/***************************************************************************
* 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. *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file 'rom.license' *
***************************************************************************/
/***************************************************************************
* ROT 2.0 is copyright 1996-1999 by Russ Walsh *
* By using this code, you have agreed to follow the terms of the *
* ROT license, in the file 'rot.license' *
***************************************************************************/
#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 "magic.h"
#include "tables.h"
/* command procedures needed */
DECLARE_DO_FUN(do_look );
extern char *target_name;
void spell_farsight(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FARSIGHT) )
{
if (victim == ch)
send_to_char("Your eyes are already as good as they get.\n\r",ch);
else
act("$N can see just fine.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_FARSIGHT;
affect_to_char( victim, &af );
send_to_char( "Your eyes jump into focus.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_protection_voodoo(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, SHD_PROTECT_VOODOO) )
{
return;
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_PROTECT_VOODOO;
affect_to_char( victim, &af );
return;
}
void spell_portal( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim;
OBJ_DATA *portal, *stone;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_NONE) )
|| (is_clan(victim) && (!is_same_clan(ch,victim)
|| clan_table[victim->clan].independent)))
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (global_gquest && IS_NPC(victim) && victim->on_gquest)
{
send_to_char( "You failed.\n\r", ch );
return;
}
stone = get_eq_char(ch,WEAR_HOLD);
if (!IS_IMMORTAL(ch)
&& (stone == NULL || stone->item_type != ITEM_WARP_STONE))
{
send_to_char("You lack the proper component for this spell.\n\r",ch);
return;
}
if (stone != NULL && stone->item_type == ITEM_WARP_STONE)
{
act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR);
act("It flares brightly and vanishes!",ch,stone,NULL,TO_CHAR);
extract_obj(stone);
}
portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0);
portal->timer = 2 + level / 25;
portal->value[3] = victim->in_room->vnum;
obj_to_room(portal,ch->in_room);
act("$p rises up from the ground.",ch,portal,NULL,TO_ROOM);
act("$p rises up before you.",ch,portal,NULL,TO_CHAR);
}
void spell_nexus( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *portal, *stone;
ROOM_INDEX_DATA *to_room, *from_room;
from_room = ch->in_room;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| (to_room = victim->in_room) == NULL
|| !can_see_room(ch,to_room) || !can_see_room(ch,from_room)
|| IS_SET(to_room->room_flags, ROOM_SAFE)
|| IS_SET(from_room->room_flags,ROOM_SAFE)
|| IS_SET(to_room->room_flags, ROOM_PRIVATE)
|| IS_SET(to_room->room_flags, ROOM_SOLITARY)
|| IS_SET(to_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(from_room->room_flags,ROOM_NO_RECALL)
|| victim->level >= level + 3
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_NONE) )
|| (is_clan(victim) && (!is_same_clan(ch,victim)
|| clan_table[victim->clan].independent)))
{
send_to_char( "You failed.\n\r", ch );
return;
}
stone = get_eq_char(ch,WEAR_HOLD);
if (!IS_IMMORTAL(ch)
&& (stone == NULL || stone->item_type != ITEM_WARP_STONE))
{
send_to_char("You lack the proper component for this spell.\n\r",ch);
return;
}
if (stone != NULL && stone->item_type == ITEM_WARP_STONE)
{
act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR);
act("It flares brightly and vanishes!",ch,stone,NULL,TO_CHAR);
extract_obj(stone);
}
/* portal one */
portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0);
portal->timer = 1 + level / 10;
portal->value[3] = to_room->vnum;
obj_to_room(portal,from_room);
act("$p rises up from the ground.",ch,portal,NULL,TO_ROOM);
act("$p rises up before you.",ch,portal,NULL,TO_CHAR);
/* no second portal if rooms are the same */
if (to_room == from_room)
return;
/* portal two */
portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0);
portal->timer = 1 + level/10;
