/*************************************************************************** * 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 "merc.h" #include "interp.h" void check_samuraiattack args((CHAR_DATA * ch, CHAR_DATA * victim)); void do_katana(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { send_to_char("Huh?\n\r", ch); return; } if (250 > ch->practice) { send_to_char ("It costs 250 points of primal to create a Katana.\n\r", ch); return; } ch->practice -= 250; obj = create_object(get_obj_index(33176), 50); SET_BIT(obj->quest, QUEST_RELIC); obj->condition = 100; obj->toughness = 100; obj->resistance = 1; obj->value[1] = 65; obj->value[2] = 115; obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); act("A katana flashes into existance.", ch, NULL, NULL, TO_CHAR); act("A katana suddenly apear in $n's hands.", ch, NULL, NULL, TO_ROOM); return; } void do_samseye(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { send_to_char("Huh?\n\r", ch); return; } if (IS_SET(ch->act, PLR_HOLYLIGHT)) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char ("Your minds eye closes and you see the world as mortals do.\n\r", ch); } else { SET_BIT(ch->act, PLR_HOLYLIGHT); send_to_char ("You meditate and open your minds eye to the world.\n\r", ch); } return; } void do_bladespin(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { stc("Huh?\n\r", ch); return; } if (ch->wpn[3] < 1000 || ch->wpn[0] < 1000 || ch->wpn[1] < 1000) { stc("You are not a true samurai yet.\n\r", ch); return; } if (IS_SET(ch->newbits, NEW_BLADESPIN)) { stc("You relax your combat techniques.\n\r", ch); act("$n relaxes.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->newbits, NEW_BLADESPIN); return; } if (!IS_SET(ch->newbits, NEW_BLADESPIN)) { stc("Your concentrate on your combat techniques.\n\r", ch); act("$n's muscles flexes, looking for prey that one, better beware!", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->newbits, NEW_BLADESPIN); return; } return; } void do_hologramtransfer(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; argument = one_argument(argument, arg); if (!IS_CLASS(ch, CLASS_SAMURAI)) { send_to_char("Huh?\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Walk the ancestrial path to whom?\n\r", ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("They are not of this world.\n\r", ch); return; } if (ch->move < 1000) { stc("The path escapes your senses as you loose control over your inner energies.\n\r", ch); return; } if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc("You can't find it's room.\n\r", ch); return; } if (IS_SET(victim->act, ACT_NOTRAVEL)) { send_to_char("No Can Do.\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc("You cannot sense any paths leading from this room.\n\r", ch); return; } if (ch == victim) { send_to_char("But you're already at yourself!\n\r", ch); return; } if (room_is_private(victim->in_room)) { send_to_char("That room is private right now.\n\r", ch); return; } if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)) { send_to_char("They don't want you near them.\n\r", ch); return; } if (victim->in_room == ch->in_room) { send_to_char("But you're already there!\n\r", ch); return; } act("You follow the path to $N.", ch, NULL, victim, TO_CHAR); act("$n steps into the air, leaving behind no trace whatsoever.", ch, NULL, victim, TO_ROOM); char_from_room(ch); char_to_room(ch, victim->in_room); ch->move -= 1000; act("$n steps out of the air in front of $N.", ch, NULL, victim, TO_NOTVICT); act("$n steps out of the air in front of you.", ch, NULL, victim, TO_VICT); do_look(ch, "auto"); return; } void do_focus(CHAR_DATA * ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { send_to_char("Huh?