/***************************************************************************
* 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. *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Tartarus/doc/rom.license *
***************************************************************************/
/***************************************************************************
* Tartarus code is copyright (C) 1997-1998 by Daniel Graham *
* In using this code you agree to comply with the Tartarus license *
* found in the file /Tartarus/doc/tartarus.doc *
***************************************************************************/
#include "include.h"
DECLARE_DO_FUN(do_myell);
DECLARE_DO_FUN(do_yell);
void check_ground_control args( ( CHAR_DATA *ch,CHAR_DATA *victim,int chance,int dam) );
void check_owaza args( (CHAR_DATA *ch,CHAR_DATA *victim) );
void prelag_skills( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *owner = NULL;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if (paf->owner_name)
owner = find_char_by_name(paf->owner_name);
if (paf->wait > 0)
{
if (ch->fighting != owner)
paf->wait = 0;
else
paf->wait -= 1;
}
if (paf->wait == 0)
{
// Owaza
if ( paf->type == gsn_owaza && paf->wait == 0)
check_owaza(ch,ch->fighting);
}
}
}
}
void do_crescent_kick(CHAR_DATA *ch,char *argument)
{
char arg[MIL];
CHAR_DATA *victim;
OBJ_DATA *obj;
OBJ_DATA *secondary;
int dam, chance;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_crescent_kick)) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
victim = ch->fighting;
else
victim = get_char_room(ch,arg);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Now that would be a bit stupid.\n\r",ch);
return;
}
if ((victim->fighting != ch) && (ch->fighting != victim))
{
send_to_char("But you aren't engaged in combat with them.\n\r",ch);
return;
}
if (is_affected(ch,AFF_BLIND))
{
chance /= 2;
}
if (chance > number_percent())
{
act("You begin the fluid motions of the crescent kick.",ch,NULL,victim,TO_CHAR);
act("$n begins the fluid motions of the crescent kick.",ch,NULL,victim,TO_VICT);
act("$n begins the fluid motions of the crescent kick.",ch,NULL,victim,TO_NOTVICT);
dam = (ch->drain_level + ch->level)/2;
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(ch->level/5,ch->level/4);
WAIT_STATE(ch,PULSE_VIOLENCE*2);
damage(ch,victim,dam,gsn_crescent_kick,DAM_BASH,TRUE);
chance /= 1.4;
obj = get_eq_char(victim,WEAR_WIELD);
if ( (chance - 30> number_percent()) && (obj != NULL) )
{
act("As you complete the motions of your crescent kick you aim for $N's weapon.",ch,NULL,victim,TO_CHAR);
act("As $n completes the motions of $s crescent kick $m aims for your weapon.",ch,NULL,victim,TO_VICT);
act("As $n completes the motions of $s crescent kick $m aims for $n's weapon.",ch,NULL,victim,TO_NOTVICT);
if (IS_OBJ_STAT(obj,ITEM_NOREMOVE) || IS_OBJ_STAT(obj,ITEM_NODISARM) || is_affected(victim,gsn_spiderhands))
{
act("Your heel makes solid contact with $N's weapon, but it doesn't budge!",ch,NULL,victim,TO_CHAR);
act("$n's heel makes solid contact with your weapon, but it doesn't budge!",ch,NULL,victim,TO_VICT);
act("$n's heel makes solid contact with $N's weapon, but it doesn't budge!",ch,NULL,victim,TO_NOTVICT);
return;
}
else
{
act("You strike $N's weapon with your heel and send it flying!",ch,NULL,victim,TO_CHAR);
