/***************************************************************************
* 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. *
***************************************************************************/
#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"
#define MAX_SLAY_TYPES 3
#define MONK_AUTODROP 12
// #define MONK_AUTODROP ch->pcdata->autostance
/*
* Local functions.
*/
int can_pk args((CHAR_DATA *ch, CHAR_DATA *victim));
void autodrop args((CHAR_DATA *ch));
void dropinvis args((CHAR_DATA *ch));
bool check_dodge args((CHAR_DATA *ch, CHAR_DATA *victim, int dt));
bool check_parry args((CHAR_DATA *ch, CHAR_DATA *victim, int dt));
void dam_message args((CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int hit_loc));
void death_cry args((CHAR_DATA *ch));
void group_gain args((CHAR_DATA *ch, CHAR_DATA *victim));
int xp_compute args((CHAR_DATA *gch, CHAR_DATA *victim));
void set_fighting args((CHAR_DATA *ch, CHAR_DATA *victim));
bool can_counter args((CHAR_DATA *ch));
bool can_bypass args((CHAR_DATA *ch, CHAR_DATA *victim));
int number_attacks args((CHAR_DATA *ch, CHAR_DATA *victim));
int dambonus args((CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance));
void update_damcap args((CHAR_DATA *ch, CHAR_DATA *victim));
void decap_message args((CHAR_DATA *ch, CHAR_DATA *victim));
void angel_eye args((CHAR_DATA *ch, CHAR_DATA *victim, int dam));
void s_taiegra args((CHAR_DATA *ch, CHAR_DATA *victim, int dam));
void elemental_enflame args((CHAR_DATA *ch, CHAR_DATA *victim, int dam));
void vamp_bite args((CHAR_DATA *ch, CHAR_DATA *victim));
void ragnarokdecap args((CHAR_DATA *ch, CHAR_DATA *victim));
bool can_decapitate args((CHAR_DATA *ch, CHAR_DATA *victim));
void improve_weapon_res args((CHAR_DATA * ch, int dtype));
bool check_shieldblock args (( CHAR_DATA *ch, CHAR_DATA *victim, int dt ));
bool pole_special (CHAR_DATA * ch, CHAR_DATA * victim);
int axe_special (CHAR_DATA * ch, CHAR_DATA * victim, int dam);
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
// void do_weaponpractice (CHAR_DATA *ch, char *argument)
void violence_update(void)
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *emb;
CHAR_DATA *victim;
CHAR_DATA *rch;
CHAR_DATA *rch_next;
CHAR_DATA *mount;
OBJ_DATA *obj, *obj_next;
bool room_trig = FALSE;
int chance;
chance = number_percent();
for (ch = char_list; ch != NULL; ch = ch->next)
{
victim = ch->blinkykill;
if (victim != NULL)
{
if (IS_SET(ch->flag3, AFF3_BLINK_1ST_RD))
{
REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD);
SET_BIT(ch->flag3, AFF3_BLINK_2ND_RD);
}
else if (IS_SET(ch->flag3, AFF3_BLINK_2ND_RD))
{
REMOVE_BIT(ch->flag3, AFF3_BLINK_2ND_RD);
REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD);
/*
* Has the victim left?
*/
if (victim->in_room != ch->in_room)
{
SET_BIT(ch->affected_by2,
EXTRA_BLINKY);
victim = NULL;
act("$n pops back into existence.",
ch, NULL, NULL, TO_ROOM);
stc("You pop back into existence.\n\r", ch);
stc("Your victim is no longer in the room.\n\r", ch);
break;
}
SET_BIT(ch->affected_by2, EXTRA_BLINKY);
act("$n pops back into existence next to $N.",
ch, NULL, victim, TO_NOTVICT);
act("You pop back into existence next to $N.",
ch, NULL, victim, TO_CHAR);
act("$n pops back into existence next to you.", ch, NULL, victim, TO_VICT);
if (!is_safe(ch, victim))
{
if (ch->hit > 0)
{
set_fighting(ch, victim);
do_say(ch, "Muhahahahahaha");
multi_hit(ch, victim, gsn_blinky);
multi_hit(ch, victim, gsn_blinky);
if (IS_SET(ch->newbits, THIRD_HAND)
&& get_eq_char(ch, WEAR_THIRD) != NULL)
one_hit(ch, victim, gsn_blinky, 1);
if (IS_SET(ch->newbits, FOURTH_HAND)
&& get_eq_char(ch, WEAR_FOURTH) != NULL)
one_hit(ch, victim, gsn_blinky, 1);
update_pos(victim);
}
}
}
} /*end of blink */
ch_next = ch->next;
if (!IS_NPC(ch))
{
if (ch->fight_timer > 0)
ch->fight_timer--;
if (ch->fight_timer == 0)
{
if(ch->combat != NULL && !IS_NPC(ch->combat) && ch->combat->fight_timer == 0)
{
stc("Your victim is no longer fighting you.\n\r",ch->combat);
}
ch->combat = NULL;
}
if (ch->pcdata->agg_counter > 0)
{
ch->pcdata->agg_counter--;
if (ch->pcdata->agg_counter == 0)
{
ch->pcdata->aggress_from = 0;
ch->pcdata->aggress_towards = 0;
}
}
}
if (ch->rage > 0 && (IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_DEMON)))
ch->rage--;
if (ch->embracing != NULL)
{
emb = ch->embracing;
if (emb == NULL)
ch->embracing = NULL;
if (ch->in_room != emb->in_room)
{
if (emb->embraced != NULL)
{
emb->embraced = NULL;
ch->embracing = NULL;
}
else
ch->embracing = NULL;
}
}
if (ch->embraced != NULL)
{
emb = ch->embraced;
if (emb == NULL)
ch->embraced = NULL;
if (ch->in_room != emb->in_room)
{
if (emb->embracing != NULL)
{
emb->embracing = NULL;
ch->embraced = NULL;
}
else
ch->embraced = NULL;
}
}
/* if (IS_SET(ch->monkstuff, MONK_DEATH))
{
if (ch->hit > (ch->max_hit / 2))
{
ch->hit -= number_range(50, 200);
stc("Your writhe in agony as magical energies tear you asunder.\n\r", ch);
act("$n writhes in agony as magical forces tear apart $s body.", ch, NULL, NULL, TO_ROOM);
}
else
{
if (number_range(1, 2) == 1)
{
stc("You feel the magical forces leave your body.\n\r", ch);
act("The magical forces leave $n's body.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->monkstuff, MONK_DEATH);
}
else
{
ch->hit -= number_range(50, 200);
stc("Your writhe in agony as magical energies tear you asunder.\n\r", ch);
act("$n writhes in agony as magical forces tear apart $s body.", ch, NULL, NULL, TO_ROOM);
}
}
}
if (IS_SET(ch->monkstuff, MONK_HEAL))
{
if (ch->hit < (ch->max_hit / 2) && ch->hit > 0)
{
if (ch->hit < ch->max_hit)
ch->hit += number_range(200, 400);
if (ch->move < ch->max_move)
ch->move += number_range(175, 400);
stc("Your body emits glowing sparks.\n\r",
ch);
act("$n's body emits glowing sparks and fizzes.", ch, NULL, NULL, TO_ROOM);
}
else if (ch->hit > 0)
{
if (number_range(1, 2) == 1)
{
stc("The sparks fizzle and die.\n\r",
ch);
act("The sparks around $n's body fizzle and die.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->monkstuff, MONK_HEAL);
}
else
{
if (ch->hit < ch->max_hit)
ch->hit +=
number_range(200,
400);
if (ch->move < ch->max_move)
ch->move +=
number_range(175,
400);
stc("Your body emits glowing sparks.\n\r", ch);
act("$n's body emits glowing sparks and fizzes.", ch, NULL, NULL, TO_ROOM);
}
}
}
*/
if ((victim = ch->fighting) == NULL || ch->in_room == NULL)
continue;
if (!IS_NPC(ch) && !IS_NPC(victim) && !is_safe(ch, victim)
&& !is_safe(victim, ch))
{
if (ch->fight_timer < 9)
ch->fight_timer = 10;
else if (ch->fight_timer < 25)
ch->fight_timer += 3;
if (ch->pcdata->aggress_towards != 0
|| ch->pcdata->aggress_from != 0)
{
if (ch->pcdata->agg_counter < 9)
ch->pcdata->agg_counter = 10;
else if (ch->pcdata->agg_counter < 25)
ch->pcdata->agg_counter += 3;
}
}
if (IS_AWAKE(ch) && IS_AWAKE(victim)
&& ch->in_room == victim->in_room)
multi_hit(ch, victim, TYPE_UNDEFINED);
else
stop_fighting(ch, FALSE);
if ((victim = ch->fighting) == NULL)
continue;
/*
* Fun for the whole family!
*/
for (rch = ch->in_room->people; rch != NULL; rch = rch_next)
{
rch_next = rch->next_in_room;
if (IS_AWAKE(rch) && rch->fighting == NULL)
{
/*
* Mount's auto-assist their riders and vice versa.
*/
if ((mount = rch->mount) != NULL)
{
if (mount == ch)
multi_hit(rch, victim,
TYPE_UNDEFINED);
continue;
}
/*
* PC's auto-assist others in their group.
*/
if (!IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM))
{
if ((!IS_NPC(rch)
|| IS_AFFECTED(rch, AFF_CHARM))
&& is_same_group(ch, rch))
multi_hit(rch, victim,
TYPE_UNDEFINED);
continue;
}
/*
* NPC's assist NPC's of same type or 12.5% chance regardless.
*/
if (IS_NPC(rch)
&& !IS_AFFECTED(rch, AFF_CHARM))
{
if (rch->pIndexData == ch->pIndexData
|| number_bits(3) == 0)
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
target = NULL;
number = 0;
for (vch =
ch->in_room->people; vch;
vch = vch->next)
{
if (can_see(rch, vch)
&&
is_same_group(vch,
victim)
&& number_range(0,
number)
== 0)
{
target = vch;
number++;
}
}
if (target != NULL)
multi_hit(rch, target,
TYPE_UNDEFINED);
}
}
}
}
//mob prog
/* if (IS_NPC(ch))
{
if (HAS_TRIGGER_MOB(ch, TRIG_FIGHT))
p_percent_trigger(ch, NULL, NULL, victim,
NULL, NULL, TRIG_FIGHT);
if (HAS_TRIGGER_MOB(ch, TRIG_HPCNT))
p_hprct_trigger(ch, victim);
}
for (obj = ch->carrying; obj; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->wear_loc != WEAR_NONE
&& HAS_TRIGGER_OBJ(obj, TRIG_FIGHT))
p_percent_trigger(NULL, obj, NULL, victim,
NULL, NULL, TRIG_FIGHT);
}
if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_FIGHT)
&& room_trig == FALSE)
{
room_trig = TRUE;
p_percent_trigger(NULL, NULL, ch->in_room, victim,
NULL, NULL, TRIG_FIGHT);
}
*/
/* if (IS_AFF2(ch, AFF2_FROZEN))
{
send_to_char("The ice around melts a little bit.\n\r",
ch);
act("The ice around $n melts a little.", ch, NULL,
NULL, TO_ROOM);
if (number_range(1, 100) > 49)
{
send_to_char
("The ice around you is so thin you flex your muscles and shatter it.\n\r",
ch);
act("The ice around $n shatters revealing one pissed off $n.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->affected_by2, AFF2_FROZEN);
}
}
*/
}
return;
}
/*
* Do one group of attacks.
*/
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *wield;
OBJ_DATA *wield1;
OBJ_DATA *wield2;
OBJ_DATA *wield3;
OBJ_DATA *wield4;
OBJ_DATA *familiar;
char buf[MAX_STRING_LENGTH];
int sn, level, chance, unarmed, maxcount,countup,x,wieldie,i;
AFFECT_DATA af;
int wieldorig = 0;
int wieldtype = 0;
int dam;
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char buf3[MAX_STRING_LENGTH];
int dtype;
// Assymetric - Newbie protection - 4 hours
// This should never come up, but just in case someone finds a back door into combat
if(!IS_NPC(ch) && !IS_NPC(victim) && ((get_age(victim) - 17) < 2 || (get_age(ch) - 17) < 2))
{
stc("You can't attack newbies or attack as a newbie!\n\r", ch);
stop_fighting(ch, victim);
return;
}
if ( ch->position < POS_SLEEPING ) return;
if ( IS_CREATOR(ch))
{
if (!IS_NPC(ch) && wieldorig == 0 )
{
countup = number_range(0,2);
if (countup == 0) unarmed = number_range(0,3);
else if (countup == 1) unarmed = number_range(4,7);
else unarmed = number_range(0,7);
if (!IS_NPC(ch) && ch->cmbt[unarmed] != 0 && wieldorig == 0)
fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype);
}
}
/*
* Swords will very rarely get in an extra round.
*/
if ((dtype == WPN_BROADSWORD || dtype == WPN_LONGSWORD || dtype == WPN_BASTARDSWORD)
&& ch->wait <= 0)
{
int chance;
CHAR_DATA * was_fighting;
CHAR_DATA * vch;
if (dtype == WPN_BROADSWORD) chance = ch->wpn[3] / 100;
if (dtype == WPN_LONGSWORD) chance = ch->wpn[2] / 100;
if (dtype == WPN_BASTARDSWORD) chance = ch->wpn[12] / 100;
/*
* Penalty if the opponent can see.
*/
if (can_see (victim, ch))
chance = chance * 3 / 5;
for (vch = ch->in_room->people; vch != NULL;
vch = vch->next_in_room)
{
if (vch->fighting == ch
|| is_same_group (vch->fighting, ch))
{
if (number_percent () < chance)
{
was_fighting = ch->fighting;
ch->fighting = vch;
multi_hit (ch, vch, TYPE_UNDEFINED);
ch->fighting = was_fighting;
WAIT_STATE (ch, PULSE_VIOLENCE);
break;
}
}
}
}
/*
* Extra hit for daggers.
*/
if (dtype == WPN_DAGGER || dtype == WPN_KNIFE)
{
if (dtype == WPN_DAGGER) chance = ch->wpn[18] / 65;
if (dtype == WPN_KNIFE) chance = ch->wpn[6] / 65;
if (IS_ITEMAFF(ch, ITEMA_SPEED)) chance *= 2;
if (number_percent () < chance)
{
one_hit (ch, victim, dt, 1);
if (ch->fighting != victim)
return;
}
}
if ( dt == gsn_headbutt )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ( dt == gsn_lightningslash )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ( dt == gsn_malice )
{
one_hit( ch, victim, dt, 1 );
return;
}
if (dt == gsn_blinky)
{
one_hit( ch, victim, dt, 1 );
one_hit( ch, victim, dt, 1 );
if (number_range(1,4) == 2)
{
one_hit( ch, victim, dt, 1 );
}
return;
}
if ( dt == gsn_hooves )
{
one_hit( ch, victim, dt, 1 );
one_hit( ch, victim, dt, 1 );
if (number_range(1,3) != 2)
{
one_hit( ch, victim, dt, 1 );
one_hit( ch, victim, dt, 1 );
}
return;
}
// if (dt == gsn_shiroken)
// {
// for(i = number_range(3,5);i>0;i--)
// one_hit(ch, victim, dt, 1);
// if(ch->pcdata->powers[NPOWER_NINGENNO] >=4)
// spell_poison(gsn_poison,(ch->level*number_range(50,60)),ch,victim);
// return;
// }
if ( dt == gsn_tongue )
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
return;
}
if ( dt == gsn_stinger )
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
return;
}
if (dt == gsn_claws)
{
if (!IS_NPC(ch) && (IS_NPC(victim) || !IS_NPC(victim))) // -xrak, i just threw this in quick
{
one_hit(ch, victim, dt, 1);
one_hit(ch, victim, dt, 1);
one_hit(ch, victim, dt, 1);
one_hit(ch,victim,dt,1);
}
return;
}
if (dt == gsn_tentacle)
{
int x;
act("You shoot forth a shower of tentacles to destroy $N.", ch, NULL, victim, TO_CHAR);
act("$n shoots forth a shower of tentacles aiming straight at you.", ch, NULL, victim, TO_VICT);
act("$n shoots forth a shower of tentacles striking $N.", ch, NULL, victim, TO_NOTVICT);
x = number_range(2, 5);
while (--x >= 0) one_hit(ch, victim, dt, 1);
return;
}
if ( dt == gsn_fangs )
{
if ((IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)) && (ch->power[DISC_WERE_PAIN] > 9))
{
one_hit( ch, victim, dt, 1 );
one_hit( ch, victim, dt, 1 );
return;
}
if (IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_HUMAN))
{
one_hit( ch, victim, dt, 1 );
one_hit( ch, victim, dt, 1 );
return;
}
}
if ( dt== gsn_quills)
{
if (!IS_NPC(ch))
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
}
return;
}
if (dt == gsn_darktendrils)
{
if (!IS_NPC(ch))
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt==gsn_venomtong)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_spiketail)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_badbreath)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_magma)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_shards)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt==gsn_cheapshot)
{
send_to_char("You stun them with a shoulder charge!\n\r",ch);
send_to_char("You are stunned by a shoulder charge!\n\r",victim);
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
}
return;
}
if(IS_CLASS(ch,CLASS_SHINOBI)){
switch (ch->pcdata->powers[S_ELEMENT]){
case S_FIRE:
if(IS_SET(ch->in_room->shinobi, ROOM_SFIRE)){
one_hit(ch,victim,gsn_shinfire,0);
one_hit(ch,victim,gsn_shinfire,0);
one_hit(ch,victim,gsn_shinfire,0);}
break;
case S_WIND:
if(IS_SET(ch->in_room->shinobi, ROOM_SWIND)){
one_hit(ch,victim,gsn_shinwind,0);
one_hit(ch,victim,gsn_shinwind,0);
one_hit(ch,victim,gsn_shinwind,0);}
break;
case S_WATER:
if(IS_SET(ch->in_room->shinobi, ROOM_SWATER)){
one_hit(ch,victim,gsn_shinwater,0);
one_hit(ch,victim,gsn_shinwater,0);
one_hit(ch,victim,gsn_shinwater,0);}
break;
case S_EARTH:
if(IS_SET(ch->in_room->shinobi, ROOM_SEARTH)){
one_hit(ch,victim,gsn_shinearth,0);
one_hit(ch,victim,gsn_shinearth,0);
one_hit(ch,victim,gsn_shinearth,0);}
break;
case S_HOLY:
if(IS_SET(ch->in_room->shinobi, ROOM_SHOLY)){
one_hit(ch,victim,gsn_shinholy,0);
one_hit(ch,victim,gsn_shinholy,0);
one_hit(ch,victim,gsn_shinholy,0);}
break;
case S_SHADOW:
if(ch->pcdata->powers[S_HANDSHADOW] == 6){
one_hit(ch,victim,gsn_shinshadow,0);
one_hit(ch,victim,gsn_shinshadow,0);
one_hit(ch,victim,gsn_shinshadow,0);}
break;
}
one_hit(ch,victim,gsn_shin,0);
}
if ( dt == gsn_buffet )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ((IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
&& IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL))
{
if ( number_range (1,18) < ch->pcdata->powers[dragonage])
{
one_hit ( ch, victim, gsn_spiket, 0);
}
one_hit ( ch, victim, gsn_spiket, 0);
}
if ((IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
&& IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS) &&
number_range(1,3)==1) one_hit (ch,victim,gsn_buffet,0);
if ((IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON)) && IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS))
{
if (number_range(1, 3)==1) one_hit (ch, victim, gsn_claws,0);
one_hit (ch, victim, gsn_claws,0);
}
if ((IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
&& IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS))
{
if (number_range(1,4)==1) one_hit(ch,victim,gsn_rfangs,1);
if (number_range(1,10)==1)multi_hit(ch,victim,gsn_rfangs);
one_hit (ch, victim, gsn_rfangs,0);
}
if ( dt == gsn_sweep )
{
one_hit( ch, victim, dt, 1 );
return;
}
if ( dt == gsn_rfangs )
{
one_hit( ch, victim, dt, 1);
return;
}
if (dt==gsn_engulf)
{
if (IS_CLASS(ch, CLASS_PHOENIX))
{
if (IS_CLASS(victim, CLASS_ZOMBIE) || IS_CLASS(victim, CLASS_VAMPIRE)) x = number_range(4,5);
else x = number_range(2,3);
}
for (i=0; i < x; i++)
one_hit(ch,victim,dt,1);
return;
}
if (dt==gsn_heavenlyaura)
{
for (i=0; i < x; i++)
one_hit(ch,victim,dt,1);
return;
}
if (dt==gsn_mageshield)
{
if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD))
{
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
one_hit(ch,victim,dt,1);
}
return;
}
if (dt == gsn_bash) // giants only, mind you.
{
for (i = 1; i < ch->pcdata->rank; i++)
{
x = number_range(1, 3);
if (x == 1)
one_hit(ch, victim, gsn_thwack, 1);
else if (x == 2)
{
one_hit(ch, victim, gsn_smack, 1);
}
else
one_hit(ch, victim, gsn_bash, 1);
}
ch->pcdata->powers[GIANT_ATTACK] = x; // setting the attack bit.
return;
}
/* Wraith */
if ( dt == gsn_dblast)
{
one_hit(ch,victim,dt,1);
return;
}
if ( dt == gsn_jugularslice)
{
one_hit(ch,victim,dt,1);
return;
}
/*
if ( dt == gsn_swoop)
{
x=number_range(2,4);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
*/
if ( dt == gsn_fblast)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_wgust)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_torrent)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_cblast)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_rslide)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_lsymbiote)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_dsymbiote)
{
x=number_range(1,2);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_zomplague)
{
x=number_range(1,3);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
if ( dt == gsn_stench)
{
x=number_range(2,4);
for (i=0;i<x;i++)
{
one_hit(ch,victim,dt,1);
}
return;
}
wield1 = get_eq_char( ch, WEAR_WIELD );
wield = get_eq_char(ch, WEAR_WIELD );
wield2 = get_eq_char( ch, WEAR_HOLD );
wield3 = get_eq_char( ch, WEAR_THIRD );
wield4 = get_eq_char( ch, WEAR_FOURTH);
if ( wield1 != NULL && wield1->item_type == ITEM_WEAPON ) wieldorig = 1;
if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON ) wieldorig += 2;
if ( wield3 != NULL && wield3->item_type == ITEM_WEAPON ) wieldorig += 4;
if ( wield4 != NULL && wield4->item_type == ITEM_WEAPON ) wieldorig += 8;
wieldtype = wieldorig;
wieldie = number_range(1,4);
if ( wieldorig == 15 )
{
if (wieldie == 2) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 14 )
{
if (wieldie == 2) wieldtype = 8;
else if (wieldie == 1) wieldtype = 4;
else if (wieldie == 3) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 13 ) {
if ( wieldie == 1) wieldtype = 8;
else if (wieldie == 2) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 12 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 11 )
{
if ( wieldie == 1 ) wieldtype = 8;
if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 10 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 2;
}
if ( wieldorig == 9 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 1;
}
if ( wieldorig == 8 ) wieldtype = 8;
if ( wieldorig == 7 )
{
if ( wieldie == 1 ) wieldtype = 4;
else if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 6 )
{
if ( wieldie == 1 || wieldie == 2) wieldtype = 2;
else wieldtype = 4;
}
if ( wieldorig == 5 )
{
if ( wieldie == 1) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 4 ) wieldtype = 4;
if ( wieldorig == 3 )
{
if ( wieldie == 2 || wieldie == 4) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 2 ) wieldtype = 2;
if ( wieldorig == 1 ) wieldtype = 1;
if ( wieldtype == 8 ) wield = wield4;
else if ( wieldtype == 4 ) wield = wield3;
else if ( wieldtype == 2 ) wield = wield2;
else wield = wield1;
if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 5)
{
int stance = ch->stance[0];
if (ch->stance[stance] >= 200)
{
special_move(ch,victim);
return;
}
}
unarmed = 0;
if (IS_SET( ch->flag2, VAMP_OBJMASK) )
{
act("You return to your normal form.",ch,NULL,NULL,TO_CHAR);
sprintf(buf,"%s reforms as %s.\n\r",ch->morph, ch->name );
act(buf,ch,NULL,NULL,TO_ROOM);
free_string(ch->morph);
free_string(ch->objdesc);
ch->long_descr = str_dup("");
REMOVE_BIT(ch->flag2, VAMP_OBJMASK);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
}
one_hit( ch, victim, dt, wieldtype );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
/* Only want one spell per round from spell weapons...otherwise it's
* too powerful, and would unbalance player killing (as this is a PK mud).
