/* An original class for Morbid Nights by Eterared */ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "player.h" void do_mechatalent( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MECHA)) { send_to_char("Huh?\n\r",ch); return; } if (arg1[0] == '\0' && arg2[0] == '\0') { sprintf(buf,"Mech Talents: Tactics (%d), Psionics (%d), Reflex (%d), Combat (%d), Piloting (%d).\n\r", ch->pcdata->powers[MPOWER_TACTICS], ch->pcdata->powers[MPOWER_PSIONICS], ch->pcdata->powers[MPOWER_REFLEX], ch->pcdata->powers[MPOWER_COMBAT], ch->pcdata->powers[MPOWER_PILOTING]); send_to_char(buf,ch); return; } if (arg2[0] == '\0') { if (!str_cmp(arg1,"tactics")) { send_to_char("Tactics - Forms of attacks, formation, executions, and Approcahes.\n\r",ch); if (ch->pcdata->powers[MPOWER_TACTICS] < 1) send_to_char("You Havent Learned any tactics at the academy.\n\r",ch); if (ch->pcdata->powers[MPOWER_TACTICS] > 0) send_to_char("Radar <Scry> Locating your enemies upon the Radar Screen.\n\r",ch); if (ch->pcdata->powers[MPOWER_TACTICS] > 1) send_to_char("JumpJets <Flying> The ability to Launch oneself across the Battlefield.\n\r",ch); if (ch->pcdata->powers[MPOWER_TACTICS] > 2) send_to_char("MechaRush <Bash> You activate the jump jets in a short Forward burst propeling you at velocitys uncomprehendable to the enemy.\n\r",ch); if (ch->pcdata->powers[MPOWER_TACTICS] > 3) send_to_char("clusterbomb <multimissile> for every 4 points of status one bomb.\n\r",ch); if (ch->pcdata->powers[MPOWER_TACTICS] > 4) send_to_char("NightVision <Truesight> Activate torso display for nightvision.\n\r", ch); if (ch->pcdata->powers[MPOWER_TACTICS] > 5) send_to_char("Concusion Grenade <Blindness> You Launch a Concussion Grenade Destroying the Enemys Senses.\n\r", ch); return; } else if (!str_cmp(arg1,"psionics")) { send_to_char("Psionics- Mental and Physical Enhancements to increase Lethality with Mecha.\n\r",ch); if (ch->pcdata->powers[MPOWER_PSIONICS] < 1) send_to_char("You havent Learned any Mental skills or gained any implants from the Academy!.\n\r",ch); if (ch->pcdata->powers[MPOWER_PSIONICS] > 0) send_to_char("MechaJack <+attacks> You Insert your thought process into mecha through a psionic Implant Increasing your Mobility.\n\r",ch); if (ch->pcdata->powers[MPOWER_PSIONICS] > 1) send_to_char("Psychic-Eng <Damage> You use your Psychi To Drive your Mechas Bullets Deeper and Faster and more efficiently into the enemy.\n\r",ch); if (ch->pcdata->powers[MPOWER_PSIONICS] > 2) send_to_char("Psychicblast <Psycho Ball> You unleash A flury Of Psionic Waves utterly destroying all the nerves in your enemy.\n\r",ch); if (ch->pcdata->powers[MPOWER_PSIONICS] > 3) send_to_char("Psionicimpulse -charm- Allows you to Control your enemys Thought Process Through Enchanting Psycho-impulses.\n\r",ch); if (ch->pcdata->powers[MPOWER_PSIONICS] > 4) send_to_char("PsionicScream -Rage- You Go Insane Thrashing about and become stronger than ever imagined.\n\r", ch); return; } else if (!str_cmp(arg1,"reflex")) { send_to_char("Reflex - How you react in Battle.\n\r",ch); if (ch->pcdata->powers[MPOWER_REFLEX] < 1) send_to_char("The academy hasn't taught you had to analyze your reflexes yet.\n\r",ch); if (ch->pcdata->powers[MPOWER_REFLEX] > 0) send_to_char("Crouch -Dodge- You insinctively Crouch as much as possible to dodge attacks.\n\r",ch); if (ch->pcdata->powers[MPOWER_REFLEX] > 1) send_to_char("Step-in -Auto-Attack- You step inside your opponents attack as he lashes out and deal a powerful blow.\n\r",ch); if (ch->pcdata->powers[MPOWER_REFLEX] > 2) send_to_char("lowblow -Flee- You Swing At Your Opponents Groin knocking them down stunned so you can flee .