/*************************************************************************** * 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" void do_monkarmor( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if(!IS_IMMORTAL(ch)) { if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("What?\n\r",ch); return; } } if (arg[0] == '\0') { send_to_char("Please specify which piece of monk armor you wish to make: Ring Collar Robe\n\r" "Helmet Shorts Boots Gloves Sleeves Cloak Belt Bracer Mask.\n\r",ch); return; } if ( ch->practice <60 ) { send_to_char("It costs 60 points of primal to create monk equipment.\n\r",ch); return; } if (!str_cmp(arg,"bracer" )) vnum = 33029; else if (!str_cmp(arg,"cloak" )) vnum = 33027; else if (!str_cmp(arg,"gloves" )) vnum = 33025; else if (!str_cmp(arg,"ring" )) vnum = 33020; else if (!str_cmp(arg,"collar" )) vnum = 33021; else if (!str_cmp(arg,"robe" )) vnum = 33022; else if (!str_cmp(arg,"helmet" )) vnum = 33024; else if (!str_cmp(arg,"boots" )) vnum = 33031; else if (!str_cmp(arg,"shorts" )) vnum = 33023; else if (!str_cmp(arg,"sleeves" )) vnum = 33026; else if (!str_cmp(arg,"belt" )) vnum = 33028; else if (!str_cmp(arg,"mask" )) vnum = 33030; else { do_monkarmor(ch,""); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform a God.\n\r",ch); return; } obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); ch->practice -= 60; act("$p appears in your hands.",ch,obj,NULL,TO_CHAR); act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM); return; } void do_deathtouch( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( !IS_CLASS(ch, CLASS_MONK) ) { stc("Huh?\n\r",ch); return; } if ( ch->monkab[SPIRIT] < 4 ) { stc("You need to obtain level 4 spirit to use Death touch.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char("They are not here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Not on mobiles.\n\r",ch); return; } if (is_safe(ch,victim) ) return; if ( victim == ch ) { stc("That doesn't seem like a good idea.\n\r",ch); return; } WAIT_STATE(ch, 12); act("You place your hands on $N's head and channel negative energy into $m.",ch,NULL,victim,TO_CHAR); act("$n places $s hands on your head, and you scream in utter pain.",ch,NULL,victim,TO_VICT); act("$n places $s hands on $N's head and $N screams in pain.",ch,NULL,victim,TO_ROOM); SET_BIT(victim->monkstuff, MONK_DEATH); return; } void do_healingtouch( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( !IS_CLASS(ch, CLASS_MONK) ) { stc("Huh?\n\r",ch); return; } if ( ch->monkab[SPIRIT] < 3 ) { stc("You need to obtain level 3 spirit to use Healing touch.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char("They are not here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Not on mobiles.\n\r",ch); return; } WAIT_STATE(ch, 12); if ( victim == ch ) { stc("You focus your energy, and magical sparks leap out of your body.\n\r",ch); act("$n concentrates, and magical sparks leap out of $s body.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->monkstuff, MONK_HEAL); return; } act("You place your hands on $N's head and focus your energy on $M.",ch,NULL,victim,TO_CHAR); act("$n places $s hands on your head and you feel warmer.",ch,NULL,victim,TO_VICT); act("$n places $s hands on $N's head and concentrates.",ch,NULL,victim,TO_ROOM); SET_BIT(victim->monkstuff, MONK_HEAL); return; } void do_spiritpower( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK) || ch->monkab[BODY] < 3) { stc("Huh?\n\r",ch); return; } if ( IS_SET(ch->newbits, NEW_POWER) ) { stc("Your spiritual power fades.\n\r",ch); ch->damroll -= 200; ch->hitroll -= 200; REMOVE_BIT(ch->newbits, NEW_POWER); return; } if ( ch->move < 100 ) { stc("You are too exhausted.\n\r",ch); return; } SET_BIT(ch->newbits, NEW_POWER); ch->damroll += 200; ch->hitroll += 200; ch->move -= 25; stc("Your body pulses with spiritual energy.\n\r",ch); return; } void do_relax( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_MONK) ) { stc("Huh?