#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
void do_kshow(CHAR_DATA *ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
if (IS_NPC(ch)) return;
if (ch->pcdata->kingdom == 0)
{
send_to_char("You are not in a kingdom.\n\r", ch );
return;
}
sprintf(buf, "#7The Kingdom of %s:\n\r",
kingdom_table[ch->pcdata->kingdom].whoname);
send_to_char( buf, ch );
send_to_char("#2[ Name ] [ Hits ] [ HPmax ] [ Mana ] [ Move ] [ Status ]#n\n\r", ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( IS_NPC(gch) ) continue;
if ( gch->pcdata->kingdom != ch->pcdata->kingdom)
continue;
sprintf( buf, "#2[#n%-12s#2] [#n%6d#2] [#n%7d#2] [#n%6d#2] [#n%6d#2] [#n %-2d #2]#n\n\r",
gch->name ,
gch->hit,gch->max_hit,gch->mana,gch->move,
gch->pStatus);
send_to_char( buf, ch );
}
return;
}
void do_favorclear( CHAR_DATA *ch, char *argument )
{
if (IS_SET(ch->act, PLR_RIGHTHAND))
{
REMOVE_BIT(ch->act, PLR_RIGHTHAND);
}
if (IS_SET(ch->act, PLR_LEFTHAND))
{
REMOVE_BIT(ch->act, PLR_LEFTHAND);
}
if (IS_SET(ch->act, PLR_AMBI))
{
REMOVE_BIT(ch->act, PLR_AMBI);
}
send_to_char("You no longer favor any or both hands.\n\r", ch);
return;
}
void do_damn( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *in_room;
argument = one_argument(argument, arg);
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_HELLS_SOLDIER))
{
send_to_char("Huh?\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 && ch->fighting != NULL)
{
send_to_char( "You cannot damn yourself while fighting!\n\r", ch );
return;
}
if ( ch == victim && ch->fighting == NULL)
{
send_to_char( "You return to hell!\n\r", ch );
char_from_room( ch );
char_to_room( ch, get_room_index(93425));
do_look( ch, "auto" );
return;
}
in_room = ch->in_room;
if ( ch->in_room == get_room_index(93425) )
{
stc("#RAlready there!!#n\n\r",ch);
return;
}
if (ch->fighting == NULL)
{
stc("#rYou're not engaged in combat with them!#n\n\r",ch);
return;
}
stc("#7You attempt to focus your hatred...#n\n\r",ch);
if ((number_range(1,3) == 1) && (ch->fighting != NULL))
{
if ( ch->fighting )
{
stop_fighting( ch, TRUE );
}
do_say(ch,"#rM#RuAHahahHAHA #rW#Relcome #rt#Ro #rm#Ry #rD#Romain#r!#R!#n");
stc("#RYou #rDAMN #Rthem to the pits of hell!#n\n\r",ch);
char_from_room( victim );
char_to_room( victim, get_room_index(93425));
do_look( victim, "auto" );
char_from_room( ch );
char_to_room( ch, get_room_index(93425));
stc("#RWelcome to Hell!#n\n\r",victim);
do_look( ch, "auto" );
set_fighting(ch, victim);
}
WAIT_STATE(ch, 6);
return;
}
void do_gale(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_ELEMENTAL) && !IS_CLASS(ch, CLASS_GAIA_WOLF)
&& !IS_CLASS(ch, CLASS_NECROMANCER) && !IS_CLASS(ch, CLASS_DRUID)
&& !IS_CLASS(ch, CLASS_DEVA))
{
send_to_char("Elemental Only?\n\r",ch);
return;
}
if (ch->pcdata->powers[ELEMENTAL_AIR] < 4 )
{
send_to_char("Your power in the element of air is not strong enough.\n\r",ch);
return;
}
if (ch->move < 2000)
{
send_to_char("This costs 2000 move.\n\r",ch);
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE(ch, 18);
ch->move -= 2000;
if (number_range(1,4)==1)
{
victim->position = POS_STUNNED;
ch->position = POS_STANDING;
act("#7You send a #CG#cale #7of #CW#cind #7toward #y$N #7sending #y$M flying into the wall.#n",ch,NULL,victim,TO_CHAR);
act("#y$n #7sends a #CG#cale #7of #CW#cind #7toward sending you into the wall.#n ",ch,NULL,victim, TO_VICT);
act("#y$n #7sends a #CG#cale #7of #CW#cind #7toward #y$N #7sending #y$M #7flying into the wall.#n",ch,NULL,victim, TO_ROOM);
return;
}
else
{
act("#7Your #CG#cale #7of #CW#cind #LB#llows #7past #y$N#7.#n",ch,NULL,victim,TO_CHAR);
act("#y$n's #CG#cale #7of #CW#cind #LB#llows #7past you.#n",ch,NULL,victim, TO_VICT);
act("#y$n's #CG#cale #7of #CW#cind #LB#llows #7past #y$N#7.#n",ch,NULL,victim, TO_ROOM);
return;
}
}
void do_smokescreen( CHAR_DATA *ch, char *argument )
{
if (!IS_CLASS(ch, CLASS_ASSASSIN) && !IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
&& !IS_CLASS(ch, CLASS_HELLS_SOLDIER) && !IS_CLASS(ch, CLASS_BLACK_ASSASSIN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[ASSASSIN_KNOWLEDGE] < 3)
{
send_to_char("You need level 3 in knowledge before you can create a smokescreeen.\n\r",ch);
return;
}
if(ch->fight_timer > 0)
{
stc("Not with a fighttimer.\n\r",ch);
return;
}
if(!IS_SET(ch->act, AFF_HIDE))
{
stc("#7You surround yourself in a #nSc#7re#0e#nn #7of #nS#7m#0ok#ne#7.#n\n\r",ch);
act("#7$n has become #ye#Yngulfed #7in a #nSc#7re#0e#nn #7of #nS#7m#0ok#ne#7.#n.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->act, AFF_HIDE);
}
else
{
stc("#7Your #nSc#7re#0e#nn #7of #nS#7m#0ok#ne#7 #7vanishes.#n\n\r",ch);
act("#7$n has left $M #nSc#7re#0e#nn #7of #nS#7m#0ok#ne#7.#n.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->act, AFF_HIDE);
}
}
void add_affect ( OBJ_DATA * obj, int apply, long value )
{
AFFECT_DATA * paf;
if ( affect_free == NULL )
paf = alloc_perm( sizeof( * paf ) );
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = 0;
paf->duration = -1;
paf->location = apply;
paf->modifier = value;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
void do_elemshift (CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_ELEMENTAL) && !IS_CLASS(ch, CLASS_GAIA_WOLF)
&& !IS_CLASS(ch, CLASS_NECROMANCER) && !IS_CLASS(ch, CLASS_DRUID)
&& !IS_CLASS(ch, CLASS_DEVA))
{
send_to_char("Elemental Only?\n\r",ch);
return;
}
if (ch->pcdata->powers[ELEMENTAL_FIRE] < 5 )
{
send_to_char("#7You need level #R5 #7in each element to use #RElemshift#7!#n\n\r",ch);
return;
}
if (ch->pcdata->powers[ELEMENTAL_AIR] < 5 )
{
send_to_char("#7You need level #R5 #7in each element to use #RElemshift#7!#n\n\r",ch);
return;
}
if (ch->pcdata->powers[ELEMENTAL_WATER] < 5 )
{
send_to_char("#7You need level #R5 #7in each element to use #RElemshift#7!#n\n\r",ch);
return;
}
if (ch->pcdata->powers[ELEMENTAL_EARTH] < 5 )
{
send_to_char("#7You need level #R5 #7in each element to use #RElemshift#7!#n\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("#7Which #RElemental #7form? #7[#RFire#7-#CAir#7-#LWater#7-#oEarth#7-#YMortal#7]#n\n\r", ch);
return;
}
if (!str_cmp(arg,"fire"))
{
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("#7You're already in a #RELEMENTAL #7form#7!#n\n\r",ch);
return;
}
if (ch->mana < 10000)
{
send_to_char("#7You don't have enough #Rmana#7.#n\n\r",ch);
return;
}
act( "You become ingulfed in #RF#Yl#Ra#Ym#Re#Ys#n.", ch, NULL, NULL, TO_CHAR);
act( "$n's Becomes a #7Human #YT#Ro#Yr#Rc#Yh#n.", ch, NULL, NULL, TO_ROOM );
ch->pcdata->powers[ELEM_FORMS]=FIRE_FORM;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
ch->hitroll += 400;
ch->damroll += 400;
ch->armor -= 200;
ch->mana -= 10000;
sprintf(buf, "%s The #RF#Yi#Rr#Ye#n Elemental", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg,"water"))
{
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("#7You're already in a #RELEMENTAL #7form#7!#n\n\r",ch);
return;
}
if (ch->mana < 1000)
{
send_to_char("#7You don't have enough #Rmana#7.#n\n\r",ch);
return;
}
act( "Your skin is covered with #7Ice #lCrystals#n.", ch, NULL, NULL, TO_CHAR);
act( "$n's skin becomes covered with #7Ice #lcrystals#n.", ch, NULL, NULL, TO_ROOM );
ch->pcdata->powers[ELEM_FORMS]=WATER_FORM;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
ch->hitroll += 300;
ch->damroll += 300;
ch->mana -= 10000;
sprintf(buf, "%s The #lWater#n Elemental", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg,"air"))
{
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("#7You're already in a #RELEMENTAL #7form#7!#n\n\r",ch);
return;
}
if (ch->mana < 10000)
{
send_to_char("#7You don't have enough #Rmana#7.#n\n\r",ch);
return;
}
act( "You becomes a thin #LM#7i#Ls#7t#n.", ch, NULL, NULL, TO_CHAR);
act( "$n's Becomes a thin #LM#7i#Ls#7t#n.", ch, NULL, NULL, TO_ROOM );
ch->pcdata->powers[ELEM_FORMS]=AIR_FORM;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
ch->hitroll += 200;
ch->damroll += 200;
ch->armor -= 200;
ch->mana -= 10000;
sprintf(buf, "%s The #7Air#n Elemental", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg,"earth"))
{
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("#7You're already in a #RELEMENTAL #7form#7!#n\n\r",ch);
