/*************************************************************************** * God Wars Mud originally written by KaVir aka Richard Woolcock. * * Changes done to the code done by Sage aka Walter Howard, this mud is * * for the public, however if you run this code it means you agree * * to the license.low, license.gw, and license.merc have fun. :) * ***************************************************************************/ #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" #include "interp.h" void mage_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type ) ); void mage_damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type ) ); bool is_mresistant args( ( CHAR_DATA *ch, int type ) ); bool is_mvulnerable args( ( CHAR_DATA *ch, int type ) ); bool is_mimmune args( ( CHAR_DATA *ch, int type ) ); void do_gshift( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int toform = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GAROU)) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "You can shift between the following forms: Homid, Glabro, Crinos, Hispo, Lupus.\n\r", ch ); return; } if ( !str_cmp(arg,"homid" ) ) toform = 1; else if ( !str_cmp(arg,"glabro") ) toform = 2; else if ( !str_cmp(arg,"crinos") ) toform = 3; else if ( !str_cmp(arg,"hispo" ) ) toform = 4; else if ( !str_cmp(arg,"lupus" ) ) toform = 5; else { send_to_char( "You can shift between the following forms: Homid, Glabro, Crinos, Hispo, Lupus.\n\r", ch ); return; } if ( ch->pcdata->stats[UNI_FORM0] < 1 || ch->pcdata->stats[UNI_FORM0] > 5) ch->pcdata->stats[UNI_FORM0] = 1; if ( ch->pcdata->stats[UNI_FORM0] == toform ) { send_to_char( "You are already in that form.\n\r", ch ); return; } ch->pcdata->stats[UNI_FORM1] = toform; return; } // Eyes of the Cat - Nightsight. clan.c void do_gwither( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; bool blah = FALSE; int chance = 0; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_GAROU) ) { stc("Huh?\n\r",ch); return; } if ( IS_CLASS(ch, CLASS_GAROU) && ch->gifts[METIS] < 4 ) { stc("You haven't learned the Metis gift of Wither Limb.\n\r",ch); return; } if ( IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_HAWK] < 7 ) { stc("Your power in hawk is not great enough.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 3 ) { stc("You do not have enough gnosis power stored to use the gift of Wither Limb.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Who's limb do you wish to wither?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } if ( IS_ARM_R(victim, LOST_ARM) && IS_ARM_L(victim, LOST_ARM) ) { stc("They have already lost both their arms.\n\r",ch); return; } WAIT_STATE(ch, 30); ch->gnosis[CURRENT] -= 3; if ( IS_NPC( victim ) ) { chance = number_range( 45, 55 ); if ( number_percent( ) > chance ) { stc("Nothing happened.\n\r",ch); return; } if ( !IS_ARM_R(victim, LOST_ARM) ) blah = FALSE; else blah = TRUE; if ( !blah ) { if (!IS_ARM_R(victim,LOST_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); act("You concentrate deeply and $N's arm starts to wither!",ch,NULL,victim,TO_CHAR); act("$n's eyes glow dark red as $e gazes at you, and your arm begins withering!",ch,NULL,victim,TO_NOTVICT); act("$n gazes evilly at $N, and $S arm begins withering!",ch,NULL,victim,TO_VICT); make_part(victim,"arm"); if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM)) { if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL) take_item(victim,obj); } if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL) take_item(victim,obj); return; } else if ( blah ) { if (!IS_ARM_L(victim,LOST_ARM)) SET_BIT(victim->loc_hp[2],LOST_ARM); else blah = TRUE; 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); act("You concentrate deeply and $N's arm starts to wither!",ch,NULL,victim,TO_CHAR); act("$n's eyes glow dark red as $e gazes at you, and your arm begins withering!",ch,NULL,victim,TO_NOTVICT); act("$n gazes evilly at $N, and $S arm begins withering!",ch,NULL,victim,TO_VICT); make_part(victim,"arm"); if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM)) { if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL) take_item(victim,obj); } if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL) take_item(victim,obj); return; } } else if ( !IS_NPC(victim) ) { chance = 15; if ( number_percent( ) > chance ) { act("You gaze intently at $N.\n\rNothing happens.",ch,NULL,victim,TO_CHAR); act("$n gazes eerily at you.\n\rNothing happens.",ch,NULL,victim,TO_VICT); act("$n gazes eerily at $N.",ch,NULL,victim,TO_NOTVICT); return; } if ( !IS_ARM_R(victim, LOST_ARM) ) blah = FALSE; else blah = TRUE; if ( !blah ) { if (!IS_ARM_R(victim,LOST_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); act("You concentrate deeply and $N's arm starts to wither!",ch,NULL,victim,TO_CHAR); act("$n's eyes glow dark red as $e gazes at you, and your arm begins withering!",ch,NULL,victim,TO_NOTVICT); act("$n gazes evilly at $N, and $S arm begins withering!",ch,NULL,victim,TO_VICT); make_part(victim,"arm"); if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM)) { if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL) take_item(victim,obj); } if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL) take_item(victim,obj); return; } else if ( blah ) { if (!IS_ARM_L(victim,LOST_ARM)) SET_BIT(victim->loc_hp[2],LOST_ARM); else blah = TRUE; 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); act("You concentrate deeply and $N's arm starts to wither!",ch,NULL,victim,TO_CHAR); act("$n's eyes glow dark red as $e gazes at you, and your arm begins withering!",ch,NULL,victim,TO_NOTVICT); act("$n gazes evilly at $N, and $S arm begins withering!",ch,NULL,victim,TO_VICT); make_part(victim,"arm"); if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM)) { if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL) take_item(victim,obj); } if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL) take_item(victim,obj); return; } } return; } int mage_immunity( CHAR_DATA*ch, int dam, int type ) { if ( IS_NPC(ch) ) return dam; if ( is_mimmune( ch, type ) ) dam = 0; else if ( is_mresistant( ch, type ) ) dam /= 2; else if ( is_mvulnerable( ch, type ) ) dam *= 2; return dam; } bool is_garou( CHAR_DATA *ch ) { if ( IS_NPC(ch) ) return FALSE; if ( IS_CLASS(ch, CLASS_GAROU)) return TRUE; else return FALSE; } void do_gifts( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; char lin [MAX_STRING_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GAROU)) { send_to_char("Huh?\n\r",ch); return; } if (arg1[0] == '\0' && arg2[0] == '\0') { sprintf(lin,"#0================================================================================\n\r"); stc(lin, ch); stc(" #WBreed#n\n\r",ch); stc(lin, ch); sprintf(buf," #BHomid #0[ #R%d #0] #BMetis #0[ #R%d #0] #BLupus #0[ #R%d #0]\n\r", ch->gifts[HOMID], ch->gifts[METIS], ch->gifts[LUPUS] ); stc(buf, ch); stc(lin, ch); stc(" #WAuspice\n\r",ch); stc(lin, ch); sprintf(buf," #BRagabash #0[ #R%d #0] #BTheurge #0[ #R%d #0] #BPhilodox #0[ #R%d #0]\n\r", ch->gifts[RAGABASH], ch->gifts[THEURGE], ch->gifts[PHILODOX] ); stc(buf, ch); sprintf(buf," #BGalliard #0[ #R%d #0] #BAhroun #0[ #R%d #0]\n\r", ch->gifts[GALLIARD], ch->gifts[AHROUN] ); stc(buf, ch); stc(lin, ch); stc(" #WTribe\n\r",ch); stc(lin, ch); sprintf(buf," #BBlack Furies #0[ #R%d #0] #BWendigo #0[ #R%d #0] #BChildren of Gaia #0[ #R%d #0]\n\r", ch->gifts[BLACKFURIES], ch->gifts[WENDIGO], ch->gifts[CHILDREN] ); stc(buf, ch); sprintf(buf," #BSilver Fangs #0[ #R%d #0] #BUktena #0[ #R%d #0] #BGet of Fenris #0[ #R%d #0]\n\r", ch->gifts[SILVERFANGS], ch->gifts[UKTENA],ch->gifts[GETOFFENRIS] ); stc(buf, ch); sprintf(buf," #BRed Talons #0[ #R%d #0] #BShadow Lords #0[ #R%d #0] #BSilent Striders #0[ #R%d #0]\n\r", ch->gifts[REDTALONS], ch->gifts[SHADOWLORDS], ch->gifts[SILENTSTRIDERS] ); stc(buf, ch); sprintf(buf," #BFianna #0[ #R%d #0] #BStarGazers #0[ #R%d #0]#n\n\r", ch->gifts[FIANNA], ch->gifts[STARGAZERS]); stc(buf, ch); stc(lin, ch); return; } if (arg2[0] == '\0') { if ( !str_cmp(arg1, "ragabash" ) ) { if ( ch->gifts[RAGABASH] == 0 ) { stc("You have no knowledge of the Gifts of Ragabash.\n\r",ch); return; } if ( ch->gifts[RAGABASH] >= 1 ) { divide_to_char(ch); centre_text("The Gifts of Ragabash",ch); divide_to_char(ch); centre_text("Blur of the Milky Eye",ch); } if ( ch->gifts[RAGABASH] >= 2 ) centre_text("(Scent of Running Water)",ch); if ( ch->gifts[RAGABASH] >= 3 ) centre_text("Violation",ch); if ( ch->gifts[RAGABASH] >= 4 ) centre_text("Luna's Blessing",ch); if ( ch->gifts[RAGABASH] >= 5 ) centre_text("Whelp's Body",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "lupus") ) { if ( ch->gifts[LUPUS] == 0 ) { stc("You have no knowledge of the Gifts of Lupus\n\r",ch); return; } if ( ch->gifts[LUPUS] >= 1 ) { divide_to_char(ch); centre_text("The Gifts of Lupus",ch); divide_to_char(ch); centre_text("Heightened Senses",ch); } if ( ch->gifts[LUPUS] >= 2 ) centre_text("(Catfeet)",ch); if ( ch->gifts[LUPUS] >= 3 ) centre_text("Gnaw",ch); if ( ch->gifts[LUPUS] >= 4 ) centre_text("Elemental Gift",ch); if ( ch->gifts[LUPUS] >= 5 ) centre_text("Song of the Great Beast",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "metis") ) { if ( ch->gifts[METIS] == 0 ) { stc("You have no knowledge of the Gifts of Metis.\n\r",ch); return; } if ( ch->gifts[METIS] >= 1 ) { divide_to_char(ch); centre_text("The Gifts of Metis",ch); divide_to_char(ch); centre_text("Quills",ch); } if ( ch->gifts[METIS] >= 2 ) centre_text("Burrow",ch); if ( ch->gifts[METIS] >= 3 ) centre_text("Eyes of the Cat",ch); if ( ch->gifts[METIS] >= 4 ) centre_text("Wither Limb",ch); if ( ch->gifts[METIS] >= 5 ) centre_text("Madness",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "theurge") ) { if ( ch->gifts[THEURGE] == 0 ) { stc("You have no knowledge of the Theurge Gifts.\n\r",ch); return; } else { divide_to_char(ch); centre_text("The Gifts of Theurge",ch); divide_to_char(ch); centre_text("Mother's Touch",ch); centre_text("(Grasp the Beyond)",ch); centre_text("Spirit Drain",ch); centre_text("Feral Lobotomy",ch); centre_text("The Malleable Spirit",ch); divide_to_char(ch); return; } } if ( !str_cmp(arg1, "Philodox" ) ) { divide_to_char(ch); centre_text("The Gifts of Philodox",ch); divide_to_char(ch); centre_text("(Resist Pain)",ch); centre_text("(King of the Beasts)",ch); centre_text("(Strength of Purpose)",ch); centre_text("(Weak Arm)",ch); centre_text("Wall of Granite",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "Galliard" )) { divide_to_char(ch); centre_text("The Gifts of Galliard",ch); divide_to_char(ch); centre_text("Call of The Wyld",ch); centre_text("Klaive",ch); centre_text("Song of Rage",ch); centre_text("Eye of the Cobra",ch); centre_text("Bridge Walker",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "Ahroun" ) ) { divide_to_char(ch); centre_text("The Gifts of Ahroun",ch); divide_to_char(ch); centre_text("(Inspiration)",ch); centre_text("(Razor Claws)",ch); centre_text("(Heart of Fury)",ch); centre_text("Clenched Jaw",ch); centre_text("(Stoking Fury's Furnace)",ch); divide_to_char(ch); return; } if ( !str_cmp( arg1, "Black Furies" ) ) { divide_to_char(ch); centre_text("The Gifts of the Black Furies",ch); divide_to_char(ch); centre_text("(Coup De Grace)",ch); centre_text("Visceral Agony",ch); centre_text("Body Wrack",ch); centre_text("(Wasp Talons)",ch); centre_text("Curse of Aeolus",ch); divide_to_char(ch); return; } if ( !str_cmp( arg1, "Children of Gaia" ) ) { divide_to_char(ch); centre_text("The Gifts of the Children of Gaia",ch); divide_to_char(ch); centre_text("(Luna's