/*************************************************************************** * 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; }