/***************************************************************************
* 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"
#include "magic.h"
/*
* Local functions.
*/
void do_obsoletelevel(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char skill[MSL];
char stance[MSL];
char buf[MSL];
float chgen = 0;
float chgenexp = 0;
int percent = 0;
int nextgen = 0;
int expneeded = 0;
one_argument(argument, arg);
ROOM_INDEX_DATA *room;
if (IS_NPC(ch))
return;
if (arg[0] == '\0')
{
stc("#0x#r----#R=====#r----#R=====#r----#R=====#r----#0x#n\n\r", ch);
xprintf(buf, "#0You are currently generation #W%d#n\n\r",
ch->generation);
send_to_char(buf, ch);
chgen = ch->generation;
chgenexp = ch->genexp;
if (ch->generation == 6)
expneeded = 13000000.00;
else if (ch->generation == 5)
expneeded = 150000000.00;
else if (ch->generation == 4)
expneeded = 400000000.00;
else if (ch->generation == 3)
expneeded = 900000000.00;
else if (ch->generation == 2)
expneeded = 1800000000.00;
percent = (chgenexp / expneeded) * 100.00;
nextgen = (ch->generation - 1);
//if (ch->generation > 1 && ch->level > 2)
//{
// xprintf (buf,
// "#0You are #R%d#W%% #0on your way to generation #R%d.#n\n\r",
// percent, nextgen);
// stc (buf, ch);
// }
if (ch->generation > 2 && ch->level > 2)
{
int x, howmany;
howmany = percent / 2;
xprintf(buf, "#0 Progress to gen %d #W[#R", nextgen);
for (x = 1; x <= 50; x++)
{
if (x <= howmany)
xcatf(buf, "#R*#n");
else
xcatf(buf, "#0-#n");
}
xcatf(buf, "#W]#n\n\r");
send_to_char(buf, ch);
}
stc("#0x#r----#R=====#r----#R=====#r----#R=====#r----#0x#n\n\r", ch);
if (ch->stance[12] == 1)
xprintf(stance, " Viper");
else if (ch->stance[12] == 2)
xprintf(stance, " Crane");
else if (ch->stance[12] == 3)
xprintf(stance, " Crab");
else if (ch->stance[12] == 4)
xprintf(stance, " Mongoose");
else if (ch->stance[12] == 5)
xprintf(stance, " Bull");
else if (ch->stance[12] == 6)
xprintf(stance, " Mantis");
else if (ch->stance[12] == 7)
xprintf(stance, " Dragon");
else if (ch->stance[12] == 8)
xprintf(stance, " Tiger");
else if (ch->stance[12] == 9)
xprintf(stance, " Monkey");
else if (ch->stance[12] == 10)
xprintf(stance, " Swallow");
else if (ch->stance[12] == 11)
xprintf(stance, " Wolf");
else if (ch->stance[12] == 13)
xprintf(stance, " SS1");
else if (ch->stance[12] == 14)
xprintf(stance, " SS2");
else if (ch->stance[12] == 15)
xprintf(stance, " SS3");
else if (ch->stance[12] == 16)
xprintf(stance, " Pizza");
else if (ch->stance[12] == 17)
xprintf(stance, " Zarius");
else if (ch->stance[12] == -1)
xprintf(stance, " None");
else
xprintf(stance, " None");
xprintf(buf, "#0Autostance#n: #R%s #n\n\r", stance);
send_to_char(buf, ch);
if (IS_SET(ch->act, PLR_RIGHTHAND))
send_to_char
("#wYou favor your right arm in combat.#n\n\r",
ch);
else if (IS_SET(ch->act, PLR_LEFTHAND))
send_to_char
("#wYou favor your left arm in combat.#n\n\r",
ch);
else
send_to_char
("#wYou fight well with both your arms.#n\n\r",
ch);
stc("#0x#r----#R=====#r----#R=====#r----#R=====#r----#0x#n\n\r", ch);
if (IS_CLASS(ch, CLASS_DEMON))
send_to_char("You are a demon!\n\r", ch);
if (IS_CLASS(ch, CLASS_MAGE))
send_to_char("You are a battlemage!\n\r", ch);
if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
send_to_char("You are a shapeshifter!\n\r", ch);
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
send_to_char("You are an undead knight!\n\r", ch);
if (IS_CLASS(ch, CLASS_WEREWOLF))
send_to_char("You are a werewolf!\n\r", ch);
if (IS_CLASS(ch, CLASS_NINJA))
send_to_char("You are a ninja!\n\r", ch);
if (IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char("You are a vampire!\n\r", ch);
if (IS_CLASS(ch, CLASS_SAMURAI))
send_to_char("You are a Samurai!\n\r", ch);
if (IS_CLASS(ch, CLASS_DROW))
send_to_char("You are a drow!\n\r", ch);
if (IS_CLASS(ch, CLASS_ANGEL))
send_to_char("You are an angel!\n\r", ch);
if (IS_CLASS(ch, CLASS_LICH))
send_to_char("You are a lich!\n\r", ch);
if (IS_CLASS(ch, CLASS_SKYBLADE))
send_to_char("You are a SkyBlade!!\n\r", ch);
if (IS_CLASS(ch, CLASS_GHOUL))
send_to_char
("You are a foul smelling #GGhoul#n!!\n\r",
ch);
if (IS_CLASS(ch, CLASS_DRACONIAN))
send_to_char("You are a Draconian!!\n\r", ch);
if (IS_CLASS(ch, CLASS_TANARRI))
send_to_char
("You are a warrior of The Bloodwars.\n\r",
ch);
if (IS_CLASS(ch, CLASS_MONK))
stc("You are a monk!\n\r", ch);
if (IS_CLASS(ch, CLASS_CYBORG))
stc("You are a Mix Between Man and Machine!\n\r", ch);
if (IS_CLASS(ch, CLASS_SHADOW))
stc("You are a Shadow!\n\r", ch);
if (IS_CLASS(ch, CLASS_PRIEST))
stc("You are a holy Priest\n\r", ch);
if (IS_CLASS(ch, CLASS_JEDI))
stc("You are a Jedi Warrior!\n\r", ch);
if (IS_CLASS(ch, CLASS_TANARRI))
{
if (ch->pcdata->rank == TANARRI_FODDER)
send_to_char
("You are nothing but fodder for the great war.\n\r",
ch);
if (ch->pcdata->rank == TANARRI_FIGHTER)
send_to_char
("You are a fighter in the great war.\n\r",
ch);
if (ch->pcdata->rank == TANARRI_ELITE)
send_to_char
("You are an elite warrior in the great war.\n\r",
ch);
if (ch->pcdata->rank == TANARRI_CAPTAIN)
send_to_char
("You are a captain in the great war.\n\r",
ch);
if (ch->pcdata->rank == TANARRI_WARLORD)
send_to_char
("You are a warlord in the great war.\n\r",
ch);
if (ch->pcdata->rank == TANARRI_BALOR)
send_to_char("You are a Tanar'ri Balor.\n\r",
ch);
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->pcdata->rank == AGE_TRUEBLOOD)
send_to_char("You are a TrueBlood!\n\r", ch);
else if (ch->pcdata->rank == AGE_LA_MAGRA)
send_to_char("You are a La Magra!\n\r", ch);
else if (ch->pcdata->rank == AGE_METHUSELAH)
send_to_char("You are a Methuselah!\n\r", ch);
else if (ch->pcdata->rank == AGE_ELDER)
send_to_char("You are an Elder!\n\r", ch);
else if (ch->pcdata->rank == AGE_ANCILLA)
send_to_char("You are an Ancilla!\n\r", ch);
else if (ch->pcdata->rank == AGE_NEONATE)
send_to_char("You are a Neonate!\n\r", ch);
else
send_to_char("You are a Childe!\n\r", ch);
}
room = get_room_index(ch->home);
xprintf(buf, "#0Recall Room#R : #Y%s#n\n\r", room->name);
send_to_char(buf, ch);
stc("#0x#r----#R=====#r----#R=====#r----#R=====#r----#0x#n\n\r", ch);
stc("#wTo view weapons, use the argument weapons ('#Rlevel weapons#w')#n\n\r", ch);
stc("#wTo view stances, use the argument stances ('#Blevel stances#w')#n\n\r", ch);
stc("#wTo view spells, use the argument spells ('#Plevel spells#w')#n\n\r", ch);
stc("#wTo view using old style dystopia method ('#Woldlevel#w')#n\n\r\n\r", ch);
}
else if (!str_cmp(arg, "weapons"))
{
stc(" ,/| #G(__ #0/|#l /(_)\\ #0|\\ #G__)#g |\\\n\r", ch);
stc(" ,/ \\ #G, _#R`#G-\\ #0/' `\\#b \\#R`#b,#R'#b/ #0/' `\\ #G/-#R`#G__ >,#g / `\\\n\r", ch);
stc(" / \\_#G/ / #7^^^ #0/' / | `\\#l_/\\^/\\#l_#0/' | \\ `\\ #7^^^#G \\ \\#g_/ `\\\n\r", ch);
stc(" / | #G|| #0O | \\#b/' #0V#b `\\#0/ | O #G|| #g| \\\n\r", ch);
stc("| | | /#G|| #0O |#l,-,| ,_;_, |,-,#0| O #G||#g\\ | | |\n\r", ch);
stc("| | \\ | #G\\\\ #0oO#l \\ \\\\ '\\ I /` // / #0Oo #G// #g| / | |\n\r", ch);
stc("| \\ /\\| #G| #Y) #0oO#l \\ \\#0`#b\\ \\ / /#0'#l/ / #0Oo #Y( #G| #g|/\\ / |\n\r", ch);
stc("| \\ | ` #G/#Y/ #0O /^#l\\ \\#0,#b\\ | /#0,#l/ /#0^#l\\ #0O #Y\\#G\\ #g' | / |\n\r", ch);
stc("| /'\\| #G( #Y| #0__________#0O /#0__#l/ /#0__#b| I |#0__#l\\ \\#0__#0\\ O#0__________ #Y| #G) #g|/`\\ |\n\r", ch);
stc(" \\ | ` #G\\\\ #0| #0\\| #7''' ''' ``` ``` #0|/ #0| #Y/#G/ #g' | /\n\r", ch);
stc(" \\| #r( #G|| #0| #rW#Reapon #rL#Revels #0| #Y( #G| #r) #g|/\n\r", ch);
xprintf(skill,
" #G\\ #G\\\\_// #0|Slice: #7%-4d #0Stab: #7%-4d #0Whip: #7%-4d #0Pierce: #7%-4d#0| #G\\\\_// #g/\n\r",
ch->wpn[1], ch->wpn[2], ch->wpn[4], ch->wpn[11]);
stc(skill, ch);
xprintf(skill,
" #G` `v' #0|Crush: #7%-4d #0Claw: #7%-4d #0Slash: #7%-4d #0Pound: #7%-4d#0| #G'v' #g'\n\r",
ch->wpn[8], ch->wpn[5], ch->wpn[3], ch->wpn[7]);
stc(skill, ch);
xprintf(skill,
" #G` `v' #0|Blast: #7%-4d #0Grep: #7%-4d #0Suck: #7%-4d #0Bite: #7%-4d #0| #G'v' #g'\n\r",
ch->wpn[6], ch->wpn[9], ch->wpn[12], ch->wpn[10]);
stc(skill, ch);
xprintf(skill,
" #0| Unarm: #7%-4d #0|\n\r",
ch->wpn[0]);
stc(skill, ch);
stc(" #0|_______________________________________________#0|#n\n\r", ch);
}
else if (!str_cmp(arg, "magic") || !str_cmp(arg, "spells"))
{
stc(" #y_________________________________\n\r", ch);
stc("#y/ _\\ \\\n\r", ch);
stc("#y\\ (_/_____________________________/\n\r", ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
xprintf(skill,
" #y\\ #0*#rR#Red Magic #0[#R%-3d#0]#y\\\n\r",
ch->spl[1] + 20);
else
xprintf(skill,
" #y\\ #0*#rR#Red Magic #0[#R%-3d#0]#y\\\n\r",
ch->spl[1]);
stc(skill, ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
xprintf(skill,
" #y\\ #0*#bB#Blue Magic #0[#R%-3d#0]#y\\\n\r",
ch->spl[2] + 20);
else
xprintf(skill,
" #y\\ #0*#bB#Blue Magic #0[#R%-3d#0]#y\\\n\r",
ch->spl[2]);
stc(skill, ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
xprintf(skill,
" #y\\ #0*#gG#Green Magic #0[#R%-3d#0]#y\\\n\r",
ch->spl[3] + 20);
else
xprintf(skill,
" #y\\ #0*#gG#Green Magic #0[#R%-3d#0]#y\\\n\r",
ch->spl[3]);
stc(skill, ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
xprintf(skill,
" #y__\\ #0*#pP#Purple Magic #0[#R%-3d#0]#y\\\n\r",
ch->spl[0] + 20);
else
xprintf(skill,
" #y__\\ #0*#pP#Purple Magic #0[#R%-3d#0]#y\\\n\r",
ch->spl[0]);
stc(skill, ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
xprintf(skill,
" #y/ )_\\ #0*#yY#Yellow Magic #0[#R%-3d#0]#y\\\n\r",
ch->spl[4] + 20);
else
xprintf(skill,
" #y/ )_\\ #0*#yY#Yellow Magic #0[#R%-3d#0]#y\\\n\r",
ch->spl[4]);
stc(skill, ch);
stc(" #y\\___/______________________________/#n\n\r", ch);
}
else if (!str_cmp(arg, "stances"))
{
stc("#r _.--.\n\r", ch);
stc(" #r.' ,--.`.\n\r",
ch);
stc(" #r,' ,' `|\n\r",
ch);
stc(" #r,' ,' '\n\r",
ch);
stc(" #r,' '\n\r", ch);
stc(" #r,' '\n\r", ch);
stc(" #r_,- ,'\n\r", ch);
stc(" #r_,' | ____,-------.\n\r", ch);
stc(" #r_,' `. _,---' ___,----. `.\n\r", ch);
stc(" #r_,' #R_,---.#r ,-' ,-' `.|\n\r", ch);
stc(" #r_,' #R_,-' _ `.#r ,' #R__#r ,' |'\n\r", ch);
stc(" #r,' .--. #R_,-'__,--' `. `.#r ,'#R_,-' `.#r ,' ,'\n\r", ch);
stc(" #r,' , ' `. #R,'_,-' `. .,'-'-. `.\n\r", ch);
stc(" #r ,', ' #R,',' `. `-. `. `.\n\r", ch);
stc(" #r,',' #0,''`)#r`.#R ,`. `. `.`-.`.\n\r", ch);
stc(" #r,,' #0(( ' #r`.#R ,' _,-=-. `\\ `\\ #0|`.\\\n\r", ch);
stc(" #r' ( #0`` #r`.#R ,' ,'-,' `. `) `)` #0))\n\r", ch);
stc(" #r( ` #r` #R.' ,'#y-,#R' | #Y,#R; ; #0''\n\r", ch);
stc(" #r`#R #R`: |---| `. ,'\n\r", ch);
stc(" #R: |---| '. :\n\r", ch);
stc(" #R: `.--`. '. :\n\r", ch);
stc(" #R` ` ` ',`__)\n\r", ch);
stc("#0X#r==============================#0[#rS#Rtance #rL#Revels#0]#r==============================#0X\n\r", ch);
xprintf(skill,
"#r|#0 Viper #7%-4d #0Crane #7%-4d #0Crab #7%-4d #0Mongoose #7%-4d #0Bull #7%-4d#r |\n\r",
ch->stance[1], ch->stance[2], ch->stance[3],
ch->stance[4], ch->stance[5]);
stc(skill, ch);
xprintf(skill,
"#r|#0 Mantis #7%-4d #0Dragon #7%-4d #0Tiger #7%-4d #0Swallow #7%-4d #0Monkey #7%-4d#r |\n\r",
ch->stance[6], ch->stance[7], ch->stance[8],
ch->stance[10], ch->stance[9]);
stc(skill, ch);
stc("#0X#r==============================#0[#rS#Ruper #rS#Rtances#0]#r==============================#0X#n\n\r", ch);
xprintf(skill,
"#r|#0 SS1 #7%-4d #0SS2 #7%-4d #0SS3 #7%-4d #0Pizza #7%-4d #0Zarius #7%-4d#r |#n\n\r",
ch->stance[13], ch->stance[14], ch->stance[15],
ch->stance[16], ch->stance[17]);
stc(skill, ch);
stc("#r| |\n\r", ch);
stc("#r| #7To gain super stances, you must max all your current stances. #r|\n\r", ch);
stc("#r| #7After this, use 'setstance' to beging editing your superstance. #r|\n\r", ch);
stc("#0X#r==============================#0[#r+#R-#r+#R-#r+#R-#r+#R-#r+#R-#r+#R-#r+#0]#r==============================#0X#n\n\r", ch);
}
else
{
do_level(ch, "");
}
return;
}
void do_oldlevel(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char skill[MSL];
char stance[MSL];
one_argument(argument, arg);
ROOM_INDEX_DATA *room;
int percent = 0;
int nextgen = 0;
int expneeded = 0;
float chgen = 0;
float chgenexp = 0;
if (IS_NPC(ch))
return;
send_to_char
("---------------------------=[#CWeapon Levels#n]=--------------------------------\n\r",
ch);
xprintf(skill, "Slice : %-4d", ch->wpn[1]);
send_to_char(skill, ch);
xprintf(skill, " Stab : %-4d", ch->wpn[2]);
send_to_char(skill, ch);
xprintf(skill, " Slash : %-4d", ch->wpn[3]);
send_to_char(skill, ch);
xprintf(skill, " Whip : %-4d", ch->wpn[4]);
send_to_char(skill, ch);
xprintf(skill, " Claw : %-4d\n\r", ch->wpn[5]);
send_to_char(skill, ch);
xprintf(skill, "Blast : %-4d", ch->wpn[6]);
send_to_char(skill, ch);
xprintf(skill, " Pound : %-4d", ch->wpn[7]);
send_to_char(skill, ch);
xprintf(skill, " Crush : %-4d", ch->wpn[8]);
send_to_char(skill, ch);
xprintf(skill, " Grep : %-4d", ch->wpn[9]);
send_to_char(skill, ch);
xprintf(skill, " Bite : %-4d\n\r", ch->wpn[10]);
send_to_char(skill, ch);
xprintf(skill, "Pierce : %-4d", ch->wpn[11]);
send_to_char(skill, ch);
xprintf(skill, " Suck : %-4d", ch->wpn[12]);
send_to_char(skill, ch);
xprintf(skill, " Unarmed: %-4d\n\r\n", ch->wpn[0]);
send_to_char(skill, ch);
send_to_char
("---------------------------=[#CStance Levels#n]=--------------------------------\n\r",
ch);
xprintf(skill, "Viper : %-4d", ch->stance[1]);
send_to_char(skill, ch);
xprintf(skill, "Crane : %-4d", ch->stance[2]);
send_to_char(skill, ch);
xprintf(skill, "Crab : %-4d", ch->stance[3]);
send_to_char(skill, ch);
xprintf(skill, "Mongoose : %-4d", ch->stance[4]);
send_to_char(skill, ch);
xprintf(skill, "Bull : %-4d\n\r", ch->stance[5]);
send_to_char(skill, ch);
xprintf(skill, "Mantis : %-4d", ch->stance[6]);
send_to_char(skill, ch);
xprintf(skill, "Dragon : %-4d", ch->stance[7]);
send_to_char(skill, ch);
xprintf(skill, "Tiger : %-4d", ch->stance[8]);
send_to_char(skill, ch);
xprintf(skill, "Monkey : %-4d", ch->stance[9]);
