skylib_mudos_v1/
skylib_mudos_v1/bin/
skylib_mudos_v1/bin/db/
skylib_mudos_v1/mudlib/banish/a/
skylib_mudos_v1/mudlib/banish/b/
skylib_mudos_v1/mudlib/banish/c/
skylib_mudos_v1/mudlib/banish/d/
skylib_mudos_v1/mudlib/banish/e/
skylib_mudos_v1/mudlib/banish/f/
skylib_mudos_v1/mudlib/banish/g/
skylib_mudos_v1/mudlib/banish/h/
skylib_mudos_v1/mudlib/banish/j/
skylib_mudos_v1/mudlib/banish/l/
skylib_mudos_v1/mudlib/banish/m/
skylib_mudos_v1/mudlib/banish/n/
skylib_mudos_v1/mudlib/banish/o/
skylib_mudos_v1/mudlib/banish/p/
skylib_mudos_v1/mudlib/banish/r/
skylib_mudos_v1/mudlib/banish/s/
skylib_mudos_v1/mudlib/banish/t/
skylib_mudos_v1/mudlib/banish/u/
skylib_mudos_v1/mudlib/banish/w/
skylib_mudos_v1/mudlib/cmds/
skylib_mudos_v1/mudlib/cmds/admin/
skylib_mudos_v1/mudlib/cmds/guild-race/
skylib_mudos_v1/mudlib/cmds/guild-race/crafts/
skylib_mudos_v1/mudlib/cmds/guild-race/magic/
skylib_mudos_v1/mudlib/cmds/guild-race/other/
skylib_mudos_v1/mudlib/cmds/living/broken/
skylib_mudos_v1/mudlib/cmds/player/group_cmds/
skylib_mudos_v1/mudlib/d/admin/
skylib_mudos_v1/mudlib/d/admin/room/
skylib_mudos_v1/mudlib/d/admin/room/we_care/
skylib_mudos_v1/mudlib/d/admin/save/
skylib_mudos_v1/mudlib/d/admin/text/
skylib_mudos_v1/mudlib/d/learning/TinyTown/buildings/
skylib_mudos_v1/mudlib/d/learning/TinyTown/map/
skylib_mudos_v1/mudlib/d/learning/TinyTown/roads/
skylib_mudos_v1/mudlib/d/learning/chars/
skylib_mudos_v1/mudlib/d/learning/functions/
skylib_mudos_v1/mudlib/d/learning/handlers/
skylib_mudos_v1/mudlib/d/learning/help_topics/
skylib_mudos_v1/mudlib/d/learning/help_topics/npcs/
skylib_mudos_v1/mudlib/d/learning/help_topics/objects/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/RCS/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/crowd/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/situations/
skylib_mudos_v1/mudlib/d/learning/save/
skylib_mudos_v1/mudlib/d/learning/school/
skylib_mudos_v1/mudlib/d/learning/school/add_sc/
skylib_mudos_v1/mudlib/d/learning/school/characters/
skylib_mudos_v1/mudlib/d/learning/school/general/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/basic_commands/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/edtutor/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/unix_tutor/
skylib_mudos_v1/mudlib/d/learning/school/items/
skylib_mudos_v1/mudlib/d/learning/school/npc_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/room_basic/
skylib_mudos_v1/mudlib/d/learning/school/room_school/situations/
skylib_mudos_v1/mudlib/d/learning/school/room_school/terrain_tutor/
skylib_mudos_v1/mudlib/d/learning/text/
skylib_mudos_v1/mudlib/d/liaison/
skylib_mudos_v1/mudlib/d/mudlib/
skylib_mudos_v1/mudlib/d/mudlib/changes/
skylib_mudos_v1/mudlib/d/playtesters/
skylib_mudos_v1/mudlib/d/playtesters/effects/
skylib_mudos_v1/mudlib/d/playtesters/handlers/
skylib_mudos_v1/mudlib/d/playtesters/items/
skylib_mudos_v1/mudlib/d/sage/
skylib_mudos_v1/mudlib/doc/
skylib_mudos_v1/mudlib/doc/creator/
skylib_mudos_v1/mudlib/doc/driver/
skylib_mudos_v1/mudlib/doc/driver/efuns/arrays/
skylib_mudos_v1/mudlib/doc/driver/efuns/buffers/
skylib_mudos_v1/mudlib/doc/driver/efuns/compile/
skylib_mudos_v1/mudlib/doc/driver/efuns/filesystem/
skylib_mudos_v1/mudlib/doc/driver/efuns/floats/
skylib_mudos_v1/mudlib/doc/driver/efuns/functions/
skylib_mudos_v1/mudlib/doc/driver/efuns/general/
skylib_mudos_v1/mudlib/doc/driver/efuns/mappings/
skylib_mudos_v1/mudlib/doc/driver/efuns/mixed/
skylib_mudos_v1/mudlib/doc/driver/efuns/mudlib/
skylib_mudos_v1/mudlib/doc/driver/efuns/numbers/
skylib_mudos_v1/mudlib/doc/driver/efuns/parsing/
skylib_mudos_v1/mudlib/doc/known_command/
