mcloud/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"

void do_shoot( CHAR_DATA *ch, char *argument )
{
    ROOM_INDEX_DATA *location;
    ROOM_INDEX_DATA *to_room;
    EXIT_DATA       *pexit;
    CHAR_DATA       *victim;
    OBJ_DATA        *obj;
    OBJ_DATA        *ammo;
    char            arg1      [MAX_INPUT_LENGTH];
    char            arg2      [MAX_INPUT_LENGTH];
    char            buf       [MAX_INPUT_LENGTH];
    char            revdoor   [MAX_INPUT_LENGTH];
    int             door;
    bool	    missed;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL
	|| obj->item_type != ITEM_MISSILE )
    {
    	if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL
	    || obj->item_type != ITEM_MISSILE )
	{
	    send_to_char( "You are not holding anything to shoot.\n\r", ch );
	    return;
	}
    }

    if ( obj->value[1] < 1 )
    {
	send_to_char("First you need to load it.\n\r", ch);
	return;
    }

    if ( arg1[0] == '\0' )
    {
	send_to_char("Please specify a direction to shoot.\n\r", ch);
	return;
    }

    if ( arg2[0] == '\0' )
    {
	send_to_char("Please specify a target to shoot at.\n\r", ch);
	return;
    }

    if      ( !str_cmp( arg1, "n" ) || !str_cmp( arg1, "north" ) )
	{door = 0;sprintf(arg1,"north");}
    else if ( !str_cmp( arg1, "e" ) || !str_cmp( arg1, "east" ) )
	{door = 1;sprintf(arg1,"east");}
    else if ( !str_cmp( arg1, "s" ) || !str_cmp( arg1, "south" ) )
	{door = 2;sprintf(arg1,"south");}
    else if ( !str_cmp( arg1, "w" ) || !str_cmp( arg1, "west" ) )
	{door = 3;sprintf(arg1,"west");}
    else if ( !str_cmp( arg1, "u" ) || !str_cmp( arg1, "up" ) )
	{door = 4;sprintf(arg1,"up");}
    else if ( !str_cmp( arg1, "d" ) || !str_cmp( arg1, "down" ) )
	{door = 5;sprintf(arg1,"down");}
    else
    {
	send_to_char("You can only shoot north, south, east, west, up or down.\n\r", ch);
	return;
    }

    if      ( !str_cmp( arg1, "north" ) ) {door = 0;sprintf(revdoor,"south");}
    else if ( !str_cmp( arg1, "east"  ) ) {door = 1;sprintf(revdoor,"west" );}
    else if ( !str_cmp( arg1, "south" ) ) {door = 2;sprintf(revdoor,"north");}
    else if ( !str_cmp( arg1, "west"  ) ) {door = 3;sprintf(revdoor,"east" );}
    else if ( !str_cmp( arg1, "up"    ) ) {door = 4;sprintf(revdoor,"down" );}
    else if ( !str_cmp( arg1, "down"  ) ) {door = 5;sprintf(revdoor,"up"   );}
    else return;

    if ( get_obj_index( obj->value[0] ) == NULL ) return;

    location = ch->in_room;
    ammo = create_object( get_obj_index( obj->value[0] ), 0 );

    if ( number_percent() <= ammo->value[0] ) missed = FALSE;
    else missed = TRUE;
    obj->value[1] -= 1;

    sprintf(buf,"You point $p %s and shoot.",arg1);
    act(buf,ch,obj,NULL,TO_CHAR);
    sprintf(buf,"$n points $p %s and shoots.",arg1);
    act(buf,ch,obj,NULL,TO_ROOM);
    /* First room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p bounces off the %s wall.",arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	act(buf,ch,ammo,NULL,TO_CHAR);
	obj_to_room(ammo, ch->in_room);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p bounces off the %s door.",arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	act(buf,ch,ammo,NULL,TO_CHAR);
	obj_to_room(ammo, ch->in_room);
	return;
    }
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	if (missed)
	{
	    sprintf(buf,"$p flies in from the %s, just missing $N, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p flies in from the %s, just missing you, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_VICT);
	}
	else
	{
	    sprintf(buf,"$p comes flying in from the %s and strikes $N.",revdoor);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p comes flying in from the %s and strikes you.",revdoor);
	    act(buf,ch,ammo,victim,TO_VICT);
	    obj_to_char(ammo, victim);
    	    char_from_room(ch);
    	    char_to_room(ch,location);
	    victim->hit -= number_range(ammo->value[1],ammo->value[2]);
	    update_pos(victim);
	    if (victim->position == POS_DEAD && !IS_HERO(victim))
	    {
		send_to_char( "You have been KILLED!!\n\r\n\r", victim );
		raw_kill(victim);
	    }
	    return;
	}
    }

    /* Second room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	obj_to_room(ammo, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	obj_to_room(ammo, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    if (!missed)
    {
    	sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
    	act(buf,ch,ammo,NULL,TO_ROOM);
    }
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	if (missed)
	{
	    sprintf(buf,"$p flies in from the %s, just missing $N, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p flies in from the %s, just missing you, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_VICT);
	}
	else
	{
	    sprintf(buf,"$p comes flying in from the %s and strikes $N.",revdoor);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p comes flying in from the %s and strikes you.",revdoor);
	    act(buf,ch,ammo,victim,TO_VICT);
	    obj_to_char(ammo, victim);
    	    char_from_room(ch);
    	    char_to_room(ch,location);
	    victim->hit -= number_range(ammo->value[1],ammo->value[2]);
	    update_pos(victim);
	    if (victim->position == POS_DEAD && !IS_HERO(victim))
	    {
		send_to_char( "You have been KILLED!!\n\r\n\r", victim );
		raw_kill(victim);
	    }
	    return;
	}
    }

    /* Third room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	obj_to_room(ammo, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
	act(buf,ch,ammo,NULL,TO_ROOM);
	obj_to_room(ammo, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    if (!missed)
    {
    	sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
    	act(buf,ch,ammo,NULL,TO_ROOM);
    }
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	if (missed)
	{
	    sprintf(buf,"$p flies in from the %s, just missing $N, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p flies in from the %s, just missing you, and carrying on %s.",revdoor, arg1);
	    act(buf,ch,ammo,victim,TO_VICT);
	}
	else
	{
	    sprintf(buf,"$p comes flying in from the %s and strikes $N.",revdoor);
	    act(buf,ch,ammo,victim,TO_NOTVICT);
	    sprintf(buf,"$p comes flying in from the %s and strikes you.",revdoor);
	    act(buf,ch,ammo,victim,TO_VICT);
	    obj_to_char(ammo, victim);
    	    char_from_room(ch);
    	    char_to_room(ch,location);
	    victim->hit -= number_range(ammo->value[1],ammo->value[2]);
	    update_pos(victim);
	    if (victim->position == POS_DEAD && !IS_HERO(victim))
	    {
		send_to_char( "You have been KILLED!!\n\r\n\r", victim );
		raw_kill(victim);
	    }
	    return;
	}
    }

    sprintf(buf,"$p comes flying in from the %s and drops at your feet.",revdoor);
    act(buf,ch,ammo,NULL,TO_ROOM);
    obj_to_room(ammo, ch->in_room);

    /* Move them back */
    char_from_room(ch);
    char_to_room(ch,location);
    return;
}

void do_reload( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    OBJ_DATA *ammo;
    OBJ_DATA *missile;

    obj = get_eq_char( ch, WEAR_WIELD );
    obj2 = get_eq_char( ch, WEAR_HOLD );

    if ( obj == NULL || obj2 == NULL )
    {
	send_to_char( "You must hold the weapon to reload in one hand and the ammo in the other.\n\r", ch );
	return;
    }

    if ( !(obj->item_type  == ITEM_MISSILE && obj2->item_type == ITEM_AMMO)
    &&   !(obj2->item_type == ITEM_MISSILE && obj->item_type  == ITEM_AMMO) )
    {
	send_to_char( "You must hold the weapon to reload in one hand and the ammo in the other.\n\r", ch );
	return;
    }

    if ( obj->item_type == ITEM_MISSILE )
    {
	missile = obj;
	ammo = obj2;
    }
    else
    {
	missile = obj2;
	ammo = obj;
    }

    if ( missile->value[1] >= missile->value[2] )
    {
	send_to_char( "It is already fully loaded.\n\r", ch );
	return;
    }

    if ( missile->value[3] != ammo->value[3] )
    {
	send_to_char( "That weapon doesn't take that sort of ammo.\n\r", ch );
	return;
    }

    if ( missile->value[0] != 0 && missile->value[1] != 0 &&
	 missile->value[0] != ammo->pIndexData->vnum )
    {
	send_to_char( "You cannot mix ammo types.\n\r", ch );
	return;
    }

    act("You load $p into $P.",ch,ammo,missile,TO_CHAR);
    act("$n loads $p into $P.",ch,ammo,missile,TO_ROOM);
    missile->value[1] += 1;
    missile->value[0] = ammo->pIndexData->vnum;
    obj_from_char( ammo );
    extract_obj( ammo );
    return;
}

void do_unload( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *missile;
    OBJ_DATA *ammo;

    if ( ( missile = get_eq_char( ch, WEAR_WIELD ) ) == NULL
	|| missile->item_type != ITEM_MISSILE )
    {
    	if ( ( missile = get_eq_char( ch, WEAR_HOLD ) ) == NULL
	    || missile->item_type != ITEM_MISSILE )
	{
	    send_to_char( "You are not holding anything to unload.\n\r", ch );
	    return;
	}
    }

    if ( missile->value[1] <= 0 )
    {
	send_to_char( "But it is already empty!\n\r", ch );
	return;
    }

    if ( get_obj_index( missile->value[0] ) == NULL ) return;

    ammo = create_object( get_obj_index( missile->value[0] ), 0 );
    act("You remove $p from $P.",ch,ammo,missile,TO_CHAR);
    act("$n removes $p from $P.",ch,ammo,missile,TO_ROOM);
    missile->value[1] -= 1;
    obj_to_char(ammo, ch);
    return;
}

void improve_wpn( CHAR_DATA *ch, int dtype, int right_hand )
{
    OBJ_DATA *wield;
    char bufskill [20];
    char buf [MAX_INPUT_LENGTH];
    int dice1;
    int dice2;
    int trapper;
    int max_skl = 200;

    dice1 = number_percent();
    dice2 = number_percent();

    if (IS_NPC(ch)) return;

