mongoose
/***************************************************************************
 *  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"
#include "magic.h"

/*
 * Local functions.
 */

void do_level(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];
    char      skill[MSL];
    char      stance[MSL];
    char      buf[MSL];
    float     chgen = 0;
    float     chgenexp = 0;
    int       percent = 0;
    int       nextgen = 0;
    int       expneeded = 0;

    one_argument(argument, arg);
    ROOM_INDEX_DATA *room;

    if (IS_NPC(ch))
        return;

    if (arg[0] == '\0')
    {
        stc("#0x#r----#R=====#r----#R=====#r----#R=====#r----#0x#n\n\r", ch);
        xprintf(buf, "#0You are currently generation #W%d#n\n\r",
                ch->generation);
        send_to_char(buf, ch);
        chgen = ch->generation;
        chgenexp = ch->genexp;
        if (ch->generation == 6)
            expneeded = 13000000.00;
        else if (ch->generation == 5)
            expneeded = 150000000.00;
        else if (ch->generation == 4)
            expneeded = 400000000.00;
        else if (ch->generation == 3)
            expneeded = 900000000.00;
        else if (ch->generation == 2)
            expneeded = 1800000000.00;
        percent = (chgenexp / expneeded) * 100.00;

        nextgen = (ch->generation - 1);
        //if (ch->generation > 1 && ch->level > 2)
        //{
        // xprintf (buf,
        //     "#0You are #R%d#W%% #0on your way to generation #R%d.#n\n\r",
        //         percent, nextgen);
        //  stc (buf, ch);
//  }

        if (ch->generation > 2 && ch->level > 2)
        {
            int       x, howmany;

            howmany = percent / 2;
            xprintf(buf, "#0 Progress to gen %d #W[#R", nextgen);

            for (x = 1; x <= 50; x++)
            {
                if (x <= howmany)
                    xcatf(buf, "#R*#n");
                else
                    xcatf(buf, "#0-#n");
            }
            xcatf(buf, "#W]#n\n\r");
            send_to_char(buf, ch);
        }



        stc("#0x#r----#R=====#r----#R=====#r----#R=====#r----#0x#n\n\r", ch);
        if (ch->stance[12] == 1)
            xprintf(stance, " Viper");
        else if (ch->stance[12] == 2)
            xprintf(stance, " Crane");
        else if (ch->stance[12] == 3)
            xprintf(stance, " Crab");
        else if (ch->stance[12] == 4)
            xprintf(stance, " Mongoose");
        else if (ch->stance[12] == 5)
            xprintf(stance, " PitBull");
        else if (ch->stance[12] == 6)
            xprintf(stance, " Hawk");
        else if (ch->stance[12] == 7)
            xprintf(stance, " Badger");
        else if (ch->stance[12] == 8)
            xprintf(stance, " Cougar";
                    else if (ch->stance[12] == 9)
                    xprintf(stance, " Wolverine");
                    else if (ch->stance[12] == 10)
                        xprintf(stance, " Grizzly");
                        else if (ch->stance[12] == 11)
                            xprintf(stance, " Wolf");
                            else if (ch->stance[12] == 13)
                                xprintf(stance, " SS1");
                                else if (ch->stance[12] == 14)
                                    xprintf(stance, " SS2");
                                    else if (ch->stance[12] == 15)
                                        xprintf(stance, " SS3");
                                        else if (ch->stance[12] == 16)
                                            xprintf(stance, " Pizza");
                                            else if (ch->stance[12] == 17)
                                                xprintf(stance, " Zarius");
                                                else if (ch->stance[12] == -1)
                                                    xprintf(stance, " None");
                                                    else
                                                        xprintf(stance, " None");
                                                        xprintf(buf, "#0Autostance#n:  #R%s #n\n\r", stance);
                                                        send_to_char(buf, ch);
                                                        if (IS_SET(ch->act, PLR_RIGHTHAND))
                                                            send_to_char
                                                            ("#wYou favor your right arm in combat.#n\n\r",
                                                             ch);
                                                            else if (IS_SET(ch->act, PLR_LEFTHAND))
                                                                send_to_char
                                                                ("#wYou favor your left arm in combat.#n\n\r",
                                                                 ch);
                                                                else
                                                                    send_to_char
                                                                    ("#wYou fight well with both your arms.#n\n\r",
                                                                     ch);

                                                                    stc("#0x#r----#R=====#r----#R=====#r----#R=====#r----#0x#n\n\r", ch);

                                                                    if (IS_CLASS(ch, CLASS_DEMON))
                                                                        send_to_char("You are a demon!\n\r", ch);
                                                                        if (IS_CLASS(ch, CLASS_MAGE))
                                                                            send_to_char("You are a battlemage!\n\r", ch);
                                                                            if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
                                                                                send_to_char("You are a shapeshifter!\n\r", ch);
                                                                                if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
                                                                                    send_to_char("You are an undead knight!\n\r", ch);
                                                                                    if (IS_CLASS(ch, CLASS_WEREWOLF))
                                                                                        send_to_char("You are a werewolf!\n\r", ch);
                                                                                        if (IS_CLASS(ch, CLASS_NINJA))
                                                                                            send_to_char("You are a ninja!\n\r", ch);
                                                                                            if (IS_CLASS(ch, CLASS_VAMPIRE))
                                                                                                send_to_char("You are a vampire!\n\r", ch);
                                                                                                if (IS_CLASS(ch, CLASS_SAMURAI))
                                                                                                    send_to_char("You are a Samurai!\n\r", ch);
                                                                                                    if (IS_CLASS(ch, CLASS_DROW))
                                                                                                        send_to_char("You are a drow!\n\r", ch);
                                                                                                        if (IS_CLASS(ch, CLASS_ANGEL))
                                                                                                            send_to_char("You are an angel!\n\r", ch);
                                                                                                            if (IS_CLASS(ch, CLASS_LICH))
                                                                                                                send_to_char("You are a lich!\n\r", ch);
                                                                                                                if (IS_CLASS(ch, CLASS_SKYBLADE))
                                                                                                                    send_to_char("You are a SkyBlade!!\n\r", ch);
                                                                                                                    if (IS_CLASS(ch, CLASS_GHOUL))
                                                                                                                        send_to_char
                                                                                                                        ("You are a foul smelling #GGhoul#n!!\n\r",
                                                                                                                         ch);
                                                                                                                        if (IS_CLASS(ch, CLASS_DRACONIAN))
                                                                                                                            send_to_char("You are a Draconian!!\n\r", ch);
                                                                                                                            if (IS_CLASS(ch, CLASS_TANARRI))
                                                                                                                                send_to_char
                                                                                                                                ("You are a warrior of The Bloodwars.\n\r",
                                                                                                                                 ch);
                                                                                                                                if (IS_CLASS(ch, CLASS_MONK))
                                                                                                                                    stc("You are a monk!\n\r", ch);
                                                                                                                                    if (IS_CLASS(ch, CLASS_CYBORG))
                                                                                                                                        stc("You are a Mix Between Man and Machine!\n\r", ch);
                                                                                                                                        if (IS_CLASS(ch, CLASS_SHADOW))
                                                                                                                                            stc("You are a Shadow!\n\r", ch);
                                                                                                                                            if (IS_CLASS(ch, CLASS_PRIEST))
                                                                                                                                                stc("You are a holy Priest\n\r", ch);
                                                                                                                                                if (IS_CLASS(ch, CLASS_JEDI))
                                                                                                                                                    stc("You are a Jedi Warrior!\n\r", ch);
                                                                                                                                                    if (IS_CLASS(ch, CLASS_TANARRI))
                                                                                                                                            {
                                                                                                                                                if (ch->pcdata->rank == TANARRI_FODDER)
                                                                                                                                                        send_to_char
                                                                                                                                                        ("You are nothing but fodder for the great war.\n\r",
                                                                                                                                                         ch);
                                                                                                                                                    if (ch->pcdata->rank == TANARRI_FIGHTER)
                                                                                                                                                        send_to_char
                                                                                                                                                        ("You are a fighter in the great war.\n\r",
                                                                                                                                                         ch);
                                                                                                                                                    if (ch->pcdata->rank == TANARRI_ELITE)
                                                                                                                                                        send_to_char
                                                                                                                                                        ("You are an elite warrior in the great war.\n\r",
                                                                                                                                                         ch);
                                                                                                                                                    if (ch->pcdata->rank == TANARRI_CAPTAIN)
                                                                                                                                                        send_to_char
                                                                                                                                                        ("You are a captain in the great war.\n\r",
                                                                                                                                                         ch);
                                                                                                                                                    if (ch->pcdata->rank == TANARRI_WARLORD)
                                                                                                                                                        send_to_char
                                                                                                                                                        ("You are a warlord in the great war.\n\r",
                                                                                                                                                         ch);
                                                                                                                                                    if (ch->pcdata->rank == TANARRI_BALOR)
                                                                                                                                                        send_to_char("You are a Tanar'ri Balor.\n\r",
                                                                                                                                                                     ch);
                                                                                                                                                }

        if (IS_CLASS(ch, CLASS_VAMPIRE))
    {

        if (ch->pcdata->rank == AGE_TRUEBLOOD)
                send_to_char("You are a TrueBlood!\n\r", ch);
            else if (ch->pcdata->rank == AGE_LA_MAGRA)
                send_to_char("You are a La Magra!\n\r", ch);
            else if (ch->pcdata->rank == AGE_METHUSELAH)
                send_to_char("You are a Methuselah!\n\r", ch);
            else if (ch->pcdata->rank == AGE_ELDER)
                send_to_char("You are an Elder!\n\r", ch);
            else if (ch->pcdata->rank == AGE_ANCILLA)
                send_to_char("You are an Ancilla!\n\r", ch);
            else if (ch->pcdata->rank == AGE_NEONATE)
                send_to_char("You are a Neonate!\n\r", ch);
            else
                send_to_char("You are a Childe!\n\r", ch);
        }
        room = get_room_index(ch->home);

               xprintf(buf, "#0Recall Room#R : #Y%s#n\n\r", room->name);
               send_to_char(buf, ch);
               stc("#0x#r----#R=====#r----#R=====#r----#R=====#r----#0x#n\n\r", ch);
               stc("#wTo view weapons, use the argument weapons ('#Rlevel weapons#w')#n\n\r", ch);
               stc("#wTo view stances, use the argument stances ('#Blevel stances#w')#n\n\r", ch);
               stc("#wTo view spells, use the argument spells ('#Plevel spells#w')#n\n\r", ch);
               stc("#wTo view using old style dystopia method ('#Woldlevel#w')#n\n\r\n\r", ch);
    }

    else if (!str_cmp(arg, "weapons"))
    {
        stc("     ,/|   #G(__                   #0/|#l    /(_)\\    #0|\\                  #G__)#g     |\\\n\r", ch);
        stc("   ,/  \\   #G, _#R`#G-\\              #0/' `\\#b   \\#R`#b,#R'#b/   #0/' `\\             #G/-#R`#G__ >,#g  /  `\\\n\r", ch);
        stc("  /     \\_#G/ / #7^^^            #0/' / | `\\#l_/\\^/\\#l_#0/' | \\ `\\           #7^^^#G  \\ \\#g_/    `\\\n\r", ch);
        stc(" /    |   #G||                #0O  |   \\#b/'   #0V#b   `\\#0/   |  O                #G||   #g|    \\\n\r", ch);
        stc("|  |  |  /#G||               #0O   |#l,-,|   ,_;_,   |,-,#0|   O               #G||#g\\  |  |  |\n\r", ch);
        stc("|  |   \\ | #G\\\\             #0oO#l    \\  \\\\ '\\ I /` //  /    #0Oo             #G// #g| /   |  |\n\r", ch);
        stc("|  \\   /\\| #G| #Y)            #0oO#l     \\ \\#0`#b\\  \\ /  /#0'#l/ /     #0Oo            #Y( #G| #g|/\\   /  |\n\r", ch);
        stc("|   \\ |  ` #G/#Y/              #0O    /^#l\\ \\#0,#b\\  |  /#0,#l/ /#0^#l\\    #0O              #Y\\#G\\ #g'  | /   |\n\r", ch);
        stc("|  /'\\|   #G( #Y|     #0__________#0O  /#0__#l/ /#0__#b| I |#0__#l\\ \\#0__#0\\  O#0__________     #Y| #G)   #g|/`\\  |\n\r", ch);
        stc(" \\ |  `    #G\\\\    #0|           #0\\|  #7'''  ''' ```  ```  #0|/           #0|    #Y/#G/    #g'  | /\n\r", ch);
        stc("  \\|    #r(  #G||    #0|                 #rW#Reapon #rL#Revels                 #0|   #Y( #G|  #r)    #g|/\n\r", ch);
        xprintf(skill,
                "   #G\\    #G\\\\_//    #0|Slice: #7%-4d #0Stab: #7%-4d #0Whip:  #7%-4d #0Pierce: #7%-4d#0|    #G\\\\_//    #g/\n\r",
                ch->wpn[1], ch->wpn[2], ch->wpn[4], ch->wpn[11]);
        stc(skill, ch);
        xprintf(skill,
                "    #G`    `v'     #0|Crush: #7%-4d #0Claw: #7%-4d #0Slash: #7%-4d #0Pound:  #7%-4d#0|     #G'v'    #g'\n\r",
                ch->wpn[8], ch->wpn[5], ch->wpn[3], ch->wpn[7]);
        stc(skill, ch);
        xprintf(skill,
                "    #G`    `v'     #0|Blast: #7%-4d #0Grep: #7%-4d #0Suck: #7%-4d  #0Bite:  #7%-4d #0|     #G'v'    #g'\n\r",
                ch->wpn[6], ch->wpn[9], ch->wpn[12], ch->wpn[10]);
        stc(skill, ch);
        xprintf(skill,
                "                 #0|                   Unarm: #7%-4d                 #0|\n\r",
                ch->wpn[0]);
        stc(skill, ch);
        stc("                 #0|_______________________________________________#0|#n\n\r", ch);
    }

    else if (!str_cmp(arg, "magic") || !str_cmp(arg, "spells"))
    {
        stc(" #y_________________________________\n\r", ch);
        stc("#y/  _\\                             \\\n\r", ch);
        stc("#y\\ (_/_____________________________/\n\r", ch);
        if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
            xprintf(skill,
                    " #y\\   #0*#rR#Red Magic            #0[#R%-3d#0]#y\\\n\r",
                    ch->spl[1] + 20);
        else
            xprintf(skill,
                    " #y\\   #0*#rR#Red Magic            #0[#R%-3d#0]#y\\\n\r",
                    ch->spl[1]);
        stc(skill, ch);
        if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
            xprintf(skill,
                    "  #y\\   #0*#bB#Blue Magic           #0[#R%-3d#0]#y\\\n\r",
                    ch->spl[2] + 20);
        else
            xprintf(skill,
                    "  #y\\   #0*#bB#Blue Magic           #0[#R%-3d#0]#y\\\n\r",
                    ch->spl[2]);
        stc(skill, ch);
        if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
            xprintf(skill,
                    "   #y\\   #0*#gG#Green Magic          #0[#R%-3d#0]#y\\\n\r",
                    ch->spl[3] + 20);
        else
            xprintf(skill,
                    "   #y\\   #0*#gG#Green Magic          #0[#R%-3d#0]#y\\\n\r",
                    ch->spl[3]);
        stc(skill, ch);
        if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
            xprintf(skill,
                    "  #y__\\   #0*#pP#Purple Magic         #0[#R%-3d#0]#y\\\n\r",
                    ch->spl[0] + 20);
        else
            xprintf(skill,
                    "  #y__\\   #0*#pP#Purple Magic         #0[#R%-3d#0]#y\\\n\r",
                    ch->spl[0]);
        stc(skill, ch);
        if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
            xprintf(skill,
                    " #y/ )_\\   #0*#yY#Yellow Magic         #0[#R%-3d#0]#y\\\n\r",
                    ch->spl[4] + 20);
        else
            xprintf(skill,
                    " #y/ )_\\   #0*#yY#Yellow Magic         #0[#R%-3d#0]#y\\\n\r",
                    ch->spl[4]);
        stc(skill, ch);
        stc(" #y\\___/______________________________/#n\n\r", ch);
    }

    else if (!str_cmp(arg, "stances"))
    {
        stc("#r                                      _.--.\n\r", ch);
        stc("                                     #r.' ,--.`.\n\r",
            ch);
        stc("                                   #r,' ,'    `|\n\r",
            ch);
        stc("                                #r,'  ,'      '\n\r",
            ch);
        stc("                              #r,'   '\n\r", ch);
        stc("                            #r,'    '\n\r", ch);
        stc("                         #r_,-    ,'\n\r", ch);
        stc("                      #r_,'       |                           ____,-------.\n\r", ch);
        stc("                   #r_,'           `.                   _,---'   ___,----. `.\n\r", ch);
        stc("                #r_,'             #R_,---.#r             ,-'      ,-'         `.|\n\r", ch);
        stc("             #r_,'            #R_,-'  _   `.#r        ,' #R__#r     ,'             |'\n\r", ch);
        stc("           #r,'   .--.    #R_,-'__,--' `.   `.#r   ,'#R_,-'  `.#r ,'              ,'\n\r", ch);
        stc("        #r,'  , '    `. #R,'_,-'        `.    .,'-'-.      `.\n\r", ch);
        stc("     #r ,', '         #R,','             `.          `-. `. `.\n\r", ch);
        stc("    #r,','          #0,''`)#r`.#R            ,`.         `.  `.`-.`.\n\r", ch);
        stc("   #r,,'           #0((  '   #r`.#R        ,'     _,-=-.  `\\  `\\ #0|`.\\\n\r", ch);
        stc("  #r' (             #0``       #r`.#R    ,'     ,'-,'  `.  `)  `)`  #0))\n\r", ch);
        stc(" #r(   `                       #r` #R.'     ,'#y-,#R'     |  #Y,#R;   ;  #0''\n\r", ch);
        stc("  #r`#R                           #R`:     |---|      `.     ,'\n\r", ch);
        stc("                               #R:     |---|       '.    :\n\r", ch);
        stc("                               #R:     `.--`.       '.   :\n\r", ch);
        stc("                               #R`      `    `       ',`__)\n\r", ch);
        stc("#0X#r==============================#0[#rS#Rtance #rL#Revels#0]#r==============================#0X\n\r", ch);
        xprintf(skill,
                "#r|#0    Viper #7%-4d    #0Crane #7%-4d    #0Crab #7%-4d    #0Mongoose #7%-4d    #0PitBull #7%-4d#r    |\n\r",
                ch->stance[1], ch->stance[2], ch->stance[3],
                ch->stance[4], ch->stance[5]);
        stc(skill, ch);
        xprintf(skill,
                "#r|#0   Hawk #7%-4d     #0Badger #7%-4d   #0Cougar #7%-4d    #0Grizzly  #7%-4d    #0Wolverine    |\n\r",
                ch->stance[6], ch->stance[7], ch->stance[8],
                ch->stance[10], ch->stance[9]);
        stc(skill, ch);
        stc("#0X#r==============================#0[#rS#Ruper #rS#Rtances#0]#r==============================#0X#n\n\r", ch);
        xprintf(skill,
                "#r|#0      SS1 #7%-4d      #0SS2 #7%-4d     #0SS3 #7%-4d       #0Pizza #7%-4d  #0Zarius #7%-4d#r    |#n\n\r",
                ch->stance[13], ch->stance[14], ch->stance[15],
                ch->stance[16], ch->stance[17]);
        stc(skill, ch);
        stc("#r|                                                                           |\n\r", ch);
        stc("#r|       #7To gain super stances, you must max all your current stances.       #r|\n\r", ch);
        stc("#r|      #7After this, use 'setstance' to beging editing your superstance.      #r|\n\r", ch);
        stc("#0X#r==============================#0[#r+#R-#r+#R-#r+#R-#r+#R-#r+#R-#r+#R-#r+#0]#r==============================#0X#n\n\r", ch);
    }

    else
    {
        do_level(ch, "");
    }

    return;
}

void do_oldlevel(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];
    char      skill[MSL];
    char      stance[MSL];

    one_argument(argument, arg);
    ROOM_INDEX_DATA *room;
    int       percent = 0;
    int       nextgen = 0;
    int       expneeded = 0;
    float     chgen = 0;
    float     chgenexp = 0;

