#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_magearmor( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if(!IS_IMMORTAL(ch))
{
if( !IS_CLASS(ch, CLASS_HUMAN) )
{
send_to_char("What?\n\r",ch);
return;
}
}
if (arg[0] == '\0')
{
send_to_char("Please specify which piece of mage armor you wish to make: Dagger Staff Ring Collar Robe Cap Leggings Boots Gloves Sleeves Cape Belt Bracer Mask.\n\r",ch);
return;
}
if ( ch->practice < 60 )
{
send_to_char("It costs 60 points of primal to create mage equipment.\n\r",ch);
return;
}
if (!str_cmp(arg,"mask")) vnum = 33013;
else if (!str_cmp(arg,"belt")) vnum = 33011;
else if (!str_cmp(arg,"cape")) vnum = 33010;
else if (!str_cmp(arg,"ring")) vnum = 33002;
else if (!str_cmp(arg,"collar")) vnum = 33003;
else if (!str_cmp(arg,"robe")) vnum = 33004;
else if (!str_cmp(arg,"cap")) vnum = 33005;
else if (!str_cmp(arg,"leggings")) vnum = 33006;
else if (!str_cmp(arg,"boots")) vnum = 33007;
else if (!str_cmp(arg,"gloves")) vnum = 33008;
else if (!str_cmp(arg,"sleeves")) vnum = 33009;
else if (!str_cmp(arg,"bracer")) vnum = 33012;
else if (!str_cmp(arg,"staff")) vnum = 33000;
else if (!str_cmp(arg,"dagger")) vnum = 33001;
else
{
do_magearmor(ch,"");
return;
}
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform a God.\n\r",ch);
return;
}
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj_to_char(obj, ch);
ch->practice -= 60;
act("$p appears in your hands.",ch,obj,NULL,TO_CHAR);
act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM);
return;
}
void do_etherealhammer(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
dam = 6000;
dam *= 8;
dam /= 2;
if(IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
stc("#0This is a Human Technomage Area Attack#n\n\r",ch);
return;
}
for ( vch = ch->in_room->people; vch!=NULL;vch = vch_next)
{
vch_next = vch->next_in_room;
if (can_see(ch,vch))
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
{
if(is_safe(ch,vch)) continue;
sprintf(buf, "#0Your body is struck by lightning! [#C%d#n]\n\r", dam);
send_to_char( buf, vch );
sprintf(buf2, "#r%s's#0 body is struck by lightning! [#C%d#n]\n\r",vch->short_descr, dam);
send_to_char( buf2, ch );
set_fighting(ch,vch);
hurt_person(ch,vch,dam);
}
}
WAIT_STATE(ch,8);
}
void do_humanarmor(CHAR_DATA *ch, char *argument)
{
char arg[MSL];
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum;
argument = one_argument(argument,arg);
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_HUMAN) )
{
stc("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("What do you wish to make? [Ring Collar Plate Helmet Greaves Boots Gauntlets\n\r",ch);
stc(" Sleeves Cape Belt Bracer Visor Sword]\n\r",ch);
return;
}
if ( ch->practice < 150 )
{
stc("You require 150 primal.\n\r",ch);
return;
}
if (!str_cmp(arg,"ring")) vnum = 95201;
else if (!str_cmp(arg,"collar")) vnum = 95202;
else if (!str_cmp(arg,"plate")) vnum = 95205;
else if (!str_cmp(arg,"helmet")) vnum = 95206;
else if (!str_cmp(arg,"greaves")) vnum = 95208;
else if (!str_cmp(arg,"boots")) vnum = 95210;
else if (!str_cmp(arg,"gauntlets")) vnum = 95209;
else if (!str_cmp(arg,"sleeves")) vnum = 95207;
else if (!str_cmp(arg,"cape")) vnum = 95213;
else if (!str_cmp(arg,"belt")) vnum = 95203;
else if (!str_cmp(arg,"bracer")) vnum = 95211;
else if (!str_cmp(arg,"visor")) vnum = 95204;
else if (!str_cmp(arg,"sword")) vnum = 95212;
else
{
do_humanarmor(ch,"");
return;
}
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform a God.\n\r",ch);
return;
}
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj_to_char(obj, ch);
ch->practice -= 150;
act("$p appears in your hands.",ch,obj,NULL,TO_CHAR);
act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM);
}
void do_implant(CHAR_DATA *ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg1[0] == '\0' && arg2[0] == '\0')
{
if (ch->pcdata->powers[CYBER_EYES] == 0)
send_to_char("#0Eyes #0[#R*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_EYES] == 1)
send_to_char("#0Eyes #0[#G*#R****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_EYES] == 2)
send_to_char("#0Eyes #0[#G**#R***#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_EYES] == 3)
send_to_char("#0Eyes #0[#G***#R**#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_EYES] == 4)
send_to_char("#0Eyes #0[#G****#R*#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_EYES] >= 5)
send_to_char("#0Eyes #0[#G*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] == 0)
send_to_char("#0Arms #0[#R*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] == 1)
send_to_char("#0Arms #0[#G*#R****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] == 2)
send_to_char("#0Arms #0[#G**#R***#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] == 3)
send_to_char("#0Arms #0[#G***#R**#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] == 4)
send_to_char("#0Arms #0[#G****#R*#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] >= 5)
send_to_char("#0Arms #0[#G*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] == 0)
