/*************************************************************************** * 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 do_reveal(CHAR_DATA * ch, char *argument) { CHAR_DATA *ich; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?!?.\n\r", ch); return; } if (ch->mana < 5000) { send_to_char ("You don't have the mystical energies to do this.\n\r", ch); return; } act("$n mumles a few words, and you are suddenly blinded by a flash.", ch, NULL, NULL, TO_ROOM); send_to_char("You reveal everything hidden in the room.\n\r", ch); for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room) { if (ich == ch || ich->trust > 6) continue; affect_strip(ich, gsn_invis); affect_strip(ich, gsn_mass_invis); affect_strip(ich, gsn_sneak); if (IS_SET(ich->affected_by, AFF_HIDE)) REMOVE_BIT(ich->affected_by, AFF_HIDE); if (IS_SET(ich->affected_by, AFF_INVISIBLE)) REMOVE_BIT(ich->affected_by, AFF_INVISIBLE); if (IS_SET(ich->affected_by, AFF_SNEAK)) REMOVE_BIT(ich->affected_by, AFF_SNEAK); if (IS_SET(ich->act, PLR_WIZINVIS)) REMOVE_BIT(ich->act, PLR_WIZINVIS); if (IS_SET(ich->act, AFF_HIDE)) REMOVE_BIT(ich->act, AFF_HIDE); if (IS_SET(ich->affected_by, AFF_SHIFT)) REMOVE_BIT(ich->affected_by, AFF_SHIFT); if (IS_SET(ich->extra, EXTRA_EARTHMELD)) REMOVE_BIT(ich->extra, EXTRA_EARTHMELD); if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE); if (IS_AFFECTED(ch, AFF_ETHEREAL)) REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); if (IS_CLASS(ich, CLASS_DROW) && IS_SET(ich->newbits, NEW_DARKNESS)) { REMOVE_BIT(ich->newbits, NEW_DARKNESS); REMOVE_BIT(ich->in_room->room_flags, ROOM_TOTAL_DARKNESS); } send_to_char("You are suddenly very visible.\n\r", ich); } ch->mana -= 5000; return; } void do_magearmor(CHAR_DATA * ch, char *argument) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_IMMORTAL(ch)) { if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("What?\n\r", ch); return; } } if (arg[0] == '\0') { send_to_char ("Please specify which piece of mage armor you wish to make: Dagger Staff\n\r" "Ring Collar Robe Cap Leggings Boots Gloves Sleeves Cape Belt Bracer Mask.\n\r", ch); return; } if (ch->practice < 100) { send_to_char ("It costs 100 points of primal to create mage equipment.\n\r", ch); return; } if (!str_cmp(arg, "mask")) vnum = 33013; else if (!str_cmp(arg, "belt")) vnum = 33011; else if (!str_cmp(arg, "cape")) vnum = 33010; else if (!str_cmp(arg, "ring")) vnum = 33002; else if (!str_cmp(arg, "collar")) vnum = 33003; else if (!str_cmp(arg, "robe")) vnum = 33004; else if (!str_cmp(arg, "cap")) vnum = 33005; else if (!str_cmp(arg, "leggings")) vnum = 33006; else if (!str_cmp(arg, "boots")) vnum = 33007; else if (!str_cmp(arg, "gloves")) vnum = 33008; else if (!str_cmp(arg, "sleeves")) vnum = 33009; else if (!str_cmp(arg, "bracer")) vnum = 33012; else if (!str_cmp(arg, "staff")) vnum = 33000; else if (!str_cmp(arg, "dagger")) vnum = 33001; else { do_magearmor(ch, ""); return; } if (vnum == 0 || (pObjIndex = get_obj_index(vnum)) == NULL) { send_to_char("Missing object, please inform a God.\n\r", ch); return; } obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); ch->practice -= 100; act("$p appears in your hands.", ch, obj, NULL, TO_CHAR); act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM); return; } void do_chaosmagic(CHAR_DATA * ch, char *argument) { char arg[MAX_STRING_LENGTH]; CHAR_DATA *victim; int sn, randnum, level; argument = one_argument(argument, arg); level = ch->spl[RED_MAGIC] / 4; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE) && !IS_CLASS(ch, CLASS_LICH)) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers[CHAOS_MAGIC] < 1) { send_to_char("Not yet, not yet.\n\r", ch); return; } if (ch->mana < 1500) { send_to_char("You need more mana.\n\r", ch); return; } if (ch->in_room != NULL) { if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) { send_to_char ("You cannot invoke the forces of chaos in a safe room.\n\r", ch); return; } } if (arg[0] == '\0' && ch->fighting != NULL) victim = ch->fighting; else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } randnum = number_range(1, 12); if (randnum == 1) sn = skill_lookup("spirit kiss"); else if (randnum == 2) sn = skill_lookup("desanct"); else if (randnum == 3) sn = skill_lookup("imp heal"); else if (randnum == 4) sn = skill_lookup("imp fireball"); else if (randnum == 5) sn = skill_lookup("imp faerie fire"); else if (randnum == 6) sn = skill_lookup("imp teleport"); else if (randnum == 7) sn = skill_lookup("change sex"); else if (randnum == 8) sn = skill_lookup("shield"); else if (randnum == 9) sn = skill_lookup("readaura"); else if (randnum == 10) sn = skill_lookup("earthquake"); else if (randnum == 11) sn = skill_lookup("gate"); else if (randnum == 12) sn = skill_lookup("dispel magic"); else sn = 0; if (sn > 0) (*skill_table[sn].spell_fun) (sn, level, ch, victim); ch->mana -= 1500; WAIT_STATE(ch, 6); return; } /* Syntax : chant <type> <color> <target> * ex. chant bless red self */ void do_chant(CHAR_DATA * ch, char *argument) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; CHAR_DATA *victim; AFFECT_DATA af; int i = 0, dam = 0, count = 0, sn = 0; int red_magic = ch->spl[RED_MAGIC]; int blue_magic = ch->spl[BLUE_MAGIC]; int green_magic = ch->spl[GREEN_MAGIC]; int purple_magic = ch->spl[PURPLE_MAGIC]; int yellow_magic = ch->spl[YELLOW_MAGIC]; int magic_power = ch->spl[RED_MAGIC] + ch->spl[BLUE_MAGIC] + ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] + ch->spl[YELLOW_MAGIC]; argument = one_argument(argument, arg1); strcpy(arg2, argument); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE) && !IS_CLASS(ch, CLASS_LICH)) { send_to_char("Huh?\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char ("Syntax : chant <bless/curse/damage/heal> <target>.\n\r", ch); return; } if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) { magic_power += 100; red_magic += 20; yellow_magic += 20; purple_magic += 20; green_magic += 20; blue_magic += 20; } if (!str_cmp(arg1, "heal")) { if (arg2[0] == '\0') victim = ch; else if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (ch->mana < 4500) { send_to_char("You need 4500 mana.\n\r", ch); return; } act("$n channels lifeforce from the five elements into $N.", ch, NULL, victim, TO_NOTVICT); act("You channel lifeforce from the five elements into $N.", ch, NULL, victim, TO_CHAR); act("$n channels lifeforce from the five elements into you.", ch, NULL, victim, TO_VICT); WAIT_STATE(ch, 8); ch->mana -= 4500; victim->hit = UMIN(victim->hit + (magic_power * 1.5), victim->max_hit); return; } else if (!str_cmp(arg1, "damage")) { if (arg2[0] == '\0' && ch->fighting != NULL) victim = ch->fighting; else if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (ch->mana < 5000) { send_to_char("You need 5000 mana.\n\r", ch); return; } if (victim == ch) { send_to_char ("You really don't want to hurt yourself.\n\r", ch); return; } if (is_safe(ch, victim)) return; if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE); if (victim->position > POS_STUNNED) { if (ch->fighting == NULL) set_fighting(ch, victim, TRUE); if (victim->fighting == NULL) set_fighting(victim, ch, FALSE); } WAIT_STATE(ch, 8); ch->mana -= 5000; dam = number_range(red_magic * 4, red_magic * 5); dam += char_damroll(ch); dam = cap_dam(ch, victim, dam); if (!IS_NPC(victim)) { // if (IS_CLASS(ch, CLASS_MAGE) && dam > 600) dam = number_range(580,620); if (dam > 1000) dam = number_range(950, 1050); } xprintf(buf1, "$n calls for the forces of #Rhell#n to destroy $N [#C%d#n]", dam); xprintf(buf2, "You call for the forces of #Rhell#n to destroy $N [#C%d#n]", dam); xprintf(buf3, "$n calls for the forces of #Rhell#n to destroy you [#C%d#n]", dam); act(buf1, ch, NULL, victim, TO_NOTVICT); act(buf2, ch, NULL, victim, TO_CHAR); act(buf3, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; dam = number_range(blue_magic * 4, blue_magic * 5); dam += char_damroll(ch); dam = cap_dam(ch, victim, dam); if (!IS_NPC(victim)) { // if (IS_CLASS(ch, CLASS_MAGE) && dam > 600) dam = number_range(580,620); if (dam > 1000) dam = number_range(950, 1050); } xprintf(buf1, "$n summons a supernatural #Bstorm#n to strike $N with lightning [#C%d#n]", dam); xprintf(buf2, "You summon a supernatural #Bstorm#n to strike $N with lightning [#C%d#n]", dam); xprintf(buf3, "$n summons a supernatural #Bstorm#n to strike you with lightning [#C%d#n]", dam); act(buf1, ch, NULL, victim, TO_NOTVICT); act(buf2, ch, NULL, victim, TO_CHAR); act(buf3, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; dam = number_range(green_magic * 4, green_magic * 5); dam += char_damroll(ch); dam = cap_dam(ch, victim, dam); if (!IS_NPC(victim)) { // if (IS_CLASS(ch, CLASS_MAGE) && dam > 600) dam = number_range(580,620); if (dam > 1000) dam = number_range(950, 1050); } xprintf(buf1, "$n calls for #Gthorns#n to grow from the earth and pierce $N [#C%d#n]", dam); xprintf(buf2, "You call for #Gthorns#n to grow from the earth and pierce $N [#C%d#n]", dam); xprintf(buf3, "$n calls for #Gthorns#n to grow from the earth and pierce You [#C%d#n]", dam); act(buf1, ch, NULL, victim, TO_NOTVICT); act(buf2, ch, NULL, victim, TO_CHAR); act(buf3, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; dam = number_range(purple_magic * 4, purple_magic * 5); dam += char_damroll(ch); dam = cap_dam(ch, victim, dam); if (!IS_NPC(victim)) { // if (IS_CLASS(ch, CLASS_MAGE) && dam > 600) dam = number_range(580,620); if (dam > 1000) dam = number_range(950, 1050); } xprintf(buf1, "$n calls on the powers of the #punderdark#n to shatter $N's bones [#C%d#n]", dam); xprintf(buf2, "You call on the powers of the #punderdark#n to shatter $N's bones [#C%d#n]", dam); xprintf(buf3, "$n calls on the powers of the #punderdark#n to shatter your bones [#C%d#n]", dam); act(buf1, ch, NULL, victim, TO_NOTVICT); act(buf2, ch, NULL, victim, TO_CHAR); act(buf3, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; dam = number_range(yellow_magic * 4, yellow_magic * 5); dam += char_damroll(ch); dam = cap_dam(ch, victim, dam); if (!IS_NPC(victim)) { // if (IS_CLASS(ch, CLASS_MAGE) && dam > 600) dam = number_range(580,620); if (dam > 1000) dam = number_range(950, 1050); } xprintf(buf1, "$n spews forth a shower of #Yacid#n striking $N [#C%d#n]", dam); xprintf(buf2, "you spew forth a shower of #Yacid#n striking $N [#C%d#n]", dam); xprintf(buf3, "$n spews forth a shower of #Yacid#n striking you [#C%d#n]", dam); act(buf1, ch, NULL, victim, TO_NOTVICT); act(buf2, ch, NULL, victim, TO_CHAR); act(buf3, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); return; } else if (!str_cmp(arg1, "bless")) { if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (ch->mana < 5500) { send_to_char("You need 5500 mana.\n\r", ch); return; } if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; count = 0; for (i = 0; i < 5; i++) { if (i == 0) { sn = skill_lookup("purple sorcery"); dam = purple_magic; } if (i == 1) { sn = skill_lookup("yellow sorcery"); dam = yellow_magic; } if (i == 2) { sn = skill_lookup("green sorcery"); dam = green_magic; } if (i == 3) { sn = skill_lookup("red sorcery"); dam = red_magic; } if (i == 4) { sn = skill_lookup("blue sorcery"); dam = blue_magic; } if (is_affected(victim, sn)) continue; count++; af.type = sn; af.duration = dam / 4; af.location = APPLY_HIT; af.modifier = dam * 2; af.bitvector = 0; affect_to_char(victim, &af); af.type = sn; af.duration = dam / 4; af.location = APPLY_AC; af.modifier = -dam / 2; af.bitvector = 0; affect_to_char(victim, &af); af.type = sn; af.duration = dam / 4; af.location = APPLY_MOVE; af.modifier = dam * 2; af.bitvector = 0; affect_to_char(victim, &af); af.type = sn; af.duration = dam / 4; af.location = APPLY_MANA; af.modifier = dam * 2; af.bitvector = 0; affect_to_char(victim, &af); af.type = sn; af.duration = dam / 4; af.location = APPLY_HITROLL; af.modifier = dam / 3; af.bitvector = 0; affect_to_char(victim, &af); af.type = sn; af.duration = dam / 4; af.location = APPLY_DAMROLL; af.modifier = dam / 3; af.bitvector = 0; affect_to_char(victim, &af); } ch->mana -= count * 1100; WAIT_STATE(ch, 6); xprintf(buf1, "You bless $N with the power of the elements."); xprintf(buf2, "The power of the five elements fills your body."); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); return; } else if (!str_cmp(arg1, "curse")) { if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (ch->mana < 4500) { send_to_char("You need 4500 mana.