*/
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
{
dt += wield->value[3];
if (wield->value[0] >= 1)
{
/* Look, just don't ask... KaVir */
if (wield->value[0] >= 1000) sn = wield->value[0] - ((wield->value[0] / 1000) * 1000);
else sn = wield->value[0];
if (sn != skill_lookup("gas breath") && sn != skill_lookup("desanct") && sn != skill_lookup("sleep") && sn != 0)
{
// if (victim->position == POS_FIGHTING) (*skill_table[sn].spell_fun) (sn,wield->level,ch,victim);
}
}
}
}
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if ( !IS_NPC(ch) && (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE))) vamp_bite(ch,victim);
if ( ch->fighting != victim || dt == gsn_backstab
|| dt == gsn_garotte || dt == gsn_headbutt || dt == gsn_circle || dt == gsn_jugularslice
|| dt == gsn_poisonbreath || dt == gsn_fbreath || dt == gsn_lbreath || dt == gsn_frbreath
|| dt == gsn_dbreath || dt == gsn_retribution || dt == gsn_malice || dt == gsn_swoop ) return;
maxcount = number_attacks(ch, victim);
maxcount -= 3;
if (!IS_NPC(ch))
{
chance = 0;
if (wield != NULL && wield->item_type == ITEM_WEAPON)
{
int tempnum = wield->value[3];
chance = (ch->wpn[tempnum]) * 0.5;
}
else chance = (ch->wpn[0]) * 0.5;
if (number_percent() <= chance) maxcount += 1;
}
if (wieldorig == 3) maxcount += 1;
for (countup = 0; countup <= maxcount; countup++)
{
wieldtype = wieldorig;
if ( wieldorig == 15 )
{
if (wieldie == 2) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 14 )
{
if (wieldie == 2) wieldtype = 8;
else if (wieldie == 1) wieldtype = 4;
else if (wieldie == 3) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 13 )
{
if ( wieldie == 1) wieldtype = 8;
else if (wieldie == 2) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 12 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 4;
}
if ( wieldorig == 11 )
{
if ( wieldie == 1 ) wieldtype = 8;
if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 10 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 2;
}
if ( wieldorig == 9 )
{
if ( wieldie == 1 ) wieldtype = 8;
else wieldtype = 1;
}
if ( wieldorig == 7 )
{
if ( wieldie == 1 ) wieldtype = 4;
else if ( wieldie == 2 ) wieldtype = 2;
else wieldtype = 1;
}
if ( wieldorig == 6 )
{
if ( wieldie == 1 || wieldie == 2) wieldtype = 2;
else wieldtype = 4;
}
if ( wieldorig == 5 )
{
if ( wieldie == 1) wieldtype = 4;
else wieldtype = 1;
}
if ( wieldorig == 3 )
{
if ( wieldie == 2 || wieldie == 4) wieldtype = 2;
else wieldtype = 1;
}
one_hit( ch, victim, -1, wieldtype );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if ( ch->fighting != victim ) return;
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FANGS))
{
if (!IS_NPC(victim)) {
one_hit(ch,victim, (TYPE_HIT + 10),0);
one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
}
else {
one_hit(ch,victim, (TYPE_HIT + 10),1);
one_hit( ch, victim, ( TYPE_HIT + 10 ), 1 );
}
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_SPIKETAIL) && number_range(1,3) == 1)
{
if (IS_NPC(victim)) {
one_hit( ch, victim, gsn_spiket, 0);
one_hit( ch, victim, gsn_spiket, 1);
}
else one_hit( ch, victim, gsn_spiket, 0);
}
/* Golems speciels */
if (IS_NPC(ch))
{
if (ch->pIndexData->vnum == MOB_VNUM_FIRE)
{
if ((sn = skill_lookup( "curse" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
if ((sn = skill_lookup( "imp faerie fire" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
}
if (ch->pIndexData->vnum == MOB_VNUM_STONE)
{
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_DAMROLL;
af.modifier = -50;
af.bitvector = 0;
affect_to_char(victim, &af );
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_HITROLL;
af.modifier = -50;
af.bitvector = 0;
affect_to_char(victim, &af );
send_to_char("You feel weak in the presence of the stone golem.\n\r",victim);
}
if (ch->pIndexData->vnum == MOB_VNUM_CLAY)
{
if ((sn = skill_lookup( "clay" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
}
if (ch->pIndexData->vnum == MOB_VNUM_IRON)
{
if ((sn = skill_lookup( "group heal" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
}
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_SHARDS) && number_range(1,3) == 1)
{
one_hit( ch, victim, gsn_shards, 0);
one_hit( ch, victim, gsn_shards, 0);
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_MAGMA) && number_range(1,3) == 1)
{
if (IS_NPC(victim)) {
one_hit( ch, victim, gsn_magma, 0);
one_hit( ch, victim, gsn_magma, 1);
}
else one_hit( ch, victim, gsn_magma, 0);
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_VENOMTONG) && number_range(1,3) == 1)
one_hit( ch, victim, gsn_venomt, 0);
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (!IS_NPC(ch) && !IS_NPC(victim)) // pkpower
{
if (get_ratio(ch) > 2499)
{
i = number_range(1,10);
if (i < 5) one_hit(ch,victim, gsn_supreme,0);
else if (i < 7) one_hit(ch,victim, gsn_supreme,1);
else ;
}
}
if (!IS_NPC(ch) && ch->level > 2)
{
if ((IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE)
|| IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_SHADOW_DRAGON))
&& IS_VAMPAFF(ch,VAM_HORNS) && number_range(1,3) == 1)
{
multi_hit( ch, victim, gsn_headbutt );
}
}
if ((IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU)) && !IS_NPC(ch))
{
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FANGS))
{
one_hit(ch, victim, gsn_fangs, 1);
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD))
one_hit(ch, victim, gsn_fangs, 1);
}
if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FIERY))
{
one_hit(ch, victim, gsn_fiery, 1);
if (IS_CLASS(victim, CLASS_ANGEL)) one_hit(ch, victim, gsn_fiery, 1);
}
}
if (IS_CLASS(ch, CLASS_SKYBLADE) && ch->pcdata->powers[SKYBLADE_SKILLS] >= 4)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int rand_num = number_range(1, 4);
int dam = number_range(ch->damcap[DAM_CAP] / 4,
ch->damcap[DAM_CAP]);
if (rand_num == 3)
{
do_say(ch, "Haha, you swine, take this!");
sprintf(buf1, "#B$n sidesteps $N#B's jab and strikes back!#0[#R%d#0]#n", dam);
sprintf(buf2, "#BYou sidestep $N#B's jab and strike back!#0[#R%d#0]#n", dam);
act(buf1, ch, NULL, victim, TO_VICT);
act(buf2, ch, NULL, victim, TO_CHAR);
victim->hit -= dam;
}
}
if ((IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(ch, CLASS_NAZGUL) || IS_CLASS(ch, CLASS_NECROMANCER) || IS_CLASS(ch, CLASS_BLADE_MASTER))
&& ch->pcdata->powers[WEAPONSKILL] > 9)
{
one_hit(ch,victim,gsn_lightningslash,1);
one_hit(ch,victim,gsn_lightningslash,1);
one_hit(ch,victim,gsn_lightningslash,1);
}
if (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN))
{
one_hit(ch,victim,gsn_dblast,1);
one_hit(ch,victim,gsn_dblast,1);
one_hit(ch,victim,gsn_dblast,1);
one_hit(ch,victim,gsn_dblast,1);
}
if (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER))
{
one_hit(ch,victim,gsn_jugularslice,1);
one_hit(ch,victim,gsn_jugularslice,1);
one_hit(ch,victim,gsn_jugularslice,1);
}
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_DEMAFF(ch,DEM_HORNS) && number_range(1,3) == 1)
one_hit( ch, victim, gsn_headbutt, 0 );
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& number_range(1,3) == 1 && ch->power[DISC_DAEM_HELL] > 3)
one_hit(ch, victim, gsn_hellfire, 0);
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_DEMAFF(ch, DEM_TAIL) && number_range(1,2) == 2)
one_hit( ch, victim, gsn_sweep, 0 );
//Ghoul Disease
if (IS_CLASS(ch, CLASS_GHOUL) && ch->pcdata->powers[GPOWER_ZOMBIE] >= 2)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int rand_num = number_range(1, 4);
int dam = ch->damcap[DAM_CAP] / 2;
dam += ch->pcdata->powers[GPOWER_ZOMBIE] * 500;
if (rand_num > 2)
{
sprintf(buf1,
"#G$N #ccringes in pain as your diseased claws rend their flesh! #g[#G%d#g]#n",
dam);
sprintf(buf2,
"#cYou cringe in pain as #G$n's #cdiseased claws rend your flesh! #g[#G%d#g]#n",
dam);
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, victim, TO_VICT);
hurt_person(ch, victim, dam);
}
}
if (IS_CLASS(ch, CLASS_GHOUL))
{
if (IS_VAMPAFF(ch, VAM_CLAWS))
{
one_hit(ch,victim,gsn_claws,0);
one_hit(ch,victim,gsn_claws,0);
if ( ch->pcdata->powers[GPOWER_SHADOW] >= 4) one_hit(ch,victim,gsn_claws,0);
}
}
if(!IS_NPC(ch) && IS_CLASS(ch, CLASS_ZOMBIE) && IS_SET(ch->pcdata->powers[ZOM_ACTIVE], ZOM_PLAGUE)){
multi_hit(ch,victim,gsn_zomplague);
}
if(!IS_NPC(ch) && IS_CLASS(ch, CLASS_ZOMBIE) && IS_SET(ch->pcdata->powers[ZOM_ACTIVE], ZOM_DECAY)){
multi_hit(ch,victim,gsn_stench);
}
/*
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
&& ch->pcdata->powers[ASSASSIN_COMBAT] >= 4 && number_range(1,2) != 1)
multi_hit(ch, victim, gsn_jugularslice);
*/
/* if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_WRAITH) || IS_CLASS(ch, CLASS_SHADOWBORN)
|| IS_CLASS(ch, CLASS_SHADOW_FIEND) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST))
&& ch->pcdata->powers[WRAITH_WRATH] >=1 && number_range(1,4) != 1)
multi_hit(ch, victim, gsn_dblast);
*/
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) && ch->pcdata->powers[ELEMENTAL_FIRE] >=1 && number_range(1,4) == 1)
multi_hit(ch, victim, gsn_fblast);
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) && ch->pcdata->powers[ELEMENTAL_AIR] >=1 && number_range(1,4) == 1)
multi_hit(ch, victim, gsn_wgust);
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) && ch->pcdata->powers[ELEMENTAL_WATER] >=1 && number_range(1,4) == 1)
multi_hit(ch, victim, gsn_torrent);
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_DRUID)
|| IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_NECROMANCER)
|| IS_CLASS(ch, CLASS_ELEMENTAL)) && ch->pcdata->powers[ELEMENTAL_EARTH] >=1 && number_range(1,4) == 1)
multi_hit(ch, victim, gsn_rslide);
if (!IS_NPC(ch) && ch->symbiotetype == 1)
multi_hit(ch, victim, gsn_lsymbiote);
if (!IS_NPC(ch) && ch->symbiotetype == 2)
multi_hit(ch, victim, gsn_dsymbiote);
if (!IS_NPC(ch) && IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && number_range(1,2) != 1)
multi_hit(ch, victim, gsn_cblast);
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HYDRA))
{
one_hit(ch,victim,gsn_malice,1);
one_hit(ch,victim,gsn_malice,1);
one_hit(ch,victim,gsn_malice,1);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANTIPALADIN) && IS_SET(ch->pcdata->powers[15], APOWER_MALICE))
{
one_hit(ch,victim,gsn_malice,1);
one_hit(ch,victim,gsn_malice,1);
one_hit(ch,victim,gsn_malice,1);
one_hit(ch,victim,gsn_malice,1);
one_hit(ch,victim,gsn_malice,1);
}
if (!IS_NPC(ch))
{
if (IS_VAMPAFF(ch,VAM_TAIL) && number_range(1,2) == 1)
multi_hit( ch, victim, gsn_sweep );
}
if (!IS_NPC(ch) && (IS_VAMPAFF(ch,VAM_HEAD) && number_range(1,2) == 1))
{
multi_hit( ch, victim, gsn_fangs );
}
if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_QUILLS) && (IS_CLASS(ch,CLASS_WEREWOLF)
|| IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER)))
multi_hit(ch,victim,gsn_quills);
if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKTENDRILS)
&& (IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN)))
multi_hit(ch,victim,gsn_darktendrils);
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HUMAN)) // IS_SET(ch->newbits,NEW_MULTIARMS))
multi_hit(ch,victim,gsn_mageshield);
if (IS_CLASS(ch, CLASS_GIANT))
multi_hit(ch, victim, gsn_bash);
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON))
&& IS_SET(ch->pcdata->powers[PALADIN_EFFECTS], PAL_AURA))
// && (IS_CLASS(ch,CLASS_PALADIN)
{
one_hit(ch,victim,gsn_holyaura,1);
one_hit(ch,victim,gsn_holyaura,1);
one_hit(ch,victim,gsn_holyaura,1);
one_hit(ch,victim,gsn_holyaura,1);
}
if (!IS_NPC(ch) && (IS_CLASS(ch,CLASS_ANGEL) || IS_CLASS(ch,CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch,CLASS_TYPHON) || IS_CLASS(ch,CLASS_BETRAYER)
|| IS_CLASS(ch,CLASS_SILVER_DRAGON)))
{
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA))
{
one_hit(ch,victim,gsn_heavenlyaura,1);
one_hit(ch,victim,gsn_heavenlyaura,1);
one_hit(ch,victim,gsn_heavenlyaura,1);
}
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO))
{
switch(number_range(1,5))
{
default : break;
case 1 :
if ((sn = skill_lookup( "curse" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 2 :
if ((sn = skill_lookup( "web" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 3 :
if ((sn = skill_lookup( "imp heal" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 4 :
if ((sn = skill_lookup( "imp fireball" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
case 5 :
if ((sn = skill_lookup( "godbless" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,50,ch,victim);
break;
}
}
}
if (wield != NULL)
{
if (victim->hit < 1) return;
if (wield->item_type == ITEM_WEAPON)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam;
int dam2;
int fire = wield->fire_level;
int water = wield->water_level;
int electric = wield->lightning_level;
int earth = wield->earth_level;
int wpnlevel = wield->weapon_level;
if (wield2 != NULL)
{
fire += wield2->fire_level;
water += wield2->water_level;
electric += wield2->lightning_level;
earth += wield2->earth_level;
wpnlevel += wield2->weapon_level;
}
if (wield3 != NULL)
{
fire += wield3->fire_level;
water += wield3->water_level;
electric += wield3->lightning_level;
earth += wield3->earth_level;
wpnlevel += wield3->weapon_level;
}
if (wield4 != NULL)
{
fire += wield4->fire_level;
water += wield4->water_level;
electric += wield4->lightning_level;
earth += wield4->earth_level;
wpnlevel += wield4->weapon_level;
}
if (victim->hit < 1) return;
if (wpnlevel > 0)
{
if (wpnlevel >= 10) earth += 1;
if (wpnlevel >= 20) fire += 1;
if (wpnlevel >= 30) electric+= 1;
if (wpnlevel >= 50) water += 1;
if (wpnlevel >= 60) fire += 1;
if (wpnlevel >= 70) electric += 1;
if (wpnlevel >= 80) water += 1;
if (wpnlevel >= 100) earth += 1;
}
if (wpnlevel > 0)
{
if (victim->hit < 1) return;
dam2 = (number_range(5,10) * wpnlevel);
// if (!IS_SET(ch->act, PLR_BRIEF2))
// {
sprintf(buf1, "#0Your weapon #Wglows #Rred #0and #YSoulsucks #0$N! #0[#R%d#0]#n", dam2);
sprintf(buf2, "#0$n's living weapon #Wglows #Rred #0and #YSoulsucks#0 you! #0[#R%d#0]#n",dam2);
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, victim, TO_VICT);
// }
// hurt_person(ch, victim, dam2);
sprintf(buf, "#0Your weapon #Wglows #Lblue #0and #LHeals #0you #0for %d HP#n\n\r", dam2);
stc(buf, ch);
ch->hit += dam2;
if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
}
if (IS_SET(wield->quest2, QUEST2_FLAMEBLADE))
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam = number_range(500, 1500);
sprintf(buf1,"#0Your weapon's #RFIRE#n #0scorches #R$N! #0[#R%d#0]#n", dam);
sprintf(buf2,"#R$n's #0weapon #RSCORCHES#n #0You! #0[#R%d#0]#n", dam);
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, victim, TO_VICT);
hurt_person(ch, victim, dam);
}
if (fire > 0)
{
if (victim->hit < 1) return;
dam = (number_range(500,1000) * fire);
if (!IS_SET(ch->act, PLR_BRIEF2))
{
sprintf(buf1, "#0Fire from your enflamed weapon strikes out at $N! #0[#R%d#0]#n", dam);
sprintf(buf2, "#0Fire from $n's enflamed weapon strikes you! #0[#R%d#0]#n",dam);
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, victim, TO_VICT);
}
hurt_person(ch, victim, dam);
}
if (water > 0)
{
if (victim->hit < 1) return;
dam = (number_range(500,1000) * water);
if (!IS_SET(ch->act, PLR_BRIEF2))
{
sprintf(buf1, "#0Ice from your frozen weapon strikes out at $N! #0[#R%d#0]#n", dam);
sprintf(buf2, "#0Ice from $n's frozen weapon strikes you! #0[#R%d#0]#n", dam);
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, victim, TO_VICT);
}
hurt_person(ch, victim, dam);
}
if (electric > 0)
{
if (victim->hit < 1) return;
dam = (number_range(500,1000) * electric);
if (!IS_SET(ch->act, PLR_BRIEF2))
{
sprintf(buf1,
"#0Lightning from your electric weapon strikes out at $N! #0[#R%d#0]#n",
dam);
sprintf(buf2,
"#0Lightning from $n's electric weapon strikes you! #0[#R%d#0]#n",
dam);
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, victim, TO_VICT);
}
hurt_person(ch, victim, dam);
}
if (earth > 0)
{
if (victim->hit < 1) return;
dam = (number_range(500,1000) * earth);
if (!IS_SET(ch->act, PLR_BRIEF2))
{
sprintf(buf1,
"#0Stones from your earthly weapon strikes out at $N! #0[#R%d#0]#n",
dam);
sprintf(buf2,
"#0Stones from $n's earthly weapon strikes you! #0[#R%d#0]#n",
dam);
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, victim, TO_VICT);
}
hurt_person(ch, victim, dam);
}
/* if (IS_SET(wield1->quest2, QUEST2_WWPOISON))
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam = number_range(500, 1500);
sprintf(buf1,
"#0Your weapon's #gp#Goiso#gn #0seeps into #R$N! #0[#R%d#0]#n",
dam);
sprintf(buf2,
"#R$n's #0weapon #co#C0#gP#GoI#ys#GOn#GS#C0#co #0you! #0[#R%d#0]#n",
dam);
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, victim, TO_VICT);
hurt_person(ch, victim, dam);
}
*/
}
}
/*
* Knockdown and daze effects for mace and flail.
*/
if (ch->fighting == victim)
{
/*
* Maces knock the opponent down and lag them for a moment.
*/
if (dtype == WPN_MACE && number_percent() < 5)
{
dam += get_curr_dex(ch);
}
if (number_percent() <= 5)
{
WAIT_STATE (victim, PULSE_VIOLENCE*1);
victim->position = POS_RESTING;
act ("Your blow knocks $N to the ground.",
ch, NULL, victim, TO_CHAR);
act ("$n knocks you to the ground.",
ch, NULL, victim, TO_VICT);
}
/*
* Flails daze the opponent and screw up their casting.
*/
if (dtype == WPN_FLAIL && number_percent() < 5)
{
victim->position = POS_STUNNED;
}
}
/*
* Familiars Attack Round
*/
if ((familiar = get_eq_char(ch, WEAR_FAMILIAR)) != NULL
&& familiar->item_type == ITEM_FAMILIAR && familiar->value[2] > 0)
{
char buf1[MSL];
char buf2[MSL];
int dam;
int fart;
int attacks;
if (familiar->value[0] != 9)
{
if (familiar->value[1] < 33)
attacks = 1;
else if (familiar->value[1] >= 33
&& familiar->value[1] < 99)
attacks = 2;
else if (familiar->value[1] >= 99)
attacks = 3;
else
(attacks = 1);
}
else
{
if (familiar->value[1] < 33)
attacks = 2;
else if (familiar->value[1] >= 33
&& familiar->value[1] < 99)
attacks = 3;
else if (familiar->value[1] >= 99)
attacks = 4;
else
(attacks = 2);
}
for (fart = 0; fart < attacks; fart++)
{
/*
* A hit
*/
if (victim->position != POS_DEAD && number_percent() < (familiar->value[4]))
{
dam = familiar->value[2];
dam += number_range(0, 250);
dam += 5 * familiar->value[1];
sprintf(buf1, familiar->hit_msg1, dam);
sprintf(buf2, familiar->hit_msg2, dam);
act(buf1, ch, familiar, victim, TO_CHAR);
act(buf2, ch, familiar, victim, TO_VICT);
if ( victim->position != POS_DEAD ) hurt_person(ch, victim, dam);
}
/*
* A miss
*/
else
{
if (victim->position != POS_DEAD && (IS_NPC(ch)))
// || !IS_SET(ch->act, PLR_BRIEF3)))
act("$p's #7attack misses $N!#n", ch,
familiar, victim, TO_CHAR);
if (IS_NPC(victim))
// || !IS_SET(victim->act, PLR_BRIEF3))
act("$p's #7attack misses you!#n", ch,
familiar, victim, TO_VICT);
}
}
}
if (!IS_NPC(ch) && (IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER)))
{
if (IS_SET(ch->newbits,NEW_SLAM) && number_range(1,7-ch->power[DISC_WERE_BEAR]/3)==1)
multi_hit(ch,victim,gsn_cheapshot);
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_WINGS) && number_range(1,2) == 1 && ch->level > 2)
multi_hit( ch, victim, gsn_buffet );
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_WINGS) && number_range(1,2) == 1 && ch->level > 2)
multi_hit( ch, victim, gsn_buffet );
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_SET(ch->warp, WARP_WINGS) && number_range(1,3) == 1)
one_hit(ch, victim, gsn_buffet, 0 );
if (!IS_NPC(ch) && (IS_CLASS(ch,CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER)) && ch->power[DISC_WERE_RAPT] > 0)
multi_hit(ch,victim,gsn_rfangs);
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN)
|| IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_VAMPIRE))
&& IS_VAMPAFF(ch, VAM_SERPENTIS))
spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim );
else if (!IS_NPC(ch) && (IS_CLASS(ch,CLASS_WEREWOLF)
|| IS_CLASS(ch, CLASS_GAIA_WOLF) || IS_CLASS(ch, CLASS_STALKER))
&& ch->power[DISC_WERE_SPID] > 0)
spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim );
else if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN))
&& IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON))
spell_poison(gsn_poison,(ch->level*number_range(10,20)),ch,victim);
if (victim->itemaffect < 1) return;
if (IS_NPC(victim) || victim->spl[1] < 4) level = victim->level;
else level = (victim->spl[1] * 0.25);
if (IS_SET(victim->newbits, NEW_MONKFLAME) && !IS_AFFECTED(ch, AFF_FLAMING))
{
if (number_percent() > 95)
{
SET_BIT(ch->affected_by, AFF_FLAMING);
if (!IS_NPC(ch) && (!IS_CLASS(ch,CLASS_WEREWOLF) || !IS_CLASS(ch, CLASS_UNDEAD_LYCAN)
|| !IS_CLASS(ch, CLASS_GAIA_WOLF) || !IS_CLASS(ch, CLASS_STALKER)))
{
act("Your flaming hands catch $n on fire!", ch, NULL, victim, TO_VICT);
act("$N's flaming hands catch $n on fire!", ch, NULL, victim, TO_NOTVICT);
act("$N's flaming hands catch you on fire!.", ch, NULL, victim, TO_CHAR);
}
else
{
act("Your flaming claws catch $n on fire!", ch, NULL, victim, TO_VICT);
act("$N's flaming claws catch $n on fire!", ch, NULL, victim, TO_NOTVICT);
act("$N's flaming claws catch you on fire!.", ch, NULL, victim, TO_CHAR);
}
}
else return;
}
if (!IS_NPC(victim))
{
if (IS_SET(victim->pcdata->powers[AURAS], DEATH_AURA) && (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)
|| IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER)))
{
while (number_range(1, 2) != 1)
one_hit(victim, ch, gsn_deathaura, 0);
while (number_range(1, 2) != 1)
one_hit(victim, ch, gsn_deathaura, 0);
while (number_range(1, 2) != 1)
one_hit(victim, ch, gsn_deathaura, 0);
}
if (IS_CLASS(victim,CLASS_ANTIPALADIN) && IS_SET(victim->pcdata->powers[15], APOWER_TAKAURA))
{
while (number_range(1, 2) != 1)
one_hit(victim, ch, gsn_takaura, 0);
while (number_range(1, 2) != 1)
one_hit(victim, ch, gsn_takaura, 0);
while (number_range(1, 2) != 1)
one_hit(victim, ch, gsn_takaura, 0);
while (number_range(1, 2) != 1)
one_hit(victim, ch, gsn_takaura, 0);
while (number_range(1, 2) != 1)
one_hit(victim, ch, gsn_takaura, 0);
}
if (IS_SET(victim->pcdata->powers[AURAS],
FEAR_AURA) && (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)
|| IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN) || IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER)))
{
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_DAMROLL;
af.modifier = -20;
af.bitvector = 0;
affect_to_char(ch, &af );
af.type = skill_lookup("reserved");
af.duration = 20;
af.location = APPLY_HITROLL;
af.modifier = -20;
af.bitvector = 0;
affect_to_char(ch, &af );
send_to_char("You piss your pants out of fear.\n\r",ch);
}
}
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "lightning bolt" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "fireball" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_ICESHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "chill touch" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "acid blast" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
// if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING)
// if ( (sn = skill_lookup( "chaos blast" ) ) > 0)
// (*skill_table[sn].spell_fun) (sn,level,victim,ch);
// {
// one_hit(ch,victim,gsn_heavenlyaura,1);
// }
if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING)
{
one_hit(victim,ch,gsn_cblast,1);
}
return;
}
int number_attacks( CHAR_DATA *ch, CHAR_DATA *victim )
{
int count = 1;
char buf[MSL];
OBJ_DATA *wield;
if (IS_NPC(ch))
{
if (ch->level >= 50) count += 1;
if (ch->level >= 100) count += 1;
if (ch->level >= 500) count += 1;
if (ch->level >= 1000) count +=1;
if (ch->level >= 1500) count +=1;
if (ch->level >= 2000) count +=2;
if( ch->pIndexData->hitsizedice > 20) count += 20;
else count += ch->pIndexData->hitsizedice;
return count;
}
if (!IS_NPC(ch))
{
if (!IS_NPC(ch)) if (ch->tier > 0) count += ch->tier;
if (!IS_NPC(ch)) if (ch->pcdata->upgrade_level > 0) count += ch->pcdata->upgrade_level;
if ((wield = get_eq_char(ch, WEAR_WIELD)) != NULL && wield->item_type == ITEM_WEAPON)
if (wield->attack_level > 0) count += (wield->attack_level);
if (!IS_NPC(ch)) if (ch->pcdata->relrank > 0 ) count += ch->pcdata->relrank;
if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) count += 1;
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_SPEED)
&& number_percent() < ch->stance[(ch->stance[0])] * 0.5 ) count += 2;
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
count += (balance[3].number_attacks - 4);
if (ch->power[DISC_VAMP_CELE] > 0) count += 1;
if (ch ->power[DISC_VAMP_CELE] > 5) count += 1;
if (ch->power[DISC_VAMP_CELE] > 7) count += 1;
if ( ch->power[DISC_VAMP_CELE] > 9) count += 1;
}
if (IS_CLASS(ch, CLASS_ANGEL)) count += balance[5].number_attacks;
if (IS_CLASS(ch, CLASS_ZOMBIE)) count += balance[13].number_attacks;
if (IS_CLASS(ch, CLASS_HUMAN)) count += balance[15].number_attacks;
if (IS_CLASS(ch, CLASS_WRAITH)) count += balance[8].number_attacks;
if (IS_CLASS(ch, CLASS_PALADIN)) count += balance[10].number_attacks;
if (IS_CLASS(ch, CLASS_ELEMENTAL)) count += balance[9].number_attacks;
if (IS_CLASS(ch,CLASS_WEREWOLF))
{
if ( ch->power[DISC_WERE_LYNX] > 2) count += 2;
if ( ch->power[DISC_WERE_BOAR] > 6)
{
if (ch->move > 100000)
count += (balance[1].number_attacks - 2);
else count += (ch->move/10000);
}
}
count += (get_curr_str(ch) + get_curr_dex(ch))/50;
if (IS_CLASS(ch, CLASS_TANARRI)) count += balance[4].number_attacks;
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) count += balance[6].number_attacks;
if (IS_CLASS(ch, CLASS_ANTIPALADIN))
{
count += (balance[17].number_attacks - 2);
if (IS_SET(ch->pcdata->powers[15], APOWER_SPEED)) count += 4;
}
if (IS_CLASS(ch, CLASS_GHOUL)) count += balance[20].number_attacks;
if (IS_CLASS(ch, CLASS_GIANT)) count += balance[16].number_attacks;
if (IS_CLASS(ch, CLASS_SKYBLADE)) count += balance[18].number_attacks;
if (IS_CLASS(ch, CLASS_PRIEST)) count += balance[19].number_attacks;
if (IS_CLASS(ch, CLASS_ASSASSIN)) count += balance[7].number_attacks;
if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN)) count += balance[21].number_attacks;
if (IS_CLASS(ch, CLASS_HELLS_SOLDIER)) count += balance[22].number_attacks;
if (IS_CLASS(ch, CLASS_GAIA_WOLF)) count += balance[23].number_attacks;
if (IS_CLASS(ch, CLASS_SHADOWBORN)) count += balance[24].number_attacks;
if (IS_CLASS(ch, CLASS_DRUID)) count += balance[25].number_attacks;
if (IS_CLASS(ch, CLASS_SHADOW_DRAGON)) count += balance[26].number_attacks;
if (IS_CLASS(ch, CLASS_SHADOW_FIEND)) count += balance[27].number_attacks;
if (IS_CLASS(ch, CLASS_STALKER)) count += balance[28].number_attacks;
if (IS_CLASS(ch, CLASS_HELL_SPAWN)) count += balance[29].number_attacks;
if (IS_CLASS(ch, CLASS_BLACK_ASSASSIN)) count += balance[30].number_attacks;
if (IS_CLASS(ch, CLASS_VAMPIRIC_MIST)) count += balance[31].number_attacks;
if (IS_CLASS(ch, CLASS_SILVER_DRAGON)) count += balance[32].dodge;
if (IS_CLASS(ch, CLASS_GOLD_DRAGON)) count += balance[33].dodge;
if (IS_ITEMAFF(ch, ITEMA_SPEED) ) count += 2;
if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_BEAST)) count += 2;
if (IS_CLASS(ch, CLASS_DRAGON)) count += balance[12].number_attacks;
if (IS_CLASS(ch, CLASS_HYDRA)) count += balance[11].number_attacks;
if (IS_CLASS(ch, CLASS_DEMON) && ch->power[DISC_DAEM_ATTA] > 0) count += balance[0].number_attacks;
if(IS_CLASS(ch,CLASS_SHINOBI)){
switch(ch->pcdata->powers[S_ELEMENT]){
case S_WIND:
count += balance[14].number_attacks + 3;
break;
case S_FIRE:
count += balance[14].number_attacks + 1;
break;
case S_WATER:
count += balance[14].number_attacks;
break;
case S_HOLY:
count += balance[14].number_attacks - 1;
break;
case S_EARTH:
count += balance[14].number_attacks + 3;
break;
case S_SHADOW:
count += balance[14].number_attacks - 1;
break;
}
if(IS_SET(ch->pcdata->powers[S_ACTIVE], S_FLUIDITY)) count += 2;
if(IS_SET(ch->pcdata->powers[S_ACTIVE], S_DAEMI)) count += 2;
}
if(IS_SET(ch->newbits2, NEW2_WASH)) count -= 2;
if(IS_SET(ch->newbits2, NEW2_TORRA)) count -= 2;
if (IS_CLASS(ch, CLASS_DROW)) count += balance[2].number_attacks;
}
if (victim->power[DISC_VAMP_CELE] >= 3)
count -= victim->power[DISC_VAMP_CELE] / 3;
if (victim->power[DISC_WERE_MANT] >= 3)
count -= victim->power[DISC_WERE_MANT] / 3;
else if (IS_ITEMAFF(victim, ITEMA_AFFMANTIS))
count -= 1;
if (victim->power[DISC_DAEM_ATTA] > 0)
count -= victim->power[DISC_DAEM_ATTA] /2;
if (number_range(1,4) == 2)
count -= 1;
if ( count < 1) count = 1;
if ( count > 10) count = 10;
return count;
}
/*
* Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype)
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam, wdam;
int diceroll;
int level;
int attack_modify;
int right_hand;
int dtype;
// Assymetric - Newbie protection - 4 hours
// This should never come up, but just in case someone finds a back door into combat
if(!IS_NPC(ch) && !IS_NPC(victim) && ((get_age(victim) - 17) < 2 || (get_age(ch) - 17) < 2))
{
stc("You can't attack newbies or attack as a newbie!\n\r", ch);
stop_fighting(ch, victim);
return;
}
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
return;
if ( !IS_NPC(ch) )
{
if (IS_AFFECTED( ch, AFF_PEACE) && ch->fighting != NULL)
REMOVE_BIT(ch->affected_by, AFF_PEACE);
}
if ( !IS_NPC(victim) )
{
if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL)
REMOVE_BIT(victim->affected_by, AFF_PEACE);
}
/*
* Figure out the type of damage message.
*/
if (handtype == 8)
{
wield = get_eq_char( ch, WEAR_FOURTH );
right_hand = 8;
}
else if (handtype == 4)
{
wield = get_eq_char( ch, WEAR_THIRD );
right_hand = 4;
}
else if (handtype == 2)
{
wield = get_eq_char( ch, WEAR_HOLD );
right_hand = 2;
}
else if (handtype == 0)
{
wield = NULL;
right_hand = 0;
}
else
{
if (IS_SET(ch->act, PLR_RIGHTHAND))
wield = get_eq_char( ch, WEAR_WIELD );
else if (IS_SET(ch->act, PLR_LEFTHAND))
wield = get_eq_char( ch, WEAR_HOLD );
else
{
if (number_range(1,10) > 4)
wield = get_eq_char( ch, WEAR_HOLD );
else
wield = get_eq_char( ch, WEAR_WIELD );
}
right_hand = 1; // improve the right hand anyway...
}
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
}
if (ch->wpn[dt - 1000] > 5)
level = (ch->wpn[dt - 1000] / 5);
else
level = 1;
if (level > 40)
level = 40;
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if ( IS_NPC(ch) )
{
thac0_00 = 20;
thac0_32 = 0;
}
else
{
thac0_00 = SKILL_THAC0_00;
thac0_32 = SKILL_THAC0_32;
}
thac0 = interpolate( level, thac0_00, thac0_32 ) - char_hitroll(ch);
victim_ac = UMAX( -100, char_ac(victim) / 10 );
if (!can_see( ch, victim ))
victim_ac -= 4;
if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3))
victim_ac += 300;
if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2))
victim_ac += 200;
if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1))
victim_ac += 100;
/*
* The moment of excitement!
*/
while ((diceroll = number_bits( 5 ) ) >= 20)
;
if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
{ /* Miss. */
damage( ch, victim, 0, dt );
improve_weapon_res(victim, dt);
tail_chain( );
if (!is_safe(ch,victim))
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
}
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) )
{
dam = number_range( ch->level / 2, ch->level * 3 / 2 );
if (ch->level >= 300) dam *= ch->level / 500;
if ( wield != NULL )
dam += dam * 0.5;
}
else
{
if (dt == gsn_mageshield)
{
dam = (ch->spl[RED_MAGIC] + ch->spl[YELLOW_MAGIC] + ch->spl[GREEN_MAGIC]
+ ch->spl[PURPLE_MAGIC] + ch->spl[BLUE_MAGIC])/5;
dam = number_range(2*dam, 3*dam);
}
else if (wield != NULL && wield->item_type == ITEM_WEAPON)
dam = dice( wield->value[1], wield->value[2] );
else if ( IS_VAMPAFF(ch, VAM_CLAWS) && IS_GAR1(ch, WOLF_RAZORCLAWS))
dam = dice( 25, 35 );
else if ( IS_VAMPAFF(ch,VAM_CLAWS))
dam = dice( 10, 20 );
else
dam = dice( 4, 10 );
// This really shouldn't be done this way, but regardless, I changed the dice to reasonable values
if ((IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
&& ch->pcdata->powers[ASSASSIN_POWER] == 7)
dam += dice( 1, 10 );
if ((IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
&& ch->pcdata->powers[ASSASSIN_POWER] == 8)
dam += dice( 3, 10 );
if ((IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
&& ch->pcdata->powers[ASSASSIN_POWER] == 9)
dam += dice( 5, 10 );
if ((IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))
&& ch->pcdata->powers[ASSASSIN_POWER] >= 10)
dam += dice( 7, 10 );
if (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON))
dam += dice( 3, 7 );
}
/*
* Bonuses.
