/*************************************************************************** * 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_plasma(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; if (IS_NPC(ch)) return; if (IS_CLASS(ch, CLASS_FAE)) { do_plasma2(ch, argument); return; } if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_VICI] < 5) { send_to_char ("You must obtain at least level 5 in Vicissitude to use Plasma Form.\n\r", ch); return; } save_char_obj(ch); if (IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char("Not while polymorphed.\n\r", ch); return; } if (ch->fight_timer > 0) { send_to_char("Not with a fighttimer.\n\r", ch); return; } if ((obj = create_object(get_obj_index(30007), 60)) == NULL) { send_to_char("Error - Please inform Dracknuur.\n\r", ch); return; } act("$n transforms into $p and splashes to the ground.", ch, obj, NULL, TO_ROOM); act("You transform into $p and splashes to the ground.", ch, obj, NULL, TO_CHAR); ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM]; obj->chobj = ch; ch->pcdata->chobj = obj; ch->pcdata->obj_vnum = 30007; SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->extra, EXTRA_OSWITCH); free_string(ch->morph); ch->morph = str_dup("a pool of blood"); obj_to_room(obj, ch->in_room); return; } void do_coil(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_SERP] < 8) { send_to_char ("You require level 8 Serpentis to use Body Coil.\n\r", ch); return; } if (!IS_SET(ch->newbits, NEW_COIL)) { send_to_char("You prepare to coil your victims.\n\r", ch); SET_BIT(ch->newbits, NEW_COIL); return; } else if (IS_SET(ch->newbits, NEW_COIL)) { send_to_char("You stand down from your coil posture.\n\r", ch); REMOVE_BIT(ch->newbits, NEW_COIL); return; } return; } void do_awe(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_PRES] < 1) { send_to_char ("You must obtain at least level 1 in Presence to you Awe.\n\r", ch); return; } if (IS_EXTRA(ch, EXTRA_AWE)) { REMOVE_BIT(ch->extra, EXTRA_AWE); send_to_char("You are no longer Awe Inspiring.\n\r", ch); act("$n is no longer awe inspiring.", ch, NULL, NULL, TO_ROOM); return; } SET_BIT(ch->extra, EXTRA_AWE); send_to_char("You are now Awe Inspiring.\n\r", ch); act("$n is now awe inspiring", ch, NULL, NULL, TO_ROOM); return; } void do_tide(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAU] < 5) { send_to_char ("You require level 5 Thaumaturgy to use Tide of Vitae.\n\r", ch); return; } if (ch->practice < 10) { send_to_char ("You require at least 10 practice to use Tide of Vitae.\n\r", ch); return; } if (IS_SET(ch->newbits, NEW_TIDE)) { send_to_char("The tide is already with you.\n\r", ch); return; } SET_BIT(ch->newbits, NEW_TIDE); ch->practice -= 10; send_to_char("You feel a tide of vitae rush over you.\n\r", ch); return; } void do_rot(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_VICI] < 2) { send_to_char ("You must obtain at level 2 in Thanatosis to use Putrefaction.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Who do you wish to use Putrefaction on?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Why use Putrefaction on a mob?\n\r", ch); return; } if (IS_IMMORTAL(victim) && victim != ch) { send_to_char ("You can only use Putrefaction on Avatar's or lower.\n\r", ch); return; } if (is_safe(ch, victim) == TRUE) return; if (victim->hit < victim->max_hit) { send_to_char("They are hurt and suspicious.\n\r", ch); return; } act("You close your eyes and concentrate on $N.", ch, NULL, victim, TO_CHAR); act("$n closes $s eyes and concentrates on you.", ch, NULL, victim, TO_VICT); act("$n closes $s eyes and cencentrates on $N.", ch, NULL, victim, TO_NOTVICT); WAIT_STATE(ch, 12); if (number_percent() < 50) { send_to_char("You failed.\n\r", ch); return; } act("Your flesh begins to rot!", victim, NULL, NULL, TO_CHAR); act("$n's flesh begins to rot!", victim, NULL, NULL, TO_ROOM); SET_BIT(victim->extra, EXTRA_ROT); return; } void do_forget(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DOMI] < 8) { send_to_char ("You must obtain at least level 8 in Dominate to use Forgetful Mind.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("Force whom to forget what disc?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg1)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Why use Forgetful Mind on a mob?\n\r", ch); return; } if (!IS_CLASS(victim, CLASS_VAMPIRE)) { send_to_char("Only useful on vamps?\n\r", ch); return; } if (IS_IMMORTAL(victim) && victim != ch) { send_to_char ("You can only use Forgetful Mind on Avatar's or lower.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 250) { send_to_char("You have insufficient blood.\n\r", ch); return; } if (ch->practice < 25) { send_to_char ("You need 25 practice to use Forgetful Mind.\n\r", ch); return; } act("You close your eyes and concentrate on $N.", ch, NULL, victim, TO_CHAR); act("$n closes $s eyes and concentrates on you.", ch, NULL, victim, TO_VICT); act("$n closes $s eyes and cencentrates on $N.", ch, NULL, victim, TO_NOTVICT); ch->pcdata->condition[COND_THIRST] -= 250; ch->practice -= 25; WAIT_STATE(ch, 12); if (number_percent() > 10) { send_to_char("You failed.\n\r", ch); return; } if (!str_cmp(arg2, "animalism")) { victim->power[DISC_VAMP_ANIM] -= 1; act("Your mind becomes hazy about Animalism.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "celerity")) { victim->power[DISC_VAMP_CELE] -= 1; act("Your mind becomes hazy about Celerity.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "dominate")) { victim->power[DISC_VAMP_DOMI] -= 1; act("Your mind becomes hazy about Dominate.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "fortitude")) { victim->power[DISC_VAMP_FORT] -= 1; act("Your mind becomes hazy about Fortitude.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "auspex")) { victim->power[DISC_VAMP_AUSP] -= 1; act("Your mind becomes hazy about Auspex.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "obfuscate")) { victim->power[DISC_VAMP_OBFU] -= 1; act("Your mind becomes hazy about Obfuscate.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "obtenebration")) { victim->power[DISC_VAMP_OBTE] -= 1; act("Your mind becomes hazy about Obtenebration.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "presence")) { victim->power[DISC_VAMP_PRES] -= 1; act("Your mind becomes hazy about Presence.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "potence")) { victim->power[DISC_VAMP_POTE] -= 1; act("Your mind becomes hazy about Potence.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "protean")) { victim->power[DISC_VAMP_PROT] -= 1; act("Your mind becomes hazy about Protean.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "quietus")) { victim->power[DISC_VAMP_QUIE] -= 1; act("Your mind becomes hazy about Quietus.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "serpentis")) { victim->power[DISC_VAMP_SERP] -= 1; act("Your mind becomes hazy about Serpentis.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "thaumaturgy")) { victim->power[DISC_VAMP_THAU] -= 1; act("Your mind becomes hazy about Thaumaturgy.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } if (!str_cmp(arg2, "vicissitude")) { victim->power[DISC_VAMP_VICI] -= 1; act("Your mind becomes hazy about Vicissitude.", victim, NULL, NULL, TO_CHAR); act("$n blinks $s eyes for a moment.", victim, NULL, NULL, TO_ROOM); return; } return; } void do_acid(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DOMI] < 4) { send_to_char ("You require level 9 Vicissitude to use Acid Blood.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 500) { send_to_char("You have insufficient blood.\n\r", ch); return; } if (IS_SET(ch->act, PLR_ACID)) { REMOVE_BIT(ch->act, PLR_ACID); stc("Your blood turns back to normal.\n\r", ch); } else { SET_BIT(ch->act, PLR_ACID); send_to_char("Your blood turns to a potent acid.\n\r", ch); } return; } void do_death(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *inroom; inroom = ch->in_room; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_QUIE] < 5) { send_to_char ("You require level 5 Quietus to use Silence of Death.\n\r", ch); return; } if (!str_cmp(ch->in_room->area->name, "midgaard")) { send_to_char("Not in Midgaard.\n\r", ch); return; } if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0) { xprintf(buf, "The silence leaves the room.\n\r"); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char("The silence leaves the room.\n\r", ch); SET_RTIMER(ch->in_room, RTIMER_SILENCE, 0); return; } if (ch->pcdata->condition[COND_THIRST] < 300) { send_to_char("You have insufficient blood.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= 300; SET_RTIMER(inroom, RTIMER_SILENCE, 10); xprintf(buf, "A look of concentration passes over %s's face.\n\r", ch->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r", ch); xprintf(buf, "An eerie silence fills the room.\n\r"); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char(buf, ch); return; } void do_flash(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_QUIE] < 9) { send_to_char ("You require level 9 Quietus to use Flashing Speed.\n\r", ch); return; } if (IS_EXTRA(ch, EXTRA_FLASH)) { send_to_char("You are already moving swiftly.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 200) { send_to_char("You have insufficient blood.\n\r", ch); return; } SET_BIT(ch->extra, EXTRA_FLASH); ch->power[DISC_VAMP_CELE] += 2; ch->pcdata->condition[COND_THIRST] -= 200; xprintf(buf, "%s starts moving with lightning speed.", ch->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char("You start moving with lightning speed.\n\r", ch); return; } void do_vampirearmor(CHAR_DATA * ch, char *argument) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("What?\n\r", ch); return; } if (arg[0] == '\0') { send_to_char ("Please specify which piece of vampire armor you wish to make: Ring Collar Plate Helmet\n\r" "Leggings Boots Gloves Sleeves Cape Belt Bracer Visor Dagger Longsword Rod.\n\r", ch); return; } if (ch->practice < 60) { send_to_char ("It costs 60 points of practice to create vampire equipment.\n\r", ch); return; } if (!str_cmp(arg, "ring")) vnum = 33042; else if (!str_cmp(arg, "plate")) vnum = 33044; else if (!str_cmp(arg, "helmet")) vnum = 33045; else if (!str_cmp(arg, "collar")) vnum = 33043; else if (!str_cmp(arg, "leggings")) vnum = 33046; else if (!str_cmp(arg, "boots")) vnum = 33047; else if (!str_cmp(arg, "gloves")) vnum = 33048; else if (!str_cmp(arg, "sleeves")) vnum = 33049; else if (!str_cmp(arg, "cape")) vnum = 33050; else if (!str_cmp(arg, "belt")) vnum = 33051; else if (!str_cmp(arg, "bracer")) vnum = 33052; else if (!str_cmp(arg, "visor")) vnum = 33053; else if (!str_cmp(arg, "longsword")) vnum = 33040; else if (!str_cmp(arg, "dagger")) vnum = 33041; else if (!str_cmp(arg, "rod")) vnum = 33056; else { do_vampirearmor(ch, ""); return; } if (vnum == 0 || (pObjIndex = get_obj_index(vnum)) == NULL) { send_to_char("Missing object, please inform a God.\n\r", ch); return; } ch->practice -= 60; obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); act("$p appears in your hands.", ch, obj, NULL, TO_CHAR); act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM); return; } void do_preserve(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_NECR] < 2) { stc("You must obtain level 2 Necromancy to use Preserve.\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { stc("You do not have that item.\n\r", ch); return; } if (obj->item_type == ITEM_HEAD) { stc("You cannot preserve that item.\n\r", ch); return; } if (obj->timer <= 0) { stc("That object has no timer.\n\r", ch); return; } obj->timer = -1; act("You place your hands on $p and concentrate on it.", ch, obj, NULL, TO_CHAR); act("$n places $s hands on $p and it glows brightly.", ch, obj, NULL, TO_ROOM); return; } void do_spiritguard(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_NECR] < 4) { stc("You must obtain level 4 Necromancy to use Spirit Guardian.\n\r", ch); return; } if (!IS_SET(ch->flag2, AFF_SPIRITGUARD)) { stc("You awaken your spirit guardian.