\n\r", ch); return; } if (victim->level < 3) { send_to_char ("Not on mortal, thier bodies cant handles the strain....poor little buggers.\n\r", ch); return; } if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; count = 0; for (i = 0; i < 5; i++) { if (i == 0) { sn = skill_lookup("purple sorcery"); dam = purple_magic; } if (i == 1) { sn = skill_lookup("yellow sorcery"); dam = yellow_magic; } if (i == 2) { sn = skill_lookup("green sorcery"); dam = green_magic; } if (i == 3) { sn = skill_lookup("red sorcery"); dam = red_magic; } if (i == 4) { sn = skill_lookup("blue sorcery"); dam = blue_magic; } if (is_affected(victim, sn)) continue; count++; af.type = sn; af.duration = dam / 4; af.location = APPLY_HIT; af.modifier = -dam * 2; af.bitvector = 0; affect_to_char(victim, &af); af.type = sn; af.duration = dam / 4; af.location = APPLY_AC; af.modifier = dam / 2; af.bitvector = 0; affect_to_char(victim, &af); af.type = sn; af.duration = dam / 4; af.location = APPLY_MOVE; af.modifier = -dam * 2; af.bitvector = 0; affect_to_char(victim, &af); af.type = sn; af.duration = dam / 4; af.location = APPLY_MANA; af.modifier = -dam * 2; af.bitvector = 0; affect_to_char(victim, &af); af.type = sn; af.duration = dam / 4; af.location = APPLY_HITROLL; af.modifier = -dam / 3; af.bitvector = 0; affect_to_char(victim, &af); af.type = sn; af.duration = dam / 4; af.location = APPLY_DAMROLL; af.modifier = -dam / 3; af.bitvector = 0; affect_to_char(victim, &af); } ch->mana -= count * 900; WAIT_STATE(ch, 6); xprintf(buf1, "You curse $N with the power of the elements."); xprintf(buf2, "The power of the five elements wrecks your body."); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); return; } send_to_char("Syntax : chant <bless/curse/damage/heal> <target>.\n\r", ch); return; } /* Syntax : invoke <list/learn/spell> <none/power/power> * ex. invoke learn stoneskin * ex. invoke spell stoneskin */ void do_invoke(CHAR_DATA * ch, char *argument) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; int shieldcost = 25; int steelshieldcost = 5; int beastcost = 10; int illusioncost = 5; int defshieldcost = 5; argument = one_argument(argument, arg1); strcpy(arg2, argument); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (arg1[0] == '\0') { if (ch->pcdata->powers[PINVOKE] > 0) send_to_char ("* You have the power to teleport yourself anywhere.\n\r", ch); if (ch->pcdata->powers[PINVOKE] > 1) send_to_char ("* You know how to invoke mageshields.\n\r", ch); if (ch->pcdata->powers[PINVOKE] > 2) send_to_char ("* You have the power to scry on far away places.\n\r", ch); if (ch->pcdata->powers[PINVOKE] > 3) send_to_char ("* You can discharge your shields in a shower of power.\n\r", ch); if (ch->pcdata->powers[PINVOKE] > 4) send_to_char ("* A deflector shield defends you in combat.\n\r", ch); if (ch->pcdata->powers[PINVOKE] > 5) send_to_char ("* You have the power to turn your skin into solid steel.\n\r", ch); if (ch->pcdata->powers[PINVOKE] > 7) send_to_char ("* You have mastered the power of illusions.\n\r", ch); if (ch->pcdata->powers[PINVOKE] > 8) send_to_char ("* You can invoke the power of the beast.\n\r", ch); if (ch->pcdata->powers[PINVOKE] > 6 && ch->pcdata->powers[PINVOKE] < 10) send_to_char ("* You have a deeper understanding of magic.\n\r", ch); if (ch->pcdata->powers[PINVOKE] > 9) send_to_char ("* You have mastered the art of magic.\n\r", ch); xprintf(buf, "invokes Learned (%d).\n\r", ch->pcdata->powers[PINVOKE]); send_to_char(buf, ch); return; } if (!str_cmp(arg1, "learn")) { int cost = (ch->pcdata->powers[PINVOKE] + 1) * 20; if (ch->pcdata->powers[PINVOKE] >= 10) { send_to_char ("You have already gained all the known invokes.\n\r", ch); return; } else if (cost > ch->practice) { send_to_char("you don't have enough primal.\n\r", ch); return; } else { ch->pcdata->powers[PINVOKE] += 1; ch->practice -= cost; send_to_char ("You gain a deeper understanding of the mystical powers.\n\r", ch); } return; } else if (!str_cmp(arg1, "steelshield")) { if (ch->pcdata->powers[PINVOKE] < 6) { send_to_char("You don't have that invoke yet.\n\r", ch); return; } if (!IS_ITEMAFF(ch, ITEMA_STEELSHIELD) && ch->practice >= steelshieldcost) { SET_BIT(ch->itemaffect, ITEMA_STEELSHIELD); ch->practice -= steelshieldcost; send_to_char("Your skin turns to solid steel.\n\r", ch); return; } else if (IS_ITEMAFF(ch, ITEMA_STEELSHIELD)) { send_to_char ("Your skin cannot become any harder.\n\r", ch); return; } else { send_to_char ("it costs 5 primal to activate steelskin.\n\r", ch); return; } } else if (!str_cmp(arg1, "beast")) { if (ch->pcdata->powers[PINVOKE] < 9) { send_to_char("You don't have that invoke yet.\n\r", ch); return; } if (!IS_ITEMAFF(ch, ITEMA_BEAST) && ch->practice >= beastcost) { SET_BIT(ch->itemaffect, ITEMA_BEAST); ch->practice -= beastcost; send_to_char ("Your let your inner beast take control over your actions.\n\r", ch); return; } else if (IS_ITEMAFF(ch, ITEMA_BEAST)) { send_to_char ("You feel the beast inside of you roar, but nothing else happens.\n\r", ch); return; } else { send_to_char ("it costs 10 primal to let the beast take over.\n\r", ch); return; } } else if (!str_cmp(arg1, "illusions")) { if (ch->pcdata->powers[PINVOKE] < 8) { send_to_char("You don't have that invoke yet.\n\r", ch); return; } if (!IS_ITEMAFF(ch, ITEMA_ILLUSIONS) && ch->practice >= illusioncost) { SET_BIT(ch->itemaffect, ITEMA_ILLUSIONS); ch->practice -= illusioncost; send_to_char ("You conjure several images of yourself, making it impossibly to tell which is really you.\n\r", ch); return; } else if (IS_ITEMAFF(ch, ITEMA_ILLUSIONS)) { send_to_char ("You cannot summon any more illusions.\n\r", ch); return; } else { send_to_char ("it costs 5 primal to invoke the illusions of yourself.\n\r", ch); return; } return; } else if (!str_cmp(arg1, "deflector")) { if (ch->pcdata->powers[PINVOKE] < 5) { send_to_char("You don't have that invoke yet.\n\r", ch); return; } if (!IS_ITEMAFF(ch, ITEMA_DEFLECTOR) && ch->practice >= defshieldcost) { SET_BIT(ch->itemaffect, ITEMA_DEFLECTOR); ch->practice -= defshieldcost; send_to_char ("A shield appears in the air, preventing people from hitting you.\n\r", ch); return; } else if (IS_ITEMAFF(ch, ITEMA_DEFLECTOR)) { send_to_char ("You cannot summon any more shields.\n\r", ch); return; } else { send_to_char ("it costs 5 primal to summon a shield.\n\r", ch); return; } } else if (!str_cmp(arg1, "mageshield") || !str_cmp(arg1, "shield")) { if (ch->pcdata->powers[PINVOKE] < 2) { send_to_char("You don't have that invoke yet.\n\r", ch); return; } if (!IS_SET(ch->newbits, NEW_MULTIARMS)) SET_BIT(ch->newbits, NEW_MULTIARMS); if (!IS_ITEMAFF(ch, ITEMA_MAGESHIELD) && ch->practice >= shieldcost) { SET_BIT(ch->itemaffect, ITEMA_MAGESHIELD); ch->practice -= shieldcost; send_to_char ("A layer of mystic shields envelopes your body.\n\r", ch); return; } else if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD)) { send_to_char("You are allready shielded.\n\r", ch); return; } else { send_to_char("The cost is 25 primal.\n\r", ch); return; } } else if (!str_cmp(arg1, "all")) { int totalcost = 0; if (ch->pcdata->powers[PINVOKE] < 9) { send_to_char ("You don't have all invokes, so theres no point in invoking them all.\n\r", ch); return; } if (!IS_ITEMAFF(ch, ITEMA_MAGESHIELD)) totalcost += shieldcost; if (!IS_ITEMAFF(ch, ITEMA_DEFLECTOR)) totalcost += defshieldcost; if (!IS_ITEMAFF(ch, ITEMA_ILLUSIONS)) totalcost += illusioncost; if (!IS_ITEMAFF(ch, ITEMA_BEAST)) totalcost += beastcost; if (!IS_ITEMAFF(ch, ITEMA_STEELSHIELD)) totalcost += steelshieldcost; if (totalcost == 0) { send_to_char("You already have all invokes on.\n\r", ch); return; } if (ch->practice < totalcost) { send_to_char("You don't have the primal.\n\r", ch); return; } if (!IS_ITEMAFF(ch, ITEMA_MAGESHIELD)) SET_BIT(ch->itemaffect, ITEMA_MAGESHIELD); if (!IS_ITEMAFF(ch, ITEMA_DEFLECTOR)) SET_BIT(ch->itemaffect, ITEMA_DEFLECTOR); if (!IS_ITEMAFF(ch, ITEMA_ILLUSIONS)) SET_BIT(ch->itemaffect, ITEMA_ILLUSIONS); if (!IS_ITEMAFF(ch, ITEMA_BEAST)) SET_BIT(ch->itemaffect, ITEMA_BEAST); if (!IS_ITEMAFF(ch, ITEMA_STEELSHIELD)) SET_BIT(ch->itemaffect, ITEMA_STEELSHIELD); send_to_char("You invoke all your powers.\n\r", ch); ch->practice -= totalcost; return; } send_to_char ("invoke <learn/mageshield/deflector/steelshield/illusions/beast/all>.\n\r", ch); return; } /* syntax : magics * shows all class powers in effect */ void do_magics(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD)) send_to_char ("* Your skin is covered in a layer of mystical energies.\n\r", ch); if (IS_ITEMAFF(ch, ITEMA_BEAST)) send_to_char ("* Your inner beast is in control of your actions.\n\r", ch); if (IS_ITEMAFF(ch, ITEMA_STEELSHIELD)) send_to_char("* Your skin is solid steel.\n\r", ch); if (IS_ITEMAFF(ch, ITEMA_DEFLECTOR)) send_to_char ("* A shield hovers in the air, defending you.\n\r", ch); if (IS_ITEMAFF(ch, ITEMA_ILLUSIONS)) send_to_char ("* Several images of you stand by your side.\n\r", ch); return; } /* syntax : discharge * (drops all elementalshields in one BIG blast) */ void do_discharge(CHAR_DATA * ch, char *argument) { CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; int magic_power = ch->spl[RED_MAGIC] + ch->spl[BLUE_MAGIC] + ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] + ch->spl[YELLOW_MAGIC]; int dam; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->pcdata->powers[PINVOKE] < 4) /* 4 is just a test */ { send_to_char("You don't have that invoke yet.\n\r", ch); return; } if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) magic_power += 100; if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD)) { REMOVE_BIT(ch->itemaffect, ITEMA_MAGESHIELD); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (vch != ch) { if (is_safe(ch, vch)) continue; if ((mount = ch->mount) != NULL) if (mount == vch) continue; dam = number_range(magic_power * 7 / 2, magic_power * 9 / 2) + ch->damroll; if (IS_AFFECTED(vch, AFF_SANCTUARY)) dam *= 0.5; xprintf(buf1, "$n's mystical shields explodes in a shower of flames striking $N [#C%d#n]", dam); xprintf(buf2, "Your mystical shields explodes in a shower of flames striking $N [#C%d#n]", dam); xprintf(buf3, "$n's mystical shields explodes in a shower of flames striking you [#C%d#n]", dam); act(buf1, ch, NULL, vch, TO_NOTVICT); act(buf2, ch, NULL, vch, TO_CHAR); act(buf3, ch, NULL, vch, TO_VICT); hurt_person(ch, vch, dam); if (vch->position > POS_STUNNED) { if (vch->fighting == NULL) set_fighting(vch, ch, TRUE); if (ch->fighting == NULL) set_fighting(ch, vch, FALSE); } } } } return; } /* syntax : teleport <target> * ex : teleport satan */ void do_teleport(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; CHAR_DATA *victim; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->pcdata->powers[PINVOKE] < 1) /* 1 is just a test */ { send_to_char("You don't have that invoke yet.\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("Teleport to whom?\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_IMMUNE(victim, IMM_TRAVEL) && !IS_NPC(victim)) { send_to_char("I don't think they want you to do that.