/*************************************************************************** * 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. * * * * Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen * * * * 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. * ***************************************************************************/ /*************************************************************************** * _/ _/ * * _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ * * _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ * * _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ * * _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ * *************************************************************************** * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), * * Additional credits are in the help file CODECREDITS * * All Rights Reserved. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <limits.h> #include "merc.h" #include "interp.h" #include "magic.h" #define MAX_SLAY_TYPES 3 #define MONK_AUTODROP 12 /* * Local functions. */ void autodrop args((CHAR_DATA * ch)); bool check_dodge args((CHAR_DATA * ch, CHAR_DATA * victim, int dt)); bool check_parry args((CHAR_DATA * ch, CHAR_DATA * victim, int dt)); void dam_message args((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt)); void death_cry args((CHAR_DATA * ch)); void group_gain args((CHAR_DATA * ch, CHAR_DATA * victim)); int xp_compute args((CHAR_DATA * gch, CHAR_DATA * victim)); bool can_counter args((CHAR_DATA * ch)); bool can_bypass args((CHAR_DATA * ch, CHAR_DATA * victim)); int number_attacks args((CHAR_DATA * ch, CHAR_DATA * victim)); int dambonus args((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int stance)); void decap_message args((CHAR_DATA * ch, CHAR_DATA * victim)); void fae_update args((CHAR_DATA * ch)); void angel_eye args((CHAR_DATA * ch, CHAR_DATA * victim, int dam)); void elemental_enflame args((CHAR_DATA *ch, CHAR_DATA *victim, int dam)); void fae_shield args((CHAR_DATA * ch, CHAR_DATA * victim, int dam)); void improve_weapon_res args((CHAR_DATA * ch, int dtype)); extern CHAR_DATA *quest_target; extern CHAR_DATA *quest_mob; /* * Control the fights going on. * Called periodically by update_handler. */ void violence_update(void) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *emb; CHAR_DATA *victim; CHAR_DATA *rch; CHAR_DATA *rch_next; CHAR_DATA *mount; OBJ_DATA *obj, *obj_next; bool room_trig = FALSE; int chance; chance = number_percent(); for (ch = char_list; ch != NULL; ch = ch->next) { if (IS_NPC(ch) && IS_SET(ch->act, ACT_NODAMAGE)) { ch->hit = ch->max_hit; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_FAE) && ch->position != POS_STUNNED) fae_update(ch); victim = ch->blinkykill; if (victim != NULL) { if (IS_SET(ch->flag3, AFF3_BLINK_1ST_RD)) { REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD); SET_BIT(ch->flag3, AFF3_BLINK_2ND_RD); } else if (IS_SET(ch->flag3, AFF3_BLINK_2ND_RD)) { REMOVE_BIT(ch->flag3, AFF3_BLINK_2ND_RD); REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD); /* * Has the victim left? */ if (victim->in_room != ch->in_room) { SET_BIT(ch->affected_by2, EXTRA_BLINKY); victim = NULL; act("$n pops back into existence.", ch, NULL, NULL, TO_ROOM); stc("You pop back into existence.\n\r", ch); stc("Your victim is no longer in the room.\n\r", ch); break; } SET_BIT(ch->affected_by2, EXTRA_BLINKY); act("$n pops back into existence next to $N.", ch, NULL, victim, TO_NOTVICT); act("You pop back into existence next to $N.", ch, NULL, victim, TO_CHAR); act("$n pops back into existence next to you.", ch, NULL, victim, TO_VICT); if (!is_safe(ch, victim)) { if (ch->hit > 0) { set_fighting(ch, victim, TRUE); do_say(ch, "Muhahahahahaha"); multi_hit(ch, victim, gsn_blinky); multi_hit(ch, victim, gsn_blinky); if (IS_SET (ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_THIRD) != NULL) multi_hit(ch, victim, gsn_blinky); if (IS_SET (ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_FOURTH) != NULL) multi_hit(ch, victim, gsn_blinky); update_pos(victim); } } } } /*end of blink */ ch_next = ch->next; if (!IS_NPC(ch)) { if (ch->fight_timer > 0) ch->fight_timer--; if (ch->fight_timer == 0) { if(ch->combat != NULL && !IS_NPC(ch->combat) && ch->combat->fight_timer == 0) { stc("Your victim is no longer fighting you.\n\r",ch->combat); } ch->combat = NULL; } if (ch->pcdata->agg_counter > 0) { ch->pcdata->agg_counter--; if (ch->pcdata->agg_counter == 0) { ch->pcdata->aggress_from = 0; ch->pcdata->aggress_towards = 0; } } } if (ch->rage > 0 && IS_CLASS(ch, CLASS_DEMON)) ch->rage--; if (ch->embracing != NULL) { emb = ch->embracing; if (emb == NULL) ch->embracing = NULL; if (ch->in_room != emb->in_room) { if (emb->embraced != NULL) { emb->embraced = NULL; ch->embracing = NULL; } else ch->embracing = NULL; } } if (ch->embraced != NULL) { emb = ch->embraced; if (emb == NULL) ch->embraced = NULL; if (ch->in_room != emb->in_room) { if (emb->embracing != NULL) { emb->embracing = NULL; ch->embraced = NULL; } else ch->embraced = NULL; } } if (IS_SET(ch->monkstuff, MONK_DEATH)) { if (ch->hit > (ch->max_hit / 2)) { ch->hit -= number_range(50, 200); stc("Your writhe in agony as magical energies tear you asunder.\n\r", ch); act("$n writhes in agony as magical forces tear apart $s body.", ch, NULL, NULL, TO_ROOM); } else { if (number_range(1, 2) == 1) { stc("You feel the magical forces leave your body.\n\r", ch); act("The magical forces leave $n's body.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->monkstuff, MONK_DEATH); } else { ch->hit -= number_range(50, 200); stc("Your writhe in agony as magical energies tear you asunder.\n\r", ch); act("$n writhes in agony as magical forces tear apart $s body.", ch, NULL, NULL, TO_ROOM); } } } if (IS_SET(ch->monkstuff, MONK_HEAL)) { if (ch->hit < (ch->max_hit / 2) && ch->hit > 0) { if (ch->hit < ch->max_hit) ch->hit += number_range(200, 400); if (ch->move < ch->max_move) ch->move += number_range(175, 400); stc("Your body emits glowing sparks.\n\r", ch); act("$n's body emits glowing sparks and fizzes.", ch, NULL, NULL, TO_ROOM); } else if (ch->hit > 0) { if (number_range(1, 2) == 1) { stc("The sparks fizzle and die.\n\r", ch); act("The sparks around $n's body fizzle and die.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->monkstuff, MONK_HEAL); } else { if (ch->hit < ch->max_hit) ch->hit += number_range(200, 400); if (ch->move < ch->max_move) ch->move += number_range(175, 400); stc("Your body emits glowing sparks.\n\r", ch); act("$n's body emits glowing sparks and fizzes.", ch, NULL, NULL, TO_ROOM); } } } if ((victim = ch->fighting) == NULL || ch->in_room == NULL) continue; if (!IS_NPC(ch) && !IS_NPC(victim) && !is_safe(ch, victim) && !is_safe(victim, ch)) { if (ch->fight_timer < 9) ch->fight_timer = 10; else if (ch->fight_timer < 25) ch->fight_timer += 3; if (ch->pcdata->aggress_towards != 0 || ch->pcdata->aggress_from != 0) { if (ch->pcdata->agg_counter < 9) ch->pcdata->agg_counter = 10; else if (ch->pcdata->agg_counter < 25) ch->pcdata->agg_counter += 3; } } if (IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room) multi_hit(ch, victim, TYPE_UNDEFINED); else stop_fighting(ch, FALSE); if ((victim = ch->fighting) == NULL) continue; /* * Fun for the whole family! */ for (rch = ch->in_room->people; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; if (IS_AWAKE(rch) && rch->fighting == NULL) { /* * Mount's auto-assist their riders and vice versa. */ if ((mount = rch->mount) != NULL) { if (mount == ch) multi_hit(rch, victim, TYPE_UNDEFINED); continue; } /* * PC's auto-assist others in their group. */ if (!IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM)) { if ((!IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM)) && is_same_group(ch, rch)) multi_hit(rch, victim, TYPE_UNDEFINED); continue; } /* * NPC's assist NPC's of same type or 12.5% chance regardless. */ if (IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM)) { if (rch->pIndexData == ch->pIndexData || number_bits(3) == 0) { CHAR_DATA *vch; CHAR_DATA *target; int number; target = NULL; number = 0; for (vch = ch->in_room->people; vch; vch = vch->next) { if (can_see(rch, vch) && is_same_group(vch, victim) && number_range(0, number) == 0) { target = vch; number++; } } if (target != NULL) multi_hit(rch, target, TYPE_UNDEFINED); } } } } //mob prog if (IS_NPC(ch)) { if (HAS_TRIGGER_MOB(ch, TRIG_FIGHT)) p_percent_trigger(ch, NULL, NULL, victim, NULL, NULL, TRIG_FIGHT); if (HAS_TRIGGER_MOB(ch, TRIG_HPCNT)) p_hprct_trigger(ch, victim); } for (obj = ch->carrying; obj; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc != WEAR_NONE && HAS_TRIGGER_OBJ(obj, TRIG_FIGHT)) p_percent_trigger(NULL, obj, NULL, victim, NULL, NULL, TRIG_FIGHT); } if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_FIGHT) && room_trig == FALSE) { room_trig = TRUE; p_percent_trigger(NULL, NULL, ch->in_room, victim, NULL, NULL, TRIG_FIGHT); } if (IS_AFF2(ch, AFF2_FROZEN)) { send_to_char("The ice around melts a little bit.\n\r", ch); act("The ice around $n melts a little.", ch, NULL, NULL, TO_ROOM); if (number_range(1, 100) > 49) { send_to_char ("The ice around you is so thin you flex your muscles and shatter it.\n\r", ch); act("The ice around $n shatters revealing one pissed off $n.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->affected_by2, AFF2_FROZEN); } } } return; } void fae_update(CHAR_DATA * ch) { if (ch->hit < 1) return; if (ch->pcdata->powers[FAE_PLASMA_TICK] > ch->pcdata->powers[FAE_PLASMA]) { ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_PLASMA_TICK] * number_range(200, 400)); send_to_char ("#oYou scream in pain as you lose control over the forces of plasma.#n\n\r", ch); act("$n screams in pain, strange plasma flows from $s body.", ch, NULL, NULL, TO_ROOM); ch->pcdata->powers[FAE_PLASMA_TICK] = 0; ch->pcdata->powers[FAE_PLASMA_GROWTH] = 0; } if (ch->pcdata->powers[FAE_WILL_TICK] > ch->pcdata->powers[FAE_WILL]) { ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_WILL_TICK] * number_range(200, 400)); send_to_char ("#oYou scream in pain as you lose concentration and your willpower crumbles.#n\n\r", ch); act("$n screams in pain, and clutches $s head.", ch, NULL, NULL, TO_ROOM); ch->pcdata->powers[FAE_WILL_TICK] = 0; ch->pcdata->powers[FAE_WILL_GROWTH] = 0; } if (ch->pcdata->powers[FAE_ENERGY_TICK] > ch->pcdata->powers[FAE_ENERGY]) { ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_ENERGY_TICK] * number_range(200, 400)); send_to_char ("#oYou scream in pain as you lose control over the forces of energy.#n\n\r", ch); act("$n screams in pain, strange energies flows from $s body.", ch, NULL, NULL, TO_ROOM); ch->pcdata->powers[FAE_ENERGY_TICK] = 0; ch->pcdata->powers[FAE_ENERGY_GROWTH] = 0; } if (ch->pcdata->powers[FAE_MATTER_TICK] > ch->pcdata->powers[FAE_MATTER]) { ch->hit = UMAX(1, ch->hit - ch->pcdata->powers[FAE_MATTER_TICK] * number_range(200, 400)); send_to_char ("#oYou scream in pain as you lose control over the forces of matter.#n\n\r", ch); act("$n screams in pain, strange matter flows from $s body.", ch, NULL, NULL, TO_ROOM); ch->pcdata->powers[FAE_MATTER_TICK] = 0; ch->pcdata->powers[FAE_MATTER_GROWTH] = 0; } if (ch->pcdata->powers[FAE_PLASMA_GROWTH] > 0) { ch->pcdata->powers[FAE_PLASMA_TICK] += ch->pcdata->powers[FAE_PLASMA_GROWTH]; send_to_char ("#YYou channel more #Gplasma#Y from your surroundings into your body.#n\n\r", ch); } if (ch->pcdata->powers[FAE_MATTER_GROWTH] > 0) { ch->pcdata->powers[FAE_MATTER_TICK] += ch->pcdata->powers[FAE_MATTER_GROWTH]; send_to_char ("#YYou channel more #Gmatter#Y from your homeplane into existance.#n\n\r", ch); } if (ch->pcdata->powers[FAE_ENERGY_GROWTH] > 0) { ch->pcdata->powers[FAE_ENERGY_TICK] += ch->pcdata->powers[FAE_ENERGY_GROWTH]; send_to_char ("#YYou channel more #Genergy#Y from the arcane into your mind.#n\n\r", ch); } if (ch->pcdata->powers[FAE_WILL_GROWTH] > 0) { ch->pcdata->powers[FAE_WILL_TICK] += ch->pcdata->powers[FAE_WILL_GROWTH]; send_to_char ("#YYou concentrate on your #Gwillpower#Y, focusing your thoughts into combat.#n\n\r", ch); } return; } /* * Do one group of attacks. */ void multi_hit(CHAR_DATA * ch, CHAR_DATA * victim, int dt) { OBJ_DATA *wield; OBJ_DATA *wield1; OBJ_DATA *wield2; OBJ_DATA *wield3; OBJ_DATA *wield4; OBJ_DATA *familiar; char buf[MAX_STRING_LENGTH]; int sn, level, chance, unarmed, maxcount, countup = -1, x = 0, wieldie, i; AFFECT_DATA af; int wieldorig = 0; int wieldtype = 0; char buf1[MSL]; char buf2[MSL]; if (ch->position < POS_SLEEPING) return; if (IS_CLASS(ch, CLASS_MONK)) { if (!IS_NPC(ch) && wieldorig == 0) { if (countup == 0) unarmed = number_range(0, 3); else if (countup == 1) unarmed = number_range(4, 7); else unarmed = number_range(0, 7); if (!IS_NPC(ch) && ch->cmbt[unarmed] != 0 && wieldorig == 0) fightaction(ch, victim, ch->cmbt[unarmed], dt, wieldtype); } } if (dt == gsn_headbutt) { one_hit(ch, victim, dt, 1); return; } if (dt == gsn_hooves) { one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); if (number_range(1, 3) != 2) { one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); } return; } if (dt == gsn_shiroken) { for (i = number_range(3, 5); i > 0; i--) one_hit(ch, victim, dt, 1); if (ch->pcdata->powers[NPOWER_NINGENNO] >= 4) spell_poison(gsn_poison, (ch->level * number_range(50, 60)), ch, victim); return; } if ( dt == gsn_zomplague ){ for(i = number_range(2,3); i > 0; i--) one_hit(ch,victim,dt,1); return; } if ( dt == gsn_stench ){ for(i = number_range(1,1); i > 0; i--) one_hit(ch,victim,dt,1); if(!IS_NPC(victim) && !IS_SET(victim->newbits2,NEW2_STENCH)) SET_BIT(victim->newbits2,NEW2_STENCH); return; } if(IS_CLASS(ch,CLASS_SHINOBI)){ switch (ch->pcdata->powers[S_ELEMENT]){ case S_FIRE: if(IS_SET(ch->in_room->shinobi, ROOM_SFIRE)){ one_hit(ch,victim,gsn_shinfire,0); one_hit(ch,victim,gsn_shinfire,0); one_hit(ch,victim,gsn_shinfire,0);} break; case S_WIND: if(IS_SET(ch->in_room->shinobi, ROOM_SWIND)){ one_hit(ch,victim,gsn_shinwind,0); one_hit(ch,victim,gsn_shinwind,0); one_hit(ch,victim,gsn_shinwind,0);} break; case S_WATER: if(IS_SET(ch->in_room->shinobi, ROOM_SWATER)){ one_hit(ch,victim,gsn_shinwater,0); one_hit(ch,victim,gsn_shinwater,0); one_hit(ch,victim,gsn_shinwater,0);} break; case S_EARTH: if(IS_SET(ch->in_room->shinobi, ROOM_SEARTH)){ one_hit(ch,victim,gsn_shinearth,0); one_hit(ch,victim,gsn_shinearth,0); one_hit(ch,victim,gsn_shinearth,0);} break; case S_HOLY: if(IS_SET(ch->in_room->shinobi, ROOM_SHOLY)){ one_hit(ch,victim,gsn_shinholy,0); one_hit(ch,victim,gsn_shinholy,0); one_hit(ch,victim,gsn_shinholy,0);} break; case S_SHADOW: if(ch->pcdata->powers[S_HANDSHADOW] == 6){ one_hit(ch,victim,gsn_shinshadow,0); one_hit(ch,victim,gsn_shinshadow,0); one_hit(ch,victim,gsn_shinshadow,0);} break; } one_hit(ch,victim,gsn_shin,0); } if (dt == gsn_laser) { one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); return; } if (dt == gsn_stinger) { one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); return; } if (dt == gsn_claws) { one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); return; } if (dt == gsn_tentacle) { act("You shoot forth a shower of tentacles to destroy $N.", ch, NULL, victim, TO_CHAR); act("$n shoots forth a shower of tentacles aiming straight at you.", ch, NULL, victim, TO_VICT); act("$n shoots forth a shower of tentacles striking $N.", ch, NULL, victim, TO_NOTVICT); x = number_range(2, 5); while (--x >= 0) one_hit(ch, victim, dt, 1); return; } if (dt == gsn_fangs) { one_hit(ch, victim, dt, 1); return; } if (dt == gsn_quills) { if ((IS_CLASS(ch, CLASS_WEREWOLF)) && (ch->power[DISC_WERE_PAIN] > 9)) { one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); } one_hit(ch, victim, dt, 1); return; } if (dt == gsn_darktendrils && IS_CLASS(ch, CLASS_DROW)) { one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); return; } if (dt == gsn_venomtong) { one_hit(ch, victim, dt, 1); return; } if (dt == gsn_spiketail) { one_hit(ch, victim, dt, 1); return; } if (dt == gsn_lunarflare) { one_hit(ch, victim, dt, 1); return; } if (dt == gsn_magma) { one_hit(ch, victim, dt, 1); return; } if (dt == gsn_shards) { one_hit(ch, victim, dt, 1); return; } if (dt == gsn_cheapshot) { send_to_char("You stun them with a shoulder charge!\n\r", ch); send_to_char("You are stunned by a shoulder charge!\n\r", victim); one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); return; } if (dt == gsn_buffet) { one_hit(ch, victim, dt, 1); return; } if (IS_CLASS(ch, CLASS_DRAGON) && IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL)) { if ( number_range (1,18) < ch->pcdata->powers[dragonage]) { one_hit ( ch, victim, gsn_spiket, 0); } one_hit ( ch, victim, gsn_spiket, 0); } if (IS_CLASS(ch, CLASS_DRAGON) && IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS) && number_range(1,3)==1) one_hit (ch,victim,gsn_buffet,0); if (IS_CLASS(ch, CLASS_DRAGON) && IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS)) { if (number_range(1, 3)==1) one_hit (ch, victim, gsn_claws,0); one_hit (ch, victim, gsn_claws,0); } if (IS_CLASS(ch, CLASS_DRAGON) && IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS)) { if (number_range(1,4)==1) one_hit(ch,victim,gsn_rfangs,1); if (number_range(1,10)==1)multi_hit(ch,victim,gsn_rfangs); one_hit (ch, victim, gsn_rfangs,0); } if(!IS_NPC(ch) && IS_CLASS(ch, CLASS_ZOMBIE) && IS_SET(ch->pcdata->powers[ZOM_ACTIVE], ZOM_PLAGUE)){ multi_hit(ch,victim,gsn_zomplague); } if(!IS_NPC(ch) && IS_CLASS(ch, CLASS_ZOMBIE) && IS_SET(ch->pcdata->powers[ZOM_ACTIVE], ZOM_DECAY)){ multi_hit(ch,victim,gsn_stench); } if (dt == gsn_sweep) { one_hit(ch, victim, dt, 1); return; } if (dt == gsn_rfangs) { one_hit(ch, victim, dt, 1); return; } if (dt == gsn_heavenlyaura) { if (IS_CLASS(ch, CLASS_MONK)) x = number_range(1, 4); else { if (IS_CLASS(victim, CLASS_SAMURAI)) x = number_range(3, 5); // angels don't like em samurais. else x = number_range(2, 5); } for (i = 0; i < x; i++) one_hit(ch, victim, dt, 1); return; } if (dt == gsn_mageshield) { if (IS_ITEMAFF(ch, ITEMA_MAGESHIELD)) { one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); one_hit(ch, victim, dt, 1); } return; } if (dt == gsn_bash) // giants only, mind you. { for (i = 1; i < ch->pcdata->rank; i++) { x = number_range(1, 3); if (x == 1) one_hit(ch, victim, gsn_thwack, 1); else if (x == 2) { one_hit(ch, victim, gsn_smack, 1); } else one_hit(ch, victim, gsn_bash, 1); } ch->pcdata->powers[GIANT_ATTACK] = x; // setting the attack bit. return; } if (dt == gsn_bladespin) { if (number_range(1, 2) == 1) one_hit(ch, victim, dt, 1); if (number_range(1, 2) == 1) one_hit(ch, victim, gsn_lightningkick, 1); if (number_range(1, 2) == 1) one_hit(ch, victim, gsn_knee, 1); if (number_range(1, 2) == 1) one_hit(ch, victim, gsn_lightningslash, 1); if ((ch->wpn[0] >= 1000) && (ch->wpn[3] >= 1000) && (ch->wpn[6] >= 1000) && (ch->wpn[9] >= 1000) && (ch->wpn[1] >= 1000) && (ch->wpn[4] >= 1000) && (ch->wpn[7] >= 1000) && (ch->wpn[10] >= 1000) && (ch->wpn[2] >= 1000) && (ch->wpn[5] >= 1000) && (ch->wpn[8] >= 1000) && (ch->wpn[11] >= 1000) && (ch->wpn[12] >= 1000)) { if (number_range(1, 2) == 1) one_hit(ch, victim, dt, 1); if (number_range(1, 2) == 1) one_hit(ch, victim, gsn_lightningkick, 1); if (number_range(1, 2) == 1) one_hit(ch, victim, gsn_knee, 1); if (number_range(1, 2) == 1) one_hit(ch, victim, gsn_lightningslash, 1); } return; } wield1 = get_eq_char(ch, WEAR_WIELD); wield2 = get_eq_char(ch, WEAR_HOLD); wield3 = get_eq_char(ch, WEAR_THIRD); wield4 = get_eq_char(ch, WEAR_FOURTH); if (wield1 != NULL && wield1->item_type == ITEM_WEAPON) wieldorig = 1; if (wield2 != NULL && wield2->item_type == ITEM_WEAPON) wieldorig += 2; if (wield3 != NULL && wield3->item_type == ITEM_WEAPON) wieldorig += 4; if (wield4 != NULL && wield4->item_type == ITEM_WEAPON) wieldorig += 8; wieldtype = wieldorig; wieldie = number_range(1, 4); if (wieldorig == 15) { if (wieldie == 2) wieldtype = 8; else wieldtype = 4; } else if (wieldorig == 14) { if (wieldie == 2) wieldtype = 8; else if (wieldie == 1) wieldtype = 4; else if (wieldie == 3) wieldtype = 2; else wieldtype = 1; } else if (wieldorig == 13) { if (wieldie == 1) wieldtype = 8; else if (wieldie == 2) wieldtype = 4; else wieldtype = 1; } else if (wieldorig == 12) { if (wieldie == 1) wieldtype = 8; else wieldtype = 4; } else if (wieldorig == 11) { if (wieldie == 1) wieldtype = 8; if (wieldie == 2) wieldtype = 2; else wieldtype = 1; } else if (wieldorig == 10) { if (wieldie == 1) wieldtype = 8; else wieldtype = 2; } else if (wieldorig == 9) { if (wieldie == 1) wieldtype = 8; else wieldtype = 1; } else if (wieldorig == 8) wieldtype = 8; else if (wieldorig == 7) { if (wieldie == 1) wieldtype = 4; else if (wieldie == 2) wieldtype = 2; else wieldtype = 1; } else if (wieldorig == 6) { if (wieldie == 1 || wieldie == 2) wieldtype = 2; else wieldtype = 4; } else if (wieldorig == 5) { if (wieldie == 1) wieldtype = 4; else wieldtype = 1; } else if (wieldorig == 4) wieldtype = 4; else if (wieldorig == 3) { if (wieldie == 2 || wieldie == 4) wieldtype = 2; else wieldtype = 1; } else if (wieldorig == 2) wieldtype = 2; else if (wieldorig == 1) wieldtype = 1; if (wieldtype == 8) wield = wield4; else if (wieldtype == 4) wield = wield3; else if (wieldtype == 2) wield = wield2; else wield = wield1; if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 5) { int stance = ch->stance[0]; if (ch->stance[stance] >= 200) { special_move(ch, victim); return; } } unarmed = 0; if (IS_SET(ch->flag2, VAMP_OBJMASK)) { act("You return to your normal form.", ch, NULL, NULL, TO_CHAR); xprintf(buf, "%s reforms as %s.\n\r", ch->morph, ch->name); act(buf, ch, NULL, NULL, TO_ROOM); free_string(ch->morph); free_string(ch->objdesc); ch->long_descr = str_dup(""); REMOVE_BIT(ch->flag2, VAMP_OBJMASK); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); } one_hit(ch, victim, dt, wieldtype); if (victim == NULL || victim->position != POS_FIGHTING) return; /* * Only want one spell per round from spell weapons...otherwise it's * * too powerful, and would unbalance player killing (as this is a PK mud). */ if (dt == TYPE_UNDEFINED) { dt = TYPE_HIT; if (wield != NULL && wield->item_type == ITEM_WEAPON) { dt += wield->value[3]; if (wield->value[0] >= 1) { /* * Look, just don't ask... KaVir */ if (wield->value[0] >= 1000) sn = wield->value[0] - ((wield->value[0] / 1000) * 1000); else sn = wield->value[0]; if (sn != skill_lookup("gas breath") && sn != skill_lookup("desanct") && sn != skill_lookup("faith armor") && sn != 0) { if (victim->position == POS_FIGHTING) (*skill_table[sn]. spell_fun) (sn, wield->level, ch, victim); } } } } if (victim == NULL || victim->position != POS_FIGHTING) return; if (ch->fighting != victim || dt == gsn_backstab || dt == gsn_shiroken || dt == gsn_garotte || dt == gsn_headbutt || dt == gsn_circle || dt == gsn_retribution) return; maxcount = number_attacks(ch, victim); if (!IS_NPC(ch)) { if (wield != NULL && wield->item_type == ITEM_WEAPON) { int tempnum = wield->value[3]; chance = (ch->wpn[tempnum]) * 0.5; } else chance = (ch->wpn[0]) * 0.5; if (number_percent() <= chance) maxcount += 1; } if (wieldorig == 3) maxcount += 1; for (countup = 0; countup <= maxcount; countup++) { wieldtype = wieldorig; if (wieldorig == 15) { if (wieldie == 2) wieldtype = 8; else wieldtype = 4; } else if (wieldorig == 14) { if (wieldie == 2) wieldtype = 8; else if (wieldie == 1) wieldtype = 4; else if (wieldie == 3) wieldtype = 2; else wieldtype = 1; } else if (wieldorig == 13) { if (wieldie == 1) wieldtype = 8; else if (wieldie == 2) wieldtype = 4; else wieldtype = 1; } else if (wieldorig == 12) { if (wieldie == 1) wieldtype = 8; else wieldtype = 4; } else if (wieldorig == 11) { if (wieldie == 1) wieldtype = 8; else if (wieldie == 2) wieldtype = 2; else wieldtype = 1; } else if (wieldorig == 10) { if (wieldie == 1) wieldtype = 8; else wieldtype = 2; } else if (wieldorig == 9) { if (wieldie == 1) wieldtype = 8; else wieldtype = 1; } else if (wieldorig == 7) { if (wieldie == 1) wieldtype = 4; else if (wieldie == 2) wieldtype = 2; else wieldtype = 1; } else if (wieldorig == 6) { if (wieldie == 1 || wieldie == 2) wieldtype = 2; else wieldtype = 4; } else if (wieldorig == 5) { if (wieldie == 1) wieldtype = 4; else wieldtype = 1; } else if (wieldorig == 3) { if (wieldie == 2 || wieldie == 4) wieldtype = 2; else wieldtype = 1; } one_hit(ch, victim, -1, wieldtype); if (victim == NULL || victim->position != POS_FIGHTING) return; if (ch->fighting != victim) return; } if (!IS_NPC(ch) && !IS_NPC(victim) && ch->race > 24) // pkpower { i = number_range(1, 10); if (i < 5) one_hit(ch, victim, gsn_supreme, 0); else if (i < 7) one_hit(ch, victim, gsn_supreme, 1); } if (!IS_NPC(ch)) { if (IS_VAMPAFF(ch, VAM_FANGS)) { if (!IS_NPC(victim)) { one_hit(ch, victim, (TYPE_HIT + 10), 0); one_hit(ch, victim, (TYPE_HIT + 10), 0); } else { one_hit(ch, victim, (TYPE_HIT + 10), 1); one_hit(ch, victim, (TYPE_HIT + 10), 1); } } if (ch->level > 2) { if (IS_VAMPAFF(ch, VAM_HORNS) && number_range(1, 3) == 1) multi_hit(ch, victim, gsn_headbutt); if (IS_VAMPAFF(ch, VAM_WINGS) && number_range(1, 2) == 2) multi_hit(ch, victim, gsn_buffet); if (IS_VAMPAFF(ch, VAM_WINGS) && number_range(1, 2) == 1) multi_hit(ch, victim, gsn_buffet); } if (IS_VAMPAFF(ch, VAM_TAIL) && number_range(1, 2) == 1) multi_hit(ch, victim, gsn_sweep); if (IS_VAMPAFF(ch, VAM_HEAD) && number_range(1, 2) == 1) multi_hit(ch, victim, gsn_fangs); } if (IS_CLASS(ch, CLASS_SHADOW)) { if (IS_SET (ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD)) { one_hit(ch, victim, gsn_knifespin, 1); one_hit(ch, victim, gsn_knifespin, 1); } if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE)) one_hit(ch, victim, gsn_gutcutter, 1); } else if (IS_CLASS(ch, CLASS_DRACONIAN) && number_range(1, 3) == 1) { if (IS_NPC(victim)) { one_hit(ch, victim, gsn_spiket, 0); one_hit(ch, victim, gsn_spiket, 1); } else one_hit(ch, victim, gsn_spiket, 0); } else if (IS_CLASS(ch, CLASS_DEMON)) { if (IS_SET(ch->warp, WARP_SPIKETAIL) && number_range(1, 3) == 1) { if (IS_NPC(victim)) { one_hit(ch, victim, gsn_spiket, 0); one_hit(ch, victim, gsn_spiket, 1); } else one_hit(ch, victim, gsn_spiket, 0); } if (IS_SET(ch->warp, WARP_SHARDS) && number_range(1, 3) == 1) one_hit(ch, victim, gsn_shards, 0); if (IS_SET(ch->warp, WARP_MAGMA) && number_range(1, 3) == 1) { if (IS_NPC(victim)) { one_hit(ch, victim, gsn_magma, 0); one_hit(ch, victim, gsn_magma, 1); } else one_hit(ch, victim, gsn_magma, 0); } if (IS_SET(ch->warp, WARP_VENOMTONG) && number_range(1, 3) == 1) one_hit(ch, victim, gsn_venomt, 0); if (ch->power[DISC_DAEM_HELL] > 3 && number_range(1, 3) == 1) one_hit(ch, victim, gsn_hellfire, 0); if (IS_DEMAFF(ch, DEM_HORNS) && number_range(1, 3) == 1) one_hit(ch, victim, gsn_headbutt, 0); if (IS_DEMAFF(ch, DEM_TAIL) && number_range(1, 2) == 2) one_hit(ch, victim, gsn_sweep, 0); } //Ghoul Disease else if (IS_CLASS(ch, CLASS_GHOUL) && ch->pcdata->powers[GPOWER_ZOMBIE] >= 2) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int rand_num = number_range(1, 4); int dam = ch->damcap[DAM_CAP] / 2; dam += ch->pcdata->powers[GPOWER_ZOMBIE] * 500; if (rand_num > 2) { xprintf(buf1, "#G$N #ccringes in pain as your diseased claws rend their flesh! #g[#G%d#g]#n", dam); xprintf(buf2, "#cYou cringe in pain as #G$n's #cdiseased claws rend your flesh! #g[#G%d#g]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); } } //Thief Critical Strike else if (IS_CLASS(ch, CLASS_THIEF) && IS_SET(ch->pcdata->powers[1], THIEF_CRITICALSTRIKE) && wield1 != NULL && wield1->value[3] == 11) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int rand_num = number_range(1, 6); int dam = number_range(ch->damcap[DAM_CAP] * 1.5, ch->damcap[DAM_CAP] * 2); if (rand_num >= 5) { xprintf(buf1, "#0You #Rdeftly lunge #0with your #7dagger #0and score a #rC#Rritical #rH#Rit#n #0on #r$N! #r[#R%d#r]#n", dam); xprintf(buf2, "#r$n #Rdeftly lunges #0at you, #Rslicing #0you in a vital area and scoring a #rC#Rritical #rH#Rit! #r[#R%d#r]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); } } else if (IS_CLASS(ch, CLASS_SKYBLADE) && ch->pcdata->powers[SKYBLADE_SKILLS] >= 4) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int rand_num = number_range(1, 4); int dam = number_range(ch->damcap[DAM_CAP] / 4, ch->damcap[DAM_CAP]); if (rand_num == 3) { do_say(ch, "Haha, you swine, take this!"); xprintf(buf1, "#B$n sidesteps $N#B's jab and strikes back!#0[#R%d#0]#n", dam); xprintf(buf2, "#BYou sidestep $N#B's jab and strike back!#0[#R%d#0]#n", dam); act(buf1, ch, NULL, victim, TO_VICT); act(buf2, ch, NULL, victim, TO_CHAR); victim->hit -= dam; } } else if (IS_CLASS(ch, CLASS_DRONE)) { if (number_range(1, 3) != 2) { if (ch->pcdata->powers[DRONE_EVASION] > 2 && ch->pcdata->powers[DRONE_FOCUS] > 2 && ch->pcdata->powers[DRONE_FORTITUDE] > 2) multi_hit(ch, victim, gsn_tentacle); } } else if (IS_CLASS(ch, CLASS_HOBBIT)) { if (ch->pcdata->powers[HOBBIT_DISHES] > 5) one_hit(ch, victim, gsn_thrownpie, 1); if (ch->pcdata->powers[HOBBIT_DISHES] > 10) one_hit(ch, victim, gsn_thrownpie, 1); if (ch->pcdata->powers[HOBBIT_DISHES] > 15) one_hit(ch, victim, gsn_thrownpie, 1); } else if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) { one_hit(ch, victim, gsn_fangs, 1); if (ch->pcdata->powers[HYDRA_LEVEL] > 0) one_hit(ch, victim, gsn_fangs, 1); if (ch->pcdata->powers[HYDRA_LEVEL] > 1) one_hit(ch, victim, gsn_fangs, 1); if (ch->pcdata->powers[HYDRA_LEVEL] > 3) one_hit(ch, victim, gsn_fangs, 1); if (ch->pcdata->powers[HYDRA_LEVEL] > 4) one_hit(ch, victim, gsn_fangs, 1); } else if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) { if (ch->pcdata->powers[TIGER_LEVEL] > 0) multi_hit(ch, victim, gsn_claws); if (ch->pcdata->powers[TIGER_LEVEL] > 1) multi_hit(ch, victim, gsn_fangs); } else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) { if (ch->pcdata->powers[BULL_LEVEL] > 0) multi_hit(ch, victim, gsn_headbutt); if (ch->pcdata->powers[BULL_LEVEL] > 1) multi_hit(ch, victim, gsn_hooves); } else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) { if (IS_NPC(victim)) { one_hit(ch, victim, gsn_fireball, 1); one_hit(ch, victim, gsn_fireball, 1); } else { one_hit(ch, victim, gsn_fireball, 0); one_hit(ch, victim, gsn_fireball, 0); } if (ch->pcdata->powers[FAERIE_LEVEL] > 1) one_hit(ch, victim, gsn_buffet, 1); } } else if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FANGS)) { one_hit(ch, victim, gsn_fangs, 1); if (IS_SET (ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) one_hit(ch, victim, gsn_fangs, 1); } if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FIERY)) { one_hit(ch, victim, gsn_fiery, 1); if (IS_CLASS(victim, CLASS_ANGEL)) one_hit(ch, victim, gsn_fiery, 1); } } if (IS_CLASS(ch, CLASS_ELEMENTAL) && IS_SET(ch->pcdata->powers[ELEM_FORMS], FIRE_FORM)) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int dam; dam = (number_range(1500,2500)); if (!IS_SET(ch->act, PLR_BRIEF5)) { printf(buf1, "#0$N! is completly engulfed with bright #7white #RF#Yl#Ra#Ym#Re#Ys#n #0[#R%d#0]#n", dam); printf(buf2, "#0Fire from $n's strikes you! #0[#R%d#0]#n",dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); } hurt_person(ch, victim, dam); } if (IS_CLASS(ch, CLASS_ELEMENTAL) && IS_SET(ch->pcdata->powers[ELEM_FORMS], WATER_FORM)) { if (number_percent() > 94 && !IS_NPC(victim)) { printf(buf1, "#0The Power of your #lwater#0 form stuns $N!#n"); printf(buf2, "#0The Power of $n's #lWater#0 form stuns you!#n"); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); victim->position = POS_STUNNED; } } if (IS_CLASS(ch, CLASS_ELEMENTAL) && IS_SET(ch->pcdata->powers[ELEM_FORMS], WATER_FORM)) { if (number_percent() > 90 && !IS_NPC(victim)) { printf(buf1, "#0The Power of your #lwater#0 form stuns $N!#n"); printf(buf2, "#0The Power of $n's #lWater#0 form stuns you!