*/
dam += char_damroll(ch);
if (!IS_AWAKE(victim)) dam *= 2;
if (!IS_NPC(ch) && dt >= TYPE_HIT) dam = dam + (dam * (UMIN(350,(ch->wpn[dt-1000]+1)) / 60));
/* Axe Special */
dam = axe_special (ch, victim, dam);
if (dtype == WPN_SPEAR && number_percent() < 10)
{
dam += get_curr_dex(ch);
}
/* Other Resistances */
if (IS_ITEMAFF(victim, ITEMA_RESISTANCE))
{
dam *= 3;
dam /= 4;
}
if (!IS_NPC(victim) && victim->pResist > 0)
{
if (victim->pResist == 1) dam / 1;
if (victim->pResist == 2) dam / 1.1;
if (victim->pResist == 3) dam / 1.1;
if (victim->pResist == 4) dam / 1.2;
if (victim->pResist == 5) dam / 1.2;
if (victim->pResist == 6) dam / 1.3;
if (victim->pResist == 7) dam / 1.3;
if (victim->pResist == 8) dam / 1.3;
if (victim->pResist == 9) dam / 1.4;
if (victim->pResist == 10) dam / 1.4;
if (victim->pResist == 11) dam / 1.4;
if (victim->pResist == 12) dam / 1.4;
if (victim->pResist == 13) dam / 1.5;
if (victim->pResist == 14) dam / 1.5;
if (victim->pResist == 15) dam / 1.5;
if (victim->pResist == 16) dam / 1.5;
if (victim->pResist == 17) dam / 1.6;
if (victim->pResist == 18) dam / 1.6;
if (victim->pResist == 19) dam / 1.7;
if (victim->pResist >= 20) dam / 1.8;
}
/* damage reduction */
if (!IS_NPC(ch) && !IS_NPC(victim)) dam /= 2; /* slow down pk */
if (IS_NPC(ch) && dam > 2000) dam = 2000 + (dam-2000)/1.5; /* mob damage >2000 divided by 1.5 */
if ( dam <= 0 ) dam = 5;
if(IS_NPC(victim)) {
if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 1.5 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 1.0 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200);
}
if(!IS_NPC(victim)) {
if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.3 * (ch->stance[(ch->stance[0])] / 200);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 0.1 * (ch->stance[(ch->stance[0])] / 200);
}
if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_3)
&& victim->stance[(victim->stance[0])] >100)
dam *= 0.7;
else if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_2)
&& victim->stance[(victim->stance[0])] >100)
dam *= 0.8;
else if ( victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_1)
&& victim->stance[(victim->stance[0])] >100)
dam *= 0.9;
/* The test ends here */
if (!IS_NPC(victim) && (IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_SHADOWBORN)) && IS_SET(victim->newbits, NEW_DARKTENDRILS))
{
int ddodge = number_range(1,50);
if (ddodge == 10 || ddodge == 20 || ddodge == 30 || ddodge == 40 || ddodge == 50)
{
stc("#0You dark aura absorbs the damage#n.\n\r",victim);
stc("#0Your opponent's dark aura absorbs your damage#n.\n\r",ch);
dam = 0;
}
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_WRAITH) || IS_CLASS(victim, CLASS_SHADOWBORN)
|| IS_CLASS(victim, CLASS_SHADOW_FIEND) || IS_CLASS(victim, CLASS_VAMPIRIC_MIST)) &&
IS_SET(victim->pcdata->powers[WRAITH_POWERS], WRAITH_DIMEDODGE))
{
if (number_range(1,11) == 2)
{
stc("#0You jump dimensions to dodge their attack.#n\n\r",victim);
stc("#0Your opponent slips temporarily into his dimension, escaping your blow.#n\n\r",ch);
dam = 0;
}
}
if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_ILLUSIONS))
{
int ddodge = number_range(1,50);
if (ddodge == 10 || ddodge == 20 || ddodge == 30 || ddodge == 40 || ddodge == 50)
{
stc("#CYour illusion takes the blow, saving you from harm#n.\n\r",victim);
stc("#CYour weapon passes through your opponent without doing any harm#n.\n\r",ch);
dam = 0;
}
}
if (!IS_NPC(ch) && wield != NULL)
{
if (number_range(1,6) == 2)
{
if (ch->fighting == victim && IS_WEAP(wield,WEAPON_VAMPIRIC))
{
wdam = number_range(1,wield->level / 5 + 1);
act("$p draws life from $n.",victim,wield,NULL,TO_ROOM);
act("You feel $p drawing your life away.",
victim,wield,NULL,TO_CHAR);
hurt_person(ch,victim, wdam);
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FLAMING) || IS_WEAP(wield, WEAPON_ELE_FLAME)))
{
wdam = number_range(1,wield->level / 4 + 1);
if (!IS_SET(ch->act, PLR_BRIEF2)) act("$N is burned by your $p.", ch, wield, victim, TO_CHAR);
if (!IS_SET(victim->act, PLR_BRIEF2)) act("You are burned by $n's $p.", ch, wield, victim, TO_VICT);
fire_effect( (void *) victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch, victim, wdam);
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FROST) || IS_WEAP(wield, WEAPON_ELE_WATER)))
{
int sn = skill_lookup("chill touch");
if (!is_affected(victim,sn)) {
wdam = number_range(1,wield->level / 6 + 2);
if (!IS_SET(ch->act, PLR_BRIEF2)) act("Your $p freezes $N.", ch, wield, victim, TO_CHAR);
if (!IS_SET(victim->act, PLR_BRIEF2)) act("You are frozen by $n's $p.", ch, wield, victim, TO_VICT);
cold_effect(victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch,victim, wdam); }
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && IS_WEAP(wield, WEAPON_ELE_EARTH) )
{
wdam = number_range(1,wield->level / 5 + 2);
act("$p covers $n in acid.",victim,wield,NULL,TO_ROOM);
act("The corrosive touch of $p surrounds you with acid.",
victim,wield,NULL,TO_CHAR);
acid_effect(victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch,victim, wdam);
if (victim->hit <= 0) return;
}
if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_SHOCKING) || IS_WEAP(wield, WEAPON_ELE_AIR)))
{
wdam = number_range(1,wield->level/5 + 2);
act("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM);
act("You are shocked by $p.",victim,wield,NULL,TO_CHAR);
shock_effect(victim,wield->level/2,wdam,TARGET_CHAR);
hurt_person(ch,victim, wdam);
if (victim->hit <= 0) return;
}
}
}
if ( dt == gsn_garotte )
dam *= (number_range(3,5));
if ( dt == gsn_backstab ) {
if (IS_CLASS(ch, CLASS_ASSASSIN) || IS_CLASS(ch, CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_BLACK_ASSASSIN) || IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
&& !IS_NPC(ch) && ch->pcdata->powers[ASSASSIN_COMBAT] >=2)
// Assymetric - why the hell is this so high? At least it's damcapped...
// Cause its backstab assy :) -xrak dont look at me btw *points at jobo*
dam *= number_range(50,60);
else if( IS_CLASS(ch, CLASS_DROW))
{
dam += number_range(100,1000);
dam *= number_range(7,10);
}
else dam *= number_range(2,4);
}
/*
* Damage type modifiers.
*/
if (dt == gsn_magma && IS_CLASS(ch, CLASS_TANARRI)) dam *= 2.5;
if (dt == gsn_magma && (IS_CLASS(ch, CLASS_DEVA) || IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch, CLASS_BAATEZU))) dam *= 1.5;
if (dt == gsn_booming && !IS_NPC(ch) && IS_CLASS(ch, CLASS_TANARRI)) dam *= 6; // -xrak rank is max 6 so this is 3
if (dt == gsn_booming && !IS_NPC(ch) && !IS_CLASS(ch, CLASS_TANARRI)) dam *= 6;
/* if (dt == gsn_circle && ch->pcdata->rank == BELT_EIGHT) dam *= 2;
* if (dt == gsn_circle && ch->pcdata->rank == BELT_NINE) dam *= 2.5;
* if (dt == gsn_circle && ch->pcdata->rank == BELT_TEN) dam *= 3.0;
*/
if (dt == gsn_blinky) dam *= 2.7; // Assymetric - this used to be 20! -Xrak +1.5
if (dt == gsn_circle && IS_CLASS(ch, CLASS_ASSASSIN)) dam *= 3.0;
if (dt == gsn_circle && (IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN))) dam *= 3.5;
if (dt == gsn_retribution && IS_CLASS(ch, CLASS_PALADIN)) dam *= 3;
if (dt == gsn_lightningslash) dam *= 3;
if (dt == gsn_retribution && IS_CLASS(ch, CLASS_ANGEL)) dam *= 3;
if (dt == gsn_retribution && !IS_CLASS(ch, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_PALADIN)) dam *= 3.5; // -xrak i picked a random modifier
if (dt == gsn_deathaura) dam *= 3; // i'll adjust it later
if (dt == gsn_takaura) dam *= 40;
if (dt == gsn_malice) dam *= 40;
if (dt == gsn_potato) dam /= 2;
if (dt == gsn_shred) dam *= 2;
if (dt == gsn_claws) dam *= 2;
if (dt == gsn_dblast) dam *= 2;
if (dt == gsn_grimtouch) dam *= 3;
if (dt == gsn_fblast && IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 5;
if (dt == gsn_wgust && IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 3;
if (dt == gsn_torrent && IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 3;
if (dt == gsn_rslide && IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 3;
if (dt == gsn_fblast && !IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 5;
if (dt == gsn_wgust && !IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 3;
if (dt == gsn_torrent && !IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 3;
if (dt == gsn_rslide && !IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= 3;
// if (dt == gsn_lsymbiote) dam *= 1.5;
// if (dt == gsn_dsymbiote) dam *= 3;
if (!IS_NPC(victim) && victim->pcdata->legend > 0)
{
dam += victim->pcdata->legend * 200;
dam = dam * (100 - victim->pcdata->legend) / 100;
}
else if (IS_CLASS(victim, CLASS_HUMAN) && victim->pcdata->powers[CYBER_ARMS] > 2)
{
dam / 1.2;
}
else if (IS_CLASS(victim, CLASS_HUMAN) && victim->pcdata->powers[CYBER_LEGS] > 2)
{
dam / 1.2;
}
else if (IS_CLASS(victim, CLASS_HUMAN) && victim->pcdata->powers[CYBER_ARMS] > 4)
{
dam *=300;
dam / 400;
}
else if (IS_CLASS(victim, CLASS_HUMAN) && victim->pcdata->powers[CYBER_LEGS] > 4)
{
dam *=300;
dam / 400;
}
dam = cap_dam(ch,victim,dam);
if( IS_NPC(ch) && ch->pIndexData->hitplus > 3) dam *=3;
else if( IS_NPC(ch) && ch->pIndexData->hitplus > 0 ) dam *= ch->pIndexData->hitplus;
if( IS_NPC(victim) && !IS_NPC(ch))
{
if( victim->pIndexData->hitnodice > 100 ) victim->pIndexData->hitnodice = 0;
dam = dam * (100 - victim->pIndexData->hitnodice) / 100;
}
attack_modify = dice(1, 100);
randomize_damage(ch,dam,attack_modify);
if (dt == gsn_deathaura && dam >= victim->hit && IS_NPC(victim)) dam = victim->hit-1; /* trust me, Jobo */
damage( ch, victim, dam, dt );
tail_chain( );
if (!is_safe(ch,victim))
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
}
}
int randomize_damage( CHAR_DATA *ch, int dam, int am )
{
dam = dam * (am + 50) / 100;
return dam;
}
int cap_dam(CHAR_DATA *ch, CHAR_DATA *victim, int dam)
{
if (is_safe(ch, victim)) return 0;
if (!IS_NPC(victim)) {
if (victim->tier == 1)
dam *= 0.95;
else if (victim->tier == 2)
dam *= 0.90;
else if (victim->tier == 3)
dam *= 0.85;
else if (victim->tier == 4)
dam *= 0.80;
else if (victim->tier == 5)
dam *= 0.75;
/* 5% less damage per level */
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_DROW)
|| IS_CLASS(victim, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(victim, CLASS_STALKER) || IS_CLASS(victim, CLASS_SHADOWBORN)))
{
if (IS_SET(victim->pcdata->powers[1], DPOWER_TOUGHSKIN))
dam /= 3;
}
if(!IS_NPC(victim) && IS_CLASS(victim, CLASS_ZOMBIE)){
dam /= 2;
if(IS_SET(victim->pcdata->powers[ZOM_ACTIVE], ZOM_TOUGH)) dam /= 2.5;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_WRAITH) || IS_CLASS(victim, CLASS_SHADOWBORN)
|| IS_CLASS(victim, CLASS_SHADOW_FIEND) || IS_CLASS(victim, CLASS_VAMPIRIC_MIST)))
{
dam /=2;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ASSASSIN) || IS_CLASS(victim, CLASS_HELLS_SOLDIER)
|| IS_CLASS(victim, CLASS_BLACK_ASSASSIN) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN))
{
if (victim->pcdata->powers[ASSASSIN_POWER] >= 1) dam /= 2.2;
else dam /=2;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_DRUID)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_NECROMANCER)
|| IS_CLASS(victim, CLASS_ELEMENTAL)))
{
dam /=2;
}
if ( IS_SET(victim->in_room->shinobi, ROOM_SEARTH) && IS_CLASS(victim,CLASS_SHINOBI) && victim->pcdata->powers[S_ELEMENT] != S_WIND) dam *= 0.9;
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_PALADIN) || IS_CLASS(victim, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(victim, CLASS_DRUID) || IS_CLASS(victim, CLASS_GOLD_DRAGON)))
{
dam /=2;
dam *= 20 - victim->pcdata->powers[PALADIN_TOUGHNESS];
dam /= 20;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_HEAVENS_SOLDIER) || IS_CLASS(victim, CLASS_TYPHON)
|| IS_CLASS(victim, CLASS_SILVER_DRAGON) || IS_CLASS(victim, CLASS_ANGEL)))
{
dam *= (100 - (victim->pcdata->powers[ANGEL_HARMONY] * 12));
dam /= 100;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SCORPION))
{
dam *= (100 - (victim->pcdata->powers[SCORPION_LIFE] * 12));
dam /= 100;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_TANARRI)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_BAATEZU)))
{
if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_EXOSKELETON)) dam /= 2.0;
if (IS_CLASS(ch, CLASS_ANGEL)) dam *= 0.75; /* trained to kill angels */
}
// if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU)))
// {
// if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_EXOSKELETON)) dam *= 0.80;
// -xrak The random damage uppin boogie. (afterthought)accualy on second thought their gettin dam mod from
// other base class so i should leave this shit alone
// note to self only fuck with dam mods that arnt doubled by other base class
// such as middys and autoattacks.
// if (IS_CLASS(ch, CLASS_ANGEL)) dam *= 0.75; /* trained to kill angels */
// dont need the angel one hybrids aint gonna be able to fight em
// }
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_HUMAN))
{
if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) dam /= 1.8;
if (IS_ITEMAFF(victim, ITEMA_BEAST)) dam /= 1.8;
}
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_UNDEAD_LYCAN) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_VAMPIRIC_MIST) || IS_CLASS(victim, CLASS_VAMPIRE)))
{
if (victim->power[DISC_VAMP_PROT] >= 10) dam /= 1.5;
if (victim->power[DISC_VAMP_FORT] > 0)
{
dam *= (100 - (victim->power[DISC_VAMP_FORT] * 5.5));
dam /= 100;
}
}
else dam = dam;
if (!IS_NPC(victim) && (IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND)))
{
if (victim->power[DISC_DAEM_IMMU] > 0)
{
dam *= (100 - (victim->power[DISC_DAEM_IMMU] * 5));
dam /= 100;
}
if (IS_DEMPOWER( victim, DEM_TOUGH)) dam *= 0.8;
if (IS_SET(victim->warp, WARP_STAMINA)) dam *= 0.8;
if (IS_SET(victim->warp, WARP_SBODY)) dam *= 0.8;
if (IS_SET(victim->warp, WARP_CBODY)) dam *= 0.8;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_HYDRA)) dam *= 0.5;
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER)
|| IS_CLASS(victim, CLASS_BLADE_MASTER)))
{
dam *= (100 - (victim->pcdata->powers[UNDEAD_SPIRIT] * 6));
dam /= 100;
}
if (!IS_NPC(victim) && (IS_CLASS(victim,CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER)))
{
if(victim->power[DISC_WERE_BOAR] > 2) dam /= 2;
if(IS_GAR1(victim, WOLF_COCOON)) dam /= 2;
}
if(IS_SET(ch->newbits2, NEW2_TOUGHSKIN)) dam /= 2;
// if(IS_SET(ch->newbits2, NEW2_TORRA)) dam /= 1.2;
if (dam >= 2000) dam = dam - (dam / number_range(3,10) + number_range(10,30));
if (!IS_NPC(victim))
{
dam = dam + (dam / number_range(2,5) + number_range(10,50));
dam *= (number_range(2,4) * number_range(2,3) / number_range(4,6));
}
if (dam <= 0) dam = 1;
if (dam > 1000000) dam = 1000000;
// if (dam > ch->damcap[DAM_CAP])
// dam = number_range( (ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100) );
if ( IS_AFFECTED(victim, AFF_SANCTUARY ) ) dam *= 0.5;
if ( IS_AFFECTED(victim, AFF_HOLYAURA) && dam > 1) dam *= 0.5;
if (!IS_NPC(ch) && !IS_NPC(victim)) dam /= 0.8;
if (!IS_NPC(victim) && !IS_NPC(ch)) dam /= 0.8;
if (!IS_NPC(victim) && victim->pcRaceLevel == 200) dam *= 0.4;
return dam;
}
bool can_counter( CHAR_DATA *ch)
{
if (!IS_NPC(ch) && IS_STANCE(ch, STANCE_MONKEY)) return TRUE;
return FALSE;
}
bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim )
{
if (IS_NPC(ch) || IS_NPC(victim)) return FALSE;
else if (IS_STANCE(ch, STANCE_VIPER)) return TRUE;
else if (IS_STANCE(ch, STANCE_MANTIS)) return TRUE;
else if (IS_STANCE(ch, STANCE_TIGER)) return TRUE;
else if (IS_STANCE(ch, STANCE_WOLF)) return TRUE;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_BYPASS)) return TRUE;
return FALSE;
}
void update_damcap( CHAR_DATA *ch, CHAR_DATA *victim )
{
int max_dam = 1000;
// int i = 0;
if (!IS_NPC(ch))
{
if (ch->generation == 1) max_dam += 250;
if (ch->generation == 2) max_dam += 200;
if (ch->generation == 3) max_dam += 150;
if (ch->generation == 4) max_dam += 100;
if (ch->generation == 5) max_dam += 50;
if (ch->tier > 0) max_dam += ch->tier * 300;
if (ch->pcdata->upgrade_level > 0) max_dam += ch->pcdata->upgrade_level * 500;
if (ch->symbiotetype != 0) max_dam += ch->symbiotedc;
if (ch->pcdata->legend > 0) max_dam += (40 * ch->pcdata->legend);
if (victim->pResist > 0) max_dam -= (25 * victim->pResist);
switch( ch->pRank ) { // this will probably need lowered
case 0: max_dam += 50; break; // also thanks scorp-ice for permission.
case 1: max_dam += 100; break;
case 2: max_dam += 120; break;
case 3: max_dam += 140; break;
case 4: max_dam += 160; break;
case 5: max_dam += 180; break;
case 6: max_dam += 200; break;
case 7: max_dam += 220; break;
case 8: max_dam += 240; break;
case 9: max_dam += 260; break;
case 10: max_dam += 280; break;
case 11: max_dam += 300; break;
case 12: max_dam += 320; break;
case 13: max_dam += 340; break;
case 14: max_dam += 360; break;
case 15: max_dam += 380; break;
case 16: max_dam += 400; break;
case 17: max_dam += 420; break;
case 18: max_dam += 445; break;
case 19: max_dam += 460; break;
case 20: max_dam += 480; break;
case 21: max_dam += 500; break;
default: break;
}
if (!IS_NPC(victim))
{
if (IS_CLASS(ch, CLASS_SHADOW_DRAGON)) max_dam += balance[26].damcap;
if (IS_CLASS(ch, CLASS_HELLS_SOLDIER)) max_dam += 1000;
if (IS_CLASS(ch, CLASS_SHADOW_FIEND)) max_dam += balance[27].damcap;
if (IS_CLASS(ch, CLASS_STALKER)) max_dam += balance[28].damcap;
if (IS_CLASS(ch, CLASS_HELL_SPAWN)) max_dam += balance[29].damcap;
if (IS_CLASS(ch, CLASS_BLACK_ASSASSIN)) max_dam += balance[30].damcap;
if (IS_CLASS(ch, CLASS_VAMPIRIC_MIST)) max_dam += balance[31].damcap;
if (IS_CLASS(ch, CLASS_SILVER_DRAGON)) max_dam += balance[32].damcap;
if (IS_CLASS(ch, CLASS_GOLD_DRAGON)) max_dam += balance[33].damcap;
if (IS_CLASS(ch, CLASS_DEVA)) max_dam += 1000;
if (IS_CLASS(ch, CLASS_BAATEZU)) max_dam += 1000;
if (IS_CLASS(ch, CLASS_NAZGUL)) max_dam += 1000;
if (IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)) max_dam += 1000;
if (IS_CLASS(ch, CLASS_NECROMANCER)) max_dam += 1000;
if (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)) max_dam += 1000;
if (IS_CLASS(ch, CLASS_TYPHON)) max_dam += 1000;
if (IS_CLASS(ch, CLASS_HYDRA)) max_dam += balance[11].damcap;
if (IS_CLASS(ch, CLASS_ZOMBIE)) max_dam += balance[13].damcap;
if (IS_CLASS(ch, CLASS_HUMAN)) max_dam += balance[15].damcap;
if (IS_CLASS(ch, CLASS_SKYBLADE)) max_dam += balance[18].damcap;
}
if (IS_CLASS(ch, CLASS_PRIEST)) max_dam += (balance[19].damcap - 1500);
if (IS_PRIPOWER(ch, PRI_PFORM)) max_dam += 1500;
}
if (IS_CLASS(ch, CLASS_DRAGON)) max_dam += balance[12].damcap;
if (!IS_NPC(ch) && (IS_CLASS(victim, CLASS_DRAGON)
|| IS_CLASS(victim, CLASS_SHADOW_DRAGON)))
{
if(IS_SET(victim->pcdata->powers[DPOWER_FLAGS], DRA_LUCK )) max_dam -= 250;
if(IS_SET(victim->pcdata->powers[DPOWER_FLAGS], DRA_TERROR )) max_dam -= 250;
max_dam -= (victim->pcdata->powers[dragonage] * 30);
}
if (IS_CLASS(ch, CLASS_TANARRI)) max_dam += balance[4].damcap;
if (IS_CLASS(ch,CLASS_SHINOBI)) max_dam += balance[14].damcap;
if (IS_CLASS(ch, CLASS_ASSASSIN)) max_dam += balance[7].damcap;
if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN)) max_dam += balance[21].damcap;
if (IS_CLASS(ch, CLASS_HELLS_SOLDIER)) max_dam += balance[22].damcap;
if (IS_CLASS(ch, CLASS_GAIA_WOLF)) max_dam += balance[23].damcap;
if (IS_CLASS(ch, CLASS_SHADOWBORN)) max_dam += balance[24].damcap;
if (IS_CLASS(ch, CLASS_DRUID)) max_dam += balance[25].damcap;
if (IS_CLASS(ch, CLASS_SHADOW_DRAGON)) max_dam += balance[26].damcap;
if (IS_CLASS(ch, CLASS_SHADOW_FIEND)) max_dam += balance[27].damcap;
if (IS_CLASS(ch, CLASS_ELEMENTAL)) max_dam += balance[9].damcap;
if (IS_CLASS(ch, CLASS_WRAITH)) max_dam += balance[8].damcap;
if (IS_CLASS(ch, CLASS_ANTIPALADIN)) max_dam += balance[17].damcap;
if (IS_CLASS(ch, CLASS_GHOUL)) max_dam += balance[20].damcap;
if (IS_CLASS(ch, CLASS_GIANT)) max_dam += balance[16].damcap;
if (IS_CLASS(ch, CLASS_PALADIN)) max_dam += balance[10].damcap;
if ( IS_SET(ch->newbits, NEW_CUBEFORM) ) max_dam += 1000;
if (IS_CLASS(ch, CLASS_ANGEL)) max_dam += balance[5].damcap;
if (IS_CLASS(ch, CLASS_DROW)) max_dam += balance[2].damcap;
if (IS_CLASS(ch, CLASS_DEMON))
{
max_dam += balance[0].damcap;
if (ch->pcdata->souls > 0) max_dam += UMIN(350, 70 * ch->pcdata->souls);
if (ch->in_room->vnum >= 93420 && ch->in_room->vnum <= 93426) max_dam += 1000;
max_dam += (ch->pcdata->stats[DEMON_POWER] * 2);
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
max_dam += (ch->rage * 5);
max_dam += balance[3].damcap;
}
if (IS_CLASS(ch,CLASS_WEREWOLF))
{
if (ch->rage > 99)
{
max_dam += ch->rage;
}
if (ch->power[DISC_WERE_PAIN]>9) max_dam += balance[1].damcap;
}
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) max_dam += balance[6].damcap;
if (IS_ITEMAFF(ch, ITEMA_ARTIFACT)) max_dam += 500;
if (IS_NPC(victim) || victim->stance[0] != STANCE_MONKEY ) {
if (ch->stance[0] == STANCE_BULL) max_dam += 200;
else if (ch->stance[0] == STANCE_DRAGON) max_dam += 250;
else if (ch->stance[0] == STANCE_WOLF) max_dam += 250;
else if (ch->stance[0] == STANCE_TIGER) max_dam += 200;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_3)) max_dam += 550;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_2)) max_dam += 400;
else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_1)) max_dam += 250;
}
if (!IS_NPC(victim) && ch->stance[0] != STANCE_MONKEY )
{
if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_3)) max_dam -= 550;
else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_2)) max_dam -= 400;
else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_REV_DAMCAP_1)) max_dam -= 250;
}
/* Max Dam Reductions */ /* Werewolves */
/* Werewolves */
if (!IS_NPC(victim))
{
int silver_tol = (victim->siltol * 2.5);
if ((IS_CLASS(victim,CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER))
&& IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER))
max_dam += (250 - silver_tol);
if ((IS_CLASS(victim,CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER))
&& IS_ITEMAFF(ch, ITEMA_LEFT_SILVER))
max_dam += (250 - silver_tol);
/* Vampies */
if (!IS_NPC(ch) && (IS_CLASS(victim, CLASS_UNDEAD_LYCAN) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_VAMPIRIC_MIST) || IS_CLASS(victim, CLASS_VAMPIRE)))
max_dam -= (victim->power[DISC_VAMP_FORT] * 50);
if (IS_NPC(ch) || ch->stance[0] != STANCE_MONKEY)
{
if (victim->stance[0] == STANCE_CRAB) max_dam -= 250;
else if (victim->stance[0] == STANCE_DRAGON) max_dam -= 250;
else if (victim->stance[0] == STANCE_SWALLOW) max_dam -= 250;
}
if ((IS_CLASS(victim, CLASS_DEMON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON)
|| IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_SHADOW_FIEND))
&& (victim->in_room->vnum >= 93420 && victim->in_room->vnum <= 93426))
max_dam *= 0.8;
}
max_dam += get_curr_str(ch) * 5;
if (ch->level >= LEVEL_BUILDER) max_dam = 30000;
// if (ch->level >= LEVEL_BUILDER && !IS_NPC(ch)) max_dam = 100000; // Det er pisse irreterende Thomas.. jeg kan intet teste mod mobs, de doer automatisk. DIE!
ch->damcap[DAM_CAP] = max_dam;
ch->damcap[DAM_CHANGE] = 0;
return;
}
/*
* Inflict damage from a hit.
*/
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
CHAR_DATA *emb;
int hit_loc;
if ( victim->position == POS_DEAD ) return;
if ( ch->embracing != NULL )
{
if ( ( emb = ch->embracing ) != NULL ) stop_embrace(ch,emb);
else stop_embrace(ch,NULL);
}
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( victim != ch )
{
if (is_safe( ch, victim )) return;
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL ) set_fighting( victim, ch );
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting( ch, victim );
/*
* If victim is charmed, ch might attack victim's master.
*/
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
return;
}
}
if ( victim->master == ch ) stop_follower( victim );
/*
* Damage modifiers.
*/
if ( IS_AFFECTED(ch, AFF_HIDE) )
{
if (!can_see(victim,ch))
{
dam *= 1.5;
send_to_char("You use your concealment to get a surprise attack!\n\r",ch);
}
REMOVE_BIT( ch->affected_by, AFF_HIDE );
act( "$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM );
}
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 )
dam -= dam * 0.25;
if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) && dam > 1 )
dam -= dam * 0.25;
if (!IS_NPC(victim))
{
if (victim->pcdata->damreduct == 100)
dam -= 0;
else if (victim->pcdata->damreductdec > 0)
dam = (dam *
(victim->pcdata->damreduct + 1)) / 100;
else
dam = (dam * victim->pcdata->damreduct) / 100;
}
// if (!IS_NPC(ch)) dam /= number_range(2,4);
// xrakreducedam
// if (!IS_NPC(ch) && IS_NPC(victim)
if ((IS_NPC(victim) || !IS_NPC(victim)) && dt == NULL ) dam /= 5;
if ((IS_NPC(victim) || !IS_NPC(victim)) && dt != NULL ) dam *= 2;
// This is so base and hybrid classes can fight each other -xrak
// if (ch->classtype == BASE_CLASS && victim->classtype == HYBRID_CLASS) dam += dam * 2;
if (ch->classtype == HYBRID_CLASS && victim->classtype == BASE_CLASS) dam /= 2;
// {
// if (dam == ch->damcap[0]) dam = ch->damcap[0];
// dam /= 2.5;
// dam += number_range(-100,100);
// }
// This last one is to make combat last -xrak
if (ch->classtype == HYBRID_CLASS && victim->classtype == HYBRID_CLASS) dam /= 5;
if ( dam < 0 ) dam = 0;
/*
* Stop up any residual loopholes.
*/
// I put this further down because i want to reduce damage before it decides it wants to hit damcap
// otherwise im just reducing damcap vs mobs since its buggy
if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim);
if ( dam > ch->damcap[0] ) dam = ch->damcap[0];
/*
* Check for disarm, trip, parry, and dodge.
