/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
void check_samuraiattack args((CHAR_DATA * ch, CHAR_DATA * victim));
void do_katana(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (250 > ch->practice)
{
send_to_char
("It costs 250 points of primal to create a Katana.\n\r",
ch);
return;
}
ch->practice -= 250;
obj = create_object(get_obj_index(33176), 50);
SET_BIT(obj->quest, QUEST_RELIC);
obj->condition = 100;
obj->toughness = 100;
obj->resistance = 1;
obj->value[1] = 65;
obj->value[2] = 115;
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
act("A katana flashes into existance.", ch, NULL, NULL, TO_CHAR);
act("A katana suddenly apear in $n's hands.", ch, NULL, NULL,
TO_ROOM);
return;
}
void do_samseye(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_SET(ch->act, PLR_HOLYLIGHT))
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char
("Your minds eye closes and you see the world as mortals do.\n\r",
ch);
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char
("You meditate and open your minds eye to the world.\n\r",
ch);
}
return;
}
void do_bladespin(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->wpn[3] < 1000 || ch->wpn[0] < 1000 || ch->wpn[1] < 1000)
{
stc("You are not a true samurai yet.\n\r", ch);
return;
}
if (IS_SET(ch->newbits, NEW_BLADESPIN))
{
stc("You relax your combat techniques.\n\r", ch);
act("$n relaxes.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->newbits, NEW_BLADESPIN);
return;
}
if (!IS_SET(ch->newbits, NEW_BLADESPIN))
{
stc("Your concentrate on your combat techniques.\n\r", ch);
act("$n's muscles flexes, looking for prey that one, better beware!", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->newbits, NEW_BLADESPIN);
return;
}
return;
}
void do_hologramtransfer(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg);
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Walk the ancestrial path to whom?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They are not of this world.\n\r", ch);
return;
}
if (ch->move < 1000)
{
stc("The path escapes your senses as you loose control over your inner energies.\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc("You can't find it's room.\n\r", ch);
return;
}
if (IS_SET(victim->act, ACT_NOTRAVEL))
{
send_to_char("No Can Do.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc("You cannot sense any paths leading from this room.\n\r",
ch);
return;
}
if (ch == victim)
{
send_to_char("But you're already at yourself!\n\r", ch);
return;
}
if (room_is_private(victim->in_room))
{
send_to_char("That room is private right now.\n\r", ch);
return;
}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON))
{
send_to_char("They don't want you near them.\n\r", ch);
return;
}
if (victim->in_room == ch->in_room)
{
send_to_char("But you're already there!\n\r", ch);
return;
}
act("You follow the path to $N.", ch, NULL, victim, TO_CHAR);
act("$n steps into the air, leaving behind no trace whatsoever.", ch,
NULL, victim, TO_ROOM);
char_from_room(ch);
char_to_room(ch, victim->in_room);
ch->move -= 1000;
act("$n steps out of the air in front of $N.", ch, NULL, victim,
TO_NOTVICT);
act("$n steps out of the air in front of you.", ch, NULL, victim,
TO_VICT);
do_look(ch, "auto");
