/* <(()Seeds of Hate: Swords & Sorcery Edition())> | | _\|::>< Ghoul Class ><::|/_ | | |Class Tier Number: I| | | |Coder: Trent| | | *Ghoul is an original class made for Seeds of Hate, Swords & Sorcery Edition! | | Please don't copy without permission and due credit! | | Thanks. | | -Trent, God of PaiN! (ASDF!) | X--------------------------------------------------------------------------------X */ #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" #define GPTS(ch) (ch->pcdata->stats[GHOUL_PTS]) void do_realms( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GHOUL)) { send_to_char("Huh?\n\r",ch); return; } if (arg1[0] == '\0' && arg2[0] == '\0') { sprintf(buf,"#cRealms of Power#n: #GS#chadow#n #g(#G%d#g)#n, #GZ#combie#n #g(#G%d#g), #GU#cndead #GM#cight#n #g(#G%d#g).#n\n\r", ch->pcdata->powers[GPOWER_SHADOW], ch->pcdata->powers[GPOWER_ZOMBIE], ch->pcdata->powers[GPOWER_UNDEADMIGHT]); send_to_char(buf,ch); return; } if (arg2[0] == '\0') { if (!str_cmp(arg1,"shadow")) { send_to_char("#cShadows - #GThe realm of darkness and night, which a ghoul thrives in.\n\r",ch); if (ch->pcdata->powers[GPOWER_SHADOW] < 1) send_to_char("#cYou have no knowledge of the Shadow Realm.\n\r",ch); if (ch->pcdata->powers[GPOWER_SHADOW] > 0) send_to_char("#cShadowsight - #GThe ability to see into the nether realm#n.\n\r",ch); if (ch->pcdata->powers[GPOWER_SHADOW] > 1) send_to_char("#cTruesight - #GThe power to see all.#n\n\r",ch); if (ch->pcdata->powers[GPOWER_SHADOW] > 2) send_to_char("#cShadowplane - #GThe ability to merge into the Shadow Realm.#n\n\r",ch); if (ch->pcdata->powers[GPOWER_SHADOW] > 3) stc("#cPerception - #GThe ability to make your attacks more efficient. Adds hit/dam.#n\n\r",ch); if (ch->pcdata->powers[GPOWER_SHADOW] > 4) send_to_char("#cGore - #GA vicious attack from the Shadow Plane#n\n\r",ch); return; } else if (!str_cmp(arg1,"zombie")) { send_to_char("#cZombie - #GThe Innate gifts of the Undead.#n\n\r",ch); if (ch->pcdata->powers[GPOWER_ZOMBIE] < 1) send_to_char("#cYou have no knowledge of the frightening powers the Undead possess.#n\n\r",ch); if (ch->pcdata->powers[GPOWER_ZOMBIE] > 0) send_to_char("#cClaws - #GThe god of Death grants you special, razor sharp claws.#n\n\r #gSyntax: Gcreate Claws#n\n\r",ch); if (ch->pcdata->powers[GPOWER_ZOMBIE] > 1) send_to_char("#cDisease - #GYour claws infect others with the essence of disease.#n\n\r",ch); if (ch->pcdata->powers[GPOWER_ZOMBIE] > 2) send_to_char("#cRavage - #GA ferenzical clawing attack.#n\n\r",ch); if (ch->pcdata->powers[GPOWER_ZOMBIE] > 3) send_to_char("#cStench of Decay - #GRemoves a characters Protection.#n\n\r",ch); if (ch->pcdata->powers[GPOWER_ZOMBIE] > 4) send_to_char("#cStench of Death - #GRemoves a characters Sanctuary#n.\n\r", ch); return; } else if (!str_cmp(arg1,"undeadmight")) { send_to_char("#cUndead Might - #GYour Strength from Beyond the Grave!.#n\n\r",ch); if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] < 1) send_to_char("#cUndead Might: [ ]#n\n\r",ch); else if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 4) send_to_char("#cUndead Might: [#G*****#c]#n\n\r",ch); else if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 3) send_to_char("#cUndead Might: [#G**** #c]#n\n\r",ch); else if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 2) send_to_char("#cUndead Might: [#G*** #c]#n\n\r",ch); else if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 1) send_to_char("#cUndead Might: [#G** #c]#n\n\r",ch); else if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 0) send_to_char("#cUndead Might: [#G* #c]#n\n\r", ch); return; } sprintf(buf,"#cRealms of Power#n: #GS#chadow#n #g(#G%d#g)#n, #GZ#combie#n #g(#G%d#g), #GU#cndead #GM#cight#n #g(#G%d#g).#n\n\r", ch->pcdata->powers[GPOWER_SHADOW], ch->pcdata->powers[GPOWER_ZOMBIE], ch->pcdata->powers[GPOWER_UNDEADMIGHT]); send_to_char(buf,ch); return; } if (!str_cmp(arg2,"manifest")) { int improve; int cost; int max; if (!str_cmp(arg1,"shadow" )) {improve = GPOWER_SHADOW; max=5;} else if (!str_cmp(arg1,"zombie" )) {improve = GPOWER_ZOMBIE; max=5;} else if (!str_cmp(arg1,"undeadmight" )) {improve = GPOWER_UNDEADMIGHT; max=5;} else { send_to_char("#GR#cealms#n: #GS#chadow#n, #GZ#combie#n, #GU#cndead#GM#cight#n.\n\r",ch); return; } cost = (ch->pcdata->powers[improve]+1) * 1000; arg1[0] = UPPER(arg1[0]); if ( ch->pcdata->powers[improve] >= max ) { sprintf(buf,"#cYou have already gained all the powers of the #0%s #crealms.