/*************************************************************************** * 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" #define MONK_AUTODROP 12 /* * Local functions. */ void autodrop args((CHAR_DATA *ch)); bool check_dodge args((CHAR_DATA *ch, CHAR_DATA *victim, int dt)); bool check_parry args((CHAR_DATA *ch, CHAR_DATA *victim, int dt)); void dam_message args((CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt)); void death_cry args((CHAR_DATA *ch)); void group_gain args((CHAR_DATA *ch, CHAR_DATA *victim)); int xp_compute args((CHAR_DATA *gch, CHAR_DATA *victim)); bool can_counter args((CHAR_DATA *ch)); bool can_bypass args((CHAR_DATA *ch, CHAR_DATA *victim)); int number_attacks args((CHAR_DATA *ch, CHAR_DATA *victim)); int dambonus args((CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance)); void decap_message args((CHAR_DATA *ch, CHAR_DATA *victim)); void fae_update args((CHAR_DATA *ch)); void angel_eye args((CHAR_DATA *ch, CHAR_DATA *victim, int dam)); void fae_shield args((CHAR_DATA *ch, CHAR_DATA *victim, int dam)); /* * Control the fights going on. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *emb; CHAR_DATA *victim; CHAR_DATA *rch; CHAR_DATA *rch_next; CHAR_DATA *mount; int chance; chance = number_percent(); for ( ch = char_list; ch != NULL; ch = ch->next ) { if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_FAE) && ch->position != POS_STUNNED) fae_update(ch); victim = ch->blinkykill; if (victim != NULL) { if (IS_SET(ch->flag3, AFF3_BLINK_1ST_RD)) { REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD); SET_BIT(ch->flag3, AFF3_BLINK_2ND_RD); } else if (IS_SET(ch->flag3, AFF3_BLINK_2ND_RD)) { REMOVE_BIT(ch->flag3, AFF3_BLINK_2ND_RD); REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD); /* Has the victim left? */ if (victim->in_room != ch->in_room) { SET_BIT(ch->affected_by2,EXTRA_BLINKY); victim = NULL; act("$n pops back into existence.", ch, NULL, NULL, TO_ROOM); stc("You pop back into existence.\n\r", ch); stc("Your victim is no longer in the room.\n\r", ch); break; } SET_BIT(ch->affected_by2,EXTRA_BLINKY); act("$n pops back into existence next to $N.", ch,NULL,victim, TO_NOTVICT); act("You pop back into existence next to $N.", ch, NULL,victim, TO_CHAR); act("$n pops back into existence next to you.", ch, NULL,victim, TO_VICT); if (!is_safe(ch,victim)) { if (ch->hit > 0) { set_fighting(ch, victim, TRUE); do_say(ch, "Muhahahahahaha"); multi_hit(ch, victim, gsn_blinky); multi_hit(ch, victim, gsn_blinky); if (IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_THIRD) != NULL) multi_hit(ch, victim, gsn_blinky); if (IS_SET(ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_FOURTH) != NULL) multi_hit(ch, victim, gsn_blinky); update_pos(victim); } } } } /*end of blink*/ ch_next = ch->next; if (!IS_NPC(ch)) { if (ch->fight_timer > 0) ch->fight_timer--; if (ch->pcdata->agg_counter > 0) { ch->pcdata->agg_counter--; if (ch->pcdata->agg_counter == 0) { ch->pcdata->aggress_from = 0; ch->pcdata->aggress_towards = 0; } } } if (ch->rage > 0 && IS_CLASS(ch, CLASS_DEMON)) ch->rage--; if ( ch->embracing != NULL ) { emb = ch->embracing; if ( emb == NULL ) ch->embracing = NULL; if ( ch->in_room != emb->in_room ) { if ( emb->embraced != NULL ) { emb->embraced = NULL; ch->embracing = NULL; } else ch->embracing = NULL; } } if ( ch->embraced != NULL ) { emb = ch->embraced; if ( emb == NULL ) ch->embraced = NULL; if ( ch->in_room != emb->in_room ) { if ( emb->embracing != NULL ) { emb->embracing = NULL; ch->embraced = NULL; } else ch->embraced = NULL; } } if ( IS_SET(ch->monkstuff, MONK_DEATH) ) { if ( ch->hit > (ch->max_hit /2 ) ) { ch->hit -= number_range( 50,200 ); stc("Your writhe in agony as magical energies tear you asunder.\n\r",ch); act("$n writhes in agony as magical forces tear apart $s body.",ch,NULL,NULL,TO_ROOM); } else { if ( number_range(1,2) == 1 ) { stc("You feel the magical forces leave your body.\n\r",ch); act("The magical forces leave $n's body.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->monkstuff, MONK_DEATH); } else { ch->hit -= number_range( 50,200 ); stc("Your writhe in agony as magical energies tear you asunder.\n\r",ch); act("$n writhes in agony as magical forces tear apart $s body.",ch,NULL,NULL,TO_ROOM); } } } if (IS_SET(ch->monkstuff, MONK_HEAL)) { if (ch->hit < (ch->max_hit /2 ) && ch->hit > 0) { if (ch->hit < ch->max_hit) ch->hit += number_range( 200,400 ); if ( ch->move < ch->max_move ) ch->move += number_range( 175,400 ); stc("Your body emits glowing sparks.\n\r",ch); act("$n's body emits glowing sparks and fizzes.",ch,NULL,NULL,TO_ROOM); } else if (ch->hit > 0) { if ( number_range( 1,2 ) == 1 ) { stc("The sparks fizzle and die.\n\r",ch); act("The sparks around $n's body fizzle and die.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->monkstuff, MONK_HEAL); } else { if ( ch->hit < ch->max_hit ) ch->hit += number_range( 200,400 ); if ( ch->move < ch->max_move ) ch->move += number_range( 175,400 ); stc("Your body emits glowing sparks.\n\r",ch); act("$n's body emits glowing sparks and fizzes.",ch,NULL,NULL,TO_ROOM); } } } if ((victim = ch->fighting ) == NULL || ch->in_room == NULL) continue; if (!IS_NPC(ch) && !IS_NPC(victim) && !is_safe(ch, victim) && !is_safe(victim,ch)) { if (ch->fight_timer < 9) ch->fight_timer = 10; else if (ch->fight_timer < 25) ch->fight_timer += 3; if (ch->pcdata->aggress_towards != 0 || ch->pcdata->aggress_from != 0) { if (ch->pcdata->agg_counter < 9) ch->pcdata->agg_counter = 10; else if (ch->pcdata->agg_counter < 25) ch->pcdata->agg_counter += 3; } } if (IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room) multi_hit( ch, victim, TYPE_UNDEFINED ); else stop_fighting(ch, FALSE); if ((victim = ch->fighting ) == NULL) continue; /* * Fun for the whole family! */ for ( rch = ch->in_room->people; rch != NULL; rch = rch_next ) { rch_next = rch->next_in_room; if ( IS_AWAKE(rch) && rch->fighting == NULL ) { /* * Mount's auto-assist their riders and vice versa. */ if ( (mount = rch->mount) != NULL ) { if (mount == ch) multi_hit( rch, victim, TYPE_UNDEFINED ); continue; } /* * PC's auto-assist others in their group. */ if (!IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM)) { if ((!IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM)) && is_same_group(ch, rch)) { if (!IS_NPC(rch) && !IS_NPC(victim) && IS_SET(rch->act, PLR_NOASSIST) && getMight(victim) < getMight(rch) * 0.6) continue; multi_hit( rch, victim, TYPE_UNDEFINED); } continue; } /* * NPC's assist NPC's of same type or 12.5% chance regardless. */ if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) ) { if (rch->pIndexData == ch->pIndexData || number_bits(3) == 0) { CHAR_DATA *vch; CHAR_DATA *target; int number; target = NULL; number = 0; for ( vch = ch->in_room->people; vch; vch = vch->next ) { if (can_see(rch,vch) && is_same_group(vch, victim) && number_range(0,number)==0) { target = vch; number++; } } if ( target != NULL ) multi_hit( rch, target, TYPE_UNDEFINED ); } } } } } return; } void fae_update(CHAR_DATA *ch) { if (ch->hit < 1) return; if (ch->pcdata->powers[FAE_PLASMA_TICK] > ch->pcdata->powers[FAE_PLASMA]) { ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_PLASMA_TICK] * number_range(200,400)); send_to_char("#oYou scream in pain as you lose control over the forces of plasma.#n\n\r",ch); act("$n screams in pain, strange plasma flows from $s body.", ch, NULL, NULL, TO_ROOM); ch->pcdata->powers[FAE_PLASMA_TICK] = 0; ch->pcdata->powers[FAE_PLASMA_GROWTH] = 0; } if (ch->pcdata->powers[FAE_WILL_TICK] > ch->pcdata->powers[FAE_WILL]) { ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_WILL_TICK] * number_range(200,400)); send_to_char("#oYou scream in pain as you lose concentration and your willpower crumbles.#n\n\r",ch); act("$n screams in pain, and clutches $s head.", ch, NULL, NULL, TO_ROOM); ch->pcdata->powers[FAE_WILL_TICK] = 0; ch->pcdata->powers[FAE_WILL_GROWTH] = 0; } if (ch->pcdata->powers[FAE_ENERGY_TICK] > ch->pcdata->powers[FAE_ENERGY]) { ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_ENERGY_TICK] * number_range(200,400)); send_to_char("#oYou scream in pain as you lose control over the forces of energy.#n\n\r",ch); act("$n screams in pain, strange energies flows from $s body.", ch, NULL, NULL, TO_ROOM); ch->pcdata->powers[FAE_ENERGY_TICK] = 0; ch->pcdata->powers[FAE_ENERGY_GROWTH] = 0; } if (ch->pcdata->powers[FAE_MATTER_TICK] > ch->pcdata->powers[FAE_MATTER]) { ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_MATTER_TICK] * number_range(200,400)); send_to_char("#oYou scream in pain as you lose control over the forces of matter.#n\n\r",ch); act("$n screams in pain, strange matter flows from $s body.", ch, NULL, NULL, TO_ROOM); ch->pcdata->powers[FAE_MATTER_TICK] = 0; ch->pcdata->powers[FAE_MATTER_GROWTH] = 0; } if (ch->pcdata->powers[FAE_PLASMA_GROWTH] > 0) { ch->pcdata->powers[FAE_PLASMA_TICK] += ch->pcdata->powers[FAE_PLASMA_GROWTH]; send_to_char("#yYou channel more #Gplasma#y from your surroundings into your body.#n\n\r",ch); } if (ch->pcdata->powers[FAE_MATTER_GROWTH] > 0) { ch->pcdata->powers[FAE_MATTER_TICK] += ch->pcdata->powers[FAE_MATTER_GROWTH]; send_to_char("#yYou channel more #Gmatter#y from your homeplane into existance.#n\n\r",ch); } if (ch->pcdata->powers[FAE_ENERGY_GROWTH] > 0) { ch->pcdata->powers[FAE_ENERGY_TICK] += ch->pcdata->powers[FAE_ENERGY_GROWTH]; send_to_char("#yYou channel more #Genergy#y from the arcane into your mind.#n\n\r",ch); } if (ch->pcdata->powers[FAE_WILL_GROWTH] > 0) { ch->pcdata->powers[FAE_WILL_TICK] += ch->pcdata->powers[FAE_WILL_GROWTH]; send_to_char("#yYou concentrate on your #Gwillpower#y, focusing your thoughts into combat.#n\n\r",ch); } return; } /* * Do one group of attacks. */ void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { OBJ_DATA *wield; OBJ_DATA *wield1; OBJ_DATA *wield2; OBJ_DATA *wield3; OBJ_DATA *wield4; char buf[MAX_STRING_LENGTH]; int sn, level, chance, unarmed, maxcount,countup = -1,x,wieldie,i; AFFECT_DATA af; int wieldorig = 0; int wieldtype = 0; if ( ch->position < POS_SLEEPING ) return; if ( IS_CREATOR(ch) || IS_CLASS(ch, CLASS_MONK) ) { if (!IS_NPC(ch) && wieldorig == 0 ) { if (countup == 0) unarmed = number_range(0,3); else if (countup == 1) unarmed = number_range(4,7); else unarmed = number_range(0,7); if (!IS_NPC(ch) && ch->cmbt[unarmed] != 0 && wieldorig == 0) fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype); } } if ( dt == gsn_headbutt ) { one_hit( ch, victim, dt, 1 ); return; } if ( dt == gsn_hooves ) { one_hit( ch, victim, dt, 1 ); one_hit( ch, victim, dt, 1 ); if (number_range(1,3) != 2) { one_hit( ch, victim, dt, 1 ); one_hit( ch, victim, dt, 1 ); } return; } if ( dt == gsn_laser ) { one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); return; } if (dt == gsn_claws) { one_hit( ch, victim, dt, 1 ); one_hit( ch, victim, dt, 1 ); return; } if (dt == gsn_tentacle) { int x; act("You shoot forth a shower of tentacles to destroy $N.", ch, NULL, victim, TO_CHAR); act("$n shoots forth a shower of tentacles aiming straight at you.", ch, NULL, victim, TO_VICT); act("$n shoots forth a shower of tentacles striking $N.", ch, NULL, victim, TO_NOTVICT); x = number_range(2, 5); while (--x >= 0) one_hit(ch, victim, dt, 1); return; } if ( dt == gsn_fangs ) { one_hit( ch, victim, dt, 1 ); return; } if ( dt== gsn_quills) { if ( (IS_CLASS(ch,CLASS_WEREWOLF)) && (ch->power[DISC_WERE_PAIN] > 9)) { one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); } one_hit(ch,victim,dt,1); return; } if (dt == gsn_darktendrils && IS_CLASS(ch, CLASS_DROW)) { one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); return; } if ( dt==gsn_venomtong) { one_hit(ch,victim,dt,1); return; } if ( dt==gsn_spiketail) { one_hit(ch,victim,dt,1); return; } if ( dt==gsn_badbreath) { one_hit(ch,victim,dt,1); return; } if ( dt==gsn_magma) { one_hit(ch,victim,dt,1); return; } if ( dt==gsn_shards) { one_hit(ch,victim,dt,1); return; } if ( dt==gsn_cheapshot) { send_to_char("You stun them with a shoulder charge!\n\r",ch); send_to_char("You are stunned by a shoulder charge!\n\r",victim); one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); return; } if ( dt == gsn_buffet ) { one_hit( ch, victim, dt, 1 ); return; } if ( dt == gsn_sweep ) { one_hit( ch, victim, dt, 1 ); return; } if ( dt == gsn_rfangs ) { one_hit( ch, victim, dt, 1); return; } if (dt==gsn_heavenlyaura) { if (IS_CLASS(ch, CLASS_MONK)) x = number_range(1,4); else { if (IS_CLASS(victim, CLASS_SAMURAI)) x = number_range(3,5); // angels don't like em samurais. else x = number_range(2,5); } for (i=0; i < x; i++) one_hit(ch,victim,dt,1); return; } if (dt==gsn_mageshield) { if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD)) { one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); one_hit(ch,victim,dt,1); } return; } if (dt == gsn_bash) // giants only, mind you. { for (i = 1; i < ch->pcdata->rank; i++) { x = number_range(1,3); if (x == 1) one_hit(ch,victim,gsn_thwack,1); else if (x == 2) one_hit(ch,victim,gsn_smack,1); else one_hit(ch,victim,gsn_bash,1); } ch->pcdata->powers[GIANT_ATTACK] = x; // setting the attack bit. return; } if ( dt == gsn_bladespin) { if (number_range(1,2)==1) one_hit(ch,victim,dt,1); if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningkick,1); if (number_range(1,2)==1) one_hit(ch,victim,gsn_knee,1); if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningslash,1); if ((ch->wpn[0] >= 1000) && (ch->wpn[3] >= 1000) && (ch->wpn[6] >= 1000) && (ch->wpn[9] >= 1000) && (ch->wpn[1] >= 1000) && (ch->wpn[4] >= 1000) && (ch->wpn[7] >= 1000) && (ch->wpn[10] >= 1000) && (ch->wpn[2] >= 1000) && (ch->wpn[5] >= 1000) && (ch->wpn[8] >= 1000) && (ch->wpn[11] >= 1000) && (ch->wpn[12] >= 1000)) { if (number_range(1,2)==1) one_hit(ch,victim,dt,1); if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningkick,1); if (number_range(1,2)==1) one_hit(ch,victim,gsn_knee,1); if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningslash,1); } return; } wield1 = get_eq_char( ch, WEAR_WIELD ); wield2 = get_eq_char( ch, WEAR_HOLD ); wield3 = get_eq_char( ch, WEAR_THIRD ); wield4 = get_eq_char( ch, WEAR_FOURTH); if ( wield1 != NULL && wield1->item_type == ITEM_WEAPON ) wieldorig = 1; if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON ) wieldorig += 2; if ( wield3 != NULL && wield3->item_type == ITEM_WEAPON ) wieldorig += 4; if ( wield4 != NULL && wield4->item_type == ITEM_WEAPON ) wieldorig += 8; wieldtype = wieldorig; wieldie = number_range(1,4); if ( wieldorig == 15 ) { if (wieldie == 2) wieldtype = 8; else wieldtype = 4; } if ( wieldorig == 14 ) { if (wieldie == 2) wieldtype = 8; else if (wieldie == 1) wieldtype = 4; else if (wieldie == 3) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 13 ) { if ( wieldie == 1) wieldtype = 8; else if (wieldie == 2) wieldtype = 4; else wieldtype = 1; } if ( wieldorig == 12 ) { if ( wieldie == 1 ) wieldtype = 8; else wieldtype = 4; } if ( wieldorig == 11 ) { if ( wieldie == 1 ) wieldtype = 8; if ( wieldie == 2 ) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 10 ) { if ( wieldie == 1 ) wieldtype = 8; else wieldtype = 2; } if ( wieldorig == 9 ) { if ( wieldie == 1 ) wieldtype = 8; else wieldtype = 1; } if ( wieldorig == 8 ) wieldtype = 8; if ( wieldorig == 7 ) { if ( wieldie == 1 ) wieldtype = 4; else if ( wieldie == 2 ) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 6 ) { if ( wieldie == 1 || wieldie == 2) wieldtype = 2; else wieldtype = 4; } if ( wieldorig == 5 ) { if ( wieldie == 1) wieldtype = 4; else wieldtype = 1; } if ( wieldorig == 4 ) wieldtype = 4; if ( wieldorig == 3 ) { if ( wieldie == 2 || wieldie == 4) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 2 ) wieldtype = 2; if ( wieldorig == 1 ) wieldtype = 1; if ( wieldtype == 8 ) wield = wield4; else if ( wieldtype == 4 ) wield = wield3; else if ( wieldtype == 2 ) wield = wield2; else wield = wield1; if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 5) { int stance = ch->stance[0]; if (ch->stance[stance] >= 200) { special_move(ch,victim); return; } } unarmed = 0; if (IS_SET( ch->flag2, VAMP_OBJMASK) ) { act("You return to your normal form.",ch,NULL,NULL,TO_CHAR); sprintf(buf,"%s reforms as %s.\n\r",ch->morph, ch->name ); act(buf,ch,NULL,NULL,TO_ROOM); free_string(ch->morph); free_string(ch->objdesc); ch->long_descr = str_dup(""); REMOVE_BIT(ch->flag2, VAMP_OBJMASK); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); } one_hit( ch, victim, dt, wieldtype ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; /* Only want one spell per round from spell weapons...otherwise it's * too powerful, and would unbalance player killing (as this is a PK mud). */ if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) { dt += wield->value[3]; if (wield->value[0] >= 1) { /* Look, just don't ask... KaVir */ if (wield->value[0] >= 1000) sn = wield->value[0] - ((wield->value[0] / 1000) * 1000); else sn = wield->value[0]; if (sn != skill_lookup("gas breath") && sn != skill_lookup("desanct") && sn != skill_lookup("faith armor") && sn != 0) { if (victim->position == POS_FIGHTING) (*skill_table[sn].spell_fun) (sn,wield->level,ch,victim); } } } } if ( victim == NULL || victim->position != POS_FIGHTING ) return; if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_garotte || dt == gsn_headbutt || dt == gsn_circle ) return; maxcount = number_attacks(ch, victim); if (!IS_NPC(ch)) { chance = 0; if (wield != NULL && wield->item_type == ITEM_WEAPON) { int tempnum = wield->value[3]; chance = (ch->wpn[tempnum]) * 0.5; } else chance = (ch->wpn[0]) * 0.5; if (number_percent() <= chance) maxcount += 1; } if (wieldorig == 3) maxcount += 1; for (countup = 0; countup <= maxcount; countup++) { wieldtype = wieldorig; if ( wieldorig == 15 ) { if (wieldie == 2) wieldtype = 8; else wieldtype = 4; } if ( wieldorig == 14 ) { if (wieldie == 2) wieldtype = 8; else if (wieldie == 1) wieldtype = 4; else if (wieldie == 3) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 13 ) { if ( wieldie == 1) wieldtype = 8; else if (wieldie == 2) wieldtype = 4; else wieldtype = 1; } if ( wieldorig == 12 ) { if ( wieldie == 1 ) wieldtype = 8; else wieldtype = 4; } if ( wieldorig == 11 ) { if ( wieldie == 1 ) wieldtype = 8; if ( wieldie == 2 ) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 10 ) { if ( wieldie == 1 ) wieldtype = 8; else wieldtype = 2; } if ( wieldorig == 9 ) { if ( wieldie == 1 ) wieldtype = 8; else wieldtype = 1; } if ( wieldorig == 7 ) { if ( wieldie == 1 ) wieldtype = 4; else if ( wieldie == 2 ) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 6 ) { if ( wieldie == 1 || wieldie == 2) wieldtype = 2; else wieldtype = 4; } if ( wieldorig == 5 ) { if ( wieldie == 1) wieldtype = 4; else wieldtype = 1; } if ( wieldorig == 3 ) { if ( wieldie == 2 || wieldie == 4) wieldtype = 2; else wieldtype = 1; } one_hit( ch, victim, -1, wieldtype ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if ( ch->fighting != victim ) return; } if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FANGS)) { if (!IS_NPC(victim)) { one_hit(ch,victim, (TYPE_HIT + 10),0); one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 ); } else { one_hit(ch,victim, (TYPE_HIT + 10),1); one_hit( ch, victim, ( TYPE_HIT + 10 ), 1 ); } } if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_SPIKETAIL) && number_range(1,3) == 1) { if (IS_NPC(victim)) { one_hit( ch, victim, gsn_spiket, 0); one_hit( ch, victim, gsn_spiket, 1); } else one_hit( ch, victim, gsn_spiket, 0); } /* Golems speciels */ if (IS_NPC(ch)) { if (ch->pIndexData->vnum == MOB_VNUM_FIRE) { if ((sn = skill_lookup( "curse" ) ) > 0) (*skill_table[sn].spell_fun) (sn,50,ch,victim); if ((sn = skill_lookup( "imp faerie fire" ) ) > 0) (*skill_table[sn].spell_fun) (sn,50,ch,victim); } if (ch->pIndexData->vnum == MOB_VNUM_STONE && (char_damroll(victim) > 0 || char_hitroll(victim) > 0)) { af.type = skill_lookup("reserved"); af.duration = 20; af.location = APPLY_DAMROLL; af.modifier = -50; af.bitvector = 0; affect_to_char(victim, &af ); af.type = skill_lookup("reserved"); af.duration = 20; af.location = APPLY_HITROLL; af.modifier = -50; af.bitvector = 0; affect_to_char(victim, &af ); send_to_char("You feel weak in the presence of the stone golem.