/***************************************************************************
* 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 do_plasma(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
if (IS_NPC(ch))
return;
if (IS_CLASS(ch, CLASS_FAE))
{
do_plasma2(ch, argument);
return;
}
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_VICI] < 5)
{
send_to_char
("You must obtain at least level 5 in Vicissitude to use Plasma Form.\n\r",
ch);
return;
}
save_char_obj(ch);
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("Not while polymorphed.\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
send_to_char("Not with a fighttimer.\n\r", ch);
return;
}
if ((obj = create_object(get_obj_index(30007), 60)) == NULL)
{
send_to_char("Error - Please inform Dracknuur.\n\r", ch);
return;
}
act("$n transforms into $p and splashes to the ground.", ch, obj,
NULL, TO_ROOM);
act("You transform into $p and splashes to the ground.", ch, obj,
NULL, TO_CHAR);
ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM];
obj->chobj = ch;
ch->pcdata->chobj = obj;
ch->pcdata->obj_vnum = 30007;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->extra, EXTRA_OSWITCH);
free_string(ch->morph);
ch->morph = str_dup("a pool of blood");
obj_to_room(obj, ch->in_room);
return;
}
void do_coil(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_SERP] < 8)
{
send_to_char
("You require level 8 Serpentis to use Body Coil.\n\r",
ch);
return;
}
if (!IS_SET(ch->newbits, NEW_COIL))
{
send_to_char("You prepare to coil your victims.\n\r", ch);
SET_BIT(ch->newbits, NEW_COIL);
return;
}
else if (IS_SET(ch->newbits, NEW_COIL))
{
send_to_char("You stand down from your coil posture.\n\r",
ch);
REMOVE_BIT(ch->newbits, NEW_COIL);
return;
}
return;
}
void do_awe(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_PRES] < 1)
{
send_to_char
("You must obtain at least level 1 in Presence to you Awe.\n\r",
ch);
return;
}
if (IS_EXTRA(ch, EXTRA_AWE))
{
REMOVE_BIT(ch->extra, EXTRA_AWE);
send_to_char("You are no longer Awe Inspiring.\n\r", ch);
act("$n is no longer awe inspiring.", ch, NULL, NULL,
TO_ROOM);
return;
}
SET_BIT(ch->extra, EXTRA_AWE);
send_to_char("You are now Awe Inspiring.\n\r", ch);
act("$n is now awe inspiring", ch, NULL, NULL, TO_ROOM);
return;
}
void do_tide(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_THAU] < 5)
{
send_to_char
("You require level 5 Thaumaturgy to use Tide of Vitae.\n\r",
ch);
return;
}
if (ch->practice < 10)
{
send_to_char
("You require at least 10 practice to use Tide of Vitae.\n\r",
ch);
return;
}
if (IS_SET(ch->newbits, NEW_TIDE))
{
send_to_char("The tide is already with you.\n\r", ch);
return;
}
SET_BIT(ch->newbits, NEW_TIDE);
ch->practice -= 10;
send_to_char("You feel a tide of vitae rush over you.\n\r", ch);
return;
}
void do_rot(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_VICI] < 2)
{
send_to_char
("You must obtain at level 2 in Thanatosis to use Putrefaction.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Who do you wish to use Putrefaction on?\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 (IS_NPC(victim))
{
send_to_char("Why use Putrefaction on a mob?\n\r", ch);
return;
}
if (IS_IMMORTAL(victim) && victim != ch)
{
send_to_char
("You can only use Putrefaction on Avatar's or lower.\n\r",
ch);
return;
}
if (is_safe(ch, victim) == TRUE)
return;
if (victim->hit < victim->max_hit)
{
send_to_char("They are hurt and suspicious.\n\r", ch);
return;
}
act("You close your eyes and concentrate on $N.", ch, NULL, victim,
TO_CHAR);
act("$n closes $s eyes and concentrates on you.", ch, NULL, victim,
TO_VICT);
act("$n closes $s eyes and cencentrates on $N.", ch, NULL, victim,
TO_NOTVICT);
WAIT_STATE(ch, 12);
if (number_percent() < 50)
{
send_to_char("You failed.\n\r", ch);
return;
}
act("Your flesh begins to rot!", victim, NULL, NULL, TO_CHAR);
act("$n's flesh begins to rot!", victim, NULL, NULL, TO_ROOM);
SET_BIT(victim->extra, EXTRA_ROT);
return;
}
void do_forget(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DOMI] < 8)
{
send_to_char
("You must obtain at least level 8 in Dominate to use Forgetful Mind.\n\r",
ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Force whom to forget what disc?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg1)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Why use Forgetful Mind on a mob?\n\r", ch);
return;
}
if (!IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("Only useful on vamps?\n\r", ch);
return;
}
if (IS_IMMORTAL(victim) && victim != ch)
{
send_to_char
("You can only use Forgetful Mind on Avatar's or lower.\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 250)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (ch->practice < 25)
{
send_to_char
("You need 25 practice to use Forgetful Mind.\n\r",
ch);
return;
}
act("You close your eyes and concentrate on $N.", ch, NULL, victim,
TO_CHAR);
act("$n closes $s eyes and concentrates on you.", ch, NULL, victim,
TO_VICT);
act("$n closes $s eyes and cencentrates on $N.", ch, NULL, victim,
TO_NOTVICT);
ch->pcdata->condition[COND_THIRST] -= 250;
ch->practice -= 25;
WAIT_STATE(ch, 12);
if (number_percent() > 10)
{
send_to_char("You failed.\n\r", ch);
return;
}
if (!str_cmp(arg2, "animalism"))
{
victim->power[DISC_VAMP_ANIM] -= 1;
act("Your mind becomes hazy about Animalism.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "celerity"))
{
victim->power[DISC_VAMP_CELE] -= 1;
act("Your mind becomes hazy about Celerity.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "dominate"))
{
victim->power[DISC_VAMP_DOMI] -= 1;
act("Your mind becomes hazy about Dominate.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "fortitude"))
{
victim->power[DISC_VAMP_FORT] -= 1;
act("Your mind becomes hazy about Fortitude.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "auspex"))
{
victim->power[DISC_VAMP_AUSP] -= 1;
act("Your mind becomes hazy about Auspex.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "obfuscate"))
{
victim->power[DISC_VAMP_OBFU] -= 1;
act("Your mind becomes hazy about Obfuscate.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "obtenebration"))
{
victim->power[DISC_VAMP_OBTE] -= 1;
act("Your mind becomes hazy about Obtenebration.", victim,
NULL, NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "presence"))
{
victim->power[DISC_VAMP_PRES] -= 1;
act("Your mind becomes hazy about Presence.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "potence"))
{
victim->power[DISC_VAMP_POTE] -= 1;
act("Your mind becomes hazy about Potence.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "protean"))
{
victim->power[DISC_VAMP_PROT] -= 1;
act("Your mind becomes hazy about Protean.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "quietus"))
{
victim->power[DISC_VAMP_QUIE] -= 1;
act("Your mind becomes hazy about Quietus.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "serpentis"))
{
victim->power[DISC_VAMP_SERP] -= 1;
act("Your mind becomes hazy about Serpentis.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "thaumaturgy"))
{
victim->power[DISC_VAMP_THAU] -= 1;
act("Your mind becomes hazy about Thaumaturgy.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
if (!str_cmp(arg2, "vicissitude"))
{
victim->power[DISC_VAMP_VICI] -= 1;
act("Your mind becomes hazy about Vicissitude.", victim, NULL,
NULL, TO_CHAR);
act("$n blinks $s eyes for a moment.", victim, NULL, NULL,
TO_ROOM);
return;
}
return;
}
void do_acid(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DOMI] < 4)
{
send_to_char
("You require level 9 Vicissitude to use Acid Blood.\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 500)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (IS_SET(ch->act, PLR_ACID))
{
REMOVE_BIT(ch->act, PLR_ACID);
stc("Your blood turns back to normal.\n\r", ch);
}
else
{
SET_BIT(ch->act, PLR_ACID);
send_to_char("Your blood turns to a potent acid.\n\r", ch);
}
return;
}
void do_death(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *inroom;
inroom = ch->in_room;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_QUIE] < 5)
{
send_to_char
("You require level 5 Quietus to use Silence of Death.\n\r",
ch);
return;
}
if (!str_cmp(ch->in_room->area->name, "midgaard"))
{
send_to_char("Not in Midgaard.\n\r", ch);
return;
}
if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0)
{
xprintf(buf, "The silence leaves the room.\n\r");
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char("The silence leaves the room.\n\r", ch);
SET_RTIMER(ch->in_room, RTIMER_SILENCE, 0);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 300)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 300;
SET_RTIMER(inroom, RTIMER_SILENCE, 10);
xprintf(buf, "A look of concentration passes over %s's face.\n\r",
ch->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char("A look of concentration passes over your face.\n\r",
ch);
xprintf(buf, "An eerie silence fills the room.\n\r");
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char(buf, ch);
return;
}
void do_flash(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_QUIE] < 9)
{
send_to_char
("You require level 9 Quietus to use Flashing Speed.\n\r",
ch);
return;
}
if (IS_EXTRA(ch, EXTRA_FLASH))
{
send_to_char("You are already moving swiftly.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 200)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
SET_BIT(ch->extra, EXTRA_FLASH);
ch->power[DISC_VAMP_CELE] += 2;
ch->pcdata->condition[COND_THIRST] -= 200;
xprintf(buf, "%s starts moving with lightning speed.", ch->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char("You start moving with lightning speed.\n\r", ch);
return;
}
void do_vampirearmor(CHAR_DATA * ch, char *argument)
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("What?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("Please specify which piece of vampire armor you wish to make: Ring Collar Plate Helmet\n\r"
"Leggings Boots Gloves Sleeves Cape Belt Bracer Visor Dagger Longsword Rod.\n\r",
ch);
return;
}
if (ch->practice < 60)
{
send_to_char
("It costs 60 points of practice to create vampire equipment.\n\r",
ch);
return;
}
if (!str_cmp(arg, "ring"))
vnum = 33042;
else if (!str_cmp(arg, "plate"))
vnum = 33044;
else if (!str_cmp(arg, "helmet"))
vnum = 33045;
else if (!str_cmp(arg, "collar"))
vnum = 33043;
else if (!str_cmp(arg, "leggings"))
vnum = 33046;
else if (!str_cmp(arg, "boots"))
vnum = 33047;
else if (!str_cmp(arg, "gloves"))
vnum = 33048;
else if (!str_cmp(arg, "sleeves"))
vnum = 33049;
else if (!str_cmp(arg, "cape"))
vnum = 33050;
else if (!str_cmp(arg, "belt"))
vnum = 33051;
else if (!str_cmp(arg, "bracer"))
vnum = 33052;
else if (!str_cmp(arg, "visor"))
vnum = 33053;
else if (!str_cmp(arg, "longsword"))
vnum = 33040;
else if (!str_cmp(arg, "dagger"))
vnum = 33041;
else if (!str_cmp(arg, "rod"))
vnum = 33056;
else
{
do_vampirearmor(ch, "");
return;
}
if (vnum == 0 || (pObjIndex = get_obj_index(vnum)) == NULL)
{
send_to_char("Missing object, please inform a God.\n\r", ch);
return;
}
ch->practice -= 60;
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
act("$p appears in your hands.", ch, obj, NULL, TO_CHAR);
act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM);
return;
}
void do_preserve(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_NECR] < 2)
{
stc("You must obtain level 2 Necromancy to use Preserve.\n\r",
ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
stc("You do not have that item.\n\r", ch);
return;
}
if (obj->item_type == ITEM_HEAD)
{
stc("You cannot preserve that item.\n\r", ch);
return;
}
if (obj->timer <= 0)
{
stc("That object has no timer.\n\r", ch);
return;
}
obj->timer = -1;
act("You place your hands on $p and concentrate on it.", ch, obj,
NULL, TO_CHAR);
act("$n places $s hands on $p and it glows brightly.", ch, obj, NULL,
TO_ROOM);
return;
}
void do_spiritguard(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_NECR] < 4)
