Ejemplo n.º 1
0
bool spec_cast_adept( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;

    if ( !IS_AWAKE(ch) )
	return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
    {
	v_next = victim->next_in_room;
	if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
	    break;
    }

    if ( victim == NULL )
	return FALSE;

    switch ( number_bits( 3 ) )
    {
    case 0:
	act( "$n utters the word 'tehctah'.", ch, NULL, NULL, TO_ROOM );
	spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
	return TRUE;

    case 1:
	act( "$n utters the word 'nhak'.", ch, NULL, NULL, TO_ROOM );
	spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
	return TRUE;

    case 2:
	act( "$n utters the word 'yeruf'.", ch, NULL, NULL, TO_ROOM );
	spell_cure_blindness( skill_lookup( "cure blindness" ),
	    ch->level, ch, victim );
	return TRUE;

    case 3:
	act( "$n utters the word 'garf'.", ch, NULL, NULL, TO_ROOM );
	spell_cure_light( skill_lookup( "cure light" ),
	    ch->level, ch, victim );
	return TRUE;

    case 4:
	act( "$n utters the words 'rozar'.", ch, NULL, NULL, TO_ROOM );
	spell_cure_poison( skill_lookup( "cure poison" ),
	    ch->level, ch, victim );
	return TRUE;

    case 5:
	act( "$n utters the words 'nadroj'.", ch, NULL, NULL, TO_ROOM );
	spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim );
	return TRUE;

    }

    return FALSE;
}
Ejemplo n.º 2
0
bool spec_jedi_healer( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;

   if( !IS_AWAKE( ch ) )
      return FALSE;

   for( victim = ch->in_room->first_person; victim; victim = v_next )
   {
      v_next = victim->next_in_room;
      if( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
         break;
   }

   if( !victim )
      return FALSE;

   switch ( number_bits( 12 ) )
   {
      case 0:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_smaug( skill_lookup( "armor" ), ch->top_level, ch, victim );
         return TRUE;

      case 1:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_smaug( skill_lookup( "good fortune" ), ch->top_level, ch, victim );
         return TRUE;

      case 2:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_cure_blindness( skill_lookup( "cure blindness" ), ch->top_level, ch, victim );
         return TRUE;

      case 3:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_smaug( skill_lookup( "cure light" ), ch->top_level, ch, victim );
         return TRUE;

      case 4:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_cure_poison( skill_lookup( "cure poison" ), ch->top_level, ch, victim );
         return TRUE;

      case 5:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_smaug( skill_lookup( "refresh" ), ch->top_level, ch, victim );
         return TRUE;
   }
   return FALSE;
}
Ejemplo n.º 3
0
bool spec_cast_adept( CHAR_DATA *ch )
{
	CHAR_DATA *victim;
	CHAR_DATA *v_next;

	if ( !IS_AWAKE(ch) )
		return FALSE;

	for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
	{
		v_next = victim->next_in_room;
		if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 
			&& !IS_NPC(victim) && victim->level < 11)
			break;
	}

	if ( victim == NULL )
		return FALSE;

	switch ( number_bits( 4 ) )
	{
		case 0:
		act( "$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM );
		spell_armor( skill_lookup( "armor" ), ch->level,ch,victim,TARGET_CHAR);
		return TRUE;

		case 1:
		act( "$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM );
		spell_bless( skill_lookup( "bless" ), ch->level,ch,victim,TARGET_CHAR);
		return TRUE;

		case 2:
		act("$n utters the words 'judicandus noselacri'.",ch,NULL,NULL,TO_ROOM);
		spell_cure_blindness( skill_lookup( "cure blindness" ),
			ch->level, ch, victim,TARGET_CHAR);
		return TRUE;

		case 3:
		act("$n utters the words 'judicandus dies'.", ch,NULL, NULL, TO_ROOM );
		spell_cure_light( skill_lookup( "cure light" ),
			ch->level, ch, victim,TARGET_CHAR);
		return TRUE;

		case 4:
		act( "$n utters the words 'judicandus sausabru'.",ch,NULL,NULL,TO_ROOM);
		spell_cure_poison( skill_lookup( "cure poison" ),
			ch->level, ch, victim,TARGET_CHAR);
		return TRUE;

		case 5:
		act("$n utters the word 'candusima'.", ch, NULL, NULL, TO_ROOM );
		spell_refresh( skill_lookup("refresh"),ch->level,ch,victim,TARGET_CHAR);
		return TRUE;

		case 6:
		act("$n utters the words 'judicandus eugzagz'.",ch,NULL,NULL,TO_ROOM);
		spell_cure_disease(skill_lookup("cure disease"),
			ch->level,ch,victim,TARGET_CHAR);
	}

	return FALSE;
}
Ejemplo n.º 4
0
/*
 * Procedure speciali per i Mob
 */
SPEC_RET spec_cast_adept( CHAR_DATA *ch )
{
	CHAR_DATA *victim;
	CHAR_DATA *v_next;