Armor)",ch); centre_text("Dazzle",ch); centre_text("Garou Serenity",ch); centre_text("Halo of the Sun",ch); centre_text("The Living Wood",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "Get of Fenris" ) ) { divide_to_char(ch); centre_text("The Gifts of the Get of Fenris",ch); divide_to_char(ch); centre_text("(Halt the Coward's Flight)",ch); centre_text("Snarl of the Predator",ch); centre_text("(Might of Thor)",ch); centre_text("(Venom Blood)",ch); centre_text("(Fenris' Bite)",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "Red Talons") ) { divide_to_char(ch); centre_text("The Gifts of the Red Talons",ch); divide_to_char(ch); centre_text("Avalanche",ch); centre_text("Barrage",ch); centre_text("Gaia's Vengeance",ch); centre_text("Quicksand",ch); centre_text("Trackless Waste",ch); divide_to_char(ch); return; } if ( !str_cmp( arg1, "Shadow Lords" ) ) { divide_to_char(ch); centre_text("The Gifts of the Shadow Lords",ch); divide_to_char(ch); centre_text("(Fatal Flaw)",ch); centre_text("(Aura of Confidence)",ch); centre_text("Clap of Thunder",ch); centre_text("Icy Chill of Despair",ch); centre_text("Paralyzing Stare",ch); divide_to_char(ch); return; } if ( !str_cmp( arg1, "Silent Striders" ) ) { divide_to_char(ch); centre_text("The Gifts of the Silent Striders",ch); divide_to_char(ch); centre_text("(Speed of Thought)",ch); centre_text("(Speed Beyond Thought)",ch); centre_text("(Messenger's Speed)",ch); centre_text("Gate of the Moon",ch); centre_text("Reach the Umbra",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "Silver Fangs" ) ) { divide_to_char(ch); centre_text("The Gifts of the Silver Fangs",ch); divide_to_char(ch); centre_text("Lambent Flame",ch); centre_text("(Silver Claws)",ch); centre_text("Mindblock",ch); centre_text("Luna's Avenger",ch); centre_text("Paws of the Newborn Cub",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "Fianna") ) { divide_to_char(ch); centre_text("The Gifts of Fianna",ch); divide_to_char(ch); centre_text("Brew",ch); centre_text("Strength of the Fianna",ch); centre_text("Howl of the Banshee",ch); centre_text("Balor's Gaze",ch); centre_text("Gift of the Spriggan",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "Stargazers") ) { divide_to_char(ch); centre_text("The Gifts of the StarGazers",ch); divide_to_char(ch); centre_text("(Inner Strength)",ch); centre_text("Merciful Blow",ch); centre_text("(Preternatural Awareness)",ch); centre_text("Circular Attack",ch); centre_text("Sight from Beyond",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "Uktena" ) ) { divide_to_char(ch); centre_text("The Gifts of the Uktena",ch); divide_to_char(ch); centre_text("Dark Shroud",ch); centre_text("Spirit of the Bird",ch); centre_text("Call Flame Spirit",ch); centre_text("Fetish Doll",ch); centre_text("Hand of the Earth Lords",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "Wendigo" ) ) { divide_to_char(ch); centre_text("The Gifts of the Wendigo",ch); divide_to_char(ch); centre_text("(Camouflage)",ch); centre_text("Cutting Wind",ch); centre_text("Call the Cannibal Spirit",ch); centre_text("Heart of Ice",ch); centre_text("Chill of the Early Frost",ch); divide_to_char(ch); return; } if ( !str_cmp(arg1, "homid") ) { if ( ch->gifts[HOMID] == 0 ) { stc("You have no knowledge of the Gift of Homid.\n\r",ch); return; } if ( ch->gifts[HOMID] >= 1 ) { divide_to_char(ch); centre_text("The Gifts of Homid",ch); divide_to_char(ch); centre_text("(Persuasion)",ch); } if ( ch->gifts[HOMID] >= 2 ) centre_text("Staredown",ch); if ( ch->gifts[HOMID] >= 3 ) centre_text("Disquiet",ch); if ( ch->gifts[HOMID] >= 4 ) centre_text("Reshape Object",ch); if ( ch->gifts[HOMID] >= 5 ) centre_text("Cocoon",ch); divide_to_char(ch); return; } else { do_gifts(ch, ""); return; } return; } if (!str_cmp(arg2,"learn")) { int improve; int cost; int max = 5; if (!str_cmp(arg1,"homid" )) improve = HOMID; else if (!str_cmp(arg1,"metis" )) improve = METIS; else if (!str_cmp(arg1,"lupus" )) improve = LUPUS; else if (!str_cmp(arg1,"ragabash" )) improve = RAGABASH; else if (!str_cmp(arg1,"theurge" )) improve = THEURGE; else if (!str_cmp(arg1,"philodox" )) improve = PHILODOX; else if (!str_cmp(arg1,"galliard" )) improve = GALLIARD; else if (!str_cmp(arg1,"fianna" )) improve = FIANNA; else if (!str_cmp(arg1,"ahroun" )) improve = AHROUN; else if (!str_cmp(arg1,"black furies" )) improve = BLACKFURIES; else if (!str_cmp(arg1,"children of gaia" )) improve = CHILDREN; else if (!str_cmp(arg1,"get of fenris" )) improve = GETOFFENRIS; else if (!str_cmp(arg1,"red talons" )) improve = REDTALONS; else if (!str_cmp(arg1,"shadow lords" )) improve = SHADOWLORDS; else if (!str_cmp(arg1,"silent striders" )) improve = SILENTSTRIDERS; else if (!str_cmp(arg1,"silver fangs" )) improve = SILVERFANGS; else if (!str_cmp(arg1,"stargazers" )) improve = STARGAZERS; else if (!str_cmp(arg1,"uktena" )) improve = UKTENA; else if (!str_cmp(arg1,"wendigo" )) improve = WENDIGO; else { do_gifts(ch,""); return; } cost = (ch->gifts[improve]+1) * 2500; arg1[0] = UPPER(arg1[0]); if ( ch->gifts[improve] >= max ) { sprintf(buf,"You have already gained all of the %s gifts.\n\r", arg1); send_to_char(buf,ch); return; } if ( cost > ch->pcdata->stats[DEMON_CURRENT] ) { sprintf(buf,"It costs you %d cps to learn a new %s gift.\n\r", cost, arg1); send_to_char(buf,ch); return; } ch->gifts[improve] += 1; ch->pcdata->stats[DEMON_CURRENT] -= cost; ch->pcdata->stats[DEMON_TOTAL] -= cost; sprintf(buf,"You have learned a new %s gift.\n\r", arg1); send_to_char(buf,ch); return; } else send_to_char("To learn a new gift, type: gifts '<name>' learn.\n\r",ch); return; } /* * Homid Gifts * Level One - Persuasion - Like Awe for Vampires. Automatic * Level Two - Staredown - Mobs flee * Level Three- Disquiet - Spell effect, -hit\dam in combat for opponent. * Level Four - Reshape Object- Rename objects * Level Five - Cocoon - Damage Reduction */ /* * Homid - 2 - Staredown */ void do_madness( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; char arg[MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_GAROU) ) { stc("Huh?\n\r",ch); return; } if ( ch->gifts[METIS] < 5 ) { stc("You have not learned the Metis gift of Madness.\n\r",ch); return; } if (ch->reina_timer > 0) { if (ch->reina_timer > 1) sprintf(buf,"You may not use madness for another %d seconds.\n\r",ch->reina_timer); else sprintf(buf,"You may not use madness for another 1 second.\n\r"); send_to_char(buf,ch); return; } if ( is_safe_room( ch->in_room )) { stc("Not while in a safe room.\n\r",ch); return; } for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; 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)) { if ( number_range( 1, (7 - ch->gifts[METIS])) ==2 ) { act("A look of concentration crosses $n face.",ch,NULL,vch,TO_ROOM); ch->reina_timer = 60; stc("You lose control of your mind and you begin to wander around.\n\r",vch); // vch->position = POS_STUNNED; do_south(vch, ""); do_east(vch, ""); do_east(vch, ""); do_south(vch, ""); do_south(vch, ""); do_west(vch, ""); do_north(vch, ""); do_north(vch, ""); do_east(vch, ""); do_east(vch, ""); do_south(vch, ""); act("$n begins to lose control and, starts to wander around.",vch,NULL,vch,TO_NOTVICT); return; } else { act("A look of concentration crosses $n face.",ch,NULL,vch,TO_ROOM); return; } } else continue; return; } } return; } void do_paralyzing( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_GAROU) ) { stc("Huh?\n\r",ch); return; } if ( ch->gifts[SHADOWLORDS] < 5 ) { stc("You have not learned the Shadow Lords gift of Paralyzing Stare.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } arg[0] = UPPER(arg[0]); if ( ch->fighting == NULL ) { stc("You must be fighting to use the gift of paralyzing stare.\n\r",ch); return; } if ( victim->fighting == NULL ) { sprintf(buf, "%s is not fighting anyone.", arg); stc(buf, ch); return; } if ( IS_NPC(victim) ) { stc("Not on mobiles!\n\r",ch); return; } WAIT_STATE( ch, 16 ); /* if ( !IS_NPC(victim) ) { if ( ch->gifts[SHADOWLORDS] < 4 ) { if ( number_range( 1, 3 ) != 1 ) { act("You stare deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_CHAR); act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT); act("$n stares deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_NOTVICT); return; } } act("You stare into $N's eyes, and $E is paralyzed with fear.",ch,NULL,victim,TO_CHAR); act("$n stares deeply into your eyes, and you are paralyzed with fear.",ch,NULL,victim,TO_VICT); act("$n stares deeply into $N's eyes, and $E seems paralyzed.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE(victim, 40 ); return; } else { */ if ( ch->gifts[SHADOWLORDS] < 5 ) { if ( number_range( 1, 4 ) != 2 ) { act("You stare deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_CHAR); act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT); act("$n stares deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_NOTVICT); return; } } act("You stare into $N's eyes, and $E seems paralyzed.",ch,NULL,victim,TO_CHAR); act("$n stares deeply into your eyes, and you are paralyzed.",ch,NULL,victim,TO_VICT); act("$n stares deeply into $N's eyes, and $E seems paralyzed.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE(victim, 40 ); return; } // return; //} void do_gstaredown( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_GAROU)) { stc("Huh?\n\r",ch); return; } if ( ch->gifts[HOMID] < 2 ) { stc("You have not learned the Homid gift of Staredown.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } arg[0] = UPPER(arg[0]); if ( ch->fighting == NULL ) { stc("You must be fighting to use the gift of Staredown.\n\r",ch); return; } if ( victim->fighting == NULL ) { sprintf(buf, "%s is not fighting anyone.", arg); stc(buf, ch); return; } WAIT_STATE( ch, 16 ); if ( IS_NPC(victim) ) { if ( ch->gifts[HOMID] < 4 ) { if ( number_range( 1, 3 ) != 1 ) { act("You stare deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_CHAR); act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT); act("$n stares deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_NOTVICT); return; } } act("You stare into $N's eyes, and $E flees in terror.",ch,NULL,victim,TO_CHAR); act("$n stares deeply into your eyes, and you are filled with terror.",ch,NULL,victim,TO_VICT); act("$n stares deeply into $N's eyes, and $E flees in terror.",ch,NULL,victim,TO_NOTVICT); do_flee( victim, "" ); return; } else { if ( ch->gifts[HOMID] < 5 ) { if ( number_range( 1, 4 ) != 2 ) { act("You stare deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_CHAR); act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT); act("$n stares deeply into $N's eyes, but nothing happens.",ch,NULL,victim,TO_NOTVICT); return; } } act("You stare into $N's eyes, and $E flees in terror.",ch,NULL,victim,TO_CHAR); act("$n stares deeply into your eyes, and you are filled with terror.",ch,NULL,victim,TO_VICT); act("$n stares deeply into $N's eyes, and $E flees in terror.",ch,NULL,victim,TO_NOTVICT); do_flee( victim, "" ); return; } return; } void do_gdisquiet( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; AFFECT_DATA af; char arg [MAX_INPUT_LENGTH]; int sn; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GAROU)) { send_to_char("Huh?\n\r", ch); return; } if ( ch->gifts[HOMID] < 3 ) { send_to_char("You have not learned the Homid gift of Disquiet.\n\r", ch); return; } if ( ( victim = get_char_room(ch, arg) ) == NULL ) { stc("They are not here.\n\r",ch); return; } if ( is_safe( ch, victim) ) return; if ( ch->gnosis[GCURRENT] < 1 ) { stc("You need one point of gnosis power to use the gift of Disquiet.