return;
}
if (ch->mana < 10000)
{
send_to_char("#7You don't have enough #Rmana#7.#n\n\r",ch);
return;
}
act( "Your Skin turns to Hard #GE#garth#n.", ch, NULL, NULL, TO_CHAR);
act( "$n's skin turns to Hard #GE#garth#n.", ch, NULL, NULL, TO_ROOM );
ch->pcdata->powers[ELEM_FORMS]=EARTH_FORM;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
ch->hitroll += 500;
ch->damroll += 500;
ch->armor -= 500;
ch->mana -= 10000;
sprintf(buf, "%s The #GE#garth#n Elemental", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg,"mortal"))
{
if (!IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("#7Your already in #RMortal #7form.#n\n\r",ch);
return;
}
if (IS_SET(ch->pcdata->powers[ELEM_FORMS], FIRE_FORM))
{
ch->hitroll -= 400;
ch->damroll -= 400;
ch->armor += 200;
}
else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], AIR_FORM))
{
ch->hitroll -= 200;
ch->damroll -= 200;
ch->armor += 200;
}
else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], WATER_FORM))
{
ch->hitroll -= 300;
ch->damroll -= 300;
}
else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], EARTH_FORM))
{
ch->hitroll -= 500;
ch->damroll -= 500;
ch->armor += 500;
}
ch->pcdata->powers[ELEM_FORMS]=0;
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
send_to_char("#7You return to your #RMortal #7form.#n\n\r",ch);
act("#7$n returns to $s #RMortal #7form.#n\n\r",ch,NULL,NULL,TO_ROOM);
free_string(ch->morph);
ch->morph=str_dup("");
return;
}
else
{
send_to_char("#7That is not a valid form.#n\n\r",ch);
return;
}
}
void rare_eq1 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#GDa#gr#0k #nE#7m#ne#0r#ga#Gld#7 %s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#GDa#gr#0k #nE#7m#ne#0r#ga#Gld#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq2 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#pCra#Pck#7e#nd #0A#nm#7e#Pth#pyst#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#pCra#Pck#7e#nd #0A#nm#7e#Pth#pyst#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq3 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#sPe#sr#sf#se#sct #sP#sr#si#ssm#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#sPe#sr#sf#se#sct #sP#sr#si#ssm#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq4 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#rBl#Ro#7o#nd S#7t#Ro#rne#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#rBl#Ro#7o#nd S#7t#Ro#rne#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq5 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#0G#no#0t#nh#0i#nc#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#0G#no#0t#nh#0i#nc#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq6 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#ySt#0u#ydd#0e#yd L#0e#yat#0h#yer#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#ySt#0u#ydd#0e#yd L#0e#yat#0h#yer#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq7 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#7Q#nu#0i#7l#nt#0e#7d#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#7Q#nu#0i#7l#nt#0e#7d#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq8 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#RRu#rn#ne #7pl#na#rt#Red#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#RRu#rn#ne #7pl#na#rt#Red#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq9 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#7O#nb#0s#ni#7d#ni#0a#nn #7P#nl#0a#nt#7e#nd #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#7O#nb#0s#ni#7d#ni#0a#nn #7P#nl#0a#nt#7e#nd #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq10 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#yW#0o#yo#nd#ye#0n #yP#nl#ya#0t#ye#nd #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#yW#0o#yo#nd#ye#0n #yP#nl#ya#0t#ye#nd #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq11 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#7S#nh#7a#nt#7t#ne#7r#ne#7d #CC#cr#7y#Cs#ct#7a#Cl#ci#7n#Ce#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#7S#nh#7a#nt#7t#ne#7r#ne#7d #CC#cr#7y#Cs#ct#7a#Cl#ci#7n#Ce#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq12 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#RCh#ra#no#0t#ri#7c #rI#0m#nb#ru#Red#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#RCh#ra#no#0t#ri#7c #rI#0m#nb#ru#Red#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq13 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#GLi#gm#0e#ns#yt#7o#yn#ne #0O#gp#Gal#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#GLi#gm#0e#ns#yt#7o#yn#ne #0O#gp#Gal#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq14 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#gVe#Gn#7o#nm #0St#na#7i#Gn#ged#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#gVe#Gn#7o#nm #0St#na#7i#Gn#ged#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq15 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#7B#no#0n#ne#7w#ne#0a#nv#7e#nd #0S#ni#7l#nk #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#7B#no#0n#ne#7w#ne#0a#nv#7e#nd #0S#ni#7l#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq16 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#RP#ru#0r#ne #RH#re#0l#nl#Rf#ri#0r#ne #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#RP#ru#0r#ne #RH#re#0l#nl#Rf#ri#0r#ne #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq17 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#0H#7o#0r#nn #0C#no#0v#7e#0r#ne#0d#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#0H#7o#0r#nn #0C#no#0v#7e#0r#ne#0d#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq18 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#YA#yn#nc#7i#ne#yn#Yt #7S#nh#0a#nd#7ow#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#YA#yn#nc#7i#ne#yn#Yt #7S#nh#0a#nd#7ow#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq19 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#LS#lk#ny #7Gu#na#lr#Ld#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#LS#lk#ny #7Gu#na#lr#Ld#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void rare_eq20 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 75, 100 );
damroll = number_range( 75, 100 );
hp = number_range( 300, 500 );
mana = number_range( 300, 500 );
move = number_range( 300, 500 );
armor = number_range( -300, -200 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RARE );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#CS#ca#ncr#ce#Cd #7M#ni#0d#nn#7i#ng#0h#nt#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#CS#ca#ncr#ce#Cd #7M#ni#0d#nn#7i#ng#0h#nt#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Rare armor!#n\n\r", ch );
}
}
void common_eq1 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 81106;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 200 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 50, 100 );
damroll = number_range( 50, 100 );
hp = number_range( 100, 200 );
mana = number_range( 100, 200 );
move = number_range( 100, 200 );
armor = number_range( -50, 150 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_COMMON );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga , "#LD#la#nm#0a#ng#le#Ld #0S#lt#Le#le#0l#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#LD#la#nm#0a#ng#le#Ld #0S#lt#Le#le#0l#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Basic %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Basic armor!#n\n\r", ch );
}
}
void common_eq2 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 81106;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 200 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 50, 100 );
damroll = number_range( 50, 100 );
hp = number_range( 100, 200 );
mana = number_range( 100, 200 );
move = number_range( 100, 200 );
armor = number_range( -50, 150 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_COMMON );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#GG#gu#ni#7l#nd#ge#Gd #YC#yo#7pp#ye#Yr#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#GG#gu#ni#7l#nd#ge#Gd #YC#yo#7pp#ye#Yr#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Basic %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Basic armor!#n\n\r", ch );
}
}
