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 )