    if (IS_CLASS(ch, CLASS_DROW) && (IS_SET(ch->special, SPC_DROW_WAR) || ch->generation < 3)) max_skl = 300;
    else if (ch->class == CLASS_WEREWOLF) max_skl = 350;
    else if (ch->class == CLASS_MONK) max_skl = 800;
    else if (IS_CLASS(ch, CLASS_ANGEL)) max_skl = 500;
    else if (IS_CLASS(ch, CLASS_SHADOW)) max_skl = 600;
    else if (IS_CLASS(ch, CLASS_LICH)) max_skl = 350;
    else if (IS_CLASS(ch, CLASS_SORCERER)) max_skl = 350;
    else if (IS_CLASS(ch, CLASS_PRIEST)) max_skl = 350;
    else if (IS_CLASS(ch, CLASS_GHOUL)) max_skl = 400;
    else if (IS_CLASS(ch, CLASS_THIEF)) max_skl = 550;
    else if (IS_CLASS(ch, CLASS_SKYBLADE)) max_skl = 500;
    else if (IS_CLASS(ch, CLASS_CYBORG) && (ch->pcdata->powers[CYBORG_LIMBS] > 3)) max_skl = 450;
    else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) max_skl = UMAX(200, ch->pcdata->powers[WEAPONSKILL] * 50);
    else if (IS_CLASS(ch, CLASS_SAMURAI)) max_skl = 1000;
    else if( IS_CLASS(ch, CLASS_SHAPESHIFTER) || IS_CLASS(ch, CLASS_TANARRI)) max_skl = 400;

         if (right_hand == 1) 
	    wield = get_eq_char( ch, WEAR_WIELD );
    else if (right_hand == 2)           
	    wield = get_eq_char( ch, WEAR_HOLD );
    else if (right_hand == 4)
	    wield = get_eq_char( ch, WEAR_THIRD);
    else
	    wield = get_eq_char( ch, WEAR_FOURTH);

    if (wield == NULL) dtype = TYPE_HIT;
    if ( dtype == TYPE_UNDEFINED )
    {
	dtype = TYPE_HIT;
	if ( wield != NULL && wield->item_type == ITEM_WEAPON )
	    dtype += wield->value[3];
    }
    if ( dtype < 1000 || dtype > 1012 ) return;
	    dtype -= 1000;

    if (ch->generation == 2) max_skl += max_skl *0.1;
    else if(ch->generation == 1) max_skl += max_skl *0.2;
    if (max_skl > 1100) max_skl = 1100;

    if( ch->level < 3 && ch->class != CLASS_MONK && ch->class != CLASS_WEREWOLF) max_skl = 200;
    if (ch->wpn[dtype] >= max_skl) return;
    trapper = ch->wpn[dtype];
    if ((dice1 > ch->wpn[dtype] || dice2 > ch->wpn[dtype]) || (dice1>= 99 || dice2>=99))
	ch->wpn[dtype] += 1;
    else return;
    if (trapper == ch->wpn[dtype]) return;

         if (ch->wpn[dtype] == 1   ) sprintf(bufskill,"slightly skilled");
    else if (ch->wpn[dtype] == 26  ) sprintf(bufskill,"reasonable");
    else if (ch->wpn[dtype] == 51  ) sprintf(bufskill,"fairly competent");
    else if (ch->wpn[dtype] == 76  ) sprintf(bufskill,"highly skilled");
    else if (ch->wpn[dtype] == 101 ) sprintf(bufskill,"very dangerous");
    else if (ch->wpn[dtype] == 126 ) sprintf(bufskill,"extremely deadly");
    else if (ch->wpn[dtype] == 151 ) sprintf(bufskill,"an expert");
    else if (ch->wpn[dtype] == 176 ) sprintf(bufskill,"a master");
    else if (ch->wpn[dtype] == 200 ) sprintf(bufskill,"a grand master");
    else if (ch->wpn[dtype] == 201 ) sprintf(bufskill,"supremely skilled");
    else if (ch->wpn[dtype] == 501 ) sprintf(bufskill,"wicked skilled");
    else if (ch->wpn[dtype] == 1000 ) sprintf(bufskill,"divinely skilled");
    else return;
    if (wield == NULL || dtype == 0)
	sprintf(buf,"#GYou are now %s at unarmed combat.\n\r",bufskill);
    else
	sprintf(buf,"#GYou are now %s with %s.\n\r#n",bufskill,wield->short_descr);
    send_to_char(buf,ch);
    return;
}
void improve_stance( CHAR_DATA *ch )
{
    char buf        [MAX_INPUT_LENGTH];
    char bufskill   [25];
    char stancename [10];
    int dice1;
    int dice2;
    int stance;

    dice1 = number_percent();
    dice2 = number_percent();

    if (IS_NPC(ch)) return;

    stance = ch->stance[0];
    if (stance < 1 || stance > 17) return;
    if (ch->stance[stance] >= 200) {ch->stance[stance] = 200; return;}
    if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) ||(dice1>=98 || dice2>=99)) 
	ch->stance[stance] += 1;
    else return;
    if (stance == ch->stance[stance]) return;

         if (ch->stance[stance] == 1  ) sprintf(bufskill,"an apprentice of");
    else if (ch->stance[stance] == 26 ) sprintf(bufskill,"a trainee of");
    else if (ch->stance[stance] == 51 ) sprintf(bufskill,"a student of");
    else if (ch->stance[stance] == 76 ) sprintf(bufskill,"fairly experienced in");
    else if (ch->stance[stance] == 101) sprintf(bufskill,"well trained in");
    else if (ch->stance[stance] == 126) sprintf(bufskill,"highly skilled in");
    else if (ch->stance[stance] == 151) sprintf(bufskill,"an expert of");
    else if (ch->stance[stance] == 176) sprintf(bufskill,"a master of");
    else if (ch->stance[stance] == 200) sprintf(bufskill,"wicked trained in");
    else return;
         if (stance == STANCE_VIPER   ) sprintf(stancename,"viper"   );
    else if (stance == STANCE_CRANE   ) sprintf(stancename,"crane"   );
    else if (stance == STANCE_CRAB    ) sprintf(stancename,"crab"    );
    else if (stance == STANCE_MONGOOSE) sprintf(stancename,"mongoose");
    else if (stance == STANCE_BULL    ) sprintf(stancename,"bull"    );
    else if (stance == STANCE_MANTIS  ) sprintf(stancename,"mantis"  );
    else if (stance == STANCE_DRAGON  ) sprintf(stancename,"dragon"  );
    else if (stance == STANCE_TIGER   ) sprintf(stancename,"tiger"   );
    else if (stance == STANCE_MONKEY  ) sprintf(stancename,"monkey"  );
    else if (stance == STANCE_SWALLOW ) sprintf(stancename,"swallow" );
    else if (stance == STANCE_WOLF )    sprintf(stancename,"wolf"    );
    else if (stance == STANCE_SS1 )    sprintf(stancename,"ss1"    );
    else if (stance == STANCE_SS2 )    sprintf(stancename,"ss2"    );
    else if (stance == STANCE_SS3 )    sprintf(stancename,"ss3"    );
    else if (stance == STANCE_SS4 )    sprintf(stancename,"Pizza"    );
    else if (stance == STANCE_SS5 )    sprintf(stancename,"Zarius"    );
    else return;
    sprintf(buf,"#GYou are now %s the %s stance.\n\r#n",bufskill,stancename);
    send_to_char(buf,ch);
    return;
}

void do_alignment( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];

    one_argument( argument, arg );

    if (IS_NPC(ch)) return;
    if (IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_TANARRI))
    {
      send_to_char("Your destiny is set for life.\n\r",ch);
      return;
    }
    if ( arg[0] == '\0' )
    {
	send_to_char( "Please enter 'good', 'neutral', or 'evil'.\n\r", ch );
	return;
    }

    if      (!str_cmp(arg,"good"))
    {
	ch->alignment = 1000;
        if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD)) REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
	send_to_char( "Alignment is now angelic.\n\r", ch );
    }
    else if (!str_cmp(arg,"neutral"))
    {
        if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD)) REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
        if (IS_SET(ch->affected_by, AFF_PROTECT)) REMOVE_BIT(ch->affected_by, AFF_PROTECT);
	ch->alignment = 0;
	send_to_char( "Alignment is now neutral.\n\r", ch );
    }
    else if (!str_cmp(arg,"evil"))
    {
        if (IS_SET(ch->affected_by, AFF_PROTECT)) REMOVE_BIT(ch->affected_by, AFF_PROTECT);
	ch->alignment = -1000;
	send_to_char( "Alignment is now satanic.\n\r", ch );
    }
    else
    {
      send_to_char( "Please enter 'good', 'neutral', or 'evil'.\n\r", ch );
      return;
    }
    ch->exp -= ch->exp * 0.1;
    return;
}

/*
void do_side( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_INPUT_LENGTH];
    char arg[MAX_INPUT_LENGTH];

    one_argument( argument, arg );

    if (IS_NPC(ch)) return;

    if ( arg[0] != '\0' && !str_cmp(arg,"renegade") && 
	( ch->class == 1 || ch->class == 2 ))
    {
	ch->class = 3;
	send_to_char( "You are now a renegade.\n\r", ch );
	sprintf(buf,"%s has turned renegade!",ch->name);
	do_info(ch,buf);
	return;
    }

    if (ch->class == 1)
    {
	send_to_char( "You are a scavenger.\n\r", ch );
	return;
    }
    else if (ch->class == 2)
    {
	send_to_char( "You are a mutant.\n\r", ch );
	return;
    }
    else if (ch->class == 3)
    {
	send_to_char( "You are a renegade.\n\r", ch );
	return;
    }

    if ( arg[0] == '\0' )
    {
	send_to_char( "You have not yet picked a side to fight on.\n\r", ch );
	send_to_char( "Please enter 'Scavenger' or 'Mutant'.\n\r", ch );
	return;
    }
    if (!str_cmp(arg,"scavenger"))
    {
	ch->class = 1;
	send_to_char( "You are now a scavenger.\n\r", ch );
	sprintf(buf,"%s has sided with the scavengers!",ch->name);
	do_info(ch,buf);
    }
    else if (!str_cmp(arg,"mutant"))
    {
	ch->class = 2;
	send_to_char( "You are now a mutant.\n\r", ch );
	sprintf(buf,"%s has sided with the mutants!",ch->name);
	do_info(ch,buf);
    }
    else send_to_char( "Please enter 'Scavenger' or 'Mutant'.\n\r", ch );
    return;
}
*/

void do_skill( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char buf       [MAX_STRING_LENGTH];
    char buf2      [MAX_STRING_LENGTH];
    char bufskill  [25];
    char bufskill2 [25];
    char arg       [MAX_INPUT_LENGTH];
    OBJ_DATA *wield;
    OBJ_DATA *wield2;
    int dtype;
    int dtype2;

    one_argument( argument, arg );

    if (IS_NPC(ch)) return;

    if ( arg[0] == '\0' )
	sprintf(arg,"self");