\n\r", ch); return; } if (ch->pcdata->powers[SAMURAI_FOCUS] < 10) { send_to_char ("You cannot focus your weaponcontrol any more.\n\r", ch); return; } ch->pcdata->powers[SAMURAI_FOCUS] -= number_range(1, ch->pcdata->powers[SAMURAI_FOCUS]); send_to_char ("You focus your control, letting the battle slow to a halt.\n\r", ch); WAIT_STATE(ch, 8); return; } void do_slide(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { send_to_char("Huh?\n\r", ch); return; } if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SLIDE)) { send_to_char("You need to learn that combo first.\n\r", ch); return; } if (ch->pcdata->powers[SAMURAI_FOCUS] > 40) { send_to_char("You are to exhausted.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone.\n\r", ch); return; } ch->pcdata->powers[SAMURAI_FOCUS] += 1; act("$n slides into a better fighting position, hitting $N while $e passes.", ch, NULL, victim, TO_NOTVICT); act("You slide into a better fighting position, hitting $N while you pass $E.", ch, NULL, victim, TO_CHAR); act("$n moves past you, lightning fast and strikes you before you can react.", ch, NULL, victim, TO_VICT); one_hit(ch, victim, gsn_lightningslash, 1); check_samuraiattack(ch, victim); WAIT_STATE(ch, 12); return; } void do_sidestep(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { send_to_char("Huh?\n\r", ch); return; } if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SIDESTEP)) { send_to_char("You need to learn that combo first.\n\r", ch); return; } if (ch->pcdata->powers[SAMURAI_FOCUS] > 40) { send_to_char("You are to exhausted.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone.\n\r", ch); return; } ch->pcdata->powers[SAMURAI_FOCUS] += 2; act("$n sidesteps $N's attack and scores a hit.", ch, NULL, victim, TO_NOTVICT); act("You sidestep $N's attack, and scores a counterattack before $E can react.", ch, NULL, victim, TO_CHAR); act("$n sidesteps your feeble attempt to get near $m and strikes back at you.", ch, NULL, victim, TO_VICT); one_hit(ch, victim, gsn_lightningslash, 1); check_samuraiattack(ch, victim); WAIT_STATE(ch, 12); return; } void do_block(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { send_to_char("Huh?\n\r", ch); return; } if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_BLOCK)) { send_to_char("You need to learn that combo first.\n\r", ch); return; } if (ch->pcdata->powers[SAMURAI_FOCUS] > 40) { send_to_char("You are to exhausted.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone.\n\r", ch); return; } ch->pcdata->powers[SAMURAI_FOCUS] += 4; act("$n blocks $N's simpleminded attack and strikes back with a perfect attack.", ch, NULL, victim, TO_NOTVICT); act("You block $N's simple attack and return with one of your own design.", ch, NULL, victim, TO_CHAR); act("$n blocks your attack, and strikes back before you get a chance to react.", ch, NULL, victim, TO_VICT); one_hit(ch, victim, gsn_lightningslash, 1); check_samuraiattack(ch, victim); WAIT_STATE(ch, 12); return; } void do_countermove(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { send_to_char("Huh?\n\r", ch); return; } if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_COUNTERMOVE)) { send_to_char("You need to learn that combo first.\n\r", ch); return; } if (ch->pcdata->powers[SAMURAI_FOCUS] > 40) { send_to_char("You are to exhausted.