/***************************************************************************
* 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_ninjaarmor( 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_CLASS(ch, CLASS_NINJA))
{
send_to_char("What?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Please specify which piece of ninja eq you wish to make: Ring Collar Robe Cap\n\r"
"Leggings Boots Gloves Sleeves Cloak Belt Bracer Mask Sword Dagger.\n\r",ch);
return;
}
if (ch->practice < 60)
{
send_to_char("You don't have the 60 primal needed.\n\r",ch);
return;
}
if (!str_cmp(arg,"mask" )) vnum = 33093;
else if (!str_cmp(arg,"dagger" )) vnum = 33080;
else if (!str_cmp(arg,"sword" )) vnum = 33081;
else if (!str_cmp(arg,"ring" )) vnum = 33082;
else if (!str_cmp(arg,"collar" )) vnum = 33083;
else if (!str_cmp(arg,"robe" )) vnum = 33085;
else if (!str_cmp(arg,"cap" )) vnum = 33086;
else if (!str_cmp(arg,"leggings" )) vnum = 33087;
else if (!str_cmp(arg,"boots" )) vnum = 33088;
else if (!str_cmp(arg,"gloves" )) vnum = 33091;
else if (!str_cmp(arg,"sleeves" )) vnum = 33089;
else if (!str_cmp(arg,"cloak" )) vnum = 33090;
else if (!str_cmp(arg,"belt" )) vnum = 33092;
else if (!str_cmp(arg,"bracer" )) vnum = 33084;
else
{
do_ninjaarmor(ch,"");
return;
}
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform a God .\n\r",ch);
return;
}
ch->practice -= 60;
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
act("You make $p from the shadows.",ch,obj,NULL,TO_CHAR);
act("$n forms $p from the shadows.",ch,obj,NULL,TO_ROOM);
return;
}
void do_moonstrike(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int i;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_MOONSTRIKE))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE))
{
send_to_char("Your bloodrage subsides.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE);
}
one_hit(ch, victim, gsn_moonstrike, 1);
if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_DIRTTHROW_1) &&
IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_SOULREAPER_1))
{
act("You summon a #7**#0shadow#7**#n storm to shred the life from $N.", ch, NULL, victim, TO_CHAR);
act("$n conjures forth a #7**#0shadow#7**#n vortex, and you are caught in it's shredding embrace.", ch, NULL, victim, TO_VICT);
act("$n conjueres forth a #7**#0shadow#7**#n storm to shred $N.", ch, NULL, victim, TO_NOTVICT);
for (i = 0; i < MAX_WEAR; i++)
{
if ((obj = get_eq_char(victim, i)) != NULL)
{
if (number_range(1, 7) == 2 && !IS_CLASS(victim, CLASS_FAE)) take_item(victim, obj);
}
}
ch->pcdata->powers[NINJA_COMBO] = 0;
WAIT_STATE(ch, 24);
return;
}
else if (ch->pcdata->powers[NINJA_COMBO] > 0)
{
ch->pcdata->powers[NINJA_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_MOONSTRIKE_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_shadowthrust(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_SHADOWTHRUST))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE))
{
send_to_char("Your bloodrage subsides.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE);
}
one_hit(ch, victim, gsn_shadowthrust, 1);
if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_CALTROPS_1) &&
IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_DIRTTHROW_1))
{
if (!IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_SHADOWFORM))
{
act("You become one with the shadows, transforming your body into shadow matter.", ch, NULL, NULL, TO_CHAR);
act("$n becomes one with the shadows, transforming $s body into shadow matter.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_SHADOWFORM);
}
else
{
act("You reform your body, and leave the shadow existance.", ch, NULL, NULL, TO_CHAR);
act("$n reforms $s body, returning from the shadows.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_SHADOWFORM);
}
ch->pcdata->powers[NINJA_COMBO] = 0;
WAIT_STATE(ch, 12);
return;
}
else if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_DIRTTHROW_1) &&
IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_KNIFESPIN_1) &&
IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_KNIFESPIN_2))
{
do_say(ch, "By the power of the shadows, you must die!");
one_hit(ch, victim, gsn_shadowthrust, 1);
one_hit(ch, victim, gsn_shadowthrust, 1);
one_hit(ch, victim, gsn_shadowthrust, 1);
one_hit(ch, victim, gsn_shadowthrust, 1);
ch->pcdata->powers[NINJA_COMBO] = 0;
WAIT_STATE(ch, 12);
return;
}
else if (ch->pcdata->powers[NINJA_COMBO] > 0)
{
ch->pcdata->powers[NINJA_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_SHADOWTHRUST_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_dirtthrow(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_DIRTTHROW))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE))
{
send_to_char("Your bloodrage subsides.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE);
}
one_hit(ch, victim, gsn_dirtthrow, 1);
if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_CALTROPS_1))
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_DIRTTHROW_1);
send_to_char("The shadows flicker.\n\r", ch);
}
else if (ch->pcdata->powers[NINJA_COMBO] > 0)
{
ch->pcdata->powers[NINJA_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_DIRTTHROW_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_gutcutter(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_GUTCUTTER))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE))
{
send_to_char("Your bloodrage subsides.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE);
