#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"
#include "player.h"
void do_guide( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int ch_age = years_old(ch);
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MONK) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Guide whom?\n\r", ch );
return;
}
if ( ch_age < 50 )
{
send_to_char("They must be 50 to become a monk!\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) )
{
send_to_char( "Not on Immortals's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot guide yourself.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_MONK))
{
send_to_char( "They are already guided.\n\r", ch );
return;
}
if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
{
send_to_char( "You can only guide avatars.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE) ||
IS_SET(victim->pcdata->stats[UNI_AFF], VAM_MORTAL))
{
send_to_char( "You are unable to guide vampires!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_WEREWOLF))
{
send_to_char( "You are unable to guide werewolves!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special,
SPC_CHAMPION))
{
send_to_char( "You are unable to guide demons!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_HIGHLANDER))
{
send_to_char( "You are unable to guide highlanders.\n\r", ch );
return;
}
/*
if (IS_CLASS(victim, CLASS_PALADIN))
{
send_to_char( "You are unable to guide paladins.\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_NINJA))
{
send_to_char( "You are unable to guide ninjas.\n\r", ch);
return;
}
*/
if (IS_CLASS(victim, CLASS_DROW))
{
send_to_char( "You are unable to guide drow.\n\r", ch);
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot guide an unwilling person.\n\r", ch );
return;
}
if (ch->exp < 50000)
{
send_to_char("You cannot afford the 50000 exp required to guide
them.\n\r",ch);
return;
}
if (victim->exp < 50000)
{
send_to_char("They cannot afford the 50000 exp required to be
guided from you.\n\r",ch);
return;
}
ch->exp -= 50000;
victim->exp -= 50000;
act("You guide $N in the ways of god.", ch, NULL, victim, TO_CHAR);
act("$n guide $N in the ways of god.", ch, NULL, victim, TO_NOTVICT);
act("$n guide you in the way of god.", ch, NULL, victim, TO_VICT);
victim->level = LEVEL_ARCHMAGE;
if (victim->trust > 3)
victim->trust = victim->trust;
else
victim->trust = LEVEL_AVATAR;
send_to_char( "You are now a monk.\n\r", victim );
free_string(victim->lord);
victim->lord = str_dup(ch->name);
victim->class = CLASS_MONK;
save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_mantra( 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_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg1[0] == '\0' && arg2[0] == '\0')
{
sprintf(buf,"Mantras Learned (%d).\n\r", ch->pcdata->powers[PMONK]);
send_to_char(buf,ch);
send_to_char("Powers you have:\n\r", ch);
if ( ch->pcdata->powers[PMONK] < 1 )
send_to_char("You have no knowledge of any Mantras.\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 1 )
send_to_char("Eyes of God.\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 2 )
send_to_char("Shield/Read Aura/Scry\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 3 )
send_to_char("Sacred Invisibility\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 4 )
send_to_char("Heart of the Oak\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 5 )
send_to_char("Adamantium Hands\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 6 )
send_to_char("Skin of Steel\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 7 )
send_to_char("The Almighty Favor\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 8 )
send_to_char("Dark Blaze\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 9 )
send_to_char("Celestial Path\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 10 )
send_to_char("Prayer of the Ages\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 11 )
send_to_char("Cloak of Life\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 12 )
send_to_char("Gods Heal.\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 13 )
send_to_char("Gods Hold.\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 14 )
send_to_char("Will Be In Soon\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 15 )