#n"); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); victim->position = POS_STUNNED; } } else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) { if (ch->pcdata->powers[WEAPONSKILL] > 8) { one_hit(ch, victim, gsn_lightningslash, 1); one_hit(ch, victim, gsn_lightningslash, 1); one_hit(ch, victim, gsn_lightningslash, 1); one_hit(ch, victim, gsn_lightningslash, 1); } } else if (IS_CLASS(ch, CLASS_BLADE_MASTER)) { if (ch->pcdata->powers[WEAPONSKILL] > 8) { one_hit(ch, victim, gsn_lightningslash, 1); one_hit(ch, victim, gsn_lightningslash, 1); } } else if (IS_CLASS(ch, CLASS_BLADE_MASTER) && IS_SET(ch->newbits2, NEW2_AUTOATTACK)) { one_hit(ch,victim,gsn_lightningslash,1); one_hit(ch,victim,gsn_lightningslash,1); } else if (IS_CLASS(ch, CLASS_LICH)) { if (ch->pcdata->powers[CON_LORE] > 4) one_hit(ch, victim, gsn_fireball, 1); if (ch->pcdata->powers[NECROMANTIC] > 4) one_hit(ch, victim, gsn_chillhand, 1); if (ch->pcdata->powers[DEATH_LORE] > 4) one_hit(ch, victim, gsn_deathaura, 1); } else if (IS_CLASS(ch, CLASS_NINJA)) { if (ch->pcdata->powers[NPOWER_NINGENNO] >= 5 && number_range(1, 2) != 1) multi_hit(ch, victim, gsn_shiroken); } else if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (IS_SET(ch->newbits, NEW_QUILLS)) multi_hit(ch, victim, gsn_quills); if (IS_SET(ch->newbits, NEW_SLAM) && number_range(1, 5 - ch->power[DISC_WERE_BEAR] / 3) == 1) multi_hit(ch, victim, gsn_cheapshot); } else if (IS_CLASS(ch, CLASS_SAMURAI)) { if (IS_SET(ch->newbits, NEW_BLADESPIN)) multi_hit(ch, victim, gsn_bladespin); } else if (IS_CLASS(ch, CLASS_GIANT)) { multi_hit(ch, victim, gsn_bash); } else if (IS_CLASS(ch, CLASS_DROW)) { if (IS_SET(ch->newbits, NEW_DARKTENDRILS)) multi_hit(ch, victim, gsn_darktendrils); } else if (IS_CLASS(ch, CLASS_MAGE)) { if (IS_SET(ch->newbits, NEW_MULTIARMS)) multi_hit(ch, victim, gsn_mageshield); } else if (IS_CLASS(ch, CLASS_MONK)) { if (ch->monkab[BODY] > 3) multi_hit(ch, victim, gsn_heavenlyaura); } else if (IS_CLASS(ch, CLASS_ANGEL)) { if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA)) multi_hit(ch, victim, gsn_heavenlyaura); if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO)) { switch (number_range(1, 5)) { default: break; case 1: if ((sn = skill_lookup("curse")) > 0) (*skill_table[sn].spell_fun) (sn, 50, ch, victim); break; case 2: if ((sn = skill_lookup("imp heal")) > 0) (*skill_table[sn].spell_fun) (sn, 50, ch, ch); break; case 3: if ((sn = skill_lookup("imp fireball")) > 0) (*skill_table[sn].spell_fun) (sn, 50, ch, victim); break; case 4: if ((sn = skill_lookup("godbless")) > 0) (*skill_table[sn].spell_fun) (sn, 50, ch, ch); break; } } } else if (IS_CLASS(ch, CLASS_DROID)) { one_hit(ch, victim, gsn_pincers, 1); one_hit(ch, victim, gsn_pincers, 1); if (IS_SET(ch->newbits, NEW_CUBEFORM)) { one_hit(ch, victim, gsn_stinger, 1); one_hit(ch, victim, gsn_stinger, 1); } } else if (IS_CLASS(ch, CLASS_CYBORG)) { if (IS_SET(ch->newbits, NEW_CUBEFORM)) { one_hit(ch, victim, gsn_stuntubes, 1); multi_hit(ch, victim, gsn_stinger); } } if (IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_WINGS) && number_range(1, 3) == 1) one_hit(ch, victim, gsn_buffet, 0); if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_RAPT] > 0) multi_hit(ch, victim, gsn_rfangs); /* * Familiars Attack Round */ if ((familiar = get_eq_char(ch, WEAR_FAMILIAR)) != NULL && familiar->item_type == ITEM_FAMILIAR && familiar->value[2] > 0) { char buf1[MSL]; char buf2[MSL]; int dam; int fart; int attacks; if (familiar->value[0] != 9) { if (familiar->value[1] < 33) attacks = 1; else if (familiar->value[1] >= 33 && familiar->value[1] < 99) attacks = 2; else if (familiar->value[1] >= 99) attacks = 3; else (attacks = 1); } else { if (familiar->value[1] < 33) attacks = 2; else if (familiar->value[1] >= 33 && familiar->value[1] < 99) attacks = 3; else if (familiar->value[1] >= 99) attacks = 4; else (attacks = 2); } for (fart = 0; fart < attacks; fart++) { /* * A hit */ if (victim->position != POS_DEAD && number_percent() < (familiar->value[4])) { dam = familiar->value[2]; dam += number_range(0, 250); dam += 5 * familiar->value[1]; sprintf(buf1, familiar->hit_msg1, dam); sprintf(buf2, familiar->hit_msg2, dam); act(buf1, ch, familiar, victim, TO_CHAR); act(buf2, ch, familiar, victim, TO_VICT); if ( victim->position != POS_DEAD ) hurt_person(ch, victim, dam); } /* * A miss */ else { if (victim->position != POS_DEAD && (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))) act("$p's #7attack misses $N!#n", ch, familiar, victim, TO_CHAR); if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3)) act("$p's #7attack misses you!#n", ch, familiar, victim, TO_VICT); } } } if (wield1 != NULL) { if (wield->item_type == ITEM_WEAPON) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int dam; int fire = wield->fire_level; int water = wield->water_level; int electric = wield->lightning_level; int earth = wield->earth_level; if (fire > 0) { dam = (number_range(500,1000) * fire); if (!IS_SET(ch->act, PLR_BRIEF5)) { xprintf(buf1, "#0Fire from your enflamed weapon strikes out at $N! #0[#R%d#0]#n", dam); xprintf(buf2, "#0Fire from $n's enflamed weapon strikes you! #0[#R%d#0]#n",dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); } hurt_person(ch, victim, dam); } if (water > 0) { dam = (number_range(500,1000) * water); if (!IS_SET(ch->act, PLR_BRIEF5)) { xprintf(buf1, "#0Ice from your frozen weapon strikes out at $N! #0[#R%d#0]#n", dam); xprintf(buf2, "#0Ice from $n's frozen weapon strikes you! #0[#R%d#0]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); } hurt_person(ch, victim, dam); } if (electric > 0) { dam = (number_range(500,1000) * electric); if (!IS_SET(ch->act, PLR_BRIEF5)) { xprintf(buf1, "#0Lightning from your electric weapon strikes out at $N! #0[#R%d#0]#n", dam); xprintf(buf2, "#0Lightning from $n's electric weapon strikes you! #0[#R%d#0]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); } hurt_person(ch, victim, dam); } if (earth > 0) { dam = (number_range(500,1000) * earth); if (!IS_SET(ch->act, PLR_BRIEF5)) { xprintf(buf1, "#0Stones from your earthly weapon strikes out at $N! #0[#R%d#0]#n", dam); xprintf(buf2, "#0Stones from $n's earthly weapon strikes you! #0[#R%d#0]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); } hurt_person(ch, victim, dam); } } if (IS_SET(wield1->extra_flags, ITEM_ELECENCHANT) || wield1->pIndexData->vnum == 42721) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int dam = number_range(1000, 2000); xprintf(buf1, "#0Your weapon #oS#yH#7OC#yK#oS #0$N! #0[#R%d#0]#n", dam); xprintf(buf2, "#0$n's weapon #oS#yH#7OC#yK#oS #0you! #0[#R%d#0]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); } if (IS_SET(wield1->extra_flags, ITEM_FIREENCHANT) || wield1->pIndexData->vnum == 42722 || wield1->pIndexData->vnum == 42723) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int dam = number_range(1500, 2500); xprintf(buf1, "#0Your weapon #rIN#RCI#yN#7E#yR#RAT#rES #0$N! #0[#R%d#0]#n", dam); xprintf(buf2, "#0$n's weapon #rIN#RCI#yN#7E#yR#RAT#rES #0you! #0[#R%d#0]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); if (!IS_AFFECTED(victim, AFF_FLAMING)) { SET_BIT(victim->affected_by, AFF_FLAMING); } } if (IS_SET(wield1->extra_flags, ITEM_ICEENCHANT)) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int dam = number_range(1200, 2200); xprintf(buf1, "#0Your weapon #cF#CRE#7E#CZE#cS #0$N! #0[#R%d#0]#n", dam); xprintf(buf2, "#0$n's weapon #cF#CRE#7E#CZE#cS #0you! #0[#R%d#0]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); } if (IS_SET(wield1->quest, QUEST_WWPOISON)) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int dam = number_range(500, 1500); xprintf(buf1, "#0Your weapon's #gp#Goiso#gn #0seeps into #R$N! #0[#R%d#0]#n", dam); xprintf(buf2, "#R$n's #0weapon #co#C0#gP#GoI#ys#GOn#GS#C0#co #0you! #0[#R%d#0]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); } if (IS_SET(wield1->quest2, QUEST2_FLAMEBLADE)) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int dam = number_range(500, 1500); xprintf(buf1, "#0Your weapon's #RFIRE#n #0scorches #R$N! #0[#R%d#0]#n", dam); xprintf(buf2, "#R$n's #0weapon #RSCORCHES#n #0You! #0[#R%d#0]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); hurt_person(ch, victim, dam); } } /* * Golems specials */ if (IS_NPC(ch)) { if (ch->pIndexData->vnum == MOB_VNUM_FIRE) { if ((sn = skill_lookup("curse")) > 0) (*skill_table[sn].spell_fun) (sn, 50, ch, victim); if ((sn = skill_lookup("imp faerie fire")) > 0) (*skill_table[sn].spell_fun) (sn, 50, ch, victim); } else if (ch->pIndexData->vnum == MOB_VNUM_STONE && (char_damroll(victim) > 0 || char_hitroll(victim) > 0)) { af.type = skill_lookup("reserved"); af.duration = 20; af.location = APPLY_DAMROLL; af.modifier = -50; af.bitvector = 0; affect_to_char(victim, &af); af.type = skill_lookup("reserved"); af.duration = 20; af.location = APPLY_HITROLL; af.modifier = -50; af.bitvector = 0; affect_to_char(victim, &af); send_to_char ("You feel weak in the presence of the stone golem.\n\r", victim); } else if (ch->pIndexData->vnum == MOB_VNUM_CLAY) { if ((sn = skill_lookup("clay")) > 0) (*skill_table[sn].spell_fun) (sn, 50, ch, victim); } else if (ch->pIndexData->vnum == MOB_VNUM_IRON) { if ((sn = skill_lookup("group heal")) > 0) (*skill_table[sn].spell_fun) (sn, 50, ch, victim); } } if (victim == NULL || victim->position != POS_FIGHTING) return; if (!IS_NPC(ch)) { if (IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_SERPENTIS)) spell_poison(gsn_poison, (ch->level * number_range(5, 20)), ch, victim); else if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] > 0) spell_poison(gsn_poison, (ch->level * number_range(5, 15)), ch, victim); else if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON)) spell_poison(gsn_poison, (ch->level * number_range(10, 20)), ch, victim); else if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] >= 5) spell_poison(gsn_poison, (ch->level * number_range(5, 10)), ch, victim); } if (victim->itemaffect < 1) return; if (IS_CLASS(victim, CLASS_DRACONIAN) && victim->pcdata->stats[DRACONIAN_SPIKES] > 0) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int dam = number_range(victim->pcdata->stats[DRACONIAN_SPIKES] * 10, victim->pcdata->stats[DRACONIAN_SPIKES] * 20); if (number_percent() > 70) { xprintf(buf1, "#Y$N's #Gspikes come in contact with you, piercing your flesh! #r[#R%d#r]#n", dam); xprintf(buf2, "#GYour spikes come in contact with #Y$n, #Gpiercing their flesh! #r[#R%d#r]#n", dam); act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, victim, TO_VICT); hurt_person(victim, ch, dam); } } if (IS_SET(victim->newbits, NEW_MONKFLAME) && !IS_AFFECTED(ch, AFF_FLAMING)) { if (number_percent() > 93) { SET_BIT(ch->affected_by, AFF_FLAMING); if (!IS_CLASS(ch, CLASS_WEREWOLF)) { act("Your flaming hands catch $n on fire!", ch, NULL, victim, TO_VICT); act("$N's flaming hands catch $n on fire!", ch, NULL, victim, TO_NOTVICT); act("$N's flaming hands catch you on fire!.", ch, NULL, victim, TO_CHAR); } else { act("Your flaming claws catch $n on fire!", ch, NULL, victim, TO_VICT); act("$N's flaming claws catch $n on fire!", ch, NULL, victim, TO_NOTVICT); act("$N's flaming claws catch you on fire!.", ch, NULL, victim, TO_CHAR); } } else return; } if (!IS_NPC(victim) && IS_SET(victim->pcdata->powers[PALADIN_EFFECTS], PAL_AURA) && IS_CLASS(victim, CLASS_PALADIN)) { while (number_range(1,2) != 1) one_hit(victim,ch,gsn_holyaura,0); while (number_range(1,2) != 1) one_hit(victim,ch,gsn_holyaura,0); while (number_range(1,2) != 1) one_hit(victim,ch,gsn_holyaura,0); } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) { if (IS_SET(victim->pcdata->powers[AURAS], DEATH_AURA)) { while (number_range(1, 2) != 1) one_hit(victim, ch, gsn_deathaura, 0); while (number_range(1, 2) != 1) one_hit(victim, ch, gsn_deathaura, 0); while (number_range(1, 2) != 1) one_hit(victim, ch, gsn_deathaura, 0); } if (IS_SET(victim->pcdata->powers[AURAS], FEAR_AURA) && (char_damroll(ch) > 0 || char_hitroll(ch) > 0)) { af.type = skill_lookup("reserved"); af.duration = 20; af.location = APPLY_DAMROLL; af.modifier = -20; af.bitvector = 0; affect_to_char(ch, &af); af.type = skill_lookup("reserved"); af.duration = 20; af.location = APPLY_HITROLL; af.modifier = -20; af.bitvector = 0; affect_to_char(ch, &af); send_to_char("You piss your pants out of fear.\n\r", ch); } } if (IS_ITEMAFF(victim, ITEMA_TATTOO) && ch->position == POS_FIGHTING) { int tdam; tdam = number_range(500, 1500); if (IS_NPC(ch)) tdam *= 3; if (tdam > victim->damcap[DAM_CAP]) tdam = victim->damcap[DAM_CAP]; if (tdam > ch->hit - 1) tdam = ch->hit - 1; if (tdam < 0) tdam = 0; damage(victim, ch, tdam, gsn_tattoo); } if (ch->position == POS_FIGHTING) { if (IS_NPC(victim) || victim->spl[1] < 4) level = victim->level; else level = (victim->spl[1] * 0.25); if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD)) if ((sn = skill_lookup("lightning bolt")) > 0) (*skill_table[sn].spell_fun) (sn, level, victim, ch); if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD)) if ((sn = skill_lookup("fireball")) > 0) (*skill_table[sn].spell_fun) (sn, level, victim, ch); if (IS_ITEMAFF(victim, ITEMA_ICESHIELD)) if ((sn = skill_lookup("chill touch")) > 0) (*skill_table[sn].spell_fun) (sn, level, victim, ch); if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD)) if ((sn = skill_lookup("acid blast")) > 0) (*skill_table[sn].spell_fun) (sn, level, victim, ch); if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD)) if ((sn = skill_lookup("chaos blast")) > 0) (*skill_table[sn].spell_fun) (sn, level, victim, ch); } return; } int number_attacks(CHAR_DATA * ch, CHAR_DATA * victim) { int count = 1; OBJ_DATA *wield; if (IS_NPC(ch)) { if (ch->level >= 50) count += 1; if (ch->level >= 100) count += 1; if (ch->level >= 500) count += 1; if (ch->level >= 1000) count += 1; if (ch->level >= 1500) count += 1; if (ch->level >= 2000) count += 2; if (ch->pIndexData->extra_attack > 20) count += 20; else count += ch->pIndexData->extra_attack; return count; } // NPC ch is done, no need for any more checks for this if (IS_NPC(victim)) { if (IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) count += 1; else if (IS_STANCE(ch, STANCE_HAWK) && number_percent() < ch->stance[STANCE_HAWK] * 0.5) count += 1; else if (IS_STANCE(ch, STANCE_COUGAR) && number_percent() < ch->stance[STANCE_COUGAR] * 0.5) count += 1; else if (IS_STANCE(ch, STANCE_WOLF) && number_percent() < ch->stance[STANCE_WOLF] * 0.5) count += 2; else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_SPEED) && number_percent() < ch->stance[(ch->stance[0])] * 0.5) count += 2; if ((wield = get_eq_char(ch, WEAR_WIELD)) != NULL && wield->item_type == ITEM_WEAPON) if (wield->attack_level > 0) count += (wield->attack_level); if (ch->tier > 0) count += ch->tier; if (ch->pcdata->relrank > 0) count += ch->pcdata->relrank; if (IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->power[DISC_VAMP_CELE] > 7) { count += 1; if (ch->power[DISC_VAMP_CELE] > 9) count += 1; } } else if (IS_CLASS(ch, CLASS_JEDI)) { if (ch->pcdata->powers[JPOWER_MIND] >= 4) count += 2; if (ch->pcdata->powers[JPOWER_SPIRIT] >= 5) count += 3; if (ch->pcdata->powers[JPOWER_BODY] >= 6) count += 3; if (ch->pcdata->powers[JPOWER_TECHNIQUE] >= 9) count += 4; } else if (IS_CLASS(ch, CLASS_SHADOW)) count += ch->pcdata->powers[SHADOW_MARTIAL] / 5; else if (IS_CLASS(ch, CLASS_GIANT)) count += ch->pcdata->rank / 3; else if (IS_CLASS(ch, CLASS_DRONE)) count += ch->pcdata->powers[DRONE_FOCUS] * 2; else if (IS_CLASS(ch, CLASS_FAE)) { if (ch->pcdata->powers[FAE_PLASMA] > 7) count += 2; if (ch->pcdata->powers[FAE_MATTER] > 7) count += 2; if (ch->pcdata->powers[FAE_ENERGY] > 7) count += 2; if (ch->pcdata->powers[FAE_WILL] > 7) count += 2; } else if (IS_CLASS(ch, CLASS_TANARRI)) count += ch->pcdata->rank; else if (IS_CLASS(ch, CLASS_CYBORG)) count += ch->pcdata->powers[CYBORG_LIMBS]; else if (IS_CLASS(ch, CLASS_THIEF)) { if (IS_SET(ch->pcdata->powers[1], THIEF_SWIFTNESS)) count += 5; } else if (IS_CLASS(ch, CLASS_DROID)) { count += ch->pcdata->powers[DROID_SPEED] / 2; // max 3 at speed 6 if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_EXTRA_ARMS)) count += 2; } else if (IS_CLASS(ch, CLASS_HOBBIT)) count += ch->pcdata->powers[HOBBIT_DISHES] / 4; else if (IS_CLASS(ch, CLASS_ANGEL)) count += ch->pcdata->powers[ANGEL_JUSTICE]; else if (IS_CLASS(ch, CLASS_PALADIN)) count += ch->pcdata->powers[PALADIN_COMBAT]; else if (IS_CLASS(ch, CLASS_ELEMENTAL)) { count += ch->pcdata->powers[ELEMENTAL_FIRE]; if (IS_SET(ch->pcdata->powers[ELEM_FORMS], AIR_FORM)) count += 2; } else if (IS_CLASS(ch, CLASS_PRIEST)) count += 4; else if (IS_CLASS(ch, CLASS_DRAGON)) count += 5; else if (IS_CLASS(ch, CLASS_ZOMBIE)) count += 5; else if (IS_CLASS(ch,CLASS_SHINOBI)){ count += ch->chakra / 2000; count += 2; switch(ch->pcdata->powers[S_ELEMENT]){ case S_FIRE: count += ch->pcdata->powers[S_HANDFIRE]; break; case S_WIND: count += ch->pcdata->powers[S_HANDWIND]; break; case S_WATER: count += ch->pcdata->powers[S_HANDWATER]; break; case S_HOLY: count += ch->pcdata->powers[S_HANDHOLY]; break; case S_EARTH: count += ch->pcdata->powers[S_HANDEARTH]; break; case S_SHADOW: count += ch->pcdata->powers[S_HANDSHADOW]; break; } } else if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->power[DISC_WERE_LYNX] > 2) count += 4; if (ch->power[DISC_WERE_BOAR] > 6) count += 7; } else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) count += ch->pcdata->powers[WEAPONSKILL] / 1.6; else if (IS_CLASS(ch, CLASS_BLADE_MASTER)) count += ch->pcdata->powers[WEAPONSKILL] / 1.6; else if (IS_CLASS(ch, CLASS_LICH)) count += 4; else if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { count += 3; if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) count += ch->pcdata->powers[BULL_LEVEL] / 2; else if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) count += ch->pcdata->powers[TIGER_LEVEL]; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) count += ch->pcdata->powers[FAERIE_LEVEL]; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) count += ch->pcdata->powers[HYDRA_LEVEL] / 2; } else if (IS_CLASS(ch, CLASS_DEMON)) { if (IS_DEMPOWER(ch, DEM_SPEED)) count += 3; if (IS_SET(ch->warp, WARP_QUICKNESS)) count += 4; } else if (IS_CLASS(ch, CLASS_SKYBLADE)) count += 6; else if (IS_CLASS(ch, CLASS_GHOUL)) count += 7; else if (IS_CLASS(ch, CLASS_DRACONIAN)) count += 8; else if (IS_CLASS(ch, CLASS_DROW)) { if (IS_SET(ch->special, SPC_DROW_WAR)) count += 3; if (IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) count += 5; } else if (IS_CLASS(ch, CLASS_MAGE)) { if (IS_ITEMAFF(ch, ITEMA_BEAST)) count += 4; } else if (IS_CLASS(ch, CLASS_NINJA)) { if (ch->pcdata->powers[NPOWER_CHIKYU] >= 3) count += 3; if (ch->pcdata->powers[HARA_KIRI] > 0) count += 2; switch( ch->pcdata->rank ) { default: break; case BELT_ONE: count += 1; break; case BELT_TWO: count += 1; break; case BELT_THREE: count += 2; break; case BELT_FOUR: count += 2; break; case BELT_FIVE: count += 2; break; case BELT_SIX: count += 3; break; case BELT_SEVEN: count += 3; break; case BELT_EIGHT: count += 4; break; case BELT_NINE: count += 4; break; case BELT_TEN: count += 5; break; } } else if (IS_CLASS(ch, CLASS_SAMURAI)) count += 6; if (IS_ITEMAFF(ch, ITEMA_SPEED)) count += 2; } else { if (ch->tier > 0) count += ch->tier; if (ch->pcdata->relrank > 0) count += ch->pcdata->relrank; if (IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) count += 1; else if (IS_STANCE(ch, STANCE_HAWK) && number_percent() < ch->stance[STANCE_HAWK] * 0.5) count += 1; else if (IS_STANCE(ch, STANCE_COUGAR) && number_percent() < ch->stance[STANCE_COUGAR] * 0.5) count += 1; else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_SPEED) && number_percent() < ch->stance[(ch->stance[0])] * 0.5) count += 2; if (rel_oppose(ch, victim) && ch->in_room && has_area_affect(ch->in_room->area, AREA_AFF_GZONE, ch->pcdata->religion)) count++; if (IS_CLASS(ch, CLASS_CYBORG)) count += ch->pcdata->powers[CYBORG_LIMBS]; else if (IS_CLASS(ch, CLASS_GIANT)) count += ch->pcdata->rank / 3; else if (IS_CLASS(ch, CLASS_SHADOW)) count += ch->pcdata->powers[SHADOW_MARTIAL] / 5; else if (IS_CLASS(ch, CLASS_FAE)) { if (ch->pcdata->powers[FAE_PLASMA] > 7) count++; if (ch->pcdata->powers[FAE_MATTER] > 7) count++; if (ch->pcdata->powers[FAE_ENERGY] > 7) count++; if (ch->pcdata->powers[FAE_WILL] > 7) count++; } else if (IS_CLASS(ch, CLASS_HOBBIT)) count += ch->pcdata->powers[HOBBIT_DISHES] / 4; else if (IS_CLASS(ch, CLASS_DROID)) { count += ch->pcdata->powers[DROID_SPEED] / 2; // max 3 at speed 6 if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_EXTRA_ARMS)) count += 2; } else if (IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->power[DISC_VAMP_CELE] > 0) count += 1; if (ch->power[DISC_VAMP_CELE] > 5) count += 1; if (ch->power[DISC_VAMP_CELE] > 7) count += 1; if (ch->power[DISC_VAMP_CELE] > 9) count += 3; } else if (IS_CLASS(ch, CLASS_SHADOW)) /* CLASS_REMOVE */ count += ch->pcdata->powers[SHADOW_MARTIAL] / 5; else if (IS_CLASS(ch, CLASS_JEDI)) { if (ch->pcdata->powers[JPOWER_SPIRIT] >= 5) count += 3; if (ch->pcdata->powers[JPOWER_MIND] >= 4) count += 2; if (ch->pcdata->powers[JPOWER_BODY] >= 6) count += 3; if (ch->pcdata->powers[JPOWER_TECHNIQUE] >= 9) count += 4; } else if (IS_CLASS(ch, CLASS_MONK)) { if (ch->monkab[COMBAT] > 0) count += ch->monkab[COMBAT]; } else if (IS_CLASS(ch, CLASS_MAGE)) { if (IS_ITEMAFF(ch, ITEMA_BEAST)) count += 8; } else if (IS_CLASS(ch, CLASS_ANGEL)) count += 2; else if (IS_CLASS(ch, CLASS_PALADIN)) count += ch->pcdata->powers[PALADIN_COMBAT]; else if (IS_CLASS(ch, CLASS_ELEMENTAL)) { count += ch->pcdata->powers[ELEMENTAL_FIRE]; if (IS_SET(ch->pcdata->powers[ELEM_FORMS], AIR_FORM)) count += 2; } else if (IS_CLASS(ch, CLASS_PRIEST)) count += 4; else if (IS_CLASS(ch, CLASS_DRAGON)) count += 5; else if (IS_CLASS(ch, CLASS_ZOMBIE)) count += 5; else if (IS_CLASS(ch,CLASS_SHINOBI)){ count += ch->chakra / 2000; count += 2; switch(ch->pcdata->powers[S_ELEMENT]){ case S_FIRE: count += ch->pcdata->powers[S_HANDFIRE]; break; case S_WIND: count += ch->pcdata->powers[S_HANDWIND]; break; case S_WATER: count += ch->pcdata->powers[S_HANDWATER]; break; case S_HOLY: count += ch->pcdata->powers[S_HANDHOLY]; break; case S_EARTH: count += ch->pcdata->powers[S_HANDEARTH]; break; case S_SHADOW: count += ch->pcdata->powers[S_HANDSHADOW]; break; } } else if (IS_CLASS(ch, CLASS_DRONE)) count += ch->pcdata->powers[DRONE_FOCUS] * 2; else if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->power[DISC_WERE_LYNX] > 2) count += 4; if (ch->power[DISC_WERE_BOAR] > 6) count += 7; } else if (IS_CLASS(ch, CLASS_LICH)) count += 4; else if (IS_CLASS(ch, CLASS_TANARRI)) { count += ch->pcdata->rank; if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) count += 4; } else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) count += ch->pcdata->powers[WEAPONSKILL] / 1.6; else if (IS_CLASS(ch, CLASS_BLADE_MASTER)) count += ch->pcdata->powers[WEAPONSKILL] / 1.6; else if (IS_CLASS(ch, CLASS_NINJA)) { if (ch->pcdata->powers[HARA_KIRI] > 0) count += 2; switch( ch->pcdata->rank ) { default: break; case BELT_ONE: count += 1; break; case BELT_TWO: count += 1; break; case BELT_THREE: count += 2; break; case BELT_FOUR: count += 2; break; case BELT_FIVE: count += 2; break; case BELT_SIX: count += 3; break; case BELT_SEVEN: count += 3; break; case BELT_EIGHT: count += 4; break; case BELT_NINE: count += 4; break; case BELT_TEN: count += 5; break; } } else if (IS_CLASS(ch, CLASS_SAMURAI)) count += 6; else if (IS_CLASS(ch, CLASS_DEMON)) { if (ch->power[DISC_DAEM_ATTA] > 0) count += ch->power[DISC_DAEM_ATTA] / 1.5; } else if (IS_CLASS(ch, CLASS_DROW)) { if (IS_SET(ch->special, SPC_DROW_WAR)) count += 3; if (IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) count += 5; } if (IS_ITEMAFF(ch, ITEMA_SPEED)) count += 1; /* * bonus for high stats */ count += (get_curr_str(ch) + get_curr_dex(ch)) / 50; if (IS_CLASS(victim, CLASS_JEDI) && (victim->pcdata->powers[JPOWER_SPIRIT] > 3)) count -= 1; if (victim->power[DISC_VAMP_CELE] >= 3) count -= victim->power[DISC_VAMP_CELE] / 3; if (victim->power[DISC_DAEM_ATTA] > 0) count -= victim->power[DISC_DAEM_ATTA] / 2; if (victim->power[DISC_WERE_MANT] >= 3) count -= victim->power[DISC_WERE_MANT] / 3; else if (IS_ITEMAFF(victim, ITEMA_AFFMANTIS)) count -= 1; if (number_range(1, 4) == 2) count -= 1; } if (count < 1) count = 1; return count; } /* * Hit one guy once. */ void one_hit(CHAR_DATA * ch, CHAR_DATA * victim, int dt, int handtype) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam, wdam; int diceroll; int level; int attack_modify; int right_hand; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; if (!IS_NPC(ch)) { if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) REMOVE_BIT(ch->affected_by, AFF_PEACE); } if (!IS_NPC(victim)) { if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL) REMOVE_BIT(victim->affected_by, AFF_PEACE); } /* * Figure out the type of damage message. */ if (handtype == 8) { wield = get_eq_char(ch, WEAR_FOURTH); right_hand = 8; } else if (handtype == 4) { wield = get_eq_char(ch, WEAR_THIRD); right_hand = 4; } else if (handtype == 2) { wield = get_eq_char(ch, WEAR_HOLD); right_hand = 2; } else if (handtype == 0) { wield = NULL; right_hand = 0; } else { if (IS_SET(ch->act, PLR_RIGHTHAND)) wield = get_eq_char(ch, WEAR_WIELD); else if (IS_SET(ch->act, PLR_LEFTHAND)) wield = get_eq_char(ch, WEAR_HOLD); else { if (number_range(1, 10) > 4) wield = get_eq_char(ch, WEAR_HOLD); else wield = get_eq_char(ch, WEAR_WIELD); } right_hand = 1; // improve the right hand anyway... } if (dt == TYPE_UNDEFINED) { dt = TYPE_HIT; if (wield != NULL && wield->item_type == ITEM_WEAPON) dt += wield->value[3]; else if (IS_NPC(ch)) dt += ch->pIndexData->natural_attack; } if (ch->wpn[dt - 1000] > 5) level = (ch->wpn[dt - 1000] / 5); else level = 1; if (level > 40) level = 40; /* * Calculate to-hit-armor-class-0 versus armor. */ if (IS_NPC(ch)) { thac0_00 = 20; thac0_32 = 0; } else { thac0_00 = SKILL_THAC0_00; thac0_32 = SKILL_THAC0_32; } thac0 = interpolate(level, thac0_00, thac0_32) - char_hitroll(ch); victim_ac = UMAX(-100, char_ac(victim) / 10); if (!can_see(ch, victim)) victim_ac -= 4; if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_3)) victim_ac += 300; if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_2)) victim_ac += 200; if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_1)) victim_ac += 100; /* * The moment of excitement! */ while ((diceroll = number_bits(5)) >= 20) ; if (diceroll == 0 || (diceroll != 19 && diceroll < thac0 - victim_ac)) { /* Miss. */ damage(ch, victim, 0, dt); tail_chain(); if (!is_safe(ch, victim)) { improve_wpn(ch, dt, right_hand); improve_stance(ch); } return; } /* * Hit. * Calc damage. */ if (IS_NPC(ch)) { dam = number_range(ch->level / 2, ch->level * 3 / 2); if (wield != NULL) dam += dam * 0.5; } else { if (dt == gsn_mageshield) { dam = (ch->spl[RED_MAGIC] + ch->spl[YELLOW_MAGIC] + ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] + ch->spl[BLUE_MAGIC]) / 5; dam = number_range(2 * dam, 3 * dam); } else if (wield != NULL && wield->item_type == ITEM_WEAPON) dam = dice(wield->value[1], wield->value[2]); else if (IS_VAMPAFF(ch, VAM_CLAWS) && IS_GAR1(ch, WOLF_RAZORCLAWS)) dam = dice(25, 35); else if (IS_VAMPAFF(ch, VAM_CLAWS)) dam = dice(10, 20); else if (IS_SET(ch->newbits, NEW_MONKADAM)) dam = dice(10, 25); else dam = dice(4, 10); if (IS_CLASS(ch, CLASS_NINJA)) { if (ch->pcdata->rank == BELT_SEVEN) dam += dice(1, 5); else if (ch->pcdata->rank == BELT_EIGHT) dam += dice(6, 10); else if (ch->pcdata->rank == BELT_NINE) dam += dice(11, 15); else if (ch->pcdata->rank == BELT_TEN) dam += dice(16, 20); } } /* * Bonuses. */ dam += char_damroll(ch); if (!IS_AWAKE(victim)) dam *= 2; if (!IS_NPC(ch) && dt >= TYPE_HIT) dam = dam + (dam * (UMIN(350, (ch->wpn[dt - 1000] + 1)) / 60)); dam = up_dam(ch, victim, dam); /* * Other Resistances */ if (IS_ITEMAFF(victim, ITEMA_RESISTANCE)) { dam *= 3; dam /= 4; } /* * damage reduction */ if (!IS_NPC(ch) && !IS_NPC(victim)) dam /= 2; /* slow down pk */ if (IS_NPC(ch) && dam > 2000) dam = 2000 + (dam - 2000) / 2; /* mob damage >2000 halved */ if (dam <= 0) dam = 5; if (!IS_NPC(ch)) { /* * I doubt this has much effect - Jobo */ if (IS_CLASS(ch, CLASS_VAMPIRE)) { if (IS_NPC(victim)) dam *= (1 + ch->power[DISC_VAMP_POTE] / 15); } else if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT)) dam *= 1.5; } /* * This one for angels have no effect, take a look and rebalance. Jobo */ else if (IS_CLASS(ch, CLASS_ANGEL)) dam *= (1 + ch->pcdata->powers[ANGEL_JUSTICE] / 10); else if (IS_CLASS(ch, CLASS_PALADIN)) dam *= (1 + ch->pcdata->powers[PALADIN_COMBAT] / 10); else if (IS_CLASS(ch, CLASS_ELEMENTAL)) dam *= (1 + ch->pcdata->powers[ELEMENTAL_FIRE] / 10); else if (IS_CLASS(ch, CLASS_DRAGON)) dam *= 1.4; else if (IS_CLASS(ch, CLASS_ZOMBIE)) dam *= 1.5; else if (IS_CLASS(ch, CLASS_SHINOBI)) dam *= 1.5; else if (IS_CLASS(ch, CLASS_DEMON)) { if (IS_DEMPOWER(ch, DEM_MIGHT)) dam *= 1.1; if (IS_SET(ch->warp, WARP_STRONGARMS)) dam *= 1.2; } else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) { if (ch->pcdata->powers[WEAPONSKILL] > 4) dam *= 1.4; if (ch->pcdata->powers[WEAPONSKILL] > 8) dam *= 1.6; if (IS_CLASS(victim, CLASS_SHAPESHIFTER)) dam *= 1.2; } else if (IS_CLASS(ch, CLASS_BLADE_MASTER)) { if (ch->pcdata->powers[WEAPONSKILL] > 4) dam *= 1.4; if (ch->pcdata->powers[WEAPONSKILL] > 8) dam *= 1.6; if (IS_CLASS(victim, CLASS_SAMURAI)) dam *= 1.2; } else if (IS_CLASS(ch, CLASS_MAGE)) { if (dt == gsn_mageshield && ch->pcdata->powers[PINVOKE] > 6) dam *= 1.4; if (dt == gsn_mageshield && ch->pcdata->powers[PINVOKE] > 9) dam *= 1.4; if (dt == gsn_mageshield) { if (ch->pcdata->powers[PINVOKE] > 6) dam *= 1.4; if (ch->pcdata->powers[PINVOKE] > 9) dam *= 1.4; } } else if (IS_CLASS(ch, CLASS_NINJA)) { if (ch->pcdata->rank == BELT_ONE) dam *= 1.1; else if (ch->pcdata->rank == BELT_TWO) dam *= 1.2; else if (ch->pcdata->rank == BELT_THREE) dam *= 1.3; else if (ch->pcdata->rank == BELT_FOUR) dam *= 1.4; else if (ch->pcdata->rank == BELT_FIVE) dam *= 1.5; else if (ch->pcdata->rank == BELT_SIX) dam *= 1.6; else if (ch->pcdata->rank == BELT_SEVEN) dam *= 1.7; else if (ch->pcdata->rank == BELT_EIGHT) dam *= 1.8; else if (ch->pcdata->rank == BELT_NINE) dam *= 1.9; else if (ch->pcdata->rank == BELT_TEN) dam *= 2.0; } else if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { dam *= 1.4; if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM && ch->pcdata->powers[TIGER_LEVEL] > 1) dam *= 1.5; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM && ch->pcdata->powers[FAERIE_LEVEL] > 1) dam *= 1.2; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM && ch->pcdata->powers[HYDRA_LEVEL] > 1) dam *= 1.6; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM && ch->pcdata->powers[BULL_LEVEL] > 1) dam *= 1.7; } else if (IS_CLASS(ch, CLASS_CYBORG)) { if (ch->pcdata->powers[CYBORG_LIMBS] > 0) dam *= 1.3; if (ch->pcdata->powers[CYBORG_LIMBS] > 2) dam *= 1.5; } else if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->power[DISC_WERE_BEAR] > 5) dam *= 1.2; } else if (IS_CLASS(ch, CLASS_MONK)) { if (dt != gsn_heavenlyaura) { if (ch->chi[CURRENT] > 0 && ch->chi[CURRENT] < 3) dam *= 1.5; if (ch->chi[CURRENT] > 2 && ch->chi[CURRENT] < 7) dam *= ((ch->chi[CURRENT]) / 2); } } } if (IS_NPC(victim)) { if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_3) && ch->stance[(ch->stance[0])] > 100) dam += dam * 1.5 * (ch->stance[(ch->stance[0])] / 200); else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_2) && ch->stance[(ch->stance[0])] > 100) dam += dam * 1.0 * (ch->stance[(ch->stance[0])] / 200); else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_1) && ch->stance[(ch->stance[0])] > 100) dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200); } else { if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_3) && ch->stance[(ch->stance[0])] > 100) dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200); else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_2) && ch->stance[(ch->stance[0])] > 100) dam += dam * 0.3 * (ch->stance[(ch->stance[0])] / 200); else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_1) && ch->stance[(ch->stance[0])] > 100) dam += dam * 0.1 * (ch->stance[(ch->stance[0])] / 200); } if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_RESIST_3) && victim->stance[(victim->stance[0])] > 100) dam *= 0.7; else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_RESIST_2) && victim->stance[(victim->stance[0])] > 100) dam *= 0.8; else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_RESIST_1) && victim->stance[(victim->stance[0])] > 100) dam *= 0.9; /* * The test ends here */ if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_SKYBLADE)) { if (victim->pcdata->powers[SKYBLADE_MAGIC] > 6) dam -= dam * .3; } else if (IS_CLASS(victim, CLASS_SHAPESHIFTER) || IS_CLASS(victim, CLASS_HOBBIT)) { if (IS_CLASS(victim, CLASS_HOBBIT) || (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM && victim->pcdata->powers[FAERIE_LEVEL] > 0)) { int growl = number_range(1, 50); if (growl == 10 || growl == 20 || growl == 30 || growl == 40 || growl == 50) { stc("#3You dodge your opponents attack#n.\n\r", victim); stc("#3Your opponent dodges your attack#n.\n\r", ch); dam = 0; } } } else if (IS_CLASS(victim, CLASS_DROW)) { if (IS_SET(victim->newbits, NEW_DARKTENDRILS)) { int ddodge = number_range(1, 50); if (ddodge == 10 || ddodge == 20 || ddodge == 30 || ddodge == 40 || ddodge == 50) { stc("#0You dark aura absorbs the damage#n.\n\r", victim); stc("#0Your opponent's dark aura absorbs your damage#n.\n\r", ch); dam = 0; } } } else if (IS_CLASS(victim, CLASS_MAGE)) { if (IS_ITEMAFF(victim, ITEMA_ILLUSIONS)) { int ddodge = number_range(1, 50); if (ddodge == 10 || ddodge == 20 || ddodge == 30 || ddodge == 40 || ddodge == 50) { stc("#CYour illusion takes the blow, saving you from harm#n.\n\r", victim); stc("#CYour weapon passes through your opponent without doing any harm#n.\n\r", ch); dam = 0; } } } else if (IS_CLASS(victim, CLASS_SHADOW)) { if (IS_SET(victim->pcdata->powers[SHADOW_BITS], NPOWER_BLUR)) { int ddodge = number_range(1, 50); if (ddodge == 5 || ddodge == 20 || ddodge == 35 || ddodge == 50) { stc("#0You feel the strike pass through your shadow body#n.\n\r", victim); stc("#0You hit nothing but shadows#n.