// *********** *********** // *********** *********** // * * Seeds of Hate * * // * * Swords & Sorcery ed. * * // * * Skyblades (TCL: I) * * // * * * * // * This is an original class coded by: * // * * Chrono Locke, TimeMaster * * // * * * * // * * No part(s) of this code cannot be * * // * * used or duplicated without acknowledging * * // *********** Seeds of Hate and Chrono. *********** // *********** *********** #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_abilities( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE)) { send_to_char("Huh?\n\r",ch); return; } if (arg1[0] == '\0' && arg2[0] == '\0') { sprintf(buf,"Abilities: #LPower (%d), #WMagic (%d), #CSkills (%d).#n\n\r", ch->pcdata->powers[SKYBLADE_POWER], ch->pcdata->powers[SKYBLADE_MAGIC], ch->pcdata->powers[SKYBLADE_SKILLS]); send_to_char(buf,ch); return; } if (arg2[0] == '\0') { if (!str_cmp(arg1,"power")) { /* send_to_char("-=^=-=^=-=^=-=^=-=^=- Skyblade Powers -=^=-=^=-=^=-=^=-=^=-#n\n\r",ch); send_to_char("| Powers Learned Improved |#n\n\r",ch); if (ch->pcdata->powers[SKYBLADE_POWER] > 0) { if (ch->pcdata->powers[SKYBLADE_POWER] > 0) send_to_char("| OwlEyes(Leye,Reye) Yes No |#n\n\r",ch); else if (ch->pcdata->powers[SKYBLADE_POWER] > 1) send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch); if (ch->pcdata->powers[SKYBLADE_POWER] > 2){ send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch); send_to_char("| EagleStrength Yes No |#n\n\r",ch);} else if (ch->pcdata->powers[SKYBLADE_POWER] > 3){ send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch); send_to_char("| EagleStrength Yes Yes |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_POWER] > 4){ send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch); send_to_char("| EagleStrength Yes Yes |#n\n\r",ch); send_to_char("| HawkEyes Yes No |#n\n\r",ch); } else if (ch->pcdata->powers[SKYBLADE_POWER] > 5){ send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch); send_to_char("| EagleStrength Yes Yes |#n\n\r",ch); send_to_char("| HawkEyes Yes Yes |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_POWER] > 6){ send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch); send_to_char("| EagleStrength Yes Yes |#n\n\r",ch); send_to_char("| HawkEyes Yes Yes |#n\n\r",ch); send_to_char("| Vulture's Vigor Yes No |#n\n\r",ch); } else if (ch->pcdata->powers[SKYBLADE_POWER] > 7){ send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch); send_to_char("| EagleStrength Yes Yes |#n\n\r",ch); send_to_char("| HawkEyes Yes Yes |#n\n\r",ch); send_to_char("| Vulture's Vigor Yes Yes |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_POWER] > 8){ send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch); send_to_char("| EagleStrength Yes Yes |#n\n\r",ch); send_to_char("| HawkEyes Yes Yes |#n\n\r",ch); send_to_char("| Vulture's Vigor Yes Yes |#n\n\r",ch); send_to_char("| FalconBlade Yes No |#n\n\r",ch); } else if (ch->pcdata->powers[SKYBLADE_POWER] > 9){ send_to_char("| OwlEyes(Leye,Reye) Yes Yes |#n\n\r",ch); send_to_char("| EagleStrength Yes Yes |#n\n\r",ch); send_to_char("| HawkEyes Yes Yes |#n\n\r",ch); send_to_char("| Vulture's Vigor Yes Yes |#n\n\r",ch); send_to_char("| FalconBlade Yes Yes |#n\n\r",ch);} } else{ send_to_char("| OwlEyes(Leye,Reye) No No |#n\n\r",ch); send_to_char("| EagleStrength No No |#n\n\r",ch); send_to_char("| HawkEyes No No |#n\n\r",ch); send_to_char("| Vulture's Vigor No No |#n\n\r",ch); send_to_char("| FalconBlade No No |#n\n\r",ch);} send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);*/ sprintf(buf, "You have %d power.