\n\r",ch); return; } if ( ch->chi[CURRENT] < 1 ) { stc("You are already totally relaxed.\n\r",ch); return; } if ( ch->position == POS_FIGHTING ) { stc("You cannot relax your ch'i while fighting!\n\r",ch); return; } ch->chi[CURRENT]--; WAIT_STATE(ch, 12); stc("You breathe deeply and relax your focus.\n\r",ch); act("$n looks more relaxed.",ch,NULL,NULL,TO_ROOM); return; } void do_chi( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_MONK) ) { stc("Huh?\n\r",ch); return; } if ( ch->fighting == NULL ) { stc("You must be fighting to focus your ch'i.\n\r",ch); return; } if ( ch->chi[CURRENT] >= ch->chi[MAXIMUM] ) { if (ch->chi[MAXIMUM] == 0) stc("You have not gained any control of your ch'i.\n\r",ch); else { sprintf(buf,"You cannot focus your ch'i past a level of %d.",ch->chi[MAXIMUM]); stc(buf,ch); } return; } if ( ch->move < 500 + ((ch->chi[CURRENT]+1) * 20) ) { stc("You are too exhausted.\n\r",ch); return; } if ( ch->chi[CURRENT] == 0 ) { stc("Your body flickers with energy.\n\r",ch); act("$n's body flickers with energy.",ch,NULL,NULL,TO_ROOM); } if ( ch->chi[CURRENT] == 1 ) { stc("Your body pulses with energy.\n\r",ch); act("$n's body pulses with energy.",ch,NULL,NULL,TO_ROOM); } if ( ch->chi[CURRENT] == 2 ) { stc("Your body glows with blue energy.\n\r",ch); act("$n's body glows with blue energy.",ch,NULL,NULL,TO_ROOM); } if ( ch->chi[CURRENT] == 3 ) { stc("Your body glows bright red.\n\r",ch); act("$n's body glows bright red.",ch,NULL,NULL,TO_ROOM); } if ( ch->chi[CURRENT] == 4 ) { stc("Your body flashes with power.\n\r",ch); act("$n's body flashes with power.",ch,NULL,NULL,TO_ROOM); } if ( ch->chi[CURRENT] == 5 ) { stc("Your body emits sparks of energy as you fully focus your ch'i.\n\r",ch); act("$n's body emits sparks of energy.",ch,NULL,NULL,TO_ROOM); } WAIT_STATE(ch, 12); ch->chi[CURRENT]++; ch->move -= ((ch->chi[CURRENT] * 20)); return; } void do_chands(CHAR_DATA *ch, char *argument ) { if(IS_NPC(ch)) return; if(!IS_CLASS(ch, CLASS_MONK)) { stc("Huh?\n\r", ch); return; } if ( ch->pcdata->powers[PMONK] < 9 ) { stc("You do not yet have this ability\n\r", ch); return; } if(IS_ITEMAFF(ch, ITEMA_CHAOSHANDS)) { if(IS_ITEMAFF(ch, ITEMA_FIRESHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD); if(IS_ITEMAFF(ch, ITEMA_ACIDSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD); if(IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD); if(IS_ITEMAFF(ch, ITEMA_ICESHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD); if(IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSHANDS); act("The swirling colors around your hands disappear.",ch,NULL,NULL,TO_CHAR); act("The swirling colors around $n's hands disappear.",ch,NULL,NULL,TO_ROOM); return; } else { if(!IS_ITEMAFF(ch, ITEMA_FIRESHIELD)) SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD); if(!IS_ITEMAFF(ch, ITEMA_ACIDSHIELD)) SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD); if(!IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD)) SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD); if(!IS_ITEMAFF(ch, ITEMA_ICESHIELD)) SET_BIT(ch->itemaffect, ITEMA_ICESHIELD); if(!IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD)) SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); SET_BIT(ch->itemaffect, ITEMA_CHAOSHANDS); act("Swirling colors appear around your hands bringing up shields.",ch,NULL,NULL,TO_CHAR); act("Swirling colors appear around $n's hands.",ch,NULL,NULL,TO_ROOM); return; } } void do_mantra( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r",ch); return; } if (arg1[0] == '\0' && arg2[0] == '\0') { sprintf(buf,"Mantras Learned (%d).\n\r", ch->pcdata->powers[PMONK]); send_to_char(buf,ch); send_to_char("Powers you have:\n\r", ch); if ( ch->pcdata->powers[PMONK] < 1 ) send_to_char("You have no knowledge of any Mantras.\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 1 ) send_to_char("Eyes of God.