{
stc("You must obtain level 4 Necromancy to use Spirit Guardian.\n\r", ch);
return;
}
if (!IS_SET(ch->flag2, AFF_SPIRITGUARD))
{
stc("You awaken your spirit guardian.\n\r", ch);
SET_BIT(ch->flag2, AFF_SPIRITGUARD);
return;
}
else
{
stc("You dismiss your spirit guardian.\n\r", ch);
REMOVE_BIT(ch->flag2, AFF_SPIRITGUARD);
return;
}
return;
}
void do_spiritgate(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_NECR] < 3)
{
stc("You must obtain level 3 Necromancy to use SpiritGate.\n\r", ch);
return;
}
if ((obj = get_obj_world(ch, arg)) == NULL)
{
stc("You cannot find that object.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 66)
{
stc("You do not have enough blood.\n\r", ch);
return;
}
if (obj->in_room == NULL)
{
stc("You cannot locate that object.\n\r", ch);
return;
}
if (obj->carried_by != NULL)
{
stc("That corpse is being carried by someone!\n\r", ch);
return;
}
if (obj->item_type != ITEM_CORPSE_PC
&& obj->item_type != ITEM_CORPSE_NPC)
{
stc("That's not even a corpse!\n\r", ch);
return;
}
if (obj->in_room->vnum == ch->in_room->vnum)
{
stc("You're already there!\n\r", ch);
return;
}
act("$n steps into a spirit gate and vanishes.", ch, NULL, NULL,
TO_ROOM);
char_from_room(ch);
char_to_room(ch, get_room_index(obj->in_room->vnum));
act("You step through a spirit gate and appear before $p.", ch, obj,
NULL, TO_CHAR);
act("$n steps out of a spirit gate in front of $p.", ch, obj, NULL,
TO_ROOM);
ch->pcdata->condition[COND_THIRST] -= 65;
return;
}
void do_purification(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
int hps = ch->max_hit / 4;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) || ch->power[DISC_VAMP_OBEA] < 7)
{
stc("Only the pure in heart can use purification!\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
stc("You have to be totally calm to purify yourself!\n\r",
ch);
return;
}
if (IS_AFFECTED(ch, AFF_PEACE))
{
stc("You can't hold yer majesty when purifying yourself.\n\r",
ch);
return;
}
if (IS_POLYAFF(ch, POLY_ZULOFORM))
{
stc("Only the pure in heart can use purification!\n\r", ch);
return;
}
if (ch->beast > 0)
{
stc("Only the pure in heart can use purification!\n\r", ch);
return;
}
if (ch->rage > 0)
{
stc("Only the pure in heart can use purification!\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
stc("Only the pure in heart can use purification!\n\r", ch);
return;
}
if (ch->move < 5000)
{
stc("You are too exhausted to purify your mind\n\r", ch);
return;
}
act("A bright halo glows above $n's head.", ch, NULL, NULL, TO_ROOM);
send_to_char("You purify your mind.\n\r", ch);
WAIT_STATE(ch, 30 - ch->power[DISC_VAMP_OBEA]);
ch->move -= 5000;
ch->hit += hps;
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
return;
}
void do_scream(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_MELP] < 1)
{
stc("You must obtain level 1 Melpominee to use Scream.\n\r",
ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
{
stc("Your screams will have no effect here.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 50)
{
stc("You have insufficient blood.\n\r", ch);
return;
}
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (vch->in_room == NULL)
continue;
if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
continue;
if (ch == vch)
continue;
if (vch->in_room == ch->in_room)
{
if ((mount = ch->mount) != NULL)
{
if (mount == vch)
continue;
}
if (can_see(ch, vch))
{
if (number_range
(1,
(12 - ch->power[DISC_VAMP_MELP])) == 2)
{
act("$n lets out an ear-popping scream!", ch, NULL, vch, TO_ROOM);
stc("You fall to the ground, clutching your ears.\n\r", vch);
vch->position = POS_STUNNED;
act("$n falls to the ground, stunned.", vch, NULL, vch, TO_NOTVICT);
return;
}
else
{
act("$n lets out an ear-popping scream!", ch, NULL, vch, TO_ROOM);
return;
}
}
else
continue;
return;
}
}
return;
}
void do_testemb(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0' && ch->embracing == NULL)
{
send_to_char("Who do you wish to embrace?\n\r", ch);
return;
}
if (ch->embracing != NULL)
{
if ((victim = ch->embracing) != NULL)
{
send_to_char("You retract your fangs.", ch);
act("$N retracts his fangs.", ch, NULL, NULL,
TO_ROOM);
stop_embrace(ch, victim);
return;
}
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL
&& ch->embracing == NULL)
{
send_to_char("They arent here.\n\r", ch);
return;
}
if (IS_NPC(victim) || !IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("You can only embrace vampires.\n\r", ch);
return;
}
if (victim->position != POS_MORTAL)
{
send_to_char
("You can only embrace mortally wounded vampires.\n\r",
ch);
return;
}
xprintf(buf,
"%s leaps toward %s baring his fangs.", ch->name,
victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
xprintf(buf, "You leap toward %s baring your fangs.\n\r",
victim->name);
send_to_char(buf, ch);
WAIT_STATE(ch, 15);
xprintf(buf, "You sink your teeth into their throat.\n\r");
send_to_char(buf, ch);
xprintf(buf,
"%s sinks their teeth into %s's throat.", ch->name,
victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
xprintf(buf, "%s sinks their teeth into your throat.\n\r", ch->name);
send_to_char(buf, victim);
victim->embraced = ch;
ch->embracing = victim;
return;
}
void do_conceal(CHAR_DATA * ch, char *argument)
{
char arg[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_OBFU] < 5)
{
send_to_char("You need obfuscate 5 to conceal items.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Syntax: Conceal (item).\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You dont have that item.\n\r", ch);
return;
}
if (IS_SET(obj->extra_flags, ITEM_INVIS))
{
xprintf(buf, "%s fades into existance.", obj->short_descr);
send_to_char(buf, ch);
act(buf, ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
return;
}
if (!IS_SET(obj->extra_flags, ITEM_INVIS))
{
xprintf(buf, "%s fades out of existance.", obj->short_descr);
send_to_char(buf, ch);
act(buf, ch, NULL, NULL, TO_ROOM);
SET_BIT(obj->extra_flags, ITEM_INVIS);
return;
}
return;
}
void do_fear(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DAIM] < 2)
{
stc("You must obtain level 2 Daimoinon to use Fear.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
stc("They aren't here.\n\r", ch);
return;
}
arg[0] = UPPER(arg[0]);
if (ch->fighting == NULL)
{
stc("You must be fighting to use Fear.\n\r", ch);
return;
}
if (victim->fighting == NULL)
{
xprintf(buf, "%s is not fighting anyone.", arg);
stc(buf, ch);
return;
}
WAIT_STATE(ch, 8);
if (IS_NPC(victim))
{
act("You bare your fangs and growl at $N.", ch, NULL, victim,
TO_CHAR);
act("$n bares $s fangs and growls at you.", ch, NULL, victim,
TO_VICT);
act("$n bares $s fangs and growls at $N, and $N flees in terror.", ch, NULL, victim, TO_NOTVICT);
do_flee(victim, "");
return;
}
if (!IS_NPC(victim))
{
if (ch->power[DISC_VAMP_DAIM] < 5)
{
if (number_range(1, 6) == 2)
{
act("You bare your fangs and growl at $N, but nothing happens.", ch, NULL, victim, TO_CHAR);
act("$n bares $s fangs and growls at you.",
ch, NULL, victim, TO_VICT);
act("$n bares $s fangs and growls at $N, but nothing happens.", ch, NULL, victim, TO_NOTVICT);
return;
}
}
act("You bare your fangs and growl at $N.", ch, NULL, victim,
TO_CHAR);
act("$n bares $s fangs and growls at you.", ch, NULL, victim,
TO_VICT);
act("$n bares $s fangs and growls at $N, and $N flees in terror.", ch, NULL, victim, TO_NOTVICT);
do_flee(victim, "");
WAIT_STATE(victim, 8);
return;
}
WAIT_STATE(ch, 10);
return;
}
void do_vtwist(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char arg3[MAX_STRING_LENGTH];
OBJ_DATA *obj;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
strcpy(arg3, argument);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DAIM] < 5)
{
send_to_char
("You must obtain level 5 Daimoinon to use Twist.\n\r",
ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You dont have that item.\n\r", ch);
return;
}
if (!(!str_cmp(arg2, "short") || !str_cmp(arg2, "name")))
{
send_to_char
("syntax : vtwist <item> <short/name> <newname>.\n\r",
ch);
return;
}
if (strlen(arg3) > 60 || strlen(arg3) < 3)
{
send_to_char("From 3 to 60 characters please.\n\r", ch);
return;
}
if (has_bad_chars(ch, arg3))
{
send_to_char("Illegal chars, please retry.\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT)
|| IS_SET(obj->quest, QUEST_PRIZE))
{
send_to_char("Not on artifacts and prizes.\n\r", ch);
return;
}
if (!str_cmp(arg2, "name"))
{
free_string(obj->name);
obj->name = str_dup(arg3);
obj->questmaker = str_dup(ch->name);
}
if (!str_cmp(arg2, "short"))
{
free_string(obj->short_descr);
obj->short_descr = str_dup(arg3);
obj->questmaker = str_dup(ch->name);
}
send_to_char("Ok.\n\r", ch);
return;
}
void do_dub(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
OBJ_DATA *obj;
argument = one_argument(argument, arg1);
strcpy(arg2, argument);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_OBFU] < 4)
{
send_to_char("You need obfuscate 4 to dub items.\n\r", ch);
return;
}
if (arg1 == NULL || arg2 == NULL)
{
send_to_char("Syntax: Dub (item) (description)?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You dont have that item.\n\r", ch);
return;
}
if (strlen(arg2) > 40 || strlen(arg2) < 3)
{
send_to_char("From 3 to 40 characters please.\n\r", ch);
return;
}
free_string(obj->name);
obj->name = str_dup(arg2);
free_string(obj->short_descr);
obj->short_descr = str_dup(arg2);
obj->questmaker = str_dup(ch->name);
send_to_char("Ok.\n\r", ch);
return;
}
void do_sharpen(CHAR_DATA * ch, char *argument)
{
char arg[MAX_STRING_LENGTH];
OBJ_DATA *obj;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_QUIE] < 7)
{
send_to_char("You need Quetius 7 to sharpen.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("What do you wish to sharpen?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You dont have that weapon.\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT)
|| obj->item_type != ITEM_WEAPON)
{
send_to_char("You cant sharpen that item.\n\r", ch);
return;
}
if (obj->value[0] == 18000)
{
send_to_char("This item is already Sharp!\n\r", ch);
return;
}
if (obj->value[0] != 0)
{
send_to_char(" This weapon already has a power.\n\r", ch);
return;
}
obj->value[0] = 18000;
obj->value[1] = 20;
obj->value[2] = 30;
/*
* mite as well recycle the arg string
*/
xprintf(arg, "You grind away at %s until it is razor sharp!",
obj->short_descr);
send_to_char(arg, ch);
xprintf(arg, "%s grinds away at %s until it is razor sharp!",
ch->name, obj->short_descr);
act(arg, ch, NULL, NULL, TO_ROOM);
return;
}
/*gourge*/
void do_gourge(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_THAU] < 8)
{
send_to_char("You need Thaumaturgy 8 to Gourge.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Who do you wish to gourge?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They arent here.\n\r", ch);
return;
}
if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOAUTOKILL))
{
send_to_char("You can't do that to them.\n\r", ch);
return;
}
if (!IS_NPC(victim))
{
send_to_char("You cannot gourge a person.\n\r", ch);
return;
}
if (victim->level > 30)
{
send_to_char
("Only small creatures are defenceless enough to be gourged on.\n\r",
ch);
return;
}
xprintf(buf,
"%s leaps toward %s baring his fangs.", ch->name,
victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
xprintf(buf, "You leap toward %s baring your fangs.\n\r",
victim->name);
send_to_char(buf, ch);
WAIT_STATE(ch, 15);
send_to_char("You rip their throat out and gourge on the blood.\n\r",
ch);
xprintf(buf,
"%s rips %s's throat out, gourging on all of their blood.",
ch->name, victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
ch->pcdata->condition[COND_THIRST] += number_range(100, 200);
if (ch->pcdata->condition[COND_THIRST] >= 1000 / ch->generation)
{
send_to_char("Your bloodlust is sated.\n\r", ch);
ch->pcdata->condition[COND_THIRST] = 1000 / ch->generation;
}
xprintf(buf, "%s body falls to the ground lifeless.", victim->name);
