/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <limits.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
#define MAX_SLAY_TYPES 3
#define MONK_AUTODROP 12
/*
* Local functions.
*/
void autodrop args((CHAR_DATA *ch));
bool check_dodge args((CHAR_DATA *ch, CHAR_DATA *victim, int dt));
bool check_parry args((CHAR_DATA *ch, CHAR_DATA *victim, int dt));
void dam_message args((CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt));
void death_cry args((CHAR_DATA *ch));
void group_gain args((CHAR_DATA *ch, CHAR_DATA *victim));
int xp_compute args((CHAR_DATA *gch, CHAR_DATA *victim));
bool can_counter args((CHAR_DATA *ch));
bool can_bypass args((CHAR_DATA *ch, CHAR_DATA *victim));
int number_attacks args((CHAR_DATA *ch, CHAR_DATA *victim));
int dambonus args((CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance));
void decap_message args((CHAR_DATA *ch, CHAR_DATA *victim));
void fae_update args((CHAR_DATA *ch));
void angel_eye args((CHAR_DATA *ch, CHAR_DATA *victim, int dam));
void fae_shield args((CHAR_DATA *ch, CHAR_DATA *victim, int dam));
extern CHAR_DATA * quest_target;
extern CHAR_DATA * quest_mob;
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *emb;
CHAR_DATA *victim;
CHAR_DATA *rch;
CHAR_DATA *rch_next;
CHAR_DATA *mount;
OBJ_DATA *obj, *obj_next;
bool room_trig = FALSE;
int chance;
chance = number_percent();
for ( ch = char_list; ch != NULL; ch = ch->next )
{
if(IS_NPC(ch) && IS_SET(ch->act, ACT_NODAMAGE))
{
ch->hit = ch->max_hit;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_FAE) && ch->position != POS_STUNNED) fae_update(ch);
victim = ch->blinkykill;
if (victim != NULL) {
if (IS_SET(ch->flag3, AFF3_BLINK_1ST_RD))
{
REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD);
SET_BIT(ch->flag3, AFF3_BLINK_2ND_RD);
}
else if (IS_SET(ch->flag3, AFF3_BLINK_2ND_RD))
{
REMOVE_BIT(ch->flag3, AFF3_BLINK_2ND_RD);
REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD);
/* Has the victim left? */
if (victim->in_room != ch->in_room)
{
SET_BIT(ch->affected_by2,EXTRA_BLINKY);
victim = NULL;
act("$n pops back into existence.", ch, NULL, NULL, TO_ROOM);
stc("You pop back into existence.\n\r", ch);
stc("Your victim is no longer in the room.\n\r", ch);
break;
}
SET_BIT(ch->affected_by2,EXTRA_BLINKY);
act("$n pops back into existence next to $N.", ch,NULL,victim, TO_NOTVICT);
act("You pop back into existence next to $N.", ch, NULL,victim, TO_CHAR);
act("$n pops back into existence next to you.", ch, NULL,victim, TO_VICT);
if (!is_safe(ch,victim)) {
if (ch->hit > 0) {
set_fighting(ch, victim, TRUE);
do_say(ch, "Muhahahahahaha");
multi_hit(ch, victim, gsn_blinky);
multi_hit(ch, victim, gsn_blinky);
if (IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_THIRD) != NULL)
multi_hit(ch, victim, gsn_blinky);
if (IS_SET(ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_FOURTH) != NULL)
multi_hit(ch, victim, gsn_blinky);
update_pos(victim);
}
}
}
} /*end of blink*/
ch_next = ch->next;
if (!IS_NPC(ch))
{
if (ch->fight_timer > 0) ch->fight_timer--;
if (ch->pcdata->agg_counter > 0)
{
ch->pcdata->agg_counter--;
if (ch->pcdata->agg_counter == 0)
{
ch->pcdata->aggress_from = 0;
ch->pcdata->aggress_towards = 0;
}
}
}
if (ch->rage > 0 && IS_CLASS(ch, CLASS_DEMON)) ch->rage--;
if ( ch->embracing != NULL )
{
emb = ch->embracing;
if ( emb == NULL ) ch->embracing = NULL;
if ( ch->in_room != emb->in_room )
{
if ( emb->embraced != NULL )
{
emb->embraced = NULL;
ch->embracing = NULL;
}
else ch->embracing = NULL;
}
}
if ( ch->embraced != NULL )
{
emb = ch->embraced;
if ( emb == NULL ) ch->embraced = NULL;
if ( ch->in_room != emb->in_room )
{
if ( emb->embracing != NULL )
{
emb->embracing = NULL;
ch->embraced = NULL;
}
else ch->embraced = NULL;
}
}
if ( IS_SET(ch->monkstuff, MONK_DEATH) )
{
if ( ch->hit > (ch->max_hit /2 ) )
{
ch->hit -= number_range( 50,200 );
stc("Your writhe in agony as magical energies tear you asunder.\n\r",ch);
act("$n writhes in agony as magical forces tear apart $s body.",ch,NULL,NULL,TO_ROOM);
}
else
{
if ( number_range(1,2) == 1 )
{
stc("You feel the magical forces leave your body.\n\r",ch);
act("The magical forces leave $n's body.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->monkstuff, MONK_DEATH);
}
else
{
ch->hit -= number_range( 50,200 );
stc("Your writhe in agony as magical energies tear you asunder.\n\r",ch);
act("$n writhes in agony as magical forces tear apart $s body.",ch,NULL,NULL,TO_ROOM);
}
}
}
if (IS_SET(ch->monkstuff, MONK_HEAL))
{
if (ch->hit < (ch->max_hit /2 ) && ch->hit > 0)
{
if (ch->hit < ch->max_hit) ch->hit += number_range( 200,400 );
if ( ch->move < ch->max_move ) ch->move += number_range( 175,400 );
stc("Your body emits glowing sparks.\n\r",ch);
act("$n's body emits glowing sparks and fizzes.",ch,NULL,NULL,TO_ROOM);
}
else if (ch->hit > 0)
{
if ( number_range( 1,2 ) == 1 )
{
stc("The sparks fizzle and die.\n\r",ch);
act("The sparks around $n's body fizzle and die.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->monkstuff, MONK_HEAL);
}
else
{
if ( ch->hit < ch->max_hit )
ch->hit += number_range( 200,400 );
if ( ch->move < ch->max_move )
ch->move += number_range( 175,400 );
stc("Your body emits glowing sparks.\n\r",ch);
act("$n's body emits glowing sparks and fizzes.",ch,NULL,NULL,TO_ROOM);
}
}
}
if ((victim = ch->fighting ) == NULL || ch->in_room == NULL) continue;
if (!IS_NPC(ch) && !IS_NPC(victim) && !is_safe(ch, victim) &&!is_safe(victim,ch))
{
if (ch->fight_timer < 9) ch->fight_timer = 10;
else if (ch->fight_timer < 25) ch->fight_timer += 3;
if (ch->pcdata->aggress_towards != 0 || ch->pcdata->aggress_from != 0)
{
if (ch->pcdata->agg_counter < 9) ch->pcdata->agg_counter = 10;
else if (ch->pcdata->agg_counter < 25) ch->pcdata->agg_counter += 3;
}
}
if (IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room) multi_hit( ch, victim, TYPE_UNDEFINED );
else stop_fighting(ch, FALSE);
if ((victim = ch->fighting ) == NULL) continue;
/*
* Fun for the whole family!
*/
for ( rch = ch->in_room->people; rch != NULL; rch = rch_next )
{
rch_next = rch->next_in_room;
if ( IS_AWAKE(rch) && rch->fighting == NULL )
{
/*
* Mount's auto-assist their riders and vice versa.
*/
if ( (mount = rch->mount) != NULL )
{
if (mount == ch) multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/*
* PC's auto-assist others in their group.
*/
if ( !IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM) )
{
if ((!IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM) ) && is_same_group(ch, rch))
multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/*
* NPC's assist NPC's of same type or 12.5% chance regardless.
*/
if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) )
{
if (rch->pIndexData == ch->pIndexData || number_bits(3) == 0)
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
target = NULL;
number = 0;
for ( vch = ch->in_room->people; vch; vch = vch->next )
{
if (can_see(rch,vch) && is_same_group(vch, victim) && number_range(0,number)==0)
{
target = vch;
number++;
}
}
if ( target != NULL )
multi_hit( rch, target, TYPE_UNDEFINED );
}
}
}
}
//mob prog
if ( IS_NPC( ch ) )
{
if ( HAS_TRIGGER_MOB( ch, TRIG_FIGHT ) )
p_percent_trigger( ch, NULL, NULL, victim, NULL, NULL, TRIG_FIGHT );
if ( HAS_TRIGGER_MOB( ch, TRIG_HPCNT ) )
p_hprct_trigger( ch, victim );
}
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE && HAS_TRIGGER_OBJ( obj, TRIG_FIGHT ) )
p_percent_trigger( NULL, obj, NULL, victim, NULL, NULL, TRIG_FIGHT );
}
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_FIGHT ) && room_trig == FALSE )
{
room_trig = TRUE;
p_percent_trigger( NULL, NULL, ch->in_room, victim, NULL, NULL, TRIG_FIGHT );
}
if ( IS_AFF2(ch,AFF2_FROZEN) )
{
send_to_char("The ice around melts a little bit.\n\r",ch);
act("The ice around $n melts a little.", ch, NULL, NULL, TO_ROOM);
if (number_range(1,100) > 49)
{
send_to_char("The ice around you is so thin you flex your muscles and shatter it.\n\r",ch);
act("The ice around $n shatters revealing one pissed off $n.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->affected_by2, AFF2_FROZEN);
}
}
}
return;
}
void fae_update(CHAR_DATA *ch)
{
if (ch->hit < 1) return;
if (ch->pcdata->powers[FAE_PLASMA_TICK] > ch->pcdata->powers[FAE_PLASMA])
{
ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_PLASMA_TICK] * number_range(200,400));
send_to_char("#oYou scream in pain as you lose control over the forces of plasma.#n\n\r",ch);
act("$n screams in pain, strange plasma flows from $s body.", ch, NULL, NULL, TO_ROOM);
ch->pcdata->powers[FAE_PLASMA_TICK] = 0;
ch->pcdata->powers[FAE_PLASMA_GROWTH] = 0;
}
if (ch->pcdata->powers[FAE_WILL_TICK] > ch->pcdata->powers[FAE_WILL])
{
ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_WILL_TICK] * number_range(200,400));
send_to_char("#oYou scream in pain as you lose concentration and your willpower crumbles.#n\n\r",ch);
act("$n screams in pain, and clutches $s head.", ch, NULL, NULL, TO_ROOM);
ch->pcdata->powers[FAE_WILL_TICK] = 0;
ch->pcdata->powers[FAE_WILL_GROWTH] = 0;
}
if (ch->pcdata->powers[FAE_ENERGY_TICK] > ch->pcdata->powers[FAE_ENERGY])
{
ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_ENERGY_TICK] * number_range(200,400));
send_to_char("#oYou scream in pain as you lose control over the forces of energy.#n\n\r",ch);
act("$n screams in pain, strange energies flows from $s body.", ch, NULL, NULL, TO_ROOM);
ch->pcdata->powers[FAE_ENERGY_TICK] = 0;
ch->pcdata->powers[FAE_ENERGY_GROWTH] = 0;
}
if (ch->pcdata->powers[FAE_MATTER_TICK] > ch->pcdata->powers[FAE_MATTER])
{
ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_MATTER_TICK] * number_range(200,400));
send_to_char("#oYou scream in pain as you lose control over the forces of matter.#n\n\r",ch);
act("$n screams in pain, strange matter flows from $s body.", ch, NULL, NULL, TO_ROOM);
ch->pcdata->powers[FAE_MATTER_TICK] = 0;
ch->pcdata->powers[FAE_MATTER_GROWTH] = 0;
}
if (ch->pcdata->powers[FAE_PLASMA_GROWTH] > 0)
{
ch->pcdata->powers[FAE_PLASMA_TICK] += ch->pcdata->powers[FAE_PLASMA_GROWTH];
send_to_char("#YYou channel more #Gplasma#Y from your surroundings into your body.#n\n\r",ch);
}
if (ch->pcdata->powers[FAE_MATTER_GROWTH] > 0)
{
ch->pcdata->powers[FAE_MATTER_TICK] += ch->pcdata->powers[FAE_MATTER_GROWTH];
send_to_char("#YYou channel more #Gmatter#Y from your homeplane into existance.#n\n\r",ch);
}
if (ch->pcdata->powers[FAE_ENERGY_GROWTH] > 0)
{
ch->pcdata->powers[FAE_ENERGY_TICK] += ch->pcdata->powers[FAE_ENERGY_GROWTH];
send_to_char("#YYou channel more #Genergy#Y from the arcane into your mind.#n\n\r",ch);
}
if (ch->pcdata->powers[FAE_WILL_GROWTH] > 0)
{
ch->pcdata->powers[FAE_WILL_TICK] += ch->pcdata->powers[FAE_WILL_GROWTH];
send_to_char("#YYou concentrate on your #Gwillpower#Y, focusing your thoughts into combat.#n\n\r",ch);
}
return;
}
/*
* Do one group of attacks.
*/
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *wield;
OBJ_DATA *wield1;
OBJ_DATA *wield2;
OBJ_DATA *wield3;
OBJ_DATA *wield4;
char buf[MAX_STRING_LENGTH];
int sn, level, chance, unarmed, maxcount,countup = -1,x = 0,wieldie,i;
AFFECT_DATA af;
int wieldorig = 0;
int wieldtype = 0;
if ( ch->position < POS_SLEEPING ) return;
if ( IS_CREATOR(ch) || IS_CLASS(ch, CLASS_MONK) )
{
if (!IS_NPC(ch) && wieldorig == 0 )
{
if (countup == 0) unarmed = number_range(0,3);
else if (countup == 1) unarmed = number_range(4,7);
else unarmed = number_range(0,7);
if (!IS_NPC(ch) && ch->cmbt[unarmed] != 0 && wieldorig == 0)
fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype);
}
}
if ( dt == gsn_headbutt )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ( dt == gsn_hooves )
{
one_hit( ch, victim, dt, 1 );
one_hit( ch, victim, dt, 1 );
if (number_range(1,3) != 2)
{
one_hit( ch, victim, dt, 1 );
one_hit( ch, victim, dt, 1 );
}
return;
}
if (dt == gsn_shiroken)
{
for(i = number_range(3,5);i>0;i--)
one_hit(ch, victim, dt, 1);
if(ch->pcdata->powers[NPOWER_NINGENNO] >=4)
spell_poison(gsn_poison,(ch->level*number_range(50,60)),ch,victim);
return;
}
if ( dt == gsn_laser )
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
return;
}
if ( dt == gsn_stinger )
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
return;
}
if (dt == gsn_claws)
{
one_hit( ch, victim, dt, 1 );
one_hit( ch, victim, dt, 1 );
return;
}
if (dt == gsn_tentacle)
{
int xx;
act("You shoot forth a shower of tentacles to destroy $N.", ch, NULL, victim, TO_CHAR);
act("$n shoots forth a shower of tentacles aiming straight at you.", ch, NULL, victim, TO_VICT);
act("$n shoots forth a shower of tentacles striking $N.", ch, NULL, victim, TO_NOTVICT);
xx = number_range(2, 5);
while (--xx >= 0) one_hit(ch, victim, dt, 1);
return;
}
if ( dt == gsn_fangs )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ( dt== gsn_quills)
{
if ( (IS_CLASS(ch,CLASS_WEREWOLF)) && (ch->power[DISC_WERE_PAIN] > 9))
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
}
one_hit(ch,victim,dt,1);
return;
}
if (dt == gsn_darktendrils && IS_CLASS(ch, CLASS_DROW))
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_venomtong)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_spiketail)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_badbreath)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_magma)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_shards)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_cheapshot)
{
send_to_char("You stun them with a shoulder charge!\n\r",ch);
send_to_char("You are stunned by a shoulder charge!\n\r",victim);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
return;
}
if ( dt == gsn_buffet )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ( dt == gsn_sweep )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ( dt == gsn_rfangs )
{
one_hit( ch, victim, dt, 1);
return;
}
if (dt==gsn_heavenlyaura)
{
if (IS_CLASS(ch, CLASS_MONK)) x = number_range(1,4);
else
{
if (IS_CLASS(victim, CLASS_SAMURAI)) x = number_range(3,5); // angels don't like em samurais.
else x = number_range(2,5);
}
for (i=0; i < x; i++)
one_hit(ch,victim,dt,1);
return;
}
if (dt==gsn_mageshield)
{
if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD))
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
}
return;
}
if (dt == gsn_bash) // giants only, mind you.
{
for (i = 1; i < ch->pcdata->rank; i++)
{
x = number_range(1,3);
if (x == 1) one_hit(ch,victim,gsn_thwack,1);
else if (x == 2) one_hit(ch,victim,gsn_smack,1);
else one_hit(ch,victim,gsn_bash,1);
}
ch->pcdata->powers[GIANT_ATTACK] = x; // setting the attack bit.
return;
}
if ( dt == gsn_bladespin)
{
if (number_range(1,2)==1) one_hit(ch,victim,dt,1);
if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningkick,1);
if (number_range(1,2)==1) one_hit(ch,victim,gsn_knee,1);
if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningslash,1);
if ((ch->wpn[0] >= 1000) && (ch->wpn[3] >= 1000)
&& (ch->wpn[6] >= 1000) && (ch->wpn[9] >= 1000)
&& (ch->wpn[1] >= 1000) && (ch->wpn[4] >= 1000)
&& (ch->wpn[7] >= 1000)
&& (ch->wpn[10] >= 1000) && (ch->wpn[2] >= 1000)
&& (ch->wpn[5] >= 1000) && (ch->wpn[8] >= 1000)
&& (ch->wpn[11] >= 1000) && (ch->wpn[12] >= 1000))
{
if (number_range(1,2)==1) one_hit(ch,victim,dt,1);
if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningkick,1);
if (number_range(1,2)==1) one_hit(ch,victim,gsn_knee,1);
if (number_range(1,2)==1) one_hit(ch,victim,gsn_lightningslash,1);
}
return;
}
wield1 = get_eq_char( ch, WEAR_WIELD );
wield2 = get_eq_char( ch, WEAR_HOLD );
wield3 = get_eq_char( ch, WEAR_THIRD );
wield4 = get_eq_char( ch, WEAR_FOURTH);
if ( wield1 != NULL && wield1->item_type == ITEM_WEAPON ) wieldorig = 1;
if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON ) wieldorig += 2;
if ( wield3 != NULL && wield3->item_type == ITEM_WEAPON ) wieldorig += 4;
if ( wield4 != NULL && wield4->item_type == ITEM_WEAPON ) wieldorig += 8;
wieldtype = wieldorig;
wieldie = number_range(1,4);
if ( wieldorig == 15 )
{
if (wieldie == 2) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 14 )
{
if (wieldie == 2) wieldtype = 8;
else if (wieldie == 1) wieldtype = 4;
else if (wieldie == 3) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 13 )
{
if ( wieldie == 1) wieldtype = 8;
else if (wieldie == 2) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 12 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 11 )
{
if ( wieldie == 1 ) wieldtype = 8;
if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 10 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 2;
}
if ( wieldorig == 9 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 1;
}
if ( wieldorig == 8 ) wieldtype = 8;
if ( wieldorig == 7 )
{
if ( wieldie == 1 ) wieldtype = 4;
else if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 6 )
{
if ( wieldie == 1 || wieldie == 2) wieldtype = 2;
else wieldtype = 4;
}
if ( wieldorig == 5 )
{
if ( wieldie == 1) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 4 ) wieldtype = 4;
if ( wieldorig == 3 )
{
if ( wieldie == 2 || wieldie == 4) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 2 ) wieldtype = 2;
if ( wieldorig == 1 ) wieldtype = 1;
if ( wieldtype == 8 ) wield = wield4;
else if ( wieldtype == 4 ) wield = wield3;
else if ( wieldtype == 2 ) wield = wield2;
else wield = wield1;
if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 5)
{
int stance = ch->stance[0];
if (ch->stance[stance] >= 200)
{
special_move(ch,victim);
return;
}
}
unarmed = 0;
if (IS_SET( ch->flag2, VAMP_OBJMASK) )
{
act("You return to your normal form.",ch,NULL,NULL,TO_CHAR);
xprintf(buf,"%s reforms as %s.\n\r",ch->morph, ch->name );
act(buf,ch,NULL,NULL,TO_ROOM);
free_string(ch->morph);
free_string(ch->objdesc);
ch->long_descr = str_dup("");
REMOVE_BIT(ch->flag2, VAMP_OBJMASK);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
}
one_hit( ch, victim, dt, wieldtype );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
/* Only want one spell per round from spell weapons...otherwise it's
* too powerful, and would unbalance player killing (as this is a PK mud).