\n\r",ch); return; } if ( ( sn = skill_lookup( "disquiet" ) ) < 0 ) { send_to_char( "Bug - please inform a coder.\n\r", ch ); return; } /* TIJMOD: 29/12/99 * Needs a slot number and a skill "disquiet" * other wise crashes out when player type affects */ af.type = sn; af.duration = ch->gifts[HOMID]; af.location = APPLY_DAMROLL; af.modifier = -( ch->gifts[HOMID] * 5 ); af.bitvector = 0; affect_to_char( victim, &af ); af.type = sn; af.duration = ch->gifts[HOMID]; af.location = APPLY_HITROLL; af.modifier = -( ch->gifts[HOMID] * 5 ); af.bitvector = 0; affect_to_char( victim, &af ); ch->gnosis[CURRENT]--; act("Your eyes glow a sinister red as you glare at $N.",ch,NULL,victim,TO_CHAR); act("$n's eyes glow a sinister red as $e glares at you.\n\rYou feel odd.",ch,NULL,victim,TO_VICT); act("$n's eyes glow a sinister red as $e glares at $N.",ch,NULL,victim,TO_NOTVICT); return; } void do_greshape(CHAR_DATA *ch, char *argument) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; OBJ_DATA *obj; argument=one_argument(argument,arg1); strcpy(arg2,argument); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_GAROU)) { send_to_char("Huh?\n\r",ch); return; } if (ch->gifts[HOMID] < 4) { send_to_char("You have not achieved the Homid gift of Reshape Object.\n\r",ch); return; } if (arg1 == NULL || arg2 == NULL) { send_to_char("Syntax: Reshape (Item) (Description).\n\r",ch); return; } if ( ( obj = get_obj_carry( ch,arg1 ) ) == NULL ) { send_to_char("You dont have that item.\n\r",ch); return; } if (IS_SET(obj->quest, QUEST_RELIC)) { send_to_char("Not on a relic.\n\r",ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char("Not on an Artifact.\n\r",ch); return; } if (strlen(arg2) > 40 || strlen(arg2) < 3) { send_to_char("The name should be between 3 and 40 characters.\n\r",ch); return; } if( !str_cmp(arg2, "NONAME") || !str_cmp(arg2, "NONAME") || !str_cmp(arg2, "NONAME") || !str_cmp(arg2, "NONAME")) { send_to_char( "You failed!\r\n", ch); return; } free_string(obj->name); obj->name = str_dup(arg2); free_string(obj->short_descr); obj->short_descr=str_dup(arg2); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); send_to_char("Ok.\n\r",ch); return; } void do_gcocoon( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_GAROU) ) { stc("Huh?\n\r",ch); return; } if ( ch->gifts[HOMID] < 5 ) { stc("You haven't learned the Homid gift of Cocoon.\n\r",ch); return; } if ( IS_GAR1(ch, WOLF_COCOON) ) { stc("Your cocoon breaks and falls to the ground.\n\r",ch); act("$n's cocoon breaks and falls to the ground.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->garou1, WOLF_COCOON); return; } if ( ch->gnosis[GCURRENT] < 2 ) { stc("You do not have enough gnosis to use Cocoon.\n\r",ch); return; } else { stc("Your body is surrounded by a thick, opaque epidermis.\n\r",ch); act("$n's body is surrounded by a thick, opaque epidermis.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->garou1, WOLF_COCOON); ch->gnosis[GCURRENT]--; return; } return; } /* * Metis Gifts * Level One - Gift of the Porcupine - Quills * Level Two - Burrow - Like Demon Travel * Level Three- Eyes of the Cat - Nightsight * Level Four - Wither Limb - Withers a limb, easier on NPCs * Level Five - Totem Gift - Random, Special Power. Ooo. */ void do_gquills( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_GAROU)) { stc("Huh?\n\r",ch); return; } if ( ch->gifts[METIS] < 1 ) { stc("You haven't learned the Gift of the Porcupine.\n\r",ch); return; } if ( IS_SET(ch->newbits, NEW_QUILLS) ) { stc("Your quills soften and twist into fur.\n\r",ch); act("$n's quills soften and revert back to fur.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->newbits, NEW_QUILLS); return; } if ( !IS_SET(ch->newbits, NEW_QUILLS) ) { stc("Your fur becomes bristly and sharp.\n\r",ch); act("$n's fur becomes bristly and sharp.",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->newbits, NEW_QUILLS); return; } return; } void do_gburrow( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( !IS_CLASS(ch, CLASS_GAROU)) { send_to_char("Huh?\n\r",ch); return; } if ( ch->gifts[METIS] < 2 ) { send_to_char("You haven't learned the Metis gift of Burrow.\n\r", ch); return; } if ( arg[0] == '\0' ) { send_to_char("Burrow to who?\n\r", ch); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if (IS_IMMUNE(victim, IMM_TRAVEL)) { send_to_char("I don't think they want you to do that.\n\r",ch); return; } if ( victim == ch ) { send_to_char( "You cannot burrow to yourself.\n\r", ch); return; } if ( victim->level != LEVEL_AVATAR || !IS_CLASS(victim, CLASS_GAROU)) { send_to_char( "Nothing happens.\n\r", ch ); return; } if (victim->in_room == NULL) { send_to_char( "Nothing happens.\n\r", ch ); return; } send_to_char("You burrow into the ground.\n\r",ch); act("$n burrows into the ground.",ch,NULL,NULL,TO_ROOM); char_from_room(ch); char_to_room( ch, victim->in_room ); do_look(ch,""); send_to_char("You burrow out of the ground.\n\r",ch); act("$n burrows out of the ground.",ch,NULL,NULL,TO_ROOM); return; } // Eyes of the Cat - Nightsight. clan.c /* Lupus Gifts * Heightened Senses-do_truesight * Catfeet-Auto * Gnaw * Elemental Gift * Song of the Great Beast */ void do_heightened( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( !is_garou(ch) ) return; if ( ch->gifts[LUPUS] < 1 ) { stc("You must obtain level one Lupus to use Heightened Senses.\n\r",ch); return; } if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", ch ); } else { SET_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Your senses increase to incredible proportions.\n\r", ch); } return; } void do_gnaw( CHAR_DATA *ch, char *argument ) { if ( !is_garou(ch) ) return; if ( ch->gifts[LUPUS] < 3 ) { stc("You must obtain level three Lupus to use Gnaw.\n\r",ch); return; } stc("You try to gnaw through your restrains.\n\r",ch); act("$n gnaws at $s restrains.",ch,NULL,NULL,TO_ROOM); if ( IS_EXTRA(ch, TIED_UP) ) { act("The ropes restraining you snap.",ch,NULL,NULL,TO_CHAR); act("The ropes restraining $n snap.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->extra, TIED_UP); } if (is_affected(ch, gsn_web)) { act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you breaks away.\n\r",ch); affect_strip(ch, gsn_web); } if (IS_AFFECTED(ch, AFF_WEBBED)) { act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you breaks away.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_WEBBED); } if (IS_AFFECTED(ch, AFF2_TENDRILS)) { act("The tendrils entrapping $n break away.",ch,NULL,NULL,TO_ROOM); send_to_char("The tendrils entrapping you break away.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF2_TENDRILS); } return; } void do_elementalgift( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; int dam; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[LUPUS] < 4 ) { stc("You must obtain level 5 Lupus to use Elemental Gift.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this on?\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 1 ) { stc("You must have one point of Gnosis to use this power.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { stc("You cannot find them here.\n\r",ch); return; } dam = ch->gifts[LUPUS] * 500; if ( IS_NPC(victim) ) dam *= 3; if ( IS_CLASS(victim, CLASS_VAMPIRE) ) dam *= 2.3; act("You call upon the forces of Gaia to annihilate $N.",ch,NULL,victim,TO_CHAR); act("$n throws back $s head and howls loudly, causing the room to shake.\nThe room turns dark, and a blast of elemental fire consumes you.",ch,NULL,victim,TO_VICT); act("$n throws back $s head and howls loudly, causing the room to shake.\nThe room turns dark.\nA blast of elemental fire consumes $N!",ch,NULL,victim,TO_NOTVICT); mage_damage(ch, victim, dam, "elemental blast", MAGEDAM_FIRE); ch->gnosis[GCURRENT] -= 1; WAIT_STATE(ch, 16); return; } void do_songbeast( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; AFFECT_DATA af; if ( !is_garou(ch) ) return; if ( ch->gifts[LUPUS] < 5 ) { stc("You must obtain level 5 Lupus to use this power.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 3 ) { stc("You need 3 points of gnosis to use this power.\n\r",ch); return; } if ( ch->pcdata->followers > 3 ) { stc("Nothing happens..\n\r",ch); return; } ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) ); free_string( victim->short_descr ); victim->short_descr = str_dup("A huge, blood-thirsty Dinosaur"); free_string( victim->name ); victim->name = str_dup("dinosaur"); free_string( victim->long_descr ); victim->long_descr = str_dup("A huge dinosaur towers over you, roaring loudly and looking for prey.\n\r"); victim->level = 500; victim->hit = 15000; victim->max_hit = 15000; victim->hitroll = 250; victim->damroll = 250; victim->armor = -1500; SET_BIT(victim->act, ACT_NOEXP); act("You howl loudly at the sky.\n\rThe ground beneath your feet begins to shake.\n\rA huge dinosaur bursts from the ground with a loud roar!",ch,NULL,NULL,TO_CHAR); act("$n howls loudly at the sky.\n\rThe ground beneath your feet begins to shake.\n\rA huge dinosaur bursts from the ground with a loud roar!",ch,NULL,NULL,TO_ROOM); char_to_room( victim, ch->in_room ); add_follower( victim, ch ); af.duration = 666; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); ch->gnosis[GCURRENT] -= 3; return; } /* * Ahroun Gifts * 1=razorclaws */ void do_grazorclaws(CHAR_DATA *ch, char *argument) { if (IS_CLASS(ch, CLASS_GAROU)) { if ( ch->gifts[AHROUN] <= 1 ) { stc("Huh?\n\r",ch); return; } } else return; if ( !IS_VAMPAFF(ch, VAM_CLAWS) ) { stc("Your talons aren't even extended!\n\r",ch); return; } if ( IS_GAR1(ch, WOLF_RAZORCLAWS ) ) { stc("Your claws lose their razor-sharp edge.\n\r",ch); act("$n's claws lose their razor-sharp edge.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->garou1, WOLF_RAZORCLAWS); } else { send_to_char("You hone your claws to a razor sharpness.\n\r",ch); act("$n hones $s claws to a razor sharpness.",ch, NULL, NULL, TO_ROOM); SET_BIT( ch->garou1, WOLF_RAZORCLAWS ); } return; } /* Ragabash * Vanish * Scent of Running Water - No hunt\track(auto) * Blissful Ignorance * Luna's Blessing * Whelp Body */ /* void do_blissful( CHAR_DATA *ch, char *argument ) { if ( !is_garou(ch) ) return; if ( ch->gifts[RAGABASH] < 3 ) { stc("You must obtain level three Ragabash to use Blissful Ignorance.\n\r",ch); return; } if ( has_timer(ch) ) return; if ( IS_GAR1(ch, GAROU_BLISSFUL) ) { stc("You fade back into view.\n\r",ch); REMOVE_BIT(ch->garou1, GAROU_BLISSFUL); return; } else { stc("You become completely invisible.\n\r",ch); SET_BIT(ch->garou1, GAROU_BLISSFUL); return; } return; } */ void do_lunasblessing( CHAR_DATA *ch, char *argument ) { int sn,level; if ( !is_garou(ch) ) return; if ( ch->gifts[RAGABASH] < 4 ) { stc("You must obtain level 4 Ragabash to use Luna's Blessing.\n\r",ch); return; } if ( ( sn = skill_lookup( "lunas blessing" ) ) < 0 ) return; if ( is_affected(ch,skill_lookup("lunas blessing")) ) { stc("You already have Luna's Blessing!\n\r",ch); return; } stc("A beam of moonlight shoots out of the sky and surrounds you.\n\r",ch); act("$n is engulfed by a beam of moonlight from the sky.",ch,NULL,NULL,TO_ROOM); level = (ch->gifts[RAGABASH]*5); (*skill_table[sn].spell_fun) ( sn, level, ch, ch ); WAIT_STATE( ch, 12 ); return; } void do_whelp( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; int dam; argument = one_argument( argument, arg ); if ( !is_garou( ch ) ) return; if ( ch->gifts[RAGABASH] < 5 ) { stc("You must obtain level 5 Ragabash to use Whelp's Body\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this on?