return;
}
void do_focus(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[SAMURAI_FOCUS] < 10)
{
send_to_char
("You cannot focus your weaponcontrol any more.\n\r",
ch);
return;
}
ch->pcdata->powers[SAMURAI_FOCUS] -=
number_range(1, ch->pcdata->powers[SAMURAI_FOCUS]);
send_to_char
("You focus your control, letting the battle slow to a halt.\n\r",
ch);
WAIT_STATE(ch, 8);
return;
}
void do_slide(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SLIDE))
{
send_to_char("You need to learn that combo first.\n\r", ch);
return;
}
if (ch->pcdata->powers[SAMURAI_FOCUS] > 40)
{
send_to_char("You are to exhausted.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
ch->pcdata->powers[SAMURAI_FOCUS] += 1;
act("$n slides into a better fighting position, hitting $N while $e passes.", ch, NULL, victim, TO_NOTVICT);
act("You slide into a better fighting position, hitting $N while you pass $E.", ch, NULL, victim, TO_CHAR);
act("$n moves past you, lightning fast and strikes you before you can react.", ch, NULL, victim, TO_VICT);
one_hit(ch, victim, gsn_lightningslash, 1);
check_samuraiattack(ch, victim);
WAIT_STATE(ch, 12);
return;
}
void do_sidestep(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SIDESTEP))
{
send_to_char("You need to learn that combo first.\n\r", ch);
return;
}
if (ch->pcdata->powers[SAMURAI_FOCUS] > 40)
{
send_to_char("You are to exhausted.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
ch->pcdata->powers[SAMURAI_FOCUS] += 2;
act("$n sidesteps $N's attack and scores a hit.", ch, NULL, victim,
TO_NOTVICT);
act("You sidestep $N's attack, and scores a counterattack before $E can react.", ch, NULL, victim, TO_CHAR);
act("$n sidesteps your feeble attempt to get near $m and strikes back at you.", ch, NULL, victim, TO_VICT);
one_hit(ch, victim, gsn_lightningslash, 1);
check_samuraiattack(ch, victim);
WAIT_STATE(ch, 12);
return;
}
void do_block(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_BLOCK))
{
send_to_char("You need to learn that combo first.\n\r", ch);
return;
}
if (ch->pcdata->powers[SAMURAI_FOCUS] > 40)
{
send_to_char("You are to exhausted.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
ch->pcdata->powers[SAMURAI_FOCUS] += 4;
act("$n blocks $N's simpleminded attack and strikes back with a perfect attack.", ch, NULL, victim, TO_NOTVICT);
act("You block $N's simple attack and return with one of your own design.", ch, NULL, victim, TO_CHAR);
act("$n blocks your attack, and strikes back before you get a chance to react.", ch, NULL, victim, TO_VICT);
one_hit(ch, victim, gsn_lightningslash, 1);
check_samuraiattack(ch, victim);
WAIT_STATE(ch, 12);
return;
}
void do_countermove(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_COUNTERMOVE))
{
send_to_char("You need to learn that combo first.\n\r", ch);
return;
}
if (ch->pcdata->powers[SAMURAI_FOCUS] > 40)
{
send_to_char("You are to exhausted.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
ch->pcdata->powers[SAMURAI_FOCUS] += 8;
act("$n strikes out at $N before $E can even get a weapon out to defend $Mself.", ch, NULL, victim, TO_NOTVICT);
act("You cut $N with a lightning fast attack.", ch, NULL, victim,
TO_CHAR);
act("$n attacks with a flurry of lightning fast attacks, one of them scores a hit.", ch, NULL, victim, TO_VICT);