act("$N strikes your weapon with $s heel and sends it flying!",ch,NULL,victim,TO_VICT);
act("$n strikes $N's weapon with $s heel and sends it flying!",ch,NULL,victim,TO_NOTVICT);
obj_from_char( obj );
if (IS_OBJ_STAT(obj,ITEM_NODROP))
{
obj_to_char(obj,victim);
}
else
{
obj_to_room( obj, victim->in_room );
reslot_weapon(victim);
if (!IS_NPC(victim) && (secondary = get_eq_char(victim,WEAR_DUAL_WIELD)) != NULL)
{
unequip_char(victim,secondary);
equip_char(victim,secondary,WEAR_WIELD);
}
else if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj))
{
WAIT_STATE(victim,PULSE_VIOLENCE*3);
get_obj(victim,obj,NULL);
do_wear(victim,obj->name);
}
}
}
}
check_improve(ch,gsn_crescent_kick,TRUE,1);
check_follow_through(ch,victim,dam);
}
else
{
WAIT_STATE(ch,PULSE_VIOLENCE*2);
damage(ch,victim,0,gsn_crescent_kick,DAM_BASH,TRUE);
check_improve(ch,gsn_crescent_kick,FALSE,1);
}
}
void do_axe_kick(CHAR_DATA *ch,char *argument)
{
char arg[MIL];
AFFECT_DATA af;
CHAR_DATA *victim;
int dam, chance;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_axe_kick)) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
victim = ch->fighting;
else
victim = get_char_room(ch,arg);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Now that would be a bit stupid.\n\r",ch);
return;
}
if ((victim->fighting != ch) && (ch->fighting != victim))
{
send_to_char("But you aren't engaged in combat with them.\n\r",ch);
return;
}
if (is_affected(ch,AFF_BLIND))
{
chance /= 2;
}
if (chance > number_percent() && IS_SET(victim->parts,PART_ARMS))
{
act("You raise your leg high above $N's shoulder and lower it in a swift strike.",ch,NULL,victim,TO_CHAR);
act("$n raises $s leg high above your shoulder and lowers it in a swift strike.",ch,NULL,victim,TO_VICT);
act("$n raises $s leg high above $S's shoulder and lowers it in a swift strike.",ch,NULL,victim,TO_NOTVICT);
dam = (ch->drain_level + ch->level)/1.5;
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(0,(ch->drain_level + ch->level)/6);
dam += number_range(ch->level/5,ch->level/4);
WAIT_STATE(ch,PULSE_VIOLENCE*2);
damage_new(ch,victim,dam,gsn_axe_kick,DAM_BASH,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"axe kick");
chance -= (victim->size - ch->size) * 4;
if (chance > number_percent())
{
if (!is_affected(victim,gsn_axe_kick))
{
act("The sound of bones cracking echos from $N's shoulder as you shatter $S shoulder blade.",ch,NULL,victim,TO_CHAR);
act("The sound of bones cracking echos from your shoulder as $n shatters your shoulder blade.",ch,NULL,victim,TO_VICT);
act("The sound of bones cracking echos from $N's shoulder as $n shatters $S shoulder blade.",ch,NULL,victim,TO_NOTVICT);
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_axe_kick;
af.aftype = AFT_MALADY;
af.level = ch->level;
af.duration = ch->level/8;
af.modifier = -(ch->level/6);
af.bitvector = 0;
af.location = APPLY_STR;
affect_to_char(victim,&af);
af.location = APPLY_DEX;
affect_to_char(victim,&af);
}
else
{
act("You hear the shattered bone in $N's shoulder shifting as you strike $S shoulder blade squarely again.",ch,NULL,victim,TO_CHAR);
act("You hear the shattered bone in your shoulder shifting as $n strikes your shoulder blade squarely again.",ch,NULL,victim,TO_VICT);
act("You hear the shattered bone in $N's shoulder shifting as $n strikes $S shoulder blade squarely again.",ch,NULL,victim,TO_NOTVICT);
