#if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <ctype.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" void do_affect( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; send_to_char("You are affected by:-\n\r", ch); send_to_char("-----------------------------------\n\r", ch); send_to_char("#1SPELLS#n\n\r", ch); send_to_char("\n\r", ch); if ( IS_AFFECTED(ch, AFF_INVISIBLE) ) send_to_char("You are invisible to normal sight.\n\r", ch); if ( IS_AFFECTED(ch, AFF_HIDE) ) send_to_char("You are keeping yourself hidden.\n\r", ch ); if ( IS_AFFECTED(ch, AFF_CHARM) ) send_to_char("You are charmed!\n\r", ch); if ( IS_AFFECTED(ch, AFF_PASS_DOOR) ) send_to_char("You can pass through doors.\n\r", ch ); if ( IS_AFFECTED(ch, AFF_ETHEREAL) ) send_to_char("You are in the ethereal plane.\n\r", ch); if ( IS_AFFECTED(ch, AFF_FAERIE_FIRE) ) send_to_char("You are surrounded by fairie Fire.\n\r", ch); if ( IS_AFFECTED(ch, AFF_SANCTUARY) ) send_to_char("You are protected by a magical sanctuary.\n\r", ch); if ( IS_AFFECTED(ch, AFF_BLIND) ) send_to_char("You are blinded!\n\r", ch); if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) ) send_to_char("You are in the shadowplane.\n\r", ch); if ( IS_AFFECTED(ch, AFF_CURSE) ) send_to_char("You are cursed!\n\r", ch); if ( IS_AFFECTED(ch, AFF_FLYING) ) send_to_char("You are flying.\n\r", ch); if ( IS_AFFECTED(ch, AFF_DETECT_INVIS) ) send_to_char("You can see invisible things.\n\r", ch); if ( IS_AFFECTED(ch, AFF_DETECT_MAGIC) ) send_to_char("You can sense magic.\n\r", ch); if ( IS_AFFECTED(ch, AFF_DETECT_HIDDEN) ) send_to_char("You can see hidden things.\n\r", ch); if ( IS_AFFECTED(ch, AFF_TENDRILS) ) send_to_char("You are entangled by tendrils!\n\r", ch); if ( IS_AFFECTED(ch, AFF_INFIRMITY) ) send_to_char("You feel slow, weak and less healthy.\n\r", ch); if ( IS_AFFECTED(ch, AFF_POISON) ) send_to_char("You are poisoned!\n\r", ch); if ( IS_AFFECTED(ch, AFF_PROTECT) ) send_to_char("You are protected.\n\r", ch); if ( IS_AFFECTED(ch, AFF_SLEEP) ) send_to_char("You are sleeping.\n\r", ch); if ( IS_AFFECTED(ch, AFF_WEBBED) ) send_to_char("You are covered in a sticky web.\n\r", ch); if ( IS_AFFECTED(ch, AFF_DROWFIRE) ) send_to_char("You are surrounded by Drowfire!\n\r", ch); if ( IS_AFFECTED(ch, AFF_POLYMORPH) ) send_to_char("You are polymorphed.\n\r", ch); send_to_char("\n\r", ch); send_to_char("-----------------------------------\n\r", ch); send_to_char("#1SHIELDS#n\n\r", ch); send_to_char("\n\r", ch); if ( has_power_level(ch, SCHOOL_ORDER, 7)) send_to_char("Electrical Shield\n\r", ch); if ( has_power_level(ch, SCHOOL_FIRE, 6)) send_to_char("Fire Shield\n\r", ch); if ( has_power_level(ch, SCHOOL_WATER, 5) ) send_to_char("Ice Shield\n\r", ch); if ( has_power_level(ch, SCHOOL_EARTH, 4) ) send_to_char("Acid Shield\n\r", ch); if ( has_power_level(ch, SCHOOL_CHAOS, 4)) send_to_char("Chaos Shield\n\r", ch); if( has_power_level(ch, SCHOOL_PLANT, 5)) send_to_char("Thorn Shield\n\r", ch); send_to_char("\n\r", ch); send_to_char("-----------------------------------\n\r", ch); stc("#1Warps#n\n\r",ch); if( IS_SET(ch->warp,WARP_CRYSTAL)) stc("Your body is composed entirely out of crystal.\n\r", ch); if( IS_SET(ch->warp, WARP_STEEL)) stc("Your body is made of solid steel.\n\r", ch); if( IS_SET(ch->warp,WARP_VENOM)) stc("You are coated in a noxious venom.\n\r", ch); if( IS_SET(ch->warp,WARP_SPIKE)) stc("You are covered in sharp spikes.\n\r", ch); if( IS_SET(ch->warp,WARP_QUICK)) stc("You move faster than the eye can see.\n\r", ch); if( IS_SET(ch->warp,WARP_SLOW)) stc("You are stricken with lethargy.\n\r", ch); if( IS_SET(ch->warp,WARP_TERROR)) stc("Your face strikes terror in all who see you.\n\r", ch); if( IS_SET(ch->warp,WARP_REGEN)) stc("Your wounds close faster than normal.\n\r", ch); if( IS_SET(ch->warp,WARP_WEAPON)) stc("You are a master of every weapon you hold.\n\r", ch); if( IS_SET(ch->warp,WARP_INEPT)) stc("You barely know how to use your weapon.\n\r", ch); if( IS_SET(ch->warp,WARP_WEAK)) stc("Your muscles are weak and flabby.\n\r", ch); if( IS_SET(ch->warp,WARP_VULN)) stc("Your skin is extremely soft and delicate.\n\r", ch); if( IS_SET(ch->warp,WARP_SHARDS)) stc("Sharp shards of glass break off when you are attacked.\n\r", ch); if( IS_SET(ch->warp,WARP_CLUMSY)) stc("Your are clumsy and oafish.\n\r", ch); if( IS_SET(ch->warp,WARP_TENT)) stc("Long tentacles spring from your back.\n\r", ch); if( IS_SET(ch->warp,WARP_SLOWHEAL)) stc("Your wounds take a long time to heal.\n\r", ch); if( IS_SET(ch->warp,WARP_ARCANE)) stc("Magic pulses in your blood.\n\r", ch); if( IS_SET(ch->warp,WARP_NOMAGE)) stc("Magic runs thin in your veins.\n\r", ch); if( IS_SET(ch->warp,WARP_STRONG)) stc("Your muscles explode with strength and power.\n\r", ch); if( IS_SET(ch->warp, WARP_SMELLY)) stc("You smell very bad.\n\r", ch); if( IS_SET(ch->warp, WARP_WART)) stc("You ae covered in warts.\n\r", ch); if( IS_SET(ch->warp, WARP_FEATHER)) stc("You are covered in feathers.\n\r", ch); if( IS_SET(ch->warp, WARP_HAIRY)) stc("You are extremely hairy.\n\r", ch); if( IS_SET(ch->warp, WARP_BIGFEET)) stc("You have large feet.\n\r", ch); if( IS_SET(ch->warp, WARP_BALD)) stc("Your head is completely bald.\n\r", ch); if( IS_SET(ch->warp, WARP_TAIL)) stc("You have a cute, fuzzy tail.\n\r", ch); return; }