\n\r", ch->pcdata->powers[SKYBLADE_POWER]); stc(buf, ch); return; } else if (!str_cmp(arg1,"magic")) {/* send_to_char("-=^=-=^=-=^=-=^=-=^=- Skyblade Magics -=^=-=^=-=^=-=^=-=^=-#n\n\r",ch); send_to_char("| Magics Learned Improved |#n\n\r",ch); if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0) { if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0) send_to_char("| Skyforge Yes No |#n\n\r",ch); else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 1) send_to_char("| Skyforge Yes Yes |#n\n\r",ch); if (ch->pcdata->powers[SKYBLADE_MAGIC] > 2){ send_to_char("| Skyforge Yes Yes |#n\n\r",ch); send_to_char("| HeavenlyRain Yes No |#n\n\r",ch); } else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 3){ send_to_char("| Skyforge Yes Yes |#n\n\r",ch); send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_MAGIC] > 4){ send_to_char("| Skyforge Yes Yes |#n\n\r",ch); send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch); send_to_char("| Climax Yes No |#n\n\r",ch); } else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 5){ send_to_char("| Skyforge Yes Yes |#n\n\r",ch); send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch); send_to_char("| Climax Yes Yes |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_MAGIC] > 6){ send_to_char("| Skyforge Yes Yes |#n\n\r",ch); send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch); send_to_char("| Climax Yes Yes |#n\n\r",ch); send_to_char("| DragonAura Yes No |#n\n\r",ch); } else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 7){ send_to_char("| Skyforge Yes Yes |#n\n\r",ch); send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch); send_to_char("| Climax Yes Yes |#n\n\r",ch); send_to_char("| DragonAura Yes Yes |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_MAGIC] > 8){ send_to_char("| Skyforge Yes Yes |#n\n\r",ch); send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch); send_to_char("| Climax Yes Yes |#n\n\r",ch); send_to_char("| DragonAura Yes Yes |#n\n\r",ch); send_to_char("| WyrmAura Yes No |#n\n\r",ch); } else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 9){ send_to_char("| Skyforge Yes Yes |#n\n\r",ch); send_to_char("| HeavenlyRain Yes Yes |#n\n\r",ch); send_to_char("| Climax Yes Yes |#n\n\r",ch); send_to_char("| DragonAura Yes Yes |#n\n\r",ch); send_to_char("| WyrmAura Yes Yes |#n\n\r",ch);} } else{ send_to_char("| Skyforge No No |#n\n\r",ch); send_to_char("| HeavenlyRain No No |#n\n\r",ch); send_to_char("| Climax No No |#n\n\r",ch); send_to_char("| DragonAura No No |#n\n\r",ch); send_to_char("| WyrmAura No No |#n\n\r",ch);} send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch); */ sprintf(buf, "You have %d magic.\n\r",ch->pcdata->powers[SKYBLADE_MAGIC]); stc(buf, ch); return; } if (!str_cmp(arg1,"skills")) { send_to_char("-=^=-=^=-=^=-=^=-=^=- Skyblade Skills -=^=-=^=-=^=-=^=-=^=-#n\n\r",ch); send_to_char("| Skills Learned |#n\n\r",ch); if (ch->pcdata->powers[SKYBLADE_SKILLS] > 0) { if (ch->pcdata->powers[SKYBLADE_SKILLS] == 1){ send_to_char("| BladeJump Yes |#n\n\r",ch); send_to_char("| Pummel No |#n\n\r",ch); send_to_char("| CloudsBlessing No |#n\n\r",ch); send_to_char("| RapierStrike No |#n\n\r",ch); send_to_char("| Retort No |#n\n\r",ch); send_to_char("| LeapOfFaith No |#n\n\r",ch); send_to_char("| DragonCharge No |#n\n\r",ch); send_to_char("| DragonX No |#n\n\r",ch); send_to_char("| WyrmRoar No |#n\n\r",ch); send_to_char("| DiveStrike No |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_SKILLS] == 2){ send_to_char("| BladeJump Yes |#n\n\r",ch); send_to_char("| Pummel Yes |#n\n\r",ch); send_to_char("| CloudsBlessing No |#n\n\r",ch); send_to_char("| RapierStrike No |#n\n\r",ch); send_to_char("| Retort No |#n\n\r",ch); send_to_char("| LeapOfFaith No |#n\n\r",ch); send_to_char("| DragonCharge No |#n\n\r",ch); send_to_char("| DragonX No |#n\n\r",ch); send_to_char("| WyrmRoar No |#n\n\r",ch); send_to_char("| DiveStrike No |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_SKILLS] == 3){ send_to_char("| BladeJump Yes |#n\n\r",ch); send_to_char("| Pummel Yes |#n\n\r",ch); send_to_char("| CloudsBlessing Yes |#n\n\r",ch); send_to_char("| RapierStrike No |#n\n\r",ch); send_to_char("| Retort No |#n\n\r",ch); send_to_char("| LeapOfFaith No |#n\n\r",ch); send_to_char("| DragonCharge No |#n\n\r",ch); send_to_char("| DragonX No |#n\n\r",ch); send_to_char("| WyrmRoar No |#n\n\r",ch); send_to_char("| DiveStrike No |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_SKILLS] == 4){ send_to_char("| BladeJump Yes |#n\n\r",ch); send_to_char("| Pummel Yes |#n\n\r",ch); send_to_char("| CloudsBlessing Yes |#n\n\r",ch); send_to_char("| RapierStrike Yes |#n\n\r",ch); send_to_char("| Retort No |#n\n\r",ch); send_to_char("| LeapOfFaith No |#n\n\r",ch); send_to_char("| DragonCharge No |#n\n\r",ch); send_to_char("| DragonX No |#n\n\r",ch); send_to_char("| WyrmRoar No |#n\n\r",ch); send_to_char("| DiveStrike No |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_SKILLS] == 5){ send_to_char("| BladeJump Yes |#n\n\r",ch); send_to_char("| Pummel Yes |#n\n\r",ch); send_to_char("| CloudsBlessing Yes |#n\n\r",ch); send_to_char("| RapierStrike Yes |#n\n\r",ch); send_to_char("| Retort Yes |#n\n\r",ch); send_to_char("| LeapOfFaith No |#n\n\r",ch); send_to_char("| DragonCharge No |#n\n\r",ch); send_to_char("| DragonX No |#n\n\r",ch); send_to_char("| WyrmRoar No |#n\n\r",ch); send_to_char("| DiveStrike No |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_SKILLS] == 6){ send_to_char("| BladeJump Yes |#n\n\r",ch); send_to_char("| Pummel Yes |#n\n\r",ch); send_to_char("| CloudsBlessing Yes |#n\n\r",ch); send_to_char("| RapierStrike Yes |#n\n\r",ch); send_to_char("| Retort Yes |#n\n\r",ch); send_to_char("| LeapOfFaith Yes |#n\n\r",ch); send_to_char("| DragonCharge No |#n\n\r",ch); send_to_char("| DragonX No |#n\n\r",ch); send_to_char("| WyrmRoar No |#n\n\r",ch); send_to_char("| DiveStrike No |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_SKILLS] == 7){ send_to_char("| BladeJump Yes |#n\n\r",ch); send_to_char("| Pummel Yes |#n\n\r",ch); send_to_char("| CloudsBlessing Yes |#n\n\r",ch); send_to_char("| RapierStrike Yes |#n\n\r",ch); send_to_char("| Retort Yes |#n\n\r",ch); send_to_char("| LeapOfFaith Yes |#n\n\r",ch); send_to_char("| DragonCharge Yes |#n\n\r",ch); send_to_char("| DragonX No |#n\n\r",ch); send_to_char("| WyrmRoar No |#n\n\r",ch); send_to_char("| DiveStrike No |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_SKILLS] == 8){ send_to_char("| BladeJump Yes |#n\n\r",ch); send_to_char("| Pummel Yes |#n\n\r",ch); send_to_char("| CloudsBlessing Yes |#n\n\r",ch); send_to_char("| RapierStrike Yes |#n\n\r",ch); send_to_char("| Retort Yes |#n\n\r",ch); send_to_char("| LeapOfFaith Yes |#n\n\r",ch); send_to_char("| DragonCharge Yes |#n\n\r",ch); send_to_char("| DragonX Yes |#n\n\r",ch); send_to_char("| WyrmRoar No |#n\n\r",ch); send_to_char("| DiveStrike No |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_SKILLS] == 9){ send_to_char("| BladeJump Yes |#n\n\r",ch); send_to_char("| Pummel Yes |#n\n\r",ch); send_to_char("| CloudsBlessing