}
check_follow_through(ch,victim,dam);
}
check_improve(ch,gsn_axe_kick,TRUE,1);
}
else
{
WAIT_STATE(ch,PULSE_VIOLENCE*2);
damage(ch,victim,0,gsn_axe_kick,DAM_BASH,TRUE);
check_improve(ch,gsn_axe_kick,FALSE,1);
}
}
void do_scissor_kick(CHAR_DATA *ch,char *argument)
{
char arg[MIL];
CHAR_DATA *victim;
int dam, chance;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_scissor_kick)) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
victim = ch->fighting;
else
victim = get_char_room(ch,arg);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Now that would be a bit stupid.\n\r",ch);
return;
}
if ((victim->fighting != ch) && (ch->fighting != victim))
{
send_to_char("But you aren't engaged in combat with them.\n\r",ch);
return;
}
if (is_affected(ch,AFF_BLIND))
{
chance /= 2;
}
if (chance > number_percent())
{
act("You leap towards $N in an attempt to wrap your legs around $M.",ch,NULL,victim,TO_CHAR);
act("$n leaps towards you in an attempt to wrap $s legs around you.",ch,NULL,victim,TO_VICT);
act("$n leaps towards $N in an attempt to wrap $s legs around $M.",ch,NULL,victim,TO_NOTVICT);
dam = 25+(chance + GET_DAMROLL(ch))/1.5;
damage(ch,victim,dam,gsn_scissor_kick,DAM_BASH,TRUE);
chance -= (victim->size - ch->size) * 10;
if (chance > number_percent())
{
act("Upon successfully enclosing $N's upper body in your legs, you bring $M to the ground!",ch,NULL,victim,TO_CHAR);
act("Upon successfully enclosing you in $s legs, $n brings you to the ground!",ch,NULL,victim,TO_VICT);
act("Upon successfully enclosing $N in $s legs, $n brings $N to the ground!.",ch,NULL,victim,TO_NOTVICT);
ADD_WAIT_STATE(victim,PULSE_VIOLENCE*2);
}
check_improve(ch,gsn_scissor_kick,TRUE,1);
check_follow_through(ch,victim,dam);
}
else
{
damage(ch,victim,0,gsn_scissor_kick,DAM_BASH,TRUE);
check_improve(ch,gsn_scissor_kick,FALSE,1);
}
WAIT_STATE(ch,PULSE_VIOLENCE*2);
}
void do_tigerclaw (CHAR_DATA *ch,char *argument)
{
char arg[MIL];
char buf[MSL];
CHAR_DATA *victim;
int dam, chance;
AFFECT_DATA af;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_tigerclaw)) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
victim = ch->fighting;
else
victim = get_char_room(ch,arg);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("You jab at your own throat like an idiot.\n\r",ch);
return;
}
if (hands_full(ch))
{
send_to_char("You cannot tigerclaw without an open hand.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if (is_affected(victim,gsn_tigerclaw))
{
send_to_char("Their throat is already constricted.\n\r",ch);
return;
}
if (check_chargeset(ch,victim)) {return;}
update_pc_last_fight(ch,victim);
if (is_affected(ch,AFF_BLIND))
{
chance /= 5;
}
chance -= ( (get_curr_stat(victim,STAT_DEX))-(get_curr_stat(ch,STAT_DEX)) );
if (!(str_cmp(race_table[victim->race].name,"lich")))
chance = 0;
if (chance -20> number_percent())
{
act("You tighten your fist with a knuckle extruding and strike at $N's throat.",ch,NULL,victim,TO_CHAR);
act("$n tightens $s fist with a knuckle extruding and strikes at your throat.",ch,NULL,victim,TO_VICT);
act("$n tightens $s fist with a knuckle extruding and strikes at $N's throat.",ch,NULL,victim,TO_NOTVICT);
dam = number_range(0,(victim->level + ch->level));
damage(ch,victim,dam,gsn_tigerclaw,DAM_BASH,TRUE);