send_to_char("#0Legs #0[#R*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] == 1)
send_to_char("#0Legs #0[#G*#R****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] == 2)
send_to_char("#0Legs #0[#G**#R***#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] == 3)
send_to_char("#0Legs #0[#G***#R**#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] == 4)
send_to_char("#0Legs #0[#G****#R*#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] == 5)
send_to_char("#0Legs #0[#G*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] == 0)
send_to_char("#0Head #0[#R*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] == 1)
send_to_char("#0Head #0[#G*#R****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] == 2)
send_to_char("#0Head #0[#G**#R***#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] == 3)
send_to_char("#0Head #0[#G***#R**#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] == 4)
send_to_char("#0Head #0[#G****#R*#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] == 5)
send_to_char("#0Head #0[#G*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] == 0)
send_to_char("#0Mind #0[#R*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] == 1)
send_to_char("#0Mind #0[#G*#R****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] == 2)
send_to_char("#0Mind #0[#G**#R***#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] == 3)
send_to_char("#0Mind #0[#G***#R**#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] == 4)
send_to_char("#0Mind #0[#G****#R*#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] == 5)
send_to_char("#0Mind #0[#G*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] == 0)
send_to_char("#0Hands #0[#R*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] == 1)
send_to_char("#0Hands #0[#G*#R****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] == 2)
send_to_char("#0Hands #0[#G**#R***#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] == 3)
send_to_char("#0Hands #0[#G***#R**#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] == 4)
send_to_char("#0Hands #0[#G****#R*#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] == 5)
send_to_char("#0Hands #0[#G*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_BODY] == 0)
send_to_char("#0Body #0[#R*****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_BODY] == 1)
send_to_char("#0Body #0[#G*#R****#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_BODY] == 2)
send_to_char("#0Body #0[#G**#R***#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_BODY] == 3)
send_to_char("#0Body #0[#G***#R**#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_BODY] == 4)
send_to_char("#0Body #0[#G****#R*#0]#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_BODY] == 5)
send_to_char("#0Body #0[#G*****#0]#n.\n\r",ch);
send_to_char("\n\r#BSyntax: #wimplant #0(#wplace#D) #wimprove.#n\n\r",ch);
return;
}
if (arg2[0] == '\0')
{
if (!str_cmp(arg1,"eyes"))
{
send_to_char("#0Current Eye Implants:#n\n\r",ch);
if (ch->pcdata->powers[CYBER_EYES] < 1)
send_to_char("None.\n\r",ch);
if (ch->pcdata->powers[CYBER_EYES] > 0)
{
if (ch->pcdata->powers[CYBER_EYES] > 3)
{
send_to_char("You Have Shadowsight.\n\r",ch);
send_to_char("You Have The Ability to Scry.\n\r",ch);
send_to_char("You have Truesight.\n\r",ch);
return;
}
else if ((ch->pcdata->powers[CYBER_EYES] == 2))
send_to_char("You Have Infrared Sight.\n\r",ch);
else if ((ch->pcdata->powers[CYBER_EYES] == 1))
send_to_char("You Have Nightsight.\n\r",ch);
}
return;
}
else if (!str_cmp(arg1,"arms"))
{
send_to_char("#0Current Arm Implants:#n\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] < 1)
send_to_char("#wNone#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] > 0)
send_to_char("#wThe Skin on your Arms Is Tough and Leathery.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] > 1)
send_to_char("#wThe Bones in your Arms are Made of Adamantite.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] > 2)
send_to_char("#wYou Have A Third Arm.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] > 3)
send_to_char("#wYou Have a Fourth Arm.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_ARMS] > 4)
send_to_char("#wThere are Adamantite Bands covering Your Arms.#n\n\r",ch);
return;
}
else if (!str_cmp(arg1,"legs"))
{
send_to_char("#0Current Leg Implants:#n\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] < 1)
send_to_char("#wNone#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] > 0)
send_to_char("#wThe Skin On Your Legs has a Leathery Texture.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] > 1)
send_to_char("#wThere is Increased Muscle mass on your legs.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] > 2)
send_to_char("#wThe Bones in your Legs are made of Adamantite.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] > 3)
send_to_char("#wThere are Steel Bands around your legs.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_LEGS] > 4)
send_to_char("#wYour Legs allow you to move with Increased Quickness.#n\n\r",ch);
return;
}
else if (!str_cmp(arg1,"head"))
