/*************************************************************************** * 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. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" /* * Local functions. */ void do_level( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char skill [20]; one_argument( argument, arg ); if (IS_NPC(ch)) return; send_to_char("#L---------------------------#0=[#6Weapon Levels#0]=#L--------------------------------#n\n\r", ch); sprintf(skill,"#R[#nSlice #C: %-4d#R]", ch->wpn[1]); send_to_char( skill, ch ); sprintf(skill,"#R[#nStab #C: %-4d#R]", ch->wpn[2]); send_to_char( skill, ch ); sprintf(skill,"#R[#nSlash #C: %-4d#R]", ch->wpn[3]); send_to_char( skill, ch ); sprintf(skill,"#R[#nWhip #C: %-4d#R]", ch->wpn[4]); send_to_char( skill, ch ); sprintf(skill,"#R[#nClaw #C: %-4d#R]\n\r", ch->wpn[5]); send_to_char( skill, ch ); sprintf(skill,"#R[#nBlast #C: %-4d#R]", ch->wpn[6]); send_to_char( skill, ch ); sprintf(skill,"#R[#nPound #C: %-4d#R]", ch->wpn[7]); send_to_char( skill, ch ); sprintf(skill,"#R[#nCrush #C: %-4d#R]", ch->wpn[8]); send_to_char( skill, ch ); sprintf(skill,"#R[#nGrep #C: %-4d#R]", ch->wpn[9]); send_to_char( skill, ch ); sprintf(skill,"#R[#nBite #C: %-4d#R]\n\r", ch->wpn[10]); send_to_char( skill, ch ); sprintf(skill,"#R[#nPierce #C: %-4d#R]", ch->wpn[11]); send_to_char( skill, ch ); sprintf(skill,"#R[#nSuck #C: %-4d#R]", ch->wpn[12]); send_to_char( skill, ch ); sprintf(skill,"#R[#nUnarmed#C: %-4d#R]\n\r\n", ch->wpn[0]); send_to_char( skill, ch ); send_to_char("#L---------------------------#0=[#6Stance Levels#0]=#L--------------------------------#n\n\r",ch); sprintf(skill,"#R[#nViper #C: %-4d#R]", ch->stance[1]); send_to_char( skill, ch ); sprintf(skill, "#R[#nCrane #C: %-4d#R]", ch->stance[2]); send_to_char( skill, ch ); sprintf(skill, "#R[#nCrab #C: %-4d#R]", ch->stance[3]); send_to_char( skill, ch ); sprintf(skill,"#R[#nMongoose#C: %-4d#R]", ch->stance[4]); send_to_char( skill, ch ); sprintf(skill,"#R[#nBull #C: %-4d#R]\n\r", ch->stance[5]); send_to_char( skill, ch ); sprintf(skill, "#R[#nMantis #C: %-4d#R]", ch->stance[6]); send_to_char( skill, ch ); sprintf(skill,"#R[#nDragon #C: %-4d#R]", ch->stance[7]); send_to_char( skill, ch ); sprintf(skill,"#R[#nTiger#C: %-4d#R]", ch->stance[8]); send_to_char( skill, ch ); sprintf(skill,"#R[#nMonkey #C: %-4d#R]", ch->stance[9]); send_to_char( skill, ch ); sprintf(skill,"#R[#nSwallow #C: %-4d#R]#n\n\r", ch->stance[10]); send_to_char( skill, ch ); send_to_char("\n\r#L---------------------------#0=[#6Super Stances#0]=#L--------------------------------#n\n\r",ch); sprintf(skill,"#R[#nSS1 #C: %-4d#R]", ch->stance[13]); send_to_char( skill, ch ); sprintf(skill,"#R[#nSS2 #C: %-4d#R]", ch->stance[14]); send_to_char( skill, ch ); sprintf(skill,"#R[#nSS3 #C: %-4d#R]", ch->stance[15]); send_to_char( skill, ch ); sprintf(skill,"#R[#nSS4 #C: %-4d#R]", ch->stance[16]); send_to_char( skill, ch ); sprintf(skill,"#R[#nSS5 #C: %-4d#R]#n\n\r", ch->stance[17]); send_to_char( skill, ch ); send_to_char("\n\r#L---------------------------#0=[#6Spell Levels#0]=#L---------------------------------#n\n\r", ch); if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) sprintf(skill,"#R[#5Purple#n #C: %-4d#R]", ch->spl[0] + 20); else sprintf(skill,"#R[#5Purple#n #C: %-4d#R]", ch->spl[0]); send_to_char( skill, ch ); if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) sprintf(skill,"#R[#4Blue#n #C: %-4d#R]", ch->spl[2] + 20); else sprintf(skill,"#R[#4Blue#n #C: %-4d#R]", ch->spl[2]); send_to_char( skill, ch ); if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) sprintf(skill,"#R[#1Red#n #C: %-4d#R]", ch->spl[1] + 20); else sprintf(skill,"#R[#1Red#n #C: %-4d#R]", ch->spl[1]); send_to_char( skill, ch ); if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) sprintf(skill,"#R[#2Green#n #C: %-4d#R]", ch->spl[3] + 20); else sprintf(skill,"#R[#2Green#n #C: %-4d#R]", ch->spl[3]); send_to_char( skill, ch ); if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) sprintf(skill,"#R[#3Yellow#n #C: %-4d#R]\n\r\n", ch->spl[4] + 20); else sprintf(skill, "#R[#3Yellow#n #C: %-4d#R]\n\r\n", ch->spl[4]); send_to_char( skill, ch ); send_to_char("#L---------------------------#0=[#6Misc. Things#0]=#L---------------------------------#n\n\r", ch); sprintf(skill, "#R[#nRecall