legend/
legend/area/
legend/player/
/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/
/***************************************************************************
 *  God Wars Mud copyright (C) 1994, 1995, 1996 by Richard Woolcock        *
 *                                                                         *
 *  Legend of Chrystancia copyright (C) 1999, 2000, 2001 by Matthew Little *
 *  This mud is NOT to be copied in whole or in part, or to be run without *
 *  the permission of Matthew Little. Nobody else has permission to        *
 *  authorise the use of this code.                                        *
 ***************************************************************************/

#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"



/*
 * The following special functions are available for mobiles.
 */
DECLARE_SPEC_FUN(	spec_breath_any		);
DECLARE_SPEC_FUN(	spec_breath_acid	);
DECLARE_SPEC_FUN(	spec_breath_fire	);
DECLARE_SPEC_FUN(	spec_breath_frost	);
DECLARE_SPEC_FUN(	spec_breath_gas		);
DECLARE_SPEC_FUN(	spec_breath_lightning	);
DECLARE_SPEC_FUN(	spec_cast_adept		);
DECLARE_SPEC_FUN(	spec_cast_cleric	);
DECLARE_SPEC_FUN(	spec_cast_judge		);
DECLARE_SPEC_FUN(	spec_cast_mage		);
DECLARE_SPEC_FUN(	spec_cast_undead	);
DECLARE_SPEC_FUN(	spec_fido		);
DECLARE_SPEC_FUN(	spec_guard		);
DECLARE_SPEC_FUN(	spec_janitor		);
DECLARE_SPEC_FUN(	spec_mayor		);
DECLARE_SPEC_FUN(	spec_poison		);
DECLARE_SPEC_FUN(	spec_thief		);
DECLARE_SPEC_FUN(	spec_eater		);
DECLARE_SPEC_FUN(	spec_gremlin_original	);
DECLARE_SPEC_FUN(	spec_gremlin_born	);
DECLARE_SPEC_FUN(	spec_rogue		);
DECLARE_SPEC_FUN(	spec_clan_guardian	);
DECLARE_SPEC_FUN(	spec_clan_torcalta	);
DECLARE_SPEC_FUN(	spec_clan_spiritknights	);
DECLARE_SPEC_FUN(	spec_clan_werewolf	);
DECLARE_SPEC_FUN(	spec_clan_demon 	);
DECLARE_SPEC_FUN(	spec_clan_demons	);
DECLARE_SPEC_FUN(	spec_clan_highlander 	);
DECLARE_SPEC_FUN(	spec_clan_lander	);
DECLARE_SPEC_FUN(	spec_clan_mage   	);
DECLARE_SPEC_FUN(	spec_kavir_guardian	);
DECLARE_SPEC_FUN(	spec_zombie_lord	);
DECLARE_SPEC_FUN(	spec_dog		);
DECLARE_SPEC_FUN(	spec_macexe			);
DECLARE_SPEC_FUN(	spec_healer3	);
DECLARE_SPEC_FUN(	spec_healer2	);
DECLARE_SPEC_FUN(	spec_clan_malkavian );
DECLARE_SPEC_FUN(	spec_clan_assamite );
DECLARE_SPEC_FUN(	spec_clan_brujah );
DECLARE_SPEC_FUN(	spec_clan_adramaleck );
DECLARE_SPEC_FUN(	spec_clan_carniveau );
DECLARE_SPEC_FUN(	spec_clan_hell );
DECLARE_SPEC_FUN(	spec_clan_nearth );
DECLARE_SPEC_FUN(	spec_clan_kilsek );
DECLARE_SPEC_FUN(	spec_clan_zauviir );
DECLARE_SPEC_FUN(	spec_clan_kotaro );
DECLARE_SPEC_FUN(	spec_clan_ryu );
DECLARE_SPEC_FUN(	spec_clan_taira );
DECLARE_SPEC_FUN(	spec_clan_silverfangs );
DECLARE_SPEC_FUN(	spec_clan_uktena );
DECLARE_SPEC_FUN(	spec_clan_blackfuries );
DECLARE_SPEC_FUN(	spec_clan_nephandi );
DECLARE_SPEC_FUN(	spec_clan_iterationx );
DECLARE_SPEC_FUN(	spec_clan_verbena );
DECLARE_SPEC_FUN(	spec_clan_euthanatos );
DECLARE_SPEC_FUN(	spec_clan_virtualadept );
DECLARE_SPEC_FUN(	spec_clan_athonite );
DECLARE_SPEC_FUN(	spec_clan_benedictine );
DECLARE_SPEC_FUN(	spec_clan_shaolin );
DECLARE_SPEC_FUN(spec_tagbot);
DECLARE_SPEC_FUN(       spec_questmaster        );   /* Vassago */
DECLARE_SPEC_FUN(       spec_guard1        );   /* Vassago */
DECLARE_SPEC_FUN(       spec_guard2        );   /* Vassago */
DECLARE_SPEC_FUN(       spec_guard3        );   /* Vassago */
DECLARE_SPEC_FUN(       spec_guard4        );   /* Vassago */
DECLARE_SPEC_FUN(       spec_guard5        );   /* Vassago */
DECLARE_SPEC_FUN(spec_puff);
DECLARE_SPEC_FUN(       spec_bubba              );

/*
 * Given a name, return the appropriate spec fun.
 */
SPEC_FUN *spec_lookup( const char *name )
{
    if ( !str_cmp( name, "spec_healer"		  ) ) return spec_cast_adept;
    if ( !str_cmp( name, "spec_healer2"		  ) ) return spec_healer2;
    if ( !str_cmp( name, "spec_healer3"		  ) ) return spec_healer3;
    if ( !str_cmp( name, "spec_breath_any"	  ) ) return spec_breath_any;
    if ( !str_cmp( name, "spec_breath_acid"	  ) ) return spec_breath_acid;
    if ( !str_cmp( name, "spec_breath_fire"	  ) ) return spec_breath_fire;
    if ( !str_cmp( name, "spec_breath_frost"	  ) ) return spec_breath_frost;
    if ( !str_cmp( name, "spec_breath_gas"	  ) ) return spec_breath_gas;
    if ( !str_cmp( name, "spec_breath_lightning"  ) ) return
							spec_breath_lightning;
    if ( !str_cmp( name, "spec_cast_adept"	  ) ) return spec_cast_adept;
    if ( !str_cmp( name, "spec_cast_cleric"	  ) ) return spec_cast_cleric;
    if ( !str_cmp( name, "spec_cast_judge"	  ) ) return spec_cast_judge;
    if ( !str_cmp( name, "spec_cast_mage"	  ) ) return spec_cast_mage;
    if ( !str_cmp( name, "spec_cast_undead"	  ) ) return spec_cast_undead;
    if ( !str_cmp( name, "spec_fido"		  ) ) return spec_fido;
    if ( !str_cmp( name, "spec_guard"		  ) ) return spec_guard;
    if ( !str_cmp( name, "spec_janitor"		  ) ) return spec_janitor;
    if ( !str_cmp( name, "spec_mayor"		  ) ) return spec_mayor;
    if ( !str_cmp( name, "spec_poison"		  ) ) return spec_poison;
    if ( !str_cmp( name, "spec_thief"		  ) ) return spec_thief;
    if ( !str_cmp( name, "spec_eater"		  ) ) return spec_eater;
    if ( !str_cmp( name, "spec_gremlin_original"  ) ) return spec_gremlin_original;
    if ( !str_cmp( name, "spec_gremlin_born"	  ) ) return spec_gremlin_born;
    if ( !str_cmp( name, "spec_rogue"		      ) ) return spec_rogue;
    if ( !str_cmp( name, "spec_clan_guardian"     ) ) return spec_clan_guardian;
    if ( !str_cmp( name, "spec_clan_torcalta"     ) ) return spec_clan_torcalta;
    if ( !str_cmp( name, "spec_clan_spiritknights") ) return spec_clan_spiritknights;
    if ( !str_cmp( name, "spec_clan_werewolf"     ) ) return spec_clan_werewolf;
    if ( !str_cmp( name, "spec_clan_demon"        ) ) return spec_clan_demon;
    if ( !str_cmp( name, "spec_clan_demons"       ) ) return spec_clan_demons;
    if ( !str_cmp( name, "spec_clan_highlander"        ) ) return spec_clan_highlander;
    if ( !str_cmp( name, "spec_clan_lander"       ) ) return spec_clan_lander;
    if ( !str_cmp( name, "spec_clan_mage"       ) ) return spec_clan_mage;
    if ( !str_cmp( name, "spec_kavir_guardian"    ) ) return spec_kavir_guardian;
    if ( !str_cmp( name, "spec_zombie_lord"       ) ) return spec_zombie_lord;
    if ( !str_cmp( name, "spec_dog"		  ) ) return spec_dog;
    if ( !str_cmp( name, "spec_macexe"		  ) ) return spec_macexe;
    if ( !str_cmp( name, "spec_clan_malkavian"		  ) ) return spec_clan_malkavian;
    if ( !str_cmp( name, "spec_clan_brujah"		  ) ) return spec_clan_brujah;
    if ( !str_cmp( name, "spec_clan_assamite"		  ) ) return spec_clan_assamite;
    if ( !str_cmp( name, "spec_clan_adramaleck"		  ) ) return spec_clan_adramaleck;
    if ( !str_cmp( name, "spec_clan_carniveau"		  ) ) return spec_clan_carniveau;
    if ( !str_cmp( name, "spec_clan_hell"		  ) ) return spec_clan_hell;
    if ( !str_cmp( name, "spec_clan_nearth"		  ) ) return spec_clan_nearth;
    if ( !str_cmp( name, "spec_clan_kilsek"		  ) ) return spec_clan_kilsek;
    if ( !str_cmp( name, "spec_clan_zauviir"		  ) ) return spec_clan_zauviir;
    if ( !str_cmp( name, "spec_clan_kotaro"		  ) ) return spec_clan_kotaro;
    if ( !str_cmp( name, "spec_clan_ryu"		  ) ) return spec_clan_ryu;
    if ( !str_cmp( name, "spec_clan_taira"		  ) ) return spec_clan_taira;
    if ( !str_cmp( name, "spec_clan_silverfangs"		  ) ) return spec_clan_silverfangs;
    if ( !str_cmp( name, "spec_clan_uktena"		  ) ) return spec_clan_uktena;
    if ( !str_cmp( name, "spec_clan_blackfuries"		  ) ) return spec_clan_blackfuries;
    if ( !str_cmp( name, "spec_clan_nephandi"		  ) ) return spec_clan_nephandi;
    if ( !str_cmp( name, "spec_clan_iterationx"		  ) ) return spec_clan_iterationx;
    if ( !str_cmp( name, "spec_clan_verbena"		  ) ) return spec_clan_verbena;
    if ( !str_cmp( name, "spec_clan_euthanatos"		  ) ) return spec_clan_euthanatos;
    if ( !str_cmp( name, "spec_clan_virtualadept"		  ) ) return spec_clan_virtualadept;
    if ( !str_cmp( name, "spec_clan_athonite"		  ) ) return spec_clan_athonite;
    if ( !str_cmp( name, "spec_clan_benedictine"		  ) ) return spec_clan_benedictine;
    if ( !str_cmp( name, "spec_clan_shaolin"		  ) ) return spec_clan_shaolin;
    if(!str_cmp(name,"spec_tagbot"))return spec_tagbot;
    if (!str_cmp(name, "spec_questmaster" ) ) return spec_questmaster;
    if (!str_cmp(name, "spec_guard1" ) ) return spec_guard1;
    if (!str_cmp(name, "spec_guard2" ) ) return spec_guard2;
    if (!str_cmp(name, "spec_guard3" ) ) return spec_guard3;
    if (!str_cmp(name, "spec_guard4" ) ) return spec_guard4;
    if (!str_cmp(name, "spec_quard5" ) ) return spec_guard5;
     if (!str_cmp(name, "spec_puff")) return spec_puff;
    if ( !str_cmp( name, "spec_bubba" ) ) return spec_bubba;
    return 0;
}



