#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_bloodrod( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_THAU] < 2)
{
send_to_char("You need to obtain level 2 Thaumaturgy to create a Blood Rod.\n\r",ch);
return;
}
if ( 10 > ch->practice)
{
send_to_char("It costs 10 points of primal to create a Blood Rod.\n\r",ch);
return;
}
ch->practice -= 10;
obj = create_object(get_obj_index(OBJ_VNUM_BROD) ,0 );
obj_to_char(obj, ch);
act("A Rod of Blood appears in your hands.",ch,NULL,NULL,TO_CHAR);
act("A Rod of blood appears in $n's hands.",ch,NULL,NULL,TO_ROOM);
return;
}
void do_shadowgaze(CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
one_argument( argument,arg);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_OBTE] < 10)
{
send_to_char("You need level 10 Obtenebration to use Shadow Gaze.\n\r",ch);
return;
}
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
send_to_char("You need to be in the Shadowplane, first!\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Who do you wish to use Shadow Gaze on?\n\r", ch );
return;
}
if ((victim = get_char_room( ch, arg)) == NULL)
{
send_to_char("They arent here.\n\r",ch);
return;
}
if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
{
send_to_char("They are already in the Shadowplane!\n\r",ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("You cannot Shadow Gaze a mob.\n\r",ch);
return;
}
sprintf(buf,
"%s gazes intently at %s.",ch->name,victim->short_descr);
act(buf,ch,NULL,NULL,TO_ROOM);
sprintf(buf,
"You gaze deeply into %s's eyes.\n\r",victim->short_descr);
send_to_char(buf,ch);
WAIT_STATE(ch, 8);
sprintf(buf,
"You pull %s into the Shadowplane!",victim->short_descr);
act(buf,ch,NULL,NULL,TO_CHAR);
sprintf(buf,
"%s rips %s into the Shadowplane!"
,ch->name,victim->short_descr);
act(buf,ch,NULL,NULL,TO_ROOM);
SET_BIT(victim->affected_by, AFF_SHADOWPLANE);
return;
}
void do_grab(CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
one_argument( argument,arg);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_OBTE] < 8)
{
send_to_char("You need level 8 Obtenebration to use Grab.\n\r",ch);
return;
}
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
send_to_char("You need to be in the Shadowplane, first!\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Who do you wish to Grab?\n\r", ch );
return;
}
if ((victim = get_char_room( ch, arg)) == NULL)
{
send_to_char("They arent here.\n\r",ch);
return;
}
if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
{
send_to_char("They are already in the Shadowplane!\n\r",ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("You cannot Grab a mobile!\n\r",ch);
return;
}
sprintf(buf,
"%s pulls %s into the Shadowplane.",ch->name,victim->name);
act(buf,ch,NULL,NULL,TO_ROOM);
sprintf(buf,
"You pull %s into the Shadowplane!\n\r",victim->name);
send_to_char(buf,ch);
sprintf(buf,
"%s pulls you into the Shadowplane!\n\r",ch->name);
act(buf,ch,NULL,victim,TO_VICT);
WAIT_STATE(ch, 8);
SET_BIT(victim->affected_by, AFF_SHADOWPLANE);
return;
}
void do_share( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_ANIM] < 4)
{
send_to_char("You must obtain at least level 4 in Animalism to use Share Spirits.\n\r",ch);
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL)
{
sprintf(buf,"You release %s.\n\r",familiar->short_descr);
send_to_char( buf, ch );
familiar->wizard = NULL;
ch->pcdata->familiar = NULL;
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "What do you wish to Share spirits with?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "What an intelligent idea!\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on players.\n\r", ch );
return;
}
if (victim->wizard != NULL)
{
send_to_char( "You are unable to Share Spirits them.\n\r", ch );
return;
}
if (victim->level > (ch->spl[RED_MAGIC] * 0.25))
{
send_to_char( "They are too powerful.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 25 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 25;
ch->pcdata->familiar = victim;
victim->wizard = ch;
act("You share your being with $N.",ch,NULL,victim,TO_CHAR);
act("$n is staring at you!",ch,NULL,victim,TO_VICT);