void common_eq3 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 81106;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 200 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 50, 100 );
damroll = number_range( 50, 100 );
hp = number_range( 100, 200 );
mana = number_range( 100, 200 );
move = number_range( 100, 200 );
armor = number_range( -50, 150 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_COMMON );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#CM#ci#7rr#co#Cr #7p#nl#7a#nt#7e#nd #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#CM#ci#7rr#co#Cr #7p#nl#7a#nt#7e#nd #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Basic %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Basic armor!#n\n\r", ch );
}
}
void common_eq4 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 81106;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 200 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 50, 100 );
damroll = number_range( 50, 100 );
hp = number_range( 100, 200 );
mana = number_range( 100, 200 );
move = number_range( 100, 200 );
armor = number_range( -50, 150 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_COMMON );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#RS#rh#7a#rt#Rt#re#7r#re#Rd #rR#7u#rn#Re#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#RS#rh#7a#rt#Rt#re#7r#re#Rd #rR#7u#rn#Re#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Basic %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Basic armor!#n\n\r", ch );
}
}
void common_eq5 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 81106;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 200 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 50, 100 );
damroll = number_range( 50, 100 );
hp = number_range( 100, 200 );
mana = number_range( 100, 200 );
move = number_range( 100, 200 );
armor = number_range( -50, 150 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_COMMON );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#gCr#Ga#7c#nk#0ed #nS#7c#Ga#gle#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#gCr#Ga#7c#nk#0ed #nS#7c#Ga#gle#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Basic %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Basic armor!#n\n\r", ch );
}
}
void common_eq6 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 81106;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 200 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 50, 100 );
damroll = number_range( 50, 100 );
hp = number_range( 100, 200 );
mana = number_range( 100, 200 );
move = number_range( 100, 200 );
armor = number_range( -50, 150 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_COMMON );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#GE#gl#0v#ne#7n S#nt#0e#ge#Gl#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#GE#gl#0v#ne#7n S#nt#0e#ge#Gl#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Basic %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Basic armor!#n\n\r", ch );
}
}
void common_eq7 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 81106;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 200 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 50, 100 );
damroll = number_range( 50, 100 );
hp = number_range( 100, 200 );
mana = number_range( 100, 200 );
move = number_range( 100, 200 );
armor = number_range( -50, 150 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_COMMON );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#YL#yi#0g#nh#7t P#nl#0a#yt#Ye#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#YL#yi#0g#nh#7t P#nl#0a#yt#Ye#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Basic %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Basic armor!#n\n\r", ch );
}
}
void common_eq8 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 81106;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 200 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 50, 100 );
damroll = number_range( 50, 100 );
hp = number_range( 100, 200 );
mana = number_range( 100, 200 );
move = number_range( 100, 200 );
armor = number_range( -50, 150 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_COMMON );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#CRu#cs#0t#ne#7d Mi#nt#0h#cr#Cil#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#CRu#cs#0t#ne#7d Mi#nt#0h#cr#Cil#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Basic %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Basic armor!#n\n\r", ch );
}
}
void common_eq9 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 81106;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 200 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 50, 100 );
damroll = number_range( 50, 100 );
hp = number_range( 100, 200 );
mana = number_range( 100, 200 );
move = number_range( 100, 200 );
armor = number_range( -50, 150 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_COMMON );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#LSp#ll#0i#nn#7tered #nS#0t#le#Lel#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#LSp#ll#0i#nn#7tered #nS#0t#le#Lel#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Basic %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Basic armor!#n\n\r", ch );
}
}
void common_eq10 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 81106;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 200 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 50, 100 );
damroll = number_range( 50, 100 );
hp = number_range( 100, 200 );
mana = number_range( 100, 200 );
move = number_range( 100, 200 );
armor = number_range( -50, 150 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[0] = 30;
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_COMMON );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 13 );
switch ( wear )
{
case 1: wear = ITEM_WEAR_FINGER;
sprintf( name, "Ring" );
break;
case 2: wear = ITEM_WEAR_NECK;
sprintf( name, "Necklace" );
break;
case 3: wear = ITEM_WEAR_BODY;
sprintf( name, "Armor" );
break;
case 4: wear = ITEM_WEAR_HEAD;
sprintf( name, "Helmet" );
break;
case 5: wear = ITEM_WEAR_LEGS;
sprintf( name, "Leggings" );
break;
case 6: wear = ITEM_WEAR_FEET;
sprintf( name, "Boots" );
break;
case 7: wear = ITEM_WEAR_HANDS;
sprintf( name, "Gauntlets" );
break;
case 8: wear = ITEM_WEAR_ARMS;
sprintf( name, "Sleeves" );
break;
case 9: wear = ITEM_WEAR_ABOUT;
sprintf( name, "Cloak" );
break;
case 10: wear = ITEM_WEAR_WAIST;
sprintf( name, "Belt" );
break;
case 11: wear = ITEM_WEAR_WRIST;
sprintf( name, "Bracelet" );
break;
case 12: wear = ITEM_WEAR_FACE;
sprintf( name, "Mask" );
break;
case 13: wear = ITEM_WEAR_SHIELD;
sprintf( name, "Shield" );
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_ARMOR;
sprintf( ooga ,"#0S#nt#7u#nd#0d#ne#7d #nO#0n#ny#7x#n #7%s#n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#0S#nt#7u#nd#0d#ne#7d #nO#0n#ny#7x#n #7%s#n lies on the ground.", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Basic %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a piece of Basic armor!#n\n\r", ch );
}
}
void rare_weapon1 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , 6000 ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 150, 250 );
damroll = number_range( 150, 250 );
hp = number_range( 1000, 3000 );
mana = number_range( 1000, 3000 );
move = number_range( 1000, 3000 );
armor = number_range( -500, -1 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[1] = number_range (100,200);
obj->value[2] = number_range (200,300);
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RAREWEAP );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 20 );
switch ( wear )
{
case 1: wear = ITEM_WIELD;
sprintf( name, "Whip");
obj->value[3] = 4;
obj->value[0] = 18000;
break;
case 2: wear = ITEM_WIELD;
sprintf( name, "Dagger");
obj->value[3] = 18;
obj->value[0] = 17000;
break;
case 3: wear = ITEM_WIELD;
sprintf( name, "Rapier");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 4: wear = ITEM_WIELD;
sprintf( name, "Knife");
obj->value[3] = 6;
obj->value[0] = 17000;
break;
case 5: wear = ITEM_WIELD;
sprintf( name, "Mace");
obj->value[3] = 8;
obj->value[0] = 18000;
break;
case 6: wear = ITEM_WIELD;
sprintf( name, "Flail");
