/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
void do_spiritform(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_PEACE] < 2)
{
send_to_char("Your not peaceful enough.\n\r", ch);
return;
}
if (has_timer(ch))
return;
if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
act("You regain your form and become solid.", ch, NULL, NULL,
TO_CHAR);
act("$n regains $s form and becomes solid again.", ch, NULL,
NULL, TO_ROOM);
return;
}
SET_BIT(ch->affected_by, AFF_ETHEREAL);
act("You transform into pure spiritual matter.", ch, NULL, NULL,
TO_CHAR);
act("$n glows and fades into a form of pure energy.", ch, NULL, NULL,
TO_ROOM);
return;
}
void do_gpeace(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_PEACE] < 1)
{
send_to_char("Your not peaceful enough.\n\r", ch);
return;
}
if (has_timer(ch))
return;
if (IS_AFFECTED(ch, AFF_PEACE))
{
REMOVE_BIT(ch->affected_by, AFF_PEACE);
act("Time to punish the unbelievers.", ch, NULL, NULL,
TO_CHAR);
act("$n looks wicked.", ch, NULL, NULL, TO_ROOM);
return;
}
SET_BIT(ch->affected_by, AFF_PEACE);
act("The almighty hand of God protects you from further harm.", ch,
NULL, NULL, TO_CHAR);
act("$n smiles, seems God is on $s side.", ch, NULL, NULL, TO_ROOM);
return;
}
void do_innerpeace(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_PEACE] < 3)
{
send_to_char("Your not peaceful enough.\n\r", ch);
return;
}
if (ch->mana < 1500)
{
send_to_char("You don't have enough mana.\n\r", ch);
return;
}
ch->mana -= 1500;
ch->hit += ch->pcdata->powers[ANGEL_PEACE] * 500;
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
act("You feel the cleansing love of God run through your veins, filling you with an inner peace.", ch, NULL, NULL, TO_CHAR);
act("$n is struck by a ray of pure light, and a blissful smile crosses $s lips.", ch, NULL, NULL, TO_ROOM);
WAIT_STATE(ch, 18);
return;
}
void do_houseofgod(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_PEACE] < 5)
{
send_to_char("Your not peaceful enough.\n\r", ch);
return;
}
if (has_timer(ch))
return;
if (ch->pcdata->powers[ANGEL_PEACE_COUNTER] > 0)
{
send_to_char
("It is not the time for peace yes, God want you to fight.\n\r",
ch);
return;
}
ch->pcdata->powers[ANGEL_PEACE_COUNTER] = 50;
ch->level = 12;
do_peace(ch, "");
ch->level = 3;
act("You call for God to end this strife, and settle the dispute.",
ch, NULL, NULL, TO_CHAR);
act("$n says '#YDo not fight in the house of God, stand down, and pray with me!#n'.", ch, NULL, NULL, TO_ROOM);
WAIT_STATE(ch, 24);
return;
}
void do_angelicaura(CHAR_DATA * ch, char *argument)
{
if (!IS_CLASS(ch, CLASS_ANGEL) || IS_NPC(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_HARMONY] < 2)
{
send_to_char
("Your not in contact with your inner harmonies.\n\r",
ch);
return;
}
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA))
{
REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA);
act("Your angelic aura fades.", ch, NULL, NULL, TO_CHAR);
act("$n looks less powerful.", ch, NULL, NULL, TO_ROOM);
return;
}
SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA);
act("Your angelic auras flickers into existance.", ch, NULL, NULL,
TO_CHAR);
act("$n smiles, the power of God is running through $s body.", ch,
NULL, NULL, TO_ROOM);
return;
}
void do_gbanish(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
CHAR_DATA *mount;
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
int dam;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_HARMONY] < 3)
{
send_to_char
("Your not in contact with your inner harmonies.\n\r",
ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on mobiles.\n\r", ch);
return;
}
if (is_safe(ch, victim))
return;
if (victim == ch)
{
send_to_char("That doesn't seem like a good idea.\n\r", ch);
return;
}
if (victim->alignment > 500)
{
send_to_char("They are not evil, you cannot punish them.\n\r",
ch);
return;
}