send_to_char("You have completed your Mantra training.\n\r", ch);
return;
}
if (arg2[0] == '\0')
{
if (!str_cmp(arg1,"power"))
{
if ( ch->pcdata->powers[PMONK] < 1 )
send_to_char("You have no knowledge of any Mantras.\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 1 )
send_to_char("Eyes of God.\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 2 )
send_to_char("Shield/Read Aura/Scry\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 3 )
send_to_char("Sacred Invisibility\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 4 )
send_to_char("Heart of the Oak\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 5 )
send_to_char("Adamantium Hands\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 6 )
send_to_char("Skin of Steel\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 7 )
send_to_char("The Almighty Favor\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 8 )
send_to_char("Dark Blaze\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 9 )
send_to_char("Celestial Path\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 10 )
send_to_char("Prayer of the Ages\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 11 )
send_to_char("Cloak of Life\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 12 )
send_to_char("Gods Heal.\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 13 )
send_to_char("Gods Hold.\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 14 )
send_to_char("Will Be In Soon.\n\r", ch);
if ( ch->pcdata->powers[PMONK] >= 15 )
send_to_char("You have learned all the mantras.\n\r", ch);
return;
}
sprintf(buf,"Mantras Learned (%d).\n\r",
ch->pcdata->powers[PMONK]);
send_to_char(buf,ch);
return;
}
if (!str_cmp(arg2,"improve"))
{
int improve;
int cost;
int max;
if (!str_cmp(arg1,"power" ))
{
improve = PMONK;
max=14;
}
else
{
send_to_char("________________________________\n\r",ch);
send_to_char("| |\n\r",ch);
send_to_char("| Mantras |\n\r",ch);
send_to_char("|_______________________________|\n\r",ch);
send_to_char("| 1. Eye of God |\n\r",ch);
send_to_char("| 2. Shield/Read Aura/Scry |\n\r",ch);
send_to_char("| 3. Sacred Invisibility |\n\r",ch);
send_to_char("| 4. Adamantium Hands |\n\r",ch);
send_to_char("| 5. Flaming Hands |\n\r",ch);
send_to_char("| 6. Skin of Steel |\n\r",ch);
send_to_char("| 7. The Almighty's Favor |\n\r",ch);
send_to_char("| 8. Dark Blaze |\n\r",ch);
send_to_char("| 9. Celestial Path |\n\r",ch);
send_to_char("| 10. Pray of the Ages |\n\r",ch);
send_to_char("| 11. Cloak of Life |\n\r",ch);
send_to_char("|_______________________________|\n\r",ch);
return;
}
cost = (ch->pcdata->powers[improve]+1) * 10;
arg1[0] = UPPER(arg1[0]);
if ( ch->pcdata->powers[improve] >= max )
{
sprintf(buf,"You have already gained all the known Mantras.\n\r");
send_to_char(buf,ch);
return;
}
if ( cost > ch->practice )
{
sprintf(buf,"It costs you %d primal learn the Mantra.\n\r",
cost);
send_to_char(buf,ch);
return;
}
ch->pcdata->powers[improve] += 1;
ch->practice -= cost;
sprintf(buf,"You learn a Mantra.\n\r");
send_to_char(buf,ch);
}
else send_to_char("To learn a Mantra, type: Mantra power improve.\n\r",ch);
return;
}
void do_cloak( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[PMONK] < 11 )
{
send_to_char("You do not have the mantra of the Cloak of Life.\n\r",ch);
return;
}
if (ch->move < 1000)
{
send_to_char("You do not have enough vitality to do that.\n\r",ch);
return;
}
if (IS_SET(ch->newbits, NEW_MONKCLOAK))
{
REMOVE_BIT(ch->newbits, NEW_MONKCLOAK);
send_to_char("You are no longer protected by the Almighty's cloak.\n\r",ch);
act("$n is no longer protected by the Almighty's cloak of life.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (!IS_SET(ch->newbits,NEW_MONKCLOAK))
{
SET_BIT(ch->newbits, NEW_MONKCLOAK);
send_to_char("You are protected by the Almighty's cloak.\n\r",ch);
act("$n is protected by the Almighty's cloak of life.\n\r",ch,NULL,NULL,TO_ROOM);
ch->move = ch->move - 1000;
return;
}
}
void do_prayofages( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_MONK))
{
if (ch->pcdata->powers[PMONK] < 10)
{
send_to_char("You haven't gotten the Pray of Ages mantra.\n\r",ch);
return;
}
}
else