#n\n\r", arg1); send_to_char(buf,ch); return; } if ( cost > ch->pcdata->stats[GHOUL_PTS] ) { sprintf(buf,"#cYou need #G%d #cGhoul Points to manifest in the #0%s #crealm.#n\n\r", cost, arg1); send_to_char(buf,ch); return; } ch->pcdata->powers[improve] += 1; ch->pcdata->stats[GHOUL_PTS] -= cost; sprintf(buf,"#cYou manifest deeper into the #0%s #crealm!.#n\n\r", arg1); send_to_char(buf,ch); } else send_to_char("#cTo learn powers, type #Grealm <realm> manifest.#n\n\r",ch); return; } void do_ghouleq( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GHOUL)) { send_to_char("What?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("#GPlease specify which piece of ghoulish armor you wish to make: #wRing Bands Choker Vest Helmet Boots Gloves Sleeves Pants Cloak Rope Mask.\n\r",ch); return; } if ( ch->practice < 200 ) { send_to_char("It costs 200 points of primal to create ghoul equipment.\n\r",ch); return; } if (!str_cmp(arg,"ring" )) vnum = 6204; else if (!str_cmp(arg,"bands" )) vnum = 6205; else if (!str_cmp(arg,"choker" )) vnum = 6206; else if (!str_cmp(arg,"vest" )) vnum = 6207; else if (!str_cmp(arg,"helmet" )) vnum = 6208; else if (!str_cmp(arg,"boots" )) vnum = 6209; else if (!str_cmp(arg,"gloves" )) vnum = 6210; else if (!str_cmp(arg,"sleeves" )) vnum = 6211; else if (!str_cmp(arg,"pants" )) vnum = 6212; else if (!str_cmp(arg,"cloak" )) vnum = 6213; else if (!str_cmp(arg,"rope" )) vnum = 6214; else if (!str_cmp(arg,"mask" )) vnum = 6215; else { do_ghouleq(ch,""); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform a God.\n\r",ch); return; } ch->practice -= 200; obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); act("You form some living flesh into $p.",ch,obj,NULL,TO_CHAR); act("$n forms some living flesh into $p.",ch,obj,NULL,TO_ROOM); return; } void do_gcreate( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if( !IS_CLASS(ch, CLASS_GHOUL)) { send_to_char("What?\n\r",ch); return; } if (ch->pcdata->powers[GPOWER_ZOMBIE] < 1) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("syntax: gcreate claws\n\r",ch); return; } if ( ch->practice < 500 ) { send_to_char("It costs 500 primal to create a pair of Ghoul Claws.\n\r",ch); return; } if (!str_cmp(arg,"claws")) vnum = 33015; else { do_gcreate(ch,""); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform a God.\n\r",ch); return; } obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); ch->practice -= 500; act("A pair of $p appears in your hands.",ch,obj,NULL,TO_CHAR); act("A pair of $p appears in $n's hands.",ch,obj,NULL,TO_ROOM); return; } void do_gore( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GHOUL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[GPOWER_SHADOW] < 5) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Gore whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "#cWhatever#n\n\r", ch ); return; } if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 5 ) && ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 5 ) ) { send_to_char( "#cYou cannot gore without Claws!!#n\n\r", ch ); return; } if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)) { send_to_char( "#cYou must be in Shadowplane to do this!#n\n\r", ch ); return; } if (ch->move < 10000) { send_to_char( "#cYou need 10000 move to use this!#n\n\r", ch ); return; } if (IS_NPC(victim)) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); send_to_char("#cYou materialize in front of your opponent and #Rgore him with your sharp claws!#n\n\r",ch); act("#G$n #cmaterializes out of thin air, screaming wildly, and #Rgores $s opponent with $s razor sharp claws!!#n",ch,NULL,NULL,TO_ROOM); ch->move -= 10000; WAIT_STATE( ch, 3 * PULSE_VIOLENCE ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); send_to_char("#cYou materialize in front of your opponent and #Rgore him with your sharp claws!#n\n\r",ch); act("#G$n #cmaterializes out of thin air, screaming wildly, and #Rgores you with $s razor sharp claws!!#n",ch,NULL,NULL,TO_VICT); ch->move -= 10000; WAIT_STATE( ch, 3 * PULSE_VIOLENCE ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_ravage( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GHOUL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[GPOWER_ZOMBIE] < 3) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Ravage Whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "#cWhatever#n\n\r", ch ); return; } if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 5 ) && ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 5 ) ) { send_to_char( "#cYou cannot ravage without Claws!!