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { stc("You cannot find them here.\n\r",ch); return; } if(is_safe(ch,victim)) { stc("Not in a safe room!\n\r",ch);return;} if ( victim->level < 3 ) { stc("You can only use this power on Avatars!\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 6 ) { stc("You require six points of gnosis to use this power.\n\r",ch); return; } if ( IS_SET(victim->garou1, GAROU_WHELP2) || IS_SET(victim->garou1, GAROU_WHELP1) ) { stc("They are already affected by a Whelp Curse.\n\r",ch); return; } SET_BIT(victim->garou1, GAROU_WHELP2); act("You lay your hands on $N, and $S body starts to shake and quiver.",ch,NULL,victim,TO_CHAR); act("$n lays $s hands on you, and you feel your body quiver and weaken.",ch,NULL,victim,TO_VICT); act("$n lays $s hands on $N, and $N's body starts to shake and quiver.",ch,NULL,victim,TO_NOTVICT); dam = number_range( 3500, 4500 ); mage_damage(ch, victim, dam, "curse", MAGEDAM_OTHER); if ( victim->hit > 3001 ) victim->hit -= 3000; WAIT_STATE(victim, 12); WAIT_STATE(ch, 12); ch->gnosis[GCURRENT] -= 6; return; } /* Theurge * Mother's Touch * Grasp the Beyond * Spirit Drain * Feral Lobotomy * The Malleable Spirit */ void do_mothers( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[THEURGE] < 1 ) { stc("You must obtain level 1 Theurge to use Mother's Touch.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to heal?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { stc("You cannot find them here.\n\r",ch); return; } if ( victim == ch ) { stc("You cannot use this power on yourself!\n\r",ch); return; } if ( victim->hit >= victim->max_hit ) { stc("They are already at full health!\n\r",ch); return; } victim->agg -= victim->agg / 3.5; if (victim->agg < 0) victim->agg = 0; act("You lay your hands on $N, rejuvenating them.",ch,NULL,victim,TO_CHAR); act("$n lays $s hands on you, and you feel healthier.",ch,NULL,victim,TO_VICT); act("$n lays $s hands on $N, and $N's wounds begin to close.",ch,NULL,victim,TO_NOTVICT); victim->hit += ( number_range((ch->gifts[THEURGE]*100),(ch->gifts[THEURGE]*140))); if ( victim->hit > victim->max_hit ) victim->hit = victim->max_hit; WAIT_STATE(ch, 12); return; } // grasp the beyond. auto. lets you get shit from shadowplane. void do_spiritdrain( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int hpgain; one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( arg[0] == '\0' ) { send_to_char("Drain the spirit of which corpse?\n\r",ch); return; } obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( obj == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if (obj->item_type != ITEM_CORPSE_NPC) { act( "You are unable to drain the energy of $p.", ch, obj, 0, TO_CHAR); return; } else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { act( "You are unable to drain the energy of $p.", ch, obj, 0, TO_CHAR); return; } hpgain = number_range(50,150); ch->hit += hpgain; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; act( "You drain the spirit energy out of $p.", ch, obj, NULL, TO_CHAR ); act( "$p is drained of energy by $n.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); WAIT_STATE(ch, 4); return; } void do_feral( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; int dam; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[THEURGE] < 4 ) { stc("You must obtain level 4 Theurge to use Feral Lobotomy.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this on?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { stc("They are not here.\n\r",ch); return; } if(is_safe(ch,victim)){stc("Not in a safe room!\n\r",ch);return;} if ( victim->level < 3 ) { stc("You can only use this power on Avatars!\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 3 ) { stc("You need three points of gnosis to use this power.\n\r",ch); return; } dam = (ch->gifts[THEURGE] * 300) + (ch->gifts[UKTENA] * 200); if ( IS_NPC(victim) ) dam *= 4; dam = number_range( (dam - 100), (dam+100) ); act("You focus your gnosis power on $N.",ch,NULL,victim,TO_CHAR); act("$n's claws deliver a power blow of energy to your head.",ch,NULL,victim,TO_VICT); act("$n's claws slash open $N's forehead.",ch,NULL,victim,TO_NOTVICT); mage_damage(ch, victim, dam, "mind blast", MAGEDAM_OTHER); ch->gnosis[GCURRENT] -= 3; return; } void do_malleable( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg[MIL]; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[THEURGE] < 5 ) { stc("You must obtain level 5 Theurge to use Malleable Spirit\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Which object do you wish to use this on?\n\r",ch); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { stc("You aren't even carrying that object.\n\r",ch); return; } if ( obj->item_type != ITEM_WEAPON ) { stc("This power can only be used on weapons.\n\r",ch); return; } if ( IS_SET(obj->quest, QUEST_MALLEABLE) ) { stc("This object has already been modified.\n\r",ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char("Not on an Artifact.\n\r",ch); return; } obj->value[1] += number_range( 6, 11 ); obj->value[2] += number_range( 6, 11 ); act("You manipulate the spirit within $p.\n\r$p's effectiveness has been increased\n\r.",ch,obj,obj,TO_CHAR); SET_BIT(obj->quest, QUEST_MALLEABLE); WAIT_STATE(ch, 8); return; } /* Philodox Gifts * Resist Pain (Auto) * King of the Beasts (Auto) * Strength of Purpose (Auto) * Weak Arm (Auto) * Wall of Granite */ void do_wallofgranite( CHAR_DATA *ch, char *argument ) { if (!is_garou(ch) ) return; if ( ch->gifts[PHILODOX] < 5 ) { stc("You must obtain level 5 Philodox to use Wall of Granite.\n\r",ch); return; } if ( IS_SET(ch->garou1, WW_GRANITE) ) { stc("Your wall of granite fades away.\n\r",ch); REMOVE_BIT(ch->garou1, WW_GRANITE); } if ( !IS_SET(ch->garou1, WW_GRANITE) ) { stc("A wall of granite arises around your body to protect you.\n\r",ch); SET_BIT(ch->garou1, WW_GRANITE); return; } return; } /* Ahroun * Inspiration (Auto) * Razor Claws (Auto) * The Falling Touch (Auto) * Silver Claws (Auto) * Clenched Jaw * Stoking Fury's Furnace (Auto) */ void do_clenched( CHAR_DATA *ch, char *argument ) { if ( !is_garou(ch) ) return; if ( ch->gifts[AHROUN] < 4 ) { stc("You must obtain level 4 Ahroun to use this power.\n\r",ch); return; } if ( IS_SET(ch->garou1, GAROU_CLENCHED) ) { stc("You relax your jaw.\n\r",ch); REMOVE_BIT(ch->garou1, GAROU_CLENCHED); return; } if ( !IS_GAR1(ch, GAROU_CLENCHED) ) { stc("You prepare to clench your jaw on your opponents.\n\r",ch); SET_BIT(ch->garou1, GAROU_CLENCHED); return; } return; } /* Black Furies * Coup De Grace (Auto) * Visceral Agony * Body Wrack * Wasp Talons (Auto) */ void do_visceral(CHAR_DATA *ch, char *argument) { if (IS_CLASS(ch, CLASS_GAROU)) { if ( ch->gifts[BLACKFURIES] <= 1 ) { stc("Huh?\n\r",ch); return; } } else return; if ( !IS_VAMPAFF(ch, VAM_CLAWS) ) { stc("Your claws aren't even extended!\n\r",ch); return; } if ( IS_GAR1(ch, WOLF_VISCERAL ) ) { stc("You wipe the venom from your claws.\n\r",ch); act("$n wipes something from $s claws.\n\r",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->garou1, WOLF_VISCERAL); } else { send_to_char("You coat your claws with black venom.\n\r",ch); act("$n coat $s claws with black venom.\n\r",ch, NULL, NULL, TO_ROOM); SET_BIT( ch->garou1, WOLF_VISCERAL ); } return; } void do_bodywrack( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; int dam; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[BLACKFURIES] < 3 ) { stc("You must obtain level 3 Black Furies to use Body Wrack.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this on?\n\r",ch); return; } if ( ( victim = get_char_room(ch,arg) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 5 ) { stc("You need five points of gnosis to use this power.\n\r",ch); return; } if ( victim->hit < 1000 ) { stc("They are almost dead already. It wouldn't be any fun.\n\r",ch); return; } dam = number_range((ch->gifts[BLACKFURIES]*175),(ch->gifts[BLACKFURIES]*200)); act("You focus a blast of gnosis on $N.",ch,NULL,victim,TO_CHAR); act("A blast of energy shoots out of $n's claws and wracks your body.",ch,NULL,victim,TO_VICT); mage_damage(ch,victim,dam,"gnosis warp",MAGEDAM_OTHER); ch->gnosis[GCURRENT] -= 5; WAIT_STATE(ch, 16); return; } /* Children of Gaia * Luna's Armor (Auto) * Dazzle * Calm the Beast * Halo of the Sun * The Living Wood */ void do_dazzle( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; int chance; chance = number_percent(); argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[CHILDRENOFGAIA] < 2 ) { stc("You must obtain level 2 Children of Gaia to use Dazzle.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this on?\n\r",ch); return; } if ( chance > 40 && IS_CLASS(ch, CLASS_GAROU)) { stc("You failed.\n\r", ch ); return; } if ( ( victim = get_char_room(ch, arg) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } if ( victim->wait > 0 ) { stc("You failed...\n\r",ch); return; } act("You gaze at $N, dazzling $M with Gaia's Glory.",ch,NULL,victim,TO_CHAR); act("You catch $n's gaze, and are dazzled by $s glory.",ch,NULL,victim,TO_VICT); victim->position = POS_STUNNED; WAIT_STATE(ch, 8); return; } void do_garouserenity( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; argument = one_argument( argument, arg); if ( !is_garou(ch) ) return; if ( ch->gifts[CHILDRENOFGAIA] < 3 ) { stc("You must obtain the third Children of Gaia gift to use Serenity.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to calm?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } if ( number_range(1,4) != 3 ) { stc("You sing a blissful and soothing song.\n\r",ch); act("$n starts singing a blissful and soothing song.",ch,NULL,victim,TO_VICT); stc("Nothing seems to happen..\n\r",ch); WAIT_STATE(ch,12); return; } if ( IS_CLASS(victim, CLASS_VAMPIRE) ) { if ( victim->pcdata->stats[UNI_RAGE] < 1 ) { stc("They aren't even raged!\n\r",ch); return; } else { stc("You sing a blissful and soothing song.\n\r",ch); act("$n starts singing a blissful and soothing song.",ch,NULL,victim,TO_VICT); do_calm(victim,""); return; } WAIT_STATE(ch, 16); return; } else if ( IS_CLASS(victim, CLASS_GAROU) ) { if ( victim->pcdata->stats[UNI_RAGE] < 100 ) { stc("They aren't even raged!\n\r",ch); return; } else { stc("You sing a blissful and soothing song.\n\r",ch); act("$n starts singing a blissful and soothing song.",ch,NULL,victim,TO_VICT); do_unwerewolf(victim,""); return; } WAIT_STATE(ch, 16); } else return; return; } void do_livingwood( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[CHILDRENOFGAIA] < 5 ) { stc("You must obtain the fifth Children of Gaia gift to use this power.\n\r",ch); return; } if ( ch->in_room->sector_type != SECT_FOREST ) { stc("You can only use this power in the forest.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this power on?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } if ( IS_SET(victim->mflags, MAGE_EMBRACED2) || IS_SET(victim->mflags, MAGE_EMBRACED1) ) { stc("They are already embraced by the earth.\n\r",ch); return; } act("You call upon the forest to entrap your foe.",ch,NULL,NULL,TO_CHAR); act("$n chants softly.\nThe ground around you begins to rise up, entrapping you.",ch,NULL,victim,TO_VICT); act("$n begins to chant softly.\nSuddenly, the ground surrounding $N begins to rise up and entrap $M!",ch,NULL,victim,TO_NOTVICT); SET_BIT(victim->mflags, MAGE_EMBRACED2); WAIT_STATE(ch, 16); return; } /* Get of Fenris * Halt the Coward's Flight (Auto) * Snarl of the PRedator * MIght of Thor (Auto) * Venom Blood (Auto) * Fenris' Bite (Auto) */ void do_snarl( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int chance; chance = number_percent(); if ( !is_garou(ch) ) return; if ( ch->gifts[GETOFFENRIS] < 2 ) { stc("You must obtain the second gift of Get Of Fenris to use this power.