ability.c:    if (ch->ability_cur[CUR] == 0 && ch->ability[0] < 100)
ability.c:        ch->ability_exp[0] += gain;
ability.c:        if (ch->ability_exp[0] > (21000000 * ch->ability[0]))
ability.c:            ch->ability_exp[0] -= 21000000 * ch->ability[0];
ability.c:            ch->ability[0]++;
ability.c:    if (ch->ability_cur[CUR] == 1 && ch->ability[1] < 100)
ability.c:        ch->ability_exp[1] += gain;
ability.c:        if (ch->ability_exp[1] > (21000000 * ch->ability[1]))
ability.c:            ch->ability_exp[1] -= 21000000 * ch->ability[1];
ability.c:            ch->ability[1]++;
ability.c:    if (ch->ability_cur[CUR] == 2 && ch->ability[2] < 100)
ability.c:        ch->ability_exp[2] += gain;
ability.c:        if (ch->ability_exp[2] > (21000000 * ch->ability[2]))
ability.c:            ch->ability_exp[2] -= 21000000 * ch->ability[2];
ability.c:            ch->ability[2]++;
ability.c:    if (ch->ability_cur[CUR] == 3 && ch->ability[3] < 100)
ability.c:        ch->ability_exp[3] += gain;
ability.c:        if (ch->ability_exp[3] > (21000000 * ch->ability[3]))
ability.c:            ch->ability_exp[3] -= 21000000 * ch->ability[3];
ability.c:            ch->ability[3]++;
ability.c:    if (ch->ability_cur[CUR] == 4 && ch->ability[4] < 100)
ability.c:        ch->ability_exp[4] += gain;
ability.c:        if (ch->ability_exp[4] > (21000000 * ch->ability[4]))
ability.c:            ch->ability_exp[4] -= 21000000 * ch->ability[4];
ability.c:            ch->ability[4]++;
ability.c:    if (ch->ability[0] < 1) ch->ability[0] = 1;
ability.c:    if (ch->ability[1] < 1) ch->ability[1] = 1;
ability.c:    if (ch->ability[2] < 1) ch->ability[2] = 1;
ability.c:    if (ch->ability[3] < 1) ch->ability[3] = 1;
ability.c:    if (ch->ability[4] < 1) ch->ability[4] = 1;
ability.c:    if (ch->ability[0] > 1)
ability.c:        resist += ch->ability[0] / 40;
ability.c:        hp += ch->ability[0] * 100;
ability.c:    if (ch->ability[1] > 1)
ability.c:        damage += ch->ability[1] * 4;
ability.c:        dr += ch->ability[1] * 10;
ability.c:    if (ch->ability[2] > 1)
ability.c:        attack += ch->ability[2] / 20;
ability.c:        hr += ch->ability[2] * 10;
ability.c:    if (ch->ability[3] > 1)
ability.c:        ac -= ch->ability[3] - (ch->ability[3] * 10);
ability.c:        parry += ch->ability[3] / 10;
ability.c:    if (ch->ability[4] > 1)
ability.c:        attack += ch->ability[4] / 20;
ability.c:        dodge += ch->ability[4] / 10;
ability.c:                ch->ability[0], ch->ability_exp[0],
ability.c:                ((21000000 * ch->ability[0]) - ch->ability_exp[0]),
ability.c:                ch->ability[1], ch->ability_exp[1],
ability.c:                ((21000000 * ch->ability[1]) - ch->ability_exp[1]),
ability.c:                ch->ability[2], ch->ability_exp[2],
ability.c:                ((21000000 * ch->ability[2]) - ch->ability_exp[2]),
ability.c:                ch->ability[3], ch->ability_exp[3],
ability.c:                ((21000000 * ch->ability[3]) - ch->ability_exp[3]),
ability.c:                ch->ability[4], ch->ability_exp[4],
ability.c:                ((21000000 * ch->ability[4]) - ch->ability_exp[4]),
ability.c:        if (ch->ability_cur[CUR] == 0) ability = "Combat Toughness";
ability.c:        else if (ch->ability_cur[CUR] == 1) ability = "Combat Power";
ability.c:        else if (ch->ability_cur[CUR] == 2) ability = "Combat Skill";
ability.c:        else if (ch->ability_cur[CUR] == 3) ability = "Combat Prowess";
ability.c:        else if (ch->ability_cur[CUR] == 4) ability = "Combat Ability";
ability.c:        ch->ability_cur[CUR] = 0;
ability.c:        ch->ability_cur[CUR] = 1;
ability.c:        ch->ability_cur[CUR] = 2;
ability.c:        ch->ability_cur[CUR] = 3;
ability.c:        ch->ability_cur[CUR] = 4;
act_comm.c:        if (ch->bones < amount)
act_comm.c:        ch->bones -= amount;
act_comm.c:        xprintf(buf, "%s spends %d Bones on a bounty.\n\r", ch->name,
act_comm.c:    if (strlen(argument) > 1 && !IS_SET(ch->act, PLR_SILENCE)
act_comm.c:        xprintf(buf, "#G%-12s#n : #R%s#n.", ch->name, argument);
act_comm.c:        if (ch->pcdata->pagelen == 0)
act_comm.c:                    ch->pcdata->pagelen + 2);
act_comm.c:        ch->pcdata->pagelen = 0;
act_comm.c:    ch->pcdata->pagelen = lines - 2;
act_comm.c:    if (strlen(argument) > 1 && !IS_SET(ch->act, PLR_SILENCE))
act_comm.c:        xprintf(buf, "#G%-12s#n : #R%s#n.", ch->name, argument);
act_comm.c:    if (strlen(argument) > 1 && !IS_SET(ch->act, PLR_SILENCE)
act_comm.c:        xprintf(buf, "#G%-12s#n : #R%s#n.", ch->name, argument);
act_comm.c:    if (strlen(argument) > 1 && !IS_SET(ch->act, PLR_SILENCE)
act_comm.c:        xprintf(buf, "#G%-12s#n : #R%s#n.", ch->name, argument);
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_MONK;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_NINJA;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_SAMURAI;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_UNDEAD_KNIGHT;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_DRONE;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_DROW;
act_comm.c:    ch->class = class;
act_comm.c:    if (IS_NPC(ch) || ch->pcdata->kingdom == 0)
act_comm.c:    if (IS_NPC(ch) || ch->pcdata->religion == 0)
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_VAMPIRE;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_MAGE;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_LICH;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_TANARRI;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_FAE;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_GIANT;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_HOBBIT;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_SKYBLADE;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_MONK;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_ANGEL;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_DEMON;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_WEREWOLF;
act_comm.c:    ch->class = class;
act_comm.c:    if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0)
act_comm.c:             (IS_SET(ch->special, SPC_WOLFMAN)
act_comm.c:                      && ch->pcdata->
act_comm.c:    else if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_FROG)
act_comm.c:    else if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_RAVEN)
act_comm.c:    else if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_CAT)
act_comm.c:    else if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_DOG)
act_comm.c:    else if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
act_comm.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE))
act_comm.c:    if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT)
act_comm.c:            for (mob = ch->in_room->people; mob != NULL;
act_comm.c:            for (obj = ch->in_room->contents; obj; obj = obj_next)
act_comm.c:            if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_SPEECH))
act_comm.c:                              ch->in_room, ch, NULL, NULL,
act_comm.c:    to = ch->in_room->people;
act_comm.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
act_comm.c:                ch->pcdata->chobj->in_room != NULL &&
act_comm.c:                ch->in_room == to->in_room)
act_comm.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
act_comm.c:                ch->pcdata->chobj->in_obj != NULL &&
act_comm.c:                ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
act_comm.c:            xprintf(name, "%s", ch->short_descr);
act_comm.c:            xprintf(name, "%s", ch->morph);
act_comm.c:            xprintf(name, "%s", ch->morph);
act_comm.c:            xprintf(name, "%s", ch->name);
act_comm.c:        for (mob = ch->in_room->people; mob != NULL; mob = mob_next)
act_comm.c:        for (obj = ch->in_room->contents; obj; obj = obj_next)
act_comm.c:        if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_SPEECH))
act_comm.c:            p_act_trigger(argument, NULL, NULL, ch->in_room, ch,
act_comm.c:    for (rt = ch->in_room->roomtext; rt != NULL; rt = rt->next)
act_comm.c:                if (!is_in(ch->name, rt->name))
act_comm.c:                    vch_next = vch->next;
act_comm.c:                    if (vch->in_room == NULL)
act_comm.c:                    if (vch->in_room == ch->in_room
act_comm.c:                            && vch->pIndexData->vnum ==
act_comm.c:                REMOVE_BIT(ch->in_room->room_flags,
act_comm.c:                SET_BIT(ch->in_room->room_flags, ROOM_DARK);
act_comm.c:                                    ch->level);
act_comm.c:                    obj_to_room(obj, ch->in_room);
act_comm.c:                char_to_room(mob, ch->in_room);
act_comm.c:                obj_to_room(obj, ch->in_room);
act_comm.c:            || (IS_NPC(victim) && victim->in_room != ch->in_room))
act_comm.c://		log_comm(ch->name, victim->name, CHANNEL_TELL, argument, 0);
act_comm.c:                || str_cmp(ch->name, victim->pcdata->marriage))
act_comm.c://		log_comm(ch->name, victim->name, CHANNEL_TELL, argument, 0);
act_comm.c://		log_comm(ch->name, victim->name, CHANNEL_TELL, argument, 0);
act_comm.c:            if (victim->pcdata->ignore[i] == ch->pcdata->playerid)
act_comm.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE))
act_comm.c://	log_comm(ch->name, victim->name, CHANNEL_TELL, argument, 0);
act_comm.c:            || (victim->in_room != ch->in_room))
act_comm.c:    if ((victim = ch->reply) == NULL)
act_comm.c:            if (victim->pcdata->ignore[i] == ch->pcdata->playerid)
act_comm.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE))
act_comm.c://	log_comm(ch->name, victim->name, CHANNEL_TELL, argument, 0);
act_comm.c:    if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT)
act_comm.c:    to = ch->in_room->people;
act_comm.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
act_comm.c:                ch->pcdata->chobj->in_room != NULL &&
act_comm.c:                ch->in_room == to->in_room)
act_comm.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
act_comm.c:                ch->pcdata->chobj->in_obj != NULL &&
act_comm.c:                ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
act_comm.c:            xprintf(name, "%s", ch->short_descr);
act_comm.c:            xprintf(name, "%s", ch->morph);
act_comm.c:            xprintf(name, "%s", ch->morph);
act_comm.c:            xprintf(name, "%s", ch->name);
act_comm.c:        if (ch->short_descr != NULL)
act_comm.c:            strcpy(you, ch->short_descr);
act_comm.c:        if (ch->name != NULL)
act_comm.c:            strcpy(you, ch->name);
act_comm.c:    if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT)
act_comm.c:    to = ch->in_room->people;
act_comm.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
act_comm.c:                ch->pcdata->chobj->in_room != NULL &&
act_comm.c:                ch->in_room == to->in_room)
act_comm.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
act_comm.c:                ch->pcdata->chobj->in_obj != NULL &&
act_comm.c:                ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
act_comm.c:            xprintf(name, "%s", ch->short_descr);
act_comm.c:            xprintf(name, "%s", ch->morph);
act_comm.c:            xprintf(name, "%s", ch->morph);
act_comm.c:            xprintf(name, "%s", ch->name);
act_comm.c:    if (ch->position == POS_FIGHTING)
act_comm.c:    if (ch->pcdata->logout_counter > 0)
act_comm.c:    if (ch->position != POS_STANDING)
act_comm.c:        ch->position = POS_STANDING;
act_comm.c:    if (ch->fight_timer > 0)
act_comm.c:    if (ch->in_room != NULL)
act_comm.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
act_comm.c:    for (gch = char_list; gch; gch = gch->next)
act_comm.c:        if (gch->desc)
act_comm.c:            if (gch->desc->connected != CON_PLAYING
act_comm.c:                    && !(gch->desc->connected >= CON_NOTE_TO
act_comm.c:                         && gch->desc->connected <= CON_NOTE_FINISH))
act_comm.c:        if (gch->challenger == ch)
act_comm.c:            gch->challenger = NULL;
act_comm.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_comm.c://    if (ch->level > 6); /* do nothing */
act_comm.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_SETLOGOUT))
act_comm.c:    else if (ch->pcdata->obj_vnum == 0)
act_comm.c:        if (ch->level < 2)
act_comm.c:            sprintf(buf, "#W%s #nhas left #c::#YChildren of the Night#c::#c (Not Saved)#n", ch->pcdata->switchname);
act_comm.c:            sprintf(buf, "#W%s #nhas left #c::#YChildren of the Night#c::#n", ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname, MUDNAME);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:                    ch->pcdata->switchname);
act_comm.c:    if (IS_SET(ch->extra, EXTRA_OSWITCH))
act_comm.c:    if (ch->gladiator != NULL)
act_comm.c:        ch->gladiator = NULL;   /* set player to bet on to NULL */
act_comm.c:    if (ch->challenger != NULL)
act_comm.c:        ch->challenger = NULL;
act_comm.c:    if (ch->challenged != NULL)
act_comm.c:        ch->challenged = NULL;
act_comm.c:    if ((mount = ch->mount) != NULL)
act_comm.c:    if (ch->desc && ch->desc->out_compress)
act_comm.c:        compressEnd(ch->desc);  // free up the mccp shit
act_comm.c:    if (ch->pcdata->in_progress)
act_comm.c:        free_note(ch->pcdata->in_progress);
act_comm.c:    d = ch->desc;
act_comm.c:    if (ch->pcdata->obj_vnum != 0)
act_comm.c:    if (ch->in_room != NULL)
act_comm.c:    log_string(LOG_CONNECT, "%s has quit.", ch->name);
act_comm.c:    if (ch->pcdata->chobj != NULL)
act_comm.c:        extract_obj(ch->pcdata->chobj);
act_comm.c:  for( obj = ch->carrying; obj != NULL; obj = obj_next )
act_comm.c:    if (ch->level < 2)
act_comm.c:    if (ch->level < 2)
act_comm.c:    if (IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL)
act_comm.c:        act("But you'd rather follow $N!", ch, NULL, ch->master,
act_comm.c:        if (ch->master == NULL)
act_comm.c:    if (ch->master != NULL)
act_comm.c:    if (ch->master != NULL)
act_comm.c:    ch->master = master;
act_comm.c:    ch->leader = NULL;
act_comm.c:    if (ch->master == NULL)
act_comm.c:        REMOVE_BIT(ch->affected_by, AFF_CHARM);
act_comm.c:    if (can_see(ch->master, ch))
act_comm.c:        act("$n stops following you.", ch, NULL, ch->master, TO_VICT);
act_comm.c:    act("You stop following $N.", ch, NULL, ch->master, TO_CHAR);
act_comm.c:    ch->master = NULL;
act_comm.c:    ch->leader = NULL;
act_comm.c:        if (ch->pIndexData->vnum >= MOB_VNUM_FIRE
act_comm.c:                && ch->pIndexData->vnum <= MOB_VNUM_CLAY)
act_comm.c:    if (ch->master != NULL)
act_comm.c:    ch->leader = NULL;
act_comm.c:        fch_next = fch->next;
act_comm.c:        if (fch->leader == ch)
act_comm.c:            fch->leader = fch;
act_comm.c:        if (fch->master == ch)
act_comm.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ORDER)
act_comm.c:            || IS_SET(ch->in_room->room_flags, ROOM_SAFE))
act_comm.c:                && ((ch->pcdata->stats[UNI_GEN] > 2)
act_comm.c:                    || ch->pcdata->kingdom != victim->pcdata->kingdom))
act_comm.c:    for (och = ch->in_room->people; och != NULL; och = och_next)
act_comm.c:        och_next = och->next_in_room;
act_comm.c:                && och->master == ch
act_comm.c:                || (ch->pcdata->stats[UNI_GEN] == 2
act_comm.c:                    && ch->pcdata->kingdom == och->pcdata->kingdom))
act_comm.c:                 && ch->pcdata->stats[UNI_GEN] <
act_comm.c:                 och->pcdata->stats[UNI_GEN]
act_comm.c:                 && ch->pcdata->kingdom == och->pcdata->kingdom)
act_comm.c:            ch->wait = victim->wait;
act_comm.c:    if (ch->power[DISC_VAMP_DOMI] < 1 && IS_CLASS(ch, CLASS_VAMPIRE))
act_comm.c:            && ch->pcdata->powers[NECROMANCY] < 4)
act_comm.c:    if (ch->spl[RED_MAGIC] < 1)
act_comm.c:                    ch->name);
act_comm.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ORDER)
act_comm.c:            || IS_SET(ch->in_room->room_flags, ROOM_SAFE))
act_comm.c:    if (ch->power[DISC_VAMP_DOMI] > 2)
act_comm.c:    else if (ch->power[DISC_VAMP_DOMI] > 3)
act_comm.c:    else if (ch->power[DISC_VAMP_DOMI] > 4)
act_comm.c:    if (ch->power[DISC_VAMP_DOMI] > 1)
act_comm.c:            && (victim->level >= awe * ch->spl[RED_MAGIC] * 2
act_comm.c:    else if (victim->spl[BLUE_MAGIC] >= (ch->spl[RED_MAGIC] / 2))
act_comm.c:    if (ch->power[DISC_VAMP_DOMI] > 1)
act_comm.c:        leader = (ch->leader != NULL) ? ch->leader : ch;
act_comm.c:        for (gch = char_list; gch != NULL; gch = gch->next)
act_comm.c:                        gch->hit, gch->max_hit,
act_comm.c:                        gch->mana, gch->max_mana,
act_comm.c:                        gch->move, gch->max_move, gch->exp);
act_comm.c:    if (ch->master != NULL || (ch->leader != NULL && ch->leader != ch))
act_comm.c:    if (IS_SET(ch->act, PLR_NO_TELL))
act_comm.c:    xprintf(buf, "#G%s tells the group #R'#G%s#R'\n\r#n", ch->name,
act_comm.c://    for ( gch = char_list; gch != NULL; gch = gch->next )
act_comm.c:    if (ach->leader != NULL)
act_comm.c:        ach = ach->leader;
act_comm.c:    if (bch->leader != NULL)
act_comm.c:        bch = bch->leader;
act_comm.c:    if (IS_SET(ch->in_room->room_flags, ROOM_DARK))
act_comm.c:        REMOVE_BIT(ch->in_room->room_flags, ROOM_DARK);
act_comm.c:    SET_BIT(ch->in_room->room_flags, ROOM_DARK);
act_comm.c:    in_room = ch->in_room->vnum;
act_comm.c:    in_room = ch->in_room->vnum;
act_comm.c:    in_room = ch->in_room->vnum;
act_comm.c:    for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_comm.c:    for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_comm.c:    for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_comm.c:    for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_comm.c:    for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_comm.c:        ch->pcdata->language[0] = LANG_DARK;
act_comm.c:        if (ch->pcdata->language[0] == LANG_COMMON)
act_comm.c:        ch->pcdata->language[0] = LANG_COMMON;
act_comm.c:        if (ch->pcdata->language[0] == DIA_OLDE)
act_comm.c:        ch->pcdata->language[0] = DIA_OLDE;
act_comm.c:        if (ch->pcdata->language[0] == DIA_BAD)
act_comm.c:        ch->pcdata->language[0] = DIA_BAD;
act_comm.c:    	if (ch->pcdata->language[0] < LANG_DARK)
act_comm.c:    	ch->pcdata->language[0] = LANG_COMMON;
act_comm.c:    	if (CAN_SPEAK(ch,DIA_OLDE)) ch->pcdata->language[0] = DIA_OLDE;
act_comm.c:    	else if (CAN_SPEAK(ch,DIA_BAD)) ch->pcdata->language[0] = DIA_BAD;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_SHAPESHIFTER;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_DROID;
act_comm.c:    ch->class = class;
act_comm.c:    int       class = ch->class;
act_comm.c:    ch->class = CLASS_CYBORG;
act_comm.c:    ch->class = class;
act_comm.c:    if (!IS_NPC(ch) && IS_SET(ch->deaf, CHANNEL_SOCIAL))
act_comm.c:    switch (ch->position)
act_comm.c:                    !IS_SET(vch->deaf, CHANNEL_SOCIAL))
act_comm.c:                    !IS_SET(vch->deaf, CHANNEL_SOCIAL))
act_comm.c:                    !IS_SET(vch->deaf, CHANNEL_SOCIAL))
act_info.c:    if ((IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_MAG))
act_info.c:     && ch->generation > 2)
act_info.c:    if ((IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_CLE))
act_info.c:     && ch->generation > 2)
act_info.c:    if (IS_DROW(ch) && ch->generation < 3)
act_info.c:     sn = ch->spl[dtype] + bmax;
act_info.c://    if (ch->spl[dtype] >= cmax) return;
act_info.c://    sprintf(skill,"#n#RRed #nMagic    #w[%-3d#w] ",ch->spl[RED_MAGIC]);
act_info.c://    if (ch->spl[dtype] > (200 + get_curr_int(ch)) && !IS_MAGE(ch) && !IS_DROW(ch))
act_info.c://    ch->spl[dtype] = sn;// ch->spl[dtype] + get_curr_int(ch);
act_info.c:    if (ch->spl[dtype] > cmax)
act_info.c:    ch->spl[dtype] = cmax;// + get_curr_int(ch);
act_info.c://    if (ch->spl[dtype] > (cmax + get_curr_int(ch)))
act_info.c://    ch->spl[dtype] = sn; //cmax + get_curr_int(ch);
act_info.c:    value += ch->damroll;
act_info.c:    if (ch->symbiotetype != 0)
act_info.c:        value += ch->symbiotedr;
act_info.c:    if (ch->level < LEVEL_AVATAR)
act_info.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0)
act_info.c:        value += ch->rage;
act_info.c:    if (ch->ability_cur[CUR] == 1)  value += ch->ability[1] * 10;
act_info.c:        if (ch->played > 0)
act_info.c:            if ((ch->played / 3600) < 50)
act_info.c:                value += ((ch->played / 3600) * 6);
act_info.c:        value += (75 * ch->pcdata->powers[ORB_YELLOW]);
act_info.c:        value += (50 * ch->pcdata->powers[ORB_GREEN]);
act_info.c:    if (IS_SET(ch->special, SPC_WOLFMAN) && ch->rage > 99)
act_info.c:        value += ch->rage;
act_info.c:        if (IS_SET(ch->newbits, NEW2_EAGLES))
act_info.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 3)
act_info.c:            else if (ch->pcdata->powers[SKYBLADE_POWER] >= 4)
act_info.c:        if (IS_SET(ch->newbits, NEW_CLOUDBLESS))
act_info.c:            && ch->pcdata->powers[GPOWER_SHADOW] > 3)
act_info.c:    if (IS_CLASS(ch, CLASS_NINJA) && ch->rage > 0)
act_info.c:        value += ch->rage;
act_info.c:    if (IS_SET(ch->special, SPC_WOLFMAN) && ch->rage > 99)
act_info.c:        value += ch->rage;
act_info.c:    if (IS_CLASS(ch, CLASS_DEMON) && ch->rage > 0)
act_info.c:        value += ch->rage;
act_info.c:    if (IS_CLASS(ch, CLASS_DEMON) && ch->pcdata->stats[DEMON_POWER] > 0)
act_info.c:        value += ((ch->pcdata->stats[DEMON_POWER]) *
act_info.c:                  ch->pcdata->stats[DEMON_POWER]);
act_info.c:             && ch->pcdata->stats[DEMON_POWER] > 0)
act_info.c:        value += ((ch->pcdata->stats[DEMON_POWER]) *
act_info.c:                  ch->pcdata->stats[DEMON_POWER]);
act_info.c:                && ch->pcdata->powers[NPOWER_CHIKYU] >= 6
act_info.c:                && ch->pcdata->powers[HARA_KIRI] > 0)
act_info.c:        int       wpn = ch->wpn[1];
act_info.c:            ch->wpn[0] + ch->wpn[2] + ch->wpn[3] + ch->wpn[4] +
act_info.c:            ch->wpn[5] + ch->wpn[6] + ch->wpn[7] + ch->wpn[8] +
act_info.c:            ch->wpn[9] + ch->wpn[10] + ch->wpn[11] + ch->wpn[12];
act_info.c:        value += ch->pcdata->powers[INVOCATION] * 50;
act_info.c:        if(ch->chakra > 3) value += ch->chakra / 10;
act_info.c:        if (ch->tier > 0)
act_info.c:            value += ch->tier * 300;
act_info.c:    if (IS_CLASS(ch, CLASS_ANTIPALADIN) && IS_SET(ch->pcdata->powers[15], APOWER_MIGHT)) value += 600;
act_info.c:if (ch->passivedr > 0)
act_info.c:value += ch->passivedr;
act_info.c:    value += ch->hitroll;
act_info.c:    if (ch->symbiotetype != 0)
act_info.c:        value += ch->symbiotehr;
act_info.c:    if (ch->level < LEVEL_AVATAR)
act_info.c:    value += (ch->pRank * 20);
act_info.c:    if (ch->ability_cur[CUR] == 2)  value += ch->ability[1] * 10;
act_info.c:        if (ch->stance[0] > 12
act_info.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
act_info.c:        else if (ch->stance[0] > 12
act_info.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
act_info.c:        else if (ch->stance[0] > 12
act_info.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
act_info.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0)
act_info.c:        value += ch->rage;
act_info.c:        if (ch->played > 0)
act_info.c:            if ((ch->played / 3600) < 50)
act_info.c:                value += ((ch->played / 3600) * 6);
act_info.c:        value += (75 * ch->pcdata->powers[ORB_YELLOW]);
act_info.c:        value += (75 * ch->pcdata->powers[ORB_GREEN]);
act_info.c:        if (IS_SET(ch->newbits, NEW2_HAWKEYES))
act_info.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 5)
act_info.c:            else if (ch->pcdata->powers[SKYBLADE_POWER] >= 6)
act_info.c:        if (IS_SET(ch->newbits, NEW_CLOUDBLESS))
act_info.c:            && ch->pcdata->powers[GPOWER_SHADOW] > 3)
act_info.c:    if (IS_CLASS(ch, CLASS_NINJA) && ch->rage > 0)
act_info.c:        value += ch->rage;
act_info.c:                && ch->pcdata->powers[NPOWER_CHIKYU] >= 6
act_info.c:                && ch->pcdata->powers[HARA_KIRI] > 0)
act_info.c:    if (IS_SET(ch->special, SPC_WOLFMAN) && ch->rage > 99)
act_info.c:        value += ch->rage;
act_info.c:    if (IS_CLASS(ch, CLASS_DEMON) && ch->rage > 0)
act_info.c:        value += ch->rage;
act_info.c:    if (IS_CLASS(ch, CLASS_DEMON) && ch->pcdata->stats[DEMON_POWER] > 0)
act_info.c:        value += ((ch->pcdata->stats[DEMON_POWER]) *
act_info.c:                  ch->pcdata->stats[DEMON_POWER]);
act_info.c:             && ch->pcdata->stats[DEMON_POWER] > 0)
act_info.c:        value += ((ch->pcdata->stats[DEMON_POWER]) *
act_info.c:                  ch->pcdata->stats[DEMON_POWER]);
act_info.c:        value += ch->pcdata->powers[INVOCATION] * 25;
act_info.c:        if(ch->chakra > 3) value += ch->chakra / 10;
act_info.c:    if (IS_CLASS(ch, CLASS_ANTIPALADIN) && IS_SET(ch->pcdata->powers[15], APOWER_MIGHT)) value += 600;
act_info.c:        int       wpn = ch->wpn[1];
act_info.c:            ch->wpn[0] + ch->wpn[2] + ch->wpn[3] + ch->wpn[4] +
act_info.c:            ch->wpn[5] + ch->wpn[6] + ch->wpn[7] + ch->wpn[8] +
act_info.c:            ch->wpn[9] + ch->wpn[10] + ch->wpn[11] + ch->wpn[12];
act_info.c:        if (ch->tier > 0)
act_info.c:            value += ch->tier * 300;
act_info.c:if (ch->passivehr > 0)
act_info.c:value += ch->passivehr;
act_info.c:    value += ch->resistance;
act_info.c://if (!IS_NPC(ch) && IS_NINJA(ch) && ch->pcdata->powers[NPOWER_CHIKYU] > 0)
act_info.c://if (IS_VAMPIRE(ch) && IS_SET(ch->newbits, NEW_SKIN))
act_info.c:    value += ch->symbioteaff; // resistance
act_info.c://    if (IS_SET(ch->warp, WARP_CBODY )) // Demon 'body is protected by a indestructable crystal shell' Warp
act_info.c://    if (IS_SET(ch->warp, WARP_SBODY )) // Demon 'Your skin is as hard as steel' Warp
act_info.c:        if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF) )
act_info.c:        if ( IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF) )
act_info.c:    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF) ) return buf;
act_info.c:        && ch->level > 2 )
act_info.c:                 ( victim->race <= ch->race ) ? '*' : '+',
act_info.c:    if (ch->defense < 0)
act_info.c:    value += ch->defense;
act_info.c:    value += ch->symbioteac;
act_info.c:if (ch->passiveac < 0)
act_info.c:value += ch->passiveac;
act_info.c:	int wpn = ch->wpn[1];
act_info.c:    int       value = ch->armor; //GET_AC(ch);
act_info.c:    ch->armor = 0;
act_info.c:    if (ch->defense > 0)
act_info.c:    value3 -= ch->defense;
act_info.c:    ch->defense = 0;
act_info.c:    value4 -= ch->defense;
act_info.c:    if (ch->symbiotetype != 0)
act_info.c:        value4 -= ch->symbioteac;
act_info.c://    if (ch->ability_cur[CUR] == 3)  value -= ch->ability[3] * 10;
act_info.c:    if (!IS_NPC(ch))// && ch->stance[0] != STANCE_WOLVERINE)
act_info.c:        if (ch->stance[0] > 12
act_info.c:                && IS_SET(ch->stance[(ch->stance[0] + 6)],
act_info.c:        else if (ch->stance[0] > 12
act_info.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
act_info.c:        else if (ch->stance[0] > 12
act_info.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
act_info.c:        int       wpn = ch->wpn[1] * 1.5;
act_info.c:            && ch->pcdata->stats[DRACONIAN_SPIKES] > 0)
act_info.c:        value4 -= (ch->pcdata->stats[DRACONIAN_SPIKES] * 2);
act_info.c:        if (IS_SET(ch->newbits, NEW2_VVIGOR))
act_info.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 7)
act_info.c:            else if (ch->pcdata->powers[SKYBLADE_POWER] >= 8)
act_info.c:        if (IS_SET(ch->newbits, NEW_CLOUDBLESS))
act_info.c:    if (ch->desc == NULL)
act_info.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL
act_info.c:            if (IS_NPC(ch) || IS_SET(ch->act, PLR_COMBINE))
act_info.c:        if (IS_NPC(ch) || IS_SET(ch->act, PLR_COMBINE))
act_info.c:        if (IS_NPC(ch) || IS_SET(ch->act, PLR_COMBINE))
act_info.c:        if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act_info.c:             && (IS_SET(ch->special, SPC_JEDI_LEVITATE))
act_info.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF))
act_info.c:    if (ch->level > 6)
act_info.c:    if (ch->level < 3 || victim->level < 3)
act_info.c:        if (IS_SET(ch->newbits2, NEW2_MENTALBLOCK))
act_info.c:            xprintf(buf, "%s level", ch->name);
act_info.c:                    victim->name, ch->name, victim->poweraction);
act_info.c:                ch->name, victim->poweraction);
act_info.c:            if (IS_NPC(ch) || ch->pcdata->chobj == NULL
act_info.c:                    || ch->pcdata->chobj != obj)
act_info.c:            && number_percent() < ch->pcdata->learned[gsn_peek])
act_info.c:    if( ch->desc == NULL )
act_info.c:    for ( vch = list; vch; vch = vch->next_in_room )
act_info.c:    for ( vch = list; vch; vch = vch->next_in_room )
act_info.c:            if( IS_NPC(ch ))// || IS_SET(ch->act, PLR_COMBINE) )
act_info.c:	if ( IS_NPC(ch)) // || IS_SET(ch->act, PLR_COMBINE) )
act_info.c:    for ( rch = list; rch != NULL; rch = rch->next_in_room )
act_info.c:	    && ( IS_SET(rch->act, PLR_WIZINVIS)
act_info.c:	    &&   !IS_SET(ch->act, PLR_HOLYLIGHT)
act_info.c:        else if ( room_is_dark( ch->in_room )
act_info.c:    if( !room_is_dark( ch->in_room )
act_info.c:    for ( rch = list; rch != NULL; rch = rch->next_in_room )
act_info.c:        if (ch->in_room == NULL)
act_info.c:        if (rch->in_room == NULL)
act_info.c:	    &&   IS_SET(rch->act, PLR_WIZINVIS)
act_info.c:	    && ( IS_SET(rch->act, PLR_WIZINVIS)
act_info.c:	    &&   !IS_SET(ch->act, PLR_HOLYLIGHT)
act_info.c:	else if ( room_is_dark( ch->in_room )
act_info.c:    for (rch = list; rch != NULL; rch = rch->next_in_room)
act_info.c:        if (get_trust(ch) < rch->invis_level)
act_info.c:        if (get_trust(ch) < rch->ghost_level)
act_info.c:                    && IS_SET(rch->act, PLR_WIZINVIS)
act_info.c:                    && (IS_SET(rch->act, PLR_WIZINVIS)
act_info.c:                    && !IS_SET(ch->act, PLR_HOLYLIGHT)
act_info.c:        else if ( !can_see(ch, rch) && !IS_NPC(ch) && IS_CLASS(ch,CLASS_ZOMBIE) && IS_SET(ch->newbits2, NEW2_DEATHSENSE)) {
act_info.c:        else if (room_is_dark(ch->in_room)
act_info.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT))
act_info.c:    if (ch->desc == NULL && (wizard = ch->wizard) == NULL)
act_info.c:    if (ch->in_room == NULL)
act_info.c:    if (ch->position < POS_SLEEPING)
act_info.c:    if (ch->position == POS_SLEEPING)
act_info.c:    if (IS_SET(ch->flag2, AFF_TOTALBLIND))
act_info.c:            && IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)
act_info.c:            && !IS_SET(ch->act, PLR_HOLYLIGHT)
act_info.c:            && !(ch->in_room != NULL
act_info.c:                 && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT && !IS_NPC(ch)
act_info.c:                 && ch->pcdata->chobj != NULL
act_info.c:                 && ch->pcdata->chobj->in_obj != NULL)
act_info.c:            && room_is_dark(ch->in_room))
act_info.c:        show_char_to_char(ch->in_room->people, ch);
act_info.c:        if (ch->in_room != NULL
act_info.c:                && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT && !IS_NPC(ch)
act_info.c:                && ch->pcdata->chobj != NULL
act_info.c:                && ch->pcdata->chobj->in_obj != NULL)
act_info.c:            act("$p", ch, ch->pcdata->chobj->in_obj, NULL,
act_info.c:        else if (!IS_SET(ch->act, PLR_MAP))
act_info.c:            if (!IS_NPC(ch) && ch->level > 6)
act_info.c:                        ch->in_room->name, ch->in_room->vnum,
act_info.c:                                    ch->in_room->sector_type),
act_info.c:                                    ch->in_room->room_flags));
act_info.c:                xprintf(buf, "#B%s#n\n\r", ch->in_room->name);
act_info.c:        if (!IS_NPC(ch) && IS_SET(ch->act2, PLR_AUTOEXIT)
act_info.c:                && !IS_SET(ch->act, PLR_MAP))
act_info.c:        if (IS_SET(ch->act, PLR_MAP) && IS_SET(ch->act, PLR_BRIEF))
act_info.c:            if (!IS_NPC(ch) && ch->level > 6)
act_info.c:                        ch->in_room->name, ch->in_room->vnum,
act_info.c:                                    ch->in_room->sector_type),
act_info.c:                                    ch->in_room->room_flags));
act_info.c:                xprintf(buf, "#B%s#n\n\r", ch->in_room->name);
act_info.c:        if (ch->in_room != NULL
act_info.c:                && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT && !IS_NPC(ch)
act_info.c:                && ch->pcdata->chobj != NULL
act_info.c:                && ch->pcdata->chobj->in_obj != NULL)
act_info.c:                ch->pcdata->chobj->in_obj, NULL, TO_CHAR);
act_info.c:            show_list_to_char(ch->pcdata->chobj->in_obj->contains,
act_info.c:        else if ((!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF))
act_info.c:            if (IS_SET(ch->act, PLR_MAP))
act_info.c:                draw_map(ch, ch->in_room->description);
act_info.c:                send_to_char(ch->in_room->description, ch);
act_info.c:                 * if ( ch->in_room->sector_type != SECT_INSIDE && IS_OUTSIDE(ch))
act_info.c:                if (IS_SET(ch->act2, PLR_AUTOWEATHER)
act_info.c:            if (ch->in_room->blood == 1000)
act_info.c:            else if (ch->in_room->blood > 750)
act_info.c:            else if (ch->in_room->blood > 500)
act_info.c:            else if (ch->in_room->blood > 250)
act_info.c:            else if (ch->in_room->blood > 100)
act_info.c:            else if (ch->in_room->blood > 50)
act_info.c:            else if (ch->in_room->blood > 25)
act_info.c:            else if (ch->in_room->blood > 0)
act_info.c:            if (ch->in_room->blood > 0)
act_info.c:        if (IS_SET(ch->in_room->room_flags, ROOM_FLAMING))
act_info.c:        show_list_to_char(ch->in_room->contents, ch, FALSE, FALSE);
act_info.c:            if (ch->in_room == NULL)
act_info.c:            if (ch->in_room->exit[door] == NULL)
act_info.c:                    (ch->in_room->exit[door]->exit_info,
act_info.c:                     (ch->in_room->exit[door]->exit_info,
act_info.c:                     (ch->in_room->exit[door]->exit_info,
act_info.c:                     (ch->in_room->exit[door]->exit_info,
act_info.c:                     (ch->in_room->exit[door]->exit_info,
act_info.c:                     (ch->in_room->exit[door]->exit_info,
act_info.c:                     (ch->in_room->exit[door]->exit_info,
act_info.c:                     (ch->in_room->exit[door]->exit_info,
act_info.c:        show_char_to_char(ch->in_room->people, ch);
act_info.c:            location = ch->in_room;
act_info.c:            for (portal = ch->in_room->contents; portal != NULL;
act_info.c:                        REMOVE_BIT(ch->affected_by,
act_info.c:                        SET_BIT(ch->affected_by,
act_info.c:                        SET_BIT(ch->affected_by,
act_info.c:                        REMOVE_BIT(ch->affected_by,
act_info.c:        vch_next = vch->next;
act_info.c:        if (vch->in_room == NULL)
act_info.c:        if (vch->in_room == ch->in_room)
act_info.c:            if (!IS_NPC(vch) && !str_cmp(arg1, vch->morph))
act_info.c:    if (!IS_NPC(ch) && ch->pcdata->chobj != NULL
act_info.c:            && ch->pcdata->chobj->in_obj != NULL)
act_info.c:    for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
act_info.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL
act_info.c:    for (obj = ch->in_room->contents; obj != NULL;
act_info.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL
act_info.c:    pdesc = get_extra_descr(arg1, ch->in_room->extra_descr);
act_info.c:    if ((pexit = ch->in_room->exit[door]) == NULL)
act_info.c:            if ((pexit = ch->in_room->exit[door]) == NULL)
act_info.c:            location = ch->in_room;
act_info.c:            if ((pexit = ch->in_room->exit[door]) == NULL)
act_info.c:            location = ch->in_room;
act_info.c:        if ((pexit = ch->in_room->exit[door]) == NULL)
act_info.c:        location = ch->in_room;
act_info.c:                ch->in_room->vnum);
act_info.c:        if ((pexit = ch->in_room->exit[door]) != NULL
act_info.c:            ch->wpn[0], ch->wpn[1], ch->wpn[2], ch->wpn[3], ch->wpn[4],
act_info.c:            ch->wpn[5], ch->wpn[6]);
act_info.c:            ch->wpn[7], ch->wpn[8], ch->wpn[9], ch->wpn[10], ch->wpn[11],
act_info.c:            ch->wpn[12]);
act_info.c:            ch->stance[1], ch->stance[2], ch->stance[3], ch->stance[4],
act_info.c:            ch->stance[5], ch->stance[6]);
act_info.c:            ch->stance[7], ch->stance[8], ch->stance[9], ch->stance[10],
act_info.c:            ch->stance[11]);
act_info.c:            ch->spl[0], ch->spl[1], ch->spl[2], ch->spl[3], ch->spl[4]);
act_info.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_PRES] < 9)
act_info.c:    chroom = ch->in_room;
act_info.c:    ch->pcdata->familiar = victim;
act_info.c:    if (ch->generation <= 0)
act_info.c:        ch->generation = 4;
act_info.c:        if (IS_SET(ch->newbits, NEW_TIDE))
act_info.c:            bloodpool = (3000 / ch->generation);
act_info.c:            bloodpool = (2000 / ch->generation);
act_info.c:    blood = ch->pcdata->condition[COND_THIRST];
act_info.c:    if (ch->pcdata->rank == AGE_ANCILLA)
act_info.c:    else if (ch->pcdata->rank == AGE_CHILDE)
act_info.c:    else if (ch->pcdata->rank == AGE_NEONATE)
act_info.c:    else if (ch->pcdata->rank == AGE_ELDER)
act_info.c:    else if (ch->pcdata->rank == AGE_METHUSELAH)
act_info.c:    else if (ch->pcdata->rank == AGE_LA_MAGRA)
act_info.c:    else if (ch->pcdata->rank == AGE_TRUEBLOOD)
act_info.c:            ch->generation, bloodpool, age, blood);
act_info.c:            ch->power[DISC_VAMP_ANIM], ch->power[DISC_VAMP_CELE],
act_info.c:            ch->power[DISC_VAMP_FORT]);
act_info.c:            ch->power[DISC_VAMP_OBTE], ch->power[DISC_VAMP_PRES],
act_info.c:            ch->power[DISC_VAMP_QUIE]);
act_info.c:            ch->power[DISC_VAMP_THAU], ch->power[DISC_VAMP_AUSP],
act_info.c:            ch->power[DISC_VAMP_DOMI]);
act_info.c:            ch->power[DISC_VAMP_OBFU], ch->power[DISC_VAMP_POTE],
act_info.c:            ch->power[DISC_VAMP_PROT]);
act_info.c:            ch->power[DISC_VAMP_SERP], ch->power[DISC_VAMP_VICI],
act_info.c:            ch->power[DISC_VAMP_DAIM]);
act_info.c:            ch->power[DISC_VAMP_CHIM], ch->power[DISC_VAMP_OBEA],
act_info.c:            ch->power[DISC_VAMP_MELP]);
act_info.c:            ch->power[DISC_VAMP_NECR], ch->power[DISC_VAMP_THAN]);
act_info.c:        obj_score(ch, ch->pcdata->chobj);
act_info.c:            ch->pcdata->switchname,
act_info.c:            IS_NPC(ch) ? "" : ch->pcdata->title,
act_info.c:            (ch->played + (int) (current_time - ch->logon)) / 3600);
act_info.c:    if (get_trust(ch) != ch->level)
act_info.c:            ch->hit, ch->max_hit,
act_info.c:            ch->mana, ch->max_mana, ch->move, ch->max_move, ch->practice);
act_info.c:            ch->carry_number, can_carry_n(ch),
act_info.c:            ch->carry_weight, can_carry_w(ch));
act_info.c:    xprintf(buf, "#R[#nYou have scored #C%lld#n exp#R]\n\r", ch->exp);
act_info.c:            "#R[#wYou have #y%d #0bones #win your bag#R]\n\r", ch->bones);
act_info.c:                ch->pcdata->bank);
act_info.c:                ch->pcdata->stats[DEMON_CURRENT],
act_info.c:                ch->pcdata->stats[DEMON_TOTAL]);
act_info.c:                ch->pcdata->stats[DEMON_CURRENT],
act_info.c:                ch->pcdata->stats[DEMON_TOTAL]);
act_info.c:                ch->pcdata->stats[CYBORG_POWER]);
act_info.c:                ch->pcdata->powers[SHADOW_POWER]);
act_info.c:                ch->pcdata->stats[FAITH_PTS]);
act_info.c:                ch->pcdata->stats[TPOINTS]);
act_info.c:                ch->pcdata->stats[GIANT_POINTS]);
act_info.c:                ch->pcdata->stats[GHOUL_PTS]);
act_info.c:    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) && ch->generation < 13)
act_info.c:                ch->pcdata->souls);
act_info.c:                ch->pcdata->stats[DROW_POWER]);
act_info.c:                ch->pcdata->stats[DROW_MAGIC]);
act_info.c:             && IS_SET(ch->act2, PLR_AUTOEXIT)) ? "yes" : "no",
act_info.c:             && IS_SET(ch->act2, PLR_AUTOLOOT)) ? "yes" : "no",
act_info.c:             && IS_SET(ch->act2, PLR_AUTOSAC)) ? "yes" : "no");
act_info.c:                ch->pcdata->awins, ch->pcdata->alosses);
act_info.c:                ch->pcdata->powers[SHAPE_COUNTER]);
act_info.c:                ch->pcdata->powers[PHASE_COUNTER]);
act_info.c:                ch->pcdata->powers[ANGEL_JUSTICE]);
act_info.c:                ch->pcdata->powers[ANGEL_LOVE]);
act_info.c:                ch->pcdata->powers[ANGEL_HARMONY]);
act_info.c:                ch->pcdata->powers[ANGEL_PEACE]);
act_info.c:        xprintf(buf,"#R[#rFIRE#n  : #C%d#R]\n\r",ch->pcdata->powers[ELEMENTAL_FIRE]);
act_info.c:        xprintf(buf,"#R[#GEARTH#n : #C%d#R]\n\r",ch->pcdata->powers[ELEMENTAL_EARTH]);
act_info.c:        xprintf(buf,"#R[#7AIR#n   : #C%d#R]\n\r",ch->pcdata->powers[ELEMENTAL_AIR]);
act_info.c:        xprintf(buf,"#R[#LWATER#n : #C%d#R]\n\r",ch->pcdata->powers[ELEMENTAL_WATER]);
act_info.c:                ch->beast);
act_info.c:                ch->monkblock);
act_info.c:                ch->chi[CURRENT]);
act_info.c:                ch->chi[MAXIMUM]);
act_info.c:                ch->focus[CURRENT]);
act_info.c:                ch->focus[MAXIMUM]);
act_info.c:            && ch->gnosis[GMAXIMUM] > 0)
act_info.c:                ch->gnosis[GCURRENT]);
act_info.c:                ch->gnosis[GMAXIMUM]);
act_info.c:    if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
act_info.c:    if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0)
act_info.c:    if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0)
act_info.c:    if (!IS_NPC(ch) && ch->pcdata->stage[0] >= 100)
act_info.c:    else if (!IS_NPC(ch) && ch->pcdata->stage[0] >= 50)
act_info.c:    else if (!IS_NPC(ch) && ch->pcdata->stage[0] >= 1)
act_info.c:        switch (ch->position)
act_info.c:    if (ch->level >= 0)
act_info.c:                ch->pcdata->condition[COND_THIRST]);
act_info.c:    else if (ch->level >= 0)
act_info.c:    if (ch->level >= 0)
act_info.c:        xprintf(buf, "#R[#nAlignment: #C%d#R]", ch->alignment);
act_info.c:    if (ch->alignment > 900)
act_info.c:    else if (ch->alignment > 700)
act_info.c:    else if (ch->alignment > 350)
act_info.c:    else if (ch->alignment > 100)
act_info.c:    else if (ch->alignment > -100)
act_info.c:    else if (ch->alignment > -350)
act_info.c:    else if (ch->alignment > -700)
act_info.c:    else if (ch->alignment > -900)
act_info.c:                 ch->pcdata->stats[DEMON_CURRENT],  ch->pcdata->stats[DEMON_TOTAL] );
act_info.c:    if (!IS_NPC(ch) && ch->level >= 0)
act_info.c:        xprintf(buf, "#R[#nStatus: #C%d#R]", ch->race);
act_info.c:            ch->tier);
act_info.c:            ch->tks);
act_info.c:    if (!IS_NPC(ch) && ch->level == 1)
act_info.c:    else if (!IS_NPC(ch) && ch->level == 2)
act_info.c:    else if (!IS_NPC(ch) && ch->level == 3)
act_info.c:    else if (!IS_NPC(ch) && ch->level == 7)
act_info.c:    else if (!IS_NPC(ch) && ch->level == 8)
act_info.c:    else if (!IS_NPC(ch) && ch->level == 9)
act_info.c:    else if (!IS_NPC(ch) && ch->level == 10)
act_info.c:    else if (!IS_NPC(ch) && ch->level == 11)
act_info.c:    else if (!IS_NPC(ch) && ch->level == 12)
act_info.c:    else if (!IS_NPC(ch) && ch->race <= 0)
act_info.c:    else if (!IS_NPC(ch) && ch->race <= 4)
act_info.c:    else if (!IS_NPC(ch) && ch->race <= 9)
act_info.c:    else if (!IS_NPC(ch) && ch->race <= 14)
act_info.c:    else if (!IS_NPC(ch) && ch->race <= 19)
act_info.c:    else if (!IS_NPC(ch) && ch->race <= 24)
act_info.c:    else if (!IS_NPC(ch) && ch->race >= 25)
act_info.c:        if (ch->pkill == 0)
act_info.c:        else if (ch->pkill == 1)
act_info.c:            xprintf(ss1, "#C%d#n player", ch->pkill);
act_info.c:            xprintf(ss1, "#C%d#n players", ch->pkill);
act_info.c:        if (ch->pdeath == 0)
act_info.c:        else if (ch->pdeath == 1)
act_info.c:            xprintf(ss2, "#C%d#n player", ch->pdeath);
act_info.c:            xprintf(ss2, "#C%d#n players", ch->pdeath);
act_info.c:        if (ch->mkill == 0)
act_info.c:        else if (ch->mkill == 1)
act_info.c:            xprintf(ss1, "#C%d#n mob", ch->mkill);
act_info.c:            xprintf(ss1, "#C%d#n mobs", ch->mkill);
act_info.c:        if (ch->mdeath == 0)
act_info.c:        else if (ch->mdeath == 1)
act_info.c:            xprintf(ss2, "#C%d#n mob", ch->mdeath);
act_info.c:            xprintf(ss2, "#C%d#n mobs", ch->mdeath);
act_info.c:                ch->pcdata->questsrun, ch->pcdata->questtotal);
act_info.c:        if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->siltol > 0)
act_info.c:                    ch->siltol);
act_info.c:        if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0)
act_info.c:                    ch->rage);
act_info.c:                && IS_SET(ch->special, SPC_WOLFMAN) && ch->rage > 0)
act_info.c:                    ch->rage);
act_info.c:        if (IS_CLASS(ch, CLASS_NINJA) && ch->rage > 0)
act_info.c:                    ch->rage);
act_info.c:                && ch->pcdata->powers[NPOWER_CHIKYU] >= 6
act_info.c:                && ch->pcdata->powers[HARA_KIRI] > 0)
act_info.c:                    ch->pcdata->powers[HARA_KIRI]);
act_info.c:                && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0
act_info.c:                    ch->rage);
act_info.c:                 && ch->pcdata->stats[DEMON_POWER] > 0)
act_info.c:                    ((ch->pcdata->stats[DEMON_POWER]) *
act_info.c:                     ch->pcdata->stats[DEMON_POWER]));
act_info.c:                 && ch->pcdata->stats[DEMON_POWER] > 0)
act_info.c:                    ((ch->pcdata->stats[DEMON_POWER]) *
act_info.c:                     ch->pcdata->stats[DEMON_POWER]));
act_info.c:    if (ch->fight_timer > 0)
act_info.c:                ch->fight_timer);
act_info.c:            ch->generation);
act_info.c:    chgen = ch->generation;
act_info.c:    chgenexp = ch->genexp;
act_info.c:    if (ch->generation == 6)
act_info.c:    else if (ch->generation == 5)
act_info.c:    else if (ch->generation == 4)
act_info.c:    else if (ch->generation == 3)
act_info.c:    else if (ch->generation == 2)
act_info.c:    nextgen = (ch->generation - 1);
act_info.c:    if (ch->generation > 1 && ch->level > 2)
act_info.c:    if ( ch->stance[12] == 1 )
act_info.c:    else if ( ch->stance[12] == 2 )
act_info.c:    else if ( ch->stance[12] == 3 )
act_info.c:    else if ( ch->stance[12] == 4 )
act_info.c:    else if ( ch->stance[12] == 5 )
act_info.c:    else if ( ch->stance[12] == 6 )
act_info.c:    else if ( ch->stance[12] == 7 )
act_info.c:    else if ( ch->stance[12] == 8 )
act_info.c:    else if ( ch->stance[12] == 9 )
act_info.c:    else if ( ch->stance[12] == 10 )
act_info.c:    else if ( ch->stance[12] == 11 )
act_info.c:    else if ( ch->stance[12] == 13 )
act_info.c:    else if ( ch->stance[12] == 14 )
act_info.c:    else if ( ch->stance[12] == 15 )
act_info.c:    else if ( ch->stance[12] == 16 )
act_info.c:    else if ( ch->stance[12] == 17 )
act_info.c:    else if ( ch->stance[12] == -1 )
act_info.c:    if (IS_SET(ch->act, PLR_RIGHTHAND))
act_info.c:    else if(IS_SET(ch->act, PLR_LEFTHAND))
act_info.c:        if (ch->pcdata->rank == TANARRI_FODDER)
act_info.c:        if (ch->pcdata->rank == TANARRI_FIGHTER)
act_info.c:        if (ch->pcdata->rank == TANARRI_ELITE)
act_info.c:        if (ch->pcdata->rank == TANARRI_CAPTAIN)
act_info.c:        if (ch->pcdata->rank == TANARRI_WARLORD)
act_info.c:        if (ch->pcdata->rank == TANARRI_BALOR)
act_info.c:        if (ch->pcdata->rank == AGE_TRUEBLOOD)
act_info.c:        else if (ch->pcdata->rank == AGE_LA_MAGRA)
act_info.c:        else if (ch->pcdata->rank == AGE_METHUSELAH)
act_info.c:        else if (ch->pcdata->rank == AGE_ELDER)
act_info.c:        else if (ch->pcdata->rank == AGE_ANCILLA)
act_info.c:        else if (ch->pcdata->rank == AGE_NEONATE)
act_info.c:    room = get_room_index( ch->home );
act_info.c:        if (wch->level < iLevelLower
act_info.c:                || wch->level > iLevelUpper
act_info.c:                || (fImmortalOnly && wch->level < LEVEL_IMMORTAL)
act_info.c:                || (fClassRestrict && wch->level != LEVEL_HERO))
act_info.c:        if (wch->level < 7)
act_info.c:        //if (wch->level > 6 && IS_SET(wch->act, PLR_WIZINVIS)) continue;
act_info.c:        if (wch->level < 7)
act_info.c:        xprintf(pkratio, "#L[#7%3d#L]#n", wch->race);
act_info.c:        if (wch->sex == 1)
act_info.c:            xprintf(switchname, "#c%s#n", wch->pcdata->switchname );
act_info.c:        if (wch->sex == 2)
act_info.c:            xprintf(switchname, "#p%s#n", wch->pcdata->switchname );
act_info.c:        if (wch->sex == 0)
act_info.c:            xprintf(switchname, "#g%s#n", wch->pcdata->switchname );
act_info.c:        if ((wch->ghost_level >= LEVEL_IMMORTAL) &&
act_info.c:                (ch->level >= wch->level))
act_info.c:        if (wch->incog_level >= LEVEL_IMMORTAL)
act_info.c:        if (wch->invis_level >= LEVEL_IMMORTAL)
act_info.c:                && wch->pcdata->chobj != NULL)
act_info.c:            if (wch->pcdata->chobj->pIndexData->vnum == 12)
act_info.c:            else if (wch->pcdata->chobj->pIndexData->vnum ==  30005)
act_info.c:            switch (wch->level)
act_info.c://                if (wch->prefix != NULL)
act_info.c://                    class = wch->prefix;
act_info.c:        if ( wch->sex == 1 )
act_info.c:        else if ( wch->sex == 2 )
act_info.c:                if ( wch->fight_timer > 0 )
act_info.c:        if (wch->class > 0)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                else if (wch->generation == 7)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                if (wch->generation == 1)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                else if (wch->generation == 7)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation <= 7)
act_info.c:                else if (wch->generation <= 9)
act_info.c:                if (wch->generation <= 1)
act_info.c:                else if (wch->generation <= 2)
act_info.c:                else if (wch->generation <= 3)
act_info.c:                else if (wch->generation <= 4)
act_info.c:                else if (wch->generation <= 5)
act_info.c:                else if (wch->generation <= 6)
act_info.c:                else if (wch->generation <= 9)
act_info.c:                if(wch->generation <= 1)
act_info.c:                else if(wch->generation <= 2)
act_info.c:                else if(wch->generation <= 3)
act_info.c:                else if(wch->generation <= 4)
act_info.c:                else if(wch->generation <= 5)
act_info.c:                else if(wch->generation <= 6)
act_info.c:                else if(wch->generation <= 7)
act_info.c:                else if(wch->generation <= 8)
act_info.c:                else if(wch->generation <= 9)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                switch(wch->pcdata->powers[S_ELEMENT]) {
act_info.c:                switch(wch->pcdata->powers[S_RANK]) {
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                else if (wch->generation == 7)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                else if (wch->generation == 7)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                else if (wch->generation == 7)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                else if (wch->generation == 7)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                else if (wch->generation == 7)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2
act_info.c:                         && wch->sex != SEX_FEMALE)
act_info.c:                else if (wch->generation == 2
act_info.c:                         && wch->sex == SEX_FEMALE)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                else if (wch->generation == 7)
act_info.c:                if (wch->generation == 1)
act_info.c:                else if (wch->generation == 2)
act_info.c:                else if (wch->generation == 3)
act_info.c:                else if (wch->generation == 4)
act_info.c:                else if (wch->generation == 5)
act_info.c:                else if (wch->generation == 6)
act_info.c:                else if (wch->generation == 7)
act_info.c:        if (IS_SET(wch->newbits, NEW_MASTERY))
act_info.c:            if (!IS_SET(wch->special, SPC_HAS_CHOSEN_RELIGION)) xprintf_2(faith,"");
act_info.c:                             religion_table[wch->pcdata->religion].rankname[wch->pcdata->relrank],religion_table[wch->pcdata->religion].name);
act_info.c:        xprintf(king, "%s", kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:        if (!str_cmp(kingdom_table[wch->pcdata->kingdom].general, wch->name))
act_info.c:            xprintf(king, "%s of %s", kingdom_table[wch->pcdata->kingdom].rankp,
act_info.c:                    kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:        else if (!strcmp(wch->pcdata->switchname, kingdom_table[wch->pcdata->kingdom].leader))
act_info.c:            xprintf(king, "%s of %s", kingdom_table[wch->pcdata->kingdom].rankl,
act_info.c:                    kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:        else if (wch->pcdata->kingrank != 0)
act_info.c:            if (wch->pcdata->kingrank == 1)
act_info.c:                if (wch->sex == SEX_FEMALE)
act_info.c:                            kingdom_table[wch->pcdata->kingdom].rank1f,
act_info.c:                            kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:                            kingdom_table[wch->pcdata->kingdom].rank1m,
act_info.c:                            kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:            if (wch->pcdata->kingrank == 2)
act_info.c:                if (wch->sex == SEX_FEMALE)
act_info.c:                            kingdom_table[wch->pcdata->kingdom].rank2f,
act_info.c:                            kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:                            kingdom_table[wch->pcdata->kingdom].rank2m,
act_info.c:                            kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:            if (wch->pcdata->kingrank == 3)
act_info.c:                if (wch->sex == SEX_FEMALE)
act_info.c:                            kingdom_table[wch->pcdata->kingdom].rank3f,
act_info.c:                            kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:                            kingdom_table[wch->pcdata->kingdom].rank3m,
act_info.c:                            kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:            if (wch->pcdata->kingrank == 4)
act_info.c:                if (wch->sex == SEX_FEMALE)
act_info.c:                            kingdom_table[wch->pcdata->kingdom].rank4f,
act_info.c:                            kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:                            kingdom_table[wch->pcdata->kingdom].rank4m,
act_info.c:                            kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:            if (wch->pcdata->kingrank == 5)
act_info.c:                if (wch->sex == SEX_FEMALE)
act_info.c:                            kingdom_table[wch->pcdata->kingdom].rank5f,
act_info.c:                            kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:                            kingdom_table[wch->pcdata->kingdom].rank5m,
act_info.c:                            kingdom_table[wch->pcdata->kingdom].whoname);
act_info.c:        if (wch->level > 6)
act_info.c:           class, pkratio, kav, wch->pcdata->switchname, wch->pcdata->title);
act_info.c:        else if (wch->level <= 6)
act_info.c:           class, pkratio, kav, wch->pcdata->switchname, king, faith);
act_info.c:        if (IS_SET(wch->pcdata->jflags, JFLAG_BULLY))
act_info.c:                pkratio, wch->pcdata->switchname, sexbuf, title, kav, guild, faith ,god);
act_info.c:        else if (wch->level < 3)
act_info.c:                  pkratio, wch->pcdata->switchname, sexbuf, class,
act_info.c:                  (IS_SET(wch->pcdata->jflags, JFLAG_BULLY)) ? "#L[#7BULLY#L]#n " : ""
act_info.c:        if (!IS_NPC(ch) && (obj = ch->pcdata->chobj) == NULL)
act_info.c:            location = ch->in_room;
act_info.c:            for (portal = ch->in_room->contents; portal != NULL;
act_info.c:                        REMOVE_BIT(ch->affected_by,
act_info.c:                        SET_BIT(ch->affected_by,
act_info.c:                        SET_BIT(ch->affected_by,
act_info.c:                        REMOVE_BIT(ch->affected_by,
act_info.c:    show_list_to_char(ch->carrying, ch, TRUE, TRUE);
act_info.c:        printf_to_char(ch, "#CArea   :#n       %s\n\r", ch->in_room->area->name);
act_info.c:        printf_to_char(ch, "#CRoom   :#n       %s\n\n\r", ch->in_room->name);
act_info.c:                    && (victim = d->character) != NULL && !IS_NPC(victim) && victim->in_room != NULL && victim->in_room->area == ch->in_room->area && victim->pcdata->chobj == NULL && can_see(ch, victim))
act_info.c:                    && victim->in_room->area == ch->in_room->area && !IS_AFFECTED(victim, AFF_HIDE) && !IS_AFFECTED(victim, AFF_SNEAK) && can_see(ch, victim) && is_name(arg, victim->name))
act_info.c:    diff = victim->level - ch->level + con_hit - char_hitroll(ch);
act_info.c:    diff = victim->level - ch->level + con_dam - char_damroll(ch);
act_info.c:    diff = ch->hit * 100 / con_hp;
act_info.c:    free_string(ch->prefix);
act_info.c:    ch->prefix = str_dup(buf);
act_info.c:        ch->prefix = str_dup("");
act_info.c:    free_string(ch->pcdata->title);
act_info.c:    ch->pcdata->title = str_dup(buf);
act_info.c:    free_string(ch->pcdata->title);
act_info.c:    ch->pcdata->title = str_dup(buf);
act_info.c:    if (ch->fight_timer > 0)
act_info.c:    if (IS_SET(ch->extra, EXTRA_AFK))
act_info.c:        if (ch->tells)
act_info.c:                    ch->tells);
act_info.c:        xprintf(buf, "%s is back from AFK!", ch->name);
act_info.c:        REMOVE_BIT(ch->extra, EXTRA_AFK);
act_info.c:        if ((ch->in_room == NULL
act_info.c:                || !IS_SET(ch->in_room->room_flags, ROOM_SAFE)) && ch->level < 6)
act_info.c:    if (!IS_SET(ch->extra, EXTRA_AFK))
act_info.c:        if (ch->master)
act_info.c:        xprintf(buf, "%s has gone AFK!", ch->name);
act_info.c:        SET_BIT(ch->extra, EXTRA_AFK);
act_info.c:            if (ch->description != NULL)
act_info.c:                strcat(buf, ch->description);
act_info.c:        free_string(ch->description);
act_info.c:        ch->description = str_dup(buf);
act_info.c:    send_to_char(ch->description ? ch->description : "(None).\n\r", ch);
act_info.c:    xprintf(hit_str, "%d", ch->hit);
act_info.c:    COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
act_info.c:    xprintf(mana_str, "%d", ch->mana);
act_info.c:    COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
act_info.c:    xprintf(move_str, "%d", ch->move);
act_info.c:    COL_SCALE(move_str, ch, ch->move, ch->max_move);
act_info.c:    xprintf(exp_str, "%lld", ch->exp);
act_info.c://        COL_SCALE(exp_str, ch, ch->exp, 1000);
act_info.c:    xprintf(mhit_str, "%d", ch->max_hit);
act_info.c:    xprintf(mmana_str, "%d", ch->max_mana);
act_info.c:    xprintf(mmove_str, "%d", ch->max_move);
act_info.c:        vch_next = vch->next;
act_info.c:        if (vch->in_room == NULL)
act_info.c:        if (vch->in_room != ch->in_room)
act_info.c:        xprintf(hit_str, "%d", ch->hit);
act_info.c:        COL_SCALE(hit_str, vch, ch->hit, ch->max_hit);
act_info.c:        xprintf(mana_str, "%d", ch->mana);
act_info.c:        COL_SCALE(mana_str, vch, ch->mana, ch->max_mana);
act_info.c:        xprintf(move_str, "%d", ch->move);
act_info.c:        COL_SCALE(move_str, vch, ch->move, ch->max_move);
act_info.c:        xprintf(exp_str, "%lld", ch->exp);
act_info.c://                COL_SCALE(exp_str, vch, ch->exp, 1000);
act_info.c:        xprintf(mhit_str, "%d", ch->max_hit);
act_info.c:        xprintf(mmana_str, "%d", ch->max_mana);
act_info.c:        xprintf(mmove_str, "%d", ch->max_move);
act_info.c:                    ch->morph, hit_str, mhit_str, mana_str,
act_info.c:                    IS_NPC(ch) ? capitalize(ch->
act_info.c:                                            short_descr) : ch->
act_info.c:                if (ch->level < skill_table[sn].skill_level)
act_info.c:                    xprintf(buf, "#P%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#R%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#B%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#G%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#y%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#c%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#W%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#O%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                if (ch->level < skill_table[sn].skill_level)
act_info.c:                    xprintf(buf, "#P%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#R%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#B%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#G%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#y%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#O%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#c%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    xprintf(buf, "#W%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                 ch->exp);
act_info.c:            if (ch->exp < 5000)
act_info.c:                    (ch->level >= skill_table[sn].skill_level) && ch->pcdata->learned[sn] < 100)
act_info.c:                if (ch->pcdata->learned[sn] < 100)
act_info.c:                    ch->pcdata->learned[sn] = 100;
act_info.c:                ch->exp -= 5000;
act_info.c:        if (ch->exp <= 0)
act_info.c:        if ((sn = skill_lookup(argument)) < 0 || (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
act_info.c:        if (ch->pcdata->learned[sn] >= SKILL_ADEPT)
act_info.c:        else if (ch->pcdata->learned[sn] > 0 && ch->exp < 5000)
act_info.c:        else if (ch->pcdata->learned[sn] == 0 && ch->exp < 5000)
act_info.c:            if (ch->pcdata->learned[sn] == 0)
act_info.c:                ch->exp -= 5000;
act_info.c:                ch->pcdata->learned[sn] += 100;
act_info.c:                ch->exp -= (ch->pcdata->learned[sn] / 2);
act_info.c:                ch->pcdata->learned[sn] += int_app[get_curr_int(ch)].learn;
act_info.c:            if (ch->pcdata->learned[sn] < SKILL_ADEPT)
act_info.c:                ch->pcdata->learned[sn] = SKILL_ADEPT;
act_info.c:                if (ch->level < skill_table[sn].skill_level)
act_info.c:                            ch->pcdata->learned[sn]);
act_info.c:                            ch->pcdata->learned[sn]);
act_info.c:                            ch->pcdata->learned[sn]);
act_info.c:                            ch->pcdata->learned[sn]);
act_info.c:                            ch->pcdata->learned[sn]);
act_info.c:        xprintf(buf, "You have %lld exp left.\n\r", ch->exp);
act_info.c:            if (ch->exp < 10000)
act_info.c:                    && (ch->level >= skill_table[sn].skill_level)
act_info.c:                    && ch->pcdata->learned[sn] < 100)
act_info.c:                ch->pcdata->learned[sn] = 100;
act_info.c:                ch->exp -= 10000;
act_info.c:        if (ch->exp <= 0)
act_info.c:                    && ch->level < skill_table[sn].skill_level))
act_info.c:        if (ch->pcdata->learned[sn] >= SKILL_ADEPT)
act_info.c:        else if (ch->pcdata->learned[sn] > 0 && ch->exp < 10000)
act_info.c:        else if (ch->pcdata->learned[sn] == 0 && ch->exp < 10000)
act_info.c:            if (ch->pcdata->learned[sn] == 0)
act_info.c:                ch->exp -= 10000;
act_info.c:                ch->pcdata->learned[sn] += 100;
act_info.c:                ch->exp -= (ch->pcdata->learned[sn] / 2);
act_info.c:                ch->pcdata->learned[sn] +=
act_info.c:            if (ch->pcdata->learned[sn] < SKILL_ADEPT)
act_info.c:                ch->pcdata->learned[sn] = SKILL_ADEPT;
act_info.c:    if (strcmp(arg1, ch->pcdata->pwd) &&
act_info.c:            strcmp(crypt(arg1, ch->pcdata->pwd), ch->pcdata->pwd))
act_info.c:    pwdnew = crypt(arg2, ch->pcdata->switchname);
act_info.c:    free_string(ch->pcdata->pwd);
act_info.c:    ch->pcdata->pwd = str_dup(pwdnew);
act_info.c:        SET_BIT(ch->extra, EXTRA_NEWPASS);
act_info.c:    if (ch->desc != NULL && ch->desc->connected == CON_PLAYING)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_CHAT)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_FLAME)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_AUCTION)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_HINT)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_NEWBIE)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_ROLEPLAY)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_SOCIAL)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_QUEST)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_TRIVIA)
act_info.c:            send_to_char(!IS_SET(ch->deaf, CHANNEL_IMMTALK)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_MUSIC)
act_info.c:        if (IS_SET(ch->special, SPC_HAS_CHOSEN_RELIGION))
act_info.c:            send_to_char(!IS_SET(ch->deaf, CHANNEL_RELIGION)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_KINGDOM)
act_info.c:            send_to_char(!IS_SET(ch->deaf, CHANNEL_LOG)
act_info.c:        if (ch->class != 0 || IS_IMMORTAL(ch))
act_info.c:            send_to_char(!IS_SET(ch->deaf, CHANNEL_CLASS)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_INFO)
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_TELL)
act_info.c:                ch->talkcolor);
act_info.c:            if (ch->pcdata->pagelen > 0)
act_info.c:                        ch->pcdata->pagelen + 2);
act_info.c:        else if (IS_SET(ch->special, SPC_HAS_CHOSEN_RELIGION)
act_info.c:            REMOVE_BIT(ch->deaf, bit);
act_info.c:            SET_BIT(ch->deaf, bit);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_ANSI)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF2)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF3)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF4)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF5)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF6)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF7)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_COMBINE)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_PROMPT)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_TELNET_GA)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_SILENCE)
act_info.c:        send_to_char(!IS_SET(ch->act, PLR_NO_TELL)
act_info.c:        send_to_char(IS_SET(ch->act, PLR_MAP) ?