one_hit(ch, victim, gsn_lightningslash, 1);
check_samuraiattack(ch, victim);
WAIT_STATE(ch, 12);
return;
}
void check_samuraiattack(CHAR_DATA * ch, CHAR_DATA * victim)
{
if (!IS_CLASS(ch, CLASS_SAMURAI))
return;
if (!victim || victim->hit < 1000)
return;
switch (ch->pcdata->powers[SAMURAI_FOCUS])
{
default:
break;
case 10:
if (ch->pcdata->powers[SAMURAI_LAST] == 10)
{
send_to_char
("You cannot use the same combo twice.\n\r",
ch);
break;
}
ch->pcdata->powers[SAMURAI_LAST] = 10;
do_say(ch,
"What a worthless opponent you are. Here, let me show you how a real fighter fights.");
one_hit(ch, victim, gsn_lightningslash, 1);
one_hit(ch, victim, gsn_lightningslash, 1);
one_hit(ch, victim, gsn_lightningslash, 1);
break;
case 15:
if (ch->pcdata->powers[SAMURAI_LAST] == 15)
{
send_to_char
("You cannot use the same combo twice.\n\r",
ch);
break;
}
ch->pcdata->powers[SAMURAI_LAST] = 15;
if (number_range(1, 3) == 2)
{
send_to_char("You fail your attempt to disarm.\n\r",
ch);
break;
}
act("#GYou strike out at $N's weapon.#n", ch, NULL, victim,
TO_CHAR);
act("#G$n's attack strikes your weaponarm.#n", ch, NULL,
victim, TO_VICT);
disarm(ch, victim);
break;
case 20:
if (ch->pcdata->powers[SAMURAI_LAST] == 20)
{
send_to_char
("You cannot use the same combo twice.\n\r",
ch);
break;
}
ch->pcdata->powers[SAMURAI_LAST] = 20;
act("#GYour hit $N on a central nerve, paralysing $M.#n", ch,
NULL, victim, TO_CHAR);
act("#G$n's attack paralyses you, you cannot move.#n", ch,
NULL, victim, TO_VICT);
if (IS_CLASS(victim, CLASS_FAE))
{
send_to_char("You shrug of the attack.\n\r", victim);
send_to_char("They don't seem that affected.\n\r",
ch);
}
else
WAIT_STATE(victim, 24);
break;
case 25:
if (ch->pcdata->powers[SAMURAI_LAST] == 25)
{
send_to_char
("You cannot use the same combo twice.\n\r",
ch);
break;
}
ch->pcdata->powers[SAMURAI_LAST] = 25;
if (number_range(1, 3) == 2)
{
send_to_char("You fail your attempt to hurl.\n\r",
ch);
break;
}
act("#GYou grab $N and toss $M over your shoulder.#n", ch,
NULL, victim, TO_CHAR);
act("#G$n grabs you, and tosses you over $s shoulder.#n", ch,
NULL, victim, TO_VICT);
special_hurl(ch, victim);
break;
case 30:
if (ch->pcdata->powers[SAMURAI_LAST] == 30)
{
send_to_char
("You cannot use the same combo twice.\n\r",
ch);
break;
}
ch->pcdata->powers[SAMURAI_LAST] = 30;
ch->hit += number_range(2000, 4000);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
act("#GYou feel adrenalin pump through your body, awakening your senses.#n", ch, NULL, victim, TO_CHAR);
act("#G$n flashes a wicked smile.#n", ch, NULL, victim,
TO_VICT);
break;
case 35:
if (ch->pcdata->powers[SAMURAI_LAST] == 35)
{
send_to_char
("You cannot use the same combo twice.\n\r",
ch);
break;
}
ch->pcdata->powers[SAMURAI_LAST] = 35;
do_say(ch,
"I am a master of arms, you cannot even begin to understand what I am able to do!");
one_hit(ch, victim, gsn_backfist, 1);
one_hit(ch, victim, gsn_thrustkick, 1);
one_hit(ch, victim, gsn_monksweep, 1);
one_hit(ch, victim, gsn_jumpkick, 1);
one_hit(ch, victim, gsn_lightningslash, 1);
break;
}
return;
}
void do_martial(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int cost = 150000000; // 150 million for each combo.