act("$n starts staring at $N",ch,NULL,victim,TO_NOTVICT);
return;
}
void do_frenzy( CHAR_DATA *ch, char *argument )
{
/*
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument (argument, arg);
*/
if ( IS_NPC(ch) )
return;
if (ch->level < 3)
{
send_to_char("You cannot frenzy whilst mortal.\n\r", ch);
return;
}
if ( ch->power[DISC_VAMP_ANIM] < 5 )
{
send_to_char("You need level 5 Animalism to use Frenzy.\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_CLASS(victim, CLASS_VAMPIRE) && arg[0] != '\0')
{
if ( victim->rage >= 25 )
{
send_to_char("Their beast is already controlling them!\n\r",ch);
return;
}
if (number_percent ( ) <= 50)
{
send_to_char("They shake off your attempt.\n\r",ch);
act("You shake off $n's attempt to frenzy you.\n\r",ch,NULL,victim,TO_VICT);
act("$N shakes off $n's attempt to frenzy $m.\n\r",ch,NULL,victim,TO_ROOM);
return;
}
if (victim->beast == 0 )
{
send_to_char("They are too calm to frenzy!\n\r",ch);
return;
}
if (!IS_VAMPAFF(victim, VAM_NIGHTSIGHT)) do_nightsight(victim,"");
if (!IS_VAMPAFF(victim, VAM_FANGS)) do_fangs(victim,"");
if (!IS_VAMPAFF(victim, VAM_CLAWS)) do_claws(victim,"");
act("$n sends you into a frenzied rage!",ch,NULL,victim,TO_VICT);
act("You excite the beast within $n!",victim,NULL,NULL,TO_CHAR);
act("$n bares $s fangs and growls as $s inner beast consumes $m.",ch,NULL,NULL,TO_ROOM);
ch->rage += number_range(10,20);
if (victim->beast > 0) do_beastlike(victim,"");
WAIT_STATE(ch,12);
return;
}
send_to_char("But they are already in a rage!\n\r",ch);
return;
*/
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->beast >= 20)
{
if ( ch->rage >= ch->beast )
{
send_to_char("Your beast is already controlling you.\n\r",ch);
return;
}
}
if (ch->beast <= 19)
{
if ( ch->rage >= 20 )
{
send_to_char("Your beast is already controlling you.\n\r",ch);
return;
}
}
/*
if (ch->beast == 0)
{
send_to_char("You are too calm to use frenzy.\n\r",ch);
return;
}
*/
if (!IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) do_nightsight(ch,"");
if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
if (!IS_VAMPAFF(ch, VAM_CLAWS)) do_claws(ch,"");
send_to_char("You bare your fangs and growl as your inner beast consumes you.\n\r",ch);
act("$n bares $s fangs and growls as $s inner beast consumes $m.",ch,NULL,NULL,TO_ROOM);
ch->rage += number_range(20,30);
if (ch->beast > 0) do_beastlike(ch,"");
WAIT_STATE(ch,12);
return;
}
send_to_char("But you are already in a rage!\n\r",ch);
return;
}
void do_summon(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
CHAR_DATA *mount;
char arg [MAX_INPUT_LENGTH];
argument = one_argument (argument,arg);
if (arg[0] == '\0')
{
send_to_char("Summon whom?\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim == ch
|| victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= ch->level + 5
|| victim->fighting != NULL
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) ))
{
send_to_char( "You cannot locate them.\n\r", ch );
return;
}
if (ch->power[DISC_VAMP_PRES] < 4)
{
send_to_char("You need level 4 in Presence to use this.\n\r",ch);
return;
}
WAIT_STATE(ch,10);
act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, ch->in_room );
act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
act( "$N has summoned you!", victim, NULL, ch, TO_CHAR );
do_look( victim, "auto" );
if ( (mount = victim->mount) == NULL ) return;
char_from_room( mount );
char_to_room( mount, get_room_index(victim->in_room->vnum) );
do_look( mount, "auto" );
return;
}
void do_drain( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_DAIM] < 4)
{
send_to_char("You need at least level 4 Daimoinon to use this power.\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL && (ch->fighting) == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim) && victim->level >= 900)
{
send_to_char("You cannot drain the life from an arti mob!\n\r", ch);
return;
}
if ((ch->fighting) != NULL)
{
victim = ch->fighting;
}
if ( arg[0] == '\0' && (ch->fighting) == NULL)
{
send_to_char( "Whose life do you wish to drain?\n\r", ch );
return;
}
if (victim->hit < 500)
{
send_to_char("They are far to hurt to do that!\n\r",ch);