act_info.c:                (IS_SET(ch->pcdata->jflags, JFLAG_SETLOGIN)) ? ch->
act_info.c:                (IS_SET(ch->pcdata->jflags, JFLAG_SETLOGOUT)) ? ch->
act_info.c:                (IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP)) ? ch->
act_info.c:                (IS_SET(ch->pcdata->jflags, JFLAG_SETAVATAR)) ? ch->
act_info.c:                (IS_SET(ch->pcdata->jflags, JFLAG_SETTIE)) ? ch->
act_info.c:            SET_BIT(ch->act, bit);
act_info.c:            REMOVE_BIT(ch->act, bit);
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOEXIT)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOLOOT)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOSLAB)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOBONES)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOSAC)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOHEAD)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOHILT)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOGEM)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOSTORE)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOSPLIT)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOWEATHER)
act_info.c:        send_to_char(IS_SET(ch->act2, PLR_AUTOSIGIL)
act_info.c:            SET_BIT(ch->act2, bit);
act_info.c:            REMOVE_BIT(ch->act2, bit);
act_info.c:    if (IS_SET(ch->act, PLR_ANSI))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOEXIT))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOLOOT))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOSLAB))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOSIGIL))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOHEAD))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOGEM))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOHILT))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOSPLIT))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOSTORE))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOSAC))
act_info.c:    if (IS_SET(ch->act, PLR_MAP))
act_info.c:    if (!IS_SET(ch->act2, PLR_AUTOBONES))
act_info.c:    if (!IS_SET(ch->act2, PLR_AUTOEXIT))
act_info.c:    if (!IS_SET(ch->act2, PLR_AUTOHILT))
act_info.c:    if (!IS_SET(ch->act2, PLR_AUTOHEAD))
act_info.c:    if (!IS_SET(ch->act2, PLR_AUTOSAC))
act_info.c:    if (!IS_SET(ch->act2, PLR_AUTOGEM))
act_info.c:    if (!IS_SET(ch->act2, PLR_AUTOSLAB))
act_info.c:    if (!IS_SET(ch->act2, PLR_AUTOSTORE))
act_info.c:    if (!IS_SET(ch->act2, PLR_AUTOSIGIL))
act_info.c:    if (IS_SET(ch->act2, PLR_AUTOBONES))
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF))
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF2))
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF3))
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF4))
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF5))
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF6))
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF7))
act_info.c:            SET_BIT(ch->extra, EXTRA_PROMPT);
act_info.c:            REMOVE_BIT(ch->extra, EXTRA_PROMPT);
act_info.c:        free_string(ch->prompt);
act_info.c:        ch->prompt = str_dup("");
act_info.c:    free_string(ch->prompt);
act_info.c:    ch->prompt = str_dup(buf);
act_info.c:        free_string(ch->cprompt);
act_info.c:        ch->cprompt = str_dup("");
act_info.c:    free_string(ch->cprompt);
act_info.c:    ch->cprompt = str_dup(buf);
act_info.c:        if (ch->level > 6) send_to_char(" @",ch);
act_info.c:        if (ch->level > 6) send_to_char(buf,ch);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:                        wch->pcdata->switchname, wch->race);
act_info.c:            return ch->short_descr;
act_info.c:                return ch->morph;
act_info.c:                return ch->name;
act_info.c:    if (str_cmp(ch->pcdata->switchname, "Hutoshi")
act_info.c:            && !IS_SET(ch->extra, EXTRA_CODING))
act_info.c:    if (IS_SET(ch->extra, EXTRA_CODING))
act_info.c:                ch->pcdata->switchname);
act_info.c:        REMOVE_BIT(ch->extra, EXTRA_CODING);
act_info.c:    else if (!IS_SET(ch->extra, EXTRA_CODING))
act_info.c:                ch->pcdata->switchname);
act_info.c:        SET_BIT(ch->extra, EXTRA_CODING);
act_info.c:    if (IS_SET(ch->extra, EXTRA_BUILDING))
act_info.c:                ch->pcdata->switchname);
act_info.c:        REMOVE_BIT(ch->extra, EXTRA_BUILDING);
act_info.c:    else if (!IS_SET(ch->extra, EXTRA_BUILDING))
act_info.c:                ch->pcdata->switchname);
act_info.c:        SET_BIT(ch->extra, EXTRA_BUILDING);
act_move.c:    in_room = ch->in_room;
act_move.c:            && IS_SET(ch->newbits, NEW_CUBEFORM))
act_move.c:                (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_LARVAFEET)
act_move.c:                || ch->fighting)
act_move.c:            && ((obj = get_obj_list(ch, "walln", ch->in_room->contents)) !=
act_move.c:            && ((obj = get_obj_list(ch, "walls", ch->in_room->contents)) !=
act_move.c:            && ((obj = get_obj_list(ch, "walle", ch->in_room->contents)) !=
act_move.c:            && ((obj = get_obj_list(ch, "wallw", ch->in_room->contents)) !=
act_move.c:            && ((obj = get_obj_list(ch, "wallu", ch->in_room->contents)) !=
act_move.c:            && ((obj = get_obj_list(ch, "walld", ch->in_room->contents)) !=
act_move.c:                ch->power[DISC_WERE_BOAR] > 0
act_move.c:            && ch->master != NULL && in_room == ch->master->in_room)
act_move.c:    if (IS_NPC(ch) && (mount = ch->mount) != NULL
act_move.c:            && IS_SET(ch->mounted, IS_MOUNT))
act_move.c:        if (IS_NPC(ch) || ch->trust < MAX_LEVEL)
act_move.c:                                     !IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION)))
act_move.c:                    && !((mount = ch->mount) != NULL
act_move.c:                         && IS_SET(ch->mounted, IS_RIDING)
act_move.c:                else if ((mount = ch->mount) != NULL
act_move.c:                         && IS_SET(ch->mounted, IS_RIDING)
act_move.c:            else if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION)))
act_move.c:                for (obj = ch->carrying; obj != NULL;
act_move.c:        if (ch->move <= 0)
act_move.c:        if (IS_SET(ch->mounted, IS_RIDING)
act_move.c:                && (ch->move < move || ch->move < 1))
act_move.c:                && ch->power[DISC_DAEM_GELU] < 5)
act_move.c:        if (IS_SET(pexit->exit_info, EX_FIRE_WALL) && ch->class == 0)
act_move.c:                 && ch->class != 0 && !IS_NPC(ch) && ch->level > 2)
act_move.c:            ch->hit -= dice(6, 50);
act_move.c:        if (IS_SET(pexit->exit_info, EX_SWORD_WALL) && ch->class == 0)
act_move.c:                 && ch->class != 0 && !IS_NPC(ch) && ch->level > 2)
act_move.c:            ch->hit -= dice(6, 70);
act_move.c:            ch->hit /= 2;
act_move.c:            ch->move /= 2;
act_move.c:            ch->hit *= .9;
act_move.c:        if (!IS_SET(ch->mounted, IS_RIDING))
act_move.c:            ch->move -= move;
act_move.c:    if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
act_move.c:    else if (ch->in_room->sector_type == SECT_WATER_SWIM)
act_move.c:    else if (IS_SET(ch->polyaff, POLY_SERPENT))
act_move.c:    else if (IS_SET(ch->polyaff, POLY_WOLF))
act_move.c:    else if (IS_SET(ch->polyaff, POLY_FROG))
act_move.c:    else if (IS_SET(ch->polyaff, POLY_FISH))
act_move.c:    else if (ch->hit < (ch->max_hit / 4))
act_move.c:    else if (ch->hit < (ch->max_hit / 3))
act_move.c:    else if (ch->hit < (ch->max_hit / 2))
act_move.c:        if (ch->pcdata->condition[COND_DRUNK] > 10)
act_move.c:    if (!IS_NPC(ch) && ch->stance[0] != -1)
act_move.c:        if (ch->in_room == NULL || victim->in_room == NULL)
act_move.c:        if (ch == victim || ch->in_room != victim->in_room)
act_move.c:                        || !IS_SET(ch->act,
act_move.c:            if (((mount = ch->mount) != NULL
act_move.c:                    && ch->mounted == IS_RIDING
act_move.c:                xprintf(poly, "%s flies $T%s", ch->morph,
act_move.c:            else if ((mount = ch->mount) != NULL
act_move.c:                     && ch->mounted == IS_RIDING)
act_move.c:                xprintf(poly, "%s rides $T%s", ch->morph,
act_move.c:                xprintf(poly, "%s %s $T%s", ch->morph, leave,
act_move.c:                 && (IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS))
act_move.c:            if (((mount = ch->mount) != NULL
act_move.c:                    && ch->mounted == IS_RIDING
act_move.c:            else if ((mount = ch->mount) != NULL
act_move.c:                     && ch->mounted == IS_RIDING)
act_move.c:        if (ch->in_room == NULL || victim->in_room == NULL)
act_move.c:        if (ch == victim || ch->in_room != victim->in_room)
act_move.c:                        || !IS_SET(ch->act,
act_move.c:            if (((mount = ch->mount) != NULL
act_move.c:                    && ch->mounted == IS_RIDING
act_move.c:                        ch->morph, buf, mount2);
act_move.c:            else if ((mount = ch->mount) != NULL
act_move.c:                     && ch->mounted == IS_RIDING)
act_move.c:                        ch->morph, buf, mount2);
act_move.c:                xprintf(poly, "%s %s in from %s%s", ch->morph,
act_move.c:                 && (IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS)))
act_move.c:            if (((mount = ch->mount) != NULL
act_move.c:                    && ch->mounted == IS_RIDING
act_move.c:            else if ((mount = ch->mount) != NULL
act_move.c:                     && ch->mounted == IS_RIDING)
act_move.c:        fch_next = fch->next_in_room;
act_move.c:        if ((mount = fch->mount) != NULL && mount == ch
act_move.c:                && IS_SET(fch->mounted, IS_MOUNT))
act_move.c:            char_to_room(fch, ch->in_room);
act_move.c:        if (fch->master == ch && fch->position == POS_STANDING
act_move.c:                && fch->in_room != ch->in_room)
act_move.c:    in_room = ch->in_room;
act_move.c:    if (!IS_NPC(ch) && ch->in_room != in_room)
act_move.c:        old_room = ch->in_room;
act_move.c:    in_room = ch->in_room;
act_move.c:    if (!IS_NPC(ch) && ch->in_room != in_room)
act_move.c:        old_room = ch->in_room;
act_move.c:    in_room = ch->in_room;
act_move.c:    if (!IS_NPC(ch) && ch->in_room != in_room)
act_move.c:        old_room = ch->in_room;
act_move.c:    in_room = ch->in_room;
act_move.c:    if (!IS_NPC(ch) && ch->in_room != in_room)
act_move.c:        old_room = ch->in_room;
act_move.c:    in_room = ch->in_room;
act_move.c:    if (!IS_NPC(ch) && ch->in_room != in_room)
act_move.c:        old_room = ch->in_room;
act_move.c:        if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_DOWN );
act_move.c:    in_room = ch->in_room;
act_move.c:    if (!IS_NPC(ch) && ch->in_room != in_room)
act_move.c:        old_room = ch->in_room;
act_move.c:        if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_UP );
act_move.c:            if ((pexit = ch->in_room->exit[door]) != NULL
act_move.c:    if ((pexit = ch->in_room->exit[door]) == NULL)
act_move.c:    if (ch->in_room != NULL)
act_move.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
act_move.c:    obj = get_obj_list(ch, arg, ch->in_room->contents);
act_move.c:        location = ch->in_room;
act_move.c:            xprintf(poly, "%s steps into $p.", ch->morph);
act_move.c:            xprintf(poly, "%s steps out of $p.", ch->morph);
act_move.c:        for (portal = ch->in_room->contents; portal != NULL;
act_move.c:                    REMOVE_BIT(ch->affected_by,
act_move.c:                    SET_BIT(ch->affected_by,
act_move.c:        if ((mount = ch->mount) != NULL)
act_move.c:            char_to_room(mount, ch->in_room);
act_move.c:            gch_next = gch->next_in_room;
act_move.c:            if (gch->master == ch && gch->position == POS_STANDING
act_move.c:                    && gch->in_room != ch->in_room)
act_move.c:        location = ch->in_room;
act_move.c:            xprintf(poly, "%s steps into $p.", ch->morph);
act_move.c:            xprintf(poly, "%s steps out of $p.", ch->morph);
act_move.c:        for (portal = ch->in_room->contents; portal != NULL;
act_move.c:                    REMOVE_BIT(ch->affected_by,
act_move.c:                    SET_BIT(ch->affected_by,
act_move.c:        if ((mount = ch->mount) == NULL)
act_move.c:        char_to_room(mount, ch->in_room);
act_move.c:        pexit = ch->in_room->exit[door];
act_move.c:                && pexit_rev->to_room == ch->in_room)
act_move.c:                    rch = rch->next_in_room)
act_move.c:        pexit = ch->in_room->exit[door];
act_move.c:                && pexit_rev->to_room == ch->in_room)
act_move.c:                    rch = rch->next_in_room)
act_move.c:    for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
act_move.c:        pexit = ch->in_room->exit[door];
act_move.c:                && pexit_rev->to_room == ch->in_room)
act_move.c:        pexit = ch->in_room->exit[door];
act_move.c:                && pexit_rev->to_room == ch->in_room)
act_move.c:    for (gch = ch->in_room->people; gch; gch = gch->next_in_room)
act_move.c:                && ch->level + 5 < gch->level)
act_move.c:            && number_percent() > ch->pcdata->learned[gsn_pick_lock])
act_move.c:        pexit = ch->in_room->exit[door];
act_move.c:                && pexit_rev->to_room == ch->in_room)
act_move.c:    switch (ch->position)
act_move.c:        ch->position = POS_STANDING;
act_move.c:        ch->position = POS_STANDING;
act_move.c:        ch->position = POS_STANDING;
act_move.c:    switch ( ch->position )
act_move.c:	ch->position = POS_RESTING;
act_move.c:    if (ch->position == POS_FIGHTING)
act_move.c:        obj = get_obj_list(ch, argument, ch->in_room->contents);
act_move.c:        obj = ch->on;
act_move.c:        if (obj != NULL && ch->on != obj
act_move.c:        ch->on = obj;
act_move.c:    switch (ch->position)
act_move.c:        ch->position = POS_RESTING;
act_move.c:        ch->position = POS_RESTING;
act_move.c:        ch->position = POS_RESTING;
act_move.c:    switch ( ch->position )
act_move.c:	ch->position = POS_SITTING;
act_move.c:    if (ch->position == POS_FIGHTING)
act_move.c:        obj = get_obj_list(ch, argument, ch->in_room->contents);
act_move.c:        obj = ch->on;
act_move.c:        if (obj != NULL && ch->on != obj
act_move.c:        ch->on = obj;
act_move.c:    switch (ch->position)
act_move.c:        ch->position = POS_SITTING;
act_move.c:        ch->position = POS_SITTING;
act_move.c:        ch->position = POS_RESTING;
act_move.c:    switch (ch->position)
act_move.c:        if (argument[0] == '\0' && ch->on == NULL)
act_move.c:            ch->position = POS_SLEEPING;
act_move.c:                obj = ch->on;
act_move.c:                                   ch->in_room->contents);
act_move.c:            if (ch->on != obj
act_move.c:            ch->on = obj;
act_move.c:            ch->position = POS_SLEEPING;
act_move.c:    obj = ch->on;
act_move.c:    if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 2)
act_move.c:    switch (ch->position)
act_move.c:        ch->position = POS_MEDITATING;
act_move.c:        ch->position = POS_MEDITATING;
act_move.c:                && ch->power[DISC_VAMP_PROT] < 8))
act_move.c:    switch (ch->position)
act_move.c:        ch->position = POS_MEDITATING;
act_move.c:        ch->position = POS_MEDITATING;
act_move.c:    switch ( ch->position )
act_move.c:	ch->position = POS_SLEEPING;
act_move.c:    if (IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_sneak])
act_move.c:        af.duration = ch->level;
act_move.c:        REMOVE_BIT(ch->affected_by, AFF_HIDE);
act_move.c:    if (IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_hide])
act_move.c:        SET_BIT(ch->affected_by, AFF_HIDE);
act_move.c:    REMOVE_BIT(ch->affected_by, AFF_HIDE);
act_move.c:    REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
act_move.c:    REMOVE_BIT(ch->affected_by, AFF_SNEAK);
act_move.c:    if ((location = get_room_index(ch->home)) == NULL)
act_move.c:    if (ch->in_room == location)
act_move.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
act_move.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_CHANT))
act_move.c:    if (IS_SET(ch->flag2, AFF_TOTALBLIND))
act_move.c:    if ((victim = ch->fighting) != NULL)
act_move.c:    if ((mount = ch->mount) == NULL)
act_move.c:    char_to_room(mount, ch->in_room);
act_move.c:    if (ch->class == 0)
act_move.c:    if (ch->in_room == location)
act_move.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
act_move.c:    if ((victim = ch->fighting) != NULL)
act_move.c:    if ((mount = ch->mount) == NULL)
act_move.c:    char_to_room(mount, ch->in_room);
act_move.c:    if (ch->in_room->vnum == ch->home)
act_move.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ||
act_move.c:            IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)
act_move.c:            || IS_SET(ch->in_room->area->areabits, AREA_BIT_NOHOME)
act_move.c:            || IS_SET(ch->in_room->room_flags, ROOM_SAFE))
act_move.c:    if (ch->in_room->vnum == 3001)
act_move.c:    ch->home = ch->in_room->vnum;
act_move.c:    if (ch->position >= POS_SLEEPING)
act_move.c:    if (ch->in_room != NULL)
act_move.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
act_move.c:    if (ch->in_room == location)
act_move.c:    ch->move = 0;
act_move.c:    ch->mana = 0;
act_move.c:            ch->pcdata->switchname);
act_move.c:    ch->combat = NULL;
act_move.c:    if (IS_SET(ch->newbits, NEW_DARKNESS))
act_move.c:        REMOVE_BIT(ch->newbits, NEW_DARKNESS);
act_move.c:        if (ch->in_room != NULL)
act_move.c:                    (ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
act_move.c:                REMOVE_BIT(ch->in_room->room_flags,
act_move.c:    return (ch->power[ch->pcdata->disc_research] + 1) * 10;
act_move.c:    if (ch->pcdata->disc_points == 666)
act_move.c:    if (ch->pcdata->disc_research == -1)
act_move.c:    ch->pcdata->disc_points += points;
act_move.c:    if (ch->pcdata->disc_points < 0)
act_move.c:        ch->pcdata->disc_points = 0;
act_move.c:    if (ch->pcdata->disc_points >= disc_points_needed(ch))
act_move.c:        ch->pcdata->disc_points = 999;
act_move.c:        if (ch->pcdata->rank == AGE_CHILDE
act_move.c:                || ch->pcdata->rank == AGE_NEONATE)
act_move.c:        else if (ch->pcdata->rank == AGE_ANCILLA)
act_move.c:        else if (ch->pcdata->rank == AGE_ELDER)
act_move.c:        if (ch->pcdata->powers[FAE_PLASMA] > 3)
act_move.c:        if (ch->pcdata->powers[FAE_MATTER] > 3)
act_move.c:        if (ch->pcdata->powers[FAE_ENERGY] > 3)
act_move.c:        if (ch->pcdata->powers[FAE_WILL] > 3)
act_move.c:        if (ch->pcdata->powers[FAE_PLASMA] > 7)
act_move.c:        if (ch->pcdata->powers[FAE_MATTER] > 7)
act_move.c:        if (ch->pcdata->powers[FAE_ENERGY] > 7)
act_move.c:        if (ch->pcdata->powers[FAE_WILL] > 7)
act_move.c:        if (ch->pcdata->disc_research == -1)
act_move.c:        ch->pcdata->disc_research = -1;
act_move.c:        ch->pcdata->disc_points = 0;
act_move.c:    if (ch->pcdata->disc_research != -1)
act_move.c:            needed = ((ch->power[i] - 5) * 10);
act_move.c:            if (ch->power[i] < 0)
act_move.c:                    && ch->power[i] >= maxlevel)
act_move.c:                    && ch->power[i] >= maxlevel)
act_move.c:            if (ch->power[i] >= 10)
act_move.c:            ch->pcdata->disc_points = 0;
act_move.c:            ch->pcdata->disc_research = i;
act_move.c:                && strlen(discipline[loop]) != 0 && ch->power[loop] >= 0)
act_move.c:                    buf2, ch->power[loop]);
act_move.c:    if (ch->pcdata->disc_research < 0)
act_move.c:    if (ch->power[ch->pcdata->disc_research] < 0)
act_move.c:    if (ch->pcdata->disc_points == 999)
act_move.c:                discipline[ch->pcdata->disc_research]);
act_move.c:    if (ch->pcdata->disc_research < MAX_DISCIPLINES)
act_move.c:                discipline[ch->pcdata->disc_research]);
act_move.c:    percent = ch->pcdata->disc_points * 40 / disc_points_needed(ch);
act_move.c:            REMOVE_BIT(ch->immune, IMM_SLASH);
act_move.c:            REMOVE_BIT(ch->immune, IMM_STAB);
act_move.c:            REMOVE_BIT(ch->immune, IMM_SMASH);
act_move.c:            REMOVE_BIT(ch->immune, IMM_ANIMAL);
act_move.c:            REMOVE_BIT(ch->immune, IMM_MISC);
act_move.c:            REMOVE_BIT(ch->immune, IMM_CHARM);
act_move.c:            REMOVE_BIT(ch->immune, IMM_HEAT);
act_move.c:            REMOVE_BIT(ch->immune, IMM_COLD);
act_move.c:            REMOVE_BIT(ch->immune, IMM_LIGHTNING);
act_move.c:            REMOVE_BIT(ch->immune, IMM_ACID);
act_move.c:            REMOVE_BIT(ch->immune, IMM_COLD);
act_move.c:            REMOVE_BIT(ch->immune, IMM_DRAIN);
act_move.c:            REMOVE_BIT(ch->immune, IMM_VOODOO);
act_move.c:            REMOVE_BIT(ch->immune, IMM_HURL);
act_move.c:            REMOVE_BIT(ch->immune, IMM_BACKSTAB);
act_move.c:            REMOVE_BIT(ch->immune, IMM_KICK);
act_move.c:            REMOVE_BIT(ch->immune, IMM_DISARM);
act_move.c:            REMOVE_BIT(ch->immune, IMM_STEAL);
act_move.c:    int rank_xp = 50000000 * ch->pRank;
act_move.c:    int rank_bones = 8000 * ch->pRank;
act_move.c:    switch (ch->class)
act_move.c:        if( ch->pRank >= MAX_RANKING ) {
act_move.c:        if( ch->exp < rank_xp ) {
act_move.c:            sprintf( buf, "Not enough Experience points, you need %lld more.\n\r", ( rank_xp - ch->exp ) );
act_move.c:        if( ch->bones < rank_bones ) {
act_move.c:            sprintf( buf, "Not enough bones, you need %d more.\n\r", ( rank_bones - ch->bones ) );
act_move.c:        ch->bones -= rank_bones;
act_move.c:        ch->exp -= rank_xp;
act_move.c:        ch->pRank++;
act_move.c:        sprintf( buf, "%s is now known as %s %s", ch->pcdata->switchname, getCurrRanking( ch, ch->pRank ),
act_move.c:                 ch->pcdata->switchname );
act_move.c:                && ch->pcdata->powers[HOBBIT_COMBAT] < 5)
act_move.c:            if (ch->exp < 10000000)
act_move.c:            ch->exp -= 10000000;
act_move.c:            ch->pcdata->powers[HOBBIT_COMBAT]++;
act_move.c:        if (!str_cmp(arg1, "fodder") && ch->pcdata->rank == 0)
act_move.c:            if (ch->exp < 10000000)
act_move.c:            ch->exp -= 10000000;
act_move.c:            ch->pcdata->rank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!str_cmp(arg1, "fighter") && ch->pcdata->rank == 1)
act_move.c:            if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 3)
act_move.c:            if (ch->exp < 20000000)
act_move.c:            ch->exp -= 20000000;
act_move.c:            ch->pcdata->rank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!str_cmp(arg1, "elite") && ch->pcdata->rank == 2)
act_move.c:            if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 6)
act_move.c:            if (ch->exp < 40000000)
act_move.c:            ch->exp -= 40000000;
act_move.c:            ch->pcdata->rank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!str_cmp(arg1, "captain") && ch->pcdata->rank == 3)
act_move.c:            if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 9)
act_move.c:            if (ch->exp < 80000000)
act_move.c:            ch->exp -= 80000000;
act_move.c:            ch->pcdata->rank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!str_cmp(arg1, "warlord") && ch->pcdata->rank == 4)
act_move.c:            if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 12)
act_move.c:            if (ch->exp < 160000000)
act_move.c:            ch->exp -= 160000000;
act_move.c:            ch->pcdata->rank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!str_cmp(arg1, "balor") && ch->pcdata->rank == 5)
act_move.c:            if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 15)
act_move.c:            if (ch->exp < 320000000)
act_move.c:            ch->exp -= 320000000;
act_move.c:            ch->pcdata->rank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!IS_CLASS(ch, CLASS_ELEMENTAL) || ch->pcdata->powers[ELEMENTAL_EARTH] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ELEMENTAL_EARTH]+1)*10000000)
act_move.c:        ch->pcdata->powers[ELEMENTAL_EARTH]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ELEMENTAL_EARTH]*10000000;
act_move.c:        if (!IS_CLASS(ch, CLASS_ELEMENTAL) || ch->pcdata->powers[ELEMENTAL_AIR] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ELEMENTAL_AIR]+1)*10000000)
act_move.c:        ch->pcdata->powers[ELEMENTAL_AIR]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ELEMENTAL_AIR]*10000000;
act_move.c:        if (!IS_CLASS(ch, CLASS_ELEMENTAL) || ch->pcdata->powers[ELEMENTAL_WATER] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ELEMENTAL_WATER]+1)*10000000)
act_move.c:        ch->pcdata->powers[ELEMENTAL_WATER]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ELEMENTAL_WATER]*10000000;
act_move.c:        if (!IS_CLASS(ch, CLASS_ELEMENTAL) || ch->pcdata->powers[ELEMENTAL_FIRE] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ELEMENTAL_FIRE]+1)*10000000)
act_move.c:        ch->pcdata->powers[ELEMENTAL_FIRE]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ELEMENTAL_FIRE]*10000000;
act_move.c:                || ch->pcdata->powers[ANGEL_JUSTICE] > 4)
act_move.c:        if (ch->exp <
act_move.c:                (ch->pcdata->powers[ANGEL_JUSTICE] + 1) * 10000000)
act_move.c:        ch->pcdata->powers[ANGEL_JUSTICE]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_JUSTICE] * 10000000;
act_move.c:                || ch->pcdata->powers[ANGEL_LOVE] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ANGEL_LOVE] + 1) * 10000000)
act_move.c:        ch->pcdata->powers[ANGEL_LOVE]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_LOVE] * 10000000;
act_move.c:                || ch->pcdata->powers[ANGEL_HARMONY] > 4)
act_move.c:        if (ch->exp <
act_move.c:                (ch->pcdata->powers[ANGEL_HARMONY] + 1) * 10000000)
act_move.c:        ch->pcdata->powers[ANGEL_HARMONY]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_HARMONY] * 10000000;
act_move.c:                || ch->pcdata->powers[ANGEL_PEACE] > 4)
act_move.c:        if (ch->exp <
act_move.c:                (ch->pcdata->powers[ANGEL_PEACE] + 1) * 10000000)
act_move.c:        ch->pcdata->powers[ANGEL_PEACE]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_PEACE] * 10000000;
act_move.c:            if (ch->exp >= (ch->practice + 1) * 50000)
act_move.c:                ch->practice++;
act_move.c:                ch->exp -= ch->practice * 50000;
act_move.c:        if (ch->spl[0] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[0]))
act_move.c:                        cmax - ch->spl[0]);
act_move.c:            if (ch->bones >= UMAX((ch->spl[0] * 2), 1)
act_move.c:                    && ch->spl[0] < cmax)
act_move.c:                ch->spl[0]++;
act_move.c:                ch->bones -= ch->spl[0] * 2;
act_move.c:        if (ch->spl[2] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[2]))
act_move.c:                        cmax - ch->spl[2]);
act_move.c:            if (ch->bones >= UMAX((ch->spl[2] * 2), 1)
act_move.c:                    && ch->spl[2] < cmax)
act_move.c:                ch->spl[2]++;
act_move.c:                ch->bones -= ch->spl[2] * 2;
act_move.c:        if (ch->spl[1] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[1]))
act_move.c:                        cmax - ch->spl[2]);
act_move.c:            if (ch->bones >= UMAX((ch->spl[1] * 2), 1)
act_move.c:                    && ch->spl[1] < cmax)
act_move.c:                ch->spl[1]++;
act_move.c:                ch->bones -= ch->spl[1] * 2;
act_move.c:        if (ch->spl[3] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[3]))
act_move.c:                        cmax - ch->spl[3]);
act_move.c:            if (ch->bones >= UMAX((ch->spl[3] * 2), 1)
act_move.c:                    && ch->spl[3] < cmax)
act_move.c:                ch->spl[3]++;
act_move.c:                ch->bones -= ch->spl[3] * 2;
act_move.c:        if (ch->spl[4] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[4]))
act_move.c:                        cmax - ch->spl[4]);
act_move.c:            if (ch->bones >= UMAX((ch->spl[0] * 2), 1)
act_move.c:                    && ch->spl[4] < cmax)
act_move.c:                ch->spl[4]++;
act_move.c:                ch->bones -= ch->spl[4] * 2;
act_move.c:        if (ch->spl[BLACK_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[BLACK_MAGIC]))
act_move.c:                        cmax - ch->spl[BLACK_MAGIC]);
act_move.c:            if (ch->bones >= UMAX((ch->spl[0] * 2), 1)
act_move.c:                    && ch->spl[BLACK_MAGIC] < cmax)
act_move.c:                ch->spl[BLACK_MAGIC]++;
act_move.c:                ch->bones -= ch->spl[BLACK_MAGIC] * 2;
act_move.c:        if (ch->spl[WHITE_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[WHITE_MAGIC]))
act_move.c:                        cmax - ch->spl[WHITE_MAGIC]);
act_move.c:            if (ch->bones >= UMAX((ch->spl[0] * 2), 1)
act_move.c:                    && ch->spl[WHITE_MAGIC] < cmax)
act_move.c:                ch->spl[WHITE_MAGIC]++;
act_move.c:                ch->bones -= ch->spl[WHITE_MAGIC] * 2;
act_move.c:        if (ch->spl[ORANGE_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[ORANGE_MAGIC]))
act_move.c:                        cmax - ch->spl[ORANGE_MAGIC]);
act_move.c:            if (ch->bones >= UMAX((ch->spl[0] * 2), 1)
act_move.c:                    && ch->spl[ORANGE_MAGIC] < cmax)
act_move.c:                ch->spl[ORANGE_MAGIC]++;
act_move.c:                ch->bones -= ch->spl[ORANGE_MAGIC] * 2;
act_move.c:        int       statcap = UMIN(300000, 100000 + 10000 * ch->race);
act_move.c:        if (ch->max_hit >= statcap)
act_move.c:            if (ch->exp >= UMAX((ch->max_hit + 1), 1)
act_move.c:                    && ch->max_hit < statcap)
act_move.c:                ch->max_hit++;
act_move.c:                ch->exp -= UMAX(ch->max_hit, 1);
act_move.c:        int       statcap = UMIN(300000, 50000 + 10000 * ch->race);
act_move.c:        if (ch->max_move >= statcap)
act_move.c:            if (ch->exp >= UMAX((ch->max_move + 1), 1)
act_move.c:                    && ch->max_move < statcap)
act_move.c:                ch->max_move++;
act_move.c:                ch->exp -= UMAX(1, ch->max_move);
act_move.c:        cost = figure_stat_cost(ch->pcdata->perm_str);
act_move.c:        if (ch->pcdata->perm_str >= max)
act_move.c:        if (cost > ch->practice)
act_move.c:        ch->pcdata->perm_str++;
act_move.c:        ch->practice -= cost;
act_move.c:        cost = figure_stat_cost(ch->pcdata->perm_int);
act_move.c:        if (ch->pcdata->perm_int >= max)
act_move.c:        if (cost > ch->practice)
act_move.c:        ch->pcdata->perm_int++;
act_move.c:        ch->practice -= cost;
act_move.c:        cost = figure_stat_cost(ch->pcdata->perm_wis);
act_move.c:        if (ch->pcdata->perm_wis >= max)
act_move.c:        if (cost > ch->practice)
act_move.c:        ch->pcdata->perm_wis++;
act_move.c:        ch->practice -= cost;
act_move.c:        cost = figure_stat_cost(ch->pcdata->perm_dex);
act_move.c:        if (ch->pcdata->perm_dex >= max)
act_move.c:        if (cost > ch->practice)
act_move.c:        ch->pcdata->perm_dex++;
act_move.c:        ch->practice -= cost;
act_move.c:        cost = figure_stat_cost(ch->pcdata->perm_con);
act_move.c:        if (ch->pcdata->perm_con >= max)
act_move.c:        if (cost > ch->practice)
act_move.c:        ch->pcdata->perm_con++;
act_move.c:        ch->practice -= cost;
act_move.c:        int       statcap = UMIN(300000, 50000 + 10000 * ch->race);
act_move.c:        if (ch->max_mana >= statcap)
act_move.c:            if (ch->exp >= UMAX((ch->max_mana + 1), 1)
act_move.c:                    && ch->max_mana < statcap)
act_move.c:                ch->max_mana++;
act_move.c:                ch->exp -= UMAX(ch->max_mana, 1);
act_move.c:                ch->exp, ch->practice);
act_move.c://    else if (!str_cmp(arg1,"toughness") && IS_SET(ch->newbits, NEW_MASTERY) ) is_ok = TRUE;
act_move.c:             (ch->pcdata->rank == AGE_NEONATE))
act_move.c:             (ch->pcdata->rank == AGE_CHILDE))
act_move.c:             && !IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
act_move.c:             && ch->beast > 0)
act_move.c:             && (ch->pcdata->rank == 0))
act_move.c:             (ch->pcdata->rank == BELT_ONE))
act_move.c:             (ch->pcdata->rank == BELT_TWO))
act_move.c:             (ch->pcdata->rank == BELT_THREE))
act_move.c:             (ch->pcdata->rank == BELT_FOUR))
act_move.c:             (ch->pcdata->rank == BELT_FIVE))
act_move.c:             (ch->pcdata->rank == BELT_SIX))
act_move.c:             (ch->pcdata->rank == BELT_SEVEN))
act_move.c:             (ch->pcdata->rank == BELT_EIGHT))
act_move.c:             (ch->pcdata->rank == BELT_NINE))
act_move.c:             (ch->pcdata->rank == AGE_ANCILLA))
act_move.c:             && (ch->pcdata->rank == AGE_ELDER))
act_move.c:             (ch->pcdata->rank == AGE_METHUSELAH))
act_move.c:             (ch->pcdata->rank == AGE_LA_MAGRA))
act_move.c:                && ch->power[loop] > -1 && str_cmp(arg1, "con"))
act_move.c:                if (ch->pcdata->disc_research == -1)
act_move.c:                if (ch->pcdata->disc_points != 999)
act_move.c:                if (loop != ch->pcdata->disc_research)
act_move.c:            ch->power[loop] += 1;
act_move.c:            ch->pcdata->disc_research = -1;
act_move.c:            ch->pcdata->disc_points = 0;
act_move.c:                if (ch->power[DISC_DAEM_GELU] == 5)
act_move.c:                pow = ch->power[DISC_DAEM_ATTA];
act_move.c:                    SET_BIT(ch->pcdata->stats[UNI_AFF],
act_move.c:                    SET_BIT(ch->pcdata->stats[UNI_AFF],
act_move.c:                    SET_BIT(ch->pcdata->stats[UNI_GEN],
act_move.c:    primal = (1 + ch->practice) * 500;
act_move.c:    magic = (1 + ch->pcdata->stats[DROW_MAGIC]) * 100;
act_move.c:    silver = (1 + ch->siltol) * 2500;
act_move.c:    gnosis = (1 + ch->gnosis[GMAXIMUM]) * 250000;
act_move.c:    if (ch->beast > 25)
act_move.c:    else if (ch->beast > 15)
act_move.c:    else if (ch->beast > 10)
act_move.c:    else if (ch->beast > 2)
act_move.c:        pAbility = &ch->pcdata->perm_str;
act_move.c:        pAbility = &ch->pcdata->perm_int;
act_move.c:        pAbility = &ch->pcdata->perm_wis;
act_move.c:        pAbility = &ch->pcdata->perm_dex;
act_move.c:        pAbility = &ch->pcdata->perm_con;
act_move.c:    else if (!str_cmp(arg1, "avatar") && (ch->level == 2))
act_move.c:        if (ch->max_hit < 2000)
act_move.c:        if (ch->max_hit < 2000)
act_move.c:        ch->level = 3;
act_move.c:            ch->pcdata->safe_counter = 10;
act_move.c:            ch->pcdata->safe_counter = 3;
act_move.c:        if (IS_SET(ch->pcdata->jflags, JFLAG_SETAVATAR))
act_move.c:                    ch->pcdata->switchname);
act_move.c:        sh_int    quiet_pointer = ch->pcdata->stats[DROW_MAGIC];
act_move.c:        sh_int    quiet_pointer = ch->siltol;   /* dirrent type of int */
act_move.c:        sh_int    quiet_pointer = ch->gnosis[GMAXIMUM];
act_move.c:        sh_int    quiet_pointer = ch->beast;
act_move.c:             ((ch->pcdata->rank == AGE_NEONATE)
act_move.c:              || (ch->pcdata->rank == AGE_CHILDE)))
act_move.c:        if (ch->exp < ancilla)
act_move.c:        ch->exp -= 1500000;
act_move.c:        ch->pcdata->rank = AGE_ANCILLA;
act_move.c:        xprintf(buf, "%s is now an Ancilla!", ch->name);
act_move.c:             (ch->pcdata->rank == AGE_ANCILLA))
act_move.c:        if (ch->exp < elder)
act_move.c:        ch->exp -= 7500000;
act_move.c:        ch->pcdata->rank = AGE_ELDER;
act_move.c:        xprintf(buf, "%s is now an Elder!", ch->name);
act_move.c:             && (ch->pcdata->rank == AGE_ELDER))
act_move.c:        if (ch->exp < methuselah)
act_move.c:        ch->exp -= 15000000;
act_move.c:        ch->pcdata->rank = AGE_METHUSELAH;
act_move.c:        xprintf(buf, "%s is now a Methuselah!", ch->name);
act_move.c:             && (ch->pcdata->rank == AGE_METHUSELAH))
act_move.c:        if (ch->exp < lamagra)
act_move.c:        ch->exp -= 30000000;
act_move.c:        ch->pcdata->rank = AGE_LA_MAGRA;
act_move.c:        xprintf(buf, "%s is now a La Magra!", ch->name);
act_move.c:             && (ch->pcdata->rank == AGE_LA_MAGRA))
act_move.c:        if (ch->exp < trueblood)
act_move.c:        ch->exp -= 60000000;
act_move.c:        ch->pcdata->rank = AGE_TRUEBLOOD;
act_move.c:        xprintf(buf, "%s is now a TrueBlood!", ch->name);
act_move.c:        if (ch->exp < 10000000)
act_move.c:        ch->exp = ch->exp - 10000000;
act_move.c:        SET_BIT(ch->immune, IMM_SUNLIGHT);
act_move.c:        if (ch->pcdata->damreduct < 50 || (ch->pcdata->damreduct == 50 && ch->pcdata->damreductdec <= 0))
act_move.c:        if (ch->exp < 2000000000)
act_move.c:        ch->exp -= 2000000000;
act_move.c:        ch->pcdata->damreductdec -= 1;
act_move.c:        if (ch->pcdata->damreductdec < 0)
act_move.c:            ch->pcdata->damreductdec = 9;
act_move.c:            ch->pcdata->damreduct -= 1;
act_move.c:             && !IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
act_move.c:        if (ch->exp < 10000000)
act_move.c:        ch->exp = ch->exp - 10000000;
act_move.c:        SET_BIT(ch->pcdata->jflags, JFLAG_KNOWS_FORGING);
act_move.c:             && (ch->pcdata->rank < BELT_ONE))
act_move.c:        if (ch->exp < belt1)
act_move.c:        ch->exp -= 5000000;
act_move.c:        ch->pcdata->rank = BELT_ONE;
act_move.c:                ch->name);
act_move.c:             && (ch->pcdata->rank == BELT_ONE))
act_move.c:        if (ch->exp < belt2)
act_move.c:        ch->exp -= 10000000;
act_move.c:        ch->pcdata->rank = BELT_TWO;
act_move.c:                ch->name);
act_move.c:             && (ch->pcdata->rank == BELT_TWO))
act_move.c:        if (ch->exp < belt3)
act_move.c:        ch->exp -= 15000000;
act_move.c:        ch->pcdata->rank = BELT_THREE;
act_move.c:                ch->name);
act_move.c:             && (ch->pcdata->rank == BELT_THREE))
act_move.c:        if (ch->exp < belt4)
act_move.c:        ch->exp -= 20000000;
act_move.c:        ch->pcdata->rank = BELT_FOUR;
act_move.c:                ch->name);
act_move.c:             && (ch->pcdata->rank == BELT_FOUR))
act_move.c:        if (ch->exp < belt5)
act_move.c:        ch->exp -= 25000000;
act_move.c:        ch->pcdata->rank = BELT_FIVE;
act_move.c:                ch->name);
act_move.c:             && (ch->pcdata->rank == BELT_FIVE))
act_move.c:        if (ch->exp < belt6)
act_move.c:        ch->exp -= 30000000;
act_move.c:        ch->pcdata->rank = BELT_SIX;
act_move.c:                ch->name);
act_move.c:             && (ch->pcdata->rank == BELT_SIX))
act_move.c:        if (ch->exp < belt7)
act_move.c:        ch->exp -= 35000000;
act_move.c:        ch->pcdata->rank = BELT_SEVEN;
act_move.c:                ch->name);
act_move.c:             && (ch->pcdata->rank == BELT_SEVEN))
act_move.c:        if (ch->exp < belt8)
act_move.c:        ch->exp -= 40000000;
act_move.c:        ch->pcdata->rank = BELT_EIGHT;
act_move.c:                ch->name);
act_move.c:             && (ch->pcdata->rank == BELT_EIGHT))
act_move.c:        if (ch->exp < belt9)
act_move.c:        ch->exp -= 45000000;
act_move.c:        ch->pcdata->rank = BELT_NINE;
act_move.c:                ch->name);
act_move.c:             && (ch->pcdata->rank == BELT_NINE))
act_move.c:        if (ch->exp < belt10)
act_move.c:        ch->exp -= 50000000;
act_move.c:        ch->pcdata->rank = BELT_TEN;
act_move.c:                ch->name);
act_move.c:        if (ch->exp < immcost)
act_move.c:        ch->exp = ch->exp - immcost;
act_move.c:        SET_BIT(ch->immune, IMM_ANIMAL);
act_move.c:        if (ch->tier >= 10)
act_move.c:        if (ch->tier == 0)
act_move.c:            int       TKsNeeded = 10 - (ch->tks);
act_move.c:            int       StatusNeeded = 5 - (ch->race);
act_move.c:            int       HitNeeded = 25000 - (ch->max_hit);
act_move.c:                ch->tier += 1;
act_move.c:                ch->tks = 0;
act_move.c:                        ch->name);
act_move.c:        if (ch->tier == 1)
act_move.c:            int       TKsNeeded = 20 - (ch->tks);
act_move.c:            int       StatusNeeded = 10 - (ch->race);
act_move.c:            int       HitNeeded = 50000 - (ch->max_hit);
act_move.c:                ch->tier += 1;
act_move.c:                ch->tks = 0;
act_move.c:                        ch->name);
act_move.c:        if (ch->tier == 2)
act_move.c:            int       TKsNeeded = 30 - (ch->tks);
act_move.c:            int       StatusNeeded = 15 - (ch->race);
act_move.c:            int       HitNeeded = 75000 - (ch->max_hit);
act_move.c:                ch->tier += 1;
act_move.c:                ch->tks = 0;
act_move.c:                        ch->name);
act_move.c:        if (ch->tier == 3)
act_move.c:            int       TKsNeeded = 40 - (ch->tks);
act_move.c:            int       StatusNeeded = 20 - (ch->race);
act_move.c:            int       HitNeeded = 100000 - (ch->max_hit);
act_move.c:                ch->tier += 1;
act_move.c:                ch->tks = 0;
act_move.c:                        ch->name);
act_move.c:        if (ch->tier == 4)
act_move.c:            int       TKsNeeded = 50 - (ch->tks);
act_move.c:            int       StatusNeeded = 25 - (ch->race);
act_move.c:            int       HitNeeded = 125000 - (ch->max_hit);
act_move.c:                ch->tier += 1;
act_move.c:                ch->tks = 0;
act_move.c:                        ch->name);
act_move.c:        if (ch->tier == 5)
act_move.c:            int       TKsNeeded = 60 - (ch->tks);
act_move.c:            int       StatusNeeded = 30 - (ch->race);
act_move.c:            int       HitNeeded = 150000 - (ch->max_hit);
act_move.c:                ch->tier += 1;
act_move.c:                ch->tks = 0;
act_move.c:                        ch->name);
act_move.c:        if (ch->tier == 6)
act_move.c:            int       TKsNeeded = 70 - (ch->tks);
act_move.c:            int       StatusNeeded = 35 - (ch->race);
act_move.c:            int       HitNeeded = 200000 - (ch->max_hit);
act_move.c:                ch->tier += 1;
act_move.c:                ch->tks = 0;
act_move.c:                        ch->name);
act_move.c:        if (ch->tier == 7)
act_move.c:            int       TKsNeeded = 80 - (ch->tks);
act_move.c:            int       StatusNeeded = 40 - (ch->race);
act_move.c:            int       HitNeeded = 225000 - (ch->max_hit);
act_move.c:                ch->tier += 1;
act_move.c:                ch->tks = 0;
act_move.c:                        ch->name);
act_move.c:        if (ch->tier == 8)
act_move.c:            int       TKsNeeded = 90 - (ch->tks);
act_move.c:            int       StatusNeeded = 45 - (ch->race);
act_move.c:            int       HitNeeded = 275000 - (ch->max_hit);
act_move.c:                ch->tier += 1;
act_move.c:                ch->tks = 0;
act_move.c:                        ch->name);
act_move.c:        if (ch->tier == 9)
act_move.c:            int       TKsNeeded = 100 - (ch->tks);
act_move.c:            int       StatusNeeded = 50 - (ch->race);
act_move.c:            int       HitNeeded = 300000 - (ch->max_hit);
act_move.c:                ch->tier += 1;
act_move.c:                ch->tks = 0;
act_move.c:                        ch->name);
act_move.c:        if (ch->pcdata->perm_str < max_stat)
act_move.c:                    figure_stat_cost(ch->pcdata->perm_str));
act_move.c:        if (ch->pcdata->perm_int < max_stat)
act_move.c:                    figure_stat_cost(ch->pcdata->perm_int));
act_move.c:        if (ch->pcdata->perm_wis < max_stat)
act_move.c:                    figure_stat_cost(ch->pcdata->perm_wis));
act_move.c:        if (ch->pcdata->perm_dex < max_stat)
act_move.c:                    figure_stat_cost(ch->pcdata->perm_dex));
act_move.c:        if (ch->pcdata->perm_con < max_stat)
act_move.c:                    figure_stat_cost(ch->pcdata->perm_con));
act_move.c:        if ((ch->pcdata->perm_str >= max_stat)
act_move.c:                && (ch->pcdata->perm_wis >= max_stat)
act_move.c:                && (ch->pcdata->perm_int >= max_stat)
act_move.c:                && (ch->pcdata->perm_dex >= max_stat)
act_move.c:                && (ch->pcdata->perm_con >= max_stat))
act_move.c:        if (ch->spl[0] < cmax)
act_move.c:        if (ch->spl[2] < cmax)
act_move.c:        if (ch->spl[1] < cmax)
act_move.c:        if (ch->spl[3] < cmax)
act_move.c:        if (ch->spl[4] < cmax)
act_move.c:        if (ch->spl[BLACK_MAGIC] < cmax)
act_move.c:        if (ch->spl[WHITE_MAGIC] < cmax)
act_move.c:        if (ch->spl[ORANGE_MAGIC] < cmax)
act_move.c:        if ((ch->spl[0] >= cmax)
act_move.c:                && (ch->spl[1] >= cmax)
act_move.c:                && (ch->spl[2] >= cmax)
act_move.c:                && (ch->spl[3] >= cmax)
act_move.c:		&& (ch->spl[4] >= cmax)
act_move.c:                && (ch->spl[5] >= cmax)
act_move.c:                && (ch->spl[6] >= cmax)
act_move.c:                && (ch->spl[7] >= cmax))
act_move.c:        if (ch->tier == 0)
act_move.c:            int       TKsNeeded = 10 - (ch->tks);
act_move.c:            int       StatusNeeded = 5 - (ch->race);
act_move.c:            int       HitNeeded = 25000 - (ch->max_hit);
act_move.c:        if (ch->tier == 1)
act_move.c:            int       TKsNeeded = 20 - (ch->tks);
act_move.c:            int       StatusNeeded = 10 - (ch->race);
act_move.c:            int       HitNeeded = 50000 - (ch->max_hit);
act_move.c:        if (ch->tier == 2)
act_move.c:            int       TKsNeeded = 30 - (ch->tks);
act_move.c:            int       StatusNeeded = 15 - (ch->race);
act_move.c:            int       HitNeeded = 75000 - (ch->max_hit);
act_move.c:        if (ch->tier == 3)
act_move.c:            int       TKsNeeded = 40 - (ch->tks);
act_move.c:            int       StatusNeeded = 20 - (ch->race);
act_move.c:            int       HitNeeded = 100000 - (ch->max_hit);
act_move.c:        if (ch->tier == 4)
act_move.c:            int       TKsNeeded = 50 - (ch->tks);
act_move.c:            int       StatusNeeded = 25 - (ch->race);
act_move.c:            int       HitNeeded = 125000 - (ch->max_hit);
act_move.c:        if (ch->tier == 5)
act_move.c:            int       TKsNeeded = 60 - (ch->tks);
act_move.c:            int       StatusNeeded = 30 - (ch->race);
act_move.c:            int       HitNeeded = 150000 - (ch->max_hit);
act_move.c:        if (ch->tier == 6)
act_move.c:            int       TKsNeeded = 70 - (ch->tks);
act_move.c:            int       StatusNeeded = 35 - (ch->race);
act_move.c:            int       HitNeeded = 200000 - (ch->max_hit);
act_move.c:        if (ch->tier == 7)
act_move.c:            int       TKsNeeded = 80 - (ch->tks);
act_move.c:            int       StatusNeeded = 40 - (ch->race);
act_move.c:            int       HitNeeded = 225000 - (ch->max_hit);
act_move.c:        if (ch->tier == 8)
act_move.c:            int       TKsNeeded = 90 - (ch->tks);
act_move.c:            int       StatusNeeded = 45 - (ch->race);
act_move.c:            int       HitNeeded = 275000 - (ch->max_hit);
act_move.c:        if (ch->tier == 9)
act_move.c:            int       TKsNeeded = 100 - (ch->tks);
act_move.c:            int       StatusNeeded = 50 - (ch->race);
act_move.c:            int       HitNeeded = 300000 - (ch->max_hit);
act_move.c:        if (ch->level == 2 && ch->max_hit > 1999)
act_move.c:        if (ch->max_hit < (300000))
act_move.c:                    (ch->max_hit + 1));
act_move.c:        if (ch->max_mana < (300000))
act_move.c:                    (ch->max_mana + 1));
act_move.c:        if (ch->max_move < (300000))
act_move.c:                    (ch->max_move + 1));
act_move.c:        if (ch->practice < 4000)
act_move.c:                    (1 + ch->practice) * 500);
act_move.c:        if( ch->pRank < MAX_RANKING )
act_move.c:        if (!IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
act_move.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] < 5)
act_move.c:                        (ch->pcdata->powers[ANGEL_JUSTICE] +
act_move.c:            if (ch->pcdata->powers[ANGEL_HARMONY] < 5)
act_move.c:                        (ch->pcdata->powers[ANGEL_HARMONY] +
act_move.c:            if (ch->pcdata->powers[ANGEL_PEACE] < 5)
act_move.c:                        (ch->pcdata->powers[ANGEL_PEACE] +
act_move.c:            if (ch->pcdata->powers[ANGEL_LOVE] < 5)
act_move.c:                        (ch->pcdata->powers[ANGEL_LOVE] +
act_move.c:            if (ch->pcdata->powers[ELEMENTAL_FIRE] < 5)
act_move.c:                sprintf(buf,"Elemental Fire : %d mill exp\n\r", (ch->pcdata->powers[ELEMENTAL_FIRE]+1)*10);
act_move.c:            if (ch->pcdata->powers[ELEMENTAL_EARTH] < 5)
act_move.c:                sprintf(buf,"Elemental Earth : %d mill exp\n\r", (ch->pcdata->powers[ELEMENTAL_EARTH]+1)*10);
act_move.c:            if (ch->pcdata->powers[ELEMENTAL_AIR] < 5)
act_move.c:                sprintf(buf,"Elemental Air   : %d mill exp\n\r", (ch->pcdata->powers[ELEMENTAL_AIR]+1)*10);
act_move.c:            if (ch->pcdata->powers[ELEMENTAL_WATER] < 5)
act_move.c:                sprintf(buf,"Elemental Water    : %d mill exp\n\r", (ch->pcdata->powers[ELEMENTAL_WATER]+1)*10);
act_move.c:        //if (ch->generation == 3) send_to_char ("#WGeneration         #R: #w400 mill exp\n\r#n",ch);
act_move.c:        //else if (ch->generation == 4) send_to_char ("#WGeneration         #R: #w200 mill exp\n\r#n",ch);
act_move.c:        //else if (ch->generation == 5) send_to_char ("#WGeneration         #R: #w50 mill exp\n\r#n",ch);
act_move.c:        //else if (ch->generation > 5)  send_to_char ("#WGeneration         #R: #w10 mill exp\n\r#n",ch);
act_move.c:            if (ch->pcdata->rank < TANARRI_FODDER)
act_move.c:            else if (ch->pcdata->rank == TANARRI_FODDER)
act_move.c:            else if (ch->pcdata->rank == TANARRI_FIGHTER)
act_move.c:            else if (ch->pcdata->rank == TANARRI_ELITE)
act_move.c:            else if (ch->pcdata->rank == TANARRI_CAPTAIN)
act_move.c:            else if (ch->pcdata->rank == TANARRI_WARLORD)
act_move.c:            if (ch->pcdata->rank == AGE_CHILDE)
act_move.c:            else if (ch->pcdata->rank == AGE_NEONATE)
act_move.c:            else if (ch->pcdata->rank == AGE_ANCILLA)
act_move.c:            else if (ch->pcdata->rank == AGE_ELDER)
act_move.c:            else if (ch->pcdata->rank == AGE_METHUSELAH)
act_move.c:            else if (ch->pcdata->rank == AGE_LA_MAGRA)
act_move.c:            if (ch->pcdata->rank < BELT_ONE)
act_move.c:            else if (ch->pcdata->rank == BELT_ONE)
act_move.c:            else if (ch->pcdata->rank == BELT_TWO)
act_move.c:            else if (ch->pcdata->rank == BELT_THREE)
act_move.c:            else if (ch->pcdata->rank == BELT_FOUR)
act_move.c:            else if (ch->pcdata->rank == BELT_FIVE)
act_move.c:            else if (ch->pcdata->rank == BELT_SIX)
act_move.c:            else if (ch->pcdata->rank == BELT_SEVEN)
act_move.c:            else if (ch->pcdata->rank == BELT_EIGHT)
act_move.c:            else if (ch->pcdata->rank == BELT_NINE)
act_move.c:        if (ch->siltol < 100 && IS_CLASS(ch, CLASS_WEREWOLF))
act_move.c:        if (ch->gnosis[GMAXIMUM] < 20
act_move.c:        if (ch->beast > 0 && IS_CLASS(ch, CLASS_VAMPIRE))
act_move.c:        if (ch->pcdata->stats[DROW_MAGIC] < 100
act_move.c:            if (ch->pcdata->damreduct > 50 || (ch->pcdata->damreduct == 50 && ch->pcdata->damreductdec > 0))
act_move.c:                sprintf(buf, "#wToughness #R- #w2 billion exp to lower your damage taken to #B%d#D.#B%d%%.#n\n\r", ch->pcdata->damreductdec == 0 ? ch->pcdata->damreduct - 1 : ch->pcdata->damreduct, ch->pcdata->damreductdec == 0 ? 9 : ch->pcdata->damreductdec - 1);
act_move.c:        if (cost > ch->practice)
act_move.c:            ch->practice -= cost;
act_move.c:            ch->exp += cost;
act_move.c:    if (cost > ch->pcdata->stats[DROW_POWER] && !str_cmp(arg1, "magic"))
act_move.c:    else if (cost > ch->exp)
act_move.c:        ch->pcdata->stats[DROW_POWER] -= cost;
act_move.c:        ch->exp -= cost;
act_move.c:        ch->siltol += 1;
act_move.c:        ch->gnosis[GCURRENT]++;
act_move.c:        ch->gnosis[GMAXIMUM]++;
act_move.c:        ch->beast--;
act_move.c:        if (ch->beast < 0)
act_move.c:            ch->beast = 0;
act_move.c:        ch->pcdata->stats[DROW_MAGIC] += 1;
act_move.c:    if (ch->mounted > 0)
act_move.c:    if (!IS_NPC(ch) && ch->stance[0] != -1)
act_move.c:    ch->mounted = IS_RIDING;
act_move.c:    ch->mount = victim;
act_move.c:    if (IS_SET(ch->mounted, IS_RIDING))
act_move.c:        if ((victim = ch->mount) == NULL)
act_move.c:            ch->mounted = 0;
act_move.c:    if (ch->mounted == 0)
act_move.c:    if ((victim = ch->mount) == NULL)
act_move.c:    ch->mounted = IS_ON_FOOT;
act_move.c:    ch->mount = NULL;
act_move.c:            xprintf(buf, "#C%s #yhas been vanquished from the #Rarena#y by #C%s#n", victim->name, ch->name);
act_move.c:                        victim->in_room->area == ch->in_room->area
act_move.c:                xprintf(buf, "#C%s #yemerges victorious from the #Rarena#n", ch->name);
act_move.c:                ch->pcdata->awins++;
act_move.c:                ch->fight_timer = 0;
act_move.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_SETTIE))
act_move.c:                victim->name, ch->name);
act_move.c:    if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track])
act_move.c:        if (strlen(ch->hunting) > 1)
act_move.c:            free_string(ch->hunting);
act_move.c:            ch->hunting = str_dup("");
act_move.c:    if (!str_cmp(arg, ch->name))
act_move.c:    free_string(ch->hunting);
act_move.c:    ch->hunting = str_dup(arg);
act_move.c:    in_room = ch->in_room;
act_move.c:    if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track])
act_move.c:        free_string(ch->hunting);
act_move.c:        ch->hunting = str_dup("");
act_move.c:        direction = ch->in_room->track_dir[0];
act_move.c:        direction = ch->in_room->track_dir[1];
act_move.c:        direction = ch->in_room->track_dir[2];
act_move.c:        direction = ch->in_room->track_dir[3];
act_move.c:        direction = ch->in_room->track_dir[4];
act_move.c:    else if ((victim = get_char_room(ch, NULL, ch->hunting)) == NULL)
act_move.c:        free_string(ch->hunting);
act_move.c:        ch->hunting = str_dup("");
act_move.c:    if (strlen(ch->hunting) < 2)
act_move.c:    if ((victim = get_char_room(ch, NULL, ch->hunting)) != NULL)
act_move.c:    if (in_room == ch->in_room || victim != NULL)
act_move.c:        free_string(ch->hunting);
act_move.c:        ch->hunting = str_dup("");
act_move.c:    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_LYNX] > 0)
act_move.c:    if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] >= 4)
act_move.c:            && IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SILENTWALK))
act_move.c:        if (ch->in_room->track[loop] != NULL
act_move.c:                && !str_cmp(ch->in_room->track[loop], ch->name))
act_move.c:            free_string(ch->in_room->track[loop]);
act_move.c:            ch->in_room->track[loop] = str_dup("");
act_move.c:    if (ch->in_room->track[0] != NULL
act_move.c:            && strlen(ch->in_room->track[0]) < 2)
act_move.c:        free_string(ch->in_room->track[0]);
act_move.c:        ch->in_room->track[0] = str_dup(ch->pcdata->switchname);
act_move.c:        ch->in_room->track_dir[0] = direction;
act_move.c:    else if (ch->in_room->track[1] != NULL
act_move.c:             && strlen(ch->in_room->track[1]) < 2)
act_move.c:        free_string(ch->in_room->track[1]);
act_move.c:        ch->in_room->track[1] = str_dup(ch->pcdata->switchname);
act_move.c:        ch->in_room->track_dir[1] = direction;
act_move.c:    else if (ch->in_room->track[2] != NULL
act_move.c:             && strlen(ch->in_room->track[2]) < 2)
act_move.c:        free_string(ch->in_room->track[2]);
act_move.c:        ch->in_room->track[2] = str_dup(ch->pcdata->switchname);
act_move.c:        ch->in_room->track_dir[2] = direction;
act_move.c:    else if (ch->in_room->track[3] != NULL
act_move.c:             && strlen(ch->in_room->track[3]) < 2)
act_move.c:        free_string(ch->in_room->track[3]);
act_move.c:        ch->in_room->track[3] = str_dup(ch->pcdata->switchname);
act_move.c:        ch->in_room->track_dir[3] = direction;
act_move.c:    else if (ch->in_room->track[4] != NULL
act_move.c:             && strlen(ch->in_room->track[4]) < 2)
act_move.c:        free_string(ch->in_room->track[4]);
act_move.c:        ch->in_room->track[4] = str_dup(ch->pcdata->switchname);
act_move.c:        ch->in_room->track_dir[4] = direction;
act_move.c:        free_string(ch->in_room->track[0]);
act_move.c:        ch->in_room->track[0] = str_dup(ch->in_room->track[1]);
act_move.c:        ch->in_room->track_dir[0] = ch->in_room->track_dir[1];
act_move.c:        free_string(ch->in_room->track[1]);
act_move.c:        ch->in_room->track[1] = str_dup(ch->in_room->track[2]);
act_move.c:        ch->in_room->track_dir[1] = ch->in_room->track_dir[2];
act_move.c:        free_string(ch->in_room->track[2]);
act_move.c:        ch->in_room->track[2] = str_dup(ch->in_room->track[3]);
act_move.c:        ch->in_room->track_dir[2] = ch->in_room->track_dir[3];
act_move.c:        free_string(ch->in_room->track[3]);
act_move.c:        ch->in_room->track[3] = str_dup(ch->in_room->track[4]);
act_move.c:        ch->in_room->track_dir[3] = ch->in_room->track_dir[4];
act_move.c:        free_string(ch->in_room->track[4]);
act_move.c:        ch->in_room->track[4] = str_dup(ch->name);
act_move.c:        ch->in_room->track_dir[4] = direction;
act_move.c:    if (ch->hunting != NULL)
act_move.c:        strcpy(vict, ch->hunting);
act_move.c:    if (!str_cmp(ch->hunting, vict))
act_move.c:            free_string(ch->hunting);
act_move.c:            ch->hunting = str_dup("");
act_move.c:    if (strlen(ch->in_room->track[direction]) < 2)
act_move.c:    if (!str_cmp(ch->in_room->track[direction], ch->name))
act_move.c:    if (strlen(ch->hunting) > 1
act_move.c:            && str_cmp(ch->in_room->track[direction], ch->hunting))
act_move.c:    door = ch->in_room->track_dir[direction];
act_move.c:            ch->in_room->track[direction]);
act_move.c:    if ((obj = ch->pcdata->chobj) == NULL)
act_move.c:    obj_to_room(obj, ch->in_room);
act_move.c:    if ((obj = ch->pcdata->chobj) == NULL)
act_move.c:        obj_to_room(obj, ch->in_room);
act_move.c:    if (IS_CLASS(ch, CLASS_DROW) && !IS_SET(ch->newbits, NEW_DROWHATE))
act_move.c:            vch_next = vch->next;
act_move.c:            if (vch->in_room == NULL)
act_move.c:            if (vch->in_room == ch->in_room)
act_move.c:                SET_BIT(ch->pcdata->tempflag,
act_move.c:                do_kill(ch, vch->name);
act_move.c:                REMOVE_BIT(ch->pcdata->tempflag,
act_obj.c:        if (obj->ownerid == ch->pcdata->playerid)
act_obj.c:    if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
act_obj.c:            if (gch->desc && gch->desc->connected != CON_PLAYING)
act_obj.c:        chroom = ch->in_room;
act_obj.c:                if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
act_obj.c:                                if (gch->desc
act_obj.c:                                    && gch->desc->connected != CON_PLAYING)
act_obj.c:                        chroom = ch->in_room;
act_obj.c:    if (ch->bones < amount_bones)
act_obj.c:    for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
act_obj.c:    ch->bones -= amount_bones;
act_obj.c:    for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
act_obj.c:            gch->bones += share_bones;
act_obj.c:    if (ch->carry_number + 1 > can_carry_n(ch))
act_obj.c:    if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch))
act_obj.c:        ch->bones += obj->value[0];
act_obj.c:        if (IS_SET(ch->act2, PLR_AUTOSPLIT))
act_obj.c:            for (gch = ch->in_room->people; gch != NULL;
act_obj.c:                    gch = gch->next_in_room)
act_obj.c:        //ch->bones += obj->value[0];
act_obj.c:        if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_GET))
act_obj.c:            p_give_trigger(NULL, NULL, ch->in_room, ch, obj,
act_obj.c:        xprintf(buf, "%s has discovered %s", ch->pcdata->switchname,
act_obj.c:    if (ch->level == 3)
act_obj.c:    else if (ch->level == 1 || ch->level > 6)
act_obj.c:        templevel = ch->level;
act_obj.c:        ch->level = 12;
act_obj.c:        ch->trust = 12;
act_obj.c:        ch->level = templevel;
act_obj.c:        //ch->level = 1;
act_obj.c:        ch->trust = 0;
act_obj.c:            obj = get_obj_list(ch, arg1, ch->in_room->contents);
act_obj.c:            for (obj = ch->in_room->contents; obj != NULL;
act_obj.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_obj.c:        if (ch->bones < amount)
act_obj.c:        ch->bones -= amount;
act_obj.c:        for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_obj.c:        obj_to_room(create_money(amount), ch->in_room);
act_obj.c:            obj_to_room(obj, ch->in_room);
act_obj.c:        if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_DROP))
act_obj.c:            p_give_trigger(NULL, NULL, ch->in_room, ch, obj,
act_obj.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_obj.c:                    obj_to_room(obj, ch->in_room);
act_obj.c:                if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_DROP))
act_obj.c:                                   ch->in_room, ch, obj,
act_obj.c:        if (ch->bones < amount)
act_obj.c:        ch->bones -= amount;
act_obj.c:    if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_GIVE))
act_obj.c:        p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE);
act_obj.c:                ch->name, obj->short_descr);
act_obj.c:                    ch->name);
act_obj.c:    for (fountain = ch->in_room->contents; fountain != NULL;
act_obj.c:        for (obj = ch->in_room->contents; obj;
act_obj.c:    if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
act_obj.c:            ch->pcdata->condition[COND_THIRST] +=
act_obj.c:                ch->pcdata->condition[COND_DRUNK] > 10)
act_obj.c:                ch->pcdata->condition[COND_FULL] > 50)
act_obj.c:                ch->pcdata->condition[COND_THIRST] > 50)
act_obj.c:                ch->pcdata->condition[COND_THIRST] >=
act_obj.c:                20000 / ch->generation && ch->generation < 4)
act_obj.c:                 ch->pcdata->condition[COND_THIRST] >=
act_obj.c:                 5000 / ch->generation)
act_obj.c:            ch->pcdata->condition[COND_THIRST] +=
act_obj.c:                ch->pcdata->condition[COND_DRUNK] > 10)
act_obj.c:                ch->pcdata->condition[COND_FULL] > 50)
act_obj.c:                ch->pcdata->condition[COND_THIRST] > 50)
act_obj.c:                ch->pcdata->condition[COND_THIRST] >=
act_obj.c:                20000 / ch->generation)
act_obj.c:            if (IS_NPC(ch) || !IS_SET(ch->special, SPC_WOLFMAN) ||
act_obj.c:        if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 &&
act_obj.c:            condition = ch->pcdata->condition[COND_FULL];
act_obj.c:                    && ch->pcdata->condition[COND_FULL] > 10)
act_obj.c:            else if (ch->pcdata->condition[COND_FULL] > 50)
act_obj.c:        if (ch->position == POS_FIGHTING)
act_obj.c:            ch->bones += obj->value[0];
act_obj.c:            ch->pcdata->current_faith += obj->value[0];
act_obj.c:            if (ch->pcdata->current_faith > ch->pcdata->faith)
act_obj.c:                ch->pcdata->current_faith = ch->pcdata->faith;
act_obj.c:            ch->pcdata->stats[DEMON_CURRENT] += obj->value[0];
act_obj.c:            condition = ch->pcdata->condition[COND_FULL];
act_obj.c:                    && ch->pcdata->condition[COND_FULL] > 10)
act_obj.c:            else if (ch->pcdata->condition[COND_FULL] > 50)