send_to_char(skill, ch);
xprintf(skill, "Swallow : %-4d\n\r", ch->stance[10]);
send_to_char(skill, ch);
send_to_char
("\n\r---------------------------=[#CSuper Stances#n]=--------------------------------\n\r",
ch);
xprintf(skill, "SS1 : %-4d", ch->stance[13]);
send_to_char(skill, ch);
xprintf(skill, "SS2 : %-4d", ch->stance[14]);
send_to_char(skill, ch);
xprintf(skill, "SS3 : %-4d", ch->stance[15]);
send_to_char(skill, ch);
xprintf(skill, "Pizza : %-4d", ch->stance[16]);
send_to_char(skill, ch);
xprintf(skill, "Zarius : %-4d\n\r", ch->stance[17]);
send_to_char(skill, ch);
send_to_char
("\n\r---------------------------=[#CSpell Levels#n]=---------------------------------\n\r",
ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
xprintf(skill, "#PPurple#n : %-4d", ch->spl[0] + 20);
else
xprintf(skill, "#PPurple#n : %-4d", ch->spl[0]);
send_to_char(skill, ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
xprintf(skill, "#BBlue#n : %-4d", ch->spl[2] + 20);
else
xprintf(skill, "#BBlue#n : %-4d", ch->spl[2]);
send_to_char(skill, ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
xprintf(skill, "#RRed#n : %-4d", ch->spl[1] + 20);
else
xprintf(skill, "#RRed#n : %-4d", ch->spl[1]);
send_to_char(skill, ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
xprintf(skill, "#GGreen#n : %-4d", ch->spl[3] + 20);
else
xprintf(skill, "#GGreen#n : %-4d", ch->spl[3]);
send_to_char(skill, ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
xprintf(skill, "#YYellow#n : %-4d\n\r\n", ch->spl[4] + 20);
else
xprintf(skill, "#YYellow#n : %-4d\n\r\n", ch->spl[4]);
send_to_char(skill, ch);
send_to_char
("---------------------------=[#CMisc. Things#n]=---------------------------------\n\r",
ch);
room = get_room_index(ch->home);
xprintf(skill, "Recall Room : %s \n\r", room->name);
send_to_char(skill, ch);
if (ch->stance[12] == 1)
xprintf(stance, " Viper");
else if (ch->stance[12] == 2)
xprintf(stance, " Crane");
else if (ch->stance[12] == 3)
xprintf(stance, " Crab");
else if (ch->stance[12] == 4)
xprintf(stance, " Mongoose");
else if (ch->stance[12] == 5)
xprintf(stance, " Bull");
else if (ch->stance[12] == 6)
xprintf(stance, " Mantis");
else if (ch->stance[12] == 7)
xprintf(stance, " Dragon");
else if (ch->stance[12] == 8)
xprintf(stance, " Tiger");
else if (ch->stance[12] == 9)
xprintf(stance, " Monkey");
else if (ch->stance[12] == 10)
xprintf(stance, " Swallow");
else if (ch->stance[12] == 11)
xprintf(stance, " Wolf");
else if (ch->stance[12] == 13)
xprintf(stance, " SS1");
else if (ch->stance[12] == 14)
xprintf(stance, " SS2");
else if (ch->stance[12] == 15)
xprintf(stance, " SS3");
else if (ch->stance[12] == 16)
xprintf(stance, " Pizza");
else if (ch->stance[12] == 17)
xprintf(stance, " Zarius");
else if (ch->stance[12] == -1)
xprintf(stance, " None");
else
xprintf(stance, " None");
xprintf(skill, "#pAutostance#n: %s #n\n\r", stance);
send_to_char(skill, ch);
if (IS_SET(ch->act, PLR_RIGHTHAND))
send_to_char("You favor your right arm in combat.\n\r", ch);
else if (IS_SET(ch->act, PLR_LEFTHAND))
send_to_char("You favor your left arm in combat.\n\r", ch);
else
send_to_char("You fight well with both your arms.\n\r", ch);
send_to_char
("---------------------------=[#CClass Things#n]=---------------------------------\n\r",
ch);
if (IS_CLASS(ch, CLASS_DEMON))
send_to_char("You are a demon!\n\r", ch);
if (IS_CLASS(ch, CLASS_MAGE))
send_to_char("You are a battlemage!\n\r", ch);
if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
send_to_char("You are a shapeshifter!\n\r", ch);
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
send_to_char("You are an undead knight!\n\r", ch);
if (IS_CLASS(ch, CLASS_WEREWOLF))
send_to_char("You are a werewolf!\n\r", ch);
if (IS_CLASS(ch, CLASS_NINJA))
send_to_char("You are a ninja!\n\r", ch);
if (IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char("You are a vampire!\n\r", ch);
if (IS_CLASS(ch, CLASS_SAMURAI))
send_to_char("You are a Samurai!\n\r", ch);
if (IS_CLASS(ch, CLASS_DROW))
send_to_char("You are a drow!\n\r", ch);
if (IS_CLASS(ch, CLASS_ANGEL))
send_to_char("You are an angel!\n\r", ch);
if (IS_CLASS(ch, CLASS_HOBBIT))
send_to_char("#R[#nYou are a #CHobbit#R]\n\r", ch);
if (IS_CLASS(ch, CLASS_GIANT))
send_to_char("#R[#nYou are a #Cgiant#R]\n\r", ch);
if (IS_CLASS(ch, CLASS_LICH))
send_to_char("You are a lich!\n\r", ch);
if (IS_CLASS(ch, CLASS_FAE))
stc("#R[#nYou are a #CFae#R]\n\r", ch);
if (IS_CLASS(ch, CLASS_DRONE))
stc("#R[#nYou are a #CDrone#R]\n\r", ch);
if (IS_CLASS(ch, CLASS_DROID))
stc("#R[#nYou are a #Spider Droid#R]\n\r", ch);
if (IS_CLASS(ch, CLASS_TANARRI))
send_to_char("You are a warrior of The Bloodwars.\n\r", ch);
if (IS_CLASS(ch, CLASS_MONK))
stc("You are a monk!\n\r", ch);
if (IS_CLASS(ch, CLASS_CYBORG))
stc("You are a Mix Between Man and Machine!\n\r", ch);
chgen = ch->generation;
chgenexp = ch->genexp;
if (ch->generation == 6)
expneeded = 13000000.00;
else if (ch->generation == 5)
expneeded = 150000000.00;
else if (ch->generation == 4)
expneeded = 400000000.00;
else if (ch->generation == 3)
expneeded = 900000000.00;
else if (ch->generation == 2)
expneeded = 1800000000.00;
percent = (chgenexp / expneeded) * 100.00;
nextgen = (ch->generation - 1);
if (ch->generation > 1 && ch->level > 2)
{
xprintf(skill,
"You are #R%d#W%% #non your way to generation #Y%d.#n\n\r",
percent, nextgen);
//stc(skill,ch);
//xprintf(skill, "Generation : %d\n\r", ch->generation);
send_to_char(skill, ch);
}
if (IS_CLASS(ch, CLASS_TANARRI))
{
if (ch->pcdata->rank == TANARRI_FODDER)
send_to_char
("You are nothing but fodder for the great war.\n\r",
ch);
if (ch->pcdata->rank == TANARRI_FIGHTER)
send_to_char
("You are a fighter in the great war.\n\r",
ch);
if (ch->pcdata->rank == TANARRI_ELITE)
send_to_char
("You are an elite warrior in the great war.\n\r",
ch);
if (ch->pcdata->rank == TANARRI_CAPTAIN)
send_to_char
("You are a captain in the great war.\n\r",
ch);
if (ch->pcdata->rank == TANARRI_WARLORD)
send_to_char
("You are a warlord in the great war.\n\r",
ch);
if (ch->pcdata->rank == TANARRI_BALOR)
send_to_char("You are a Tanar'ri Balor.\n\r", ch);
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->pcdata->rank == AGE_TRUEBLOOD)
send_to_char("You are a TrueBlood!\n\r", ch);
else if (ch->pcdata->rank == AGE_LA_MAGRA)
send_to_char("You are a La Magra!\n\r", ch);
else if (ch->pcdata->rank == AGE_METHUSELAH)
send_to_char("You are a Methuselah!\n\r", ch);
else if (ch->pcdata->rank == AGE_ELDER)
send_to_char("You are an Elder!\n\r", ch);
else if (ch->pcdata->rank == AGE_ANCILLA)
send_to_char("You are an Ancilla!\n\r", ch);
else if (ch->pcdata->rank == AGE_NEONATE)
send_to_char("You are a Neonate!\n\r", ch);
else
send_to_char("#R[You are a #CChilde#R]\n\r", ch);
if (IS_SET(ch->special, SPC_PRINCE))
send_to_char("#R[#nYou are a #Cprince#R]\n\r", ch);
}
}
void do_smother(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *inroom;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
inroom = ch->in_room;
if (arg[0] == '\0' && !IS_SET(inroom->room_flags, ROOM_FLAMING))
{
send_to_char("Smother whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (!IS_AFFECTED(victim, AFF_FLAMING))
{
send_to_char("But they are not on fire!\n\r", ch);
return;
}
if (number_percent() > (ch->level * 10))
{
act("You try to smother the flames around $N but fail!", ch,
NULL, victim, TO_CHAR);
act("$n tries to smother the flames around you but fails!",
ch, NULL, victim, TO_VICT);
act("$n tries to smother the flames around $N but fails!", ch,
NULL, victim, TO_NOTVICT);
if (number_percent() > 98 && !IS_AFFECTED(ch, AFF_FLAMING))
{
act("A spark of flame from $N's body sets you on fire!", ch, NULL, victim, TO_CHAR);
act("A spark of flame from your body sets $n on fire!", ch, NULL, victim, TO_VICT);
act("A spark of flame from $N's body sets $n on fire!", ch, NULL, victim, TO_NOTVICT);
SET_BIT(ch->affected_by, AFF_FLAMING);
do_humanity(ch, "");
}
return;
}
act("You manage to smother the flames around $M!", ch, NULL, victim,
TO_CHAR);
act("$n manages to smother the flames around you!", ch, NULL, victim,
TO_VICT);
act("$n manages to smother the flames around $N!", ch, NULL, victim,
TO_NOTVICT);
REMOVE_BIT(victim->affected_by, AFF_FLAMING);
do_humanity(ch, "");
return;
}
void do_introduce(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->generation > 0
&& ch->generation < 14)
{
if (ch->generation == 1)
{
xprintf(buf,
"My name is %s. I am of the First Generation. I am the Sire of all Kindred.\n\r",
ch->name);
do_say(ch, buf);
}
else if (ch->generation == 2)
{
xprintf(buf,
"My name is %s. I am of the Second Generation. My sire is Caine.\n\r",
ch->name);
do_say(ch, buf);
}
else if (ch->generation == 3)
{
xprintf(buf,
"My name is %s. I am of the Third Generation. My sire is Caine.\n\r",
ch->name);
do_say(ch, buf);
}
else if (ch->generation > 3)
{
xprintf(buf,
"My name is %s. I am of the %dth Generation. My sire is Caine.\n\r",
ch->name, ch->generation);
do_say(ch, buf);
}
else
return;
}
else if (IS_CLASS(ch, CLASS_WEREWOLF) && IS_HERO(ch) &&
ch->generation > 0 && ch->generation < 7)
{
if (ch->generation == 1)
{
xprintf(buf,
"My name is %s. I am the chosen champion of Gaia.\n\r",
ch->name);
do_say(ch, buf);
}
else if (ch->generation > 1)
{
xprintf(buf, "My name is %s. I am the pup of Gaia.",
ch->name);
do_say(ch, buf);
}
return;
}
else
send_to_char("Huh?\n\r", ch);
return;
}
void do_dragon(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int dam = 0;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_VICI] < 8)
{
send_to_char
("You must have at least level 8 Vicissitude to use Dragon Breath.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
if (!IS_EXTRA(ch, EXTRA_DRAGON))
{
send_to_char
("You must be in Dragonform to use Dragonbreath.\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 6)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
WAIT_STATE(ch, 12);
if (!IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_VICI] * 50;
}
if (IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_VICI] * 200;
}
ch->pcdata->condition[COND_THIRST] -= 6;
if ((!IS_NPC(victim)) && IS_CLASS(victim, CLASS_VAMPIRE))
{
dam *= 1.5;
}
if ((!IS_NPC(victim)) && IS_CLASS(victim, CLASS_WEREWOLF))
{
if (ch->power[DISC_WERE_BOAR] > 2)
dam *= 1.5;
}
if (dam <= 0)
dam = 1;
xprintf(buf, "Your flame fries $N! [%d]\n\r", dam);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "$n's flame fries you! [%d]\n\r", dam);
act(buf, ch, NULL, victim, TO_VICT);
xprintf(buf, "$n's flame fries $N! [%d]\n\r", dam);
act(buf, ch, NULL, victim, TO_NOTVICT);
hurt_person(ch, victim, dam);
if (!IS_AFFECTED(victim, AFF_FLAMING))
SET_BIT(victim->affected_by, AFF_FLAMING);
return;
}
void do_taste(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
char age[MAX_STRING_LENGTH];
char lin[MAX_STRING_LENGTH];
char lord[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
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_THAU] < 1)
{
send_to_char
("You must obtain at least level 1 in Thaumaturgy to use Taste of Blood.\n\r",
ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (!IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("Only useful on vampire targets.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Only useful on vampire targets.\n\r", ch);
return;
}
xprintf(buf, "You examine $N's blood carefully.\n\r");
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "$n examines your blood carefully.\n\r");
act(buf, ch, NULL, victim, TO_VICT);
xprintf(buf, "$n examines $N's blood carefully.\n\r");
act(buf, ch, NULL, victim, TO_NOTVICT);
send_to_char("\n\r", ch);
send_to_char("\n\r", victim);
if (victim->pcdata->rank == AGE_ANCILLA)
xprintf(age, "Ancilla");
else if (victim->pcdata->rank == AGE_CHILDE)
xprintf(age, "Childe");
else if (victim->pcdata->rank == AGE_NEONATE)
xprintf(age, "Neonate");
else if (victim->pcdata->rank == AGE_ELDER)
xprintf(age, "Elder");
else if (victim->pcdata->rank == AGE_METHUSELAH)
xprintf(age, "Methuselah");
else if (victim->pcdata->rank == AGE_LA_MAGRA)
xprintf(age, "La Magra");
else if (victim->pcdata->rank == AGE_TRUEBLOOD)
xprintf(age, "TrueBlood");
if (victim->lord == NULL)
xprintf(lord, "None");
else
xprintf(lord, "%s", victim->lord);
xprintf(lin,
"---------------------------------------------------------------------------\n\r");
send_to_char(lin, ch);
send_to_char(" Vampire Status\n\r", ch);
send_to_char(lin, ch);
xprintf(buf,
"Generation:%d Bloodpool:%d Age:%s Lord:%s\n\r",
victim->generation, victim->pcdata->condition[COND_THIRST],
age, lord);
send_to_char(buf, ch);
send_to_char(lin, ch);
send_to_char(" Disciplines\n\r", ch);
send_to_char(lin, ch);
xprintf(buf,
"Animalism: [%d] Celerity: [%d] Fortitude: [%d]\n\r",
victim->power[DISC_VAMP_ANIM],
victim->power[DISC_VAMP_CELE], victim->power[DISC_VAMP_FORT]);
send_to_char(buf, ch);
xprintf(buf,
"Obtenebration:[%d] Presence: [%d] Quietus: [%d]\n\r",
victim->power[DISC_VAMP_OBTE],
victim->power[DISC_VAMP_PRES], victim->power[DISC_VAMP_QUIE]);
send_to_char(buf, ch);
xprintf(buf,
"Thaumaturgy: [%d] Auspex: [%d] Dominate: [%d]\n\r",
victim->power[DISC_VAMP_THAU],
victim->power[DISC_VAMP_AUSP], victim->power[DISC_VAMP_DOMI]);
send_to_char(buf, ch);
xprintf(buf,
"Obfuscate: [%d] Potence: [%d] Protean: [%d]\n\r",
victim->power[DISC_VAMP_OBFU],
victim->power[DISC_VAMP_POTE], victim->power[DISC_VAMP_PROT]);
send_to_char(buf, ch);
xprintf(buf,
"Serpentis: [%d] Vicissitude:[%d] Daimoinon: [%d]\n\r",
victim->power[DISC_VAMP_SERP],
victim->power[DISC_VAMP_VICI], victim->power[DISC_VAMP_DAIM]);
send_to_char(buf, ch);
send_to_char(lin, ch);
return;
}
void do_shadowstep(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg);