    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 NPC's.\n\r", ch );
	return;
    }

    wield = get_eq_char( victim, WEAR_WIELD );
    wield2 = get_eq_char( victim, WEAR_HOLD );

    dtype = TYPE_HIT;
    dtype2 = TYPE_HIT;
    if ( wield != NULL && wield->item_type == ITEM_WEAPON )
	dtype += wield->value[3];
    if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON )
	dtype2 += wield2->value[3];
    dtype -= 1000;
    dtype2 -= 1000;

    if      (victim->wpn[dtype] == 0   ) sprintf(bufskill,"totally unskilled");
    else if (victim->wpn[dtype] <= 25  ) sprintf(bufskill,"slightly skilled");
    else if (victim->wpn[dtype] <= 50  ) sprintf(bufskill,"reasonable");
    else if (victim->wpn[dtype] <= 75  ) sprintf(bufskill,"fairly competent");
    else if (victim->wpn[dtype] <= 100 ) sprintf(bufskill,"highly skilled");
    else if (victim->wpn[dtype] <= 125 ) sprintf(bufskill,"very dangerous");
    else if (victim->wpn[dtype] <= 150 ) sprintf(bufskill,"extremely deadly");
    else if (victim->wpn[dtype] <= 175 ) sprintf(bufskill,"an expert");
    else if (victim->wpn[dtype] <= 199 ) sprintf(bufskill,"a master");
    else if (victim->wpn[dtype] == 200 ) sprintf(bufskill,"a grand master");
    else if (victim->wpn[dtype] <= 999) sprintf(bufskill,"supremely skilled");
    else if (victim->wpn[dtype] == 1000) sprintf(bufskill,"divinely skilled");
    else return;

    if      (victim->wpn[dtype2] == 0   ) sprintf(bufskill2,"totally unskilled");
    else if (victim->wpn[dtype2] <= 25  ) sprintf(bufskill2,"slightly skilled");
    else if (victim->wpn[dtype2] <= 50  ) sprintf(bufskill2,"reasonable");
    else if (victim->wpn[dtype2] <= 75  ) sprintf(bufskill2,"fairly competent");
    else if (victim->wpn[dtype2] <= 100 ) sprintf(bufskill2,"highly skilled");
    else if (victim->wpn[dtype2] <= 125 ) sprintf(bufskill2,"very dangerous");
    else if (victim->wpn[dtype2] <= 150 ) sprintf(bufskill2,"extremely deadly");
    else if (victim->wpn[dtype2] <= 175 ) sprintf(bufskill2,"an expert");
    else if (victim->wpn[dtype2] <= 199 ) sprintf(bufskill2,"a master");
    else if (victim->wpn[dtype2] == 200 ) sprintf(bufskill2,"a grand master");
    else if (victim->wpn[dtype2] <= 999 ) sprintf(bufskill2,"supremely skilled");
    else if (victim->wpn[dtype2] == 1000) sprintf(bufskill2,"divinely skilled");
    else return;

    if (ch == victim)
    {
    	if (dtype == 0 && dtype2 == 0)
	    sprintf(buf,"You are %s at unarmed combat.\n\r",bufskill);
    	else
	{
	    if (dtype != 0)
		sprintf(buf,"You are %s with %s.\n\r",bufskill,wield->short_descr);
	    if (dtype2 != 0)
		sprintf(buf2,"You are %s with %s.\n\r",bufskill2,wield2->short_descr);
	}
    }
    else
    {
    	if (dtype == 0 && dtype2 == 0)
	    sprintf(buf,"%s is %s at unarmed combat.\n\r",victim->name,bufskill);
    	else
	{
	    if (dtype != 0)
		sprintf(buf,"%s is %s with %s.\n\r",victim->name,bufskill,wield->short_descr);
	    if (dtype2 != 0)
		sprintf(buf2,"%s is %s with %s.\n\r",victim->name,bufskill2,wield2->short_descr);
	}
    }
    if (!(dtype == 0 && dtype2 != 0)) send_to_char(buf,ch);
    if (dtype2 != 0) send_to_char(buf2,ch);
    skillstance(ch,victim);
    return;
}

void do_throw( CHAR_DATA *ch, char *argument )
{
    ROOM_INDEX_DATA *location;
    ROOM_INDEX_DATA *to_room;
    EXIT_DATA       *pexit;
    CHAR_DATA       *victim = NULL;
    OBJ_DATA        *obj;
    char            arg1      [MAX_INPUT_LENGTH];
    char            arg2      [MAX_INPUT_LENGTH];
    char            buf       [MAX_INPUT_LENGTH];
    char            revdoor   [MAX_INPUT_LENGTH];
    int             door;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    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 anything to throw.\n\r", ch );
	    return;
	}
    }

    if ( arg1[0] == '\0' )
    {
	send_to_char("Which direction do you wish to throw?\n\r", ch);
	return;
    }

    if      ( !str_cmp( arg1, "n" ) || !str_cmp( arg1, "north" ) )
	{door = 0;sprintf(arg1,"north");}
    else if ( !str_cmp( arg1, "e" ) || !str_cmp( arg1, "east" ) )
	{door = 1;sprintf(arg1,"east");}
    else if ( !str_cmp( arg1, "s" ) || !str_cmp( arg1, "south" ) )
	{door = 2;sprintf(arg1,"south");}
    else if ( !str_cmp( arg1, "w" ) || !str_cmp( arg1, "west" ) )
	{door = 3;sprintf(arg1,"west");}
    else if ( !str_cmp( arg1, "u" ) || !str_cmp( arg1, "up" ) )
	{door = 4;sprintf(arg1,"up");}
    else if ( !str_cmp( arg1, "d" ) || !str_cmp( arg1, "down" ) )
	{door = 5;sprintf(arg1,"down");}
    else
    {
	send_to_char("You can only throw north, south, east, west, up or down.\n\r", ch);
	return;
    }

    if      ( !str_cmp( arg1, "north" ) ) {door = 0;sprintf(revdoor,"south");}
    else if ( !str_cmp( arg1, "east"  ) ) {door = 1;sprintf(revdoor,"west" );}
    else if ( !str_cmp( arg1, "south" ) ) {door = 2;sprintf(revdoor,"north");}
    else if ( !str_cmp( arg1, "west"  ) ) {door = 3;sprintf(revdoor,"east" );}
    else if ( !str_cmp( arg1, "up"    ) ) {door = 4;sprintf(revdoor,"down" );}
    else if ( !str_cmp( arg1, "down"  ) ) {door = 5;sprintf(revdoor,"up"   );}
    else return;

    location = ch->in_room;

    sprintf(buf,"You hurl $p %s.",arg1);
    act(buf,ch,obj,NULL,TO_CHAR);
    sprintf(buf,"$n hurls $p %s.",arg1);
    act(buf,ch,obj,NULL,TO_ROOM);
    /* First room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p bounces off the %s wall.",arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	act(buf,ch,obj,NULL,TO_CHAR);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p bounces off the %s door.",arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	act(buf,ch,obj,NULL,TO_CHAR);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
	return;
    }
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor);
	act(buf,ch,obj,victim,TO_NOTVICT);
	sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor);
	act(buf,ch,obj,victim,TO_VICT);
	obj_from_char(obj);
	obj_to_char(obj, victim);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }

    /* Second room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
    act(buf,ch,obj,NULL,TO_ROOM);
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor);
	act(buf,ch,obj,victim,TO_NOTVICT);
	sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor);
	act(buf,ch,obj,victim,TO_VICT);
	obj_from_char(obj);
	obj_to_char(obj, victim);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }

    /* Third room */
    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    pexit = ch->in_room->exit[door];
    if (IS_SET(pexit->exit_info, EX_CLOSED) )
    {
	sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1);
	act(buf,ch,obj,NULL,TO_ROOM);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }
    sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1);
    act(buf,ch,obj,NULL,TO_ROOM);
    char_from_room(ch);
    char_to_room(ch,to_room);
    if ( ( victim = get_char_room( ch, arg2 ) ) != NULL )
    {
	sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor);
	act(buf,ch,obj,victim,TO_NOTVICT);
	sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor);
	act(buf,ch,obj,victim,TO_VICT);
	obj_from_char(obj);
	obj_to_char(obj, victim);
    	char_from_room(ch);
    	char_to_room(ch,location);
	return;
    }

    sprintf(buf,"$p comes flying in from the %s and drops at your feet.",revdoor);
    act(buf,ch,obj,NULL,TO_ROOM);
    obj_from_char(obj);
    obj_to_room(obj, ch->in_room);

    /* Move them back */
    char_from_room(ch);
    char_to_room(ch,location);

    do_autosave(ch,"");
    if (victim != NULL && !IS_NPC(victim)) do_autosave(victim,"");
    return;
}

void do_stance( CHAR_DATA *ch, char *argument )
{
    char            arg      [MAX_INPUT_LENGTH];
    int             selection;

    argument = one_argument( argument, arg );

    if (IS_NPC(ch)) return;
   /*  if (IS_SET(ch->mounted, IS_RIDING))
    {
	send_to_char("Not while mounted.\n\r",ch);
	return;
    }
*/
    if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED)
 && !IS_POLYAFF(ch,POLY_ZULOFORM) && !IS_POLYAFF(ch, POLY_SPIDER)
	&& !IS_SET(ch->flag2, VAMP_OBJMASK) && !IS_SET(ch->newbits, NEW_CUBEFORM) && !IS_CLASS(ch, CLASS_SHAPESHIFTER))
    {
	send_to_char("Not while polymorphed.\n\r",ch);
	return;
    }
    if ( arg[0] == '\0' )
    {
	if (ch->stance[0] == -1)
	{
	    ch->stance[0] = 0;
	    send_to_char("You drop into a fighting stance.\n\r",ch);
	    act("$n drops into a fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else
	{
	    ch->stance[0] = -1;
	    send_to_char("You relax from your fighting stance.\n\r",ch);
	    act("$n relaxes from $s fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	return;
    }
    if (ch->stance[0] > 0)
    {
	send_to_char("You cannot change stances until you come up from the one you are currently in.\n\r",ch);
	return;
    }
    if (!str_cmp(arg,"none")    ) {selection = STANCE_NONE;
	send_to_char("You drop into a general fighting stance.\n\r",ch);
	act("$n drops into a general fighting stance.",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"viper")   ) {selection = STANCE_VIPER;
	send_to_char("You arch your body into the viper fighting stance.\n\r",ch);
	act("$n arches $s body into the viper fighting stance.",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"crane")   ) {selection = STANCE_CRANE;
	send_to_char("You swing your body into the crane fighting stance.\n\r",ch);
	act("$n swings $s body into the crane fighting stance.",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"crab")    ) {selection = STANCE_CRAB;
	send_to_char("You squat down into the crab fighting stance.\n\r",ch);
	act("$n squats down into the crab fighting stance. ",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"mongoose")) {selection = STANCE_MONGOOSE;
	send_to_char("You twist into the mongoose fighting stance.\n\r",ch);
	act("$n twists into the mongoose fighting stance. ",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"bull")    ) {selection = STANCE_BULL;
	send_to_char("You hunch down into the bull fighting stance.\n\r",ch);
	act("$n hunches down into the bull fighting stance. ",ch,NULL,NULL,TO_ROOM);}
    else
    {
	if (!str_cmp(arg,"mantis") && ch->stance[STANCE_CRANE] >= 200 &&
	    ch->stance[STANCE_VIPER] >= 200)
	{
	    selection = STANCE_MANTIS;
	    send_to_char("You spin your body into the mantis fighting stance.\n\r",ch);
	    act("$n spins $s body into the mantis fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 200 &&
	    ch->stance[STANCE_CRAB] >= 200)
	{
	    selection = STANCE_DRAGON;
	    send_to_char("You coil your body into the dragon fighting stance.\n\r",ch);
	    act("$n coils $s body into the dragon fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 200 &&
	    ch->stance[STANCE_VIPER] >= 200)
	{
	    selection = STANCE_TIGER;
	    send_to_char("You lunge into the tiger fighting stance.\n\r",ch);
	    act("$n lunges into the tiger fighting stance.",ch,NULL,NULL,TO_ROOM);
	}