act("You strike $N's throat, temporarily closing $S vocal passage!",ch,NULL,victim,TO_CHAR);
act("$n strikes your throat, temporarily closing your vocal passage!",ch,NULL,victim,TO_VICT);
act("$n strikes $N's throat, temporarily closing $S vocal passage!",ch,NULL,victim,TO_NOTVICT);
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_tigerclaw;
af.aftype = AFT_MALADY;
af.level = ch->level;
af.duration = number_range(1,3);
af.modifier = 0;
af.bitvector = 0;
affect_to_char(victim,&af);
check_improve(ch,gsn_tigerclaw,TRUE,1);
}
else
{
sprintf(buf,"Help! %s is jabbing at my throat!",PERS(ch,victim));
do_myell(victim,buf);
damage(ch,victim,0,gsn_tigerclaw,DAM_BASH,TRUE);
check_improve(ch,gsn_tigerclaw,FALSE,1);
}
WAIT_STATE(ch,PULSE_VIOLENCE*2);
}
void do_bindwounds(CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
if ( (get_skill(ch,gsn_bindwounds) == 0) || (ch->level < skill_table[gsn_bindwounds].skill_level[ch->class]) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (is_affected(ch,gsn_bindwounds))
{
send_to_char("You can't apply more aid yet.\n\r",ch);
return;
}
if (ch->mana < 40)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
if (number_percent() > ch->pcdata->learned[gsn_bindwounds])
{
send_to_char("You fail to focus on your injuries.\n\r",ch);
act("$n fails to focus on $s injuries and bind $s wounds.",ch,0,0,TO_ROOM);
ch->mana -= 12;
check_improve(ch,gsn_bindwounds,FALSE,3);
return;
}
ch->mana -= 40;
act("$n focuses on $s injuries and binds $s wounds.",ch,0,0,TO_ROOM);
send_to_char("You focus on your injuries and bind your wounds.\n\r",ch);
send_to_char("You feel better.\n\r",ch);
ch->hit += ch->max_hit/10;
ch->hit = UMIN(ch->hit,ch->max_hit);
if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)/4) && is_affected(ch,AFF_PLAGUE) )
{
affect_strip(ch,gsn_plague);
act("The sores on $n's body vanish.\n\r",ch,0,0,TO_ROOM);
send_to_char("The sores on your body vanish.\n\r",ch);
}
if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)) && is_affected(ch, gsn_blindness) )
{
affect_strip(ch, gsn_blindness);
send_to_char("Your vision returns!\n\r",ch);
}
if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)) && is_affected(ch, gsn_blindness_dust) )
{
affect_strip(ch, gsn_blindness_dust);
send_to_char("You wipe the dust from your eyes.\n\r",ch);
}
if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)/2) && is_affected(ch,gsn_poison))
{
affect_strip(ch,gsn_poison);
send_to_char("A warm feeling goes through your body.\n\r",ch);
act("$n looks better.",ch,0,0,TO_ROOM);
}
if ( number_percent() < UMAX(1,(ch->drain_level + ch->level)/2) && is_affected(ch,gsn_poison_dust))
{
affect_strip(ch,gsn_poison_dust);
send_to_char("The dust in your eyes is cleaned out.\n\r",ch);
act("The dust in $n's eyes looks cleaned out.",ch,0,0,TO_ROOM);
}
check_improve(ch,gsn_bindwounds,TRUE,3);
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_bindwounds;
af.location = 0;
af.duration = number_range(4,8);
af.modifier = 0;
af.bitvector = 0;
af.level = ch->level;
af.aftype = AFT_SKILL;
affect_to_char(ch,&af);
return;
}
void do_vanish(CHAR_DATA *ch,char *argument)
{
ROOM_INDEX_DATA *pRoomIndex;
int chance;
if ( (chance = get_skill(ch,gsn_vanish)) == 0
|| ch->level < skill_table[gsn_vanish].skill_level[ch->class])
{
send_to_char("Huh?\n\r",ch);