\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc("Your room is not connected to the astral plane.\n\r", ch); return; } if (IS_SET(victim->act, ACT_NOTRAVEL)) { send_to_char("No Can Do.\n\r", ch); return; } location = victim->in_room; if (ch->mana < 250) { send_to_char("You don't have the mana to cast teleport.\n\r", ch); return; } act("You utter a single powerword.", ch, NULL, NULL, TO_CHAR); act("$n utters a strange sounding word and disappers.", ch, NULL, NULL, TO_ROOM); ch->mana -= 250; char_from_room(ch); char_to_room(ch, location); do_look(ch, "auto"); act("You materialize.", ch, NULL, NULL, TO_CHAR); act("$n suddenly appear from out of nowhere.", ch, NULL, NULL, TO_ROOM); return; } /* syntax : objectgate <object> * ex. objectgate 2.bells */ void do_objectgate(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg1); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE) && !IS_CLASS(ch, CLASS_LICH)) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers[CON_LORE] < 1) { send_to_char("But you don't know how to do that silly.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char ("What object do you want to attempt to gate?\n\r", ch); return; } if ((obj = get_obj_world(ch, arg1)) == NULL) { send_to_char("No such object.\n\r", ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, QUEST_RELIC)) { send_to_char("You cannot grab artifacts or relics.\n\r", ch); return; } if (IS_OBJ_STAT(obj, ITEM_NOLOCATE)) { send_to_char("You wish.\n\r", ch); return; } if (obj->carried_by != NULL) { send_to_char("Someone is holding the item.\n\r", ch); return; } if (obj->in_room == NULL) { send_to_char("It seems to be inside something.\n\r", ch); return; } if (!IS_SET(obj->wear_flags, ITEM_TAKE)) { send_to_char("This item is too big.\n\r", ch); return; } if (IS_SET(obj->in_room->room_flags, ROOM_ASTRAL)) { send_to_char("You can't find it's room.\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { send_to_char ("Your room is not connected to the astral plane.\n\r", ch); return; } obj_from_room(obj); obj_to_char(obj, ch); send_to_char("The item appears in your hand.\n\r", ch); return; } /* * for affect spells */ void do_bewitch(CHAR_DATA * ch, char *argument) { /* * ged */ WAIT_STATE(ch, 2); return; } void do_mageskill(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (arg1[0] == '\0' && arg2[0] == '\0') { stc(" #o_________________________________#n\n\r", ch); stc("#o/ _\\ \\#n\n\r", ch); stc("#o\\ (_/_____________________________/#n\n\r", ch); stc(" #o\\ #0.:#pS#Pkills#0:. #o\\#n\n\r", ch); xprintf(buf, " #o\\ #P*#cS#Cpritual #cK#Carma #0[#P%d#0]#o \\#n\n\r", ch->pcdata->powers[MAGE_SK]); stc(buf, ch); xprintf(buf, " #o\\ #P*#cS#Corcery #cS#Cpell #cU#Cse #0[#P%d#0]#o \\#n\n\r", ch->pcdata->powers[MAGE_SSU]); stc(buf, ch); xprintf(buf, " #o__\\ #P*#cM#Cagical #cS#Cpell #cU#Cse #0[#P%d#0] #o\\#n\n\r", ch->pcdata->powers[MAGE_MSU]); stc(buf, ch); xprintf(buf, " #o/ )_\\ #P*#cN#Caturalism #cS#Cpell #cU#Cse #0[#P%d#0] #o\\#n\n\r", ch->pcdata->powers[MAGE_NSU]); stc(buf, ch); stc(" #o\\___/_____________________________/#n\n\r", ch); return; } else if (!str_cmp(arg2, "learn") && !str_cmp(arg1, "sk")) { int cost; int max = 5; cost = (ch->pcdata->powers[MAGE_SK] + 1) * 2000000; if (ch->pcdata->powers[MAGE_SK] >= max) { xprintf(buf, "#0You've learned as much #cS#Cpiritual #cK#Carma #0as possible at this point in time!#n\n\r"); send_to_char(buf, ch); return; } if (cost > ch->exp) { xprintf(buf, "#0You need #P%d #0exp to improve this skill any further!#n\n\r", cost); send_to_char(buf, ch); return; } ch->pcdata->powers[MAGE_SK] += 1; ch->exp -= cost; xprintf(buf, "#0You further your studies in #cS#Cpiritual #cK#Carma!#n\n\r"); send_to_char(buf, ch); } else if (!str_cmp(arg2, "learn") && !str_cmp(arg1, "ssu")) { int cost; int max = 5; cost = (ch->pcdata->powers[MAGE_SSU] + 1) * 2000000; if (ch->pcdata->powers[MAGE_SSU] >= max) { xprintf(buf, "#0You've learned as much #rS#Rorcery #rS#Rpell #rU#Rse #0as possible at this point in time!#n\n\r"); send_to_char(buf, ch); return; } if (cost > ch->exp) { xprintf(buf, "#0You need #P%d #0exp to improve this skill any further!#n\n\r", cost); send_to_char(buf, ch); return; } ch->pcdata->powers[MAGE_SSU] += 1; ch->exp -= cost; xprintf(buf, "#0You further your studies in #rS#Rorcery #rS#Rpell #rU#Rse!#n\n\r"); send_to_char(buf, ch); } else if (!str_cmp(arg2, "learn") && !str_cmp(arg1, "msu")) { int cost; int max = 5; cost = (ch->pcdata->powers[MAGE_MSU] + 1) * 2000000; if (ch->pcdata->powers[MAGE_MSU] >= max) { xprintf(buf, "#0You've learned as much #lM#Lagical #lS#Lpell #lU#Lse #0as possible at this point in time!#n\n\r"); send_to_char(buf, ch); return; } if (cost > ch->exp) { xprintf(buf, "#0You need #P%d #0exp to improve this skill any further!#n\n\r", cost); send_to_char(buf, ch); return; } ch->pcdata->powers[MAGE_MSU] += 1; ch->exp -= cost; xprintf(buf, "#0You further your studies in #lM#Lagical #lS#Lpell #lU#Lse!#n\n\r"); send_to_char(buf, ch); } else if (!str_cmp(arg2, "learn") && !str_cmp(arg1, "nsu")) { int cost; int max = 5; cost = (ch->pcdata->powers[MAGE_NSU] + 1) * 2000000; if (ch->pcdata->powers[MAGE_NSU] >= max) { xprintf(buf, "#0You've learned as much #gN#Gaturalism #gS#Gpell #gU#Gse #0as possible at this point in time!#n\n\r"); send_to_char(buf, ch); return; } if (cost > ch->exp) { xprintf(buf, "#0You need #P%d #0exp to improve this skill any further!#n\n\r", cost); send_to_char(buf, ch); return; } ch->pcdata->powers[MAGE_NSU] += 1; ch->exp -= cost; xprintf(buf, "#0You further your studies in #gN#Gaturalism #gS#Gpell #gU#Gse!#n\n\r"); send_to_char(buf, ch); } else send_to_char ("#PTo learn skills, type #0Mageskill #c<#Csk#c/#Cssu#c/#Cnsu#c/#Cmsu#c> #0Learn.#n\n\r", ch); return; } void do_magespells(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (arg1[0] == '\0' && arg2[0] == '\0') { stc(" #W.-~~~~~~~~~-._ _.-~~~~~~~~~-.#n\n\r", ch); stc(" #l__#W.' #C((#0Spells#C)) #W~. .~ #C((#yIndex#C)) #7`.#l__#n\n\r", ch); xprintf(buf, " #l.'#7// #rS#Rorcery #P[#0%d#P] #7\\#0.#7/ #lM#Lagical #P[#0%d#P]#7\\\\#l`.#n\n\r", ch->pcdata->powers[MAGE_SORCERY], ch->pcdata->powers[MAGE_MAGIC]); stc(buf, ch); xprintf(buf, " #l.'#7// #gN#Gaturalism #P[#0%d#P] #0| #oE#ynchantment #P[#0%d#P]#7 \\\\#l`.#n\n\r", ch->pcdata->powers[MAGE_NATURALISM], ch->pcdata->powers[MAGE_ENCHANTMENT]); stc(buf, ch); stc(" #l.'#7// #W.-~\"\"\"\"\"\"\"~~~~-._ #0|#W _,-~~~~\"\"\"\"\"\"\"~-. #7\\\\#l`.#n\n\r", ch); stc(" #L.'#7//#W.-\" `-. #0|#7 #W.-' \"-.#7\\\\#L`.#n\n\r", ch); stc(" #L.'#7//______.============-.. \\ #0|#7 / ..-============.______\\\\#L`.#n\n\r", ch); stc("#L.'______________________________#7\\#0|#7/#L______________________________`.#n\n\r", ch); stc("Syntax: magespells (sorcery, enchantment, naturalism, magical) [scribe]#n\n\r", ch); return; } //Fuckin Output if (arg2[0] == '\0') { if (!str_cmp(arg1, "sorcery")) { stc(" ___________________ ___________________\n\r", ch); stc(" #R.-#7/| #0~~#P**#0~~ #7\\ / #0~~#P**#0~~ #7|\\#R-.#n\n\r", ch); stc(" #R|#7||#W| #rS#Rorcery #rS#Rpells #7: #CM#cana #CC#cost #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); if (ch->pcdata->powers[MAGE_SORCERY] > 0) { stc(" #R|#7||#W| #rNerve Blank #7: #y2000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_SORCERY] > 1) { stc(" #R|#7||#W| #rAcid Arrow #7: #y3000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_SORCERY] > 2) { stc(" #R|#7||#W| #rEther Blast #7: #y3000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_SORCERY] > 3) { if (IS_SET(ch->sohbits, SOH_SPECFIRE)) { stc(" #R|#7||#W| #rDemon Fire #7: #y5000 #W|#7||#R|#n\n\r", ch); } else if (IS_SET(ch->sohbits, SOH_SPECICE)) { stc(" #R|#7||#W| #rIcy Chill #7: #y5000 #W|#7||#R|#n\n\r", ch); } else if (IS_SET (ch->sohbits, SOH_SPECLIGHTNING)) { stc(" #R|#7||#W| #rElectroBolt #7: #y5000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #rElemental Spell #7: #y5000 #W|#7||#R|#n\n\r", ch); } } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_SORCERY] > 4) { stc(" #R|#7||#W| #rEngulf #7: #y7000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #0~~#C**#0~~ #7: #0~~#C**#0~~ #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7|/====================#W\\#7:#W/#7====================#W\\#7|#R|#n\n\r", ch); stc(" #R`---------------------~#r___#R~--------------------''#n\n\r", ch); stc("Syntax: magespells (sorcery, enchantment, naturalism, magical) [scribe]#n\n\r", ch); return; } } if (arg2[0] == '\0') { if (!str_cmp(arg1, "magical")) { stc(" ___________________ ___________________\n\r", ch); stc(" #R.-#7/#W| #0~~#P**#0~~ #W\\ / #0~~#P**#0~~ #W|#7\\#R-.#n\n\r", ch); stc(" #R|#7||#W| #lMa#Lgic#7a#Wl S#7p#Lel#lls #7: #CM#cana #CC#cost #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); if (ch->pcdata->powers[MAGE_MAGIC] > 0) { stc(" #R|#7||#W| #LThird Eye #7: #y1000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_MAGIC] > 1) { stc(" #R|#7||#W| #LScry #7: #y1500 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_MAGIC] > 2) { stc(" #R|#7||#W| #LTeleport #7: #y2000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_MAGIC] > 3) { stc(" #R|#7||#W| #LSlow #7: #y3000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_MAGIC] > 4) { stc(" #R|#7||#W| #LHaste #7: #y5000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #0~~#C**#0~~ #7: #0~~#C**#0~~ #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7|/====================#W\\#7:#W/#7====================#W\\#7|#R|#W\n\r", ch); stc(" #R`---------------------~#r___#R~--------------------''#n\n\r", ch); stc("Syntax: magespells (sorcery, enchantment, naturalism, magical) [scribe]#n\n\r", ch); return; } } if (arg2[0] == '\0') { if (!str_cmp(arg1, "naturalism")) { stc(" ___________________ ___________________\n\r", ch); stc(" #R.-#7/#W| #0~~#P**#0~~ #W\\ / #0~~#P**#0~~ #W|#7\\#R-.#n\n\r", ch); stc(" #R|#7||#W| #GN#gaturalism #GS#gpells #7: #CM#cana #CC#cost #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); if (ch->pcdata->powers[MAGE_NATURALISM] > 0) { stc(" #R|#7||#W| #GEagle Eye #7: #y2000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_NATURALISM] > 1) { stc(" #R|#7||#W| #GOgre Strength #7: #y3000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_NATURALISM] > 2) { stc(" #R|#7||#W| #GLight Shards #7: #y5000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_NATURALISM] > 3) { stc(" #R|#7||#W| #GSoul Mend #7: #y2000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_NATURALISM] > 4) { stc(" #R|#7||#W| #GRegenerate #7: #y6000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #0~~#C**#0~~ #7: #0~~#C**#0~~ #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7|/====================#W\\#7:#W/#7====================#W\\#7|#R|#W\n\r", ch); stc(" #R`---------------------~#r___#R~--------------------''#n\n\r", ch); stc("Syntax: magespells (sorcery, enchantment, naturalism, magical) [scribe]#n\n\r", ch); return; } } if (arg2[0] == '\0') { if (!str_cmp(arg1, "enchantment")) { stc(" ___________________ ___________________\n\r", ch); stc(" #R.-#7/#W| #0~~#P**#0~~ #W\\ / #0~~#P**#0~~ #W|#7\\#R-.