    if (IS_NPC(ch))
        return;

    send_to_char
    ("---------------------------=[#CWeapon Levels#n]=--------------------------------\n\r",
     ch);
    xprintf(skill, "Slice  : %-4d", ch->wpn[1]);
    send_to_char(skill, ch);
    xprintf(skill, " Stab   : %-4d", ch->wpn[2]);
    send_to_char(skill, ch);
    xprintf(skill, " Slash  : %-4d", ch->wpn[3]);
    send_to_char(skill, ch);
    xprintf(skill, " Whip   : %-4d", ch->wpn[4]);
    send_to_char(skill, ch);
    xprintf(skill, " Claw   : %-4d\n\r", ch->wpn[5]);
    send_to_char(skill, ch);
    xprintf(skill, "Blast  : %-4d", ch->wpn[6]);
    send_to_char(skill, ch);
    xprintf(skill, " Pound  : %-4d", ch->wpn[7]);
    send_to_char(skill, ch);
    xprintf(skill, " Crush  : %-4d", ch->wpn[8]);
    send_to_char(skill, ch);
    xprintf(skill, " Grep   : %-4d", ch->wpn[9]);
    send_to_char(skill, ch);
    xprintf(skill, " Bite   : %-4d\n\r", ch->wpn[10]);
    send_to_char(skill, ch);
    xprintf(skill, "Pierce : %-4d", ch->wpn[11]);
    send_to_char(skill, ch);
    xprintf(skill, " Suck   : %-4d", ch->wpn[12]);
    send_to_char(skill, ch);
    xprintf(skill, " Unarmed: %-4d\n\r\n", ch->wpn[0]);
    send_to_char(skill, ch);

    send_to_char
    ("---------------------------=[#CStance Levels#n]=--------------------------------\n\r",
     ch);
    xprintf(skill, "Viper    : %-4d", ch->stance[1]);
    send_to_char(skill, ch);
    xprintf(skill, "Crane   : %-4d", ch->stance[2]);
    send_to_char(skill, ch);
    xprintf(skill, "Crab   : %-4d", ch->stance[3]);
    send_to_char(skill, ch);
    xprintf(skill, "Mongoose : %-4d", ch->stance[4]);
    send_to_char(skill, ch);
    xprintf(skill, "PitBull  : %-4d\n\r", ch->stance[5]);
    send_to_char(skill, ch);
    xprintf(skill, "Hawk   : %-4d", ch->stance[6]);
    send_to_char(skill, ch);
    xprintf(skill, "Badger  : %-4d", ch->stance[7]);
    send_to_char(skill, ch);
    xprintf(skill, "Cougar  : %-4d", ch->stance[8]);
    send_to_char(skill, ch);
    xprintf(skill, "Wolverine   : %-4d", ch->stance[9]);
    send_to_char(skill, ch);
    xprintf(skill, "Grizzly  : %-4d\n\r", ch->stance[10]);
    send_to_char(skill, ch);

    send_to_char
    ("\n\r---------------------------=[#CSuper Stances#n]=--------------------------------\n\r",
     ch);
    xprintf(skill, "SS1      : %-4d", ch->stance[13]);
    send_to_char(skill, ch);
    xprintf(skill, "SS2     : %-4d", ch->stance[14]);
    send_to_char(skill, ch);
    xprintf(skill, "SS3    : %-4d", ch->stance[15]);
    send_to_char(skill, ch);
    xprintf(skill, "Pizza    : %-4d", ch->stance[16]);
    send_to_char(skill, ch);
    xprintf(skill, "Zarius   : %-4d\n\r", ch->stance[17]);
    send_to_char(skill, ch);

    send_to_char
    ("\n\r---------------------------=[#CSpell Levels#n]=---------------------------------\n\r",
     ch);
    if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
        xprintf(skill, "#PPurple#n : %-4d", ch->spl[0] + 20);
    else
        xprintf(skill, "#PPurple#n : %-4d", ch->spl[0]);
    send_to_char(skill, ch);
    if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
        xprintf(skill, "#BBlue#n : %-4d", ch->spl[2] + 20);
    else
        xprintf(skill, "#BBlue#n : %-4d", ch->spl[2]);
    send_to_char(skill, ch);
    if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
        xprintf(skill, "#RRed#n : %-4d", ch->spl[1] + 20);
    else
        xprintf(skill, "#RRed#n : %-4d", ch->spl[1]);
    send_to_char(skill, ch);
    if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
        xprintf(skill, "#GGreen#n : %-4d", ch->spl[3] + 20);
    else
        xprintf(skill, "#GGreen#n : %-4d", ch->spl[3]);
    send_to_char(skill, ch);
    if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
        xprintf(skill, "#YYellow#n : %-4d\n\r\n", ch->spl[4] + 20);
    else
        xprintf(skill, "#YYellow#n : %-4d\n\r\n", ch->spl[4]);
    send_to_char(skill, ch);


    send_to_char
    ("---------------------------=[#CMisc. Things#n]=---------------------------------\n\r",
     ch);

    room = get_room_index(ch->home);

    xprintf(skill, "Recall Room : %s     \n\r", room->name);
    send_to_char(skill, ch);
    if (ch->stance[12] == 1)
        xprintf(stance, " Viper");
    else if (ch->stance[12] == 2)
        xprintf(stance, " Crane");
    else if (ch->stance[12] == 3)
        xprintf(stance, " Crab");
    else if (ch->stance[12] == 4)
        xprintf(stance, " Mongoose");
    else if (ch->stance[12] == 5)
        xprintf(stance, " PitBull");
    else if (ch->stance[12] == 6)
        xprintf(stance, " Hawk");
    else if (ch->stance[12] == 7)
        xprintf(stance, " Badger");
    else if (ch->stance[12] == 8)
        xprintf(stance, " Cougar");
    else if (ch->stance[12] == 9)
        xprintf(stance, " Wolverine");
    else if (ch->stance[12] == 10)
        xprintf(stance, " Grizzly");
    else if (ch->stance[12] == 11)
        xprintf(stance, " Wolf");
    else if (ch->stance[12] == 13)
        xprintf(stance, " SS1");
    else if (ch->stance[12] == 14)
        xprintf(stance, " SS2");
    else if (ch->stance[12] == 15)
        xprintf(stance, " SS3");
    else if (ch->stance[12] == 16)
        xprintf(stance, " Pizza");
    else if (ch->stance[12] == 17)
        xprintf(stance, " Zarius");
    else if (ch->stance[12] == -1)
        xprintf(stance, " None");
    else
        xprintf(stance, " None");
    xprintf(skill, "#pAutostance#n:  %s #n\n\r", stance);
    send_to_char(skill, ch);
    if (IS_SET(ch->act, PLR_RIGHTHAND))
        send_to_char("You favor your right arm in combat.\n\r", ch);
    else if (IS_SET(ch->act, PLR_LEFTHAND))
        send_to_char("You favor your left arm in combat.\n\r", ch);
    else
        send_to_char("You fight well with both your arms.\n\r", ch);

    send_to_char
    ("---------------------------=[#CClass Things#n]=---------------------------------\n\r",
     ch);

    if (IS_CLASS(ch, CLASS_DEMON))
        send_to_char("You are a demon!\n\r", ch);
    if (IS_CLASS(ch, CLASS_MAGE))
        send_to_char("You are a battlemage!\n\r", ch);
    if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
        send_to_char("You are a shapeshifter!\n\r", ch);
    if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
        send_to_char("You are an undead knight!\n\r", ch);
    if (IS_CLASS(ch, CLASS_WEREWOLF))
        send_to_char("You are a werewolf!\n\r", ch);
    if (IS_CLASS(ch, CLASS_NINJA))
        send_to_char("You are a ninja!\n\r", ch);
    if (IS_CLASS(ch, CLASS_VAMPIRE))
        send_to_char("You are a vampire!\n\r", ch);
    if (IS_CLASS(ch, CLASS_SAMURAI))
        send_to_char("You are a Samurai!\n\r", ch);
    if (IS_CLASS(ch, CLASS_DROW))
        send_to_char("You are a drow!\n\r", ch);
    if (IS_CLASS(ch, CLASS_ANGEL))
        send_to_char("You are an angel!\n\r", ch);
    if (IS_CLASS(ch, CLASS_HOBBIT))
        send_to_char("#R[#nYou are a #CHobbit#R]\n\r", ch);
    if (IS_CLASS(ch, CLASS_GIANT))
        send_to_char("#R[#nYou are a #Cgiant#R]\n\r", ch);
    if (IS_CLASS(ch, CLASS_LICH))
        send_to_char("You are a lich!\n\r", ch);
    if (IS_CLASS(ch, CLASS_FAE))
        stc("#R[#nYou are a #CFae#R]\n\r", ch);
    if (IS_CLASS(ch, CLASS_DRONE))
        stc("#R[#nYou are a #CDrone#R]\n\r", ch);
    if (IS_CLASS(ch, CLASS_DROID))
        stc("#R[#nYou are a #Spider Droid#R]\n\r", ch);
    if (IS_CLASS(ch, CLASS_TANARRI))
        send_to_char("You are a warrior of The Bloodwars.\n\r", ch);
    if (IS_CLASS(ch, CLASS_MONK))
        stc("You are a monk!\n\r", ch);
    if (IS_CLASS(ch, CLASS_CYBORG))
        stc("You are a Mix Between Man and Machine!\n\r", ch);


    chgen = ch->generation;
    chgenexp = ch->genexp;
    if (ch->generation == 6)
        expneeded = 13000000.00;
    else if (ch->generation == 5)
        expneeded = 150000000.00;
    else if (ch->generation == 4)
        expneeded = 400000000.00;
    else if (ch->generation == 3)
        expneeded = 900000000.00;
    else if (ch->generation == 2)
        expneeded = 1800000000.00;
    percent = (chgenexp / expneeded) * 100.00;

    nextgen = (ch->generation - 1);
    if (ch->generation > 1 && ch->level > 2)
    {
        xprintf(skill,
                "You are #R%d#W%% #non your way to generation #Y%d.#n\n\r",
                percent, nextgen);
        //stc(skill,ch);
        //xprintf(skill, "Generation : %d\n\r", ch->generation);
        send_to_char(skill, ch);
    }

    if (IS_CLASS(ch, CLASS_TANARRI))
    {
        if (ch->pcdata->rank == TANARRI_FODDER)
            send_to_char
            ("You are nothing but fodder for the great war.\n\r",
             ch);
        if (ch->pcdata->rank == TANARRI_FIGHTER)
            send_to_char
            ("You are a fighter in the great war.\n\r",
             ch);
        if (ch->pcdata->rank == TANARRI_ELITE)
            send_to_char
            ("You are an elite warrior in the great war.\n\r",
             ch);
        if (ch->pcdata->rank == TANARRI_CAPTAIN)
            send_to_char
            ("You are a captain in the great war.\n\r",
             ch);
        if (ch->pcdata->rank == TANARRI_WARLORD)
            send_to_char
            ("You are a warlord in the great war.\n\r",
             ch);
        if (ch->pcdata->rank == TANARRI_BALOR)
            send_to_char("You are a Tanar'ri Balor.\n\r", ch);
    }

    if (IS_CLASS(ch, CLASS_VAMPIRE))
    {

        if (ch->pcdata->rank == AGE_TRUEBLOOD)
            send_to_char("You are a TrueBlood!\n\r", ch);
        else if (ch->pcdata->rank == AGE_LA_MAGRA)
            send_to_char("You are a La Magra!\n\r", ch);
        else if (ch->pcdata->rank == AGE_METHUSELAH)
            send_to_char("You are a Methuselah!\n\r", ch);
        else if (ch->pcdata->rank == AGE_ELDER)
            send_to_char("You are an Elder!\n\r", ch);
        else if (ch->pcdata->rank == AGE_ANCILLA)
            send_to_char("You are an Ancilla!\n\r", ch);
        else if (ch->pcdata->rank == AGE_NEONATE)
            send_to_char("You are a Neonate!\n\r", ch);
        else
            send_to_char("#R[You are a #CChilde#R]\n\r", ch);
        if (IS_SET(ch->special, SPC_PRINCE))
            send_to_char("#R[#nYou are a #Cprince#R]\n\r", ch);
    }
}


void do_smother(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;
    char      arg[MAX_INPUT_LENGTH];
    ROOM_INDEX_DATA *inroom;

    one_argument(argument, arg);
    if (IS_NPC(ch))
        return;
    inroom = ch->in_room;
    if (arg[0] == '\0' && !IS_SET(inroom->room_flags, ROOM_FLAMING))
    {
        send_to_char("Smother 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 (!IS_AFFECTED(victim, AFF_FLAMING))
    {
        send_to_char("But they are not on fire!\n\r", ch);
        return;
    }

    if (number_percent() > (ch->level * 10))
    {
        act("You try to smother the flames around $N but fail!", ch,
            NULL, victim, TO_CHAR);
        act("$n tries to smother the flames around you but fails!",
            ch, NULL, victim, TO_VICT);
        act("$n tries to smother the flames around $N but fails!", ch,
            NULL, victim, TO_NOTVICT);
        if (number_percent() > 98 && !IS_AFFECTED(ch, AFF_FLAMING))
        {
            act("A spark of flame from $N's body sets you on fire!", ch, NULL, victim, TO_CHAR);
            act("A spark of flame from your body sets $n on fire!", ch, NULL, victim, TO_VICT);
            act("A spark of flame from $N's body sets $n on fire!", ch, NULL, victim, TO_NOTVICT);
            SET_BIT(ch->affected_by, AFF_FLAMING);
            do_humanity(ch, "");
        }
        return;
    }

    act("You manage to smother the flames around $M!", ch, NULL, victim,
        TO_CHAR);
    act("$n manages to smother the flames around you!", ch, NULL, victim,
        TO_VICT);
    act("$n manages to smother the flames around $N!", ch, NULL, victim,
        TO_NOTVICT);
    REMOVE_BIT(victim->affected_by, AFF_FLAMING);
    do_humanity(ch, "");
    return;
}

void do_introduce(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) && ch->generation > 0
            && ch->generation < 14)
    {
        if (ch->generation == 1)
        {
            xprintf(buf,
                    "My name is %s.  I am of the First Generation.  I am the Sire of all Kindred.\n\r",
                    ch->name);
            do_say(ch, buf);
        }
        else if (ch->generation == 2)
        {
            xprintf(buf,
                    "My name is %s.  I am of the Second Generation.  My sire is Caine.\n\r",
                    ch->name);
            do_say(ch, buf);
        }
        else if (ch->generation == 3)
        {
            xprintf(buf,
                    "My name is %s.  I am of the Third Generation.  My sire is Caine.\n\r",
                    ch->name);
            do_say(ch, buf);
        }
        else if (ch->generation > 3)
        {
            xprintf(buf,
                    "My name is %s.  I am of the %dth Generation.  My sire is Caine.\n\r",
                    ch->name, ch->generation);
            do_say(ch, buf);
        }
        else
            return;
    }
    else if (IS_CLASS(ch, CLASS_WEREWOLF) && IS_HERO(ch) &&
             ch->generation > 0 && ch->generation < 7)
    {
        if (ch->generation == 1)
        {
            xprintf(buf,
                    "My name is %s.  I am the chosen champion of Gaia.\n\r",
                    ch->name);
            do_say(ch, buf);
        }
        else if (ch->generation > 1)
        {
            xprintf(buf, "My name is %s.  I am the pup of Gaia.",
                    ch->name);
            do_say(ch, buf);
        }
        return;
    }
    else
        send_to_char("Huh?\n\r", ch);
    return;
}

void do_dragon(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_VICI] < 8)
    {
        send_to_char
        ("You must have at least level 8 Vicissitude to use Dragon Breath.\n\r",
         ch);
        return;
    }
    if ((victim = ch->fighting) == NULL)
    {
        send_to_char("You aren't fighting anyone.\n\r", ch);
        return;
    }
    if (!IS_EXTRA(ch, EXTRA_DRAGON))
    {
        send_to_char
        ("You must be in Dragonform to use Dragonbreath.\n\r",
         ch);
        return;
    }
    if (ch->pcdata->condition[COND_THIRST] < 6)
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }
    WAIT_STATE(ch, 12);
    if (!IS_NPC(victim))
    {
        dam = ch->power[DISC_VAMP_VICI] * 50;
    }
    if (IS_NPC(victim))
    {
        dam = ch->power[DISC_VAMP_VICI] * 200;
    }
    ch->pcdata->condition[COND_THIRST] -= 6;
    if ((!IS_NPC(victim)) && IS_CLASS(victim, CLASS_VAMPIRE))
    {
        dam *= 1.5;
    }
    if ((!IS_NPC(victim)) && IS_CLASS(victim, CLASS_WEREWOLF))
    {
        if (ch->power[DISC_WERE_BOAR] > 2)
            dam *= 1.5;
    }

    if (dam <= 0)
        dam = 1;
    xprintf(buf, "Your flame fries $N! [%d]\n\r", dam);
    act(buf, ch, NULL, victim, TO_CHAR);
    xprintf(buf, "$n's flame fries you! [%d]\n\r", dam);
    act(buf, ch, NULL, victim, TO_VICT);
    xprintf(buf, "$n's flame fries $N! [%d]\n\r", dam);
    act(buf, ch, NULL, victim, TO_NOTVICT);


    hurt_person(ch, victim, dam);
    if (!IS_AFFECTED(victim, AFF_FLAMING))
        SET_BIT(victim->affected_by, AFF_FLAMING);

    return;
}



void do_taste(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;
    char      buf[MAX_STRING_LENGTH];
    char      age[MAX_STRING_LENGTH];
    char      lin[MAX_STRING_LENGTH];
    char      lord[MAX_STRING_LENGTH];
    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_THAU] < 1)
    {
        send_to_char
        ("You must obtain at least level 1 in Thaumaturgy to use Taste of Blood.\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_CLASS(victim, CLASS_VAMPIRE))
    {
        send_to_char("Only useful on vampire targets.\n\r", ch);
        return;
    }

    if (IS_NPC(victim))
    {
        send_to_char("Only useful on vampire targets.\n\r", ch);
        return;
    }

    xprintf(buf, "You examine $N's blood carefully.\n\r");
    act(buf, ch, NULL, victim, TO_CHAR);
    xprintf(buf, "$n examines your blood carefully.\n\r");
    act(buf, ch, NULL, victim, TO_VICT);
    xprintf(buf, "$n examines $N's blood carefully.\n\r");
    act(buf, ch, NULL, victim, TO_NOTVICT);


    send_to_char("\n\r", ch);
    send_to_char("\n\r", victim);


    if (victim->pcdata->rank == AGE_ANCILLA)
        xprintf(age, "Ancilla");
    else if (victim->pcdata->rank == AGE_CHILDE)
        xprintf(age, "Childe");
    else if (victim->pcdata->rank == AGE_NEONATE)
        xprintf(age, "Neonate");
    else if (victim->pcdata->rank == AGE_ELDER)
        xprintf(age, "Elder");
    else if (victim->pcdata->rank == AGE_METHUSELAH)
        xprintf(age, "Methuselah");
    else if (victim->pcdata->rank == AGE_LA_MAGRA)
        xprintf(age, "La Magra");
    else if (victim->pcdata->rank == AGE_TRUEBLOOD)
        xprintf(age, "TrueBlood");
    if (victim->lord == NULL)
        xprintf(lord, "None");
    else
        xprintf(lord, "%s", victim->lord);
    xprintf(lin,
            "---------------------------------------------------------------------------\n\r");
    send_to_char(lin, ch);
    send_to_char("                              Vampire Status\n\r", ch);
    send_to_char(lin, ch);
    xprintf(buf,
            "Generation:%d  Bloodpool:%d  Age:%s  Lord:%s\n\r",
            victim->generation, victim->pcdata->condition[COND_THIRST],
            age, lord);
    send_to_char(buf, ch);
    send_to_char(lin, ch);
    send_to_char("                              Disciplines\n\r", ch);
    send_to_char(lin, ch);
    xprintf(buf,
            "Animalism:    [%d]             Celerity:   [%d]             Fortitude: [%d]\n\r",
            victim->power[DISC_VAMP_ANIM],
            victim->power[DISC_VAMP_CELE], victim->power[DISC_VAMP_FORT]);
    send_to_char(buf, ch);
    xprintf(buf,
            "Obtenebration:[%d]             Presence:   [%d]             Quietus:   [%d]\n\r",
            victim->power[DISC_VAMP_OBTE],
            victim->power[DISC_VAMP_PRES], victim->power[DISC_VAMP_QUIE]);
    send_to_char(buf, ch);
    xprintf(buf,
            "Thaumaturgy:  [%d]             Auspex:     [%d]             Dominate:  [%d]\n\r",
            victim->power[DISC_VAMP_THAU],
            victim->power[DISC_VAMP_AUSP], victim->power[DISC_VAMP_DOMI]);
    send_to_char(buf, ch);
    xprintf(buf,
            "Obfuscate:    [%d]             Potence:    [%d]             Protean:   [%d]\n\r",
            victim->power[DISC_VAMP_OBFU],
            victim->power[DISC_VAMP_POTE], victim->power[DISC_VAMP_PROT]);
    send_to_char(buf, ch);
    xprintf(buf,
            "Serpentis:    [%d]             Vicissitude:[%d]             Daimoinon: [%d]\n\r",
            victim->power[DISC_VAMP_SERP],
            victim->power[DISC_VAMP_VICI], victim->power[DISC_VAMP_DAIM]);
    send_to_char(buf, ch);
    send_to_char(lin, ch);

    return;
}






void do_shadowstep(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_OBTE] < 4)
    {
        send_to_char
        ("You must obtain at least level 4 in Obtenebration to use this power.\n\r",
         ch);
        return;
    }

    if (arg[0] == '\0')
    {
        send_to_char("Shadowstep 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_IMMUNE(victim, IMM_TRAVEL))
    {
        send_to_char("He doesnt want you near him!\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 (IS_NPC(victim) && (!room_is_dark(victim->in_room)))
    {
        send_to_char("You cant find a shadow in his room.\n\r", ch);
        return;
    }

    if (room_is_private(victim->in_room))
    {
        send_to_char("That room is private right now.\n\r", ch);
        return;
    }
    if (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 into the shadows and appear before $N.", ch, NULL,
        victim, TO_CHAR);
    act("$n appears out of the shadows before $N.", ch, NULL, victim,
        TO_NOTVICT);
    act("$n appears from the shadows in front of you.", ch, NULL, victim,
        TO_VICT);
    do_look(ch, "auto");
    return;
}

void do_earthmeld(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];
    char      buf[MAX_STRING_LENGTH];
    CHAR_DATA *mount;