skylib_mudos_v1/mudlib/doc/login/
skylib_mudos_v1/mudlib/doc/lpc/basic_manual/
skylib_mudos_v1/mudlib/doc/lpc/intermediate/
skylib_mudos_v1/mudlib/doc/new/add_command/
skylib_mudos_v1/mudlib/doc/new/events/
skylib_mudos_v1/mudlib/doc/new/handlers/
skylib_mudos_v1/mudlib/doc/new/living/race/
skylib_mudos_v1/mudlib/doc/new/living/spells/
skylib_mudos_v1/mudlib/doc/new/object/
skylib_mudos_v1/mudlib/doc/new/player/
skylib_mudos_v1/mudlib/doc/new/room/guild/
skylib_mudos_v1/mudlib/doc/new/room/outside/
skylib_mudos_v1/mudlib/doc/new/room/storeroom/
skylib_mudos_v1/mudlib/doc/object/
skylib_mudos_v1/mudlib/doc/playtesters/
skylib_mudos_v1/mudlib/doc/policy/
skylib_mudos_v1/mudlib/doc/weapons/
skylib_mudos_v1/mudlib/global/
skylib_mudos_v1/mudlib/global/creator/
skylib_mudos_v1/mudlib/global/handlers/
skylib_mudos_v1/mudlib/global/virtual/setup_compiler/
skylib_mudos_v1/mudlib/include/cmds/
skylib_mudos_v1/mudlib/include/effects/
skylib_mudos_v1/mudlib/include/npc/
skylib_mudos_v1/mudlib/include/room/
skylib_mudos_v1/mudlib/include/shops/
skylib_mudos_v1/mudlib/net/daemon/
skylib_mudos_v1/mudlib/net/daemon/chars/
skylib_mudos_v1/mudlib/net/inherit/
skylib_mudos_v1/mudlib/net/obj/
skylib_mudos_v1/mudlib/obj/amulets/
skylib_mudos_v1/mudlib/obj/b_day/
skylib_mudos_v1/mudlib/obj/clothes/
skylib_mudos_v1/mudlib/obj/dwarmours/plate/
skylib_mudos_v1/mudlib/obj/dwclothes/transport/horse/
skylib_mudos_v1/mudlib/obj/dwscabbards/
skylib_mudos_v1/mudlib/obj/dwweapons/axes/
skylib_mudos_v1/mudlib/obj/dwweapons/chains/
skylib_mudos_v1/mudlib/obj/faith/symbols/
skylib_mudos_v1/mudlib/obj/fungi/
skylib_mudos_v1/mudlib/obj/gatherables/
skylib_mudos_v1/mudlib/obj/instruments/
skylib_mudos_v1/mudlib/obj/magic/
skylib_mudos_v1/mudlib/obj/media/
skylib_mudos_v1/mudlib/obj/misc/player_shop/
skylib_mudos_v1/mudlib/obj/monster/godmother/
skylib_mudos_v1/mudlib/obj/monster/transport/
skylib_mudos_v1/mudlib/obj/rings/
skylib_mudos_v1/mudlib/obj/spells/
skylib_mudos_v1/mudlib/obj/stationery/
skylib_mudos_v1/mudlib/obj/stationery/envelopes/
skylib_mudos_v1/mudlib/obj/stationery/papers/
skylib_mudos_v1/mudlib/obj/toys/
skylib_mudos_v1/mudlib/obj/vessels/
skylib_mudos_v1/mudlib/obj/weapons/swords/
skylib_mudos_v1/mudlib/save/autodoc/
skylib_mudos_v1/mudlib/save/leaflets/
skylib_mudos_v1/mudlib/save/mail/
skylib_mudos_v1/mudlib/save/new_soul/data/
skylib_mudos_v1/mudlib/save/parcels/
skylib_mudos_v1/mudlib/save/playerinfo/
skylib_mudos_v1/mudlib/save/players/d/
skylib_mudos_v1/mudlib/save/random_names/
skylib_mudos_v1/mudlib/save/random_names/data/
skylib_mudos_v1/mudlib/save/terrains/
skylib_mudos_v1/mudlib/save/terrains/tutorial_desert/
skylib_mudos_v1/mudlib/save/terrains/tutorial_grassy_field/
skylib_mudos_v1/mudlib/save/terrains/tutorial_mountain/
skylib_mudos_v1/mudlib/save/todo_lists/
skylib_mudos_v1/mudlib/secure/
skylib_mudos_v1/mudlib/secure/cmds/admin/
skylib_mudos_v1/mudlib/secure/cmds/lord/
skylib_mudos_v1/mudlib/secure/config/
skylib_mudos_v1/mudlib/secure/handlers/autodoc/
skylib_mudos_v1/mudlib/secure/handlers/intermud/
skylib_mudos_v1/mudlib/secure/include/global/
skylib_mudos_v1/mudlib/secure/save/
skylib_mudos_v1/mudlib/secure/save/handlers/
skylib_mudos_v1/mudlib/secure/std/classes/
skylib_mudos_v1/mudlib/secure/std/modules/
skylib_mudos_v1/mudlib/std/commands/
skylib_mudos_v1/mudlib/std/commands/shadows/
skylib_mudos_v1/mudlib/std/creator/
skylib_mudos_v1/mudlib/std/dom/
skylib_mudos_v1/mudlib/std/effects/
skylib_mudos_v1/mudlib/std/effects/external/
skylib_mudos_v1/mudlib/std/effects/fighting/
skylib_mudos_v1/mudlib/std/effects/priest/
skylib_mudos_v1/mudlib/std/effects/room/