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You aren't fighting anyone.\n\r", ch); return; } ch->pcdata->powers[SAMURAI_FOCUS] += 8; act("$n strikes out at $N before $E can even get a weapon out to defend $Mself.", ch, NULL, victim, TO_NOTVICT); act("You cut $N with a lightning fast attack.", ch, NULL, victim, TO_CHAR); act("$n attacks with a flurry of lightning fast attacks, one of them scores a hit.", ch, NULL, victim, TO_VICT); one_hit(ch, victim, gsn_lightningslash, 1); check_samuraiattack(ch, victim); WAIT_STATE(ch, 12); return; } void check_samuraiattack(CHAR_DATA * ch, CHAR_DATA * victim) { if (!IS_CLASS(ch, CLASS_SAMURAI)) return; if (!victim || victim->hit < 1000) return; switch (ch->pcdata->powers[SAMURAI_FOCUS]) { default: break; case 10: if (ch->pcdata->powers[SAMURAI_LAST] == 10) { send_to_char ("You cannot use the same combo twice.\n\r", ch); break; } ch->pcdata->powers[SAMURAI_LAST] = 10; do_say(ch, "What a worthless opponent you are. Here, let me show you how a real fighter fights."); one_hit(ch, victim, gsn_lightningslash, 1); one_hit(ch, victim, gsn_lightningslash, 1); one_hit(ch, victim, gsn_lightningslash, 1); break; case 15: if (ch->pcdata->powers[SAMURAI_LAST] == 15) { send_to_char ("You cannot use the same combo twice.\n\r", ch); break; } ch->pcdata->powers[SAMURAI_LAST] = 15; if (number_range(1, 3) == 2) { send_to_char("You fail your attempt to disarm.\n\r", ch); break; } act("#GYou strike out at $N's weapon.#n", ch, NULL, victim, TO_CHAR); act("#G$n's attack strikes your weaponarm.#n", ch, NULL, victim, TO_VICT); disarm(ch, victim); break; case 20: if (ch->pcdata->powers[SAMURAI_LAST] == 20) { send_to_char ("You cannot use the same combo twice.\n\r", ch); break; } ch->pcdata->powers[SAMURAI_LAST] = 20; act("#GYour hit $N on a central nerve, paralysing $M.#n", ch, NULL, victim, TO_CHAR); act("#G$n's attack paralyses you, you cannot move.#n", ch, NULL, victim, TO_VICT); if (IS_CLASS(victim, CLASS_FAE)) { send_to_char("You shrug of the attack.\n\r", victim); send_to_char("They don't seem that affected.\n\r", ch); } else WAIT_STATE(victim, 24); break; case 25: if (ch->pcdata->powers[SAMURAI_LAST] == 25) { send_to_char ("You cannot use the same combo twice.\n\r", ch); break; } ch->pcdata->powers[SAMURAI_LAST] = 25; if (number_range(1, 3) == 2) { send_to_char("You fail your attempt to hurl.\n\r", ch); break; } act("#GYou grab $N and toss $M over your shoulder.#n", ch, NULL, victim, TO_CHAR); act("#G$n grabs you, and tosses you over $s shoulder.#n", ch, NULL, victim, TO_VICT); special_hurl(ch, victim); break; case 30: if (ch->pcdata->powers[SAMURAI_LAST] == 30) { send_to_char ("You cannot use the same combo twice.\n\r", ch); break; } ch->pcdata->powers[SAMURAI_LAST] = 30; ch->hit += number_range(2000, 4000); if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; act("#GYou feel adrenalin pump through your body, awakening your senses.#n", ch, NULL, victim, TO_CHAR); act("#G$n flashes a wicked smile.#n", ch, NULL, victim, TO_VICT); break; case 35: if (ch->pcdata->powers[SAMURAI_LAST] == 35) { send_to_char ("You cannot use the same combo twice.\n\r", ch); break; } ch->pcdata->powers[SAMURAI_LAST] = 35; do_say(ch, "I am a master of arms, you cannot even begin to understand what I am able to do!"); one_hit(ch, victim, gsn_backfist, 1); one_hit(ch, victim, gsn_thrustkick, 1); one_hit(ch, victim, gsn_monksweep, 1); one_hit(ch, victim, gsn_jumpkick, 1); one_hit(ch, victim, gsn_lightningslash, 1); break; } return; } void do_martial(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int cost = 150000000; // 150 million for each combo. one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { send_to_char("Huh?