{
send_to_char("#0Current head Implants:#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] < 1)
send_to_char("#wNone#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] > 0)
send_to_char("#wThe Skin on your Head is tough. and leathery.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] > 1)
send_to_char("#wYour Skull is made of Steel.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] > 2)
send_to_char("#wYou have Two long Horns, Allowing you to Gore..#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] > 3)
send_to_char("#wYou have SuperHuman Regeneration.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HEAD] > 4)
send_to_char("#wYou Have Been Granted the Gift of Fangs.#n\n\r",ch);
return;
}
else if (!str_cmp(arg1,"mind"))
{
send_to_char("#0Current brain Implants:#n\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] < 1)
send_to_char("#wNone#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] > 0)
send_to_char("#wYou Are Protected by A Powerful Shield.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] > 1)
send_to_char("#wYou Have The Abilitiy To make Your Opponent Move Slowly.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] > 2)
send_to_char("#wYou Have the Ability to Strike Fear into your Opponent.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] > 3)
send_to_char("#wYou Have a Greater Understanding of Magic.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_MIND] > 4)
send_to_char("#wYour Brain has been enhanced, You think clearly and at a rapid Rate..#n\n\r",ch);
return;
}
else if (!str_cmp(arg1,"hands"))
{
send_to_char("#0Current Hand Implants:#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] < 1)
send_to_char("#wNone#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] > 0)
send_to_char("#wYou have short retractable Claws.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] > 1)
send_to_char("#wYou can hone your claws to Razor Sharpness.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] > 2)
send_to_char("#wYou can Turn your Claws to Steel.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] > 3)
send_to_char("#wYou Are Fast with Your Hands, Enabling you to get a Punch or Two.#n\n\r",ch);
send_to_char("#wIn during a Round of Combat.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] > 4)
send_to_char("#wThe Skin on your Hands has been infused with Steel.#n\n\r",ch);
return;
}
else if (!str_cmp(arg1,"body"))
{
send_to_char("#0Current Body Implants:#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] < 1)
send_to_char("#wNone#n.\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] > 0)
send_to_char("#wYour Chest is Infused with Steel.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] > 2)
send_to_char("#wYour Back is infused with Steel.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] > 3)
send_to_char("#wYou have Superhuman Resistance.#n\n\r",ch);
if (ch->pcdata->powers[CYBER_HAND] > 4)
send_to_char("#wWith Arm implants your body can know allow the use of 4 arms.#n\n\r",ch);
return;
}
}
if (!str_cmp(arg2,"improve"))
{
int implant;
int cost;
int max;
if (!str_cmp(arg1,"eyes" )) {implant = CYBER_EYES; max = 5;}
else if (!str_cmp(arg1,"arms")) {implant = CYBER_ARMS; max = 5;}
else if (!str_cmp(arg1,"legs")) {implant = CYBER_LEGS; max = 5;}
else if (!str_cmp(arg1,"head")) {implant = CYBER_HEAD; max = 5;}
else if (!str_cmp(arg1,"mind")) {implant = CYBER_MIND; max = 5;}
else if (!str_cmp(arg1,"hands")) {implant = CYBER_HAND; max = 5;}
else if (!str_cmp(arg1,"body")) {implant = CYBER_BODY; max = 5;}
else
{
send_to_char("Implants are face, legs, and body.\n\r",ch);
return;
}
if ((ch->pcdata->powers[implant] == 1)) cost = 25000;
else if ((ch->pcdata->powers[implant] == 2)) cost = 50000;
else if ((ch->pcdata->powers[implant] == 3)) cost = 100000;
else if ((ch->pcdata->powers[implant] == 4)) cost = 200000;
else if ((ch->pcdata->powers[implant] == 5)) cost = 400000;
else if ((ch->pcdata->powers[implant] == 6)) cost = 800000;
else cost = 12500;
arg1[0] = UPPER(arg1[0]);
if (ch->pcdata->stats[DEMON_CURRENT] < cost)
{
send_to_char("You Dont have Enough CP for This.\n\r",ch);
return;
}
if ((ch->pcdata->powers[implant] >= max ))
{
sprintf(buf,"You already have all implants on your %s.\n\r",arg1);
send_to_char(buf,ch);
return;
}
ch->pcdata->powers[implant] += 1;
ch->pcdata->stats[DEMON_CURRENT] -= cost;
sprintf(buf,"You add an implant to your %s.\n\r",arg1);
send_to_char(buf,ch);
return;
}
else send_to_char("Syntax: implant (place) improve.\n\r",ch);
return;
}
void do_steelclaws( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch,CLASS_HUMAN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[CYBER_HAND] < 3)
{
send_to_char("You need your Hand Implants to 3 for Steel Claws.\n\r",ch);
return;
}
if (!IS_SET(ch->newbits2, NEW2_STEELCLAWS))
{
send_to_char("Your Bone Claws Slowly Turn to Solid Steel!\n\r",ch);
act("$n's claws Turn To Solid Steel!",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->newbits2, NEW2_STEELCLAWS);
return;