#n\n\r", ch); stc(" #R|#7||#W| #oE#ynchantment #oS#ypells #7: #CM#cana #CC#cost #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 0) { stc(" #R|#7||#W| #yElemental Rune #7: #y2000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 1) { stc(" #R|#7||#W| #yChaos Rune #7: #y3000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 2) { stc(" #R|#7||#W| #yClown Rune #7: #y3000 #W|#7||#R|#W\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 3) { if (IS_SET(ch->sohbits, SOH_SPECFIRE)) { stc(" #R|#7||#W| #yFire Enchant #7: #y10000 #W|#7||#R|#n\n\r", ch); } else if (IS_SET(ch->sohbits, SOH_SPECICE)) { stc(" #R|#7||#W| #yFrost Enchant #7: #y10000 #W|#7||#R|#n\n\r", ch); } else if (IS_SET (ch->sohbits, SOH_SPECLIGHTNING)) { stc(" #R|#7||#W| #yLightning Enchant#7: #y10000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #yElemental Enchant#7: #y10000 #W|#7||#R|#n\n\r", ch); } } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 4) { stc(" #R|#7||#W| #yMagic Plating #7: #y15000 #W|#7||#R|#n\n\r", ch); } else { stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); } stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #0~~#C**#0~~ #7: #0~~#C**#0~~ #W|#7||#R|#n\n\r", ch); stc(" #R|#7||#W| #7: #W|#7||#R|#n\n\r", ch); stc(" #R|#7|/====================#W\\#7:#W/#7====================#W\\#7|#R|#n\n\r", ch); stc(" #R`---------------------~#r___#R~--------------------''#n\n\r", ch); stc("Syntax: magespells (sorcery, enchantment, naturalism, magical) [scribe]#n\n\r", ch); return; } } else if (!str_cmp(arg2, "scribe") && !str_cmp(arg1, "sorcery")) { int cost; int max = 5; cost = (ch->pcdata->powers[MAGE_SORCERY] + 1) * 1000000; if (ch->pcdata->powers[MAGE_SORCERY] >= max) { xprintf(buf, "#0You've learned as many #rS#Rorcery #rS#Rpells #0as possible at this point in time!#n\n\r"); send_to_char(buf, ch); return; } if (cost > ch->exp) { xprintf(buf, "#0You need #P%d #0exp to improve this skill any further!#n\n\r", cost); send_to_char(buf, ch); return; } ch->pcdata->powers[MAGE_SORCERY] += 1; ch->exp -= cost; xprintf(buf, "#0You learn a new #rS#Rorcery #0Spell!#n\n\r"); send_to_char(buf, ch); } else if (!str_cmp(arg2, "scribe") && !str_cmp(arg1, "enchantment")) { int cost; int max = 5; cost = (ch->pcdata->powers[MAGE_ENCHANTMENT] + 1) * 1000000; if (ch->pcdata->powers[MAGE_ENCHANTMENT] >= max) { xprintf(buf, "#0You've learned as many #oE#ynchantment #oS#ypells #0as possible at this point in time!#n\n\r"); send_to_char(buf, ch); return; } if (cost > ch->exp) { xprintf(buf, "#0You need #P%d #0exp to improve this skill any further!#n\n\r", cost); send_to_char(buf, ch); return; } ch->pcdata->powers[MAGE_ENCHANTMENT] += 1; ch->exp -= cost; xprintf(buf, "#0You learn a new #oE#ynchant #oS#ypell!#n\n\r"); send_to_char(buf, ch); } else if (!str_cmp(arg2, "scribe") && !str_cmp(arg1, "naturalism")) { int cost; int max = 5; cost = (ch->pcdata->powers[MAGE_NATURALISM] + 1) * 1000000; if (ch->pcdata->powers[MAGE_NATURALISM] >= max) { xprintf(buf, "#0You've learned as many #gN#Gaturalism #gS#Gpells #0as possible at this point in time!#n\n\r"); send_to_char(buf, ch); return; } if (cost > ch->exp) { xprintf(buf, "#0You need #P%d #0exp to improve this skill any further!#n\n\r", cost); send_to_char(buf, ch); return; } ch->pcdata->powers[MAGE_NATURALISM] += 1; ch->exp -= cost; xprintf(buf, "#0You learn a new #gN#Gaturalism #0Spell!#n\n\r"); send_to_char(buf, ch); } else if (!str_cmp(arg2, "scribe") && !str_cmp(arg1, "magic")) { int cost; int max = 5; cost = (ch->pcdata->powers[MAGE_MAGIC] + 1) * 1000000; if (ch->pcdata->powers[MAGE_MAGIC] >= max) { xprintf(buf, "#0You've learned as many #lM#Lagical #lS#Lpells #0as possible at this point in time!#n\n\r"); send_to_char(buf, ch); return; } if (cost > ch->exp) { xprintf(buf, "#0You need #P%d #0exp to improve this skill any further!#n\n\r", cost); send_to_char(buf, ch); return; } ch->pcdata->powers[MAGE_MAGIC] += 1; ch->exp -= cost; xprintf(buf, "#0You learn a new #lM#Lagical #0Spell!#n\n\r"); send_to_char(buf, ch); } else send_to_char ("#PTo learn spells, type #0spells #c<#Csorcery#c/#Cenchantment#c/#Cnaturalism#c/#Cmagic#c> #0Scribe.#n\n\r", ch); return; } void do_specialize(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument(argument, arg1); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING) || IS_SET(ch->sohbits, SOH_SPECFIRE) || IS_SET(ch->sohbits, SOH_SPECICE)) { stc("#PYou've already specialized your magic!#n\n\r", ch); return; } if (arg1[0] == '\0') { stc("#0Syntax: #PSpecialize #C<#ylightning#0/#Cice#0/#Rfire#C>#n\n\r", ch); return; } if (!str_cmp(arg1, "lightning")) { stc("#0You specialize in #oLi#ygh#Wtn#yin#yg M#Wa#ygi#oc!#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPECLIGHTNING); xprintf(buf, "#P%s #0has specialized in #oLi#ygh#Wtn#yin#yg M#Wa#ygi#oc!#n", ch->pcdata->switchname); do_info(ch, buf); return; } else if (!str_cmp(arg1, "ice")) { stc("#0You specialize in #LI#Cc#7e M#Wa#Cgi#Lc!#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPECICE); xprintf(buf, "#P%s #0has specialized in #LI#Cc#7e M#Wa#Cgi#Lc!#n", ch->pcdata->switchname); do_info(ch, buf); return; } else if (!str_cmp(arg1, "fire")) { stc("#0You specialize in #rF#Ri#yr#7e #WM#7a#yg#Ri#rc!#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPECFIRE); xprintf(buf, "#P%s #0has specialized in #rF#Ri#yr#7e #WM#7a#yg#Ri#rc!#n", ch->pcdata->switchname); do_info(ch, buf); return; } else stc("#0Syntax: #PSpecialize #C<#ylightning#0/#Cice#0/#Rfire#C>#n\n\r", ch); return; } void do_sorchant(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj = NULL; char arg1[MAX_INPUT_LENGTH]; int cost; int failure; /*Chance of your spell to fizzle */ int chance; /*% to check for success/failure */ bool sorcstaff = FALSE; chance = number_range(1, 100); argument = one_argument(argument, arg1); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (IS_SET(ch->sohbits, SOH_SPELLREADY)) { stc("#PYou've already got a spell readied! Type 'mindblank' to clear it!#n\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE)) { stc("You cannot speak! The room has been silenced!\n\r", ch); return; } if (arg1[0] == '\0') { stc("#0Chant which Spell?#n\n\r", ch); return; } if (((obj = get_eq_char(ch, WEAR_WIELD)) != NULL) && (obj->pIndexData->vnum == 33000)) sorcstaff = TRUE; else sorcstaff = FALSE; /* * We'll start first with Magical Spells */ if (!str_cmp(arg1, "thirdeye")) { int lag; cost = 1000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 5 - ch->pcdata->powers[MAGE_MSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); if (ch->pcdata->powers[MAGE_MAGIC] < 1) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); ch->mana -= cost; WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "newt eye", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLTRUESIGHT); SET_BIT(ch->sohbits, SOH_SPELLREADY); if (sorcstaff == FALSE) { extract_obj(obj); stc("#0Your spell component #Rflashes #0and #Rburns #0out of reality!#n\n\r", ch); } WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "scry")) { int lag; cost = 1500; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 5 - ch->pcdata->powers[MAGE_MSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); if (ch->pcdata->powers[MAGE_MAGIC] < 2) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); ch->mana -= cost; WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "eye beholder", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLSCRY); SET_BIT(ch->sohbits, SOH_SPELLREADY); if (sorcstaff == FALSE) stc("#0Your spell component #gg#Gl#7o#Gw#gs #ybrightly#0!#n\n\r", ch); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "teleport")) { int lag; cost = 2000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 5 - ch->pcdata->powers[MAGE_MSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } if (ch->position == POS_FIGHTING) { stc("Not in a fight!\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_MAGIC] < 3) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLTELEPORT); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "slow")) { int lag; cost = 3000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 12 - ch->pcdata->powers[MAGE_MSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); if (ch->pcdata->powers[MAGE_MAGIC] < 4) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "spirit plasma", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLSLOW); SET_BIT(ch->sohbits, SOH_SPELLREADY); ch->mana -= cost; stc("#0Your spell component #gg#Gl#7o#Gw#gs #ybrightly#0!#n\n\r", ch); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "haste")) { int lag; cost = 5000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 17 - ch->pcdata->powers[MAGE_MSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); if (ch->pcdata->powers[MAGE_MAGIC] < 5) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "monkey paw", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLHASTE); SET_BIT(ch->sohbits, SOH_SPELLREADY); ch->mana -= cost; stc("#0Your spell component #gg#Gl#7o#Gw#gs #ybrightly#0!#n\n\r", ch); WAIT_STATE(ch, lag); return; } /* * Sorcery Spells */ else if (!str_cmp(arg1, "nerveblank")) { int lag; cost = 2000; failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20; lag = 5 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } act("#PY#0ou begin chanting the spidery language of magic...#n", ch, NULL, NULL, TO_CHAR); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_SORCERY] < 1) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "white powder", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLSORC1); SET_BIT(ch->sohbits, SOH_SPELLREADY); if (sorcstaff == FALSE) { extract_obj(obj); stc("#0Your spell component #Rflashes #0and #Rburns #0out of reality!#n\n\r", ch); } WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "acidarrow")) { int lag; cost = 3000; failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20; lag = 11 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_SORCERY] < 2) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "weapon arrowhead", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLSORC2); SET_BIT(ch->sohbits, SOH_SPELLREADY); if (sorcstaff == FALSE) stc("#0Your spell component #gg#Gl#7o#Gw#gs #ybrightly#0!#n\n\r", ch); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "etherblast")) { int lag; cost = 3000; failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20; lag = 13 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_SORCERY] < 3) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "wyrm tooth", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLSORC3); SET_BIT(ch->sohbits, SOH_SPELLREADY); ch->mana -= cost; stc("#0Your spell component #gg#Gl#7o#Gw#gs #ybrightly#0!#n\n\r", ch); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "icychill")) { int lag; cost = 5000; failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20; lag = 11 - ch->pcdata->powers[MAGE_SSU]; if (!IS_SET(ch->sohbits, SOH_SPECICE)) { stc("#CYou are not specialized in that elemental field!#n\n\r", ch); return; } if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_SORCERY] < 4) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLSORC4); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "demonfire")) { int lag; cost = 5000; failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20; lag = 11 - ch->pcdata->powers[MAGE_SSU]; if (!IS_SET(ch->sohbits, SOH_SPECFIRE)) { stc("#CYou are not specialized in that elemental field!#n\n\r", ch); return; } if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_SORCERY] < 4) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLSORC4); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "electrobolt")) { int lag; cost = 5000; failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20; lag = 11 - ch->pcdata->powers[MAGE_SSU]; if (!IS_SET(ch->sohbits, SOH_SPECLIGHTNING)) { stc("#CYou are not specialized in that elemental field!#n\n\r", ch); return; } if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_SORCERY] < 4) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLSORC4); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "engulf")) { int lag; cost = 7000; failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20; lag = 13 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_SORCERY] < 5) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "spider web", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLSORC5); SET_BIT(ch->sohbits, SOH_SPELLREADY); if (sorcstaff == FALSE) { extract_obj(obj); stc("#0Your spell component #Rflashes #0and #Rburns #0out of reality!