\n\r", ch); SET_BIT(ch->flag2, AFF_SPIRITGUARD); return; } else { stc("You dismiss your spirit guardian.\n\r", ch); REMOVE_BIT(ch->flag2, AFF_SPIRITGUARD); return; } return; } void do_spiritgate(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_NECR] < 3) { stc("You must obtain level 3 Necromancy to use SpiritGate.\n\r", ch); return; } if ((obj = get_obj_world(ch, arg)) == NULL) { stc("You cannot find that object.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 66) { stc("You do not have enough blood.\n\r", ch); return; } if (obj->in_room == NULL) { stc("You cannot locate that object.\n\r", ch); return; } if (obj->carried_by != NULL) { stc("That corpse is being carried by someone!\n\r", ch); return; } if (obj->item_type != ITEM_CORPSE_PC && obj->item_type != ITEM_CORPSE_NPC) { stc("That's not even a corpse!\n\r", ch); return; } if (obj->in_room->vnum == ch->in_room->vnum) { stc("You're already there!\n\r", ch); return; } act("$n steps into a spirit gate and vanishes.", ch, NULL, NULL, TO_ROOM); char_from_room(ch); char_to_room(ch, get_room_index(obj->in_room->vnum)); act("You step through a spirit gate and appear before $p.", ch, obj, NULL, TO_CHAR); act("$n steps out of a spirit gate in front of $p.", ch, obj, NULL, TO_ROOM); ch->pcdata->condition[COND_THIRST] -= 65; return; } void do_purification(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; int hps = ch->max_hit / 4; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) || ch->power[DISC_VAMP_OBEA] < 7) { stc("Only the pure in heart can use purification!\n\r", ch); return; } if (ch->fight_timer > 0) { stc("You have to be totally calm to purify yourself!\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_PEACE)) { stc("You can't hold yer majesty when purifying yourself.\n\r", ch); return; } if (IS_POLYAFF(ch, POLY_ZULOFORM)) { stc("Only the pure in heart can use purification!\n\r", ch); return; } if (ch->beast > 0) { stc("Only the pure in heart can use purification!\n\r", ch); return; } if (ch->rage > 0) { stc("Only the pure in heart can use purification!\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_POLYMORPH)) { stc("Only the pure in heart can use purification!\n\r", ch); return; } if (ch->move < 5000) { stc("You are too exhausted to purify your mind\n\r", ch); return; } act("A bright halo glows above $n's head.", ch, NULL, NULL, TO_ROOM); send_to_char("You purify your mind.\n\r", ch); WAIT_STATE(ch, 30 - ch->power[DISC_VAMP_OBEA]); ch->move -= 5000; ch->hit += hps; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; return; } void do_scream(CHAR_DATA * ch, char *argument) { CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_MELP] < 1) { stc("You must obtain level 1 Melpominee to use Scream.\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) { stc("Your screams will have no effect here.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 50) { stc("You have insufficient blood.\n\r", ch); return; } for (vch = char_list; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == NULL) continue; if (!IS_NPC(vch) && vch->pcdata->chobj != NULL) continue; if (ch == vch) continue; if (vch->in_room == ch->in_room) { if ((mount = ch->mount) != NULL) { if (mount == vch) continue; } if (can_see(ch, vch)) { if (number_range (1, (12 - ch->power[DISC_VAMP_MELP])) == 2) { act("$n lets out an ear-popping scream!", ch, NULL, vch, TO_ROOM); stc("You fall to the ground, clutching your ears.\n\r", vch); vch->position = POS_STUNNED; act("$n falls to the ground, stunned.", vch, NULL, vch, TO_NOTVICT); return; } else { act("$n lets out an ear-popping scream!", ch, NULL, vch, TO_ROOM); return; } } else continue; return; } } return; } void do_testemb(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (arg[0] == '\0' && ch->embracing == NULL) { send_to_char("Who do you wish to embrace?\n\r", ch); return; } if (ch->embracing != NULL) { if ((victim = ch->embracing) != NULL) { send_to_char("You retract your fangs.", ch); act("$N retracts his fangs.", ch, NULL, NULL, TO_ROOM); stop_embrace(ch, victim); return; } } if ((victim = get_char_room(ch, NULL, arg)) == NULL && ch->embracing == NULL) { send_to_char("They arent here.\n\r", ch); return; } if (IS_NPC(victim) || !IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("You can only embrace vampires.\n\r", ch); return; } if (victim->position != POS_MORTAL) { send_to_char ("You can only embrace mortally wounded vampires.\n\r", ch); return; } xprintf(buf, "%s leaps toward %s baring his fangs.", ch->name, victim->name); act(buf, ch, NULL, NULL, TO_ROOM); xprintf(buf, "You leap toward %s baring your fangs.\n\r", victim->name); send_to_char(buf, ch); WAIT_STATE(ch, 15); xprintf(buf, "You sink your teeth into their throat.\n\r"); send_to_char(buf, ch); xprintf(buf, "%s sinks their teeth into %s's throat.", ch->name, victim->name); act(buf, ch, NULL, NULL, TO_ROOM); xprintf(buf, "%s sinks their teeth into your throat.\n\r", ch->name); send_to_char(buf, victim); victim->embraced = ch; ch->embracing = victim; return; } void do_conceal(CHAR_DATA * ch, char *argument) { char arg[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_OBFU] < 5) { send_to_char("You need obfuscate 5 to conceal items.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Syntax: Conceal (item).\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 (IS_SET(obj->extra_flags, ITEM_INVIS)) { xprintf(buf, "%s fades into existance.", obj->short_descr); send_to_char(buf, ch); act(buf, ch, NULL, NULL, TO_ROOM); REMOVE_BIT(obj->extra_flags, ITEM_INVIS); return; } if (!IS_SET(obj->extra_flags, ITEM_INVIS)) { xprintf(buf, "%s fades out of existance.", obj->short_descr); send_to_char(buf, ch); act(buf, ch, NULL, NULL, TO_ROOM); SET_BIT(obj->extra_flags, ITEM_INVIS); return; } return; } void do_fear(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DAIM] < 2) { stc("You must obtain level 2 Daimoinon to use Fear.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { stc("They aren't here.\n\r", ch); return; } arg[0] = UPPER(arg[0]); if (ch->fighting == NULL) { stc("You must be fighting to use Fear.\n\r", ch); return; } if (victim->fighting == NULL) { xprintf(buf, "%s is not fighting anyone.", arg); stc(buf, ch); return; } WAIT_STATE(ch, 8); if (IS_NPC(victim)) { act("You bare your fangs and growl at $N.", ch, NULL, victim, TO_CHAR); act("$n bares $s fangs and growls at you.", ch, NULL, victim, TO_VICT); act("$n bares $s fangs and growls at $N, and $N flees in terror.", ch, NULL, victim, TO_NOTVICT); do_flee(victim, ""); return; } if (!IS_NPC(victim)) { if (ch->power[DISC_VAMP_DAIM] < 5) { if (number_range(1, 6) == 2) { act("You bare your fangs and growl at $N, but nothing happens.", ch, NULL, victim, TO_CHAR); act("$n bares $s fangs and growls at you.", ch, NULL, victim, TO_VICT); act("$n bares $s fangs and growls at $N, but nothing happens.", ch, NULL, victim, TO_NOTVICT); return; } } act("You bare your fangs and growl at $N.", ch, NULL, victim, TO_CHAR); act("$n bares $s fangs and growls at you.", ch, NULL, victim, TO_VICT); act("$n bares $s fangs and growls at $N, and $N flees in terror.", ch, NULL, victim, TO_NOTVICT); do_flee(victim, ""); WAIT_STATE(victim, 8); return; } WAIT_STATE(ch, 10); return; } void do_vtwist(CHAR_DATA * ch, char *argument) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char arg3[MAX_STRING_LENGTH]; OBJ_DATA *obj; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); strcpy(arg3, argument); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DAIM] < 5) { send_to_char ("You must obtain level 5 Daimoinon to use Twist.\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You dont have that item.\n\r", ch); return; } if (!(!str_cmp(arg2, "short") || !str_cmp(arg2, "name"))) { send_to_char ("syntax : vtwist <item> <short/name> <newname>.\n\r", ch); return; } if (strlen(arg3) > 60 || strlen(arg3) < 3) { send_to_char("From 3 to 60 characters please.\n\r", ch); return; } if (has_bad_chars(ch, arg3)) { send_to_char("Illegal chars, please retry.\n\r", ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, QUEST_PRIZE)) { send_to_char("Not on artifacts and prizes.\n\r", ch); return; } if (!str_cmp(arg2, "name")) { free_string(obj->name); obj->name = str_dup(arg3); obj->questmaker = str_dup(ch->name); } if (!str_cmp(arg2, "short")) { free_string(obj->short_descr); obj->short_descr = str_dup(arg3); obj->questmaker = str_dup(ch->name); } send_to_char("Ok.\n\r", ch); return; } void do_dub(CHAR_DATA * ch, char *argument) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; OBJ_DATA *obj; argument = one_argument(argument, arg1); strcpy(arg2, argument); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_OBFU] < 4) { send_to_char("You need obfuscate 4 to dub items.\n\r", ch); return; } if (arg1 == NULL || arg2 == NULL) { send_to_char("Syntax: Dub (item) (description)?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You dont have that item.\n\r", ch); return; } if (strlen(arg2) > 40 || strlen(arg2) < 3) { send_to_char("From 3 to 40 characters please.\n\r", ch); return; } free_string(obj->name); obj->name = str_dup(arg2); free_string(obj->short_descr); obj->short_descr = str_dup(arg2); obj->questmaker = str_dup(ch->name); send_to_char("Ok.\n\r", ch); return; } void do_sharpen(CHAR_DATA * ch, char *argument) { char arg[MAX_STRING_LENGTH]; OBJ_DATA *obj; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_RACE(ch, RACE_ORC) && !IS_RACE(ch, RACE_HALFORC)) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_QUIE] < 7) { send_to_char("You need Quetius 7 to sharpen.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("What do you wish to sharpen?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You dont have that weapon.\n\r", ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT) || obj->item_type != ITEM_WEAPON) { send_to_char("You cant sharpen that item.\n\r", ch); return; } if (obj->value[0] == 18000) { send_to_char("This item is already Sharp!\n\r", ch); return; } if (obj->value[0] != 0) { send_to_char(" This weapon already has a power.\n\r", ch); return; } obj->value[0] = 18000; obj->value[1] = 20; obj->value[2] = 30; /* * mite as well recycle the arg string */ xprintf(arg, "You grind away at %s until it is razor sharp!", obj->short_descr); send_to_char(arg, ch); xprintf(arg, "%s grinds away at %s until it is razor sharp!", ch->name, obj->short_descr); act(arg, ch, NULL, NULL, TO_ROOM); return; } /*gourge*/ void do_gourge(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAU] < 8) { send_to_char("You need Thaumaturgy 8 to Gourge.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Who do you wish to gourge?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They arent here.\n\r", ch); return; } if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOAUTOKILL)) { send_to_char("You can't do that to them.\n\r", ch); return; } if (!IS_NPC(victim)) { send_to_char("You cannot gourge a person.\n\r", ch); return; } if (victim->level > 30) { send_to_char ("Only small creatures are defenceless enough to be gourged on.\n\r", ch); return; } xprintf(buf, "%s leaps toward %s baring his fangs.", ch->name, victim->name); act(buf, ch, NULL, NULL, TO_ROOM); xprintf(buf, "You leap toward %s baring your fangs.\n\r", victim->name); send_to_char(buf, ch); WAIT_STATE(ch, 15); send_to_char("You rip their throat out and gourge on the blood.\n\r", ch); xprintf(buf, "%s rips %s's throat out, gourging on all of their blood.", ch->name, victim->name); act(buf, ch, NULL, NULL, TO_ROOM); ch->pcdata->condition[COND_THIRST] += number_range(100, 200); if (ch->pcdata->condition[COND_THIRST] >= 1000 / ch->generation) { send_to_char("Your bloodlust is sated.\n\r", ch); ch->pcdata->condition[COND_THIRST] = 1000 / ch->generation; } xprintf(buf, "%s body falls to the ground lifeless.", victim->name); send_to_char(buf, ch); act(buf, ch, NULL, NULL, TO_ROOM); raw_kill(victim, ch); return; } /*bloodwater*/ void do_bloodwater(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg1[MAX_INPUT_LENGTH]; int dam = 0; argument = one_argument(argument, arg1); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_NECR] < 5) { send_to_char ("You need at least level 5 Necromancy to use Blood Water.