/*************************************************************************** * 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_plasma( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC(ch) ) return; if (IS_CLASS(ch, CLASS_FAE)) { do_plasma2(ch, argument); return; } if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_VICI] < 5) { send_to_char("You must obtain at least level 5 in Vicissitude to use Plasma Form.\n\r", ch); return; } save_char_obj(ch); if ( IS_AFFECTED(ch, AFF_POLYMORPH) ) { send_to_char( "Not while polymorphed.\n\r", ch ); return; } if (ch->fight_timer>0) { send_to_char("Not with a fighttimer.\n\r",ch); return; } if ((obj = create_object(get_obj_index( 30007),60)) == NULL) { send_to_char( "Error - Please inform Dracknuur.\n\r", ch); return; } act("$n transforms into $p and splashes to the ground.",ch,obj,NULL,TO_ROOM); act("You transform into $p and splashes to the ground.",ch,obj,NULL,TO_CHAR); ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM]; obj->chobj = ch; ch->pcdata->chobj = obj; ch->pcdata->obj_vnum = 30007; SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->extra, EXTRA_OSWITCH); free_string(ch->morph); ch->morph = str_dup("a pool of blood"); obj_to_room(obj,ch->in_room); return; } void do_coil( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_SERP] < 8) { send_to_char("You require level 8 Serpentis to use Body Coil.\n\r", ch); return; } if (!IS_SET(ch->newbits, NEW_COIL)) { send_to_char("You prepare to coil your victims.\n\r", ch); SET_BIT(ch->newbits, NEW_COIL); return; } else if (IS_SET(ch->newbits, NEW_COIL)) { send_to_char("You stand down from your coil posture.\n\r", ch); REMOVE_BIT(ch->newbits, NEW_COIL); return; } return; } void do_awe ( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_PRES] < 1) { send_to_char("You must obtain at least level 1 in Presence to you Awe.\n\r", ch); return; } if (IS_EXTRA(ch, EXTRA_AWE)) { REMOVE_BIT(ch->extra, EXTRA_AWE); send_to_char("You are no longer Awe Inspiring.\n\r", ch); act("$n is no longer awe inspiring.", ch, NULL, NULL, TO_ROOM); return; } SET_BIT(ch->extra, EXTRA_AWE); send_to_char("You are now Awe Inspiring.\n\r", ch); act("$n is now awe inspiring", ch, NULL, NULL, TO_ROOM); return; } void do_tide( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAU] < 5) { send_to_char("You require level 5 Thaumaturgy to use Tide of Vitae.\n\r", ch); return; } if (ch->practice < 10) { send_to_char("You require at least 10 primal to use Tide of Vitae.\n\r",ch); return; } if (IS_SET(ch->newbits, NEW_TIDE)) {send_to_char("The tide is already with you.\n\r",ch); return;} SET_BIT(ch->newbits, NEW_TIDE); ch->practice -= 10; send_to_char("You feel a tide of vitae rush over you.\n\r",ch); return; } void do_rot(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_VAMPIRE)) { send_to_char( "Huh?\n\r", ch ); return; } if (ch->power[DISC_VAMP_VICI] < 2) { send_to_char("You must obtain at level 2 in Thanatosis to use Putrefaction.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to use Putrefaction on?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("Why use Putrefaction on a mob?\n\r", ch); return; } if ( IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You can only use Putrefaction on Avatar's or lower.\n\r", ch ); return; } if (is_safe(ch,victim) == TRUE) return; if (victim->hit < victim->max_hit) { send_to_char("They are hurt and suspicious.\n\r", ch); return; } act("You close your eyes and concentrate on $N.", ch,NULL,victim,TO_CHAR); act("$n closes $s eyes and concentrates on you.", ch,NULL,victim,TO_VICT); act("$n closes $s eyes and cencentrates on $N.", ch,NULL,victim,TO_NOTVICT); WAIT_STATE(ch, 12); if (number_percent( ) < 50) { send_to_char("You failed.\n\r",ch); return; } act("Your flesh begins to rot!", victim,NULL,NULL,TO_CHAR); act("$n's flesh begins to rot!", victim,NULL,NULL,TO_ROOM); SET_BIT(victim->extra, EXTRA_ROT); return; } void do_forget( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "Huh?\n\r", ch ); return; } if (ch->power[DISC_VAMP_DOMI] < 8) { send_to_char("You must obtain at least level 8 in Dominate to use Forgetful Mind.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Force whom to forget what disc?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("Why use Forgetful Mind on a mob?\n\r", ch); return; } if (!IS_CLASS(victim, CLASS_VAMPIRE)) { send_to_char("Only useful on vamps?\n\r", ch); return; } if ( IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You can only use Forgetful Mind on Avatar's or lower.\n\r", ch ); return; } if (ch->pcdata->condition[COND_THIRST] < 250) { send_to_char("You have insufficient blood.\n\r", ch); return; } if (ch->practice < 25) { send_to_char("You need 25 primal to use Forgetful Mind.\n\r", ch); return; } act("You close your eyes and concentrate on $N.", ch,NULL,victim,TO_CHAR); act("$n closes $s eyes and concentrates on you.", ch,NULL,victim,TO_VICT); act("$n closes $s eyes and cencentrates on $N.", ch,NULL,victim,TO_NOTVICT); ch->pcdata->condition[COND_THIRST] -= 250; ch->practice -= 25; WAIT_STATE(ch, 12); if ( number_percent() > 10) { send_to_char("You failed.\n\r",ch); return; } if ( !str_cmp(arg2,"animalism") ) { victim->power[DISC_VAMP_ANIM] -= 1; act("Your mind becomes hazy about Animalism.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"celerity") ) { victim->power[DISC_VAMP_CELE] -= 1; act("Your mind becomes hazy about Celerity.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"dominate") ) { victim->power[DISC_VAMP_DOMI] -= 1; act("Your mind becomes hazy about Dominate.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"fortitude") ) { victim->power[DISC_VAMP_FORT] -= 1; act("Your mind becomes hazy about Fortitude.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"auspex") ) { victim->power[DISC_VAMP_AUSP] -= 1; act("Your mind becomes hazy about Auspex.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"obfuscate") ) { victim->power[DISC_VAMP_OBFU] -= 1; act("Your mind becomes hazy about Obfuscate.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"obtenebration") ) { victim->power[DISC_VAMP_OBTE] -= 1; act("Your mind becomes hazy about Obtenebration.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"presence") ) { victim->power[DISC_VAMP_PRES] -= 1; act("Your mind becomes hazy about Presence.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"potence") ) { victim->power[DISC_VAMP_POTE] -= 1; act("Your mind becomes hazy about Potence.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"protean") ) { victim->power[DISC_VAMP_PROT] -= 1; act("Your mind becomes hazy about Protean.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"quietus") ) { victim->power[DISC_VAMP_QUIE] -= 1; act("Your mind becomes hazy about Quietus.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"serpentis") ) { victim->power[DISC_VAMP_SERP] -= 1; act("Your mind becomes hazy about Serpentis.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"thaumaturgy") ) { victim->power[DISC_VAMP_THAU] -= 1; act("Your mind becomes hazy about Thaumaturgy.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } if ( !str_cmp(arg2,"vicissitude") ) { victim->power[DISC_VAMP_VICI] -= 1; act("Your mind becomes hazy about Vicissitude.", victim,NULL,NULL,TO_CHAR); act("$n blinks $s eyes for a moment.", victim,NULL,NULL,TO_ROOM); return; } return; } void do_acid( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DOMI] < 4) { send_to_char("You require level 9 Vicissitude to use Acid Blood.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 500) { send_to_char("You have insufficient blood.\n\r", ch); return; } if (IS_SET(ch->act, PLR_ACID)) { REMOVE_BIT( ch->act, PLR_ACID); stc( "Your blood turns back to normal.\n\r", ch); } else { SET_BIT(ch->act, PLR_ACID); send_to_char("Your blood turns to a potent acid.\n\r", ch); } return; } void do_death(CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *inroom; inroom= ch->in_room; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_QUIE] < 5) { send_to_char("You require level 5 Quietus to use Silence of Death.\n\r", ch); return; } if (!str_cmp(ch->in_room->area->name, "midgaard")) { send_to_char("Not in Midgaard.\n\r",ch); return; } if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0) { sprintf(buf,"The silence leaves the room.\n\r"); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("The silence leaves the room.\n\r", ch); SET_RTIMER(ch->in_room, RTIMER_SILENCE, 0); return; } if (ch->pcdata->condition[COND_THIRST] < 300) { send_to_char("You have insufficient blood.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= 300; SET_RTIMER(inroom, RTIMER_SILENCE, 10); sprintf(buf,"A look of concentration passes over %s's face.\n\r", ch->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r",ch); sprintf(buf,"An eerie silence fills the room.\n\r"); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); return; } void do_flash( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_QUIE] < 9) { send_to_char("You require level 9 Quietus to use Flashing Speed.\n\r", ch); return; } if (IS_EXTRA(ch, EXTRA_FLASH)) { send_to_char("You are already moving swiftly.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 200) { send_to_char("You have insufficient blood.\n\r",ch); return; } SET_BIT(ch->extra, EXTRA_FLASH); ch->power[DISC_VAMP_CELE] += 2; ch->pcdata->condition[COND_THIRST] -= 200; sprintf(buf, "%s starts moving with lightning speed.",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("You start moving with lightning speed.\n\r",ch); return; } void do_vampirearmor( 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_VAMPIRE)) { send_to_char("What?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Please specify which piece of vampire armor you wish to make: Ring Collar Plate Helmet\n\r" "Leggings Boots Gloves Sleeves Cape Belt Bracer Visor Dagger Longsword Rod.\n\r",ch); return; } if ( ch->practice < 60 ) { send_to_char("It costs 60 points of primal to create vampire equipment.\n\r",ch); return; } if (!str_cmp(arg,"ring" )) vnum = 33042; else if (!str_cmp(arg,"plate" )) vnum = 33044; else if (!str_cmp(arg,"helmet" )) vnum = 33045; else if (!str_cmp(arg,"collar" )) vnum = 33043; else if (!str_cmp(arg,"leggings" )) vnum = 33046; else if (!str_cmp(arg,"boots" )) vnum = 33047; else if (!str_cmp(arg,"gloves" )) vnum = 33048; else if (!str_cmp(arg,"sleeves" )) vnum = 33049; else if (!str_cmp(arg,"cape" )) vnum = 33050; else if (!str_cmp(arg,"belt" )) vnum = 33051; else if (!str_cmp(arg,"bracer" )) vnum = 33052; else if (!str_cmp(arg,"visor" )) vnum = 33053; else if (!str_cmp(arg,"longsword" )) vnum = 33040; else if (!str_cmp(arg,"dagger" )) vnum = 33041; else if (!str_cmp(arg,"rod" )) vnum = 33056; else { do_vampirearmor(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("$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_preserve( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_VAMPIRE) ) { stc("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_NECR] < 2 ) { stc("You must obtain level 2 Necromancy to use Preserve.