#n\n\r", ch); } WAIT_STATE(ch, lag); return; } /* * Naturalism Spells */ else if (!str_cmp(arg1, "eagleeye")) { int lag; cost = 2000; failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20; lag = 5 - ch->pcdata->powers[MAGE_NSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_NATURALISM] < 1) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "eagle eye", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLACCURACY); SET_BIT(ch->sohbits, SOH_SPELLREADY); if (sorcstaff == FALSE) { extract_obj(obj); stc("#0Your spell component #Rflashes #0and #Rburns #0out of reality!#n\n\r", ch); } WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "ogrestrength")) { int lag; cost = 3000; failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20; lag = 5 - ch->pcdata->powers[MAGE_NSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_NATURALISM] < 2) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "Mandrake Root", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLMIGHT); SET_BIT(ch->sohbits, SOH_SPELLREADY); if (sorcstaff == FALSE) { extract_obj(obj); stc("#0Your spell component #Rflashes #0and #Rburns #0out of reality!#n\n\r", ch); } WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "lightshards")) { int lag; cost = 5000; failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20; lag = 12 - ch->pcdata->powers[MAGE_NSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_NATURALISM] < 3) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "crystal", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLSHARDS); SET_BIT(ch->sohbits, SOH_SPELLREADY); if (sorcstaff == FALSE) { extract_obj(obj); stc("#0Your spell component #Rflashes #0and #Rburns #0out of reality!#n\n\r", ch); } WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "soulmend")) { int lag; cost = 2000; failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20; lag = 15 - ch->pcdata->powers[MAGE_NSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_NATURALISM] < 4) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLHEAL); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "regen")) { int lag; cost = 6000; failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20; lag = 17 - ch->pcdata->powers[MAGE_NSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_NATURALISM] < 5) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if ((obj = get_obj_wear(ch, "lizard tail", TRUE)) == NULL) { send_to_char("You lack the spell component!\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLREGEN); SET_BIT(ch->sohbits, SOH_SPELLREADY); if (sorcstaff == FALSE) { extract_obj(obj); stc("#0Your spell component #Rflashes #0and #Rburns #0out of reality!#n\n\r", ch); } WAIT_STATE(ch, lag); return; } /*Enchantment Spells. These don't require components to cast, but you need the runes to enchant stuff.*/ else if (!str_cmp(arg1, "elemental")) { int lag; cost = 2000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 5 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 1) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLENCHANT1); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "chaos")) { int lag; cost = 3000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 10 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 2) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLENCHANT2); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "metta")) { int lag; cost = 3000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 5 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 3) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLENCHANT3); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "lightningenchant")) { int lag; cost = 10000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 20 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } if (!IS_SET(ch->sohbits, SOH_SPECLIGHTNING)) { stc("#pYou are not specialized in that elemental field!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 4) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLENCHANT4); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "iceenchant")) { int lag; cost = 10000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 20 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } if (!IS_SET(ch->sohbits, SOH_SPECICE)) { stc("#pYou are not specialized in that elemental field!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 4) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLENCHANT4); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "fireenchant")) { int lag; cost = 10000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 20 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } if (!IS_SET(ch->sohbits, SOH_SPECFIRE)) { stc("#pYou are not specialized in that elemental field!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 4) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLENCHANT4); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else if (!str_cmp(arg1, "magicplating")) { int lag; cost = 15000; failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20; lag = 20 - ch->pcdata->powers[MAGE_SSU]; if (ch->mana < cost) { stc("#pN#Pot enough mana!#n\n\r", ch); return; } stc("#PY#0ou begin chanting the spidery language of magic...#n\n\r", ch); act("#C$n #0begins chanting the spidery language of magic...#n", ch, NULL, NULL, TO_ROOM); ch->mana -= cost; if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 5) { stc("#pYou attempt to cast the spell, but alas you haven't the knowledge.#n\n\r", ch); stc("#CYour spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } if (failure >= chance) { stc("#CYou mispronounce a syllable and your spell fizzles and leaves your mind!#n\n\r", ch); WAIT_STATE(ch, lag); return; } stc("#pY#Pour spell comes to mind.#n\n\r", ch); SET_BIT(ch->sohbits, SOH_SPELLENCHANT5); SET_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, lag); return; } else { stc("#pY#Pou have no knowledge of that spell!#n\n\r", ch); return; } } void do_mindblank(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (!IS_SET(ch->sohbits, SOH_SPELLREADY)) { stc("#CYou don't have a spell readied!#n\n\r", ch); return; } stc("#PYou force your mind to blank, removing your spell from memory#n\n\r", ch); if (IS_SET(ch->sohbits, SOH_SPELLREADY)) REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); if (IS_SET(ch->sohbits, SOH_SPELLTRUESIGHT)) REMOVE_BIT(ch->sohbits, SOH_SPELLTRUESIGHT); if (IS_SET(ch->sohbits, SOH_SPELLSCRY)) REMOVE_BIT(ch->sohbits, SOH_SPELLSCRY); if (IS_SET(ch->sohbits, SOH_SPELLTELEPORT)) REMOVE_BIT(ch->sohbits, SOH_SPELLTELEPORT); if (IS_SET(ch->sohbits, SOH_SPELLSLOW)) REMOVE_BIT(ch->sohbits, SOH_SPELLSLOW); if (IS_SET(ch->sohbits, SOH_SPELLHASTE)) REMOVE_BIT(ch->sohbits, SOH_SPELLHASTE); if (IS_SET(ch->sohbits, SOH_SPELLACCURACY)) REMOVE_BIT(ch->sohbits, SOH_SPELLACCURACY); if (IS_SET(ch->sohbits, SOH_SPELLMIGHT)) REMOVE_BIT(ch->sohbits, SOH_SPELLMIGHT); if (IS_SET(ch->sohbits, SOH_SPELLSHARDS)) REMOVE_BIT(ch->sohbits, SOH_SPELLSHARDS); if (IS_SET(ch->sohbits, SOH_SPELLHEAL)) REMOVE_BIT(ch->sohbits, SOH_SPELLHEAL); if (IS_SET(ch->sohbits, SOH_SPELLREGEN)) REMOVE_BIT(ch->sohbits, SOH_SPELLREGEN); if (IS_SET(ch->sohbits, SOH_SPELLSORC1)) REMOVE_BIT(ch->sohbits, SOH_SPELLSORC1); if (IS_SET(ch->sohbits, SOH_SPELLSORC2)) REMOVE_BIT(ch->sohbits, SOH_SPELLSORC2); if (IS_SET(ch->sohbits, SOH_SPELLSORC3)) REMOVE_BIT(ch->sohbits, SOH_SPELLSORC3); if (IS_SET(ch->sohbits, SOH_SPELLSORC4)) REMOVE_BIT(ch->sohbits, SOH_SPELLSORC4); if (IS_SET(ch->sohbits, SOH_SPELLSORC5)) REMOVE_BIT(ch->sohbits, SOH_SPELLSORC5); if (IS_SET(ch->sohbits, SOH_SPELLENCHANT1)) REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT1); if (IS_SET(ch->sohbits, SOH_SPELLENCHANT2)) REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT2); if (IS_SET(ch->sohbits, SOH_SPELLENCHANT3)) REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT3); if (IS_SET(ch->sohbits, SOH_SPELLENCHANT4)) REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT4); if (IS_SET(ch->sohbits, SOH_SPELLENCHANT5)) REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT5); return; } /*All this is invoked below*/ void do_magesight(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { stc("Huh?\n\r", ch); return; } if (IS_SET(ch->act, PLR_HOLYLIGHT)) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char("#cYou close your third eye.#n\n\r", ch); act("#c$n #0closes their third eye.#n\n\r", ch, NULL, NULL, TO_ROOM); return; } else { stc("#cYou open your third eye, and it #Cglows #ybrightly#C!#n\n\r", ch); act("#c$n #0opens their third eye, and it #Cglows #ybrightly#C!#n\n\r", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->act, PLR_HOLYLIGHT); return; } } void do_magescry(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *victimroom; char arg[MAX_INPUT_LENGTH]; int rand_room; bool chaosvalue = FALSE; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (arg[0] == '\0') { send_to_char("Scry on whom?\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim->trust > 6) { send_to_char("SPYING ON THE GODS!?!?!?!\n\r", ch); send_to_char("Someone is scrying you.\n\r", victim); return; } if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELDED)) { send_to_char("You cannot find them.\n\r", ch); return; } if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELD2)) chaosvalue = TRUE; chroom = ch->in_room; victimroom = victim->in_room; if (chaosvalue) for (;;) { rand_room = number_range(0, 65535); victimroom = get_room_index(rand_room); if (victimroom != NULL) break; } char_from_room(ch); char_to_room(ch, victimroom); if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_AFFECTED(victim, AFF_SHADOWPLANE))) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch, "auto"); SET_BIT(ch->affected_by, AFF_SHADOWPLANE); } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_AFFECTED(victim, AFF_SHADOWPLANE))) { SET_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch, "auto"); REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); } else do_look(ch, "auto"); char_from_room(ch); char_to_room(ch, chroom); if (!IS_NPC(victim)) ch->fight_timer += 2; } void do_magegoto(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_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Teleport to whom?\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("You cannot find them.\n\r", ch); return; } if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc("You can't find it's room.\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc("Your body can't go there.\n\r", ch); return; } if (ch == victim) { send_to_char("But you're already at yourself!\n\r", ch); return; } if (IS_SET(victim->act, ACT_NOTRAVEL)) { send_to_char("No Can Do.\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 are hiding from you.\n\r", ch); return; } if (victim->in_room == ch->in_room) { send_to_char("But you're already there!\n\r", ch); return; } act("#cYou #Cblink #cout of reality, and #Cte#Glepo#Crt #cto #P$N!#n", ch, NULL, victim, TO_CHAR); act("#c$n #Cblink #cout of reality in a #yflash #cof #Cenergy!#n", ch, NULL, victim, TO_ROOM); char_from_room(ch); char_to_room(ch, victim->in_room); act("#c$n #Cteleports into the room next to #P$N #Cin a #yflash #Cof #yenergy!#n", ch, NULL, victim, TO_NOTVICT); act("#c$n #Cteleports into the room in a #yflash #Cof #yenergy!#n", ch, NULL, victim, TO_VICT); do_look(ch, "auto"); WAIT_STATE(ch, 12); return; } void do_mageslow(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim = NULL; argument = one_argument(argument, arg); if (arg[0] == '\0') { stc("Mageslow has no target check this.", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("You can only use that on the smart creatures.