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("Whose blood do you wish to turn to water?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg1)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (ch == victim) { stc("not on yourself.\n\r", ch); return; } if (is_safe(ch, victim)) return; if (IS_NPC(victim)) dam = 2000; if (!IS_NPC(victim)) dam = number_range(1000, 2000); if (victim != NULL) set_fighting(ch, victim, TRUE); act("$N screams in agony as you turn his blood to water.", ch, NULL, victim, TO_CHAR); act("$N screams in agony as $n turns his blood to water.", ch, NULL, victim, TO_NOTVICT); act("You scream in agony as $n turns your blood to water.", ch, NULL, victim, TO_VICT); if (!IS_CLASS(victim, CLASS_VAMPIRE)) hurt_person(ch, victim, dam); if (!IS_CLASS(victim, CLASS_VAMPIRE)) WAIT_STATE(ch, 12); if (IS_CLASS(victim, CLASS_VAMPIRE)) { WAIT_STATE(ch, 6); victim->pcdata->condition[COND_THIRST] -= 150; } if (number_range(1, 4) == 2 && victim->hit > 100) { act("Your eyes flare red as your lust for blood takes over.", ch, NULL, NULL, TO_CHAR); act("$n growls in lust.", ch, NULL, NULL, TO_ROOM); do_bloodwater(ch, arg1); } return; } /*spew*/ void do_spew(CHAR_DATA * ch, char *argument) { char buf[MAX_INPUT_LENGTH]; int sn; int level; int spelltype; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_THAU] < 6) { send_to_char ("You need level 6 Thaumaturgy to use this power.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 20) { send_to_char("You need 20 blood to spew.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(18, 22); if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) { send_to_char("You cannot do that here.\n\r", ch); return; } if ((sn = skill_lookup("spew")) < 0) { xprintf(buf, "Yep, sn is bieng set to %d.", sn); send_to_char(buf, ch); return; } spelltype = skill_table[sn].target; level = ch->power[DISC_VAMP_THAU]; (*skill_table[sn].spell_fun) (sn, level, ch, NULL); WAIT_STATE(ch, 12); return; } /*vampdarkness*/ void do_vampdarkness(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *inroom; inroom = ch->in_room; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_QUIE] < 6) { send_to_char ("You require level 6 Quietus to use Darkness of Death.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 300) { send_to_char("You have insufficient blood.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= 300; SET_BIT(inroom->room_flags, ROOM_DARK); xprintf(buf, "A look of concentration passes over %s's face.", ch->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r", ch); xprintf(buf, "A complete darkness fills the room.\n\r"); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char(buf, ch); return; } /*dragon*/ void do_dragonform(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_VICI] < 4) { send_to_char ("You must obtain at least level 4 in Vicissitude to use Dragonform\n\r", ch); return; } if (!IS_POLYAFF(ch, POLY_ZULOFORM)) { send_to_char("You can only Dragonform while in Zuloform.\n\r", ch); return; } if (IS_EXTRA(ch, EXTRA_DRAGON)) { REMOVE_BIT(ch->extra, EXTRA_DRAGON); act("You transform back into zuloform.", ch, NULL, NULL, TO_CHAR); act("$n shrinks back into a big black monster.", ch, NULL, NULL, TO_ROOM); if (ch->hit < 1) ch->hit = 1; ch->damroll -= 400; ch->hitroll -= 400; free_string(ch->morph); ch->morph = str_dup("A big black monster"); return; } if (ch->pcdata->condition[COND_THIRST] < 100) { send_to_char("You have insufficient blood.\n\r", ch); return; } if (ch->mounted == IS_RIDING) do_dismount(ch, ""); ch->pcdata->condition[COND_THIRST] -= number_range(200, 400); act("You transform into a large dragon.", ch, NULL, NULL, TO_CHAR); act("$n's body grows and distorts into a large dragon.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->extra, EXTRA_DRAGON); xprintf(buf, "%s, the huge rabid dragon", ch->name); free_string(ch->morph); ch->morph = str_dup(buf); ch->damroll += 400; ch->hitroll += 400; return; } /*obj*/ void do_vobj(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; OBJ_DATA *obji; char buf[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_VICI] < 10) { send_to_char("You require Vicissitude 10 to Object.\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_POLYMORPH) && ch->pcdata->chobj == NULL) { send_to_char("You cannot do this while polymorphed.\n\r", ch); return; } if (ch->pcdata->obj_vnum != 0) { do_humanform(ch, ""); return; } if (arg[0] == '\0') { send_to_char ("Which object in the game do you want to become?\n\r", ch); return; } if ((obji = get_obj_world(ch, arg)) == NULL) { send_to_char("Nothing like that is in the game.\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_WEBBED)) { send_to_char("Not with all this sticky webbing on.\n\r", ch); return; } if (obji->item_type == ITEM_GEMSTONE || obji->item_type == ITEM_HILT || obji->item_type == ITEM_COPPER || obji->item_type == ITEM_IRON || obji->item_type == ITEM_STEEL || obji->item_type == ITEM_ADAMANTITE || obji->item_type == ITEM_MITHRIL || obji->item_type == ITEM_QUEST || obji->item_type == ITEM_FAITHTOKEN || IS_SET(obji->quest, QUEST_ARTIFACT) || IS_SET(obji->quest, QUEST_RELIC)) { send_to_char("You are unable to take the form of that.\n\r", ch); return; } obj = create_object(get_obj_index(obji->pIndexData->vnum), 60); obj_to_room(obj, ch->in_room); send_to_char ("You concentrate deeply and transform into the basics of the item.\n\r", ch); act("$n's form shrinks and distorts into $p.", ch, obj, NULL, TO_ROOM); act("Your form shrinks and distorts into $p.", ch, obj, NULL, TO_CHAR); ch->pcdata->obj_vnum = obj->pIndexData->vnum; xprintf(buf, "%d", ch->pcdata->obj_vnum); send_to_char(buf, ch); obj->chobj = ch; ch->pcdata->chobj = obj; SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->extra, EXTRA_OSWITCH); free_string(ch->morph); ch->morph = str_dup(obj->short_descr); return; } /*baal*/ void do_baal(CHAR_DATA * ch, char *argument) { int bloodpool; if (IS_SET(ch->newbits, NEW_TIDE)) bloodpool = (3000 / ch->generation); else bloodpool = (2000 / ch->generation); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DOMI] < 5) { send_to_char ("You need Dominate 5 to summon the spirit of Baal.\n\r", ch); return; } if (IS_SET(ch->extra, EXTRA_BAAL)) { send_to_char ("You already have the spirit of Baal with you!\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < bloodpool) { send_to_char("You need maximum blood to use Baal.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] = 0; WAIT_STATE(ch, 20); SET_BIT(ch->extra, EXTRA_BAAL); ch->power[DISC_VAMP_POTE] += 2; ch->power[DISC_VAMP_CELE] += 2; ch->power[DISC_VAMP_FORT] += 2; send_to_char("You now carry the spirit of Baal.\n\r", ch); return; } /*facade*/ void do_facade(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int value; smash_tilde(argument); argument = one_argument(argument, arg1); strcpy(arg2, argument); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_PRES] < 6) { send_to_char("You need presence 6 to facade.\n\r", ch); return; } if (arg1[0] != '\0' && !str_cmp(arg1, "on")) { if (IS_EXTRA(ch, EXTRA_FAKE_CON)) { send_to_char("You already have Facade on.\n\r", ch); return; } SET_BIT(ch->extra, EXTRA_FAKE_CON); send_to_char("Your Facade is now ON.\n\r", ch); return; } if (arg1[0] != '\0' && !str_cmp(arg1, "off")) { if (!IS_EXTRA(ch, EXTRA_FAKE_CON)) { send_to_char("You already have Facade off.\n\r", ch); return; } REMOVE_BIT(ch->extra, EXTRA_FAKE_CON); send_to_char("Your Facade is now OFF.\n\r", ch); return; } if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("You have the following stats:\n\r", ch); xprintf(buf, "Hitroll: %d, Actual: %d.\n\r", ch->pcdata->fake_hit, char_hitroll(ch)); send_to_char(buf, ch); xprintf(buf, "Damroll: %d, Actual: %d.\n\r", ch->pcdata->fake_dam, char_damroll(ch)); send_to_char(buf, ch); xprintf(buf, "Armour: %d, Actual: %d.\n\r", ch->pcdata->fake_ac, char_ac(ch)); send_to_char(buf, ch); xprintf(buf, "Hp: %d, Actual: %d.\n\r", ch->pcdata->fake_hp, ch->hit); send_to_char(buf, ch); xprintf(buf, "Mana: %d, Actual: %d.\n\r", ch->pcdata->fake_mana, ch->mana); send_to_char(buf, ch); xprintf(buf, "Move: %d, Actual: %d.\n\r", ch->pcdata->fake_move, ch->move); send_to_char(buf, ch); return; } value = is_number(arg2) ? atoi(arg2) : -10000; if (!str_cmp(arg1, "hit") || !str_cmp(arg1, "hitroll")) { if (value < 0 || value > 1000) { send_to_char ("Please enter a value between 0 and 1000.\n\r", ch); return; } ch->pcdata->fake_hit = value; send_to_char("Ok.\n\r", ch); return; } if (!str_cmp(arg1, "dam") || !str_cmp(arg1, "damroll")) { if (value < 0 || value > 1000) { send_to_char ("Please enter a value between 0 and 1000.\n\r", ch); return; } ch->pcdata->fake_dam = value; send_to_char("Ok.\n\r", ch); return; } if (!str_cmp(arg1, "ac") || !str_cmp(arg1, "armour") || !str_cmp(arg1, "armor")) { if (value < -1000 || value > 100) { send_to_char ("Please enter a value between -1000 and 100.\n\r", ch); return; } ch->pcdata->fake_ac = value; send_to_char("Ok.\n\r", ch); return; } if (!str_cmp(arg1, "hp") || !str_cmp(arg1, "hitpoints")) { if (value < 1 || value > 30000) { send_to_char ("Please enter a value between 1 and 30000.\n\r", ch); return; } ch->pcdata->fake_hp = value; send_to_char("Ok.\n\r", ch); return; } if (!str_cmp(arg1, "mana")) { if (value < 1 || value > 30000) { send_to_char ("Please enter a value between 1 and 30000.\n\r", ch); return; } ch->pcdata->fake_mana = value; send_to_char("Ok.\n\r", ch); return; } if (!str_cmp(arg1, "move")) { if (value < 1 || value > 30000) { send_to_char ("Please enter a value between 1 and 30000.\n\r", ch); return; } ch->pcdata->fake_move = value; send_to_char("Ok.\n\r", ch); return; } send_to_char("You can set: Hit, Dam, Ac, Hp, Mana, Move.\n\r", ch); return; } /*wall*/ void do_wall(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj = NULL; OBJ_DATA *objc; char arg[MAX_STRING_LENGTH]; char wall[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DAIM] < 7) { send_to_char ("You need Daimionon 7 to call Walls of Water.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 50) { send_to_char("You dont have enough blood.\n\r", ch); return; } if (arg[0] == '\0' || (str_cmp(arg, "n") && str_cmp(arg, "s") && str_cmp(arg, "e") && str_cmp(arg, "w") && str_cmp(arg, "u") && str_cmp(arg, "d"))) { send_to_char("You may wall n, w, s, e, d or u.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= 50; xprintf(buf, "A look of concentration passes over %s's face.", ch->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r", ch); if (!str_cmp(arg, "n")) xprintf(wall, "walln"); if (!str_cmp(arg, "w")) xprintf(wall, "wallw"); if (!str_cmp(arg, "s")) xprintf(wall, "walls"); if (!str_cmp(arg, "e")) xprintf(wall, "walle"); if (!str_cmp(arg, "d")) xprintf(wall, "walld"); if (!str_cmp(arg, "u")) xprintf(wall, "wallu"); objc = get_obj_list(ch, wall, ch->in_room->contents); if (objc != NULL) { send_to_char ("There is already a wall blocking that direction.\n\r", ch); return; } WAIT_STATE(ch, 25); xprintf(buf, "A wall of water pours out of the ground."); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char(buf, ch); if (!str_cmp(arg, "n")) obj = create_object(get_obj_index(30043), 0); if (!str_cmp(arg, "s")) obj = create_object(get_obj_index(30044), 0); if (!str_cmp(arg, "e")) obj = create_object(get_obj_index(30045), 0); if (!str_cmp(arg, "w")) obj = create_object(get_obj_index(30046), 0); if (!str_cmp(arg, "d")) obj = create_object(get_obj_index(30047), 0); if (!str_cmp(arg, "u")) obj = create_object(get_obj_index(99), 0); obj_to_room(obj, ch->in_room); obj->timer = 3; obj->item_type = ITEM_WALL; return; } /*inferno*/ void do_inferno(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *inroom; if (IS_NPC(ch)) return; inroom = ch->in_room; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DAIM] < 6) { send_to_char("You need Daimionon 6 to use Inferno.