Room #C: %d#R]\n\r", ch->home); send_to_char( skill, ch ); if (IS_SET(ch->act, PLR_RIGHTHAND)) send_to_char("#R[#nYou favor your #Cright#n arm in combat#R]\n\r",ch); else if(IS_SET(ch->act, PLR_LEFTHAND)) send_to_char("#R[#nYou favor your #Cleft#n arm in combat#R]\n\r",ch); else send_to_char("#R[#nYou fight well with #Cboth#n your arms#R]#n\n\r",ch); send_to_char("#L---------------------------#0=[#6Class Things#0]=#L---------------------------------#n\n\r", ch); if ( IS_CLASS(ch, CLASS_DEMON) ) send_to_char("#R[#nYou are a #Cdemon#R]\n\r", ch); if ( IS_CLASS(ch, CLASS_MAGE) ) send_to_char("#R[#nYou are a #Cbattlemage#R]\n\r", ch); if ( IS_CLASS(ch ,CLASS_SHAPESHIFTER)) send_to_char("#R[#nYou are a #Cshapeshifter#R]\n\r",ch); if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) send_to_char("#R[#nYou are an #Cundead knight#R]\n\r",ch); if ( IS_CLASS(ch, CLASS_WEREWOLF) ) send_to_char("#R[#nYou are a #Cwerewolf#R]\n\r", ch); if ( IS_CLASS(ch, CLASS_NINJA) ) send_to_char("#R[#nYou are a #Cninja#R]\n\r", ch); if ( IS_CLASS(ch, CLASS_VAMPIRE) ) send_to_char("#R[#nYou are a #Cvampire#R]\n\r", ch); if ( IS_CLASS(ch, CLASS_SAMURAI) ) send_to_char("#R[#nYou are a #CSamurai#R]\n\r", ch); if ( IS_CLASS(ch, CLASS_DROW) ) send_to_char("#R[#nYou are a #Cdrow#R]\n\r", ch); if (IS_CLASS(ch, CLASS_ANGEL)) send_to_char("#R[#nYou are an #Cangel#R]\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_LICH)) send_to_char("#R[#nYou are a #Clich#R]\n\r",ch); if (IS_CLASS(ch, CLASS_TANARRI)) send_to_char("#R[#nYou are a warrior of The Bloodwars#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_MONK) ) stc( "#R[#nYou are a #Cmonk#R]\n\r",ch); if( IS_CLASS(ch, CLASS_DROID)) stc( "#R[#nYou are a #CCybernetic drow#R]\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); sprintf(skill, "#R[#nGeneration #C: %d#R]#n\n\r", ch->generation); send_to_char( skill, ch ); if (IS_CLASS(ch, CLASS_TANARRI)) { if (ch->pcdata->rank == TANARRI_FODDER) send_to_char("#R[#nYou are nothing but fodder for the great war#R]\n\r",ch); if (ch->pcdata->rank == TANARRI_FIGHTER) send_to_char("#R[#nYou are a fighter in the great war#R]\n\r",ch); if (ch->pcdata->rank == TANARRI_ELITE) send_to_char("#R[#nYou are an elite warrior in the great war#R]\n\r",ch); if (ch->pcdata->rank == TANARRI_CAPTAIN) send_to_char("#R[#nYou are a captain in the great war#R]\n\r",ch); if (ch->pcdata->rank == TANARRI_WARLORD) send_to_char("#R[#nYou are a warlord in the great war#R]\n\r",ch); if (ch->pcdata->rank == TANARRI_BALOR) send_to_char("#R[#nYou are a Tanar'ri Balor#R]\n\r",ch); } if (IS_CLASS(ch, CLASS_VAMPIRE) ) { if (ch->pcdata->rank == AGE_TRUEBLOOD) send_to_char("#R[#nYou are a #CTrueBlood#R]\n\r",ch); else if (ch->pcdata->rank == AGE_LA_MAGRA) send_to_char("#R[#nYou are a #CLa Magra#R]\n\r",ch); else if (ch->pcdata->rank == AGE_METHUSELAH) send_to_char("#R[#nYou are a #CMethuselah#R]\n\r",ch); else if (ch->pcdata->rank == AGE_ELDER) send_to_char("#R[#nYou are an #CElder#R]\n\r",ch); else if (ch->pcdata->rank == AGE_ANCILLA) send_to_char("#R[#nYou are an #CAncilla#R]\n\r",ch); else if (ch->pcdata->rank == AGE_NEONATE) send_to_char("#R[You are a #CNeonate#R]\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, 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_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 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, 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; } sprintf(buf,"You examine $N's blood carefully.\n\r"); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n examines your blood carefully.\n\r"); act(buf,ch,NULL,victim,TO_VICT); sprintf(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) sprintf( age, "Ancilla"); else if (victim->pcdata->rank == AGE_CHILDE) sprintf( age, "Childe"); else if (victim->pcdata->rank == AGE_NEONATE) sprintf( age, "Neonate"); else if (victim->pcdata->rank == AGE_ELDER) sprintf( age, "Elder"); else if (victim->pcdata->rank == AGE_METHUSELAH) sprintf( age, "Methuselah"); else if (victim->pcdata->rank == AGE_LA_MAGRA) sprintf( age, "La Magra"); else if (victim->pcdata->rank == AGE_TRUEBLOOD) sprintf( age, "TrueBlood"); sprintf( lin, "---------------------------------------------------------------------------\n\r"); send_to_char( lin,ch); send_to_char( " Vampire