\n\r", ch); dam = 0; } } } } if (!IS_NPC(ch) && wield != NULL) { if (number_range(1, 6) == 2) { if (ch->fighting == victim) { if (IS_WEAP(wield, WEAPON_VAMPIRIC)) { wdam = number_range(1, wield->level / 5 + 1); act("$p draws life from $n.", victim, wield, NULL, TO_ROOM); act("You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR); hurt_person(ch, victim, wdam); if (victim->hit <= 0) return; } if (IS_WEAP(wield, WEAPON_FLAMING) || IS_WEAP(wield, WEAPON_ELE_FLAME)) { wdam = number_range(1, wield->level / 4 + 1); if (!IS_SET(ch->act, PLR_BRIEF2)) act("$N is burned by your $p.", ch, wield, victim, TO_CHAR); if (!IS_SET(victim->act, PLR_BRIEF2)) act("You are burned by $n's $p.", ch, wield, victim, TO_VICT); fire_effect((void *) victim, wield->level / 2, wdam, TARGET_CHAR); hurt_person(ch, victim, wdam); if (victim->hit <= 0) return; } if (IS_WEAP(wield, WEAPON_FROST) || IS_WEAP(wield, WEAPON_ELE_WATER)) { int sn = skill_lookup("chill touch"); if (!is_affected(victim, sn)) { wdam = number_range(1, wield->level / 6 + 2); if (!IS_SET(ch->act, PLR_BRIEF2)) act("Your $p freezes $N.", ch, wield, victim, TO_CHAR); if (!IS_SET(victim->act, PLR_BRIEF2)) act("You are frozen by $n's $p.", ch, wield, victim, TO_VICT); cold_effect(victim, wield->level / 2, wdam, TARGET_CHAR); hurt_person(ch, victim, wdam); } if (victim->hit <= 0) return; } if (IS_WEAP(wield, WEAPON_ELE_EARTH)) { wdam = number_range(1, wield->level / 5 + 2); act("$p covers $n in acid.", victim, wield, NULL, TO_ROOM); act("The corrosive touch of $p surrounds you with acid.", victim, wield, NULL, TO_CHAR); acid_effect(victim, wield->level / 2, wdam, TARGET_CHAR); hurt_person(ch, victim, wdam); if (victim->hit <= 0) return; } if (IS_WEAP(wield, WEAPON_SHOCKING) || IS_WEAP(wield, WEAPON_ELE_AIR)) { wdam = number_range(1, wield->level / 5 + 2); act("$n is struck by lightning from $p.", victim, wield, NULL, TO_ROOM); act("You are shocked by $p.", victim, wield, NULL, TO_CHAR); shock_effect(victim, wield->level / 2, wdam, TARGET_CHAR); hurt_person(ch, victim, wdam); if (victim->hit <= 0) return; } } } } /* * Damage type modifiers. */ if (dt == gsn_garotte) dam *= (number_range(3, 5)); else if (dt == gsn_soulseeker) dam *= (number_range(4, 9)); else if (dt == gsn_backstab) { if (IS_CLASS(ch, CLASS_NINJA) && !IS_NPC(ch) && ch->pcdata->powers[NPOWER_NINGENNO] >= 2) dam *= number_range(50, 60); else if (IS_CLASS(ch, CLASS_DROW)) { dam += number_range(100, 1000); dam *= number_range(7, 10); } else dam *= number_range(2, 4); } else if (dt == gsn_magma) { if (IS_CLASS(ch, CLASS_TANARRI)) dam *= 1.7; } else if (dt == gsn_stuntubes) { if (IS_CLASS(ch, CLASS_CYBORG)) dam *= 1.8; } else if (dt == gsn_booming) { if (!IS_NPC(ch)) dam *= ch->pcdata->rank / 2; } else if (dt == gsn_circle) { if (ch->pcdata->rank == BELT_EIGHT) dam *= 2; else if (ch->pcdata->rank == BELT_NINE) dam *= 2.5; else if (ch->pcdata->rank == BELT_TEN) dam *= 3.0; } else if (dt == gsn_heavenlyaura) { if (IS_CLASS(ch, CLASS_MONK)) dam /= 10; } else if (dt == gsn_deathaura) dam /= 1.2; else if (dt == gsn_potato) dam /= 1.2; else if (dt == gsn_shred) dam *= 3; dam = cap_dam(ch, victim, dam); if (IS_NPC(ch) && ch->pIndexData->dam_modifier > 3) dam *= 3; else if (IS_NPC(ch) && ch->pIndexData->dam_modifier > 0) dam *= ch->pIndexData->dam_modifier; /* if (IS_NPC(victim) && !IS_NPC(ch)) { if (victim->pIndexData->toughness > 100) victim->pIndexData->toughness = 99; dam = dam * (100 - victim->pIndexData->toughness) / 100; } */ attack_modify = dice(1, 100); randomize_damage(ch, dam, attack_modify); if (dt == gsn_deathaura && dam >= victim->hit && IS_NPC(victim)) dam = victim->hit - 1; /* trust me, Jobo */ damage(ch, victim, dam, dt); improve_weapon_res(victim, dt); tail_chain(); if (!is_safe(ch, victim)) { improve_wpn(ch, dt, right_hand); improve_stance(ch); } return; } int randomize_damage(CHAR_DATA * ch, int dam, int am) { dam = dam * (am + 50) / 100; return dam; } int up_dam(CHAR_DATA * ch, CHAR_DATA * victim, int dam) { if (!IS_NPC(ch)) { /* * class vs class stuff */ if (IS_CLASS(ch, CLASS_VAMPIRE) && IS_CLASS(victim, CLASS_HOBBIT)) { dam *= 12; dam /= 10; } if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) && IS_CLASS(victim, CLASS_SHAPESHIFTER)) dam *= 1.2; if (IS_CLASS(ch, CLASS_MAGE) && IS_CLASS(victim, CLASS_NINJA)) dam *= 1.25; /* * class modifiers */ if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_SET (ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT)) { dam *= 15; dam /= 10; } } else if (IS_CLASS(ch, CLASS_DRONE)) { if (ch->pcdata->powers[DRONE_FOCUS] > 0) dam *= 1.2; if (ch->pcdata->powers[DRONE_FOCUS] > 1) dam *= 1.2; if (ch->pcdata->powers[DRONE_FOCUS] > 2) dam *= 1.2; } else if (IS_CLASS(ch, CLASS_DEMON)) { if (IS_DEMPOWER(ch, DEM_MIGHT)) dam *= 1.1; if (IS_SET(ch->warp, WARP_STRONGARMS)) dam *= 1.2; } else if (IS_CLASS(ch, CLASS_HOBBIT)) { if (ch->pcdata->powers[HOBBIT_COMBAT] > 4) dam *= 1.4; } else if (IS_CLASS(ch, CLASS_GIANT)) dam *= 1.3; // 3xmult? who needs that much-xrak // (1 + (1 * ch->pcdata->rank) / 5); // 3 x multiplier max. else if (IS_CLASS(ch, CLASS_SHADOW)) { if (IS_SET (ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_DPACT)) dam *= 1.6; if (IS_SET (ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM)) dam /= 1.8; } else if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { dam *= 1.4; if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM && ch->pcdata->powers[TIGER_LEVEL] > 1) dam *= 1.5; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM && ch->pcdata->powers[FAERIE_LEVEL] > 1) dam *= 1.2; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM && ch->pcdata->powers[HYDRA_LEVEL] > 1) dam *= 1.6; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM && ch->pcdata->powers[BULL_LEVEL] > 1) dam *= 1.7; } else if (IS_CLASS(ch, CLASS_DROID)) { if (IS_SET (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_STEAMENGINE)) { dam *= 1.5; if (IS_SET (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_TUNEDENGINE)) dam *= 1.3; } } else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) { if (ch->pcdata->powers[WEAPONSKILL] > 4) dam *= 1.2; if (ch->pcdata->powers[WEAPONSKILL] > 8) dam *= 1.3; } else if (IS_CLASS(ch, CLASS_BLADE_MASTER)) { if (ch->pcdata->powers[WEAPONSKILL] > 4) dam *= 1.2; if (ch->pcdata->powers[WEAPONSKILL] > 8) dam *= 1.3; } else if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_BEAR] > 5) dam *= 1.2; } return dam; } int cap_dam(CHAR_DATA * ch, CHAR_DATA * victim, int dam) { if (is_safe(ch, victim)) return 0; if (!IS_NPC(victim)) { if (victim->tier == 1) dam *= 0.95; else if (victim->tier == 2) dam *= 0.90; else if (victim->tier == 3) dam *= 0.85; else if (victim->tier == 4) dam *= 0.80; else if (victim->tier == 5) dam *= 0.75; /* * 5% less damage per level */ } if (!IS_NPC(ch) && !IS_NPC(victim)) dam /= 2; if (IS_NPC(ch) && dam > 2000) dam = 2000 + (dam - 2000) / 2; if (IS_ITEMAFF(victim, ITEMA_RESISTANCE)) { dam *= 75; dam /= 100; } if (IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch)) { dam *= 75; dam /= 100; } if (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch)) { dam *= 75; dam /= 100; } if (IS_AFF2(victim, AFF2_DARMOR) && rel_oppose(ch, victim)) { dam *= 85; dam /= 100; } /* * Any special religion modifiers */ if (rel_oppose(ch, victim)) { if (IS_AFF2(victim, AFF2_DARMOR)) { dam *= 85; dam /= 100; } if (victim->in_room) { if (has_area_affect (victim->in_room->area, AREA_AFF_GZONE, victim->pcdata->religion)) { dam *= 90; dam /= 100; } } } if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_DROW)) { if (IS_SET(victim->pcdata->powers[1], DPOWER_TOUGHSKIN)) dam /= 3; } else if (IS_CLASS(victim, CLASS_SHADOW)) { if (IS_SET(victim->pcdata->powers[SHADOW_POWERS], NSHADOWS_TPACT)) { dam *= 75; dam /= 100; } if (IS_CLASS(ch, CLASS_GIANT)) dam *= .85; // evil giants if (IS_SET(victim->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM)) dam /= 1.75; } else if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ELEMENTAL) && IS_SET(victim->pcdata->powers[ELEM_FORMS], EARTH_FORM)) { dam /=1.4; } else if (IS_SET(victim->newbits2, NEW2_TOUGHSKIN)) { dam /=1.3; } else if (!IS_NPC(victim) && victim->pcRaceLevel > 1) { if (victim->pcRaceLevel >= 1 && victim->pcRaceLevel <= 19) dam /= 1.1; else if (victim->pcRaceLevel >= 20) dam /= 1.2; else if (victim->pcRaceLevel >= 50) dam /= 1.3; else if (victim->pcRaceLevel >= 100) dam /= 1.4; else if (victim->pcRaceLevel >= 150) dam /= 1.5; else if (victim->pcRaceLevel >= 190) dam /= 1.6; } else if (IS_CLASS(victim, CLASS_THIEF)) { if (IS_SET(victim->pcdata->powers[1], THIEF_TOUGHSKIN)) dam /= 1.2; } else if (IS_CLASS(victim, CLASS_LICH)) { dam /= 5; } else if (IS_CLASS(victim, CLASS_DRONE)) { dam *= 100 - victim->pcdata->powers[DRONE_FORTITUDE] * 25; dam /= 100; } else if (IS_CLASS(victim, CLASS_HOBBIT)) { dam *= 110 - victim->pcdata->powers[HOBBIT_DISHES] * 4.75; dam /= 100; } else if (IS_CLASS(victim, CLASS_FAE)) { dam /= 3; } else if (IS_CLASS(victim, CLASS_GIANT)) { if (IS_SET(victim->pcdata->powers[GIANT_GIFTS], GGIFT_LEATHERSKIN)) dam *= 0.90; if (victim->pcdata->powers[GIANT_STANDFIRM] == 1) { if (victim->pcdata->stats[GIANT_POINTS] < dam / 10) do_standfirm(victim, ""); else { victim->pcdata->stats[GIANT_POINTS] -= dam / 10; dam *= 0.85; } } } else if (IS_CLASS(victim, CLASS_ANGEL)) { dam *= (100 - (victim->pcdata->powers[ANGEL_HARMONY] * 12)); dam /= 100; } else if (IS_CLASS(victim, CLASS_PALADIN)) { dam *= (100 - (victim->pcdata->powers[PALADIN_COMBAT] * 12)); dam /= 100; } else if (IS_CLASS(victim, CLASS_ELEMENTAL)) { dam *= (100 - (victim->pcdata->powers[ELEMENTAL_EARTH] * 12)); dam /= 100; } else if (IS_CLASS(victim, CLASS_DRAGON)) dam *= 0.70; else if (IS_CLASS(victim, CLASS_ZOMBIE)) dam *= 0.80; else if (IS_CLASS(victim, CLASS_SHINOBI)) dam *= 0.75; else if (IS_CLASS(victim, CLASS_JEDI)) { if (victim->pcdata->powers[JEDI_STATE] > 5) dam *= .75; } else if (IS_CLASS(victim, CLASS_DRACONIAN)) { if (IS_SET(victim->newbits2, NEW2_SCALES)) dam *= 0.8; } else if (IS_CLASS(victim, CLASS_TANARRI)) { if (IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_EXOSKELETON)) dam *= 0.20; if (IS_CLASS(ch, CLASS_ANGEL)) dam *= 0.75; /* trained to kill angels */ if (IS_CLASS(ch, CLASS_CYBORG)) dam *= 0.8; if (IS_CLASS(ch, CLASS_DROID)) dam *= 0.8; } else if (IS_CLASS(victim, CLASS_DROID)) { if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam *= 0.85; if (IS_CLASS(ch, CLASS_SAMURAI)) dam *= 0.9; if (IS_SET(victim->pcdata->powers[DROID_IMPLANTS], IMPLANT_BODYARMOR)) dam /= 2; } else if (IS_CLASS(victim, CLASS_CYBORG)) { if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam *= 0.85; if (IS_CLASS(ch, CLASS_SAMURAI)) dam *= 0.9; if (victim->pcdata->powers[CYBORG_BODY] > 0) dam /= 1.75; } else if (IS_CLASS(victim, CLASS_VAMPIRE)) { if (victim->power[DISC_VAMP_PROT] >= 10) dam /= 2; if (victim->power[DISC_VAMP_FORT] > 0) { dam *= (100 - (victim->power[DISC_VAMP_FORT] * 6)); dam /= 100; } } else if (IS_CLASS(victim, CLASS_SAMURAI)) { if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam /= 1.6; /* damn shapies */ dam /= 1.75; } else if (IS_CLASS(victim, CLASS_MAGE)) { if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) dam /= 1.8; if (IS_ITEMAFF(victim, ITEMA_BEAST)) dam /= 1.8; if (IS_CLASS(ch, CLASS_GIANT)) dam /= 1.5; // giants fear magic } else if (IS_CLASS(victim, CLASS_SHAPESHIFTER)) { dam /= 2.5; if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) { dam *= (100 - victim->pcdata->powers[FAERIE_LEVEL] * 9); dam /= 100; } else if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) { dam *= (100 - victim->pcdata->powers[TIGER_LEVEL] * 8); dam /= 100; if (victim->pcdata->powers[PHASE_COUNTER] > 0) { dam *= (100 - victim->pcdata-> powers[PHASE_COUNTER] * 2.5); dam /= 100; } } else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) { dam *= (100 - victim->pcdata->powers[HYDRA_LEVEL] * 10); dam /= 100; } else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) { dam *= (100 - victim->pcdata->powers[BULL_LEVEL] * 12); dam /= 100; } } else if (IS_CLASS(victim, CLASS_MONK)) { if (victim->monkab[BODY] >= 2) dam /= 1.5; if (victim->chi[CURRENT] > 0) { dam *= (100 - (victim->chi[CURRENT] * 7)); dam /= 100; } } else if (IS_CLASS(victim, CLASS_DEMON)) { if (victim->power[DISC_DAEM_IMMU] > 0) { dam *= (100 - (victim->power[DISC_DAEM_IMMU] * 4)); dam /= 100; } if (IS_DEMPOWER(victim, DEM_TOUGH)) dam *= 0.8; if (IS_SET(victim->warp, WARP_STAMINA)) dam *= 0.8; if (IS_SET(victim->warp, WARP_SBODY)) dam *= 0.8; if (IS_SET(victim->warp, WARP_CBODY)) dam *= 0.8; } else if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) { if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam *= 0.75; if (IS_CLASS(ch, CLASS_SAMURAI)) dam *= 0.7; dam *= (100 - (victim->pcdata->powers[UNDEAD_SPIRIT] * 6.3)); dam /= 100; } else if (IS_CLASS(victim, CLASS_BLADE_MASTER)) { dam *= (100 - (victim->pcdata->powers[BLADE_MELEE] * 3.2)); dam /= 100; } else if (IS_CLASS(victim, CLASS_NINJA)) { if (victim->pcdata->powers[NPOWER_CHIKYU] >= 1) dam /= 2.2; } else if (IS_CLASS(victim, CLASS_WEREWOLF)) { if (victim->power[DISC_WERE_BOAR] > 2) dam /= 2.3; if (IS_GAR1(victim, WOLF_COCOON)) dam /= 2.5; } } if (dam >= 2000) dam = dam - (dam / number_range(3, 10) + number_range(10, 30)); if (!IS_NPC(victim)) { dam = dam + (dam / number_range(2, 5) + number_range(10, 50)); dam *= (number_range(2, 4) * number_range(2, 3) / number_range(4, 6)); } if (IS_CLASS(ch, CLASS_JEDI)) { if ((ch->generation == 1) && IS_SET(ch->special, SPC_PRINCE)) dam *= 3.5; else if (ch->generation == 1) dam *= 2.7; else dam *= 2.3; if (ch->pcdata->powers[JPOWER_SPIRIT] > 4) dam *= 1.5; if (ch->pcdata->powers[JEDI_STATE] > 0) dam *= 1 + ((ch->pcdata->powers[JEDI_STATE]) * .15); } if (dam <= 0) dam = 1; if (dam > 1000000) dam = 1000000; if (dam > ch->damcap[DAM_CAP]) dam = number_range((ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100)); if (IS_AFFECTED(victim, AFF_SANCTUARY)) dam *= 0.5; if ( IS_SET(victim->in_room->shinobi, ROOM_SEARTH) && IS_CLASS(victim,CLASS_SHINOBI) && victim->pcdata->powers[S_ELEMENT] != S_WIND) dam *= 0.9; if ( !IS_NPC(victim) && IS_CLASS(victim,CLASS_SHINOBI) && victim->pcdata->powers[S_ELEMENT] == S_EARTH) dam *= .8; if (IS_AFFECTED(victim, AFF_HOLYAURA) && dam > 1) dam *= 0.5; return dam; } bool can_counter(CHAR_DATA * ch) { if (!IS_NPC(ch) && IS_STANCE(ch, STANCE_WOLVERINE)) return TRUE; return FALSE; } bool can_bypass(CHAR_DATA * ch, CHAR_DATA * victim) { if (IS_NPC(ch) || IS_NPC(victim)) return FALSE; else if (IS_STANCE(ch, STANCE_VIPER)) return TRUE; else if (IS_STANCE(ch, STANCE_HAWK)) return TRUE; else if (IS_STANCE(ch, STANCE_COUGAR)) return TRUE; else if (IS_STANCE(ch, STANCE_WOLF)) return TRUE; else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_BYPASS)) return TRUE; return FALSE; } void update_damcap(CHAR_DATA * ch, CHAR_DATA * victim) { int max_dam = 1000; int i = 0; if (!IS_NPC(ch)) { if (ch->pcdata->relrank > 0) max_dam += ch->pcdata->relrank * 100; if (ch->generation == 1) max_dam += 350; else if (ch->generation == 2) max_dam += 200; else if (ch->generation == 3) max_dam += 150; else if (ch->generation == 4) max_dam += 100; else if (ch->generation == 5) max_dam += 50; if (ch->tier > 0) max_dam += ch->tier * 300; max_dam += (ch->pcRaceLevel * 5); switch( ch->pRank ) { case 0: max_dam += 50; break; case 1: max_dam += 100; break; case 2: max_dam += 150; break; case 3: max_dam += 200; break; case 4: max_dam += 250; break; case 5: max_dam += 300; break; case 6: max_dam += 350; break; case 7: max_dam += 400; break; case 8: max_dam += 450; break; case 9: max_dam += 500; break; case 10: max_dam += 550; break; case 11: max_dam += 600; break; case 12: max_dam += 650; break; case 13: max_dam += 700; break; case 14: max_dam += 720; break; case 15: max_dam += 740; break; case 16: max_dam += 760; break; case 17: max_dam += 800; break; case 18: max_dam += 840; break; case 19: max_dam += 860; break; case 20: max_dam += 880; break; case 21: max_dam += 900; break; default: break; } if (IS_CLASS(ch, CLASS_HOBBIT)) { max_dam += ch->pcdata->powers[HOBBIT_COMBAT] * 170; max_dam += ch->pcdata->powers[HOBBIT_DISHES] * 100; } else if (IS_CLASS(ch, CLASS_GIANT)) { max_dam += 2500; max_dam += ch->pcdata->rank * 200; } else if (IS_CLASS(ch, CLASS_DRONE)) { max_dam += ch->pcdata->powers[DRONE_HORRID_REALITY] * 110; max_dam += ch->pcdata->powers[DRONE_DISTORTED_REALITY] * 110; max_dam += ch->pcdata->powers[DRONE_ALTERNATE_REALITY] * 110; max_dam += ch->pcdata->powers[DRONE_EVASION] * 100; max_dam += ch->pcdata->powers[DRONE_FORTITUDE] * 100; max_dam += ch->pcdata->powers[DRONE_FOCUS] * 100; max_dam += ch->pcdata->powers[DRONE_WILLPOWER] * 110; max_dam += ch->pcdata->powers[DRONE_MINDCONTROL] * 110; max_dam += ch->pcdata->powers[DRONE_PSIONICS] * 110; } else if (IS_CLASS(ch, CLASS_MAGE)) { if (IS_ITEMAFF(ch, ITEMA_BEAST)) max_dam += 750; max_dam += 500; } else if (IS_CLASS(ch, CLASS_PRIEST)) { max_dam += 1600; if (IS_PRIPOWER(ch, PRI_PFORM)) max_dam += 1500; } else if (IS_CLASS(ch, CLASS_JEDI)) { if ((ch->generation == 1) && IS_SET(ch->special, SPC_PRINCE)) max_dam = 3600; else if (ch->generation == 1) max_dam = 3300; else max_dam = 2800; max_dam += ((ch->pcdata->powers[JPOWER_BODY] + ch->pcdata->powers[JPOWER_MIND] + ch->pcdata->powers[JPOWER_SPIRIT] + ch->pcdata->powers[JPOWER_TECHNIQUE]) * 50); } else if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_SET (ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT)) max_dam += 500; max_dam += ch->pcdata->rank * 375; /* max rank is 6 btw */ } else if (IS_CLASS(ch, CLASS_FAE)) { max_dam += 500; if (ch->pcdata->powers[FAE_PLASMA] > 7) max_dam += 270; if (ch->pcdata->powers[FAE_MATTER] > 7) max_dam += 270; if (ch->pcdata->powers[FAE_ENERGY] > 7) max_dam += 270; if (ch->pcdata->powers[FAE_WILL] > 7) max_dam += 270; if (ch->pcdata->powers[FAE_PLASMA] > 3) max_dam += 270; if (ch->pcdata->powers[FAE_MATTER] > 3) max_dam += 270; if (ch->pcdata->powers[FAE_ENERGY] > 3) max_dam += 270; if (ch->pcdata->powers[FAE_WILL] > 3) max_dam += 270; } else if (IS_CLASS(ch, CLASS_LICH)) { max_dam += 450; if (ch->pcdata->powers[CON_LORE] > 4) max_dam += 320; if (ch->pcdata->powers[DEATH_LORE] > 4) max_dam += 320; if (ch->pcdata->powers[LIFE_LORE] > 4) max_dam += 320; if (ch->pcdata->powers[NECROMANTIC] > 4) max_dam += 320; if (ch->pcdata->powers[CHAOS_MAGIC] > 4) max_dam += 320; } else if (IS_CLASS(ch, CLASS_SHADOW)) { max_dam += ch->pcdata->powers[SHADOW_MARTIAL] * 80; } //Ghouls else if (IS_CLASS(ch, CLASS_GHOUL)) { if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 0) max_dam += 400; if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 2) max_dam += 400; if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 3) max_dam += 800; if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 4) max_dam += 1800; } else if (IS_CLASS(ch, CLASS_DRACONIAN)) { if (ch->pcdata->powers[ORB_GREEN] >= 3) max_dam += 900; if (IS_POLYAFF(ch, POLY_LIZARDFORM)) max_dam += 1700; if (ch->pcdata->stats[DRACONIAN_SPIKES] > 0) max_dam += ch->pcdata->stats[DRACONIAN_SPIKES] * 2; } else if (IS_CLASS(ch, CLASS_THIEF) && IS_SET(ch->pcdata->powers[1], THIEF_MIGHT)) { max_dam += 2750; } else if (IS_CLASS(ch, CLASS_SKYBLADE)) { if (ch->pcdata->powers[SKYBLADE_POWER] >= 1) max_dam += 50; if (ch->pcdata->powers[SKYBLADE_POWER] >= 2) max_dam += 75; if (ch->pcdata->powers[SKYBLADE_POWER] >= 3) max_dam += 100; if (ch->pcdata->powers[SKYBLADE_POWER] >= 4) max_dam += 100; if (ch->pcdata->powers[SKYBLADE_POWER] >= 5) max_dam += 150; if (ch->pcdata->powers[SKYBLADE_POWER] >= 6) max_dam += 250; if (ch->pcdata->powers[SKYBLADE_POWER] >= 7) max_dam += 400; if (ch->pcdata->powers[SKYBLADE_POWER] >= 8) max_dam += 500; if (ch->pcdata->powers[SKYBLADE_POWER] >= 9) max_dam += 600; if (ch->pcdata->powers[SKYBLADE_POWER] == 10) max_dam += 900; } else if (IS_CLASS(ch, CLASS_ANGEL)) { max_dam += ch->pcdata->powers[ANGEL_JUSTICE] * 155; max_dam += ch->pcdata->powers[ANGEL_PEACE] * 155; max_dam += ch->pcdata->powers[ANGEL_HARMONY] * 165; max_dam += ch->pcdata->powers[ANGEL_LOVE] * 165; } else if (IS_CLASS(ch, CLASS_PALADIN)) { max_dam += ch->pcdata->powers[PALADIN_POWER] * 80; max_dam += ch->pcdata->powers[PALADIN_COMBAT] * 155; max_dam += ch->pcdata->powers[PALADIN_TOUGHNESS] * 165; max_dam += ch->pcdata->powers[PALADIN_SPEED] * 165; } else if (IS_CLASS(ch, CLASS_ELEMENTAL)) { max_dam += ch->pcdata->powers[ELEMENTAL_EARTH] * 155; max_dam += ch->pcdata->powers[ELEMENTAL_FIRE] * 155; max_dam += ch->pcdata->powers[ELEMENTAL_WATER] * 165; max_dam += ch->pcdata->powers[ELEMENTAL_AIR] * 165; } else if (IS_CLASS(ch, CLASS_DRAGON)) { max_dam += (ch->pcdata->powers[dragonage] * 250); if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS )) max_dam += 145; if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS )) max_dam += 155; if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL )) max_dam += 125; if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LUCK )) max_dam += 125; if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS)) max_dam += 125; } else if (IS_CLASS(ch, CLASS_ZOMBIE)) max_dam += 2000; else if (IS_CLASS(ch,CLASS_SHINOBI)) max_dam += ch->chakra / 1.55; else if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { max_dam += 800; if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) max_dam += ch->pcdata->powers[TIGER_LEVEL] * 325; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) max_dam += ch->pcdata->powers[HYDRA_LEVEL] * 350; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) max_dam += ch->pcdata->powers[BULL_LEVEL] * 300; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) max_dam += ch->pcdata->powers[FAERIE_LEVEL] * 275; } else if (IS_CLASS(ch, CLASS_DROW)) { max_dam += 1200; if (IS_SET(ch->newbits, NEW_DROWHATE)) max_dam += 950; if (IS_SET(ch->newbits, NEW_DFORM)) max_dam += 950; } else if (IS_CLASS(ch, CLASS_DEMON)) { max_dam += ch->power[DISC_DAEM_ATTA] * 60; max_dam += 1300; if (ch->pcdata->souls > 0) max_dam += UMIN(350, 70 * ch->pcdata->souls); if (ch->in_room != NULL && ch->in_room->vnum >= 93420 && ch->in_room->vnum <= 93426) max_dam += 2000; max_dam += (ch->pcdata->stats[DEMON_POWER] * 2); } else if (IS_CLASS(ch, CLASS_CYBORG)) { if (ch->pcdata->powers[CYBORG_LIMBS] > 0) max_dam += 450; if (ch->pcdata->powers[CYBORG_LIMBS] > 1) max_dam += 450; if (ch->pcdata->powers[CYBORG_LIMBS] > 2) max_dam += 450; if (ch->pcdata->powers[CYBORG_LIMBS] > 3) max_dam += 450; if (ch->pcdata->powers[CYBORG_LIMBS] > 4) max_dam += 500; } else if (IS_CLASS(ch, CLASS_MONK)) { max_dam += (ch->monkab[COMBAT] * 250); if (ch->chi[CURRENT] > 0) max_dam += ch->chi[CURRENT] * 250; } else if (IS_CLASS(ch, CLASS_VAMPIRE)) { max_dam += (ch->rage * 5); if (ch->power[DISC_VAMP_POTE] > 0) max_dam += (ch->power[DISC_VAMP_POTE] * 150); if (ch->pcdata->rank == AGE_TRUEBLOOD) max_dam += 1150; else if (ch->pcdata->rank == AGE_LA_MAGRA) max_dam += 950; else if (ch->pcdata->rank == AGE_METHUSELAH) max_dam += 650; else if (ch->pcdata->rank == AGE_ELDER) max_dam += 250; else if (ch->pcdata->rank == AGE_ANCILLA) max_dam += 170; if (ch->played > 0) { if ((ch->played / 3600) < 100) { max_dam += ((ch->played / 3600) * 10); } else { max_dam += 1000; } } } else if (IS_CLASS(ch, CLASS_NINJA)) { max_dam += (ch->rage * 5); if (ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0) max_dam += 900; if (ch->pcdata->powers[NPOWER_CHIKYU] >= 2) max_dam += 900; } else if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (ch->rage > 99) { max_dam += ch->rage; max_dam += 1500; } if (ch->power[DISC_WERE_PAIN] > 9) max_dam += 850; } else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) max_dam += ch->pcdata->powers[WEAPONSKILL] * 220; else if (IS_CLASS(ch, CLASS_BLADE_MASTER)) max_dam += ch->pcdata->powers[WEAPONSKILL] * 210; else if (IS_CLASS(ch, CLASS_BLADE_MASTER) && IS_SET(ch->newbits2, NEW2_DAMCAP)) max_dam += 700; else if (IS_CLASS(ch, CLASS_SAMURAI) && (get_eq_char(ch, WEAR_WIELD) != NULL)) { for (i = 0; i < 13; i++) if (ch->wpn[i] >= 1000) max_dam += 325; max_dam += 375; } } if (IS_ITEMAFF(ch, ITEMA_ARTIFACT)) max_dam += 500; if (IS_NPC(victim) || victim->stance[0] != STANCE_WOLVERINE) { if (ch->stance[0] == STANCE_PITBULL) max_dam += 200; else if (ch->stance[0] == STANCE_BADGER) max_dam += 250; else if (ch->stance[0] == STANCE_WOLF) max_dam += 250; else if (ch->stance[0] == STANCE_COUGAR) max_dam += 200; else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMCAP_3)) max_dam += 550; else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMCAP_2)) max_dam += 400; else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMCAP_1)) max_dam += 250; } if (!IS_NPC(victim) && ch->stance[0] != STANCE_WOLVERINE) { if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_REV_DAMCAP_3)) max_dam -= 550; else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_REV_DAMCAP_2)) max_dam -= 400; else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_REV_DAMCAP_1)) max_dam -= 250; } /* * Max Dam Reductions */ /* * Werewolves */ if (!IS_NPC(victim)) { int silver_tol = (victim->siltol * 2.5); if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER)) max_dam += (250 - silver_tol); if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(ch, ITEMA_LEFT_SILVER)) max_dam += (250 - silver_tol); /* * Vampies */ if (!IS_NPC(ch) && (IS_CLASS(victim, CLASS_VAMPIRE))) max_dam -= (victim->power[DISC_VAMP_FORT] * 75); if (IS_NPC(ch) || ch->stance[0] != STANCE_WOLVERINE) { if (victim->stance[0] == STANCE_CRAB) max_dam -= 250; else if (victim->stance[0] == STANCE_BADGER) max_dam -= 250; else if (victim->stance[0] == STANCE_GRIZZLY) max_dam -= 250; } if (IS_CLASS(victim, CLASS_DEMON) && (victim->in_room->vnum >= 93420 && victim->in_room->vnum <= 93426)) max_dam *= 0.75; } max_dam += get_curr_str(ch) * 5; max_dam += (ch->race / 5) * 250; /* This might be too much */ if (ch->level >= LEVEL_BUILDER) max_dam = 30000; if (ch->level >= LEVEL_BUILDER && !IS_NPC(ch)) max_dam = 100000; // Det er pisse irreterende Thomas.. jeg kan intet teste mod mobs, de doer automatisk. DIE! ch->damcap[DAM_CAP] = max_dam; ch->damcap[DAM_CHANGE] = 0; return; } /* * Inflict damage from a hit. */ void damage(CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt) { CHAR_DATA *emb; if (victim->position == POS_DEAD) return; if (ch->embracing != NULL) { if ((emb = ch->embracing) != NULL) stop_embrace(ch, emb); else stop_embrace(ch, NULL); } /* * Stop up any residual loopholes. */ if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch, victim); if (dam > ch->damcap[0]) dam = ch->damcap[0]; /* * Certain attacks are forbidden. * Most other attacks are returned. */ if (victim != ch) { if (is_safe(ch, victim)) return; if (victim->position > POS_STUNNED) { if (victim->fighting == NULL) { set_fighting(victim, ch, FALSE); if (IS_NPC(victim) && HAS_TRIGGER_MOB(victim, TRIG_KILL)) p_percent_trigger(victim, NULL, NULL, ch, NULL, NULL, TRIG_KILL); } victim->position = POS_FIGHTING; } if (victim->position > POS_STUNNED) { if (ch->fighting == NULL) set_fighting(ch, victim, TRUE); /* * If victim is charmed, ch might attack victim's master. */ if (IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits(3) == 0) { stop_fighting(ch, FALSE); multi_hit(ch, victim->master, TYPE_UNDEFINED); return; } } if (victim->master == ch) { if (IS_NPC(victim)) { if (! (victim->pIndexData->vnum >= MOB_VNUM_FIRE && victim->pIndexData->vnum <= MOB_VNUM_CLAY)) stop_follower(victim, FALSE); } else stop_follower(victim, FALSE); } /* * Damage modifiers. */ if (IS_AFFECTED(ch, AFF_HIDE)) { if (!can_see(victim, ch)) { dam *= 1.5; send_to_char ("You use your concealment to get a surprise attack!\n\r", ch); } REMOVE_BIT(ch->affected_by, AFF_HIDE); act("$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM); } if (IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1) dam -= dam * 0.25; if (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) && dam > 1) dam -= dam * 0.25; /* if (!IS_NPC(victim)) { if (victim->pcdata->damreduct == 100) dam -= 0; else if (victim->pcdata->damreductdec > 0) dam = (dam * (victim->pcdata->damreduct + 1)) / 100; else dam = (dam * victim->pcdata->damreduct) / 100; } */ if (dam < 0) dam = 0; if (IS_NPC(victim) && IS_SET(victim->act, ACT_NODAMAGE)) { dam = 0; } /* * Check for disarm, trip, parry, and dodge. */ if (dt >= TYPE_HIT) { if (IS_NPC(ch) && number_percent() < ch->level * 0.5) disarm(ch, victim); if (IS_NPC(ch) && number_percent() < ch->level * 0.5) trip(ch, victim); if (check_dodge(ch, victim, dt)) return; if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch) && !can_bypass(ch, victim) && check_dodge(ch, victim, dt)) return; else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_GRIZZLY) && victim->stance[STANCE_GRIZZLY] > 100 && !can_counter(ch) && !can_bypass(ch, victim) && check_dodge(ch, victim, dt)) return; /* ------------ This is the part for superstances, Jobo ------------------- */ /* * else if (!IS_NPC(victim) && victim->stance[0] > 12 * && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE) * && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) * && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) * return; */ else if (!IS_NPC(victim) && victim->stance[0] > 12 && IS_SET(victim-> stance[(victim->stance[0] + 6)], STANCEPOWER_DODGE) && victim->stance[(victim->stance[0])] > 100 && !can_bypass(ch, victim) && check_dodge(ch, victim, dt)) return; /* ------------ This is the end for superstances, Jobo ------------------- */ if (check_parry(ch, victim, dt)) return; if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 100 && !can_counter(ch) && !can_bypass(ch, victim) && check_parry(ch, victim, dt)) return; else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_HAWK) && victim->stance[STANCE_HAWK] > 100 && !can_counter(ch) && !can_bypass(ch, victim) && check_parry(ch, victim, dt)) return; /* ------------ This is the part for superstances, Jobo ------------------- */ /* * else if (!IS_NPC(victim) && victim->stance[0] > 12 * && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY) * && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) * && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) * return; */ else if (!IS_NPC(victim) && victim->stance[0] > 12 && IS_SET(victim-> stance[(victim->stance[0] + 6)], STANCEPOWER_PARRY) && victim->stance[(victim->stance[0])] > 100 && !can_bypass(ch, victim) && check_parry(ch, victim, dt)) return; /* ------------ This is the end for superstances, Jobo ------------------- */ } dam_message(ch, victim, dam, dt); /* * Brief 5 System - Jobo */ if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5)) { ch->amount_damage_dealt += dam; ch->amount_attacks_dealt++; } if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5)) { victim->amount_damage_recieved += dam; victim->amount_attacks_recieved++; } } if (IS_CLASS(victim, CLASS_MONK) && victim->monkab[SPIRIT] >= 2) { if (IS_SET(victim->newbits, NEW_NATURAL)) { stc("You absorb the natural imbalances of your opponent.\n\r", victim); act("$n absorbs the natural imbalances of you attack.", victim, NULL, ch, TO_VICT); if (dam > 2000) dam /= 2; victim->hit += dam; REMOVE_BIT(victim->newbits, NEW_NATURAL); return; } } if (IS_SET(victim->newbits, NEW_IRONMIND)) { REMOVE_BIT(victim->newbits, NEW_IRONMIND); send_to_char ("Your focus your full concentration on the attack,\n\r", victim); send_to_char ("and absorb the full impact into your system, channeling it into a healing force.\n\r", victim); victim->hit += dam; dam = 0; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE)) { if (IS_SET(victim->pcdata->jflags, JFLAG_DRONE_DISTORT) && number_range(1, 3) != 2) { act("$N seems healed by your attack, as if reality was suddenly turned upside down.", ch, NULL, victim, TO_CHAR); act("$n's attack was reversed by your shift in reality, healing you instead.", ch, NULL, victim, TO_VICT); act("$n's attack seems to have no effect on $N, actually healing $M instead.", ch, NULL, victim, TO_NOTVICT); victim->hit += dam; dam = 0; } } hurt_person(ch, victim, dam); dropinvis(ch); dropinvis(victim); return; } void fae_shield(CHAR_DATA * ch, CHAR_DATA * victim, int dam) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int new_dam; if (victim->pcdata->powers[FAE_SHIELD] > 0) { if (--victim->pcdata->powers[FAE_SHIELD] == 0) send_to_char ("#pYour shield of matter flickers and dies.#n\n\r", victim); new_dam = number_range(dam / 4, dam / 5); if (new_dam > 300) new_dam = number_range(275, 325); if (new_dam >= victim->hit) new_dam = victim->hit - 1; if (new_dam < 10) new_dam = 10; hurt_person(victim, ch, new_dam); xprintf(buf, "#pA flickering shield of matter strikes you hard#n [#C%d#n]", new_dam); xprintf(buf2, "#pYour mattershield returns some of the damage#n [#C%d#n]", new_dam); /* * Brief 5 System - Jobo */ if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5)) { victim->amount_damage_dealt += new_dam; victim->amount_attacks_dealt++; } if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5)) { ch->amount_damage_recieved += dam; ch->amount_attacks_recieved++; } if (!IS_SET(ch->act, PLR_BRIEF5)) act(buf, victim, NULL, ch, TO_VICT); if (!IS_SET(victim->act, PLR_BRIEF5)) act(buf2, victim, NULL, ch, TO_CHAR); } return; } void angel_eye(CHAR_DATA * ch, CHAR_DATA * victim, int dam) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int new_dam; if (IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_EYE) && dam > 100) { new_dam = number_range(dam / 4, dam / 5); if (new_dam > 300) new_dam = number_range(275, 325); if (new_dam >= victim->hit) new_dam = victim->hit - 1; if (new_dam < 10) new_dam = 10; hurt_person(victim, ch, new_dam); xprintf(buf, "God's justice strikes you HARD [#C%d#n]", new_dam); xprintf(buf2, "The sinner dares to lay hands on you, God's wrath on the sinner [#C%d#n]", new_dam); /* * Brief 5 System - Jobo */ if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5)) { victim->amount_damage_dealt += new_dam; victim->amount_attacks_dealt++; } if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5)) { ch->amount_damage_recieved += dam; ch->amount_attacks_recieved++; } if (!IS_SET(ch->act, PLR_BRIEF5)) act(buf, victim, NULL, ch, TO_VICT); if (!IS_SET(victim->act, PLR_BRIEF5)) act(buf2, victim, NULL, ch, TO_CHAR); } return; } void elemental_enflame( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int new_dam; if (IS_SET(victim->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME) && dam > 100) { new_dam = number_range(dam/4,dam/5); if (new_dam > 300) new_dam = number_range(275,325); if (new_dam >= victim->hit) new_dam = victim->hit -1; if (new_dam < 10) new_dam = number_range(275,325); hurt_person(victim, ch, new_dam); sprintf(buf, "The Elemental Flames DEVESTATE you [#C%d#n]",new_dam); sprintf(buf2, "You seek RETRIBUTION! [#C%d#n]", new_dam); act(buf, victim, NULL, ch, TO_VICT); act(buf2, victim, NULL, ch, TO_CHAR); } return; } void hurt_person(CHAR_DATA * ch, CHAR_DATA * victim, int dam) { OBJ_DATA *familiar; char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int newdam; int dam2 = 0; if (IS_NPC(victim) && IS_SET(victim->act, ACT_NODAMAGE)) dam = 0; victim->hit -= dam; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SKYBLADE) && victim->pcdata->powers[SKYBLADE_SKILLS] >= 5) { if (dam >= 2000) newdam = number_range(dam, dam * 2); else newdam = number_range(dam / 2, dam); if (number_range(1, 50) > 48) { hurt_person(ch, victim, newdam); do_say(victim, "#sEnguarde you swine!