/*
 * Core procedure for dragons.
 */
bool spec_questmaster (CHAR_DATA *ch)
{
    if (ch->fighting != NULL) return spec_cast_mage( ch );
    return FALSE;
}
bool spec_guard1 (CHAR_DATA *ch)
{
    if (ch->fighting != NULL) return spec_cast_mage( ch );
    return FALSE;
}
bool spec_guard2 (CHAR_DATA *ch)
{
    if (ch->fighting != NULL) return spec_cast_mage( ch );
    return FALSE;
}
bool spec_guard3 (CHAR_DATA *ch)
{
    if (ch->fighting != NULL) return spec_cast_mage( ch );
    return FALSE;
}
bool spec_guard4 (CHAR_DATA *ch)
{
    if (ch->fighting != NULL) return spec_cast_mage( ch );
    return FALSE;
}
bool spec_guard5 (CHAR_DATA *ch)
{
    if (ch->fighting != NULL) return spec_cast_mage( ch );
    return FALSE;
}

bool dragon( CHAR_DATA *ch, char *spell_name )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    int sn;

    if ( ch->position != POS_FIGHTING )
	return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;
	if ( victim->fighting == ch && number_bits( 2 ) == 0 )
	    break;
    }

    if ( victim == NULL )
	return FALSE;

    if ( ( sn = skill_lookup( spell_name ) ) < 0 )
	return FALSE;
    (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
    return TRUE;
}



/*
 * Special procedures for mobiles.
 */
bool spec_breath_any( CHAR_DATA *ch )
{
    if ( ch->position != POS_FIGHTING )
	return FALSE;

    switch ( number_bits( 3 ) )
    {
    case 0: return spec_breath_fire		( ch );
    case 1:
    case 2: return spec_breath_lightning	( ch );
    case 3: return spec_breath_gas		( ch );
    case 4: return spec_breath_acid		( ch );
    case 5:
    case 6:
    case 7: return spec_breath_frost		( ch );
    }

    return FALSE;
}



bool spec_breath_acid( CHAR_DATA *ch )
{
    return dragon( ch, "acid breath" );
}



bool spec_breath_fire( CHAR_DATA *ch )
{
    return dragon( ch, "fire breath" );
}



bool spec_breath_frost( CHAR_DATA *ch )
{
    return dragon( ch, "frost breath" );
}



bool spec_breath_gas( CHAR_DATA *ch )
{
    int sn;

    if ( ch->position != POS_FIGHTING )
	return FALSE;

    if ( ( sn = skill_lookup( "gas breath" ) ) < 0 )
	return FALSE;
    (*skill_table[sn].spell_fun) ( sn, ch->level, ch, NULL );
    return TRUE;
}



bool spec_breath_lightning( CHAR_DATA *ch )
{
    return dragon( ch, "lightning breath" );
}



bool spec_cast_adept( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;

    if ( !IS_AWAKE(ch) )
	return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;

	if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
	    break;
    }

    if ( victim == NULL )
	return FALSE;
    if (IS_IMMORTAL(victim)) return FALSE;
    if (IS_CLASS(victim, CLASS_HIGHLANDER) ) return FALSE;
    if (IS_SET(victim->affected_by, AFF_ENTRAILS))
       REMOVE_BIT(victim->affected_by, AFF_ENTRAILS);
    if (IS_SET(victim->affected_by, AFF_WEBBED))
       REMOVE_BIT(victim->affected_by, AFF_WEBBED);
    if (IS_SET(victim->mflags, MAGE_EMBRACED1))
       REMOVE_BIT(victim->mflags, MAGE_EMBRACED1);
    if (IS_SET(victim->mflags, MAGE_EMBRACED2))
       REMOVE_BIT(victim->mflags, MAGE_EMBRACED2);
       

    switch ( number_bits( 3 ) )
    {
    case 0:
	mutter_words(ch);
	spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
	return TRUE;

    case 1:
	mutter_words(ch);
	spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
	return TRUE;

    case 2:
	mutter_words(ch);
	spell_cure_serious( skill_lookup( "cure serious" ),
	    ch->level, ch, victim );
	return TRUE;

    case 3:
	mutter_words(ch);
	spell_cure_light( skill_lookup( "cure light" ),
	    ch->level, ch, victim );
	return TRUE;

    case 4:
	mutter_words(ch);
	spell_refresh( skill_lookup( "armor" ),
	    ch->level*2, ch, victim );
	return TRUE;

    case 5:
	mutter_words(ch);
	spell_mana( skill_lookup( "mana" ), ch->level, ch, victim );
	return TRUE;

    case 6:
	mutter_words(ch);
        spell_clot(skill_lookup("clot"), ch->level, ch, victim );
        return TRUE;

    case 7:
	mutter_words(ch);
        spell_mend(skill_lookup("mend"), ch->level, ch, victim );
        return TRUE;


    }

    return FALSE;
}

bool spec_healer2( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;

    if ( !IS_AWAKE(ch) )
	return FALSE;


    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;

	if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
	    break;
    }

    if ( victim == NULL )
	return FALSE;
    if (IS_IMMORTAL(victim)) return FALSE;
    if (IS_CLASS(victim, CLASS_HIGHLANDER) ) return FALSE;
    if (IS_SET(victim->affected_by, AFF_ENTRAILS))
       REMOVE_BIT(victim->affected_by, AFF_ENTRAILS);
    if (IS_SET(victim->affected_by, AFF_WEBBED))
       REMOVE_BIT(victim->affected_by, AFF_WEBBED);
    if (IS_SET(victim->mflags, MAGE_EMBRACED1))
       REMOVE_BIT(victim->mflags, MAGE_EMBRACED1);
    if (IS_SET(victim->mflags, MAGE_EMBRACED2))
       REMOVE_BIT(victim->mflags, MAGE_EMBRACED2);

    switch ( number_bits( 3 ) )
    {
    case 0:
	mutter_words(ch);
	spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
	return TRUE;

    case 1:
	mutter_words(ch);

	spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
	return TRUE;

    case 2:
	mutter_words(ch);
	spell_cure_light( skill_lookup( "cure light" ),
	    ch->level, ch, victim );
	return TRUE;

    case 3:
	mutter_words(ch);
	spell_cure_blindness( skill_lookup( "cure blindness" ),
	    ch->level, ch, victim );
	return TRUE;

    case 4:
	mutter_words(ch);
	spell_cure_critical( skill_lookup( "cure critical" ),
	    ch->level, ch, victim );
	return TRUE;

    case 5:
	mutter_words(ch);
	spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim );
	return TRUE;

    case 6:
	mutter_words(ch);
        spell_mana(skill_lookup("mana"), ch->level, ch, victim );
        return TRUE;
    case 7:
	mutter_words(ch);
        spell_clot(skill_lookup("clot"), ch->level, ch, victim );
        return TRUE;

    case 8:
	mutter_words(ch);
        spell_mend(skill_lookup("mend"), ch->level, ch, victim );
        return TRUE;


    }

    return FALSE;
}

bool spec_healer3( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;

    if ( !IS_AWAKE(ch) )
	return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;
	if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
	    break;
    }

    spell_dispel_magic( skill_lookup( "dispel magic"), ch->level, ch, ch);
    if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

    if ( victim == NULL )
	return FALSE;
    if (IS_IMMORTAL(victim)) return FALSE;
    if (IS_CLASS(victim, CLASS_HIGHLANDER) ) return FALSE;
    if (IS_SET(victim->affected_by, AFF_ENTRAILS))
       REMOVE_BIT(victim->affected_by, AFF_ENTRAILS);
    if (IS_SET(victim->affected_by, AFF_WEBBED))
       REMOVE_BIT(victim->affected_by, AFF_WEBBED);
    if (IS_SET(victim->mflags, MAGE_EMBRACED1))
       REMOVE_BIT(victim->mflags, MAGE_EMBRACED1);
    if (IS_SET(victim->mflags, MAGE_EMBRACED2))
       REMOVE_BIT(victim->mflags, MAGE_EMBRACED2);
    strip_obj (victim);
    switch ( number_bits( 3 ) )
    {
    case 0:
	mutter_words(ch);
	spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
	return TRUE;
    case 1:
	mutter_words(ch);
	spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
	return TRUE;

    case 2:
	mutter_words(ch);

	spell_darkblessing( skill_lookup( "darkblessing" ),
	    ch->level, ch, victim );
	return TRUE;

    case 3:
	mutter_words(ch);
	spell_frenzy( skill_lookup( "frenzy" ),
	    ch->level, ch, victim );
	return TRUE;

    case 4:
	mutter_words(ch);
	spell_giant_strength( skill_lookup( "giant strength" ),
	    ch->level, ch, victim );
	return TRUE;
    case 5:
	mutter_words(ch);
        spell_shield(skill_lookup("shield"), ch->level, ch, victim );
        return TRUE;

    case 6:
	mutter_words(ch);
        spell_cure_poison(skill_lookup("cure poison"), ch->level, ch, victim );
        return TRUE;

    case 7:
	mutter_words(ch);
        spell_heal(skill_lookup("heal"), ch->level, ch, victim );
        return TRUE;

    case 8: 
	mutter_words(ch);
        spell_energyflux(skill_lookup("energyflux"), ch->level, ch, victim );
        return TRUE;
    case 9:
	mutter_words(ch);
        spell_clot(skill_lookup("clot"), ch->level, ch, victim );
        return TRUE;

    case 10:
	mutter_words(ch);
        spell_mend(skill_lookup("mend"), ch->level, ch, victim );
        return TRUE;


    }

    return FALSE;
}

bool spec_cast_cleric( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *spell;
    int sn;

    if ( ch->position != POS_FIGHTING )
	return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;
	if ( victim->fighting == ch && number_bits( 2 ) == 0 )
	    break;
    }

    if ( victim == NULL )
	return FALSE;

    for ( ;; )
    {
	int min_level;

	switch ( number_bits( 4 ) )
	{
	case  0: min_level =  0; spell = "blindness";      break;
	case  1: min_level =  3; spell = "cause serious";  break;
	case  2: min_level =  7; spell = "earthquake";     break;
	case  3: min_level =  9; spell = "cause critical"; break;
	case  4: min_level = 10; spell = "dispel evil";    break;
	case  5: min_level = 12; spell = "curse";          break;
	case  6: min_level = 12; spell = "change sex";     break;
	case  7: min_level = 13; spell = "flamestrike";    break;
	case  8:
	case  9:
	case 10: min_level = 15; spell = "harm";           break;
	default: min_level = 16; spell = "dispel magic";   break;
	}

	if ( ch->level >= min_level )
	    break;
    }

    if ( ( sn = skill_lookup( spell ) ) < 0 )
	return FALSE;
    (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
    return TRUE;
}



bool spec_cast_judge( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *spell;
    int sn;

    if ( ch->position != POS_FIGHTING )
	return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;
	if ( victim->fighting == ch && number_bits( 2 ) == 0 )
	    break;
    }

    if ( victim == NULL )
	return FALSE;

    spell = "high explosive";
    if ( ( sn = skill_lookup( spell ) ) < 0 )
	return FALSE;
    (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
    return TRUE;
}



bool spec_cast_mage( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *spell;
    int sn;

    if ( ch->position != POS_FIGHTING )
	return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;
	if ( victim->fighting == ch && number_bits( 2 ) == 0 )
	    break;
    }

    if ( victim == NULL )
	return FALSE;

    for ( ;; )
    {
	int min_level;

	switch ( number_bits( 4 ) )
	{
	case  0: min_level =  0; spell = "blindness";      break;
	case  1: min_level =  3; spell = "chill touch";    break;
	case  2: min_level =  7; spell = "weaken";         break;
	case  3: min_level =  8; spell = "teleport";       break;
	case  4: min_level = 11; spell = "colour spray";   break;
	case  5: min_level = 12; spell = "change sex";     break;
	case  6: min_level = 13; spell = "energy drain";   break;
	case  7:
	case  8:
	case  9: min_level = 15; spell = "fireball";       break;
	default: min_level = 20; spell = "acid blast";     break;
	}

	if ( ch->level >= min_level )
	    break;
    }

    if ( ( sn = skill_lookup( spell ) ) < 0 )
	return FALSE;
    (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
    return TRUE;
}



bool spec_cast_undead( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *spell;
    int sn;