obj->value[3] = 13;
obj->value[0] = 18000;
break;
case 7: wear = ITEM_WIELD;
sprintf( name, "Scythe");
obj->value[3] = 17;
obj->value[0] = 18000;
break;
case 8: wear = ITEM_WIELD;
sprintf( name, "Kama");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 9: wear = ITEM_WIELD;
sprintf( name, "Katana");
obj->value[3] = 1;
obj->value[0] = 17000;
break;
case 10: wear = ITEM_WIELD;
sprintf( name, "Axe");
obj->value[3] = 9;
obj->value[0] = 17000;
break;
case 11: wear = ITEM_WIELD;
sprintf( name, "Staff");
obj->value[3] = 5;
obj->value[0] = 17000;
break;
case 12: wear = ITEM_WIELD;
sprintf( name, "Longsword");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 13: wear = ITEM_WIELD;
sprintf( name, "Shortsword");
obj->value[3] = 11;
obj->value[0] = 17000;
break;
case 14: wear = ITEM_WIELD;
sprintf( name, "Spear");
obj->value[3] = 2;
obj->value[0] = 17000;
break;
case 15: wear = ITEM_WIELD;
sprintf( name, "Broadsword");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 16: wear = ITEM_WIELD;
sprintf( name, "Warhammer");
obj->value[3] = 7;
obj->value[0] = 17000;
break;
case 17: wear = ITEM_WIELD;
sprintf( name, "Two-Handed Longsword");
obj->value[3] = 10;
obj->value[0] = 17000;
break;
case 18: wear = ITEM_WIELD;
sprintf( name, "Bastard Sword");
obj->value[3] = 12;
obj->value[0] = 17000;
break;
case 19: wear = ITEM_WIELD;
sprintf( name, "Morningstar");
obj->value[3] = 14;
obj->value[0] = 17000;
break;
case 20: wear = ITEM_WIELD;
sprintf( name, "Polearm");
obj->value[3] = 15;
obj->value[0] = 17000;
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_WEAPON;
sprintf( ooga ,"#RBl#ro#7o#rd#Rly #7O#nn#0y#7x #7%s #n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#RBl#ro#7o#rd#Rly #7O#nn#0y#7x #7%s lies on the ground.#n", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare weapon %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a Rare Weapon!#n\n\r", ch );
}
}
void rare_weapon2 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 150, 250 );
damroll = number_range( 150, 250 );
hp = number_range( 1000, 3000 );
mana = number_range( 1000, 3000 );
move = number_range( 1000, 3000 );
armor = number_range( -500, -1 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[1] = number_range (100,200);
obj->value[2] = number_range (200,300);
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RAREWEAP );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 20 );
switch ( wear )
{
case 1: wear = ITEM_WIELD;
sprintf( name, "Whip");
obj->value[3] = 4;
obj->value[0] = 18000;
break;
case 2: wear = ITEM_WIELD;
sprintf( name, "Dagger");
obj->value[3] = 18;
obj->value[0] = 17000;
break;
case 3: wear = ITEM_WIELD;
sprintf( name, "Rapier");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 4: wear = ITEM_WIELD;
sprintf( name, "Knife");
obj->value[3] = 6;
obj->value[0] = 17000;
break;
case 5: wear = ITEM_WIELD;
sprintf( name, "Mace");
obj->value[3] = 8;
obj->value[0] = 18000;
break;
case 6: wear = ITEM_WIELD;
sprintf( name, "Flail");
obj->value[3] = 13;
obj->value[0] = 18000;
break;
case 7: wear = ITEM_WIELD;
sprintf( name, "Scythe");
obj->value[3] = 17;
obj->value[0] = 18000;
break;
case 8: wear = ITEM_WIELD;
sprintf( name, "Kama");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 9: wear = ITEM_WIELD;
sprintf( name, "Katana");
obj->value[3] = 1;
obj->value[0] = 17000;
break;
case 10: wear = ITEM_WIELD;
sprintf( name, "Axe");
obj->value[3] = 9;
obj->value[0] = 17000;
break;
case 11: wear = ITEM_WIELD;
sprintf( name, "Staff");
obj->value[3] = 5;
obj->value[0] = 17000;
break;
case 12: wear = ITEM_WIELD;
sprintf( name, "Longsword");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 13: wear = ITEM_WIELD;
sprintf( name, "Shortsword");
obj->value[3] = 11;
obj->value[0] = 17000;
break;
case 14: wear = ITEM_WIELD;
sprintf( name, "Spear");
obj->value[3] = 2;
obj->value[0] = 17000;
break;
case 15: wear = ITEM_WIELD;
sprintf( name, "Broadsword");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 16: wear = ITEM_WIELD;
sprintf( name, "Warhammer");
obj->value[3] = 7;
obj->value[0] = 17000;
break;
case 17: wear = ITEM_WIELD;
sprintf( name, "Two-Handed Longsword");
obj->value[3] = 10;
obj->value[0] = 17000;
break;
case 18: wear = ITEM_WIELD;
sprintf( name, "Bastard Sword");
obj->value[3] = 12;
obj->value[0] = 17000;
break;
case 19: wear = ITEM_WIELD;
sprintf( name, "Morningstar");
obj->value[3] = 14;
obj->value[0] = 17000;
break;
case 20: wear = ITEM_WIELD;
sprintf( name, "Polearm");
obj->value[3] = 15;
obj->value[0] = 17000;
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_WEAPON;
sprintf( ooga ,"#7D#ni#7m#no#7n#nd#7e#nd #LE#ld#7g#le#Ld #7%s #n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#7D#ni#7m#no#7n#nd#7e#nd #LE#ld#7g#le#Ld #7%s lies on the ground.#n", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare weapon %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a Rare Weapon!#n\n\r", ch );
}
}
void rare_weapon3 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 150, 250 );
damroll = number_range( 150, 250 );
hp = number_range( 1000, 3000 );
mana = number_range( 1000, 3000 );
move = number_range( 1000, 3000 );
armor = number_range( -500, -1 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[1] = number_range (100,200);
obj->value[2] = number_range (200,300);
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RAREWEAP );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 20 );
switch ( wear )
{
case 1: wear = ITEM_WIELD;
sprintf( name, "Whip");
obj->value[3] = 4;
obj->value[0] = 18000;
break;
case 2: wear = ITEM_WIELD;
sprintf( name, "Dagger");
obj->value[3] = 18;
obj->value[0] = 17000;
break;
case 3: wear = ITEM_WIELD;
sprintf( name, "Rapier");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 4: wear = ITEM_WIELD;
sprintf( name, "Knife");
obj->value[3] = 6;
obj->value[0] = 17000;
break;
case 5: wear = ITEM_WIELD;
sprintf( name, "Mace");
obj->value[3] = 8;
obj->value[0] = 18000;
break;
case 6: wear = ITEM_WIELD;
sprintf( name, "Flail");
obj->value[3] = 13;
obj->value[0] = 18000;
break;
case 7: wear = ITEM_WIELD;
sprintf( name, "Scythe");
obj->value[3] = 17;
obj->value[0] = 18000;
break;
case 8: wear = ITEM_WIELD;
sprintf( name, "Kama");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 9: wear = ITEM_WIELD;
sprintf( name, "Katana");
obj->value[3] = 1;
obj->value[0] = 17000;
break;
case 10: wear = ITEM_WIELD;
sprintf( name, "Axe");
obj->value[3] = 9;
obj->value[0] = 17000;
break;
case 11: wear = ITEM_WIELD;
sprintf( name, "Staff");
obj->value[3] = 5;
obj->value[0] = 17000;
break;
case 12: wear = ITEM_WIELD;
sprintf( name, "Longsword");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 13: wear = ITEM_WIELD;
sprintf( name, "Shortsword");
obj->value[3] = 11;
obj->value[0] = 17000;
break;
case 14: wear = ITEM_WIELD;
sprintf( name, "Spear");
obj->value[3] = 2;
obj->value[0] = 17000;
break;
case 15: wear = ITEM_WIELD;
sprintf( name, "Broadsword");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 16: wear = ITEM_WIELD;
sprintf( name, "Warhammer");
obj->value[3] = 7;
obj->value[0] = 17000;
break;
case 17: wear = ITEM_WIELD;
sprintf( name, "Two-Handed Longsword");
obj->value[3] = 10;
obj->value[0] = 17000;
break;
case 18: wear = ITEM_WIELD;
sprintf( name, "Bastard Sword");
obj->value[3] = 12;
obj->value[0] = 17000;
break;
case 19: wear = ITEM_WIELD;
sprintf( name, "Morningstar");
obj->value[3] = 14;
obj->value[0] = 17000;
break;
case 20: wear = ITEM_WIELD;
sprintf( name, "Polearm");
obj->value[3] = 15;
obj->value[0] = 17000;
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_WEAPON;
sprintf( ooga ,"#YS#yu#np#7r#ne#ym#Ye #7%s #n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#YS#yu#np#7r#ne#ym#Ye #7%s lies on the ground.#n", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare weapon %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a Rare Weapon!#n\n\r", ch );
}
}
void rare_weapon4 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 150, 250 );
damroll = number_range( 150, 250 );
hp = number_range( 1000, 3000 );
mana = number_range( 1000, 3000 );
move = number_range( 1000, 3000 );