#n"); xprintf(buf, "#Y%s retorts and hits you hard! #0[#R%d#0]#n", victim->name, newdam); xprintf(buf2, "#YYou retort the attack harshly! #0[#R%d#0]#n", newdam); act(buf, victim, NULL, ch, TO_VICT); act(buf2, victim, NULL, ch, TO_CHAR); } } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_ANGEL)) angel_eye(ch, victim, dam); // check for that eye for an eye. if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ELEMENTAL) && !IS_CLASS(ch, CLASS_ELEMENTAL)) elemental_enflame(ch,victim,dam); if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHINOBI) && IS_SET(victim->pcdata->powers[S_ACTIVE], S_TAIEGRA)) { dam2 = dam * .1; sprintf(buf,"%s's shield of flame burns %s! [#R%d#n]\n\r",GET_PROPER_NAME(victim),GET_PROPER_NAME(ch),dam2); stc(buf,ch); stc(buf,victim); ch->hit -= dam2; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_FAE) && !IS_CLASS(ch, CLASS_FAE)) fae_shield(ch, victim, dam); if (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1) victim->hit = 1; if (!IS_NPC(victim) && IS_SET(victim->newbits, NEW_CLOAK) && victim->hit < 1) { victim->hit += UMIN((victim->max_hit * .1), 4000); if (IS_CLASS(victim, CLASS_MONK)) send_to_char ("your cloak of life saves your from certain death.\n\r", victim); else send_to_char ("your cloak of death prevents the destruction of your body.\n\r", victim); send_to_char("#0They escape your final blow.#n\n\r", ch); REMOVE_BIT(victim->newbits, NEW_CLOAK); } update_pos(victim); switch (victim->position) { case POS_MORTAL: act("$n is mortally wounded, and spraying blood everywhere.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are mortally wounded, and spraying blood everywhere.\n\r", victim); if(!IS_NPC(victim) && IS_CLASS(victim,CLASS_ZOMBIE)) WAIT_STATE(victim, 12); if ((familiar = get_eq_char(victim, WEAR_FAMILIAR)) != NULL && familiar->item_type == ITEM_FAMILIAR && familiar->value[0] == 2 && (number_percent() > 80)) { sprintf(buf, "%s squeals, 'Shit! Get up bitch!'\n\r", familiar->short_descr); stc(buf, victim); act("$p squeals, 'Shit! Get up bitch!'", NULL, familiar, NULL, TO_ROOM); sprintf(buf, "%s #Cslaps #7you!#n\n\r", familiar->short_descr); stc(buf, victim); //act("$p heals $N!", ch, familiar, victim, TO_ROOM); //victim->hit += // number_range((familiar->value[1] * 500), // (familiar->value[1] * 1000)); if (victim->hit > victim->max_hit) victim->hit = victim->max_hit; update_pos(victim); } break; case POS_INCAP: act("$n is incapacitated, and bleeding badly.", victim, NULL, NULL, TO_ROOM); send_to_char("You are incapacitated, and bleeding badly.\n\r", victim); if ((familiar = get_eq_char(victim, WEAR_FAMILIAR)) != NULL && familiar->item_type == ITEM_FAMILIAR && familiar->value[0] == 2 && (number_percent() > 80)) { sprintf(buf, "%s squeals, 'Shit! Get up bitch!'\n\r", familiar->short_descr); stc(buf, victim); act("$p squeals, 'Shit! Get up bitch!'", NULL, familiar, NULL, TO_ROOM); sprintf(buf, "%s #Cslaps #7you!#n\n\r", familiar->short_descr); stc(buf, victim); act("$p slaps $N!", ch, familiar, victim, TO_ROOM); //victim->hit += // number_range((familiar->value[1] * 500), // (familiar->value[1] * 1000)); if (victim->hit > victim->max_hit) victim->hit = victim->max_hit; update_pos(victim); } break; case POS_STUNNED: act("$n is stunned, but will soon recover.", victim, NULL, NULL, TO_ROOM); send_to_char("You are stunned, but will soon recover.\n\r", victim); if ((familiar = get_eq_char(victim, WEAR_FAMILIAR)) != NULL && familiar->item_type == ITEM_FAMILIAR && familiar->value[0] == 2 && (number_percent() > 80)) { sprintf(buf, "%s squeals, 'Shit! Get up bitch!'\n\r", familiar->short_descr); stc(buf, victim); act("$p squeals, 'Shit! Get up bitch!'", NULL, familiar, NULL, TO_ROOM); sprintf(buf, "%s #Cslaps #7you!#n\n\r", familiar->short_descr); stc(buf, victim); act("$p slaps $N!", ch, familiar, victim, TO_ROOM); //victim->hit += // number_range((familiar->value[1] * 500), // (familiar->value[1] * 1000)); if (victim->hit > victim->max_hit) victim->hit = victim->max_hit; update_pos(victim); } break; case POS_DEAD: act("#0$n is #RDEAD!!#n", victim, 0, 0, TO_ROOM); send_to_char("#RYou have been KILLED!!#n\n\r\n\r", victim); break; default: if (dam > victim->max_hit / 4) send_to_char("That really did HURT!\n\r", victim); if (victim->hit < victim->max_hit / 4 && dam > 0) { if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) && number_percent() < victim->beast) vamp_rage(victim); else send_to_char("You sure are #rBLEEDING#n!\n\r", victim); } break; } /* * Sleep spells and extremely wounded folks. */ if (!IS_AWAKE(victim)) stop_fighting(victim, FALSE); /* * Payoff for killing things. */ if (victim->hit <= 0 && IS_NPC(victim)) { group_gain(ch, victim); victim->position = POS_DEAD; /* * quest updating */ if (!IS_NPC(ch)) { QUEST_DATA *quest; bool found = FALSE; for (quest = ch->pcdata->quests; quest && !found; quest = quest->next) { if (quest->type == QT_MOB || quest->type == QT_MOB_AND_OBJ) { if (quest->vnums[0] == victim->pIndexData->vnum) { quest->vnums[0] = -1; found = TRUE; send_to_char ("#GYou have fulfilled a quest.#n\n\r", ch); } } else if (quest->type == QT_MASS_KILL) { if (victim->pIndexData->vnum >= quest->vnums[0] && victim->pIndexData->vnum <= quest->vnums[1]) { quest->vnums[3]++; if (quest->vnums[3] == quest->vnums[2]) send_to_char ("#GYou have fulfilled a quest.#n\n\r", ch); found = TRUE; } } } } } if (victim->position == POS_DEAD) { /* * Death trigger */ if (IS_NPC(victim) && HAS_TRIGGER_MOB(victim, TRIG_DEATH)) { victim->position = POS_STANDING; p_percent_trigger(victim, NULL, NULL, ch, NULL, NULL, TRIG_DEATH); } if (IS_NPC(victim) && !IS_NPC(ch)) { ch->mkill += 1; if (IS_CLASS(ch, CLASS_GHOUL)) { int aurag = victim->level; aurag = number_fuzzy(number_fuzzy(aurag)); if (global_cp) aurag *= 2; xprintf(buf, "#GYou savagely devour the corpse! #Y[#W%d#Y]#n\n\r", aurag); if (!IS_SET(ch->act, PLR_BRIEF5)) stc(buf, ch); else ch->total_cp_gained += aurag; ch->pcdata->stats[GHOUL_PTS] += aurag; } if (IS_CLASS(ch, CLASS_PRIEST)) { int aurag = victim->level; aurag = number_fuzzy(number_fuzzy(aurag)); if (global_cp) aurag *= 2; xprintf(buf, "#WYou pray for the salvation of the slain! #BGain #w%d #YFaith#n\n\r", aurag); if (!IS_SET(ch->act, PLR_BRIEF5)) stc(buf, ch); else ch->total_cp_gained += aurag; ch->pcdata->stats[FAITH_PTS] += aurag; } if (IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_GIANT) || IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_CYBORG) || IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_DROID) || IS_CLASS(ch, CLASS_ZOMBIE)) { if (IS_NPC(victim) && !IS_SET(victim->act, ACT_NOEXP)) { if (IS_CLASS(ch, CLASS_ZOMBIE)) { if (global_cp) { ch->pcdata->powers[ZOM_FLESH] += 8; xprintf (buf, "#0You gain #R8#n#0 flesh points.#n\n\r"); } else { ch->pcdata->powers[ZOM_FLESH] += 4; xprintf (buf, "#0You gain #R4#n#0 flesh points.#n\n\r"); } } if (IS_CLASS(ch, CLASS_DEMON)) { if (global_cp) { ch->pcdata-> stats [DEMON_CURRENT] += victim-> level * 4; ch->pcdata-> stats [DEMON_TOTAL] += victim-> level * 4; ch->total_cp_gained += victim-> level * 4; } else { ch->pcdata-> stats [DEMON_CURRENT] += victim-> level * 2; ch->pcdata-> stats [DEMON_TOTAL] += victim-> level * 2; ch->total_cp_gained += victim-> level * 2; } } else if (global_cp) { ch->pcdata-> stats[DROW_POWER] += victim->level * 4; ch->total_cp_gained += victim->level * 2; } else { ch->pcdata-> stats[DROW_POWER] += victim->level * 2; ch->total_cp_gained += victim->level * 2; } if (global_cp && !IS_CLASS(ch, CLASS_ZOMBIE)) { xprintf(buf, "#R** #WDouble CP #R*** #BYou gain #0(#W%d#0)#B class points.#n\n\r", victim->level * 4); ch->total_cp_gained += victim->level * 4; } else { if (!IS_CLASS(ch, CLASS_ZOMBIE)) { xprintf(buf, "#BYou gain #0(#W%d#0)#B class points.#n\n\r", victim->level * 2); ch->total_cp_gained += victim->level * 2; } } if (!IS_SET(ch->act, PLR_BRIEF4) && (!IS_SET(ch->act, PLR_BRIEF5))) send_to_char(buf, ch); } } if (IS_CLASS(ch, CLASS_SHADOW)) { if (global_cp) { ch->pcdata->powers[SHADOW_POWER] += victim->level * 4; ch->total_cp_gained += victim->level * 4; } else { ch->pcdata->powers[SHADOW_POWER] += victim->level * 2; ch->total_cp_gained += victim->level * 2; } if (global_cp) { xprintf(buf, "#R** #WDouble CP #R*** #BYou gain #0(#W%d#0)#B class points.#n\n\r", victim->level * 4); ch->total_cp_gained += victim->level * 4; } else { xprintf(buf, "#BYou gain #0(#W%d#0)#B class points.#n\n\r", victim->level * 2); ch->total_cp_gained += victim->level * 2; } if (!IS_SET(ch->act, PLR_BRIEF4) && (!IS_SET(ch->act, PLR_BRIEF5))) send_to_char(buf, ch); } if (ch->level == 1 && ch->mkill > 4) { ch->level = 2; do_save(ch, ""); send_to_char ("Your char is now saved, enjoy Mindcloud!\n\r", ch); } } if (!IS_NPC(victim) && IS_NPC(ch)) { victim->mdeath = victim->mdeath + 1; } raw_kill(victim, ch); switch (number_range (1,10) ) { case 1: rare_weapon1( ch, victim ); break; case 2: rare_weapon2( ch, victim ); break; case 3: rare_weapon3( ch, victim ); break; case 4: rare_weapon4( ch, victim ); break; case 5: rare_weapon5( ch, victim ); break; case 6: rare_weapon6( ch, victim ); break; case 7: rare_weapon7( ch, victim ); break; case 8: rare_weapon8( ch, victim ); break; case 9: rare_weapon9( ch, victim ); break; case 10: rare_weapon10( ch, victim ); break; } switch (number_range (1,20) ) { case 1: common_eq1( ch, victim ); break; case 2: common_eq2( ch, victim ); break; case 3: common_eq3( ch, victim ); break; case 4: common_eq4( ch, victim ); break; case 5: common_eq5( ch, victim ); break; case 6: common_eq6( ch, victim ); break; case 7: common_eq7( ch, victim ); break; case 8: common_eq8( ch, victim ); break; case 9: common_eq9( ch, victim ); break; case 10: common_eq10( ch, victim ); break; } switch (number_range (1,20) ) { case 1: rare_eq1( ch, victim ); break; case 2: rare_eq2( ch, victim ); break; case 3: rare_eq3( ch, victim ); break; case 4: rare_eq4( ch, victim ); break; case 5: rare_eq5( ch, victim ); break; case 6: rare_eq6( ch, victim ); break; case 7: rare_eq7( ch, victim ); break; case 8: rare_eq8( ch, victim ); break; case 9: rare_eq9( ch, victim ); break; case 10: rare_eq10( ch, victim ); break; case 11: rare_eq11( ch, victim ); break; case 12: rare_eq12( ch, victim ); break; case 13: rare_eq13( ch, victim ); break; case 14: rare_eq14( ch, victim ); break; case 15: rare_eq15( ch, victim ); break; case 16: rare_eq16( ch, victim ); break; case 17: rare_eq17( ch, victim ); break; case 18: rare_eq18( ch, victim ); break; case 19: rare_eq19( ch, victim ); break; case 20: rare_eq20( ch, victim ); break; } if (!IS_NPC(ch) && !IS_NPC(victim) && victim->pcdata->bounty > 0) { xprintf(buf, "You recive a %d bones bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name); send_to_char(buf, ch); ch->bones += victim->pcdata->bounty; victim->pcdata->bounty = 0; } if (IS_SET(ch->act2, PLR_AUTOSLAB)) do_get(ch, "all.slab corpse true"); if (IS_SET(ch->act2, PLR_AUTOGEM)) do_get(ch, "all.gem corpse true"); if (IS_SET(ch->act2, PLR_AUTOHILT)) do_get(ch, "all.hilt corpse true"); if (IS_SET(ch->act2, PLR_AUTOBONES)) do_get(ch, "all.bone corpse true"); if (IS_SET(ch->act2, PLR_AUTOSIGIL)) do_get(ch, "all.sigil corpse true"); if (IS_SET(ch->act2, PLR_AUTOLOOT)) do_get(ch, "all corpse true"); else if (!IS_SET(ch->act, PLR_BRIEF5)) do_look(ch, "in corpse"); if ( !IS_NPC(ch) && IS_NPC(victim) ) { if ( IS_SET(ch->act2, PLR_AUTOSAC) && !IS_CLASS(ch, CLASS_DRAGON) && !IS_CLASS(ch, CLASS_ZOMBIE)) do_sacrifice( ch, "corpse" ); if ( IS_CLASS(ch, CLASS_DRAGON) && IS_SET(ch->act2, PLR_AUTOSAC) ) do_consume (ch, "corpse"); if( IS_CLASS(ch, CLASS_ZOMBIE) && IS_SET(ch->act2, PLR_AUTOSAC)) do_satiate (ch, "corpse"); } return; } if (victim == ch) return; tail_chain(); return; } bool is_safe(CHAR_DATA * ch, CHAR_DATA * victim) { if (!ch->in_room) return TRUE; // when someone calls a one_hit or similar on something/someone who COULD be dead/gone. if (!victim->in_room) return TRUE; if (victim->shop_fun || victim->quest_fun) { send_to_char("That mobile is protected by the gods.\n\r", ch); return TRUE; } if (!IS_NPC(victim) && !IS_NPC(ch)) { if (!CAN_PK(ch) || !CAN_PK(victim)) { send_to_char ("Both players must be avatars to fight.\n\r", ch); return TRUE; } if ((get_age(ch) - 17) < 2 && !IS_NPC(ch) && !IS_NPC(victim) && !in_arena(ch) && !in_fortress(ch)) { send_to_char ("You cannot attack other chars till you have 4 hours.\n\r", ch); return TRUE; } if ((get_age(victim) - 17) < 2 && !IS_NPC(victim) && !IS_NPC(ch) && !in_arena(victim) && !in_fortress(victim)) { send_to_char ("You cannot attack a person with less than 4 hours.\n\r", ch); return TRUE; } if (ch->pcdata->safe_counter > 0) { send_to_char ("You still have a few safe-ticks left.\n\r", ch); return TRUE; } if (IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD) && !IS_SET(victim->pcdata->jflags, JFLAG_DRONEWORLD)) { send_to_char("They are not in your reality.\n\r", ch); return TRUE; } if (!IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD) && IS_SET(victim->pcdata->jflags, JFLAG_DRONEWORLD)) { send_to_char("They are not in your reality.\n\r", ch); return TRUE; } if (victim->pcdata->aggress_from != 0 && ch->pcdata->playerid != victim->pcdata->aggress_from) { send_to_char ("You cannot attack them - gang protection.\n\r", ch); return TRUE; } if (victim->pcdata->safe_counter > 0) { send_to_char ("They are safe for 10 ticks after training avatar.\n\r", ch); return TRUE; } if (victim->desc) { if (victim->desc->connected >= CON_NOTE_TO && victim->desc->connected <= CON_NOTE_FINISH) { send_to_char ("That player is writing a note, be nice.\n\r", ch); return TRUE; } } } if(ch != victim) { if(!IS_NPC(ch) && !IS_NPC(victim) && !IS_SET(ch->in_room->room_flags, ROOM_ARENA) && ch->combat != victim && victim->combat != ch && !ragnarok) { if(victim->combat != NULL || ch->combat != NULL) { if((ch->combat != victim) || (victim->combat != ch)) { if(victim->combat != NULL && ( (victim->pcdata->kingdom == 0 || ch->pcdata->kingdom == 0) || victim->combat->pcdata->kingdom == 0)) { stc("Thats ganging, be nice.\n\r",ch); return TRUE; } if(ch->combat != NULL && ((victim->pcdata->kingdom == 0 || ch->pcdata->kingdom == 0) || ch->combat->pcdata->kingdom == 0)) { stc("Thats ganging, be nice.\n\r",ch); return TRUE; } } } } } if (IS_AFFECTED(ch, AFF_ETHEREAL)) { send_to_char("You cannot while ethereal.\n\r", ch); return TRUE; } if (IS_AFFECTED(victim, AFF_ETHEREAL)) { send_to_char("You cannot fight an ethereal person.\n\r", ch); return TRUE; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) { act("You are too insubstantial!", ch, NULL, victim, TO_CHAR); return TRUE; } if (IS_AFFECTED(victim, AFF_SHADOWPLANE)) { act("$E is too insubstantial!", ch, NULL, victim, TO_CHAR); return TRUE; } if (IS_HEAD(ch, LOST_HEAD) || IS_EXTRA(ch, EXTRA_OSWITCH)) { send_to_char("Objects cannot fight!\n\r", ch); return TRUE; } if (IS_HEAD(victim, LOST_HEAD) || IS_EXTRA(victim, EXTRA_OSWITCH)) { send_to_char("You cannot attack an object.\n\r", ch); return TRUE; } if (IS_SET(victim->extra, EXTRA_AFK)) { send_to_char("They are AFK!\n\r", ch); return TRUE; } if (!IS_NPC(victim) && victim->pcdata->logout_counter == 0 && victim->desc == NULL && victim->timer > 1 && victim->fight_timer == 0 && !in_fortress(ch)) { send_to_char("Nooo, they are linkdead.\n\r", ch); return TRUE; } if (victim->fight_timer > 0) return FALSE; if (!IS_NPC(ch)) if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) REMOVE_BIT(ch->affected_by, AFF_PEACE); if (!IS_NPC(victim)) if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL) REMOVE_BIT(victim->affected_by, AFF_PEACE); if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !ragnarok) { send_to_char("You cannot fight in a safe room.\n\r", ch); return TRUE; } if (IS_NPC(ch) || IS_NPC(victim)) return FALSE; if (!IS_NPC(victim)) { if (victim->pcdata->logout_counter > 0) return FALSE; } if (victim->fighting == ch) return FALSE; if (IS_AFFECTED(ch, AFF_PEACE)) { send_to_char("You are unable to attack them.\n\r", ch); return TRUE; } if (IS_AFFECTED(victim, AFF_PEACE)) { send_to_char("You can't seem to attack them.\n\r", ch); return TRUE; } return FALSE; } /* * Check for parry. */ bool check_parry(CHAR_DATA * ch, CHAR_DATA * victim, int dt) { OBJ_DATA *obj = NULL; int chance = 0; bool claws = FALSE; int random_message; if (!IS_AWAKE(victim)) return FALSE; if (IS_NPC(victim)) obj = NULL; else if (IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_BEAR] > 2 && IS_VAMPAFF(victim, VAM_CLAWS) && get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL) { obj = NULL; claws = TRUE; } else if (IS_CLASS(victim, CLASS_MONK) && IS_SET(victim->newbits, NEW_MONKADAM) && get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL) { obj = NULL; claws = TRUE; } else if (IS_CLASS(victim, CLASS_SHAPESHIFTER) && get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL) { obj = NULL; claws = TRUE; } else if( IS_CLASS(victim, CLASS_ZOMBIE) && get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL && IS_SET(victim->pcdata->powers[ZOM_ACTIVE],ZOM_CLAWS)) { obj = NULL; claws = TRUE; } else { if ((obj = get_eq_char(victim, WEAR_WIELD)) == NULL || obj->item_type != ITEM_WEAPON) { if ((obj = get_eq_char(victim, WEAR_HOLD)) == NULL || obj->item_type != ITEM_WEAPON) return FALSE; } } if ((dt < 1000 || dt > 1012) && !IS_CLASS(ch, CLASS_MONK)) return FALSE; if (dt >= 1000 && dt <= 1012) { if (!IS_NPC(ch)) chance -= (ch->wpn[dt - 1000] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim)) chance += (victim->wpn[dt - 1000] * 0.5); else chance += victim->level; } else { if (!IS_NPC(ch)) chance -= (ch->wpn[0] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5); else chance += victim->level; } if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 0 && !can_counter(ch) && !can_bypass(ch, victim)) chance += (victim->stance[STANCE_CRANE] * 0.25); else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_HAWK) && victim->stance[STANCE_HAWK] > 0 && !can_counter(ch) && !can_bypass(ch, victim)) chance += (victim->stance[STANCE_HAWK] * 0.25); /* ------------ This is the part for superstances, Jobo ------------------- */ if (!IS_NPC(victim) && victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_PARRY) && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) && !can_bypass(ch, victim)) chance += victim->stance[(victim->stance[0])] * 0.25; /* ------------ This is the end for superstances, Jobo ------------------- */ chance -= (char_hitroll(ch) * 0.1); chance += (get_curr_dex(victim) / 10); chance -= (get_curr_dex(ch) / 10); if (claws) { if (victim->power[DISC_WERE_LYNX] > 3) chance += (char_hitroll(victim) * 0.1); else chance += (char_hitroll(victim) * 0.075); } if (!IS_NPC(ch)) { if (IS_CLASS(ch, CLASS_FAE)) { if (IS_NPC(victim)) chance -= 50; else chance -= 15; chance -= ch->pcdata->powers[FAE_PLASMA]; chance -= ch->pcdata->powers[FAE_MATTER]; chance -= ch->pcdata->powers[FAE_ENERGY]; chance -= ch->pcdata->powers[FAE_WILL]; } if (IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 15; if (IS_CLASS(ch, CLASS_DROID)) { chance -= 10; if (IS_SET (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE)) chance -= 40; } if (IS_CLASS(ch, CLASS_LICH)) chance -= 30; if (IS_CLASS(ch, CLASS_DRACONIAN)) chance -= 40; if (IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_DISHES]; if (IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_COMBAT] * 3; if (IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank * 5; if (IS_CLASS(ch, CLASS_GIANT) && ch->pcdata->powers[GIANT_FRENZY] == 1) chance -= 30; if (IS_CLASS(ch, CLASS_CYBORG)) chance -= ch->pcdata->powers[CYBORG_LIMBS] * 10; if (IS_CLASS(ch,CLASS_SHINOBI)){ switch(ch->pcdata->powers[S_ELEMENT]){ case S_FIRE: chance -= 35; break; case S_WATER: chance -= 40; break; case S_EARTH: chance -= 45; break; case S_WIND: chance -= 40; break; case S_HOLY: chance -= 20; break; case S_SHADOW: chance -= 25; break; } } if (ch->tier > 0) chance -= ch->tier * 10; //if (IS_CLASS(ch, CLASS_LICH)) chance -= 40; if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL] * 11; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL] * 7.5; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL] * 7; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL] * 6.5; else chance -= 10; } if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_SET (ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 15; if (IS_SET (ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 17; if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 17; } if (IS_CLASS(ch, CLASS_SHADOW)) /* CLASS_REMOVE */ chance -= ch->pcdata->powers[SHADOW_MARTIAL] * 1.2; if (IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE] * 9; if (IS_CLASS(ch, CLASS_PALADIN)) chance -= ch->pcdata->powers[PALADIN_COMBAT] * 9; if (IS_CLASS(ch, CLASS_ELEMENTAL)) chance -= ch->pcdata->powers[ELEMENTAL_AIR] * 13; if (IS_CLASS(ch, CLASS_DRAGON)) chance -= ch->pcdata->powers[dragonage] * 6; if (IS_CLASS(ch, CLASS_ZOMBIE)) chance -= 45; if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 0) chance -= (ch->power[DISC_VAMP_CELE] * 3); if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0) chance -= 25; if (ch->pcdata->powers[NPOWER_CHIKYU] >= 5 && IS_CLASS(ch, CLASS_NINJA)) chance -= 20; if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER(ch, DEM_SPEED)) chance -= 25; if (IS_CLASS(ch, CLASS_MONK) && ch->chi[CURRENT] > 0) chance -= (ch->chi[CURRENT] * 7); if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL] * 3.7; if (IS_CLASS(ch, CLASS_BLADE_MASTER)) chance -= ch->pcdata->powers[WEAPONSKILL] * 3.7; if (IS_CLASS(ch, CLASS_BLADE_MASTER) && IS_SET(ch->newbits2, NEW2_DEFENSE)) chance -= 20; if (IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 30; if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_ARMS)) chance -= 45; if (IS_SET(ch->newbits, NEW_MONKFLAME)) chance -= 6; if (IS_CLASS(ch, CLASS_WEREWOLF)) chance -= (ch->power[DISC_WERE_MANT] * 3); if (IS_CLASS(ch, CLASS_SAMURAI)) chance -= 25; if (IS_CLASS(ch, CLASS_SKYBLADE)) chance -= 25; if (IS_CLASS(ch, CLASS_GHOUL)) chance -= 25; if (IS_CLASS(ch, CLASS_PRIEST)) chance -= 10; if (IS_CLASS(ch, CLASS_JEDI) && ch->pcdata->powers[JPOWER_BODY] > 3) chance -= 35; if (IS_ITEMAFF(ch, ITEMA_AFFMANTIS)) chance -= 12; } if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank * 5; if (IS_CLASS(victim, CLASS_FAE)) { chance += victim->pcdata->powers[FAE_PLASMA]; chance += victim->pcdata->powers[FAE_MATTER]; chance += victim->pcdata->powers[FAE_ENERGY]; chance += victim->pcdata->powers[FAE_WILL]; } if (IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 15; if (IS_CLASS(victim, CLASS_DROID)) { chance += 10; if (IS_SET (victim->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE)) chance += 40; } if (IS_CLASS(victim, CLASS_LICH)) chance += 30; if (IS_CLASS(victim, CLASS_DRACONIAN)) chance += 30; if (IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_COMBAT] * 5; if (IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_DISHES] * 1.5; if (IS_CLASS(victim, CLASS_CYBORG)) chance += victim->pcdata->powers[CYBORG_LIMBS] * 10; if (victim->tier > 0) chance += victim->tier * 10; if (IS_CLASS(victim, CLASS_SHAPESHIFTER)) { if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL] *6.5; else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL] * 7.5; else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL] * 6.5; else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL] * 11; else chance += 10; } if (IS_CLASS(victim, CLASS_JEDI) && victim->pcdata->powers[JPOWER_BODY] >= 4) chance += 35; if (IS_CLASS(victim, CLASS_SHADOW)) chance += victim->pcdata->powers[SHADOW_MARTIAL] * 1.2; if (IS_CLASS(victim, CLASS_TANARRI)) { if (IS_SET (victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 17; if (IS_SET (victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 19; if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 12; } if(IS_CLASS(victim,CLASS_SHINOBI)){ switch(victim->pcdata->powers[S_ELEMENT]){ case S_FIRE: chance += 40; break; case S_WATER: chance += 40; break; case S_EARTH: chance += 50; break; case S_WIND: chance += 50; break; case S_HOLY: chance += 35; break; case S_SHADOW: chance += 35; break; } } if (IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE] * 9; if (IS_CLASS(victim, CLASS_PALADIN)) chance += victim->pcdata->powers[PALADIN_SPEED] * 9; if (IS_CLASS(victim, CLASS_ELEMENTAL)) chance += victim->pcdata->powers[ELEMENTAL_WATER] * 10; if (IS_CLASS(victim, CLASS_DRAGON)) chance += victim->pcdata->powers[dragonage] * 6; if (IS_CLASS(victim, CLASS_ZOMBIE)) chance += 40; if (victim->pcdata->powers[NPOWER_CHIKYU] >= 5 && IS_CLASS(victim, CLASS_NINJA)) chance += 35; if (IS_CLASS(victim, CLASS_NINJA) && victim->pcdata->powers[NPOWER_CHIKYU] >= 6 && victim->pcdata->powers[HARA_KIRI] > 0) chance += 25; if (victim->power[DISC_VAMP_CELE] > 0 && IS_CLASS(victim, CLASS_VAMPIRE)) chance += (victim->power[DISC_VAMP_CELE] * 4); if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_ARMS)) chance += 45; if (IS_CLASS(victim, CLASS_MONK) && ch->chi[CURRENT] > 0) chance += (ch->chi[CURRENT] * 8); if (IS_SET(victim->newbits, NEW_MONKFLAME)) chance += 6; if (IS_CLASS(victim, CLASS_SAMURAI)) chance += 40; if (IS_CLASS(victim, CLASS_SKYBLADE)) chance += 35; if (IS_CLASS(victim, CLASS_GHOUL)) chance += 35; if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL] * 4.2; if (IS_CLASS(victim, CLASS_BLADE_MASTER)) chance += victim->pcdata->powers[WEAPONSKILL] * 4.2; if (IS_CLASS(victim, CLASS_BLADE_MASTER) && IS_SET(victim->newbits2, NEW2_DEFENSE)) chance += 40; if (IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) chance += 35; if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER(victim, DEM_SPEED)) chance += 30; } if (chance > 80) chance = 80; else if (chance < 20) chance = 20; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank * 5; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank * 5; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_LICH)) chance -= 10; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_LICH)) chance += 10; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHADOW)) chance -= ch->pcdata->powers[SHADOW_MARTIAL] * 0.8; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHADOW)) chance += victim->pcdata->powers[SHADOW_MARTIAL] * 0.8; if (IS_CLASS(victim, CLASS_FAE) && !IS_NPC(victim)) { chance += victim->pcdata->powers[FAE_PLASMA] / 2; chance += victim->pcdata->powers[FAE_MATTER] / 2; chance += victim->pcdata->powers[FAE_ENERGY] / 2; chance += victim->pcdata->powers[FAE_WILL] / 2; } if (IS_CLASS(ch, CLASS_FAE) && !IS_NPC(ch)) { chance -= ch->pcdata->powers[FAE_PLASMA] / 2; chance -= ch->pcdata->powers[FAE_MATTER] / 2; chance -= ch->pcdata->powers[FAE_ENERGY] / 2; chance -= ch->pcdata->powers[FAE_WILL] / 2; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 5; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 5; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_DISHES] / 3.5; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_DISHES]; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_COMBAT] * 2.5; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_COMBAT] * 3.5; if (!IS_NPC(ch) && ch->power[DISC_VAMP_CELE] > 0 && IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->pcdata->rank == AGE_TRUEBLOOD) chance -= 25; else if (ch->pcdata->rank == AGE_LA_MAGRA) chance -= 20; else if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 15; else if (ch->pcdata->rank == AGE_ELDER) chance -= 10; else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHAPESHIFTER)) { if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL] * 5; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL] * 4; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL] * 4; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL] * 3; else chance -= 2; } if (IS_CLASS(ch, CLASS_TANARRI) && !IS_NPC(ch)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 5; if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 6; if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 5; } if (IS_CLASS(victim, CLASS_TANARRI) && !IS_NPC(victim)) { if (IS_SET (victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 5; if (IS_SET (victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 6; if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 5; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE] * 3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE] * 3; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_PALADIN)) chance -= ch->pcdata->powers[PALADIN_SPEED] * 3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_PALADIN)) chance += victim->pcdata->powers[PALADIN_SPEED] * 3; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ELEMENTAL)) chance -= ch->pcdata->powers[ELEMENTAL_EARTH] * 4; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ELEMENTAL)) chance += victim->pcdata->powers[ELEMENTAL_EARTH] * 4; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRAGON)) chance -= ch->pcdata->powers[dragonage] * 2; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRAGON)) chance += victim->pcdata->powers[dragonage] * 2; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ZOMBIE)) chance -= 20; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ZOMBIE)) chance += 20; if (IS_CLASS(ch, CLASS_SHINOBI) && !IS_NPC(ch)) chance -= 20; if (IS_CLASS(victim, CLASS_SHINOBI) && !IS_NPC(victim)) chance += 20; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHAPESHIFTER)) { if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL] * 3; else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL] * 4; else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL] * 5; else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL] * 7; else chance += 2; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 10; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL]; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL] * 1.5; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_BLADE_MASTER)) chance -= ch->pcdata->powers[WEAPONSKILL]; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_BLADE_MASTER)) chance += victim->pcdata->powers[WEAPONSKILL] * 1.5; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA)) { if (ch->pcdata->rank == BELT_TEN) chance -= 25; else if (ch->pcdata->rank == BELT_NINE) chance -= 18; else if (ch->pcdata->rank == BELT_EIGHT) chance -= 16; else if (ch->pcdata->rank == BELT_SEVEN) chance -= 13; else if (ch->pcdata->rank == BELT_SIX) chance -= 10; else if (ch->pcdata->rank == BELT_FIVE) chance -= 7; else if (ch->pcdata->rank == BELT_FOUR) chance -= 4; else if (ch->pcdata->rank == BELT_THREE) chance -= 2; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON)) chance -= (ch->power[DISC_DAEM_ATTA]); if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DEMON)) chance += (victim->power[DISC_DAEM_ATTA]); if (!IS_NPC(victim) && victim->power[DISC_VAMP_CELE] > 0 && IS_CLASS(victim, CLASS_VAMPIRE)) { if (victim->pcdata->rank == AGE_TRUEBLOOD) chance += 25; else if (victim->pcdata->rank == AGE_LA_MAGRA) chance += 17; else if (victim->pcdata->rank == AGE_METHUSELAH) chance += 15; else if (victim->pcdata->rank == AGE_ELDER) chance += 10; else if (victim->pcdata->rank == AGE_ANCILLA) chance += 5; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DROID)) { chance -= 5; if (IS_SET (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE)) chance -= 20; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROID)) { chance += 5; if (IS_SET (victim->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE)) chance += 15; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA)) { if (victim->pcdata->rank == BELT_TEN) chance += 30; else if (victim->pcdata->rank == BELT_NINE) chance += 22; else if (victim->pcdata->rank == BELT_EIGHT) chance += 16; else if (victim->pcdata->rank == BELT_SEVEN) chance += 13; else if (victim->pcdata->rank == BELT_SIX) chance += 12; else if (victim->pcdata->rank == BELT_FIVE) chance += 10; else if (victim->pcdata->rank == BELT_FOUR) chance += 9; else if (victim->pcdata->rank == BELT_THREE) chance += 6; else if (victim->pcdata->rank == BELT_TWO) chance += 4; else if (victim->pcdata->rank == BELT_ONE) chance += 2; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRACONIAN)) chance -= 15; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRACONIAN)) chance += 19; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SAMURAI)) chance += 19; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_GHOUL)) chance += 15; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SKYBLADE)) chance += 15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SAMURAI)) chance -= 15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GHOUL)) chance -= 15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SKYBLADE)) chance -= 15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_PRIEST)) chance -= 15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_CYBORG)) chance -= ch->pcdata->powers[CYBORG_LIMBS] * 4; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_CYBORG)) chance += victim->pcdata->powers[CYBORG_LIMBS] * 4; if (victim->monkblock / 4 > 0) chance += victim->monkblock / 4; if (number_percent() < 100 && number_percent() >= chance) return FALSE; if (!IS_NPC(victim)) { if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1, 3) != 2) return FALSE; } if (!IS_NPC(ch) && IS_NPC(victim) && IS_SET(ch->newbits, NEW_FIGHTDANCE) && IS_CLASS(ch, CLASS_DROW) && number_percent() >= 50 && (((obj = get_eq_char(ch, WEAR_WIELD)) != NULL && (obj->value[3] == 4 || obj->value[3] == 11)) || ((obj = get_eq_char(ch, WEAR_HOLD)) != NULL && (obj->value[3] == 4 || obj->value[3] == 11)))) { act("$n's dark weapon dances around your defences, making a strange sound.", ch, NULL, victim, TO_VICT); act("Your sacrificial weapon hums in the air as it dances $N's defences.", ch, obj, victim, TO_CHAR); return FALSE; } if (claws) { if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3)) { if (IS_CLASS(victim, CLASS_WEREWOLF)) act("You parry $n's blow with your claws.", ch, NULL, victim, TO_VICT); else act("You parry $n's blow with your Adamantium hands.", ch, NULL, victim, TO_VICT); } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK) && victim->monkblock < 150 && number_range(1, 