act_obj.c:            if( IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_THIRD) == NULL ) blah1 = TRUE;
act_obj.c:            if( IS_SET(ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_FOURTH) == NULL ) blah2 = TRUE;
act_obj.c:                            && str_cmp(ch->pcdata->switchname,
act_obj.c:                        obj_to_room(obj, ch->in_room);
act_obj.c:                    do_skill(ch, ch->name);
act_obj.c:                            && str_cmp(ch->pcdata->switchname,
act_obj.c:                        obj_to_room(obj, ch->in_room);
act_obj.c:                    do_skill(ch, ch->name);
act_obj.c:            if( IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_FINGER_3) == NULL ) blah1 = TRUE;
act_obj.c:            if( IS_SET(ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_FINGER_4) == NULL ) blah2 = TRUE;
act_obj.c:        if ((ch->alignment > 0 && obj->value[7] < 0)
act_obj.c:                || (ch->alignment < 0 && obj->value[7] > 0))
act_obj.c:        if (ch->tier < obj->value[3])
act_obj.c:            if (IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_HANDS_2) == NULL
act_obj.c:	     && IS_SET(ch->newbits, FOURTH_HAND))
act_obj.c:            if (IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_ARMS_2) == NULL
act_obj.c:	     && IS_SET(ch->newbits, FOURTH_HAND))
act_obj.c:            if( IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_WRIST_3) == NULL ) blah1 = TRUE;
act_obj.c:            if( IS_SET(ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_WRIST_4) == NULL ) blah2 = TRUE;
act_obj.c:                    && str_cmp(ch->pcdata->switchname,
act_obj.c:                obj_to_room(obj, ch->in_room);
act_obj.c:            do_skill(ch, ch->name);
act_obj.c:            && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] < 9)
act_obj.c:            && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8)
act_obj.c:           && !IS_CLASS(ch, CLASS_DEMON) && ch->power[DISC_VAMP_OBEA] < 9
act_obj.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_obj.c:            && IS_POLYAFF(ch, POLY_ZULOFORM) && ch->generation > 1
act_obj.c:            && ch->power[DISC_VAMP_OBEA] < 9)
act_obj.c:            && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8)
act_obj.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_obj.c:        next_obj = ch->in_room->contents;
act_obj.c:        for (obj = ch->in_room->contents; next_obj != NULL;
act_obj.c:                        && str_cmp(ch->name, obj->questowner)))
act_obj.c:                ch->bones += obj->points;
act_obj.c:                ch->pcdata->rune_count--;
act_obj.c:                ch->bones += 50000;
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                    if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            //if(!IS_SET(ch->act, PLR_BRIEF5) || ( ch->position != POS_FIGHTING ))
act_obj.c:    obj = get_obj_list(ch, arg, ch->in_room->contents);
act_obj.c:                && str_cmp(ch->name, obj->questowner)))
act_obj.c:    //if((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING) )
act_obj.c:        ch->bones += obj->points;
act_obj.c:        ch->pcdata->rune_count--;
act_obj.c:        ch->bones += 50000;
act_obj.c:    if (ch->position == POS_FIGHTING)
act_obj.c:    if (ch->position == POS_FIGHTING)
act_obj.c:        for (vch = ch->in_room->people; vch; vch = vch_next)
act_obj.c:            vch_next = vch->next_in_room;
act_obj.c:    if ((ch->level + number_range(1, 20) < victim->level)
act_obj.c:            || (!IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3)
act_obj.c:            || (!IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal]))
act_obj.c:        xprintf(buf, "%s is a bloody thief!", ch->name);
act_obj.c:        ch->bones += amount;
act_obj.c:    if (ch->carry_number + 1 > can_carry_n(ch))
act_obj.c:    if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch))
act_obj.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS))
act_obj.c:        obj->specpower = ch->in_room->vnum;
act_obj.c:                && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
act_obj.c:                    || ch->in_room->vnum == 30000
act_obj.c:                    || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:        if ((mount = ch->mount) == NULL)
act_obj.c:        char_to_room(mount, ch->in_room);
act_obj.c:                (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
act_obj.c:                 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:        if ((mount = ch->mount) == NULL)
act_obj.c:        char_to_room(mount, ch->in_room);
act_obj.c:                             ch->level);
act_obj.c:            obj_to_room(obj2, ch->in_room);
act_obj.c:        char_to_room(mob, ch->in_room);
act_obj.c:                if (victim->in_room == ch->in_room)
act_obj.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS))
act_obj.c:        obj->specpower = ch->in_room->vnum;
act_obj.c:                (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
act_obj.c:                 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:        if ((mount = ch->mount) == NULL)
act_obj.c:        char_to_room(mount, ch->in_room);
act_obj.c:                (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
act_obj.c:                 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:        if ((mount = ch->mount) == NULL)
act_obj.c:        char_to_room(mount, ch->in_room);
act_obj.c:                             ch->level);
act_obj.c:            obj_to_room(obj2, ch->in_room);
act_obj.c:        char_to_room(mob, ch->in_room);
act_obj.c:                if (victim->in_room == ch->in_room)
act_obj.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS))
act_obj.c:        obj->specpower = ch->in_room->vnum;
act_obj.c:                (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
act_obj.c:                 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:        if ((mount = ch->mount) == NULL)
act_obj.c:        char_to_room(mount, ch->in_room);
act_obj.c:                (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
act_obj.c:                 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:        if ((mount = ch->mount) == NULL)
act_obj.c:        char_to_room(mount, ch->in_room);
act_obj.c:                             ch->level);
act_obj.c:            obj_to_room(obj2, ch->in_room);
act_obj.c:        char_to_room(mob, ch->in_room);
act_obj.c:                if (victim->in_room == ch->in_room)
act_obj.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS))
act_obj.c:        obj->specpower = ch->in_room->vnum;
act_obj.c:                (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
act_obj.c:                 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:        if ((mount = ch->mount) == NULL)
act_obj.c:        char_to_room(mount, ch->in_room);
act_obj.c:                (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
act_obj.c:                 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:        if ((mount = ch->mount) == NULL)
act_obj.c:        char_to_room(mount, ch->in_room);
act_obj.c:                             ch->level);
act_obj.c:            obj_to_room(obj2, ch->in_room);
act_obj.c:        char_to_room(mob, ch->in_room);
act_obj.c:                if (victim->in_room == ch->in_room)
act_obj.c:        if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)
act_obj.c:        if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)
act_obj.c:        if (!IS_SET(ch->newbits, THIRD_HAND))
act_obj.c:        if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)
act_obj.c:        if (!IS_SET(ch->newbits, FOURTH_HAND))
act_obj.c:        if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)
act_obj.c:                               ch->level);
act_obj.c:        if (ch->exp < 500)
act_obj.c:                if (obj->ownerid == ch->pcdata->playerid)
act_obj.c:                if (!str_cmp(ch->pcdata->switchname, obj->questowner))
act_obj.c:                                obj->ownerid = ch->pcdata->playerid;
act_obj.c:        ch->exp -= 500;
act_obj.c:        obj->questowner = str_dup(ch->pcdata->switchname);
act_obj.c:        obj->ownerid = ch->pcdata->playerid;
act_obj.c:    if ( ch->exp < 500 ) {
act_obj.c:        if (!str_cmp(ch->pcdata->switchname,obj->questowner))
act_obj.c:    ch->exp -= 500;
act_obj.c:    obj->questowner = str_dup(ch->pcdata->switchname);
act_obj.c:    obj->ownerid = ch->pcdata->playerid;
act_obj.c:    if (ch->exp < 500)
act_obj.c:    if (obj->ownerid != ch->pcdata->playerid && ch->level < 7)
act_obj.c:    if (IS_SET(obj->quest, QUEST_RELIC) && ch->level < 7)
act_obj.c:    ch->exp -= 500;
act_wiz.c:    in_room = ch->in_room;
act_wiz.c:    for (gch = char_list; gch != NULL; gch = gch->next)
act_wiz.c:        if (IS_NPC(gch) || gch->desc)
act_wiz.c:        xprintf(buf, "Name: %12s. (Room: %5d)\n\r", gch->name,
act_wiz.c:                gch->in_room == NULL ? : gch->in_room->vnum);
act_wiz.c:    if (ch->sex == SEX_MALE)
act_wiz.c:                ch->name);
act_wiz.c:                ch->name);
act_wiz.c:    ch->hit = -10;
act_wiz.c:    ch->max_move = (ch->max_move * 90) / 100;
act_wiz.c:    ch->max_mana = (ch->max_mana * 90) / 100;
act_wiz.c:    ch->combat = NULL;
act_wiz.c:    SET_BIT(ch->extra, TIED_UP);
act_wiz.c:    SET_BIT(ch->extra, GAGGED);
act_wiz.c:    SET_BIT(ch->extra, BLINDFOLDED);
act_wiz.c:        free_string(ch->pcdata->bamfin);
act_wiz.c:        ch->pcdata->bamfin = str_dup(argument);
act_wiz.c:        free_string(ch->pcdata->bamfout);
act_wiz.c:        ch->pcdata->bamfout = str_dup(argument);
act_wiz.c:        REMOVE_BIT(ch->immune, IMM_SUMMON);
act_wiz.c:        SET_BIT(ch->immune, IMM_SUMMON);
act_wiz.c:        REMOVE_BIT(ch->immune, IMM_TRANSPORT);
act_wiz.c:        SET_BIT(ch->immune, IMM_TRANSPORT);
act_wiz.c:                && d->character->in_room == ch->in_room)
act_wiz.c:        location = ch->in_room;
act_wiz.c:    original = ch->in_room;
act_wiz.c:    for (wch = char_list; wch != NULL; wch = wch->next)
act_wiz.c:    in_room = ch->in_room;
act_wiz.c:    if ( ch->fighting )
act_wiz.c:    if ( !IS_SET(ch->act, PLR_WIZINVIS) )
act_wiz.c:	    (ch->pcdata && ch->pcdata->bamfout[0] != '\0')
act_wiz.c:	    ? ch->pcdata->bamfout : "leaves in a swirling mist.",  TO_ROOM );
act_wiz.c:    if ( !IS_SET(ch->act, PLR_WIZINVIS) )
act_wiz.c:	    (ch->pcdata && ch->pcdata->bamfin[0] != '\0')
act_wiz.c:	    ? ch->pcdata->bamfin : "appears in a swirling mist.", TO_ROOM );
act_wiz.c:    if ( ch->in_room == in_room )
act_wiz.c:    if ((argument[0] == '\0') && (!ch->home))
act_wiz.c:    if ((argument[0] == '\0') && (ch->home))
act_wiz.c:        xprintf(arg, "%d", ch->home);
act_wiz.c:    for (rch = location->people; rch != NULL; rch = rch->next_in_room)
act_wiz.c:    if (room_is_private(location) && (count > 1 || ch->level < MAX_LEVEL))
act_wiz.c:    if (ch->fighting != NULL)
act_wiz.c:    for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room)
act_wiz.c:        if ((rch->level >= ch->invis_level)
act_wiz.c:                && (rch->level >= ch->ghost_level))
act_wiz.c:            if (ch->pcdata != NULL
act_wiz.c:                    && ch->pcdata->bamfout[0] != '\0')
act_wiz.c:                act("$t", ch, ch->pcdata->bamfout, rch,
act_wiz.c:    for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room)
act_wiz.c:        if ((rch->level >= ch->invis_level)
act_wiz.c:                && (rch->level >= ch->ghost_level))
act_wiz.c:            if (ch->pcdata != NULL
act_wiz.c:                    && ch->pcdata->bamfin[0] != '\0')
act_wiz.c:                act("$t", ch, ch->pcdata->bamfin, rch,
act_wiz.c:    location = (arg[0] == '\0') ? ch->in_room : find_location(ch, arg);
act_wiz.c:    if (ch->in_room != location && room_is_private(location))
act_wiz.c:    for (rch = location->people; rch; rch = rch->next_in_room)
act_wiz.c:        one_argument(rch->name, buf);
act_wiz.c:                || ch->level < obj->level
act_wiz.c:    for (gch = char_list; gch != NULL; gch = gch->next)
act_wiz.c:                || IS_SET(gch->extra, EXTRA_OSWITCH))
act_wiz.c:            REMOVE_BIT(gch->loc_hp[0], LOST_HEAD);
act_wiz.c:            REMOVE_BIT(gch->affected_by, AFF_POLYMORPH);
act_wiz.c:            REMOVE_BIT(gch->extra, EXTRA_OSWITCH);
act_wiz.c:            gch->morph = str_dup("");
act_wiz.c:            gch->pcdata->chobj = NULL;
act_wiz.c:            gch->pcdata->obj_vnum = 0;
act_wiz.c:    xprintf(buf, "Shutdown by %s.", ch->name);
act_wiz.c:        if (ch->level < MAX_LEVEL)
act_wiz.c:            if (d->snoop_by == ch->desc)
act_wiz.c:    if (ch->desc != NULL)
act_wiz.c:        for (d = ch->desc->snoop_by; d != NULL; d = d->snoop_by)
act_wiz.c:    victim->desc->snoop_by = ch->desc;
act_wiz.c:    if (ch->level < MAX_LEVEL)
act_wiz.c:    if ((mount = ch->mount) != NULL)
act_wiz.c:    ch->pcdata->chobj = obj;
act_wiz.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:    SET_BIT(ch->extra, EXTRA_OSWITCH);
act_wiz.c:    free_string(ch->morph);
act_wiz.c:    ch->morph = str_dup(obj->short_descr);
act_wiz.c:    if ((obj = ch->pcdata->chobj) != NULL)
act_wiz.c:    ch->pcdata->chobj = NULL;
act_wiz.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:    REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
act_wiz.c:        REMOVE_BIT(ch->loc_hp[0], LOST_HEAD);
act_wiz.c:    free_string(ch->morph);
act_wiz.c:    ch->morph = str_dup("");
act_wiz.c:    if (ch->desc == NULL)
act_wiz.c:    if (ch->desc->original != NULL)
act_wiz.c:    SET_BIT(ch->extra, EXTRA_SWITCH);
act_wiz.c:    ch->desc->character = victim;
act_wiz.c:    ch->desc->original = ch;
act_wiz.c:    victim->desc = ch->desc;
act_wiz.c:    ch->desc = NULL;
act_wiz.c:    if (ch->desc == NULL)
act_wiz.c:    if (ch->desc->original == NULL)
act_wiz.c:    xprintf(buf, "$N returns from %s.", ch->short_descr);
act_wiz.c:    wiznet(buf, ch->desc->original, 0, WIZ_SWITCHES, WIZ_SECURE,
act_wiz.c:    REMOVE_BIT(ch->desc->original->extra, EXTRA_SWITCH);
act_wiz.c:    ch->desc->character = ch->desc->original;
act_wiz.c:    ch->desc->original = NULL;
act_wiz.c:    ch->desc->character->desc = ch->desc;
act_wiz.c:    ch->desc = NULL;
act_wiz.c:    char_to_room(victim, ch->in_room);
act_wiz.c:    if (IS_NPC(ch) || ch->desc == NULL || ch->in_room == NULL)
act_wiz.c:    d = ch->desc;
act_wiz.c:    in_room = ch->in_room;
act_wiz.c:    ch->next = char_list;
act_wiz.c:    if (ch->pload == NULL)
act_wiz.c:    xprintf(arg, ch->pload);
act_wiz.c:    if (!str_cmp(ch->name, arg))
act_wiz.c:    d = ch->desc;
act_wiz.c:            capitalize(ch->pload));
act_wiz.c:    xprintf(buf, "$n transforms back into %s.", capitalize(ch->pload));
act_wiz.c:    if (ch != NULL && ch->desc != NULL)
act_wiz.c:    if (ch->desc)
act_wiz.c:        ch->desc->character = NULL;
act_wiz.c:        ch->next = char_list;
act_wiz.c:    if (ch->in_room != NULL)
act_wiz.c:        char_to_room(ch, ch->in_room);
act_wiz.c:    free_string(ch->pload);
act_wiz.c:    ch->pload = str_dup("");
act_wiz.c:    if (!str_cmp(arg, "voodoo") && (ch->level >= LEVEL_IMMORTAL))
act_wiz.c:        if (!str_prefix(arg1, wch->name) && !found)
act_wiz.c:            if (wch->level > ch->level)
act_wiz.c:            name = wch->name;
act_wiz.c:                obj_to_room(obj, ch->in_room);
act_wiz.c:        obj_to_room(obj, ch->in_room);
act_wiz.c:    obj->questmaker = str_dup(ch->name);
act_wiz.c:        for (victim = ch->in_room->people; victim != NULL;
act_wiz.c:        for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_wiz.c:    oldname = str_dup(ch->pcdata->switchname);
act_wiz.c:    d = ch->desc;
act_wiz.c:    in_room = ch->in_room;
act_wiz.c:    ch->next = char_list;
act_wiz.c:    if (IS_SET(ch->act, PLR_DENY))
act_wiz.c:        REMOVE_BIT(ch->act, PLR_DENY);
act_wiz.c:    d = ch->desc;
act_wiz.c:    in_room = ch->in_room;
act_wiz.c:    ch->next = char_list;
act_wiz.c:    for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room)
act_wiz.c:        if (rch->fighting != NULL)
act_wiz.c:        if (value >= ch->level && !IS_NPC(victim))
act_wiz.c:        if (value > ch->pcdata->security || value < 0)
act_wiz.c:            if (ch->pcdata->security != 0)
act_wiz.c:                        ch->pcdata->security);
act_wiz.c:                || str_cmp(ch->name, obj->questmaker)))
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        morph->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:            obj->questmaker = str_dup(ch->name);
act_wiz.c:            obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:            obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:            obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:                    || str_cmp(ch->name, obj->questmaker)))
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:                wch->pcdata->switchname, wch->level, wch->trust,
act_wiz.c:                wch->generation, wch->max_hit, wch->max_mana,
act_wiz.c:                wch->max_move, char_hitroll(wch), char_damroll(wch),
act_wiz.c:                char_ac(wch), wch->bones);
act_wiz.c:        xprintf(buf, "%s force all : %s\n\r", ch->name, argument);
act_wiz.c:            vch_next = vch->next;
act_wiz.c:                if (IS_SET(vch->extra, EXTRA_AFK))
act_wiz.c:                    SET_BIT(vch->extra, EXTRA_AFK);
act_wiz.c:                && (ch->level < MAX_LEVEL))
act_wiz.c:        vch_next = vch->next;
act_wiz.c:        if (ch->invis_level)
act_wiz.c:            ch->invis_level = 0;
act_wiz.c:            ch->invis_level = get_trust(ch);
act_wiz.c:            ch->reply = NULL;
act_wiz.c:            ch->invis_level = level;
act_wiz.c:        if (ch->incog_level)
act_wiz.c:            ch->incog_level = 0;
act_wiz.c:            ch->incog_level = get_trust(ch);
act_wiz.c:            ch->ghost_level = 0;
act_wiz.c:            ch->reply = NULL;
act_wiz.c:            ch->incog_level = level;
act_wiz.c:            ch->ghost_level = 0;
act_wiz.c:        if (ch->ghost_level)
act_wiz.c:            ch->ghost_level = 0;
act_wiz.c:            ch->ghost_level = get_trust(ch);
act_wiz.c:            ch->incog_level = 0;
act_wiz.c:            ch->reply = NULL;
act_wiz.c:            ch->ghost_level = level;
act_wiz.c:            ch->incog_level = 0;
act_wiz.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
act_wiz.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
act_wiz.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
act_wiz.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
act_wiz.c:    if (ch->in_room->sector_type == SECT_INSIDE)
act_wiz.c:    if (room_is_dark(ch->in_room))
act_wiz.c:            && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker)
act_wiz.c:    if (ch->power[DISC_DAEM_DISC] < 2)
act_wiz.c:        if (ch->poweraction != NULL)
act_wiz.c:                    ch->poweraction);
act_wiz.c:        if (ch->powertype != NULL)
act_wiz.c:                    ch->powertype);
act_wiz.c:        if (IS_SET(ch->spectype, EYE_SPELL))
act_wiz.c:        if (IS_SET(ch->spectype, EYE_SELFACTION))
act_wiz.c:        if (IS_SET(ch->spectype, EYE_ACTION))
act_wiz.c:        if (!IS_SET(ch->spectype, EYE_SPELL) &&
act_wiz.c:                !IS_SET(ch->spectype, EYE_SELFACTION) &&
act_wiz.c:                !IS_SET(ch->spectype, EYE_ACTION))
act_wiz.c:        free_string(ch->poweraction);
act_wiz.c:        ch->poweraction = str_dup(arg2);
act_wiz.c:        free_string(ch->powertype);
act_wiz.c:        ch->powertype = str_dup(arg2);
act_wiz.c:                && IS_SET(ch->spectype, EYE_SPELL))
act_wiz.c:            REMOVE_BIT(ch->spectype, EYE_SPELL);
act_wiz.c:                 && !IS_SET(ch->spectype, EYE_SPELL))
act_wiz.c:            SET_BIT(ch->spectype, EYE_SPELL);
act_wiz.c:                 && IS_SET(ch->spectype, EYE_SELFACTION))
act_wiz.c:            REMOVE_BIT(ch->spectype, EYE_SELFACTION);
act_wiz.c:                 && !IS_SET(ch->spectype, EYE_SELFACTION))
act_wiz.c:            SET_BIT(ch->spectype, EYE_SELFACTION);
act_wiz.c:                 && IS_SET(ch->spectype, EYE_ACTION))
act_wiz.c:            REMOVE_BIT(ch->spectype, EYE_ACTION);
act_wiz.c:                 && !IS_SET(ch->spectype, EYE_ACTION))
act_wiz.c:            SET_BIT(ch->spectype, EYE_ACTION);
act_wiz.c:        if (ch->poweraction != NULL)
act_wiz.c:                    ch->poweraction);
act_wiz.c:        if (ch->powertype != NULL)
act_wiz.c:                    ch->powertype);
act_wiz.c:        if (IS_SET(ch->spectype, EYE_SPELL))
act_wiz.c:        if (IS_SET(ch->spectype, EYE_SELFACTION))
act_wiz.c:        if (IS_SET(ch->spectype, EYE_ACTION))
act_wiz.c:        if (!IS_SET(ch->spectype, EYE_SPELL) &&
act_wiz.c:                !IS_SET(ch->spectype, EYE_SELFACTION) &&
act_wiz.c:                !IS_SET(ch->spectype, EYE_ACTION))
act_wiz.c:                || str_cmp(ch->pcdata->switchname, obj->questowner))
act_wiz.c:    if (victim->level >= ch->level
act_wiz.c:            && str_cmp(ch->pcdata->switchname, "Zarius"))
act_wiz.c:    obj->questmaker = str_dup(ch->name);
act_wiz.c:    if (IS_NPC(ch) || (ch->bones < 1 && !IS_JUDGE(ch)))
act_wiz.c:        else if (value > ch->bones && !IS_JUDGE(ch))
act_wiz.c:                    ch->bones);
act_wiz.c:    ch->bones -= value;
act_wiz.c:    if (ch->bones < 0)
act_wiz.c:        ch->bones = 0;
act_wiz.c:    obj->questmaker = str_dup(ch->name);
act_wiz.c:    if ((ch->in_room == NULL || ch->in_room->vnum != 3054))
act_wiz.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_wiz.c:    while (ch->affected)
act_wiz.c:        affect_remove(ch, ch->affected);
act_wiz.c:    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
act_wiz.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:    if (IS_SET(ch->affected_by, AFF_ETHEREAL))
act_wiz.c:        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
act_wiz.c:        REMOVE_BIT(ch->extra, EXTRA_DRAGON);
act_wiz.c:    if (IS_SET(ch->newbits2, NEW2_EAGLES))
act_wiz.c:        REMOVE_BIT(ch->newbits2, NEW2_EAGLES);
act_wiz.c:    if (IS_SET(ch->newbits2, NEW2_VVIGOR))
act_wiz.c:        REMOVE_BIT(ch->newbits2, NEW2_VVIGOR);
act_wiz.c:    if (IS_SET(ch->newbits, NEW_CLOUDBLESS))
act_wiz.c:        REMOVE_BIT(ch->newbits, NEW_CLOUDBLESS);
act_wiz.c:    if (IS_SET(ch->newbits2, NEW2_HAWKEYES))
act_wiz.c:        REMOVE_BIT(ch->newbits2, NEW2_HAWKEYES);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_TALONS))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_TALONS);
act_wiz.c:        ch->hitroll -= 50;
act_wiz.c:        ch->damroll -= 50;
act_wiz.c:    if (IS_SET(ch->newbits2, NEW2_ACIDBLOOD))
act_wiz.c:        REMOVE_BIT(ch->newbits2, NEW2_ACIDBLOOD);
act_wiz.c:    if (IS_SET(ch->newbits2, NEW2_SCALES))
act_wiz.c:        REMOVE_BIT(ch->newbits2, NEW2_SCALES);
act_wiz.c:        ch->armor += 150;
act_wiz.c:    if (!TIME_UP(ch, TIMER_SLOW) || IS_SET(ch->sohbits, SOH_SLOW))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SLOW);
act_wiz.c:    if (!TIME_UP(ch, TIMER_HASTE) || IS_SET(ch->sohbits, SOH_HASTE))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_HASTE);
act_wiz.c:    if (!TIME_UP(ch, TIMER_ACCURACY) || IS_SET(ch->sohbits, SOH_ACCURACY))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_ACCURACY);
act_wiz.c:        ch->hitroll -= 200;
act_wiz.c:    if (!TIME_UP(ch, TIMER_REGEN) || IS_SET(ch->sohbits, SOH_REGEN))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_REGEN);
act_wiz.c:    if (!TIME_UP(ch, TIMER_MIGHT) || IS_SET(ch->sohbits, SOH_MIGHT))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_MIGHT);
act_wiz.c:        ch->damroll -= 200;
act_wiz.c:    if (!TIME_UP(ch, TIMER_SHARDS) || IS_SET(ch->sohbits, SOH_SHARDS))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SHARDS);
act_wiz.c:        ch->armor += 200;
act_wiz.c:    ch->affected_by = 0;
act_wiz.c:    ch->armor = 100;
act_wiz.c:    ch->hit = UMAX(1, ch->hit);
act_wiz.c:    ch->mana = UMAX(1, ch->mana);
act_wiz.c:    ch->move = UMAX(1, ch->move);
act_wiz.c:    ch->hitroll = 0;
act_wiz.c:    ch->damroll = 0;
act_wiz.c:    ch->rage = 0;
act_wiz.c:    ch->form = 1048575;
act_wiz.c:    ch->saving_throw = 0;
act_wiz.c:    ch->pcdata->mod_str = 0;
act_wiz.c:    ch->pcdata->mod_int = 0;
act_wiz.c:    ch->pcdata->mod_wis = 0;
act_wiz.c:    ch->pcdata->mod_dex = 0;
act_wiz.c:    ch->pcdata->mod_con = 0;
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLREADY))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLTRUESIGHT))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLTRUESIGHT);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLSCRY))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSCRY);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLTELEPORT))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLTELEPORT);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLSLOW))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSLOW);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLHASTE))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLHASTE);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLACCURACY))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLACCURACY);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLMIGHT))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLMIGHT);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLSHARDS))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSHARDS);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLHEAL))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLHEAL);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLREGEN))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREGEN);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLSORC1))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC1);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLSORC2))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC2);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLSORC3))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC3);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLSORC4))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC4);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLSORC5))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC5);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLENCHANT1))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT1);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLENCHANT2))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT2);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLENCHANT3))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT3);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLENCHANT4))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT4);
act_wiz.c:    if (IS_SET(ch->sohbits, SOH_SPELLENCHANT5))
act_wiz.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT5);
act_wiz.c:                          str_cmp(ch->name, obj->questmaker)
act_wiz.c:        chroom = ch->in_room;
act_wiz.c:    if (IS_NPC(ch) || ch->pcdata->obj_vnum < 1)
act_wiz.c:    if ((pObjIndex = get_obj_index(ch->pcdata->obj_vnum)) == NULL)
act_wiz.c:    if (ch->in_room == NULL || ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
act_wiz.c:        location = ch->in_room;
act_wiz.c:    ch->pcdata->chobj = obj;
act_wiz.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:    SET_BIT(ch->extra, EXTRA_OSWITCH);
act_wiz.c:    free_string(ch->morph);
act_wiz.c:    ch->morph = str_dup(obj->short_descr);
act_wiz.c:    if (ch->sex != SEX_FEMALE)
act_wiz.c:    if (IS_SET(ch->affected_by2, AFF_CONTRACEPTION))
act_wiz.c:        REMOVE_BIT(ch->affected_by2, AFF_CONTRACEPTION);
act_wiz.c:        SET_BIT(ch->affected_by2, AFF_CONTRACEPTION);
act_wiz.c:    if ((ch->pcdata->pwd[0] != '\0') && (arg1[0] == '\0' || arg2[0] == '\0'))
act_wiz.c:    for (gch = char_list; gch != NULL; gch = gch->next)
act_wiz.c:            REMOVE_BIT(gch->pcdata->powers[GOLEMS_SUMMON],
act_wiz.c:            REMOVE_BIT(gch->pcdata->powers[GOLEMS_SUMMON],
act_wiz.c:            REMOVE_BIT(gch->pcdata->powers[GOLEMS_SUMMON],
act_wiz.c:            REMOVE_BIT(gch->pcdata->powers[GOLEMS_SUMMON],
act_wiz.c:                || IS_SET(gch->extra, EXTRA_OSWITCH))
act_wiz.c:            REMOVE_BIT(gch->loc_hp[0], LOST_HEAD);
act_wiz.c:            REMOVE_BIT(gch->affected_by, AFF_POLYMORPH);
act_wiz.c:            REMOVE_BIT(gch->extra, EXTRA_OSWITCH);
act_wiz.c:            gch->morph = str_dup("");
act_wiz.c:            gch->pcdata->chobj = NULL;
act_wiz.c:            gch->pcdata->obj_vnum = 0;
act_wiz.c:        if (IS_SET(gch->extra, EXTRA_AFK))
act_wiz.c:            SET_BIT(gch->extra, EXTRA_AFK);
act_wiz.c:        if (gch->desc->out_compress)
act_wiz.c:            if (!compressEnd2(gch->desc))
act_wiz.c:            fprintf(fp, "%d %s %s\n", d->descriptor, och->name,
act_wiz.c:            if (och->level == 1)
act_wiz.c:                och->level++;
act_wiz.c:    for (gch = char_list; gch != NULL; gch = gch->next)
act_wiz.c:            REMOVE_BIT(gch->pcdata->powers[GOLEMS_SUMMON],
act_wiz.c:            REMOVE_BIT(gch->pcdata->powers[GOLEMS_SUMMON],
act_wiz.c:            REMOVE_BIT(gch->pcdata->powers[GOLEMS_SUMMON],
act_wiz.c:            REMOVE_BIT(gch->pcdata->powers[GOLEMS_SUMMON],
act_wiz.c:                || IS_SET(gch->extra, EXTRA_OSWITCH))
act_wiz.c:            REMOVE_BIT(gch->loc_hp[0], LOST_HEAD);
act_wiz.c:            REMOVE_BIT(gch->affected_by, AFF_POLYMORPH);
act_wiz.c:            REMOVE_BIT(gch->extra, EXTRA_OSWITCH);
act_wiz.c:            gch->morph = str_dup("");
act_wiz.c:            gch->pcdata->chobj = NULL;
act_wiz.c:            gch->pcdata->obj_vnum = 0;
act_wiz.c:        if (IS_SET(gch->extra, EXTRA_AFK))
act_wiz.c:        if (gch->position != POS_STANDING)
act_wiz.c:            SET_BIT(gch->extra, EXTRA_AFK);
act_wiz.c:        if (gch->desc->out_compress)
act_wiz.c:            if (!compressEnd2(gch->desc))
act_wiz.c:	d->descriptor, och->name, d->host,CopyoverGet(d));
act_wiz.c:            if (och->level == 1)
act_wiz.c:                och->level++;
act_wiz.c:                    ch->name);
act_wiz.c:                    ch->name);
act_wiz.c:                    ch->name);
act_wiz.c:                    ch->name);
act_wiz.c:                    ch->name);
act_wiz.c:                    ch->name);
act_wiz.c:                    ch->name);
act_wiz.c:                    ch->name);
akurei.c:    if( ch->in_room == NULL ) return;
akurei.c:    if( ch->trust < MAX_LEVEL)
akurei.c:        if (!IS_BUILDER(ch, ch->in_room->area))
akurei.c:    for( r = ch->in_room->area->lvnum; r <= ch->in_room->area->uvnum; r++ )
akurei.c:        if( area == ch->in_room->area ) continue;
akurei.c:                        && room->exit[e]->to_room->area == ch->in_room->area )
akurei.c:    if( ch->in_room == NULL ) return;
akurei.c:        if( area == ch->in_room->area ) continue;
akurei.c:                        && room->exit[e]->to_room->area == ch->in_room->area )
akurei.c:    if( ch->in_room == NULL ) return;
akurei.c:    for( r = ch->in_room->area->lvnum; r <= ch->in_room->area->uvnum; r++ )
akurei.c:                    && room->exit[e]->to_room->area != ch->in_room->area )
angel.c:    if (ch->pcdata->powers[ANGEL_PEACE] < 2)
angel.c:        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
angel.c:    SET_BIT(ch->affected_by, AFF_ETHEREAL);
angel.c:    if (ch->pcdata->powers[ANGEL_PEACE] < 1)
angel.c:        REMOVE_BIT(ch->affected_by, AFF_PEACE);
angel.c:    SET_BIT(ch->affected_by, AFF_PEACE);
angel.c:    if (ch->pcdata->powers[ANGEL_PEACE] < 3)
angel.c:    if (ch->mana < 1500)
angel.c:    ch->mana -= 1500;
angel.c:    ch->hit += ch->pcdata->powers[ANGEL_PEACE] * 500;
angel.c:    if (ch->hit > ch->max_hit)
angel.c:        ch->hit = ch->max_hit;
angel.c:    if (ch->pcdata->powers[ANGEL_PEACE] < 5)
angel.c:    if (ch->pcdata->powers[ANGEL_PEACE_COUNTER] > 0)
angel.c:    ch->pcdata->powers[ANGEL_PEACE_COUNTER] = 50;
angel.c:    ch->level = 12;
angel.c:    ch->level = 3;
angel.c:    if (ch->pcdata->powers[ANGEL_HARMONY] < 2)
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA);
angel.c:    SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA);
angel.c:    if (ch->pcdata->powers[ANGEL_HARMONY] < 3)
angel.c:        if (ch->fighting == NULL)
angel.c:    if (ch->pcdata->powers[ANGEL_HARMONY] < 5)
angel.c:    if (ch->pcdata->powers[ANGEL_LOVE] < 1)
angel.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
angel.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
angel.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
angel.c:    if (ch->pcdata->powers[ANGEL_LOVE] < 2)
angel.c:    if (ch->alignment != 1000)
angel.c:        ch->alignment = 1000;
angel.c:if (ch->currentform != ANGEL_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
angel.c:    if (IS_SET(ch->newbits, NEW_CUBEFORM))
angel.c:        REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
angel.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
angel.c:        ch->damroll -= 400;
angel.c:        ch->hitroll -= 400;
angel.c:        free_string(ch->morph);
angel.c:        ch->morph = str_dup("");
angel.c:	ch->currentform = 0;
angel.c:    if (ch->move < 2000 || ch->mana < 2000)
angel.c:        SET_BIT(ch->newbits, NEW_CUBEFORM);
angel.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
angel.c:        ch->currentform = ANGEL_FORM;
angel.c:        xprintf(buf, "#W(%s) the angel#n", ch->name);
angel.c:        free_string(ch->morph);
angel.c:        ch->morph = str_dup(buf);
angel.c:        ch->move -= 2000;
angel.c:        ch->mana -= 2000;
angel.c:        ch->damroll += 400;
angel.c:        ch->hitroll += 400;
angel.c:    if (ch->pcdata->powers[ANGEL_LOVE] < 3)
angel.c:    if (ch->pcdata->powers[ANGEL_LOVE] < 5)
angel.c:    if (ch->hit < ch->max_hit)
angel.c:    ch->level = 12;
angel.c:    for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room)
angel.c:            do_restore(ch, ich->pcdata->switchname);
angel.c:    ch->level = 3;
angel.c:    ch->hit = 1;
angel.c:    ch->move = 1;
angel.c:    ch->mana = 1;
angel.c:    if (ch->pcdata->powers[ANGEL_JUSTICE] < 1)
angel.c:    if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
angel.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
angel.c:    if (ch->move < 500)
angel.c:    ch->move -= 500;
angel.c:    if (ch->pcdata->powers[ANGEL_JUSTICE] < 4)
angel.c:    if (ch->pcdata->powers[ANGEL_JUSTICE] < 1)
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS);
angel.c:    SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS);
angel.c:    if (ch->pcdata->powers[ANGEL_JUSTICE] < 2)
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO);
angel.c:    SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO);
angel.c:    if (ch->pcdata->powers[ANGEL_JUSTICE] < 3)
angel.c:    if (ch->pcdata->powers[ANGEL_JUSTICE] < 5)
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE);
angel.c:    SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE);
angel.c:    if (ch->practice < 100)
angel.c:    obj->questowner = str_dup(ch->pcdata->switchname);
angel.c:    obj->ownerid = ch->pcdata->playerid;
angel.c:    ch->practice -= 100;
antipaladin.c:    if (!IS_SET(ch->pcdata->powers[15], APOWER_RAISE))
antipaladin.c:    if (ch->pcdata->powers[RAISETIMER] > 0)
antipaladin.c:    victim->level = ch->spl[RED_MAGIC];
antipaladin.c:    victim->hit = 200 * ch->spl[RED_MAGIC];
antipaladin.c:    victim->max_hit = 200 * ch->spl[RED_MAGIC];
antipaladin.c:    victim->hitroll =  ch->spl[RED_MAGIC];
antipaladin.c:    victim->damroll =  ch->spl[RED_MAGIC];
antipaladin.c:    char_to_room( victim, ch->in_room );
antipaladin.c:    ch->pcdata->powers[RAISETIMER] += 20;
antipaladin.c:    if (!IS_SET(ch->pcdata->powers[15], APOWER_MORPH))
antipaladin.c:    if (IS_SET(ch->newbits, NEW_CUBEFORM))
antipaladin.c:        REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
antipaladin.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
antipaladin.c:        ch->damroll -=400;
antipaladin.c:        ch->hitroll -=400;
antipaladin.c:        free_string(ch->morph);
antipaladin.c:        ch->morph=str_dup("");
antipaladin.c:    if (ch->move < 2000 || ch->mana < 2000)
antipaladin.c:        SET_BIT(ch->newbits, NEW_CUBEFORM);
antipaladin.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
antipaladin.c:        sprintf(buf,"%s the #GAn#gti#0-#7Pal#gad#Gin#n",ch->name);
antipaladin.c:        free_string(ch->morph);
antipaladin.c:        ch->morph = str_dup(buf);
antipaladin.c:        ch->move -= 2000;
antipaladin.c:        ch->mana -= 2000;
antipaladin.c:        ch->damroll +=400;
antipaladin.c:        ch->hitroll +=400;
antipaladin.c:    if (ch->alignment != -1000) ch->alignment = -1000;
antipaladin.c:    if (ch->pcdata->powers[DARKARTS] > 20)
antipaladin.c:    if (ch->practice < ch->pcdata->powers[DARKARTS]*50 + 50)
antipaladin.c:        ch->practice -= ch->pcdata->powers[DARKARTS]*50 + 50;
antipaladin.c:        ch->pcdata->powers[DARKARTS] += 1;
antipaladin.c:    if (IS_SET(ch->pcdata->powers[MOUNT_SUMMON], HAS_SUMMONED_NIGHTMARE))
antipaladin.c:    victim->level = ch->spl[RED_MAGIC] / 2;
antipaladin.c:    victim->hit = ch->hit;	// 100 * ch->spl[RED_MAGIC];
antipaladin.c:    victim->max_hit = ch->max_hit; // 100 * ch->spl[RED_MAGIC];
antipaladin.c:    victim->hitroll =  ch->spl[RED_MAGIC];
antipaladin.c:    victim->damroll =  ch->spl[RED_MAGIC];
antipaladin.c:    char_to_room( victim, ch->in_room );
antipaladin.c:    SET_BIT(ch->pcdata->powers[MOUNT_SUMMON], HAS_SUMMONED_NIGHTMARE);
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) || !IS_SET(ch->pcdata->powers[15], APOWER_LAYONHANDS))
antipaladin.c:    if ( ( victim = ch->fighting ) == NULL )
antipaladin.c:    dam += (ch->pPotentia * 2);
antipaladin.c:    ch->hit += dam;
antipaladin.c:    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
antipaladin.c:    if (ch->pPotentia > 50) ch->pPotentia -= 50;
antipaladin.c:    if (ch->pcdata->stats[DEMON_CURRENT] < cost)
antipaladin.c:    ch->pcdata->stats[DEMON_CURRENT] -= cost;
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) || !IS_SET(ch->pcdata->powers[15], APOWER_DETECTLIVING))
antipaladin.c:    if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
antipaladin.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
antipaladin.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
antipaladin.c:    if (!IS_SET(ch->pcdata->powers[15], APOWER_FLAMESTRIKE) || !IS_CLASS(ch,CLASS_ANTIPALADIN))
antipaladin.c:    if ( ( victim = ch->fighting ) == NULL )
antipaladin.c:    dam += (ch->pPotentia * 2);
antipaladin.c:    if (ch->pPotentia > 50) ch->pPotentia -= 50;
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) || !IS_SET(ch->pcdata->powers[15], APOWER_GRAPPLE))
antipaladin.c:    if ( ( victim = ch->fighting ) == NULL )
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) || !IS_SET(ch->pcdata->powers[15], APOWER_DIRTKICK))
antipaladin.c:    if ( ( victim = ch->fighting ) == NULL )
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) || !IS_SET(ch->pcdata->powers[15], APOWER_SLEEP))
antipaladin.c:    if (ch->in_room != NULL)
antipaladin.c:        if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
antipaladin.c:    if ( ch->position == POS_FIGHTING )
antipaladin.c:    if (ch->move < 500)
antipaladin.c:    if ( victim->in_room == ch->in_room )
antipaladin.c:        ch->move -= 500;
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) || !IS_SET(ch->pcdata->powers[15], APOWER_BATTLERAGE))
antipaladin.c:    if (ch->pcdata->powers[APTICK] > 0)
antipaladin.c:        vch_next	= vch->next;
antipaladin.c:        if ( vch->in_room == NULL )
antipaladin.c:        if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
antipaladin.c:            if (vch->in_room == ch->in_room)
antipaladin.c:            else if (vch->in_room->area == ch->in_room->area)
antipaladin.c:        if ( vch->in_room == ch->in_room && can_see( ch, vch) )
antipaladin.c:            if (vch == NULL || vch->position <= POS_STUNNED) continue;
antipaladin.c:    ch->pcdata->powers[APTICK] = 3;
arena.c:    if (ch->in_room != NULL)
arena.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
arena.c:    for (vch = char_list; vch != NULL; vch = vch->next)
arena.c:        if (vch->in_room != NULL)
arena.c:            if (IS_SET(vch->in_room->room_flags, ROOM_ARENA))
arena.c:        for (vch = char_list; vch != NULL; vch = vch->next)
arena.c:            if (vch->in_room != NULL)
arena.c:                if (IS_SET(vch->in_room->room_flags, ROOM_ARENA))
arena.c:    if (ch->fight_timer > 0)
arena.c:        if (ch->hit < (ch->max_hit * .9))
arena.c:        xprintf(buf,"#GThe arena has been opened at the request of #R%s.", ch->name);
arena.c:    if (ch->in_room != NULL)
arena.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)
arena.c:                || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
arena.c:            ch->name);
arena.c:    if (ch->in_room != NULL)
arena.c:        if (!IS_SET(ch->in_room->room_flags, ROOM_ARENA))
arena.c:    xprintf(buf, "%s resigns from the arena", ch->name);
arena.c:    ch->fight_timer = 0;
arena.c:    ch->pcdata->alosses++;
arena.c:                gch->name);
arena.c:        gch->pcdata->awins++;
arena.c:        gch->fight_timer = 0;
arena.c:    if (victim == ch->challenger)
arena.c:        ch->deathmatch = TRUE;
arena.c:        ch->deathmatch = FALSE;
arena.c:    if (ch->deathmatch)
arena.c:        if (!str_cmp(ch->pcdata->last_decap[0], victim->name))
arena.c:        if (!str_cmp(victim->pcdata->last_decap[0], ch->name))
arena.c:    ch->challenger = victim;
arena.c:    if (ch->deathmatch)
arena.c:                ch->name, ch->name);
arena.c:                ch->name, ch->name);
arena.c:    if (ch->fight_timer > 0)
arena.c:    if (ch->in_room != NULL)
arena.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)
arena.c:                || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
arena.c:        if (!str_cmp(ch->pcdata->last_decap[0], victim->name))
arena.c:        if (!str_cmp(victim->pcdata->last_decap[0], ch->name))
arena.c:    do_restore(ch, ch->name);
arena.c:                ch->name, victim->name);
arena.c:                ch->name, victim->name);
arena.c:    if (ch->pcdata->betting_char > 0)
arena.c:    if (ch->bones < amount)
arena.c:    for (vch = char_list; vch; vch = vch->next)
arena.c:        if (vch->hit < vch->max_hit * 0.75)
arena.c:    ch->bones -= amount;
arena.c:    ch->pcdata->betting_amount = amount;
arena.c:    ch->pcdata->betting_char = gch->pcdata->playerid;
arena.c:            ch->name, amount, gch->name);
arena.c:    for (gch = char_list; gch; gch = gch->next)
arena.c:                && gch->pcdata->betting_char == ch->pcdata->playerid)
arena.c:                    gch->pcdata->betting_amount * 2);
arena.c:            gch->bones += gch->pcdata->betting_amount * 2;
arena.c:                    gch->name, gch->pcdata->betting_amount * 2,
arena.c:                    ch->name);
arena.c:                 && gch->pcdata->betting_char == ch->pcdata->playerid)
arena.c:            gch->bones += gch->pcdata->betting_amount;
arena.c:        gch->pcdata->betting_amount = 0;
arena.c:        gch->pcdata->betting_char = 0;
ashur.c:    if ((victim = ch->fighting) == NULL)
ashur.c:        sprintf(buf, "You fall from your stance as %s trembles the earth.\n\r",ch->name);
ashur.c:        sprintf(buf, "%s slips and falls from their stance as %s trembles the earth.\n\r",ch->name, ch->name);
ashur.c:        if ((victim = ch->fighting) == NULL)
auction.c:                ch->pcdata->switchname,
auction.c:            if (ch->level < 3)
auction.c:            for (pObj = ch->carrying; pObj; pObj = pObj->next)
auction.c:        if (ch->bones < bid)
auction.c:                ch->pcdata->switchname, bid,
auction.c:        cp = UMIN(ch->bones, bid);
auction.c:        ch->bones -= cp;
auction.c:    if ((obj->ownerid != ch->pcdata->playerid) && (obj->ownerid != 0))
auction.c:            ch->pcdata->switchname, obj->short_descr,
blade.c:    if ( ( victim = ch->fighting ) == NULL )
blade.c:        if (ch->fighting == NULL)
blade.c:        else victim = ch->fighting;
blade.c:    if (ch->pcdata->powers[BLADE_MELEE] < 15)
blade.c:    if (ch->pcdata->powers[BLADE_SKILL] < 5)
blade.c:    if (IS_SET(ch->pcdata->powers[BM_BITS], BLADE_RETORT))
blade.c:        REMOVE_BIT(ch->pcdata->powers[BM_BITS], BLADE_RETORT);
blade.c:    SET_BIT(ch->pcdata->powers[BM_BITS], BLADE_RETORT);
blade.c:                ch->pcdata->powers[BLADE_SKILL]);
blade.c:                ch->pcdata->powers[BLADE_PROWESS]);
blade.c:                ch->pcdata->powers[BLADE_MELEE]);
blade.c:        if (ch->pcdata->powers[BLADE_SKILL] < 15)
blade.c:        if (IS_SET(ch->newbits2, NEW2_DEFENSE)) {
blade.c:            REMOVE_BIT(ch->newbits2, NEW2_DEFENSE);
blade.c:            SET_BIT(ch->newbits2, NEW2_DEFENSE);
blade.c:        if (ch->pcdata->powers[BLADE_MELEE] < 6)
blade.c:        if (IS_SET(ch->newbits2, NEW2_OFFENCE)) {
blade.c:            REMOVE_BIT(ch->newbits2, NEW2_OFFENCE);
blade.c:            SET_BIT(ch->newbits2, NEW2_OFFENCE);
blade.c:        if (ch->pcdata->powers[BLADE_PROWESS] < 8)
blade.c:        if (IS_SET(ch->newbits2, NEW2_DAMCAP))
blade.c:            REMOVE_BIT(ch->newbits2, NEW2_DAMCAP);
blade.c:            SET_BIT(ch->newbits2, NEW2_DAMCAP);
blade.c:        if (ch->pcdata->powers[BLADE_SKILL] < 9)
blade.c:        if (IS_SET(ch->newbits2, NEW2_AUTOATTACK))
blade.c:            REMOVE_BIT(ch->newbits2, NEW2_AUTOATTACK);
blade.c:            SET_BIT(ch->newbits2, NEW2_AUTOATTACK);
blade.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
blade.c:    if (ch->move < 250)
blade.c:    ch->move -= 250;
board.c:    if (!str_cmp(ch->pcdata->switchname, note->sender))
board.c:    if (is_full_name(ch->pcdata->switchname, note->to_list))
board.c:    if (ch->pcdata->religion != 0)
board.c:                 religion_table[ch->pcdata->religion].truename))
board.c:    if (ch->pcdata->kingdom != 0)
board.c://      if(is_full_name(king_table[ch->pcdata->kingdom].name, note->to_list) ) return TRUE;
board.c:    last_read = ch->pcdata->last_note[board_number(board)];
board.c:    if (IS_SET(ch->act, PLR_SILENCE))
board.c:    if (ch->pcdata->board == NULL)
board.c:    if (get_trust(ch) < ch->pcdata->board->write_level)
board.c:    if (ch->position != POS_STANDING)
board.c:    if (ch->pcdata->in_progress && (!ch->pcdata->in_progress->text))
board.c:        free_note(ch->pcdata->in_progress);
board.c:        ch->pcdata->in_progress = NULL;
board.c:    if (!ch->pcdata->in_progress)
board.c:        ch->pcdata->in_progress = new_note();
board.c:        ch->pcdata->in_progress->sender =
board.c:            str_dup(ch->pcdata->switchname);
board.c:        ch->pcdata->in_progress->date = str_dup(strtime);
board.c:    SET_BIT(ch->extra, EXTRA_AFK);
board.c:    if (ch->master)
board.c:            ch->pcdata->in_progress->text ? "continuing" : "posting",
board.c:            ch->pcdata->board->short_name);
board.c:            ch->pcdata->switchname);
board.c:    if (!ch->pcdata->in_progress->text) /* Are we continuing an old note or not? */
board.c:        switch (ch->pcdata->board->force_type)
board.c:                    ch->pcdata->board->names);
board.c:                    ch->pcdata->board->names);
board.c:                    ch->pcdata->board->names);
board.c:        ch->desc->connected = CON_NOTE_TO;
board.c:                ch->pcdata->in_progress->to_list,
board.c:                ctime(&ch->pcdata->in_progress->expire),
board.c:                ch->pcdata->in_progress->subject);
board.c:        if (ch->pcdata->in_progress != NULL)
board.c:            send_to_char(ch->pcdata->in_progress->text, ch);
board.c:        ch->desc->connected = CON_NOTE_TEXT;
board.c:        &ch->pcdata->last_note[board_number (ch->pcdata->board)];
board.c:        for (p = ch->pcdata->board->note_first; p; p = p->next)
board.c:        for (p = ch->pcdata->board->note_first; p; p = p->next, count++)
board.c:                     ch->pcdata->board->short_name);
board.c:            ch->pcdata->board = &boards[DEFAULT_BOARD];
board.c:                     ch->pcdata->board->short_name);
board.c:    p = find_note(ch, ch->pcdata->board, atoi(argument));
board.c:    if (str_cmp(ch->pcdata->switchname, p->sender)
board.c:            && ch->trust < MAX_LEVEL)
board.c:    unlink_note(ch->pcdata->board, p);
board.c:    save_board(ch->pcdata->board);  /* save the board */
board.c:        for (p = ch->pcdata->board->note_first; p; p = p->next)
board.c:    last_note = ch->pcdata->last_note[board_number(ch->pcdata->board)];
board.c:    for (p = ch->pcdata->board->note_first; p; p = p->next)
board.c:    for (p = ch->pcdata->board->note_first; p && p->next; p = p->next);
board.c:        ch->pcdata->last_note[board_number(ch->pcdata->board)] =
board.c:                      (ch->pcdata->board->short_name,
board.c:                      (ch->pcdata->board->short_name,
board.c:                sprintf(buf, "   You current board is #9%s#n.\n\r", ch->pcdata->board->short_name);
board.c:                if (ch->pcdata->board->read_level > get_trust(ch))
board.c:                else if (ch->pcdata->board->write_level > get_trust(ch))
board.c:    ch->pcdata->board = &boards[i];
board.c:        if (ch->pcdata->board != NULL)
board.c:                    ch->pcdata->board->short_name);
board.c:            if (ch->pcdata->board->read_level > get_trust(ch))
board.c:            else if (ch->pcdata->board->write_level >
board.c:            ch->pcdata->board = &boards[i];
board.c:    ch->pcdata->board = &boards[i];
board.c:    int       i = board_number(ch->pcdata->board) + 1;
board.c:        ch->pcdata->board = &boards[i];
board.c:    if (!ch->pcdata->in_progress)
board.c:    switch (ch->pcdata->board->force_type)
board.c:            ch->pcdata->in_progress->to_list =
board.c:                str_dup(ch->pcdata->board->names);
board.c:                    NO_COLOR "\n\r", ch->pcdata->board->names);
board.c:            ch->pcdata->in_progress->to_list = str_dup(buf);
board.c:        if (!is_full_name(ch->pcdata->board->names, buf))
board.c:            strcat(buf, ch->pcdata->board->names);
board.c:            ch->pcdata->in_progress->to_list = str_dup(buf);
board.c:                    ch->pcdata->board->names,
board.c:                    ch->pcdata->in_progress->to_list);
board.c:            ch->pcdata->in_progress->to_list = str_dup(buf);
board.c:        if (is_full_name(ch->pcdata->board->names, buf))
board.c:                    ch->pcdata->board->names);
board.c:            ch->pcdata->in_progress->to_list = str_dup(buf);
board.c:    if (!ch->pcdata->in_progress)
board.c:        ch->pcdata->in_progress->subject = str_dup(buf);
board.c:                    ch->pcdata->board->purge_days);
board.c:            ch->pcdata->in_progress->expire =
board.c:                ch->pcdata->board->purge_days * 24L * 3600L;
board.c:                    ctime(&ch->pcdata->in_progress->expire));
board.c:    if (!ch->pcdata->in_progress)
board.c:        days = ch->pcdata->board->purge_days;
board.c:    ch->pcdata->in_progress->expire = expire;
board.c:    if (!ch->pcdata->in_progress)
board.c:    if (ch->pcdata->in_progress->text != NULL)
board.c:        strcpy(letter, ch->pcdata->in_progress->text);
board.c:        free_string(ch->pcdata->in_progress->text);
board.c:        ch->pcdata->in_progress->text = NULL;   /* be sure we don't free it twice */
board.c:        free_note(ch->pcdata->in_progress);
board.c:        ch->pcdata->in_progress = NULL; /* important */
board.c:    ch->pcdata->in_progress->text = str_dup(letter);
board.c:    if (!ch->pcdata->in_progress)
board.c:        if (ch->pcdata->in_progress->text)
board.c:            write_to_buffer(d, ch->pcdata->in_progress->text, 0);
board.c:        if (board_number(ch->pcdata->board) < 4
board.c:                && is_full_name("all", ch->pcdata->in_progress->to_list))
board.c:                    ch->name,
board.c:                    board_number(ch->pcdata->board) + 1);
board.c:        finish_note(ch->pcdata->board, ch->pcdata->in_progress);
board.c:        ch->pcdata->in_progress = NULL;
board.c:        free_note(ch->pcdata->in_progress);
board.c:        ch->pcdata->in_progress = NULL;
board.c:        REMOVE_BIT(ch->extra, EXTRA_AFK);
build.c:    if ((d = ch->desc) == NULL)
build.c:    if (ch->substate <= SUB_PAUSE)
build.c:        xprintf(buf, "Edit_buffer: illegal ch->substate (%d)",
build.c:                ch->substate);
build.c:    if (!ch->editor)
build.c:    edit = ch->editor;
build.c:    if (ch->substate == SUB_MPROG_EDIT || ch->substate == SUB_HELP_EDIT)
build.c:            int       substate = ch->substate;
build.c:            ch->substate = SUB_RESTRICTED;
build.c:            ch->substate = substate;
build.c:        if (!ch->last_cmd)
build.c:        (*ch->last_cmd) (ch, "");
build.c:    if (!ch->desc)
build.c:    if (ch->substate == SUB_RESTRICTED)
build.c:        bug("NOT GOOD: start_editing: ch->substate == SUB_RESTRICTED",
build.c:    if (ch->editor)
build.c:    ch->editor = edit;
build.c:    ch->desc->connected = CON_EDITING;
build.c:    if (!ch->editor)
build.c:    for (x = 0; x < ch->editor->numlines; x++)
build.c:        strcpy(tmp, ch->editor->line[x]);
build.c:    DISPOSE(ch->editor);
build.c:    ch->editor = NULL;
build.c:    ch->dest_buf = NULL;
build.c:    ch->substate = SUB_NONE;
build.c:    if (!ch->desc)
build.c:    ch->desc->connected = CON_PLAYING;
build.c://        if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c://    if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c://    if (!IS_SET(ch->act, PLR_SCREENREADER))
changes.c:    changes_table[maxChanges - 1].coder = str_dup(ch->name);
changes.c:    if (!ch->desc || NULLSTR(arg1) || !is_number(arg1))
clan.c:                ch->generation);
clan.c:        chgen = ch->generation;
clan.c:        chgenexp = ch->genexp;
clan.c:        if (ch->generation == 6)
clan.c:        else if (ch->generation == 5)
clan.c:        else if (ch->generation == 4)
clan.c:        else if (ch->generation == 3)
clan.c:        else if (ch->generation == 2)
clan.c:        nextgen = (ch->generation - 1);
clan.c:        //if (ch->generation > 1 && ch->level > 2)
clan.c:        if (ch->generation > 2 && ch->level > 2)
clan.c:        if (ch->stance[12] == 1)
clan.c:        else if (ch->stance[12] == 2)
clan.c:        else if (ch->stance[12] == 3)
clan.c:        else if (ch->stance[12] == 4)
clan.c:        else if (ch->stance[12] == 5)
clan.c:        else if (ch->stance[12] == 6)
clan.c:        else if (ch->stance[12] == 7)
clan.c:        else if (ch->stance[12] == 8)
clan.c:        else if (ch->stance[12] == 9)
clan.c:        else if (ch->stance[12] == 10)
clan.c:        else if (ch->stance[12] == 11)
clan.c:        else if (ch->stance[12] == 13)
clan.c:        else if (ch->stance[12] == 14)
clan.c:        else if (ch->stance[12] == 15)
clan.c:        else if (ch->stance[12] == 16)
clan.c:        else if (ch->stance[12] == 17)
clan.c:        else if (ch->stance[12] == -1)
clan.c:        if (IS_SET(ch->act, PLR_RIGHTHAND))
clan.c:        else if (IS_SET(ch->act, PLR_LEFTHAND))
clan.c:            if (ch->pcdata->rank == TANARRI_FODDER)
clan.c:            if (ch->pcdata->rank == TANARRI_FIGHTER)
clan.c:            if (ch->pcdata->rank == TANARRI_ELITE)
clan.c:            if (ch->pcdata->rank == TANARRI_CAPTAIN)
clan.c:            if (ch->pcdata->rank == TANARRI_WARLORD)
clan.c:            if (ch->pcdata->rank == TANARRI_BALOR)
clan.c:            if (ch->pcdata->rank == AGE_TRUEBLOOD)
clan.c:            else if (ch->pcdata->rank == AGE_LA_MAGRA)
clan.c:            else if (ch->pcdata->rank == AGE_METHUSELAH)
clan.c:            else if (ch->pcdata->rank == AGE_ELDER)
clan.c:            else if (ch->pcdata->rank == AGE_ANCILLA)
clan.c:            else if (ch->pcdata->rank == AGE_NEONATE)
clan.c:        room = get_room_index(ch->home);
clan.c:                ch->wpn[1], ch->wpn[2], ch->wpn[4], ch->wpn[11]);
clan.c:                ch->wpn[8], ch->wpn[5], ch->wpn[3], ch->wpn[7]);
clan.c:                ch->wpn[6], ch->wpn[9], ch->wpn[12], ch->wpn[10]);
clan.c:                ch->wpn[0]);
clan.c:                    ch->spl[1] + 20);
clan.c:                    ch->spl[1]);
clan.c:                    ch->spl[2] + 20);
clan.c:                    ch->spl[2]);
clan.c:                    ch->spl[3] + 20);
clan.c:                    ch->spl[3]);
clan.c:                    ch->spl[0] + 20);
clan.c:                    ch->spl[0]);
clan.c:                    ch->spl[4] + 20);
clan.c:                    ch->spl[4]);
clan.c:                ch->stance[1], ch->stance[2], ch->stance[3],
clan.c:                ch->stance[4], ch->stance[5]);
clan.c:                ch->stance[6], ch->stance[7], ch->stance[8],
clan.c:                ch->stance[10], ch->stance[9]);
clan.c:                ch->stance[13], ch->stance[14], ch->stance[15],
clan.c:                ch->stance[16], ch->stance[17]);
clan.c:    xprintf(skill, "Slice  : %-4d", ch->wpn[1]);
clan.c:    xprintf(skill, " Stab   : %-4d", ch->wpn[2]);
clan.c:    xprintf(skill, " Slash  : %-4d", ch->wpn[3]);
clan.c:    xprintf(skill, " Whip   : %-4d", ch->wpn[4]);
clan.c:    xprintf(skill, " Claw   : %-4d\n\r", ch->wpn[5]);
clan.c:    xprintf(skill, "Blast  : %-4d", ch->wpn[6]);
clan.c:    xprintf(skill, " Pound  : %-4d", ch->wpn[7]);
clan.c:    xprintf(skill, " Crush  : %-4d", ch->wpn[8]);
clan.c:    xprintf(skill, " Grep   : %-4d", ch->wpn[9]);
clan.c:    xprintf(skill, " Bite   : %-4d\n\r", ch->wpn[10]);
clan.c:    xprintf(skill, "Pierce : %-4d", ch->wpn[11]);
clan.c:    xprintf(skill, " Suck   : %-4d", ch->wpn[12]);
clan.c:    xprintf(skill, " Unarmed: %-4d\n\r\n", ch->wpn[0]);
clan.c:    xprintf(skill, "Viper    : %-4d", ch->stance[1]);
clan.c:    xprintf(skill, "Crane   : %-4d", ch->stance[2]);
clan.c:    xprintf(skill, "Crab   : %-4d", ch->stance[3]);
clan.c:    xprintf(skill, "Mongoose : %-4d", ch->stance[4]);
clan.c:    xprintf(skill, "Bull     : %-4d\n\r", ch->stance[5]);
clan.c:    xprintf(skill, "Mantis   : %-4d", ch->stance[6]);
clan.c:    xprintf(skill, "Dragon  : %-4d", ch->stance[7]);
clan.c:    xprintf(skill, "Tiger  : %-4d", ch->stance[8]);
clan.c:    xprintf(skill, "Monkey   : %-4d", ch->stance[9]);
clan.c:    xprintf(skill, "Swallow  : %-4d\n\r", ch->stance[10]);
clan.c:    xprintf(skill, "SS1      : %-4d", ch->stance[13]);
clan.c:    xprintf(skill, "SS2     : %-4d", ch->stance[14]);
clan.c:    xprintf(skill, "SS3    : %-4d", ch->stance[15]);
clan.c:    xprintf(skill, "Pizza    : %-4d", ch->stance[16]);
clan.c:    xprintf(skill, "Zarius   : %-4d\n\r", ch->stance[17]);
clan.c:        xprintf(skill, "#PPurple#n : %-4d", ch->spl[0] + 20);
clan.c:        xprintf(skill, "#PPurple#n : %-4d", ch->spl[0]);
clan.c:        xprintf(skill, "#BBlue#n : %-4d", ch->spl[2] + 20);
clan.c:        xprintf(skill, "#BBlue#n : %-4d", ch->spl[2]);
clan.c:        xprintf(skill, "#RRed#n : %-4d", ch->spl[1] + 20);
clan.c:        xprintf(skill, "#RRed#n : %-4d", ch->spl[1]);
clan.c:        xprintf(skill, "#GGreen#n : %-4d", ch->spl[3] + 20);
clan.c:        xprintf(skill, "#GGreen#n : %-4d", ch->spl[3]);
clan.c:        xprintf(skill, "#YYellow#n : %-4d\n\r\n", ch->spl[4] + 20);
clan.c:        xprintf(skill, "#YYellow#n : %-4d\n\r\n", ch->spl[4]);
clan.c:    room = get_room_index(ch->home);
clan.c:    if (ch->stance[12] == 1)
clan.c:    else if (ch->stance[12] == 2)
clan.c:    else if (ch->stance[12] == 3)
clan.c:    else if (ch->stance[12] == 4)
clan.c:    else if (ch->stance[12] == 5)
clan.c:    else if (ch->stance[12] == 6)
clan.c:    else if (ch->stance[12] == 7)
clan.c:    else if (ch->stance[12] == 8)
clan.c:    else if (ch->stance[12] == 9)
clan.c:    else if (ch->stance[12] == 10)
clan.c:    else if (ch->stance[12] == 11)
clan.c:    else if (ch->stance[12] == 13)
clan.c:    else if (ch->stance[12] == 14)
clan.c:    else if (ch->stance[12] == 15)
clan.c:    else if (ch->stance[12] == 16)
clan.c:    else if (ch->stance[12] == 17)
clan.c:    else if (ch->stance[12] == -1)
clan.c:    if (IS_SET(ch->act, PLR_RIGHTHAND))
clan.c:    else if (IS_SET(ch->act, PLR_LEFTHAND))
clan.c:    chgen = ch->generation;
clan.c:    chgenexp = ch->genexp;
clan.c:    if (ch->generation == 6)
clan.c:    else if (ch->generation == 5)
clan.c:    else if (ch->generation == 4)
clan.c:    else if (ch->generation == 3)
clan.c:    else if (ch->generation == 2)
clan.c:    nextgen = (ch->generation - 1);
clan.c:    if (ch->generation > 1 && ch->level > 2)
clan.c:        //xprintf(skill, "Generation : %d\n\r", ch->generation);
clan.c:        if (ch->pcdata->rank == TANARRI_FODDER)
clan.c:        if (ch->pcdata->rank == TANARRI_FIGHTER)
clan.c:        if (ch->pcdata->rank == TANARRI_ELITE)
clan.c:        if (ch->pcdata->rank == TANARRI_CAPTAIN)
clan.c:        if (ch->pcdata->rank == TANARRI_WARLORD)
clan.c:        if (ch->pcdata->rank == TANARRI_BALOR)
clan.c:        if (ch->pcdata->rank == AGE_TRUEBLOOD)
clan.c:        else if (ch->pcdata->rank == AGE_LA_MAGRA)
clan.c:        else if (ch->pcdata->rank == AGE_METHUSELAH)
clan.c:        else if (ch->pcdata->rank == AGE_ELDER)
clan.c:        else if (ch->pcdata->rank == AGE_ANCILLA)
clan.c:        else if (ch->pcdata->rank == AGE_NEONATE)
clan.c:        if (IS_SET(ch->special, SPC_PRINCE))
clan.c:    inroom = ch->in_room;
clan.c:    if (number_percent() > (ch->level * 10))
clan.c:            SET_BIT(ch->affected_by, AFF_FLAMING);
clan.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->generation > 0
clan.c:            && ch->generation < 14)
clan.c:        if (ch->generation == 1)
clan.c:                    ch->name);
clan.c:        else if (ch->generation == 2)
clan.c:                    ch->name);
clan.c:        else if (ch->generation == 3)
clan.c:                    ch->name);
clan.c:        else if (ch->generation > 3)
clan.c:                    ch->name, ch->generation);
clan.c:             ch->generation > 0 && ch->generation < 7)
clan.c:        if (ch->generation == 1)
clan.c:                    ch->name);
clan.c:        else if (ch->generation > 1)
clan.c:                    ch->name);
clan.c:    if (ch->power[DISC_VAMP_VICI] < 8)
clan.c:    if ((victim = ch->fighting) == NULL)
clan.c:    if (ch->pcdata->condition[COND_THIRST] < 6)
clan.c:        dam = ch->power[DISC_VAMP_VICI] * 50;
clan.c:        dam = ch->power[DISC_VAMP_VICI] * 200;
clan.c:    ch->pcdata->condition[COND_THIRST] -= 6;
clan.c:        if (ch->power[DISC_WERE_BOAR] > 2)
clan.c:    if (ch->power[DISC_VAMP_THAU] < 1)
clan.c:    if (ch->power[DISC_VAMP_OBTE] < 4)
clan.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
clan.c:    if (victim->in_room == ch->in_room)
clan.c:    if (ch->power[DISC_VAMP_PROT] < 4)
clan.c:        REMOVE_BIT(ch->affected_by, AFF_SHIFT);
clan.c:        REMOVE_BIT(ch->extra, EXTRA_EARTHMELD);
clan.c:        REMOVE_BIT(ch->act, PLR_WIZINVIS);
clan.c:            REMOVE_BIT(ch->loc_hp[0], LOST_HEAD);
clan.c:        free_string(ch->morph);
clan.c:        ch->morph = str_dup("");
clan.c:        xprintf(buf, "%s rises up from the ground", ch->name);
clan.c:    if ((mount = ch->mount) != NULL)
clan.c:    SET_BIT(ch->affected_by, AFF_SHIFT);
clan.c:    SET_BIT(ch->extra, EXTRA_EARTHMELD);
clan.c:    SET_BIT(ch->act, PLR_WIZINVIS);
clan.c:    free_string(ch->morph);
clan.c:    ch->morph = str_dup("Someone");
clan.c:    xprintf(buf, "%s sinks into the ground.", ch->name);
clan.c:    if (ch->power[DISC_VAMP_ANIM] < 2)
clan.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast < 1)
clan.c:        if (ch->rage < 1)
clan.c:        ch->rage = 0;
clan.c:    if (ch->generation <= 0)
clan.c:        ch->generation = 4;
clan.c:        if (IS_SET(ch->newbits, NEW_TIDE))
clan.c:            bloodpool = (3000 / ch->generation);
clan.c:            bloodpool = (2000 / ch->generation);
clan.c:    if (ch->power[DISC_VAMP_THAU] < 4)
clan.c:                victim->name, ch->name);
clan.c:                ch->name);
clan.c:                victim->short_descr, ch->name);
clan.c:                ch->name);
clan.c:    ch->pcdata->condition[COND_THIRST] += number_range(10, 15);
clan.c:        (ch->pcdata->condition[COND_THIRST] += blpr);
clan.c:        if (ch->pcdata->condition[COND_THIRST] >=