Status\n\r",ch); send_to_char(lin,ch); sprintf(buf, "Generation:%d Bloodpool:%d Age:%s\n\r", victim->generation,victim->pcdata->condition[COND_THIRST], age); send_to_char(buf,ch); send_to_char(lin,ch); send_to_char( " Disciplines\n\r",ch); send_to_char(lin,ch); sprintf(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); sprintf(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); sprintf(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); sprintf(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); sprintf(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_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->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 ); sprintf(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->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 ); sprintf(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, 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)) { sprintf(buf,"A stream of blood shoots from %s into your body.",victim->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"A stream of blood shoots from %s into %s.",victim->name,ch->name); act(buf,ch,NULL,victim,TO_ROOM); sprintf(buf,"A stream of blood shoots from your body into %s.",ch->name); act(buf,ch,NULL,victim,TO_VICT); } else { sprintf(buf,"A stream of blood shoots from %s into your body.",victim->short_descr); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"A stream of blood shoots from %s into %s.",victim->short_descr,ch->name); act(buf,ch,NULL,victim,TO_ROOM); sprintf(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) { sprintf(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);} 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); sprintf(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); sprintf(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 $s gums.",ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); } void do_claws(CHAR_DATA *ch, char *argument) { if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->power[DISC_WERE_WOLF] < 1) { stc("Huh?\n\r",ch); return; } } else if (IS_CLASS(ch, CLASS_DEMON)) { if (!IS_DEMPOWER( ch, DEM_CLAWS) && ch->power[DISC_DAEM_ATTA] < 1) { send_to_char("You haven't been granted the gift of claws or attack is below level 1.\n\r",ch); return; } } else if (IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->power[DISC_VAMP_PROT] < 2) { stc("Huh?\n\r",ch); return; } } else if (IS_CLASS(ch, CLASS_TANARRI)) { if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_CLAWS)) { send_to_char("Huh?\n\r",ch); return; } } else { stc("Huh?\n\r",ch); return; } if (IS_VAMPAFF(ch, VAM_CLAWS)) { if (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_DEMON)) { if (ch->rage >0) { send_to_char("You cannot retract your claws while the beast is within you.\n\r", ch); return; } } send_to_char("You retract your claws.\n\r",ch); act("$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); sprintf(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_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]; 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: class <char> <class>.\n\r", ch ); send_to_char("#rClasses:#n\n\r", ch ); send_to_char("None, Demon, Drow, Werewolf, Monk, Vampire, Mage, Ninja, Hobbit, Giant.\n\r", ch); send_to_char("Tanarri, Shapeshifter, Spiderdroid, Samurai, Undeadknight, Angel, Lich, Fae, Drone.\n\r",ch); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } 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,"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,"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 = 2; 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, "samurai" ) ) { victim->class = 16; 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, "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 = 32; send_to_char("You are now a drow!\n\r", victim); } else if ( !str_cmp( arg2, "ninja" ) ) { victim->class = 128; send_to_char("You are now a ninja!\n\r", victim); } else if ( !str_cmp( arg2, "none") ) { victim->class=0; send_to_char("You class have been removed, BUT this command is broken, please report this.\n\r",victim); } else { do_class(ch,""); return; } send_to_char("Class Set.