// *********** ***********
// *********** ***********
// * * Seeds of Hate * *
// * * Swords & Sorcery ed. * *
// * * Skyblades (TCL: I) * *
// * * * *
// * This is an original class coded by: *
// * * Magus Locke, TimeMaster * *
// * * * *
// * * No part(s) of this code cannot be * *
// * * used or duplicated without acknowledging * *
// *********** Seeds of Hate and Magus. ***********
// *********** ***********
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
void do_abilities( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg1[0] == '\0' && arg2[0] == '\0')
{
xprintf(buf,"Abilities: #LPower (%d), #WMagic (%d), #CSkills (%d).#n\n\r",
ch->pcdata->powers[SKYBLADE_POWER], ch->pcdata->powers[SKYBLADE_MAGIC],
ch->pcdata->powers[SKYBLADE_SKILLS]);
send_to_char(buf,ch);
return;
}
if (arg2[0] == '\0')
{
if (!str_cmp(arg1,"power"))
{
/* send_to_char("-=^=-=^=-=^=-=^=-=^=- Skyblade Powers
-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
send_to_char("| Powers Learned Improved |#n\n\r",ch);
if (ch->pcdata->powers[SKYBLADE_POWER] > 0) {
if (ch->pcdata->powers[SKYBLADE_POWER] > 0)
send_to_char("| OwlEyes(Leye,Reye) Yes No |#n\n\r",ch);
else if (ch->pcdata->powers[SKYBLADE_POWER] > 1)
send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch);
if (ch->pcdata->powers[SKYBLADE_POWER] > 2){
send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch);
send_to_char("| EagleStrength Yes No |#n\n\r",ch);}
else if (ch->pcdata->powers[SKYBLADE_POWER] > 3){
send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch);
send_to_char("| EagleStrength Yes Yes |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_POWER] > 4){
send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch);
send_to_char("| EagleStrength Yes Yes |#n\n\r",ch);
send_to_char("| HawkEyes Yes No |#n\n\r",ch);
}
else if (ch->pcdata->powers[SKYBLADE_POWER] > 5){
send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch);
send_to_char("| EagleStrength Yes Yes |#n\n\r",ch);
send_to_char("| HawkEyes Yes Yes |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_POWER] > 6){
send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch);
send_to_char("| EagleStrength Yes Yes |#n\n\r",ch);
send_to_char("| HawkEyes Yes Yes |#n\n\r",ch);
send_to_char("| Vulture's Vigor Yes No |#n\n\r",ch);
}
else if (ch->pcdata->powers[SKYBLADE_POWER] > 7){
send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch);
send_to_char("| EagleStrength Yes Yes |#n\n\r",ch);
send_to_char("| HawkEyes Yes Yes |#n\n\r",ch);
send_to_char("| Vulture's Vigor Yes Yes |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_POWER] > 8){
send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch);
send_to_char("| EagleStrength Yes Yes |#n\n\r",ch);
send_to_char("| HawkEyes Yes Yes |#n\n\r",ch);
send_to_char("| Vulture's Vigor Yes Yes |#n\n\r",ch);
send_to_char("| FalconBlade Yes No |#n\n\r",ch);
}
else if (ch->pcdata->powers[SKYBLADE_POWER] > 9){
send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch);
send_to_char("| EagleStrength Yes Yes |#n\n\r",ch);
send_to_char("| HawkEyes Yes Yes |#n\n\r",ch);
send_to_char("| Vulture's Vigor Yes Yes |#n\n\r",ch);
send_to_char("| FalconBlade Yes Yes |#n\n\r",ch);}
}
else{
send_to_char("| OwlEyes(Leye,Reye) No No |#n\n\r",ch);
send_to_char("| EagleStrength No No |#n\n\r",ch);
send_to_char("| HawkEyes No No |#n\n\r",ch);
send_to_char("| Vulture's Vigor No No |#n\n\r",ch);
send_to_char("| FalconBlade No No |#n\n\r",ch);}
send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);*/
xprintf(buf, "You have %d power.\n\r", ch->pcdata->powers[SKYBLADE_POWER]);