	else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 200 &&
	    ch->stance[STANCE_MONGOOSE] >= 200)
	{
	    selection = STANCE_MONKEY;
	    send_to_char("You rotate your body into the monkey fighting stance.\n\r",ch);
	    act("$n rotates $s body into the monkey fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!str_cmp(arg,"swallow") && ch->stance[STANCE_CRAB] >= 200 &&
	    ch->stance[STANCE_MONGOOSE] >= 200)
	{
	    selection = STANCE_SWALLOW;
	    send_to_char("You slide into the swallow fighting stance.\n\r",ch);
	    act("$n slides into the swallow fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
  else if (!str_cmp(arg,"ss1") && ch->stance[19] != -1)
  {
    selection = STANCE_SS1;
    send_to_char("You sneak into a supreme fighting position.\n\r",ch);
    act("$n sneaks into a supreme fighting position.",ch,NULL,NULL,TO_ROOM);
  }
  else if (!str_cmp(arg,"ss2") && ch->stance[20] != -1)
  {
    selection = STANCE_SS2;
    send_to_char("You sneak into a supreme fighting position.\n\r",ch);
    act("$n sneaks into a supreme fighting position.",ch,NULL,NULL,TO_ROOM);
  }
  else if (!str_cmp(arg,"ss3") && ch->stance[21] != -1)
  {
    selection = STANCE_SS3;
    send_to_char("You sneak into a supreme fighting position.\n\r",ch);
    act("$n sneaks into a supreme fighting position.",ch,NULL,NULL,TO_ROOM);
  }
  else if (!str_cmp(arg,"pizza") && ch->stance[22] != -1)
  {
    selection = STANCE_SS4;
    send_to_char("You assume the pizza delivery position.\n\r",ch);
    act("$n assumes the pizza delivery position.",ch,NULL,NULL,TO_ROOM);
  }
  else if (!str_cmp(arg,"zarius") && ch->stance[23] != -1)
  {
    selection = STANCE_SS5;
    send_to_char("You contort yourself into the Zarius coding position.\n\r",ch);
    act("$n contorts into the Zarius coding position.",ch,NULL,NULL,TO_ROOM);
  }
	else if (!str_cmp(arg,"wolf") && ch->stance[STANCE_SWALLOW] >= 200
&& ch->stance[STANCE_TIGER] >= 200 && ch->stance[STANCE_MANTIS] >= 200 &&
ch->stance[STANCE_DRAGON] >= 200 && ch->stance[STANCE_MONKEY] >= 200 &&
ch->power[DISC_WERE_WOLF]> 4 )
	{
	    selection = STANCE_WOLF;
	    send_to_char("You fling into the wolf fighting stance.\n\r",ch);
	    act("$n flings into the wolf fighting stance.",ch,NULL,NULL,TO_ROOM);
	}

	else
	{
	    send_to_char("Syntax is: stance <style>.\n\r",ch);
	    send_to_char("Stance being one of: None, Viper, Crane, Crab, Mongoose, Bull.\n\r",ch);
	    return;
	}
    }
    ch->stance[0] = selection;
    WAIT_STATE( ch, 12 );
    return;
}

void do_fightstyle( CHAR_DATA *ch, char *argument )
{
    char            arg1     [MAX_INPUT_LENGTH];
    char            arg2     [MAX_INPUT_LENGTH];
    char            buf      [MAX_INPUT_LENGTH];
    bool	    blah = FALSE;
    int             selection;
    int             value;
    int		    i;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( !IS_CLASS(ch, CLASS_MONK))
    {
	stc("Huh?\n\r",ch);
	return;
    }

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	send_to_char("Syntax is: fightstyle <number> <style>.\n\r",ch);
	send_to_char("Style can be selected from the following (enter style in text form):\n\r",ch);
	send_to_char("==================================================================\n\r",ch);
	send_to_char("[ 1] Trip      [ 2] Kick      [ 3] Bash      [ 4] Elbow [ 5] Knee\n\r",ch);
	send_to_char("[ 6] Headbutt  [ 7] Disarm    [ 8] Bite      [ 9] Dirt  [10] Grapple\n\r",ch);
	send_to_char("[11] Punch     [12] Gouge     [13] Rip       [14] Stamp [15] Backfist\n\r",ch);
	send_to_char("[16] Jumpkick  [17] Spinkick  [18] Hurl      [19] Sweep [20] Charge\n\r",ch);
	send_to_char("==================================================================\n\r",ch);
	sprintf(buf,"Selected options: 1:[%d] 2:[%d] 3:[%d] 4:[%d] 5:[%d] 6:[%d] 7:[%d] 8:[%d].\n\r",ch->cmbt[0],ch->cmbt[1],
	ch->cmbt[2],ch->cmbt[3],ch->cmbt[4],ch->cmbt[5],ch->cmbt[6],ch->cmbt[7]);
	send_to_char(buf,ch);
	return;
    }
    value = is_number( arg1 ) ? atoi( arg1 ) : -1;
    if (value < 1 || value > 8)
    {
	send_to_char("Please enter a value between 1 and 8.\n\r",ch);
	return;
    }
         if (!str_cmp(arg2,"clear")   ) selection = 0;
    else if (!str_cmp(arg2,"trip")    ) selection = 1;
    else if (!str_cmp(arg2,"kick")    ) selection = 2;
    else if (!str_cmp(arg2,"bash")    ) selection = 3;
    else if (!str_cmp(arg2,"elbow")   ) selection = 4;
    else if (!str_cmp(arg2,"knee")    ) selection = 5;
    else if (!str_cmp(arg2,"headbutt")) selection = 6;
    else if (!str_cmp(arg2,"disarm")  ) selection = 7;
    else if (!str_cmp(arg2,"bite")    ) selection = 8;
    else if (!str_cmp(arg2,"dirt")    ) selection = 9;
    else if (!str_cmp(arg2,"grapple") ) selection = 10;
    else if (!str_cmp(arg2,"punch")   ) selection = 11;
    else if (!str_cmp(arg2,"gouge")   ) selection = 12;
    else if (!str_cmp(arg2,"rip")     ) selection = 13;
    else if (!str_cmp(arg2,"stamp")   ) selection = 14;
    else if (!str_cmp(arg2,"backfist")) selection = 15;
    else if (!str_cmp(arg2,"jumpkick")) selection = 16;
    else if (!str_cmp(arg2,"spinkick")) selection = 17;
    else if (!str_cmp(arg2,"hurl")    ) selection = 18;
    else if (!str_cmp(arg2,"sweep")   ) selection = 19;
    else if (!str_cmp(arg2,"charge")  ) selection = 20;
    else
    {
	do_fightstyle(ch, "");
	return;
    }

         if ( selection == 1 && !IS_FS(ch, FS_TRIP) )
        blah = TRUE;
    else if ( selection == 2 && !IS_FS(ch, FS_KICK) )
        blah = TRUE;
    else if ( selection == 3 && !IS_FS(ch, FS_BASH) )
	blah = TRUE;
    else if ( selection == 4 && !IS_FS(ch, FS_ELBOW) )
	blah = TRUE;
    else if ( selection == 5 && !IS_FS(ch, FS_KNEE) )
	blah = TRUE;
    else if ( selection == 6 && !IS_FS(ch, FS_HEADBUTT))
	blah = TRUE;
    else if ( selection == 7 && !IS_FS(ch, FS_DISARM) )
	blah = TRUE;
    else if ( selection == 8 && !IS_FS(ch, FS_BITE) )
	blah = TRUE;
    else if ( selection == 9 && !IS_FS(ch, FS_DIRT) )
	blah = TRUE;
    else if ( selection == 10 && !IS_FS(ch, FS_GRAPPLE) )
	blah = TRUE;
    else if ( selection == 11 && !IS_FS(ch, FS_PUNCH) )
	blah = TRUE;
    else if ( selection == 12 && !IS_FS(ch, FS_GOUGE ) )
	blah = TRUE;
    else if ( selection == 13 && !IS_FS(ch, FS_RIP ) )
	blah = TRUE;
    else if ( selection == 14 && !IS_FS(ch, FS_STAMP) )
	blah = TRUE;
    else if ( selection == 15 && !IS_FS(ch, FS_BACKFIST))
	blah = TRUE;
    else if ( selection == 16 && !IS_FS(ch, FS_JUMPKICK) )
	blah = TRUE;
    else if ( selection == 17 && !IS_FS(ch, FS_SPINKICK) )
	blah = TRUE;
    else if ( selection == 18 && !IS_FS(ch, FS_HURL) )
	blah = TRUE;
    else if ( selection == 19 && !IS_FS(ch, FS_SWEEP) )
	blah = TRUE;
    else if ( selection == 20 && !IS_FS(ch, FS_CHARGE) )
	blah = TRUE;
    else
	blah = FALSE;

    if ( blah )
    {
	stc("You have not learned that fighting style.\n\r",ch);
	return;
    }

    for (i=0; i < 8 ; i++)
    {
      if (ch->cmbt[i] == selection && selection !=0 && !(value-1 == i) )
      {
        stc("No doubling of attacks.\n\r", ch);
        return;
      }
    }
    ch->cmbt[(value-1)] = selection;
    sprintf(buf,"Combat option %d now set to %s (%d).\n\r",value,arg2,ch->cmbt[0]);
    send_to_char(buf,ch);
    return;
}

void fightaction( CHAR_DATA *ch, CHAR_DATA *victim, int actype, int dtype, int wpntype)
{
    AFFECT_DATA af;
    OBJ_DATA *obj;

    if ( IS_NPC(ch) ) return;
    if ( actype < 1 || actype > 20 ) return;
    if ( victim == NULL ) return;