skylib_mudos_v1/mudlib/std/environ/
skylib_mudos_v1/mudlib/std/guilds/
skylib_mudos_v1/mudlib/std/guilds/old/
skylib_mudos_v1/mudlib/std/languages/
skylib_mudos_v1/mudlib/std/languages/BACKUPS/
skylib_mudos_v1/mudlib/std/liquids/
skylib_mudos_v1/mudlib/std/npc/
skylib_mudos_v1/mudlib/std/npc/goals/
skylib_mudos_v1/mudlib/std/npc/goals/basic/
skylib_mudos_v1/mudlib/std/npc/goals/misc/
skylib_mudos_v1/mudlib/std/npc/plans/
skylib_mudos_v1/mudlib/std/npc/plans/basic/
skylib_mudos_v1/mudlib/std/npc/types/
skylib_mudos_v1/mudlib/std/npc/types/helper/
skylib_mudos_v1/mudlib/std/npcs/
skylib_mudos_v1/mudlib/std/outsides/
skylib_mudos_v1/mudlib/std/races/shadows/
skylib_mudos_v1/mudlib/std/room/basic/topography/
skylib_mudos_v1/mudlib/std/room/controller/
skylib_mudos_v1/mudlib/std/room/inherit/topography/
skylib_mudos_v1/mudlib/std/room/topography/area/
skylib_mudos_v1/mudlib/std/room/topography/iroom/
skylib_mudos_v1/mudlib/std/room/topography/milestone/
skylib_mudos_v1/mudlib/std/shadows/curses/
skylib_mudos_v1/mudlib/std/shadows/disease/
skylib_mudos_v1/mudlib/std/shadows/fighting/
skylib_mudos_v1/mudlib/std/shadows/healing/
skylib_mudos_v1/mudlib/std/shadows/magic/
skylib_mudos_v1/mudlib/std/shadows/poison/
skylib_mudos_v1/mudlib/std/shadows/rituals/
skylib_mudos_v1/mudlib/std/shadows/room/
skylib_mudos_v1/mudlib/std/shops/controllers/
skylib_mudos_v1/mudlib/std/shops/objs/
skylib_mudos_v1/mudlib/std/shops/player_shop/
skylib_mudos_v1/mudlib/std/socket/
skylib_mudos_v1/mudlib/std/soul/
skylib_mudos_v1/mudlib/std/soul/d/
skylib_mudos_v1/mudlib/std/soul/e/
skylib_mudos_v1/mudlib/std/soul/i/
skylib_mudos_v1/mudlib/std/soul/j/
skylib_mudos_v1/mudlib/std/soul/k/
skylib_mudos_v1/mudlib/std/soul/l/
skylib_mudos_v1/mudlib/std/soul/n/
skylib_mudos_v1/mudlib/std/soul/o/
skylib_mudos_v1/mudlib/std/soul/q/
skylib_mudos_v1/mudlib/std/soul/u/
skylib_mudos_v1/mudlib/std/soul/v/
skylib_mudos_v1/mudlib/std/soul/y/
skylib_mudos_v1/mudlib/std/soul/z/
skylib_mudos_v1/mudlib/std/stationery/
skylib_mudos_v1/mudlib/w/
skylib_mudos_v1/mudlib/w/default/
skylib_mudos_v1/mudlib/w/default/armour/
skylib_mudos_v1/mudlib/w/default/clothes/
skylib_mudos_v1/mudlib/w/default/item/
skylib_mudos_v1/mudlib/w/default/npc/
skylib_mudos_v1/mudlib/w/default/room/
skylib_mudos_v1/mudlib/w/default/weapon/
skylib_mudos_v1/mudlib/www/
skylib_mudos_v1/mudlib/www/download/
skylib_mudos_v1/mudlib/www/java/
skylib_mudos_v1/mudlib/www/secure/
skylib_mudos_v1/mudlib/www/secure/lpc/advanced/
skylib_mudos_v1/mudlib/www/secure/lpc/intermediate/
skylib_mudos_v1/v22.2b14-DSv10/
skylib_mudos_v1/v22.2b14-DSv10/ChangeLog.old/
skylib_mudos_v1/v22.2b14-DSv10/Win32/
skylib_mudos_v1/v22.2b14-DSv10/compat/
skylib_mudos_v1/v22.2b14-DSv10/compat/simuls/
skylib_mudos_v1/v22.2b14-DSv10/include/
skylib_mudos_v1/v22.2b14-DSv10/mudlib/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/clone/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/command/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/data/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/etc/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/include/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/master/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/log/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/compiler/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/efuns/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/operators/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/u/
skylib_mudos_v1/v22.2b14-DSv10/tmp/
skylib_mudos_v1/v22.2b14-DSv10/windows/
/**
 * This is an inherit for special attacks made with weapons.
 * @author Sandoz, June 2003.
 */