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Who do you wish to be teleported to?\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "Nobody by that name.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Nothing happens.\n\r", ch);
return;
}
if ( victim->level != LEVEL_AVATAR && !IS_CLASS(victim, CLASS_MONK))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if (victim->in_room == NULL)
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if ( victim->position != POS_STANDING )
{
send_to_char( "You are unable to focus on their location.\n\r", ch );
return;
}
send_to_char("You pray to god and vanish in a flash of light.\n\r",ch);
act("$n utters a prayer to god and vanishes in a flash of light.",ch,NULL,NULL,TO_ROOM);
char_from_room(ch);
char_to_room(ch,victim->in_room);
do_look(ch,"");
send_to_char("You emerge from a portal in the sky.\n\r",ch);
act("$n appears from a portal in the sky.",ch,NULL,NULL,TO_ROOM);
return;
}
void do_sacredinvis( CHAR_DATA *ch, char *argument)
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[PMONK] < 3)
{
send_to_char("You do not have the mantra of Sacred Invisibility.\n\r",ch);
return;
}
if ( IS_SET(ch->affected_by, AFF_HIDE) )
{
REMOVE_BIT(ch->affected_by, AFF_HIDE);
send_to_char( "You emerge from your cloak of invisibility.\n\r", ch );
act("$n slowly emerges from a cloak of holy invisibility.",ch,NULL,NULL,TO_ROOM);
}
else
{
if (ch->move < 500) {
send_to_char("You do not have enough movement to do this.\n\r", ch );
return;}
send_to_char( "You slowly fade into a cloak of invisibility.\n\r", ch );
act("$n slowly fades into a cloak of holy invisibility..",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->affected_by, AFF_HIDE);
ch->move -= 500;
}
return;
}
void do_flaminghands( CHAR_DATA *ch, char *argument)
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[PMONK] <5)
{
send_to_char("You do not have the mantra of Flaming Hands.\n\r",ch);
return;
}
if (IS_SET(ch->newbits, NEW_MONKFLAME))
{
REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
send_to_char("Your hands are no longer engulfed by flames.\n\r",ch);
act("$n's hands are no longer engulfed by flames.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (!IS_SET(ch->newbits, NEW_MONKFLAME))
{
SET_BIT(ch->newbits, NEW_MONKFLAME);
send_to_char("Your hands are engulfed by flames!\n\r",ch);
act("$n's hands are engulfed by flames!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
void do_adamantium( CHAR_DATA *ch, char *argument)
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->monkab[BODY] < 1)
{
send_to_char("You have not learned this ability yet.\n\r",ch);
return;
}
if (IS_SET(ch->newbits, NEW_MONKADAM))
{
REMOVE_BIT(ch->newbits, NEW_MONKADAM);
send_to_char("Your hands resume their normal toughness.\n\r",ch);
act("$n's hands resume their normal toughness.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (!IS_SET(ch->newbits, NEW_MONKADAM))
{
SET_BIT(ch->newbits, NEW_MONKADAM);
send_to_char("Your hands turn as hard as adamantium!\n\r",ch);
act("$n's hands turn as hard as adamantium!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
void do_celestial( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->monkab[SPIRIT] < 4)
{
send_to_char("You must obtain level 4 in Spirit to use Celestial Path.\n\r",ch);
return;
}
if (ch->move < 250)
{
stc("You do not have enough vitality to do that!\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Open a celestial path to who?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
{
send_to_char("There summon is off!\n\r",ch);
return;
}
if (ch == victim)
{
send_to_char("But you're already at yourself!\n\r",ch);
return;
}
if (victim->in_room->vnum == ch->in_room->vnum)
{
send_to_char("But you're already there!\n\r",ch);
return;
}
char_from_room(ch);
char_to_room(ch,victim->in_room);
if (IS_NPC(victim))
{
sprintf(buf,"You concentrate and open a Celestial path to %s!\n\r",victim->short_descr);
send_to_char(buf, ch);
}
if (!IS_NPC(victim))
{
sprintf(buf,"You concentrate and open a Celestial path to %s!\n\r",victim->name);
send_to_char(buf, ch);
}
act("$n appears before you through a Celestial portal!\n\r",ch,NULL,NULL,TO_ROOM);
do_look(ch, "auto");