*/
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
{
dt += wield->value[3];
if (wield->value[0] >= 1)
{
/* Look, just don't ask... KaVir */
if (wield->value[0] >= 1000) sn = wield->value[0] - ((wield->value[0] / 1000) * 1000);
else sn = wield->value[0];
if (sn != skill_lookup("gas breath") && sn != skill_lookup("desanct") && sn != skill_lookup("faith armor") && sn != 0)
{
if (victim->position == POS_FIGHTING) (*skill_table[sn].spell_fun) (sn,wield->level,ch,victim);
}
}
}
}
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_shiroken
|| dt == gsn_garotte || dt == gsn_headbutt || dt == gsn_circle ) return;
maxcount = number_attacks(ch, victim);
if (!IS_NPC(ch))
{
chance = 0;
if (wield != NULL && wield->item_type == ITEM_WEAPON)
{
int tempnum = wield->value[3];
chance = (ch->wpn[tempnum]) * 0.5;
}
else chance = (ch->wpn[0]) * 0.5;
if (number_percent() <= chance) maxcount += 1;
}
if (wieldorig == 3) maxcount += 1;
for (countup = 0; countup <= maxcount; countup++)
{
wieldtype = wieldorig;
if ( wieldorig == 15 )
{
if (wieldie == 2) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 14 )
{
if (wieldie == 2) wieldtype = 8;
else if (wieldie == 1) wieldtype = 4;
else if (wieldie == 3) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 13 )
{
if ( wieldie == 1) wieldtype = 8;
else if (wieldie == 2) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 12 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 11 )
{
if ( wieldie == 1 ) wieldtype = 8;
if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 10 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 2;
}
if ( wieldorig == 9 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 1;
}
if ( wieldorig == 7 )
{
if ( wieldie == 1 ) wieldtype = 4;
else if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 6 )
{
if ( wieldie == 1 || wieldie == 2) wieldtype = 2;
else wieldtype = 4;
}
if ( wieldorig == 5 )
{
if ( wieldie == 1) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 3 )
{
if ( wieldie == 2 || wieldie == 4) wieldtype = 2;
else wieldtype = 1;
}
one_hit( ch, victim, -1, wieldtype );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if ( ch->fighting != victim ) return;
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FANGS))
{
if (!IS_NPC(victim)) {
one_hit(ch,victim, (TYPE_HIT + 10),0);
one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
}
else {
one_hit(ch,victim, (TYPE_HIT + 10),1);
one_hit( ch, victim, ( TYPE_HIT + 10 ), 1 );
}
}
if (IS_CLASS(ch, CLASS_SHADOW))
{
if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD))
{
one_hit(ch, victim, gsn_knifespin, 1);
one_hit(ch, victim, gsn_knifespin, 1);
one_hit(ch, victim, gsn_knifespin, 1);
}
if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE))
one_hit(ch, victim, gsn_gutcutter, 1);
}
if ( IS_CLASS(ch, CLASS_DRACONIAN) && number_range(1,3) == 1)
{
if (IS_NPC(victim)) {
one_hit( ch, victim, gsn_spiket, 0);
one_hit( ch, victim, gsn_spiket, 1);
}
else one_hit( ch, victim, gsn_spiket, 0);
}
if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_SPIKETAIL) && number_range(1,3) == 1)
{
if (IS_NPC(victim)) {
one_hit( ch, victim, gsn_spiket, 0);
one_hit( ch, victim, gsn_spiket, 1);
}
else one_hit( ch, victim, gsn_spiket, 0);
}
//Ghoul Disease
if (IS_CLASS(ch, CLASS_GHOUL) && ch->pcdata->powers[GPOWER_ZOMBIE] >= 2)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int rand_num = number_range(1,4);
int dam = ch->damcap[DAM_CAP] / 2;
dam += ch->pcdata->powers[GPOWER_ZOMBIE] * 500;
if (rand_num > 2)
{
xprintf(buf1,"#G$N #ccringes in pain as your diseased claws rend their flesh! #g[#G%d#g]#n", dam);
xprintf(buf2,"#cYou cringe in pain as #G$n's #cdiseased claws rend your flesh! #g[#G%d#g]#n", dam);
act(buf1,ch,NULL,victim, TO_CHAR);
act(buf2,ch,NULL,victim, TO_VICT);
hurt_person(ch,victim,dam);
}
}
if (IS_CLASS(victim, CLASS_DRACONIAN) && victim->pcdata->stats[DRACONIAN_SPIKES] > 0)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam = number_range(victim->pcdata->stats[DRACONIAN_SPIKES] * 10,victim->pcdata->stats[DRACONIAN_SPIKES] * 20);
if (number_percent() > 70)
{
xprintf(buf1,"#Y$N's #Gspikes come in contact with you, piercing your flesh! #r[#R%d#r]#n", dam);
xprintf(buf2,"#GYour spikes come in contact with #Y$n, #Gpiercing their flesh! #r[#R%d#r]#n", dam);
act(buf1,ch,NULL,victim, TO_CHAR);
act(buf2,ch,NULL,victim, TO_VICT);
hurt_person(victim,ch,dam);
}
}
//Thief Critical Strike
if (IS_CLASS(ch, CLASS_THIEF) && IS_SET(ch->pcdata->powers[1], THIEF_CRITICALSTRIKE) && wield1 != NULL && wield1->value[3] == 11)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int rand_num = number_range(1,6);
int dam = number_range(ch->damcap[DAM_CAP] * 1.5, ch->damcap[DAM_CAP] * 2);
if (rand_num >= 5)
{
xprintf(buf1,"#0You #Rdeftly lunge #0with your #7dagger #0and score a #rC#Rritical #rH#Rit#n #0on #r$N! #r[#R%d#r]#n", dam);
xprintf(buf2,"#r$n #Rdeftly lunges #0at you, #Rslicing #0you in a vital area and scoring a #rC#Rritical #rH#Rit! #r[#R%d#r]#n", dam);
act(buf1,ch,NULL,victim, TO_CHAR);
act(buf2,ch,NULL,victim, TO_VICT);
hurt_person(ch,victim,dam);
}
}
if (IS_CLASS(ch, CLASS_SKYBLADE) && ch->pcdata->powers[SKYBLADE_SKILLS] >= 4)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int rand_num = number_range( 1, 4);
int dam = number_range(ch->damcap[DAM_CAP] /4 , ch->damcap[DAM_CAP]);
if (rand_num == 3)
{
do_say(ch,"Haha, you swine, take this!");
xprintf(buf1,"#B$n sidesteps $N#B's jab and strikes back!#0[#R%d#0]#n",dam);
xprintf(buf2,"#BYou sidestep $N#B's jab and strike back!#0[#R%d#0]#n",dam);
act(buf1,ch,NULL,victim, TO_VICT);
act(buf2,ch,NULL,victim, TO_CHAR);
victim->hit -= dam;
}
}
if ( wield1 != NULL && (IS_SET(wield1->extra_flags, ITEM_ELECENCHANT) || wield1->pIndexData->vnum == 42721))
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam = number_range(1000,2000);
xprintf(buf1,"#0Your weapon #oS#yH#7OC#yK#oS #0$N! #0[#R%d#0]#n", dam);
xprintf(buf2,"#0$n's weapon #oS#yH#7OC#yK#oS #0you! #0[#R%d#0]#n", dam);
act(buf1,ch,NULL,victim, TO_CHAR);
act(buf2,ch,NULL,victim, TO_VICT);
hurt_person(ch,victim, dam);
}
if ( wield1 != NULL && (IS_SET(wield1->extra_flags, ITEM_FIREENCHANT) || wield1->pIndexData->vnum == 42722 || wield1->pIndexData->vnum == 42723))
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam = number_range(1500,2500);
xprintf(buf1,"#0Your weapon #rIN#RCI#yN#7E#yR#RAT#rES #0$N! #0[#R%d#0]#n", dam);
xprintf(buf2,"#0$n's weapon #rIN#RCI#yN#7E#yR#RAT#rES #0you! #0[#R%d#0]#n", dam);
act(buf1,ch,NULL,victim, TO_CHAR);
act(buf2,ch,NULL,victim, TO_VICT);
hurt_person(ch,victim, dam);
if (!IS_AFFECTED(victim, AFF_FLAMING))
{
SET_BIT(victim->affected_by, AFF_FLAMING);
}
}
if ( wield1 != NULL && IS_SET(wield1->extra_flags, ITEM_ICEENCHANT))
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam = number_range(1200,2200);
xprintf(buf1,"#0Your weapon #cF#CRE#7E#CZE#cS #0$N! #0[#R%d#0]#n", dam);
xprintf(buf2,"#0$n's weapon #cF#CRE#7E#CZE#cS #0you! #0[#R%d#0]#n", dam);
act(buf1,ch,NULL,victim, TO_CHAR);
act(buf2,ch,NULL,victim, TO_VICT);
hurt_person(ch,victim, dam);
}
if ( wield1 != NULL && IS_SET(wield1->quest, QUEST_WWPOISON))
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam = number_range(500,1500);
xprintf(buf1,"#0Your weapon's #gp#Goiso#gn #0seeps into #R$N! #0[#R%d#0]#n", dam);
xprintf(buf2,"#R$n's #0weapon #co#C0#gP#GoI#ys#GOn#GS#C0#co #0you! #0[#R%d#0]#n", dam);
act(buf1,ch,NULL,victim, TO_CHAR);
act(buf2,ch,NULL,victim, TO_VICT);
hurt_person(ch,victim, dam);
}
/* Golems specials */
if (IS_NPC(ch))
{
if (ch->pIndexData->vnum == MOB_VNUM_FIRE)
{
if ((sn = skill_lookup( "curse" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
if ((sn = skill_lookup( "imp faerie fire" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
}
if (ch->pIndexData->vnum == MOB_VNUM_STONE
&& (char_damroll(victim) > 0 || char_hitroll(victim) > 0))
{
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_DAMROLL;
af.modifier = -50;
af.bitvector = 0;
affect_to_char(victim, &af );
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_HITROLL;
af.modifier = -50;
af.bitvector = 0;
affect_to_char(victim, &af );
send_to_char("You feel weak in the presence of the stone golem.\n\r",victim);
}
if (ch->pIndexData->vnum == MOB_VNUM_CLAY)
{
if ((sn = skill_lookup( "clay" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
}
if (ch->pIndexData->vnum == MOB_VNUM_IRON)
{
if ((sn = skill_lookup( "group heal" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
}
}
if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_SHARDS) && number_range(1,3) == 1)
one_hit( ch, victim, gsn_shards, 0);
if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_MAGMA) && number_range(1,3) == 1)
{
if (IS_NPC(victim)) {
one_hit( ch, victim, gsn_magma, 0);
one_hit( ch, victim, gsn_magma, 1);
}
else one_hit( ch, victim, gsn_magma, 0);
}
if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_VENOMTONG) && number_range(1,3) == 1)
one_hit( ch, victim, gsn_venomt, 0);
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (!IS_NPC(ch) && !IS_NPC(victim)) // pkpower
{
if (ch->race > 24)
{
i = number_range(1,10);
if (i < 5) one_hit(ch,victim, gsn_supreme,0);
else if (i < 7) one_hit(ch,victim, gsn_supreme,1);
else ;
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRONE) && number_range(1,3) != 2)
{
if (ch->pcdata->powers[DRONE_EVASION] > 2 && ch->pcdata->powers[DRONE_FOCUS] > 2 && ch->pcdata->powers[DRONE_FORTITUDE] > 2)
multi_hit(ch, victim, gsn_tentacle);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM)
{
one_hit(ch,victim, gsn_fangs, 1);
if (ch->pcdata->powers[HYDRA_LEVEL]>0) one_hit(ch,victim, gsn_fangs, 1);
if (ch->pcdata->powers[HYDRA_LEVEL]>1) one_hit(ch,victim, gsn_fangs, 1);
if (ch->pcdata->powers[HYDRA_LEVEL]>3) one_hit(ch,victim, gsn_fangs, 1);
if (ch->pcdata->powers[HYDRA_LEVEL]>4) one_hit(ch,victim, gsn_fangs, 1);
}
if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM)
{
if (ch->pcdata->powers[TIGER_LEVEL]>0) multi_hit(ch, victim, gsn_claws);
if (ch->pcdata->powers[TIGER_LEVEL]>1) multi_hit(ch, victim, gsn_fangs);
}
if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM)
{
if (ch->pcdata->powers[BULL_LEVEL]>0) multi_hit(ch, victim, gsn_headbutt);
if (ch->pcdata->powers[BULL_LEVEL]>1) multi_hit(ch, victim, gsn_hooves);
}
if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM)
{
if (IS_NPC(victim)) {
one_hit(ch, victim, gsn_fireball,1);
one_hit(ch, victim, gsn_fireball,1);
}
else {
one_hit(ch, victim, gsn_fireball,0);
one_hit(ch, victim, gsn_fireball,0);
}
if (ch->pcdata->powers[FAERIE_LEVEL] > 1) one_hit(ch, victim, gsn_buffet,1);
}
}
if (!IS_NPC(ch) && ch->level > 2)
{
if (IS_VAMPAFF(ch,VAM_HORNS) && number_range(1,3) == 1)
multi_hit( ch, victim, gsn_headbutt );
}
if (IS_CLASS(ch, CLASS_TANARRI) && !IS_NPC(ch))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FANGS))
{
one_hit(ch, victim, gsn_fangs, 1);
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) one_hit(ch, victim, gsn_fangs, 1);
}
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FIERY))
{
one_hit(ch, victim, gsn_fiery, 1);
if (IS_CLASS(victim, CLASS_ANGEL)) one_hit(ch, victim, gsn_fiery, 1);
}
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) && ch->pcdata->powers[WEAPONSKILL] > 8)
{
one_hit(ch,victim,gsn_lightningslash,1);
one_hit(ch,victim,gsn_lightningslash,1);
one_hit(ch,victim,gsn_lightningslash,1);
}
if (IS_CLASS(ch, CLASS_LICH))
{
if (ch->pcdata->powers[CON_LORE] > 4) one_hit(ch,victim, gsn_fireball,1);
if (ch->pcdata->powers[NECROMANTIC] > 4) one_hit(ch,victim, gsn_chillhand,1);
if (ch->pcdata->powers[DEATH_LORE] > 4) one_hit(ch,victim, gsn_deathaura,1);
}
if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch,DEM_HORNS) && number_range(1,3) == 1)
one_hit( ch, victim, gsn_headbutt, 0 );
if (IS_CLASS(ch, CLASS_DEMON) && number_range(1,3) == 1 && ch->power[DISC_DAEM_HELL] > 3)
one_hit(ch, victim, gsn_hellfire, 0);
if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch, DEM_TAIL) && number_range(1,2) == 2)
one_hit( ch, victim, gsn_sweep, 0 );
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] >=5 && number_range(1,2) != 1)
multi_hit(ch, victim, gsn_shiroken);
if (!IS_NPC(ch))
{
if (IS_VAMPAFF(ch,VAM_TAIL) && number_range(1,2) == 1)
multi_hit( ch, victim, gsn_sweep );
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_HEAD) && number_range(1,2) == 1)
{
multi_hit( ch, victim, gsn_fangs );
}
if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_QUILLS) && IS_CLASS(ch, CLASS_WEREWOLF))
multi_hit(ch,victim,gsn_quills);
if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_BLADESPIN) && IS_CLASS(ch, CLASS_SAMURAI))
multi_hit(ch,victim,gsn_bladespin);
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT))
multi_hit(ch,victim, gsn_bash);
if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKTENDRILS) && IS_CLASS(ch, CLASS_DROW))
multi_hit(ch,victim,gsn_darktendrils);
if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_MULTIARMS) && IS_CLASS(ch, CLASS_MAGE))
multi_hit(ch,victim,gsn_mageshield);
if (!IS_NPC(ch) && ch->monkab[BODY] > 3 && IS_CLASS(ch, CLASS_MONK))
multi_hit(ch,victim,gsn_heavenlyaura);
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_ANGEL))
{
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA)) multi_hit(ch,victim,gsn_heavenlyaura);
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO))
{
switch(number_range(1,5))
{
default : break;
case 1 :
if ((sn = skill_lookup( "curse" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 2 :
if ((sn = skill_lookup( "web" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 3 :
if ((sn = skill_lookup( "imp heal" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 4 :
if ((sn = skill_lookup( "imp fireball" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 5 :
if ((sn = skill_lookup( "godbless" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
}
}
}
if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_CUBEFORM) && IS_CLASS(ch, CLASS_CYBORG))
{
one_hit(ch,victim,gsn_stuntubes,1);
multi_hit(ch,victim,gsn_stinger);
}
if (!IS_NPC(ch)&& IS_CLASS(ch,CLASS_WEREWOLF))
{
if (IS_SET(ch->newbits,NEW_SLAM) && number_range(1,5-ch->power[DISC_WERE_BEAR]/3)==1)
multi_hit(ch,victim,gsn_cheapshot);
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_WINGS) && number_range(1,2) == 1 && ch->level > 2)
multi_hit( ch, victim, gsn_buffet );
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_WINGS) && number_range(1,2) == 1 && ch->level > 2)
multi_hit( ch, victim, gsn_buffet );
if (IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_WINGS) && number_range(1,3) == 1)
one_hit(ch, victim, gsn_buffet, 0 );
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_WEREWOLF) && ch->power[DISC_WERE_RAPT] > 0)
multi_hit(ch,victim,gsn_rfangs);
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_SERPENTIS))
spell_poison( gsn_poison, (ch->level*number_range(5,20)),ch,victim );
else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] > 0)
spell_poison( gsn_poison, (ch->level*number_range(5,15)),ch,victim );
else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON))
spell_poison(gsn_poison,(ch->level*number_range(10,20)),ch,victim);
else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] >=5)
spell_poison(gsn_poison,(ch->level*number_range(5,10)),ch,victim);
if (victim->itemaffect < 1) return;
if (IS_NPC(victim) || victim->spl[1] < 4) level = victim->level;
else level = (victim->spl[1] * 0.25);
if (IS_SET(victim->newbits, NEW_MONKFLAME) && !IS_AFFECTED(ch, AFF_FLAMING))
{
if (number_percent() > 93)
{
SET_BIT(ch->affected_by, AFF_FLAMING);
if (!IS_CLASS(ch, CLASS_WEREWOLF))
{
act("Your flaming hands catch $n on fire!", ch, NULL, victim, TO_VICT);
act("$N's flaming hands catch $n on fire!", ch, NULL, victim, TO_NOTVICT);
act("$N's flaming hands catch you on fire!.", ch, NULL, victim, TO_CHAR);
}
else
{
act("Your flaming claws catch $n on fire!", ch, NULL, victim, TO_VICT);
act("$N's flaming claws catch $n on fire!", ch, NULL, victim, TO_NOTVICT);
act("$N's flaming claws catch you on fire!.", ch, NULL, victim, TO_CHAR);
}
}
else return;
}
if (!IS_NPC(victim))
{
if (IS_SET(victim->pcdata->powers[AURAS], DEATH_AURA) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT))
{
while (number_range(1,2) != 1)
one_hit(victim,ch,gsn_deathaura,0);
while (number_range(1,2) != 1)
one_hit(victim,ch,gsn_deathaura,0);
}
if (IS_SET(victim->pcdata->powers[AURAS], FEAR_AURA) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)
&& (char_damroll(ch) > 0 || char_hitroll(ch) > 0))
{
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_DAMROLL;
af.modifier = -50;
af.bitvector = 0;
affect_to_char(ch, &af );
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_HITROLL;
af.modifier = -50;
af.bitvector = 0;
affect_to_char(ch, &af );
send_to_char("You piss your pants out of fear.\n\r",ch);
}
}
if (IS_ITEMAFF(victim, ITEMA_TATTOO) && ch->position == POS_FIGHTING)
{
int tdam;
tdam = number_range(500, 1500);
if (IS_NPC(ch)) tdam *= 3;
if (tdam > victim->damcap[DAM_CAP]) tdam = victim->damcap[DAM_CAP];
if (tdam > ch->hit - 1) tdam = ch->hit - 1;
if (tdam < 0) tdam = 0;
damage(victim, ch, tdam, gsn_tattoo);
}
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "lightning bolt" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "fireball" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_ICESHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "chill touch" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "acid blast" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "chaos blast" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
return;
}
int number_attacks( CHAR_DATA *ch, CHAR_DATA *victim )
{
int count = 1;
if (IS_NPC(ch))
{
if (ch->level >= 50) count += 1;
if (ch->level >= 100) count += 1;
if (ch->level >= 500) count += 1;
if (ch->level >= 1000) count +=1;
if (ch->level >= 1500) count +=1;
if (ch->level >= 2000) count +=2;
if( ch->pIndexData->extra_attack > 20) count += 20;
else count += ch->pIndexData->extra_attack;
return count;
}
if (IS_NPC(victim))
{
if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_WOLF) && number_percent() < ch->stance[STANCE_WOLF] * 0.5) count += 2;
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_SPEED)
&& number_percent() < ch->stance[(ch->stance[0])] * 0.5 ) count += 2;
if (!IS_NPC(ch))
{
if (ch->tier > 0) count += ch->tier;
if (ch->pcdata->relrank > 0 ) count += ch->pcdata->relrank;
if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 0)
{
count += .5;
if (ch->power[DISC_VAMP_CELE] > 5)
{
count += .5;
if ( ch->power[DISC_VAMP_CELE] > 7)
{
count += 1;
if ( ch->power[DISC_VAMP_CELE] > 9)
count += 1;
}
}
}
if (IS_CLASS(ch, CLASS_JEDI) && (ch->pcdata->powers[JPOWER_SPIRIT] >= 5))
count += 1;
if (IS_CLASS(ch, CLASS_JEDI) && (ch->pcdata->powers[JPOWER_MIND] >= 4))
count += 1;
if (IS_CLASS(ch, CLASS_JEDI) && (ch->pcdata->powers[JPOWER_BODY] >= 6))
count += 2;
if (IS_CLASS(ch, CLASS_JEDI) && (ch->pcdata->powers[JPOWER_TECHNIQUE] >= 9))
count += 4;
if (IS_CLASS(ch, CLASS_SHADOW)) count += ch->pcdata->powers[SHADOW_MARTIAL] / 5;
if (IS_CLASS(ch, CLASS_GIANT)) count += ch->pcdata->rank/1.5;
if (IS_CLASS(ch, CLASS_DRONE)) count += ch->pcdata->powers[DRONE_FOCUS] * 2;
if (IS_CLASS(ch, CLASS_FAE))
{
if (ch->pcdata->powers[FAE_PLASMA] > 7) count+=2;
if (ch->pcdata->powers[FAE_MATTER] > 7) count+=2;
if (ch->pcdata->powers[FAE_ENERGY] > 7) count+=2;
if (ch->pcdata->powers[FAE_WILL] > 7) count+=2;
}
if (IS_CLASS(ch, CLASS_TANARRI)) count += ch->pcdata->rank;
if (IS_CLASS(ch, CLASS_CYBORG)) count += ch->pcdata->powers[CYBORG_LIMBS];
if (IS_CLASS(ch, CLASS_THIEF) && IS_SET(ch->pcdata->powers[1], THIEF_SWIFTNESS)) count += 5;
if (IS_CLASS(ch, CLASS_ANGEL)) count += ch->pcdata->powers[ANGEL_JUSTICE];
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (ch->power[DISC_WERE_LYNX] > 2 )count += 2;
if (ch->power[DISC_WERE_BOAR] > 6)
{
if( ch->move > 40000 ) count += 5;
else count += ch->move/8000;
}
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
count += ch->pcdata->powers[WEAPONSKILL]/1.2;
if (IS_CLASS(ch, CLASS_LICH)) count += 4;
if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
count +=2;
if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) count += ch->pcdata->powers[BULL_LEVEL]/2;
if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) count += ch->pcdata->powers[TIGER_LEVEL];
if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) count += ch->pcdata->powers[FAERIE_LEVEL];
if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) count += ch->pcdata->powers[HYDRA_LEVEL]/2;
}
if ( IS_CLASS(ch, CLASS_DEMON))
{
if (IS_DEMPOWER( ch, DEM_SPEED)) count += 2;
if (IS_SET(ch->warp, WARP_QUICKNESS)) count += 4;
}
if (IS_CLASS(ch, CLASS_SKYBLADE)) count += 6;
if (IS_CLASS(ch, CLASS_GHOUL)) count += 7;
if (IS_CLASS(ch, CLASS_DRACONIAN)) count += 8;
if (IS_CLASS(ch, CLASS_DROW))
{
if (IS_SET(ch->special, SPC_DROW_WAR)) count += 2;
if (IS_SET(ch->pcdata->powers[1],DPOWER_SPEED)) count += 4;
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) count += 4;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 3)
count += 3;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_ONE)
count += 1;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_TWO)
count += 1;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_THREE)
count += 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_FOUR)
count += 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_FIVE)
count += 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_SIX)
count += 3;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_SEVEN)
count += 3;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_EIGHT)
count += 4;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_NINE)
count += 4;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_TEN)
count += 5;
if (IS_CLASS(ch, CLASS_SAMURAI)) count += 6;
if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count += 2;
}
else
{
if (!IS_NPC(ch)) if (ch->tier > 0) count += ch->tier;
if (!IS_NPC(ch)) if (ch->pcdata->relrank > 0 ) count += ch->pcdata->relrank;
if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) count += 1;
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_SPEED)
&& number_percent() < ch->stance[(ch->stance[0])] * 0.5 ) count += 2;
if (!IS_NPC(ch))
{
if (rel_oppose(ch, victim))
{
if (ch->in_room)
{
if (has_area_affect(ch->in_room->area, AREA_AFF_GZONE, ch->pcdata->religion)) count++;
}
}
if (IS_CLASS(ch, CLASS_CYBORG)) count += ch->pcdata->powers[CYBORG_LIMBS];
if (IS_CLASS(ch, CLASS_GIANT)) count += ch->pcdata->rank/1.5;
if (IS_CLASS(ch, CLASS_SHADOW)) count += ch->pcdata->powers[SHADOW_MARTIAL] / 5;
if (IS_CLASS(ch, CLASS_FAE))
{
if (ch->pcdata->powers[FAE_PLASMA] > 7) count++;
if (ch->pcdata->powers[FAE_MATTER] > 7) count++;
if (ch->pcdata->powers[FAE_ENERGY] > 7) count++;
if (ch->pcdata->powers[FAE_WILL] > 7) count++;
}
if ( IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->power[DISC_VAMP_CELE] > 0) count += 1;
if (ch ->power[DISC_VAMP_CELE] > 5) count += 1;
if (ch->power[DISC_VAMP_CELE] > 7) count += 1;
if ( ch->power[DISC_VAMP_CELE] > 9) count += 3;
}
if (IS_CLASS(ch, CLASS_SHADOW)) /* CLASS_REMOVE */
count += ch->pcdata->powers[SHADOW_MARTIAL] / 3;
if (IS_CLASS(ch, CLASS_JEDI) && (ch->pcdata->powers[JPOWER_SPIRIT] >= 5)) count += 1;
if (IS_CLASS(ch, CLASS_JEDI) && (ch->pcdata->powers[JPOWER_MIND] >= 4)) count += 1;
if (IS_CLASS(ch, CLASS_JEDI) && (ch->pcdata->powers[JPOWER_BODY] >= 6)) count += 2;
if (IS_CLASS(ch, CLASS_JEDI) && (ch->pcdata->powers[JPOWER_TECHNIQUE] >= 9)) count += 3;
if (IS_CLASS(victim, CLASS_JEDI) && (victim->pcdata->powers[JPOWER_SPIRIT] > 3))
count -= 1;
if ( IS_CLASS(ch, CLASS_MONK) && ch->monkab[COMBAT] > 0 ) count += ch->monkab[COMBAT];
if ( IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) count += 4;
if (IS_CLASS(ch, CLASS_ANGEL)) count += 2;
if (IS_CLASS(ch, CLASS_DRONE)) count += ch->pcdata->powers[DRONE_FOCUS] * 2;
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if ( ch->power[DISC_WERE_LYNX] > 2) count += 1;
if ( ch->power[DISC_WERE_BOAR] > 6)
{
if (ch->move > 15000)
count +=10;
else count += (ch->move/1500);
}
}
/* bonus for high stats */
count += (get_curr_str(ch) + get_curr_dex(ch))/50;
if (IS_CLASS(ch, CLASS_LICH)) count += 4;
if (IS_CLASS(ch, CLASS_TANARRI))
{
count += ch->pcdata->rank;
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) count += 4;
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
count += ch->pcdata->powers[WEAPONSKILL]/1.2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_ONE)
count += 1;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_TWO)
count += 1;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_THREE)
count += 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_FOUR)
count += 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_FIVE)
count += 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_SIX)
count += 3;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_SEVEN)
count += 3;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_EIGHT)
count += 4;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_NINE)
count += 4;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_TEN)
count += 5;
if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count += 1;
if (IS_CLASS(ch, CLASS_SAMURAI)) count +=6;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) count += 4;
if (IS_CLASS(ch, CLASS_DEMON)&& ch->power[DISC_DAEM_ATTA] > 0) count += ch->power[DISC_DAEM_ATTA] / 2;
if (IS_CLASS(ch, CLASS_DROW))
{
if (IS_SET(ch->special, SPC_DROW_WAR)) count += 3;
if (IS_SET(ch->pcdata->powers[1],DPOWER_SPEED)) count += 5;
}
}
if (victim->power[DISC_VAMP_CELE] >= 3)
count -= victim->power[DISC_VAMP_CELE] / 3;
if (victim->power[DISC_WERE_MANT] >= 3)
count -= victim->power[DISC_WERE_MANT] / 3;
else if (IS_ITEMAFF(victim, ITEMA_AFFMANTIS))
count -= 1;
if (victim->power[DISC_DAEM_ATTA] > 0)
count -= victim->power[DISC_DAEM_ATTA] /2;
if (number_range(1,4) == 2)
count -= 1;
}
if ( count < 1)
count = 1;
return count;
}
/*
* Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype)
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam, wdam;
int diceroll;
int level;
int attack_modify;
int right_hand;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
return;
if ( !IS_NPC(ch) )
{
if (IS_AFFECTED( ch, AFF_PEACE) && ch->fighting != NULL)
REMOVE_BIT(ch->affected_by, AFF_PEACE);
}
if ( !IS_NPC(victim) )
{
if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL)
REMOVE_BIT(victim->affected_by, AFF_PEACE);
}
/*
* Figure out the type of damage message.
*/
if (handtype == 8)
{
wield = get_eq_char( ch, WEAR_FOURTH );
right_hand = 8;
}
else if (handtype == 4)
{
wield = get_eq_char( ch, WEAR_THIRD );
right_hand = 4;
}
else if (handtype == 2)
{
wield = get_eq_char( ch, WEAR_HOLD );
right_hand = 2;
}
else if (handtype == 0)
{
wield = NULL;
right_hand = 0;
}
else
{
if (IS_SET(ch->act, PLR_RIGHTHAND))
wield = get_eq_char( ch, WEAR_WIELD );
else if (IS_SET(ch->act, PLR_LEFTHAND))
wield = get_eq_char( ch, WEAR_HOLD );
else
{
if (number_range(1,10) > 4)
wield = get_eq_char( ch, WEAR_HOLD );
else
wield = get_eq_char( ch, WEAR_WIELD );
}
right_hand = 1; // improve the right hand anyway...
}
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
else if (IS_NPC(ch))
dt += ch->pIndexData->natural_attack;
}
if (ch->wpn[dt-1000] > 5) level = (ch->wpn[dt-1000] / 5);
else level = 1;
if (level > 40) level = 40;
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if ( IS_NPC(ch) )
{
thac0_00 = 20;
thac0_32 = 0;
}
else
{
thac0_00 = SKILL_THAC0_00;
thac0_32 = SKILL_THAC0_32;
}
thac0 = interpolate( level, thac0_00, thac0_32 ) - char_hitroll(ch);
victim_ac = UMAX( -100, char_ac(victim) / 10 );
if (!can_see( ch, victim ))
victim_ac -= 4;
if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3))
victim_ac += 300;
if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2))
victim_ac += 200;
if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1))
victim_ac += 100;
/*
* The moment of excitement!
*/
while ((diceroll = number_bits( 5 ) ) >= 20)
;
if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
{ /* Miss. */
damage( ch, victim, 0, dt );
tail_chain( );
if (!is_safe(ch,victim))
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
}
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) )
{
dam = number_range( ch->level / 2, ch->level * 3 / 2 );
if ( wield != NULL )
dam += dam * 0.5;
}
else
{
if (dt == gsn_mageshield)
{
dam = (ch->spl[RED_MAGIC] + ch->spl[YELLOW_MAGIC] + ch->spl[GREEN_MAGIC]
+ ch->spl[PURPLE_MAGIC] + ch->spl[BLUE_MAGIC])/5;
dam = number_range(2*dam, 3*dam);
}
else if (wield != NULL && wield->item_type == ITEM_WEAPON)
dam = dice( wield->value[1], wield->value[2] );
else if ( IS_VAMPAFF(ch, VAM_CLAWS) && IS_GAR1(ch, WOLF_RAZORCLAWS))
dam = dice( 25, 35 );
else if ( IS_VAMPAFF(ch,VAM_CLAWS))
dam = dice( 10, 20 );
else if ( IS_SET(ch->newbits, NEW_MONKADAM))
dam = dice( 10, 25 );
else
dam = dice( 4, 10 );
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_SEVEN)
dam += dice( 1, 5 );
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_EIGHT)
dam += dice( 6, 10 );
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_NINE)
dam += dice( 11, 15 );
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->rank == BELT_TEN)
dam += dice( 16, 20 );
}
/*
* Bonuses.