Yes |#n\n\r",ch); send_to_char("| RapierStrike Yes |#n\n\r",ch); send_to_char("| Retort Yes |#n\n\r",ch); send_to_char("| LeapOfFaith Yes |#n\n\r",ch); send_to_char("| DragonCharge Yes |#n\n\r",ch); send_to_char("| DragonX Yes |#n\n\r",ch); send_to_char("| WyrmRoar Yes |#n\n\r",ch); send_to_char("| DiveStrike No |#n\n\r",ch); } if (ch->pcdata->powers[SKYBLADE_SKILLS] == 10){ send_to_char("| BladeJump Yes |#n\n\r",ch); send_to_char("| Pummel Yes |#n\n\r",ch); send_to_char("| CloudsBlessing Yes |#n\n\r",ch); send_to_char("| RapierStrike Yes |#n\n\r",ch); send_to_char("| Retort Yes |#n\n\r",ch); send_to_char("| LeapOfFaith Yes |#n\n\r",ch); send_to_char("| DragonCharge Yes |#n\n\r",ch); send_to_char("| DragonX Yes |#n\n\r",ch); send_to_char("| WyrmRoar Yes |#n\n\r",ch); send_to_char("| DiveStrike Yes |#n\n\r",ch);} } else{ send_to_char("| BladeJump No |#n\n\r",ch); send_to_char("| Pummel No |#n\n\r",ch); send_to_char("| CloudsBlessing No |#n\n\r",ch); send_to_char("| RapierStrike No |#n\n\r",ch); send_to_char("| Retort No |#n\n\r",ch); send_to_char("| LeapOfFaith No |#n\n\r",ch); send_to_char("| DragonCharge No |#n\n\r",ch); send_to_char("| DragonX No |#n\n\r",ch); send_to_char("| WyrmRoar No |#n\n\r",ch); send_to_char("| DiveStrike No |#n\n\r",ch);} send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch); return; } }/*else { sprintf(buf,"Abilities: #LPower (%d), #nMagic (%d), #CSkills (%d).#n\n\r", ch->pcdata->powers[SKYBLADE_POWER], ch->pcdata->powers[SKYBLADE_MAGIC], ch->pcdata->powers[SKYBLADE_SKILLS]); send_to_char(buf,ch); return; }*/ if (!str_cmp(arg2,"gain")) { int improve; int cost; int max; if (!str_cmp(arg1,"power" )) {improve = SKYBLADE_POWER; max=10;} else if (!str_cmp(arg1,"magic" )) {improve = SKYBLADE_MAGIC; max=10;} else if (!str_cmp(arg1,"skills" )) {improve = SKYBLADE_SKILLS; max=10;} else { send_to_char("Abilities: Power, Magic, Skills.\n\r",ch); return; } cost = (ch->pcdata->powers[improve]+1) * 30; arg1[0] = UPPER(arg1[0]); if ( ch->pcdata->powers[improve] >= max ) { sprintf(buf,"You have mastered all the abilites in the field of %s.\n\r", arg1); send_to_char(buf,ch); return; } if ( cost > ch->practice ) { sprintf(buf,"It costs you %d primal to improve that ability.\n\r", cost); send_to_char(buf,ch); return; } ch->pcdata->powers[improve] += 1; ch->practice -= cost; sprintf(buf,"You improve your mastery of %s abilities.\n\r", arg1); send_to_char(buf,ch); } else send_to_char("To improve an ability, type: abilities <ability type> gain.\n\r",ch); return; } void do_bladejump( CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; if ( IS_NPC(ch) ) return; argument = one_argument (argument, arg); if (!IS_CLASS(ch, CLASS_SKYBLADE) ) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "BladeJump to whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "You cannot find them.\n\r", ch ); return; } if( ch->move < 1000) { stc( "You don't have enough movement points to bladejump to them.\n\r",ch); return; } if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc( "You can't find it's room.\n\r",ch); return; } if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc( "Your body can't go there.\n\r",ch); return; } if (IS_SET(victim->act, ACT_NOTRAVEL)) { send_to_char("No Can Do.\n\r", ch); return; } if (ch == victim) { send_to_char("But you're already at yourself!\n\r",ch); return; } if ( room_is_private(victim->in_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if (!IS_NPC(victim) && ch->move < victim->max_move) { if ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) ) { send_to_char( "They are hiding from you.