\n\r",ch); return; } if ( ( obj = get_obj_carry(ch, arg) ) == NULL ) { stc("You do not have that item.\n\r",ch); return; } if ( obj->item_type == ITEM_HEAD ) { stc("You cannot preserve that item.\n\r",ch); return; } if ( obj->timer <= 0 ) { stc("That object has no timer.\n\r",ch); return; } obj->timer = -1; act("You place your hands on $p and concentrate on it.",ch,obj,NULL,TO_CHAR); act("$n places $s hands on $p and it glows brightly.",ch,obj,NULL,TO_ROOM); return; } void do_spiritguard( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) ) { stc("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_NECR] < 4 ) { stc("You must obtain level 4 Necromancy to use Spirit Guardian.\n\r",ch); return; } if ( !IS_SET(ch->flag2, AFF_SPIRITGUARD) ) { stc("You awaken your spirit guardian.\n\r",ch); SET_BIT(ch->flag2, AFF_SPIRITGUARD); return; } else { stc("You dismiss your spirit guardian.\n\r",ch); REMOVE_BIT(ch->flag2, AFF_SPIRITGUARD); return; } return; } void do_spiritgate( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_VAMPIRE) ) { stc("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_NECR] < 3 ) { stc("You must obtain level 3 Necromancy to use SpiritGate.\n\r",ch); return; } if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) { stc("You cannot find that object.\n\r",ch); return; } if ( ch->pcdata->condition[COND_THIRST] < 66 ) { stc("You do not have enough blood.\n\r",ch); return; } if ( obj->in_room == NULL ) { stc("You cannot locate that object.\n\r",ch); return; } if ( obj->carried_by != NULL ) { stc("That corpse is being carried by someone!\n\r",ch); return; } if ( obj->item_type != ITEM_CORPSE_PC && obj->item_type != ITEM_CORPSE_NPC ) { stc("That's not even a corpse!\n\r",ch); return; } if ( obj->in_room->vnum == ch->in_room->vnum ) { stc("You're already there!\n\r",ch); return; } act("$n steps into a spirit gate and vanishes.",ch,NULL,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch, get_room_index( obj->in_room->vnum )); act("You step through a spirit gate and appear before $p.",ch,obj,NULL,TO_CHAR); act("$n steps out of a spirit gate in front of $p.",ch,obj,NULL,TO_ROOM); ch->pcdata->condition[COND_THIRST] -= 65; return; } void do_purification( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int hps = ch->max_hit / 4; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS (ch, CLASS_VAMPIRE) || ch->power[DISC_VAMP_OBEA] < 7) { stc("Only the pure in heart can use purification!\n\r",ch); return; } if (ch->fight_timer>0) { stc("You have to be totally calm to purify yourself!\n\r",ch); return; } if (IS_AFFECTED(ch, AFF_PEACE)) { stc("You can't hold yer majesty when purifying yourself.\n\r",ch); return; } if (IS_POLYAFF(ch, POLY_ZULOFORM)) { stc("Only the pure in heart can use purification!\n\r",ch); return; } if (ch->beast > 0) { stc("Only the pure in heart can use purification!\n\r",ch); return; } if (ch->rage > 0) { stc("Only the pure in heart can use purification!\n\r",ch); return; } if (IS_AFFECTED(ch, AFF_POLYMORPH)) { stc("Only the pure in heart can use purification!\n\r",ch); return; } if (ch->move < 5000) { stc("You are too exhausted to purify your mind\n\r",ch); return; } act( "A bright halo glows above $n's head.", ch, NULL,NULL, TO_ROOM ); send_to_char("You purify your mind.\n\r",ch); WAIT_STATE(ch,30-ch->power[DISC_VAMP_OBEA]); ch->move -= 5000; ch->hit += hps; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; return; } void do_scream( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_VAMPIRE) ) { stc("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_MELP] < 1 ) { stc("You must obtain level 1 Melpominee to use Scream.\n\r",ch); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) ) { stc("Your screams will have no effect here.\n\r",ch); return; } if ( ch->pcdata->condition[COND_THIRST] < 50 ) { stc("You have insufficient blood.\n\r",ch); return; } for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) continue; if ( ch == vch ) continue; if ( vch->in_room == ch->in_room ) { if ( ( mount = ch->mount ) != NULL ) { if ( mount == vch ) continue; } if (can_see(ch,vch)) { if ( number_range( 1, (12 - ch->power[DISC_VAMP_MELP])) == 2 ) { act("$n lets out an ear-popping scream!",ch,NULL,vch,TO_ROOM); stc("You fall to the ground, clutching your ears.\n\r",vch); vch->position = POS_STUNNED; act("$n falls to the ground, stunned.",vch,NULL,vch,TO_NOTVICT); return; } else { act("$n lets out an ear-popping scream!",ch,NULL,vch,TO_ROOM); return; } } else continue; return; } } return; } void do_testemb(CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; one_argument( argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' && ch->embracing==NULL) { send_to_char( "Who do you wish to embrace?\n\r", ch ); return; } if (ch->embracing != NULL) { if ((victim=ch->embracing) != NULL) { send_to_char("You retract your fangs.",ch); act("$N retracts his fangs.",ch,NULL,NULL,TO_ROOM); stop_embrace(ch,victim); return; } } if ((victim = get_char_room( ch, arg)) == NULL && ch->embracing==NULL) { send_to_char("They arent here.\n\r",ch); return; } if (IS_NPC(victim) || !IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("You can only embrace vampires.\n\r",ch); return; } if (victim->position != POS_MORTAL) { send_to_char("You can only embrace mortally wounded vampires.\n\r",ch); return; } sprintf(buf, "%s leaps toward %s baring his fangs.",ch->name,victim->name); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "You leap toward %s baring your fangs.\n\r",victim->name); send_to_char(buf,ch); WAIT_STATE(ch, 15); sprintf(buf, "You sink your teeth into their throat.\n\r"); send_to_char(buf,ch); sprintf(buf, "%s sinks their teeth into %s's throat." ,ch->name,victim->name); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "%s sinks their teeth into your throat.\n\r",ch->name); send_to_char(buf,victim); victim->embraced=ch; ch->embracing=victim; return; } void do_conceal(CHAR_DATA *ch, char *argument) { char arg[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; one_argument(argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) {send_to_char("Huh?\n\r",ch);return;} if (ch->power[DISC_VAMP_OBFU] < 5) {send_to_char("You need obfuscate 5 to conceal items.\n\r",ch);return;} if (arg[0]== '\0') {send_to_char("Syntax: Conceal (item).\n\r",ch);return;} if ((obj=get_obj_carry(ch,arg)) == NULL) {send_to_char("You dont have that item.\n\r",ch);return;} if (IS_SET(obj->extra_flags, ITEM_INVIS)) { sprintf(buf,"%s fades into existance.",obj->short_descr); send_to_char(buf,ch);act(buf,ch,NULL,NULL,TO_ROOM); REMOVE_BIT(obj->extra_flags, ITEM_INVIS); return; } if (!IS_SET(obj->extra_flags, ITEM_INVIS)) { sprintf(buf,"%s fades out of existance.",obj->short_descr); send_to_char(buf,ch);act(buf,ch,NULL,NULL,TO_ROOM); SET_BIT(obj->extra_flags, ITEM_INVIS); return; } return; } void do_fear( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_VAMPIRE) ) { stc("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_DAIM] < 2 ) { stc("You must obtain level 2 Daimoinon to use Fear.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } arg[0] = UPPER(arg[0]); if ( ch->fighting == NULL ) { stc("You must be fighting to use Fear.\n\r",ch); return; } if ( victim->fighting == NULL ) { sprintf(buf, "%s is not fighting anyone.", arg); stc(buf, ch); return; } WAIT_STATE( ch, 16 ); if ( IS_NPC(victim) ) { act("You bare your fangs and growl at $N.",ch,NULL,victim,TO_CHAR); act("$n bares $s fangs and growls at you.",ch,NULL,victim,TO_VICT); act("$n bares $s fangs and growls at $N, and $N flees in terror.",ch,NULL,victim,TO_NOTVICT); do_flee( victim, "" ); return; } if ( !IS_NPC(victim) ) { if ( ch->power[DISC_VAMP_DAIM] < 5 ) { if ( number_range( 1, 4 ) != 2 ) { act("You bare your fangs and growl at $N, but nothing happens.",ch,NULL,victim,TO_CHAR); act("$n bares $s fangs and growls at you.",ch,NULL,victim,TO_VICT); act("$n bares $s fangs and growls at $N, but nothing happens.",ch,NULL,victim,TO_NOTVICT); return; } } act("You bare your fangs and growl at $N.",ch,NULL,victim,TO_CHAR); act("$n bares $s fangs and growls at you.",ch,NULL,victim,TO_VICT); act("$n bares $s fangs and growls at $N, and $N flees in terror.",ch,NULL,victim,TO_NOTVICT); do_flee( victim, "" ); return; } return; } void do_vtwist(CHAR_DATA *ch, char *argument) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char arg3[MAX_STRING_LENGTH]; OBJ_DATA *obj; argument=one_argument(argument,arg1); argument=one_argument(argument,arg2); strcpy(arg3,argument); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_DAIM] < 5) { send_to_char("You must obtain level 5 Daimoinon to use Twist.\n\r",ch); return; } if ((obj=get_obj_carry(ch,arg1)) == NULL) {send_to_char("You dont have that item.\n\r",ch); return;} if (!(!str_cmp(arg2,"short") || !str_cmp(arg2,"name"))) {send_to_char("syntax : vtwist <item> <short/name> <newname>.\n\r",ch); return;} if (strlen(arg3) > 60 || strlen(arg3) < 3) {send_to_char("From 3 to 60 characters please.\n\r",ch); return;} if (has_bad_chars(ch, arg3)) { send_to_char("Illegal chars, please retry.\n\r",ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, QUEST_PRIZE)) { send_to_char("Not on artifacts and prizes.\n\r",ch); return; } if (!str_cmp(arg2,"name")) {free_string(obj->name); obj->name = str_dup(arg3); obj->questmaker = str_dup(ch->name); } if (!str_cmp(arg2,"short")) {free_string(obj->short_descr); obj->short_descr=str_dup(arg3); obj->questmaker = str_dup(ch->name); } send_to_char("Ok.\n\r",ch); return; } void do_dub(CHAR_DATA *ch, char *argument) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; OBJ_DATA *obj; argument=one_argument(argument,arg1); strcpy(arg2,argument); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) {send_to_char("Huh?\n\r",ch);return;} if (ch->power[DISC_VAMP_OBFU] < 4) {send_to_char("You need obfuscate 4 to dub items.\n\r",ch);return;} if (arg1 == NULL || arg2 == NULL) {send_to_char("Syntax: Dub (item) (description)?\n\r",ch);return;} if ((obj=get_obj_carry(ch,arg1)) == NULL) {send_to_char("You dont have that item.\n\r",ch);return;} if (strlen(arg2) > 40 || strlen(arg2) < 3) {send_to_char("From 3 to 40 characters please.\n\r",ch);return;} free_string(obj->name); obj->name = str_dup(arg2); free_string(obj->short_descr); obj->short_descr=str_dup(arg2); obj->questmaker = str_dup(ch->name); send_to_char("Ok.\n\r",ch); return; } void do_sharpen(CHAR_DATA *ch, char *argument) { char arg[MAX_STRING_LENGTH]; OBJ_DATA *obj; argument=one_argument(argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_QUIE] < 7) { send_to_char("You need Quetius 7 to sharpen.\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("What do you wish to sharpen?\n\r",ch); return; } if ( ( obj = get_obj_carry(ch,arg) ) == NULL ) { send_to_char("You dont have that weapon.\n\r",ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT) || obj->item_type != ITEM_WEAPON) { send_to_char("You cant sharpen that item.