portal->value[3] = from_room->vnum;
obj_to_room(portal,to_room);
if (to_room->people != NULL)
{
act("$p rises up from the ground.",to_room->people,portal,NULL,TO_ROOM);
act("$p rises up from the ground.",to_room->people,portal,NULL,TO_CHAR);
}
}
void spell_empower( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
OBJ_DATA *object;
char buf[MSL];
char *name;
int new_sn;
int mana;
int newmana;
int newtarget;
if ( ( new_sn = find_spell( ch,target_name ) ) < 0 )
{
send_to_char( "What spell do you wish to bind?\n\r", ch );
return;
}
if ( !IS_NPC(ch) )
{
if (ch->pcdata->learned[new_sn] == 0)
{
send_to_char( "What spell do you wish to bind?\n\r", ch );
return;
}
if (ch->pcdata->tier != 2)
{
if (ch->level < skill_table[new_sn].skill_level[ch->class])
{
send_to_char( "What spell do you wish to bind?\n\r", ch );
return;
}
} else if ((ch->level < skill_table[new_sn].skill_level[ch->class])
&& (ch->level < skill_table[new_sn].skill_level[ch->clasb]))
{
send_to_char( "What spell do you wish to bind?\n\r", ch );
return;
}
}
name = skill_table[new_sn].name;
if (!strcmp(name, "empower") )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (skill_table[new_sn].spell_fun == spell_null)
{
send_to_char( "That's not a spell.\n\r", ch );
return;
}
newtarget = skill_table[new_sn].target;
if (ch->level + 2 == skill_table[sn].skill_level[ch->class])
mana = 50;
else
mana = UMAX(
skill_table[sn].min_mana,
100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) );
if (!IS_NPC(ch) && (ch->pcdata->tier == 2))
{
if ((ch->level + 2 == skill_table[sn].skill_level[ch->class])
|| ( ch->level + 2 == skill_table[sn].skill_level[ch->clasb]))
mana = 50;
else
mana = UMAX(
skill_table[sn].min_mana,
100 / ( 2 + ch->level - UMIN(skill_table[sn].skill_level[ch->class] ,
skill_table[sn].skill_level[ch->clasb]) ) );
}
if (ch->level + 2 == skill_table[new_sn].skill_level[ch->class])
newmana = 50;
else
newmana = UMAX(
skill_table[new_sn].min_mana,
100 / ( 2 + ch->level - skill_table[new_sn].skill_level[ch->class] ) );
if (!IS_NPC(ch) && (ch->pcdata->tier == 2))
{
if ((ch->level + 2 == skill_table[new_sn].skill_level[ch->class])
|| ( ch->level + 2 == skill_table[new_sn].skill_level[ch->clasb]))
newmana = 50;
else
newmana = UMAX(
skill_table[new_sn].min_mana,
100 / ( 2 + ch->level - UMIN(skill_table[new_sn].skill_level[ch->class] ,
skill_table[new_sn].skill_level[ch->clasb]) ) );
}
if ( (ch->mana - mana - newmana) < 0)
{
send_to_char( "You do not have enough mana.\n\r", ch );
return;
}
ch->mana -= newmana;
if ((newtarget == TAR_CHAR_DEFENSIVE) || (newtarget == TAR_CHAR_SELF))
{
object = create_object(get_obj_index(OBJ_VNUM_POTION), 0);
}
else
{
object = create_object(get_obj_index(OBJ_VNUM_SCROLL), 0);
}
object->value[0] = ch->level;
object->value[1] = new_sn;
object->level = ch->level-5;
sprintf( buf, "%s %s", object->name, name);
free_string(object->name);
object->name = str_dup(buf);
sprintf( buf, "%s%s", object->short_descr, name);
free_string(object->short_descr);
object->short_descr = str_dup(buf);
if ((newtarget == TAR_CHAR_DEFENSIVE) || (newtarget == TAR_CHAR_SELF))
{
sprintf( buf, "$n has created a potion of %s!",name);
act(buf,ch,object,NULL,TO_ROOM);
sprintf( buf, "You create a potion of %s!\n\r",name);
send_to_char(buf,ch);
}
else
{
sprintf( buf, "$n has created a scroll of %s!",name);
act(buf,ch,object,NULL,TO_ROOM);
sprintf( buf, "You create a scroll of %s!\n\r",name);
send_to_char(buf,ch);
}
obj_to_char(object,ch);
return;
}
void spell_resurrect( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
char buf[MSL];
char arg[MSL];
MOB_INDEX_DATA *pMobIndex;
OBJ_DATA *obj;
OBJ_DATA *cobj;
OBJ_DATA *obj_next;
CHAR_DATA *pet;
int length;
if ( ( obj = get_obj_here( ch, "corpse" ) ) == NULL )
{
send_to_char( "There's no corpse here.\n\r", ch );
return;
}
if ( ch->pet != NULL )
{
send_to_char("You failed.\n\r",ch);
return;
}
pMobIndex = get_mob_index( MOB_VNUM_CORPSE );
pet = create_mobile( pMobIndex );
if (!IS_SET(pet->act, ACT_PET) )
SET_BIT(pet->act, ACT_PET);
if (!IS_SET(pet->affected_by, AFF_CHARM) )
SET_BIT(pet->affected_by, AFF_CHARM);
pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;