*/
dam += char_damroll(ch);
if (!IS_AWAKE(victim)) dam *= 2;
if (!IS_NPC(ch) && dt >= TYPE_HIT) dam = dam + (dam * (UMIN(350,(ch->wpn[dt-1000]+1)) / 60));
dam = up_dam(ch, victim, dam);
/* Other Resistances */
if (IS_ITEMAFF(victim, ITEMA_RESISTANCE))
{
dam *= 3;
dam /= 4;
}
/* damage reduction */
if (!IS_NPC(ch) && !IS_NPC(victim)) dam /= 2; /* slow down pk */
if (IS_NPC(ch) && dam > 2000) dam = 2000 + (dam-2000)/2; /* mob damage >2000 halved */
if ( dam <= 0 ) dam = 5;
/*
* I doubt this has much effect - Jobo
*/
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_NPC(victim))
dam *= (1 + ch->power[DISC_VAMP_POTE]/15);
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_TANARRI))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT)) dam *= 1.5;
}
if (IS_CLASS(victim, CLASS_SKYBLADE) && victim->pcdata->powers[SKYBLADE_MAGIC] > 6)
dam -= dam*.3;
/*
* This one for angels have no effect, take a look and rebalance. Jobo
*/
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) dam *= (1 + ch->pcdata->powers[ANGEL_JUSTICE] / 10);
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER(ch, DEM_MIGHT) )
dam *= 1.1;
if (!IS_NPC(ch) && !IS_NPC(victim) && IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) && IS_CLASS(victim, CLASS_SHAPESHIFTER)) dam *= 1.2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE))
{
if (dt==gsn_mageshield && ch->pcdata->powers[PINVOKE]>6) dam *=1.4;
if (dt==gsn_mageshield && ch->pcdata->powers[PINVOKE]>9) dam *=1.4;
}
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA))
{
if (ch->pcdata->rank == BELT_ONE) dam *= 1.1;
else if (ch->pcdata->rank == BELT_TWO) dam *= 1.2;
else if (ch->pcdata->rank == BELT_THREE) dam *= 1.3;
else if (ch->pcdata->rank == BELT_FOUR) dam *= 1.4;
else if (ch->pcdata->rank == BELT_FIVE) dam *= 1.5;
else if (ch->pcdata->rank == BELT_SIX) dam *= 1.6;
else if (ch->pcdata->rank == BELT_SEVEN) dam *= 1.7;
else if (ch->pcdata->rank == BELT_EIGHT) dam *= 1.8;
else if (ch->pcdata->rank == BELT_NINE) dam *= 1.9;
else if (ch->pcdata->rank == BELT_TEN) dam *= 2.0;
}
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_STRONGARMS))
dam *= 1.2;
if(IS_NPC(victim)) {
if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 1.5 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 1.0 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200);
}
if(!IS_NPC(victim)) {
if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.3 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.1 * (ch->stance[(ch->stance[0])] / 200);
}
if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_3)
&& victim->stance[(victim->stance[0])] >100)
dam *= 0.7;
else if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_2)
&& victim->stance[(victim->stance[0])] >100)
dam *= 0.8;
else if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_1)
&& victim->stance[(victim->stance[0])] >100)
dam *= 0.9;
/* The test ends here */
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
dam *= 1.4;
if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM && ch->pcdata->powers[TIGER_LEVEL] > 1) dam *= 1.5;
else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM && ch->pcdata->powers[FAERIE_LEVEL] > 1) dam *= 1.2;
else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM && ch->pcdata->powers[HYDRA_LEVEL] > 1) dam *= 1.6;
else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM && ch->pcdata->powers[BULL_LEVEL] > 1) dam *= 1.7;
else dam = dam;
}
if (IS_CLASS(ch,CLASS_CYBORG) && !IS_NPC(ch))
{
if (ch->pcdata->powers[CYBORG_LIMBS] > 0) dam *= 1.3;
if (ch->pcdata->powers[CYBORG_LIMBS] > 2) dam *= 1.5;
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
{
if (ch->pcdata->powers[WEAPONSKILL] > 4) dam *=1.4;
if (ch->pcdata->powers[WEAPONSKILL] > 8) dam *=1.6;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_BEAR] > 5)
dam *= 1.2;
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_SHAPESHIFTER)))
{
if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM &&
victim->pcdata->powers[FAERIE_LEVEL]>0)
{
int growl = number_range(1,50);
if (growl == 10 || growl == 20 || growl == 30 || growl == 40 || growl == 50)
{
stc("#3You dodge your opponents attack#n.\n\r",victim);
stc("#3Your opponent dodges your attack#n.\n\r",ch);
dam = 0;
}
}
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->newbits, NEW_DARKTENDRILS))
{
int ddodge = number_range(1,50);
if (ddodge == 10 || ddodge == 20 || ddodge == 30 || ddodge == 40 || ddodge == 50)
{
stc("#0You dark aura absorbs the damage#n.\n\r",victim);
stc("#0Your opponent's dark aura absorbs your damage#n.\n\r",ch);
dam = 0;
}
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_ILLUSIONS))
{
int ddodge = number_range(1,50);
if (ddodge == 10 || ddodge == 20 || ddodge == 30 || ddodge == 40 || ddodge == 50)
{
stc("#CYour illusion takes the blow, saving you from harm#n.\n\r",victim);
stc("#CYour weapon passes through your opponent without doing any harm#n.\n\r",ch);
dam = 0;
}
}
if (!IS_NPC(ch) && wield != NULL)
{
if (number_range(1,6) == 2)
{
if (ch->fighting == victim && IS_WEAP(wield,WEAPON_VAMPIRIC))
{
wdam = number_range(1,wield->level / 5 + 1);
act("$p draws life from $n.",victim,wield,NULL,TO_ROOM);
act("You feel $p drawing your life away.",
victim,wield,NULL,TO_CHAR);
hurt_person(ch,victim, wdam);
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FLAMING) || IS_WEAP(wield, WEAPON_ELE_FLAME)))
{
wdam = number_range(1,wield->level / 4 + 1);
if (!IS_SET(ch->act, PLR_BRIEF2)) act("$N is burned by your $p.", ch, wield, victim, TO_CHAR);
if (!IS_SET(victim->act, PLR_BRIEF2)) act("You are burned by $n's $p.", ch, wield, victim, TO_VICT);
fire_effect( (void *) victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch, victim, wdam);
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FROST) || IS_WEAP(wield, WEAPON_ELE_WATER)))
{
int sn = skill_lookup("chill touch");
if (!is_affected(victim,sn)) {
wdam = number_range(1,wield->level / 6 + 2);
if (!IS_SET(ch->act, PLR_BRIEF2)) act("Your $p freezes $N.", ch, wield, victim, TO_CHAR);
if (!IS_SET(victim->act, PLR_BRIEF2)) act("You are frozen by $n's $p.", ch, wield, victim, TO_VICT);
cold_effect(victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch,victim, wdam); }
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && IS_WEAP(wield, WEAPON_ELE_EARTH) )
{
wdam = number_range(1,wield->level / 5 + 2);
act("$p covers $n in acid.",victim,wield,NULL,TO_ROOM);
act("The corrosive touch of $p surrounds you with acid.",
victim,wield,NULL,TO_CHAR);
acid_effect(victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch,victim, wdam);
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_SHOCKING) || IS_WEAP(wield, WEAPON_ELE_AIR)))
{
wdam = number_range(1,wield->level/5 + 2);
act("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM);
act("You are shocked by $p.",victim,wield,NULL,TO_CHAR);
shock_effect(victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch,victim, wdam);
if (victim->hit <= 0) return;
}
}
}
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK) && dt != gsn_heavenlyaura )
{
if (ch->chi[CURRENT] > 0 && ch->chi[CURRENT] < 3 ) dam *= 1.5;
if (ch->chi[CURRENT] > 2 && ch->chi[CURRENT] < 7 ) dam *= ((ch->chi[CURRENT]) / 2);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && dt == gsn_mageshield)
{
if (ch->pcdata->powers[PINVOKE] > 6) dam *=1.4;
if (ch->pcdata->powers[PINVOKE] > 9) dam *=1.4;
}
if ( dt == gsn_garotte )
dam *= (number_range(3,5));
if ( dt == gsn_soulseeker )
dam *= (number_range(4,9));
if ( dt == gsn_backstab )
{
if (IS_CLASS(ch, CLASS_NINJA) && !IS_NPC(ch) && ch->pcdata->powers[NPOWER_NINGENNO] >=2)
dam *= number_range(50,60);
else if( IS_CLASS(ch, CLASS_DROW))
{
dam += number_range(100,1000);
dam *= number_range(7,10);
}
else dam *= number_range(2,4);
}
/*
* Damage type modifiers.
*/
if (dt == gsn_magma && IS_CLASS(ch, CLASS_TANARRI)) dam *= 1.7;
if (dt == gsn_booming && !IS_NPC(ch)) dam *= ch->pcdata->rank/2;
if (dt == gsn_circle && ch->pcdata->rank == BELT_EIGHT) dam *= 2;
if (dt == gsn_circle && ch->pcdata->rank == BELT_NINE) dam *= 2.5;
if (dt == gsn_circle && ch->pcdata->rank == BELT_TEN) dam *= 3.0;
if (dt == gsn_heavenlyaura && IS_CLASS(ch, CLASS_MONK)) dam /= 10;
if (dt == gsn_deathaura) dam /= 1.2;
if (dt == gsn_potato) dam /= 1.2;
if (dt == gsn_shred) dam *= 3;
if (!IS_NPC(victim))
{
if (IS_CLASS(victim, CLASS_SHADOW) && IS_SET(victim->pcdata->powers[SHADOW_BITS], NPOWER_BLUR))
{
int ddodge = number_range(1, 50);
if (ddodge == 5 || ddodge == 20 || ddodge == 35 || ddodge == 50)
{
stc("#0You feel the strike pass through your shadow body#n.\n\r", victim);
stc("#0You hit nothing but shadows#n.\n\r", ch);
dam = 0;
}
}
}
dam = cap_dam(ch,victim,dam);
if( IS_NPC(ch) && ch->pIndexData->dam_modifier > 3) dam *=3;
else if( IS_NPC(ch) && ch->pIndexData->dam_modifier > 0 ) dam *= ch->pIndexData->dam_modifier;
if( IS_NPC(victim) && !IS_NPC(ch))
{
if( victim->pIndexData->toughness > 100 ) victim->pIndexData->toughness = 99;
dam = dam * (100 - victim->pIndexData->toughness) / 100;
}
attack_modify = dice(1, 100);
randomize_damage(ch,dam,attack_modify);
if (dt == gsn_deathaura && dam >= victim->hit && IS_NPC(victim)) dam = victim->hit-1; /* trust me, Jobo */
damage( ch, victim, dam, dt );
tail_chain( );
if (!is_safe(ch,victim))
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
}
}
int randomize_damage( CHAR_DATA *ch, int dam, int am )
{
dam = dam * (am + 50) / 100;
return dam;
}
int up_dam(CHAR_DATA *ch, CHAR_DATA *victim, int dam)
{
if (!IS_NPC(ch))
{
/* class vs class stuff */
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
dam *= 12;
dam /= 10;
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) && IS_CLASS(victim, CLASS_SHAPESHIFTER)) dam *= 1.2;
if (IS_CLASS(ch, CLASS_MAGE) && IS_CLASS(victim, CLASS_NINJA)) dam *= 1.25;
/* class modifiers */
if (IS_CLASS(ch, CLASS_TANARRI))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT))
{
dam *= 15;
dam /= 10;
}
}
if (IS_CLASS(ch, CLASS_DRONE))
{
if (ch->pcdata->powers[DRONE_FOCUS] > 0) dam *= 1.2;
if (ch->pcdata->powers[DRONE_FOCUS] > 1) dam *= 1.2;
if (ch->pcdata->powers[DRONE_FOCUS] > 2) dam *= 1.2;
}
if (IS_CLASS(ch, CLASS_DEMON))
{
if (IS_DEMPOWER(ch, DEM_MIGHT)) dam *= 1.1;
if (IS_SET(ch->warp, WARP_STRONGARMS)) dam *= 1.2;
}
if (IS_CLASS(ch, CLASS_GIANT))
dam *= (1 + (2 * ch->pcdata->rank) / 5); // 3 x multiplier max.
if (IS_CLASS(ch, CLASS_SHADOW))
{
if (IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_DPACT)) dam *= 1.9;
if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM)) dam /= 2.5;
}
if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
dam *= 1.4;
if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM && ch->pcdata->powers[TIGER_LEVEL] > 1) dam *= 1.5;
else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM && ch->pcdata->powers[FAERIE_LEVEL] > 1) dam *= 1.2;
else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM && ch->pcdata->powers[HYDRA_LEVEL] > 1) dam *= 1.6;
else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM && ch->pcdata->powers[BULL_LEVEL] > 1) dam *= 1.7;
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
{
if (ch->pcdata->powers[WEAPONSKILL] > 4) dam *= 1.2;
if (ch->pcdata->powers[WEAPONSKILL] > 8) dam *= 1.3;
}
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_BEAR] > 5)
dam *= 1.2;
}
return dam;
}
int cap_dam(CHAR_DATA *ch, CHAR_DATA *victim, int dam)
{
if (is_safe(ch, victim)) return 0;
if (!IS_NPC(victim)) {
if (victim->tier == 1)
dam *= 0.95;
else if (victim->tier == 2)
dam *= 0.90;
else if (victim->tier == 3)
dam *= 0.85;
else if (victim->tier == 4)
dam *= 0.80;
else if (victim->tier == 5)
dam *= 0.75;
/* 5% less damage per level */
}
if (!IS_NPC(ch) && !IS_NPC(victim)) dam /= 2;
if (IS_NPC(ch) && dam > 2000) dam = 2000 + (dam - 2000)/2;
if (IS_ITEMAFF(victim, ITEMA_RESISTANCE))
{
dam *= 75;
dam /= 100;
}
if (IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch))
{
dam *= 75;
dam /= 100;
}
if (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch))
{
dam *= 75;
dam /= 100;
}
if (IS_AFF2(victim, AFF2_DARMOR) && rel_oppose(ch, victim))
{
dam *= 85;
dam /= 100;
}
/*
* Any special religion modifiers
*/
if (rel_oppose(ch, victim))
{
if (IS_AFF2(victim, AFF2_DARMOR))
{
dam *= 85;
dam /= 100;
}
if (victim->in_room)
{
if (has_area_affect(victim->in_room->area, AREA_AFF_GZONE, victim->pcdata->religion))
{
dam *= 90;
dam /= 100;
}
}
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW))
{
if (IS_SET(victim->pcdata->powers[1], DPOWER_TOUGHSKIN))
dam /= 3;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHADOW))
{
if (IS_SET(victim->pcdata->powers[SHADOW_POWERS], NSHADOWS_TPACT))
{
dam *= 40;
dam /= 100;
}
if (IS_CLASS(ch, CLASS_GIANT)) dam *= 0.85; // evil giants
if (IS_SET(victim->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM)) dam /= 2;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_THIEF))
{
if (IS_SET(victim->pcdata->powers[1], THIEF_TOUGHSKIN))
dam /= 1.2;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_LICH))
{
dam /=5;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE))
{
dam *= 100 - victim->pcdata->powers[DRONE_FORTITUDE] * 25;
dam /= 100;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_FAE))
{
dam /= 3;
}
if (!IS_NPC(victim) & IS_CLASS(victim, CLASS_GIANT))
{
if (IS_SET(victim->pcdata->powers[GIANT_GIFTS], GGIFT_LEATHERSKIN)) dam *= 0.70;
if (victim->pcdata->powers[GIANT_STANDFIRM] == 1)
{
if (victim->pcdata->stats[GIANT_POINTS] < dam/10) do_standfirm(victim,"");
else
{
victim->pcdata->stats[GIANT_POINTS] -= dam/10;
dam *= 0.65;
}
}
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL))
{
dam *= (100 - (victim->pcdata->powers[ANGEL_HARMONY] * 12));
dam /= 100;
}
if (IS_CLASS(ch, CLASS_JEDI))
{
if ((ch->generation == 1) && IS_SET(ch->special, SPC_PRINCE))
dam *= 3.5;
else if (ch->generation == 1)
dam *= 2.7;
else
dam *= 2.3;
if (ch->pcdata->powers[JPOWER_SPIRIT] > 4)
dam *= 1.5;
if (ch->pcdata->powers[JEDI_STATE] > 0)
dam *= 1 + ((ch->pcdata->powers[JEDI_STATE] )*.15);
}
if (IS_CLASS(victim, CLASS_JEDI))
{
if (victim->pcdata->powers[JEDI_STATE] > 5)
dam *= .75;
}
if (IS_CLASS(victim,CLASS_DRACONIAN) && IS_SET(victim->newbits2, NEW2_SCALES)) dam *= 0.8;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_TANARRI))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_EXOSKELETON)) dam *= 0.20;
if (IS_CLASS(ch, CLASS_ANGEL)) dam *= 0.75; /* trained to kill angels */
if (IS_CLASS(ch, CLASS_CYBORG)) dam *= 0.8;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_CYBORG))
{
if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam *= 0.85;
if (IS_CLASS(ch, CLASS_SAMURAI)) dam *= 0.9;
if (victim->pcdata->powers[CYBORG_BODY] > 0) dam /= 1.75;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
{
if (victim->power[DISC_VAMP_PROT] >= 10) dam /= 2;
if (victim->power[DISC_VAMP_FORT] > 0)
{
dam *= (100 - (victim->power[DISC_VAMP_FORT] * 6));
dam /= 100;
}
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SAMURAI))
{
if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam /= 1.6; /* damn shapies */
dam /= 1.75;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MAGE))
{
if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) dam /= 1.8;
if (IS_ITEMAFF(victim, ITEMA_BEAST)) dam /= 1.8;
if (IS_CLASS(ch, CLASS_GIANT)) dam /= 1.5; // giants fear magic
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHAPESHIFTER))
{
dam /= 2.5;
if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM)
{
dam *= (100 - victim->pcdata->powers[FAERIE_LEVEL]*9);
dam /= 100;
}
else if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM)
{
dam *= (100 - victim->pcdata->powers[TIGER_LEVEL]*8);
dam /= 100;
if (victim->pcdata->powers[PHASE_COUNTER] > 0)
{
dam *= (100 - victim->pcdata->powers[PHASE_COUNTER] * 2.5);
dam /= 100;
}
}
else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM)
{
dam *= (100 - victim->pcdata->powers[HYDRA_LEVEL]*10);
dam /= 100;
}
else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM)
{
dam *= (100 - victim->pcdata->powers[BULL_LEVEL]*12);
dam /= 100;
}
else dam = dam;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK))
{
if (victim->monkab[BODY] >= 2) dam /= 1.5;
if (victim->chi[CURRENT] > 0 )
{
dam *= (100 - (victim->chi[CURRENT] * 7) );
dam /= 100;
}
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DEMON))
{
if (victim->power[DISC_DAEM_IMMU] > 0)
{
dam *= (100 - (victim->power[DISC_DAEM_IMMU] * 4));
dam /= 100;
}
if (IS_DEMPOWER( victim, DEM_TOUGH)) dam *= 0.8;
if (IS_SET(victim->warp, WARP_STAMINA)) dam *= 0.8;
if (IS_SET(victim->warp, WARP_SBODY)) dam *= 0.8;
if (IS_SET(victim->warp, WARP_CBODY)) dam *= 0.8;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT))
{
if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam *= 0.75;
if (IS_CLASS(ch, CLASS_SAMURAI)) dam *= 0.7;
dam *= (100 - (victim->pcdata->powers[UNDEAD_SPIRIT] * 6.3));
dam /= 100;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA))
{
if (victim->pcdata->powers[NPOWER_CHIKYU] >= 1) dam /= 2.2;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF))
{
if(victim->power[DISC_WERE_BOAR] > 2) dam /= 2;
if(IS_GAR1(victim, WOLF_COCOON)) dam /= 2;
}
if (dam >= 2000) dam = dam - (dam / number_range(3,10) + number_range(10,30));
if (!IS_NPC(victim))
{
dam = dam + (dam / number_range(2,5) + number_range(10,50));
dam *= (number_range(2,4) * number_range(2,3) / number_range(4,6));
}
if (dam <= 0) dam = 1;
if (dam > 1000000) dam = 1000000;
if (dam > ch->damcap[DAM_CAP]) dam = number_range( (ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100) );
if ( IS_AFFECTED(victim, AFF_SANCTUARY ) ) dam *= 0.5;
if ( IS_AFFECTED(victim, AFF_HOLYAURA) && dam > 1 )
dam *= 0.5;
return dam;
}
bool can_counter( CHAR_DATA *ch)
{
if (!IS_NPC(ch) && IS_STANCE(ch, STANCE_MONKEY)) return TRUE;
return FALSE;
}
bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim )
{
if (IS_NPC(ch) || IS_NPC(victim)) return FALSE;
else if (IS_STANCE(ch, STANCE_VIPER)) return TRUE;
else if (IS_STANCE(ch, STANCE_MANTIS)) return TRUE;
else if (IS_STANCE(ch, STANCE_TIGER)) return TRUE;
else if (IS_STANCE(ch, STANCE_WOLF)) return TRUE;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_BYPASS)) return TRUE;
return FALSE;
}
void update_damcap( CHAR_DATA *ch, CHAR_DATA *victim )
{
int max_dam = 1000;
int i = 0;
if (!IS_NPC(ch))
{
if (ch->pcdata->relrank > 0 ) max_dam += ch->pcdata->relrank * 100;
if (ch->generation == 1) max_dam += 350;
if (ch->generation == 2) max_dam += 200;
if (ch->generation == 3) max_dam += 150;
if (ch->generation == 4) max_dam += 100;
if (ch->generation == 5) max_dam += 50;
if (ch->tier > 0) max_dam += ch->tier * 300;
if (IS_CLASS(ch, CLASS_GIANT))
{
max_dam += 900;
max_dam += ch->pcdata->rank * 210;
}
if (IS_CLASS(ch, CLASS_DRONE))
{
max_dam += ch->pcdata->powers[DRONE_HORRID_REALITY] * 110;
max_dam += ch->pcdata->powers[DRONE_DISTORTED_REALITY] * 110;
max_dam += ch->pcdata->powers[DRONE_ALTERNATE_REALITY] * 110;
max_dam += ch->pcdata->powers[DRONE_EVASION] * 100;
max_dam += ch->pcdata->powers[DRONE_FORTITUDE] * 100;
max_dam += ch->pcdata->powers[DRONE_FOCUS] * 100;
max_dam += ch->pcdata->powers[DRONE_WILLPOWER] * 110;
max_dam += ch->pcdata->powers[DRONE_MINDCONTROL] * 110;
max_dam += ch->pcdata->powers[DRONE_PSIONICS] * 110;
}
if (IS_CLASS(ch, CLASS_MAGE))
{
if (IS_ITEMAFF(ch, ITEMA_BEAST)) max_dam += 750;
max_dam += 500;
}
if( IS_CLASS(ch, CLASS_PRIEST ) )
{
max_dam += 1600;
if( IS_PRIPOWER(ch,PRI_PFORM) )
max_dam += 1500;
}
else if (IS_CLASS(ch, CLASS_JEDI))
{
if ((ch->generation == 1) && IS_SET(ch->special, SPC_PRINCE))
max_dam = 3600;
else if (ch->generation == 1)
max_dam = 3300;
else
max_dam = 2800;
max_dam += ((ch->pcdata->powers[JPOWER_BODY] + ch->pcdata->powers[JPOWER_MIND] +
ch->pcdata->powers[JPOWER_SPIRIT] + ch->pcdata->powers[JPOWER_TECHNIQUE]) * 50);
}
if (IS_CLASS(ch, CLASS_TANARRI))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT)) max_dam += 500;
max_dam += ch->pcdata->rank*375; /* max rank is 6 btw */
}
if (IS_CLASS(ch, CLASS_FAE))
{
max_dam += 500;
if (ch->pcdata->powers[FAE_PLASMA] > 7) max_dam += 270;
if (ch->pcdata->powers[FAE_MATTER] > 7) max_dam += 270;
if (ch->pcdata->powers[FAE_ENERGY] > 7) max_dam += 270;
if (ch->pcdata->powers[FAE_WILL] > 7) max_dam += 270;
if (ch->pcdata->powers[FAE_PLASMA] > 3) max_dam += 270;
if (ch->pcdata->powers[FAE_MATTER] > 3) max_dam += 270;
if (ch->pcdata->powers[FAE_ENERGY] > 3) max_dam += 270;
if (ch->pcdata->powers[FAE_WILL] > 3) max_dam += 270;
}
if (IS_CLASS(ch, CLASS_LICH))
{
max_dam += 450;
if (ch->pcdata->powers[CON_LORE] > 4) max_dam += 320;
if (ch->pcdata->powers[DEATH_LORE] > 4) max_dam += 320;
if (ch->pcdata->powers[LIFE_LORE] > 4) max_dam += 320;
if (ch->pcdata->powers[NECROMANTIC] > 4) max_dam += 320;
if (ch->pcdata->powers[CHAOS_MAGIC] > 4) max_dam += 320;
}
if (IS_CLASS(ch, CLASS_SHADOW))
max_dam += ch->pcdata->powers[SHADOW_MARTIAL] * 150;
//Ghouls
if (IS_CLASS(ch, CLASS_GHOUL))
{
if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 0)
max_dam += 400;
if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 2)
max_dam += 400;
if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 3)
max_dam += 800;
if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 4)
max_dam += 1800;
}
if (IS_CLASS(ch,CLASS_DRACONIAN))
{
if (ch->pcdata->powers[ORB_GREEN] >= 3) max_dam += 900;
if (IS_POLYAFF(ch, POLY_LIZARDFORM)) max_dam += 1700;
if (ch->pcdata->stats[DRACONIAN_SPIKES] > 0) max_dam += ch->pcdata->stats[DRACONIAN_SPIKES] * 2;
}
if (IS_CLASS(ch, CLASS_THIEF) && IS_SET(ch->pcdata->powers[1], THIEF_MIGHT))
{
max_dam += 2750;
}
if (IS_CLASS(ch, CLASS_SKYBLADE))
{
if (ch->pcdata->powers[SKYBLADE_POWER] >= 1) max_dam += 50;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 2) max_dam += 75;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 3) max_dam += 100;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 4) max_dam += 100;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 5) max_dam += 150;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 6) max_dam += 250;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 7) max_dam += 400;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 8) max_dam += 500;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 9) max_dam += 600;
if (ch->pcdata->powers[SKYBLADE_POWER] == 10) max_dam += 900;
}
if (IS_CLASS(ch, CLASS_ANGEL))
{
max_dam += ch->pcdata->powers[ANGEL_JUSTICE]*155;
max_dam += ch->pcdata->powers[ANGEL_PEACE]*155;
max_dam += ch->pcdata->powers[ANGEL_HARMONY]*165;
max_dam += ch->pcdata->powers[ANGEL_LOVE]*165;
}
if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
max_dam += 800;
if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) max_dam += ch->pcdata->powers[TIGER_LEVEL] * 325;
else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) max_dam += ch->pcdata->powers[HYDRA_LEVEL] * 350;
else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) max_dam += ch->pcdata->powers[BULL_LEVEL] * 300;
else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) max_dam += ch->pcdata->powers[FAERIE_LEVEL] * 275;
}
if (IS_CLASS(ch, CLASS_DROW))
{
max_dam += 1200;
if (IS_SET(ch->newbits, NEW_DROWHATE)) max_dam += 950;
if (IS_SET(ch->newbits,NEW_DFORM)) max_dam += 950;
}
if (IS_CLASS(ch, CLASS_DEMON) && ch->in_room != NULL)
{
max_dam += ch->power[DISC_DAEM_ATTA] * 60;
max_dam += 1300;
if (ch->pcdata->souls > 0) max_dam += UMIN(350, 70 * ch->pcdata->souls);
if (ch->in_room->vnum >= 93420 && ch->in_room->vnum <= 93426) max_dam += 6000;
max_dam += (ch->pcdata->stats[DEMON_POWER] * 2);
}
if (IS_CLASS(ch, CLASS_CYBORG))
{
if (ch->pcdata->powers[CYBORG_LIMBS] > 0) max_dam += 450;
if (ch->pcdata->powers[CYBORG_LIMBS] > 1) max_dam += 450;
if (ch->pcdata->powers[CYBORG_LIMBS] > 2) max_dam += 450;
if (ch->pcdata->powers[CYBORG_LIMBS] > 3) max_dam += 450;
if (ch->pcdata->powers[CYBORG_LIMBS] > 4) max_dam += 500;
}
if (IS_CLASS(ch, CLASS_MONK)) {
max_dam += (ch->monkab[COMBAT] * 250);
if (ch->chi[CURRENT] > 0) max_dam += ch->chi[CURRENT] * 250;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
max_dam += (ch->rage * 11);
if (ch->power[DISC_VAMP_POTE] > 0)
max_dam += (ch->power[DISC_VAMP_POTE] * 150);
if( ch->pcdata->rank == AGE_TRUEBLOOD) max_dam += 1150;
else if( ch->pcdata->rank == AGE_LA_MAGRA) max_dam += 950;
else if (ch->pcdata->rank == AGE_METHUSELAH) max_dam += 650;
else if (ch->pcdata->rank == AGE_ELDER) max_dam += 250;
else if (ch->pcdata->rank == AGE_ANCILLA) max_dam += 170;
if(ch->played > 0)
{
if((ch->played / 3600) < 100)
{
max_dam += ((ch->played / 3600) * 10);
}
else
{
max_dam += 1000;
}
}
}
if (IS_CLASS(ch, CLASS_NINJA))
{
max_dam += (ch->rage * 4);
if(ch->pcdata->powers[NPOWER_CHIKYU] >=6 && ch->pcdata->powers[HARA_KIRI] > 0)
max_dam += 900;
if(ch->pcdata->powers[NPOWER_CHIKYU] >=2)
max_dam += 900;
}
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (ch->rage > 99)
{
max_dam += ch->rage;
max_dam += 1300;
}
if (ch->power[DISC_WERE_PAIN]>9) max_dam += 850;
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
max_dam += ch->pcdata->powers[WEAPONSKILL] * 300;
if (IS_CLASS(ch, CLASS_SAMURAI) && (get_eq_char(ch, WEAR_WIELD) != NULL))
{
for (i=0; i < 13 ; i++)
if (ch->wpn[i] >= 1000) max_dam += 275;
max_dam += 375;
}
}
if (IS_ITEMAFF(ch, ITEMA_ARTIFACT)) max_dam += 500;
if (IS_NPC(victim) || victim->stance[0] != STANCE_MONKEY )
{
if (ch->stance[0] == STANCE_BULL) max_dam += 200;
else if (ch->stance[0] == STANCE_DRAGON) max_dam += 250;
else if (ch->stance[0] == STANCE_WOLF) max_dam += 250;
else if (ch->stance[0] == STANCE_TIGER) max_dam += 200;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_3)) max_dam += 550;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_2)) max_dam += 400;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_1)) max_dam += 250;
}
if (!IS_NPC(victim) && ch->stance[0] != STANCE_MONKEY )
{
if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_3)) max_dam -= 550;
else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_2)) max_dam -= 400;
else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_1)) max_dam -= 250;
}
/* Max Dam Reductions */
/* Werewolves */
if (!IS_NPC(victim))
{
int silver_tol = (victim->siltol * 2.5);
if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER))
max_dam += (250 - silver_tol);
if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(ch, ITEMA_LEFT_SILVER))
max_dam += (250 - silver_tol);
/* Vampies */
if (!IS_NPC(ch) && (IS_CLASS(victim, CLASS_VAMPIRE)))
max_dam -= (victim->power[DISC_VAMP_FORT] * 75);
if (IS_NPC(ch) || ch->stance[0] != STANCE_MONKEY)
{
if (victim->stance[0] == STANCE_CRAB) max_dam -= 250;
else if (victim->stance[0] == STANCE_DRAGON) max_dam -= 250;
else if (victim->stance[0] == STANCE_SWALLOW) max_dam -= 250;
}
if (IS_CLASS(victim,CLASS_DEMON) && (victim->in_room->vnum >= 93420 && victim->in_room->vnum <= 93426))
max_dam *= 0.5;
}
max_dam += get_curr_str(ch) * 5;
max_dam += (ch->race / 5 ) * 250; /* This might be too much */
if (ch->level >= LEVEL_BUILDER) max_dam = 30000;
if (ch->level >= LEVEL_BUILDER && !IS_NPC(ch)) max_dam = 100000; // Det er pisse irreterende Thomas.. jeg kan intet teste mod mobs, de doer automatisk. DIE!
ch->damcap[DAM_CAP] = max_dam;
ch->damcap[DAM_CHANGE] = 0;
return;
}
/*
* Inflict damage from a hit.