\n\r",ch); return; } if (obj->value[0] == 18000) { send_to_char("This item is already Sharp!\n\r",ch); return; } if (obj->value[0] != 0) { send_to_char(" This weapon already has a power.\n\r",ch); return; } obj->value[0] = 18000; obj->value[1] = 20; obj->value[2] = 30; /*mite as well recycle the arg string*/ sprintf(arg, "You grind away at %s until it is razor sharp!", obj->short_descr); send_to_char(arg,ch); sprintf(arg, "%s grinds away at %s until it is razor sharp!", ch->name,obj->short_descr); act(arg,ch,NULL,NULL,TO_ROOM); return; } /*gourge*/ void do_gourge(CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; one_argument( argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_THAU] < 8) { send_to_char("You need Thaumaturgy 8 to Gourge.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to gourge?\n\r", ch ); return; } if ((victim = get_char_room( ch, arg)) == NULL) { send_to_char("They arent here.\n\r",ch); return; } if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOAUTOKILL)) { send_to_char("You can't do that to them.\n\r", ch); return;} if (!IS_NPC(victim)) { send_to_char("You cannot gourge a person.\n\r",ch); return; } if (victim->level > 30) { send_to_char( "Only small creatures are defenceless enough to be gourged on.\n\r",ch); return; } sprintf(buf, "%s leaps toward %s baring his fangs.",ch->name,victim->name); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "You leap toward %s baring your fangs.\n\r",victim->name); send_to_char(buf,ch); WAIT_STATE(ch, 15); send_to_char( "You rip their throat out and gourge on the blood.\n\r",ch); sprintf(buf, "%s rips %s's throat out, gourging on all of their blood." ,ch->name,victim->name); act(buf,ch,NULL,NULL,TO_ROOM); ch->pcdata->condition[COND_THIRST] += number_range(100,200); if (ch->pcdata->condition[COND_THIRST] >= 1000 / ch->generation) { send_to_char("Your bloodlust is sated.\n\r",ch); ch->pcdata->condition[COND_THIRST] = 1000/ch->generation; } sprintf(buf, "%s body falls to the ground lifeless.",victim->name); send_to_char(buf,ch); act(buf,ch,NULL,NULL,TO_ROOM); raw_kill( victim ); return; } /*bloodwater*/ void do_bloodwater( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1 [MAX_INPUT_LENGTH]; int dam; argument = one_argument( argument, arg1 ); if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_NECR] < 5) { send_to_char( "You need at least level 5 Necromancy to use Blood Water.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Whose blood do you wish to turn to water?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (ch==victim) { stc("not on yourself.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_NPC(victim)) dam=2000; if (!IS_NPC(victim)) dam=number_range(300,600); if (victim != NULL) set_fighting(ch,victim, TRUE); act("$N screams in agony as you turn his blood to water.",ch, NULL, victim,TO_CHAR); act("$N screams in agony as $n turns his blood to water.",ch, NULL, victim,TO_NOTVICT); act("You scream in agony as $n turns your blood to water.", ch, NULL, victim,TO_VICT); if (!IS_CLASS(victim,CLASS_VAMPIRE)) hurt_person(ch,victim,dam); if (!IS_CLASS(victim,CLASS_VAMPIRE)) WAIT_STATE(ch,12); if (IS_CLASS(victim,CLASS_VAMPIRE)) { WAIT_STATE(ch,6); victim->pcdata->condition[COND_THIRST] -= 150; } if (number_range(1,4) == 2 && victim->hit > 100) { act("Your eyes flare red as your lust for blood takes over.",ch, NULL, NULL, TO_CHAR); act("$n growls in lust.",ch, NULL, NULL, TO_ROOM); do_bloodwater(ch,arg1); } return; } /*spew*/ void do_spew( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; int sn; int level; int spelltype; if ( IS_NPC(ch) )return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_THAU] < 6) { send_to_char( "You need level 6 Thaumaturgy to use this power.\n\r",ch); return; } if (ch->pcdata->condition[COND_THIRST] < 20) {send_to_char("You need 20 blood to spew.\n\r",ch);return;} ch->pcdata->condition[COND_THIRST] -= number_range(18,22); if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) { send_to_char("You cannot do that here.\n\r",ch); return; } if ( ( sn = skill_lookup( "spew" ) ) < 0 ) { sprintf(buf,"Yep, sn is bieng set to %d.",sn); send_to_char(buf,ch); return; } spelltype = skill_table[sn].target; level = ch->power[DISC_VAMP_THAU]; (*skill_table[sn].spell_fun) ( sn, level, ch, NULL); WAIT_STATE( ch, 12 ); return; } /*vampdarkness*/ void do_vampdarkness( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *inroom; inroom= ch->in_room; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_QUIE] < 6) { send_to_char("You require level 6 Quietus to use Darkness of Death.\n\r",ch); return; } if (ch->pcdata->condition[COND_THIRST] < 300) { send_to_char("You have insufficient blood.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= 300; SET_BIT(inroom->room_flags, ROOM_DARK); sprintf(buf,"A look of concentration passes over %s's face.", ch->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r",ch); sprintf(buf,"A complete darkness fills the room.\n\r"); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); return; } /*dragon*/ void do_dragonform( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_VICI] < 4) { send_to_char("You must obtain at least level 4 in Vicissitude to use Dragonform\n\r",ch); return; } if (!IS_POLYAFF(ch, POLY_ZULOFORM)) { send_to_char("You can only Dragonform while in Zuloform.\n\r",ch); return; } if (IS_EXTRA(ch, EXTRA_DRAGON)) { REMOVE_BIT(ch->extra,EXTRA_DRAGON); act( "You transform back into zuloform.", ch, NULL, NULL, TO_CHAR ); act( "$n shrinks back into a big black monster.", ch, NULL, NULL, TO_ROOM ); if (ch->hit < 1) ch->hit = 1; ch->damroll = ch->damroll - 100; ch->hitroll = ch->hitroll - 100; free_string( ch->morph ); ch->morph = str_dup( "A big black monster" ); return; } if ( ch->pcdata->condition[COND_THIRST] < 100 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } if (ch->mounted == IS_RIDING) do_dismount(ch,""); ch->pcdata->condition[COND_THIRST] -= number_range(200,400); act( "You transform into a large dragon.", ch, NULL, NULL, TO_CHAR ); act( "$n's body grows and distorts into a large dragon.", ch, NULL, NULL,TO_ROOM); SET_BIT(ch->extra,EXTRA_DRAGON); sprintf(buf, "%s, the huge rabid dragon", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); ch->damroll = ch->damroll + 100; ch->hitroll = ch->hitroll + 100; return; } /*obj*/ void do_obj( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *obji; char buf[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; argument=one_argument(argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_VICI] < 10) { send_to_char("You require Vicissitude 10 to Object.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_POLYMORPH) && ch->pcdata->chobj == NULL) { send_to_char( "You cannot do this while polymorphed.\n\r", ch); return; } if (ch->pcdata->obj_vnum != 0) { do_humanform(ch,""); return; } if (arg[0] == '\0') { send_to_char("Which object in the game do you want to become?\n\r",ch); return; } if ((obji = get_obj_world(ch,arg)) == NULL) { send_to_char( "Nothing like that is in the game.\n\r", ch); return; } if (IS_AFFECTED(ch,AFF_WEBBED)) { send_to_char( "Not with all this sticky webbing on.\n\r", ch); return; } if (obji->item_type == ITEM_GEMSTONE || obji->item_type == ITEM_HILT || obji->item_type == ITEM_COPPER || obji->item_type == ITEM_IRON || obji->item_type == ITEM_STEEL || obji->item_type == ITEM_ADAMANTITE|| obji->item_type == ITEM_QUEST || obji->item_type == ITEM_FAITHTOKEN || IS_SET(obji->quest,QUEST_ARTIFACT) || IS_SET(obji->quest, QUEST_RELIC)) {send_to_char("You are unable to take the form of that.\n\r",ch);return;} obj=create_object(get_obj_index(obji->pIndexData->vnum),60); obj_to_room(obj,ch->in_room); send_to_char("You concentrate deeply and transform into the basics of the item.\n\r",ch); act("$n's form shrinks and distorts into $p.",ch,obj,NULL,TO_ROOM); act("Your form shrinks and distorts into $p.",ch,obj,NULL,TO_CHAR); ch->pcdata->obj_vnum = obj->pIndexData->vnum; sprintf(buf,"%d",ch->pcdata->obj_vnum); send_to_char(buf,ch); obj->chobj = ch; ch->pcdata->chobj = obj; SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->extra, EXTRA_OSWITCH); free_string(ch->morph); ch->morph = str_dup(obj->short_descr); return; } /*baal*/ void do_baal(CHAR_DATA *ch, char *argument) { int bloodpool; if (IS_SET(ch->newbits, NEW_TIDE)) bloodpool = (3000 / ch->generation); else bloodpool = (2000 / ch->generation); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_DOMI] < 5) { send_to_char("You need Dominate 5 to summon the spirit of Baal.\n\r",ch); return; } if (IS_SET(ch->extra, EXTRA_BAAL)) { send_to_char("You already have the spirit of Baal with you!\n\r",ch); return; } if (ch->pcdata->condition[COND_THIRST] < bloodpool) { send_to_char("You need maximum blood to use Baal.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] = 0; WAIT_STATE(ch,20); SET_BIT(ch->extra, EXTRA_BAAL); ch->power[DISC_VAMP_POTE] += 2; ch->power[DISC_VAMP_CELE] += 2; ch->power[DISC_VAMP_FORT] += 2; send_to_char("You now carry the spirit of Baal.\n\r",ch); return; } /*wall*/ void do_wall(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj = NULL; OBJ_DATA *objc; char arg[MAX_STRING_LENGTH]; char wall[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; argument=one_argument(argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_DAIM] < 7) { send_to_char("You need Daimionon 7 to call Walls of Water.\n\r",ch); return; } if (ch->pcdata->condition[COND_THIRST] < 50) { send_to_char("You dont have enough blood.\n\r",ch); return; } if (arg[0] == '\0' || (str_cmp(arg,"n") && str_cmp(arg,"s") && str_cmp(arg,"e") && str_cmp(arg,"w") && str_cmp(arg,"u") && str_cmp(arg,"d"))) { send_to_char("You may wall n, w, s, e, d or u.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= 50; sprintf(buf,"A look of concentration passes over %s's face.",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r",ch); if (!str_cmp(arg,"n")) sprintf(wall,"walln"); if (!str_cmp(arg,"w")) sprintf(wall,"wallw"); if (!str_cmp(arg,"s")) sprintf(wall,"walls"); if (!str_cmp(arg,"e")) sprintf(wall,"walle"); if (!str_cmp(arg,"d")) sprintf(wall,"walld"); if (!str_cmp(arg,"u")) sprintf(wall,"wallu"); objc = get_obj_list(ch,wall,ch->in_room->contents); if ( objc != NULL) { send_to_char("There is already a wall blocking that direction.\n\r",ch); return; } WAIT_STATE(ch,25); sprintf(buf,"A wall of water pours out of the ground."); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); if (!str_cmp(arg,"n")) obj=create_object(get_obj_index(30043),0); if (!str_cmp(arg,"s")) obj=create_object(get_obj_index(30044),0); if (!str_cmp(arg,"e")) obj=create_object(get_obj_index(30045),0); if (!str_cmp(arg,"w")) obj=create_object(get_obj_index(30046),0); if (!str_cmp(arg,"d")) obj=create_object(get_obj_index(30047),0); if (!str_cmp(arg,"u")) obj=create_object(get_obj_index(30048),0); obj_to_room(obj,ch->in_room); obj->timer=3; obj->item_type = ITEM_WALL; return; } /*inferno*/ void do_inferno(CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *inroom; if (IS_NPC(ch)) return; inroom= ch->in_room; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_DAIM] < 6) { send_to_char("You need Daimionon 6 to use Inferno.