stc(buf, ch);
return;
}
else if (!str_cmp(arg1,"magic"))
{/*
send_to_char("-=^=-=^=-=^=-=^=-=^=- Skyblade Magics -=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
send_to_char("| Magics Learned Improved |#n\n\r",ch);
if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0) {
if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0)
send_to_char("| Skyforge Yes No |#n\n\r",ch);
else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 1)
send_to_char("| Skyforge Yes Yes |#n\n\r",ch);
if (ch->pcdata->powers[SKYBLADE_MAGIC] > 2){
send_to_char("| Skyforge Yes Yes |#n\n\r",ch);
send_to_char("| HeavenlyRain Yes No |#n\n\r",ch);
}
else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 3){
send_to_char("| Skyforge Yes Yes |#n\n\r",ch);
send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_MAGIC] > 4){
send_to_char("| Skyforge Yes Yes |#n\n\r",ch);
send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch);
send_to_char("| Climax Yes No |#n\n\r",ch);
}
else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 5){
send_to_char("| Skyforge Yes Yes |#n\n\r",ch);
send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch);
send_to_char("| Climax Yes Yes |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_MAGIC] > 6){
send_to_char("| Skyforge Yes Yes |#n\n\r",ch);
send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch);
send_to_char("| Climax Yes Yes |#n\n\r",ch);
send_to_char("| DragonAura Yes No |#n\n\r",ch);
}
else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 7){
send_to_char("| Skyforge Yes Yes |#n\n\r",ch);
send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch);
send_to_char("| Climax Yes Yes |#n\n\r",ch);
send_to_char("| DragonAura Yes Yes |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_MAGIC] > 8){
send_to_char("| Skyforge Yes Yes |#n\n\r",ch);
send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch);
send_to_char("| Climax Yes Yes |#n\n\r",ch);
send_to_char("| DragonAura Yes Yes |#n\n\r",ch);
send_to_char("| WyrmAura Yes No |#n\n\r",ch);
}
else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 9){
send_to_char("| Skyforge Yes Yes |#n\n\r",ch);
send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch);
send_to_char("| Climax Yes Yes |#n\n\r",ch);
send_to_char("| DragonAura Yes Yes |#n\n\r",ch);
send_to_char("| WyrmAura Yes Yes |#n\n\r",ch);}
}
else{
send_to_char("| Skyforge No No |#n\n\r",ch);
send_to_char("| HeavenlyRain No No |#n\n\r",ch);
send_to_char("| Climax No No |#n\n\r",ch);
send_to_char("| DragonAura No No |#n\n\r",ch);
send_to_char("| WyrmAura No No |#n\n\r",ch);}
send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
*/
xprintf(buf, "You have %d magic.\n\r",ch->pcdata->powers[SKYBLADE_MAGIC]);
stc(buf, ch);
return;
}
if (!str_cmp(arg1,"skills"))
{
send_to_char("-=^=-=^=-=^=-=^=-=^=- Skyblade Skills -=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
send_to_char("| Skills Learned |#n\n\r",ch);
if (ch->pcdata->powers[SKYBLADE_SKILLS] > 0) {
if (ch->pcdata->powers[SKYBLADE_SKILLS] == 1){
send_to_char("| BladeJump Yes |#n\n\r",ch);
send_to_char("| Pummel No |#n\n\r",ch);
send_to_char("| CloudsBlessing No |#n\n\r",ch);
send_to_char("| RapierStrike No |#n\n\r",ch);
send_to_char("| Retort No |#n\n\r",ch);
send_to_char("| LeapOfFaith No |#n\n\r",ch);
send_to_char("| DragonCharge No |#n\n\r",ch);
send_to_char("| DragonX No |#n\n\r",ch);
send_to_char("| WyrmRoar No |#n\n\r",ch);
send_to_char("| DiveStrike No |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] == 2){
send_to_char("| BladeJump Yes |#n\n\r",ch);