\n\r",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 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, 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, 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; } sprintf(buf,"Your form shimmers and transforms into %s.",ch->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(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)) { sprintf(buf,"Your form shimmers and transforms into a clone of %s.",victim->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->morph,victim->name); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(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; } sprintf(buf,"Your form shimmers and transforms into a clone of %s.",victim->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->name,victim->name); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(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); sprintf(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( "$n transforms into a dire wolf.", ch, NULL, NULL, TO_ROOM ); clear_stats(ch); if (ch->wpn[0] > 0) { ch->hitroll += (ch->wpn[0]); ch->damroll += (ch->wpn[0]); ch->armor -= (ch->wpn[0] * 3); } ch->pcdata->mod_str = 10; /* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/ SET_BIT(ch->polyaff, POLY_WOLF); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); sprintf(buf, "%s the dire wolf", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); return; } else if ( !str_cmp(arg,"mist") ) { if (IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You can only polymorph from human form.\n\r", ch ); return; } if (has_timer(ch)) return; if ( ch->pcdata->condition[COND_THIRST] < 50 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); ch->pcdata->condition[COND_THIRST] -= number_range(40,50); act( "You transform into mist form.", ch, NULL, NULL, TO_CHAR ); act( "$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 $s ethereal form.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you falls through your ethereal form.\n\r",ch); affect_strip(ch, gsn_web); } clear_stats(ch); /* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/ SET_BIT(ch->polyaff, POLY_MIST); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->affected_by, AFF_ETHEREAL); sprintf(buf, "%s the white mist", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); return; } else if ( !str_cmp(arg,"human") ) { if (!IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char( "You are already in human form.\n\r", ch ); return; } if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_BAT)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(ch->polyaff, POLY_BAT); /* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/ } else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_WOLF)) { /* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/ REMOVE_BIT(ch->polyaff, POLY_WOLF); if (ch->hit < 1) ch->hit = 1; } else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_MIST)) { /* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/ REMOVE_BIT(ch->polyaff, POLY_MIST); REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); } else { /* In case they try to change to human from a non-vamp form */ send_to_char( "You seem to be stuck in this form.\n\r", ch ); return; } act( "You transform into human form.", ch, NULL, NULL, TO_CHAR ); act( "$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) { sprintf(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) { sprintf(buf,"You have already maxed %s.\n\r",arg1); send_to_char(buf,ch); return; } if ( cost > ch->practice ) { sprintf(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; sprintf(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)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_OBTE] < 3) { 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 $n fades into existance.",ch,NULL,NULL,TO_ROOM); do_look(ch,"auto"); return; } if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "What do you wish to toss into the shadow plane?\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) send_to_char( "You toss it to the ground and it vanishes.\n\r", ch ); else send_to_char( "You toss it into a shadow and it vanishes.\n\r", ch ); return; } void do_darkheart( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) ) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_SERP] < 1 ) { send_to_char("You must obtain at least level 1 in Serpentis to use Darkheart.