\n\r",victim); } if (ch->pIndexData->vnum == MOB_VNUM_CLAY) { if ((sn = skill_lookup( "clay" ) ) > 0) (*skill_table[sn].spell_fun) (sn,50,ch,victim); } if (ch->pIndexData->vnum == MOB_VNUM_IRON) { if ((sn = skill_lookup( "group heal" ) ) > 0) (*skill_table[sn].spell_fun) (sn,50,ch,victim); } } if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_SHARDS) && number_range(1,3) == 1) one_hit( ch, victim, gsn_shards, 0); if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_MAGMA) && number_range(1,3) == 1) { if (IS_NPC(victim)) { one_hit( ch, victim, gsn_magma, 0); one_hit( ch, victim, gsn_magma, 1); } else one_hit( ch, victim, gsn_magma, 0); } if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_VENOMTONG) && number_range(1,3) == 1) one_hit( ch, victim, gsn_venomt, 0); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if (!IS_NPC(ch) && !IS_NPC(victim)) // pkpower { if (get_ratio(ch) > 2499) { i = number_range(1,10); if (i < 5) one_hit(ch,victim, gsn_supreme,0); else if (i < 7) one_hit(ch,victim, gsn_supreme,1); else ; } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRONE) && number_range(1,3) != 2) { if (ch->pcdata->powers[DRONE_EVASION] > 2 && ch->pcdata->powers[DRONE_FOCUS] > 2 && ch->pcdata->powers[DRONE_FORTITUDE] > 2) multi_hit(ch, victim, gsn_tentacle); } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HOBBIT)) { if (ch->pcdata->powers[HOBBIT_DISHES] > 5) one_hit(ch, victim, gsn_thrownpie, 1); if (ch->pcdata->powers[HOBBIT_DISHES] > 10) one_hit(ch, victim, gsn_thrownpie, 1); if (ch->pcdata->powers[HOBBIT_DISHES] > 15) one_hit(ch, victim, gsn_thrownpie, 1); } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHAPESHIFTER)) { if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) { one_hit(ch,victim, gsn_fangs, 1); if (ch->pcdata->powers[HYDRA_LEVEL]>0) one_hit(ch,victim, gsn_fangs, 1); if (ch->pcdata->powers[HYDRA_LEVEL]>1) one_hit(ch,victim, gsn_fangs, 1); if (ch->pcdata->powers[HYDRA_LEVEL]>3) one_hit(ch,victim, gsn_fangs, 1); if (ch->pcdata->powers[HYDRA_LEVEL]>4) one_hit(ch,victim, gsn_fangs, 1); } if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) { if (ch->pcdata->powers[TIGER_LEVEL]>0) multi_hit(ch, victim, gsn_claws); if (ch->pcdata->powers[TIGER_LEVEL]>1) multi_hit(ch, victim, gsn_fangs); } if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) { if (ch->pcdata->powers[BULL_LEVEL]>0) multi_hit(ch, victim, gsn_headbutt); if (ch->pcdata->powers[BULL_LEVEL]>1) multi_hit(ch, victim, gsn_hooves); } if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) { if (IS_NPC(victim)) { one_hit(ch, victim, gsn_fireball,1); one_hit(ch, victim, gsn_fireball,1); } else { one_hit(ch, victim, gsn_fireball,0); one_hit(ch, victim, gsn_fireball,0); } if (ch->pcdata->powers[FAERIE_LEVEL] > 1) one_hit(ch, victim, gsn_buffet,1); } } if (!IS_NPC(ch) && ch->level > 2) { if (IS_VAMPAFF(ch,VAM_HORNS) && number_range(1,3) == 1) multi_hit( ch, victim, gsn_headbutt ); } if (IS_CLASS(ch, CLASS_TANARRI) && !IS_NPC(ch)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FANGS)) { one_hit(ch, victim, gsn_fangs, 1); if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) one_hit(ch, victim, gsn_fangs, 1); } if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FIERY)) { one_hit(ch, victim, gsn_fiery, 1); if (IS_CLASS(victim, CLASS_ANGEL)) one_hit(ch, victim, gsn_fiery, 1); } } if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) && ch->pcdata->powers[WEAPONSKILL] > 9) { one_hit(ch,victim,gsn_lightningslash,1); one_hit(ch,victim,gsn_lightningslash,1); one_hit(ch,victim,gsn_lightningslash,1); } if (IS_CLASS(ch, CLASS_NINJA) && !IS_NPC(ch)) { if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_KNIFESHIELD)) { one_hit(ch, victim, gsn_knifespin, 1); one_hit(ch, victim, gsn_knifespin, 1); one_hit(ch, victim, gsn_knifespin, 1); } if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE)) one_hit(ch, victim, gsn_gutcutter, 1); } if (IS_CLASS(ch, CLASS_LICH)) { if (ch->pcdata->powers[CON_LORE] > 4) one_hit(ch,victim, gsn_fireball,1); if (ch->pcdata->powers[NECROMANTIC] > 4) one_hit(ch,victim, gsn_chillhand,1); if (ch->pcdata->powers[DEATH_LORE] > 4) one_hit(ch,victim, gsn_deathaura,1); } if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch,DEM_HORNS) && number_range(1,3) == 1) one_hit( ch, victim, gsn_headbutt, 0 ); if (IS_CLASS(ch, CLASS_DEMON) && number_range(1,3) == 1 && ch->power[DISC_DAEM_HELL] > 3) one_hit(ch, victim, gsn_hellfire, 0); if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch, DEM_TAIL) && number_range(1,2) == 2) one_hit( ch, victim, gsn_sweep, 0 ); if (!IS_NPC(ch)) { if (IS_VAMPAFF(ch,VAM_TAIL) && number_range(1,2) == 1) multi_hit( ch, victim, gsn_sweep ); } if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_HEAD) && number_range(1,2) == 1) { multi_hit( ch, victim, gsn_fangs ); } if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_QUILLS) && IS_CLASS(ch, CLASS_WEREWOLF)) multi_hit(ch,victim,gsn_quills); if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_BLADESPIN) && IS_CLASS(ch, CLASS_SAMURAI)) multi_hit(ch,victim,gsn_bladespin); if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT)) multi_hit(ch,victim, gsn_bash); if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKTENDRILS) && IS_CLASS(ch, CLASS_DROW)) multi_hit(ch,victim,gsn_darktendrils); if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_MULTIARMS) && IS_CLASS(ch, CLASS_MAGE)) multi_hit(ch,victim,gsn_mageshield); if (!IS_NPC(ch) && ch->monkab[BODY] > 3 && IS_CLASS(ch, CLASS_MONK)) multi_hit(ch,victim,gsn_heavenlyaura); if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_ANGEL)) { if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA)) multi_hit(ch,victim,gsn_heavenlyaura); if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO)) { switch(number_range(1,5)) { default : break; case 1 : if ((sn = skill_lookup( "curse" ) ) > 0) (*skill_table[sn].spell_fun) (sn,50,ch,victim); break; case 2 : if ((sn = skill_lookup( "web" ) ) > 0) (*skill_table[sn].spell_fun) (sn,50,ch,victim); break; case 3 : if ((sn = skill_lookup( "imp heal" ) ) > 0) (*skill_table[sn].spell_fun) (sn,50,ch,victim); break; case 4 : if ((sn = skill_lookup( "imp fireball" ) ) > 0) (*skill_table[sn].spell_fun) (sn,50,ch,victim); break; case 5 : if ((sn = skill_lookup( "godbless" ) ) > 0) (*skill_table[sn].spell_fun) (sn,50,ch,victim); break; } } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DROID)) { one_hit(ch, victim, gsn_pincers, 1); one_hit(ch, victim, gsn_pincers, 1); if (IS_SET(ch->newbits, NEW_CUBEFORM)) { one_hit(ch, victim, gsn_stinger, 1); one_hit(ch, victim, gsn_stinger, 1); } } if (!IS_NPC(ch)&& IS_CLASS(ch,CLASS_WEREWOLF)) { if (IS_SET(ch->newbits,NEW_SLAM) && number_range(1,5-ch->power[DISC_WERE_BEAR]/3)==1) multi_hit(ch,victim,gsn_cheapshot); } if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_WINGS) && number_range(1,2) == 1 && ch->level > 2) multi_hit( ch, victim, gsn_buffet ); if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_WINGS) && number_range(1,2) == 1 && ch->level > 2) multi_hit( ch, victim, gsn_buffet ); if (IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_WINGS) && number_range(1,3) == 1) one_hit(ch, victim, gsn_buffet, 0 ); if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_WEREWOLF) && ch->power[DISC_WERE_RAPT] > 0) multi_hit(ch,victim,gsn_rfangs); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_SERPENTIS)) spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim ); else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] > 0) spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim ); else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON)) spell_poison(gsn_poison,(ch->level*number_range(10,20)),ch,victim); if (victim->itemaffect < 1) return; if (IS_NPC(victim) || victim->spl[1] < 4) level = victim->level; else level = (victim->spl[1] * 0.25); if (IS_SET(victim->newbits, NEW_MONKFLAME) && !IS_AFFECTED(ch, AFF_FLAMING)) { if (number_percent() > 95) { SET_BIT(ch->affected_by, AFF_FLAMING); if (!IS_CLASS(ch, CLASS_WEREWOLF)) { act("Your flaming hands catch $n on fire!", ch, NULL, victim, TO_VICT); act("$N's flaming hands catch $n on fire!", ch, NULL, victim, TO_NOTVICT); act("$N's flaming hands catch you on fire!.", ch, NULL, victim, TO_CHAR); } else { act("Your flaming claws catch $n on fire!", ch, NULL, victim, TO_VICT); act("$N's flaming claws catch $n on fire!", ch, NULL, victim, TO_NOTVICT); act("$N's flaming claws catch you on fire!.", ch, NULL, victim, TO_CHAR); } } else return; } if (!IS_NPC(victim)) { if (IS_SET(victim->pcdata->powers[AURAS], DEATH_AURA) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) { while (number_range(1,2) != 1) one_hit(victim,ch,gsn_deathaura,0); } if (IS_SET(victim->pcdata->powers[AURAS], FEAR_AURA) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) && (char_damroll(ch) > 0 || char_hitroll(ch) > 0)) { af.type = skill_lookup("reserved"); af.duration = 20; af.location = APPLY_DAMROLL; af.modifier = -20; af.bitvector = 0; affect_to_char(ch, &af ); af.type = skill_lookup("reserved"); af.duration = 20; af.location = APPLY_HITROLL; af.modifier = -20; af.bitvector = 0; affect_to_char(ch, &af ); send_to_char("You piss your pants out of fear.\n\r",ch); } } if (IS_ITEMAFF(victim, ITEMA_TATTOO) && ch->position == POS_FIGHTING) { int tdam; tdam = number_range(500, 1500); if (IS_NPC(ch)) tdam *= 3; if (tdam > victim->damcap[DAM_CAP]) tdam = victim->damcap[DAM_CAP]; if (tdam > ch->hit - 1) tdam = ch->hit - 1; if (tdam < 0) tdam = 0; damage(victim, ch, tdam, gsn_tattoo); } if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD) && ch->position == POS_FIGHTING) if ( (sn = skill_lookup( "lightning bolt" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && ch->position == POS_FIGHTING) if ( (sn = skill_lookup( "fireball" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); if (IS_ITEMAFF(victim, ITEMA_ICESHIELD) && ch->position == POS_FIGHTING) if ( (sn = skill_lookup( "chill touch" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD) && ch->position == POS_FIGHTING) if ( (sn = skill_lookup( "acid blast" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING) if ( (sn = skill_lookup( "chaos blast" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); return; } int number_attacks( CHAR_DATA *ch, CHAR_DATA *victim ) { int count = 1; if (IS_NPC(ch)) { if (ch->level >= 50) count += 1; if (ch->level >= 100) count += 1; if (ch->level >= 500) count += 1; if (ch->level >= 1000) count +=1; if (ch->level >= 1500) count +=1; if (ch->level >= 2000) count +=2; if( ch->pIndexData->extra_attack > 20) count += 20; else count += ch->pIndexData->extra_attack; return count; } if (IS_NPC(victim)) { if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) count += 1; else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) count += 1; else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) count += 1; else if ( IS_STANCE(ch, STANCE_WOLF) && number_percent() < ch->stance[STANCE_WOLF] * 0.5) count += 2; else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_SPEED) && number_percent() < ch->stance[(ch->stance[0])] * 0.5 ) count += 2; if (!IS_NPC(ch)) { if (ch->pcdata->upgrade_level > 0) count += ch->pcdata->upgrade_level; if (ch->pcdata->relrank > 0 ) count += ch->pcdata->relrank; if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 0) { count += .5; if (ch->power[DISC_VAMP_CELE] > 5) { count += .5; if ( ch->power[DISC_VAMP_CELE] > 7) { count += .5; if ( ch->power[DISC_VAMP_CELE] > 9) count += .5; } } } if (IS_CLASS(ch, CLASS_NINJA)) count += ch->pcdata->powers[NINJA_MARTIAL] / 5; if (IS_CLASS(ch, CLASS_GIANT)) count += ch->pcdata->rank/1.5; if (IS_CLASS(ch, CLASS_DRONE)) count += ch->pcdata->powers[DRONE_FOCUS] * 2; if (IS_CLASS(ch, CLASS_FAE)) { if (ch->pcdata->powers[FAE_PLASMA] > 7) count+=2; if (ch->pcdata->powers[FAE_MATTER] > 7) count+=2; if (ch->pcdata->powers[FAE_ENERGY] > 7) count+=2; if (ch->pcdata->powers[FAE_WILL] > 7) count+=2; } if (IS_CLASS(ch, CLASS_TANARRI)) count += ch->pcdata->rank; if (IS_CLASS(ch, CLASS_DROID)) { count += ch->pcdata->powers[DROID_SPEED] / 2; // max 3 at speed 6 if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_EXTRA_ARMS)) count += 2; } if (IS_CLASS(ch, CLASS_HOBBIT)) count += ch->pcdata->powers[HOBBIT_DISHES]/4; if (IS_CLASS(ch, CLASS_ANGEL)) count += ch->pcdata->powers[ANGEL_JUSTICE]; if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->power[DISC_WERE_LYNX] > 2) count += 2; if (ch->power[DISC_WERE_BOAR] > 6) { if( ch->move > 20000 ) count += 5; else count += ch->move/4000; } } if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) count += ch->pcdata->powers[WEAPONSKILL]/2; if (IS_CLASS(ch, CLASS_LICH)) count += 5; if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { count +=2; if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) count += ch->pcdata->powers[BULL_LEVEL]/2; if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) count += ch->pcdata->powers[TIGER_LEVEL]; if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) count += ch->pcdata->powers[FAERIE_LEVEL]; if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) count += ch->pcdata->powers[HYDRA_LEVEL]/2; } if ( IS_CLASS(ch, CLASS_DEMON)) { if (IS_DEMPOWER( ch, DEM_SPEED)) count += 2; if (IS_SET(ch->warp, WARP_QUICKNESS)) count += 3; } if (IS_CLASS(ch, CLASS_DROW)) { if (IS_SET(ch->special, SPC_DROW_WAR)) count += 2; if (IS_SET(ch->pcdata->powers[1],DPOWER_SPEED)) count += 3; } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) count += 4; if (IS_CLASS(ch, CLASS_SAMURAI)) count += 5; if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count += 2; } else { if (!IS_NPC(ch)) if (ch->pcdata->upgrade_level > 0) count += ch->pcdata->upgrade_level; if (!IS_NPC(ch)) if (ch->pcdata->relrank > 0 ) count += ch->pcdata->relrank; if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) count += 1; else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) count += 1; else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) count += 1; else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_SPEED) && number_percent() < ch->stance[(ch->stance[0])] * 0.5 ) count += 2; if (!IS_NPC(ch)) { if (rel_oppose(ch, victim)) { if (ch->in_room) { if (has_area_affect(ch->in_room->area, AREA_AFF_GZONE, ch->pcdata->religion)) count++; } } if (IS_CLASS(ch, CLASS_GIANT)) count += ch->pcdata->rank/1.5; if (IS_CLASS(ch, CLASS_NINJA)) count += ch->pcdata->powers[NINJA_MARTIAL] / 5; if (IS_CLASS(ch, CLASS_FAE)) { if (ch->pcdata->powers[FAE_PLASMA] > 7) count++; if (ch->pcdata->powers[FAE_MATTER] > 7) count++; if (ch->pcdata->powers[FAE_ENERGY] > 7) count++; if (ch->pcdata->powers[FAE_WILL] > 7) count++; } if (IS_CLASS(ch, CLASS_HOBBIT)) count += ch->pcdata->powers[HOBBIT_DISHES]/4; if (IS_CLASS(ch, CLASS_DROID)) { count += ch->pcdata->powers[DROID_SPEED] / 2; // max 3 at speed 6 if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_EXTRA_ARMS)) count += 2; } if ( IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->power[DISC_VAMP_CELE] > 0) count += 1; if (ch ->power[DISC_VAMP_CELE] > 5) count += 1; if (ch->power[DISC_VAMP_CELE] > 7) count += 1; if ( ch->power[DISC_VAMP_CELE] > 9) count += 1; } if ( IS_CLASS(ch, CLASS_MONK) && ch->monkab[COMBAT] > 0 ) count += ch->monkab[COMBAT]; if ( IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) count += 4; if (IS_CLASS(ch, CLASS_ANGEL)) count += 2; if (IS_CLASS(ch, CLASS_DRONE)) count += ch->pcdata->powers[DRONE_FOCUS] * 2; if (IS_CLASS(ch, CLASS_WEREWOLF)) { if ( ch->power[DISC_WERE_LYNX] > 2) count += 1; if ( ch->power[DISC_WERE_BOAR] > 6) { if (ch->move > 15000) count +=10; else count += (ch->move/1500); } } if (IS_CLASS(ch, CLASS_LICH)) count += 5; if (IS_CLASS(ch, CLASS_TANARRI)) { count += ch->pcdata->rank; if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) count += 3; } if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) count += ch->pcdata->powers[WEAPONSKILL]/3; if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count += 1; if (IS_CLASS(ch, CLASS_SAMURAI)) count +=5; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) count += 4; if (IS_CLASS(ch, CLASS_DEMON)&& ch->power[DISC_DAEM_ATTA] > 0) count += ch->power[DISC_DAEM_ATTA] / 2; if (IS_CLASS(ch, CLASS_DROW)) { if (IS_SET(ch->special, SPC_DROW_WAR)) count += 3; if (IS_SET(ch->pcdata->powers[1],DPOWER_SPEED)) count += 5; } } if (victim->power[DISC_VAMP_CELE] >= 3) count -= victim->power[DISC_VAMP_CELE] / 3; if (victim->power[DISC_WERE_MANT] >= 3) count -= victim->power[DISC_WERE_MANT] / 3; else if (IS_ITEMAFF(victim, ITEMA_AFFMANTIS)) count -= 1; if (victim->power[DISC_DAEM_ATTA] > 0) count -= victim->power[DISC_DAEM_ATTA] /2; if (number_range(1,4) == 2) count -= 1; } if ( count < 1) count = 1; return count; } /* * Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam, wdam; int diceroll; int level; int attack_modify; int right_hand; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; if ( !IS_NPC(ch) ) { if (IS_AFFECTED( ch, AFF_PEACE) && ch->fighting != NULL) REMOVE_BIT(ch->affected_by, AFF_PEACE); } if ( !IS_NPC(victim) ) { if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL) REMOVE_BIT(victim->affected_by, AFF_PEACE); } /* * Figure out the type of 'damage message. */ if (handtype == 8) { wield = get_eq_char( ch, WEAR_FOURTH ); right_hand = 8; } else if (handtype == 4) { wield = get_eq_char( ch, WEAR_THIRD ); right_hand = 4; } else if (handtype == 2) { wield = get_eq_char( ch, WEAR_HOLD ); right_hand = 2; } else if (handtype == 0) { wield = NULL; right_hand = 0; } else { if (IS_SET(ch->act, PLR_RIGHTHAND)) wield = get_eq_char( ch, WEAR_WIELD ); else if (IS_SET(ch->act, PLR_LEFTHAND)) wield = get_eq_char( ch, WEAR_HOLD ); else { if (number_range(1,10) > 4) wield = get_eq_char( ch, WEAR_HOLD ); else wield = get_eq_char( ch, WEAR_WIELD ); } right_hand = 1; // improve the right hand anyway... } if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; } if (ch->wpn[dt-1000] > 5) level = (ch->wpn[dt-1000] / 5); else level = 1; if (level > 40) level = 40; /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC(ch) ) { thac0_00 = 20; thac0_32 = 0; } else { thac0_00 = SKILL_THAC0_00; thac0_32 = SKILL_THAC0_32; } thac0 = interpolate( level, thac0_00, thac0_32 ) - char_hitroll(ch); victim_ac = UMAX( -100, char_ac(victim) / 10 ); if (!can_see( ch, victim )) victim_ac -= 4; if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)) victim_ac += 300; if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)) victim_ac += 200; if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)) victim_ac += 100; /* * The moment of excitement! */ while ((diceroll = number_bits( 5 ) ) >= 20) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ damage( ch, victim, 0, dt ); tail_chain( ); if (!is_safe(ch,victim)) { improve_wpn(ch,dt,right_hand); improve_stance(ch); } return; } /* * Hit. * Calc damage. */ if ( IS_NPC(ch) ) { dam = number_range( ch->level / 2, ch->level * 3 / 2 ); if ( wield != NULL ) dam += dam * 0.5; } else { if (dt == gsn_mageshield) { dam = (ch->spl[RED_MAGIC] + ch->spl[YELLOW_MAGIC] + ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] + ch->spl[BLUE_MAGIC])/5; dam = number_range(2*dam, 3*dam); } else if (wield != NULL && wield->item_type == ITEM_WEAPON) dam = dice( wield->value[1], wield->value[2] ); else if ( IS_VAMPAFF(ch, VAM_CLAWS) && IS_GAR1(ch, WOLF_RAZORCLAWS)) dam = dice( 25, 35 ); else if ( IS_VAMPAFF(ch,VAM_CLAWS)) dam = dice( 10, 20 ); else if ( IS_SET(ch->newbits, NEW_MONKADAM)) dam = dice( 10, 25 ); else dam = dice( 4, 10 ); } /* * Bonuses. */ dam += char_damroll(ch); if (!IS_AWAKE(victim)) dam *= 2; if (!IS_NPC(ch) && dt >= TYPE_HIT) dam = dam + (dam * (UMIN(350,(ch->wpn[dt-1000]+1)) / 60)); dam = up_dam(ch, victim, dam); /* superstance modifiers */ if(IS_NPC(victim)) { if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3) && ch->stance[(ch->stance[0])] >100) dam += dam * 1.5 * (ch->stance[(ch->stance[0])] / 200); else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2) && ch->stance[(ch->stance[0])] >100) dam += dam * 1.0 * (ch->stance[(ch->stance[0])] / 200); else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1) && ch->stance[(ch->stance[0])] >100) dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200); } else { if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3) && ch->stance[(ch->stance[0])] >100) dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200); else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2) && ch->stance[(ch->stance[0])] >100) dam += dam * 0.3 * (ch->stance[(ch->stance[0])] / 200); else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1) && ch->stance[(ch->stance[0])] >100) dam += dam * 0.1 * (ch->stance[(ch->stance[0])] / 200); } if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_3) && victim->stance[(victim->stance[0])] >100) dam *= 0.7; else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_2) && victim->stance[(victim->stance[0])] >100) dam *= 0.8; else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_1) && victim->stance[(victim->stance[0])] >100) dam *= 0.9; if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_SHAPESHIFTER) || IS_CLASS(victim, CLASS_HOBBIT))) { if (IS_CLASS(victim, CLASS_HOBBIT) || (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM && victim->pcdata->powers[FAERIE_LEVEL]>0)) { int growl = number_range(1,50); if (growl == 10 || growl == 20 || growl == 30 || growl == 40 || growl == 50) { stc("#3You dodge your opponents attack#n.\n\r",victim); stc("#3Your opponent dodges your attack#n.\n\r",ch); dam = 0; } } } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->newbits, NEW_DARKTENDRILS)) { int ddodge = number_range(1,50); if (ddodge == 10 || ddodge == 20 || ddodge == 30 || ddodge == 40 || ddodge == 50) { stc("#0You dark aura absorbs the damage#n.\n\r",victim); stc("#0Your opponent's dark aura absorbs your damage#n.\n\r",ch); dam = 0; } } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA) && IS_SET(victim->pcdata->powers[NINJA_BITS], NPOWER_BLUR)) { int ddodge = number_range(1,50); if (ddodge == 5 || ddodge == 20 || ddodge == 35 || ddodge == 50) { stc("#0You feel the strike pass through your shadow body#n.\n\r",victim); stc("#0You hit nothing but shadows#n.\n\r",ch); dam = 0; } } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_ILLUSIONS)) { int ddodge = number_range(1,50); if (ddodge == 10 || ddodge == 20 || ddodge == 30 || ddodge == 40 || ddodge == 50) { stc("#CYour illusion takes the blow, saving you from harm#n.\n\r",victim); stc("#CYour weapon passes through your opponent without doing any harm#n.