return;
}
if (is_safe(ch, victim))
{
send_to_char("Not while in a safe room!\n\r", ch);
return;
}
if (IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_DAIM] * 10;
victim->hit = (victim->hit - dam);
if (dam > 300) dam = 300;
ch->hit = (ch->hit + dam);
if (ch->hit > ch->max_hit + 1000)
ch->hit = ch->max_hit + 1000;
act("You drain the lifeforce out of $N.", ch, NULL, victim, TO_CHAR);
act("$n drains the lifeforce out of $N.", ch, NULL, victim, TO_NOTVICT);
act("You feel $n draining your lifeforce.", ch, NULL, victim, TO_VICT);
WAIT_STATE(ch,12);
return;
}
if (!IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_DAIM] * 50;
victim->hit = (victim->hit - dam);
if (dam > 300) dam = 300;
ch->hit = (ch->hit + dam);
if (ch->hit > ch->max_hit + 1000)
ch->hit = ch->max_hit + 1000;
act("You drain the lifeforce out of $N.", ch, NULL, victim, TO_CHAR);
act("$n drains the lifeforce out of $N.", ch, NULL, victim, TO_NOTVICT);
act("You feel $n draining your lifeforce.", ch, NULL, victim, TO_VICT);
WAIT_STATE(ch,12);
return;
}
}
void do_flamehands( CHAR_DATA *ch, char *argument)
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_PROT] < 5)
{
send_to_char("You need level 5 Protean to use flaming hands.\n\r",ch);
return;
}
if (IS_SET(ch->newbits, NEW_MONKFLAME))
{
REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
send_to_char("Your hands are no longer engulfed by flames.\n\r",ch);
act("$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("$n's hands are engulfed by flames!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
void do_cauldron( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
int value;
int dam;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
value = is_number( arg2 ) ? atoi( arg2 ) : -1;
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_THAU] < 5)
{
send_to_char("You need at least level 5 Thaumaturgy to use this power.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "Whose blood do you wish to boil?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (arg2[0] == '\0' )
{
send_to_char( "How much blood do you want to use?\n\r", ch );
return;
}
if (value > 200)
{
stc("You can only use 200 blood on this power.\n\r",ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < value )
{
send_to_char("You don't have that much blood!\n\r",ch);
return;
}
if (is_safe(ch,victim) == TRUE) return;
if (IS_NPC(victim))
{
dam = (value * 2.5);
victim->hit = (victim->hit - dam);
ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - value;
act("$N screams in agony as $m blood begins to boil.", ch, NULL, victim, TO_CHAR);
act("$N screams in agony as $n causes his blood to boil.", ch, NULL, victim, TO_NOTVICT);
act("You scream in agony as $n causes your blood to boil.", ch, NULL, victim, TO_VICT);
WAIT_STATE(ch,12);
return;
}
if (!IS_NPC(victim))
{
dam = value * 1.5;
victim->hit = (victim->hit - dam);
if (victim->pcdata->condition[COND_THIRST] < value)
victim->pcdata->condition[COND_THIRST] = 1;
victim->pcdata->condition[COND_THIRST] = victim->pcdata->condition[COND_THIRST] - value;
ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - value;
act("$N screams in agony as $m blood begins to boil.", ch, NULL, victim, TO_CHAR);
act("$N screams in agony as $n causes his blood to boil.", ch, NULL, victim, TO_NOTVICT);
act("You scream in agony as $n causes your blood to boil.", ch, NULL, victim, TO_VICT);
WAIT_STATE(ch,12);
return;
}
}
void do_shade( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) || (ch->power[DISC_VAMP_OBTE] < 1))
{
send_to_char("You need level 1 Obtenebration to use this
power.\n\r",ch);
return;
}
if ( IS_SET(ch->act, PLR_WIZINVIS) )
{
REMOVE_BIT(ch->act, PLR_WIZINVIS);
send_to_char( "You step out from the shadows.\n\r", ch );
act("$n emerges from the shadows.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char( "You slowly blend with the shadows.\n\r", ch );
act("$n blends in with the shadows and disappears.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->act, PLR_WIZINVIS);
}
return;
}
void do_vset( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char arg3 [MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