send_to_char("| Pummel Yes |#n\n\r",ch);
send_to_char("| CloudsBlessing No |#n\n\r",ch);
send_to_char("| RapierStrike No |#n\n\r",ch);
send_to_char("| Retort No |#n\n\r",ch);
send_to_char("| LeapOfFaith No |#n\n\r",ch);
send_to_char("| DragonCharge No |#n\n\r",ch);
send_to_char("| DragonX No |#n\n\r",ch);
send_to_char("| WyrmRoar No |#n\n\r",ch);
send_to_char("| DiveStrike No |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] == 3){
send_to_char("| BladeJump Yes |#n\n\r",ch);
send_to_char("| Pummel Yes |#n\n\r",ch);
send_to_char("| CloudsBlessing Yes |#n\n\r",ch);
send_to_char("| RapierStrike No |#n\n\r",ch);
send_to_char("| Retort No |#n\n\r",ch);
send_to_char("| LeapOfFaith No |#n\n\r",ch);
send_to_char("| DragonCharge No |#n\n\r",ch);
send_to_char("| DragonX No |#n\n\r",ch);
send_to_char("| WyrmRoar No |#n\n\r",ch);
send_to_char("| DiveStrike No |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] == 4){
send_to_char("| BladeJump Yes |#n\n\r",ch);
send_to_char("| Pummel Yes |#n\n\r",ch);
send_to_char("| CloudsBlessing Yes |#n\n\r",ch);
send_to_char("| RapierStrike Yes |#n\n\r",ch);
send_to_char("| Retort No |#n\n\r",ch);
send_to_char("| LeapOfFaith No |#n\n\r",ch);
send_to_char("| DragonCharge No |#n\n\r",ch);
send_to_char("| DragonX No |#n\n\r",ch);
send_to_char("| WyrmRoar No |#n\n\r",ch);
send_to_char("| DiveStrike No |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] == 5){
send_to_char("| BladeJump Yes |#n\n\r",ch);
send_to_char("| Pummel Yes |#n\n\r",ch);
send_to_char("| CloudsBlessing Yes |#n\n\r",ch);
send_to_char("| RapierStrike Yes |#n\n\r",ch);
send_to_char("| Retort Yes |#n\n\r",ch);
send_to_char("| LeapOfFaith No |#n\n\r",ch);
send_to_char("| DragonCharge No |#n\n\r",ch);
send_to_char("| DragonX No |#n\n\r",ch);
send_to_char("| WyrmRoar No |#n\n\r",ch);
send_to_char("| DiveStrike No |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] == 6){
send_to_char("| BladeJump Yes |#n\n\r",ch);
send_to_char("| Pummel Yes |#n\n\r",ch);
send_to_char("| CloudsBlessing Yes |#n\n\r",ch);
send_to_char("| RapierStrike Yes |#n\n\r",ch);
send_to_char("| Retort Yes |#n\n\r",ch);
send_to_char("| LeapOfFaith Yes |#n\n\r",ch);
send_to_char("| DragonCharge No |#n\n\r",ch);
send_to_char("| DragonX No |#n\n\r",ch);
send_to_char("| WyrmRoar No |#n\n\r",ch);
send_to_char("| DiveStrike No |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] == 7){
send_to_char("| BladeJump Yes |#n\n\r",ch);
send_to_char("| Pummel Yes |#n\n\r",ch);
send_to_char("| CloudsBlessing Yes |#n\n\r",ch);
send_to_char("| RapierStrike Yes |#n\n\r",ch);
send_to_char("| Retort Yes |#n\n\r",ch);
send_to_char("| LeapOfFaith Yes |#n\n\r",ch);
send_to_char("| DragonCharge Yes |#n\n\r",ch);
send_to_char("| DragonX No |#n\n\r",ch);
send_to_char("| WyrmRoar No |#n\n\r",ch);
send_to_char("| DiveStrike No |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] == 8){
send_to_char("| BladeJump Yes |#n\n\r",ch);
send_to_char("| Pummel Yes |#n\n\r",ch);
send_to_char("| CloudsBlessing Yes |#n\n\r",ch);
send_to_char("| RapierStrike Yes |#n\n\r",ch);
send_to_char("| Retort Yes |#n\n\r",ch);
send_to_char("| LeapOfFaith Yes |#n\n\r",ch);
send_to_char("| DragonCharge Yes |#n\n\r",ch);
send_to_char("| DragonX Yes |#n\n\r",ch);
send_to_char("| WyrmRoar No |#n\n\r",ch);
send_to_char("| DiveStrike No |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] == 9){
send_to_char("| BladeJump Yes |#n\n\r",ch);
send_to_char("| Pummel Yes |#n\n\r",ch);
send_to_char("| CloudsBlessing Yes |#n\n\r",ch);
send_to_char("| RapierStrike Yes |#n\n\r",ch);