    if (is_safe(ch, victim)) return;
    /* Trip */
    if ( actype == 1 )
    {
	if ( number_percent( ) * 4.5 <= ch->wpn[0] )
	    trip( ch, victim );
    	return;
    }
    else if ( actype == 2 && number_percent() < 75 )
    {
	if( number_percent() * 4.5 <= ch->wpn[0] )
		do_kick(ch,"");
    	return;
    }
    else if ( actype == 3 )
    {
	act("You slam into $N, sending $M sprawling.",ch,NULL,victim,TO_CHAR);
        if ( !IS_NPC(victim))
	act("$n slams into you, sending you sprawling.",ch,NULL,victim,TO_VICT);
	act("$n slams into $N, sending $M sprawling.",ch,NULL,victim,TO_NOTVICT);
	WAIT_STATE(victim,4);
	return;
    }
    else if ( actype == 4 )
    {
	act("You spin around and ram your elbow into $N's forehead.",ch,NULL,victim,TO_CHAR);
	if ( !IS_NPC(victim))
	act("$n spins around and rams his elbow into your forehead.",ch,NULL,victim,TO_VICT);
	act("$n spins around and rams $s elbow into $N's face.",ch,NULL,victim,TO_NOTVICT);
	if( number_percent() * 4.5 <= ch->wpn[0] )
		one_hit( ch, victim, gsn_elbow, wpntype );
	return;
    }
    else if ( actype == 5 )
    {
	act("You slam your knee into $N's stomach.",ch,NULL,victim,TO_CHAR);
	act("$n slams $s knee into your stomach.",ch,NULL,victim,TO_VICT);
	act("$n slams $s knee into $N's stomach.",ch,NULL,victim,TO_NOTVICT);
	if( number_percent() * 4.5 <= ch->wpn[0] )
	        one_hit( ch, victim, gsn_knee, wpntype );
	return;
    }
    else if ( actype == 6 )
    {
	if( number_percent() * 4.5 <= ch->wpn[0] )
	        one_hit( ch, victim, gsn_headbutt, wpntype );
	return;
    }
    else if ( actype == 7 )
    {
	if( number_percent() * 4.5 <= ch->wpn[0] )
	    disarm( ch, victim );
    	return;
    }
    else if ( actype == 8 )
    {
	if( number_percent() * 4.5 <= ch->wpn[0] )
		multi_hit( ch, victim, gsn_fangs);
	return;
    }
    else if ( actype == 9 )
    {
	act( "You kick a spray of dirt into $N's face.",ch,NULL,victim,TO_CHAR );
	act( "$n kicks a spray of dirt into your face.",ch,NULL,victim,TO_VICT );
	act( "$n kicks a spray of dirt into $N's face.",ch,NULL,victim,TO_NOTVICT );
    	if ( IS_AFFECTED(victim, AFF_BLIND) || number_percent() < 25 )
	    return;
    	af.type      = 4;
    	af.location  = APPLY_HITROLL;
    	af.modifier  = -4;
    	af.duration  = 1;
    	af.bitvector = AFF_BLIND;
    	affect_to_char( victim, &af );
/*	act( "$n is blinded!",victim,NULL,NULL,TO_ROOM );*/
    	send_to_char( "You are blinded!\n\r", victim );
    	return;
    }
    else if ( actype == 11 )
    {
	act( "You punch $N in the face.",ch,NULL,victim,TO_CHAR );
	act( "$n punches you in the face.",ch,NULL,victim,TO_VICT );
	act( "$n punches $N in the face.",ch,NULL,victim,TO_NOTVICT );
	victim->position = POS_STUNNED;
	return;
    }
    else if ( actype == 12 )
    {
	act( "You gouge your fingers into $N's eyes.",ch,NULL,victim,TO_CHAR );
	act( "$n gouges $s fingers into your eyes.",ch,NULL,victim,TO_VICT );
	act( "$n gouges $s fingers into $N's eyes.",ch,NULL,victim,TO_NOTVICT );
    	if ( IS_AFFECTED(victim, AFF_BLIND) || number_percent() < 75 )
	{
	if( number_percent() * 4.5 <= ch->wpn[0] )
		    one_hit( ch, victim, dtype, wpntype );
	    return;
	}
    	af.type      = 4;
    	af.location  = APPLY_HITROLL;
    	af.modifier  = -4;
    	af.duration  = 1;
    	af.bitvector = AFF_BLIND;
    	affect_to_char( victim, &af );
/*	act( "$n is blinded!",victim,NULL,NULL,TO_ROOM );*/
    	send_to_char( "You are blinded!\n\r", victim );
    	return;
    }
    else if ( actype == 13 )
    {
	if ( number_percent() > 85 )
	{
	  if (!IS_ARM_L(victim,LOST_ARM))
            SET_BIT(victim->loc_hp[2],LOST_ARM);
        else return;
        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 dodge $N's attack, grab $S arm and rip it from it's socket.",ch,NULL,victim,TO_CHAR);
	  act("$n dodges your attack, grabs your arm and rips it from its socket.",ch,NULL,victim, TO_VICT);
	  act("$n dodges $N's attack, grabs $N's arm and rips it from its socket.",ch,NULL,victim, TO_NOTVICT);
	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_HOLD )) != 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 ( actype == 14 )
    {
    	if ( victim->move < 1 ) return;
	act( "You leap in the air and stamp on $N's feet.",ch,NULL,victim,TO_CHAR );
	act( "$n leaps in the air and stamps on your feet.",ch,NULL,victim,TO_VICT );
	act( "$n leaps in the air and stamps on $N's feet.",ch,NULL,victim,TO_NOTVICT );
	victim->move -= number_range(25,50);
	if ( victim->move < 0 ) victim->move = 0;
    	return;
    }
    else if ( actype == 15 )
    {
	if( number_percent() * 4.5 <= ch->wpn[0] )
		one_hit( ch, victim, gsn_backfist, wpntype );
	return;
    }
    else if ( actype == 16 )
    {
	if( number_percent() * 4.5 <= ch->wpn[0] )
		one_hit( ch, victim, gsn_jumpkick, wpntype );
	return;
    }
    else if ( actype == 17 )
    {
	if( number_percent() * 4.5 <= ch->wpn[0] )
		one_hit( ch, victim, gsn_spinkick, wpntype );
	return;
    }
    else if ( actype == 18 )
    {
	if ( number_percent() > 1 )
	{
	  act("You grab on to $N and hurl $M to  the ground.",ch,NULL,victim,TO_CHAR);
	  act("$n grabs you and throws you to the ground.",ch,NULL,victim,TO_VICT);
	  victim->position = POS_STUNNED;
	  return;
	}
    }
    else if ( actype == 19 )
    {
	if( number_percent() * 4.5 <= ch->wpn[0] )
		one_hit( ch, victim, gsn_monksweep, wpntype );
	return;
    }
    else if ( actype == 20 )
    {
	act("You charge into $N, knocking $M from his feet.",ch,NULL,victim,TO_CHAR);
	act("$n charges into you, knocking you off your feet.",ch,NULL,victim,TO_VICT);
	act("$n charges into $N, knocking $M off $S feet.",ch,NULL,victim,TO_NOTVICT);
	victim->position = POS_STUNNED;
	return;
    }
    return;
}

void critical_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam)
{
    OBJ_DATA *obj;
    OBJ_DATA *damaged;
    char buf  [MAX_STRING_LENGTH];
    char buf2 [20];
    int dtype;
    int critical = 0;
    int wpn = 0;
    int wpn2 = 0;
    int count;
    int count2;

    dtype = dt - 1000;
    if (dtype < 0 || dtype > 12) return;
    if (IS_NPC(ch)) critical += ((ch->level+1) / 5);
    if (!IS_NPC(ch)) critical += ((ch->wpn[dtype]+1)/10);
    if (IS_NPC(victim)) critical -= ((victim->level+1) / 5);
    if (!IS_NPC(victim))
    {
    	obj = get_eq_char( victim, WEAR_WIELD );
    	dtype = TYPE_HIT;
    	if ( obj != NULL && obj->item_type == ITEM_WEAPON )
	    dtype += obj->value[3];
    	wpn = dtype - 1000;
	if (wpn < 0 || wpn > 12) wpn = 0;
    	obj = get_eq_char( victim, WEAR_HOLD );
    	dtype = TYPE_HIT;
    	if ( obj != NULL && obj->item_type == ITEM_WEAPON )
	    dtype += obj->value[3];
    	wpn2 = dtype - 1000;
	if (wpn2 < 0 || wpn2 > 12) wpn2 = 0;

	if (victim->wpn[wpn] > victim->wpn[wpn2])
	    critical -= ((victim->wpn[wpn]+1)/10);
	else
	    critical -= ((victim->wpn[wpn2]+1)/10);
    }
if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_REND)&& number_range(1,25)==1)
critical=100;
         if (critical < 1 ) critical = 1;
    else if (IS_NPC(ch) && critical > 5) critical = 5;
  
    if (number_percent() > critical) return;
    	if ((!IS_NPC(victim) && IS_STONE(victim)) || (IS_CLASS(victim,CLASS_GOLEM) && number_range(1,3) == 1))
	{
 		act("$N is full of stone, your blade fails to cut off a limb.",ch,NULL,victim,TO_CHAR);
 		act("You are full of stone, and $n's blade fails to cut off a limb.",ch,NULL,victim,TO_VICT);
 		act("$N is full of stone, and $N's blade fails to cut off $M limb.", ch,NULL,victim,TO_NOTVICT);
 		return;
	}
	if (IS_CLASS(victim, CLASS_DROW) && IS_POLYAFF(victim, POLY_SPIDER))
		return;
    critical = number_range(1,23);
    if (critical == 1)
    {
	if (IS_HEAD(victim,LOST_EYE_L) && IS_HEAD(victim,LOST_EYE_R)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from loosing an eye.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from loosing an eye.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;

	if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
	    SET_BIT(victim->loc_hp[0],LOST_EYE_L);
	else if (!IS_HEAD(victim,LOST_EYE_R))
	    SET_BIT(victim->loc_hp[0],LOST_EYE_R);
	else if (!IS_HEAD(victim,LOST_EYE_L))
	    SET_BIT(victim->loc_hp[0],LOST_EYE_L);
	else return;
	act("Your skillful blow takes out $N's eye!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow takes out $N's eye!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow takes out your eye!",ch,NULL,victim,TO_VICT);
	make_part(victim,"eyeball");
	return;
    }
    else if (critical == 2)
    {
	if (IS_HEAD(victim,LOST_EAR_L) && IS_HEAD(victim,LOST_EAR_R)) return;
	if ( (damaged = get_eq_char(victim,WEAR_HEAD) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from loosing an ear.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from loosing an ear.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;

	if (!IS_HEAD(victim,LOST_EAR_L) && number_percent() < 50)
	    SET_BIT(victim->loc_hp[0],LOST_EAR_L);
	else if (!IS_HEAD(victim,LOST_EAR_R))
	    SET_BIT(victim->loc_hp[0],LOST_EAR_R);
	else if (!IS_HEAD(victim,LOST_EAR_L))
	    SET_BIT(victim->loc_hp[0],LOST_EAR_L);
	else return;
	act("Your skillful blow cuts off $N's ear!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's ear!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your ear!",ch,NULL,victim,TO_VICT);
	make_part(victim,"ear");
	return;
    }
    else if (critical == 3)
    {
	if (IS_HEAD(victim,LOST_NOSE)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from loosing your nose.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from loosing $s nose.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;