}
if (IS_SET(ch->newbits2, NEW2_STEELCLAWS))
{
send_to_char("Your claws shift Back to Bone.\n\r",ch);
act("$n's Claws Lose Thier Steel, and go back to Bone.\n\r",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->newbits2, NEW2_STEELCLAWS);
return;
}
}
void do_disorient(CHAR_DATA *ch, char *argument) {
CHAR_DATA *victim;
if (IS_NPC(ch)) return;
if (ch->pcdata->powers[CYBER_MIND] < 3)
{
send_to_char("You need to get your Mind Implants to 3.\n\r",ch);
return;
}
if ((victim = ch->fighting) == NULL) {
send_to_char("You are not fighting anyone.\n\r", ch);
return;}
if (ch->move < 75) {
send_to_char("You need 75 move to confuse your opponent.\n\r",ch);
return;}
act("$n attempts to disorient you.",ch,NULL,victim,TO_VICT);
act("You attempt to disorient $N.",ch,NULL,victim,TO_CHAR);
act("$n attempts to disorient $N.",ch,NULL,victim,TO_NOTVICT);
ch->move -=75;
if ( number_percent() > 25 ) {
send_to_char("You failed.\n\r", ch );
return;}
else {
do_flee(victim,"");
WAIT_STATE(ch, 16);
return; }
return;
}
void do_mentalblock( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[CYBER_MIND] < 1){
stc("You Need your Scry Block Implant for this.\n\r",ch);
return;}
if (!IS_IMMUNE(ch,IMM_SHIELDED) )
{
send_to_char("You shield your aura from those around you.\n\r",ch);
SET_BIT(ch->immune, IMM_SHIELDED);
return;
}
send_to_char("You stop shielding your aura.\n\r",ch);
REMOVE_BIT(ch->immune, IMM_SHIELDED);
return;
}
void do_reveal(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *ich;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
send_to_char("Huh?!?.\n\r",ch);
return;
}
if (ch->mana < 5000)
{
send_to_char("You don't have the mystical energies to do this.\n\r",ch);
return;
}
act( "$n mumles a few words, and you are suddenly blinded by a flash.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You reveal everything hidden in the room.\n\r", ch );
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if (ich==ch || ich->trust > 6) continue;
affect_strip ( ich, gsn_invis );
affect_strip ( ich, gsn_mass_invis );
affect_strip ( ich, gsn_sneak );
if (IS_SET(ich->affected_by, AFF_HIDE)) REMOVE_BIT(ich->affected_by, AFF_HIDE);
if (IS_SET(ich->affected_by, AFF_INVISIBLE)) REMOVE_BIT(ich->affected_by, AFF_INVISIBLE);
if (IS_SET(ich->affected_by, AFF_SNEAK)) REMOVE_BIT(ich->affected_by, AFF_SNEAK);
if (IS_SET(ich->act, PLR_WIZINVIS)) REMOVE_BIT(ich->act, PLR_WIZINVIS);
if (IS_SET(ich->act, AFF_HIDE)) REMOVE_BIT(ich->act, AFF_HIDE);
if (IS_SET(ich->affected_by, AFF_SHIFT)) REMOVE_BIT(ich->affected_by, AFF_SHIFT);
if (IS_SET(ich->extra, EXTRA_EARTHMELD)) REMOVE_BIT(ich->extra, EXTRA_EARTHMELD);
if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE);
if (IS_AFFECTED(ch,AFF_ETHEREAL)) REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
if (IS_CLASS(ich, CLASS_DROW) && IS_SET(ich->newbits, NEW_DARKNESS))
{
REMOVE_BIT(ich->newbits, NEW_DARKNESS);
REMOVE_BIT(ich->in_room->room_flags, ROOM_TOTAL_DARKNESS);
}
send_to_char("You are suddenly very visible.\n\r",ich);
}
ch->mana -= 5000;
return;
}
void do_chaosmagic (CHAR_DATA *ch, char *argument)
{
char arg[MAX_STRING_LENGTH];
CHAR_DATA *victim;
int sn, random, level;
argument=one_argument(argument,arg);
level = ch->spl[RED_MAGIC]/4;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->mana < 1500)
{
send_to_char("You need more mana.\n\r",ch);
return;
}
if (ch->in_room != NULL)
{
if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
{
send_to_char( "You cannot invoke the forces of chaos in a safe room.\n\r", ch );
return;
}
}
if (arg[0] == '\0' && ch->fighting != NULL) victim = ch->fighting;
else if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch );
return;
}
random = number_range(1,8);
if (random == 1) sn = skill_lookup("spirit kiss");
else if (random == 2) sn = skill_lookup("desanct");
else if (random == 3) sn = skill_lookup("imp heal");
else if (random == 4) sn = skill_lookup("imp fireball");
else if (random == 5) sn = skill_lookup("imp faerie fire");
else if (random == 6) sn = skill_lookup("shield");
else if (random == 7) sn = skill_lookup("readaura");
else if (random == 8) sn = skill_lookup("dispel magic");
else sn = 0;
if (sn > 0) (*skill_table[sn].spell_fun) (sn,level,ch,victim);
ch->mana -= 1500;
WAIT_STATE(ch,1);
return;
}
/* Syntax : chant <type> <color> <target>
* ex. chant bless red self
*/
void do_chant (CHAR_DATA *ch, char *argument)
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char buf3[MAX_STRING_LENGTH];
CHAR_DATA *victim;
AFFECT_DATA af;
int i, dam, count, sn;
int red_magic = ch->spl[RED_MAGIC];
int blue_magic = ch->spl[BLUE_MAGIC];
int green_magic = ch->spl[GREEN_MAGIC];
int purple_magic = ch->spl[PURPLE_MAGIC];
int yellow_magic = ch->spl[YELLOW_MAGIC];
int magic_power = ch->spl[RED_MAGIC] + ch->spl[BLUE_MAGIC] + ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] + ch->spl[YELLOW_MAGIC];
argument=one_argument(argument,arg1);
strcpy(arg2,argument);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Syntax : chant <bless/curse/damage/heal> <target>.\n\r", ch);