send_to_char("| Retort Yes |#n\n\r",ch);
send_to_char("| LeapOfFaith Yes |#n\n\r",ch);
send_to_char("| DragonCharge Yes |#n\n\r",ch);
send_to_char("| DragonX Yes |#n\n\r",ch);
send_to_char("| WyrmRoar Yes |#n\n\r",ch);
send_to_char("| DiveStrike No |#n\n\r",ch);
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] == 10){
send_to_char("| BladeJump Yes |#n\n\r",ch);
send_to_char("| Pummel Yes |#n\n\r",ch);
send_to_char("| CloudsBlessing Yes |#n\n\r",ch);
send_to_char("| RapierStrike Yes |#n\n\r",ch);
send_to_char("| Retort Yes |#n\n\r",ch);
send_to_char("| LeapOfFaith Yes |#n\n\r",ch);
send_to_char("| DragonCharge Yes |#n\n\r",ch);
send_to_char("| DragonX Yes |#n\n\r",ch);
send_to_char("| WyrmRoar Yes |#n\n\r",ch);
send_to_char("| DiveStrike Yes |#n\n\r",ch);}
}
else{
send_to_char("| BladeJump No |#n\n\r",ch);
send_to_char("| Pummel No |#n\n\r",ch);
send_to_char("| CloudsBlessing No |#n\n\r",ch);
send_to_char("| RapierStrike No |#n\n\r",ch);
send_to_char("| Retort No |#n\n\r",ch);
send_to_char("| LeapOfFaith No |#n\n\r",ch);
send_to_char("| DragonCharge No |#n\n\r",ch);
send_to_char("| DragonX No |#n\n\r",ch);
send_to_char("| WyrmRoar No |#n\n\r",ch);
send_to_char("| DiveStrike No |#n\n\r",ch);}
send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
return;
}
}/*else {
xprintf(buf,"Abilities: #LPower (%d), #nMagic (%d), #CSkills (%d).#n\n\r",
ch->pcdata->powers[SKYBLADE_POWER], ch->pcdata->powers[SKYBLADE_MAGIC],
ch->pcdata->powers[SKYBLADE_SKILLS]);
send_to_char(buf,ch);
return;
}*/
if (!str_cmp(arg2,"gain"))
{
int improve;
int cost;
int max;
if (!str_cmp(arg1,"power" )) {improve = SKYBLADE_POWER; max=10;}
else if (!str_cmp(arg1,"magic" )) {improve = SKYBLADE_MAGIC; max=10;}
else if (!str_cmp(arg1,"skills" )) {improve = SKYBLADE_SKILLS; max=10;}
else
{
send_to_char("Abilities: Power, Magic, Skills.\n\r",ch);
return;
}
cost = (ch->pcdata->powers[improve]+1) * 15;
arg1[0] = UPPER(arg1[0]);
if ( ch->pcdata->powers[improve] >= max )
{
xprintf(buf,"You have mastered all the abilites in the field of %s.\n\r", arg1);
send_to_char(buf,ch);
return;
}
if ( cost > ch->practice )
{
xprintf(buf,"It costs you %d primal to improve that ability.\n\r", cost);
send_to_char(buf,ch);
return;
}
ch->pcdata->powers[improve] += 1;
ch->practice -= cost;
xprintf(buf,"You improve your mastery of %s abilities.\n\r", arg1);
send_to_char(buf,ch);
}
else send_to_char("To improve an ability, type: abilities <ability type> gain.\n\r",ch);
return;
}
void do_bladejump( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if ( IS_NPC(ch) )
return;
argument = one_argument (argument, arg);
if (!IS_CLASS(ch, CLASS_SKYBLADE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "BladeJump to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "You cannot find them.\n\r", ch );
return;
}
if( ch->move < 1000)
{
stc( "You don't have enough movement points to bladejump to them.\n\r",ch);
return;
}
if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc( "You can't find it's room.\n\r",ch);
return;
}
if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc( "Your body can't go there.\n\r",ch);
return;
}
if (IS_SET(victim->act, ACT_NOTRAVEL))
{
send_to_char("No Can Do.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("But you're already at yourself!\n\r",ch);
return;
}
if ( room_is_private(victim->in_room ) )
{
send_to_char( "That room is private right now.\n\r", ch );
return;
}
if (!IS_NPC(victim) && ch->move < victim->max_move)
{
if ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
{
send_to_char( "They are hiding from you.\n\r", ch );