\n\r",ch); if (ch->pcdata->powers[MPOWER_REFLEX] > 3) send_to_char("Gyro-Shot -no-stun- As you are hit down to the ground stunned, You shoot The Gyro Fluid Bringing You back to your feet in an instant.\n\r",ch); if (ch->pcdata->powers[MPOWER_REFLEX] > 4) send_to_char("MechaRoll -Dodge Decap- Youre mecha overrides your commands and rolls out of the way to prevent decapitation\n\r", ch); return; } else if (!str_cmp(arg1,"combat")) { send_to_char("Combat - Your Battling Skills.\n\r",ch); if (ch->pcdata->powers[MPOWER_COMBAT] < 1) send_to_char("The academy hasn't taught you how to fight in a Mecha yet.\n\r",ch); if (ch->pcdata->powers[MPOWER_COMBAT] > 0) send_to_char("Stafe -Dodge- You move sideways with your JumpJets to dodge your opponents move.\n\r",ch); if (ch->pcdata->powers[MPOWER_COMBAT] > 1) send_to_char("uppercut -Attack- You Release A barrage of Uppercuts Slicing with Your Vibro Blade.\n\r",ch); if (ch->pcdata->powers[MPOWER_COMBAT] > 2) send_to_char("Box -brawl- You Rip off the opponents Weapons and drop yours to fight them hand to hand .\n\r",ch); if (ch->pcdata->powers[MPOWER_COMBAT] > 3) send_to_char("pressure -Bearhug- You Pull your Opponent Into an Overwhelming Pressure Bearhug Draining All his strength and Energy With Great amounts of yours.\n\r",ch); if (ch->pcdata->powers[MPOWER_COMBAT] > 4) send_to_char("kamikazi -Final Attack- With no option left of survival you Draw Your Vibro Blade And Scream In Terror as you leap upon your enemy Snapping Bones, ripping Flesh, Biting, clawing, and worse.\n\r", ch); return; } else if (!str_cmp(arg1,"piloting")) { send_to_char("Piloting - Maintenence and Control of the Mecha.\n\r",ch); if (ch->pcdata->powers[MPOWER_PILOTING] < 1) send_to_char("The academy hasn't taught you how to use your mech yet.\n\r",ch); if (ch->pcdata->powers[MPOWER_PILOTING] > 0) send_to_char("Repair -Heal- You Repair your mech making it as good as new!!!!\n\r",ch); if (ch->pcdata->powers[MPOWER_PILOTING] > 1) send_to_char("engineer -Mecha-making- The creation of your Mecha parts.\n\r",ch); if (ch->pcdata->powers[MPOWER_PILOTING] > 2) send_to_char("Flight -goto- You launch your Wings And Pilot your mech to your enemy through radar .\n\r",ch); if (ch->pcdata->powers[MPOWER_PILOTING] > 3) send_to_char("MechaLove -auto-attack- Your mecha AI starts to attract to You And starts Helping You in battle while you do other things.\n\r",ch); if (ch->pcdata->powers[MPOWER_PILOTING] > 4) send_to_char("Burst -Attack- You Release Bursts of ammo from your mecha into your enemy\n\r", ch); return; } sprintf(buf,"Mech Talents: Tactics (%d), Psionics (%d), Reflex (%d), Combat (%d), Piloting (%d).\n\r", ch->pcdata->powers[MPOWER_TACTICS], ch->pcdata->powers[MPOWER_PSIONICS], ch->pcdata->powers[MPOWER_REFLEX], ch->pcdata->powers[MPOWER_COMBAT], ch->pcdata->powers[MPOWER_PILOTING]); send_to_char(buf,ch); return; } if (!str_cmp(arg2,"improve")) { int improve; int cost; int max; if (!str_cmp(arg1,"tactics" )) {improve = MPOWER_TACTICS; max=6;} else if (!str_cmp(arg1,"psionics" )) {improve = MPOWER_PSIONICS; max=5;} else if (!str_cmp(arg1,"reflex" )) {improve = MPOWER_REFLEX; max=5;} else if (!str_cmp(arg1,"combat" )) {improve = MPOWER_COMBAT; max=5;} else if (!str_cmp(arg1,"piloting" )) {improve = MPOWER_PILOTING; max=5;} else { send_to_char("Principles: Tactics, Psionics, Reflex, Combat, Piloting.\n\r",ch); return; } cost = (ch->pcdata->powers[improve]+1) * 18; arg1[0] = UPPER(arg1[0]); if ( ch->pcdata->powers[improve] >= max ) { sprintf(buf,"You have already take all the %s courses.\n\r", arg1); send_to_char(buf,ch); return; } if ( cost > ch->practice ) { sprintf(buf,"It costs you %d primal to Take the %s course.\n\r", cost, arg1); send_to_char(buf,ch); return; } ch->pcdata->powers[improve] += 1; ch->practice -= cost; sprintf(buf,"You finish a semester of %s.