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("What martial art do you wish to learn : slide, sidestep, block or countermove ?\n\r",
ch);
return;
}
if (!str_cmp(arg, "slide"))
{
if (IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SLIDE))
{
send_to_char
("You have already learned that technique.\n\r",
ch);
return;
}
if (ch->exp < cost)
{
xprintf(buf,
"You need %ld more exp to learn this technique.\n\r",
cost - ch->exp);
send_to_char(buf, ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SLIDE);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "sidestep"))
{
if (IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SIDESTEP))
{
send_to_char
("You have already learned that technique.\n\r",
ch);
return;
}
if (ch->exp < cost)
{
xprintf(buf,
"You need %ld more exp to learn this technique.\n\r",
cost - ch->exp);
send_to_char(buf, ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SIDESTEP);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "block"))
{
if (IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_BLOCK))
{
send_to_char
("You have already learned that technique.\n\r",
ch);
return;
}
if (ch->exp < cost)
{
xprintf(buf,
"You need %ld more exp to learn this technique.\n\r",
cost - ch->exp);
send_to_char(buf, ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_BLOCK);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "countermove"))
{
if (IS_SET
(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_COUNTERMOVE))
{
send_to_char
("You have already learned that technique.\n\r",
ch);
return;
}
if (ch->exp < cost)
{
xprintf(buf,
"You need %ld more exp to learn this technique.\n\r",
cost - ch->exp);
send_to_char(buf, ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_COUNTERMOVE);
send_to_char("Ok.\n\r", ch);
return;
}
else
do_martial(ch, "");
return;
}
void do_samlearn(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
int aura = 0;
int cost = 0;
smash_tilde(argument);
argument = one_argument(argument, arg1);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Syntax: Samlearn <power>\n\r", ch);
send_to_char
("#r ___________________________________________\n\r",
ch);
send_to_char
("#r/ #cName#r | #cCost#r | #cName#r | #cCost#r \\\n\r",
ch);
send_to_char
("#r|------------+--------+------------+--------| \n\r",
ch);
send_to_char
("#r| #gLitSword #r| #y250 #r| #gSword #r| #y200#r | \n\r",
ch);
send_to_char
("#r| #gIceSword #r| #y350 #r| #gFireSword #r| #y300#r | \n\r",
ch);
send_to_char
("#r| #gSoulSword #r| #y500 #r| #gDrainSword #r| #y400#r | \n\r",
ch);
send_to_char
("#r\\___________________________________________/\n\r",
ch);
return;
}
if (!str_cmp(arg1, "soulsword"))
{
aura = SAM_SOULSWORD;
cost = 500;
}
else if (!str_cmp(arg1, "drainsword"))
{
aura = SAM_DRAINSWORD;
cost = 400;
}
else if (!str_cmp(arg1, "icesword"))
{
aura = SAM_ICESWORD;
cost = 350;
}
else if (!str_cmp(arg1, "firesword"))
{
aura = SAM_FIRESWORD;
cost = 300;
}
else if (!str_cmp(arg1, "litsword"))
{
aura = SAM_LITSWORD;
cost = 250;
}
else if (!str_cmp(arg1, "sword"))
{
aura = SAM_SWORD;
cost = 200;
}
else
{
send_to_char("Syntax: Samlearn <power>\n\r", ch);
send_to_char
("#r ___________________________________________\n\r",
ch);
send_to_char
("#r/ #cName#r | #cCost#r | #cName#r | #cCost#r \\\n\r",
ch);
send_to_char
("#r|------------+--------+------------+--------| \n\r",
ch);
send_to_char
("#r| #gLitSword #r| #y250 #r| #gSword #r| #y200#r | \n\r",