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_OBTE] < 4)
{
send_to_char
("You must obtain at least level 4 in Obtenebration to use this power.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Shadowstep 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_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc("You can't find it's room.\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_IMMUNE(victim, IMM_TRAVEL))
{
send_to_char("He doesnt want you near him!\n\r", ch);
return;
}
if (IS_SET(victim->act, ACT_NOTRAVEL))
{
send_to_char("No Can Do.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("But you're already at yourself!\n\r", ch);
return;
}
if (IS_NPC(victim) && (!room_is_dark(victim->in_room)))
{
send_to_char("You cant find a shadow in his room.\n\r", ch);
return;
}
if (room_is_private(victim->in_room))
{
send_to_char("That room is private right now.\n\r", ch);
return;
}
if (victim->in_room == ch->in_room)
{
send_to_char("But you're already there!\n\r", ch);
return;
}
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("You step into the shadows and appear before $N.", ch, NULL,
victim, TO_CHAR);
act("$n appears out of the shadows before $N.", ch, NULL, victim,
TO_NOTVICT);
act("$n appears from the shadows in front of you.", ch, NULL, victim,
TO_VICT);
do_look(ch, "auto");
return;
}
void do_earthmeld(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *mount;
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_PROT] < 4)
{
send_to_char
("You must obtain at least level 4 Protean to use Earthmeld.\n\r",
ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("Not while polymorphed.\n\r", ch);
return;
}
if (has_timer(ch))
return;
if (IS_NPC(ch) || IS_EXTRA(ch, EXTRA_EARTHMELD))
{
REMOVE_BIT(ch->affected_by, AFF_SHIFT);
REMOVE_BIT(ch->extra, EXTRA_EARTHMELD);
REMOVE_BIT(ch->act, PLR_WIZINVIS);
if (IS_HEAD(ch, LOST_HEAD))
REMOVE_BIT(ch->loc_hp[0], LOST_HEAD);
free_string(ch->morph);
ch->morph = str_dup("");
send_to_char("You rise up from the ground.\n\r", ch);
xprintf(buf, "%s rises up from the ground", ch->name);
act(buf, ch, NULL, NULL, TO_ROOM);
return;
}
if ((mount = ch->mount) != NULL)
do_dismount(ch, "");
SET_BIT(ch->affected_by, AFF_SHIFT);
SET_BIT(ch->extra, EXTRA_EARTHMELD);
SET_BIT(ch->act, PLR_WIZINVIS);
free_string(ch->morph);
ch->morph = str_dup("Someone");
send_to_char("You sink into the ground.\n\r", ch);
xprintf(buf, "%s sinks into the ground.", ch->name);
act(buf, ch, NULL, NULL, TO_ROOM);
return;
}
void do_serenity(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_ANIM] < 2)
{
send_to_char
("You must obtain at least level 2 in Animalism to use Song of Serenity.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast < 1)
{
if (ch->rage < 1)
{
send_to_char
("Your beast doesn't control your actions.\n\r",
ch);
return;
}
send_to_char
("You chant a soft tune and pacify your inner beast.\n\r",
ch);
act("$n chants a soft tune and pacifies their inner beast.",
ch, NULL, NULL, TO_ROOM);
ch->rage = 0;
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, "");
WAIT_STATE(ch, 12);
return;
}
else
{
send_to_char
("Only those who achieve Golconda can sing the Song of Serenity.\n\r",
ch);
return;
}
}
void do_theft(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
int bloodpool;
int blpr; /* Blood sucked storage variable. Shakti */
argument = one_argument(argument, arg);
if (ch->generation <= 0)
ch->generation = 4;
{
if (IS_SET(ch->newbits, NEW_TIDE))
bloodpool = (3000 / ch->generation);
else
bloodpool = (2000 / ch->generation);
}
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] < 4)
{
send_to_char
("You must obtain at least level 4 in Thaumaturgy to use Theft of Vitae.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Steal blood from whom?\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED))
{
send_to_char("Not while polymorphed.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOAUTOKILL))
{
send_to_char("You can't do that to them.\n\r", ch);
return;
}
if (!IS_NPC(victim) && victim->pcdata->condition[COND_THIRST] <= 0)
{
send_to_char("There isn't enough blood to steal.\n\r", ch);
return;
}
if (!IS_NPC(victim) && IS_IMMORTAL(victim) && victim != ch)
{
send_to_char
("You can only steal blood from Avatar's or lower.\n\r",
ch);
return;
}
if (is_safe(ch, victim) == TRUE)
return;
if (!IS_NPC(victim))
{
xprintf(buf,
"A stream of blood shoots from %s into your body.",
victim->name);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "A stream of blood shoots from %s into %s.",
victim->name, ch->name);
act(buf, ch, NULL, victim, TO_ROOM);
xprintf(buf,
"A stream of blood shoots from your body into %s.",
ch->name);
act(buf, ch, NULL, victim, TO_VICT);
}
else
{
xprintf(buf,
"A stream of blood shoots from %s into your body.",
victim->short_descr);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "A stream of blood shoots from %s into %s.",
victim->short_descr, ch->name);
act(buf, ch, NULL, victim, TO_ROOM);
xprintf(buf,
"A stream of blood shoots from your body into %s.",
ch->name);
act(buf, ch, NULL, victim, TO_VICT);
}
ch->pcdata->condition[COND_THIRST] += number_range(10, 15);
if (IS_NPC(victim))
{
/* Raw-killing it from one theft is stupid. Im going to use the primal */
/* stat on the mobs for blood its quick, effective, and straightford, AND */
/* no new fields have to be added to the mob.Shakti 09/07/98 */
(blpr = number_range(30, 40));
(victim->practice -= blpr);
(ch->pcdata->condition[COND_THIRST] += blpr);
if (victim->practice < 0)
{
xprintf(buf, "%s falls over dead.",
victim->short_descr);
act(buf, ch, NULL, victim, TO_ROOM);
act(buf, ch, NULL, victim, TO_CHAR);
raw_kill(victim, ch);
}
if (ch->pcdata->condition[COND_THIRST] >=
bloodpool / ch->generation)
{
ch->pcdata->condition[COND_THIRST] =
bloodpool / ch->generation;
}
if (ch->fighting == NULL)
set_fighting(ch, victim, TRUE);
return;
}
if (IS_SET(victim->act, PLR_ACID))
{
send_to_char("Their blood is a deadly acid!\n\r", ch);
hurt_person(victim, ch, 300);
victim->pcdata->condition[COND_THIRST] -= 30;
return;
}
if (!IS_NPC(victim))
{
victim->pcdata->condition[COND_THIRST] -=
number_range(30, 40);
}
if (ch->pcdata->condition[COND_THIRST] >= bloodpool / ch->generation)
{
ch->pcdata->condition[COND_THIRST] =
bloodpool / ch->generation;
}
if (victim->pcdata->condition[COND_THIRST] <= 0)
{
victim->pcdata->condition[COND_THIRST] = 0;
}
if (ch->fighting == NULL)
set_fighting(ch, victim, TRUE);
return;
}
void do_demonform(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_DEMPOWER(ch, DEM_FORM) && IS_CLASS(ch, CLASS_DEMON))
{
send_to_char
("You haven't been granted the gift of demonform.\n\r",
ch);
return;
}
if (IS_POLYAFF(ch, POLY_ZULOFORM))
{
REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act("You transform into human form.", ch, NULL, NULL,
TO_CHAR);
act("$n's shrinks back into human form.", ch, NULL, NULL,
TO_ROOM);
ch->damroll -= 200;
ch->hitroll -= 200;
ch->armor += 300;
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
else if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("You cant demon form when changed.\n\r", ch);
return;
}
if (ch->stance[0] != -1)
do_stance(ch, "");
if (ch->mounted == IS_RIDING)
do_dismount(ch, "");
act("You transform into a huge demon.", ch, NULL, NULL, TO_CHAR);
act("$n's body grows and distorts into a huge demon.", ch, NULL, NULL,
TO_ROOM);
ch->pcdata->mod_str = 15;
ch->pcdata->mod_dex = 15;
SET_BIT(ch->polyaff, POLY_ZULOFORM);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
xprintf(buf, "%s the huge hulking demon", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
ch->damroll += 200;
ch->hitroll += 200;
ch->armor -= 300;
return;
}
void do_zuloform(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (ch->power[DISC_VAMP_VICI] < 2)
{
send_to_char
("You must obtain at least level 2 in Vicissitude to use Zuloform.\n\r",
ch);
return;
}
if (IS_EXTRA(ch, EXTRA_DRAGON))
{
send_to_char("You cannot unzulo while a dragon.\n\r", ch);
return;
}
if (IS_POLYAFF(ch, POLY_DRAGON))
{
stc("You can't do that.\n\r", ch);
return;
}
if (IS_POLYAFF(ch, POLY_ZULOFORM))
{
REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act("You transform into human form.", ch, NULL, NULL,
TO_CHAR);
act("$n's shrinks back into human form.", ch, NULL, NULL,
TO_ROOM);
if (ch->hit < 1)
ch->hit = 1;
ch->damroll = ch->damroll - 150;
ch->hitroll = ch->hitroll - 150;
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
else if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("You cant zulo when changed.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 200)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (ch->stance[0] != -1)
do_stance(ch, "");
if (ch->mounted == IS_RIDING)
do_dismount(ch, "");
ch->pcdata->condition[COND_THIRST] -= number_range(100, 200);
act("You transform into large beast.", ch, NULL, NULL, TO_CHAR);
act("$n's body grows and distorts into a large beast.", ch, NULL,
NULL, TO_ROOM);
ch->pcdata->mod_str = 15;
ch->pcdata->mod_dex = 15;
SET_BIT(ch->polyaff, POLY_ZULOFORM);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
xprintf(buf, "A big black monster");
free_string(ch->morph);
ch->morph = str_dup(buf);
ch->damroll = ch->damroll + 150;
ch->hitroll = ch->hitroll + 150;
return;
}
void horn args((CHAR_DATA * ch));
/* claw and fang commands */
void declaw(CHAR_DATA * ch)
{
if (!IS_VAMPAFF(ch, VAM_CLAWS))
return;
send_to_char("You retract your claws.\n\r", ch);
act("$n retracts $s claws.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
void dehorn(CHAR_DATA * ch)
{
if (!IS_VAMPAFF(ch, VAM_HORNS))
return;
send_to_char("Your horns burrow back into your skull.\n\r", ch);
act("$n's horns retract into $s skull.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
}
void horn(CHAR_DATA * ch)
{
OBJ_DATA *obj;
if (IS_VAMPAFF(ch, VAM_HORNS))
return;
/*
* Only certain demons may use their horns
*/
if (ch->power[DISC_DAEM_ATTA] < 4)
return;
send_to_char("Sharp horns grow out of your skull.\n\r", ch);
act("Sharp horns grow out of $n's skull.", ch, NULL, NULL, TO_ROOM);
if ((obj = get_eq_char(ch, WEAR_HEAD)) != NULL)
{
act("Your horns shred $p.", ch, obj, NULL, TO_CHAR);
act("$n's horns shred $p.", ch, obj, NULL, TO_ROOM);
extract_obj(obj);
}
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
}
void defang(CHAR_DATA * ch)
{
if (!IS_VAMPAFF(ch, VAM_FANGS))
return;
send_to_char("Your fangs slide back into your gums.\n\r", ch);
act("$n retracts $s fangs back into $s gums.", ch, NULL, NULL,
TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
void do_isauto(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
send_to_char("That power is automatic.\n\r", ch);
return;
}
void do_claws(CHAR_DATA * ch, char *argument)
{
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (ch->power[DISC_WERE_WOLF] < 1)
{
stc("Huh?\n\r", ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_DEMON))
{
if (!IS_DEMPOWER(ch, DEM_CLAWS)
&& ch->power[DISC_DAEM_ATTA] < 1)
{
send_to_char
("You haven't been granted the gift of claws or attack is below level 1.\n\r",
ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->power[DISC_VAMP_PROT] < 2)
{
stc("Huh?\n\r", ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_TANARRI))
{
if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_CLAWS))
{
send_to_char("Huh?\n\r", ch);
return;
}
}
else
{
stc("Huh?\n\r", ch);
return;
}
if (IS_VAMPAFF(ch, VAM_CLAWS))
{
if (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_DEMON))
{
if (ch->rage > 0)
{
send_to_char
("You cannot retract your claws while the beast is within you.\n\r",
ch);
return;
}
}
send_to_char("You retract your claws.\n\r", ch);
act("$n retracts $s claws.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
else
{
send_to_char("Wicked claws extend from your fingers.\n\r",
ch);
act("Long sharp claws extend from $n's fingers.", ch, NULL,
NULL, TO_ROOM);
remove_obj(ch, WEAR_WIELD, TRUE);
remove_obj(ch, WEAR_HOLD, TRUE);
remove_obj(ch, WEAR_THIRD, TRUE);
remove_obj(ch, WEAR_FOURTH, TRUE);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
}
void do_fangs(CHAR_DATA * ch, char *argument)
{
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (ch->power[DISC_WERE_WOLF] < 2)
{
stc("Huh?\n\r", ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_DEMON))
{
if (!IS_DEMPOWER(ch, DEM_FANGS)
&& ch->power[DISC_DAEM_ATTA] < 2)
{
send_to_char
("You haven't been granted the gift of fangs.\n\r",
ch);
return;
}
}
else if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (IS_VAMPAFF(ch, VAM_FANGS))
{
if (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_DEMON))
{
if (ch->rage > 0)
{
send_to_char
("You cannot retract your fangs while the beast is within you.\n\r",
ch);
return;
}
}
send_to_char("Your fangs slide back into your gums.\n\r", ch);
act("$n retracts $s fangs back into $s gums.", ch, NULL, NULL,
TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
else
{
send_to_char("Sharp fangs slide out of your gums.\n\r", ch);
act("Sharp fangs slide out of $n's gums.", ch, NULL, NULL,
TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
}
void do_nightsight(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_WEREWOLF))
{ /*supposed to be < but changedd while gifts are out */
if (ch->power[DISC_WERE_HAWK] < 1)
{
send_to_char
("Your power in hawk is not great enough yet.\n\r",
ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_DEMON))
{
if (!IS_DEMPOWER(ch, DEM_EYES))
{
send_to_char
("You haven't been granted the gift of nightsight.\n\r",
ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_MONK))
{
if (ch->monkab[AWARE] < 1)
{
stc("You must obtain level one in Awareness to use Nightsight.\n\r", ch);
return;
}
}
else if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_PROT] < 1 &&
ch->power[DISC_VAMP_OBTE] < 3)
