low/
low/area/
low/notes/
low/player/
low/player/backup/
low/player/store/
act_info.c:	     * Look for classes to turn on.
act_info.c:	char const *class;
act_info.c:	 * Figure out what to print for class.
act_info.c:	class = " ";
act_info.c:	case MAX_LEVEL -  0: class = "{bImplementor{x"; break;
act_info.c:	case MAX_LEVEL -  1: class = "{b HighJudge {x"; break;
act_info.c:        case MAX_LEVEL -  2: class = "{b   Judge   {x"; break;
act_info.c:	case MAX_LEVEL -  3: class = "{b  Enforcer {x"; break;
act_info.c:	case MAX_LEVEL -  4: class = "{bQuest Maker{x"; break;
act_info.c:	case MAX_LEVEL -  5: class = "{b  Builder  {x"; break;
act_info.c:		     if (wch->race <= 0 ) class = "{rAVA{x";
act_info.c:		else if (wch->race <= 10) class = "{rIMM{x";
act_info.c:		else if (wch->race <= 20) class = "{rGDL{x";
act_info.c:		else if (wch->race <= 30) class = "{rDMG{x";
act_info.c:		else if (wch->race <= 40) class = "{rLSG{x";
act_info.c:		else if (wch->race <= 50) class = "{rGGD{x";
act_info.c:		else if (wch->race <= 60) class = "{rSUP{x";
act_info.c:		else if (wch->race <= 70) class = "{rULT{x";
act_info.c:		else 		          class = "{rULT{x"; break;
act_info.c:	case MAX_LEVEL - 10: 		  class = "{YMOR{x"; break;
act_info.c:	case MAX_LEVEL - 11: 	          class = "{YMOR{x"; break;
act_info.c:	case MAX_LEVEL - 12: 	          class = "{YNEW{x"; break;
act_info.c:	if ( ch->class > 0 || IS_IMMORTAL( ch ))
act_info.c:	    class,
act_info.c:	    class,
act_info.c:            class,
act_info.c:	sprintf( buf, "Your armor class is %d.\n\r", obj->value[0] );
act_wiz.c:          if ( victim->class == CLASS_VAMPIRE )
act_wiz.c:          else if ( victim->class == CLASS_WEREWOLF )
act_wiz.c:	  else if ( victim->class == CLASS_MAGE )
act_wiz.c:	  else if ( victim->class == CLASS_NINJA )
act_wiz.c:	  else if ( victim->class == CLASS_MONK )
act_wiz.c:          else if ( victim->class == CLASS_DROW )
act_wiz.c:	  else if ( victim->class == CLASS_HIGHLANDER )
act_wiz.c:          if ( ch->class == CLASS_VAMPIRE )
act_wiz.c:          else if ( ch->class == CLASS_WEREWOLF )
act_wiz.c:	  else if ( ch->class == CLASS_MAGE )
act_wiz.c:	  else if ( ch->class == CLASS_NINJA )
act_wiz.c:	  else if ( ch->class == CLASS_MONK )
act_wiz.c:          else if ( ch->class == CLASS_DROW )
act_wiz.c:	  else if ( ch->class == CLASS_HIGHLANDER )
act_wiz.c:	    send_to_char( "Armor class range is -200 to 200.\n\r", ch );
act_wiz.c:    REMOVE_BIT(victim->class, CLASS_WEREWOLF);
act_wiz.c:		REMOVE_BIT(victim->class, CLASS_HIGHLANDER);
act_wiz.c:		REMOVE_BIT(victim->class, CLASS_MAGE);
clan.c:    victim->class=CLASS_VAMPIRE;
clan.c:    victim->class=CLASS_WEREWOLF;
clan.c:    REMOVE_BIT(victim->class, CLASS_VAMPIRE);
clan.c:    	REMOVE_BIT(ch->class, CLASS_VAMPIRE);
clan.c:    ch->class=CLASS_VAMPIRE;
clan.c:    	REMOVE_BIT(ch->class, CLASS_VAMPIRE);
clan.c:    ch->class= CLASS_VAMPIRE;
clan.c:    victim->class    = CLASS_MAGE;
comm.c:	write_to_buffer( d, "You may choose a class now, or have someone induct you later.\n\r", 0);
comm.c:	write_to_buffer( d, "You will not be able to change classes without penalty.\n\r\n\r", 0);
comm.c:	write_to_buffer( d, "	(N)one!	      - look for a class later\n\r\n\r", 0);
comm.c:        write_to_buffer( d, "What is your class  (W/V/D/R/M/J/N)? ", 0 );
comm.c:        write_to_buffer( d, "There are other classes that will be in soon\n\r", 0);
comm.c:	  ch->class = CLASS_WEREWOLF;
comm.c:	  ch->class = CLASS_VAMPIRE;
comm.c:	  ch->class = CLASS_DEMON;
comm.c:	  ch->class = CLASS_DROW;
comm.c:	 ch->class = CLASS_MONK;
comm.c:         ch->class = CLASS_NINJA;
comm.c:	case 'n': case 'N': ch->class = 0;	
comm.c:            write_to_buffer( d, "That's not a class.\n\rWhat IS your class (W/V/D/R/H/M/J/N)? ", 0);
comm.c:	    ch->class   = 0;
demon.c:	if (victim->class != 0) {
demon.c:    victim->class=CLASS_DEMON;
drow.c:    victim->class=0;
drow.c:    victim->class=CLASS_DROW;
fight.c:     * Calculate to-hit-armor-class-0 versus armor.