send_to_char(buf, ch);
act(buf, ch, NULL, NULL, TO_ROOM);
raw_kill(victim, ch);
return;
}
/*bloodwater*/
void do_bloodwater(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
int dam = 0;
argument = one_argument(argument, arg1);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_NECR] < 5)
{
send_to_char
("You need at least level 5 Necromancy to use Blood Water.\n\r",
ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Whose blood do you wish to turn to water?\n\r",
ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg1)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
stc("not on yourself.\n\r", ch);
return;
}
if (is_safe(ch, victim))
return;
if (IS_NPC(victim))
dam = 2000;
if (!IS_NPC(victim))
dam = number_range(1000, 2000);
if (victim != NULL)
set_fighting(ch, victim, TRUE);
act("$N screams in agony as you turn his blood to water.", ch, NULL,
victim, TO_CHAR);
act("$N screams in agony as $n turns his blood to water.", ch, NULL,
victim, TO_NOTVICT);
act("You scream in agony as $n turns your blood to water.", ch, NULL,
victim, TO_VICT);
if (!IS_CLASS(victim, CLASS_VAMPIRE))
hurt_person(ch, victim, dam);
if (!IS_CLASS(victim, CLASS_VAMPIRE))
WAIT_STATE(ch, 12);
if (IS_CLASS(victim, CLASS_VAMPIRE))
{
WAIT_STATE(ch, 6);
victim->pcdata->condition[COND_THIRST] -= 150;
}
if (number_range(1, 4) == 2 && victim->hit > 100)
{
act("Your eyes flare red as your lust for blood takes over.",
ch, NULL, NULL, TO_CHAR);
act("$n growls in lust.", ch, NULL, NULL, TO_ROOM);
do_bloodwater(ch, arg1);
}
return;
}
/*spew*/
void do_spew(CHAR_DATA * ch, char *argument)
{
char buf[MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_THAU] < 6)
{
send_to_char
("You need level 6 Thaumaturgy to use this power.\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 20)
{
send_to_char("You need 20 blood to spew.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(18, 22);
if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
{
send_to_char("You cannot do that here.\n\r", ch);
return;
}
if ((sn = skill_lookup("spew")) < 0)
{
xprintf(buf, "Yep, sn is bieng set to %d.", sn);
send_to_char(buf, ch);
return;
}
spelltype = skill_table[sn].target;
level = ch->power[DISC_VAMP_THAU];
(*skill_table[sn].spell_fun) (sn, level, ch, NULL);
WAIT_STATE(ch, 12);
return;
}
/*vampdarkness*/
void do_vampdarkness(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *inroom;
inroom = ch->in_room;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_QUIE] < 6)
{
send_to_char
("You require level 6 Quietus to use Darkness of Death.\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 300)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 300;
SET_BIT(inroom->room_flags, ROOM_DARK);
xprintf(buf, "A look of concentration passes over %s's face.",
ch->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char("A look of concentration passes over your face.\n\r",
ch);
xprintf(buf, "A complete darkness fills the room.\n\r");
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char(buf, ch);
return;
}
/*dragon*/
void do_dragonform(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_VICI] < 4)
{
send_to_char
("You must obtain at least level 4 in Vicissitude to use Dragonform\n\r",
ch);
return;
}
if (!IS_POLYAFF(ch, POLY_ZULOFORM))
{
send_to_char("You can only Dragonform while in Zuloform.\n\r",
ch);
return;
}
if (IS_EXTRA(ch, EXTRA_DRAGON))
{
REMOVE_BIT(ch->extra, EXTRA_DRAGON);
act("You transform back into zuloform.", ch, NULL, NULL,
TO_CHAR);
act("$n shrinks back into a big black monster.", ch, NULL,
NULL, TO_ROOM);
if (ch->hit < 1)
ch->hit = 1;
ch->damroll -= 400;
ch->hitroll -= 400;
free_string(ch->morph);
ch->morph = str_dup("A big black monster");
return;
}
if (ch->pcdata->condition[COND_THIRST] < 100)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
if (ch->mounted == IS_RIDING)
do_dismount(ch, "");
ch->pcdata->condition[COND_THIRST] -= number_range(200, 400);
act("You transform into a large dragon.", ch, NULL, NULL, TO_CHAR);
act("$n's body grows and distorts into a large dragon.", ch, NULL,
NULL, TO_ROOM);
SET_BIT(ch->extra, EXTRA_DRAGON);
xprintf(buf, "%s, the huge rabid dragon", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
ch->damroll += 400;
ch->hitroll += 400;
return;
}
/*obj*/
void do_vobj(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
OBJ_DATA *obji;
char buf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_VICI] < 10)
{
send_to_char("You require Vicissitude 10 to Object.\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH) && ch->pcdata->chobj == NULL)
{
send_to_char("You cannot do this while polymorphed.\n\r", ch);
return;
}
if (ch->pcdata->obj_vnum != 0)
{
do_humanform(ch, "");
return;
}
if (arg[0] == '\0')
{
send_to_char
("Which object in the game do you want to become?\n\r",
ch);
return;
}
if ((obji = get_obj_world(ch, arg)) == NULL)
{
send_to_char("Nothing like that is in the game.\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("Not with all this sticky webbing on.\n\r", ch);
return;
}
if (obji->item_type == ITEM_GEMSTONE ||
obji->item_type == ITEM_HILT ||
obji->item_type == ITEM_COPPER ||
obji->item_type == ITEM_IRON ||
obji->item_type == ITEM_STEEL ||
obji->item_type == ITEM_ADAMANTITE ||
obji->item_type == ITEM_MITHRIL ||
obji->item_type == ITEM_QUEST ||
obji->item_type == ITEM_FAITHTOKEN ||
IS_SET(obji->quest, QUEST_ARTIFACT)
|| IS_SET(obji->quest, QUEST_RELIC))
{
send_to_char("You are unable to take the form of that.\n\r",
ch);
return;
}
obj = create_object(get_obj_index(obji->pIndexData->vnum), 60);
obj_to_room(obj, ch->in_room);
send_to_char
("You concentrate deeply and transform into the basics of the item.\n\r",
ch);
act("$n's form shrinks and distorts into $p.", ch, obj, NULL,
TO_ROOM);
act("Your form shrinks and distorts into $p.", ch, obj, NULL,
TO_CHAR);
ch->pcdata->obj_vnum = obj->pIndexData->vnum;
xprintf(buf, "%d", ch->pcdata->obj_vnum);
send_to_char(buf, ch);
obj->chobj = ch;
ch->pcdata->chobj = obj;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->extra, EXTRA_OSWITCH);
free_string(ch->morph);
ch->morph = str_dup(obj->short_descr);
return;
}
/*baal*/
void do_baal(CHAR_DATA * ch, char *argument)
{
int bloodpool;
if (IS_SET(ch->newbits, NEW_TIDE))
bloodpool = (3000 / ch->generation);
else
bloodpool = (2000 / ch->generation);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DOMI] < 5)
{
send_to_char
("You need Dominate 5 to summon the spirit of Baal.\n\r",
ch);
return;
}
if (IS_SET(ch->extra, EXTRA_BAAL))
{
send_to_char
("You already have the spirit of Baal with you!\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < bloodpool)
{
send_to_char("You need maximum blood to use Baal.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] = 0;
WAIT_STATE(ch, 20);
SET_BIT(ch->extra, EXTRA_BAAL);
ch->power[DISC_VAMP_POTE] += 2;
ch->power[DISC_VAMP_CELE] += 2;
ch->power[DISC_VAMP_FORT] += 2;
send_to_char("You now carry the spirit of Baal.\n\r", ch);
return;
}
/*facade*/
void do_facade(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int value;
smash_tilde(argument);
argument = one_argument(argument, arg1);
strcpy(arg2, argument);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_PRES] < 6)
{
send_to_char("You need presence 6 to facade.\n\r", ch);
return;
}
if (arg1[0] != '\0' && !str_cmp(arg1, "on"))
{
if (IS_EXTRA(ch, EXTRA_FAKE_CON))
{
send_to_char("You already have Facade on.\n\r", ch);
return;
}
SET_BIT(ch->extra, EXTRA_FAKE_CON);
send_to_char("Your Facade is now ON.\n\r", ch);
return;
}
if (arg1[0] != '\0' && !str_cmp(arg1, "off"))
{
if (!IS_EXTRA(ch, EXTRA_FAKE_CON))
{
send_to_char("You already have Facade off.\n\r", ch);
return;
}
REMOVE_BIT(ch->extra, EXTRA_FAKE_CON);
send_to_char("Your Facade is now OFF.\n\r", ch);
return;
}
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("You have the following stats:\n\r", ch);
xprintf(buf, "Hitroll: %d, Actual: %d.\n\r",
ch->pcdata->fake_hit, char_hitroll(ch));
send_to_char(buf, ch);
xprintf(buf, "Damroll: %d, Actual: %d.\n\r",
ch->pcdata->fake_dam, char_damroll(ch));
send_to_char(buf, ch);
xprintf(buf, "Armour: %d, Actual: %d.\n\r",
ch->pcdata->fake_ac, char_ac(ch));
send_to_char(buf, ch);
xprintf(buf, "Hp: %d, Actual: %d.\n\r", ch->pcdata->fake_hp,
ch->hit);
send_to_char(buf, ch);
xprintf(buf, "Mana: %d, Actual: %d.\n\r",
ch->pcdata->fake_mana, ch->mana);
send_to_char(buf, ch);
xprintf(buf, "Move: %d, Actual: %d.\n\r",
ch->pcdata->fake_move, ch->move);
send_to_char(buf, ch);
return;
}
value = is_number(arg2) ? atoi(arg2) : -10000;
if (!str_cmp(arg1, "hit") || !str_cmp(arg1, "hitroll"))
{
if (value < 0 || value > 1000)
{
send_to_char
("Please enter a value between 0 and 1000.\n\r",
ch);
return;
}
ch->pcdata->fake_hit = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg1, "dam") || !str_cmp(arg1, "damroll"))
{
if (value < 0 || value > 1000)
{
send_to_char
("Please enter a value between 0 and 1000.\n\r",
ch);
return;
}
ch->pcdata->fake_dam = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg1, "ac") || !str_cmp(arg1, "armour") ||
!str_cmp(arg1, "armor"))
{
if (value < -1000 || value > 100)
{
send_to_char
("Please enter a value between -1000 and 100.\n\r",
ch);
return;
}
ch->pcdata->fake_ac = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg1, "hp") || !str_cmp(arg1, "hitpoints"))
{
if (value < 1 || value > 30000)
{
send_to_char
("Please enter a value between 1 and 30000.\n\r",
ch);
return;
}
ch->pcdata->fake_hp = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg1, "mana"))
{
if (value < 1 || value > 30000)
{
send_to_char
("Please enter a value between 1 and 30000.\n\r",
ch);
return;
}
ch->pcdata->fake_mana = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg1, "move"))
{
if (value < 1 || value > 30000)
{
send_to_char
("Please enter a value between 1 and 30000.\n\r",
ch);
return;
}
ch->pcdata->fake_move = value;
send_to_char("Ok.\n\r", ch);
return;
}
send_to_char("You can set: Hit, Dam, Ac, Hp, Mana, Move.\n\r", ch);
return;
}
/*wall*/
void do_wall(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj = NULL;
OBJ_DATA *objc;
char arg[MAX_STRING_LENGTH];
char wall[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DAIM] < 7)
{
send_to_char
("You need Daimionon 7 to call Walls of Water.\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 50)
{
send_to_char("You dont have enough blood.\n\r", ch);
return;
}
if (arg[0] == '\0' || (str_cmp(arg, "n")
&& str_cmp(arg, "s")
&& str_cmp(arg, "e")
&& str_cmp(arg, "w")
&& str_cmp(arg, "u") && str_cmp(arg, "d")))
{
send_to_char("You may wall n, w, s, e, d or u.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 50;
xprintf(buf, "A look of concentration passes over %s's face.",
ch->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char("A look of concentration passes over your face.\n\r",
ch);
if (!str_cmp(arg, "n"))
xprintf(wall, "walln");
if (!str_cmp(arg, "w"))
xprintf(wall, "wallw");
if (!str_cmp(arg, "s"))
xprintf(wall, "walls");
if (!str_cmp(arg, "e"))
xprintf(wall, "walle");
if (!str_cmp(arg, "d"))
xprintf(wall, "walld");
if (!str_cmp(arg, "u"))
xprintf(wall, "wallu");
objc = get_obj_list(ch, wall, ch->in_room->contents);
if (objc != NULL)
{
send_to_char
("There is already a wall blocking that direction.\n\r",
ch);
return;
}
WAIT_STATE(ch, 25);
xprintf(buf, "A wall of water pours out of the ground.");
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char(buf, ch);
if (!str_cmp(arg, "n"))
obj = create_object(get_obj_index(30043), 0);
if (!str_cmp(arg, "s"))
obj = create_object(get_obj_index(30044), 0);
if (!str_cmp(arg, "e"))
obj = create_object(get_obj_index(30045), 0);
if (!str_cmp(arg, "w"))
obj = create_object(get_obj_index(30046), 0);
if (!str_cmp(arg, "d"))
obj = create_object(get_obj_index(30047), 0);
if (!str_cmp(arg, "u"))
obj = create_object(get_obj_index(99), 0);
obj_to_room(obj, ch->in_room);
obj->timer = 3;
obj->item_type = ITEM_WALL;