clan.c:                bloodpool / ch->generation)
clan.c:            ch->pcdata->condition[COND_THIRST] =
clan.c:                bloodpool / ch->generation;
clan.c:        if (ch->fighting == NULL)
clan.c:    if (ch->pcdata->condition[COND_THIRST] >= bloodpool / ch->generation)
clan.c:        ch->pcdata->condition[COND_THIRST] =
clan.c:            bloodpool / ch->generation;
clan.c:    if (ch->fighting == NULL)
clan.c:if (ch->currentform != DEMON_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
clan.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
clan.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:        ch->damroll -= 1200;
clan.c:        ch->hitroll -= 1200;
clan.c:        ch->armor += 300;
clan.c:	ch->currentform = 0;
clan.c:        free_string(ch->morph);
clan.c:        ch->morph = str_dup("");
clan.c:    if (ch->stance[0] != -1)
clan.c:    if (ch->mounted == IS_RIDING)
clan.c:    ch->pcdata->mod_str = 15;
clan.c:    ch->pcdata->mod_dex = 15;
clan.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
clan.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c://    xprintf(buf, "%s the huge hulking demon", ch->name);
clan.c:    xprintf(buf, "#W(%s)#n #ca #YM#wa#Ys#ws#Yi#wv#Ye #RD#we#Rm#wo#Rn#wi#Rc #ccreature#n", ch->name);
clan.c:    free_string(ch->morph);
clan.c:    ch->morph = str_dup(buf);
clan.c:    ch->currentform = DEMON_FORM;
clan.c:    ch->damroll += 1200;
clan.c:    ch->hitroll += 1200;
clan.c:    ch->armor -= 300;
clan.c:    if (ch->power[DISC_VAMP_VICI] < 2)
clan.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
clan.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:        if (ch->hit < 1)
clan.c:            ch->hit = 1;
clan.c:        ch->damroll = ch->damroll - 150;
clan.c:        ch->hitroll = ch->hitroll - 150;
clan.c:        free_string(ch->morph);
clan.c:        ch->morph = str_dup("");
clan.c:    if (ch->pcdata->condition[COND_THIRST] < 200)
clan.c:    if (ch->stance[0] != -1)
clan.c:    if (ch->mounted == IS_RIDING)
clan.c:    ch->pcdata->condition[COND_THIRST] -= number_range(100, 200);
clan.c:    ch->pcdata->mod_str = 15;
clan.c:    ch->pcdata->mod_dex = 15;
clan.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
clan.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:    free_string(ch->morph);
clan.c:    ch->morph = str_dup(buf);
clan.c:    ch->damroll = ch->damroll + 150;
clan.c:    ch->hitroll = ch->hitroll + 150;
clan.c:    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
clan.c:    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
clan.c:    if (ch->power[DISC_DAEM_ATTA] < 4)
clan.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
clan.c:    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
clan.c:        if (ch->power[DISC_WERE_WOLF] < 1)
clan.c:                && ch->power[DISC_DAEM_ATTA] < 1)
clan.c:        if (ch->power[DISC_VAMP_PROT] < 2)
clan.c:        if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_CLAWS))
clan.c:            if (ch->rage > 0)
clan.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
clan.c:        if (ch->power[DISC_WERE_WOLF] < 2)
clan.c:                && ch->power[DISC_DAEM_ATTA] < 2)
clan.c:            if (ch->rage > 0)
clan.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
clan.c:        if (ch->power[DISC_WERE_HAWK] < 1)
clan.c:        if (ch->monkab[AWARE] < 1)
clan.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_PROT] < 1 &&
clan.c:            ch->power[DISC_VAMP_OBTE] < 3)
clan.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0)
clan.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
clan.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
clan.c:    if (ch->pcdata->rank < AGE_ELDER)
clan.c:    if (IS_SET(ch->special, SPC_INCONNU))
clan.c:    if (ch->exp < 1000000)
clan.c:    ch->exp -= 1000000;
clan.c:    xprintf(buf, "%s is now an Inconnu!", ch->name);
clan.c:    SET_BIT(ch->special, SPC_INCONNU);
clan.c:    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_HAWK] < 2)
clan.c:             && ch->pcdata->powers[GPOWER_SHADOW] < 1)
clan.c:             && ch->pcdata->powers[SKYBLADE_POWER] < 2)
clan.c:    else if (IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 2)
clan.c:    else if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBTE] < 2)
clan.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
clan.c:            && ch->pcdata->condition[COND_THIRST] < 10)
clan.c:        ch->pcdata->condition[COND_THIRST] -= number_range(5, 10);
clan.c:    SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
clan.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
clan.c:    while (ch->affected)
clan.c:        affect_remove(ch, ch->affected);
clan.c:    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
clan.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:    if (IS_SET(ch->affected_by, AFF_ETHEREAL))
clan.c:        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
clan.c:        REMOVE_BIT(ch->extra, EXTRA_DRAGON);
clan.c:    ch->affected_by = 0;
clan.c:    ch->armor = 100;
clan.c:    ch->hit = UMAX(1, ch->hit);
clan.c:    ch->mana = UMAX(1, ch->mana);
clan.c:    ch->move = UMAX(1, ch->move);
clan.c:    ch->hitroll = 0;
clan.c:    ch->damroll = 0;
clan.c:    ch->saving_throw = 0;
clan.c:    ch->pcdata->mod_str = 0;
clan.c:    ch->pcdata->mod_int = 0;
clan.c:    ch->pcdata->mod_wis = 0;
clan.c:    ch->pcdata->mod_dex = 0;
clan.c:    ch->pcdata->mod_con = 0;
clan.c:        if (ch->wpn[sn] > 100)
clan.c:            ch->wpn[sn] = 100;
clan.c:        if (ch->spl[sn] > 100)
clan.c:            ch->spl[sn] = 100;
clan.c:        if (ch->stance[sn] > 100)
clan.c:            ch->stance[sn] = 100;
clan.c:        ch->stance[sn] = 0;
clan.c:    ch->stance[19] = -1;
clan.c:    ch->stance[20] = -1;
clan.c:    ch->stance[21] = -1;
clan.c:    ch->stance[22] = -1;
clan.c:    ch->stance[23] = -1;
clan.c:        ch->pcdata->powers[sn] = 0;
clan.c:    ch->newbits = 0;
clan.c:    ch->newbits2 = 0;
clan.c:    ch->sohbits = 0;
clan.c:    ch->rage = 0;
clan.c:    ch->extra = 0;
clan.c:    ch->morph = str_dup("");
clan.c:    ch->vampgen_a = 0;
clan.c:    ch->paradox[0] = 0; /* Total paradox */
clan.c:    ch->paradox[1] = 0; /* Current Paradox */
clan.c:    ch->paradox[2] = 0; /* Paradox Ticker */
clan.c:    ch->damcap[0] = 1000;
clan.c:    ch->damcap[1] = 0;
clan.c:    ch->vampaff_a = 0;
clan.c:    ch->itemaffect = 0;
clan.c:    ch->polyaff = 0;
clan.c:    if (ch->wpn[dtype] > 200)
clan.c:        ch->wpn[dtype] = 200;
clan.c:    if (ch->spl[dtype] > 200)
clan.c:        ch->spl[dtype] = 200;
clan.c:    ch->exp = ch->exp + 1000;
clan.c:    if (ch->power[DISC_VAMP_OBFU] < 2 && IS_CLASS(ch, CLASS_VAMPIRE))
clan.c:            && ch->pcdata->powers[SHAPE_POWERS] < 4)
clan.c:    if (ch->pcdata->condition[COND_THIRST] < 40
clan.c:        ch->pcdata->condition[COND_THIRST] -= number_range(30, 40);
clan.c:                ch->name);
clan.c:                ch->morph, ch->name);
clan.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
clan.c:        free_string(ch->morph);
clan.c:        ch->morph = str_dup("");
clan.c:                ch->morph, victim->name);
clan.c:                ch->morph);
clan.c:        free_string(ch->morph);
clan.c:        ch->morph = str_dup(victim->name);
clan.c:            ch->name, victim->name);
clan.c:            ch->name);
clan.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
clan.c:    free_string(ch->morph);
clan.c:    ch->morph = str_dup(victim->name);
clan.c:    if (ch->power[DISC_VAMP_PROT] < 3)
clan.c:        if (ch->pcdata->condition[COND_THIRST] < 50)
clan.c:        if (ch->stance[0] != -1)
clan.c:        if (ch->mounted == IS_RIDING)
clan.c:        ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
clan.c:        /*	SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
clan.c:        SET_BIT(ch->polyaff, POLY_BAT);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
clan.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:        xprintf(buf, "%s the vampire bat", ch->name);
clan.c:        free_string(ch->morph);
clan.c:        ch->morph = str_dup(buf);
clan.c:        if (ch->pcdata->condition[COND_THIRST] < 50)
clan.c:        if (ch->stance[0] != -1)
clan.c:        if (ch->mounted == IS_RIDING)
clan.c:        ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
clan.c:        if (ch->wpn[0] > 0)
clan.c:            ch->hitroll += (ch->wpn[0]);
clan.c:            ch->damroll += (ch->wpn[0]);
clan.c:            ch->armor -= (ch->wpn[0] * 3);
clan.c:        ch->pcdata->mod_str = 10;
clan.c:        /*	SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
clan.c:        SET_BIT(ch->polyaff, POLY_WOLF);
clan.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
clan.c:        xprintf(buf, "%s the dire wolf", ch->name);
clan.c:        free_string(ch->morph);
clan.c:        ch->morph = str_dup(buf);
clan.c:        if (ch->pcdata->condition[COND_THIRST] < 50)
clan.c:        if (ch->stance[0] != -1)
clan.c:        if (ch->mounted == IS_RIDING)
clan.c:        ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
clan.c:            REMOVE_BIT(ch->extra, TIED_UP);
clan.c:            REMOVE_BIT(ch->extra, GAGGED);
clan.c:            REMOVE_BIT(ch->extra, BLINDFOLDED);
clan.c:        /*	SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
clan.c:        SET_BIT(ch->polyaff, POLY_MIST);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
clan.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:        SET_BIT(ch->affected_by, AFF_ETHEREAL);
clan.c:        xprintf(buf, "%s the white mist", ch->name);
clan.c:        free_string(ch->morph);
clan.c:        ch->morph = str_dup(buf);
clan.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
clan.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
clan.c:            REMOVE_BIT(ch->polyaff, POLY_BAT);
clan.c:            /*	    REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
clan.c:            /*	    REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
clan.c:            REMOVE_BIT(ch->polyaff, POLY_WOLF);
clan.c:            if (ch->hit < 1)
clan.c:                ch->hit = 1;
clan.c:            /*	    REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
clan.c:            REMOVE_BIT(ch->polyaff, POLY_MIST);
clan.c:            REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
clan.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
clan.c:        free_string(ch->morph);
clan.c:        ch->morph = str_dup("");
clan.c:            if (ch->power[DISC_VAMP_ANIM] < 1)
clan.c:            if (ch->power[DISC_VAMP_ANIM] > 0)
clan.c:            if (ch->power[DISC_VAMP_AUSP] < 1)
clan.c:            if (ch->power[DISC_VAMP_AUSP] > 0)
clan.c:            if (ch->power[DISC_VAMP_AUSP] > 1)
clan.c:            if (ch->power[DISC_VAMP_AUSP] > 2)
clan.c:            if (ch->power[DISC_VAMP_DAIM] < 1)
clan.c:            if (ch->power[DISC_VAMP_DOMI] < 1)
clan.c:            if (ch->power[DISC_VAMP_DOMI] > 0)
clan.c:            if (ch->power[DISC_VAMP_DOMI] > 1)
clan.c:            if (ch->power[DISC_VAMP_DOMI] > 3)
clan.c:            if (ch->power[DISC_VAMP_FORT] < 1)
clan.c:            if (ch->power[DISC_VAMP_OBFU] < 1)
clan.c:            if (ch->power[DISC_VAMP_OBTE] < 1)
clan.c:            if (ch->power[DISC_VAMP_PRES] < 1)
clan.c:            if (ch->power[DISC_VAMP_PROT] < 1)
clan.c:            if (ch->power[DISC_VAMP_QUIE] < 1)
clan.c:            if (ch->power[DISC_VAMP_QUIE] > 3)
clan.c:            if (ch->power[DISC_VAMP_SERP] < 1)
clan.c:            if (ch->power[DISC_VAMP_THAU] < 1)
clan.c:            if (ch->power[DISC_VAMP_THAU] > 0)
clan.c:            if (ch->power[DISC_VAMP_VICI] < 1)
clan.c:            if (ch->power[DISC_VAMP_VICI] > 3)
clan.c:        cost = (ch->power[improve] + 1) * 10;
clan.c:        if (ch->power[improve] >= max
clan.c:                && ch->pcdata->rank == AGE_METHUSELAH)
clan.c:        if (ch->power[improve] >= max)
clan.c:        if (cost > ch->practice)
clan.c:        ch->power[improve] += 1;
clan.c:        ch->practice -= cost;
clan.c:        SET_BIT(ch->immune, IMM_VAMPIRE);
clan.c:    REMOVE_BIT(ch->immune, IMM_VAMPIRE);
clan.c:    if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->power[DISC_WERE_OWL] < 3)
clan.c:        if (ch->pcdata->powers[GPOWER_SHADOW] < 3
clan.c:        if (ch->power[DISC_VAMP_OBTE] < 3
clan.c:            && ch->pcdata->condition[COND_THIRST] < 75)
clan.c:        ch->pcdata->condition[COND_THIRST] -= number_range(65, 75);
clan.c:            SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:    if (ch->power[DISC_VAMP_SERP] < 1)
clan.c:    if (ch->pcdata->condition[COND_THIRST] < 1000 / (10 - ch->generation))
clan.c:    ch->pcdata->condition[COND_THIRST] -= 100;
clan.c:    ch->hit = ch->hit - number_range(10, 20);
clan.c:    if (ch->position == POS_DEAD && !IS_HERO(ch))
clan.c:    SET_BIT(ch->immune, IMM_STAKE);
clan.c:    if (ch->class == 0)
clan.c:            && !IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_TRUESIGHT))
clan.c:            && !IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_EYES))
clan.c:            && !IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SIGHT))
clan.c:    if ((ch->power[DISC_VAMP_AUSP] < 1) && IS_CLASS(ch, CLASS_VAMPIRE))
clan.c:    if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 6)
clan.c:            && ch->pcdata->powers[HOBBIT_DISHES] < 2)
clan.c:            && ch->pcdata->powers[DRONE_HORRID_REALITY] < 1)
clan.c:            && ch->pcdata->powers[SHAPE_POWERS] < 1)
clan.c:    if ((ch->power[DISC_WERE_HAWK] < 3) && IS_CLASS(ch, CLASS_WEREWOLF))
clan.c:    if (IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 3)
clan.c:            && ch->pcdata->powers[GPOWER_SHADOW] < 2)
clan.c:            && ch->pcdata->powers[SKYBLADE_POWER] < 1)
clan.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
clan.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
clan.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
clan.c:    if (ch->power[DISC_VAMP_PRES] < 5)
clan.c:        REMOVE_BIT(ch->affected_by, AFF_PEACE);
clan.c:    if (ch->pcdata->condition[COND_THIRST] < 45)
clan.c:    ch->pcdata->condition[COND_THIRST] -= number_range(35, 45);
clan.c:    SET_BIT(ch->affected_by, AFF_PEACE);
clan.c:                && ch->power[DISC_VAMP_AUSP] < 2)
clan.c:        if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 3)
clan.c:        if (IS_CLASS(ch, CLASS_GIANT) && ch->pcdata->rank < FOOT_25)
clan.c:        if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_NATURE] < 3)
clan.c:                && !IS_SET(ch->pcdata->powers[SHADOW_POWERS],
clan.c:                && ch->pcdata->powers[PINVOKE] < 3)
clan.c:                && ch->pcdata->powers[CYBORG_FACE] < 5)
clan.c:            && ch->pcdata->condition[COND_THIRST] < 25
clan.c:        ch->pcdata->condition[COND_THIRST] -= number_range(15, 25);
clan.c:    chroom = ch->in_room;
clan.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:        ch->fight_timer += 5;
clan.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_AUSP] < 3
clan.c:            && ch->pcdata->powers[DRONE_MINDCONTROL] < 2)
clan.c:    if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers[DEATH_LORE] < 1)
clan.c:    if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 2)
clan.c:    if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_NATURE] < 5)
clan.c:    if (IS_CLASS(ch, CLASS_CYBORG) && ch->pcdata->powers[CYBORG_FACE] < 5)
clan.c:        spell_identify(skill_lookup("identify"), ch->level, ch, obj);
clan.c:    if (ch->power[DISC_VAMP_OBFU] < 4)
clan.c:        if (ch->pcdata->condition[COND_THIRST] <
clan.c:                1000 / (10 - ch->generation))
clan.c:        blood = ch->pcdata->condition[COND_THIRST];
clan.c:        ch->pcdata->condition[COND_THIRST] = 666;
clan.c:        if (IS_SET(ch->act, PLR_HOLYLIGHT))
clan.c:        ch->rage = 0;
clan.c:        ch->pcdata->condition[COND_THIRST] = blood;
clan.c:        REMOVE_BIT(ch->class, CLASS_VAMPIRE);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
clan.c:    SET_BIT(ch->class, CLASS_VAMPIRE);
clan.c:    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
clan.c:        blood = ch->pcdata->condition[COND_THIRST];
clan.c:        ch->pcdata->condition[COND_THIRST] = 666;
clan.c:        if (IS_SET(ch->act, PLR_HOLYLIGHT))
clan.c:        ch->rage = 0;
clan.c:        ch->pcdata->condition[COND_THIRST] = blood;
clan.c:    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_OWL] < 2)
clan.c:            && !IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SHIELD))
clan.c:            && ch->pcdata->powers[HOBBIT_DISHES] < 5)
clan.c:            && !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD))
clan.c:            && ch->pcdata->powers[PMONK] < 2)
clan.c:    if (IS_CLASS(ch, CLASS_CYBORG) && ch->pcdata->powers[CYBORG_FACE] < 4)
clan.c:            && ch->pcdata->powers[DRONE_WILLPOWER] < 2)
clan.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBFU] < 3
clan.c:            && ch->power[DISC_VAMP_DOMI] < 2)
clan.c:        SET_BIT(ch->immune, IMM_SHIELDED);
clan.c:    REMOVE_BIT(ch->immune, IMM_SHIELDED);
clan.c:    if (ch->power[DISC_VAMP_SERP] < 2)
clan.c:if (ch->currentform != SERPENT_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
clan.c:        REMOVE_BIT(ch->polyaff, POLY_SERPENT);
clan.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:	ch->currentform = 0;
clan.c:        free_string(ch->morph);
clan.c:        ch->morph = str_dup("");
clan.c:    if (ch->pcdata->condition[COND_THIRST] < 50)
clan.c:    ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
clan.c:    if (ch->wpn[0] > 0)
clan.c:        ch->hitroll += ch->wpn[0] * 0.75;
clan.c:        ch->damroll += ch->wpn[0] * 0.75;
clan.c:        ch->armor -= ch->wpn[0] * 3;
clan.c:    if (ch->stance[0] != -1)
clan.c:    if (ch->mounted == IS_RIDING)
clan.c:    ch->pcdata->mod_str = 10;
clan.c:    SET_BIT(ch->polyaff, POLY_SERPENT);
clan.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:	ch->currentform = SERPENT_FORM;
clan.c:    xprintf(buf, "#W(%s) the huge Serpent#n", ch->name);
clan.c:    free_string(ch->morph);
clan.c:    ch->morph = str_dup(buf);
clan.c:    if (ch->power[DISC_VAMP_SERP] < 3)
clan.c:    if (ch->pcdata->condition[COND_THIRST] < 15)
clan.c:    ch->pcdata->condition[COND_THIRST] -= number_range(5, 15);
clan.c:    if (ch->rage > 0)
clan.c:    if (ch->position == POS_FIGHTING)
clan.c:    if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana
clan.c:            && ch->move >= ch->max_move)
clan.c:    if (ch->pcdata->condition[COND_THIRST] < 5)
clan.c:    ch->pcdata->condition[COND_THIRST] -= number_range(10, 20);
clan.c:    if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana
clan.c:            && ch->move >= ch->max_move)
clan.c:    if (ch->hit < 1)
clan.c:        ch->hit = ch->hit + 1;
clan.c:        ch->hit = UMIN(ch->hit + 1500, ch->max_hit);
clan.c:            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_1);
clan.c:            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_2);
clan.c:            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_4);
clan.c:            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_8);
clan.c:            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_16);
clan.c:            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_16);
clan.c:            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_8);
clan.c:            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_4);
clan.c:            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_2);
clan.c:            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_1);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EYE_L);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EYE_R);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EAR_L);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EAR_R);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_NOSE);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_NOSE);
clan.c:            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_1);
clan.c:            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_2);
clan.c:            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_4);
clan.c:            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_8);
clan.c:            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_16);
clan.c:            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_16);
clan.c:            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_8);
clan.c:            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_4);
clan.c:            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_2);
clan.c:            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_1);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_NOSE);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_JAW);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_SKULL);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_BODY], BROKEN_SPINE);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_BODY], BROKEN_NECK);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_ARM);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_ARM);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_HAND);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_ARM);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_ARM);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_HAND);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], LOST_LEG);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], BROKEN_LEG);
clan.c:        SET_BIT(ch->loc_hp[LOC_LEG_L], LOST_FOOT);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], LOST_LEG);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], BROKEN_LEG);
clan.c:        SET_BIT(ch->loc_hp[LOC_LEG_R], LOST_FOOT);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_ARM);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_ARM);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], BROKEN_LEG);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], BROKEN_LEG);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_HAND);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_THUMB);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_I);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_M);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_R);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_L);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_HAND);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_THUMB);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_I);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_M);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_R);
clan.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_L);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], LOST_FOOT);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], LOST_FOOT);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_THUMB);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_THUMB);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_THUMB);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_I);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_M);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_R);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_L);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_THUMB);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_THUMB);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_THUMB);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_I);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_M);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_R);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_L);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L);
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L);
clan.c:        if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT))
clan.c:        REMOVE_BIT(ch->loc_hp[LOC_BODY], CUT_THROAT);
clan.c:    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast > 0
clan.c:            && ch->beast < 100 && number_range(1, 300) <= ch->beast)
clan.c:        if (ch->beast == 1)
clan.c:            ch->exp += 1000000;
clan.c:                SET_BIT(ch->immune, IMM_SUNLIGHT);
clan.c:        ch->beast -= 1;
clan.c:    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast < 100
clan.c:            && ch->beast > 0 && number_range(1, 500) <= ch->beast)
clan.c:        if (ch->beast < 99)
clan.c:        ch->beast += 1;
clan.c:        blood = ch->pcdata->condition[COND_THIRST];
clan.c:        ch->pcdata->condition[COND_THIRST] = 666;
clan.c:        ch->pcdata->condition[COND_THIRST] = blood;
clan.c:    if (IS_SET(ch->special, SPC_WOLFMAN))
clan.c:    SET_BIT(ch->special, SPC_WOLFMAN);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
clan.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
clan.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
clan.c:    xprintf(buf, "%s the werewolf", ch->name);
clan.c:    free_string(ch->morph);
clan.c:    ch->morph = str_dup(buf);
clan.c:    ch->rage += 25;
clan.c:    ch->hitroll += 50;
clan.c:    ch->damroll += 50;
clan.c:    if (ch->power[DISC_WERE_WOLF] > 3)
clan.c:        ch->rage += 100;
clan.c:    if (ch->rage > 300)
clan.c:        ch->rage = 300;
clan.c:    ch->hit += 10000;
clan.c:        vch_next = vch->next;
clan.c:        if (vch->in_room == NULL)
clan.c:        if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
clan.c:            if (vch->in_room == ch->in_room)
clan.c:            else if (vch->in_room->area == ch->in_room->area)
clan.c:        if (vch->in_room == ch->in_room && can_see(ch, vch))
clan.c:            if (vch == NULL || vch->position <= POS_STUNNED)
clan.c:    if (!IS_SET(ch->special, SPC_WOLFMAN))
clan.c:    REMOVE_BIT(ch->special, SPC_WOLFMAN);
clan.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
clan.c:    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
clan.c:    free_string(ch->morph);
clan.c:    ch->morph = str_dup("");
clan.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
clan.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
clan.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
clan.c:    ch->rage -= 25;
clan.c:    ch->hitroll -= 50;
clan.c:    ch->damroll -= 50;
clan.c:    if (ch->rage < 0)
clan.c:        ch->rage = 0;
clan.c:    if (ch->hit > 10000)
clan.c:        ch->hit -= 10000;
clan.c:    if (ch->power[DISC_VAMP_DOMI] < 3 && IS_CLASS(ch, CLASS_MAGE))
clan.c:    if ((familiar = ch->pcdata->familiar) != NULL)
clan.c:        ch->pcdata->familiar = NULL;
clan.c:    if (victim->level > (ch->spl[RED_MAGIC] * 0.25))
clan.c:    if (ch->pcdata->condition[COND_THIRST] < 50
clan.c:    ch->pcdata->condition[COND_THIRST] -= 50;
clan.c:    ch->pcdata->familiar = victim;
clan.c:    if ((familiar = ch->pcdata->familiar) != NULL)
clan.c:    ch->pcdata->familiar = victim;
clan.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_DOMI] < 3))
clan.c:    if ((victim = ch->pcdata->familiar) == NULL)
clan.c:    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_OWL] < 1)
clan.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBFU] < 1)
clan.c:            && !IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_HIDE))
clan.c:    if (ch->fight_timer > 0)
clan.c:    if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 4)
clan.c:            && ch->pcdata->powers[HOBBIT_DISHES] < 5)
clan.c:    if (ch->fight_timer > 0)
clan.c:    if (IS_SET(ch->act, AFF_HIDE))
clan.c:        REMOVE_BIT(ch->act, AFF_HIDE);
clan.c:        SET_BIT(ch->act, AFF_HIDE);
clan.c:        REMOVE_BIT(ch->extra, TIED_UP);
clan.c:        REMOVE_BIT(ch->affected_by, AFF_WEBBED);
clan.c:        REMOVE_BIT(ch->affected_by2, AFF2_THORNS);
clan.c:        if (!IS_SET(ch->special, SPC_WOLFMAN))
clan.c:            ch->rage += number_range(150, 250);
clan.c:            if (ch->rage >= 100)
clan.c:        if (ch->power[DISC_DAEM_ATTA] < 3)
clan.c:        if (ch->beast < 1)
clan.c:            ch->beast = 1;
clan.c:        if (ch->beast > ch->rage || ch->rage < 125)
clan.c:            ch->rage += number_range(ch->generation, 25);
clan.c:            if (number_percent() < (ch->beast + 1))
clan.c:                ch->beast += 1;
clan.c:                if (ch->beast > 100)
clan.c:                    ch->beast = 100;
clan.c:        if ((ch->power[DISC_WERE_WOLF] < 3)
clan.c:        if (IS_SET(ch->special, SPC_WOLFMAN))
clan.c:            ch->rage -= number_range(200, 300);
clan.c:            if (ch->rage < 0)
clan.c:                ch->rage = 0;
clan.c:            if (ch->rage < 100)
clan.c:        ch->rage = 0;
clan.c:        if (ch->power[DISC_DAEM_ATTA] < 4)
clan.c:        if (ch->beast >= 100)
clan.c:            ch->beast = 100;
clan.c:        if (ch->beast <= 0)
clan.c:            ch->beast = 0;
clan.c:        ch->rage -= (40 - (ch->beast / 3) + dice(1, 10));
clan.c:        if (ch->rage <= 0)
clan.c:            ch->rage = 0;
clan.c:            && !IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE))
clan.c:    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] < 2)
clan.c:            && !IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
clan.c:    if (IS_CLASS(ch, CLASS_TANARRI) && ch->pcdata->rank < 3)
clan.c:    level = ch->spl[spelltype] * 0.25;
clan.c:    if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_SORA] < 1)
clan.c:    chroom = ch->in_room;
clan.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:        ch->fight_timer += 5;
clan.c:    if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_SORA] < 2)
clan.c:        spell_identify(skill_lookup("identify"), ch->level, ch, obj);
comm.c:        vch_next = vch->next;
comm.c:        xprintf(buf, "Closing link to %s.", ch->name);
comm.c:            if (IS_SET(ch->extra, EXTRA_AFK)) REMOVE_BIT(ch->
comm.c:            if (IS_SET(ch->extra, EXTRA_OSWITCH))
comm.c:            ch->desc = NULL;
comm.c:            ch->desc = NULL;
comm.c:                gch = gch->next)
comm.c:                    || IS_SET(gch->extra, EXTRA_OSWITCH))
comm.c:                REMOVE_BIT(gch->loc_hp[0], LOST_HEAD);
comm.c:                REMOVE_BIT(gch->affected_by, AFF_POLYMORPH);
comm.c:                REMOVE_BIT(gch->extra, EXTRA_OSWITCH);
comm.c:                gch->morph = str_dup("");
comm.c:                gch->pcdata->chobj = NULL;
comm.c:                gch->pcdata->obj_vnum = 0;
comm.c:            gch->hit = gch->max_hit;
comm.c:            gch->position = POS_STANDING;
comm.c://                fprintf(fp, "%d %s %s\n", d->descriptor, och->name, d->host);
comm.c:        fprintf (fp, "%d %s %s %s\n", d->descriptor, och->name, d->host, CopyoverGet(d));
comm.c:        if (IS_SET(ch->act, PLR_BRIEF5))
comm.c:            if (ch->amount_attacks_dealt > 0)
comm.c:                        ch->amount_attacks_dealt,
comm.c:                        ch->amount_damage_dealt,
comm.c:                        ch->amount_damage_dealt /
comm.c:                        ch->amount_attacks_dealt);
comm.c:            if (ch->amount_attacks_recieved > 0)
comm.c:                        ch->amount_attacks_recieved,
comm.c:                        ch->amount_damage_recieved,
comm.c:                        ch->amount_damage_recieved /
comm.c:                        ch->amount_attacks_recieved);
comm.c:            if ((ch->total_exp_gained > 0)
comm.c:                    && (ch->total_kills > 0))
comm.c:                        ch->total_kills, ch->total_exp_gained);
comm.c:            else if (ch->total_exp_gained > 0)
comm.c:                        ch->total_exp_gained);
comm.c:            if (ch->total_disc_gained > 0)
comm.c:                        ch->total_disc_gained);
comm.c:            if (ch->total_cp_gained > 0)
comm.c:                        ch->total_cp_gained);
comm.c:            ch->amount_damage_dealt = 0;
comm.c:            ch->amount_damage_recieved = 0;
comm.c:            ch->amount_attacks_dealt = 0;
comm.c:            ch->amount_attacks_recieved = 0;
comm.c:            ch->total_exp_gained = 0;
comm.c:            ch->total_disc_gained = 0;
comm.c:            ch->total_kills = 0;
comm.c:            ch->total_cp_gained = 0;
comm.c:                && IS_SET(ch->pcdata->tempflag, TEMP_VT100))
comm.c:                    ch->pcdata->vt100_size);
comm.c:        if (IS_SET(ch->act, PLR_PROMPT)
comm.c:        else if (IS_SET(ch->act, PLR_PROMPT))
comm.c:                xprintf(exp_str, "%lld", ch->exp);
comm.c:            else if (ch->position == POS_FIGHTING)
comm.c:                victim = ch->fighting;
comm.c:                xprintf(hit_str, "%s", commanum(ch->hit));
comm.c:                COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
comm.c:                xprintf(mana_str, "%s", commanum(ch->mana));
comm.c:                COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
comm.c:                xprintf(move_str, "%s", commanum(ch->move));
comm.c:                COL_SCALE(move_str, ch, ch->move, ch->max_move);
comm.c:                sprintf(exp_str, "%s", commanum(ch->exp));
comm.c:                COL_SCALE(exp_str, ch, ch->exp, 1000);
comm.c:                int percent = (ch->hit * 100) / (ch->max_hit);
comm.c:                int percent2 = (ch->move * 100) / (ch->max_move);
comm.c:                        hit_str, commanum(ch->max_hit),
comm.c:                        mana_str, commanum(ch->max_mana),
comm.c:                        move_str, commanum(ch->max_move));
comm.c:                xprintf(hit_str, "%s", commanum(ch->hit));
comm.c:                COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
comm.c:                xprintf(mana_str, "%s", commanum(ch->mana));
comm.c:                COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
comm.c:                xprintf(move_str, "%s", commanum(ch->move));
comm.c:                COL_SCALE(move_str, ch, ch->move, ch->max_move);
comm.c:                xprintf(exp_str, "%s", commanum(ch->exp));
comm.c:                COL_SCALE(exp_str, ch, ch->exp, 100000);
comm.c://                xprintf(exp_str, "%2.0f", ch->exp);
comm.c:                int percent = (ch->hit * 100) / (ch->max_hit);
comm.c:                int percent2 = (ch->move * 100) / (ch->max_move);
comm.c:                        hit_str, commanum(ch->max_hit),
comm.c:                        mana_str, commanum(ch->max_mana),
comm.c:                        move_str, commanum(ch->max_move),
comm.c:                && IS_SET(ch->pcdata->tempflag, TEMP_VT100))
comm.c:        if (IS_SET(ch->act, PLR_TELNET_GA))
comm.c:    for (ch = char_list; ch != NULL; ch = ch->next)
comm.c:                && (!fConn || ch->desc == NULL)
comm.c:                    str_dup(ch->pcdata->pwd);
comm.c:                ch->desc = d;
comm.c:                ch->timer = 0;
comm.c:                if (ch->tells)
comm.c:                            ch->tells);
comm.c:                        || ch->pcdata->obj_vnum ==
comm.c:                xprintf(buf, "%s@%s reconnected.", ch->name,
comm.c:                        ch->lasthost);
comm.c:                if (ch->pcdata->in_progress)
comm.c:    for (ch = char_list; ch != NULL; ch = ch->next)
comm.c:                && (!fConn || ch->desc == NULL)
comm.c:                    str_dup(ch->pcdata->pwd);
comm.c:                ch->desc = d;
comm.c:                ch->timer = 0;
comm.c:                        ch->name, ch->lasthost);
comm.c:            || ch->desc == NULL
comm.c:            || (ch->desc->connected != CON_PLAYING
comm.c:                && ch->desc->connected != CON_EDITING)
comm.c:            || ch->was_in_room == NULL
comm.c:            || ch->in_room !=
comm.c:    ch->timer = 0;
comm.c:    char_to_room(ch, ch->was_in_room);
comm.c:    ch->was_in_room = NULL;
comm.c:    if (txt != NULL && ch->desc != NULL)
comm.c:        write_to_buffer(ch->desc, txt, strlen(txt));
comm.c:            rch = rch->next)
comm.c:        if (rch->in_room->area == area) stc(txt, rch);
comm.c:    if (ch->desc == NULL && IS_NPC(ch)
comm.c:            && (wizard = ch->wizard) != NULL)
comm.c:                && ch->in_room != wizard->in_room)
comm.c:    if (txt != NULL && ch->desc != NULL)
comm.c:        write_to_buffer(ch->desc, txt, strlen(txt));
comm.c:    if (!ch || !ch->in_room)
comm.c:    to = ch->in_room->people;
comm.c:        if (!vch->in_room)
comm.c:        to = vch->in_room->people;
comm.c:                    i = he_she[URANGE(0, ch->sex, 2)];
comm.c:                    i = he_she[URANGE(0, vch->sex, 2)];
comm.c:                    i = him_her[URANGE(0, ch->sex, 2)];
comm.c:                    i = him_her[URANGE(0, vch->sex, 2)];
comm.c:                    i = his_her[URANGE(0, ch->sex, 2)];
comm.c:                    i = his_her[URANGE(0, vch->sex, 2)];
comm.c:        for (obj = ch->in_room->contents; obj;
comm.c:            tch_next = tch->next_in_room;
comm.c:            for (obj = tch->carrying; obj; obj = obj_next)
comm.c:        if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_ACT))
comm.c:            p_act_trigger(buf, NULL, NULL, ch->in_room, ch,
comm.c:    if (ch == NULL || ch->in_room == NULL)
comm.c:    to = ch->in_room->people;
comm.c:        if (vch == NULL || vch->in_room == NULL)
comm.c:        to = vch->in_room->people;
comm.c:                if (to->in_room == ch->in_room &&
comm.c:        if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
comm.c:            if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
comm.c:                    ch->pcdata->chobj->in_room != NULL &&
comm.c:                    ch->in_room == to->in_room) is_ok = TRUE;
comm.c:            if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
comm.c:                    ch->pcdata->chobj->in_obj != NULL &&
comm.c:                    ch->pcdata->chobj->in_obj ==
comm.c:                    i = he_she[URANGE(0, ch->sex, 2)];
comm.c:                    i = he_she[URANGE(0, vch->sex, 2)];
comm.c:                    i = him_her[URANGE(0, ch->sex, 2)];
comm.c:                    i = him_her[URANGE(0, vch->sex, 2)];
comm.c:                    i = his_her[URANGE(0, ch->sex, 2)];
comm.c:                    i = his_her[URANGE(0, vch->sex, 2)];
comm.c:            if (to->in_room != ch->in_room && familiar != NULL
comm.c:                    ch->in_room) send_to_char("[ ", to);
comm.c:            for (obj = ch->in_room->contents; obj;
comm.c:                tch_next = tch->next_in_room;
comm.c:                for (obj = tch->carrying; obj; obj = obj_next)
comm.c:            if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_ACT))
comm.c:                p_act_trigger(buf, NULL, NULL, ch->in_room, ch,
comm.c:    to = ch->in_room->people;
comm.c:        if (vch == NULL || vch->in_room == NULL)
comm.c:        to = vch->in_room->people;
comm.c:                if (to->in_room == ch->in_room &&
comm.c:        if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
comm.c:            if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
comm.c:                    ch->pcdata->chobj->in_room != NULL &&
comm.c:                    ch->in_room == to->in_room) is_ok = TRUE;
comm.c:            if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
comm.c:                    ch->pcdata->chobj->in_obj != NULL &&
comm.c:                    ch->pcdata->chobj->in_obj ==
comm.c:                    if (ch != NULL) i = he_she[URANGE(0, ch->sex, 2)];
comm.c:                            he_she[URANGE(0, vch->sex, 2)];
comm.c:                            him_her[URANGE(0, ch->sex, 2)];
comm.c:                            him_her[URANGE(0, vch->sex, 2)];
comm.c:                            his_her[URANGE(0, ch->sex, 2)];
comm.c:                            his_her[URANGE(0, vch->sex, 2)];
comm.c:            if (to->in_room != ch->in_room && familiar != NULL
comm.c:                    ch->in_room) send_to_char("[ ", to);
comm.c:    if (ch == NULL || ch->in_room == NULL) return;
comm.c:    to = ch->in_room->people;
comm.c:        if (vch == NULL || vch->in_room == NULL) return;
comm.c:        to = vch->in_room->people;
comm.c:                if (to->in_room == ch->in_room &&
comm.c:        if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
comm.c:            if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
comm.c:                    ch->pcdata->chobj->in_room != NULL &&
comm.c:                    ch->in_room == to->in_room) is_ok = TRUE;
comm.c:            if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
comm.c:                    ch->pcdata->chobj->in_obj != NULL &&
comm.c:                    ch->pcdata->chobj->in_obj ==
comm.c:                    i = he_she[URANGE(0, ch->sex, 2)];
comm.c:                    i = he_she[URANGE(0, vch->sex, 2)];
comm.c:                    i = him_her[URANGE(0, ch->sex, 2)];
comm.c:                    i = him_her[URANGE(0, vch->sex, 2)];
comm.c:                    i = his_her[URANGE(0, ch->sex, 2)];
comm.c:                    i = his_her[URANGE(0, vch->sex, 2)];
comm.c:            if (to->in_room != ch->in_room && familiar != NULL
comm.c:                    ch->in_room) send_to_char("[ ", to);
comm.c:    to = ch->in_room->people;
comm.c:        to = vch->in_room->people;
comm.c:        if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
comm.c:            if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
comm.c:                    ch->pcdata->chobj->in_room != NULL &&
comm.c:                    ch->in_room == to->in_room) is_ok = TRUE;
comm.c:            if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
comm.c:                    ch->pcdata->chobj->in_obj != NULL &&
comm.c:                    ch->pcdata->chobj->in_obj ==
comm.c:                    i = he_she[URANGE(0, ch->sex, 2)];
comm.c:                    i = him_her[URANGE(0, ch->sex, 2)];
comm.c:                    i = his_her[URANGE(0, ch->sex, 2)];
comm.c:    xprintf(class2, "%s the %s", ch->name, class);
comm.c:            ch->alignment);
comm.c:    if (ch->pcdata == NULL)
comm.c:    if (ch->position == POS_FIGHTING
comm.c:            && ch->cprompt[0] == '\0')
comm.c:        if (ch->prompt[0] == '\0')
comm.c:    else if (ch->position != POS_FIGHTING
comm.c:             && ch->prompt[0] == '\0')
comm.c:    if (ch->position == POS_FIGHTING && is_fighting)
comm.c:            xprintf(buf2, "%s", commanum(ch->hit));
comm.c:            COL_SCALE(buf2, ch, ch->hit, ch->max_hit);
comm.c:            xprintf(buf2, "%s", commanum(ch->max_hit));
comm.c:            xprintf(buf2, "%s", commanum(ch->mana));
comm.c:            COL_SCALE(buf2, ch, ch->mana, ch->max_mana);
comm.c:            xprintf(buf2, "%s", commanum(ch->max_mana));
comm.c:            xprintf(buf2, "%s", commanum(ch->move));
comm.c:            COL_SCALE(buf2, ch, ch->move, ch->max_move);
comm.c:            xprintf(buf2, "%s", commanum(ch->max_move));
comm.c:            xprintf(buf2, "%s", commanum(ch->exp)); //
comm.c:            COL_SCALE(buf2, ch, ch->exp, 1000); 
comm.c:            xprintf(buf2, "%d", ch->bones);
comm.c:                        ch->pcdata->stats[SHADOW_POWER]);
comm.c:            if ((victim = ch->fighting) == NULL)
comm.c:            if ((victim = ch->fighting) == NULL)
comm.c:            if ((victim = ch->fighting) == NULL)
comm.c:            if ((victim = ch->fighting) == NULL)
comm.c:            xprintf(buf2, "%d", ch->fight_timer);
comm.c:            switch (ch->stance[0])
comm.c:            if (!ch->fighting) xprintf(buf2, "N/A");
comm.c:                if (ch->fighting->max_hit != 0)
comm.c:                    CHAR_DATA * och = ch->fighting;
comm.c:                        if (och->hit > (och->max_hit * k / 10))
comm.c:            if (!ch->fighting) xprintf(buf2, "N/A");
comm.c:                if ((ch->fighting->hit * 100 /
comm.c:                        ch->fighting->max_hit) < 25) xprintf(buf2,
comm.c:                else if ((ch->fighting->hit * 100 /
comm.c:                          ch->fighting->max_hit) < 50) xprintf(buf2,
comm.c:                else if ((ch->fighting->hit * 100 /
comm.c:                          ch->fighting->max_hit) < 75) xprintf(buf2,
comm.c:                else if ((ch->fighting->hit * 100 /
comm.c:                          ch->fighting->max_hit) < 100) xprintf(buf2,
comm.c:                if (ch->fighting->max_hit != 0)
comm.c:                    CHAR_DATA * och = ch->fighting;
comm.c:                        if (och->hit > (och->max_hit * k / 10))
comm.c:                        ch->pcdata->powers[FAE_ENERGY_TICK]);
comm.c:                        (ch->pcdata->powers[SHADOW_BITS],
comm.c:                        ch->pcdata->powers[FAE_WILL_TICK]);
comm.c:                        (ch->pcdata->powers[SHADOW_BITS],
comm.c:                        ch->pcdata->powers[SHAPE_COUNTER]);
comm.c:                        ch->pcdata->powers[FAE_PLASMA_TICK]);
comm.c:                        (ch->pcdata->powers[POWER_TICK] ==
comm.c:                        flag_string(monk_combos, ch->monkcrap));
comm.c:                for (tank = ch->in_room->people; tank;
comm.c:                        ch->pcdata->powers[SAMURAI_FOCUS]);
comm.c:                        (ch->pcdata->powers[SHADOW_BITS],
comm.c:                        ch->pcdata->powers[DROID_ROCKET]);
comm.c:                        ch->pcdata->powers[FAE_MATTER_TICK]);
comm.c:                        (ch->pcdata->powers[SHADOW_BITS],
comm.c:                        ch->pcdata->powers[FAE_SHIELD]);
comm.c:            if (ch->in_room)
comm.c:                xprintf(buf2, "%s", ch->in_room->name);
comm.c:                xprintf(buf2, "%d", ch->rage);
comm.c:            xprintf(buf2, "%d", ch->beast);
comm.c:                        ch->pcdata->condition[COND_THIRST]);
comm.c:                        ch->pcdata->condition[COND_FULL]);
comm.c:    if (txt == NULL || ch == NULL || ch->desc == NULL)
comm.c:    if ((ch->pcdata->pagelen == 0))
comm.c:    ch->desc->showstr_head =
comm.c:    strcpy(ch->desc->showstr_head, txt);
comm.c:    ch->desc->showstr_point = ch->desc->showstr_head;
comm.c:    show_string(ch->desc, "");
const.c:                    (!str_prefix(slay_table[i].owner, ch->name) &&
const.c:                     !str_prefix(slay_table[i].owner, ch->name)))
cyborg.c:                UMIN(ch->pcdata->powers[CYBORG_FACE], 5),
cyborg.c:                UMIN(ch->pcdata->powers[CYBORG_LIMBS], 5),
cyborg.c:                UMIN(ch->pcdata->powers[CYBORG_BODY], 6));
cyborg.c:            if (ch->pcdata->powers[CYBORG_FACE] < 1)
cyborg.c:            if (ch->pcdata->powers[CYBORG_FACE] > 0)
cyborg.c:                if (ch->pcdata->powers[CYBORG_FACE] > 3)
cyborg.c:                else if ((ch->pcdata->powers[CYBORG_FACE] ==
cyborg.c:                else if ((ch->pcdata->powers[CYBORG_FACE] ==
cyborg.c:            if (ch->pcdata->powers[CYBORG_LIMBS] < 1)
cyborg.c:            if (ch->pcdata->powers[CYBORG_LIMBS] > 0)
cyborg.c:            if (ch->pcdata->powers[CYBORG_LIMBS] > 1)
cyborg.c:            if (ch->pcdata->powers[CYBORG_LIMBS] > 2)
cyborg.c:            if (ch->pcdata->powers[CYBORG_LIMBS] > 3)
cyborg.c:            if (ch->pcdata->powers[CYBORG_LIMBS] > 4)
cyborg.c:            if (ch->pcdata->powers[CYBORG_BODY] < 1)
cyborg.c:            if (ch->pcdata->powers[CYBORG_BODY] > 0)
cyborg.c:            if (ch->pcdata->powers[CYBORG_BODY] > 1)
cyborg.c:            if (ch->pcdata->powers[CYBORG_BODY] > 2)
cyborg.c:            if (ch->pcdata->powers[CYBORG_BODY] > 3)
cyborg.c:            if (ch->pcdata->powers[CYBORG_BODY] > 4)
cyborg.c:            if (ch->pcdata->powers[CYBORG_BODY] > 5)
cyborg.c:                UMIN(ch->pcdata->powers[CYBORG_FACE], 5),
cyborg.c:                UMIN(ch->pcdata->powers[CYBORG_LIMBS], 5),
cyborg.c:                UMIN(ch->pcdata->powers[CYBORG_BODY], 6));
cyborg.c:        if ((ch->pcdata->powers[implant] == 1))
cyborg.c:        else if ((ch->pcdata->powers[implant] == 2))
cyborg.c:        else if ((ch->pcdata->powers[implant] == 3))
cyborg.c:        else if ((ch->pcdata->powers[implant] == 4))
cyborg.c:        else if ((ch->pcdata->powers[implant] == 5))
cyborg.c:        else if ((ch->pcdata->powers[implant] == 6))
cyborg.c:        if ((ch->pcdata->powers[implant] >= max))
cyborg.c:            if ((ch->pcdata->powers[CYBORG_FACE] == 4 &&
cyborg.c:                    ch->pcdata->powers[CYBORG_BODY] < 4))
cyborg.c:            if (ch->pcdata->powers[CYBORG_LIMBS] < 1)
cyborg.c:        if (cost > ch->pcdata->stats[CYBORG_POWER])
cyborg.c:        ch->pcdata->powers[implant] += 1;
cyborg.c:        ch->pcdata->stats[CYBORG_POWER] -= cost;
cyborg.c:    if (ch->pcdata->powers[CYBORG_BODY] < 5
cyborg.c:            || ch->pcdata->powers[CYBORG_LIMBS] < 5)
cyborg.c:    if (ch->move < 1000)
cyborg.c:    if ((victim = ch->fighting) == NULL)
cyborg.c:    ch->move -= 1000;
cyborg.c:    if (ch->pcdata->powers[CYBORG_BODY] < 5)
cyborg.c:    if (IS_SET(ch->newbits, NEW_CUBEFORM))
cyborg.c:        REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
cyborg.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
cyborg.c:        ch->damroll -= 250;
cyborg.c:        ch->hitroll -= 250;
cyborg.c:        free_string(ch->morph);
cyborg.c:        ch->morph = str_dup("");
cyborg.c:    if (ch->move < 2000 || ch->mana < 2000)
cyborg.c:        SET_BIT(ch->newbits, NEW_CUBEFORM);
cyborg.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
cyborg.c:        xprintf(buf, "%s the Terminator", ch->name);
cyborg.c:        free_string(ch->morph);
cyborg.c:        ch->morph = str_dup(buf);
cyborg.c:        ch->move -= 2000;
cyborg.c:        ch->mana -= 2000;
cyborg.c:        ch->damroll += 250;
cyborg.c:        ch->hitroll += 250;
cyborg.c:    if (ch->pcdata->powers[CYBORG_FACE] < 1)
cyborg.c:    if (ch->pcdata->powers[CYBORG_FACE] > 2)
cyborg.c:        if (IS_SET(ch->act, PLR_HOLYLIGHT))
cyborg.c:            REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
cyborg.c:            SET_BIT(ch->act, PLR_HOLYLIGHT);
cyborg.c:    else if (ch->pcdata->powers[CYBORG_FACE] == 2)
cyborg.c:        if (IS_SET(ch->affected_by, AFF_SHADOWSIGHT)
cyborg.c:                && IS_SET(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT))
cyborg.c:            REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
cyborg.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF],
cyborg.c:            SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
cyborg.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
cyborg.c:    else if ((ch->pcdata->powers[CYBORG_FACE] == 1))
cyborg.c:        if (IS_SET(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT))
cyborg.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF],
cyborg.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
cyborg.c:    if (ch->practice < 100)
cyborg.c:    ch->practice -= 100;
cyborg.c:    obj->questowner = str_dup(ch->pcdata->switchname);
cyborg.c:    obj->ownerid = ch->pcdata->playerid;
daemon.c:    if (ch->power[DISC_DAEM_NETH] < 2)
daemon.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
daemon.c:        TOGGLE_BIT(ch->act, PLR_HOLYLIGHT);
daemon.c:    if (!IS_SET(ch->act, PLR_HOLYLIGHT))
daemon.c:        TOGGLE_BIT(ch->act, PLR_HOLYLIGHT);
daemon.c:    if (ch->power[DISC_DAEM_NETH] < 4)
daemon.c:        ch->hit += dam;
daemon.c:        if (ch->hit >= ch->max_hit + 500)
daemon.c:            ch->hit = ch->max_hit + 500;
daemon.c:                ch->name, dam);
daemon.c:    if (!IS_DEMPOWER(ch, DEM_ENTOMB) && ch->power[DISC_DAEM_GELU] < 6)
daemon.c:    if (ch->in_room->sector_type == SECT_AIR)
daemon.c:    if (!TIME_UP(ch, TIMER_ENTOMB) && ch->level < 12)
daemon.c:    if ((objc = get_obj_list(ch, "walln", ch->in_room->contents)) != NULL)
daemon.c:        obj_to_room(obj, ch->in_room);
daemon.c:    if ((objc = get_obj_list(ch, "walls", ch->in_room->contents)) != NULL)
daemon.c:        obj_to_room(obj, ch->in_room);
daemon.c:    if ((objc = get_obj_list(ch, "walle", ch->in_room->contents)) != NULL)
daemon.c:        obj_to_room(obj, ch->in_room);
daemon.c:    if ((objc = get_obj_list(ch, "wallw", ch->in_room->contents)) != NULL)
daemon.c:        obj_to_room(obj, ch->in_room);
daemon.c:    ch->hit += ch->max_hit * 0.1;
daemon.c:    if (ch->hit > ch->max_hit)
daemon.c:        ch->hit = ch->max_hit;
daemon.c:    if (ch->power[DISC_DAEM_GELU] < 7)
daemon.c:    if (!TIME_UP(ch, TIMER_CAN_GUST) && ch->level < 120)
daemon.c:    if (victim->size > ch->size)
daemon.c:            ch->power[DISC_DAEM_GELU] + ch->generation)
daemon.c:    if ((pexit = ch->in_room->exit[door]) == NULL)
daemon.c:                   ch->power[DISC_DAEM_GELU] * 3);
daemon.c:                && pexit_rev->to_room == ch->in_room
daemon.c:                       ch->power[DISC_DAEM_GELU] * 7);
daemon.c:                   ch->power[DISC_DAEM_GELU] * 5);
daemon.c:    if (!IS_DEMPOWER(ch, DEM_CAUST) && ch->power[DISC_DAEM_CORR] < 4)
daemon.c:    obj->value[1] += 10 - ch->generation;
daemon.c:    obj->value[2] += 10 - ch->generation;
daemon.c:    if (ch->fighting != NULL)
daemon.c:        victim = ch->fighting;
daemon.c:    if (ch->power[DISC_DAEM_DISC] < 4)
daemon.c:    if (ch->in_room != NULL)
daemon.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
daemon.c:    if (ch->fighting && IS_CLASS(ch->fighting, CLASS_MONK) &&
daemon.c:            IS_SET(ch->fighting->newbits, NEW_JAWLOCK)
daemon.c:    if (ch->fighting && IS_CLASS(ch->fighting, CLASS_WEREWOLF) &&
daemon.c:            IS_SET(ch->fighting->newbits, NEW_JAWLOCK)
daemon.c:                ch->fighting->name);
daemon.c:            ch->fighting, TO_ROOM);
daemon.c:    if (ch->fighting != NULL)
daemon.c:    if (ch->fighting != NULL)
daemon.c:    if (IS_CLASS(ch, CLASS_DEMON) && !IS_DEMPOWER(ch, DEM_UNNERVE) && ch->power[DISC_DAEM_DISC] < 1)
daemon.c:    if (IS_CLASS(ch, CLASS_ELEMENTAL) && ch->pcdata->powers[ELEMENTAL_WATER] < 3 )
daemon.c:            && ch->power[DISC_DAEM_GELU] < 1)
daemon.c:    if (ch->class == CLASS_DEMON)
daemon.c:        return ch->power[DISC_DAEM_MORP] - 1;
daemon.c:    if (ch->level == 12)
daemon.c:    if (ch->power[DISC_DAEM_HELL] < 8)
daemon.c:    if (ch->in_room->sector_type == SECT_AIR)
daemon.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
daemon.c:    if (!TIME_UP(ch, TIMER_HELLFIRE_SUMMON) && ch->level < 12)
daemon.c:        if (ch->in_room->exit[door] != NULL)
daemon.c:            make_wall(ch->in_room, door, EX_FIRE_WALL);
daemon.c:    if (ch->power[DISC_DAEM_HELL] < 7)
daemon.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
daemon.c:    obj->timer = ch->generation / 2 + dice(1, 3);
daemon.c:    if (ch->power[DISC_DAEM_HELL] < 2)
daemon.c:    if (!IS_DEMPOWER(ch, DEM_INFERNO) && ch->power[DISC_DAEM_HELL] < 3)
daemon.c:                ch->tick_timer[TIMER_INFERNO]);
daemon.c:    if (ch->hit > 0)
daemon.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
daemon.c:        vch_next = vch->next_in_room;
daemon.c:  //          fire_effect(vch, ch->level, 2000, TARGET_CHAR);
daemon.c:    ch->hit = 10;
daemon.c:    if (ch->power[DISC_DAEM_ATTA] < 7)
daemon.c:    if (ch->fighting == NULL && argument[0] == '\0')
daemon.c:    if (ch->fighting == NULL)
daemon.c:        SET_BIT(ch->flag3, AFF3_BLINK_1ST_RD);
daemon.c:        ch->blinkykill = victim;
daemon.c:        SET_BIT(ch->affected_by2, EXTRA_BLINKY);
daemon.c:    victim = ch->fighting;
daemon.c:    SET_BIT(ch->flag3, AFF3_BLINK_2ND_RD);
daemon.c:    ch->blinkykill = victim;
daemon.c:    if (ch->power[DISC_DAEM_ATTA] < 5)
daemon.c:    if (IS_SET(ch->newbits, THIRD_HAND)
daemon.c:            && IS_SET(ch->newbits, FOURTH_HAND))
daemon.c:    if (!IS_SET(ch->newbits, FOURTH_HAND))
daemon.c:        SET_BIT(ch->newbits, FOURTH_HAND);
daemon.c:                  dice(ch->generation, 6));
daemon.c:    if (!IS_SET(ch->newbits, THIRD_HAND))
daemon.c:        SET_BIT(ch->newbits, THIRD_HAND);
daemon.c:        SET_TIMER(ch, TIMER_THIRD_ARM_GOING, dice(ch->generation, 6));
daemon.c:        if (ch->generation > 2)
daemon.c:                        ch->generation
daemon.c:                                 ch->in_room);
daemon.c:    if (victim->generation <= ch->generation)
daemon.c:    if (number_range(1, 10 - ch->generation) == 1)
daemon.c:    char_to_room(victim, ch->in_room);
daemon.c:    if (ch->power[DISC_DAEM_GELU] < 2)
daemon.c:    if (!TIME_UP(ch, TIMER_CAN_BREATHE_FROST) && ch->level < 12)
daemon.c:        for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
daemon.c:            vch_next = vch->next_in_room;
daemon.c:                    && (ch->fighting != vch || vch->fighting != ch))
daemon.c:                      11 - ch->generation / 2);
daemon.c:    SET_TIMER(ch, TIMER_CAN_BREATHE_FROST, 9 - ch->generation / 2);
daemon.c:        power = ch->power[DISC_DAEM_GELU];
daemon.c:        dam = (ch->generation + 5 * power + 5) * 8;
daemon.c:        for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
daemon.c:            vch_next = vch->next_in_room;
daemon.c:                    && (ch->fighting != vch || vch->fighting != ch))
daemon.c:            cold_effect(vch, ch->explevel, dam, TARGET_CHAR);
daemon.c:    dam = ((10 - ch->generation + 3) * power + 3) * 20;
daemon.c:    cold_effect(victim, ch->explevel, dam, TARGET_CHAR);
db.c:    ch->name = &str_empty[0];
db.c:    ch->short_descr = &str_empty[0];
db.c:    ch->long_descr = &str_empty[0];
db.c:    ch->description = &str_empty[0];
db.c:    ch->lord = &str_empty[0];
db.c:    ch->morph = &str_empty[0];
db.c:    ch->createtime = &str_empty[0];
db.c:    ch->lasthost = &str_empty[0];
db.c:    ch->lasttime = &str_empty[0];
db.c:    ch->powertype = &str_empty[0];
db.c:    ch->poweraction = &str_empty[0];
db.c:    ch->pload = &str_empty[0];
db.c:    ch->prompt = &str_empty[0];
db.c:    ch->cprompt = &str_empty[0];
db.c:    ch->hunting = &str_empty[0];
db.c:    ch->tracking = FALSE;
db.c:    ch->logon = current_time;
db.c:    ch->armor = 100;
db.c:    ch->position = POS_STANDING;
db.c:    ch->practice = 0;
db.c:    ch->hit = 1000;
db.c:    ch->max_hit = 1000;
db.c:    ch->mana = 1500;
db.c:    ch->max_mana = 1500;
db.c:    ch->move = 1500;
db.c:    ch->max_move = 1500;
db.c:    ch->master = NULL;
db.c:    ch->leader = NULL;
db.c:    ch->fighting = NULL;
db.c:    ch->mount = NULL;
db.c:    ch->wizard = NULL;
db.c:    ch->paradox[0] = 0;
db.c:    ch->paradox[1] = 0;
db.c:    ch->paradox[2] = 0;
db.c:    ch->damcap[0] = 1000;
db.c:    ch->damcap[1] = 0;
db.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
db.c:    for (paf2 = ch->affected2; paf2 != NULL; paf2 = paf2_next)
db.c:    for (paf = ch->affected; paf != NULL; paf = paf_next)
db.c:    for (mProg = ch->triggers; mProg != NULL; mProg = mProg_next)
db.c:    free_string(ch->name);
db.c:    free_string(ch->short_descr);
db.c:    free_string(ch->long_descr);
db.c:    free_string(ch->description);
db.c:    free_string(ch->lord);
db.c:    free_string(ch->morph);
db.c:    free_string(ch->createtime);
db.c:    free_string(ch->lasttime);
db.c:    free_string(ch->lasthost);
db.c:    free_string(ch->powertype);
db.c:    free_string(ch->poweraction);
db.c:    free_string(ch->pload);
db.c:    free_string(ch->prompt);
db.c:    free_string(ch->cprompt);
db.c:    free_string(ch->hunting);
db.c:    free_string(ch->objdesc);
db.c:    free_string(ch->prefix);
db.c:    free_string(ch->clan);
db.c:    free_string(ch->inter_editing);
db.c:    if (ch->pcdata != NULL)
db.c:        for (ali = ch->pcdata->alias; ali; ali = ali_next)
db.c:        for (quest = ch->pcdata->quests; quest; quest = quest_next)
db.c:        free_string(ch->pcdata->retaliation);
db.c:        free_string(ch->pcdata->switchname);
db.c:        free_string(ch->pcdata->last_decap[0]);
db.c:        free_string(ch->pcdata->last_decap[1]);
db.c:        free_string(ch->pcdata->logoutmessage);
db.c:        free_string(ch->pcdata->avatarmessage);
db.c:        free_string(ch->pcdata->loginmessage);
db.c:        free_string(ch->pcdata->decapmessage);
db.c:        free_string(ch->pcdata->tiemessage);
db.c:        free_string(ch->pcdata->last_global);
db.c:        free_string(ch->pcdata->pwd);
db.c:        free_string(ch->pcdata->bamfin);
db.c:        free_string(ch->pcdata->bamfout);
db.c:        free_string(ch->pcdata->title);
db.c:        free_string(ch->pcdata->conception);
db.c:        free_string(ch->pcdata->parents);
db.c:        free_string(ch->pcdata->cparents);
db.c:        free_string(ch->pcdata->marriage);
db.c:        free_string(ch->pcdata->soultarget);
db.c:        free_string(ch->pcdata->love);
db.c:        free_string(ch->pcdata->host);
db.c:        ch->pcdata->next = pcdata_free;
db.c:        pcdata_free = ch->pcdata;
db.c:    ch->next = char_free;
db.c:                ch->in_room ? ch->in_room->vnum : 0, ch->name, str);
demon.c:        REMOVE_BIT(ch->immune, IMM_TRAVEL);
demon.c:        SET_BIT(ch->immune, IMM_TRAVEL);
demon.c:    if (IS_SET(ch->warp, WARP_CBODY))
demon.c:    if (IS_SET(ch->warp, WARP_SBODY))
demon.c:    if (IS_SET(ch->warp, WARP_STRONGARMS))
demon.c:    if (IS_SET(ch->warp, WARP_STRONGLEGS))
demon.c:    if (IS_SET(ch->warp, WARP_VENOMTONG))
demon.c:    if (IS_SET(ch->warp, WARP_SPIKETAIL))
demon.c:    if (IS_SET(ch->warp, WARP_BADBREATH))
demon.c:    if (IS_SET(ch->warp, WARP_QUICKNESS))
demon.c:    if (IS_SET(ch->warp, WARP_STAMINA))
demon.c:    if (IS_SET(ch->warp, WARP_HUNT))
demon.c:    if (IS_SET(ch->warp, WARP_DEVOUR))
demon.c:    if (IS_SET(ch->warp, WARP_TERROR))
demon.c:    if (IS_SET(ch->warp, WARP_REGENERATE))
demon.c:    if (IS_SET(ch->warp, WARP_STEED))
demon.c:    if (IS_SET(ch->warp, WARP_WEAPON))
demon.c:    if (IS_SET(ch->warp, WARP_INFIRMITY))
demon.c:    if (IS_SET(ch->warp, WARP_GBODY))
demon.c:    if (IS_SET(ch->warp, WARP_SCARED))
demon.c:    if (IS_SET(ch->warp, WARP_MAGMA))
demon.c:    if (IS_SET(ch->warp, WARP_WEAK))
demon.c:    if (IS_SET(ch->warp, WARP_SLOW))
demon.c:    if (IS_SET(ch->warp, WARP_VULNER))
demon.c:    if (IS_SET(ch->warp, WARP_SHARDS))
demon.c:    if (IS_SET(ch->warp, WARP_WINGS))
demon.c:    if (IS_SET(ch->warp, WARP_CLUMSY))
demon.c:    if (IS_SET(ch->warp, WARP_STUPID))
demon.c:    if (IS_SET(ch->warp, WARP_SPOON))
demon.c:    if (IS_SET(ch->warp, WARP_FORK))
demon.c:    if (IS_SET(ch->warp, WARP_KNIFE))
demon.c:    if (IS_SET(ch->warp, WARP_SALADBOWL))
demon.c:    if (ch->warp < 1)
demon.c:    if (!TIME_UP(ch, TIMER_DAMN) && ch->level < 12)
demon.c:    if (ch == victim && ch->fighting != NULL)
demon.c:    if (ch == victim && ch->fighting == NULL)
demon.c:    in_room = ch->in_room;
demon.c:    if (ch->in_room == get_room_index(93425))
demon.c:    if (ch->fighting == NULL)
demon.c:    if ((number_range(1, 3) == 1) && (ch->fighting != NULL))
demon.c:        if (ch->fighting)
demon.c:    if (ch->pcdata->stats[DEMON_TOTAL] < 15000 ||
demon.c:            ch->pcdata->stats[DEMON_CURRENT] < 15000)
demon.c:    if (ch->warpcount >= 18)
demon.c:    if (IS_SET(ch->warp, newwarp))
demon.c:    SET_BIT(ch->warp, newwarp);
demon.c:    ch->pcdata->stats[DEMON_CURRENT] -= 15000;
demon.c:    ch->warpcount += 1;
demon.c:    if (ch->pcdata->stats[DEMON_TOTAL] < cost ||
demon.c:            ch->pcdata->stats[DEMON_CURRENT] < cost)
demon.c:    if (!IS_CLASS(victim, CLASS_DEMON) && ch->practice < 100)
demon.c:    ch->pcdata->stats[DEMON_CURRENT] -= cost;
demon.c:        ch->practice -= 100;
demon.c:    if (ch->practice < 100)
demon.c:    ch->practice -= 100;
demon.c:    obj->questowner = str_dup(ch->pcdata->switchname);
demon.c:    obj->ownerid = ch->pcdata->playerid;
demon.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
demon.c:    if (IS_CLASS(ch, CLASS_DEMON) && ch->power[DISC_DAEM_ATTA] < 4)
demon.c:        REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HORNS);
demon.c:    SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HORNS);
demon.c:        REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_TAIL);
demon.c:    SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_TAIL);
demon.c:        REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES);
demon.c:    SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES);
demon.c:    if (!IS_DEMPOWER(ch, DEM_WINGS) && ch->power[DISC_DAEM_ATTA] < 5
demon.c:            SET_BIT(ch->pcdata->powers[DPOWER_CURRENT],