\n\r",ch); dam = 0; } } if (!IS_NPC(ch) && wield != NULL) { if (number_range(1,6) == 2) { if (ch->fighting == victim && IS_WEAP(wield,WEAPON_VAMPIRIC)) { wdam = number_range(1,wield->level / 5 + 1); act("$p draws life from $n.",victim,wield,NULL,TO_ROOM); act("You feel $p drawing your life away.", victim,wield,NULL,TO_CHAR); hurt_person(ch,victim, wdam); if (victim->hit <= 0) return; } if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FLAMING) || IS_WEAP(wield, WEAPON_ELE_FLAME))) { wdam = number_range(1,wield->level / 4 + 1); if (!IS_SET(ch->act, PLR_BRIEF2)) act("$N is burned by your $p.", ch, wield, victim, TO_CHAR); if (!IS_SET(victim->act, PLR_BRIEF2)) act("You are burned by $n's $p.", ch, wield, victim, TO_VICT); fire_effect( (void *) victim,wield->level/2,wdam,TARGET_CHAR); hurt_person(ch, victim, wdam); if (victim->hit <= 0) return; } if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FROST) || IS_WEAP(wield, WEAPON_ELE_WATER))) { int sn = skill_lookup("chill touch"); if (!is_affected(victim,sn)) { wdam = number_range(1,wield->level / 6 + 2); if (!IS_SET(ch->act, PLR_BRIEF2)) act("Your $p freezes $N.", ch, wield, victim, TO_CHAR); if (!IS_SET(victim->act, PLR_BRIEF2)) act("You are frozen by $n's $p.", ch, wield, victim, TO_VICT); cold_effect(victim,wield->level/2,wdam,TARGET_CHAR); hurt_person(ch,victim, wdam); } if (victim->hit <= 0) return; } if (ch->fighting == victim && IS_WEAP(wield, WEAPON_ELE_EARTH) ) { wdam = number_range(1,wield->level / 5 + 2); act("$p covers $n in acid.",victim,wield,NULL,TO_ROOM); act("The corrosive touch of $p surrounds you with acid.", victim,wield,NULL,TO_CHAR); acid_effect(victim,wield->level/2,wdam,TARGET_CHAR); hurt_person(ch,victim, wdam); if (victim->hit <= 0) return; } if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_SHOCKING) || IS_WEAP(wield, WEAPON_ELE_AIR))) { wdam = number_range(1,wield->level/5 + 2); act("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM); act("You are shocked by $p.",victim,wield,NULL,TO_CHAR); shock_effect(victim,wield->level/2,wdam,TARGET_CHAR); hurt_person(ch,victim, wdam); if (victim->hit <= 0) return; } } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK) && dt != gsn_heavenlyaura ) { if (ch->chi[CURRENT] > 0 && ch->chi[CURRENT] < 3 ) dam *= 1.3; if (ch->chi[CURRENT] > 2 && ch->chi[CURRENT] < 7 ) dam *= ((ch->chi[CURRENT]) / 2); } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && dt == gsn_mageshield) { if (ch->pcdata->powers[PINVOKE] > 6) dam *=1.4; if (ch->pcdata->powers[PINVOKE] > 9) dam *=1.4; } if ( dt == gsn_garotte ) dam *= (number_range(3,5)); if ( dt == gsn_backstab ) { if( IS_CLASS(ch, CLASS_DROW)) { dam += number_range(100,1000); dam *= number_range(7,10); } else dam *= number_range(2,4); } /* * Damage type modifiers. */ if (dt == gsn_magma && IS_CLASS(ch, CLASS_TANARRI)) dam *= 1.5; if (dt == gsn_booming && !IS_NPC(ch)) dam *= ch->pcdata->rank/2; if (dt == gsn_circle && ch->pcdata->rank == BELT_EIGHT) dam *= 2; if (dt == gsn_circle && ch->pcdata->rank == BELT_NINE) dam *= 2.5; if (dt == gsn_circle && ch->pcdata->rank == BELT_TEN) dam *= 3.0; if (dt == gsn_heavenlyaura && IS_CLASS(ch, CLASS_MONK)) dam /= 20; if (dt == gsn_deathaura) dam /= 1.7; if (dt == gsn_potato) dam /= 2; if (dt == gsn_shred) dam *= 2; dam = cap_dam(ch,victim,dam); if( IS_NPC(ch) && ch->pIndexData->dam_modifier > 3) dam *=3; else if( IS_NPC(ch) && ch->pIndexData->dam_modifier > 0 ) dam *= ch->pIndexData->dam_modifier; if( IS_NPC(victim) && !IS_NPC(ch)) { if( victim->pIndexData->toughness > 100 ) victim->pIndexData->toughness = 99; dam = dam * (100 - victim->pIndexData->toughness) / 100; } attack_modify = dice(1, 100); randomize_damage(ch,dam,attack_modify); if (dt == gsn_deathaura && dam >= victim->hit && IS_NPC(victim)) dam = victim->hit-1; /* trust me, Jobo */ damage( ch, victim, dam, dt ); tail_chain( ); if (!is_safe(ch,victim)) { improve_wpn(ch,dt,right_hand); improve_stance(ch); } } int randomize_damage( CHAR_DATA *ch, int dam, int am ) { dam = dam * (am + 50) / 100; return dam; } int up_dam(CHAR_DATA *ch, CHAR_DATA *victim, int dam) { if (!IS_NPC(ch)) { /* upgrade levels */ if (ch->pcdata->upgrade_level == 1) { dam *= 105; dam /= 100; } else if (ch->pcdata->upgrade_level == 2) { dam *= 110; dam /= 100; } else if (ch->pcdata->upgrade_level == 3) { dam *= 115; dam /= 100; } else if (ch->pcdata->upgrade_level == 4) { dam *= 120; dam /= 100; } /* class vs class stuff */ if (IS_CLASS(ch, CLASS_VAMPIRE) && IS_CLASS(victim, CLASS_HOBBIT)) { dam *= 11; dam /= 10; } if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) && IS_CLASS(victim, CLASS_SHAPESHIFTER)) dam *= 1.2; if (IS_CLASS(ch, CLASS_MAGE) && IS_CLASS(victim, CLASS_NINJA)) dam *= 1.25; /* class modifiers */ if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT)) { dam *= 15; dam /= 10; } } if (IS_CLASS(ch, CLASS_DRONE)) { if (ch->pcdata->powers[DRONE_FOCUS] > 0) dam *= 1.2; if (ch->pcdata->powers[DRONE_FOCUS] > 1) dam *= 1.2; if (ch->pcdata->powers[DRONE_FOCUS] > 2) dam *= 1.2; } if (IS_CLASS(ch, CLASS_DEMON)) { if (IS_DEMPOWER(ch, DEM_MIGHT)) dam *= 1.1; if (IS_SET(ch->warp, WARP_STRONGARMS)) dam *= 1.2; } if (IS_CLASS(ch, CLASS_HOBBIT)) { if (ch->pcdata->powers[HOBBIT_COMBAT] > 4) dam *= 1.2; } if (IS_CLASS(ch, CLASS_GIANT)) dam *= (1 + (2 * ch->pcdata->rank) / 5); // 3 x multiplier max. if (IS_CLASS(ch, CLASS_NINJA)) { if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_DPACT)) dam *= 1.9; if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_SHADOWFORM)) dam /= 2.5; } if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { dam *= 1.4; if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM && ch->pcdata->powers[TIGER_LEVEL] > 1) dam *= 1.5; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM && ch->pcdata->powers[FAERIE_LEVEL] > 1) dam *= 1.2; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM && ch->pcdata->powers[HYDRA_LEVEL] > 1) dam *= 1.6; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM && ch->pcdata->powers[BULL_LEVEL] > 1) dam *= 1.7; } if (IS_CLASS(ch,CLASS_DROID)) { if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_STEAMENGINE)) { dam *= 1.5; if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_TUNEDENGINE)) dam *= 1.3; } } if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) { if (ch->pcdata->powers[WEAPONSKILL] > 4) dam *= 1.2; if (ch->pcdata->powers[WEAPONSKILL] > 8) dam *= 1.3; } if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_BEAR] > 5) dam *= 1.2; } return dam; } int cap_dam(CHAR_DATA *ch, CHAR_DATA *victim, int dam) { if (is_safe(ch, victim)) return 0; if (!IS_NPC(ch) && !IS_NPC(victim)) dam /= 2; if (IS_NPC(ch) && dam > 2000) dam = 2000 + (dam - 2000)/2; if (IS_ITEMAFF(victim, ITEMA_RESISTANCE)) { dam *= 75; dam /= 100; } if (IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch)) { dam *= 75; dam /= 100; } if (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch)) { dam *= 75; dam /= 100; } if (IS_AFFECTED(victim, AFF_DARMOR) && rel_oppose(ch, victim)) { dam *= 85; dam /= 100; } /* * Any special religion modifiers */ if (rel_oppose(ch, victim)) { if (IS_AFFECTED(victim, AFF_DARMOR)) { dam *= 85; dam /= 100; } if (victim->in_room) { if (has_area_affect(victim->in_room->area, AREA_AFF_GZONE, victim->pcdata->religion)) { dam *= 90; dam /= 100; } } } if (!IS_NPC(victim)) { if (victim->pcdata->upgrade_level == 1) { dam *= 95; dam /= 100; } else if (victim->pcdata->upgrade_level == 2) { dam *= 90; dam /= 100; } else if (victim->pcdata->upgrade_level == 3) { dam *= 85; dam /= 100; } else if (victim->pcdata->upgrade_level == 4) { dam *= 80; dam /= 100; } } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW)) { if (IS_SET(victim->pcdata->powers[1], DPOWER_TOUGHSKIN)) dam /= 3; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA)) { if (IS_SET(victim->pcdata->powers[NINJA_SHADOW], NSHADOWS_TPACT)) { dam *= 40; dam /= 100; } if (IS_CLASS(ch, CLASS_GIANT)) dam *= 0.85; // evil giants if (IS_SET(victim->pcdata->powers[NINJA_BITS], NPOWER_SHADOWFORM)) dam /= 2; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_LICH)) { dam /=5; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE)) { dam *= 100 - victim->pcdata->powers[DRONE_FORTITUDE] * 25; dam /= 100; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_HOBBIT)) { dam *= 100 - victim->pcdata->powers[HOBBIT_DISHES]*4.25; dam /= 100; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_FAE)) { dam /= 3; } if (!IS_NPC(victim) & IS_CLASS(victim, CLASS_GIANT)) { if (IS_SET(victim->pcdata->powers[GIANT_GIFTS], GGIFT_LEATHERSKIN)) dam *= 0.70; if (victim->pcdata->powers[GIANT_STANDFIRM] == 1) { if (victim->pcdata->stats[GIANT_POINTS] < dam/10) do_standfirm(victim,""); else { victim->pcdata->stats[GIANT_POINTS] -= dam/10; dam *= 0.65; } } } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL)) { dam *= (100 - (victim->pcdata->powers[ANGEL_HARMONY] * 12)); dam /= 100; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_TANARRI)) { if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_EXOSKELETON)) dam *= 0.20; if (IS_CLASS(ch, CLASS_ANGEL)) dam *= 0.75; /* trained to kill angels */ if (IS_CLASS(ch, CLASS_DROID)) dam *= 0.8; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROID)) { if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam *= 0.85; if (IS_CLASS(ch, CLASS_SAMURAI)) dam *= 0.9; if (IS_SET(victim->pcdata->powers[DROID_IMPLANTS], IMPLANT_BODYARMOR)) dam /= 2; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE)) { if (victim->power[DISC_VAMP_PROT] >= 10) dam /= 1.5; if (victim->power[DISC_VAMP_FORT] > 0) { dam *= (100 - (victim->power[DISC_VAMP_FORT] * 5.5)); dam /= 100; } } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SAMURAI)) { if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam /= 1.6; /* damn shapies */ dam /= 1.75; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MAGE)) { if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) dam /= 1.8; if (IS_ITEMAFF(victim, ITEMA_BEAST)) dam /= 1.8; if (IS_CLASS(ch, CLASS_GIANT)) dam /= 1.5; // giants fear magic } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHAPESHIFTER)) { dam /= 2.5; if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) { dam *= (100 - victim->pcdata->powers[FAERIE_LEVEL]*9); dam /= 100; } else if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) { dam *= (100 - victim->pcdata->powers[TIGER_LEVEL]*8); dam /= 100; if (victim->pcdata->powers[PHASE_COUNTER] > 0) { dam *= (100 - victim->pcdata->powers[PHASE_COUNTER] * 2.5); dam /= 100; } } else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) { dam *= (100 - victim->pcdata->powers[HYDRA_LEVEL]*10); dam /= 100; } else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) { dam *= (100 - victim->pcdata->powers[BULL_LEVEL]*12); dam /= 100; } else dam = dam; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK)) { if (victim->monkab[BODY] >= 2) dam /= 1.5; if (victim->chi[CURRENT] > 0 ) { dam *= (100 - (victim->chi[CURRENT] * 7) ); dam /= 100; } } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DEMON)) { if (victim->power[DISC_DAEM_IMMU] > 0) { dam *= (100 - (victim->power[DISC_DAEM_IMMU] * 4)); dam /= 100; } if (IS_DEMPOWER( victim, DEM_TOUGH)) dam *= 0.8; if (IS_SET(victim->warp, WARP_STAMINA)) dam *= 0.8; if (IS_SET(victim->warp, WARP_SBODY)) dam *= 0.8; if (IS_SET(victim->warp, WARP_CBODY)) dam *= 0.8; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) { if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam *= 0.75; if (IS_CLASS(ch, CLASS_SAMURAI)) dam *= 0.7; dam *= (100 - (victim->pcdata->powers[UNDEAD_SPIRIT] * 6)); dam /= 100; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF)) { if(victim->power[DISC_WERE_BOAR] > 2) dam /= 2; if(IS_GAR1(victim, WOLF_COCOON)) dam /= 2; } if (dam >= 2000) dam = dam - (dam / number_range(3,10) + number_range(10,30)); if (!IS_NPC(victim)) { dam = dam + (dam / number_range(2,5) + number_range(10,50)); dam *= (number_range(2,4) * number_range(2,3) / number_range(4,6)); } if (dam <= 0) dam = 1; if (dam > 1000000) dam = 1000000; if (dam > ch->damcap[DAM_CAP]) dam = number_range( (ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100) ); if ( IS_AFFECTED(victim, AFF_SANCTUARY ) ) dam *= 0.5; return dam; } bool can_counter( CHAR_DATA *ch) { if (!IS_NPC(ch) && IS_STANCE(ch, STANCE_MONKEY)) return TRUE; return FALSE; } bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim ) { if (IS_NPC(ch) || IS_NPC(victim)) return FALSE; else if (IS_STANCE(ch, STANCE_VIPER)) return TRUE; else if (IS_STANCE(ch, STANCE_MANTIS)) return TRUE; else if (IS_STANCE(ch, STANCE_TIGER)) return TRUE; else if (IS_STANCE(ch, STANCE_WOLF)) return TRUE; else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_BYPASS)) return TRUE; return FALSE; } void update_damcap( CHAR_DATA *ch, CHAR_DATA *victim ) { int max_dam = 1000; int i = 0; if (!IS_NPC(ch)) { if (ch->pcdata->relrank > 0 ) max_dam += ch->pcdata->relrank * 100; if (ch->pcdata->upgrade_level > 0) max_dam += ch->pcdata->upgrade_level * 500; if (ch->generation == 1) max_dam += 250; if (ch->generation == 2) max_dam += 200; if (ch->generation == 3) max_dam += 150; if (ch->generation == 4) max_dam += 100; if (ch->generation == 5) max_dam += 50; if (IS_CLASS(ch, CLASS_HOBBIT)) { max_dam += ch->pcdata->powers[HOBBIT_COMBAT]*100; max_dam += ch->pcdata->powers[HOBBIT_DISHES]*65; } if (IS_CLASS(ch, CLASS_GIANT)) { max_dam += 500; max_dam += ch->pcdata->rank * 210; } if (IS_CLASS(ch, CLASS_DRONE)) { max_dam += ch->pcdata->powers[DRONE_HORRID_REALITY] * 100; max_dam += ch->pcdata->powers[DRONE_DISTORTED_REALITY] * 100; max_dam += ch->pcdata->powers[DRONE_ALTERNATE_REALITY] * 100; max_dam += ch->pcdata->powers[DRONE_EVASION] * 100; max_dam += ch->pcdata->powers[DRONE_FORTITUDE] * 100; max_dam += ch->pcdata->powers[DRONE_FOCUS] * 100; max_dam += ch->pcdata->powers[DRONE_WILLPOWER] * 100; max_dam += ch->pcdata->powers[DRONE_MINDCONTROL] * 100; max_dam += ch->pcdata->powers[DRONE_PSIONICS] * 100; } if (IS_CLASS(ch, CLASS_MAGE)) { if (IS_ITEMAFF(ch, ITEMA_BEAST)) max_dam += 750; max_dam += 500; } if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT)) max_dam += 500; max_dam += ch->pcdata->rank*375; /* max rank is 6 btw */ } if (IS_CLASS(ch, CLASS_FAE)) { max_dam += 500; if (ch->pcdata->powers[FAE_PLASMA] > 7) max_dam += 250; if (ch->pcdata->powers[FAE_MATTER] > 7) max_dam += 250; if (ch->pcdata->powers[FAE_ENERGY] > 7) max_dam += 250; if (ch->pcdata->powers[FAE_WILL] > 7) max_dam += 250; if (ch->pcdata->powers[FAE_PLASMA] > 3) max_dam += 250; if (ch->pcdata->powers[FAE_MATTER] > 3) max_dam += 250; if (ch->pcdata->powers[FAE_ENERGY] > 3) max_dam += 250; if (ch->pcdata->powers[FAE_WILL] > 3) max_dam += 250; } if (IS_CLASS(ch, CLASS_LICH)) { max_dam += 450; if (ch->pcdata->powers[CON_LORE] > 4) max_dam += 350; if (ch->pcdata->powers[DEATH_LORE] > 4) max_dam += 350; if (ch->pcdata->powers[LIFE_LORE] > 4) max_dam += 350; if (ch->pcdata->powers[NECROMANTIC] > 4) max_dam += 350; if (ch->pcdata->powers[CHAOS_MAGIC] > 4) max_dam += 350; } if (IS_CLASS(ch, CLASS_ANGEL)) { max_dam += ch->pcdata->powers[ANGEL_JUSTICE]*125; max_dam += ch->pcdata->powers[ANGEL_PEACE]*125; max_dam += ch->pcdata->powers[ANGEL_HARMONY]*125; max_dam += ch->pcdata->powers[ANGEL_LOVE]*125; } if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { max_dam += 800; if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) max_dam += ch->pcdata->powers[TIGER_LEVEL] * 325; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) max_dam += ch->pcdata->powers[HYDRA_LEVEL] * 350; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) max_dam += ch->pcdata->powers[BULL_LEVEL] * 300; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) max_dam += ch->pcdata->powers[FAERIE_LEVEL] * 275; } if (IS_CLASS(ch, CLASS_DROW)) { max_dam += 500; if (IS_SET(ch->newbits, NEW_DROWHATE)) max_dam += 650; if (IS_SET(ch->newbits,NEW_DFORM)) max_dam += 650; } if (IS_CLASS(ch, CLASS_DEMON) && ch->in_room != NULL) { max_dam += ch->power[DISC_DAEM_ATTA] * 50; max_dam += 500; if (ch->pcdata->souls > 0) max_dam += UMIN(350, 70 * ch->pcdata->souls); if (ch->in_room->vnum >= 93420 && ch->in_room->vnum <= 93426) max_dam += 6000; max_dam += (ch->pcdata->stats[DEMON_POWER] * 2); } if (IS_CLASS(ch, CLASS_DROID)) { max_dam += 450; if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_STEAMENGINE)) { max_dam += 900; if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_TUNEDENGINE)) max_dam += 900; } } if (IS_CLASS(ch, CLASS_MONK)) { max_dam += (ch->monkab[COMBAT] * 100); if (ch->chi[CURRENT] > 0) max_dam += ch->chi[CURRENT] * 200; } if (IS_CLASS(ch, CLASS_VAMPIRE)) { max_dam += (ch->rage * 5); if (ch->power[DISC_VAMP_POTE] > 0) max_dam += (ch->power[DISC_VAMP_POTE] * 50); if( ch->pcdata->rank == AGE_TRUEBLOOD) max_dam += 600; else if( ch->pcdata->rank == AGE_LA_MAGRA) max_dam += 500; else if (ch->pcdata->rank == AGE_METHUSELAH) max_dam += 400; else if (ch->pcdata->rank == AGE_ELDER) max_dam += 250; else if (ch->pcdata->rank == AGE_ANCILLA) max_dam += 100; } if (IS_CLASS(ch, CLASS_NINJA)) { max_dam += ch->pcdata->powers[NINJA_MARTIAL] * 70; } if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->rage > 99) { max_dam += ch->rage; max_dam += 400; } if (ch->power[DISC_WERE_PAIN]>9) max_dam += 750; } if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) max_dam += ch->pcdata->powers[WEAPONSKILL] * 275; if (IS_CLASS(ch, CLASS_SAMURAI) && (get_eq_char(ch, WEAR_WIELD) != NULL)) { for (i=0; i < 13 ; i++) if (ch->wpn[i] >= 1000) max_dam += 175; max_dam += 375; } } if (IS_ITEMAFF(ch, ITEMA_ARTIFACT)) max_dam += 500; if (IS_NPC(victim) || victim->stance[0] != STANCE_MONKEY ) { if (ch->stance[0] == STANCE_BULL) max_dam += 200; else if (ch->stance[0] == STANCE_DRAGON) max_dam += 250; else if (ch->stance[0] == STANCE_WOLF) max_dam += 250; else if (ch->stance[0] == STANCE_TIGER) max_dam += 200; else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_3)) max_dam += 550; else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_2)) max_dam += 400; else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_1)) max_dam += 250; } if (!IS_NPC(victim) && ch->stance[0] != STANCE_MONKEY ) { if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_3)) max_dam -= 550; else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_2)) max_dam -= 400; else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_1)) max_dam -= 250; } /* Max Dam Reductions */ /* Werewolves */ if (!IS_NPC(victim)) { int silver_tol = (victim->siltol * 2.5); if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER)) max_dam += (250 - silver_tol); if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(ch, ITEMA_LEFT_SILVER)) max_dam += (250 - silver_tol); /* Vampies */ if (!IS_NPC(ch) && (IS_CLASS(victim, CLASS_VAMPIRE))) max_dam -= (victim->power[DISC_VAMP_FORT] * 50); if (IS_NPC(ch) || ch->stance[0] != STANCE_MONKEY) { if (victim->stance[0] == STANCE_CRAB) max_dam -= 250; else if (victim->stance[0] == STANCE_DRAGON) max_dam -= 250; else if (victim->stance[0] == STANCE_SWALLOW) max_dam -= 250; } if (IS_CLASS(victim,CLASS_DEMON) && (victim->in_room->vnum >= 93420 && victim->in_room->vnum <= 93426)) max_dam *= 0.5; } if (ch->level >= LEVEL_BUILDER) max_dam = 30000; // if (ch->level >= LEVEL_BUILDER && !IS_NPC(ch)) max_dam = 100000; // Det er pisse irreterende Thomas.. jeg kan intet teste mod mobs, de doer automatisk. DIE! ch->damcap[DAM_CAP] = max_dam; ch->damcap[DAM_CHANGE] = 0; return; } /* * Inflict damage from a hit. */ void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) { CHAR_DATA *emb; if ( victim->position == POS_DEAD ) return; if ( ch->embracing != NULL ) { if ( ( emb = ch->embracing ) != NULL ) stop_embrace(ch,emb); else stop_embrace(ch,NULL); } /* * Stop up any residual loopholes. */ if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim); if ( dam > ch->damcap[0] ) dam = ch->damcap[0]; /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( victim != ch ) { if (is_safe( ch, victim )) return; if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) set_fighting( victim, ch, FALSE ); victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim, TRUE ); /* * If victim is charmed, ch might attack victim's master. */ if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); multi_hit( ch, victim->master, TYPE_UNDEFINED ); return; } } if ( victim->master == ch ) { if (IS_NPC(victim)) { if (!(victim->pIndexData->vnum >= MOB_VNUM_FIRE && victim->pIndexData->vnum <= MOB_VNUM_CLAY)) stop_follower( victim, FALSE ); } else stop_follower( victim, FALSE ); } /* * Damage modifiers. */ if ( IS_AFFECTED(ch, AFF_HIDE) ) { if (!can_see(victim,ch)) { dam *= 1.5; send_to_char("You use your concealment to get a surprise attack!\n\r",ch); } REMOVE_BIT( ch->affected_by, AFF_HIDE ); act( "$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM ); } if ( dam < 0 ) dam = 0; /* * Check for disarm, trip, parry, and dodge. */ if ( dt >= TYPE_HIT ) { if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5) disarm( ch, victim ); if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5) trip( ch, victim ); if (check_dodge( ch, victim, dt)) return; if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) return; else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) return; /* ------------ This is the part for superstances, Jobo ------------------- */ else if (!IS_NPC(victim) && victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE) && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) return; /* ------------ This is the end for superstances, Jobo ------------------- */ if (check_parry( ch, victim, dt)) return; if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) return; else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) return; /* ------------ This is the part for superstances, Jobo ------------------- */ else if (!IS_NPC(victim) && victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY) && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) return; /* ------------ This is the end for superstances, Jobo ------------------- */ } dam_message( ch, victim, dam, dt ); /* * Brief 5 System - Jobo */ if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5)) { ch->amount_damage_dealt += dam; ch->amount_attacks_dealt++; } if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5)) { victim->amount_damage_recieved += dam; victim->amount_attacks_recieved++; } } if ( IS_CLASS(victim, CLASS_MONK ) && victim->monkab[SPIRIT] >= 2 ) { if (IS_SET(victim->newbits, NEW_NATURAL)) { stc("You absorb the natural imbalances of your opponent.\n\r",victim); act("$n absorbs the natural imbalances of you attack.",victim,NULL,ch,TO_VICT); if ( dam > 2000 ) dam /= 2; victim->hit += dam; REMOVE_BIT(victim->newbits, NEW_NATURAL); return; } } if (IS_SET(victim->newbits, NEW_IRONMIND)) { REMOVE_BIT(victim->newbits, NEW_IRONMIND); send_to_char("Your focus your full concentration on the attack,\n\r", victim); send_to_char("and absorb the full impact into your system, channeling it into a healing force.\n\r",victim); victim->hit += dam; dam = 0; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE)) { if (IS_SET(victim->pcdata->jflags, JFLAG_DRONE_DISTORT) && number_range(1,3) != 2) { act("$N seems healed by your attack, as if reality was suddenly turned upside down.", ch, NULL, victim, TO_CHAR); act("$n's attack was reversed by your shift in reality, healing you instead.", ch, NULL, victim, TO_VICT); act("$n's attack seems to have no effect on $N, actually healing $M instead.", ch, NULL, victim, TO_NOTVICT); victim->hit += dam; dam = 0; } } hurt_person(ch,victim,dam); dropinvis(ch); dropinvis(victim); return; } void fae_shield( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int new_dam; if (victim->pcdata->powers[FAE_SHIELD] > 0) { if (--victim->pcdata->powers[FAE_SHIELD] == 0) send_to_char("#pYour shield of matter flickers and dies.#n\n\r",victim); new_dam = number_range(dam/4,dam/5); if (new_dam > 300) new_dam = number_range(275,325); if (new_dam >= victim->hit) new_dam = victim->hit -1; if (new_dam < 10) new_dam = 10; hurt_person(victim, ch, new_dam); sprintf(buf, "#pA flickering shield of matter strikes you hard#n [#C%d#n]",new_dam); sprintf(buf2, "#pYour mattershield returns some of the damage#n [#C%d#n]", new_dam); /* * Brief 5 System - Jobo */ if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5)) { victim->amount_damage_dealt += new_dam; victim->amount_attacks_dealt++; } if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5)) { ch->amount_damage_recieved += dam; ch->amount_attacks_recieved++; } if (!IS_SET(ch->act, PLR_BRIEF5)) act(buf, victim, NULL, ch, TO_VICT); if (!IS_SET(victim->act, PLR_BRIEF5)) act(buf2, victim, NULL, ch, TO_CHAR); } return; } void angel_eye( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int new_dam; if (IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_EYE) && dam > 100) { new_dam = number_range(dam/4,dam/5); if (new_dam > 300) new_dam = number_range(275,325); if (new_dam >= victim->hit) new_dam = victim->hit -1; if (new_dam < 10) new_dam = 10; hurt_person(victim, ch, new_dam); sprintf(buf, "God's justice strikes you HARD [#C%d#n]",new_dam); sprintf(buf2, "The sinner dares to lay hands on you, God's wrath on the sinner [#C%d#n]", new_dam); /* * Brief 5 System - Jobo */ if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5)) { victim->amount_damage_dealt += new_dam; victim->amount_attacks_dealt++; } if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5)) { ch->amount_damage_recieved += dam; ch->amount_attacks_recieved++; } if (!IS_SET(ch->act, PLR_BRIEF5)) act(buf, victim, NULL, ch, TO_VICT); if (!IS_SET(victim->act, PLR_BRIEF5)) act(buf2, victim, NULL, ch, TO_CHAR); } return; } void hurt_person( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) { char buf[MAX_STRING_LENGTH]; victim->hit -= dam; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_ANGEL)) angel_eye(ch,victim,dam); // check for that eye for an eye. if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_FAE) && !IS_CLASS(ch, CLASS_FAE)) fae_shield(ch,victim,dam); if (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1) victim->hit = 1; if (!IS_NPC(victim) && IS_SET(victim->newbits, NEW_CLOAK) &&victim->hit < 1 ) { victim->hit += UMIN((victim->max_hit * .1), 4000); if (IS_CLASS(victim, CLASS_MONK)) send_to_char("your cloak of life saves your from certain death.