return;
}
/*inferno*/
void do_inferno(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *inroom;
if (IS_NPC(ch))
return;
inroom = ch->in_room;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DAIM] < 6)
{
send_to_char("You need Daimionon 6 to use Inferno.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_FLAMING))
{
send_to_char("This room is already engulfed in flames!\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 100)
{
send_to_char("You dont have enough blood.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
{
send_to_char
("Somthing prevents you from torching this room.\n\r",
ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 100;
SET_BIT(inroom->room_flags, ROOM_FLAMING);
xprintf(buf, "A look of concentration passes over %s's face.\n\r",
ch->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char("A look of concentration passes over your face.\n\r",
ch);
xprintf(buf, "This room is engulfed in flames!");
send_to_char(buf, ch);
act(buf, ch, NULL, NULL, TO_ROOM);
return;
}
/*zombie*/
void do_zombie(CHAR_DATA * ch, char *argument)
{
char buf2[MAX_STRING_LENGTH];
char buf[MAX_INPUT_LENGTH];
char arg[MAX_STRING_LENGTH];
CHAR_DATA *victim;
AFFECT_DATA af;
OBJ_DATA *obj;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_LICH))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Zombie what corpse?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_NECR] < 5 && IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char
("You require level 5 Necromancy to create a zombie.\n\r",
ch);
return;
}
if (ch->pcdata->powers[NECROMANTIC] < 1 && IS_CLASS(ch, CLASS_LICH))
{
send_to_char("You don't have that power yet.\n\r", ch);
return;
}
if (ch->pcdata->followers > 5)
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You dont have that corpse.", ch);
return;
}
if (obj->item_type != ITEM_CORPSE_NPC
|| IS_SET(obj->quest, QUEST_ZOMBIE))
{
send_to_char("You can only Zombie original corpses.\n\r", ch);
return;
}
ch->pcdata->followers++;
victim = create_mobile(get_mob_index(obj->value[2]));
xprintf(buf, "the zombie of %s", victim->short_descr);
xprintf(buf2, "the zombie of %s is here.\n\r", victim->short_descr);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->name);
SET_BIT(victim->act, ACT_NOEXP);
victim->name = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup(buf2);
SET_BIT(victim->extra, EXTRA_ZOMBIE);
victim->spec_fun = NULL;
xprintf(buf, "Rise corpse, and bow before me!");
do_say(ch, buf);
xprintf(buf, "%s clambers back up to its feet.\n\r",
obj->short_descr);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char(buf, ch);
char_to_room(victim, ch->in_room);
if (victim->level < 100)
{
add_follower(victim, ch);
af.type = skill_lookup("charm person");
af.duration = 666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char(victim, &af);
}
WAIT_STATE(ch, 10);
extract_obj(obj);
return;
}
/*fleshcraft*/
void do_fleshcraft(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_VICI] < 2)
{
send_to_char("You need Vicissitude 2 to fleshcraft.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Change to look like whom?\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED))
{
send_to_char("Not while polymorphed.\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 (!IS_NPC(victim) && ch != victim)
{
send_to_char("Not on Players.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 40)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(30, 40);
if (ch == victim)
{
if (!IS_AFFECTED(ch, AFF_POLYMORPH)
&& !IS_VAMPAFF(ch, VAM_DISGUISED))
{
send_to_char("You already look like yourself!\n\r",
ch);
return;
}
xprintf(buf, "Your flesh molds and transforms into %s.",
ch->name);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "%s's flesh molds and transforms into %s.",
ch->morph, ch->name);
act(buf, ch, NULL, victim, TO_ROOM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
if (IS_VAMPAFF(ch, VAM_DISGUISED))
{
xprintf(buf,
"Your flesh molds and transforms into a clone of %s.",
victim->short_descr);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf,
"%s's flesh molds and transforms into a clone of %s.",
ch->morph, victim->short_descr);
act(buf, ch, NULL, victim, TO_NOTVICT);
xprintf(buf,
"%s's flesh mols and transforms into a clone of you!",
ch->morph);
act(buf, ch, NULL, victim, TO_VICT);
free_string(ch->morph);
ch->morph = str_dup(victim->short_descr);
return;
}
xprintf(buf, "Your flesh molds and transforms into a clone of %s.",
victim->short_descr);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "%s's flesh molds and transforms into a clone of %s.",
ch->name, victim->short_descr);
act(buf, ch, NULL, victim, TO_NOTVICT);
xprintf(buf, "%s's flesh molds and transforms into a clone of you!",
ch->name);
act(buf, ch, NULL, victim, TO_VICT);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string(ch->morph);
ch->morph = str_dup(victim->short_descr);
return;
}
/*entrance*/
void do_entrance(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_PRES] < 3)
{
send_to_char("You need presence 3 to entrance.\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("You cannot entrance yourself.\n\r", ch);
return;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char("You cannot entrance an ethereal person.\n\r",
ch);
return;
}
if (is_safe(ch, victim) == TRUE)
return;
xprintf(buf, "A look of concentration crosses your face.");
act(buf, ch, NULL, NULL, TO_CHAR);
xprintf(buf, "A look of concentration crosses over $n's face.\n\r");
act(buf, ch, NULL, victim, TO_ROOM);
if ((sn = skill_lookup("charm")) < 0)
return;
spelltype = skill_table[sn].target;
level = ch->power[DISC_VAMP_PRES] * 40;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
WAIT_STATE(ch, 12);
return;
}
/*tendrils*/
void do_tendrils(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_SERP] < 4)
{
send_to_char
("you need level 4 serpentis to use Arms of the Abyss.\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
("You cannot use Arms of the Abyss on yourself.\n\r",
ch);
return;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char
("You cannot Arms of Abyss an ethereal person.\n\r",
ch);
return;
}
if (is_safe(ch, victim) == TRUE)
return;
if ((sn = skill_lookup("web")) < 0)
return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype] * 0.25;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
WAIT_STATE(ch, 12);
return;
}
/*lamprey*/
void do_lamprey(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int dam = 0;
int bloodpool = 0;
{
if (IS_SET(ch->newbits, NEW_TIDE))
bloodpool = (3000 / ch->generation);
else
bloodpool = (2000 / ch->generation);
}
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_OBTE] < 5)
{
send_to_char("You need level 5 Obtenebration to Lamprey.\n\r",
ch);
return;
send_to_char("You need level 5 Obtenebration to Lamprey.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 5);
if (!IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_OBTE] * 20;
}
else if (IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_OBTE] * 100;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF))
{
if (victim->power[DISC_WERE_BOAR] > 2)
dam *= 0.5;
}
if (is_safe(ch, victim) == TRUE)
return;
dam += number_range(1, 30);
if (dam <= 0)
dam = 1;
xprintf(buf,
"Your tendrils of darkness hits $N incredibly hard! [%d]\n\r",
dam);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf,
"$n's tendrils of darkness hits you incredibly hard! [%d]\n\r",
dam);
act(buf, ch, NULL, victim, TO_VICT);
xprintf(buf,
"$n's tendrils of darkness hits $N incredibly hard! [%d]\n\r",
dam);
act(buf, ch, NULL, victim, TO_NOTVICT);
send_to_char("\n\r", ch);
hurt_person(ch, victim, dam);
ch->pcdata->condition[COND_THIRST] += number_range(40, 50);
if (ch->pcdata->condition[COND_THIRST] > bloodpool)
{
send_to_char("Your bloodlust is sated.\n\r", ch);
ch->pcdata->condition[COND_THIRST] = bloodpool;
}
return;
}
/*assassinate*/
void do_assassinate(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int dam = 0, chance = 5;
argument = one_argument(argument, arg);
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_QUIE] < 4)
{
send_to_char("You need Quietus level 4 to Assassinate.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_SHADOW)
&& !IS_SET(ch->pcdata->powers[SHADOW_POWERS],
NSHADOWS_ASSASSINATE))
{
send_to_char("You don't have that power.\n\r", ch);
return;
}
if (ch->in_room != NULL)
{
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
{
send_to_char("Your in the arena.\n\r", ch);
return;
}
}
if (ch->pcdata->rank == AGE_LA_MAGRA)
chance = 20;
else if (ch->pcdata->rank == AGE_TRUEBLOOD)
chance = 30;
if (arg[0] == '\0')
{
send_to_char("Assassinate whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (victim->position == POS_SLEEPING)
chance *= 2;
if (victim == ch)
{
send_to_char("How can you assassinate yourself?\n\r", ch);
return;
}
if (is_safe(ch, victim) == TRUE)
return;
if (victim->fighting != NULL)
{
send_to_char("You can't assassinate a fighting person.\n\r",
ch);
return;
}
if (victim->hit < victim->max_hit)
{
act("$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR);
return;
}
if (!IS_AFFECTED(ch, AFF_HIDE))
{
send_to_char("You must be hidden to assassinate!\n\r", ch);
return;
}
WAIT_STATE(ch, 15);
if (number_percent() < chance)
{
if (!IS_NPC(victim))
{
one_hit(ch, victim, gsn_backstab, 1);
one_hit(ch, victim, gsn_backstab, 1);
one_hit(ch, victim, gsn_backstab, 1);
one_hit(ch, victim, gsn_backstab, 1);
}
else
{
victim->hit = 1;
ch->fighting = victim;
send_to_char
("You spin around and throw a headbutt to finish him.\n\r",
ch);
if (IS_NPC(ch))
{
switch (ch->pIndexData->vnum)
{
case 30003:
case 20050:
case 30704:
case 30703:
case 10000:
case 10001:
case 10002:
case 10003:
case 10004:
break;
default:
{
victim->hit =
victim->max_hit - 100;
}
}
}
damage(ch, victim, 11, gsn_headbutt);
return;
}
}
if (IS_CLASS(ch, CLASS_SHADOW))
{
one_hit(ch, victim, gsn_backstab, 1);
one_hit(ch, victim, gsn_backstab, 1);
return;
}
if (!IS_NPC(victim))
dam = ch->power[DISC_VAMP_QUIE] * 100;
if (IS_NPC(victim))
dam = ch->power[DISC_VAMP_QUIE] * 400;
dam += number_range(1, 20);
set_fighting(ch, victim, TRUE);
xprintf(buf, "Your assassination hits $N incredibly hard! [%d]", dam);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "$n's assassination hits you incredibly hard! [%d]\n\r",
dam);
act(buf, ch, NULL, victim, TO_VICT);
xprintf(buf, "$n's assassination hits $N incredibly hard! [%d]\n\r",
dam);
act(buf, ch, NULL, victim, TO_NOTVICT);
if (dam > victim->hit)
dam = victim->hit - 1;
hurt_person(ch, victim, dam);
return;
}
/*pinch*/
/*
void do_pinch( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
argument = one_argument(argument,arg);
if ( IS_NPC(ch) ) return;
if (!IS_CLASS(ch,CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_QUIE] < 5 && !IS_IMMORTAL(ch))
{
send_to_char("You need Quietus level 5 to Pinch.\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Pinch Whom?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They arent here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You wouldn't want to pinch yourself!\n\r", ch );
return;
}
if (is_safe(ch,victim)== TRUE) return;
if ( !IS_AWAKE(victim) )
{
send_to_char( "They are already asleep, don't bug em.\n\r", victim );
return;
}
act("You reach out from the Shadows and pinch the neck of $N.",ch,NULL,victim,TO_CHAR);
act("$n reaches $s hand from the shadows and pinches your neck.",ch,NULL,victim,TO_VICT);
act("$n reaches $s hand from the shadows and pinches the neck of $N.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE( ch, 12 );
if ( number_percent( ) < 50 )
dam = number_range(1,4);
else
{
dam = 0;
send_to_char("They don't fall asleep.\n\r",ch);
send_to_char("You resist their pinch.\n\r",victim);
return;
}
dam += char_damroll(ch);
if ( !IS_AWAKE(victim) )
dam *= 2;
if ( dam <= 0 ) dam = 1;
act("You lose muscle control and slump to the ground.",victim,NULL,NULL,TO_CHAR);