\n\r",ch); return; } if ( ch->fighting == NULL ) { stc("You must be fighting to use this power.\n\r",ch); return; } victim = ch->fighting; if ( chance > 50 && IS_CLASS(ch, CLASS_GAROU)) { stc("You snarl visciously, but nothing seems to happen.\n\r", ch ); return; } if ( victim->wait > 0 ) { stc("You snarl visciously, but nothing seems to happen.\n\r",ch); return; } act("You snarl visciously at $N, $e panics.",ch,NULL,victim,TO_CHAR); act("$n snarls visciously at you.\n\rYou panic and try to escape.",ch,NULL,victim,TO_VICT); do_recall(victim,""); WAIT_STATE(ch, 12); return; } /* Red Talons * Avalanche * Quicksand * Gaia's Vengeance * ONLY THREE POWERS IN THIS SONUVABITCH. */ void do_avalanche( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; if ( !is_garou(ch) ) return; if ( ch->gifts[REDTALONS] < 1 ) { stc("You must obtain the level one Red Talons gift to use Avalanche.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 5 ) { stc("You must have 5 points of gnosis to use this power.\n\r",ch); return; } stc("You call upon the power of Gaia to unleash an avalanche on your foes.\n\r",ch); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room != ch->in_room ) continue; if ( vch->level < 3 ) continue; if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) continue; if ( is_safe(ch,vch) ) continue; if ( ch == vch ) continue; if ( ( mount = ch->mount ) != NULL ) if ( mount == vch ) continue; act("$n calls upon the power of Gaia to unleash an Avalanche on the area!",ch,NULL,vch,TO_VICT); mage_damage(ch,vch, number_range(400,500),"avalanche",MAGEDAM_OTHER); } ch->gnosis[GCURRENT] -= 5; WAIT_STATE(ch, 16); return; } void do_barrage( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; if ( !is_garou(ch) ) return; if ( ch->gifts[REDTALONS] < 2 ) { stc("You must obtain the second gift of the Red Talons to use Barrage.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] <= 5 ) { stc("You must have 5 points of gnosis to use this power.\n\r",ch); return; } for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room != ch->in_room ) continue; if ( vch->level < 3 ) continue; if ( !IS_NPC(vch) ) continue; if ( is_safe(ch,vch) ) continue; if ( ch == vch ) continue; if ( ( mount = ch->mount ) != NULL ) if ( mount == vch ) continue; mage_damage(ch,vch, number_range(4000,5000),"elemental barrage",MAGEDAM_OTHER); } ch->gnosis[GCURRENT] -= 5; WAIT_STATE(ch, 16); return; } void do_vengeance( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; if ( !is_garou(ch) ) return; if ( ch->gifts[REDTALONS] < 3 ) { stc("You must obtain the third gift of the Red Talons to use Gaia's Vengeance.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 10 ) { stc("You need 10 points of gnosis to use this power.\n\r",ch); return; } stc("You stir up the essence of Gaia in the land around you, summoning her vegeance to strike down your foes.\n\r",ch); act("$n summons the essence of Gaia into $s body, and the room bursts with a blinding white light.",ch,NULL,NULL,TO_ROOM); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room != ch->in_room ) continue; if ( vch->level < 3 ) continue; if ( !IS_NPC(vch) && ch->pcdata->chobj != NULL ) continue; if ( ch == vch ) continue; if ( is_safe(ch,vch)) continue; if ( ( mount = ch->mount ) != NULL ) if ( mount == vch ) continue; mage_damage(ch,vch, number_range(2000,3000),"vengeance of Gaia",MAGEDAM_OTHER); } ch->gnosis[GCURRENT] -= 10; WAIT_STATE(ch, 24); return; } /* Shadow Lords * Fatal Flaw (Auto) * Aura of Confidence (Auto) * Clap of Thunder * Icy Chill of Dispair (Auto) * Strength of the Dominator (Auto) */ void do_clapofthunder( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; if ( !is_garou(ch) ) return; if ( ch->gifts[SHADOWLORDS] < 3 ) { stc("You must obtain the third gift of the Shadow Lords to use Clap of Thunder.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 5 ) { stc("You must have 5 points of gnosis to use this power.\n\r",ch); return; } stc("You clap your hands together, sending forth a shockwave that stuns everyone in the room.\n\r",ch); act("$n claps $s hands together, sending forth a shockwave that stuns you instantly!",ch,NULL,NULL,TO_ROOM); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room != ch->in_room ) continue; if ( vch->level < 3 ) continue; if ( !IS_NPC(vch) ) continue; if ( is_safe(ch,vch) ) continue; if ( ch == vch ) continue; if ( ( mount = ch->mount ) != NULL ) if ( mount == vch ) continue; mage_damage(ch,vch,number_range(50,100),"clap of thunder",MAGEDAM_OTHER); vch->position = POS_STUNNED; } ch->gnosis[GCURRENT] -= 5; WAIT_STATE(ch, 16); return; } /* Silent Striders * Speed of Thought (Auto) * Speed beyond Thought (Auto) * Messenger's Speed (Auto) * Gate of the Moon * Reach the Umbra */ void do_gatemoon( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg[MIL]; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[SILENTSTRIDERS] < 4 ) { stc("You must obtain the fourth Silent Striders gift to use Gate of the Moon.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this power on?\n\r",ch); return; } if ( ( victim = get_char_world(ch,arg) ) == NULL ) { stc("They aren't anywhere to be found.\n\r",ch); return; } if ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) ) { stc("You can't manage to open a moongate to them.\n\r",ch); return; } if ( ch->move < 8000) { stc("You don't have enough movement points!\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 2 ) { stc("You need two points of Gnosis to use this power.\n\r",ch); return; } if ( ( obj = create_object(get_obj_index(OBJ_VNUM_GATE2),0)) == NULL ) { stc("Hrm. Slight problem here. Uhm. Tell Zarius the moongate object is missing.\n\r",ch); return; } obj_to_room(obj,ch->in_room); obj->item_type = ITEM_PORTAL; obj = create_object(get_obj_index(OBJ_VNUM_GATE2),0); obj->item_type = ITEM_PORTAL; obj_to_room(obj,victim->in_room); obj->timer = 5; stc("A shimmering moongate appears before you.\n\r",ch); stc("A shimmering moongate opens before you.\n\r",victim); char_from_room(ch); char_to_room( ch, victim->in_room ); stc("You step out of the moongate.\n\r",ch); do_look(ch,"auto"); stc("Someone steps out of the moongate..\n\r",victim); WAIT_STATE(ch, 8); ch->gnosis[GCURRENT] -= 2; ch->move -= 8000; return; } /* Silver Fangs * Lambent Flame * Silver Claws (Auto) * Mindblock (Auto) * Luna's Avenger * Paws of the Newborn Cub */ void do_lunasavenger( CHAR_DATA *ch, char *argument ) { if ( !is_garou(ch) ) return; if ( ch->gifts[SILVERFANGS] < 4 ) { stc("You must obtain the fourth gift of the Silver Fangs to use Luna's Avenger.\n\r",ch); return; } if ( IS_SET(ch->garou1, GAROU_AVENGER) ) { stc("Your body warps and shrinks, losing it's silver composition.\n\r",ch); REMOVE_BIT(ch->garou1, GAROU_AVENGER); return; } else { stc("Your body warps and grows, becoming imbued with silver.\n\r",ch); SET_BIT(ch->garou1, GAROU_AVENGER); return; } return; } void do_lambent(CHAR_DATA *ch,char *argument) { CHAR_DATA *vch; if(!IS_CLASS(ch,CLASS_GAROU)) {do_huh(ch,"");return;} if(ch->gifts[SILVERFANGS]<1) { stc("You require level three in Silver Fangs to use this.\n\r",ch); return; } if(ch->gnosis[GCURRENT]< 6) { stc("You require 6 gnosis to use this power.\n\r",ch); return; } if(IS_SET(ch->in_room->room_flags,ROOM_SAFE)) {stc("Not in a safe room!\n\r",ch);return;} ch->gnosis[GCURRENT]-= 6; act("A silvery glow ignights around $n's body.",ch,NULL,NULL,TO_ROOM); act("A silvery light ignights around your body.",ch,NULL,NULL,TO_CHAR); for(vch=ch->in_room->people;vch!=NULL;vch=vch->next_in_room) { if(vch==ch)continue; if(number_range(1,4)<=3) { act("$N is blinded!",ch,NULL,vch,TO_NOTVICT); act("$N is blinded!",ch,NULL,vch,TO_CHAR); act("You are blinded!",ch,NULL,vch,TO_VICT); SET_BIT(vch->affected_by,AFF_BLIND); } else continue; } WAIT_STATE(ch,8); } void do_paws( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[SILVERFANGS] < 5 ) { stc("You must obtain the fifth gift of the Silver Fangs to use Paws of the Newborn Cub.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this on?\n\r",ch); return; } if ( ( victim = get_char_room(ch,arg) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } if ( ch == victim ) { stc("It might be a bad idea to use this on yourself..\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 15 ) { stc("You need 15 points of gnosis to use this power.\n\r",ch); return; } if ( IS_NPC(victim) ) { stc("This power is useless on beasts..\n\r",ch); return; } if ( IS_SET(victim->garou1, GAROU_PAWS) ) { stc("They are already afflicted with this disease..\n\r",ch); return; } act("You focus your gnosis power into your hands, and lay them on $N.",ch,NULL,victim,TO_CHAR); act("$n's hands start to glow violently, and $e reaches out and lays them on you.",ch,NULL,victim,TO_VICT); act("$n's hands start to glow brightly, and $e reaches out and presses them against $N's forehead.",ch,NULL,victim,TO_NOTVICT); act("$N's body starts to weaken and shrink!",ch,NULL,victim,TO_CHAR); act("$N's body starts to weaken and shrink!",ch,NULL,victim,TO_NOTVICT); stc("Your body starts to weaken and shrink!\n\r",victim); SET_BIT(victim->garou1, GAROU_PAWS); ch->gnosis[GCURRENT] -= 15; WAIT_STATE(ch, 24); return; } /* Stargazers * Inner Strength (Auto) * Merciful Blow * Preternatural Awareness (Auto) * Circular Attack (Auto) * Sight from Beyond (shadowsight) */ void do_merciful( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( !is_garou(ch) ) return; if ( ch->gifts[STARGAZERS] < 2 ) { stc("You must obtain the second gift of the Stargazers to use Merciful Blow.\n\r",ch); return; } if ( ch->fighting == NULL ) { stc("You must be fighting to use this power.\n\r",ch); return; } victim = ch->fighting; if ( ((victim->hit / victim->max_hit)*100) >= 50 ) { stc("They are far too healthy to be affected by this power.\n\r",ch); return; } if ( number_range(1,8) != 4 ) { act("You deliver a blow to $N's neck, but nothing happens.",ch,NULL,victim,TO_CHAR); act("$n delivers a powerful blow to your neck, but shrug it off.",ch,NULL,victim,TO_VICT); act("$n delivers a powerful blow to $N's neck, but $E shrugs it off.",ch,NULL,victim,TO_NOTVICT); return; } else { act("You deliver a blow to $N's neck, and $N falls to the ground.",ch,NULL,victim,TO_CHAR); act("$n delivers a powerful blow to your neck, and you fall to the ground.",ch,NULL,victim,TO_VICT); act("$n delivers a powerful blow to $N's neck, and $E falls to the ground.",ch,NULL,victim,TO_NOTVICT); do_peace(ch,""); victim->position = POS_STUNNED; return; } return; } void do_sightfrombeyond( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GAROU) ) { send_to_char("Huh?\n\r",ch); return; } if ( ch->gifts[STARGAZERS] < 5 ) { stc("You must obtain the fifth gift of the Stargazers to use Sight from Beyond.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) { send_to_char("You refocus your eyes and stop looking into the beyond.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT); return; } send_to_char("You refocus your eyes to look into the beyond.\n\r",ch); SET_BIT(ch->affected_by, AFF_SHADOWSIGHT); return; } /* Uktena * Shroud * Spirit of the Bird (Auto) * Call Flame Spirit * Invisibility * Hand of the Earth Lords (Auto) */ void do_halosun( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GAROU)) { send_to_char("Huh?\n\r",ch); return; } if (ch->gifts[CHILDRENOFGAIA] < 4) { send_to_char("You require the level 4 Children of Gaia power to use the Halo of the Sun.