\n\r",ch); return; } if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING)) { send_to_char("This room is already engulfed in flames!\n\r",ch); return; } if (ch->pcdata->condition[COND_THIRST] < 100) { send_to_char("You dont have enough blood.\n\r",ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) { send_to_char("Somthing prevents you from torching this room.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= 100; SET_BIT(inroom->room_flags,ROOM_FLAMING); sprintf(buf,"A look of concentration passes over %s's face.\n\r",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r",ch); sprintf(buf,"This room is engulfed in flames!"); send_to_char(buf,ch); act(buf,ch,NULL,NULL,TO_ROOM); return; } /*zombie*/ void do_zombie(CHAR_DATA *ch, char *argument ) { char buf2[MAX_STRING_LENGTH]; char buf [MAX_INPUT_LENGTH]; char arg [MAX_STRING_LENGTH]; CHAR_DATA *victim; AFFECT_DATA af; OBJ_DATA *obj; one_argument(argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_LICH)) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Zombie what corpse?\n\r",ch); return; } if (ch->power[DISC_VAMP_NECR] < 5 && IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("You require level 5 Necromancy to create a zombie.\n\r",ch); return; } if (ch->pcdata->powers[NECROMANTIC] < 1 && IS_CLASS(ch, CLASS_LICH)) { send_to_char("You don't have that power yet.\n\r",ch); return; } if (ch->pcdata->followers > 5) { send_to_char("Nothing happens.\n\r",ch); return; } if ((obj = get_obj_carry(ch,arg)) == NULL) { send_to_char("You dont have that corpse.",ch); return; } if (obj->item_type != ITEM_CORPSE_NPC || IS_SET(obj->quest, QUEST_ZOMBIE)) { send_to_char("You can only Zombie original corpses.\n\r",ch); return; } ch->pcdata->followers++; victim=create_mobile( get_mob_index( obj->value[2] ) ); sprintf(buf,"the zombie of %s",victim->short_descr); sprintf(buf2,"the zombie of %s is here.\n\r",victim->short_descr); free_string(victim->short_descr); victim->short_descr = str_dup(buf); free_string(victim->name); SET_BIT(victim->act, ACT_NOEXP); victim->name = str_dup(buf); free_string(victim->long_descr); victim->long_descr= str_dup(buf2); SET_BIT(victim->extra, EXTRA_ZOMBIE); victim->spec_fun = NULL; sprintf(buf,"Rise corpse, and bow before me!"); do_say( ch, buf ); sprintf(buf, "%s clambers back up to its feet.\n\r",obj->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); char_to_room( victim, ch->in_room ); if (victim->level < 100) { add_follower( victim, ch ); af.type = skill_lookup ("charm person"); af.duration = 666; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); } WAIT_STATE(ch,10); extract_obj(obj); return; } /*fleshcraft*/ void do_fleshcraft( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "Huh?\n\r", ch ); return; } if (ch->power[DISC_VAMP_VICI] < 2) { send_to_char("You need Vicissitude 2 to fleshcraft.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Change to look like whom?\n\r", ch ); return; } if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED)) { send_to_char( "Not while polymorphed.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !IS_NPC(victim) && ch != victim) { send_to_char( "Not on Players.\n\r", ch ); return; } if ( ch->pcdata->condition[COND_THIRST] < 40 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(30,40); if ( ch == victim ) { if (!IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED)) { send_to_char( "You already look like yourself!\n\r", ch ); return; } sprintf(buf,"Your flesh molds and transforms into %s.",ch->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's flesh molds and transforms into %s.",ch->morph,ch->name); act(buf,ch,NULL,victim,TO_ROOM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string( ch->morph ); ch->morph = str_dup( "" ); return; } if (IS_VAMPAFF(ch,VAM_DISGUISED)) { sprintf(buf,"Your flesh molds and transforms into a clone of %s.",victim->short_descr); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's flesh molds and transforms into a clone of %s.",ch->morph,victim->short_descr); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"%s's flesh mols and transforms into a clone of you!",ch->morph); act(buf,ch,NULL,victim,TO_VICT); free_string( ch->morph ); ch->morph = str_dup( victim->short_descr ); return; } sprintf(buf,"Your flesh molds and transforms into a clone of %s.",victim->short_descr); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's flesh molds and transforms into a clone of %s.",ch->name,victim->short_descr); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"%s's flesh molds and transforms into a clone of you!",ch->name); act(buf,ch,NULL,victim,TO_VICT); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string( ch->morph ); ch->morph = str_dup( victim->short_descr ); return; } /*entrance*/ void do_entrance( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int sn; int level; int spelltype; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_PRES] < 3) { send_to_char("You need presence 3 to entrance.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot entrance yourself.\n\r", ch ); return; } if ( IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot entrance an ethereal person.\n\r", ch ); return; } if (is_safe(ch,victim) == TRUE) return; sprintf(buf,"A look of concentration crosses your face."); act(buf,ch,NULL,NULL,TO_CHAR); sprintf(buf,"A look of concentration crosses over $n's face.\n\r"); act(buf,ch,NULL,victim,TO_ROOM); if ( ( sn = skill_lookup( "charm" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = ch->power[DISC_VAMP_PRES] * 40; (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); return; } /*tendrils*/ void do_tendrils( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_SERP] < 4) { send_to_char("you need level 4 serpentis to use Arms of the Abyss.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot use Arms of the Abyss on yourself.\n\r", ch ); return; } if ( IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot Arms of Abyss an ethereal person.\n\r", ch ); return; } if (is_safe(ch,victim) == TRUE) return; if ( ( sn = skill_lookup( "web" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = ch->spl[spelltype] * 0.25; (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); return; } /*lamprey*/ void do_lamprey( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int dam; int bloodpool; { if (IS_SET(ch->newbits, NEW_TIDE)) bloodpool = (3000 / ch->generation); else bloodpool = (2000 / ch->generation); } if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_OBTE] < 5) { send_to_char("You need level 5 Obtenebration to Lamprey.\n\r",ch); return; send_to_char("You need level 5 Obtenebration to Lamprey.\n\r",ch); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, 5 ); if (!IS_NPC(victim)) { dam = ch->power[DISC_VAMP_OBTE] * 20; } else if (IS_NPC(victim)) { dam = ch->power[DISC_VAMP_OBTE] * 100; } if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) ) { if (victim->power[DISC_WERE_BOAR] > 2 ) dam *= 0.5; } if (is_safe(ch,victim) == TRUE) return; dam += number_range(1,30); if ( dam <= 0 ) dam = 1; sprintf(buf,"Your tendrils of darkness hits $N incredibly hard! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's tendrils of darkness hits you incredibly hard! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"$n's tendrils of darkness hits $N incredibly hard! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_NOTVICT); send_to_char("\n\r",ch); hurt_person(ch,victim,dam); ch->pcdata->condition[COND_THIRST] += number_range(40,50); if (ch->pcdata->condition[COND_THIRST]>bloodpool) { send_to_char("Your bloodlust is sated.\n\r",ch); ch->pcdata->condition[COND_THIRST] = bloodpool; } return; } /*assassinate*/ void do_assassinate( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int dam, chance = 5; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if(!IS_CLASS(ch,CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_NINJA)) { send_to_char("Huh?\n\r",ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_QUIE] < 4) { send_to_char("You need Quietus level 4 to Assassinate.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_NINJA) && !IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_ASSASSINATE)) { send_to_char("Huh?\n\r", ch); return; } if ( ch->pcdata->rank == AGE_LA_MAGRA ) chance = 10; else if ( ch->pcdata->rank == AGE_TRUEBLOOD ) chance = 15; else if (IS_CLASS(ch, CLASS_NINJA)) chance = 10; if ( arg[0] == '\0' ) { send_to_char( "Assassinate whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if( victim->position == POS_SLEEPING ) chance *= 2; if ( victim == ch ) { send_to_char( "How can you assassinate yourself?\n\r", ch ); return; } if (is_safe(ch,victim) == TRUE) return; if ( victim->fighting != NULL ) { send_to_char( "You can't assassinate a fighting person.\n\r", ch); return; } if ( victim->hit < victim->max_hit ) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } if (!IS_AFFECTED(ch, AFF_HIDE)) { send_to_char("You must be hidden to assassinate!\n\r",ch); return; } WAIT_STATE(ch,15); if (number_percent( ) < chance) { if( !IS_NPC(victim) ) { one_hit(ch, victim, gsn_backstab,1); one_hit(ch, victim, gsn_backstab,1); one_hit(ch, victim, gsn_backstab,1); one_hit(ch, victim, gsn_backstab,1); } else { victim->hit = 1; ch->fighting = victim; send_to_char("You spin around and throw a headbutt to finish him.\n\r",ch); if( IS_NPC(ch) ) { switch( ch->pIndexData->vnum ){ case 30003: case 20050: case 30704: case 30703: case 10000: case 10001: case 10002: case 10003: case 10004: break; default: { victim->hit = victim->max_hit - 100; } } } damage(ch,victim,11,gsn_headbutt); return; } } if (IS_CLASS(ch, CLASS_NINJA)) { one_hit(ch, victim, gsn_backstab,1); one_hit(ch, victim, gsn_backstab,1); return; } if (!IS_NPC(victim)) dam = ch->power[DISC_VAMP_QUIE] * 200; if (IS_NPC(victim)) dam = ch->power[DISC_VAMP_QUIE] * 400; dam += number_range(1,20); set_fighting(ch,victim, TRUE); sprintf(buf,"Your assassination hits $N incredibly hard! [%d]",dam); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's assassination hits you incredibly hard! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"$n's assassination hits $N incredibly hard! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_NOTVICT); if (dam > victim->hit) dam = victim->hit-1; hurt_person(ch,victim,dam); return; } /*mindblast*/ void do_mindblast( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int dam; argument = one_argument(argument,arg); if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_PRES] < 2) { send_to_char("You require presence 2 to Mindblast.\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Mindblast Whom?