\n\r",ch); return; } if (IS_IMMUNE(ch,IMM_STAKE) ) { send_to_char("But you've already torn your heart out!\n\r",ch); return; } if ( ch->pcdata->condition[COND_THIRST] < 1000 / (10 - ch->generation) ) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= 100; send_to_char("You rip your heart from your body and toss it to the ground.\n\r",ch); act("$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); 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_NINJA) && !IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SIGHT)) { send_to_char("Huh?\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_TANARRI) && !IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_TRUESIGHT)) { send_to_char("You don't have that power yet",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_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_NINJA) && !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_FAE) && !IS_CLASS(ch, CLASS_GIANT) && !IS_CLASS(ch, CLASS_MAGE)) { 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_NINJA) && !IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SCRY)) { send_to_char("Huh?\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_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_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); 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_HOBBIT) && !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_LICH) && !IS_CLASS(ch, CLASS_FAE) && !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_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 ( arg[0] == '\0' ) { send_to_char( "Read the aura on what?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { if ( ( obj = get_obj_carry( ch, arg ) ) == 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)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr); else { if (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name); else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name); else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name); else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name); else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name); else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name); else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name); else sprintf(buf, "%s is a Mortal.\n\r", victim->name); } send_to_char(buf,ch); if (!IS_NPC(victim)) { sprintf(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) sprintf(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 sprintf(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) sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r", number_range(500,2500), number_range(500,2500), number_range(-2000,0)); else sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim),char_ac(victim)); } else sprintf(buf,"AC:%d.\n\r",char_ac(victim)); send_to_char(buf,ch); if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_VAMPIRE)) { sprintf(buf,"Blood:%d, ",victim->pcdata->condition[COND_THIRST]); send_to_char(buf,ch); } } sprintf(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_DRONE) && !IS_CLASS(ch, CLASS_HOBBIT) && !IS_CLASS(ch, CLASS_NINJA)) { 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_NINJA) && !IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SHIELD)) { send_to_char("Huh?\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_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_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); sprintf(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 + 500, 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 $m!.", ch, NULL, NULL, TO_ROOM); do_beastlike(ch,""); do_frenzy(ch,""); return; } void do_humanity( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC( ch )) return; if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->beast > 0 && ch->beast < 100 && number_range(1, 300) <= ch->beast) { if (ch->beast == 1) { send_to_char("You have attained Golconda!\n\r", ch); ch->exp += 1000000; if (!IS_IMMUNE(ch, IMM_SUNLIGHT)) SET_BIT(ch->immune, IMM_SUNLIGHT); } else send_to_char("You feel slightly more in control of your beast.