    if ( ch->position != POS_FIGHTING )
	return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;
	if ( victim->fighting == ch && number_bits( 2 ) == 0 )
	    break;
    }

    if ( victim == NULL )
	return FALSE;

    for ( ;; )
    {
	int min_level;

	switch ( number_bits( 4 ) )
	{
	case  0: min_level =  0; spell = "curse";          break;
	case  1: min_level =  3; spell = "weaken";         break;
	case  2: min_level =  6; spell = "chill touch";    break;
	case  3: min_level =  9; spell = "blindness";      break;
	case  4: min_level = 12; spell = "poison";         break;
	case  5: min_level = 15; spell = "energy drain";   break;
	case  6: min_level = 18; spell = "harm";           break;
	case  7: min_level = 21; spell = "teleport";       break;
	default: min_level = 24; spell = "gate";           break;
	}

	if ( ch->level >= min_level )
	    break;
    }

    if ( ( sn = skill_lookup( spell ) ) < 0 )
	return FALSE;
    (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
    return TRUE;
}



bool spec_fido( CHAR_DATA *ch )
{
    OBJ_DATA *corpse;
    OBJ_DATA *c_next;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;

    if ( !IS_AWAKE(ch) )
	return FALSE;

    for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next )
    {
	c_next = corpse->next_content;
	if ( corpse->item_type != ITEM_CORPSE_NPC )
	    continue;

	act( "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
	for ( obj = corpse->contains; obj; obj = obj_next )
	{
	    obj_next = obj->next_content;
	    obj_from_obj( obj );
	    obj_to_room( obj, ch->in_room );
	}
	if (corpse != NULL) extract_obj( corpse );
	return TRUE;
    }

    return FALSE;
}



bool spec_guard( CHAR_DATA *ch )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    CHAR_DATA *ech;
    int max_evil;
    int rand;

    if ( !IS_AWAKE(ch) || ch->fighting != NULL )
	return FALSE;

    max_evil = 300;
    ech      = NULL;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;

	if ( !IS_NPC(victim) && victim->race > 80 && number_percent() > 95)
	    break;

	if ( victim->fighting != NULL
	&&   victim->fighting != ch
	&&   victim->alignment < max_evil )
	{
	    max_evil = victim->alignment;
	    ech      = victim;
	}
    }

    if ( victim != NULL )
    {
        
	rand=number_range(1,5);
	if (rand == 1)
	{
	    sprintf( buf, "It is an honour to meet you, %s!",
	        victim->name);
	    do_say( ch, buf );
	}
	else if (rand == 2)
	{
	    act("You bow deeply before $N.",ch,NULL,victim,TO_CHAR);
	    act("$n bows deeply before you.",ch,NULL,victim,TO_VICT);
	    act("$n bows deeply before $N.",ch,NULL,victim,TO_NOTVICT);
	}
	else if (rand == 3)
	{
	    act("You shake $N's hand.",ch,NULL,victim,TO_CHAR);
	    act("$n shakes your hand.",ch,NULL,victim,TO_VICT);
	    act("$n shakes $N's hand.",ch,NULL,victim,TO_NOTVICT);
	    sprintf( buf, "It's a pleasure to see you again, %s!",
	        victim->name);
	    do_say( ch, buf );
	}
	else if (rand == 4)
	{
	    act("You pat $N on the back.",ch,NULL,victim,TO_CHAR);
	    act("$n pats you on the back.",ch,NULL,victim,TO_VICT);
	    act("$n pats $N on the back.",ch,NULL,victim,TO_NOTVICT);
	    sprintf( buf, "Greetings %s!  If you need anything, just say!",
	        victim->name);
	    do_say( ch, buf );
	}
	else
	{
	    act("You beam a smile at $N.",ch,NULL,victim,TO_CHAR);
	    act("$n beams a smile at you.",ch,NULL,victim,TO_VICT);
	    act("$n beams a smile at $N.",ch,NULL,victim,TO_NOTVICT);
	}
	return TRUE;
    }

    if ( ech != NULL )
    {
	if (!IS_NPC(ech) && ech->race >= 25)
	{
	    sprintf( buf, "How DARE you attack %s? You shall DIE!",
	        ech->name);
	    do_say( ch, buf );
	    do_rescue( ch, ech->name );
	    return TRUE;
	}
	act( "$n screams 'PROTECT THE INNOCENT!!  BANZAI!!",
	    ch, NULL, NULL, TO_ROOM );
	multi_hit( ch, ech, TYPE_UNDEFINED );
	return TRUE;
    }

    return FALSE;
}



bool spec_janitor( CHAR_DATA *ch )
{
    OBJ_DATA *trash;
    OBJ_DATA *trash_next;

    if ( !IS_AWAKE(ch) )
	return FALSE;

    for ( trash = ch->in_room->contents; trash != NULL; trash = trash_next )
    {
	trash_next = trash->next_content;
	if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) )
	    continue;
        if (trash->item_type != ITEM_PIECE)
            continue;
	if ( trash->item_type == ITEM_DRINK_CON
	||   trash->item_type == ITEM_TRASH
	||   trash->cost < 10 )
	{
	    act( "$n picks up some trash.", ch, NULL, NULL, TO_ROOM );
	    obj_from_room( trash );
	    obj_to_char( trash, ch );
	    return TRUE;
	}
    }

    return FALSE;
}



bool spec_mayor( CHAR_DATA *ch )
{
    static const char open_path[] =
	"W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";

    static const char close_path[] =
	"W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";

    static const char *path;
    static int pos;
    static bool move;

    if ( !move )
    {
	if ( time_info.hour ==  6 )
	{
	    path = open_path;
	    move = TRUE;
	    pos  = 0;
	}

	if ( time_info.hour == 20 )
	{
	    path = close_path;
	    move = TRUE;
	    pos  = 0;
	}
    }

    if ( ch->fighting != NULL )
	return spec_cast_cleric( ch );
    if ( !move || ch->position < POS_SLEEPING )
	return FALSE;

    switch ( path[pos] )
    {
    case '0':
    case '1':
    case '2':
    case '3':
	move_char( ch, path[pos] - '0' );
	break;

    case 'W':
	ch->position = POS_STANDING;
	act( "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM );
	break;

    case 'S':
	ch->position = POS_SLEEPING;
	act( "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM );
	break;

    case 'a':
	act( "$n says 'Hello Honey!'", ch, NULL, NULL, TO_ROOM );
	break;

    case 'b':
	act( "$n says 'What a view!  I must do something about that dump!'",
	    ch, NULL, NULL, TO_ROOM );
	break;

    case 'c':
	act( "$n says 'Vandals!  Youngsters have no respect for anything!'",
	    ch, NULL, NULL, TO_ROOM );
	break;

    case 'd':
	act( "$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM );
	break;

    case 'e':
	act( "$n says 'I hereby declare the city of Midgaard open!'",
	    ch, NULL, NULL, TO_ROOM );
	break;

    case 'E':
	act( "$n says 'I hereby declare the city of Midgaard closed!'",
	    ch, NULL, NULL, TO_ROOM );
	break;

    case 'O':
	do_unlock( ch, "gate" );
	do_open( ch, "gate" );
	break;

    case 'C':
	do_close( ch, "gate" );
	do_lock( ch, "gate" );
	break;

    case '.' :
	move = FALSE;
	break;
    }

    pos++;
    return FALSE;
}



bool spec_poison( CHAR_DATA *ch )
{
    CHAR_DATA *victim;

    if ( ch->position != POS_FIGHTING
    || ( victim = ch->fighting ) == NULL
    ||   number_percent( ) > 2 * ch->level )
	return FALSE;

    act( "You bite $N!",  ch, NULL, victim, TO_CHAR    );
    act( "$n bites $N!",  ch, NULL, victim, TO_NOTVICT );
    act( "$n bites you!", ch, NULL, victim, TO_VICT    );
    spell_poison( gsn_poison, ch->level, ch, victim );
    return TRUE;
}



bool spec_thief( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    int gold;

    if ( ch->position != POS_STANDING )
	return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;

	if ( IS_NPC(victim)
	||   (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_STEAL))
	||   victim->level >= LEVEL_IMMORTAL
	||   number_bits( 2 ) != 0
	||   !can_see( ch, victim ) )	/* Thx Glop */
	    continue;

	if ( IS_AWAKE(victim) && number_range( 0, ch->level ) == 0 )
	{
	    act( "You discover $n's hands in your wallet!",
		ch, NULL, victim, TO_VICT );
	    act( "$N discovers $n's hands in $S wallet!",
		ch, NULL, victim, TO_NOTVICT );
	    return TRUE;
	}
	else
	{
	    gold = victim->gold * number_range( 1, 20 ) / 100;
	    ch->gold     += 7 * gold / 8;
	    victim->gold -= gold;
	    return TRUE;
	}
    }

    return FALSE;
}

bool spec_eater( CHAR_DATA *ch )
{
  /* The spec_eater is a hungry bugger who eats players.  If they get 
   * eaten, they get transported to the room with the same vnum as the 
   * mob Example:  A spec_eater dragon with the vnum 31305 would send 
   * anybody eaten to room 31305.
   * KaVir.
   */
   CHAR_DATA       *victim;
   ROOM_INDEX_DATA *pRoomIndex;
   if ( ch->position != POS_FIGHTING )
   {
      return FALSE;
   }
    
   if (number_percent() > 50 ) return FALSE;
   victim=ch->fighting;
   act( "$n stares at $N hungrily and licks $s lips!",  ch, NULL, victim, TO_NOTVICT    );
   act( "$n stares at you hungrily and licks $s lips!",  ch, NULL, victim, TO_VICT    );
   if (number_percent() > 20 ) return FALSE;
   if (victim->level > 1000) return FALSE;
   pRoomIndex = get_room_index(ch->pIndexData->vnum);
   act( "$n opens $s mouth wide and lunges at you!", ch, NULL, victim, TO_VICT    );
   act( "$n swallows you whole!", ch, NULL, victim, TO_VICT    );
   act( "$n opens $s mouth wide and lunges at $N!",  ch, NULL, victim, TO_NOTVICT );
   act( "$n swallows $N whole!",  ch, NULL, victim, TO_NOTVICT );
   char_from_room(victim);
   char_to_room(victim,pRoomIndex);
   do_emote(ch,"burps loudly.");
   do_look(victim,"auto");
   return TRUE;
}

bool spec_gremlin_original( CHAR_DATA *ch )
{
   OBJ_DATA *object;
   OBJ_DATA *object_next;
   OBJ_DATA *obj;
   char buf  [MAX_STRING_LENGTH];

   if ( !IS_AWAKE( ch ) )
      return FALSE;

   if (number_percent() > 25)
   {
	CHAR_DATA *victim;
	CHAR_DATA *v_next;
	/* Lets make this mob DO things!  KaVir */
	int speech;
	speech = number_range(1,8);
	for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
	{
	    v_next = victim->next_in_room;
	    if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
	        break;
	}
	if ( victim != NULL )
	{
	    if (speech == 1) 
	    {
		strcpy(buf,"Anyone got any food? I'm famished!");
		do_say(ch,buf);
	    }
	    if (speech == 2) do_emote(ch,"rubs his tummy hungrily.");
	    if (speech == 3) do_emote(ch,"looks around for any scraps of food.");
	    if (speech == 4)
	    {
		if(!IS_NPC(victim))
		    sprintf(buf,"Excuse me %s, have you got any spare food?",victim->name);
		else
		    sprintf(buf,"I wonder if %s has got any spare food?",victim->short_descr);
		do_say(ch,buf);
	    }

	    if (speech == 5)
	    {
		strcpy(buf,"If you're not hungry, drop that pie for me!");
		do_say(ch,buf);
	    }
	    if (speech == 6)
	    {
		if(!IS_NPC(victim))
		    sprintf(buf,"Do you have any food, %s?  Pleeeaaase?",victim->name);
		else
		    sprintf(buf,"I bet %s has lots of spare food!",victim->short_descr);
		do_say(ch,buf);
	    }
	    if (speech == 7)
	    {
		if(!IS_NPC(victim))
		    sprintf(buf,"Why won't you give me any food, %s?",victim->name);
		else
		    sprintf(buf,"Why won't you give me any food, %s?",victim->short_descr);
		do_say(ch,buf);
	    }
	    if (speech == 8)
	    {
		if(!IS_NPC(victim))
		    sprintf(buf,"I think i'll follow you around for a while, ok %s?",victim->name);
		else
		    sprintf(buf,"I bet %s has lots of food.",victim->short_descr);
		do_say(ch,buf);
		do_follow(ch,victim->name);
	    }
	}
	/*
        return TRUE;
	*/
   }