{
send_to_char
("You must obtain at least level 1 in Protean or 3 in Obtenebration.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0)
{
send_to_char("Not while your beast is in control.\n\r", ch);
return;
}
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
{
send_to_char("The red glow in your eyes fades.\n\r", ch);
act("The red glow in $n's eyes fades.", ch, NULL, NULL,
TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
return;
}
send_to_char("Your eyes start glowing red.\n\r", ch);
act("$n's eyes start glowing red.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
return;
}
void do_inconnu(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
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->pcdata->rank < AGE_ELDER)
{
send_to_char
("You must be at least an Elder to become an Inconnu.\n\r",
ch);
return;
}
if (IS_SET(ch->special, SPC_INCONNU))
{
send_to_char("But you are already an Inconnu!\n\r", ch);
return;
}
if (ch->exp < 1000000)
{
send_to_char("It costs 1000000 exp to become an Inconnu.\n\r",
ch);
return;
}
ch->exp -= 1000000;
send_to_char("You are now an Inconnu.\n\r", ch);
xprintf(buf, "%s is now an Inconnu!", ch->name);
do_info(ch, buf);
SET_BIT(ch->special, SPC_INCONNU);
return;
}
void do_shadowsight(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_WEREWOLF) && ch->power[DISC_WERE_HAWK] < 2)
{
stc("Huh?\n\r", ch);
return;
}
else if (IS_CLASS(ch, CLASS_GHOUL)
&& ch->pcdata->powers[GPOWER_SHADOW] < 1)
{
stc("You need level 2 in Shadow Power\n\r", ch);
return;
}
else if (IS_CLASS(ch, CLASS_SKYBLADE)
&& ch->pcdata->powers[SKYBLADE_POWER] < 2)
{
stc("You need level 2 in Skyblade Power\n\r", ch);
return;
}
else if (IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 2)
{
stc("Huh?\n\r", ch);
return;
}
else if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBTE] < 2)
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWSIGHT))
{
send_to_char("You can no longer see between planes.\n\r", ch);
REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE)
&& ch->pcdata->condition[COND_THIRST] < 10)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(5, 10);
send_to_char("You can now see between planes.\n\r", ch);
SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
return;
}
void do_class(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
argument = one_argument(argument, arg3);
if (IS_NPC(ch))
return;
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Syntax: class <char> <class>.\n\r", ch);
send_to_char("#W--==[ #RMindcloud Classes #W]==--#n\n\r", ch);
send_to_char("#0Demon, Werewolf, Drow, \n\r",
ch);
send_to_char("#0Ninja, Vampire, Shapeshifter\n\r",
ch);
send_to_char("#0Battlemage, Tanar'ri, Undead Knight#n\n\r",
ch);
send_to_char("#0Cyborg, Samurai, Monk\n\r", ch);
send_to_char("#0Angel, Lich, Drone#n\n\r", ch);
send_to_char("#0SkyBlade, Ghoul, Draconian#n\n\r", ch);
send_to_char("#0Thief, Shadow, Giant#n\n\r", ch);
send_to_char("#0Priest, Jedi, Fae\n\r", ch);
send_to_char("#0Hobbit Elemental\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg1)) == NULL)
{
send_to_char("That player is not here.\n\r", ch);
return;
}
do_clearcrap(ch, "");
if (!str_cmp(arg2, "demon"))
{
victim->class = CLASS_DEMON;
set_learnable_disciplines(victim);
send_to_char("You are now a demon!\n\r", victim);
}
else if ( !str_cmp( arg2, "dragon" ) )
{
victim->class = CLASS_DRAGON;
set_learnable_disciplines(victim);
victim->pcdata->powers[dragonage] = 1;
victim->special = 0;
if ( !str_cmp( arg3, "red"))
{
victim->pcdata->powers[DRAGON_COLOR] = 1;
send_to_char("You are now a red dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "green"))
{
victim->pcdata->powers[DRAGON_COLOR] = 2;
send_to_char("You are now a green dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "blue"))
{
victim->pcdata->powers[DRAGON_COLOR] = 3;
send_to_char("You are now a blue dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "bronze"))
{
victim->pcdata->powers[DRAGON_COLOR] = 4;
send_to_char("You are now a bronze dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "silver"))
{
victim->pcdata->powers[DRAGON_COLOR] = 5;
send_to_char("You are now a silver dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "white"))
{
victim->pcdata->powers[DRAGON_COLOR] = 6;
send_to_char("You are now a white dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "black"))
{
victim->pcdata->powers[DRAGON_COLOR] = 7;
send_to_char("You are now a black dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "gold"))
{
victim->pcdata->powers[DRAGON_COLOR] = 8;
send_to_char("You are now a gold dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "shadow"))
{
victim->pcdata->powers[DRAGON_COLOR] = 9;
send_to_char("You are now a shadow dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "purple"))
{
victim->pcdata->powers[DRAGON_COLOR] = 10;
send_to_char("You are now a purple dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "chaos"))
{
victim->pcdata->powers[DRAGON_COLOR] = 11;
send_to_char("You are now a chaos dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "sapphire"))
{
victim->pcdata->powers[DRAGON_COLOR] = 12;
send_to_char("Your are now a Sapphire dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "emerald"))
{
victim->pcdata->powers[DRAGON_COLOR] = 13;
send_to_char("You are now an Emerald dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "ruby"))
{
victim->pcdata->powers[DRAGON_COLOR] = 14;
send_to_char("You are now a Ruby Dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "topaz"))
{
victim->pcdata->powers[DRAGON_COLOR] = 15;
send_to_char("Your are now a Topaz dragon!\n\r", victim);
}
if ( !str_cmp( arg3, "diamond"))
{
victim->pcdata->powers[DRAGON_COLOR] = 16;
send_to_char("Your are now a Diamond dragon!\n\r", victim);
}
return;
}
else if(!str_cmp(arg2,"shinobi")){
victim->class = CLASS_SHINOBI;
stc("You are now a Shinobi!\n\r",victim);
if(!str_cmp(arg3,"fire")) victim->pcdata->powers[S_ELEMENT] = S_FIRE;
if(!str_cmp(arg3,"earth")) victim->pcdata->powers[S_ELEMENT] = S_EARTH;
if(!str_cmp(arg3,"wind")) victim->pcdata->powers[S_ELEMENT] = S_WIND;
if(!str_cmp(arg3,"water")) victim->pcdata->powers[S_ELEMENT] = S_WATER;
if(!str_cmp(arg3,"shadow")) victim->pcdata->powers[S_ELEMENT] = S_SHADOW;
if(!str_cmp(arg3,"holy")) victim->pcdata->powers[S_ELEMENT] = S_HOLY;
}
else if (!str_cmp(arg2, "elemental"))
{
victim->class = CLASS_ELEMENTAL;
send_to_char("You are now an Elemental!\n\r", victim);
}
else if (!str_cmp(arg2, "blademaster"))
{
victim->class = CLASS_BLADE_MASTER;
send_to_char("You are now a Blade Master!\n\r", victim);
}
else if (!str_cmp(arg2, "fae"))
{
victim->class = CLASS_FAE;
set_learnable_disciplines(victim);
send_to_char("You are one of the Fae.\n\r", victim);
}
else if (!str_cmp(arg2, "drone"))
{
victim->class = CLASS_DRONE;
send_to_char("You are now a drone.\n\r", victim);
}
else if (!str_cmp(arg2, "tanarri"))
{
victim->class = CLASS_TANARRI;
send_to_char("You are now a Tanar'ri.\n\r", victim);
}
else if (!str_cmp(arg2, "draconian"))
{
victim->class = CLASS_DRACONIAN;
stc("You are now a Draconian!\n\r", victim);
}
else if (!str_cmp(arg2, "jedi"))
{
victim->class = CLASS_JEDI;
stc("You are now a Jedi\n\r", victim);
}
else if (!str_cmp(arg2, "priest"))
{
victim->class = CLASS_PRIEST;
stc("You are now a priest!\n\r", victim);
}
else if (!str_cmp(arg2, "shadow"))
{
victim->class = CLASS_SHADOW;
stc("You are now a Dark Assasin Shadow!\n\r", victim);
}
else if (!str_cmp(arg2, "thief"))
{
victim->class = CLASS_THIEF;
stc("You are now a Dirty Bird Thief!\n\r", victim);
}
else if (!str_cmp(arg2, "ghoul"))
{
victim->class = CLASS_GHOUL;
send_to_char("You are now a Freaky Ghoul.\n\r", victim);
}
else if (!str_cmp(arg2, "undeadknight"))
{
victim->class = CLASS_UNDEAD_KNIGHT;
send_to_char("You are now an Undead Knight.\n\r", victim);
}
else if (!str_cmp(arg2, "shapeshifter"))
{
victim->class = CLASS_SHAPESHIFTER;
send_to_char("You are now a Shapeshifter.\n\r", victim);
}
else if (!str_cmp(arg2, "angel"))
{
victim->class = CLASS_ANGEL;
send_to_char("You are now an Angel.\n\r", victim);
}
else if (!str_cmp(arg2, "lich"))
{
victim->class = CLASS_LICH;
send_to_char("You are now a Lich.\n\r", victim);
}
else if (!str_cmp(arg2, "mage"))
{
victim->class = CLASS_MAGE;
send_to_char("You are now a mage!\n\r", victim);
}
else if (!str_cmp(arg2, "werewolf"))
{
victim->class = CLASS_WEREWOLF;
set_learnable_disciplines(victim);
send_to_char("You are now a werewolf!\n\r", victim);
}
else if (!str_cmp(arg2, "vampire"))
{
victim->class = CLASS_VAMPIRE;
victim->beast = 30;
set_learnable_disciplines(victim);
send_to_char("You are now a vampire!\n\r", victim);
}
else if (!str_cmp(arg2, "spiderdroid"))
{
victim->class = CLASS_DROID;
send_to_char("You are now a Spider Droid!\n\r", victim);
}
else if (!str_cmp(arg2, "cyborg"))
{
victim->class = CLASS_CYBORG;
send_to_char("You are now a Cyborg!\n\r", victim);
}
else if (!str_cmp(arg2, "samurai"))
{
victim->class = CLASS_SAMURAI;
send_to_char("You are now a Samurai!\n\r", victim);
}
else if (!str_cmp(arg2, "monk"))
{
victim->class = CLASS_MONK;
send_to_char("You are now a monk!\n\r", victim);
}
else if (!str_cmp(arg2, "skyblade"))
{
victim->class = CLASS_SKYBLADE;
send_to_char("You are now a skyblade!\n\r", victim);
}
else if (!str_cmp(arg2, "giant"))
{
victim->class = CLASS_GIANT;
send_to_char("You are now a giant.\n\r", victim);
}
else if (!str_cmp(arg2, "hobbit"))
{
victim->class = CLASS_HOBBIT;
send_to_char("You are now a hobbit!\n\r", victim);
}
else if (!str_cmp(arg2, "drow"))
{
victim->class = CLASS_DROW;
send_to_char("You are now a drow!\n\r", victim);
}
else if (!str_cmp(arg2, "ninja"))
{
victim->class = CLASS_NINJA;
send_to_char("You are now a ninja!\n\r", victim);
}
else if (!str_cmp(arg2, "none"))
{
victim->class = 0;
do_clearcrap(victim, "");
send_to_char("Your class have been removed.\n\r", victim);
}
else
{
do_class(ch, "");
return;
}
//send_to_char("Class Set.\n\r",ch);
return;
}
void do_clearcrap(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int sn = 0;
if (IS_NPC(ch))
return;
powerdown(ch); /* remove class shit */
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->wear_loc != WEAR_NONE)
{
obj_from_char(obj);
obj_to_char(obj, ch);
}
}
while (ch->affected)
affect_remove(ch, ch->affected);
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
if (IS_SET(ch->affected_by, AFF_ETHEREAL))
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
if (IS_EXTRA(ch, EXTRA_DRAGON))
REMOVE_BIT(ch->extra, EXTRA_DRAGON);
ch->affected_by = 0;
ch->armor = 100;
ch->hit = UMAX(1, ch->hit);
ch->mana = UMAX(1, ch->mana);
ch->move = UMAX(1, ch->move);
ch->hitroll = 0;
ch->damroll = 0;
ch->saving_throw = 0;
ch->pcdata->mod_str = 0;
ch->pcdata->mod_int = 0;
ch->pcdata->mod_wis = 0;
ch->pcdata->mod_dex = 0;
ch->pcdata->mod_con = 0;
for (sn = 0; sn < 12; sn++)
if (ch->wpn[sn] > 100)
ch->wpn[sn] = 100;
for (sn = 0; sn < 5; sn++)
if (ch->spl[sn] > 100)
ch->spl[sn] = 100;
for (sn = 0; sn < 12; sn++)
if (ch->stance[sn] > 100)
ch->stance[sn] = 100;
for (sn = 13; sn < 18; sn++)
ch->stance[sn] = 0;
ch->stance[19] = -1;
ch->stance[20] = -1;
ch->stance[21] = -1;
ch->stance[22] = -1;
ch->stance[23] = -1;
for (sn = 0; sn < 20; sn++)
{
ch->pcdata->powers[sn] = 0;
}
ch->newbits = 0;
ch->newbits2 = 0;
ch->sohbits = 0;
ch->rage = 0;
ch->extra = 0;
ch->morph = str_dup("");
ch->vampgen_a = 0;
ch->paradox[0] = 0; /* Total paradox */
ch->paradox[1] = 0; /* Current Paradox */
ch->paradox[2] = 0; /* Paradox Ticker */
ch->damcap[0] = 1000;
ch->damcap[1] = 0;
ch->vampaff_a = 0;
ch->itemaffect = 0;
ch->polyaff = 0;
save_char_obj(ch);
return;
}
void do_generation(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
int gen;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Syntax: generation <char> <generation>.\n\r",
ch);
send_to_char
("Generation 1 is a Master <Class> and 2 is clan leader.\n\r",
ch);
return;
}
if ((victim = get_char_world(ch, arg1)) == NULL)
{
send_to_char("That player is not here.\n\r", ch);
return;
}
gen = is_number(arg2) ? atoi(arg2) : -1;
send_to_char("Generation Set.\n\r", ch);
victim->generation = gen;
return;
}
void reset_weapon(CHAR_DATA * ch, int dtype)
{
if (ch->wpn[dtype] > 200)
ch->wpn[dtype] = 200;
return;
}
void reset_spell(CHAR_DATA * ch, int dtype)
{
if (ch->spl[dtype] > 200)
ch->spl[dtype] = 200;
return;
}
void do_stake(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *stake;
char arg[MAX_INPUT_LENGTH];
int blood;
return;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (arg[0] == '\0')
{
send_to_char("Stake whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
stake = get_eq_char(ch, WEAR_HOLD);
if (stake == NULL || stake->item_type != ITEM_STAKE)
{
stake = get_eq_char(ch, WEAR_WIELD);
if (stake == NULL || stake->item_type != ITEM_STAKE)
{
send_to_char
("How can you stake someone down without holding a stake?\n\r",
ch);
return;
}
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("You cannot stake yourself.\n\r", ch);
return;
}
if (!IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("You can only stake vampires.\n\r", ch);
return;
}
if (victim->position > POS_MORTAL)
{
send_to_char
("You can only stake down a vampire who is mortally wounded.\n\r",
ch);
return;
}
act("You plunge $p into $N's heart.", ch, stake, victim, TO_CHAR);
act("$n plunges $p into $N's heart.", ch, stake, victim, TO_NOTVICT);
send_to_char("You feel a stake plunged through your heart.\n\r",
victim);
if (IS_IMMUNE(victim, IMM_STAKE))
return;
/*
* Have to make sure they have enough blood to change back
*/
blood = victim->pcdata->condition[COND_THIRST];
victim->pcdata->condition[COND_THIRST] = 666;
/*
* To take care of vampires who have powers in affect.