\n\r", ch); return; } if (arg[0] == '\0') { send_to_char ("What martial art do you wish to learn : slide, sidestep, block or countermove ?\n\r", ch); return; } if (!str_cmp(arg, "slide")) { if (IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SLIDE)) { send_to_char ("You have already learned that technique.\n\r", ch); return; } if (ch->exp < cost) { xprintf(buf, "You need %ld more exp to learn this technique.\n\r", cost - ch->exp); send_to_char(buf, ch); return; } ch->exp -= cost; SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SLIDE); send_to_char("Ok.\n\r", ch); return; } else if (!str_cmp(arg, "sidestep")) { if (IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SIDESTEP)) { send_to_char ("You have already learned that technique.\n\r", ch); return; } if (ch->exp < cost) { xprintf(buf, "You need %ld more exp to learn this technique.\n\r", cost - ch->exp); send_to_char(buf, ch); return; } ch->exp -= cost; SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SIDESTEP); send_to_char("Ok.\n\r", ch); return; } else if (!str_cmp(arg, "block")) { if (IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_BLOCK)) { send_to_char ("You have already learned that technique.\n\r", ch); return; } if (ch->exp < cost) { xprintf(buf, "You need %ld more exp to learn this technique.\n\r", cost - ch->exp); send_to_char(buf, ch); return; } ch->exp -= cost; SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_BLOCK); send_to_char("Ok.\n\r", ch); return; } else if (!str_cmp(arg, "countermove")) { if (IS_SET (ch->pcdata->powers[SAMURAI_MARTIAL], SAM_COUNTERMOVE)) { send_to_char ("You have already learned that technique.\n\r", ch); return; } if (ch->exp < cost) { xprintf(buf, "You need %ld more exp to learn this technique.\n\r", cost - ch->exp); send_to_char(buf, ch); return; } ch->exp -= cost; SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_COUNTERMOVE); send_to_char("Ok.\n\r", ch); return; } else do_martial(ch, ""); return; } void do_samlearn(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; int aura = 0; int cost = 0; smash_tilde(argument); argument = one_argument(argument, arg1); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { send_to_char("Huh?\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("Syntax: Samlearn <power>\n\r", ch); send_to_char ("#r ___________________________________________\n\r", ch); send_to_char ("#r/ #cName#r | #cCost#r | #cName#r | #cCost#r \\\n\r", ch); send_to_char ("#r|------------+--------+------------+--------| \n\r", ch); send_to_char ("#r| #gLitSword #r| #y250 #r| #gSword #r| #y200#r | \n\r", ch); send_to_char ("#r| #gIceSword #r| #y350 #r| #gFireSword #r| #y300#r | \n\r", ch); send_to_char ("#r| #gSoulSword #r| #y500 #r| #gDrainSword #r| #y400#r | \n\r", ch); send_to_char ("#r\\___________________________________________/\n\r", ch); return; } if (!str_cmp(arg1, "soulsword")) { aura = SAM_SOULSWORD; cost = 500; } else if (!str_cmp(arg1, "drainsword")) { aura = SAM_DRAINSWORD; cost = 400; } else if (!str_cmp(arg1, "icesword")) { aura = SAM_ICESWORD; cost = 350; } else if (!str_cmp(arg1, "firesword")) { aura = SAM_FIRESWORD; cost = 300; } else if (!str_cmp(arg1, "litsword")) { aura = SAM_LITSWORD; cost = 250; } else if (!str_cmp(arg1, "sword")) { aura = SAM_SWORD; cost = 200; } else { send_to_char("Syntax: Samlearn <power>\n\r", ch); send_to_char ("#r ___________________________________________\n\r", ch); send_to_char ("#r/ #cName#r | #cCost#r | #cName#r | #cCost#r \\\n\r", ch); send_to_char ("#r|------------+--------+------------+--------| \n\r", ch); send_to_char ("#r| #gLitSword #r| #y250 #r| #gSword #r| #y200#r | \n\r", ch); send_to_char ("#r| #gIceSword #r| #y350 #r| #gFireSword #r| #y300#r | \n\r", ch); send_to_char ("#r| #gSoulSword #r| #y500 #r| #gDrainSword #r| #y400#r | \n\r", ch); send_to_char ("#r\\___________________________________________/\n\r", ch); return; } if ((aura == SAM_LITSWORD) && (!IS_SAMPOWER(ch, SAM_SWORD))) { send_to_char("Without learning Sword this is useless.\n\r", ch); return; } if ((aura == SAM_FIRESWORD) && (!IS_SAMPOWER(ch, SAM_LITSWORD))) { send_to_char ("You may not learn FireSword until you learn LitSword.\n\r", ch); return; } if ((aura == SAM_ICESWORD) && (!IS_SAMPOWER(ch, SAM_FIRESWORD))) { send_to_char ("You may not learn IceSword until you learn FirSword.\n\r", ch); return; } if ((aura == SAM_DRAINSWORD) && (!IS_SAMPOWER(ch, SAM_ICESWORD))) { send_to_char ("You may not learn DrainSword until you learn IceSword.\n\r", ch); return; } if ((aura == SAM_SOULSWORD) && (!IS_SAMPOWER(ch, SAM_DRAINSWORD))) { send_to_char ("You may not learn SoulSword until you've mastered all sword techniques.\n\r", ch); return; } if (IS_SAMPOWER(ch, aura)) { send_to_char("You already have that power.\n\r", ch); return; } if (ch->practice < cost) { send_to_char ("You have insufficient primal to learn that power.\n\r", ch); return; } SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], aura); ch->practice -= cost; send_to_char("Ok.\n\r", ch); save_char_obj(ch); return; } void lightning_sword(CHAR_DATA * ch) { //Lightning Stuns Victim and is fairly likely to hit, Avg Expense, Avg Damage CHAR_DATA *victim; OBJ_DATA *katana; char buf[MAX_STRING_LENGTH]; int dmg; if (IS_NPC(ch)) return; katana = get_eq_char(ch, WEAR_WIELD); if ((victim = ch->fighting) == NULL) { send_to_char("You find no need for this now.\n\r", ch); return; } if (ch->mana < 2500) { send_to_char("You have not the 2500 mana to use this.\n\r", ch); return; } if ((katana == NULL) || (katana->pIndexData->vnum != 33176)) { send_to_char ("Without a proper katana the energy will destroy your weapon.\n\r", ch); return; } ch->mana -= 2500; send_to_char("You channel mystical energy into your katana.\n\r", ch); do_say(ch, "#b#cL#CI#cG#CH#cT#CN#cI#CN#cG #nSWORD!"); send_to_char ("A humongous bolt of lightning blasts from your katana.\n\r", ch); act("A humongous bolt of lightning blasts from $n's katana!", ch, NULL, NULL, TO_ROOM); if (number_range(0, 100) < 16) { act("Your lightning blast flies past $N and is absorbed by the ground.", ch, NULL, victim, TO_CHAR); act("The lightning blast slams into the ground and is absorbed.", ch, NULL, NULL, TO_ROOM); return; } dmg = number_range(ch->wpn[1], ch->wpn[1] * 3); xprintf(buf, "Your lightning blast slams into $N's and crackles around $S body sending them sprawling. #R[#C#b %d #n#R]#n", dmg); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n's lightning blast slams into you and crackles around your body sending you sprawling. #R[#C#b %d #n#R]#n", dmg); act(buf, ch, NULL, victim, TO_VICT); act("$n's lightning blast slams into $N's and crackles around $S body sending $N sprawling.", ch, NULL, victim, TO_NOTVICT); hurt_person(ch, victim, dmg); WAIT_STATE(ch, (PULSE_VIOLENCE * 3)); if (victim->position > POS_STUNNED) victim->position = POS_STUNNED; return; } void fire_sword(CHAR_DATA * ch) { //Flame Cone Sword sets victim aflame, and is VERY likely to hit. More Expense, Low Dmg CHAR_DATA *victim; OBJ_DATA *katana; char buf[MAX_STRING_LENGTH]; int dmg; if (IS_NPC(ch)) return; katana = get_eq_char(ch, WEAR_WIELD); if ((victim = ch->fighting) == NULL) { send_to_char("You find no need for this now.