armor = number_range( -500, -1 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[1] = number_range (100,200);
obj->value[2] = number_range (200,300);
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RAREWEAP );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 20 );
switch ( wear )
{
case 1: wear = ITEM_WIELD;
sprintf( name, "Whip");
obj->value[3] = 4;
obj->value[0] = 18000;
break;
case 2: wear = ITEM_WIELD;
sprintf( name, "Dagger");
obj->value[3] = 18;
obj->value[0] = 17000;
break;
case 3: wear = ITEM_WIELD;
sprintf( name, "Rapier");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 4: wear = ITEM_WIELD;
sprintf( name, "Knife");
obj->value[3] = 6;
obj->value[0] = 17000;
break;
case 5: wear = ITEM_WIELD;
sprintf( name, "Mace");
obj->value[3] = 8;
obj->value[0] = 18000;
break;
case 6: wear = ITEM_WIELD;
sprintf( name, "Flail");
obj->value[3] = 13;
obj->value[0] = 18000;
break;
case 7: wear = ITEM_WIELD;
sprintf( name, "Scythe");
obj->value[3] = 17;
obj->value[0] = 18000;
break;
case 8: wear = ITEM_WIELD;
sprintf( name, "Kama");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 9: wear = ITEM_WIELD;
sprintf( name, "Katana");
obj->value[3] = 1;
obj->value[0] = 17000;
break;
case 10: wear = ITEM_WIELD;
sprintf( name, "Axe");
obj->value[3] = 9;
obj->value[0] = 17000;
break;
case 11: wear = ITEM_WIELD;
sprintf( name, "Staff");
obj->value[3] = 5;
obj->value[0] = 17000;
break;
case 12: wear = ITEM_WIELD;
sprintf( name, "Longsword");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 13: wear = ITEM_WIELD;
sprintf( name, "Shortsword");
obj->value[3] = 11;
obj->value[0] = 17000;
break;
case 14: wear = ITEM_WIELD;
sprintf( name, "Spear");
obj->value[3] = 2;
obj->value[0] = 17000;
break;
case 15: wear = ITEM_WIELD;
sprintf( name, "Broadsword");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 16: wear = ITEM_WIELD;
sprintf( name, "Warhammer");
obj->value[3] = 7;
obj->value[0] = 17000;
break;
case 17: wear = ITEM_WIELD;
sprintf( name, "Two-Handed Longsword");
obj->value[3] = 10;
obj->value[0] = 17000;
break;
case 18: wear = ITEM_WIELD;
sprintf( name, "Bastard Sword");
obj->value[3] = 12;
obj->value[0] = 17000;
break;
case 19: wear = ITEM_WIELD;
sprintf( name, "Morningstar");
obj->value[3] = 14;
obj->value[0] = 17000;
break;
case 20: wear = ITEM_WIELD;
sprintf( name, "Polearm");
obj->value[3] = 15;
obj->value[0] = 17000;
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_WEAPON;
sprintf( ooga ,"#0E#nb#0o#nn#0y #CC#cr#ne#7sc#ne#cn#Ct #7%s #n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#0E#nb#0o#nn#0y #CC#cr#ne#7sc#ne#cn#Ct #7%s lies on the ground.#n", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare weapon %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a Rare Weapon!#n\n\r", ch );
}
}
void rare_weapon5 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 150, 250 );
damroll = number_range( 150, 250 );
hp = number_range( 1000, 3000 );
mana = number_range( 1000, 3000 );
move = number_range( 1000, 3000 );
armor = number_range( -500, -1 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[1] = number_range (100,200);
obj->value[2] = number_range (200,300);
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RAREWEAP );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 20 );
switch ( wear )
{
case 1: wear = ITEM_WIELD;
sprintf( name, "Whip");
obj->value[3] = 4;
obj->value[0] = 18000;
break;
case 2: wear = ITEM_WIELD;
sprintf( name, "Dagger");
obj->value[3] = 18;
obj->value[0] = 17000;
break;
case 3: wear = ITEM_WIELD;
sprintf( name, "Rapier");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 4: wear = ITEM_WIELD;
sprintf( name, "Knife");
obj->value[3] = 6;
obj->value[0] = 17000;
break;
case 5: wear = ITEM_WIELD;
sprintf( name, "Mace");
obj->value[3] = 8;
obj->value[0] = 18000;
break;
case 6: wear = ITEM_WIELD;
sprintf( name, "Flail");
obj->value[3] = 13;
obj->value[0] = 18000;
break;
case 7: wear = ITEM_WIELD;
sprintf( name, "Scythe");
obj->value[3] = 17;
obj->value[0] = 18000;
break;
case 8: wear = ITEM_WIELD;
sprintf( name, "Kama");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 9: wear = ITEM_WIELD;
sprintf( name, "Katana");
obj->value[3] = 1;
obj->value[0] = 17000;
break;
case 10: wear = ITEM_WIELD;
sprintf( name, "Axe");
obj->value[3] = 9;
obj->value[0] = 17000;
break;
case 11: wear = ITEM_WIELD;
sprintf( name, "Staff");
obj->value[3] = 5;
obj->value[0] = 17000;
break;
case 12: wear = ITEM_WIELD;
sprintf( name, "Longsword");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 13: wear = ITEM_WIELD;
sprintf( name, "Shortsword");
obj->value[3] = 11;
obj->value[0] = 17000;
break;
case 14: wear = ITEM_WIELD;
sprintf( name, "Spear");
obj->value[3] = 2;
obj->value[0] = 17000;
break;
case 15: wear = ITEM_WIELD;
sprintf( name, "Broadsword");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 16: wear = ITEM_WIELD;
sprintf( name, "Warhammer");
obj->value[3] = 7;
obj->value[0] = 17000;
break;
case 17: wear = ITEM_WIELD;
sprintf( name, "Two-Handed Longsword");
obj->value[3] = 10;
obj->value[0] = 17000;
break;
case 18: wear = ITEM_WIELD;
sprintf( name, "Bastard Sword");
obj->value[3] = 12;
obj->value[0] = 17000;
break;
case 19: wear = ITEM_WIELD;
sprintf( name, "Morningstar");
obj->value[3] = 14;
obj->value[0] = 17000;
break;
case 20: wear = ITEM_WIELD;
sprintf( name, "Polearm");
obj->value[3] = 15;
obj->value[0] = 17000;
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_WEAPON;
sprintf( ooga ,"#GO#gr#ng#7a#nn#gi#Gc #7%s #n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#GO#gr#ng#7a#nn#gi#Gc #7%s lies on the ground.#n", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare weapon %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a Rare Weapon!#n\n\r", ch );
}
}
void rare_weapon6 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 150, 250 );
damroll = number_range( 150, 250 );
hp = number_range( 1000, 3000 );
mana = number_range( 1000, 3000 );
move = number_range( 1000, 3000 );
armor = number_range( -500, -1 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[1] = number_range (100,200);
obj->value[2] = number_range (200,300);
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RAREWEAP );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 20 );
switch ( wear )
{
case 1: wear = ITEM_WIELD;
sprintf( name, "Whip");
obj->value[3] = 4;
obj->value[0] = 18000;
break;
case 2: wear = ITEM_WIELD;
sprintf( name, "Dagger");
obj->value[3] = 18;
obj->value[0] = 17000;
break;
case 3: wear = ITEM_WIELD;
sprintf( name, "Rapier");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 4: wear = ITEM_WIELD;
sprintf( name, "Knife");
obj->value[3] = 6;
obj->value[0] = 17000;
break;
case 5: wear = ITEM_WIELD;
sprintf( name, "Mace");
obj->value[3] = 8;
obj->value[0] = 18000;
break;
case 6: wear = ITEM_WIELD;
sprintf( name, "Flail");
obj->value[3] = 13;
obj->value[0] = 18000;
break;
case 7: wear = ITEM_WIELD;
sprintf( name, "Scythe");
obj->value[3] = 17;
obj->value[0] = 18000;
break;
case 8: wear = ITEM_WIELD;
sprintf( name, "Kama");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 9: wear = ITEM_WIELD;
sprintf( name, "Katana");
obj->value[3] = 1;
obj->value[0] = 17000;
break;
case 10: wear = ITEM_WIELD;
sprintf( name, "Axe");
obj->value[3] = 9;
obj->value[0] = 17000;
break;
case 11: wear = ITEM_WIELD;
sprintf( name, "Staff");
obj->value[3] = 5;
obj->value[0] = 17000;
break;
case 12: wear = ITEM_WIELD;
sprintf( name, "Longsword");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 13: wear = ITEM_WIELD;
sprintf( name, "Shortsword");
obj->value[3] = 11;
obj->value[0] = 17000;
break;
case 14: wear = ITEM_WIELD;
sprintf( name, "Spear");
obj->value[3] = 2;
obj->value[0] = 17000;
break;
case 15: wear = ITEM_WIELD;
sprintf( name, "Broadsword");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 16: wear = ITEM_WIELD;
sprintf( name, "Warhammer");
obj->value[3] = 7;
obj->value[0] = 17000;
break;
case 17: wear = ITEM_WIELD;
sprintf( name, "Two-Handed Longsword");
obj->value[3] = 10;
obj->value[0] = 17000;
break;
case 18: wear = ITEM_WIELD;
sprintf( name, "Bastard Sword");
obj->value[3] = 12;