handler.c:    case APPLY_CLASS:		return "class";
handler.c:    case APPLY_AC:		return "armor class";
interp.c:    { "class",   do_class,   POS_DEAD,   9, LOG_ALWAYS  },
kav_fight.c:	( ch->class == 1 || ch->class == 2 ))
kav_fight.c:	ch->class = 3;
kav_fight.c:    if (ch->class == 1)
kav_fight.c:    else if (ch->class == 2)
kav_fight.c:    else if (ch->class == 3)
kav_fight.c:	ch->class = 1;
kav_fight.c:	ch->class = 2;
kav_wiz.c:		{send_to_char("How much armor class?\n\r", ch); return;}
kav_wiz.c:	    	sprintf(buf,"The armor class can be increased by %d.\n\r",(15 - obj->value[0]));
kav_wiz.c:	    	sprintf(buf,"The armor class cannot be increased any further.\n\r");
kav_wiz.c:/* Following is Code From Shimian, Cset, and Unclass use to see how to make your own,
kav_wiz.c:void do_classset( CHAR_DATA *ch, char *argument )
kav_wiz.c:/* Thou shall not create classes unless you are an Imp */
kav_wiz.c:	send_to_char( "Syntax: cset <victim> <class>\n\r",ch );
kav_wiz.c:/* Make sure they don't already have a class */
kav_wiz.c:    if ( victim->class != 0 || IS_SET(victim->special,SPC_CHAMPION )
kav_wiz.c:    if ( (IS_SET(victim->class,   CLASS_VAMPIRE    ) )  || 
kav_wiz.c:         (IS_SET(victim->class,   CLASS_WEREWOLF   ) )  ||
kav_wiz.c:         (IS_SET(victim->class,   CLASS_MAGE       ) )  ||
kav_wiz.c:         (IS_SET(victim->class,   CLASS_HIGHLANDER ) )  ||
kav_wiz.c:         (IS_SET(victim->class,   CLASS_DEMON      ) )  ||
kav_wiz.c:	send_to_char("They need to be cleared of their current class first!",ch); 
kav_wiz.c:	victim->class = CLASS_VAMPIRE;
kav_wiz.c:	victim->class = CLASS_WEREWOLF;
kav_wiz.c:	victim->class = CLASS_DEMON;
kav_wiz.c:	victim->class = CLASS_HIGHLANDER;
kav_wiz.c:	victim->class = CLASS_DRAGON;
kav_wiz.c:	    victim->class = CLASS_MAGE;
kav_wiz.c:    send_to_char( "Syntax: cset <victim> <class>\n\r",ch );
kav_wiz.c:void do_unclass( CHAR_DATA *ch, char *argument )
kav_wiz.c:	send_to_char( "Unclass whom?\n\r", ch );
kav_wiz.c:    victim->class = 0;
kav_wiz.c:    send_to_char( "Unclass complete.\n\r", ch );
magic.c:	sprintf( buf, "Armor class is %d.\n\r", obj->value[0] );
monk.c:    if ( victim->class != 0 )
monk.c:      stc("They are already classed.\n\r",ch);
monk.c:    victim->class    = CLASS_MONK;
ninja.c:	if (victim->class != 0) {
ninja.c:    victim->class    = CLASS_NINJA;
sage.c:    victim->class = 0;
sage.c:	victim->class = 0;
sage.c:    victim->class = 0;
sage.c:    victim->class = 0;  	
sage.c:    victim->class = 0;  	
sage.c:    victim->class = 0; 
sage.c:    victim->class = 0;  	
sage.c:void do_class( CHAR_DATA *ch, char *argument )
sage.c:	send_to_char( "Syntax: class <char> <class>.\n\r", ch );
sage.c:/* All classes in general */   
sage.c:    victim->class = 0;
sage.c:    send_to_char("You are classless now!\n\r", victim);
sage.c:    victim->class = 1;
sage.c:        victim->class = CLASS_DRAGON;
sage.c:    victim->class = 1;
sage.c:    victim->class = 2;
sage.c:    victim->class = 2;
sage.c:    victim->class = 2;
sage.c:    victim->class = 2;
sage.c:    victim->class = 2;
sage.c:    victim->class = 4;
sage.c:    victim->class = 8;
sage.c:    victim->class = 16;
sage.c:     victim->class = 128;
sage.c:     victim->class = 512;
sage.c:    victim->class = 32;
sage.c:    victim->class = 256;
sage.c:	send_to_char( "Syntax: class <char> <class>.\n\r", ch );
save.c:    fprintf( fp, "Class        %d\n",	ch->class		);
save.c:    ch->class                           = 0;
save.c:    ch->class				= 0;
save.c:    ch->class				= 0;
save.c:	    KEY( "Class",	ch->class,       	fread_number( fp ) );
save.c:		ch->class=CLASS_DEMON;
save.c:		ch->class=CLASS_WEREWOLF;
save.c:		ch->class=CLASS_MAGE;
save.c:		ch->class=CLASS_VAMPIRE;
save.c:		ch->class=CLASS_HIGHLANDER;
save.c:	if ( ch->class == 0 )