2) == 1) victim->monkblock++; if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3)) { if (IS_CLASS(victim, CLASS_WEREWOLF)) act("$N parries your blow with $S claws.", ch, NULL, victim, TO_CHAR); else act("$N parries your blow with $S Adamantium claws.", ch, NULL, victim, TO_CHAR); } return TRUE; } if (!IS_NPC(ch) && !IS_NPC(victim) && obj != NULL && obj->item_type == ITEM_WEAPON && obj->value[3] >= 0 && obj->value[3] <= 12) { random_message = number_range(1, 10); if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3)) { if (random_message == 1 || random_message == 2) act("You parry $n's blow with $p.", ch, obj, victim, TO_VICT); if (random_message == 3 || random_message == 4) act("You spin around just in time to parry $n's attack.", ch, NULL, victim, TO_VICT); if (random_message == 5 || random_message == 6) act("You throw your weapon behind your back parrying $n's attack.", ch, NULL, victim, TO_VICT); if (random_message == 7 || random_message == 8) act("You duck under $n's wild swipe then bring your weapon up and parry their second attempt.", ch, NULL, victim, TO_VICT); if (random_message == 9 || random_message == 10) act("You push your weapon up above your head wielding off $n's blow.", ch, NULL, victim, TO_VICT); } if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3)) { if (random_message == 1 || random_message == 2) act("$N parries your blow with $p.", ch, obj, victim, TO_CHAR); if (random_message == 3 || random_message == 4) act("$N spins around just in time to parry your attack.", ch, NULL, victim, TO_CHAR); if (random_message == 5 || random_message == 6) act("$N swings their weapon behind their back parrying off your back attack.", ch, NULL, victim, TO_CHAR); if (random_message == 7 || random_message == 8) act("$N ducks under your first swipe then brings their weapon up to dodge your second swipe.", ch, NULL, victim, TO_CHAR); if (random_message == 9 || random_message == 10) act("$N shoves their weapon above their head warding off your overhead blow.", ch, NULL, victim, TO_CHAR); } return TRUE; } if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3)) act("You parry $n's attack.", ch, NULL, victim, TO_VICT); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3)) act("$N parries your attack.", ch, NULL, victim, TO_CHAR); return TRUE; } /* * Check for dodge. */ bool check_dodge(CHAR_DATA * ch, CHAR_DATA * victim, int dt) { OBJ_DATA *familiar; int chance = 0; int random_message; int skychance = 0; if (!IS_AWAKE(victim)) return FALSE; if (!IS_NPC(ch)) chance -= (ch->wpn[dt - 1000] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5); else chance += victim->level; if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 0 && !can_counter(ch) && !can_bypass(ch, victim)) chance += victim->stance[STANCE_MONGOOSE] * 0.25; if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_GRIZZLY) && victim->stance[STANCE_GRIZZLY] > 0 && !can_counter(ch) && !can_bypass(ch, victim)) chance += victim->stance[STANCE_GRIZZLY] * 0.25; /* ------------ This is the part for superstances, Jobo ------------------- */ /* * if (!IS_NPC(victim) && victim->stance[0] > 12 * && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE) * && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch) && !can_bypass(ch,victim)) * chance += victim->stance[(victim->stance[0])] * 0.25; */ if (!IS_NPC(victim) && victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_DODGE) && victim->stance[(victim->stance[0])] > 100 && !can_bypass(ch, victim)) chance += victim->stance[(victim->stance[0])] * 0.25; /* ------------ This is the end for superstances, Jobo ------------------- */ if (!IS_NPC(ch)) { if (IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank * 5; if (IS_CLASS(ch, CLASS_GIANT) && ch->pcdata->powers[GIANT_FRENZY] == 1) chance -= 30; if (IS_CLASS(ch, CLASS_SHADOW)) { if (IS_SET (ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE)) chance -= 10; chance -= ch->pcdata->powers[SHADOW_MARTIAL]; } if (IS_CLASS(ch, CLASS_FAE)) { if (IS_NPC(victim)) chance -= 50; else chance -= 15; chance -= ch->pcdata->powers[FAE_PLASMA]; chance -= ch->pcdata->powers[FAE_MATTER]; chance -= ch->pcdata->powers[FAE_ENERGY]; chance -= ch->pcdata->powers[FAE_WILL]; } if (IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 15; if (ch->tier > 0) chance -= ch->tier * 10; if (IS_CLASS(ch, CLASS_CYBORG)) chance -= ch->pcdata->powers[CYBORG_LIMBS] * 10; if (IS_CLASS(ch, CLASS_DROID)) { chance -= 10; if (IS_SET (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_360VISION)) chance -= 40; } if (IS_CLASS(ch, CLASS_LICH)) chance -= 25; if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL] * 9; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL] * 7.5; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL] * 7; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL] * 6; else chance -= 10; } if (IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_COMBAT] * 3; if (IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_DISHES]; if (IS_CLASS(ch, CLASS_JEDI) && ch->pcdata->powers[JPOWER_BODY] >= 4) chance -= 35; if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_SET (ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 15; if (IS_SET (ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 17; if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 17; } if(IS_CLASS(ch,CLASS_SHINOBI)){ switch(ch->pcdata->powers[S_ELEMENT]){ case S_FIRE: chance -= 35; break; case S_WATER: chance -= 30; break; case S_EARTH: chance -= 40; break; case S_WIND: chance -= 45; break; case S_HOLY: chance -= 20; break; case S_SHADOW: chance -= 25; break; } } if (IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE] * 9; if (IS_CLASS(ch, CLASS_PALADIN)) chance -= ch->pcdata->powers[PALADIN_SPEED] * 9; if (IS_CLASS(ch, CLASS_ELEMENTAL)) chance -= ch->pcdata->powers[ELEMENTAL_FIRE] * 9; if (IS_CLASS(ch, CLASS_DRAGON)) chance -= ch->pcdata->powers[dragonage] * 4; if (IS_CLASS(ch, CLASS_ZOMBIE)) chance -= 45; if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0) chance -= 25; if (IS_CLASS(ch, CLASS_MONK)) chance -= ch->chi[CURRENT] * 3; if (ch->pcdata->powers[NPOWER_CHIKYU] >= 5 && IS_CLASS(ch, CLASS_NINJA)) chance -= 20; if (ch->power[DISC_VAMP_CELE] > 0 && IS_CLASS(ch, CLASS_VAMPIRE)) chance -= (ch->power[DISC_VAMP_CELE] * 4); if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER(ch, DEM_SPEED)) chance -= 25; if (IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 25; if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_MANT] > 6) chance -= (ch->power[DISC_WERE_MANT] * 3); if (!IS_CLASS(ch, CLASS_WEREWOLF) && (IS_ITEMAFF(ch, ITEMA_AFFMANTIS))) chance -= 18; if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) chance -= 50; if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL] * 4.2; if (IS_CLASS(ch, CLASS_BLADE_MASTER)) chance -= ch->pcdata->powers[WEAPONSKILL] * 4.2; if (IS_CLASS(ch, CLASS_SAMURAI)) chance -= 35; if (IS_CLASS(ch, CLASS_DRACONIAN)) chance -= 35; if (IS_CLASS(ch, CLASS_SKYBLADE)) chance -= 35; if (IS_CLASS(ch, CLASS_GHOUL)) chance -= 35; } if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank * 5; if (IS_CLASS(victim, CLASS_SHADOW)) chance += victim->pcdata->powers[SHADOW_MARTIAL] * 1.2; if (IS_CLASS(victim, CLASS_FAE)) { chance += 20; chance += victim->pcdata->powers[FAE_PLASMA]; chance += victim->pcdata->powers[FAE_MATTER]; chance += victim->pcdata->powers[FAE_ENERGY]; chance += victim->pcdata->powers[FAE_WILL]; } if (IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 15; if (IS_CLASS(victim, CLASS_DROID)) { chance += 10; if (IS_SET (victim->pcdata->powers[DROID_IMPLANTS], IMPLANT_360VISION)) chance += 40; } if (IS_CLASS(victim, CLASS_JEDI) && victim->pcdata->powers[JPOWER_BODY] >= 4) chance += 35; if (IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_COMBAT] * 4; if (IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_DISHES] * 2; if (IS_CLASS(victim, CLASS_CYBORG)) chance += victim->pcdata->powers[CYBORG_LIMBS] * 10; if (victim->tier > 0) chance += victim->tier * 10; if (IS_CLASS(victim, CLASS_LICH)) chance += 25; if (victim->pcdata->powers[NPOWER_CHIKYU] >= 5 && IS_CLASS(victim, CLASS_NINJA)) chance += 30; if (IS_CLASS(victim, CLASS_NINJA) && victim->pcdata->powers[NPOWER_CHIKYU] >= 6 && victim->pcdata->powers[HARA_KIRI] > 0) chance += 20; if (IS_CLASS(victim, CLASS_SHAPESHIFTER)) { if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL] * 6; else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL] * 7; else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL] * 6; else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL] * 11; else chance += 10; } if (IS_CLASS(victim, CLASS_MONK)) chance += victim->chi[CURRENT] * 3; if (IS_CLASS(victim, CLASS_TANARRI)) { if (IS_SET (victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 15; if (IS_SET (victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 17; if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 12; } if(IS_CLASS(victim,CLASS_SHINOBI)){ switch(victim->pcdata->powers[S_ELEMENT]){ case S_FIRE: chance += 40; break; case S_WATER: chance += 40; break; case S_EARTH: chance += 45; break; case S_WIND: chance += 45; break; case S_HOLY: chance += 35; break; case S_SHADOW: chance += 35; break; } } if (IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE] * 9; if (IS_CLASS(victim, CLASS_PALADIN)) chance += victim->pcdata->powers[PALADIN_SPEED] * 9; if (IS_CLASS(victim, CLASS_ELEMENTAL)) chance += victim->pcdata->powers[ELEMENTAL_FIRE] *9; if (IS_CLASS(victim, CLASS_DRAGON)) chance += victim->pcdata->powers[dragonage] * 3; if (IS_CLASS(victim, CLASS_ZOMBIE)) chance += 45; if (victim->power[DISC_VAMP_CELE] > 0 && IS_CLASS(victim, CLASS_VAMPIRE)) chance += (victim->power[DISC_VAMP_CELE] * 3); if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER(victim, DEM_SPEED)) chance += 25; if (IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_MANT] > 6) chance += (victim->power[DISC_WERE_MANT] * 3.5); if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_SPEED)) chance += 50; if (IS_CLASS(victim, CLASS_SAMURAI)) chance += 35; if (IS_CLASS(victim, CLASS_DRACONIAN)) chance += 35; if (IS_CLASS(victim, CLASS_GHOUL)) chance += 35; if (IS_CLASS(victim, CLASS_SKYBLADE)) chance += 35; if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL] * 4.5; if (IS_CLASS(victim, CLASS_BLADE_MASTER)) chance += victim->pcdata->powers[WEAPONSKILL] * 4.5; if (!IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(victim, ITEMA_AFFMANTIS)) chance += 25; if (IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) chance += 50; } if (chance > 80) chance = 80; else if (chance < 20) chance = 20; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DROID)) { chance -= 5; if (IS_SET (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_360VISION)) chance -= 25; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROID)) { chance += 5; if (IS_SET (victim->pcdata->powers[DROID_IMPLANTS], IMPLANT_360VISION)) chance += 25; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_CYBORG)) chance -= ch->pcdata->powers[CYBORG_LIMBS] * 4; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_CYBORG)) chance += victim->pcdata->powers[CYBORG_LIMBS] * 4; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT)) chance -= ch->pcdata->rank * 5; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_GIANT)) chance += victim->pcdata->rank * 5; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHADOW)) chance -= ch->pcdata->powers[SHADOW_MARTIAL] * 0.8; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SHADOW)) chance += victim->pcdata->powers[SHADOW_MARTIAL] * 0.8; if (IS_CLASS(victim, CLASS_FAE) && !IS_NPC(victim)) { chance += victim->pcdata->powers[FAE_PLASMA] / 2; chance += victim->pcdata->powers[FAE_MATTER] / 2; chance += victim->pcdata->powers[FAE_ENERGY] / 2; chance += victim->pcdata->powers[FAE_WILL] / 2; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRONE)) chance -= ch->pcdata->powers[DRONE_FOCUS] * 5; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRONE)) chance += victim->pcdata->powers[DRONE_EVASION] * 5; if (IS_CLASS(ch, CLASS_FAE) && !IS_NPC(ch)) { chance -= ch->pcdata->powers[FAE_PLASMA] / 2; chance -= ch->pcdata->powers[FAE_MATTER] / 2; chance -= ch->pcdata->powers[FAE_ENERGY] / 2; chance -= ch->pcdata->powers[FAE_WILL] / 2; } if (IS_CLASS(ch, CLASS_LICH) && !IS_NPC(ch)) chance -= 15; if (IS_CLASS(victim, CLASS_LICH) && !IS_NPC(victim)) chance += 10; if (IS_CLASS(ch, CLASS_HOBBIT) && !IS_NPC(ch)) chance -= ch->pcdata->powers[HOBBIT_DISHES] / 4; if (IS_CLASS(victim, CLASS_HOBBIT) && !IS_NPC(victim)) chance += victim->pcdata->powers[HOBBIT_DISHES]; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HOBBIT)) chance -= ch->pcdata->powers[HOBBIT_COMBAT] * 2; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_HOBBIT)) chance += victim->pcdata->powers[HOBBIT_COMBAT] * 3; if (IS_CLASS(ch, CLASS_SHAPESHIFTER) && !IS_NPC(ch)) { if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance -= ch->pcdata->powers[TIGER_LEVEL] * 5; else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance -= ch->pcdata->powers[BULL_LEVEL] * 4; else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance -= ch->pcdata->powers[HYDRA_LEVEL] * 4; else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance -= ch->pcdata->powers[FAERIE_LEVEL] * 3; else chance -= 2; } if (IS_CLASS(victim, CLASS_SHAPESHIFTER) && !IS_NPC(victim)) { if (victim->pcdata->powers[SHAPE_FORM] == TIGER_FORM) chance += victim->pcdata->powers[TIGER_LEVEL] * 3; else if (victim->pcdata->powers[SHAPE_FORM] == BULL_FORM) chance += victim->pcdata->powers[BULL_LEVEL] * 4; else if (victim->pcdata->powers[SHAPE_FORM] == HYDRA_FORM) chance += victim->pcdata->powers[HYDRA_LEVEL] * 4; else if (victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM) chance += victim->pcdata->powers[FAERIE_LEVEL] * 7; else chance += 2; } if (IS_CLASS(ch, CLASS_TANARRI) && !IS_NPC(ch)) { if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance -= 5; if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance -= 6; if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) chance -= 5; } if (IS_CLASS(victim, CLASS_TANARRI) && !IS_NPC(victim)) { if (IS_SET (victim->pcdata->powers[TANARRI_POWER], TANARRI_HEAD)) chance += 5; if (IS_SET (victim->pcdata->powers[TANARRI_POWER], TANARRI_SPEED)) chance += 6; if (victim->pcdata->powers[TANARRI_FURY_ON] == 1) chance += 5; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) chance -= ch->pcdata->powers[ANGEL_JUSTICE] * 3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ANGEL)) chance += victim->pcdata->powers[ANGEL_PEACE] * 3; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_PALADIN)) chance -= ch->pcdata->powers[PALADIN_SPEED] * 3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_PALADIN)) chance += victim->pcdata->powers[PALADIN_SPEED] * 3; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ELEMENTAL)) chance -= ch->pcdata->powers[ELEMENTAL_EARTH] * 3; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ELEMENTAL)) chance += victim->pcdata->powers[ELEMENTAL_EARTH] * 3; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRAGON)) chance -= ch->pcdata->powers[dragonage] * 1; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DRAGON)) chance += victim->pcdata->powers[dragonage] * 1; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ZOMBIE)) chance -= 20; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_ZOMBIE)) chance += 20; if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_SHINOBI)) chance -= 15; if (!IS_NPC(victim) && IS_CLASS(victim,CLASS_SHINOBI)) chance += 15; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_SPEED)) chance += 20; if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER(victim, DEM_SPEED)) chance += 25; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) chance -= ch->pcdata->powers[WEAPONSKILL]; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_UNDEAD_KNIGHT)) chance += victim->pcdata->powers[WEAPONSKILL] * 2; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_BLADE_MASTER)) chance -= ch->pcdata->powers[WEAPONSKILL]; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_BLADE_MASTER)) chance += victim->pcdata->powers[WEAPONSKILL] * 2; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SAMURAI)) chance -= 12; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SKYBLADE)) chance -= 15; if (!IS_NPC(ch) && IS_CLASS(victim, CLASS_DRACONIAN)) chance -= 20; if (!IS_NPC(ch) && IS_CLASS(victim, CLASS_PRIEST)) chance -= 18; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_SAMURAI)) chance += 15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GHOUL)) chance -= 15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE) && IS_ITEMAFF(ch, ITEMA_BEAST)) chance -= 15; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_BEAST)) chance += 15; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_MANT] > 6) chance -= (ch->power[DISC_WERE_MANT]); if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_MANT] > 6) chance += (victim->power[DISC_WERE_MANT]); if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->pcdata->rank == AGE_TRUEBLOOD) chance -= 20; else if (ch->pcdata->rank == AGE_LA_MAGRA) chance -= 17; else if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 10; else if (ch->pcdata->rank == AGE_ELDER) chance -= 7; else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 3; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA)) { if (ch->pcdata->rank == BELT_TEN) chance -= 25; else if (ch->pcdata->rank == BELT_NINE) chance -= 18; else if (ch->pcdata->rank == BELT_EIGHT) chance -= 17; else if (ch->pcdata->rank == BELT_SEVEN) chance -= 14; else if (ch->pcdata->rank == BELT_SIX) chance -= 12; else if (ch->pcdata->rank == BELT_FIVE) chance -= 10; else if (ch->pcdata->rank == BELT_FOUR) chance -= 9; else if (ch->pcdata->rank == BELT_THREE) chance -= 7; else if (ch->pcdata->rank == BELT_TWO) chance -= 4; else if (ch->pcdata->rank == BELT_ONE) chance -= 2; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE)) { if (victim->pcdata->rank == AGE_TRUEBLOOD) chance += 20; else if (victim->pcdata->rank == AGE_LA_MAGRA) chance += 17; else if (victim->pcdata->rank == AGE_METHUSELAH) chance += 10; else if (victim->pcdata->rank == AGE_ELDER) chance += 7; else if (victim->pcdata->rank == AGE_ANCILLA) chance += 3; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA)) { if (victim->pcdata->rank == BELT_TEN) chance += 25; else if (victim->pcdata->rank == BELT_NINE) chance += 18; else if (victim->pcdata->rank == BELT_EIGHT) chance += 17; else if (victim->pcdata->rank == BELT_SEVEN) chance += 14; else if (victim->pcdata->rank == BELT_SIX) chance += 11; else if (victim->pcdata->rank == BELT_FIVE) chance += 9; else if (victim->pcdata->rank == BELT_FOUR) chance += 7; else if (victim->pcdata->rank == BELT_THREE) chance += 5; else if (victim->pcdata->rank == BELT_TWO) chance += 4; else if (victim->pcdata->rank == BELT_ONE) chance += 2; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK) && (victim->monkblock / 2 > 0)) chance += (victim->monkblock / 2); if (chance > 90) chance = 90; if (!IS_NPC(victim)) { if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1, 3) != 2) return FALSE; } if (number_percent() >= chance) return FALSE; if (IS_CLASS(victim, CLASS_SKYBLADE) && victim->pcdata->powers[SKYBLADE_SKILLS] >= 6) { skychance = 25; if (IS_SET(ch->newbits, NEW_CLOUDBLESS)) skychance += 25; if (number_percent() >= skychance) if (!IS_SET(victim->act, PLR_BRIEF3)) { act("$N jumps high into the clouds, over your attack.", ch, NULL, victim, TO_CHAR); act("You jump high into the clouds, over $n's attack.", ch, NULL, victim, TO_VICT); } return TRUE; skychance = 101; } if (!IS_NPC(ch) && !IS_NPC(victim) && skychance != 101) { random_message = number_range(1, 10); if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF)) { if (random_message == 1 || random_message == 2) act("You duck under $n's wild swing.", ch, NULL, victim, TO_VICT); if (random_message == 3 || random_message == 4) act("You jump over $n's low swing.", ch, NULL, victim, TO_VICT); if (random_message == 5 || random_message == 6) act("You spin around, barely dodging $n's attack.", ch, NULL, victim, TO_VICT); if (random_message == 7 || random_message == 8) act("$n lunges forward as you sidestep the attack.", ch, NULL, victim, TO_VICT); if (random_message == 9 || random_message == 10) act("You trip and fall down just barely dodging $n's crushing blow.", ch, NULL, victim, TO_VICT); } if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF) && skychance != 101) { if (random_message == 1 || random_message == 2) act("$N ducks under your wild swing.", ch, NULL, victim, TO_CHAR); if (random_message == 3 || random_message == 4) act("$N jumps over your low swing.", ch, NULL, victim, TO_CHAR); if (random_message == 5 || random_message == 6) act("$N spins around barely dodging your attack.", ch, NULL, victim, TO_CHAR); if (random_message == 7 || random_message == 8) act("$N sidesteps your lunge, you narrowly missed.", ch, NULL, victim, TO_CHAR); if (random_message == 9 || random_message == 10) act("$N falls on his face barely dodging your crushing blow.", ch, NULL, victim, TO_CHAR); } return TRUE; } if (IS_CLASS(victim, CLASS_HOBBIT) && (familiar = get_eq_char(victim, WEAR_FAMILIAR)) != NULL && familiar->item_type == ITEM_FAMILIAR && familiar->value[0] == 7) { if (number_percent() > 80) { if (!IS_SET(ch->act, PLR_BRIEF3)) act("$p #nmoves in front of the blow taking it for $N!", ch, familiar, victim, TO_CHAR); if (!IS_SET(victim->act, PLR_BRIEF3)) act("$p #nmoves in front of the blow taking it for you!", ch, familiar, victim, TO_VICT); return TRUE; } } if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3)) act("You dodge $n's attack.", ch, NULL, victim, TO_VICT); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3)) act("$N dodges your attack.", ch, NULL, victim, TO_CHAR); return TRUE; } /* * Set position of a victim. */ void update_pos(CHAR_DATA * victim) { CHAR_DATA *mount; if (victim->hit > 0) { if (victim->position <= POS_STUNNED) { bool gm_stance = FALSE; victim->position = POS_STANDING; if (!IS_NPC(victim) && victim->stance[0] > 0) { int stance = victim->stance[0]; if (victim->stance[stance] >= 200) gm_stance = TRUE; } if (IS_NPC(victim) || victim->max_hit * 0.25 > victim->hit) { act("$n clambers back to $s feet.", victim, NULL, NULL, TO_ROOM); act("You clamber back to your feet.", victim, NULL, NULL, TO_CHAR); } else { act("$n flips back up to $s feet.", victim, NULL, NULL, TO_ROOM); act("You flip back up to your feet.", victim, NULL, NULL, TO_CHAR); } } return; } else if ((mount = victim->mount) != NULL) { if (victim->mounted == IS_MOUNT) { act("$n rolls off $N.", mount, NULL, victim, TO_ROOM); act("You roll off $N.", mount, NULL, victim, TO_CHAR); } else if (victim->mounted == IS_RIDING) { act("$n falls off $N.", victim, NULL, mount, TO_ROOM); act("You fall off $N.", victim, NULL, mount, TO_CHAR); } mount->mount = NULL; victim->mount = NULL; mount->mounted = IS_ON_FOOT; victim->mounted = IS_ON_FOOT; } if (!IS_NPC(victim) && victim->hit <= -11 && IS_HERO(victim)) { victim->hit = -10; if (victim->position == POS_FIGHTING) stop_fighting(victim, TRUE); return; } if (!IS_NPC(victim) && victim->hit < -9 && !IS_HERO(victim)) { victim->hit = 1; do_killperson(victim, victim->name); victim->mdeath = victim->mdeath + 1; } if (IS_NPC(victim) && victim->hit < -6) { victim->position = POS_DEAD; return; } if (victim->hit <= -6) victim->position = POS_MORTAL; else if (victim->hit <= -3) victim->position = POS_INCAP; else victim->position = POS_STUNNED; return; } /* * Start fights. */ void set_fighting(CHAR_DATA * ch, CHAR_DATA * victim, bool aggressive) { if(!IS_NPC(ch) && !IS_NPC(victim) && ch != victim) { if(ch->combat == NULL) ch->combat = victim; if(victim->combat == NULL) victim->combat = ch; ch->fight_timer += 1; victim->fight_timer += 1; } if (ch->fighting != NULL) return; ch->fighting = victim; ch->position = POS_FIGHTING; ch->damcap[DAM_CHANGE] = 1; autodrop(ch); autodrop(victim); dropinvis(ch); dropinvis(victim); if (aggressive) update_aggressive_flags(ch, victim); return; } /* * Stop fights. */ void stop_embrace(CHAR_DATA * ch, CHAR_DATA * victim) { if (victim == NULL) { ch->embracing = NULL; return; } victim->embraced = NULL; ch->embracing = NULL; return; } void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch, *fch_next; if ( ch->in_room != NULL && fBoth ) { for ( fch = ch->in_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if ( fch->fighting == ch && fch != ch ) { fch->fighting = NULL; fch->position = POS_STANDING; update_pos( fch ); } } } ch->fighting = NULL; ch->position = POS_STANDING; update_pos( ch ); } /* void stop_fighting(CHAR_DATA * ch, bool fBoth) { CHAR_DATA *fch; char buf[MSL]; for (fch = ch->in_room->people; fch != NULL; fch = fch->next) { if (fch == ch || (fBoth && fch->fighting == ch)) { fch->fighting = NULL; fch->position = POS_STANDING; update_pos(fch); if (IS_SET(fch->act2, PLR_AUTOSTORE)) if (fch->tells) { xprintf(buf, "You have #R%d#n tells waiting.\n\r", fch->tells); send_to_char(buf, fch); send_to_char ("Type 'replay' to see tells.\n\r", fch); } } } return; } */ /* * Make a corpse out of a character. */ void make_corpse(CHAR_DATA * ch) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; int rndbones = 0; extern OBJ_DATA *aquest_object; if (!ch) return; if (ch->in_room == NULL) { return; } rndbones = number_range(15, 30); if (IS_NPC(ch)) { name = ch->short_descr; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0); corpse->timer = number_range(4, 8); corpse->value[2] = ch->pIndexData->vnum; if (global_qp) { rndbones *= 2; } rndbones += number_range(0, ch->level / 300); if (ch->bones > 0) { obj_to_obj(create_money(ch->bones), corpse); ch->bones = 0; } else { obj_to_obj(create_money(rndbones), corpse); } } else { name = ch->name; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0); corpse->timer = number_range(25, 40); /* if (ch->bones > 0) { obj = create_money(ch->bones); if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_obj(obj, corpse); ch->bones = 0; }*/ } if (IS_SET(ch->extra, EXTRA_ZOMBIE)) SET_BIT(corpse->quest, QUEST_ZOMBIE); xprintf(buf, corpse->short_descr, name); free_string(corpse->short_descr); corpse->short_descr = str_dup(buf); xprintf(buf, corpse->description, name); free_string(corpse->description); corpse->description = str_dup(buf); for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; obj_from_char(obj); if (obj == aquest_object) { act("$p falls to the floor.", ch, obj, NULL, TO_ROOM); obj_to_room(obj, ch->in_room); } else if (IS_SET(obj->extra_flags, ITEM_VANISH)) extract_obj(obj); else { if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_obj(obj, corpse); } } if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE); obj_to_room(corpse, ch->in_room); return; } void make_part(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; int vnum; argument = one_argument(argument, arg); vnum = 0; if (arg[0] == '\0') return; if (ch->in_room == NULL) return; if (!str_cmp(arg, "head")) vnum = OBJ_VNUM_SEVERED_HEAD; else if (!str_cmp(arg, "arm")) vnum = OBJ_VNUM_SLICED_ARM; else if (!str_cmp(arg, "leg")) vnum = OBJ_VNUM_SLICED_LEG; else if (!str_cmp(arg, "heart")) vnum = OBJ_VNUM_TORN_HEART; else if (!str_cmp(arg, "turd")) vnum = OBJ_VNUM_TORN_HEART; else if (!str_cmp(arg, "entrails")) vnum = OBJ_VNUM_SPILLED_ENTRAILS; else if (!str_cmp(arg, "brain")) vnum = OBJ_VNUM_QUIVERING_BRAIN; else if (!str_cmp(arg, "eyeball")) vnum = OBJ_VNUM_SQUIDGY_EYEBALL; else if (!str_cmp(arg, "blood")) vnum = OBJ_VNUM_SPILT_BLOOD; else if (!str_cmp(arg, "face")) vnum = OBJ_VNUM_RIPPED_FACE; else if (!str_cmp(arg, "windpipe")) vnum = OBJ_VNUM_TORN_WINDPIPE; else if (!str_cmp(arg, "cracked_head")) vnum = OBJ_VNUM_CRACKED_HEAD; else if (!str_cmp(arg, "ear")) vnum = OBJ_VNUM_SLICED_EAR; else if (!str_cmp(arg, "nose")) vnum = OBJ_VNUM_SLICED_NOSE; else if (!str_cmp(arg, "tooth")) vnum = OBJ_VNUM_KNOCKED_TOOTH; else if (!str_cmp(arg, "tongue")) vnum = OBJ_VNUM_TORN_TONGUE; else if (!str_cmp(arg, "hand")) vnum = OBJ_VNUM_SEVERED_HAND; else if (!str_cmp(arg, "foot")) vnum = OBJ_VNUM_SEVERED_FOOT; else if (!str_cmp(arg, "thumb")) vnum = OBJ_VNUM_SEVERED_THUMB; else if (!str_cmp(arg, "index")) vnum = OBJ_VNUM_SEVERED_INDEX; else if (!str_cmp(arg, "middle")) vnum = OBJ_VNUM_SEVERED_MIDDLE; else if (!str_cmp(arg, "ring")) vnum = OBJ_VNUM_SEVERED_RING; else if (!str_cmp(arg, "little")) vnum = OBJ_VNUM_SEVERED_LITTLE; else if (!str_cmp(arg, "toe")) vnum = OBJ_VNUM_SEVERED_TOE; if (vnum != 0) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; char *name; name = IS_NPC(ch) ? ch->short_descr : ch->name; obj = create_object(get_obj_index(vnum), 0); obj->timer = number_range(4, 7); if (!str_cmp(arg, "head") && IS_NPC(ch)) obj->value[1] = ch->pIndexData->vnum; else if (!str_cmp(arg, "head") && !IS_NPC(ch)) { ch->pcdata->chobj = obj; obj->chobj = ch; obj->timer = number_range(1, 2); obj->item_type = ITEM_HEAD; } else if (!str_cmp(arg, "arm")) SET_BIT(obj->extra_flags2, ITEM_ARM); else if (!str_cmp(arg, "brain") && !IS_NPC(ch) && IS_AFFECTED(ch, AFF_POLYMORPH) && IS_HEAD(ch, LOST_HEAD)) { if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL; ch->pcdata->chobj = obj; obj->chobj = ch; obj->timer = number_range(1, 2); obj->item_type = ITEM_HEAD; } if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 2; if (!IS_NPC(ch)) { xprintf(buf, obj->name, name); free_string(obj->name); obj->name = str_dup(buf); } else { xprintf(buf, obj->name, "mob"); free_string(obj->name); obj->name = str_dup(buf); } xprintf(buf, obj->short_descr, name); free_string(obj->short_descr); obj->short_descr = str_dup(buf); xprintf(buf, obj->description, name); free_string(obj->description); obj->description = str_dup(buf); if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_room(obj, ch->in_room); } return; } void raw_kill(CHAR_DATA * victim, CHAR_DATA * killer) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *mount; stop_fighting(victim, TRUE); make_corpse(victim); if (victim == quest_target) quest_target = NULL; if (victim == quest_mob) { xprintf(buf, "Oh well, I guess the quest is over, since %s is killing me!!!!!", killer->name); do_qtalk(victim, buf); quest_mob = NULL; } if (IS_NPC(victim)) killer->total_kills++; if ((mount = victim->mount) != NULL) { if (victim->mounted == IS_MOUNT) { act("$n rolls off the corpse of $N.", mount, NULL, victim, TO_ROOM); act("You roll off the corpse of $N.", mount, NULL, victim, TO_CHAR); } else if (victim->mounted == IS_RIDING) { act("$n falls off $N.", victim, NULL, mount, TO_ROOM); act("You fall off $N.", victim, NULL, mount, TO_CHAR); } mount->mount = NULL; victim->mount = NULL; mount->mounted = IS_ON_FOOT; victim->mounted = IS_ON_FOOT; } if (IS_NPC(victim)) { victim->pIndexData->killed++; kill_table[URANGE(0, victim->level, MAX_LEVEL - 1)].killed++; extract_char(victim, TRUE); return; } extract_char(victim, FALSE); while (victim->affected) affect_remove(victim, victim->affected); if (IS_AFFECTED(victim, AFF_POLYMORPH) && IS_AFFECTED(victim, AFF_ETHEREAL)) { victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL; } else if (IS_AFFECTED(victim, AFF_POLYMORPH)) victim->affected_by = AFF_POLYMORPH; else if (IS_AFFECTED(victim, AFF_ETHEREAL)) victim->affected_by = AFF_ETHEREAL; else victim->affected_by = 0; REMOVE_BIT(victim->immune, IMM_STAKE); REMOVE_BIT(victim->extra, TIED_UP); REMOVE_BIT(victim->extra, GAGGED); REMOVE_BIT(victim->extra, BLINDFOLDED); victim->pcdata->stats[DEMON_POWER] = 0; victim->itemaffect = 0; victim->loc_hp[0] = 0; victim->loc_hp[1] = 0; victim->loc_hp[2] = 0; victim->loc_hp[3] = 0; victim->loc_hp[4] = 0; victim->loc_hp[5] = 0; victim->loc_hp[6] = 0; victim->armor = 100; victim->position = POS_RESTING; victim->hit = UMAX(1, victim->hit); victim->mana = UMAX(1, victim->mana); victim->move = UMAX(1, victim->move); victim->hitroll = 0; victim->damroll = 0; victim->saving_throw = 0; victim->carry_weight = 0; victim->carry_number = 0; do_call(victim, "all"); save_char_obj(victim); return; } void behead(CHAR_DATA * victim) { char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *location; if (IS_NPC(victim)) return; powerdown(victim); /* remove all class shit - Jobo */ location = victim->in_room; stop_fighting(victim, TRUE); make_corpse(victim); extract_char(victim, FALSE); char_from_room(victim); char_to_room(victim, location); if (victim == NULL) { bug("Behead: Victim no longer exists.", 0); return; } make_part(victim, "head"); while (victim->affected) affect_remove(victim, victim->affected); victim->affected_by = 0; REMOVE_BIT(victim->pcdata->jflags, JFLAG_DRONEWORLD); REMOVE_BIT(victim->immune, IMM_STAKE); REMOVE_BIT(victim->extra, TIED_UP); REMOVE_BIT(victim->extra, GAGGED); REMOVE_BIT(victim->extra, BLINDFOLDED); REMOVE_BIT(victim->extra, EXTRA_PREGNANT); REMOVE_BIT(victim->extra, EXTRA_LABOUR); victim->pcdata->stats[DEMON_POWER] = 0; victim->itemaffect = 0; victim->loc_hp[0] = 0; victim->loc_hp[1] = 0; victim->loc_hp[2] = 0; victim->loc_hp[3] = 0; victim->loc_hp[4] = 0; victim->loc_hp[5] = 0; victim->loc_hp[6] = 0; victim->affected_by = 0; victim->armor = 100; victim->position = POS_STANDING; victim->hit = 1; victim->mana = UMAX(1, victim->mana); victim->move = UMAX(1, victim->move); victim->hitroll = 0; victim->damroll = 0; victim->saving_throw = 0; victim->carry_weight = 0; victim->carry_number = 0; victim->pcdata->sit_safe = 0; victim->fight_timer = 0; SET_BIT(victim->loc_hp[0], LOST_HEAD); SET_BIT(victim->affected_by, AFF_POLYMORPH); xprintf(buf, "the severed head of %s", victim->name); free_string(victim->morph); victim->morph = str_dup(buf); do_call(victim, "all"); save_char_obj(victim); return; } void group_gain(CHAR_DATA * ch, CHAR_DATA * victim) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch; CHAR_DATA *mount; OBJ_DATA *familiar; OBJ_INDEX_DATA *familiar2; bool warlord = FALSE; int xp; int temp = 0; int members; int expneeded = 0; int familiar_exp; int ultima = 78019; int bladeexp; int bladeexpneeded = 0; /* * Monsters don't get kill xp's or alignment changes. * P-killing doesn't help either. * Dying of mortal wounds or poison doesn't give xp to anyone! */ if ((IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch) return; members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (IS_NPC(gch)) continue; if (is_same_group(gch, ch)) members++; } if (members == 0) { bug("Group_gain: members.", members); members = 1; } if (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_WARLORD) warlord = TRUE; lch = (ch->leader != NULL) ? ch->leader : ch; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { int xp_modifier = 100; if (IS_NPC(gch)) continue; if (!is_same_group(gch, ch)) continue; xp = xp_compute(gch, victim) * 2.5; xp *= ccenter[CCENTER_EXP_LEVEL]; xp /= 100; xprintf(buf2, "#0-=-=-= #WExp modifiers #G:"); if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_GOOD(gch) && IS_EVIL(victim))) { xp_modifier += 25; strcat(buf2, " #Calignment#n"); } if ((IS_EVIL(gch) && IS_EVIL(victim)) || (IS_GOOD(gch) && IS_GOOD(victim))) { xp_modifier -= 25; strcat(buf2, " #palignment#n"); } if (gch != NULL && gch->desc != NULL) { if (gch->desc->out_compress) { xp_modifier += 25; strcat(buf2, " #Cmccp#n"); } else if ((get_age(gch) - 17) >= 2) { xp_modifier += 25; strcat(buf2, " #pmccp#n"); } } if ((get_age(gch) - 17) < 2) /* 4 hours worth of newbie exp. */ { xp_modifier += 200; strcat(buf2, " #CNewbie#n"); } if (global_exp) { xp_modifier += 200; strcat(buf2, " #sDouble exp#n"); } if (gch->tick_timer[TIMER_EXPERIENCE] > 0) { xp_modifier += 250; strcat(buf2, " #sFairy#n"); } if (gch->race < 1); else if (gch->race < 5) { xp_modifier += 25; xp_modifier += UMIN(100, temp / 50); strcat(buf2, " #0status#n"); } else if (gch->race < 10) { xp_modifier += 50; xp_modifier += UMIN(100, temp / 50); strcat(buf2, " #cstatus#n"); } else if (gch->race < 15) { xp_modifier += 75; xp_modifier += UMIN(100, temp / 50); strcat(buf2, " #Cstatus#n"); } else if (gch->race < 20) { xp_modifier += 100; xp_modifier += UMIN(100, temp / 50); strcat(buf2, " #Bstatus#n"); } else if (gch->race < 25) { xp += 150; xp_modifier += UMIN(100, temp / 50); strcat(buf2, " #gstatus#n"); } else { xp += 200; xp_modifier += UMIN(100, temp / 50); strcat(buf2, " #Gstatus#n"); } if (!IS_NPC(gch) && gch->pcdata->religion != 0) { xp_modifier -= 5; strcat(buf2, " #ptithe#n"); } if (!IS_NPC(gch) && gch->pcdata->kingdom != 0) { xp_modifier -= 5; strcat(buf2, " #pKingdom Tax#n"); } if (!IS_NPC(gch) && gch->pcdata->time_tick > 49) { xp_modifier += gch->pcdata->time_tick / 5; strcat(buf2, " #Caddict#n"); } if (!IS_NPC(gch) && IS_SET(gch->pcdata->tempflag, TEMP_EDGE)) { xp_modifier += 15; strcat(buf2, " #Cedge#n"); } if (members > 1) { strcat(buf2, " #pgrouped#n"); xp_modifier *= 100; xp_modifier /= 75 * members; } strcat(buf2, " #0=-=-=-#n\n\r"); xp = xp * xp_modifier / 100; if (!IS_SET(gch->act, PLR_BRIEF5)) send_to_char(buf2, gch); xprintf(buf2, "#RTotal modifier #G:#n %d percent bonus\n\r", xp_modifier - 100); if (!IS_SET(gch->act, PLR_BRIEF5)) send_to_char(buf2, gch); if ((get_age(gch) - 17) > 2 && ch->level < 3) xp /= 10; /* anti mortal exp bot thingie */ if (gch->exp > 5000000) xp = 5000000; /* avoid overflow */ if (xp > ccenter[CCENTER_MAX_EXP]) xp = number_range(ccenter[CCENTER_MAX_EXP] * 0.9, ccenter[CCENTER_MAX_EXP] * 1.1); if (warlord) xp = 5000000; if ((get_age(gch) - 17) >= 2 && !IS_SET(gch->pcdata->jflags, JFLAG_POLICY)) { xp = 0; send_to_char ("#BYou must accept the policy before you can gain experience [#wHELP POLICY#B]#n\n\r", gch); } if (xp < 0) xp = 0; xprintf(buf, "#R-->#0You receive #W%d #0experience points.