\n\r", ch ); return; } else send_to_char("You need more move than you're opponent.\n\r",ch); } if (victim->in_room == ch->in_room) { send_to_char("But you're already there!\n\r",ch); return; } act("You jump into the clouds", ch, NULL, victim, TO_CHAR); act("$n jumps into the clouds", ch, NULL, victim, TO_ROOM); char_from_room(ch); char_to_room(ch,victim->in_room); ch->move -= 1000; act("$n jumps out of the clouds and lands infront of $N.", ch, NULL, victim, TO_NOTVICT); act("$n jumps out of the clouds and lands infront of you.", ch, NULL, victim, TO_VICT); do_look(ch,"auto"); return; } void do_eaglestrength( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE) ) { send_to_char("Huh?\n\r", ch); return; } if ( IS_CLASS(ch, CLASS_SKYBLADE) ) { if (ch->pcdata->powers[SKYBLADE_POWER] < 3) { send_to_char("You don't have that ability yet.\n\r",ch); return; } if ( ch->move < 1000 ) { send_to_char("You don't have enough movement to gain the strength of an eagle.\n\r", ch); return; } if (!IS_SET(ch->newbits2, NEW2_EAGLES)) { SET_BIT(ch->newbits2, NEW2_EAGLES); send_to_char("You flex your arms and legs as you gain the strength of an eagle.\n\r",ch); act("$n's legs and arms grow as they gain the strength of an eagle.",ch,NULL,NULL,TO_ROOM); if (ch->pcdata->powers[SKYBLADE_POWER] <= 3) ch->damroll += 75; if (ch->pcdata->powers[SKYBLADE_POWER] >= 4) { ch->damroll += 250; } ch->move -= 1000; WAIT_STATE(ch,12); return; } else if (IS_SET(ch->newbits2, NEW2_EAGLES)){ REMOVE_BIT(ch->newbits2, NEW2_EAGLES); send_to_char("Your arms and legs lose the strength of an eagle.\n\r",ch); act("$n's legs and arms shrink as they lose the strength of an eagle.",ch,NULL,NULL,TO_ROOM); if (ch->pcdata->powers[SKYBLADE_POWER] <= 3) ch->damroll -= 75; if (ch->pcdata->powers[SKYBLADE_POWER] >= 4) ch->damroll -= 250; return;} } } void do_hawkeyes( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE) ) { send_to_char("Huh?\n\r", ch); return; } if ( IS_CLASS(ch, CLASS_SKYBLADE) ) { if (ch->pcdata->powers[SKYBLADE_POWER] < 5) { send_to_char("You don't have that ability yet.\n\r",ch); return; } if ( ch->move < 1000 ) { send_to_char("You don't have enough movement to gain the eyes of a hawk.\n\r", ch); return; } if (!IS_SET(ch->newbits2, NEW2_HAWKEYES)) { SET_BIT(ch->newbits2, NEW2_HAWKEYES); send_to_char("Your eyes flicker as they gain the accuracy of a hawk.\n\r",ch); act("$n's eyes flicker as they gain the accuracy of a hawk.",ch,NULL,NULL,TO_ROOM); if (ch->pcdata->powers[SKYBLADE_POWER] <= 5) ch->hitroll += 75; if (ch->pcdata->powers[SKYBLADE_POWER] >= 6) { ch->hitroll += 250; } ch->move -= 1000; WAIT_STATE(ch,12); return; } else if (IS_SET(ch->newbits2, NEW2_HAWKEYES)){ REMOVE_BIT(ch->newbits2, NEW2_HAWKEYES); send_to_char("Your eyes flicker as they lose the accuracy of a hawk.\n\r",ch); act("$n's eyes flicker as they lose the accuracy of a hawk.",ch,NULL,NULL,TO_ROOM); if (ch->pcdata->powers[SKYBLADE_POWER] <= 5) ch->hitroll -= 75; if (ch->pcdata->powers[SKYBLADE_POWER] >= 6) ch->hitroll -= 250; return;} }} void do_vulturevigor( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE) ) { send_to_char("Huh?\n\r", ch); return; } if ( IS_CLASS(ch, CLASS_SKYBLADE) ) { if (ch->pcdata->powers[SKYBLADE_POWER] < 7) { send_to_char("You don't have that ability yet.\n\r",ch); return; } if ( ch->move < 1000 ) { send_to_char("You don't have enough movement to gain the vigor of a vulture.