act("$n swoops down from the sky and charges into you.",ch,NULL,victim,TO_VICT);
if (ch->pcdata->powers[ANGEL_JUSTICE] >= 5) multi_hit( ch, victim, TYPE_UNDEFINED);
else if (number_range(1,3)==1) multi_hit( ch, victim, TYPE_UNDEFINED);
}
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Backstab whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
if ((( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11)
&& ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11))
{
send_to_char( "You need to wield a piercing weapon.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
send_to_char( "You can't backstab a fighting person.\n\r", ch );
return;
}
if ( victim->hit < victim->max_hit )
{
act( "$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB) && ch->power[DISC_VAMP_QUIE] < 10 &&
!IS_CLASS(ch, CLASS_ASSASSIN) && !IS_CLASS(ch, CLASS_DROW))
damage( ch, victim, 0, gsn_backstab );
else if (!IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_backstab])
multi_hit( ch, victim, gsn_backstab );
if((ch->pcdata->rank == BELT_SEVEN || ch->pcdata->rank == BELT_EIGHT || ch->pcdata->rank == BELT_NINE
|| ch->pcdata->rank == BELT_TEN) && number_range(1,3) == 1)
multi_hit( ch, victim, gsn_backstab );
if((ch->pcdata->rank == BELT_NINE || ch->pcdata->rank == BELT_TEN) && number_range(1,6) == 1)
multi_hit( ch, victim, gsn_backstab );
else
damage( ch, victim, 0, gsn_backstab );
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int attempt;
WAIT_STATE(ch,4); /* to prevent spam fleeing */
if (IS_EXTRA(ch, TIED_UP))
{
send_to_char("Not while tied up.\n\r",ch);
return;
}
if (IS_EXTRA(ch, PINNEDWALL))
{
send_to_char("Not while pinned to the wall.\n\r",ch);
return;
}
if ((victim = ch->fighting ) == NULL)
{
if (ch->position == POS_FIGHTING) ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if (ch->move <= 0)
{
send_to_char("You can't find the energy to leave.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_SET(ch->flag2, AFF_TOTALBLIND) )
{
stc("You are unable to see anything, let alone flee!\n\r",victim);
return;
}
if ((!IS_NPC(ch) && IS_CLASS(victim, CLASS_TANARRI) || IS_CLASS(victim, CLASS_DEVA)
|| IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU)) && !IS_NPC(ch))
{
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1)
{
stc("Only cowards retreat from combat.\n\r",ch);
return;
}
}
if ((IS_CLASS(victim, CLASS_UNDEAD_LYCAN) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_VAMPIRIC_MIST) || IS_CLASS(victim, CLASS_VAMPIRE)) && IS_SET(victim->newbits,NEW_COIL) && number_percent( ) > 30)
{
sprintf(buf,"Not with %s coiled around you!",victim->name);
send_to_char(buf,ch);
act("$n cant escape with $N coiled around them.",ch,NULL,victim,TO_ROOM);
return;
}
if (!IS_NPC(victim))
{
if ((IS_CLASS(victim, CLASS_TANARRI) || IS_CLASS(victim, CLASS_DEVA)
|| IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU)) && IS_SET(victim->pcdata->powers[TANARRI_POWER],TANARRI_TENDRILS) && number_percent( ) > 30)
{
sprintf(buf,"%s spews a shower of tendrils at you, preventing your escape!",victim->name);
send_to_char(buf,ch);
act("$n tries to run, but $N spews forth a shower of tendrils, preventing $n from running.",ch,NULL,victim,TO_ROOM);
return;
}
}
// -Xrakisis I set the Tanarri hybrid Flee-work percent to work less cause they
// might get flee from their other baseclass, so that would be hella uber for em to get both chances combined
if (!IS_NPC(victim))
{
if ((IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU))
&& IS_SET(victim->pcdata->powers[TANARRI_POWER],TANARRI_TENDRILS) && number_percent( ) > 20)
{
sprintf(buf,"%s spews a shower of tendrils at you, preventing your escape!",victim->name);
send_to_char(buf,ch);
act("$n tries to run, but $N spews forth a shower of tendrils, preventing $n from running.",ch,NULL,victim,TO_ROOM);
return;
}
}
if ((IS_CLASS(victim, CLASS_WRAITH) || IS_CLASS(victim, CLASS_SHADOWBORN)
|| IS_CLASS(victim, CLASS_SHADOW_FIEND) || IS_CLASS(victim, CLASS_VAMPIRIC_MIST)) && IS_SET(victim->newbits,NEW_JAWLOCK) && number_percent( ) > 30)
{
sprintf(buf,"Not with %s's jaws clamped on your neck!",victim->name);
send_to_char(buf,ch);
act("$n cant escape $N's clamped jaws!",ch,NULL,victim,TO_ROOM);
return;
}
if ((IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_DRUID)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_NECROMANCER)
|| IS_CLASS(victim, CLASS_ELEMENTAL)) && IS_SET(victim->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD) && number_percent() > 30)
{
sprintf(buf,"The Air around %s!",victim->name);
send_to_char(buf,ch);
act("The Air is too Thick for $n to escape!",ch,NULL,victim,TO_ROOM);
return;
}
if ((IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER)) && IS_SET(victim->pcdata->powers[AURAS], BOG_AURA) && number_percent() > 30)
{
sprintf(buf,"Your stuck in the swamp surrounding %s!",victim->name);
send_to_char(buf,ch);
act("$n is stuck in the swamp!",ch,NULL,victim,TO_ROOM);
return;
}
if ((IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN) || IS_CLASS(victim, CLASS_ASSASSIN)
|| IS_CLASS(victim, CLASS_BLACK_ASSASSIN) || IS_CLASS(victim, CLASS_HELLS_SOLDIER))
&& IS_SET(victim->pcdata->powers[ASSASSIN_COMBAT], KNIFE) && number_percent() > 25)
{
sprintf(buf,"You have a knife sticking out of you connected by a chain to %s!",victim->name);
send_to_char(buf,ch);
act("$n Has a knife with a chain sticking in them connecting them to their attacker!",ch,NULL,victim,TO_ROOM);
return;
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ((pexit = was_in->exit[door] ) == 0 || pexit->to_room == NULL
|| IS_SET(pexit->exit_info, EX_CLOSED) || ( IS_NPC(ch)
&& IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)))
continue;
move_char( ch, door );
if (( now_in = ch->in_room ) == was_in)
continue;
ch->in_room = was_in;
act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
send_to_char( "You flee from combat! Coward!\n\r", ch );
stop_fighting( ch, TRUE );
return;
}
send_to_char( "You were unable to escape!\n\r", ch );
return;
}
void do_rescue( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rescue whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "What about fleeing instead?\n\r", ch );
return;
}
if (!IS_NPC(ch) && IS_NPC(victim))
{
send_to_char( "Doesn't need your help!\n\r", ch );
return;
}
if ( ch->fighting == victim )
{
send_to_char( "Too late.\n\r", ch );
return;
}
if ( ( fch = victim->fighting ) == NULL )
{
send_to_char( "That person is not fighting right now.\n\r", ch );
return;
}
if ( is_safe(ch, fch) || is_safe(ch, victim) ) return;
WAIT_STATE( ch, skill_table[gsn_rescue].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
{
send_to_char( "You fail the rescue.\n\r", ch );
return;
}
act( "You rescue $N!", ch, NULL, victim, TO_CHAR );
act( "$n rescues you!", ch, NULL, victim, TO_VICT );
act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT );
stop_fighting( fch, FALSE );
stop_fighting( victim, FALSE );
set_fighting( ch, fch );
set_fighting( fch, ch );
do_humanity(ch,"");
return;
}
void do_kick( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *boots;
int dam;
int stance;
int hitpoints;
if (!IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level)
{
send_to_char("First you should learn to kick.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ((IS_NPC(ch) && ch->level<1800))
{
dam=500;
damage(ch,victim,dam,gsn_kick);
return;
}
if ((IS_NPC(ch)) || number_percent( ) < ch->pcdata->learned[gsn_kick]) dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_kick );
return;
}
dam += char_damroll(ch);
if (dam == 0) dam = 1;
if (!IS_AWAKE(victim)) dam *= 2;
if(IS_NPC(ch)) dam *= 100;
if ( !IS_NPC(victim) && (IS_CLASS(victim, CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN) ))
{
if (IS_SET(victim->special, SPC_WOLFMAN)) dam *= 0.8;
if (victim->power[DISC_WERE_BOAR] > 2 ) dam *= 0.5;
if ((boots = get_eq_char( ch, WEAR_FEET ) ) != NULL
&& IS_SET(boots->spectype, SITEM_SILVER) && !IS_CLASS(victim, CLASS_UNDEAD_LYCAN)) dam *= 2;
}
if (!IS_NPC(ch)) dam = dam + (dam * ((ch->wpn[0]+1) / 100));
if (!IS_NPC(ch))
{
stance = ch->stance[0];
if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25;
else dam = dambonus(ch,victim,dam,stance);
}
if (!IS_NPC(ch) && !IS_NPC(victim) && dam > 750) dam = 750;
if (dam <= 0) dam = 2;
dam = cap_dam(ch, victim, dam);
hitpoints = victim->hit;
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_DEMAFF(ch, DEM_HOOVES))
dam = dam /2;
if (IS_NPC(ch))
dam = dam * 10;
victim->hit += dam;
damage( ch, victim, dam, gsn_kick );
victim->hit = hitpoints;
}
// if IS_IMMUNE(victim, IMM_KICK)
// {
// dam=dam/2;
// damage( ch, victim, dam, gsn_kick );
// }
// {
// else damage( ch, victim, dam, gsn_kick );
// return;
// }
int dambonus( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance)
{
if (dam < 1) return 0;
if (stance < 1) return dam;
if (IS_CLASS(ch, CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN))
{
dam *= 10; // was 5
return;
}
if (!IS_NPC(ch) && !can_counter(victim))
{
if ( IS_STANCE(ch, STANCE_MONKEY) )
{
int mindam = dam * 0.25;
dam *= (ch->stance[STANCE_MONKEY]+1) / 200;
if (dam < mindam) dam = mindam;
}
else if ( IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100 )
dam += dam * (ch->stance[STANCE_BULL] / 100);
else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 )
dam += dam * (ch->stance[STANCE_DRAGON] / 100);
else if ( IS_STANCE(ch, STANCE_WOLF) && ch->stance[STANCE_WOLF] > 100)
dam += dam*(ch->stance[STANCE_WOLF] /100);
else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 )
dam += dam * (ch->stance[STANCE_TIGER] / 100);
else if ( IS_STANCE(ch, STANCE_COBRA) && ch->stance[STANCE_COBRA] > 100 )
dam += dam * (ch->stance[STANCE_COBRA] / 150);
/* ------------ This is the part for superstances, Jobo ------------------- */
else if ( IS_STANCE(ch, STANCE_COBRA) && ch->stance[STANCE_COBRA] > 100 )
dam += dam * (ch->stance[STANCE_COBRA] / 150);
/* ------------ This is the end for superstances, Jobo ------------------- */
else if ( ch->stance[0] > 0 && ch->stance[stance] < 100 )
dam *= 0.5;
}
if (!IS_NPC(victim) && !can_counter(ch))
{
if ( IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100 )
dam /= victim->stance[STANCE_CRAB]/100;
else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100)
dam /= victim->stance[STANCE_DRAGON]/100;
else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100 )
dam /= victim->stance[STANCE_DRAGON]/100;
else if ( IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 )
dam /= victim->stance[STANCE_SWALLOW]/100;
/* ------------ This is the part for superstances, Jobo ------------------- */
else if ( IS_STANCE(victim, STANCE_COBRA) && victim->stance[STANCE_COBRA] > 100 )
dam /= victim->stance[STANCE_COBRA]/150;
else if ( IS_STANCE(victim, STANCE_EAGLE) && victim->stance[STANCE_EAGLE] > 100 )
dam /= victim->stance[STANCE_EAGLE]/150;
else if ( IS_STANCE(victim, STANCE_BEAR) && victim->stance[STANCE_BEAR] > 100 )
dam /= victim->stance[STANCE_BEAR]/150;
/* ------------ This is the end for superstances, Jobo ------------------- */
}
return dam;
}
void do_punch( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
int store;
bool broke = FALSE;
one_argument(argument,arg);
if ( IS_NPC(ch) ) return;
if ( ch->level < skill_table[gsn_punch].skill_level)
{
send_to_char( "First you should learn to punch.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot punch yourself!\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
if ( victim->hit < victim->max_hit )
{
send_to_char( "They are hurt and suspicious.\n\r", ch );
return;
}
if ( victim->position < POS_FIGHTING )
{
send_to_char( "You can only punch someone who is standing.\n\r", ch );
return;
}
act("You draw your fist back and aim a punch at $N.",ch,NULL,victim,TO_CHAR);
act("$n draws $s fist back and aims a punch at you.",ch,NULL,victim,TO_VICT);
act("$n draws $s fist back and aims a punch at $N.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE( ch, skill_table[gsn_punch].beats );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_punch] )
dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_punch );
return;
}
dam += char_damroll(ch);
if (dam == 0) dam = 1;
if (!IS_AWAKE(victim)) dam *= 2;
if ( !IS_NPC(ch) ) dam = dam + (dam * (ch->wpn[0] / 100));
if ( dam <= 0 ) dam = 1;
if (dam > 1000) dam = 1000;
if (!IS_NPC(victim) && (IS_CLASS(victim,CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER)) && victim->power[DISC_WERE_BOAR] > 3)
{
store = victim->hit;
victim->hit += dam;
damage( ch, victim, dam, gsn_punch );
victim->hit = store;
if (number_percent() <= 25 && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND))
{
if (!IS_ARM_L(ch, LOST_FINGER_I) && !IS_ARM_L(ch, BROKEN_FINGER_I))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_M) && !IS_ARM_L(ch, BROKEN_FINGER_M))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_R) && !IS_ARM_L(ch, BROKEN_FINGER_R))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_L) && !IS_ARM_L(ch, BROKEN_FINGER_L))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);broke = TRUE;}
if (broke)
{
act("The fingers on your left hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR);
act("The fingers on $n's left hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM);
}
}
else if (number_percent() <= 25 && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND))
{
if (!IS_ARM_R(ch, LOST_FINGER_I) && !IS_ARM_R(ch, BROKEN_FINGER_I))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_M) && !IS_ARM_R(ch, BROKEN_FINGER_M))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_R) && !IS_ARM_R(ch, BROKEN_FINGER_R))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_L) && !IS_ARM_R(ch, BROKEN_FINGER_L))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);broke = TRUE;}