\n\r", arg1); send_to_char(buf,ch); } else send_to_char("To take a course, type: mechatalent <principle type> improve.\n\r",ch); return; } void do_psionscream( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MECHA) ) { send_to_char("Huh?\n\r", ch); return; } if ( ch->pcdata->stats[UNI_RAGE] >= 75 ) { send_to_char("You Already have begun!!\n\r",ch); return; } if ( ch->move < 2000 ) { send_to_char("You Dont Have Enough energy!.\n\r", ch); return; } send_to_char("You let out an unearthly Scream and Thrash about charging everyone.\n\r",ch); act("$n Lets out an Unearthly scream Through his suit knocking you back as theyre mecha starts to thrash about.",ch,NULL,NULL,TO_ROOM); do_beastlike(ch,""); do_rage(ch,""); ch->move -= 1000; WAIT_STATE(ch,12); return; } void do_academy( 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_MECHA) ) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_MECHA) && !IS_SET(ch->special, SPC_PRINCE) && victim->pcdata->stats[UNI_GEN] != 1 && victim->pcdata->stats[UNI_GEN] != 2 ) { send_to_char("You arent a veteran!.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Take who to the academy?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, 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) ) { send_to_char( "Not on Immortals's.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You have already been to the academy.\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_MECHA)) { send_to_char( "They have already graduated from the academy.\n\r", ch ); return; } if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) ) { send_to_char( "You can only teach avatars.\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_VAMPIRE) || IS_SET(victim->pcdata->stats[UNI_AFF], VAM_MORTAL)) { send_to_char( "You are unable to take vampires!\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_WEREWOLF)) { send_to_char( "You are unable to take werewolves!\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special, SPC_CHAMPION)) { send_to_char( "You are unable to take demons!\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_HIGHLANDER)) { send_to_char( "You are unable to take highlanders.\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_DROW)) { send_to_char( "Not on drows!\n\r",ch); return; } /* When im done with Mechas ill scratch code these fuckers im bored-Bry if (IS_CLASS(victim, CLASS_PALADIN)) { send_to_char("Not on paladins!\n\r", ch); return; } */ if (victim->class != 0) { send_to_char("You cannot take a classed person to the academy!.\n\r", ch); return; } if (!IS_IMMUNE(victim,IMM_VAMPIRE)) { send_to_char( "You cannot take an unwilling person to the academy.\n\r", ch ); return; } if (ch->exp < 100000) { send_to_char("You cannot afford the 100000 credits required to pay for gas.\n\r",ch); return; } if (victim->exp < 10000) { send_to_char("They cannot afford the 10000 Credits to stay at the academy.\n\r",ch); return; } ch->exp -= 10000; victim->exp -= 10000; act("you take $N to the academy.", ch, NULL, victim, TO_CHAR); act("$n takes $N to the academy.", ch, NULL, victim, TO_NOTVICT); act("$n takes you to the academy.", ch, NULL, victim, TO_VICT); victim->class = CLASS_MECHA; victim->level = LEVEL_ARCHMAGE; victim->pcdata->powers[MPOWER_REFLEX] = 0; victim->pcdata->powers[MPOWER_PILOTING] = 0; victim->pcdata->powers[MPOWER_PSIONICS] = 0; victim->pcdata->powers[MPOWER_COMBAT] = 0; victim->pcdata->powers[MPOWER_PILOTING] = 0; if (victim->trust > 6) victim->trust = victim->trust; else victim->trust = LEVEL_ARCHMAGE; send_to_char( "You are now a licensed MechWarrior!.