*/
if (IS_VAMPAFF(victim, VAM_DISGUISED))
do_mask(victim, "self");
if (IS_IMMUNE(victim, IMM_SHIELDED))
do_shield(victim, "");
if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
do_shadowplane(victim, "");
if (IS_VAMPAFF(victim, VAM_FANGS))
do_fangs(victim, "");
if (IS_VAMPAFF(victim, VAM_CLAWS))
do_claws(victim, "");
if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT))
do_nightsight(victim, "");
if (IS_AFFECTED(victim, AFF_SHADOWSIGHT))
do_shadowsight(victim, "");
if (IS_SET(victim->act, PLR_HOLYLIGHT))
do_truesight(victim, "");
if (IS_VAMPAFF(victim, VAM_CHANGED))
do_change(victim, "human");
if (IS_POLYAFF(victim, POLY_SERPENT))
do_serpent(victim, "");
victim->rage = 0;
victim->pcdata->condition[COND_THIRST] = blood;
REMOVE_BIT(victim->class, CLASS_VAMPIRE);
obj_from_char(stake);
obj_to_char(stake, victim);
ch->exp = ch->exp + 1000;
victim->home = 3001;
return;
}
void do_mask(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_OBFU] < 2 && IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char
("You must obtain at least level 2 in Obfuscate to use Mask.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_SHAPESHIFTER)
&& ch->pcdata->powers[SHAPE_POWERS] < 4)
{
send_to_char
("You need level 4 in general shapeshifting powers.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Change to look like whom?\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED))
{
send_to_char("Not while polymorphed.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, 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) && victim != ch)
{
send_to_char("You can only mask avatars or lower.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 40
&& IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(30, 40);
if (ch == victim)
{
if (!IS_AFFECTED(ch, AFF_POLYMORPH)
&& !IS_VAMPAFF(ch, VAM_DISGUISED))
{
send_to_char("You already look like yourself!\n\r",
ch);
return;
}
xprintf(buf, "Your form shimmers and transforms into %s.",
ch->name);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "%s's form shimmers and transforms into %s.",
ch->morph, ch->name);
act(buf, ch, NULL, victim, TO_ROOM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
if (IS_VAMPAFF(ch, VAM_DISGUISED))
{
xprintf(buf,
"Your form shimmers and transforms into a clone of %s.",
victim->name);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf,
"%s's form shimmers and transforms into a clone of %s.",
ch->morph, victim->name);
act(buf, ch, NULL, victim, TO_NOTVICT);
xprintf(buf,
"%s's form shimmers and transforms into a clone of you!",
ch->morph);
act(buf, ch, NULL, victim, TO_VICT);
free_string(ch->morph);
ch->morph = str_dup(victim->name);
return;
}
xprintf(buf, "Your form shimmers and transforms into a clone of %s.",
victim->name);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "%s's form shimmers and transforms into a clone of %s.",
ch->name, victim->name);
act(buf, ch, NULL, victim, TO_NOTVICT);
xprintf(buf, "%s's form shimmers and transforms into a clone of you!",
ch->name);
act(buf, ch, NULL, victim, TO_VICT);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string(ch->morph);
ch->morph = str_dup(victim->name);
return;
}
void do_change(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
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_PROT] < 3)
{
send_to_char
("You must obtain at least level 3 in Protean to use Minor Change.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r",
ch);
return;
}
if (!str_cmp(arg, "bat"))
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char
("You can only polymorph from human form.\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 50)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (ch->stance[0] != -1)
do_stance(ch, "");
if (ch->mounted == IS_RIDING)
do_dismount(ch, "");
ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
clear_stats(ch);
act("You transform into bat form.", ch, NULL, NULL, TO_CHAR);
act("$n transforms into a bat.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
SET_BIT(ch->polyaff, POLY_BAT);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
xprintf(buf, "%s the vampire bat", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg, "wolf"))
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char
("You can only polymorph from human form.\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 50)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (ch->stance[0] != -1)
do_stance(ch, "");
if (ch->mounted == IS_RIDING)
do_dismount(ch, "");
ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
act("You transform into wolf form.", ch, NULL, NULL, TO_CHAR);
act("$n transforms into a dire wolf.", ch, NULL, NULL,
TO_ROOM);
clear_stats(ch);
if (ch->wpn[0] > 0)
{
ch->hitroll += (ch->wpn[0]);
ch->damroll += (ch->wpn[0]);
ch->armor -= (ch->wpn[0] * 3);
}
ch->pcdata->mod_str = 10;
/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
SET_BIT(ch->polyaff, POLY_WOLF);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
xprintf(buf, "%s the dire wolf", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg, "mist"))
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char
("You can only polymorph from human form.\n\r",
ch);
return;
}
if (has_timer(ch))
return;
if (ch->pcdata->condition[COND_THIRST] < 50)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (ch->stance[0] != -1)
do_stance(ch, "");
if (ch->mounted == IS_RIDING)
do_dismount(ch, "");
ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
act("You transform into mist form.", ch, NULL, NULL, TO_CHAR);
act("$n transforms into a white mist.", ch, NULL, NULL,
TO_ROOM);
if (IS_EXTRA(ch, TIED_UP))
{
act("The ropes binding you fall through your ethereal form.", ch, NULL, NULL, TO_CHAR);
act("The ropes binding $n fall through $s ethereal form.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
REMOVE_BIT(ch->extra, GAGGED);
REMOVE_BIT(ch->extra, BLINDFOLDED);
}
if (is_affected(ch, gsn_web))
{
act("The webbing entrapping $n falls through $s ethereal form.", ch, NULL, NULL, TO_ROOM);
send_to_char
("The webbing entrapping you falls through your ethereal form.\n\r",
ch);
affect_strip(ch, gsn_web);
}
clear_stats(ch);
/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
SET_BIT(ch->polyaff, POLY_MIST);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->affected_by, AFF_ETHEREAL);
xprintf(buf, "%s the white mist", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg, "human"))
{
if (!IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("You are already in human form.\n\r",
ch);
return;
}
if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_BAT))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
REMOVE_BIT(ch->polyaff, POLY_BAT);
/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
}
else if (IS_VAMPAFF(ch, VAM_CHANGED)
&& IS_POLYAFF(ch, POLY_WOLF))
{
/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
REMOVE_BIT(ch->polyaff, POLY_WOLF);
if (ch->hit < 1)
ch->hit = 1;
}
else if (IS_VAMPAFF(ch, VAM_CHANGED)
&& IS_POLYAFF(ch, POLY_MIST))
{
/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
REMOVE_BIT(ch->polyaff, POLY_MIST);
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
}
else
{
/*
* In case they try to change to human from a non-vamp form
*/
send_to_char("You seem to be stuck in this form.\n\r",
ch);
return;
}
act("You transform into human form.", ch, NULL, NULL,
TO_CHAR);
act("$n transforms into human form.", ch, NULL, NULL,
TO_ROOM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
clear_stats(ch);
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
else
send_to_char
("You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r",
ch);
return;
}
void do_clandisc(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_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg1[0] == '\0' && arg2[0] == '\0')
{
do_stat(ch, "");
return;
}
if (arg2[0] == '\0')
{
if (!str_cmp(arg1, "animalism"))
{
send_to_char
("Animalism: The discipline of nature control.\n\r",
ch);
if (ch->power[DISC_VAMP_ANIM] < 1)
send_to_char
("You have none of the Animalism powers.\n\r",
ch);
if (ch->power[DISC_VAMP_ANIM] > 0)
send_to_char
("Serenity: You can sooth the most aggressive soul (Golconda Required).\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "auspex"))
{
send_to_char
("Auspex: The discipline of extrasensory awareness.\n\r",
ch);
if (ch->power[DISC_VAMP_AUSP] < 1)
send_to_char
("You have none of the Auspex discipline powers.\n\r",
ch);
if (ch->power[DISC_VAMP_AUSP] > 0)
send_to_char
("Truesight: The user can see everything, including invis.\n\r",
ch);
if (ch->power[DISC_VAMP_AUSP] > 1)
send_to_char
("Scry: Allows you to view the room the specified target is in.\n\r",
ch);
if (ch->power[DISC_VAMP_AUSP] > 2)
send_to_char
("Readaura: Gives you detained information about a creature or object.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "celerity"))
{
send_to_char
("Celerity: The discipline of superior speed.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "chimerstry"))
{
send_to_char
("chimerstry: The discipline of illusion.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "daimoinon"))
{
send_to_char
("Daimoinon: The discipline of dark corruption.\n\r",
ch);
if (ch->power[DISC_VAMP_DAIM] < 1)
send_to_char
("You have none of the Daimoinon discipline powers.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "dominate"))
{
send_to_char
("Dominate: The discipline of control.\n\r",
ch);
if (ch->power[DISC_VAMP_DOMI] < 1)
send_to_char
("You have none of the Dominate discipline powers.\n\r",
ch);
if (ch->power[DISC_VAMP_DOMI] > 0)
send_to_char
("Command: You can plant suggestions in the mind of others.\n\r",
ch);
if (ch->power[DISC_VAMP_DOMI] > 1)
send_to_char
("Shield: You are able to shield your mind from scrying and aura-reading.\n\r",
ch);
if (ch->power[DISC_VAMP_DOMI] > 3)
send_to_char
("Possession: You can take control of mobs by feeding them blood.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "fortitude"))
{
send_to_char
("Fortitude: The discipline of supernatural toughness and vigor.\n\r",
ch);
if (ch->power[DISC_VAMP_FORT] < 1)
send_to_char("You have no fortitude.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "obfuscate"))
{
send_to_char
("Obfuscate: The discipline of stealth.\n\r",
ch);
if (ch->power[DISC_VAMP_OBFU] < 1)
send_to_char
("You have none of the Obfuscate discipline powers.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "obtenebration"))
{
send_to_char
("Obtenebration: The discipline of darkness manipulation.\n\r",
ch);
if (ch->power[DISC_VAMP_OBTE] < 1)
send_to_char
("You have none of the Obtenebration discipline powers.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "potence"))
{
send_to_char
("Potence: The discipline of superior strength.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "presence"))
{
send_to_char
("Presence: The discipline of appeal and attractiveness.\n\r",
ch);
if (ch->power[DISC_VAMP_PRES] < 1)
send_to_char
("You have none of the Presence discipline powers.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "protean"))
{
send_to_char
("Protean: The discipline of neutral transformation.\n\r",
ch);
if (ch->power[DISC_VAMP_PROT] < 1)
send_to_char
("You have none of the Protean discipline powers.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "quietus"))
{
send_to_char("Quietus: The discipline of death.\n\r",
ch);
if (ch->power[DISC_VAMP_QUIE] < 1)
send_to_char
("You have none of the Quietus discipline powers.\n\r",
ch);
if (ch->power[DISC_VAMP_QUIE] > 3)
send_to_char
("Spit: You can project your deadly spit at a foe\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "serpentis"))
{
send_to_char
("Serpentis: The discipline of temptation and corruption.\n\r",
ch);
if (ch->power[DISC_VAMP_SERP] < 1)
send_to_char
("You have none of the Serpentis discipline powers.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "thaumaturgy"))
{
send_to_char
("Thaumaturgy: The discipline of blood magic.\n\r",
ch);
if (ch->power[DISC_VAMP_THAU] < 1)
send_to_char
("You have none of the Thaumaturgy discipline powers.\n\r",
ch);
if (ch->power[DISC_VAMP_THAU] > 0)
send_to_char
("Theft: You can take from the blood pool of other players.\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "vicissitude"))
{
send_to_char
("Vicissitude: The discipline of evil body control.\n\r",
ch);
if (ch->power[DISC_VAMP_VICI] < 1)
send_to_char
("You have none of the Vicissitude discipline powers.\n\r",
ch);
if (ch->power[DISC_VAMP_VICI] > 3)
send_to_char
("Zuloform: Transformation into a powerful being.\n\r",
ch);
return;
}
do_stat(ch, "");
return;
}
if (!str_cmp(arg2, "improve"))
{
int improve;
int cost;
int max;
int maxlevel;
stc("Please use the new commands, Disciplines and research.\n\r", ch);
return;
maxlevel = 10;
if (!str_cmp(arg1, "animalism"))
{
improve = DISC_VAMP_ANIM;
max = maxlevel;
}
else if (!str_cmp(arg1, "auspex"))
{
improve = DISC_VAMP_AUSP;
max = maxlevel;
}
else if (!str_cmp(arg1, "celerity"))
{
improve = DISC_VAMP_CELE;
max = maxlevel;
}
else if (!str_cmp(arg1, "chimerstry"))
{
improve = DISC_VAMP_CHIM;
max = maxlevel;
}
else if (!str_cmp(arg1, "dominate"))
{
improve = DISC_VAMP_DOMI;
max = maxlevel;
}
else if (!str_cmp(arg1, "daimoinon"))
{
improve = DISC_VAMP_DAIM;
max = maxlevel;
}
else if (!str_cmp(arg1, "fortitude"))
{
improve = DISC_VAMP_FORT;
max = 12;
}
else if (!str_cmp(arg1, "obfuscate"))
{
improve = DISC_VAMP_OBFU;
max = maxlevel;
}
else if (!str_cmp(arg1, "obtenebration"))
{
improve = DISC_VAMP_OBTE;
max = maxlevel;
}
else if (!str_cmp(arg1, "potence"))
{
improve = DISC_VAMP_POTE;
max = maxlevel;
}
else if (!str_cmp(arg1, "presence"))
{
improve = DISC_VAMP_PRES;
max = maxlevel;
}
else if (!str_cmp(arg1, "protean"))
{
improve = DISC_VAMP_PROT;
max = maxlevel;
}
else if (!str_cmp(arg1, "quietus"))
{
improve = DISC_VAMP_QUIE;
max = maxlevel;
}
else if (!str_cmp(arg1, "serpentis"))
{
improve = DISC_VAMP_SERP;
max = maxlevel;
}
else if (!str_cmp(arg1, "thaumaturgy"))
{
improve = DISC_VAMP_THAU;
max = maxlevel;
}
else if (!str_cmp(arg1, "vicissitude"))
{
improve = DISC_VAMP_VICI;
max = maxlevel;
}
else if (!str_cmp(arg1, "obeah"))
{
improve = DISC_VAMP_OBEA;
max = maxlevel;
}
else if (!str_cmp(arg1, "melpominee"))
{
improve = DISC_VAMP_MELP;
max = maxlevel;
}
else if (!str_cmp(arg1, "necromancy"))
{
improve = DISC_VAMP_NECR;
max = maxlevel;
}
else if (!str_cmp(arg1, "thanatosis"))
{
improve = DISC_VAMP_THAN;
max = maxlevel;
}
else
{
send_to_char
("You can improve: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate,\n\r Obtenebration, Potence, Presence, Protean, Quietus, Serpentis,\n\r Thaumaturgy or Vicissitude.\n\r",
ch);
return;
}
cost = (ch->power[improve] + 1) * 10;
arg1[0] = UPPER(arg1[0]);
if (ch->power[improve] >= max
&& ch->pcdata->rank == AGE_METHUSELAH)
{
xprintf(buf,
"You have already gained all the powers of the %s discipline.\n\r",
arg1);
send_to_char(buf, ch);
return;
}
if (ch->power[improve] >= max)
{
xprintf(buf, "You have already maxed %s.\n\r", arg1);
send_to_char(buf, ch);
return;
}
if (cost > ch->practice)
{
xprintf(buf,
"It costs you %d primal to improve your %s discipline.\n\r",
cost, arg1);
send_to_char(buf, ch);
return;
}
ch->power[improve] += 1;
ch->practice -= cost;
xprintf(buf,
"You improve your ability in the %s discipline.\n\r",
arg1);
send_to_char(buf, ch);
}
else
send_to_char
("To improve a discipline, type: Clandisc <discipline type> improve.\n\r",
ch);
return;
}
void do_vampire(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_IMMUNE(ch, IMM_VAMPIRE))
{
send_to_char("You will now allow vampires to bite you.\n\r",
ch);
SET_BIT(ch->immune, IMM_VAMPIRE);
return;
}
send_to_char("You will no longer allow vampires to bite you.\n\r",
ch);
REMOVE_BIT(ch->immune, IMM_VAMPIRE);
return;
}
void do_shadowplane(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->power[DISC_WERE_OWL] < 3)
{
if (!IS_CLASS(ch, CLASS_VAMPIRE)
&& !IS_CLASS(ch, CLASS_GHOUL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[GPOWER_SHADOW] < 3
&& IS_CLASS(ch, CLASS_GHOUL))
{
send_to_char
("You must obtain at least level 3 in Shadow to use the Shadowplane.\n\r",
ch);
return;
}
if (ch->power[DISC_VAMP_OBTE] < 3
&& IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char
("You must obtain at least level 3 in Obtenebration to use Shadowplane.\n\r",
ch);
return;
}
}
if (IS_CLASS(ch, CLASS_VAMPIRE)
&& ch->pcdata->condition[COND_THIRST] < 75)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(65, 75);
if (arg[0] == '\0')
{
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
if (has_timer(ch))
return;
send_to_char
("You fade into the plane of shadows.\n\r",
ch);
act("The shadows flicker and swallow up $n.", ch,
NULL, NULL, TO_ROOM);
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch, "auto");
return;
}
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
send_to_char("You fade back into the real world.\n\r", ch);
act("The shadows flicker and $n fades into existance.", ch,
NULL, NULL, TO_ROOM);
do_look(ch, "auto");
return;
}
if ((obj = get_obj_here(ch, NULL, arg)) == NULL)
{
send_to_char
("What do you wish to toss into the shadow plane?\n\r",
ch);
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
send_to_char("You toss it to the ground and it vanishes.\n\r",
ch);
else
send_to_char("You toss it into a shadow and it vanishes.\n\r",
ch);
return;
}
void do_darkheart(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_SERP] < 1)
{
send_to_char
("You must obtain at least level 1 in Serpentis to use Darkheart.\n\r",
ch);
return;
}
if (IS_IMMUNE(ch, IMM_STAKE))
{
send_to_char("But you've already torn your heart out!\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 1000 / (10 - ch->generation))
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 100;
send_to_char