\n\r", ch); return; } if (is_safe(ch, victim)) { stc("You can't use that on them.\n\r", ch); return; } if (IS_SET(victim->sohbits, SOH_SLOW) && !IS_NPC(victim)) { stc("They are already slowed!#n\n\r", ch); return; } act("#C$N #gg#Glow#gs #Ca #od#yull #oy#yellow #Cas their movements begin to #yslow!#n", ch, NULL, victim, TO_CHAR); act("#CYou begin to glow a #odull yellow #Cas your movements start to #yslow!#n", ch, NULL, victim, TO_VICT); act("#C$N #gg#Gl#yo#Gw#gs #Ca #od#yull #oy#yellow #Cas their movements begin to #yslow!#n", ch, NULL, victim, TO_NOTVICT); SET_TIMER(victim, TIMER_SLOW, (ch->pcdata->powers[MAGE_MSU] * 5)); /* for (i = 0; i < 10; i ++) { if (ch->pcdata->powers[MAGE_MSU] > i) ADD_TIMER(victim,TIMER_SLOW,2); } */ SET_BIT(victim->sohbits, SOH_SLOW); return; } void do_magehaste(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument(argument, arg); if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("You can only use that on the smart creatures.\n\r", ch); return; } if (arg[0] == '\0') { stc("Mageslow has no target check this.", ch); return; } if (IS_SET(victim->sohbits, SOH_HASTE) && !IS_NPC(victim)) { stc("They are already hasted!#n\n\r", ch); return; } act("#l$N #Lbegins moving with blinding speed!#n", ch, NULL, victim, TO_CHAR); act("#LYou begin to move with blinding speed!#n", ch, NULL, victim, TO_VICT); act("#l$N #Lbegins moving with blinding speed!#n", ch, NULL, victim, TO_NOTVICT); SET_TIMER(victim, TIMER_HASTE, (ch->pcdata->powers[MAGE_MSU] * 6)); /* for (i = 0; i < 10; i ++) { if (ch->pcdata->powers[MAGE_MSU] > i) ADD_TIMER(victim,TIMER_HASTE,2); } */ SET_BIT(victim->sohbits, SOH_HASTE); return; } void do_mageaccuracy(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim = NULL; argument = one_argument(argument, arg); if (arg[0] == '\0') { stc("Mageslow has no target check this.", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("You can only use that on the smart creatures.\n\r", ch); return; } if (IS_SET(victim->sohbits, SOH_ACCURACY) && !IS_NPC(victim)) { stc("Their accuracy has already been magically enhanced!#n\n\r", ch); return; } act("#g$N #Gbegins to #yglow #Ga light #gg#Gr#ye#Ge#gn #Gcolor.#n", ch, NULL, victim, TO_CHAR); act("#GYou begin to #yglow #Ga light #gg#Gr#ye#Ge#gn!#n", ch, NULL, victim, TO_VICT); act("#g$N #Gbegins to #yglow #Ga light #gg#Gr#ye#Ge#gn #Gcolor.#n", ch, NULL, victim, TO_NOTVICT); SET_TIMER(victim, TIMER_ACCURACY, (ch->pcdata->powers[MAGE_MSU] * 6)); /* for (i = 0; i < 10; i ++) { if (ch->pcdata->powers[MAGE_NSU] > i) ADD_TIMER(victim,TIMER_ACCURACY,2); } */ SET_BIT(victim->sohbits, SOH_ACCURACY); victim->hitroll += 200; return; } void do_magemight(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim = NULL; argument = one_argument(argument, arg); if (arg[0] == '\0') { stc("Magemight has no target check this.", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("You can only use that on the smart creatures.\n\r", ch); return; } if (IS_SET(victim->sohbits, SOH_MIGHT) && !IS_NPC(victim)) { stc("#RTheir might has already been magically enhanced!#n\n\r", ch); return; } act("#0$N #Rbegins to #yglow #0a #ybright #rr#Re#rd c#Ro#rl#Ro#rr#R!#n", ch, NULL, victim, TO_CHAR); act("#0You begin to #yglow #0a #ybright #rr#Re#rd c#Ro#rl#Ro#rr#R!#n", ch, NULL, victim, TO_VICT); act("#0$N #Rbegins to #yglow #0a #ybright #rr#Re#rd c#Ro#rl#Ro#rr#R!#n", ch, NULL, victim, TO_NOTVICT); SET_TIMER(victim, TIMER_MIGHT, (ch->pcdata->powers[MAGE_MSU] * 6)); /* for (i = 0; i < 10; i ++) { if (ch->pcdata->powers[MAGE_NSU] > i) ADD_TIMER(victim,TIMER_MIGHT,2); } */ SET_BIT(victim->sohbits, SOH_MIGHT); victim->damroll += 200; return; } void do_mageshards(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim = NULL; argument = one_argument(argument, arg); if (arg[0] == '\0') { stc("Mageshards has no target check this.", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("You can only use that on the smart creatures.\n\r", ch); return; } if (IS_SET(victim->sohbits, SOH_SHARDS) && !IS_NPC(victim)) { stc("#CThey are already magically protected!#n\n\r", ch); return; } act("#0$N #Cis surrounded by a #7cr#Cys#7ta#Cli#7ne #cforce shield!#n", ch, NULL, victim, TO_CHAR); act("#CYou are surrounded by a #7cr#Cys#7ta#Cli#7ne #cforce shield!#n", ch, NULL, victim, TO_VICT); act("#0$N #Cis surrounded by a #7cr#Cys#7ta#Cli#7ne #cforce shield!#n", ch, NULL, victim, TO_NOTVICT); SET_TIMER(victim, TIMER_SHARDS, (ch->pcdata->powers[MAGE_MSU] * 6)); /* for (i = 0; i < 10; i ++) { if (ch->pcdata->powers[MAGE_NSU] > i) ADD_TIMER(victim,TIMER_SHARDS,1); } */ SET_BIT(victim->sohbits, SOH_SHARDS); victim->armor -= 200; return; } void do_mageheal(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int lowamt; int highamt; int amt; argument = one_argument(argument, arg); lowamt = ch->pcdata->powers[MAGE_NSU] * 300; highamt = ch->pcdata->powers[MAGE_NSU] * 600; amt = number_range(highamt, lowamt); if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("You can only use that on the smart creatures.\n\r", ch); return; } if (arg[0] == '\0') { stc("Mageheal has no target check this.", ch); return; } act("#cA #Cglowing #Wwhite #7light #Csinks into #c$N!#n", ch, NULL, victim, TO_CHAR); act("#cA #Cglowing #Wwhite #7light #Csinks into you!#n", ch, NULL, victim, TO_VICT); act("#cA #Cglowing #Wwhite #7light #Csinks into #c$N!#n", ch, NULL, victim, TO_NOTVICT); victim->hit += amt; if (victim->hit > victim->max_hit) { victim->hit = victim->max_hit; } return; } void do_mageregen(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument(argument, arg); if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("You can only use that on the smart creatures.\n\r", ch); return; } if (arg[0] == '\0') { stc("Mageregen has no target check this.", ch); return; } if (IS_SET(victim->sohbits, SOH_REGEN) && !IS_NPC(victim)) { stc("#CThey are already magically regenerating!#n\n\r", ch); return; } act("#C$N #cbegins to #yglow #Gbright #gg#Gree#gn, #Cand they start to #gr#Gegenerate!#n", ch, NULL, victim, TO_CHAR); act("#CYou #cbegin to #yglow #Gbright #gg#Gree#gn, #Cand start to #gr#Gegenerate!#n", ch, NULL, victim, TO_VICT); act("#C$N #cbegins to #yglow #Gbright #gg#Gree#gn, #Cand they start to #gr#Gegenerate!#n", ch, NULL, victim, TO_NOTVICT); SET_TIMER(victim, TIMER_REGEN, (ch->pcdata->powers[MAGE_MSU] * 3)); /* for (i = 0; i < 10; i ++) { if (ch->pcdata->powers[MAGE_NSU] > i) ADD_TIMER(victim,TIMER_REGEN,2); } */ SET_BIT(victim->sohbits, SOH_REGEN); victim->hit += 100; return; } void do_nerveblank(CHAR_DATA * ch, char *argument) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int lowdam; int highdam; char buf[MAX_STRING_LENGTH]; for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; lowdam = ch->pcdata->powers[MAGE_SSU] * 200; highdam = ch->pcdata->powers[MAGE_SSU] * 400; dam = number_range(lowdam, highdam); if (!IS_NPC(vch) && is_safe(ch, vch)) continue; if (vch != ch) hurt_person(ch, vch, dam); if (vch != ch) { xprintf(buf, "The room sparks and flares with #7white light #Was you feel #rp#Rai#rn #Wshoot through your nerves! #0[#P%d#0]#n\n\r", dam); stc(buf, vch); xprintf(buf, "#0You cause the room to #Rfl#ya#Rre #0with #Rintense #7w#White #7l#Wight! #0[#P%d#0]#n\n\r", dam); stc(buf, ch); } if (vch != ch) stc("#RYou fall to the ground, stunned!\n\r", vch); if ((vch != ch) && (IS_NPC(vch))) { xprintf(buf, "#r%s #Rfalls to the ground, stunned!\n\r", vch->short_descr); stc(buf, ch); } else if (vch != ch) { xprintf(buf, "#r%s #Rfalls to the ground, stunned!\n\r", vch->name); stc(buf, ch); } if (vch != ch) vch->position = POS_STUNNED; } ch->fight_timer += 5; if (number_range(1, 10) > 4) WAIT_STATE(ch, 12); return; } void do_acidarrow(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; ROOM_INDEX_DATA *location; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int dam; int highdam; int lowdam; argument = one_argument(argument, arg); lowdam = ch->pcdata->powers[MAGE_SSU] * 300; highdam = ch->pcdata->powers[MAGE_SSU] * 600; dam = number_range(lowdam, highdam); dam += (ch->damcap[DAM_CAP] / 4); if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if ((location = ch->in_room) == NULL) { stc("The spell failed.\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc("The spell fizzled out.\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("The spell failed.\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && (ch->in_room != victim->in_room)) { stc("You may not bomb from a no_teleport room!\n\r", ch); return; } if (!IS_NPC(victim) && (ch->in_room->area != victim->in_room->area)) { stc("You must be in the same area as your victim, if they are a PC!\n\r", ch); return; } if (is_safe(ch, victim)) { stc("A powerful force causes your spell to explode before your eyes.\n\r", ch); hurt_person(ch, ch, number_range(1, 1000)); return; } if (victim->position == POS_SLEEPING || victim->position == POS_RESTING) dam *= 2.5; if (IS_NPC(victim)) { dam *= 2.5; xprintf(buf, "#0You send forth #0an arrow of #gb#Gub#gbl#Gin#gg #ga#Gc#yi#Gd #0to strike #R$N! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_CHAR); } else if (!IS_NPC(victim)) { if (IS_IMMUNE(victim, IMM_ACID)) dam = dam / 3; xprintf(buf, "#0You send forth #0an arrow of #gb#Gub#gbl#Gin#gg #ga#Gc#yi#Gd #0to strike #R$N! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_CHAR); } xprintf(buf, "#C$n #0sends forth an arrow of #gb#Gub#gbl#Gin#gg a#Gc#yi#Gd #0to strike #P$N!#n"); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "#C$n's #ga#Gc#yi#Gd #ga#Gr#gr#Go#gw #0strikes you, #Rcorroding #0flesh! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_VICT); if (!IS_NPC(victim)) { if (!IS_NPC(victim) && ch->fight_timer <= 18) ch->fight_timer += 6; if (!IS_NPC(victim) && victim->fight_timer <= 3) victim->fight_timer += 2; victim->fight_timer += number_range(2, 4); } hurt_person(ch, victim, dam); if (number_percent() > 65 && victim->hit > 0) { if (IS_NPC(victim)) { xprintf(buf, "#0You send forth #0an arrow of #gb#Gub#gbl#Gin#gg #ga#Gc#yi#Gd #0to strike #R$N! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_CHAR); } else if (!IS_NPC(victim)) { xprintf(buf, "#0You send forth #0an arrow of #gb#Gub#gbl#Gin#gg #ga#Gc#yi#Gd #0to strike #R$N! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_CHAR); } xprintf(buf, "#C$n #0sends forth an arrow of #gb#Gub#gbl#Gin#gg a#Gc#yi#Gd #0to strike #P$N!#n"); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "#C$n's #ga#Gc#yi#Gd #ga#Gr#gr#Go#gw #0strikes you, #Rcorroding #0flesh! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_VICT); if (!IS_NPC(victim)) { if (!IS_NPC(victim) && victim->fight_timer <= 18) ch->fight_timer += 6; if (!IS_NPC(victim) && victim->fight_timer <= 3) victim->fight_timer += 2; } hurt_person(ch, victim, dam); } return; } void do_etherblast(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int dam; int highdam; int lowdam; int highenergy; int lowenergy; int energy; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; lowdam = (ch->pcdata->powers[MAGE_SSU] + 1) * 300; highdam = (ch->pcdata->powers[MAGE_SSU] + 1) * 500; dam = number_range(lowdam, highdam); lowenergy = dam - 500; highenergy = dam + 4000; //dam += ch->damcap[DAM_CAP]-500; energy = number_range(lowenergy, highenergy); if (dam < 0) dam = 0; if (energy < 0) energy = 1; if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("The spell failed.\n\r", ch); return; } if (is_safe(ch, victim)) return; if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("The spell failed.\n\r", ch); return; } if (IS_NPC(victim)) { xprintf(buf, "#0You shoot forth a #pb#Polt of #pe#Pther #0at #C$N! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_CHAR); } else if (!IS_NPC(victim)) { xprintf(buf, "#0You shoot forth a #pb#Polt of #pe#Pther #0at #C$N! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_CHAR); } xprintf(buf, "#C$n #0sends forth a #pb#Polt of #pe#Pther #0to strike #P$N!#n"); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "#C$n's #pb#Polt of #pe#Pther #0strikes you, #Rsearing flesh! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); ch->mana -= energy; if (ch->mana < 0) ch->mana = 0; if (!IS_NPC(victim)) { if (ch->fight_timer < 15) ch->fight_timer += 3; if (victim->fight_timer < 1) victim->fight_timer += 2; } return; } void do_magesorc4(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int dam; int highdam = 0; int lowdam = 0; argument = one_argument(argument, arg); if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("#0They aren't here.#n\n\r", ch); return; } if ((victim == ch)) { stc("#RYeah ok...\n\r", ch); return; } if (is_safe(ch, victim)) { stc("#RThey are #Wsafe #Rfrom your magic!#n\n\r", ch); return; } if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING)) { lowdam = ch->pcdata->powers[MAGE_SSU] * 700; highdam = ch->pcdata->powers[MAGE_SSU] * 1000; } if (IS_SET(ch->sohbits, SOH_SPECFIRE)) { lowdam = ch->pcdata->powers[MAGE_SSU] * 400; highdam = ch->pcdata->powers[MAGE_SSU] * 1200; } if (IS_SET(ch->sohbits, SOH_SPECICE)) { lowdam = ch->pcdata->powers[MAGE_SSU] * 500; highdam = ch->pcdata->powers[MAGE_SSU] * 1100; } dam = number_range(lowdam, highdam); dam += ch->damcap[DAM_CAP]; dam /= 2; //if (victim->position == POS_SLEEPING || victim->position == POS_RESTING) //dam *= 2.5; //if (IS_NPC(victim)) dam *= 3; //if (IS_SET(ch->sohbits, SOH_SPECICE) && IS_CLASS(victim, CLASS_DEMON)) dam *= 1.5; //if (IS_SET(ch->sohbits, SOH_SPECICE) && IS_CLASS(victim, CLASS_GHOUL)) dam *= .6; //if (IS_SET(ch->sohbits, SOH_SPECFIRE) && IS_CLASS(victim, CLASS_GHOUL)) dam *= 1.5; //if (IS_SET(ch->sohbits, SOH_SPECFIRE) && IS_CLASS(victim, CLASS_DEMON)) dam *= .5; //if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING) && IS_CLASS(victim, CLASS_SKYBLADE)) dam *= .8; //if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING) && IS_CLASS(victim, CLASS_THIEF)) dam *= 1.3; if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING)) { if (IS_IMMUNE(victim, IMM_LIGHTNING)) dam = dam / 2; xprintf(buf, "#0Your #oE#yle#7ct#yro#oB#yol#ot #Rstrikes #P$N, #0sending a shower of #ysp#7a#Wr#yks #0everywhere! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "#C$n's #oE#yle#7ct#yro#oB#yol#ot #Rstrikes #0you, sending a shower of #ysp#7a#Wr#yks #0everywhere! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_VICT); act("#C$n's #oE#yle#7ct#yro#oB#yol#ot #Rstrikes #P$N, #0sending a shower of #ysp#7a#Wr#yks #0everywhere!#n", ch, NULL, victim, TO_NOTVICT); } else if (IS_SET(ch->sohbits, SOH_SPECFIRE)) { if (IS_IMMUNE(victim, IMM_HEAT)) dam = dam / 2; xprintf(buf, "#0Your #rD#Re#ym#7o#Rn#rF#Ri#yr#Re #rs#Rco#7rc#Rhe#rs #y$N, #0consuming them in #Rf#yl#Ra#ym#Re#ys#R! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "#y$n's #rD#Re#ym#7o#Rn#rF#Ri#yr#Re #rs#Rco#7rc#Rhe#rs you, #0consuming you in #Rf#yl#Ra#ym#Re#ys#R! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "#y$n's #rD#Re#ym#7o#Rn#rF#Ri#yr#Re #rs#Rco#7rc#Rhe#rs #y$N, #0consuming them in #Rf#yl#Ra#ym#Re#ys#R!"); act(buf, ch, NULL, victim, TO_NOTVICT); } else if (IS_SET(ch->sohbits, SOH_SPECICE)) { if (IS_IMMUNE(victim, IMM_COLD)) dam = dam / 2; xprintf(buf, "#0Your #cI#Cc#Wy #cC#Ch#Wi#Cl#cl #Lblasts #P$N, #0pelting them with #7snow #0and #Cice! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "#c$n's #cI#Cc#Wy #cC#Ch#Wi#Cl#cl #Lblasts #0you with ungodly force, #0pelting you with #7snow #0and #Cice! #0[#P%d#0]#n", dam); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "#c$n's #cI#Cc#Wy #cC#Ch#Wi#Cl#cl #Lblasts #0$N with ungodly force, #0pelting them with #7snow #0and #Cice!"); act(buf, ch, NULL, victim, TO_NOTVICT); } hurt_person(ch, victim, dam); if (!IS_NPC(victim)) ch->fight_timer += number_range(0, 2); if (!IS_NPC(victim)) victim->fight_timer += number_range(0, 2); WAIT_STATE(ch, 9); if (IS_SET(ch->sohbits, SOH_SPECFIRE) && !IS_AFFECTED(victim, AFF_FLAMING) && victim->hit > 0) { act("#RYou ignite in #rf#Rl#yam#Re#rs!#n", ch, NULL, victim, TO_VICT); act("#R$N #rignites in #rf#Rl#yam#Re#rs!#n", ch, NULL, victim, TO_CHAR); act("#R$N #rignites in #rf#Rl#yam#Re#rs!#n", ch, NULL, victim, TO_NOTVICT); SET_BIT(victim->affected_by, AFF_FLAMING); } return; } void do_mageweb(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("The spell failed.\n\r", ch); return; } if ((victim == ch)) { stc("#RYeah ok...\n\r", ch); return; } if (is_safe(ch, victim)) { stc("#oThey are safe from you!#n\n\r", ch); return; } if (IS_AFFECTED(victim, AFF_WEBBED)) { stc("#0They are already #gw#Gebbed!#n\n\r", ch); return; } else if (!IS_AFFECTED(victim, AFF_WEBBED)) { act("#gW#Geeds #0and #gv#Gines #0spring from the #gearth, e#Gngulfing #0you!", ch, NULL, victim, TO_VICT); act("#gW#Geeds #0and #gv#Gines #0spring from the #gearth, e#Gngulfing #c$N!#n", ch, NULL, victim, TO_CHAR); act("#gW#Geeds #0and #gv#Gines #0spring from the #gearth, e#Gngulfing #c$N!#n", ch, NULL, victim, TO_NOTVICT); SET_BIT(victim->affected_by, AFF_WEBBED); WAIT_STATE(victim, number_range(1, 12)); WAIT_STATE(ch, 12); } return; } void do_wpnenchant(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; OBJ_DATA *obj2; char arg[MAX_INPUT_LENGTH]; one_argument(argument, arg); if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You dont have that item.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON) { send_to_char("You can only put this enchant on weapons!\n\r", ch); return; } if (IS_SET(obj->extra_flags, ITEM_ELECENCHANT) || IS_SET(obj->extra_flags, ITEM_ICEENCHANT) || IS_SET(obj->extra_flags, ITEM_FIREENCHANT)) { send_to_char ("#rThis item has already been #0Enchanted!#n.\n\r", ch); return; } if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING)) { if ((obj2 = get_obj_wear(ch, "lightning rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } SET_BIT(obj->extra_flags, ITEM_ELECENCHANT); stc("#yYour weapon suddenly begins to spark!#n\n\r", ch); act("#C$n's #0weapon suddenly begins to #yspark!#n", ch, NULL, NULL, TO_ROOM); extract_obj(obj2); } else if (IS_SET(ch->sohbits, SOH_SPECFIRE)) { if ((obj2 = get_obj_wear(ch, "fire Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } SET_BIT(obj->extra_flags, ITEM_FIREENCHANT); stc("#RYour weapon suddenly begins to #rf#Rl#ya#Rm#re!#n\n\r", ch); act("#C$n's #0weapon suddenly begins to #rf#Rl#ya#Rm#re!#n", ch, NULL, NULL, TO_ROOM); extract_obj(obj2); } else if (IS_SET(ch->sohbits, SOH_SPECICE)) { if ((obj2 = get_obj_wear(ch, "ice rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } SET_BIT(obj->extra_flags, ITEM_ICEENCHANT); stc("#CYour weapon is suddenly covered in #cf#Cr#Wo#Cs#ct!#n\n\r", ch); act("#C$n's #0weapon is suddenly covered in #cf#Cr#Wo#Cs#ct!#n", ch, NULL, NULL, TO_ROOM); extract_obj(obj2); } WAIT_STATE(ch, 15); obj->timer = (ch->pcdata->powers[MAGE_SSU] * 3) + dice(1, 3); return; } /*Spell invoking*/ void do_target(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim = NULL; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch); return; } if (!IS_SET(ch->sohbits, SOH_SPELLREADY)) { stc("#CYou don't have a spell readied!#n\n\r", ch); return; } if (IS_SET(ch->sohbits, SOH_SPELLTRUESIGHT)) { REMOVE_BIT(ch->sohbits, SOH_SPELLTRUESIGHT); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_magesight(ch, ""); return; } /* * Scry */ else if (IS_SET(ch->sohbits, SOH_SPELLSCRY)) { /* char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); */ if (arg[0] == '\0') { send_to_char("Scry on whom?\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLSCRY); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_magescry(ch, arg); return; } /* * Slow */ else if (IS_SET(ch->sohbits, SOH_SPELLSLOW)) { if (arg[0] == '\0') { send_to_char("#0Invoke #pS#Plow #0on who?#n\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { stc("They aren't here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("Use that on someone with a brain.\n\r", ch); return; } if (victim == ch) { stc("Not on yourself!\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLSLOW); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_mageslow(ch, arg); return; } /* * Teleport */ else if (IS_SET(ch->sohbits, SOH_SPELLTELEPORT)) { /* char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); */ if (arg[0] == '\0') { send_to_char("Teleport to whom?\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLTELEPORT); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_magegoto(ch, arg); return; } /*Haste*/ else if (IS_SET(ch->sohbits, SOH_SPELLHASTE)) { /* char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg );*/ if (arg[0] == '\0') { send_to_char("#0Invoke #lH#Laste #0on who?#n\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("Use that on someone with a brain.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { stc("They aren't here.\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLHASTE); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_magehaste(ch, arg); return; } /*Naturalism Starts Here*/ /*Eagle Eye*/ else if (IS_SET(ch->sohbits, SOH_SPELLACCURACY)) { /* char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); */ if (arg[0] == '\0') { send_to_char ("#0Invoke #gE#Gagle #gE#Gye #0on who?#n\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("Use that on someone with a brain.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { stc("They aren't here.\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLACCURACY); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_mageaccuracy(ch, arg); return; } /*Ogre Might*/ else if (IS_SET(ch->sohbits, SOH_SPELLMIGHT)) { /* char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); */ if (arg[0] == '\0') { send_to_char ("#0Invoke #rO#Rgre #rM#Right #0on who?#n\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("Use that on someone with a brain.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { stc("They aren't here.\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLMIGHT); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_magemight(ch, arg); return; } /*Light Shards*/ else if (IS_SET(ch->sohbits, SOH_SPELLSHARDS)) { /* char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); */ if (arg[0] == '\0') { send_to_char ("#0Invoke #cL#Ci#7g#Cht #cS#Ch#7a#Crds #0on who?#n\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("Use that on someone with a brain.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { stc("They aren't here.\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLSHARDS); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_mageshards(ch, arg); return; } /*Soul Mend*/ else if (IS_SET(ch->sohbits, SOH_SPELLHEAL)) { /* char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); */ if (arg[0] == '\0') { send_to_char ("#0Invoke #lS#Lo#7u#Ll #lM#Le#7n#Ld #0on who?#n\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("Use that on someone with a brain.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { stc("They aren't here.\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLHEAL); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_mageheal(ch, arg); return; } /*Regen*/ else if (IS_SET(ch->sohbits, SOH_SPELLREGEN)) { /* char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); */ if (arg[0] == '\0') { send_to_char ("#0Imbue #gR#Gegenerate #0into who?#n\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } if (IS_NPC(victim)) { stc("Use that on someone with a brain.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { stc("They aren't here.