\n\r", ch); return; } if (!IS_SET(ch->newbits2, NEW2_VVIGOR)) { SET_BIT(ch->newbits2, NEW2_VVIGOR); send_to_char("Your body grows as it gains the vigor of the vulture.\n\r",ch); act("$n's body grows as it gains the vigor of the vulture.",ch,NULL,NULL,TO_ROOM); if (ch->pcdata->powers[SKYBLADE_POWER] <= 7) ch->armor -= 75; if (ch->pcdata->powers[SKYBLADE_POWER] >= 8) { ch->armor -= 250; } ch->move -= 1000; WAIT_STATE(ch,12); return; } else if (IS_SET(ch->newbits2, NEW2_VVIGOR)){ REMOVE_BIT(ch->newbits2, NEW2_VVIGOR); send_to_char("Your body shrinks as it loses the vigor of the vulture.\n\r",ch); act("$n's body shrinks as it loses the vigor of the vulture.",ch,NULL,NULL,TO_ROOM); if (ch->pcdata->powers[SKYBLADE_POWER] <= 7) ch->armor += 75; if (ch->pcdata->powers[SKYBLADE_POWER] >= 8) ch->armor += 250; return;} }} void do_cloudsblessing( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE) ) { send_to_char("Huh?\n\r", ch); return; } if ( IS_CLASS(ch, CLASS_SKYBLADE) ) { if (ch->pcdata->powers[SKYBLADE_SKILLS] < 3) { send_to_char("You don't have that ability yet.\n\r",ch); return; } if ( ch->move < 5000 ) { send_to_char("You don't have enough movement to gain the a cloud blessing.\n\r", ch); return; } if (!IS_SET(ch->newbits, NEW_CLOUDBLESS)) { SET_BIT(ch->newbits, NEW_CLOUDBLESS); send_to_char("You are blessed by the clouds in the sky.\n\r",ch); act("$n's eyes twinkle as the clouds roll in.",ch,NULL,NULL,TO_ROOM); ch->damroll += 50; ch->hitroll += 50; ch->armor -= 50; ch->move -= 5000; WAIT_STATE(ch,12); return; } else if (IS_SET(ch->newbits, NEW_CLOUDBLESS)){ REMOVE_BIT(ch->newbits, NEW_CLOUDBLESS); send_to_char("Your blessing is removed as the clouds leave the sky.\n\r",ch); act("$n's eyes lose their twinkle as the clouds leave.",ch,NULL,NULL,TO_ROOM); ch->damroll -= 50; ch->hitroll -= 50; ch->armor += 50; return;} }} void do_pummel( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE) ) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[SKYBLADE_SKILLS] < 2) { send_to_char("You haven't mastered the skills abilities enough.\n\r",ch); return; } if (!TIME_UP(ch, TIMER_PUMMEL)) { send_to_char("You are too tired from the last time.\n\r",ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone though.\n\r",ch); return; } if (IS_NPC(victim)) { send_to_char("They aren't stanced though.\n\r",ch); return; } SET_TIMER(ch, TIMER_PUMMEL, 12); do_stance(victim, ""); WAIT_STATE(victim,12); return; } void do_skyforge( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; int vnum = 0; if (IS_NPC(ch)) return; if(!IS_IMMORTAL(ch)) { if (!IS_CLASS(ch, CLASS_SKYBLADE)) { send_to_char("What?\n\r",ch); return; } } if (ch->pcdata->powers[SKYBLADE_MAGIC] < 1) { send_to_char("You haven't mastered enough of the magic ability yet.\n\r",ch); return; } if ( ch->practice < 250 ) { send_to_char("You don't have the 250 primal needed.\n\r",ch); return; } if (ch->pcdata->powers[SKYBLADE_MAGIC] == 1) vnum = 33178; if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 2) vnum = 33179; if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform a God .\n\r",ch); return; } if( !IS_IMMORTAL(ch) ) { ch->practice -= 250; } obj = create_object(pObjIndex, 50); SET_BIT(obj->spectype, SITEM_SKYBLADE); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); act("$p falls from the heavens and lands before you.",ch,obj,NULL,TO_CHAR); act("$p falls from the heavens and lands before $n.",ch,obj,NULL,TO_ROOM); return; } void do_wyrmroar(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument (argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[SKYBLADE_SKILLS] < 9) { send_to_char("You have not mastered the skills ability enough yet.