\n\r", victim ); free_string(victim->lord); victim->lord = str_dup(ch->name); free_string(victim->clan); victim->clan=str_dup(ch->clan); victim->pcdata->stats[UNI_GEN] = ch->pcdata->stats[UNI_GEN] + 2; // victim->generation = ch->generation + 2; save_char_obj(ch); save_char_obj(victim); return; } void do_infro( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MECHA) ) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_MECHA) && ch->pcdata->powers[MPOWER_TACTICS] < 5 ) { send_to_char("You have not taken the 5th course of Tactics.\n\r", ch); return; } else if (ch->move < 500 ) { send_to_char("You don't have the energy to activate the console.\n\r", ch); return; } if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "You flick off the the console switch.\n\r", ch ); } else { SET_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "You activate the nightvision Console -<|>-.\n\r", ch ); ch->move -= 500; } return; } void do_lowblow( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if (IS_CLASS(ch, CLASS_MECHA) && ch->pcdata->powers[MPOWER_REFLEX] < 3 ) { send_to_char("You have not taken the third semester of Reflex Training.\n\r", ch); return; } else if (!IS_CLASS(ch, CLASS_MECHA) ) { send_to_char("Huh?\n\r", ch); return; } if ( IS_NPC(ch) ) return; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if(ch->move <= 0) { send_to_char("Your muscles arent responding!\n\r",ch); return; } if (ch->move < 2500) { send_to_char("Your Mech doesnt want to listen.\n\r", ch); return; } was_in = ch->in_room; { EXIT_DATA *pexit; int door; for ( attempt = 0; attempt < 6; attempt++ ) { door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || ( IS_NPC(ch) && IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( ch, door ); if ( ( now_in = ch->in_room ) == was_in ) continue; /* Use escape instead of flee so people know it's the ninja power */ ch->in_room = was_in; act( "$n hits you in the Groin and runs!", ch, NULL, NULL, TO_ROOM ); af.type = skill_lookup("sleep"); af.duration = 0; af.modifier = 4000; af.location = APPLY_AC; af.bitvector = POS_STUNNED; affect_to_char(victim, &af); ch->in_room = now_in; if ( !IS_NPC(ch) ) send_to_char( "You hit them in the groin and run!!\n\r", ch ); ch->move -= 2500; stop_fighting( ch, TRUE ); return; } } // send_to_char( "BUG: Inform an Implementor\n\r", ch ); return; } void do_mechastats( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MECHA) ) { send_to_char("Huh?\n\r",ch); return; } if (strlen(ch->clan) < 2) { send_to_char("But you don't belong to any clan!\n\r",ch); return; } sprintf( buf, "%s clan:\n\r", ch->clan ); send_to_char( buf, ch ); send_to_char("[ Name ] [ Gen ] [ Hits % ] [ Mana % ] [ Move % ]\n\r", ch ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( IS_NPC(gch) ) continue; if ( !IS_CLASS(gch, CLASS_NINJA) ) continue; if ( !str_cmp(ch->clan,gch->clan) ) { sprintf( buf, "[%-16s] [ %d ] [%-6d%3d] [%-6d%3d] [%-6d%3d] [%7d]\n\r", capitalize( gch->name ), gch->hit, (gch->hit * 100 / gch->max_hit ), gch->mana, (gch->mana * 100 / gch->max_mana), gch->move, (gch->move * 100 / gch->max_move), gch->exp); send_to_char( buf, ch ); } } return; } void do_concgrenade( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; CHAR_DATA *victim; char arg1 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MECHA)) { send_to_char("Huh?\n\r", ch); return; } else if ( ch->pcdata->powers[MPOWER_TACTICS] < 6 ) { send_to_char("You have not taken the sixth semester of tactics.\n\r", ch); return; } if (ch->level < 3) { send_to_char("Huh?\n\r", ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Throw it at who?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (victim->level < 3) { send_to_char("You may not do this to a mortal.\n\r", ch); return; } if ( ch == victim ) { send_to_char( "Not on yourself!