*/
if ( dt >= TYPE_HIT )
{
if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5)
disarm( ch, victim );
if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5)
trip( ch, victim );
if (check_dodge( ch, victim, dt))
return;
if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) &&
victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) &&
victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
/* ------------ This is the part for superstances, Jobo ------------------- */
/* else if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
&& victim->stance[(victim->stance[0])] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return; */
else if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
&& victim->stance[(victim->stance[0])] > 100
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
/* ------------ This is the end for superstances, Jobo ------------------- */
if (check_parry( ch, victim, dt)) return;
if (check_shieldblock(ch, victim, dt)) return;
if (pole_special (ch, victim)) return FALSE;
if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) &&
victim->stance[STANCE_CRANE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) &&
victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
/* ------------ This is the part for superstances, Jobo ------------------- */
/* else if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY)
&& victim->stance[(victim->stance[0])] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return; */
else if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY)
&& victim->stance[(victim->stance[0])] > 100
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
/* ------------ This is the end for superstances, Jobo ------------------- */
}
}
hit_loc = number_range(1,11);
dam_message( ch, victim, dam, dt, hit_loc);
/*
* Brief 5 System - Jobo
*/
if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_BRIEF5))
{
ch->amount_damage_dealt += dam;
ch->amount_attacks_dealt++;
}
if (!IS_NPC(victim) && IS_SET(victim->extra, EXTRA_BRIEF5))
{
victim->amount_damage_recieved += dam;
victim->amount_attacks_recieved++;
}
if (IS_SET(victim->newbits, NEW_IRONMIND))
{
REMOVE_BIT(victim->newbits, NEW_IRONMIND);
send_to_char("Your focus your full concentration on the attack,\n\r", victim);
send_to_char("and absorb the full impact into your system, channeling it into a healing force.\n\r",victim);
victim->hit += dam;
dam = 0;
}
hurt_person(ch,victim,dam);
dropinvis(ch);
dropinvis(victim);
return;
}
void angel_eye( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int new_dam;
if (IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_EYE) && dam > 100)
{
new_dam = number_range(dam/4,dam/5);
if (new_dam > 300) new_dam = number_range(275,325);
if (new_dam >= victim->hit) new_dam = victim->hit -1;
if (new_dam < 10) new_dam = 10;
hurt_person(victim, ch, new_dam);
sprintf(buf, "God's justice strikes you HARD [#C%d#n]",new_dam);
sprintf(buf2, "The sinner dares to lay hands on you, God's wrath on the sinner [#C%d#n]", new_dam);
act(buf, victim, NULL, ch, TO_VICT);
act(buf2, victim, NULL, ch, TO_CHAR);
}
return;
}
void s_taiegra( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int new_dam;
if (IS_SET(victim->pcdata->powers[S_ACTIVE], S_TAIEGRA) && dam > 100)
{
new_dam = dam * .1;
if (new_dam > 2000) new_dam = number_range(1000,2000);
if (new_dam >= victim->hit) new_dam = victim->hit -1;
if (new_dam < 100) new_dam = 100;
sprintf(buf, "A wave of heat sears your flesh![#C%d#n]",new_dam);
sprintf(buf2, "Your shield of flames sears your victims flesh! [#C%d#n]", new_dam);
hurt_person(victim, ch, new_dam);
act(buf, victim, NULL, ch, TO_VICT);
act(buf2, victim, NULL, ch, TO_CHAR);
}
return;
}
void vamp_bite( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam;
if (IS_SET(ch->extra, EXTRA_BAAL))
{
dam = number_range(100,500);
hurt_person(ch, victim, dam);
ch->pcdata->condition[COND_THIRST] += number_range(1,5);
if (ch->pcdata->condition[COND_THIRST] > 15000)
ch->pcdata->condition[COND_THIRST] = 15000;
sprintf(buf, "You Have Been BITTEN! [#C%d#n]",dam);
sprintf(buf2, "You Bite Them #[Damage:#C%d#n#R][#nBlood: #C%d#R]\n\r", dam, ch->pcdata->condition[COND_THIRST]);
act(buf, ch, NULL, victim, TO_VICT);
act(buf2, ch, NULL, victim, TO_CHAR);
}
return;
}
void elemental_enflame( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int new_dam;
if (IS_SET(victim->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME) && dam > 100)
{
new_dam = number_range(dam/4,dam/5);
if (new_dam > 300) new_dam = number_range(275,325);
if (new_dam >= victim->hit) new_dam = victim->hit -1;
if (new_dam < 10) new_dam = number_range(275,325);
hurt_person(victim, ch, new_dam);
sprintf(buf, "The Elemental Flames DEVESTATE you [#C%d#n]",new_dam);
sprintf(buf2, "You seek RETRIBUTION! [#C%d#n]", new_dam);
act(buf, victim, NULL, ch, TO_VICT);
act(buf2, victim, NULL, ch, TO_CHAR);
}
return;
}
void hurt_person( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
OBJ_DATA *familiar;
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam2 = 0;
OBJ_DATA * obj;
int newdam;
int diety;
victim->hit -= dam;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SKYBLADE)
&& victim->pcdata->powers[SKYBLADE_SKILLS] >= 5)
{
if (dam >= 2000)
newdam = number_range(dam, dam * 2);
else
newdam = number_range(dam / 2, dam);
if (number_range(1, 50) > 48)
{
hurt_person(ch, victim, newdam);
do_say(victim, "#sEnguarde you swine!#n");
sprintf(buf, "#Y%s retorts and hits you hard! #0[#R%d#0]#n", victim->name, newdam);
sprintf(buf2, "#YYou retort the attack harshly! #0[#R%d#0]#n", newdam);
act(buf, victim, NULL, ch, TO_VICT);
act(buf2, victim, NULL, ch, TO_CHAR);
}
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_ANGEL))
angel_eye(ch,victim,dam); // check for that eye for an eye.
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_BETRAYER) && !IS_CLASS(ch, CLASS_BETRAYER))
angel_eye(ch,victim,dam);
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHINOBI) && IS_SET(victim->pcdata->powers[S_ACTIVE], S_TAIEGRA))
s_taiegra(ch,victim,dam); // check for taiegra.
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ELEMENTAL) && !IS_CLASS(ch, CLASS_ELEMENTAL))
elemental_enflame(ch,victim,dam); // check for that eye for an eye. AKA ENFLAME
if (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1)
victim->hit = 1;
if (!IS_NPC(victim) && IS_SET(victim->newbits, NEW_CLOAK) &&victim->hit < 1 )
{
victim->hit += UMIN((victim->max_hit * .1), 4000);
if (IS_CLASS(victim, CLASS_ANGEL)) send_to_char("your cloak of life saves your from certain death.\n\r",victim);
else send_to_char("your cloak of death prevents the destruction of your body.\n\r",victim);
send_to_char("#0They escape your final blow.#n\n\r",ch);
REMOVE_BIT(victim->newbits, NEW_CLOAK);
}
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
act( "$n #Cis #CM#co#Cr#ct#Ca#cl#Cl#cy #rWounded#C, And Spilling Guts on the Ground.#n", victim, NULL, NULL, TO_ROOM );
send_to_char("You are mortally wounded, and spraying blood everywhere.\n\r", victim );
if(!IS_NPC(victim) && IS_CLASS(victim,CLASS_ZOMBIE)) WAIT_STATE(victim, 12);
if ((familiar = get_eq_char(victim, WEAR_FAMILIAR)) != NULL
&& familiar->item_type == ITEM_FAMILIAR
&& familiar->value[0] == 2 && (number_percent() > 80))
{
sprintf(buf, "%s squeals, 'Shit! Get up bitch!'\n\r",
familiar->short_descr);
stc(buf, victim);
act("$p squeals, 'Shit! Get up bitch!'", NULL,
familiar, NULL, TO_ROOM);
sprintf(buf, "%s #Cslaps #7you!#n\n\r",
familiar->short_descr);
stc(buf, victim);
//act("$p heals $N!", ch, familiar, victim, TO_ROOM);
//victim->hit +=
// number_range((familiar->value[1] * 500),
// (familiar->value[1] * 1000));
if (victim->hit > victim->max_hit)
victim->hit = victim->max_hit;
update_pos(victim);
}
break;
case POS_INCAP:
act( "$n is incapacitated, and bleeding badly.",victim, NULL, NULL, TO_ROOM );
send_to_char("You are incapacitated, and bleeding badly.\n\r",victim );
if ((familiar = get_eq_char(victim, WEAR_FAMILIAR)) != NULL
&& familiar->item_type == ITEM_FAMILIAR
&& familiar->value[0] == 2 && (number_percent() > 80))
{
sprintf(buf, "%s squeals, 'Shit! Get up bitch!'\n\r",
familiar->short_descr);
stc(buf, victim);
act("$p squeals, 'Shit! Get up bitch!'", NULL,
familiar, NULL, TO_ROOM);
sprintf(buf, "%s #Cslaps #7you!#n\n\r",
familiar->short_descr);
stc(buf, victim);
act("$p slaps $N!", ch, familiar, victim, TO_ROOM);
//victim->hit +=
// number_range((familiar->value[1] * 500),
// (familiar->value[1] * 1000));
if (victim->hit > victim->max_hit)
victim->hit = victim->max_hit;
update_pos(victim);
}
break;
case POS_STUNNED:
act( "$n is stunned, but will soon recover.",victim, NULL, NULL, TO_ROOM );
send_to_char("You are stunned, but will soon recover.\n\r", victim );
if ((familiar = get_eq_char(victim, WEAR_FAMILIAR)) != NULL
&& familiar->item_type == ITEM_FAMILIAR
&& familiar->value[0] == 2 && (number_percent() > 80))
{
sprintf(buf, "%s squeals, 'Shit! Get up bitch!'\n\r",
familiar->short_descr);
stc(buf, victim);
act("$p squeals, 'Shit! Get up bitch!'", NULL,
familiar, NULL, TO_ROOM);
sprintf(buf, "%s #Cslaps #7you!#n\n\r",
familiar->short_descr);
stc(buf, victim);
act("$p slaps $N!", ch, familiar, victim, TO_ROOM);
//victim->hit +=
// number_range((familiar->value[1] * 500),
// (familiar->value[1] * 1000));
if (victim->hit > victim->max_hit)
victim->hit = victim->max_hit;
update_pos(victim);
}
break;
case POS_DEAD:
act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
send_to_char( "You have been KILLED!!\n\r\n\r", victim );
break;
default:
if ( dam > victim->max_hit / 4 )
send_to_char( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 4 && dam > 0 )
{
if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_VAMPIRE) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)) && number_percent() < victim->beast)
vamp_rage(victim);
else
send_to_char( "You sure are BLEEDING!\n\r", victim );
}
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if (!IS_AWAKE(victim)) stop_fighting( victim, FALSE );
/*
* Payoff for killing things.
*/
if (victim->hit <= 0 && IS_NPC(victim))
{
group_gain( ch, victim );
victim->position = POS_DEAD;
}
if ( victim->position == POS_DEAD )
{
if (ch->symbiotetype != 0)
{
ch->symbiotemkills += 1;
ch->pcdata->damreductdec = 9;
ch->pcdata->damreduct -= 1;
if (ch->pcdata->damreduct > 50 && ch->pcdata->damreductdec > 1)
{
if (ch->symbiotemkills == 100)
{
ch->pcdata->damreductdec -= 1;
stc("#GYour Symbiotes toughness increases#n.\n\r", ch);
}
if (ch->symbiotemkills == 200)
{
ch->pcdata->damreductdec -= 1;
stc("#GYour Symbiotes toughness increases#n.\n\r", ch);
}
if (ch->symbiotemkills == 300)
{
ch->pcdata->damreductdec -= 1;
stc("#GYour Symbiotes toughness increases#n.\n\r", ch);
}
if (ch->symbiotemkills == 400)
{
ch->pcdata->damreductdec -= 1;
stc("#GYour Symbiotes toughness increases#n.\n\r", ch);
}
if (ch->symbiotemkills == 500)
{
ch->pcdata->damreductdec -= 1;
stc("#GYour Symbiotes toughness increases#n.\n\r", ch);
}
if (ch->symbiotemkills == 600)
{
ch->pcdata->damreductdec -= 1;
stc("#GYour Symbiotes toughness increases#n.\n\r", ch);
}
if (ch->symbiotemkills == 700)
{
ch->pcdata->damreductdec -= 1;
stc("#GYour Symbiotes toughness increases#n.\n\r", ch);
}
if (ch->symbiotemkills == 800)
{
ch->pcdata->damreductdec -= 1;
stc("#GYour Symbiotes toughness increases#n.\n\r", ch);
}
if (ch->symbiotemkills == 900)
{
ch->pcdata->damreductdec -= 1;
stc("#GYour Symbiotes toughness increases#n.\n\r", ch);
}
if (ch->symbiotemkills == 1000)
{
ch->pcdata->damreductdec -= 1;
stc("#GYour Symbiotes toughness increases#n.\n\r", ch);
if (ch->pcdata->damreductdec < 0)
{
ch->pcdata->damreductdec = 9;
ch->pcdata->damreduct -= 1;
}
}
}
if (ch->symbiotemkills >= 1000)
{
ch->symbiotemkills = 0;
ch->symbiotepoints++;
stc("#GYour Symbiote gains a point#n.\n\r", ch);
}
}
if (IS_NPC(victim) && !IS_NPC(ch))
{
ch->mkill += 1;
diety = ch->god;
gods[diety].souls++;
mobkills_today++;
save_gods ();
if (IS_CLASS(ch, CLASS_GHOUL))
{
int aurag = victim->level;
aurag = number_fuzzy(number_fuzzy(aurag));
if (global_cp)
aurag *= 2;
sprintf(buf,
"#GYou savagely devour the corpse! #Y[#W%d#Y]#n\n\r",
aurag);
if (!IS_SET(ch->act, PLR_BRIEF5))
stc(buf, ch);
else
ch->total_cp_gained += aurag;
ch->pcdata->stats[GHOUL_PTS] += aurag;
}
if (IS_CLASS(ch, CLASS_PRIEST))
{
int aurag = victim->level;
aurag = number_fuzzy(number_fuzzy(aurag));
if (global_cp)
aurag *= 2;
sprintf(buf,
"#WYou pray for the salvation of the slain! #BGain #w%d #YFaith#n\n\r",
aurag);
if (!IS_SET(ch->act, PLR_BRIEF5))
stc(buf, ch);
else
ch->total_cp_gained += aurag;
ch->pcdata->stats[FAITH_PTS] += aurag;
}
if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch,CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_BAATEZU) || IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_GIANT) || IS_CLASS(ch, CLASS_SHADOW_FIEND)
|| IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_BLADE_MASTER)
|| IS_CLASS(ch, CLASS_HUMAN) || IS_CLASS(ch, CLASS_ANTIPALADIN) || IS_CLASS(ch, CLASS_SHADOWBORN))
{
if (IS_NPC(victim) && !IS_SET(victim->act, ACT_NOEXP))
{
if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN) || IS_CLASS(ch, CLASS_HELL_SPAWN) || IS_CLASS(ch,CLASS_HELLS_SOLDIER)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_VAMPIRIC_MIST) || IS_CLASS(ch, CLASS_DEVA)
|| IS_CLASS(ch, CLASS_BAATEZU) || IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_GIANT) || IS_CLASS(ch, CLASS_SHADOW_FIEND)
|| IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_HUMAN)
|| IS_CLASS(ch, CLASS_ANTIPALADIN) || IS_CLASS(ch, CLASS_SHADOWBORN))
{
ch->pcdata->stats[DEMON_CURRENT] += victim->level*5; // these 3 no. were 2, pretty gay
ch->pcdata->stats[DEMON_TOTAL] += victim->level*5;
}
else
ch->pcdata->stats[DROW_POWER] += victim->level*5;
sprintf(buf,"#0You Recieve #r[#0%d#r] #0Class Points..#n\n\r", victim->level*2);
if (!IS_SET(ch->act, PLR_BRIEF4)) send_to_char(buf,ch);
}
}
if (ch->level == 1 && ch->mkill > 4)
{
ch->level = 2;
do_save(ch,"");
}
}
if (!IS_NPC(victim) && IS_NPC(ch))
{
victim->mdeath = victim->mdeath + 1;
mobdeaths_today++;
}
raw_kill( victim );
switch (number_range (1,10) )
{
case 1: rare_weapon1( ch, victim ); break;
case 2: rare_weapon2( ch, victim ); break;
case 3: rare_weapon3( ch, victim ); break;
case 4: rare_weapon4( ch, victim ); break;
case 5: rare_weapon5( ch, victim ); break;
case 6: rare_weapon6( ch, victim ); break;
case 7: rare_weapon7( ch, victim ); break;
case 8: rare_weapon8( ch, victim ); break;
case 9: rare_weapon9( ch, victim ); break;
case 10: rare_weapon10( ch, victim ); break;
}
switch (number_range (1,10) )
{
case 1: common_eq1( ch, victim ); break;
case 2: common_eq2( ch, victim ); break;
case 3: common_eq3( ch, victim ); break;
case 4: common_eq4( ch, victim ); break;
case 5: common_eq5( ch, victim ); break;
case 6: common_eq6( ch, victim ); break;
case 7: common_eq7( ch, victim ); break;
case 8: common_eq8( ch, victim ); break;
case 9: common_eq9( ch, victim ); break;
case 10: common_eq10( ch, victim ); break;
}
switch (number_range (1,20) )
{
case 1: rare_eq1( ch, victim ); break;
case 2: rare_eq2( ch, victim ); break;
case 3: rare_eq3( ch, victim ); break;
case 4: rare_eq4( ch, victim ); break;
case 5: rare_eq5( ch, victim ); break;
case 6: rare_eq6( ch, victim ); break;
case 7: rare_eq7( ch, victim ); break;
case 8: rare_eq8( ch, victim ); break;
case 9: rare_eq9( ch, victim ); break;
case 10: rare_eq10( ch, victim ); break;
case 11: rare_eq11( ch, victim ); break;
case 12: rare_eq12( ch, victim ); break;
case 13: rare_eq13( ch, victim ); break;
case 14: rare_eq14( ch, victim ); break;
case 15: rare_eq15( ch, victim ); break;
case 16: rare_eq16( ch, victim ); break;
case 17: rare_eq17( ch, victim ); break;
case 18: rare_eq18( ch, victim ); break;
case 19: rare_eq19( ch, victim ); break;
case 20: rare_eq20( ch, victim ); break;
}
if (number_range(1,1400) == 100)
{
obj = create_object(get_obj_index(number_range(80916, 80923)), 0);
obj->questowner = str_dup(ch->pcdata->switchname);
obj_to_char(obj, ch);
send_to_char( "#0A #gG#gl#7y#gp#Gh #YA#yppears #0in your inventory#n.\n\r", ch );
}
if (!IS_NPC(ch) && !IS_NPC(victim) && victim->pcdata->bounty > 0)
{
sprintf(buf,"You recive a %d QP bounty, for killing %s.\n\r",
victim->pcdata->bounty, victim->name);
send_to_char(buf, ch);
ch->pcdata->quest += victim->pcdata->bounty;
victim->pcdata->bounty =0;
}
if ((IS_CLASS(ch, CLASS_DRAGON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_GOLD_DRAGON) || IS_CLASS(ch, CLASS_SILVER_DRAGON)
|| IS_CLASS(ch, CLASS_BLADE_MASTER))
&& IS_SET(ch->act, PLR_AUTOSAC) )
do_consume (ch, "corpse");
if( IS_CLASS(ch, CLASS_ZOMBIE) && IS_SET(ch->act, PLR_AUTOSAC))
do_satiate (ch, "corpse");
if (IS_SET(ch->act, PLR_AUTOLOOT) )
do_get( ch, "all corpse" );
else
do_look( ch, "in corpse" );
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
if ( IS_SET(ch->act, PLR_AUTOSAC) )
do_sacrifice( ch, "corpse" );
}
return;
}
if ( victim == ch ) return;
tail_chain( );
return;
}
bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
if (!ch->in_room) return TRUE; // when someone calls a one_hit or similar on something/someone who COULD be dead/gone.
if (!victim->in_room) return TRUE;
if (!IS_NPC(victim) && !IS_NPC(ch))
{
// Assymetric - Newbie protection - 4 hours
if((get_age(victim) - 17) < 2 || (get_age(ch) - 17) < 2)
{
stc("You can't attack newbies or attack as a newbie!\n\r", ch);
return TRUE;
}
if ( !CAN_PK(ch) || !CAN_PK(victim) )
{
send_to_char( "Both players must be avatars to fight.\n\r", ch );
return TRUE;
}
}
if (!IS_NPC(ch) && !IS_NPC(victim))
{
if(ch->pcdata->safe_counter > 3)
{
send_to_char("Your are safe for 3 ticks after training avatar.\n\r",ch);
return TRUE;
}
if(victim->pcdata->safe_counter > 3)
{
send_to_char("They are safe for 3 ticks after training avatar.\n\r",ch);
return TRUE;
}
if(ch != victim)
{
if(!IS_NPC(ch) && !IS_NPC(victim) && !IS_SET(ch->in_room->room_flags, ROOM_ARENA) && ch->combat != victim && victim->combat != ch && !ragnarok)
{
if(victim->combat != NULL || ch->combat != NULL)
{
if((ch->combat != victim) || (victim->combat != ch))
{
if((victim->combat != NULL ) && ch->pcdata->kingdom == 0 && victim->pcdata->kingdom == 0)
{
stc("Thats ganging, be nice.\n\r",ch);
return TRUE;
}
if((ch->combat != NULL) && victim->pcdata->kingdom == 0 && ch->pcdata->kingdom == 0)
{
stc("Thats ganging, be nice.\n\r",ch);
return TRUE;
}
}
return FALSE;
}
}
}
if (victim->desc)
{
if (victim->desc->connected >= CON_NOTE_TO && victim->desc->connected <= CON_NOTE_FINISH)
{
send_to_char("That player is writing a note, be nice.\n\r",ch);
return TRUE;
}
}
}
if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
send_to_char( "You cannot while ethereal.\n\r", ch );
return TRUE;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char( "You cannot fight an ethereal person.\n\r", ch );
return TRUE;
}
if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) )
{
send_to_char( "Objects cannot fight!\n\r", ch );
return TRUE;
}
if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH))
{
send_to_char( "You cannot attack an object.\n\r", ch );
return TRUE;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE))
{
act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if (IS_AFFECTED(victim, AFF_SHADOWPLANE) && !IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if (IS_SET(victim->extra, EXTRA_AFK))
{
send_to_char("They are AFK!\n\r",ch);
return TRUE;
}
if (!IS_NPC(victim) && victim->desc == NULL && victim->timer > 1 && victim->fight_timer == 0)
{
// Timer check to avoid people going ld in the first round.
send_to_char("Nooo, they are linkdead.\n\r",ch);
return TRUE;
}
if (ragnarok && is_upgrade(ch) && !is_upgrade(victim) && !IS_NPC(ch) && !IS_NPC(victim))
{
send_to_char("You cannot attack non-upgrades doing ragnarok.\n\r",ch);
return TRUE;
}
if (ragnarok && !is_upgrade(ch) && is_upgrade(victim) && !IS_NPC(ch) && !IS_NPC(victim))
{
send_to_char("You cannot attack upgrades doing ragnarok.\n\r",ch);
return TRUE;
}
if (victim->fight_timer > 0) return FALSE;
if ( !IS_NPC(ch ) )
if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) REMOVE_BIT(ch->affected_by, AFF_PEACE);
if ( !IS_NPC(victim) )
if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL) REMOVE_BIT(victim->affected_by, AFF_PEACE);
if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) && !ragnarok)
{
send_to_char( "You cannot fight in a safe room.\n\r", ch );
return TRUE;
}
if (IS_NPC(ch) || IS_NPC(victim)) return FALSE;
if (victim->fighting == ch) return FALSE;
if (IS_AFFECTED(ch, AFF_PEACE))
{
send_to_char( "You are unable to attack them.\n\r", ch );
return TRUE;
}
if (IS_AFFECTED(victim, AFF_PEACE))
{
send_to_char( "You can't seem to attack them.\n\r", ch );
return TRUE;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE))
{
send_to_char( "You are unable to attack them.\n\r", ch );
return TRUE;
}
if (IS_ITEMAFF(victim, ITEMA_PEACE))
{
send_to_char( "You can't seem to attack them.\n\r", ch );
return TRUE;
}
return FALSE;
}
/*
* Check for parry.