obj->value[0] = 17000;
break;
case 19: wear = ITEM_WIELD;
sprintf( name, "Morningstar");
obj->value[3] = 14;
obj->value[0] = 17000;
break;
case 20: wear = ITEM_WIELD;
sprintf( name, "Polearm");
obj->value[3] = 15;
obj->value[0] = 17000;
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_WEAPON;
sprintf( ooga ,"#PD#pe#0a#nt#7h#ns#0o#pn#Pg #7%s #n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#PD#pe#0a#nt#7h#ns#0o#pn#Pg #7%s lies on the ground.#n", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare weapon %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a Rare Weapon!#n\n\r", ch );
}
}
void rare_weapon7 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 150, 250 );
damroll = number_range( 150, 250 );
hp = number_range( 1000, 3000 );
mana = number_range( 1000, 3000 );
move = number_range( 1000, 3000 );
armor = number_range( -500, -1 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[1] = number_range (100,200);
obj->value[2] = number_range (200,300);
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RAREWEAP );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 20 );
switch ( wear )
{
case 1: wear = ITEM_WIELD;
sprintf( name, "Whip");
obj->value[3] = 4;
obj->value[0] = 18000;
break;
case 2: wear = ITEM_WIELD;
sprintf( name, "Dagger");
obj->value[3] = 18;
obj->value[0] = 17000;
break;
case 3: wear = ITEM_WIELD;
sprintf( name, "Rapier");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 4: wear = ITEM_WIELD;
sprintf( name, "Knife");
obj->value[3] = 6;
obj->value[0] = 17000;
break;
case 5: wear = ITEM_WIELD;
sprintf( name, "Mace");
obj->value[3] = 8;
obj->value[0] = 18000;
break;
case 6: wear = ITEM_WIELD;
sprintf( name, "Flail");
obj->value[3] = 13;
obj->value[0] = 18000;
break;
case 7: wear = ITEM_WIELD;
sprintf( name, "Scythe");
obj->value[3] = 17;
obj->value[0] = 18000;
break;
case 8: wear = ITEM_WIELD;
sprintf( name, "Kama");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 9: wear = ITEM_WIELD;
sprintf( name, "Katana");
obj->value[3] = 1;
obj->value[0] = 17000;
break;
case 10: wear = ITEM_WIELD;
sprintf( name, "Axe");
obj->value[3] = 9;
obj->value[0] = 17000;
break;
case 11: wear = ITEM_WIELD;
sprintf( name, "Staff");
obj->value[3] = 5;
obj->value[0] = 17000;
break;
case 12: wear = ITEM_WIELD;
sprintf( name, "Longsword");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 13: wear = ITEM_WIELD;
sprintf( name, "Shortsword");
obj->value[3] = 11;
obj->value[0] = 17000;
break;
case 14: wear = ITEM_WIELD;
sprintf( name, "Spear");
obj->value[3] = 2;
obj->value[0] = 17000;
break;
case 15: wear = ITEM_WIELD;
sprintf( name, "Broadsword");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 16: wear = ITEM_WIELD;
sprintf( name, "Warhammer");
obj->value[3] = 7;
obj->value[0] = 17000;
break;
case 17: wear = ITEM_WIELD;
sprintf( name, "Two-Handed Longsword");
obj->value[3] = 10;
obj->value[0] = 17000;
break;
case 18: wear = ITEM_WIELD;
sprintf( name, "Bastard Sword");
obj->value[3] = 12;
obj->value[0] = 17000;
break;
case 19: wear = ITEM_WIELD;
sprintf( name, "Morningstar");
obj->value[3] = 14;
obj->value[0] = 17000;
break;
case 20: wear = ITEM_WIELD;
sprintf( name, "Polearm");
obj->value[3] = 15;
obj->value[0] = 17000;
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_WEAPON;
sprintf( ooga ,"#gC#Gr#7y#np#7t#Gi#gc #7%s #n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#gC#Gr#7y#np#7t#Gi#gc #7%s lies on the ground.#n", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare weapon %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a Rare Weapon!#n\n\r", ch );
}
}
void rare_weapon8 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 150, 250 );
damroll = number_range( 150, 250 );
hp = number_range( 1000, 3000 );
mana = number_range( 1000, 3000 );
move = number_range( 1000, 3000 );
armor = number_range( -500, -1 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[1] = number_range (100,200);
obj->value[2] = number_range (200,300);
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RAREWEAP );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 20 );
switch ( wear )
{
case 1: wear = ITEM_WIELD;
sprintf( name, "Whip");
obj->value[3] = 4;
obj->value[0] = 18000;
break;
case 2: wear = ITEM_WIELD;
sprintf( name, "Dagger");
obj->value[3] = 18;
obj->value[0] = 17000;
break;
case 3: wear = ITEM_WIELD;
sprintf( name, "Rapier");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 4: wear = ITEM_WIELD;
sprintf( name, "Knife");
obj->value[3] = 6;
obj->value[0] = 17000;
break;
case 5: wear = ITEM_WIELD;
sprintf( name, "Mace");
obj->value[3] = 8;
obj->value[0] = 18000;
break;
case 6: wear = ITEM_WIELD;
sprintf( name, "Flail");
obj->value[3] = 13;
obj->value[0] = 18000;
break;
case 7: wear = ITEM_WIELD;
sprintf( name, "Scythe");
obj->value[3] = 17;
obj->value[0] = 18000;
break;
case 8: wear = ITEM_WIELD;
sprintf( name, "Kama");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 9: wear = ITEM_WIELD;
sprintf( name, "Katana");
obj->value[3] = 1;
obj->value[0] = 17000;
break;
case 10: wear = ITEM_WIELD;
sprintf( name, "Axe");
obj->value[3] = 9;
obj->value[0] = 17000;
break;
case 11: wear = ITEM_WIELD;
sprintf( name, "Staff");
obj->value[3] = 5;
obj->value[0] = 17000;
break;
case 12: wear = ITEM_WIELD;
sprintf( name, "Longsword");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 13: wear = ITEM_WIELD;
sprintf( name, "Shortsword");
obj->value[3] = 11;
obj->value[0] = 17000;
break;
case 14: wear = ITEM_WIELD;
sprintf( name, "Spear");
obj->value[3] = 2;
obj->value[0] = 17000;
break;
case 15: wear = ITEM_WIELD;
sprintf( name, "Broadsword");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 16: wear = ITEM_WIELD;
sprintf( name, "Warhammer");
obj->value[3] = 7;
obj->value[0] = 17000;
break;
case 17: wear = ITEM_WIELD;
sprintf( name, "Two-Handed Longsword");
obj->value[3] = 10;
obj->value[0] = 17000;
break;
case 18: wear = ITEM_WIELD;
sprintf( name, "Bastard Sword");
obj->value[3] = 12;
obj->value[0] = 17000;
break;
case 19: wear = ITEM_WIELD;
sprintf( name, "Morningstar");
obj->value[3] = 14;
obj->value[0] = 17000;
break;
case 20: wear = ITEM_WIELD;
sprintf( name, "Polearm");
obj->value[3] = 15;
obj->value[0] = 17000;
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_WEAPON;
sprintf( ooga ,"#7Mi#nd#0ni#ng#7ht #RH#re#0l#Rl#rf#0i#Rr#re #7%s #n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#7Mi#nd#0ni#ng#7ht #RH#re#0l#Rl#rf#0i#Rr#re #7%s lies on the ground.#n", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare weapon %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a Rare Weapon!#n\n\r", ch );
}
}
void rare_weapon9 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 150, 250 );
damroll = number_range( 150, 250 );
hp = number_range( 1000, 3000 );
mana = number_range( 1000, 3000 );
move = number_range( 1000, 3000 );
armor = number_range( -500, -1 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[1] = number_range (100,200);
obj->value[2] = number_range (200,300);
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RAREWEAP );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 20 );
switch ( wear )
{
case 1: wear = ITEM_WIELD;
sprintf( name, "Whip");
obj->value[3] = 4;
obj->value[0] = 18000;
break;
case 2: wear = ITEM_WIELD;
sprintf( name, "Dagger");
obj->value[3] = 18;
obj->value[0] = 17000;
break;
case 3: wear = ITEM_WIELD;
sprintf( name, "Rapier");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 4: wear = ITEM_WIELD;
sprintf( name, "Knife");
obj->value[3] = 6;
obj->value[0] = 17000;
break;
case 5: wear = ITEM_WIELD;
sprintf( name, "Mace");
obj->value[3] = 8;
obj->value[0] = 18000;
break;
case 6: wear = ITEM_WIELD;
sprintf( name, "Flail");
obj->value[3] = 13;
obj->value[0] = 18000;
break;
case 7: wear = ITEM_WIELD;
sprintf( name, "Scythe");
obj->value[3] = 17;
obj->value[0] = 18000;
break;
case 8: wear = ITEM_WIELD;
sprintf( name, "Kama");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 9: wear = ITEM_WIELD;
sprintf( name, "Katana");
obj->value[3] = 1;
obj->value[0] = 17000;
break;
case 10: wear = ITEM_WIELD;
sprintf( name, "Axe");
obj->value[3] = 9;
obj->value[0] = 17000;