if (broke)
{
act("The fingers on your right hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR);
act("The fingers on $n's right hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM);
}
}
stop_fighting(victim,TRUE);
return;
}
damage( ch, victim, dam, gsn_punch );
if (victim == NULL || victim->position == POS_DEAD || dam < 1) return;
if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE);
if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
{
act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
{
act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
}
act("You fall to the ground stunned!",victim,NULL,NULL,TO_CHAR);
act("$n falls to the ground stunned!",victim,NULL,NULL,TO_ROOM);
victim->position = POS_STUNNED;
if (dam > 1000) dam = 1000;
return;
}
void do_berserk(CHAR_DATA *ch, char *argument)
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( ch->level < skill_table[gsn_berserk].skill_level)
{
send_to_char( "You are not wild enough to go berserk.\n\r", ch );
return;
}
if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
{
act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR);
act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM);
return;
}
act("You go BERSERK!",ch,NULL,NULL,TO_CHAR);
act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM);
WAIT_STATE(ch, 8);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if (number_hit > 4) continue;
if (vch->in_room == NULL) continue;
if (!IS_NPC(vch)) continue;
if ( ch == vch ) continue;
if ( vch->in_room == ch->in_room )
{
if ( ( mount = ch->mount ) != NULL )
if ( mount == vch ) continue;
if (can_see(ch,vch))
{
multi_hit( ch, vch, TYPE_UNDEFINED );
number_hit++;
}
}
}
return;
}
void do_berserk2( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( ch->level < skill_table[gsn_berserk].skill_level)
{
send_to_char( "You are not wild enough to go berserk.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_berserk].beats );
if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
{
act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR);
act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM);
return;
}
act("You go BERSERK!",ch,NULL,NULL,TO_CHAR);
act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if (number_hit > 4) continue;
if (vch->in_room == NULL) continue;
if (!IS_NPC(vch) && vch->pcdata->chobj != NULL) continue;
if ( ch == vch ) continue;
if ( vch->in_room == ch->in_room )
{
if ( ( mount = ch->mount ) != NULL )
if ( mount == vch ) continue;
if (can_see(ch,vch))
{
multi_hit( ch, vch, TYPE_UNDEFINED );
number_hit++;
}
}
}
do_beastlike(ch,"");
return;
}
/* Hurl skill by KaVir */
void do_hurl( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
char buf [MAX_INPUT_LENGTH];
char direction [MAX_INPUT_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
int door;
int rev_dir;
int dam;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1 )
{
send_to_char("Maybe you should learn the skill first?\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char("Who do you wish to hurl?\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char("They are not here.\n\r", ch);
return;
}
if ( victim == ch )
{
send_to_char( "How can you hurl yourself?\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
if ( (mount = victim->mount) != NULL && victim->mounted == IS_MOUNT)
{
send_to_char("But they have someone on their back!\n\r",ch);
return;
}
else if ( (mount = victim->mount) != NULL && victim->mounted == IS_RIDING)
{
send_to_char("But they are riding!\n\r",ch);
return;
}
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_HURL) )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if ( IS_NPC(victim) && victim->level > 900 )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if ( (victim->hit < victim->max_hit)
|| ( victim->position == POS_FIGHTING && victim->fighting != ch) )
{
act( "$N is hurt and suspicious, and you are unable to approach $M.", ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, skill_table[gsn_hurl].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
multi_hit( victim, ch, TYPE_UNDEFINED );
return;
}
rev_dir = 0;
if ( arg2[0] == '\0' ) door = number_range(0,3);
else
{
if (!str_cmp( arg2, "n" ) || !str_cmp( arg2, "north")) door = 0;
else if (!str_cmp( arg2, "e" ) || !str_cmp( arg2, "east")) door = 1;
else if (!str_cmp( arg2, "s" ) || !str_cmp( arg2, "south")) door = 2;
else if (!str_cmp( arg2, "w" ) || !str_cmp( arg2, "west")) door = 3;
else
{
send_to_char("You can only hurl people north, south, east or west.\n\r", ch);
return;
}
}
if (door == 0) {sprintf(direction,"north");rev_dir = 2;}
if (door == 1) {sprintf(direction,"east");rev_dir = 3;}
if (door == 2) {sprintf(direction,"south");rev_dir = 0;}
if (door == 3) {sprintf(direction,"west");rev_dir = 1;}
if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
{
sprintf(buf,"$n hurls $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_VICT);
dam = number_range(ch->level, (ch->level * 4));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
return;
}
pexit = victim->in_room->exit[door];
if( IS_SET(pexit->exit_info, EX_PRISMATIC_WALL))
{
sprintf(buf,"$n hurls $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_VICT);
dam = number_range(ch->level, (ch->level * 4));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
return;
}
if (IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED(victim,AFF_PASS_DOOR) && !IS_AFFECTED(victim,AFF_ETHEREAL))
{
if (IS_SET(pexit->exit_info, EX_LOCKED))
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
if (IS_SET(pexit->exit_info, EX_CLOSED))
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
sprintf(buf,"$n hoists $N in the air and hurls $M %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hoist $N in the air and hurl $M %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"There is a loud crash as $n smashes through the $d.");
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
if ((to_room = pexit->to_room ) != NULL && (pexit_rev = to_room->exit[rev_dir]) != NULL
&& pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL)
{
if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
if (door == 0) sprintf(direction,"south");
if (door == 1) sprintf(direction,"west");
if (door == 2) sprintf(direction,"north");
if (door == 3) sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
sprintf(buf,"$n comes smashing in through the %s $d.", direction);
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
dam = number_range(ch->level, (ch->level * 6));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
}
}
else
{
sprintf(buf,"$n hurls $N %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you %s.", direction);
act(buf,ch,NULL,victim,TO_VICT);
if (door == 0) sprintf(direction,"south");
if (door == 1) sprintf(direction,"west");
if (door == 2) sprintf(direction,"north");