#n\n\r", xp); if (ch->generation == 6) expneeded = 13000000; else if (ch->generation == 5) expneeded = 150000000; else if (ch->generation == 4) expneeded = 400000000; else if (ch->generation == 3) expneeded = 900000000; else if (ch->generation == 2) expneeded = 1800000000; if (IS_CLASS(ch, CLASS_BLADE_MASTER)) // Class by Xrakisis { if (ch->pcdata->powers[BLADE_SKILL] == 0) bladeexpneeded = 50000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 0) bladeexpneeded = 50000000; else if (ch->pcdata->powers[BLADE_MELEE] == 0) bladeexpneeded = 50000000; else if (ch->pcdata->powers[BLADE_SKILL] == 1) bladeexpneeded = 100000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 1) bladeexpneeded = 100000000; else if (ch->pcdata->powers[BLADE_MELEE] == 1) bladeexpneeded = 100000000; else if (ch->pcdata->powers[BLADE_SKILL] == 2) bladeexpneeded = 150000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 2) bladeexpneeded = 150000000; else if (ch->pcdata->powers[BLADE_MELEE] == 2) bladeexpneeded = 150000000; else if (ch->pcdata->powers[BLADE_SKILL] == 3) bladeexpneeded = 150000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 3) bladeexpneeded = 150000000; else if (ch->pcdata->powers[BLADE_MELEE] == 3) bladeexpneeded = 150000000; else if (ch->pcdata->powers[BLADE_SKILL] == 4) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 4) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 4) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 5) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 5) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 5) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 6) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 6) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 6) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 7) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 7) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 7) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 8) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 8) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 8) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 9) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 9) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 9) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 10) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 10) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 10) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 11) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 11) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 11) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 12) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 12) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 12) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 13) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 13) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 13) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 14) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 14) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 14) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 15) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 15) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 15) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 16) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 16) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 16) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 17) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 17) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 17) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 18) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 18) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 18) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_SKILL] == 19) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_PROWESS] == 19) bladeexpneeded = 200000000; else if (ch->pcdata->powers[BLADE_MELEE] == 19) bladeexpneeded = 200000000; } if (!IS_SET(gch->act, PLR_BRIEF5)) send_to_char(buf, gch); ch->total_exp_gained += xp; if ((mount = gch->mount) != NULL) send_to_char(buf, mount); gain_exp(gch, xp); /* * Familiar Stuff */ if ((familiar = get_eq_char(gch, WEAR_FAMILIAR)) != NULL && familiar->item_type == ITEM_FAMILIAR && familiar->value[1] < 99) { familiar_exp = (xp * .005); xp -= (familiar_exp); familiar_exp *= (familiar->value[6] * .01); sprintf(buf, "#0- #wYour familiar receives #G%d #wexperience points.#n\n\r", familiar_exp); if (!IS_SET(ch->act, PLR_BRIEF4)) stc(buf, gch); familiar->value[5] += familiar_exp; /* * Level Up! */ if (familiar->value[5] >= ((familiar->value[1] + 1) * 1000000)) { act("$p #yhas gained a level!#n", gch, familiar, NULL, TO_CHAR); familiar->value[1]++; familiar->value[5] = 0; /* * Increase Chance to Hit */ if (number_percent() > 50) { familiar->value[4]++; act("$p's #yhitroll increases!#n", gch, familiar, NULL, TO_CHAR); } /* * Base Damage Increase */ if ((familiar->value[1] % 5) == 0) { familiar->value[2] += number_range(2, 5); act("$p's #Rbase damage increases!#n", gch, familiar, NULL, TO_CHAR); } /* * Learning Ability Increase */ if ((familiar->value[1] % 10) == 0) { familiar->value[6] += number_range(1, 10); act("$p's #Clearning ability increases!#n", gch, familiar, NULL, TO_CHAR); } if ((familiar->value[0] == 8 && familiar->value[1] >= 50)) { act("$p #Lmetamorphs into the ultimate weapon!!!!#n", gch, familiar, NULL, TO_CHAR); extract_obj(familiar); familiar2 = get_obj_index(ultima); if ((familiar = create_object(familiar2, 50)) != NULL) { obj_to_char(familiar, gch); } } } } if (IS_CLASS(ch, CLASS_BLADE_MASTER) && (ch->pcdata->powers[BLADE_MELEE] < 20 || ch->pcdata->powers[BLADE_PROWESS] || ch->pcdata->powers[BLADE_SKILL] < 20)) { ch->bladeexpneeded += number_range((xp / 10), (xp / 2)); if (ch->bladeexpneeded >= bladeexp) if (ch->pcdata->powers[BLADE_SKILL] == 0) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7One#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 0) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7One#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 0) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your BladeMaster Melee to level #7One#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 1) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Two#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 1) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Two#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 1) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Two#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 2) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Three#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 2) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Three#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 2) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Three#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 3) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Four#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 3) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Four#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 3) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Four#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 4) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Five#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 4) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Five#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 4) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Five#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 5) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Six#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 5) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Six#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 5) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Six#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 6) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Seven#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 6) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Seven#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 6) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Seven#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 7) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Eight#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 7) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Eight#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 7) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Eight#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 8) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Nine#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 8) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Nine#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 8) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Nine#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 9) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Ten#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 9) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Ten#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 9) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Ten#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 10) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Eleven#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 10) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Eleven#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 10) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Eleven#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 11) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Twelve#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 11) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Twelve#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 11) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Twelve#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 12) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Thirteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 12) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Thirteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 12) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Thirteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 13) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Fourteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 13) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Fourteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 13) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Fourteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 14) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Fifteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 14) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Fifteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 14) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Fifteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 15) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Sixteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 15) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Sixteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 15) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Sixteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 16) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Seventeen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 16) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Seventeen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 16) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Seventeen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 17) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Eighteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 17) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Eighteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 17) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Eighteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 18) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Nineteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 18) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Nineteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 18) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Nineteen#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_SKILL] == 19) { ch->pcdata->powers[BLADE_SKILL] += 1; send_to_char("#0Your Skill with a blade is now level #7Twenty#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_PROWESS] == 19) { ch->pcdata->powers[BLADE_PROWESS] += 1; send_to_char("#0Your combat prowess is now level #7Twenty#n.\n\r",ch); ch->bladeexp = 0; } else if (ch->pcdata->powers[BLADE_MELEE] == 19) { ch->pcdata->powers[BLADE_MELEE] += 1; send_to_char("#0You bring your Blade Master Melee to level #7Twenty#n.\n\r",ch); ch->bladeexp = 0; } } if ((IS_CLASS(ch, CLASS_BLADE_MASTER) || !IS_CLASS(ch, CLASS_BLADE_MASTER)) && ch->generation > 1 && ch->level > 2) { ch->genexp += number_range((xp / 10), (xp / 2)); if (ch->genexp >= expneeded) { ch->genexp = 0; ch->generation -= 1; xprintf(buf,"#B%s #0has advanced a #GGeneration!#n",ch->name); do_info(ch, buf); do_save(ch, ""); } } } return; } int xp_compute(CHAR_DATA * gch, CHAR_DATA * victim) { double xp; if (victim->level < 100) xp = 300 - URANGE(-5, 3 - (victim->level * 5 / 3), 6) * 50; else xp = 300 - URANGE(-10, 3 - (victim->level * 5 / 3), 6) * 50; /* * Adjust for popularity of target: * -1/8 for each target over 'par' (down to -100%) * +1/8 for each target under 'par' ( up to + 25%) */ xp -= xp * number_range(-2, 2) / 8; xp = number_range(xp * 3 / 4, xp * 5 / 4); xp = UMAX(0, xp); xp = (xp * (victim->level) * 0.60); xp = xp / 2; /* Put in cause players compaling to much exp :P */ if (nodamcap) xp = xp / 2; if (!IS_NPC(gch)) { gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level; if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL]) gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level; gch->pcdata->score[SCORE_TOTAL_XP] += xp; if (xp > gch->pcdata->score[SCORE_HIGH_XP]) gch->pcdata->score[SCORE_HIGH_XP] += xp; } if (!IS_NPC(gch) && xp > 499 && gch->pcdata->disc_points != 999 && gch->pcdata->disc_research != -1) { if (!IS_SET(gch->act, PLR_BRIEF4) && !IS_SET(gch->act, PLR_BRIEF5)) stc("#RYou gained a discipline point.#n\n\r", gch); else if (IS_SET(gch->act, PLR_BRIEF5)) gch->total_disc_gained++; gain_disc_points(gch, 1); if ((!IS_SET(gch->act, PLR_BRIEF4) && !IS_SET(gch->act, PLR_BRIEF5)) && (victim->level > 200 && gch->pcdata-> disc_points != 999)) { if (IS_SET(gch->act, PLR_BRIEF5)) gch->total_disc_gained++; else stc("#RYou gained a discipline point.#n\n\r", gch); gain_disc_points(gch, 1); } else if (IS_SET(gch->act, PLR_BRIEF5)) gch->total_disc_gained++; if ((!IS_SET(gch->act, PLR_BRIEF4) && !IS_SET(gch->act, PLR_BRIEF5)) && (victim->level > 400 && gch->pcdata-> disc_points != 999)) { if (IS_SET(gch->act, PLR_BRIEF5)) gch->total_disc_gained++; else stc("#RYou gained a discipline point.#n\n\r", gch); gain_disc_points(gch, 1); } else if (IS_SET(gch->act, PLR_BRIEF5)) gch->total_disc_gained++; xp -= 500; } if (xp < 0) xp = 0; if (xp > 0 && xp < ccenter[CCENTER_MIN_EXP]) xp = number_range(ccenter[CCENTER_MIN_EXP] * 0.9, ccenter[CCENTER_MIN_EXP] * 1.1); if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP))) return 0; return (int) xp; } void dam_message(CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt) { static char *const attack_table[] = { "hit", "slice", "stab", "slash", "whip", "claw", "blast", "pound", "crush", "grep", "bite", "pierce", "suck" }; static char *const attack_table2[] = { "hits", "slices", "stabs", "slashes", "whips", "claws", "blasts", "pounds", "crushes", "greps", "bites", "pierces", "sucks" }; char buf1[512], buf2[512], buf3[512]; const char *vs; const char *vp; const char *attack; const char *attack2; int damp; int bodyloc; bool critical = FALSE; char punct; if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_REND) && dam > 0 && number_range(1, 7) == 5) critical = TRUE; if (dam == 0) { vs = " miss"; vp = " misses"; } else if (dam <= 50) { vs = " #Clightly#n"; vp = " #Clightly#n"; } else if (dam <= 250) { vs = " #Yhard#n"; vp = " #Yhard#n"; } else if (dam <= 500) { vs = " #Bvery hard#n"; vp = " #Bvery hard#n"; } else if (dam <= 750) { vs = " #Gextremely hard!#n"; vp = " #Gextremely hard!#n"; } else if (dam <= 1250) { vs = " #wincredibly hard!#n"; vp = "#w incredibly hard!#n"; } else if (dam <= 2000) { vs = ", #rshredding flesh!#n"; vp = ", #rshredding flesh!#n"; } else if (dam <= 3000) { vs = ", #ysplintering bone!#n"; vp = ", #ysplintering bone!#n"; } else if (dam <= 4500) { vs = ", #Rspraying blood like a fine red mist!#n"; vp = ", #Rspraying blood like a fine red mist!#n"; } else if (dam <= 6000) { vs = " #Yso hard it #R#fCASTRATES!!#n"; vp = " #Yso hard it #R#fCASTRATES!!#n"; } else if (dam <= 8000) { vs = " #G<#Y*#B{#R*#B}#Y*#G> #sextracting organs #G<#Y*#B{#R*#B}#Y*#G>#n"; vp = " #G<#Y*#B{#R*#B}#Y*#G> #sextracting organs #G<#Y*#B{#R*#B}#Y*#G>#n"; } else { vs = " #R()#G()#R() #CHumiliatingly Hard #R()#G()#R()#n"; vp = " #R()#G()#R() #CHumiliatingly Hard #R()#G()#R()#n"; } /* * If victim's hp are less/equal to 'damp', attacker gets a death blow */ if (IS_NPC(victim)) damp = 0; else damp = -10; if ((victim->hit - dam > damp) || (dt >= 0 && dt < MAX_SKILL) || (IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS))) { punct = (dam <= 250) ? ' ' : ' '; if (dt == TYPE_HIT && !IS_NPC(ch) && !IS_VAMPAFF(ch, VAM_CLAWS)) { if (dam == 0) { xprintf(buf1, "$n%s $N%c #0[#w%d#0]#n", vp, punct, dam); xprintf(buf2, "You%s $N%c #0[#w%d#0]#n", vs, punct, dam); xprintf(buf3, "$n%s you%c", vp, punct); } else { xprintf(buf1, "$n hits $N%s%c #0[#w%d#0]#n", vp, punct, dam); xprintf(buf2, "You hit $N%s%c #0[#w%d#0]#n", vs, punct, dam); xprintf(buf3, "$n hits you%s%c #0[#w%d#0]#n", vp, punct, dam); critical = TRUE; } } else if (dt == TYPE_HIT && !IS_NPC(ch) && IS_SET(ch->newbits, NEW_MONKFLAME)) { if (dam >= 1) { if (!IS_CLASS(ch, CLASS_WEREWOLF)) { xprintf(buf1, "$n's #rflaming#n hands hit $N%s%c #0[#w%d#0]#n", vp, punct, dam); xprintf(buf2, "Your #rflaming#n hands hit $N%s%c #0[#w%d#0]#n", vs, punct, dam); xprintf(buf3, "$n's #rflaming#n hands hit you%s%c #0[#w%d#0]#n", vp, punct, dam); } else { xprintf(buf1, "$n's #rflaming#n claws hit $N%s%c #0[#w%d#0]#n", vp, punct, dam); xprintf(buf2, "Your #rflaming#n claws hit $N%s%c #0[#w%d#0]#n", vs, punct, dam); xprintf(buf3, "$n's #rflaming#n claws hit you%s%c #0[#w%d#0]#n", vp, punct, dam); } } else { xprintf(buf1, "$n's hit%s $N%c #0[#w%d#0]#n", vp, punct, dam); xprintf(buf2, "Your hit%s $N%c #0[#w%d#0]#n", vs, punct, dam); xprintf(buf3, "$n hit%s you%c #0[#w%d#0]#n", vp, punct, dam); critical = TRUE; } } else { if (dt == TYPE_HIT && !IS_NPC(ch) && (IS_VAMPAFF(ch, VAM_CLAWS))) { attack = attack_table[dt - TYPE_HIT + 5]; attack2 = attack_table2[dt - TYPE_HIT + 5]; } else if (dt >= 0 && dt < MAX_SKILL) { attack = skill_table[dt].noun_damage; attack2 = skill_table[dt].noun_damage; } else if (dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table) / sizeof(attack_table[0])) { attack = attack_table[dt - TYPE_HIT]; attack2 = attack_table2[dt - TYPE_HIT]; } else { dt = TYPE_HIT; attack = attack_table[0]; attack2 = attack_table2[0]; } if (dam == 0) { xprintf(buf1, "$n's %s%s $N%c #0[#w%d#0]#n", attack, vp, punct, dam); xprintf(buf2, "Your %s%s $N%c #0[#w%d#0]#n", attack, vp, punct, dam); xprintf(buf3, "$n's %s%s you%c #0[#w%d#0]#n", attack, vp, punct, dam); } else if (IS_SET(ch->newbits, NEW_MONKFLAME) && (dam == 0)) { xprintf(buf1, "$n's flaming %s%s $N%c #0[#w%d#0]#n", attack2, vp, punct, dam); xprintf(buf2, "Your flaming %s%s $N%c #0[#w%d#0]#n", attack, vp, punct, dam); xprintf(buf3, "$n's flaming %s%s you%c #0[#w%d#0]#n", attack2, vp, punct, dam); } else { if (dt >= 0 && dt < MAX_SKILL) { xprintf(buf1, "$n's %s strikes $N%s%c #0[#w%d#0]#n", attack2, vp, punct, dam); xprintf(buf2, "Your %s strikes $N%s%c #0[#w%d#0]#n", attack, vp, punct, dam); xprintf(buf3, "$n's %s strikes you%s%c #0[#w%d#0]#n", attack2, vp, punct, dam); } else if (IS_SET(ch->newbits, NEW_MONKFLAME)) { xprintf(buf1, "$n's flaming %s hits $N%s%c #0[#w%d#0]#n", attack2, vp, punct, dam); xprintf(buf2, "Your flaming %s hits $N%s%c #0[#w%d#0]#n", attack, vp, punct, dam); xprintf(buf3, "$n's flaming %s hits you%s%c #0[#w%d#0]#n", attack2, vp, punct, dam); } else { xprintf(buf1, "$n %s $N%s%c #0[#w%d#0]#n", attack2, vp, punct, dam); xprintf(buf2, "You %s $N%s%c #0[#w%d#0]#n", attack, vp, punct, dam); xprintf(buf3, "$n %s you%s%c #0[#w%d#0]#n", attack2, vp, punct, dam); critical = TRUE; } } } act_brief(buf1, ch, NULL, victim, TO_NOTVICT, PLR_BRIEF7); //act( buf1, ch, NULL, victim, TO_NOTVICT ); if (!IS_SET(ch->act, PLR_BRIEF5)) { if (! (IS_SET(ch->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") || dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball")))) { if (! (dt == skill_lookup("chaos blast") && !IS_NPC(victim))) act(buf2, ch, NULL, victim, TO_CHAR); } } /* * Message to victim */ if (!IS_SET(victim->act, PLR_BRIEF5)) { if (! (IS_SET(victim->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") || dt == skill_lookup("acid blast") || dt == skill_lookup("chill touch") || dt == skill_lookup("fireball")))) act(buf3, ch, NULL, victim, TO_VICT); } if (critical) critical_hit(ch, victim, dt, dam); return; } if (dt == TYPE_HIT && !IS_NPC(ch) && !IS_VAMPAFF(ch, VAM_CLAWS) && !IS_VAMPAFF(ch, VAM_FANGS)) { damp = number_range(1, 5); if (damp == 1) { act("You ram your fingers into $N's eye sockets and rip $S face off.", ch, NULL, victim, TO_CHAR); act("$n rams $s fingers into $N's eye sockets and rips $S face off.", ch, NULL, victim, TO_NOTVICT); act("$n rams $s fingers into your eye sockets and rips your face off.", ch, NULL, victim, TO_VICT); make_part(victim, "face"); } else if (damp == 2) { act("You grab $N by the throat and tear $S windpipe out.", ch, NULL, victim, TO_CHAR); act("$n grabs $N by the throat and tears $S windpipe out.", ch, NULL, victim, TO_NOTVICT); act("$n grabs you by the throat and tears your windpipe out.", ch, NULL, victim, TO_VICT); make_part(victim, "windpipe"); } else if (damp == 3) { act("You punch your fist through $N's stomach and rip out $S entrails.", ch, NULL, victim, TO_CHAR); act("$n punches $s fist through $N's stomach and rips out $S entrails.", ch, NULL, victim, TO_NOTVICT); act("$n punches $s fist through your stomach and rips out your entrails.", ch, NULL, victim, TO_VICT); make_part(victim, "entrails"); } else if (damp == 4) { if (!IS_BODY(victim, BROKEN_SPINE)) SET_BIT(victim->loc_hp[1], BROKEN_SPINE); act("You hoist $N above your head and slam $M down upon your knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_CHAR); act("$n hoists $N above $s head and slams $M down upon $s knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_NOTVICT); act("$n hoists you above $s head and slams you down upon $s knee.\n\rThere is a loud cracking sound as your spine snaps.", ch, NULL, victim, TO_VICT); } else if (damp == 5) { act("You lock your arm around $N's head, and give it a vicious twist.", ch, NULL, victim, TO_CHAR); act("$n locks $s arm around $N's head, and gives it a vicious twist.", ch, NULL, victim, TO_NOTVICT); act("$n locks $s arm around your head, and gives it a vicious twist.", ch, NULL, victim, TO_VICT); if (!IS_BODY(victim, BROKEN_NECK)) { act("There is a loud snapping noise as your neck breaks.", victim, NULL, NULL, TO_CHAR); act("There is a loud snapping noise as $n's neck breaks.", victim, NULL, NULL, TO_ROOM); SET_BIT(victim->loc_hp[1], BROKEN_NECK); } } return; } if (dt >= 0 && dt < MAX_SKILL) attack = skill_table[dt].noun_damage; else if (dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table) / sizeof(attack_table[0])) attack = attack_table[dt - TYPE_HIT]; else { dt = TYPE_HIT; attack = attack_table[0]; } if (attack == "slash" || attack == "slice") { damp = number_range(1, 8); if (damp == 1) { act("You swing your blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a low arc, rupturing your abdominal cavity.\n\rYour entrails spray out over a wide area.", ch, NULL, victim, TO_VICT); make_part(victim, "entrails"); } else if (damp == 2) { act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR); act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT); act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT); } else if (damp == 3) { if (!IS_BODY(victim, CUT_THROAT)) SET_BIT(victim->loc_hp[1], CUT_THROAT); if (!IS_BLEEDING(victim, BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6], BLEEDING_THROAT); act("Your blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_CHAR); act("$n's blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_NOTVICT); act("$n's blow slices open your carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_VICT); make_part(victim, "blood"); } else if (damp == 4) { if (!IS_BODY(victim, CUT_THROAT)) SET_BIT(victim->loc_hp[1], CUT_THROAT); if (!IS_BLEEDING(victim, BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6], BLEEDING_THROAT); act("You swing your blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT); make_part(victim, "blood"); } else if (damp == 5) { if (!IS_HEAD(victim, BROKEN_SKULL)) { act("You swing your blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade down upon your head, splitting it open.\n\rYour brains pour out of your forehead.", ch, NULL, victim, TO_VICT); make_part(victim, "brain"); SET_BIT(victim->loc_hp[0], BROKEN_SKULL); } else { act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); } } else if (damp == 6) { act("You swing your blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade between your legs, nearly splitting you in half.", ch, NULL, victim, TO_VICT); } else if (damp == 7) { if (!IS_ARM_L(victim, LOST_ARM)) { act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT); make_part(victim, "arm"); SET_BIT(victim->loc_hp[2], LOST_ARM); 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); } else if (!IS_ARM_R(victim, LOST_ARM)) { act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT); make_part(victim, "arm"); SET_BIT(victim->loc_hp[3], LOST_ARM); if (!IS_BLEEDING(victim, BLEEDING_ARM_R)) SET_BIT(victim->loc_hp[6], BLEEDING_ARM_R); if (IS_BLEEDING(victim, BLEEDING_HAND_R)) REMOVE_BIT(victim->loc_hp[6], BLEEDING_HAND_R); } else { act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); } } else if (damp == 8) { if (!IS_LEG_L(victim, LOST_LEG)) { act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT); make_part(victim, "leg"); SET_BIT(victim->loc_hp[4], LOST_LEG); 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); } else if (!IS_LEG_R(victim, LOST_LEG)) { act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT); make_part(victim, "leg"); SET_BIT(victim->loc_hp[5], LOST_LEG); 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); } else { act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); } } } else if (attack == "stab" || attack == "pierce") { damp = number_range(1, 5); if (damp == 1) { act("You defty invert your weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_CHAR); act("$n defty inverts $s weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_NOTVICT); act("$n defty inverts $s weapon and plunge it point first into your chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_VICT); make_part(victim, "blood"); } else if (damp == 2) { act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR); act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT); act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT); } else if (damp == 3) { act("You thrust your weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_CHAR); act("$n thrusts $s weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_NOTVICT); act("$n thrusts $s weapon up under your jaw and through your head.", ch, NULL, victim, TO_VICT); } else if (damp == 4) { act("You ram your weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_CHAR); act("$n rams $s weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_NOTVICT); act("$n rams $s weapon through your body, pinning you to the ground.", ch, NULL, victim, TO_VICT); } else if (damp == 5) { act("You stab your weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_CHAR); act("$n stabs $s weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_NOTVICT); act("$n stabs $s weapon into your eye and out the back of your head.", ch, NULL, victim, TO_VICT); 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 if (attack == "blast" || attack == "pound" || attack == "crush") { damp = number_range(1, 3); bodyloc = 0; if (damp == 1) { act("Your blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_CHAR); act("$n's blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_NOTVICT); act("$n's blow smashes through your chest, caving in half your ribcage.", ch, NULL, victim, TO_VICT); if (IS_BODY(victim, BROKEN_RIBS_1)) { bodyloc += 1; REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_1); } if (IS_BODY(victim, BROKEN_RIBS_2)) { bodyloc += 2; REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_2); } if (IS_BODY(victim, BROKEN_RIBS_4)) { bodyloc += 4; REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_4); } if (IS_BODY(victim, BROKEN_RIBS_8)) { bodyloc += 8; REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_8); } if (IS_BODY(victim, BROKEN_RIBS_16)) { bodyloc += 16; REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_16); } bodyloc += number_range(1, 3); if (bodyloc > 24) bodyloc = 24; 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); } } else if (damp == 2) { act("Your blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_CHAR); act("$n's blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_NOTVICT); act("$n's blow smashes your spine, shattering it in several places.", ch, NULL, victim, TO_VICT); if (!IS_BODY(victim, BROKEN_SPINE)) SET_BIT(victim->loc_hp[1], BROKEN_SPINE); } else if (damp == 3) { if (!IS_HEAD(victim, BROKEN_SKULL)) { act("You swing your weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, leaking out brains.", ch, NULL, victim, TO_CHAR); act("$n swings $s weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, covering you with brains.