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They arent here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot Mindblast yourself!\n\r", ch ); return; } if (is_safe(ch,victim)== TRUE) return; if ( victim->hit < victim->max_hit ) { send_to_char( "They are hurt and alert.\n\r", ch ); return; } act("You close your eyes and concentrate on $N.",ch,NULL,victim,TO_CHAR); act("$n closes $s eyes and concentrates on you.",ch,NULL,victim,TO_VICT); act("$n closes $s eyes and concentrates on $N.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE( ch, 12 ); if ( number_percent( ) < 50 ) dam = number_range(1,4); else { dam = 0; send_to_char("You failed.\n\r",ch); return; } dam += char_damroll(ch); if ( !IS_AWAKE(victim) ) dam *= 2; if ( dam <= 0 ) dam = 1; set_fighting(ch,victim, TRUE); act("You clutch your head in agony!",victim,NULL,NULL,TO_CHAR); act("$n clutches his head in agony!",victim,NULL,NULL,TO_ROOM); hurt_person(ch,victim,dam); return; } /*tongue*/ void do_tongue( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int dam; if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_SERP] < 4) { send_to_char("You need level 4 Serpentis to tongue.\n\r",ch); return; send_to_char("You need level 4 Serpentis to tongue.\n\r",ch); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, 5 ); if (!IS_NPC(victim)) { dam = ch->power[DISC_VAMP_SERP] * 25; } else if (IS_NPC(victim)) { dam = ch->power[DISC_VAMP_SERP] * 125; } if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) ) { if (victim->power[DISC_WERE_BOAR] > 2 ) dam *= 0.5; } if (is_safe(ch,victim)== TRUE) return; dam += number_range(1,30); if ( dam <= 0 ) dam = 1; set_fighting(ch,victim, TRUE); sprintf(buf,"Your tongue of the serpent hits $N incredibly hard! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's tongue of the serpent hits you incredibly hard! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"$n's tongue of the serpent hits $N incredibly hard! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_NOTVICT); send_to_char("\n\r",ch); hurt_person(ch,victim, dam); return; } void do_objmask( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char buf [MAX_STRING_LENGTH]; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( !IS_CLASS(ch, CLASS_VAMPIRE) ) { stc("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_CHIM] < 5 ) { stc("You must obtain level 5 Chimerstry to Mask an Object.\n\r",ch); return; } if ( IS_SET(ch->flag2, VAMP_OBJMASK ) ) { stc("You return to your normal form.\n\r",ch); sprintf(buf, "%s transforms back into %s.\n\r",ch->morph, ch->name ); act(buf,ch,NULL,NULL,TO_ROOM); ch->morph = str_dup(""); ch->objdesc = str_dup(""); ch->long_descr = str_dup(""); ch->short_descr = str_dup(ch->name); REMOVE_BIT(ch->flag2, VAMP_OBJMASK); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); return; } if (has_timer(ch)) return; if ( ch->pcdata->condition[COND_THIRST] < 50 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(40, 50); if ( arg[0] == '\0' ) { stc("What object do you wish to mask yourself as?\n\r",ch); return; } if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "That object is not here.\n\r", ch ); return; } SET_BIT(ch->flag2, VAMP_OBJMASK ); SET_BIT(ch->affected_by, AFF_POLYMORPH); act("You mask yourself as $p.",ch,obj,NULL,TO_CHAR); act("$n masks $mself as $p.",ch,obj,NULL,TO_ROOM); free_string(ch->morph); ch->morph = str_dup(obj->short_descr); free_string(ch->objdesc); ch->objdesc = str_dup(obj->description); ch->long_descr = str_dup(""); return; } void do_mirror( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; if ( !IS_CLASS(ch, CLASS_VAMPIRE) ) { stc("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_CHIM] < 1 ) { stc("You must obtain level 1 Chimersty to use Mirror Image.\n\r",ch); return; } if ( ch->pcdata->condition[COND_THIRST] < 20 ) { stc("You do not have enough blood to create a Mirror Image of yourself.\n\r",ch); return; } if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r",ch); return; } ch->pcdata->followers++; victim = create_mobile( get_mob_index( 33004 ) ); victim->short_descr = str_dup(ch->name); sprintf(buf, "%s is hovering here.\n\r",ch->name); victim->long_descr = str_dup(buf); victim->name = str_dup(ch->name); victim->level = 20; victim->max_hit = 2000; victim->hit = 2000; victim->mana = 2000; victim->max_mana = 2000; victim->max_move = 2000; victim->move = 2000; SET_BIT(victim->flag2, VAMP_CLONE); SET_BIT(victim->act, ACT_NOEXP); ch->pcdata->condition[COND_THIRST] -= 20; char_to_room( victim, ch->in_room ); act( "You concentrate your powers and form a mirror image of yourself.", ch, NULL, victim, TO_CHAR ); act( "$n waves $s hands and a mirror image of $mself appears.", ch, NULL, victim, TO_ROOM ); return; } void do_control( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( !IS_CLASS(ch, CLASS_VAMPIRE) ) { stc("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_CHIM] < 4 ) { stc("You must obtain level 4 Chimerstry to use Control the Clone.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Which clone do you wish to control?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Become your own familiar?\n\r", ch ); return; } if ( !IS_NPC(victim) ) { stc("Not on players.\n\r",ch); return; } if ( !IS_SET(victim->flag2, VAMP_CLONE) ) { stc("That is not a clone.\n\r",ch); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL ) familiar->wizard = NULL; ch->pcdata->familiar = victim; victim->wizard = ch; act("You take control of $N's mind.",ch,NULL,victim,TO_CHAR); act("$n takes control of $N's mind.",ch,NULL,victim,TO_ROOM); return; } void do_formillusion( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; if ( !IS_CLASS(ch, CLASS_VAMPIRE) ) { stc("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_CHIM] < 2 ) { stc("You must obtain level 2 Chimersty to Form an Illusion of yourself.\n\r",ch); return; } if ( ch->pcdata->condition[COND_THIRST] < 30 ) { stc("You do not have enough blood to Form an Illusion of yourself.\n\r",ch); return; } if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r",ch); return; } ch->pcdata->followers++; victim = create_mobile( get_mob_index( 33004 ) ); victim->short_descr = str_dup(ch->name); sprintf(buf, "%s is hovering here.\n\r",ch->name); victim->long_descr = str_dup(buf); victim->name = str_dup(ch->name); victim->level = 200; victim->max_hit = ch->max_hit; victim->hit = victim->max_hit; victim->max_mana = ch->max_mana; victim->mana = victim->max_mana; victim->max_move = ch->max_move; victim->move = victim->max_move; victim->hitroll = ch->hitroll; victim->damroll = ch->damroll; SET_BIT(victim->flag2, VAMP_CLONE); SET_BIT(victim->act, ACT_NOEXP); char_to_room( victim, ch->in_room ); ch->pcdata->condition[COND_THIRST] -= 30; act( "You concentrate your powers and form an illusion of yourself.", ch, NULL, victim, TO_CHAR ); act( "$n waves $s hands and splits in two.", ch, NULL, victim, TO_ROOM ); return; } void do_unveil( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( !IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r",ch); return; } if ( ch->power[DISC_VAMP_AUSP] < 3 && IS_CLASS(ch, CLASS_VAMPIRE)) { stc("You must obtain level 3 Auspex to use Unveil the Shrouded Mind.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Whose mind do you wish to Unveil?\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 ) { stc("Why would you want to unveil your own mind?\n\r",ch); return; } if ( victim->level > ch->level ) { stc("Their mind is far too powerful for you to Unveil.\n\r",ch); return; } if ( victim->spl[BLUE_MAGIC] > ch->spl[BLUE_MAGIC] / 2 ) { stc("Their mind is far too powerful for you to Unveil.\n\r",ch); return; } victim->unveil = ch; act("You gaze deeply into $N's eyes.\n\rYou have unveiled $S mind.\n\r", ch,NULL,victim,TO_CHAR ); return; } void do_hagswrinkles( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "Huh?\n\r", ch ); return; } if (ch->power[DISC_VAMP_THAN] < 1 ) { send_to_char("You must obtain at least level 1 in Thanatosis to use Hagswrinkles.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Change to look like whom?\n\r", ch ); return; } if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED)) { send_to_char( "Not while polymorphed.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You can only use hagswrinkles on Avatars or lower.\n\r", ch ); return; } if ( ch->pcdata->condition[COND_THIRST] < 40 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(30,40); if ( ch == victim ) { if (!IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED)) { send_to_char( "You already look like yourself!\n\r", ch ); return; } sprintf(buf,"Your body wrinkles and reshapes as %s.",ch->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's body wrinkles and reshapes as %s.",ch->morph,ch->name); act(buf,ch,NULL,victim,TO_ROOM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string( ch->morph ); ch->morph = str_dup( "" ); return; } if (IS_VAMPAFF(ch,VAM_DISGUISED)) { sprintf(buf,"Your body wrinkles and reshapes as %s.",victim->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's body wrinkles and reshapes as %s.",ch->morph,victim->name); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"%s's body wrinkles and reshapes as you!",ch->morph); act(buf,ch,NULL,victim,TO_VICT); free_string( ch->morph ); ch->morph = str_dup( victim->name ); return; } sprintf(buf,"Your body wrinkles and reshapes as %s.",victim->name); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"%s's body wrinkles and reforms as %s.",ch->name,victim->name); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"%s's body wrinkles and reforms as you!",ch->name); act(buf,ch,NULL,victim,TO_VICT); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string( ch->morph ); ch->morph = str_dup( victim->name ); return; } /*gate*/ void do_gate(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_DAIM] < 3) { send_to_char("You require Daimoinon level 3 to gate.\n\r",ch); return; } if ( arg[0] == '\0') { send_to_char( "Who do you wish to gate to?\n\r", ch ); return; } if ( (victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char("They arent here.\n\r",ch); return; } if ( (victim == ch) || victim->in_room == NULL || IS_NPC(victim) || (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) ) || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || victim->in_room->vnum == ch->in_room->vnum) { send_to_char( "You failed.\n\r", ch ); return; } obj = create_object( get_obj_index( OBJ_VNUM_GATE ), 0 ); obj->value[0] = victim->in_room->vnum; obj->value[3] = ch->in_room->vnum; obj->timer = 5; if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE; obj_to_room( obj, ch->in_room ); obj = create_object( get_obj_index( OBJ_VNUM_GATE ), 0 ); obj->value[0] = ch->in_room->vnum; obj->value[3] = victim->in_room->vnum; obj->timer = 5; if (IS_AFFECTED(victim,AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE; obj_to_room( obj, victim->in_room ); act( "A look of concentration passes over $n's face.", ch, NULL,NULL, TO_ROOM ); send_to_char("A look of concentration passes over your face.