    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_PROT] < 4)
    {
        send_to_char
        ("You must obtain at least level 4 Protean to use Earthmeld.\n\r",
         ch);
        return;
    }


    if (IS_AFFECTED(ch, AFF_POLYMORPH))
    {
        send_to_char("Not while polymorphed.\n\r", ch);
        return;
    }

    if (has_timer(ch))
        return;

    if (IS_NPC(ch) || IS_EXTRA(ch, EXTRA_EARTHMELD))
    {
        REMOVE_BIT(ch->affected_by, AFF_SHIFT);
        REMOVE_BIT(ch->extra, EXTRA_EARTHMELD);
        REMOVE_BIT(ch->act, PLR_WIZINVIS);
        if (IS_HEAD(ch, LOST_HEAD))
            REMOVE_BIT(ch->loc_hp[0], LOST_HEAD);
        free_string(ch->morph);
        ch->morph = str_dup("");
        send_to_char("You rise up from the ground.\n\r", ch);
        xprintf(buf, "%s rises up from the ground", ch->name);
        act(buf, ch, NULL, NULL, TO_ROOM);

        return;

    }

    if ((mount = ch->mount) != NULL)
        do_dismount(ch, "");
    SET_BIT(ch->affected_by, AFF_SHIFT);
    SET_BIT(ch->extra, EXTRA_EARTHMELD);
    SET_BIT(ch->act, PLR_WIZINVIS);
    free_string(ch->morph);
    ch->morph = str_dup("Someone");
    send_to_char("You sink into the ground.\n\r", ch);
    xprintf(buf, "%s sinks into the ground.", ch->name);
    act(buf, ch, NULL, NULL, TO_ROOM);
    return;
}

void do_serenity(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_ANIM] < 2)
    {
        send_to_char
        ("You must obtain at least level 2 in Animalism to use Song of Serenity.\n\r",
         ch);
        return;
    }



    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast < 1)
    {
        if (ch->rage < 1)
        {
            send_to_char
            ("Your beast doesn't control your actions.\n\r",
             ch);
            return;
        }
        send_to_char
        ("You chant a soft tune and pacify your inner beast.\n\r",
         ch);
        act("$n chants a soft tune and pacifies their inner beast.",
            ch, NULL, NULL, TO_ROOM);
        ch->rage = 0;
        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, "");
        WAIT_STATE(ch, 12);
        return;
    }
    else
    {
        send_to_char
        ("Only those who achieve Golconda can sing the Song of Serenity.\n\r",
         ch);
        return;
    }
}

void do_theft(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;
    char      arg[MAX_INPUT_LENGTH];
    char      buf[MAX_INPUT_LENGTH];
    int       bloodpool;
    int       blpr; /* Blood sucked storage variable. Shakti */

    argument = one_argument(argument, arg);

    if (ch->generation <= 0)
        ch->generation = 4;

    {
        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_THAU] < 4)
    {
        send_to_char
        ("You must obtain at least level 4 in Thaumaturgy to use Theft of Vitae.\n\r",
         ch);
        return;
    }


    if (arg[0] == '\0')
    {
        send_to_char("Steal blood from 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) && IS_SET(victim->act, ACT_NOAUTOKILL))
    {
        send_to_char("You can't do that to them.\n\r", ch);
        return;
    }

    if (!IS_NPC(victim) && victim->pcdata->condition[COND_THIRST] <= 0)
    {
        send_to_char("There isn't enough blood to steal.\n\r", ch);
        return;
    }
    if (!IS_NPC(victim) && IS_IMMORTAL(victim) && victim != ch)
    {
        send_to_char
        ("You can only steal blood from Avatar's or lower.\n\r",
         ch);
        return;
    }
    if (is_safe(ch, victim) == TRUE)
        return;

    if (!IS_NPC(victim))
    {
        xprintf(buf,
                "A stream of blood shoots from %s into your body.",
                victim->name);
        act(buf, ch, NULL, victim, TO_CHAR);
        xprintf(buf, "A stream of blood shoots from %s into %s.",
                victim->name, ch->name);
        act(buf, ch, NULL, victim, TO_ROOM);
        xprintf(buf,
                "A stream of blood shoots from your body into %s.",
                ch->name);
        act(buf, ch, NULL, victim, TO_VICT);
    }
    else
    {
        xprintf(buf,
                "A stream of blood shoots from %s into your body.",
                victim->short_descr);
        act(buf, ch, NULL, victim, TO_CHAR);
        xprintf(buf, "A stream of blood shoots from %s into %s.",
                victim->short_descr, ch->name);
        act(buf, ch, NULL, victim, TO_ROOM);
        xprintf(buf,
                "A stream of blood shoots from your body into %s.",
                ch->name);
        act(buf, ch, NULL, victim, TO_VICT);


    }
    ch->pcdata->condition[COND_THIRST] += number_range(10, 15);


    if (IS_NPC(victim))
    {
        /* Raw-killing it from one theft is stupid. Im going to use the primal        */
        /* stat on the mobs for blood its quick, effective, and straightford, AND	  */
        /* no new fields have to be added to the mob.Shakti 09/07/98				  */
        (blpr = number_range(30, 40));
        (victim->practice -= blpr);
        (ch->pcdata->condition[COND_THIRST] += blpr);
        if (victim->practice < 0)
        {
            xprintf(buf, "%s falls over dead.",
                    victim->short_descr);
            act(buf, ch, NULL, victim, TO_ROOM);
            act(buf, ch, NULL, victim, TO_CHAR);
            raw_kill(victim, ch);
        }

        if (ch->pcdata->condition[COND_THIRST] >=
                bloodpool / ch->generation)
        {
            ch->pcdata->condition[COND_THIRST] =
                bloodpool / ch->generation;
        }
        if (ch->fighting == NULL)
            set_fighting(ch, victim, TRUE);

        return;
    }
    if (IS_SET(victim->act, PLR_ACID))
    {
        send_to_char("Their blood is a deadly acid!\n\r", ch);
        hurt_person(victim, ch, 300);
        victim->pcdata->condition[COND_THIRST] -= 30;
        return;
    }

    if (!IS_NPC(victim))
    {
        victim->pcdata->condition[COND_THIRST] -=
            number_range(30, 40);
    }
    if (ch->pcdata->condition[COND_THIRST] >= bloodpool / ch->generation)
    {
        ch->pcdata->condition[COND_THIRST] =
            bloodpool / ch->generation;
    }

    if (victim->pcdata->condition[COND_THIRST] <= 0)
    {
        victim->pcdata->condition[COND_THIRST] = 0;
    }
    if (ch->fighting == NULL)
        set_fighting(ch, victim, TRUE);

    return;
}


void do_demonform(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_DEMON))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }


    if (!IS_DEMPOWER(ch, DEM_FORM) && IS_CLASS(ch, CLASS_DEMON))
    {
        send_to_char
        ("You haven't been granted the gift of demonform.\n\r",
         ch);
        return;
    }

    if (IS_POLYAFF(ch, POLY_ZULOFORM))
    {
        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
        act("You transform into human form.", ch, NULL, NULL,
            TO_CHAR);
        act("$n's shrinks back into human form.", ch, NULL, NULL,
            TO_ROOM);
        ch->damroll -= 200;
        ch->hitroll -= 200;
        ch->armor += 300;
        free_string(ch->morph);
        ch->morph = str_dup("");
        return;
    }
    else if (IS_AFFECTED(ch, AFF_POLYMORPH))
    {
        send_to_char("You cant demon form when changed.\n\r", ch);
        return;
    }


    if (ch->stance[0] != -1)
        do_stance(ch, "");
    if (ch->mounted == IS_RIDING)
        do_dismount(ch, "");
    act("You transform into a huge demon.", ch, NULL, NULL, TO_CHAR);
    act("$n's body grows and distorts into a huge demon.", ch, NULL, NULL,
        TO_ROOM);
    ch->pcdata->mod_str = 15;
    ch->pcdata->mod_dex = 15;
    SET_BIT(ch->polyaff, POLY_ZULOFORM);
    SET_BIT(ch->affected_by, AFF_POLYMORPH);
    xprintf(buf, "%s the huge hulking demon", ch->name);
    free_string(ch->morph);
    ch->morph = str_dup(buf);
    ch->damroll += 200;
    ch->hitroll += 200;
    ch->armor -= 300;
    return;
}





void do_zuloform(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 (ch->power[DISC_VAMP_VICI] < 2)
    {
        send_to_char
        ("You must obtain at least level 2 in Vicissitude to use Zuloform.\n\r",
         ch);
        return;
    }

    if (IS_EXTRA(ch, EXTRA_DRAGON))
    {
        send_to_char("You cannot unzulo while a dragon.\n\r", ch);
        return;
    }
    if (IS_POLYAFF(ch, POLY_DRAGON))
    {
        stc("You can't do that.\n\r", ch);
        return;
    }

    if (IS_POLYAFF(ch, POLY_ZULOFORM))
    {
        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
        act("You transform into human form.", ch, NULL, NULL,
            TO_CHAR);
        act("$n's shrinks back into human form.", ch, NULL, NULL,
            TO_ROOM);
        if (ch->hit < 1)
            ch->hit = 1;
        ch->damroll = ch->damroll - 150;
        ch->hitroll = ch->hitroll - 150;
        free_string(ch->morph);
        ch->morph = str_dup("");
        return;
    }
    else if (IS_AFFECTED(ch, AFF_POLYMORPH))
    {
        send_to_char("You cant zulo when changed.\n\r", ch);
        return;
    }


    if (ch->pcdata->condition[COND_THIRST] < 200)
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }

    if (ch->stance[0] != -1)
        do_stance(ch, "");
    if (ch->mounted == IS_RIDING)
        do_dismount(ch, "");
    ch->pcdata->condition[COND_THIRST] -= number_range(100, 200);
    act("You transform into large beast.", ch, NULL, NULL, TO_CHAR);
    act("$n's body grows and distorts into a large beast.", ch, NULL,
        NULL, TO_ROOM);
    ch->pcdata->mod_str = 15;
    ch->pcdata->mod_dex = 15;
    SET_BIT(ch->polyaff, POLY_ZULOFORM);
    SET_BIT(ch->affected_by, AFF_POLYMORPH);
    xprintf(buf, "A big black monster");
    free_string(ch->morph);
    ch->morph = str_dup(buf);
    ch->damroll = ch->damroll + 150;
    ch->hitroll = ch->hitroll + 150;
    return;
}



void horn args((CHAR_DATA * ch));

/* claw and fang commands */

void declaw(CHAR_DATA * ch)
{
    if (!IS_VAMPAFF(ch, VAM_CLAWS))
        return;

    send_to_char("You retract your claws.\n\r", ch);
    act("$n retracts $s claws.", ch, NULL, NULL, TO_ROOM);
    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}

void dehorn(CHAR_DATA * ch)
{
    if (!IS_VAMPAFF(ch, VAM_HORNS))
        return;

    send_to_char("Your horns burrow back into your skull.\n\r", ch);
    act("$n's horns retract into $s skull.", ch, NULL, NULL, TO_ROOM);
    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
}

void horn(CHAR_DATA * ch)
{
    OBJ_DATA *obj;

    if (IS_VAMPAFF(ch, VAM_HORNS))
        return;

    /*
     * Only certain demons may use their horns
     */
    if (ch->power[DISC_DAEM_ATTA] < 4)
        return;

    send_to_char("Sharp horns grow out of your skull.\n\r", ch);
    act("Sharp horns grow out of $n's skull.", ch, NULL, NULL, TO_ROOM);

    if ((obj = get_eq_char(ch, WEAR_HEAD)) != NULL)
    {
        act("Your horns shred $p.", ch, obj, NULL, TO_CHAR);
        act("$n's horns shred $p.", ch, obj, NULL, TO_ROOM);
        extract_obj(obj);
    }

    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
}

void defang(CHAR_DATA * ch)
{
    if (!IS_VAMPAFF(ch, VAM_FANGS))
        return;

    send_to_char("Your fangs slide back into your gums.\n\r", ch);
    act("$n retracts $s fangs back into $s gums.", ch, NULL, NULL,
        TO_ROOM);
    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}

void do_isauto(CHAR_DATA * ch, char *argument)
{
    if (IS_NPC(ch))
        return;
    send_to_char("That power is automatic.\n\r", ch);
    return;
}

void do_claws(CHAR_DATA * ch, char *argument)
{
    if (IS_CLASS(ch, CLASS_WEREWOLF))
    {
        if (ch->power[DISC_WERE_WOLF] < 1)
        {
            stc("Huh?\n\r", ch);
            return;
        }
    }
    else if (IS_CLASS(ch, CLASS_DEMON))
    {
        if (!IS_DEMPOWER(ch, DEM_CLAWS)
                && ch->power[DISC_DAEM_ATTA] < 1)
        {
            send_to_char
            ("You haven't been granted the gift of claws or attack is below level 1.\n\r",
             ch);
            return;
        }
    }
    else if (IS_CLASS(ch, CLASS_VAMPIRE))
    {
        if (ch->power[DISC_VAMP_PROT] < 2)
        {
            stc("Huh?\n\r", ch);
            return;
        }
    }
    else if (IS_CLASS(ch, CLASS_TANARRI))
    {
        if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_CLAWS))
        {
            send_to_char("Huh?\n\r", ch);
            return;
        }
    }
    else
    {
        stc("Huh?\n\r", ch);
        return;
    }

    if (IS_VAMPAFF(ch, VAM_CLAWS))
    {
        if (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_DEMON))
        {
            if (ch->rage > 0)
            {
                send_to_char
                ("You cannot retract your claws while the beast is within you.\n\r",
                 ch);
                return;
            }
        }
        send_to_char("You retract your claws.\n\r", ch);
        act("$n retracts $s claws.", ch, NULL, NULL, TO_ROOM);
        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
    }
    else
    {
        send_to_char("Wicked claws extend from your fingers.\n\r",
                     ch);
        act("Long sharp claws extend from $n's fingers.", ch, NULL,
            NULL, TO_ROOM);
        remove_obj(ch, WEAR_WIELD, TRUE);
        remove_obj(ch, WEAR_HOLD, TRUE);
        remove_obj(ch, WEAR_THIRD, TRUE);
        remove_obj(ch, WEAR_FOURTH, TRUE);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
    }
}

void do_fangs(CHAR_DATA * ch, char *argument)
{
    if (IS_CLASS(ch, CLASS_WEREWOLF))
    {
        if (ch->power[DISC_WERE_WOLF] < 2)
        {
            stc("Huh?\n\r", ch);
            return;
        }
    }
    else if (IS_CLASS(ch, CLASS_DEMON))
    {
        if (!IS_DEMPOWER(ch, DEM_FANGS)
                && ch->power[DISC_DAEM_ATTA] < 2)
        {
            send_to_char
            ("You haven't been granted the gift of fangs.\n\r",
             ch);
            return;
        }
    }

    else if (!IS_CLASS(ch, CLASS_VAMPIRE))
    {
        stc("Huh?\n\r", ch);
        return;
    }

    if (IS_VAMPAFF(ch, VAM_FANGS))
    {
        if (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_DEMON))
        {
            if (ch->rage > 0)
            {
                send_to_char
                ("You cannot retract your fangs while the beast is within you.\n\r",
                 ch);
                return;
            }
        }
        send_to_char("Your fangs slide back into your gums.\n\r", ch);
        act("$n retracts $s fangs back into $s gums.", ch, NULL, NULL,
            TO_ROOM);
        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
    }
    else
    {
        send_to_char("Sharp fangs slide out of your gums.\n\r", ch);
        act("Sharp fangs slide out of $n's gums.", ch, NULL, NULL,
            TO_ROOM);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
    }
}

void do_nightsight(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;

    if (IS_CLASS(ch, CLASS_WEREWOLF))
    {   /*supposed to be < but changedd while gifts are out */
        if (ch->power[DISC_WERE_HAWK] < 1)
        {
            send_to_char
            ("Your power in hawk is not great enough yet.\n\r",
             ch);
            return;
        }
    }
    else if (IS_CLASS(ch, CLASS_DEMON))
    {
        if (!IS_DEMPOWER(ch, DEM_EYES))
        {
            send_to_char
            ("You haven't been granted the gift of nightsight.\n\r",
             ch);
            return;
        }
    }
    else if (IS_CLASS(ch, CLASS_MONK))
    {
        if (ch->monkab[AWARE] < 1)
        {
            stc("You must obtain level one in Awareness to use Nightsight.\n\r", ch);
            return;
        }
    }

    else if (!IS_CLASS(ch, CLASS_VAMPIRE))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_PROT] < 1 &&
            ch->power[DISC_VAMP_OBTE] < 3)
    {
        send_to_char
        ("You must obtain at least level 1 in Protean or 3 in Obtenebration.\n\r",
         ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0)
    {
        send_to_char("Not while your beast is in control.\n\r", ch);
        return;
    }

    if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
    {
        send_to_char("The red glow in your eyes fades.\n\r", ch);
        act("The red glow in $n's eyes fades.", ch, NULL, NULL,
            TO_ROOM);
        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
        return;
    }

    send_to_char("Your eyes start glowing red.\n\r", ch);
    act("$n's eyes start glowing red.", ch, NULL, NULL, TO_ROOM);

    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
    return;
}

void do_inconnu(CHAR_DATA * ch, char *argument)
{
    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->pcdata->rank < AGE_ELDER)
    {
        send_to_char
        ("You must be at least an Elder to become an Inconnu.\n\r",
         ch);
        return;
    }

    if (IS_SET(ch->special, SPC_INCONNU))
    {
        send_to_char("But you are already an Inconnu!\n\r", ch);
        return;
    }

    if (ch->exp < 1000000)
    {
        send_to_char("It costs 1000000 exp to become an Inconnu.\n\r",
                     ch);
        return;
    }

    ch->exp -= 1000000;
    send_to_char("You are now an Inconnu.\n\r", ch);
    xprintf(buf, "%s is now an Inconnu!", ch->name);
    do_info(ch, buf);
    SET_BIT(ch->special, SPC_INCONNU);
    return;
}

void do_shadowsight(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;