*/
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *obj = NULL;
int chance = 0;
bool claws = FALSE;
int dtype;
if (!IS_AWAKE(victim)) return FALSE;
if (IS_NPC(victim)) obj = NULL;
else if (IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_BEAR] > 2
&& IS_VAMPAFF(victim, VAM_CLAWS) && get_eq_char(victim, WEAR_WIELD) == NULL
&& get_eq_char(victim, WEAR_HOLD) == NULL)
{
obj = NULL;
claws = TRUE;
}
else
{
if ((obj = get_eq_char(victim, WEAR_WIELD)) == NULL || obj->item_type != ITEM_WEAPON)
{
if ((obj = get_eq_char(victim, WEAR_HOLD)) == NULL || obj->item_type != ITEM_WEAPON)
return FALSE;
}
}
// if ( ( dt < 1000 || dt > 1012) && !IS_CLASS(ch, CLASS_MONK) ) return FALSE;
if ( dt >= 1000 && dt <= 1012 )
{
if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim)) chance += (victim->wpn[dt-1000] * 0.5);
else chance += victim->level;
}
else
{
if (!IS_NPC(ch)) chance -= (ch->wpn[0] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5);
else chance += victim->level;
}
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 0
&& !can_counter(ch) && !can_bypass(ch,victim))
chance += (victim->stance[STANCE_CRANE] * 0.25);
else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 0
&& !can_counter(ch) && !can_bypass(ch,victim))
chance += (victim->stance[STANCE_MANTIS] * 0.25);
/* ------------ This is the part for superstances, Jobo ------------------- */
if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY)
&& victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) && !can_bypass(ch,victim))
chance += victim->stance[(victim->stance[0])] * 0.25;
/* ------------ This is the end for superstances, Jobo ------------------- */
chance -= (char_hitroll(ch) * 0.1);
if (claws)
{
if (victim->power[DISC_WERE_LYNX] > 3) chance += (char_hitroll(victim) * 0.1);
else chance += (char_hitroll(victim) * 0.075);
}
if (!IS_NPC(ch))
{
if (ch->pcdata->upgrade_level > 0) chance -= ch->pcdata->upgrade_level*10;
if (IS_CLASS(ch, CLASS_DEMON)) chance -= balance[0].parry;
if (IS_CLASS(ch, CLASS_WEREWOLF)) chance -= balance[1].parry;
if (IS_CLASS(ch, CLASS_VAMPIRE)) chance -= balance[3].parry;
if (IS_CLASS(ch, CLASS_DROW)) chance -= balance[2].parry;
if (IS_CLASS(ch, CLASS_TANARRI)) chance -= balance[4].parry;
if (IS_CLASS(ch, CLASS_ANGEL)) chance -= balance[5].parry;
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= balance[6].parry;
if (IS_CLASS(ch, CLASS_WRAITH)) chance -= balance[8].parry;
if (IS_CLASS(ch, CLASS_ASSASSIN)) chance -= balance[7].parry;
if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN)) chance -= balance[21].parry;
if (IS_CLASS(ch, CLASS_HELLS_SOLDIER)) chance -= balance[22].parry;
if (IS_CLASS(ch, CLASS_GAIA_WOLF)) chance -= balance[23].parry;
if (IS_CLASS(ch, CLASS_SHADOWBORN)) chance -= balance[24].parry;
if (IS_CLASS(ch, CLASS_DRUID)) chance -= balance[25].parry;
if (IS_CLASS(ch, CLASS_SHADOW_DRAGON)) chance -= balance[26].parry;
if (IS_CLASS(ch, CLASS_SHADOW_FIEND)) chance -= balance[27].parry;
if (IS_CLASS(ch, CLASS_ANTIPALADIN)) chance -= balance[17].parry;
if (IS_CLASS(ch, CLASS_GHOUL)) chance -= balance[20].parry;
if (IS_CLASS(ch, CLASS_PRIEST)) chance -= balance[19].parry;
if (IS_CLASS(ch, CLASS_GIANT)) chance -= balance[16].parry;
if (IS_CLASS(ch, CLASS_SKYBLADE)) chance -= balance[18].parry;
if (IS_CLASS(ch, CLASS_PALADIN)) chance -= balance[10].parry;
if (IS_CLASS(ch, CLASS_ELEMENTAL)) chance -= balance[9].parry;
if (IS_CLASS(ch, CLASS_DRAGON)) chance -= balance[12].parry;
if (IS_CLASS(ch, CLASS_HYDRA)) chance -= balance[11].parry;
if (IS_CLASS(ch, CLASS_ZOMBIE)) chance -= balance[13].parry;
if (IS_CLASS(ch, CLASS_HUMAN)) chance -= balance[15].parry;
if (IS_CLASS(ch, CLASS_SHINOBI)) chance -= balance[14].parry;
if (IS_CLASS(ch, CLASS_STALKER)) chance -= balance[28].parry;
if (IS_CLASS(ch, CLASS_HELL_SPAWN)) chance -= balance[29].parry;
if (IS_CLASS(ch, CLASS_BLACK_ASSASSIN)) chance -= balance[30].parry;
if (IS_CLASS(ch, CLASS_VAMPIRIC_MIST)) chance -= balance[31].parry;
if (IS_CLASS(ch, CLASS_SILVER_DRAGON)) chance -= balance[32].parry;
if (IS_CLASS(ch, CLASS_GOLD_DRAGON)) chance -= balance[33].parry;
if (IS_ITEMAFF(ch, ITEMA_AFFMANTIS)) chance -= 12;
}
if (!IS_NPC(victim))
{
if (victim->pcdata->upgrade_level > 0) chance += victim->pcdata->upgrade_level*10;
if (IS_CLASS(victim, CLASS_DEMON)) chance += balance[0].parry;
if (IS_CLASS(victim, CLASS_WEREWOLF)) chance += balance[1].parry;
if (IS_CLASS(victim, CLASS_VAMPIRE)) chance += balance[3].parry;
if (IS_CLASS(victim, CLASS_DROW)) chance += balance[2].parry;
if (IS_CLASS(victim, CLASS_TANARRI)) chance += balance[4].parry;
if (IS_CLASS(victim, CLASS_ANGEL)) chance += balance[5].parry;
if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += balance[6].parry;
if (IS_CLASS(victim, CLASS_ASSASSIN)) chance += balance[7].parry;
if (IS_CLASS(victim, CLASS_UNDEAD_LYCAN)) chance += balance[21].parry;
if (IS_CLASS(victim, CLASS_HELLS_SOLDIER)) chance += balance[22].parry;
if (IS_CLASS(victim, CLASS_GAIA_WOLF)) chance += balance[23].parry;
if (IS_CLASS(victim, CLASS_SHADOWBORN)) chance += balance[24].parry;
if (IS_CLASS(victim, CLASS_DRUID)) chance += balance[25].parry;
if (IS_CLASS(victim, CLASS_SHADOW_DRAGON)) chance += balance[26].parry;
if (IS_CLASS(victim, CLASS_SHADOW_FIEND)) chance += balance[27].parry;
if (IS_CLASS(victim, CLASS_WRAITH)) chance += balance[8].parry;
if (IS_CLASS(victim, CLASS_ELEMENTAL)) chance += balance[9].parry;
if (IS_CLASS(victim, CLASS_PALADIN)) chance += balance[10].parry;
if (IS_CLASS(victim, CLASS_ANTIPALADIN)) chance += balance[17].parry;
if (IS_CLASS(victim, CLASS_GHOUL)) chance += balance[20].parry;
if (IS_CLASS(victim, CLASS_PRIEST)) chance += balance[19].parry;
if (IS_CLASS(victim, CLASS_SKYBLADE)) chance += balance[18].parry;
if (IS_CLASS(victim, CLASS_GIANT)) chance += balance[16].parry;
if (IS_CLASS(victim, CLASS_DRAGON)) chance += balance[12].parry;
if (IS_CLASS(victim, CLASS_HYDRA)) chance += balance[11].parry;
if (IS_CLASS(victim, CLASS_ZOMBIE)) chance += balance[13].parry;
if (IS_CLASS(victim, CLASS_HUMAN)) chance += balance[15].parry;
if (IS_CLASS(victim, CLASS_SHINOBI)) chance += balance[14].parry;
if (IS_CLASS(victim, CLASS_STALKER)) chance += balance[28].parry;
if (IS_CLASS(victim, CLASS_HELL_SPAWN)) chance += balance[29].parry;
if (IS_CLASS(victim, CLASS_BLACK_ASSASSIN)) chance += balance[30].parry;
if (IS_CLASS(victim, CLASS_VAMPIRIC_MIST)) chance += balance[31].parry;
if (IS_CLASS(victim, CLASS_SILVER_DRAGON)) chance += balance[32].parry;
if (IS_CLASS(victim, CLASS_GOLD_DRAGON)) chance += balance[33].parry;
}
if (chance > 80) chance = 80;
else if (chance < 20) chance = 20;
if (victim->monkblock / 4 > 0 ) chance += victim->monkblock / 4;
if (number_percent( ) < 100 && number_percent( ) >= chance)
return FALSE;
if (!IS_NPC(victim))
{
if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1,3) != 2) return FALSE;
}
if (!IS_NPC(ch) && IS_NPC(victim)
&& IS_SET(ch->newbits, NEW_FIGHTDANCE)
&& (IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_STALKER) || IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
|| IS_CLASS(ch, CLASS_SHADOWBORN))
&& number_percent() >=50
&& ((( obj = get_eq_char(ch, WEAR_WIELD )) != NULL && ( obj->value[3] == 4 || obj->value[3] == 11))
|| ((obj = get_eq_char (ch, WEAR_HOLD))!= NULL &&( obj->value[3] == 4 || obj->value[3] == 11))))
{
act( "$n's dark weapon dances around your defences, making a strange sound.", ch, NULL, victim, TO_VICT );
act( "Your sacrificial weapon hums in the air as it dances $N's defences.", ch, obj, victim, TO_CHAR );
return FALSE;
}
if (claws)
{
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
{
if (IS_CLASS(victim, CLASS_WEREWOLF))
act( "You parry $n's blow with your claws.", ch, NULL, victim, TO_VICT );
else
act( "You parry $n's blow with your Adamantium hands.", ch,NULL,victim, TO_VICT);
}
// if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK) && victim->monkblock < 150 && number_range(1,2)==1)
// victim->monkblock++;
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
{
if (IS_CLASS(victim, CLASS_WEREWOLF))
act( "$N parries your blow with $S claws.", ch, NULL, victim, TO_CHAR );
else
act( "$N parries your blow with $S Adamantium claws.", ch,NULL,victim, TO_CHAR);
}
return TRUE;
}
if (!IS_NPC(victim) && obj != NULL && obj->item_type == ITEM_WEAPON && obj->value[3] >= 0 && obj->value[3] <= 12)
{
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
act( "You parry $n's blow with $p.", ch, obj, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
act( "$N parries your blow with $p.", ch, obj, victim, TO_CHAR );
return TRUE;
}
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
if (dtype == WPN_WHIP)
{
chance = ch->wpn[4] / 400;
if (number_percent () < chance)
{
disarm (ch, victim);
}
}
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *familiar;
int chance = 0;
int random_message;
int skychance = 101;
if (!IS_AWAKE(victim)) return FALSE;
if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5);
else chance += victim->level;
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 0
&& !can_counter(ch) &&!can_bypass(ch,victim))
chance += victim->stance[STANCE_MONGOOSE] * 0.25;
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 0
&& !can_counter(ch) && !can_bypass(ch,victim))
chance += victim->stance[STANCE_SWALLOW] * 0.25;
/* ------------ This is the part for superstances, Jobo ------------------- */
if (!IS_NPC(victim) && victim->stance[0] > 12
&& IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
&& victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) && !can_bypass(ch,victim))
chance += victim->stance[(victim->stance[0])] * 0.25;
/* ------------ This is the end for superstances, Jobo ------------------- */
if (!IS_NPC(ch))
{
if (ch->pcdata->upgrade_level > 0) chance -= ch->pcdata->upgrade_level*10;
if (IS_CLASS(ch, CLASS_DEMON)) chance -= balance[0].dodge;
if (IS_CLASS(ch, CLASS_WEREWOLF)) chance -= balance[1].dodge;
if (IS_CLASS(ch, CLASS_VAMPIRE)) chance -= balance[3].dodge;
if (IS_CLASS(ch, CLASS_DROW)) chance -= balance[2].dodge;
if (IS_CLASS(ch, CLASS_TANARRI)) chance -= balance[4].dodge;
if (IS_CLASS(ch, CLASS_ANGEL)) chance -= balance[5].dodge;
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= balance[6].dodge;
if (IS_CLASS(ch, CLASS_WRAITH)) chance -= balance[8].dodge;
if (IS_CLASS(ch, CLASS_ASSASSIN)) chance -= balance[7].dodge;
if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN)) chance -= balance[21].dodge;
if (IS_CLASS(ch, CLASS_HELLS_SOLDIER)) chance -= balance[22].dodge;
if (IS_CLASS(ch, CLASS_GAIA_WOLF)) chance -= balance[23].dodge;
if (IS_CLASS(ch, CLASS_SHADOWBORN)) chance -= balance[24].dodge;
if (IS_CLASS(ch, CLASS_DRUID)) chance -= balance[25].dodge;
if (IS_CLASS(ch, CLASS_SHADOW_DRAGON)) chance -= balance[26].dodge;
if (IS_CLASS(ch, CLASS_SHADOW_FIEND)) chance -= balance[27].dodge;
if (IS_CLASS(ch, CLASS_ANTIPALADIN)) chance -= balance[17].dodge;
if (IS_CLASS(ch, CLASS_GHOUL)) chance -= balance[20].dodge;
if (IS_CLASS(ch, CLASS_PRIEST)) chance -= balance[19].dodge;
if (IS_CLASS(ch, CLASS_GIANT)) chance -= balance[16].dodge;
if (IS_CLASS(ch, CLASS_SKYBLADE)) chance -= balance[18].dodge;
if (IS_CLASS(ch, CLASS_PALADIN)) chance -= balance[10].dodge;
if (IS_CLASS(ch, CLASS_ELEMENTAL)) chance -= balance[9].dodge;
if (IS_CLASS(ch, CLASS_DRAGON)) chance -= balance[12].dodge;
if (IS_CLASS(ch, CLASS_HYDRA)) chance -= balance[11].dodge;
if (IS_CLASS(ch, CLASS_ZOMBIE)) chance -= balance[13].dodge;
if (IS_CLASS(ch, CLASS_HUMAN)) chance -= balance[15].dodge;
if (IS_CLASS(ch, CLASS_SHINOBI)) chance -= balance[14].dodge;
if (IS_CLASS(ch, CLASS_STALKER)) chance -= balance[28].dodge;
if (IS_CLASS(ch, CLASS_HELL_SPAWN)) chance -= balance[29].dodge;
if (IS_CLASS(ch, CLASS_BLACK_ASSASSIN)) chance -= balance[30].dodge;
if (IS_CLASS(ch, CLASS_VAMPIRIC_MIST)) chance -= balance[31].dodge;
if (IS_CLASS(ch, CLASS_SILVER_DRAGON)) chance -= balance[32].dodge;
if (IS_CLASS(ch, CLASS_GOLD_DRAGON)) chance -= balance[33].dodge;
if (IS_ITEMAFF(ch, ITEMA_AFFMANTIS)) chance -= 12;
}
if (!IS_NPC(victim))
{
if (victim->pcdata->upgrade_level > 0) chance += victim->pcdata->upgrade_level*10;
if (IS_CLASS(victim, CLASS_DEMON)) chance += balance[0].dodge;
if (IS_CLASS(victim, CLASS_WEREWOLF)) chance += balance[1].dodge;
if (IS_CLASS(victim, CLASS_VAMPIRE)) chance += balance[3].dodge;
if (IS_CLASS(victim, CLASS_DROW)) chance += balance[2].dodge;
if (IS_CLASS(victim, CLASS_TANARRI)) chance += balance[4].dodge;
if (IS_CLASS(victim, CLASS_ANGEL)) chance += balance[5].dodge;
if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += balance[6].dodge;
if (IS_CLASS(victim, CLASS_ASSASSIN)) chance += balance[7].dodge;
if (IS_CLASS(victim, CLASS_UNDEAD_LYCAN)) chance += balance[21].dodge;
if (IS_CLASS(victim, CLASS_HELLS_SOLDIER)) chance += balance[22].dodge;
if (IS_CLASS(victim, CLASS_GAIA_WOLF)) chance += balance[23].dodge;
if (IS_CLASS(victim, CLASS_SHADOWBORN)) chance += balance[24].dodge;
if (IS_CLASS(victim, CLASS_DRUID)) chance += balance[25].dodge;
if (IS_CLASS(victim, CLASS_SHADOW_DRAGON)) chance += balance[26].dodge;
if (IS_CLASS(victim, CLASS_SHADOW_FIEND)) chance += balance[27].dodge;
if (IS_CLASS(victim, CLASS_WRAITH)) chance += balance[8].dodge;
if (IS_CLASS(victim, CLASS_ELEMENTAL)) chance += balance[9].dodge;
if (IS_CLASS(victim, CLASS_PALADIN)) chance += balance[10].dodge;
if (IS_CLASS(victim, CLASS_ANTIPALADIN)) chance += balance[17].dodge;
if (IS_CLASS(victim, CLASS_GHOUL)) chance += balance[20].dodge;
if (IS_CLASS(victim, CLASS_PRIEST)) chance += balance[19].dodge;
if (IS_CLASS(victim, CLASS_SKYBLADE)) chance += balance[18].dodge;
if (IS_CLASS(victim, CLASS_GIANT)) chance += balance[16].dodge;
if (IS_CLASS(victim, CLASS_DRAGON)) chance += balance[12].dodge;
if (IS_CLASS(victim, CLASS_HYDRA)) chance += balance[11].dodge;
if (IS_CLASS(victim, CLASS_ZOMBIE)) chance += balance[13].dodge;
if (IS_CLASS(victim, CLASS_HUMAN)) chance += balance[15].dodge;
if (IS_CLASS(victim, CLASS_SHINOBI)) chance += balance[14].dodge;
if (IS_CLASS(victim, CLASS_STALKER)) chance += balance[28].dodge;
if (IS_CLASS(victim, CLASS_HELL_SPAWN)) chance += balance[29].dodge;
if (IS_CLASS(victim, CLASS_BLACK_ASSASSIN)) chance += balance[30].dodge;
if (IS_CLASS(victim, CLASS_VAMPIRIC_MIST)) chance += balance[31].dodge;
if (IS_CLASS(victim, CLASS_SILVER_DRAGON)) chance += balance[32].dodge;
if (IS_CLASS(victim, CLASS_GOLD_DRAGON)) chance += balance[33].dodge;
}
if ( chance > 90) chance = 90;
if (!IS_NPC(victim))
{
if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1,3) != 2) return FALSE;
}
if ( number_percent( ) >= chance )
if (IS_CLASS(victim, CLASS_SKYBLADE)
&& victim->pcdata->powers[SKYBLADE_SKILLS] >= 6)
{
skychance = 25;
if (IS_SET(ch->newbits, NEW_CLOUDBLESS))
skychance += 25;
if (number_percent() >= skychance)
if (!IS_SET(victim->act, PLR_BRIEF3))
{
act("$N jumps high into the clouds, over your attack.", ch, NULL, victim, TO_CHAR);
act("You jump high into the clouds, over $n's attack.", ch, NULL, victim, TO_VICT);
}
return TRUE;
skychance = 101;
}
if (!IS_NPC(ch) && !IS_NPC(victim) && skychance != 101)
{
random_message = number_range(1, 10);
if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
{
if (random_message == 1 || random_message == 2)
act("You duck under $n's wild swing.", ch,
NULL, victim, TO_VICT);
if (random_message == 3 || random_message == 4)
act("You jump over $n's low swing.", ch, NULL,
victim, TO_VICT);
if (random_message == 5 || random_message == 6)
act("You spin around, barely dodging $n's attack.", ch, NULL, victim, TO_VICT);
if (random_message == 7 || random_message == 8)
act("$n lunges forward as you sidestep the attack.", ch, NULL, victim, TO_VICT);
if (random_message == 9 || random_message == 10)
act("You trip and fall down just barely dodging $n's crushing blow.", ch, NULL, victim, TO_VICT);
}
if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3)
&& skychance != 101)
{
if (random_message == 1 || random_message == 2)
act("$N ducks under your wild swing.", ch,
NULL, victim, TO_CHAR);
if (random_message == 3 || random_message == 4)
act("$N jumps over your low swing.", ch, NULL,
victim, TO_CHAR);
if (random_message == 5 || random_message == 6)
act("$N spins around barely dodging your attack.", ch, NULL, victim, TO_CHAR);
if (random_message == 7 || random_message == 8)
act("$N sidesteps your lunge, you narrowly missed.", ch, NULL, victim, TO_CHAR);
if (random_message == 9 || random_message == 10)
act("$N falls on his face barely dodging your crushing blow.", ch, NULL, victim, TO_CHAR);
}
return TRUE;
}
return FALSE;
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
/*
* Check for shield block.
*/
bool check_shieldblock(CHAR_DATA * ch, CHAR_DATA * victim, int dt)
{
OBJ_DATA *obj = NULL;
int chance = 0;
if (IS_NPC(victim))
obj = NULL;
else
{
if ((obj = get_eq_char(victim, WEAR_SHIELD)) == NULL) // || obj->item_type != ITEM_WEAR_SHIELD)
return FALSE;
}
if (!IS_AWAKE(victim))
return FALSE;
if (!IS_NPC(ch))
chance -= (ch->wpn[dt - 1000] * 0.1);
else
chance -= (ch->level * 0.2);
if (!IS_NPC(victim))
chance += (victim->wpn[0] * 0.5);
else
chance += victim->level;
/* cutting corners */
if (chance > 45) chance = 50;
if (number_percent() >= chance)
return FALSE;
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
act("You Shield Block $n's attack.", ch, NULL, victim, TO_VICT);
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
act("$N Shield Blocks your attack.", ch, NULL, victim, TO_CHAR);
return TRUE;
}
/*
* Set position of a victim.
*/
void update_pos( CHAR_DATA *victim )
{
CHAR_DATA *mount;
if (victim->hit > 0)
{
if (victim->position <= POS_STUNNED)
{
bool gm_stance = FALSE;
victim->position = POS_STANDING;
if (!IS_NPC(victim) && victim->stance[0] > 0)
{
int stance = victim->stance[0];
if (victim->stance[stance] >= 200) gm_stance = TRUE;
}
if (IS_NPC(victim) || victim->max_hit * 0.25 > victim->hit)
{
act( "$n clambers back to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You clamber back to your feet.", victim, NULL, NULL, TO_CHAR);
}
else
{
act( "$n flips back up to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You flip back up to your feet.", victim, NULL, NULL, TO_CHAR);
}
}
return;
}
else if ((mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off $N.",mount,NULL,victim,TO_ROOM);
act("You roll off $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
if (!IS_NPC(victim) && victim->hit <=-11 && IS_HERO(victim))
{
victim->hit = -10;
if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE);
return;
}
if (!IS_NPC(victim) && victim->hit <-9 && !IS_HERO(victim))
{
victim->hit = 1;
do_killperson(victim,victim->name);
victim->mdeath=victim->mdeath+1;
}
if(IS_NPC(victim) && victim->hit < -6 )
{
victim->position = POS_DEAD;
return;
}
if (victim->hit <= -6 ) victim->position = POS_MORTAL;
else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
else victim->position = POS_STUNNED;
return;
}
/*
* Start fights.
*/
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
// Assymetric - Newbie protection - 4 hours
// This should never come up, but just in case someone finds a back door into combat
if(!IS_NPC(ch) && !IS_NPC(victim) && ch != victim){
if(victim->combat == NULL) victim->hitfirst = FALSE;
if(ch->combat == NULL) ch->hitfirst = TRUE;
if(ch->combat == NULL) ch->combat = victim;
if(victim->combat == NULL) victim->combat = ch;
ch->fight_timer += 1;
victim->fight_timer += 1;
}
if(!IS_NPC(ch) && !IS_NPC(victim) && ((get_age(victim) - 17) < 2 || (get_age(ch) - 17) < 2))
{
stc("You can't attack newbies or attack as a newbie!\n\r", ch);
stop_fighting(ch, victim);
return;
}
if (ch->fighting != NULL) return;
if ( IS_AFFECTED(ch, AFF_SLEEP) )
affect_strip( ch, gsn_sleep );
ch->fighting = victim;
ch->position = POS_FIGHTING;
ch->damcap[DAM_CHANGE] = 1;
autodrop(ch);
autodrop(victim);
dropinvis(ch);
dropinvis(victim);
return;
}
/*
* Stop fights.
*/
void stop_embrace( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( victim == NULL)
{
ch->embracing=NULL;
return;
}
victim->embraced=NULL;
ch->embracing=NULL;
return;
}
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
CHAR_DATA *fch;
for ( fch = char_list; fch != NULL; fch = fch->next )
{
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
fch->position = POS_STANDING;
update_pos( fch );
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
if (!ch) return;
if (ch->in_room == NULL)
{
return;
}
if ( IS_NPC(ch) )
{
name = ch->short_descr;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
corpse->timer = number_range( 4, 8 );
corpse->value[2]= ch->pIndexData->vnum;
}
else
{
name = ch->name;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
corpse->timer = number_range( 25, 40 );
}
if (IS_SET(ch->extra, EXTRA_ZOMBIE))
SET_BIT(corpse->quest, QUEST_ZOMBIE);
sprintf( buf, corpse->short_descr, name );
free_string( corpse->short_descr );
corpse->short_descr = str_dup( buf );
sprintf( buf, corpse->description, name );
free_string( corpse->description );
corpse->description = str_dup( buf );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_char( obj );
if (IS_SET( obj->extra_flags, ITEM_VANISH )) extract_obj( obj );
else
{
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_obj( obj, corpse );
}
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( corpse, ch->in_room );
return;
}
void make_part( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int vnum;
argument = one_argument(argument,arg);
vnum = 0;
if (arg[0] == '\0') return;
if (ch->in_room == NULL) return;
if (!str_cmp(arg,"head")) vnum = OBJ_VNUM_SEVERED_HEAD;
else if (!str_cmp(arg,"arm")) vnum = OBJ_VNUM_SLICED_ARM;
else if (!str_cmp(arg,"leg")) vnum = OBJ_VNUM_SLICED_LEG;
else if (!str_cmp(arg,"heart")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"turd")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"entrails")) vnum = OBJ_VNUM_SPILLED_ENTRAILS;
else if (!str_cmp(arg,"brain")) vnum = OBJ_VNUM_QUIVERING_BRAIN;
else if (!str_cmp(arg,"eyeball")) vnum = OBJ_VNUM_SQUIDGY_EYEBALL;
else if (!str_cmp(arg,"blood")) vnum = OBJ_VNUM_SPILT_BLOOD;
else if (!str_cmp(arg,"face")) vnum = OBJ_VNUM_RIPPED_FACE;
else if (!str_cmp(arg,"windpipe")) vnum = OBJ_VNUM_TORN_WINDPIPE;
else if (!str_cmp(arg,"ear")) vnum = OBJ_VNUM_SLICED_EAR;
else if (!str_cmp(arg,"nose")) vnum = OBJ_VNUM_SLICED_NOSE;
else if (!str_cmp(arg,"tooth")) vnum = OBJ_VNUM_KNOCKED_TOOTH;
else if (!str_cmp(arg,"tongue")) vnum = OBJ_VNUM_TORN_TONGUE;
else if (!str_cmp(arg,"hand")) vnum = OBJ_VNUM_SEVERED_HAND;
else if (!str_cmp(arg,"foot")) vnum = OBJ_VNUM_SEVERED_FOOT;
else if (!str_cmp(arg,"thumb")) vnum = OBJ_VNUM_SEVERED_THUMB;
else if (!str_cmp(arg,"index")) vnum = OBJ_VNUM_SEVERED_INDEX;
else if (!str_cmp(arg,"cracked_head")) vnum = OBJ_VNUM_CRACKED_HEAD;
else if (!str_cmp(arg,"middle")) vnum = OBJ_VNUM_SEVERED_MIDDLE;
else if (!str_cmp(arg,"ring")) vnum = OBJ_VNUM_SEVERED_RING;
else if (!str_cmp(arg,"little")) vnum = OBJ_VNUM_SEVERED_LITTLE;
else if (!str_cmp(arg,"toe")) vnum = OBJ_VNUM_SEVERED_TOE;
if ( vnum != 0 )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
char *name;
name = IS_NPC(ch) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ), 0 );
obj->timer = number_range( 4, 7 ); // try this.. might work. Jobo
/*
if (IS_NPC(ch)) obj->timer = number_range(2,5);
else obj->timer = -1;
*/
if (!str_cmp(arg,"head") && IS_NPC(ch))
obj->value[1] = ch->pIndexData->vnum;
else if (!str_cmp(arg,"head") && !IS_NPC(ch))
{ch->pcdata->chobj = obj; obj->chobj = ch;obj->timer = number_range(1,2); obj->item_type = ITEM_HEAD;}
else if (!str_cmp(arg,"arm"))
SET_BIT(obj->extra_flags2, ITEM_ARM);
else if (!str_cmp(arg,"brain") && !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) && IS_HEAD(ch, LOST_HEAD))
{
if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL;
ch->pcdata->chobj = obj;
obj->chobj = ch;
obj->timer = number_range(1,2);
obj->item_type = ITEM_HEAD;
}
if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 2;
if (!IS_NPC(ch))
{
sprintf( buf, obj->name, name );
free_string( obj->name );
obj->name = str_dup( buf );
}
else
{
sprintf( buf, obj->name, "mob" );
free_string( obj->name );
obj->name = str_dup( buf );
}
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( obj, ch->in_room );
}
return;
}
void raw_kill( CHAR_DATA *victim )
{
CHAR_DATA *mount;
stop_fighting( victim, TRUE );
make_corpse( victim );
if ( (mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off the corpse of $N.",mount,NULL,victim,TO_ROOM);
act("You roll off the corpse of $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
if ( IS_NPC(victim) )
{
victim->pIndexData->killed++;
kill_table[URANGE(0, victim->level, MAX_LEVEL-2)].killed++;
extract_char( victim, TRUE );
return;
}
extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL))
{
victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
}
else if (IS_AFFECTED(victim,AFF_POLYMORPH)) victim->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED(victim,AFF_ETHEREAL)) victim->affected_by = AFF_ETHEREAL;
else victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
victim->pcdata->stats[DEMON_POWER] = 0;
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->armor = 100;
victim->position = POS_RESTING;
victim->hit = UMAX( 1, victim->hit );
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
do_call(victim,"all");
save_char_obj( victim );
return;
}
void behead( CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC(victim)) return;
powerdown(victim); /* remove all class shit - Jobo */
location = victim->in_room;
stop_fighting( victim, TRUE );
make_corpse( victim );
extract_char( victim, FALSE );
char_from_room(victim);
char_to_room(victim,location);
if (victim == NULL)
{bug( "Behead: Victim no longer exists.", 0 );return;}
make_part( victim, "head" );
while ( victim->affected )
affect_remove( victim, victim->affected );
victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
REMOVE_BIT(victim->extra, EXTRA_LABOUR);
victim->pcdata->stats[DEMON_POWER] = 0;
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->affected_by = 0;
victim->armor = 100;
victim->position = POS_STANDING;
victim->hit = 1;
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
victim->pcdata->sit_safe = 0;
victim->fight_timer = 0;
SET_BIT(victim->loc_hp[0],LOST_HEAD);
SET_BIT(victim->affected_by,AFF_POLYMORPH);
sprintf(buf,"the severed head of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
do_call(victim,"all");
save_char_obj( victim );
return;
}
void group_gain(CHAR_DATA * ch, CHAR_DATA * victim)
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
CHAR_DATA *mount;
OBJ_DATA *obj;
OBJ_DATA *wield;
OBJ_DATA *wield2;
OBJ_DATA *wield3;
OBJ_DATA *wield4;
OBJ_DATA *livingweap;
OBJ_DATA *obj_next;
OBJ_DATA *familiar;
OBJ_INDEX_DATA *familiar2;
int familiar_exp;
int ultima = 78019;
int xp;
int temp;
int members;
int qp;
int vnum;
int expneeded = 0;
int livingweap_exp = 0;
int livingweap_needed = 0;
int arti_exp = 0;
int arti_needed = 0;
/*
* Monsters don't get kill xp's or alignment changes.
* P-killing doesn't help either.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if ((IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch)
return;
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if (IS_NPC(gch))
continue;
if (is_same_group(gch, ch))
members++;
}
if (members == 0)
{
bug("Group_gain: members.", members);
members = 1;
}
lch = (ch->leader != NULL) ? ch->leader : ch;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
int xp_modifier = 100;
if (IS_NPC(gch))
continue;
if (!is_same_group(gch, ch))
continue;
xp =xp_compute(gch, victim);
xp *= ccenter[CCENTER_EXP_LEVEL];
xp /= 100;
sprintf(buf2, "#RExp modifiers #G:");
if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_GOOD(gch) && IS_EVIL(victim)))
{
xp_modifier += 25;
strcat(buf2, " #Calignment#n");
}
if ((IS_EVIL(gch) && IS_EVIL(victim)) || (IS_GOOD(gch) && IS_GOOD(victim)))
{
xp_modifier -= 25;
strcat(buf2, " #palignment#n");
}
if (gch != NULL && gch->desc != NULL)
{
if (gch->desc->out_compress)
{
xp_modifier += 25;
strcat(buf2, " #Cmccp#n");
}
else if ((get_age(gch) - 17) >= 2)
{
xp_modifier -= 5;
strcat(buf2, " #pmccp#n");
}
}
if ((get_age(gch) - 17) < 2) /* 4 hours worth of newbie exp. */
{
xp_modifier += 200;
strcat(buf2, " #Cnewbie#n");
}
// if ((temp = getMightMod(gch)) > 0)
// {
// xp_modifier += temp;
// strcat(buf2, " #Csize#n");
// }
if (global_exp)
{
// xp_modifier += 200;
strcat(buf2, " #RH#0app#Ry H#0ou#Rr#n");
}
if (!IS_NPC(gch) && gch->pcdata->time_tick > 49)
{
xp_modifier += gch->pcdata->time_tick / 5;
strcat(buf2, " #Ctime#n");
}
if (!IS_NPC(gch) && IS_SET(gch->pcdata->tempflag, TEMP_EDGE))
{
xp_modifier += 15;
strcat(buf2," #Cedge#n");
}
if (members > 1)
{
strcat(buf2, " #pgrouped#n");
xp_modifier *= 100;
xp_modifier /= 75 * members;
}
strcat(buf2, "\n\r");
xp = xp * xp_modifier / 100;
if (!IS_SET(gch->act, PLR_BRIEF4))
send_to_char(buf2, gch);
sprintf(buf2, "#RTotal modifier #G:#n %d percent bonus\n\r", xp_modifier - 100);
if (!IS_SET(gch->act, PLR_BRIEF4))
send_to_char(buf2, gch);
if ((get_age(gch) - 17) > 2 && ch->level < 3)
xp /= 10; /* anti mortal exp bot thingie */
// if (gch->exp > 2000000000)
// xp = 0; /* avoid overflow */
if (xp > ccenter[CCENTER_MAX_EXP])
xp = number_range(ccenter[CCENTER_MAX_EXP] * 0.9, ccenter[CCENTER_MAX_EXP] * 1.1);
if ((get_age(gch) - 17) >= 2 && !IS_SET(gch->pcdata->jflags, JFLAG_POLICY))
{
xp = 0;
send_to_char("#LYou must accept the policy before you can gain more experience [#7HELP POLICY#L]#n\n\r", gch);
}
sprintf (buf, "#gYou receive #7%d #gexperience points.#n\n\r", xp);
send_to_char (buf, gch);
if (global_exp)
{
sprintf ( buf, "#gYou receive #7%d #Gdouble #gexp!#n\n\r", xp );
send_to_char ( buf, gch );
xp += xp;
}
if(!global_qp)
// qp = number_range(100,300);
qp = victim->level *= 3;
if(global_qp)
// qp = number_range(200,600);
qp = victim->level *= 6;
if ((get_age(gch) - 17) < 2) /* 4 hours of Newbie QP */
qp += 200;
if (IS_NPC(victim))
{
sprintf(buf, "#gYou receive #7%d #GQuest Points#n\n\r", qp);
send_to_char(buf, gch);
gch->pcdata->quest += qp;
}
if (ch->generation == 6)
expneeded = 13000000;
else if (ch->generation == 5)
expneeded = 150000000;
else if (ch->generation == 4)
expneeded = 400000000;
else if (ch->generation == 3)
expneeded = 900000000;
else if (ch->generation == 2)
expneeded = 1800000000;
if ((mount = gch->mount) != NULL)
send_to_char(buf, mount);
gain_exp(gch, xp);
/*
* Familiar Stuff
*/
if ((familiar = get_eq_char(gch, WEAR_FAMILIAR)) != NULL
&& familiar->item_type == ITEM_FAMILIAR
&& familiar->value[1] < 200)
{
familiar_exp = (xp * .05);
xp -= (familiar_exp);
// familiar_exp *= (familiar->value[6] * .01);
sprintf(buf,
"#WYour familiar receives #G%d #Wexperience points.#n\n\r",
familiar_exp);
if (!IS_SET(ch->act, PLR_BRIEF4))
stc(buf, gch);
familiar->value[5] += familiar_exp;
/*
* Level Up!