ch);
send_to_char
("#r| #gIceSword #r| #y350 #r| #gFireSword #r| #y300#r | \n\r",
ch);
send_to_char
("#r| #gSoulSword #r| #y500 #r| #gDrainSword #r| #y400#r | \n\r",
ch);
send_to_char
("#r\\___________________________________________/\n\r",
ch);
return;
}
if ((aura == SAM_LITSWORD) && (!IS_SAMPOWER(ch, SAM_SWORD)))
{
send_to_char("Without learning Sword this is useless.\n\r",
ch);
return;
}
if ((aura == SAM_FIRESWORD) && (!IS_SAMPOWER(ch, SAM_LITSWORD)))
{
send_to_char
("You may not learn FireSword until you learn LitSword.\n\r",
ch);
return;
}
if ((aura == SAM_ICESWORD) && (!IS_SAMPOWER(ch, SAM_FIRESWORD)))
{
send_to_char
("You may not learn IceSword until you learn FirSword.\n\r",
ch);
return;
}
if ((aura == SAM_DRAINSWORD) && (!IS_SAMPOWER(ch, SAM_ICESWORD)))
{
send_to_char
("You may not learn DrainSword until you learn IceSword.\n\r",
ch);
return;
}
if ((aura == SAM_SOULSWORD) && (!IS_SAMPOWER(ch, SAM_DRAINSWORD)))
{
send_to_char
("You may not learn SoulSword until you've mastered all sword techniques.\n\r",
ch);
return;
}
if (IS_SAMPOWER(ch, aura))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->practice < cost)
{
send_to_char
("You have insufficient primal to learn that power.\n\r",
ch);
return;
}
SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], aura);
ch->practice -= cost;
send_to_char("Ok.\n\r", ch);
save_char_obj(ch);
return;
}
void lightning_sword(CHAR_DATA * ch)
{
//Lightning Stuns Victim and is fairly likely to hit, Avg Expense, Avg Damage
CHAR_DATA *victim;
OBJ_DATA *katana;
char buf[MAX_STRING_LENGTH];
int dmg;
if (IS_NPC(ch))
return;
katana = get_eq_char(ch, WEAR_WIELD);
if ((victim = ch->fighting) == NULL)
{
send_to_char("You find no need for this now.\n\r", ch);
return;
}
if (ch->mana < 2500)
{
send_to_char("You have not the 2500 mana to use this.\n\r",
ch);
return;
}
if ((katana == NULL) || (katana->pIndexData->vnum != 33176))
{
send_to_char
("Without a proper katana the energy will destroy your weapon.\n\r",
ch);
return;
}
ch->mana -= 2500;
send_to_char("You channel mystical energy into your katana.\n\r", ch);
do_say(ch, "#b#cL#CI#cG#CH#cT#CN#cI#CN#cG #nSWORD!");
send_to_char
("A humongous bolt of lightning blasts from your katana.\n\r",
ch);
act("A humongous bolt of lightning blasts from $n's katana!", ch,
NULL, NULL, TO_ROOM);
if (number_range(0, 100) < 16)
{
act("Your lightning blast flies past $N and is absorbed by the ground.", ch, NULL, victim, TO_CHAR);
act("The lightning blast slams into the ground and is absorbed.", ch, NULL, NULL, TO_ROOM);
return;
}
dmg = number_range(ch->wpn[1], ch->wpn[1] * 3);
xprintf(buf,
"Your lightning blast slams into $N's and crackles around $S body sending them sprawling. #R[#C#b %d #n#R]#n",
dmg);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf,
"$n's lightning blast slams into you and crackles around your body sending you sprawling. #R[#C#b %d #n#R]#n",
dmg);
act(buf, ch, NULL, victim, TO_VICT);
act("$n's lightning blast slams into $N's and crackles around $S body sending $N sprawling.", ch, NULL, victim, TO_NOTVICT);
hurt_person(ch, victim, dmg);
WAIT_STATE(ch, (PULSE_VIOLENCE * 3));
if (victim->position > POS_STUNNED)
victim->position = POS_STUNNED;
return;
}
void fire_sword(CHAR_DATA * ch)
{
//Flame Cone Sword sets victim aflame, and is VERY likely to hit. More Expense, Low Dmg
CHAR_DATA *victim;
OBJ_DATA *katana;
char buf[MAX_STRING_LENGTH];