sprintf( buf, "%s{GThe mark of %s is on it's forehead.{x.\n\r",
pet->description, ch->name );
free_string( pet->description );
pet->description = str_dup( buf );
free_string( pet->short_descr );
pet->short_descr = str_dup( str_replace(obj->short_descr, "corpse", "zombie") );
sprintf( buf, "%s", str_replace(obj->description, "corpse", "zombie") );
length = strlen(buf)-12;
strncpy( arg, buf, length);
arg[length] = '\0';
sprintf( buf, "%s standing here.\n\r", arg);
free_string( pet->long_descr );
pet->long_descr = str_dup( buf );
char_to_room( pet, ch->in_room );
add_follower( pet, ch );
pet->leader = ch;
ch->pet = pet;
pet->alignment = ch->alignment;
pet->level = UMAX(1, UMIN(109, ((ch->level/2)+(obj->level/2))));
pet->max_hit = dice(moblev_table[pet->level].hpdice,
moblev_table[pet->level].hpsides)
+ moblev_table[pet->level].hpbonus;
pet->hit = pet->max_hit;
pet->max_mana = dice(moblev_table[pet->level].hpdice,
moblev_table[pet->level].hpsides)
+ moblev_table[pet->level].hpbonus;
pet->mana = pet->max_mana;
pet->damroll = moblev_table[pet->level].dambonus;
pet->damage[DICE_NUMBER] = moblev_table[pet->level].damdice;
pet->damage[DICE_TYPE] = moblev_table[pet->level].damsides;
pet->armor[0] = moblev_table[pet->level].mobac * 10;
pet->armor[1] = moblev_table[pet->level].mobac * 10;
pet->armor[2] = moblev_table[pet->level].mobac * 10;
pet->armor[3] = (moblev_table[pet->level].mobac + 4) * 10;
{
int i;
for (i = 0; i < MAX_STATS; i ++)
pet->perm_stat[i] = UMIN(25,11 + pet->level/4);
if (IS_SET(pet->act,ACT_WARRIOR))
{
pet->perm_stat[STAT_STR] += 3;
pet->perm_stat[STAT_INT] -= 1;
pet->perm_stat[STAT_CON] += 2;
}
if (IS_SET(pet->act,ACT_THIEF))
{
pet->perm_stat[STAT_DEX] += 3;
pet->perm_stat[STAT_INT] += 1;
pet->perm_stat[STAT_WIS] -= 1;
}
if (IS_SET(pet->act,ACT_CLERIC))
{
pet->perm_stat[STAT_WIS] += 3;
pet->perm_stat[STAT_DEX] -= 1;
pet->perm_stat[STAT_STR] += 1;
}
if (IS_SET(pet->act,ACT_MAGE))
{
pet->perm_stat[STAT_INT] += 3;
pet->perm_stat[STAT_STR] -= 1;
pet->perm_stat[STAT_DEX] += 1;
}
if (IS_SET(pet->act,ACT_RANGER))
{
pet->perm_stat[STAT_STR] += 3;
pet->perm_stat[STAT_CON] -= 1;
pet->perm_stat[STAT_INT] += 1;
}
if (IS_SET(pet->act,ACT_DRUID))
{
pet->perm_stat[STAT_WIS] += 3;
pet->perm_stat[STAT_STR] -= 1;
pet->perm_stat[STAT_DEX] += 1;
}
if (IS_SET(pet->act,ACT_VAMPIRE))
{
pet->perm_stat[STAT_CON] += 3;
pet->perm_stat[STAT_STR] += 1;
pet->perm_stat[STAT_WIS] -= 1;
}
if (IS_SET(pet->off_flags,OFF_FAST))
pet->perm_stat[STAT_DEX] += 2;
pet->perm_stat[STAT_STR] += pet->size - SIZE_MEDIUM;
pet->perm_stat[STAT_CON] += (pet->size - SIZE_MEDIUM) / 2;
}
for ( cobj = obj->contains; cobj != NULL; cobj = obj_next )
{
obj_next = cobj->next_content;
obj_from_obj( cobj );
obj_to_room( cobj, ch->in_room );
}
extract_obj( obj );
sprintf( buf, "%s stands up and starts following you.\n\r", pet->short_descr);
send_to_char( buf, ch);
sprintf( buf, "%s stands up and starts following $n.", pet->short_descr);
act( buf, ch, NULL, NULL, TO_ROOM);
return;
}
void spell_conjure( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
char buf[MSL];
MOB_INDEX_DATA *pMobIndex;
OBJ_DATA *stone;
CHAR_DATA *pet;
if (IS_NPC(ch))
return;
stone = get_eq_char(ch,WEAR_HOLD);
if (!IS_IMMORTAL(ch)
&& (stone == NULL || stone->item_type != ITEM_DEMON_STONE))
{
send_to_char("You lack the proper component for this spell.\n\r",ch);
return;
}
if ( ch->pet != NULL )
{
send_to_char("You failed.\n\r",ch);
return;
}
if (stone != NULL && stone->item_type == ITEM_DEMON_STONE)
{
if (stone->value[0] < 1)
{
act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR);
act("$n draws upon the power of $p.",ch,stone,NULL,TO_ROOM);
act("It flares brightly and explodes into dust.",ch,stone,NULL,TO_CHAR);
act("It flares brightly and explodes into dust.",ch,stone,NULL,TO_ROOM);
extract_obj( stone );
return;
}
}
pMobIndex = get_mob_index( MOB_VNUM_DEMON );
pet = create_mobile( pMobIndex );
if (!IS_SET(pet->act, ACT_PET) )
SET_BIT(pet->act, ACT_PET);
if (!IS_SET(pet->affected_by, AFF_CHARM) )
SET_BIT(pet->affected_by, AFF_CHARM);
pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;
sprintf( buf, "%s{GThe mark of %s is on it's forehead.{x.\n\r",