act("$n loses muscle control and slumps to the ground.",victim,NULL,NULL,TO_ROOM);
hurt_person(ch,victim,dam);
victim->position = POS_SLEEPING;
SET_BIT(victim->affected_by2, PLR_PINCHED);
ch->pinched = 40;
return;
}
*/
void do_mindblast(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_PRES] < 2)
{
send_to_char("You require presence 2 to Mindblast.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Mindblast Whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They arent here.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("You cannot Mindblast yourself!\n\r", ch);
return;
}
if (is_safe(ch, victim) == TRUE)
return;
if (victim->hit < victim->max_hit)
{
send_to_char("They are hurt and alert.\n\r", ch);
return;
}
act("You close your eyes and concentrate on $N.", ch, NULL, victim,
TO_CHAR);
act("$n closes $s eyes and concentrates on you.", ch, NULL, victim,
TO_VICT);
act("$n closes $s eyes and concentrates on $N.", ch, NULL, victim,
TO_NOTVICT);
WAIT_STATE(ch, 12);
if (number_percent() < 50)
dam = number_range(1, 4);
else
{
dam = 0;
send_to_char("You failed.\n\r", ch);
return;
}
dam += char_damroll(ch);
if (!IS_AWAKE(victim))
dam *= 2;
if (dam <= 0)
dam = 1;
set_fighting(ch, victim, TRUE);
act("You clutch your head in agony!", victim, NULL, NULL, TO_CHAR);
act("$n clutches his head in agony!", victim, NULL, NULL, TO_ROOM);
hurt_person(ch, victim, dam);
return;
}
/*tongue*/
void do_tongue(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int dam = 0;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_SERP] < 4)
{
send_to_char("You need level 4 Serpentis to tongue.\n\r", ch);
return;
send_to_char("You need level 4 Serpentis to tongue.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 5);
if (!IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_SERP] * 55;
}
else if (IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_SERP] * 225;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF))
{
if (victim->power[DISC_WERE_BOAR] > 2)
dam *= 0.5;
}
if (is_safe(ch, victim) == TRUE)
return;
dam += number_range(1000, 1500);
if (dam <= 0)
dam = 1;
set_fighting(ch, victim, TRUE);
xprintf(buf,
"Your tongue of the serpent hits $N incredibly hard! [%d]\n\r",
dam);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf,
"$n's tongue of the serpent hits you incredibly hard! [%d]\n\r",
dam);
act(buf, ch, NULL, victim, TO_VICT);
xprintf(buf,
"$n's tongue of the serpent hits $N incredibly hard! [%d]\n\r",
dam);
act(buf, ch, NULL, victim, TO_NOTVICT);
send_to_char("\n\r", ch);
hurt_person(ch, victim, dam);
return;
}
void do_objmask(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_CHIM] < 5)
{
stc("You must obtain level 5 Chimerstry to Mask an Object.\n\r", ch);
return;
}
if (IS_SET(ch->flag2, VAMP_OBJMASK))
{
stc("You return to your normal form.\n\r", ch);
xprintf(buf, "%s transforms back into %s.\n\r", ch->morph,
ch->name);
act(buf, ch, NULL, NULL, TO_ROOM);
ch->morph = str_dup("");
ch->objdesc = str_dup("");
ch->long_descr = str_dup("");
ch->short_descr = str_dup(ch->name);
REMOVE_BIT(ch->flag2, VAMP_OBJMASK);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
return;
}
if (has_timer(ch))
return;
if (ch->pcdata->condition[COND_THIRST] < 50)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
if (arg[0] == '\0')
{
stc("What object do you wish to mask yourself as?\n\r", ch);
return;
}
if ((obj = get_obj_here(ch, NULL, arg)) == NULL)
{
send_to_char("That object is not here.\n\r", ch);
return;
}
SET_BIT(ch->flag2, VAMP_OBJMASK);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
act("You mask yourself as $p.", ch, obj, NULL, TO_CHAR);
act("$n masks $mself as $p.", ch, obj, NULL, TO_ROOM);
free_string(ch->morph);
ch->morph = str_dup(obj->short_descr);
free_string(ch->objdesc);
ch->objdesc = str_dup(obj->description);
ch->long_descr = str_dup("");
return;
}
void do_mirror(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_INPUT_LENGTH];
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_CHIM] < 1)
{
stc("You must obtain level 1 Chimersty to use Mirror Image.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 20)
{
stc("You do not have enough blood to create a Mirror Image of yourself.\n\r", ch);
return;
}
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
ch->pcdata->followers++;
victim = create_mobile(get_mob_index(33004));
victim->short_descr = str_dup(ch->name);
xprintf(buf, "%s is hovering here.\n\r", ch->name);
victim->long_descr = str_dup(buf);
victim->name = str_dup(ch->name);
victim->level = 20;
victim->max_hit = 2000;
victim->hit = 2000;
victim->mana = 2000;
victim->max_mana = 2000;
victim->max_move = 2000;
victim->move = 2000;
SET_BIT(victim->flag2, VAMP_CLONE);
SET_BIT(victim->act, ACT_NOEXP);
ch->pcdata->condition[COND_THIRST] -= 20;
char_to_room(victim, ch->in_room);
act("You concentrate your powers and form a mirror image of yourself.", ch, NULL, victim, TO_CHAR);
act("$n waves $s hands and a mirror image of $mself appears.", ch,
NULL, victim, TO_ROOM);
return;
}
void do_control(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg[MAX_INPUT_LENGTH];
one_argument(argument, arg);
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_CHIM] < 4)
{
stc("You must obtain level 4 Chimerstry to use Control the Clone.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Which clone do you wish to control?\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("Become your own familiar?\n\r", ch);
return;
}
if (!IS_NPC(victim))
{
stc("Not on players.\n\r", ch);
return;
}
if (!IS_SET(victim->flag2, VAMP_CLONE))
{
stc("That is not a clone.\n\r", ch);
return;
}
if ((familiar = ch->pcdata->familiar) != NULL)
familiar->wizard = NULL;
ch->pcdata->familiar = victim;
victim->wizard = ch;
act("You take control of $N's mind.", ch, NULL, victim, TO_CHAR);
act("$n takes control of $N's mind.", ch, NULL, victim, TO_ROOM);
return;
}
void do_formillusion(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_INPUT_LENGTH];
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_CHIM] < 2)
{
stc("You must obtain level 2 Chimersty to Form an Illusion of yourself.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 30)
{
stc("You do not have enough blood to Form an Illusion of yourself.\n\r", ch);
return;
}
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
ch->pcdata->followers++;
victim = create_mobile(get_mob_index(33004));
victim->short_descr = str_dup(ch->name);
xprintf(buf, "%s is hovering here.\n\r", ch->name);
victim->long_descr = str_dup(buf);
victim->name = str_dup(ch->name);
victim->level = 200;
victim->max_hit = ch->max_hit;
victim->hit = victim->max_hit;
victim->max_mana = ch->max_mana;
victim->mana = victim->max_mana;
victim->max_move = ch->max_move;
victim->move = victim->max_move;
victim->hitroll = ch->hitroll;
victim->damroll = ch->damroll;
SET_BIT(victim->flag2, VAMP_CLONE);
SET_BIT(victim->act, ACT_NOEXP);
char_to_room(victim, ch->in_room);
ch->pcdata->condition[COND_THIRST] -= 30;
act("You concentrate your powers and form an illusion of yourself.",
ch, NULL, victim, TO_CHAR);
act("$n waves $s hands and splits in two.", ch, NULL, victim,
TO_ROOM);
return;
}
/*
void do_ashes( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_THAN] < 3)
{
send_to_char("You must obtain level 3 in Thanatosis to use Body of Ashes.\n\r", ch);
return;
}
save_char_obj(ch);
if ((obj = create_object(get_obj_index( 33055 ),60)) == NULL)
{
send_to_char( "Error - Please inform Dunkirk.\n\r", ch);
return;
}
if ( IS_SET(ch->flag2, VAMP_ASHES) )
{
ch->pcdata->obj_vnum = 0;
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
REMOVE_BIT(ch->flag2, VAMP_ASHES);
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
free_string(ch->morph);
ch->morph = str_dup("");
act("$p transforms into $n.",ch,obj,NULL,TO_ROOM);
act("Your reform your human body.",ch,obj,NULL,TO_CHAR);
extract_obj( obj );
return;
}
if ( IS_AFFECTED(ch, AFF_POLYMORPH) )
{
send_to_char( "Not while polymorphed.\n\r", ch );
return;
}
act("$n transforms into $p and falls to the ground.",ch,obj,NULL,TO_ROOM);
act("You transform into $p and falls to the ground.",ch,obj,NULL,TO_CHAR);
ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM];
obj->chobj = ch;
ch->pcdata->chobj = obj;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->extra, EXTRA_OSWITCH);
SET_BIT(ch->flag2, VAMP_ASHES);
free_string(ch->morph);
ch->morph = str_dup("a pile of ashes");
obj_to_room(obj,ch->in_room);
return;
}
*/
void do_unveil(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument(argument, arg);
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_AUSP] < 3 && IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("You must obtain level 3 Auspex to use Unveil the Shrouded Mind.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Whose mind do you wish to Unveil?\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)
{
stc("Why would you want to unveil your own mind?\n\r", ch);
return;
}
if (victim->level > ch->level)
{
stc("Their mind is far too powerful for you to Unveil.\n\r",
ch);
return;
}
if (victim->spl[BLUE_MAGIC] > ch->spl[BLUE_MAGIC] / 2)
{
stc("Their mind is far too powerful for you to Unveil.\n\r",
ch);
return;
}
victim->unveil = ch;
act("You gaze deeply into $N's eyes.\n\rYou have unveiled $S mind.\n\r", ch, NULL, victim, TO_CHAR);
return;
}
void do_astralwalk(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_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_AUSP] < 4)
{
send_to_char
("You must obtain level 4 Auspex to use Astral Walk.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Astral Walk to who?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc("You can't find it's room.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc("Your room is not connected to the astral plane.\n\r",
ch);
return;
}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON))
{
send_to_char("You are unable to locate them.\n\r", ch);
return;
}
if (IS_SET(victim->act, ACT_NOTRAVEL))
{
send_to_char("No Can Do.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("But you're already at yourself!\n\r", ch);
return;
}
if (victim->in_room == ch->in_room)
{
send_to_char("But you're already there!\n\r", ch);
return;
}
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("You step through a rift in the Astral plane.\n\rYou leap out of the Astral Plane before $N.", ch, NULL, victim, TO_CHAR);
act("$n leaps out of a rift in the Astral Plane.", ch, NULL, victim,
TO_NOTVICT);
act("$n leaps out of a rift in the Astral Plane.", ch, NULL, victim,
TO_VICT);
do_look(ch, "auto");
return;
}
void do_hagswrinkles(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_THAN] < 1)
{
send_to_char
("You must obtain at least level 1 in Thanatosis to use Hagswrinkles.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Change to look like whom?\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED))
{
send_to_char("Not while polymorphed.\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 (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (IS_IMMORTAL(victim) && victim != ch)
{
send_to_char
("You can only use hagswrinkles on Avatars or lower.\n\r",
ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 40)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(30, 40);
if (ch == victim)
{
if (!IS_AFFECTED(ch, AFF_POLYMORPH)
&& !IS_VAMPAFF(ch, VAM_DISGUISED))
{
send_to_char("You already look like yourself!\n\r",
ch);
return;
}
xprintf(buf, "Your body wrinkles and reshapes as %s.",
ch->name);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "%s's body wrinkles and reshapes as %s.",
ch->morph, ch->name);
act(buf, ch, NULL, victim, TO_ROOM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
if (IS_VAMPAFF(ch, VAM_DISGUISED))
{
xprintf(buf, "Your body wrinkles and reshapes as %s.",
victim->name);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "%s's body wrinkles and reshapes as %s.",