return;
}
if(is_affected(ch,gsn_vanish))
{
send_to_char("You cannot vanish again so soon.\n\r",ch);
return;
}
if(ch->position==POS_FIGHTING)
{
send_to_char("You cannot vanish while fighting.\n\r",ch);
return;
}
if (ch->mana < 20)
{
send_to_char("You don't have the mana.",ch);
return;
}
chance -= 5;
if (ch->position==POS_FIGHTING)
{
chance -= 50;
}
if (number_percent() > chance)
{
send_to_char("You attempt to vanish without trace but fail.\n\r",ch);
act("$n attempts to slide into the shadows but fails.",ch,0,0,TO_ROOM);
check_improve(ch,gsn_vanish,FALSE,2);
ch->mana -= 10;
return;
}
if (no_vanish_area(ch))
{
send_to_char("You attempt to vanish without trace but fail.\n\r",ch);
act("$n attempts to slide into the shadows but fails.",ch,0,0,TO_ROOM);
ch->mana -= 10;
return;
}
ch->mana -= 20;
for (; ;)
{
pRoomIndex = get_room_index(number_range(0,30000));
if (pRoomIndex != NULL)
if (pRoomIndex->area == ch->in_room->area
&& !IS_SET(pRoomIndex->room_flags,ROOM_PRIVATE)
&& (pRoomIndex->guild == 0)
&& can_see_room(ch,pRoomIndex)
&& !IS_SET(pRoomIndex->room_flags,ROOM_SOLITARY)
&& ch->in_room->vnum != 1212
&& pRoomIndex->vnum != 1212)
break;
}
act("$n suddenly vanishes into the shadows!",ch,0,0,TO_ROOM);
send_to_char("You slip into the shadows and vanish!\n\r",ch);
char_from_room(ch);
char_to_room(ch,pRoomIndex);
act("$n appears from the shadows.",ch,0,0,TO_ROOM);
do_look(ch,"auto");
return;
}
void do_endure(CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
int chance;
if ( (chance = get_skill(ch,gsn_endure)) == 0 || ch->level < skill_table[gsn_endure].skill_level[ch->class])
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->fighting != NULL)
{
send_to_char("You can't concentrate enough.\n\r",ch);
return;
}
if (ch->mana < 30)
{
send_to_char("You don't have enough energy.\n\r",ch);
return;
}
if (is_affected(ch,gsn_endure))
{
send_to_char("You are already prepared for magical encounters.\n\r",ch);
return;
}
WAIT_STATE(ch,PULSE_VIOLENCE*2);
if (number_percent() < chance)
{
act("$n concentrates and resumes $s position.",ch,0,0,TO_ROOM);
send_to_char("You prepare yourself for magical encounters.\n\r",ch);
ch->mana -= 30;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SKILL;
af.type = gsn_endure;
af.location = APPLY_SAVING_SPELL;
af.duration = ch->level/2;
af.modifier = -(ch->level/4);
af.bitvector = 0;
af.level = ch->level;
affect_to_char(ch,&af);
check_improve(ch,gsn_endure,TRUE,1);
}
else
{
send_to_char("You fail to prepare yourself for magical encounters.\n\r",ch);
ch->mana -= 15;
check_improve(ch,gsn_endure,FALSE,1);
}
return;
}
void do_heightened_awareness(CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
int chance;
if ( (chance = get_skill(ch,gsn_heightened_awareness)) == 0 || ch->level < skill_table[gsn_heightened_awareness].skill_level[ch->class])
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->fighting != NULL)
{
send_to_char("You can't concentrate enough.\n\r",ch);
return;
}
if (ch->mana < 20)
{
send_to_char("You don't have enough energy.\n\r",ch);
return;
}
if (is_affected(ch,gsn_heightened_awareness))
{
send_to_char("You cannot heighten your awareness any further.\n\r",ch);
return;
}
WAIT_STATE(ch,PULSE_VIOLENCE*1);
if (number_percent() < chance)
{
send_to_char("You feel more aware of your surroundings.\n\r",ch);