int value;
sprintf(buf,"%s: Vset %s",ch->name,argument);
if (ch->level < NO_WATCH) do_watching(ch,buf);
/*
smash_tilde( argument );
*/
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
argument=one_argument(argument,arg3);
/*
strcpy( arg3, argument );
*/
if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' )
{
send_to_char( "\n\r",ch);
send_to_char( "Syntax:vset <victim> <field> <value>\n\r", ch );
send_to_char( "\n\r", ch );
send_to_char( "Field being one of:\n\r", ch );
send_to_char( " Animal Obtenebration Thau \n\r", ch );
send_to_char( " Serpentis Celerity Daim \n\r", ch );
send_to_char( " Potence Viciss Fortitude \n\r", ch );
send_to_char( " Dominate Protean Quietus \n\r", ch );
send_to_char( " Auspex Presence Obfuscate \n\r", ch );
send_to_char( " --------------------------------\n\r", ch );
send_to_char( " Clan Lord Generation Age \n\r", ch );
send_to_char( " --------------------------------\n\r", ch );
return;
}
if ((victim = get_char_room(ch, arg1)) == NULL)
{
send_to_char("They arent here.\n\r",ch);
return;
}
value = is_number( arg3 ) ? atoi( arg3 ) : -1;
/*
* Set something.
*/
if ( !str_cmp( arg2, "animal" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_ANIM] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "thau" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_THAU] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "Obtenebration" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_OBTE] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "serpentis" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_SERP] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "celerity" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_CELE] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "presence" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_PRES] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "auspex" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_AUSP] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "potence" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_POTE] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "viciss" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_VICI] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "fortitude" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_FORT] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "quietus" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_QUIE] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "dominate" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_DOMI] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "protean" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_PROT] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "daim" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 10 )
{
send_to_char( "Range is from 0 to 10.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE))
victim->power[DISC_VAMP_DAIM] = value;
send_to_char("Ok. \n\r",ch);
return;
}
if ( !str_cmp( arg2, "age" ) )
{
if ( IS_NPC(victim))
{
send_to_char("Not on Mobiles.\n\r",ch);
return;
}
if (!IS_CLASS(ch,CLASS_VAMPIRE))
{
send_to_char("Only on Vampires!\n\r",ch);
return;
}
if ( !str_cmp( arg3, "childe" ) )
{
victim->pcdata->rank = AGE_CHILDE;
send_to_char("Ok.\n\r",ch);
return;
}
else if ( !str_cmp( arg3, "ancilla" ) )
{
victim->pcdata->rank = AGE_ANCILLA;
send_to_char("Ok.\n\r",ch);
return;
}
else if ( !str_cmp( arg3, "elder" ) )
{
victim->pcdata->rank = AGE_ELDER;
send_to_char("Ok.\n\r",ch);
return;
}
else if ( !str_cmp( arg3, "methuselah" ) )
{
victim->pcdata->rank = AGE_METHUSELAH;
send_to_char("Ok.\n\r",ch);
return;
}
else if (!IS_NPC(victim))
{
send_to_char( "Age should be one of the following:\n\r Childe,
Ancilla, Elder, or Methuselah.\n\r", ch );
return;
}
}
if ( !str_cmp( arg2, "blood" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( value < 0 || value > 1000 )
{
send_to_char( "Blood range is 0 to 1000.\n\r", ch );
return;
}
victim->pcdata->condition[COND_THIRST] = value;
send_to_char("Ok.\n\r",ch);
return;
}
if ( !str_cmp( arg2, "clan" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