\n\r",ch); return; } if (!TIME_UP(ch, TIMER_WYRM_ROAR)) { send_to_char("Your throat is still sore from the last time.\n\r",ch); return; } if (( victim = get_char_room(ch, arg)) == NULL) { if (ch->fighting == NULL) { send_to_char("Yes release the roar of the wyrm, but at who?\n\r",ch); return; } else victim = ch->fighting; } if (victim == ch) { send_to_char("Quit that stupid ass.\n\r",ch); return; } if (is_safe(ch, victim)) return; SET_TIMER(ch, TIMER_WYRM_ROAR, 6); WAIT_STATE(victim, 18); act("$n roars with the power of the wyrm, stunning you in place.",ch,NULL,victim,TO_VICT); act("$n roars with the power of the wyrm, stunning $N in place.", ch, NULL, victim, TO_NOTVICT); act("You roar with the power of the wyrm, stunning $N in place.", ch, NULL, victim, TO_CHAR); return; } void do_divestrike ( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument (argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[SKYBLADE_SKILLS] < 10) { send_to_char("You have not mastered the ability yet.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Divestrike on whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "#CWhatever#n\n\r", ch ); return; } if (ch->move < 10000) { send_to_char( "#CYou need 10000 move to use this!#n\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("#LYou jump down from the #Wclouds#L and strike down upon your opponent.#n\n\r",ch); act("#C$n #Ljumps down from the #Wclouds #Land strikes $s opponent with $s rapier.#n\n\r",ch,NULL,victim,TO_ROOM); WAIT_STATE( ch, 3 * PULSE_VIOLENCE ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); } // send_to_char("#LYou jump from the heavens down upon your opponent.#n\n\r",ch); // act("#C$n #Ljumps down from the heavens and strikes upon you with $s // rapier.#n\n\r",ch,NULL,victim,TO_VICT); ch->move -= 10000; ch->hitroll += 5000; WAIT_STATE( ch, 3 * PULSE_VIOLENCE); multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); ch->hitroll -= 5000; return; } void do_dragonx (CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg1[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int dam; argument = one_argument(argument, arg1); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE)) { stc("Huh?\n\r",ch); return; } if (ch->pcdata->powers[SKYBLADE_SKILLS] < 8) { send_to_char("You haven't mastered that skill yet.\n\r",ch); return; } if (ch->pcdata->powers[SKYBLADE_DTIMER] != 10) { send_to_char("Your dragon power has not fully charged.\n\r",ch); return; } if (( victim = get_char_room(ch, arg1)) == NULL) { if (( victim = ch->fighting) == NULL) { send_to_char("Use the power of the dragon on whom?\n\r",ch); return; } else victim = ch->fighting; } if (is_safe(ch, victim)) { send_to_char("They are safe from such a hostile action.\n\r",ch); return; } if (ch->mana < 10000) { send_to_char("You do not have the 10000 mana required to call on the dragon.\n\r",ch); return; } dam = victim->hit/4; if (IS_NPC(victim)) dam = victim->hit * .9; do_say(ch, "#LMighty dragon give me your POWER!!!!!!#n"); act("#C$n #Lleaps high into the air.......#n\n\r",ch,NULL,victim,TO_ROOM); stc("#LYou leap high into the air!#n\n\r",ch); act("#0The #ylightning crackles#0 as a large dragon is seen in the horizon.#n\n\r",ch,NULL,victim,TO_ROOM); WAIT_STATE(ch, 6); WAIT_STATE(victim, 6); stc("#LYou charge down upon your victim riding a huge dragon!#n\n\r",ch); act("#C$n #0charges down upon you, riding a huge dragon!#n\n\r",ch,NULL,victim,TO_VICT); act("#C$n #0charges down upon $N, riding a huge dragon!