\n\r",ch); act( "$p appears in front of $n in a blast of flames.", ch, obj, NULL, TO_ROOM ); act( "$p appears in front of you in a blast of flames.", ch, obj, NULL, TO_CHAR ); act( "$p appears in front of $n in a blast of flames.", victim, obj, NULL, TO_ROOM ); act( "$p appears in front of you in a blast of flames.", ch, obj, victim, TO_VICT ); return; } /*pigeon*/ void do_pigeon( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_ANIM] < 3) { send_to_char("You require Aimalism level 3 to pigeon.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Pigeon which object?\n\r", ch ); return; } if ( arg2[0] == '\0' ) { send_to_char( "Pigeon what to whom?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You are not carrying that item.\n\r", ch ); return; } victim = get_char_world(ch,arg2); if ( (victim = get_char_world( ch, arg2 ) ) == NULL ) { send_to_char( "They arent here.\n\r", ch ); return; } if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc( "You can't find it's room.\n\r",ch); return; } if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc( "Your room is not connected to the astral plane.\n\r",ch); return; } if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT)) { send_to_char( "They dont want anything transported to them.\n\r", ch ); return; } act("You place $p in a pigeon's beak and it flies away.", ch,obj,NULL,TO_CHAR); act("$n places $p in a pigeon's beak and it flies away." ,ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_char(obj,victim); act("A pigeon lands on your shoulders and flies away after handing you $p." ,victim,obj,NULL,TO_CHAR); act("A pigeon lands on $n's shoulders and flies away after handing him $p." ,victim,obj,NULL,TO_ROOM); do_autosave(ch,""); do_autosave(victim,""); return; } /*bloodagony*/ void do_bloodagony(CHAR_DATA *ch, char *argument) { char arg[MAX_STRING_LENGTH]; int value; int pcost; OBJ_DATA *obj; one_argument( argument,arg); if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } value = ch->power[DISC_VAMP_QUIE]; pcost = ch->power[DISC_VAMP_QUIE] * 60; if ( arg[0] == '\0') { send_to_char("Bloodagony what?\n\r",ch); return; } if (IS_NPC(ch)) return; if ((obj= get_obj_carry(ch,arg)) == NULL) { send_to_char("You dont have that weapon.\n\r",ch); return; } if (ch->power[DISC_VAMP_QUIE] < 3 ) { send_to_char("You need level 3 Quietus to use bloodagony.\n\r",ch); return; } if ( obj->item_type != ITEM_WEAPON || IS_SET(obj->quest, QUEST_ARTIFACT) || obj->chobj != NULL || IS_SET(obj->quest, QUEST_BLOODA)) { send_to_char("You are unable to bloodagony this weapon.\n\r",ch); return; } oset_affect(ch,obj,value,APPLY_DAMROLL,TRUE); oset_affect(ch,obj,value,APPLY_HITROLL,TRUE); SET_BIT(obj->quest, QUEST_BLOODA); act( "You cut your wrist and smear your blood on $p.", ch, obj, NULL, TO_CHAR ); act( "$n cuts his wrist and smears blood on $p.", ch, obj, NULL, TO_ROOM ); return; } /*embrace*/ void do_embrace(CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int bloodpool; one_argument( argument, arg ); if (IS_SET(ch->newbits, NEW_TIDE)) bloodpool = (3000 / ch->generation); else bloodpool = (2000 / ch->generation); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to embrace?\n\r", ch ); return; } if ((victim = get_char_room( ch, arg)) == NULL) { send_to_char("They arent here.\n\r",ch); return; } if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOAUTOKILL)) { send_to_char("You can't do that to them.\n\r", ch); return; } /* Shaktis check for level */ if (victim->level > 75 * ch->spl[RED_MAGIC]) { send_to_char("They are too powerful to embrace!\n\r",ch); return; } if (!IS_NPC(victim)) { send_to_char("You cannot embrace a person.\n\r",ch); return; } if (IS_SET(victim->in_room->room_flags, ROOM_SAFE)) { send_to_char("You cannot embrace them here.\n\r",ch); return; } sprintf(buf,"%s leaps toward %s baring his fangs.\n\r",ch->name,victim->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf,"You leap toward %s baring your fangs.\n\r",victim->short_descr); send_to_char(buf,ch); WAIT_STATE(ch, 15); if (victim->position != POS_STUNNED && victim->position != POS_SLEEPING && victim->position != POS_DEAD) { send_to_char("They lunge away from you.\n\r",ch); sprintf(buf,"%s lunges away from %s.",victim->name,ch->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); return; } send_to_char("You bury your fangs into their neck, and begins an orgy of blood-sucking!\n\r",ch); sprintf(buf,"%s buries his fangs into %s's neck, and begins an orgy of blood-sucking!\n\r",ch->name,victim->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); /* New update send routine, allows for anything to get embraced. */ /* and sets a mobs blood to its level *8.Shakti */ victim->embraced = ch; ch->embracing = victim; if (IS_NPC(victim)) { (victim->practice = victim->level ); (victim->practice *= 8); } return ; } /*decay*/ void do_withering (CHAR_DATA *ch,char *argument) { CHAR_DATA *victim; OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument (argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_THAN] < 4 ) { send_to_char("You must obtain level 4 Thanatosis to use Withering.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char("Who do you wish to wither?\n\r",ch); return; } victim = get_char_room(ch, arg); if ( ( victim = get_char_room( ch, arg) ) == NULL ) { send_to_char("They arent here.\n\r",ch); return; } if (IS_SET(victim->in_room->room_flags, ROOM_SAFE)) { send_to_char("You cannot attack them here.\n\r",ch); return; } if (is_safe(ch,victim) == TRUE) return; WAIT_STATE(ch,35); sprintf(buf,"A look of concentration crosses over %s's face.",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("A look of concentration crosses over your face.\n\r",ch); if (IS_ARM_R(victim,LOST_ARM) && IS_ARM_L(victim,LOST_ARM) && IS_LEG_R(victim,LOST_LEG) && IS_LEG_L(victim,LOST_LEG)) { send_to_char("All of their limbs are severed already!\n\r",ch); return; } if (number_percent ( ) < 15 ) { if (!IS_ARM_R(victim,LOST_ARM)) { SET_BIT(victim->loc_hp[3],LOST_ARM); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL ) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL) take_item(victim,obj); make_part(victim,"arm"); sprintf(buf, "A supernatural force rips %s's arm off!",victim->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); return; } if (!IS_ARM_L(victim,LOST_ARM)) { SET_BIT(victim->loc_hp[2],LOST_ARM); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL ) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL) take_item(victim,obj); make_part(victim,"arm"); sprintf(buf, "A supernatural force rips %s's arm off!",victim->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); return; } if (!IS_LEG_R(victim,LOST_LEG)) { SET_BIT(victim->loc_hp[5],LOST_LEG); if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL ) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL) take_item(victim,obj); make_part(victim,"leg"); sprintf(buf, "A supernatural force rips %s's leg off!",victim->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); return; } if (!IS_LEG_L(victim,LOST_LEG)) { SET_BIT(victim->loc_hp[4],LOST_LEG); if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL ) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL) take_item(victim,obj); make_part(victim,"leg"); sprintf(buf, "A supernatural force rips %s's leg off!",victim->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); return; } } send_to_char("You failed.\n\r",ch); return; } /* Infirmity Thinger */ void do_infirmity( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument (argument, arg); if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_QUIE] < 2 ) { send_to_char("You need level 2 Quietus to use this power.\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Who do you wish to use Infirmity on?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (is_safe(ch,victim) == TRUE) return; if ( ( sn = skill_lookup( "infirmity" ) ) < 0 ) { sprintf(buf,"Yep, sn is bieng set to %d.",sn); send_to_char(buf,ch); return; } spelltype = skill_table[sn].target; level = ch->power[DISC_VAMP_QUIE]; (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); return; } /* Guardian DEmon for Vamps */ void do_guardian(CHAR_DATA *ch, char *argument ) { char buf [MAX_INPUT_LENGTH]; CHAR_DATA *victim; AFFECT_DATA af; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_DAIM] < 1) { send_to_char("You require level 1 Daimoinon to create a guardian.\n\r",ch); return; } if (ch->pcdata->followers > 5) { send_to_char("Nothing happens.\n\r",ch); return; } ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) ); victim->level = 200; victim->hit = 5000; victim->max_hit = 5000; victim->hitroll = 50; victim->damroll = 50; victim->armor = 300; SET_BIT(victim->act, ACT_NOEXP); sprintf(buf,"Come forth, creature of darkness, and do my bidding!"); do_say( ch, buf ); send_to_char( "A demon bursts from the ground and bows before you.\n\r",ch ); act( "$N bursts from the ground and bows before $n.", ch, NULL, victim, TO_ROOM ); char_to_room( victim, ch->in_room ); add_follower( victim, ch ); af.duration = 666; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); return; } /*demonic servants*/ void do_servant(CHAR_DATA *ch, char *argument ) { char buf [MAX_INPUT_LENGTH]; CHAR_DATA *victim; AFFECT_DATA af; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_DAIM] < 8) { send_to_char("You require level 8 Daimoinon to create a servant.\n\r",ch); return; } if (ch->pcdata->followers > 5) { send_to_char("Nothing happens.\n\r",ch); return; } ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_SERVANT ) ); victim->level = 300; victim->hit = 30000; victim->max_hit = 30000; victim->hitroll = 100; victim->damroll = 100; victim->armor = 700; sprintf(buf,"Come forth, creature of darkness, and do my bidding!"); do_say( ch, buf ); send_to_char( "A demonic servant bursts from the ground and bows before you.\n\r",ch ); act( "$N bursts from the ground and bows before $n.", ch, NULL, victim, TO_ROOM ); char_to_room( victim, ch->in_room ); add_follower( victim, ch ); af.duration = 666; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); SET_BIT(victim->act, ACT_NOEXP); return; } /* Beckon */ void do_beckon(CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_ANIM] < 1) { send_to_char("You require level 1 animalism to beckon the wild.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "You can beckon a frog, a raven, a cat or a dog.\n\r", ch ); return; } if (ch->pcdata->followers > 4 ) { send_to_char("Nothing happened.\n\r",ch); return; } if ( !str_cmp( argument, "frog" ) ) { victim = create_mobile( get_mob_index( MOB_VNUM_FROG ) ); if (victim == NULL) {send_to_char("Error - please inform Infidel.\n\r",ch); return;} } else if ( !str_cmp( argument, "raven" ) ) { victim = create_mobile( get_mob_index( MOB_VNUM_RAVEN ) ); if (victim == NULL) {send_to_char("Error - please inform Infidel.