\n\r",ch); return; } if (IS_ITEMAFF(ch,ITEMA_SUNSHIELD) ) { send_to_char("Your Halo of the Sun gradually fades away.\n\r",ch); act("$n's Halo of the Sun gradually fades away.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->itemaffect, ITEMA_SUNSHIELD); return; } send_to_char("You are surrounded by a halo of sunlight!\n\r",ch); act("$n is surrounded by a halo of sunlight!", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->itemaffect, ITEMA_SUNSHIELD); return; } /* void do_darkshroud( CHAR_DATA *ch, char *argument ) { if ( !is_garou(ch) ) return; if ( ch->gifts[UKTENA] < 1 ) { stc("You must obtain the first gift of the Uktena to use Dark Shroud.\n\r",ch); return; } if ( ch->fight_timer > 0 ) { stc("You can't do this until your fight timer has expired.\n\r",ch); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) ) { stc("You banish the darkness from the room.\n\r",ch); REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) ) { stc("Not in a safe room!\n\r",ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) { send_to_char("The room is already in darkness.\n\r", ch); return; } stc("You summon a shroud of inky blackness to cover the room.\n\r",ch); act("$n summons a shroud of inky blackness to cover the room.\n\r",ch,NULL,NULL,TO_ROOM); SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); WAIT_STATE(ch,8); return; } */void do_flamespirit( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; int dam; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[UKTENA] < 3 ) { stc("You must obtain the third gift of the Uktena to use Call the Flame Spirit.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this on?\n\r",ch); return; } if ( ( victim = get_char_room(ch,arg) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } if ( is_safe(ch,victim) ) return; if ( ch->gnosis[GCURRENT] < 2 ) { stc("You need two points of gnosis to use this power.\n\r",ch); return; } dam = number_range( (ch->gifts[UKTENA]*100), (ch->gifts[UKTENA]*120) ); if ( IS_CLASS(victim, CLASS_VAMPIRE) ) dam *= number_range(2,3); act("You summon a spirit of Flames to disintegrate $N.",ch,NULL,victim,TO_CHAR); act("$n conjures a spirit of flames to smite you.",ch,NULL,victim,TO_VICT); act("$n conjures a spirit of flames to smite $N!",ch,NULL,victim,TO_NOTVICT); mage_damage(ch,victim,dam,"flame spirit",MAGEDAM_OTHER); ch->gnosis[GCURRENT] -= 2; WAIT_STATE(ch, 16); return; } void do_fetishdoll( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char buf [MAX_INPUT_LENGTH]; char arg [MAX_INPUT_LENGTH]; char part1 [MAX_INPUT_LENGTH]; char part2 [MAX_INPUT_LENGTH]; int worn; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GAROU) ) { send_to_char("Huh?\n\r",ch); return; } if (ch->gifts[UKTENA] < 4) { send_to_char( "You require the level 4 power of the Uktena to create a Fetish Doll.\n\r", ch ); return; } if (arg[0] == '\0') { send_to_char( "Who do you wish to make a Fetish Doll of?\n\r", ch); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "Nobody by that name is playing.\n\r", ch ); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) { if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You are not holding any body parts.\n\r", ch ); return; } else worn = WEAR_HOLD; } else worn = WEAR_WIELD; if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (obj->value[2] == 12) sprintf(part1,"head %s",victim->name); else if (obj->value[2] == 13) sprintf(part1,"heart %s",victim->name); else if (obj->value[2] == 14) sprintf(part1,"arm %s",victim->name); else if (obj->value[2] == 15) sprintf(part1,"leg %s",victim->name); else if (obj->value[2] == 30004) sprintf(part1,"entrails %s",victim->name); else if (obj->value[2] == 30005) sprintf(part1,"brain %s",victim->name); else if (obj->value[2] == 30006) sprintf(part1,"eye eyeball %s",victim->name); else if (obj->value[2] == 30012) sprintf(part1,"face %s",victim->name); else if (obj->value[2] == 30013) sprintf(part1,"windpipe %s",victim->name); else if (obj->value[2] == 30014) sprintf(part1,"cracked head %s",victim->name); else if (obj->value[2] == 30025) sprintf(part1,"ear %s",victim->name); else if (obj->value[2] == 30026) sprintf(part1,"nose %s",victim->name); else if (obj->value[2] == 30027) sprintf(part1,"tooth %s",victim->name); else if (obj->value[2] == 30028) sprintf(part1,"tongue %s",victim->name); else if (obj->value[2] == 30029) sprintf(part1,"hand %s",victim->name); else if (obj->value[2] == 30030) sprintf(part1,"foot %s",victim->name); else if (obj->value[2] == 30031) sprintf(part1,"thumb %s",victim->name); else if (obj->value[2] == 30032) sprintf(part1,"index finger %s",victim->name); else if (obj->value[2] == 30033) sprintf(part1,"middle finger %s",victim->name); else if (obj->value[2] == 30034) sprintf(part1,"ring finger %s",victim->name); else if (obj->value[2] == 30035) sprintf(part1,"little finger %s",victim->name); else if (obj->value[2] == 30036) sprintf(part1,"toe %s",victim->name); else { sprintf(buf,"%s isn't a part of %s!\n\r",obj->name,victim->name); send_to_char( buf, ch ); return; } sprintf(part2,obj->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; } act("$p vanishes from your hand in a puff of smoke.", ch, obj, NULL, TO_CHAR); act("$p vanishes from $n's hand in a puff of smoke.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); extract_obj(obj); obj = create_object( get_obj_index( OBJ_VNUM_VOODOO_DOLL ), 0 ); sprintf(buf,"%s voodoo doll",victim->name); free_string(obj->name); obj->name=str_dup(buf); sprintf(buf,"a voodoo doll of %s",victim->name); free_string(obj->short_descr); obj->short_descr=str_dup(buf); sprintf(buf,"A voodoo doll of %s lies here.",victim->name); free_string(obj->description); obj->description=str_dup(buf); obj_to_char(obj,ch); equip_char(ch,obj,worn); act("$p appears in your hand.", ch, obj, NULL, TO_CHAR); act("$p appears in $n's hand.", ch, obj, NULL, TO_ROOM); return; } void do_violation( CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_GAROU)) { send_to_char("Huh?\n\r",ch); return; } if (ch->gifts[RAGABASH] < 3) { send_to_char("You need level 3 Ragabash to use Violation.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to use Violation on?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("Why use Violation on a mob?\n\r", ch); return; } if ( IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You can only use Violation on Avatar's or lower.\n\r", ch ); return; } if (is_safe(ch,victim) == TRUE) return; if (IS_SET(victim->newbits2, NEW2_VIOLATION)) { REMOVE_BIT(victim->newbits2, NEW2_VIOLATION); send_to_char("Your emotions return to normal.\n\r",victim); act("$n seems to relax a little.\n\r",victim,NULL,NULL,TO_ROOM); return; } if (!IS_SET(victim->newbits2, NEW2_VIOLATION)) { SET_BIT(victim->newbits2, NEW2_VIOLATION); act("You reach out and lay your hand on $N's forehead.\n\r",ch,NULL,victim,TO_CHAR); act("$n lays $s hand on your forehead!\n\r" "Your emotions begin to take control!\n\r",ch,NULL,victim,TO_VICT); act("$n lays $s hand on $N's forehead!\n\r",ch,NULL,victim,TO_NOTVICT); WAIT_STATE(victim,12); WAIT_STATE(ch,12); return; } } /* void do_invisibility( CHAR_DATA *ch, char *argument ) { if (!is_garou(ch) ) return; if ( ch->gifts[UKTENA] < 4 ) { stc("You must obtain the fourth gift of the Uktena to use Invisibility.\n\r",ch); return; } if ( IS_GAR1(ch, GAROU_BLISSFUL) ) { stc("You fade out of your invisibility.\n\r",ch); REMOVE_BIT(ch->garou1, GAROU_BLISSFUL); return; } else { stc("Your body fades out of existance.\n\r",ch); SET_BIT(ch->garou1, GAROU_BLISSFUL); return; } return; } */ /* Wendigo * Camouflage * Cutting Wind * Call the Cannibal Spirit * Heart of Ice * Chill of the Early Frost */ void do_cuttingwind( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; int dam; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[WENDIGO] < 2 ) { stc("You must obtain the second gift of the Wendigo to use Cutting Wind.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this on?\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 2 ) { stc("You need two points of gnosis to use this power.\n\r",ch); return; } dam = number_range( 1000, 1250 ); if ( IS_NPC(victim) ) dam *= 2; act("You summon the bitter winds of the Great Wendigo to rip $N.",ch,NULL,victim,TO_CHAR); act("$n summons the bitter winds of the Great Wendigo to tear you apart.",ch,NULL,victim,TO_VICT); act("$n summons the bitter winds of the Great Wendigo to tear $N apart.",ch,NULL,victim,TO_NOTVICT); mage_damage(ch,victim,dam,"blast of wind",MAGEDAM_OTHER); ch->gnosis[GCURRENT] -= 2; WAIT_STATE(ch, 24); return; } void do_cannibalspirit( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *mob; char arg[MIL]; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[WENDIGO] < 3 ) { stc("You must obtain the third gift of the Wendigo to Call the Cannibal Spirit.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this on?\n\r",ch); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { stc("You cannot find them in this realm.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 15 ) { stc("You need 15 gnosis points to use this power.\n\r",ch); return; } if ( is_safe(ch,victim) ) { stc("They are in a holy place.\n\r",ch); return; } if ( victim->level < 3 ) { stc("They must be an avatar!\n\r",ch); return; } if ( ( mob = create_mobile( get_mob_index( MOB_VNUM_CANNIBAL ) ) ) == NULL ) { stc("Shit. The Mob is missing. Fuck. Tell someone. Fuck!\n\r",ch); return; } SET_BIT(mob->affected_by, AFF_DETECT_INVIS); SET_BIT(mob->affected_by, AFF_DETECT_HIDDEN); SET_BIT(mob->affected_by, AFF_SHADOWSIGHT); SET_BIT(mob->act, ACT_NOEXP); char_to_room( mob, ch->in_room ); act("You summon a Great Wendigo avatar to hunt your foe.",ch,NULL,victim,TO_CHAR); act("$N bursts out of the ground and grins evilly.",ch,NULL,mob,TO_CHAR); char_from_room( mob ); char_to_room( mob, victim->in_room ); stc("The huge beast quickly burrows into the ground and seeks out your foe.\n\r",ch); stc("A huge werewolf bursts out of the ground and growls ferociously.\n\r", victim); stc("The werewolf turns to you and grins.\n\r",victim); do_kill(mob,victim->name); ch->gnosis[GCURRENT] -= 15; WAIT_STATE(ch, 16); return; } void do_heartofice( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; int dam; argument = one_argument( argument, arg ); if ( !is_garou(ch) ) return; if ( ch->gifts[WENDIGO] < 4 ) { stc("You must obtain the fourth gift of the Wendigo to use this power.\n\r",ch); return; } if ( arg[0] == '\0' ) { stc("Whom do you wish to use this power on?\n\r",ch); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 10 ) { stc("You must have 10 points of gnosis to use this power.\n\r",ch); return; } if ( is_safe(ch,victim) ) return; if ( victim->level < 3 ) { stc("They must be an Avatar.\n\r",ch); return; } dam = number_range( 400, 600 ); if ( IS_NPC(victim) ) dam *= 3; act("You summon the frost of the Wendigo to chill $N.",ch,NULL,victim,TO_CHAR); act("A cold air fills the room.\nYou are gripped with pain as the cold freezes your body.",ch,NULL,victim,TO_VICT); mage_damage(ch, victim, dam, "ice blast",MAGEDAM_OTHER); ch->gnosis[GCURRENT] -= 10; WAIT_STATE(ch,16); return; } void do_chillfrost( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; int number_hit = 0; if ( !is_garou(ch) ) return; if ( ch->gifts[WENDIGO] < 5 ) { stc("You must obtain the fifth gift of the Wendigo to use this power.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 20 ) { stc("You need 20 points of gnosis to use this power.\n\r",ch); return; } stc("You conjure the very essence of the Great Wendigo to blanket the area.