   do_drop(ch,"all");
   for ( object = ch->in_room->contents; object; object = object_next )
   {
      object_next = object->next_content;
      if ( !IS_SET(object->wear_flags, ITEM_TAKE) )
         continue;

      if (object == NULL) continue;

      if ( object->item_type == ITEM_FOOD
        || object->item_type == ITEM_TRASH
        || object->item_type == ITEM_CORPSE_NPC )
      {
         act( "$n picks $p up.", ch, object, NULL, TO_ROOM );
         obj_from_room( object );
         obj_to_char( object, ch );
         strcpy(buf,"Ah....foooood....goooood!");
         do_say(ch,buf);
         if (object->item_type == ITEM_CORPSE_NPC) do_get(ch,"all corpse");
         act( "$n eats $p.", ch, object, NULL, TO_ROOM );
         if (object != NULL) extract_obj(object);
	 if (number_percent() > 25) return TRUE;
         act( "$n sits down and curls up into a ball.", ch,  NULL, NULL, TO_ROOM );
         act( "You watch in amazement as a cocoon forms around $n.", ch,  NULL, NULL, TO_ROOM );
         obj=create_object(get_obj_index(30008),0);
         obj->value[0] = 30002;
         obj->timer = 1;
         obj_to_room(obj,ch->in_room);
         extract_char(ch,TRUE,FALSE);
         return TRUE;
      }
   }
   return FALSE;
}

bool spec_gremlin_born( CHAR_DATA *ch )
{
   OBJ_DATA        *object;
   OBJ_DATA        *object_next;
   OBJ_DATA        *obj;
   CHAR_DATA	   *victim;
   EXIT_DATA	   *pexit;
   ROOM_INDEX_DATA *to_room;
   int		   door;
   char            buf [MAX_STRING_LENGTH];

   /* When they first appear, they try to equip themselves as best they can */
   if ( ch->max_move == 100 )
   {
         do_get(ch,"all");
         do_wear(ch,"all");
         do_drop(ch,"all");
   }
   ch->max_move = ch->max_move -1;
   if ( ch->max_mana > 249 )
   {
	 strcpy(buf,"I cannot go any further...my task is complete.");
	 do_say(ch,buf);
         act( "$n falls to the floor and crumbles into dust.", ch, NULL, NULL, TO_ROOM );
         extract_char(ch,TRUE,FALSE);
	 return TRUE;
   }
   if ( ch->max_move < 5 )
   {
	 strcpy(buf,"Alas, there is not enough food to go around...");
	 do_say(ch,buf);
         act( "$n falls to the floor and crumbles into dust.", ch, NULL, NULL, TO_ROOM );
         extract_char(ch,TRUE,FALSE);
	 return TRUE;
   }
   else if (( ch->max_move < 35) && number_percent() > 95 )
         act( "$n's stomach growls with hunger.", ch, NULL, NULL, TO_ROOM );

   if ( !IS_AWAKE( ch ) )
      return FALSE;

   for ( object = ch->in_room->contents; object; object = object_next )
   {
      object_next = object->next_content;
      if ( !IS_SET(object->wear_flags, ITEM_TAKE) )
         continue;

      if (object == NULL) continue;

      if ( object->item_type == ITEM_FOOD
        || object->item_type == ITEM_TRASH
        || object->item_type == ITEM_CORPSE_NPC )
      {
         act( "$n picks $p up.", ch, object, NULL, TO_ROOM );
         obj_from_room( object );
         obj_to_char( object, ch );
         if (object->item_type == ITEM_CORPSE_NPC) do_get(ch,"all corpse");
         act( "$n eats $p.", ch, object, NULL, TO_ROOM );
	 if (object != NULL) extract_obj(object);
	 if (ch->max_move < 80) ch->max_move = ch->max_move + 20;
         do_wear(ch,"all");
         do_drop(ch,"all");
	 /* Increase the following if gremlins reproduce too fast, and 
	  * reduce it if they reproduce too slowly.  KaVir.
	  */
	 if (ch->max_move > 75 && number_percent() > 25)
	 {
	     if (ch->pIndexData->vnum == 30004)
             	 obj=create_object(get_obj_index(30009),0);
	     else
	     {
             	 obj=create_object(get_obj_index(30008),0);
             	 obj->value[0] = 30003;
             	 if (ch->pIndexData->vnum == 30003)
             	     obj->value[0] = 30004;
             	 obj->timer = number_range(8,10);
	     }
             act( "$n squats down and lays $p!", ch,  obj, NULL, TO_ROOM );
             obj_to_room(obj,ch->in_room);
	     if (number_percent() > 25)
	     	 ch->max_mana = ch->max_mana +50;
	 }
	 return TRUE;
      }
   }

   if ( ch->fighting != NULL )
	return spec_poison( ch );

   /* We'll give him 3 chances to find an open door */
   door = number_range(0,5);
   if (((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL)
	door = number_range(0,5);
   if (((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL)
	door = number_range(0,5);
   if (!(((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL))
   {
   	/* If the door is closed they'll have to open it */
   	if (IS_SET(pexit->exit_info, EX_CLOSED))
   	{
	    if (door == 0) do_open(ch,"north");
	    if (door == 1) do_open(ch,"east");
	    if (door == 2) do_open(ch,"south");
	    if (door == 3) do_open(ch,"west");
	    if (door == 4) do_open(ch,"up");
	    if (door == 5) do_open(ch,"down");
   	}
   	/* Now they know where they are going, they have to move */
   	move_char(ch,door);
/*	return FALSE; */
   }
   /* Now we check the room for someone to kill */
   for (victim = char_list; victim; victim = victim->next)
   {
      if ( victim->in_room != ch->in_room
	 || !victim->in_room
	 || victim == ch
	 || (!IS_NPC(victim) && IS_HERO(victim) && victim->hit < 0)
         || ((victim->name == ch->name) && (ch->max_move > 30))
         || ((victim->level > ch->level) && (ch->level < 12 ))
         || IS_IMMORTAL(victim) )
         continue;

      if (victim->in_room == ch->in_room)
      {
         if (victim->name == ch->name)
	 {
	     strcpy(buf,"Sorry brother, but I must eat you or I'll starve.");
	     do_say(ch,buf);
             do_kill(ch,"gremlin");
             do_kill(ch,"2.gremlin");
             return TRUE;
	 }
	 else
	 {
             do_kill(ch,victim->name);
             return TRUE;
	 }
         return TRUE;
      }
      continue;
   }
   return FALSE;
}

/* Spec_rogue, coded by Malice. */
bool spec_rogue( CHAR_DATA *ch )
{
/* To add to the life of mobs... they pickup and wear equipment */
    OBJ_DATA *object;
    OBJ_DATA *obj2;
    OBJ_DATA *object_next;
    char buf [MAX_STRING_LENGTH];

    if ( !IS_AWAKE( ch ) )
	return FALSE;

    for ( object = ch->in_room->contents; object; object = object_next )
    {
        object_next = object->next_content;
        if ( object == NULL )
	    continue;
	    
	if ( !IS_SET( object->wear_flags, ITEM_TAKE ) )
	    continue;

	if ( object->item_type == ITEM_CORPSE_NPC )
	    continue;
	
        if (IS_SET(object->quest, QUEST_ARTIFACT) )
            continue;
    
	if ( ( object->item_type != ITEM_DRINK_CON
	    && object->item_type != ITEM_TRASH )
	    &&
	    
	   !(( IS_OBJ_STAT( object, ITEM_ANTI_EVIL   ) && IS_EVIL   ( ch ) ) ||
		 ( IS_OBJ_STAT( object, ITEM_ANTI_GOOD   ) && IS_GOOD   ( ch ) ) ||
		 ( IS_OBJ_STAT( object, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL( ch ) ) ) )
		
	{
	    act( "$n picks up $p and examines it carefully.", ch, object, NULL, TO_ROOM );
	    obj_from_room( object );
	    obj_to_char( object, ch );
		/*Now compare it to what we already have*/
		for ( obj2 = ch->carrying; obj2; obj2 = obj2->next_content )
		{
		    if ( obj2->wear_loc != WEAR_NONE
	
        		&& can_see_obj( ch, obj2 )
			&& object->item_type == obj2->item_type
			&& ( object->wear_flags & obj2->wear_flags & ~ITEM_TAKE) != 0 )
			break;
		}
		if (!obj2)
		{
		    switch (object->item_type)
		    {
			default:
			    strcpy(buf,"Hey, what a find!");
			    do_say(ch,buf);
			    break;
			case ITEM_FOOD:
			    strcpy(buf, "This looks like a tasty morsel!");
			    do_say(ch,buf);
			    do_eat(ch,object->name);
			    break;
			case ITEM_WAND:
			    strcpy(buf,"Wow, a magic wand!");
			    do_say(ch,buf);
			    wear_obj(ch,object,FALSE);
			    break;
			case ITEM_STAFF:
			    strcpy(buf,"Kewl, a magic staff!");
			    do_say(ch,buf);
			    wear_obj(ch,object,FALSE);
			    break;
			case ITEM_WEAPON:
			    strcpy(buf,"Hey, this looks like a nifty weapon!");
			    do_say(ch,buf);
			    wear_obj(ch,object,FALSE);
			    break;
			case ITEM_ARMOR:
			    strcpy(buf,"Oooh...a nice piece of armor!");
			    do_say(ch,buf);
			    wear_obj(ch,object,FALSE);
			    break;/*
			case ITEM_POTION:
			    strcpy(buf, "Great!  I was feeling a little thirsty!");
			    do_say(ch,buf);
			    act( "You quaff $p.", ch, object, NULL ,TO_CHAR );
			    act( "$n quaffs $p.", ch, object, NULL, TO_ROOM );
			    obj_cast_spell( object->value[1], object->level, ch, ch, NULL );
 			    obj_cast_spell( object->value[2], object->level, ch, ch, NULL );
			    obj_cast_spell( object->value[3], object->level, ch, ch, NULL );
			    extract_obj( object );
			    break;
			case ITEM_SCROLL:
			    strcpy(buf,"Hmmm I wonder what this says?");
			    do_say(ch,buf);
			    act( "You recite $p.", ch, object, NULL, TO_CHAR );
			    act( "$n recites $p.", ch, object, NULL, TO_ROOM );
			    obj_cast_spell( object->value[1], object->level, ch, NULL, object );
			    obj_cast_spell( object->value[2], object->level, ch, NULL, object );
			    obj_cast_spell( object->value[3], object->level, ch, NULL, object );
			    extract_obj( object );
			    break;*/
		    }
		    return TRUE;
		}
		
            
	    if ((object->level > obj2->level))
	    {
	    	strcpy(buf,"Now THIS looks like an improvement!");
		do_say(ch,buf);
	    	remove_obj(ch,obj2->wear_loc,TRUE);
	    	wear_obj(ch,object,FALSE);
	    }
	    else
	    {
	    	strcpy(buf,"I don't want this piece of junk!");
		do_say(ch,buf);
	    	act("You don't like the look of $p.",ch,object,NULL,TO_CHAR);
			do_drop(ch,object->name);
			do_sacrifice(ch,object->name);
		}
	    return TRUE;
	}
    }

    return FALSE;
}

/*
 * Rotains Clan Guardian Spec
 * Original Code by Malice
 */
/* Copied by Mac to use for his clan giuards,, seems rotian was good for something :)*/
bool spec_clan_guardian(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;


   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || victim->in_room == ch->in_room
	   || (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU))
           || (victim->clan != NULL && !strcmp(victim->clan,"Manus Nigrum") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
	  ch->position == POS_STANDING)
        {
           char_from_room( victim );
           char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
           continue;
        }
        sprintf( buf,"%s Is In Manus Nigrum Headquarters! Attack!\n\r",
victim->name); 
        do_shout( ch , buf);
      