return;
}
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
{
magic_power +=1100;
red_magic +=510;
yellow_magic +=510;
purple_magic +=150;
green_magic +=150;
blue_magic +=150;
}
if (!str_cmp(arg1, "heal"))
{
if (arg2[0] == '\0') victim = ch;
else if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("They are not here.\n\r", ch );
return;
}
if (ch->mana < 1500)
{
send_to_char("You need 1500 mana.\n\r",ch);
return;
}
act("$n channels lifeforce from the five elements into $N.",ch,NULL,victim,TO_NOTVICT);
act("You channel lifeforce from the five elements into $N.",ch,NULL,victim,TO_CHAR);
act("$n channels lifeforce from the five elements into you.",ch,NULL,victim,TO_VICT);
WAIT_STATE(ch,1);
ch->mana -= 1500;
victim->hit = UMIN(victim->hit + (magic_power * 1.5), victim->max_hit);
return;
}
else if (!str_cmp(arg1, "damage"))
{
if (arg2[0] == '\0' && ch->fighting != NULL) victim = ch->fighting;
else if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("They are not here.\n\r", ch );
return;
}
if (ch->mana <1000)
{
send_to_char("You need 1000 mana.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("You really don't want to hurt yourself.\n\r", ch );
return;
}
if (is_safe(ch, victim)) return;
if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
return;
if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE);
/* if (victim->position > POS_STUNNED)
{
if (victim->fighting == NULL) set_fighting(victim, ch);
if (ch->fighting == NULL) set_fighting(ch, victim);
}*/
set_fighting(ch,victim);
set_fighting(victim,ch);
WAIT_STATE(ch,13);
ch->mana -= 1000;
dam = number_range(red_magic*4, red_magic*5);
dam += char_damroll(ch);
dam *= ch->pcdata->upgrade_level + 1;
dam /= 1.5;
dam *= .9;
if(dam >= 40000) dam = number_range(40000,41000);
// if(dam > ch->damcap[DAM_CAP]) dam = number_range(ch->damcap[DAM_CAP] * 1.1, ch->damcap[DAM_CAP] * 3.0);
sprintf(buf1,"$n calls for the forces of #Rhell#n to destroy $N [#C%d#n]" , dam);
sprintf(buf2,"You call for the forces of #Rhell#n to destroy $N [#C%d#n]" , dam);
sprintf(buf3,"$n calls for the forces of #Rhell#n to destroy you [#C%d#n]" , dam);
act(buf1,ch,NULL,victim, TO_NOTVICT);
act(buf2,ch,NULL,victim, TO_CHAR);
act(buf3,ch,NULL,victim, TO_VICT);
hurt_person(ch, victim, dam);
if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
dam = number_range(blue_magic*4, blue_magic*5);
dam += char_damroll(ch);
dam *= ch->pcdata->upgrade_level + 1;
dam /= 1.5;
dam *= .9;
if(dam >= 40000) dam = number_range(40000,41000);
//if(dam > ch->damcap[DAM_CAP]) dam = number_range(ch->damcap[DAM_CAP] * 1.1, ch->damcap[DAM_CAP] * 3.0);
sprintf(buf1,"$n summons a supernatural #Lstorm#n to strike $N with lightning [#C%d#n]" , dam);
sprintf(buf2,"You summon a supernatural #Lstorm#n to strike $N with lightning [#C%d#n]" , dam);
sprintf(buf3,"$n summons a supernatural #Lstorm#n to strike you with lightning [#C%d#n]" , dam);
act(buf1,ch,NULL,victim, TO_NOTVICT);
act(buf2,ch,NULL,victim, TO_CHAR);
act(buf3,ch,NULL,victim, TO_VICT);
hurt_person(ch, victim, dam);
if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
dam = number_range(green_magic*4, green_magic*5);
dam += char_damroll(ch);
dam *= ch->pcdata->upgrade_level + 1;
dam /= 1.5;
dam *= .9;
if(dam >= 40000) dam = number_range(40000,41000);
//if(dam > ch->damcap[DAM_CAP]) dam = number_range(ch->damcap[DAM_CAP] * 1.1, ch->damcap[DAM_CAP] * 3.0);
sprintf(buf1,"$n calls for #Gthorns#n to grow from the earth and pierce $N [#C%d#n]" , dam);
sprintf(buf2,"You call for #Gthorns#n to grow from the earth and pierce $N [#C%d#n]" , dam);
sprintf(buf3,"$n calls for #Gthorns#n to grow from the earth and pierce You [#C%d#n]" , dam);
act(buf1,ch,NULL,victim, TO_NOTVICT);
act(buf2,ch,NULL,victim, TO_CHAR);
act(buf3,ch,NULL,victim, TO_VICT);
hurt_person(ch, victim, dam);
if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
dam = number_range(purple_magic*4, purple_magic*5);
dam += char_damroll(ch);
dam *= ch->pcdata->upgrade_level + 1;
dam /= 1.5;
dam *= .9;
if(dam >= 40000) dam = number_range(40000,41000);
//if(dam > ch->damcap[DAM_CAP]) dam = number_range(ch->damcap[DAM_CAP] * .9, ch->damcap[DAM_CAP] * 1.1);
sprintf(buf1,"$n calls on the powers of the #punderdark#n to shatter $N's bones [#C%d#n]" , dam);
sprintf(buf2,"You call on the powers of the #punderdark#n to shatter $N's bones [#C%d#n]" , dam);
sprintf(buf3,"$n calls on the powers of the #punderdark#n to shatter your bones [#C%d#n]" , dam);
act(buf1,ch,NULL,victim, TO_NOTVICT);
act(buf2,ch,NULL,victim, TO_CHAR);
act(buf3,ch,NULL,victim, TO_VICT);
hurt_person(ch, victim, dam);
if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
dam = number_range(yellow_magic*4, yellow_magic*5);
dam += char_damroll(ch);
dam *= ch->pcdata->upgrade_level + 1;
dam /= 1.5;
dam *= .9;
if(dam >= 40000) dam = number_range(40000,41000);
//if(dam > ch->damcap[DAM_CAP]) dam = number_range(ch->damcap[DAM_CAP] * .9, ch->damcap[DAM_CAP] * 1.1);
sprintf(buf1,"$n spews forth a shower of #yacid#n striking $N [#C%d#n]" , dam);