return;
}
else
send_to_char("You need more move than you're opponent.\n\r",ch);
}
if (victim->in_room == ch->in_room)
{
send_to_char("But you're already there!\n\r",ch);
return;
}
act("You jump into the clouds", ch, NULL, victim, TO_CHAR);
act("$n jumps into the clouds", ch, NULL, victim, TO_ROOM);
char_from_room(ch);
char_to_room(ch,victim->in_room);
ch->move -= 1000;
act("$n jumps out of the clouds and lands infront of $N.", ch, NULL, victim, TO_NOTVICT);
act("$n jumps out of the clouds and lands infront of you.", ch, NULL, victim, TO_VICT);
do_look(ch,"auto");
return;
}
void do_eaglestrength( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_CLASS(ch, CLASS_SKYBLADE) )
{
if (ch->pcdata->powers[SKYBLADE_POWER] < 3)
{
send_to_char("You don't have that ability yet.\n\r",ch);
return;
}
if ( ch->move < 1000 )
{
send_to_char("You don't have enough movement to gain the strength of an eagle.\n\r", ch);
return;
}
if (!IS_SET(ch->newbits2, NEW2_EAGLES))
{
SET_BIT(ch->newbits2, NEW2_EAGLES);
send_to_char("You flex your arms and legs as you gain the strength of an eagle.\n\r",ch);
act("$n's legs and arms grow as they gain the strength of an eagle.",ch,NULL,NULL,TO_ROOM);
if (ch->pcdata->powers[SKYBLADE_POWER] <= 3)
ch->damroll += 75;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 4)
{
ch->damroll += 250;
}
ch->move -= 1000;
WAIT_STATE(ch,12);
return;
}
else if (IS_SET(ch->newbits2, NEW2_EAGLES)){
REMOVE_BIT(ch->newbits2, NEW2_EAGLES);
send_to_char("Your arms and legs lose the strength of an eagle.\n\r",ch);
act("$n's legs and arms shrink as they lose the strength of an eagle.",ch,NULL,NULL,TO_ROOM);
if (ch->pcdata->powers[SKYBLADE_POWER] <= 3) ch->damroll -= 75;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 4) ch->damroll -= 250;
return;}
}
}
void do_hawkeyes( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_CLASS(ch, CLASS_SKYBLADE) )
{
if (ch->pcdata->powers[SKYBLADE_POWER] < 5)
{
send_to_char("You don't have that ability yet.\n\r",ch);
return;
}
if ( ch->move < 1000 )
{
send_to_char("You don't have enough movement to gain the eyes of a hawk.\n\r", ch);
return;
}
if (!IS_SET(ch->newbits2, NEW2_HAWKEYES))
{
SET_BIT(ch->newbits2, NEW2_HAWKEYES);
send_to_char("Your eyes flicker as they gain the accuracy of a hawk.\n\r",ch);
act("$n's eyes flicker as they gain the accuracy of a hawk.",ch,NULL,NULL,TO_ROOM);
if (ch->pcdata->powers[SKYBLADE_POWER] <= 5)
ch->hitroll += 75;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 6)
{
ch->hitroll += 250;
}
ch->move -= 1000;
WAIT_STATE(ch,12);
return;
}
else if (IS_SET(ch->newbits2, NEW2_HAWKEYES)){
REMOVE_BIT(ch->newbits2, NEW2_HAWKEYES);
send_to_char("Your eyes flicker as they lose the accuracy of a hawk.\n\r",ch);
act("$n's eyes flicker as they lose the accuracy of a hawk.",ch,NULL,NULL,TO_ROOM);
if (ch->pcdata->powers[SKYBLADE_POWER] <= 5) ch->hitroll -= 75;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 6) ch->hitroll -= 250;
return;}
}}
void do_vulturevigor( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_CLASS(ch, CLASS_SKYBLADE) )
{
if (ch->pcdata->powers[SKYBLADE_POWER] < 7)
{
send_to_char("You don't have that ability yet.\n\r",ch);
return;
}
if ( ch->move < 1000 )
{
send_to_char("You don't have enough movement to gain the vigor of a vulture.\n\r", ch);
return;
}
if (!IS_SET(ch->newbits2, NEW2_VVIGOR))
{
SET_BIT(ch->newbits2, NEW2_VVIGOR);
send_to_char("Your body grows as it gains the vigor of the vulture.\n\r",ch);
act("$n's body grows as it gains the vigor of the vulture.",ch,NULL,NULL,TO_ROOM);