if (victim->alignment > 0)
dam = 500;
else if (victim->alignment > -500)
dam = 1000;
else
dam = 1500;
xprintf(buf, "Your call for God to banish $N and $S is hurt [%d]",
dam);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "$n calls for God to banish you, and it hurts BAD! [%d]",
dam);
act(buf, ch, NULL, victim, TO_VICT);
xprintf(buf, "$n calls for God to Banish $N.");
act(buf, ch, NULL, victim, TO_NOTVICT);
hurt_person(ch, victim, dam);
if (number_range(1, 10) > 7 && !in_fortress(ch))
{
act("$n is flung into a vortex and disappears.", victim, NULL,
NULL, TO_ROOM);
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_HELL));
act("$n is flung out of a vortex.", victim, NULL, NULL,
TO_ROOM);
do_look(victim, "auto");
if ((mount = victim->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, victim->in_room);
do_look(mount, "auto");
return;
}
if (victim->position > POS_STUNNED)
{
if (ch->fighting == NULL)
set_fighting(ch, victim, TRUE);
if (victim->fighting == NULL)
set_fighting(victim, ch, FALSE);
}
WAIT_STATE(ch, 18);
return;
}
void do_harmony(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int sn, level;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_HARMONY] < 5)
{
send_to_char
("Your not in contact with your inner harmonies.\n\r",
ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
level = number_range(100, 200);
sn = skill_lookup("spirit kiss");
if (sn > 0)
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
WAIT_STATE(ch, 12);
return;
}
void do_gsenses(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_LOVE] < 1)
{
send_to_char
("God does not love you enough to grant you sight.\n\r",
ch);
return;
}
if (IS_SET(ch->act, PLR_HOLYLIGHT))
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char("Your holy vision fades.\n\r", ch);
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char("You see through God's own eyes.\n\r", ch);
}
return;
}
void do_gfavor(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_LOVE] < 2)
{
send_to_char
("God does not love you enough to grant his divine favor.\n\r",
ch);
return;
}
if (ch->alignment != 1000)
ch->alignment = 1000;
if (IS_SET(ch->newbits, NEW_CUBEFORM))
{
REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act("$n turns into a human.", ch, NULL, NULL, TO_ROOM);
send_to_char("You turn into your normal form.\n\r", ch);
ch->damroll -= 400;
ch->hitroll -= 400;
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
if (ch->move < 2000 || ch->mana < 2000)
{
send_to_char
("You need 2000 mana and 2000 move to make yourself a true angel.\n\r",
ch);
return;
}
else
{
act("$n transforms into an angel.", ch, NULL, NULL, TO_ROOM);
send_to_char
("God is with you, your now one of his divine.\n\r",
ch);
SET_BIT(ch->newbits, NEW_CUBEFORM);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
xprintf(buf, "%s the angel", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
ch->move -= 2000;
ch->mana -= 2000;
ch->damroll += 400;
ch->hitroll += 400;
return;
}
return;
}
void do_forgivness(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_LOVE] < 3)
{
send_to_char("Your are not loving enough.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on mobiles.\n\r", ch);
return;
}
if (is_safe(ch, victim))
return;
if (victim == ch)
{
send_to_char("You haven't sinned, why seek forgivness ??\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_TANARRI))
{
send_to_char
("You cannot forgive a creature of utter evil.\n\r",
ch);
return;
}
if (victim->alignment < 0)
{
send_to_char
("They are not ready to seek forgivness, first they must repent.\n\r",
ch);
return;
}
victim->hit += number_range(1000, 1500);
if (victim->hit > victim->max_hit)
victim->hit = victim->max_hit;
act("You feel the cleansing love of God run through your veins, filling you with an inner peace.", victim, NULL, NULL, TO_CHAR);