\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_FLAMING)) { send_to_char("This room is already engulfed in flames!\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 100) { send_to_char("You dont have enough blood.\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) { send_to_char ("Somthing prevents you from torching this room.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= 100; SET_BIT(inroom->room_flags, ROOM_FLAMING); xprintf(buf, "A look of concentration passes over %s's face.\n\r", ch->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r", ch); xprintf(buf, "This room is engulfed in flames!"); send_to_char(buf, ch); act(buf, ch, NULL, NULL, TO_ROOM); return; } /*zombie*/ void do_zombie(CHAR_DATA * ch, char *argument) { char buf2[MAX_STRING_LENGTH]; char buf[MAX_INPUT_LENGTH]; char arg[MAX_STRING_LENGTH]; CHAR_DATA *victim; AFFECT_DATA af; OBJ_DATA *obj; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_LICH)) { send_to_char("Huh?\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Zombie what corpse?\n\r", ch); return; } if (ch->power[DISC_VAMP_NECR] < 5 && IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char ("You require level 5 Necromancy to create a zombie.\n\r", ch); return; } if (ch->pcdata->powers[NECROMANTIC] < 1 && IS_CLASS(ch, CLASS_LICH)) { send_to_char("You don't have that power yet.\n\r", ch); return; } if (ch->pcdata->followers > 5) { send_to_char("Nothing happens.\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You dont have that corpse.", ch); return; } if (obj->item_type != ITEM_CORPSE_NPC || IS_SET(obj->quest, QUEST_ZOMBIE)) { send_to_char("You can only Zombie original corpses.\n\r", ch); return; } ch->pcdata->followers++; victim = create_mobile(get_mob_index(obj->value[2])); xprintf(buf, "the zombie of %s", victim->short_descr); xprintf(buf2, "the zombie of %s is here.\n\r", victim->short_descr); free_string(victim->short_descr); victim->short_descr = str_dup(buf); free_string(victim->name); SET_BIT(victim->act, ACT_NOEXP); victim->name = str_dup(buf); free_string(victim->long_descr); victim->long_descr = str_dup(buf2); SET_BIT(victim->extra, EXTRA_ZOMBIE); victim->spec_fun = NULL; xprintf(buf, "Rise corpse, and bow before me!"); do_say(ch, buf); xprintf(buf, "%s clambers back up to its feet.\n\r", obj->short_descr); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char(buf, ch); char_to_room(victim, ch->in_room); if (victim->level < 100) { add_follower(victim, ch); af.type = skill_lookup("charm person"); af.duration = 666; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char(victim, &af); } WAIT_STATE(ch, 10); extract_obj(obj); return; } /*fleshcraft*/ void do_fleshcraft(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_VICI] < 2) { send_to_char("You need Vicissitude 2 to fleshcraft.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Change to look like whom?\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED)) { send_to_char("Not while polymorphed.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (!IS_NPC(victim) && ch != victim) { send_to_char("Not on Players.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 40) { send_to_char("You have insufficient blood.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(30, 40); if (ch == victim) { if (!IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED)) { send_to_char("You already look like yourself!\n\r", ch); return; } xprintf(buf, "Your flesh molds and transforms into %s.", ch->name); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "%s's flesh molds and transforms into %s.", ch->morph, ch->name); act(buf, ch, NULL, victim, TO_ROOM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string(ch->morph); ch->morph = str_dup(""); return; } if (IS_VAMPAFF(ch, VAM_DISGUISED)) { xprintf(buf, "Your flesh molds and transforms into a clone of %s.", victim->short_descr); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "%s's flesh molds and transforms into a clone of %s.", ch->morph, victim->short_descr); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "%s's flesh mols and transforms into a clone of you!", ch->morph); act(buf, ch, NULL, victim, TO_VICT); free_string(ch->morph); ch->morph = str_dup(victim->short_descr); return; } xprintf(buf, "Your flesh molds and transforms into a clone of %s.", victim->short_descr); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "%s's flesh molds and transforms into a clone of %s.", ch->name, victim->short_descr); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "%s's flesh molds and transforms into a clone of you!", ch->name); act(buf, ch, NULL, victim, TO_VICT); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string(ch->morph); ch->morph = str_dup(victim->short_descr); return; } /*entrance*/ void do_entrance(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int sn; int level; int spelltype; char buf[MAX_STRING_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_PRES] < 3) { send_to_char("You need presence 3 to entrance.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (ch == victim) { send_to_char("You cannot entrance yourself.\n\r", ch); return; } if (IS_AFFECTED(victim, AFF_ETHEREAL)) { send_to_char("You cannot entrance an ethereal person.\n\r", ch); return; } if (is_safe(ch, victim) == TRUE) return; xprintf(buf, "A look of concentration crosses your face."); act(buf, ch, NULL, NULL, TO_CHAR); xprintf(buf, "A look of concentration crosses over $n's face.\n\r"); act(buf, ch, NULL, victim, TO_ROOM); if ((sn = skill_lookup("charm")) < 0) return; spelltype = skill_table[sn].target; level = ch->power[DISC_VAMP_PRES] * 40; (*skill_table[sn].spell_fun) (sn, level, ch, victim); WAIT_STATE(ch, 12); return; } /*tendrils*/ void do_tendrils(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_SERP] < 4) { send_to_char ("you need level 4 serpentis to use Arms of the Abyss.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (ch == victim) { send_to_char ("You cannot use Arms of the Abyss on yourself.\n\r", ch); return; } if (IS_AFFECTED(victim, AFF_ETHEREAL)) { send_to_char ("You cannot Arms of Abyss an ethereal person.\n\r", ch); return; } if (is_safe(ch, victim) == TRUE) return; if ((sn = skill_lookup("web")) < 0) return; spelltype = skill_table[sn].target; level = ch->spl[spelltype] * 0.25; (*skill_table[sn].spell_fun) (sn, level, ch, victim); WAIT_STATE(ch, 12); return; } /*lamprey*/ void do_lamprey(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int dam = 0; int bloodpool = 0; { if (IS_SET(ch->newbits, NEW_TIDE)) bloodpool = (3000 / ch->generation); else bloodpool = (2000 / ch->generation); } if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_OBTE] < 5) { send_to_char("You need level 5 Obtenebration to Lamprey.\n\r", ch); return; send_to_char("You need level 5 Obtenebration to Lamprey.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone.\n\r", ch); return; } WAIT_STATE(ch, 5); if (!IS_NPC(victim)) { dam = ch->power[DISC_VAMP_OBTE] * 20; } else if (IS_NPC(victim)) { dam = ch->power[DISC_VAMP_OBTE] * 100; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF)) { if (victim->power[DISC_WERE_BOAR] > 2) dam *= 0.5; } if (is_safe(ch, victim) == TRUE) return; dam += number_range(1, 30); if (dam <= 0) dam = 1; xprintf(buf, "Your tendrils of darkness hits $N incredibly hard! [%d]\n\r", dam); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n's tendrils of darkness hits you incredibly hard! [%d]\n\r", dam); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "$n's tendrils of darkness hits $N incredibly hard! [%d]\n\r", dam); act(buf, ch, NULL, victim, TO_NOTVICT); send_to_char("\n\r", ch); hurt_person(ch, victim, dam); ch->pcdata->condition[COND_THIRST] += number_range(40, 50); if (ch->pcdata->condition[COND_THIRST] > bloodpool) { send_to_char("Your bloodlust is sated.\n\r", ch); ch->pcdata->condition[COND_THIRST] = bloodpool; } return; } /*assassinate*/ void do_assassinate(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int dam = 0, chance = 5; argument = one_argument(argument, arg); if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_SHADOW)) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_QUIE] < 4) { send_to_char("You need Quietus level 4 to Assassinate.\n\r", ch); return; } if (IS_CLASS(ch, CLASS_SHADOW) && !IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_ASSASSINATE)) { send_to_char("You don't have that power.\n\r", ch); return; } if (ch->in_room != NULL) { if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) { send_to_char("Your in the arena.\n\r", ch); return; } } if (ch->pcdata->rank == AGE_LA_MAGRA) chance = 20; else if (ch->pcdata->rank == AGE_TRUEBLOOD) chance = 30; if (arg[0] == '\0') { send_to_char("Assassinate whom?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim->position == POS_SLEEPING) chance *= 2; if (victim == ch) { send_to_char("How can you assassinate yourself?\n\r", ch); return; } if (is_safe(ch, victim) == TRUE) return; if (victim->fighting != NULL) { send_to_char("You can't assassinate a fighting person.\n\r", ch); return; } if (victim->hit < victim->max_hit) { act("$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR); return; } if (!IS_SET(ch->act, AFF_HIDE)) // if (!IS_AFFECTED(ch, AFF_HIDE)) { send_to_char("You must be hidden to assassinate!\n\r", ch); return; } WAIT_STATE(ch, 15); if (number_percent() < chance) { if (!IS_NPC(victim)) { one_hit(ch, victim, gsn_backstab, 1); one_hit(ch, victim, gsn_backstab, 1); one_hit(ch, victim, gsn_backstab, 1); one_hit(ch, victim, gsn_backstab, 1); } else { victim->hit = 1; ch->fighting = victim; send_to_char ("You spin around and throw a headbutt to finish him.\n\r", ch); if (IS_NPC(ch)) { switch (ch->pIndexData->vnum) { case 30003: case 20050: case 30704: case 30703: case 10000: case 10001: case 10002: case 10003: case 10004: break; default: { victim->hit = victim->max_hit - 100; } } } damage(ch, victim, 11, gsn_headbutt); return; } } if (IS_CLASS(ch, CLASS_SHADOW)) { one_hit(ch, victim, gsn_backstab, 1); one_hit(ch, victim, gsn_backstab, 1); return; } if (!IS_NPC(victim)) dam = ch->power[DISC_VAMP_QUIE] * 100; if (IS_NPC(victim)) dam = ch->power[DISC_VAMP_QUIE] * 400; dam += number_range(1, 20); set_fighting(ch, victim, TRUE); xprintf(buf, "Your assassination hits $N incredibly hard! [%d]", dam); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n's assassination hits you incredibly hard! [%d]\n\r", dam); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "$n's assassination hits $N incredibly hard! [%d]\n\r", dam); act(buf, ch, NULL, victim, TO_NOTVICT); if (dam > victim->hit) dam = victim->hit - 1; hurt_person(ch, victim, dam); return; } /*pinch*/ /* void do_pinch( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int dam; argument = one_argument(argument,arg); if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch,CLASS_VAMPIRE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->power[DISC_VAMP_QUIE] < 5 && !IS_IMMORTAL(ch)) { send_to_char("You need Quietus level 5 to Pinch.\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Pinch Whom?\n\r",ch); return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They arent here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You wouldn't want to pinch yourself!\n\r", ch ); return; } if (is_safe(ch,victim)== TRUE) return; if ( !IS_AWAKE(victim) ) { send_to_char( "They are already asleep, don't bug em.\n\r", victim ); return; } act("You reach out from the Shadows and pinch the neck of $N.",ch,NULL,victim,TO_CHAR); act("$n reaches $s hand from the shadows and pinches your neck.",ch,NULL,victim,TO_VICT); act("$n reaches $s hand from the shadows and pinches the neck of $N.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE( ch, 12 ); if ( number_percent( ) < 50 ) dam = number_range(1,4); else { dam = 0; send_to_char("They don't fall asleep.\n\r",ch); send_to_char("You resist their pinch.