        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_malkavian(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;
   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
          // || victim->in_room == ch->in_room
	   || (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU))
           || (victim->clan != NULL && !strcmp(victim->clan,"#RMalkavian#r") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }

        
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }

        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }

       
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Malkavian Headquarters! Attack!\n\r",victim->name); 
        if (victim->in_room != ch->in_room )
           do_info( ch , buf);
        if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_brujah(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Brujah") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Brujah Headquarters! Attack!\n\r",victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_assamite(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Assamite") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Assamite Headquarters! Attack!\n\r",victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_adramaleck(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Adramaleck") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Adramaleck Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_carniveau(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Carniveau") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Carniveau headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_hell(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Hell") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Hell Headquarters! Attack!\n\r",victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_nearth(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Nearth") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in Everhate Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_kilsek(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Kilsek") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Kilsek Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )

        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_zauviir(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Zauviir") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Zauviir Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_kotaro(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"#eKotaro") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Kotaro Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_ryu(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Ryu") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Yambushi Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_taira(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Taira") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s Is In Taira Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_silverfangs(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Silver Fangs") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s Is in the Silver Fangs Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_uktena(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Uktena") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Uktena Headquarters! Attack!\n\r",
victim->name); 
        do_info( ch , buf);
        if (victim->in_room != ch->in_room )
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_blackfuries(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Black Furies") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Black Furies Headquarters! Attack!\n\r",
victim->name); 
       if (victim->in_room != ch->in_room )
        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_nephandi(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"#rNephandi") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Nephandi Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )

        do_info( ch , buf);
              if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);

        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_iterationx(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Iteration X") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Iteration X Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
      
                if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_verbena(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"#PVerbena") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Verbena Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
      
                if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_virtualadept(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"#yVirtual Adepts") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Virtual Adepts Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
      
                if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_euthanatos(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"#gEuthanatos") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Euthanatos Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
      
                if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_athonite(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Athonite") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Athonite Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
      
                if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_benedictine(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || victim->in_room == ch->in_room
           || (victim->clan != NULL && !strcmp(victim->clan,"Benedictine") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Benedictine Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
      
                if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}
bool spec_clan_shaolin(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;

   return FALSE;

   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || (victim->clan != NULL && !strcmp(victim->clan,"Shaolin") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) )
        {
//mmmmmmmmmmaat
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );  
        }
        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE) )
           REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if (IS_AFFECTED(ch, AFF_ETHEREAL) )
        {
           spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Shaolin Headquarters! Attack!\n\r",
victim->name); 
        if (victim->in_room != ch->in_room )
        do_info( ch , buf);
      
                if (IS_SET(victim->itemaffect, ITEMA_PEACE) )
           REMOVE_BIT(victim->itemaffect, ITEMA_PEACE);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}

bool spec_clan_torcalta(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];


   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || victim->in_room == ch->in_room
	   || (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU))
           || (victim->clan != NULL && !strcmp(victim->clan,"Torc Alta") ))
	{
            continue;
        }

        if (ch->in_room!=victim->in_room)
        {
           act("$n disappears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
           act("You disappear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);

           char_from_room( ch );
           char_to_room(ch, victim->in_room);

           act("$n appears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
           act("You appear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquarters!",ch,NULL,victim,TO_CHAR);

        spell_curse( 24 , 100 , ch , victim ); /* No Recall */

        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
	  ch->position == POS_STANDING)
        {
           char_from_room( victim );
           char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
           continue;
        }
        sprintf( buf,"%s Is in the Torc Alta Headquarters! Attack!\n\r", victim->name); 
        do_shout( ch , buf);
      
        multi_hit( ch, victim, gsn_punch);

        return TRUE;

   }
   return FALSE;
}

bool spec_clan_spiritknights(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];


   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || victim->in_room == ch->in_room
	   || (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU))
           || (victim->clan != NULL && !strcmp(victim->clan,"Spirit Knights") ))
	{
            continue;
        }

        if (ch->in_room!=victim->in_room)
        {
           act("$n disappears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
           act("You disappear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);

           char_from_room( ch );
           char_to_room(ch, victim->in_room);

           act("$n appears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
           act("You appear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the clan headquarters!",ch,NULL,victim,TO_CHAR);

        spell_curse( 24 , 100 , ch , victim ); /* No Recall */

        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
	  ch->position == POS_STANDING)
        {
           char_from_room( victim );
           char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
           continue;
        }
        sprintf( buf,"%s Is in the Spirit Knights Headquarters! Attack!\n\r", victim->name); 
        do_shout( ch , buf);
      
        multi_hit( ch, victim, gsn_punch);

        return TRUE;

   }
   return FALSE;
}

bool spec_clan_werewolf(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;

    if ( ch->fighting != NULL )
    {
	if (number_range(1,2) == 1) return spec_breath_frost( ch );
	else return spec_eater( ch );
    }

   if (ch->in_room == NULL) return FALSE;

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || IS_CLASS(victim,CLASS_WEREWOLF))
	{
            continue;
        }

        /* Stop Fenris jumping into his own stomach :) */
        if (ch->in_room != victim->in_room
         && victim->in_room->vnum != 29732 )
        {
           act("$n burrows into the ground!",ch,NULL,NULL,TO_ROOM);
           act("You burrow into the ground!",ch,NULL,NULL,TO_CHAR);

           char_from_room( ch );
           char_to_room(ch, victim->in_room);

           act("$n bursts from the ground!",ch,NULL,NULL,TO_ROOM);
           act("You burst from the ground!",ch,NULL,NULL,TO_CHAR);
        }
     
        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
	  ch->position == POS_STANDING)
        {
           char_from_room( victim );
           char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
           continue;
        }
	one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
        return TRUE;

   }
   return FALSE;

}

bool spec_clan_demon(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;

    if ( ch->fighting != NULL )
    {
	if (number_range(1,2) == 1) return spec_breath_any( ch );
    }

   if (ch->in_room == NULL) return FALSE;

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || IS_CLASS(victim,CLASS_DEMON))
	{
            continue;
        }

        /* Stop Cerberus jumping into his own stomach :) 
        if (ch->in_room != victim->in_room
         && victim->in_room->vnum != 29732 ) */
        {
           act("$n is engulfed in flames and vanishes into the ground!",ch,NULL,NULL,TO_ROOM);
           act("You are engulfed in flames and vanish into the ground!",ch,NULL,NULL,TO_CHAR);

           char_from_room( ch );
           char_to_room(ch, victim->in_room);

           act("$n appears in a burst of flames!",ch,NULL,NULL,TO_ROOM);
           act("You appear in a burst of flames!",ch,NULL,NULL,TO_CHAR);
        }
     
        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
	  ch->position == POS_STANDING)
        {
           char_from_room( victim );
           char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
           continue;
        }
	one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
        return TRUE;

   }
   return FALSE;

}

bool spec_clan_demons(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;


   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
	       || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || victim->in_room == ch->in_room
           || IS_CLASS(victim,CLASS_DEMON))
	{
            continue;
        }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a blast of flames!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a blast of flames!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a blast of flames!",victim,NULL,NULL,TO_ROOM);
           act("You appear in a blast of flames!",victim,NULL,NULL,TO_CHAR);
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the realm!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
	  ch->position == POS_STANDING)
        {
           char_from_room( victim );
           char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
           continue;
        }
        sprintf( buf,"%s has invaded the Realm of Evil! Attack!\n\r",
victim->name); 
        do_shout( ch , buf);
      
        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}

bool spec_clan_lander(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;

    if ( ch->fighting != NULL )
    {
	if (number_range(1,2) == 1) return spec_breath_gas( ch );
    }

   if (ch->in_room == NULL) return FALSE;

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || IS_CLASS(victim,CLASS_HIGHLANDER))
	{
            continue;
        }

        /* Stop Cerberus jumping into his own stomach :) 
        if (ch->in_room != victim->in_room
         && victim->in_room->vnum != 29732 ) */
        {
           act("$n disappears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
           act("You disappear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);

           char_from_room( ch );
           char_to_room(ch, victim->in_room);

           act("$n appears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
           act("You appear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);
        }
     
        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
	  ch->position == POS_STANDING)
        {
           char_from_room( victim );
           char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
           continue;
        }
	one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
        return TRUE;

   }
   return FALSE;

}

bool spec_clan_highlander(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;


   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
	       || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || IS_CLASS(victim,CLASS_HIGHLANDER))
	{
            continue;
        }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears into a swirl of smoke!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a swirl of smoke!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a swirl of smoke!",victim,NULL,NULL,TO_ROOM);
           act("You appear in a swirl of smoke!",victim,NULL,NULL,TO_CHAR);
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the realm!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        sprintf( buf,"%s is in the Highlander headquarters! ATTACK!\n\r",victim->name); 
       if (victim->in_room != ch->in_room )
        do_info( ch , buf);
      
        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}


bool spec_clan_mage(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;


   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;

   /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || victim->in_room == ch->in_room
           || IS_CLASS(victim,CLASS_MAGE))
	{
            continue;
        }


      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of blue!!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of blue!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of blue!!",victim,NULL,NULL,TO_ROOM);
           act("You appear in a haze of blue!!",victim,NULL,NULL,TO_CHAR);
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
        act("You let out a battlecry as you defend the realm!",ch,NULL,victim,TO_CHAR);
/*
        spell_curse( 24 , 100 , ch , victim );
*/
        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
	  ch->position == POS_STANDING)
        {
           char_from_room( victim );
           char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
           continue;
        }
        sprintf( buf,"%s has invaded the Realm of Magic! Attack!\n\r",
victim->name); 
        do_shout( ch , buf);
      
        multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

        return TRUE;

      }
   }
   return FALSE;
}


bool spec_kavir_guardian(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
/*
   char                  buf[MAX_STRING_LENGTH];
*/
   if (ch->in_room == NULL) return FALSE;

   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || victim->in_room == ch->in_room
	   || (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU))
           || (victim->clan != NULL && !strcmp(victim->clan,"DarkBlade"))
	   || IS_ITEMAFF(victim, ITEMA_DBPASS))
           {
             continue;
           }

      if (ch->in_room!=victim->in_room)
      {
         act("A pair of skeletal hands reach up from the ground.",victim,NULL,NULL,TO_ROOM);
         act("A pair of skeletal hands reach up from the ground.",victim,NULL,NULL,TO_CHAR);
         act("The hands grab $n by the ankles and pull $m into the ground!",victim,NULL,NULL,TO_ROOM);
         act("The hands grab you by the ankles and pull you into the ground!",victim,NULL,NULL,TO_CHAR);
         char_from_room( victim );
         char_to_room(victim, ch->in_room);
      }
 
      if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
	ch->position == POS_STANDING)
      {
/*
         act("$n tears $N's head from $S shoulders!",ch,NULL,victim,TO_NOTVICT);
         act("You tear $N's head from $S shoulders!",ch,NULL,victim,TO_CHAR);
	 send_to_char("Your head is torn from your shoulders!\n\r",victim);
	 sprintf( buf,"%s has been beheaded for his crimes against clan DarkBlade.",victim->name);
	 do_info(ch, buf);
         if (victim->level == 3) victim->level=victim->level-1;
         victim->pdeath=victim->pdeath+1;
*/
	 char_from_room( victim );
	 char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
/*
	 behead( victim );
*/
         continue;
      }
      multi_hit( ch, victim, TYPE_UNDEFINED);
      return TRUE;
   }
   return FALSE;
}

bool spec_zombie_lord( CHAR_DATA *ch )
{
    char buf [MAX_STRING_LENGTH];
    OBJ_DATA		*obj;
    OBJ_DATA		*obj_content;
    OBJ_DATA		*obj_next;
    CHAR_DATA		*victim;
    MOB_INDEX_DATA	*pMobIndex;
    EXIT_DATA		*pexit;
    ROOM_INDEX_DATA	*to_room;
    int door;
    int consider 	= 4;
    bool north_ok 	= TRUE;
    bool east_ok 	= TRUE;
    bool south_ok 	= TRUE;
    bool west_ok 	= TRUE;
    bool up_ok 		= TRUE;
    bool down_ok 	= TRUE;
    int countup 	= 6;
    int option;