	SET_BIT(victim->loc_hp[0],LOST_NOSE);
	act("Your skillful blow cuts off $N's nose!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's nose!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your nose!",ch,NULL,victim,TO_VICT);
	make_part(victim,"nose");
	return;
    }
    else if (critical == 4)
    {
	if (IS_HEAD(victim,LOST_NOSE) || IS_HEAD(victim,BROKEN_NOSE)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from breaking your nose.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from breaking $s nose.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;

	if (!IS_HEAD(victim,LOST_NOSE) && !IS_HEAD(victim,BROKEN_NOSE))
	    SET_BIT(victim->loc_hp[0],BROKEN_NOSE);
	else return;
	act("Your skillful blow breaks $N's nose!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's nose!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your nose!",ch,NULL,victim,TO_VICT);
	return;
    }
    else if (critical == 5)
    {
	if (IS_HEAD(victim,BROKEN_JAW)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from breaking your jaw.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from breaking $s jaw.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;

	if (!IS_HEAD(victim,BROKEN_JAW))
	    SET_BIT(victim->loc_hp[0],BROKEN_JAW);
	else return;
	act("Your skillful blow breaks $N's jaw!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's jaw!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your jaw!",ch,NULL,victim,TO_VICT);
	return;
    }
    else if (critical == 6)
    {
	if (IS_ARM_L(victim,LOST_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your left arm.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s left arm.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}

        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;

        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;

	if (!IS_ARM_L(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[2],LOST_ARM);
	else return;
	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("Your skillful blow cuts off $N's left arm!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's left arm!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your left arm!",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_HOLD )) != 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 (critical == 7)
    {
	if (IS_ARM_R(victim,LOST_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your right arm.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s right arm.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}

        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;

        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_ARM_R(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[3],LOST_ARM);
	else return;
	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("Your skillful blow cuts off $N's right arm!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's right arm!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your right arm!",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 (critical == 8)
    {
	if (IS_ARM_L(victim,LOST_ARM) || IS_ARM_L(victim,BROKEN_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking your left arm.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking $s left arm.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}

        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
            
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[2],BROKEN_ARM);
	else return;
	act("Your skillful blow breaks $N's left arm!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's left arm!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your left arm!",ch,NULL,victim,TO_VICT);
	if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
	    take_item(victim,obj);
	return;
    }
    else if (critical == 9)
    {
	if (IS_ARM_R(victim,LOST_ARM) || IS_ARM_R(victim,BROKEN_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking your right arm.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking $s right arm.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}

        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
            
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[3],BROKEN_ARM);
	else return;
	act("Your skillful blow breaks $N's right arm!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's right arm!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your right arm!",ch,NULL,victim,TO_VICT);
	if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
	    take_item(victim,obj);
	return;
    }
    else if (critical == 10)
    {
	if (IS_ARM_L(victim,LOST_HAND) || IS_ARM_L(victim,LOST_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your left hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s left hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}

        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
            
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[2],LOST_HAND);
	else return;
	if (IS_BLEEDING(victim,BLEEDING_ARM_L))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
	if (!IS_BLEEDING(victim,BLEEDING_HAND_L))
	    SET_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
	act("Your skillful blow cuts off $N's left hand!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's left hand!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your left hand!",ch,NULL,victim,TO_VICT);
	make_part(victim,"hand");
	if ((obj = get_eq_char( victim, WEAR_HOLD )) != 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 (critical == 11)
    {
	if (IS_ARM_R(victim,LOST_HAND) || IS_ARM_R(victim,LOST_ARM)) return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your right hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s right hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}

        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
            
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_ARM))
	    SET_BIT(victim->loc_hp[3],LOST_HAND);
	else return;
	if (IS_BLEEDING(victim,BLEEDING_ARM_R))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
	if (!IS_BLEEDING(victim,BLEEDING_HAND_R))
	    SET_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
	act("Your skillful blow cuts off $N's right hand!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's right hand!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your right hand!",ch,NULL,victim,TO_VICT);
	make_part(victim,"hand");
	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 (critical == 12)
    {
	if (IS_ARM_L(victim,LOST_ARM)) return;
	if (IS_ARM_L(victim,LOST_HAND)) return;
	if (IS_ARM_L(victim,LOST_THUMB) && IS_ARM_L(victim,LOST_FINGER_I) &&
	IS_ARM_L(victim,LOST_FINGER_M) && IS_ARM_L(victim,LOST_FINGER_R) &&
	IS_ARM_L(victim,LOST_FINGER_L)) return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing some fingers from your left hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing some fingers from $s left hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	count = 0;
	count2 = 0;
	if (!IS_ARM_L(victim,LOST_THUMB) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],LOST_THUMB);count2 += 1;
	    make_part(victim,"thumb");}
	if (!IS_ARM_L(victim,LOST_FINGER_I) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],LOST_FINGER_I);count += 1;
	    make_part(victim,"index");}
	if (!IS_ARM_L(victim,LOST_FINGER_M) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],LOST_FINGER_M);count += 1;
	    make_part(victim,"middle");}
	if (!IS_ARM_L(victim,LOST_FINGER_R) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],LOST_FINGER_R);count += 1;
	    make_part(victim,"ring");
	    if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL)
	        take_item(victim,obj);}
	if (!IS_ARM_L(victim,LOST_FINGER_L) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],LOST_FINGER_L);count += 1;
	    make_part(victim,"little");}
	if (count == 1) sprintf(buf2,"finger");
	else            sprintf(buf2,"fingers");
	if (count > 0 && count2 > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off %d %s and the thumb from $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from your left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off %d %s from $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off %d %s from $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off %d %s from your left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count2 > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off the thumb from $N's left hand.");
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off the thumb from $N's left hand.");
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off the thumb from your left hand.");
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	return;
    }
    else if (critical == 13)
    {
	if (IS_ARM_L(victim,LOST_ARM)) return;
	if (IS_ARM_L(victim,LOST_HAND)) return;
	if ((IS_ARM_L(victim,LOST_THUMB) || IS_ARM_L(victim,BROKEN_THUMB)) &&
	    (IS_ARM_L(victim,LOST_FINGER_I) || IS_ARM_L(victim,BROKEN_FINGER_I)) &&
	    (IS_ARM_L(victim,LOST_FINGER_M) || IS_ARM_L(victim,BROKEN_FINGER_M)) &&
	    (IS_ARM_L(victim,LOST_FINGER_R) || IS_ARM_L(victim,BROKEN_FINGER_R)) &&
	    (IS_ARM_L(victim,LOST_FINGER_L) || IS_ARM_L(victim,BROKEN_FINGER_L)))
		return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking some fingers on your left hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking some fingers on $s left hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	count = 0;
	count2 = 0;
	if (IS_ARM_L(victim,LOST_ARM)) return;
	if (IS_ARM_L(victim,LOST_HAND)) return;

	if (!IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_THUMB) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],BROKEN_THUMB);count2 += 1;}
	if (!IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_FINGER_I) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_I);count += 1;}
	if (!IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_FINGER_M) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_M);count += 1;}
	if (!IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_FINGER_R) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_R);count += 1;}
	if (!IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_FINGER_L) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_L);count += 1;}
	if (count == 1) sprintf(buf2,"finger");
	else            sprintf(buf2,"fingers");
	if (count > 0 && count2 > 0)
	{
	    sprintf(buf,"Your skillful breaks %d %s and the thumb on $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on your left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count > 0)
	{
	    sprintf(buf,"Your skillful blow breaks %d %s on $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks %d %s on $N's left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks %d %s on your left hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count2 > 0)
	{
	    sprintf(buf,"Your skillful blow breaks the thumb on $N's left hand.");
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks the thumb on $N's left hand.");
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks the thumb on your left hand.");
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	return;
    }
    else if (critical == 14)
    {
	if (IS_ARM_R(victim,LOST_ARM)) return;
	if (IS_ARM_R(victim,LOST_HAND)) return;
	if (IS_ARM_R(victim,LOST_THUMB) && IS_ARM_R(victim,LOST_FINGER_I) &&
	IS_ARM_R(victim,LOST_FINGER_M) && IS_ARM_R(victim,LOST_FINGER_R) &&
	IS_ARM_R(victim,LOST_FINGER_L)) return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing some fingers from your right hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing some fingers from $s right hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	count = 0;
	count2 = 0;
	if (IS_ARM_R(victim,LOST_ARM)) return;
	if (IS_ARM_R(victim,LOST_HAND)) return;

	if (!IS_ARM_R(victim,LOST_THUMB) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],LOST_THUMB);count2 += 1;
	    make_part(victim,"thumb");}
	if (!IS_ARM_R(victim,LOST_FINGER_I) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],LOST_FINGER_I);count += 1;
	    make_part(victim,"index");}
	if (!IS_ARM_R(victim,LOST_FINGER_M) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],LOST_FINGER_M);count += 1;
	    make_part(victim,"middle");}
	if (!IS_ARM_R(victim,LOST_FINGER_R) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],LOST_FINGER_R);count += 1;
	    make_part(victim,"ring");
	    if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL)
	        take_item(victim,obj);}
	if (!IS_ARM_R(victim,LOST_FINGER_L) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],LOST_FINGER_L);count += 1;
	    make_part(victim,"little");}
	if (count == 1) sprintf(buf2,"finger");
	else            sprintf(buf2,"fingers");
	if (count > 0 && count2 > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off %d %s and the thumb from $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from your right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off %d %s from $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off %d %s from $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off %d %s from your right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count2 > 0)
	{
	    sprintf(buf,"Your skillful blow cuts off the thumb from $N's right hand.");
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow cuts off the thumb from $N's right hand.");
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow cuts off the thumb from your right hand.");
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	return;
    }
    else if (critical == 15)
    {
	if (IS_ARM_R(victim,LOST_ARM)) return;
	if (IS_ARM_R(victim,LOST_HAND)) return;
	if ((IS_ARM_R(victim,LOST_THUMB) || IS_ARM_R(victim,BROKEN_THUMB)) &&
	    (IS_ARM_R(victim,LOST_FINGER_I) || IS_ARM_R(victim,BROKEN_FINGER_I)) &&
	    (IS_ARM_R(victim,LOST_FINGER_M) || IS_ARM_R(victim,BROKEN_FINGER_M)) &&
	    (IS_ARM_R(victim,LOST_FINGER_R) || IS_ARM_R(victim,BROKEN_FINGER_R)) &&
	    (IS_ARM_R(victim,LOST_FINGER_L) || IS_ARM_R(victim,BROKEN_FINGER_L)))
		return;
	if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking some fingers on your right hand.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking some fingers on $s right hand.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	count = 0;
	count2 = 0;
	if (IS_ARM_R(victim,LOST_ARM)) return;
	if (IS_ARM_R(victim,LOST_HAND)) return;