\n\r",victim); return; } dam += char_damroll(ch); if ( !IS_AWAKE(victim) ) dam *= 2; if ( dam <= 0 ) dam = 1; act("You lose muscle control and slump to the ground.",victim,NULL,NULL,TO_CHAR); act("$n loses muscle control and slumps to the ground.",victim,NULL,NULL,TO_ROOM); hurt_person(ch,victim,dam); victim->position = POS_SLEEPING; SET_BIT(victim->affected_by2, PLR_PINCHED); ch->pinched = 40; return; } */ void do_mindblast(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int dam; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_PRES] < 2) { send_to_char("You require presence 2 to Mindblast.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Mindblast Whom?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They arent here.\n\r", ch); return; } if (ch == victim) { send_to_char("You cannot Mindblast yourself!\n\r", ch); return; } if (is_safe(ch, victim) == TRUE) return; if (victim->hit < victim->max_hit) { send_to_char("They are hurt and alert.\n\r", ch); return; } act("You close your eyes and concentrate on $N.", ch, NULL, victim, TO_CHAR); act("$n closes $s eyes and concentrates on you.", ch, NULL, victim, TO_VICT); act("$n closes $s eyes and concentrates on $N.", ch, NULL, victim, TO_NOTVICT); WAIT_STATE(ch, 12); if (number_percent() < 50) dam = number_range(1, 4); else { dam = 0; send_to_char("You failed.\n\r", ch); return; } dam += char_damroll(ch); if (!IS_AWAKE(victim)) dam *= 2; if (dam <= 0) dam = 1; set_fighting(ch, victim, TRUE); act("You clutch your head in agony!", victim, NULL, NULL, TO_CHAR); act("$n clutches his head in agony!", victim, NULL, NULL, TO_ROOM); hurt_person(ch, victim, dam); return; } /*tongue*/ void do_tongue(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int dam = 0; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_SERP] < 4) { send_to_char("You need level 4 Serpentis to tongue.\n\r", ch); return; send_to_char("You need level 4 Serpentis to tongue.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone.\n\r", ch); return; } WAIT_STATE(ch, 5); if (!IS_NPC(victim)) { dam = ch->power[DISC_VAMP_SERP] * 55; } else if (IS_NPC(victim)) { dam = ch->power[DISC_VAMP_SERP] * 225; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF)) { if (victim->power[DISC_WERE_BOAR] > 2) dam *= 0.5; } if (is_safe(ch, victim) == TRUE) return; dam += number_range(1000, 1500); if (dam <= 0) dam = 1; set_fighting(ch, victim, TRUE); xprintf(buf, "Your tongue of the serpent hits $N incredibly hard! [%d]\n\r", dam); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n's tongue of the serpent hits you incredibly hard! [%d]\n\r", dam); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "$n's tongue of the serpent hits $N incredibly hard! [%d]\n\r", dam); act(buf, ch, NULL, victim, TO_NOTVICT); send_to_char("\n\r", ch); hurt_person(ch, victim, dam); return; } void do_objmask(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_CHIM] < 5) { stc("You must obtain level 5 Chimerstry to Mask an Object.\n\r", ch); return; } if (IS_SET(ch->flag2, VAMP_OBJMASK)) { stc("You return to your normal form.\n\r", ch); xprintf(buf, "%s transforms back into %s.\n\r", ch->morph, ch->name); act(buf, ch, NULL, NULL, TO_ROOM); ch->morph = str_dup(""); ch->objdesc = str_dup(""); ch->long_descr = str_dup(""); ch->short_descr = str_dup(ch->name); REMOVE_BIT(ch->flag2, VAMP_OBJMASK); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); return; } if (has_timer(ch)) return; if (ch->pcdata->condition[COND_THIRST] < 50) { send_to_char("You have insufficient blood.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(40, 50); if (arg[0] == '\0') { stc("What object do you wish to mask yourself as?\n\r", ch); return; } if ((obj = get_obj_here(ch, NULL, arg)) == NULL) { send_to_char("That object is not here.\n\r", ch); return; } SET_BIT(ch->flag2, VAMP_OBJMASK); SET_BIT(ch->affected_by, AFF_POLYMORPH); act("You mask yourself as $p.", ch, obj, NULL, TO_CHAR); act("$n masks $mself as $p.", ch, obj, NULL, TO_ROOM); free_string(ch->morph); ch->morph = str_dup(obj->short_descr); free_string(ch->objdesc); ch->objdesc = str_dup(obj->description); ch->long_descr = str_dup(""); return; } void do_mirror(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char buf[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_CHIM] < 1) { stc("You must obtain level 1 Chimersty to use Mirror Image.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 20) { stc("You do not have enough blood to create a Mirror Image of yourself.\n\r", ch); return; } if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r", ch); return; } ch->pcdata->followers++; victim = create_mobile(get_mob_index(33004)); victim->short_descr = str_dup(ch->name); xprintf(buf, "%s is hovering here.\n\r", ch->name); victim->long_descr = str_dup(buf); victim->name = str_dup(ch->name); victim->level = 20; victim->max_hit = 2000; victim->hit = 2000; victim->mana = 2000; victim->max_mana = 2000; victim->max_move = 2000; victim->move = 2000; SET_BIT(victim->flag2, VAMP_CLONE); SET_BIT(victim->act, ACT_NOEXP); ch->pcdata->condition[COND_THIRST] -= 20; char_to_room(victim, ch->in_room); act("You concentrate your powers and form a mirror image of yourself.", ch, NULL, victim, TO_CHAR); act("$n waves $s hands and a mirror image of $mself appears.", ch, NULL, victim, TO_ROOM); return; } void do_control(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg[MAX_INPUT_LENGTH]; one_argument(argument, arg); if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_CHIM] < 4) { stc("You must obtain level 4 Chimerstry to use Control the Clone.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Which clone do you wish to control?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (ch == victim) { send_to_char("Become your own familiar?\n\r", ch); return; } if (!IS_NPC(victim)) { stc("Not on players.\n\r", ch); return; } if (!IS_SET(victim->flag2, VAMP_CLONE)) { stc("That is not a clone.\n\r", ch); return; } if ((familiar = ch->pcdata->familiar) != NULL) familiar->wizard = NULL; ch->pcdata->familiar = victim; victim->wizard = ch; act("You take control of $N's mind.", ch, NULL, victim, TO_CHAR); act("$n takes control of $N's mind.", ch, NULL, victim, TO_ROOM); return; } void do_formillusion(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char buf[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_CHIM] < 2) { stc("You must obtain level 2 Chimersty to Form an Illusion of yourself.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 30) { stc("You do not have enough blood to Form an Illusion of yourself.\n\r", ch); return; } if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r", ch); return; } ch->pcdata->followers++; victim = create_mobile(get_mob_index(33004)); victim->short_descr = str_dup(ch->name); xprintf(buf, "%s is hovering here.\n\r", ch->name); victim->long_descr = str_dup(buf); victim->name = str_dup(ch->name); victim->level = 200; victim->max_hit = ch->max_hit; victim->hit = victim->max_hit; victim->max_mana = ch->max_mana; victim->mana = victim->max_mana; victim->max_move = ch->max_move; victim->move = victim->max_move; victim->hitroll = ch->hitroll; victim->damroll = ch->damroll; SET_BIT(victim->flag2, VAMP_CLONE); SET_BIT(victim->act, ACT_NOEXP); char_to_room(victim, ch->in_room); ch->pcdata->condition[COND_THIRST] -= 30; act("You concentrate your powers and form an illusion of yourself.", ch, NULL, victim, TO_CHAR); act("$n waves $s hands and splits in two.", ch, NULL, victim, TO_ROOM); return; } /* void do_ashes( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAN] < 3) { send_to_char("You must obtain level 3 in Thanatosis to use Body of Ashes.\n\r", ch); return; } save_char_obj(ch); if ((obj = create_object(get_obj_index( 33055 ),60)) == NULL) { send_to_char( "Error - Please inform Dunkirk.\n\r", ch); return; } if ( IS_SET(ch->flag2, VAMP_ASHES) ) { ch->pcdata->obj_vnum = 0; REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->extra, EXTRA_OSWITCH); REMOVE_BIT(ch->flag2, VAMP_ASHES); ch->pcdata->chobj = NULL; obj->chobj = NULL; free_string(ch->morph); ch->morph = str_dup(""); act("$p transforms into $n.",ch,obj,NULL,TO_ROOM); act("Your reform your human body.",ch,obj,NULL,TO_CHAR); extract_obj( obj ); return; } if ( IS_AFFECTED(ch, AFF_POLYMORPH) ) { send_to_char( "Not while polymorphed.\n\r", ch ); return; } act("$n transforms into $p and falls to the ground.",ch,obj,NULL,TO_ROOM); act("You transform into $p and falls to the ground.",ch,obj,NULL,TO_CHAR); ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM]; obj->chobj = ch; ch->pcdata->chobj = obj; SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->extra, EXTRA_OSWITCH); SET_BIT(ch->flag2, VAMP_ASHES); free_string(ch->morph); ch->morph = str_dup("a pile of ashes"); obj_to_room(obj,ch->in_room); return; } */ void do_unveil(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument(argument, arg); if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_AUSP] < 3 && IS_CLASS(ch, CLASS_VAMPIRE)) { stc("You must obtain level 3 Auspex to use Unveil the Shrouded Mind.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Whose mind do you wish to Unveil?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim == ch) { stc("Why would you want to unveil your own mind?\n\r", ch); return; } if (victim->level > ch->level) { stc("Their mind is far too powerful for you to Unveil.\n\r", ch); return; } if (victim->spl[BLUE_MAGIC] > ch->spl[BLUE_MAGIC] / 2) { stc("Their mind is far too powerful for you to Unveil.\n\r", ch); return; } victim->unveil = ch; act("You gaze deeply into $N's eyes.\n\rYou have unveiled $S mind.\n\r", ch, NULL, victim, TO_CHAR); return; } void do_astralwalk(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_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_AUSP] < 4) { send_to_char ("You must obtain level 4 Auspex to use Astral Walk.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Astral Walk to who?\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("They aren't here.\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 room is not connected to the astral plane.\n\r", ch); return; } if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)) { send_to_char("You are unable to locate them.\n\r", ch); return; } if (IS_SET(victim->act, ACT_NOTRAVEL)) { send_to_char("No Can Do.\n\r", ch); return; } if (ch == victim) { send_to_char("But you're already at yourself!\n\r", ch); return; } if (victim->in_room == ch->in_room) { send_to_char("But you're already there!\n\r", ch); return; } char_from_room(ch); char_to_room(ch, victim->in_room); act("You step through a rift in the Astral plane.\n\rYou leap out of the Astral Plane before $N.", ch, NULL, victim, TO_CHAR); act("$n leaps out of a rift in the Astral Plane.", ch, NULL, victim, TO_NOTVICT); act("$n leaps out of a rift in the Astral Plane.", ch, NULL, victim, TO_VICT); do_look(ch, "auto"); return; } void do_hagswrinkles(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAN] < 1) { send_to_char ("You must obtain at least level 1 in Thanatosis to use Hagswrinkles.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Change to look like whom?\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED)) { send_to_char("Not while polymorphed.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Not on NPC's.\n\r", ch); return; } if (IS_IMMORTAL(victim) && victim != ch) { send_to_char ("You can only use hagswrinkles on Avatars or lower.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 40) { send_to_char("You have insufficient blood.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= number_range(30, 40); if (ch == victim) { if (!IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED)) { send_to_char("You already look like yourself!