*/
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
CHAR_DATA *emb;
if ( victim->position == POS_DEAD ) return;
if ( ch->embracing != NULL )
{
if ( ( emb = ch->embracing ) != NULL ) stop_embrace(ch,emb);
else stop_embrace(ch,NULL);
}
/*
* Stop up any residual loopholes.
*/
if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim);
if ( dam > ch->damcap[0] ) dam = ch->damcap[0];
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( victim != ch )
{
if (is_safe( ch, victim )) return;
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
{
set_fighting( victim, ch, FALSE );
if ( IS_NPC( victim ) && HAS_TRIGGER_MOB( victim, TRIG_KILL ) )
p_percent_trigger( victim, NULL, NULL, ch, NULL, NULL, TRIG_KILL );
}
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting( ch, victim, TRUE );
/*
* If victim is charmed, ch might attack victim's master.
*/
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
return;
}
}
if (victim->master == ch)
{
if (IS_NPC(victim))
{
if (!(victim->pIndexData->vnum >= MOB_VNUM_FIRE && victim->pIndexData->vnum <= MOB_VNUM_CLAY))
stop_follower(victim, FALSE);
}
else stop_follower( victim, FALSE );
}
/*
* Damage modifiers.
*/
if ( IS_AFFECTED(ch, AFF_HIDE) )
{
if (!can_see(victim,ch))
{
dam *= 1.5;
send_to_char("You use your concealment to get a surprise attack!\n\r",ch);
}
REMOVE_BIT( ch->affected_by, AFF_HIDE );
act( "$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM );
}
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 )
dam -= dam * 0.25;
if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) && dam > 1 )
dam -= dam * 0.25;
if ( dam < 0 ) dam = 0;
if (IS_NPC(victim) && IS_SET(victim->act, ACT_NODAMAGE))
{
dam = 0;
}
/*
* Check for disarm, trip, parry, and dodge.
*/
if ( dt >= TYPE_HIT )
{
if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5)
disarm( ch, victim );
if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5)
trip( ch, victim );
if (check_dodge( ch, victim, dt))
return;
if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) &&
victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) &&
victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
/* ------------ This is the part for superstances, Jobo ------------------- */
/* else if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
&& victim->stance[(victim->stance[0])] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return; */
else if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
&& victim->stance[(victim->stance[0])] > 100
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
/* ------------ This is the end for superstances, Jobo ------------------- */
if (check_parry( ch, victim, dt)) return;
if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) &&
victim->stance[STANCE_CRANE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) &&
victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
/* ------------ This is the part for superstances, Jobo ------------------- */
/* else if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY)
&& victim->stance[(victim->stance[0])] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return; */
else if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY)
&& victim->stance[(victim->stance[0])] > 100
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
/* ------------ This is the end for superstances, Jobo ------------------- */
}
dam_message( ch, victim, dam, dt );
/*
* Brief 5 System - Jobo
*/
if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5))
{
ch->amount_damage_dealt += dam;
ch->amount_attacks_dealt++;
}
if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5))
{
victim->amount_damage_recieved += dam;
victim->amount_attacks_recieved++;
}
}
if ( IS_CLASS(victim, CLASS_MONK ) && victim->monkab[SPIRIT] >= 2 )
{
if (IS_SET(victim->newbits, NEW_NATURAL))
{
stc("You absorb the natural imbalances of your opponent.\n\r",victim);
act("$n absorbs the natural imbalances of you attack.",victim,NULL,ch,TO_VICT);
if ( dam > 2000 ) dam /= 2;
victim->hit += dam;
REMOVE_BIT(victim->newbits, NEW_NATURAL);
return;
}
}
if (IS_SET(victim->newbits, NEW_IRONMIND))
{
REMOVE_BIT(victim->newbits, NEW_IRONMIND);
send_to_char("Your focus your full concentration on the attack,\n\r", victim);
send_to_char("and absorb the full impact into your system, channeling it into a healing force.\n\r",victim);
victim->hit += dam;
dam = 0;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE))
{
if (IS_SET(victim->pcdata->jflags, JFLAG_DRONE_DISTORT) && number_range(1,3) != 2)
{
act("$N seems healed by your attack, as if reality was suddenly turned upside down.", ch, NULL, victim, TO_CHAR);
act("$n's attack was reversed by your shift in reality, healing you instead.", ch, NULL, victim, TO_VICT);
act("$n's attack seems to have no effect on $N, actually healing $M instead.", ch, NULL, victim, TO_NOTVICT);
victim->hit += dam;
dam = 0;
}
}
hurt_person(ch,victim,dam);
dropinvis(ch);
dropinvis(victim);
return;
}
void fae_shield( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int new_dam;
if (victim->pcdata->powers[FAE_SHIELD] > 0)
{
if (--victim->pcdata->powers[FAE_SHIELD] == 0) send_to_char("#pYour shield of matter flickers and dies.#n\n\r",victim);
new_dam = number_range(dam/4,dam/5);
if (new_dam > 300) new_dam = number_range(275,325);
if (new_dam >= victim->hit) new_dam = victim->hit -1;
if (new_dam < 10) new_dam = 10;
hurt_person(victim, ch, new_dam);
xprintf(buf, "#pA flickering shield of matter strikes you hard#n [#C%d#n]",new_dam);
xprintf(buf2, "#pYour mattershield returns some of the damage#n [#C%d#n]", new_dam);
/*
* Brief 5 System - Jobo
*/
if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5))
{
victim->amount_damage_dealt += new_dam;
victim->amount_attacks_dealt++;
}
if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5))
{
ch->amount_damage_recieved += dam;
ch->amount_attacks_recieved++;
}
if (!IS_SET(ch->act, PLR_BRIEF5))
act(buf, victim, NULL, ch, TO_VICT);
if (!IS_SET(victim->act, PLR_BRIEF5))
act(buf2, victim, NULL, ch, TO_CHAR);
}
return;
}
void angel_eye( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int new_dam;
if (IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_EYE) && dam > 100)
{
new_dam = number_range(dam/4,dam/5);
if (new_dam > 300) new_dam = number_range(275,325);
if (new_dam >= victim->hit) new_dam = victim->hit -1;
if (new_dam < 10) new_dam = 10;
hurt_person(victim, ch, new_dam);
xprintf(buf, "God's justice strikes you HARD [#C%d#n]",new_dam);
xprintf(buf2, "The sinner dares to lay hands on you, God's wrath on the sinner [#C%d#n]", new_dam);
/*
* Brief 5 System - Jobo
*/
if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5))
{
victim->amount_damage_dealt += new_dam;
victim->amount_attacks_dealt++;
}
if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5))
{
ch->amount_damage_recieved += dam;
ch->amount_attacks_recieved++;
}
if (!IS_SET(ch->act, PLR_BRIEF5))
act(buf, victim, NULL, ch, TO_VICT);
if (!IS_SET(victim->act, PLR_BRIEF5))
act(buf2, victim, NULL, ch, TO_CHAR);
}
return;
}
void hurt_person( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int newdam;
if (victim->position == POS_DEAD) return;
if(IS_NPC(victim) && IS_SET(victim->act, ACT_NODAMAGE)) dam = 0;
victim->hit -= dam;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SKYBLADE) && victim->pcdata->powers[SKYBLADE_SKILLS] >= 5)
{
if (dam >= 2000)
newdam = number_range(dam, dam*2);
else newdam = number_range( dam/2, dam);
if (number_range(1,50) > 48){
hurt_person(ch,victim,newdam);
do_say(victim,"#sEnguarde you swine!#n");
xprintf(buf, "#Y%s retorts and hits you hard! #0[#R%d#0]#n",victim->name,newdam);
xprintf(buf2, "#YYou retort the attack harshly! #0[#R%d#0]#n",newdam);
act(buf,victim,NULL,ch, TO_VICT);
act(buf2,victim,NULL,ch,TO_CHAR);}
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_ANGEL))
angel_eye(ch,victim,dam); // check for that eye for an eye.
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_FAE) && !IS_CLASS(ch, CLASS_FAE))
fae_shield(ch,victim,dam);
if (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1)
victim->hit = 1;
if (!IS_NPC(victim) && IS_SET(victim->newbits, NEW_CLOAK) &&victim->hit < 1 )
{
victim->hit += UMIN((victim->max_hit * .1), 4000);
if (IS_CLASS(victim, CLASS_MONK)) send_to_char("your cloak of life saves your from certain death.\n\r",victim);
else send_to_char("your cloak of death prevents the destruction of your body.\n\r",victim);
send_to_char("#0They escape your final blow.#n\n\r",ch);
REMOVE_BIT(victim->newbits, NEW_CLOAK);
}
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
act( "$n is mortally wounded, and spraying blood everywhere.", victim, NULL, NULL, TO_ROOM );
send_to_char("You are mortally wounded, and spraying blood everywhere.\n\r", victim );
break;
case POS_INCAP:
act( "$n is incapacitated, and bleeding badly.",victim, NULL, NULL, TO_ROOM );
send_to_char("You are incapacitated, and bleeding badly.\n\r",victim );
break;
case POS_STUNNED:
act( "$n is stunned, but will soon recover.",victim, NULL, NULL, TO_ROOM );
send_to_char("You are stunned, but will soon recover.\n\r", victim );
break;
case POS_DEAD:
act( "#0$n is #RDEAD!!#n", victim, 0, 0, TO_ROOM );
send_to_char( "#RYou have been KILLED!!#n\n\r\n\r", victim );
break;
default:
if ( dam > victim->max_hit / 4 )
send_to_char( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 4 && dam > 0 )
{
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) && number_percent() < victim->beast)
vamp_rage(victim);
else
send_to_char( "You sure are #rBLEEDING#n!\n\r", victim );
}
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if (!IS_AWAKE(victim))
stop_fighting(victim, FALSE);
/*
* Payoff for killing things.
*/
if (victim->hit <= 0 && IS_NPC(victim))
{
group_gain( ch, victim );
victim->position = POS_DEAD;
/*
* quest updating
*/
if (!IS_NPC(ch))
{
QUEST_DATA *quest;
bool found = FALSE;
for (quest = ch->pcdata->quests; quest && !found; quest = quest->next)
{
if (quest->type == QT_MOB || quest->type == QT_MOB_AND_OBJ)
{
if (quest->vnums[0] == victim->pIndexData->vnum)
{
quest->vnums[0] = -1;
found = TRUE;
send_to_char("#GYou have fulfilled a quest.#n\n\r", ch);
}
}
else if (quest->type == QT_MASS_KILL)
{
if (victim->pIndexData->vnum >= quest->vnums[0] && victim->pIndexData->vnum <= quest->vnums[1])
{
quest->vnums[3]++;
if (quest->vnums[3] == quest->vnums[2])
send_to_char("#GYou have fulfilled a quest.#n\n\r", ch);
found = TRUE;
}
}
}
}
}
if ( victim->position == POS_DEAD )
{
/*
* Death trigger
*/
if ( IS_NPC( victim ) && HAS_TRIGGER_MOB( victim, TRIG_DEATH) )
{
victim->position = POS_STANDING;
p_percent_trigger( victim, NULL, NULL, ch, NULL, NULL, TRIG_DEATH );
}
if (IS_NPC(victim) && !IS_NPC(ch))
{
ch->mkill += 1;
if ( IS_CLASS(ch, CLASS_GHOUL) )
{
int aurag = victim->level;
aurag = number_fuzzy(number_fuzzy(aurag));
if(global_cp)
aurag *= 2;
xprintf(buf,"#GYou savagely devour the corpse! #Y[#W%d#Y]#n\n\r",aurag);
stc(buf,ch);
ch->pcdata->stats[GHOUL_PTS] += aurag;
}
if ( IS_CLASS(ch, CLASS_PRIEST) )
{
int aurag = victim->level;
aurag = number_fuzzy(number_fuzzy(aurag));
if(global_cp)
aurag *= 2;
xprintf(buf,"#WYou pray for the salvation of the slain! #BGain #w%d #YFaith#n\n\r",aurag);
stc(buf,ch);
ch->pcdata->stats[FAITH_PTS] += aurag;
}
if (IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_GIANT)
|| IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch,CLASS_CYBORG) || IS_CLASS(ch, CLASS_TANARRI))
{
if (IS_NPC(victim) && !IS_SET(victim->act, ACT_NOEXP))
{
if (IS_CLASS(ch, CLASS_DEMON))
{
if(global_cp)
{
ch->pcdata->stats[DEMON_CURRENT] += victim->level*4;
ch->pcdata->stats[DEMON_TOTAL] += victim->level*4;
}
else
{
ch->pcdata->stats[DEMON_CURRENT] += victim->level*2;
ch->pcdata->stats[DEMON_TOTAL] += victim->level*2;
}
}
else
if(global_cp)
{
ch->pcdata->stats[DROW_POWER] += victim->level*4;
}
else
{
ch->pcdata->stats[DROW_POWER] += victim->level*2;
}
if(global_cp)
{
xprintf(buf,"#R** #WDouble CP #R*** #BYou gain #0(#W%d#0)#B class points.#n\n\r", victim->level*4);
}
else
{
xprintf(buf,"#BYou gain #0(#W%d#0)#B class points.#n\n\r", victim->level*2);
}
if (!IS_SET(ch->act, PLR_BRIEF4)) send_to_char(buf,ch);
}
}
if (IS_CLASS(ch, CLASS_SHADOW))
{
if(global_cp)
{
ch->pcdata->powers[SHADOW_POWER] += victim->level * 4;
}
else
{
ch->pcdata->powers[SHADOW_POWER] += victim->level * 2;
}
if(global_cp)
{
xprintf(buf,"#R** #WDouble CP #R*** #BYou gain #0(#W%d#0)#B class points.#n\n\r", victim->level*4);
}
else
{
xprintf(buf,"#BYou gain #0(#W%d#0)#B class points.#n\n\r", victim->level*2);
}
if (!IS_SET(ch->act, PLR_BRIEF4)) send_to_char(buf,ch);
}
if (ch->level == 1 && ch->mkill > 4)
{
ch->level = 2;
do_save(ch,"");
}
}
if (!IS_NPC(victim) && IS_NPC(ch))
{
victim->mdeath = victim->mdeath + 1;
}
raw_kill( victim, ch );
if (!IS_NPC(ch) && !IS_NPC(victim) && victim->pcdata->bounty > 0)
{
xprintf(buf, "You recive a %d bones bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name);
send_to_char(buf, ch);
ch->bones += victim->pcdata->bounty;
victim->pcdata->bounty =0;
}
if (IS_SET(ch->act2, PLR_AUTOSLAB) )
do_get( ch, "all.slab corpse true" );
if (IS_SET(ch->act2, PLR_AUTOGEM) )
do_get( ch, "all.gem corpse true" );
if (IS_SET(ch->act2, PLR_AUTOHILT) )
do_get( ch, "all.hilt corpse true" );
if (IS_SET(ch->act2, PLR_AUTOBONES) )
do_get( ch, "all.bone corpse true" );
if (IS_SET(ch->act2, PLR_AUTOLOOT) )
do_get( ch, "all corpse true" );
else
do_look( ch, "in corpse" );
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
if ( IS_SET(ch->act2, PLR_AUTOSAC) )
do_sacrifice( ch, "corpse" );
}
return;
}
if ( victim == ch ) return;
tail_chain( );
return;
}
bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim )
{
if (!ch->in_room)
return TRUE; // when someone calls a one_hit or similar on something/someone who COULD be dead/gone.
if (!victim->in_room)
return TRUE;
if (victim->shop_fun || victim->quest_fun)
{
send_to_char("That mobile is protected by the gods.\n\r", ch);
return TRUE;
}
if (!IS_NPC(victim) && !IS_NPC(ch))
{
if ( !CAN_PK(ch) || !CAN_PK(victim) )
{
send_to_char( "Both players must be avatars to fight.\n\r", ch );
return TRUE;
}
if ((get_age(ch)-17)<2 && !IS_NPC(ch) && !IS_NPC(victim) && !in_arena(ch) && !in_fortress(ch))
{
send_to_char("You cannot attack other chars till you have 4 hours.\n\r",ch);
return TRUE;
}
if ((get_age(victim)-17)<2 && !IS_NPC(victim) && !IS_NPC(ch) && !in_arena(victim) && !in_fortress(victim) )
{
send_to_char("You cannot attack a person with less than 4 hours.\n\r",ch);
return TRUE;
}
if(ch->pcdata->safe_counter > 0)
{
send_to_char("You still have a few safe-ticks left.\n\r", ch);
return TRUE;
}
if (IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD) && !IS_SET(victim->pcdata->jflags, JFLAG_DRONEWORLD))
{
send_to_char("They are not in your reality.\n\r", ch);
return TRUE;
}
if (!IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD) && IS_SET(victim->pcdata->jflags, JFLAG_DRONEWORLD))
{
send_to_char("They are not in your reality.\n\r", ch);
return TRUE;
}
if (victim->pcdata->aggress_from != 0 && ch->pcdata->playerid != victim->pcdata->aggress_from)
{
send_to_char("You cannot attack them - gang protection.\n\r", ch);
return TRUE;
}
if(victim->pcdata->safe_counter > 0)
{
send_to_char("They are safe for 10 ticks after training avatar.\n\r",ch);
return TRUE;
}
if (victim->desc)
{
if (victim->desc->connected >= CON_NOTE_TO && victim->desc->connected <= CON_NOTE_FINISH)
{
send_to_char("That player is writing a note, be nice.\n\r",ch);
return TRUE;
}
}
}
if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
send_to_char( "You cannot while ethereal.\n\r", ch );
return TRUE;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char( "You cannot fight an ethereal person.\n\r", ch );
return TRUE;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
{
act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) )
{
send_to_char( "Objects cannot fight!\n\r", ch );
return TRUE;
}
if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH))
{
send_to_char( "You cannot attack an object.\n\r", ch );
return TRUE;
}
if (IS_SET(victim->extra, EXTRA_AFK))
{
send_to_char("They are AFK!\n\r",ch);
return TRUE;
}
if (!IS_NPC(victim) && victim->desc == NULL && victim->timer > 1 && victim->fight_timer == 0 && !in_fortress(ch))
{
// Timer check to avoid people going ld in the first round.
send_to_char("Nooo, they are linkdead.\n\r",ch);
return TRUE;
}
if (victim->fight_timer > 0) return FALSE;
if ( !IS_NPC(ch ) )
if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) REMOVE_BIT(ch->affected_by, AFF_PEACE);
if ( !IS_NPC(victim) )
if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL) REMOVE_BIT(victim->affected_by, AFF_PEACE);
if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) && !ragnarok)
{
send_to_char( "You cannot fight in a safe room.\n\r", ch );
return TRUE;
}
if (IS_NPC(ch) || IS_NPC(victim)) return FALSE;
if (victim->fighting == ch) return FALSE;
if (IS_AFFECTED(ch, AFF_PEACE))
{
send_to_char( "You are unable to attack them.\n\r", ch );
return TRUE;
}
if (IS_AFFECTED(victim, AFF_PEACE))
{
send_to_char( "You can't seem to attack them.\n\r", ch );
return TRUE;
}
return FALSE;
}
/*
* Check for parry.