\n\r The skies turn white and the air turns bitter cold.\n\r",ch); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; number_hit ++; if ( number_hit >= 20) return; if ( vch->in_room == NULL ) continue; if ( vch->in_room->area != ch->in_room->area ) continue; if ( vch->level < 3 ) continue; if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) continue; if ( is_safe(ch,vch) ) continue; if ( ch == vch ) continue; if ( ( mount = ch->mount ) != NULL ) if ( mount == vch ) continue; stc("The skies turn white and the sun is banished.\nThe room becomes bitterly cold, and your body starts to shiver.\n\r",vch); mage_damage(ch,vch, number_range(400,500),"chill frost",MAGEDAM_OTHER); } ch->gnosis[GCURRENT] -= 20; WAIT_STATE(ch, 24); return; } void do_wyld( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; CHAR_DATA *vch; CHAR_DATA *victim; char buf [MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GAROU) && ch->in_room == NULL) { send_to_char("Huh?\n\r",ch); return; } if ( ch->gifts[GALLIARD] < 1 ) { stc("You have not learned the Galliard gift of Call Of The Wyld.\n\r",ch); return; } if ( ( victim = ch->fighting ) == NULL && ch->hit > 0 ) { send_to_char("You can only call for assistance in times of great need.\n\r",ch); return; } if (ch->wyld_timer > 0) { send_to_char("Your voice has not yet recovered.\n\r",ch); return; } ch->wyld_timer = 5; for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; if ( (vch = d->character) == NULL ) continue; if ( vch->in_room == NULL) continue; if ( IS_NPC(vch) ) continue; if ( ch->beast >= 40 && vch->beast < 40 ) continue; if ( ch->beast < 40 && vch->beast >= 40 ) continue; if ( vch == ch ) act("You call for assistance!", ch, NULL, argument, TO_CHAR); if (ch != vch && (IS_CLASS(vch, CLASS_GAROU) || IS_IMMORTAL(vch))) { if (victim != NULL) { sprintf(buf,"CALL OF THE WYLD:[$n is under attack by %s at %s]", IS_NPC(victim) ? victim->short_descr : victim->name, ch->in_room->name); act(buf,ch,NULL,vch, TO_VICT); } else if (ch->hit < 1) { sprintf(buf,"CALL OF THE WYLD:[$n is badly wounded at %s]", ch->in_room->name); act(buf,ch,NULL,vch, TO_VICT); } else { sprintf(buf,"CALL OF THE WYLD:[$n needs assistance at %s]", ch->in_room->name); act(buf,ch,NULL,vch, TO_VICT); } } } return; } void do_brew( CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC( ch ) ) return; if (!IS_CLASS(ch, CLASS_GAROU)) { send_to_char("Huh?\n\r",ch); return; } if ( ch->gifts[FIANNA] < 1 ) { stc("You have not learned the Fianna gift of brew.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "You must state what you wish to brew?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "That isn't here.\n\r", ch ); return; } if ( obj->item_type != ITEM_FOUNTAIN ) { send_to_char( "You can only brew fountains.\n\r", ch ); return; } if ( strlen( obj->questmaker ) > 2 && obj->questmaker != NULL && !str_cmp( obj->questmaker, ch->name ) ) { send_to_char( "You can't brew a fountain that belongs to someone else.\n\r", ch ); return; } if ( obj->value[2] == 1 ) { obj->value[2] = 0; act( "You transform the beer in $p into water.", ch, obj, NULL, TO_CHAR ); act( "$n transforms the beer in $p into water.", ch, obj, NULL, TO_ROOM ); } else if ( obj->value[2] == 0 ) { obj->value[2] = 1; act( "You change the water in $p into beer.", ch, obj, NULL, TO_CHAR ); act( "$n change the water in $p into beer.", ch, obj, NULL, TO_ROOM ); } else send_to_char( "You can only change water and beer.\n\r", ch ); return; } void do_icychill( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; smash_tilde( argument ); argument = one_argument( argument, arg1 ); strcpy( arg2, argument ); if ( IS_NPC(ch) ) return; if (ch->fight_timer >0) { send_to_char("Not until your fight timer expires.\n\r", ch ); return;} if (!IS_CLASS(ch, CLASS_GAROU) ) { send_to_char("Huh?\n\r",ch); return; } if (ch->gifts[SHADOWLORDS] < 4 ) { send_to_char("You must obtain at least level 4 in Shadow Lords to use Icy Chill.\n\r",ch); return; } if (ch->majesty_timer > 0) { if (ch->majesty_timer > 1) sprintf(buf,"You may not use icy chill for another %d seconds.\n\r",ch->majesty_timer); else sprintf(buf,"You may not use icy chill for another 1 second.\n\r"); send_to_char(buf,ch); return; } if (has_timer(ch)) return; if (IS_AFF2(ch, AFF2_STEELSHIELD)) { REMOVE_BIT(ch->affected_by2, AFF2_STEELSHIELD); act( "You lower your icy chill of despair.", ch, NULL, NULL, TO_CHAR ); act( "$n looks less scary.", ch, NULL, NULL, TO_NOTVICT ); return; } SET_BIT(ch->affected_by2, AFF2_STEELSHIELD); act( "You raise your icy chill of despair.", ch, NULL, NULL, TO_CHAR ); act( "$n suddenly looks very scary.", ch, NULL, NULL, TO_NOTVICT); ch->majesty_timer = 60; return; } void do_eyeofcobra( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GAROU)) { send_to_char("Huh?\n\r",ch); return; } if (ch->gifts[GALLIARD] < 4) { send_to_char("You need Galliard 4 to use the eye of the cobra.\n\r",ch); return; } if (ch->cobra_timer > 0) { if (ch->cobra_timer > 1) sprintf(buf,"Your eyes will not recover for another %d seconds.\n\r", ch->cobra_timer); else sprintf(buf,"Your eyes will not recover for another 1 second.\n\r"); send_to_char(buf,ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to use the eye of the cobra on?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { stc("They aren't here.\n\r",ch); return; } if ( ch == victim ) { send_to_char( "You cannot put yourself into a trance.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's\n\r", ch ); return; } if (is_safe(ch,victim)) return; if ( ch->gnosis[GCURRENT] < 10 ) { stc("You need ten point of gnosis power to use Eye of the Cobra.\n\r",ch); return; } send_to_char("You use the eye of the cobra.\n\r", ch); act("$n uses the eye of the cobra.", ch, NULL, NULL, TO_ROOM ); ch->cobra_timer = 60; if (strlen(victim->pcdata->love) > 2) { if (!str_cmp(victim->pcdata->love,ch->name)) { act("You remove $N's trance!", ch, NULL, victim, TO_CHAR); act("You are no longer in a trance!", ch, NULL, victim, TO_VICT); free_string(victim->pcdata->love); victim->pcdata->love = str_dup( "" ); ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] - 10; if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { send_to_char("Your pet imp whispers softly into your ear:\n\r",ch); act( "A tiny imp on $n's shoulder whispers something into $n's ear.",ch,NULL,NULL,TO_ROOM); act("$n just used eye of the cobra on you.",ch,NULL,victim,TO_VICT); } } else { send_to_char( "They are already in a trance.\n\r",ch); ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] - 10; if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { send_to_char("Your pet imp whispers softly into your ear:\n\r",ch); act( "A tiny imp on $n's shoulder whispers something into $n's ear.",ch,NULL,NULL,TO_ROOM); act("$n just failed to use eye of the cobra on you.",ch,NULL,victim,TO_VICT); } } return; } if (!IS_NPC(victim) && (IS_CLASS(victim, CLASS_GAROU))) { send_to_char("They resist you.\n\r",ch); ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] - 10; if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { send_to_char("Your pet imp whispers softly into your ear:\n\r",ch); act( "A tiny imp on $n's shoulder whispers something into $n's ear.",ch,NULL,NULL,TO_ROOM); act("$n just failed to use eye of the cobra on you.",ch,NULL,victim,TO_VICT); } return; } if (!IS_NPC(victim) && victim->pcdata->resist[WILL_PRESENCE] > 0) { send_to_char("They resist you.\n\r",ch); ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] - 10; if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { send_to_char("Your pet imp whispers softly into your ear:\n\r",ch); act( "A tiny imp on $n's shoulder whispers something into $n's ear.",ch,NULL,NULL,TO_ROOM); act("$n just failed to use the eye of the cobra on you.",ch,NULL,victim,TO_VICT); } return; } if (!IS_NPC(victim) && IS_WILLPOWER(victim, RES_PRESENCE) && victim->pcdata->willpower[0] >= 10) { victim->pcdata->willpower[0] -= 10; victim->pcdata->resist[WILL_PRESENCE] = 60; if (!IS_WILLPOWER(victim, RES_TOGGLE)) REMOVE_BIT(victim->pcdata->resist[0], RES_PRESENCE); send_to_char("You burn some willpower to resist the eye of the cobra.\n\r",victim); send_to_char("They resist you.\n\r",ch); ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] -10; if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { send_to_char("Your pet imp whispers softly into your ear:\n\r",ch); act( "A tiny imp on $n's shoulder whispers something into $n's ear.",ch,NULL,NULL,TO_ROOM); act("$n just failed to use eye of the cobra on you.",ch,NULL,victim,TO_VICT); } return; } act("$N is now in a trance like state!", ch, NULL, victim, TO_CHAR); act("You now obey $n!", ch, NULL, victim, TO_VICT); act("$N gazes into $n's eyes!", ch, NULL, victim, TO_NOTVICT); free_string(victim->pcdata->love); ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] -10; victim->pcdata->love = str_dup( ch->name ); if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN)) { send_to_char("Your pet imp whispers softly into your ear:\n\r",ch); act( "A tiny imp on $n's shoulder whispers something into $n's ear.",ch,NULL,NULL,TO_ROOM); act("$n just used eye of the cobra on you.",ch,NULL,victim,TO_VICT); } return; } void do_giant( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GAROU)) { send_to_char("Huh?\n\r",ch); return; } if (ch->gifts[FIANNA] < 5) { send_to_char("You have not learned this Fianna gift.\n\r",ch); return; } if (IS_POLYAFF(ch, POLY_ZULOFORM)) { REMOVE_BIT(ch->polyaff, POLY_ZULOFORM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); act( "You transform into human form.", ch, NULL, NULL, TO_CHAR ); act( "$n's shrinks back into human form.", ch, NULL, NULL, TO_ROOM); free_string( ch->morph ); ch->morph = str_dup( "" ); if (IS_SET(ch->special, SPC_WOLFMAN)) { SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); sprintf(buf,"%s the werewolf",ch->name); free_string(ch->morph); ch->morph = str_dup(buf); } return; } if (ch->stance[0] != -1) do_stance(ch,""); if (ch->mounted == IS_RIDING) do_dismount(ch,""); act( "You transform into large beast.", ch, NULL, NULL, TO_CHAR ); act( "$n's body grows and distorts into a giant werewolf.", ch,NULL, NULL, TO_ROOM ); SET_BIT(ch->polyaff, POLY_ZULOFORM); SET_BIT(ch->affected_by, AFF_POLYMORPH); sprintf(buf, "%s, A huge giant werewolf", ch->name); free_string( ch->morph ); ch->morph = str_dup( buf ); return; } void do_balorsgaze( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GAROU)) { send_to_char( "Huh?\n\r", ch ); return; } if (ch->gifts[FIANNA] < 4) { send_to_char("You have not yet learned the Fianna gift of Balor's gaze.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Who do you wish to use Balor's gaze on?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("Not on mobs.\n\r", ch); return; } if ( IS_IMMORTAL(victim) && victim != ch ) { send_to_char( "You can only use Balor's gaze on Avatar's or lower.\n\r", ch ); return; } if (is_safe(ch,victim) == TRUE) return; if (victim->hit < victim->max_hit) { send_to_char("They are hurt and suspicious.\n\r", ch); return; } act("You close your eyes and concentrate on $N.",ch,NULL,victim,TO_CHAR); act("$n's right eye begins to glow a baleful red!",ch,NULL,victim,TO_VICT); act("$n closes $s eyes and cencentrates on $N.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE(ch, 12); if (number_percent( ) < 50) { send_to_char("You failed.