if (ch->pcdata->powers[SKYBLADE_POWER] <= 7)
ch->armor -= 75;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 8)
{
ch->armor -= 250;
}
ch->move -= 1000;
WAIT_STATE(ch,12);
return;
}
else if (IS_SET(ch->newbits2, NEW2_VVIGOR)){
REMOVE_BIT(ch->newbits2, NEW2_VVIGOR);
send_to_char("Your body shrinks as it loses the vigor of the vulture.\n\r",ch);
act("$n's body shrinks as it loses the vigor of the vulture.",ch,NULL,NULL,TO_ROOM);
if (ch->pcdata->powers[SKYBLADE_POWER] <= 7) ch->armor += 75;
if (ch->pcdata->powers[SKYBLADE_POWER] >= 8) ch->armor += 250;
return;}
}}
void do_cloudsblessing( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_CLASS(ch, CLASS_SKYBLADE) )
{
if (ch->pcdata->powers[SKYBLADE_SKILLS] < 3)
{
send_to_char("You don't have that ability yet.\n\r",ch);
return;
}
if ( ch->move < 5000 )
{
send_to_char("You don't have enough movement to gain the a cloud blessing.\n\r", ch);
return;
}
if (!IS_SET(ch->newbits, NEW_CLOUDBLESS))
{
SET_BIT(ch->newbits, NEW_CLOUDBLESS);
send_to_char("You are blessed by the clouds in the sky.\n\r",ch);
act("$n's eyes twinkle as the clouds roll in.",ch,NULL,NULL,TO_ROOM);
ch->damroll += 50;
ch->hitroll += 50;
ch->armor -= 50;
ch->move -= 5000;
WAIT_STATE(ch,12);
return;
}
else if (IS_SET(ch->newbits, NEW_CLOUDBLESS)){
REMOVE_BIT(ch->newbits, NEW_CLOUDBLESS);
send_to_char("Your blessing is removed as the clouds leave the sky.\n\r",ch);
act("$n's eyes lose their twinkle as the clouds leave.",ch,NULL,NULL,TO_ROOM);
ch->damroll -= 50;
ch->hitroll -= 50;
ch->armor += 50;
return;}
}}
void do_pummel( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] < 2)
{
send_to_char("You haven't mastered the skills abilities enough.\n\r",ch);
return;
}
if (!TIME_UP(ch, TIMER_PUMMEL))
{
send_to_char("You are too tired from the last time.\n\r",ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone though.\n\r",ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("They aren't stanced though.\n\r",ch);
return;
}
SET_TIMER(ch, TIMER_PUMMEL, 5);
do_stance(victim, "");
WAIT_STATE(victim,12);
return;
}
void do_skyforge( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
int vnum = 0;
if (IS_NPC(ch)) return;
if(!IS_IMMORTAL(ch))
{
if (!IS_CLASS(ch, CLASS_SKYBLADE))
{
send_to_char("What?\n\r",ch);
return;
}
}
if (ch->pcdata->powers[SKYBLADE_MAGIC] < 1)
{
send_to_char("You haven't mastered enough of the magic ability yet.\n\r",ch);
return;
}
if ( ch->practice < 250 )
{
send_to_char("You don't have the 250 primal needed.\n\r",ch);
return;
}
if (ch->pcdata->powers[SKYBLADE_MAGIC] == 1) vnum = 33178;
if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 2) vnum = 33179;
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform a God .\n\r",ch);
return;
}
if( !IS_IMMORTAL(ch) )
{
ch->practice -= 250;
}
obj = create_object(pObjIndex, 50);
SET_BIT(obj->spectype, SITEM_SKYBLADE);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
act("$p falls from the heavens and lands before you.",ch,obj,NULL,TO_CHAR);
act("$p falls from the heavens and lands before $n.",ch,obj,NULL,TO_ROOM);
return;
}
void do_wyrmroar(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument (argument, arg);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] < 9)
{
send_to_char("You have not mastered the skills ability enough yet.\n\r",ch);
return;
}
if (!TIME_UP(ch, TIMER_WYRM_ROAR))
{
send_to_char("Your throat is still sore from the last time.\n\r",ch);
return;
}
if (( victim = get_char_room(ch, NULL, arg)) == NULL)
{
if (ch->fighting == NULL)
{
send_to_char("Yes release the roar of the wyrm, but at who?\n\r",ch);