demon.c:            REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT],
demon.c:            REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT],
demon.c:        REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_WINGS);
demon.c:    SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_WINGS);
demon.c:    if ((obj = ch->pcdata->chobj) == NULL)
demon.c:    if (ch->pcdata->powers[DPOWER_OBJ_VNUM] < 1)
demon.c:    if (ch->fight_timer > 0)
demon.c:    obj_to_room(obj, ch->in_room);
demon.c:    ch->pcdata->obj_vnum = 33120;
demon.c:    ch->pcdata->chobj = obj;
demon.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
demon.c:    SET_BIT(ch->extra, EXTRA_OSWITCH);
demon.c:    free_string(ch->morph);
demon.c:    ch->morph = str_dup(obj->short_descr);
demon.c:    if ((obj = ch->pcdata->chobj) == NULL)
demon.c:    ch->pcdata->obj_vnum = 0;
demon.c:    ch->pcdata->chobj = NULL;
demon.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
demon.c:    REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
demon.c:    free_string(ch->morph);
demon.c:    ch->morph = str_dup("");
demon.c:    if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
demon.c:    for (gch = char_list; gch != NULL; gch = gch->next)
demon.c:                capitalize(gch->name),
demon.c:                gch->hit, gch->mana, gch->move,
demon.c:                gch->pcdata->stats[DEMON_CURRENT],
demon.c:                gch->pcdata->stats[DEMON_TOTAL]);
demon.c:    if ((familiar = ch->pcdata->familiar) != NULL)
demon.c:    char_to_room(victim, ch->in_room);
demon.c:    ch->pcdata->familiar = victim;
demon.c:        if ((victim = ch->fighting) == NULL)
demon.c:    if (ch->mana < 100)
demon.c:    level = ch->spl[spelltype] * 1.0;
demon.c:    ch->mana = ch->mana - 100;
demon.c:    if (60 > ch->practice)
demon.c:    ch->practice -= 60;
desc_map.c:    if (ch->level > 6)
desc_map.c:                ch->in_room->name, ch->in_room->vnum);
desc_map.c:                ch->in_room->name);
desc_map.c:        if (y == 0 && IS_SET(ch->act2, PLR_AUTOEXIT))   // the autoexits
desc_map.c:    if (IS_SET(ch->act2, PLR_AUTOWEATHER) && IS_OUTDOORS(ch))
desc_map.c:    map[x][y].vnum = ch->in_room->vnum;
desc_map.c:    map_exits(ch, ch->in_room, x, y, 0);
draconian.c:    if (ch->move < 1000)
draconian.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
draconian.c:    if (victim->in_room == ch->in_room)
draconian.c:    ch->move -= 1000;
draconian.c:                ch->pcdata->powers[ORB_YELLOW]);
draconian.c:                ch->pcdata->powers[ORB_GREEN]);
draconian.c:            if (ch->pcdata->powers[ORB_YELLOW] >= 1)
draconian.c:            if (ch->pcdata->powers[ORB_YELLOW] >= 2)
draconian.c:            if (ch->pcdata->powers[ORB_YELLOW] >= 3)
draconian.c:            if (ch->pcdata->powers[ORB_YELLOW] >= 4)
draconian.c:            if (ch->pcdata->powers[ORB_YELLOW] >= 5)
draconian.c:            if (ch->pcdata->powers[ORB_YELLOW] >= 6)
draconian.c:            if (ch->pcdata->powers[ORB_GREEN] >= 1)
draconian.c:            if (ch->pcdata->powers[ORB_GREEN] >= 2)
draconian.c:            if (ch->pcdata->powers[ORB_GREEN] >= 3)
draconian.c:            if (ch->pcdata->powers[ORB_GREEN] >= 4)
draconian.c:            if (ch->pcdata->powers[ORB_GREEN] >= 5)
draconian.c:            if (ch->pcdata->powers[ORB_GREEN] >= 6)
draconian.c:        cost = (ch->pcdata->powers[improve] + 1) * 1000000;
draconian.c:        if (ch->pcdata->powers[improve] >= max)
draconian.c:        if (cost > ch->exp)
draconian.c:        ch->pcdata->powers[improve] += 1;
draconian.c:        ch->exp -= cost;
draconian.c:                ch->pcdata->stats[DRACONIAN_SPIKES]);
draconian.c:        if (ch->fighting == NULL)
draconian.c:        if (ch->pcdata->stats[DRACONIAN_SPIKES] < 1)
draconian.c:        victim = ch->fighting;
draconian.c:        dam = number_range(ch->pcdata->stats[DRACONIAN_SPIKES] * 20,
draconian.c:                           ch->pcdata->stats[DRACONIAN_SPIKES] * 40);
draconian.c:        ch->pcdata->stats[DRACONIAN_SPIKES] = 0;
draconian.c:        if (ch->position <= POS_FIGHTING)
draconian.c:        if (ch->fight_timer > 0)
draconian.c:        if (ch->pcdata->stats[DRACONIAN_SPIKES] >= 200)
draconian.c:                if (ch->exp >= 10000
draconian.c:                        && ch->pcdata->stats[DRACONIAN_SPIKES] <
draconian.c:                    ch->exp -= 10000;
draconian.c:                    ch->pcdata->stats[DRACONIAN_SPIKES]++;
draconian.c:    if (ch->pcdata->powers[ORB_YELLOW] < 1)
draconian.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
draconian.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
draconian.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
draconian.c:    if (ch->pcdata->powers[ORB_YELLOW] < 2)
draconian.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
draconian.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
draconian.c:    if (ch->pcdata->powers[ORB_YELLOW] < 3)
draconian.c:    if (ch->fighting == NULL)
draconian.c:    if (ch->move < 500)
draconian.c:    ch->move -= 500;
draconian.c:    if (ch->pcdata->powers[ORB_YELLOW] < 5)
draconian.c:    if (IS_SET(ch->newbits2, NEW2_ACIDBLOOD))
draconian.c:        REMOVE_BIT(ch->newbits2, NEW2_ACIDBLOOD);
draconian.c:    SET_BIT(ch->newbits2, NEW2_ACIDBLOOD);
draconian.c:    if (ch->pcdata->powers[ORB_YELLOW] < 6)
draconian.c:    if (ch->move < 5000)
draconian.c:    if (ch->mana < 5000)
draconian.c:        REMOVE_BIT(ch->polyaff, POLY_LIZARDFORM);
draconian.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
draconian.c:        ch->hitroll -= 900;
draconian.c:        ch->damroll -= 900;
draconian.c:        ch->armor += 950;
draconian.c:        free_string(ch->morph);
draconian.c:        ch->morph = str_dup("");
draconian.c:    ch->move -= 5000;
draconian.c:    ch->mana -= 5000;
draconian.c:    ch->hitroll += 900;
draconian.c:    ch->damroll += 900;
draconian.c:    ch->armor -= 950;
draconian.c:    SET_BIT(ch->polyaff, POLY_LIZARDFORM);
draconian.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
draconian.c:    if (ch->generation == 6)
draconian.c:                ch->pcdata->switchname);
draconian.c:    else if (ch->generation == 5)
draconian.c:                ch->pcdata->switchname);
draconian.c:    else if (ch->generation == 4)
draconian.c:                ch->pcdata->switchname);
draconian.c:    else if (ch->generation == 3)
draconian.c:                ch->pcdata->switchname);
draconian.c:                ch->pcdata->switchname);
draconian.c:    free_string(ch->morph);
draconian.c:    ch->morph = str_dup(buf);
draconian.c:    if (ch->pcdata->powers[ORB_GREEN] < 1)
draconian.c:    if (ch->fighting == NULL)
draconian.c:    if (ch->move < 500)
draconian.c:    ch->move -= 500;
draconian.c:    if (ch->pcdata->powers[ORB_GREEN] < 2)
draconian.c:    if (ch->move < 1000)
draconian.c:    dam = number_range(ch->pcdata->powers[ORB_GREEN] * 200,
draconian.c:                       ch->pcdata->powers[ORB_GREEN] * 600);
draconian.c:                        ch->generation * 10, ch, victim);
draconian.c:        af.duration = ch->generation * 10;
draconian.c:    if (ch->fighting != victim)
draconian.c:        ch->fighting = victim;
draconian.c:    ch->move -= 1000;
draconian.c:    if (ch->pcdata->powers[ORB_GREEN] < 4)
draconian.c:    if (IS_SET(ch->newbits2, NEW2_SCALES))
draconian.c:        REMOVE_BIT(ch->newbits2, NEW2_SCALES);
draconian.c:        ch->armor += 650;
draconian.c:    SET_BIT(ch->newbits2, NEW2_SCALES);
draconian.c:    ch->armor -= 650;
draconian.c:    if (ch->pcdata->powers[ORB_GREEN] < 5)
draconian.c:    if (ch->move < 500)
draconian.c:    dam = (ch->pcdata->powers[ORB_GREEN] * 300) +
draconian.c:          (ch->pcdata->powers[ORB_YELLOW] * 300) + number_range(100,
draconian.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
draconian.c:        vch_next = vch->next_in_room;
draconian.c:                dam = ((ch->pcdata->powers[ORB_GREEN] * 300) +
draconian.c:                       (ch->pcdata->powers[ORB_YELLOW] *
draconian.c:                        vch->short_descr, dam);
draconian.c:                if (vch->fighting != ch)
draconian.c:    ch->move -= 250;
draconian.c:    if (ch->pcdata->powers[ORB_GREEN] < 6)
draconian.c:    if (ch->move < 5000)
draconian.c:    if (ch->mana < 5000)
draconian.c:    dam = number_range(ch->pcdata->powers[ORB_GREEN] * 500,
draconian.c:                       ch->pcdata->powers[ORB_GREEN] * 1200);
draconian.c:    if (ch->fighting != victim)
draconian.c:    ch->move -= 5000;
draconian.c:    ch->mana -= 5000;
draconian.c:    if (ch->exp < 500000)
draconian.c:        if (IS_SET(ch->pcdata->stats[1], DRACONIAN_PETRIFY))
draconian.c:        else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_ACIDBATH))
draconian.c:        else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_FLAMEDEATH))
draconian.c:        else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_CHLOROFORM))
draconian.c:    if (IS_SET(ch->pcdata->stats[1], DRACONIAN_PETRIFY))
draconian.c:        REMOVE_BIT(ch->pcdata->stats[1], DRACONIAN_PETRIFY);
draconian.c:    else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_ACIDBATH))
draconian.c:        REMOVE_BIT(ch->pcdata->stats[1], DRACONIAN_ACIDBATH);
draconian.c:    else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_FLAMEDEATH))
draconian.c:        REMOVE_BIT(ch->pcdata->stats[1], DRACONIAN_FLAMEDEATH);
draconian.c:    else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_CHLOROFORM))
draconian.c:        REMOVE_BIT(ch->pcdata->stats[1], DRACONIAN_CHLOROFORM);
draconian.c:    SET_BIT(ch->pcdata->stats[1], state);
draconian.c:    ch->exp -= 500000;
draconian.c:                ch->pcdata->switchname, dam2);
draconian.c:            SET_BIT(ch->affected_by, AFF_FLAMING);
draconian.c:                    ch->pcdata->switchname);
draconian.c:                ch->pcdata->switchname);
draconian.c:                    ch->pcdata->switchname);
draconian.c:        for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
draconian.c:            vch_next = vch->next_in_room;
draconian.c:                        vch->pcdata->switchname, dam);
draconian.c:                                vch->pcdata->
draconian.c:                                vch->short_descr);
draconian.c:                if (vch->position != POS_STUNNED
draconian.c:                    vch->position = POS_STUNNED;
dragon.c:        REMOVE_BIT(ch->polyaff, POLY_DRAGON);
dragon.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
dragon.c:        ch->max_hit = (ch->max_hit - (ch->pcdata->powers[dragonage] * 550));
dragon.c:        ch->hit = (ch->hit - (ch->pcdata->powers[dragonage] * 550));
dragon.c:        if (ch->hit < 1) ch->hit = 1;
dragon.c:        ch->pcdata->powers[10] = ch->pcdata->powers[DRAGON_COLOR];
dragon.c:        ch->damroll -= 1000;
dragon.c:        ch->hitroll -= 1000;
dragon.c:        ch->armor   += 2000;
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( "" );
dragon.c:    if (ch->pcdata->powers[dragonage] == 1  ) xprintf(AGE_STRING,"Hatchling");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 2  ) xprintf(AGE_STRING,"Very Young");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 3  ) xprintf(AGE_STRING,"Young");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 4  ) xprintf(AGE_STRING,"Juvenile");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 5  ) xprintf(AGE_STRING,"Young Adult");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 6  ) xprintf(AGE_STRING,"Adult");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 7  ) xprintf(AGE_STRING,"Mature Adult");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 8  ) xprintf(AGE_STRING,"Old");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 9  ) xprintf(AGE_STRING,"Very Old");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 10 ) xprintf(AGE_STRING,"Elder");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 11 ) xprintf(AGE_STRING,"Venerable");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 12 ) xprintf(AGE_STRING,"Ancient");
dragon.c:    else if (ch->pcdata->powers[dragonage] == 13 ) xprintf(AGE_STRING,"Immortal");
dragon.c://	xprintf(buf2,"%d",ch->pcdata->powers[DRAGON_COLOR]);
dragon.c:    switch(ch->pcdata->powers[DRAGON_COLOR])
dragon.c:        if (ch->pcdata->powers[DRAGON_COLOR] == 0)
dragon.c:        ch->pcdata->powers[DRAGON_COLOR] = number_range(1,16);
dragon.c:        xprintf(buf, "%s the %s #RRed#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #GGreen#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #LBlue#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #oBronze#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #oO#ypa#ol#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #7White#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #0Black#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #cG#nre#cy#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #0Obs#7id#0ian#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #pP#Pur#ppl#Pe#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #rC#0h#ra#0o#rs#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #LS#la#Lp#lp#Lh#li#Lr#le#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #GE#gm#Ge#gr#Ga#gl#Gd#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #RR#ru#Rb#ry#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #yT#oo#yp#oa#yz#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        xprintf(buf, "%s the %s #7D#Ci#7a#Cm#7o#Cn#7d#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:                                xprintf(buf, "%s the %s invalid color Dragon", ch->name,AGE_STRING);
dragon.c:                                free_string( ch->morph );
dragon.c:                                ch->morph = str_dup( buf );
dragon.c://	 ch->pcdata->mod_str = 15;
dragon.c://	 ch->pcdata->mod_dex = 15;
dragon.c:    SET_BIT(ch->polyaff, POLY_DRAGON);
dragon.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
dragon.c:    ch->max_hit += ch->pcdata->powers[dragonage] * 550;
dragon.c:    ch->hit     += ch->pcdata->powers[dragonage] * 550;
dragon.c:    ch->damroll += 1000;
dragon.c:    ch->hitroll += 1000;
dragon.c:    ch->armor   -= 2000;
dragon.c:        if( ch->pcdata->powers[dragonage] < D_ADULT)
dragon.c:        if( ch->pcdata->powers[hatch] >= 3)
dragon.c:    if (ch->exp < 50000000 || ch->pcdata->stats[DEMON_CURRENT] < 5000000)
dragon.c:    victim->pcdata->powers[DRAGON_COLOR] = ch->pcdata->powers[DRAGON_COLOR];
dragon.c:    if ( ch->pcdata->powers[DRAGON_COLOR] == 0 )
dragon.c:    ch->pcdata->powers[hatch] += 1;
dragon.c:    ch->pcdata->stats[DEMON_CURRENT] -= 5000000;
dragon.c:    ch->exp -= 50000000;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LICK )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FROST_BREATH )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FIRE_BREATH )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LIGHTNING_BREATH )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_ACID_BREATH )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_GAS_BREATH )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TERROR )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CONFUSE )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_MASK )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_MAGIC )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_POLYMORPH )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LUCK )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FLY )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_SCRY )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_PEER )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TRUESIGHT )) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TOUGHNESS)) count += 1;
dragon.c:    if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS)) count += 1;
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS ) && ch->pcdata->powers[dragonage] >= D_ADULT)
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_SCRY ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TRUESIGHT ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_PEER ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LICK ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FROST_BREATH ) && ch->pcdata->powers[dragonage] >= D_MATURE)
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FIRE_BREATH ) && ch->pcdata->powers[dragonage] >= D_JUVENILE)
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LIGHTNING_BREATH ) && ch->pcdata->powers[dragonage] >= D_YADULT )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_ACID_BREATH ) && ch->pcdata->powers[dragonage] >= D_VENERABLE )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_GAS_BREATH ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL ) && ch->pcdata->powers[dragonage] >= D_YOUNG )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TERROR ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CONFUSE ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_MASK ) && ch->pcdata->powers[dragonage] >= D_OLD )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_MAGIC ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_POLYMORPH ) && ch->pcdata->powers[dragonage] >= D_IMMORTAL )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LUCK ) && ch->pcdata->powers[dragonage] >= D_ADULT )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FLY	) && ch->pcdata->powers[dragonage] >= D_ADULT )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TOUGHNESS) && ch->pcdata->powers[dragonage] >= D_ANCIENT)
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS ))
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS	) )
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FLY	) )
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TRUESIGHT ) )
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_PEER ) )
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS ))
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_SCRY ) )
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LICK ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FROST_BREATH ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FIRE_BREATH ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LIGHTNING_BREATH ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_ACID_BREATH ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_GAS_BREATH ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TERROR ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CONFUSE ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_MASK ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_MAGIC ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_POLYMORPH ))
dragon.c:        if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LUCK ))
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TOUGHNESS))
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS ) )
dragon.c:        if( ch->pcdata->powers[dragonage] < D_ADULT )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->exp -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TRUESIGHT ))
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_TRUESIGHT );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS ))
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS ))
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LICK ))
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_LICK );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FROST_BREATH ))
dragon.c:        if( ch->pcdata->powers[dragonage] < D_MATURE )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_FROST_BREATH );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FIRE_BREATH ))
dragon.c:        if( ch->pcdata->powers[dragonage] < D_JUVENILE )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_FIRE_BREATH );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LIGHTNING_BREATH ))
dragon.c:        if( ch->pcdata->powers[dragonage] < D_YADULT )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_LIGHTNING_BREATH );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_ACID_BREATH ))
dragon.c:        if( ch->pcdata->powers[dragonage] < D_VENERABLE )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_ACID_BREATH );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_GAS_BREATH ))
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_GAS_BREATH );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL ))
dragon.c:        if( ch->pcdata->powers[dragonage] < D_VYOUNG )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TERROR ))
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_TERROR );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CONFUSE ))
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_CONFUSE );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_MASK ))
dragon.c:        if( ch->pcdata->powers[dragonage] < D_OLD )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_MASK );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_SCRY))
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_SCRY );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_POLYMORPH ))
dragon.c:        if( ch->pcdata->powers[dragonage] < D_IMMORTAL )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_POLYMORPH );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LUCK ))
dragon.c:        if( ch->pcdata->powers[dragonage] < D_ADULT )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_LUCK );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FLY ))
dragon.c:        if( ch->pcdata->powers[dragonage] < D_ADULT )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_FLY );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TOUGHNESS ))
dragon.c:        if( ch->pcdata->powers[dragonage] < D_ANCIENT )
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_TOUGHNESS );
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_PEER	))
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT(ch->pcdata->powers[DPOWER_FLAGS], DRA_PEER);
dragon.c:        if( IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_MAGIC ))
dragon.c:        if( ch->pcdata->stats[DEMON_CURRENT] < (count * 1000) )
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers[DPOWER_FLAGS], DRA_MAGIC);
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS ) && ch->pcdata->powers[dragonage] >= D_ADULT)
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FLY	) && ch->pcdata->powers[dragonage] >= D_ADULT )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TRUESIGHT ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_SCRY ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LICK ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FROST_BREATH ) && ch->pcdata->powers[dragonage] >= D_MATURE)
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FIRE_BREATH ) && ch->pcdata->powers[dragonage] >= D_JUVENILE)
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LIGHTNING_BREATH ) && ch->pcdata->powers[dragonage] >= D_YADULT)
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_ACID_BREATH ) && ch->pcdata->powers[dragonage] >= D_VENERABLE )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_GAS_BREATH ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_PEER ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL ) && ch->pcdata->powers[dragonage] >= D_YOUNG )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TERROR ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CONFUSE ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_MASK ) && ch->pcdata->powers[dragonage] >= D_OLD )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_MAGIC ) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_POLYMORPH ) && ch->pcdata->powers[dragonage] >= D_IMMORTAL )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LUCK ) && ch->pcdata->powers[dragonage] >= D_ADULT )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TOUGHNESS) && ch->pcdata->powers[dragonage] >= D_ANCIENT)
dragon.c:    ch->pcdata->stats[DEMON_CURRENT] += obj->value[0];
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LICK) )
dragon.c:        if(ch->hit <= 0) return;
dragon.c:    victim->hit += 250 * ch->pcdata->powers[dragonage];
dragon.c:    victim->move += 250 * ch->pcdata->powers[dragonage];
dragon.c:    victim->mana += 250 * ch->pcdata->powers[dragonage];
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CONFUSE) )
dragon.c:        if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FLY) )
dragon.c:    if ( ch->position == POS_FIGHTING )
dragon.c:    if(IS_SET(victim->in_room->room_flags, ROOM_ASTRAL) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
dragon.c:        if(!IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_PEER))
dragon.c://	 spell_identify( skill_lookup( "identify" ), ch->level, ch, obj );
dragon.c:    for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next )
dragon.c:            points = number_range( 280, 350 * (ch->pcdata->powers[dragonage]) );
dragon.c:            points = number_range( 400, 650 * (ch->pcdata->powers[dragonage]) );
dragon.c:        ch->pcdata->stats[DEMON_CURRENT] += points;
dragon.c:        ch->pcdata->stats[DEMON_TOTAL] += points;
dragon.c:        		 obj_to_room( obj, ch->in_room );
dragon.c:    if ( IS_NPC(ch) || (ch->pcdata->stats[DEMON_CURRENT] < 1 ) )
dragon.c:        else if ( value > ch->pcdata->stats[DEMON_CURRENT] )
dragon.c:            xprintf(buf,"You only have %d dragon points left to put into gems.\n\r",ch->pcdata->stats[DEMON_CURRENT]);
dragon.c:    ch->pcdata->stats[DEMON_CURRENT] -= value;
dragon.c:    ch->pcdata->stats[DEMON_TOTAL]	 -= value;
dragon.c:    if (ch->pcdata->stats[DEMON_CURRENT]  < 0) ch->pcdata->stats[DEMON_CURRENT] = 0;
dragon.c:    obj->questmaker = str_dup(ch->name);
dragon.c:    if(ch->pcdata->stats[DEMON_CURRENT] < (ch->pcdata->powers[dragonage] * 30000))
dragon.c:        xprintf( buf, "You need %d dragon points to age \n\r", (ch->pcdata->powers[dragonage] * 30000));
dragon.c:    if ( ch->practice < (ch->pcdata->powers[dragonage]*100))
dragon.c:        xprintf(buf,"It costs %d points of primal to age.\n\r",(ch->pcdata->powers[dragonage]*100));
dragon.c:    if(ch->max_hit < (ch->pcdata->powers[dragonage] * 5000))
dragon.c:        xprintf( buf, "You need %d hitpoints to age \n\r", (ch->pcdata->powers[dragonage] * 5000));
dragon.c:    if(ch->pcdata->powers[dragonage] == 12 && !IS_IMMORTAL(ch))
dragon.c:        ch->pcdata->powers[dragonage] = 13;
dragon.c:    ch->pcdata->stats[DEMON_CURRENT] -= (ch->pcdata->powers[dragonage] * 30000);
dragon.c:    ch->practice -= (100 * ch->pcdata->powers[dragonage]);
dragon.c:    ch->pcdata->powers[dragonage] +=1;
dragon.c:    if (!IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FIRE_BREATH ))
dragon.c:        if (ch->fighting == NULL)
dragon.c:        else victim = ch->fighting;
dragon.c:    if (ch->mana < 100 )
dragon.c:    if ((victim = ch->fighting) == NULL)
dragon.c:    ch->mana -= 100;
dragon.c:    chance = number_range (1, (100 + ch->pcdata->powers[dragonage]+ch->pRank));
dragon.c:        dam = number_range(6000, 880 * (ch->pRank+ch->pcdata->powers[dragonage]));
dragon.c:        xprintf(buf, "%s's blast of #rf#Rl#ra#Rm#re #Rimmolates#n you [#r%d#n]\n\r", ch->name, dam);
dragon.c:        fire_effect(victim,ch->explevel,dam,TARGET_CHAR);
dragon.c:    if (!IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LIGHTNING_BREATH ))
dragon.c:        if (ch->fighting == NULL)
dragon.c:        else victim = ch->fighting;
dragon.c:    if  (ch->mana < 100 )
dragon.c:    if ((victim = ch->fighting) == NULL)
dragon.c:    ch->mana -= 100;
dragon.c:    chance = number_range (1, (100 + ch->pcdata->powers[dragonage]+ch->pRank));
dragon.c:        dam = number_range(6000, 680 * (ch->pRank+ch->pcdata->powers[dragonage]));
dragon.c:        xprintf(buf, "%s's blast of #yl#oi#yg#oh#yt#on#yi#on#yg #yelectrifies#n you [#y%d#n]\n\r", ch->name, dam);
dragon.c:        shock_effect(victim,ch->explevel,dam,TARGET_CHAR);
dragon.c:    if(ch->pcdata->powers[DRAGON_COLOR] == 3) chance += 1;
dragon.c:    if(ch->pcdata->powers[DRAGON_COLOR] ==12) chance += 1;
dragon.c:    if (ch->mana < 100)
dragon.c:    chance = (number_range (1, (100+ch->pRank+ch->pcdata->powers[dragonage])));
dragon.c:        for ( vch = ch->in_room->people; vch!=NULL; vch = vch_next)
dragon.c:            if (ch->mana <= 2)
dragon.c:            vch_next = vch->next_in_room;
dragon.c:                    dam = number_range((ch->damcap[DAM_CAP] - 500), (ch->damcap[DAM_CAP]+(ch->pRank*125)));
dragon.c:                    sprintf(buf, "%s's #sblast of gas#n chokes you [#G%d#n]\n\r", ch->name, dam);
dragon.c:                    if (!IS_SET(ch->act, PLR_BRIEF5)) {
dragon.c:                        sprintf(buf2, "Your #sblast of gas#n chokes %s [#G%d#n]\n\r",vch->name, dam);
dragon.c://                    spell_poison(gsn_poison,(ch->level*number_range(100,120)),ch,victim);
dragon.c:                    ch->mana -= 2;
dragon.c:    if (IS_SET(ch->act, PLR_BRIEF5)) {
dragon.c:    if (ch->mana < 100)
dragon.c:    chance = (number_range (1, (100+ch->pRank+ch->pcdata->powers[dragonage])));
dragon.c:        for ( vch = ch->in_room->people; vch!=NULL; vch = vch_next)
dragon.c:            if(ch->mana <= 100)
dragon.c:            vch_next = vch->next_in_room;
dragon.c:                    dam = number_range((ch->damcap[DAM_CAP] - 500), (ch->damcap[DAM_CAP]+(ch->pRank*125)));
dragon.c:                    xprintf(buf, "%s's #sblast of gas#n chokes you [#G%d#n]\n\r", ch->name, dam);
dragon.c:                    if(!IS_SET(ch->act,PLR_BRIEF5)) {
dragon.c:                        xprintf(buf2, "Your #sblast of gas#n chokes %s [#G%d#n]\n\r",vch->name, dam);
dragon.c://                    spell_poison(gsn_poison,(ch->level*number_range(100,120)),ch,victim);
dragon.c:                    ch->mana -= 100;
dragon.c:    if(IS_SET(ch->act,PLR_BRIEF5)) {
dragon.c:    if (!IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_ACID_BREATH ))
dragon.c:        if (ch->fighting == NULL)
dragon.c:        else victim = ch->fighting;
dragon.c:    if   (ch->mana < 100 )
dragon.c:    if ((victim = ch->fighting) == NULL)
dragon.c://  ch->mana -= 100;
dragon.c:    dam = number_range(8000, (5000+(ch->pRank*100)));
dragon.c:    xprintf(buf, "%s's blast of acid covers you [#C%d#n]\n\r", ch->name, dam);
dragon.c:    acid_effect(victim,ch->explevel,dam,TARGET_CHAR);
dragon.c:    vorpchance += (2 * ch->pcdata->powers[dragonage]);
dragon.c:    if ( ch->pcdata->powers[DRAGON_COLOR] == 7 ) vorpchance += 35;   // Black Dragon Acid Bonus
dragon.c:    if ( ch->pcdata->powers[DRAGON_COLOR] == 15 ) vorpchance += 25;  // Topaz Dragon Acid Bonus
dragon.c://    ch->mana-=9000;
dragon.c:    if (!IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FROST_BREATH ))
dragon.c:        if (ch->fighting == NULL)
dragon.c:        else victim = ch->fighting;
dragon.c:    if ((victim = ch->fighting) == NULL)
dragon.c:    if (ch->mana < 100)
dragon.c:    chance = number_range (1, (100 + ch->pcdata->powers[dragonage]+ch->pRank));
dragon.c:        xprintf(buf, "%s's cone of #Cf#7r#Co#7s#Ct#n freezes you [#C%d#n]\n\r", ch->name, dam);
dragon.c:        cold_effect(victim,ch->explevel,dam,TARGET_CHAR);
dragon.c:    ch->mana = ch->mana - 100;
dragon.c:    for ( gch = char_list; gch != NULL; gch = gch->next )
dragon.c://	if ( gch->level >= 7) continue;
dragon.c:                 capitalize( gch->name ),
dragon.c:                 gch->hit,gch->mana,gch->move,
dragon.c:                 gch->pcdata->powers[dragonage]);
dragon.c:    if( !IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FLY) )
dragon.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
dragon.c:    if (ch->move < 500)
dragon.c:    ch->move -= 500;
dragon.c:    if (IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS) ) one_hit( ch, victim, gsn_claws,0,0);
dragon.c:    if (IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS) ) one_hit( ch, victim, gsn_claws,0,0);
dragon.c:    if (IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS) ) one_hit( ch, victim, gsn_fangs,0,0);
dragon.c:    if (IS_CLASS(ch, CLASS_DRAGON) && !IS_SET(ch->pcdata->powers[DPOWER_FLAGS],DRA_TRUESIGHT))
dragon.c:    if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
dragon.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
dragon.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
dragon.c:    if (ch->pcdata->powers[dragonage] < 12)
dragon.c:    if ( ch->practice < 1500)
dragon.c:        ch->practice -= 1500;
dragon.c:        ch->practice -= 1500;
drexx.c:    if (ch->pcdata->kingdom == 0)
drexx.c:            kingdom_table[ch->pcdata->kingdom].whoname);
drexx.c:    for ( gch = char_list; gch != NULL; gch = gch->next )
drexx.c:        if ( gch->pcdata->kingdom != ch->pcdata->kingdom)
drexx.c:                 gch->name,
drexx.c:                 gch->hit,gch->max_hit,gch->mana,gch->move,
drexx.c:                 gch->race);
drexx.c:    if (IS_SET(ch->act, PLR_RIGHTHAND))
drexx.c:        REMOVE_BIT(ch->act, PLR_RIGHTHAND);
drexx.c:    if (IS_SET(ch->act, PLR_LEFTHAND))
drexx.c:        REMOVE_BIT(ch->act, PLR_LEFTHAND);
drexx.c:    if (IS_SET(ch->act, PLR_AMBI))
drexx.c:        REMOVE_BIT(ch->act, PLR_AMBI);
drexx.c:    if (ch->pcdata->powers[ELEMENTAL_AIR] < 4 )
drexx.c:    if (ch->move < 2000)
drexx.c:    if ( ( victim = ch->fighting ) == NULL )
drexx.c:    ch->move -= 2000;
drexx.c:        ch->position = POS_STANDING;
drexx.c:    if(ch->fight_timer > 0)
drexx.c:    if(!IS_SET(ch->act, AFF_HIDE))
drexx.c:        SET_BIT(ch->act, AFF_HIDE);
drexx.c:        REMOVE_BIT(ch->act, AFF_HIDE);
drexx.c:  	if (ch->pcdata->powers[ELEMENTAL_FIRE] < 5 )
drexx.c:  	if (ch->pcdata->powers[ELEMENTAL_AIR] < 5 )
drexx.c:  	if (ch->pcdata->powers[ELEMENTAL_WATER] < 5 )
drexx.c:  	if (ch->pcdata->powers[ELEMENTAL_EARTH] < 5 )
drexx.c:    	if (IS_SET(ch->affected_by, AFF_POLYMORPH))
drexx.c:    	if (ch->mana < 10000)
drexx.c:    	ch->pcdata->powers[ELEM_FORMS]=FIRE_FORM;
drexx.c:    	SET_BIT(ch->affected_by, AFF_POLYMORPH);
drexx.c:    	ch->hitroll += 400;
drexx.c:    	ch->damroll += 400;
drexx.c:    	ch->armor   -= 200;
drexx.c:    	ch->mana    -= 10000;
drexx.c:    	xprintf(buf, "%s The #RF#Yi#Rr#Ye#n Elemental", ch->name);
drexx.c:    	free_string(ch->morph);
drexx.c:    	ch->morph = str_dup(buf);
drexx.c:    	if (IS_SET(ch->affected_by, AFF_POLYMORPH))
drexx.c:    	if (ch->mana < 1000)
drexx.c:    	ch->pcdata->powers[ELEM_FORMS]=WATER_FORM;
drexx.c:    	SET_BIT(ch->affected_by, AFF_POLYMORPH);
drexx.c:    	ch->hitroll += 300;
drexx.c:    	ch->damroll += 300;
drexx.c:    	ch->mana    -= 10000;
drexx.c:    	xprintf(buf, "%s The #lWater#n Elemental", ch->name);
drexx.c:    	free_string(ch->morph);
drexx.c:    	ch->morph = str_dup(buf);
drexx.c:    	if (IS_SET(ch->affected_by, AFF_POLYMORPH))
drexx.c:    	if (ch->mana < 10000)
drexx.c:    	ch->pcdata->powers[ELEM_FORMS]=AIR_FORM;
drexx.c:    	SET_BIT(ch->affected_by, AFF_POLYMORPH);
drexx.c:    	ch->hitroll += 200;
drexx.c:    	ch->damroll += 200;
drexx.c:    	ch->armor   -= 200;
drexx.c:    	ch->mana    -= 10000;
drexx.c:    	xprintf(buf, "%s The #7Air#n Elemental", ch->name);
drexx.c:    	free_string(ch->morph);
drexx.c:    	ch->morph = str_dup(buf);
drexx.c:    	if (IS_SET(ch->affected_by, AFF_POLYMORPH))
drexx.c:    	if (ch->mana < 10000)
drexx.c:    	ch->pcdata->powers[ELEM_FORMS]=EARTH_FORM;
drexx.c:    	SET_BIT(ch->affected_by, AFF_POLYMORPH);
drexx.c:    	ch->hitroll += 500;
drexx.c:   	ch->damroll += 500;
drexx.c:    	ch->armor   -= 500;
drexx.c:    	ch->mana    -= 10000;
drexx.c:    	xprintf(buf, "%s The #GE#garth#n Elemental", ch->name);
drexx.c:    	free_string(ch->morph);
drexx.c:    	ch->morph = str_dup(buf);
drexx.c:    	if (!IS_SET(ch->affected_by, AFF_POLYMORPH))
drexx.c:    	if (IS_SET(ch->pcdata->powers[ELEM_FORMS], FIRE_FORM))
drexx.c:      	ch->hitroll -= 400;
drexx.c:      	ch->damroll -= 400;
drexx.c:      	ch->armor   += 200;
drexx.c:    	else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], AIR_FORM))
drexx.c:      	ch->hitroll -= 200;
drexx.c:      	ch->damroll -= 200;
drexx.c:      	ch->armor   += 200;
drexx.c:    	else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], WATER_FORM))
drexx.c:      	ch->hitroll -= 300;
drexx.c:      	ch->damroll -= 300;
drexx.c:    	else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], EARTH_FORM))
drexx.c:      	ch->hitroll -= 500;
drexx.c:      	ch->damroll -= 500;
drexx.c:      	ch->armor   += 500;
drexx.c:        ch->pcdata->powers[ELEM_FORMS]=0;
drexx.c:     	REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
drexx.c:        free_string(ch->morph);
drexx.c:        ch->morph=str_dup("");
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:       // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:       // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:       // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:       // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:       // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:        // obj->questowner = str_dup(ch->pcdata->switchname);
drexx.c:    in_room = ch->in_room;
drexx.c:    if ( ch->in_room > get_room_index(3006) )
drexx.c:    in_room = ch->in_room;
drexx.c:    if ( ch->in_room < get_room_index(3006) )
drexx.c:   /* if (obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->pcdata->switchname, obj->questowner))
drexx.c:        ch->bones += sprice;
drexx.c:        xprintf(buf, "Griswold says '#YNo problem %s, come back any time#n'.\n\r", ch->pcdata->switchname);
drexx.c:        ch->bones += sprice;
drexx.c:        xprintf(buf, "Griswold says '#YNo problem %s, come back any time#n'.\n\r", ch->pcdata->switchname);
drexx.c:        ch->bones += sprice;
drexx.c:        xprintf(buf, "Griswold says '#YNo problem %s, come back any time#n'.\n\r", ch->pcdata->switchname);
drexx.c:        ch->bones += sprice;
drexx.c:        xprintf(buf, "Griswold says '#YNo problem %s, come back any time#n'.\n\r", ch->pcdata->switchname);
drexx.c:        ch->bones += sprice;
drexx.c:        xprintf(buf, "Griswold says '#YNo problem %s, come back any time#n'.\n\r", ch->pcdata->switchname);
drexx.c:    in_room = ch->in_room;
drexx.c:    if ( ch->in_room > get_room_index(3007) )
drexx.c:    in_room = ch->in_room;
drexx.c:    if ( ch->in_room < get_room_index(3007) )
drexx.c:    if ( ch->bones < 1000 )
drexx.c:    ch->bones -= sprice;
drexx.c:    in_room = ch->in_room;
drexx.c:    if ( ch->in_room > get_room_index(20) )
drexx.c:    in_room = ch->in_room;
drexx.c:    if ( ch->in_room < get_room_index(20) )
drexx.c:    ch->bones += sprice;
drexx.c:    if (ch->in_room != NULL)
drexx.c:        if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
drexx.c:    xprintf(buf, "#P%s #0has been left for dead by #C%s#n.",victim->pcdata->switchname,ch->pcdata->switchname);
drexx.c:    log_string(LOG_GAME, "%s shown mercy by %s at %d.",victim->pcdata->switchname,ch->pcdata->switchname);
drexx.c:    if (ch->fight_timer > 10)
drexx.c:        ch->fight_timer = 10;
drexx.c:    xprintf(buf, "Your life is spared by the mercy of %s!\n\r", ch->pcdata->switchname);
drexx.c:    if ( ch->hit < ch->max_hit ) ch->hit = ch->max_hit;
drexx.c:    if ( ch->mana < ch->max_mana ) ch->mana = ch->max_mana;
drexx.c:    if ( ch->move < ch->max_move ) ch->move = ch->max_move;
drexx.c:    ch->fighting = NULL;
drone.c:    if (ch->pcdata->powers[DRONE_DISTORTED_REALITY] < 1
drone.c:            || ch->pcdata->powers[DRONE_MINDCONTROL] < 1)
drone.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD))
drone.c:    if (ch->mana < 2000)
drone.c:    ch->mana -= 2000;
drone.c:    if (ch->pcdata->powers[DRONE_ALTERNATE_REALITY] < 3
drone.c:            || ch->pcdata->powers[DRONE_WILLPOWER] < 1)
drone.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD))
drone.c:    if (ch->move < 1000)
drone.c:    if ((victim = ch->fighting) == NULL)
drone.c:    ch->move -= 1000;
drone.c:    if (ch->pcdata->powers[DRONE_HORRID_REALITY] < 3
drone.c:            || ch->pcdata->powers[DRONE_ALTERNATE_REALITY] < 3
drone.c:            || ch->pcdata->powers[DRONE_DISTORTED_REALITY] < 3)
drone.c:    if (ch->pcdata->powers[DRONE_NIGHTMARE] == 1)
drone.c:        ch->hitroll -= 250;
drone.c:        ch->damroll -= 250;
drone.c:        ch->pcdata->powers[DRONE_NIGHTMARE] = 0;
drone.c:        ch->hitroll += 250;
drone.c:        ch->damroll += 250;
drone.c:        ch->pcdata->powers[DRONE_NIGHTMARE] = 1;
drone.c:    if (ch->pcdata->powers[DRONE_HORRID_REALITY] < 3)
drone.c:    if (ch->mana < 2000)
drone.c:        if (ch->fighting != NULL)
drone.c:            victim = ch->fighting;
drone.c:    ch->mana -= 2000;
drone.c:    if (ch->pcdata->powers[DRONE_DISTORTED_REALITY] < 3)
drone.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_DRONE_DISTORT))
drone.c:    if (ch->mana < 3000)
drone.c:    ch->mana -= 3000;
drone.c:    SET_BIT(ch->pcdata->jflags, JFLAG_DRONE_DISTORT);
drone.c:    if (ch->pcdata->powers[DRONE_PSIONICS] < 2)
drone.c:        free_string(ch->poweraction);
drone.c:        ch->poweraction = str_dup(argument);
drone.c:        ch->pcdata->powers[DRONE_EYE] = DRONE_EYE_CUSTOM;
drone.c:        ch->pcdata->powers[DRONE_EYE] = DRONE_EYE_LEVEL;
drone.c:        ch->pcdata->powers[DRONE_EYE] = DRONE_EYE_READAURA;
drone.c:        ch->pcdata->powers[DRONE_EYE] = DRONE_EYE_OFF;
drone.c:    if (ch->pcdata->powers[DRONE_PSIONICS] < 1)
drone.c:        if (ch->fighting != NULL)
drone.c:            victim = ch->fighting;
drone.c:    if (ch->pcdata->powers[DRONE_ALTERNATE_REALITY] < 3)
drone.c:    if ((victim = ch->fighting) == NULL)
drone.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD))
drone.c:    if (ch->mana < 5000)
drone.c:    for (gch = ch->in_room->people; gch; gch = gch->next)
drone.c:        if (gch->fighting == ch)
drone.c:            gch->fighting = NULL;
drone.c:            gch->position = POS_STANDING;
drone.c:    ch->mana -= 5000;
drone.c:    SET_BIT(ch->pcdata->jflags, JFLAG_DRONEWORLD);
drone.c:    if (ch->pcdata->powers[DRONE_PSIONICS] < 3)
drone.c:        if (ch->fighting != NULL)
drone.c:            victim = ch->fighting;
drone.c:    if (ch->fighting && ch->fighting != victim)
drone.c:    if (ch->mana < 500)
drone.c:    ch->mana -= 500;
drone.c:    if (ch->practice < 150)
drone.c:    obj->questowner = str_dup(ch->pcdata->switchname);
drone.c:    obj->ownerid = ch->pcdata->playerid;
drone.c:    ch->practice -= 150;
drone.c:            if (ch->pcdata->powers[DRONE_HORRID_REALITY] > i) strcat(buf, "#0*");
drone.c:            if (ch->pcdata->powers[DRONE_DISTORTED_REALITY] > i) strcat(buf, "#0*");
drone.c:            if (ch->pcdata->powers[DRONE_ALTERNATE_REALITY] > i) strcat(buf, "#0*");
drone.c:            if (ch->pcdata->powers[DRONE_WILLPOWER] > i) strcat(buf, "#0*");
drone.c:            if (ch->pcdata->powers[DRONE_MINDCONTROL] > i) strcat(buf, "#0*");
drone.c:            if (ch->pcdata->powers[DRONE_PSIONICS] > i) strcat(buf, "#0*");
drone.c:            if (ch->pcdata->powers[DRONE_EVASION] > i) strcat(buf, "#0*");
drone.c:            if (ch->pcdata->powers[DRONE_FORTITUDE] > i) strcat(buf, "#0*");
drone.c:            if (ch->pcdata->powers[DRONE_FOCUS] > i) strcat(buf, "#0*");
drone.c:            if (ch->pcdata->powers[DRONE_HORRID_REALITY] >= 3)
drone.c:            if (ch->exp < cost * (ch->pcdata->powers[DRONE_HORRID_REALITY] + 1))
drone.c:                xprintf(buf, "You need %d more exp to buy this power.\n\r", cost * (ch->pcdata->powers[DRONE_HORRID_REALITY] + 1) - ch->exp);
drone.c:            ch->pcdata->powers[DRONE_HORRID_REALITY]++;
drone.c:            ch->exp -= cost * ch->pcdata->powers[DRONE_HORRID_REALITY];
drone.c:            if (ch->pcdata->powers[DRONE_DISTORTED_REALITY] >= 3)
drone.c:            if (ch->exp < cost * (ch->pcdata->powers[DRONE_DISTORTED_REALITY] + 1))
drone.c:                xprintf(buf, "You need %d more exp to buy this power.\n\r", cost * (ch->pcdata->powers[DRONE_DISTORTED_REALITY] + 1) - ch->exp);
drone.c:            ch->pcdata->powers[DRONE_DISTORTED_REALITY]++;
drone.c:            ch->exp -= cost * ch->pcdata->powers[DRONE_DISTORTED_REALITY];
drone.c:            if (ch->pcdata->powers[DRONE_ALTERNATE_REALITY] >= 3)
drone.c:            if (ch->exp < cost * (ch->pcdata->powers[DRONE_ALTERNATE_REALITY] + 1))
drone.c:                xprintf(buf, "You need %d more exp to buy this power.\n\r", cost * (ch->pcdata->powers[DRONE_ALTERNATE_REALITY] + 1) - ch->exp);
drone.c:            ch->pcdata->powers[DRONE_ALTERNATE_REALITY]++;
drone.c:            ch->exp -= cost * ch->pcdata->powers[DRONE_ALTERNATE_REALITY];
drone.c:            if (ch->pcdata->powers[DRONE_WILLPOWER] >= 3)
drone.c:            if (ch->exp < cost * (ch->pcdata->powers[DRONE_WILLPOWER] + 1))
drone.c:                xprintf(buf, "You need %d more exp to buy this power.\n\r", cost * (ch->pcdata->powers[DRONE_WILLPOWER] + 1) - ch->exp);
drone.c:            ch->pcdata->powers[DRONE_WILLPOWER]++;
drone.c:            ch->exp -= cost * ch->pcdata->powers[DRONE_WILLPOWER];
drone.c:            if (ch->pcdata->powers[DRONE_MINDCONTROL] >= 3)
drone.c:            if (ch->exp < cost * (ch->pcdata->powers[DRONE_MINDCONTROL] + 1))
drone.c:                xprintf(buf, "You need %d more exp to buy this power.\n\r", cost * (ch->pcdata->powers[DRONE_MINDCONTROL] + 1) - ch->exp);
drone.c:            ch->pcdata->powers[DRONE_MINDCONTROL]++;
drone.c:            ch->exp -= cost * ch->pcdata->powers[DRONE_MINDCONTROL];
drone.c:            if (ch->pcdata->powers[DRONE_PSIONICS] >= 3)
drone.c:            if (ch->exp < cost * (ch->pcdata->powers[DRONE_PSIONICS] + 1))
drone.c:                xprintf(buf, "You need %d more exp to buy this power.\n\r", cost * (ch->pcdata->powers[DRONE_PSIONICS] + 1) - ch->exp);
drone.c:            ch->pcdata->powers[DRONE_PSIONICS]++;
drone.c:            ch->exp -= cost * ch->pcdata->powers[DRONE_PSIONICS];
drone.c:            if (ch->pcdata->powers[DRONE_EVASION] >= 3)
drone.c:            if (ch->exp < cost * (ch->pcdata->powers[DRONE_EVASION] + 1))
drone.c:                xprintf(buf, "You need %d more exp to buy this power.\n\r", cost * (ch->pcdata->powers[DRONE_EVASION] + 1) - ch->exp);
drone.c:            ch->pcdata->powers[DRONE_EVASION]++;
drone.c:            ch->exp -= cost * ch->pcdata->powers[DRONE_EVASION];
drone.c:            if (ch->pcdata->powers[DRONE_FORTITUDE] >= 3)
drone.c:            if (ch->exp < cost * (ch->pcdata->powers[DRONE_FORTITUDE] + 1))
drone.c:                xprintf(buf, "You need %d more exp to buy this power.\n\r", cost * (ch->pcdata->powers[DRONE_FORTITUDE] + 1) - ch->exp);
drone.c:            ch->pcdata->powers[DRONE_FORTITUDE]++;
drone.c:            ch->exp -= cost * ch->pcdata->powers[DRONE_FORTITUDE];
drone.c:            if (ch->pcdata->powers[DRONE_FOCUS] >= 3)
drone.c:            if (ch->exp < cost * (ch->pcdata->powers[DRONE_FOCUS] + 1))
drone.c:                xprintf(buf, "You need %d more exp to buy this power.\n\r", cost * (ch->pcdata->powers[DRONE_FOCUS] + 1) - ch->exp);
drone.c:            ch->pcdata->powers[DRONE_FOCUS]++;
drone.c:            ch->exp -= cost * ch->pcdata->powers[DRONE_FOCUS];
drone.c:    if (ch->pcdata->powers[DRONE_WILLPOWER] < 3)
drone.c:    if (IS_SET(ch->newbits2, NEW2_MENTALBLOCK))
drone.c:        REMOVE_BIT(ch->newbits2, NEW2_MENTALBLOCK);
drone.c:    SET_BIT(ch->newbits2, NEW2_MENTALBLOCK);
drow.c:    for (gch = char_list; gch != NULL; gch = gch->next)
drow.c:                capitalize(gch->name), gch->hit, gch->mana, gch->move,
drow.c:                gch->generation);
drow.c:                IS_SET(victim->special, SPC_DROW_CLE)) && ch->level < 6
drow.c:                && ch->generation > 2)
drow.c:    if (ch->pcdata->stats[DROW_POWER] < cost)
drow.c:    ch->pcdata->stats[DROW_POWER] -= cost;
drow.c:    if (!IS_CLASS(ch, CLASS_DROW) || (!IS_SET(ch->special,
drow.c:                                      && ch->generation > 2))
drow.c:        if ((victim = ch->fighting) == NULL)
drow.c:    if (ch->mana < 750)
drow.c:    level = ch->spl[spelltype] / 3;
drow.c:    ch->mana = ch->mana - 750;
drow.c:    if (ch->practice < 100)
drow.c:    ch->practice -= 100;
drow.c:    obj->questowner = str_dup(ch->pcdata->switchname);
drow.c:    obj->ownerid = ch->pcdata->playerid;
drow.c:            !IS_SET(ch->pcdata->powers[1], DPOWER_DROWFIRE))
drow.c:    if (ch->mana < 4000)
drow.c:    level = ch->spl[spelltype] * 9.5;
drow.c:    ch->mana -= 4000;
drow.c:    if (!IS_SET(ch->special, SPC_DROW_CLE))
drow.c:        if (ch->generation > 2)
drow.c:    if (ch->mana < 750)
drow.c:    ch->mana = ch->mana - 750;
drow.c:    ch->hit = ch->hit + ch->spl[BLUE_MAGIC] * 5;
drow.c:    if (IS_SET(ch->special, SPC_DROW_CLE))
drow.c:        ch->hit = ch->hit + ch->spl[BLUE_MAGIC] * 3;
drow.c:    if (ch->hit > ch->max_hit)
drow.c:        ch->hit = ch->max_hit;
drow.c:    if (!IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SHADOWWALK)
drow.c://  if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
drow.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
drow.c:    if (ch->move < 250)
drow.c:    ch->move -= 250;
drow.c:    if (!IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE))
drow.c:    if (IS_SET(ch->newbits, NEW_DROWHATE))
drow.c:        REMOVE_BIT(ch->newbits, NEW_DROWHATE);
drow.c:        SET_BIT(ch->newbits, NEW_DROWHATE);
drow.c:            || !IS_SET(ch->pcdata->powers[1], DPOWER_DARKTENDRILS))
drow.c:    if (IS_SET(ch->newbits, NEW_DARKTENDRILS))
drow.c:        REMOVE_BIT(ch->newbits, NEW_DARKTENDRILS);
drow.c:        SET_BIT(ch->newbits, NEW_DARKTENDRILS);
drow.c:            || !IS_SET(ch->pcdata->powers[1], DPOWER_FIGHTDANCE))
drow.c:    if (IS_SET(ch->newbits, NEW_FIGHTDANCE))
drow.c:        REMOVE_BIT(ch->newbits, NEW_FIGHTDANCE);
drow.c:        SET_BIT(ch->newbits, NEW_FIGHTDANCE);
drow.c:            || !IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM))
drow.c:    if (IS_SET(ch->newbits, NEW_DFORM))
drow.c:        free_string(ch->morph);
drow.c:        ch->morph = str_dup("");
drow.c:        ch->hitroll -= 400;
drow.c:        ch->damroll -= 400;
drow.c:        ch->armor += 1000;
drow.c:        REMOVE_BIT(ch->newbits, NEW_DFORM);
drow.c:        REMOVE_BIT(ch->newbits, THIRD_HAND);
drow.c:        REMOVE_BIT(ch->newbits, FOURTH_HAND);
drow.c:    else if (!IS_SET(ch->newbits, NEW_DFORM))
drow.c:        xprintf(buf, "%s the giant mylochar", ch->name);
drow.c:        free_string(ch->morph);
drow.c:        ch->morph = str_dup(buf);
drow.c:        ch->hitroll += 400;
drow.c:        ch->damroll += 400;
drow.c:        ch->armor -= 1000;
drow.c:        SET_BIT(ch->newbits, NEW_DFORM);
drow.c:        SET_BIT(ch->newbits, THIRD_HAND);
drow.c:        SET_BIT(ch->newbits, FOURTH_HAND);
drow.c:            || !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSIGHT))
drow.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
drow.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
drow.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
drow.c:            || !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD))
drow.c:        SET_BIT(ch->immune, IMM_SHIELDED);
drow.c:    REMOVE_BIT(ch->immune, IMM_SHIELDED);
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_SPEED))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_TOUGHSKIN))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWFIRE))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSIGHT))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_SHADOWWALK))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_ARMS))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_GLAMOUR))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_DARKTENDRILS))
drow.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_FIGHTDANCE))
drow.c:    if (IS_SET(ch->special, SPC_DROW_WAR))
drow.c:    if (IS_SET(ch->special, SPC_DROW_MAG))
drow.c:    if (IS_SET(ch->special, SPC_DROW_CLE))
drow.c:            ch->pcdata->stats[DROW_POWER]);
drow.c:            ch->pcdata->stats[DROW_MAGIC]);
drow.c:            || (!IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS)
drow.c:    if (ch->fight_timer > 0)
drow.c:    if (IS_SET(ch->newbits, NEW_DARKNESS))
drow.c:        REMOVE_BIT(ch->newbits, NEW_DARKNESS);
drow.c:        if (ch->in_room != NULL)
drow.c:                    (ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
drow.c:                REMOVE_BIT(ch->in_room->room_flags,
drow.c:    if (ch->mana < 1000)
drow.c:    ch->mana -= 1000;
drow.c:    if (IS_SET(ch->extra, TIED_UP))
drow.c:        REMOVE_BIT(ch->extra, TIED_UP);
drow.c:        REMOVE_BIT(ch->affected_by, AFF_WEBBED);
drow.c:    SET_BIT(ch->newbits, NEW_DARKNESS);
drow.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
drow.c:        SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
drow.c:            && !IS_SET(ch->pcdata->powers[1], DPOWER_GLAMOUR))
drow.c:    if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 10)
drow.c:        obj->questmaker = str_dup(ch->name);
drow.c:        obj->questmaker = str_dup(ch->name);
drow.c:            || !IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE))
drow.c:    if ((victim = ch->fighting) == NULL)
drow.c:    if (ch->move < 75)
drow.c:    ch->move -= 75;
drow.c:            && !IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER))
drow.c:    if (ch->mana < 1150)
drow.c:    level = ch->spl[PURPLE_MAGIC];
drow.c:    ch->mana -= 1150;
drow.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
drow.c:        vch_next = vch->next_in_room;
drow.c:        if (vch->trust > 6)
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_FIRE] < 5 )
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_AIR] < 5 )
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_WATER] < 5 )
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_EARTH] < 5 )
elemental.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
elemental.c:        if (ch->mana < 10000)
elemental.c:	if (ch->currentform != FIRE_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
elemental.c:        ch->pcdata->powers[ELEM_FORMS]=FIRE_FORM;
elemental.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
elemental.c:        ch->currentform = FIRE_FORM;
elemental.c:        ch->hitroll += 400;
elemental.c:        ch->damroll += 400;
elemental.c:        ch->armor   -= 200;
elemental.c:        ch->mana    -= 10000;
elemental.c:        sprintf(buf, "%s The #RF#Yi#Rr#Ye#n Elemental", ch->name);
elemental.c:        free_string(ch->morph);
elemental.c:        ch->morph = str_dup(buf);
elemental.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
elemental.c:        if (ch->mana < 1000)
elemental.c:	if (ch->currentform != WATER_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
elemental.c:        ch->pcdata->powers[ELEM_FORMS]=WATER_FORM;
elemental.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
elemental.c:        ch->currentform = WATER_FORM;
elemental.c:        ch->hitroll += 300;
elemental.c:        ch->damroll += 300;
elemental.c:        ch->mana    -= 10000;
elemental.c:        sprintf(buf, "%s The #lWater#n Elemental", ch->name);
elemental.c:        free_string(ch->morph);
elemental.c:        ch->morph = str_dup(buf);
elemental.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
elemental.c:        if (ch->mana < 10000)
elemental.c:	if (ch->currentform != AIR_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
elemental.c:        ch->pcdata->powers[ELEM_FORMS]=AIR_FORM;
elemental.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
elemental.c:        ch->currentform = AIR_FORM;
elemental.c:        ch->hitroll += 200;
elemental.c:        ch->damroll += 200;
elemental.c:        ch->armor   -= 200;
elemental.c:        ch->mana    -= 10000;
elemental.c:        sprintf(buf, "%s The #7Air#n Elemental", ch->name);
elemental.c:        free_string(ch->morph);
elemental.c:        ch->morph = str_dup(buf);
elemental.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
elemental.c:        if (ch->mana < 10000)
elemental.c:	if (ch->currentform != EARTH_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
elemental.c:        ch->pcdata->powers[ELEM_FORMS]=EARTH_FORM;
elemental.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
elemental.c:        ch->currentform = EARTH_FORM;
elemental.c:        ch->hitroll += 500;
elemental.c:        ch->damroll += 500;
elemental.c:        ch->armor   -= 500;
elemental.c:        ch->mana    -= 10000;
elemental.c:        sprintf(buf, "%s The #GE#garth#n Elemental", ch->name);
elemental.c:        free_string(ch->morph);
elemental.c:        ch->morph = str_dup(buf);
elemental.c:        if (!IS_SET(ch->affected_by, AFF_POLYMORPH))
elemental.c:        if (IS_SET(ch->pcdata->powers[ELEM_FORMS], FIRE_FORM))
elemental.c:            ch->hitroll -= 400;
elemental.c:            ch->damroll -= 400;
elemental.c:            ch->armor   += 200;
elemental.c:        else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], AIR_FORM))
elemental.c:            ch->hitroll -= 200;
elemental.c:            ch->damroll -= 200;
elemental.c:            ch->armor   += 200;
elemental.c:        else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], WATER_FORM))
elemental.c:            ch->hitroll -= 300;
elemental.c:            ch->damroll -= 300;
elemental.c:        else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], EARTH_FORM))
elemental.c:            ch->hitroll -= 500;
elemental.c:            ch->damroll -= 500;
elemental.c:            ch->armor   += 500;
elemental.c:        ch->pcdata->powers[ELEM_FORMS]=0;
elemental.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
elemental.c:        ch->currentform = 0;
elemental.c:        free_string(ch->morph);
elemental.c:        ch->morph=str_dup("");
elemental.c:    if (!IS_SET(ch->newbits, NEW_SKIN))
elemental.c:        ch->armor -= 100 ;
elemental.c:        SET_BIT(ch->newbits, NEW_SKIN);
elemental.c:    else if (IS_SET(ch->newbits, NEW_SKIN))
elemental.c:        ch->armor += 100;
elemental.c:        REMOVE_BIT(ch->newbits,NEW_SKIN);
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_FIRE] < 5)
elemental.c:    if (IS_SET(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME))
elemental.c:        REMOVE_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME);
elemental.c:    SET_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME);
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_FIRE] < 3 )
elemental.c:        if (ch->fighting == NULL)
elemental.c:        else victim = ch->fighting;
elemental.c:    int red_magic = ch->spl[RED_MAGIC];
elemental.c:    int blue_magic = ch->spl[BLUE_MAGIC];
elemental.c:    int green_magic = ch->spl[GREEN_MAGIC];
elemental.c:    int purple_magic = ch->spl[PURPLE_MAGIC];
elemental.c:    int yellow_magic = ch->spl[YELLOW_MAGIC];
elemental.c://  int fire = ch->pcdata->powers[ELEMENTAL_FIRE];
elemental.c://  int water = ch->pcdata->powers[ELEMENTAL_WATER];
elemental.c://  int air = ch->pcdata->powers[ELEMENTAL_AIR];
elemental.c://  int earth = ch->pcdata->powers[ELEMENTAL_EARTH];
elemental.c:    int magic_power = ch->spl[RED_MAGIC] + ch->spl[BLUE_MAGIC] + ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] + ch->spl[YELLOW_MAGIC];
elemental.c://    int elem_power = ch->pcdata->powers[ELEMENTAL_EARTH] + ch->pcdata->powers[ELEMENTAL_FIRRE]
elemental.c:    /*      if (ch->pcdata->powers[POWER_TICK] > 0)
elemental.c://    if (arg2[0] == '\0' && ch->fighting != NULL) victim = ch->fighting;
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_FIRE] < 3)
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_EARTH] < 3)
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_AIR] < 3)
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_WATER] < 3)
elemental.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
elemental.c:    if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE);
elemental.c:        if (ch->fighting == NULL) set_fighting(ch, victim, TRUE);
elemental.c://      ch->pcdata->powers[POWER_TICK] = 2;
elemental.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
elemental.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
elemental.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
elemental.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
elemental.c://    ch->pcdata->powers[POWER_TICK] = 2;
elemental.c:    if (ch->move < 600)
elemental.c:    if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
elemental.c:    if (victim->in_room->vnum == ch->in_room->vnum)
elemental.c:    ch->move -= 600;
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_AIR] < 3)
elemental.c:    if (IS_SET(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD))
elemental.c:        REMOVE_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD);
elemental.c:        SET_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD);
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_WATER] < 3 )
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_WATER] < 5)
elemental.c:    if (ch->move < 1000)
elemental.c:    if (ch->fight_timer >0)
elemental.c:    if (!IS_SET(ch->pcdata->powers[ELEM_FORMS], WATER_FORM))
elemental.c:    if ( IS_SET(ch->act, AFF_HIDE) )
elemental.c:        REMOVE_BIT(ch->act, AFF_HIDE);
elemental.c:        ch->move -= 1000;
elemental.c:        SET_BIT(ch->act, AFF_HIDE);
fae.c:    if (ch->power[DISC_FAE_ARCANE] < 1 && IS_CLASS(ch, CLASS_FAE))
fae.c:    ch->loc_hp[0] = 0;
fae.c:    ch->loc_hp[1] = 0;
fae.c:    ch->loc_hp[2] = 0;
fae.c:    ch->loc_hp[3] = 0;
fae.c:    ch->loc_hp[4] = 0;
fae.c:    ch->loc_hp[5] = 0;
fae.c:    ch->loc_hp[6] = 0;
fae.c:        ch->pcdata->powers[FAE_PLASMA_TICK] = 0;
fae.c:        ch->pcdata->powers[FAE_WILL_TICK] = 0;
fae.c:        ch->pcdata->powers[FAE_ENERGY_TICK] = 0;
fae.c:        ch->pcdata->powers[FAE_MATTER_TICK] = 0;
fae.c:        ch->pcdata->powers[FAE_PLASMA_GROWTH] = 0;
fae.c:        ch->pcdata->powers[FAE_WILL_GROWTH] = 0;
fae.c:        ch->pcdata->powers[FAE_ENERGY_GROWTH] = 0;
fae.c:        ch->pcdata->powers[FAE_MATTER_GROWTH] = 0;
fae.c:        ch->pcdata->powers[FAE_SHIELD] = 0;
fae.c:    if (ch->power[DISC_FAE_NATURE] < 10)
fae.c:    if (IS_SET(ch->newbits, NEW_CUBEFORM))
fae.c:        REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
fae.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
fae.c:        if (IS_SET(ch->affected_by, AFF_PASS_DOOR))
fae.c:            REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
fae.c:        ch->damroll -= 350;
fae.c:        ch->hitroll -= 350;
fae.c:        free_string(ch->morph);
fae.c:        ch->morph = str_dup("");
fae.c:    if (ch->move < 2000 || ch->mana < 2000)
fae.c:        if (!IS_SET(ch->affected_by, AFF_PASS_DOOR))
fae.c:            SET_BIT(ch->affected_by, AFF_PASS_DOOR);
fae.c:        SET_BIT(ch->newbits, NEW_CUBEFORM);
fae.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
fae.c:                ch->name);
fae.c:        free_string(ch->morph);
fae.c:        ch->morph = str_dup(buf);
fae.c:        ch->move -= 2000;
fae.c:        ch->mana -= 2000;
fae.c:        ch->damroll += 350;
fae.c:        ch->hitroll += 350;
fae.c:        if (atoi(arg2) > ch->pcdata->powers[FAE_MATTER])
fae.c:        ch->pcdata->powers[FAE_MATTER_GROWTH] = atoi(arg2);
fae.c:        if (ch->pcdata->powers[FAE_MATTER_TICK] == 0)
fae.c:            ch->pcdata->powers[FAE_MATTER_TICK] = atoi(arg2);
fae.c:        if (atoi(arg2) > ch->pcdata->powers[FAE_WILL])
fae.c:        ch->pcdata->powers[FAE_WILL_GROWTH] = atoi(arg2);
fae.c:        if (ch->pcdata->powers[FAE_WILL_TICK] == 0)
fae.c:            ch->pcdata->powers[FAE_WILL_TICK] = atoi(arg2);
fae.c:        if (atoi(arg2) > ch->pcdata->powers[FAE_PLASMA])
fae.c:        ch->pcdata->powers[FAE_PLASMA_GROWTH] = atoi(arg2);
fae.c:        if (ch->pcdata->powers[FAE_PLASMA_TICK] == 0)
fae.c:            ch->pcdata->powers[FAE_PLASMA_TICK] = atoi(arg2);
fae.c:        if (atoi(arg2) > ch->pcdata->powers[FAE_ENERGY])
fae.c:        ch->pcdata->powers[FAE_ENERGY_GROWTH] = atoi(arg2);
fae.c:        if (ch->pcdata->powers[FAE_ENERGY_TICK] == 0)
fae.c:            ch->pcdata->powers[FAE_ENERGY_TICK] = atoi(arg2);
fae.c:        if (ch->pcdata->powers[FAE_MATTER_TICK] == 0)
fae.c:        if (ch->pcdata->powers[FAE_SHIELD] > 0)
fae.c:        ch->pcdata->powers[FAE_SHIELD] = ch->pcdata->powers[FAE_MATTER_TICK] * 7;   // turns on the shield.