act("$n is struck by a ray of pure light, and a blissful smile crosses $s lips.", victim, NULL, NULL, TO_ROOM);
send_to_char
("You forgive them, and thus God forgives them for their sins.\n\r",
ch);
WAIT_STATE(ch, 16);
return;
}
void do_martyr(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *ich;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_LOVE] < 5)
{
send_to_char
("Your love for mortals are not strong enough.\n\r",
ch);
return;
}
if (ch->hit < ch->max_hit)
{
send_to_char("Your body cannot take the strain.\n\r", ch);
return;
}
if (has_timer(ch))
return;
ch->level = 12;
act("You call for God to transfer the pain of these mortals to yourself.", ch, NULL, NULL, TO_CHAR);
act("$n says '#YLet not these followers of God suffer, let their pain be mine instead#n'.", ch, NULL, NULL, TO_ROOM);
for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room)
if (!IS_NPC(ich))
do_restore(ch, ich->pcdata->switchname);
ch->level = 3;
ch->hit = 1;
ch->move = 1;
ch->mana = 1;
WAIT_STATE(ch, 6);
return;
}
void do_swoop(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_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_JUSTICE] < 1)
{
send_to_char("You haven't learned to fly yet.\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
{
send_to_char("Where are your wings?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("Swoop down on 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_AFFECTED(ch, AFF_ETHEREAL))
{
stc("not while ethereal.\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;
}
if (IS_SET(victim->act, ACT_NOTRAVEL))
{
send_to_char("No Can Do.\n\r", ch);
return;
}
location = victim->in_room;
if (ch->move < 500)
{
send_to_char("You don't have the move to fly that far.\n\r",
ch);
return;
}
act("You fly up into the sky.", ch, NULL, NULL, TO_CHAR);
act("$n flies into the sky.", ch, NULL, NULL, TO_ROOM);
ch->move -= 500;
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "auto");
act("You swoop down upon $N.", ch, NULL, victim, TO_CHAR);
act("$n swoops down from the sky.", ch, NULL, NULL, TO_ROOM);
return;
}
void do_touchofgod(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int dam;
argument = one_argument(argument, arg);
dam = number_range(100, 200);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_JUSTICE] < 4)
{
send_to_char("You cannot channel the will of God yet.\n\r",
ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on mobiles.\n\r", ch);
return;
}
if (is_safe(ch, victim))
return;
if (victim == ch)
{
send_to_char("That doesn't seem like a good idea.\n\r", ch);
return;
}
WAIT_STATE(ch, 18);
hurt_person(ch, victim, dam);
act("You grab $N by the forehead and channel God's justice into $S body.", ch, NULL, victim, TO_CHAR);
act("$n grabs you by your forehead and sends a prayer to God, DAMN THAT HURT.", ch, NULL, victim, TO_VICT);
act("$n grabs $N by the forehead and sends a prayer to God.", ch,
NULL, victim, TO_NOTVICT);
if (number_range(1, 3) == 1)
{
if (victim->position == POS_FIGHTING)
stop_fighting(victim, TRUE);
act("$N screams in pain and drops to the ground as God's justice wrecks $S body.", ch, NULL, victim, TO_CHAR);
act("AARGH!!! The pain is to much, you drop to the ground.",
ch, NULL, victim, TO_VICT);
act("$N screams in agony and falls to the ground.", ch, NULL,
victim, TO_NOTVICT);
victim->position = POS_STUNNED;
}
return;
}
void do_awings(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_JUSTICE] < 1)
{
send_to_char("Your don't have wings yet.\n\r", ch);
return;
}
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
{
REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS);
act("You fold your wings back into your body.", ch, NULL,
NULL, TO_CHAR);
act("$n fold $s wings back into $s body.", ch, NULL, NULL,
TO_ROOM);
return;
}
SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS);
act("You spread your wings.", ch, NULL, NULL, TO_CHAR);