\n\r",ch); return;} } else if ( !str_cmp( argument, "cat" ) ) { victim = create_mobile( get_mob_index( MOB_VNUM_CAT ) ); if (victim == NULL) {send_to_char("Error - please inform Infidel.\n\r",ch); return;} } else if ( !str_cmp( argument, "dog" ) ) { victim = create_mobile( get_mob_index( MOB_VNUM_DOG ) ); if (victim == NULL) {send_to_char("Error - please inform Infidel.\n\r",ch); return;} } else { send_to_char( "Your can beckon a frog, a raven, a cat or a dog.\n\r", ch ); return; } act( "You whistle loudly and $N walks in.", ch, NULL, victim, TO_CHAR); act( "$n whistles loudly and $N walks in.", ch, NULL, victim, TO_ROOM); char_to_room( victim, ch->in_room ); ch->pcdata->followers += 1; SET_BIT(victim->act, ACT_NOEXP); return; } void do_spit( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int dam; if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_QUIE] < 1) { send_to_char("You need level 1 Quietus to spit.\n\r",ch); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (ch->pcdata->condition[COND_THIRST] < 5) { send_to_char("You dont have enough blood.\n\r",ch); return; } WAIT_STATE( ch, 12 ); if (!IS_NPC(victim)) { dam = ch->power[DISC_VAMP_QUIE] * 50; } else if (IS_NPC(victim)) { dam = ch->power[DISC_VAMP_QUIE] * 250; } ch->pcdata->condition[COND_THIRST] -= 5; if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) ) { if (victim->power[DISC_WERE_BOAR] > 2 ) dam *= 0.5; } dam += number_range(1,30); if ( dam <= 0 ) dam = 1; set_fighting(ch,victim, TRUE); sprintf(buf,"Your spit of acid hits $N incredibly hard! [%d]",dam); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's spit of acid hits you incredibly hard! [%d]",dam); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"$n's spit of acid hits $N incredibly hard! [%d]",dam); act(buf,ch,NULL,victim,TO_NOTVICT); send_to_char("\n\r",ch); hurt_person(ch,victim,dam); return; } void do_scales(CHAR_DATA *ch,char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_SERP] < 5) { send_to_char("You need Serpentis 6 to get scales.\n\r",ch); return; } if (!IS_SET(ch->newbits, NEW_SKIN)) { send_to_char("Scales slide out of your body and surround you.\n\r",ch); ch->armor -= 100 ; SET_BIT(ch->newbits, NEW_SKIN); return; } else if (IS_SET(ch->newbits, NEW_SKIN)) { send_to_char("Your scales slide back into your body.\n\r",ch); ch->armor += 100; REMOVE_BIT(ch->newbits,NEW_SKIN); return; } return; } void do_cserpent(CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_SERP] < 4) { send_to_char("You require level 5 serpentis to call a serpent.\n\r",ch); return; } /* if ( arg[0] == '\0' ) { send_to_char( "You can beckon a serpent at anytime.\n\r", ch ); return; } */ if (ch->pcdata->followers > 5 ) { send_to_char("Nothing happened.\n\r",ch); return; } victim = create_mobile( get_mob_index( MOB_VNUM_SERPENT ) ); if (victim == NULL) {send_to_char("Error - please inform Trace.\n\r",ch); return;} act( "You close your eyes and concentrate a huge serpent walks in.", ch, NULL, victim, TO_CHAR); act( "$n closes his eyes and concentrates a huge $N walks in.", ch, NULL, victim, TO_ROOM); char_to_room( victim, ch->in_room ); ch->pcdata->followers += 1; SET_BIT(victim->act, ACT_NOEXP); SET_BIT(victim->act, ACT_MOUNT); return; } void do_illusion(CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_CHIM] < 1) { send_to_char("You require level 1 chim to make an illusion.\n\r",ch); return; } if (ch->pcdata->followers > 5 ) { send_to_char("Nothing happened.\n\r",ch); return; } victim = create_mobile( get_mob_index( MOB_VNUM_ILLUSION ) ); if (victim == NULL) {send_to_char("Error - please inform Trace.\n\r",ch); return;} act( "You close your eyes and concentrate an illusion appears in the room.", ch, NULL, victim, TO_CHAR); act( "$n closes his eyes and concentrates an $N appears in the room.", ch, NULL, victim, TO_ROOM); char_to_room( victim, ch->in_room ); ch->pcdata->followers += 1; SET_BIT(victim->act, ACT_NOEXP); return; } void do_bloodwall(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj = NULL; OBJ_DATA *objc; char arg[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char wall[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; int value; argument=one_argument(argument,arg); argument=one_argument(argument,arg2); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_DAIM] < 2) { send_to_char("You need Daiminion 2 to call Blood Walls.\n\r",ch); return; } if (!str_cmp(ch->in_room->area->name, "midgaard")) { send_to_char("Not in Midgaard.\n\r",ch); return; } if (arg[0] == '\0' || (str_cmp(arg,"n") && str_cmp(arg,"s") && str_cmp(arg,"e") && str_cmp(arg,"w") && str_cmp(arg,"u") && str_cmp(arg,"d"))) { send_to_char("You may wall n, w, s, e, d or u.\n\r",ch); return; } if (arg2[0] == '\0') { send_to_char("Please supply the amount of blood to expend.\n\r",ch); return; } value = is_number( arg2 ) ? atoi( arg2 ) : -1; if (value > 5 || value < 1) { send_to_char("Please select a value between 1 and 5.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= value; sprintf(buf,"A look of concentration passes over %s's face.",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r",ch); if (!str_cmp(arg,"n")) sprintf(wall,"walln"); if (!str_cmp(arg,"w")) sprintf(wall,"wallw"); if (!str_cmp(arg,"s")) sprintf(wall,"walls"); if (!str_cmp(arg,"e")) sprintf(wall,"walle"); if (!str_cmp(arg,"d")) sprintf(wall,"walld"); if (!str_cmp(arg,"u")) sprintf(wall,"wallu"); objc = get_obj_list(ch,wall,ch->in_room->contents); if ( objc != NULL) { send_to_char("There is already a wall blocking that direction.\n\r",ch); return; } WAIT_STATE(ch,25); sprintf(buf,"A wall of blood pours out of the ground."); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); if (!str_cmp(arg,"n")) { obj=create_object(get_obj_index(30043),0); sprintf(buf,"A wall of blood is here, blocking your exit north."); free_string(obj->description); obj->description = str_dup(buf); } if (!str_cmp(arg,"s")) { obj=create_object(get_obj_index(30044),0); sprintf(buf,"A wall of blood is here, blocking your exit south."); free_string(obj->description); obj->description = str_dup(buf); } if (!str_cmp(arg,"e")) { obj=create_object(get_obj_index(30045),0); sprintf(buf,"A wall of blood is here, blocking your exit east."); free_string(obj->description); obj->description = str_dup(buf); } if (!str_cmp(arg,"w")) { obj=create_object(get_obj_index(30046),0); sprintf(buf,"A wall of blood is here, blocking your exit west."); free_string(obj->description); obj->description = str_dup(buf); } if (!str_cmp(arg,"d")) { obj=create_object(get_obj_index(30047),0); sprintf(buf,"A wall of blood is here, blocking your exit down."); free_string(obj->description); obj->description = str_dup(buf); } if (!str_cmp(arg,"u")) { obj=create_object(get_obj_index(30048),0); sprintf(buf,"A wall of blood is here, blocking your exit up."); free_string(obj->description); obj->description = str_dup(buf); } obj_to_room(obj,ch->in_room); obj->timer=value; obj->item_type = ITEM_WALL; return; } void do_shadowgaze(CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; one_argument( argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_OBTE] < 10) { send_to_char("You need level 10 Obtenebration to use Shadow Gaze.\n\r",ch); return; } if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)) { send_to_char("You need to be in the Shadowplane, first!\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to use Shadow Gaze on?\n\r", ch ); return; } if ((victim = get_char_room( ch, arg)) == NULL) { send_to_char("They arent here.\n\r",ch); return; } if (IS_AFFECTED(victim, AFF_SHADOWPLANE)) { send_to_char("They are already in the Shadowplane!\n\r",ch); return; } if (!IS_NPC(victim)) { send_to_char("You cannot Shadow Gaze a person.\n\r",ch); return; } sprintf(buf, "%s gazes intently at %s.",ch->name,victim->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "You gaze deeply into %s's eyes.\n\r",victim->short_descr); send_to_char(buf,ch); WAIT_STATE(ch, 8); sprintf(buf, "You pull %s into the Shadowplane!",victim->short_descr); act(buf,ch,NULL,NULL,TO_CHAR); sprintf(buf, "%s rips %s into the Shadowplane!" ,ch->name,victim->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); SET_BIT(victim->affected_by, AFF_SHADOWPLANE); return; } void do_grab(CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; one_argument( argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_OBTE] < 8) { send_to_char("You need level 8 Obtenebration to use Grab.\n\r",ch); return; } if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)) { send_to_char("You need to be in the Shadowplane, first!\n\r",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 ( arg[0] == '\0' ) { send_to_char( "Who do you wish to Grab?\n\r", ch ); return; } if ((victim = get_char_room( ch, arg)) == NULL) { send_to_char("They arent here.\n\r",ch); return; } if (IS_AFFECTED(victim, AFF_SHADOWPLANE)) { send_to_char("They are already in the Shadowplane!\n\r",ch); return; } if (IS_NPC(victim)) { send_to_char("You cannot Grab a mobile!\n\r",ch); return; } sprintf(buf, "%s pulls %s into the Shadowplane.",ch->name,victim->name); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "You pull %s into the Shadowplane!\n\r",victim->name); send_to_char(buf,ch); sprintf(buf, "%s pulls you into the Shadowplane!\n\r",ch->name); act(buf,ch,NULL,victim,TO_VICT); WAIT_STATE(ch, 8); SET_BIT(victim->affected_by, AFF_SHADOWPLANE); return; } void do_share( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) ) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_ANIM] < 4) { send_to_char("You must obtain at least level 4 in Animalism to use Share Spirits.\n\r",ch); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL) { sprintf(buf,"You release %s.\n\r",familiar->short_descr); send_to_char( buf, ch ); familiar->wizard = NULL; ch->pcdata->familiar = NULL; return; } if ( arg[0] == '\0' ) { send_to_char( "What do you wish to Share spirits with?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "What an intelligent idea!\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on players.\n\r", ch ); return; } if (victim->wizard != NULL) { send_to_char( "You are unable to Share Spirits them.\n\r", ch ); return; } if (victim->level > (ch->spl[RED_MAGIC] * 0.25)) { send_to_char( "They are too powerful.\n\r", ch ); return; } if ( ch->pcdata->condition[COND_THIRST] < 25 ) { send_to_char("You have insufficient blood.\n\r",ch); return; } ch->pcdata->condition[COND_THIRST] -= 25; ch->pcdata->familiar = victim; victim->wizard = ch; act("You share your being with $N.",ch,NULL,victim,TO_CHAR); act("$n is staring at you!",ch,NULL,victim,TO_VICT); act("$n starts staring at $N",ch,NULL,victim,TO_NOTVICT); return; } void do_frenzy( CHAR_DATA *ch, char *argument ) { /* char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument (argument, arg); */ if ( IS_NPC(ch) ) return; if ( ch->power[DISC_VAMP_ANIM] < 5 ) { send_to_char("You need level 5 Animalism to use Frenzy.\n\r",ch); return; } /* if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char("Not on NPC's!