strcpy(argument,arg3);
smash_tilde(arg3);
capitalize(arg3);
free_string( victim->clan );
victim->clan = str_dup( arg3 );
send_to_char("Ok.\n\r",ch);
return;
}
if ( !str_cmp( arg2, "lord" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
smash_tilde(argument);
capitalize(arg3);
free_string( victim->lord );
victim->lord = str_dup( arg3 );
send_to_char("Ok.\n\r",ch);
return;
}
if ( !str_cmp( arg2, "generation" ) )
{
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r",ch );
return;
}
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char( "Only on Vampires!\n\r",ch);
return;
}
if ( value < 1 || value > 15 )
{
send_to_char("Valid range is 1 - 15 \n\r",ch);
return;
}
victim->generation = value;
send_to_char("Ok.\n\r",ch);
return;
}
do_vset( ch, "" );
return;
}
void do_bonemod( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
smash_tilde( argument );
argument = one_argument( argument, arg1 );
if ( arg1[0] == '\0')
{
send_to_char( "Syntax: bonemod <modification>\n\r", ch );
send_to_char( "Horns, Wings, Head, Exoskeleton, Tail\n\r",ch);
return;
}
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_VICI] < 3)
{
send_to_char("You need level 3 Vicissitude to use this power.\n\r",ch);
return;
}
if (IS_NPC(ch))
return;
/*
* Set something.
*/
if ( !str_cmp( arg1, "horns" ) )
{
if (!IS_VAMPAFF(ch, VAM_HORNS))
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
send_to_char("You pull a set of horns out of your head.\n\r",ch);
act("$n pulls a set of horns from his head!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (IS_VAMPAFF(ch, VAM_HORNS))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
send_to_char("You push your horns back into your head.\n\r",ch);
act("$n pushes $n's horns back into $n head.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
if ( !str_cmp( arg1, "wings" ) )
{
if (!IS_VAMPAFF(ch, VAM_WINGS))
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS);
send_to_char("You pull a pair of leathery wings from your back.\n\r",ch);
act("$n pulls a pair of leathery wings from $s back!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (IS_VAMPAFF(ch, VAM_WINGS))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS);
send_to_char("You push your wings into your back.\n\r",ch);
act("$n pushes $s wings into $s back.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
if ( !str_cmp( arg1, "exoskeleton" ) )
{
if (!IS_VAMPAFF(ch, VAM_EXOSKELETON))
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON);
send_to_char("Your skin is covered by a hard exoskeleton.\n\r",ch);
act("$n's skin is covered by a hard exoskeleton!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (IS_VAMPAFF(ch, VAM_EXOSKELETON))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON);
send_to_char("Your exoskeleton slowly disappears under your skin.\n\r",ch);
act("$n's hard exoskeleton disappears under $s skin.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
if ( !str_cmp( arg1, "tail" ) )
{
if (!IS_VAMPAFF(ch, VAM_TAIL))
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL);
send_to_char("Your spine extends out into a long, pointed tail.\n\r",ch);
act("$n's spine extends to form a long pointed tail!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (IS_VAMPAFF(ch, VAM_TAIL))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL);
send_to_char("Your tail slowly retracts into your spine.\n\r",ch);
act("$n's tail shrinks and vanishes into $s spine.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
if ( !str_cmp( arg1, "head" ) )
{
if (!IS_VAMPAFF(ch, VAM_HEAD))
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD);
send_to_char("Your head transforms into that of a fierce lion.\n\r",ch);
act("$n's head transforms into that of a fierce lion!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (IS_VAMPAFF(ch, VAM_HEAD))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD);
send_to_char("Your head slowly resumes it's normal form.\n\r",ch);
act("$n's head resumes its normal form.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
/*
* Generate usage message.
*/
do_bonemod( ch, "" );
return;
}