\n\r", ch); return; } if (ch->mana < 3500) { send_to_char ("You have not the 3500 mystical power to use this.\n\r", ch); return; } if ((katana == NULL) || (katana->pIndexData->vnum != 33176)) { send_to_char ("Without a proper katana the energy will destroy your weapon.\n\r", ch); return; } ch->mana -= 3500; send_to_char("You channel mystical energy into your katana.\n\r", ch); do_say(ch, "#rF#RIR#rE #nSWORD!"); send_to_char ("A tremendous cone of flame shoots from your katana.\n\r", ch); act("A tremendous cone of flame shoots from $n's katana!", ch, NULL, NULL, TO_ROOM); if (number_range(0, 100) < 5) { act("Your cone of flame flashes past $N and scorches the ground.", ch, NULL, victim, TO_CHAR); act("The cone of flame flashes past you and scorches the ground.", ch, NULL, victim, TO_VICT); act("The cone of flame flashes past $N and scorches the ground.", ch, NULL, victim, TO_NOTVICT); return; } dmg = number_range(ch->wpn[1], ch->wpn[1] * 2); xprintf(buf, "Your cone of flame engulfs $N's in a sheet of flame. #R[#R#b %d #n#R]#n", dmg); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n's cone of flame engulfs you in a sheet of flame. #R[#R#b %d #n#R]#n", dmg); act(buf, ch, NULL, victim, TO_VICT); act("$n's engulfs $N's in a sheet of flame.", ch, NULL, victim, TO_NOTVICT); hurt_person(ch, victim, dmg); WAIT_STATE(ch, (PULSE_VIOLENCE * 3)); if (!IS_SET(victim->affected_by, AFF_FLAMING)) SET_BIT(victim->affected_by, AFF_FLAMING); return; } void ice_sword(CHAR_DATA * ch) { //Frost Sword can freeze victims solid, and is highly damaging, and is likely to hit. Incredibly Expensive CHAR_DATA *victim; OBJ_DATA *katana; char buf[MAX_STRING_LENGTH]; char spc[MAX_STRING_LENGTH]; char spcV[MAX_STRING_LENGTH]; int dmg; bool froze = FALSE; if (IS_NPC(ch)) return; katana = get_eq_char(ch, WEAR_WIELD); if ((victim = ch->fighting) == NULL) { send_to_char("You find no need for this now.\n\r", ch); return; } if (ch->mana < 5000) { send_to_char ("You have not the 5000 mystical power to use this.\n\r", ch); return; } if ((katana == NULL) || (katana->pIndexData->vnum != 33176)) { send_to_char ("Without a proper katana the energy will destroy your weapon.\n\r", ch); return; } ch->mana -= 5000; send_to_char("You channel mystical energy into your katana.\n\r", ch); do_say(ch, "#lF#cR#LO#cS#lT #nSWORD!"); send_to_char("A ray of frost lances out from your katana.\n\r", ch); act("A ray of frost lances out from $n's katana!", ch, NULL, NULL, TO_ROOM); if (number_range(0, 100) < 10) { act("Your ray of frost shoots past $N and freezes the ground.", ch, NULL, victim, TO_CHAR); act("The ray of frost shoots past you and freezes the ground.", ch, NULL, victim, TO_VICT); act("The ray of frost shoots past $N and freezes the ground.", ch, NULL, victim, TO_NOTVICT); return; } if (number_range(0, 100) > 90) froze = TRUE; if (!froze) { xprintf(spc, "but $N recovers."); xprintf(spcV, "but you recover."); } else { xprintf(spc, "and $N freezes solid."); xprintf(spcV, "and you freeze solid."); } dmg = number_range(ch->wpn[1], ch->wpn[1] * 4); xprintf(buf, "Your ray of frost envelopes $N's in a block of ice, %s #R[#L#b %d #n#R]#n", spc, dmg); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n's ray of frost envelopes you in a block of ice, %s #R[#L#b %d #n#R]#n", spcV, dmg); act(buf, ch, NULL, victim, TO_VICT); xprintf(buf, "$n's ray of frost envelopes $N's in a block of ice, %s", spc); act(buf, ch, NULL, victim, TO_NOTVICT); hurt_person(ch, victim, dmg); WAIT_STATE(ch, (PULSE_VIOLENCE * 3)); if (froze) { if (!IS_AFF2(victim, AFF2_FROZEN)) SET_AFF2(victim, AFF2_FROZEN); } return; } void drain_sword(CHAR_DATA * ch) { //Drain Sword sucks health from a victim, and is moderately likely to hit. Avg Expense, Low Dmg CHAR_DATA *victim; OBJ_DATA *katana; char buf[MAX_STRING_LENGTH]; int dmg; int heal; if (IS_NPC(ch)) return; katana = get_eq_char(ch, WEAR_WIELD); if ((victim = ch->fighting) == NULL) { send_to_char("You find no need for this now.\n\r", ch); return; } if (ch->mana < 4000) { send_to_char ("You have not the 4000 mystical power to use this.\n\r", ch); return; } if ((katana == NULL) || (katana->pIndexData->vnum != 33176)) { send_to_char ("Without a proper katana the energy will destroy your weapon.\n\r", ch); return; } ch->mana -= 4000; send_to_char("You channel mystical energy into your katana.\n\r", ch); do_say(ch, "#nD#0R#yA#0I#nN #nSWORD!"); send_to_char("A wave of energy launches itself from your katana.\n\r", ch); act("A wave of energy launches itself from $n's katana!", ch, NULL, NULL, TO_ROOM); if (number_range(0, 100) < 20) { act("Your wave of energy goes through $N, continues on a bit then fades.", ch, NULL, victim, TO_CHAR); act("The wave of energy goes through you, continues on a bit then fades.", ch, NULL, victim, TO_VICT); act("The wave of energy goes through $N, continues on a bit then fades.", ch, NULL, victim, TO_NOTVICT); return; } dmg = number_range(ch->wpn[1], ch->wpn[1] * 2); heal = number_range(dmg / 3, dmg / 2); xprintf(buf, "Your wave of energy enters $N's body and drains %d health painfully from $N. #R[#R#b %d #n#R]#n", heal, dmg); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n's wave of energy enters your body and drains you painfully. #R[#R#b %d #n#R]#n", dmg); act(buf, ch, NULL, victim, TO_VICT); act("$n's wave of energy enters $N's body causing $N to look weak.", ch, NULL, victim, TO_NOTVICT); hurt_person(ch, victim, dmg); ch->hit += heal; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; WAIT_STATE(ch, (PULSE_VIOLENCE * 3)); return; } void soul_sword(CHAR_DATA * ch) { //Soul Sword can rarely kill victims outright, and does 1 dmg, and is VERY unlikely to hit. UNGODLY Expensive CHAR_DATA *victim; OBJ_DATA *katana; char buf[MAX_STRING_LENGTH]; int thebonus = 0; if (IS_NPC(ch)) return; katana = get_eq_char(ch, WEAR_WIELD); if ((victim = ch->fighting) == NULL) { send_to_char("You find no need for this now.\n\r", ch); return; } if (IS_NPC(victim)) thebonus = 45; else thebonus = 7; if (ch->mana < 30000) { send_to_char ("You have not the 30000 mana power to use this.\n\r", ch); return; } if ((katana == NULL) || (katana->pIndexData->vnum != 33176)) { send_to_char ("Without a proper katana the energy will destroy your weapon.\n\r", ch); return; } ch->mana -= 30000; send_to_char("You channel mystical energy into your katana.