\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 2 ) send_to_char("Shield/Read Aura/Scry\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 3 ) send_to_char("Sacred Invisibility\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 4 ) send_to_char("Wrath of God\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 5 ) send_to_char("Adamantium Hands\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 6 ) send_to_char("Skin of Steel\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 7 ) send_to_char("The Almighty Favor\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 8 ) send_to_char("Dark Blaze\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 9 ) send_to_char("Chaos Hands\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 10 ) send_to_char("Prayer of the Ages\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 11 ) send_to_char("Cloak of Life\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 12 ) send_to_char("Gods Heal.\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 13 ) send_to_char("Gods Hold.\n\r", ch); if ( ch->pcdata->powers[PMONK] >= 14 ) send_to_char("You have completed your Mantra training.\n\r", ch); return; } if (!str_cmp(arg2,"improve")) { int improve; int cost; int max; if (!str_cmp(arg1,"power" )) { improve = PMONK; max=14; } else { send_to_char("________________________________\n\r",ch); send_to_char("| |\n\r",ch); send_to_char("| Mantras |\n\r",ch); send_to_char("|_______________________________|\n\r",ch); send_to_char("| 1. Eye of God |\n\r",ch); send_to_char("| 2. Shield/Read Aura/Scry |\n\r",ch); send_to_char("| 3. Sacred Invisibility |\n\r",ch); send_to_char("| 4. Wrath of God |\n\r",ch); send_to_char("| 5. Adamantium Hands |\n\r",ch); send_to_char("| 6. Flaming Hands |\n\r",ch); send_to_char("| 7. Skin of Steel |\n\r",ch); send_to_char("| 8. The Almighty's Favor |\n\r",ch); send_to_char("| 9. Dark Blaze |\n\r",ch); send_to_char("| 10. Celestial Path |\n\r",ch); send_to_char("| 11. Pray of the Ages |\n\r",ch); send_to_char("| 12. Cloak of Life |\n\r",ch); send_to_char("| 13. God's heal |\n\r",ch); send_to_char("| 14. God's hold |\n\r",ch); send_to_char("|_______________________________|\n\r",ch); return; } cost = (ch->pcdata->powers[improve]+1) * 10; arg1[0] = UPPER(arg1[0]); if ( ch->pcdata->powers[improve] >= max ) { sprintf(buf,"You have already gained all the known Mantras.\n\r"); send_to_char(buf,ch); return; } if ( cost > ch->practice ) { sprintf(buf,"It costs you %d primal learn the Mantra.\n\r", cost); send_to_char(buf,ch); return; } ch->pcdata->powers[improve] += 1; ch->practice -= cost; sprintf(buf,"You learn a Mantra.\n\r"); send_to_char(buf,ch); } else send_to_char("To learn a Mantra, type: Mantra power improve.\n\r",ch); return; } void do_cloak( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[PMONK] < 11 ) { send_to_char("You do not have the mantra of the Cloak of Life.\n\r",ch); return; } if (ch->move < 1000) { send_to_char("You do not have enough vitality to do that.\n\r",ch); return; } if (IS_SET(ch->newbits, NEW_MONKCLOAK)) { REMOVE_BIT(ch->newbits, NEW_MONKCLOAK); send_to_char("You are no longer protected by the Almighty's cloak.\n\r",ch); act("$n is no longer protected by the Almighty's cloak of life.\n\r",ch,NULL,NULL,TO_ROOM); return; } if (!IS_SET(ch->newbits,NEW_MONKCLOAK)) { SET_BIT(ch->newbits, NEW_MONKCLOAK); send_to_char("You are protected by the Almighty's cloak.\n\r",ch); act("$n is protected by the Almighty's cloak of life.\n\r",ch,NULL,NULL,TO_ROOM); ch->move = ch->move - 1000; return; } } void do_prayofages( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; AFFECT_DATA af; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[PMONK] < 11) { send_to_char("You must obtain level 11 in mantras to use Prayer of Ages.\n\r",ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (IS_AFFECTED(victim, AFF_CURSE)) { send_to_char("They are already cursed.