*/
if (familiar->value[5] >=
((familiar->value[1] + 1) * 1000000))
{
act("$p #yhas gained a level!#n", gch,
familiar, NULL, TO_CHAR);
familiar->value[1]++;
familiar->value[5] = 0;
/*
* Increase Chance to Hit
*/
if (number_percent() > 50)
{
familiar->value[4]++;
act("$p's #yhitroll increases!#n",
gch, familiar, NULL, TO_CHAR);
}
/*
* Base Damage Increase
*/
if ((familiar->value[1] % 5) == 0)
{
familiar->value[2] +=
number_range(2, 5);
act("$p's #Rbase damage increases!#n",
gch, familiar, NULL, TO_CHAR);
}
/*
* Learning Ability Increase
*/
if ((familiar->value[1] % 10) == 0)
{
familiar->value[6] +=
number_range(1, 10);
act("$p's #Clearning ability increases!#n", gch, familiar, NULL, TO_CHAR);
}
if ((familiar->value[0] == 8
&& familiar->value[1] >= 50))
{
act("$p #Lmetamorphs into the ultimate weapon!!!!#n", gch, familiar, NULL, TO_CHAR);
extract_obj(familiar);
familiar2 = get_obj_index(ultima);
if ((familiar =
create_object(familiar2,
50)) != NULL)
{
obj_to_char(familiar, gch);
}
}
}
}
aks[0].aks++;
if (aks[0].aks%100==0) save_aks();
if (aks[0].aks >= (ccenter[CCENTER_ARTI_MKILLS]))
{
aks[0].aks = 0;
sprintf(buf,"#7The Gods smile down upon #R%s#7 and grant them an #YARTIFACT#n\n\r",gch->pcdata->switchname);
do_info(NULL,buf);
obj = create_object(get_obj_index(number_range(33960, 33985)), 0);
obj_to_char(obj, ch);
}
wield = get_eq_char(ch, WEAR_WIELD);
wield2 = get_eq_char( ch, WEAR_HOLD );
wield3 = get_eq_char( ch, WEAR_THIRD );
wield4 = get_eq_char( ch, WEAR_FOURTH);
if (wield != NULL)
{
livingweap_needed = ((wield->weapon_level * 5000) + 1500);
if (wield->weapon_level <= 99) //IS_SET(wield->spectype2, XITEM_LIVINGWEAP))
{
if (wield->weapon_level >= 100) return;
livingweap_exp = (xp * .005);
xp -= (livingweap_exp);
sprintf(buf, "#WYour Weapon receives #G%d #Wexperience points.#n\n\r", livingweap_exp);
if (!IS_SET(ch->act, PLR_BRIEF4)) stc(buf, gch);
wield->weapon_currentxp += livingweap_exp;
if (wield->weapon_currentxp >= livingweap_needed )
{
wield->weapon_level++;
send_to_char("#WYour #Rweapon #Whas gained a Level#n\n\r", gch);
wield->weapon_currentxp -= livingweap_needed;
wield->value[1] += 2;
wield->value[2] += 2;
}
}
}
if (wield2 != NULL)
{
livingweap_needed = ((wield2->weapon_level * 5000) + 1500);
if (wield2->weapon_level <= 99) // IS_SET(wield2->spectype2, XITEM_LIVINGWEAP))
{
if (wield2->weapon_level >= 100) return;
livingweap_exp = (xp * .005);
xp -= (livingweap_exp);
sprintf(buf, "#WYour Weapon receives #G%d #Wexperience points.#n\n\r", livingweap_exp);
if (!IS_SET(ch->act, PLR_BRIEF4)) stc(buf, gch);
wield2->weapon_currentxp += livingweap_exp;
if (wield2->weapon_currentxp >= livingweap_needed )
{
wield2->weapon_level++;
send_to_char("#WYour #Rweapon #Whas gained a Level#n\n\r", gch);
wield2->weapon_currentxp -= livingweap_needed;
wield2->value[1] += 2;
wield2->value[2] += 2;
} }
}
if (wield3 != NULL)
{
livingweap_needed = ((wield3->weapon_level * 5000) + 1500);
if (wield3->weapon_level <= 99) //IS_SET(wield3->spectype2, XITEM_LIVINGWEAP))
{
if (wield3->weapon_level >= 100) return;
livingweap_exp = (xp * .005);
xp -= (livingweap_exp);
sprintf(buf, "#WYour Weapon receives #G%d #Wexperience points.#n\n\r", livingweap_exp);
if (!IS_SET(ch->act, PLR_BRIEF4)) stc(buf, gch);
wield3->weapon_currentxp += livingweap_exp;
if (wield3->weapon_currentxp >= livingweap_needed )
{
wield3->weapon_level++;
send_to_char("#WYour #Rweapon #Whas gained a Level#n\n\r", gch);
wield3->weapon_currentxp -= livingweap_needed;
wield3->value[1] += 2;
wield3->value[2] += 2;
}
}
}
if (wield4 != NULL)
{
livingweap_needed = ((wield4->weapon_level * 5000) + 1500);
if (wield4->weapon_level <= 99) // IS_SET(wield4->spectype2, XITEM_LIVINGWEAP))
{
if (wield4->weapon_level >= 100) return;
livingweap_exp = (xp * .005);
xp -= (livingweap_exp);
sprintf(buf, "#WYour Weapon receives #G%d #Wexperience points.#n\n\r", livingweap_exp);
if (!IS_SET(ch->act, PLR_BRIEF4)) stc(buf, gch);
wield4->weapon_currentxp += livingweap_exp;
if (wield4->weapon_currentxp >= livingweap_needed )
{
wield4->weapon_level++;
send_to_char("#WYour #Rweapon #Whas gained a Level#n\n\r", gch);
wield4->weapon_currentxp -= livingweap_needed;
wield4->value[1] += 2;
wield4->value[2] += 2;
}
}
}
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_NONE)
continue;
if (obj != NULL)
{
arti_needed = 20000;
if (IS_SET(obj->spectype, SITEM_RARE))
{
if (obj->weapon_level < 10)
{
arti_exp = (xp * .2);
xp -= (arti_exp);
sprintf(buf, "#gYour Rare Armor receives #w%d #gexperience points.#n\n\r", arti_exp);
stc(buf, gch);
obj->weapon_currentxp += arti_exp;
if (obj->weapon_currentxp >= arti_needed )
{
obj->weapon_level++;
obj->value[0] += 10;
send_to_char("#wYour #rRare Armor #whas gained a Level.#n\n\r", gch);
obj->weapon_currentxp -= arti_needed;
// obj->weapon_points++;
} }}
}
}
if (ch->generation > 1 && ch->level > 2)
{
ch->genexp += number_range((xp / 10), (xp / 2));
if (ch->genexp >= expneeded)
{
ch->genexp = 0;
ch->generation -= 1;
sprintf(buf,
"#B%s #0has advanced a #GGeneration!#n",
ch->name);
do_info(ch, buf);
do_save(ch, "");
}
}
}
return;
}
int xp_compute(CHAR_DATA * gch, CHAR_DATA * victim)
{
double xp;
if (victim->level < 100)
xp = 300 - URANGE(-5, 3 - (victim->level * 5 / 3), 6) * 50;
else
xp = 300 - URANGE(-10, 3 - (victim->level * 5 / 3), 6) * 50;
/*
* Adjust for popularity of target:
* -1/8 for each target over 'par' (down to -100%)
* +1/8 for each target under 'par' ( up to + 25%)
*/
xp -= xp * number_range(-2, 2) / 8;
xp = number_range(xp * 3 / 4, xp * 5 / 4);
xp = UMAX(0, xp);
xp = (xp * (victim->level) * 0.60);
xp = xp / 2; /* Put in cause players compaling to much exp :P */
if (!IS_NPC(gch))
{
gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level;
if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL])
gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level;
gch->pcdata->score[SCORE_TOTAL_XP] += xp;
if (xp > gch->pcdata->score[SCORE_HIGH_XP])
gch->pcdata->score[SCORE_HIGH_XP] += xp;
} if (!IS_NPC(gch) && xp > 499 && gch->pcdata->disc_points != 999
&& gch->pcdata->disc_research != -1)
{
if (!IS_SET(gch->act, PLR_BRIEF4)
&& !IS_SET(gch->act, PLR_BRIEF5))
stc("#RYou gained a discipline point.#n\n\r", gch);
else if (IS_SET(gch->act, PLR_BRIEF5))
gch->total_disc_gained++;
gain_disc_points(gch, 1);
if ((!IS_SET(gch->act, PLR_BRIEF4)
&& !IS_SET(gch->act, PLR_BRIEF5)) && (victim->level > 200
&& gch->pcdata->
disc_points !=
999))
{
if (IS_SET(gch->act, PLR_BRIEF5))
gch->total_disc_gained++;
else
stc("#RYou gained a discipline point.#n\n\r",
gch);
gain_disc_points(gch, 1);
}
else if (IS_SET(gch->act, PLR_BRIEF5))
gch->total_disc_gained++;
if ((!IS_SET(gch->act, PLR_BRIEF4)
&& !IS_SET(gch->act, PLR_BRIEF5)) && (victim->level > 400
&& gch->pcdata->
disc_points !=
999))
{
if (IS_SET(gch->act, PLR_BRIEF5))
gch->total_disc_gained++;
else
stc("#RYou gained a discipline point.#n\n\r",
gch);
gain_disc_points(gch, 1);
}
else if (IS_SET(gch->act, PLR_BRIEF5))
gch->total_disc_gained++;
}
if (xp < 0)
xp = 0;
if (gch->exp < 0) gch->exp = 0;
if (xp > 0 && xp < ccenter[CCENTER_MIN_EXP])
xp = number_range(ccenter[CCENTER_MIN_EXP] * 0.9, ccenter[CCENTER_MIN_EXP] * 1.1);
if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP)))
return 0;
return (int) xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int hit_loc )
{
static char *const attack_table[] = {
"hit", "slash", "stab", "slice", "lash", "thwack",
"cut", "bludgeon", "crush", "hack", "slash", "pierce", "slash",
"smash", "smash", "stab", "thwack", "slash", "stab"
};
static char *const attack_table2[] = {
"hits", "slashes", "stabs", "slices", "lashes", "thwacks",
"cuts", "bludgeons", "crushes", "hacks", "slashes", "pierces", "slashes"
"smashes", "smashes", "stabs", "thwacks", "slashes", "stabs"
};
char buf1[512], buf2[512], buf3[512];
const char *vs;
const char *vp;
const char *attack;
const char *attack2;
const char *loc;
int damp;
int bodyloc;
bool critical = FALSE;
char punct;
OBJ_DATA *obj;
if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_REND)&& dam>0 && number_range(1,7) == 5) critical=TRUE;
if ( dam == 0 ) { vs = "#nm#0i#ns#0s#n"; vp = "#0m#ni#0s#ns#0e#ns"; }
else if ( dam <= 20 ) { vs = "scratch"; vp = "scratches"; }
else if ( dam <= 40 ) { vs = "graze"; vp = "grazes"; }
else if ( dam <= 60 ) { vs = "graze"; vp = "grazes"; }
else if ( dam <= 80 ) { vs = "injure"; vp = "injures"; }
else if ( dam <= 100 ) { vs = "wound"; vp = "wounds"; }
else if ( dam <= 150 ) { vs = "maul"; vp = "mauls"; }
else if ( dam <= 300 ) { vs = "#RD#rECIMAT#RE#n"; vp = "#RD#rECIMATE#RS#n"; }
else if ( dam <= 500 ) { vs = "#LD#lEVISTAT#LE#n"; vp = "#LD#lEVISTATE#LS#n"; }
else if ( dam <= 600 ) { vs = "#gm#ra#gi#rm#n"; vp = "#gm#ra#gi#rm#gs#n"; }
else if ( dam <= 1000 ) { vs = "#rMU#lTI#rL#lAT#rE#n"; vp = "#rMU#lTI#rL#lAT#rES#n"; }
else if ( dam <= 1500 ) { vs = "#CD#cISEMBOWE#CL#n"; vp = "#CD#cISEMBOWEL#CS#n"; }
else if ( dam <= 2000 ) { vs = "#yD#oISMEMBE#yR#n"; vp = "#yD#oISMEMBER#yS#n"; }
else if ( dam <= 2500 ) { vs = "#RM#rA#RS#rS#RA#rC#RR#rE#n"; vp = "#rM#RA#rS#RS#rA#RC#rR#RE#rS#n"; }
else if ( dam <= 3000 ) { vs = "#gM#oANGL#gE#n"; vp = "#gM#oANGLE#gS#n"; }
else if ( dam <= 3500 ) { vs = "#0* #RD#rEM#0OL#rI#0S#rH #0*#n"; vp = "#0* #RD#rEM#0OL#rI#0SH#rES #0*#n"; }
else if ( dam <= 4000 ) { vs = "#C*#c* #LDE#lVA#0S#lTA#LTE #c*#C*#n"; vp = "#C*#c* #LDE#lVA#0S#lTA#LTE#lS #c*#C*#n"; }
else if ( dam <= 4500 ) { vs = "#R=#r= #yO#oBLI#0TE#oRA#yTE #r=#R=#n"; vp = "#R=#r= #yO#oBLI#0TE#oRA#yTE#oS #r=#R=#n"; }
else if ( dam <= 5000 ) { vs = "#y=#o=#y= #GAT#gO#0M#gIZ#GE #y=#o=#y=#n"; vp = "#y=#o=#y= #GAT#gO#0M#gIZ#GES #y=#o=#y=#n"; }
else if ( dam <= 6000 ) { vs = "#l<#L*#l> #RAN#rNI#0HI#rLA#RTE #l<#L*#l>#n"; vp = "#l<#L*#l> #RAN#rNI#0HI#rLA#RTE#rS #l<#L*#l>#n"; }
else if ( dam <= 7000 ) { vs = "#7<#0*#7*#0> #RE#rR#LA#lD#0I#LC#lA#RT#rE #0<#7*#0*#7>#n"; vp = "#7<#0*#7*#0> #RE#rR#LA#lD#0I#lC#LA#rT#RE#rS #0<#7*#0*#7>#n"; }
else if ( dam <= 8000 ) { vs = "#g<#G*#g!#G*#g> #yE#oL#rE#oC#y#0T#yR#oO#rN#yI#oZ#yE #g<#G*#g!#G*#g>#n"; vp = "#g<#G*#g!#G*#g> #yE#oL#rE#yC#oT#0R#oO#yN#rI#oZ#yE#oS #g<#G*#g!#G*#g>#n"; }
else if ( dam <= 9000 ) { vs = "#G<#r*#G>#r!#G<#r*#G> #7SK#0EL#7ET#0ON#7IZ#0E #G<#r*#G>#r!#G<#r*#G>#n"; vp = "#G<#r*#G>#r!#G<#r*#G> #7SK#0EL#7ET#0ON#7IZ#0ES #G<#r*#G>#r!#G<#r*#G>#n"; }
else if ( dam <= 10000 ) { vs = "#0)#r!#0(#R*#0)#r!#0( #CN#cU#CK#cE #0)#r!#0(#R*#0)#r!#0(#n"; vp = "#0)#r!#0(#R*#0)#r!#0( #CN#cU#CK#cE#CS #0)#r!#0(#R*#0)#r!#0(#n"; }
else if ( dam <= 10500 ) { vs = "#0(#l*#0!#L<#0*#l>#0!#L*#0) #RT#rE#RR#rM#7I#rN#RA#rT#RE #0(#L*#0!#l<#0*#L>#0!#l*#0)#n";vp = "#0(#l*#0!#L<#0*#l>#0!#L*#0) #RT#rE#RR#rM#7I#rN#RA#rT#RE#rS #0(#L*#0!#l<#0*#L>#0!#l*#0)#n";}
else { vs = "#C--==>#r*#C>#r*#C> #gU#rTTERL#gY O#rBLITERAT#gE#C<#r*#C<#r*#C<==--#n";vp = "#C--==>#r*#C>#r*#C> #gU#rTTERL#gY O#rBLITERATE#gS #C<#r*#C<#r*#C<==--#n";}
switch(hit_loc)
{
case 1:
if ( number_range(1,2) == 1 ) obj = get_eq_char(victim,WEAR_FINGER_L);
else obj = get_eq_char(victim,WEAR_FINGER_R);
loc = number_range(1,2) == 1 ? "left hand fingers" : "right hand fingers";
break;
case 2:
if ( number_range(1,2) == 1 ) obj = get_eq_char(victim,WEAR_NECK_1);
else obj = get_eq_char(victim,WEAR_NECK_2);
loc = number_range(1,2) == 1 ? "neck" : "throat";
break;
case 3:
obj = get_eq_char(victim,WEAR_BODY);
switch(number_range(1,5)){
case 1:
loc = "right shoulder";
break;
case 2:
loc = "left shoulder";
break;
case 3:
loc = "back";
break;
case 4:
loc = "chest";
break;
case 5:
loc = "stomach";
break;
}
break;
case 4:
obj = get_eq_char(victim,WEAR_HEAD);
switch(number_range(1,3)){
case 1:
loc = "head";
break;
case 2:
loc = "left ear";
break;
case 3:
loc = "right ear";
break;
}
break;
case 5:
obj = get_eq_char(victim,WEAR_LEGS);
switch(number_range(1,4)){
case 1:
loc = "left calf";
break;
case 2:
loc = "left thigh";
break;
case 3:
loc = "right calf";
break;
case 4:
loc = "right thigh";
break;
}
break;
case 6:
obj = get_eq_char(victim,WEAR_FEET);
switch(number_range(1,4)){
case 1:
loc = "left foot";
break;
case 2:
loc = "left ankle";
break;
case 3:
loc = "right foot";
break;
case 4:
loc = "right ankle";
break;
}
break;
case 7:
obj = get_eq_char(victim,WEAR_HANDS);
switch(number_range(1,2)){
case 1:
loc = "left hand";
break;
case 2:
loc = "right hand";
break;
}
break;
case 8:
obj = get_eq_char(victim,WEAR_ARMS);
switch(number_range(1,4)){
case 1:
loc = "left bicep";
break;
case 2:
loc = "left elbow";
break;
case 3:
loc = "right bicep";
break;
case 4:
loc = "right elbow";
break;
}
break;
case 9:
obj = get_eq_char(victim,WEAR_WAIST);
loc = "waist";
break;
case 10:
if ( number_range(1,2) == 1 ){
obj = get_eq_char(victim,WEAR_WRIST_L);
loc = number_range(1,2) == 1 ? "left wrist" : "left forearm";
}
else {
obj = get_eq_char(victim,WEAR_WRIST_R);
loc = number_range(1,2) == 1 ? "right wrist" : "right forearm";
}
break;
case 11:
obj = get_eq_char(victim,WEAR_FACE);
switch(number_range(1,4)){
case 1:
loc = "face";
break;
case 2:
loc = "eyes";
break;
case 3:
loc = "nose";
break;
case 4:
loc = "jaw";
break;
}
break;
}
if (obj) { dam *= 200 - obj->condition; dam /= 100; }
else dam *= 2;
// if (IS_SET(obj->spectype2, XITEM_LIGHTPLATE)) dam *= 0.5;
if (!loc) loc = "(no loc)";
/* If victim's hp are less/equal to 'damp', attacker gets a death blow */
if (IS_NPC(victim)) damp = 0;
else damp = -10;
if ((victim->hit - dam > damp ) || (dt >= 0 && dt < MAX_SKILL) ||
(IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)))
{
punct = (dam <= 250) ? ' ' : ' ';
if ( dt == TYPE_HIT && !IS_NPC(ch) && !IS_VAMPAFF(ch,VAM_CLAWS) )
{
if (dam == 0)
{
sprintf( buf1, "$n %s $N's %s #g<#G<#7%d#G>#g>#n", vp, loc, dam );
sprintf( buf2, "You %s $N's %s #g<#G<#7%d#G>#g>#n", vs, loc, dam );
sprintf( buf3, "$n %s your %s", vp, loc );
}
else
{
sprintf( buf1, "$n %s $N's %s #g<#G<#7%d#G>#g>#n", vp, loc, dam );
sprintf( buf2, "You %s $N's %s #g<#G<#7%d#G>#g>#n", vs, loc, dam );
sprintf( buf3, "$n %s your %s #g<#G<#7%d#G>#g>#n", vp, loc, dam );
critical = TRUE;
}
}
else if ( dt == TYPE_HIT && !IS_NPC(ch) && IS_SET(ch->newbits, NEW_MONKFLAME))
{
if (dam >= 1)
{
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_UNDEAD_LYCAN))
{
sprintf( buf1, "$n's flaming hands %s $N's %s #g<#G<#7%d#G>#g>#n", vp, loc, dam );
sprintf( buf2, "Your flaming hands %s $N's %s #g<#G<#7%d#G>#g>#n", vs, loc, dam );
sprintf( buf3, "$n's flaming hands %s your %s #g<#G<#7%d#G>#g>#n", vp, loc, dam );
}
else
{
sprintf( buf1, "$n's flaming claws %s $N's %s #g<#G<#7%d#G>#g>#n", vp, loc, dam );
sprintf( buf2, "Your flaming claws %s $N's %s #g<#G<#7%d#G>#g>#n", vs, loc, dam );
sprintf( buf3, "$n's flaming claws %s your %s #g<#G<#7%d#G>#g>#n", vp, loc, dam );
}
}
else
{
sprintf( buf1, "$n's hit %s $N's %s #g<#G<#7%d#G>#g>#n", vp, loc, dam );
sprintf( buf2, "Your hit %s $N's %s #g<#G<#7%d#G>#g>#n", vs, loc, dam );
sprintf( buf3, "$n's hit %s your %s #g<#G<#7%d#G>#g>#n", vp, loc, dam );
critical = TRUE;
}
}
else
{
if ( dt == TYPE_HIT && !IS_NPC(ch) && (IS_VAMPAFF(ch,VAM_CLAWS)))
{
attack = attack_table[dt - TYPE_HIT + 5];
attack2 = attack_table2[dt - TYPE_HIT + 5];
}
else if ( dt >= 0 && dt < MAX_SKILL )
{
attack = skill_table[dt].noun_damage;
attack2 = skill_table[dt].noun_damage;
}
else if (dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]))
{
attack = attack_table[dt - TYPE_HIT];
attack2 = attack_table2[dt - TYPE_HIT];
}
else
{
dt = TYPE_HIT;
attack = attack_table[0];
attack2 = attack_table2[0];
}
if (dam == 0)
{
sprintf( buf1, "$n's %s %s $N's %s #g<#G<#7%d#G>#g>#n", attack, vp, loc, dam );
sprintf( buf2, "Your %s %s $N's %s #g<#G<#7%d#G>#g>#n", attack, vp, loc, dam );
sprintf( buf3, "$n's %s %s your %s #g<#G<#7%d#G>#g>#n", attack, vp, loc, dam );
}
else if (IS_SET(ch->newbits, NEW_MONKFLAME) && (dam == 0))
{
sprintf( buf1, "$n's flaming %s %s $N's %s #g<#G<#7%d#G>#g>#n", attack2, vp, loc, dam );
sprintf( buf2, "Your flaming %s %s $N's %s #g<#G<#7%d#G>#g>#n", attack, vp, loc, dam );
sprintf( buf3, "$n's flaming %s %s your %s #g<#G<#7%d#G>#g>#n", attack2, vp, loc, dam );
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
{
sprintf( buf1, "$n's %s %s $N's %s #g<#G<#7%d#G>#g>#n", attack2, vp, loc, dam );
sprintf( buf2, "Your %s %s $N's %s #g<#G<#7%d#G>#g>#n", attack, vp, loc, dam );
sprintf( buf3, "$n's %s %s your %s #g<#G<#7%d#G>#g>#n", attack2, vp, loc, dam );
}
else if (IS_SET(ch->newbits, NEW_MONKFLAME))
{
sprintf( buf1, "$n's flaming %s %s $N's %s #g<#G<#7%d#G>#g>#n", attack2, vp, loc, dam);
sprintf( buf2, "Your flaming %s %s $N's %s #g<#G<#7%d#G>#g>#n", attack, vp, loc, dam);
sprintf( buf3, "$n's flaming %s %s your %s #g<#G<#7%d#G>#g>#n", attack2, vp, loc, dam);
}
else
{
sprintf( buf1, "$n's %s %s $N's %s #g<#G<#7%d#G>#g>#n", attack, vp, loc, dam );
sprintf( buf2, "Your %s %s $N's %s #g<#G<#7%d#G>#g>#n", attack, vp, loc, dam );
sprintf( buf3, "The $n's %s %s your %s #g<#G<#7%d#G>#g>#n", attack, vp, loc, dam );
critical = TRUE;
}
}
}
/*
* Message to attacker
*/
if (!(IS_SET(ch->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") ||
dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball"))))
{
if (!(dt == skill_lookup("chaos blast") && !IS_NPC(victim)))
if (!IS_SET(ch->extra, EXTRA_BRIEF5))
{
act(buf2, ch, NULL, victim, TO_CHAR);
}
}
/*
* Message to victim
*/
if (!(IS_SET(victim->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") ||
dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball"))))
if (!IS_SET(victim->extra, EXTRA_BRIEF5))
{
act(buf3, ch, NULL, victim, TO_VICT);
}
/*
* Message to ROOM -xrak added
*/
/* if (!(IS_SET(victim->act, PLR_BRIEF2) && (dam == 0 || dt ==
skill_lookup("lightning bolt") ||
dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball"))))
if (!IS_SET(victim->extra, EXTRA_BRIEF5))
{
act(buf3, ch, NULL, victim, TO_ROOM);
}
*/
return;
}
if ( dt == TYPE_HIT && !IS_NPC( ch ) && !IS_VAMPAFF(ch,VAM_CLAWS) &&!IS_VAMPAFF(ch,VAM_FANGS))
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You ram your fingers into $N's eye sockets and rip $S face off.", ch, NULL, victim, TO_CHAR);
act("$n rams $s fingers into $N's eye sockets and rips $S face off.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s fingers into your eye sockets and rips your face off.", ch, NULL, victim, TO_VICT);
make_part(victim,"face");
}
else if ( damp == 2 )
{
act("You grab $N by the throat and tear $S windpipe out.", ch, NULL, victim, TO_CHAR);
act("$n grabs $N by the throat and tears $S windpipe out.", ch, NULL, victim, TO_NOTVICT);
act("$n grabs you by the throat and tears your windpipe out.", ch, NULL, victim, TO_VICT);
make_part(victim,"windpipe");
}
else if ( damp == 3 )
{
act("You punch your fist through $N's stomach and rip out $S entrails.", ch, NULL, victim, TO_CHAR);
act("$n punches $s fist through $N's stomach and rips out $S entrails.", ch, NULL, victim, TO_NOTVICT);
act("$n punches $s fist through your stomach and rips out your entrails.", ch, NULL, victim, TO_VICT);
make_part(victim,"entrails");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,BROKEN_SPINE))
SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
act("You hoist $N above your head and slam $M down upon your knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_CHAR);
act("$n hoists $N above $s head and slams $M down upon $s knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_NOTVICT);
act("$n hoists you above $s head and slams you down upon $s knee.\n\rThere is a loud cracking sound as your spine snaps.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 5 )
{
act("You lock your arm around $N's head, and give it a vicious twist.", ch, NULL, victim, TO_CHAR);
act("$n locks $s arm around $N's head, and gives it a vicious twist.", ch, NULL, victim, TO_NOTVICT);
act("$n locks $s arm around your head, and gives it a vicious twist.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK))
{
act("There is a loud snapping noise as your neck breaks.", victim, NULL, NULL, TO_CHAR);
act("There is a loud snapping noise as $n's neck breaks.", victim, NULL, NULL, TO_ROOM);
SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
}
return;
}
if (dt >= 0 && dt < MAX_SKILL) attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]))
attack = attack_table[dt - TYPE_HIT];
else
{
dt = TYPE_HIT;
attack = attack_table[0];
}
if ( attack == "slash" || attack == "slice" )
{
damp=number_range(1,8);
if ( damp == 1 )
{
act("You swing your blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a low arc, rupturing your abdominal cavity.\n\rYour entrails spray out over a wide area.", ch, NULL, victim, TO_VICT);
make_part(victim,"entrails");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 3 )
{
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("Your blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_CHAR);
act("$n's blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow slices open your carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("You swing your blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 5 )
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade down upon your head, splitting it open.\n\rYour brains pour out of your forehead.", ch, NULL, victim, TO_VICT);
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
else if ( damp == 6 )
{
act("You swing your blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade between your legs, nearly splitting you in half.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 7 )
{
if (!IS_ARM_L(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
make_part(victim,"arm");
SET_BIT(victim->loc_hp[2],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_L)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
if (IS_BLEEDING(victim,BLEEDING_HAND_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
}
else if (!IS_ARM_R(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
make_part(victim,"arm");
SET_BIT(victim->loc_hp[3],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_R)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
if (IS_BLEEDING(victim,BLEEDING_HAND_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
else if ( damp == 8 )
{
if (!IS_LEG_L(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
make_part(victim,"leg");
SET_BIT(victim->loc_hp[4],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_L)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
if (IS_BLEEDING(victim,BLEEDING_FOOT_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
}
else if (!IS_LEG_R(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
make_part(victim,"leg");
SET_BIT(victim->loc_hp[5],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_R)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
if (IS_BLEEDING(victim,BLEEDING_FOOT_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( attack == "stab" || attack == "pierce" )
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You defty invert your weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_CHAR);
act("$n defty inverts $s weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_NOTVICT);
act("$n defty inverts $s weapon and plunge it point first into your chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 3 )
{
act("You thrust your weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s weapon up under your jaw and through your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 4 )
{
act("You ram your weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_CHAR);
act("$n rams $s weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s weapon through your body, pinning you to the ground.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 5 )
{
act("You stab your weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n stabs $s weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n stabs $s weapon into your eye and out the back of your head.", ch, NULL, victim, TO_VICT);
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50) SET_BIT(victim->loc_hp[0],LOST_EYE_L);
else if (!IS_HEAD(victim,LOST_EYE_R)) SET_BIT(victim->loc_hp[0],LOST_EYE_R);
else if (!IS_HEAD(victim,LOST_EYE_L)) SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
}
else if ( attack == "blast" || attack == "pound" || attack == "crush" )
{
damp=number_range(1,3);
bodyloc = 0;
if ( damp == 1)
{
act("Your blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes through your chest, caving in half your ribcage.", ch, NULL, victim, TO_VICT);
if (IS_BODY(victim,BROKEN_RIBS_1 )) {bodyloc += 1; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
if (IS_BODY(victim,BROKEN_RIBS_2 )) {bodyloc += 2; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (IS_BODY(victim,BROKEN_RIBS_4 )) {bodyloc += 4; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (IS_BODY(victim,BROKEN_RIBS_8 )) {bodyloc += 8; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (IS_BODY(victim,BROKEN_RIBS_16)) {bodyloc += 16; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
bodyloc += number_range(1,3);
if (bodyloc > 24) bodyloc = 24;
if (bodyloc >= 16) {bodyloc -= 16; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
if (bodyloc >= 8) {bodyloc -= 8; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (bodyloc >= 4) {bodyloc -= 4; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (bodyloc >= 2) {bodyloc -= 2; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (bodyloc >= 1) {bodyloc -= 1; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
}
else if ( damp == 2)
{
act("Your blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes your spine, shattering it in several places.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_SPINE)) SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
}
else if ( damp == 3)
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, leaking out brains.", ch, NULL, victim, TO_CHAR);
act("$n swings $s weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, covering you with brains.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s weapon down upon your head.\n\rYour head cracks open like an overripe melon, spilling your brains everywhere.", ch, NULL, victim, TO_VICT);
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You hammer your weapon into $N's side, crushing bone.", ch, NULL, victim, TO_CHAR);
act("$n hammers $s weapon into $N's side, crushing bone.", ch, NULL, victim, TO_NOTVICT);
act("$n hammers $s weapon into your side, crushing bone.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( !IS_NPC( ch ) && (attack == "bite" ||IS_VAMPAFF(ch,VAM_FANGS)))
{
act("You sink your teeth into $N's throat and tear out $S jugular vein.\n\rYou wipe the blood from your chin with one hand.", ch, NULL, victim, TO_CHAR);
act("$n sink $s teeth into $N's throat and tears out $S jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_NOTVICT);
act("$n sink $s teeth into your throat and tears out your jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
else if ( !IS_NPC(ch) && (attack == "claw" || IS_VAMPAFF(ch,VAM_CLAWS)))
{
damp=number_range(1,2);
if ( damp == 1 )
{
act("You tear out $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n tears out $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n tears out your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
if ( damp == 2 )
{
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else if (!IS_HEAD(victim,LOST_EYE_R))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_R);
}
else if (!IS_HEAD(victim,LOST_EYE_L))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else
{
act("You claw open $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n claws open $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n claws open $N's chest.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( attack == "whip" )
{
act("You entangle $N around the neck, and squeeze out $S life.", ch, NULL, victim, TO_CHAR);
act("$n entangles $N around the neck, and squeezes out $S life.", ch, NULL, victim, TO_NOTVICT);
act("$n entangles you around the neck, and squeezes the life out of you.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK)) SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
else if ( attack == "suck" || attack == "grep" )
{
act("You place your weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_CHAR);
act("$n places $s weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_NOTVICT);
act("$n places $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT);
}
else
{
/*bug( "Dam_message: bad dt %d.", dt );*/
}
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
char buf [MAX_STRING_LENGTH];
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 10)
return;
if (!IS_IMMUNE(ch, IMM_DISARM))
return;
if(((obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON)
{
if(((obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON)
return;
}
sprintf(buf,"$n disarms you!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
sprintf(buf,"You disarm $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"$n disarms $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if (IS_SET(obj->extra_flags, ITEM_LOYAL) && ( !IS_NPC(victim) ) )
{
act( "$p leaps back into your hand!", victim, obj, NULL, TO_CHAR );
act( "$p leaps back into $n's hand!", victim, obj, NULL, TO_ROOM );
obj_to_char( obj, victim );
do_wear( victim, obj->name);
}
else if (IS_NPC(victim))
obj_to_char(obj, victim);
else
obj_to_room(obj, victim->in_room);
return;
}
/*
* Trip a creature.