ch->mana -= 20;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SKILL;
af.type = gsn_heightened_awareness;
af.location = 0;
af.duration = ch->level/2;
af.modifier = 0;
af.bitvector = 0;
af.level = ch->level;
af.bitvector = AFF_DETECT_INVIS;
af.affect_list_msg = str_dup("grants the ability to detect the invisible");
affect_to_char(ch, &af);
af.bitvector = AFF_INFRARED;;
af.affect_list_msg = str_dup("grants dark vision");
affect_to_char(ch, &af);
check_improve(ch,gsn_heightened_awareness,TRUE,1);
}
else
{
send_to_char("You fail to heighten your awareness.\n\r",ch);
ch->mana -= 10;
check_improve(ch,gsn_heightened_awareness,FALSE,1);
}
return;
}
void do_owaza(CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
CHAR_DATA *victim;
int chance;
if ((chance = get_skill(ch,gsn_owaza)) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if (victim == NULL)
{
send_to_char("You aren't fighting anyone.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Now that would be a bit stupid.\n\r",ch);
return;
}
if (is_affected(ch,AFF_BLIND))
{
chance /= 2;
}
if (chance > number_percent())
{
act("You prepare yourself for a complex manuever.",ch,NULL,victim,TO_CHAR);
act("$n prepares $mself for a complex manuever.",ch,NULL,victim,TO_VICT);
act("$n prepares $mself for a complex manuever.",ch,NULL,victim,TO_NOTVICT);
affect_strip(ch,gsn_owaza);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_INVIS;
af.type = gsn_owaza;
af.wait = 3;
af.location = 0;
af.duration = 2;
af.modifier = 0;
af.owner_name = str_dup(ch->original_name);
af.bitvector = 0;
af.level = ch->level;
affect_to_char(ch,&af);
}
else
{
send_to_char("You attempt to prepare yourself for a complex maneuver, but lose your rhythm.\n\r", ch);
}
WAIT_STATE(ch,PULSE_VIOLENCE*3);
return;
}
void check_owaza(CHAR_DATA *ch,CHAR_DATA *victim)
{
char owazabuf[MSL];
int base_owaza_chance, owaza_chance=0, dam;
base_owaza_chance = get_skill(ch,gsn_owaza);
dam = (ch->level*3 + number_percent()*3) / 5 * 2;
if ((!victim) || (!ch))
return;
if (victim->fighting != NULL && victim->fighting != ch)
{
sprintf(owazabuf,"%s is not fighting you anymore, and you cannot complete your manuever.\n\r",victim->name);
send_to_char(owazabuf,ch);
affect_strip(ch,gsn_owaza);
return;
}
affect_strip(ch,gsn_owaza);
act("With $N's defenses open, you deliver a powerful shuto strike to $M!",ch,NULL,victim,TO_CHAR);
act("With your defenses open, $n delivers a powerful shuto strike to you!",ch,NULL,victim,TO_VICT);
act("With $N's defenses open, $n delivers a powerful shuto strike to $S!",ch,NULL,victim,TO_NOTVICT);
damage(ch,victim,dam,gsn_shuto_strike,DAM_BASH,TRUE);
owaza_chance += base_owaza_chance + (get_curr_stat(ch,STAT_DEX) - get_curr_stat(victim,STAT_DEX))*2;
owaza_chance /= 3;
owaza_chance *= 2;
if (number_percent() < owaza_chance && dam != 0 && victim->fighting == ch)
{
dam = (ch->level*3 + number_percent()*3) / 5 * 2;
act("Securing your grasp, you perform a sukuinage on $N.",ch,NULL,victim,TO_CHAR);
act("Securing $s grasp, $n performs a sukuinage on you.",ch,NULL,victim,TO_VICT);
act("Securing $s grasp, $n prepares a sukuinage on $N.",ch,NULL,victim,TO_NOTVICT);
damage(ch,victim,dam,gsn_sukuinage,DAM_BASH,TRUE);
owaza_chance = 0;
owaza_chance += base_owaza_chance + (get_curr_stat(ch,STAT_DEX) - get_curr_stat(victim,STAT_DEX));