return;
}
else victim = ch->fighting;
}
if (victim == ch)
{
send_to_char("Quit that stupid ass.\n\r",ch);
return;
}
if (is_safe(ch, victim)) return;
SET_TIMER(ch, TIMER_WYRM_ROAR, 6);
WAIT_STATE(victim, 18);
act("$n roars with the power of the wyrm, stunning you in place.",ch,NULL,victim,TO_VICT);
act("$n roars with the power of the wyrm, stunning $N in place.", ch, NULL, victim, TO_NOTVICT);
act("You roar with the power of the wyrm, stunning $N in place.", ch, NULL, victim, TO_CHAR);
return;
}
void do_divestrike ( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument (argument, arg);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] < 10)
{
send_to_char("You have not mastered the ability yet.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Divestrike on whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch ); return;
}
if ( victim == ch )
{
send_to_char( "#CWhatever#n\n\r", ch );
return;
}
if (ch->move < 10000)
{
send_to_char( "#CYou need 10000 move to use this!#n\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char("#LYou jump down from the #Wclouds#L and strike down upon your opponent.#n\n\r",ch);
act("#C$n #Ljumps down from the #Wclouds #Land strikes $s opponent with $s rapier.#n\n\r",ch,NULL,victim,TO_ROOM);
WAIT_STATE( ch, 3 * PULSE_VIOLENCE );
multi_hit( ch, victim, TYPE_UNDEFINED );
multi_hit( ch, victim, TYPE_UNDEFINED );
multi_hit( ch, victim, TYPE_UNDEFINED );
}
send_to_char("#LYou jump from the heavens down upon your opponent.#n\n\r",ch);
act("#C$n #Ljumps down from the heavens and strikes upon you with $s rapier.#n\n\r",ch,NULL,victim,TO_VICT);
ch->move -= 10000;
ch->hitroll += 5000;
WAIT_STATE( ch, 3 * PULSE_VIOLENCE);
multi_hit( ch, victim, TYPE_UNDEFINED );
multi_hit( ch, victim, TYPE_UNDEFINED );
multi_hit( ch, victim, TYPE_UNDEFINED );
ch->hitroll -= 5000;
return;
}
void do_dragonx (CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int dam;
argument = one_argument(argument, arg1);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE))
{
stc("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[SKYBLADE_SKILLS] < 8)
{
send_to_char("You haven't mastered that skill yet.\n\r",ch);
return;
}
if (ch->pcdata->powers[SKYBLADE_DTIMER] != 10)
{
send_to_char("Your dragon power has not fully charged.\n\r",ch);
return;
}
if (( victim = get_char_room(ch, NULL, arg1)) == NULL)
{
if (( victim = ch->fighting) == NULL)
{
send_to_char("Use the power of the dragon on whom?\n\r",ch);
return;
}
else victim = ch->fighting;
}
if (is_safe(ch, victim))
{
send_to_char("They are safe from such a hostile action.\n\r",ch);
return;
}
if (ch->mana < 10000)
{
send_to_char("You do not have the 10000 mana required to call on the dragon.\n\r",ch);
return;
}
dam = victim->hit/3;
if (IS_NPC(victim)) dam = victim->hit * .9;
if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 5) dam *= 1.5;
if (IS_NPC(victim))
{
if (dam > 15000) dam = 5000 + (number_range(1,5) * number_range(1,7));
}
else
{
if (dam > 6000) dam = 6000 + (number_range(1,5) * number_range(1,7));
}
do_say(ch, "#LMighty dragon give me your POWER!!!!!!#n");
act("#C$n #Lleaps high into the air.......#n\n\r",ch,NULL,victim,TO_ROOM);
stc("#LYou leap high into the air!#n\n\r",ch);
act("#0The #ylightning crackles#0 as a large dragon is seen in the horizon.#n\n\r",ch,NULL,victim,TO_ROOM);
WAIT_STATE(ch, 6);
WAIT_STATE(victim, 6);
stc("#LYou charge down upon your victim riding a huge dragon!#n\n\r",ch);
act("#C$n #0charges down upon you, riding a huge dragon!#n\n\r",ch,NULL,victim,TO_VICT);