ch->morph, victim->name);
act(buf, ch, NULL, victim, TO_NOTVICT);
xprintf(buf, "%s's body wrinkles and reshapes as you!",
ch->morph);
act(buf, ch, NULL, victim, TO_VICT);
free_string(ch->morph);
ch->morph = str_dup(victim->name);
return;
}
xprintf(buf, "Your body wrinkles and reshapes as %s.", victim->name);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "%s's body wrinkles and reforms as %s.", ch->name,
victim->name);
act(buf, ch, NULL, victim, TO_NOTVICT);
xprintf(buf, "%s's body wrinkles and reforms as you!", ch->name);
act(buf, ch, NULL, victim, TO_VICT);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string(ch->morph);
ch->morph = str_dup(victim->name);
return;
}
/*gate*/
void do_gate(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DAIM] < 3)
{
send_to_char("You require Daimoinon level 3 to gate.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Who do you wish to gate to?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They arent here.\n\r", ch);
return;
}
if ((victim == ch)
|| victim->in_room == NULL
|| IS_NPC(victim)
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON))
|| IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| victim->in_room->vnum == ch->in_room->vnum)
{
send_to_char("You failed.\n\r", ch);
return;
}
obj = create_object(get_obj_index(OBJ_VNUM_GATE), 0);
obj->value[0] = victim->in_room->vnum;
obj->value[3] = ch->in_room->vnum;
obj->timer = 5;
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
obj->extra_flags = ITEM_SHADOWPLANE;
obj_to_room(obj, ch->in_room);
obj = create_object(get_obj_index(OBJ_VNUM_GATE), 0);
obj->value[0] = ch->in_room->vnum;
obj->value[3] = victim->in_room->vnum;
obj->timer = 5;
if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
obj->extra_flags = ITEM_SHADOWPLANE;
obj_to_room(obj, victim->in_room);
act("A look of concentration passes over $n's face.", ch, NULL, NULL,
TO_ROOM);
send_to_char("A look of concentration passes over your face.\n\r",
ch);
act("$p appears in front of $n in a blast of flames.", ch, obj, NULL,
TO_ROOM);
act("$p appears in front of you in a blast of flames.", ch, obj, NULL,
TO_CHAR);
act("$p appears in front of $n in a blast of flames.", victim, obj,
NULL, TO_ROOM);
act("$p appears in front of you in a blast of flames.", ch, obj,
victim, TO_VICT);
return;
}
/*pigeon*/
void do_pigeon(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_ANIM] < 3)
{
send_to_char("You require Aimalism level 3 to pigeon.\n\r",
ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Pigeon which object?\n\r", ch);
return;
}
if (arg2[0] == '\0')
{
send_to_char("Pigeon what to whom?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
victim = get_char_world(ch, arg2);
if ((victim = get_char_world(ch, arg2)) == NULL)
{
send_to_char("They arent here.\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc("You can't find it's room.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc("Your room is not connected to the astral plane.\n\r",
ch);
return;
}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT))
{
send_to_char
("They dont want anything transported to them.\n\r",
ch);
return;
}
act("You place $p in a pigeon's beak and it flies away.",
ch, obj, NULL, TO_CHAR);
act("$n places $p in a pigeon's beak and it flies away.", ch, obj,
NULL, TO_ROOM);
obj_from_char(obj);
obj_to_char(obj, victim);
act("A pigeon lands on your shoulders and flies away after handing you $p.", victim, obj, NULL, TO_CHAR);
act("A pigeon lands on $n's shoulders and flies away after handing him $p.", victim, obj, NULL, TO_ROOM);
do_autosave(ch, "");
do_autosave(victim, "");
return;
}
/*bloodagony*/
void do_bloodagony(CHAR_DATA * ch, char *argument)
{
char arg[MAX_STRING_LENGTH];
int value;
int pcost;
OBJ_DATA *obj;
one_argument(argument, arg);
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
value = ch->power[DISC_VAMP_QUIE];
pcost = ch->power[DISC_VAMP_QUIE] * 60;
if (arg[0] == '\0')
{
send_to_char("Bloodagony what?\n\r", ch);
return;
}
if (IS_NPC(ch))
return;
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You dont have that weapon.\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_QUIE] < 3)
{
send_to_char
("You need level 3 Quietus to use bloodagony.\n\r",
ch);
return;
}
if (obj->item_type != ITEM_WEAPON
|| IS_SET(obj->quest, QUEST_ARTIFACT)
|| obj->chobj != NULL || IS_SET(obj->quest, QUEST_BLOODA))
{
send_to_char("You are unable to bloodagony this weapon.\n\r",
ch);
return;
}
// ch->pcdata->quest += pcost;
oset_affect(ch, obj, value, APPLY_DAMROLL, TRUE);
oset_affect(ch, obj, value, APPLY_HITROLL, TRUE);
// obj->points -= pcost;
SET_BIT(obj->quest, QUEST_BLOODA);
act("You cut your wrist and smear your blood on $p.", ch, obj,
NULL, TO_CHAR);
act("$n cuts his wrist and smears blood on $p.", ch, obj, NULL,
TO_ROOM);
return;
}
void do_diablerise(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0' && ch->embracing == NULL)
{
send_to_char("Who do you wish to embrace?\n\r", ch);
return;
}
if (ch->embracing != NULL)
{
if ((victim = ch->embracing) != NULL)
{
send_to_char("You retract your fangs.", ch);
act("$N retracts his fangs.", ch, NULL, NULL,
TO_ROOM);
stop_embrace(ch, victim);
return;
}
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL
&& ch->embracing == NULL)
{
send_to_char("They arent here.\n\r", ch);
return;
}
if (IS_NPC(victim) || !IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("You can only embrace vampires.\n\r", ch);
return;
}
if (victim->position != POS_MORTAL)
{
send_to_char
("You can only embrace mortally wounded vampires.\n\r",
ch);
return;
}
xprintf(buf, "%s leaps toward %s baring his fangs.", ch->name,
victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
xprintf(buf, "You leap toward %s baring your fangs.\n\r",
victim->name);
send_to_char(buf, ch);
WAIT_STATE(ch, 15);
xprintf(buf, "You sink your teeth into their throat.\n\r");
send_to_char(buf, ch);
xprintf(buf, "%s sinks their teeth into %s's throat.", ch->name,
victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
xprintf(buf, "%s sinks their teeth into your throat.\n\r", ch->name);
send_to_char(buf, victim);
victim->embraced = ch;
ch->embracing = victim;
return;
}
/*embrace*/
void do_embrace(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int bloodpool;
one_argument(argument, arg);
if (IS_SET(ch->newbits, NEW_TIDE))
bloodpool = (3000 / ch->generation);
else
bloodpool = (2000 / ch->generation);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Who do you wish to embrace?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They arent here.\n\r", ch);
return;
}
if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOAUTOKILL))
{
send_to_char("You can't do that to them.\n\r", ch);
return;
}
/*
* Shaktis check for level
*/
if (victim->level > 75 * ch->spl[RED_MAGIC])
{
send_to_char("They are too powerful to embrace!\n\r", ch);
return;
}
if (!IS_NPC(victim))
{
send_to_char("You cannot embrace a person.\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_SAFE))
{
send_to_char("You cannot embrace them here.\n\r", ch);
return;
}
xprintf(buf, "%s leaps toward %s baring his fangs.\n\r", ch->name,
victim->short_descr);
act(buf, ch, NULL, NULL, TO_ROOM);
xprintf(buf, "You leap toward %s baring your fangs.\n\r",
victim->short_descr);
send_to_char(buf, ch);
WAIT_STATE(ch, 15);
if (victim->position != POS_STUNNED
&& victim->position != POS_SLEEPING
&& victim->position != POS_DEAD)
{
send_to_char("They lunge away from you.\n\r", ch);
xprintf(buf, "%s lunges away from %s.", victim->name,
ch->short_descr);
act(buf, ch, NULL, NULL, TO_ROOM);
return;
}
send_to_char
("You bury your fangs into their neck, and begins an orgy of blood-sucking!\n\r",
ch);
xprintf(buf,
"%s buries his fangs into %s's neck, and begins an orgy of blood-sucking!\n\r",
ch->name, victim->short_descr);
act(buf, ch, NULL, NULL, TO_ROOM);
/*
* New update send routine, allows for anything to get embraced.
*/
/*
* and sets a mobs blood to its level *8.Shakti
*/
victim->embraced = ch;
ch->embracing = victim;
if (IS_NPC(victim))
{
(victim->practice = victim->level);
(victim->practice *= 8);
}
return;
}
/*decay*/
void do_withering(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_THAN] < 4)
{
send_to_char
("You must obtain level 4 Thanatosis to use Withering.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Who do you wish to wither?\n\r", ch);
return;
}
victim = get_char_room(ch, NULL, arg);
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They arent here.\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_SAFE))
{
send_to_char("You cannot attack them here.\n\r", ch);
return;
}
if (is_safe(ch, victim) == TRUE)
return;
WAIT_STATE(ch, 35);
xprintf(buf, "A look of concentration crosses over %s's face.",
ch->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char("A look of concentration crosses over your face.\n\r",
ch);
if (IS_ARM_R(victim, LOST_ARM) && IS_ARM_L(victim, LOST_ARM)
&& IS_LEG_R(victim, LOST_LEG) && IS_LEG_L(victim, LOST_LEG))
{
send_to_char("All of their limbs are severed already!\n\r",
ch);
return;
}
if (number_percent() < 15)
{
if (!IS_ARM_R(victim, LOST_ARM))
{
SET_BIT(victim->loc_hp[3], LOST_ARM);
if ((obj = get_eq_char(victim, WEAR_HOLD)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_HANDS)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_WRIST_R)) != NULL)
take_item(victim, obj);
if ((obj =
get_eq_char(victim, WEAR_FINGER_R)) != NULL)
take_item(victim, obj);
make_part(victim, "arm");
xprintf(buf,
"A supernatural force rips %s's arm off!",
victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char(buf, ch);
return;
}
if (!IS_ARM_L(victim, LOST_ARM))
{
SET_BIT(victim->loc_hp[2], LOST_ARM);
if ((obj = get_eq_char(victim, WEAR_HOLD)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_HANDS)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_WRIST_L)) != NULL)
take_item(victim, obj);
if ((obj =
get_eq_char(victim, WEAR_FINGER_L)) != NULL)
take_item(victim, obj);
make_part(victim, "arm");
xprintf(buf,
"A supernatural force rips %s's arm off!",
victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char(buf, ch);
return;
}
if (!IS_LEG_R(victim, LOST_LEG))
{
SET_BIT(victim->loc_hp[5], LOST_LEG);
if ((obj = get_eq_char(victim, WEAR_FEET)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_LEGS)) != NULL)
take_item(victim, obj);
make_part(victim, "leg");
xprintf(buf,
"A supernatural force rips %s's leg off!",
victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char(buf, ch);
return;
}
if (!IS_LEG_L(victim, LOST_LEG))
{
SET_BIT(victim->loc_hp[4], LOST_LEG);
if ((obj = get_eq_char(victim, WEAR_FEET)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_LEGS)) != NULL)
take_item(victim, obj);
make_part(victim, "leg");
xprintf(buf,
"A supernatural force rips %s's leg off!",
victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char(buf, ch);
return;
}
}
send_to_char("You failed.\n\r", ch);
return;
}
/* Infirmity Thinger */
void do_infirmity(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_QUIE] < 2)
{
send_to_char
("You need level 2 Quietus to use this power.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Who do you wish to use Infirmity on?\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 (is_safe(ch, victim) == TRUE)
return;
if ((sn = skill_lookup("infirmity")) < 0)
{
xprintf(buf, "Yep, sn is bieng set to %d.", sn);
send_to_char(buf, ch);
return;
}
spelltype = skill_table[sn].target;
level = ch->power[DISC_VAMP_QUIE] * 1.5;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
WAIT_STATE(ch, 12);
return;
}
/* Guardian DEmon for Vamps */
void do_guardian(CHAR_DATA * ch, char *argument)
{
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
AFFECT_DATA af;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DAIM] < 1)
{
send_to_char
("You require level 1 Daimoinon to create a guardian.\n\r",
ch);
return;
}