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s weapon down upon your head.\n\rYour head cracks open like an overripe melon, spilling your brains everywhere.", ch, NULL, victim, TO_VICT); make_part(victim, "brain"); SET_BIT(victim->loc_hp[0], BROKEN_SKULL); } else { act("You hammer your weapon into $N's side, crushing bone.", ch, NULL, victim, TO_CHAR); act("$n hammers $s weapon into $N's side, crushing bone.", ch, NULL, victim, TO_NOTVICT); act("$n hammers $s weapon into your side, crushing bone.", ch, NULL, victim, TO_VICT); } } } else if (!IS_NPC(ch) && (attack == "bite" || IS_VAMPAFF(ch, VAM_FANGS))) { act("You sink your teeth into $N's throat and tear out $S jugular vein.\n\rYou wipe the blood from your chin with one hand.", ch, NULL, victim, TO_CHAR); act("$n sink $s teeth into $N's throat and tears out $S jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_NOTVICT); act("$n sink $s teeth into your throat and tears out your jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_VICT); make_part(victim, "blood"); if (!IS_BODY(victim, CUT_THROAT)) SET_BIT(victim->loc_hp[1], CUT_THROAT); if (!IS_BLEEDING(victim, BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6], BLEEDING_THROAT); } else if (!IS_NPC(ch) && (attack == "claw" || IS_VAMPAFF(ch, VAM_CLAWS))) { damp = number_range(1, 2); if (damp == 1) { act("You tear out $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR); act("$n tears out $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT); act("$n tears out your throat, showering the area with blood.", ch, NULL, victim, TO_VICT); make_part(victim, "blood"); if (!IS_BODY(victim, CUT_THROAT)) SET_BIT(victim->loc_hp[1], CUT_THROAT); if (!IS_BLEEDING(victim, BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6], BLEEDING_THROAT); } if (damp == 2) { if (!IS_HEAD(victim, LOST_EYE_L) && number_percent() < 50) { act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); make_part(victim, "eyeball"); SET_BIT(victim->loc_hp[0], LOST_EYE_L); } else if (!IS_HEAD(victim, LOST_EYE_R)) { act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); make_part(victim, "eyeball"); SET_BIT(victim->loc_hp[0], LOST_EYE_R); } else if (!IS_HEAD(victim, LOST_EYE_L)) { act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); make_part(victim, "eyeball"); SET_BIT(victim->loc_hp[0], LOST_EYE_L); } else { act("You claw open $N's chest.", ch, NULL, victim, TO_CHAR); act("$n claws open $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n claws open $N's chest.", ch, NULL, victim, TO_VICT); } } } else if (attack == "whip") { act("You entangle $N around the neck, and squeeze out $S life.", ch, NULL, victim, TO_CHAR); act("$n entangles $N around the neck, and squeezes out $S life.", ch, NULL, victim, TO_NOTVICT); act("$n entangles you around the neck, and squeezes the life out of you.", ch, NULL, victim, TO_VICT); if (!IS_BODY(victim, BROKEN_NECK)) SET_BIT(victim->loc_hp[1], BROKEN_NECK); } else if (attack == "suck" || attack == "grep") { act("You place your weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_CHAR); act("$n places $s weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_NOTVICT); act("$n places $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT); } else { /* * bug( "Dam_message: bad dt %d.", dt ); */ } return; } void do_surrender(CHAR_DATA * ch, char *argument) { CHAR_DATA *mob; if ((mob = ch->fighting) == NULL) { send_to_char("But you're not fighting!\n\r", ch); return; } act("You surrender to $N!", ch, NULL, mob, TO_CHAR); act("$n surrenders to you!", ch, NULL, mob, TO_VICT); act("$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT); stop_fighting(ch, TRUE); if (!IS_NPC(ch) && IS_NPC(mob) && (!HAS_TRIGGER_MOB(mob, TRIG_SURR) || !p_percent_trigger(mob, NULL, NULL, ch, NULL, NULL, TRIG_SURR))) { act("$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR); multi_hit(mob, ch, TYPE_UNDEFINED); } } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm(CHAR_DATA * ch, CHAR_DATA * victim) { OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch) && victim->level > 2 && number_percent() > 10) return; if (!IS_IMMUNE(ch, IMM_DISARM)) return; if (((obj = get_eq_char(victim, WEAR_WIELD)) == NULL) || obj->item_type != ITEM_WEAPON) { if (((obj = get_eq_char(victim, WEAR_HOLD)) == NULL) || obj->item_type != ITEM_WEAPON) return; } xprintf(buf, "$n disarms you!"); ADD_COLOUR(ch, buf, WHITE); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "You disarm $N!"); ADD_COLOUR(ch, buf, WHITE); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n disarms $N!"); ADD_COLOUR(ch, buf, WHITE); act(buf, ch, NULL, victim, TO_NOTVICT); obj_from_char(obj); if (IS_SET(obj->extra_flags, ITEM_LOYAL) && (!IS_NPC(victim))) { act("$p leaps back into your hand!", victim, obj, NULL, TO_CHAR); act("$p leaps back into $n's hand!", victim, obj, NULL, TO_ROOM); obj_to_char(obj, victim); do_wear(victim, obj->name); } else if (IS_NPC(victim)) obj_to_char(obj, victim); else obj_to_room(obj, victim->in_room); return; } /* * Trip a creature. * Caller must check for successful attack. */ void trip(CHAR_DATA * ch, CHAR_DATA * victim) { char buf[MAX_STRING_LENGTH]; int dam = 0; if (IS_AFFECTED(victim, AFF_FLYING) && !IS_CLASS(ch, CLASS_DRACONIAN)) return; if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return; if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim, VAM_FLYING) && !IS_CLASS(ch, CLASS_DRACONIAN)) return; if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMAFF(victim, DEM_UNFOLDED) && !IS_CLASS(ch, CLASS_DRACONIAN)) return; if (IS_CLASS(victim, CLASS_ANGEL) && IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS) && !IS_CLASS(ch, CLASS_DRACONIAN)) return; if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_LEVITATION) && !IS_CLASS(ch, CLASS_DRACONIAN)) return; if ((IS_SET(ch->special, SPC_JEDI_LEVITATE)) && IS_CLASS(ch, CLASS_JEDI) && !IS_CLASS(ch, CLASS_DRACONIAN)) return; } if (victim->wait == 0) { if (IS_CLASS(ch, CLASS_DRACONIAN)) { dam = number_range(900, 2750); xprintf(buf, "$n's tail lash trips you, and you go down!"); ADD_COLOUR(ch, buf, WHITE); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "Your tail lash trips $N and $E goes down!"); ADD_COLOUR(ch, buf, WHITE); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n's tail lash trips $N and $E goes down!"); ADD_COLOUR(ch, buf, WHITE); act(buf, ch, NULL, victim, TO_NOTVICT); hurt_person(ch, victim, dam); WAIT_STATE(victim, 2 * PULSE_VIOLENCE); victim->position = POS_RESTING; } else { xprintf(buf, "$n trips you and you go down!"); ADD_COLOUR(ch, buf, WHITE); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "You trip $N and $E goes down!"); ADD_COLOUR(ch, buf, WHITE); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n trips $N and $E goes down!"); ADD_COLOUR(ch, buf, WHITE); act(buf, ch, NULL, victim, TO_NOTVICT); WAIT_STATE(victim, 2 * PULSE_VIOLENCE); victim->position = POS_RESTING; } } return; } void do_kill(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument(argument, arg); if (IS_NPC(ch) && ch->desc == NULL) return; if (arg[0] == '\0') { send_to_char("Kill whom?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char("You cannot kill yourself!\n\r", ch); return; } if (is_safe(ch, victim)) return; if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) { act("$N is your beloved master.", ch, NULL, victim, TO_CHAR); return; } if (ch->position == POS_FIGHTING) { send_to_char("You do the best you can!\n\r", ch); return; } // WAIT_STATE(ch, 1 * PULSE_VIOLENCE); WAIT_STATE(ch, 3); if (!IS_NPC(ch) && !IS_NPC(victim)) { ch->fight_timer += 3; victim->fight_timer += 3; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && number_range(1, 3) == 1 && ch->power[DISC_WERE_BOAR] > 1 && victim->position == POS_STANDING) { act("You charge into $N, knocking $M from $S feet.", ch, NULL, victim, TO_CHAR); act("$n charge into $N, knocking $M from $S feet.", ch, NULL, victim, TO_NOTVICT); act("$n charge into you, knocking you from your feet.", ch, NULL, victim, TO_VICT); victim->position = POS_STUNNED; multi_hit(ch, victim, TYPE_UNDEFINED); multi_hit(ch, victim, TYPE_UNDEFINED); return; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) { act("You swoop down from the sky and charge into $N.", ch, NULL, victim, TO_CHAR); act("$n swoops down from the sky and charges into $N.", ch, NULL, victim, TO_NOTVICT); act("$n swoops down from the sky and charges into you.", ch, NULL, victim, TO_VICT); if (ch->pcdata->powers[ANGEL_JUSTICE] >= 5) multi_hit(ch, victim, TYPE_UNDEFINED); else if (number_range(1, 3) == 1) multi_hit(ch, victim, TYPE_UNDEFINED); } multi_hit(ch, victim, TYPE_UNDEFINED); return; } void do_backstab(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Backstab whom?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char("How can you sneak up on yourself?\n\r", ch); return; } if (is_safe(ch, victim)) return; if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 11) && ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL || obj->value[3] != 11)) { send_to_char("You need to wield a piercing weapon.\n\r", ch); return; } if (victim->fighting != NULL) { send_to_char("You can't backstab a fighting person.\n\r", ch); return; } if (victim->hit < victim->max_hit) { act("$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR); return; } WAIT_STATE(ch, skill_table[gsn_backstab].beats); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB) && ch->power[DISC_VAMP_QUIE] < 10 && !IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_DROW)) damage(ch, victim, 0, gsn_backstab); else if (!IS_AWAKE(victim) || IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_backstab]) multi_hit(ch, victim, gsn_backstab); if ((ch->pcdata->rank == BELT_SEVEN || ch->pcdata->rank == BELT_EIGHT || ch->pcdata->rank == BELT_NINE || ch->pcdata->rank == BELT_TEN) && number_range(1, 3) == 1) multi_hit(ch, victim, gsn_backstab); if ((ch->pcdata->rank == BELT_NINE || ch->pcdata->rank == BELT_TEN) && number_range(1, 6) == 1) multi_hit(ch, victim, gsn_backstab); else damage(ch, victim, 0, gsn_backstab); return; } void do_flee(CHAR_DATA * ch, char *argument) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; ROOM_INDEX_DATA *to_room; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int attempt; int fleechance; WAIT_STATE(ch, 8); /* to prevent spam fleeing */ if (IS_EXTRA(ch, TIED_UP)) { send_to_char("Not while tied up.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { if (ch->position == POS_FIGHTING) ch->position = POS_STANDING; send_to_char("You aren't fighting anyone.\n\r", ch); return; } if (ch->move <= 0) { send_to_char("You can't find the energy to leave.\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_WEBBED)) { send_to_char ("You are unable to move with all this sticky webbing on.\n\r", ch); return; } if (IS_AFF2(ch, AFF2_THORNS)) { send_to_char ("You are rooted to the ground by all these brambles.\n\r", ch); return; } if (!IS_NPC(victim) && victim->pcdata->powers[SKYBLADE_MAGIC] >= 9 && IS_CLASS(victim, CLASS_SKYBLADE)) { fleechance = 15; if (victim->pcdata->powers[SKYBLADE_MAGIC] >= 10) fleechance = 30; if (number_percent() <= fleechance) { act("You are frozen in fear by $N's wyrm aura.", ch, NULL, victim, TO_CHAR); act("$n is frozen in fear by $N's wyrm aura.", ch, NULL, victim, TO_NOTVICT); act("$n is frozen in fear by your wyrm aura.", ch, NULL, victim, TO_VICT); return; } } if (IS_SET(ch->flag2, AFF_TOTALBLIND)) { stc("You are unable to see anything, let alone flee!\n\r", victim); return; } if (ch->in_room) { if (has_area_affect(ch->in_room->area, AREA_AFF_THORNS, 0) && number_percent() > 30) { act("$n cannot escape with all the thorns and brambles holding $m down.", ch, NULL, NULL, TO_ROOM); send_to_char ("This area is shrouded in thorns and brambles, making it hard to run.\n\r", ch); return; } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_TANARRI)) { if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) { stc("Only cowards retreat from combat.\n\r", ch); return; } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_GIANT)) { if (ch->pcdata->powers[GIANT_FRENZY] == 1) { stc("NO! You must stay and kill them stinky huuumans.\n\r", ch); return; } } if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->newbits, NEW_COIL) && number_percent() > 30) { xprintf(buf, "Not with %s coiled around you!\n\r", victim->name); send_to_char(buf, ch); act("$n cant escape with $N coiled around them.", ch, NULL, victim, TO_ROOM); return; } if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_DRONE) && victim->pcdata->powers[DRONE_NIGHTMARE] == 1 && number_percent() > 30) { xprintf(buf, "You cannot awaken from the nightmare that %s has created.\n\r", victim->name); send_to_char(buf, ch); act("$n tries to wake from the nightmare created by $N, but fails.", ch, NULL, victim, TO_ROOM); return; } if (IS_CLASS(victim, CLASS_GIANT) && IS_SET(victim->pcdata->powers[GIANT_GIFTS], GGIFT_LONGLEGS) && number_percent() > 30) { xprintf(buf, "%s steps down in front of you, blocking your path!\n\r", victim->name); send_to_char(buf, ch); act("$n cant escape with $N blocking the path.", ch, NULL, victim, TO_ROOM); return; } if (IS_CLASS(victim, CLASS_TANARRI) && IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_TENDRILS) && number_percent() > 30) { xprintf(buf, "%s spews a shower of tendrils at you, preventing your escape!", victim->name); send_to_char(buf, ch); act("$n tries to run, but $N spews forth a shower of tendrils, preventing $n from running.", ch, NULL, victim, TO_ROOM); return; } } if (IS_CLASS(victim, CLASS_MAGE) && IS_ITEMAFF(victim, ITEMA_ILLUSIONS) && number_percent() > 30) { xprintf(buf, "Theres to many of %s to escape!\n\r", victim->name); send_to_char(buf, ch); act("$n cant escape with $N blocking his way.", ch, NULL, victim, TO_ROOM); return; } if (IS_CLASS(victim, CLASS_MONK) && IS_SET(victim->newbits, NEW_JAWLOCK) && number_percent() > 30) { xprintf(buf, "Not with god holding you!\n\r"); send_to_char(buf, ch); act("$n cant escape god's mighty hold!", ch, NULL, victim, TO_ROOM); return; } if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_SET(victim->newbits, NEW_JAWLOCK) && number_percent() > 30) { xprintf(buf, "Not with %s's jaws clamped on your neck!\n\r", victim->name); send_to_char(buf, ch); act("$n cant escape $N's clamped jaws!", ch, NULL, victim, TO_ROOM); return; } if (IS_CLASS(victim, CLASS_UNDEAD_KNIGHT) && IS_SET(victim->pcdata->powers[AURAS], BOG_AURA) && number_percent() > 30) { xprintf(buf, "Your stuck in the swamp surrounding %s!\n\r", victim->name); send_to_char(buf, ch); act("$n is stuck in the swamp!", ch, NULL, victim, TO_ROOM); return; } if (IS_CLASS(victim, CLASS_SHINOBI) && (victim->pcdata->powers[S_ELEMENT] == S_FIRE) && IS_SET(to_room->shinobi, ROOM_SFIRE) && number_percent( ) > 30) { sprintf(buf,"You cannot seem to pull yourself from the burning lava!!\n\r"); stc(buf,ch); act("$n cant flee from the burning lava!!",ch,NULL,victim,TO_ROOM); return; } was_in = ch->in_room; for (attempt = 0; attempt < 6; attempt++) { EXIT_DATA *pexit; int door; door = number_door(); if ((pexit = was_in->exit[door]) == 0 || pexit->to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || (IS_NPC(ch) && IS_SET(pexit-> to_room-> room_flags, ROOM_NO_MOB))) continue; move_char(ch, door); if ((now_in = ch->in_room) == was_in) continue; ch->in_room = was_in; act("$n has fled!", ch, NULL, NULL, TO_ROOM); ch->in_room = now_in; if (!IS_NPC(ch)) send_to_char("You flee from combat! Coward!\n\r", ch); stop_fighting(ch, TRUE); return; } send_to_char("You were unable to escape!\n\r", ch); return; } void do_rescue(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Rescue whom?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char("What about fleeing instead?\n\r", ch); return; } if (!IS_NPC(ch) && IS_NPC(victim)) { send_to_char("Doesn't need your help!\n\r", ch); return; } if (ch->fighting == victim) { send_to_char("Too late.\n\r", ch); return; } if ((fch = victim->fighting) == NULL) { send_to_char("That person is not fighting right now.\n\r", ch); return; } if (is_safe(ch, fch) || is_safe(ch, victim)) return; WAIT_STATE(ch, skill_table[gsn_rescue].beats); if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_rescue]) { send_to_char("You fail the rescue.\n\r", ch); return; } act("You rescue $N!", ch, NULL, victim, TO_CHAR); act("$n rescues you!", ch, NULL, victim, TO_VICT); act("$n rescues $N!", ch, NULL, victim, TO_NOTVICT); stop_fighting(fch, FALSE); stop_fighting(victim, FALSE); set_fighting(ch, fch, TRUE); set_fighting(fch, ch, FALSE); do_humanity(ch, ""); return; } void do_kick(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; OBJ_DATA *boots; int dam; int stance; int hitpoints; if (!IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level) { send_to_char("First you should learn to kick.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone.\n\r", ch); return; } WAIT_STATE(ch, skill_table[gsn_kick].beats); if ((IS_NPC(ch) && ch->level < 1800)) { dam = 500; damage(ch, victim, dam, gsn_kick); return; } if ((IS_NPC(ch)) || number_percent() < ch->pcdata->learned[gsn_kick]) dam = number_range(1, 4); else { dam = 0; damage(ch, victim, dam, gsn_kick); return; } dam += char_damroll(ch); if (dam == 0) dam = 1; if (!IS_AWAKE(victim)) dam *= 2; if (IS_NPC(ch)) dam *= 100; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF)) { if (IS_SET(victim->special, SPC_WOLFMAN)) dam *= 0.8; if (victim->power[DISC_WERE_BOAR] > 2) dam *= 0.5; if ((boots = get_eq_char(ch, WEAR_FEET)) != NULL && IS_SET(boots->spectype, SITEM_SILVER)) dam *= 2; } if (!IS_NPC(ch)) dam = dam + (dam * ((ch->wpn[0] + 1) / 100)); if (!IS_NPC(ch)) { stance = ch->stance[0]; if (IS_STANCE(ch, STANCE_NORMAL)) dam *= 1.25; else dam = dambonus(ch, victim, dam, stance); } if (!IS_NPC(ch) && !IS_NPC(victim) && dam > 750) dam = 750; if (dam <= 0) dam = 2; dam = cap_dam(ch, victim, dam); hitpoints = victim->hit; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_PRIEST)) { dam *= 2.0; } if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_KICK) && !IS_NPC(ch) && !(IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch, DEM_HOOVES)) && !(IS_CLASS(ch, CLASS_SHAPESHIFTER) && ch->pcdata->powers[SHAPE_FORM] == BULL_FORM)) { if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch, DEM_HOOVES)) dam = dam / 2; if (IS_NPC(ch)) dam = dam * 10; victim->hit += dam; damage(ch, victim, dam, gsn_kick); victim->hit = hitpoints; } else if IS_IMMUNE (victim, IMM_KICK) { dam = dam / 2; damage(ch, victim, dam, gsn_kick); } else damage(ch, victim, dam, gsn_kick); return; } int dambonus(CHAR_DATA * ch, CHAR_DATA * victim, int dam, int stance) { if (dam < 1) return 0; if (stance < 1) return dam; if (!IS_NPC(ch) && !can_counter(victim)) { if (IS_STANCE(ch, STANCE_WOLVERINE)) { int mindam = dam * 0.25; dam *= (ch->stance[STANCE_WOLVERINE] + 1) / 200; if (dam < mindam) dam = mindam; } else if (IS_STANCE(ch, STANCE_PITBULL) && ch->stance[STANCE_PITBULL] > 100) dam += dam * (ch->stance[STANCE_PITBULL] / 100); else if (IS_STANCE(ch, STANCE_BADGER) && ch->stance[STANCE_BADGER] > 100) dam += dam * (ch->stance[STANCE_BADGER] / 100); else if (IS_STANCE(ch, STANCE_WOLF) && ch->stance[STANCE_WOLF] > 100) dam += dam * (ch->stance[STANCE_WOLF] / 100); else if (IS_STANCE(ch, STANCE_COUGAR) && ch->stance[STANCE_COUGAR] > 100) dam += dam * (ch->stance[STANCE_COUGAR] / 100); /* ------------ This is the part for superstances, Jobo ------------------- */ else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_3) && ch->stance[(ch->stance[0])] > 100) dam += dam * 3 * (ch->stance[(ch->stance[0])] / 100); else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_2) && ch->stance[(ch->stance[0])] > 100) dam += dam * 2 * (ch->stance[(ch->stance[0])] / 100); else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_1) && ch->stance[(ch->stance[0])] > 100) dam += dam * (ch->stance[(ch->stance[0])] / 100); /* ------------ This is the end for superstances, Jobo ------------------- */ else if (ch->stance[0] > 0 && ch->stance[stance] < 100) dam *= 0.5; } if (!IS_NPC(victim) && !can_counter(ch)) { if (IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100) dam /= victim->stance[STANCE_CRAB] / 100; else if (IS_STANCE(victim, STANCE_BADGER) && victim->stance[STANCE_BADGER] > 100) dam /= victim->stance[STANCE_BADGER] / 100; else if (IS_STANCE(victim, STANCE_BADGER) && victim->stance[STANCE_BADGER] > 100) dam /= victim->stance[STANCE_BADGER] / 100; else if (IS_STANCE(victim, STANCE_GRIZZLY) && victim->stance[STANCE_GRIZZLY] > 100) dam /= victim->stance[STANCE_GRIZZLY] / 100; /* ------------ This is the part for superstances, Jobo ------------------- */ else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_RESIST_3) && victim->stance[(victim->stance[0])] > 100) dam /= 3 * (victim->stance[(victim->stance[0])] / 100); else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_RESIST_2) && victim->stance[(victim->stance[0])] > 100) dam /= 2 * (victim->stance[(victim->stance[0])] / 100); else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_RESIST_1) && victim->stance[(victim->stance[0])] > 100) dam /= (victim->stance[(victim->stance[0])] / 100); /* ------------ This is the end for superstances, Jobo ------------------- */ } return dam; } void do_punch(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int dam; int store; bool broke = FALSE; one_argument(argument, arg); if (IS_NPC(ch)) return; if (ch->level < skill_table[gsn_punch].skill_level) { send_to_char("First you should learn to punch.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (ch == victim) { send_to_char("You cannot punch yourself!\n\r", ch); return; } if (is_safe(ch, victim)) return; if (victim->hit < victim->max_hit) { send_to_char("They are hurt and suspicious.\n\r", ch); return; } if (victim->position < POS_FIGHTING) { send_to_char ("You can only punch someone who is standing.\n\r", ch); return; } act("You draw your fist back and aim a punch at $N.", ch, NULL, victim, TO_CHAR); act("$n draws $s fist back and aims a punch at you.", ch, NULL, victim, TO_VICT); act("$n draws $s fist back and aims a punch at $N.", ch, NULL, victim, TO_NOTVICT); WAIT_STATE(ch, skill_table[gsn_punch].beats); if (IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_punch]) dam = number_range(1, 4); else { dam = 0; damage(ch, victim, dam, gsn_punch); return; } dam += char_damroll(ch); if (dam == 0) dam = 1; if (!IS_AWAKE(victim)) dam *= 2; if (!IS_NPC(ch)) dam = dam + (dam * (ch->wpn[0] / 100)); if (dam <= 0) dam = 1; if (dam > 1000) dam = 1000; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_BOAR] > 3) { store = victim->hit; victim->hit += dam; damage(ch, victim, dam, gsn_punch); victim->hit = store; if (number_percent() <= 25 && !IS_ARM_L(ch, LOST_ARM) && !IS_ARM_L(ch, LOST_HAND)) { if (!IS_ARM_L(ch, LOST_FINGER_I) && !IS_ARM_L(ch, BROKEN_FINGER_I)) { SET_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I); broke = TRUE; } if (!IS_ARM_L(ch, LOST_FINGER_M) && !IS_ARM_L(ch, BROKEN_FINGER_M)) { SET_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M); broke = TRUE; } if (!IS_ARM_L(ch, LOST_FINGER_R) && !IS_ARM_L(ch, BROKEN_FINGER_R)) { SET_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R); broke = TRUE; } if (!IS_ARM_L(ch, LOST_FINGER_L) && !IS_ARM_L(ch, BROKEN_FINGER_L)) { SET_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L); broke = TRUE; } if (broke) { act("The fingers on your left hand shatter under the impact of the blow!", ch, NULL, NULL, TO_CHAR); act("The fingers on $n's left hand shatter under the impact of the blow! ", ch, NULL, NULL, TO_ROOM); } } else if (number_percent() <= 25 && !IS_ARM_R(ch, LOST_ARM) && !IS_ARM_R(ch, LOST_HAND)) { if (!IS_ARM_R(ch, LOST_FINGER_I) && !IS_ARM_R(ch, BROKEN_FINGER_I)) { SET_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I); broke = TRUE; } if (!IS_ARM_R(ch, LOST_FINGER_M) && !IS_ARM_R(ch, BROKEN_FINGER_M)) { SET_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M); broke = TRUE; } if (!IS_ARM_R(ch, LOST_FINGER_R) && !IS_ARM_R(ch, BROKEN_FINGER_R)) { SET_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R); broke = TRUE; } if (!IS_ARM_R(ch, LOST_FINGER_L) && !IS_ARM_R(ch, BROKEN_FINGER_L)) { SET_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L); broke = TRUE; } if (broke) { act("The fingers on your right hand shatter under the impact of the blow!", ch, NULL, NULL, TO_CHAR); act("The fingers on $n's right hand shatter under the impact of the blow! ", ch, NULL, NULL, TO_ROOM); } } stop_fighting(victim, TRUE); return; } damage(ch, victim, dam, gsn_punch); if (victim == NULL || victim->position == POS_DEAD || dam < 1) return; if (victim->position == POS_FIGHTING) stop_fighting(victim, TRUE); if (number_percent() <= 25 && !IS_HEAD(victim, BROKEN_NOSE) && !IS_HEAD(victim, LOST_NOSE)) { act("Your nose shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act("$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("$n's jaw shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_JAW); } act("You fall to the ground stunned!", victim, NULL, NULL, TO_CHAR); act("$n falls to the ground stunned!", victim, NULL, NULL, TO_ROOM); victim->position = POS_STUNNED; if (dam > 1000) dam = 1000; return; } void do_berserk(CHAR_DATA *ch, char *argument) { char arg [MAX_INPUT_LENGTH]; char buf [MSL]; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; int number_hit = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( ch->level < skill_table[gsn_berserk].skill_level) { send_to_char( "You are not wild enough to go berserk.\n\r", ch ); return; } WAIT_STATE( ch, 3); if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] ) { act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR); act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM); return; } act("You go #7B#wE#7R#wS#7E#wR#7K#n!",ch,NULL,NULL,TO_CHAR); act("$n goes #7B#wE#7R#wS#7E#wR#7K#n!",ch,NULL,NULL,TO_ROOM); if ( ch->pcdata->learned[gsn_berserk] < 100 ) { sprintf( buf, "Your skill with Berserk increases.\n\r" ); send_to_char( buf, ch ); ch->pcdata->learned[gsn_berserk]++; } for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if (number_hit > 4) continue; if (vch->in_room == NULL) continue; if (!IS_NPC(vch)) continue; if ( ch == vch ) continue; if ( vch->in_room == ch->in_room ) { if ( ( mount = ch->mount ) != NULL ) if ( mount == vch ) continue; if (can_see(ch,vch)) { multi_hit( ch, vch, TYPE_UNDEFINED ); number_hit++; } } } return; } void do_berserk2( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; int number_hit = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( ch->level < skill_table[gsn_berserk].skill_level) { send_to_char( "You are not wild enough to go berserk.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_berserk].beats ); if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] ) { act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR); act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM); return; } act("You go #7B#wE#7R#wS#7E#wR#7K#n!",ch,NULL,NULL,TO_CHAR); act("$n goes #7B#wE#7R#wS#7E#wR#7K#n!",ch,NULL,NULL,TO_ROOM); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if (number_hit > 4) continue; if (vch->in_room == NULL) continue; if (!IS_NPC(vch) && vch->pcdata->chobj != NULL) continue; if ( ch == vch ) continue; if ( vch->in_room == ch->in_room ) { if ( ( mount = ch->mount ) != NULL ) if ( mount == vch ) continue; if (can_see(ch,vch)) { multi_hit( ch, vch, TYPE_UNDEFINED ); number_hit++; } } } do_beastlike(ch,""); return; } /* void do_berserk(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; int number_hit = 0; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (ch->level < skill_table[gsn_berserk].skill_level) { send_to_char("You are not wild enough to go berserk.\n\r", ch); return; } if ((get_age(ch) - 17) < 2) { WAIT_STATE(ch, 2); } else { WAIT_STATE(ch, 2); } if (number_percent() > ch->pcdata->learned[gsn_berserk]) { act("You rant and rave, but nothing much happens.", ch, NULL, NULL, TO_CHAR); act("$n gets a wild look in $s eyes, but nothing much happens.", ch, NULL, NULL, TO_ROOM); return; } act("You go BERSERK!", ch, NULL, NULL, TO_CHAR); act("$n goes BERSERK!", ch, NULL, NULL, TO_ROOM); for (vch = char_list; vch != NULL; vch = vch_next) { vch_next = vch->next; if (number_hit > 4) continue; if (vch->in_room == NULL) continue; if (!IS_NPC(vch)) continue; if (ch == vch) continue; if (vch->in_room == ch->in_room) { if ((mount = ch->mount) != NULL) if (mount == vch) continue; if (can_see(ch, vch)) { multi_hit(ch, vch, TYPE_UNDEFINED); number_hit++; } } } return; } void do_berserk2(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; int number_hit = 0; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (ch->level < skill_table[gsn_berserk].skill_level) { send_to_char("You are not wild enough to go berserk.\n\r", ch); return; } WAIT_STATE(ch, skill_table[gsn_berserk].beats); if (number_percent() > ch->pcdata->learned[gsn_berserk]) { act("You rant and rave, but nothing much happens.", ch, NULL, NULL, TO_CHAR); act("$n gets a wild look in $s eyes, but nothing much happens.", ch, NULL, NULL, TO_ROOM); return; } act("You go BERSERK!", ch, NULL, NULL, TO_CHAR); act("$n goes BERSERK!", ch, NULL, NULL, TO_ROOM); for (vch = char_list; vch != NULL; vch = vch_next) { vch_next = vch->next; if (number_hit > 4) continue; if (vch->in_room == NULL) continue; if (!IS_NPC(vch) && vch->pcdata->chobj != NULL) continue; if (ch == vch) continue; if (vch->in_room == ch->in_room) { if ((mount = ch->mount) != NULL) if (mount == vch) continue; if (can_see(ch, vch)) { multi_hit(ch, vch, TYPE_UNDEFINED); number_hit++; } } } do_beastlike(ch, ""); return; } */ /* Hurl skill by KaVir */ void do_hurl(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; CHAR_DATA *mount; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; char buf[MAX_INPUT_LENGTH]; char direction[MAX_INPUT_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; int door; int rev_dir; int dam; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (!IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1) { send_to_char("Maybe you should learn the skill first?\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("Who do you wish to hurl?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg1)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (victim == ch) { send_to_char("How can you hurl yourself?\n\r", ch); return; } if (!IS_NPC(victim) && is_safe(ch, victim)) return; if ((mount = victim->mount) != NULL && victim->mounted == IS_MOUNT) { send_to_char("But they have someone on their back!\n\r", ch); return; } else if ((mount = victim->mount) != NULL && victim->mounted == IS_RIDING) { send_to_char("But they are riding!\n\r", ch); return; } if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HURL)) { send_to_char ("You are unable to get their feet of the ground.\n\r", ch); return; } if (IS_NPC(victim) && victim->level > 900) { send_to_char ("You are unable to get their feet of the ground.\n\r", ch); return; } if ((victim->hit < victim->max_hit) || (victim->position == POS_FIGHTING && victim->fighting != ch)) { act("$N is hurt and suspicious, and you are unable to approach $M.", ch, NULL, victim, TO_CHAR); return; } WAIT_STATE(ch, skill_table[gsn_hurl].beats); if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_hurl]) { send_to_char ("You are unable to get their feet of the ground.\n\r", ch); multi_hit(victim, ch, TYPE_UNDEFINED); return; } rev_dir = 0; if (arg2[0] == '\0') door = number_range(0, 3); else { if (!str_cmp(arg2, "n") || !str_cmp(arg2, "north")) door = 0; else if (!str_cmp(arg2, "e") || !str_cmp(arg2, "east")) door = 1; else if (!str_cmp(arg2, "s") || !str_cmp(arg2, "south")) door = 2; else if (!str_cmp(arg2, "w") || !str_cmp(arg2, "west")) door = 3; else { send_to_char ("You can only hurl people north, south, east or west.\n\r", ch); return; } } if (door == 0) { xprintf(direction, "north"); rev_dir = 2; } if (door == 1) { xprintf(direction, "east"); rev_dir = 3; } if (door == 2) { xprintf(direction, "south"); rev_dir = 0; } if (door == 3) { xprintf(direction, "west"); rev_dir = 1; } if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { xprintf(buf, "$n hurls $N into the %s wall.", direction); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "You hurl $N into the %s wall.", direction); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$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, ch); return; } return; } pexit = victim->in_room->exit[door]; if (IS_SET(pexit->exit_info, EX_PRISMATIC_WALL)) { xprintf(buf, "$n hurls $N into the %s wall.", direction); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "You hurl $N into the %s wall.", direction); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$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, ch); return; } 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); xprintf(buf, "$n hoists $N in the air and hurls $M %s.", direction); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "You hoist $N in the air and hurl $M %s.", direction); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n hurls you %s, smashing you through the %s.", direction, pexit->keyword); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "There is a loud crash as $n smashes through the $d."); act(buf, victim, NULL, pexit->keyword, TO_ROOM); if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir]) != NULL && pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL) { if (IS_SET(pexit_rev->exit_info, EX_LOCKED)) REMOVE_BIT(pexit_rev->exit_info, EX_LOCKED); if (IS_SET(pexit_rev->exit_info, EX_CLOSED)) REMOVE_BIT(pexit_rev->exit_info, EX_CLOSED); if (door == 0) xprintf(direction, "south"); if (door == 1) xprintf(direction, "west"); if (door == 2) xprintf(direction, "north"); if (door == 3) xprintf(direction, "east"); char_from_room(victim); char_to_room(victim, to_room); xprintf(buf, "$n comes smashing in through the %s $d.", direction); act(buf, victim, NULL, pexit->keyword, TO_ROOM); dam = number_range(ch->level, (ch->level * 6)); victim->hit = victim->hit - dam; update_pos(victim); if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1; if (victim->position == POS_DEAD) { raw_kill(victim, ch); return; } } } else { xprintf(buf, "$n hurls $N %s.", direction); act(buf, ch, NULL, victim, TO_NOTVICT); xprintf(buf, "You hurl $N %s.", direction); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n hurls you %s.", direction); act(buf, ch, NULL, victim, TO_VICT); if (door == 0) xprintf(direction, "south"); if (door == 1) xprintf(direction, "west"); if (door == 2) xprintf(direction, "north"); if (door == 3) xprintf(direction, "east"); char_from_room(victim); char_to_room(victim, to_room); xprintf(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, ch); return; } } return; } void do_disarm(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; OBJ_DATA *obj; int percent; if (!IS_NPC(ch) && ch->level < skill_table[gsn_disarm].skill_level) { send_to_char("You don't know how to disarm opponents.