    if ( ch->position <= POS_SITTING )
    {
	do_stand(ch,"");
	return TRUE;
    }
    if ( (victim = ch->fighting) != NULL )
    {
	if (IS_AFFECTED(ch, AFF_FAERIE_FIRE))
	{
	    act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
	}
	else if (IS_AFFECTED(ch, AFF_POISON))
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, ch );
	}
	else if (IS_AFFECTED(ch, AFF_BLIND))
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, ch );
	}
	else if (IS_AFFECTED(ch, AFF_CURSE))
	{
	    act("$n's eyes glow bright purple for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch );
	}
	else if (!IS_AFFECTED(ch, AFF_SANCTUARY))
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_sanctuary( skill_lookup( "sanctuary" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("frenzy")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("darkblessing")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("bless")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_bless( skill_lookup( "bless" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("stone skin")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_stone_skin( skill_lookup( "stone skin" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("armor")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_armor( skill_lookup( "armor" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("shield")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_shield( skill_lookup( "shield" ), ch->level, ch, ch );
	}
	else if (!IS_AFFECTED(victim, AFF_FAERIE_FIRE) && number_percent() < 50)
	{
	    act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_faerie_fire( skill_lookup( "faerie fire" ), ch->level, ch, victim );
	}
	else if (!IS_AFFECTED(victim, AFF_BLIND) && number_percent() < 15)
	{
	    act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_blindness( skill_lookup( "blindness" ), ch->level, ch, victim );
	}
	else if (!IS_AFFECTED(victim, AFF_CURSE) && number_percent() < 15)
	{
	    act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_curse( skill_lookup( "curse" ), ch->level, ch, victim );
	}
	else if (ch->loc_hp[6] > 0)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_clot( skill_lookup( "clot" ), ch->level, ch, ch );
	}
	else if (ch->hit < (ch->max_hit * 0.5) && number_percent() < 75)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_heal( skill_lookup( "heal" ), ch->level, ch, ch );
	}
	else if (ch->hit < (ch->max_hit * 0.25) && number_percent() < 50)
	{
	    do_flee(ch,"");
	    ch->spectype = ZOMBIE_REST;
	}
	else if (ch->hit < (ch->max_hit * 0.1) && number_percent() < 25)
	{
	    act("$n's eyes glow bright green for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_teleport( skill_lookup( "teleport" ), ch->level, ch, ch );
	    ch->spectype = ZOMBIE_REST;
	}
	else
	{
	    switch( number_range(1,10) )
	    {
		default:
		    do_kick(ch,"");
		    break;
		case 1:
		    do_disarm(ch,"");
		    break;
		case 2:
		case 3:
		case 4:
		case 5:
		    act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
		    spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, victim );
		    break;
		case 6:
		case 7:
		case 8:
		    act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
		    spell_harm( skill_lookup( "harm" ), ch->level, ch, victim );
		    break;
	    }
	}
	if ( (victim = ch->fighting) == NULL ) return TRUE;
	switch( number_percent() )
	{
	    default:
		break;
	    case 1:
		strcpy(buf,"Foolish mortal, you think you can kill what is already dead?");
		do_say(ch,buf);
		break;
	    case 2:
		if (IS_NPC(victim))
		    sprintf(buf,"I shall feast on your soul for this, %s",victim->short_descr);
		else
		    sprintf(buf,"I shall feast on your soul for this, %s",victim->name);
		do_say(ch,buf);
	    case 3:
		if (IS_NPC(victim))
		    sprintf(buf,"%s shall pay for his arrogance!",victim->short_descr);
		else
		    sprintf(buf,"%s shall pay for his arrogance!",victim->name);
		do_shout(ch,buf);
		break;
	    case 4:
		strcpy(buf,"This fight shall be your last!");
		do_say(ch,buf);
		break;
	}
	return TRUE;
    }

    if (ch->spectype != ZOMBIE_TRACKING && ch->spectype != ZOMBIE_REST)
    {
	if ((obj = get_obj_here(ch,"corpse")) != NULL)
	{
	    if ( ( pMobIndex = get_mob_index( obj->value[2] ) ) == NULL )
		return spec_rogue(ch);
	    victim = create_mobile( pMobIndex );
	    char_to_room(victim,ch->in_room);
	    sprintf(buf,"zombie %s",victim->name);
	    sprintf(buf,"The zombie of %s stands here.\n\r",victim->short_descr);
	    free_string(victim->long_descr);
	    victim->long_descr = str_dup(buf);
	    free_string(victim->name);
	    victim->name = str_dup(buf);
	    sprintf(buf,"the zombie of %s",victim->short_descr);
	    free_string(victim->short_descr);
	    victim->short_descr = str_dup(buf);
	    act("$n makes a few gestures over $p.",ch,obj,NULL,TO_ROOM);
	    act("$n clambers to $s feet.",victim,NULL,NULL,TO_ROOM);
	    free_string(victim->powertype);
	    victim->powertype = str_dup("zombie");
	    for ( obj_content = obj->contains; obj_content != NULL; obj_content = obj_next )
	    {
		obj_next = obj_content->next_content;
		obj_from_obj(obj_content);
		obj_to_char(obj_content,victim);
	    }
	    extract_obj(obj);
/*
	    victim->spec_fun = ch->spec_fun;
*/
	    do_wear(victim,"all");
	    strcpy(buf,"I shall spread the corruption!  The time of the Apocalypse is at hand!");
	    do_say(victim,buf);
	}
    	door = number_range(0,5);
	for ( door = 0; door <= 5; door++ )
	{
	    if (((pexit = ch->in_room->exit[door]) == NULL) || 
		(to_room = pexit->to_room) == NULL)
	    {
		switch (door)
		{
		    case DIR_NORTH: north_ok = FALSE; countup -= 1; break;
		    case DIR_SOUTH: south_ok = FALSE; countup -= 1; break;
		    case DIR_EAST:  east_ok  = FALSE; countup -= 1; break;
		    case DIR_WEST:  west_ok  = FALSE; countup -= 1; break;
		    case DIR_UP:    up_ok    = FALSE; countup -= 1; break;
		    case DIR_DOWN:  down_ok  = FALSE; countup -= 1; break;
		}
	    }
	}

	if (countup < 1)
	{
	    strcpy(buf,"Damn, I hate it when this happens!");
	    do_say(ch,buf);
	    do_recall(ch,"");
	    return TRUE;
	}

	for ( ; ; )
	{
	    option = number_range(0,5);
	    if (((pexit = ch->in_room->exit[option]) == NULL) || 
		(to_room = pexit->to_room) == NULL)
		continue;
	    if (countup > 1 && option == ch->specpower) continue;
	    if (IS_SET(pexit->exit_info, EX_CLOSED))
 	    {
	    	if (option == 0) do_open(ch,"north");
	    	if (option == 1) do_open(ch,"east");
	    	if (option == 2) do_open(ch,"south");
	    	if (option == 3) do_open(ch,"west");
	    	if (option == 4) do_open(ch,"up");
	    	if (option == 5) do_open(ch,"down");
   	    }
	    switch (option)
	    {
		default: break;
		case DIR_NORTH: ch->specpower = DIR_SOUTH; break;
		case DIR_SOUTH: ch->specpower = DIR_NORTH; break;
		case DIR_EAST:  ch->specpower = DIR_WEST;  break;
		case DIR_WEST:  ch->specpower = DIR_EAST;  break;
		case DIR_UP:    ch->specpower = DIR_DOWN;  break;
		case DIR_DOWN:  ch->specpower = DIR_UP;    break;
	    }
   	    move_char(ch,option);
	    break;
	}

    	for (victim = char_list; victim != NULL; victim = victim->next)
    	{
	    if (victim->in_room == NULL) continue;
    	    if ( victim->in_room != ch->in_room
	    || victim == ch
	    || (!IS_NPC(victim) && IS_HERO(victim) && victim->hit < 0)
            || IS_IMMORTAL(victim)
	    || is_safe(ch,victim)
	    || !IS_NPC(victim)
	    || !can_see(ch,victim) )
	    	continue;

	    if (IS_NPC(victim) && !str_cmp(victim->powertype,"zombie")) continue;
	    if (IS_NPC(victim) && victim->pIndexData->vnum == 30011) continue;
	    if (victim->in_room == ch->in_room)
      	    {
	    	act("$n examines $N closely, looking for $S weaknesses.",ch,NULL,victim,TO_NOTVICT);
	    	act("$n examines you closely, looking for your weaknesses.",ch,NULL,victim,TO_VICT);
	    	if      (victim->hit > (ch->hit*1.5)) consider -= 1;
	    	else if ((victim->hit*1.5) < ch->hit) consider += 1;
	    	if      (char_ac(victim)-50 > char_ac(ch)) consider -= 1;
	    	else if (char_ac(victim)+50 < char_ac(ch)) consider += 1;
	    	if      (char_hitroll(victim)+10 < char_hitroll(ch)) consider += 1;
	    	else if (char_hitroll(victim)-10 > char_hitroll(ch)) consider -= 1;
	    	if      (char_damroll(victim)+10 < char_damroll(ch)) consider += 1;
	    	else if (char_damroll(victim)-10 > char_damroll(ch)) consider -= 1;
	    	switch (consider)
	    	{
		    default: break;
		    case 8:
		    	strcpy(buf,"This shouldn't take more than a few seconds!");
			do_say(ch,buf);
		    	break;
		    case 7:
		    	strcpy(buf,"Ha! You are no match for me!");
			do_say(ch,buf);
		    	break;
		    case 6:
		    	strcpy(buf,"I should be able to win this one...");
			do_say(ch,buf);
		    	break;
		    case 5:
		    	strcpy(buf,"Hmmm, close match, but I think I have the edge.");
			do_say(ch,buf);
		    	break;
		    case 4:
		    	strcpy(buf,"This one will be tricky...");
			do_say(ch,buf);
		    	break;
		    case 3:
		    	strcpy(buf,"Hmmm, I'm not sure if I can win this one.");
			do_say(ch,buf);
		    	break;
		    case 2:
		    	strcpy(buf,"Heheh better not risk it...");
			do_say(ch,buf);
		    	break;
		    case 1:
		    	strcpy(buf,"I'd need a lot of luck...better not.");
			do_say(ch,buf);
		    	break;
		    case 0:
		    	strcpy(buf,"I think I'll give this one a miss!!!");
			do_say(ch,buf);
		    	break;
	    	}
		if (IS_IMMORTAL(victim)) continue;
	    	if (consider < 3) continue;
                if (victim->pIndexData->vnum == MOB_VNUM_EXECUTIONER) continue;
	    	do_kill(ch,victim->name);
            	return TRUE;
	    }
	}
    }