\n\r",victim); else send_to_char("your cloak of death prevents the destruction of your body.\n\r",victim); send_to_char("#0They escape your final blow.#n\n\r",ch); REMOVE_BIT(victim->newbits, NEW_CLOAK); } update_pos( victim ); switch( victim->position ) { case POS_MORTAL: act( "$n is mortally wounded, and spraying blood everywhere.", victim, NULL, NULL, TO_ROOM ); send_to_char("You are mortally wounded, and spraying blood everywhere.\n\r", victim ); break; case POS_INCAP: act( "$n is incapacitated, and bleeding badly.",victim, NULL, NULL, TO_ROOM ); send_to_char("You are incapacitated, and bleeding badly.\n\r",victim ); break; case POS_STUNNED: act( "$n is stunned, but will soon recover.",victim, NULL, NULL, TO_ROOM ); send_to_char("You are stunned, but will soon recover.\n\r", victim ); break; case POS_DEAD: act( "$n is DEAD!!", victim, 0, 0, TO_ROOM ); send_to_char( "You have been KILLED!!\n\r\n\r", victim ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "That really did HURT!\n\r", victim ); if ( victim->hit < victim->max_hit / 4 && dam > 0 ) { if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) && number_percent() < victim->beast) vamp_rage(victim); else send_to_char( "You sure are BLEEDING!\n\r", victim ); } break; } /* * Sleep spells and extremely wounded folks. */ if (!IS_AWAKE(victim)) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if (victim->hit <= 0 && IS_NPC(victim)) { group_gain( ch, victim ); victim->position = POS_DEAD; /* * quest updating */ if (!IS_NPC(ch)) { QUEST_DATA *quest; bool found = FALSE; for (quest = ch->pcdata->quests; quest && !found; quest = quest->next) { if (quest->type == QT_MOB || quest->type == QT_MOB_AND_OBJ) { if (quest->vnums[0] == victim->pIndexData->vnum) { quest->vnums[0] = -1; found = TRUE; send_to_char("#GYou have fulfilled a quest.#n\n\r", ch); } } else if (quest->type == QT_MASS_KILL) { if (victim->pIndexData->vnum >= quest->vnums[0] && victim->pIndexData->vnum <= quest->vnums[1]) { quest->vnums[3]++; if (quest->vnums[3] == quest->vnums[2]) send_to_char("#GYou have fulfilled a quest.#n\n\r", ch); found = TRUE; } } } } } if ( victim->position == POS_DEAD ) { if (IS_NPC(victim) && !IS_NPC(ch)) { ch->mkill += 1; if (IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_GIANT) || IS_CLASS(ch, CLASS_NINJA) || IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch,CLASS_DROID) || IS_CLASS(ch, CLASS_TANARRI)) { if (IS_NPC(victim) && !IS_SET(victim->act, ACT_NOEXP)) { if (IS_CLASS(ch, CLASS_DEMON)) { ch->pcdata->stats[DEMON_CURRENT] += victim->level*2; ch->pcdata->stats[DEMON_TOTAL] += victim->level*2; } else ch->pcdata->stats[DROW_POWER] += victim->level*2; sprintf(buf,"You gain #y(#C%d#y)#n class points.\n\r", victim->level*2); if (!IS_SET(ch->act, PLR_BRIEF4)) send_to_char(buf,ch); } } if (ch->level == 1 && ch->mkill > 4) { ch->level = 2; do_save(ch,""); } } if (!IS_NPC(victim) && IS_NPC(ch)) { victim->mdeath = victim->mdeath + 1; } raw_kill( victim ); if (!IS_NPC(ch) && !IS_NPC(victim) && victim->pcdata->bounty > 0) { sprintf(buf,"You recive a %d QP bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name); send_to_char(buf, ch); ch->pcdata->quest += victim->pcdata->bounty; victim->pcdata->bounty =0; } if (IS_SET(ch->act, PLR_AUTOLOOT) ) do_get( ch, "all corpse" ); else do_look( ch, "in corpse" ); if ( !IS_NPC(ch) && IS_NPC(victim) ) { if ( IS_SET(ch->act, PLR_AUTOSAC) ) do_sacrifice( ch, "corpse" ); } return; } if ( victim == ch ) return; tail_chain( ); return; } bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim ) { if (!ch->in_room) return TRUE; // when someone calls a one_hit or similar on something/someone who COULD be dead/gone. if (!victim->in_room) return TRUE; if (!IS_NPC(victim) && !IS_NPC(ch)) { if ( !CAN_PK(ch) || !CAN_PK(victim) ) { send_to_char( "Both players must be avatars to fight.\n\r", ch ); return TRUE; } if (ch->pcdata->safe_counter > 0) { send_to_char("Your still have a few safe-ticks left.\n\r",ch); return TRUE; } if (victim->pcdata->safe_counter > 0) { send_to_char("They still have a few safe-ticks left.\n\r",ch); return TRUE; } if (IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD) && !IS_SET(victim->pcdata->jflags, JFLAG_DRONEWORLD)) { send_to_char("They are not in your reality.\n\r", ch); return TRUE; } if (!IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD) && IS_SET(victim->pcdata->jflags, JFLAG_DRONEWORLD)) { send_to_char("They are not in your reality.\n\r", ch); return TRUE; } if (victim->pcdata->aggress_from != 0 && ch->pcdata->playerid != victim->pcdata->aggress_from) { send_to_char("You cannot attack them - gang protection.\n\r", ch); return TRUE; } } if (IS_AFFECTED(ch, AFF_ETHEREAL)) { send_to_char( "You cannot while ethereal.\n\r", ch ); return TRUE; } if (IS_AFFECTED(victim, AFF_ETHEREAL)) { send_to_char( "You cannot fight an ethereal person.\n\r", ch ); return TRUE; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) { act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR ); return TRUE; } if (IS_AFFECTED(victim, AFF_SHADOWPLANE)) { act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR ); return TRUE; } if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) ) { send_to_char( "Objects cannot fight!\n\r", ch ); return TRUE; } if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH)) { send_to_char( "You cannot attack an object.\n\r", ch ); return TRUE; } if (IS_SET(victim->extra, EXTRA_AFK)) { send_to_char("They are AFK!\n\r",ch); return TRUE; } if (!IS_NPC(victim) && victim->desc == NULL && victim->timer > 1 && victim->fight_timer == 0 && !in_fortress(ch)) { // Timer check to avoid people going ld in the first round. send_to_char("Nooo, they are linkdead.\n\r",ch); return TRUE; } if (ragnarok && is_upgrade(ch) && !is_upgrade(victim) && !IS_NPC(ch) && !IS_NPC(victim)) { send_to_char("You cannot attack non-upgrades doing ragnarok.\n\r",ch); return TRUE; } if (ragnarok && !is_upgrade(ch) && is_upgrade(victim) && !IS_NPC(ch) && !IS_NPC(victim)) { send_to_char("You cannot attack upgrades doing ragnarok.\n\r",ch); return TRUE; } if (victim->fight_timer > 0) return FALSE; if ( !IS_NPC(ch ) ) if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) REMOVE_BIT(ch->affected_by, AFF_PEACE); if ( !IS_NPC(victim) ) if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL) REMOVE_BIT(victim->affected_by, AFF_PEACE); if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) && !ragnarok) { send_to_char( "You cannot fight in a safe room.\n\r", ch ); return TRUE; } if (IS_NPC(ch) || IS_NPC(victim)) return FALSE; if (victim->fighting == ch) return FALSE; if (IS_AFFECTED(ch, AFF_PEACE)) { send_to_char( "You are unable to attack them.\n\r", ch ); return TRUE; } if (IS_AFFECTED(victim, AFF_PEACE)) { send_to_char( "You can't seem to attack them.\n\r", ch ); return TRUE; } return FALSE; } /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { OBJ_DATA *obj = NULL; int chance = 0; bool claws = FALSE; if (!IS_AWAKE(victim)) return FALSE; if (IS_NPC(victim)) obj = NULL; else if (IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_BEAR] > 2 && IS_VAMPAFF(victim, VAM_CLAWS) && get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL) { obj = NULL; claws = TRUE; } else if ( IS_CLASS(victim, CLASS_MONK) && IS_SET(victim->newbits, NEW_MONKADAM) && get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL) { obj = NULL; claws = TRUE; } else if( IS_CLASS(victim, CLASS_SHAPESHIFTER) && get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL) { obj = NULL; claws = TRUE; } else { if ((obj = get_eq_char(victim, WEAR_WIELD)) == NULL || obj->item_type != ITEM_WEAPON) { if ((obj = get_eq_char(victim, WEAR_HOLD)) == NULL || obj->item_type != ITEM_WEAPON) return FALSE; } } if ( ( dt < 1000 || dt > 1012) && !IS_CLASS(ch, CLASS_MONK) ) return FALSE; if ( dt >= 1000 && dt <= 1012 ) { if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim)) chance += (victim->wpn[dt-1000] * 0.5); else chance += victim->level; } else { if (!IS_NPC(ch)) chance -= (ch->wpn[0] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5); else chance += victim->level; } if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) chance += (victim->stance[STANCE_CRANE] * 0.25); else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) chance += (victim->stance[STANCE_MANTIS] * 0.25); /* ------------ This is the part for superstances, Jobo ------------------- */ if (!IS_NPC(victim) && victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY) && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) && !can_bypass(ch,victim)) chance += victim->stance[(victim->stance[0])] * 0.25; /* ------------ This is the end for superstances, Jobo ------------------- */ chance -= (char_hitroll(ch) * 0.1); if (claws) { if (victim->power[DISC_WERE_LYNX] > 3) chance += (char_hitroll(victim) * 0.1); else chance += (char_hitroll(victim) * 0.075); } if (!IS_NPC(ch)) { if (IS_CLASS(ch, CLASS_FAE)) { if (IS_NPC(victim)) chance -= 50; else chance -= 15; chance -= ch->pcdata->powers[FAE_PLASMA]; chance -= ch->pcdata->powers[FAE_MATTER]; chance -= ch->pcdata->powers[FAE_ENERGY]; chance -= ch->pcdata->powers[FAE_WILL]; } if (IS_CLASS(ch, CLASS_NINJA)) chance -= ch->pcdata->powers[NINJA_MARTIAL] * 1.8; if (IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 15; if (IS_CLASS(ch,CLASS_DROID)) { chance -= 10; if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE)) chance -= 40; } if (ch->pcdata->upgrade_level > 0) chance -= ch->pcdata->upgrade_level*10; if (IS_CLASS(ch, CLASS_LICH)) chance -= 40; if (IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_DISHES]; if (IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_COMBAT]*3; if (IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank*7; if (IS_CLASS(ch, CLASS_GIANT) && ch->pcdata->powers[GIANT_FRENZY] == 1) chance -= 25; if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL]*11; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL]*7.5; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL]*7; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL]*6; else chance -= 10; } if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 15; if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 17; if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 17; } if (IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*9; if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 0) chance -= (ch->power[DISC_VAMP_CELE]*3); if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER(ch, DEM_SPEED)) chance -= 25; if (IS_CLASS(ch, CLASS_MONK) && ch->chi[CURRENT] > 0) chance -= (ch->chi[CURRENT] * 7); if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL]*3.5; if (IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 30; if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_ARMS)) chance -= 30; if (IS_SET(ch->newbits, NEW_MONKFLAME)) chance -= 3; if (IS_CLASS(ch, CLASS_WEREWOLF)) chance -= (ch->power[DISC_WERE_MANT] * 3); if (IS_CLASS(ch, CLASS_SAMURAI)) chance -= 25; if (IS_ITEMAFF(ch, ITEMA_AFFMANTIS)) chance -= 12; } if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank*7; if (IS_CLASS(victim, CLASS_NINJA)) chance += victim->pcdata->powers[NINJA_MARTIAL] * 1.8; if (IS_CLASS(victim, CLASS_FAE)) { chance += victim->pcdata->powers[FAE_PLASMA]; chance += victim->pcdata->powers[FAE_MATTER]; chance += victim->pcdata->powers[FAE_ENERGY]; chance += victim->pcdata->powers[FAE_WILL]; } if (IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 15; if (IS_CLASS(victim,CLASS_DROID)) { chance += 10; if (IS_SET(victim->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE)) chance += 40; } if (victim->pcdata->upgrade_level > 0) chance += victim->pcdata->upgrade_level*10; if (IS_CLASS(victim, CLASS_LICH)) chance += 40; if (IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_COMBAT]*4; if (IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_DISHES]*1.5; if (IS_CLASS(victim, CLASS_SHAPESHIFTER)) { if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL]*6; else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL]*7; else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL]*6; else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL]*11; else chance += 10; } if (IS_CLASS(victim, CLASS_TANARRI)) { if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 15; if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 17; if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 12; } if (IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE]*9; if (victim->power[DISC_VAMP_CELE] > 0 && IS_CLASS(victim, CLASS_VAMPIRE)) chance += (victim->power[DISC_VAMP_CELE]*3); if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_ARMS)) chance += 30; if (IS_CLASS(victim, CLASS_MONK) && ch->chi[CURRENT] > 0 ) chance += (ch->chi[CURRENT] * 8); if (IS_SET(victim->newbits, NEW_MONKFLAME)) chance += 4; if (IS_CLASS(victim, CLASS_SAMURAI)) chance +=25; if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL]*4; if (IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) chance += 40; if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER(victim, DEM_SPEED)) chance += 25; } if (chance > 80) chance = 80; else if (chance < 20) chance = 20; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank*3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank*3; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_LICH)) chance -= 15; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_LICH)) chance += 15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA)) chance -= ch->pcdata->powers[NINJA_MARTIAL] * 0.8; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA)) chance += victim->pcdata->powers[NINJA_MARTIAL] * 0.8; if (IS_CLASS(victim, CLASS_FAE) && !IS_NPC(victim)) { chance += victim->pcdata->powers[FAE_PLASMA]/2; chance += victim->pcdata->powers[FAE_MATTER]/2; chance += victim->pcdata->powers[FAE_ENERGY]/2; chance += victim->pcdata->powers[FAE_WILL]/2; } if (IS_CLASS(ch, CLASS_FAE) && !IS_NPC(ch)) { chance -= ch->pcdata->powers[FAE_PLASMA]/2; chance -= ch->pcdata->powers[FAE_MATTER]/2; chance -= ch->pcdata->powers[FAE_ENERGY]/2; chance -= ch->pcdata->powers[FAE_WILL]/2; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 5; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 5; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_DISHES]/4; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_DISHES]; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_COMBAT]*2; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_COMBAT]*3; if (!IS_NPC(ch) && ch->power[DISC_VAMP_CELE] > 0 && IS_CLASS(ch, CLASS_VAMPIRE)) { if( ch->pcdata->rank == AGE_TRUEBLOOD) chance -= 20; else if( ch->pcdata->rank == AGE_LA_MAGRA) chance -= 17; else if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 15; else if (ch->pcdata->rank == AGE_ELDER) chance -= 10; else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHAPESHIFTER)) { if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL]*4; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL]*3; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL]*3; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL]*2; else chance -= 2; } if (IS_CLASS(ch, CLASS_TANARRI) && !IS_NPC(ch)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 5; if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 6; if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 5; } if (IS_CLASS(victim, CLASS_TANARRI) && !IS_NPC(victim)) { if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 5; if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 6; if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 5; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE]*3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHAPESHIFTER)) { if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL]*2; else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL]*3; else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL]*3; else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL]*6; else chance += 2; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 10; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL]; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL]*1.5; if(!IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON)) chance -= (ch->power[DISC_DAEM_ATTA]); if(!IS_NPC(victim) && IS_CLASS(victim, CLASS_DEMON)) chance += (victim->power[DISC_DAEM_ATTA]); if (!IS_NPC(victim) && victim->power[DISC_VAMP_CELE] > 0 && IS_CLASS(victim, CLASS_VAMPIRE)) { if( victim->pcdata->rank == AGE_TRUEBLOOD) chance += 20; else if( victim->pcdata->rank == AGE_LA_MAGRA) chance += 17; else if (victim->pcdata->rank == AGE_METHUSELAH) chance += 15; else if (victim->pcdata->rank == AGE_ELDER) chance += 10; else if (victim->pcdata->rank == AGE_ANCILLA) chance += 5; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SAMURAI)) chance += 15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SAMURAI)) chance -=15; if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_DROID)) { chance -= 5; if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE)) chance -= 15; } if (!IS_NPC(victim) && IS_CLASS(victim,CLASS_DROID)) { chance += 5; if (IS_SET(victim->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE)) chance += 15; } if (victim->monkblock / 4 > 0 ) chance += victim->monkblock / 4; if (number_percent( ) < 100 && number_percent( ) >= chance) return FALSE; if (!IS_NPC(victim)) { if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1,3) != 2) return FALSE; } if (!IS_NPC(ch) && IS_NPC(victim) && IS_SET(ch->newbits, NEW_FIGHTDANCE) && IS_CLASS(ch, CLASS_DROW) && number_percent() >=50 && ((( obj = get_eq_char(ch, WEAR_WIELD )) != NULL && ( obj->value[3] == 4 || obj->value[3] == 11)) || ((obj = get_eq_char (ch, WEAR_HOLD))!= NULL &&( obj->value[3] == 4 || obj->value[3] == 11)))) { act( "$n's dark weapon dances around your defences, making a strange sound.", ch, NULL, victim, TO_VICT ); act( "Your sacrificial weapon hums in the air as it dances $N's defences.", ch, obj, victim, TO_CHAR ); return FALSE; } if (claws) { if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3)) { if (IS_CLASS(victim, CLASS_WEREWOLF)) act( "You parry $n's blow with your claws.", ch, NULL, victim, TO_VICT ); else act( "You parry $n's blow with your Adamantium hands.", ch,NULL,victim, TO_VICT); } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK) && victim->monkblock < 150 && number_range(1,2)==1) victim->monkblock++; if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3)) { if (IS_CLASS(victim, CLASS_WEREWOLF)) act( "$N parries your blow with $S claws.", ch, NULL, victim, TO_CHAR ); else act( "$N parries your blow with $S Adamantium claws.", ch,NULL,victim, TO_CHAR); } return TRUE; } if (!IS_NPC(victim) && obj != NULL && obj->item_type == ITEM_WEAPON && obj->value[3] >= 0 && obj->value[3] <= 12) { if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3)) act( "You parry $n's blow with $p.", ch, obj, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3)) act( "$N parries your blow with $p.", ch, obj, victim, TO_CHAR ); return TRUE; } if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3)) act( "You parry $n's attack.", ch, NULL, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3)) act( "$N parries your attack.", ch, NULL, victim, TO_CHAR ); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance = 0; if (!IS_AWAKE(victim)) return FALSE; if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5); else chance += victim->level; if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 0 && !can_counter(ch) &&!can_bypass(ch,victim)) chance += victim->stance[STANCE_MONGOOSE] * 0.25; if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) chance += victim->stance[STANCE_SWALLOW] * 0.25; /* ------------ This is the part for superstances, Jobo ------------------- */ if (!IS_NPC(victim) && victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE) && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) && !can_bypass(ch,victim)) chance += victim->stance[(victim->stance[0])] * 0.25; /* ------------ This is the end for superstances, Jobo ------------------- */ if (!IS_NPC(ch)) { if (ch->pcdata->upgrade_level > 0) chance -= ch->pcdata->upgrade_level*10; if (IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank*7; if (IS_CLASS(ch, CLASS_GIANT) && ch->pcdata->powers[GIANT_FRENZY] == 1) chance -= 25; if (IS_CLASS(ch, CLASS_NINJA)) { if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE)) chance -= 10; chance -= ch->pcdata->powers[NINJA_MARTIAL] * 1.8; } if (IS_CLASS(ch, CLASS_FAE)) { if (IS_NPC(victim)) chance -= 50; else chance -= 15; chance -= ch->pcdata->powers[FAE_PLASMA]; chance -= ch->pcdata->powers[FAE_MATTER]; chance -= ch->pcdata->powers[FAE_ENERGY]; chance -= ch->pcdata->powers[FAE_WILL]; } if (IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 15; if (IS_CLASS(ch,CLASS_DROID)) { chance -= 10; if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_360VISION)) chance -= 40; } if (IS_CLASS(ch, CLASS_LICH)) chance -= 40; if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL]*9; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL]*7.5; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL]*7; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL]*6; else chance -= 10; } if (IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_COMBAT]*3; if (IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_DISHES]; if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 15; if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 17; if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 17; } if (IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*9; if (IS_CLASS(ch, CLASS_MONK)) chance -= ch->chi[CURRENT]*3; if (ch->power[DISC_VAMP_CELE] > 0 && IS_CLASS(ch, CLASS_VAMPIRE)) chance -= (ch->power[DISC_VAMP_CELE]*4); if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER( ch, DEM_SPEED)) chance -= 25; if (IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 30; if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_MANT] > 6) chance -= (ch->power[DISC_WERE_MANT] * 3); if (!IS_CLASS(ch, CLASS_WEREWOLF) && (IS_ITEMAFF(ch,ITEMA_AFFMANTIS))) chance -= 12; if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) chance -= 50; if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL]*4; if (IS_CLASS(ch, CLASS_SAMURAI)) chance -= 25; } if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank*7; if (IS_CLASS(victim, CLASS_NINJA)) chance += victim->pcdata->powers[NINJA_MARTIAL] * 2; if (IS_CLASS(victim, CLASS_FAE)) { chance += 20; chance += victim->pcdata->powers[FAE_PLASMA]; chance += victim->pcdata->powers[FAE_MATTER]; chance += victim->pcdata->powers[FAE_ENERGY]; chance += victim->pcdata->powers[FAE_WILL]; } if (IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 15; if (IS_CLASS(victim,CLASS_DROID)) { chance += 10; if (IS_SET(victim->pcdata->powers[DROID_IMPLANTS], IMPLANT_360VISION)) chance += 40; } if (IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_COMBAT]*4; if (IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_DISHES]*2; if (victim->pcdata->upgrade_level > 0) chance += victim->pcdata->upgrade_level*10; if (IS_CLASS(victim, CLASS_LICH)) chance += 40; if (IS_CLASS(victim, CLASS_SHAPESHIFTER)) { if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL]*6; else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL]*7; else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL]*6; else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL]*11; else chance += 10; } if (IS_CLASS(victim, CLASS_MONK)) chance += victim->chi[CURRENT]*3; if (IS_CLASS(victim, CLASS_TANARRI)) { if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 15; if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 17; if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 12; } if (IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE]*9; if (victim->power[DISC_VAMP_CELE] > 0 && IS_CLASS(victim, CLASS_VAMPIRE)) chance += (victim->power[DISC_VAMP_CELE]*3); if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER( victim, DEM_SPEED)) chance += 25; if (IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_MANT] > 6) chance +=(victim->power[DISC_WERE_MANT] * 3.5); if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_SPEED)) chance += 50; if (IS_CLASS(victim, CLASS_SAMURAI)) chance +=25; if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL]*4.5; if (!IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(victim,ITEMA_AFFMANTIS)) chance += 15; if (IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) chance += 40; } if (chance > 80) chance = 80; else if (chance < 20) chance = 20; if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_DROID)) { chance -= 5; if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_360VISION)) chance -= 15; } if (!IS_NPC(victim) && IS_CLASS(victim,CLASS_DROID)) { chance += 5; if (IS_SET(victim->pcdata->powers[DROID_IMPLANTS], IMPLANT_360VISION)) chance += 15; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank*3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank*3; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA)) chance -= ch->pcdata->powers[NINJA_MARTIAL] * 0.8; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA)) chance += victim->pcdata->powers[NINJA_MARTIAL] * 0.8; if (IS_CLASS(victim, CLASS_FAE) && !IS_NPC(victim)) { chance += victim->pcdata->powers[FAE_PLASMA]/2; chance += victim->pcdata->powers[FAE_MATTER]/2; chance += victim->pcdata->powers[FAE_ENERGY]/2; chance += victim->pcdata->powers[FAE_WILL]/2; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 5; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 5; if (IS_CLASS(ch, CLASS_FAE) && !IS_NPC(ch)) { chance -= ch->pcdata->powers[FAE_PLASMA]/2; chance -= ch->pcdata->powers[FAE_MATTER]/2; chance -= ch->pcdata->powers[FAE_ENERGY]/2; chance -= ch->pcdata->powers[FAE_WILL]/2; } if (IS_CLASS(ch, CLASS_LICH) && !IS_NPC(ch)) chance -= 15; if (IS_CLASS(victim, CLASS_LICH) && !IS_NPC(victim)) chance += 15; if (IS_CLASS(ch, CLASS_HOBBIT) && !IS_NPC(ch)) chance -= ch->pcdata->powers[HOBBIT_DISHES]/4; if (IS_CLASS(victim, CLASS_HOBBIT) && !IS_NPC(victim)) chance += victim->pcdata->powers[HOBBIT_DISHES]; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_COMBAT]*2; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_COMBAT]*3; if (IS_CLASS(ch, CLASS_SHAPESHIFTER) && !IS_NPC(ch)) { if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL]*4; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL]*3; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL]*3; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL]*2; else chance -= 2; } if (IS_CLASS(victim, CLASS_SHAPESHIFTER) && !IS_NPC(victim)) { if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL]*2; else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL]*3; else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL]*3; else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL]*6; else chance += 2; } if (IS_CLASS(ch, CLASS_TANARRI) && !IS_NPC(ch)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 5; if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 6; if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 5; } if (IS_CLASS(victim, CLASS_TANARRI) && !IS_NPC(victim)) { if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 5; if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 6; if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 5; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE]*3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_SPEED)) chance += 20; if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER( victim, DEM_SPEED)) chance += 25; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL]; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL]*2; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SAMURAI)) chance -= 15; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SAMURAI)) chance +=15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 10; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_BEAST)) chance += 10; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_MANT] > 6) chance -= (ch->power[DISC_WERE_MANT]); if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_MANT] > 6) chance += (victim->power[DISC_WERE_MANT]); if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)) { if( ch->pcdata->rank == AGE_TRUEBLOOD) chance -= 20; else if( ch->pcdata->rank == AGE_LA_MAGRA) chance -= 17; else if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 10; else if (ch->pcdata->rank == AGE_ELDER) chance -= 7; else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 3; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE)) { if(victim->pcdata->rank == AGE_TRUEBLOOD) chance += 20; else if(victim->pcdata->rank == AGE_LA_MAGRA) chance += 17; else if (victim->pcdata->rank == AGE_METHUSELAH) chance += 10; else if (victim->pcdata->rank == AGE_ELDER) chance += 7; else if (victim->pcdata->rank == AGE_ANCILLA) chance += 3; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK) && ( victim->monkblock / 2 > 0 )) chance += (victim->monkblock / 2); if ( chance > 90) chance = 90; if (!IS_NPC(victim)) { if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1,3) != 2) return FALSE; } if ( number_percent( ) >= chance ) return FALSE; if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3)) act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3)) act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR ); return TRUE; } /* * Set position of a victim. */ void update_pos( CHAR_DATA *victim ) { CHAR_DATA *mount; if (victim->hit > 0) { if (victim->position <= POS_STUNNED) { bool gm_stance = FALSE; victim->position = POS_STANDING; if (!IS_NPC(victim) && victim->stance[0] > 0) { int stance = victim->stance[0]; if (victim->stance[stance] >= 200) gm_stance = TRUE; } if (IS_NPC(victim) || victim->max_hit * 0.25 > victim->hit) { act( "$n clambers back to $s feet.", victim, NULL, NULL, TO_ROOM); act( "You clamber back to your feet.", victim, NULL, NULL, TO_CHAR); } else { act( "$n flips back up to $s feet.", victim, NULL, NULL, TO_ROOM); act( "You flip back up to your feet.", victim, NULL, NULL, TO_CHAR); } } return; } else if ((mount = victim->mount) != NULL) { if (victim->mounted == IS_MOUNT) { act("$n rolls off $N.",mount,NULL,victim,TO_ROOM); act("You roll off $N.",mount,NULL,victim,TO_CHAR); } else if (victim->mounted == IS_RIDING) { act("$n falls off $N.",victim,NULL,mount,TO_ROOM); act("You fall off $N.",victim,NULL,mount,TO_CHAR); } mount->mount = NULL; victim->mount = NULL; mount->mounted = IS_ON_FOOT; victim->mounted = IS_ON_FOOT; } if (!IS_NPC(victim) && victim->hit <=-11 && IS_HERO(victim)) { victim->hit = -10; if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE); return; } if (!IS_NPC(victim) && victim->hit <-9 && !IS_HERO(victim)) { victim->hit = 1; do_killperson(victim,victim->name); victim->mdeath=victim->mdeath+1; } if(IS_NPC(victim) && victim->hit < -6 ) { victim->position = POS_DEAD; return; } if (victim->hit <= -6 ) victim->position = POS_MORTAL; else if ( victim->hit <= -3 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; return; } /* * Start fights. */ void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim, bool aggressive) { if (ch->fighting != NULL) return; ch->fighting = victim; ch->position = POS_FIGHTING; ch->damcap[DAM_CHANGE] = 1; autodrop(ch); autodrop(victim); dropinvis(ch); dropinvis(victim); if (aggressive) update_aggressive_flags(ch, victim); return; } /* * Stop fights. */ void stop_embrace( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( victim == NULL) { ch->embracing=NULL; return; } victim->embraced=NULL; ch->embracing=NULL; return; } void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch; for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( fch == ch || ( fBoth && fch->fighting == ch ) ) { fch->fighting = NULL; fch->position = POS_STANDING; update_pos( fch ); } } return; } /* * Make a corpse out of a character. */ void make_corpse( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; if (!ch) return; if (ch->in_room == NULL) { return; } if ( IS_NPC(ch) ) { name = ch->short_descr; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0); corpse->timer = number_range( 4, 8 ); corpse->value[2]= ch->pIndexData->vnum; } else { name = ch->name; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0); corpse->timer = number_range( 25, 40 ); } if (IS_SET(ch->extra, EXTRA_ZOMBIE)) SET_BIT(corpse->quest, QUEST_ZOMBIE); sprintf( buf, corpse->short_descr, name ); free_string( corpse->short_descr ); corpse->short_descr = str_dup( buf ); sprintf( buf, corpse->description, name ); free_string( corpse->description ); corpse->description = str_dup( buf ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; obj_from_char( obj ); if (IS_SET( obj->extra_flags, ITEM_VANISH )) extract_obj( obj ); else { if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_obj( obj, corpse ); } } if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE); obj_to_room( corpse, ch->in_room ); return; } void make_part( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int vnum; argument = one_argument(argument,arg); vnum = 0; if (arg[0] == '\0') return; if (ch->in_room == NULL) return; if (!str_cmp(arg,"head")) vnum = OBJ_VNUM_SEVERED_HEAD; else if (!str_cmp(arg,"arm")) vnum = OBJ_VNUM_SLICED_ARM; else if (!str_cmp(arg,"leg")) vnum = OBJ_VNUM_SLICED_LEG; else if (!str_cmp(arg,"heart")) vnum = OBJ_VNUM_TORN_HEART; else if (!str_cmp(arg,"turd")) vnum = OBJ_VNUM_TORN_HEART; else if (!str_cmp(arg,"entrails")) vnum = OBJ_VNUM_SPILLED_ENTRAILS; else if (!str_cmp(arg,"brain")) vnum = OBJ_VNUM_QUIVERING_BRAIN; else if (!str_cmp(arg,"eyeball")) vnum = OBJ_VNUM_SQUIDGY_EYEBALL; else if (!str_cmp(arg,"blood")) vnum = OBJ_VNUM_SPILT_BLOOD; else if (!str_cmp(arg,"face")) vnum = OBJ_VNUM_RIPPED_FACE; else if (!str_cmp(arg,"windpipe")) vnum = OBJ_VNUM_TORN_WINDPIPE; else if (!str_cmp(arg,"cracked_head")) vnum = OBJ_VNUM_CRACKED_HEAD; else if (!str_cmp(arg,"ear")) vnum = OBJ_VNUM_SLICED_EAR; else if (!str_cmp(arg,"nose")) vnum = OBJ_VNUM_SLICED_NOSE; else if (!str_cmp(arg,"tooth")) vnum = OBJ_VNUM_KNOCKED_TOOTH; else if (!str_cmp(arg,"tongue")) vnum = OBJ_VNUM_TORN_TONGUE; else if (!str_cmp(arg,"hand")) vnum = OBJ_VNUM_SEVERED_HAND; else if (!str_cmp(arg,"foot")) vnum = OBJ_VNUM_SEVERED_FOOT; else if (!str_cmp(arg,"thumb")) vnum = OBJ_VNUM_SEVERED_THUMB; else if (!str_cmp(arg,"index")) vnum = OBJ_VNUM_SEVERED_INDEX; else if (!str_cmp(arg,"middle")) vnum = OBJ_VNUM_SEVERED_MIDDLE; else if (!str_cmp(arg,"ring")) vnum = OBJ_VNUM_SEVERED_RING; else if (!str_cmp(arg,"little")) vnum = OBJ_VNUM_SEVERED_LITTLE; else if (!str_cmp(arg,"toe")) vnum = OBJ_VNUM_SEVERED_TOE; if ( vnum != 0 ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; char *name; name = IS_NPC(ch) ? ch->short_descr : ch->name; obj = create_object( get_obj_index( vnum ), 0 ); obj->timer = number_range( 4, 7 ); if (!str_cmp(arg,"head") && IS_NPC(ch)) obj->value[1] = ch->pIndexData->vnum; else if (!str_cmp(arg,"head") && !IS_NPC(ch)) {ch->pcdata->chobj = obj; obj->chobj = ch;obj->timer = number_range(1,2); obj->item_type = ITEM_HEAD;} else if (!str_cmp(arg,"arm")) SET_BIT(obj->extra_flags2, ITEM_ARM); else if (!str_cmp(arg,"brain") && !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) && IS_HEAD(ch, LOST_HEAD)) { if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL; ch->pcdata->chobj = obj; obj->chobj = ch; obj->timer = number_range(1,2); obj->item_type = ITEM_HEAD; } if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 2; if (!IS_NPC(ch)) { sprintf( buf, obj->name, name ); free_string( obj->name ); obj->name = str_dup( buf ); } else { sprintf( buf, obj->name, "mob" ); free_string( obj->name ); obj->name = str_dup( buf ); } sprintf( buf, obj->short_descr, name ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); sprintf( buf, obj->description, name ); free_string( obj->description ); obj->description = str_dup( buf ); if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_room( obj, ch->in_room ); } return; } void raw_kill( CHAR_DATA *victim ) { CHAR_DATA *mount; stop_fighting( victim, TRUE ); make_corpse( victim ); if ( (mount = victim->mount) != NULL) { if (victim->mounted == IS_MOUNT) { act("$n rolls off the corpse of $N.",mount,NULL,victim,TO_ROOM); act("You roll off the corpse of $N.",mount,NULL,victim,TO_CHAR); } else if (victim->mounted == IS_RIDING) { act("$n falls off $N.",victim,NULL,mount,TO_ROOM); act("You fall off $N.",victim,NULL,mount,TO_CHAR); } mount->mount = NULL; victim->mount = NULL; mount->mounted = IS_ON_FOOT; victim->mounted = IS_ON_FOOT; } if ( IS_NPC(victim) ) { victim->pIndexData->killed++; kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++; extract_char( victim, TRUE ); return; } extract_char( victim, FALSE ); while ( victim->affected ) affect_remove( victim, victim->affected ); if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL)) { victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL; } else if (IS_AFFECTED(victim,AFF_POLYMORPH)) victim->affected_by = AFF_POLYMORPH; else if (IS_AFFECTED(victim,AFF_ETHEREAL)) victim->affected_by = AFF_ETHEREAL; else victim->affected_by = 0; REMOVE_BIT(victim->immune, IMM_STAKE); REMOVE_BIT(victim->extra, TIED_UP); REMOVE_BIT(victim->extra, GAGGED); REMOVE_BIT(victim->extra, BLINDFOLDED); victim->pcdata->stats[DEMON_POWER] = 0; victim->itemaffect = 0; victim->loc_hp[0] = 0; victim->loc_hp[1] = 0; victim->loc_hp[2] = 0; victim->loc_hp[3] = 0; victim->loc_hp[4] = 0; victim->loc_hp[5] = 0; victim->loc_hp[6] = 0; victim->armor = 100; victim->position = POS_RESTING; victim->hit = UMAX( 1, victim->hit ); victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); victim->hitroll = 0; victim->damroll = 0; victim->saving_throw = 0; victim->carry_weight = 0; victim->carry_number = 0; do_call(victim,"all"); save_char_obj( victim ); return; } void behead( CHAR_DATA *victim ) { char buf [MAX_STRING_LENGTH]; ROOM_INDEX_DATA *location; if (IS_NPC(victim)) return; powerdown(victim); /* remove all class shit - Jobo */ location = victim->in_room; stop_fighting( victim, TRUE ); make_corpse( victim ); extract_char( victim, FALSE ); char_from_room(victim); char_to_room(victim,location); if (victim == NULL) {bug( "Behead: Victim no longer exists.", 0 );return;} make_part( victim, "head" ); while ( victim->affected ) affect_remove( victim, victim->affected ); victim->affected_by = 0; REMOVE_BIT(victim->pcdata->jflags, JFLAG_DRONEWORLD); REMOVE_BIT(victim->immune, IMM_STAKE); REMOVE_BIT(victim->extra, TIED_UP); REMOVE_BIT(victim->extra, GAGGED); REMOVE_BIT(victim->extra, BLINDFOLDED); REMOVE_BIT(victim->extra, EXTRA_PREGNANT); REMOVE_BIT(victim->extra, EXTRA_LABOUR); victim->pcdata->stats[DEMON_POWER] = 0; victim->itemaffect = 0; victim->loc_hp[0] = 0; victim->loc_hp[1] = 0; victim->loc_hp[2] = 0; victim->loc_hp[3] = 0; victim->loc_hp[4] = 0; victim->loc_hp[5] = 0; victim->loc_hp[6] = 0; victim->affected_by = 0; victim->armor = 100; victim->position = POS_STANDING; victim->hit = 1; victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); victim->hitroll = 0; victim->damroll = 0; victim->saving_throw = 0; victim->carry_weight = 0; victim->carry_number = 0; victim->pcdata->sit_safe = 0; victim->fight_timer = 0; SET_BIT(victim->loc_hp[0],LOST_HEAD); SET_BIT(victim->affected_by,AFF_POLYMORPH); sprintf(buf,"the severed head of %s",victim->name); free_string(victim->morph); victim->morph = str_dup(buf); do_call(victim,"all"); save_char_obj( victim ); return; } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch; CHAR_DATA *mount; bool warlord = FALSE; int xp; int temp; int members; /* * Monsters don't get kill xp's or alignment changes. * P-killing doesn't help either. * Dying of mortal wounds or poison doesn't give xp to anyone! */ if ((IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch) return; members = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if (IS_NPC(gch)) continue; if ( is_same_group( gch, ch ) ) members++; } if ( members == 0 ) { bug( "Group_gain: members.", members ); members = 1; } if (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_WARLORD) warlord = TRUE; lch = (ch->leader != NULL) ? ch->leader : ch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { int xp_modifier = 100; if (IS_NPC(gch)) continue; if (!is_same_group( gch, ch )) continue; xp = xp_compute(gch, victim) * 2.5; xp *= ccenter[CCENTER_EXP_LEVEL]; xp /= 100; sprintf(buf2,"#RExp modifiers #G:"); if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_GOOD(gch) && IS_EVIL(victim))) { xp_modifier += 25; strcat(buf2," #Calignment#n"); } if ((IS_EVIL(gch) && IS_EVIL(victim)) || (IS_GOOD(gch) && IS_GOOD(victim))) { xp_modifier -= 25; strcat(buf2," #palignment#n"); } if (gch != NULL && gch->desc != NULL) { if (gch->desc->out_compress) { xp_modifier += 25; strcat(buf2," #Cmccp#n"); } else if ((get_age(gch) - 17) >= 2) { xp_modifier -= 5; strcat(buf2," #pmccp#n"); } } if ((get_age(gch) - 17) < 2) /* 4 hours worth of newbie exp. */ { xp_modifier += 200; strcat(buf2," #Cnewbie#n"); } if (global_exp) { xp_modifier += ccenter[CCENTER_HH_BONUS]; strcat(buf2," #Chappy hour#n"); } if ((temp = getMightMod(gch)) > 0) { xp_modifier += temp; strcat(buf2," #Csize#n"); } if (!IS_NPC(gch) && gch->pcdata->religion != 0) { xp_modifier -= 5; strcat(buf2," #ptithe#n"); } if (!IS_NPC(gch) && gch->pcdata->time_tick > 49) { xp_modifier += gch->pcdata->time_tick/5; strcat(buf2," #Ctime#n"); } if (!IS_NPC(gch) && IS_SET(gch->pcdata->tempflag, TEMP_EDGE)) { xp_modifier += 15; strcat(buf2," #Cedge#n"); } if (members > 1) { strcat(buf2," #pgrouped#n"); xp_modifier *= 100; xp_modifier /= 75 * members; } strcat(buf2,"\n\r"); xp = xp * xp_modifier / 100; if (!IS_SET(gch->act, PLR_BRIEF4)) send_to_char(buf2,gch); sprintf(buf2,"#RTotal modifier #G:#n %d percent bonus\n\r",xp_modifier - 100); if (!IS_SET(gch->act, PLR_BRIEF4)) send_to_char(buf2,gch); if ((get_age(gch) - 17) > 2 && ch->level < 3) xp /= 10; /* anti mortal exp bot thingie */ if (gch->exp > 2000000000) xp = 0; /* avoid overflow */ if (xp > ccenter[CCENTER_MAX_EXP]) xp = number_range(ccenter[CCENTER_MAX_EXP] * 0.9, ccenter[CCENTER_MAX_EXP] * 1.1); if (warlord) xp = 5000000; if ((get_age(gch) - 17) >= 2 && !IS_SET(gch->pcdata->jflags, JFLAG_POLICY)) { xp = 0; send_to_char("#LYou must accept the policy before you can gain more experience [#7HELP POLICY#L]#n\n\r", gch); } sprintf( buf, "You receive %d experience points.\n\r", xp ); send_to_char( buf, gch ); if ((mount = gch->mount) != NULL) send_to_char( buf, mount ); gain_exp( gch, xp ); } return; } int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim ) { double xp; if (victim->level < 100) xp = 300 - URANGE(-5, 3 - (victim->level*5/3), 6 ) * 50; else xp = 300 - URANGE(-10, 3 - (victim->level*5/3), 6 ) * 50; /* * Adjust for popularity of target: * -1/8 for each target over 'par' (down to -100%) * +1/8 for each target under 'par' ( up to + 25%) */ xp -= xp * number_range( -2, 2 ) / 8; xp = number_range( xp * 3 / 4, xp * 5 / 4 ); xp = UMAX( 0, xp ); xp = (xp * (victim->level) * 0.60); xp = xp / 2; /* Put in cause players compaling to much exp :P */ if (!IS_NPC(gch)) { gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level; if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL]) gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level; gch->pcdata->score[SCORE_TOTAL_XP] += xp; if (xp > gch->pcdata->score[SCORE_HIGH_XP]) gch->pcdata->score[SCORE_HIGH_XP] += xp; } if (!IS_NPC(gch) && xp > 499 && gch->pcdata->disc_points != 999 && gch->pcdata->disc_research != -1) { if (!IS_SET(gch->act, PLR_BRIEF4)) stc("#RYou gained a discipline point.#n\n\r", gch); gain_disc_points(gch, 1); if (!IS_SET(gch->act, PLR_BRIEF4)) if (victim->level > 200 && gch->pcdata->disc_points != 999) { stc("#RYou gained a discipline point.#n\n\r", gch); gain_disc_points(gch, 1); } if (!IS_SET(gch->act, PLR_BRIEF4)) if (victim->level > 400 && gch->pcdata->disc_points != 999) { stc("#RYou gained a discipline point.