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
ch->pcdata->followers++;
victim = create_mobile(get_mob_index(MOB_VNUM_GUARDIAN));
victim->level = 270;
victim->hit = 7000;
victim->max_hit = 5000;
victim->hitroll = 200;
victim->damroll = 200;
victim->armor = 800;
SET_BIT(victim->act, ACT_NOEXP);
xprintf(buf, "Come forth, creature of darkness, and do my bidding!");
do_say(ch, buf);
send_to_char
("A demon bursts from the ground and bows before you.\n\r",
ch);
act("$N bursts from the ground and bows before $n.", ch, NULL, victim,
TO_ROOM);
char_to_room(victim, ch->in_room);
add_follower(victim, ch);
af.duration = 666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char(victim, &af);
return;
}
/*demonic servants*/
void do_servant(CHAR_DATA * ch, char *argument)
{
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
AFFECT_DATA af;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DAIM] < 8)
{
send_to_char
("You require level 8 Daimoinon to create a servant.\n\r",
ch);
return;
}
if (ch->pcdata->followers > 5)
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
ch->pcdata->followers++;
victim = create_mobile(get_mob_index(MOB_VNUM_SERVANT));
victim->level = 300;
victim->hit = 30000;
victim->max_hit = 30000;
victim->hitroll = 100;
victim->damroll = 100;
victim->armor = 700;
xprintf(buf, "Come forth, creature of darkness, and do my bidding!");
do_say(ch, buf);
send_to_char
("A demonic servant bursts from the ground and bows before you.\n\r",
ch);
act("$N bursts from the ground and bows before $n.", ch, NULL, victim,
TO_ROOM);
char_to_room(victim, ch->in_room);
add_follower(victim, ch);
af.duration = 666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char(victim, &af);
SET_BIT(victim->act, ACT_NOEXP);
return;
}
/* Beckon */
void do_beckon(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_ANIM] < 1)
{
send_to_char
("You require level 1 animalism to beckon the wild.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("You can beckon a frog, a raven, a cat or a dog.\n\r",
ch);
return;
}
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happened.\n\r", ch);
return;
}
if (!str_cmp(argument, "frog"))
{
victim = create_mobile(get_mob_index(MOB_VNUM_FROG));
if (victim == NULL)
{
send_to_char("Error - please inform Infidel.\n\r",
ch);
return;
}
}
else if (!str_cmp(argument, "raven"))
{
victim = create_mobile(get_mob_index(MOB_VNUM_RAVEN));
if (victim == NULL)
{
send_to_char("Error - please inform Infidel.\n\r",
ch);
return;
}
}
else if (!str_cmp(argument, "cat"))
{
victim = create_mobile(get_mob_index(MOB_VNUM_CAT));
if (victim == NULL)
{
send_to_char("Error - please inform Infidel.\n\r",
ch);
return;
}
}
else if (!str_cmp(argument, "dog"))
{
victim = create_mobile(get_mob_index(MOB_VNUM_DOG));
if (victim == NULL)
{
send_to_char("Error - please inform Infidel.\n\r",
ch);
return;
}
}
else
{
send_to_char
("Your can beckon a frog, a raven, a cat or a dog.\n\r",
ch);
return;
}
act("You whistle loudly and $N walks in.", ch, NULL, victim, TO_CHAR);
act("$n whistles loudly and $N walks in.", ch, NULL, victim, TO_ROOM);
char_to_room(victim, ch->in_room);
ch->pcdata->followers += 1;
SET_BIT(victim->act, ACT_NOEXP);
return;
}
void do_spit(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int dam = 0;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_QUIE] < 1)
{
send_to_char("You need level 1 Quietus to spit.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 5)
{
send_to_char("You dont have enough blood.\n\r", ch);
return;
}
WAIT_STATE(ch, 12);
if (!IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_QUIE] * 550;
}
else if (IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_QUIE] * 250;
}
ch->pcdata->condition[COND_THIRST] -= 5;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF))
{
if (victim->power[DISC_WERE_BOAR] > 2)
dam *= 0.5;
}
dam += number_range(1, 30);
if (dam <= 0)
dam = 1;
set_fighting(ch, victim, TRUE);
xprintf(buf, "Your spit of acid hits $N incredibly hard! [%d]", dam);
act(buf, ch, NULL, victim, TO_CHAR);
xprintf(buf, "$n's spit of acid hits you incredibly hard! [%d]", dam);
act(buf, ch, NULL, victim, TO_VICT);
xprintf(buf, "$n's spit of acid hits $N incredibly hard! [%d]", dam);
act(buf, ch, NULL, victim, TO_NOTVICT);
send_to_char("\n\r", ch);
hurt_person(ch, victim, dam);
return;
}
void do_scales(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_SERP] < 5)
{
send_to_char("You need Serpentis 6 to get scales.\n\r", ch);
return;
}
if (!IS_SET(ch->newbits, NEW_SKIN))
{
send_to_char
("Scales slide out of your body and surround you.\n\r",
ch);
ch->armor -= 100;
SET_BIT(ch->newbits, NEW_SKIN);
return;
}
else if (IS_SET(ch->newbits, NEW_SKIN))
{
send_to_char("Your scales slide back into your body.\n\r",
ch);
ch->armor += 100;
REMOVE_BIT(ch->newbits, NEW_SKIN);
return;
}
return;
}
void do_cserpent(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_SERP] < 4)
{
send_to_char
("You require level 5 serpentis to call a serpent.\n\r",
ch);
return;
}
/*
if ( arg[0] == '\0' )
{
send_to_char( "You can beckon a serpent at anytime.\n\r", ch );
return;
}
*/
if (ch->pcdata->followers > 5)
{
send_to_char("Nothing happened.\n\r", ch);
return;
}
victim = create_mobile(get_mob_index(MOB_VNUM_SERPENT));
if (victim == NULL)
{
send_to_char("Error - please inform Trace.\n\r", ch);
return;
}
act("You close your eyes and concentrate a huge serpent walks in.",
ch, NULL, victim, TO_CHAR);
act("$n closes his eyes and concentrates a huge $N walks in.", ch,
NULL, victim, TO_ROOM);
char_to_room(victim, ch->in_room);
ch->pcdata->followers += 1;
SET_BIT(victim->act, ACT_NOEXP);
SET_BIT(victim->act, ACT_MOUNT);
return;
}
void do_illusion(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_CHIM] < 1)
{
send_to_char
("You require level 1 chim to make an illusion.\n\r",
ch);
return;
}
if (ch->pcdata->followers > 5)
{
send_to_char("Nothing happened.\n\r", ch);
return;
}
victim = create_mobile(get_mob_index(MOB_VNUM_ILLUSION));
if (victim == NULL)
{
send_to_char("Error - please inform Trace.\n\r", ch);
return;
}
act("You close your eyes and concentrate an illusion appears in the room.", ch, NULL, victim, TO_CHAR);
act("$n closes his eyes and concentrates an $N appears in the room.",
ch, NULL, victim, TO_ROOM);
char_to_room(victim, ch->in_room);
ch->pcdata->followers += 1;
SET_BIT(victim->act, ACT_NOEXP);
return;
}
void do_bloodwall(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj = NULL;
OBJ_DATA *objc;
char arg[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char wall[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
int value;
argument = one_argument(argument, arg);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_DAIM] < 2)
{
send_to_char("You need Daiminion 2 to call Blood Walls.\n\r",
ch);
return;
}
if (!str_cmp(ch->in_room->area->name, "diku midgaard"))
{
send_to_char("Not in Midgaard.\n\r", ch);
return;
}
if (arg[0] == '\0' || (str_cmp(arg, "n")
&& str_cmp(arg, "s")
&& str_cmp(arg, "e")
&& str_cmp(arg, "w")
&& str_cmp(arg, "u") && str_cmp(arg, "d")))
{
send_to_char("You may wall n, w, s, e, d or u.\n\r", ch);
return;
}
if (arg2[0] == '\0')
{
send_to_char
("Please supply the amount of blood to expend.\n\r",
ch);
return;
}
value = is_number(arg2) ? atoi(arg2) : -1;
if (value > 5 || value < 1)
{
send_to_char("Please select a value between 1 and 5.\n\r",
ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= value;
xprintf(buf, "A look of concentration passes over %s's face.",
ch->name);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char("A look of concentration passes over your face.\n\r",
ch);
if (!str_cmp(arg, "n"))
xprintf(wall, "walln");
if (!str_cmp(arg, "w"))
xprintf(wall, "wallw");
if (!str_cmp(arg, "s"))
xprintf(wall, "walls");
if (!str_cmp(arg, "e"))
xprintf(wall, "walle");
if (!str_cmp(arg, "d"))
xprintf(wall, "walld");
if (!str_cmp(arg, "u"))
xprintf(wall, "wallu");
objc = get_obj_list(ch, wall, ch->in_room->contents);
if (objc != NULL)
{
send_to_char
("There is already a wall blocking that direction.\n\r",
ch);
return;
}
WAIT_STATE(ch, 25);
xprintf(buf, "A wall of blood pours out of the ground.");
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char(buf, ch);
if (!str_cmp(arg, "n"))
{
obj = create_object(get_obj_index(30043), 0);
xprintf(buf,
"A wall of blood is here, blocking your exit north.");
free_string(obj->description);
obj->description = str_dup(buf);
}
if (!str_cmp(arg, "s"))
{
obj = create_object(get_obj_index(30044), 0);
xprintf(buf,
"A wall of blood is here, blocking your exit south.");
free_string(obj->description);
obj->description = str_dup(buf);
}
if (!str_cmp(arg, "e"))
{
obj = create_object(get_obj_index(30045), 0);
xprintf(buf,
"A wall of blood is here, blocking your exit east.");
free_string(obj->description);
obj->description = str_dup(buf);
}
if (!str_cmp(arg, "w"))
{
obj = create_object(get_obj_index(30046), 0);
xprintf(buf,
"A wall of blood is here, blocking your exit west.");
free_string(obj->description);
obj->description = str_dup(buf);
}
if (!str_cmp(arg, "d"))
{
obj = create_object(get_obj_index(30047), 0);
xprintf(buf,
"A wall of blood is here, blocking your exit down.");
free_string(obj->description);
obj->description = str_dup(buf);
}
if (!str_cmp(arg, "u"))
{
obj = create_object(get_obj_index(99), 0);
xprintf(buf,
"A wall of blood is here, blocking your exit up.");
free_string(obj->description);
obj->description = str_dup(buf);
}
obj_to_room(obj, ch->in_room);
obj->timer = value;
obj->item_type = ITEM_WALL;
return;
}
void do_bloodrod(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_THAU] < 2)
{
send_to_char
("You need to obtain level 2 Thaumaturgy to create a Blood Rod.\n\r",
ch);
return;
}
if (10 > ch->practice)
{
send_to_char
("It costs 10 points of practice to create a Blood Rod.\n\r",
ch);
return;
}
ch->practice -= 10;
obj = create_object(get_obj_index(OBJ_VNUM_BROD), 0);
obj_to_char(obj, ch);
act("A Rod of Blood appears in your hands.", ch, NULL, NULL, TO_CHAR);
act("A Rod of blood appears in $n's hands.", ch, NULL, NULL, TO_ROOM);
return;
}
void do_shadowgaze(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_OBTE] < 10)
{
send_to_char
("You need level 10 Obtenebration to use Shadow Gaze.\n\r",
ch);
return;
}
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
send_to_char("You need to be in the Shadowplane, first!\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Who do you wish to use Shadow Gaze on?\n\r",
ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They arent here.\n\r", ch);
return;
}
if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
{
send_to_char("They are already in the Shadowplane!\n\r", ch);
return;
}
if (!IS_NPC(victim))
{
send_to_char("You cannot Shadow Gaze a person.\n\r", ch);
return;
}
xprintf(buf, "%s gazes intently at %s.", ch->name,
victim->short_descr);
act(buf, ch, NULL, NULL, TO_ROOM);
xprintf(buf, "You gaze deeply into %s's eyes.\n\r",
victim->short_descr);
send_to_char(buf, ch);
WAIT_STATE(ch, 8);
xprintf(buf, "You pull %s into the Shadowplane!",
victim->short_descr);
act(buf, ch, NULL, NULL, TO_CHAR);
xprintf(buf,
"%s rips %s into the Shadowplane!", ch->name,
victim->short_descr);
act(buf, ch, NULL, NULL, TO_ROOM);
SET_BIT(victim->affected_by, AFF_SHADOWPLANE);
return;
}
void do_grab(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_OBTE] < 8)
{
send_to_char
("You need level 8 Obtenebration to use Grab.\n\r",
ch);
return;
}
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
send_to_char("You need to be in the Shadowplane, first!\n\r",
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 (arg[0] == '\0')
{
send_to_char("Who do you wish to Grab?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They arent here.\n\r", ch);
return;
}
if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
{
send_to_char("They are already in the Shadowplane!\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("You cannot Grab a mobile!\n\r", ch);