\n\r", ch ); return; } if (is_safe(ch, victim)) return; if ( ch->position == POS_FIGHTING ) { send_to_char( "Not while fighting!\n\r", ch ); return; } if (ch->move < 1000) { send_to_char("You don't have enough energy.\n\r", ch); return; } if ( victim->in_room == ch->in_room ) { act("Pha-Bump is the sound you here as you launch a Concussion Grenade at $N Knocking him senseless.",ch,NULL,victim,TO_CHAR); act("$n aims his launcher at you and Pha-Bump, 'NOOOOOOO AGGH I CANT SEE WHERE I AM GOING!'.",ch,NULL,victim,TO_VICT); af.type = skill_lookup("mecha sleep"); af.duration = 0; af.modifier = 10000; af.location = APPLY_AC; af.bitvector = POS_STUNNED; affect_to_char(victim, &af); ch->move -= 1000; WAIT_STATE(ch, 6); return; } return; } void do_engineer( 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_MECHA)) { send_to_char("You stare at the tools doing nothing.\n\r",ch); return; } else if ( ch->pcdata->powers[MPOWER_PILOTING] < 2 ) { send_to_char("You have not taken the second semester of piloting.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Please specify what kind of equipment you want to create.\n\r", ch ); send_to_char("Vibro Blade, S-M-A Mp5, Torso armor unit, Jump jets, Jk52 hover wings, S-M-A Mecha Cowl, energy Puslor, Mecha Jack, Fiber-optic visor, blast guard, ammunition pouch.\n\r", ch ); return; } if (!str_cmp(arg,"vibroblade" )) vnum = 0; else if (!str_cmp(arg,"s-m-amp5" )) vnum = 0; else if (!str_cmp(arg,"torsoarmorunit" )) vnum = 0; else if (!str_cmp(arg,"jumpjets" )) vnum = 0; else if (!str_cmp(arg,"s-m-amechacowl" )) vnum = 0; else if (!str_cmp(arg,"energypulsor" )) vnum = 0; else if (!str_cmp(arg,"mechajack" )) vnum = 0; else if (!str_cmp(arg,"fiber-opticvisor" )) vnum = 0; else if (!str_cmp(arg,"blastguard" )) vnum = 0; else if (!str_cmp(arg,"ammunitionpouch" )) vnum = 0; else if (!str_cmp(arg,"jk52hoverwings")) vnum = 0; else { send_to_char("That is an invalid type.\n\r", ch ); return; } if ( ch->practice < 120) { send_to_char("It costs 120 points of primal to engineer a piece of equipment.\n\r",ch); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("MECHA ARMOR STILL UNDER CONSTRUCTION.\n\r",ch); return; } ch->practice -= 120; obj = create_object(pObjIndex, 50); obj_to_char(obj, ch); /*olc isn't working*/ if (!str_cmp(arg,"ninja-to")) obj->value[3] = 11; if (!str_cmp(arg,"ninja-to")) obj->value[0] = 70; act("$p lies in the created rubble.",ch,obj,NULL,TO_CHAR); act("$p falls into $n's pile of rubble.",ch,obj,NULL,TO_ROOM); return; } void do_flight(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; CHAR_DATA *victim; one_argument (argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MECHA)) { send_to_char("Huh?\n\r",ch); return; } else if ( ch->pcdata->powers[MPOWER_PILOTING] < 3 ) { send_to_char("You have not taken the third semester of Piloting.\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("Fly to whom?\n\r", ch ); return;} location = victim->in_room; if (ch->move < 500) { send_to_char("You are to tired to engage your wings.\n\r", ch ); return;} if ((ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68)) { send_to_char("You cannot activate a transporter out whilst you are in the arena.\n\r", ch); return; } if ((victim->in_room->vnum >= 50) && (victim->in_room->vnum <= 68)) { send_to_char("You cannot transport inside the arena.\n\r", ch); return; } if (!IS_NPC(victim)) { if (ch->max_move < victim->max_move) {send_to_char("Get more move!