ch->move = ch->move - 250;
return;
}
void do_godseye( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if ( !IS_CLASS(ch, CLASS_MONK) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( ch->pcdata->powers[PMONK] < 1 )
{
send_to_char("You have not learned the Eyes of God Mantra.\n\r", ch);
return;
}
if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your view shimmers into mortal vision.\n\r", ch );
}
else
{
send_to_char( "God answers your prayers and gives you his vision.\n\r", ch );
SET_BIT(ch->act, PLR_HOLYLIGHT);
}
return;
}
void do_steelskin( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( ch->pcdata->powers[PMONK] < 6 )
{
send_to_char("You have not learned the Steel of Skin Mantra.\n\r", ch);
return;
}
/* Remove steel shield in handler.c */
if ( IS_SET(ch->newbits, NEW_MONKSKIN) )
{
REMOVE_BIT( ch->newbits, NEW_MONKSKIN );
send_to_char( "Your steel shield disappears.\n\r", ch );
}
else
{
send_to_char( "You are surrounded by a steel shield\n\r", ch );
SET_BIT(ch->newbits, NEW_MONKSKIN);
}
return;
}
/* Monk Targeting in ninja.c */
void do_godsbless( CHAR_DATA *ch, char *argument )
{
int sn;
int level;
int spelltype;
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 7 )
{
send_to_char("You have not learned the Almighty Favor Mantra.\n\r", ch);
return;
}
if (ch->mana < 1000)
{
send_to_char("You don't have enough mana.\n\r", ch );
return;
}
if ( ( sn = skill_lookup( "godbless" ) ) < 0 ) return;
spelltype = skill_table[sn].target;
level = 500;
(*skill_table[sn].spell_fun) ( sn, level, ch, ch );
WAIT_STATE( ch, 12 );
ch->mana = ch->mana - 3000;
return;
}
void do_godsfavor( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 8 )
{
send_to_char("You have not learned the Almighty's Favor Mantra.\n\r", ch);
return;
}
if (ch->move < 1500)
{
send_to_char("You do not have the vitality to do that!\n\r",ch);
return;
}
if (!IS_SET(ch->newbits, NEW_MONKFAVOR))
{
SET_BIT(ch->newbits, NEW_MONKFAVOR);
send_to_char("God smiles upon you and you feel strengthened.\n\r",ch);
act("$n is blessed by the Almighty.",ch,NULL,NULL,TO_ROOM);
ch->move = ch->move - 1500;
WAIT_STATE(ch, 4);
return;
}
if (IS_SET(ch->newbits, NEW_MONKFAVOR))
{
REMOVE_BIT(ch->newbits, NEW_MONKFAVOR);
send_to_char("You feel weaker as The Almighty's favor leaves you.\n\r",ch);
act("$n no longer looks so holy.",ch,NULL,NULL,TO_ROOM);
return;
}
}
/*
void do_darkblaze( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *och;
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] > 8 )
{
send_to_char("You have not learned the Dark Blaze Mantra.\n\r", ch);
return;
}
if (ch->move < 1000)
{
send_to_char("You don't have enough moves.\n\r", ch );
return;
}
if ((och->in_room == ch->in_room))
{
act("$n prays to God and a flash of light blinds you.", ch , argument , och, TO_VICT);
SET_BIT(och->flag3, AFF_TOTALBLIND);
continue;
}
ch->move = ch->move - 1000;
return;
}
*/
void do_godsheal( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch))
return;
if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 12 )
{
send_to_char("You need to obtain heal to use heal.\n\r",ch);
return;
}
if (ch->mana < 300)
{
send_to_char("You don't have enough energy to use heal.\n\r",ch);
return;
}
if (ch->fighting != NULL)
{
send_to_char("You are surrounded in a glowing halo of energy.\n\r",ch);
act("$n is surrounded by a glowing halo, and looks very relaxed.\n\r",ch,NULL,NULL,TO_ROOM);
ch->hit += 150;
ch->mana -= 400;
WAIT_STATE(ch,12);
return;
}
if (ch->fighting == NULL)
{
send_to_char("You feel a mighty force lay his hands on you.\n\r",ch);
act("$n is surrounded by a glowing halo, and looks very relaxed.\n\r",ch,NULL,NULL,TO_ROOM);
ch->hit += 500;
ch->mana -= 400;
WAIT_STATE(ch,8);
return;
}
}
void do_ghold( CHAR_DATA *ch,char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 13 )
{
send_to_char("You need Mantra 13 to use gods hold.\n\r",ch);
return;
}
if (!IS_SET(ch->newbits, NEW_JAWLOCK))
{
send_to_char("God joins you at your side to hold your foe.\n\r",ch);
SET_BIT(ch->newbits, NEW_JAWLOCK);
return;
}
else if (IS_SET(ch->newbits, NEW_JAWLOCK))
{
send_to_char("God leaves your side.\n\r",ch);
REMOVE_BIT(ch->newbits,NEW_JAWLOCK);
return;
}
}