    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_HAWK] < 2)
    {
        stc("Huh?\n\r", ch);
        return;
    }
    else if (IS_CLASS(ch, CLASS_GHOUL)
             && ch->pcdata->powers[GPOWER_SHADOW] < 1)
    {
        stc("You need level 2 in Shadow Power\n\r", ch);
        return;
    }
    else if (IS_CLASS(ch, CLASS_SKYBLADE)
             && ch->pcdata->powers[SKYBLADE_POWER] < 2)
    {
        stc("You need level 2 in Skyblade Power\n\r", ch);
        return;
    }
    else if (IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 2)
    {
        stc("Huh?\n\r", ch);
        return;
    }

    else if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBTE] < 2)
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }
    if (IS_AFFECTED(ch, AFF_SHADOWSIGHT))
    {
        send_to_char("You can no longer see between planes.\n\r", ch);
        REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
        return;
    }
    if (IS_CLASS(ch, CLASS_VAMPIRE)
            && ch->pcdata->condition[COND_THIRST] < 10)
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_VAMPIRE))
        ch->pcdata->condition[COND_THIRST] -= number_range(5, 10);
    send_to_char("You can now see between planes.\n\r", ch);
    SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
    return;
}

void do_class(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 (arg1[0] == '\0' || arg2[0] == '\0')
    {
        send_to_char("Syntax: class <char> <class>.\n\r", ch);
        send_to_char("#W--==[ #RMindcloud Classes #W]==--#n\n\r", ch);
        send_to_char("#0Demon,  	Werewolf,  	Drow,  		\n\r",
                     ch);
        send_to_char("#0Ninja,  	Vampire,   	Shapeshifter\n\r",
                     ch);
        send_to_char("#0Battlemage,	Tanar'ri,  	Undead Knight#n\n\r",
                     ch);
        send_to_char("#0Cyborg,  	Samurai, 	Monk\n\r", ch);
        send_to_char("#0Angel,  	Lich,           Drone#n\n\r", ch);
        send_to_char("#0SkyBlade, 	Ghoul, 		Draconian#n\n\r", ch);
        send_to_char("#0Thief,   	Shadow,         Giant#n\n\r", ch);
        send_to_char("#0Priest, 	Jedi,           Fae\n\r", ch);
        send_to_char("#0Hobbit\n\r", ch);
        return;
    }
    if ((victim = get_char_world(ch, arg1)) == NULL)
    {
        send_to_char("That player is not here.\n\r", ch);
        return;
    }
    do_clearcrap(ch, "");
    if (!str_cmp(arg2, "demon"))
    {
        victim->class = CLASS_DEMON;
        set_learnable_disciplines(victim);
        send_to_char("You are now a demon!\n\r", victim);
    }
    else if (!str_cmp(arg2, "fae"))
    {
        victim->class = CLASS_FAE;
        set_learnable_disciplines(victim);
        send_to_char("You are one of the Fae.\n\r", victim);
    }
    else if (!str_cmp(arg2, "drone"))
    {
        victim->class = CLASS_DRONE;
        send_to_char("You are now a drone.\n\r", victim);
    }
    else if (!str_cmp(arg2, "tanarri"))
    {
        victim->class = CLASS_TANARRI;
        send_to_char("You are now a Tanar'ri.\n\r", victim);
    }
    else if (!str_cmp(arg2, "draconian"))
    {
        victim->class = CLASS_DRACONIAN;
        stc("You are now a Draconian!\n\r", victim);
    }
    else if (!str_cmp(arg2, "jedi"))
    {
        victim->class = CLASS_JEDI;
        stc("You are now a Jedi\n\r", victim);
    }
    else if (!str_cmp(arg2, "priest"))
    {
        victim->class = CLASS_PRIEST;
        stc("You are now a priest!\n\r", victim);
    }
    else if (!str_cmp(arg2, "shadow"))
    {
        victim->class = CLASS_SHADOW;
        stc("You are now a Dark Assasin Shadow!\n\r", victim);
    }
    else if (!str_cmp(arg2, "thief"))
    {
        victim->class = CLASS_THIEF;
        stc("You are now a Dirty Bird Thief!\n\r", victim);
    }
    else if (!str_cmp(arg2, "ghoul"))
    {
        victim->class = CLASS_GHOUL;
        send_to_char("You are now a Freaky Ghoul.\n\r", victim);
    }
    else if (!str_cmp(arg2, "undeadknight"))
    {
        victim->class = CLASS_UNDEAD_KNIGHT;
        send_to_char("You are now an Undead Knight.\n\r", victim);
    }
    else if (!str_cmp(arg2, "shapeshifter"))
    {
        victim->class = CLASS_SHAPESHIFTER;
        send_to_char("You are now a Shapeshifter.\n\r", victim);
    }
    else if (!str_cmp(arg2, "angel"))
    {
        victim->class = CLASS_ANGEL;
        send_to_char("You are now an Angel.\n\r", victim);
    }
    else if (!str_cmp(arg2, "lich"))
    {
        victim->class = CLASS_LICH;
        send_to_char("You are now a Lich.\n\r", victim);
    }
    else if (!str_cmp(arg2, "mage"))
    {
        victim->class = CLASS_MAGE;
        send_to_char("You are now a mage!\n\r", victim);
    }
    else if (!str_cmp(arg2, "werewolf"))
    {
        victim->class = CLASS_WEREWOLF;
        set_learnable_disciplines(victim);
        send_to_char("You are now a werewolf!\n\r", victim);
    }
    else if (!str_cmp(arg2, "vampire"))
    {
        victim->class = CLASS_VAMPIRE;
        victim->beast = 30;
        set_learnable_disciplines(victim);
        send_to_char("You are now a vampire!\n\r", victim);
    }
    else if (!str_cmp(arg2, "spiderdroid"))
    {
        victim->class = CLASS_DROID;
        send_to_char("You are now a Spider Droid!\n\r", victim);
    }
    else if (!str_cmp(arg2, "cyborg"))
    {
        victim->class = CLASS_CYBORG;
        send_to_char("You are now a Cyborg!\n\r", victim);
    }
    else if (!str_cmp(arg2, "samurai"))
    {
        victim->class = CLASS_SAMURAI;
        send_to_char("You are now a Samurai!\n\r", victim);
    }
    else if (!str_cmp(arg2, "monk"))
    {
        victim->class = CLASS_MONK;
        send_to_char("You are now a monk!\n\r", victim);
    }
    else if (!str_cmp(arg2, "skyblade"))
    {
        victim->class = CLASS_SKYBLADE;
        send_to_char("You are now a skyblade!\n\r", victim);
    }
    else if (!str_cmp(arg2, "giant"))
    {
        victim->class = CLASS_GIANT;
        send_to_char("You are now a giant.\n\r", victim);
    }
    else if (!str_cmp(arg2, "hobbit"))
    {
        victim->class = CLASS_HOBBIT;
        send_to_char("You are now a hobbit!\n\r", victim);
    }
    else if (!str_cmp(arg2, "drow"))
    {
        victim->class = CLASS_DROW;
        send_to_char("You are now a drow!\n\r", victim);
    }
    else if (!str_cmp(arg2, "ninja"))
    {
        victim->class = CLASS_NINJA;
        send_to_char("You are now a ninja!\n\r", victim);
    }
    else if (!str_cmp(arg2, "none"))
    {
        victim->class = 0;
        do_clearcrap(victim, "");
        send_to_char("Your class have been removed.\n\r", victim);
    }
    else
    {
        do_class(ch, "");
        return;
    }
    //send_to_char("Class Set.\n\r",ch);
    return;
}

void do_clearcrap(CHAR_DATA * ch, char *argument)
{
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    int       sn = 0;

    if (IS_NPC(ch))
        return;


    powerdown(ch);  /* remove class shit */

    for (obj = ch->carrying; obj != NULL; obj = obj_next)
    {
        obj_next = obj->next_content;
        if (obj->wear_loc != WEAR_NONE)
        {
            obj_from_char(obj);
            obj_to_char(obj, ch);
        }
    }

    while (ch->affected)
        affect_remove(ch, ch->affected);

    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
    if (IS_SET(ch->affected_by, AFF_ETHEREAL))
        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
    if (IS_EXTRA(ch, EXTRA_DRAGON))
        REMOVE_BIT(ch->extra, EXTRA_DRAGON);

    ch->affected_by = 0;
    ch->armor = 100;
    ch->hit = UMAX(1, ch->hit);
    ch->mana = UMAX(1, ch->mana);
    ch->move = UMAX(1, ch->move);
    ch->hitroll = 0;
    ch->damroll = 0;
    ch->saving_throw = 0;
    ch->pcdata->mod_str = 0;
    ch->pcdata->mod_int = 0;
    ch->pcdata->mod_wis = 0;
    ch->pcdata->mod_dex = 0;
    ch->pcdata->mod_con = 0;
    for (sn = 0; sn < 12; sn++)
        if (ch->wpn[sn] > 100)
            ch->wpn[sn] = 100;
    for (sn = 0; sn < 5; sn++)
        if (ch->spl[sn] > 100)
            ch->spl[sn] = 100;
    for (sn = 0; sn < 12; sn++)
        if (ch->stance[sn] > 100)
            ch->stance[sn] = 100;
    for (sn = 13; sn < 18; sn++)
        ch->stance[sn] = 0;
    ch->stance[19] = -1;
    ch->stance[20] = -1;
    ch->stance[21] = -1;
    ch->stance[22] = -1;
    ch->stance[23] = -1;
    for (sn = 0; sn < 20; sn++)
    {
        ch->pcdata->powers[sn] = 0;
    }
    ch->newbits = 0;
    ch->newbits2 = 0;
    ch->sohbits = 0;
    ch->rage = 0;
    ch->extra = 0;
    ch->morph = str_dup("");
    ch->vampgen_a = 0;
    ch->paradox[0] = 0; /* Total paradox */
    ch->paradox[1] = 0; /* Current Paradox */
    ch->paradox[2] = 0; /* Paradox Ticker */
    ch->damcap[0] = 1000;
    ch->damcap[1] = 0;
    ch->vampaff_a = 0;
    ch->itemaffect = 0;
    ch->polyaff = 0;
    save_char_obj(ch);
    return;
}

void do_generation(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;
    int       gen;
    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 (arg1[0] == '\0' || arg2[0] == '\0')
    {
        send_to_char("Syntax: generation <char> <generation>.\n\r",
                     ch);
        send_to_char
        ("Generation 1 is a Master <Class> and 2 is clan leader.\n\r",
         ch);
        return;
    }

    if ((victim = get_char_world(ch, arg1)) == NULL)
    {
        send_to_char("That player is not here.\n\r", ch);
        return;
    }

    gen = is_number(arg2) ? atoi(arg2) : -1;

    send_to_char("Generation Set.\n\r", ch);
    victim->generation = gen;
    return;
}



void reset_weapon(CHAR_DATA * ch, int dtype)
{
    if (ch->wpn[dtype] > 200)
        ch->wpn[dtype] = 200;
    return;
}

void reset_spell(CHAR_DATA * ch, int dtype)
{
    if (ch->spl[dtype] > 200)
        ch->spl[dtype] = 200;
    return;
}


void do_stake(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;
    OBJ_DATA *stake;
    char      arg[MAX_INPUT_LENGTH];
    int       blood;



    return;

    argument = one_argument(argument, arg);
    if (IS_NPC(ch))
        return;

    if (arg[0] == '\0')
    {
        send_to_char("Stake 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;
    }

    stake = get_eq_char(ch, WEAR_HOLD);
    if (stake == NULL || stake->item_type != ITEM_STAKE)
    {
        stake = get_eq_char(ch, WEAR_WIELD);
        if (stake == NULL || stake->item_type != ITEM_STAKE)
        {
            send_to_char
            ("How can you stake someone down without holding a stake?\n\r",
             ch);
            return;
        }
    }

    if (IS_NPC(victim))
    {
        send_to_char("Not on NPC's.\n\r", ch);
        return;
    }

    if (ch == victim)
    {
        send_to_char("You cannot stake yourself.\n\r", ch);
        return;
    }

    if (!IS_CLASS(victim, CLASS_VAMPIRE))
    {
        send_to_char("You can only stake vampires.\n\r", ch);
        return;
    }

    if (victim->position > POS_MORTAL)
    {
        send_to_char
        ("You can only stake down a vampire who is mortally wounded.\n\r",
         ch);
        return;
    }

    act("You plunge $p into $N's heart.", ch, stake, victim, TO_CHAR);
    act("$n plunges $p into $N's heart.", ch, stake, victim, TO_NOTVICT);
    send_to_char("You feel a stake plunged through your heart.\n\r",
                 victim);
    if (IS_IMMUNE(victim, IMM_STAKE))
        return;

    /*
     * Have to make sure they have enough blood to change back
     */
    blood = victim->pcdata->condition[COND_THIRST];
    victim->pcdata->condition[COND_THIRST] = 666;

    /*
     * To take care of vampires who have powers in affect.
     */
    if (IS_VAMPAFF(victim, VAM_DISGUISED))
        do_mask(victim, "self");
    if (IS_IMMUNE(victim, IMM_SHIELDED))
        do_shield(victim, "");
    if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
        do_shadowplane(victim, "");
    if (IS_VAMPAFF(victim, VAM_FANGS))
        do_fangs(victim, "");
    if (IS_VAMPAFF(victim, VAM_CLAWS))
        do_claws(victim, "");
    if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT))
        do_nightsight(victim, "");
    if (IS_AFFECTED(victim, AFF_SHADOWSIGHT))
        do_shadowsight(victim, "");
    if (IS_SET(victim->act, PLR_HOLYLIGHT))
        do_truesight(victim, "");
    if (IS_VAMPAFF(victim, VAM_CHANGED))
        do_change(victim, "human");
    if (IS_POLYAFF(victim, POLY_SERPENT))
        do_serpent(victim, "");
    victim->rage = 0;
    victim->pcdata->condition[COND_THIRST] = blood;

    REMOVE_BIT(victim->class, CLASS_VAMPIRE);
    obj_from_char(stake);
    obj_to_char(stake, victim);
    ch->exp = ch->exp + 1000;
    victim->home = 3001;
    return;
}

void do_mask(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) && !IS_CLASS(ch, CLASS_SHAPESHIFTER))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }
    if (ch->power[DISC_VAMP_OBFU] < 2 && IS_CLASS(ch, CLASS_VAMPIRE))
    {
        send_to_char
        ("You must obtain at least level 2 in Obfuscate to use Mask.\n\r",
         ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_SHAPESHIFTER)
            && ch->pcdata->powers[SHAPE_POWERS] < 4)
    {
        send_to_char
        ("You need level 4 in general shapeshifting powers.\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 mask avatars or lower.\n\r", ch);
        return;
    }

    if (ch->pcdata->condition[COND_THIRST] < 40
            && IS_CLASS(ch, CLASS_VAMPIRE))
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_VAMPIRE))
        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 form shimmers and transforms into %s.",
                ch->name);
        act(buf, ch, NULL, victim, TO_CHAR);
        xprintf(buf, "%s's form shimmers 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 form shimmers and transforms into a clone of %s.",
                victim->name);
        act(buf, ch, NULL, victim, TO_CHAR);
        xprintf(buf,
                "%s's form shimmers and transforms into a clone of %s.",
                ch->morph, victim->name);
        act(buf, ch, NULL, victim, TO_NOTVICT);
        xprintf(buf,
                "%s's form shimmers 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->name);
        return;
    }
    xprintf(buf, "Your form shimmers and transforms into a clone of %s.",
            victim->name);
    act(buf, ch, NULL, victim, TO_CHAR);
    xprintf(buf, "%s's form shimmers and transforms into a clone of %s.",
            ch->name, victim->name);
    act(buf, ch, NULL, victim, TO_NOTVICT);
    xprintf(buf, "%s's form shimmers 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->name);
    return;
}

void do_change(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_PROT] < 3)
    {
        send_to_char
        ("You must obtain at least level 3 in Protean to use Minor Change.\n\r",
         ch);
        return;
    }

    if (arg[0] == '\0')
    {
        send_to_char
        ("You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r",
         ch);
        return;
    }


    if (!str_cmp(arg, "bat"))
    {
        if (IS_AFFECTED(ch, AFF_POLYMORPH))
        {
            send_to_char
            ("You can only polymorph from human form.\n\r",
             ch);
            return;
        }
        if (ch->pcdata->condition[COND_THIRST] < 50)
        {
            send_to_char("You have insufficient blood.\n\r", ch);
            return;
        }
        if (ch->stance[0] != -1)
            do_stance(ch, "");
        if (ch->mounted == IS_RIDING)
            do_dismount(ch, "");
        ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
        clear_stats(ch);
        act("You transform into bat form.", ch, NULL, NULL, TO_CHAR);
        act("$n transforms into a bat.", ch, NULL, NULL, TO_ROOM);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
        /*	SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
        SET_BIT(ch->polyaff, POLY_BAT);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
        SET_BIT(ch->affected_by, AFF_POLYMORPH);
        xprintf(buf, "%s the vampire bat", ch->name);
        free_string(ch->morph);
        ch->morph = str_dup(buf);
        return;
    }
    else if (!str_cmp(arg, "wolf"))
    {
        if (IS_AFFECTED(ch, AFF_POLYMORPH))
        {
            send_to_char
            ("You can only polymorph from human form.\n\r",
             ch);
            return;
        }
        if (ch->pcdata->condition[COND_THIRST] < 50)
        {
            send_to_char("You have insufficient blood.\n\r", ch);
            return;
        }
        if (ch->stance[0] != -1)
            do_stance(ch, "");
        if (ch->mounted == IS_RIDING)
            do_dismount(ch, "");
        ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
        act("You transform into wolf form.", ch, NULL, NULL, TO_CHAR);
        act("$n transforms into a dire wolf.", ch, NULL, NULL,
            TO_ROOM);
        clear_stats(ch);
        if (ch->wpn[0] > 0)
        {
            ch->hitroll += (ch->wpn[0]);
            ch->damroll += (ch->wpn[0]);
            ch->armor -= (ch->wpn[0] * 3);
        }
        ch->pcdata->mod_str = 10;
        /*	SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
        SET_BIT(ch->polyaff, POLY_WOLF);
        SET_BIT(ch->affected_by, AFF_POLYMORPH);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
        xprintf(buf, "%s the dire wolf", ch->name);
        free_string(ch->morph);
        ch->morph = str_dup(buf);
        return;
    }
    else if (!str_cmp(arg, "mist"))
    {
        if (IS_AFFECTED(ch, AFF_POLYMORPH))
        {
            send_to_char
            ("You can only polymorph from human form.\n\r",
             ch);
            return;
        }

        if (has_timer(ch))
            return;

        if (ch->pcdata->condition[COND_THIRST] < 50)
        {
            send_to_char("You have insufficient blood.\n\r", ch);
            return;
        }