pet->description, ch->name );
free_string( pet->description );
pet->description = str_dup( buf );
if (!str_cmp(class_table[ch->class].name,"lich"))
{
sprintf(buf, "The skeletal warrior follows its master.\n\r{GThe mark of %s is on it's forehead.{x.\n\r",
ch->name );
free_string( pet->description );
pet->description = str_dup( buf );
sprintf(buf, "skeletal warrior undead pet");
free_string( pet->name );
pet->name = str_dup( buf );
sprintf(buf, "A demon is standing here.\n\r");
free_string( pet->short_descr );
pet->short_descr = str_dup( buf );
}
/* Set the demon to casters level-15 and recalculate the dice rolls */
pet->level = UMAX(0,ch->level - 15);
pet->max_hit = dice(moblev_table[pet->level].hpdice,
moblev_table[pet->level].hpsides)
+ moblev_table[pet->level].hpbonus;
pet->hit = pet->max_hit;
pet->max_mana = dice(moblev_table[pet->level].hpdice,
moblev_table[pet->level].hpsides)
+ moblev_table[pet->level].hpbonus;
pet->mana = pet->max_mana;
pet->damroll = moblev_table[pet->level].dambonus;
pet->damage[DICE_NUMBER] = moblev_table[pet->level].damdice;
pet->damage[DICE_TYPE] = moblev_table[pet->level].damsides;
pet->armor[0] = moblev_table[pet->level].mobac * 10;
pet->armor[1] = moblev_table[pet->level].mobac * 10;
pet->armor[2] = moblev_table[pet->level].mobac * 10;
pet->armor[3] = (moblev_table[pet->level].mobac + 4) * 10;
/* Now reset the demons stats */
{
int i;
for (i = 0; i < MAX_STATS; i ++)
pet->perm_stat[i] = UMIN(25,11 + pet->level/4);
if (IS_SET(pet->act,ACT_WARRIOR))
{
pet->perm_stat[STAT_STR] += 3;
pet->perm_stat[STAT_INT] -= 1;
pet->perm_stat[STAT_CON] += 2;
}
if (IS_SET(pet->act,ACT_THIEF))
{
pet->perm_stat[STAT_DEX] += 3;
pet->perm_stat[STAT_INT] += 1;
pet->perm_stat[STAT_WIS] -= 1;
}
if (IS_SET(pet->act,ACT_CLERIC))
{
pet->perm_stat[STAT_WIS] += 3;
pet->perm_stat[STAT_DEX] -= 1;
pet->perm_stat[STAT_STR] += 1;
}
if (IS_SET(pet->act,ACT_MAGE))
{
pet->perm_stat[STAT_INT] += 3;
pet->perm_stat[STAT_STR] -= 1;
pet->perm_stat[STAT_DEX] += 1;
}
if (IS_SET(pet->act,ACT_RANGER))
{
pet->perm_stat[STAT_STR] += 3;
pet->perm_stat[STAT_CON] -= 1;
pet->perm_stat[STAT_INT] += 1;
}
if (IS_SET(pet->act,ACT_DRUID))
{
pet->perm_stat[STAT_WIS] += 3;
pet->perm_stat[STAT_STR] -= 1;
pet->perm_stat[STAT_DEX] += 1;
}
if (IS_SET(pet->act,ACT_VAMPIRE))
{
pet->perm_stat[STAT_CON] += 3;
pet->perm_stat[STAT_STR] += 1;
pet->perm_stat[STAT_WIS] -= 1;
}
if (IS_SET(pet->off_flags,OFF_FAST))
pet->perm_stat[STAT_DEX] += 2;
pet->perm_stat[STAT_STR] += pet->size - SIZE_MEDIUM;
pet->perm_stat[STAT_CON] += (pet->size - SIZE_MEDIUM) / 2;
}
char_to_room( pet, ch->in_room );
if (stone != NULL && stone->item_type == ITEM_DEMON_STONE)
{
stone->value[0] = UMAX(0, stone->value[0]-1);
act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR);
act("$n draws upon the power of $p.",ch,stone,NULL,TO_ROOM);
act("It flares brightly and $N appears.",ch,stone,pet,TO_CHAR);
act("It flares brightly and $N appears.",ch,stone,pet,TO_ROOM);
} else
{
act("$N suddenly appears in the room.",ch,NULL,pet,TO_CHAR);
act("$N suddenly appears in the room.",ch,NULL,pet,TO_ROOM);
}
add_follower( pet, ch );
pet->leader = ch;
ch->pet = pet;
pet->alignment = ch->alignment;
pet->level = ch->level;
pet->max_hit = pet->level * 30;
pet->hit = pet->max_hit;
pet->armor[0] = pet->level/2;
pet->armor[1] = pet->level/2;
pet->armor[2] = pet->level/2;
pet->armor[3] = pet->level/3;
return;
}
void spell_animate( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
char buf[MSL];
char arg[MSL];
MOB_INDEX_DATA *pMobIndex;
OBJ_DATA *obj = (OBJ_DATA *) vo;
CHAR_DATA *pet;
int length;
if ((obj->pIndexData->vnum > 17)
|| (obj->pIndexData->vnum < 12))
{
send_to_char( "That's not a body part!\n\r", ch );
return;
}
pMobIndex = get_mob_index( MOB_VNUM_ANIMATE );
pet = create_mobile( pMobIndex );
SET_BIT(pet->affected_by, AFF_CHARM);
pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;
sprintf( buf, "%s{GIt's branded with the mark of %s.{x.\n\r",
obj->description, ch->name );
free_string( pet->description );
pet->description = str_dup( buf );
free_string( pet->short_descr );
pet->short_descr = str_dup( obj->short_descr );
free_string( pet->name );
pet->name = str_dup( obj->name );