}
one_hit(ch, victim, gsn_gutcutter, 1);
if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_SHADOWTHRUST_1))
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_GUTCUTTER_1);
send_to_char("The shadows form closer around you.\n\r", ch);
}
else if (ch->pcdata->powers[NINJA_COMBO] > 0)
{
ch->pcdata->powers[NINJA_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_DIRTTHROW_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_soulreaper(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_SOULREAPER))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE))
{
send_to_char("Your bloodrage subsides.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE);
}
one_hit(ch, victim, gsn_soulreaper, 1);
if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_SHADOWTHRUST_1) &&
IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_GUTCUTTER_1))
{
if (!IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLUR))
{
act("You shroud yourself in a blanket of shadows.", ch, NULL, NULL, TO_CHAR);
act("$n shrouds $mself in a blanket of shadows.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_BLUR);
}
else
send_to_char("You are already blurred in shadows.\n\r", ch);
ch->pcdata->powers[NINJA_COMBO] = 0;
WAIT_STATE(ch, 12);
return;
}
else if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_DIRTTHROW_1))
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_SOULREAPER_1);
send_to_char("The shadows form around you, ready to strike.\n\r", ch);
}
else if (ch->pcdata->powers[NINJA_COMBO] > 0)
{
ch->pcdata->powers[NINJA_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_SOULREAPER_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_knifespin(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_KNIFESPIN))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE))
{
send_to_char("Your bloodrage subsides.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE);
}
one_hit(ch, victim, gsn_knifespin, 1);
if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_CALTROPS_1))
{
if (!IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_KNIFESHIELD))
{
act("You throw the knife into the air and a barrier of knifes form around you.", ch, NULL, NULL, TO_CHAR);
act("$n throws a knife into the air, and a barrier of knifes surround $m.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_KNIFESHIELD);
}
else
send_to_char("You already have a set of flying knifes around you.\n\r", ch);
ch->pcdata->powers[NINJA_COMBO] = 0;
WAIT_STATE(ch, 6);
return;
}
else if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_WAKASASHISLICE_1) &&
IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_WAKASASHISLICE_2))
{
act("You throw back your head and howl in glee as you enter the bloodrage.", ch, NULL, NULL, TO_CHAR);
act("$n throws back $s head and howl in glee as $e enters a bloodrage.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE);
if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_SHADOWFORM))
{
REMOVE_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_SHADOWFORM);
send_to_char("You return from the shadows.\n\r", ch);
}
ch->pcdata->powers[NINJA_COMBO] = 0;
WAIT_STATE(ch, 12);
return;
}
else if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_DIRTTHROW_1) &&
IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_KNIFESPIN_1))
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_KNIFESPIN_2);
send_to_char("The shadows grow more substantial.\n\r", ch);
}
else if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_DIRTTHROW_1))
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_KNIFESPIN_1);
send_to_char("The shadows grow more substantial.\n\r", ch);
}
else if (ch->pcdata->powers[NINJA_COMBO] > 0)
{
ch->pcdata->powers[NINJA_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_KNIFESPIN_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_wakasashislice(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_WAKASASHISLICE))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE))
{
send_to_char("Your bloodrage subsides.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE);
}
one_hit(ch, victim, gsn_wakasashi, 1);
if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_KNIFESPIN_1))
{
do_say(ch, "Wakasashi!!");
one_hit(ch, victim, gsn_wakasashi, 1);
ch->pcdata->powers[NINJA_COMBO] = 0;
WAIT_STATE(ch, 6);
return;
}
else if (IS_SET(ch->pcdata->powers[NINJA_COMBO], NCOMBO_WAKASASHISLICE_1))
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_WAKASASHISLICE_2);
send_to_char("The shadows form around you, ready to strike.\n\r", ch);
}
else if (ch->pcdata->powers[NINJA_COMBO] > 0)
{
ch->pcdata->powers[NINJA_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_WAKASASHISLICE_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_caltrops(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_CALTROPS))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
if (IS_SET(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE))
{
send_to_char("Your bloodrage subsides.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[NINJA_BITS], NPOWER_BLOODRAGE);
}
one_hit(ch, victim, gsn_caltrops, 1);
if (ch->pcdata->powers[NINJA_COMBO] > 0)
{
ch->pcdata->powers[NINJA_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[NINJA_COMBO], NCOMBO_CALTROPS_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_shadowlearn(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int i;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char(" #R{}#y***#R{} #0Shadow Powers #R{}#y***#R{}#n\n\r\n\r", ch);