int dmg;
if (IS_NPC(ch))
return;
katana = get_eq_char(ch, WEAR_WIELD);
if ((victim = ch->fighting) == NULL)
{
send_to_char("You find no need for this now.\n\r", ch);
return;
}
if (ch->mana < 3500)
{
send_to_char
("You have not the 3500 mystical power to use this.\n\r",
ch);
return;
}
if ((katana == NULL) || (katana->pIndexData->vnum != 33176))
{
send_to_char
("Without a proper katana the energy will destroy your weapon.\n\r",
ch);
return;
}
ch->mana -= 3500;
send_to_char("You channel mystical energy into your katana.\n\r", ch);
do_say(ch, "#rF#RIR#rE #nSWORD!");
send_to_char
("A tremendous cone of flame shoots from your katana.\n\r",
ch);
act("A tremendous cone of flame shoots from $n's katana!", ch, NULL,
NULL, TO_ROOM);
if (number_range(0, 100) < 5)
{
act("Your cone of flame flashes past $N and scorches the ground.", ch, NULL, victim, TO_CHAR);
act("The cone of flame flashes past you and scorches the ground.", ch, NULL, victim, TO_VICT);
act("The cone of flame flashes past $N and scorches the ground.", ch, NULL, victim, TO_NOTVICT);
return;
}
dmg = number_range(ch->wpn[1], ch->wpn[1] * 2);
xprintf(buf,
"Your cone of flame engulfs $N's in a sheet of flame. #R[#R#b %d #n#R]#n",
dmg);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf,
"$n's cone of flame engulfs you in a sheet of flame. #R[#R#b %d #n#R]#n",
dmg);
act(buf, ch, NULL, victim, TO_VICT);
act("$n's engulfs $N's in a sheet of flame.", ch, NULL, victim,
TO_NOTVICT);
hurt_person(ch, victim, dmg);
WAIT_STATE(ch, (PULSE_VIOLENCE * 3));
if (!IS_SET(victim->affected_by, AFF_FLAMING))
SET_BIT(victim->affected_by, AFF_FLAMING);
return;
}
void ice_sword(CHAR_DATA * ch)
{
//Frost Sword can freeze victims solid, and is highly damaging, and is likely to hit. Incredibly Expensive
CHAR_DATA *victim;
OBJ_DATA *katana;
char buf[MAX_STRING_LENGTH];
char spc[MAX_STRING_LENGTH];
char spcV[MAX_STRING_LENGTH];
int dmg;
bool froze = FALSE;
if (IS_NPC(ch))
return;
katana = get_eq_char(ch, WEAR_WIELD);
if ((victim = ch->fighting) == NULL)
{
send_to_char("You find no need for this now.\n\r", ch);
return;
}
if (ch->mana < 5000)
{
send_to_char
("You have not the 5000 mystical power to use this.\n\r",
ch);
return;
}
if ((katana == NULL) || (katana->pIndexData->vnum != 33176))
{
send_to_char
("Without a proper katana the energy will destroy your weapon.\n\r",
ch);
return;
}
ch->mana -= 5000;
send_to_char("You channel mystical energy into your katana.\n\r", ch);
do_say(ch, "#lF#cR#LO#cS#lT #nSWORD!");
send_to_char("A ray of frost lances out from your katana.\n\r", ch);
act("A ray of frost lances out from $n's katana!", ch, NULL, NULL,
TO_ROOM);
if (number_range(0, 100) < 10)
{
act("Your ray of frost shoots past $N and freezes the ground.", ch, NULL, victim, TO_CHAR);
act("The ray of frost shoots past you and freezes the ground.", ch, NULL, victim, TO_VICT);
act("The ray of frost shoots past $N and freezes the ground.",
ch, NULL, victim, TO_NOTVICT);
return;
}
if (number_range(0, 100) > 90)
froze = TRUE;
if (!froze)
{
xprintf(spc, "but $N recovers.");
xprintf(spcV, "but you recover.");
}
else
{
xprintf(spc, "and $N freezes solid.");
xprintf(spcV, "and you freeze solid.");
}
dmg = number_range(ch->wpn[1], ch->wpn[1] * 4);
xprintf(buf,
"Your ray of frost envelopes $N's in a block of ice, %s #R[#L#b %d #n#R]#n",
spc, dmg);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf,