#define P_SKILL "fighting.combat.special.weapon"

#define __SPECIAL_ATTACK_DATA_CLASS__
#include <combat.h>
#include <tasks.h>
#include <weapon.h>

private string skill, name, verb;
private class message_data messages;
private int cost, learn_level;

/** @ignore yes */
void create() {
    TO->setup();
    if( base_name(TO) != __FILE__[0..<3] ) {
        if( !skill )
            error("Weapon skill unset.\n");
        if( !name )
            error("Attack name unset.\n");
        if( !cost )
            error("Guild point cost unset.\n");

        if( !verb )
            verb = name;

        if( !learn_level )
            learn_level = 150;

        if( !classp(messages) ) {
            messages = new( class message_data );
            messages->attacker = "You tighten the grip on $Dposs and "+
                verb+" at $I with full force";
            messages->defender = "$N tightens the grip on $Dposs and "+
                pluralize(verb)+" at you with full force";
            messages->others = "$N tightens the grip on $Dposs and "+
                pluralize(verb)+" at $I with full force";
        }
    }

} /* create() */

/**
 * This method queries whether a specific player can learn this command.
 * @param ob the player to test
 * @return 1 if they could learn it, 0 if not
 */
int query_learnable_by( object ob ) {
    return ob->query_skill(MELEE+skill) >= learn_level &&
           ob->query_skill(P_SKILL) >= learn_level;
} /* query_learnable_by() */