fae.c:        ch->pcdata->powers[FAE_MATTER_TICK] = 0;
fae.c:        ch->pcdata->powers[FAE_MATTER_GROWTH] = 0;
fae.c:    if (arg2[0] == '\0' && ch->fighting != NULL)
fae.c:        victim = ch->fighting;
fae.c:        if (ch->pcdata->powers[FAE_ENERGY_TICK] == 0)
fae.c:        ch->pcdata->powers[FAE_ENERGY_GROWTH] = 0;
fae.c:        ch->pcdata->powers[FAE_ENERGY_TICK] = 0;
fae.c:        if (ch->pcdata->powers[FAE_PLASMA_TICK] == 0)
fae.c:        for (i = 0; i < ch->pcdata->powers[FAE_PLASMA_TICK]; i++)
fae.c:        ch->pcdata->powers[FAE_PLASMA_GROWTH] = 0;
fae.c:        ch->pcdata->powers[FAE_PLASMA_TICK] = 0;
fae.c:        if (ch->pcdata->powers[FAE_WILL_TICK] == 0)
fae.c:        for (i = 0; i < ch->pcdata->powers[FAE_WILL_TICK]; i += 2)
fae.c:        ch->pcdata->powers[FAE_WILL_GROWTH] = 0;
fae.c:        ch->pcdata->powers[FAE_WILL_TICK] = 0;
fae.c:    if (ch->bones < cost)
fae.c:    obj->questowner = str_dup(ch->pcdata->switchname);
fae.c:    obj->ownerid = ch->pcdata->playerid;
fae.c:    ch->bones -= cost;
fae.c:                ch->pcdata->powers[FAE_PLASMA],
fae.c:                ch->pcdata->powers[FAE_MATTER],
fae.c:                ch->pcdata->powers[FAE_ENERGY],
fae.c:                ch->pcdata->powers[FAE_WILL]);
fae.c:    if (ch->pcdata->powers[new_power] > 7)
fae.c:    if (ch->wpn[WPN_GUN] < (ch->pcdata->powers[new_power] + 1) * 100)
fae.c:    cost = cost * (ch->pcdata->powers[new_power] +
fae.c:                   1) * (ch->pcdata->powers[new_power] + 1);
fae.c:    if (ch->exp < cost)
fae.c:                cost - ch->exp);
fae.c:    ch->exp -= cost;
fae.c:    ch->pcdata->powers[new_power]++;
fae.c:    if (ch->pcdata->powers[FAE_WILL] < 8)
fae.c:    if (IS_SET(ch->affected_by, AFF_FLYING))
fae.c:        REMOVE_BIT(ch->affected_by, AFF_FLYING);
fae.c:        SET_BIT(ch->affected_by, AFF_FLYING);
fae.c:    if (ch->pcdata->powers[FAE_MATTER] < 8)
fae.c:        REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
fae.c:        SET_BIT(ch->affected_by, AFF_SANCTUARY);
fae.c:    if (ch->pcdata->powers[FAE_ENERGY] < 8)
fae.c:    if (IS_SET(ch->itemaffect, ITEMA_CHAOSSHIELD))
fae.c:            REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
fae.c:            REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
fae.c:            REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
fae.c:            REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
fae.c:            REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
fae.c:        REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSHANDS);
fae.c:            SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
fae.c:            SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
fae.c:            SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
fae.c:            SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
fae.c:            SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
fae.c:        SET_BIT(ch->itemaffect, ITEMA_CHAOSHANDS);
fae.c:    if (ch->pcdata->powers[FAE_PLASMA] < 8)
fae.c:        if (IS_SET(ch->affected_by, AFF_PROTECT))
fae.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT);
fae.c:        if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD))
fae.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
fae.c:            SET_BIT(ch->affected_by, AFF_PROTECT);
fae.c:            SET_BIT(ch->affected_by, AFF_PROTECT_GOOD);
fae.c:        dam *= 1 + ch->pcdata->powers[FAE_PLASMA] / 4;
fae.c:        dam *= ch->pcdata->powers[FAE_PLASMA_TICK] / 1.3;
fae.c:        dam *= 1 + ch->pcdata->powers[FAE_ENERGY] / 2;
fae.c:        dam *= ch->pcdata->powers[FAE_ENERGY_TICK] * 1.5;
fae.c:        dam *= 1 + ch->pcdata->powers[FAE_WILL] / 4;
fae.c:        dam *= ch->pcdata->powers[FAE_WILL_TICK] / 1.8;
fae.c:    if (dam > ch->damcap[DAM_CAP])
fae.c:        dam = ch->damcap[DAM_CAP] + number_range(-100, 100);
fae.c:    if (ch->power[DISC_FAE_NATURE] < 8)
fae.c:    if (pRoom->area == ch->in_room->area)
fae.c:    for (vnum = ch->in_room->area->lvnum;
fae.c:            vnum <= ch->in_room->area->uvnum; vnum++)
fae.c:    char_to_room(mob, ch->in_room);
fae.c:    if (ch->power[DISC_FAE_ARCANE] < 8)
fae.c:    char_to_room(mob, ch->in_room);
fight.c:    for (ch = char_list; ch != NULL; ch = ch->next)
fight.c:        if (IS_NPC(ch) && IS_SET(ch->act, ACT_NODAMAGE))
fight.c:            ch->hit = ch->max_hit;
fight.c:                && ch->position != POS_STUNNED)
fight.c:        victim = ch->blinkykill;
fight.c:            if (IS_SET(ch->flag3, AFF3_BLINK_1ST_RD))
fight.c:                REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD);
fight.c:                SET_BIT(ch->flag3, AFF3_BLINK_2ND_RD);
fight.c:            else if (IS_SET(ch->flag3, AFF3_BLINK_2ND_RD))
fight.c:                REMOVE_BIT(ch->flag3, AFF3_BLINK_2ND_RD);
fight.c:                REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD);
fight.c:                if (victim->in_room != ch->in_room)
fight.c:                    SET_BIT(ch->affected_by2,
fight.c:                SET_BIT(ch->affected_by2, EXTRA_BLINKY);
fight.c:                    if (ch->hit > 0)
fight.c:                                (ch->newbits, THIRD_HAND)
fight.c:                                (ch->newbits, FOURTH_HAND)
fight.c:        ch_next = ch->next;
fight.c:            if (ch->fighting != NULL) ch->agitated = 24;
fight.c:            if (ch->fight_timer > 0)
fight.c:                ch->fight_timer--;
fight.c:            if (ch->fight_timer == 0)
fight.c:                if(ch->combat != NULL && !IS_NPC(ch->combat) && ch->combat->fight_timer == 0)
fight.c:                    stc("Your victim is no longer fighting you.\n\r",ch->combat);
fight.c:                ch->combat = NULL;
fight.c:            if (ch->pcdata->agg_counter > 0)
fight.c:                ch->pcdata->agg_counter--;
fight.c:                if (ch->pcdata->agg_counter == 0)
fight.c:                    ch->pcdata->aggress_from = 0;
fight.c:                    ch->pcdata->aggress_towards = 0;
fight.c:        if (ch->rage > 0 && IS_CLASS(ch, CLASS_DEMON))
fight.c:            ch->rage--;
fight.c:        if (ch->embracing != NULL)
fight.c:            emb = ch->embracing;
fight.c:                ch->embracing = NULL;
fight.c:            if (ch->in_room != emb->in_room)
fight.c:                    ch->embracing = NULL;
fight.c:                    ch->embracing = NULL;
fight.c:        if (ch->embraced != NULL)
fight.c:            emb = ch->embraced;
fight.c:                ch->embraced = NULL;
fight.c:            if (ch->in_room != emb->in_room)
fight.c:                    ch->embraced = NULL;
fight.c:                    ch->embraced = NULL;
fight.c:        if (IS_SET(ch->monkstuff, MONK_DEATH))
fight.c:            if (ch->hit > (ch->max_hit / 2))
fight.c:                ch->hit -= number_range(50, 200);
fight.c:                    REMOVE_BIT(ch->monkstuff, MONK_DEATH);
fight.c:                    ch->hit -= number_range(50, 200);
fight.c:        if (IS_SET(ch->monkstuff, MONK_HEAL))
fight.c:            if (ch->hit < (ch->max_hit / 2) && ch->hit > 0)
fight.c:                if (ch->hit < ch->max_hit)
fight.c:                    ch->hit += number_range(200, 400);
fight.c:                if (ch->move < ch->max_move)
fight.c:                    ch->move += number_range(175, 400);
fight.c:            else if (ch->hit > 0)
fight.c:                    REMOVE_BIT(ch->monkstuff, MONK_HEAL);
fight.c:                    if (ch->hit < ch->max_hit)
fight.c:                        ch->hit +=
fight.c:                    if (ch->move < ch->max_move)
fight.c:                        ch->move +=
fight.c:        if ((victim = ch->fighting) == NULL || ch->in_room == NULL)
fight.c:            if (ch->fight_timer < 9)
fight.c:                ch->fight_timer = 10;
fight.c:            else if (ch->fight_timer < 25)
fight.c:                ch->fight_timer += 3;
fight.c:            if (ch->pcdata->aggress_towards != 0
fight.c:                    || ch->pcdata->aggress_from != 0)
fight.c:                if (ch->pcdata->agg_counter < 9)
fight.c:                    ch->pcdata->agg_counter = 10;
fight.c:                else if (ch->pcdata->agg_counter < 25)
fight.c:                    ch->pcdata->agg_counter += 3;
fight.c:                && ch->in_room == victim->in_room)
fight.c:        if ((victim = ch->fighting) == NULL)
fight.c:        for (rch = ch->in_room->people; rch != NULL; rch = rch_next)
fight.c:            rch_next = rch->next_in_room;
fight.c:            if (IS_AWAKE(rch) && rch->fighting == NULL)
fight.c:                if ((mount = rch->mount) != NULL)
fight.c:                    if (rch->pIndexData == ch->pIndexData
fight.c:                                    ch->in_room->people; vch;
fight.c:                                vch = vch->next)
fight.c:        for (obj = ch->carrying; obj; obj = obj_next)
fight.c:        if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_FIGHT)
fight.c:            p_percent_trigger(NULL, NULL, ch->in_room, victim,
fight.c:                REMOVE_BIT(ch->affected_by2, AFF2_FROZEN);
fight.c:  if (ch->armor > 0)
fight.c:	ac += ch->armor / 4;
fight.c:  if (ch->armor < 0)
fight.c:	ac -= ch->armor / 4;
fight.c:   hr -= ch->hitroll / 4; // char_hitroll(victim) / 4;
fight.c:   dr -= ch->damroll / 4; // char_damroll(victim) / 4;
fight.c:if (!IS_SET(ch->affected_by, AFF_POLYMORPH))
fight.c:    if (ch->currentform == PALADIN_FORM)
fight.c:        ch->hitroll -= 1500;
fight.c:        ch->damroll -= 1500;
fight.c:    if (ch->currentform == SAIYAN_FORM)
fight.c:        ch->hitroll -= 800;
fight.c:        ch->damroll -= 800;
fight.c:    if (ch->currentform == TITAN_FORM)
fight.c:        ch->hitroll -= 800;
fight.c:        ch->damroll -= 800;
fight.c:    if (ch->currentform == NINJA_FORM)
fight.c:        ch->hitroll -= 500;
fight.c:        ch->damroll -= 500;
fight.c:        ch->armor += 300;
fight.c:    if (ch->currentform == DEMON_FORM)
fight.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
fight.c:        ch->damroll -= 1200;
fight.c:        ch->hitroll -= 1200;
fight.c:        ch->armor += 300;
fight.c:    if (ch->currentform == TIGER_FORM || ch->currentform == HYDRA_FORM
fight.c:	|| ch->currentform == BULL_FORM ||  ch->currentform == FAERIE_FORM)
fight.c:        if (ch->pcdata->powers[SHAPE_FORM] == 0
fight.c:                && !IS_SET(ch->affected_by, AFF_POLYMORPH))
fight.c:        if (IS_SET(ch->pcdata->powers[SHAPE_FORM], TIGER_FORM))
fight.c:            ch->damroll -= 300;
fight.c:            ch->hitroll -= 450;
fight.c:            ch->armor += 200;
fight.c:        else if (IS_SET(ch->pcdata->powers[SHAPE_FORM], FAERIE_FORM))
fight.c:            ch->damroll -= 250;
fight.c:            ch->hitroll -= 250;
fight.c:            ch->armor += 500;
fight.c:        else if (IS_SET(ch->pcdata->powers[SHAPE_FORM], BULL_FORM))
fight.c:            ch->damroll -= 400;
fight.c:            ch->hitroll -= 400;
fight.c:            ch->armor += 50;
fight.c:        else if (IS_SET(ch->pcdata->powers[SHAPE_FORM], HYDRA_FORM))
fight.c:            ch->damroll -= 450;
fight.c:            ch->hitroll -= 450;
fight.c:            ch->armor += 50;
fight.c:        ch->pcdata->powers[SHAPE_FORM] = 0;
fight.c:    if (ch->currentform == FIRE_FORM || ch->currentform == AIR_FORM
fight.c:        || ch->currentform == WATER_FORM ||  ch->currentform == EARTH_FORM)
fight.c:        if (IS_SET(ch->pcdata->powers[ELEM_FORMS], FIRE_FORM))
fight.c:            ch->hitroll -= 400;
fight.c:            ch->damroll -= 400;
fight.c:            ch->armor   += 200;
fight.c:        else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], AIR_FORM))
fight.c:            ch->hitroll -= 200;
fight.c:            ch->damroll -= 200;
fight.c:            ch->armor   += 200;
fight.c:        else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], WATER_FORM))
fight.c:            ch->hitroll -= 300;
fight.c:            ch->damroll -= 300;
fight.c:        else if (IS_SET(ch->pcdata->powers[ELEM_FORMS], EARTH_FORM))
fight.c:            ch->hitroll -= 500;
fight.c:            ch->damroll -= 500;
fight.c:            ch->armor   += 500;
fight.c:        ch->pcdata->powers[ELEM_FORMS]=0;
fight.c:    if (ch->currentform == SERPENT_FORM)
fight.c:        REMOVE_BIT(ch->polyaff, POLY_SERPENT);
fight.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
fight.c:        ch->currentform = 0;
fight.c:        free_string(ch->morph);
fight.c:        ch->morph = str_dup("");
fight.c:        ch->currentform = 0;
fight.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
fight.c:        free_string(ch->morph);
fight.c:        ch->morph=str_dup("");
fight.c:if (IS_SET(ch->affected_by, AFF_POLYMORPH))
fight.c:        sprintf(buf, "%s The #WPaladin#n", ch->name);
fight.c:        free_string(ch->morph);
fight.c:        ch->morph = str_dup(buf);
fight.c:    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
fight.c:        vch_next= vch->next_in_room;
fight.c:        if (vch->master==ch)
fight.c:        if ( vch->in_room == NULL )
fight.c:        if ( ch->in_room == NULL )
fight.c:        if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
fight.c:        if ( vch->fighting != ch )
fight.c:        if ( vch->in_room == ch->in_room )
fight.c:            if ( ( mount = ch->mount ) != NULL )
fight.c:            if (ch->hit < 1 || vch->hit < 1) return;
fight.c:        if (ch->hit < 1 || vch->hit < 1) return;
fight.c:    if (ch->hit < 1)
fight.c:    if (ch->pcdata->powers[FAE_PLASMA_TICK] >
fight.c:            ch->pcdata->powers[FAE_PLASMA])
fight.c:        ch->hit =
fight.c:                 ch->hit -
fight.c:                 ch->pcdata->powers[FAE_PLASMA_TICK] *
fight.c:        ch->pcdata->powers[FAE_PLASMA_TICK] = 0;
fight.c:        ch->pcdata->powers[FAE_PLASMA_GROWTH] = 0;
fight.c:    if (ch->pcdata->powers[FAE_WILL_TICK] > ch->pcdata->powers[FAE_WILL])
fight.c:        ch->hit =
fight.c:                 ch->hit -
fight.c:                 ch->pcdata->powers[FAE_WILL_TICK] *
fight.c:        ch->pcdata->powers[FAE_WILL_TICK] = 0;
fight.c:        ch->pcdata->powers[FAE_WILL_GROWTH] = 0;
fight.c:    if (ch->pcdata->powers[FAE_ENERGY_TICK] >
fight.c:            ch->pcdata->powers[FAE_ENERGY])
fight.c:        ch->hit =
fight.c:                 ch->hit -
fight.c:                 ch->pcdata->powers[FAE_ENERGY_TICK] *
fight.c:        ch->pcdata->powers[FAE_ENERGY_TICK] = 0;
fight.c:        ch->pcdata->powers[FAE_ENERGY_GROWTH] = 0;
fight.c:    if (ch->pcdata->powers[FAE_MATTER_TICK] >
fight.c:            ch->pcdata->powers[FAE_MATTER])
fight.c:        ch->hit =
fight.c:                 ch->hit -
fight.c:                 ch->pcdata->powers[FAE_MATTER_TICK] *
fight.c:        ch->pcdata->powers[FAE_MATTER_TICK] = 0;
fight.c:        ch->pcdata->powers[FAE_MATTER_GROWTH] = 0;
fight.c:    if (ch->pcdata->powers[FAE_PLASMA_GROWTH] > 0)
fight.c:        ch->pcdata->powers[FAE_PLASMA_TICK] +=
fight.c:            ch->pcdata->powers[FAE_PLASMA_GROWTH];
fight.c:    if (ch->pcdata->powers[FAE_MATTER_GROWTH] > 0)
fight.c:        ch->pcdata->powers[FAE_MATTER_TICK] +=
fight.c:            ch->pcdata->powers[FAE_MATTER_GROWTH];
fight.c:    if (ch->pcdata->powers[FAE_ENERGY_GROWTH] > 0)
fight.c:        ch->pcdata->powers[FAE_ENERGY_TICK] +=
fight.c:            ch->pcdata->powers[FAE_ENERGY_GROWTH];
fight.c:    if (ch->pcdata->powers[FAE_WILL_GROWTH] > 0)
fight.c:        ch->pcdata->powers[FAE_WILL_TICK] +=
fight.c:            ch->pcdata->powers[FAE_WILL_GROWTH];
fight.c:    if (ch->position < POS_SLEEPING)
fight.c:            if (!IS_NPC(ch) && ch->cmbt[unarmed] != 0
fight.c:                fightaction(ch, victim, ch->cmbt[unarmed], dt,
fight.c:        if (ch->pcdata->powers[NPOWER_NINGENNO] >= 4)
fight.c:                         (ch->level * number_range(50, 60)), ch,
fight.c:        switch (ch->pcdata->powers[S_ELEMENT]) {
fight.c:            if(IS_SET(ch->in_room->shinobi, ROOM_SFIRE)) {
fight.c:            if(IS_SET(ch->in_room->shinobi, ROOM_SWIND)) {
fight.c:            if(IS_SET(ch->in_room->shinobi, ROOM_SWATER)) {
fight.c:            if(IS_SET(ch->in_room->shinobi, ROOM_SEARTH)) {
fight.c:            if(IS_SET(ch->in_room->shinobi, ROOM_SHOLY)) {
fight.c:            if(ch->pcdata->powers[S_HANDSHADOW] == 6) {
fight.c:                && (ch->power[DISC_WERE_PAIN] > 9))
fight.c:    if (IS_CLASS(ch, CLASS_DRAGON) && IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL))
fight.c:        if ( number_range (1,18) < ch->pcdata->powers[dragonage])
fight.c:    if (IS_CLASS(ch, CLASS_DRAGON) && IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS) &&
fight.c:    if (IS_CLASS(ch, CLASS_DRAGON) && IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS))
fight.c:    if (IS_CLASS(ch, CLASS_DRAGON) && IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS))
fight.c:    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANTIPALADIN) && IS_SET(ch->pcdata->powers[15], APOWER_MALICE))
fight.c:    if(!IS_NPC(ch) && IS_CLASS(ch, CLASS_ZOMBIE) && IS_SET(ch->pcdata->powers[ZOM_ACTIVE], ZOM_PLAGUE)) {
fight.c:    if(!IS_NPC(ch) && IS_CLASS(ch, CLASS_ZOMBIE) && IS_SET(ch->pcdata->powers[ZOM_ACTIVE], ZOM_DECAY)) {
fight.c:        for (i = 1; i < ch->pcdata->rank; i++)
fight.c:        ch->pcdata->powers[GIANT_ATTACK] = x;   // setting the attack bit.
fight.c:        if ((ch->wpn[0] >= 1000) && (ch->wpn[3] >= 1000)
fight.c:                && (ch->wpn[6] >= 1000) && (ch->wpn[9] >= 1000)
fight.c:                && (ch->wpn[1] >= 1000) && (ch->wpn[4] >= 1000)
fight.c:                && (ch->wpn[7] >= 1000)
fight.c:                && (ch->wpn[10] >= 1000) && (ch->wpn[2] >= 1000)
fight.c:                && (ch->wpn[5] >= 1000) && (ch->wpn[8] >= 1000)
fight.c:                && (ch->wpn[11] >= 1000) && (ch->wpn[12] >= 1000))
fight.c:   if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 5)
fight.c:        int       stance = ch->stance[0];
fight.c:        if (ch->stance[stance] >= 200)
fight.c:    if (IS_SET(ch->flag2, VAMP_OBJMASK))
fight.c:        xprintf(buf, "%s reforms as %s.\n\r", ch->morph, ch->name);
fight.c:        free_string(ch->morph);
fight.c:        free_string(ch->objdesc);
fight.c:        ch->long_descr = str_dup("");
fight.c:        REMOVE_BIT(ch->flag2, VAMP_OBJMASK);
fight.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
fight.c:        if (ch->fighting == victim)
fight.c:  if ( ch->fighting != victim || dt == gsn_backstab
fight.c:      chance = (ch->wpn[tempnum]) * 0.5;
fight.c:    else chance = (ch->wpn[0]) * 0.5;
fight.c:    if (!IS_NPC(ch) && !IS_NPC(victim) && ch->race > 24) // pkpower
fight.c:        if (ch->level > 2)
fight.c:                (ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD))
fight.c:        if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE))
fight.c:        if (IS_SET(ch->warp, WARP_SPIKETAIL) && number_range(1, 3) == 1)
fight.c:        if (IS_SET(ch->warp, WARP_SHARDS) && number_range(1, 3) == 1)
fight.c:        if (IS_SET(ch->warp, WARP_MAGMA) && number_range(1, 3) == 1)
fight.c:        if (IS_SET(ch->warp, WARP_VENOMTONG) && number_range(1, 3) == 1)
fight.c:        if (ch->power[DISC_DAEM_HELL] > 3 && number_range(1, 3) == 1)
fight.c:    else if (IS_CLASS(ch, CLASS_GHOUL) && ch->pcdata->powers[GPOWER_ZOMBIE] >= 2)
fight.c:        int       dam = ch->damcap[DAM_CAP] / 2;
fight.c:        dam += ch->pcdata->powers[GPOWER_ZOMBIE] * 500;
fight.c:             && IS_SET(ch->pcdata->powers[1], THIEF_CRITICALSTRIKE)
fight.c:        int       dam = number_range(ch->damcap[DAM_CAP] * 1.5,       ch->damcap[DAM_CAP] * 2);
fight.c:             && ch->pcdata->powers[SKYBLADE_SKILLS] >= 4)
fight.c:        int       dam = number_range(ch->damcap[DAM_CAP] / 4,
fight.c:                                     ch->damcap[DAM_CAP]);
fight.c:            if (ch->pcdata->powers[DRONE_EVASION] > 2
fight.c:                    && ch->pcdata->powers[DRONE_FOCUS] > 2
fight.c:                    && ch->pcdata->powers[DRONE_FORTITUDE] > 2)
fight.c:        if (ch->pcdata->powers[HOBBIT_DISHES] > 5)
fight.c:        if (ch->pcdata->powers[HOBBIT_DISHES] > 10)
fight.c:        if (ch->pcdata->powers[HOBBIT_DISHES] > 15)
fight.c:        if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM)
fight.c:            if (ch->pcdata->powers[HYDRA_LEVEL] > 0)
fight.c:            if (ch->pcdata->powers[HYDRA_LEVEL] > 1)
fight.c:            if (ch->pcdata->powers[HYDRA_LEVEL] > 3)
fight.c:            if (ch->pcdata->powers[HYDRA_LEVEL] > 4)
fight.c:        else if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM)
fight.c:            if (ch->pcdata->powers[TIGER_LEVEL] > 0)
fight.c:            if (ch->pcdata->powers[TIGER_LEVEL] > 1)
fight.c:        else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM)
fight.c:            if (ch->pcdata->powers[BULL_LEVEL] > 0)
fight.c:            if (ch->pcdata->powers[BULL_LEVEL] > 1)
fight.c:        else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM)
fight.c:            if (ch->pcdata->powers[FAERIE_LEVEL] > 1)
fight.c:        if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FANGS))
fight.c:                    (ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD))
fight.c:        if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FIERY))
fight.c:    if (IS_CLASS(ch, CLASS_ELEMENTAL) && IS_SET(ch->pcdata->powers[ELEM_FORMS], FIRE_FORM))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:    if (IS_CLASS(ch, CLASS_ELEMENTAL) && IS_SET(ch->pcdata->powers[ELEM_FORMS], WATER_FORM))
fight.c:    if (IS_CLASS(ch, CLASS_ELEMENTAL) && IS_SET(ch->pcdata->powers[ELEM_FORMS], WATER_FORM))
fight.c:        if (ch->pcdata->powers[WEAPONSKILL] > 8)
fight.c:        if (ch->pcdata->powers[WEAPONSKILL] > 8)
fight.c:                if ( ch->pcdata->powers[GPOWER_SHADOW] >= 4) one_hit(ch,victim,gsn_claws,0,0);
fight.c:        if (IS_SET(ch->newbits2, NEW2_AUTOATTACK))
fight.c:        if (ch->pcdata->powers[CON_LORE] > 4)
fight.c:        if (ch->pcdata->powers[NECROMANTIC] > 4)
fight.c:        if (ch->pcdata->powers[DEATH_LORE] > 4)
fight.c:        if (ch->pcdata->powers[NPOWER_NINGENNO] >= 5
fight.c:        if (IS_SET(ch->newbits, NEW_QUILLS))
fight.c:        if (IS_SET(ch->newbits, NEW_SLAM)
fight.c:                && number_range(1, 5 - ch->power[DISC_WERE_BEAR] / 3) == 1)
fight.c:        if (IS_SET(ch->newbits, NEW_BLADESPIN))
fight.c:        if (IS_SET(ch->newbits, NEW_DARKTENDRILS))
fight.c:        if (IS_SET(ch->newbits, NEW_MULTIARMS))
fight.c://        if (ch->monkab[BODY] > 3)
fight.c://        if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA))
fight.c:        if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO))
fight.c:        if (IS_SET(ch->newbits, NEW_CUBEFORM))
fight.c:        if (IS_SET(ch->newbits, NEW_CUBEFORM))
fight.c:    if (IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_WINGS)
fight.c:            && ch->power[DISC_WERE_RAPT] > 0)
fight.c:                                                     || !IS_SET(ch->act, PLR_BRIEF3)))
fight.c:                if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:                if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:                if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:                if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:        if (ch->pIndexData->vnum == MOB_VNUM_FIRE)
fight.c:        else if (ch->pIndexData->vnum == MOB_VNUM_STONE
fight.c:        else if (ch->pIndexData->vnum == MOB_VNUM_CLAY)
fight.c:        else if (ch->pIndexData->vnum == MOB_VNUM_IRON)
fight.c:            spell_poison(gsn_poison, (ch->level * number_range(5, 20)),
fight.c:        else if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] > 0)
fight.c:            spell_poison(gsn_poison, (ch->level * number_range(5, 15)),
fight.c:        else if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON))
fight.c:            spell_poison(gsn_poison, (ch->level * number_range(10, 20)),
fight.c:        else if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] >= 5)
fight.c:            spell_poison(gsn_poison, (ch->level * number_range(5, 10)),
fight.c:            SET_BIT(ch->affected_by, AFF_FLAMING);
fight.c:    if (IS_ITEMAFF(victim, ITEMA_TATTOO) && ch->position == POS_FIGHTING)
fight.c:        if (tdam > ch->hit - 1)
fight.c:            tdam = ch->hit - 1;
fight.c:    if (ch->position == POS_FIGHTING)
fight.c://        if (ch->ability_cur[CUR] == 2)  count += ch->ability[2] / 20;
fight.c://        if (ch->ability_cur[CUR] == 4)  count += ch->ability[4] / 20;
fight.c:        if (ch->level >= 50)
fight.c:        if (ch->level >= 100)
fight.c:        if (ch->level >= 500)
fight.c:        if (ch->level >= 1000)
fight.c:        if (ch->level >= 1500)
fight.c:        if (ch->level >= 2000)
fight.c:        if (ch->pIndexData->extra_attack > 20)
fight.c:            count += ch->pIndexData->extra_attack;
fight.c:                && number_percent() < ch->stance[STANCE_VIPER] * 0.5)
fight.c:                 ch->stance[STANCE_HAWK] * 0.5)
fight.c:                 && number_percent() < ch->stance[STANCE_COUGAR] * 0.5)
fight.c:                 && number_percent() < ch->stance[STANCE_WOLF] * 0.5)
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                 ch->stance[(ch->stance[0])] * 0.5)
fight.c:        if (ch->tier > 0) count += ch->tier;
fight.c:        if (ch->pcdata->relrank > 0) count += ch->pcdata->relrank;
fight.c:                            if (ch->power[DISC_VAMP_CELE] > 7)
fight.c:                                if (ch->power[DISC_VAMP_CELE] > 9) count += 1;
fight.c:        		    if (ch->pcdata->powers[JPOWER_MIND]      >= 4) count += 2;
fight.c:                            if (ch->pcdata->powers[JPOWER_SPIRIT]    >= 5) count += 3;
fight.c:        		    if (ch->pcdata->powers[JPOWER_BODY]      >= 6) count += 3;
fight.c:                            if (ch->pcdata->powers[JPOWER_TECHNIQUE] >= 9) count += 4;
fight.c:                            count += ch->pcdata->powers[SHADOW_MARTIAL] / 5;
fight.c:                            count += ch->pcdata->rank / 3;
fight.c:                            count += ch->pcdata->powers[DRONE_FOCUS] * 2;
fight.c:                            if (ch->pcdata->powers[FAE_PLASMA] > 7) count += 2;
fight.c:                            if (ch->pcdata->powers[FAE_MATTER] > 7) count += 2;
fight.c:                            if (ch->pcdata->powers[FAE_ENERGY] > 7) count += 2;
fight.c:                            if (ch->pcdata->powers[FAE_WILL]   > 7) count += 2;
fight.c:        		    count += ch->pcdata->rank;
fight.c:                            count += ch->pcdata->powers[CYBORG_LIMBS];
fight.c:                            if (IS_SET(ch->pcdata->powers[1], THIEF_SWIFTNESS)) count += 5;
fight.c:                            count += ch->pcdata->powers[DROID_SPEED] / 2;   // max 3 at speed 6
fight.c:                            if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_EXTRA_ARMS))
fight.c:                            count += ch->pcdata->powers[HOBBIT_DISHES] / 4;
fight.c:                            count += ch->pcdata->powers[ANGEL_JUSTICE];
fight.c:        		    count += ch->pcdata->powers[PALADIN_COMBAT];
fight.c:        		count += ch->pcdata->powers[ELEMENTAL_FIRE];
fight.c:        	        if (IS_SET(ch->pcdata->powers[ELEM_FORMS], AIR_FORM)) count += 2;
fight.c:        		count += ch->chakra / 2000;
fight.c:        		switch(ch->pcdata->powers[S_ELEMENT]){
fight.c:        				count += ch->pcdata->powers[S_HANDFIRE];
fight.c:        				count += ch->pcdata->powers[S_HANDWIND];
fight.c:        				count += ch->pcdata->powers[S_HANDWATER];
fight.c:        				count += ch->pcdata->powers[S_HANDHOLY];
fight.c:        				count += ch->pcdata->powers[S_HANDEARTH];
fight.c:        				count += ch->pcdata->powers[S_HANDSHADOW];
fight.c:        		if (IS_SET(ch->pcdata->powers[15], APOWER_SPEED)) count += 2;
fight.c:                            if (ch->power[DISC_WERE_LYNX] > 2) count += 4;
fight.c:                            if (ch->power[DISC_WERE_BOAR] > 6) count += 7;
fight.c:                            count += ch->pcdata->powers[WEAPONSKILL] / 1.6;
fight.c:                            count += ch->pcdata->powers[WEAPONSKILL] / 1.4;
fight.c:                            if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM)
fight.c:        			count += ch->pcdata->powers[BULL_LEVEL] / 2;
fight.c:                            else if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM)
fight.c:                                count += ch->pcdata->powers[TIGER_LEVEL];
fight.c:                            else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM)
fight.c:                                count += ch->pcdata->powers[FAERIE_LEVEL];
fight.c:                            else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM)
fight.c:                                count += ch->pcdata->powers[HYDRA_LEVEL] / 2;
fight.c:                            if (IS_SET(ch->warp, WARP_QUICKNESS)) count += 4;
fight.c:                            if (IS_SET(ch->special, SPC_DROW_WAR)) count += 3;
fight.c:                            if (IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) count += 5;
fight.c:                            if (ch->pcdata->powers[NPOWER_CHIKYU] >= 3) count += 3;
fight.c:        		    if (ch->pcdata->powers[HARA_KIRI] > 0) count += 2;
fight.c:        		    switch( ch->pcdata->rank )
fight.c:        if (ch->tier > 0) count += ch->tier;
fight.c:        if (ch->pcdata->relrank > 0) count += ch->pcdata->relrank;
fight.c:                && number_percent() < ch->stance[STANCE_VIPER] * 0.5)
fight.c:                 ch->stance[STANCE_HAWK] * 0.5)
fight.c:                 && number_percent() < ch->stance[STANCE_COUGAR] * 0.5)
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                 ch->stance[(ch->stance[0])] * 0.5)
fight.c:        if (rel_oppose(ch, victim) && ch->in_room &&
fight.c:                has_area_affect(ch->in_room->area, AREA_AFF_GZONE, ch->pcdata->religion))
fight.c:                            count += ch->pcdata->powers[CYBORG_LIMBS];
fight.c:                            count += ch->pcdata->rank / 3;
fight.c:                            count += ch->pcdata->powers[SHADOW_MARTIAL] / 5;
fight.c:                            if (ch->pcdata->powers[FAE_PLASMA] > 7)
fight.c:                            if (ch->pcdata->powers[FAE_MATTER] > 7)
fight.c:                            if (ch->pcdata->powers[FAE_ENERGY] > 7)
fight.c:                            if (ch->pcdata->powers[FAE_WILL] > 7)
fight.c:                            count += ch->pcdata->powers[HOBBIT_DISHES] / 4;
fight.c:                            count += ch->pcdata->powers[DROID_SPEED] / 2;   // max 3 at speed 6
fight.c:                            if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_EXTRA_ARMS))
fight.c:                        if (IS_SET(ch->pcdata->powers[15], APOWER_SPEED)) count += 2;
fight.c:                                        if (ch->power[DISC_VAMP_CELE] > 0)
fight.c:                                        if (ch->power[DISC_VAMP_CELE] > 5)
fight.c:                                        if (ch->power[DISC_VAMP_CELE] > 7)
fight.c:                                        if (ch->power[DISC_VAMP_CELE] > 9)
fight.c:                                        count += ch->pcdata->powers[SHADOW_MARTIAL] / 5;
fight.c:                            if (ch->pcdata->powers[JPOWER_SPIRIT]    >= 5) count += 3;
fight.c:                            if (ch->pcdata->powers[JPOWER_MIND]      >= 4) count += 2;
fight.c:                            if (ch->pcdata->powers[JPOWER_BODY]      >= 6) count += 3;
fight.c:                            if (ch->pcdata->powers[JPOWER_TECHNIQUE] >= 9) count += 4;
fight.c:                            if (ch->monkab[COMBAT] > 0) count += ch->monkab[COMBAT];
fight.c:        				count += ch->pcdata->powers[PALADIN_COMBAT];
fight.c:                        count += ch->pcdata->powers[ELEMENTAL_FIRE];
fight.c:                        if (IS_SET(ch->pcdata->powers[ELEM_FORMS], AIR_FORM)) count += 2;
fight.c:        		count += ch->chakra / 2000;
fight.c:        		switch(ch->pcdata->powers[S_ELEMENT]){
fight.c:        				count += ch->pcdata->powers[S_HANDFIRE];
fight.c:        				count += ch->pcdata->powers[S_HANDWIND];
fight.c:        				count += ch->pcdata->powers[S_HANDWATER];
fight.c:        				count += ch->pcdata->powers[S_HANDHOLY];
fight.c:        				count += ch->pcdata->powers[S_HANDEARTH];
fight.c:        				count += ch->pcdata->powers[S_HANDSHADOW];
fight.c:                                        count += ch->pcdata->powers[DRONE_FOCUS] * 2;
fight.c:                            if (ch->power[DISC_WERE_LYNX] > 2) count += 4;
fight.c:                            if (ch->power[DISC_WERE_BOAR] > 6) count += 7;
fight.c:                            count += ch->pcdata->rank;
fight.c:                            if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED))
fight.c:                            count += ch->pcdata->powers[WEAPONSKILL] / 1.6;
fight.c:                            count += ch->pcdata->powers[WEAPONSKILL] / 1.4;
fight.c:        		    if (ch->pcdata->powers[HARA_KIRI] > 0) count += 2;
fight.c:        		    switch( ch->pcdata->rank )
fight.c:                            if (ch->power[DISC_DAEM_ATTA] > 0)
fight.c:                                        count += ch->power[DISC_DAEM_ATTA] / 1.5;
fight.c:                            if (IS_SET(ch->special, SPC_DROW_WAR)) count += 3;
fight.c:                            if (IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) count += 5;
fight.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
fight.c:        if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL)
fight.c:            REMOVE_BIT(ch->affected_by, AFF_PEACE);
fight.c:    if (ch->hit < 1 || victim->hit < 1) return;
fight.c:    else if (IS_SET(ch->newbits, THIRD_HAND) && is_ok_to_wear(ch, wolf_ok, "third_hand")
fight.c:    else if (IS_SET(ch->newbits, FOURTH_HAND) && is_ok_to_wear(ch, wolf_ok, "fourth_hand")
fight.c:    else if (IS_SET(ch->newbits, THIRD_HAND) && is_ok_to_wear(ch, wolf_ok, "third_hand")
fight.c:    && !IS_SET(ch->newbits, FOURTH_HAND))
fight.c:        if (IS_SET(ch->act, PLR_RIGHTHAND)
fight.c:        else if (IS_SET(ch->act, PLR_LEFTHAND)
fight.c:            dt += ch->pIndexData->natural_attack;
fight.c:    if (ch->wpn[dt - 1000] > 5)
fight.c:        level = (ch->wpn[dt - 1000] / 5);
fight.c:    if (ch->stance[0] > 12
fight.c:            && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_3))
fight.c:    if (ch->stance[0] > 12
fight.c:            && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_2))
fight.c:    if (ch->stance[0] > 12
fight.c:            && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_1))
fight.c:        dam = number_range(ch->level / 2, ch->level * 3 / 2);
fight.c:            dam = (ch->spl[RED_MAGIC] + ch->spl[YELLOW_MAGIC] +
fight.c:                   ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] +
fight.c:                   ch->spl[BLUE_MAGIC]) / 5;
fight.c:        else if (IS_SET(ch->newbits, NEW_MONKADAM))
fight.c:            if (ch->pcdata->rank == BELT_SEVEN)      dam += dice(1, 5);
fight.c:            else if (ch->pcdata->rank == BELT_EIGHT) dam += dice(6, 10);
fight.c:            else if (ch->pcdata->rank == BELT_NINE)  dam += dice(11, 15);
fight.c:            else if (ch->pcdata->rank == BELT_TEN)   dam += dice(16, 20);
fight.c:if (ch->move < ch->max_move)
fight.c:int dam_percent = (100 * ch->move) / ch->max_move;
fight.c:// dam += ch->damroll; //char_damroll(ch);
fight.c:              (dam * (UMIN(350, (ch->wpn[dt - 1000] + 1)) / 60));
fight.c:   if (ch->ability_cur[CUR] == 0) dam += ch->ability[0] * 4;
fight.c:   if (ch->ability_cur[CUR] == 1) dam += ch->ability[1] * 4;
fight.c:                dam *= 1.2; // (1 + ch->power[DISC_VAMP_POTE] / 15);
fight.c:            if (IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT))
fight.c:            dam *= (1 + ch->pcdata->powers[ANGEL_JUSTICE] / 10);
fight.c:            dam *= (1 + ch->pcdata->powers[PALADIN_COMBAT] / 10);
fight.c:            dam *= (1 + ch->pcdata->powers[ELEMENTAL_FIRE] / 10);
fight.c:            if (IS_SET(ch->warp, WARP_STRONGARMS))
fight.c:            if (ch->pcdata->powers[WEAPONSKILL] > 4)
fight.c:            if (ch->pcdata->powers[WEAPONSKILL] > 8)
fight.c:            if (ch->pcdata->powers[WEAPONSKILL] > 4)
fight.c:            if (ch->pcdata->powers[WEAPONSKILL] > 8)
fight.c:            if (dt == gsn_mageshield && ch->pcdata->powers[PINVOKE] > 6)
fight.c:            if (dt == gsn_mageshield && ch->pcdata->powers[PINVOKE] > 9)
fight.c:                if (ch->pcdata->powers[PINVOKE] > 6)
fight.c:                if (ch->pcdata->powers[PINVOKE] > 9)
fight.c:            if (ch->pcdata->rank == BELT_ONE)
fight.c:            else if (ch->pcdata->rank == BELT_TWO)
fight.c:            else if (ch->pcdata->rank == BELT_THREE)
fight.c:            else if (ch->pcdata->rank == BELT_FOUR)
fight.c:            else if (ch->pcdata->rank == BELT_FIVE)
fight.c:            else if (ch->pcdata->rank == BELT_SIX)
fight.c:            else if (ch->pcdata->rank == BELT_SEVEN)
fight.c:            else if (ch->pcdata->rank == BELT_EIGHT)
fight.c:            else if (ch->pcdata->rank == BELT_NINE)
fight.c:            else if (ch->pcdata->rank == BELT_TEN)
fight.c:            if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM
fight.c:                    && ch->pcdata->powers[TIGER_LEVEL] > 1)
fight.c:            else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM
fight.c:                     && ch->pcdata->powers[FAERIE_LEVEL] > 1)
fight.c:            else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM
fight.c:                     && ch->pcdata->powers[HYDRA_LEVEL] > 1)
fight.c:            else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM
fight.c:                     && ch->pcdata->powers[BULL_LEVEL] > 1)
fight.c:            if (ch->pcdata->powers[CYBORG_LIMBS] > 0)
fight.c:            if (ch->pcdata->powers[CYBORG_LIMBS] > 2)
fight.c:            if (ch->power[DISC_WERE_BEAR] > 5)
fight.c:                if (ch->chi[CURRENT] > 0 && ch->chi[CURRENT] < 3)
fight.c:                if (ch->chi[CURRENT] > 2 && ch->chi[CURRENT] < 7)
fight.c:                    dam *= ((ch->chi[CURRENT]) / 2);
fight.c:        if (ch->stance[0] > 12
fight.c:                && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                && ch->stance[(ch->stance[0])] > 100)
fight.c:            dam += dam * 1.5 * (ch->stance[(ch->stance[0])] /
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                 && ch->stance[(ch->stance[0])] > 100)
fight.c:            dam += dam * 1.0 * (ch->stance[(ch->stance[0])] /
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                 && ch->stance[(ch->stance[0])] > 100)
fight.c:            dam += dam * 0.5 * (ch->stance[(ch->stance[0])] /
fight.c:        if (ch->stance[0] > 12
fight.c:                && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                && ch->stance[(ch->stance[0])] > 100)
fight.c:            dam += dam * 0.5 * (ch->stance[(ch->stance[0])] /
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                 && ch->stance[(ch->stance[0])] > 100)
fight.c:            dam += dam * 0.3 * (ch->stance[(ch->stance[0])] /
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                 && ch->stance[(ch->stance[0])] > 100)
fight.c:            dam += dam * 0.1 * (ch->stance[(ch->stance[0])] /
fight.c:            if (ch->fighting == victim)
fight.c:                    if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:                        if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:                && ch->pcdata->powers[NPOWER_NINGENNO] >= 2)
fight.c:            dam *= ch->pcdata->rank / 2;
fight.c:        if (ch->pcdata->rank == BELT_EIGHT)
fight.c:        else if (ch->pcdata->rank == BELT_NINE)
fight.c:        else if (ch->pcdata->rank == BELT_TEN)
fight.c:                    (ch->pcdata->powers[TANARRI_POWER],
fight.c:            if (IS_SET(ch->warp, WARP_STRONGARMS))
fight.c:            if (ch->pcdata->powers[DRONE_FOCUS] > 0)
fight.c:            if (ch->pcdata->powers[DRONE_FOCUS] > 1)
fight.c:            if (ch->pcdata->powers[DRONE_FOCUS] > 2)
fight.c:            if (ch->pcdata->powers[HOBBIT_COMBAT] > 4)
fight.c:            if (IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_DPACT))
fight.c:            if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM))
fight.c:            if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM
fight.c:                    && ch->pcdata->powers[TIGER_LEVEL] > 1)
fight.c:            else if (ch->pcdata->powers[SHAPE_FORM] == FAERIE_FORM
fight.c:                     && ch->pcdata->powers[FAERIE_LEVEL] > 1)
fight.c:            else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM
fight.c:                     && ch->pcdata->powers[HYDRA_LEVEL] > 1)
fight.c:            else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM
fight.c:                     && ch->pcdata->powers[BULL_LEVEL] > 1)
fight.c:                    (ch->pcdata->powers[DROID_IMPLANTS],
fight.c:                        (ch->pcdata->powers[DROID_IMPLANTS],
fight.c:            if (ch->pcdata->powers[WEAPONSKILL] > 4)
fight.c:            if (ch->pcdata->powers[WEAPONSKILL] > 8)
fight.c:            if (ch->pcdata->powers[WEAPONSKILL] > 4)
fight.c:            if (ch->pcdata->powers[WEAPONSKILL] > 8)
fight.c:                 && ch->power[DISC_WERE_BEAR] > 5)
fight.c:        if ((ch->generation == 1) && IS_SET(ch->special, SPC_PRINCE))
fight.c:        else if (ch->generation == 1)
fight.c:        if (ch->pcdata->powers[JPOWER_SPIRIT] > 4)
fight.c:        if (ch->pcdata->powers[JEDI_STATE] > 0)
fight.c:            dam *= 1 + ((ch->pcdata->powers[JEDI_STATE]) * .15);
fight.c:    if (dam > ch->damcap[DAM_CAP])
fight.c:        dam = number_range((ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100));
fight.c:    else if (ch->stance[0] > 12
fight.c:             && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:    if (ch->symbiotetype != 0)  max_dam += ch->symbiotedc;
fight.c:        if (ch->pcdata->relrank > 0)
fight.c:            max_dam += ch->pcdata->relrank * 100;
fight.c:        if (ch->generation == 1)
fight.c:        else if (ch->generation == 2)
fight.c:        else if (ch->generation == 3)
fight.c:        else if (ch->generation == 4)
fight.c:        else if (ch->generation == 5)
fight.c:        if (ch->tier > 0)
fight.c:            max_dam += ch->tier * 300;
fight.c:        switch( ch->pRank )
fight.c:                                max_dam += ch->pcdata->powers[HOBBIT_COMBAT] * 170;
fight.c:                                max_dam += ch->pcdata->powers[HOBBIT_DISHES] * 100;
fight.c:                                max_dam += ch->pcdata->rank * 200;
fight.c:        	  else if (IS_CLASS(ch, CLASS_ANTIPALADIN)) max_dam +=  ch->pcdata->powers[DARKARTS] * 120;
fight.c:                                        ch->pcdata->powers[DRONE_HORRID_REALITY] *
fight.c:                                        ch->pcdata->powers[DRONE_DISTORTED_REALITY] *
fight.c:                                        ch->pcdata->powers[DRONE_ALTERNATE_REALITY] *
fight.c:                                max_dam += ch->pcdata->powers[DRONE_EVASION] * 100;
fight.c:                                max_dam += ch->pcdata->powers[DRONE_FORTITUDE] * 100;
fight.c:                                max_dam += ch->pcdata->powers[DRONE_FOCUS] * 100;
fight.c:                                max_dam += ch->pcdata->powers[DRONE_WILLPOWER] * 110;
fight.c:                                        ch->pcdata->powers[DRONE_MINDCONTROL] * 110;
fight.c:                                max_dam += ch->pcdata->powers[DRONE_PSIONICS] * 110;
fight.c:                                if ((ch->generation == 1)
fight.c:                                    && IS_SET(ch->special, SPC_PRINCE))
fight.c:                                else if (ch->generation == 1)
fight.c:                                        ((ch->pcdata->powers[JPOWER_BODY] +
fight.c:                                          ch->pcdata->powers[JPOWER_MIND] +
fight.c:                                          ch->pcdata->powers[JPOWER_SPIRIT] +
fight.c:                                          ch->pcdata->powers[JPOWER_TECHNIQUE]) * 50);
fight.c:                                    (ch->pcdata->powers[TANARRI_POWER],
fight.c:                                max_dam += ch->pcdata->rank * 375;
fight.c:                                if (ch->pcdata->powers[FAE_PLASMA] > 7)
fight.c:                                if (ch->pcdata->powers[FAE_MATTER] > 7)
fight.c:                                if (ch->pcdata->powers[FAE_ENERGY] > 7)
fight.c:                                if (ch->pcdata->powers[FAE_WILL] > 7)
fight.c:                                if (ch->pcdata->powers[FAE_PLASMA] > 3)
fight.c:                                if (ch->pcdata->powers[FAE_MATTER] > 3)
fight.c:                                if (ch->pcdata->powers[FAE_ENERGY] > 3)
fight.c:                                if (ch->pcdata->powers[FAE_WILL] > 3)
fight.c:                                if (ch->pcdata->powers[CON_LORE] > 4)
fight.c:                                if (ch->pcdata->powers[DEATH_LORE] > 4)
fight.c:                                if (ch->pcdata->powers[LIFE_LORE] > 4)
fight.c:                                if (ch->pcdata->powers[NECROMANTIC] > 4)
fight.c:                                if (ch->pcdata->powers[CHAOS_MAGIC] > 4)
fight.c:                                max_dam += ch->pcdata->powers[SHADOW_MARTIAL] * 80;
fight.c:                                if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 0)
fight.c:                                if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 2)
fight.c:                                if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 3)
fight.c:                                if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 4)
fight.c:                                if (ch->pcdata->powers[ORB_GREEN] >= 3)
fight.c:                                if (ch->pcdata->stats[DRACONIAN_SPIKES] > 0)
fight.c:                                                ch->pcdata->stats[DRACONIAN_SPIKES] *
fight.c:                            && IS_SET(ch->pcdata->powers[1], THIEF_MIGHT))
fight.c:                                if (ch->pcdata->powers[SKYBLADE_POWER] >= 1)
fight.c:                                if (ch->pcdata->powers[SKYBLADE_POWER] >= 2)
fight.c:                                if (ch->pcdata->powers[SKYBLADE_POWER] >= 3)
fight.c:                                if (ch->pcdata->powers[SKYBLADE_POWER] >= 4)
fight.c:                                if (ch->pcdata->powers[SKYBLADE_POWER] >= 5)
fight.c:                                if (ch->pcdata->powers[SKYBLADE_POWER] >= 6)
fight.c:                                if (ch->pcdata->powers[SKYBLADE_POWER] >= 7)
fight.c:                                if (ch->pcdata->powers[SKYBLADE_POWER] >= 8)
fight.c:                                if (ch->pcdata->powers[SKYBLADE_POWER] >= 9)
fight.c:                                if (ch->pcdata->powers[SKYBLADE_POWER] == 10)
fight.c:                                max_dam += ch->pcdata->powers[ANGEL_JUSTICE] * 155;
fight.c:                                max_dam += ch->pcdata->powers[ANGEL_PEACE] * 155;
fight.c:                                max_dam += ch->pcdata->powers[ANGEL_HARMONY] * 165;
fight.c:                                max_dam += ch->pcdata->powers[ANGEL_LOVE] * 165;
fight.c:                                max_dam += ch->pcdata->powers[PALADIN_POWER] * 80;
fight.c:                                max_dam += ch->pcdata->powers[PALADIN_COMBAT] * 155;
fight.c:                                max_dam += ch->pcdata->powers[PALADIN_TOUGHNESS] * 165;
fight.c:                                max_dam += ch->pcdata->powers[PALADIN_SPEED] * 165;
fight.c:                                max_dam += ch->pcdata->powers[ELEMENTAL_EARTH] * 155;
fight.c:                                max_dam += ch->pcdata->powers[ELEMENTAL_FIRE] * 155;
fight.c:                                max_dam += ch->pcdata->powers[ELEMENTAL_WATER] * 165;
fight.c:                                max_dam += ch->pcdata->powers[ELEMENTAL_AIR] * 165;
fight.c:        		max_dam += (ch->pcdata->powers[dragonage] * 250);
fight.c:        		if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_WINGS )) max_dam += 145;
fight.c:        		if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_FANGS )) max_dam += 155;
fight.c:        		if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_TAIL ))  max_dam += 125;
fight.c:        		if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_LUCK ))  max_dam += 125;
fight.c:        		if(IS_SET(ch->pcdata->powers[DPOWER_FLAGS], DRA_CLAWS))  max_dam += 125;
fight.c:        	  else if (IS_CLASS(ch,CLASS_SHINOBI)) max_dam += ch->chakra / 1.55;
fight.c:                                if (ch->pcdata->powers[SHAPE_FORM] == TIGER_FORM)
fight.c:                                                ch->pcdata->powers[TIGER_LEVEL] * 325;
fight.c:                                else if (ch->pcdata->powers[SHAPE_FORM] == HYDRA_FORM)
fight.c:                                                ch->pcdata->powers[HYDRA_LEVEL] * 350;
fight.c:                                else if (ch->pcdata->powers[SHAPE_FORM] == BULL_FORM)
fight.c:                                                ch->pcdata->powers[BULL_LEVEL] * 300;
fight.c:                                else if (ch->pcdata->powers[SHAPE_FORM] ==
fight.c:                                                ch->pcdata->powers[FAERIE_LEVEL] *
fight.c:                                if (IS_SET(ch->newbits, NEW_DROWHATE))
fight.c:                                if (IS_SET(ch->newbits, NEW_DFORM))
fight.c:                                max_dam += ch->power[DISC_DAEM_ATTA] * 60;
fight.c:                                if (ch->pcdata->souls > 0)
fight.c:                                        max_dam += UMIN(350, 70 * ch->pcdata->souls);
fight.c:        		        if (ch->in_room != NULL && ch->in_room->vnum >= 93420
fight.c:                                    && ch->in_room->vnum <= 93426)
fight.c:                                max_dam += (ch->pcdata->stats[DEMON_POWER] * 2);
fight.c:                                if (ch->pcdata->powers[CYBORG_LIMBS] > 0)
fight.c:                                if (ch->pcdata->powers[CYBORG_LIMBS] > 1)
fight.c:                                if (ch->pcdata->powers[CYBORG_LIMBS] > 2)
fight.c:                                if (ch->pcdata->powers[CYBORG_LIMBS] > 3)
fight.c:                                if (ch->pcdata->powers[CYBORG_LIMBS] > 4)
fight.c:                                max_dam += (ch->monkab[COMBAT] * 250);
fight.c:                                if (ch->chi[CURRENT] > 0)
fight.c:                                        max_dam += ch->chi[CURRENT] * 250;
fight.c:                                max_dam += (ch->rage * 5);
fight.c:                                if (ch->power[DISC_VAMP_POTE] > 0)
fight.c:                                        max_dam += (ch->power[DISC_VAMP_POTE] * 150);
fight.c:                                if (ch->pcdata->rank == AGE_TRUEBLOOD)
fight.c:                                else if (ch->pcdata->rank == AGE_LA_MAGRA)
fight.c:                                else if (ch->pcdata->rank == AGE_METHUSELAH)
fight.c:                                else if (ch->pcdata->rank == AGE_ELDER)
fight.c:                                else if (ch->pcdata->rank == AGE_ANCILLA)
fight.c:                                if (ch->played > 0)
fight.c:                                        if ((ch->played / 3600) < 100)
fight.c:                                                max_dam += ((ch->played / 3600) * 10);
fight.c:                                max_dam += (ch->rage * 5);
fight.c:                                if (ch->pcdata->powers[NPOWER_CHIKYU] >= 6
fight.c:                                    && ch->pcdata->powers[HARA_KIRI] > 0)
fight.c:                                if (ch->pcdata->powers[NPOWER_CHIKYU] >= 2)
fight.c:                                if (ch->rage > 99)
fight.c:                                        max_dam += ch->rage;
fight.c:                                if (ch->power[DISC_WERE_PAIN] > 9)
fight.c:                                max_dam += ch->pcdata->powers[WEAPONSKILL] * 220;
fight.c:                                max_dam += ch->pcdata->powers[WEAPONSKILL] * 210;
fight.c:        	  else if (IS_CLASS(ch, CLASS_BLADE_MASTER) && IS_SET(ch->newbits2, NEW2_DAMCAP))
fight.c:                                        if (ch->wpn[i] >= 1000)
fight.c:        if (ch->stance[0] == STANCE_PITBULL)
fight.c:        else if (ch->stance[0] == STANCE_BADGER)
fight.c:        else if (ch->stance[0] == STANCE_WOLF)
fight.c:        else if (ch->stance[0] == STANCE_COUGAR)
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:    if (!IS_NPC(victim) && ch->stance[0] != STANCE_WOLVERINE)
fight.c:        if (IS_NPC(ch) || ch->stance[0] != STANCE_WOLVERINE)
fight.c:    max_dam += (ch->race / 5) * 250;    /* This might be too much */
fight.c://    if (ch->level >= LEVEL_BUILDER)
fight.c://    if (ch->level >= LEVEL_BUILDER && !IS_NPC(ch))
fight.c:    ch->damcap[DAM_CAP] = max_dam;
fight.c:    ch->damcap[DAM_CHANGE] = 0;
fight.c:    if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_REND) && dam > 0
fight.c:                && !IS_SET(ch->newbits, NEW_MONKFLAME))
fight.c:                && IS_SET(ch->newbits, NEW_MONKFLAME))
fight.c:                    && !IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS))
fight.c:                     && IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS))
fight.c:                     && IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_CLAWS))
fight.c:                 && IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS))
fight.c://            if (!IS_NPC(ch) && number_range(1,250) < ch->pcdata->learned[gsn_critical])
fight.c://            if (!IS_NPC(ch) && number_range(1,250) < ch->pcdata->learned[gsn_critical])
fight.c:      else if (IS_SET(ch->newbits, NEW_MONKFLAME) && (dam == 0))
fight.c:        else if (IS_SET(ch->newbits, NEW_MONKFLAME))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:  if ( ch->embracing != NULL )
fight.c:    if ( ( emb = ch->embracing ) != NULL ) stop_embrace(ch,emb);
fight.c:  if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim);
fight.c:  if ( dam > ch->damcap[0] ) dam = ch->damcap[0];
fight.c:            if (ch->fighting == NULL)
fight.c:                    && victim->master->in_room == ch->in_room
fight.c:            REMOVE_BIT(ch->affected_by, AFF_HIDE);
fight.c:    if (IS_NPC(ch) && ch->pIndexData->dam_modifier > 3) dam *= 3;
fight.c:    else if (IS_NPC(ch) && ch->pIndexData->dam_modifier > 0) dam *= ch->pIndexData->dam_modifier;
fight.c:            if (IS_NPC(ch) && number_percent() < ch->level * 0.5)
fight.c:            if (IS_NPC(ch) && number_percent() < ch->level * 0.5)
fight.c:        if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5))
fight.c:            ch->amount_damage_dealt += dam;
fight.c:            ch->amount_attacks_dealt++;
fight.c:if (ch->move > 1000) ch->move -= number_range(15,18);
fight.c:        if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5))
fight.c:            ch->amount_damage_recieved += dam;
fight.c:            ch->amount_attacks_recieved++;
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:        if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5))
fight.c:            ch->amount_damage_recieved += dam;
fight.c:            ch->amount_attacks_recieved++;
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:    if (IS_SET(ch->extra, EXTRA_BAAL))
fight.c:        ch->pcdata->condition[COND_THIRST] += number_range(1,5);
fight.c:        if (ch->pcdata->condition[COND_THIRST] > 15000)
fight.c:            ch->pcdata->condition[COND_THIRST] = 15000;
fight.c:        sprintf(buf2, "You Bite Them #[Damage:#C%d#n#R][#nBlood: #C%d#R]\n\r", dam, ch->pcdata->condition[COND_THIRST]);
fight.c:        ch->hit -= dam2;
fight.c:            for (quest = ch->pcdata->quests; quest && !found;
fight.c:            ch->mkill += 1;
fight.c:            if (ch->symbiotetype != 0)
fight.c:                ch->symbiotemkills += 1;
fight.c:                if (ch->symbiotemkills >= 1000)
fight.c:                    ch->symbiotemkills = 0;
fight.c:                    ch->symbiotepoints++;
fight.c:                if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:                    ch->total_cp_gained += aurag;
fight.c:                ch->pcdata->stats[GHOUL_PTS] += aurag;
fight.c:                if (ch->pcdata->stats[GHOUL_PTS] >= 1000000) {
fight.c:                    ch->pcdata->stats[GHOUL_PTS] = 1000000;
fight.c:                if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:                    ch->total_cp_gained += aurag;
fight.c:                ch->pcdata->stats[FAITH_PTS] += aurag;
fight.c:                            ch->pcdata->powers[ZOM_FLESH] += 8;
fight.c:                            ch->pcdata->powers[ZOM_FLESH] += 4;
fight.c:                            ch->pcdata->
fight.c:                            ch->pcdata->
fight.c:                            ch->total_cp_gained +=
fight.c:                            ch->pcdata->
fight.c:                            ch->pcdata->
fight.c:                            ch->total_cp_gained +=
fight.c:                        ch->pcdata->
fight.c:                        ch->total_cp_gained +=
fight.c:                        ch->pcdata->
fight.c:                        ch->total_cp_gained +=
fight.c:                        ch->total_cp_gained +=
fight.c:                            ch->total_cp_gained +=
fight.c:                    if (!IS_SET(ch->act, PLR_BRIEF4)
fight.c:                            && (!IS_SET(ch->act, PLR_BRIEF5)))
fight.c:                    ch->pcdata->powers[SHADOW_POWER] +=
fight.c:                    ch->total_cp_gained +=
fight.c:                    ch->pcdata->powers[SHADOW_POWER] +=
fight.c:                    ch->total_cp_gained +=
fight.c:                    ch->total_cp_gained +=
fight.c:                    ch->total_cp_gained +=
fight.c:                if (!IS_SET(ch->act, PLR_BRIEF4)
fight.c:                        && (!IS_SET(ch->act, PLR_BRIEF5)))
fight.c:            if (ch->level == 1 && ch->mkill > 4)
fight.c:                ch->level = 2;
fight.c: if (IS_SET(ch->act2, PLR_AUTOLOOT))
fight.c:            ch->bones += victim->pcdata->bounty;
fight.c:        if (IS_SET(ch->act2, PLR_AUTOSLAB))
fight.c:        if (IS_SET(ch->act2, PLR_AUTOGEM))
fight.c:        if (IS_SET(ch->act2, PLR_AUTOHILT))
fight.c:        if (IS_SET(ch->act2, PLR_AUTOBONES))
fight.c:        if (IS_SET(ch->act2, PLR_AUTOSIGIL))
fight.c:        if (IS_SET(ch->act2, PLR_AUTOLOOT))
fight.c:        else if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:            if ( IS_SET(ch->act2, PLR_AUTOSAC) && !IS_CLASS(ch, CLASS_DRAGON))
fight.c:            if ( IS_CLASS(ch, CLASS_DRAGON) && IS_SET(ch->act2, PLR_AUTOSAC) )
fight.c://	if( IS_CLASS(ch, CLASS_ZOMBIE) && IS_SET(ch->act2, PLR_AUTOSAC))
fight.c:    if (!ch->in_room)
fight.c:        if (ch->pcdata->safe_counter > 0)
fight.c:        if (IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD)
fight.c:        if (!IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD)
fight.c:                && ch->pcdata->playerid != victim->pcdata->aggress_from)
fight.c:        if(!IS_NPC(ch) && !IS_NPC(victim) && !IS_SET(ch->in_room->room_flags, ROOM_ARENA)
fight.c:                && ch->combat != victim && victim->combat != ch && !ragnarok)
fight.c:            if(victim->combat != NULL || ch->combat != NULL)
fight.c:                if((ch->combat != victim) || (victim->combat != ch))
fight.c:                    if(victim->combat != NULL && ( (victim->pcdata->kingdom == 0 || ch->pcdata->kingdom == 0)
fight.c:                    if(ch->combat != NULL
fight.c:                            && ((victim->pcdata->kingdom == 0 || ch->pcdata->kingdom == 0)
fight.c:                                || ch->combat->pcdata->kingdom == 0))
fight.c:        if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL)
fight.c:            REMOVE_BIT(ch->affected_by, AFF_PEACE);
fight.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !ragnarok)
fight.c:            chance -= (ch->wpn[dt - 1000] * 0.1);
fight.c:            chance -= (ch->level * 0.2);
fight.c:            chance -= (ch->wpn[0] * 0.1);
fight.c:            chance -= (ch->level * 0.2);
fight.c:        if (ch->ability_cur[CUR] == 3)  chance -= ch->ability[3]  / 10;
fight.c:        if (ch->tier > 0)
fight.c:            chance -= ch->tier * 10;
fight.c:        if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
fight.c:        if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3))
fight.c:    if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
fight.c:        chance -= (ch->wpn[dt - 1000] * 0.1);
fight.c:        chance -= (ch->level * 0.2);
fight.c:    if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
fight.c:        chance -= (ch->wpn[dt - 1000] * 0.1);
fight.c:        chance -= (ch->level * 0.2);
fight.c:    if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
fight.c:        if(ch->combat == NULL) ch->combat = victim;
fight.c:        ch->fight_timer += 1;
fight.c:    if (ch->fighting != NULL)
fight.c:    ch->fighting = victim;
fight.c:    ch->position = POS_FIGHTING;
fight.c:    ch->damcap[DAM_CHANGE] = 1;
fight.c:    ch->agitated = 12;
fight.c:        ch->embracing = NULL;
fight.c:    ch->embracing = NULL;
fight.c:    if ( ch->in_room != NULL && fBoth )
fight.c:        for ( fch = ch->in_room->people; fch != NULL; fch = fch_next )
fight.c:            fch_next = fch->next_in_room;
fight.c:            if ( fch->fighting == ch && fch != ch )
fight.c:                fch->fighting = NULL;
fight.c:                fch->position = POS_STANDING;
fight.c:    ch->fighting = NULL;
fight.c:    ch->position = POS_STANDING;
fight.c:        for (fch = ch->in_room->people; fch != NULL; fch = fch->next)
fight.c:                if (fch == ch || (fBoth && fch->fighting == ch))
fight.c:                        fch->fighting = NULL;
fight.c:                        fch->position = POS_STANDING;
fight.c:                        if (IS_SET(fch->act2, PLR_AUTOSTORE))
fight.c:                                if (fch->tells)
fight.c:                                                fch->tells);
fight.c:    if (ch->in_room == NULL)
fight.c:        name = ch->short_descr;
fight.c:        corpse->value[2] = ch->pIndexData->vnum;
fight.c:        rndbones += number_range(0, ch->level / 300);
fight.c:        if (ch->bones > 0)
fight.c:            obj_to_obj(create_money(ch->bones), corpse);
fight.c:            ch->bones = 0;
fight.c:        name = ch->name;
fight.c:        /*   if (ch->bones > 0)
fight.c:                   obj = create_money(ch->bones);
fight.c:                   ch->bones = 0;
fight.c:    if (IS_SET(ch->extra, EXTRA_ZOMBIE))
fight.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
fight.c:            obj_to_room(obj, ch->in_room);
fight.c:    obj_to_room(corpse, ch->in_room);
fight.c:    if (ch->in_room == NULL)
fight.c:        name = IS_NPC(ch) ? ch->short_descr : ch->name;
fight.c:            obj->value[1] = ch->pIndexData->vnum;
fight.c:            ch->pcdata->chobj = obj;
fight.c:            if (ch->pcdata->chobj != NULL)
fight.c:                ch->pcdata->chobj->chobj = NULL;
fight.c:            ch->pcdata->chobj = obj;
fight.c:        obj_to_room(obj, ch->in_room);
fight.c:    bladeexp = ch->bladeexp;
fight.c:    if ((IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch)
fight.c:    for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
fight.c:    lch = (ch->leader != NULL) ? ch->leader : ch;
fight.c:    for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
fight.c:        if (gch != NULL && gch->desc != NULL)
fight.c:            if (gch->desc->out_compress)
fight.c:        if (gch->tick_timer[TIMER_EXPERIENCE] > 0)
fight.c:        if (gch->race < 1);
fight.c:        else if (gch->race < 5)
fight.c:        else if (gch->race < 10)
fight.c:        else if (gch->race < 15)
fight.c:        else if (gch->race < 20)
fight.c:        else if (gch->race < 25)
fight.c:        if (!IS_NPC(gch) && gch->pcdata->religion != 0)
fight.c:        if (!IS_NPC(gch) && gch->pcdata->kingdom != 0)
fight.c:        if (!IS_NPC(gch) && gch->pcdata->time_tick > 49)
fight.c:            xp_modifier += gch->pcdata->time_tick / 5;
fight.c:        if (!IS_NPC(gch) && IS_SET(gch->pcdata->tempflag, TEMP_EDGE))
fight.c:        if (!IS_SET(gch->act, PLR_BRIEF5))
fight.c:        if (!IS_SET(gch->act, PLR_BRIEF5))
fight.c:        if ((get_age(gch) - 17) > 2 && ch->level < 3)
fight.c:        if (gch->exp > 500000000)
fight.c:                && !IS_SET(gch->pcdata->jflags, JFLAG_POLICY))
fight.c:        if (ch->generation == 6)
fight.c:        else if (ch->generation == 5)
fight.c:        else if (ch->generation == 4)
fight.c:        else if (ch->generation == 3)
fight.c:        else if (ch->generation == 2)
fight.c:            if (ch->pcdata->powers[BLADE_SKILL] == 0)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 0)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 0)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 1)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 1)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 1)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 2)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 2)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 2)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 3)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 3)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 3)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 4)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 4)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 4)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 5)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 5)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 5)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 6)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 6)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 6)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 7)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 7)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 7)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 8)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 8)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 8)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 9)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 9)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 9)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 10)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 10)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 10)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 11)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 11)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 11)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 12)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 12)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 12)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 13)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 13)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 13)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 14)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 14)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 14)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 15)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 15)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 15)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 16)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 16)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 16)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 17)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 17)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 17)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 18)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 18)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 18)
fight.c:            else if (ch->pcdata->powers[BLADE_SKILL] == 19)
fight.c:            else if (ch->pcdata->powers[BLADE_PROWESS] == 19)
fight.c:            else if (ch->pcdata->powers[BLADE_MELEE] == 19)
fight.c:        if (!IS_SET(gch->act, PLR_BRIEF5))
fight.c:        ch->total_exp_gained += xp;
fight.c:        if ((mount = gch->mount) != NULL)
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF4))
fight.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
fight.c:                        if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3)) stc(buf, gch);
fight.c:                if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3)) stc(buf, gch);
fight.c:                if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3)) stc(buf, gch);
fight.c:                if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3)) stc(buf, gch);
fight.c:                if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3)) stc(buf, gch);
fight.c:                if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3)) stc(buf, gch);
fight.c:                if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:        if (IS_CLASS(ch, CLASS_BLADE_MASTER) && (ch->pcdata->powers[BLADE_MELEE] < 20
fight.c:                || ch->pcdata->powers[BLADE_PROWESS] < 20 || ch->pcdata->powers[BLADE_SKILL] < 20))
fight.c:            ch->bladeexp += bladeexpgain;
fight.c:                if (ch->pcdata->powers[BLADE_SKILL] == 0)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 0)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 0)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 1)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 1)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 1)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 2)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 2)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 2)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 3)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 3)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 3)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 4)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 4)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 4)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 5)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 5)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 5)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 6)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 6)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 6)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 7)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 7)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 7)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 8)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 8)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 8)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 9)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 9)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 9)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 10)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 10)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 10)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 11)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 11)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 11)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 12)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 12)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 12)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 13)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 13)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 13)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 14)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 14)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 14)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 15)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 15)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 15)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 16)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 16)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 16)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 17)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 17)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 17)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 18)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 18)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 18)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_SKILL] == 19)
fight.c:                    ch->pcdata->powers[BLADE_SKILL] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_PROWESS] == 19)
fight.c:                    ch->pcdata->powers[BLADE_PROWESS] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                else if (ch->pcdata->powers[BLADE_MELEE] == 19)
fight.c:                    ch->pcdata->powers[BLADE_MELEE] += 1;
fight.c:                    ch->bladeexp = 0;
fight.c:                && ch->generation > 1 && ch->level > 2)
fight.c:            ch->genexp += number_range((xp / 10), (xp / 2));
fight.c:            if (ch->genexp >= expneeded)
fight.c:                ch->genexp = 0;
fight.c:                ch->generation -= 1;
fight.c:                xprintf(buf,"#B%s #0has advanced a #GGeneration!#n",ch->name);
fight.c:        gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level;
fight.c:        if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL])
fight.c:            gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level;
fight.c:        gch->pcdata->score[SCORE_TOTAL_XP] += xp;
fight.c:        if (xp > gch->pcdata->score[SCORE_HIGH_XP])
fight.c:            gch->pcdata->score[SCORE_HIGH_XP] += xp;
fight.c:    if (!IS_NPC(gch) && xp > 499 && gch->pcdata->disc_points != 999
fight.c:            && gch->pcdata->disc_research != -1)
fight.c:        if (!IS_SET(gch->act, PLR_BRIEF4)
fight.c:                && !IS_SET(gch->act, PLR_BRIEF5))
fight.c:        else if (IS_SET(gch->act, PLR_BRIEF5))
fight.c:            gch->total_disc_gained++;
fight.c:        if ((!IS_SET(gch->act, PLR_BRIEF4)
fight.c:                && !IS_SET(gch->act, PLR_BRIEF5)) && (victim->level > 200
fight.c:                        && gch->pcdata->
fight.c:            if (IS_SET(gch->act, PLR_BRIEF5))
fight.c:                gch->total_disc_gained++;
fight.c:        else if (IS_SET(gch->act, PLR_BRIEF5))
fight.c:            gch->total_disc_gained++;
fight.c:        if ((!IS_SET(gch->act, PLR_BRIEF4)
fight.c:                && !IS_SET(gch->act, PLR_BRIEF5)) && (victim->level > 400
fight.c:                        && gch->pcdata->
fight.c:            if (IS_SET(gch->act, PLR_BRIEF5))
fight.c:                gch->total_disc_gained++;
fight.c:        else if (IS_SET(gch->act, PLR_BRIEF5))
fight.c:            gch->total_disc_gained++;
fight.c:    if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_REND) && dam > 0
fight.c:	dam += ch->damroll / 10;
fight.c:	dam += ch->damroll / 10;
fight.c:	dam += (ch->damroll / 10) / (obj2->resistance + 1);
fight.c:	dam += (ch->damroll / 10);
fight.c:                && !IS_SET(ch->newbits, NEW_MONKFLAME))
fight.c:                && IS_SET(ch->newbits, NEW_MONKFLAME))
fight.c:                 && IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS))
fight.c:	 dam_percent, ch->name, attack2, xp, loc, dam, epic, epic2);
fight.c:	 dam_percent, ch->name, attack2,xp, loc, dam, epic, epic2 );
fight.c:	 dam_percent,ch->name, attack2, xp, loc, dam );
fight.c:	 dam_percent,ch->name, attack2,xp, loc, dam );
fight.c:        else if (IS_SET(ch->newbits, NEW_MONKFLAME))
fight.c:	 dam_percent,ch->name, attack2, xp, loc, dam, epic, epic2 );
fight.c:	 dam_percent, ch->name,attack2,xp, loc, dam, epic, epic2 );
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:    if ((mob = ch->fighting) == NULL)
fight.c:        if ((IS_SET(ch->special, SPC_JEDI_LEVITATE))
fight.c:    if (IS_NPC(ch) && ch->desc == NULL)
fight.c:    if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
fight.c:    if (ch->position == POS_FIGHTING)