"$n's ray of frost envelopes you in a block of ice, %s #R[#L#b %d #n#R]#n",
spcV, dmg);
act(buf, ch, NULL, victim, TO_VICT);
xprintf(buf, "$n's ray of frost envelopes $N's in a block of ice, %s",
spc);
act(buf, ch, NULL, victim, TO_NOTVICT);
hurt_person(ch, victim, dmg);
WAIT_STATE(ch, (PULSE_VIOLENCE * 3));
if (froze)
{
if (!IS_AFF2(victim, AFF2_FROZEN))
SET_AFF2(victim, AFF2_FROZEN);
}
return;
}
void drain_sword(CHAR_DATA * ch)
{
//Drain Sword sucks health from a victim, and is moderately likely to hit. Avg Expense, Low Dmg
CHAR_DATA *victim;
OBJ_DATA *katana;
char buf[MAX_STRING_LENGTH];
int dmg;
int heal;
if (IS_NPC(ch))
return;
katana = get_eq_char(ch, WEAR_WIELD);
if ((victim = ch->fighting) == NULL)
{
send_to_char("You find no need for this now.\n\r", ch);
return;
}
if (ch->mana < 4000)
{
send_to_char
("You have not the 4000 mystical power to use this.\n\r",
ch);
return;
}
if ((katana == NULL) || (katana->pIndexData->vnum != 33176))
{
send_to_char
("Without a proper katana the energy will destroy your weapon.\n\r",
ch);
return;
}
ch->mana -= 4000;
send_to_char("You channel mystical energy into your katana.\n\r", ch);
do_say(ch, "#nD#0R#yA#0I#nN #nSWORD!");
send_to_char("A wave of energy launches itself from your katana.\n\r",
ch);
act("A wave of energy launches itself from $n's katana!", ch, NULL,
NULL, TO_ROOM);
if (number_range(0, 100) < 20)
{
act("Your wave of energy goes through $N, continues on a bit then fades.", ch, NULL, victim, TO_CHAR);
act("The wave of energy goes through you, continues on a bit then fades.", ch, NULL, victim, TO_VICT);
act("The wave of energy goes through $N, continues on a bit then fades.", ch, NULL, victim, TO_NOTVICT);
return;
}
dmg = number_range(ch->wpn[1], ch->wpn[1] * 2);
heal = number_range(dmg / 3, dmg / 2);
xprintf(buf,
"Your wave of energy enters $N's body and drains %d health painfully from $N. #R[#R#b %d #n#R]#n",
heal, dmg);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf,
"$n's wave of energy enters your body and drains you painfully. #R[#R#b %d #n#R]#n",
dmg);
act(buf, ch, NULL, victim, TO_VICT);
act("$n's wave of energy enters $N's body causing $N to look weak.",
ch, NULL, victim, TO_NOTVICT);
hurt_person(ch, victim, dmg);
ch->hit += heal;
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
WAIT_STATE(ch, (PULSE_VIOLENCE * 3));
return;
}
void soul_sword(CHAR_DATA * ch)
{
//Soul Sword can rarely kill victims outright, and does 1 dmg, and is VERY unlikely to hit. UNGODLY Expensive
CHAR_DATA *victim;
OBJ_DATA *katana;
char buf[MAX_STRING_LENGTH];
int thebonus = 0;
if (IS_NPC(ch))
return;
katana = get_eq_char(ch, WEAR_WIELD);
if ((victim = ch->fighting) == NULL)
{
send_to_char("You find no need for this now.\n\r", ch);
return;
}
if (IS_NPC(victim))
thebonus = 45;
else
thebonus = 7;
if (ch->mana < 30000)
{
send_to_char
("You have not the 30000 mana power to use this.\n\r",
ch);
return;
}
if ((katana == NULL) || (katana->pIndexData->vnum != 33176))
{
send_to_char
("Without a proper katana the energy will destroy your weapon.\n\r",
ch);
return;
}
ch->mana -= 30000;
send_to_char("You channel mystical energy into your katana.\n\r", ch);
do_say(ch, "#0SOUL #nSWORD!");
act("A bolt of light shoots out of your katana and into $N", ch, NULL,
victim, TO_CHAR);
act("A bolt of light shoots out of $n's katana and into you!", ch,
NULL, victim, TO_VICT);
act("A bolt of light shoots out of $n's katana and into $N!", ch,