\n\r",ch); return;} } act("You burst your jump jets and release Your wings flying high off into the air.", ch, NULL, NULL, TO_CHAR); act("$n jumps off the ground in a burst of light flinging themself with ease as there wings extend from there Mecha Unit and Fly off.", ch, NULL, NULL, TO_ROOM); ch->move -= 500; char_from_room(ch); char_to_room(ch, location); do_look(ch, "auto"); act("You Disengage your wings and burst your jump jets slowly down to the ground.", ch, NULL, NULL, TO_CHAR); act("You here a rumbling and $n in a great mecha suit retracts its wings and slowly on jets sets its way down to you .", ch, NULL, NULL, TO_CHAR); return; } void do_burst( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int dam; argument = one_argument( argument, arg ); if(!IS_CLASS(ch,CLASS_MECHA)) { send_to_char("Huh?\n\r",ch); return; } else if ( ch->pcdata->powers[MPOWER_PILOTING] < 5 ) { send_to_char("You have not taken the fifth semester of piloting.\n\r", ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Let loose hell on whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Thats why We have Mecha Laws?\n\r", ch ); return; } if (is_safe(ch,victim)==TRUE) return; dam = char_damroll(ch); if (IS_NPC(victim)) dam += number_range(800, 1100); else dam += number_range(700, 1000); WAIT_STATE(ch,16); if (ch->pcdata->powers[MPOWER_PILOTING] >1) damage(ch,victim,dam,gsn_burst); damage(ch,victim,dam,gsn_burst); if (ch->pcdata->powers[MPOWER_PILOTING] > 2) damage(ch,victim,dam,gsn_burst); if (ch->pcdata->powers[MPOWER_PILOTING] == 5) damage(ch,victim,dam,gsn_burst); return; } void do_jump_jets(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; CHAR_DATA *victim; //I may not use this CHAR_DATA *victim2; one_argument (argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MECHA)) { send_to_char("Huh?\n\r",ch); return; } else if ( ch->pcdata->powers[MPOWER_TACTICS] < 1 ) { send_to_char("You have not taken the second semester of tactics.\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("Fly to whom?\n\r", ch ); return;} location = victim->in_room; if (victim->in_room == NULL || victim->in_room->area != ch->in_room->area) {send_to_char("You cant spot them on the Battlefield.\n\r",ch); return; } if (ch->move < 500) { send_to_char("You overheated!!!.\n\r", ch ); return; } if (!IS_NPC(victim)) { if (ch->max_move < victim->max_move) {send_to_char("You cant catch up to them!\n\r",ch); return;} } act("You break your mecha off into a run spotting the enemy and blast off your jets as you hover after hi,.", ch, NULL, NULL, TO_CHAR); act("$n starts there mecha in a full out run seeming to spot something and suddenly activates some switch blasting him off over the ground.", ch, NULL, NULL, TO_ROOM); ch->move -= 500; char_from_room(ch); char_to_room(ch, location); do_look(ch, "auto"); act("You slowly release the gas flow on your jump jets as you land in front of your enemy.", ch, NULL, NULL, TO_CHAR); act("You feel a sudden rush of air then a huge after shock, as the dust in your eyes clear $n mecha is standing right in front of you assault rifle in hand.", ch, NULL, NULL, TO_CHAR); return; } void do_mecha_rush( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; ROOM_INDEX_DATA *to_room = NULL; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; char buf [MAX_INPUT_LENGTH]; char direction [MAX_INPUT_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; int door; int rev_dir; int dam; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch) || !IS_CLASS(ch, CLASS_MECHA)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[MPOWER_TACTICS] < 2) { send_to_char("You must take third semester of tactics.\n\r", ch); return; } if ( arg1[0] == '\0' ) { send_to_char("Who do you wish to mecha rush?\n\r", ch); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char("They are not here.\n\r", ch); return; } if ( victim == ch ) { send_to_char( "Not on yourself!\n\r", ch ); return; } /* for when vehicle code comes in and my higher tech mecha is made if ( victim->size > ch->size) { send_to_char("They are too large to affect.