sprintf(buf, " #yMartial Skill #0[#R"); // 140 mill exp for all
for (i = 0; i < 25; i++)
{
if (ch->pcdata->powers[NINJA_MARTIAL] > i) strcat(buf, "*");
else strcat(buf, " ");
}
strcat(buf, "#0]#n\n\r\n\r");
send_to_char(buf, ch);
send_to_char(" #RSilentwalk #0[#y10000#0] #RVanish #0[#y25000#0] #RShadowwalk #0[#y25000#0]#n\n\r", ch);
send_to_char(" #RMienaku #0[#y25000#0] #RTruesight #0[#y10000#0] #RDemonic Pact #0[#y50000#0]#n\n\r", ch);
send_to_char(" #RNight Pact #0[#y50000#0] #RScry #0[#y25000#0] #RShield #0[#y10000#0]#n\n\r", ch);
send_to_char(" #RSoulseeker #0[#y25000#0] #RAssassinate #0[#y25000#0]#n\n\r\n\r", ch);
send_to_char(" #0Ninja Attacks (500K exp to learn)#n\n\r\n\r", ch);
send_to_char(" #RMoonstrike Shadowthrust Dirtthrow Gutcutter#n\n\r", ch);
send_to_char(" #RSoulreaper Knifespin Wakasashislice Caltrops#n\n\r", ch);
return;
}
if (!str_cmp(arg, "martial"))
{
if (ch->pcdata->powers[NINJA_MARTIAL] >= 25)
{
send_to_char("You are already a master of martial combat.\n\r", ch);
return;
}
if (ch->practice < (ch->pcdata->powers[NINJA_MARTIAL] + 1) * 10)
{
send_to_char("You need 10 primal for each level.\n\r", ch);
return;
}
ch->pcdata->powers[NINJA_MARTIAL]++;
ch->practice -= ch->pcdata->powers[NINJA_MARTIAL] * 10;
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "silentwalk"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SILENTWALK))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 10000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 10000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SILENTWALK);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "vanish"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_HIDE))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 25000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 25000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_HIDE);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "shadowwalk"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SHADOWWALK))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 25000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 25000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SHADOWWALK);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "mienaku"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_MIENAKU))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 25000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 25000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_MIENAKU);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "truesight"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SIGHT))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 10000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 10000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SIGHT);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "demonic"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_TPACT))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 50000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 50000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_TPACT);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "night"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_DPACT))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 50000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 50000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_DPACT);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "scry"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SCRY))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 25000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 25000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SCRY);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "shield"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SHIELD))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 10000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 10000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SHIELD);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "soulseeker"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SOULSEEKERS))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 25000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 25000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SOULSEEKERS);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "assassinate"))
{
if (IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_ASSASSINATE))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 25000)
{
send_to_char("You don't have enough class points to buy this power.\n\r", ch);
return;
}
ch->pcdata->stats[NINJA_POWER] -= 25000;
SET_BIT(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_ASSASSINATE);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "moonstrike"))
{
if (IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_MOONSTRIKE))
{
send_to_char("You already know that attack style.\n\r", ch);
return;
}
if (ch->exp < 500000)
{
send_to_char("You don't have 500.000 exp.\n\r", ch);
return;
}
ch->exp -= 500000;
SET_BIT(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_MOONSTRIKE);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "shadowthrust"))
{
if (IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_SHADOWTHRUST))
{
send_to_char("You already know that attack style.\n\r", ch);
