cotn25/area/
cotn25/src/
/***************************************************************************
 *  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;

}