break;
case 11: wear = ITEM_WIELD;
sprintf( name, "Staff");
obj->value[3] = 5;
obj->value[0] = 17000;
break;
case 12: wear = ITEM_WIELD;
sprintf( name, "Longsword");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 13: wear = ITEM_WIELD;
sprintf( name, "Shortsword");
obj->value[3] = 11;
obj->value[0] = 17000;
break;
case 14: wear = ITEM_WIELD;
sprintf( name, "Spear");
obj->value[3] = 2;
obj->value[0] = 17000;
break;
case 15: wear = ITEM_WIELD;
sprintf( name, "Broadsword");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 16: wear = ITEM_WIELD;
sprintf( name, "Warhammer");
obj->value[3] = 7;
obj->value[0] = 17000;
break;
case 17: wear = ITEM_WIELD;
sprintf( name, "Two-Handed Longsword");
obj->value[3] = 10;
obj->value[0] = 17000;
break;
case 18: wear = ITEM_WIELD;
sprintf( name, "Bastard Sword");
obj->value[3] = 12;
obj->value[0] = 17000;
break;
case 19: wear = ITEM_WIELD;
sprintf( name, "Morningstar");
obj->value[3] = 14;
obj->value[0] = 17000;
break;
case 20: wear = ITEM_WIELD;
sprintf( name, "Polearm");
obj->value[3] = 15;
obj->value[0] = 17000;
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_WEAPON;
sprintf( ooga ,"#CCr#cy#0s#nt#7a#nl#0l#ci#Cne #0D#re#Rm#ro#0n #7%s #n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#CCr#cy#0s#nt#7a#nl#0l#ci#Cne #0D#re#Rm#ro#0n #7%s lies on the ground.#n", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare weapon %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a Rare Weapon!#n\n\r", ch );
}
}
void rare_weapon10 ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_INDEX_DATA * pObjIndex;
OBJ_DATA * obj;
char name [MSL];
char ooga [MSL];
int hitroll = 0;
int damroll = 0;
int hp = 0;
int mana = 0;
int move = 0;
int wear = 0;
int armor = 0;
int rnum = 30037;
if ( IS_NPC( ch ) )
return;
if ( number_range( 1 , ccenter[CCENTER_RARELOAD] ) == 1 )
{
if ( rnum == 0 || ( pObjIndex = get_obj_index( rnum ) ) == NULL )
{
stc( "Missing object, please notify a member of the staff.\n\r", ch );
return;
}
obj = create_object( pObjIndex, 52 );
hitroll = number_range( 150, 250 );
damroll = number_range( 150, 250 );
hp = number_range( 1000, 3000 );
mana = number_range( 1000, 3000 );
move = number_range( 1000, 3000 );
armor = number_range( -500, -1 );
add_affect( obj, APPLY_HITROLL, hitroll );
add_affect( obj, APPLY_DAMROLL, damroll );
add_affect( obj, APPLY_HIT, hp );
add_affect( obj, APPLY_MANA, mana );
add_affect( obj, APPLY_MOVE, move );
add_affect( obj, APPLY_AC, armor );
obj->value[1] = number_range (100,200);
obj->value[2] = number_range (200,300);
SET_BIT( obj->quest, QUEST_RELIC );
SET_BIT( obj->spectype, SITEM_RAREWEAP );
SET_BIT( obj->spectype, SITEM_UNID );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->questowner = str_dup( ch->name );
wear = number_range( 1, 20 );
switch ( wear )
{
case 1: wear = ITEM_WIELD;
sprintf( name, "Whip");
obj->value[3] = 4;
obj->value[0] = 18000;
break;
case 2: wear = ITEM_WIELD;
sprintf( name, "Dagger");
obj->value[3] = 18;
obj->value[0] = 17000;
break;
case 3: wear = ITEM_WIELD;
sprintf( name, "Rapier");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 4: wear = ITEM_WIELD;
sprintf( name, "Knife");
obj->value[3] = 6;
obj->value[0] = 17000;
break;
case 5: wear = ITEM_WIELD;
sprintf( name, "Mace");
obj->value[3] = 8;
obj->value[0] = 18000;
break;
case 6: wear = ITEM_WIELD;
sprintf( name, "Flail");
obj->value[3] = 13;
obj->value[0] = 18000;
break;
case 7: wear = ITEM_WIELD;
sprintf( name, "Scythe");
obj->value[3] = 17;
obj->value[0] = 18000;
break;
case 8: wear = ITEM_WIELD;
sprintf( name, "Kama");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 9: wear = ITEM_WIELD;
sprintf( name, "Katana");
obj->value[3] = 1;
obj->value[0] = 17000;
break;
case 10: wear = ITEM_WIELD;
sprintf( name, "Axe");
obj->value[3] = 9;
obj->value[0] = 17000;
break;
case 11: wear = ITEM_WIELD;
sprintf( name, "Staff");
obj->value[3] = 5;
obj->value[0] = 17000;
break;
case 12: wear = ITEM_WIELD;
sprintf( name, "Longsword");
obj->value[3] = 1;
obj->value[0] = 18000;
break;
case 13: wear = ITEM_WIELD;
sprintf( name, "Shortsword");
obj->value[3] = 11;
obj->value[0] = 17000;
break;
case 14: wear = ITEM_WIELD;
sprintf( name, "Spear");
obj->value[3] = 2;
obj->value[0] = 17000;
break;
case 15: wear = ITEM_WIELD;
sprintf( name, "Broadsword");
obj->value[3] = 3;
obj->value[0] = 17000;
break;
case 16: wear = ITEM_WIELD;
sprintf( name, "Warhammer");
obj->value[3] = 7;
obj->value[0] = 17000;
break;
case 17: wear = ITEM_WIELD;
sprintf( name, "Two-Handed Longsword");
obj->value[3] = 10;
obj->value[0] = 17000;
break;
case 18: wear = ITEM_WIELD;
sprintf( name, "Bastard Sword");
obj->value[3] = 12;
obj->value[0] = 17000;
break;
case 19: wear = ITEM_WIELD;
sprintf( name, "Morningstar");
obj->value[3] = 14;
obj->value[0] = 17000;
break;
case 20: wear = ITEM_WIELD;
sprintf( name, "Polearm");
obj->value[3] = 15;
obj->value[0] = 17000;
break;
}
SET_BIT( obj->wear_flags, wear );
obj->item_type = ITEM_WEAPON;
sprintf( ooga ,"#LAt#ll#na#7n#nt#le#Lan #7%s #n", name );
free_string( obj->short_descr );
obj->short_descr = str_dup( ooga );
sprintf( ooga ,"#LAt#ll#na#7n#nt#le#Lan #7%s lies on the ground.#n", name );
free_string( obj->description );
obj->description = str_dup( ooga );
sprintf( ooga, "Rare weapon %s ", name );
free_string( obj->name );
obj->name = str_dup( ooga );
obj_to_char( obj, ch );
act( "$p #7appears in your hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_CHAR );
act( "$p #7appears in $n's hands in a great #Ye#yxplosion#7.#n", ch, obj, NULL, TO_ROOM );
stc( "#7You have obtained a Rare Weapon!#n\n\r", ch );
}
}
void do_objsell(CHAR_DATA *ch, char *argument)
{
char arg [MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *in_room;
char buf[MAX_STRING_LENGTH];
OBJ_DATA * obj;
OBJ_DATA * obj2;
int sprice;
argument = one_argument(argument, arg);
if ( IS_NPC(ch) )
return;
if ( arg[0] == '\0' )
{
send_to_char("Sell what?\n\r", ch);
return;
}
in_room = ch->in_room;
if ( ch->in_room > get_room_index(12) )
{
stc("You can only sell equipment to Griswold at the Blacksmith's Shop.#n\n\r",ch);
return;
}
in_room = ch->in_room;
if ( ch->in_room < get_room_index(12) )
{
stc("You can only sell equipment to Griswold at the Blacksmith's Shop.#n\n\r",ch);
return;
}
if ( (obj = get_obj_carry( ch, arg)) == NULL )
{
send_to_char("You aren't carrying that item.\n\r",ch);
return;
}
/* if ( IS_SET( obj->spectype, SITEM_UNID ) )
{
send_to_char("That item has not been identified yet.\n\r", ch);
return;
}
*/
if ( IS_SET( obj->spectype, SITEM_COMMON ) )
{
sprice = number_range( 500, 2000 );
obj_from_char( obj );
ch->pcdata->quest += sprice;
send_to_char("Griswold says '#YWhat can i do for ya?#n'.\n\r", ch);
do_say(ch, "I found this while fighting through the dungeons");
sprintf(buf, "You show Griswold %s#n.\n\r", obj->short_descr);
send_to_char(buf, ch);
sprintf(buf, "Griswold says '#YOHhHHhHh %s #Ylooks like a dandy#n'.\n\r", obj->short_descr);
send_to_char(buf, ch);
do_say(ch, "How much can I get for it?");
sprintf(buf, "Griswold says '#YI'll take it for the price of %d Quest Points#n'.\n\r", sprice);
send_to_char(buf, ch);
do_say(ch, "Hrmm..... Okay.");
sprintf(buf, "You hand %s #nto Griswold the Blacksmith.\n\r", obj->short_descr);
send_to_char(buf, ch);
sprintf(buf, "Griswold hands you %d Quest Points.\n\r", sprice);
send_to_char(buf, ch);
do_say(ch, "Thank you Griswold!" );
sprintf(buf, "Griswold says '#YNo problem %s, come back any time#n'.\n\r", ch->pcdata->switchname);
send_to_char(buf, ch);
return;
}
if ( IS_SET( obj->spectype, SITEM_RARE ) || IS_SET( obj->spectype, SITEM_RAREWEAP ))
{
sprice = number_range( 2000, 5000 );
obj_from_char( obj );
ch->pcdata->quest += sprice;
send_to_char("Griswold says '#YWhat can i do for ya?#n'.\n\r", ch);
do_say(ch, "I found this while fighting through the dungeons");
sprintf(buf, "You show Griswold %s#n.\n\r", obj->short_descr);
send_to_char(buf, ch);
sprintf(buf, "Griswold says '#YOHhHHhHh %s #Ylooks like a dandy#n'.\n\r", obj->short_descr);
send_to_char(buf, ch);
do_say(ch, "How much can I get for it?");