\n\r",ch); return; }*/ WAIT_STATE( ch, 12 ); act("You silently pump your jumpjets to full speed and rush into $N from behind.", ch, NULL, victim, TO_CHAR); act("$n rushes silently in rushing $N from behind.", ch, NULL, victim, TO_NOTVICT); act("You feel an eerie silence and then it hits you, $n mecha-rushed you from behind.", ch, NULL, victim, TO_VICT); rev_dir = 0; if ( arg2[0] == '\0' ) door = number_range(0,3); else { if ( !str_prefix( arg2, "north" ) ) door = 0; else if ( !str_prefix( arg2, "east" ) ) door = 1; else if ( !str_prefix( arg2, "south" ) ) door = 2; else if ( !str_prefix( arg2, "west" ) ) door = 3; else { send_to_char("You can only mecha-rush people north, south, east or west.\n\r", ch); return; } } if (door == 0) {sprintf(direction,"north");rev_dir = 2;} if (door == 1) {sprintf(direction,"east");rev_dir = 3;} if (door == 2) {sprintf(direction,"south");rev_dir = 0;} if (door == 3) {sprintf(direction,"west");rev_dir = 1;} if (( pexit = ch->in_room->exit[door]) == NULL) { sprintf(buf,"$N is flung into the %s wall.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$N is flung into the %s wall.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"You are mecha-rushed into the %s wall.", direction); act(buf,ch,NULL,victim,TO_VICT); // dam = dice(victim->size*3+1, ch->pcdata->powers[MPOWER_TACTICS] * 3); // damage_old(ch, victim, dam, 0, DAM_OTHER, FALSE); return; } pexit = victim->in_room->exit[door]; if (IS_SET(pexit->exit_info, EX_CLOSED) ) { if (IS_SET(pexit->exit_info, EX_LOCKED)) REMOVE_BIT(pexit->exit_info, EX_LOCKED); if (IS_SET(pexit->exit_info, EX_CLOSED)) REMOVE_BIT(pexit->exit_info, EX_CLOSED); sprintf(buf,"$N is sent Flying across the battlefield by %s's mecha.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$N is sent flying across the battlefield by %s's mecha.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"'oof' You fly into the air as you feel %s's mecha charge right into your spine.", direction); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"There is no noise only the painful grown of $n as they smash through $d from the mecha rush."); act(buf,victim,NULL,pexit->keyword,TO_ROOM); if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir] ) != NULL && pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL ) { if (IS_SET(pexit_rev->exit_info, EX_LOCKED)) REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); if (IS_SET(pexit_rev->exit_info, EX_CLOSED)) REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); if (door == 0) sprintf(direction,"south"); if (door == 1) sprintf(direction,"west"); if (door == 2) sprintf(direction,"north"); if (door == 3) sprintf(direction,"east"); char_from_room(victim); char_to_room(victim,to_room); sprintf(buf,"$n comes smashing in through the %s $d.", direction); act(buf,victim,NULL,pexit->keyword,TO_ROOM); // dam = dice(victim->size*3+1, ch->pcdata->powers[MPOWER_TACTICS] * 7); // damage_old(ch, victim, dam, 0, DAM_BASH, FALSE); } } else { sprintf(buf,"$N flies %s.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$N flies %s.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"You fly %s.", direction); act(buf,ch,NULL,victim,TO_VICT); if (door == 0) sprintf(direction,"south"); if (door == 1) sprintf(direction,"west"); if (door == 2) sprintf(direction,"north"); if (door == 3) sprintf(direction,"east"); char_from_room(victim); char_to_room(victim,pexit->to_room); sprintf(buf,"$n comes flying in from the %s.", direction); act(buf,victim,NULL,NULL,TO_ROOM); // dam = dice(victim->size*3+1, ch->pcdata->powers[MPOWER_TACTICS] * 5); // damage_old(ch, victim, dam, 0, DAM_OTHER, FALSE); } return; } void do_psychicblast( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int dam; if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_MECHA)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[MPOWER_PSIONICS] < 2) { send_to_char("you need 3 semesters of psionics to use this skill.