sprintf(buf2,"you spew forth a shower of #yacid#n striking $N [#C%d#n]" , dam);
sprintf(buf3,"$n spews forth a shower of #yacid#n striking you [#C%d#n]" , dam);
act(buf1,ch,NULL,victim, TO_NOTVICT);
act(buf2,ch,NULL,victim, TO_CHAR);
act(buf3,ch,NULL,victim, TO_VICT);
hurt_person(ch, victim, dam);
return;
}
else if (!str_cmp(arg1, "bless"))
{
if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("They are not here.\n\r", ch );
return;
}
if (ch->mana <2500)
{
send_to_char("You need 2500 mana.\n\r",ch);
return;
}
if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
return;
count = 0;
for (i = 0; i<5 ; i++)
{
if (i==0) {sn = skill_lookup("purple sorcery");dam=purple_magic;}
if (i==1) {sn = skill_lookup("yellow sorcery");dam=yellow_magic;}
if (i==2) {sn = skill_lookup("green sorcery");dam=green_magic;}
if (i==3) {sn = skill_lookup("red sorcery");dam=red_magic;}
if (i==4) {sn = skill_lookup("blue sorcery");dam=blue_magic;}
if (is_affected(victim, sn))
continue;
count++;
af.type = sn;
af.duration = dam/4;
af.location = APPLY_HIT;
af.modifier = dam*2;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = dam/4;
af.location = APPLY_AC;
af.modifier = -dam/2;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = dam/4;
af.location = APPLY_MOVE;
af.modifier = dam*2;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = dam/4;
af.location = APPLY_MANA;
af.modifier = dam*2;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = dam/4;
af.location = APPLY_HITROLL;
af.modifier = dam/3;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = dam/4;
af.location = APPLY_DAMROLL;
af.modifier = dam/3;
af.bitvector = 0;
affect_to_char(victim, &af);
}
ch->mana -= count * 500;
WAIT_STATE(ch,6);
sprintf(buf1, "You bless $N with the power of the elements.");
sprintf(buf2, "The power of the five elements fills your body.");
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, victim, TO_VICT);
return;
}
else if (!str_cmp(arg1, "curse"))
{
if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("They are not here.\n\r", ch );
return;
}
if (ch->mana <2500)
{
send_to_char("You need 2500 mana.\n\r",ch);
return;
}
if (victim->level < 3)
{
send_to_char("Not on mortal, thier bodies cant handles the strain....poor little buggers.\n\r",ch);
return;
}
if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
return;
count = 0;
for (i = 0;i<5;i++)
{
if (i==0) {sn = skill_lookup("purple sorcery");dam=purple_magic;}
if (i==1) {sn = skill_lookup("yellow sorcery");dam=yellow_magic;}
if (i==2) {sn = skill_lookup("green sorcery");dam=green_magic;}
if (i==3) {sn = skill_lookup("red sorcery");dam=red_magic;}
if (i==4) {sn = skill_lookup("blue sorcery");dam=blue_magic;}
if (is_affected(victim, sn))
continue;
count++;
af.type = sn;
af.duration = dam/4;
af.location = APPLY_HIT;
af.modifier = -dam*2;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = dam/4;
af.location = APPLY_AC;
af.modifier = dam/2;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = dam/4;
af.location = APPLY_MOVE;
af.modifier = -dam*2;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = dam/4;
af.location = APPLY_MANA;
af.modifier = -dam*2;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = dam/4;
af.location = APPLY_HITROLL;
af.modifier = -dam/3;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = dam/4;
af.location = APPLY_DAMROLL;
af.modifier = -dam/3;
af.bitvector = 0;
affect_to_char(victim, &af);
}
ch->mana -= count * 500;
WAIT_STATE(ch,6);
sprintf(buf1, "You curse $N with the power of the elements.");
sprintf(buf2, "The power of the five elements wrecks your body.");
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, victim, TO_VICT);
return;
}
send_to_char("Syntax : chant <bless/curse/damage/heal> <target>.\n\r", ch);
return;
}
/* Syntax : invoke <list/learn/spell> <none/power/power>
* ex. invoke learn stoneskin
* ex. invoke spell stoneskin
*/
void do_invoke (CHAR_DATA *ch, char *argument)
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
int shieldcost=25;
int steelshieldcost=5;
int beastcost=10;
int illusioncost=5;
int defshieldcost=5;
argument=one_argument(argument,arg1);
strcpy(arg2,argument);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg1[0]== '\0')
{
if(ch->pcdata->powers[PINVOKE] > 0)
send_to_char("* You have the power to teleport yourself anywhere.\n\r",ch);
if(ch->pcdata->powers[PINVOKE] > 1)
send_to_char("* You know how to invoke mageshields.\n\r",ch);
if(ch->pcdata->powers[PINVOKE] > 2)
send_to_char("* You have the power to scry on far away places.\n\r",ch);
if(ch->pcdata->powers[PINVOKE] > 3)
send_to_char("* You can discharge your shields in a shower of power.\n\r",ch);
if(ch->pcdata->powers[PINVOKE] > 4)
send_to_char("* A deflector shield defends you in combat.\n\r",ch);
if(ch->pcdata->powers[PINVOKE] > 5)
send_to_char("* You have the power to turn your skin into solid steel.\n\r",ch);
if(ch->pcdata->powers[PINVOKE] > 7)
send_to_char("* You have mastered the power of illusions.\n\r",ch);
if(ch->pcdata->powers[PINVOKE] > 8)