act("$n spread $s wings.", ch, NULL, NULL, TO_ROOM);
return;
}
void do_halo(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_JUSTICE] < 2)
{
send_to_char("You haven't gotten your halo yet.\n\r", ch);
return;
}
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO))
{
REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO);
act("Your halo flickers and disappears.", ch, NULL, NULL,
TO_CHAR);
act("$n's halo flickers and disappears.", ch, NULL, NULL,
TO_ROOM);
return;
}
SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO);
act("A halo appears over your head.", ch, NULL, NULL, TO_CHAR);
act("A halo appears over $n's head.", ch, NULL, NULL, TO_ROOM);
return;
}
void do_sinsofthepast(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_JUSTICE] < 3)
{
send_to_char("Your not ready to punish the sinners.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on mobiles.\n\r", ch);
return;
}
if (is_safe(ch, victim))
return;
if (victim == ch)
{
send_to_char("That doesn't seem like a good idea.\n\r", ch);
return;
}
if (IS_CLASS(victim, CLASS_ANGEL))
{
send_to_char
("Angels are born without sin, they are perfect creatures.\n\r",
ch);
return;
}
send_to_char("#RYou burn them with the fires of hell!#n\n\r", ch);
if (!IS_AFFECTED(victim, AFF_FLAMING))
SET_BIT(victim->affected_by, AFF_FLAMING);
send_to_char("#LTheir body is wrecked by poison!#n\n\r", ch);
if (!IS_AFFECTED(victim, AFF_POISON))
SET_BIT(victim->affected_by, AFF_POISON);
send_to_char
("#CGod's fury upon them for they have truly sinned!!!#n\n\r",
ch);
one_hit(ch, victim, gsn_wrathofgod, 1);
WAIT_STATE(ch, 12);
return;
}
void do_eyeforaneye(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[ANGEL_JUSTICE] < 5)
{
send_to_char("Your not ready to punish the sinners.\n\r", ch);
return;
}
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE))
{
REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE);
act("The sinners have paid for their sin, you send a prayer of thanks to God.", ch, NULL, NULL, TO_CHAR);
act("$n's prays to $s god, thanking for the opportunity to punish the sinners.", ch, NULL, NULL, TO_ROOM);
return;
}
SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE);
act("#CTime to punish the wicked and the sinful.#n", ch, NULL, NULL,
TO_CHAR);
act("$n grins wickedly, and a smile of pleasure crosses $s lips.", ch,
NULL, NULL, TO_ROOM);
return;
}
void do_angelicarmor(CHAR_DATA * ch, char *argument)
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_ANGEL))
{
send_to_char("What?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("Please specify which piece of angel armor you wish to make: Sword Bracer\n\r"
"Necklace Ring Plate Helmet Leggings Boots Gauntlets Sleeves Cloak Belt Visor.\n\r",
ch);
return;
}
if (ch->practice < 100)
{
send_to_char
("It costs 100 points of primal to create angel equipment.\n\r",
ch);
return;
}
if (!str_cmp(arg, "sword"))
vnum = 33192;
else if (!str_cmp(arg, "bracer"))
vnum = 33181;
else if (!str_cmp(arg, "necklace"))
vnum = 33182;
else if (!str_cmp(arg, "ring"))
vnum = 33180;
else if (!str_cmp(arg, "plate"))
vnum = 33187;
else if (!str_cmp(arg, "helmet"))
vnum = 33184;
else if (!str_cmp(arg, "leggings"))
vnum = 33188;
else if (!str_cmp(arg, "boots"))
vnum = 33189;
else if (!str_cmp(arg, "gauntlets"))
vnum = 33190;
else if (!str_cmp(arg, "sleeves"))
vnum = 33191;
else if (!str_cmp(arg, "cloak"))
vnum = 33185;
else if (!str_cmp(arg, "belt"))
vnum = 33183;
else if (!str_cmp(arg, "visor"))
vnum = 33186;
else
{
do_angelicarmor(ch, "");
return;
}
if (vnum == 0 || (pObjIndex = get_obj_index(vnum)) == NULL)
{
send_to_char("Missing object, please inform a God.\n\r", ch);
return;
}
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
ch->practice -= 100;
act("$p appears in your hands.", ch, obj, NULL, TO_CHAR);
act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM);
return;
}