("You rip your heart from your body and toss it to the ground.\n\r",
ch);
act("$n rips $s heart out and tosses it to the ground.", ch, NULL,
NULL, TO_ROOM);
make_part(ch, "heart");
ch->hit = ch->hit - number_range(10, 20);
update_pos(ch);
if (ch->position == POS_DEAD && !IS_HERO(ch))
{
send_to_char("You have been KILLED!!\n\r\n\r", ch);
raw_kill(ch, ch);
return;
}
SET_BIT(ch->immune, IMM_STAKE);
return;
}
void do_truesight(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (ch->class == 0)
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_TANARRI)
&& !IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_TRUESIGHT))
{
send_to_char("You don't have that power yet", ch);
return;
}
if (IS_CLASS(ch, CLASS_PRIEST))
{
if (!IS_PRIPOWER(ch, PRI_SIGHT))
{
send_to_char
("You need to learn that skill first.\n\r",
ch);
return;
}
}
if (IS_CLASS(ch, CLASS_DROID)
&& !IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_EYES))
{
send_to_char("You need the eye implant.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_SHADOW)
&& !IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SIGHT))
{
stc("You haven't gained that skill yet\n\r", ch);
return;
}
if ((ch->power[DISC_VAMP_AUSP] < 1) && IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char
("You must obtain at least level 1 in Auspex to use Truesight.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 6)
{
send_to_char("Your mastery of the arcane is pathetic.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_HOBBIT)
&& ch->pcdata->powers[HOBBIT_DISHES] < 2)
{
send_to_char
("You must at least know how to cook two dishes.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_DRONE)
&& ch->pcdata->powers[DRONE_HORRID_REALITY] < 1)
{
send_to_char
("You cannot grasp the truth of this horrid reality.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_SHAPESHIFTER)
&& ch->pcdata->powers[SHAPE_POWERS] < 1)
{
send_to_char
("You must obtain at least level 1 in shiftpowers to use Truesight.\n\r",
ch);
return;
}
if ((ch->power[DISC_WERE_HAWK] < 3) && IS_CLASS(ch, CLASS_WEREWOLF))
{
send_to_char
("You must obtain level 3 in the Hawk totem to use Truesight.\n\r",
ch);
return;
}
if (!IS_DEMPOWER(ch, DEM_TRUESIGHT) && IS_CLASS(ch, CLASS_DEMON))
{
stc("You must inpart truesight first.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 3)
{
stc("You must obtain level 4 in Awareness first.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_GHOUL)
&& ch->pcdata->powers[GPOWER_SHADOW] < 2)
{
stc("You don't have that power yet.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_SKYBLADE)
&& ch->pcdata->powers[SKYBLADE_POWER] < 1)
{
stc("You must raise your skyblade power first .\n\r", ch);
return;
}
if (IS_SET(ch->act, PLR_HOLYLIGHT))
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char("Your senses return to normal.\n\r", ch);
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char
("Your senses increase to incredible proportions.\n\r",
ch);
}
return;
}
void do_majesty(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
smash_tilde(argument);
argument = one_argument(argument, arg1);
strcpy(arg2, 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_PRES] < 5)
{
send_to_char
("You must obtain at least level 5 in Presence to use Majesty.\n\r",
ch);
return;
}
if (has_timer(ch))
return;
if (IS_AFFECTED(ch, AFF_PEACE))
{
REMOVE_BIT(ch->affected_by, AFF_PEACE);
act("You lower your majesty.", ch, NULL, NULL, TO_CHAR);
act("$n looks less imposing.", ch, NULL, NULL, TO_NOTVICT);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 45)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(35, 45);
SET_BIT(ch->affected_by, AFF_PEACE);
act("You raise your majesty.", ch, NULL, NULL, TO_CHAR);
act("$n suddenly looks very imposing.", ch, NULL, NULL, TO_NOTVICT);
return;
}
void do_scry(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
char arg[MAX_INPUT_LENGTH];
int rand_room;
bool chaosvalue = FALSE;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_ITEMAFF(ch, ITEMA_VISION) && !ragnarok)
{
if (!IS_CLASS(ch, CLASS_VAMPIRE)
&& !IS_CLASS(ch, CLASS_MONK)
&& !IS_CLASS(ch, CLASS_DEMON)
&& !IS_CLASS(ch, CLASS_MAGE)
&& !IS_CLASS(ch, CLASS_FAE)
&& !IS_CLASS(ch, CLASS_GIANT)
&& !IS_CLASS(ch, CLASS_SHADOW)
&& !IS_CLASS(ch, CLASS_CYBORG)
&& !IS_CLASS(ch, CLASS_PRIEST))
{
stc("Huh?\n\r", ch);
return;
}
}
if (!IS_ITEMAFF(ch, ITEMA_VISION) && !ragnarok)
{
if (IS_CLASS(ch, CLASS_VAMPIRE)
&& ch->power[DISC_VAMP_AUSP] < 2)
{
send_to_char
("You must obtain at least level 2 Auspex to use Scry.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 3)
{
send_to_char
("You need the trio mantra to use scry.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_GIANT) && ch->pcdata->rank < FOOT_25)
{
send_to_char
("You are not that high, the trees are blocking your view.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_NATURE] < 3)
{
send_to_char("You don't have that power yet.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_SHADOW)
&& !IS_SET(ch->pcdata->powers[SHADOW_POWERS],
NSHADOWS_SCRY))
{
stc("You don't have that power.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_PRIEST))
{
if (!IS_PRIPOWER(ch, PRI_SCRY))
{
send_to_char
("You haven't mastered scry yet!\n\r",
ch);
return;
}
}
if (IS_CLASS(ch, CLASS_MAGE)
&& ch->pcdata->powers[PINVOKE] < 3)
{
stc("You don't have the power to scry yet.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_CYBORG)
&& ch->pcdata->powers[CYBORG_FACE] < 5)
{
stc("You must have full facial implants to scry.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_DEMON) && !IS_DEMPOWER(ch, DEM_SCRY))
{
stc("You have not been granted the power of Scry.\n\r", ch);
return;
}
}
if (arg[0] == '\0')
{
send_to_char("Scry on 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->in_room)
{
if (has_area_affect
(victim->in_room->area, AREA_AFF_BADMOON, 0))
{
send_to_char
("Some powerful magic prevent your scrying attempt.\n\r",
ch);
return;
}
}
if (victim->trust > 6)
{
send_to_char("SPYING ON THE GODS!?!?!?!\n\r", ch);
send_to_char("Someone is scrying you.\n\r", victim);
return;
}
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELDED) && !ragnarok)
{
send_to_char("You cannot find them.\n\r", ch);
return;
}
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELD2))
chaosvalue = TRUE;
if (IS_CLASS(ch, CLASS_VAMPIRE)
&& ch->pcdata->condition[COND_THIRST] < 25
&& !IS_ITEMAFF(ch, ITEMA_VISION))
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_VISION) && IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(15, 25);
if (!IS_NPC(victim) && (victim->pcdata->powers[JPOWER_SPIRIT] < 2)
&& IS_CLASS(victim, CLASS_JEDI))
{
send_to_char
("#GYou sense the force moving as you are being watched.#n\n\r",
victim);
}
chroom = ch->in_room;
victimroom = victim->in_room;
if (chaosvalue && !ragnarok)
for (;;)
{
rand_room = number_range(0, 65535);
victimroom = get_room_index(rand_room);
if (victimroom != NULL)
break;
}
char_from_room(ch);
char_to_room(ch, victimroom);
if (IS_AFFECTED(ch, AFF_SHADOWPLANE)
&& (!IS_AFFECTED(victim, AFF_SHADOWPLANE)))
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch, "scry");
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)
&& (IS_AFFECTED(victim, AFF_SHADOWPLANE)))
{
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch, "scry");
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else
do_look(ch, "scry");
char_from_room(ch);
char_to_room(ch, chroom);
if (!IS_NPC(victim))
ch->fight_timer += 5;
if (IS_CLASS(victim, CLASS_VAMPIRE)
&& IS_SET(victim->flag2, AFF_SPIRITGUARD))
{
act("Your spirit guardian sends you a message:", ch, NULL,
victim, TO_VICT);
act("\"$n is scrying you.\"", ch, NULL, victim, TO_VICT);
}
return;
}
void do_readaura(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
bool chaosvalue = FALSE;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_ITEMAFF(ch, ITEMA_VISION)
&& !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_CYBORG)
&& !IS_CLASS(ch, CLASS_HOBBIT) && !IS_CLASS(ch, CLASS_LICH)
&& !IS_CLASS(ch, CLASS_FAE) && !IS_CLASS(ch, CLASS_PRIEST)
&& !IS_CLASS(ch, CLASS_DRONE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_AUSP] < 3
&& !IS_ITEMAFF(ch, ITEMA_VISION))
{
send_to_char
("You must obtain at least level 3 in Auspex to use Readaura.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_DRONE)
&& ch->pcdata->powers[DRONE_MINDCONTROL] < 2)
{
send_to_char
("You don't have the skills to read their mind.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers[DEATH_LORE] < 1)
{
send_to_char("You don't have that power yet.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_PRIEST))
{
if (!IS_PRIPOWER(ch, PRI_READ))
{
send_to_char
("Try mastering readaura first, Genius.\n\r",
ch);
return;
}
}
if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 2)
{
send_to_char("You must obtain the level 2 Mantra first!\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_NATURE] < 5)
{
stc("Nay, not yet kid.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_CYBORG) && ch->pcdata->powers[CYBORG_FACE] < 5)
{
stc("You must have full face implants to readaura.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Read the aura on what?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("Read the aura on what?\n\r", ch);
return;
}
act("$n examines $p intently.", ch, obj, NULL, TO_ROOM);
spell_identify(skill_lookup("identify"), ch->level, ch, obj);
return;
}
if (victim->in_room)
{
if (has_area_affect
(victim->in_room->area, AREA_AFF_BADMOON, 0))
{
send_to_char
("Some powerful magic prevent your aura reading attempt.\n\r",
ch);
return;
}
}
if (!IS_NPC(victim) && (IS_IMMUNE(victim, IMM_SHIELDED) ||
(IS_CLASS(victim, CLASS_DROW) &&
IS_SET(victim->pcdata->powers[1],
DPOWER_DROWSHIELD)))
&& !IS_ITEMAFF(ch, ITEMA_VISION))
{
send_to_char("You are unable to read their aura.\n\r", ch);
return;
}
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELD2))
chaosvalue = TRUE;
act("$n examines $N intently.", ch, NULL, victim, TO_NOTVICT);
act("$n examines you intently.", ch, NULL, victim, TO_VICT);
if (IS_NPC(victim))
xprintf(buf, "%s is an NPC.\n\r", victim->short_descr);
else
{
if (victim->level == 12)
xprintf(buf, "%s is an Implementor.\n\r",
victim->name);
else if (victim->level == 11)
xprintf(buf, "%s is a High Judge.\n\r", victim->name);
else if (victim->level == 10)
xprintf(buf, "%s is a Judge.\n\r", victim->name);
else if (victim->level == 9)
xprintf(buf, "%s is an Enforcer.\n\r", victim->name);
else if (victim->level == 8)
xprintf(buf, "%s is a Quest Maker.\n\r",
victim->name);
else if (victim->level == 7)
xprintf(buf, "%s is a Builder.\n\r", victim->name);
else if (victim->level >= 3)
xprintf(buf, "%s is an Avatar.\n\r", victim->name);
else
xprintf(buf, "%s is a Mortal.\n\r", victim->name);
}
send_to_char(buf, ch);
if (!IS_NPC(victim))
{
xprintf(buf, "Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",
get_curr_str(victim), get_curr_int(victim),
get_curr_wis(victim), get_curr_dex(victim),
get_curr_con(victim));
send_to_char(buf, ch);
}
if (chaosvalue)
xprintf(buf, "Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",
number_range(1000, 5000), number_range(10000, 20000),
number_range(1000, 5000), number_range(10000, 20000),
number_range(1000, 5000), number_range(10000, 20000));
else
xprintf(buf, "Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",
victim->hit, victim->max_hit, victim->mana,
victim->max_mana, victim->move, victim->max_move);
send_to_char(buf, ch);
if (!IS_NPC(victim))
{
if (chaosvalue)
xprintf(buf, "Hitroll:%d, Damroll:%d, AC:%d.\n\r",
number_range(500, 2500), number_range(500,
2500),
number_range(-2000, 0));
else
xprintf(buf, "Hitroll:%d, Damroll:%d, AC:%d.\n\r",
char_hitroll(victim), char_damroll(victim),
char_ac(victim));
}
else
xprintf(buf, "AC:%d.\n\r", char_ac(victim));
send_to_char(buf, ch);
if (!IS_NPC(victim))
{
xprintf(buf, "Status:%d, ", victim->race);
send_to_char(buf, ch);
if (IS_CLASS(victim, CLASS_VAMPIRE))
{
xprintf(buf, "Blood:%d, ",
victim->pcdata->condition[COND_THIRST]);
send_to_char(buf, ch);
}
}
xprintf(buf, "Alignment:%d.\n\r", victim->alignment);
send_to_char(buf, ch);
if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT))
act("$N is pregnant.", ch, NULL, victim, TO_CHAR);
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("Disciplines:", ch);
if (IS_VAMPAFF(victim, VAM_PROTEAN))
send_to_char(" Protean", ch);
if (IS_VAMPAFF(victim, VAM_CELERITY))
send_to_char(" Celerity", ch);
if (IS_VAMPAFF(victim, VAM_FORTITUDE))
send_to_char(" Fortitude", ch);
if (IS_VAMPAFF(victim, VAM_POTENCE))
send_to_char(" Potence", ch);
if (IS_VAMPAFF(victim, VAM_OBFUSCATE))
send_to_char(" Obfuscate", ch);
if (IS_VAMPAFF(victim, VAM_OBTENEBRATION))
send_to_char(" Obtenebration", ch);
if (IS_VAMPAFF(victim, VAM_SERPENTIS))
send_to_char(" Serpentis", ch);
if (IS_VAMPAFF(victim, VAM_AUSPEX))
send_to_char(" Auspex", ch);
if (IS_VAMPAFF(victim, VAM_DOMINATE))
send_to_char(" Dominate", ch);
if (IS_VAMPAFF(victim, VAM_PRESENCE))
send_to_char(" Presence", ch);
if (IS_VAMPAFF(victim, VAM_VICISSITUDE))
send_to_char(" Vicissitude", ch);
if (IS_VAMPAFF(victim, VAM_THAU))
send_to_char(" Thaumaturgy", ch);
if (IS_VAMPAFF(victim, VAM_ANIMAL))
send_to_char(" Animalism", ch);
if (IS_VAMPAFF(victim, VAM_QUIETUS))
send_to_char(" Quietus", ch);
send_to_char(".\n\r", ch);
}
return;
}
void do_mortal(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
int blood;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_VAMPAFF(ch, VAM_MORTAL))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_OBFU] < 4)
{
send_to_char
("You must obtain at least level 4 in Obfuscate to use Mortal Facade.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->pcdata->condition[COND_THIRST] <
1000 / (10 - ch->generation))
{
send_to_char
("You must be at full blood to use this power.\n\r",
ch);
return;
}
/*
* Have to make sure they have enough blood to change back
*/
blood = ch->pcdata->condition[COND_THIRST];
ch->pcdata->condition[COND_THIRST] = 666;
/*
* Remove physical vampire attributes when you take mortal form
*/
if (IS_VAMPAFF(ch, VAM_DISGUISED))
do_mask(ch, "self");
if (IS_IMMUNE(ch, IMM_SHIELDED))
do_shield(ch, "");
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
do_shadowplane(ch, "");
if (IS_VAMPAFF(ch, VAM_FANGS))
do_fangs(ch, "");
if (IS_VAMPAFF(ch, VAM_CLAWS))
do_claws(ch, "");
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
do_nightsight(ch, "");
if (IS_AFFECTED(ch, AFF_SHADOWSIGHT))
do_shadowsight(ch, "");
if (IS_SET(ch->act, PLR_HOLYLIGHT))
do_truesight(ch, "");
if (IS_VAMPAFF(ch, VAM_CHANGED))
do_change(ch, "human");
if (IS_POLYAFF(ch, POLY_SERPENT))
do_serpent(ch, "");
ch->rage = 0;
ch->pcdata->condition[COND_THIRST] = blood;
send_to_char
("Colour returns to your skin and you warm up a little.\n\r",
ch);
act("Colour returns to $n's skin.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->class, CLASS_VAMPIRE);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
return;
}
send_to_char("You skin pales and cools.\n\r", ch);
act("$n's skin pales slightly.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->class, CLASS_VAMPIRE);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
return;
}
void do_mortalvamp(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
int blood;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
/*
* Have to make sure they have enough blood to change back
*/
blood = ch->pcdata->condition[COND_THIRST];
ch->pcdata->condition[COND_THIRST] = 666;
/*
* Remove physical vampire attributes when you take mortal form
*/
if (IS_VAMPAFF(ch, VAM_DISGUISED))
do_mask(ch, "self");
if (IS_IMMUNE(ch, IMM_SHIELDED))
do_shield(ch, "");
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
do_shadowplane(ch, "");
if (IS_VAMPAFF(ch, VAM_FANGS))
do_fangs(ch, "");
if (IS_VAMPAFF(ch, VAM_CLAWS))
do_claws(ch, "");
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
do_nightsight(ch, "");
if (IS_AFFECTED(ch, AFF_SHADOWSIGHT))
do_shadowsight(ch, "");
if (IS_SET(ch->act, PLR_HOLYLIGHT))
do_truesight(ch, "");
if (IS_VAMPAFF(ch, VAM_CHANGED))
do_change(ch, "human");
if (IS_POLYAFF(ch, POLY_SERPENT))
do_serpent(ch, "");
ch->rage = 0;
ch->pcdata->condition[COND_THIRST] = blood;
send_to_char("You loose your vampire powers.\n\r", ch);
return;
}
send_to_char("You regain your vampire powers.\n\r", ch);
return;
}
void do_shield(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_VAMPIRE) && !IS_CLASS(ch, CLASS_DROW)
&& !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON)
&& !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_CYBORG)
&& !IS_CLASS(ch, CLASS_SHADOW) && !IS_CLASS(ch, CLASS_HOBBIT)
&& !IS_CLASS(ch, CLASS_DRONE) && !IS_CLASS(ch, CLASS_BLADE_MASTER))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_OWL] < 2)
{
send_to_char("Sorry, you don't have that power yet.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_SHADOW)
&& !IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SHIELD))
{
send_to_char("You don't have that power yet.\n\r", ch);
return;
}
if (!IS_DEMPOWER(ch, DEM_SHIELD) && IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("You must inpart it first!\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_PRIEST))
{
if (!IS_PRIPOWER(ch, PRI_SHIELD))
{
send_to_char
("You should probably pgain shield first.\n\r",
ch);
return;
}
}
if (IS_CLASS(ch, CLASS_HOBBIT)
&& ch->pcdata->powers[HOBBIT_DISHES] < 5)
{
send_to_char("You must at least learn to cook 5 dishes.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_DROW)
&& !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD))
{
send_to_char("You don't have that power.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_MONK) && !IS_NPC(ch)
&& ch->pcdata->powers[PMONK] < 2)
{
send_to_char
("You must improve your Mantras to level 2 first!\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_CYBORG) && ch->pcdata->powers[CYBORG_FACE] < 4)