if (door == 3) sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
sprintf(buf,"$n comes flying in from the %s.", direction);
act(buf,victim,NULL,NULL,TO_ROOM);
dam = number_range(ch->level, (ch->level * 2));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
}
return;
}
void do_disarm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_disarm].skill_level)
{
send_to_char( "You don't know how to disarm opponents.\n\r", ch );
return;
}
if ( ( get_eq_char( ch, WEAR_WIELD ) == NULL )
&& ( get_eq_char( ch, WEAR_HOLD ) == NULL ) )
{
send_to_char( "You must wield a weapon to disarm.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
&& ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL ) )
{
send_to_char( "Your opponent is not wielding a weapon.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_disarm].beats );
percent = number_percent( ) + victim->level - ch->level;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM))
send_to_char( "You failed.\n\r", ch );
else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
disarm( ch, victim );
else
send_to_char( "You failed.\n\r", ch );
return;
}
void do_sla( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to SLAY, spell it out.\n\r", ch );
return;
}
/* Had problems with people not dying when POS_DEAD...KaVir */
void do_killperson( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' ) return;
if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return;
send_to_char( "You have been KILLED!!\n\r\n\r", victim );
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
do_restore(victim,"self");
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
raw_kill( victim );
return;
}
void do_decapitate( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
bool can_decap = FALSE;
ROOM_INDEX_DATA *location;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
int i;
int x;
int mom;
int oldlev;
int vnum = 160000;
OBJ_DATA *aobj;
if (IS_NPC(ch)) return;
one_argument( argument, arg );
if (ch->in_room != NULL)
{
if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
{
send_to_char("Your in the arena.\n\r",ch);
return;
}
}
if ( arg[0] == '\0' )
{
send_to_char( "Decapitate whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "That might be a bit tricky...\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char( "You can only decapitate other players.\n\r", ch );
return;
}
if ( victim->position > 1 )
{
send_to_char( "You can only do this to mortally wounded players.\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
// if ((in_carena(ch)) && (ch->pDeathmatch == FALSE))
// {
// carenakill(ch, victim);
// return;
// }
if (!fair_fight(ch, victim)) can_decap = FALSE;
if (ch->status > 0 && victim->status > 0 && (ch->status - victim->status > 5)) can_decap = FALSE;
else if (victim->status == 0 && ch->status > 0) can_decap = FALSE;
if (ragnarok)
{
ragnarokdecap(ch,victim);
return;
}
// if (victim->played <= NEWB_HOURS) /*Newbie kill*/
// {
// send_to_char("You can't decapitate a Newbie, wimp.\n\r", ch);
// return;
// }
if (ch->level > 6 && can_decap == FALSE) can_decap = TRUE;
can_decap = can_pk(ch,victim);
victim->combat = NULL;
ch->combat = NULL;
if (!can_decap)
{
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
if ((IS_CLASS(victim, CLASS_DRAGON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON)
|| IS_CLASS(victim, CLASS_GOLD_DRAGON) || IS_CLASS(victim, CLASS_SILVER_DRAGON))
&& IS_POLYAFF(victim, POLY_DRAGON))
do_drackform(victim,"");
behead( victim );
do_sacrifice(ch,victim->pcdata->switchname);
victim->level = 2;
dropinvis(ch);
ch->pcdata->mean_paradox_counter += 1;
ch->pcdata->bounty += number_range(60,120);
sprintf(buf,"#P%s #owas torn to pieces by #R%s #c(#0Paradox Counter#c)#n",victim->name, ch->name);
death_info(buf);
ch->pcdata->bounty += 5000;
sprintf( buf, "%s Now Has a %dqp Bounty.", ch->name, ch->pcdata->bounty);
do_info(ch,buf);
do_restore(ch,"self");
if (ch->pcdata->mean_paradox_counter > 2)
{
ch->pcdata->mean_paradox_counter = 0;
paradox(ch);
}
return;
}
if (victim->pcdata->bounty > 0)
{
sprintf(buf,"You recive a %d QP bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name);
send_to_char(buf, ch);
ch->pcdata->quest += victim->pcdata->bounty;
victim->pcdata->bounty =0;
}
/*
ch->pcdata->bounty += 5000;
sprintf( buf, "%s Now Has a %dqp Bounty.", ch->name, ch->pcdata->bounty);
do_info(ch,buf);
if(IS_SET(ch->newbits2,AFF2_INARENA)){
interpret(ch,"sac head");
undo_arena(ch,"");
}*/
ch->exp += victim->exp / 2;
victim->exp -= victim->exp / 2;
if( (ch->pStatus > 0) && (victim->pStatus < 1 ) )
{
ch->pStatus += 0;
oldlev = ch->level;
ch->level = 12;
do_jail(ch,"self");
ch->level = oldlev;
}
else ch->pStatus++;
if( victim->pStatus > 0 ) victim->pStatus--;
// Make it easier to catch tester-abusers
if (!IS_NPC(ch))
sprintf( log_buf, "%s decapitated by %s at %d.",
victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
log_string( log_buf );
/*
* Update the last decaps to prevent spamcapping.
*/
act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as raw energy pulses through your veins.", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as sparks of energy crackle around $m.", ch, NULL, NULL, TO_NOTVICT );
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
ch->fight_timer += 10;
if (IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("You rip away a part of their soul.\n\r", ch);
send_to_char("You feel a part of your soul has been torn away.\n\r", victim);
ch->pcdata->souls += 1;
}
dropinvis(ch);
behead(victim);
do_sacrifice(ch,victim->pcdata->switchname);
//Pkcurse
/* if( number_range(1,100) <= 10 && ch->pkcurse <= 0)
{
sprintf(buf,"#0-#r-=#R= #y%s #rhas become #RCURSED =#r=-#0-#n\n\r",ch->name);
do_info(ch,buf);
ch->pkcurse = 30;
}
*/
oldlev = ch->level;
ch->level = 12;
do_restore(ch,"self");
ch->level = oldlev;
/* Removes mage powers */
if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
if (IS_ITEMAFF(victim, ITEMA_BEAST)) REMOVE_BIT(victim->itemaffect, ITEMA_BEAST);
if (IS_ITEMAFF(victim, ITEMA_MAGESHIELD)) REMOVE_BIT(victim->itemaffect, ITEMA_MAGESHIELD);
if (IS_ITEMAFF(victim, ITEMA_ILLUSIONS)) REMOVE_BIT(victim->itemaffect, ITEMA_ILLUSIONS);
if (IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) REMOVE_BIT(victim->itemaffect, ITEMA_DEFLECTOR);
// if (IS_SET(victim->newbits, NEW_PRISM)) REMOVE_BIT(victim->newbits, NEW_PRISM);
do_beastlike(ch,"");
if (ch->pcdata->mean_paradox_counter > 0) ch->pcdata->mean_paradox_counter--;
ch->pkill = ch->pkill + 1;
/* ch->bloodlust = ch->bloodlust + 1;
if(ch->bloodlust >= 3)
{
if(ch->pdeath >= 1)
{
send_to_char("The gods are pleased with your gift, and remove a scar from your soul.\n\r",ch);
ch->pdeath -= 1;
ch->bloodlust = 0;
}
}
*/
victim->pdeath = victim->pdeath + 1;
// if (!IS_CLASS(victim, CLASS_NINJA)) victim->rage = 0;
victim->level = 2;
//Handling Momentum Stuff!