return;
}
xprintf(buf, "%s pulls %s into the Shadowplane.", ch->name,
victim->name);
act(buf, ch, NULL, NULL, TO_ROOM);
xprintf(buf, "You pull %s into the Shadowplane!\n\r", victim->name);
send_to_char(buf, ch);
xprintf(buf, "%s pulls you into the Shadowplane!\n\r", ch->name);
act(buf, ch, NULL, victim, TO_VICT);
WAIT_STATE(ch, 8);
SET_BIT(victim->affected_by, AFF_SHADOWPLANE);
return;
}
void do_share(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_ANIM] < 4)
{
send_to_char
("You must obtain at least level 4 in Animalism to use Share Spirits.\n\r",
ch);
return;
}
if ((familiar = ch->pcdata->familiar) != NULL)
{
xprintf(buf, "You release %s.\n\r", familiar->short_descr);
send_to_char(buf, ch);
familiar->wizard = NULL;
ch->pcdata->familiar = NULL;
return;
}
if (arg[0] == '\0')
{
send_to_char("What do you wish to Share spirits with?\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("What an intelligent idea!\n\r", ch);
return;
}
if (!IS_NPC(victim))
{
send_to_char("Not on players.\n\r", ch);
return;
}
if (victim->wizard != NULL)
{
send_to_char("You are unable to Share Spirits them.\n\r", ch);
return;
}
if (victim->level > (ch->spl[RED_MAGIC] * 0.25))
{
send_to_char("They are too powerful.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < 25)
{
send_to_char("You have insufficient blood.\n\r", ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 25;
ch->pcdata->familiar = victim;
victim->wizard = ch;
act("You share your being with $N.", ch, NULL, victim, TO_CHAR);
act("$n is staring at you!", ch, NULL, victim, TO_VICT);
act("$n starts staring at $N", ch, NULL, victim, TO_NOTVICT);
return;
}
void do_frenzy(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (ch->power[DISC_VAMP_ANIM] < 5)
{
send_to_char("You need level 5 Animalism to use Frenzy.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->beast >= 200)
{
if (ch->rage >= ch->beast)
{
send_to_char
("Your beast is already controlling you.\n\r",
ch);
return;
}
}
if (ch->beast <= 200)
{
if (ch->rage >= 100)
{
send_to_char
("Your beast is already controlling you.\n\r",
ch);
return;
}
}
if (!IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
do_nightsight(ch, "");
if (!IS_VAMPAFF(ch, VAM_FANGS))
do_fangs(ch, "");
if (!IS_VAMPAFF(ch, VAM_CLAWS))
do_claws(ch, "");
send_to_char
("You bare your fangs and growl as your inner beast consumes you.\n\r",
ch);
act("$n bares $s fangs and growls as $s inner beast consumes $m.", ch, NULL, NULL, TO_ROOM);
ch->rage += number_range(100, 300);
if (ch->beast > 0)
do_beastlike(ch, "");
WAIT_STATE(ch, 12);
return;
}
send_to_char("But you are already in a rage!\n\r", ch);
return;
}
void do_shroud(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_OBTE] < 1))
{
send_to_char
("You need level 1 Obtenebration to use this power.\n\r",
ch);
return;
}
if (ch->fight_timer > 0)
{
send_to_char("Not with a fighttimer.\n\r", ch);
return;
}
if (IS_SET(ch->act, AFF_HIDE))
{
REMOVE_BIT(ch->act, AFF_HIDE);
send_to_char("You step out from the shadows.\n\r", ch);
act("$n emerges from the shadows.", ch, NULL, NULL, TO_ROOM);
}
else
{
send_to_char("You slowly blend with the shadows.\n\r", ch);
act("$n blends in with the shadows and disappears.", ch, NULL,
NULL, TO_ROOM);
SET_BIT(ch->act, AFF_HIDE);
}
return;
}
void do_summon(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
CHAR_DATA *mount;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
do_nosummon(ch, "");
return;
}
if (arg[0] == '\0')
{
send_to_char("Summon whom?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (victim == ch
|| victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= ch->level + 5
|| victim->fighting != NULL
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)))
{
send_to_char("You cannot locate them.\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_PRES] < 4)
{
send_to_char("You need level 4 in Presence to use this.\n\r",
ch);
return;
}
WAIT_STATE(ch, 10);
act("$n disappears suddenly.", victim, NULL, NULL, TO_ROOM);
char_from_room(victim);
char_to_room(victim, ch->in_room);
act("$n arrives suddenly.", victim, NULL, NULL, TO_ROOM);
act("$N has summoned you!", victim, NULL, ch, TO_CHAR);
do_look(victim, "auto");
if ((mount = victim->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, get_room_index(victim->in_room->vnum));
do_look(mount, "auto");
return;
}
void do_drain(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int dam;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_THAN] < 5)
{
send_to_char
("You must obtain level 5 Thanatosis to use Drain Life.\n\r",
ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL
&& (ch->fighting) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if ((ch->fighting) != NULL)
{
victim = ch->fighting;
}
if (arg[0] == '\0' && (ch->fighting) == NULL)
{
send_to_char("Whose life do you wish to drain?\n\r", ch);
return;
}
if (victim->hit < 500)
{
send_to_char("They are far to hurt to do that!\n\r", ch);
return;
}
if (is_safe(ch, victim))
{
send_to_char("Not while in a safe room!\n\r", ch);
return;
}
if (IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_THAN] * 10;
victim->hit = (victim->hit - dam);
if (dam > 500)
dam = number_range(450, 550);
ch->hit = (ch->hit + dam);
if (ch->hit > ch->max_hit + 1000)
ch->hit = ch->max_hit + 1000;
act("You drain the lifeforce out of $N.", ch, NULL, victim,
TO_CHAR);
act("$n drains the lifeforce out of $N.", ch, NULL, victim,
TO_NOTVICT);
act("You feel $n draining your lifeforce.", ch, NULL, victim,
TO_VICT);
WAIT_STATE(ch, 12);
return;
}
if (!IS_NPC(victim))
{
dam = ch->power[DISC_VAMP_THAN] * 50;
victim->hit = (victim->hit - dam);
if (dam > 400)
dam = number_range(350, 450);
ch->hit = (ch->hit + dam);
if (ch->hit > ch->max_hit + 1000)
ch->hit = ch->max_hit + 1000;
act("You drain the lifeforce out of $N.", ch, NULL, victim,
TO_CHAR);
act("$n drains the lifeforce out of $N.", ch, NULL, victim,
TO_NOTVICT);
act("You feel $n draining your lifeforce.", ch, NULL, victim,
TO_VICT);
WAIT_STATE(ch, 12);
return;
}
}
void do_flamehands(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_PROT] < 5)
{
send_to_char
("You need level 5 Protean to use flaming hands.\n\r",
ch);
return;
}
if (IS_SET(ch->newbits, NEW_MONKFLAME))
{
REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
send_to_char
("Your hands are no longer engulfed by flames.\n\r",
ch);
act("$n's hands are no longer engulfed by flames.\n\r", ch,
NULL, NULL, TO_ROOM);
return;
}
if (!IS_SET(ch->newbits, NEW_MONKFLAME))
{
SET_BIT(ch->newbits, NEW_MONKFLAME);
send_to_char("Your hands are engulfed by flames!\n\r", ch);
act("$n's hands are engulfed by flames!\n\r", ch, NULL, NULL,
TO_ROOM);
return;
}
}
void do_cauldron(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int value;
int dam;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
value = is_number(arg2) ? atoi(arg2) : -1;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_THAU] < 2)
{
send_to_char
("You need at least level 2 Thaumaturgy to use this power.\n\r",
ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Whose blood do you wish to boil?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg1)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (arg2[0] == '\0')
{
send_to_char("How much blood do you want to use?\n\r", ch);
return;
}
if (value > 200)
{
stc("You can only use 200 blood on this power.\n\r", ch);
return;
}
if (ch->pcdata->condition[COND_THIRST] < value)
{
send_to_char("You don't have that much blood!\n\r", ch);
return;
}
if (is_safe(ch, victim) == TRUE)
return;
if (IS_NPC(victim))
{
dam = (value * 4);
ch->pcdata->condition[COND_THIRST] =
ch->pcdata->condition[COND_THIRST] - value;
act("$N screams in agony as $m blood begins to boil.", ch,
NULL, victim, TO_CHAR);
act("$N screams in agony as $n causes his blood to boil.", ch,
NULL, victim, TO_NOTVICT);
act("You scream in agony as $n causes your blood to boil.",
ch, NULL, victim, TO_VICT);
hurt_person(ch, victim, dam);
WAIT_STATE(ch, 12);
return;
}
if (!IS_NPC(victim))
{
dam = value * 3;
hurt_person(ch, victim, dam);
if (victim->pcdata->condition[COND_THIRST] < value)
victim->pcdata->condition[COND_THIRST] = 1;
victim->pcdata->condition[COND_THIRST] =
victim->pcdata->condition[COND_THIRST] - value;
ch->pcdata->condition[COND_THIRST] =
ch->pcdata->condition[COND_THIRST] - value;
act("$N screams in agony as $m blood begins to boil.", ch,
NULL, victim, TO_CHAR);
act("$N screams in agony as $n causes his blood to boil.", ch,
NULL, victim, TO_NOTVICT);
act("You scream in agony as $n causes your blood to boil.",
ch, NULL, victim, TO_VICT);
WAIT_STATE(ch, 12);
return;
}
}
void do_bonemod(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
smash_tilde(argument);
argument = one_argument(argument, arg1);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->power[DISC_VAMP_VICI] < 3)
{
send_to_char
("You need level 3 Vicissitude to use this power.\n\r",
ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Syntax: bonemod <modification>\n\r", ch);
send_to_char("Horns, Wings, Head, Exoskeleton, Tail\n\r", ch);
return;
}
/*
* Set something.
*/
if (!str_cmp(arg1, "horns"))
{
if (!IS_VAMPAFF(ch, VAM_HORNS))
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
send_to_char
("You pull a set of horns out of your head.\n\r",
ch);
act("$n pulls a set of horns from his head!\n\r", ch,
NULL, NULL, TO_ROOM);
return;
}
if (IS_VAMPAFF(ch, VAM_HORNS))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
send_to_char
("You push your horns back into your head.\n\r",
ch);
act("$n pushes $n's horns back into $n head.\n\r", ch,
NULL, NULL, TO_ROOM);
return;
}
}
if (!str_cmp(arg1, "wings"))
{
if (!IS_VAMPAFF(ch, VAM_WINGS))
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS);
send_to_char
("You pull a pair of leathery wings from your back.\n\r",
ch);
act("$n pulls a pair of leathery wings from $s back!\n\r", ch, NULL, NULL, TO_ROOM);
return;
}
if (IS_VAMPAFF(ch, VAM_WINGS))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS);
send_to_char
("You push your wings into your back.\n\r",
ch);
act("$n pushes $s wings into $s back.\n\r", ch, NULL,
NULL, TO_ROOM);
return;
}
}
if (!str_cmp(arg1, "exoskeleton"))
{
if (!IS_VAMPAFF(ch, VAM_EXOSKELETON))
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON);
send_to_char
("Your skin is covered by a hard exoskeleton.\n\r",
ch);
act("$n's skin is covered by a hard exoskeleton!\n\r",
ch, NULL, NULL, TO_ROOM);
return;
}
if (IS_VAMPAFF(ch, VAM_EXOSKELETON))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF],
VAM_EXOSKELETON);
send_to_char
("Your exoskeleton slowly disappears under your skin.\n\r",
ch);
act("$n's hard exoskeleton disappears under $s skin.\n\r", ch, NULL, NULL, TO_ROOM);
return;
}
}
if (!str_cmp(arg1, "tail"))
{
if (!IS_VAMPAFF(ch, VAM_TAIL))
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL);
send_to_char
("Your spine extends out into a long, pointed tail.\n\r",
ch);
act("$n's spine extends to form a long pointed tail!\n\r", ch, NULL, NULL, TO_ROOM);
return;
}
if (IS_VAMPAFF(ch, VAM_TAIL))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL);
send_to_char
("Your tail slowly retracts into your spine.\n\r",
ch);
act("$n's tail shrinks and vanishes into $s spine.\n\r", ch, NULL, NULL, TO_ROOM);
return;
}
}
if (!str_cmp(arg1, "head"))
{
if (!IS_VAMPAFF(ch, VAM_HEAD))
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD);
send_to_char
("Your head transforms into that of a fierce lion.\n\r",
ch);
act("$n's head transforms into that of a fierce lion!\n\r", ch, NULL, NULL, TO_ROOM);
return;
}
if (IS_VAMPAFF(ch, VAM_HEAD))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD);
send_to_char
("Your head slowly resumes it's normal form.\n\r",
ch);
act("$n's head resumes its normal form.\n\r", ch,
NULL, NULL, TO_ROOM);
return;
}
}
/*
* Generate usage message.
*/
do_bonemod(ch, "");
return;
}