    switch ( ch->spectype )
    {
    default:
    case ZOMBIE_NOTHING:
	ch->spectype = number_range(1, 3);
	return spec_rogue(ch);
    case ZOMBIE_TRACKING:
/*
	if (strlen(ch->hunting) > 1)
	{
	    ch->spectype = number_range(1, 3);
	    return spec_rogue(ch);
	}
	if      (strlen(ch->in_room->track[0]) > 1)
	    strcpy(buf,ch->in_room->track[0]);
	else if (strlen(ch->in_room->track[1]) > 1)
	    strcpy(buf,ch->in_room->track[1]);
	else if (strlen(ch->in_room->track[2]) > 1)
	    strcpy(buf,ch->in_room->track[2]);
	else if (strlen(ch->in_room->track[3]) > 1)
	    strcpy(buf,ch->in_room->track[3]);
	else if (strlen(ch->in_room->track[4]) > 1)
	    strcpy(buf,ch->in_room->track[4]);
        else if (strlen(ch->in_room->track[5]) > 1)
            strcpy(buf,ch->in_room->track[5]);
	else {ch->spectype = number_range(1, 3);return spec_rogue(ch);}
	do_hunt(ch,buf);
	ch->spectype = number_range(1, 3);
	return spec_rogue(ch);
*/
    case ZOMBIE_ANIMATE:
    case ZOMBIE_CAST:
	if (IS_AFFECTED(ch, AFF_FAERIE_FIRE))
	{
	    act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
	}
	else if (IS_AFFECTED(ch, AFF_POISON) && number_percent() < 75)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, ch );
	}
	else if (IS_AFFECTED(ch, AFF_BLIND) && number_percent() < 75)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, ch );
	}
	else if (IS_AFFECTED(ch, AFF_CURSE) && number_percent() < 75)
	{
	    act("$n's eyes glow bright purple for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch );
	}
	else if (!IS_AFFECTED(ch, AFF_SANCTUARY) && number_percent() < 75)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_sanctuary( skill_lookup( "sanctuary" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("frenzy")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("darkblessing")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("bless")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_bless( skill_lookup( "bless" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("stone skin")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_stone_skin( skill_lookup( "stone skin" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("armor")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_armor( skill_lookup( "armor" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("shield")) && number_percent() < 50)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_shield( skill_lookup( "shield" ), ch->level, ch, ch );
	}
	else if (ch->loc_hp[6] > 0)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_clot( skill_lookup( "clot" ), ch->level, ch, ch );
	}
	else if (ch->hit < ch->max_hit)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_heal( skill_lookup( "heal" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("frenzy")))
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("darkblessing")))
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("bless")))
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_bless( skill_lookup( "bless" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("stone skin")))
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_stone_skin( skill_lookup( "stone skin" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("armor")))
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_armor( skill_lookup( "armor" ), ch->level, ch, ch );
	}
	else if (!is_affected(ch,skill_lookup("shield")))
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_shield( skill_lookup( "shield" ), ch->level, ch, ch );
	}
	else ch->spectype = 0;
	if (ch->hit < (ch->max_hit*0.25)) ch->spectype = ZOMBIE_REST;
	return TRUE;
    case ZOMBIE_REST:
	if (ch->hit >= ch->max_hit)
	{do_stand(ch,"");ch->spectype = 0;return TRUE;}
	if (IS_AFFECTED(ch, AFF_CURSE))
	{
	    act("$n's eyes glow bright purple for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch );
	    return TRUE;
	}
	if (ch->in_room->vnum != ROOM_VNUM_ALTAR) do_recall(ch,"");
	if (ch->in_room->vnum == ROOM_VNUM_TEMPLE) do_north(ch,"");
	if (ch->position == POS_STANDING) do_rest(ch,"");
	if (ch->hit < ch->max_hit)
	{
	    act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
	    spell_heal( skill_lookup( "heal" ), ch->level, ch, ch );
	}
	return TRUE;
    }
    return FALSE;
}

bool spec_dog( CHAR_DATA *ch )
{
    OBJ_DATA *obj;
    OBJ_DATA *o_next;
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    EXIT_DATA		*pexit;
    ROOM_INDEX_DATA	*to_room;
    int door;
    bool north_ok 	= TRUE;
    bool east_ok 	= TRUE;
    bool south_ok 	= TRUE;
    bool west_ok 	= TRUE;
    bool up_ok 		= TRUE;
    bool down_ok 	= TRUE;
    int countup 	= 6;
    int option;
    int random = number_range(1,5);

    if ( !IS_AWAKE(ch) )
    {
	if (random <= 2)
	    do_wake(ch,"");
	return TRUE;
    }
    else if (ch->position < POS_STANDING)
    {
	if (random <= 2)
	    do_stand(ch,"");
	else
	{
	    if (ch->in_room->vnum == 29107 && number_range(1,4) <= 2)
		act("$n eats some dog food from $s food bowl",ch,NULL,NULL,TO_ROOM);
	    else if (ch->in_room->vnum == 29107)
		act("$n drinks some water from $s water bowl",ch,NULL,NULL,TO_ROOM);
	}
	return TRUE;
    }

    if (ch->in_room == NULL) return TRUE;

    if (ch->in_room->vnum == 29104 && random <= 2)
    {
	if ( (random = number_range(1,5)) == 1)
	{
	    act("$n curls up in front of the fire.",ch,NULL,NULL,TO_ROOM);
	    do_sleep(ch,"");
	}
	else if (random == 2)
	    act("$n starts scratching up the carpet.",ch,NULL,NULL,TO_ROOM);
	else if (random == 3)
	    act("$n barks loudly.",ch,NULL,NULL,TO_ROOM);
	else if (random == 4)
	{
	    act("$n jumps onto the couch.",ch,NULL,NULL,TO_ROOM);
	    do_sit(ch,"");
	}
	else if (random == 5)
	    act("$n tries to crawl under a chair.",ch,NULL,NULL,TO_ROOM);
	return TRUE;
    }
    else if (ch->in_room->vnum == 29104 && random <= 2)
    {
	if ( (random = number_range(1,5)) == 1)
	{
	    act("$n curls up under the dining table.",ch,NULL,NULL,TO_ROOM);
	    do_sleep(ch,"");
	}
	else if (random == 2)
	    act("$n starts scratching up the carpet.",ch,NULL,NULL,TO_ROOM);
	else if (random == 3)
	    act("$n barks loudly.",ch,NULL,NULL,TO_ROOM);
	else if (random == 4)
	{
	    act("$n jumps onto a chair.",ch,NULL,NULL,TO_ROOM);
	    do_sit(ch,"");
	}
	else if (random == 5)
	    act("$n tries to crawl under a chair.",ch,NULL,NULL,TO_ROOM);
	return TRUE;
    }
    else if (ch->in_room->vnum == 29113 && random <= 2)
    {
	if ( (random = number_range(1,5)) == 1)
	    act("$n starts scratching up the carpet.",ch,NULL,NULL,TO_ROOM);
	else if (random == 2)
	    act("$n tries to climb into the bath.",ch,NULL,NULL,TO_ROOM);
	else if (random == 3)
	    act("$n barks loudly.",ch,NULL,NULL,TO_ROOM);
	else if (random == 4)
	{
	    act("$n sits behind the bathroom door.",ch,NULL,NULL,TO_ROOM);
	    do_sit(ch,"");
	}
	else if (random == 5)
	    act("$n tries to squeeze behind the sink.",ch,NULL,NULL,TO_ROOM);
	return TRUE;
    }
    else if (ch->in_room->vnum == 29107 && random <= 2)
    {
	if ( (random = number_range(1,5)) == 1)
	    act("$n sniffs around for food on the kitchen floor.",ch,NULL,NULL,TO_ROOM);
	else if (random == 2)
	    act("$n looks up hungrilly at the cupboard.",ch,NULL,NULL,TO_ROOM);
	else if (random == 3)
	    act("$n barks loudly.",ch,NULL,NULL,TO_ROOM);
	else if (random == 4)
	{
	    act("$n walks over to $s food bowl.",ch,NULL,NULL,TO_ROOM);
	    do_sit(ch,"");
	}
	else if (random == 5)
	    act("$n looks out the back door for cats to chase.",ch,NULL,NULL,TO_ROOM);
	return TRUE;
    }
    else if ((ch->in_room->vnum == 29100 || ch->in_room->vnum == 29101 || 
	ch->in_room->vnum == 29117) && random <= 2)
    {
	if ( (random = number_range(1,5)) == 1)
	    act("$n sniffs a flower.",ch,NULL,NULL,TO_ROOM);
	else if (random == 2)
	    act("$n rolls around on the grass.",ch,NULL,NULL,TO_ROOM);
	else if (random == 3)
	    act("$n tries to eat a blade of grass.",ch,NULL,NULL,TO_ROOM);
	else if (random == 4)
	    act("$n pounces on a grasshopper.",ch,NULL,NULL,TO_ROOM);
	else if (random == 5)
	    act("$n sniffs the air and growls playfully.",ch,NULL,NULL,TO_ROOM);
	return TRUE;
    }
    if (random <= 2)
    {
	if ( (random = number_range(1,5)) == 1)
	    act("$n sniffs the carpet.",ch,NULL,NULL,TO_ROOM);
	else if (random == 2)
	    act("$n barks loudly.",ch,NULL,NULL,TO_ROOM);
	else if (random == 3)
	    do_sit(ch,"");
	return TRUE;
    }

    if ( number_range(1,5) <= 3 )
    {
    	door = number_range(0,5);
	for ( door = 0; door <= 5; door++ )
	{
	    if (((pexit = ch->in_room->exit[door]) == NULL) || 
		(to_room = pexit->to_room) == NULL)
	    {
		switch (door)
		{
		    case DIR_NORTH: north_ok = FALSE; countup -= 1; break;
		    case DIR_SOUTH: south_ok = FALSE; countup -= 1; break;
		    case DIR_EAST:  east_ok  = FALSE; countup -= 1; break;
		    case DIR_WEST:  west_ok  = FALSE; countup -= 1; break;
		    case DIR_UP:    up_ok    = FALSE; countup -= 1; break;
		    case DIR_DOWN:  down_ok  = FALSE; countup -= 1; break;
		}
	    }
	}

	if (countup < 1)
	{
	    if (number_percent() < 80)
		act("$n barks loudly",ch,NULL,NULL,TO_ROOM);
	    else
		do_sleep(ch,"");
	    return TRUE;
	}

	for ( ; ; )
	{
	    option = number_range(0,5);
	    if (((pexit = ch->in_room->exit[option]) == NULL) || 
		(to_room = pexit->to_room) == NULL)
		continue;
	    if (countup > 1 && option == ch->specpower) continue;
	    if (IS_SET(pexit->exit_info, EX_CLOSED))
 	    {
		if (option == 0)
		    act("$n scratches at the north door.",ch,NULL,NULL,TO_ROOM);
		if (option == 1)
		    act("$n scratches at the east door.",ch,NULL,NULL,TO_ROOM);
		if (option == 2)
		    act("$n scratches at the south door.",ch,NULL,NULL,TO_ROOM);
		if (option == 3)
		    act("$n scratches at the west door.",ch,NULL,NULL,TO_ROOM);
		if (option == 4)
		    act("$n scratches at the upward door.",ch,NULL,NULL,TO_ROOM);
		if (option == 5)
		    act("$n scratches at the downward door.",ch,NULL,NULL,TO_ROOM);
		act("$n barks loudly at the door.",ch,NULL,NULL,TO_ROOM);
		for ( vch = char_list; vch != NULL; vch = vch_next )
		{
		    vch_next	= vch->next;
		    if ( vch->in_room == NULL || IS_NPC(vch) )
			continue;
		    if ( vch->in_room == ch->in_room )
			continue;
		    if ( vch->in_room->area == ch->in_room->area )
			send_to_char("You hear the sound of a dog barking nearby.\n\r",vch);
		}
		return TRUE;
   	    }
	    switch (option)
	    {
		default: break;
		case DIR_NORTH: ch->specpower = DIR_SOUTH; break;
		case DIR_SOUTH: ch->specpower = DIR_NORTH; break;
		case DIR_EAST:  ch->specpower = DIR_WEST;  break;
		case DIR_WEST:  ch->specpower = DIR_EAST;  break;
		case DIR_UP:    ch->specpower = DIR_DOWN;  break;
		case DIR_DOWN:  ch->specpower = DIR_UP;    break;
	    }
   	    move_char(ch,option);
	    break;
	}
    }

    for ( obj = ch->in_room->contents; obj != NULL; obj = o_next )
    {
	o_next = obj->next_content;
	if (number_range(1,2) == 1) continue;
	act( "$n sniffs $p.", ch, obj, NULL, TO_ROOM );
	if ( obj->item_type == ITEM_FOOD )
	{
	    act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
	    extract_obj(obj);
	}
	return TRUE;
    }
    return TRUE;
}
bool spec_macexe(CHAR_DATA *ch)
{   
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
           
         
   if (ch->fighting) return FALSE;
            
   if (ch->in_room->vnum > 3372 || ch->in_room->vnum < 3000)
        {
                sprintf(buf,"%d",number_range(3001,30015));
                do_mgoto(ch,buf);
        }
        
   if (ch->in_room == NULL) return FALSE;
   for (d = first_descriptor; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
  
           || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_CREATOR(victim)
           || victim->level < 3
           || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || victim->in_room != ch->in_room)
           {
             continue;
           }
       if(IS_SET(victim->newbits,WANTED))
       {
           multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */

           if (ch->hit < 1000)
           {
              spell_heal( skill_lookup( "heal" ), ch->level, ch, ch );
              act("#b$n's eyes glow bright blue for a moment.#n",ch,NULL,NULL,TO_ROOM);
           }                                    
           if(ch->hit < 10000)
           do_restore(ch,"self");
   
           if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
           ch->position == POS_STANDING)
           {
              WAIT_STATE(ch, 50);

              if (IS_SET(victim->newbits, WANTED))
                  REMOVE_BIT(victim->newbits,WANTED);
              switch(number_range(1,5))
              {
   	         case 1:
	           sprintf(buf, "Another one bites the dust!" );
	           do_shout(ch, buf);
	           break;
	        case 2:
                   sprintf(buf, "I got ya that time %s", victim->name);
	           do_shout(ch, buf);
	           break;
	        case 3:
	           sprintf(buf, "Hahahahahaha die %s", victim->name);
	           do_shout(ch, buf);
                   break;
	        case 4:
	           sprintf(buf, "Was dying fun %s#w", victim->name);
	           do_shout(ch, buf);
	           break;
	        case 5:             
	           sprintf(buf, "Was that as good for you as it was me %s?",victim->name);
                   do_shout(ch, buf);
	           break;
	        default:
	           sprintf(buf, "%s is no longer wanted!", victim->name);
	           do_shout(ch, buf);
	           break;
	      }

              act("You quickly tie up $N.",ch,NULL,victim,TO_CHAR);
              act("$n quickly ties up $N.",ch,NULL,victim,TO_ROOM);
              send_to_char("You have been tied up!\n\r",victim);
              if (!IS_SET(victim->extra, TIED_UP))
              {
                  SET_BIT(victim->extra,TIED_UP);
                  sprintf(buf,"%s has been tied up by %s.",victim->name,ch->short_descr);
                  do_info(ch,buf);
              }
        }
       } 
       if(!IS_SET(victim->newbits,WANTED) && !IS_HERO(victim))
        {
           if(victim->hit <= 1)
           {
              spell_heal( skill_lookup( "heal" ), ch->level, ch, victim );
              act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);    
              do_say(ch,"There you go, my man!");
            }
         }
           if (ch->hit < 1000)
           {
              spell_heal( skill_lookup( "heal" ), ch->level, ch, ch );
              act("#b$n's eyes glow bright blue for a moment.#n",ch,NULL,NULL,TO_ROOM);
           }                                    
         return FALSE;

    }         
   return TRUE;
}


bool spec_tagbot(CHAR_DATA *ch)
{
  int x,y;
  int MY_TEAM,OPP_TEAM;
  CHAR_DATA *vch;

  if(ftag.round==0)return FALSE;

  if(number_range(0,100)>ftag.bot_int)return TRUE;

  if(IS_SET(ch->tag_flags,TAG_FROZEN))return TRUE;

  if(IS_SET(ch->tag_flags,TAG_BLUE)){MY_TEAM=TAG_BLUE;OPP_TEAM=TAG_RED;}else{MY_TEAM=TAG_RED;OPP_TEAM=TAG_BLUE;}
  
    for(vch=ch->in_room->people;vch;vch=vch->next_in_room)
    {
      if(vch==ch)continue;
      if(!IS_SET(vch->tag_flags,TAG_PLAYING))continue;
      if(IS_SET(vch->tag_flags,MY_TEAM)&&!IS_SET(vch->tag_flags,TAG_FROZEN))break;
      if(IS_SET(vch->tag_flags,OPP_TEAM)&&IS_SET(vch->tag_flags,TAG_FROZEN))continue;
      do_ztag(ch,vch->name);
      return TRUE;
    }

    y=0;
    do{
    x=number_range(0,5);y++;}
    while(ch->in_room->exit[x]==NULL&&y<15&&x!=ch->specpower);

    if (y>=15)    
    return TRUE;
    ch->specpower=x;
    move_char(ch,x);
return TRUE;
}

bool spec_puff(CHAR_DATA *ch)
{
  if(!IS_AWAKE(ch))
    return FALSE;

  switch(number_range(0,8))
    {
    case 0:
      if(number_range(2,7) == 4)
	{
	  act("$n asks #w'#gHow did all these fish get up here?#w'#n", ch, NULL, NULL, TO_ROOM);
	  return TRUE;
	}
    case 1:
      if(number_range(2,7) == 4)
	{
	  act("$n exclaims #w'#gYeah? So what if I HAVE got ADD? You gonna make something of.... Oooo!! Bright shiny objects!#w'#n", ch, NULL, NULL, TO_ROOM);
	  return TRUE;
	}
    case 2:
      if(number_range(2,7) == 4)
        {
          act("$n asks #w'#gDid you know that porcupines float in water?'#n", ch, NULL, NULL, TO_ROOM);
          return TRUE;
        }
    case 3:
      if(number_range(2,7) == 4)
        {
          act("$n asks #w'#gHow did I end up here?#w'#n", ch, NULL, NULL, TO_ROOM);
          return TRUE;
        }
    case 4:
      if(number_range(2,7) == 4)
        {
          act("$n thinks, #w'#gI wonder what happens when you touch these two wires toge...#w'#n", ch, NULL, NULL, TO_ROOM);
          return TRUE;
        }
    case 5:
      if(number_range(2,7) == 4)
        {
          act("$n thinks #w'#gI wonder what this button does...#w'#n", ch, NULL, NULL, TO_ROOM);
          return TRUE;
        }
    case 6:
      if(number_range(2,7) == 4)
        {
          act("$n spontaneously combusts.", ch, NULL, NULL, TO_ROOM);
          return TRUE;
        }
    case 7:
      if(number_range(2,7) == 4)
        {
          act("$n puts herself in the microwave", ch, NULL, NULL, TO_ROOM);
          return TRUE;
        }
    case 8:
      if(number_range(2,7) == 4)
        {
          act("$n disintegrates into dark matter.", ch, NULL, NULL, TO_ROOM);
          return TRUE;
	}

    }
return FALSE;
}

void do_mgoto( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    ROOM_INDEX_DATA *location;

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Goto where?\n\r", ch );
	return;
    }

    if ( ( location = find_location( ch, arg ) ) == NULL )
    {
	send_to_char( "No such location.\n\r", ch );
	return;
    }


    if ( ch->fighting != NULL )
	stop_fighting( ch, TRUE );

    char_from_room( ch );
    char_to_room( ch, location );


    do_look( ch, "auto" );
    return;
}

bool spec_bubba (CHAR_DATA *ch)
{
    CHAR_DATA *vch;
    sh_int gender;
    char command[MIL];
    bool switched = FALSE;

    if (!ch->pcdata)
    {
       bug ("This mob doesn't have PCDATA!", 0);
       return FALSE;
    }
    if (ch->pcdata->stage[0] == XS_RECOVERING)
    {
       if (ch->pcdata->partner)
       {
           if (ch->pcdata->partner->next_in_room)
           {
               CHAR_DATA *tch;
               vch = ch->in_room->people;
               if (vch == ch->pcdata->partner)
               {
                   if (vch->next_in_room)
                   {
                       vch->in_room->people = vch->next_in_room;
                       vch->next_in_room = vch->in_room->people->next_in_room;
                       vch->in_room->people->next_in_room = vch;
                   }
               }
               while (vch->next_in_room)
               {
                   if (vch->next_in_room == ch->pcdata->partner)
                   {
                       if (!ch->pcdata->partner->next_in_room)
                           break;
                       tch = ch->pcdata->partner->next_in_room;
                       vch->next_in_room = tch;
                       ch->pcdata->partner->next_in_room = tch->next_in_room;
                       tch->next_in_room = ch->pcdata->partner;
                   }
                   vch = vch->next_in_room;
               }
           }
           ch->pcdata->partner = NULL;
       }
       return FALSE;
    }
    if (ch->pcdata->partner == NULL || ch->in_room != ch->pcdata->partner->in_room)
    {
       for (vch = ch->in_room->people; vch; vch = vch->next_in_room)
       {
          if (vch == ch) continue;
          if (IS_IMMORTAL(vch) || IS_NPC(vch)) continue;
          if (vch->pcdata->stage[0] == XS_RECOVERING) continue;
          break;
       }
       if (!vch) return FALSE;
       ch->pcdata->partner = vch;
       vch->pcdata->partner = ch;
    }
    else vch = ch->pcdata->partner;
    gender = vch->sex;
    vch->sex = SEX_FEMALE;

    if (!IS_EXTRA (vch, TIED_UP))
       sprintf(command, "xhandcuff");
    else if (ch->pcdata->stage[0] == XS_NONE || vch->pcdata->stage[0] == XS_NONE)
    {
       sh_int random;
       if (IS_EXTRA(vch, EXTRA_DONE)) random = number_range(1,7);
       else random = number_range(1,5);
       switch(random)
       {
          case 1:
             sprintf(command, "xabite");
             break;
          case 2:
             sprintf(command, "xflog");
             break;
          case 3:
             sprintf(command, "xstroke");
             break;
          case 4:
             sprintf(command, "xtalk");
             break;
          case 5:
             sprintf(command, "xwhip");
             break;
          case 6:
             sprintf(command, "xfbeg");
             switched = TRUE;
             break;
          case 7:
             sprintf(command, "xfface");
             switched = TRUE;
             break;
       }
    }
    else if (ch->pcdata->stage[0] == XS_ASS)
    {
       sh_int random = number_range(1,20);
       if (random == 20) sprintf(command, "xwithdraw");
       else if (random > 17) sprintf(command, "xtalk");
       else sprintf(command, "xmathrust");
    }
    else if (vch->pcdata->stage[0] == XS_BJDEEP)
    {
       sh_int random = number_range(1,20);
       if (random == 20) sprintf(command, "xwithdraw");
       else if (random > 17) sprintf(command, "xmtalk");
       else if (random > 12) sprintf(command, "xmbdeep");
       else if (random > 7) sprintf(command, "xmbdeepf");
       else
       {
          sprintf(command, "xfbdfuck");
          switched = TRUE;
       }
    }
    else if (ch->pcdata->stage[0] == XS_BJDEEP)
    {
       sh_int random = number_range(1,20);
       if (random == 20) sprintf(command, "xwithdraw");
       else if (random > 9) sprintf(command, "xmbdeep");
       else sprintf(command, "xmbdeepf");
    }
    else if (vch->pcdata->stage[0] == XS_PUSSY)
    {
       sh_int random = number_range(1,20);
       if (random == 20) sprintf(command, "xwithdraw");
       else if (random > 17) sprintf(command, "xmtalk");
       else if (random > 13) sprintf(command, "xmpress");
       else if (random > 9) sprintf(command, "xmpull");
       else if (random > 6)
       {
          sprintf(command, "xfslide");
          switched = TRUE;
       }
       else if (random > 3)
       {
          sprintf(command, "xfsharp");
          switched = TRUE;
       }
       else
       {
          sprintf(command, "xfgrind");
          switched = TRUE;
       }
    }
    else if (ch->pcdata->stage[0] == XS_PUSSY)
    {
       sh_int random = number_range(1,20);
       if (random == 20) sprintf(command, "xwithdraw");
       else if (random > 17) sprintf(command, "xmtalk");
       else if (random > 8) sprintf(command, "xmpress");
       else sprintf(command, "xmpull");
    }
    else if (ch->pcdata->stage[0] == XS_READY || vch->pcdata->stage[0] == XS_READY)
    {
       sh_int random;
       if (IS_EXTRA(vch, EXTRA_DONE)) random = number_range(1,5);
       else random = number_range(1,4);
       switch(random)
       {
          case 1:
             sprintf(command, "xmassnasty");
             break;
          case 2:
             sprintf(command, "xmbdeep");
             break;
          case 3:
             sprintf(command, "xmdoggy");
             break;
          case 4:
             sprintf(command, "xmspoon");
             break;
          case 5:
             sprintf(command, "xfbdeep");
             switched = TRUE;
             break;
       }
    }

    if (command[0] != '\0')
    {
       if (switched) check_xsocial(vch, command, ch->name);
       else check_xsocial(ch, command, vch->name);
    }

    vch->sex = gender;
    return FALSE;
}