* Caller must check for successful attack.
*/
void trip( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
if (IS_AFFECTED(victim,AFF_FLYING)) return;
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return;
if (!IS_NPC(victim))
{
if ((IS_CLASS(victim, CLASS_VAMPIRE) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)) && IS_VAMPAFF(victim,VAM_FLYING))
return;
if ((IS_CLASS(victim, CLASS_DEMON) || IS_CLASS(victim, CLASS_SHADOW_DRAGON)
|| IS_CLASS(victim, CLASS_HELLS_SOLDIER) || IS_CLASS(victim, CLASS_SHADOW_FIEND))
&& IS_DEMAFF(victim, DEM_UNFOLDED))
return;
if (IS_CLASS(victim, CLASS_ANGEL) && IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
return;
if (IS_CLASS(victim, CLASS_DROW) && (victim->power[DISC_DROW_RAVE] > 3))
return;
}
if ( victim->wait == 0)
{
sprintf(buf,"$n trips you and you go down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
sprintf(buf,"You trip $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"$n trips $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
return;
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( IS_NPC(ch) && ch->desc == NULL) return;
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "You cannot kill yourself!\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE( ch, PULSE_VIOLENCE/6 );
if(!IS_NPC(ch) && !IS_NPC(victim))
{
ch->fight_timer +=3;
victim->fight_timer +=3;
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_UNDEAD_LYCAN)) && number_range(1,3) == 1
&& ch->power[DISC_WERE_BOAR] > 1 && victim->position == POS_STANDING)
{
act("You charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_CHAR);
act("$n charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_NOTVICT);
act("$n charge into you, knocking you from your feet.",ch,NULL,victim,TO_VICT);
victim->position = POS_STUNNED;
multi_hit( ch, victim, TYPE_UNDEFINED );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_BETRAYER)
|| IS_CLASS(ch, CLASS_SILVER_DRAGON)))
{
act("You swoop down from the sky and charge into $N.",ch,NULL,victim,TO_CHAR);
act("$n swoops down from the sky and charges into $N.",ch,NULL,victim,TO_NOTVICT);
act("$n swoops down from the sky and charges into you.",ch,NULL,victim,TO_VICT);
if (ch->pcdata->powers[ANGEL_JUSTICE] >= 5) multi_hit( ch, victim, TYPE_UNDEFINED);
else if (number_range(1,3)==1) multi_hit( ch, victim, TYPE_UNDEFINED);
}
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Backstab 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( "How can you sneak up on yourself?\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
if ((( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11)
&& ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11))
{
send_to_char( "You need to wield a piercing weapon.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
send_to_char( "You can't backstab 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;
}
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB) && ch->power[DISC_VAMP_QUIE] < 10 &&
!IS_CLASS(ch, CLASS_ASSASSIN) && !IS_CLASS(ch, CLASS_DROW))
damage( ch, victim, 0, gsn_backstab );
else if (!IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_backstab])
multi_hit( ch, victim, gsn_backstab );
if((ch->pcdata->rank == BELT_SEVEN || ch->pcdata->rank == BELT_EIGHT || ch->pcdata->rank == BELT_NINE
|| ch->pcdata->rank == BELT_TEN) && number_range(1,3) == 1)
multi_hit( ch, victim, gsn_backstab );
if((ch->pcdata->rank == BELT_NINE || ch->pcdata->rank == BELT_TEN) && number_range(1,6) == 1)
multi_hit( ch, victim, gsn_backstab );
else
damage( ch, victim, 0, gsn_backstab );
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int attempt;
WAIT_STATE(ch,6); /* to prevent spam fleeing */
if (IS_EXTRA(ch, TIED_UP))
{
send_to_char("Not while tied up.\n\r",ch);
return;
}
if (IS_EXTRA(ch, PINNEDWALL))
{
send_to_char("Not while pinned to the wall.\n\r",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("You can't find the energy to leave.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_SET(ch->flag2, AFF_TOTALBLIND) )
{
stc("You are unable to see anything, let alone flee!\n\r",victim);
return;
}
if ((!IS_NPC(ch) && IS_CLASS(victim, CLASS_TANARRI) || IS_CLASS(victim, CLASS_DEVA)
|| IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU)) && !IS_NPC(ch))
{
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1)
{
stc("Only cowards retreat from combat.\n\r",ch);
return;
}
}
if ((IS_CLASS(victim, CLASS_UNDEAD_LYCAN) || IS_CLASS(victim, CLASS_HELL_SPAWN)
|| IS_CLASS(victim, CLASS_VAMPIRIC_MIST) || IS_CLASS(victim, CLASS_VAMPIRE)) && IS_SET(victim->newbits,NEW_COIL) && number_percent( ) > 30)
{
sprintf(buf,"Not with %s coiled around you!",victim->name);
send_to_char(buf,ch);
act("$n cant escape with $N coiled around them.",ch,NULL,victim,TO_ROOM);
return;
}
if (!IS_NPC(victim))
{
if ((IS_CLASS(victim, CLASS_TANARRI) || IS_CLASS(victim, CLASS_DEVA)
|| IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU)) && IS_SET(victim->pcdata->powers[TANARRI_POWER],TANARRI_TENDRILS) && number_percent( ) > 30)
{
sprintf(buf,"%s spews a shower of tendrils at you, preventing your escape!",victim->name);
send_to_char(buf,ch);
act("$n tries to run, but $N spews forth a shower of tendrils, preventing $n from running.",ch,NULL,victim,TO_ROOM);
return;
}
}
// -Xrakisis I set the Tanarri hybrid Flee-work percent to work less cause they
// might get flee from their other baseclass, so that would be hella uber for em to get both chances combined
if (!IS_NPC(victim))
{
if ((IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_HELL_SPAWN) || IS_CLASS(victim, CLASS_BAATEZU))
&& IS_SET(victim->pcdata->powers[TANARRI_POWER],TANARRI_TENDRILS) && number_percent( ) > 20)
{
sprintf(buf,"%s spews a shower of tendrils at you, preventing your escape!",victim->name);
send_to_char(buf,ch);
act("$n tries to run, but $N spews forth a shower of tendrils, preventing $n from running.",ch,NULL,victim,TO_ROOM);
return;
}
}
if ((IS_CLASS(victim, CLASS_WRAITH) || IS_CLASS(victim, CLASS_SHADOWBORN)
|| IS_CLASS(victim, CLASS_SHADOW_FIEND) || IS_CLASS(victim, CLASS_VAMPIRIC_MIST)) && IS_SET(victim->newbits,NEW_JAWLOCK) && number_percent( ) > 30)
{
sprintf(buf,"Not with %s's jaws clamped on your neck!",victim->name);
send_to_char(buf,ch);
act("$n cant escape $N's clamped jaws!",ch,NULL,victim,TO_ROOM);
return;
}
if (IS_CLASS(victim, CLASS_ASSASSIN) && IS_SET(victim->newbits2, NEW2_CORNERED) && number_percent( ) > 20)
{
sprintf(buf,"%s has you cornered!!",victim->name);
send_to_char(buf,ch);
act("$n cant escape, $N's has them cornered!",ch,NULL,victim,TO_ROOM);
return;
}
if ((IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_DRUID)
|| IS_CLASS(victim, CLASS_DEVA) || IS_CLASS(victim, CLASS_NECROMANCER)
|| IS_CLASS(victim, CLASS_ELEMENTAL)) && IS_SET(victim->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD) && number_percent() > 30)
{
sprintf(buf,"The Air around %s!",victim->name);
send_to_char(buf,ch);
act("The Air is too Thick for $n to escape!",ch,NULL,victim,TO_ROOM);
return;
}
if ((IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) || IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN)
|| IS_CLASS(victim, CLASS_NAZGUL) || IS_CLASS(victim, CLASS_NECROMANCER)
|| IS_CLASS(victim, CLASS_BLADE_MASTER)) && IS_SET(victim->pcdata->powers[AURAS], BOG_AURA) && number_percent() > 20)
{
sprintf(buf,"Your stuck in the swamp surrounding %s!",victim->name);
send_to_char(buf,ch);
act("$n is stuck in the swamp!",ch,NULL,victim,TO_ROOM);
return;
}
if ((IS_CLASS(victim, CLASS_UNDEAD_ASSASSIN) || IS_CLASS(victim, CLASS_ASSASSIN)
|| IS_CLASS(victim, CLASS_BLACK_ASSASSIN) || IS_CLASS(victim, CLASS_HELLS_SOLDIER))
&& IS_SET(victim->pcdata->powers[ASSASSIN_COMBAT], KNIFE) && number_percent() > 25)
{
sprintf(buf,"You have a knife sticking out of you connected by a chain to %s!",victim->name);
send_to_char(buf,ch);
act("$n Has a knife with a chain sticking in them connecting them to their attacker!",ch,NULL,victim,TO_ROOM);
return;
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ((pexit = was_in->exit[door] ) == 0 || pexit->to_room == NULL
|| IS_SET(pexit->exit_info, EX_CLOSED) || ( IS_NPC(ch)
&& IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)))
continue;
move_char( ch, door );
if (( now_in = ch->in_room ) == was_in)
continue;
ch->in_room = was_in;
act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
send_to_char( "You flee from combat! Coward!\n\r", ch );
stop_fighting( ch, TRUE );
return;
}
send_to_char( "You were unable to escape!\n\r", ch );
return;
}
void do_rescue( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rescue 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( "What about fleeing instead?\n\r", ch );
return;
}
if (!IS_NPC(ch) && IS_NPC(victim))
{
send_to_char( "Doesn't need your help!\n\r", ch );
return;
}
if ( ch->fighting == victim )
{
send_to_char( "Too late.\n\r", ch );
return;
}
if ( ( fch = victim->fighting ) == NULL )
{
send_to_char( "That person is not fighting right now.\n\r", ch );
return;
}
if ( is_safe(ch, fch) || is_safe(ch, victim) ) return;
WAIT_STATE( ch, skill_table[gsn_rescue].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
{
send_to_char( "You fail the rescue.\n\r", ch );
return;
}
act( "You rescue $N!", ch, NULL, victim, TO_CHAR );
act( "$n rescues you!", ch, NULL, victim, TO_VICT );
act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT );
stop_fighting( fch, FALSE );
stop_fighting( victim, FALSE );
set_fighting( ch, fch );
set_fighting( fch, ch );
do_humanity(ch,"");
return;
}
void do_kick( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *boots;
int dam;
int stance;
int hitpoints;
if (!IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level)
{
send_to_char("First you should learn to kick.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ((IS_NPC(ch) && ch->level<1800))
{
dam=500;
damage(ch,victim,dam,gsn_kick);
return;
}
if ((IS_NPC(ch)) || number_percent( ) < ch->pcdata->learned[gsn_kick]) dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_kick );
return;
}
dam += char_damroll(ch);
if (dam == 0) dam = 1;
if (!IS_AWAKE(victim)) dam *= 2;
if(IS_NPC(ch)) dam *= 100;
if ( !IS_NPC(victim) && (IS_CLASS(victim, CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN) ))
{
if (IS_SET(victim->special, SPC_WOLFMAN)) dam *= 2.8;
if (victim->power[DISC_WERE_BOAR] > 2 ) dam *= 0.5;
if ((boots = get_eq_char( ch, WEAR_FEET ) ) != NULL
&& IS_SET(boots->spectype, SITEM_SILVER) && !IS_CLASS(victim, CLASS_UNDEAD_LYCAN)) dam *= 2;
}
if (!IS_NPC(ch)) dam = dam + (dam * ((ch->wpn[0]+1) / 100));
if (!IS_NPC(ch))
{
stance = ch->stance[0];
if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25;
else dam = dambonus(ch,victim,dam,stance);
}
if (!IS_NPC(ch) && !IS_NPC(victim) && dam > 750) dam = 750;
if (dam <= 0) dam = 2;
dam = cap_dam(ch, victim, dam);
hitpoints = victim->hit;
if ((IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_SHADOW_DRAGON)
|| IS_CLASS(ch, CLASS_HELLS_SOLDIER) || IS_CLASS(ch, CLASS_SHADOW_FIEND))
&& IS_DEMAFF(ch, DEM_HOOVES))
dam = dam /2;
if (IS_NPC(ch))
dam = dam * 10;
victim->hit += dam;
damage( ch, victim, dam, gsn_kick );
victim->hit = hitpoints;
}
// if IS_IMMUNE(victim, IMM_KICK)
// {
// dam=dam/2;
// damage( ch, victim, dam, gsn_kick );
// }
// {
// else damage( ch, victim, dam, gsn_kick );
// return;
// }
int dambonus( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance)
{
if (dam < 1) return 0;
if (stance < 1) return dam;
if (!IS_NPC(ch) && !can_counter(victim))
{
if ( IS_STANCE(ch, STANCE_MONKEY) )
{
int mindam = dam * 0.25;
dam *= (ch->stance[STANCE_MONKEY]+1) / 200;
if (dam < mindam) dam = mindam;
}
else if ( IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100 )
dam += dam * (ch->stance[STANCE_BULL] / 100);
else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 )
dam += dam * (ch->stance[STANCE_DRAGON] / 100);
else if ( IS_STANCE(ch, STANCE_WOLF) && ch->stance[STANCE_WOLF] > 100)
dam += dam*(ch->stance[STANCE_WOLF] /100);
else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 )
dam += dam * (ch->stance[STANCE_TIGER] / 100);
/* ------------ This is the part for superstances, Jobo ------------------- */
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 3 * (ch->stance[(ch->stance[0])] / 100);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * 2 * (ch->stance[(ch->stance[0])] / 100);
else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
&& ch->stance[(ch->stance[0])] >100)
dam += dam * (ch->stance[(ch->stance[0])] / 100);
/* ------------ This is the end for superstances, Jobo ------------------- */
else if ( ch->stance[0] > 0 && ch->stance[stance] < 100 )
dam *= 0.5;
}
if (!IS_NPC(victim) && !can_counter(ch))
{
if ( IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100 )
dam /= victim->stance[STANCE_CRAB]/100;
else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100)
dam /= victim->stance[STANCE_DRAGON]/100;
else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100 )
dam /= victim->stance[STANCE_DRAGON]/100;
else if ( IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 )
dam /= victim->stance[STANCE_SWALLOW]/100;
/* ------------ This is the part for superstances, Jobo ------------------- */
else if ( victim->stance[0] > 12 &&
IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_3)
&& victim->stance[(victim->stance[0])] >100)
dam /= 3 * (victim->stance[(victim->stance[0])] / 100);
else if ( victim->stance[0] > 12 &&
IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_2)
&& victim->stance[(victim->stance[0])] >100)
dam /= 2 * (victim->stance[(victim->stance[0])] / 100);
else if ( victim->stance[0] > 12 &&
IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_RESIST_1)
&& victim->stance[(victim->stance[0])] >100)
dam /= (victim->stance[(victim->stance[0])] / 100);
/* ------------ This is the end for superstances, Jobo ------------------- */
}
return dam;
}
void do_punch( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
int store;
bool broke = FALSE;
one_argument(argument,arg);
if ( IS_NPC(ch) ) return;
if ( ch->level < skill_table[gsn_punch].skill_level)
{
send_to_char( "First you should learn to punch.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot punch yourself!\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
if ( victim->hit < victim->max_hit )
{
send_to_char( "They are hurt and suspicious.\n\r", ch );
return;
}
if ( victim->position < POS_FIGHTING )
{
send_to_char( "You can only punch someone who is standing.\n\r", ch );
return;
}
act("You draw your fist back and aim a punch at $N.",ch,NULL,victim,TO_CHAR);
act("$n draws $s fist back and aims a punch at you.",ch,NULL,victim,TO_VICT);
act("$n draws $s fist back and aims a punch at $N.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE( ch, skill_table[gsn_punch].beats );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_punch] )
dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_punch );
return;
}
dam += char_damroll(ch);
if (dam == 0) dam = 1;
if (!IS_AWAKE(victim)) dam *= 2;
if ( !IS_NPC(ch) ) dam = dam + (dam * (ch->wpn[0] / 100));
if ( dam <= 0 ) dam = 1;
if (dam > 1000) dam = 1000;
if (!IS_NPC(victim) && (IS_CLASS(victim,CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)
|| IS_CLASS(victim, CLASS_GAIA_WOLF) || IS_CLASS(victim, CLASS_STALKER)) && victim->power[DISC_WERE_BOAR] > 3)
{
store = victim->hit;
victim->hit += dam;
damage( ch, victim, dam, gsn_punch );
victim->hit = store;
if (number_percent() <= 25 && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND))
{
if (!IS_ARM_L(ch, LOST_FINGER_I) && !IS_ARM_L(ch, BROKEN_FINGER_I))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_M) && !IS_ARM_L(ch, BROKEN_FINGER_M))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_R) && !IS_ARM_L(ch, BROKEN_FINGER_R))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_L) && !IS_ARM_L(ch, BROKEN_FINGER_L))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);broke = TRUE;}
if (broke)
{
act("The fingers on your left hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR);
act("The fingers on $n's left hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM);
}
}
else if (number_percent() <= 25 && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND))
{
if (!IS_ARM_R(ch, LOST_FINGER_I) && !IS_ARM_R(ch, BROKEN_FINGER_I))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_M) && !IS_ARM_R(ch, BROKEN_FINGER_M))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_R) && !IS_ARM_R(ch, BROKEN_FINGER_R))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_L) && !IS_ARM_R(ch, BROKEN_FINGER_L))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);broke = TRUE;}
if (broke)
{
act("The fingers on your right hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR);
act("The fingers on $n's right hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM);
}
}
stop_fighting(victim,TRUE);
return;
}
damage( ch, victim, dam, gsn_punch );
if (victim == NULL || victim->position == POS_DEAD || dam < 1) return;
if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE);
if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
{
act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
{
act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
}
act("You fall to the ground stunned!",victim,NULL,NULL,TO_CHAR);
act("$n falls to the ground stunned!",victim,NULL,NULL,TO_ROOM);
victim->position = POS_STUNNED;
if (dam > 1000) dam = 1000;
return;
}
void do_berserk(CHAR_DATA *ch, char *argument)
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( ch->level < skill_table[gsn_berserk].skill_level)
{
send_to_char( "You are not wild enough to go berserk.\n\r", ch );
return;
}
WAIT_STATE( ch, 6);
if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
{
act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR);
act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM);
return;
}
act("You go BERSERK!",ch,NULL,NULL,TO_CHAR);
act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM);
if ( ch->pcdata->learned[gsn_berserk] < 100 )
{
if ( number_range(1,5) == 5)
{
sprintf( buf, "Your skill with Berserk increases.\n\r" );
send_to_char( buf, ch );
ch->pcdata->learned[gsn_berserk]++;
}
}
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if (number_hit > 4) continue;
if (vch->in_room == NULL) continue;
if (!IS_NPC(vch)) 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))
{
multi_hit( ch, vch, TYPE_UNDEFINED );
number_hit++;
}
}
}
return;
}
void do_berserk2( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( ch->level < skill_table[gsn_berserk].skill_level)
{
send_to_char( "You are not wild enough to go berserk.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_berserk].beats );
if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
{
act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR);
act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM);
return;
}
act("You go BERSERK!",ch,NULL,NULL,TO_CHAR);
act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if (number_hit > 4) continue;
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))
{
multi_hit( ch, vch, TYPE_UNDEFINED );
number_hit++;
}
}
}
do_beastlike(ch,"");
return;
}
/* Hurl skill by KaVir */
void do_hurl( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *to_room;
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) && ch->pcdata->learned[gsn_hurl] < 1 )
{
send_to_char("Maybe you should learn the skill first?\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char("Who do you wish to hurl?\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( "How can you hurl yourself?\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
if ( (mount = victim->mount) != NULL && victim->mounted == IS_MOUNT)
{
send_to_char("But they have someone on their back!\n\r",ch);
return;
}
else if ( (mount = victim->mount) != NULL && victim->mounted == IS_RIDING)
{
send_to_char("But they are riding!\n\r",ch);
return;
}
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_HURL) )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if ( IS_NPC(victim) && victim->level > 900 )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if ( (victim->hit < victim->max_hit)
|| ( victim->position == POS_FIGHTING && victim->fighting != ch) )
{
act( "$N is hurt and suspicious, and you are unable to approach $M.", ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, skill_table[gsn_hurl].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
multi_hit( victim, ch, TYPE_UNDEFINED );
return;
}
rev_dir = 0;
if ( arg2[0] == '\0' ) door = number_range(0,3);
else
{
if (!str_cmp( arg2, "n" ) || !str_cmp( arg2, "north")) door = 0;
else if (!str_cmp( arg2, "e" ) || !str_cmp( arg2, "east")) door = 1;
else if (!str_cmp( arg2, "s" ) || !str_cmp( arg2, "south")) door = 2;
else if (!str_cmp( arg2, "w" ) || !str_cmp( arg2, "west")) door = 3;
else
{
send_to_char("You can only hurl people north, south, east or west.\n\r", ch);
return;
}
}
if (door == 0) {sprintf(direction,"north");rev_dir = 2;}
if (door == 1) {sprintf(direction,"east");rev_dir = 3;}
if (door == 2) {sprintf(direction,"south");rev_dir = 0;}
if (door == 3) {sprintf(direction,"west");rev_dir = 1;}
if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
{
sprintf(buf,"$n hurls $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_VICT);
dam = number_range(ch->level, (ch->level * 4));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
return;
}
pexit = victim->in_room->exit[door];
if( IS_SET(pexit->exit_info, EX_PRISMATIC_WALL))
{
sprintf(buf,"$n hurls $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_VICT);
dam = number_range(ch->level, (ch->level * 4));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
return;
}
if (IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED(victim,AFF_PASS_DOOR) && !IS_AFFECTED(victim,AFF_ETHEREAL))
{
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 hoists $N in the air and hurls $M %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hoist $N in the air and hurl $M %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"There is a loud crash as $n smashes through the $d.");
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
if ((to_room = pexit->to_room ) != NULL && (pexit_rev = to_room->exit[rev_dir]) != NULL
&& pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL)
{
if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
if (door == 0) sprintf(direction,"south");
if (door == 1) sprintf(direction,"west");
if (door == 2) sprintf(direction,"north");
if (door == 3) sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
sprintf(buf,"$n comes smashing in through the %s $d.", direction);
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
dam = number_range(ch->level, (ch->level * 6));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
}
}
else
{
sprintf(buf,"$n hurls $N %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you %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,to_room);
sprintf(buf,"$n comes flying in from the %s.", direction);
act(buf,victim,NULL,NULL,TO_ROOM);
dam = number_range(ch->level, (ch->level * 2));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
}
return;
}
void do_disarm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_disarm].skill_level)
{
send_to_char( "You don't know how to disarm opponents.\n\r", ch );
return;
}
if ( ( get_eq_char( ch, WEAR_WIELD ) == NULL )
&& ( get_eq_char( ch, WEAR_HOLD ) == NULL ) )
{
send_to_char( "You must wield a weapon to disarm.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
&& ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL ) )
{
send_to_char( "Your opponent is not wielding a weapon.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_disarm].beats );
percent = number_percent( ) + victim->level - ch->level;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM))
send_to_char( "You failed.\n\r", ch );
else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
disarm( ch, victim );
else
send_to_char( "You failed.\n\r", ch );
return;
}
void do_sla( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to SLAY, spell it out.\n\r", ch );
return;
}
/* Had problems with people not dying when POS_DEAD...KaVir */
void do_killperson( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' ) return;
if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return;
send_to_char( "You have been KILLED!!\n\r\n\r", victim );
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
do_restore(victim,"self");
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
raw_kill( victim );
return;
}
/* For tier kills - Hutoshi */
void do_tiercap( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int faith;
bool deathmatch = FALSE;
bool paradox_punish = FALSE;
if (IS_NPC(ch)) return;
one_argument( argument, arg );
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( "Decapitate 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 ( ch == victim )
{
send_to_char( "That might be a bit tricky...\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char( "You can only tiercap other players.\n\r", ch );
return;
}
if ( victim->position > 1 )
{
send_to_char( "You can only do this to mortally wounded players.\n\r", ch );
return;
}
if((get_age(ch)-17)<2)
{
send_to_char("You'll have to wait till you have 4 hours.\n\r",ch);
return;
}
if((get_age(victim)-17)<2)
{
send_to_char("They are a newbie, don't hurt them.\n\r",ch);
return;
}
if (is_safe(ch, victim))
return;
if (ragnarok)
{
ragnarokdecap(ch,victim);
return;
}
if ((victim->pStatus == 0 || ch->pStatus == 0) && victim->tier == 0) paradox_punish = TRUE;
else if ( (victim->tier) < ch->tier) paradox_punish = TRUE;
if (ch->level > 6 && paradox_punish == TRUE) paradox_punish = FALSE;
if (paradox_punish)
{
if (!IS_ITEMAFF(victim, ITEMA_ARTIFACT)) do_paradox(ch,"self");
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,"");
ch->fight_timer += 10;
if (IS_CLASS(victim,CLASS_DRACONIAN)) draconian_death(ch,victim);
behead( victim );
do_beastlike(ch,"");
victim->level = 2;
return;
}
/*
* Update the last decaps to prevent spamcapping.
*/
free_string( ch->pcdata->last_decap[1] );
ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]);
free_string( ch->pcdata->last_decap[0] );
ch->pcdata->last_decap[0] = str_dup(victim->name);
/*
* Retaliation update
*/
free_string(victim->pcdata->retaliation);
victim->pcdata->retaliation = str_dup(ch->name);
if (!str_cmp(ch->pcdata->retaliation, victim->name))
{
free_string(ch->pcdata->retaliation);
ch->pcdata->retaliation = str_dup("Noone");
}
ch->tks = ch->tks + 1;
if (victim->tks > 0) victim->tks = victim->tks - 1;
act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as raw energy pulses through your veins.", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as sparks of energy crackle around $m.", ch, NULL, NULL, TO_NOTVICT );
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
if (!deathmatch) ch->fight_timer += 10;
if (IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("You rip away a part of their soul.\n\r", ch);
send_to_char("You feel a part of your soul has been torn away.\n\r", victim);
ch->pcdata->souls += 1;
}
if (IS_CLASS(victim,CLASS_DRACONIAN))
draconian_death(ch,victim);
behead( victim );
dropinvis(ch);
/* Removes mage powers */
if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
if (IS_ITEMAFF(victim, ITEMA_BEAST)) REMOVE_BIT(victim->itemaffect, ITEMA_BEAST);
if (IS_ITEMAFF(victim, ITEMA_MAGESHIELD)) REMOVE_BIT(victim->itemaffect, ITEMA_MAGESHIELD);
if (IS_ITEMAFF(victim, ITEMA_ILLUSIONS)) REMOVE_BIT(victim->itemaffect, ITEMA_ILLUSIONS);
if (IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) REMOVE_BIT(victim->itemaffect, ITEMA_DEFLECTOR);
do_beastlike(ch,"");
victim->rage = 0;
victim->level = 2;
sprintf( buf, "#C%s #Ghas been #RTIERCAPPED #Gby #C%s #Gat #C%d.#n",
victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
death_info(buf);
sprintf( log_buf, "%s tiercapped by %s at %d.",
victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
log_string( log_buf );
do_restore(ch,"self");
// if (!IS_NPC(victim) && IS_SET(ch->act2, PLR_AUTOHEAD))
do_sacrifice(ch, "head");
return;
}
/* For decapitating players - KaVir */
void do_decapitate( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
bool can_decap = TRUE;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
// Added for Xraks Class Balance System
int classwins;
int classloses;
int winammount;
int lossammount;
int mightdiff;
int class;
int i;
if (IS_NPC(ch)) return;
one_argument( argument, arg );
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( "Decapitate 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 ( ch == victim )
{
send_to_char( "That might be a bit tricky...\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char( "You can only decapitate other players.\n\r", ch );
return;
}
if ( victim->position > 1 )
{
send_to_char( "You can only do this to mortally wounded players.\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
if (ragnarok)
{
ragnarokdecap(ch,victim);
return;
}
if (reachedDecapLimit(ch))
{
send_to_char("You have reached the decap limit for your current size, you need to gain more hps.\n\r",ch);
return;
}
/*
* can't decide, one or two... sigh - Jobo
* if (!str_cmp(ch->pcdata->last_decap[0], victim->name) || !str_cmp(ch->pcdata->last_decap[1], victim->name))
*/
/* if (!str_cmp(ch->pcdata->last_decap[0], victim->name))
{
send_to_char("Don't spamcap, it's not nice, find someone else to pick on.\n\r",ch);
return;
}
*/
// if (!fair_fight(ch, victim)) can_decap = FALSE;
if (ch->level > 6 && can_decap == FALSE) can_decap = TRUE;
if ( ch->pStatus - victim->pStatus > 5 ) can_decap = FALSE;
if ( victim->pStatus <= 0 && ch->pStatus > 0 ) can_decap = FALSE;
if (!can_decap)
{
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
behead( victim );
victim->level = 2;
dropinvis(ch);
players_decap++;
ch->pcdata->mean_paradox_counter++;
ch->pcdata->bounty += number_range(60,120);
sprintf(buf,"#P%s #owas torn to pieces by #R%s #c(#0Paradox Counter#c)#n",victim->name, ch->name);
death_info(buf);
if (ch->pcdata->mean_paradox_counter > 2)
{
ch->pcdata->mean_paradox_counter = 0;
do_paradox(ch,"self");
}
return;
}
if (victim->pcdata->bounty > 0)
{
sprintf(buf,"You recive a %d QP bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name);
send_to_char(buf, ch);
ch->pcdata->quest += victim->pcdata->bounty;
victim->pcdata->bounty =0;
}
ch->exp += victim->exp / 2;
victim->exp -= victim->exp / 2;
class = victim->class;
i = ch->class;
classbalance[i].classwins ++;
classbalance[class].classloses ++;
classbalance[i].mightdifftotal++;
classbalance[class].mightdifftotal++;
classbalance[i].mightdiffwin += (getMight(ch) - getMight(victim) / classbalance[i].mightdifftotal);
classbalance[class].mightdifflose += (getMight(victim) - getMight(ch) / classbalance[class].mightdifftotal);
/*
* Update the last decaps to prevent spamcapping.