if(!ragnarok){
mom = 1;
for(x = 0;x < ch->momentum; x += 1){mom *= 10;}
ch->pcdata->quest += mom;
sprintf(buf,"You gain %d quest points!\n\r",mom);
stc(buf,ch);
if(str_cmp(ch->pcdata->last_decap[0],victim->pcdata->switchname) &&
str_cmp(ch->pcdata->last_decap[1],victim->pcdata->switchname)) ch->momentum += 1;
}
free_string( ch->pcdata->last_decap[1] );
ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]);
free_string( ch->pcdata->last_decap[0] );
ch->pcdata->last_decap[0] = str_dup(victim->name);
decap_message(ch,victim);
players_decap++;
// if(!ragnarok) hh_decap++;
// if(hh_decap % 10 == 0){
// if(!global_exp)do_doublexp(ch,"all 40");
// hh_decap = 0;
// }
i = 0;
/*
* update kingdoms
*/
if( ch->pcdata->kingdom != 0 ) kingdom_table[ch->pcdata->kingdom].kills++;
if( victim->pcdata->kingdom != 0 ) kingdom_table[victim->pcdata->kingdom].deaths++;
save_kingdoms();
return;
}
void decap_message(CHAR_DATA *ch, CHAR_DATA *victim)
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
bool unarmed = FALSE;
if (IS_NPC(ch) || IS_NPC(victim)) return;
if ( (obj = get_eq_char( ch, WEAR_WIELD )) == NULL )
{
if (( obj = get_eq_char( ch, WEAR_HOLD )) == NULL )
{
unarmed = TRUE;
}
}
if ((obj != NULL && obj->item_type != ITEM_WEAPON)) unarmed = TRUE;
/* The players own decap message */
if (IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP))
{
special_decap_message(ch,victim);
return;
}
if (unarmed)
{
if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his head torn off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her head torn off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else sprintf(buf,"#P%s #ygot its head torn off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 1)
{
if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else sprintf(buf,"#P%s #ygot its head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 2)
{
if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his heart stabbed through by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her heart stabbed through by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else sprintf(buf,"#P%s #ygot its heart stabbed through by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 3)
{
if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else sprintf(buf,"#P%s #ygot its head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 4) sprintf(buf,"#P%s #ygot strangled by #R%s",victim->pcdata->switchname,ch->pcdata->switchname);
else if (obj->value[3] == 5) sprintf(buf,"#R%s #yruns a clawed hand through #P%s #yand pulls out the heart#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 6) sprintf(buf,"#R%s #yshoots #P%s #yseveral times and spits on the corpse#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 7) sprintf(buf,"#R%s #ypounds #P%s #yon the head and the skull caves in#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 8) sprintf(buf,"#R%s #ycrushes #P%s #yto a bloody pulp#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 9) sprintf(buf,"#P%s #yhas been grepped by #R%s#y, that's just mean!#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (obj->value[3] == 10) sprintf(buf,"#P%s #ywas bitten to death by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (obj->value[3] == 11) sprintf(buf,"#R%s #yhas punctured the lungs of #P%s#y, what a meanie!#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 12) sprintf(buf,"#R%s #ygrabs #P%s #yby the head and sucks the brain out#n",ch->pcdata->switchname,victim->pcdata->switchname);
else
{
if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else sprintf(buf,"#P%s #ygot its head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
death_info(buf);
return;
}
void do_crack( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *right;
OBJ_DATA *left;
right = get_eq_char( ch, WEAR_WIELD );
left = get_eq_char( ch, WEAR_HOLD );
if (right != NULL && right->pIndexData->vnum == 12) obj = right;
else if (left != NULL && left->pIndexData->vnum == 12) obj = left;
else
{
send_to_char("You are not holding any heads.\n\r",ch);
return;
}
act("You hurl $p at the floor.", ch, obj, NULL, TO_CHAR);
act("$n hurls $p at the floor.", ch, obj, NULL, TO_ROOM);
act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_CHAR);
if (obj->chobj != NULL)
{
act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT);
act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT);
}
else
{
act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_ROOM);
}
crack_head(ch,obj,obj->name);
obj_from_char(obj);
extract_obj(obj);
}
void crack_head( CHAR_DATA *ch, OBJ_DATA *obj, char *argument )
{
CHAR_DATA *victim;
MOB_INDEX_DATA *pMobIndex;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (str_cmp(arg2,"mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) && IS_AFFECTED(obj->chobj,AFF_POLYMORPH))
{
victim = obj->chobj;
make_part(victim,"cracked_head");
make_part(victim,"brain");
sprintf(buf,"the quivering brain of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg2,"mob"))
{
if ( ( pMobIndex = get_mob_index( obj->value[1] ) ) == NULL ) return;
victim = create_mobile( pMobIndex );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
else
{
if ( ( pMobIndex = get_mob_index( 30002 ) ) == NULL ) return;
victim = create_mobile( pMobIndex );
sprintf( buf, capitalize(arg2) );
free_string( victim->short_descr );
victim->short_descr = str_dup( buf );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
return;
}
/* Voodoo skill by KaVir */
void do_voodoo( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char part1 [MAX_INPUT_LENGTH];
char part2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0')
{
send_to_char( "Who do you wish to use voodoo magic on?\n\r", ch );
return;
}
if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You are not holding a voodoo doll.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
sprintf(part2,obj->name);
sprintf(part1,"%s voodoo doll",victim->name);
if ( str_cmp(part1,part2) )
{
sprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name);
send_to_char( buf, ch );
return;
}
if ( arg2[0] == '\0')
send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
else if ( !str_cmp(arg2, "stab") )
{
WAIT_STATE(ch,12);
act("You stab a pin through $p.", ch, obj, NULL, TO_CHAR);
act("$n stabs a pin through $p.", ch, obj, NULL, TO_ROOM);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
act("You feel an agonising pain in your chest!", victim, NULL, NULL, TO_CHAR);
act("$n clutches $s chest in agony!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "burn") )
{
WAIT_STATE(ch,12);
act("You set fire to $p.", ch, obj, NULL, TO_CHAR);
act("$n sets fire to $p.", ch, obj, NULL, TO_ROOM);
act("$p burns to ashes.", ch, obj, NULL, TO_CHAR);
act("$p burns to ashes.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
if (IS_AFFECTED(victim,AFF_FLAMING) )
return;
SET_BIT(victim->affected_by, AFF_FLAMING);
act("You suddenly burst into flames!", victim, NULL, NULL, TO_CHAR);
act("$n suddenly bursts into flames!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "throw") )
{
WAIT_STATE(ch,12);
act("You throw $p to the ground.", ch, obj, NULL, TO_CHAR);
act("$n throws $p to the ground.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
if (victim->position < POS_STANDING) return;
if (victim->position == POS_FIGHTING)
stop_fighting(victim, TRUE);
act("A strange force picks you up and hurls you to the ground!", victim, NULL, NULL, TO_CHAR);
act("$n is hurled to the ground by a strange force.", victim, NULL, NULL, TO_ROOM);
victim->position = POS_RESTING;
victim->hit = victim->hit - number_range(ch->level,(5*ch->level));
update_pos(victim);
if (victim->position == POS_DEAD && !IS_NPC(victim))
{
do_killperson(ch,victim->name);
return;
}
}
else
send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
return;
}
void do_garotte(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int chance;
one_argument(argument, arg);
chance = number_percent();
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
&& !IS_CLASS(ch, CLASS_STALKER) && !IS_CLASS(ch, CLASS_SHADOWBORN) && !IS_SET(ch->pcdata->powers[1],
DPOWER_GAROTTE))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("Garotte whom?\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char("That would be a bad idea.\n\r", ch );
return;
}
if (is_safe(ch, victim)) return;
if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 4)
&& ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL|| obj->value[3] != 4))
{
send_to_char( "You need to wield a whip.\n\r", ch );
return;
}
WAIT_STATE(ch, 12);
// 2% chance
if (chance <= 1)
{
send_to_char("You cannot get close enough.\n\r",ch);
return;
}
// 94% chance
else if (chance <= 95)
{
act("$n wraps a whip around $N's neck! $N is choking to death!",ch,NULL,victim,TO_NOTVICT);
act("You wrap your whip around $N's neck and refuse to let go!",ch,NULL,victim,TO_CHAR);
act("$n wraps his whip around your neck, and you can't break free!",ch,NULL,victim,TO_VICT);
/* Assymetric - condition not needed anymore
if (!IS_NPC(victim))
{*/
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
if (ch->pcdata->upgrade_level < 2) return;
one_hit(ch, victim, gsn_garotte,1);
if (ch->pcdata->upgrade_level < 4) return;
one_hit(ch, victim, gsn_garotte,1);
if (ch->pcdata->upgrade_level < 5) return;
one_hit(ch, victim, gsn_garotte,1);
if (ch->pcdata->upgrade_level < 6) return;
one_hit(ch, victim, gsn_garotte,1);
/* }
Assymetric - can we say STUPID and UNBALANCED?