sprintf( buf, "%s", obj->description);
length = strlen(buf)-12;
strncpy( arg, buf, length);
arg[length] = '\0';
sprintf( buf, "%s floating here.\n\r", arg);
free_string( pet->long_descr );
pet->long_descr = str_dup( buf );
char_to_room( pet, ch->in_room );
add_follower( pet, ch );
pet->leader = ch;
obj_from_char( obj );
sprintf( buf, "%s floats up and starts following you.\n\r", pet->short_descr);
send_to_char( buf, ch);
sprintf( buf, "%s floats up and starts following $n.", pet->short_descr);
act( buf, ch, NULL, NULL, TO_ROOM);
return;
}
void spell_iceshield( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int duration;
if (IS_SHIELDED(victim, SHD_ICE))
{
if(victim == ch)
send_to_char("You are already surrounded by an {Cicy{x shield.\n\r", ch);
else
act("$N is already surrounded by an {Cicy{x shield.",ch,NULL,victim,TO_CHAR);
return;
}
if (IS_NPC(victim))
{
send_to_char("You failed.\n\r", ch);
return;
}
duration = level/6;
if (!IS_IMMORTAL(victim))
{
bool found = TRUE;
if (skill_table[sn].skill_level[victim->class] > LEVEL_HERO)
{
duration = level/12;
found = FALSE;
}
if (victim->pcdata->tier == 2)
{
if (skill_table[sn].skill_level[victim->clasb] > LEVEL_HERO)
{
if (found)
{
duration = level/6;
} else
{
duration = level/12;
}
} else {
if (found)
{
duration = level/3;
} else
{
duration = level/6;
}
}
}
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = duration;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_ICE;
affect_to_char(victim, &af);
send_to_char("You are surrounded by an {Cicy{x shield.\n\r", victim);
act("$n is surrounded by an {Cicy{x shield.",victim, NULL,NULL,TO_ROOM);
return;
}
void spell_fireshield(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int duration;
if (IS_SHIELDED(victim, SHD_FIRE))
{
if (victim == ch)
send_to_char("You are already surrounded by a {Rfirey{x shield.\r\n", ch);
else
act("$N is already surrounded by a {Rfiery{x shield.",ch,NULL,victim,TO_CHAR);
return;
}
if (IS_NPC(victim))
{
send_to_char("You failed.\n\r", ch);
return;
}
duration = level/6;
if (!IS_IMMORTAL(victim))
{
bool found = TRUE;
if (skill_table[sn].skill_level[victim->class] > LEVEL_HERO)
{
duration = level/12;
found = FALSE;
}
if (victim->pcdata->tier == 2)
{
if (skill_table[sn].skill_level[victim->clasb] > LEVEL_HERO)
{
if (found)
{
duration = level/6;
} else
{
duration = level/12;
}
} else {
if (found)
{
duration = level/3;
} else
{
duration = level/6;
}
}
}
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = duration;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_FIRE;
affect_to_char(victim, &af);
send_to_char("You are surrounded by a {Rfiery{x shield.\n\r", victim);
act("$n is surrounded by a {Rfiery{x shield.",victim, NULL,NULL,TO_ROOM);
return;
}
void spell_shockshield(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int duration;
if (IS_SHIELDED(victim, SHD_SHOCK))
{
if (victim == ch)
send_to_char("You are already surrounded in a {Bcrackling{x shield.\n\r", ch);
else
act("$N is already surrounded by a {Bcrackling{x shield.",ch, NULL, victim, TO_CHAR);
return;
}
if (IS_NPC(victim))
{
send_to_char("You failed.\n\r", ch);
return;
}
duration = level/6;
if (!IS_IMMORTAL(victim))
{
bool found = TRUE;
if (skill_table[sn].skill_level[victim->class] > LEVEL_HERO)
{
duration = level/12;
found = FALSE;
}
if (victim->pcdata->tier == 2)
{
if (skill_table[sn].skill_level[victim->clasb] > LEVEL_HERO)
{
if (found)
{
duration = level/6;
}
else
{
duration = level/12;
}
}
else
{
if (found)
{
duration = level/3;
}
else
{
duration = level/6;
}
}
}
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = duration;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_SHOCK;
affect_to_char(victim, &af);
send_to_char("You are surrounded by a {Bcrackling{x field.\n\r",victim);
act("$n is surrounded by a {Bcrackling{x shield.",victim, NULL,NULL, TO_ROOM);
return;
}
void spell_quest_pill( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (IS_NPC(victim))
return;
victim->aqps++;
victim->qps++;
victim->qps++;
victim->qps++;
victim->qps++;
victim->qps++;
victim->questpoints++;
victim->questpoints++;
victim->questpoints++;
victim->questpoints++;
victim->questpoints++;