*/
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *obj = NULL;
int chance = 0;
bool claws = FALSE;
int random_message;
if (!IS_AWAKE(victim)) return FALSE;
if (IS_NPC(victim)) obj = NULL;
else if (IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_BEAR] > 2
&& IS_VAMPAFF(victim, VAM_CLAWS) && get_eq_char(victim, WEAR_WIELD) == NULL
&& get_eq_char(victim, WEAR_HOLD) == NULL)
{
obj = NULL;
claws = TRUE;
}
else if ( IS_CLASS(victim, CLASS_MONK) && IS_SET(victim->newbits, NEW_MONKADAM)
&& get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL)
{
obj = NULL;
claws = TRUE;
}
else if( IS_CLASS(victim, CLASS_SHAPESHIFTER) && get_eq_char(victim, WEAR_WIELD) == NULL
&& get_eq_char(victim, WEAR_HOLD) == NULL)
{
obj = NULL;
claws = TRUE;
}
else
{
if ((obj = get_eq_char(victim, WEAR_WIELD)) == NULL || obj->item_type != ITEM_WEAPON)
{
if ((obj = get_eq_char(victim, WEAR_HOLD)) == NULL || obj->item_type != ITEM_WEAPON)
return FALSE;
}
}
if ( ( dt < 1000 || dt > 1012) && !IS_CLASS(ch, CLASS_MONK) ) return FALSE;
if ( dt >= 1000 && dt <= 1012 )
{
if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim)) chance += (victim->wpn[dt-1000] * 0.5);
else chance += victim->level;
}
else
{
if (!IS_NPC(ch)) chance -= (ch->wpn[0] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5);
else chance += victim->level;
}
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 0
&& !can_counter(ch) && !can_bypass(ch,victim))
chance += (victim->stance[STANCE_CRANE] * 0.25);
else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 0
&& !can_counter(ch) && !can_bypass(ch,victim))
chance += (victim->stance[STANCE_MANTIS] * 0.25);
/* ------------ This is the part for superstances, Jobo ------------------- */
if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY)
&& victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) && !can_bypass(ch,victim))
chance += victim->stance[(victim->stance[0])] * 0.25;
/* ------------ This is the end for superstances, Jobo ------------------- */
chance -= (char_hitroll(ch) * 0.1);
chance += (get_curr_dex(victim) / 10);
chance -= (get_curr_dex(ch) / 10);
if (claws)
{
if (victim->power[DISC_WERE_LYNX] > 3) chance += (char_hitroll(victim) * 0.1);
else chance += (char_hitroll(victim) * 0.075);
}
if (!IS_NPC(ch))
{
if (IS_CLASS(ch, CLASS_FAE))
{
if (IS_NPC(victim)) chance -= 50;
else chance -= 15;
chance -= ch->pcdata->powers[FAE_PLASMA];
chance -= ch->pcdata->powers[FAE_MATTER];
chance -= ch->pcdata->powers[FAE_ENERGY];
chance -= ch->pcdata->powers[FAE_WILL];
}
if (IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 15;
if (IS_CLASS(ch, CLASS_LICH)) chance -= 30;
if (IS_CLASS(ch, CLASS_DRACONIAN)) chance -= 40;
if (IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank*7;
if (IS_CLASS(ch, CLASS_GIANT) && ch->pcdata->powers[GIANT_FRENZY] == 1) chance -= 25;
if (IS_CLASS(ch,CLASS_CYBORG)) chance -= ch->pcdata->powers[CYBORG_LIMBS]*10;
if (ch->tier > 0) chance -= ch->tier * 10;
//if (IS_CLASS(ch, CLASS_LICH)) chance -= 40;
if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL]*11;
else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL]*7.5;
else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL]*7;
else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL]*6;
else chance -= 10;
}
if (IS_CLASS(ch, CLASS_TANARRI))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 15;
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 17;
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 17;
}
if (IS_CLASS(ch, CLASS_SHADOW)) /* CLASS_REMOVE */
chance -= ch->pcdata->powers[SHADOW_MARTIAL] * 2;
if (IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*9;
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 0) chance -= (ch->power[DISC_VAMP_CELE]*3);
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0) chance -= 25;
if (ch->pcdata->powers[NPOWER_CHIKYU] >= 5 && IS_CLASS(ch, CLASS_NINJA)) chance -= 20;
if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER(ch, DEM_SPEED)) chance -= 25;
if (IS_CLASS(ch, CLASS_MONK) && ch->chi[CURRENT] > 0) chance -= (ch->chi[CURRENT] * 7);
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL]*3.7;
if (IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 30;
if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_ARMS)) chance -= 30;
if (IS_SET(ch->newbits, NEW_MONKFLAME)) chance -= 6;
if (IS_CLASS(ch, CLASS_WEREWOLF)) chance -= (ch->power[DISC_WERE_MANT] * 3);
if (IS_CLASS(ch, CLASS_SAMURAI)) chance -= 25;
if (IS_CLASS(ch, CLASS_SKYBLADE)) chance -= 25;
if (IS_CLASS(ch, CLASS_GHOUL)) chance -= 25;
if (IS_CLASS(ch, CLASS_PRIEST) ) chance -= 10;
if (IS_CLASS(ch, CLASS_JEDI) && ch->pcdata->powers[JPOWER_BODY] > 3) chance -= 35;
if (IS_ITEMAFF(ch, ITEMA_AFFMANTIS)) chance -= 12;
}
if (!IS_NPC(victim))
{
if (IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank*7;
if (IS_CLASS(victim, CLASS_FAE))
{
chance += victim->pcdata->powers[FAE_PLASMA];
chance += victim->pcdata->powers[FAE_MATTER];
chance += victim->pcdata->powers[FAE_ENERGY];
chance += victim->pcdata->powers[FAE_WILL];
}
if (IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 15;
if (IS_CLASS(victim, CLASS_LICH)) chance += 30;
if (IS_CLASS(victim, CLASS_DRACONIAN)) chance += 30;
if (IS_CLASS(victim,CLASS_CYBORG)) chance += victim->pcdata->powers[CYBORG_LIMBS]*10;
if (victim->tier > 0) chance += victim->tier * 10;
if (IS_CLASS(victim, CLASS_SHAPESHIFTER))
{
if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL]*6;
else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL]*7;
else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL]*6;
else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL]*11;
else chance += 10;
}
if (IS_CLASS(victim, CLASS_JEDI) && victim->pcdata->powers[JPOWER_BODY] >= 4) chance += 35;
if (IS_CLASS(victim, CLASS_SHADOW))
chance += victim->pcdata->powers[SHADOW_MARTIAL] * 2;
if (IS_CLASS(victim, CLASS_TANARRI))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 17;
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 19;
if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 12;
}
if (IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE]*9;
if (victim->pcdata->powers[NPOWER_CHIKYU] >= 5 && IS_CLASS(victim, CLASS_NINJA)) chance += 35;
if (IS_CLASS(victim, CLASS_NINJA) && victim->pcdata->powers[NPOWER_CHIKYU] >= 6 && victim->pcdata->powers[HARA_KIRI] > 0) chance += 25;
if (victim->power[DISC_VAMP_CELE] > 0 && IS_CLASS(victim, CLASS_VAMPIRE)) chance += (victim->power[DISC_VAMP_CELE]*4);
if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_ARMS)) chance += 30;
if (IS_CLASS(victim, CLASS_MONK) && ch->chi[CURRENT] > 0 ) chance += (ch->chi[CURRENT] * 8);
if (IS_SET(victim->newbits, NEW_MONKFLAME)) chance += 6;
if (IS_CLASS(victim, CLASS_SAMURAI)) chance +=40;
if (IS_CLASS(victim, CLASS_SKYBLADE)) chance +=35;
if (IS_CLASS(victim, CLASS_GHOUL)) chance +=35;
if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL]*4.2;
if (IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) chance += 35;
if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER(victim, DEM_SPEED)) chance += 30;
}
if (chance > 80) chance = 80;
else if (chance < 20) chance = 20;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank*3;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank*3;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_LICH)) chance -= 10;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_LICH)) chance += 10;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHADOW)) chance -= ch->pcdata->powers[SHADOW_MARTIAL] * 0.8;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHADOW)) chance += victim->pcdata->powers[SHADOW_MARTIAL] * 0.8;
if (IS_CLASS(victim, CLASS_FAE) && !IS_NPC(victim))
{
chance += victim->pcdata->powers[FAE_PLASMA]/2;
chance += victim->pcdata->powers[FAE_MATTER]/2;
chance += victim->pcdata->powers[FAE_ENERGY]/2;
chance += victim->pcdata->powers[FAE_WILL]/2;
}
if (IS_CLASS(ch, CLASS_FAE) && !IS_NPC(ch))
{
chance -= ch->pcdata->powers[FAE_PLASMA]/2;
chance -= ch->pcdata->powers[FAE_MATTER]/2;
chance -= ch->pcdata->powers[FAE_ENERGY]/2;
chance -= ch->pcdata->powers[FAE_WILL]/2;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 5;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 5;
if (!IS_NPC(ch) && ch->power[DISC_VAMP_CELE] > 0 && IS_CLASS(ch, CLASS_VAMPIRE))
{
if( ch->pcdata->rank == AGE_TRUEBLOOD) chance -= 25;
else if( ch->pcdata->rank == AGE_LA_MAGRA) chance -= 20;
else if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 15;
else if (ch->pcdata->rank == AGE_ELDER) chance -= 10;
else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL]*4;
else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL]*3;
else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL]*3;
else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL]*2;
else chance -= 2;
}
if (IS_CLASS(ch, CLASS_TANARRI) && !IS_NPC(ch))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 5;
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 6;
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 5;
}
if (IS_CLASS(victim, CLASS_TANARRI) && !IS_NPC(victim))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 5;
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 6;
if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 5;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*3;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE]*3;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHAPESHIFTER))
{
if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL]*2;
else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL]*3;
else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL]*3;
else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL]*6;
else chance += 2;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 10;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL];
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL]*1.5;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA))
{
if( ch->pcdata->rank == BELT_TEN) chance -= 25;
else if( ch->pcdata->rank == BELT_NINE) chance -= 18;
else if (ch->pcdata->rank == BELT_EIGHT) chance -= 16;
else if (ch->pcdata->rank == BELT_SEVEN) chance -= 13;
else if (ch->pcdata->rank == BELT_SIX) chance -= 10;
else if (ch->pcdata->rank == BELT_FIVE) chance -= 7;
else if (ch->pcdata->rank == BELT_FOUR) chance -= 4;
else if (ch->pcdata->rank == BELT_THREE) chance -= 2;
}
if(!IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON)) chance -= (ch->power[DISC_DAEM_ATTA]);
if(!IS_NPC(victim) && IS_CLASS(victim, CLASS_DEMON)) chance += (victim->power[DISC_DAEM_ATTA]);
if (!IS_NPC(victim) && victim->power[DISC_VAMP_CELE] > 0 && IS_CLASS(victim, CLASS_VAMPIRE))
{
if( victim->pcdata->rank == AGE_TRUEBLOOD) chance += 25;
else if( victim->pcdata->rank == AGE_LA_MAGRA) chance += 17;
else if (victim->pcdata->rank == AGE_METHUSELAH) chance += 15;
else if (victim->pcdata->rank == AGE_ELDER) chance += 10;
else if (victim->pcdata->rank == AGE_ANCILLA) chance += 5;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA))
{
if( victim->pcdata->rank == BELT_TEN) chance += 30;
else if( victim->pcdata->rank == BELT_NINE) chance += 22;
else if (victim->pcdata->rank == BELT_EIGHT) chance += 16;
else if (victim->pcdata->rank == BELT_SEVEN) chance += 13;
else if (victim->pcdata->rank == BELT_SIX) chance += 12;
else if (victim->pcdata->rank == BELT_FIVE) chance += 10;
else if (victim->pcdata->rank == BELT_FOUR) chance += 9;
else if (victim->pcdata->rank == BELT_THREE) chance += 6;
else if (victim->pcdata->rank == BELT_TWO) chance += 4;
else if (victim->pcdata->rank == BELT_ONE) chance += 2;
}
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_DRACONIAN)) chance -= 15;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRACONIAN)) chance += 19;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SAMURAI)) chance += 19;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_GHOUL)) chance += 15;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SKYBLADE)) chance += 15;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SAMURAI)) chance -=15;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GHOUL)) chance -=15;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SKYBLADE)) chance -=15;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_PRIEST)) chance -=15;
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_CYBORG)) chance -= ch->pcdata->powers[CYBORG_LIMBS]*4;
if (!IS_NPC(victim) && IS_CLASS(victim,CLASS_CYBORG)) chance += victim->pcdata->powers[CYBORG_LIMBS]*4;
if (victim->monkblock / 4 > 0 ) chance += victim->monkblock / 4;
if (number_percent( ) < 100 && number_percent( ) >= chance)
return FALSE;
if (!IS_NPC(victim))
{
if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1,3) != 2) return FALSE;
}
if (!IS_NPC(ch) && IS_NPC(victim)
&& IS_SET(ch->newbits, NEW_FIGHTDANCE)
&& IS_CLASS(ch, CLASS_DROW)
&& number_percent() >=50
&& ((( obj = get_eq_char(ch, WEAR_WIELD )) != NULL && ( obj->value[3] == 4 || obj->value[3] == 11))
|| ((obj = get_eq_char (ch, WEAR_HOLD))!= NULL &&( obj->value[3] == 4 || obj->value[3] == 11))))
{
act( "$n's dark weapon dances around your defences, making a strange sound.", ch, NULL, victim, TO_VICT );
act( "Your sacrificial weapon hums in the air as it dances $N's defences.", ch, obj, victim, TO_CHAR );
return FALSE;
}
if (claws)
{
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
{
if (IS_CLASS(victim, CLASS_WEREWOLF))
act( "You parry $n's blow with your claws.", ch, NULL, victim, TO_VICT );
else
act( "You parry $n's blow with your Adamantium hands.", ch,NULL,victim, TO_VICT);
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK) && victim->monkblock < 150 && number_range(1,2)==1)
victim->monkblock++;
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
{
if (IS_CLASS(victim, CLASS_WEREWOLF))
act( "$N parries your blow with $S claws.", ch, NULL, victim, TO_CHAR );
else
act( "$N parries your blow with $S Adamantium claws.", ch,NULL,victim, TO_CHAR);
}
return TRUE;
}
if (!IS_NPC(ch) && !IS_NPC(victim) && obj != NULL && obj->item_type == ITEM_WEAPON && obj->value[3] >= 0 && obj->value[3] <= 12)
{
random_message = number_range(1,10);
if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
{
if (random_message == 1 || random_message == 2)
act( "You parry $n's blow with $p.", ch, obj, victim, TO_VICT );
if (random_message == 3 || random_message == 4)
act( "You spin around just in time to parry $n's attack.",ch,NULL,victim, TO_VICT);
if (random_message == 5 || random_message == 6)
act( "You throw your weapon behind your back parrying $n's attack.",ch,NULL,victim,TO_VICT);
if (random_message == 7 || random_message == 8)
act( "You duck under $n's wild swipe then bring your weapon up and parry their second attempt.",ch,NULL,victim,TO_VICT);
if (random_message == 9 || random_message == 10)
act( "You push your weapon up above your head wielding off $n's blow.",ch,NULL,victim,TO_VICT);
}
if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3))
{
if (random_message == 1 || random_message == 2)
act( "$N parries your blow with $p.", ch, obj, victim, TO_CHAR );
if (random_message == 3 || random_message == 4)
act( "$N spins around just in time to parry your attack.",ch,NULL,victim, TO_CHAR);
if (random_message == 5 || random_message == 6)
act("$N swings their weapon behind their back parrying off your back attack.",ch,NULL,victim,TO_CHAR);
if (random_message == 7 || random_message == 8)
act("$N ducks under your first swipe then brings their weapon up to dodge your second swipe.",ch,NULL,victim,TO_CHAR);
if (random_message == 9 || random_message == 10)
act("$N shoves their weapon above their head warding off your overhead blow.",ch,NULL,victim,TO_CHAR);
}
return TRUE;
}
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
int chance = 0;
int random_message;
int skychance = 0;
if (!IS_AWAKE(victim)) return FALSE;
if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5);
else chance += victim->level;
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 0
&& !can_counter(ch) &&!can_bypass(ch,victim))
chance += victim->stance[STANCE_MONGOOSE] * 0.25;
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 0
&& !can_counter(ch) && !can_bypass(ch,victim))
chance += victim->stance[STANCE_SWALLOW] * 0.25;
/* ------------ This is the part for superstances, Jobo ------------------- */
/* if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
&& victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) && !can_bypass(ch,victim))
chance += victim->stance[(victim->stance[0])] * 0.25; */
if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
&& victim->stance[(victim->stance[0])] > 100 && !can_bypass(ch,victim))
chance += victim->stance[(victim->stance[0])] * 0.25;
/* ------------ This is the end for superstances, Jobo ------------------- */
if (!IS_NPC(ch))
{
if (IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank*7;
if (IS_CLASS(ch, CLASS_GIANT) && ch->pcdata->powers[GIANT_FRENZY] == 1) chance -= 25;
if (IS_CLASS(ch, CLASS_SHADOW))
{
if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE)) chance -= 10;
chance -= ch->pcdata->powers[SHADOW_MARTIAL] * 1.8;
}
if (IS_CLASS(ch, CLASS_FAE))
{
if (IS_NPC(victim)) chance -= 50;
else chance -= 15;
chance -= ch->pcdata->powers[FAE_PLASMA];
chance -= ch->pcdata->powers[FAE_MATTER];
chance -= ch->pcdata->powers[FAE_ENERGY];
chance -= ch->pcdata->powers[FAE_WILL];
}
if (IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 15;
if (ch->tier > 0) chance -= ch->tier*10;
if (IS_CLASS(ch,CLASS_CYBORG)) chance -= ch->pcdata->powers[CYBORG_LIMBS] * 10;
if (IS_CLASS(ch, CLASS_LICH)) chance -= 25;
if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL]*9;
else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL]*7.5;
else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL]*7;
else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL]*6;
else chance -= 10;
}
if (IS_CLASS(ch, CLASS_TANARRI))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 15;
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 17;
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 17;
}
if (IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*9;
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0) chance -= 25;
if (IS_CLASS(ch, CLASS_MONK)) chance -= ch->chi[CURRENT]*3;
if (ch->pcdata->powers[NPOWER_CHIKYU] >= 5 && IS_CLASS(ch, CLASS_NINJA)) chance -= 20;
if (ch->power[DISC_VAMP_CELE] > 0 && IS_CLASS(ch, CLASS_VAMPIRE)) chance -= (ch->power[DISC_VAMP_CELE]*4);
if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER( ch, DEM_SPEED)) chance -= 25;
if (IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 25;
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_MANT] > 6) chance -= (ch->power[DISC_WERE_MANT] * 3);
if (!IS_CLASS(ch, CLASS_WEREWOLF) && (IS_ITEMAFF(ch,ITEMA_AFFMANTIS))) chance -= 18;
if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) chance -= 50;
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL]*4.2;
if (IS_CLASS(ch, CLASS_SAMURAI)) chance -= 35;
if (IS_CLASS(ch, CLASS_DRACONIAN)) chance -= 35;
if (IS_CLASS(ch, CLASS_SKYBLADE)) chance -= 35;
if (IS_CLASS(ch, CLASS_GHOUL)) chance -= 35;
}
if (!IS_NPC(victim))
{
if (IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank*7;
if (IS_CLASS(victim, CLASS_SHADOW)) chance += victim->pcdata->powers[SHADOW_MARTIAL] * 2;
if (IS_CLASS(victim, CLASS_FAE))
{
chance += 20;
chance += victim->pcdata->powers[FAE_PLASMA];
chance += victim->pcdata->powers[FAE_MATTER];
chance += victim->pcdata->powers[FAE_ENERGY];
chance += victim->pcdata->powers[FAE_WILL];
}
if (IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 15;
if (IS_CLASS(victim,CLASS_CYBORG)) chance += victim->pcdata->powers[CYBORG_LIMBS]*10;
if (victim->tier > 0) chance += victim->tier*10;
if (IS_CLASS(victim, CLASS_LICH)) chance += 25;
if (victim->pcdata->powers[NPOWER_CHIKYU] >= 5 && IS_CLASS(victim, CLASS_NINJA)) chance += 30;
if (IS_CLASS(victim, CLASS_NINJA) && victim->pcdata->powers[NPOWER_CHIKYU] >= 6 && victim->pcdata->powers[HARA_KIRI] > 0) chance += 20;
if (IS_CLASS(victim, CLASS_SHAPESHIFTER))
{
if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL]*6;
else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL]*7;
else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL]*6;
else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL]*11;
else chance += 10;
}
if (IS_CLASS(victim, CLASS_MONK)) chance += victim->chi[CURRENT]*3;
if (IS_CLASS(victim, CLASS_TANARRI))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 15;
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 17;
if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 12;
}
if (IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE]*9;
if (victim->power[DISC_VAMP_CELE] > 0 && IS_CLASS(victim, CLASS_VAMPIRE)) chance += (victim->power[DISC_VAMP_CELE]*3);
if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER( victim, DEM_SPEED)) chance += 25;
if (IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_MANT] > 6) chance +=(victim->power[DISC_WERE_MANT] * 3.5);
if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_SPEED)) chance += 50;
if (IS_CLASS(victim, CLASS_SAMURAI)) chance +=35;
if (IS_CLASS(victim, CLASS_DRACONIAN)) chance +=35;
if (IS_CLASS(victim, CLASS_GHOUL)) chance +=35;
if (IS_CLASS(victim, CLASS_SKYBLADE)) chance +=35;
if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL]*4.5;
if (!IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(victim,ITEMA_AFFMANTIS)) chance += 25;
if (IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) chance += 50;
}
if (chance > 80) chance = 80;
else if (chance < 20) chance = 20;
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_CYBORG)) chance -= ch->pcdata->powers[CYBORG_LIMBS]*4;
if (!IS_NPC(victim) && IS_CLASS(victim,CLASS_CYBORG)) chance += victim->pcdata->powers[CYBORG_LIMBS]*4;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank*3;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank*3;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHADOW)) chance -= ch->pcdata->powers[SHADOW_MARTIAL] * 0.8;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHADOW)) chance += victim->pcdata->powers[SHADOW_MARTIAL] * 0.8;
if (IS_CLASS(victim, CLASS_FAE) && !IS_NPC(victim))
{
chance += victim->pcdata->powers[FAE_PLASMA]/2;
chance += victim->pcdata->powers[FAE_MATTER]/2;
chance += victim->pcdata->powers[FAE_ENERGY]/2;
chance += victim->pcdata->powers[FAE_WILL]/2;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 5;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 5;
if (IS_CLASS(ch, CLASS_FAE) && !IS_NPC(ch))
{
chance -= ch->pcdata->powers[FAE_PLASMA]/2;
chance -= ch->pcdata->powers[FAE_MATTER]/2;
chance -= ch->pcdata->powers[FAE_ENERGY]/2;
chance -= ch->pcdata->powers[FAE_WILL]/2;
}
if (IS_CLASS(ch, CLASS_LICH) && !IS_NPC(ch)) chance -= 15;
if (IS_CLASS(victim, CLASS_LICH) && !IS_NPC(victim)) chance += 10;
if (IS_CLASS(ch, CLASS_SHAPESHIFTER) && !IS_NPC(ch))
{
if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL]*4;
else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL]*3;
else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL]*3;
else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL]*2;
else chance -= 2;
}
if (IS_CLASS(victim, CLASS_SHAPESHIFTER) && !IS_NPC(victim))
{
if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL]*2;
else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL]*3;
else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL]*3;
else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL]*6;
else chance += 2;
}
if (IS_CLASS(ch, CLASS_TANARRI) && !IS_NPC(ch))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 5;
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 6;
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 5;
}
if (IS_CLASS(victim, CLASS_TANARRI) && !IS_NPC(victim))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 5;
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 6;
if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 5;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE]*3;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE]*3;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_SPEED)) chance += 20;
if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER( victim, DEM_SPEED)) chance += 25;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL];
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL]*2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SAMURAI)) chance -= 12;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SKYBLADE)) chance -= 15;
if (!IS_NPC(ch) && IS_CLASS(victim,CLASS_DRACONIAN)) chance -= 20;
if (!IS_NPC(ch) && IS_CLASS(victim,CLASS_PRIEST)) chance -= 18;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SAMURAI)) chance +=15;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GHOUL)) chance -= 15;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 15;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_BEAST)) chance += 15;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_MANT] > 6) chance -= (ch->power[DISC_WERE_MANT]);
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_MANT] > 6) chance += (victim->power[DISC_WERE_MANT]);
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE))
{
if( ch->pcdata->rank == AGE_TRUEBLOOD) chance -= 20;
else if( ch->pcdata->rank == AGE_LA_MAGRA) chance -= 17;
else if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 10;
else if (ch->pcdata->rank == AGE_ELDER) chance -= 7;
else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 3;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA))
{
if( ch->pcdata->rank == BELT_TEN) chance -= 25;
else if( ch->pcdata->rank == BELT_NINE) chance -= 18;
else if (ch->pcdata->rank == BELT_EIGHT) chance -= 17;
else if (ch->pcdata->rank == BELT_SEVEN) chance -= 14;
else if (ch->pcdata->rank == BELT_SIX) chance -= 12;
else if (ch->pcdata->rank == BELT_FIVE) chance -= 10;
else if (ch->pcdata->rank == BELT_FOUR) chance -= 9;
else if (ch->pcdata->rank == BELT_THREE) chance -= 7;
else if (ch->pcdata->rank == BELT_TWO) chance -= 4;
else if (ch->pcdata->rank == BELT_ONE) chance -= 2;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
{
if(victim->pcdata->rank == AGE_TRUEBLOOD) chance += 20;
else if(victim->pcdata->rank == AGE_LA_MAGRA) chance += 17;
else if (victim->pcdata->rank == AGE_METHUSELAH) chance += 10;
else if (victim->pcdata->rank == AGE_ELDER) chance += 7;
else if (victim->pcdata->rank == AGE_ANCILLA) chance += 3;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA))
{
if( victim->pcdata->rank == BELT_TEN) chance += 25;
else if( victim->pcdata->rank == BELT_NINE) chance += 18;
else if (victim->pcdata->rank == BELT_EIGHT) chance += 17;
else if (victim->pcdata->rank == BELT_SEVEN) chance += 14;
else if (victim->pcdata->rank == BELT_SIX) chance += 11;
else if (victim->pcdata->rank == BELT_FIVE) chance += 9;
else if (victim->pcdata->rank == BELT_FOUR) chance += 7;
else if (victim->pcdata->rank == BELT_THREE) chance += 5;
else if (victim->pcdata->rank == BELT_TWO) chance += 4;
else if (victim->pcdata->rank == BELT_ONE) chance += 2;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK) && ( victim->monkblock / 2 > 0 )) chance += (victim->monkblock / 2);
if ( chance > 90) chance = 90;
if (!IS_NPC(victim))
{
if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1,3) != 2) return FALSE;
}
if ( number_percent( ) >= chance )
return FALSE;
if (IS_CLASS(victim, CLASS_SKYBLADE) && victim->pcdata->powers[SKYBLADE_SKILLS] >= 6)
{
skychance = 25;
if (IS_SET(ch->newbits, NEW_CLOUDBLESS)) skychance += 25;
if (number_percent() >= skychance)
if(!IS_SET(victim->act, PLR_BRIEF3))
{
act( "$N jumps high into the clouds, over your attack.",ch,NULL,victim,TO_CHAR);
act( "You jump high into the clouds, over $n's attack.",ch,NULL,victim,TO_VICT);
}
return TRUE;
skychance = 101;
}
if (!IS_NPC(ch) && !IS_NPC(victim) && skychance != 101)
{
random_message = number_range(1,10);
if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF))
{
if (random_message == 1 || random_message == 2)
act( "You duck under $n's wild swing.", ch, NULL, victim, TO_VICT );
if (random_message == 3 || random_message == 4)
act( "You jump over $n's low swing.",ch,NULL,victim, TO_VICT);
if (random_message == 5 || random_message == 6)
act( "You spin around, barely dodging $n's attack.",ch,NULL,victim,TO_VICT);
if (random_message == 7 || random_message == 8)
act( "$n lunges forward as you sidestep the attack.",ch,NULL,victim,TO_VICT);
if (random_message == 9 || random_message == 10)
act( "You trip and fall down just barely dodging $n's crushing blow.",ch,NULL,victim,TO_VICT);
}
if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF) && skychance != 101)
{
if (random_message == 1 || random_message == 2)
act( "$N ducks under your wild swing.", ch, NULL, victim, TO_CHAR );
if (random_message == 3 || random_message == 4)
act( "$N jumps over your low swing.",ch,NULL,victim, TO_CHAR);
if (random_message == 5 || random_message == 6)
act("$N spins around barely dodging your attack.",ch,NULL,victim,TO_CHAR);
if (random_message == 7 || random_message == 8)
act("$N sidesteps your lunge, you narrowly missed.",ch,NULL,victim,TO_CHAR);
if (random_message == 9 || random_message == 10)
act("$N falls on his face barely dodging your crushing blow.",ch,NULL,victim,TO_CHAR);
}
return TRUE;
}
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
/*
* Set position of a victim.
*/
void update_pos( CHAR_DATA *victim )
{
CHAR_DATA *mount;
if (victim->hit > 0)
{
if (victim->position <= POS_STUNNED)
{
bool gm_stance = FALSE;
victim->position = POS_STANDING;
if (!IS_NPC(victim) && victim->stance[0] > 0)
{
int stance = victim->stance[0];
if (victim->stance[stance] >= 200) gm_stance = TRUE;
}
if (IS_NPC(victim) || victim->max_hit * 0.25 > victim->hit)
{
act( "$n clambers back to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You clamber back to your feet.", victim, NULL, NULL, TO_CHAR);
}
else
{
act( "$n flips back up to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You flip back up to your feet.", victim, NULL, NULL, TO_CHAR);
}
}
return;
}
else if ((mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off $N.",mount,NULL,victim,TO_ROOM);
act("You roll off $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
if (!IS_NPC(victim) && victim->hit <=-11 && IS_HERO(victim))
{
victim->hit = -10;
if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE);
return;
}
if (!IS_NPC(victim) && victim->hit <-9 && !IS_HERO(victim))
{
victim->hit = 1;
do_killperson(victim,victim->name);
victim->mdeath=victim->mdeath+1;
}
if(IS_NPC(victim) && victim->hit < -6 )
{
victim->position = POS_DEAD;
return;
}
if (victim->hit <= -6 ) victim->position = POS_MORTAL;
else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
else victim->position = POS_STUNNED;
return;
}
/*
* Start fights.
*/
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim, bool aggressive)
{
if (ch->fighting != NULL) return;
ch->fighting = victim;
ch->position = POS_FIGHTING;
ch->damcap[DAM_CHANGE] = 1;
autodrop(ch);
autodrop(victim);
dropinvis(ch);
dropinvis(victim);
if (aggressive) update_aggressive_flags(ch, victim);
return;
}
/*
* Stop fights.