	if ( !is_awake(ch) )	return FALSE;
	if ( ch->fighting )		return FALSE;

	for ( victim = ch->in_room->first_person;  victim;  victim = v_next )
	{
		v_next = victim->next_in_room;

		if ( victim == ch )				continue;
		if ( !can_see(ch, victim) )		continue;

		if ( number_bits(1) == 0 )
			break;
	}

	if ( !victim )
		return FALSE;

	switch ( number_bits(4) )
	{
	  case 0:
		act( AT_MAGIC, "$n pronuncia la parola 'ciroht'.", ch, NULL, NULL, TO_ROOM );
		spell_smaug( skill_lookup("armor"), get_level(ch)/2, ch, victim );
		return TRUE;

	  case 1:
		act( AT_MAGIC, "$n pronuncia la parola 'sunimod'.", ch, NULL, NULL, TO_ROOM );
		spell_smaug( skill_lookup("bless"), get_level(ch)/2, ch, victim );
		return TRUE;

	  case 2:
		act( AT_MAGIC, "$n pronuncia la parola 'suah'.", ch, NULL, NULL, TO_ROOM );
		spell_cure_blindness( skill_lookup("cure blindness"), get_level(ch)/2, ch, victim );
		return TRUE;

	  case 3:
		act( AT_MAGIC, "$n pronuncia la parola 'nran'.", ch, NULL, NULL, TO_ROOM );
		spell_smaug( skill_lookup("cure light"), get_level(ch)/2, ch, victim );
		return TRUE;

	  case 4:
		act( AT_MAGIC, "$n pronuncia la parola 'nyrcs'.", ch, NULL, NULL, TO_ROOM );
		spell_cure_poison( skill_lookup("cure poison"), get_level(ch)/2, ch, victim );
		return TRUE;

	  case 5:
		act( AT_MAGIC, "$n pronuncia la parola 'gartla'.", ch, NULL, NULL, TO_ROOM );
		spell_smaug( skill_lookup("refresh"), get_level(ch)/2, ch, victim );
		return TRUE;

	  case 6:
		act( AT_MAGIC, "$n pronuncia la parola 'naimad'.", ch, NULL, NULL, TO_ROOM );
		spell_smaug( skill_lookup("cure serious"), get_level(ch)/2, ch, victim );
		return TRUE;

	  case 7:
		act( AT_MAGIC, "$n pronuncia la parola 'gorog'.", ch, NULL, NULL, TO_ROOM );
		spell_remove_curse( skill_lookup("remove curse"), get_level(ch)/2, ch, victim );
		return TRUE;
	}

	return FALSE;
}
Ejemplo n.º 5
0
bool spec_cast_adept( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;

    if ( !IS_AWAKE(ch) || ch->fighting )
        return FALSE;

    for ( victim = ch->in_room->first_person; victim; victim = v_next )
    {
	v_next = victim->next_in_room;
	if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
	    break;
    }

    if ( !victim )
	return FALSE;

    switch ( number_bits( 3 ) )
    {
    case 0:
    act( AT_MAGIC, "$n utters the word 'ciroht'.", ch, NULL, NULL, TO_ROOM );
	spell_smaug( skill_lookup( "armor" ), ch->level, ch, victim );
	return TRUE;

    case 1:
    act( AT_MAGIC, "$n utters the word 'sunimod'.", ch, NULL, NULL, TO_ROOM );
	spell_smaug( skill_lookup( "bless" ), ch->level, ch, victim );
	return TRUE;

    case 2:
    act( AT_MAGIC, "$n utters the word 'suah'.", ch, NULL, NULL, TO_ROOM );
	spell_cure_blindness( skill_lookup( "cure blindness" ),
	    ch->level, ch, victim );
	return TRUE;

    case 3:
    act( AT_MAGIC, "$n utters the word 'nran'.", ch, NULL, NULL, TO_ROOM );
	spell_smaug( skill_lookup( "cure light" ),
	    ch->level, ch, victim );
	return TRUE;

    case 4:
    act( AT_MAGIC, "$n utters the word 'nyrcs'.", ch, NULL, NULL, TO_ROOM );
	spell_cure_poison( skill_lookup( "cure poison" ),
	    ch->level, ch, victim );
	return TRUE;

    case 5:
    act( AT_MAGIC, "$n utters the word 'gartla'.", ch, NULL, NULL, TO_ROOM );
	spell_smaug( skill_lookup( "refresh" ), ch->level, ch, victim );
	return TRUE;

    case 6:
    act( AT_MAGIC, "$n utters the word 'naimad'.", ch, NULL, NULL, TO_ROOM );
        spell_smaug( skill_lookup( "cure serious" ), ch->level, ch, victim );
        return TRUE;

    case 7:
    act( AT_MAGIC, "$n utters the word 'gorog'.", ch, NULL, NULL, TO_ROOM );
        spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, victim );
        return TRUE;

    }

    return FALSE;
}