act("#C$n #0charges down upon $N, riding a huge dragon!#n\n\r",ch,NULL,victim,TO_NOTVICT);
ch->mana -= 10000;
ch->pcdata->powers[SKYBLADE_DTIMER] = 0;
WAIT_STATE(ch, 12);
WAIT_STATE(victim, 12);
xprintf(buf, "#LYou return to the ground and your dragon fades away.#W[%d]\n\r",dam);
stc(buf,ch);
xprintf(buf, "#L%s returns to the ground and the dragon fades away.#W[%d]\n\r",ch->name,dam);
stc(buf, victim);
hurt_person(ch, victim, dam);
WAIT_STATE(ch, 8);
if (ch->fighting == NULL) ch->fighting = victim;
return;
}
void do_heavenlyrain(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
int dam;
argument = one_argument(argument, arg1);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE))
{
stc("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[SKYBLADE_MAGIC] < 3)
{
send_to_char("You haven't mastered that magic yet.\n\r",ch);
return;
}
if (( victim = get_char_room(ch, NULL, arg1)) == NULL)
{
if (( victim = ch->fighting) == NULL)
{
send_to_char("Call heavenlyrain upon whom?\n\r",ch);
return;
}
else victim = ch->fighting;
}
if (is_safe(ch, victim))
{
send_to_char("They are safe from such a hostile action.\n\r",ch);
return;
}
if (ch->mana < 5000)
{
send_to_char("You do not have the 5000 mana required to call on the dragon.\n\r",ch);
return;
}
if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4) dam = number_range(5000, 7000);
else dam = number_range(3000, 5000);
if (!IS_NPC(victim) && victim->alignment == 1000) dam *= .5;
if (IS_NPC(victim)) dam += victim->hit/10;
xprintf(buf, "#CYou call upon a heavenly rain to harm your opponent!#W[%d]\n\r",dam);
stc(buf,ch);
xprintf(buf, "#C%s calls upon a heavenly rain to harm you!#W[%d]\n\r",ch->name,dam);
stc(buf,victim);
act("#C$n calls upon a heavenly rain to harm $N!#n\n\r",ch,NULL,victim,TO_NOTVICT);
ch->mana -= 5000;
if (number_range(1,4) == 4){
if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4)
ch->hit += dam;
else
ch->hit += dam/2;
stc ("#LYour heavenly rain has healed you.#n\n\r",ch);}
hurt_person(ch, victim, dam);
if (victim->hit < -10) victim->hit = -10;
WAIT_STATE(ch, 8);
if (ch->fighting == NULL) ch->fighting = victim;
return;
}
void do_skyarmor( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SKYBLADE))
{
send_to_char("What?\n\r",ch);
return;
}
if (ch->pcdata->powers[SKYBLADE_MAGIC] < 2)
{
send_to_char("You haven't mastered enough of the magic ability yet.\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Please specify which piece of Skyblade armor you wish to make: Ring Collar Plate Helmet "
"Leggings Boots Gauntlets Sleeves Cape Belt Bracer Mask.\n\r",ch);
return;
}
if ( ch->practice < 100 )
{
send_to_char("It costs 100 points of primal to create Skyblade equipment.\n\r",ch);
return;
}
if (!str_cmp(arg,"ring" )) vnum = 33314;
else if (!str_cmp(arg,"plate" )) vnum = 33317;
else if (!str_cmp(arg,"helmet" )) vnum = 33318;
else if (!str_cmp(arg,"collar" )) vnum = 33316;
else if (!str_cmp(arg,"leggings" )) vnum = 33325;
else if (!str_cmp(arg,"boots" )) vnum = 33322;
else if (!str_cmp(arg,"gauntlets" )) vnum = 33323;
else if (!str_cmp(arg,"sleeves" )) vnum = 33324;
else if (!str_cmp(arg,"cape" )) vnum = 33319;
else if (!str_cmp(arg,"belt" )) vnum = 33320;
else if (!str_cmp(arg,"bracer" )) vnum = 33315;
else if (!str_cmp(arg,"mask" )) vnum = 33321;
else
{
do_skyarmor(ch,"");
return;
}
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform a God.\n\r",ch);
return;
}
ch->practice -= 100;
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
act("$p appears in your hands.",ch,obj,NULL,TO_CHAR);
act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM);
return;
}