else
{
victim->hit = 1;
damage(ch, victim, 1000, gsn_garotte);
}*/
return;
}
// Remaining 4% chance
else
{
one_hit(ch, victim, gsn_garotte,1);
return;
}
return;
}
void do_dark_garotte(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int chance;
one_argument(argument, arg);
chance = number_percent();
if (IS_NPC(ch)) return;
if (ch->in_room != NULL)
{
if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
{
send_to_char("Your in the arena.\n\r",ch);
return;
}
}
if (!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
&& !IS_CLASS(ch, CLASS_STALKER) && !IS_CLASS(ch, CLASS_SHADOWBORN) && !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE))
// || !IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE))
{
send_to_char("Huh?\n\r", ch );
return;
}
if (!IS_SET(ch->newbits, NEW_DARKNESS))
{
send_to_char("You have to be surrounded in darkness.\n\r", ch );
return;
}
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("Dark Garotte whom?\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char("That would be a bad idea.\n\r", ch );
return;
}
if (IS_NPC(victim) && victim->level>2000)
{
send_to_char("That would be a bad idea, too big mob.\n\r", ch );
return;
}
if (is_safe(ch, victim)) return;
if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 4)
&& ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL || obj->value[3] != 4))
{
send_to_char( "You need to wield a whip.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
send_to_char( "You can't garotte a fighting person.\n\r", ch );
return;
}
if (victim->hit < victim->max_hit)
{
act("$N is too hurt for you to sneak up.", ch, NULL,victim,TO_CHAR);
return;
}
WAIT_STATE(ch, skill_table[gsn_garotte].beats);
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
if ( chance > 95 )
{
act("$n wraps a whip around $N's neck! $N is choking to death!",ch,NULL,victim,TO_NOTVICT);
act("You wrap your whip around $N's neck and refuse to let go!",ch,NULL,victim,TO_CHAR);
act("$n wraps his whip around your neck, and you can't break free!",ch,NULL,victim,TO_VICT);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
}
else
{
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
}
return;
}
bool has_timer(CHAR_DATA *ch)
{
if (ch->fight_timer > 0 && !IS_NPC(ch))
{
send_to_char("Not until your fight timer runs out!\n\r", ch );
return TRUE;
}
return FALSE;
}
void do_circle( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_ASSASSIN) && !IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
&& !IS_CLASS(ch, CLASS_BLACK_ASSASSIN) && !IS_CLASS(ch, CLASS_HELLS_SOLDIER))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[ASSASSIN_COMBAT] < 2)
{
send_to_char("You need level 2 in combat before you can use circle.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "How can you circle yourself?\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
if ((( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11)
&& ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11))
{
send_to_char( "You need to wield a piercing weapon.\n\r", ch );
return;
}
WAIT_STATE( ch, 10 );
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
if (ch->pcdata->upgrade_level < 2) return;
one_hit(ch, victim, gsn_circle, 1);
if (ch->pcdata->upgrade_level < 4) return;
one_hit(ch, victim, gsn_circle, 1);
if (ch->pcdata->upgrade_level < 5) return;
one_hit(ch, victim, gsn_circle, 1);
if (ch->pcdata->upgrade_level < 6) return;
one_hit(ch, victim, gsn_circle, 1);
/* if (ch->pcdata->upgrade_level < 8) return;
one_hit(ch, victim, gsn_circle, 1);
if (ch->pcdata->upgrade_level < 10) return;
one_hit(ch, victim, gsn_circle, 1);
if (ch->pcdata->upgrade_level < 11) return;
one_hit(ch, victim, gsn_circle, 1);
if (number_range(1,4) == 2)
{
send_to_char("You spin around once more, scoring a second hit.\n\r",ch);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
}*/
// WAIT_STATE( ch, 8 );
return;
}
void do_retribution( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
// if (!IS_CLASS(ch, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_PALADIN))
// {
// send_to_char("Huh?\n\r", ch );
// return;
// }
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (IS_CLASS(ch, CLASS_PALADIN) && ch->pcdata->powers[PALADIN_POWER] < 2)
{
send_to_char("You need level 2 in power before you can use retribution.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_ANGEL) && ch->pcdata->powers[ANGEL_JUSTICE] < 2)
{
send_to_char("You do not have this power yet.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "You may not bring down your Retribution upon yourself.\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
WAIT_STATE( ch, 12 );
if (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON))
{
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 2) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 3) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 4) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 5) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 6) return;
one_hit(ch, victim, gsn_retribution, 1);
/*
if (ch->pcdata->upgrade_level < 7) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 8) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 9) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 10) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 11) return;
one_hit(ch, victim, gsn_retribution, 1);
*/
}
else if (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
{
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 2) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 3) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 4) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 5) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 6) return;
one_hit(ch, victim, gsn_retribution, 1);
/*
if (ch->pcdata->upgrade_level < 7) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 8) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 9) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 10) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 11) return;
one_hit(ch, victim, gsn_retribution, 1);
*/
}
return;
}
void do_poisonbreath( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int level;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) || !IS_CLASS(ch, CLASS_TYPHON)