        if (ch->stance[0] != -1)
            do_stance(ch, "");
        if (ch->mounted == IS_RIDING)
            do_dismount(ch, "");
        ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
        act("You transform into mist form.", ch, NULL, NULL, TO_CHAR);
        act("$n transforms into a white mist.", ch, NULL, NULL,
            TO_ROOM);
        if (IS_EXTRA(ch, TIED_UP))
        {
            act("The ropes binding you fall through your ethereal form.", ch, NULL, NULL, TO_CHAR);
            act("The ropes binding $n fall through $s ethereal form.", ch, NULL, NULL, TO_ROOM);
            REMOVE_BIT(ch->extra, TIED_UP);
            REMOVE_BIT(ch->extra, GAGGED);
            REMOVE_BIT(ch->extra, BLINDFOLDED);
        }
        if (is_affected(ch, gsn_web))
        {
            act("The webbing entrapping $n falls through $s ethereal form.", ch, NULL, NULL, TO_ROOM);
            send_to_char
            ("The webbing entrapping you falls through your ethereal form.\n\r",
             ch);
            affect_strip(ch, gsn_web);
        }
        clear_stats(ch);
        /*	SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
        SET_BIT(ch->polyaff, POLY_MIST);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
        SET_BIT(ch->affected_by, AFF_POLYMORPH);
        SET_BIT(ch->affected_by, AFF_ETHEREAL);
        xprintf(buf, "%s the white mist", ch->name);
        free_string(ch->morph);
        ch->morph = str_dup(buf);
        return;
    }
    else if (!str_cmp(arg, "human"))
    {
        if (!IS_AFFECTED(ch, AFF_POLYMORPH))
        {
            send_to_char("You are already in human form.\n\r",
                         ch);
            return;
        }
        if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_BAT))
        {
            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
            REMOVE_BIT(ch->polyaff, POLY_BAT);
            /*	    REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
        }
        else if (IS_VAMPAFF(ch, VAM_CHANGED)
                 && IS_POLYAFF(ch, POLY_WOLF))
        {
            /*	    REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
            REMOVE_BIT(ch->polyaff, POLY_WOLF);
            if (ch->hit < 1)
                ch->hit = 1;
        }
        else if (IS_VAMPAFF(ch, VAM_CHANGED)
                 && IS_POLYAFF(ch, POLY_MIST))
        {
            /*	    REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
            REMOVE_BIT(ch->polyaff, POLY_MIST);
            REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
        }
        else
        {
            /*
             * In case they try to change to human from a non-vamp form
             */
            send_to_char("You seem to be stuck in this form.\n\r",
                         ch);
            return;
        }
        act("You transform into human form.", ch, NULL, NULL,
            TO_CHAR);
        act("$n transforms into human form.", ch, NULL, NULL,
            TO_ROOM);
        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
        clear_stats(ch);
        free_string(ch->morph);
        ch->morph = str_dup("");
        return;
    }
    else
        send_to_char
        ("You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r",
         ch);
    return;
}

void do_clandisc(CHAR_DATA * ch, char *argument)
{
    char      arg1[MAX_INPUT_LENGTH];
    char      arg2[MAX_INPUT_LENGTH];
    char      buf[MAX_STRING_LENGTH];

    argument = one_argument(argument, arg1);
    argument = one_argument(argument, arg2);

    if (IS_NPC(ch))
        return;

    if (!IS_CLASS(ch, CLASS_VAMPIRE))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (arg1[0] == '\0' && arg2[0] == '\0')
    {
        do_stat(ch, "");
        return;
    }
    if (arg2[0] == '\0')
    {
        if (!str_cmp(arg1, "animalism"))
        {
            send_to_char
            ("Animalism: The discipline of nature control.\n\r",
             ch);
            if (ch->power[DISC_VAMP_ANIM] < 1)
                send_to_char
                ("You have none of the Animalism powers.\n\r",
                 ch);
            if (ch->power[DISC_VAMP_ANIM] > 0)
                send_to_char
                ("Serenity: You can sooth the most aggressive soul (Golconda Required).\n\r",
                 ch);
            return;
        }
        else if (!str_cmp(arg1, "auspex"))
        {
            send_to_char
            ("Auspex: The discipline of extrasensory awareness.\n\r",
             ch);
            if (ch->power[DISC_VAMP_AUSP] < 1)
                send_to_char
                ("You have none of the Auspex discipline powers.\n\r",
                 ch);
            if (ch->power[DISC_VAMP_AUSP] > 0)
                send_to_char
                ("Truesight: The user can see everything, including invis.\n\r",
                 ch);
            if (ch->power[DISC_VAMP_AUSP] > 1)
                send_to_char
                ("Scry: Allows you to view the room the specified target is in.\n\r",
                 ch);
            if (ch->power[DISC_VAMP_AUSP] > 2)
                send_to_char
                ("Readaura: Gives you detained information about a creature or object.\n\r",
                 ch);
            return;
        }
        else if (!str_cmp(arg1, "celerity"))
        {
            send_to_char
            ("Celerity: The discipline of superior speed.\n\r",
             ch);
            return;
        }
        else if (!str_cmp(arg1, "chimerstry"))
        {
            send_to_char
            ("chimerstry: The discipline of illusion.\n\r",
             ch);
            return;
        }
        else if (!str_cmp(arg1, "daimoinon"))
        {
            send_to_char
            ("Daimoinon: The discipline of dark corruption.\n\r",
             ch);
            if (ch->power[DISC_VAMP_DAIM] < 1)
                send_to_char
                ("You have none of the Daimoinon discipline powers.\n\r",
                 ch);
            return;
        }

        else if (!str_cmp(arg1, "dominate"))
        {
            send_to_char
            ("Dominate: The discipline of control.\n\r",
             ch);
            if (ch->power[DISC_VAMP_DOMI] < 1)
                send_to_char
                ("You have none of the Dominate discipline powers.\n\r",
                 ch);
            if (ch->power[DISC_VAMP_DOMI] > 0)
                send_to_char
                ("Command: You can plant suggestions in the mind of others.\n\r",
                 ch);
            if (ch->power[DISC_VAMP_DOMI] > 1)
                send_to_char
                ("Shield: You are able to shield your mind from scrying and aura-reading.\n\r",
                 ch);
            if (ch->power[DISC_VAMP_DOMI] > 3)
                send_to_char
                ("Possession: You can take control of mobs by feeding them blood.\n\r",
                 ch);
            return;
        }
        else if (!str_cmp(arg1, "fortitude"))
        {
            send_to_char
            ("Fortitude: The discipline of supernatural toughness and vigor.\n\r",
             ch);
            if (ch->power[DISC_VAMP_FORT] < 1)
                send_to_char("You have no fortitude.\n\r",
                             ch);
            return;
        }
        else if (!str_cmp(arg1, "obfuscate"))
        {
            send_to_char
            ("Obfuscate: The discipline of stealth.\n\r",
             ch);
            if (ch->power[DISC_VAMP_OBFU] < 1)
                send_to_char
                ("You have none of the Obfuscate discipline powers.\n\r",
                 ch);
            return;
        }
        else if (!str_cmp(arg1, "obtenebration"))
        {
            send_to_char
            ("Obtenebration: The discipline of darkness manipulation.\n\r",
             ch);
            if (ch->power[DISC_VAMP_OBTE] < 1)
                send_to_char
                ("You have none of the Obtenebration discipline powers.\n\r",
                 ch);
            return;
        }
        else if (!str_cmp(arg1, "potence"))
        {
            send_to_char
            ("Potence: The discipline of superior strength.\n\r",
             ch);
            return;
        }
        else if (!str_cmp(arg1, "presence"))
        {
            send_to_char
            ("Presence: The discipline of appeal and attractiveness.\n\r",
             ch);
            if (ch->power[DISC_VAMP_PRES] < 1)
                send_to_char
                ("You have none of the Presence discipline powers.\n\r",
                 ch);
            return;
        }
        else if (!str_cmp(arg1, "protean"))
        {
            send_to_char
            ("Protean: The discipline of neutral transformation.\n\r",
             ch);
            if (ch->power[DISC_VAMP_PROT] < 1)
                send_to_char
                ("You have none of the Protean discipline powers.\n\r",
                 ch);
            return;
        }
        else if (!str_cmp(arg1, "quietus"))
        {
            send_to_char("Quietus: The discipline of death.\n\r",
                         ch);
            if (ch->power[DISC_VAMP_QUIE] < 1)
                send_to_char
                ("You have none of the Quietus discipline powers.\n\r",
                 ch);
            if (ch->power[DISC_VAMP_QUIE] > 3)
                send_to_char
                ("Spit: You can project your deadly spit at a foe\n\r",
                 ch);
            return;
        }
        else if (!str_cmp(arg1, "serpentis"))
        {
            send_to_char
            ("Serpentis: The discipline of temptation and corruption.\n\r",
             ch);
            if (ch->power[DISC_VAMP_SERP] < 1)
                send_to_char
                ("You have none of the Serpentis discipline powers.\n\r",
                 ch);
            return;
        }
        else if (!str_cmp(arg1, "thaumaturgy"))
        {
            send_to_char
            ("Thaumaturgy: The discipline of blood magic.\n\r",
             ch);
            if (ch->power[DISC_VAMP_THAU] < 1)
                send_to_char
                ("You have none of the Thaumaturgy discipline powers.\n\r",
                 ch);
            if (ch->power[DISC_VAMP_THAU] > 0)
                send_to_char
                ("Theft: You can take from the blood pool of other players.\n\r",
                 ch);

            return;
        }
        else if (!str_cmp(arg1, "vicissitude"))
        {
            send_to_char
            ("Vicissitude: The discipline of evil body control.\n\r",
             ch);
            if (ch->power[DISC_VAMP_VICI] < 1)
                send_to_char
                ("You have none of the Vicissitude discipline powers.\n\r",
                 ch);
            if (ch->power[DISC_VAMP_VICI] > 3)
                send_to_char
                ("Zuloform: Transformation into a powerful being.\n\r",
                 ch);

            return;
        }
        do_stat(ch, "");
        return;

    }
    if (!str_cmp(arg2, "improve"))
    {
        int       improve;
        int       cost;
        int       max;
        int       maxlevel;

        stc("Please use the new commands, Disciplines and research.\n\r", ch);
        return;

        maxlevel = 10;
        if (!str_cmp(arg1, "animalism"))
        {
            improve = DISC_VAMP_ANIM;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "auspex"))
        {
            improve = DISC_VAMP_AUSP;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "celerity"))
        {
            improve = DISC_VAMP_CELE;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "chimerstry"))
        {
            improve = DISC_VAMP_CHIM;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "dominate"))
        {
            improve = DISC_VAMP_DOMI;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "daimoinon"))
        {
            improve = DISC_VAMP_DAIM;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "fortitude"))
        {
            improve = DISC_VAMP_FORT;
            max = 12;
        }
        else if (!str_cmp(arg1, "obfuscate"))
        {
            improve = DISC_VAMP_OBFU;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "obtenebration"))
        {
            improve = DISC_VAMP_OBTE;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "potence"))
        {
            improve = DISC_VAMP_POTE;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "presence"))
        {
            improve = DISC_VAMP_PRES;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "protean"))
        {
            improve = DISC_VAMP_PROT;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "quietus"))
        {
            improve = DISC_VAMP_QUIE;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "serpentis"))
        {
            improve = DISC_VAMP_SERP;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "thaumaturgy"))
        {
            improve = DISC_VAMP_THAU;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "vicissitude"))
        {
            improve = DISC_VAMP_VICI;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "obeah"))
        {
            improve = DISC_VAMP_OBEA;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "melpominee"))
        {
            improve = DISC_VAMP_MELP;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "necromancy"))
        {
            improve = DISC_VAMP_NECR;
            max = maxlevel;
        }
        else if (!str_cmp(arg1, "thanatosis"))
        {
            improve = DISC_VAMP_THAN;
            max = maxlevel;
        }
        else
        {
            send_to_char
            ("You can improve: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate,\n\r Obtenebration, Potence, Presence, Protean, Quietus, Serpentis,\n\r Thaumaturgy or Vicissitude.\n\r",
             ch);
            return;
        }
        cost = (ch->power[improve] + 1) * 10;
        arg1[0] = UPPER(arg1[0]);
        if (ch->power[improve] >= max
                && ch->pcdata->rank == AGE_METHUSELAH)
        {
            xprintf(buf,
                    "You have already gained all the powers of the %s discipline.\n\r",
                    arg1);
            send_to_char(buf, ch);
            return;
        }
        if (ch->power[improve] >= max)
        {
            xprintf(buf, "You have already maxed %s.\n\r", arg1);
            send_to_char(buf, ch);
            return;
        }
        if (cost > ch->practice)
        {
            xprintf(buf,
                    "It costs you %d primal to improve your %s discipline.\n\r",
                    cost, arg1);
            send_to_char(buf, ch);
            return;
        }
        ch->power[improve] += 1;
        ch->practice -= cost;
        xprintf(buf,
                "You improve your ability in the %s discipline.\n\r",
                arg1);
        send_to_char(buf, ch);
    }
    else
        send_to_char
        ("To improve a discipline, type: Clandisc <discipline type> improve.\n\r",
         ch);
    return;
}


void do_vampire(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;

    if (!IS_IMMUNE(ch, IMM_VAMPIRE))
    {
        send_to_char("You will now allow vampires to bite you.\n\r",
                     ch);
        SET_BIT(ch->immune, IMM_VAMPIRE);
        return;
    }
    send_to_char("You will no longer allow vampires to bite you.\n\r",
                 ch);
    REMOVE_BIT(ch->immune, IMM_VAMPIRE);
    return;
}

void do_shadowplane(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_WEREWOLF) || ch->power[DISC_WERE_OWL] < 3)
    {
        if (!IS_CLASS(ch, CLASS_VAMPIRE)
                && !IS_CLASS(ch, CLASS_GHOUL))
        {
            send_to_char("Huh?\n\r", ch);
            return;
        }
        if (ch->pcdata->powers[GPOWER_SHADOW] < 3
                && IS_CLASS(ch, CLASS_GHOUL))
        {
            send_to_char
            ("You must obtain at least level 3 in Shadow to use the Shadowplane.\n\r",
             ch);
            return;
        }
        if (ch->power[DISC_VAMP_OBTE] < 3
                && IS_CLASS(ch, CLASS_VAMPIRE))
        {
            send_to_char
            ("You must obtain at least level 3 in Obtenebration to use Shadowplane.\n\r",
             ch);
            return;
        }
    }
    if (IS_CLASS(ch, CLASS_VAMPIRE)
            && ch->pcdata->condition[COND_THIRST] < 75)
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_VAMPIRE))
        ch->pcdata->condition[COND_THIRST] -= number_range(65, 75);

    if (arg[0] == '\0')
    {
        if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
        {
            if (has_timer(ch))
                return;
            send_to_char
            ("You fade into the plane of shadows.\n\r",
             ch);
            act("The shadows flicker and swallow up $n.", ch,
                NULL, NULL, TO_ROOM);
            SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
            do_look(ch, "auto");
            return;
        }
        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
        send_to_char("You fade back into the real world.\n\r", ch);
        act("The shadows flicker and $n fades into existance.", ch,
            NULL, NULL, TO_ROOM);
        do_look(ch, "auto");
        return;
    }

    if ((obj = get_obj_here(ch, NULL, arg)) == NULL)
    {
        send_to_char
        ("What do you wish to toss into the shadow plane?\n\r",
         ch);
        return;
    }

    if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
        send_to_char("You toss it to the ground and it vanishes.\n\r",
                     ch);
    else
        send_to_char("You toss it into a shadow and it vanishes.\n\r",
                     ch);
    return;
}


void do_darkheart(CHAR_DATA * ch, char *argument)
{
    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_SERP] < 1)
    {
        send_to_char
        ("You must obtain at least level 1 in Serpentis to use Darkheart.\n\r",
         ch);
        return;
    }
    if (IS_IMMUNE(ch, IMM_STAKE))
    {
        send_to_char("But you've already torn your heart out!\n\r",
                     ch);
        return;
    }
    if (ch->pcdata->condition[COND_THIRST] < 1000 / (10 - ch->generation))
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }
    ch->pcdata->condition[COND_THIRST] -= 100;
    send_to_char
    ("You rip your heart from your body and toss it to the ground.\n\r",
     ch);
    act("$n rips $s heart out and tosses it to the ground.", ch, NULL,
        NULL, TO_ROOM);
    make_part(ch, "heart");
    ch->hit = ch->hit - number_range(10, 20);
    update_pos(ch);
    if (ch->position == POS_DEAD && !IS_HERO(ch))
    {
        send_to_char("You have been KILLED!!\n\r\n\r", ch);
        raw_kill(ch, ch);
        return;
    }
    SET_BIT(ch->immune, IMM_STAKE);
    return;
}

void do_truesight(CHAR_DATA * ch, char *argument)
{
    if (IS_NPC(ch))
        return;

    if (ch->class == 0)
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_TANARRI)
            && !IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_TRUESIGHT))
    {
        send_to_char("You don't have that power yet", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_PRIEST))
    {
        if (!IS_PRIPOWER(ch, PRI_SIGHT))
        {
            send_to_char
            ("You need to learn that skill first.\n\r",
             ch);
            return;
        }
    }
    if (IS_CLASS(ch, CLASS_DROID)
            && !IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_EYES))
    {
        send_to_char("You need the eye implant.\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_SHADOW)
            && !IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SIGHT))
    {
        stc("You haven't gained that skill yet\n\r", ch);
        return;
    }
    if ((ch->power[DISC_VAMP_AUSP] < 1) && IS_CLASS(ch, CLASS_VAMPIRE))
    {
        send_to_char
        ("You must obtain at least level 1 in Auspex to use Truesight.\n\r",
         ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 6)
    {
        send_to_char("Your mastery of the arcane is pathetic.\n\r",
                     ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_HOBBIT)
            && ch->pcdata->powers[HOBBIT_DISHES] < 2)
    {
        send_to_char
        ("You must at least know how to cook two dishes.\n\r",
         ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_DRONE)
            && ch->pcdata->powers[DRONE_HORRID_REALITY] < 1)
    {
        send_to_char
        ("You cannot grasp the truth of this horrid reality.\n\r",
         ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_SHAPESHIFTER)
            && ch->pcdata->powers[SHAPE_POWERS] < 1)
    {
        send_to_char
        ("You must obtain at least level 1 in shiftpowers to use Truesight.\n\r",
         ch);
        return;
    }
    if ((ch->power[DISC_WERE_HAWK] < 3) && IS_CLASS(ch, CLASS_WEREWOLF))
    {
        send_to_char
        ("You must obtain level 3 in the Hawk totem to use Truesight.\n\r",
         ch);
        return;
    }

    if (!IS_DEMPOWER(ch, DEM_TRUESIGHT) && IS_CLASS(ch, CLASS_DEMON))
    {
        stc("You must inpart truesight first.\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 3)
    {
        stc("You must obtain level 4 in Awareness first.\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_GHOUL)
            && ch->pcdata->powers[GPOWER_SHADOW] < 2)
    {
        stc("You don't have that power yet.\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_SKYBLADE)
            && ch->pcdata->powers[SKYBLADE_POWER] < 1)
    {
        stc("You must raise your skyblade power first .\n\r", ch);
        return;
    }

    if (IS_SET(ch->act, PLR_HOLYLIGHT))
    {
        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
        send_to_char("Your senses return to normal.\n\r", ch);
    }
    else
    {
        SET_BIT(ch->act, PLR_HOLYLIGHT);
        send_to_char
        ("Your senses increase to incredible proportions.\n\r",
         ch);
    }

    return;
}

void do_majesty(CHAR_DATA * ch, char *argument)
{
    char      arg1[MAX_INPUT_LENGTH];
    char      arg2[MAX_INPUT_LENGTH];

    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] < 5)
    {
        send_to_char
        ("You must obtain at least level 5 in Presence to use Majesty.\n\r",
         ch);
        return;
    }

    if (has_timer(ch))
        return;

    if (IS_AFFECTED(ch, AFF_PEACE))
    {
        REMOVE_BIT(ch->affected_by, AFF_PEACE);
        act("You lower your majesty.", ch, NULL, NULL, TO_CHAR);
        act("$n looks less imposing.", ch, NULL, NULL, TO_NOTVICT);
        return;
    }
    if (ch->pcdata->condition[COND_THIRST] < 45)
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }

    ch->pcdata->condition[COND_THIRST] -= number_range(35, 45);
    SET_BIT(ch->affected_by, AFF_PEACE);
    act("You raise your majesty.", ch, NULL, NULL, TO_CHAR);
    act("$n suddenly looks very imposing.", ch, NULL, NULL, TO_NOTVICT);
    return;
}

void do_scry(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;
    ROOM_INDEX_DATA *chroom;
    ROOM_INDEX_DATA *victimroom;
    char      arg[MAX_INPUT_LENGTH];
    int       rand_room;
    bool      chaosvalue = FALSE;