{
stc("You must have 4 implants before using shield.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_DRONE)
&& ch->pcdata->powers[DRONE_WILLPOWER] < 2)
{
send_to_char
("You don't have the willpower to invoke the fortress of the mind.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBFU] < 3
&& ch->power[DISC_VAMP_DOMI] < 2)
{
send_to_char
("You must obtain at least level 3 in Obfuscate or level 2 in Dominate.\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_serpent(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
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_SERP] < 2)
{
send_to_char
("You must obtain at least level 2 in Serpentis to use Serpent Form.\n\r",
ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
if (!IS_POLYAFF(ch, POLY_SERPENT))
{
send_to_char
("You cannot polymorph from this form.\n\r",
ch);
return;
}
act("You transform back into human.", ch, NULL, NULL,
TO_CHAR);
act("$n transform into human form.", ch, NULL, NULL, TO_ROOM);
clear_stats(ch);
REMOVE_BIT(ch->polyaff, POLY_SERPENT);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
if (ch->pcdata->condition[COND_THIRST] < 50)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
clear_stats(ch);
if (ch->wpn[0] > 0)
{
ch->hitroll += ch->wpn[0] * 0.75;
ch->damroll += ch->wpn[0] * 0.75;
ch->armor -= ch->wpn[0] * 3;
}
if (ch->stance[0] != -1)
do_stance(ch, "");
if (ch->mounted == IS_RIDING)
do_dismount(ch, "");
ch->pcdata->mod_str = 10;
act("You transform into a huge serpent.", ch, NULL, NULL, TO_CHAR);
act("$n transforms into a huge serpent.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->polyaff, POLY_SERPENT);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
xprintf(buf, "%s the huge serpent", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
void do_poison(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
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_SERP] < 3)
{
send_to_char
("You must obtain at least level 3 in Serpentis to use Poison.\n\r",
ch);
return;
}
if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL)
&& ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL))
{
send_to_char
("You must wield the weapon you wish to poison.\n\r",
ch);
return;
}
if (obj->value[0] != 0)
{
send_to_char("This weapon cannot be poisoned.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 15)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(5, 15);
act("You run your tongue along $p, poisoning it.", ch, obj, NULL,
TO_CHAR);
act("$n runs $s tongue along $p, poisoning it.", ch, obj, NULL,
TO_ROOM);
obj->value[0] = 53;
obj->timer = number_range(10, 20);
return;
}
void do_regenerate(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->rage > 0)
{
send_to_char
("You cannot control your regenerative powers while the beast is so strong.\n\r",
ch);
return;
}
if (ch->position == POS_FIGHTING)
{
send_to_char("You cannot regenerate while fighting.\n\r", ch);
return;
}
if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana
&& ch->move >= ch->max_move)
{
send_to_char
("But you are already completely regenerated!\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 5)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(10, 20);
if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana
&& ch->move >= ch->max_move)
{
send_to_char("Your body has completely regenerated.\n\r", ch);
act("$n's body completely regenerates itself.", ch, NULL,
NULL, TO_ROOM);
}
else
send_to_char("Your body slowly regenerates itself.\n\r", ch);
if (ch->hit < 1)
{
ch->hit = ch->hit + 1;
update_pos(ch);
WAIT_STATE(ch, 24);
}
else
{
ch->hit = UMIN(ch->hit + 1500, ch->max_hit);
WAIT_STATE(ch, 8);
update_pos(ch);
}
return;
}
void reg_mend(CHAR_DATA * ch)
{
int ribs = 0;
int teeth = 0;
if (IS_BODY(ch, BROKEN_RIBS_1))
ribs += 1;
if (IS_BODY(ch, BROKEN_RIBS_2))
ribs += 2;
if (IS_BODY(ch, BROKEN_RIBS_4))
ribs += 4;
if (IS_BODY(ch, BROKEN_RIBS_8))
ribs += 8;
if (IS_BODY(ch, BROKEN_RIBS_16))
ribs += 16;
if (IS_HEAD(ch, LOST_TOOTH_1))
teeth += 1;
if (IS_HEAD(ch, LOST_TOOTH_2))
teeth += 2;
if (IS_HEAD(ch, LOST_TOOTH_4))
teeth += 4;
if (IS_HEAD(ch, LOST_TOOTH_8))
teeth += 8;
if (IS_HEAD(ch, LOST_TOOTH_16))
teeth += 16;
if (ribs > 0)
{
if (IS_BODY(ch, BROKEN_RIBS_1))
REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_1);
if (IS_BODY(ch, BROKEN_RIBS_2))
REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_2);
if (IS_BODY(ch, BROKEN_RIBS_4))
REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_4);
if (IS_BODY(ch, BROKEN_RIBS_8))
REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_8);
if (IS_BODY(ch, BROKEN_RIBS_16))
REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_16);
ribs -= 1;
if (ribs >= 16)
{
ribs -= 16;
SET_BIT(ch->loc_hp[1], BROKEN_RIBS_16);
}
if (ribs >= 8)
{
ribs -= 8;
SET_BIT(ch->loc_hp[1], BROKEN_RIBS_8);
}
if (ribs >= 4)
{
ribs -= 4;
SET_BIT(ch->loc_hp[1], BROKEN_RIBS_4);
}
if (ribs >= 2)
{
ribs -= 2;
SET_BIT(ch->loc_hp[1], BROKEN_RIBS_2);
}
if (ribs >= 1)
{
ribs -= 1;
SET_BIT(ch->loc_hp[1], BROKEN_RIBS_1);
}
act("One of $n's ribs snap back into place.", ch, NULL, NULL,
TO_ROOM);
act("One of your ribs snap back into place.", ch, NULL, NULL,
TO_CHAR);
}
else if (IS_HEAD(ch, LOST_EYE_L))
{
act("An eyeball appears in $n's left eye socket.", ch, NULL,
NULL, TO_ROOM);
act("An eyeball appears in your left eye socket.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EYE_L);
}
else if (IS_HEAD(ch, LOST_EYE_R))
{
act("An eyeball appears in $n's right eye socket.", ch, NULL,
NULL, TO_ROOM);
act("An eyeball appears in your right eye socket.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EYE_R);
}
else if (IS_HEAD(ch, LOST_EAR_L))
{
act("An ear grows on the left side of $n's head.", ch, NULL,
NULL, TO_ROOM);
act("An ear grows on the left side of your head.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EAR_L);
}
else if (IS_HEAD(ch, LOST_EAR_R))
{
act("An ear grows on the right side of $n's head.", ch, NULL,
NULL, TO_ROOM);
act("An ear grows on the right side of your head.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EAR_R);
}
else if (IS_HEAD(ch, LOST_NOSE))
{
act("A nose grows on the front of $n's face.", ch, NULL, NULL,
TO_ROOM);
act("A nose grows on the front of your face.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_NOSE);
REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_NOSE);
}
else if (teeth > 0)
{
if (IS_HEAD(ch, LOST_TOOTH_1))
REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_1);
if (IS_HEAD(ch, LOST_TOOTH_2))
REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_2);
if (IS_HEAD(ch, LOST_TOOTH_4))
REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_4);
if (IS_HEAD(ch, LOST_TOOTH_8))
REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_8);
if (IS_HEAD(ch, LOST_TOOTH_16))
REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_16);
teeth -= 1;
if (teeth >= 16)
{
teeth -= 16;
SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_16);
}
if (teeth >= 8)
{
teeth -= 8;
SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_8);
}
if (teeth >= 4)
{
teeth -= 4;
SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_4);
}
if (teeth >= 2)
{
teeth -= 2;
SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_2);
}
if (teeth >= 1)
{
teeth -= 1;
SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_1);
}
act("A missing tooth grows in your mouth.", ch, NULL, NULL,
TO_CHAR);
act("A missing tooth grows in $n's mouth.", ch, NULL, NULL,
TO_ROOM);
}
else if (IS_HEAD(ch, BROKEN_NOSE))
{
act("$n's nose snaps back into place.", ch, NULL, NULL,
TO_ROOM);
act("Your nose snaps back into place.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_NOSE);
}
else if (IS_HEAD(ch, BROKEN_JAW))
{
act("$n's jaw snaps back into place.", ch, NULL, NULL,
TO_ROOM);
act("Your jaw snaps back into place.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_JAW);
}
else if (IS_HEAD(ch, BROKEN_SKULL))
{
act("$n's skull knits itself back together.", ch, NULL, NULL,
TO_ROOM);
act("Your skull knits itself back together.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_SKULL);
}
else if (IS_BODY(ch, BROKEN_SPINE))
{
act("$n's spine knits itself back together.", ch, NULL, NULL,
TO_ROOM);
act("Your spine knits itself back together.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY], BROKEN_SPINE);
}
else if (IS_BODY(ch, BROKEN_NECK))
{
act("$n's neck snaps back into place.", ch, NULL, NULL,
TO_ROOM);
act("Your neck snaps back into place.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY], BROKEN_NECK);
}
else if (IS_ARM_L(ch, LOST_ARM))
{
act("An arm grows from the stump of $n's left shoulder.", ch,
NULL, NULL, TO_ROOM);
act("An arm grows from the stump of your left shoulder.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_ARM);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_ARM);
SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_HAND);
}
else if (IS_ARM_R(ch, LOST_ARM))
{
act("An arm grows from the stump of $n's right shoulder.", ch,
NULL, NULL, TO_ROOM);
act("An arm grows from the stump of your right shoulder.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_ARM);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_ARM);
SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_HAND);
}
else if (IS_LEG_L(ch, LOST_LEG))
{
act("A leg grows from the stump of $n's left hip.", ch, NULL,
NULL, TO_ROOM);
act("A leg grows from the stump of your left hip.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L], LOST_LEG);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L], BROKEN_LEG);
SET_BIT(ch->loc_hp[LOC_LEG_L], LOST_FOOT);
}
else if (IS_LEG_R(ch, LOST_LEG))
{
act("A leg grows from the stump of $n's right hip.", ch, NULL,
NULL, TO_ROOM);
act("A leg grows from the stump of your right hip.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R], LOST_LEG);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R], BROKEN_LEG);
SET_BIT(ch->loc_hp[LOC_LEG_R], LOST_FOOT);
}
else if (IS_ARM_L(ch, BROKEN_ARM))
{
act("$n's left arm snaps back into place.", ch, NULL, NULL,
TO_ROOM);
act("Your left arm snaps back into place.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_ARM);
}
else if (IS_ARM_R(ch, BROKEN_ARM))
{
act("$n's right arm snaps back into place.", ch, NULL, NULL,
TO_ROOM);
act("Your right arm snaps back into place.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_ARM);
}
else if (IS_LEG_L(ch, BROKEN_LEG))
{
act("$n's left leg snaps back into place.", ch, NULL, NULL,
TO_ROOM);
act("Your left leg snaps back into place.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L], BROKEN_LEG);
}
else if (IS_LEG_R(ch, BROKEN_LEG))
{
act("$n's right leg snaps back into place.", ch, NULL, NULL,
TO_ROOM);
act("Your right leg snaps back into place.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R], BROKEN_LEG);
}
else if (IS_ARM_L(ch, LOST_HAND))
{
act("A hand grows from the stump of $n's left wrist.", ch,
NULL, NULL, TO_ROOM);
act("A hand grows from the stump of your left wrist.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_HAND);
SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_THUMB);
SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_I);
SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_M);
SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_R);
SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_L);
}
else if (IS_ARM_R(ch, LOST_HAND))
{
act("A hand grows from the stump of $n's right wrist.", ch,
NULL, NULL, TO_ROOM);
act("A hand grows from the stump of your right wrist.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_HAND);
SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_THUMB);
SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_I);
SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_M);
SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_R);
SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_L);
}
else if (IS_LEG_L(ch, LOST_FOOT))
{
act("A foot grows from the stump of $n's left ankle.", ch,
NULL, NULL, TO_ROOM);
act("A foot grows from the stump of your left ankle.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L], LOST_FOOT);
}
else if (IS_LEG_R(ch, LOST_FOOT))
{
act("A foot grows from the stump of $n's right ankle.", ch,
NULL, NULL, TO_ROOM);
act("A foot grows from the stump of your right ankle.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R], LOST_FOOT);
}
else if (IS_ARM_L(ch, LOST_THUMB))
{
act("A thumb slides out of $n's left hand.", ch, NULL, NULL,
TO_ROOM);
act("A thumb slides out of your left hand.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_THUMB);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_THUMB);
}
else if (IS_ARM_L(ch, BROKEN_THUMB))
{
act("$n's left thumb snaps back into place.", ch, NULL, NULL,
TO_ROOM);
act("Your left thumb snaps back into place.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_THUMB);
}
else if (IS_ARM_L(ch, LOST_FINGER_I))
{
act("An index finger slides out of $n's left hand.", ch, NULL,
NULL, TO_ROOM);
act("An index finger slides out of your left hand.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_I);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch, BROKEN_FINGER_I))
{
act("$n's left index finger snaps back into place.", ch, NULL,
NULL, TO_ROOM);
act("Your left index finger snaps back into place.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch, LOST_FINGER_M))
{
act("A middle finger slides out of $n's left hand.", ch, NULL,
NULL, TO_ROOM);
act("A middle finger slides out of your left hand.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_M);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch, BROKEN_FINGER_M))
{
act("$n's left middle finger snaps back into place.", ch,
NULL, NULL, TO_ROOM);
act("Your left middle finger snaps back into place.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch, LOST_FINGER_R))
{
act("A ring finger slides out of $n's left hand.", ch, NULL,
NULL, TO_ROOM);
act("A ring finger slides out of your left hand.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_R);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch, BROKEN_FINGER_R))
{
act("$n's left ring finger snaps back into place.", ch, NULL,
NULL, TO_ROOM);
act("Your left ring finger snaps back into place.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch, LOST_FINGER_L))
{
act("A little finger slides out of $n's left hand.", ch, NULL,
NULL, TO_ROOM);
act("A little finger slides out of your left hand.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_L);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L);
}
else if (IS_ARM_L(ch, BROKEN_FINGER_L))
{
act("$n's left little finger snaps back into place.", ch,
NULL, NULL, TO_ROOM);
act("Your left little finger snaps back into place.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L);
}
else if (IS_ARM_R(ch, LOST_THUMB))
{
act("A thumb slides out of $n's right hand.", ch, NULL, NULL,
TO_ROOM);
act("A thumb slides out of your right hand.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_THUMB);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_THUMB);
}
else if (IS_ARM_R(ch, BROKEN_THUMB))
{
act("$n's right thumb snaps back into place.", ch, NULL, NULL,
TO_ROOM);
act("Your right thumb snaps back into place.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_THUMB);
}
else if (IS_ARM_R(ch, LOST_FINGER_I))
{
act("An index finger slides out of $n's right hand.", ch,
NULL, NULL, TO_ROOM);
act("An index finger slides out of your right hand.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_I);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch, BROKEN_FINGER_I))
{
act("$n's right index finger snaps back into place.", ch,
NULL, NULL, TO_ROOM);
act("Your right index finger snaps back into place.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch, LOST_FINGER_M))
{
act("A middle finger slides out of $n's right hand.", ch,
NULL, NULL, TO_ROOM);
act("A middle finger slides out of your right hand.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_M);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch, BROKEN_FINGER_M))
{
act("$n's right middle finger snaps back into place.", ch,
NULL, NULL, TO_ROOM);
act("Your right middle finger snaps back into place.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch, LOST_FINGER_R))
{
act("A ring finger slides out of $n's right hand.", ch, NULL,
NULL, TO_ROOM);
act("A ring finger slides out of your right hand.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_R);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R);
}
else if (IS_ARM_R(ch, BROKEN_FINGER_R))
{
act("$n's right ring finger snaps back into place.", ch, NULL,
NULL, TO_ROOM);
act("Your right ring finger snaps back into place.", ch, NULL,
NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R);
}
else if (IS_ARM_R(ch, LOST_FINGER_L))
{
act("A little finger slides out of $n's right hand.", ch,
NULL, NULL, TO_ROOM);
act("A little finger slides out of your right hand.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_L);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L);
}
else if (IS_ARM_R(ch, BROKEN_FINGER_L))
{
act("$n's right little finger snaps back into place.", ch,
NULL, NULL, TO_ROOM);
act("Your right little finger snaps back into place.", ch,
NULL, NULL, TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L);
}
else if (IS_BODY(ch, CUT_THROAT))
{
if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT))
return;
act("The wound in $n's throat closes up.", ch, NULL, NULL,
TO_ROOM);
act("The wound in your throat closes up.", ch, NULL, NULL,
TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY], CUT_THROAT);
}
return;
}
void vamp_rage(CHAR_DATA * ch)
{
if (IS_NPC(ch))
return;
send_to_char
("You scream with rage as the beast within consumes you!\n\r",
ch);
act("$n screams with rage as $s inner beast consumes $m!.", ch, NULL,