sprintf(buf, "Griswold says '#YI'll take it for the price of %d Quest Points#n'.\n\r", sprice);
send_to_char(buf, ch);
do_say(ch, "Hrmm..... Okay.");
sprintf(buf, "You hand %s #nto Griswold the Blacksmith.\n\r", obj->short_descr);
send_to_char(buf, ch);
sprintf(buf, "Griswold hands you %d Quest Points.\n\r", sprice);
send_to_char(buf, ch);
do_say(ch, "Thank you Griswold!" );
sprintf(buf, "Griswold says '#YNo problem %s, come back any time#n'.\n\r", ch->pcdata->switchname);
send_to_char(buf, ch);
return;
}
if ((obj->item_type == ITEM_GLYPHHP) || (obj->item_type == ITEM_GLYPHAC)
|| (obj->item_type == ITEM_GLYPHDAM) || (obj->item_type == ITEM_GLYPHHIT)
|| (obj->item_type == ITEM_GLYPHFIRE) || (obj->item_type == ITEM_GLYPHWATER)
|| (obj->item_type == ITEM_GLYPHEARTH) || (obj->item_type == ITEM_GLYPHAIR)
|| (obj->item_type == ITEM_GLYPHATTACK))
{
sprice = number_range( 10000, 20000 );
obj_from_char( obj );
ch->pcdata->quest += sprice;
send_to_char("Griswold says '#YWhat can i do for ya?#n'.\n\r", ch);
do_say(ch, "I found this while fighting through the dungeons");
sprintf(buf, "You show Griswold %s#n.\n\r", obj->short_descr);
send_to_char(buf, ch);
sprintf(buf, "Griswold says '#YOHhHHhHh %s #Ylooks like a dandy#n'.\n\r", obj->short_descr);
send_to_char(buf, ch);
do_say(ch, "How much can I get for it?");
sprintf(buf, "Griswold says '#YI'll take it for the price of %d Quest Points#n'.\n\r", sprice);
send_to_char(buf, ch);
do_say(ch, "Hrmm..... Okay.");
sprintf(buf, "You hand %s #nto Griswold the Blacksmith.\n\r", obj->short_descr);
send_to_char(buf, ch);
sprintf(buf, "Griswold hands you %d Quest Points.\n\r", sprice);
send_to_char(buf, ch);
do_say(ch, "Thank you Griswold!" );
sprintf(buf, "Griswold says '#YNo problem %s, come back any time#n'.\n\r", ch->pcdata->switchname);
send_to_char(buf, ch);
return;
}
else
{
send_to_char("Griswold says '#YI don't want that piece of junk.#n'.\n\r", ch);
return;
}
}
void do_identify(CHAR_DATA *ch, char *argument)
{
char arg [MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *in_room;
char buf[MAX_STRING_LENGTH];
OBJ_DATA * obj;
int sprice;
argument = one_argument(argument, arg);
if ( IS_NPC(ch) )
return;
if ( arg[0] == '\0' )
{
send_to_char("Identify what?\n\r", ch);
return;
}
in_room = ch->in_room;
if ( ch->in_room > get_room_index(14) )
{
stc("Only Caine can identify equipment.#n\n\r",ch);
return;
}
in_room = ch->in_room;
if ( ch->in_room < get_room_index(14) )
{
stc("Only Caine can identify equipment.#n\n\r",ch);
return;
}
if ( (obj = get_obj_carry( ch, arg)) == NULL )
{
send_to_char("You aren't carrying that item.\n\r",ch);
return;
}
if ( !IS_SET( obj->spectype, SITEM_UNID ) )
{
send_to_char("That item has already been identified.\n\r", ch);
return;
}
sprice = number_range( 2000, 5000 );
if ( ch->pcdata->quest < 5000 )
{
send_to_char("You need atleast 5000 quest points to identify a piece of Rare armor.\n\r", ch);
return;
}
ch->pcdata->quest -= sprice;
do_say(ch, "Caine i got something for you to identify for me.");
send_to_char("Caine says '#YHMmMmm its gonna cost you lad#n'.\n\r", ch);
sprintf(buf, "You hand %s #nto Caine.\n\r", obj->short_descr);
send_to_char(buf, ch);
send_to_char("Caine chants the words '#sA#h#sU#sM#sa #sH#sU#sbb#so#sO #sw#sa#st#sO#sO#sO#so#so#sO#sO#n'.\n\r", ch);
sprintf(buf, "%s #nbegins to glow a bright #YY#yellow #ncolor\n\r", obj->short_descr);
send_to_char(buf, ch);
send_to_char("Caine says '#YOHhhHHh that be a nice piece of armor#n'.\n\r", ch);
sprintf(buf, "Caine says '#YThats gonna cost you %d Quest Points#n'.\n\r", sprice);
send_to_char(buf, ch);
do_say(ch, "Ok caine lemme get that for you");
sprintf(buf, "You hand %d Quest Points to Caine#n\n\r", sprice);
send_to_char(buf, ch);
send_to_char("Caine says '#YAhhh Thank you lad, Here you go#n'.\n\r", ch);
sprintf(buf, "Caine hands %s #nto you\n\r", obj->short_descr);
send_to_char(buf, ch);
REMOVE_BIT(obj->spectype, SITEM_UNID);
return;
}
void do_weapsell(CHAR_DATA *ch, char *argument)
{
char arg [MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *in_room;
char buf[MAX_STRING_LENGTH];
OBJ_DATA * obj;
int sprice;
argument = one_argument(argument, arg);
if ( IS_NPC(ch) )
return;
if ( arg[0] == '\0' )
{
send_to_char("Sell what?\n\r", ch);
return;
}
in_room = ch->in_room;
if ( ch->in_room > get_room_index(20) )
{
stc("You can only sell weapons to Wirt by the cave entrance.#n\n\r",ch);
return;
}
in_room = ch->in_room;
if ( ch->in_room < get_room_index(20) )
{
stc("You can only sell weapons to Wirt by the cave entrance.#n\n\r",ch);
return;
}
if ( (obj = get_obj_carry( ch, arg)) == NULL )
{
send_to_char("You aren't carrying that item.\n\r",ch);
return;
}
if ( IS_SET( obj->spectype, SITEM_UNID ) )
{
send_to_char("That item has not been identified yet.\n\r", ch);
return;
}
if ( !IS_SET( obj->spectype, SITEM_RAREWEAP ) )
{
send_to_char("You can only sell Rare Weapons.\n\r", ch);
return;
}
sprice = number_range( 5000, 10000 );
obj_from_char( obj );
ch->pcdata->quest += sprice;
send_to_char("Wirt says '#YHow can I help you?#n'.\n\r", ch);
do_say(ch, "I'd like to sell some weapons are you interested?");
send_to_char("Wirt says '#YLook at this leg.. OF COURSE I NEED WEAPONS!#n'.\n\r", ch);
do_say(ch, "Okay okay.. this is what i want to sell");
sprintf(buf, "You hand %s #nto Wirt.\n\r", obj->short_descr);
send_to_char(buf, ch);
sprintf(buf, "Wirt examines %s#n\n\r", obj->short_descr);
send_to_char(buf, ch);
send_to_char("Wirt says '#YHmmm.. nice average.. decent hit/dam.. ARMOR CLASS!!#n'.\n\r", ch);
sprintf(buf, "Wirt says '#YI'll give you %d for it.#n'.\n\r", sprice);
send_to_char(buf, ch);
do_say(ch, "FUCK YEH WIRT! You got a deal!");
sprintf(buf, "Wirt hands you %d Quest Points.#n\n\r", sprice);
send_to_char(buf, ch);
do_say(ch, "Thank you Wirt.");
sprintf(buf, "Wirt says '#YYeah yeah.. now get the fuck outta here before i cut you with my new %s#n!'.\n\r", obj->short_descr);
send_to_char(buf, ch);
send_to_char("Wirt grins evily.#n\n\r", ch);
do_west( ch, "" );
return;
}
void do_mercy( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( IS_NPC( ch ) ) return;
if ( arg[0] == '\0' )
{
send_to_char( "Show mercy to whom?\n\r", 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 ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
/* if (ch->hitfirst == FALSE)
{
send_to_char("You attacked them first fool.\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((get_age(ch)-17)<2)
{
send_to_char("You'll have to wait till you have 4 hours.\n\r",ch);
return;
}
if((get_age(victim)-17)<2)
{
send_to_char("They are a newbie, don't hurt them.\n\r",ch);
return;
}
if (IS_NPC(victim))
{
send_to_char( "Show mercy to a mob? NEVER!\n\r",ch);
return;
}
if (is_safe(ch,victim)) return;
sprintf(buf, "#P%s #0has been left for dead by #C%s#n.",victim->pcdata->switchname,ch->pcdata->switchname);
do_info(ch, buf);
sprintf(log_buf, "%s shown mercy by %s at %d.",victim->pcdata->switchname,ch->pcdata->switchname);
log_string(log_buf);
victim->fight_timer += 10;
if (ch->fight_timer > 10)
ch->fight_timer = 10;
act( "You bring your weapon down upon $N's neck!", ch, NULL, victim, TO_CHAR);
sprintf(buf, "Your life is spared by the mercy of %s!\n\r", ch->pcdata->switchname);
stc(buf, victim);
act( "$n swings $s weapon down towards $N's neck!", ch, NULL, victim, TO_NOTVICT);
act( "$n's head is spared by $N's mercy!", victim, NULL, ch, TO_ROOM);
act( "The gods shine upon the mecrcy you have shown $N.", ch, NULL, victim, TO_VICT);
act( "The gods shine upon $n as $m shows $N mercy.", ch, NULL, victim, TO_NOTVICT);
act( "You fall to the ground in agony as the gods smile on you.", ch, NULL, NULL, TO_CHAR);
act( "$n falls to the ground as the gods smile at $m.", ch, NULL, NULL, TO_NOTVICT);
if ( ch->hit < ch->max_hit ) ch->hit = ch->max_hit;
if ( ch->mana < ch->max_mana ) ch->mana = ch->max_mana;
if ( ch->move < ch->max_move ) ch->move = ch->max_move;
char_from_room(victim);
char_to_room(victim,get_room_index(ROOM_VNUM_ALTAR));
ch->fighting = NULL;
victim->fighting = NULL;
ch->hitfirst = FALSE;
victim->hitfirst = FALSE;
update_pos(victim);
WAIT_STATE(ch, 24);
WAIT_STATE(victim,96);
return;
}