\n\r", ch); return; } af.type = skill_lookup("curse"); af.duration = 30; af.location = APPLY_HITROLL; af.modifier = -10; af.bitvector = AFF_CURSE; affect_to_char( victim, &af ); send_to_char( "You feel unclean.\n\r", victim ); send_to_char("You pray to god, cursing your nemesis with his divine wrath.\n\r", ch); WAIT_STATE(ch, 8); return; } void do_sacredinvis( CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[PMONK] < 3) { send_to_char("You do not have the mantra of Sacred Invisibility.\n\r",ch); return; } if ( IS_SET(ch->act, AFF_HIDE) ) { REMOVE_BIT(ch->act, AFF_HIDE); send_to_char( "You emerge from your cloak of invisibility.\n\r", ch ); act("$n slowly emerges from a cloak of holy invisibility.",ch,NULL,NULL,TO_ROOM); } else { if (ch->fight_timer >0) { send_to_char("Not until your fight timer expires.\n\r", ch ); return; } if (ch->move < 500) { send_to_char("You do not have enough movement to do this.\n\r", ch ); return; } send_to_char( "You slowly fade into a cloak of invisibility.\n\r", ch ); act("$n slowly fades into a cloak of holy invisibility..",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->act, AFF_HIDE); ch->move -= 500; } return; } void do_flaminghands( CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[PMONK] <5) { send_to_char("You do not have the mantra of Flaming Hands.\n\r",ch); return; } if (IS_SET(ch->newbits, NEW_MONKFLAME)) { REMOVE_BIT(ch->newbits, NEW_MONKFLAME); send_to_char("Your hands are no longer engulfed by flames.\n\r",ch); act("$n's hands are no longer engulfed by flames.\n\r",ch,NULL,NULL,TO_ROOM); return; } if (!IS_SET(ch->newbits, NEW_MONKFLAME)) { SET_BIT(ch->newbits, NEW_MONKFLAME); send_to_char("Your hands are engulfed by flames!\n\r",ch); act("$n's hands are engulfed by flames!\n\r",ch,NULL,NULL,TO_ROOM); return; } } void do_adamantium( CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r",ch); return; } if (ch->monkab[BODY] < 1) { send_to_char("You have not learned this ability yet.\n\r",ch); return; } if (IS_SET(ch->newbits, NEW_MONKADAM)) { REMOVE_BIT(ch->newbits, NEW_MONKADAM); send_to_char("Your hands resume their normal toughness.\n\r",ch); act("$n's hands resume their normal toughness.\n\r",ch,NULL,NULL,TO_ROOM); return; } if (!IS_SET(ch->newbits, NEW_MONKADAM)) { SET_BIT(ch->newbits, NEW_MONKADAM); send_to_char("Your hands turn as hard as adamantium!\n\r",ch); act("$n's hands turn as hard as adamantium!\n\r",ch,NULL,NULL,TO_ROOM); return; } } void do_godseye( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if ( !IS_CLASS(ch, CLASS_MONK) ) { send_to_char("Huh?\n\r", ch); return; } if ( ch->pcdata->powers[PMONK] < 1 ) { send_to_char("You have not learned the Eyes of God Mantra.\n\r", ch); return; } if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Your view shimmers into mortal vision.\n\r", ch ); } else { send_to_char( "God answers your prayers and gives you his vision.\n\r", ch ); SET_BIT(ch->act, PLR_HOLYLIGHT); } return; } void do_steelskin( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r", ch); return; } if (ch->pcdata->powers[PMONK] < 6) { send_to_char("You have not learned the Steel of Skin Mantra.\n\r", ch); return; } if ( IS_SET(ch->newbits, NEW_MONKSKIN) ) { REMOVE_BIT( ch->newbits, NEW_MONKSKIN ); send_to_char( "Your steel shield disappears.\n\r", ch ); } else { send_to_char( "You are surrounded by a steel shield\n\r", ch ); SET_BIT(ch->newbits, NEW_MONKSKIN); } return; } void do_godsbless( CHAR_DATA *ch, char *argument ) { int sn; int level; int spelltype; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r", ch); return; } if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 7 ) { send_to_char("You have not learned the Almighty Favor Mantra.\n\r", ch); return; } if (ch->mana < 3000) { send_to_char("You don't have enough mana.