/**
 * This method sets the level at which this command can be learnt.
 * This is the same for special.weapon and the melee skill used.
 * @param level the level we can learn this command at
 */
void set_learn_level( int level ) { learn_level = level; }

/**
 * This method returns the melee skill this command is using.
 * @return the melee skill used by the command
 */
string query_attack_skill() { return skill; }

/**
 * This method sets the skill for this special attack.
 * This should be one of either sharp, pierce, blunt or unarmed
 * @param str the skill to use
 */
void set_attack_skill( string str ) { skill = str; }

/**
 * This method sets the name for this special attack.
 * @param str the attack name to use
 */
void set_attack_name( string str ) { name = str; }

/**
 * This method sets the verb to use for this special attack.
 * This is used along with "at" in messages, and isn't needed
 * if the attack name works with "at" by itself.
 * @param str the attack verb to use
 */
void set_attack_verb( string str ) { verb = str; }

/**
 * This method sets the messages to display to the attacker, the target
 * and the room when this attack is executed.
 * This message should not include a newline or a period.
 * String expansion will be done to the following:
 * $Iposs - possessive short of the target
 * $I - target's short
 * $Dposs - possessive short of the weapon
 * $D - weapon's short
 * $p - possessive of the target
 * $r - pronoun of the target
 * $o - objective of the target
 * $N - attacker's short (only for the messages to the target and room)
 * @param attacker the message to display to the attacker
 * @param target the message to display to the target
 * @param room the message to display to the room
 */
void set_attack_messages( string attacker, string target, string room ) {
    messages = new( class message_data );
    messages->attacker = attacker;
    messages->defender = target;
    messages->others = room;
} /* set_attack_messages() */

/**
 * This method sets the guild point cost of the command.
 * @param i the guild point cost to set
 */
void set_attack_cost( int i ) { cost = i; }

/** @ignore yes */
class message_data query_messages( object off, object def, object wep ) {
    class message_data ret;

    ret = new( class message_data );

    ret->attacker = replace( messages->attacker, ({
            "$Iposs", def->poss_short(),
            "$I", def->the_short(),
            "$Dposs", wep->poss_short(),
            "$D", wep == off ? "unarmed combat" : wep->the_short(),
            "$p ", def->HIS+" ",
            "$r", def->HE,
            "$o ", def->HIM+" ",
        }) );

    ret->defender = replace( messages->defender, ({
            "$N", off->the_short(),
            "$Iposs", "your",
            "$I", "you",
            "$Dposs", wep->poss_short(),
            "$D", wep == off ? "unarmed combat" : wep->the_short(),
            "$p ", "your ",
            "$r", "you",
            "$o ", "you ",
        }) );

    ret->others = replace( messages->others, ({
            "$N", off->the_short(),
            "$Iposs", def->poss_short(),
            "$I", def->the_short(),
            "$Dposs", wep->poss_short(),
            "$D", wep == off ? "unarmed combat" : wep->the_short(),
            "$p ", def->HIS+" ",
            "$r", def->HE,
            "$o ", def->HIM+" ",
        }) );

    return ret;

} /* parse_mess() */

/** @ignore yes */
class special_attack_data do_special( object off, object def, object wep ) {
    int i;

    if( ( i = member_array( name, wep->query_attack_names() ) ) != -1 ) {
        class special_attack_data ret;
        mixed data;
        int j;

        j = i * W_ARRAY_SIZE;

        data = wep->query_attack_data()[j..j+W_ARRAY_SIZE-1];

        if( data[W_SKILL] == skill ) {
            int perc, bonus, dam;
            object *obs;

            obs = filter( off->query_holding() - ({ 0 }),
                (: $1->query_weapon() :) );

            bonus = off->query_skill_bonus(MELEE+skill);

            perc = COMBAT_H->calc_attack_percentage( off,
                   off->query_weapons(), obs, 0 ) + bonus;

            // Weapon damage.
            j = wep->calc_attack( i, perc );

            // Attack damage.
            dam = sqrt( j * bonus );