|| !IS_CLASS(ch, CLASS_NAZGUL) || !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if (ch->pcdata->powers[HYDRA_ATTACK] < 2)
{
send_to_char("You need level 2 in attack before you can use this.\n\r",ch);
return;
}
if (ch->mana < 150)
{
send_to_char("You need more mana.\n\r", ch );
return; }
level = ch->spl[PURPLE_MAGIC];
ch->mana -= 150;
send_to_char("All of Your Heads Breath POISON into the ROOM.\n\r", ch );
act("Each of $n's Heads breath Posion GAS ",ch,NULL,NULL,TO_ROOM);
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if (vch == ch) continue;
if (vch->trust>6) continue;
dam = dice(level, 7 );
if ( saves_spell( level, vch ) )
dam *= 5;
damage( ch, vch, dam, skill_lookup("gas_breath"));
}
WAIT_STATE(ch, 6);
return;
}
/*
void do_fbreath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) || !IS_CLASS(ch, CLASS_TYPHON)
|| !IS_CLASS(ch, CLASS_NAZGUL) || !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[HYDRA_ATTACK] < 3)
{
send_to_char("You need level 3 in attack before you can use this breathweapon.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "You may not breath fire on yourself.\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
one_hit(ch, victim, gsn_fbreath, 1);
one_hit(ch, victim, gsn_fbreath, 1);
one_hit(ch, victim, gsn_fbreath, 1);
one_hit(ch, victim, gsn_fbreath, 1);
one_hit(ch, victim, gsn_fbreath, 1);
WAIT_STATE( ch, 8 );
return;
}
void do_lbreath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) || !IS_CLASS(ch, CLASS_TYPHON)
|| !IS_CLASS(ch, CLASS_NAZGUL) || !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{ send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[HYDRA_ATTACK] < 2)
{
send_to_char("You need level 2 in attack before you can use this Breath Weapon.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "No attacking yourself!\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
one_hit(ch, victim, gsn_lbreath, 1);
one_hit(ch, victim, gsn_lbreath, 1);
one_hit(ch, victim, gsn_lbreath, 1);
one_hit(ch, victim, gsn_lbreath, 1);
one_hit(ch, victim, gsn_lbreath, 1);
WAIT_STATE( ch, 8 );
return;
}
/* void do_abreath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) || !IS_CLASS(ch, CLASS_TYPHON)
|| !IS_CLASS(ch, CLASS_NAZGUL) || !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[HYDRA_ATTACK] < 5)
{
send_to_char("You need level 5 in attack before you can use Acid Breath.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "tisk tisk.\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
one_hit(ch, victim, gsn_abreath, 1);
one_hit(ch, victim, gsn_abreath, 1);
one_hit(ch, victim, gsn_abreath, 1);
one_hit(ch, victim, gsn_abreath, 1);
one_hit(ch, victim, gsn_abreath, 1);
WAIT_STATE( ch, 8 );
return;
}
*/
void do_frbreath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) || !IS_CLASS(ch, CLASS_TYPHON)
|| !IS_CLASS(ch, CLASS_NAZGUL) || !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[HYDRA_ATTACK] < 7)
{
send_to_char("You need level 7 in attack before you can use Frost Breath.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "No attacking youself!\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
WAIT_STATE( ch, 8 );
return;
}
void do_dbreath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
int dam;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) || !IS_CLASS(ch, CLASS_TYPHON)
|| !IS_CLASS(ch, CLASS_NAZGUL) || !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[HYDRA_POWER] < 10)
{
send_to_char("You need level 10 in power before you can use Death Breath.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "Not Happening.\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
WAIT_STATE( ch, 8 );
if (!IS_NPC(victim)) dam = number_range(18000,22000);
else dam = number_range(28000,35000);
sprintf(buf,"Your Death Breath ANNIHILATES $N . [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n's Death Breath ANNIHILATES YOU! [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"$n's Death Breath ANNIHILATES $N ! [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_NOTVICT);
hurt_person(ch,victim, dam);
return;
}
void do_autostance(CHAR_DATA *ch, char *argument ) {
char arg [MAX_INPUT_LENGTH];
argument = one_argument(argument,arg);
if (IS_NPC(ch)) return;
if (!str_cmp(arg,"none")) {
send_to_char("You no longer autostance.\n\r", ch );
ch->pcdata->autostance = STANCE_NONE;}
else if (!str_cmp(arg, "crane")) {
send_to_char("You now autostance into the crane stance.\n\r",ch );
ch->pcdata->autostance = STANCE_CRANE;}
else if (!str_cmp(arg, "crab")) {
send_to_char("You now autostance into the crab stance.\n\r", ch );
ch->pcdata->autostance = STANCE_CRAB;}
else if (!str_cmp(arg, "bull")) {
send_to_char("You now autostance into the bull stance.\n\r", ch );
ch->pcdata->autostance = STANCE_BULL;}
else if (!str_cmp(arg, "viper")) {
send_to_char("You now autostance into the viper stance.\n\r", ch
);
ch->pcdata->autostance = STANCE_VIPER;}
else if (!str_cmp(arg, "mongoose")) {
send_to_char("You now autostance into the mongoose stance.\n\r",
ch);
ch->pcdata->autostance = STANCE_MONGOOSE;}
else if (!str_cmp(arg, "mantis")
&& ch->stance[STANCE_CRANE] >= 200
&& ch->stance[STANCE_VIPER] >= 200) {
send_to_char("You now autostance into the mantis stance.\n\r",
ch);
ch->pcdata->autostance = STANCE_MANTIS;}
else if (!str_cmp(arg, "monkey")
&& ch->stance[STANCE_CRANE] >= 200
&& ch->stance[STANCE_MONGOOSE] >= 200) {
send_to_char("You now autostance into the monkey stance.\n\r",ch);
ch->pcdata->autostance = STANCE_MONKEY;}
else if (!str_cmp(arg, "swallow")
&& ch->stance[STANCE_CRAB] >= 200
&& ch->stance[STANCE_MONGOOSE] >= 200) {
send_to_char("You now autostance into the swallow stance.\n\r",
ch);
ch->pcdata->autostance = STANCE_SWALLOW;}
else if (!str_cmp(arg, "tiger")
&& ch->stance[STANCE_BULL] >= 200
&& ch->stance[STANCE_VIPER] >= 200) {
send_to_char("You now autostance into the tiger stance.\n\r", ch);
ch->pcdata->autostance = STANCE_TIGER;}
else if (!str_cmp(arg, "dragon")
&& ch->stance[STANCE_CRAB] >= 200
&& ch->stance[STANCE_BULL] >= 200) {
send_to_char("You now autostance into the dragon stance.\n\r",
ch);
ch->pcdata->autostance = STANCE_DRAGON;}
else if (!str_cmp(arg,"rabbit") && ch->stance[STANCE_SWALLOW] >= 200
&& ch->stance[STANCE_MONKEY] >= 200) {