victim->questpoints++;
victim->questpoints++;
victim->questpoints++;
victim->questpoints++;
victim->questpoints++;
send_to_char( "{YYou've gained an {RAutoQuest Point{Y!{x\n\r", victim );
send_to_char( "{YYou've gained five Global Quest Points!!{x\n\r", victim );
send_to_char( "{YYou've gained ten Player Quest Points!!{x\n\r", victim );
if ( ch != victim )
send_to_char( "Ok {R!{B!{Y!{x{z{b.{x\n\r", ch );
return;
}
void spell_voodoo( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
char name[MIL];
char buf[MSL];
OBJ_DATA *bpart;
OBJ_DATA *doll;
bpart = get_eq_char(ch,WEAR_HOLD);
if ((bpart == NULL)
|| (bpart->pIndexData->vnum < 12)
|| (bpart->pIndexData->vnum > 17))
{
send_to_char("You are not holding a body part.\n\r",ch);
return;
}
if (bpart->value[4] == 0)
{
send_to_char("This body part is from a mobile.\n\r",ch);
return;
}
do_mod_favor(ch, 8);
one_argument(bpart->name, name);
doll = create_object(get_obj_index(OBJ_VNUM_VOODOO), 0);
sprintf( buf, doll->short_descr, name );
free_string( doll->short_descr );
doll->short_descr = str_dup( buf );
sprintf( buf, doll->description, name );
free_string( doll->description );
doll->description = str_dup( buf );
sprintf( buf, doll->name, name );
free_string( doll->name );
doll->name = str_dup( buf );
act( "$p morphs into a voodoo doll",ch,bpart,NULL,TO_CHAR);
obj_from_char( bpart );
obj_to_char(doll,ch);
equip_char(ch,doll,WEAR_HOLD);
act( "$n has created $p!", ch, doll, NULL, TO_ROOM );
return;
}
void spell_shadow( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *gch;
if (IS_NPC(victim))
{
send_to_char("You can only use this on other players.\n\r",ch);
return;
}
if ( ( time_info.hour < 6 ) || ( time_info.hour > 18 ) )
{
send_to_char( "You can only use this during the day.\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char("You move toward your shadow, but it moves away from you.\n\r",ch);
return;
}
if (IS_IMMORTAL(victim) || (victim->level < get_trust(ch)))
{
send_to_char("Spell failed.\n\r",ch);
return;
}
if (ch->shadow || victim->shadowed)
{
send_to_char("Spell failed.\n\r",ch);
return;
}
ch->shadow = TRUE;
ch->shadowing = victim;
victim->shadowed = TRUE;
victim->shadower = ch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if (IS_NPC(gch))
break;
if (gch == ch)
continue;
if (!IS_IMMORTAL(gch))
continue;
if (gch->level < get_trust(ch))
continue;
act( "$n slips out of the room.", ch, NULL, gch, TO_VICT );
}
char_from_room( ch );
char_to_room( ch, victim->in_room );
do_look( victim, "auto" );
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if (IS_NPC(gch))
break;
if (gch == ch)
continue;
if (!IS_IMMORTAL(gch))
continue;
if (gch->level < get_trust(ch))
continue;
act( "$n silently slips into the room.", ch, NULL, NULL, TO_ROOM );
}
act("You silently slip into %N's shadow.", ch, NULL, victim, TO_CHAR);
return;
}
/*
void spell_summon_lgolem( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *gch;
CHAR_DATA *golem;
AFFECT_DATA af;
int i=0;
if (is_affected(ch,sn))
{
send_to_char("You lack the power to summon another golem right now.\n\r", ch);
return;
}
send_to_char("You attempt to summon a lesser golem.\n\r",ch);
act("$n attempts to summon a lesser golem.",ch,NULL,NULL,TO_ROOM);
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch && ( gch->pIndexData->vnum == MOB_VNUM_LGOLEM ) )
{
i++;
if (i > 5)
{
send_to_char("More golems are more than you can control!\n\r",ch);
return;
}
}
}
golem = create_mobile( get_mob_index(MOB_VNUM_LGOLEM) );
for (i = 0; i < MAX_STATS; i ++)
golem->perm_stat[i] = UMIN(25,15 + ch->level/10);
golem->perm_stat[STAT_STR] += 3;
golem->perm_stat[STAT_INT] -= 1;
golem->perm_stat[STAT_CON] += 2;
golem->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000) : UMIN( (2 * ch->pcdata->perm_hit) + 400,30000);
golem->hit = golem->max_hit;
golem->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
golem->mana = golem->max_mana;
golem->level = ch->level;
for (i=0; i < 3; i++)
golem->armor[i] = interpolate(golem->level,100,-100);
golem->armor[3] = interpolate(golem->level,100,0);
golem->gold = 0;
golem->timer = 0;
golem->damage[DICE_NUMBER] = 3;
golem->damage[DICE_TYPE] = 10;