\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLREGEN); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_mageregen(ch, arg); return; } /* * Sorcery Starts Here */ else if (IS_SET(ch->sohbits, SOH_SPELLSORC1)) { REMOVE_BIT(ch->sohbits, SOH_SPELLSORC1); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_nerveblank(ch, ""); return; } else if (IS_SET(ch->sohbits, SOH_SPELLSORC2)) { if (arg[0] == '\0') { send_to_char ("#0Launch an #gA#Gcid #gA#Grrow #0at whom?#n\n\r", ch); return; } if ((victim == ch)) { stc("#RYeah ok...#n\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLSORC2); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_acidarrow(ch, arg); return; } else if (IS_SET(ch->sohbits, SOH_SPELLSORC3)) { if (arg[0] == '\0') { send_to_char("#pE#Pther #pB#Plast #0who?#n\n\r", ch); return; } if ((victim == ch)) { stc("#RYeah ok...#n\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They arent here.\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLSORC3); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_etherblast(ch, arg); return; } else if (IS_SET(ch->sohbits, SOH_SPELLSORC4)) { if (arg[0] == '\0') { if (IS_SET(ch->sohbits, SOH_SPECFIRE)) send_to_char ("#0Invoke #rD#Remon #rF#Rire #0upon whom?#n\n\r", ch); if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING)) stc("#0Invoke #oE#yle#7ct#yro#oB#yo#7l#yt#W #0upon whom?#n\n\r", ch); if (IS_SET(ch->sohbits, SOH_SPECICE)) stc("#0Invoke #cI#Cc#7y #cC#Ch#7i#Cl#7l #0upon whom?#n\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { stc("They aren't here.\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLSORC4); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_magesorc4(ch, arg); return; } else if (IS_SET(ch->sohbits, SOH_SPELLSORC5)) { if (arg[0] == '\0') { stc("#0Invoke #gE#Gngulf #0on whom?\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { stc("They aren't here.\n\r", ch); return; } REMOVE_BIT(ch->sohbits, SOH_SPELLSORC5); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_mageweb(ch, arg); return; } //Magic Plating THis one should prove interesting... else if (IS_SET(ch->sohbits, SOH_SPELLENCHANT5)) { OBJ_DATA *obj; AFFECT_DATA paf; if (arg[0] == '\0') { stc("#0Enchant what??\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You dont have that item.\n\r", ch); return; } if (obj->item_type != ITEM_ARMOR) { send_to_char ("You can only put this enchant on armor!\n\r", ch); return; } if (IS_SET(obj->quest, QUEST_PLATING)) { send_to_char ("#0This item has already been Magically Plated!#n.\n\r", ch); return; } paf.type = 0; paf.duration = -1; paf.location = APPLY_AC; paf.modifier = -50; paf.bitvector = 0; affect_to_obj(obj, &paf); paf.type = 0; paf.duration = -1; paf.location = APPLY_HIT; paf.modifier = 500; paf.bitvector = 0; affect_to_obj(obj, &paf); SET_BIT(obj->quest, QUEST_PLATING); act("#0The item is suddenly plated in a magical alloy!#n", ch, NULL, NULL, TO_CHAR); act("#0#P$n #0guestures at the object, surrounding it with a magical plating!#n", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT5); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); WAIT_STATE(ch, 15); return; } //Chaos Rune else if (IS_SET(ch->sohbits, SOH_SPELLENCHANT2)) { OBJ_DATA *obj; OBJ_DATA *obj2; if (arg[0] == '\0') { stc("#0Enchant what??\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You dont have that item.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON && obj->item_type != ITEM_ARMOR) { send_to_char ("You can only put this enchant on weapons or armor!\n\r", ch); return; } if (obj->value[3] > 0) { send_to_char ("That item already has a spell power.\n\r", ch); return; } if ((obj2 = get_obj_wear(ch, "clown rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } obj->value[3] = 15000; extract_obj(obj2); act("#0You engrave the #Prune #0into the item, surrounding it in a shield of #RC#0h#RA#0o#RS#0!#n", ch, NULL, NULL, TO_CHAR); act("#0#P$n #0engraves a #Prune #0into his item, surrounding it in a shield of #RC#0h#RA#0o#RS#0!#n", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT2); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); return; } //Elemental Rune else if (IS_SET(ch->sohbits, SOH_SPELLENCHANT1)) { OBJ_DATA *obj; OBJ_DATA *obj2; char spellarg[MAX_STRING_LENGTH]; argument = one_argument(argument, spellarg); if (arg[0] == '\0') { stc("#0Enchant what??\n\r", ch); return; } if (spellarg[0] == '\0') { stc("#yShockshield, #gA#Gcid#gS#Ghield, #rF#Rireshiel#rd, #cI#Cce#cS#Chield#n\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You dont have that item.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON && obj->item_type != ITEM_ARMOR) { send_to_char ("You can only put this enchant on weapons or armor!\n\r", ch); return; } if (obj->value[3] > 0) { send_to_char ("That item already has a spell power.\n\r", ch); return; } if (!str_cmp(spellarg, "acidshield")) { if ((obj2 = get_obj_wear(ch, "acid rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } obj->value[3] = 13000; extract_obj(obj2); } else if (!str_cmp(spellarg, "fireshield")) { if ((obj2 = get_obj_wear(ch, "fire Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } obj->value[3] = 11000; extract_obj(obj2); act("#0You engrave the #Prune #0into the item, surrounding it in a #Rshield of flames!#n", ch, NULL, NULL, TO_CHAR); act("#0#P$n #0engraves a #Prune #0into his item, surrounding it in a #Rshield of flames!#n", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp(spellarg, "shockshield")) { if ((obj2 = get_obj_wear(ch, "lightning rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } obj->value[3] = 10000; extract_obj(obj2); act("#0You engrave the #Prune #0into the item, surrounding it in a #yshield of lightning!#n", ch, NULL, NULL, TO_CHAR); act("#0#P$n #0engraves a #Prune #0into his item, surrounding it in a #yshield of lightning!#n", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp(spellarg, "iceshield")) { if ((obj2 = get_obj_wear(ch, "ice rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } obj->value[3] = 12000; extract_obj(obj2); act("#0You engrave the #Prune #0into the item, surrounding it in a #Cshield of frost!#n", ch, NULL, NULL, TO_CHAR); act("#0#P$n #0engraves a #Prune #0into his item, surrounding it in a #Cshield of frost!#n", ch, NULL, NULL, TO_ROOM); } REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT1); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); return; } //Metta Rune Enchants else if (IS_SET(ch->sohbits, SOH_SPELLENCHANT3)) { OBJ_DATA *obj; OBJ_DATA *obj2; char spellarg[MAX_STRING_LENGTH]; argument = one_argument(argument, spellarg); if (arg[0] == '\0') { stc("#0Enchant what??\n\r", ch); return; } if (spellarg[0] == '\0') { send_to_char ("#0Spell affects: #CSeeInvis, #LFly, #RInfravision, #0Invis, #cPassdoor, #rProtection_vs_#0evil, #RProtection_vs_#Ggood, #7Sanct, #0Sneak\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You dont have that item.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON && obj->item_type != ITEM_ARMOR) { send_to_char ("You can only put this enchant on weapons or armor!\n\r", ch); return; } if ((obj->item_type == ITEM_WEAPON && obj->value[0] > 0) || (obj->item_type == ITEM_ARMOR && obj->value[3] > 0)) { send_to_char ("That item already has a spell power.\n\r", ch); return; } if (!str_cmp(spellarg, "seeinvis")) { if ((obj2 = get_obj_wear(ch, "Zarius Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } if (obj->item_type == ITEM_WEAPON) { obj->value[0] = 2000; } else if (obj->item_type == ITEM_ARMOR) { obj->value[3] = 2; } extract_obj(obj2); stc("#PYou carve the Metta Rune into the object.#n\n\r", ch); } if (!str_cmp(spellarg, "fly")) { if ((obj2 = get_obj_wear(ch, "Zarius Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } if (obj->item_type == ITEM_WEAPON) { obj->value[0] = 3000; } else if (obj->item_type == ITEM_ARMOR) { obj->value[3] = 3; } extract_obj(obj2); stc("#PYou carve the Metta Rune into the object.#n\n\r", ch); } if (!str_cmp(spellarg, "infravision")) { if ((obj2 = get_obj_wear(ch, "Zarius Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } if (obj->item_type == ITEM_WEAPON) { obj->value[0] = 1000; } else if (obj->item_type == ITEM_ARMOR) { obj->value[3] = 1; } extract_obj(obj2); stc("#PYou carve the Metta Rune into the object.#n\n\r", ch); } if (!str_cmp(spellarg, "invis")) { if ((obj2 = get_obj_wear(ch, "Zarius Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } if (obj->item_type == ITEM_WEAPON) { obj->value[0] = 5000; } else if (obj->item_type == ITEM_ARMOR) { obj->value[3] = 5; } extract_obj(obj2); stc("#PYou carve the Metta Rune into the object.#n\n\r", ch); } if (!str_cmp(spellarg, "passdoor")) { if ((obj2 = get_obj_wear(ch, "Zarius Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } if (obj->item_type == ITEM_WEAPON) { obj->value[0] = 6000; } else if (obj->item_type == ITEM_ARMOR) { obj->value[3] = 6; } extract_obj(obj2); stc("#PYou carve the Metta Rune into the object.#n\n\r", ch); } if (!str_cmp(spellarg, "protection_vs_evil")) { if ((obj2 = get_obj_wear(ch, "Zarius Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } if (obj->item_type == ITEM_WEAPON) { obj->value[0] = 7000; } else if (obj->item_type == ITEM_ARMOR) { obj->value[3] = 7; } extract_obj(obj2); stc("#PYou carve the Metta Rune into the object.#n\n\r", ch); } if (!str_cmp(spellarg, "protection_vs_good")) { if ((obj2 = get_obj_wear(ch, "Zarius Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } if (obj->item_type == ITEM_WEAPON) { obj->value[0] = 139000; } else if (obj->item_type == ITEM_ARMOR) { obj->value[3] = 139; } extract_obj(obj2); stc("#PYou carve the Metta Rune into the object.#n\n\r", ch); } if (!str_cmp(spellarg, "sanct")) { if ((obj2 = get_obj_wear(ch, "Zarius Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } if (obj->item_type == ITEM_WEAPON) { obj->value[0] = 8000; } else if (obj->item_type == ITEM_ARMOR) { obj->value[3] = 8; } extract_obj(obj2); stc("#PYou carve the Metta Rune into the object.#n\n\r", ch); } if (!str_cmp(spellarg, "sneak")) { if ((obj2 = get_obj_wear(ch, "Zarius Rune", TRUE)) == NULL) { stc("#cYou don't have the proper rune!#n\n\r", ch); return; } if (obj->item_type == ITEM_WEAPON) { obj->value[0] = 9000; } else if (obj->item_type == ITEM_ARMOR) { obj->value[3] = 9; } extract_obj(obj2); stc("#PYou carve the Metta Rune into the object.#n\n\r", ch); } REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT3); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); return; } else if (IS_SET(ch->sohbits, SOH_SPELLENCHANT4)) { OBJ_DATA *obj; OBJ_DATA *obj2; if (arg[0] == '\0') { stc("#0Enchant what??\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You dont have that item.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON) { send_to_char ("You can only put this enchant on weapons!\n\r", ch); return; } if (IS_SET(obj->extra_flags, ITEM_ELECENCHANT) || IS_SET(obj->extra_flags, ITEM_ICEENCHANT) || IS_SET(obj->extra_flags, ITEM_FIREENCHANT)) { send_to_char ("#rThis item has already been #0Enchanted!#n.\n\r", ch); return; } if (IS_SET(ch->sohbits, SOH_SPECICE)) { if ((obj2 = get_obj_wear(ch, "ice rune", TRUE)) == NULL) { stc("#cYou haven't the proper rune!#n\n\r", ch); return; } } else if (IS_SET(ch->sohbits, SOH_SPECFIRE)) { if ((obj2 = get_obj_wear(ch, "fire Rune", TRUE)) == NULL) { stc("#cYou haven't the proper rune!#n\n\r", ch); return; } } else if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING)) { if ((obj2 = get_obj_wear(ch, "lightning rune", TRUE)) == NULL) { stc("#cYou haven't the proper rune!#n\n\r", ch); return; } } REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT4); REMOVE_BIT(ch->sohbits, SOH_SPELLREADY); do_wpnenchant(ch, arg); return; } else stc("You have no spell to cast!\n\r", ch); return; }