\n\r", ch); do_say(ch, "#0SOUL #nSWORD!"); act("A bolt of light shoots out of your katana and into $N", ch, NULL, victim, TO_CHAR); act("A bolt of light shoots out of $n's katana and into you!", ch, NULL, victim, TO_VICT); act("A bolt of light shoots out of $n's katana and into $N!", ch, NULL, victim, TO_NOTVICT); if (number_range(0, 250) > (4 + thebonus)) // Was .5% now it's 5%/20% { act("Your attack was ineffective.", ch, NULL, victim, TO_CHAR); act("$n looks confused as nothing happens.", ch, NULL, NULL, TO_ROOM); multi_hit(ch, victim, TYPE_UNDEFINED); WAIT_STATE(ch, (PULSE_VIOLENCE * 5)); return; } xprintf(buf, "$N screams as $E is ripped apart by the dark energy. #R[#y#b MORTAL #n#R]#n"); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf, "$n looks on as you start screaming while dark energy rips you apart from the inside out. #R[#y#b MORTAL #n#R]#n"); act(buf, ch, NULL, victim, TO_VICT); send_to_char("You crumple to the ground.\n\r", victim); act("$n looks on as $N starts screaming. Weakened $N crumples to the ground.", ch, NULL, victim, TO_NOTVICT); WAIT_STATE(ch, (PULSE_VIOLENCE * 5)); victim->hit = -10; hurt_person(ch, victim, 1); return; } void do_sword(CHAR_DATA * ch, char *argument) { char arg[MAX_STRING_LENGTH]; bool lit = FALSE; bool fire = FALSE; bool wice = FALSE; bool drain = FALSE; bool soul = FALSE; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_SAMURAI)) { do_rand_typo(ch, ""); return; } if (arg[0] == '\0') { send_to_char ("----------------------------------------------------------------------------\n\r", ch); send_to_char (" -= Samurai Sword Skills =-\n\r", ch); send_to_char ("----------------------------------------------------------------------------\n\r", ch); if (!IS_SAMPOWER(ch, SAM_SWORD)) send_to_char("None", ch); if (IS_SAMPOWER(ch, SAM_SWORD)) send_to_char(" Sword: ", ch); if (IS_SAMPOWER(ch, SAM_LITSWORD)) send_to_char("#YLightning#n", ch); if (IS_SAMPOWER(ch, SAM_FIRESWORD)) send_to_char(", #RFire#n", ch); if (IS_SAMPOWER(ch, SAM_ICESWORD)) send_to_char(", #CIce#n", ch); if (IS_SAMPOWER(ch, SAM_DRAINSWORD)) send_to_char(", #0Drain#n", ch); if (IS_SAMPOWER(ch, SAM_SOULSWORD)) send_to_char(", #WSoul#n.", ch); send_to_char("\n\r", ch); if (IS_SAMPOWER(ch, SAM_SWORD)) send_to_char (" Type sword <skill> to use that skill.\n\r", ch); send_to_char("\n\r", ch); return; } if (!IS_SAMPOWER(ch, SAM_SWORD)) { send_to_char ("You have not yet learned how to do sword techniques.\n\r", ch); return; } if (!str_cmp(arg, "lightning")) lit = TRUE; if (!str_cmp(arg, "fire")) fire = TRUE; if (!str_cmp(arg, "ice")) wice = TRUE; if (!str_cmp(arg, "drain")) drain = TRUE; if (!str_cmp(arg, "soul")) soul = TRUE; if ((!lit) && (!fire) && (!ice) && (!drain) && (!soul)) { send_to_char ("That is not a technique, try lightning, fire, ice, drain or soul.\n\r", ch); return; } if (lit) { if (!IS_SAMPOWER(ch, SAM_LITSWORD)) { send_to_char ("You have not yet learned this technique.\n\r", ch); return; } else { lightning_sword(ch); return; } } if (fire) { if (!IS_SAMPOWER(ch, SAM_FIRESWORD)) { send_to_char ("You have not yet learned this technique.\n\r", ch); return; } else { fire_sword(ch); return; } } if (wice) { if (!IS_SAMPOWER(ch, SAM_ICESWORD)) { send_to_char ("You have not yet learned this technique.\n\r", ch); return; } else { ice_sword(ch); return; } } if (drain) { if (!IS_SAMPOWER(ch, SAM_DRAINSWORD)) { send_to_char ("You have not yet learned this technique.\n\r", ch); return; } else { drain_sword(ch); return; } } if (soul) { if (!IS_SAMPOWER(ch, SAM_SOULSWORD)) { send_to_char ("You have not yet learned this technique.\n\r", ch); return; } else { soul_sword(ch); return; } } }