	if (!IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_THUMB) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],BROKEN_THUMB);count2 += 1;}
	if (!IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_FINGER_I) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_I);count += 1;}
	if (!IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_FINGER_M) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_M);count += 1;}
	if (!IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_FINGER_R) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_R);count += 1;}
	if (!IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_FINGER_L) && number_percent() < 25)
	    {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_L);count += 1;}
	if (count == 1) sprintf(buf2,"finger");
	else            sprintf(buf2,"fingers");
	if (count > 0 && count2 > 0)
	{
	    sprintf(buf,"Your skillful breaks %d %s and the thumb on $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on your right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count > 0)
	{
	    sprintf(buf,"Your skillful blow breaks %d %s on $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks %d %s on $N's right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks %d %s on your right hand.",count,buf2);
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	else if (count2 > 0)
	{
	    sprintf(buf,"Your skillful blow breaks the thumb on $N's right hand.");
	    act(buf,ch,NULL,victim,TO_CHAR);
	    sprintf(buf,"$n's skillful blow breaks the thumb on $N's right hand.");
	    act(buf,ch,NULL,victim,TO_NOTVICT);
	    sprintf(buf,"$n's skillful blow breaks the thumb on your right hand.");
	    act(buf,ch,NULL,victim,TO_VICT);

	    if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL)
		take_item(victim,obj);
	    return;
	}
	return;
    }
    else if (critical == 16)
    {
	if (IS_LEG_L(victim,LOST_LEG)) return;
	if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your left leg.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s left leg.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_LEG_L(victim,LOST_LEG))
	    SET_BIT(victim->loc_hp[4],LOST_LEG);
	else return;
	if (!IS_BLEEDING(victim,BLEEDING_LEG_L))
	    SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
	if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
	act("Your skillful blow cuts off $N's left leg!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's left leg!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your left leg!",ch,NULL,victim,TO_VICT);
	make_part(victim,"leg");

	if (IS_LEG_L(victim,LOST_LEG) && IS_LEG_R(victim,LOST_LEG))
	{
	    if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL)
		take_item(victim,obj);
	}
	if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
	    take_item(victim,obj);
	return;
    }
    else if (critical == 17)
    {
	if (IS_LEG_R(victim,LOST_LEG)) return;
	if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your right leg.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s right leg.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;

        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_LEG_R(victim,LOST_LEG))
	    SET_BIT(victim->loc_hp[5],LOST_LEG);
	else return;
	if (!IS_BLEEDING(victim,BLEEDING_LEG_R))
	    SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
	if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
	act("Your skillful blow cuts off $N's right leg!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's right leg!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your right leg!",ch,NULL,victim,TO_VICT);
	make_part(victim,"leg");

	if (IS_LEG_L(victim,LOST_LEG) && IS_LEG_R(victim,LOST_LEG))
	{
	    if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL)
		take_item(victim,obj);
	}
	if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
	    take_item(victim,obj);
	return;
    }
    else if (critical == 18)
    {
	if (IS_LEG_L(victim,BROKEN_LEG) || IS_LEG_L(victim,LOST_LEG)) return;
	if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking your left leg.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking $s left leg.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;

        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
	    SET_BIT(victim->loc_hp[4],BROKEN_LEG);
	else return;
	act("Your skillful blow breaks $N's left leg!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's left leg!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your left leg!",ch,NULL,victim,TO_VICT);
	return;
    }
    else if (critical == 19)
    {
	if (IS_LEG_R(victim,BROKEN_LEG) || IS_LEG_R(victim,LOST_LEG)) return;
	if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from breaking your right leg.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from breaking $s right leg.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;

        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
	    SET_BIT(victim->loc_hp[5],BROKEN_LEG);
	else return;
	act("Your skillful blow breaks $N's right leg!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow breaks $N's right leg!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow breaks your right leg!",ch,NULL,victim,TO_VICT);
	return;
    }
    else if (critical == 20)
    {
	if (IS_LEG_L(victim,LOST_LEG) || IS_LEG_L(victim,LOST_FOOT)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FEET) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your left foot.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s left foot.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;

        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_LEG_L(victim,LOST_LEG) && !IS_LEG_L(victim,LOST_FOOT))
	    SET_BIT(victim->loc_hp[4],LOST_FOOT);
	else return;
	if (IS_BLEEDING(victim,BLEEDING_LEG_L))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
	if (!IS_BLEEDING(victim,BLEEDING_FOOT_L))
	    SET_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
	act("Your skillful blow cuts off $N's left foot!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's left foot!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your left foot!",ch,NULL,victim,TO_VICT);
	make_part(victim,"foot");
	if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
	    take_item(victim,obj);
	return;
    }
    else if (critical == 21)
    {
	if (IS_LEG_R(victim,LOST_LEG) || IS_LEG_R(victim,LOST_FOOT)) return;
	if ( (damaged = get_eq_char(victim,WEAR_FEET) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevent you from loosing your right foot.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevent $n from loosing $s right foot.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*    
         * Stone skin will prevent any damage done to arms/legs.
         */    
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (!IS_LEG_R(victim,LOST_LEG) && !IS_LEG_R(victim,LOST_FOOT))
	    SET_BIT(victim->loc_hp[5],LOST_FOOT);
	else return;
	if (IS_BLEEDING(victim,BLEEDING_LEG_R))
	    REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
	if (!IS_BLEEDING(victim,BLEEDING_FOOT_R))
	    SET_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
	act("Your skillful blow cuts off $N's right foot!",ch,NULL,victim,TO_CHAR);
	act("$n's skillful blow cuts off $N's right foot!",ch,NULL,victim,TO_NOTVICT);
	act("$n's skillful blow cuts off your right foot!",ch,NULL,victim,TO_VICT);
	make_part(victim,"foot");
	if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL)
	    take_item(victim,obj);
	return;
    }
    else if (critical == 22)
    {
	int bodyloc = 0;
	int broken = number_range(1,3);
	if (IS_BODY(victim,BROKEN_RIBS_1 )) bodyloc += 1;
	if (IS_BODY(victim,BROKEN_RIBS_2 )) bodyloc += 2;
	if (IS_BODY(victim,BROKEN_RIBS_4 )) bodyloc += 4;
	if (IS_BODY(victim,BROKEN_RIBS_8 )) bodyloc += 8;
	if (IS_BODY(victim,BROKEN_RIBS_16)) bodyloc += 16;
	if (bodyloc >= 24) return;

	if ( (damaged = get_eq_char(victim,WEAR_BODY) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from breaking some ribs.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from breaking some ribs.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*    
         * Stone skin will prevent any damage done to arms/legs.
         */    
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (IS_BODY(victim,BROKEN_RIBS_1 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
	if (IS_BODY(victim,BROKEN_RIBS_2 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
	if (IS_BODY(victim,BROKEN_RIBS_4 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
	if (IS_BODY(victim,BROKEN_RIBS_8 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
	if (IS_BODY(victim,BROKEN_RIBS_16))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
	if (bodyloc+broken > 24) broken -= 1;
	if (bodyloc+broken > 24) broken -= 1;
	bodyloc += broken;
	if (bodyloc >= 16) {bodyloc -= 16;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
	if (bodyloc >= 8) {bodyloc -= 8;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
	if (bodyloc >= 4) {bodyloc -= 4;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
	if (bodyloc >= 2) {bodyloc -= 2;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
	if (bodyloc >= 1) {bodyloc -= 1;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
	sprintf(buf,"Your skillful blow breaks %d of $N's ribs!",broken);
	act(buf,ch,NULL,victim,TO_CHAR);
	sprintf(buf,"$n's skillful blow breaks %d of $N's ribs!",broken);
	act(buf,ch,NULL,victim,TO_NOTVICT);
	sprintf(buf,"$n's skillful blow breaks %d of your ribs!",broken);
	act(buf,ch,NULL,victim,TO_VICT);
	return;
    }
    else if (critical == 23)
    {
	int bodyloc = 0;
	int broken = number_range(1,3);
	if (IS_HEAD(victim,LOST_TOOTH_1 )) bodyloc += 1;
	if (IS_HEAD(victim,LOST_TOOTH_2 )) bodyloc += 2;
	if (IS_HEAD(victim,LOST_TOOTH_4 )) bodyloc += 4;
	if (IS_HEAD(victim,LOST_TOOTH_8 )) bodyloc += 8;
	if (IS_HEAD(victim,LOST_TOOTH_16)) bodyloc += 16;
	if (bodyloc >= 28) return;

	if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL &&
		damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
	{
	    act("$p prevents you from loosing some teeth.",victim,damaged,NULL,TO_CHAR);
	    act("$p prevents $n from loosing some teeth.",victim,damaged,NULL,TO_ROOM);
	    if (dam - damaged->toughness < 0) return;
	    if ((dam - damaged->toughness > damaged->resistance))
	    	damaged->condition -= damaged->resistance;
	    else
	    	damaged->condition -= (dam - damaged->toughness);
	    if (damaged->condition < 1)
	    {
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR);
	    	act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM);
	    	obj_from_char(damaged);
	    	extract_obj(damaged);
	    }
	    return;
	}
        /*
         * Stone skin will prevent any damage done to arms/legs.
         */
        if (is_affected(victim, skill_lookup("stone skin"))) return;
        
        if (IS_CLASS(ch, CLASS_SAMURAI) && number_range(1,3) == 2) return;     

	if (IS_HEAD(victim,LOST_TOOTH_1 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);
	if (IS_HEAD(victim,LOST_TOOTH_2 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);
	if (IS_HEAD(victim,LOST_TOOTH_4 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);
	if (IS_HEAD(victim,LOST_TOOTH_8 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);
	if (IS_HEAD(victim,LOST_TOOTH_16))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);
	if (bodyloc+broken > 28) broken -= 1;
	if (bodyloc+broken > 28) broken -= 1;
	bodyloc += broken;
	if (bodyloc >= 16) {bodyloc -= 16;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
	if (bodyloc >= 8) {bodyloc -= 8;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
	if (bodyloc >= 4) {bodyloc -= 4;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
	if (bodyloc >= 2) {bodyloc -= 2;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
	if (bodyloc >= 1) {bodyloc -= 1;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
	sprintf(buf,"Your skillful blow knocks out %d of $N's teeth!",broken);
	act(buf,ch,NULL,victim,TO_CHAR);
	sprintf(buf,"$n's skillful blow knocks out %d of $N's teeth!",broken);
	act(buf,ch,NULL,victim,TO_NOTVICT);
	sprintf(buf,"$n's skillful blow knocks out %d of your teeth!",broken);
	act(buf,ch,NULL,victim,TO_VICT);
	if (broken >= 1) make_part(victim,"tooth");
	if (broken >= 2) make_part(victim,"tooth");
	if (broken >= 3) make_part(victim,"tooth");
	return;
    }
    return;
}

void special_move( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int dam = number_range(5,10) + char_damroll(ch);

    if (dam < 10) dam = 10;