*/
void stop_embrace( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( victim == NULL)
{
ch->embracing=NULL;
return;
}
victim->embraced=NULL;
ch->embracing=NULL;
return;
}
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
CHAR_DATA *fch;
char buf[MSL];
for ( fch = char_list; fch != NULL; fch = fch->next )
{
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
fch->position = POS_STANDING;
update_pos( fch );
if (IS_SET(fch->act2,PLR_AUTOSTORE))
if(fch->tells)
{
xprintf( buf, "You have #R%d#n tells waiting.\n\r", fch->tells );
send_to_char( buf, fch );
send_to_char("Type 'replay' to see tells.\n\r",fch);
}
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
int rndbones = 0;
if (!ch) return;
if (ch->in_room == NULL)
{
return;
}
rndbones = number_range(1, 15 );
if ( IS_NPC(ch) )
{
name = ch->short_descr;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
corpse->timer = number_range( 4, 8 );
corpse->value[2]= ch->pIndexData->vnum;
if(global_qp)
{
rndbones *= 2;
}
rndbones += number_range( 0, ch->level / 300);
rndbones *= ccenter[CCENTER_BONES_LEVEL];
if ( ch->bones > 0 )
{
ch->bones *= ccenter[CCENTER_BONES_LEVEL];
obj_to_obj( create_money( ch->bones ), corpse );
ch->bones = 0;
}
else
{
obj_to_obj( create_money( rndbones ), corpse );
}
}
else
{
name = ch->name;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
corpse->timer = number_range( 25, 40 );
if ( ch->bones > 0 )
{
obj = create_money( ch->bones );
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_obj( obj, corpse );
ch->bones = 0;
}
}
if (IS_SET(ch->extra, EXTRA_ZOMBIE))
SET_BIT(corpse->quest, QUEST_ZOMBIE);
xprintf( buf, corpse->short_descr, name );
free_string( corpse->short_descr );
corpse->short_descr = str_dup( buf );
xprintf( buf, corpse->description, name );
free_string( corpse->description );
corpse->description = str_dup( buf );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_char( obj );
if (IS_SET( obj->quest, QUEST_MQUEST )) obj_to_room( obj, ch->in_room);
if (IS_SET( obj->extra_flags, ITEM_VANISH )) extract_obj( obj );
else
{
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_obj( obj, corpse );
}
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( corpse, ch->in_room );
return;
}
void make_part( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int vnum;
argument = one_argument(argument,arg);
vnum = 0;
if (arg[0] == '\0') return;
if (ch->in_room == NULL) return;
if (!str_cmp(arg,"head")) vnum = OBJ_VNUM_SEVERED_HEAD;
else if (!str_cmp(arg,"arm")) vnum = OBJ_VNUM_SLICED_ARM;
else if (!str_cmp(arg,"leg")) vnum = OBJ_VNUM_SLICED_LEG;
else if (!str_cmp(arg,"heart")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"turd")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"entrails")) vnum = OBJ_VNUM_SPILLED_ENTRAILS;
else if (!str_cmp(arg,"brain")) vnum = OBJ_VNUM_QUIVERING_BRAIN;
else if (!str_cmp(arg,"eyeball")) vnum = OBJ_VNUM_SQUIDGY_EYEBALL;
else if (!str_cmp(arg,"blood")) vnum = OBJ_VNUM_SPILT_BLOOD;
else if (!str_cmp(arg,"face")) vnum = OBJ_VNUM_RIPPED_FACE;
else if (!str_cmp(arg,"windpipe")) vnum = OBJ_VNUM_TORN_WINDPIPE;
else if (!str_cmp(arg,"cracked_head")) vnum = OBJ_VNUM_CRACKED_HEAD;
else if (!str_cmp(arg,"ear")) vnum = OBJ_VNUM_SLICED_EAR;
else if (!str_cmp(arg,"nose")) vnum = OBJ_VNUM_SLICED_NOSE;
else if (!str_cmp(arg,"tooth")) vnum = OBJ_VNUM_KNOCKED_TOOTH;
else if (!str_cmp(arg,"tongue")) vnum = OBJ_VNUM_TORN_TONGUE;
else if (!str_cmp(arg,"hand")) vnum = OBJ_VNUM_SEVERED_HAND;
else if (!str_cmp(arg,"foot")) vnum = OBJ_VNUM_SEVERED_FOOT;
else if (!str_cmp(arg,"thumb")) vnum = OBJ_VNUM_SEVERED_THUMB;
else if (!str_cmp(arg,"index")) vnum = OBJ_VNUM_SEVERED_INDEX;
else if (!str_cmp(arg,"middle")) vnum = OBJ_VNUM_SEVERED_MIDDLE;
else if (!str_cmp(arg,"ring")) vnum = OBJ_VNUM_SEVERED_RING;
else if (!str_cmp(arg,"little")) vnum = OBJ_VNUM_SEVERED_LITTLE;
else if (!str_cmp(arg,"toe")) vnum = OBJ_VNUM_SEVERED_TOE;
if ( vnum != 0 )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
char *name;
name = IS_NPC(ch) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ), 0 );
obj->timer = number_range( 4, 7 );
if (!str_cmp(arg,"head") && IS_NPC(ch))
obj->value[1] = ch->pIndexData->vnum;
else if (!str_cmp(arg,"head") && !IS_NPC(ch))
{ch->pcdata->chobj = obj; obj->chobj = ch;obj->timer = number_range(1,2); obj->item_type = ITEM_HEAD;}
else if (!str_cmp(arg,"arm"))
SET_BIT(obj->extra_flags2, ITEM_ARM);
else if (!str_cmp(arg,"brain") && !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) && IS_HEAD(ch, LOST_HEAD))
{
if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL;
ch->pcdata->chobj = obj;
obj->chobj = ch;
obj->timer = number_range(1,2);
obj->item_type = ITEM_HEAD;
}
if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 2;
if (!IS_NPC(ch))
{
xprintf( buf, obj->name, name );
free_string( obj->name );
obj->name = str_dup( buf );
}
else
{
xprintf( buf, obj->name, "mob" );
free_string( obj->name );
obj->name = str_dup( buf );
}
xprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
xprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( obj, ch->in_room );
}
return;
}
void raw_kill(CHAR_DATA * victim, CHAR_DATA * killer)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *mount;
stop_fighting( victim, TRUE );
make_corpse( victim );
if ( victim == quest_target )
quest_target = NULL;
if ( victim == quest_mob )
{
xprintf(buf,"Oh well, I guess the quest is over, since %s is killing me!!!!!", killer->name);
do_qtalk( victim, buf );
quest_mob = NULL;
}
if (IS_NPC(victim))
{
killer->total_kills++;
artimkills -= 1;
}
/* check to see if we need to load an artifact */
if(artimkills == 0)
{
load_arti();
artimkills = ccenter[CCENTER_ARTI_MKILLS];
}
if ( (mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off the corpse of $N.",mount,NULL,victim,TO_ROOM);
act("You roll off the corpse of $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
if ( IS_NPC(victim) )
{
victim->pIndexData->killed++;
kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++;
extract_char( victim, TRUE );
return;
}
extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL))
{
victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
}
else if (IS_AFFECTED(victim,AFF_POLYMORPH)) victim->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED(victim,AFF_ETHEREAL)) victim->affected_by = AFF_ETHEREAL;
else victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
victim->pcdata->stats[DEMON_POWER] = 0;
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->armor = 100;
victim->position = POS_RESTING;
victim->hit = UMAX( 1, victim->hit );
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
do_call(victim,"all");
save_char_obj( victim );
return;
}
void behead( CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC(victim)) return;
powerdown(victim); /* remove all class shit - Jobo */
location = victim->in_room;
stop_fighting( victim, TRUE );
make_corpse( victim );
extract_char( victim, FALSE );
char_from_room(victim);
char_to_room(victim,location);
if (victim == NULL)
{bug( "Behead: Victim no longer exists.", 0 );return;}
make_part( victim, "head" );
while ( victim->affected )
affect_remove( victim, victim->affected );
victim->affected_by = 0;
REMOVE_BIT(victim->pcdata->jflags, JFLAG_DRONEWORLD);
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
REMOVE_BIT(victim->extra, EXTRA_LABOUR);
victim->pcdata->stats[DEMON_POWER] = 0;
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->affected_by = 0;
victim->armor = 100;
victim->position = POS_STANDING;
victim->hit = 1;
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
victim->pcdata->sit_safe = 0;
victim->fight_timer = 0;
SET_BIT(victim->loc_hp[0],LOST_HEAD);
SET_BIT(victim->affected_by,AFF_POLYMORPH);
xprintf(buf,"the severed head of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
do_call(victim,"all");
save_char_obj( victim );
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
CHAR_DATA *mount;
bool warlord = FALSE;
int xp;
int temp = 0;
int members;
int expneeded = 0;
/*
* Monsters don't get kill xp's or alignment changes.
* P-killing doesn't help either.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if ((IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch) return;
members = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if (IS_NPC(gch)) continue;
if ( is_same_group( gch, ch ) )
members++;
}
if ( members == 0 )
{
bug( "Group_gain: members.", members );
members = 1;
}
if (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_WARLORD) warlord = TRUE;
lch = (ch->leader != NULL) ? ch->leader : ch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
int xp_modifier = 100;
if (IS_NPC(gch)) continue;
if (!is_same_group( gch, ch )) continue;
xp = xp_compute(gch, victim) * 2.5;
xp *= ccenter[CCENTER_EXP_LEVEL];
xp /= 100;
xprintf(buf2,"#0-=-=-= #WExp modifiers #G:");
if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_GOOD(gch) && IS_EVIL(victim)))
{
xp_modifier += 25;
strcat(buf2," #Calignment#n");
}
if ((IS_EVIL(gch) && IS_EVIL(victim)) || (IS_GOOD(gch) && IS_GOOD(victim)))
{
xp_modifier -= 25;
strcat(buf2," #palignment#n");
}
if (gch != NULL && gch->desc != NULL)
{
if (gch->desc->out_compress)
{
xp_modifier += 25;
strcat(buf2," #Cmccp#n");
}
else if ((get_age(gch) - 17) >= 2)
{
xp_modifier += 25;
strcat(buf2," #pmccp#n");
}
}
if((get_age(gch)-17)<2) /* 4 hours worth of newbie exp. */
{
xp_modifier += 200;
strcat(buf2," #CNewbie#n");
}
if (global_exp)
{
xp_modifier += 200;
strcat(buf2," #sDouble exp#n");
}
if ( gch->tick_timer[TIMER_EXPERIENCE] > 0 )
{
xp_modifier += 250;
strcat(buf2," #sFairy#n");
}
if (gch->race < 1);
else if (gch->race < 5)
{
xp_modifier += 25;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #0status#n");
}
else if (gch->race < 10)
{
xp_modifier += 50;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #cstatus#n");
}
else if (gch->race < 15)
{
xp_modifier += 75;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #Cstatus#n");
}
else if (gch->race < 20)
{
xp_modifier += 100;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #Bstatus#n");
}
else if (gch->race < 25)
{
xp += 150;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #gstatus#n");
}
else
{
xp += 200;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #Gstatus#n");
}
if (!IS_NPC(gch) && gch->pcdata->religion != 0)
{
xp_modifier -= 5;
strcat(buf2," #ptithe#n");
}
if (!IS_NPC(gch) && gch->pcdata->kingdom != 0)
{
xp_modifier -= 5;
strcat(buf2," #pKingdom Tax#n");
}
if (!IS_NPC(gch) && gch->pcdata->time_tick > 49)
{
xp_modifier += gch->pcdata->time_tick / 5;
strcat(buf2," #Caddict#n");
}
if (!IS_NPC(gch) && IS_SET(gch->pcdata->tempflag, TEMP_EDGE))
{
xp_modifier += 15;
strcat(buf2," #Cedge#n");
}
if (members > 1)
{
strcat(buf2," #pgrouped#n");
xp_modifier *= 100;
xp_modifier /= 75 * members;
}
strcat(buf2," #0=-=-=-#n\n\r");
xp = xp * xp_modifier / 100;
if (!IS_SET(gch->act, PLR_BRIEF4)) send_to_char(buf2,gch);
xprintf(buf2,"#RTotal modifier #G:#n %d percent bonus\n\r",xp_modifier - 100);
if (!IS_SET(gch->act, PLR_BRIEF4)) send_to_char(buf2,gch);
if ((get_age(gch) - 17) > 2 && ch->level < 3) xp /= 10; /* anti mortal exp bot thingie */
if (gch->exp > 2000000000) xp = 0; /* avoid overflow */
if (xp > ccenter[CCENTER_MAX_EXP])
xp = number_range(ccenter[CCENTER_MAX_EXP] * 0.9, ccenter[CCENTER_MAX_EXP] * 1.1);
if (warlord) xp = 5000000;
if ((get_age(gch) - 17) >= 2 && !IS_SET(gch->pcdata->jflags, JFLAG_POLICY))
{
xp = 0;
send_to_char("#BYou must accept the policy before you can gain experience [#wHELP POLICY#B]#n\n\r", gch);
}
if(xp < 0)
xp = 0;
xprintf( buf, "#R-->#0You receive #W%d #0experience points.#n\n\r", xp );
if (ch->generation == 6)
expneeded = 13000000;
else if(ch->generation == 5)
expneeded = 150000000;
else if(ch->generation == 4)
expneeded = 400000000;
else if(ch->generation == 3)
expneeded = 900000000;
else if(ch->generation == 2)
expneeded = 1800000000;
send_to_char( buf, gch );
if ((mount = gch->mount) != NULL) send_to_char( buf, mount );
gain_exp( gch, xp );
if (gch->exp > 2000000000 || gch->exp < 0)
{
stc("Your exp caps at 2 bill, use some of it first.\n\r", ch);
gch->exp = 2000000000;
}
if (ch->generation > 1 && ch->level > 2)
{
ch->genexp += number_range((xp / 10), (xp / 2));
if (ch->genexp >= expneeded)
{
ch->genexp = 0;
ch->generation -= 1;
switch (number_range(1, 3))
{
case 1:
xprintf(buf,
"#B%s #0has advanced a frickin #GGeneration!#n",
ch->name);
break;
case 2:
xprintf(buf,
"#B%s #0has gained a gen level, #f#Ryay you!#n",
ch->name);
break;
case 3:
xprintf(buf,
"#B%s #0has pulled a #GGen level#0 out of their #Bass pipe#n",
ch->name);
break;
}
do_info(ch,buf);
do_save(ch,"");
}
}
}
return;
}
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim )
{
double xp;
if (victim->level < 100)
xp = 300 - URANGE(-5, 3 - (victim->level*5/3), 6 ) * 50;
else
xp = 300 - URANGE(-10, 3 - (victim->level*5/3), 6 ) * 50;
/*
* Adjust for popularity of target:
* -1/8 for each target over 'par' (down to -100%)
* +1/8 for each target under 'par' ( up to + 25%)
*/
xp -= xp * number_range( -2, 2 ) / 8;
xp = number_range( xp * 3 / 4, xp * 5 / 4 );
xp = UMAX( 0, xp );
xp = (xp * (victim->level) * 0.60);
xp = xp / 2; /* Put in cause players compaling to much exp :P */
if (nodamcap) xp = xp / 2;
if (!IS_NPC(gch))
{
gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level;
if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL])
gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level;
gch->pcdata->score[SCORE_TOTAL_XP] += xp;
if (xp > gch->pcdata->score[SCORE_HIGH_XP])
gch->pcdata->score[SCORE_HIGH_XP] += xp;
}
if (!IS_NPC(gch) && xp > 499 && gch->pcdata->disc_points != 999
&& gch->pcdata->disc_research != -1)
{
if (!IS_SET(gch->act, PLR_BRIEF4)
&& !IS_SET(gch->act, PLR_BRIEF5))
stc("#RYou gained a discipline point.#n\n\r", gch);
else if (IS_SET(gch->act, PLR_BRIEF5))
gch->total_disc_gained++;
gain_disc_points(gch, 1);
if ((!IS_SET(gch->act, PLR_BRIEF4)
&& !IS_SET(gch->act, PLR_BRIEF5)) && (victim->level > 200
&& gch->pcdata->
disc_points !=
999))
{
if (IS_SET(gch->act, PLR_BRIEF5))
gch->total_disc_gained++;
else
stc("#RYou gained a discipline point.#n\n\r",
gch);
gain_disc_points(gch, 1);
}
else if (IS_SET(gch->act, PLR_BRIEF5))
gch->total_disc_gained++;
if ((!IS_SET(gch->act, PLR_BRIEF4)
&& !IS_SET(gch->act, PLR_BRIEF5)) && (victim->level > 400
&& gch->pcdata->
disc_points !=
999))
{
if (IS_SET(gch->act, PLR_BRIEF5))
gch->total_disc_gained++;
else
stc("#RYou gained a discipline point.#n\n\r",
gch);
gain_disc_points(gch, 1);
}
else if (IS_SET(gch->act, PLR_BRIEF5))
gch->total_disc_gained++;
xp -= 500;
}
if (xp < 0)
xp = 0;
if (xp > 0 && xp < ccenter[CCENTER_MIN_EXP])
xp = number_range(ccenter[CCENTER_MIN_EXP] * 0.9, ccenter[CCENTER_MIN_EXP] * 1.1);
if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP)))
return 0;
return (int) xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
static char * const attack_table[] =
{
"hit", "slice", "stab", "slash", "whip", "claw",
"blast", "pound", "crush", "grep", "bite", "pierce", "suck"
};
static char * const attack_table2[] =
{
"hits", "slices", "stabs", "slashes", "whips", "claws",
"blasts", "pounds", "crushes", "greps", "bites", "pierces", "sucks"
};
char buf1[512], buf2[512], buf3[512];
const char *vs;
const char *vp;
const char *attack;
const char *attack2;
int damp;
int bodyloc;
bool critical = FALSE;
char punct;
if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_REND)&& dam>0 && number_range(1,7) == 5) critical=TRUE;
if ( dam == 0 ) { vs = " miss"; vp = " misses"; }
else if ( dam <= 50 ) { vs = " #Clightly#n"; vp = " #Clightly#n"; }
else if ( dam <= 250 ) { vs = " #Yhard#n"; vp = " #Yhard#n"; }
else if ( dam <= 500 ) { vs = " #Bvery hard#n"; vp = " #Bvery hard#n"; }
else if ( dam <= 750 ) { vs = " #Gextremely hard!#n"; vp = " #Gextremely hard!#n";}
else if ( dam <= 1250 ) { vs = " #wincredibly hard!#n";vp = "#w incredibly hard!#n";}
else if ( dam <= 2000 ) { vs = ", #rshredding flesh!#n";vp= ", #rshredding flesh!#n";}
else if ( dam <= 3000 ) { vs = ", #ysplintering bone!#n";vp= ", #ysplintering bone!#n";}
else if ( dam <= 4500 ) { vs = ", #Rspraying blood like a fine red mist!#n";vp= ", #Rspraying blood like a fine red mist!#n";}
else if ( dam <= 6000 ) { vs = " #Yso hard it #R#fCASTRATES!!#n";vp = " #Yso hard it #R#fCASTRATES!!#n";}
else if ( dam <= 8000 ) { vs = " #G<#Y*#B{#R*#B}#Y*#G> #sextracting organs #G<#Y*#B{#R*#B}#Y*#G>#n";vp = " #G<#Y*#B{#R*#B}#Y*#G> #sextracting organs #G<#Y*#B{#R*#B}#Y*#G>#n";}
else { vs = " #R()#G()#R() #CHumiliatingly Hard #R()#G()#R()#n";vp = " #R()#G()#R() #CHumiliatingly Hard #R()#G()#R()#n";}
/* If victim's hp are less/equal to 'damp', attacker gets a death blow */
if (IS_NPC(victim)) damp = 0;
else damp = -10;
if ((victim->hit - dam > damp ) || (dt >= 0 && dt < MAX_SKILL) ||
(IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)))
{
punct = (dam <= 250) ? ' ' : ' ';
if ( dt == TYPE_HIT && !IS_NPC(ch) && !IS_VAMPAFF(ch,VAM_CLAWS) )
{
if (dam == 0)
{
xprintf( buf1, "$n%s $N%c #0[#w%d#0]#n", vp, punct, dam );
xprintf( buf2, "You%s $N%c #0[#w%d#0]#n", vs, punct, dam );
xprintf( buf3, "$n%s you%c", vp, punct );
}
else
{
xprintf( buf1, "$n hits $N%s%c #0[#w%d#0]#n", vp, punct, dam );
xprintf( buf2, "You hit $N%s%c #0[#w%d#0]#n", vs, punct, dam );
xprintf( buf3, "$n hits you%s%c #0[#w%d#0]#n", vp, punct, dam );
critical = TRUE;
}
}
else if ( dt == TYPE_HIT && !IS_NPC(ch) && IS_SET(ch->newbits, NEW_MONKFLAME))
{
if (dam >= 1)
{
if (!IS_CLASS(ch, CLASS_WEREWOLF))
{
xprintf( buf1, "$n's #rflaming#n hands hit $N%s%c #0[#w%d#0]#n", vp, punct, dam );
xprintf( buf2, "Your #rflaming#n hands hit $N%s%c #0[#w%d#0]#n", vs, punct, dam );
xprintf( buf3, "$n's #rflaming#n hands hit you%s%c #0[#w%d#0]#n", vp, punct, dam );
}
else
{
xprintf( buf1, "$n's #rflaming#n claws hit $N%s%c #0[#w%d#0]#n", vp, punct, dam );
xprintf( buf2, "Your #rflaming#n claws hit $N%s%c #0[#w%d#0]#n", vs, punct, dam );
xprintf( buf3, "$n's #rflaming#n claws hit you%s%c #0[#w%d#0]#n", vp, punct, dam );
}
}
else
{
xprintf( buf1, "$n's hit%s $N%c #0[#w%d#0]#n", vp, punct, dam );
xprintf( buf2, "Your hit%s $N%c #0[#w%d#0]#n", vs, punct, dam );
xprintf( buf3, "$n hit%s you%c #0[#w%d#0]#n", vp, punct, dam );
critical = TRUE;
}
}
else
{
if ( dt == TYPE_HIT && !IS_NPC(ch) && (IS_VAMPAFF(ch,VAM_CLAWS)))
{
attack = attack_table[dt - TYPE_HIT + 5];
attack2 = attack_table2[dt - TYPE_HIT + 5];
}
else if ( dt >= 0 && dt < MAX_SKILL )
{
attack = skill_table[dt].noun_damage;
attack2 = skill_table[dt].noun_damage;
}
else if (dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]))
{
attack = attack_table[dt - TYPE_HIT];
attack2 = attack_table2[dt - TYPE_HIT];
}
else
{
dt = TYPE_HIT;
attack = attack_table[0];
attack2 = attack_table2[0];
}
if (dam == 0)
{
xprintf( buf1, "$n's %s%s $N%c #0[#w%d#0]#n", attack, vp, punct, dam );
xprintf( buf2, "Your %s%s $N%c #0[#w%d#0]#n", attack, vp, punct, dam );
xprintf( buf3, "$n's %s%s you%c #0[#w%d#0]#n", attack, vp, punct, dam );
}
else if (IS_SET(ch->newbits, NEW_MONKFLAME) && (dam == 0))
{
xprintf( buf1, "$n's flaming %s%s $N%c #0[#w%d#0]#n", attack2, vp, punct, dam );
xprintf( buf2, "Your flaming %s%s $N%c #0[#w%d#0]#n", attack, vp, punct, dam );
xprintf( buf3, "$n's flaming %s%s you%c #0[#w%d#0]#n", attack2, vp, punct, dam );
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
{
xprintf( buf1, "$n's %s strikes $N%s%c #0[#w%d#0]#n", attack2, vp, punct, dam );
xprintf( buf2, "Your %s strikes $N%s%c #0[#w%d#0]#n", attack, vp, punct, dam );
xprintf( buf3, "$n's %s strikes you%s%c #0[#w%d#0]#n", attack2, vp, punct, dam );
}
else if (IS_SET(ch->newbits, NEW_MONKFLAME))
{
xprintf( buf1, "$n's flaming %s hits $N%s%c #0[#w%d#0]#n", attack2, vp, punct, dam);
xprintf( buf2, "Your flaming %s hits $N%s%c #0[#w%d#0]#n", attack, vp, punct, dam);
xprintf( buf3, "$n's flaming %s hits you%s%c #0[#w%d#0]#n", attack2, vp, punct, dam);
}
else
{
xprintf( buf1, "$n %s $N%s%c #0[#w%d#0]#n", attack2, vp, punct, dam );
xprintf( buf2, "You %s $N%s%c #0[#w%d#0]#n", attack, vp, punct, dam );
xprintf( buf3, "$n %s you%s%c #0[#w%d#0]#n", attack2, vp, punct, dam );
critical = TRUE;
}
}
}
act_brief( buf1, ch, NULL, victim, TO_NOTVICT, PLR_BRIEF7);
//act( buf1, ch, NULL, victim, TO_NOTVICT );
if (!IS_SET(ch->act, PLR_BRIEF5))
{
if (!(IS_SET(ch->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") ||
dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball"))))
{
if (!(dt == skill_lookup("chaos blast") && !IS_NPC(victim)))
act(buf2, ch, NULL, victim, TO_CHAR);
}
}
/*
* Message to victim
*/
if (!IS_SET(victim->act, PLR_BRIEF5))
{
if (!(IS_SET(victim->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") ||
dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball"))))
act(buf3, ch, NULL, victim, TO_VICT);
}
if (critical) critical_hit(ch,victim,dt,dam);
return;
}
if ( dt == TYPE_HIT && !IS_NPC( ch ) && !IS_VAMPAFF(ch,VAM_CLAWS) &&!IS_VAMPAFF(ch,VAM_FANGS))
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You ram your fingers into $N's eye sockets and rip $S face off.", ch, NULL, victim, TO_CHAR);
act("$n rams $s fingers into $N's eye sockets and rips $S face off.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s fingers into your eye sockets and rips your face off.", ch, NULL, victim, TO_VICT);
make_part(victim,"face");
}
else if ( damp == 2 )
{
act("You grab $N by the throat and tear $S windpipe out.", ch, NULL, victim, TO_CHAR);
act("$n grabs $N by the throat and tears $S windpipe out.", ch, NULL, victim, TO_NOTVICT);
act("$n grabs you by the throat and tears your windpipe out.", ch, NULL, victim, TO_VICT);
make_part(victim,"windpipe");
}
else if ( damp == 3 )
{
act("You punch your fist through $N's stomach and rip out $S entrails.", ch, NULL, victim, TO_CHAR);
act("$n punches $s fist through $N's stomach and rips out $S entrails.", ch, NULL, victim, TO_NOTVICT);
act("$n punches $s fist through your stomach and rips out your entrails.", ch, NULL, victim, TO_VICT);
make_part(victim,"entrails");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,BROKEN_SPINE))
SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
act("You hoist $N above your head and slam $M down upon your knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_CHAR);
act("$n hoists $N above $s head and slams $M down upon $s knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_NOTVICT);
act("$n hoists you above $s head and slams you down upon $s knee.\n\rThere is a loud cracking sound as your spine snaps.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 5 )
{
act("You lock your arm around $N's head, and give it a vicious twist.", ch, NULL, victim, TO_CHAR);
act("$n locks $s arm around $N's head, and gives it a vicious twist.", ch, NULL, victim, TO_NOTVICT);
act("$n locks $s arm around your head, and gives it a vicious twist.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK))
{
act("There is a loud snapping noise as your neck breaks.", victim, NULL, NULL, TO_CHAR);
act("There is a loud snapping noise as $n's neck breaks.", victim, NULL, NULL, TO_ROOM);
SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
}
return;
}
if (dt >= 0 && dt < MAX_SKILL) attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]))
attack = attack_table[dt - TYPE_HIT];
else
{
dt = TYPE_HIT;
attack = attack_table[0];
}
if ( attack == "slash" || attack == "slice" )
{
damp=number_range(1,8);
if ( damp == 1 )
{
act("You swing your blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a low arc, rupturing your abdominal cavity.\n\rYour entrails spray out over a wide area.", ch, NULL, victim, TO_VICT);
make_part(victim,"entrails");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 3 )
{
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("Your blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_CHAR);
act("$n's blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow slices open your carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("You swing your blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 5 )
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade down upon your head, splitting it open.\n\rYour brains pour out of your forehead.", ch, NULL, victim, TO_VICT);
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
else if ( damp == 6 )
{
act("You swing your blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade between your legs, nearly splitting you in half.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 7 )
{
if (!IS_ARM_L(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
make_part(victim,"arm");
SET_BIT(victim->loc_hp[2],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_L)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
if (IS_BLEEDING(victim,BLEEDING_HAND_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
}
else if (!IS_ARM_R(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
make_part(victim,"arm");
SET_BIT(victim->loc_hp[3],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_R)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
if (IS_BLEEDING(victim,BLEEDING_HAND_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
else if ( damp == 8 )
{
if (!IS_LEG_L(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
make_part(victim,"leg");
SET_BIT(victim->loc_hp[4],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_L)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
if (IS_BLEEDING(victim,BLEEDING_FOOT_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
}
else if (!IS_LEG_R(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
make_part(victim,"leg");
SET_BIT(victim->loc_hp[5],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_R)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
if (IS_BLEEDING(victim,BLEEDING_FOOT_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( attack == "stab" || attack == "pierce" )
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You defty invert your weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_CHAR);
act("$n defty inverts $s weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_NOTVICT);
act("$n defty inverts $s weapon and plunge it point first into your chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 3 )
{
act("You thrust your weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s weapon up under your jaw and through your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 4 )
{
act("You ram your weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_CHAR);
act("$n rams $s weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s weapon through your body, pinning you to the ground.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 5 )
{
act("You stab your weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n stabs $s weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n stabs $s weapon into your eye and out the back of your head.", ch, NULL, victim, TO_VICT);
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50) SET_BIT(victim->loc_hp[0],LOST_EYE_L);
else if (!IS_HEAD(victim,LOST_EYE_R)) SET_BIT(victim->loc_hp[0],LOST_EYE_R);
else if (!IS_HEAD(victim,LOST_EYE_L)) SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
}
else if ( attack == "blast" || attack == "pound" || attack == "crush" )
{
damp=number_range(1,3);
bodyloc = 0;
if ( damp == 1)
{
act("Your blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes through your chest, caving in half your ribcage.", ch, NULL, victim, TO_VICT);
if (IS_BODY(victim,BROKEN_RIBS_1 )) {bodyloc += 1; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
if (IS_BODY(victim,BROKEN_RIBS_2 )) {bodyloc += 2; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (IS_BODY(victim,BROKEN_RIBS_4 )) {bodyloc += 4; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (IS_BODY(victim,BROKEN_RIBS_8 )) {bodyloc += 8; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (IS_BODY(victim,BROKEN_RIBS_16)) {bodyloc += 16; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
bodyloc += number_range(1,3);
if (bodyloc > 24) bodyloc = 24;
if (bodyloc >= 16) {bodyloc -= 16; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
if (bodyloc >= 8) {bodyloc -= 8; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (bodyloc >= 4) {bodyloc -= 4; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (bodyloc >= 2) {bodyloc -= 2; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (bodyloc >= 1) {bodyloc -= 1; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
}
else if ( damp == 2)
{
act("Your blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes your spine, shattering it in several places.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_SPINE)) SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
}
else if ( damp == 3)
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, leaking out brains.", ch, NULL, victim, TO_CHAR);
act("$n swings $s weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, covering you with brains.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s weapon down upon your head.\n\rYour head cracks open like an overripe melon, spilling your brains everywhere.", ch, NULL, victim, TO_VICT);
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You hammer your weapon into $N's side, crushing bone.", ch, NULL, victim, TO_CHAR);
act("$n hammers $s weapon into $N's side, crushing bone.", ch, NULL, victim, TO_NOTVICT);
act("$n hammers $s weapon into your side, crushing bone.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( !IS_NPC( ch ) && (attack == "bite" ||IS_VAMPAFF(ch,VAM_FANGS)))
{
act("You sink your teeth into $N's throat and tear out $S jugular vein.\n\rYou wipe the blood from your chin with one hand.", ch, NULL, victim, TO_CHAR);
act("$n sink $s teeth into $N's throat and tears out $S jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_NOTVICT);
act("$n sink $s teeth into your throat and tears out your jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
else if ( !IS_NPC(ch) && (attack == "claw" || IS_VAMPAFF(ch,VAM_CLAWS)))
{
damp=number_range(1,2);
if ( damp == 1 )
{
act("You tear out $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n tears out $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n tears out your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
if ( damp == 2 )
{
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else if (!IS_HEAD(victim,LOST_EYE_R))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_R);
}
else if (!IS_HEAD(victim,LOST_EYE_L))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else
{
act("You claw open $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n claws open $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n claws open $N's chest.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( attack == "whip" )
{
act("You entangle $N around the neck, and squeeze out $S life.", ch, NULL, victim, TO_CHAR);
act("$n entangles $N around the neck, and squeezes out $S life.", ch, NULL, victim, TO_NOTVICT);
act("$n entangles you around the neck, and squeezes the life out of you.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK)) SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
else if ( attack == "suck" || attack == "grep" )
{
act("You place your weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_CHAR);
act("$n places $s weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_NOTVICT);
act("$n places $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT);
}
else
{
/*bug( "Dam_message: bad dt %d.", dt );*/
}
return;
}
void do_surrender( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *mob;
if ( (mob = ch->fighting) == NULL )
{
send_to_char( "But you're not fighting!\n\r", ch );
return;
}
act( "You surrender to $N!", ch, NULL, mob, TO_CHAR );
act( "$n surrenders to you!", ch, NULL, mob, TO_VICT );
act( "$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT );
stop_fighting( ch, TRUE );
if ( !IS_NPC( ch ) && IS_NPC( mob )
&& ( !HAS_TRIGGER_MOB( mob, TRIG_SURR )
|| !p_percent_trigger( mob, NULL, NULL, ch, NULL, NULL, TRIG_SURR ) ) )
{
act( "$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR );
multi_hit( mob, ch, TYPE_UNDEFINED );
}
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
char buf [MAX_STRING_LENGTH];
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 10)
return;
if (!IS_IMMUNE(ch, IMM_DISARM))
return;
if(((obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON)
{
if(((obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON)
return;
}
xprintf(buf,"$n disarms you!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
xprintf(buf,"You disarm $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
xprintf(buf,"$n disarms $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if (IS_SET(obj->extra_flags, ITEM_LOYAL) && ( !IS_NPC(victim) ) )
{
act( "$p leaps back into your hand!", victim, obj, NULL, TO_CHAR );
act( "$p leaps back into $n's hand!", victim, obj, NULL, TO_ROOM );
obj_to_char( obj, victim );
do_wear( victim, obj->name);
}
else if (IS_NPC(victim))
obj_to_char(obj, victim);
else
obj_to_room(obj, victim->in_room);
return;
}
/*
* Trip a creature.