fight.c:        ch->fight_timer += 3;
fight.c:            && number_range(1, 3) == 1 && ch->power[DISC_WERE_BOAR] > 1
fight.c:        if (ch->pcdata->powers[ANGEL_JUSTICE] >= 5)
fight.c:            && ch->power[DISC_VAMP_QUIE] < 10 && !IS_CLASS(ch, CLASS_NINJA)
fight.c:             || number_percent() < ch->pcdata->learned[gsn_backstab])
fight.c:    if ((ch->pcdata->rank == BELT_SEVEN || ch->pcdata->rank == BELT_EIGHT
fight.c:            || ch->pcdata->rank == BELT_NINE || ch->pcdata->rank == BELT_TEN)
fight.c:    if ((ch->pcdata->rank == BELT_NINE || ch->pcdata->rank == BELT_TEN)
fight.c:    if ((victim = ch->fighting) == NULL)
fight.c:        if (ch->position == POS_FIGHTING)
fight.c:            ch->position = POS_STANDING;
fight.c:    if (ch->move <= 0)
fight.c:    if (IS_SET(ch->flag2, AFF_TOTALBLIND))
fight.c:    if (ch->in_room)
fight.c:        if (has_area_affect(ch->in_room->area, AREA_AFF_THORNS, 0)
fight.c:        if (ch->pcdata->powers[TANARRI_FURY_ON] == 1)
fight.c:        if (ch->pcdata->powers[GIANT_FRENZY] == 1)
fight.c:    was_in = ch->in_room;
fight.c:        if ((now_in = ch->in_room) == was_in)
fight.c:        ch->in_room = was_in;
fight.c:        ch->in_room = now_in;
fight.c:    if (ch->fighting == victim)
fight.c:    if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_rescue])
fight.c:    if (!IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level)
fight.c:    if ((victim = ch->fighting) == NULL)
fight.c:    if ((IS_NPC(ch) && ch->level < 1800))
fight.c:    if ((IS_NPC(ch)) || number_percent() < ch->pcdata->learned[gsn_kick])
fight.c:        dam = dam + (dam * ((ch->wpn[0] + 1) / 100));
fight.c:        stance = ch->stance[0];
fight.c:                 && ch->pcdata->powers[SHAPE_FORM] == BULL_FORM))
fight.c:            dam *= (ch->stance[STANCE_WOLVERINE] + 1) / 200;
fight.c:                 && ch->stance[STANCE_PITBULL] > 100)
fight.c:            dam += dam * (ch->stance[STANCE_PITBULL] / 100);
fight.c:                 && ch->stance[STANCE_BADGER] > 100)
fight.c:            dam += dam * (ch->stance[STANCE_BADGER] / 100);
fight.c:                 && ch->stance[STANCE_WOLF] > 100)
fight.c:            dam += dam * (ch->stance[STANCE_WOLF] / 100);
fight.c:                 && ch->stance[STANCE_COUGAR] > 100)
fight.c:            dam += dam * (ch->stance[STANCE_COUGAR] / 100);
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                 && ch->stance[(ch->stance[0])] > 100)
fight.c:            dam += dam * 3 * (ch->stance[(ch->stance[0])] / 100);
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                 && ch->stance[(ch->stance[0])] > 100)
fight.c:            dam += dam * 2 * (ch->stance[(ch->stance[0])] / 100);
fight.c:        else if (ch->stance[0] > 12
fight.c:                 && IS_SET(ch->stance[(ch->stance[0] + 6)],
fight.c:                 && ch->stance[(ch->stance[0])] > 100)
fight.c:            dam += dam * (ch->stance[(ch->stance[0])] / 100);
fight.c:        else if (ch->stance[0] > 0 && ch->stance[stance] < 100)
fight.c:    if (ch->level < skill_table[gsn_punch].skill_level)
fight.c:    if (IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_punch])
fight.c:        dam = dam + (dam * (ch->wpn[0] / 100));
fight.c:                SET_BIT(ch->loc_hp[LOC_ARM_L],
fight.c:                SET_BIT(ch->loc_hp[LOC_ARM_L],
fight.c:                SET_BIT(ch->loc_hp[LOC_ARM_L],
fight.c:                SET_BIT(ch->loc_hp[LOC_ARM_L],
fight.c:                SET_BIT(ch->loc_hp[LOC_ARM_R],
fight.c:                SET_BIT(ch->loc_hp[LOC_ARM_R],
fight.c:                SET_BIT(ch->loc_hp[LOC_ARM_R],
fight.c:                SET_BIT(ch->loc_hp[LOC_ARM_R],
fight.c:    if ( ch->level < skill_table[gsn_berserk].skill_level)
fight.c:    if ( number_percent() > ch->pcdata->learned[gsn_berserk] )
fight.c:    if (ch->pcdata->learned[gsn_dual_berserk] > 0)
fight.c:    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
fight.c:        vch_next= vch->next_in_room;
fight.c:        if (vch->master==ch)
fight.c:        if ( vch->in_room == NULL )
fight.c:        if ( ch->in_room == NULL )
fight.c:        if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
fight.c:        if ( vch->in_room == ch->in_room )
fight.c:            if ( ( mount = ch->mount ) != NULL ) {
fight.c:                if (number_percent() < ch->pcdata->learned[gsn_dual_berserk])
fight.c:    if ( ch->level < skill_table[gsn_berserk].skill_level)
fight.c:    if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
fight.c:        vch_next  = vch->next;
fight.c:        if (vch->in_room == NULL) continue;
fight.c:        if (!IS_NPC(vch) && vch->pcdata->chobj != NULL) continue;
fight.c:        if ( vch->in_room == ch->in_room )
fight.c:            if ( ( mount = ch->mount ) != NULL )
fight.c:    if (!IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1)
fight.c:    if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_hurl])
fight.c:    if ((pexit = ch->in_room->exit[door]) == NULL
fight.c:        dam = number_range(ch->level, (ch->level * 4));
fight.c:            ch->mkill = ch->mkill + 1;
fight.c:        dam = number_range(ch->level, (ch->level * 4));
fight.c:            ch->mkill = ch->mkill + 1;
fight.c:                && pexit_rev->to_room == ch->in_room
fight.c:            dam = number_range(ch->level, (ch->level * 6));
fight.c:                ch->mkill = ch->mkill + 1;
fight.c:        dam = number_range(ch->level, (ch->level * 2));
fight.c:            ch->mkill = ch->mkill + 1;
fight.c:    if (!IS_NPC(ch) && ch->level < skill_table[gsn_disarm].skill_level)
fight.c:    if ((victim = ch->fighting) == NULL)
fight.c:    percent = number_percent() + victim->level - ch->level;
fight.c:             || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3)
fight.c:        ch->mkill = ch->mkill + 1;
fight.c:    if (ch->in_room != NULL)
fight.c:        if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
fight.c:      if (!str_cmp(ch->pcdata->last_decap[0], victim->name)
fight.c:          && str_cmp(ch->pcdata->retaliation, victim->name))
fight.c:    if ((victim->race == 0 || ch->race == 0) && victim->tier == 0) paradox_punish = TRUE;
fight.c://  else if ( (victim->tier) < ch->tier) paradox_punish = TRUE;
fight.c:    if (ch->level > 6 && paradox_punish == TRUE) paradox_punish = FALSE;
fight.c:        ch->fight_timer += 10;
fight.c:    free_string( ch->pcdata->last_decap[1] );
fight.c:    ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]);
fight.c:    free_string( ch->pcdata->last_decap[0] );
fight.c:    ch->pcdata->last_decap[0] = str_dup(victim->name);
fight.c:    victim->pcdata->retaliation = str_dup(ch->name);
fight.c:    if (!str_cmp(ch->pcdata->retaliation, victim->name))
fight.c:        free_string(ch->pcdata->retaliation);
fight.c:        ch->pcdata->retaliation = str_dup("Noone");
fight.c:    ch->hit = ch->max_hit;
fight.c:    ch->mana = ch->max_mana;
fight.c:    ch->move = ch->max_move;
fight.c:    ch->tks = ch->tks + 1;
fight.c:    if (!deathmatch) ch->fight_timer += 10;
fight.c:        ch->pcdata->souls += 1;
fight.c:    if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
fight.c:             victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
fight.c:            victim->pcdata->switchname, ch->pcdata->switchname,
fight.c:    if (!IS_NPC(victim) && IS_SET(ch->act2, PLR_AUTOHEAD))
fight.c:    if (ch->in_room != NULL)
fight.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
fight.c:        ch->fight_timer = 0;
fight.c:            if (!str_cmp(ch->pcdata->last_decap[0], victim->name)
fight.c:                && str_cmp(ch->pcdata->retaliation, victim->name))
fight.c:    if (victim->race == 0 && ch->race > 0 && str_cmp( victim->name, ch->pcdata->retaliation ) )
fight.c://        else if ((victim->tier) < ch->tier && (ch->race - victim->race) > 5)
fight.c:    else if ((ch->tier) < 1 && (victim->tier) < 1
fight.c:             && (ch->race - victim->race) > 5)
fight.c://                 && (ch->tier > 0 && ch->race > 3))
fight.c:    if (ch->level > 6 && paradox_punish == TRUE)
fight.c:        ch->paradox[0] += ch->race;
fight.c:        ch->paradox[1] += ch->race;
fight.c:        ch->paradox[2] += PARADOX_TICK;
fight.c:                victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:                victim->pcdata->switchname, ch->pcdata->switchname,
fight.c:        ch->fight_timer += 10;
fight.c:        if (ch->pcdata->kingdom != 0)
fight.c:            kingdom_table[ch->pcdata->kingdom].kills += 1;
fight.c:        ch->pkill = ch->pkill + 1;
fight.c:        ch->pcdata->bounty += number_range(30, 80);
fight.c:        ch->bones += victim->pcdata->bounty;
fight.c:        for (quest = ch->pcdata->quests; quest && !found;
fight.c:    ch->exp += victim->exp / 2;
fight.c:    if (ch->pcdata->religion != 0)
fight.c:        if (ch->pcdata->relrank > victim->pcdata->relrank)
fight.c:        if (victim->pcdata->relrank > ch->pcdata->relrank)
fight.c:        ch->pcdata->faith += faith;
fight.c:        ch->pcdata->current_faith += faith;
fight.c:    ch->hit += victim->max_hit * 0.1;
fight.c:    if (ch->hit > ch->max_hit)
fight.c:        ch->hit = ch->max_hit;
fight.c:    ch->hit = ch->max_hit;
fight.c:    ch->mana = ch->max_mana;
fight.c:    ch->move = ch->max_move;
fight.c:    free_string(ch->pcdata->last_decap[1]);
fight.c:    ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]);
fight.c:    free_string(ch->pcdata->last_decap[0]);
fight.c:    ch->pcdata->last_decap[0] = str_dup(victim->name);
fight.c:    victim->pcdata->retaliation = str_dup(ch->name);
fight.c:    if (!str_cmp(ch->pcdata->retaliation, victim->name))
fight.c:        free_string(ch->pcdata->retaliation);
fight.c:        ch->pcdata->retaliation = str_dup("Noone");
fight.c:    ch->combat = NULL;
fight.c:    if (ch->race - ((ch->race / 100) * 100) == 0)
fight.c:        ch->race = ch->race + 1;
fight.c:    else if (ch->race - ((ch->race / 100) * 100) < 300)
fight.c:        ch->race = ch->race + 1;
fight.c:    if (ch->race - ((ch->race / 100) * 100) == 0)
fight.c:        ch->fight_timer += 10;
fight.c:        ch->pcdata->souls += 1;
fight.c:        REMOVE_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
fight.c:    ch->pkill = ch->pkill + 1;
fight.c:            victim->pcdata->switchname, ch->pcdata->switchname,
fight.c:    ch->pcdata->bounty += number_range(30, 80);
fight.c:    if (ch->pcdata->kingdom != 0)
fight.c:        kingdom_table[ch->pcdata->kingdom].kills++;
fight.c:    if (!IS_NPC(victim) && IS_SET(ch->act2, PLR_AUTOHEAD))
fight.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP))
fight.c:    if (ch->pcdata->religion != 0)
fight.c:                religion_table[ch->pcdata->religion].decapmessage,
fight.c:                victim->name, ch->name);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:                ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:                ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:                ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:                ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:                victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:                victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:                ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:                ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                    ch->pcdata->switchname);
fight.c:                victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:        char_to_room(victim, ch->in_room);
fight.c:        char_to_room(victim, ch->in_room);
fight.c:        obj_to_room(obj, ch->in_room);
fight.c:            victim->hit - number_range(ch->level,
fight.c:                                       (5 * ch->level));
fight.c:            || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE))
fight.c:    if (ch->in_room != NULL)
fight.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
fight.c:            || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE)
fight.c:            || !IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE))
fight.c:    if (!IS_SET(ch->newbits, NEW_DARKNESS))
fight.c:    REMOVE_BIT(ch->newbits, NEW_DARKNESS);
fight.c:    REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
fight.c:    if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
fight.c:    if (ch->fight_timer > 0 && !IS_NPC(ch))
fight.c:            && ch->pcdata->powers[NPOWER_NINGENNO] < 6)
fight.c:        if (ch->fighting == NULL)
fight.c:            victim = ch->fighting;
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_NONE;
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_CRANE;
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_CRAB;
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_PITBULL;
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_VIPER;
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_MONGOOSE;
fight.c:    else if (!str_cmp(arg, "hawk") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_HAWK;
fight.c:    else if (!str_cmp(arg, "wolverine") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_WOLVERINE;
fight.c:    else if (!str_cmp(arg, "grizzly") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_GRIZZLY;
fight.c:    else if (!str_cmp(arg, "cougar") && ch->stance[STANCE_PITBULL] >= 200 && ch->stance[STANCE_VIPER] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_COUGAR;
fight.c:    else if (!str_cmp(arg, "badger") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_PITBULL] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_BADGER;
fight.c:             && ch->stance[STANCE_COUGAR] >= 200
fight.c:             && ch->stance[STANCE_GRIZZLY] >= 200
fight.c:             && ch->stance[STANCE_WOLVERINE] >= 200
fight.c:             && ch->stance[STANCE_HAWK] >= 200
fight.c:             && ch->stance[STANCE_BADGER] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_WOLF;
fight.c:    else if (!str_cmp(arg, "ss1") && ch->stance[19] != -1)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_SS1;
fight.c:    else if (!str_cmp(arg, "ss2") && ch->stance[20] != -1)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_SS2;
fight.c:    else if (!str_cmp(arg, "ss3") && ch->stance[21] != -1)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_SS3;
fight.c:    else if (!str_cmp(arg, "pizza") && ch->stance[22] != -1)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_SS4;
fight.c:    else if (!str_cmp(arg, "zarius") && ch->stance[23] != -1)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_SS5;
fight.c:    if (ch->stance[MONK_AUTODROP] == STANCE_NONE)
fight.c:    if (ch->stance[MONK_AUTODROP] == STANCE_VIPER)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_CRANE)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_CRAB)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_MONGOOSE)
fight.c:    else if (ch->stance[MONK_AUTODROP]==STANCE_PITBULL) sprintf(stancename,"Pitbull");
fight.c:    else if (ch->stance[MONK_AUTODROP]==STANCE_HAWK) sprintf(stancename,"Hawk");
fight.c:    else if (ch->stance[MONK_AUTODROP]==STANCE_BADGER) sprintf(stancename,"Badger");
fight.c:    else if (ch->stance[MONK_AUTODROP]==STANCE_COUGAR) sprintf(stancename,"Cougar");
fight.c:    else if (ch->stance[MONK_AUTODROP]==STANCE_WOLVERINE) sprintf(stancename,"Wolverine");
fight.c:    else if (ch->stance[MONK_AUTODROP]==STANCE_GRIZZLY) sprintf(stancename,"Grizzly");
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_SS1)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_SS2)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_SS3)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_SS4)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_SS5)
fight.c:    else if (ch->stance[MONK_AUTODROP])
fight.c:    if (ch->stance[0] < 1)
fight.c:        ch->stance[0] = ch->stance[MONK_AUTODROP];;
fight.c:    if (ch->level < 7 && IS_SET(ch->act, AFF_HIDE))
fight.c:        REMOVE_BIT(ch->act, AFF_HIDE);
fight.c:    if (ch->level < 7 && IS_SET(ch->newbits2,NEW2_HIDE))
fight.c:        REMOVE_BIT(ch->newbits2,NEW2_HIDE);
fight.c:    if (ch->level < 7 && IS_SET(ch->act, PLR_WIZINVIS))
fight.c:        REMOVE_BIT(ch->act, PLR_WIZINVIS);
fight.c:            && IS_SET(ch->newbits, NEW_DARKNESS))
fight.c:        REMOVE_BIT(ch->newbits, NEW_DARKNESS);
fight.c:        REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
ghoul.c:#define GPTS(ch)	(ch->pcdata->stats[GHOUL_PTS])
ghoul.c:                ch->pcdata->powers[GPOWER_SHADOW],
ghoul.c:                ch->pcdata->powers[GPOWER_ZOMBIE],
ghoul.c:                ch->pcdata->powers[GPOWER_UNDEADMIGHT]);
ghoul.c:            if (ch->pcdata->powers[GPOWER_SHADOW] < 1)
ghoul.c:            if (ch->pcdata->powers[GPOWER_SHADOW] > 0)
ghoul.c:            if (ch->pcdata->powers[GPOWER_SHADOW] > 1)
ghoul.c:            if (ch->pcdata->powers[GPOWER_SHADOW] > 2)
ghoul.c:            if (ch->pcdata->powers[GPOWER_SHADOW] > 3)
ghoul.c:            if (ch->pcdata->powers[GPOWER_SHADOW] > 4)
ghoul.c:            if (ch->pcdata->powers[GPOWER_ZOMBIE] < 1)
ghoul.c:            if (ch->pcdata->powers[GPOWER_ZOMBIE] > 0)
ghoul.c:            if (ch->pcdata->powers[GPOWER_ZOMBIE] > 1)
ghoul.c:            if (ch->pcdata->powers[GPOWER_ZOMBIE] > 2)
ghoul.c:            if (ch->pcdata->powers[GPOWER_ZOMBIE] > 3)
ghoul.c:            if (ch->pcdata->powers[GPOWER_ZOMBIE] > 4)
ghoul.c:            if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] < 1)
ghoul.c:            else if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 4)
ghoul.c:            else if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 3)
ghoul.c:            else if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 2)
ghoul.c:            else if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 1)
ghoul.c:            else if (ch->pcdata->powers[GPOWER_UNDEADMIGHT] > 0)
ghoul.c:                ch->pcdata->powers[GPOWER_SHADOW],
ghoul.c:                ch->pcdata->powers[GPOWER_ZOMBIE],
ghoul.c:                ch->pcdata->powers[GPOWER_UNDEADMIGHT]);
ghoul.c:        cost = (ch->pcdata->powers[improve] + 1) * 1000;
ghoul.c:        if (ch->pcdata->powers[improve] >= max)
ghoul.c:        if (cost > ch->pcdata->stats[GHOUL_PTS])
ghoul.c:        ch->pcdata->powers[improve] += 1;
ghoul.c:        ch->pcdata->stats[GHOUL_PTS] -= cost;
ghoul.c:    if (ch->practice < 200)
ghoul.c:    ch->practice -= 200;
ghoul.c:    obj->questowner = str_dup(ch->pcdata->switchname);
ghoul.c:    obj->ownerid = ch->pcdata->playerid;
ghoul.c:    if (ch->pcdata->powers[GPOWER_ZOMBIE] < 1)
ghoul.c:    if (ch->practice < 500)
ghoul.c:    obj->questowner = str_dup(ch->pcdata->switchname);
ghoul.c:    obj->ownerid = ch->pcdata->playerid;
ghoul.c:    obj->questowner = str_dup(ch->pcdata->switchname);
ghoul.c:    obj->ownerid = ch->pcdata->playerid;
ghoul.c:    ch->practice -= 500;
ghoul.c:    if (ch->pcdata->powers[GPOWER_SHADOW] < 5)
ghoul.c:    if (ch->move < 10000)
ghoul.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
ghoul.c:        ch->move -= 10000;
ghoul.c:    REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
ghoul.c:    ch->move -= 10000;
ghoul.c:    if (ch->pcdata->powers[GPOWER_ZOMBIE] < 3)
ghoul.c:        if ((victim = ch->fighting) == NULL)
ghoul.c:    if (ch->move < 2000)
ghoul.c:        ch->move -= 2000;
ghoul.c:        ch->hitroll += 2000;
ghoul.c:        ch->hitroll -= 2000;
ghoul.c:    ch->move -= 2000;
ghoul.c:    ch->hitroll += 2000;
ghoul.c:    ch->hitroll -= 2000;
ghoul.c:    if (ch->pcdata->powers[GPOWER_ZOMBIE] < 4)
ghoul.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
ghoul.c:    if (ch->pcdata->powers[GPOWER_ZOMBIE] < 5)
ghoul.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
ghoul.c:    if (ch->move < 1500)
ghoul.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
ghoul.c:    if (victim->in_room == ch->in_room)
ghoul.c:    ch->move -= 1500;
giant.c:    if (ch->practice < 60)
giant.c:    obj->questowner = str_dup(ch->pcdata->switchname);
giant.c:    obj->ownerid = ch->pcdata->playerid;
giant.c:    ch->practice -= 60;
giant.c:    if (ch->pcdata->rank >= FOOT_30)
giant.c:    if (ch->exp < cost * (ch->pcdata->rank + 1))
giant.c:                cost * (ch->pcdata->rank + 1) - ch->exp);
giant.c:    ch->pcdata->rank++;
giant.c:    ch->exp -= ch->pcdata->rank * cost;
giant.c:    if (ch->move < 1000)
giant.c:    if ((victim = ch->fighting) == NULL)
giant.c:    ch->move -= 1000;
giant.c:    if (attacktype == ch->pcdata->powers[GIANT_ATTACK])
giant.c:    if (ch->pcdata->rank == 0)
giant.c:    if (IS_SET(ch->newbits, NEW_CUBEFORM))
giant.c:        REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
giant.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
giant.c:        ch->damroll -= ch->pcdata->rank * 100;
giant.c:        ch->hitroll -= ch->pcdata->rank * 100;
giant.c:        free_string(ch->morph);
giant.c:        ch->morph = str_dup("");
giant.c:        SET_BIT(ch->newbits, NEW_CUBEFORM);
giant.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
giant.c:        xprintf(buf, "%s the giant", ch->name);
giant.c:        free_string(ch->morph);
giant.c:        ch->morph = str_dup(buf);
giant.c:        ch->damroll += ch->pcdata->rank * 100;
giant.c:        ch->hitroll += ch->pcdata->rank * 100;
giant.c:    if (ch->pcdata->powers[GGIFTS_GAINED] >= max_gifts)
giant.c:    if (ch->pcdata->stats[GIANT_POINTS] < cost)
giant.c:                cost - ch->pcdata->stats[GIANT_POINTS]);
giant.c:    ch->pcdata->stats[GIANT_POINTS] -= cost;
giant.c:    if (ch->pcdata->powers[GGIFTS_GAINED] < 1)
giant.c:        SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_LEATHERSKIN);
giant.c:    else if (ch->pcdata->powers[GGIFTS_GAINED] < 2)
giant.c:        SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STONESHAPE);
giant.c:    else if (ch->pcdata->powers[GGIFTS_GAINED] < 3)
giant.c:        SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_REVIVAL);
giant.c:    else if (ch->pcdata->powers[GGIFTS_GAINED] < 4)
giant.c:        SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_EARTHPUNCH);
giant.c:    else if (ch->pcdata->powers[GGIFTS_GAINED] < 5)
giant.c:        SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STANDFIRM);
giant.c:        SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_LONGLEGS);
giant.c:    ch->pcdata->powers[GGIFTS_GAINED]++;
giant.c:    if ((victim = ch->fighting) == NULL)
giant.c:    if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_REVIVAL))
giant.c:    ch->hit += number_range(300, 600);
giant.c:    if (ch->hit > ch->max_hit)
giant.c:        ch->hit = ch->max_hit;
giant.c:    if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_EARTHPUNCH))
giant.c:    for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
giant.c:        if (gch->fighting != NULL)
giant.c:            gch->position = POS_STUNNED;
giant.c:    if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STANDFIRM))
giant.c:    if (ch->pcdata->powers[GIANT_STANDFIRM] == 0)
giant.c:        ch->pcdata->powers[GIANT_STANDFIRM] = 1;
giant.c:        ch->pcdata->powers[GIANT_STANDFIRM] = 0;
giant.c:    if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STONESHAPE))
giant.c:    if (ch->bones < cost)
giant.c:    ch->bones -= cost;
giant.c:    if (ch->hit > 30000)
giant.c:    if (ch->pcdata->powers[GIANT_FRENZY] == 1)
giant.c:    if ((victim = ch->fighting) == NULL)
giant.c:    ch->pcdata->powers[GIANT_FRENZY] = 1;
handler.c:    if (ch->desc != NULL && ch->desc->original != NULL)
handler.c:        ch = ch->desc->original;
handler.c:    if (ch->trust != 0)
handler.c:        return ch->trust;
handler.c:    if (IS_NPC(ch) && ch->level >= LEVEL_HERO)
handler.c:        return ch->level;
handler.c:    return 17 + (ch->played + (int) (current_time - ch->logon)) / 7200;
handler.c:    return URANGE(3, ch->pcdata->perm_str + ch->pcdata->mod_str, max);
handler.c:    return URANGE(3, ch->pcdata->perm_int + ch->pcdata->mod_int, max);
handler.c:    return URANGE(3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max);
handler.c:    return URANGE(3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max);
handler.c:    return URANGE(3, ch->pcdata->perm_con + ch->pcdata->mod_con, max);
handler.c:    if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL)
handler.c:    if (IS_NPC(ch) && IS_SET(ch->act, ACT_PET))
handler.c:    if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL)
handler.c:    if (IS_NPC(ch) && IS_SET(ch->act, ACT_PET))
handler.c:        SET_BIT(ch->affected_by, paf->bitvector);
handler.c:        REMOVE_BIT(ch->affected_by, paf->bitvector);
handler.c:            ch->max_mana += mod;
handler.c:            ch->max_hit += mod;
handler.c:            ch->max_move += mod;
handler.c:            ch->armor += mod;
handler.c:            ch->hitroll += mod;
handler.c:            ch->damroll += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->polyaff += mod;
handler.c:	    ch->resistance += mod;
handler.c:        ch->pcdata->mod_str += mod;
handler.c:        ch->pcdata->mod_dex += mod;
handler.c:        ch->pcdata->mod_int += mod;
handler.c:        ch->pcdata->mod_wis += mod;
handler.c:        ch->pcdata->mod_con += mod;
handler.c:        case APPLY_SEX:           ch->sex			+= mod;	break;
handler.c:        ch->max_mana += mod;
handler.c:        ch->max_hit += mod;
handler.c:        ch->max_move += mod;
handler.c:        ch->armor += mod;
handler.c:        ch->hitroll += mod;
handler.c:        ch->damroll += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->polyaff += mod;
handler.c:        ch->resistance += mod;
handler.c:            obj_to_room(wield, ch->in_room);
handler.c:        SET_BIT(ch->affected_by2, paf->bitvector);
handler.c:        REMOVE_BIT(ch->affected_by2, paf->bitvector);
handler.c:            ch->max_mana += mod;
handler.c:            ch->max_hit += mod;
handler.c:            ch->max_move += mod;
handler.c:            ch->armor += mod;
handler.c:        ch->hitroll += mod;
handler.c:        ch->damroll += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->polyaff += mod;
handler.c:            ch->resistance += mod;
handler.c:        ch->pcdata->mod_str += mod;
handler.c:        ch->pcdata->mod_dex += mod;
handler.c:        ch->pcdata->mod_int += mod;
handler.c:        ch->pcdata->mod_wis += mod;
handler.c:        ch->pcdata->mod_con += mod;
handler.c:        case APPLY_SEX:           ch->sex			+= mod;	break;
handler.c:        ch->max_mana += mod;
handler.c:        ch->max_hit += mod;
handler.c:        ch->max_move += mod;
handler.c:        ch->armor += mod;
handler.c:        ch->hitroll += mod;
handler.c:        ch->damroll += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->polyaff += mod;
handler.c:        ch->resistance += mod;
handler.c:            obj_to_room(wield, ch->in_room);
handler.c:        ch->power[i] = -2;
handler.c:        if (ch->power[DISC_FAE_NATURE] < 0)
handler.c:            ch->power[DISC_FAE_NATURE] = 0;
handler.c:        if (ch->power[DISC_FAE_ARCANE] < 0)
handler.c:            ch->power[DISC_FAE_ARCANE] = 0;
handler.c:        if (ch->power[DISC_VAMP_FORT] < 0)
handler.c:            ch->power[DISC_VAMP_FORT] = 0;
handler.c:        if (ch->power[DISC_VAMP_CELE] < 0)
handler.c:            ch->power[DISC_VAMP_CELE] = 0;
handler.c:        if (ch->power[DISC_VAMP_OBTE] < 0)
handler.c:            ch->power[DISC_VAMP_OBTE] = 0;
handler.c:        if (ch->power[DISC_VAMP_PRES] < 0)
handler.c:            ch->power[DISC_VAMP_PRES] = 0;
handler.c:        if (ch->power[DISC_VAMP_QUIE] < 0)
handler.c:            ch->power[DISC_VAMP_QUIE] = 0;
handler.c:        if (ch->power[DISC_VAMP_THAU] < 0)
handler.c:            ch->power[DISC_VAMP_THAU] = 0;
handler.c:        if (ch->power[DISC_VAMP_AUSP] < 0)
handler.c:            ch->power[DISC_VAMP_AUSP] = 0;
handler.c:        if (ch->power[DISC_VAMP_DOMI] < 0)
handler.c:            ch->power[DISC_VAMP_DOMI] = 0;
handler.c:        if (ch->power[DISC_VAMP_OBFU] < 0)
handler.c:            ch->power[DISC_VAMP_OBFU] = 0;
handler.c:        if (ch->power[DISC_VAMP_POTE] < 0)
handler.c:            ch->power[DISC_VAMP_POTE] = 0;
handler.c:        if (ch->power[DISC_VAMP_PROT] < 0)
handler.c:            ch->power[DISC_VAMP_PROT] = 0;
handler.c:        if (ch->power[DISC_VAMP_SERP] < 0)
handler.c:            ch->power[DISC_VAMP_SERP] = 0;
handler.c:        if (ch->power[DISC_VAMP_VICI] < 0)
handler.c:            ch->power[DISC_VAMP_VICI] = 0;
handler.c:        if (ch->power[DISC_VAMP_DAIM] < 0)
handler.c:            ch->power[DISC_VAMP_DAIM] = 0;
handler.c:        if (ch->power[DISC_VAMP_ANIM] < 0)
handler.c:            ch->power[DISC_VAMP_ANIM] = 0;
handler.c:        if (ch->power[DISC_VAMP_CHIM] < 0)
handler.c:            ch->power[DISC_VAMP_CHIM] = 0;
handler.c:        if (ch->power[DISC_VAMP_MELP] < 0)
handler.c:            ch->power[DISC_VAMP_MELP] = 0;
handler.c:        if (ch->power[DISC_VAMP_NECR] < 0)
handler.c:            ch->power[DISC_VAMP_NECR] = 0;
handler.c:        if (ch->power[DISC_VAMP_THAN] < 0)
handler.c:            ch->power[DISC_VAMP_THAN] = 0;
handler.c:        if (ch->power[DISC_VAMP_OBEA] < 0)
handler.c:            ch->power[DISC_VAMP_OBEA] = 0;
handler.c:        if (ch->power[DISC_WERE_BEAR] < 0)
handler.c:            ch->power[DISC_WERE_BEAR] = 0;
handler.c:        if (ch->power[DISC_WERE_LYNX] < 0)
handler.c:            ch->power[DISC_WERE_LYNX] = 0;
handler.c:        if (ch->power[DISC_WERE_BOAR] < 0)
handler.c:            ch->power[DISC_WERE_BOAR] = 0;
handler.c:        if (ch->power[DISC_WERE_OWL] < 0)
handler.c:            ch->power[DISC_WERE_OWL] = 0;
handler.c:        if (ch->power[DISC_WERE_SPID] < 0)
handler.c:            ch->power[DISC_WERE_SPID] = 0;
handler.c:        if (ch->power[DISC_WERE_WOLF] < 0)
handler.c:            ch->power[DISC_WERE_WOLF] = 0;
handler.c:        if (ch->power[DISC_WERE_HAWK] < 0)
handler.c:            ch->power[DISC_WERE_HAWK] = 0;
handler.c:        if (ch->power[DISC_WERE_MANT] < 0)
handler.c:            ch->power[DISC_WERE_MANT] = 0;
handler.c:        if (ch->power[DISC_WERE_RAPT] < 0)
handler.c:            ch->power[DISC_WERE_RAPT] = 0;
handler.c:        if (ch->power[DISC_WERE_LUNA] < 0)
handler.c:            ch->power[DISC_WERE_LUNA] = 0;
handler.c:        if (ch->power[DISC_WERE_PAIN] < 0)
handler.c:            ch->power[DISC_WERE_PAIN] = 0;
handler.c:        if (ch->power[DISC_WERE_CONG] < 0)
handler.c:            ch->power[DISC_WERE_CONG] = 0;
handler.c:        if (ch->power[DISC_DAEM_ATTA] < 0)
handler.c:            ch->power[DISC_DAEM_ATTA] = 0;
handler.c:        if (ch->power[DISC_DAEM_IMMU] < 0)
handler.c:            ch->power[DISC_DAEM_IMMU] = 0;
handler.c:        if (ch->power[DISC_DAEM_TEMP] < 0)
handler.c:            ch->power[DISC_DAEM_TEMP] = 0;
handler.c:        if (ch->power[DISC_DAEM_CORR] < 0)
handler.c:            ch->power[DISC_DAEM_CORR] = 0;
handler.c:        if (ch->power[DISC_DAEM_HELL] < 0)
handler.c:            ch->power[DISC_DAEM_HELL] = 0;
handler.c:        if (ch->power[DISC_DAEM_GELU] < 0)
handler.c:            ch->power[DISC_DAEM_GELU] = 0;
handler.c:        if (ch->power[DISC_DAEM_MORP] < 0)
handler.c:            ch->power[DISC_DAEM_MORP] = 0;
handler.c:        if (ch->power[DISC_DAEM_NETH] < 0)
handler.c:            ch->power[DISC_DAEM_NETH] = 0;
handler.c:        if (ch->power[DISC_DAEM_DISC] < 0)
handler.c:            ch->power[DISC_DAEM_DISC] = 0;
handler.c:        if( ch->power[DISC_DROW_ARAC] < 0 )
handler.c:            ch->power[DISC_DROW_ARAC] = 0;
handler.c:        if( ch->power[DISC_DROW_JELL] < 0 )
handler.c:            ch->power[DISC_DROW_JELL] = 0;
handler.c:        if( ch->power[DISC_DROW_RODE] < 0 )
handler.c:            ch->power[DISC_DROW_RODE] = 0;
handler.c:        if( ch->power[DISC_DROW_BAT] < 0 )
handler.c:            ch->power[DISC_DROW_BAT] = 0;
handler.c:        if( ch->power[DISC_DROW_CAME] < 0 )
handler.c:            ch->power[DISC_DROW_CAME] = 0;
handler.c:        if( ch->power[DISC_DROW_RAVE] < 0 )
handler.c:            ch->power[DISC_DROW_RAVE] = 0;
handler.c:        if( ch->power[DISC_DROW_PIRA] < 0 )
handler.c:            ch->power[DISC_DROW_PIRA] = 0;
handler.c:        if( ch->power[DISC_DROW_LOBS] < 0 )
handler.c:            ch->power[DISC_DROW_LOBS] = 0;
handler.c:        if( ch->power[DISC_DROW_HOG] < 0 )
handler.c:            ch->power[DISC_DROW_HOG] = 0;
handler.c:        if( ch->power[DISC_DROW_LION] < 0 )
handler.c:            ch->power[DISC_DROW_LION] = 0;
handler.c:    paf_new->next = ch->affected;
handler.c:    ch->affected = paf_new;
handler.c:    paf_new->next = ch->affected2;
handler.c:    ch->affected2 = paf_new;
handler.c:    if (ch->pcdata->alias == NULL)
handler.c:    if (ali == ch->pcdata->alias)
handler.c:        ch->pcdata->alias = ali->next;
handler.c:        for (prev = ch->pcdata->alias; prev; prev = prev->next)
handler.c:    if (ch->affected == NULL)
handler.c:    if (paf == ch->affected)
handler.c:        ch->affected = paf->next;
handler.c:        for (prev = ch->affected; prev != NULL; prev = prev->next)
handler.c:    if (ch->affected2 == NULL)
handler.c:    if (paf == ch->affected2)
handler.c:        ch->affected2 = paf->next;
handler.c:        for (prev = ch->affected2; prev != NULL; prev = prev->next)
handler.c:    for (paf = ch->affected; paf != NULL; paf = paf_next)
handler.c:    for (paf2 = ch->affected2; paf2 != NULL; paf2 = paf2_next)
handler.c:    for (paf = ch->affected; paf != NULL; paf = paf->next)
handler.c:    for (paf = ch->affected2; paf != NULL; paf = paf->next)
handler.c:    for (paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next)
handler.c:    for (paf_old = ch->affected2; paf_old != NULL;
handler.c:    if (ch->in_room == NULL)
handler.c:        if (ch->in_room->area->empty)
handler.c:            ch->in_room->area->empty = FALSE;
handler.c:            ch->in_room->area->age = 0;
handler.c:        --ch->in_room->area->nplayer;
handler.c:            && obj->value[2] != 0 && ch->in_room->light > 0)
handler.c:        --ch->in_room->light;
handler.c:             && obj->value[2] != 0 && ch->in_room->light > 0)
handler.c:        --ch->in_room->light;
handler.c:             && obj->value[2] != 0 && ch->in_room->light > 0)
handler.c:        --ch->in_room->light;
handler.c:    if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS))
handler.c:        if (ch->in_room != NULL)
handler.c:            REMOVE_BIT(ch->in_room->room_flags,
handler.c:    if (ch == ch->in_room->people)
handler.c:        ch->in_room->people = ch->next_in_room;
handler.c:        for (prev = ch->in_room->people; prev;
handler.c:                prev->next_in_room = ch->next_in_room;
handler.c:    ch->in_room = NULL;
handler.c:    ch->next_in_room = NULL;
handler.c:                ch->name, ROOM_VNUM_LIMBO);
handler.c:    ch->in_room = pRoomIndex;
handler.c:    ch->next_in_room = pRoomIndex->people;
handler.c:        if (ch->in_room->area->empty)
handler.c:            ch->in_room->area->empty = FALSE;
handler.c:            ch->in_room->area->age = 0;
handler.c:        ++ch->in_room->area->nplayer;
handler.c:        ++ch->in_room->light;
handler.c:        ++ch->in_room->light;
handler.c:        ++ch->in_room->light;
handler.c:    if (ch->loc_hp[6] > 0 && ch->in_room->blood < 1000)
handler.c:        ch->in_room->blood += 1;
handler.c:    if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS))
handler.c:        SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
handler.c://    for(rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) {
handler.c:/*        if(rch->viunemto == ch && IS_CLASS(rch,CLASS_SHINOBI) && rch != ch && rch->in_room == ch->in_room) {
handler.c:            REMOVE_BIT(rch->newbits2, NEW2_VIUNEMTO);
handler.c:            rch->viunemto = NULL;
handler.c:            rch->pcdata->powers[S_VTIMER] = 5;
handler.c:    obj->next_content = ch->carrying;
handler.c:    ch->carrying = obj;
handler.c:    ch->carry_number += 1;
handler.c:    ch->carry_weight += get_obj_weight(obj);
handler.c:        if (IS_SET(ch->extra, EXTRA_AFK)
handler.c:                || IS_SET(ch->pcdata->tempflag, TEMP_ARTIFACT)
handler.c:                || ch->level < 3)
handler.c:                IS_SET(ch->pcdata->tempflag, TEMP_ARTIFACT);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:                SET_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT);   // got removed under obj_from_char()
handler.c:            SET_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT);
handler.c:    if (ch->carrying == obj)
handler.c:        ch->carrying = obj->next_content;
handler.c:        for (prev = ch->carrying; prev != NULL;
handler.c:    ch->carry_number -= 1;
handler.c:    ch->carry_weight -= get_obj_weight(obj);
handler.c:        REMOVE_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT);
handler.c:    for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
handler.c:        else if (ch->pcdata->religion != obj->value[0])
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:    if (!ch->shop_fun)
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:        if (obj->value2[0] > 0) ch->damroll += obj->value2[0];
handler.c:        if (obj->value2[1] > 0) ch->hitroll += obj->value2[1];
handler.c:        if (obj->value2[2] > 0) ch->damcap[DAM_CAP] += obj->value2[2];
handler.c:        if (obj->value2[3] > 0) ch->defense -= obj->value2[3];
handler.c:// spell_stone_skin(skill_lookup("stone skin"), ch->level, ch, ch);
handler.c:                obj_to_room(obj, ch->in_room);
handler.c:                obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:        //obj_to_room( obj, ch->in_room );
handler.c:            && obj->value[2] != 0 && ch->in_room != NULL)
handler.c:        ++ch->in_room->light;
handler.c:        if ((chch = get_char_world(ch, ch->name)) == NULL)
handler.c:        if (chch->desc != ch->desc)
handler.c:            SET_BIT(ch->itemaffect, ITEMA_ARTIFACT);
handler.c:            SET_BIT(ch->affected_by, AFF_BLIND);
handler.c:            SET_BIT(ch->affected_by, AFF_DETECT_INVIS);
handler.c:            SET_BIT(ch->affected_by, AFF_FLYING);
handler.c:            SET_BIT(ch->affected_by, AFF_INFRARED);
handler.c:            SET_BIT(ch->affected_by, AFF_INVISIBLE);
handler.c:            SET_BIT(ch->affected_by, AFF_PASS_DOOR);
handler.c:            SET_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
handler.c:            SET_BIT(ch->affected_by2, AFF2_STONE_SKIN);
handler.c:            SET_BIT(ch->affected_by, AFF_PROTECT);
handler.c:            SET_BIT(ch->affected_by, AFF_PROTECT_GOOD);
handler.c:            SET_BIT(ch->affected_by, AFF_SANCTUARY);
handler.c:            SET_BIT(ch->affected_by, AFF_SNEAK);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_MONKCHI);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_REGENERATE);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_SPEED);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_VORPAL);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_TATTOO);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_MADNESS);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_RESISTANCE);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_VISION);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_STALKER);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_VANISH);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_AFFMANTIS);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_AFFENTROPY);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_AFFEYE);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_TALON);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_RAGER);
handler.c:            if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->rage < 100)
handler.c:                ch->rage = 300;
handler.c:                ch->rage = 300;
handler.c:                ch->rage = 125;
handler.c:                ch->rage = 125;
handler.c:                && ch->pcdata->stats[DEMON_POWER] < 15)
handler.c:            ch->pcdata->stats[DEMON_POWER] += 1;
handler.c:                && ch->pcdata->stats[DEMON_POWER] < 15)
handler.c:            ch->pcdata->stats[DEMON_POWER] += 1;
handler.c:            SET_BIT(ch->itemaffect, ITEMA_HOLYSYMBOL);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_ARTIFACT);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
handler.c:            && ch->in_room != NULL && ch->in_room->light > 0)
handler.c:        --ch->in_room->light;
handler.c:    if ((chch = get_char_world(ch, ch->name)) == NULL)
handler.c:    if (chch->desc != ch->desc)
handler.c:            && (ch->desc != NULL && ch->desc->connected != CON_PLAYING))
handler.c:            REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
handler.c:        if (obj->value2[0] > 0) ch->damroll -= obj->value2[0];
handler.c:        if (obj->value2[1] > 0) ch->hitroll -= obj->value2[1];
handler.c:        if (obj->value2[2] > 0) ch->damcap[DAM_CAP] -= obj->value2[2];
handler.c:        if (obj->value2[3] > 0) ch->defense += obj->value2[3];
handler.c:                REMOVE_BIT(ch->affected_by, AFF_BLIND);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_FLYING);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_INFRARED);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
handler.c:                REMOVE_BIT(ch->affected_by2, AFF2_STONE_SKIN);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_PROTECT);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_SNEAK);
handler.c:                REMOVE_BIT(ch->affected_by,
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_MONKCHI);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_AFFMANTIS);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_AFFENTROPY);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_AFFEYE);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_TALON);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_TATTOO);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_MADNESS);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
handler.c:                    && ch->pcdata->stats[DEMON_POWER] > 0)
handler.c:                ch->pcdata->stats[DEMON_POWER] -= 1;
handler.c:                    && ch->pcdata->stats[DEMON_POWER] > 0)
handler.c:                ch->pcdata->stats[DEMON_POWER] -= 1;
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_HOLYSYMBOL);
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
handler.c:                REMOVE_BIT(ch->itemaffect,
handler.c:                REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
handler.c:    for (fch = obj->in_room->people; fch != NULL; fch = fch->next_in_room)
handler.c:        if (fch->on == obj)
handler.c:            && ch->pcdata->chobj == obj && IS_HEAD(ch, LOST_HEAD))
handler.c:        REMOVE_BIT(ch->loc_hp[0], LOST_HEAD);
handler.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
handler.c:        free_string(ch->morph);
handler.c:        ch->morph = str_dup("");
handler.c:        ch->hit = 1;
handler.c:        ch->pcdata->chobj = NULL;
handler.c:        ch->position = POS_RESTING;
handler.c:             && ch->pcdata->chobj == obj
handler.c:                 || ch->pcdata->obj_vnum != 0))
handler.c:        if (ch->pcdata->obj_vnum != 0)
handler.c:            ch->pcdata->chobj = NULL;
handler.c:            REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
handler.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
handler.c:            free_string(ch->morph);
handler.c:            ch->morph = str_dup("");
handler.c:            ch->pcdata->chobj = NULL;
handler.c:    if (ch->in_room == NULL)
handler.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
handler.c:        --ch->pIndexData->count;
handler.c:    else if (ch->pcdata->chobj != NULL)
handler.c:        ch->pcdata->chobj->chobj = NULL;
handler.c:        ch->pcdata->chobj = NULL;
handler.c:    if (ch->desc != NULL && ch->desc->original != NULL)
handler.c:    for (wch = char_list; wch != NULL; wch = wch->next)
handler.c:        if (wch->reply == ch)
handler.c:            wch->reply = NULL;
handler.c:        char_list = ch->next;
handler.c:                prev->next = ch->next;
handler.c:    if (ch->desc)
handler.c:        ch->desc->character = NULL;
handler.c:    if ((wizard = ch->wizard) != NULL)
handler.c:        ch->wizard = NULL;
handler.c:        if ((familiar = ch->pcdata->familiar) != NULL)
handler.c:            ch->pcdata->familiar = NULL;
handler.c:        if ((familiar = ch->pcdata->partner) != NULL)
handler.c:            ch->pcdata->partner = NULL;
handler.c:        if ((familiar = ch->pcdata->propose) != NULL)
handler.c:            ch->pcdata->propose = NULL;
handler.c:    else if (IS_NPC(ch) && strlen(ch->lord) > 1)
handler.c:        for (wch = char_list; wch != NULL; wch = wch->next)
handler.c:            if (str_cmp(wch->name, ch->lord))
handler.c:            if (wch->pcdata->followers > 0)
handler.c:                wch->pcdata->followers--;
handler.c:            && (IS_NPC(ch) || ch->pcdata->chobj == NULL))
handler.c:    for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room)
handler.c:        else if (get_trust(ch) < rch->ghost_level)
handler.c:                 || (!is_name(arg, rch->name)
handler.c:                         || !is_name(arg, rch->pcdata->switchname))
handler.c:                     && (IS_NPC(rch) || !is_name(arg, rch->morph))))
handler.c:        rch = ch->in_room->people;
handler.c:    for (; rch != NULL; rch = rch->next_in_room)
handler.c:        if ((ch && !can_see(ch, rch)) || !is_name(arg, rch->name))
handler.c:    for (wch = char_list; wch != NULL; wch = wch->next)
handler.c:        if (wch->in_room == NULL)
handler.c:                 || (!is_name(arg, wch->name)
handler.c:                         || !is_name(arg, wch->pcdata->switchname))
handler.c:                     && (IS_NPC(wch) || !is_name(arg, wch->morph))))
handler.c:    if (!ch->in_room)
handler.c:    for (wch = char_list; wch; wch = wch->next)
handler.c:        if (wch->in_room == NULL)
handler.c:        if (wch->in_room->area != ch->in_room->area)
handler.c:        if (!can_see(ch, wch) || (!is_name(arg, wch->name) &&
handler.c:                                               wch->pcdata->
handler.c:                                      || !is_name(arg, wch->morph))))
handler.c:    if (IS_NPC(ch) || ch->pcdata->chobj == NULL
handler.c:            || ch->pcdata->chobj->in_obj == NULL)
handler.c:    obj = ch->pcdata->chobj;
handler.c:    for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
handler.c:    for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
handler.c:        obj = get_obj_list(ch, argument, ch->in_room->contents);
handler.c:    obj = get_obj_list(ch, argument, ch->in_room->contents);
handler.c:    for (rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room)
handler.c:    if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_HUNTER)
handler.c:    if (ch->level < victim->invis_level)
handler.c:    if (ch->level < victim->incog_level && ch->in_room != victim->in_room)
handler.c:    if (get_trust(victim) < LEVEL_IMMORTAL && ch->combat == victim) return TRUE;
handler.c:            && IS_SET(ch->affected_by2, EXTRA_BLINKY))
handler.c:        REMOVE_BIT(ch->affected_by2, EXTRA_BLINKY);
handler.c:    if (ch->in_room != NULL)
handler.c:        if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
handler.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT))
handler.c:    if (room_is_dark(ch->in_room) && !IS_AFFECTED(ch, AFF_INFRARED)
handler.c:    if (!IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) && ch->in_room != NULL
handler.c:            && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
handler.c:    if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) && ch->in_room != NULL
handler.c:            && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
handler.c:        if (gch->desc != NULL)
handler.c:            if (gch->desc->connected != CON_PLAYING)
handler.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT))
handler.c:    if (room_is_dark(ch->in_room) && !IS_AFFECTED(ch, AFF_INFRARED)
handler.c:            ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
handler.c:            ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
handler.c:    if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL)
hobbit.c:    if (ch->practice < 60)
hobbit.c:    obj->questowner = str_dup(ch->pcdata->switchname);
hobbit.c:    obj->ownerid = ch->pcdata->playerid;
hobbit.c:    ch->practice -= 60;
hobbit.c:    if (ch->pcdata->powers[new_power] > 3)
hobbit.c:    if (ch->practice < (ch->pcdata->powers[new_power] + 1) * 40)
hobbit.c:    ch->pcdata->powers[new_power]++;
hobbit.c:    ch->pcdata->powers[HOBBIT_DISHES]++;
hobbit.c:    ch->practice -= ch->pcdata->powers[new_power] * 40;
hobbit.c:    for (i = 1; i <= ch->pcdata->powers[HOBBIT_SPICE]; i++)
hobbit.c:    for (i = 1; i <= ch->pcdata->powers[HOBBIT_VEGETABLES]; i++)
hobbit.c:    for (i = 1; i <= ch->pcdata->powers[HOBBIT_CAKE]; i++)
hobbit.c:    for (i = 1; i <= ch->pcdata->powers[HOBBIT_MEAT]; i++)
hobbit.c:    if (ch->mana < 100)
hobbit.c:    if (ch->move < 100)
hobbit.c:        ch->move -= 100;
hobbit.c:        ch->mana -= 100;
hobbit.c:    int       level = ch->pcdata->powers[HOBBIT_DISHES] * 3;
hobbit.c:        if ((victim = ch->fighting) == NULL)
hobbit.c:        if ((victim = ch->fighting) == NULL)
hobbit.c:        if ((victim = ch->fighting) == NULL)
hobbit.c:        victim_next = ch->in_room->people;
hobbit.c:        if (ch->in_room != NULL)
hobbit.c:            if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
hobbit.c:        if (ch->fighting != NULL)
hobbit.c:        ch->hit += number_range(10 * level, 30 * level);
hobbit.c:        if (ch->hit > ch->max_hit)
hobbit.c:            ch->hit = ch->max_hit;
hobbit.c:        if (ch->in_room == NULL)
hobbit.c:        for (victim = ch->in_room->people; victim != NULL;
hobbit.c:    if (value == 1 && ch->pcdata->powers[HOBBIT_SPICE] < 1)
hobbit.c:    if (value == 2 && ch->pcdata->powers[HOBBIT_SPICE] < 2)
hobbit.c:    if (value == 4 && ch->pcdata->powers[HOBBIT_SPICE] < 4)
hobbit.c:    if (value == 8 && ch->pcdata->powers[HOBBIT_SPICE] < 3)
hobbit.c:    if (value == 16 && ch->pcdata->powers[HOBBIT_MEAT] < 2)
hobbit.c:    if (value == 32 && ch->pcdata->powers[HOBBIT_MEAT] < 1)
hobbit.c:    if (value == 64 && ch->pcdata->powers[HOBBIT_MEAT] < 4)
hobbit.c:    if (value == 128 && ch->pcdata->powers[HOBBIT_MEAT] < 3)
hobbit.c:    if (value == 256 && ch->pcdata->powers[HOBBIT_CAKE] < 3)
hobbit.c:    if (value == 512 && ch->pcdata->powers[HOBBIT_CAKE] < 1)
hobbit.c:    if (value == 1024 && ch->pcdata->powers[HOBBIT_CAKE] < 2)
hobbit.c:    if (value == 2048 && ch->pcdata->powers[HOBBIT_CAKE] < 4)
hobbit.c:    if (value == 4096 && ch->pcdata->powers[HOBBIT_VEGETABLES] < 2)
hobbit.c:    if (value == 8192 && ch->pcdata->powers[HOBBIT_VEGETABLES] < 1)
hobbit.c:    if (value == 16384 && ch->pcdata->powers[HOBBIT_VEGETABLES] < 4)
hobbit.c:    if (value == 32768 && ch->pcdata->powers[HOBBIT_VEGETABLES] < 3)
hutoshi.c:    for (ach = char_list; ach != NULL; ach = ach->next)
hutoshi.c:    xprintf(buf, "#R%s #cis preparing for a #RCOPYOVER#c, please hold.#n\n\r", ch->name);
i3.c:    if (I3ISINVIS(ch) || i3ignoring(ch, buf) || !ch->desc)
i3.c:    if (!ch->desc)
interp.c:    if (ch->level == 12)
interp.c:            && ch->class == cmd_table[cmd].race)
interp.c:            && ch->power[cmd_table[cmd].discipline] >=
interp.c:    if (ch->position < cmd_table[cmd].position)
interp.c:    if (ch->class == 0)
interp.c:        if (ch->power[i] > 0 && strlen(discipline[i]) > 0
interp.c:                && (ch->level < 7 || argument[0] == '\0'
interp.c:                        && ch->power[i] >=
interp.c:                && ch->power[DISC_VAMP_OBEA] > 1)
interp.c:                && ch->power[DISC_VAMP_OBEA] > 6)
interp.c:                && ch->power[DISC_VAMP_OBEA] > 8)
interp.c:                && ch->power[DISC_VAMP_OBEA] > 9)
interp.c:        if (ch->pcdata->powers[SKYBLADE_POWER] > 0)
interp.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 1)
interp.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 3)
interp.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 5)
interp.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 7)
interp.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 9)
interp.c:        if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0)
interp.c:            if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 1)
interp.c:            //if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 2)
interp.c:            if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 3)
interp.c:            if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 5)
interp.c:            if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 7)
interp.c:            if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 9)
interp.c:        if (ch->pcdata->powers[SKYBLADE_SKILLS] > 0)
interp.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 1)
interp.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 2)
interp.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 3)
interp.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 4)
interp.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 5)
interp.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 6)
interp.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 7)
interp.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 8)
interp.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 9)
interp.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 10)
interp.c:                switch (ch->class)
interp.c:    if (!ch->in_room)
interp.c:        xprintf(buf, "Interpret: %s not in any room.", ch->name);
interp.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_FREEZE))
interp.c:    if ( !IS_IMMORTAL(ch) &&!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_AFK)
interp.c:        for (ali = ch->pcdata->alias; ali; ali = ali->next)
interp.c:                         && ch->pcdata->obj_vnum != 0)
interp.c:                         && ch->pcdata->obj_vnum != 0)
interp.c:                         && ch->pcdata->obj_vnum != 0)
interp.c:            else if (ch->embracing != NULL
interp.c:                     || ch->embraced != NULL)
interp.c:                         && ch->embracing != NULL)
interp.c:                    if (ch->position > POS_STUNNED)
interp.c:    if (!IS_NPC(ch) && (IS_SET(ch->act, PLR_LOG)
interp.c:            if (ch->pcdata->log_count > 0)
interp.c:                ch->pcdata->log_count--;
interp.c:                if (ch->pcdata->log_count == 0)
interp.c:                    REMOVE_BIT(ch->act, PLR_LOG);
interp.c:            xprintf(log_buf, "%s: %s", ch->pcdata->switchname,
interp.c:    if (IS_SET(ch->special, SPC_LOG2) || cmd_table[cmd].log == LOG_SEMI)
interp.c:            xprintf(log_buf, "%s: %s", ch->pcdata->switchname,
interp.c:    if (ch->desc != NULL && ch->desc->snoop_by != NULL)
interp.c:        write_to_buffer(ch->desc->snoop_by, "% ", 2);
interp.c:        write_to_buffer(ch->desc->snoop_by, logline, 0);
interp.c:        write_to_buffer(ch->desc->snoop_by, "\n\r", 2);
interp.c:    if (ch != NULL && ch->unveil != NULL)
interp.c:        unveil = ch->unveil;
interp.c:            if (unveil->in_room->vnum != ch->in_room->vnum)
interp.c:                        ch->name);
interp.c:            ch->unveil = NULL;
interp.c:    if (ch->desc != NULL)
interp.c:        write_to_buffer(ch->desc, "\n\r", 2);
interp.c:    if (ch->position < cmd_table[cmd].position)
interp.c:        switch (ch->position)
interp.c:            ch->name);
interp.c:                    cmd_table[cmd].name, argument, ch->name);
interp.c:    switch (ch->position)
interp.c:        p->disabled_by = str_dup(ch->pcdata->switchname);   /* save name of disabler */
jedi.c:    else if (ch->level < 3)
jedi.c:                ch->pcdata->powers[JPOWER_BODY],
jedi.c:                ch->pcdata->powers[JPOWER_MIND],
jedi.c:                ch->pcdata->powers[JPOWER_SPIRIT],
jedi.c:                ch->pcdata->powers[JPOWER_TECHNIQUE]);
jedi.c:                ch->pcdata->powers[JEDI_STATE_MAX],
jedi.c:                ch->pcdata->powers[JEDI_STATE]);
jedi.c:                ch->pcdata->powers[JEDI_FOCUS_MAX],
jedi.c:                ch->pcdata->powers[JEDI_FOCUS]);
jedi.c:                || IS_SET(ch->special, SPC_JEDI_FSHIELD)
jedi.c:            if (IS_SET(ch->special, SPC_JEDI_FSHIELD))
jedi.c:        if (IS_SET(ch->act, PLR_HOLYLIGHT)
jedi.c:                || (IS_SET(ch->special, SPC_JEDI_LEVITATE)))
jedi.c:            if (IS_SET(ch->special, SPC_JEDI_LEVITATE))
jedi.c:            if (IS_SET(ch->act, PLR_HOLYLIGHT))
jedi.c:        if (ch->pcdata->powers[JPOWER_BODY] > 0)
jedi.c:        if (ch->pcdata->powers[JPOWER_BODY] > 1)
jedi.c:        if (ch->pcdata->powers[JPOWER_BODY] > 2)
jedi.c:        if (ch->pcdata->powers[JPOWER_BODY] > 3)
jedi.c:        if (ch->pcdata->powers[JPOWER_BODY] > 4)
jedi.c:        if (ch->pcdata->powers[JPOWER_BODY] > 5)
jedi.c:        if (ch->pcdata->powers[JPOWER_BODY] > 6)
jedi.c:        if (ch->pcdata->powers[JPOWER_BODY] >= maxbody)
jedi.c:                ((ch->pcdata->powers[JPOWER_BODY] +
jedi.c:        if (ch->pcdata->powers[JPOWER_MIND] > 0)
jedi.c:        if (ch->pcdata->powers[JPOWER_MIND] > 1)
jedi.c:        if (ch->pcdata->powers[JPOWER_MIND] > 2)
jedi.c:        if (ch->pcdata->powers[JPOWER_MIND] > 3)
jedi.c:        if (ch->pcdata->powers[JPOWER_MIND] > 4)
jedi.c:        if (ch->pcdata->powers[JPOWER_SPIRIT] > 2
jedi.c:                && ch->pcdata->powers[JPOWER_MIND] > 4)
jedi.c:        if (ch->pcdata->powers[JPOWER_MIND] >= maxmind)
jedi.c:                ((ch->pcdata->powers[JPOWER_MIND] +
jedi.c:        if (ch->pcdata->powers[JPOWER_SPIRIT] > 0)
jedi.c:        if (ch->pcdata->powers[JPOWER_SPIRIT] > 1)
jedi.c:        if (ch->pcdata->powers[JPOWER_SPIRIT] > 2
jedi.c:                && ch->pcdata->powers[JPOWER_MIND] > 4)
jedi.c:        if (ch->pcdata->powers[JPOWER_SPIRIT] > 3)
jedi.c:        if (ch->pcdata->powers[JPOWER_SPIRIT] > 4)
jedi.c:        if (ch->pcdata->powers[JPOWER_SPIRIT] > 5)
jedi.c:        if (ch->pcdata->powers[JPOWER_SPIRIT] >= maxspirit)
jedi.c:                ((ch->pcdata->powers[JPOWER_SPIRIT] +
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] > 0)
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] > 1)
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] > 2)
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] > 3)
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] > 4)
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] > 5)
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] > 6)
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] > 7)
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] > 8)
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] > 9)
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] >= maxtech)
jedi.c:                ((ch->pcdata->powers[JPOWER_TECHNIQUE] +
jedi.c:                ch->pcdata->powers[JPOWER_BODY],
jedi.c:                ch->pcdata->powers[JPOWER_MIND],
jedi.c:                ch->pcdata->powers[JPOWER_SPIRIT],
jedi.c:                ch->pcdata->powers[JPOWER_TECHNIQUE]);
jedi.c:                ch->pcdata->powers[JEDI_STATE_MAX],
jedi.c:                ch->pcdata->powers[JEDI_STATE]);
jedi.c:                ch->pcdata->powers[JEDI_FOCUS_MAX],
jedi.c:                ch->pcdata->powers[JEDI_FOCUS]);
jedi.c:                || IS_SET(ch->special, SPC_JEDI_FSHIELD)
jedi.c:            if (IS_SET(ch->special, SPC_JEDI_FSHIELD))
jedi.c:        if (IS_SET(ch->act, PLR_HOLYLIGHT)
jedi.c:                || (IS_SET(ch->special, SPC_JEDI_LEVITATE)))
jedi.c:            if (IS_SET(ch->special, SPC_JEDI_LEVITATE))
jedi.c:            if (IS_SET(ch->act, PLR_HOLYLIGHT))
jedi.c:    else if (ch->level < 3)
jedi.c:    else if (ch->level < 3)
jedi.c:        if (ch->pcdata->powers[JPOWER_BODY] >= maxbody)
jedi.c:            learncost = ((ch->pcdata->powers[JPOWER_BODY] + 1)
jedi.c:            if (ch->exp < learncost)
jedi.c:                        (ch->pcdata->powers[JPOWER_BODY] + 1),
jedi.c:                ch->exp -= learncost;
jedi.c:                ch->pcdata->powers[JPOWER_BODY] += 1;
jedi.c:        if (ch->pcdata->powers[JPOWER_MIND] >= maxmind)
jedi.c:                ((ch->pcdata->powers[JPOWER_MIND] +
jedi.c:            if (ch->exp < learncost)
jedi.c:                        (ch->pcdata->powers[JPOWER_MIND] + 1),
jedi.c:                ch->exp -= learncost;
jedi.c:                ch->pcdata->powers[JPOWER_MIND] += 1;
jedi.c:        if (ch->pcdata->powers[JPOWER_SPIRIT] >= maxspirit)
jedi.c:                ((ch->pcdata->powers[JPOWER_SPIRIT] +
jedi.c:            if (ch->exp < learncost)
jedi.c:                        (ch->pcdata->powers[JPOWER_SPIRIT] +
jedi.c:                ch->exp -= learncost;
jedi.c:                ch->pcdata->powers[JPOWER_SPIRIT] += 1;
jedi.c:        if (ch->pcdata->powers[JPOWER_TECHNIQUE] >= maxtech)
jedi.c:                ((ch->pcdata->powers[JPOWER_TECHNIQUE] +
jedi.c:            if (ch->exp < learncost)
jedi.c:                        (ch->pcdata->
jedi.c:                ch->exp -= learncost;
jedi.c:                ch->pcdata->powers[JPOWER_TECHNIQUE] += 1;
jedi.c:        if (ch->pcdata->powers[JEDI_STATE_MAX] >= 5)
jedi.c:                ((ch->pcdata->powers[JEDI_STATE_MAX] +
jedi.c:            if (ch->exp < learncost)
jedi.c:                        (ch->pcdata->powers[JEDI_STATE_MAX] +
jedi.c:                ch->exp -= learncost;
jedi.c:                ch->pcdata->powers[JEDI_STATE_MAX] += 1;
jedi.c:        if (ch->pcdata->powers[JEDI_FOCUS_MAX] >= 100)
jedi.c:            if (ch->exp < learncost)
jedi.c:                ch->exp -= learncost;
jedi.c:                ch->pcdata->powers[JEDI_FOCUS_MAX] += 1;
jedi.c:    /*  else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->pcdata->powers[JEDI_STATE] ==
jedi.c:             ch->pcdata->powers[JEDI_STATE_MAX])
jedi.c:    else if (ch->move < ch->max_move / 2)
jedi.c:        ch->pcdata->powers[JEDI_STATE] += 1;
jedi.c:    if (ch->practice < 140)
jedi.c:    ch->practice -= 140;
jedi.c:    obj->questowner = str_dup(ch->pcdata->switchname);
jedi.c:    else if (ch->pcdata->powers[JPOWER_BODY] < 1)
jedi.c:    else if (ch->level < 3)
jedi.c:        switch (ch->position)
jedi.c:            ch->position = POS_MEDITATING;
jedi.c:            ch->position = POS_MEDITATING;
jedi.c:            ch->position = POS_MEDITATING;
jedi.c:            ch->position = POS_MEDITATING;
jedi.c:    else if (ch->level < 3)
jedi.c:    else if (ch->pcdata->powers[JPOWER_BODY] < 2)
jedi.c:        SET_BIT(ch->immune, IMM_SHIELDED);
jedi.c:        REMOVE_BIT(ch->immune, IMM_SHIELDED);
jedi.c:    else if (ch->level < 3)
jedi.c:    else if (ch->pcdata->powers[JPOWER_BODY] < 5)
jedi.c:    else if (IS_SET(ch->special, SPC_JEDI_FSHIELD))
jedi.c:        REMOVE_BIT(ch->special, SPC_JEDI_FSHIELD);
jedi.c:        ch->armor += 1000;
jedi.c:        SET_BIT(ch->special, SPC_JEDI_FSHIELD);
jedi.c:        ch->armor -= 1000;
jedi.c:    else if (ch->level < 3)
jedi.c:    else if (ch->pcdata->powers[JPOWER_BODY] < 6)
jedi.c:    else if (ch->move < (ch->max_move / 2))
jedi.c:        REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
jedi.c:        SET_BIT(ch->itemaffect, ITEMA_SPEED);
jedi.c:    else if (ch->level < 3)
jedi.c:    else if (ch->pcdata->powers[JPOWER_BODY] < 7)
jedi.c:    else if (ch->move < 2000)
jedi.c:        ch->move -= 500;
jedi.c:    else if (ch->pcdata->powers[JPOWER_MIND] < 1)
jedi.c:    else if (IS_SET(ch->special, SPC_JEDI_LEVITATE))
jedi.c:        REMOVE_BIT(ch->special, SPC_JEDI_LEVITATE);
jedi.c:        SET_BIT(ch->special, SPC_JEDI_LEVITATE);
jedi.c:    else if (ch->pcdata->powers[JPOWER_MIND] < 2)
jedi.c:    else if (IS_SET(ch->act, PLR_HOLYLIGHT))
jedi.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
jedi.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
jedi.c:    else if (ch->pcdata->powers[JPOWER_MIND] < 3)
jedi.c:        spell_identify(skill_lookup("identify"), ch->level, ch, obj);
jedi.c:    else if (ch->pcdata->powers[JPOWER_MIND] < 4)
jedi.c:    chroom = ch->in_room;
jedi.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
jedi.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
jedi.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
jedi.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
jedi.c:    ch->fight_timer = 10;
jedi.c:    else if (ch->pcdata->powers[JPOWER_MIND] < 5)
jedi.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
jedi.c:    SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
jedi.c:    else if (ch->pcdata->powers[JPOWER_SPIRIT] < 1)
jedi.c:    else if (ch->move < 100)
jedi.c:    else if (ch->position == POS_FIGHTING)
jedi.c:    else if (ch->fight_timer > 0)
jedi.c:    ch->move = ch->move - 4000;
jedi.c:    ch->hit = ch->hit + 4000;
jedi.c:    if (ch->hit > ch->max_hit)
jedi.c:        ch->hit = ch->max_hit;
jedi.c:    else if (ch->pcdata->powers[JPOWER_SPIRIT] < 3)
jedi.c:    else if (ch->pcdata->powers[JPOWER_MIND] < 5)
jedi.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
jedi.c:    REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
jedi.c:    else if (ch->move < 2000)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        SET_BIT(ch->special, SPC_JEDI_QUICKEN);
jedi.c:        ch->move -= 2000;
jedi.c:    else if (ch->pcdata->powers[JPOWER_SPIRIT] < 6)
jedi.c:    else if (ch->move < 2000)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->pcdata->powers[JEDI_FOCUS] < 50)
jedi.c:        ch->move -= 500;
jedi.c:        ch->pcdata->powers[JEDI_FOCUS] -= 50;
jedi.c:        if (ch->generation == 6)
jedi.c:        else if (ch->generation == 5)
jedi.c:        else if (ch->generation == 4)
jedi.c:        else if (ch->generation == 3)
jedi.c:        else if (ch->generation == 2)
jedi.c:        else if (ch->generation == 1)
jedi.c:        else if (ch->generation == 0)
jedi.c:    else if (ch->pcdata->powers[JPOWER_TECHNIQUE] < 1)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->move < 1500)
jedi.c:        if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        ch->move -= 100;
jedi.c:        if (ch->pcdata->stats[JEDI_COMBO_CURR] == 0)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 1;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 14)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 15;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 24)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:            if (ch->pcdata->stats[JEDI_COMBO_CURR] > 0)
jedi.c:                ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:    else if (ch->pcdata->powers[JPOWER_TECHNIQUE] < 2)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->move < 1500)
jedi.c:        if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        ch->move -= 100;
jedi.c:        if (ch->pcdata->stats[JEDI_COMBO_CURR] == 1)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 2;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 8)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 9;
jedi.c:            if (ch->pcdata->stats[JEDI_COMBO_CURR] > 0)
jedi.c:                ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:    else if (ch->pcdata->powers[JPOWER_TECHNIQUE] < 3)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->move < 1500)
jedi.c:        if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        ch->move -= 100;
jedi.c:        if (ch->pcdata->stats[JEDI_COMBO_CURR] == 2)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 13)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 14;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 3)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 4;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 15)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 16;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 18)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 19;
jedi.c:            if (ch->pcdata->stats[JEDI_COMBO_CURR] > 0)
jedi.c:                ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:    else if (ch->pcdata->powers[JPOWER_TECHNIQUE] < 4)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->move < 1500)
jedi.c:        if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        ch->move -= 100;
jedi.c:        if (ch->pcdata->stats[JEDI_COMBO_CURR] == 0)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 3;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 10)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 11;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 16)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:            if (ch->pcdata->stats[JEDI_COMBO_CURR] > 0)
jedi.c:                ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:    else if (ch->pcdata->powers[JPOWER_TECHNIQUE] < 5)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->move < 1500)
jedi.c:        if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        ch->move -= 100;
jedi.c:        if (ch->pcdata->stats[JEDI_COMBO_CURR] == 0)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 8;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 11)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 23)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 24;
jedi.c:            if (ch->pcdata->stats[JEDI_COMBO_CURR] > 0)
jedi.c:                ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:    else if (ch->pcdata->powers[JPOWER_TECHNIQUE] < 6)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->move < 1500)
jedi.c:        if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        ch->move -= 100;
jedi.c:        if (ch->pcdata->stats[JEDI_COMBO_CURR] == 4)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 19)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 20;
jedi.c:            if (ch->pcdata->stats[JEDI_COMBO_CURR] > 0)
jedi.c:                ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:    else if (ch->pcdata->powers[JPOWER_TECHNIQUE] < 7)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->move < 1500)
jedi.c:        if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        ch->move -= 100;
jedi.c:        if (ch->pcdata->stats[JEDI_COMBO_CURR] == 0)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 3;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 12)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 13;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 7)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:            ch->move += dam;
jedi.c:            if (ch->move > (ch->max_move * 1.3))
jedi.c:                (ch->move = ch->max_move * 1.3);
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 20)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 21;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 22)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 23;
jedi.c:            if (ch->pcdata->stats[JEDI_COMBO_CURR] > 0)
jedi.c:                ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:    else if (ch->pcdata->powers[JPOWER_TECHNIQUE] < 8)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->move < 1500)
jedi.c:        if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        ch->move -= 100;
jedi.c:        if (ch->pcdata->stats[JEDI_COMBO_CURR] == 6)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 7;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 0)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 12;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 21)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 22;
jedi.c:            if (ch->pcdata->stats[JEDI_COMBO_CURR] > 0)
jedi.c:                ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:    else if (ch->pcdata->powers[JPOWER_TECHNIQUE] < 9)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->move < 1500)
jedi.c:        if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        ch->move -= 100;
jedi.c:        if (ch->pcdata->stats[JEDI_COMBO_CURR] == 5)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 6;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 9)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 10;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 17)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 18;
jedi.c:        else if (ch->pcdata->stats[JEDI_COMBO_CURR] == 0)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 17;
jedi.c:            if (ch->pcdata->stats[JEDI_COMBO_CURR] > 0)
jedi.c:                ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:    else if (ch->pcdata->powers[JPOWER_TECHNIQUE] < 10)
jedi.c:    else if ((victim = ch->fighting) == NULL)
jedi.c:    else if (ch->position != POS_FIGHTING)
jedi.c:    else if (ch->move < 1500)
jedi.c:        if (IS_SET(ch->special, SPC_JEDI_QUICKEN))
jedi.c:        ch->move -= 100;
jedi.c:        if (ch->pcdata->stats[JEDI_COMBO_CURR] == 0)
jedi.c:            ch->pcdata->stats[JEDI_COMBO_CURR] = 5;
jedi.c:            if (ch->pcdata->stats[JEDI_COMBO_CURR] > 0)
jedi.c:                ch->pcdata->stats[JEDI_COMBO_CURR] = 0;
jedi.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
jedi.c:    if (ch->move < 2000)
jedi.c:    if ((ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68))
jedi.c:    if (ch->fight_timer > 0)
jedi.c:        if (ch->max_move < victim->max_move)
jedi.c:    ch->move -= 2000;
jedi.c:    if (ch->mana < 500)
jedi.c:    ch->mana = ch->mana - 500;
jedi.c:    if ( ch->in_room != NULL)
jedi.c:        if  ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
jedi.c:                ||   IS_SET(ch->in_room->room_flags, ROOM_SAFE)
jedi.c:                ||   IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
jedi.c:                ||   IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
jedi.c:    if (ch->position != POS_FIGHTING)
jedi.c:    if (IS_CLASS(ch, CLASS_JEDI) && ch->pcdata->powers[J_TIMER] > 0)
jedi.c:        sprintf(buf,"%s failed to force push you!\n\r",ch->name);
jedi.c://    ch->pcdata->fail_count++;
jedi.c://  ch->pcdata->fail_count = 0;
jedi.c:    if ( (mount = ch->mount) != NULL )
jedi.c:        char_to_room( mount, ch->in_room );
jedi.c:    ch->fight_timer += 5;
jedi.c:    if ( ch->pcdata->powers[JPOWER_MIND] > 4) ch->pcdata->powers[J_TIMER] = 4;
jedi.c:    else ch->pcdata->powers[J_TIMER] = 6;
jobo_act.c:            ch->race);
jobo_act.c:    if (ch->bones < 15000)
jobo_act.c:        ch->bones -= 15000;
jobo_act.c:    obj->questowner = str_dup(ch->pcdata->switchname);
jobo_act.c:    obj->ownerid = ch->pcdata->playerid;
jobo_act.c:    ch->pcdata->rune_count++;
jobo_act.c:    if (IS_SET(ch->act, AFF_HIDE))
jobo_act.c:    if (IS_SET(ch->act, PLR_WIZINVIS))
jobo_act.c:    if (IS_SET(ch->newbits, NEW_DARKNESS))
jobo_act.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
jobo_act.c:        if (ch->pcdata->powers[GIANT_STANDFIRM] == 1)
jobo_act.c:        if (IS_SET(ch->newbits, NEW_CUBEFORM))
jobo_act.c:        if (IS_SET(ch->newbits, NEW_DROWHATE))
jobo_act.c:        if (ch->tick_timer[TIMER_CALLGOLEMS] < 1)
jobo_act.c:                (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE))
jobo_act.c:                (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY))
jobo_act.c:                (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_STONE))
jobo_act.c:                (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON))
jobo_act.c:        if (ch->pcdata->powers[TANARRI_FURY_ON] == 1)
jobo_act.c:        if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_OFF)
jobo_act.c:        else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_LEVEL)
jobo_act.c:        else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_READAURA)
jobo_act.c:        else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_CUSTOM)
jobo_act.c:                    ch->poweraction);
jobo_act.c:        if (ch->pcdata->powers[DRONE_NIGHTMARE] == 1)
jobo_act.c:        if (IS_SET(ch->newbits, NEW_CUBEFORM))
jobo_act.c:        if (IS_SET(ch->extra, EXTRA_FLASH))
jobo_act.c:        if (IS_SET(ch->extra, EXTRA_BAAL))
jobo_act.c:    if (ch->in_room != NULL && ch->in_room->vnum != ROOM_VNUM_ALTAR)
jobo_act.c:    if (ch->fight_timer > 0)
jobo_act.c:    if (ch->bones < 1000)
jobo_act.c:    ch->hit = ch->max_hit;
jobo_act.c:    ch->mana = ch->max_mana;
jobo_act.c:    ch->move = ch->max_move;
jobo_act.c:    ch->loc_hp[0] = 0;
jobo_act.c:    ch->loc_hp[1] = 0;
jobo_act.c:    ch->loc_hp[2] = 0;
jobo_act.c:    ch->loc_hp[3] = 0;
jobo_act.c:    ch->loc_hp[4] = 0;
jobo_act.c:    ch->loc_hp[5] = 0;
jobo_act.c:    ch->loc_hp[6] = 0;
jobo_act.c:    ch->bones -= 1000;
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 45)
jobo_act.c:    if (!IS_SET(ch->itemaffect, ITEMA_VISION))
jobo_act.c:        SET_BIT(ch->itemaffect, ITEMA_VISION);
jobo_act.c:        SET_BIT(ch->newbits, NEW_VISION);   // so we know to remove it again.