\n\r",ch); return; } if (ch->move < 300) { send_to_char("You are too exhausted.\r\n", ch); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, 12 ); if (!IS_NPC(victim)) { dam = ch->pcdata->powers[MPOWER_PSIONICS] * 650; } else if (IS_NPC(victim)) { dam = ch->pcdata->powers[MPOWER_PSIONICS] * 650; } dam += number_range(60,80); if ( dam <= 0 ) dam = 1; sprintf(buf,"You send sudden impulses through your jack Thrashing $N's nerves! #0[#r%d#0]#n",dam); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"You notice $n squinting through his torso unit and suddenly you start to convulse! #0[#L%d#0]#n",dam); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"$n seems to fluxuate inside his mech and suddenly $N starts convulsing! #0[#r%d#0]#n",dam); act(buf,ch,NULL,victim,TO_NOTVICT); send_to_char("\n\r",ch); hurt_person(ch, victim, dam); ch->move -= number_range(200, 300); return; } void do_cluster_bomb(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_MECHA)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[MPOWER_TACTICS] < 3) { send_to_char("you need 4 semesters of tactics to use this skill.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) if ((victim = ch->fighting) == NULL) { send_to_char( "They aren't here.\n\r", ch ); return; } if (ch->move < 200) { send_to_char("Your mecha wont respond.\n\r", ch); return; } if ( ( sn = skill_lookup( "clusterbomb" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = ch->spl[spelltype] * 1.1; level = level * 4; act("You strafe right and throw a cluster bomb at $N.",ch,NULL,victim,TO_CHAR); act("$n strafes and throws $s cluster bomb at you.",ch,NULL,victim,TO_VICT); (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); ch->move = ch->move - 200; return; } void do_kamikazi (CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; CHAR_DATA *vch; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MECHA) ) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_MECHA) && ch->pcdata->powers[MPOWER_COMBAT] < 4 ) { send_to_char("You have not taken the 5th course of Combat.\n\r", ch); return; } if (ch->move < 10000) { send_to_char("You do not have enough move.\n\r", ch); return; } if (ch->hit > 1000) { send_to_char("You are not near death.\n\r", ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char("They aren't here.\n\r", ch); return; } // if (is_safe(ch, victim)) // return; if (victim->level < 3) { send_to_char("Not on a mortal.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Huh?", ch); return; } act("You Scream with the last possible strength you have and thrust your vibro blade through $N's head And Simply destroy them like a ragdoll.",ch,NULL,victim,TO_CHAR); act("$n screams in Pain and Anger as he lunges Bringing a hilt with something on it through the head of some poor helpless soul.",ch,NULL,victim,TO_NOTVICT); act("$n Screams and charges you bringing a stick down and ==={-----> Straight through your head, your body goes numb as he rips your corpse apart!",ch,NULL,victim,TO_VICT); victim->hit -= 22000; ch->move -= 10000; if (ch->fighting == NULL) set_fighting(vch,ch); update_pos(victim); update_pos(ch); WAIT_STATE(ch, 5); act("You here the scream of the vibro blade as you are thrashed lifelessy about severed by all parts of the body!",ch,NULL,victim,TO_CHAR); act("$n falls off the sliced corpse of there victim and slowly dies.",ch,NULL,victim,TO_NOTVICT); act("$n falls off your sliced body and starts to slowly die.",ch,NULL,victim,TO_VICT); WAIT_STATE(ch, 40); return; }