#n\n\r", gch); gain_disc_points(gch, 1); } xp -= 500; } if( xp < 0 ) xp = 0; if (xp > 0 && xp < ccenter[CCENTER_MIN_EXP]) xp = number_range(ccenter[CCENTER_MIN_EXP] * 0.9, ccenter[CCENTER_MIN_EXP] * 1.1); if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP))) return 0; return (int) xp; } void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) { static char * const attack_table[] = { "hit", "slice", "stab", "slash", "whip", "claw", "blast", "pound", "crush", "grep", "bite", "pierce", "suck" }; static char * const attack_table2[] = { "hits", "slices", "stabs", "slashes", "whips", "claws", "blasts", "pounds", "crushes", "greps", "bites", "pierces", "sucks" }; char buf1[512], buf2[512], buf3[512]; const char *vs; const char *vp; const char *attack; const char *attack2; int damp; int bodyloc; bool critical = FALSE; char punct; if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_REND)&& dam>0 && number_range(1,7) == 5) critical=TRUE; if ( dam == 0 ) { vs = " miss"; vp = " misses"; } else if ( dam <= 50 ) { vs = " #Clightly#n"; vp = " #Clightly#n"; } else if ( dam <= 250 ) { vs = " #yhard#n"; vp = " #yhard#n"; } else if ( dam <= 500 ) { vs = " #Lvery hard#n"; vp = " #Lvery hard#n"; } else if ( dam <= 750 ) { vs = " #Gextremely hard!#n"; vp = " #Gextremely hard!#n";} else if ( dam <= 1250 ) { vs = " #7incredibly hard!#n";vp = "#7 incredibly hard!#n";} else if ( dam <= 2000 ) { vs = ", #rshredding flesh!#n";vp= ", #rshredding flesh!#n";} else if ( dam <= 3000 ) { vs = ", #osplintering bone!#n";vp= ", #osplintering bone!#n";} else if ( dam <= 4500 ) { vs = ", #Rspraying blood like a fine red mist!#n";vp= ", #Rspraying blood like a fine red mist!#n";} else if ( dam <= 6000 ) { vs = " #yso hard it hurts just to see!#n";vp = " #yso hard it hurts just to see!#n";} else if ( dam <= 8000 ) { vs = " #G<#y*#L{#R*#L}#y*#G> #sextracting organs #G<#y*#L{#R*#L}#y*#G>#n";vp = " #G<#y*#L{#R*#L}#y*#G> #sextracting organs #G<#y*#L{#R*#L}#y*#G>#n";} else { vs = " #R()#G()#R() #CHumiliatingly Hard #R()#G()#R()#n";vp = " #R()#G()#R() #CHumiliatingly Hard #R()#G()#R()#n";} /* If victim's hp are less/equal to 'damp', attacker gets a death blow */ if (IS_NPC(victim)) damp = 0; else damp = -10; if ((victim->hit - dam > damp ) || (dt >= 0 && dt < MAX_SKILL) || (IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS))) { punct = (dam <= 250) ? ' ' : ' '; if ( dt == TYPE_HIT && !IS_NPC(ch) && !IS_VAMPAFF(ch,VAM_CLAWS) ) { if (dam == 0) { sprintf( buf1, "$n%s $N%c[%d]", vp, punct, dam ); sprintf( buf2, "You%s $N%c[%d]", vs, punct, dam ); sprintf( buf3, "$n%s you%c", vp, punct ); } else { sprintf( buf1, "$n hits $N%s%c[%d]", vp, punct, dam ); sprintf( buf2, "You hit $N%s%c[%d]", vs, punct, dam ); sprintf( buf3, "$n hits you%s%c[%d]", vp, punct, dam ); critical = TRUE; } } else if ( dt == TYPE_HIT && !IS_NPC(ch) && IS_SET(ch->newbits, NEW_MONKFLAME)) { if (dam >= 1) { if (!IS_CLASS(ch, CLASS_WEREWOLF)) { sprintf( buf1, "$n's flaming hands hit $N%s%c[%d]", vp, punct, dam ); sprintf( buf2, "Your flaming hands hit $N%s%c[%d]", vs, punct, dam ); sprintf( buf3, "$n's flaming hands hit you%s%c[%d]", vp, punct, dam ); } else { sprintf( buf1, "$n's flaming claws hit $N%s%c[%d]", vp, punct, dam ); sprintf( buf2, "Your flaming claws hit $N%s%c[%d]", vs, punct, dam ); sprintf( buf3, "$n's flaming claws hit you%s%c[%d]", vp, punct, dam ); } } else { sprintf( buf1, "$n's hit%s $N%c[%d]", vp, punct, dam ); sprintf( buf2, "Your hit%s $N%c[%d]", vs, punct, dam ); sprintf( buf3, "$n hit%s you%c[%d]", vp, punct, dam ); critical = TRUE; } } else { if ( dt == TYPE_HIT && !IS_NPC(ch) && (IS_VAMPAFF(ch,VAM_CLAWS))) { attack = attack_table[dt - TYPE_HIT + 5]; attack2 = attack_table2[dt - TYPE_HIT + 5]; } else if ( dt >= 0 && dt < MAX_SKILL ) { attack = skill_table[dt].noun_damage; attack2 = skill_table[dt].noun_damage; } else if (dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0])) { attack = attack_table[dt - TYPE_HIT]; attack2 = attack_table2[dt - TYPE_HIT]; } else { dt = TYPE_HIT; attack = attack_table[0]; attack2 = attack_table2[0]; } if (dam == 0) { sprintf( buf1, "$n's %s%s $N%c[%d]", attack, vp, punct, dam ); sprintf( buf2, "Your %s%s $N%c[%d]", attack, vp, punct, dam ); sprintf( buf3, "$n's %s%s you%c[%d]", attack, vp, punct, dam ); } else if (IS_SET(ch->newbits, NEW_MONKFLAME) && (dam == 0)) { sprintf( buf1, "$n's flaming %s%s $N%c[%d]", attack2, vp, punct, dam ); sprintf( buf2, "Your flaming %s%s $N%c[%d]", attack, vp, punct, dam ); sprintf( buf3, "$n's flaming %s%s you%c[%d]", attack2, vp, punct, dam ); } else { if ( dt >= 0 && dt < MAX_SKILL ) { sprintf( buf1, "$n's %s strikes $N%s%c[%d]", attack2, vp, punct, dam ); sprintf( buf2, "Your %s strikes $N%s%c[%d]", attack, vp, punct, dam ); sprintf( buf3, "$n's %s strikes you%s%c[%d]", attack2, vp, punct, dam ); } else if (IS_SET(ch->newbits, NEW_MONKFLAME)) { sprintf( buf1, "$n's flaming %s hits $N%s%c[%d]", attack2, vp, punct, dam); sprintf( buf2, "Your flaming %s hits $N%s%c[%d]", attack, vp, punct, dam); sprintf( buf3, "$n's flaming %s hits you%s%c[%d]", attack2, vp, punct, dam); } else { sprintf( buf1, "$n %s $N%s%c[%d]", attack2, vp, punct, dam ); sprintf( buf2, "You %s $N%s%c[%d]", attack, vp, punct, dam ); sprintf( buf3, "$n %s you%s%c[%d]", attack2, vp, punct, dam ); critical = TRUE; } } } /* * Message to room. */ act_brief( buf1, ch, NULL, victim, TO_NOTVICT, PLR_BRIEF6); /* * Message to attacker */ if (!IS_SET(ch->act, PLR_BRIEF5)) { if (!(IS_SET(ch->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") || dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball")))) { if (!(dt == skill_lookup("chaos blast") && !IS_NPC(victim))) act( buf2, ch, NULL, victim, TO_CHAR ); } } /* * Message to victim */ if (!IS_SET(victim->act, PLR_BRIEF5)) { if (!(IS_SET(victim->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") || dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball")))) act( buf3, ch, NULL, victim, TO_VICT ); } if (critical) critical_hit(ch,victim,dt,dam); return; } if ( dt == TYPE_HIT && !IS_NPC( ch ) && !IS_VAMPAFF(ch,VAM_CLAWS) &&!IS_VAMPAFF(ch,VAM_FANGS)) { damp=number_range(1,5); if ( damp == 1 ) { act("You ram your fingers into $N's eye sockets and rip $S face off.", ch, NULL, victim, TO_CHAR); act("$n rams $s fingers into $N's eye sockets and rips $S face off.", ch, NULL, victim, TO_NOTVICT); act("$n rams $s fingers into your eye sockets and rips your face off.", ch, NULL, victim, TO_VICT); make_part(victim,"face"); } else if ( damp == 2 ) { act("You grab $N by the throat and tear $S windpipe out.", ch, NULL, victim, TO_CHAR); act("$n grabs $N by the throat and tears $S windpipe out.", ch, NULL, victim, TO_NOTVICT); act("$n grabs you by the throat and tears your windpipe out.", ch, NULL, victim, TO_VICT); make_part(victim,"windpipe"); } else if ( damp == 3 ) { act("You punch your fist through $N's stomach and rip out $S entrails.", ch, NULL, victim, TO_CHAR); act("$n punches $s fist through $N's stomach and rips out $S entrails.", ch, NULL, victim, TO_NOTVICT); act("$n punches $s fist through your stomach and rips out your entrails.", ch, NULL, victim, TO_VICT); make_part(victim,"entrails"); } else if ( damp == 4 ) { if (!IS_BODY(victim,BROKEN_SPINE)) SET_BIT(victim->loc_hp[1],BROKEN_SPINE); act("You hoist $N above your head and slam $M down upon your knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_CHAR); act("$n hoists $N above $s head and slams $M down upon $s knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_NOTVICT); act("$n hoists you above $s head and slams you down upon $s knee.\n\rThere is a loud cracking sound as your spine snaps.", ch, NULL, victim, TO_VICT); } else if ( damp == 5 ) { act("You lock your arm around $N's head, and give it a vicious twist.", ch, NULL, victim, TO_CHAR); act("$n locks $s arm around $N's head, and gives it a vicious twist.", ch, NULL, victim, TO_NOTVICT); act("$n locks $s arm around your head, and gives it a vicious twist.", ch, NULL, victim, TO_VICT); if (!IS_BODY(victim,BROKEN_NECK)) { act("There is a loud snapping noise as your neck breaks.", victim, NULL, NULL, TO_CHAR); act("There is a loud snapping noise as $n's neck breaks.", victim, NULL, NULL, TO_ROOM); SET_BIT(victim->loc_hp[1],BROKEN_NECK); } } return; } if (dt >= 0 && dt < MAX_SKILL) attack = skill_table[dt].noun_damage; else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0])) attack = attack_table[dt - TYPE_HIT]; else { dt = TYPE_HIT; attack = attack_table[0]; } if ( attack == "slash" || attack == "slice" ) { damp=number_range(1,8); if ( damp == 1 ) { act("You swing your blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a low arc, rupturing your abdominal cavity.\n\rYour entrails spray out over a wide area.", ch, NULL, victim, TO_VICT); make_part(victim,"entrails"); } else if ( damp == 2 ) { act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR); act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT); act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT); } else if ( damp == 3 ) { if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); act("Your blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_CHAR); act("$n's blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_NOTVICT); act("$n's blow slices open your carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_VICT); make_part(victim,"blood"); } else if ( damp == 4 ) { if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); act("You swing your blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT); make_part(victim,"blood"); } else if ( damp == 5 ) { if (!IS_HEAD(victim,BROKEN_SKULL)) { act("You swing your blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade down upon your head, splitting it open.\n\rYour brains pour out of your forehead.", ch, NULL, victim, TO_VICT); make_part(victim,"brain"); SET_BIT(victim->loc_hp[0],BROKEN_SKULL); } else { act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); } } else if ( damp == 6 ) { act("You swing your blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade between your legs, nearly splitting you in half.", ch, NULL, victim, TO_VICT); } else if ( damp == 7 ) { if (!IS_ARM_L(victim,LOST_ARM)) { act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT); make_part(victim,"arm"); SET_BIT(victim->loc_hp[2],LOST_ARM); if (!IS_BLEEDING(victim,BLEEDING_ARM_L)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L); if (IS_BLEEDING(victim,BLEEDING_HAND_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L); } else if (!IS_ARM_R(victim,LOST_ARM)) { act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT); make_part(victim,"arm"); SET_BIT(victim->loc_hp[3],LOST_ARM); if (!IS_BLEEDING(victim,BLEEDING_ARM_R)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R); if (IS_BLEEDING(victim,BLEEDING_HAND_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R); } else { act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); } } else if ( damp == 8 ) { if (!IS_LEG_L(victim,LOST_LEG)) { act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT); make_part(victim,"leg"); SET_BIT(victim->loc_hp[4],LOST_LEG); if (!IS_BLEEDING(victim,BLEEDING_LEG_L)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L); if (IS_BLEEDING(victim,BLEEDING_FOOT_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L); } else if (!IS_LEG_R(victim,LOST_LEG)) { act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT); make_part(victim,"leg"); SET_BIT(victim->loc_hp[5],LOST_LEG); if (!IS_BLEEDING(victim,BLEEDING_LEG_R)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R); if (IS_BLEEDING(victim,BLEEDING_FOOT_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R); } else { act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); } } } else if ( attack == "stab" || attack == "pierce" ) { damp=number_range(1,5); if ( damp == 1 ) { act("You defty invert your weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_CHAR); act("$n defty inverts $s weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_NOTVICT); act("$n defty inverts $s weapon and plunge it point first into your chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_VICT); make_part(victim,"blood"); } else if ( damp == 2 ) { act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR); act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT); act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT); } else if ( damp == 3 ) { act("You thrust your weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_CHAR); act("$n thrusts $s weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_NOTVICT); act("$n thrusts $s weapon up under your jaw and through your head.", ch, NULL, victim, TO_VICT); } else if ( damp == 4 ) { act("You ram your weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_CHAR); act("$n rams $s weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_NOTVICT); act("$n rams $s weapon through your body, pinning you to the ground.", ch, NULL, victim, TO_VICT); } else if ( damp == 5 ) { act("You stab your weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_CHAR); act("$n stabs $s weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_NOTVICT); act("$n stabs $s weapon into your eye and out the back of your head.", ch, NULL, victim, TO_VICT); if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50) SET_BIT(victim->loc_hp[0],LOST_EYE_L); else if (!IS_HEAD(victim,LOST_EYE_R)) SET_BIT(victim->loc_hp[0],LOST_EYE_R); else if (!IS_HEAD(victim,LOST_EYE_L)) SET_BIT(victim->loc_hp[0],LOST_EYE_L); } } else if ( attack == "blast" || attack == "pound" || attack == "crush" ) { damp=number_range(1,3); bodyloc = 0; if ( damp == 1) { act("Your blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_CHAR); act("$n's blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_NOTVICT); act("$n's blow smashes through your chest, caving in half your ribcage.", ch, NULL, victim, TO_VICT); if (IS_BODY(victim,BROKEN_RIBS_1 )) {bodyloc += 1; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);} if (IS_BODY(victim,BROKEN_RIBS_2 )) {bodyloc += 2; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);} if (IS_BODY(victim,BROKEN_RIBS_4 )) {bodyloc += 4; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);} if (IS_BODY(victim,BROKEN_RIBS_8 )) {bodyloc += 8; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);} if (IS_BODY(victim,BROKEN_RIBS_16)) {bodyloc += 16; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);} bodyloc += number_range(1,3); if (bodyloc > 24) bodyloc = 24; if (bodyloc >= 16) {bodyloc -= 16; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);} if (bodyloc >= 8) {bodyloc -= 8; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);} if (bodyloc >= 4) {bodyloc -= 4; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);} if (bodyloc >= 2) {bodyloc -= 2; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);} if (bodyloc >= 1) {bodyloc -= 1; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);} } else if ( damp == 2) { act("Your blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_CHAR); act("$n's blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_NOTVICT); act("$n's blow smashes your spine, shattering it in several places.", ch, NULL, victim, TO_VICT); if (!IS_BODY(victim,BROKEN_SPINE)) SET_BIT(victim->loc_hp[1],BROKEN_SPINE); } else if ( damp == 3) { if (!IS_HEAD(victim,BROKEN_SKULL)) { act("You swing your weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, leaking out brains.", ch, NULL, victim, TO_CHAR); act("$n swings $s weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, covering you with brains.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s weapon down upon your head.\n\rYour head cracks open like an overripe melon, spilling your brains everywhere.", ch, NULL, victim, TO_VICT); make_part(victim,"brain"); SET_BIT(victim->loc_hp[0],BROKEN_SKULL); } else { act("You hammer your weapon into $N's side, crushing bone.", ch, NULL, victim, TO_CHAR); act("$n hammers $s weapon into $N's side, crushing bone.", ch, NULL, victim, TO_NOTVICT); act("$n hammers $s weapon into your side, crushing bone.", ch, NULL, victim, TO_VICT); } } } else if ( !IS_NPC( ch ) && (attack == "bite" ||IS_VAMPAFF(ch,VAM_FANGS))) { act("You sink your teeth into $N's throat and tear out $S jugular vein.\n\rYou wipe the blood from your chin with one hand.", ch, NULL, victim, TO_CHAR); act("$n sink $s teeth into $N's throat and tears out $S jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_NOTVICT); act("$n sink $s teeth into your throat and tears out your jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_VICT); make_part(victim,"blood"); if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); } else if ( !IS_NPC(ch) && (attack == "claw" || IS_VAMPAFF(ch,VAM_CLAWS))) { damp=number_range(1,2); if ( damp == 1 ) { act("You tear out $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR); act("$n tears out $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT); act("$n tears out your throat, showering the area with blood.", ch, NULL, victim, TO_VICT); make_part(victim,"blood"); if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); } if ( damp == 2 ) { if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50) { act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); make_part(victim,"eyeball"); SET_BIT(victim->loc_hp[0],LOST_EYE_L); } else if (!IS_HEAD(victim,LOST_EYE_R)) { act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); make_part(victim,"eyeball"); SET_BIT(victim->loc_hp[0],LOST_EYE_R); } else if (!IS_HEAD(victim,LOST_EYE_L)) { act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); make_part(victim,"eyeball"); SET_BIT(victim->loc_hp[0],LOST_EYE_L); } else { act("You claw open $N's chest.", ch, NULL, victim, TO_CHAR); act("$n claws open $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n claws open $N's chest.", ch, NULL, victim, TO_VICT); } } } else if ( attack == "whip" ) { act("You entangle $N around the neck, and squeeze out $S life.", ch, NULL, victim, TO_CHAR); act("$n entangles $N around the neck, and squeezes out $S life.", ch, NULL, victim, TO_NOTVICT); act("$n entangles you around the neck, and squeezes the life out of you.", ch, NULL, victim, TO_VICT); if (!IS_BODY(victim,BROKEN_NECK)) SET_BIT(victim->loc_hp[1],BROKEN_NECK); } else if ( attack == "suck" || attack == "grep" ) { act("You place your weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_CHAR); act("$n places $s weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_NOTVICT); act("$n places $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT); } else { /*bug( "Dam_message: bad dt %d.", dt );*/ } return; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; char buf [MAX_STRING_LENGTH]; if (IS_NPC(ch) && victim->level > 2 && number_percent() > 10) return; if (!IS_IMMUNE(ch, IMM_DISARM)) return; if(((obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON) { if(((obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON) return; } sprintf(buf,"$n disarms you!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_VICT ); sprintf(buf,"You disarm $N!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_CHAR ); sprintf(buf,"$n disarms $N!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_NOTVICT ); obj_from_char( obj ); if (IS_SET(obj->extra_flags, ITEM_LOYAL) && ( !IS_NPC(victim) ) ) { act( "$p leaps back into your hand!", victim, obj, NULL, TO_CHAR ); act( "$p leaps back into $n's hand!", victim, obj, NULL, TO_ROOM ); obj_to_char( obj, victim ); do_wear( victim, obj->name); } else if (IS_NPC(victim)) obj_to_char(obj, victim); else obj_to_room(obj, victim->in_room); return; } /* * Trip a creature. * Caller must check for successful attack. */ void trip( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf [MAX_STRING_LENGTH]; if (IS_AFFECTED(victim,AFF_FLYING)) return; if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return; if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim,VAM_FLYING)) return; if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMAFF(victim, DEM_UNFOLDED)) return; if (IS_CLASS(victim, CLASS_ANGEL) && IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS)) return; if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_LEVITATION)) return; } if ( victim->wait == 0) { sprintf(buf,"$n trips you and you go down!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_VICT ); sprintf(buf,"You trip $N and $E goes down!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_CHAR ); sprintf(buf,"$n trips $N and $E goes down!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( victim, 2 * PULSE_VIOLENCE ); victim->position = POS_RESTING; } return; } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( IS_NPC(ch) && ch->desc == NULL) return; if ( arg[0] == '\0' ) { send_to_char( "Kill whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "You cannot kill yourself!\n\r", ch ); return; } if (is_safe( ch, victim )) return; if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if(!IS_NPC(ch) && !IS_NPC(victim)) { ch->fight_timer +=3; victim->fight_timer +=3; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && number_range(1,3) == 1 && ch->power[DISC_WERE_BOAR] > 1 && victim->position == POS_STANDING) { act("You charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_CHAR); act("$n charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_NOTVICT); act("$n charge into you, knocking you from your feet.",ch,NULL,victim,TO_VICT); victim->position = POS_STUNNED; multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) { act("You swoop down from the sky and charge into $N.",ch,NULL,victim,TO_CHAR); act("$n swoops down from the sky and charges into $N.",ch,NULL,victim,TO_NOTVICT); act("$n swoops down from the sky and charges into you.",ch,NULL,victim,TO_VICT); if (ch->pcdata->powers[ANGEL_JUSTICE] >= 5) multi_hit( ch, victim, TYPE_UNDEFINED); else if (number_range(1,3)==1) multi_hit( ch, victim, TYPE_UNDEFINED); } multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_backstab( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Backstab 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 ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if (is_safe( ch, victim )) return; if ((( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11) && ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11)) { send_to_char( "You need to wield a piercing weapon.\n\r", ch ); return; } if ( victim->fighting != NULL ) { send_to_char( "You can't backstab a fighting person.