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;

    if (!IS_ITEMAFF(ch, ITEMA_VISION) && !ragnarok)
    {
        if (!IS_CLASS(ch, CLASS_VAMPIRE)
                && !IS_CLASS(ch, CLASS_MONK)
                && !IS_CLASS(ch, CLASS_DEMON)
                && !IS_CLASS(ch, CLASS_MAGE)
                && !IS_CLASS(ch, CLASS_FAE)
                && !IS_CLASS(ch, CLASS_GIANT)
                && !IS_CLASS(ch, CLASS_SHADOW)
                && !IS_CLASS(ch, CLASS_CYBORG)
                && !IS_CLASS(ch, CLASS_PRIEST))
        {
            stc("Huh?\n\r", ch);
            return;
        }
    }

    if (!IS_ITEMAFF(ch, ITEMA_VISION) && !ragnarok)
    {
        if (IS_CLASS(ch, CLASS_VAMPIRE)
                && ch->power[DISC_VAMP_AUSP] < 2)
        {
            send_to_char
            ("You must obtain at least level 2 Auspex to use Scry.\n\r",
             ch);
            return;
        }

        if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 3)
        {
            send_to_char
            ("You need the trio mantra to use scry.\n\r",
             ch);
            return;
        }

        if (IS_CLASS(ch, CLASS_GIANT) && ch->pcdata->rank < FOOT_25)
        {
            send_to_char
            ("You are not that high, the trees are blocking your view.\n\r",
             ch);
            return;
        }

        if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_NATURE] < 3)
        {
            send_to_char("You don't have that power yet.\n\r",
                         ch);
            return;
        }

        if (IS_CLASS(ch, CLASS_SHADOW)
                && !IS_SET(ch->pcdata->powers[SHADOW_POWERS],
                           NSHADOWS_SCRY))
        {
            stc("You don't have that power.\n\r", ch);
            return;
        }
        if (IS_CLASS(ch, CLASS_PRIEST))
        {
            if (!IS_PRIPOWER(ch, PRI_SCRY))
            {
                send_to_char
                ("You haven't mastered scry yet!\n\r",
                 ch);
                return;
            }
        }
        if (IS_CLASS(ch, CLASS_MAGE)
                && ch->pcdata->powers[PINVOKE] < 3)
        {
            stc("You don't have the power to scry yet.\n\r", ch);
            return;
        }

        if (IS_CLASS(ch, CLASS_CYBORG)
                && ch->pcdata->powers[CYBORG_FACE] < 5)
        {
            stc("You must have full facial implants to scry.\n\r",
                ch);
            return;
        }

        if (IS_CLASS(ch, CLASS_DEMON) && !IS_DEMPOWER(ch, DEM_SCRY))
        {
            stc("You have not been granted the power of Scry.\n\r", ch);
            return;
        }
    }

    if (arg[0] == '\0')
    {
        send_to_char("Scry on 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->in_room)
    {
        if (has_area_affect
                (victim->in_room->area, AREA_AFF_BADMOON, 0))
        {
            send_to_char
            ("Some powerful magic prevent your scrying attempt.\n\r",
             ch);
            return;
        }
    }

    if (victim->trust > 6)
    {
        send_to_char("SPYING ON THE GODS!?!?!?!\n\r", ch);
        send_to_char("Someone is scrying you.\n\r", victim);
        return;
    }

    if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELDED) && !ragnarok)
    {
        send_to_char("You cannot find them.\n\r", ch);
        return;
    }

    if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELD2))
        chaosvalue = TRUE;

    if (IS_CLASS(ch, CLASS_VAMPIRE)
            && ch->pcdata->condition[COND_THIRST] < 25
            && !IS_ITEMAFF(ch, ITEMA_VISION))
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }

    if (!IS_ITEMAFF(ch, ITEMA_VISION) && IS_CLASS(ch, CLASS_VAMPIRE))
        ch->pcdata->condition[COND_THIRST] -= number_range(15, 25);

    if (!IS_NPC(victim) && (victim->pcdata->powers[JPOWER_SPIRIT] < 2)
            && IS_CLASS(victim, CLASS_JEDI))
    {
        send_to_char
        ("#GYou sense the force moving as you are being watched.#n\n\r",
         victim);
    }
    chroom = ch->in_room;
    victimroom = victim->in_room;
    if (chaosvalue && !ragnarok)
        for (;;)
        {
            rand_room = number_range(0, 65535);
            victimroom = get_room_index(rand_room);
            if (victimroom != NULL)
                break;
        }

    char_from_room(ch);
    char_to_room(ch, victimroom);
    if (IS_AFFECTED(ch, AFF_SHADOWPLANE)
            && (!IS_AFFECTED(victim, AFF_SHADOWPLANE)))
    {
        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
        do_look(ch, "scry");
        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
    }
    else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)
             && (IS_AFFECTED(victim, AFF_SHADOWPLANE)))
    {
        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
        do_look(ch, "scry");
        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
    }
    else
        do_look(ch, "scry");
    char_from_room(ch);
    char_to_room(ch, chroom);
    if (!IS_NPC(victim))
        ch->fight_timer += 5;

    if (IS_CLASS(victim, CLASS_VAMPIRE)
            && IS_SET(victim->flag2, AFF_SPIRITGUARD))
    {
        act("Your spirit guardian sends you a message:", ch, NULL,
            victim, TO_VICT);
        act("\"$n is scrying you.\"", ch, NULL, victim, TO_VICT);
    }
    return;
}

void do_readaura(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    char      arg[MAX_INPUT_LENGTH];
    char      buf[MAX_INPUT_LENGTH];
    bool      chaosvalue = FALSE;

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;

    if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_ITEMAFF(ch, ITEMA_VISION)
            && !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_CYBORG)
            && !IS_CLASS(ch, CLASS_HOBBIT) && !IS_CLASS(ch, CLASS_LICH)
            && !IS_CLASS(ch, CLASS_FAE) && !IS_CLASS(ch, CLASS_PRIEST)
            && !IS_CLASS(ch, CLASS_DRONE))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_AUSP] < 3
            && !IS_ITEMAFF(ch, ITEMA_VISION))
    {
        send_to_char
        ("You must obtain at least level 3 in Auspex to use Readaura.\n\r",
         ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_DRONE)
            && ch->pcdata->powers[DRONE_MINDCONTROL] < 2)
    {
        send_to_char
        ("You don't have the skills to read their mind.\n\r",
         ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers[DEATH_LORE] < 1)
    {
        send_to_char("You don't have that power yet.\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_PRIEST))
    {
        if (!IS_PRIPOWER(ch, PRI_READ))
        {
            send_to_char
            ("Try mastering readaura first, Genius.\n\r",
             ch);
            return;
        }
    }

    if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 2)
    {
        send_to_char("You must obtain the level 2 Mantra first!\n\r",
                     ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_NATURE] < 5)
    {
        stc("Nay, not yet kid.\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_CYBORG) && ch->pcdata->powers[CYBORG_FACE] < 5)
    {
        stc("You must have full face implants to readaura.\n\r", ch);
        return;
    }

    if (arg[0] == '\0')
    {
        send_to_char("Read the aura on what?\n\r", ch);
        return;
    }

    if ((victim = get_char_room(ch, NULL, arg)) == NULL)
    {
        if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
        {
            send_to_char("Read the aura on what?\n\r", ch);
            return;
        }

        act("$n examines $p intently.", ch, obj, NULL, TO_ROOM);
        spell_identify(skill_lookup("identify"), ch->level, ch, obj);
        return;
    }

    if (victim->in_room)
    {
        if (has_area_affect
                (victim->in_room->area, AREA_AFF_BADMOON, 0))
        {
            send_to_char
            ("Some powerful magic prevent your aura reading attempt.\n\r",
             ch);
            return;
        }
    }

    if (!IS_NPC(victim) && (IS_IMMUNE(victim, IMM_SHIELDED) ||
                            (IS_CLASS(victim, CLASS_DROW) &&
                             IS_SET(victim->pcdata->powers[1],
                                    DPOWER_DROWSHIELD)))
            && !IS_ITEMAFF(ch, ITEMA_VISION))
    {
        send_to_char("You are unable to read their aura.\n\r", ch);
        return;
    }

    if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELD2))
        chaosvalue = TRUE;

    act("$n examines $N intently.", ch, NULL, victim, TO_NOTVICT);
    act("$n examines you intently.", ch, NULL, victim, TO_VICT);
    if (IS_NPC(victim))
        xprintf(buf, "%s is an NPC.\n\r", victim->short_descr);
    else
    {
        if (victim->level == 12)
            xprintf(buf, "%s is an Implementor.\n\r",
                    victim->name);
        else if (victim->level == 11)
            xprintf(buf, "%s is a High Judge.\n\r", victim->name);
        else if (victim->level == 10)
            xprintf(buf, "%s is a Judge.\n\r", victim->name);
        else if (victim->level == 9)
            xprintf(buf, "%s is an Enforcer.\n\r", victim->name);
        else if (victim->level == 8)
            xprintf(buf, "%s is a Quest Maker.\n\r",
                    victim->name);
        else if (victim->level == 7)
            xprintf(buf, "%s is a Builder.\n\r", victim->name);
        else if (victim->level >= 3)
            xprintf(buf, "%s is an Avatar.\n\r", victim->name);
        else
            xprintf(buf, "%s is a Mortal.\n\r", victim->name);
    }
    send_to_char(buf, ch);
    if (!IS_NPC(victim))
    {
        xprintf(buf, "Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",
                get_curr_str(victim), get_curr_int(victim),
                get_curr_wis(victim), get_curr_dex(victim),
                get_curr_con(victim));
        send_to_char(buf, ch);
    }
    if (chaosvalue)
        xprintf(buf, "Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",
                number_range(1000, 5000), number_range(10000, 20000),
                number_range(1000, 5000), number_range(10000, 20000),
                number_range(1000, 5000), number_range(10000, 20000));
    else
        xprintf(buf, "Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",
                victim->hit, victim->max_hit, victim->mana,
                victim->max_mana, victim->move, victim->max_move);
    send_to_char(buf, ch);
    if (!IS_NPC(victim))
    {
        if (chaosvalue)
            xprintf(buf, "Hitroll:%d, Damroll:%d, AC:%d.\n\r",
                    number_range(500, 2500), number_range(500,
                            2500),
                    number_range(-2000, 0));
        else
            xprintf(buf, "Hitroll:%d, Damroll:%d, AC:%d.\n\r",
                    char_hitroll(victim), char_damroll(victim),
                    char_ac(victim));
    }
    else
        xprintf(buf, "AC:%d.\n\r", char_ac(victim));
    send_to_char(buf, ch);
    if (!IS_NPC(victim))
    {
        xprintf(buf, "Status:%d, ", victim->race);
        send_to_char(buf, ch);
        if (IS_CLASS(victim, CLASS_VAMPIRE))
        {
            xprintf(buf, "Blood:%d, ",
                    victim->pcdata->condition[COND_THIRST]);
            send_to_char(buf, ch);
        }
    }
    xprintf(buf, "Alignment:%d.\n\r", victim->alignment);
    send_to_char(buf, ch);
    if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT))
        act("$N is pregnant.", ch, NULL, victim, TO_CHAR);
    if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
    {
        send_to_char("Disciplines:", ch);
        if (IS_VAMPAFF(victim, VAM_PROTEAN))
            send_to_char(" Protean", ch);
        if (IS_VAMPAFF(victim, VAM_CELERITY))
            send_to_char(" Celerity", ch);
        if (IS_VAMPAFF(victim, VAM_FORTITUDE))
            send_to_char(" Fortitude", ch);
        if (IS_VAMPAFF(victim, VAM_POTENCE))
            send_to_char(" Potence", ch);
        if (IS_VAMPAFF(victim, VAM_OBFUSCATE))
            send_to_char(" Obfuscate", ch);
        if (IS_VAMPAFF(victim, VAM_OBTENEBRATION))
            send_to_char(" Obtenebration", ch);
        if (IS_VAMPAFF(victim, VAM_SERPENTIS))
            send_to_char(" Serpentis", ch);
        if (IS_VAMPAFF(victim, VAM_AUSPEX))
            send_to_char(" Auspex", ch);
        if (IS_VAMPAFF(victim, VAM_DOMINATE))
            send_to_char(" Dominate", ch);
        if (IS_VAMPAFF(victim, VAM_PRESENCE))
            send_to_char(" Presence", ch);
        if (IS_VAMPAFF(victim, VAM_VICISSITUDE))
            send_to_char(" Vicissitude", ch);
        if (IS_VAMPAFF(victim, VAM_THAU))
            send_to_char(" Thaumaturgy", ch);
        if (IS_VAMPAFF(victim, VAM_ANIMAL))
            send_to_char(" Animalism", ch);
        if (IS_VAMPAFF(victim, VAM_QUIETUS))
            send_to_char(" Quietus", ch);
        send_to_char(".\n\r", ch);
    }
    return;
}

void do_mortal(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];
    int       blood;

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;
    if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_VAMPAFF(ch, VAM_MORTAL))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }
    if (ch->power[DISC_VAMP_OBFU] < 4)
    {
        send_to_char
        ("You must obtain at least level 4 in Obfuscate to use Mortal Facade.\n\r",
         ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_VAMPIRE))
    {
        if (ch->pcdata->condition[COND_THIRST] <
                1000 / (10 - ch->generation))
        {
            send_to_char
            ("You must be at full blood to use this power.\n\r",
             ch);
            return;
        }
        /*
         * Have to make sure they have enough blood to change back
         */
        blood = ch->pcdata->condition[COND_THIRST];
        ch->pcdata->condition[COND_THIRST] = 666;

        /*
         * Remove physical vampire attributes when you take mortal form
         */
        if (IS_VAMPAFF(ch, VAM_DISGUISED))
            do_mask(ch, "self");
        if (IS_IMMUNE(ch, IMM_SHIELDED))
            do_shield(ch, "");
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
            do_shadowplane(ch, "");
        if (IS_VAMPAFF(ch, VAM_FANGS))
            do_fangs(ch, "");
        if (IS_VAMPAFF(ch, VAM_CLAWS))
            do_claws(ch, "");
        if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
            do_nightsight(ch, "");
        if (IS_AFFECTED(ch, AFF_SHADOWSIGHT))
            do_shadowsight(ch, "");
        if (IS_SET(ch->act, PLR_HOLYLIGHT))
            do_truesight(ch, "");
        if (IS_VAMPAFF(ch, VAM_CHANGED))
            do_change(ch, "human");
        if (IS_POLYAFF(ch, POLY_SERPENT))
            do_serpent(ch, "");
        ch->rage = 0;
        ch->pcdata->condition[COND_THIRST] = blood;

        send_to_char
        ("Colour returns to your skin and you warm up a little.\n\r",
         ch);
        act("Colour returns to $n's skin.", ch, NULL, NULL, TO_ROOM);

        REMOVE_BIT(ch->class, CLASS_VAMPIRE);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
        return;
    }
    send_to_char("You skin pales and cools.\n\r", ch);
    act("$n's skin pales slightly.", ch, NULL, NULL, TO_ROOM);
    SET_BIT(ch->class, CLASS_VAMPIRE);
    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
    return;
}

void do_mortalvamp(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];
    int       blood;

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;
    if (IS_CLASS(ch, CLASS_VAMPIRE))
    {
        /*
         * Have to make sure they have enough blood to change back
         */
        blood = ch->pcdata->condition[COND_THIRST];
        ch->pcdata->condition[COND_THIRST] = 666;

        /*
         * Remove physical vampire attributes when you take mortal form
         */
        if (IS_VAMPAFF(ch, VAM_DISGUISED))
            do_mask(ch, "self");
        if (IS_IMMUNE(ch, IMM_SHIELDED))
            do_shield(ch, "");
        if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
            do_shadowplane(ch, "");
        if (IS_VAMPAFF(ch, VAM_FANGS))
            do_fangs(ch, "");
        if (IS_VAMPAFF(ch, VAM_CLAWS))
            do_claws(ch, "");
        if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
            do_nightsight(ch, "");
        if (IS_AFFECTED(ch, AFF_SHADOWSIGHT))
            do_shadowsight(ch, "");
        if (IS_SET(ch->act, PLR_HOLYLIGHT))
            do_truesight(ch, "");
        if (IS_VAMPAFF(ch, VAM_CHANGED))
            do_change(ch, "human");
        if (IS_POLYAFF(ch, POLY_SERPENT))
            do_serpent(ch, "");
        ch->rage = 0;
        ch->pcdata->condition[COND_THIRST] = blood;

        send_to_char("You loose your vampire powers.\n\r", ch);

        return;
    }
    send_to_char("You regain your vampire powers.\n\r", ch);
    return;
}

void do_shield(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;
    if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DROW)
            && !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON)
            && !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_CYBORG)
            && !IS_CLASS(ch, CLASS_SHADOW) && !IS_CLASS(ch, CLASS_HOBBIT)
            && !IS_CLASS(ch, CLASS_DRONE))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_OWL] < 2)
    {
        send_to_char("Sorry, you don't have that power yet.\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_SHADOW)
            && !IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SHIELD))
    {
        send_to_char("You don't have that power yet.\n\r", ch);
        return;
    }
    if (!IS_DEMPOWER(ch, DEM_SHIELD) && IS_CLASS(ch, CLASS_DEMON))
    {
        send_to_char("You must inpart it first!\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_PRIEST))
    {
        if (!IS_PRIPOWER(ch, PRI_SHIELD))
        {
            send_to_char
            ("You should probably pgain shield first.\n\r",
             ch);
            return;
        }
    }
    if (IS_CLASS(ch, CLASS_HOBBIT)
            && ch->pcdata->powers[HOBBIT_DISHES] < 5)
    {
        send_to_char("You must at least learn to cook 5 dishes.\n\r",
                     ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_DROW)
            && !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD))
    {
        send_to_char("You don't have that power.\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_MONK) && !IS_NPC(ch)
            && ch->pcdata->powers[PMONK] < 2)
    {
        send_to_char
        ("You must improve your Mantras to level 2 first!\n\r",
         ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_CYBORG) && ch->pcdata->powers[CYBORG_FACE] < 4)
    {
        stc("You must have 4 implants before using shield.\n\r", ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_DRONE)
            && ch->pcdata->powers[DRONE_WILLPOWER] < 2)
    {
        send_to_char
        ("You don't have the willpower to invoke the fortress of the mind.\n\r",
         ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBFU] < 3
            && ch->power[DISC_VAMP_DOMI] < 2)
    {
        send_to_char
        ("You must obtain at least level 3 in Obfuscate or level 2 in Dominate.\n\r",
         ch);
        return;
    }
    if (!IS_IMMUNE(ch, IMM_SHIELDED))
    {
        send_to_char
        ("You shield your aura from those around you.\n\r",
         ch);
        SET_BIT(ch->immune, IMM_SHIELDED);
        return;
    }
    send_to_char("You stop shielding your aura.\n\r", ch);
    REMOVE_BIT(ch->immune, IMM_SHIELDED);
    return;
}

void do_serpent(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_SERP] < 2)
    {
        send_to_char
        ("You must obtain at least level 2 in Serpentis to use Serpent Form.\n\r",
         ch);
        return;
    }

    if (IS_AFFECTED(ch, AFF_POLYMORPH))
    {
        if (!IS_POLYAFF(ch, POLY_SERPENT))
        {
            send_to_char
            ("You cannot polymorph from this form.\n\r",
             ch);
            return;
        }
        act("You transform back into human.", ch, NULL, NULL,
            TO_CHAR);
        act("$n transform into human form.", ch, NULL, NULL, TO_ROOM);
        clear_stats(ch);
        REMOVE_BIT(ch->polyaff, POLY_SERPENT);
        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
        free_string(ch->morph);
        ch->morph = str_dup("");
        return;
    }
    if (ch->pcdata->condition[COND_THIRST] < 50)
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }
    ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
    clear_stats(ch);
    if (ch->wpn[0] > 0)
    {
        ch->hitroll += ch->wpn[0] * 0.75;
        ch->damroll += ch->wpn[0] * 0.75;
        ch->armor -= ch->wpn[0] * 3;
    }
    if (ch->stance[0] != -1)
        do_stance(ch, "");
    if (ch->mounted == IS_RIDING)
        do_dismount(ch, "");
    ch->pcdata->mod_str = 10;
    act("You transform into a huge serpent.", ch, NULL, NULL, TO_CHAR);
    act("$n transforms into a huge serpent.", ch, NULL, NULL, TO_ROOM);
    SET_BIT(ch->polyaff, POLY_SERPENT);
    SET_BIT(ch->affected_by, AFF_POLYMORPH);
    xprintf(buf, "%s the huge serpent", ch->name);
    free_string(ch->morph);
    ch->morph = str_dup(buf);
    return;
}