\n\r", ch); ch->beast -= 1; } return; } void do_beastlike( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int blood; argument = one_argument( argument, arg ); if (IS_NPC( ch )) return; if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->beast < 100 && ch->beast > 0 && number_range(1, 500) <= ch->beast) { if (ch->beast < 99) send_to_char("You feel your beast take more control over your actions.\n\r", ch); else send_to_char("Your beast has fully taken over control of your actions!\n\r", ch); ch->beast += 1; blood = ch->pcdata->condition[COND_THIRST]; ch->pcdata->condition[COND_THIRST] = 666; if ((IS_VAMPAFF(ch,VAM_PROTEAN) || (IS_VAMPAFF(ch,VAM_OBTENEBRATION))) && !IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,""); if (!IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,""); if (IS_VAMPAFF(ch,VAM_PROTEAN) && !IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,""); ch->pcdata->condition[COND_THIRST] = blood; } return; } void do_werewolf( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_WEREWOLF)) return; if (IS_SET(ch->special, SPC_WOLFMAN)) return; SET_BIT(ch->special, SPC_WOLFMAN); send_to_char("You throw back your head and howl with rage!\n\r",ch); act("$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 $n's left hand.",ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_char(obj, ch); } SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); sprintf(buf,"%s the werewolf", ch->name); free_string(ch->morph); ch->morph = str_dup(buf); ch->rage += 25; ch->hitroll += 50; ch->damroll += 50; if (ch->power[DISC_WERE_WOLF] > 3) ch->rage += 100; if (ch->rage > 300) ch->rage = 300; ch->hit += 2000; return; } void do_unwerewolf( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_WEREWOLF)) return; if (!IS_SET(ch->special, SPC_WOLFMAN)) return; REMOVE_BIT(ch->special, SPC_WOLFMAN); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string(ch->morph); ch->morph = str_dup(""); if (IS_VAMPAFF(ch,VAM_CLAWS)) { send_to_char("Your talons slide back into your fingers.\n\r",ch); act("$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) { sprintf(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, 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, 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_NINJA)) { 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_NINJA) && !IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_HIDE)) { 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_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_AFFECTED(ch, AFF_THORNS)) { act("The thorns and brambles holding $n breaks away.", ch, NULL, NULL, TO_ROOM); send_to_char("The brambles break away.\n\r", ch); REMOVE_BIT(ch->affected_by, AFF_THORNS); return; } WAIT_STATE(ch,12); return; } void do_rage( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON)) { send_to_char("Huh?\n\r",ch); return; } if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (!IS_SET(ch->special, SPC_WOLFMAN)) { send_to_char("You start snarling angrilly.\n\r",ch); act("$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("$n screams in frenzied rage.",ch,NULL,NULL,TO_ROOM); if (number_percent() < (ch->beast + 1)) { stc("You feel the beast take more control.\n\r",ch); ch->beast += 1; if (ch->beast > 100) ch->beast = 100; } WAIT_STATE(ch, 12); return; } stc("You have reached the pinnacle of your frenzy.\n\r",ch); } return; } void do_calm( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON)) { send_to_char("Huh?\n\r",ch); return; } if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->power[DISC_WERE_WOLF] < 3) { stc("You need level three in the Wolf totem to Calm.\n\r",ch); return; } if (IS_SET(ch->special, SPC_WOLFMAN)) { send_to_char("You take a deep breath and calm yourself.\n\r",ch); act("$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_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_DROID) && !IS_CLASS(ch, CLASS_TANARRI) && !IS_CLASS(ch, CLASS_SAMURAI)) { 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, 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; } bool char_exists( bool backup, char *argument ) { FILE *fp; char buf [MAX_STRING_LENGTH]; bool found = FALSE; fclose( fpReserve ); if (backup) sprintf( buf, "%sbackup/%s", PLAYER_DIR, capitalize( argument ) ); else sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) ); if ( ( fp = fopen( buf, "r" ) ) != NULL ) { found = TRUE; fclose( fp ); } fpReserve = fopen( NULL_FILE, "r" ); return found; }