\n\r", ch ); return; } if ( victim->hit < victim->max_hit ) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } WAIT_STATE( ch, skill_table[gsn_backstab].beats ); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB) && ch->power[DISC_VAMP_QUIE] < 10 && !IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_DROW)) damage( ch, victim, 0, gsn_backstab ); else if (!IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_backstab]) multi_hit( ch, victim, gsn_backstab ); if((ch->pcdata->rank == BELT_SEVEN || ch->pcdata->rank == BELT_EIGHT || ch->pcdata->rank == BELT_NINE || ch->pcdata->rank == BELT_TEN) && number_range(1,3) == 1) multi_hit( ch, victim, gsn_backstab ); if((ch->pcdata->rank == BELT_NINE || ch->pcdata->rank == BELT_TEN) && number_range(1,6) == 1) multi_hit( ch, victim, gsn_backstab ); else damage( ch, victim, 0, gsn_backstab ); return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int attempt; WAIT_STATE(ch,4); /* to prevent spam fleeing */ if (IS_EXTRA(ch, TIED_UP)) { send_to_char("Not while tied up.\n\r",ch); return; } if ((victim = ch->fighting ) == NULL) { if (ch->position == POS_FIGHTING) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (ch->move <= 0) { send_to_char("You can't find the energy to leave.\n\r",ch); return; } if (IS_AFFECTED(ch, AFF_WEBBED)) { send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch); return; } if (IS_AFFECTED(ch, AFF_THORNS)) { send_to_char("You are rooted to the ground by all these brambles.\n\r", ch); return; } if (IS_SET(ch->flag2, AFF_TOTALBLIND) ) { stc("You are unable to see anything, let alone flee!\n\r",victim); return; } if (ch->in_room) { if (has_area_affect(ch->in_room->area, AREA_AFF_THORNS, 0) && number_percent( ) > 30) { act("$n cannot escape with all the thorns and brambles holding $m down.",ch, NULL, NULL, TO_ROOM); send_to_char("This area is shrouded in thorns and brambles, making it hard to run.\n\r", ch); return; } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_TANARRI)) { if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) { stc("Only cowards retreat from combat.\n\r",ch); return; } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT)) { if (ch->pcdata->powers[GIANT_FRENZY] == 1) { stc("NO! You must stay and kill them stinky huuumans.\n\r",ch); return; } } if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->newbits,NEW_COIL) && number_percent( ) > 30) { sprintf(buf,"Not with %s coiled around you!\n\r",victim->name); send_to_char(buf,ch); act("$n cant escape with $N coiled around them.",ch,NULL,victim,TO_ROOM); return; } if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_DRONE) && victim->pcdata->powers[DRONE_NIGHTMARE] == 1 && number_percent( ) > 30) { sprintf(buf, "You cannot awaken from the nightmare that %s has created.\n\r", victim->name); send_to_char(buf, ch); act("$n tries to wake from the nightmare created by $N, but fails.", ch, NULL, victim, TO_ROOM); return; } if (IS_CLASS(victim, CLASS_GIANT) && IS_SET(victim->pcdata->powers[GIANT_GIFTS], GGIFT_LONGLEGS) && number_percent( ) > 30) { sprintf(buf,"%s steps down in front of you, blocking your path!\n\r",victim->name); send_to_char(buf,ch); act("$n cant escape with $N blocking the path.",ch,NULL,victim,TO_ROOM); return; } if (IS_CLASS(victim, CLASS_TANARRI) && IS_SET(victim->pcdata->powers[TANARRI_POWER],TANARRI_TENDRILS) && number_percent( ) > 30) { sprintf(buf,"%s spews a shower of tendrils at you, preventing your escape!\n\r",victim->name); send_to_char(buf,ch); act("$n tries to run, but $N spews forth a shower of tendrils, preventing $n from running.",ch,NULL,victim,TO_ROOM); return; } } if (IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim,ITEMA_ILLUSIONS) && number_percent( ) > 30) { sprintf(buf,"Theres to many of %s to escape!\n\r",victim->name); send_to_char(buf,ch); act("$n cant escape with $N blocking his way.",ch,NULL,victim,TO_ROOM); return; } if (IS_CLASS(victim, CLASS_MONK) && IS_SET(victim->newbits,NEW_JAWLOCK) && number_percent( ) > 30) { sprintf(buf,"Not with god holding you!\n\r"); send_to_char(buf,ch); act("$n cant escape god's mighty hold!",ch,NULL,victim,TO_ROOM); return; } if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_SET(victim->newbits,NEW_JAWLOCK) && number_percent( ) > 30) { sprintf(buf,"Not with %s's jaws clamped on your neck!\n\r",victim->name); send_to_char(buf,ch); act("$n cant escape $N's clamped jaws!",ch,NULL,victim,TO_ROOM); return; } if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) && IS_SET(victim->pcdata->powers[AURAS], BOG_AURA) && number_percent() > 30) { sprintf(buf,"Your stuck in the swamp surrounding %s!\n\r",victim->name); send_to_char(buf,ch); act("$n is stuck in the swamp!",ch,NULL,victim,TO_ROOM); return; } was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ((pexit = was_in->exit[door] ) == 0 || pexit->to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED)) continue; move_char( ch, door ); if (( now_in = ch->in_room ) == was_in) continue; ch->in_room = was_in; act( "$n has fled!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; if ( !IS_NPC(ch) ) send_to_char( "You flee from combat! Coward!\n\r", ch ); stop_fighting( ch, TRUE ); return; } send_to_char( "You were unable to escape!\n\r", ch ); return; } void do_rescue( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rescue 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 ( victim == ch ) { send_to_char( "What about fleeing instead?\n\r", ch ); return; } if (!IS_NPC(ch) && IS_NPC(victim)) { send_to_char( "Doesn't need your help!\n\r", ch ); return; } if ( ch->fighting == victim ) { send_to_char( "Too late.\n\r", ch ); return; } if ( ( fch = victim->fighting ) == NULL ) { send_to_char( "That person is not fighting right now.\n\r", ch ); return; } if ( is_safe(ch, fch) || is_safe(ch, victim) ) return; WAIT_STATE( ch, skill_table[gsn_rescue].beats ); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] ) { send_to_char( "You fail the rescue.\n\r", ch ); return; } act( "You rescue $N!", ch, NULL, victim, TO_CHAR ); act( "$n rescues you!", ch, NULL, victim, TO_VICT ); act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT ); stop_fighting( fch, FALSE ); stop_fighting( victim, FALSE ); set_fighting( ch, fch , TRUE); set_fighting(fch, ch, FALSE); return; } void do_kick( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *boots; int dam; int stance; int hitpoints; if (!IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level) { send_to_char("First you should learn to kick.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_kick].beats ); if ((IS_NPC(ch) && ch->level<1800)) { dam=500; damage(ch,victim,dam,gsn_kick); return; } if ((IS_NPC(ch)) || number_percent( ) < ch->pcdata->learned[gsn_kick]) dam = number_range(1,4); else { dam = 0; damage( ch, victim, dam, gsn_kick ); return; } dam += char_damroll(ch); if (dam == 0) dam = 1; if (!IS_AWAKE(victim)) dam *= 2; if(IS_NPC(ch)) dam *= 100; if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) ) { if (IS_SET(victim->special, SPC_WOLFMAN)) dam *= 0.8; if (victim->power[DISC_WERE_BOAR] > 2 ) dam *= 0.5; if ((boots = get_eq_char( ch, WEAR_FEET ) ) != NULL && IS_SET(boots->spectype, SITEM_SILVER)) dam *= 2; } if (!IS_NPC(ch)) dam = dam + (dam * ((ch->wpn[0]+1) / 100)); if (!IS_NPC(ch)) { stance = ch->stance[0]; if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25; else dam = dambonus(ch,victim,dam,stance); } if (!IS_NPC(ch) && !IS_NPC(victim) && dam > 750) dam = 750; if (dam <= 0) dam = 2; dam = cap_dam(ch, victim, dam); hitpoints = victim->hit; if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_KICK) && !IS_NPC(ch) && !(IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch, DEM_HOOVES)) && !(IS_CLASS(ch, CLASS_SHAPESHIFTER) && ch->pcdata->powers[SHAPE_FORM] == BULL_FORM)) { if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch, DEM_HOOVES)) dam = dam /2; if (IS_NPC(ch)) dam = dam * 10; victim->hit += dam; damage( ch, victim, dam, gsn_kick ); victim->hit = hitpoints; } else if IS_IMMUNE(victim, IMM_KICK) { dam=dam/2; damage( ch, victim, dam, gsn_kick ); } else damage( ch, victim, dam, gsn_kick ); return; } int dambonus( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance) { if (dam < 1) return 0; if (stance < 1) return dam; if (!IS_NPC(ch) && !can_counter(victim)) { if ( IS_STANCE(ch, STANCE_MONKEY) ) { int mindam = dam * 0.25; dam *= (ch->stance[STANCE_MONKEY]+1) / 200; if (dam < mindam) dam = mindam; } else if ( IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100 ) dam += dam * (ch->stance[STANCE_BULL] / 100); else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 ) dam += dam * (ch->stance[STANCE_DRAGON] / 100); else if ( IS_STANCE(ch, STANCE_WOLF) && ch->stance[STANCE_WOLF] > 100) dam += dam*(ch->stance[STANCE_WOLF] /100); else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 ) dam += dam * (ch->stance[STANCE_TIGER] / 100); /* ------------ This is the part for superstances, Jobo ------------------- */ else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3) && ch->stance[(ch->stance[0])] >100) dam += dam * 3 * (ch->stance[(ch->stance[0])] / 100); else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2) && ch->stance[(ch->stance[0])] >100) dam += dam * 2 * (ch->stance[(ch->stance[0])] / 100); else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1) && ch->stance[(ch->stance[0])] >100) dam += dam * (ch->stance[(ch->stance[0])] / 100); /* ------------ This is the end for superstances, Jobo ------------------- */ else if ( ch->stance[0] > 0 && ch->stance[stance] < 100 ) dam *= 0.5; } if (!IS_NPC(victim) && !can_counter(ch)) { if ( IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100 ) dam /= victim->stance[STANCE_CRAB]/100; else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100) dam /= victim->stance[STANCE_DRAGON]/100; else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100 ) dam /= victim->stance[STANCE_DRAGON]/100; else if ( IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 ) dam /= victim->stance[STANCE_SWALLOW]/100; /* ------------ This is the part for superstances, Jobo ------------------- */ else if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_3) && victim->stance[(victim->stance[0])] >100) dam /= 3 * (victim->stance[(victim->stance[0])] / 100); else if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_2) && victim->stance[(victim->stance[0])] >100) dam /= 2 * (victim->stance[(victim->stance[0])] / 100); else if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_1) && victim->stance[(victim->stance[0])] >100) dam /= (victim->stance[(victim->stance[0])] / 100); /* ------------ This is the end for superstances, Jobo ------------------- */ } return dam; } void do_punch( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int dam; int store; bool broke = FALSE; one_argument(argument,arg); if ( IS_NPC(ch) ) return; if ( ch->level < skill_table[gsn_punch].skill_level) { send_to_char( "First you should learn to punch.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot punch yourself!\n\r", ch ); return; } if (is_safe(ch,victim)) return; if ( victim->hit < victim->max_hit ) { send_to_char( "They are hurt and suspicious.\n\r", ch ); return; } if ( victim->position < POS_FIGHTING ) { send_to_char( "You can only punch someone who is standing.\n\r", ch ); return; } act("You draw your fist back and aim a punch at $N.",ch,NULL,victim,TO_CHAR); act("$n draws $s fist back and aims a punch at you.",ch,NULL,victim,TO_VICT); act("$n draws $s fist back and aims a punch at $N.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE( ch, skill_table[gsn_punch].beats ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_punch] ) dam = number_range(1,4); else { dam = 0; damage( ch, victim, dam, gsn_punch ); return; } dam += char_damroll(ch); if (dam == 0) dam = 1; if (!IS_AWAKE(victim)) dam *= 2; if ( !IS_NPC(ch) ) dam = dam + (dam * (ch->wpn[0] / 100)); if ( dam <= 0 ) dam = 1; if (dam > 1000) dam = 1000; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_BOAR] > 3) { store = victim->hit; victim->hit += dam; damage( ch, victim, dam, gsn_punch ); victim->hit = store; if (number_percent() <= 25 && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND)) { if (!IS_ARM_L(ch, LOST_FINGER_I) && !IS_ARM_L(ch, BROKEN_FINGER_I)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);broke = TRUE;} if (!IS_ARM_L(ch, LOST_FINGER_M) && !IS_ARM_L(ch, BROKEN_FINGER_M)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);broke = TRUE;} if (!IS_ARM_L(ch, LOST_FINGER_R) && !IS_ARM_L(ch, BROKEN_FINGER_R)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);broke = TRUE;} if (!IS_ARM_L(ch, LOST_FINGER_L) && !IS_ARM_L(ch, BROKEN_FINGER_L)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);broke = TRUE;} if (broke) { act("The fingers on your left hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR); act("The fingers on $n's left hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM); } } else if (number_percent() <= 25 && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND)) { if (!IS_ARM_R(ch, LOST_FINGER_I) && !IS_ARM_R(ch, BROKEN_FINGER_I)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);broke = TRUE;} if (!IS_ARM_R(ch, LOST_FINGER_M) && !IS_ARM_R(ch, BROKEN_FINGER_M)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);broke = TRUE;} if (!IS_ARM_R(ch, LOST_FINGER_R) && !IS_ARM_R(ch, BROKEN_FINGER_R)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);broke = TRUE;} if (!IS_ARM_R(ch, LOST_FINGER_L) && !IS_ARM_R(ch, BROKEN_FINGER_L)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);broke = TRUE;} if (broke) { act("The fingers on your right hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR); act("The fingers on $n's right hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM); } } stop_fighting(victim,TRUE); return; } damage( ch, victim, dam, gsn_punch ); if (victim == NULL || victim->position == POS_DEAD || dam < 1) return; if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE); if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE)) { act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW)) { act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW); } act("You fall to the ground stunned!",victim,NULL,NULL,TO_CHAR); act("$n falls to the ground stunned!",victim,NULL,NULL,TO_ROOM); victim->position = POS_STUNNED; if (dam > 1000) dam = 1000; return; } void do_berserk(CHAR_DATA *ch, char *argument) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; int number_hit = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( ch->level < skill_table[gsn_berserk].skill_level) { send_to_char( "You are not wild enough to go berserk.\n\r", ch ); return; } WAIT_STATE( ch, 24); if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] ) { act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR); act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM); return; } act("You go BERSERK!",ch,NULL,NULL,TO_CHAR); act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if (number_hit > 4) continue; if (vch->in_room == NULL) continue; if (!IS_NPC(vch)) continue; if ( ch == vch ) continue; if ( vch->in_room == ch->in_room ) { if ( ( mount = ch->mount ) != NULL ) if ( mount == vch ) continue; if (can_see(ch,vch)) { multi_hit( ch, vch, TYPE_UNDEFINED ); number_hit++; } } } return; } void do_berserk2( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; int number_hit = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( ch->level < skill_table[gsn_berserk].skill_level) { send_to_char( "You are not wild enough to go berserk.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_berserk].beats ); if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] ) { act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR); act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM); return; } act("You go BERSERK!",ch,NULL,NULL,TO_CHAR); act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if (number_hit > 4) continue; if (vch->in_room == NULL) continue; if (!IS_NPC(vch) && vch->pcdata->chobj != NULL) continue; if ( ch == vch ) continue; if ( vch->in_room == ch->in_room ) { if ( ( mount = ch->mount ) != NULL ) if ( mount == vch ) continue; if (can_see(ch,vch)) { multi_hit( ch, vch, TYPE_UNDEFINED ); number_hit++; } } } do_beastlike(ch,""); return; } /* Hurl skill by KaVir */ void do_hurl( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *mount; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; char buf [MAX_INPUT_LENGTH]; char direction [MAX_INPUT_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; int door; int rev_dir; int dam; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1 ) { send_to_char("Maybe you should learn the skill first?\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char("Who do you wish to hurl?\n\r", ch); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char("They are not here.\n\r", ch); return; } if ( victim == ch ) { send_to_char( "How can you hurl yourself?\n\r", ch ); return; } if (!IS_NPC(victim) && is_safe( ch, victim )) return; if ( (mount = victim->mount) != NULL && victim->mounted == IS_MOUNT) { send_to_char("But they have someone on their back!\n\r",ch); return; } else if ( (mount = victim->mount) != NULL && victim->mounted == IS_RIDING) { send_to_char("But they are riding!\n\r",ch); return; } if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_HURL) ) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); return; } if ( IS_NPC(victim) && victim->level > 900 ) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); return; } if ( (victim->hit < victim->max_hit) || ( victim->position == POS_FIGHTING && victim->fighting != ch) ) { act( "$N is hurt and suspicious, and you are unable to approach $M.", ch, NULL, victim, TO_CHAR ); return; } WAIT_STATE( ch, skill_table[gsn_hurl].beats ); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] ) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); multi_hit( victim, ch, TYPE_UNDEFINED ); return; } rev_dir = 0; if ( arg2[0] == '\0' ) door = number_range(0,3); else { if (!str_cmp( arg2, "n" ) || !str_cmp( arg2, "north")) door = 0; else if (!str_cmp( arg2, "e" ) || !str_cmp( arg2, "east")) door = 1; else if (!str_cmp( arg2, "s" ) || !str_cmp( arg2, "south")) door = 2; else if (!str_cmp( arg2, "w" ) || !str_cmp( arg2, "west")) door = 3; else { send_to_char("You can only hurl people north, south, east or west.\n\r", ch); return; } } if (door == 0) {sprintf(direction,"north");rev_dir = 2;} if (door == 1) {sprintf(direction,"east");rev_dir = 3;} if (door == 2) {sprintf(direction,"south");rev_dir = 0;} if (door == 3) {sprintf(direction,"west");rev_dir = 1;} if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf(buf,"$n hurls $N into the %s wall.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"You hurl $N into the %s wall.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n hurls you into the %s wall.", direction); act(buf,ch,NULL,victim,TO_VICT); dam = number_range(ch->level, (ch->level * 4)); victim->hit = victim->hit - dam; update_pos(victim); if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1; if (victim->position == POS_DEAD) {raw_kill(victim);return;} return; } pexit = victim->in_room->exit[door]; if( IS_SET(pexit->exit_info, EX_PRISMATIC_WALL)) { sprintf(buf,"$n hurls $N into the %s wall.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"You hurl $N into the %s wall.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n hurls you into the %s wall.", direction); act(buf,ch,NULL,victim,TO_VICT); dam = number_range(ch->level, (ch->level * 4)); victim->hit = victim->hit - dam; update_pos(victim); if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1; if (victim->position == POS_DEAD) {raw_kill(victim);return;} return; } if (IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED(victim,AFF_PASS_DOOR) && !IS_AFFECTED(victim,AFF_ETHEREAL)) { if (IS_SET(pexit->exit_info, EX_LOCKED)) REMOVE_BIT(pexit->exit_info, EX_LOCKED); if (IS_SET(pexit->exit_info, EX_CLOSED)) REMOVE_BIT(pexit->exit_info, EX_CLOSED); sprintf(buf,"$n hoists $N in the air and hurls $M %s.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"You hoist $N in the air and hurl $M %s.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"There is a loud crash as $n smashes through the $d."); act(buf,victim,NULL,pexit->keyword,TO_ROOM); if ((to_room = pexit->to_room ) != NULL && (pexit_rev = to_room->exit[rev_dir]) != NULL && pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL) { if (IS_SET(pexit_rev->exit_info, EX_LOCKED)) REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); if (IS_SET(pexit_rev->exit_info, EX_CLOSED)) REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); if (door == 0) sprintf(direction,"south"); if (door == 1) sprintf(direction,"west"); if (door == 2) sprintf(direction,"north"); if (door == 3) sprintf(direction,"east"); char_from_room(victim); char_to_room(victim,to_room); sprintf(buf,"$n comes smashing in through the %s $d.", direction); act(buf,victim,NULL,pexit->keyword,TO_ROOM); dam = number_range(ch->level, (ch->level * 6)); victim->hit = victim->hit - dam; update_pos(victim); if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1; if (victim->position == POS_DEAD) {raw_kill(victim);return;} } } else { sprintf(buf,"$n hurls $N %s.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"You hurl $N %s.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n hurls you %s.", direction); act(buf,ch,NULL,victim,TO_VICT); if (door == 0) sprintf(direction,"south"); if (door == 1) sprintf(direction,"west"); if (door == 2) sprintf(direction,"north"); if (door == 3) sprintf(direction,"east"); char_from_room(victim); char_to_room(victim,to_room); sprintf(buf,"$n comes flying in from the %s.", direction); act(buf,victim,NULL,NULL,TO_ROOM); dam = number_range(ch->level, (ch->level * 2)); victim->hit = victim->hit - dam; update_pos(victim); if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1; if (victim->position == POS_DEAD) {raw_kill(victim);return;} } return; } void do_disarm( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; int percent; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_disarm].skill_level) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( ( get_eq_char( ch, WEAR_WIELD ) == NULL ) && ( get_eq_char( ch, WEAR_HOLD ) == NULL ) ) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) && ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL ) ) { send_to_char( "Your opponent is not wielding a weapon.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_disarm].beats ); percent = number_percent( ) + victim->level - ch->level; if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM)) send_to_char( "You failed.\n\r", ch ); else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 ) disarm( ch, victim ); else send_to_char( "You failed.\n\r", ch ); return; } void do_sla( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to SLAY, spell it out.\n\r", ch ); return; } /* Had problems with people not dying when POS_DEAD...KaVir */ void do_killperson( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return; send_to_char( "You have been KILLED!!