\n\r",ch); return; } act("You scream in pain as your body is torn apart from the inside out!", victim,NULL,NULL,TO_CHAR); act("$n screams in pain as there body is torn apart from the inside out!", victim,NULL,NULL,TO_ROOM); SET_BIT(victim->affected_by2, AFF2_BALOR); return; } void do_banshee( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_GAROU) ) { stc("Huh?\n\r",ch); return; } if ( ch->gifts[FIANNA] < 3 ) { stc("You have not learned the Fianna gift of Howl of the Banshee.\n\r",ch); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) ) { stc("Not while in a safe room.\n\r",ch); return; } if ( ch->gnosis[GCURRENT] < 6 ) { stc("You need six point of gnosis power to use Howl of the Banshee.\n\r",ch); return; } for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; 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)) { if ( number_range( 1, (7 - ch->gifts[FIANNA])) ==2 ) { act("A look of concentration crosses $n face.",ch,NULL,vch,TO_ROOM); WAIT_STATE( ch, 25 ); stc("You hear an ear poping howl and are suddenly attacked from all sides.\n\r",vch); // vch->position = POS_STUNNED; vch->hit -= 1000; vch->position = POS_STUNNED; ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] -6; act("You hear an ear poping howl, $n is suddenly attacked from all sides.",vch,NULL,vch,TO_NOTVICT); return; } else { act("A look of concentration crosses $n face.",ch,NULL,vch,TO_ROOM); return; } } else continue; return; } } return; } void do_bridgegate(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; if (!IS_CLASS(ch, CLASS_GAROU)) { stc("Huh?\n\r",ch); return; } if ( ch->gifts[GALLIARD] < 5 ) { stc("You have not learned the Galliard gift of Bridge Walker.\n\r",ch); return; } if (ch->fighting == NULL && argument[0] == '\0') { stc("Who do you wish to bridge into combat with?\n\r", ch); return; } if (ch->fighting == NULL) { if ( (victim = get_char_room(ch, argument) ) == NULL) { stc("They aren't here.\n\r", ch); return; } if (ch == victim) { stc("You can't bridge into combat with yourself.\n\r", ch); return; } if (is_safe(ch, victim)) return; if ( ch->gnosis[GCURRENT] < 1 ) { stc("You need one point of gnosis power to use Bridge Walker.\n\r",ch); return; } ch->gnosis[GCURRENT] = ch->gnosis[GCURRENT] -1; WAIT_STATE(ch, 24); SET_BIT(ch->flag2, AFF2_BLINK_1ST_RD); stop_fighting(ch, TRUE); stc("You open a minor Moon Bridge and step inside.\n\r", ch); act("$n opens a minor Moon Bridge and steps inside.", ch, NULL, NULL, TO_ROOM); ch->bridgekill = victim; return; } WAIT_STATE(ch, 24); victim = ch->fighting; SET_BIT(ch->flag2, AFF2_BLINK_2ND_RD); stop_fighting(ch, TRUE); stc("You open a minor Moon Bridge and step inside.\n\r", ch); act("$n opens a minor Moon Bridge and steps inside.", ch, NULL, NULL, TO_ROOM); ch->bridgekill = victim; WAIT_STATE(ch, 24); //return; } void do_ragesong(CHAR_DATA *ch,char *argument) { CHAR_DATA *victim; char arg[MSL]; if(!IS_CLASS(ch,CLASS_GAROU)) {do_huh(ch,"");return;} if(ch->gifts[GALLIARD] < 3) { stc("You require level 3 in the gift of Galliard to use the Song of Rage.\n\r",ch); return; } argument=one_argument(argument,arg); if((victim=get_char_room(ch,arg))==NULL) {stc("They are not here.\n\r",ch);return;} if (is_garou(ch) && IS_AFFECTED(victim,AFF_POLYMORPH)) { stc("They are already raged.\n\r",ch); return; } else if(IS_CLASS(victim,CLASS_VAMPIRE)&&victim->pcdata->stats[UNI_RAGE]>0) { stc("They are already in a blood frenzy.\n\r",ch); return; } WAIT_STATE(ch,14); act("You sing the Song of Rage to $N.\n\r",ch,NULL,victim,TO_CHAR); act("$n sings the Song of Rage to $N.",ch,NULL,victim,TO_NOTVICT); act("$n sings the Song of Rage to you.",ch,NULL,victim,TO_VICT); if(number_range(1,5)!=2) { stc("You failed.\n\r",ch); return; } else if(IS_CLASS(victim,CLASS_GAROU)) { act("You send them into a frenzied rage!",ch,NULL,victim,TO_CHAR); act("$n sends $N into a frenzied rage!",ch,NULL,victim,TO_NOTVICT); act("$n sends you into a frenzied rage!",ch,NULL,victim,TO_VICT); victim->pcdata->stats[UNI_RAGE] = number_range(100,130); do_werewolf(victim,""); return; } else if(IS_CLASS(victim,CLASS_VAMPIRE)) { act("You send them into a frenzied rage!",ch,NULL,victim,TO_CHAR); act("$n sends $N into a frenzied rage!",ch,NULL,victim,TO_NOTVICT); act("$n sends you into a frenzied rage!",ch,NULL,victim,TO_VICT); victim->pcdata->stats[UNI_RAGE] = number_range(100,130); if (victim->beast > 0) do_beastlike(victim,""); return; } else { act("You send them into a frenzied rage!",ch,NULL,victim,TO_CHAR); act("$n sends $N into a frenzied rage!",ch,NULL,victim,TO_NOTVICT); act("$n sends you into a frenzied rage!",ch,NULL,victim,TO_VICT); do_berserk(victim,""); return; } } void do_aeolus(CHAR_DATA *ch,char *argument) { CHAR_DATA *rch; int chance; chance = number_percent(); if(!IS_CLASS(ch,CLASS_GAROU)) {do_huh(ch,"");return;} if(ch->gifts[BLACKFURIES] < 5) { stc("You require level 5 in Black Furies to use the Curse of Aeolus.\n\r",ch); return; } if(ch->fighting == NULL) { stc("You are fighting no one.\n\r",ch); return; } if ( chance > 40 && IS_CLASS(ch, CLASS_GAROU)) { stc("You failed.\n\r", ch ); return; } act("$n fills the room with fog.",ch,NULL,NULL,TO_ROOM); act("You fill the room with fog.",ch,NULL,NULL,TO_CHAR); for(rch=ch->in_room->people;rch != NULL;rch=rch->next_in_room) { if(rch->fighting == ch || rch== ch) { stop_fighting(rch,TRUE); if(rch==ch)continue; act("You find it impossible to continue battle with $n.",ch,NULL,rch,TO_VICT); act("$N is blinded by fog.",ch,NULL,rch,TO_NOTVICT); WAIT_STATE(rch,8); } } } void do_quicksand(CHAR_DATA *ch,char *argument) { if(!IS_CLASS(ch, CLASS_GAROU)){do_huh(ch,"");return;} if(ch->gifts[REDTALONS] < 4) { stc("This gift requires level 4 Red Talons.\n\r",ch); return; } if(IS_GAR1(ch,WOLF_QUICKSAND)) { sta("The ground around you resumes its firmness.\n\r",ch->in_room->area); REMOVE_BIT(ch->garou1,WOLF_QUICKSAND); return; } if(ch->gnosis[GCURRENT] < 15){ stc("You must have 15 points of gnosis to use this.\n\r",ch); return;} ch->gnosis[GCURRENT]-=15; sta("The ground around you becomes soft.\n\r",ch->in_room->area); SET_BIT(ch->garou1,WOLF_QUICKSAND); } void do_waste(CHAR_DATA *ch,char *argument) { if(!IS_CLASS(ch, CLASS_GAROU)){do_huh(ch,"");return;} if(ch->gifts[REDTALONS] < 5) { stc("This gift requires level 5 Red Talons.\n\r",ch); return; } if(IS_SET(ch->in_room->area->areabits,AREA_WASTE)) { sta("The land shifts into something more recognizable.\n\r",ch->in_room->area); REMOVE_BIT(ch->in_room->area->areabits,AREA_WASTE); return; } if(ch->gnosis[GCURRENT] < 25){ stc("You must have 25 points of gnosis to use this.\n\r",ch); return;} ch->gnosis[GCURRENT]-=25; sta("The land around you blurs and shifts.",ch->in_room->area); SET_BIT(ch->in_room->area->areabits,AREA_WASTE); REMOVE_BIT(ch->in_room->area->areabits,AREA_UPDATEWASTE); } void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ) { /* * Follow charm thread to responsible character. * Attacking someone's charmed char is hostile! */ while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL ) victim = victim->master; /* * NPC's are fair game. * So are killers and thieves. */ if ( IS_NPC(victim) ) return; /* * Charm-o-rama. */ if ( IS_SET(ch->affected_by, AFF_CHARM) ) { if ( ch->master == NULL ) { affect_strip( ch, gsn_charm_person ); REMOVE_BIT( ch->affected_by, AFF_CHARM ); return; } stop_follower( ch , FALSE); return; } return; } void mage_damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type ) { int max_dam; if ( victim->position == POS_DEAD ) return; if ( ch->damcap[DAM_CHANGE] == 1 ) update_damcap(ch,victim); max_dam = ch->damcap[DAM_CAP]; if ( dam > max_dam ) dam = max_dam; if ( victim != ch ) { if ( is_safe( ch, victim ) ) return; check_killer( ch, victim ); 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; } } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim , FALSE); /* * 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_SANCTUARY) && dam > 1 ) dam *= 0.5; if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 ) dam *= 0.75; if( IS_ITEMAFF(victim,ITEMA_RESISTANCE) ) dam *= 0.5; if ( dam < 0 ) dam = 0; else dam = mage_immunity( victim, dam, type ); // Take care of the new stats if( !IS_NPC(victim) ) dam -= get_curr_wis(victim) * 10; else dam -= get_curr_wis(victim) * 2; if ( dam < 0 ) dam = 0; mage_message( ch, victim, dam, message, type ); hurt_person(ch,victim,dam); if( IS_CLASS(ch,CLASS_MAGE) ) update_damcap(ch,victim); return; } else { if( IS_CLASS(ch,CLASS_MAGE) ) update_damcap(ch,victim); return; } } bool is_mimmune( CHAR_DATA *ch, int type ) { if ( IS_SET(ch->imms[IMMUNITY], type) ) return TRUE; else return FALSE; } bool is_mresistant( CHAR_DATA *ch, int type ) { if ( IS_SET(ch->imms[RESISTANCE], type) ) return TRUE; else return FALSE; } bool is_mvulnerable( CHAR_DATA *ch, int type ) { if ( IS_SET(ch->imms[VULNERABLE], type ) ) return TRUE; else return FALSE; } void mage_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; char damm[MAX_STRING_LENGTH]; char dam2[MAX_STRING_LENGTH]; const char *chm; const char *victm; if ( dam == 0 ) { chm = " miss"; victm = " misses"; } else if ( dam <= 500 ) { chm = " graze"; victm = " grazes"; } else if ( dam <= 1000) { chm = " wound"; victm = " wounds"; } else if ( dam <= 2000) { chm = " mutilate"; victm = " mutilates"; } else if ( dam <= 3000) { chm = " massacre"; victm = " massacres"; } else if ( dam <= 4000) { chm = " eviscerate"; victm = " eviscerates";} else if ( dam <= 5000) { chm = " annihilate"; victm = " annihilates";} else if ( dam <= 6000) { chm = " obliterate"; victm = " obliterates";} else if ( dam <= 8000) { chm = " dissipate"; victm = " dissipates"; } else if ( dam <= 10000){ chm = " vaporize"; victm = " vaporizes"; } else { chm = " liquify"; victm = " liquifies"; } if ( !IS_NPC(victim) && ( victim->hit - dam ) < 0 ) { if ( type == MAGEDAM_ELECTRIC ) { act("{CYour electric shock causes $N to spasm violently and vomit blood.{x",ch,NULL,victim,TO_CHAR); act("{C$n's electric shock causes $N to spasm violently and vomit blood.{x",ch,NULL,victim,TO_NOTVICT); act("{C$n's electric shock causes your body to spasm violently as you vomit blood.{x",ch,NULL,victim,TO_VICT); make_part(victim,"blood"); } else if ( type == MAGEDAM_ICESTORM ) { act("{cYour ice shards tear $N's flesh from $S body and leave $M mortally wounded.{x",ch,NULL,victim,TO_CHAR); act("{c$n's ice shards tear $N's flesh from $S body and leave $M mortally wounded.{x",ch,NULL,victim,TO_NOTVICT); act("{c$n's ice shards tear your flesh from your body and leave you mortally wounded.{x",ch,NULL,victim,TO_VICT); make_part(victim,"blood"); } else { act("{YYour magical energy tears $N's body asunder.{x",ch,NULL,victim,TO_CHAR); act("{Y$n's magical energies tear $N's body asunder.{x",ch,NULL,victim,TO_NOTVICT); act("{Y$n's magical energies tear your body asunder.{x",ch,NULL,victim,TO_VICT); make_part(victim,"blood"); } } if ( dam == 0 && is_mimmune(ch, type)) { sprintf(buf1, "$N is unaffected by your %s.", message); sprintf(buf2, "$N is unaffected by $n's %s.", message); sprintf(buf3, "You are unaffected by $n's %s.", message); } if ( dam == 0 && !is_mimmune(ch, type)) { sprintf(buf1, "You miss $N with your %s.", message); sprintf(buf2, "$n misses $N with $s %s.", message); sprintf(buf3, "$n misses you with $s %s.", message); } else { if ( ch->spheres[MFOR] > 1 ) { sprintf(damm,"%d",dam); ADD_COLOUR(ch, damm, D_RED); sprintf(dam2,".[%s]",damm); } else sprintf(dam2,"."); sprintf(buf1, "You%s $N with your %s%s", chm, message,dam2); sprintf(buf2, "$n%s $N with $s %s.", victm, message); sprintf(buf3, "$n%s you with $s %s.", victm, message); } act(buf1,ch,NULL,victim,TO_CHAR); act(buf2,ch,NULL,victim,TO_NOTVICT); act(buf3,ch,NULL,victim,TO_VICT); return; }