\n\r", ch ); return; } if ( ( sn = skill_lookup( "godbless" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = 500; (*skill_table[sn].spell_fun) ( sn, level, ch, ch ); WAIT_STATE( ch, 12 ); ch->mana = ch->mana - 3000; return; } void do_wrathofgod( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r",ch); return; } if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 4 ) { send_to_char("You have not learned to call on the wrath of god yet.\n\r", ch); return; } if (ch->fighting != NULL) victim = ch->fighting; else return; if (!IS_NPC(victim)) return; one_hit(ch,victim,gsn_wrathofgod,1); one_hit(ch,victim,gsn_wrathofgod,1); one_hit(ch,victim,gsn_wrathofgod,1); one_hit(ch,victim,gsn_wrathofgod,1); WAIT_STATE(ch,8); return; } void do_godsfavor( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r",ch); return; } if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 8 ) { send_to_char("You have not learned the Almighty's Favor Mantra.\n\r", ch); return; } if (ch->move < 1500) { send_to_char("You do not have the vitality to do that!\n\r",ch); return; } if (!IS_SET(ch->newbits, NEW_MONKFAVOR)) { SET_BIT(ch->newbits, NEW_MONKFAVOR); send_to_char("God smiles upon you and you feel strengthened.\n\r",ch); act("$n is blessed by the Almighty.",ch,NULL,NULL,TO_ROOM); ch->move = ch->move - 1500; WAIT_STATE(ch, 4); return; } if (IS_SET(ch->newbits, NEW_MONKFAVOR)) { REMOVE_BIT(ch->newbits, NEW_MONKFAVOR); send_to_char("You feel weaker as The Almighty's favor leaves you.\n\r",ch); act("$n no longer looks so holy.",ch,NULL,NULL,TO_ROOM); return; } } void do_darkblaze( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; AFFECT_DATA af; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("Huh?\n\r", ch); return; } if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 8 ) { send_to_char("You have not learned the Dark Blaze Mantra.\n\r", ch); return; } if (ch->fighting != NULL) victim = ch->fighting; else return; if (IS_SET(victim->act,PLR_HOLYLIGHT)) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); } if (IS_SET(victim->affected_by, AFF_DETECT_HIDDEN)) REMOVE_BIT(victim->affected_by, AFF_DETECT_HIDDEN); if (IS_SET(victim->affected_by, AFF_DETECT_INVIS)) REMOVE_BIT(victim->affected_by, AFF_DETECT_INVIS); af.type = skill_lookup("blindness"); af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 60; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); send_to_char("Your hands blaze up, blinding your opponent.\n\r",ch); send_to_char("Your opponents hands flashes with a blinding light.\n\r",victim); WAIT_STATE(ch,18); return; } void do_godsheal( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if( !IS_CLASS(ch, CLASS_MONK) ) { stc( "Huh?\n\r",ch); return; } if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 12 ) { send_to_char("You need to obtain heal to use heal.\n\r",ch); return; } if (ch->mana < 300) { send_to_char("You don't have enough energy to use heal.\n\r",ch); return; } if (ch->fighting != NULL) { send_to_char("You are surrounded in a glowing halo of energy.\n\r",ch); act("$n is surrounded by a glowing halo, and looks very relaxed.\n\r",ch,NULL,NULL,TO_ROOM); ch->hit += 150; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; ch->mana -= 400; WAIT_STATE(ch,12); return; } if (ch->fighting == NULL) { send_to_char("You feel a mighty force lay his hands on you.\n\r",ch); act("$n is surrounded by a glowing halo, and looks very relaxed.\n\r",ch,NULL,NULL,TO_ROOM); ch->hit += 500; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; ch->mana -= 400; WAIT_STATE(ch,8); return; } } void do_ghold( CHAR_DATA *ch,char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_MONK)) { send_to_char("Huh?\n\r",ch); return; } if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 13 ) { send_to_char("You need Mantra 13 to use gods hold.\n\r",ch); return; } if (!IS_SET(ch->newbits, NEW_JAWLOCK)) { send_to_char("God joins you at your side to hold your foe.\n\r",ch); SET_BIT(ch->newbits, NEW_JAWLOCK); return; } else if (IS_SET(ch->newbits, NEW_JAWLOCK)) { send_to_char("God leaves your side.\n\r",ch); REMOVE_BIT(ch->newbits,NEW_JAWLOCK); return; } }