\n\r", ch); return; } xprintf(buf, "Your body wrinkles and reshapes as %s.", ch->name); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "%s's body wrinkles and reshapes as %s.", ch->morph, ch->name); act(buf, ch, NULL, victim, TO_ROOM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string(ch->morph); ch->morph = str_dup(""); return; } if (IS_VAMPAFF(ch, VAM_DISGUISED)) { xprintf(buf, "Your body wrinkles and reshapes as %s.", victim->name); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "%s's body wrinkles and reshapes as %s.", ch->morph, victim->name); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "%s's body wrinkles and reshapes as you!", ch->morph); act(buf, ch, NULL, victim, TO_VICT); free_string(ch->morph); ch->morph = str_dup(victim->name); return; } xprintf(buf, "Your body wrinkles and reshapes as %s.", victim->name); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "%s's body wrinkles and reforms as %s.", ch->name, victim->name); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "%s's body wrinkles and reforms as you!", ch->name); act(buf, ch, NULL, victim, TO_VICT); SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); free_string(ch->morph); ch->morph = str_dup(victim->name); return; } /*gate*/ void do_gate(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DAIM] < 3) { send_to_char("You require Daimoinon level 3 to gate.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Who do you wish to gate to?\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("They arent here.\n\r", ch); return; } if ((victim == ch) || victim->in_room == NULL || IS_NPC(victim) || (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)) || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || victim->in_room->vnum == ch->in_room->vnum) { send_to_char("You failed.\n\r", ch); return; } obj = create_object(get_obj_index(OBJ_VNUM_GATE), 0); obj->value[0] = victim->in_room->vnum; obj->value[3] = ch->in_room->vnum; obj->timer = 5; if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE; obj_to_room(obj, ch->in_room); obj = create_object(get_obj_index(OBJ_VNUM_GATE), 0); obj->value[0] = ch->in_room->vnum; obj->value[3] = victim->in_room->vnum; obj->timer = 5; if (IS_AFFECTED(victim, AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE; obj_to_room(obj, victim->in_room); act("A look of concentration passes over $n's face.", ch, NULL, NULL, TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r", ch); act("$p appears in front of $n in a blast of flames.", ch, obj, NULL, TO_ROOM); act("$p appears in front of you in a blast of flames.", ch, obj, NULL, TO_CHAR); act("$p appears in front of $n in a blast of flames.", victim, obj, NULL, TO_ROOM); act("$p appears in front of you in a blast of flames.", ch, obj, victim, TO_VICT); return; } /*pigeon*/ void do_pigeon(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_ANIM] < 3) { send_to_char("You require Aimalism level 3 to pigeon.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("Pigeon which object?\n\r", ch); return; } if (arg2[0] == '\0') { send_to_char("Pigeon what to whom?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You are not carrying that item.\n\r", ch); return; } victim = get_char_world(ch, arg2); if ((victim = get_char_world(ch, arg2)) == NULL) { send_to_char("They arent here.\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 room is not connected to the astral plane.\n\r", ch); return; } if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT)) { send_to_char ("They dont want anything transported to them.\n\r", ch); return; } act("You place $p in a pigeon's beak and it flies away.", ch, obj, NULL, TO_CHAR); act("$n places $p in a pigeon's beak and it flies away.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); obj_to_char(obj, victim); act("A pigeon lands on your shoulders and flies away after handing you $p.", victim, obj, NULL, TO_CHAR); act("A pigeon lands on $n's shoulders and flies away after handing him $p.", victim, obj, NULL, TO_ROOM); do_autosave(ch, ""); do_autosave(victim, ""); return; } /*bloodagony*/ void do_bloodagony(CHAR_DATA * ch, char *argument) { char arg[MAX_STRING_LENGTH]; int value; int pcost; OBJ_DATA *obj; one_argument(argument, arg); if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } value = ch->power[DISC_VAMP_QUIE]; pcost = ch->power[DISC_VAMP_QUIE] * 60; if (arg[0] == '\0') { send_to_char("Bloodagony what?\n\r", ch); return; } if (IS_NPC(ch)) return; if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You dont have that weapon.\n\r", ch); return; } if (ch->power[DISC_VAMP_QUIE] < 3) { send_to_char ("You need level 3 Quietus to use bloodagony.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON || IS_SET(obj->quest, QUEST_ARTIFACT) || obj->chobj != NULL || IS_SET(obj->quest, QUEST_BLOODA)) { send_to_char("You are unable to bloodagony this weapon.\n\r", ch); return; } // ch->pcdata->quest += pcost; oset_affect(ch, obj, value, APPLY_DAMROLL, TRUE); oset_affect(ch, obj, value, APPLY_HITROLL, TRUE); // obj->points -= pcost; SET_BIT(obj->quest, QUEST_BLOODA); act("You cut your wrist and smear your blood on $p.", ch, obj, NULL, TO_CHAR); act("$n cuts his wrist and smears blood on $p.", ch, obj, NULL, TO_ROOM); return; } void do_diablerise(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (arg[0] == '\0' && ch->embracing == NULL) { send_to_char("Who do you wish to embrace?\n\r", ch); return; } if (ch->embracing != NULL) { if ((victim = ch->embracing) != NULL) { send_to_char("You retract your fangs.", ch); act("$N retracts his fangs.", ch, NULL, NULL, TO_ROOM); stop_embrace(ch, victim); return; } } if ((victim = get_char_room(ch, NULL, arg)) == NULL && ch->embracing == NULL) { send_to_char("They arent here.\n\r", ch); return; } if (IS_NPC(victim) || !IS_CLASS(victim, CLASS_VAMPIRE)) { send_to_char("You can only embrace vampires.\n\r", ch); return; } if (victim->position != POS_MORTAL) { send_to_char ("You can only embrace mortally wounded vampires.\n\r", ch); return; } xprintf(buf, "%s leaps toward %s baring his fangs.", ch->name, victim->name); act(buf, ch, NULL, NULL, TO_ROOM); xprintf(buf, "You leap toward %s baring your fangs.\n\r", victim->name); send_to_char(buf, ch); WAIT_STATE(ch, 15); xprintf(buf, "You sink your teeth into their throat.\n\r"); send_to_char(buf, ch); xprintf(buf, "%s sinks their teeth into %s's throat.", ch->name, victim->name); act(buf, ch, NULL, NULL, TO_ROOM); xprintf(buf, "%s sinks their teeth into your throat.\n\r", ch->name); send_to_char(buf, victim); victim->embraced = ch; ch->embracing = victim; return; } /*embrace*/ void do_embrace(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int bloodpool; one_argument(argument, arg); if (IS_SET(ch->newbits, NEW_TIDE)) bloodpool = (3000 / ch->generation); else bloodpool = (2000 / ch->generation); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Who do you wish to embrace?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They arent here.\n\r", ch); return; } if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOAUTOKILL)) { send_to_char("You can't do that to them.\n\r", ch); return; } /* * Shaktis check for level */ if (victim->level > 75 * ch->spl[RED_MAGIC]) { send_to_char("They are too powerful to embrace!\n\r", ch); return; } if (!IS_NPC(victim)) { send_to_char("You cannot embrace a person.\n\r", ch); return; } if (IS_SET(victim->in_room->room_flags, ROOM_SAFE)) { send_to_char("You cannot embrace them here.\n\r", ch); return; } xprintf(buf, "%s leaps toward %s baring his fangs.\n\r", ch->name, victim->short_descr); act(buf, ch, NULL, NULL, TO_ROOM); xprintf(buf, "You leap toward %s baring your fangs.\n\r", victim->short_descr); send_to_char(buf, ch); WAIT_STATE(ch, 15); if (victim->position != POS_STUNNED && victim->position != POS_SLEEPING && victim->position != POS_DEAD) { send_to_char("They lunge away from you.\n\r", ch); xprintf(buf, "%s lunges away from %s.", victim->name, ch->short_descr); act(buf, ch, NULL, NULL, TO_ROOM); return; } send_to_char ("You bury your fangs into their neck, and begins an orgy of blood-sucking!\n\r", ch); xprintf(buf, "%s buries his fangs into %s's neck, and begins an orgy of blood-sucking!\n\r", ch->name, victim->short_descr); act(buf, ch, NULL, NULL, TO_ROOM); /* * New update send routine, allows for anything to get embraced. */ /* * and sets a mobs blood to its level *8.Shakti */ victim->embraced = ch; ch->embracing = victim; if (IS_NPC(victim)) { (victim->practice = victim->level); (victim->practice *= 8); } return; } /*decay*/ void do_withering(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAN] < 4) { send_to_char ("You must obtain level 4 Thanatosis to use Withering.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Who do you wish to wither?\n\r", ch); return; } victim = get_char_room(ch, NULL, arg); if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They arent here.\n\r", ch); return; } if (IS_SET(victim->in_room->room_flags, ROOM_SAFE)) { send_to_char("You cannot attack them here.\n\r", ch); return; } if (is_safe(ch, victim) == TRUE) return; WAIT_STATE(ch, 35); xprintf(buf, "A look of concentration crosses over %s's face.", ch->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char("A look of concentration crosses over your face.\n\r", ch); if (IS_ARM_R(victim, LOST_ARM) && IS_ARM_L(victim, LOST_ARM) && IS_LEG_R(victim, LOST_LEG) && IS_LEG_L(victim, LOST_LEG)) { send_to_char("All of their limbs are severed already!\n\r", ch); return; } if (number_percent() < 15) { if (!IS_ARM_R(victim, LOST_ARM)) { SET_BIT(victim->loc_hp[3], LOST_ARM); if ((obj = get_eq_char(victim, WEAR_HOLD)) != NULL) take_item(victim, obj); if ((obj = get_eq_char(victim, WEAR_HANDS)) != NULL) take_item(victim, obj); if ((obj = get_eq_char(victim, WEAR_WRIST_R)) != NULL) take_item(victim, obj); if ((obj = get_eq_char(victim, WEAR_FINGER_R)) != NULL) take_item(victim, obj); make_part(victim, "arm"); xprintf(buf, "A supernatural force rips %s's arm off!", victim->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char(buf, ch); return; } if (!IS_ARM_L(victim, LOST_ARM)) { SET_BIT(victim->loc_hp[2], LOST_ARM); if ((obj = get_eq_char(victim, WEAR_HOLD)) != NULL) take_item(victim, obj); if ((obj = get_eq_char(victim, WEAR_HANDS)) != NULL) take_item(victim, obj); if ((obj = get_eq_char(victim, WEAR_WRIST_L)) != NULL) take_item(victim, obj); if ((obj = get_eq_char(victim, WEAR_FINGER_L)) != NULL) take_item(victim, obj); make_part(victim, "arm"); xprintf(buf, "A supernatural force rips %s's arm off!", victim->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char(buf, ch); return; } if (!IS_LEG_R(victim, LOST_LEG)) { SET_BIT(victim->loc_hp[5], LOST_LEG); if ((obj = get_eq_char(victim, WEAR_FEET)) != NULL) take_item(victim, obj); if ((obj = get_eq_char(victim, WEAR_LEGS)) != NULL) take_item(victim, obj); make_part(victim, "leg"); xprintf(buf, "A supernatural force rips %s's leg off!", victim->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char(buf, ch); return; } if (!IS_LEG_L(victim, LOST_LEG)) { SET_BIT(victim->loc_hp[4], LOST_LEG); if ((obj = get_eq_char(victim, WEAR_FEET)) != NULL) take_item(victim, obj); if ((obj = get_eq_char(victim, WEAR_LEGS)) != NULL) take_item(victim, obj); make_part(victim, "leg"); xprintf(buf, "A supernatural force rips %s's leg off!", victim->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char(buf, ch); return; } } send_to_char("You failed.\n\r", ch); return; } /* Infirmity Thinger */ void do_infirmity(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_QUIE] < 2) { send_to_char ("You need level 2 Quietus to use this power.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Who do you wish to use Infirmity on?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (is_safe(ch, victim) == TRUE) return; if ((sn = skill_lookup("infirmity")) < 0) { xprintf(buf, "Yep, sn is bieng set to %d.", sn); send_to_char(buf, ch); return; } spelltype = skill_table[sn].target; level = ch->power[DISC_VAMP_QUIE] * 1.5; (*skill_table[sn].spell_fun) (sn, level, ch, victim); WAIT_STATE(ch, 12); return; } /* Guardian DEmon for Vamps */ void do_guardian(CHAR_DATA * ch, char *argument) { char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; AFFECT_DATA af; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DAIM] < 1) { send_to_char ("You require level 1 Daimoinon to create a guardian.