golem->damage[DICE_BONUS] = ch->level / 2;
char_to_room(golem,ch->in_room);
send_to_char("You summoned a lesser golem!\n\r",ch);
act("$n summons a lesser golem!",ch,NULL,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 25;
af.bitvector = 0;
af.modifier = 0;
af.location = APPLY_NONE;
affect_to_char(ch, &af);
SET_BIT(golem->affected_by, AFF_CHARM);
golem->master = golem->leader = ch;
DB * */
void spell_rasp(int sn,int level,CHAR_DATA *ch,void *vo,int target,int dam)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int mana;
if ( saves_spell( level, victim,DAM_MENTAL) )
{
send_to_char("You feel fingers trying to pick your brain.\n\r",victim);
send_to_char("They are unaffected by your rasp!\n\r",ch);
WAIT_STATE( ch,1.75 * PULSE_VIOLENCE );
return;
}
if ((victim->mana >= 250 ) && (victim->level >= 10))
{
dam = victim->mana/2 * UMIN (number_range(1,2),((ch->level)+(ch->mana))/4);
mana = number_range(ch->level,victim->mana)/4;
ch->mana += mana;
victim->mana -= mana;
}
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
send_to_char("You feel your brain being squeezed.\n\r",victim);
send_to_char("{R{zMm{x{rmm{x{R{zMm{x{rmm{x{R{zMm{x{rmm{x.\n\r",ch);
damage( ch, victim, dam, sn, DAM_MENTAL, TRUE);
WAIT_STATE( ch,0.75 * PULSE_VIOLENCE );
return;
}
void spell_acid_arrow( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 12 );
if ( saves_spell( level, victim, DAM_ACID ) ) dam /= 2;
damage( ch, victim, dam, sn, DAM_ACID, TRUE);
return;
}
void spell_etheral_fist( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 12 );
if ( saves_spell( level, victim, DAM_ENERGY ) ) dam /= 2;
act("A fist of black, otherworldly ether rams into $N, leaving $M looking stunned!",ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
return;
}
void spell_spectral_furor( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 8 );
if ( saves_spell( level, victim, DAM_ENERGY ) ) dam /= 2;
act("The fabric of the cosmos strains in fury about $N!",ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
return;
}
void spell_disruption( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 9 );
if ( saves_spell( level, victim, DAM_ENERGY ) ) dam /= 2;
act("A weird energy encompasses $N, causing you to question $S continued existence.", ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
return;
}
void spell_sonic_resonance( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 7 );
if ( saves_spell( level, victim, DAM_ENERGY ) ) dam /= 2;
act("A cylinder of kinetic energy enshrouds $N causing $S to resonate.", ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
WAIT_STATE( victim, skill_table[sn].beats );
return;
}
/* mental */
void spell_mind_wrack( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 7 );
if ( saves_spell( level, victim, DAM_MENTAL ) ) dam /= 2;
act("$n stares intently at $N, causing $N to seem very lethargic.", ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_MENTAL,TRUE);
return;
}
void spell_mind_wrench( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 9 );
if ( saves_spell( level, victim, DAM_MENTAL ) ) dam /= 2;
act("$n stares intently at $N, causing $N to seem very hyperactive.", ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_MENTAL,TRUE);
return;
}
/* acid */
void spell_sulfurus_spray( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 7 );
if ( saves_spell( level, victim, DAM_ACID ) ) dam /= 2;
act("A stinking spray of sulfurous liquid rains down on $N." ,ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
void spell_caustic_font( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 9 );
if ( saves_spell( level, victim, DAM_ACID ) ) dam /= 2;
act("A fountain of caustic liquid forms below $N. The smell of $S degenerating tissues is revolting! ", ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
void spell_acetum_primus( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 8 );
if ( saves_spell( level, victim, DAM_ACID ) ) dam /= 2;
act("A cloak of primal acid enshrouds $N, sparks form as it consumes all it touches. ",ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
/* Electrical */
void spell_galvanic_whip( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 7 );