void do_poison(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))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (ch->power[DISC_VAMP_SERP] < 3)
    {
        send_to_char
        ("You must obtain at least level 3 in Serpentis to use Poison.\n\r",
         ch);
        return;
    }

    if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL)
            && ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL))
    {
        send_to_char
        ("You must wield the weapon you wish to poison.\n\r",
         ch);
        return;
    }

    if (obj->value[0] != 0)
    {
        send_to_char("This weapon cannot be poisoned.\n\r", ch);
        return;
    }

    if (ch->pcdata->condition[COND_THIRST] < 15)
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }
    ch->pcdata->condition[COND_THIRST] -= number_range(5, 15);
    act("You run your tongue along $p, poisoning it.", ch, obj, NULL,
        TO_CHAR);
    act("$n runs $s tongue along $p, poisoning it.", ch, obj, NULL,
        TO_ROOM);
    obj->value[0] = 53;
    obj->timer = number_range(10, 20);

    return;
}

void do_regenerate(CHAR_DATA * ch, char *argument)
{
    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->rage > 0)
    {
        send_to_char
        ("You cannot control your regenerative powers while the beast is so strong.\n\r",
         ch);
        return;
    }

    if (ch->position == POS_FIGHTING)
    {
        send_to_char("You cannot regenerate while fighting.\n\r", ch);
        return;
    }

    if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana
            && ch->move >= ch->max_move)
    {
        send_to_char
        ("But you are already completely regenerated!\n\r",
         ch);
        return;
    }

    if (ch->pcdata->condition[COND_THIRST] < 5)
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }

    ch->pcdata->condition[COND_THIRST] -= number_range(10, 20);
    if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana
            && ch->move >= ch->max_move)
    {
        send_to_char("Your body has completely regenerated.\n\r", ch);
        act("$n's body completely regenerates itself.", ch, NULL,
            NULL, TO_ROOM);
    }
    else
        send_to_char("Your body slowly regenerates itself.\n\r", ch);
    if (ch->hit < 1)
    {
        ch->hit = ch->hit + 1;
        update_pos(ch);
        WAIT_STATE(ch, 24);
    }
    else
    {
        ch->hit = UMIN(ch->hit + 1500, ch->max_hit);
        WAIT_STATE(ch, 8);
        update_pos(ch);
    }
    return;
}


void reg_mend(CHAR_DATA * ch)
{
    int       ribs = 0;
    int       teeth = 0;

    if (IS_BODY(ch, BROKEN_RIBS_1))
        ribs += 1;
    if (IS_BODY(ch, BROKEN_RIBS_2))
        ribs += 2;
    if (IS_BODY(ch, BROKEN_RIBS_4))
        ribs += 4;
    if (IS_BODY(ch, BROKEN_RIBS_8))
        ribs += 8;
    if (IS_BODY(ch, BROKEN_RIBS_16))
        ribs += 16;
    if (IS_HEAD(ch, LOST_TOOTH_1))
        teeth += 1;
    if (IS_HEAD(ch, LOST_TOOTH_2))
        teeth += 2;
    if (IS_HEAD(ch, LOST_TOOTH_4))
        teeth += 4;
    if (IS_HEAD(ch, LOST_TOOTH_8))
        teeth += 8;
    if (IS_HEAD(ch, LOST_TOOTH_16))
        teeth += 16;

    if (ribs > 0)
    {
        if (IS_BODY(ch, BROKEN_RIBS_1))
            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_1);
        if (IS_BODY(ch, BROKEN_RIBS_2))
            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_2);
        if (IS_BODY(ch, BROKEN_RIBS_4))
            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_4);
        if (IS_BODY(ch, BROKEN_RIBS_8))
            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_8);
        if (IS_BODY(ch, BROKEN_RIBS_16))
            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_16);
        ribs -= 1;
        if (ribs >= 16)
        {
            ribs -= 16;
            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_16);
        }
        if (ribs >= 8)
        {
            ribs -= 8;
            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_8);
        }
        if (ribs >= 4)
        {
            ribs -= 4;
            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_4);
        }
        if (ribs >= 2)
        {
            ribs -= 2;
            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_2);
        }
        if (ribs >= 1)
        {
            ribs -= 1;
            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_1);
        }
        act("One of $n's ribs snap back into place.", ch, NULL, NULL,
            TO_ROOM);
        act("One of your ribs snap back into place.", ch, NULL, NULL,
            TO_CHAR);
    }
    else if (IS_HEAD(ch, LOST_EYE_L))
    {
        act("An eyeball appears in $n's left eye socket.", ch, NULL,
            NULL, TO_ROOM);
        act("An eyeball appears in your left eye socket.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EYE_L);
    }
    else if (IS_HEAD(ch, LOST_EYE_R))
    {
        act("An eyeball appears in $n's right eye socket.", ch, NULL,
            NULL, TO_ROOM);
        act("An eyeball appears in your right eye socket.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EYE_R);
    }
    else if (IS_HEAD(ch, LOST_EAR_L))
    {
        act("An ear grows on the left side of $n's head.", ch, NULL,
            NULL, TO_ROOM);
        act("An ear grows on the left side of your head.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EAR_L);
    }
    else if (IS_HEAD(ch, LOST_EAR_R))
    {
        act("An ear grows on the right side of $n's head.", ch, NULL,
            NULL, TO_ROOM);
        act("An ear grows on the right side of your head.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EAR_R);
    }
    else if (IS_HEAD(ch, LOST_NOSE))
    {
        act("A nose grows on the front of $n's face.", ch, NULL, NULL,
            TO_ROOM);
        act("A nose grows on the front of your face.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_NOSE);
        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_NOSE);
    }
    else if (teeth > 0)
    {
        if (IS_HEAD(ch, LOST_TOOTH_1))
            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_1);
        if (IS_HEAD(ch, LOST_TOOTH_2))
            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_2);
        if (IS_HEAD(ch, LOST_TOOTH_4))
            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_4);
        if (IS_HEAD(ch, LOST_TOOTH_8))
            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_8);
        if (IS_HEAD(ch, LOST_TOOTH_16))
            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_16);
        teeth -= 1;
        if (teeth >= 16)
        {
            teeth -= 16;
            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_16);
        }
        if (teeth >= 8)
        {
            teeth -= 8;
            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_8);
        }
        if (teeth >= 4)
        {
            teeth -= 4;
            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_4);
        }
        if (teeth >= 2)
        {
            teeth -= 2;
            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_2);
        }
        if (teeth >= 1)
        {
            teeth -= 1;
            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_1);
        }
        act("A missing tooth grows in your mouth.", ch, NULL, NULL,
            TO_CHAR);
        act("A missing tooth grows in $n's mouth.", ch, NULL, NULL,
            TO_ROOM);
    }
    else if (IS_HEAD(ch, BROKEN_NOSE))
    {
        act("$n's nose snaps back into place.", ch, NULL, NULL,
            TO_ROOM);
        act("Your nose snaps back into place.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_NOSE);
    }
    else if (IS_HEAD(ch, BROKEN_JAW))
    {
        act("$n's jaw snaps back into place.", ch, NULL, NULL,
            TO_ROOM);
        act("Your jaw snaps back into place.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_JAW);
    }
    else if (IS_HEAD(ch, BROKEN_SKULL))
    {
        act("$n's skull knits itself back together.", ch, NULL, NULL,
            TO_ROOM);
        act("Your skull knits itself back together.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_SKULL);
    }
    else if (IS_BODY(ch, BROKEN_SPINE))
    {
        act("$n's spine knits itself back together.", ch, NULL, NULL,
            TO_ROOM);
        act("Your spine knits itself back together.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_BODY], BROKEN_SPINE);
    }
    else if (IS_BODY(ch, BROKEN_NECK))
    {
        act("$n's neck snaps back into place.", ch, NULL, NULL,
            TO_ROOM);
        act("Your neck snaps back into place.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_BODY], BROKEN_NECK);
    }
    else if (IS_ARM_L(ch, LOST_ARM))
    {
        act("An arm grows from the stump of $n's left shoulder.", ch,
            NULL, NULL, TO_ROOM);
        act("An arm grows from the stump of your left shoulder.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_ARM);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_ARM);
        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_HAND);
    }
    else if (IS_ARM_R(ch, LOST_ARM))
    {
        act("An arm grows from the stump of $n's right shoulder.", ch,
            NULL, NULL, TO_ROOM);
        act("An arm grows from the stump of your right shoulder.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_ARM);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_ARM);
        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_HAND);
    }
    else if (IS_LEG_L(ch, LOST_LEG))
    {
        act("A leg grows from the stump of $n's left hip.", ch, NULL,
            NULL, TO_ROOM);
        act("A leg grows from the stump of your left hip.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], LOST_LEG);
        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], BROKEN_LEG);
        SET_BIT(ch->loc_hp[LOC_LEG_L], LOST_FOOT);
    }
    else if (IS_LEG_R(ch, LOST_LEG))
    {
        act("A leg grows from the stump of $n's right hip.", ch, NULL,
            NULL, TO_ROOM);
        act("A leg grows from the stump of your right hip.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], LOST_LEG);
        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], BROKEN_LEG);
        SET_BIT(ch->loc_hp[LOC_LEG_R], LOST_FOOT);
    }
    else if (IS_ARM_L(ch, BROKEN_ARM))
    {
        act("$n's left arm snaps back into place.", ch, NULL, NULL,
            TO_ROOM);
        act("Your left arm snaps back into place.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_ARM);
    }
    else if (IS_ARM_R(ch, BROKEN_ARM))
    {
        act("$n's right arm snaps back into place.", ch, NULL, NULL,
            TO_ROOM);
        act("Your right arm snaps back into place.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_ARM);
    }
    else if (IS_LEG_L(ch, BROKEN_LEG))
    {
        act("$n's left leg snaps back into place.", ch, NULL, NULL,
            TO_ROOM);
        act("Your left leg snaps back into place.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], BROKEN_LEG);
    }
    else if (IS_LEG_R(ch, BROKEN_LEG))
    {
        act("$n's right leg snaps back into place.", ch, NULL, NULL,
            TO_ROOM);
        act("Your right leg snaps back into place.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], BROKEN_LEG);
    }
    else if (IS_ARM_L(ch, LOST_HAND))
    {
        act("A hand grows from the stump of $n's left wrist.", ch,
            NULL, NULL, TO_ROOM);
        act("A hand grows from the stump of your left wrist.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_HAND);
        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_THUMB);
        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_I);
        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_M);
        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_R);
        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_L);
    }
    else if (IS_ARM_R(ch, LOST_HAND))
    {
        act("A hand grows from the stump of $n's right wrist.", ch,
            NULL, NULL, TO_ROOM);
        act("A hand grows from the stump of your right wrist.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_HAND);
        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_THUMB);
        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_I);
        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_M);
        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_R);
        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_L);
    }
    else if (IS_LEG_L(ch, LOST_FOOT))
    {
        act("A foot grows from the stump of $n's left ankle.", ch,
            NULL, NULL, TO_ROOM);
        act("A foot grows from the stump of your left ankle.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], LOST_FOOT);
    }
    else if (IS_LEG_R(ch, LOST_FOOT))
    {
        act("A foot grows from the stump of $n's right ankle.", ch,
            NULL, NULL, TO_ROOM);
        act("A foot grows from the stump of your right ankle.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], LOST_FOOT);
    }
    else if (IS_ARM_L(ch, LOST_THUMB))
    {
        act("A thumb slides out of $n's left hand.", ch, NULL, NULL,
            TO_ROOM);
        act("A thumb slides out of your left hand.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_THUMB);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_THUMB);
    }
    else if (IS_ARM_L(ch, BROKEN_THUMB))
    {
        act("$n's left thumb snaps back into place.", ch, NULL, NULL,
            TO_ROOM);
        act("Your left thumb snaps back into place.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_THUMB);
    }
    else if (IS_ARM_L(ch, LOST_FINGER_I))
    {
        act("An index finger slides out of $n's left hand.", ch, NULL,
            NULL, TO_ROOM);
        act("An index finger slides out of your left hand.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_I);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I);
    }
    else if (IS_ARM_L(ch, BROKEN_FINGER_I))
    {
        act("$n's left index finger snaps back into place.", ch, NULL,
            NULL, TO_ROOM);
        act("Your left index finger snaps back into place.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I);
    }
    else if (IS_ARM_L(ch, LOST_FINGER_M))
    {
        act("A middle finger slides out of $n's left hand.", ch, NULL,
            NULL, TO_ROOM);
        act("A middle finger slides out of your left hand.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_M);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M);
    }
    else if (IS_ARM_L(ch, BROKEN_FINGER_M))
    {
        act("$n's left middle finger snaps back into place.", ch,
            NULL, NULL, TO_ROOM);
        act("Your left middle finger snaps back into place.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M);
    }
    else if (IS_ARM_L(ch, LOST_FINGER_R))
    {
        act("A ring finger slides out of $n's left hand.", ch, NULL,
            NULL, TO_ROOM);
        act("A ring finger slides out of your left hand.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_R);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R);
    }
    else if (IS_ARM_L(ch, BROKEN_FINGER_R))
    {
        act("$n's left ring finger snaps back into place.", ch, NULL,
            NULL, TO_ROOM);
        act("Your left ring finger snaps back into place.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R);
    }
    else if (IS_ARM_L(ch, LOST_FINGER_L))
    {
        act("A little finger slides out of $n's left hand.", ch, NULL,
            NULL, TO_ROOM);
        act("A little finger slides out of your left hand.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_L);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L);
    }
    else if (IS_ARM_L(ch, BROKEN_FINGER_L))
    {
        act("$n's left little finger snaps back into place.", ch,
            NULL, NULL, TO_ROOM);
        act("Your left little finger snaps back into place.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L);
    }
    else if (IS_ARM_R(ch, LOST_THUMB))
    {
        act("A thumb slides out of $n's right hand.", ch, NULL, NULL,
            TO_ROOM);
        act("A thumb slides out of your right hand.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_THUMB);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_THUMB);
    }
    else if (IS_ARM_R(ch, BROKEN_THUMB))
    {
        act("$n's right thumb snaps back into place.", ch, NULL, NULL,
            TO_ROOM);
        act("Your right thumb snaps back into place.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_THUMB);
    }
    else if (IS_ARM_R(ch, LOST_FINGER_I))
    {
        act("An index finger slides out of $n's right hand.", ch,
            NULL, NULL, TO_ROOM);
        act("An index finger slides out of your right hand.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_I);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I);
    }
    else if (IS_ARM_R(ch, BROKEN_FINGER_I))
    {
        act("$n's right index finger snaps back into place.", ch,
            NULL, NULL, TO_ROOM);
        act("Your right index finger snaps back into place.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I);
    }
    else if (IS_ARM_R(ch, LOST_FINGER_M))
    {
        act("A middle finger slides out of $n's right hand.", ch,
            NULL, NULL, TO_ROOM);
        act("A middle finger slides out of your right hand.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_M);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M);
    }
    else if (IS_ARM_R(ch, BROKEN_FINGER_M))
    {
        act("$n's right middle finger snaps back into place.", ch,
            NULL, NULL, TO_ROOM);
        act("Your right middle finger snaps back into place.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M);
    }
    else if (IS_ARM_R(ch, LOST_FINGER_R))
    {
        act("A ring finger slides out of $n's right hand.", ch, NULL,
            NULL, TO_ROOM);
        act("A ring finger slides out of your right hand.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_R);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R);
    }
    else if (IS_ARM_R(ch, BROKEN_FINGER_R))
    {
        act("$n's right ring finger snaps back into place.", ch, NULL,
            NULL, TO_ROOM);
        act("Your right ring finger snaps back into place.", ch, NULL,
            NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R);
    }
    else if (IS_ARM_R(ch, LOST_FINGER_L))
    {
        act("A little finger slides out of $n's right hand.", ch,
            NULL, NULL, TO_ROOM);
        act("A little finger slides out of your right hand.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_L);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L);
    }
    else if (IS_ARM_R(ch, BROKEN_FINGER_L))
    {
        act("$n's right little finger snaps back into place.", ch,
            NULL, NULL, TO_ROOM);
        act("Your right little finger snaps back into place.", ch,
            NULL, NULL, TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L);
    }
    else if (IS_BODY(ch, CUT_THROAT))
    {
        if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT))
            return;
        act("The wound in $n's throat closes up.", ch, NULL, NULL,
            TO_ROOM);
        act("The wound in your throat closes up.", ch, NULL, NULL,
            TO_CHAR);
        REMOVE_BIT(ch->loc_hp[LOC_BODY], CUT_THROAT);
    }
    return;
}

void vamp_rage(CHAR_DATA * ch)
{
    if (IS_NPC(ch))
        return;

    send_to_char
    ("You scream with rage as the beast within consumes you!\n\r",
     ch);
    act("$n screams with rage as $s inner beast consumes $m!.", ch, NULL,
        NULL, TO_ROOM);
    do_beastlike(ch, "");
    do_frenzy(ch, "");
    return;
}

void do_humanity(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;

    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast > 0
            && ch->beast < 100 && number_range(1, 300) <= ch->beast)
    {
        if (ch->beast == 1)
        {
            send_to_char("You have attained Golconda!\n\r", ch);
            ch->exp += 1000000;
            if (!IS_IMMUNE(ch, IMM_SUNLIGHT))
                SET_BIT(ch->immune, IMM_SUNLIGHT);
        }
        else
            send_to_char
            ("You feel slightly more in control of your beast.\n\r",
             ch);
        ch->beast -= 1;
    }
    return;
}

void do_beastlike(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];
    int       blood;

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;

    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast < 100
            && ch->beast > 0 && number_range(1, 500) <= ch->beast)
    {
        if (ch->beast < 99)
            send_to_char
            ("You feel your beast take more control over your actions.\n\r",
             ch);
        else
            send_to_char
            ("Your beast has fully taken over control of your actions!\n\r",
             ch);
        ch->beast += 1;
        blood = ch->pcdata->condition[COND_THIRST];
        ch->pcdata->condition[COND_THIRST] = 666;
        if ((IS_VAMPAFF(ch, VAM_PROTEAN)
                || (IS_VAMPAFF(ch, VAM_OBTENEBRATION)))
                && !IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
            do_nightsight(ch, "");
        if (!IS_VAMPAFF(ch, VAM_FANGS))
            do_fangs(ch, "");
        if (IS_VAMPAFF(ch, VAM_PROTEAN) && !IS_VAMPAFF(ch, VAM_CLAWS))
            do_claws(ch, "");
        ch->pcdata->condition[COND_THIRST] = blood;
    }
    return;
}


void do_werewolf(CHAR_DATA * ch, char *argument)
{
    char      buf[MAX_INPUT_LENGTH];
    char      arg[MAX_INPUT_LENGTH];
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    OBJ_DATA *obj;