* Caller must check for successful attack.
*/
void trip( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
int dam = 0;
if (IS_AFFECTED(victim,AFF_FLYING) && !IS_CLASS(ch, CLASS_DRACONIAN)) return;
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return;
if (!IS_NPC(victim))
{
if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim,VAM_FLYING) && !IS_CLASS(ch, CLASS_DRACONIAN))
return;
if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMAFF(victim, DEM_UNFOLDED) && !IS_CLASS(ch, CLASS_DRACONIAN))
return;
if (IS_CLASS(victim, CLASS_ANGEL) && IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS) && !IS_CLASS(ch, CLASS_DRACONIAN))
return;
if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_LEVITATION) && !IS_CLASS(ch, CLASS_DRACONIAN))
return;
if ((IS_SET(ch->special, SPC_JEDI_LEVITATE)) && IS_CLASS(ch, CLASS_JEDI) && !IS_CLASS(ch, CLASS_DRACONIAN))
return;
}
if ( victim->wait == 0)
{
if (IS_CLASS(ch,CLASS_DRACONIAN))
{
dam = number_range(900,2750);
xprintf(buf,"$n's tail lash trips you, and you go down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
xprintf(buf,"Your tail lash trips $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
xprintf(buf,"$n's tail lash trips $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
hurt_person(ch,victim,dam);
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
else
{
xprintf(buf,"$n trips you and you go down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
xprintf(buf,"You trip $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
xprintf(buf,"$n trips $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
}
return;
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( IS_NPC(ch) && ch->desc == NULL) return;
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "You cannot kill yourself!\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if(!IS_NPC(ch) && !IS_NPC(victim))
{
ch->fight_timer +=3;
victim->fight_timer +=3;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && number_range(1,3) == 1
&& ch->power[DISC_WERE_BOAR] > 1 && victim->position == POS_STANDING)
{
act("You charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_CHAR);
act("$n charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_NOTVICT);
act("$n charge into you, knocking you from your feet.",ch,NULL,victim,TO_VICT);
victim->position = POS_STUNNED;
multi_hit( ch, victim, TYPE_UNDEFINED );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL))
{
act("You swoop down from the sky and charge into $N.",ch,NULL,victim,TO_CHAR);
act("$n swoops down from the sky and charges into $N.",ch,NULL,victim,TO_NOTVICT);
act("$n swoops down from the sky and charges into you.",ch,NULL,victim,TO_VICT);
if (ch->pcdata->powers[ANGEL_JUSTICE] >= 5) multi_hit( ch, victim, TYPE_UNDEFINED);
else if (number_range(1,3)==1) multi_hit( ch, victim, TYPE_UNDEFINED);
}
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Backstab whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
if ((( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11)
&& ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11))
{
send_to_char( "You need to wield a piercing weapon.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
send_to_char( "You can't backstab a fighting person.\n\r", ch );
return;
}
if ( victim->hit < victim->max_hit )
{
act( "$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB) && ch->power[DISC_VAMP_QUIE] < 10 &&
!IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_DROW))
damage( ch, victim, 0, gsn_backstab );
else if (!IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_backstab])
multi_hit( ch, victim, gsn_backstab );
if((ch->pcdata->rank == BELT_SEVEN || ch->pcdata->rank == BELT_EIGHT || ch->pcdata->rank == BELT_NINE
|| ch->pcdata->rank == BELT_TEN) && number_range(1,3) == 1)
multi_hit( ch, victim, gsn_backstab );
if((ch->pcdata->rank == BELT_NINE || ch->pcdata->rank == BELT_TEN) && number_range(1,6) == 1)
multi_hit( ch, victim, gsn_backstab );
else
damage( ch, victim, 0, gsn_backstab );
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int attempt;
int fleechance;
WAIT_STATE(ch,4); /* to prevent spam fleeing */
if (IS_EXTRA(ch, TIED_UP))
{
send_to_char("Not while tied up.\n\r",ch);
return;
}
if ((victim = ch->fighting ) == NULL)
{
if (ch->position == POS_FIGHTING) ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if (ch->move <= 0)
{
send_to_char("You can't find the energy to leave.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFF2(ch, AFF2_THORNS))
{
send_to_char("You are rooted to the ground by all these brambles.\n\r", ch);
return;
}
if (!IS_NPC(victim) && victim->pcdata->powers[SKYBLADE_MAGIC] >= 9 && IS_CLASS(victim,CLASS_SKYBLADE))
{
fleechance = 15;
if (victim->pcdata->powers[SKYBLADE_MAGIC] >= 10)
fleechance = 30;
if (number_percent() <= fleechance)
{
act("You are frozen in fear by $N's wyrm aura.",ch,NULL,victim,TO_CHAR);
act("$n is frozen in fear by $N's wyrm aura.", ch, NULL, victim, TO_NOTVICT);
act("$n is frozen in fear by your wyrm aura.",ch, NULL, victim, TO_VICT);
return;
}
}
if (IS_SET(ch->flag2, AFF_TOTALBLIND) )
{
stc("You are unable to see anything, let alone flee!\n\r",victim);
return;
}
if (ch->in_room)
{
if (has_area_affect(ch->in_room->area, AREA_AFF_THORNS, 0) && number_percent( ) > 30)
{
act("$n cannot escape with all the thorns and brambles holding $m down.",ch, NULL, NULL, TO_ROOM);
send_to_char("This area is shrouded in thorns and brambles, making it hard to run.\n\r", ch);
return;
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_TANARRI))
{
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1)
{
stc("Only cowards retreat from combat.\n\r",ch);
return;
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT))
{
if (ch->pcdata->powers[GIANT_FRENZY] == 1)
{
stc("NO! You must stay and kill them stinky huuumans.\n\r",ch);
return;
}
}
if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->newbits,NEW_COIL) && number_percent( ) > 30)
{
xprintf(buf,"Not with %s coiled around you!\n\r",victim->name);
send_to_char(buf,ch);
act("$n cant escape with $N coiled around them.",ch,NULL,victim,TO_ROOM);
return;
}
if (!IS_NPC(victim))
{
if (IS_CLASS(victim, CLASS_DRONE) && victim->pcdata->powers[DRONE_NIGHTMARE] == 1 && number_percent( ) > 30)
{
xprintf(buf, "You cannot awaken from the nightmare that %s has created.\n\r", victim->name);
send_to_char(buf, ch);
act("$n tries to wake from the nightmare created by $N, but fails.", ch, NULL, victim, TO_ROOM);
return;
}
if (IS_CLASS(victim, CLASS_GIANT) && IS_SET(victim->pcdata->powers[GIANT_GIFTS], GGIFT_LONGLEGS) && number_percent( ) > 30)
{
xprintf(buf,"%s steps down in front of you, blocking your path!\n\r",victim->name);
send_to_char(buf,ch);
act("$n cant escape with $N blocking the path.",ch,NULL,victim,TO_ROOM);
return;
}
if (IS_CLASS(victim, CLASS_TANARRI) && IS_SET(victim->pcdata->powers[TANARRI_POWER],TANARRI_TENDRILS) && number_percent( ) > 30)
{
xprintf(buf,"%s spews a shower of tendrils at you, preventing your escape!",victim->name);
send_to_char(buf,ch);
act("$n tries to run, but $N spews forth a shower of tendrils, preventing $n from running.",ch,NULL,victim,TO_ROOM);
return;
}
}
if (IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim,ITEMA_ILLUSIONS) && number_percent( ) > 30)
{
xprintf(buf,"Theres to many of %s to escape!\n\r",victim->name);
send_to_char(buf,ch);
act("$n cant escape with $N blocking his way.",ch,NULL,victim,TO_ROOM);
return;
}
if (IS_CLASS(victim, CLASS_MONK) && IS_SET(victim->newbits,NEW_JAWLOCK) && number_percent( ) > 30)
{
xprintf(buf,"Not with god holding you!\n\r");
send_to_char(buf,ch);
act("$n cant escape god's mighty hold!",ch,NULL,victim,TO_ROOM);
return;
}
if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_SET(victim->newbits,NEW_JAWLOCK) && number_percent( ) > 30)
{
xprintf(buf,"Not with %s's jaws clamped on your neck!\n\r",victim->name);
send_to_char(buf,ch);
act("$n cant escape $N's clamped jaws!",ch,NULL,victim,TO_ROOM);
return;
}
if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) && IS_SET(victim->pcdata->powers[AURAS], BOG_AURA) && number_percent() > 30)
{
xprintf(buf,"Your stuck in the swamp surrounding %s!\n\r",victim->name);
send_to_char(buf,ch);
act("$n is stuck in the swamp!",ch,NULL,victim,TO_ROOM);
return;
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ((pexit = was_in->exit[door] ) == 0 || pexit->to_room == NULL
|| IS_SET(pexit->exit_info, EX_CLOSED) || ( IS_NPC(ch)
&& IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)))
continue;
move_char( ch, door );
if (( now_in = ch->in_room ) == was_in)
continue;
ch->in_room = was_in;
act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
send_to_char( "You flee from combat! Coward!\n\r", ch );
stop_fighting( ch, TRUE );
return;
}
send_to_char( "You were unable to escape!\n\r", ch );
return;
}
void do_rescue( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rescue whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "What about fleeing instead?\n\r", ch );
return;
}
if (!IS_NPC(ch) && IS_NPC(victim))
{
send_to_char( "Doesn't need your help!\n\r", ch );
return;
}
if ( ch->fighting == victim )
{
send_to_char( "Too late.\n\r", ch );
return;
}
if ( ( fch = victim->fighting ) == NULL )
{
send_to_char( "That person is not fighting right now.\n\r", ch );
return;
}
if ( is_safe(ch, fch) || is_safe(ch, victim) ) return;
WAIT_STATE( ch, skill_table[gsn_rescue].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
{
send_to_char( "You fail the rescue.\n\r", ch );
return;
}
act( "You rescue $N!", ch, NULL, victim, TO_CHAR );
act( "$n rescues you!", ch, NULL, victim, TO_VICT );
act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT );
stop_fighting( fch, FALSE );
stop_fighting( victim, FALSE );
set_fighting( ch, fch , TRUE);
set_fighting(fch, ch, FALSE);
do_humanity(ch,"");
return;
}
void do_kick( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *boots;
int dam;
int stance;
int hitpoints;
if (!IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level)
{
send_to_char("First you should learn to kick.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ((IS_NPC(ch) && ch->level<1800))
{
dam=500;
damage(ch,victim,dam,gsn_kick);
return;
}
if ((IS_NPC(ch)) || number_percent( ) < ch->pcdata->learned[gsn_kick]) dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_kick );
return;
}
dam += char_damroll(ch);
if (dam == 0) dam = 1;
if (!IS_AWAKE(victim)) dam *= 2;
if(IS_NPC(ch)) dam *= 100;
if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) )
{
if (IS_SET(victim->special, SPC_WOLFMAN)) dam *= 0.8;
if (victim->power[DISC_WERE_BOAR] > 2 ) dam *= 0.5;
if ((boots = get_eq_char( ch, WEAR_FEET ) ) != NULL
&& IS_SET(boots->spectype, SITEM_SILVER)) dam *= 2;
}
if (!IS_NPC(ch)) dam = dam + (dam * ((ch->wpn[0]+1) / 100));
if (!IS_NPC(ch))
{
stance = ch->stance[0];
if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25;
else dam = dambonus(ch,victim,dam,stance);
}
if (!IS_NPC(ch) && !IS_NPC(victim) && dam > 750) dam = 750;
if (dam <= 0) dam = 2;
dam = cap_dam(ch, victim, dam);
hitpoints = victim->hit;
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_PRIEST))
{
dam *= 2.0;
}
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_KICK) && !IS_NPC(ch)
&& !(IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch, DEM_HOOVES)) && !(IS_CLASS(ch, CLASS_SHAPESHIFTER)
&& ch->pcdata->powers[SHAPE_FORM] == BULL_FORM))
{
if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch, DEM_HOOVES))
dam = dam /2;
if (IS_NPC(ch))
dam = dam * 10;
victim->hit += dam;
damage( ch, victim, dam, gsn_kick );
victim->hit = hitpoints;
}
else if IS_IMMUNE(victim, IMM_KICK)
{
dam=dam/2;
damage( ch, victim, dam, gsn_kick );
}
else damage( ch, victim, dam, gsn_kick );
return;
}
int dambonus( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance)
{
if (dam < 1) return 0;
if (stance < 1) return dam;
if (!IS_NPC(ch) && !can_counter(victim))
{
if ( IS_STANCE(ch, STANCE_MONKEY) )
{
int mindam = dam * 0.25;
dam *= (ch->stance[STANCE_MONKEY]+1) / 200;
if (dam < mindam) dam = mindam;
}
else if ( IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100 )
dam += dam * (ch->stance[STANCE_BULL] / 100);
else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 )
dam += dam * (ch->stance[STANCE_DRAGON] / 100);
else if ( IS_STANCE(ch, STANCE_WOLF) && ch->stance[STANCE_WOLF] > 100)
dam += dam*(ch->stance[STANCE_WOLF] /100);
else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 )
dam += dam * (ch->stance[STANCE_TIGER] / 100);
/* ------------ This is the part for superstances, Jobo ------------------- */
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 3 * (ch->stance[(ch->stance[0])] / 100);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 2 * (ch->stance[(ch->stance[0])] / 100);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * (ch->stance[(ch->stance[0])] / 100);
/* ------------ This is the end for superstances, Jobo ------------------- */
else if ( ch->stance[0] > 0 && ch->stance[stance] < 100 )
dam *= 0.5;
}
if (!IS_NPC(victim) && !can_counter(ch))
{
if ( IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100 )
dam /= victim->stance[STANCE_CRAB]/100;
else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100)
dam /= victim->stance[STANCE_DRAGON]/100;
else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100 )
dam /= victim->stance[STANCE_DRAGON]/100;
else if ( IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 )
dam /= victim->stance[STANCE_SWALLOW]/100;
/* ------------ This is the part for superstances, Jobo ------------------- */
else if ( victim->stance[0] > 12 &&
IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_3)
&& victim->stance[(victim->stance[0])] >100)
dam /= 3 * (victim->stance[(victim->stance[0])] / 100);
else if ( victim->stance[0] > 12 &&
IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_2)
&& victim->stance[(victim->stance[0])] >100)
dam /= 2 * (victim->stance[(victim->stance[0])] / 100);
else if ( victim->stance[0] > 12 &&
IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_1)
&& victim->stance[(victim->stance[0])] >100)
dam /= (victim->stance[(victim->stance[0])] / 100);
/* ------------ This is the end for superstances, Jobo ------------------- */
}
return dam;
}
void do_punch( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
int store;
bool broke = FALSE;
one_argument(argument,arg);
if ( IS_NPC(ch) ) return;
if ( ch->level < skill_table[gsn_punch].skill_level)
{
send_to_char( "First you should learn to punch.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot punch yourself!\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
if ( victim->hit < victim->max_hit )
{
send_to_char( "They are hurt and suspicious.\n\r", ch );
return;
}
if ( victim->position < POS_FIGHTING )
{
send_to_char( "You can only punch someone who is standing.\n\r", ch );
return;
}
act("You draw your fist back and aim a punch at $N.",ch,NULL,victim,TO_CHAR);
act("$n draws $s fist back and aims a punch at you.",ch,NULL,victim,TO_VICT);
act("$n draws $s fist back and aims a punch at $N.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE( ch, skill_table[gsn_punch].beats );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_punch] )
dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_punch );
return;
}
dam += char_damroll(ch);
if (dam == 0) dam = 1;
if (!IS_AWAKE(victim)) dam *= 2;
if ( !IS_NPC(ch) ) dam = dam + (dam * (ch->wpn[0] / 100));
if ( dam <= 0 ) dam = 1;
if (dam > 1000) dam = 1000;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_BOAR] > 3)
{
store = victim->hit;
victim->hit += dam;
damage( ch, victim, dam, gsn_punch );
victim->hit = store;
if (number_percent() <= 25 && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND))
{
if (!IS_ARM_L(ch, LOST_FINGER_I) && !IS_ARM_L(ch, BROKEN_FINGER_I))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_M) && !IS_ARM_L(ch, BROKEN_FINGER_M))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_R) && !IS_ARM_L(ch, BROKEN_FINGER_R))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_L) && !IS_ARM_L(ch, BROKEN_FINGER_L))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);broke = TRUE;}
if (broke)
{
act("The fingers on your left hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR);
act("The fingers on $n's left hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM);
}
}
else if (number_percent() <= 25 && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND))
{
if (!IS_ARM_R(ch, LOST_FINGER_I) && !IS_ARM_R(ch, BROKEN_FINGER_I))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_M) && !IS_ARM_R(ch, BROKEN_FINGER_M))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_R) && !IS_ARM_R(ch, BROKEN_FINGER_R))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_L) && !IS_ARM_R(ch, BROKEN_FINGER_L))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);broke = TRUE;}
if (broke)
{
act("The fingers on your right hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR);
act("The fingers on $n's right hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM);
}
}
stop_fighting(victim,TRUE);
return;
}
damage( ch, victim, dam, gsn_punch );
if (victim == NULL || victim->position == POS_DEAD || dam < 1) return;
if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE);
if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
{
act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
{
act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
}
act("You fall to the ground stunned!",victim,NULL,NULL,TO_CHAR);
act("$n falls to the ground stunned!",victim,NULL,NULL,TO_ROOM);
victim->position = POS_STUNNED;
if (dam > 1000) dam = 1000;
return;
}
void do_berserk(CHAR_DATA *ch, char *argument)
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( ch->level < skill_table[gsn_berserk].skill_level)
{
send_to_char( "You are not wild enough to go berserk.\n\r", ch );
return;
}
WAIT_STATE( ch, 12);
if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
{
act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR);
act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM);
return;
}
act("You go BERSERK!",ch,NULL,NULL,TO_CHAR);
act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if (number_hit > 4) continue;
if (vch->in_room == NULL) continue;
if (!IS_NPC(vch)) continue;
if ( ch == vch ) continue;
if ( vch->in_room == ch->in_room )
{
if ( ( mount = ch->mount ) != NULL )
if ( mount == vch ) continue;
if (can_see(ch,vch))
{
multi_hit( ch, vch, TYPE_UNDEFINED );
number_hit++;
}
}
}
return;
}
void do_berserk2( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( ch->level < skill_table[gsn_berserk].skill_level)
{
send_to_char( "You are not wild enough to go berserk.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_berserk].beats );
if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
{
act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR);
act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM);
return;
}
act("You go BERSERK!",ch,NULL,NULL,TO_CHAR);
act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if (number_hit > 4) continue;
if (vch->in_room == NULL) continue;
if (!IS_NPC(vch) && vch->pcdata->chobj != NULL) continue;
if ( ch == vch ) continue;
if ( vch->in_room == ch->in_room )
{
if ( ( mount = ch->mount ) != NULL )
if ( mount == vch ) continue;
if (can_see(ch,vch))
{
multi_hit( ch, vch, TYPE_UNDEFINED );
number_hit++;
}
}
}
do_beastlike(ch,"");
return;
}
/* Hurl skill by KaVir */
void do_hurl( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
char buf [MAX_INPUT_LENGTH];
char direction [MAX_INPUT_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
int door;
int hrev_dir;
int dam;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1 )
{
send_to_char("Maybe you should learn the skill first?\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char("Who do you wish to hurl?\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, NULL, arg1 ) ) == NULL )
{
send_to_char("They are not here.\n\r", ch);
return;
}
if ( victim == ch )
{
send_to_char( "How can you hurl yourself?\n\r", ch );
return;
}
if (!IS_NPC(victim) && is_safe( ch, victim )) return;
if ( (mount = victim->mount) != NULL && victim->mounted == IS_MOUNT)
{
send_to_char("But they have someone on their back!\n\r",ch);
return;
}
else if ( (mount = victim->mount) != NULL && victim->mounted == IS_RIDING)
{
send_to_char("But they are riding!\n\r",ch);
return;
}
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_HURL) )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if ( IS_NPC(victim) && victim->level > 900 )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if ( (victim->hit < victim->max_hit)
|| ( victim->position == POS_FIGHTING && victim->fighting != ch) )
{
act( "$N is hurt and suspicious, and you are unable to approach $M.", ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, skill_table[gsn_hurl].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
multi_hit( victim, ch, TYPE_UNDEFINED );
return;
}
hrev_dir = 0;
if ( arg2[0] == '\0' ) door = number_range(0,3);
else
{
if (!str_cmp( arg2, "n" ) || !str_cmp( arg2, "north")) door = 0;
else if (!str_cmp( arg2, "e" ) || !str_cmp( arg2, "east")) door = 1;
else if (!str_cmp( arg2, "s" ) || !str_cmp( arg2, "south")) door = 2;
else if (!str_cmp( arg2, "w" ) || !str_cmp( arg2, "west")) door = 3;
else
{
send_to_char("You can only hurl people north, south, east or west.\n\r", ch);
return;
}
}
if (door == 0) {xprintf(direction,"north");hrev_dir = 2;}
if (door == 1) {xprintf(direction,"east");hrev_dir = 3;}
if (door == 2) {xprintf(direction,"south");hrev_dir = 0;}
if (door == 3) {xprintf(direction,"west");hrev_dir = 1;}
if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
{
xprintf(buf,"$n hurls $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
xprintf(buf,"You hurl $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
xprintf(buf,"$n hurls you into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_VICT);
dam = number_range(ch->level, (ch->level * 4));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim, ch);return;}
return;
}
pexit = victim->in_room->exit[door];
if( IS_SET(pexit->exit_info, EX_PRISMATIC_WALL))
{
xprintf(buf,"$n hurls $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
xprintf(buf,"You hurl $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
xprintf(buf,"$n hurls you into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_VICT);
dam = number_range(ch->level, (ch->level * 4));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim, ch);return;}
return;
}
if (IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED(victim,AFF_PASS_DOOR) && !IS_AFFECTED(victim,AFF_ETHEREAL))
{
if (IS_SET(pexit->exit_info, EX_LOCKED))
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
if (IS_SET(pexit->exit_info, EX_CLOSED))
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
xprintf(buf,"$n hoists $N in the air and hurls $M %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
xprintf(buf,"You hoist $N in the air and hurl $M %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
xprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword);
act(buf,ch,NULL,victim,TO_VICT);
xprintf(buf,"There is a loud crash as $n smashes through the $d.");
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
if ((to_room = pexit->to_room ) != NULL && (pexit_rev = to_room->exit[hrev_dir]) != NULL
&& pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL)
{
if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
if (door == 0) xprintf(direction,"south");
if (door == 1) xprintf(direction,"west");
if (door == 2) xprintf(direction,"north");
if (door == 3) xprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
xprintf(buf,"$n comes smashing in through the %s $d.", direction);
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
dam = number_range(ch->level, (ch->level * 6));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim, ch);return;}
}
}
else
{
xprintf(buf,"$n hurls $N %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
xprintf(buf,"You hurl $N %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
xprintf(buf,"$n hurls you %s.", direction);
act(buf,ch,NULL,victim,TO_VICT);
if (door == 0) xprintf(direction,"south");
if (door == 1) xprintf(direction,"west");
if (door == 2) xprintf(direction,"north");
if (door == 3) xprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
xprintf(buf,"$n comes flying in from the %s.", direction);
act(buf,victim,NULL,NULL,TO_ROOM);
dam = number_range(ch->level, (ch->level * 2));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim, ch);return;}
}
return;
}
void do_disarm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_disarm].skill_level)
{
send_to_char( "You don't know how to disarm opponents.\n\r", ch );
return;
}
if ( ( get_eq_char( ch, WEAR_WIELD ) == NULL )
&& ( get_eq_char( ch, WEAR_HOLD ) == NULL ) )
{
send_to_char( "You must wield a weapon to disarm.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
&& ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL ) )
{
send_to_char( "Your opponent is not wielding a weapon.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_disarm].beats );
percent = number_percent( ) + victim->level - ch->level;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM))
send_to_char( "You failed.\n\r", ch );
else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
disarm( ch, victim );
else
send_to_char( "You failed.\n\r", ch );
return;
}
void do_sla( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to SLAY, spell it out.\n\r", ch );
return;
}
/* Had problems with people not dying when POS_DEAD...KaVir */
void do_killperson( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' ) return;
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) return;
send_to_char( "#R#fYou have been KILLED!!#n\n\r\n\r", victim );
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
raw_kill( victim, ch );
return;
}
/* For decapitating players - KaVir */
void do_decapitate( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int faith;
bool deathmatch = FALSE;
bool paradox_punish = FALSE;
if (IS_NPC(ch)) return;
one_argument( argument, arg );
if (ch->in_room != NULL)
{
if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
{
send_to_char("Your in the arena.\n\r",ch);
return;
}
}
if ( arg[0] == '\0' )
{
send_to_char( "Decapitate whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "That might be a bit tricky...\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char( "You can only decapitate other players.\n\r", ch );
return;
}
if ( victim->position > 1 )
{
send_to_char( "You can only do this to mortally wounded players.\n\r", ch );
return;
}
if((get_age(ch)-17)<2)
{
send_to_char("You'll have to wait till you have 4 hours.\n\r",ch);
return;
}
if((get_age(victim)-17)<2)
{
send_to_char("They are a newbie, don't hurt them.\n\r",ch);
return;
}
if (is_safe(ch, victim))
return;
if (in_fortress(ch) && !arena2death)
{
fortresskill(ch, victim);
return;
}
else if (in_fortress(ch) && arena2death)
{
deathmatch = TRUE;
arena2 = TRUE;
if ((location = get_room_index(ROOM_VNUM_VICTORY)) == NULL) return;
char_from_room(victim);
char_to_room(victim, location);
char_from_room(ch);
char_to_room(ch, location);
ch->fight_timer = 0;
update_bets(ch, victim, TRUE);
}
else if (ragnarok)
{
ragnarokdecap(ch,victim);
return;
}
/* spamcap */
if (!str_cmp(ch->pcdata->last_decap[0], victim->name) && str_cmp(ch->pcdata->retaliation, victim->name))
{
send_to_char("Don't spamcap, it's not nice, find someone else to pick on.\n\r",ch);
return;
}
if (victim->race == 0 && ch->race > 0) paradox_punish = TRUE;
else if ( (victim->tier) < ch->tier && (ch->race - victim->race) > 5) paradox_punish = TRUE;
else if ( (ch->tier) < 1 && (victim->tier) < 1 && (ch->race - victim->race) >5) paradox_punish = TRUE;
else if (victim->tier == 0 && victim->race == 0 && (ch->tier > 0 && ch->race > 3)) paradox_punish = TRUE;
if (ch->level > 6 && paradox_punish == TRUE) paradox_punish = FALSE;
if (paradox_punish)
{
ch->paradox[0] += ch->race;
ch->paradox[1] += ch->race;
ch->paradox[2] += PARADOX_TICK;
xprintf(buf,"%s has been decapitated by %s for no status.",victim->pcdata->switchname,ch->pcdata->switchname);
do_info(ch,buf);
xprintf( buf, "%s decapitated by %s at %d for no status.",
victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
wiznet( buf, ch, NULL, WIZ_DEATHS, 0, 0);
log_string( LOG_GAME, buf );
if (!IS_ITEMAFF(victim, ITEMA_ARTIFACT)) do_paradox(ch,"self");
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,"");
ch->fight_timer += 10;
if (IS_CLASS(victim,CLASS_DRACONIAN)) draconian_death(ch,victim);
behead( victim );
do_beastlike(ch,"");
if (ch->pcdata->kingdom != 0) kingdom_table[ch->pcdata->kingdom].kills += 1;
if (victim->pcdata->kingdom != 0) kingdom_table[victim->pcdata->kingdom].deaths += 1;
save_kingdoms();
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
victim->level = 2;
ch->pcdata->bounty += number_range(30,80);
players_decap++;
return;
}
if (victim->pcdata->bounty > 0)
{
xprintf(buf,"You recive a %d bones bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name);
send_to_char(buf, ch);
ch->bones += victim->pcdata->bounty;
victim->pcdata->bounty =0;
}
/* update quest status */
{
QUEST_DATA *quest;
bool found = FALSE;
for (quest = ch->pcdata->quests; quest && !found; quest = quest->next)
{
if (quest->type == QT_PK)
{
if (quest->vnums[0] == victim->pcdata->playerid)
{
quest->vnums[0] = -1;
found = TRUE;
send_to_char("#GYou have fulfilled a quest.#n\n\r", ch);
}
}
}
}
update_edge(ch);
ch->exp = UMIN(2000000000, ch->exp + (victim->exp/2));
victim->exp -= victim->exp / 2;
send_losthead(victim);
send_decap(ch);
if (ch->pcdata->religion != 0)
{
faith = victim->max_hit / 2500;
//if (is_upgrade(victim)) faith *= 1.5;
if (rel_oppose(ch, victim)) faith *= 1.5;
if (ch->pcdata->relrank > victim->pcdata->relrank) faith /= 2;
if (victim->pcdata->relrank > ch->pcdata->relrank) faith *= 3;
ch->pcdata->faith += faith;
ch->pcdata->current_faith += faith;
victim->pcdata->faith -= faith/2;
victim->pcdata->current_faith -= faith/2;
if (victim->pcdata->faith < 0) victim->pcdata->faith = 0;
if (victim->pcdata->current_faith < 0) victim->pcdata->current_faith = 0;
xprintf(buf,"#pYou gain #C%d#p faithpoints.#n\n\r", faith);
send_to_char(buf,ch);
check_faith(ch);
check_faith(victim);
}
/*
* hitpoints reward for killing
*/
ch->hit += victim->max_hit * 0.1;
if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
/*
* Update the last decaps to prevent spamcapping.