            // Cap it at 3 * weapon damage as well.
            if( dam > 3 * j )
                dam = 3 * j;

            dam += bonus / 2;

            ret = new( class special_attack_data );
            ret->attacks = ({ dam, skill, data[W_TYPE], name });
            ret->messages = query_messages( off, def, wep );

            tell_creator("sandoz", "%s %s damage using %s: %i.\n"
                "Weapon damage: %i, bonus: %i, percentage: %i, "
                "attitude: %s.", off->poss_short(), name, wep->a_short(),
                dam, j, bonus, perc, off->query_combat_attitude() );

            return ret;
        }
    }

    tell_object( off, "Oh dear, "+wep->poss_short()+" seems to have "
        "transmuted and cannot be used to "+name+" anymore.\n");
    return 0;

} /* special_attack() */

/** @ignore yes */
int cmd( object *targets, object *weps ) {
    int i;
    object target, wep;

    if( sizeof(targets) > 1 ) {
        add_failed_mess("You can only $V one target at a time.\n");
        return 0;
    }

    if( sizeof(weps) > 1 ) {
        add_failed_mess("You can only $V with one weapon at a time.\n");
        return 0;
    }

    target = targets[ 0 ];

    if( !TP->is_fighting( target ) ) {
        add_failed_mess("You are not fighting $I.\n", targets );
        return 0;
    }

    wep = weps[ 0 ];

    if( wep->query_wielded() != TP ) {
        add_failed_mess("You are not holding $I.\n", weps );
        return 0;
    }

    if( ( i = member_array( name, wep->query_attack_names() ) ) != -1  ) {
        int j;
        mixed data;

        j = i * W_ARRAY_SIZE;

        data = wep->query_attack_data()[j..j+W_ARRAY_SIZE-1];

        if( data[W_SKILL] == skill ) {
            object *obs;

            if( !TASKER->point_tasker( TP, "fighting", cost ) ) {
                add_failed_mess("You do not have enough energy to $V $I "
                    "with "+wep->the_short()+".\n", targets );
                return 0;
            }

            obs = filter( TP->query_holding() - ({ 0 }),
                (: $1->query_weapon() :) );

            j = COMBAT_H->calc_attack_percentage( TP,
                TP->query_weapons(), obs, 1 );

            i = wep->calc_attack( i, j );

            if( data[W_CHANCE] < 100 )
                i += i * ( 100 - data[W_CHANCE] ) / 50;

            i += wep->query_weight();

            event( TP, "inform", sprintf("%s preparation difficulty: %i",
                name, i ), "debug");

            switch( TASKER->perform_task( TP, P_SKILL, i, TM_COMMAND ) ) {
              case AWARD:
                tell_object( TP, "%^YELLOW%^"+({
                    "You feel more confident in your ability to plan special "
                    "attacks", "You discover a new facet to planning special "
                    "attacks", "You feel more adept at planning special "
                    "attacks"})[ random( 3 ) ]+" as you prepare to "+
                    name+" "+target->the_short()+" with "+wep->poss_short()+
                    ".\n%^RESET%^");
              case SUCCEED:
                XP_H->handle_xp( TP, cost, 1 );
                TP->register_special_attack( target, wep, (: do_special :),
                    0, TP->query_skill_bonus(P_SKILL) / 25 );
                tell_object( TP, "You clear your mind and prepare to "+
                    name+" "+target->the_short()+" with "+
                    wep->poss_short()+".\n");
                return 1;
            default:
                XP_H->handle_xp( TP, cost, 0 );
                add_failed_mess("You attempt to clear your mind to "+name+" "+
                    target->the_short()+" with "+wep->poss_short()+", "
                    "but the weapon feels too unwieldy and you give up.\n");
                return 0;
            }

        }
    }

    add_failed_mess( wep->the_short()+" does not appear to be a suitable "
        "weapon to $V with.\n", weps );
    return 0;

} /* cmd() */

/** @ignore yes */
mixed query_patterns() {
    return ({
        "<indirect:living:here'target'> [with] <indirect:object:me'weapon'>",
        (: cmd( $1[0], $1[1] ) :),
    });
} /* query_patterns() */

/** @ignore yes */
mixed stats() {
    return ({
        ({"weapon skill", skill }),
        ({"name", name }),
        ({"verb", verb }),
        ({"cost", cost }),
        ({"learn level", learn_level }),
    });
} /* stats() */