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;
    if (!IS_CLASS(ch, CLASS_WEREWOLF))
        return;
    if (IS_SET(ch->special, SPC_WOLFMAN))
        return;
    SET_BIT(ch->special, SPC_WOLFMAN);

    send_to_char("You throw back your head and howl with rage!\n\r", ch);
    act("$n throws back $s head and howls with rage!.", ch, NULL, NULL,
        TO_ROOM);
    send_to_char("Coarse dark hair sprouts from your body.\n\r", ch);
    act("Coarse dark hair sprouts from $n's body.", ch, NULL, NULL,
        TO_ROOM);
    if (!IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
    {
        send_to_char("Your eyes start glowing red.\n\r", ch);
        act("$n's eyes start glowing red.", ch, NULL, NULL, TO_ROOM);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
    }
    if (!IS_VAMPAFF(ch, VAM_FANGS))
    {
        send_to_char
        ("A pair of long fangs extend from your mouth.\n\r",
         ch);
        act("A pair of long fangs extend from $n's mouth.", ch, NULL,
            NULL, TO_ROOM);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
    }
    if (!IS_VAMPAFF(ch, VAM_CLAWS))
    {
        send_to_char
        ("Razor sharp talons extend from your fingers.\n\r",
         ch);
        act("Razor sharp talons extend from $n's fingers.", ch, NULL,
            NULL, TO_ROOM);
        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
    }
    if ((obj = get_eq_char(ch, WEAR_WIELD)) != NULL
            && (!IS_SET(obj->spectype, SITEM_WOLFWEAPON)
                || obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM))
    {
        act("$p drops from your right hand.", ch, obj, NULL, TO_CHAR);
        act("$p drops from $n's right hand.", ch, obj, NULL, TO_ROOM);
        obj_from_char(obj);
        obj_to_char(obj, ch);
    }
    if ((obj = get_eq_char(ch, WEAR_HOLD)) != NULL
            && (!IS_SET(obj->spectype, SITEM_WOLFWEAPON)
                || obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM))
    {
        act("$p drops from your left hand.", ch, obj, NULL, TO_CHAR);
        act("$p drops from $n's left hand.", ch, obj, NULL, TO_ROOM);
        obj_from_char(obj);
        obj_to_char(obj, ch);
    }
    SET_BIT(ch->affected_by, AFF_POLYMORPH);
    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
    xprintf(buf, "%s the werewolf", ch->name);
    free_string(ch->morph);
    ch->morph = str_dup(buf);
    ch->rage += 25;
    ch->hitroll += 50;
    ch->damroll += 50;
    if (ch->power[DISC_WERE_WOLF] > 3)
        ch->rage += 100;
    if (ch->rage > 300)
        ch->rage = 300;

    ch->hit += 2000;

    for (vch = char_list; vch != NULL; vch = vch_next)
    {
        vch_next = vch->next;
        if (vch->in_room == NULL)
            continue;
        if (ch == vch)
        {
            act("You throw back your head and howl with rage!",
                ch, NULL, NULL, TO_CHAR);
            continue;
        }
        if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
            continue;
        if (!IS_NPC(vch))
        {
            if (vch->in_room == ch->in_room)
                act("$n throws back $s head and howls with rage!", ch, NULL, vch, TO_VICT);
            else if (vch->in_room->area == ch->in_room->area)
                send_to_char
                ("You hear a fearsome howl close by!\n\r",
                 vch);
            else if (!CAN_PK(vch))
                continue;
        }
        if (vch->in_room == ch->in_room && can_see(ch, vch))
        {
            multi_hit(ch, vch, TYPE_UNDEFINED);
            if (vch == NULL || vch->position <= POS_STUNNED)
                continue;
            multi_hit(ch, vch, TYPE_UNDEFINED);
        }
    }
    return;
}

void do_unwerewolf(CHAR_DATA * ch, char *argument)
{
    char      arg[MAX_INPUT_LENGTH];

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;
    if (!IS_CLASS(ch, CLASS_WEREWOLF))
        return;
    if (!IS_SET(ch->special, SPC_WOLFMAN))
        return;
    REMOVE_BIT(ch->special, SPC_WOLFMAN);
    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
    free_string(ch->morph);
    ch->morph = str_dup("");
    if (IS_VAMPAFF(ch, VAM_CLAWS))
    {
        send_to_char("Your talons slide back into your fingers.\n\r",
                     ch);
        act("$n's talons slide back into $s fingers.", ch, NULL, NULL,
            TO_ROOM);
        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
    }
    if (IS_VAMPAFF(ch, VAM_FANGS))
    {
        send_to_char("Your fangs slide back into your mouth.\n\r",
                     ch);
        act("$n's fangs slide back into $s mouth.", ch, NULL, NULL,
            TO_ROOM);
        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
    }
    if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT))
    {
        send_to_char("The red glow in your eyes fades.\n\r", ch);
        act("The red glow in $n's eyes fades.", ch, NULL, NULL,
            TO_ROOM);
        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
    }
    send_to_char("Your coarse hair shrinks back into your body.\n\r", ch);
    act("$n's coarse hair shrinks back into $s body.", ch, NULL, NULL,
        TO_ROOM);
    ch->rage -= 25;
    ch->hitroll -= 50;
    ch->damroll -= 50;
    if (ch->rage < 0)
        ch->rage = 0;
    if (ch->hit > 2000)
        ch->hit -= 2000;
    return;
}

void do_possession(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_DOMI] < 3 && IS_CLASS(ch, CLASS_MAGE))
    {
        send_to_char
        ("You must obtain at least level 3 in Dominate to use Possession.\n\r",
         ch);
        return;
    }

    if ((familiar = ch->pcdata->familiar) != NULL)
    {
        xprintf(buf, "You break your hold over %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 Possess?\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 possess 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] < 50
            && IS_CLASS(ch, CLASS_VAMPIRE))
    {
        send_to_char("You have insufficient blood.\n\r", ch);
        return;
    }

    ch->pcdata->condition[COND_THIRST] -= 50;
    ch->pcdata->familiar = victim;
    victim->wizard = ch;
    act("You concentrate on $N.", ch, NULL, victim, TO_CHAR);
    act("$n is staring at you!", ch, NULL, victim, TO_VICT);
    act("$n starts staring at $N", ch, NULL, victim, TO_NOTVICT);
    return;
}

void do_familiar(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;
    CHAR_DATA *familiar;
    char      arg[MAX_INPUT_LENGTH];

    one_argument(argument, arg);

    return;

    if (arg[0] == '\0')
    {
        send_to_char("What do you wish to make your familiar?\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))
    {
        send_to_char("Not on players.\n\r", ch);
        return;
    }

    if ((familiar = ch->pcdata->familiar) != NULL)
        familiar->wizard = NULL;
    ch->pcdata->familiar = victim;
    victim->wizard = ch;
    send_to_char("Ok.\n\r", ch);

    return;
}

void do_fcommand(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;

    if (IS_NPC(ch))
        return;

    if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_DOMI] < 3))
    {
        send_to_char
        ("You are not trained in the Dominate discipline.\n\r",
         ch);
        return;
    }

    if ((victim = ch->pcdata->familiar) == NULL)
    {
        send_to_char("But you don't have a familiar!\n\r", ch);
        return;
    }

    if (argument[0] == '\0')
    {
        send_to_char("What do you wish to make your familiar do?\n\r",
                     ch);
        return;
    }
    interpret(victim, argument);
    return;
}

void do_vanish(CHAR_DATA * ch, char *argument)
{
    if (IS_NPC(ch))
        return;

    if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
            !IS_CLASS(ch, CLASS_HOBBIT) && !IS_CLASS(ch, CLASS_FAE)
            && !IS_CLASS(ch, CLASS_SHADOW))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_OWL] < 1)
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBFU] < 1)
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_SHADOW)
            && !IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_HIDE))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }
    if (ch->fight_timer > 0)
    {
        send_to_char("Not until your fight timer expires.\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 4)
    {
        send_to_char("You can't do that, yet.\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_HOBBIT)
            && ch->pcdata->powers[HOBBIT_DISHES] < 5)
    {
        send_to_char("You need to master 5 ingredients.\n\r", ch);
        return;
    }

    if (ch->fight_timer > 0)
    {
        send_to_char("Not until your fight timer expires.\n\r", ch);
        return;
    }

    if (IS_SET(ch->act, AFF_HIDE))
    {
        REMOVE_BIT(ch->act, AFF_HIDE);
        send_to_char("You slowly fade into existance.\n\r", ch);
        act("$n slowly fades into existance.", ch, NULL, NULL,
            TO_ROOM);
    }
    else
    {
        send_to_char("You slowly fade out of existance.\n\r", ch);
        act("$n slowly fades out of existance.", ch, NULL, NULL,
            TO_ROOM);
        SET_BIT(ch->act, AFF_HIDE);
    }
    return;
}

void do_flex(CHAR_DATA * ch, char *argument)
{
    act("You flex your bulging muscles.", ch, NULL, NULL, TO_CHAR);
    act("$n flexes $s bulging muscles.", ch, NULL, NULL, TO_ROOM);
    if (IS_NPC(ch))
        return;

    if (IS_EXTRA(ch, TIED_UP))
    {
        act("The ropes restraining you snap.", ch, NULL, NULL,
            TO_CHAR);
        act("The ropes restraining $n snap.", ch, NULL, NULL,
            TO_ROOM);
        REMOVE_BIT(ch->extra, TIED_UP);
    }
    if (is_affected(ch, gsn_web))
    {
        act("The webbing entrapping $n breaks away.", ch, NULL, NULL,
            TO_ROOM);
        send_to_char("The webbing entrapping you breaks away.\n\r",
                     ch);
        affect_strip(ch, gsn_web);
    }
    if (IS_AFFECTED(ch, AFF_WEBBED))
    {
        act("The webbing entrapping $n breaks away.", ch, NULL, NULL,
            TO_ROOM);
        send_to_char("The webbing entrapping you breaks away.\n\r",
                     ch);
        REMOVE_BIT(ch->affected_by, AFF_WEBBED);
    }
    if (IS_AFF2(ch, AFF2_THORNS))
    {
        act("The thorns and brambles holding $n breaks away.", ch,
            NULL, NULL, TO_ROOM);
        send_to_char("The brambles break away.\n\r", ch);
        REMOVE_BIT(ch->affected_by2, AFF2_THORNS);
        return;
    }

    WAIT_STATE(ch, 12);
    return;
}

void do_rage(CHAR_DATA * ch, char *argument)
{
    if (IS_NPC(ch))
        return;

    if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_WEREWOLF))
    {

        if (!IS_SET(ch->special, SPC_WOLFMAN))
        {
            send_to_char("You start snarling angrilly.\n\r", ch);
            act("$n starts snarling angrilly.", ch, NULL, NULL,
                TO_ROOM);
            ch->rage += number_range(40, 60);
            if (ch->rage >= 100)
                do_werewolf(ch, "");
            WAIT_STATE(ch, 12);
            return;
        }
        send_to_char("But you are already in a rage!\n\r", ch);
    }

    if (IS_CLASS(ch, CLASS_DEMON))
    {
        if (ch->power[DISC_DAEM_ATTA] < 3)
        {
            stc("You try, but cannot summon your beast.\n\r", ch);
            return;
        }

        if (ch->beast < 1)
            ch->beast = 1;

        if (ch->beast > ch->rage || ch->rage < 125)
        {
            ch->rage += number_range(ch->generation, 25);
            stc("You scream as you plunge into a mad attacking frenzy.\n\r", ch);
            act("$n screams in frenzied rage.", ch, NULL, NULL,
                TO_ROOM);
            if (number_percent() < (ch->beast + 1))
            {
                stc("You feel the beast take more control.\n\r", ch);
                ch->beast += 1;
                if (ch->beast > 100)
                    ch->beast = 100;
            }
            WAIT_STATE(ch, 12);
            return;
        }

        stc("You have reached the pinnacle of your frenzy.\n\r", ch);
    }

    return;
}

void do_calm(CHAR_DATA * ch, char *argument)
{
    if (IS_NPC(ch))
        return;

    if (!IS_CLASS(ch, CLASS_WEREWOLF) &&
            !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_NINJA))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_WEREWOLF))
    {

        if ((ch->power[DISC_WERE_WOLF] < 3)
                && (IS_CLASS(ch, CLASS_WEREWOLF)))
        {
            stc("You need level three in the Wolf totem to Calm.\n\r", ch);
            return;
        }

        if (IS_SET(ch->special, SPC_WOLFMAN))
        {
            send_to_char
            ("You take a deep breath and calm yourself.\n\r",
             ch);
            act("$n takes a deep breath and tries to calm $mself.", ch, NULL, NULL, TO_ROOM);
            ch->rage -= number_range(60, 90);
            if (ch->rage < 0)
                ch->rage = 0;
            if (ch->rage < 100)
                do_unwerewolf(ch, "");
            WAIT_STATE(ch, 12);
            return;
        }
        send_to_char("But you are not in crinos form!\n\r", ch);
    }
    if (IS_CLASS(ch, CLASS_NINJA))
    {
        send_to_char("You take a deep breath and calm yourself.\n\r",
                     ch);
        act("$n takes a deep breath and tries to calm $mself.", ch,
            NULL, NULL, TO_ROOM);
        ch->rage = 0;
        WAIT_STATE(ch, 12);
        return;
    }
    if (IS_CLASS(ch, CLASS_DEMON))
    {

        if (ch->power[DISC_DAEM_ATTA] < 4)
        {
            stc("You need level four in Attack to calm your frenzy.\n\r", ch);
            return;
        }

        if (ch->beast >= 100)
            ch->beast = 100;
        if (ch->beast <= 0)
            ch->beast = 0;

        ch->rage -= (40 - (ch->beast / 3) + dice(1, 10));
        if (ch->rage <= 0)
        {
            ch->rage = 0;
            send_to_char
            ("You have calmed out of your rage completely.\n\r",
             ch);
        }
        else
        {
            send_to_char
            ("You hold your breath and try to calm your frenzy.\n\r",
             ch);
            WAIT_STATE(ch, 8);
        }
        return;
    }
    return;
}

void do_totems(CHAR_DATA * ch, char *argument)
{

    if (IS_NPC(ch))
        return;


    send_to_char
    ("Please use the new commands, Disciplines and research.\n\r",
     ch);
    return;

}

void do_web(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_WEREWOLF) && !IS_CLASS(ch, CLASS_DROW)
            && !IS_CLASS(ch, CLASS_CYBORG) && !IS_CLASS(ch, CLASS_DROID)
            && !IS_CLASS(ch, CLASS_TANARRI) && !IS_CLASS(ch, CLASS_SAMURAI)
            && !IS_CLASS(ch, CLASS_PRIEST))
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_DROID)
            && !IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE))
    {
        send_to_char("You don't have the armwire implant.\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] < 2)
    {
        send_to_char("You don't have that power yet.\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_DROW)
            && !IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
    {
        send_to_char("You don't have that power yet.\n\r", ch);
        return;
    }

    if (IS_CLASS(ch, CLASS_TANARRI) && ch->pcdata->rank < 3)
    {
        send_to_char("You don't have that power yet.\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 web yourself.\n\r", ch);
        return;
    }

    if (IS_AFFECTED(victim, AFF_ETHEREAL))
    {
        send_to_char("You cannot web an ethereal person.\n\r", ch);
        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;
}

void do_mitsukeru(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;
    ROOM_INDEX_DATA *chroom;
    ROOM_INDEX_DATA *victimroom;
    char      arg[MAX_INPUT_LENGTH];

    argument = one_argument(argument, arg);

    if (IS_NPC(ch))
        return;

    if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_SORA] < 1)
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }
    if (arg[0] == '\0')
    {
        send_to_char("Scry on whom?\n\r", ch);
        return;
    }

    if ((victim = get_char_world(ch, arg)) == NULL)
    {
        send_to_char("They aren't here.\n\r", ch);
        return;
    }

    chroom = ch->in_room;
    victimroom = victim->in_room;

    char_from_room(ch);
    char_to_room(ch, victimroom);
    if (IS_AFFECTED(ch, AFF_SHADOWPLANE)
            && (!IS_AFFECTED(victim, AFF_SHADOWPLANE)))
    {
        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
        do_look(ch, "auto");
        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
    }
    else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE)
             && (IS_AFFECTED(victim, AFF_SHADOWPLANE)))
    {
        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
        do_look(ch, "auto");
        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
    }
    else
        do_look(ch, "auto");
    char_from_room(ch);
    char_to_room(ch, chroom);
    if (!IS_NPC(victim))
        ch->fight_timer += 5;
    return;
}

void do_koryou(CHAR_DATA * ch, char *argument)
{
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    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_NINJA) || ch->pcdata->powers[NPOWER_SORA] < 2)
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (arg[0] == '\0')
    {
        send_to_char("Read the aura on what?\n\r", ch);
        return;
    }

    if ((victim = get_char_room(ch, NULL, arg)) == NULL)
    {
        if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
        {
            send_to_char("Read the aura on what?\n\r", ch);
            return;
        }
        act("$n examines $p intently.", ch, obj, NULL, TO_ROOM);
        spell_identify(skill_lookup("identify"), ch->level, ch, obj);
        return;
    }

    if (!IS_NPC(victim) && (IS_IMMUNE(victim, IMM_SHIELDED) ||
                            (IS_CLASS(victim, CLASS_DROW) &&
                             IS_SET(victim->pcdata->powers[1],
                                    DPOWER_DROWSHIELD)))
            && !IS_ITEMAFF(ch, ITEMA_VISION))
    {
        send_to_char("You are unable to read their aura.\n\r", ch);
        return;
    }

    act("$n examines $N intently.", ch, NULL, victim, TO_NOTVICT);
    act("$n examines you intently.", ch, NULL, victim, TO_VICT);
    if (IS_NPC(victim))
        xprintf(buf, "%s is an NPC.\n\r", victim->short_descr);
    else
    {
        if (victim->level == 12)
            xprintf(buf, "%s is an Implementor.\n\r",
                    victim->name);
        else if (victim->level == 11)
            xprintf(buf, "%s is a High Judge.\n\r", victim->name);
        else if (victim->level == 10)
            xprintf(buf, "%s is a Judge.\n\r", victim->name);
        else if (victim->level == 9)
            xprintf(buf, "%s is an Enforcer.\n\r", victim->name);
        else if (victim->level == 8)
            xprintf(buf, "%s is a Quest Maker.\n\r",
                    victim->name);
        else if (victim->level == 7)
            xprintf(buf, "%s is a Builder.\n\r", victim->name);
        else if (victim->level >= 3)
            xprintf(buf, "%s is an Avatar.\n\r", victim->name);
        else
            xprintf(buf, "%s is a Mortal.\n\r", victim->name);
    }
    send_to_char(buf, ch);
    if (!IS_NPC(victim))
    {
        xprintf(buf, "Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",
                get_curr_str(victim), get_curr_int(victim),
                get_curr_wis(victim), get_curr_dex(victim),
                get_curr_con(victim));
        send_to_char(buf, ch);
    }
    xprintf(buf, "Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r", victim->hit,
            victim->max_hit, victim->mana, victim->max_mana, victim->move,
            victim->max_move);
    send_to_char(buf, ch);
    if (!IS_NPC(victim))
        xprintf(buf, "Hitroll:%d, Damroll:%d, AC:%d.\n\r",
                char_hitroll(victim), char_damroll(victim),
                char_ac(victim));
    else
        xprintf(buf, "AC:%d.\n\r", char_ac(victim));
    send_to_char(buf, ch);
    if (!IS_NPC(victim))
    {
        xprintf(buf, "Status:%d, ", victim->race);
        send_to_char(buf, ch);
        if (IS_CLASS(victim, CLASS_VAMPIRE))
        {
            xprintf(buf, "Blood:%d, ",
                    victim->pcdata->condition[COND_THIRST]);
            send_to_char(buf, ch);
        }
    }
    xprintf(buf, "Alignment:%d.\n\r", victim->alignment);
    send_to_char(buf, ch);
    if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT))
        act("$N is pregnant.", ch, NULL, victim, TO_CHAR);
    if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
    {
        send_to_char("Disciplines:", ch);
        if (IS_VAMPAFF(victim, VAM_PROTEAN))
            send_to_char(" Protean", ch);
        if (IS_VAMPAFF(victim, VAM_CELERITY))
            send_to_char(" Celerity", ch);
        if (IS_VAMPAFF(victim, VAM_FORTITUDE))
            send_to_char(" Fortitude", ch);
        if (IS_VAMPAFF(victim, VAM_POTENCE))
            send_to_char(" Potence", ch);
        if (IS_VAMPAFF(victim, VAM_OBFUSCATE))
            send_to_char(" Obfuscate", ch);
        if (IS_VAMPAFF(victim, VAM_OBTENEBRATION))
            send_to_char(" Obtenebration", ch);
        if (IS_VAMPAFF(victim, VAM_SERPENTIS))
            send_to_char(" Serpentis", ch);
        if (IS_VAMPAFF(victim, VAM_AUSPEX))
            send_to_char(" Auspex", ch);
        if (IS_VAMPAFF(victim, VAM_DOMINATE))
            send_to_char(" Dominate", ch);
        if (IS_VAMPAFF(victim, VAM_PRESENCE))
            send_to_char(" Presence", ch);
        if (IS_VAMPAFF(victim, VAM_VICISSITUDE))
            send_to_char(" Vicissitude", ch);
        if (IS_VAMPAFF(victim, VAM_THAU))
            send_to_char(" Thaumaturgy", ch);
        if (IS_VAMPAFF(victim, VAM_ANIMAL))
            send_to_char(" Animalism", ch);
        if (IS_VAMPAFF(victim, VAM_QUIETUS))
            send_to_char(" Quietus", ch);
        send_to_char(".\n\r", ch);
    }
    return;
}