return;
}
if (ch->exp < 500000)
{
send_to_char("You don't have 500.000 exp.\n\r", ch);
return;
}
ch->exp -= 500000;
SET_BIT(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_SHADOWTHRUST);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "dirtthrow"))
{
if (IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_DIRTTHROW))
{
send_to_char("You already know that attack style.\n\r", ch);
return;
}
if (ch->exp < 500000)
{
send_to_char("You don't have 500.000 exp.\n\r", ch);
return;
}
ch->exp -= 500000;
SET_BIT(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_DIRTTHROW);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "gutcutter"))
{
if (IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_GUTCUTTER))
{
send_to_char("You already know that attack style.\n\r", ch);
return;
}
if (ch->exp < 500000)
{
send_to_char("You don't have 500.000 exp.\n\r", ch);
return;
}
ch->exp -= 500000;
SET_BIT(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_GUTCUTTER);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "soulreaper"))
{
if (IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_SOULREAPER))
{
send_to_char("You already know that attack style.\n\r", ch);
return;
}
if (ch->exp < 500000)
{
send_to_char("You don't have 500.000 exp.\n\r", ch);
return;
}
ch->exp -= 500000;
SET_BIT(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_SOULREAPER);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "knifespin"))
{
if (IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_KNIFESPIN))
{
send_to_char("You already know that attack style.\n\r", ch);
return;
}
if (ch->exp < 500000)
{
send_to_char("You don't have 500.000 exp.\n\r", ch);
return;
}
ch->exp -= 500000;
SET_BIT(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_KNIFESPIN);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "wakasashislice"))
{
if (IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_WAKASASHISLICE))
{
send_to_char("You already know that attack style.\n\r", ch);
return;
}
if (ch->exp < 500000)
{
send_to_char("You don't have 500.000 exp.\n\r", ch);
return;
}
ch->exp -= 500000;
SET_BIT(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_WAKASASHISLICE);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "caltrops"))
{
if (IS_SET(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_CALTROPS))
{
send_to_char("You already know that attack style.\n\r", ch);
return;
}
if (ch->exp < 500000)
{
send_to_char("You don't have 500.000 exp.\n\r", ch);
return;
}
ch->exp -= 500000;
SET_BIT(ch->pcdata->powers[NINJA_ATTACKS], NATTACK_CALTROPS);
send_to_char("Ok.\n\r", ch);
return;
}
else do_shadowlearn(ch, "");
return;
}
void do_soulseek(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SOULSEEKERS))
{
send_to_char("You don't have the soulseeker power yet.\n\r", ch);
return;
}
if (strlen(ch->pcdata->soultarget) < 3)
{
send_to_char("But your not targetting anyone.\n\r", ch);
return;
}
if (ch->pcdata->powers[NINJA_SOULAMMO] < 1)
{
send_to_char("You have lost your lock on their soul.\n\r", ch);
return;
}
if (ch->pcdata->stats[NINJA_POWER] < 500)
{
send_to_char("You don't have enough class points.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, ch->pcdata->soultarget)) == NULL)
{
send_to_char("You cannot find them.\n\r", ch);
return;
}
if ((victimroom = victim->in_room) == NULL)
{
send_to_char("They are hiding from you.\n\r", ch);
return;
}
chroom = ch->in_room;
char_from_room(ch);
char_to_room(ch, victimroom);
one_hit(ch, victim, gsn_soulseeker, 1);
one_hit(ch, victim, gsn_soulseeker, 1);
one_hit(ch, victim, gsn_soulseeker, 1);
char_from_room(ch);
char_to_room(ch, chroom);
ch->pcdata->stats[NINJA_POWER] -= 500;
WAIT_STATE(ch, 12);
}
void do_soultarget(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SOULSEEKERS))
{
send_to_char("You don't have the soulseeker power yet.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You are not fighting anyone.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("NPC's have no soul to target.\n\r", ch);
return;
}
free_string(ch->pcdata->soultarget);
ch->pcdata->soultarget = str_dup(victim->name);
ch->pcdata->powers[NINJA_SOULAMMO] = 5;
send_to_char("You get a lock on their soul, they cannot escape your wrath now.\n\r", ch);
send_to_char("You feel a dark presence in the very core of your being.\n\r", victim);
WAIT_STATE(ch, 12);
}
void do_mienaku(CHAR_DATA *ch, char *argument)
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
WAIT_STATE(ch,4); /* to prevent spam fleeing */
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_MIENAKU))
{
send_to_char("Huh?\n\r", ch);
return;
}
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 < 1000)
{
send_to_char("You can't find the energy to leave.\n\r",ch);
return;
}
if (is_webbed(ch)) return;
ch->move -= 1000;
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 || 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 escapes into the shadows!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if (!IS_NPC(ch))
send_to_char("You escape into the shadows!\n\r", ch );
stop_fighting(ch, TRUE);
return;
}
send_to_char("You were unable to escape!\n\r", ch);
return;
}
void do_nfocus(CHAR_DATA *ch, char *argument)
{
int sn;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r", ch);
return;
}
sn = skill_lookup("ninja focus");
if (sn > 0) (*skill_table[sn].spell_fun) (sn, ch->pcdata->powers[NINJA_MARTIAL], ch, ch);
WAIT_STATE(ch, 6);
}