#n\n\r",ch,NULL,victim,TO_NOTVICT); ch->mana -= 10000; ch->pcdata->powers[SKYBLADE_DTIMER] = 0; WAIT_STATE(ch, 12); WAIT_STATE(victim, 12); sprintf(buf, "#LYou return to the ground and your dragon fades away.#W[%d]\n\r",dam); stc(buf,ch); sprintf(buf, "#L%s returns to the ground and the dragon fades away.#W[%d]\n\r",ch->name,dam); stc(buf, victim); hurt_person(ch, victim, dam); if (victim->hit < -10) victim->hit = -10; WAIT_STATE(ch, 8); if (ch->fighting == NULL) ch->fighting = victim; return; } void do_heavenlyrain(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; int dam; argument = one_argument(argument, arg1); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE)) { stc("Huh?\n\r",ch); return; } if (ch->pcdata->powers[SKYBLADE_MAGIC] < 3) { send_to_char("You haven't mastered that magic yet.\n\r",ch); return; } if (( victim = get_char_room(ch, arg1)) == NULL) { if (( victim = ch->fighting) == NULL) { send_to_char("Call heavenlyrain upon whom?\n\r",ch); return; } else victim = ch->fighting; } if (is_safe(ch, victim)) { send_to_char("They are safe from such a hostile action.\n\r",ch); return; } if (ch->mana < 5000) { send_to_char("You do not have the 5000 mana required to call on the dragon.\n\r",ch); return; } if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4) dam = number_range(5000, 7000); else dam = number_range(3000, 5000); if (!IS_NPC(victim) && victim->alignment == 1000) dam *= .5; if (IS_NPC(victim)) dam += victim->hit/10; sprintf(buf, "#CYou call upon a heavenly rain to harm your opponent!#W[%d]\n\r",dam); stc(buf,ch); sprintf(buf, "#C%s calls upon a heavenly rain to harm you!#W[%d]\n\r",ch->name,dam); stc(buf,victim); act("#C$n calls upon a heavenly rain to harm $N!#n\n\r",ch,NULL,victim,TO_NOTVICT); ch->mana -= 5000; if (number_range(1,4) == 4){ if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4) ch->hit += dam; else ch->hit += dam/2; stc ("#LYour heavenly rain has healed you.#n\n\r",ch);} hurt_person(ch, victim, dam); if (victim->hit < -10) victim->hit = -10; WAIT_STATE(ch, 8); if (ch->fighting == NULL) ch->fighting = victim; return; } void do_skyarmor( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SKYBLADE)) { send_to_char("What?\n\r",ch); return; } if (ch->pcdata->powers[SKYBLADE_MAGIC] < 2) { send_to_char("You haven't mastered enough of the magic ability yet.\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Please specify which piece of Skyblade armor you wish to make: Ring Collar Plate Helmet Leggings Boots Gauntlets Sleeves Cape Belt Bracer Mask.\n\r",ch); return; } if ( ch->practice < 100 ) { send_to_char("It costs 100 points of primal to create Skyblade equipment.\n\r",ch); return; } if (!str_cmp(arg,"ring" )) vnum = 33314; else if (!str_cmp(arg,"plate" )) vnum = 33317; else if (!str_cmp(arg,"helmet" )) vnum = 33318; else if (!str_cmp(arg,"collar" )) vnum = 33316; else if (!str_cmp(arg,"leggings" )) vnum = 33325; else if (!str_cmp(arg,"boots" )) vnum = 33322; else if (!str_cmp(arg,"gauntlets" )) vnum = 33323; else if (!str_cmp(arg,"sleeves" )) vnum = 33324; else if (!str_cmp(arg,"cape" )) vnum = 33319; else if (!str_cmp(arg,"belt" )) vnum = 33320; else if (!str_cmp(arg,"bracer" )) vnum = 33315; else if (!str_cmp(arg,"mask" )) vnum = 33321; else { do_skyarmor(ch,""); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform a God.\n\r",ch); return; } ch->practice -= 100; obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); act("$p appears in your hands.",ch,obj,NULL,TO_CHAR); act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM); return; }