#n\n\r", ch ); return; } if (ch->move < 2000) { send_to_char( "#cYou need 2000 move to use this!#n\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("#cYou #rRA#RVA#rGE#c your opponent with your sharp claws!#n\n\r",ch); act("#G$n #rRA#RVAG#rES #c$s opponent with $s razor sharp claws!!#n",ch,NULL,NULL,TO_ROOM); ch->move -= 2000; ch->hitroll += 2000; WAIT_STATE( ch, 3 * PULSE_VIOLENCE ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); ch->hitroll -= 2000; return; } send_to_char("#cYou #rRA#RVA#rGE#c your opponent with your sharp claws!#n\n\r",ch); act("#G$n #rRA#RVAG#rES #cyou with $s razor sharp claws!!#n",ch,NULL,NULL,TO_VICT); ch->move -= 2000; ch->hitroll += 2000; WAIT_STATE( ch, 3 * PULSE_VIOLENCE ); multi_hit( ch, victim, TYPE_UNDEFINED ); ch->hitroll -= 2000; return; } void do_sdecay( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GHOUL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[GPOWER_ZOMBIE] < 4) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Use Stench of Decay upon whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "#cWhatever#n\n\r", ch ); return; } if ( victim->position <= POS_FIGHTING ) { send_to_char( "#cNot while fighting!#n\n\r", ch ); return; } if ( !IS_AFFECTED(victim, AFF_PROTECT) ) { send_to_char( "#cThey don't have protection on!#n\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); } REMOVE_BIT(victim->affected_by, AFF_PROTECT); send_to_char("#cYour decaying body emits a most foul scent!#n\n\r",ch); act("#G$n's #cdecaying body emits a most foul scent, making you gag!#n\n\r",ch,NULL,NULL,TO_VICT); multi_hit( ch, victim, TYPE_UNDEFINED ); WAIT_STATE( ch, 3 * PULSE_VIOLENCE ); return; } void do_sdeath( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GHOUL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[GPOWER_ZOMBIE] < 5) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Use Stench of Death upon whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "#cWhatever#n\n\r", ch ); return; } if ( victim->position <= POS_FIGHTING ) { send_to_char( "#cNot while fighting!#n\n\r", ch ); return; } if ( !IS_AFFECTED(victim, AFF_SANCTUARY) ) { send_to_char( "#cThey don't have sanctuary on!#n\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); } REMOVE_BIT(victim->affected_by, AFF_SANCTUARY); send_to_char("#cYour decaying body emits an #gUNGODLY #cscent!#n\n\r",ch); act("#G$n's #cdecaying body emits an #gUNGODLY #cscent, making you want to retch!#n\n\r",ch,NULL,NULL,TO_VICT); multi_hit( ch, victim, TYPE_UNDEFINED ); WAIT_STATE( ch, 3 * PULSE_VIOLENCE ); return; } void do_swampwalk( CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; if ( IS_NPC(ch) ) return; argument = one_argument (argument, arg); if (!IS_CLASS(ch, CLASS_GHOUL) ) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Use the swamps to find the path to whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They are not of this world.\n\r", ch ); return; } if( ch->move < 1500) { stc( "The path escapes your senses as you loose control over your inner energies.\n\r",ch); return; } if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc( "You can't find it's room.\n\r",ch); return; } if (IS_SET(victim->act, ACT_NOTRAVEL)) { send_to_char("No Can Do.\n\r", ch); return; } if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc( "You cannot sense any paths leading from this room.\n\r",ch); return; } if (ch == victim) { send_to_char("But you're already at yourself!\n\r",ch); return; } if ( room_is_private(victim->in_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) ) { send_to_char( "They don't want you near them.\n\r", ch ); return; } if (victim->in_room == ch->in_room) { send_to_char("But you're already there!\n\r",ch); return; } act("You follow the path to $N.", ch, NULL, victim, TO_CHAR); act("$n sinks into the swamps.", ch, NULL, victim, TO_ROOM); char_from_room(ch); char_to_room(ch,victim->in_room); ch->move -= 1500; act("$n rises from the swamps in front of $N.", ch, NULL, victim, TO_NOTVICT); act("$n rises from the swamps in front of you.", ch, NULL, victim, TO_VICT); do_look(ch,"auto"); return; }