owaza_chance /= 3;
owaza_chance *= 2;
if (number_percent() < owaza_chance && dam != 0 && victim->fighting == ch)
{
dam = (ch->level*3 + number_percent()*3) / 5 * 2;
act("With $N momentarily stunned, you execute a seiken strike!",ch,NULL,victim,TO_CHAR);
act("With you momentarily stunned, $n executes a seiken strike!",ch,NULL,victim,TO_VICT);
act("With $N momentarily stunned, $n executes a seiken strike!",ch,NULL,victim,TO_NOTVICT);
damage(ch,victim,dam,gsn_seiken_strike,DAM_BASH,TRUE);
owaza_chance = 0;
owaza_chance += base_owaza_chance + (get_curr_stat(ch,STAT_DEX) - get_curr_stat(victim,STAT_DEX));
owaza_chance += (get_curr_stat(ch,STAT_STR) - get_curr_stat(victim,STAT_STR))*3;
owaza_chance /= 3;
owaza_chance *= 2;
if (number_percent() < owaza_chance && dam != 0 && victim->fighting == ch)
{
dam = (ch->level*3 + number_percent()*3) / 5 * 2;
act("In a swift motion, you throw $N to the ground.",ch,NULL,victim,TO_CHAR);
act("In a swift motion, $n throws you to the ground.",ch,NULL,victim,TO_VICT);
act("Int a swift motion, $n throws $N to the ground.",ch,NULL,victim,TO_NOTVICT);
damage(ch,victim,dam,gsn_throw,DAM_BASH,TRUE);
if (dam != 0)
{
WAIT_STATE(victim,PULSE_VIOLENCE*2);
dam = (ch->level*3 + number_percent()*3) / 5 * 2;
check_ground_control(ch,victim,owaza_chance,dam);
}
check_improve(ch,gsn_owaza,TRUE,3);
}
else
{
if (victim->fighting == ch)
{
check_improve(ch,gsn_owaza,TRUE,3);
}
else
{
check_improve(ch,gsn_owaza,FALSE,3);
}
return;
}
}
else
{
if (victim->fighting == ch)
{
check_improve(ch,gsn_owaza,TRUE,3);
}
else
{
check_improve(ch,gsn_owaza,FALSE,3);
}
return;
}
}
else
{
if (victim->fighting == ch)
{
check_improve(ch,gsn_owaza,TRUE,3);
}
else
{
check_improve(ch,gsn_owaza,FALSE,3);
}
return;
}
return;
}
void do_assassinate(CHAR_DATA *ch,char *argument)
{
CHAR_DATA *victim;
int chance, dam;
char arg[MIL], buf[MIL];
OBJ_DATA *obj;
argument = one_argument(argument,arg);
if (IS_NPC(ch))
return;
if ((get_skill(ch,gsn_assassinate) == 0))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Attempt to assassinate who?\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("You can't do that.\n\r",ch);
return;
}
if (victim->fighting != NULL || victim->position == POS_FIGHTING)
{
send_to_char("They are moving around too much to get in close for the kill.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if (victim->hit < victim->max_hit - 200)
{
send_to_char("They have too much blood on them right now to locate their strike point.\n\r",ch);
return;
}
chance = get_skill(ch,gsn_assassinate);
if (IS_CABAL_OUTER_GUARD(victim) || IS_CABAL_GUARD(victim))
chance = 0;
if (number_percent() > chance)
{
sprintf(buf,"Help! %s just tried to assassinate me!",PERS(ch,victim));
do_myell(victim,buf);
damage(ch,victim,0,gsn_assassinate,DAM_OTHER,TRUE);
check_improve(ch,gsn_assassinate,1,TRUE);
WAIT_STATE(ch,PULSE_VIOLENCE*2);
return;
}
chance *=2;
chance /=3;
chance += (ch->level * 3);
chance -= (victim->level * 4);
if (!can_see(victim,ch))
chance += 10;
if (victim->position == POS_FIGHTING)
chance -= 10;
else if (victim->position == POS_SLEEPING)
chance += 10;
if (ch->pause == 0)
chance += 15;
else
chance -= 15;
if (victim->pause == 0)
chance += 15;
else
chance -= 15;
chance /= 2;
chance = URANGE(2,chance,25);
if (victim->level > (ch->level + 8))