*/
free_string( ch->pcdata->last_decap[1] );
ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]);
free_string( ch->pcdata->last_decap[0] );
ch->pcdata->last_decap[0] = str_dup(victim->name);
/*
* Retaliation update
*/
free_string(victim->pcdata->retaliation);
victim->pcdata->retaliation = str_dup(ch->name);
if (!str_cmp(ch->pcdata->retaliation, victim->name))
{
free_string(ch->pcdata->retaliation);
ch->pcdata->retaliation = str_dup("Noone");
}
ch->tks = ch->tks + 1;
if (ch->race - ((ch->race/100)*100) == 0) ch->race = ch->race + 1;
else if (ch->race - ((ch->race/100)*100) < 300) ch->race = ch->race + 1;
if (ch->tier == 0 && ch->race > 5) ch->race = 5;
if (ch->race > (ch->tier * 10) && ch->tier != 0) ch->race = ch->tier * 10;
if (ch->race - ((ch->race/100)*100) == 0) victim->race = victim->race;
else if (victim->race - ((victim->race/100)*100) > 0) victim->race = victim->race - 1;
act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as raw energy pulses through your veins.", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as sparks of energy crackle around $m.", ch, NULL, NULL, TO_NOTVICT );
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
if (!deathmatch) ch->fight_timer += 10;
if (IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("You rip away a part of their soul.\n\r", ch);
send_to_char("You feel a part of your soul has been torn away.\n\r", victim);
ch->pcdata->souls += 1;
}
if (IS_CLASS(victim,CLASS_DRACONIAN))
draconian_death(ch,victim);
behead( victim );
dropinvis(ch);
/* Removes mage powers */
if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
if (IS_ITEMAFF(victim, ITEMA_BEAST)) REMOVE_BIT(victim->itemaffect, ITEMA_BEAST);
if (IS_ITEMAFF(victim, ITEMA_MAGESHIELD)) REMOVE_BIT(victim->itemaffect, ITEMA_MAGESHIELD);
if (IS_ITEMAFF(victim, ITEMA_ILLUSIONS)) REMOVE_BIT(victim->itemaffect, ITEMA_ILLUSIONS);
if (IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) REMOVE_BIT(victim->itemaffect, ITEMA_DEFLECTOR);
if (IS_SET(victim->sohbits, SOH_TALONS))
{
stc("#rYour talons retract back into your fingers#n\n\r",victim);
REMOVE_BIT(victim->sohbits, SOH_TALONS);
}
if (!TIME_UP(victim,TIMER_SLOW) || IS_SET(victim->sohbits, SOH_SLOW))
{
SET_TIMER(victim, TIMER_SLOW, 0);
REMOVE_BIT(victim->sohbits, SOH_SLOW);
stc("#pYour movements return to normal speed.#n\n\r",victim);
}
if (!TIME_UP(victim,TIMER_HASTE) || IS_SET(victim->sohbits, SOH_HASTE))
{
SET_TIMER(victim, TIMER_HASTE, 0);
REMOVE_BIT(victim->sohbits, SOH_HASTE);
stc("#BYour movements return to normal speed.#n\n\r",victim);
}
if (!TIME_UP(victim,TIMER_ACCURACY) || IS_SET(victim->sohbits, SOH_ACCURACY))
{
SET_TIMER(victim, TIMER_ACCURACY, 0);
REMOVE_BIT(victim->sohbits, SOH_ACCURACY);
stc("#gThe #Ggreen #Yglow #gabout you fades.#n\n\r",victim);
}
do_beastlike(ch,"");
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
if (!IS_CLASS(victim, CLASS_NINJA)) victim->rage = 0;
victim->level = 2;
decap_message(ch,victim);
xprintf( buf, "%s decapitated by %s at %d.",
victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
wiznet( buf, ch, NULL, WIZ_DEATHS, 0, 0 );
log_string(LOG_GAME, buf );
players_decap++;
ch->pcdata->bounty += number_range(30,80);
/*
* update kingdoms
*/
if (ch->pcdata->kingdom != 0)
kingdom_table[ch->pcdata->kingdom].kills++;
if (victim->pcdata->kingdom != 0)
kingdom_table[victim->pcdata->kingdom].deaths++;
if (!IS_NPC(victim) && IS_SET(ch->act2, PLR_AUTOHEAD))
do_sacrifice(victim, "head");
return;
}
void decap_message(CHAR_DATA *ch, CHAR_DATA *victim)
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
bool unarmed = FALSE;
if (IS_NPC(ch) || IS_NPC(victim)) return;
if ( (obj = get_eq_char( ch, WEAR_WIELD )) == NULL )
{
if (( obj = get_eq_char( ch, WEAR_HOLD )) == NULL )
{
unarmed = TRUE;
}
}
if ((obj != NULL && obj->item_type != ITEM_WEAPON)) unarmed = TRUE;
/* The players own decap message */
if (IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP))
{
special_decap_message(ch,victim);
return;
}
if (ch->pcdata->religion != 0) xprintf(buf, religion_table[ch->pcdata->religion].decapmessage, victim->name, ch->name);
else if (unarmed)
{
if (victim->sex == SEX_MALE) xprintf(buf,"#P%s #Ygot his head torn off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) xprintf(buf,"#P%s #Ygot her head torn off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else xprintf(buf,"#P%s #Ygot its head torn off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 1)
{
if (victim->sex == SEX_MALE) xprintf(buf,"#P%s #Ygot his head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) xprintf(buf,"#P%s #Ygot her head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else xprintf(buf,"#P%s #Ygot its head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 2)
{
if (victim->sex == SEX_MALE) xprintf(buf,"#P%s #Ygot his heart stabbed through by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) xprintf(buf,"#P%s #Ygot her heart stabbed through by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else xprintf(buf,"#P%s #Ygot its heart stabbed through by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 3)
{
if (victim->sex == SEX_MALE) xprintf(buf,"#P%s #Ygot his head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) xprintf(buf,"#P%s #Ygot her head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else xprintf(buf,"#P%s #Ygot its head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 4) xprintf(buf,"#P%s #Ygot strangled by #R%s",victim->pcdata->switchname,ch->pcdata->switchname);
else if (obj->value[3] == 5) xprintf(buf,"#R%s #Yruns a clawed hand through #P%s #Yand pulls out the heart#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 6) xprintf(buf,"#R%s #Yshoots #P%s #Yseveral times and spits on the corpse#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 7) xprintf(buf,"#R%s #Ypounds #P%s #Yon the head and the skull caves in#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 8) xprintf(buf,"#R%s #Ycrushes #P%s #Yto a bloody pulp#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 9) xprintf(buf,"#P%s #Yhas been grepped by #R%s#Y, that's just mean!#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (obj->value[3] == 10) xprintf(buf,"#P%s #Ywas bitten to death by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (obj->value[3] == 11) xprintf(buf,"#R%s #Yhas punctured the lungs of #P%s#Y, what a meanie!#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 12) xprintf(buf,"#R%s #Ygrabs #P%s #Yby the head and sucks the brain out#n",ch->pcdata->switchname,victim->pcdata->switchname);
else
{
if (victim->sex == SEX_MALE) xprintf(buf,"#P%s #Ygot his head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) xprintf(buf,"#P%s #Ygot her head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else xprintf(buf,"#P%s #Ygot its head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
if (IS_CLASS(ch, CLASS_JEDI))
xprintf(buf,"#B%s #0drops to his knees and practically melts as %s's #Wlightsabre#0 Is thrust into the lazer charred corpse.#n", victim->pcdata->switchname, ch->pcdata->switchname);
death_info(buf);
return;
}
void do_crack( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *right;
OBJ_DATA *left;
right = get_eq_char( ch, WEAR_WIELD );
left = get_eq_char( ch, WEAR_HOLD );
if (right != NULL && right->pIndexData->vnum == 12) obj = right;
else if (left != NULL && left->pIndexData->vnum == 12) obj = left;
else
{
send_to_char("You are not holding any heads.\n\r",ch);
return;
}
act("You hurl $p at the floor.", ch, obj, NULL, TO_CHAR);
act("$n hurls $p at the floor.", ch, obj, NULL, TO_ROOM);
act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_CHAR);
if (obj->chobj != NULL)
{
act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT);
act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT);
}
else
{
act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_ROOM);
}
crack_head(ch,obj,obj->name);
obj_from_char(obj);
extract_obj(obj);
}
void crack_head( CHAR_DATA *ch, OBJ_DATA *obj, char *argument )
{
CHAR_DATA *victim;
MOB_INDEX_DATA *pMobIndex;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (str_cmp(arg2,"mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) && IS_AFFECTED(obj->chobj,AFF_POLYMORPH))
{
victim = obj->chobj;
make_part(victim,"cracked_head");
make_part(victim,"brain");
xprintf(buf,"the quivering brain of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg2,"mob"))
{
if ( ( pMobIndex = get_mob_index( obj->value[1] ) ) == NULL ) return;
victim = create_mobile( pMobIndex );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
else
{
if ( ( pMobIndex = get_mob_index( 30002 ) ) == NULL ) return;
victim = create_mobile( pMobIndex );
xprintf( buf, capitalize(arg2) );
free_string( victim->short_descr );
victim->short_descr = str_dup( buf );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
return;
}
/* Voodoo skill by KaVir */
void do_voodoo( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char part1 [MAX_INPUT_LENGTH];
char part2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0')
{
send_to_char( "Who do you wish to use voodoo magic on?\n\r", ch );
return;
}
if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You are not holding a voodoo doll.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
xprintf(part2,obj->name);
xprintf(part1,"%s voodoo doll",victim->name);
if ( str_cmp(part1,part2) )
{
xprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name);
send_to_char( buf, ch );
return;
}
if ( arg2[0] == '\0')
send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
else if ( !str_cmp(arg2, "stab") )
{
WAIT_STATE(ch,12);
act("You stab a pin through $p.", ch, obj, NULL, TO_CHAR);
act("$n stabs a pin through $p.", ch, obj, NULL, TO_ROOM);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
act("You feel an agonising pain in your chest!", victim, NULL, NULL, TO_CHAR);
act("$n clutches $s chest in agony!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "burn") )
{
WAIT_STATE(ch,12);
act("You set fire to $p.", ch, obj, NULL, TO_CHAR);
act("$n sets fire to $p.", ch, obj, NULL, TO_ROOM);
act("$p burns to ashes.", ch, obj, NULL, TO_CHAR);
act("$p burns to ashes.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
if (IS_AFFECTED(victim,AFF_FLAMING) )
return;
SET_BIT(victim->affected_by, AFF_FLAMING);
act("You suddenly burst into flames!", victim, NULL, NULL, TO_CHAR);
act("$n suddenly bursts into flames!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "throw") )
{
WAIT_STATE(ch,12);
act("You throw $p to the ground.", ch, obj, NULL, TO_CHAR);
act("$n throws $p to the ground.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
if (victim->position < POS_STANDING) return;
if (victim->position == POS_FIGHTING)
stop_fighting(victim, TRUE);
act("A strange force picks you up and hurls you to the ground!", victim, NULL, NULL, TO_CHAR);
act("$n is hurled to the ground by a strange force.", victim, NULL, NULL, TO_ROOM);
victim->position = POS_RESTING;
victim->hit = victim->hit - number_range(ch->level,(5*ch->level));
update_pos(victim);
if (victim->position == POS_DEAD && !IS_NPC(victim))
{
do_killperson(ch,victim->name);
return;
}
}
else
send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
return;
}
void do_garotte(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int chance;
one_argument(argument, arg);
chance = number_percent();
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("Garotte whom?\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char("That would be a bad idea.\n\r", ch );
return;
}
if (is_safe(ch, victim)) return;
if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 4)
&& ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL|| obj->value[3] != 4))
{
send_to_char( "You need to wield a whip.\n\r", ch );
return;
}
WAIT_STATE(ch, 12);
if (chance <= 5)
{
send_to_char("You cannot get close enough.\n\r",ch);
return;
}
if ( chance == 10 || chance == 15 || chance == 20 || chance == 25)
{
act("$n wraps a whip around $N's neck! $N is choking to death!",ch,NULL,victim,TO_NOTVICT);
act("You wrap your whip around $N's neck and refuse to let go!",ch,NULL,victim,TO_CHAR);
act("$n wraps his whip around your neck, and you can't break free!",ch,NULL,victim,TO_VICT);
if (!IS_NPC(victim))
{
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
}
else
{
victim->hit = 1;
damage(ch, victim, 1000, gsn_garotte);
}
return;
}
else
{
one_hit(ch, victim, gsn_garotte,1);
return;
}
return;
}
void do_dark_garotte(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int chance;
int sn;
one_argument(argument, arg);
chance = number_percent();
if (IS_NPC(ch)) return;
if (ch->in_room != NULL)
{
if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
{
send_to_char("Your in the arena.\n\r",ch);
return;
}
}
if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE)
|| !IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE))
{
send_to_char("Huh?\n\r", ch );
return;
}
if (!IS_SET(ch->newbits, NEW_DARKNESS))
{
send_to_char("You have to be surrounded in darkness.\n\r", ch );
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("Dark Garotte whom?\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char("That would be a bad idea.\n\r", ch );
return;
}
if (IS_NPC(victim) && victim->level>2000)
{
send_to_char("That would be a bad idea, too big mob.\n\r", ch );
return;
}
if (is_safe(ch, victim)) return;
if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 4)
&& ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL || obj->value[3] != 4))
{
send_to_char( "You need to wield a whip.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
send_to_char( "You can't garotte a fighting person.\n\r", ch );
return;
}
if (victim->hit < victim->max_hit)
{
act("$N is too hurt for you to sneak up.", ch, NULL,victim,TO_CHAR);
return;
}
WAIT_STATE(ch, skill_table[gsn_garotte].beats);
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
{
if ((sn = skill_lookup("web")) > 0)
(*skill_table[sn].spell_fun) (sn, 50, ch, victim);
}
if ( chance > 95 )
{
act("$n wraps a whip around $N's neck! $N is choking to death!",ch,NULL,victim,TO_NOTVICT);
act("You wrap your whip around $N's neck and refuse to let go!",ch,NULL,victim,TO_CHAR);
act("$n wraps his whip around your neck, and you can't break free!",ch,NULL,victim,TO_VICT);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
}
else
{
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
}
return;
}
bool has_timer(CHAR_DATA *ch)
{
if (ch->fight_timer > 0 && !IS_NPC(ch))
{
send_to_char("Not until your fight timer runs out!\n\r", ch );
return TRUE;
}
return FALSE;
}
void do_circle( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] < 6)
{
stc("You have not learned this attack.",ch);
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if ( victim == ch )
{
send_to_char( "How can you circle yourself?\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
if ((( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11)
&& ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11))
{
send_to_char( "You need to wield a piercing weapon.\n\r", ch );
return;
}
one_hit(ch, victim, gsn_circle, 1);
if (number_range(1,4) == 2)
{
send_to_char("You spin around once more, scoring a second hit.\n\r",ch);
one_hit(ch, victim, gsn_circle, 1);
}
WAIT_STATE( ch, 8 );
return;
}
void do_autostance(CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument(argument,arg);
if (IS_NPC(ch)) return;
if (!str_cmp(arg,"none"))
{
send_to_char("You no longer autostance.\n\r", ch );
ch->stance[MONK_AUTODROP] = STANCE_NONE;
}
else if (!str_cmp(arg, "crane"))
{
send_to_char("You now autostance into the crane stance.\n\r",ch );
ch->stance[MONK_AUTODROP] = STANCE_CRANE;
}
else if (!str_cmp(arg, "crab"))
{
send_to_char("You now autostance into the crab stance.\n\r", ch );
ch->stance[MONK_AUTODROP] = STANCE_CRAB;
}
else if (!str_cmp(arg, "bull"))
{
send_to_char("You now autostance into the bull stance.\n\r", ch );
ch->stance[MONK_AUTODROP] = STANCE_BULL;
}
else if (!str_cmp(arg, "viper"))
{
send_to_char("You now autostance into the viper stance.\n\r", ch );
ch->stance[MONK_AUTODROP] = STANCE_VIPER;
}
else if (!str_cmp(arg, "mongoose"))
{
send_to_char("You now autostance into the mongoose stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_MONGOOSE;
}
else if (!str_cmp(arg, "mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200)
{
send_to_char("You now autostance into the mantis stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_MANTIS;
}
else if (!str_cmp(arg, "monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
{
send_to_char("You now autostance into the monkey stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_MONKEY;
}
else if (!str_cmp(arg, "swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
{
send_to_char("You now autostance into the swallow stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SWALLOW;
}
else if (!str_cmp(arg, "tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200)
{
send_to_char("You now autostance into the tiger stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_TIGER;
}
else if (!str_cmp(arg, "dragon") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_BULL] >= 200)
{
send_to_char("You now autostance into the dragon stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_DRAGON;
}
else if (!str_cmp(arg, "wolf") && (IS_CLASS(ch, CLASS_WEREWOLF)) && ch->stance[STANCE_TIGER] >= 200 && ch->stance[STANCE_SWALLOW] >= 200 && ch->stance[STANCE_MONKEY] >= 200 && ch->stance[STANCE_MANTIS] >= 200 && ch->stance[STANCE_DRAGON] >= 200)
{
send_to_char("You now autostance into the wolf stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_WOLF;
}
else if (!str_cmp(arg, "ss1") && ch->stance[19] != -1)
{
send_to_char("You now autostance into superstance one.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SS1;
}
else if (!str_cmp(arg, "ss2") && ch->stance[20] != -1)
{
send_to_char("You now autostance into superstance two.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SS2;
}
else if (!str_cmp(arg, "ss3") && ch->stance[21] != -1)
{
send_to_char("You now autostance into superstance three.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SS3;
}
else if (!str_cmp(arg, "pizza") && ch->stance[22] != -1)
{
send_to_char("You now will assume the Pizzaman delivery stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SS4;
}
else if (!str_cmp(arg, "zarius") && ch->stance[23] != -1)
{
send_to_char("#wYou now will fly into a #Rwicked #0Zarius #wstance!#n\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SS5;
}
else send_to_char("You can't set your autostance to that!\n\r",ch);
}
void autodrop(CHAR_DATA *ch)
{
char buf [MAX_INPUT_LENGTH];
char buf2 [MAX_INPUT_LENGTH];
char stancename [10];
if (IS_NPC(ch)) return;
if (ch->stance[MONK_AUTODROP]==STANCE_NONE) return;
if (ch->stance[MONK_AUTODROP]==STANCE_VIPER) xprintf(stancename,"viper");
else if (ch->stance[MONK_AUTODROP]==STANCE_CRANE) xprintf(stancename,"crane");
else if (ch->stance[MONK_AUTODROP]==STANCE_CRAB) xprintf(stancename,"crab");
else if (ch->stance[MONK_AUTODROP]==STANCE_MONGOOSE) xprintf(stancename,"mongoose");
else if (ch->stance[MONK_AUTODROP]==STANCE_BULL) xprintf(stancename,"bull");
else if (ch->stance[MONK_AUTODROP]==STANCE_MANTIS) xprintf(stancename,"mantis");
else if (ch->stance[MONK_AUTODROP]==STANCE_DRAGON) xprintf(stancename,"dragon");
else if (ch->stance[MONK_AUTODROP]==STANCE_TIGER) xprintf(stancename,"tiger");
else if (ch->stance[MONK_AUTODROP]==STANCE_MONKEY) xprintf(stancename,"monkey");
else if (ch->stance[MONK_AUTODROP]==STANCE_SWALLOW) xprintf(stancename,"swallow");
else if (ch->stance[MONK_AUTODROP]==STANCE_SS1) xprintf(stancename,"ss1");
else if (ch->stance[MONK_AUTODROP]==STANCE_SS2) xprintf(stancename,"ss2");
else if (ch->stance[MONK_AUTODROP]==STANCE_SS3) xprintf(stancename,"ss3");
else if (ch->stance[MONK_AUTODROP]==STANCE_SS4) xprintf(stancename,"pizza");
else if (ch->stance[MONK_AUTODROP]==STANCE_SS5) xprintf(stancename,"zarius");
else if (ch->stance[MONK_AUTODROP]) xprintf(stancename,"wolf");
else return;
if (ch->stance[0] < 1)
{
ch->stance[0] = ch->stance[MONK_AUTODROP];;
xprintf(buf, "#wYou drop into the #Y%s#w stance.", stancename);
act(buf, ch, NULL, NULL, TO_CHAR);
xprintf(buf2, "#w$n drops into the #Y%s#w stance.",stancename);
act(buf2, ch, NULL, NULL, TO_ROOM);
}
}
void dropinvis(CHAR_DATA *ch)
{
if (ch->level < 7 && IS_SET(ch->affected_by, AFF_HIDE)) REMOVE_BIT(ch->affected_by, AFF_HIDE);
if (ch->level < 7 && IS_SET(ch->act, PLR_WIZINVIS)) REMOVE_BIT(ch->act, PLR_WIZINVIS);
if ((IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_CYBORG)) && IS_SET(ch->newbits, NEW_DARKNESS))
{
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
}
return;
}