send_to_char("* You can invoke the power of the beast.\n\r",ch);
if(ch->pcdata->powers[PINVOKE] > 6 && ch->pcdata->powers[PINVOKE] < 10)
send_to_char("* You have a deeper understanding of magic.\n\r",ch);
if(ch->pcdata->powers[PINVOKE] > 9)
send_to_char("* You have mastered the art of magic.\n\r",ch);
sprintf(buf,"invokes Learned (%d).\n\r", ch->pcdata->powers[PINVOKE]);
send_to_char(buf,ch);
return;
}
if (!str_cmp(arg1,"learn"))
{
int cost = (ch->pcdata->powers[PINVOKE]+1) * 20;
if ( ch->pcdata->powers[PINVOKE] >= 10 )
{
send_to_char("You have already gained all the known invokes.\n\r",ch);
return;
}
else if (cost > ch->practice)
{
send_to_char("you don't have enough primal.\n\r",ch);
return;
}
else
{
ch->pcdata->powers[PINVOKE] +=1;
ch->practice -= cost;
send_to_char("You gain a deeper understanding of the mystical powers.\n\r",ch);
}
return;
}
else if (!str_cmp(arg1,"steelshield"))
{
if (ch->pcdata->powers[PINVOKE] < 6)
{
send_to_char("You don't have that invoke yet.\n\r",ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_STEELSHIELD) && ch->practice >= steelshieldcost)
{
SET_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
ch->practice -= steelshieldcost;
send_to_char("Your skin turns to solid steel.\n\r",ch);
return;
}
else if (IS_ITEMAFF(ch, ITEMA_STEELSHIELD))
{
send_to_char("Your skin cannot become any harder.\n\r",ch);
return;
}
else
{
send_to_char("it costs 5 primal to activate steelskin.\n\r",ch);
return;
}
}
else if (!str_cmp(arg1,"beast"))
{
if (ch->pcdata->powers[PINVOKE] < 9)
{
send_to_char("You don't have that invoke yet.\n\r",ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_BEAST) && ch->practice >= beastcost)
{
SET_BIT(ch->itemaffect, ITEMA_BEAST);
ch->practice -= beastcost;
send_to_char("Your let your inner beast take control over your actions.\n\r",ch);
return;
}
else if (IS_ITEMAFF(ch, ITEMA_BEAST))
{
send_to_char("You feel the beast inside of you roar, but nothing else happens.\n\r",ch);
return;
}
else
{
send_to_char("it costs 10 primal to let the beast take over.\n\r",ch);
return;
}
}
else if (!str_cmp(arg1,"illusions"))
{
if (ch->pcdata->powers[PINVOKE] < 8)
{
send_to_char("You don't have that invoke yet.\n\r",ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_ILLUSIONS) && ch->practice >= illusioncost)
{
SET_BIT(ch->itemaffect, ITEMA_ILLUSIONS);
ch->practice -= illusioncost;
send_to_char("You conjure several images of yourself, making it impossibly to tell which is really you.\n\r",ch);
return;
}
else if (IS_ITEMAFF(ch, ITEMA_ILLUSIONS))
{
send_to_char("You cannot summon any more illusions.\n\r",ch);
return;
}
else
{
send_to_char("it costs 5 primal to invoke the illusions of yourself.\n\r",ch);
return;
}
return;
}
else if (!str_cmp(arg1,"deflector"))
{
if (ch->pcdata->powers[PINVOKE] < 5)
{
send_to_char("You don't have that invoke yet.\n\r",ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_DEFLECTOR) && ch->practice >= defshieldcost)
{
SET_BIT(ch->itemaffect, ITEMA_DEFLECTOR);
ch->practice -= defshieldcost;
send_to_char("A shield appears in the air, preventing people from hitting you.\n\r",ch);
return;
}
else if (IS_ITEMAFF(ch, ITEMA_DEFLECTOR))
{
send_to_char("You cannot summon any more shields.\n\r",ch);
return;
}
else
{
send_to_char("it costs 5 primal to summon a shield.\n\r",ch);
return;
}
}
else if (!str_cmp(arg1,"mageshield") || !str_cmp(arg1,"shield"))
{
if (ch->pcdata->powers[PINVOKE] < 2)
{
send_to_char("You don't have that invoke yet.\n\r",ch);
return;
}
if (!IS_SET(ch->newbits, NEW_MULTIARMS))
SET_BIT(ch->newbits, NEW_MULTIARMS);
if (!IS_ITEMAFF(ch, ITEMA_MAGESHIELD) && ch->practice>=shieldcost)
{
SET_BIT(ch->itemaffect, ITEMA_MAGESHIELD);
ch->practice -= shieldcost;
send_to_char("A layer of mystic shields envelopes your body.\n\r",ch);
return;
}
else if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD))
{
send_to_char("You are allready shielded.\n\r",ch);
return;
}
else
{
send_to_char("The cost is 25 primal.\n\r",ch);
return;
}
}
else if (!str_cmp(arg1,"all"))
{
int totalcost = 0;
if (ch->pcdata->powers[PINVOKE] < 9)
{
send_to_char("You don't have all invokes, so theres no point in invoking them all.\n\r",ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_MAGESHIELD)) totalcost += shieldcost;
if (!IS_ITEMAFF(ch, ITEMA_DEFLECTOR)) totalcost += defshieldcost;
if (!IS_ITEMAFF(ch, ITEMA_ILLUSIONS)) totalcost += illusioncost;
if (!IS_ITEMAFF(ch, ITEMA_BEAST)) totalcost += beastcost;
if (!IS_ITEMAFF(ch, ITEMA_STEELSHIELD)) totalcost += steelshieldcost;
if (totalcost == 0)
{
send_to_char("You already have all invokes on.\n\r",ch);
return;
}
if (ch->practice < totalcost)
{
send_to_char("You don't have the primal.\n\r",ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_MAGESHIELD)) SET_BIT(ch->itemaffect, ITEMA_MAGESHIELD);
if (!IS_ITEMAFF(ch, ITEMA_DEFLECTOR)) SET_BIT(ch->itemaffect, ITEMA_DEFLECTOR);
if (!IS_ITEMAFF(ch, ITEMA_ILLUSIONS)) SET_BIT(ch->itemaffect, ITEMA_ILLUSIONS);
if (!IS_ITEMAFF(ch, ITEMA_BEAST)) SET_BIT(ch->itemaffect, ITEMA_BEAST);