if ( saves_spell( level, victim, DAM_LIGHTNING ) ) dam /= 2;
act("$n conjures a whip of ionized particles, which lashes ferociously at $N.", ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
return;
}
void spell_magnetic_trust( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 8 );
if ( saves_spell( level, victim, DAM_LIGHTNING ) ) dam /= 2;
act("An unseen energy moves nearby, causing your hair to stand on end!", ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
return;
}
void spell_meteor( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
if ( !IS_OUTSIDE(ch) )
{
send_to_char( "You must be out of doors.\n\r", ch );
return;
}
send_to_char( "A dark shadow falls across the land.\n\r", ch );
act( "$n raises $s arms and a shadow falls across the land.", ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && !is_safe_spell(ch,vch,TRUE))
{
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( vch ) ) )
{
ch->attacker = TRUE;
vch->attacker = FALSE;
}
if (IS_AFFECTED(vch,AFF_PASS_DOOR))
damage(ch,vch,(level/2),sn,DAM_BASH,TRUE);
else
damage( ch,vch,level + dice(100, 500), sn, DAM_BASH,TRUE);
}
continue;
}
if ( vch->in_room->area == ch->in_room->area )
send_to_char( "A dark shadow falls across the land.\n\r", vch );
}
return;
}
void spell_quantum_spike( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 9 );
if ( saves_spell( level, victim, DAM_LIGHTNING ) ) dam /= 2;
act("$N seems to dissolve into tiny unconnected particles, then is painfully reassembled.", ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
return;
}
/*
SPELL: Ionwave
DESC: Sends a wave of energy from the caster in all directions.
EFFECT: Everyone NOT the caster.
AUTHOR: The Mage.
*/
void spell_ionwave( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *pChar, *pChar_next;
int dam;
pChar_next = NULL;
for ( pChar = ch->in_room->people; pChar; pChar = pChar_next )
{
pChar_next = pChar->next_in_room;
if ( !is_safe( ch, pChar ) && (pChar != ch))
{
act( "$n sends a huge wave of energy out! The energy burns you{x!", ch, NULL, pChar, TO_VICT );
dam = number_range( 25, 100 );
if ( saves_spell( ch->level, pChar, DAM_ENERGY ) ) dam /= 2;
damage( ch, pChar, dam, sn, DAM_ENERGY,TRUE);
}
}
return;
}
/*
SPELL: Vaccine
DESC: Adds resistance to DISEASE.
EFFECT: Target.
AUTHOR: The Mage.
*/
void spell_vaccine( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || (IS_SET(ch->res_flags,RES_DISEASE)))
{
if (victim == ch)
send_to_char("You are already vaccinated.\n\r",ch);
else
act("$N is already vaccinated.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_RESIST;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = RES_DISEASE;
affect_to_char( victim, &af );
send_to_char( "{BYou feel someone vaccinating you.\n\r{x", victim );
if ( ch != victim )
act("{B$N{x is vaccinated by your magic.",ch,NULL,victim,TO_CHAR);
return;
}
/*
SPELL: Banshee Scream
DESC: Sends a blast of SOUND out in all directions from the caster.
EFFECT: SOUND damage to everyone not the CASTER.
AUTHOR: The Mage.
*/
void spell_banshee_scream( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *pChar, *pChar_next;
int dam;
pChar_next = NULL;
/* This spell will when used.. wipe out your mana */
for ( pChar = ch->in_room->people; pChar; pChar = pChar_next )
{
pChar_next = pChar->next_in_room;
if ( !is_safe( ch, pChar ) && (pChar != ch))
{
act( "$n screams a horrible sound! Your ears pop{x!", ch, NULL, pChar, TO_VICT );
dam = number_range( 25, 100 );
if ( saves_spell( ch->level, pChar, DAM_SOUND ) ) dam /= 2;
damage( ch, pChar, dam, sn, DAM_SOUND,TRUE);
}
}
return;
}
/* ================================ */
/*
SPELL: Sunbeam
DESC: Sends a blast of HOT LIGHT in a specific direction from the
SUN to a target..
EFFECT: Specific target. Does LIGHT damage.
AUTHOR: The Mage.
*/
void spell_sunbeam( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_OUTSIDE(ch) )
{
send_to_char( "You must be out of doors.\n\r", ch );
return;
}
if ( weather_info.sky > SKY_CLOUDLESS )
{
send_to_char( "You need good sunny weather.\n\r", ch );
return;
}
dam = number_range( 25, 100 );
if ( saves_spell( level, victim, DAM_LIGHT ) ) dam /= 2;
damage( ch, victim, dam, sn,DAM_LIGHT,TRUE);
return;
}