stc("You now autostance into the rabbit stance.\n\r", ch);
ch->pcdata->autostance = STANCE_RABBIT;}
else if (!str_cmp(arg, "cobra") && ch->stance[STANCE_TIGER] >= 200
&& ch->stance[STANCE_DRAGON] >= 200) {
stc("You now autstance into the cobra stance.\n\r", ch);
ch->pcdata->autostance = STANCE_COBRA;}
else if (!str_cmp(arg, "cougar") && ch->stance[STANCE_MANTIS] >= 200
&& ch->stance[STANCE_DRAGON] >= 200) {
stc("You now autostance into the cougar stance.\n\r", ch);
ch->pcdata->autostance = STANCE_COUGAR; }
else if (!str_cmp(arg, "bear") && ch->stance[STANCE_SWALLOW] >= 200
&& ch->stance[STANCE_TIGER] >= 200) {
stc("You now autostance into the bear stance.\n\r", ch);
ch->pcdata->autostance = STANCE_BEAR; }
//MACA
else if (!str_cmp(arg, "eagle") && ch->stance[STANCE_SWALLOW] >=200
&& ch->stance[STANCE_DRAGON] >= 200){
stc("You now autostance into the eagle stance.\n\r", ch);
ch->pcdata->autostance = STANCE_EAGLE; }
else send_to_char("You can't set your autostance to that!\n\r",ch);
}
void autodrop(CHAR_DATA *ch) {
int st;
char buf [MAX_INPUT_LENGTH];
char buf2 [MAX_INPUT_LENGTH];
char stancename [10];
if (IS_NPC(ch)) return;
st = ch->pcdata->autostance;
if (st == STANCE_VIPER) sprintf(stancename,"viper");
else if (st == STANCE_CRANE) sprintf(stancename,"crane");
else if (st == STANCE_CRAB) sprintf(stancename,"crab");
else if (st == STANCE_MONGOOSE) sprintf(stancename,"mongoose");
else if (st == STANCE_BULL) sprintf(stancename,"bull");
else if (st == STANCE_MANTIS) sprintf(stancename,"mantis");
else if (st == STANCE_DRAGON) sprintf(stancename,"dragon");
else if (st == STANCE_TIGER) sprintf(stancename,"tiger");
else if (st == STANCE_MONKEY) sprintf(stancename,"monkey");
else if (st == STANCE_SWALLOW) sprintf(stancename,"swallow");
else if (st == STANCE_RABBIT) sprintf(stancename, "rabbit");
else if (st == STANCE_COBRA) sprintf(stancename, "cobra");
else if (st == STANCE_COUGAR) sprintf(stancename, "cougar");
else if (st == STANCE_BEAR) sprintf(stancename, "bear");
else if (st == STANCE_EAGLE) sprintf(stancename, "eagle");
else return;
if (ch->stance[0] < 1) {
ch->stance[0] = st;
sprintf(buf, "You autodrop into the %s stance.", stancename);
act(buf, ch, NULL, NULL, TO_CHAR);
sprintf(buf2, "$n autodrops into the %s stance.", stancename);
act(buf2, ch, NULL, NULL, TO_ROOM);
}
}
void dropinvis(CHAR_DATA *ch)
{
if (ch->level < 7 && IS_SET(ch->act, AFF_HIDE)) REMOVE_BIT(ch->act, AFF_HIDE);
if (ch->level < 7 && IS_SET(ch->act, PLR_WIZINVIS)) REMOVE_BIT(ch->act, PLR_WIZINVIS);
if ((IS_CLASS(ch, CLASS_DROW)) && IS_SET(ch->newbits, NEW_DARKNESS))
{
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
}
return;
}
void ragnarokdecap(CHAR_DATA *ch, CHAR_DATA *victim)
{
char buf[MAX_STRING_LENGTH];
if (IS_CLASS(victim, CLASS_VAMPIRE) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)) do_mortalvamp(victim,"");
if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
char_from_room(victim);
char_to_room(victim,get_room_index(ROOM_VNUM_ALTAR));
do_clearstats(victim,"");
victim->level = 2;
dropinvis(ch);
players_decap++;
sprintf(buf,"%s was beheaded by %s, the ragnarok continues",victim->name, ch->name);
do_info(ch,buf);
send_to_char("YOU HAVE BEEN KILLED!!!!\n\r",victim);
do_call(victim, "all");
do_train(victim,"avatar");
do_restore(victim,"self");
return;
}
bool can_decapitate(CHAR_DATA *ch, CHAR_DATA *victim)
{
int maxstatus = ((ch->pcdata->upgrade_level + 1) * 5);
// if ( victim->pStatus <= 0 && ch->pStatus > 0 ) return FALSE;
if ( ch->pStatus - victim->pStatus > 10 ) return FALSE;
// if ( ch->pcdata->upgrade_level > victim->pcdata->upgrade_level + 1 ) return FALSE;
// if ( ch->pcdata->upgrade_level > victim->pcdata->upgrade_level && victim->pStatus - ch->pStatus < 5 ) return FALSE;
// if ( ch->pStatus >= (ch->pcdata->upgrade_level+1)*15 ) return FALSE;
// EOD SHIT
if (ch->level != 3 || victim->level != 3) return FALSE;
if ((ch->status == 0) && (victim->status == 0)) return TRUE;
if (ch->status >= maxstatus) return FALSE;
if (ch->status > 0 && victim->status > 0 && (ch->status - victim->status > 5)) return FALSE;
return TRUE;
}
/*
* New system to replace status, called fair fight, it measures the
* difference between two players, giving them points for their
* stances, powers, and stats. If they are within each others range,
* the call will return TRUE, if not FALSE. Call for fair_fight when
* you need to see if a fight is fair (ie. decapping).
*/
bool fair_fight(CHAR_DATA *ch, CHAR_DATA *victim)
{
int maxstatus = ((ch->pcdata->upgrade_level + 1) * 5);
if (IS_NPC(ch) || IS_NPC(victim)) return TRUE;
/*
* All the people that shouldn't be fighting anyway
*/
if (ch == victim) return FALSE;
// if (reachedDecapLimit(ch)) return FALSE;
if (victim->pcdata->upgrade_level > ch->pcdata->upgrade_level && (ch->status - victim->status < 6)) return TRUE;
if (ch->pcdata->upgrade_level - victim->pcdata->upgrade_level > 1) return FALSE;
if (ch->status >= (ch->pcdata->upgrade_level * 5) && victim->pcdata->upgrade_level != ch->pcdata->upgrade_level) return FALSE;
if (ch->status < (ch->pcdata->upgrade_level * 5) && (ch->status - victim->status < 3)) return TRUE;
if (ch->status > 0 && victim->status > 0 && (ch->status - victim->status > 5)) return FALSE;
/*
* They passed the test, FIGHT children.
*/
return TRUE;
}
int can_pk(CHAR_DATA *ch, CHAR_DATA *victim)
{
int pRange = 0;
int can_decap = FALSE;
if(ch->pStatus > 0){
if(victim->pcdata->upgrade_level >= ch->pcdata->upgrade_level){
pRange = ( ch->pStatus - 10 );
if( pRange < 1 ) pRange = 1;
}
else{
pRange = ( ch->pStatus - 5);
if(pRange < 1) pRange = 1;
}
}
if( victim->pkcurse >= 1) pRange -= 4;
if( pRange < 1 ) pRange = 1;
if( pRange > victim->pStatus) can_decap = FALSE;
else can_decap = TRUE;
if( ch->pStatus == 0 && victim->pStatus == 0) can_decap = TRUE;
if( ch->pcdata->upgrade_level - 1 > victim->pcdata->upgrade_level ) can_decap = FALSE;
if(ch->pcdata->upgrade_level == 0 && ch->pStatus >= 10) can_decap = FALSE;
else if(ch->pcdata->upgrade_level == 1 && ch->pStatus >= 15) can_decap = FALSE;
else if(ch->pcdata->upgrade_level == 2 && ch->pStatus >= 20) can_decap = FALSE;
else if(ch->pcdata->upgrade_level == 3 && ch->pStatus >= 25) can_decap = FALSE;
if(victim->level < 3) can_decap = FALSE;
return can_decap;
}