\n\r", ch); return; } if ((get_eq_char(ch, WEAR_WIELD) == NULL) && (get_eq_char(ch, WEAR_HOLD) == NULL)) { send_to_char("You must wield a weapon to disarm.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone.\n\r", ch); return; } if (((obj = get_eq_char(victim, WEAR_WIELD)) == NULL) && ((obj = get_eq_char(victim, WEAR_HOLD)) == NULL)) { send_to_char("Your opponent is not wielding a weapon.\n\r", ch); return; } WAIT_STATE(ch, skill_table[gsn_disarm].beats); percent = number_percent() + victim->level - ch->level; if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM)) send_to_char("You failed.\n\r", ch); else if (IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3) disarm(ch, victim); else send_to_char("You failed.\n\r", ch); return; } void do_sla(CHAR_DATA * ch, char *argument) { send_to_char("If you want to SLAY, spell it out.\n\r", ch); return; } /* Had problems with people not dying when POS_DEAD...KaVir */ void do_killperson(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument(argument, arg); if (arg[0] == '\0') return; if ((victim = get_char_room(ch, NULL, arg)) == NULL) return; send_to_char("#R#fYou have been KILLED!!#n\n\r\n\r", 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; raw_kill(victim, ch); return; } /* For tier kills - Hutoshi */ void do_tiercap( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; bool deathmatch = FALSE; bool paradox_punish = FALSE; if (IS_NPC(ch)) return; one_argument( argument, arg ); if (ch->in_room != NULL) { if (IS_SET (ch->in_room->room_flags, ROOM_ARENA)) { send_to_char("Your in the arena.\n\r",ch); return; } } if ( arg[0] == '\0' ) { send_to_char( "Decapitate whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "That might be a bit tricky...\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char( "You can only tiercap other players.\n\r", ch ); return; } if ( victim->position > 1 ) { send_to_char( "You can only do this to mortally wounded players.\n\r", ch ); return; } if((get_age(ch)-17)<2) { send_to_char("You'll have to wait till you have 4 hours.\n\r",ch); return; } if((get_age(victim)-17)<2) { send_to_char("They are a newbie, don't hurt them.\n\r",ch); return; } if (is_safe(ch, victim)) return; if (ragnarok) { ragnarokdecap(ch,victim); return; } /* if (!str_cmp(ch->pcdata->last_decap[0], victim->name) && str_cmp(ch->pcdata->retaliation, victim->name)) { send_to_char("Don't spamcap, it's not nice, find someone else to pick on.\n\r", ch); return; } */ if ((victim->race == 0 || ch->race == 0) && victim->tier == 0) paradox_punish = TRUE; else if ( (victim->tier) < ch->tier) paradox_punish = TRUE; if (ch->level > 6 && paradox_punish == TRUE) paradox_punish = FALSE; if (paradox_punish) { if (!IS_ITEMAFF(victim, ITEMA_ARTIFACT)) do_paradox(ch,"self"); if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,""); if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); ch->fight_timer += 10; if (IS_CLASS(victim,CLASS_DRACONIAN)) draconian_death(ch,victim); behead( victim ); do_beastlike(ch,""); victim->level = 2; return; } /* * Update the last decaps to prevent spamcapping. */ free_string( ch->pcdata->last_decap[1] ); ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]); free_string( ch->pcdata->last_decap[0] ); ch->pcdata->last_decap[0] = str_dup(victim->name); /* * Retaliation update */ free_string(victim->pcdata->retaliation); victim->pcdata->retaliation = str_dup(ch->name); if (!str_cmp(ch->pcdata->retaliation, victim->name)) { free_string(ch->pcdata->retaliation); ch->pcdata->retaliation = str_dup("Noone"); } ch->tks = ch->tks + 1; if (victim->tks > 0) victim->tks = victim->tks - 1; act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as raw energy pulses through your veins.", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as sparks of energy crackle around $m.", ch, NULL, NULL, TO_NOTVICT ); if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,""); if (!deathmatch) ch->fight_timer += 10; if (IS_CLASS(ch, CLASS_DEMON)) { send_to_char("You rip away a part of their soul.\n\r", ch); send_to_char("You feel a part of your soul has been torn away.\n\r", victim); ch->pcdata->souls += 1; } if (IS_CLASS(victim,CLASS_DRACONIAN)) draconian_death(ch,victim); behead( victim ); dropinvis(ch); /* Removes mage powers */ if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_STEELSHIELD); if (IS_ITEMAFF(victim, ITEMA_BEAST)) REMOVE_BIT(victim->itemaffect, ITEMA_BEAST); if (IS_ITEMAFF(victim, ITEMA_MAGESHIELD)) REMOVE_BIT(victim->itemaffect, ITEMA_MAGESHIELD); if (IS_ITEMAFF(victim, ITEMA_ILLUSIONS)) REMOVE_BIT(victim->itemaffect, ITEMA_ILLUSIONS); if (IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) REMOVE_BIT(victim->itemaffect, ITEMA_DEFLECTOR); do_beastlike(ch,""); victim->rage = 0; victim->level = 2; sprintf( buf, "#C%s #Ghas been #RTIERCAPPED #Gby #C%s #Gat #C%d.#n", victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum ); death_info(buf); xprintf(buf, "%s tiercapped by %s at %d.", victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum); wiznet(buf, ch, NULL, WIZ_DEATHS, 0, 0); log_string(LOG_GAME, buf); if (!IS_NPC(victim) && IS_SET(ch->act2, PLR_AUTOHEAD)) do_sacrifice(victim, "head"); return; } /* For decapitating players - KaVir */ void do_decapitate(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; ROOM_INDEX_DATA *location; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int faith; bool deathmatch = FALSE; bool paradox_punish = FALSE; if (IS_NPC(ch)) return; one_argument(argument, arg); if (ch->in_room != NULL) { if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) { send_to_char("Your in the arena.\n\r", ch); return; } } if (arg[0] == '\0') { send_to_char("Decapitate whom?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (ch == victim) { send_to_char("That might be a bit tricky...\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("You can only decapitate other players.\n\r", ch); return; } if (victim->position > 1) { send_to_char ("You can only do this to mortally wounded players.\n\r", ch); return; } if ((get_age(ch) - 17) < 2) { send_to_char("You'll have to wait till you have 4 hours.\n\r", ch); return; } if ((get_age(victim) - 17) < 2) { send_to_char("They are a newbie, don't hurt them.\n\r", ch); return; } if (is_safe(ch, victim)) return; if (in_fortress(ch) && !arena2death) { fortresskill(ch, victim); return; } else if (in_fortress(ch) && arena2death) { deathmatch = TRUE; arena2 = TRUE; if ((location = get_room_index(ROOM_VNUM_VICTORY)) == NULL) return; char_from_room(victim); char_to_room(victim, location); char_from_room(ch); char_to_room(ch, location); ch->fight_timer = 0; update_bets(ch, victim, TRUE); } else if (ragnarok) { ragnarokdecap(ch, victim); return; } /* * spamcap */ /* if (!str_cmp(ch->pcdata->last_decap[0], victim->name) && str_cmp(ch->pcdata->retaliation, victim->name)) { send_to_char ("Don't spamcap, it's not nice, find someone else to pick on.\n\r", ch); return; } */ if (victim->race == 0 && ch->race > 0 && str_cmp( victim->name, ch->pcdata->retaliation ) ) { paradox_punish = TRUE; do_jail(ch,"self"); } else if ((victim->tier) < ch->tier && (ch->race - victim->race) > 5) paradox_punish = TRUE; else if ((ch->tier) < 1 && (victim->tier) < 1 && (ch->race - victim->race) > 5) paradox_punish = TRUE; else if (victim->tier == 0 && victim->race == 0 && (ch->tier > 0 && ch->race > 3)) paradox_punish = TRUE; if (ch->level > 6 && paradox_punish == TRUE) paradox_punish = FALSE; if (in_fortress(ch) || in_arena(ch)) paradox_punish = FALSE; if (paradox_punish) { ch->paradox[0] += ch->race; ch->paradox[1] += ch->race; ch->paradox[2] += PARADOX_TICK; xprintf(buf, "%s has been decapitated by %s for no status.", victim->pcdata->switchname, ch->pcdata->switchname); do_info(ch, buf); xprintf(buf, "%s decapitated by %s at %d for no status.", victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum); wiznet(buf, ch, NULL, WIZ_DEATHS, 0, 0); log_string(LOG_GAME, buf); if (!IS_ITEMAFF(victim, ITEMA_ARTIFACT)) do_paradox(ch, "self"); if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim, ""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim, ""); if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim, ""); ch->fight_timer += 10; if (IS_CLASS(victim, CLASS_DRACONIAN)) draconian_death(ch, victim); behead(victim); do_beastlike(ch, ""); if (ch->pcdata->kingdom != 0) kingdom_table[ch->pcdata->kingdom].kills += 1; if (victim->pcdata->kingdom != 0) kingdom_table[victim->pcdata->kingdom].deaths += 1; save_kingdoms(); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; victim->level = 2; ch->pcdata->bounty += number_range(30, 80); players_decap++; return; } if (victim->pcdata->bounty > 0) { xprintf(buf, "You recive a %d bones bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name); send_to_char(buf, ch); ch->bones += victim->pcdata->bounty; victim->pcdata->bounty = 0; } /* * update quest status */ { QUEST_DATA *quest; bool found = FALSE; for (quest = ch->pcdata->quests; quest && !found; quest = quest->next) { if (quest->type == QT_PK) { if (quest->vnums[0] == victim->pcdata->playerid) { quest->vnums[0] = -1; found = TRUE; send_to_char ("#GYou have fulfilled a quest.#n\n\r", ch); } } } } update_edge(ch); ch->exp += victim->exp / 2; victim->exp -= victim->exp / 2; send_losthead(victim); send_decap(ch); if (ch->pcdata->religion != 0) { faith = victim->max_hit / 2500; //if (is_upgrade(victim)) faith *= 1.5; if (rel_oppose(ch, victim)) faith *= 1.5; if (ch->pcdata->relrank > victim->pcdata->relrank) faith /= 2; if (victim->pcdata->relrank > ch->pcdata->relrank) faith *= 3; ch->pcdata->faith += faith; ch->pcdata->current_faith += faith; victim->pcdata->faith -= faith / 2; victim->pcdata->current_faith -= faith / 2; if (victim->pcdata->faith < 0) victim->pcdata->faith = 0; if (victim->pcdata->current_faith < 0) victim->pcdata->current_faith = 0; xprintf(buf, "#pYou gain #C%d#p faithpoints.#n\n\r", faith); send_to_char(buf, ch); check_faith(ch); check_faith(victim); } /* * hitpoints reward for killing */ ch->hit += victim->max_hit * 0.1; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; /* * Update the last decaps to prevent spamcapping. */ free_string(ch->pcdata->last_decap[1]); ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]); free_string(ch->pcdata->last_decap[0]); ch->pcdata->last_decap[0] = str_dup(victim->name); /* * Retaliation update */ free_string(victim->pcdata->retaliation); victim->pcdata->retaliation = str_dup(ch->name); if (!str_cmp(ch->pcdata->retaliation, victim->name)) { free_string(ch->pcdata->retaliation); ch->pcdata->retaliation = str_dup("Noone"); } victim->combat = NULL; ch->combat = NULL; if (ch->race - ((ch->race / 100) * 100) == 0) ch->race = ch->race + 1; else if (ch->race - ((ch->race / 100) * 100) < 300) ch->race = ch->race + 1; if (ch->race - ((ch->race / 100) * 100) == 0) victim->race = victim->race; else if (victim->race - ((victim->race / 100) * 100) > 0) victim->race = victim->race - 1; act("A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR); act("A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT); act("You double over in agony as raw energy pulses through your veins.", ch, NULL, NULL, TO_CHAR); act("$n doubles over in agony as sparks of energy crackle around $m.", ch, NULL, NULL, TO_NOTVICT); if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim, ""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim, ""); if (!deathmatch) ch->fight_timer += 10; if (IS_CLASS(ch, CLASS_DEMON)) { send_to_char("You rip away a part of their soul.\n\r", ch); send_to_char ("You feel a part of your soul has been torn away.\n\r", victim); ch->pcdata->souls += 1; } if (IS_CLASS(victim, CLASS_DRACONIAN)) draconian_death(ch, victim); behead(victim); dropinvis(ch); /* * Removes mage powers */ if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_STEELSHIELD); if (IS_ITEMAFF(victim, ITEMA_BEAST)) REMOVE_BIT(victim->itemaffect, ITEMA_BEAST); if (IS_ITEMAFF(victim, ITEMA_MAGESHIELD)) REMOVE_BIT(victim->itemaffect, ITEMA_MAGESHIELD); if (IS_ITEMAFF(victim, ITEMA_ILLUSIONS)) REMOVE_BIT(victim->itemaffect, ITEMA_ILLUSIONS); if (IS_ITEMAFF(victim, ITEMA_DEFLECTOR)) REMOVE_BIT(victim->itemaffect, ITEMA_DEFLECTOR); if (IS_SET(victim->sohbits, SOH_TALONS)) { stc("#rYour talons retract back into your fingers#n\n\r", victim); REMOVE_BIT(victim->sohbits, SOH_TALONS); } if (!TIME_UP(victim, TIMER_SLOW) || IS_SET(victim->sohbits, SOH_SLOW)) { SET_TIMER(victim, TIMER_SLOW, 0); REMOVE_BIT(victim->sohbits, SOH_SLOW); stc("#pYour movements return to normal speed.#n\n\r", victim); } if (!TIME_UP(victim, TIMER_HASTE) || IS_SET(victim->sohbits, SOH_HASTE)) { SET_TIMER(victim, TIMER_HASTE, 0); REMOVE_BIT(victim->sohbits, SOH_HASTE); stc("#BYour movements return to normal speed.#n\n\r", victim); } if (!TIME_UP(victim, TIMER_ACCURACY) || IS_SET(victim->sohbits, SOH_ACCURACY)) { SET_TIMER(victim, TIMER_ACCURACY, 0); REMOVE_BIT(victim->sohbits, SOH_ACCURACY); stc("#gThe #Ggreen #Yglow #gabout you fades.#n\n\r", victim); } do_beastlike(ch, ""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; if (!IS_CLASS(victim, CLASS_NINJA)) victim->rage = 0; victim->level = 2; decap_message(ch, victim); xprintf(buf, "%s decapitated by %s at %d.", victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum); wiznet(buf, ch, NULL, WIZ_DEATHS, 0, 0); log_string(LOG_GAME, buf); players_decap++; ch->pcdata->bounty += number_range(30, 80); /* * update kingdoms */ if (ch->pcdata->kingdom != 0) kingdom_table[ch->pcdata->kingdom].kills++; if (victim->pcdata->kingdom != 0) kingdom_table[victim->pcdata->kingdom].deaths++; save_kingdoms(); if (!IS_NPC(victim) && IS_SET(ch->act2, PLR_AUTOHEAD)) do_sacrifice(victim, "head"); return; } void decap_message(CHAR_DATA * ch, CHAR_DATA * victim) { OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; bool unarmed = FALSE; if (IS_NPC(ch) || IS_NPC(victim)) return; if ((obj = get_eq_char(ch, WEAR_WIELD)) == NULL) { if ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL) { unarmed = TRUE; } } if ((obj != NULL && obj->item_type != ITEM_WEAPON)) unarmed = TRUE; /* * The players own decap message */ if (IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP)) { special_decap_message(ch, victim); return; } if (ch->pcdata->religion != 0) xprintf(buf, religion_table[ch->pcdata->religion].decapmessage, victim->name, ch->name); else if (unarmed) { if (victim->sex == SEX_MALE) xprintf(buf, "#P%s #Ygot his head torn off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else if (victim->sex == SEX_FEMALE) xprintf(buf, "#P%s #Ygot her head torn off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else xprintf(buf, "#P%s #Ygot its head torn off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); } else if (obj->value[3] == 1) { if (victim->sex == SEX_MALE) xprintf(buf, "#P%s #Ygot his head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else if (victim->sex == SEX_FEMALE) xprintf(buf, "#P%s #Ygot her head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else xprintf(buf, "#P%s #Ygot its head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); } else if (obj->value[3] == 2) { if (victim->sex == SEX_MALE) xprintf(buf, "#P%s #Ygot his heart stabbed through by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else if (victim->sex == SEX_FEMALE) xprintf(buf, "#P%s #Ygot her heart stabbed through by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else xprintf(buf, "#P%s #Ygot its heart stabbed through by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); } else if (obj->value[3] == 3) { if (victim->sex == SEX_MALE) xprintf(buf, "#P%s #Ygot his head slashed off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else if (victim->sex == SEX_FEMALE) xprintf(buf, "#P%s #Ygot her head slashed off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else xprintf(buf, "#P%s #Ygot its head slashed off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); } else if (obj->value[3] == 4) xprintf(buf, "#P%s #Ygot strangled by #R%s", victim->pcdata->switchname, ch->pcdata->switchname); else if (obj->value[3] == 5) xprintf(buf, "#R%s #Yruns a clawed hand through #P%s #Yand pulls out the heart#n", ch->pcdata->switchname, victim->pcdata->switchname); else if (obj->value[3] == 6) xprintf(buf, "#R%s #Yshoots #P%s #Yseveral times and spits on the corpse#n", ch->pcdata->switchname, victim->pcdata->switchname); else if (obj->value[3] == 7) xprintf(buf, "#R%s #Ypounds #P%s #Yon the head and the skull caves in#n", ch->pcdata->switchname, victim->pcdata->switchname); else if (obj->value[3] == 8) xprintf(buf, "#R%s #Ycrushes #P%s #Yto a bloody pulp#n", ch->pcdata->switchname, victim->pcdata->switchname); else if (obj->value[3] == 9) xprintf(buf, "#P%s #Yhas been grepped by #R%s#Y, that's just mean!#n", victim->pcdata->switchname, ch->pcdata->switchname); else if (obj->value[3] == 10) xprintf(buf, "#P%s #Ywas bitten to death by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else if (obj->value[3] == 11) xprintf(buf, "#R%s #Yhas punctured the lungs of #P%s#Y, what a meanie!#n", ch->pcdata->switchname, victim->pcdata->switchname); else if (obj->value[3] == 12) xprintf(buf, "#R%s #Ygrabs #P%s #Yby the head and sucks the brain out#n", ch->pcdata->switchname, victim->pcdata->switchname); else { if (victim->sex == SEX_MALE) xprintf(buf, "#P%s #Ygot his head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else if (victim->sex == SEX_FEMALE) xprintf(buf, "#P%s #Ygot her head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); else xprintf(buf, "#P%s #Ygot its head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); } if (IS_CLASS(ch, CLASS_JEDI)) xprintf(buf, "#B%s #0drops to his knees and practically melts as %s's #Wlightsabre#0 Is thrust into the lazer charred corpse.#n", victim->pcdata->switchname, ch->pcdata->switchname); death_info(buf); return; } void do_crack(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; OBJ_DATA *right; OBJ_DATA *left; right = get_eq_char(ch, WEAR_WIELD); left = get_eq_char(ch, WEAR_HOLD); if (right != NULL && right->pIndexData->vnum == 12) obj = right; else if (left != NULL && left->pIndexData->vnum == 12) obj = left; else { send_to_char("You are not holding any heads.\n\r", ch); return; } act("You hurl $p at the floor.", ch, obj, NULL, TO_CHAR); act("$n hurls $p at the floor.", ch, obj, NULL, TO_ROOM); act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_CHAR); if (obj->chobj != NULL) { act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT); act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT); } else { act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_ROOM); } crack_head(ch, obj, obj->name); obj_from_char(obj); extract_obj(obj); } void crack_head(CHAR_DATA * ch, OBJ_DATA * obj, char *argument) { CHAR_DATA *victim; MOB_INDEX_DATA *pMobIndex; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (str_cmp(arg2, "mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) && IS_AFFECTED(obj->chobj, AFF_POLYMORPH)) { victim = obj->chobj; make_part(victim, "cracked_head"); make_part(victim, "brain"); xprintf(buf, "the quivering brain of %s", victim->name); free_string(victim->morph); victim->morph = str_dup(buf); return; } else if (!str_cmp(arg2, "mob")) { if ((pMobIndex = get_mob_index(obj->value[1])) == NULL) return; victim = create_mobile(pMobIndex); char_to_room(victim, ch->in_room); make_part(victim, "cracked_head"); make_part(victim, "brain"); extract_char(victim, TRUE); return; } else { if ((pMobIndex = get_mob_index(30002)) == NULL) return; victim = create_mobile(pMobIndex); xprintf(buf, capitalize(arg2)); free_string(victim->short_descr); victim->short_descr = str_dup(buf); char_to_room(victim, ch->in_room); make_part(victim, "cracked_head"); make_part(victim, "brain"); extract_char(victim, TRUE); return; } return; } /* Voodoo skill by KaVir */ void do_voodoo(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char part1[MAX_INPUT_LENGTH]; char part2[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0') { send_to_char("Who do you wish to use voodoo magic on?\n\r", ch); return; } if ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL) { send_to_char("You are not holding a voodoo doll.\n\r", ch); return; } if ((victim = get_char_world(ch, arg1)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Not on NPC's.\n\r", ch); return; } xprintf(part2, obj->name); xprintf(part1, "%s voodoo doll", victim->name); if (str_cmp(part1, part2)) { xprintf(buf, "But you are holding %s, not %s!\n\r", obj->short_descr, victim->name); send_to_char(buf, ch); return; } if (arg2[0] == '\0') send_to_char ("You can 'stab', 'burn' or 'throw' the doll.\n\r", ch); else if (!str_cmp(arg2, "stab")) { WAIT_STATE(ch, 12); act("You stab a pin through $p.", ch, obj, NULL, TO_CHAR); act("$n stabs a pin through $p.", ch, obj, NULL, TO_ROOM); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; act("You feel an agonising pain in your chest!", victim, NULL, NULL, TO_CHAR); act("$n clutches $s chest in agony!", victim, NULL, NULL, TO_ROOM); } else if (!str_cmp(arg2, "burn")) { WAIT_STATE(ch, 12); act("You set fire to $p.", ch, obj, NULL, TO_CHAR); act("$n sets fire to $p.", ch, obj, NULL, TO_ROOM); act("$p burns to ashes.", ch, obj, NULL, TO_CHAR); act("$p burns to ashes.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); extract_obj(obj); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; if (IS_AFFECTED(victim, AFF_FLAMING)) return; SET_BIT(victim->affected_by, AFF_FLAMING); act("You suddenly burst into flames!", victim, NULL, NULL, TO_CHAR); act("$n suddenly bursts into flames!", victim, NULL, NULL, TO_ROOM); } else if (!str_cmp(arg2, "throw")) { WAIT_STATE(ch, 12); act("You throw $p to the ground.", ch, obj, NULL, TO_CHAR); act("$n throws $p to the ground.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; if (victim->position < POS_STANDING) return; if (victim->position == POS_FIGHTING) stop_fighting(victim, TRUE); act("A strange force picks you up and hurls you to the ground!", victim, NULL, NULL, TO_CHAR); act("$n is hurled to the ground by a strange force.", victim, NULL, NULL, TO_ROOM); victim->position = POS_RESTING; victim->hit = victim->hit - number_range(ch->level, (5 * ch->level)); update_pos(victim); if (victim->position == POS_DEAD && !IS_NPC(victim)) { do_killperson(ch, victim->name); return; } } else send_to_char ("You can 'stab', 'burn' or 'throw' the doll.\n\r", ch); return; } void do_garotte(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int chance; one_argument(argument, arg); chance = number_percent(); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE)) { send_to_char("Huh?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("Garotte whom?\n\r", ch); return; } if (victim == ch) { send_to_char("That would be a bad idea.\n\r", ch); return; } if (is_safe(ch, victim)) return; if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 4) && ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL || obj->value[3] != 4)) { send_to_char("You need to wield a whip.\n\r", ch); return; } WAIT_STATE(ch, 12); if (chance <= 2) { send_to_char("You cannot get close enough.\n\r", ch); return; } if (chance == 10 || chance == 15 || chance == 20 || chance == 25) { act("$n wraps a whip around $N's neck! $N is choking to death!", ch, NULL, victim, TO_NOTVICT); act("You wrap your whip around $N's neck and refuse to let go!", ch, NULL, victim, TO_CHAR); act("$n wraps his whip around your neck, and you can't break free!", ch, NULL, victim, TO_VICT); if (!IS_NPC(victim)) { one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); } else { victim->hit = 1; damage(ch, victim, 1000, gsn_garotte); } return; } else { one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); return; } return; } void do_dark_garotte(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int chance; int sn; one_argument(argument, arg); chance = number_percent(); if (IS_NPC(ch)) return; if (ch->in_room != NULL) { if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) { send_to_char("Your in the arena.\n\r", ch); return; } } if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE) || !IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE)) { send_to_char("Huh?\n\r", ch); return; } if (!IS_SET(ch->newbits, NEW_DARKNESS)) { send_to_char("You have to be surrounded in darkness.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("Dark Garotte whom?\n\r", ch); return; } if (victim == ch) { send_to_char("That would be a bad idea.\n\r", ch); return; } if (IS_NPC(victim) && victim->level > 2000) { send_to_char("That would be a bad idea, too big mob.\n\r", ch); return; } if (is_safe(ch, victim)) return; if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 4) && ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL || obj->value[3] != 4)) { send_to_char("You need to wield a whip.\n\r", ch); return; } if (victim->fighting != NULL) { send_to_char("You can't garotte a fighting person.\n\r", ch); return; } if (victim->hit < victim->max_hit) { act("$N is too hurt for you to sneak up.", ch, NULL, victim, TO_CHAR); return; } WAIT_STATE(ch, skill_table[gsn_garotte].beats); REMOVE_BIT(ch->newbits, NEW_DARKNESS); REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB)) { if ((sn = skill_lookup("web")) > 0) (*skill_table[sn].spell_fun) (sn, 50, ch, victim); } if (chance > 95) { act("$n wraps a whip around $N's neck! $N is choking to death!", ch, NULL, victim, TO_NOTVICT); act("You wrap your whip around $N's neck and refuse to let go!", ch, NULL, victim, TO_CHAR); act("$n wraps his whip around your neck, and you can't break free!", ch, NULL, victim, TO_VICT); one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); } else { one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); one_hit(ch, victim, gsn_garotte, 1); } return; } bool has_timer(CHAR_DATA * ch) { if (ch->fight_timer > 0 && !IS_NPC(ch)) { send_to_char("Not until your fight timer runs out!\n\r", ch); return TRUE; } return FALSE; } void do_circle(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument(argument, arg); if (IS_NPC(ch)) return; if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] < 6) { stc("You have not learned this attack.", ch); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { if (ch->fighting == NULL) { send_to_char("They aren't here.\n\r", ch); return; } else victim = ch->fighting; } if (victim == ch) { send_to_char("How can you circle yourself?\n\r", ch); return; } if (is_safe(ch, victim)) return; if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 11) && ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL || obj->value[3] != 11)) { send_to_char("You need to wield a piercing weapon.\n\r", ch); return; } one_hit(ch, victim, gsn_circle, 1); if (number_range(1, 4) == 2) { send_to_char ("You spin around once more, scoring a second hit.\n\r", ch); one_hit(ch, victim, gsn_circle, 1); } WAIT_STATE(ch, 8); return; } void do_autostance(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!str_cmp(arg, "none")) { send_to_char("You no longer autostance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_NONE; } else if (!str_cmp(arg, "crane")) { send_to_char("You now autostance into the crane stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_CRANE; } else if (!str_cmp(arg, "crab")) { send_to_char("You now autostance into the crab stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_CRAB; } else if (!str_cmp(arg, "pitbull")) { send_to_char("You now autostance into the Pitbull stance.\n\r", ch ); ch->stance[MONK_AUTODROP] = STANCE_PITBULL; } else if (!str_cmp(arg, "viper")) { send_to_char("You now autostance into the viper stance.\n\r", ch ); ch->stance[MONK_AUTODROP] = STANCE_VIPER; } else if (!str_cmp(arg, "mongoose")) { send_to_char("You now autostance into the mongoose stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_MONGOOSE; } else if (!str_cmp(arg, "hawk") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) { send_to_char("You now autostance into the Hawk stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_HAWK; } else if (!str_cmp(arg, "wolverine") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { send_to_char("You now autostance into the Wolverine stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_WOLVERINE; } else if (!str_cmp(arg, "grizzly") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { send_to_char("You now autostance into the Grizzly stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_GRIZZLY; } else if (!str_cmp(arg, "cougar") && ch->stance[STANCE_PITBULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) { send_to_char("You now autostance into the Cougar stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_COUGAR; } else if (!str_cmp(arg, "badger") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_PITBULL] >= 200) { send_to_char("You now autostance into the Badger stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_BADGER; } else if (!str_cmp(arg, "wolf") && (IS_CLASS(ch, CLASS_WEREWOLF)) && ch->stance[STANCE_COUGAR] >= 200 && ch->stance[STANCE_GRIZZLY] >= 200 && ch->stance[STANCE_WOLVERINE] >= 200 && ch->stance[STANCE_HAWK] >= 200 && ch->stance[STANCE_BADGER] >= 200) { send_to_char("You now autostance into the wolf stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_WOLF; } else if (!str_cmp(arg, "ss1") && ch->stance[19] != -1) { send_to_char("You now autostance into superstance one.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SS1; } else if (!str_cmp(arg, "ss2") && ch->stance[20] != -1) { send_to_char("You now autostance into superstance two.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SS2; } else if (!str_cmp(arg, "ss3") && ch->stance[21] != -1) { send_to_char("You now autostance into superstance three.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SS3; } else if (!str_cmp(arg, "pizza") && ch->stance[22] != -1) { send_to_char ("You now will assume the Pizzaman delivery stance.\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SS4; } else if (!str_cmp(arg, "zarius") && ch->stance[23] != -1) { send_to_char ("#wYou now will fly into a #Rwicked #0Zarius #wstance!#n\n\r", ch); ch->stance[MONK_AUTODROP] = STANCE_SS5; } else send_to_char("You can't set your autostance to that!\n\r", ch); } void autodrop(CHAR_DATA * ch) { char buf[MAX_INPUT_LENGTH]; char buf2[MAX_INPUT_LENGTH]; char stancename[10]; if (IS_NPC(ch)) return; if (ch->stance[MONK_AUTODROP] == STANCE_NONE) return; if (ch->stance[MONK_AUTODROP] == STANCE_VIPER) xprintf(stancename, "viper"); else if (ch->stance[MONK_AUTODROP] == STANCE_CRANE) xprintf(stancename, "crane"); else if (ch->stance[MONK_AUTODROP] == STANCE_CRAB) xprintf(stancename, "crab"); else if (ch->stance[MONK_AUTODROP] == STANCE_MONGOOSE) xprintf(stancename, "mongoose"); else if (ch->stance[MONK_AUTODROP]==STANCE_PITBULL) sprintf(stancename,"Pitbull"); else if (ch->stance[MONK_AUTODROP]==STANCE_HAWK) sprintf(stancename,"Hawk"); else if (ch->stance[MONK_AUTODROP]==STANCE_BADGER) sprintf(stancename,"Badger"); else if (ch->stance[MONK_AUTODROP]==STANCE_COUGAR) sprintf(stancename,"Cougar"); else if (ch->stance[MONK_AUTODROP]==STANCE_WOLVERINE) sprintf(stancename,"Wolverine"); else if (ch->stance[MONK_AUTODROP]==STANCE_GRIZZLY) sprintf(stancename,"Grizzly"); else if (ch->stance[MONK_AUTODROP] == STANCE_SS1) xprintf(stancename, "ss1"); else if (ch->stance[MONK_AUTODROP] == STANCE_SS2) xprintf(stancename, "ss2"); else if (ch->stance[MONK_AUTODROP] == STANCE_SS3) xprintf(stancename, "ss3"); else if (ch->stance[MONK_AUTODROP] == STANCE_SS4) xprintf(stancename, "pizza"); else if (ch->stance[MONK_AUTODROP] == STANCE_SS5) xprintf(stancename, "zarius"); else if (ch->stance[MONK_AUTODROP]) xprintf(stancename, "wolf"); else return; if (ch->stance[0] < 1) { ch->stance[0] = ch->stance[MONK_AUTODROP];; xprintf(buf, "#wYou drop into the #Y%s#w stance.", stancename); act(buf, ch, NULL, NULL, TO_CHAR); xprintf(buf2, "#w$n drops into the #Y%s#w stance.", stancename); act(buf2, ch, NULL, NULL, TO_ROOM); } } void dropinvis(CHAR_DATA * ch) { if (ch->level < 7 && IS_SET(ch->act, AFF_HIDE)) REMOVE_BIT(ch->act, AFF_HIDE); if (ch->level < 7 && IS_SET(ch->newbits2,NEW2_HIDE)) REMOVE_BIT(ch->newbits2,NEW2_HIDE); if (ch->level < 7 && IS_SET(ch->act, PLR_WIZINVIS)) REMOVE_BIT(ch->act, PLR_WIZINVIS); if ((IS_CLASS(ch, CLASS_DROW) || IS_CLASS(ch, CLASS_DROID) || IS_CLASS(ch, CLASS_CYBORG)) && IS_SET(ch->newbits, NEW_DARKNESS)) { REMOVE_BIT(ch->newbits, NEW_DARKNESS); REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); } return; }