\n\r", ch); return; } if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r", ch); return; } ch->pcdata->followers++; victim = create_mobile(get_mob_index(MOB_VNUM_GUARDIAN)); victim->level = 270; victim->hit = 7000; victim->max_hit = 5000; victim->hitroll = 200; victim->damroll = 200; victim->armor = 800; SET_BIT(victim->act, ACT_NOEXP); xprintf(buf, "Come forth, creature of darkness, and do my bidding!"); do_say(ch, buf); send_to_char ("A demon bursts from the ground and bows before you.\n\r", ch); act("$N bursts from the ground and bows before $n.", ch, NULL, victim, TO_ROOM); char_to_room(victim, ch->in_room); add_follower(victim, ch); af.duration = 666; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char(victim, &af); return; } /*demonic servants*/ void do_servant(CHAR_DATA * ch, char *argument) { char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; AFFECT_DATA af; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DAIM] < 8) { send_to_char ("You require level 8 Daimoinon to create a servant.\n\r", ch); return; } if (ch->pcdata->followers > 5) { send_to_char("Nothing happens.\n\r", ch); return; } ch->pcdata->followers++; victim = create_mobile(get_mob_index(MOB_VNUM_SERVANT)); victim->level = 300; victim->hit = 30000; victim->max_hit = 30000; victim->hitroll = 100; victim->damroll = 100; victim->armor = 700; xprintf(buf, "Come forth, creature of darkness, and do my bidding!"); do_say(ch, buf); send_to_char ("A demonic servant bursts from the ground and bows before you.\n\r", ch); act("$N bursts from the ground and bows before $n.", ch, NULL, victim, TO_ROOM); char_to_room(victim, ch->in_room); add_follower(victim, ch); af.duration = 666; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char(victim, &af); SET_BIT(victim->act, ACT_NOEXP); return; } /* Beckon */ void do_beckon(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_ANIM] < 1) { send_to_char ("You require level 1 animalism to beckon the wild.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char ("You can beckon a frog, a raven, a cat or a dog.\n\r", ch); return; } if (ch->pcdata->followers > 4) { send_to_char("Nothing happened.\n\r", ch); return; } if (!str_cmp(argument, "frog")) { victim = create_mobile(get_mob_index(MOB_VNUM_FROG)); if (victim == NULL) { send_to_char("Error - please inform Infidel.\n\r", ch); return; } } else if (!str_cmp(argument, "raven")) { victim = create_mobile(get_mob_index(MOB_VNUM_RAVEN)); if (victim == NULL) { send_to_char("Error - please inform Infidel.\n\r", ch); return; } } else if (!str_cmp(argument, "cat")) { victim = create_mobile(get_mob_index(MOB_VNUM_CAT)); if (victim == NULL) { send_to_char("Error - please inform Infidel.\n\r", ch); return; } } else if (!str_cmp(argument, "dog")) { victim = create_mobile(get_mob_index(MOB_VNUM_DOG)); if (victim == NULL) { send_to_char("Error - please inform Infidel.\n\r", ch); return; } } else { send_to_char ("Your can beckon a frog, a raven, a cat or a dog.\n\r", ch); return; } act("You whistle loudly and $N walks in.", ch, NULL, victim, TO_CHAR); act("$n whistles loudly and $N walks in.", ch, NULL, victim, TO_ROOM); char_to_room(victim, ch->in_room); ch->pcdata->followers += 1; SET_BIT(victim->act, ACT_NOEXP); return; } void do_spit(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int dam = 0; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_QUIE] < 1) { send_to_char("You need level 1 Quietus to spit.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 5) { send_to_char("You dont have enough blood.\n\r", ch); return; } WAIT_STATE(ch, 12); if (!IS_NPC(victim)) { dam = ch->power[DISC_VAMP_QUIE] * 550; } else if (IS_NPC(victim)) { dam = ch->power[DISC_VAMP_QUIE] * 250; } ch->pcdata->condition[COND_THIRST] -= 5; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF)) { if (victim->power[DISC_WERE_BOAR] > 2) dam *= 0.5; } dam += number_range(1, 30); if (dam <= 0) dam = 1; set_fighting(ch, victim, TRUE); xprintf(buf, "Your spit of acid hits $N incredibly hard! [%d]", dam); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n's spit of acid hits you incredibly hard! [%d]", dam); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "$n's spit of acid hits $N incredibly hard! [%d]", dam); act(buf, ch, NULL, victim, TO_NOTVICT); send_to_char("\n\r", ch); hurt_person(ch, victim, dam); return; } void do_scales(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_SERP] < 5) { send_to_char("You need Serpentis 6 to get scales.\n\r", ch); return; } if (!IS_SET(ch->newbits, NEW_SKIN)) { send_to_char ("Scales slide out of your body and surround you.\n\r", ch); ch->armor -= 100; SET_BIT(ch->newbits, NEW_SKIN); return; } else if (IS_SET(ch->newbits, NEW_SKIN)) { send_to_char("Your scales slide back into your body.\n\r", ch); ch->armor += 100; REMOVE_BIT(ch->newbits, NEW_SKIN); return; } return; } void do_cserpent(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_SERP] < 4) { send_to_char ("You require level 5 serpentis to call a serpent.\n\r", ch); return; } /* if ( arg[0] == '\0' ) { send_to_char( "You can beckon a serpent at anytime.\n\r", ch ); return; } */ if (ch->pcdata->followers > 5) { send_to_char("Nothing happened.\n\r", ch); return; } victim = create_mobile(get_mob_index(MOB_VNUM_SERPENT)); if (victim == NULL) { send_to_char("Error - please inform Trace.\n\r", ch); return; } act("You close your eyes and concentrate a huge serpent walks in.", ch, NULL, victim, TO_CHAR); act("$n closes his eyes and concentrates a huge $N walks in.", ch, NULL, victim, TO_ROOM); char_to_room(victim, ch->in_room); ch->pcdata->followers += 1; SET_BIT(victim->act, ACT_NOEXP); SET_BIT(victim->act, ACT_MOUNT); return; } void do_illusion(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_CHIM] < 1) { send_to_char ("You require level 1 chim to make an illusion.\n\r", ch); return; } if (ch->pcdata->followers > 5) { send_to_char("Nothing happened.\n\r", ch); return; } victim = create_mobile(get_mob_index(MOB_VNUM_ILLUSION)); if (victim == NULL) { send_to_char("Error - please inform Trace.\n\r", ch); return; } act("You close your eyes and concentrate an illusion appears in the room.", ch, NULL, victim, TO_CHAR); act("$n closes his eyes and concentrates an $N appears in the room.", ch, NULL, victim, TO_ROOM); char_to_room(victim, ch->in_room); ch->pcdata->followers += 1; SET_BIT(victim->act, ACT_NOEXP); return; } void do_bloodwall(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj = NULL; OBJ_DATA *objc; char arg[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char wall[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; int value; argument = one_argument(argument, arg); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_DAIM] < 2) { send_to_char("You need Daiminion 2 to call Blood Walls.\n\r", ch); return; } if (!str_cmp(ch->in_room->area->name, "diku midgaard")) { send_to_char("Not in Midgaard.\n\r", ch); return; } if (arg[0] == '\0' || (str_cmp(arg, "n") && str_cmp(arg, "s") && str_cmp(arg, "e") && str_cmp(arg, "w") && str_cmp(arg, "u") && str_cmp(arg, "d"))) { send_to_char("You may wall n, w, s, e, d or u.\n\r", ch); return; } if (arg2[0] == '\0') { send_to_char ("Please supply the amount of blood to expend.\n\r", ch); return; } value = is_number(arg2) ? atoi(arg2) : -1; if (value > 5 || value < 1) { send_to_char("Please select a value between 1 and 5.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= value; xprintf(buf, "A look of concentration passes over %s's face.", ch->name); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r", ch); if (!str_cmp(arg, "n")) xprintf(wall, "walln"); if (!str_cmp(arg, "w")) xprintf(wall, "wallw"); if (!str_cmp(arg, "s")) xprintf(wall, "walls"); if (!str_cmp(arg, "e")) xprintf(wall, "walle"); if (!str_cmp(arg, "d")) xprintf(wall, "walld"); if (!str_cmp(arg, "u")) xprintf(wall, "wallu"); objc = get_obj_list(ch, wall, ch->in_room->contents); if (objc != NULL) { send_to_char ("There is already a wall blocking that direction.\n\r", ch); return; } WAIT_STATE(ch, 25); xprintf(buf, "A wall of blood pours out of the ground."); act(buf, ch, NULL, NULL, TO_ROOM); send_to_char(buf, ch); if (!str_cmp(arg, "n")) { obj = create_object(get_obj_index(30043), 0); xprintf(buf, "A wall of blood is here, blocking your exit north."); free_string(obj->description); obj->description = str_dup(buf); } if (!str_cmp(arg, "s")) { obj = create_object(get_obj_index(30044), 0); xprintf(buf, "A wall of blood is here, blocking your exit south."); free_string(obj->description); obj->description = str_dup(buf); } if (!str_cmp(arg, "e")) { obj = create_object(get_obj_index(30045), 0); xprintf(buf, "A wall of blood is here, blocking your exit east."); free_string(obj->description); obj->description = str_dup(buf); } if (!str_cmp(arg, "w")) { obj = create_object(get_obj_index(30046), 0); xprintf(buf, "A wall of blood is here, blocking your exit west."); free_string(obj->description); obj->description = str_dup(buf); } if (!str_cmp(arg, "d")) { obj = create_object(get_obj_index(30047), 0); xprintf(buf, "A wall of blood is here, blocking your exit down."); free_string(obj->description); obj->description = str_dup(buf); } if (!str_cmp(arg, "u")) { obj = create_object(get_obj_index(99), 0); xprintf(buf, "A wall of blood is here, blocking your exit up."); free_string(obj->description); obj->description = str_dup(buf); } obj_to_room(obj, ch->in_room); obj->timer = value; obj->item_type = ITEM_WALL; return; } void do_bloodrod(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAU] < 2) { send_to_char ("You need to obtain level 2 Thaumaturgy to create a Blood Rod.\n\r", ch); return; } if (10 > ch->practice) { send_to_char ("It costs 10 points of practice to create a Blood Rod.\n\r", ch); return; } ch->practice -= 10; obj = create_object(get_obj_index(OBJ_VNUM_BROD), 0); obj_to_char(obj, ch); act("A Rod of Blood appears in your hands.", ch, NULL, NULL, TO_CHAR); act("A Rod of blood appears in $n's hands.", ch, NULL, NULL, TO_ROOM); return; } void do_shadowgaze(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_OBTE] < 10) { send_to_char ("You need level 10 Obtenebration to use Shadow Gaze.\n\r", ch); return; } if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)) { send_to_char("You need to be in the Shadowplane, first!\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Who do you wish to use Shadow Gaze on?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They arent here.\n\r", ch); return; } if (IS_AFFECTED(victim, AFF_SHADOWPLANE)) { send_to_char("They are already in the Shadowplane!\n\r", ch); return; } if (!IS_NPC(victim)) { send_to_char("You cannot Shadow Gaze a person.\n\r", ch); return; } xprintf(buf, "%s gazes intently at %s.", ch->name, victim->short_descr); act(buf, ch, NULL, NULL, TO_ROOM); xprintf(buf, "You gaze deeply into %s's eyes.\n\r", victim->short_descr); send_to_char(buf, ch); WAIT_STATE(ch, 8); xprintf(buf, "You pull %s into the Shadowplane!", victim->short_descr); act(buf, ch, NULL, NULL, TO_CHAR); xprintf(buf, "%s rips %s into the Shadowplane!", ch->name, victim->short_descr); act(buf, ch, NULL, NULL, TO_ROOM); SET_BIT(victim->affected_by, AFF_SHADOWPLANE); return; } void do_grab(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_OBTE] < 8) { send_to_char ("You need level 8 Obtenebration to use Grab.\n\r", ch); return; } if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)) { send_to_char("You need to be in the Shadowplane, first!\n\r", ch); return; } if (ch->in_room != NULL) { if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) { send_to_char("Your in the arena.\n\r", ch); return; } } if (arg[0] == '\0') { send_to_char("Who do you wish to Grab?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They arent here.\n\r", ch); return; } if (IS_AFFECTED(victim, AFF_SHADOWPLANE)) { send_to_char("They are already in the Shadowplane!