NULL, victim, TO_NOTVICT);
if (number_range(0, 250) > (4 + thebonus)) // Was .5% now it's 5%/20%
{
act("Your attack was ineffective.", ch, NULL, victim,
TO_CHAR);
act("$n looks confused as nothing happens.", ch, NULL, NULL,
TO_ROOM);
multi_hit(ch, victim, TYPE_UNDEFINED);
WAIT_STATE(ch, (PULSE_VIOLENCE * 5));
return;
}
xprintf(buf,
"$N screams as $E is ripped apart by the dark energy. #R[#y#b MORTAL #n#R]#n");
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf,
"$n looks on as you start screaming while dark energy rips you apart from the inside out. #R[#y#b MORTAL #n#R]#n");
act(buf, ch, NULL, victim, TO_VICT);
send_to_char("You crumple to the ground.\n\r", victim);
act("$n looks on as $N starts screaming. Weakened $N crumples to the ground.", ch, NULL, victim, TO_NOTVICT);
WAIT_STATE(ch, (PULSE_VIOLENCE * 5));
victim->hit = -10;
hurt_person(ch, victim, 1);
return;
}
void do_sword(CHAR_DATA * ch, char *argument)
{
char arg[MAX_STRING_LENGTH];
bool lit = FALSE;
bool fire = FALSE;
bool wice = FALSE;
bool drain = FALSE;
bool soul = FALSE;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SAMURAI))
{
do_rand_typo(ch, "");
return;
}
if (arg[0] == '\0')
{
send_to_char
("----------------------------------------------------------------------------\n\r",
ch);
send_to_char
(" -= Samurai Sword Skills =-\n\r",
ch);
send_to_char
("----------------------------------------------------------------------------\n\r",
ch);
if (!IS_SAMPOWER(ch, SAM_SWORD))
send_to_char("None", ch);
if (IS_SAMPOWER(ch, SAM_SWORD))
send_to_char(" Sword: ", ch);
if (IS_SAMPOWER(ch, SAM_LITSWORD))
send_to_char("#YLightning#n", ch);
if (IS_SAMPOWER(ch, SAM_FIRESWORD))
send_to_char(", #RFire#n", ch);
if (IS_SAMPOWER(ch, SAM_ICESWORD))
send_to_char(", #CIce#n", ch);
if (IS_SAMPOWER(ch, SAM_DRAINSWORD))
send_to_char(", #0Drain#n", ch);
if (IS_SAMPOWER(ch, SAM_SOULSWORD))
send_to_char(", #WSoul#n.", ch);
send_to_char("\n\r", ch);
if (IS_SAMPOWER(ch, SAM_SWORD))
send_to_char
(" Type sword <skill> to use that skill.\n\r",
ch);
send_to_char("\n\r", ch);
return;
}
if (!IS_SAMPOWER(ch, SAM_SWORD))
{
send_to_char
("You have not yet learned how to do sword techniques.\n\r",
ch);
return;
}
if (!str_cmp(arg, "lightning"))
lit = TRUE;
if (!str_cmp(arg, "fire"))
fire = TRUE;
if (!str_cmp(arg, "ice"))
wice = TRUE;
if (!str_cmp(arg, "drain"))
drain = TRUE;
if (!str_cmp(arg, "soul"))
soul = TRUE;
if ((!lit) && (!fire) && (!ice) && (!drain) && (!soul))
{
send_to_char
("That is not a technique, try lightning, fire, ice, drain or soul.\n\r",
ch);
return;
}
if (lit)
{
if (!IS_SAMPOWER(ch, SAM_LITSWORD))
{
send_to_char
("You have not yet learned this technique.\n\r",
ch);
return;
}
else
{
lightning_sword(ch);
return;
}
}
if (fire)
{
if (!IS_SAMPOWER(ch, SAM_FIRESWORD))
{
send_to_char
("You have not yet learned this technique.\n\r",
ch);
return;
}
else
{
fire_sword(ch);
return;
}
}
if (wice)
{
if (!IS_SAMPOWER(ch, SAM_ICESWORD))
{
send_to_char
("You have not yet learned this technique.\n\r",
ch);
return;
}
else
{
ice_sword(ch);
return;
}
}
if (drain)
{
if (!IS_SAMPOWER(ch, SAM_DRAINSWORD))
{
send_to_char
("You have not yet learned this technique.\n\r",
ch);
return;
}
else
{
drain_sword(ch);
return;
}
}
if (soul)
{
if (!IS_SAMPOWER(ch, SAM_SOULSWORD))
{
send_to_char
("You have not yet learned this technique.\n\r",
ch);
return;
}
else
{
soul_sword(ch);
return;
}
}
}