*/
free_string( ch->pcdata->last_decap[1] );
ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]);
free_string( ch->pcdata->last_decap[0] );
ch->pcdata->last_decap[0] = str_dup(victim->name);
act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as raw energy pulses through your veins.", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as sparks of energy crackle around $m.", ch, NULL, NULL, TO_NOTVICT );
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
ch->fight_timer += 10;
if (IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("You rip away a part of their soul.\n\r", ch);
send_to_char("You feel a part of your soul has been torn away.\n\r", victim);
ch->pcdata->souls += 1;
}
behead( victim );
dropinvis(ch);
/* Removes mage powers */
if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
if (IS_ITEMAFF(victim, ITEMA_BEAST)) REMOVE_BIT(victim->itemaffect, ITEMA_BEAST);
if (IS_ITEMAFF(victim, ITEMA_MAGESHIELD)) REMOVE_BIT(victim->itemaffect, ITEMA_MAGESHIELD);
if (IS_ITEMAFF(victim, ITEMA_ILLUSIONS)) REMOVE_BIT(victim->itemaffect, ITEMA_ILLUSIONS);
if (IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) REMOVE_BIT(victim->itemaffect, ITEMA_DEFLECTOR);
if (IS_SET(victim->newbits2, NEW2_TOUGHSKIN)) REMOVE_BIT (victim->newbits2, NEW2_TOUGHSKIN);
do_beastlike(ch,"");
if (ch->pcdata->mean_paradox_counter > 0) ch->pcdata->mean_paradox_counter--;
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
victim->level = 2;
decap_message(ch,victim);
sprintf( log_buf, "%s decapitated by %s at %d.",
victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
log_string( log_buf );
players_decap++;
ch->pcdata->bounty += number_range(30,80);
ch->pStatus++;
if( victim->pStatus > 0 ) victim->pStatus--;
do_restore(ch,"self");
/*
* update kingdoms
*/
if (ch->pcdata->kingdom != 0)
kingdom_table[ch->pcdata->kingdom].kills++;
if (victim->pcdata->kingdom != 0)
kingdom_table[victim->pcdata->kingdom].deaths++;
// if (!IS_NPC(victim) && IS_SET(ch->act2, PLR_AUTOHEAD))
do_sacrifice(ch, "head");
return;
}
void decap_message(CHAR_DATA *ch, CHAR_DATA *victim)
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
bool unarmed = FALSE;
if (IS_NPC(ch) || IS_NPC(victim)) return;
if ( (obj = get_eq_char( ch, WEAR_WIELD )) == NULL )
{
if (( obj = get_eq_char( ch, WEAR_HOLD )) == NULL )
{
unarmed = TRUE;
}
}
if ((obj != NULL && obj->item_type != ITEM_WEAPON)) unarmed = TRUE;
/* The players own decap message */
if (IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP))
{
special_decap_message(ch,victim);
return;
}
if (unarmed)
{
if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #yGot A MudHole Stomped in His Ass By #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #yGot A MudHole Stomped in Her Ass By #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else sprintf(buf,"#P%s #yGot A MudHole Stomped in Its Ass By #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 1)
{
if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot His ENTRAILS RIPPED OUT, And SKULLFUCKED by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot Her ENTRAILS RIPPED OUT, And SKULLFUCKED by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else sprintf(buf,"#P%s #ygot Its ENTRAILS RIPPED OUT, And SKULLFUCKED by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 2)
{
if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #yGot CASTRATED BY #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #yGot Her Heart Ripped from Her Chest By #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else sprintf(buf,"#P%s #yGot Its Heart Riiped from Its Chest By #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 3)
{
if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else sprintf(buf,"#P%s #ygot its head slashed off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
else if (obj->value[3] == 4) sprintf(buf,"#P%s #ygot strangled by #R%s",victim->pcdata->switchname,ch->pcdata->switchname);
else if (obj->value[3] == 5) sprintf(buf,"#R%s #yruns a clawed hand through #P%s #yand pulls out the heart#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 6) sprintf(buf,"#R%s #yshoots #P%s #yseveral times and spits on the corpse#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 7) sprintf(buf,"#R%s #ypounds #P%s #yon the head and the skull caves in#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 8) sprintf(buf,"#R%s #ycrushes #P%s #yto a bloody pulp#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 9) sprintf(buf,"#P%s #yhas been grepped by #R%s#y, that's just mean!#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (obj->value[3] == 10) sprintf(buf,"#P%s #ywas bitten to death by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (obj->value[3] == 11) sprintf(buf,"#R%s #yhas punctured the lungs of #P%s#y, what a meanie!#n",ch->pcdata->switchname,victim->pcdata->switchname);
else if (obj->value[3] == 12) sprintf(buf,"#R%s #ygrabs #P%s #yby the head and sucks the brain out#n",ch->pcdata->switchname,victim->pcdata->switchname);
else
{
if (victim->sex == SEX_MALE) sprintf(buf,"#P%s #ygot his head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else if (victim->sex == SEX_FEMALE) sprintf(buf,"#P%s #ygot her head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
else sprintf(buf,"#P%s #ygot its head sliced off by #R%s#n",victim->pcdata->switchname,ch->pcdata->switchname);
}
death_info(buf);
return;
}
void do_crack( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *right;
OBJ_DATA *left;
right = get_eq_char( ch, WEAR_WIELD );
left = get_eq_char( ch, WEAR_HOLD );
if (right != NULL && right->pIndexData->vnum == 12) obj = right;
else if (left != NULL && left->pIndexData->vnum == 12) obj = left;
else
{
send_to_char("You are not holding any heads.\n\r",ch);
return;
}
act("You hurl $p at the floor.", ch, obj, NULL, TO_CHAR);
act("$n hurls $p at the floor.", ch, obj, NULL, TO_ROOM);
act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_CHAR);
if (obj->chobj != NULL)
{
act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT);
act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT);
}
else
{
act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_ROOM);
}
crack_head(ch,obj,obj->name);
obj_from_char(obj);
extract_obj(obj);
}
void crack_head( CHAR_DATA *ch, OBJ_DATA *obj, char *argument )
{
CHAR_DATA *victim;
MOB_INDEX_DATA *pMobIndex;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (str_cmp(arg2,"mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) && IS_AFFECTED(obj->chobj,AFF_POLYMORPH))
{
victim = obj->chobj;
make_part(victim,"cracked_head");
make_part(victim,"brain");
sprintf(buf,"the quivering brain of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg2,"mob"))
{
if ( ( pMobIndex = get_mob_index( obj->value[1] ) ) == NULL ) return;
victim = create_mobile( pMobIndex );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
else
{
if ( ( pMobIndex = get_mob_index( 30002 ) ) == NULL ) return;
victim = create_mobile( pMobIndex );
sprintf( buf, capitalize(arg2) );
free_string( victim->short_descr );
victim->short_descr = str_dup( buf );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
return;
}
/* Voodoo skill by KaVir */
void do_voodoo( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char part1 [MAX_INPUT_LENGTH];
char part2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0')
{
send_to_char( "Who do you wish to use voodoo magic on?\n\r", ch );
return;
}
if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You are not holding a voodoo doll.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
sprintf(part2,obj->name);
sprintf(part1,"%s voodoo doll",victim->name);
if ( str_cmp(part1,part2) )
{
sprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name);
send_to_char( buf, ch );
return;
}
if ( arg2[0] == '\0')
send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
else if ( !str_cmp(arg2, "stab") )
{
WAIT_STATE(ch,12);
act("You stab a pin through $p.", ch, obj, NULL, TO_CHAR);
act("$n stabs a pin through $p.", ch, obj, NULL, TO_ROOM);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
act("You feel an agonising pain in your chest!", victim, NULL, NULL, TO_CHAR);
act("$n clutches $s chest in agony!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "burn") )
{
WAIT_STATE(ch,12);
act("You set fire to $p.", ch, obj, NULL, TO_CHAR);
act("$n sets fire to $p.", ch, obj, NULL, TO_ROOM);
act("$p burns to ashes.", ch, obj, NULL, TO_CHAR);
act("$p burns to ashes.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
if (IS_AFFECTED(victim,AFF_FLAMING) )
return;
SET_BIT(victim->affected_by, AFF_FLAMING);
act("You suddenly burst into flames!", victim, NULL, NULL, TO_CHAR);
act("$n suddenly bursts into flames!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "throw") )
{
WAIT_STATE(ch,12);
act("You throw $p to the ground.", ch, obj, NULL, TO_CHAR);
act("$n throws $p to the ground.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
if (victim->position < POS_STANDING) return;
if (victim->position == POS_FIGHTING)
stop_fighting(victim, TRUE);
act("A strange force picks you up and hurls you to the ground!", victim, NULL, NULL, TO_CHAR);
act("$n is hurled to the ground by a strange force.", victim, NULL, NULL, TO_ROOM);
victim->position = POS_RESTING;
victim->hit = victim->hit - number_range(ch->level,(5*ch->level));
update_pos(victim);
if (victim->position == POS_DEAD && !IS_NPC(victim))
{
do_killperson(ch,victim->name);
return;
}
}
else
send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
return;
}
void do_garotte(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int chance;
one_argument(argument, arg);
chance = number_percent();
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
&& !IS_CLASS(ch, CLASS_STALKER) && !IS_CLASS(ch, CLASS_SHADOWBORN) && !IS_SET(ch->pcdata->powers[1],
DPOWER_GAROTTE))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("Garotte whom?\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char("That would be a bad idea.\n\r", ch );
return;
}
if (is_safe(ch, victim)) return;
if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 4)
&& ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL|| obj->value[3] != 4))
{
send_to_char( "You need to wield a whip.\n\r", ch );
return;
}
WAIT_STATE(ch, 12);
// 2% chance
if (chance <= 1)
{
send_to_char("You cannot get close enough.\n\r",ch);
return;
}
// 94% chance
else if (chance <= 95)
{
act("$n wraps a whip around $N's neck! $N is choking to death!",ch,NULL,victim,TO_NOTVICT);
act("You wrap your whip around $N's neck and refuse to let go!",ch,NULL,victim,TO_CHAR);
act("$n wraps his whip around your neck, and you can't break free!",ch,NULL,victim,TO_VICT);
/* Assymetric - condition not needed anymore
if (!IS_NPC(victim))
{*/
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
/* }
Assymetric - can we say STUPID and UNBALANCED?
else
{
victim->hit = 1;
damage(ch, victim, 1000, gsn_garotte);
}*/
return;
}
// Remaining 4% chance
else
{
one_hit(ch, victim, gsn_garotte,1);
return;
}
return;
}
void do_dark_garotte(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int chance;
one_argument(argument, arg);
chance = number_percent();
if (IS_NPC(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 (!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_BLACK_ASSASSIN)
&& !IS_CLASS(ch, CLASS_STALKER) && !IS_CLASS(ch, CLASS_SHADOWBORN) && !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE))
// || !IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE))
{
send_to_char("Huh?\n\r", ch );
return;
}
if (!IS_SET(ch->newbits, NEW_DARKNESS))
{
send_to_char("You have to be surrounded in darkness.\n\r", ch );
return;
}
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("Dark Garotte whom?\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char("That would be a bad idea.\n\r", ch );
return;
}
if (IS_NPC(victim) && victim->level>2000)
{
send_to_char("That would be a bad idea, too big mob.\n\r", ch );
return;
}
if (is_safe(ch, victim)) return;
if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 4)
&& ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL || obj->value[3] != 4))
{
send_to_char( "You need to wield a whip.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
send_to_char( "You can't garotte a fighting person.\n\r", ch );
return;
}
if (victim->hit < victim->max_hit)
{
act("$N is too hurt for you to sneak up.", ch, NULL,victim,TO_CHAR);
return;
}
WAIT_STATE(ch, skill_table[gsn_garotte].beats);
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
if ( chance > 95 )
{
act("$n wraps a whip around $N's neck! $N is choking to death!",ch,NULL,victim,TO_NOTVICT);
act("You wrap your whip around $N's neck and refuse to let go!",ch,NULL,victim,TO_CHAR);
act("$n wraps his whip around your neck, and you can't break free!",ch,NULL,victim,TO_VICT);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
}
else
{
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_garotte,1);
one_hit(ch, victim, gsn_darktendrils,1);
one_hit(ch, victim, gsn_darktendrils,1);
}
return;
}
bool has_timer(CHAR_DATA *ch)
{
if (ch->fight_timer > 0 && !IS_NPC(ch))
{
send_to_char("Not until your fight timer runs out!\n\r", ch );
return TRUE;
}
return FALSE;
}
void do_circle( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_ASSASSIN) && !IS_CLASS(ch, CLASS_UNDEAD_ASSASSIN)
&& !IS_CLASS(ch, CLASS_BLACK_ASSASSIN) && !IS_CLASS(ch, CLASS_HELLS_SOLDIER))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[ASSASSIN_COMBAT] < 2)
{
send_to_char("You need level 2 in combat before you can use circle.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "How can you circle yourself?\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
/*
if ((( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11)
&& ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11))
{
send_to_char( "You need to wield a piercing weapon.\n\r", ch );
return;
}
*/
WAIT_STATE( ch, 10 );
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
if (ch->pcdata->upgrade_level < 5) return;
one_hit(ch, victim, gsn_circle, 1);
if (ch->pcdata->upgrade_level < 6) return;
one_hit(ch, victim, gsn_circle, 1);
/* if (ch->pcdata->upgrade_level < 8) return;
one_hit(ch, victim, gsn_circle, 1);
if (ch->pcdata->upgrade_level < 10) return;
one_hit(ch, victim, gsn_circle, 1);
if (ch->pcdata->upgrade_level < 11) return;
one_hit(ch, victim, gsn_circle, 1);
if (number_range(1,4) == 2)
{
send_to_char("You spin around once more, scoring a second hit.\n\r",ch);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
one_hit(ch, victim, gsn_circle, 1);
}*/
// WAIT_STATE( ch, 8 );
return;
}
void do_retribution( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
// if (!IS_CLASS(ch, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_PALADIN))
// {
// send_to_char("Huh?\n\r", ch );
// return;
// }
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (IS_CLASS(ch, CLASS_PALADIN) && ch->pcdata->powers[PALADIN_POWER] < 2)
{
send_to_char("You need level 2 in power before you can use retribution.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_ANGEL) && ch->pcdata->powers[ANGEL_JUSTICE] < 2)
{
send_to_char("You do not have this power yet.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "You may not bring down your Retribution upon yourself.\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
WAIT_STATE( ch, 12 );
if (IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_HEAVENS_SOLDIER)
|| IS_CLASS(ch, CLASS_DRUID) || IS_CLASS(ch, CLASS_GOLD_DRAGON))
{
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 2) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 3) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 4) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 5) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 6) return;
one_hit(ch, victim, gsn_retribution, 1);
/*
if (ch->pcdata->upgrade_level < 7) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 8) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 9) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 10) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 11) return;
one_hit(ch, victim, gsn_retribution, 1);
*/
}
else if (IS_CLASS(ch, CLASS_HEAVENS_SOLDIER) || IS_CLASS(ch, CLASS_TYPHON)
|| IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_SILVER_DRAGON))
{
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 2) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 3) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 4) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 5) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 6) return;
one_hit(ch, victim, gsn_retribution, 1);
/*
if (ch->pcdata->upgrade_level < 7) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 8) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 9) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 10) return;
one_hit(ch, victim, gsn_retribution, 1);
if (ch->pcdata->upgrade_level < 11) return;
one_hit(ch, victim, gsn_retribution, 1);
*/
}
return;
}
void do_poisonbreath( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int level;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) || !IS_CLASS(ch, CLASS_TYPHON)
|| !IS_CLASS(ch, CLASS_NAZGUL) || !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if (ch->pcdata->powers[HYDRA_ATTACK] < 2)
{
send_to_char("You need level 2 in attack before you can use this.\n\r",ch);
return;
}
if (ch->mana < 150)
{
send_to_char("You need more mana.\n\r", ch );
return; }
level = ch->spl[PURPLE_MAGIC];
ch->mana -= 150;
send_to_char("All of Your Heads Breath POISON into the ROOM.\n\r", ch );
act("Each of $n's Heads breath Posion GAS ",ch,NULL,NULL,TO_ROOM);
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if (vch == ch) continue;
if (vch->trust>6) continue;
dam = dice(level, 7 );
if ( saves_spell( level, vch ) )
dam *= 5;
damage( ch, vch, dam, skill_lookup("gas_breath"));
}
WAIT_STATE(ch, 6);
return;
}
bool pole_special (CHAR_DATA * ch, CHAR_DATA * victim)
{
int chance;
int dtype;
if (!IS_AWAKE (victim))
return FALSE;
if (dtype != WPN_POLEARM)
return FALSE;
chance = ch->wpn[15] / 400;
if (!can_see (victim, ch))
chance /= 2;
/*
* It's harder to keep another polearm at bay.
*/
if (number_percent () >= chance)
return FALSE;
act ("You manage to keep $n out of range.",
ch, NULL, victim, TO_VICT);
act ("$N's weapon keeps you out of range.",
ch, NULL, victim, TO_CHAR);
return TRUE;
}
/*
* Critical hit damage modifier for axes.
*/
int axe_special (CHAR_DATA * ch, CHAR_DATA * victim, int dam)
{
int chance;
int dtype;
/*
* Make sure we have an axe.
*/
if (dtype != WPN_POLEARM)
return dam;
/*
* Base is 1/5th our axe skill. Bonus if victim can't see us, penalty
* if we can't see them.
*/
chance = ch->wpn[9] / 400;
if (!can_see (victim, ch))
chance *= 1.5;
if (!can_see (ch, victim))
chance /= 3;
if (number_percent () >= chance)
return dam;
/*
* We got a critical hit!
*/
return dam;
}
/*
void do_fbreath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) || !IS_CLASS(ch, CLASS_TYPHON)
|| !IS_CLASS(ch, CLASS_NAZGUL) || !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[HYDRA_ATTACK] < 3)
{
send_to_char("You need level 3 in attack before you can use this breathweapon.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "You may not breath fire on yourself.\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
one_hit(ch, victim, gsn_fbreath, 1);
one_hit(ch, victim, gsn_fbreath, 1);
one_hit(ch, victim, gsn_fbreath, 1);
one_hit(ch, victim, gsn_fbreath, 1);
one_hit(ch, victim, gsn_fbreath, 1);
WAIT_STATE( ch, 8 );
return;
}
void do_lbreath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) || !IS_CLASS(ch, CLASS_TYPHON)
|| !IS_CLASS(ch, CLASS_NAZGUL) || !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{ send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[HYDRA_ATTACK] < 2)
{
send_to_char("You need level 2 in attack before you can use this Breath Weapon.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "No attacking yourself!\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
one_hit(ch, victim, gsn_lbreath, 1);
one_hit(ch, victim, gsn_lbreath, 1);
one_hit(ch, victim, gsn_lbreath, 1);
one_hit(ch, victim, gsn_lbreath, 1);
one_hit(ch, victim, gsn_lbreath, 1);
one_hit(ch, victim, gsn_lbreath, 1);
WAIT_STATE( ch, 8 );
return;
}
/* void do_abreath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) || !IS_CLASS(ch, CLASS_TYPHON)
|| !IS_CLASS(ch, CLASS_NAZGUL) || !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[HYDRA_ATTACK] < 5)
{
send_to_char("You need level 5 in attack before you can use Acid Breath.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "tisk tisk.\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
one_hit(ch, victim, gsn_abreath, 1);
one_hit(ch, victim, gsn_abreath, 1);
one_hit(ch, victim, gsn_abreath, 1);
one_hit(ch, victim, gsn_abreath, 1);
one_hit(ch, victim, gsn_abreath, 1);
one_hit(ch, victim, gsn_abreath, 1);
WAIT_STATE( ch, 8 );
return;
}
*/
void do_frbreath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) && !IS_CLASS(ch, CLASS_TYPHON)
&& !IS_CLASS(ch, CLASS_NAZGUL) && !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[HYDRA_ATTACK] < 7)
{
send_to_char("You need level 7 in attack before you can use Frost Breath.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "No attacking youself!\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
one_hit(ch, victim, gsn_frbreath, 1);
WAIT_STATE( ch, 8 );
return;
}
void do_dbreath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
int dam;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_HYDRA) && !IS_CLASS(ch, CLASS_TYPHON)
&& !IS_CLASS(ch, CLASS_NAZGUL) && !IS_CLASS(ch, CLASS_BAATEZU))
{
send_to_char("Huh?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
if (ch->pcdata->powers[HYDRA_POWER] < 10)
{
send_to_char("You need level 10 in power before you can use Death Breath.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "Not Happening.\n\r", ch );
return;
}
if (is_safe( ch, victim )) return;
WAIT_STATE(ch,25);
set_fighting(ch, victim);
if (!IS_NPC(victim)) dam = number_range(8000,12000);
else dam = number_range(18000,22000);
sprintf(buf,"Your Death Breath ANNIHILATES $N . #g<#G<#7%d#G>#g>#n\n\r",dam);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n's Death Breath ANNIHILATES YOU! #g<#G<#7%d#G>#g>#n\n\r",dam);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"$n's Death Breath ANNIHILATES $N ! #g<#G<#7%d#G>#g>#n\n\r",dam);
act(buf,ch,NULL,victim,TO_NOTVICT);
hurt_person(ch,victim, dam);
return;
}
void do_autostance(CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument(argument,arg);
if (IS_NPC(ch)) return;
if (!str_cmp(arg,"none"))
{
send_to_char("You no longer autostance.\n\r", ch );
ch->stance[MONK_AUTODROP] = STANCE_NONE;
}
else if (!str_cmp(arg, "crane"))
{
send_to_char("You now autostance into the crane stance.\n\r",ch );
ch->stance[MONK_AUTODROP] = STANCE_CRANE;
}
else if (!str_cmp(arg, "crab"))
{
send_to_char("You now autostance into the crab stance.\n\r", ch );
ch->stance[MONK_AUTODROP] = STANCE_CRAB;
}
else if (!str_cmp(arg, "pitbull"))
{
send_to_char("You now autostance into the Pitbull stance.\n\r", ch );
ch->stance[MONK_AUTODROP] = STANCE_PITBULL;
}
else if (!str_cmp(arg, "viper"))
{
send_to_char("You now autostance into the viper stance.\n\r", ch );
ch->stance[MONK_AUTODROP] = STANCE_VIPER;
}
else if (!str_cmp(arg, "mongoose"))
{
send_to_char("You now autostance into the mongoose stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_MONGOOSE;
}
else if (!str_cmp(arg, "hawk") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200)
{
send_to_char("You now autostance into the Hawk stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_HAWK;
}
else if (!str_cmp(arg, "wolverine") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
{
send_to_char("You now autostance into the Wolverine stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_WOLVERINE;
}
else if (!str_cmp(arg, "grizzly") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
{
send_to_char("You now autostance into the Grizzly stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_GRIZZLY;
}
else if (!str_cmp(arg, "cougar") && ch->stance[STANCE_PITBULL] >= 200 && ch->stance[STANCE_VIPER] >= 200)
{
send_to_char("You now autostance into the Cougar stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_COUGAR;
}
else if (!str_cmp(arg, "badger") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_PITBULL] >= 200)
{
send_to_char("You now autostance into the Badger stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_BADGER;
}
else if (!str_cmp(arg, "wolf") && (IS_CLASS(ch, CLASS_WEREWOLF)) && ch->stance[STANCE_COUGAR] >= 200 && ch->stance[STANCE_GRIZZLY] >= 200 && ch->stance[STANCE_WOLVERINE] >= 200 && ch->stance[STANCE_HAWK] >= 200 && ch->stance[STANCE_BADGER] >= 200)
{
send_to_char("You now autostance into the wolf stance.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_WOLF;
}
else if (!str_cmp(arg, "ss1") && ch->stance[19] != -1)
{
send_to_char("You now autostance into superstance one.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SS1;
}
else if (!str_cmp(arg, "ss2") && ch->stance[20] != -1)
{
send_to_char("You now autostance into superstance two.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SS2;
}
else if (!str_cmp(arg, "ss3") && ch->stance[21] != -1)
{
send_to_char("You now autostance into superstance three.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SS3;
}
else if (!str_cmp(arg, "ss4") && ch->stance[22] != -1)
{
send_to_char("You now autostance into SS4.\n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SS4;
}
else if (!str_cmp(arg, "ss5") && ch->stance[23] != -1)
{
send_to_char("You will now autostance into SS5 \n\r", ch);
ch->stance[MONK_AUTODROP] = STANCE_SS5;
}
else send_to_char("You can't set your autostance to that!\n\r",ch);
}
void autodrop(CHAR_DATA *ch)
{
char buf [MAX_INPUT_LENGTH];
char buf2 [MAX_INPUT_LENGTH];
char stancename [10];
if (IS_NPC(ch)) return;
if (ch->stance[MONK_AUTODROP]==STANCE_NONE) return;
if (ch->stance[MONK_AUTODROP]==STANCE_VIPER) sprintf(stancename,"Viper");
else if (ch->stance[MONK_AUTODROP]==STANCE_CRANE) sprintf(stancename,"Crane");
else if (ch->stance[MONK_AUTODROP]==STANCE_CRAB) sprintf(stancename,"Crab");
else if (ch->stance[MONK_AUTODROP]==STANCE_MONGOOSE) sprintf(stancename,"Mongoose");
else if (ch->stance[MONK_AUTODROP]==STANCE_PITBULL) sprintf(stancename,"Pitbull");
else if (ch->stance[MONK_AUTODROP]==STANCE_HAWK) sprintf(stancename,"Hawk");
else if (ch->stance[MONK_AUTODROP]==STANCE_BADGER) sprintf(stancename,"Badger");
else if (ch->stance[MONK_AUTODROP]==STANCE_COUGAR) sprintf(stancename,"Cougar");
else if (ch->stance[MONK_AUTODROP]==STANCE_WOLVERINE) sprintf(stancename,"Wolverine");
else if (ch->stance[MONK_AUTODROP]==STANCE_GRIZZLY) sprintf(stancename,"Grizzly");
else if (ch->stance[MONK_AUTODROP]==STANCE_SS1) sprintf(stancename,"ss1");
else if (ch->stance[MONK_AUTODROP]==STANCE_SS2) sprintf(stancename,"ss2");
else if (ch->stance[MONK_AUTODROP]==STANCE_SS3) sprintf(stancename,"ss3");
else if (ch->stance[MONK_AUTODROP]==STANCE_SS4) sprintf(stancename,"ss4");
else if (ch->stance[MONK_AUTODROP]==STANCE_SS5) sprintf(stancename,"ss5");
else if (ch->stance[MONK_AUTODROP]) sprintf(stancename,"wolf");
else return;
if (ch->stance[0] < 1)
{
ch->stance[0] = ch->stance[MONK_AUTODROP];;
sprintf(buf, "#wYou drop into the #Y%s#w stance.", stancename);
act(buf, ch, NULL, NULL, TO_CHAR);
sprintf(buf2, "#w$n drops into the #Y%s#w stance.",stancename);
act(buf2, ch, NULL, NULL, TO_ROOM);
}
}
void dropinvis(CHAR_DATA *ch)
{
if (ch->level < 7 && IS_SET(ch->act, AFF_HIDE)) REMOVE_BIT(ch->act, AFF_HIDE);
if (ch->level < 7 && IS_SET(ch->act, PLR_WIZINVIS)) REMOVE_BIT(ch->act, PLR_WIZINVIS);
if ((IS_CLASS(ch, CLASS_DROW)) && IS_SET(ch->newbits, NEW_DARKNESS))
{
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
}
return;
}
void ragnarokdecap(CHAR_DATA *ch, CHAR_DATA *victim)
{
char buf[MAX_STRING_LENGTH];
if (IS_CLASS(victim, CLASS_VAMPIRE) || IS_CLASS(victim, CLASS_UNDEAD_LYCAN)) do_mortalvamp(victim,"");
if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
char_from_room(victim);
char_to_room(victim,get_room_index(ROOM_VNUM_ALTAR));
do_clearstats(victim,"");
victim->level = 2;
dropinvis(ch);
players_decap++;
sprintf(buf,"%s was beheaded by %s, the ragnarok continues",victim->name, ch->name);
do_info(ch,buf);
send_to_char("YOU HAVE BEEN KILLED!!!!\n\r",victim);
do_call(victim, "all");
do_train(victim,"avatar");
do_restore(victim,"self");
return;
}
bool can_decapitate(CHAR_DATA *ch, CHAR_DATA *victim)
{
int maxstatus = ((ch->pcdata->upgrade_level + 1) * 5);
if ( victim->pStatus <= 0 && ch->pStatus > 0 ) return FALSE;
if ( ch->pStatus - victim->pStatus > 10 ) return FALSE;
if ( ch->pcdata->upgrade_level > victim->pcdata->upgrade_level + 1 ) return FALSE;
if ( ch->pcdata->upgrade_level > victim->pcdata->upgrade_level && victim->pStatus - ch->pStatus < 5 ) return FALSE;
if ( ch->pStatus >= (ch->pcdata->upgrade_level+1)*15 ) return FALSE;
// EOD SHIT
if (ch->level != 3 || victim->level != 3) return FALSE;
if ((ch->status == 0) && (victim->status == 0)) return TRUE;
if (ch->status >= maxstatus) return FALSE;
if (ch->status > 0 && victim->status > 0 && (ch->status - victim->status > 5)) return FALSE;
return TRUE;
}
/*
* New system to replace status, called fair fight, it measures the
* difference between two players, giving them points for their
* stances, powers, and stats. If they are within each others range,
* the call will return TRUE, if not FALSE. Call for fair_fight when
* you need to see if a fight is fair (ie. decapping).
*/
bool fair_fight(CHAR_DATA *ch, CHAR_DATA *victim)
{
int iAggr, iDef;
if (IS_NPC(ch) || IS_NPC(victim)) return TRUE;
/*
* All the people that shouldn't be fighting anyway
*/
if ((get_age(victim) - 17) < 5) return FALSE;
if ((get_age(ch) - 17) < 5) return FALSE;
if ( victim->pStatus <= 0 && ch->pStatus > 0 ) return FALSE;
if (ch == victim) return FALSE;
if (ch->level != 3 || victim->level != 3) return FALSE;
if (reachedDecapLimit(ch)) return FALSE;
iAggr = getMight(ch);
iDef = getMight(victim);
/*
* To weak to fight, should be protected.
*/
if (iDef < 150 || iAggr < 150) return FALSE;
/*
* Trying to scale the range depending on the size of the player,
* allowing larger players a larger range, since theres fewer large players.
*/
if (iAggr < 1000)
{
if (iAggr * RANGE_LOW > iDef) return FALSE;
}
else
{
if (iAggr * RANGE_HIGH > iDef) return FALSE;
}
/*
* They passed the test, FIGHT children.
*/
return TRUE;
do_restore(victim,"self");
}
int can_pk(CHAR_DATA *ch, CHAR_DATA *victim)
{
int pRange = 0;
int can_decap = FALSE;
if(ch->pStatus > 0){
if(victim->pcdata->upgrade_level >= ch->pcdata->upgrade_level){
pRange = ( ch->pStatus - 10 );
if( pRange < 1 ) pRange = 1;
}
else{
pRange = ( ch->pStatus - 5);
if(pRange < 1) pRange = 1;
}
}
if( pRange < 1 ) pRange = 1;
if( pRange > victim->pStatus) can_decap = FALSE;
else can_decap = TRUE;
if( ch->pStatus == 0 && victim->pStatus == 0) can_decap = TRUE;
if( ch->pcdata->upgrade_level - 1 > victim->pcdata->upgrade_level ) can_decap = FALSE;
if(ch->pcdata->upgrade_level == 0 && ch->pStatus >= 10) can_decap = FALSE;
else if(ch->pcdata->upgrade_level == 1 && ch->pStatus >= 15) can_decap = FALSE;
else if(ch->pcdata->upgrade_level == 2 && ch->pStatus >= 20) can_decap = FALSE;
else if(ch->pcdata->upgrade_level == 3 && ch->pStatus >= 25) can_decap = FALSE;
if(victim->level < 3) can_decap = FALSE;
return can_decap;
}