\n\r\n\r", victim ); if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1; raw_kill( victim ); return; } /* For decapitating players - KaVir */ void do_decapitate( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; ROOM_INDEX_DATA *location; bool can_decap = TRUE; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int faith; bool deathmatch = FALSE; if (IS_NPC(ch)) return; one_argument( argument, arg ); if (ch->in_room != NULL) { if (IS_SET (ch->in_room->room_flags, ROOM_ARENA)) { send_to_char("Your in the arena.\n\r",ch); return; } } if ( arg[0] == '\0' ) { send_to_char( "Decapitate 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 ( ch == victim ) { send_to_char( "That might be a bit tricky...\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char( "You can only decapitate other players.\n\r", ch ); return; } if ( victim->position > 1 ) { send_to_char( "You can only do this to mortally wounded players.\n\r", ch ); return; } if (is_safe(ch,victim)) return; if (in_fortress(ch) && !arena2death) { fortresskill(ch, victim); return; } else if (in_fortress(ch) && arena2death) { deathmatch = TRUE; arena2 = TRUE; if ((location = get_room_index(ROOM_VNUM_VICTORY)) == NULL) return; char_from_room(victim); char_to_room(victim, location); char_from_room(ch); char_to_room(ch, location); ch->fight_timer = 0; update_bets(ch, victim, TRUE); } else if (ragnarok) { ragnarokdecap(ch, victim); return; } /* limit */ if (reachedDecapLimit(ch)) { send_to_char("You have reached the decap limit for your current size, you need to gain more hps.\n\r",ch); return; } /* blah */ if (getMight(ch) < 150) { send_to_char("If you wish to pk, then you should move into the pk-range.\n\r", ch); return; } /* spamcap */ if (!str_cmp(ch->pcdata->last_decap[0], victim->name) && str_cmp(ch->pcdata->retaliation, victim->name)) { send_to_char("Don't spamcap, it's not nice, find someone else to pick on.\n\r",ch); return; } if (!fair_fight(ch, victim)) can_decap = FALSE; if (ch->level > 6 && can_decap == FALSE) can_decap = TRUE; if (!can_decap) { if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,""); behead( victim ); victim->level = 2; dropinvis(ch); players_decap++; ch->pcdata->mean_paradox_counter++; ch->pcdata->bounty += number_range(60,120); sprintf(buf,"#P%s #owas torn to pieces by #R%s #c(#0Paradox Counter#c)#n",victim->name, ch->name); death_info(buf); if (ch->pcdata->mean_paradox_counter > 2) { ch->pcdata->mean_paradox_counter = 0; do_paradox(ch,"self"); } return; } if (victim->pcdata->bounty > 0) { sprintf(buf,"You recive a %d QP bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name); send_to_char(buf, ch); ch->pcdata->quest += victim->pcdata->bounty; victim->pcdata->bounty =0; } /* update quest status */ { QUEST_DATA *quest; bool found = FALSE; for (quest = ch->pcdata->quests; quest && !found; quest = quest->next) { if (quest->type == QT_PK) { if (quest->vnums[0] == victim->pcdata->playerid) { quest->vnums[0] = -1; found = TRUE; send_to_char("#GYou have fulfilled a quest.#n\n\r", ch); } } } } update_edge(ch); ch->exp += victim->exp / 2; victim->exp -= victim->exp/2; send_losthead(victim); send_decap(ch); if (ch->pcdata->religion != 0) { faith = victim->max_hit / 15000; if (is_upgrade(victim)) faith *= 1.5; if (rel_oppose(ch, victim)) faith *= 1.5; if (ch->pcdata->relrank > victim->pcdata->relrank) faith /= 2; if (victim->pcdata->relrank > ch->pcdata->relrank) faith *= 2; ch->pcdata->faith += faith; ch->pcdata->current_faith += faith; victim->pcdata->faith -= faith/2; victim->pcdata->current_faith -= faith/2; if (victim->pcdata->faith < 0) victim->pcdata->faith = 0; if (victim->pcdata->current_faith < 0) victim->pcdata->current_faith = 0; sprintf(buf,"#pYou gain #C%d#p faithpoints.#n\n\r", faith); send_to_char(buf,ch); check_faith(ch); check_faith(victim); } /* * hitpoints reward for killing */ ch->hit += victim->max_hit * 0.1; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; /* * Update the last decaps to prevent spamcapping. */ free_string( ch->pcdata->last_decap[1] ); ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]); free_string( ch->pcdata->last_decap[0] ); ch->pcdata->last_decap[0] = str_dup(victim->name); /* * Retaliation update */ free_string(victim->pcdata->retaliation); victim->pcdata->retaliation = str_dup(ch->name); if (!str_cmp(ch->pcdata->retaliation, victim->name)) { free_string(ch->pcdata->retaliation); ch->pcdata->retaliation = str_dup("Noone"); } act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as raw energy pulses through your veins.", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as sparks of energy crackle around $m.", ch, NULL, NULL, TO_NOTVICT ); if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,""); if (!deathmatch) ch->fight_timer += 10; if (IS_CLASS(ch, CLASS_DEMON)) { send_to_char("You rip away a part of their soul.\n\r", ch); send_to_char("You feel a part of your soul has been torn away.\n\r", victim); ch->pcdata->souls += 1; } behead( victim ); dropinvis(ch); /* Removes mage powers */ if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_STEELSHIELD); if (IS_ITEMAFF(victim, ITEMA_BEAST)) REMOVE_BIT(victim->itemaffect, ITEMA_BEAST); if (IS_ITEMAFF(victim, ITEMA_MAGESHIELD)) REMOVE_BIT(victim->itemaffect, ITEMA_MAGESHIELD); if (IS_ITEMAFF(victim, ITEMA_ILLUSIONS)) REMOVE_BIT(victim->itemaffect, ITEMA_ILLUSIONS); if (IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) REMOVE_BIT(victim->itemaffect, ITEMA_DEFLECTOR); do_beastlike(ch,""); if (ch->pcdata->mean_paradox_counter > 0) ch->pcdata->mean_paradox_counter--; ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; victim->level = 2; decap_message(ch,victim); sprintf( log_buf, "%s decapitated by %s at %d.", victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum ); log_string( log_buf ); players_decap++; ch->pcdata->bounty += number_range(30,80); return; } void decap_message(CHAR_DATA *ch, CHAR_DATA *victim) { OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; bool unarmed = FALSE; if (IS_NPC(ch) || IS_NPC(victim)) return; if ( (obj = get_eq_char( ch, WEAR_WIELD )) == NULL ) { if (( obj = get_eq_char( ch, WEAR_HOLD )) == NULL ) { unarmed = TRUE; } } if ((obj != NULL && obj->item_type != ITEM_WEAPON)) unarmed = TRUE; /* The players own decap message */ if (IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP)) { special_decap_message(ch,victim); return; } if (ch->pcdata->religion != 0) sprintf(buf, religion_table[ch->pcdata->religion].decapmessage, victim->name, ch->name); else if (unarmed) { if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his head torn off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her head torn off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else sprintf(buf,"#P%s #ygot its head torn off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); } else if (obj->value[3] == 1) { if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else sprintf(buf,"#P%s #ygot its head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); } else if (obj->value[3] == 2) { if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his heart stabbed through by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her heart stabbed through by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else sprintf(buf,"#P%s #ygot its heart stabbed through by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); } else if (obj->value[3] == 3) { if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else sprintf(buf,"#P%s #ygot its head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); } else if (obj->value[3] == 4) sprintf(buf,"#P%s #ygot strangled by #R%s",victim->pcdata->switchname,ch->pcdata->switchname); else if (obj->value[3] == 5) sprintf(buf,"#R%s #yruns a clawed hand through #P%s #yand pulls out the heart#n",ch->pcdata->switchname,victim->pcdata->switchname); else if (obj->value[3] == 6) sprintf(buf,"#R%s #yshoots #P%s #yseveral times and spits on the corpse#n",ch->pcdata->switchname,victim->pcdata->switchname); else if (obj->value[3] == 7) sprintf(buf,"#R%s #ypounds #P%s #yon the head and the skull caves in#n",ch->pcdata->switchname,victim->pcdata->switchname); else if (obj->value[3] == 8) sprintf(buf,"#R%s #ycrushes #P%s #yto a bloody pulp#n",ch->pcdata->switchname,victim->pcdata->switchname); else if (obj->value[3] == 9) sprintf(buf,"#P%s #yhas been grepped by #R%s#y, that's just mean!#n",victim->pcdata->switchname,ch->pcdata->switchname); else if (obj->value[3] == 10) sprintf(buf,"#P%s #ywas bitten to death by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else if (obj->value[3] == 11) sprintf(buf,"#R%s #yhas punctured the lungs of #P%s#y, what a meanie!#n",ch->pcdata->switchname,victim->pcdata->switchname); else if (obj->value[3] == 12) sprintf(buf,"#R%s #ygrabs #P%s #yby the head and sucks the brain out#n",ch->pcdata->switchname,victim->pcdata->switchname); else { if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); else sprintf(buf,"#P%s #ygot its head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname); } death_info(buf); return; } void do_crack( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *right; OBJ_DATA *left; right = get_eq_char( ch, WEAR_WIELD ); left = get_eq_char( ch, WEAR_HOLD ); if (right != NULL && right->pIndexData->vnum == 12) obj = right; else if (left != NULL && left->pIndexData->vnum == 12) obj = left; else { send_to_char("You are not holding any heads.\n\r",ch); return; } act("You hurl $p at the floor.", ch, obj, NULL, TO_CHAR); act("$n hurls $p at the floor.", ch, obj, NULL, TO_ROOM); act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_CHAR); if (obj->chobj != NULL) { act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT); act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT); } else { act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_ROOM); } crack_head(ch,obj,obj->name); obj_from_char(obj); extract_obj(obj); } void crack_head( CHAR_DATA *ch, OBJ_DATA *obj, char *argument ) { CHAR_DATA *victim; MOB_INDEX_DATA *pMobIndex; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (str_cmp(arg2,"mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) && IS_AFFECTED(obj->chobj,AFF_POLYMORPH)) { victim = obj->chobj; make_part(victim,"cracked_head"); make_part(victim,"brain"); sprintf(buf,"the quivering brain of %s",victim->name); free_string(victim->morph); victim->morph = str_dup(buf); return; } else if (!str_cmp(arg2,"mob")) { if ( ( pMobIndex = get_mob_index( obj->value[1] ) ) == NULL ) return; victim = create_mobile( pMobIndex ); char_to_room(victim,ch->in_room); make_part(victim,"cracked_head"); make_part(victim,"brain"); extract_char(victim,TRUE); return; } else { if ( ( pMobIndex = get_mob_index( 30002 ) ) == NULL ) return; victim = create_mobile( pMobIndex ); sprintf( buf, capitalize(arg2) ); free_string( victim->short_descr ); victim->short_descr = str_dup( buf ); char_to_room(victim,ch->in_room); make_part(victim,"cracked_head"); make_part(victim,"brain"); extract_char(victim,TRUE); return; } return; } /* Voodoo skill by KaVir */ void do_voodoo( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; char part1 [MAX_INPUT_LENGTH]; char part2 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0') { send_to_char( "Who do you wish to use voodoo magic on?\n\r", ch ); return; } if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You are not holding a voodoo doll.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } sprintf(part2,obj->name); sprintf(part1,"%s voodoo doll",victim->name); if ( str_cmp(part1,part2) ) { sprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name); send_to_char( buf, ch ); return; } if ( arg2[0] == '\0') send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch ); else if ( !str_cmp(arg2, "stab") ) { WAIT_STATE(ch,12); act("You stab a pin through $p.", ch, obj, NULL, TO_CHAR); act("$n stabs a pin through $p.", ch, obj, NULL, TO_ROOM); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; act("You feel an agonising pain in your chest!", victim, NULL, NULL, TO_CHAR); act("$n clutches $s chest in agony!", victim, NULL, NULL, TO_ROOM); } else if ( !str_cmp(arg2, "burn") ) { WAIT_STATE(ch,12); act("You set fire to $p.", ch, obj, NULL, TO_CHAR); act("$n sets fire to $p.", ch, obj, NULL, TO_ROOM); act("$p burns to ashes.", ch, obj, NULL, TO_CHAR); act("$p burns to ashes.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); extract_obj(obj); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; if (IS_AFFECTED(victim,AFF_FLAMING) ) return; SET_BIT(victim->affected_by, AFF_FLAMING); act("You suddenly burst into flames!", victim, NULL, NULL, TO_CHAR); act("$n suddenly bursts into flames!", victim, NULL, NULL, TO_ROOM); } else if ( !str_cmp(arg2, "throw") ) { WAIT_STATE(ch,12); act("You throw $p to the ground.", ch, obj, NULL, TO_CHAR); act("$n throws $p to the ground.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; if (victim->position < POS_STANDING) return; if (victim->position == POS_FIGHTING) stop_fighting(victim, TRUE); act("A strange force picks you up and hurls you to the ground!", victim, NULL, NULL, TO_CHAR); act("$n is hurled to the ground by a strange force.", victim, NULL, NULL, TO_ROOM); victim->position = POS_RESTING; victim->hit = victim->hit - number_range(ch->level,(5*ch->level)); update_pos(victim); if (victim->position == POS_DEAD && !IS_NPC(victim)) { do_killperson(ch,victim->name); return; } } else send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch ); return; } void do_garotte(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int chance; one_argument(argument, arg); chance = number_percent(); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE)) { send_to_char("Huh?\n\r", ch ); return; } if ((victim = get_char_room(ch, arg)) == NULL) { send_to_char("Garotte whom?\n\r", ch ); return; } if (victim == ch) { send_to_char("That would be a bad idea.\n\r", ch ); return; } if (is_safe(ch, victim)) return; if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 4) && ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL|| obj->value[3] != 4)) { send_to_char( "You need to wield a whip.\n\r", ch ); return; } WAIT_STATE(ch, 12); if (chance <= 5) { send_to_char("You cannot get close enough.\n\r",ch); return; } if ( chance == 10 || chance == 15 || chance == 20 || chance == 25) { act("$n wraps a whip around $N's neck! $N is choking to death!",ch,NULL,victim,TO_NOTVICT); act("You wrap your whip around $N's neck and refuse to let go!",ch,NULL,victim,TO_CHAR); act("$n wraps his whip around your neck, and you can't break free!",ch,NULL,victim,TO_VICT); if (!IS_NPC(victim)) { one_hit(ch, victim, gsn_garotte,1); one_hit(ch, victim, gsn_garotte,1); one_hit(ch, victim, gsn_garotte,1); one_hit(ch, victim, gsn_garotte,1); } else { victim->hit = 1; damage(ch, victim, 1000, gsn_garotte); } return; } else { one_hit(ch, victim, gsn_garotte,1); return; } return; } void do_dark_garotte(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int chance; int sn; one_argument(argument, arg); chance = number_percent(); if (IS_NPC(ch)) return; if (ch->in_room != NULL) { if (IS_SET (ch->in_room->room_flags, ROOM_ARENA)) { send_to_char("Your in the arena.\n\r",ch); return; } } if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE) || !IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE)) { send_to_char("Huh?\n\r", ch ); return; } if (!IS_SET(ch->newbits, NEW_DARKNESS)) { send_to_char("You have to be surrounded in darkness.\n\r", ch ); return; } if ((victim = get_char_room(ch, arg)) == NULL) { send_to_char("Dark Garotte whom?\n\r", ch ); return; } if (victim == ch) { send_to_char("That would be a bad idea.\n\r", ch ); return; } if (IS_NPC(victim) && victim->level>2000) { send_to_char("That would be a bad idea, too big mob.\n\r", ch ); return; } if (is_safe(ch, victim)) return; if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 4) && ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL || obj->value[3] != 4)) { send_to_char( "You need to wield a whip.\n\r", ch ); return; } if ( victim->fighting != NULL ) { send_to_char( "You can't garotte a fighting person.\n\r", ch ); return; } if (victim->hit < victim->max_hit) { act("$N is too hurt for you to sneak up.", ch, NULL,victim,TO_CHAR); return; } WAIT_STATE(ch, skill_table[gsn_garotte].beats); REMOVE_BIT(ch->newbits, NEW_DARKNESS); REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB)) { if ((sn = skill_lookup("web")) > 0) (*skill_table[sn].spell_fun) (sn, 50, ch, victim); } if ( chance > 95 ) { act("$n wraps a whip around $N's neck! $N is choking to death!",ch,NULL,victim,TO_NOTVICT); act("You wrap your whip around $N's neck and refuse to let go!",ch,NULL,victim,TO_CHAR); act("$n wraps his whip around your neck, and you can't break free!",ch,NULL,victim,TO_VICT); one_hit(ch, victim, gsn_garotte,1); one_hit(ch, victim, gsn_garotte,1); one_hit(ch, victim, gsn_garotte,1); one_hit(ch, victim, gsn_garotte,1); one_hit(ch, victim, gsn_garotte,1); one_hit(ch, victim, gsn_garotte,1); } else { one_hit(ch, victim, gsn_garotte,1); one_hit(ch, victim, gsn_garotte,1); one_hit(ch, victim, gsn_garotte,1); } return; } bool has_timer(CHAR_DATA *ch) { if (ch->fight_timer > 0 && !IS_NPC(ch)) { send_to_char("Not until your fight timer runs out!\n\r", ch ); return TRUE; } return FALSE; } void do_autostance(CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument(argument,arg); if (IS_NPC(ch)) return; if (!str_cmp(arg,"none")) { send_to_char("You no longer autostance.\n\r", ch ); ch->stance[MONK_AUTODROP] = STANCE_NONE; } else if (!str_cmp(arg, "crane")) { send_to_char("You now autostance into the crane stance.\n\r",ch ); ch->stance[MONK_AUTODROP] = STANCE_CRANE; } else if (!str_cmp(arg, "crab")) { send_to_char("You now autostance into the crab stance.\n\r", ch ); ch->stance[MONK_AUTODROP] = STANCE_CRAB; } else if (!str_cmp(arg, "bull")) { send_to_char("You now autostance into the bull stance.\n\r", ch ); ch->stance[MONK_AUTODROP] = STANCE_BULL; } else if (!str_cmp(arg, "viper")) { send_to_char("You now autostance into the viper stance.\n\r", ch ); ch->stance[MONK_AUTODROP] = STANCE_VIPER; } else if (!str_cmp(arg, "mongoose")) { send_to_char("You now autostance into the mongoose stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_MONGOOSE; } else if (!str_cmp(arg, "mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) { send_to_char("You now autostance into the mantis stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_MANTIS; } else if (!str_cmp(arg, "monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { send_to_char("You now autostance into the monkey stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_MONKEY; } else if (!str_cmp(arg, "swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { send_to_char("You now autostance into the swallow stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SWALLOW; } else if (!str_cmp(arg, "tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) { send_to_char("You now autostance into the tiger stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_TIGER; } else if (!str_cmp(arg, "dragon") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_BULL] >= 200) { send_to_char("You now autostance into the dragon stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_DRAGON; } else if (!str_cmp(arg, "wolf") && (IS_CLASS(ch, CLASS_WEREWOLF)) && ch->stance[STANCE_TIGER] >= 200 && ch->stance[STANCE_SWALLOW] >= 200 && ch->stance[STANCE_MONKEY] >= 200 && ch->stance[STANCE_MANTIS] >= 200 && ch->stance[STANCE_DRAGON] >= 200) { send_to_char("You now autostance into the wolf stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_WOLF; } else if (!str_cmp(arg, "ss1") && ch->stance[19] != -1) { send_to_char("You now autostance into superstance one.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SS1; } else if (!str_cmp(arg, "ss2") && ch->stance[20] != -1) { send_to_char("You now autostance into superstance two.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SS2; } else if (!str_cmp(arg, "ss3") && ch->stance[21] != -1) { send_to_char("You now autostance into superstance three.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SS3; } else if (!str_cmp(arg, "ss4") && ch->stance[22] != -1) { send_to_char("You now autostance into superstance four.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SS4; } else if (!str_cmp(arg, "ss5") && ch->stance[23] != -1) { send_to_char("You now autostance into superstance five.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SS5; } else send_to_char("You can't set your autostance to that!\n\r",ch); } void autodrop(CHAR_DATA *ch) { char buf [MAX_INPUT_LENGTH]; char buf2 [MAX_INPUT_LENGTH]; char stancename [10]; if (IS_NPC(ch)) return; if (ch->stance[MONK_AUTODROP]==STANCE_NONE) return; if (ch->stance[MONK_AUTODROP]==STANCE_VIPER) sprintf(stancename,"viper"); else if (ch->stance[MONK_AUTODROP]==STANCE_CRANE) sprintf(stancename,"crane"); else if (ch->stance[MONK_AUTODROP]==STANCE_CRAB) sprintf(stancename,"crab"); else if (ch->stance[MONK_AUTODROP]==STANCE_MONGOOSE) sprintf(stancename,"mongoose"); else if (ch->stance[MONK_AUTODROP]==STANCE_BULL) sprintf(stancename,"bull"); else if (ch->stance[MONK_AUTODROP]==STANCE_MANTIS) sprintf(stancename,"mantis"); else if (ch->stance[MONK_AUTODROP]==STANCE_DRAGON) sprintf(stancename,"dragon"); else if (ch->stance[MONK_AUTODROP]==STANCE_TIGER) sprintf(stancename,"tiger"); else if (ch->stance[MONK_AUTODROP]==STANCE_MONKEY) sprintf(stancename,"monkey"); else if (ch->stance[MONK_AUTODROP]==STANCE_SWALLOW) sprintf(stancename,"swallow"); else if (ch->stance[MONK_AUTODROP]==STANCE_SS1) sprintf(stancename,"ss1"); else if (ch->stance[MONK_AUTODROP]==STANCE_SS2) sprintf(stancename,"ss2"); else if (ch->stance[MONK_AUTODROP]==STANCE_SS3) sprintf(stancename,"ss3"); else if (ch->stance[MONK_AUTODROP]==STANCE_SS4) sprintf(stancename,"ss4"); else if (ch->stance[MONK_AUTODROP]==STANCE_SS5) sprintf(stancename,"ss5"); else if (ch->stance[MONK_AUTODROP]) sprintf(stancename,"wolf"); else return; if (ch->stance[0] < 1) { ch->stance[0] = ch->stance[MONK_AUTODROP];; sprintf(buf, "#7You autodrop into the #3%s#7 stance.", stancename); act(buf, ch, NULL, NULL, TO_CHAR); sprintf(buf2, "#7$n autodrops into the #3%s#7 stance.",stancename); act(buf2, ch, NULL, NULL, TO_ROOM); } } void dropinvis(CHAR_DATA *ch) { if (ch->level < 7 && IS_SET(ch->act, AFF_HIDE)) REMOVE_BIT(ch->act, AFF_HIDE); if (ch->level < 7 && IS_SET(ch->act, PLR_WIZINVIS)) REMOVE_BIT(ch->act, PLR_WIZINVIS); if ((IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_DROID)) && IS_SET(ch->newbits, NEW_DARKNESS)) { REMOVE_BIT(ch->newbits, NEW_DARKNESS); REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); } return; }