chance = 0;
if (!(str_cmp(race_table[victim->race].name,"lich")))
chance = 0;
if (!str_cmp(argument, "ohjustdie"))
chance = 99;
obj = get_eq_char(ch, WEAR_WIELD);
if (number_percent() < chance)
{
if (!obj) {
// hand echos
} else if (obj->value[0] == WEAPON_SWORD) {
act("The bitter taste of blood fills your mouth as you feel the sharp pain of a blade plunge into your vital organs.", ch, 0, victim, TO_VICT);
act("You deftly slide from the shadows and pierce the underbelly of $N slicing your blade upwards through his innards, spilling them.", ch, 0, victim, TO_CHAR);
act("$N clutches at his abdomen in horror as $S innards spill to the ground in a bloody cascade.", ch, 0, victim, TO_NOTVICT);
} else if (obj->value[0] == WEAPON_DAGGER) {
act("Your neck jerks involuntarily as you feel a biting pain in the small of your neck. ", ch, 0, victim, TO_VICT);
act("As the unseen blade retracts from your vertabrae your whole body goes numb as you slump to the ground.", ch, 0, victim, TO_VICT);
act("You feel the satisfying grinding of bone on your blade as it slices through $N's spine, rendering $M a writhing mass of spasming muscles upon the ground.", ch, 0, victim, TO_CHAR);
act("$N's mouth opens in a silent scream as $S neck jerks to the side and crumples to the ground as the life drains out of $M.", ch, 0, victim, TO_NOTVICT);
} else if (obj->value[0] == WEAPON_SPEAR) {
act("You find yourself looking at the sky as the sudden and quick blow to your knees takes you onto your back.", ch, 0, victim, TO_VICT);
act("A breeze of pain whips past you as you feel the searing pain erupt from your chest as your heart is pierced.", ch, 0, victim, TO_VICT);
act("Taking the shaft of your spear, you legsweep your unsuspecting victim bringing him to his back upon the ground.", ch, 0, victim, TO_CHAR);
act("Quickly switching your grip you thrust with every inch of strength in your body in a brutal downward plunge directly at the heart ending in a bloody geyser of triumph.", ch, 0, victim, TO_CHAR);
act("A quick breeze is felt, as a sudden eruption of blood spews from the fatal wound within $N.", ch, 0, victim, TO_NOTVICT);
} else {
act("$n {r+++ ASSASSINATES +++{x $N!",ch,0,victim,TO_NOTVICT);
act("You {r+++ ASSASSINATE +++{x $N!",ch,0,victim,TO_CHAR);
act("$n {r+++ ASSASSINATES +++{x you!",ch,0,victim,TO_VICT);
}
raw_kill(ch,victim);
check_improve(ch,gsn_assassinate,TRUE,3);
return;
}
else
{
AFFECT_DATA af;
dam = ch->damroll*2;
if (number_percent() < get_skill(ch,gsn_enhanced_damage))
{
dam += (number_percent() *dam/50);
dam += (number_percent() * dam/100);
}
if (!is_affected(victim,skill_lookup("assassinate"))) {
init_affect(&af);
af.aftype = AFT_SKILL;
af.duration = number_range(7,10);
af.location = APPLY_CON;
af.modifier = -1 * number_range(4,6);
af.type = skill_lookup("assassinate");
af.owner_name = str_dup(ch->original_name);
affect_to_char(victim, &af);
af.affect_list_msg = str_dup("bleeding profusely");
af.location = 0;
af.modifier = 0;
affect_to_char(victim, &af);
}
damage(ch,victim,dam,gsn_assassinate,DAM_ENERGY,TRUE);
check_improve(ch,gsn_assassinate,FALSE,1);
if (!IS_NPC(victim) && !IS_NPC(ch) && (victim->ghost == 0))
{
sprintf(buf,"Help! %s just tried to assassinate me!",PERS(ch,victim));
do_myell(victim,buf);
}
multi_hit(victim,ch,TYPE_UNDEFINED);
}
return;
}