\n\r",ch); return; } if (IS_CLASS(victim, CLASS_VAMPIRE) && arg[0] != '\0') { if ( victim->rage >= 25 ) { send_to_char("Their beast is already controlling them!\n\r",ch); return; } if (number_percent ( ) <= 50) { send_to_char("They shake off your attempt.\n\r",ch); act("You shake off $n's attempt to frenzy you.\n\r",ch,NULL,victim,TO_VICT); act("$N shakes off $n's attempt to frenzy $m.\n\r",ch,NULL,victim,TO_ROOM); return; } if (victim->beast == 0 ) { send_to_char("They are too calm to frenzy!\n\r",ch); return; } if (!IS_VAMPAFF(victim, VAM_NIGHTSIGHT)) do_nightsight(victim,""); if (!IS_VAMPAFF(victim, VAM_FANGS)) do_fangs(victim,""); if (!IS_VAMPAFF(victim, VAM_CLAWS)) do_claws(victim,""); act("$n sends you into a frenzied rage!",ch,NULL,victim,TO_VICT); act("You excite the beast within $n!",victim,NULL,NULL,TO_CHAR); act("$n bares $s fangs and growls as $s inner beast consumes $m.",ch,NULL,NULL,TO_ROOM); ch->rage += number_range(10,20); if (victim->beast > 0) do_beastlike(victim,""); WAIT_STATE(ch,12); return; } send_to_char("But they are already in a rage!\n\r",ch); return; */ if (IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->beast >= 20) { if ( ch->rage >= ch->beast ) { send_to_char("Your beast is already controlling you.\n\r",ch); return; } } if (ch->beast <= 19) { if ( ch->rage >= 20 ) { send_to_char("Your beast is already controlling you.\n\r",ch); return; } } /* if (ch->beast == 0) { send_to_char("You are too calm to use frenzy.\n\r",ch); return; } */ if (!IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) do_nightsight(ch,""); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); if (!IS_VAMPAFF(ch, VAM_CLAWS)) do_claws(ch,""); send_to_char("You bare your fangs and growl as your inner beast consumes you.\n\r",ch); act("$n bares $s fangs and growls as $s inner beast consumes $m.",ch,NULL,NULL,TO_ROOM); ch->rage += number_range(20,30); if (ch->beast > 0) do_beastlike(ch,""); WAIT_STATE(ch,12); return; } send_to_char("But you are already in a rage!\n\r",ch); return; } void do_shroud( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if( !IS_CLASS(ch, CLASS_VAMPIRE) ) { stc( "Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_OBTE] < 1)) { send_to_char("You need level 1 Obtenebration to use this power.\n\r",ch); return; } if (ch->fight_timer > 0) { send_to_char("Not with a fighttimer.\n\r",ch); return; } if ( IS_SET(ch->act, AFF_HIDE) ) { REMOVE_BIT(ch->act, AFF_HIDE); send_to_char( "You step out from the shadows.\n\r", ch ); act("$n emerges from the shadows.",ch,NULL,NULL,TO_ROOM); } else { send_to_char( "You slowly blend with the shadows.\n\r", ch ); act("$n blends in with the shadows and disappears.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->act, AFF_HIDE); } return; } void do_summon(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; CHAR_DATA *mount; char arg [MAX_INPUT_LENGTH]; argument = one_argument (argument,arg); if ( !IS_CLASS(ch, CLASS_VAMPIRE) ) { do_nosummon(ch,""); return; } if (arg[0] == '\0') { send_to_char("Summon whom?\n\r",ch); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (victim == ch || victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= ch->level + 5 || victim->fighting != NULL || (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )) { send_to_char( "You cannot locate them.\n\r", ch ); return; } if (ch->power[DISC_VAMP_PRES] < 4) { send_to_char("You need level 4 in Presence to use this.\n\r",ch); return; } WAIT_STATE(ch,10); act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM ); act( "$N has summoned you!", victim, NULL, ch, TO_CHAR ); do_look( victim, "auto" ); if ( (mount = victim->mount) == NULL ) return; char_from_room( mount ); char_to_room( mount, get_room_index(victim->in_room->vnum) ); do_look( mount, "auto" ); return; } void do_drain( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int dam; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_THAN] < 5 ) { send_to_char("You must obtain level 5 Thanatosis to use Drain Life.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL && (ch->fighting) == NULL) { send_to_char( "They aren't here.\n\r", ch ); return; } if ((ch->fighting) != NULL) { victim = ch->fighting; } if ( arg[0] == '\0' && (ch->fighting) == NULL) { send_to_char( "Whose life do you wish to drain?\n\r", ch ); return; } if (victim->hit < 500) { send_to_char("They are far to hurt to do that!\n\r",ch); return; } if (is_safe(ch, victim)) { send_to_char("Not while in a safe room!\n\r", ch); return; } if (IS_NPC(victim)) { dam = ch->power[DISC_VAMP_THAN] * 10; victim->hit = (victim->hit - dam); if (dam > 500) dam = number_range( 450, 550 ); ch->hit = (ch->hit + dam); if (ch->hit > ch->max_hit + 1000) ch->hit = ch->max_hit + 1000; act("You drain the lifeforce out of $N.", ch, NULL, victim, TO_CHAR); act("$n drains the lifeforce out of $N.", ch, NULL, victim, TO_NOTVICT); act("You feel $n draining your lifeforce.", ch, NULL, victim, TO_VICT); WAIT_STATE(ch,12); return; } if (!IS_NPC(victim)) { dam = ch->power[DISC_VAMP_THAN] * 50; victim->hit = (victim->hit - dam); if (dam > 400) dam = number_range( 350, 450 ); ch->hit = (ch->hit + dam); if (ch->hit > ch->max_hit + 1000) ch->hit = ch->max_hit + 1000; act("You drain the lifeforce out of $N.", ch, NULL, victim, TO_CHAR); act("$n drains the lifeforce out of $N.", ch, NULL, victim, TO_NOTVICT); act("You feel $n draining your lifeforce.", ch, NULL, victim, TO_VICT); WAIT_STATE(ch,12); return; } } void do_flamehands( CHAR_DATA *ch, char *argument) { if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_PROT] < 5) { send_to_char("You need level 5 Protean to use flaming hands.\n\r",ch); return; } if (IS_SET(ch->newbits, NEW_MONKFLAME)) { REMOVE_BIT(ch->newbits, NEW_MONKFLAME); send_to_char("Your hands are no longer engulfed by flames.\n\r",ch); act("$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("$n's hands are engulfed by flames!\n\r",ch,NULL,NULL,TO_ROOM); return; } } void do_cauldron( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; int value; int dam; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); value = is_number( arg2 ) ? atoi( arg2 ) : -1; if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_THAU] < 2) { send_to_char("You need at least level 2 Thaumaturgy to use this power.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Whose blood do you wish to boil?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (arg2[0] == '\0' ) { send_to_char( "How much blood do you want to use?\n\r", ch ); return; } if (value > 200) { stc("You can only use 200 blood on this power.\n\r",ch); return; } if (ch->pcdata->condition[COND_THIRST] < value ) { send_to_char("You don't have that much blood!\n\r",ch); return; } if (is_safe(ch,victim) == TRUE) return; if (IS_NPC(victim)) { dam = (value * 4); ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - value; act("$N screams in agony as $m blood begins to boil.", ch, NULL, victim, TO_CHAR); act("$N screams in agony as $n causes his blood to boil.", ch, NULL, victim, TO_NOTVICT); act("You scream in agony as $n causes your blood to boil.", ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); WAIT_STATE(ch,12); return; } if (!IS_NPC(victim)) { dam = value * 1.5; hurt_person(ch, victim, dam); if (victim->pcdata->condition[COND_THIRST] < value) victim->pcdata->condition[COND_THIRST] = 1; victim->pcdata->condition[COND_THIRST] = victim->pcdata->condition[COND_THIRST] - value; ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - value; act("$N screams in agony as $m blood begins to boil.", ch, NULL, victim, TO_CHAR); act("$N screams in agony as $n causes his blood to boil.", ch, NULL, victim, TO_NOTVICT); act("You scream in agony as $n causes your blood to boil.", ch, NULL, victim, TO_VICT); WAIT_STATE(ch,12); return; } } void do_bonemod( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; smash_tilde( argument ); argument = one_argument( argument, arg1 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_VICI] < 3) { send_to_char("You need level 3 Vicissitude to use this power.\n\r",ch); return; } if ( arg1[0] == '\0') { send_to_char( "Syntax: bonemod <modification>\n\r", ch ); send_to_char( "Horns, Wings, Head, Exoskeleton, Tail\n\r",ch); return; } /* * Set something. */ if ( !str_cmp( arg1, "horns" ) ) { if (!IS_VAMPAFF(ch, VAM_HORNS)) { SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS); send_to_char("You pull a set of horns out of your head.\n\r",ch); act("$n pulls a set of horns from his head!\n\r",ch,NULL,NULL,TO_ROOM); return; } if (IS_VAMPAFF(ch, VAM_HORNS)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS); send_to_char("You push your horns back into your head.\n\r",ch); act("$n pushes $n's horns back into $n head.\n\r",ch,NULL,NULL,TO_ROOM); return; } } if ( !str_cmp( arg1, "wings" ) ) { if (!IS_VAMPAFF(ch, VAM_WINGS)) { SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS); send_to_char("You pull a pair of leathery wings from your back.\n\r",ch); act("$n pulls a pair of leathery wings from $s back!\n\r",ch,NULL,NULL,TO_ROOM); return; } if (IS_VAMPAFF(ch, VAM_WINGS)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS); send_to_char("You push your wings into your back.\n\r",ch); act("$n pushes $s wings into $s back.\n\r",ch,NULL,NULL,TO_ROOM); return; } } if ( !str_cmp( arg1, "exoskeleton" ) ) { if (!IS_VAMPAFF(ch, VAM_EXOSKELETON)) { SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON); send_to_char("Your skin is covered by a hard exoskeleton.\n\r",ch); act("$n's skin is covered by a hard exoskeleton!\n\r",ch,NULL,NULL,TO_ROOM); return; } if (IS_VAMPAFF(ch, VAM_EXOSKELETON)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON); send_to_char("Your exoskeleton slowly disappears under your skin.\n\r",ch); act("$n's hard exoskeleton disappears under $s skin.\n\r",ch,NULL,NULL,TO_ROOM); return; } } if ( !str_cmp( arg1, "tail" ) ) { if (!IS_VAMPAFF(ch, VAM_TAIL)) { SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL); send_to_char("Your spine extends out into a long, pointed tail.\n\r",ch); act("$n's spine extends to form a long pointed tail!\n\r",ch,NULL,NULL,TO_ROOM); return; } if (IS_VAMPAFF(ch, VAM_TAIL)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL); send_to_char("Your tail slowly retracts into your spine.\n\r",ch); act("$n's tail shrinks and vanishes into $s spine.\n\r",ch,NULL,NULL,TO_ROOM); return; } } if ( !str_cmp( arg1, "head" ) ) { if (!IS_VAMPAFF(ch, VAM_HEAD)) { SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD); send_to_char("Your head transforms into that of a fierce lion.\n\r",ch); act("$n's head transforms into that of a fierce lion!\n\r",ch,NULL,NULL,TO_ROOM); return; } if (IS_VAMPAFF(ch, VAM_HEAD)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD); send_to_char("Your head slowly resumes it's normal form.\n\r",ch); act("$n's head resumes its normal form.\n\r",ch,NULL,NULL,TO_ROOM); return; } } /* * Generate usage message. */ do_bonemod( ch, "" ); return; }