\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("You cannot Grab a mobile!\n\r", ch); return; } xprintf(buf, "%s pulls %s into the Shadowplane.", ch->name, victim->name); act(buf, ch, NULL, NULL, TO_ROOM); xprintf(buf, "You pull %s into the Shadowplane!\n\r", victim->name); send_to_char(buf, ch); xprintf(buf, "%s pulls you into the Shadowplane!\n\r", ch->name); act(buf, ch, NULL, victim, TO_VICT); WAIT_STATE(ch, 8); SET_BIT(victim->affected_by, AFF_SHADOWPLANE); return; } void do_share(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_ANIM] < 4) { send_to_char ("You must obtain at least level 4 in Animalism to use Share Spirits.\n\r", ch); return; } if ((familiar = ch->pcdata->familiar) != NULL) { xprintf(buf, "You release %s.\n\r", familiar->short_descr); send_to_char(buf, ch); familiar->wizard = NULL; ch->pcdata->familiar = NULL; return; } if (arg[0] == '\0') { send_to_char("What do you wish to Share spirits with?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (ch == victim) { send_to_char("What an intelligent idea!\n\r", ch); return; } if (!IS_NPC(victim)) { send_to_char("Not on players.\n\r", ch); return; } if (victim->wizard != NULL) { send_to_char("You are unable to Share Spirits them.\n\r", ch); return; } if (victim->level > (ch->spl[RED_MAGIC] * 0.25)) { send_to_char("They are too powerful.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < 25) { send_to_char("You have insufficient blood.\n\r", ch); return; } ch->pcdata->condition[COND_THIRST] -= 25; ch->pcdata->familiar = victim; victim->wizard = ch; act("You share your being with $N.", ch, NULL, victim, TO_CHAR); act("$n is staring at you!", ch, NULL, victim, TO_VICT); act("$n starts staring at $N", ch, NULL, victim, TO_NOTVICT); return; } void do_frenzy(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (ch->power[DISC_VAMP_ANIM] < 5) { send_to_char("You need level 5 Animalism to use Frenzy.\n\r", ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->beast >= 200) { if (ch->rage >= ch->beast) { send_to_char ("Your beast is already controlling you.\n\r", ch); return; } } if (ch->beast <= 200) { if (ch->rage >= 100) { send_to_char ("Your beast is already controlling you.\n\r", ch); return; } } if (!IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) do_nightsight(ch, ""); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch, ""); if (!IS_VAMPAFF(ch, VAM_CLAWS)) do_claws(ch, ""); send_to_char ("You bare your fangs and growl as your inner beast consumes you.\n\r", ch); act("$n bares $s fangs and growls as $s inner beast consumes $m.", ch, NULL, NULL, TO_ROOM); ch->rage += number_range(100, 300); if (ch->beast > 0) do_beastlike(ch, ""); WAIT_STATE(ch, 12); return; } send_to_char("But you are already in a rage!\n\r", ch); return; } void do_shroud(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { stc("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_OBTE] < 1)) { send_to_char ("You need level 1 Obtenebration to use this power.\n\r", ch); return; } if (ch->fight_timer > 0) { send_to_char("Not with a fighttimer.\n\r", ch); return; } if (IS_SET(ch->act, AFF_HIDE)) { REMOVE_BIT(ch->act, AFF_HIDE); send_to_char("You step out from the shadows.\n\r", ch); act("$n emerges from the shadows.", ch, NULL, NULL, TO_ROOM); } else { send_to_char("You slowly blend with the shadows.\n\r", ch); act("$n blends in with the shadows and disappears.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->act, AFF_HIDE); } return; } void do_summon(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; CHAR_DATA *mount; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (!IS_CLASS(ch, CLASS_VAMPIRE)) { do_nosummon(ch, ""); return; } if (arg[0] == '\0') { send_to_char("Summon whom?\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim == ch || victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= ch->level + 5 || victim->fighting != NULL || (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON))) { send_to_char("You cannot locate them.\n\r", ch); return; } if (ch->power[DISC_VAMP_PRES] < 4) { send_to_char("You need level 4 in Presence to use this.\n\r", ch); return; } WAIT_STATE(ch, 10); act("$n disappears suddenly.", victim, NULL, NULL, TO_ROOM); char_from_room(victim); char_to_room(victim, ch->in_room); act("$n arrives suddenly.", victim, NULL, NULL, TO_ROOM); act("$N has summoned you!", victim, NULL, ch, TO_CHAR); do_look(victim, "auto"); if ((mount = victim->mount) == NULL) return; char_from_room(mount); char_to_room(mount, get_room_index(victim->in_room->vnum)); do_look(mount, "auto"); return; } void do_drain(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int dam; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAN] < 5) { send_to_char ("You must obtain level 5 Thanatosis to use Drain Life.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL && (ch->fighting) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if ((ch->fighting) != NULL) { victim = ch->fighting; } if (arg[0] == '\0' && (ch->fighting) == NULL) { send_to_char("Whose life do you wish to drain?\n\r", ch); return; } if (victim->hit < 500) { send_to_char("They are far to hurt to do that!\n\r", ch); return; } if (is_safe(ch, victim)) { send_to_char("Not while in a safe room!\n\r", ch); return; } if (IS_NPC(victim)) { dam = ch->power[DISC_VAMP_THAN] * 10; victim->hit = (victim->hit - dam); if (dam > 500) dam = number_range(450, 550); ch->hit = (ch->hit + dam); if (ch->hit > ch->max_hit + 1000) ch->hit = ch->max_hit + 1000; act("You drain the lifeforce out of $N.", ch, NULL, victim, TO_CHAR); act("$n drains the lifeforce out of $N.", ch, NULL, victim, TO_NOTVICT); act("You feel $n draining your lifeforce.", ch, NULL, victim, TO_VICT); WAIT_STATE(ch, 12); return; } if (!IS_NPC(victim)) { dam = ch->power[DISC_VAMP_THAN] * 50; victim->hit = (victim->hit - dam); if (dam > 400) dam = number_range(350, 450); ch->hit = (ch->hit + dam); if (ch->hit > ch->max_hit + 1000) ch->hit = ch->max_hit + 1000; act("You drain the lifeforce out of $N.", ch, NULL, victim, TO_CHAR); act("$n drains the lifeforce out of $N.", ch, NULL, victim, TO_NOTVICT); act("You feel $n draining your lifeforce.", ch, NULL, victim, TO_VICT); WAIT_STATE(ch, 12); return; } } void do_flamehands(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_PROT] < 5) { send_to_char ("You need level 5 Protean to use flaming hands.\n\r", ch); return; } if (IS_SET(ch->newbits, NEW_MONKFLAME)) { REMOVE_BIT(ch->newbits, NEW_MONKFLAME); send_to_char ("Your hands are no longer engulfed by flames.\n\r", ch); act("$n's hands are no longer engulfed by flames.\n\r", ch, NULL, NULL, TO_ROOM); return; } if (!IS_SET(ch->newbits, NEW_MONKFLAME)) { SET_BIT(ch->newbits, NEW_MONKFLAME); send_to_char("Your hands are engulfed by flames!\n\r", ch); act("$n's hands are engulfed by flames!\n\r", ch, NULL, NULL, TO_ROOM); return; } } void do_cauldron(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; int value; int dam; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); value = is_number(arg2) ? atoi(arg2) : -1; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_THAU] < 2) { send_to_char ("You need at least level 2 Thaumaturgy to use this power.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("Whose blood do you wish to boil?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg1)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (arg2[0] == '\0') { send_to_char("How much blood do you want to use?\n\r", ch); return; } if (value > 200) { stc("You can only use 200 blood on this power.\n\r", ch); return; } if (ch->pcdata->condition[COND_THIRST] < value) { send_to_char("You don't have that much blood!\n\r", ch); return; } if (is_safe(ch, victim) == TRUE) return; if (IS_NPC(victim)) { dam = (value * 4); ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - value; act("$N screams in agony as $m blood begins to boil.", ch, NULL, victim, TO_CHAR); act("$N screams in agony as $n causes his blood to boil.", ch, NULL, victim, TO_NOTVICT); act("You scream in agony as $n causes your blood to boil.", ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); WAIT_STATE(ch, 12); return; } if (!IS_NPC(victim)) { dam = value * 3; hurt_person(ch, victim, dam); if (victim->pcdata->condition[COND_THIRST] < value) victim->pcdata->condition[COND_THIRST] = 1; victim->pcdata->condition[COND_THIRST] = victim->pcdata->condition[COND_THIRST] - value; ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - value; act("$N screams in agony as $m blood begins to boil.", ch, NULL, victim, TO_CHAR); act("$N screams in agony as $n causes his blood to boil.", ch, NULL, victim, TO_NOTVICT); act("You scream in agony as $n causes your blood to boil.", ch, NULL, victim, TO_VICT); WAIT_STATE(ch, 12); return; } } void do_bonemod(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; smash_tilde(argument); argument = one_argument(argument, arg1); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("Huh?\n\r", ch); return; } if (ch->power[DISC_VAMP_VICI] < 3) { send_to_char ("You need level 3 Vicissitude to use this power.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("Syntax: bonemod <modification>\n\r", ch); send_to_char("Horns, Wings, Head, Exoskeleton, Tail\n\r", ch); return; } /* * Set something. */ if (!str_cmp(arg1, "horns")) { if (!IS_VAMPAFF(ch, VAM_HORNS)) { SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS); send_to_char ("You pull a set of horns out of your head.\n\r", ch); act("$n pulls a set of horns from his head!\n\r", ch, NULL, NULL, TO_ROOM); return; } if (IS_VAMPAFF(ch, VAM_HORNS)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS); send_to_char ("You push your horns back into your head.\n\r", ch); act("$n pushes $n's horns back into $n head.\n\r", ch, NULL, NULL, TO_ROOM); return; } } if (!str_cmp(arg1, "wings")) { if (!IS_VAMPAFF(ch, VAM_WINGS)) { SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS); send_to_char ("You pull a pair of leathery wings from your back.\n\r", ch); act("$n pulls a pair of leathery wings from $s back!\n\r", ch, NULL, NULL, TO_ROOM); return; } if (IS_VAMPAFF(ch, VAM_WINGS)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS); send_to_char ("You push your wings into your back.\n\r", ch); act("$n pushes $s wings into $s back.\n\r", ch, NULL, NULL, TO_ROOM); return; } } if (!str_cmp(arg1, "exoskeleton")) { if (!IS_VAMPAFF(ch, VAM_EXOSKELETON)) { SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON); send_to_char ("Your skin is covered by a hard exoskeleton.\n\r", ch); act("$n's skin is covered by a hard exoskeleton!\n\r", ch, NULL, NULL, TO_ROOM); return; } if (IS_VAMPAFF(ch, VAM_EXOSKELETON)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON); send_to_char ("Your exoskeleton slowly disappears under your skin.\n\r", ch); act("$n's hard exoskeleton disappears under $s skin.\n\r", ch, NULL, NULL, TO_ROOM); return; } } if (!str_cmp(arg1, "tail")) { if (!IS_VAMPAFF(ch, VAM_TAIL)) { SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL); send_to_char ("Your spine extends out into a long, pointed tail.\n\r", ch); act("$n's spine extends to form a long pointed tail!\n\r", ch, NULL, NULL, TO_ROOM); return; } if (IS_VAMPAFF(ch, VAM_TAIL)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL); send_to_char ("Your tail slowly retracts into your spine.\n\r", ch); act("$n's tail shrinks and vanishes into $s spine.\n\r", ch, NULL, NULL, TO_ROOM); return; } } if (!str_cmp(arg1, "head")) { if (!IS_VAMPAFF(ch, VAM_HEAD)) { SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD); send_to_char ("Your head transforms into that of a fierce lion.\n\r", ch); act("$n's head transforms into that of a fierce lion!\n\r", ch, NULL, NULL, TO_ROOM); return; } if (IS_VAMPAFF(ch, VAM_HEAD)) { REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD); send_to_char ("Your head slowly resumes it's normal form.\n\r", ch); act("$n's head resumes its normal form.\n\r", ch, NULL, NULL, TO_ROOM); return; } } /* * Generate usage message. */ do_bonemod(ch, ""); return; }