if (!IS_ITEMAFF(ch, ITEMA_STEELSHIELD)) SET_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
send_to_char("You invoke all your powers.\n\r",ch);
ch->practice -= totalcost;
return;
}
send_to_char("invoke <learn/mageshield/deflector/steelshield/illusions/beast/all>.\n\r",ch);
return;
}
/* syntax : magics
* shows all class powers in effect
*/
void do_magics (CHAR_DATA *ch, char *argument)
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD))
send_to_char("* Your skin is covered in a layer of mystical energies.\n\r",ch);
if (IS_ITEMAFF(ch, ITEMA_BEAST))
send_to_char("* Your inner beast is in control of your actions.\n\r",ch);
if (IS_ITEMAFF(ch, ITEMA_STEELSHIELD))
send_to_char("* Your skin is solid steel.\n\r",ch);
if (IS_ITEMAFF(ch, ITEMA_DEFLECTOR))
send_to_char("* A shield hovers in the air, defending you.\n\r",ch);
if (IS_ITEMAFF(ch, ITEMA_ILLUSIONS))
send_to_char("* Several images of you stand by your side.\n\r",ch);
return;
}
/* syntax : discharge
* (drops all elementalshields in one BIG blast)
*/
void do_discharge (CHAR_DATA *ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char buf3[MAX_STRING_LENGTH];
int magic_power = ch->spl[RED_MAGIC] + ch->spl[BLUE_MAGIC] + ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] + ch->spl[YELLOW_MAGIC];
int dam;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[PINVOKE] < 4) /* 4 is just a test */
{
send_to_char("You don't have that invoke yet.\n\r",ch);
return;
}
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
magic_power +=100;
if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD))
{
REMOVE_BIT(ch->itemaffect, ITEMA_MAGESHIELD);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (vch != ch)
{
if (is_safe(ch,vch)) continue;
if (vch->trust > 6) continue;
if ((mount = ch->mount) != NULL)
if (mount == vch) continue;
dam = number_range(magic_power*7/2, magic_power*9/2) + ch->damroll;
if (IS_AFFECTED(vch, AFF_SANCTUARY)) dam *= 0.5;
sprintf(buf1,"$n's mystical shields explodes in a shower of flames striking $N [#C%d#n]",dam);
sprintf(buf2,"Your mystical shields explodes in a shower of flames striking $N [#C%d#n]",dam);
sprintf(buf3,"$n's mystical shields explodes in a shower of flames striking you [#C%d#n]",dam);
act(buf1,ch,NULL,vch, TO_NOTVICT);
act(buf2,ch,NULL,vch, TO_CHAR);
act(buf3,ch,NULL,vch, TO_VICT);
hurt_person(ch,vch,dam);
if (vch->position > POS_STUNNED)
{
if (vch->fighting == NULL) set_fighting(vch, ch);
if (ch->fighting == NULL) set_fighting(ch, vch);
}
}
}
}
return;
}
/* syntax : teleport <target>
* ex : teleport satan
*/
void do_teleport (CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
CHAR_DATA *victim;
one_argument (argument, arg);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
send_to_char("Huh?\n\r", ch );
return;
}
if (ch->pcdata->powers[PINVOKE] < 1) /* 1 is just a test */
{
send_to_char("You don't have that invoke yet.\n\r",ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("Teleport to whom?\n\r", ch );
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc( "You can't find it's room.\n\r",ch);
return;
}
if (IS_IMMUNE(victim, IMM_TRAVEL) && !IS_NPC(victim))
{
send_to_char("I don't think they want you to do that.\n\r",ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc( "Your room is not connected to the astral plane.\n\r",ch);
return;
}
location = victim->in_room;
if (ch->mana < 250)
{
send_to_char("You don't have the mana to cast teleport.\n\r", ch );
return;
}
act("You utter a single powerword.", ch, NULL, NULL, TO_CHAR);
act("$n utters a strange sounding word and disappers.", ch, NULL, NULL, TO_ROOM);
ch->mana -= 250;
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "auto");
act("You materialize.", ch, NULL, NULL, TO_CHAR);
act("$n suddenly appear from out of nowhere.", ch, NULL, NULL, TO_ROOM);
return;
}
/* syntax : objectgate <object>
* ex. objectgate 2.bells
*/
void do_objectgate (CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg1);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HUMAN))
{
send_to_char("Huh?\n\r", ch );
return;
}
if (arg1[0] == '\0')
{
send_to_char("What object do you want to attempt to gate?\n\r",ch);
return;
}
if ((obj = get_obj_world(ch, arg1)) == NULL)
{
send_to_char("No such object.\n\r",ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, QUEST_RELIC))
{
send_to_char("You cannot grab artifacts or relics.\n\r",ch);
return;
}
if (obj->carried_by != NULL)
{
send_to_char("Someone is holding the item.\n\r",ch);
return;
}
if (obj->in_room == NULL)
{
send_to_char("It seems to be inside something.\n\r",ch);
return;
}
if (!IS_SET(obj->wear_flags, ITEM_TAKE))
{
send_to_char("This item is too big.\n\r",ch);
return;
}
if( IS_SET(obj->in_room->room_flags, ROOM_ASTRAL))
{
send_to_char( "You can't find it's room.\n\r",ch);
return;
}
if(IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
send_to_char( "Your room is not connected to the astral plane.\n\r",ch);
return;
}
obj_from_room( obj );
obj_to_char( obj, ch );
send_to_char("The item appears in your hand.\n\r",ch);
return;
}