NULL, TO_ROOM);
do_beastlike(ch, "");
do_frenzy(ch, "");
return;
}
void do_humanity(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast > 0
&& ch->beast < 100 && number_range(1, 300) <= ch->beast)
{
if (ch->beast == 1)
{
send_to_char("You have attained Golconda!\n\r", ch);
ch->exp += 1000000;
if (!IS_IMMUNE(ch, IMM_SUNLIGHT))
SET_BIT(ch->immune, IMM_SUNLIGHT);
}
else
send_to_char
("You feel slightly more in control of your beast.\n\r",
ch);
ch->beast -= 1;
}
return;
}
void do_beastlike(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
int blood;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast < 100
&& ch->beast > 0 && number_range(1, 500) <= ch->beast)
{
if (ch->beast < 99)
send_to_char
("You feel your beast take more control over your actions.\n\r",
ch);
else
send_to_char
("Your beast has fully taken over control of your actions!\n\r",
ch);
ch->beast += 1;
blood = ch->pcdata->condition[COND_THIRST];
ch->pcdata->condition[COND_THIRST] = 666;
if ((IS_VAMPAFF(ch, VAM_PROTEAN)
|| (IS_VAMPAFF(ch, VAM_OBTENEBRATION)))
&& !IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
do_nightsight(ch, "");
if (!IS_VAMPAFF(ch, VAM_FANGS))
do_fangs(ch, "");
if (IS_VAMPAFF(ch, VAM_PROTEAN) && !IS_VAMPAFF(ch, VAM_CLAWS))
do_claws(ch, "");
ch->pcdata->condition[COND_THIRST] = blood;
}
return;
}
void do_werewolf(CHAR_DATA * ch, char *argument)
{
char buf[MAX_INPUT_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *obj;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF))
return;
if (IS_SET(ch->special, SPC_WOLFMAN))
return;
SET_BIT(ch->special, SPC_WOLFMAN);
send_to_char("You throw back your head and howl with rage!\n\r", ch);
act("$n throws back $s head and howls with rage!.", ch, NULL, NULL,
TO_ROOM);
send_to_char("Coarse dark hair sprouts from your body.\n\r", ch);
act("Coarse dark hair sprouts from $n's body.", ch, NULL, NULL,
TO_ROOM);
if (!IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
{
send_to_char("Your eyes start glowing red.\n\r", ch);
act("$n's eyes start glowing red.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
}
if (!IS_VAMPAFF(ch, VAM_FANGS))
{
send_to_char
("A pair of long fangs extend from your mouth.\n\r",
ch);
act("A pair of long fangs extend from $n's mouth.", ch, NULL,
NULL, TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
if (!IS_VAMPAFF(ch, VAM_CLAWS))
{
send_to_char
("Razor sharp talons extend from your fingers.\n\r",
ch);
act("Razor sharp talons extend from $n's fingers.", ch, NULL,
NULL, TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
if ((obj = get_eq_char(ch, WEAR_WIELD)) != NULL
&& (!IS_SET(obj->spectype, SITEM_WOLFWEAPON)
|| obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM))
{
act("$p drops from your right hand.", ch, obj, NULL, TO_CHAR);
act("$p drops from $n's right hand.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_char(obj, ch);
}
if ((obj = get_eq_char(ch, WEAR_HOLD)) != NULL
&& (!IS_SET(obj->spectype, SITEM_WOLFWEAPON)
|| obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM))
{
act("$p drops from your left hand.", ch, obj, NULL, TO_CHAR);
act("$p drops from $n's left hand.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_char(obj, ch);
}
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
xprintf(buf, "%s the werewolf", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
ch->rage += 25;
ch->hitroll += 50;
ch->damroll += 50;
if (ch->power[DISC_WERE_WOLF] > 3)
ch->rage += 100;
if (ch->rage > 300)
ch->rage = 300;
ch->hit += 2000;
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (vch->in_room == NULL)
continue;
if (ch == vch)
{
act("You throw back your head and howl with rage!",
ch, NULL, NULL, TO_CHAR);
continue;
}
if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
continue;
if (!IS_NPC(vch))
{
if (vch->in_room == ch->in_room)
act("$n throws back $s head and howls with rage!", ch, NULL, vch, TO_VICT);
else if (vch->in_room->area == ch->in_room->area)
send_to_char
("You hear a fearsome howl close by!\n\r",
vch);
else if (!CAN_PK(vch))
continue;
}
if (vch->in_room == ch->in_room && can_see(ch, vch))
{
multi_hit(ch, vch, TYPE_UNDEFINED);
if (vch == NULL || vch->position <= POS_STUNNED)
continue;
multi_hit(ch, vch, TYPE_UNDEFINED);
}
}
return;
}
void do_unwerewolf(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF))
return;
if (!IS_SET(ch->special, SPC_WOLFMAN))
return;
REMOVE_BIT(ch->special, SPC_WOLFMAN);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string(ch->morph);
ch->morph = str_dup("");
if (IS_VAMPAFF(ch, VAM_CLAWS))
{
send_to_char("Your talons slide back into your fingers.\n\r",
ch);
act("$n's talons slide back into $s fingers.", ch, NULL, NULL,
TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
if (IS_VAMPAFF(ch, VAM_FANGS))
{
send_to_char("Your fangs slide back into your mouth.\n\r",
ch);
act("$n's fangs slide back into $s mouth.", ch, NULL, NULL,
TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
{
send_to_char("The red glow in your eyes fades.\n\r", ch);
act("The red glow in $n's eyes fades.", ch, NULL, NULL,
TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
}
send_to_char("Your coarse hair shrinks back into your body.\n\r", ch);
act("$n's coarse hair shrinks back into $s body.", ch, NULL, NULL,
TO_ROOM);
ch->rage -= 25;
ch->hitroll -= 50;
ch->damroll -= 50;
if (ch->rage < 0)
ch->rage = 0;
if (ch->hit > 2000)
ch->hit -= 2000;
return;
}
void do_possession(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_DOMI] < 3 && IS_CLASS(ch, CLASS_MAGE))
{
send_to_char
("You must obtain at least level 3 in Dominate to use Possession.\n\r",
ch);
return;
}
if ((familiar = ch->pcdata->familiar) != NULL)
{
xprintf(buf, "You break your hold over %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 Possess?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, 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 possess 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] < 50
&& IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 50;
ch->pcdata->familiar = victim;
victim->wizard = ch;
act("You concentrate on $N.", ch, NULL, victim, TO_CHAR);
act("$n is staring at you!", ch, NULL, victim, TO_VICT);
act("$n starts staring at $N", ch, NULL, victim, TO_NOTVICT);
return;
}
void do_familiar(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg[MAX_INPUT_LENGTH];
one_argument(argument, arg);
return;
if (arg[0] == '\0')
{
send_to_char("What do you wish to make your familiar?\n\r",
ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("Become your own familiar?\n\r", ch);
return;
}
if (!IS_NPC(victim))
{
send_to_char("Not on players.\n\r", ch);
return;
}
if ((familiar = ch->pcdata->familiar) != NULL)
familiar->wizard = NULL;
ch->pcdata->familiar = victim;
victim->wizard = ch;
send_to_char("Ok.\n\r", ch);
return;
}
void do_fcommand(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_DOMI] < 3))
{
send_to_char
("You are not trained in the Dominate discipline.\n\r",
ch);
return;
}
if ((victim = ch->pcdata->familiar) == NULL)
{
send_to_char("But you don't have a familiar!\n\r", ch);
return;
}
if (argument[0] == '\0')
{
send_to_char("What do you wish to make your familiar do?\n\r",
ch);
return;
}
interpret(victim, argument);
return;
}
void do_vanish(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
!IS_CLASS(ch, CLASS_HOBBIT) && !IS_CLASS(ch, CLASS_FAE)
&& !IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_OWL] < 1)
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBFU] < 1)
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_SHADOW)
&& !IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_HIDE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
send_to_char("Not until your fight timer expires.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 4)
{
send_to_char("You can't do that, yet.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_HOBBIT)
&& ch->pcdata->powers[HOBBIT_DISHES] < 5)
{
send_to_char("You need to master 5 ingredients.\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
send_to_char("Not until your fight timer expires.\n\r", ch);
return;
}
if (IS_SET(ch->act, AFF_HIDE))
{
REMOVE_BIT(ch->act, AFF_HIDE);
send_to_char("You slowly fade into existance.\n\r", ch);
act("$n slowly fades into existance.", ch, NULL, NULL,
TO_ROOM);
}
else
{
send_to_char("You slowly fade out of existance.\n\r", ch);
act("$n slowly fades out of existance.", ch, NULL, NULL,
TO_ROOM);
SET_BIT(ch->act, AFF_HIDE);
}
return;
}
void do_flex(CHAR_DATA * ch, char *argument)
{
act("You flex your bulging muscles.", ch, NULL, NULL, TO_CHAR);
act("$n flexes $s bulging muscles.", ch, NULL, NULL, TO_ROOM);
if (IS_NPC(ch))
return;
if (IS_EXTRA(ch, TIED_UP))
{
act("The ropes restraining you snap.", ch, NULL, NULL,
TO_CHAR);
act("The ropes restraining $n snap.", ch, NULL, NULL,
TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
}
if (is_affected(ch, gsn_web))
{
act("The webbing entrapping $n breaks away.", ch, NULL, NULL,
TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",
ch);
affect_strip(ch, gsn_web);
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
act("The webbing entrapping $n breaks away.", ch, NULL, NULL,
TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",
ch);
REMOVE_BIT(ch->affected_by, AFF_WEBBED);
}
if (IS_AFF2(ch, AFF2_THORNS))
{
act("The thorns and brambles holding $n breaks away.", ch,
NULL, NULL, TO_ROOM);
send_to_char("The brambles break away.\n\r", ch);
REMOVE_BIT(ch->affected_by2, AFF2_THORNS);
return;
}
WAIT_STATE(ch, 12);
return;
}
void do_rage(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (!IS_SET(ch->special, SPC_WOLFMAN))
{
send_to_char("You start snarling angrilly.\n\r", ch);
act("$n starts snarling angrilly.", ch, NULL, NULL,
TO_ROOM);
ch->rage += number_range(40, 60);
if (ch->rage >= 100)
do_werewolf(ch, "");
WAIT_STATE(ch, 12);
return;
}
send_to_char("But you are already in a rage!\n\r", ch);
}
if (IS_CLASS(ch, CLASS_DEMON))
{
if (ch->power[DISC_DAEM_ATTA] < 3)
{
stc("You try, but cannot summon your beast.\n\r", ch);
return;
}
if (ch->beast < 1)
ch->beast = 1;
if (ch->beast > ch->rage || ch->rage < 125)
{
ch->rage += number_range(ch->generation, 25);
stc("You scream as you plunge into a mad attacking frenzy.\n\r", ch);
act("$n screams in frenzied rage.", ch, NULL, NULL,
TO_ROOM);
if (number_percent() < (ch->beast + 1))
{
stc("You feel the beast take more control.\n\r", ch);
ch->beast += 1;
if (ch->beast > 100)
ch->beast = 100;
}
WAIT_STATE(ch, 12);
return;
}
stc("You have reached the pinnacle of your frenzy.\n\r", ch);
}
return;
}
void do_calm(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) &&
!IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if ((ch->power[DISC_WERE_WOLF] < 3)
&& (IS_CLASS(ch, CLASS_WEREWOLF)))
{
stc("You need level three in the Wolf totem to Calm.\n\r", ch);
return;
}
if (IS_SET(ch->special, SPC_WOLFMAN))
{
send_to_char
("You take a deep breath and calm yourself.\n\r",
ch);
act("$n takes a deep breath and tries to calm $mself.", ch, NULL, NULL, TO_ROOM);
ch->rage -= number_range(60, 90);
if (ch->rage < 0)
ch->rage = 0;
if (ch->rage < 100)
do_unwerewolf(ch, "");
WAIT_STATE(ch, 12);
return;
}
send_to_char("But you are not in crinos form!\n\r", ch);
}
if (IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("You take a deep breath and calm yourself.\n\r",
ch);
act("$n takes a deep breath and tries to calm $mself.", ch,
NULL, NULL, TO_ROOM);
ch->rage = 0;
WAIT_STATE(ch, 12);
return;
}
if (IS_CLASS(ch, CLASS_DEMON))
{
if (ch->power[DISC_DAEM_ATTA] < 4)
{
stc("You need level four in Attack to calm your frenzy.\n\r", ch);
return;
}
if (ch->beast >= 100)
ch->beast = 100;
if (ch->beast <= 0)
ch->beast = 0;
ch->rage -= (40 - (ch->beast / 3) + dice(1, 10));
if (ch->rage <= 0)
{
ch->rage = 0;
send_to_char
("You have calmed out of your rage completely.\n\r",
ch);
}
else
{
send_to_char
("You hold your breath and try to calm your frenzy.\n\r",
ch);
WAIT_STATE(ch, 8);
}
return;
}
return;
}
void do_totems(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
send_to_char
("Please use the new commands, Disciplines and research.\n\r",
ch);
return;
}
void do_web(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DROW)
&& !IS_CLASS(ch, CLASS_CYBORG) && !IS_CLASS(ch, CLASS_DROID)
&& !IS_CLASS(ch, CLASS_TANARRI) && !IS_CLASS(ch, CLASS_SAMURAI)
&& !IS_CLASS(ch, CLASS_PRIEST))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_DROID)
&& !IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE))
{
send_to_char("You don't have the armwire implant.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] < 2)
{
send_to_char("You don't have that power yet.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_DROW)
&& !IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
{
send_to_char("You don't have that power yet.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_TANARRI) && ch->pcdata->rank < 3)
{
send_to_char("You don't have that power yet.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("You cannot web yourself.\n\r", ch);
return;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char("You cannot web an ethereal person.\n\r", ch);
return;
}
if ((sn = skill_lookup("web")) < 0)
return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype] * 0.25;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
WAIT_STATE(ch, 12);
return;
}
void do_mitsukeru(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_SORA] < 1)
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Scry on whom?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
chroom = ch->in_room;
victimroom = victim->in_room;
char_from_room(ch);
char_to_room(ch, victimroom);
if (IS_AFFECTED(ch, AFF_SHADOWPLANE)
&& (!IS_AFFECTED(victim, AFF_SHADOWPLANE)))
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch, "auto");
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)
&& (IS_AFFECTED(victim, AFF_SHADOWPLANE)))
{
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch, "auto");
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else
do_look(ch, "auto");
char_from_room(ch);
char_to_room(ch, chroom);
if (!IS_NPC(victim))
ch->fight_timer += 5;
return;
}
void do_koryou(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_SORA] < 2)
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Read the aura on what?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("Read the aura on what?\n\r", ch);
return;
}
act("$n examines $p intently.", ch, obj, NULL, TO_ROOM);
spell_identify(skill_lookup("identify"), ch->level, ch, obj);
return;
}
if (!IS_NPC(victim) && (IS_IMMUNE(victim, IMM_SHIELDED) ||
(IS_CLASS(victim, CLASS_DROW) &&
IS_SET(victim->pcdata->powers[1],
DPOWER_DROWSHIELD)))
&& !IS_ITEMAFF(ch, ITEMA_VISION))
{
send_to_char("You are unable to read their aura.\n\r", ch);
return;
}
act("$n examines $N intently.", ch, NULL, victim, TO_NOTVICT);
act("$n examines you intently.", ch, NULL, victim, TO_VICT);
if (IS_NPC(victim))
xprintf(buf, "%s is an NPC.\n\r", victim->short_descr);
else
{
if (victim->level == 12)
xprintf(buf, "%s is an Implementor.\n\r",
victim->name);
else if (victim->level == 11)
xprintf(buf, "%s is a High Judge.\n\r", victim->name);
else if (victim->level == 10)
xprintf(buf, "%s is a Judge.\n\r", victim->name);
else if (victim->level == 9)
xprintf(buf, "%s is an Enforcer.\n\r", victim->name);
else if (victim->level == 8)
xprintf(buf, "%s is a Quest Maker.\n\r",
victim->name);
else if (victim->level == 7)
xprintf(buf, "%s is a Builder.\n\r", victim->name);
else if (victim->level >= 3)
xprintf(buf, "%s is an Avatar.\n\r", victim->name);
else
xprintf(buf, "%s is a Mortal.\n\r", victim->name);
}
send_to_char(buf, ch);
if (!IS_NPC(victim))
{
xprintf(buf, "Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",
get_curr_str(victim), get_curr_int(victim),
get_curr_wis(victim), get_curr_dex(victim),
get_curr_con(victim));
send_to_char(buf, ch);
}
xprintf(buf, "Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r", victim->hit,
victim->max_hit, victim->mana, victim->max_mana, victim->move,
victim->max_move);
send_to_char(buf, ch);
if (!IS_NPC(victim))
xprintf(buf, "Hitroll:%d, Damroll:%d, AC:%d.\n\r",
char_hitroll(victim), char_damroll(victim),
char_ac(victim));
else
xprintf(buf, "AC:%d.\n\r", char_ac(victim));
send_to_char(buf, ch);
if (!IS_NPC(victim))
{
xprintf(buf, "Status:%d, ", victim->race);
send_to_char(buf, ch);
if (IS_CLASS(victim, CLASS_VAMPIRE))
{
xprintf(buf, "Blood:%d, ",
victim->pcdata->condition[COND_THIRST]);
send_to_char(buf, ch);
}
}
xprintf(buf, "Alignment:%d.\n\r", victim->alignment);
send_to_char(buf, ch);
if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT))
act("$N is pregnant.", ch, NULL, victim, TO_CHAR);
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("Disciplines:", ch);
if (IS_VAMPAFF(victim, VAM_PROTEAN))
send_to_char(" Protean", ch);
if (IS_VAMPAFF(victim, VAM_CELERITY))
send_to_char(" Celerity", ch);
if (IS_VAMPAFF(victim, VAM_FORTITUDE))
send_to_char(" Fortitude", ch);
if (IS_VAMPAFF(victim, VAM_POTENCE))
send_to_char(" Potence", ch);
if (IS_VAMPAFF(victim, VAM_OBFUSCATE))
send_to_char(" Obfuscate", ch);
if (IS_VAMPAFF(victim, VAM_OBTENEBRATION))
send_to_char(" Obtenebration", ch);
if (IS_VAMPAFF(victim, VAM_SERPENTIS))
send_to_char(" Serpentis", ch);
if (IS_VAMPAFF(victim, VAM_AUSPEX))
send_to_char(" Auspex", ch);
if (IS_VAMPAFF(victim, VAM_DOMINATE))
send_to_char(" Dominate", ch);
if (IS_VAMPAFF(victim, VAM_PRESENCE))
send_to_char(" Presence", ch);
if (IS_VAMPAFF(victim, VAM_VICISSITUDE))
send_to_char(" Vicissitude", ch);
if (IS_VAMPAFF(victim, VAM_THAU))
send_to_char(" Thaumaturgy", ch);
if (IS_VAMPAFF(victim, VAM_ANIMAL))
send_to_char(" Animalism", ch);
if (IS_VAMPAFF(victim, VAM_QUIETUS))
send_to_char(" Quietus", ch);
send_to_char(".\n\r", ch);
}
return;
}