    switch (number_range(1,7))
    {
    default:
	return;
    case 1:
	act("You pull your hands into your waist then snap them into $N's stomach.",ch,NULL,victim,TO_CHAR);
	act("$n pulls $s hands into $s waist then snaps them into your stomach.",ch,NULL,victim,TO_VICT);
	act("$n pulls $s hands into $s waist then snaps them into $N's stomach.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_punch);
	if (victim == NULL || victim->position == POS_DEAD) return;
	act("You double over in agony, and fall to the ground gasping for breath.",victim,NULL,NULL,TO_CHAR);
	act("$n doubles over in agony, and falls to the ground gasping for breath.",victim,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 2:
	act("You spin in a low circle, catching $N behind $S ankle.",ch,NULL,victim,TO_CHAR);
	act("$n spins in a low circle, catching you behind your ankle.",ch,NULL,victim,TO_VICT);
	act("$n spins in a low circle, catching $N behind $S ankle.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_sweep);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
	{act("Your left leg shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's left leg shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG);}
	else if (number_percent() <= 25 && !IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
	{act("Your right leg shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's right leg shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG);}
	act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 3:
	act("You roll between $N's legs and flip to your feet.",ch,NULL,victim,TO_CHAR);
	act("$n rolls between your legs and flips to $s feet.",ch,NULL,victim,TO_VICT);
	act("$n rolls between $N's legs and flips to $s feet.",ch,NULL,victim,TO_NOTVICT);
	act("You spin around and smash your elbow into the back of $N's head.",ch,NULL,victim,TO_CHAR);
	act("$n spins around and smashes $s elbow into the back of your head.",ch,NULL,victim,TO_VICT);
	act("$n spins around and smashes $s elbow into the back of $N's head.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_elbow);
	if (victim == NULL || victim->position == POS_DEAD) return;
	act("You fall to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n falls to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 4:
	act("You somersault over $N's head and land lightly on your toes.",ch,NULL,victim,TO_CHAR);
	act("$n somersaults over your head and lands lightly on $s toes.",ch,NULL,victim,TO_VICT);
	act("$n somersaults over $N's head and lands lightly on $s toes.",ch,NULL,victim,TO_NOTVICT);
	act("You roll back onto your shoulders and kick both feet into $N's back.",ch,NULL,victim,TO_CHAR);
	act("$n rolls back onto $s shoulders and kicks both feet into your back.",ch,NULL,victim,TO_VICT);
	act("$n rolls back onto $s shoulders and kicks both feet into $N's back.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_kick);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_SPINE))
	{act("Your spine shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's spine shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE);}
	act("You fall to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n falls to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	act("You flip back up to your feet.",ch,NULL,NULL,TO_CHAR);
	act("$n flips back up to $s feet.",ch,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 5:
	act("You grab $N by the neck and slam your head into $S face.",ch,NULL,victim,TO_CHAR);
	act("$n grabs $N by the neck and slams $s head into $S face.",ch,NULL,victim,TO_NOTVICT);
	act("$n grabs you by the neck and slams $s head into your face.",ch,NULL,victim,TO_VICT);
	damage(ch,victim,dam,gsn_headbutt);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
	{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
	else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
	{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
	else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
	{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}
	act("You grab $N by the waist and hoist $M above your head.",ch,NULL,victim,TO_CHAR);
	act("$n grabs $N by the waist and hoists $M above $s head.",ch,NULL,victim,TO_NOTVICT);
	act("$n grabs you by the waist and hoists you above $s head.",ch,NULL,victim,TO_VICT);
	if (victim == NULL || victim->position == POS_DEAD) return;
        special_hurl(ch,victim);
        if (victim == NULL || victim->position == POS_DEAD) return;
	act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 6:
	act("You slam your fist into $N's stomach, who doubles over in agony.",ch,NULL,victim,TO_CHAR);
	act("$n slams $s fist into your stomach, and you double over in agony.",ch,NULL,victim,TO_VICT);
	act("$n slams $s fist into $N's stomach, who doubles over in agony.",ch,NULL,victim,TO_NOTVICT);
	act("You grab $N by the head and slam $S face into your knee.",ch,NULL,victim,TO_CHAR);
	act("$n grabs you by the head and slams your face into $s knee.",ch,NULL,victim,TO_VICT);
	act("$n grabs $N by the head and slams $S face into $s knee.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_knee);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
	{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
	else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
	{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
	else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
	{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}
	act("You roll onto your back and smash your feet into $N's chest.",ch,NULL,victim,TO_CHAR);
	act("$n rolls onto $s back and smashes $s feet into your chest.",ch,NULL,victim,TO_VICT);
	act("$n rolls onto $s back and smashes $s feet into $N's chest.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_kick);
	if (victim == NULL || victim->position == POS_DEAD) return;
	act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	act("You flip back up to your feet.",ch,NULL,NULL,TO_CHAR);
	act("$n flips back up to $s feet.",ch,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    case 7:
	act("You duck under $N's attack and pound your fist into $S stomach.",ch,NULL,victim,TO_CHAR);
	act("$n ducks under your attack and pounds $s fist into your stomach.",ch,NULL,victim,TO_VICT);
	act("$n ducks under $N's attack and pounds $s fist into $N's stomach.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_punch);
	if (victim == NULL || victim->position == POS_DEAD) return;
	act("You double over in agony.",victim,NULL,NULL,TO_CHAR);
	act("$n doubles over in agony.",victim,NULL,NULL,TO_ROOM);

	act("You grab $M by the head and smash your knee into $S face.",ch,NULL,victim,TO_CHAR);
	act("$n grabs you by the head and smashes $s knee into your face.",ch,NULL,victim,TO_VICT);
	act("$n grabs $M by the head and smashes $s knee into $N's face.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_knee);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
	{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
	else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
	{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
	else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
	{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}

	act("You stamp on the back of $N's leg, forcing $M to drop to one knee.",ch,NULL,victim,TO_CHAR);
	act("$n stamps on the back of your leg, forcing you to drop to one knee.",ch,NULL,victim,TO_VICT);
	act("$n stamps on the back of $N's leg, forcing $M to drop to one knee.",ch,NULL,victim,TO_NOTVICT);

	act("You grab $N by the hair and yank $S head back.",ch,NULL,victim,TO_CHAR);
	act("$n grabs you by the hair and yank your head back.",ch,NULL,victim,TO_VICT);
	act("$n grabs $N by the hair and yank $S head back.",ch,NULL,victim,TO_NOTVICT);

	act("You hammer your elbow down into $N's face.",ch,NULL,victim,TO_CHAR);
	act("$n hammers $s elbow down into your face.",ch,NULL,victim,TO_VICT);
	act("$n hammers $s elbow down into $N's face.",ch,NULL,victim,TO_NOTVICT);
	damage(ch,victim,dam,gsn_elbow);
	if (victim == NULL || victim->position == POS_DEAD) return;
	if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
	{act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);}
	else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
	{act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);}
	else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK))
	{act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
    	act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
	SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);}
	act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR);
	act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM);
	stop_fighting(victim, TRUE);
	victim->position = POS_STUNNED;
	break;
    }
    return;
}

void special_hurl( CHAR_DATA *ch, CHAR_DATA *victim )
{
    ROOM_INDEX_DATA *to_room;
    EXIT_DATA       *pexit;
    EXIT_DATA       *pexit_rev;
    char            buf       [MAX_INPUT_LENGTH];
    char            direction [MAX_INPUT_LENGTH];
    int             door;
    int             rev_dir;
    int             dam;

    if (victim->in_room == NULL) return;

    rev_dir = 0;

    door = number_range(0,3);

    if (door == 0) {sprintf(direction,"north");rev_dir = 2;}
    if (door == 1) {sprintf(direction,"east");rev_dir = 3;}
    if (door == 2) {sprintf(direction,"south");rev_dir = 0;}
    if (door == 3) {sprintf(direction,"west");rev_dir = 1;}

    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
    {
	sprintf(buf,"$n hurls $N into the %s wall.", direction);
	act(buf,ch,NULL,victim,TO_NOTVICT);
	sprintf(buf,"You hurl $N into the %s wall.", direction);
	act(buf,ch,NULL,victim,TO_CHAR);
	sprintf(buf,"$n hurls you into the %s wall.", direction);
	act(buf,ch,NULL,victim,TO_VICT);
	dam = number_range(ch->level, (ch->level * 4));
  	victim->hit = victim->hit - dam;
  	update_pos(victim);
      	if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
      	if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
  	if (victim->position == POS_DEAD) {raw_kill(victim);return;}
	return;
    }

    if (victim->in_room) pexit = victim->in_room->exit[door];
    else return;
    if (IS_SET(pexit->exit_info, EX_CLOSED) && 
	!IS_AFFECTED(victim,AFF_PASS_DOOR ) &&
	!IS_AFFECTED(victim,AFF_ETHEREAL  ) )
    {
	if (IS_SET(pexit->exit_info, EX_LOCKED))
	    REMOVE_BIT(pexit->exit_info, EX_LOCKED);
	if (IS_SET(pexit->exit_info, EX_CLOSED))
	    REMOVE_BIT(pexit->exit_info, EX_CLOSED);
	sprintf(buf,"$n hurls $N %s.", direction);
	act(buf,ch,NULL,victim,TO_NOTVICT);
	sprintf(buf,"You hurl $N %s.", direction);
	act(buf,ch,NULL,victim,TO_CHAR);
	sprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword);
	act(buf,ch,NULL,victim,TO_VICT);
	sprintf(buf,"There is a loud crash as $n smashes through the $d.");
	act(buf,victim,NULL,pexit->keyword,TO_ROOM);

	if ( ( to_room   = pexit->to_room               ) != NULL
	&&   ( pexit_rev = to_room->exit[rev_dir] ) != NULL
	&&   pexit_rev->to_room == ch->in_room
	&&   pexit_rev->keyword != NULL )
	{
	    if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
		REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
	    if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
		REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
	    if (door == 0) sprintf(direction,"south");
	    if (door == 1) sprintf(direction,"west");
	    if (door == 2) sprintf(direction,"north");
	    if (door == 3) sprintf(direction,"east");
	    char_from_room(victim);
	    char_to_room(victim,to_room);
	    sprintf(buf,"$n comes smashing in through the %s $d.", direction);
	    act(buf,victim,NULL,pexit->keyword,TO_ROOM);
	    dam = number_range(ch->level, (ch->level * 6));
	    victim->hit = victim->hit - dam;
	    update_pos(victim);
    	    if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
    	    if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
	    if (victim->position == POS_DEAD) {raw_kill(victim);return;}
	}
    }
    else
    {
	sprintf(buf,"$n hurls $N %s.", direction);
	act(buf,ch,NULL,victim,TO_NOTVICT);
	sprintf(buf,"You hurl $N %s.", direction);
	act(buf,ch,NULL,victim,TO_CHAR);
	sprintf(buf,"$n hurls you %s.", direction);
	act(buf,ch,NULL,victim,TO_VICT);
	if (door == 0) sprintf(direction,"south");
	if (door == 1) sprintf(direction,"west");
	if (door == 2) sprintf(direction,"north");
	if (door == 3) sprintf(direction,"east");
	char_from_room(victim);
	char_to_room(victim,to_room);
	sprintf(buf,"$n comes flying in from the %s.", direction);
	act(buf,victim,NULL,NULL,TO_ROOM);
	dam = number_range(ch->level, (ch->level * 2));
	victim->hit = victim->hit - dam;
	update_pos(victim);
    	if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
    	if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
	if (victim->position == POS_DEAD) {raw_kill(victim);return;}
    }
    return;
}