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 10)
jobo_act.c:    chroom = ch->in_room;
jobo_act.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo_act.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo_act.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo_act.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo_act.c:    if (ch->level < 7)
jobo_act.c:        ch->fight_timer += 3;
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 35)
jobo_act.c:        if (gch->in_room == NULL)
jobo_act.c:        if (has_area_affect(gch->in_room->area, AREA_AFF_BADMOON, 0))
jobo_act.c:        tmp = gch->desc;
jobo_act.c:        gch->desc = ch->desc;
jobo_act.c:                gch->name, obj->short_descr);
jobo_act.c:        for (victim = gch->in_room->people; victim != NULL;
jobo_act.c:        if (IS_SET(gch->extra, EXTRA_AFK))
jobo_act.c:            REMOVE_BIT(gch->extra, EXTRA_AFK);
jobo_act.c:        gch->desc = tmp;
jobo_act.c:            SET_BIT(gch->extra, EXTRA_AFK);
jobo_act.c:        from = ch->in_room;
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 60)
jobo_act.c:    char_to_room(mob, ch->in_room);
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 50)
jobo_act.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 20)
jobo_act.c:    if (ch->trust < 7)
jobo_act.c:    if (ch->level < 7)
jobo_act.c:        ch->fight_timer += 3;
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 5)
jobo_act.c:    if (ch->fight_timer > 0)
jobo_act.c:    ch->hit += UMIN(ch->race, 25);
jobo_act.c:    if (ch->hit > ch->max_hit)
jobo_act.c:        ch->hit = ch->max_hit;
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 5)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 4)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 9)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 14)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 19)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 24)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 29)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 34)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 39)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 44)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 49)
jobo_act.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 59)
jobo_act.c:    if (IS_SET(ch->newbits, NEW_MASTERY) && ch->level < 6)
jobo_act.c:    if (ch->wpn[0] < 200 || ch->wpn[1] < 200 || ch->wpn[2] < 200
jobo_act.c:            || ch->wpn[3] < 200 || ch->wpn[4] < 200 || ch->wpn[5] < 200
jobo_act.c:            || ch->wpn[6] < 200 || ch->wpn[7] < 200 || ch->wpn[8] < 200
jobo_act.c:            || ch->wpn[9] < 200 || ch->wpn[10] < 200 || ch->wpn[11] < 200
jobo_act.c:            || ch->wpn[12] < 200)
jobo_act.c:    if (ch->spl[0] < 200 || ch->spl[1] < 200 || ch->spl[2] < 200
jobo_act.c:            || ch->spl[3] < 200 || ch->spl[4] < 200)
jobo_act.c:    if (ch->stance[1] < 200 || ch->stance[2] < 200 || ch->stance[3] < 200
jobo_act.c:            || ch->stance[4] < 200 || ch->stance[5] < 200
jobo_act.c:            || ch->stance[6] < 200 || ch->stance[7] < 200
jobo_act.c:            || ch->stance[8] < 200 || ch->stance[9] < 200
jobo_act.c:            || ch->stance[10] < 200)
jobo_act.c:    obj->questowner = str_dup(ch->pcdata->switchname);
jobo_act.c:    obj->ownerid = ch->pcdata->playerid;
jobo_act.c:    xprintf(buf, "%s has achieved mastery.", ch->name);
jobo_act.c:    SET_BIT(ch->newbits, NEW_MASTERY);
jobo_act.c:    if (ch->stance[STANCE_COUGAR] < 200 || ch->stance[STANCE_GRIZZLY] < 200
jobo_act.c:            || ch->stance[STANCE_WOLVERINE] < 200
jobo_act.c:            || ch->stance[STANCE_HAWK] < 200
jobo_act.c:            || ch->stance[STANCE_BADGER] < 200)
jobo_act.c:    if (ch->stance[19] == -1)
jobo_act.c:    else if (ch->stance[20] == -1)
jobo_act.c:    else if (ch->stance[21] == -1)
jobo_act.c:    else if (ch->stance[22] == -1)
jobo_act.c:    else if (ch->stance[23] == -1)
jobo_act.c:    if (currentstance > 19 && ch->stance[currentstance - 7] < 200)
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DODGE))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_PARRY))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_SPEED))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_ACCURACY_1))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_ACCURACY_2))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_ACCURACY_3))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DEFENSE_1))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DEFENSE_2))
jobo_act.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DEFENSE_3))
jobo_act.c:        if (ch->stance[18] == 0)
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_DODGE))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_PARRY))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_SPEED))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_ACCURACY_1))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_ACCURACY_2))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_ACCURACY_3))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_DEFENSE_1))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_DEFENSE_2))
jobo_act.c:            if (IS_SET(ch->stance[18], STANCEPOWER_DEFENSE_3))
jobo_act.c:        if (ch->stance[currentstance] == -1)
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_DODGE))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_PARRY))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_SPEED))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_BYPASS))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_1))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_2))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_3))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_1))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_2))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_3))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_1))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_2))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_3))
jobo_act.c:                (ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_1))
jobo_act.c:                (ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_2))
jobo_act.c:                (ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_3))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_ACCURACY_1))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_ACCURACY_2))
jobo_act.c:        if (IS_SET(ch->stance[currentstance], STANCEPOWER_ACCURACY_3))
jobo_act.c:                (ch->stance[currentstance], STANCEPOWER_DEFENSE_1))
jobo_act.c:                (ch->stance[currentstance], STANCEPOWER_DEFENSE_2))
jobo_act.c:                (ch->stance[currentstance], STANCEPOWER_DEFENSE_3))
jobo_act.c:        if (ch->exp < cost * 1000000)
jobo_act.c:        ch->stance[currentstance] = ch->stance[18];
jobo_act.c:        ch->stance[18] = 0;
jobo_act.c:        ch->exp -= cost * 1000000;
jobo_act.c:            SET_BIT(ch->pcdata->jflags, JFLAG_SS1);
jobo_act.c:            SET_BIT(ch->pcdata->jflags, JFLAG_SS2);
jobo_act.c:            SET_BIT(ch->pcdata->jflags, JFLAG_SS3);
jobo_act.c:            SET_BIT(ch->pcdata->jflags, JFLAG_SS4);
jobo_act.c:            SET_BIT(ch->pcdata->jflags, JFLAG_SS5);
jobo_act.c:            ch->stance[18] = 0;
jobo_act.c:            if ((ch->in_room == NULL
jobo_act.c:                    || ch->in_room->vnum != 3054))
jobo_act.c:            ch->stance[12] = STANCE_NONE;
jobo_act.c:            ch->stance[0] = 0;
jobo_act.c:            ch->stance[13] = 0;
jobo_act.c:            ch->stance[14] = 0;
jobo_act.c:            ch->stance[15] = 0;
jobo_act.c:            ch->stance[16] = 0;
jobo_act.c:            ch->stance[17] = 0;
jobo_act.c:            ch->stance[18] = 0;
jobo_act.c:            ch->stance[19] = -1;
jobo_act.c:            ch->stance[20] = -1;
jobo_act.c:            ch->stance[21] = -1;
jobo_act.c:            ch->stance[22] = -1;
jobo_act.c:            ch->stance[23] = -1;
jobo_act.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DODGE))
jobo_act.c:            REMOVE_BIT(ch->stance[18], STANCEPOWER_DODGE);
jobo_act.c:            SET_BIT(ch->stance[18], STANCEPOWER_DODGE);
jobo_act.c:        if (IS_SET(ch->stance[18], STANCEPOWER_PARRY))
jobo_act.c:            REMOVE_BIT(ch->stance[18], STANCEPOWER_PARRY);
jobo_act.c:            SET_BIT(ch->stance[18], STANCEPOWER_PARRY);
jobo_act.c:        if (IS_SET(ch->stance[18], STANCEPOWER_SPEED))
jobo_act.c:            REMOVE_BIT(ch->stance[18], STANCEPOWER_SPEED);
jobo_act.c:            SET_BIT(ch->stance[18], STANCEPOWER_SPEED);
jobo_act.c:        if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS))
jobo_act.c:            REMOVE_BIT(ch->stance[18], STANCEPOWER_BYPASS);
jobo_act.c:            SET_BIT(ch->stance[18], STANCEPOWER_BYPASS);
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMAGE_2)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMAGE_1))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMAGE_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMAGE_2))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMAGE_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMAGE_3))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_ACCURACY_1))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_ACCURACY_2)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_ACCURACY_1))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_ACCURACY_2))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_ACCURACY_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_ACCURACY_2))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_ACCURACY_3))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_ACCURACY_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_ACCURACY_3))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMCAP_2)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMCAP_1))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMCAP_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMCAP_2))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMCAP_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DAMCAP_3))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_RESIST_1))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_RESIST_2)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_RESIST_1))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_RESIST_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_RESIST_2))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
jobo_act.c:                        (ch->stance[18], STANCEPOWER_RESIST_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_RESIST_3))
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DEFENSE_2)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18],
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DEFENSE_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18],
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_DEFENSE_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18],
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_REV_DAMCAP_2)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18],
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_REV_DAMCAP_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18],
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:                    || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18], STANCEPOWER_REV_DAMCAP_1)
jobo_act.c:                        || IS_SET(ch->stance[18],
jobo_act.c:                        (ch->stance[18],
jobo_act.c:                    REMOVE_BIT(ch->stance[18],
jobo_act.c:                    SET_BIT(ch->stance[18],
jobo_act.c:    if (ch->bones < amount)
jobo_act.c:    ch->bones -= amount;
jobo_act.c:    /*   if (IS_SET(ch->act, PLR_RIGHTHAND) || IS_SET(ch->act, PLR_LEFTHAND)
jobo_act.c:           || IS_SET(ch->act, PLR_AMBI))
jobo_act.c:        SET_BIT(ch->act, PLR_LEFTHAND);
jobo_act.c:        SET_BIT(ch->act, PLR_RIGHTHAND);
jobo_act.c:        SET_BIT(ch->act, PLR_AMBI);
jobo_act.c:    if ((ch->in_room == NULL || ch->in_room->vnum != 3054))
jobo_act.c:    if (ch->pcdata->alias_count >= MAX_ALIAS)
jobo_act.c:    for (ali = ch->pcdata->alias; ali; ali = ali->next)
jobo_act.c:    ali->next = ch->pcdata->alias;
jobo_act.c:    ch->pcdata->alias = ali;
jobo_act.c:    ch->pcdata->alias_count++;
jobo_act.c:    for (ali = ch->pcdata->alias; ali; ali = ali->next)
jobo_act.c:    for (ali = ch->pcdata->alias; ali; ali = ali->next)
jobo_act.c:            ch->pcdata->alias_count--;
jobo_act.c:    if (ch->sex != SEX_FEMALE)
jobo_act.c:        if (ch->pcdata->genes[4] == SEX_MALE)
jobo_act.c:        else if (ch->pcdata->genes[4] == SEX_FEMALE)
jobo_act.c:    victim->class = ch->class;
jobo_act.c:    victim->sex = ch->pcdata->genes[4];
jobo_act.c:    victim->in_room = ch->in_room;
jobo_act.c:    if (ch->pcdata->genes[4] == SEX_MALE)
jobo_act.c:        xprintf(buf, "Son of %s and %s.", ch->name,
jobo_act.c:                ch->pcdata->cparents);
jobo_act.c:        xprintf(buf, "Daughter of %s and %s.", ch->name,
jobo_act.c:                ch->pcdata->cparents);
jobo_act.c:    ch->pcdata->genes[9] += 1;
jobo_act.c:    REMOVE_BIT(ch->extra, EXTRA_PREGNANT);
jobo_act.c:    REMOVE_BIT(ch->extra, EXTRA_LABOUR);
jobo_act.c:    if (ch->pcdata->genes[4] == SEX_MALE)
jobo_act.c:                ch->name, ch->pcdata->cparents, arg);
jobo_act.c:                ch->name, ch->pcdata->cparents, arg);
jobo_act.c:    for (paf = ch->in_room->area->affects; paf; paf = paf->next)
jobo_act.c:    if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
jobo_act.c:    xprintf(buf, "%s has selfdeleted, what a fool.", ch->name);
jobo_act.c:    xprintf(buf, "%s%s", PLAYER_DIR, capitalize(ch->pcdata->switchname));
jobo_act.c:    ch->fight_timer = 0;
jobo_act.c:    if (ch->level > 6)
jobo_act.c:    if (ch->level > 6) return;
jobo_act.c:    if (get_ratio(ch) > leader_board.bestpk_number || !str_cmp(leader_board.bestpk_name, ch->name))
jobo_act.c:        leader_board.bestpk_name = str_dup(ch->name);
jobo_act.c:    if (ch->mdeath > leader_board.md_number)
jobo_act.c:        leader_board.md_number = ch->mdeath;
jobo_act.c:        leader_board.md_name = str_dup(ch->name);
jobo_act.c:    if (ch->mkill > leader_board.mk_number)
jobo_act.c:        leader_board.mk_number = ch->mkill;
jobo_act.c:        leader_board.mk_name = str_dup(ch->name);
jobo_act.c:    if (ch->pkill > leader_board.pk_number)
jobo_act.c:        leader_board.pk_number = ch->pkill;
jobo_act.c:        leader_board.pk_name = str_dup(ch->name);
jobo_act.c:    if (ch->pdeath > leader_board.pd_number)
jobo_act.c:        leader_board.pd_number = ch->pdeath;
jobo_act.c:        leader_board.pd_name = str_dup(ch->name);
jobo_act.c:    if (ch->pcdata->questsrun > leader_board.qc_number)
jobo_act.c:        leader_board.qc_number = ch->pcdata->questsrun;
jobo_act.c:        leader_board.qc_name = str_dup(ch->name);
jobo_act.c:        leader_board.tt_name = str_dup(ch->name);
jobo_act.c:    if (ch->level < 7) return;
jobo_act.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_POLICY))
jobo_act.c:        if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
jobo_act.c:        SET_BIT(ch->pcdata->jflags, JFLAG_POLICY);
jobo_act.c:        xprintf(buf, "%s has accepted the player policy.", ch->name);
jobo_act.c:        if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
jobo_act.c:        xprintf(buf, "%s has declined the player policy.", ch->name);
jobo_act.c:                capitalize(ch->pcdata->switchname));
jobo_act.c:        ch->fight_timer = 0;
jobo_act.c:    for (ed = ch->in_room->extra_descr; ed; ed = ed->next)
jobo_act.c:                    obj_to_room(obj, ch->in_room);
jobo_act.c:                for (gch = ch->in_room->people; gch;
jobo_act.c:                    gch_next = gch->next_in_room;
jobo_act.c:                if (ch->pcdata->ignore[i] ==
jobo_act.c:            ch->pcdata->ignore[i] = -1;
jobo_act.c:                if (ch->pcdata->ignore[i] ==
jobo_act.c:                    ch->pcdata->ignore[i] = -1;
jobo_act.c:                if (ch->pcdata->ignore[i] == -1)
jobo_act.c:                    ch->pcdata->ignore[i] =
jobo_act.c:    if (IS_SET(ch->pcdata->tempflag, TEMP_VT100))
jobo_act.c:        REMOVE_BIT(ch->pcdata->tempflag, TEMP_VT100);
jobo_act.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_SAFE))
jobo_act.c:    switch (ch->class)
jobo_act.c:        if (ch->pcdata->powers[PINVOKE] < 1)
jobo_act.c:        if (ch->power[DISC_WERE_LUNA] < 6)
jobo_act.c:        if (ch->power[DISC_VAMP_AUSP] < 4)
jobo_act.c:        if (!IS_SET(ch->pcdata->powers[1], DPOWER_SHADOWWALK))
jobo_act.c:        if (ch->pcdata->powers[PMONK] < 10)
jobo_act.c:                (ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SHADOWWALK))
jobo_act.c:        if (ch->pcdata->powers[CON_LORE] < 3)
jobo_act.c:        if (ch->pcdata->powers[SHAPE_POWERS] < 2)
jobo_act.c:                (ch->pcdata->powers[TANARRI_POWER], TANARRI_CHAOSGATE))
jobo_act.c:        if (ch->pcdata->powers[ANGEL_JUSTICE] < 1)
jobo_act.c:        if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
jobo_act.c:        if (ch->pcdata->powers[DRONE_MINDCONTROL] < 3)
jobo_act.c:        if (ch->pcdata->powers[HOBBIT_DISHES] < 10)
jobo_act.c:        if (ch->power[DISC_FAE_NATURE] < 6)
jobo_act.c:        if (ch->pcdata->rank < FOOT_20)
jobo_act.c:    if (victim->in_room == ch->in_room)
jobo_act.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
jobo_act.c:    if (move && ch->move < cost)
jobo_act.c:    else if (!move && ch->mana < cost)
jobo_act.c:        ch->move -= cost;
jobo_act.c:        ch->mana -= cost;
jobo_act.c:        obj->value[3] = ch->in_room->vnum;
jobo_act.c:        obj_to_room(obj, ch->in_room);
jobo_act.c:        obj->value[0] = ch->in_room->vnum;
jobo_act.c:            getCurrRanking( ch, ch->pRank ),ch->name,
jobo_act.c:            (ch->played + (int) (current_time - ch->logon)) / 3600);
jobo_act.c:            get_curr_str(ch), ch->hit, ch->max_hit);
jobo_act.c:            get_curr_dex(ch), ch->move, ch->max_move);
jobo_act.c:    xprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->last_decap[0]);
jobo_act.c:            get_curr_con(ch), ch->mana, ch->max_mana);
jobo_act.c:    xprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->last_decap[1]);
jobo_act.c:            get_curr_wis(ch), ch->race);
jobo_act.c:            xprintf(buf, "Bones: #Y%s#n ", num_punct(ch->bones));
jobo_act.c:    	xprintf(buf, "\Bank: #Y%s#n\n\r", num_punct(ch->pcdata->bank));
jobo_act.c:            get_curr_int(ch), ch->bones,
jobo_act.c:            (!IS_NPC(ch) ? ch->pcdata->bank : 0));
jobo_act.c:    xprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->retaliation);
jobo_act.c:    xprintf(tempbuf, "\n\r  You are currently on Tier #R%d#n", ch->tier);
jobo_act.c:            ch->tks);
jobo_act.c:    if (ch->combat == NULL)	xprintf(buf, "%-49s #CNo One#n\n\r", tempbuf);
jobo_act.c:    else xprintf(buf, "%-49s #C%s#n\n\r", tempbuf, ch->combat->pcdata->switchname);
jobo_act.c:if (ch->armor > 0)
jobo_act.c:armorz -= ch->armor;
jobo_act.c:armorz += ch->armor;
jobo_act.c:            ch->damroll, ch->hitroll, ch->armor);
jobo_act.c:            ch->carry_number, can_carry_n(ch), ch->carry_weight,
jobo_act.c://                xprintf(buf, "  Toughness: %d.%d%%", ch->pcdata->damreduct,
jobo_act.c://                        ch->pcdata->damreductdec);
jobo_act.c:                ch->pcdata->membership == 0 ? "#Dbasic" :
jobo_act.c:                ch->pcdata->membership == 1 ? "#ybronze" :
jobo_act.c:                ch->pcdata->membership == 2 ? "#Wsilver" :
jobo_act.c:                ch->pcdata->membership ==
jobo_act.c:            ch->practice, ch->exp, ch->pcdata->current_faith,
jobo_act.c:            ch->pcdata->faith);
jobo_act.c:    xprintf(buf, "  Alignment : #C%d#n - ", ch->alignment);
jobo_act.c:    if (ch->alignment > 900)
jobo_act.c:    else if (ch->alignment > 700)
jobo_act.c:    else if (ch->alignment > 350)
jobo_act.c:    else if (ch->alignment > 100)
jobo_act.c:    else if (ch->alignment > -100)
jobo_act.c:    else if (ch->alignment > -350)
jobo_act.c:    else if (ch->alignment > -700)
jobo_act.c:    else if (ch->alignment > -900)
jobo_act.c:                ch->pPotentia);
jobo_act.c:                ch->pcdata->stats[DEMON_CURRENT], ch->pcdata->souls,
jobo_act.c:                ch->rage);
jobo_act.c:                ch->pcdata->stats[DEMON_CURRENT],
jobo_act.c:                ch->pcdata->stats[DROW_MAGIC]);
jobo_act.c:        switch(ch->pcdata->powers[ZOM_LEVEL]) {
jobo_act.c:        sprintf(buf, "#R[#nYou have #g%d#n Flesh Points#R]#n\n\r",ch->pcdata->powers[ZOM_FLESH]);
jobo_act.c:        if(ch->pcdata->powers[ZOM_LEVEL] >= 6)
jobo_act.c:        {   sprintf(buf, "#R[#nYou have #r%d#n Corpse Points stored#R]#n\n\r",ch->pcdata->powers[ZOM_ASSIM]);
jobo_act.c:                 ch->pcdata->stats[DEMON_CURRENT]);
jobo_act.c:                ch->pcdata->powers[dragonage]);
jobo_act.c:        xprintf(buf, "Blade Exp: %d\n\r", ch->bladeexp);
jobo_act.c:                ch->pcdata->powers[SHAPE_COUNTER],
jobo_act.c:                ch->pcdata->powers[PHASE_COUNTER]);
jobo_act.c:                ch->pcdata->powers[ANGEL_JUSTICE],
jobo_act.c:                ch->pcdata->powers[ANGEL_LOVE],
jobo_act.c:                ch->pcdata->powers[ANGEL_HARMONY],
jobo_act.c:                ch->pcdata->powers[ANGEL_PEACE]);
jobo_act.c:                ch->pcdata->powers[ELEMENTAL_FIRE],
jobo_act.c:                ch->pcdata->powers[ELEMENTAL_EARTH],
jobo_act.c:                ch->pcdata->powers[ELEMENTAL_AIR],
jobo_act.c:                ch->pcdata->powers[ELEMENTAL_WATER]);
jobo_act.c:                ch->beast, ch->rage,
jobo_act.c:                ch->pcdata->condition[COND_THIRST]);
jobo_act.c:                ch->rage, ch->gnosis[GCURRENT], ch->gnosis[GMAXIMUM]);
jobo_act.c:        sprintf(buf, "#R[#0Chakra:		#C%d#R]\n\r", ch->chakra);
jobo_act.c:                ch->monkblock, ch->chi[CURRENT], ch->chi[MAXIMUM]);
jobo_act.c:                ch->pcdata->stats[8]);
jobo_act.c:                 ch->pcdata->stats[DEMON_CURRENT],  ch->pcdata->stats[DEMON_TOTAL] );
jobo_act.c:            ch->pkill, (ch->pkill == 1) ? "kill" : "kills",
jobo_act.c:            ch->pdeath, (ch->pdeath == 1) ? "death" : "deaths");
jobo_act.c:            tempbuf, calc_ratio(ch->pkill, ch->pdeath), "%");
jobo_act.c:            ch->pcdata->awins,
jobo_act.c:            (ch->pcdata->awins == 1) ? "kill" : "kills",
jobo_act.c:            ch->pcdata->alosses,
jobo_act.c:            (ch->pcdata->alosses == 1) ? "death" : "deaths");
jobo_act.c:            calc_ratio(ch->pcdata->awins, ch->pcdata->alosses), "%");
jobo_act.c:            ch->mkill, (ch->mkill == 1) ? "kill" : "kills",
jobo_act.c:            ch->mdeath, (ch->mdeath == 1) ? "death" : "deaths");
jobo_act.c:                ch->pcdata->stats[DEMON_CURRENT],
jobo_act.c:                ch->pcdata->stats[DEMON_TOTAL]);
jobo_act.c:                ch->pcdata->stats[CYBORG_POWER]);
jobo_act.c:                ch->pcdata->powers[SHADOW_POWER]);
jobo_act.c:                ch->pcdata->stats[FAITH_PTS]);
jobo_act.c:                ch->pcdata->stats[TPOINTS]);
jobo_act.c:                ch->pcdata->stats[GHOUL_PTS]);
jobo_act.c:                ch->pcdata->stats[8]);
jobo_act.c:                ch->pcdata->souls);
jobo_act.c:                ch->pcdata->stats[DROW_POWER]);
jobo_act.c:                ch->pcdata->stats[DROW_MAGIC]);
jobo_act.c:                ch->pcdata->powers[SHAPE_COUNTER]);
jobo_act.c:                ch->pcdata->powers[PHASE_COUNTER]);
jobo_act.c:                ch->pcdata->powers[ANGEL_JUSTICE]);
jobo_act.c:                ch->pcdata->powers[ANGEL_LOVE]);
jobo_act.c:                ch->pcdata->powers[ANGEL_HARMONY]);
jobo_act.c:                ch->pcdata->powers[ANGEL_PEACE]);
jobo_act.c:                ch->pcdata->powers[SKYBLADE_DTIMER]);
jobo_act.c:                ch->beast);
jobo_act.c:                ch->monkblock);
jobo_act.c:                ch->chi[CURRENT]);
jobo_act.c:                ch->chi[MAXIMUM]);
jobo_act.c:                ch->focus[CURRENT]);
jobo_act.c:                ch->focus[MAXIMUM]);
jobo_act.c:            && ch->gnosis[GMAXIMUM] > 0)
jobo_act.c:                ch->gnosis[GCURRENT]);
jobo_act.c:                ch->gnosis[GMAXIMUM]);
jobo_act.c:    if (!IS_NPC(ch) && ch->pcdata->stage[0] >= 100)
jobo_act.c:    else if (!IS_NPC(ch) && ch->pcdata->stage[0] >= 50)
jobo_act.c:    else if (!IS_NPC(ch) && ch->pcdata->stage[0] >= 1)
jobo_act.c:    if (!IS_NPC(ch) && ch->pcdata->stage[1] > 0
jobo_act.c:            && ch->position == POS_STANDING)
jobo_act.c:                && (ch->pcdata->stage[2] + 25) >= ch->pcdata->stage[1])
jobo_act.c:        switch (ch->position)
jobo_act.c:                ch->pcdata->condition[COND_THIRST]);
jobo_act.c:    else if (ch->level >= 0)
jobo_act.c:        if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->siltol > 0)
jobo_act.c:                    ch->siltol);
jobo_act.c:        if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0)
jobo_act.c:                    ch->rage);
jobo_act.c:                && IS_SET(ch->special, SPC_WOLFMAN) && ch->rage > 0)
jobo_act.c:                    ch->rage);
jobo_act.c:        if (IS_CLASS(ch, CLASS_NINJA) && ch->rage > 0)
jobo_act.c:                    ch->rage);
jobo_act.c:                && ch->pcdata->powers[NPOWER_CHIKYU] >= 6
jobo_act.c:                && ch->pcdata->powers[HARA_KIRI] > 0)
jobo_act.c:                    ch->pcdata->powers[HARA_KIRI]);
jobo_act.c:                && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0
jobo_act.c:                    ch->rage);
jobo_act.c:                 && ch->pcdata->stats[DEMON_POWER] > 0)
jobo_act.c:                    ((ch->pcdata->stats[DEMON_POWER]) *
jobo_act.c:                     ch->pcdata->stats[DEMON_POWER]));
jobo_act.c:                 && ch->pcdata->stats[DEMON_POWER] > 0)
jobo_act.c:                    ((ch->pcdata->stats[DEMON_POWER]) *
jobo_act.c:                     ch->pcdata->stats[DEMON_POWER]));
jobo_act.c:    if (ch->fight_timer > 0)
jobo_act.c:                ch->fight_timer);
jobo_act.c:    if (ch->pcdata->logout_counter > 0)
jobo_act.c:                ch->pcdata->logout_counter);
jobo_act.c:                ch->invis_level, ch->incog_level, ch->ghost_level);
jobo_comm.c:    else if (!str_cmp(arg, "tell") && ch->level > 6)
jobo_comm.c:    else if (ch->level < 7)
jobo_comm.c:        drunklevel = ch->pcdata->condition[COND_DRUNK];
jobo_comm.c:    if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0)
jobo_comm.c:    REMOVE_BIT(ch->deaf, channel);
jobo_comm.c:            sprintf( buf, "[#RFLAME#n] %s: #R$t#n",ch->name );
jobo_comm.c:        sprintf( buf, "#W[#cIMMTALK#W] #C%s#W: $t#n",ch->name);
jobo_comm.c:        sprintf( buf, "[#GNEWBIE#n] %s: #G$t#7#n",ch->name);
jobo_comm.c://        sprintf( buf, "#R*#7*#R* #7%s #R*#7*#R*#7 '$t'.#n",ch->name);
jobo_comm.c:        sprintf( buf, "[#yIC#n] %s: #y$t#n", ch->name);
jobo_comm.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE)) return;
jobo_comm.c:        if (!str_cmp(ch->pcdata->last_global, argument)) return;
jobo_comm.c:        free_string(ch->pcdata->last_global);
jobo_comm.c:        ch->pcdata->last_global = str_dup(argument);
jobo_comm.c:        if (IS_SET(gch->deaf, channel)) continue;
jobo_comm.c:        if (channel == CHANNEL_CLASS && !IS_IMMORTAL(gch) && (gch->class != ch->class ))
jobo_comm.c:        if (channel == CHANNEL_YELL && gch->in_room && gch->in_room->area != ch->in_room->area)
jobo_comm.c:                if (gch->pcdata->ignore[i] == ch->pcdata->playerid) ignore = TRUE;
jobo_comm.c:    if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0)
jobo_comm.c://        if (ch->pcdata->condition[COND_DRUNK] > 10)
jobo_comm.c:    REMOVE_BIT(ch->deaf, channel);
jobo_comm.c:        if (ch->flag4 == 1)
jobo_comm.c:            xprintf(buf, "#n%s #Pwhines#n '#R$t#n'", ch->name);
jobo_comm.c:            xprintf(buf, "#n%s %ses, '#W$t#n'", ch->name, verb);
jobo_comm.c:                        if (ch->trust > 6)
jobo_comm.c:                                    ch->name);*/
jobo_comm.c:                        ch->name);
jobo_comm.c:                        ch->short_descr);
jobo_comm.c:                xprintf(buf, "%s barks, '#R$t#n'", ch->name);
jobo_comm.c:                xprintf(buf, "%s chants, '#R$t#n'", ch->name);
jobo_comm.c:                        ch->name);
jobo_comm.c:                xprintf(buf, "%s snarls, '#R$t#n'", ch->name);
jobo_comm.c:                xprintf(buf, "%s drools, '#R$t#n'", ch->name);
jobo_comm.c:                        ch->name);
jobo_comm.c:                xprintf(buf, "%s booms, '#R$t#n'", ch->name);
jobo_comm.c:                        ch->name);
jobo_comm.c:                xprintf(buf, "%s burps, '#R$t#n'", ch->name);
jobo_comm.c:                xprintf(buf, "%s growls, '#R$t#n'", ch->name);
jobo_comm.c:                        ch->name);
jobo_comm.c:                        ch->name);
jobo_comm.c:                        ch->name);
jobo_comm.c:                xprintf(buf, "%s %ss, '#R$t#n'", ch->name,
jobo_comm.c:            xprintf(buf, "%s %ss, '#R$t#n'", ch->name, verb);
jobo_comm.c:        xprintf(buf, "#W[#cIMMTALK#W] #C%s#W: #c$t#n",ch->name);;
jobo_comm.c:        class = ch->class;
jobo_comm.c:            xprintf(buf, "#0[#7%s#0]#C '$t'#n", ch->name);
jobo_comm.c:            xprintf(buf, "#0[#R%s#0]#C '$t'#n", ch->name);
jobo_comm.c:            xprintf(buf, "#n{{#0%s#n}}#C '$t'#n", ch->name);
jobo_comm.c:                    ch->name);
jobo_comm.c:                    ch->name);
jobo_comm.c:            xprintf(buf, "#Y((#L%s#Y))#C '$t'#n", ch->name);
jobo_comm.c:            xprintf(buf, "#Y-*(#0%s#Y)*-#C '$t'#n", ch->name);
jobo_comm.c:            xprintf(buf, "#C-=#R%s#C=-  '$t'#n", ch->name);
jobo_comm.c:            xprintf(buf, "#0.x.#7%s#0.x.#C '$t'#n", ch->name);
jobo_comm.c:                    ch->name);
jobo_comm.c:            xprintf(buf, "#G<:>#o%s#G<:>#C '$t'#n", ch->name);
jobo_comm.c:                    ch->name);
jobo_comm.c:            xprintf(buf, "#Y{#R%s#Y}#C '$t'#n", ch->name);
jobo_comm.c:            xprintf(buf, "#G>*<#7%s#G>*<#C '$t'#n", ch->name);
jobo_comm.c:                    ch->name);
jobo_comm.c:                    ch->name);
jobo_comm.c:            xprintf(buf, "#P.o0#0%s#P0o.#C '$t'#n", ch->name);
jobo_comm.c:            xprintf(buf, "#0.x[#l%s#0]x. #C '$t'#n", ch->name);
jobo_comm.c:            xprintf(buf, "#R<<#0%s#R>>#C $t#n", ch->name);
jobo_comm.c:            xprintf(buf, "#R[#y%s#R]#C $t#n", ch->name);
jobo_comm.c:                xprintf(buf, "#R[#y%s#R] #L'#7$t#L'", ch->name);
jobo_comm.c:                xprintf(buf, "#R:=#n %s #R=: #L'#7$t#L'", ch->morph);
jobo_comm.c:        xprintf(buf, "#o(#R%s#o) #n'#Y$t#n'", ch->name);
jobo_comm.c:        xprintf(buf, religion_table[ch->pcdata->religion].channel,
jobo_comm.c:                ch->name);
jobo_comm.c:        xprintf(buf, "#n%s#n: #P%s #n '#7$t#n'#n", kingdom_table[ch->pcdata->kingdom].whoname, ch->name);
jobo_comm.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE))
jobo_comm.c:    //  if (!str_cmp(ch->pcdata->last_global, argument)) return;
jobo_comm.c:    // free_string(ch->pcdata->last_global);
jobo_comm.c:    // ch->pcdata->last_global = str_dup(argument);
jobo_comm.c://                        log_comm( ch->name, vict, channel, argument, class);
jobo_comm.c://                        log_comm( ch->name, NULL, channel, argument, class);
jobo_comm.c:        if (IS_SET(gch->deaf, channel))
jobo_comm.c:                && (gch->class != ch->class || gch->level < 3))
jobo_comm.c:                gch->pcdata->religion != ch->pcdata->religion)
jobo_comm.c:                                            gch->pcdata->kingdom != ch->pcdata->kingdom && !IS_IMMORTAL(gch)))
jobo_comm.c:        if (channel == CHANNEL_YELL && gch->in_room
jobo_comm.c:                && gch->in_room->area != ch->in_room->area)
jobo_comm.c:                if (gch->pcdata->ignore[i] ==
jobo_comm.c:                        ch->pcdata->playerid)
jobo_comm.c:    for (pHistory = ch->pcdata->history; pHistory;
jobo_comm.c:    for (history = ch->pcdata->history; history; history = history->next)
jobo_comm.c:    history->next = ch->pcdata->history;
jobo_comm.c:    ch->pcdata->history = history;
jobo_comm.c:    for (history = ch->pcdata->history; history; history = history->next)
jobo_comm.c:    if (ch->pcdata->in_progress->text == NULL)
jobo_comm.c:    if (strlen(ch->pcdata->in_progress->text) < 1)
jobo_comm.c:    strcpy(buf, ch->pcdata->in_progress->text);
jobo_comm.c:        free_string(ch->pcdata->in_progress->text);
jobo_comm.c:        ch->pcdata->in_progress->text = NULL;
jobo_comm.c:    free_string(ch->pcdata->in_progress->text);
jobo_comm.c:    ch->pcdata->in_progress->text = str_dup(buf);
jobo_fight.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 30)
jobo_fight.c:    if ((victim = ch->fighting) == NULL)
jobo_fight.c:    for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
jobo_fight.c:        if (gch->master)
jobo_fight.c:        if (gch == ch->fighting)
jobo_fight.c:        if (gch->fighting != NULL)
jobo_fight.c:        if (gch->level > ch->race / 0.2 || gch->level > 2500)
jobo_fight.c:        if (ch->fighting == NULL)
jobo_fight.c:            multi_hit(gch, ch->fighting, TYPE_UNDEFINED);
jobo_fight.c:    if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 40)
jobo_fight.c:    if (IS_SET(ch->newbits, NEW_IRONMIND))
jobo_fight.c:    SET_BIT(ch->newbits, NEW_IRONMIND);
jobo_fight.c:    if (ch->in_room != NULL)
jobo_fight.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
jobo_fight.c:    if (ch->class != victim->class)
jobo_fight.c:    if (ch->generation < victim->generation)
jobo_fight.c:    if (ch->generation == 1)
jobo_fight.c:            ch->pcdata->switchname, victim->pcdata->switchname);
jobo_fight.c:    ch->combat = NULL;
jobo_fight.c:    ch->generation -= 1;
jobo_fight.c:    ch->genexp = 0;
jobo_fight.c:    ch->fight_timer += 5;
jobo_fight.c:    xprintf(buf, "%s was genstolen by %s", victim->name, ch->name);
jobo_fight.c:    if (ch->fighting == NULL)
jobo_fight.c:    if (ch->fighting == victim)
jobo_fight.c:    ch->fighting = victim;
jobo_fight.c:                        ch->pcdata->switchname,
jobo_fight.c:            victim->name, ch->name);
jobo_fight.c:    ch->fight_timer = 0;
jobo_fight.c:    do_restore(ch, ch->name);
jobo_fight.c:    ch->pcdata->awins++;
jobo_fight.c:            victim->name, ch->name);
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (str_cmp(kingdom_table[ch->pcdata->kingdom].leader, ch->name) &&
jobo_king.c:            str_cmp(kingdom_table[ch->pcdata->kingdom].general, ch->name))
jobo_king.c:    if (victim->max_hit < kingdom_table[ch->pcdata->kingdom].req_hit ||
jobo_king.c:            victim->max_move < kingdom_table[ch->pcdata->kingdom].req_move ||
jobo_king.c:            victim->bones < kingdom_table[ch->pcdata->kingdom].req_qps ||
jobo_king.c:            victim->max_mana < kingdom_table[ch->pcdata->kingdom].req_mana)
jobo_king.c:    victim->pcdata->kingdom = ch->pcdata->kingdom;
jobo_king.c:    victim->bones -= kingdom_table[ch->pcdata->kingdom].req_qps;
jobo_king.c:    kingdom_table[ch->pcdata->kingdom].qps +=
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].req_qps;
jobo_king.c:    xprintf(buf, "#W%s #nhas been induct into %s#n\n\r", victim->name, kingdom_table[ch->pcdata->kingdom].whoname);
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (str_cmp(kingdom_table[ch->pcdata->kingdom].leader, ch->name) &&
jobo_king.c:            str_cmp(kingdom_table[ch->pcdata->kingdom].general, ch->name))
jobo_king.c:    if (victim->pcdata->kingdom != ch->pcdata->kingdom)
jobo_king.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_WANT_KINGDOM))
jobo_king.c:        REMOVE_BIT(ch->pcdata->jflags, JFLAG_WANT_KINGDOM);
jobo_king.c:    SET_BIT(ch->pcdata->jflags, JFLAG_WANT_KINGDOM);
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (amt > ch->bones)
jobo_king.c:            ch->name, amt);
jobo_king.c:              kingdom_table[ch->pcdata->kingdom].name, "Treasury Grows",
jobo_king.c:    ch->bones -= amt;
jobo_king.c:    kingdom_table[ch->pcdata->kingdom].qps += amt;
jobo_king.c:    if (ch->level > 6)
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (str_cmp(kingdom_table[ch->pcdata->kingdom].leader, ch->name))
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].req_mana = atoi(argument);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].req_qps = atoi(argument);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].req_hit = atoi(argument);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].req_move = atoi(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].general);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].general = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rankl);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rankl = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rankp);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rankp = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank1m);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank1m = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank2m);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank2m = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank3m);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank3m = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank4m);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank4m = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank5m);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank5m = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank1f);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank1f = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank2f);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank2f = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank3f);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank3f = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank4f);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank4f = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank5f);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank5f = str_dup(argument);
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (str_cmp(kingdom_table[ch->pcdata->kingdom].leader, ch->name) &&
jobo_king.c:            str_cmp(kingdom_table[ch->pcdata->kingdom].general, ch->name))
jobo_king.c:    if (victim->pcdata->kingdom != ch->pcdata->kingdom)
jobo_king.c:    if (!str_cmp(victim->name, kingdom_table[ch->pcdata->kingdom].leader))
jobo_king.c:    xprintf(buf, "#W%s #nhas been outcasted from %s#n\n\r", victim->name, kingdom_table[ch->pcdata->kingdom].whoname);
jobo_king.c:    if ((i = ch->pcdata->kingdom) == 0)
jobo_king.c:    if (IS_NPC(ch) || ch->level < 7)
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:            (ch->pcdata->switchname,
jobo_king.c:             kingdom_table[ch->pcdata->kingdom].leader))
jobo_king.c:        if ((war_table[i].one == ch->pcdata->kingdom
jobo_king.c:                || (war_table[i].two == ch->pcdata->kingdom
jobo_king.c:    war_table[slot].one = ch->pcdata->kingdom;
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:            (ch->pcdata->switchname,
jobo_king.c:             kingdom_table[ch->pcdata->kingdom].leader))
jobo_king.c:        if ((war_table[i].one == ch->pcdata->kingdom
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (ch->fight_timer > 0)
jobo_king.c:                get_room_index(kingdom_table[ch->pcdata->kingdom].recall)) ==
jobo_king.c:    if (ch->in_room == location)
jobo_king.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
jobo_king.c:    if ((victim = ch->fighting) != NULL)
jobo_king.c:    if ((mount = ch->mount) == NULL)
jobo_king.c:    char_to_room(mount, ch->in_room);
jobo_king.c:    if (IS_NPC(ch) || ch->level < 1)
jobo_king.c:    if (!str_cmp(kingdom_table[ch->pcdata->kingdom].leader, ch->name)
jobo_king.c:            &&  !str_cmp(kingdom_table[ch->pcdata->kingdom].general, ch->name))
jobo_king.c:    if ( i > kingdom_table[ch->pcdata->kingdom].qps )
jobo_king.c:    kingdom_table[ch->pcdata->kingdom].qps -= i;
jobo_king.c:    ch->bones += i;
jobo_king.c:    xprintf(buf,"You have withdrawn %d bones from %s's Treasury.\n\r", i, kingdom_table[ch->pcdata->kingdom].whoname);
jobo_king.c:            ch->name, i, kingdom_table[ch->pcdata->kingdom].whoname, kingdom_table[ch->pcdata->kingdom].qps);
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:        ch->pcdata->KdefectTimer = current_time + (2 * 24L * 3600L);
jobo_king.c:        xprintf(buf, "#W%s #nhas defected from %s#n\n\r", ch->name, kingdom_table[ch->pcdata->kingdom].whoname);
jobo_king.c:        ch->pcdata->kingdom = 0;
jobo_king.c:        ch->pcdata->kingrank = 0;
jobo_quest.c:    for (quest = ch->pcdata->quests; quest; quest = quest->next)
jobo_quest.c:    if ((d = ch->desc) == NULL)
jobo_quest.c:    obj->ownerid = ch->pcdata->playerid;
jobo_quest.c:    for (quest = ch->pcdata->quests; quest; quest = quest->next)
jobo_quest.c:                    ch->name, quest->type);
jobo_quest.c:                        ch->name, quest->vnums[0]);
jobo_quest.c:                        ch->name, quest->giver);
jobo_quest.c:                        ch->name, quest->giver);
jobo_quest.c:            for (gch = char_list; gch && !found2; gch = gch->next)
jobo_quest.c:                if (gch->pcdata->playerid == quest->vnums[0])
jobo_quest.c:                        found2 ? ich->name : "someone");
jobo_quest.c:                        ch->name, quest->vnums[0]);
jobo_quest.c:                        ch->name, quest->giver);
jobo_quest.c:                        ch->name, quest->vnums[0]);
jobo_quest.c:                        ch->name, quest->vnums[1]);
jobo_quest.c:                        ch->name, quest->giver);
jobo_quest.c:                        ch->name, quest->vnums[0]);
jobo_quest.c:                        ch->name, quest->vnums[1]);
jobo_quest.c:                        ch->name, quest->giver);
jobo_quest.c:    quest_new->next = ch->pcdata->quests;
jobo_quest.c:    ch->pcdata->quests = quest_new;
jobo_quest.c:    if (ch->pcdata->quests == NULL)
jobo_quest.c:    if (quest == ch->pcdata->quests)
jobo_quest.c:        ch->pcdata->quests = quest->next;
jobo_quest.c:        for (prev = ch->pcdata->quests; prev; prev = prev->next)
jobo_quest.c:    if (IS_SET(ch->pcdata->tempflag, TEMP_EDGE))
jobo_quest.c:    if (ch->pcdata->time_tick > 49)
jobo_quest.c:        value *= 100 + ch->pcdata->time_tick / 10;
jobo_quest.c:    ch->pcdata->questsrun++;
jobo_quest.c:    ch->pcdata->questtotal += value;
jobo_quest.c:        for (quest = ch->pcdata->quests; quest && !found;
jobo_quest.c:        for (quest = ch->pcdata->quests; quest; quest = quest->next)
jobo_quest.c:        new_quest.vnums[0] = gch->pcdata->playerid;
jobo_save.c:    if (ch->level > 6)
jobo_save.c:        if (!str_cmp(ch->name, top_board[i].name))
jobo_save.c:            if (ch->race != top_board[i].pkscore)
jobo_save.c:                top_board[i].pkscore = ch->race;
jobo_save.c:        if (ch->race > top_board[i].pkscore)
jobo_save.c:            top_board[i].pkscore = ch->race;
jobo_save.c:            top_board[i].name = str_dup(ch->name);
jobo_shop.c:    for (keeper = ch->in_room->people; keeper;
jobo_shop.c:    for (keeper = ch->in_room->people; keeper;
jobo_shop.c:                    if (ch->bones < obj->cost)
jobo_shop.c:                        ch->bones -= obj->cost;
jobo_shop.c:                        str_dup(ch->pcdata->
jobo_shop.c:                    obj->ownerid = ch->pcdata->playerid;
jobo_shop.c:            if (ch->bones < cost)
jobo_shop.c:            ch->hit += number_range(1000, 2000);
jobo_shop.c:            if (ch->hit > ch->max_hit)
jobo_shop.c:                ch->hit = ch->max_hit;
jobo_shop.c:            ch->mana += number_range(1000, 2000);
jobo_shop.c:            if (ch->mana > ch->max_mana)
jobo_shop.c:                ch->mana = ch->max_mana;
jobo_shop.c:            ch->move += number_range(1000, 2000);
jobo_shop.c:            if (ch->move > ch->max_move)
jobo_shop.c:                ch->move = ch->max_move;
jobo_shop.c:            ch->bones -= cost;
jobo_shop.c:            if (ch->bones < cost)
jobo_shop.c:            ch->bones -= cost;
jobo_shop.c:            if (ch->bones < cost)
jobo_shop.c:            ch->bones -= cost;
jobo_update.c:    for (ch = char_list; ch; ch = ch->next)
jobo_update.c:        if (!ch->tracking)
jobo_update.c:        if (ch->hunting == NULL)
jobo_update.c:            ch->hunting = str_dup("");
jobo_update.c:            ch->hunt_pointer = 0;
jobo_update.c:            ch->hunt_playerid = 0;
jobo_update.c:            ch->tracking = FALSE;
jobo_update.c:                    ch->name);
jobo_update.c:        if (strlen(ch->hunting) < ch->hunt_pointer)
jobo_update.c:            xprintf(buf, "%s %d", ch->hunting, ch->hunt_pointer);
jobo_update.c:            free_string(ch->hunting);
jobo_update.c:            ch->hunting = str_dup("");
jobo_update.c:            ch->hunt_pointer = 0;
jobo_update.c:            ch->hunt_playerid = 0;
jobo_update.c:            ch->tracking = FALSE;
jobo_update.c:                    ch->name);
jobo_update.c:        switch (ch->hunting[ch->hunt_pointer])
jobo_update.c:            free_string(ch->hunting);
jobo_update.c:            ch->hunting = str_dup("");
jobo_update.c:            ch->hunt_pointer = 0;
jobo_update.c:            ch->hunt_playerid = 0;
jobo_update.c:            ch->tracking = FALSE;
jobo_update.c:                    ch->name);
jobo_update.c:            for (victim = ch->in_room->people; victim && !found;
jobo_update.c:                        ch->hunt_playerid)
jobo_update.c:                free_string(ch->hunting);
jobo_update.c:                ch->hunting = str_dup("");
jobo_update.c:                ch->hunt_pointer = 0;
jobo_update.c:                ch->hunt_playerid = 0;
jobo_update.c:                ch->tracking = FALSE;
jobo_update.c:                        ch->hunt_playerid)
jobo_update.c:                if (!victim->in_room || !ch->in_room)
jobo_update.c:                        ch->in_room->area)
jobo_update.c:                free_string(ch->hunting);
jobo_update.c:                ch->hunting = str_dup(path);
jobo_update.c:                ch->hunt_pointer = 0;
jobo_update.c:            free_string(ch->hunting);
jobo_update.c:            ch->hunting = str_dup("");
jobo_update.c:            ch->hunt_pointer = 0;
jobo_update.c:            ch->hunt_playerid = 0;
jobo_update.c:            ch->tracking = FALSE;
jobo_update.c:        ch->hunt_pointer++;
jobo_update.c:    for (gch = char_list; gch; gch = gch->next)
jobo_update.c:        REMOVE_BIT(gch->pcdata->tempflag, TEMP_EDGE);
jobo_update.c:    SET_BIT(ch->pcdata->tempflag, TEMP_EDGE);
jobo_util.c:    might = (ch->max_hit - (spellhps + objhps))/100;
jobo_util.c://  might = ch->max_hit / 100;
jobo_util.c:    for (i = 0; i < 5; i++)  might += UMIN(2, ch->spl[i]/100);
jobo_util.c:    for (i = 0; i < 13; i++) might += UMIN(4, ch->wpn[i]/50);
jobo_util.c:    for (i = 1; i < 11; i++) might += UMIN(4, ch->stance[i]/50);
jobo_util.c:    if (IS_SET(ch->newbits, NEW_MASTERY)) might += 2;
jobo_util.c:    if (ch->pRank > 0)
jobo_util.c:        might += ch->pRank * 8;
jobo_util.c:    if (ch->symbioteac > 0)
jobo_util.c:        might += ch->symbioteac / 10;
jobo_util.c:    if (ch->symbiotedc > 0)
jobo_util.c:        might += ch->symbiotedc / 10;
jobo_util.c:    if (ch->symbiotedr > 0)
jobo_util.c:        might += ch->symbiotedr / 5;
jobo_util.c:    if (ch->symbiotehr > 0)
jobo_util.c:        might += ch->symbiotehr / 5;
jobo_util.c:    might += ch->race * 100;
jobo_util.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_SS5)) might += 250;
jobo_util.c:    else if (IS_SET(ch->pcdata->jflags, JFLAG_SS4)) might += 200;
jobo_util.c:    else if (IS_SET(ch->pcdata->jflags, JFLAG_SS3)) might += 150;
jobo_util.c:    else if (IS_SET(ch->pcdata->jflags, JFLAG_SS2)) might += 100;
jobo_util.c:    else if (IS_SET(ch->pcdata->jflags, JFLAG_SS1)) might += 50;
jobo_util.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
jobo_util.c:    while (ch->affected)
jobo_util.c:        affect_remove(ch, ch->affected);
jobo_util.c:    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
jobo_util.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
jobo_util.c:    if (IS_SET(ch->affected_by, AFF_ETHEREAL))
jobo_util.c:        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
jobo_util.c:        REMOVE_BIT(ch->extra, EXTRA_DRAGON);
jobo_util.c:    ch->affected_by = 0;
jobo_util.c:    ch->armor = 100;
jobo_util.c:    ch->hit = UMAX(1, ch->hit);
jobo_util.c:    ch->mana = UMAX(1, ch->mana);
jobo_util.c:    ch->move = UMAX(1, ch->move);
jobo_util.c:    ch->hitroll = 0;
jobo_util.c:    ch->damroll = 0;
jobo_util.c:    ch->saving_throw = 0;
jobo_util.c:    ch->pcdata->mod_str = 0;
jobo_util.c:    ch->pcdata->mod_int = 0;
jobo_util.c:    ch->pcdata->mod_wis = 0;
jobo_util.c:    ch->pcdata->mod_dex = 0;
jobo_util.c:    ch->pcdata->mod_con = 0;
jobo_util.c:    if (IS_SET(ch->newbits, NEW_DFORM))
jobo_util.c:        REMOVE_BIT(ch->newbits, NEW_DFORM);
jobo_util.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
jobo_util.c:    if (IS_SET(ch->newbits, NEW_CUBEFORM))
jobo_util.c:        REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
jobo_util.c:    if (IS_SET(ch->newbits2, NEW2_EAGLES))
jobo_util.c:        REMOVE_BIT(ch->newbits2, NEW2_EAGLES);
jobo_util.c:    if (IS_SET(ch->newbits2, NEW2_VVIGOR))
jobo_util.c:        REMOVE_BIT(ch->newbits2, NEW2_VVIGOR);
jobo_util.c:    if (IS_SET(ch->newbits, NEW_CLOUDBLESS))
jobo_util.c:        REMOVE_BIT(ch->newbits, NEW_CLOUDBLESS);
jobo_util.c:    if (IS_SET(ch->newbits2, NEW2_HAWKEYES))
jobo_util.c:        REMOVE_BIT(ch->newbits2, NEW2_HAWKEYES);
jobo_util.c:            REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
jobo_util.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
jobo_util.c:            free_string(ch->morph);
jobo_util.c:            ch->morph = str_dup("");
jobo_util.c:        if (IS_SET(ch->newbits, NEW_MONKFLAME))
jobo_util.c:            REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
jobo_util.c:        if (IS_SET(ch->newbits, NEW_POWER))
jobo_util.c:            REMOVE_BIT(ch->newbits, NEW_POWER);
jobo_util.c:        if (IS_SET(ch->special, SPC_WOLFMAN))
jobo_util.c:        if (IS_SET(ch->newbits, NEW_DFORM)) /* spiderform */
jobo_util.c:            free_string(ch->morph);
jobo_util.c:            ch->morph = str_dup("");
jobo_util.c:            REMOVE_BIT(ch->newbits, NEW_DFORM);
jobo_util.c:            REMOVE_BIT(ch->newbits, THIRD_HAND);
jobo_util.c:            REMOVE_BIT(ch->newbits, FOURTH_HAND);
jobo_util.c:            REMOVE_BIT(ch->extra, EXTRA_DRAGON);
jobo_util.c:            free_string(ch->morph);
jobo_util.c:            ch->morph = str_dup("");
jobo_util.c:            REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
jobo_util.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
jobo_util.c:            free_string(ch->morph);
jobo_util.c:            ch->morph = str_dup("");
jobo_util.c:        if (IS_SET(ch->newbits, NEW_CUBEFORM))  /* dawnstrength */
jobo_util.c:            REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
jobo_util.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
jobo_util.c:            free_string(ch->morph);
jobo_util.c:            ch->morph = str_dup("");
jobo_util.c:        if (ch->pcdata->powers[TANARRI_FURY_ON] == 1)   /* fury */
jobo_util.c:            ch->pcdata->powers[TANARRI_FURY_ON] = 0;
jobo_util.c:        if (ch->pcdata->powers[DRONE_NIGHTMARE] == 1)
jobo_util.c:            ch->pcdata->powers[DRONE_NIGHTMARE] = 0;
jobo_util.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH)) /* reset form */
jobo_util.c:            ch->pcdata->powers[SHAPE_FORM] = 0;
jobo_util.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
jobo_util.c:            free_string(ch->morph);
jobo_util.c:            ch->morph = str_dup("");
jobo_util.c:        if (IS_SET(ch->newbits, NEW_CUBEFORM))  /* avatar of Lloth */
jobo_util.c:            REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
jobo_util.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
jobo_util.c:            free_string(ch->morph);
jobo_util.c:            ch->morph = str_dup("");
jobo_util.c:        if (IS_SET(ch->pcdata->powers[AURAS], MIGHT_AURA))  /* aura of might */
jobo_util.c:            REMOVE_BIT(ch->pcdata->powers[AURAS], MIGHT_AURA);
jobo_util.c:        if (IS_SET(ch->newbits, NEW_CUBEFORM))  /* godly favor */
jobo_util.c:            REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
jobo_util.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
jobo_util.c:            free_string(ch->morph);
jobo_util.c:            ch->morph = str_dup("");
jobo_util.c:        if (IS_SET(ch->newbits, NEW_CUBEFORM))  /* elemental form */
jobo_util.c:            REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
jobo_util.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
jobo_util.c:            if (IS_SET(ch->affected_by, AFF_PASS_DOOR))
jobo_util.c:                REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
jobo_util.c:            free_string(ch->morph);
jobo_util.c:            ch->morph = str_dup("");
jobo_util.c:    REMOVE_BIT(ch->pcdata->jflags, JFLAG_DRONE_HORRID);
jobo_util.c:    if ((ch->pkill + ch->pdeath) == 0)
jobo_util.c:    else if (ch->pkill > ch->pdeath)
jobo_util.c:        ratio = ch->pkill * 100 * ((ch->pkill * ch->pkill) -
jobo_util.c:                                   (ch->pdeath * ch->pdeath)) /
jobo_util.c:                ((ch->pkill + ch->pdeath) * (ch->pkill + ch->pdeath));
jobo_util.c:    else if (ch->pkill > 0)
jobo_util.c:        ratio = (-100) * (ch->pdeath - ch->pkill) / ch->pkill;
jobo_util.c:        ratio = (-100) * ch->pdeath;
jobo_util.c:    if (ch->level > 6)
jobo_util.c:    for (gch = char_list; gch; gch = gch->next)
jobo_util.c:        if (gch->level > 6)
jobo_util.c:        if (strlen(gch->lasthost) > 2)
jobo_util.c:            if (gch->desc)
jobo_util.c:                if (!str_cmp(gch->desc->host, ch->desc->host))
jobo_util.c:                            ch->name, gch->name);
jobo_util.c:            else if (!str_cmp(gch->lasthost, ch->desc->host))
jobo_util.c:                        ch->name, gch->name);
jobo_util.c:    if (ch->pcdata->revision == CURRENT_REVISION)
jobo_util.c:    switch (ch->pcdata->revision)
jobo_util.c:        ch->pcdata->damreduct = 100;
jobo_util.c:        ch->pcdata->damreductdec = 0;
jobo_util.c:        ch->pcdata->revision++;
jobo_util.c:    if (!ch->in_room)
jobo_util.c:    if (ch->in_room->vnum >= 151 && ch->in_room->vnum <= 170)
jobo_util.c:    if (!ch->in_room)
jobo_util.c:    if (ch->in_room->vnum >= 50 && ch->in_room->vnum <= 67)
jobo_util.c:    size = strlen2(ch->pcdata->logoutmessage);
jobo_util.c:    dmess = ch->pcdata->logoutmessage;
jobo_util.c:            i = ch->name;
jobo_util.c:            i = he_she[URANGE(1, ch->sex, 2)];
jobo_util.c:            i = him_her[URANGE(1, ch->sex, 2)];
jobo_util.c:            i = his_her[URANGE(1, ch->sex, 2)];
jobo_util.c:    size = strlen2(ch->pcdata->tiemessage);
jobo_util.c:    dmess = ch->pcdata->tiemessage;
jobo_util.c:            i = ch->name;
jobo_util.c:            i = he_she[URANGE(1, ch->sex, 2)];
jobo_util.c:            i = him_her[URANGE(1, ch->sex, 2)];
jobo_util.c:            i = his_her[URANGE(1, ch->sex, 2)];
jobo_util.c:    size = strlen2(ch->pcdata->loginmessage);
jobo_util.c:    dmess = ch->pcdata->loginmessage;
jobo_util.c:            i = ch->name;
jobo_util.c:            i = he_she[URANGE(1, ch->sex, 2)];
jobo_util.c:            i = him_her[URANGE(1, ch->sex, 2)];
jobo_util.c:            i = his_her[URANGE(1, ch->sex, 2)];
jobo_util.c:        if (pHelp->level > ch->level)
jobo_util.c:    size = strlen2(ch->pcdata->decapmessage);
jobo_util.c:    dmess = ch->pcdata->decapmessage;
jobo_util.c:            i = ch->name;
jobo_util.c:            i = he_she[URANGE(1, ch->sex, 2)];
jobo_util.c:            i = him_her[URANGE(1, ch->sex, 2)];
jobo_util.c:            i = his_her[URANGE(1, ch->sex, 2)];
jobo_util.c:    size = strlen2(ch->pcdata->avatarmessage);
jobo_util.c:    dmess = ch->pcdata->avatarmessage;
jobo_util.c:            i = ch->name;
jobo_util.c:            i = he_she[URANGE(0, ch->sex, 1)];
jobo_util.c:            i = him_her[URANGE(0, ch->sex, 1)];
jobo_util.c:            i = his_her[URANGE(0, ch->sex, 1)];
jobo_util.c:        if ((pexit = ch->in_room->exit[door]) != NULL
jobo_util.c:    ch->pcdata->vt100_size = i;
jobo_util.c:    SET_BIT(ch->pcdata->tempflag, TEMP_VT100);
jobo_util.c:    for (vch = ch->in_room->people; vch; vch = vch_next)
jobo_util.c:        vch_next = vch->next_in_room;
jobo_util.c:                mProg = vch->pIndexData->triggers;
jobo_util.c:                mProg = vch->triggers;
jobo_util.c:                         vch->pIndexData->vnum))
jobo_util.c:                        bug("Mob_text: Bad type on mob %d.", vch->pIndexData->vnum);
jobo_util.c:                                (vch->
jobo_util.c:                                vch->hunting =
jobo_util.c:                                vch->tracking
jobo_util.c:                                vch->hunt_pointer = 0;
jobo_util.c:                                vch->hunt_playerid = victim->pcdata->playerid;
jobo_util.c:    if (ch->triggers == NULL)
jobo_util.c:    if (mProg == ch->triggers)
jobo_util.c:        ch->triggers = ch->triggers->next;
jobo_util.c:        for (prev = ch->triggers; prev; prev = prev->next)
jobo_util.c:    if (ch->level > 6)
jobo_util.c:    if (victim->pcdata->aggress_towards == ch->pcdata->playerid)
jobo_util.c:    if (ch->pcdata->aggress_from == victim->pcdata->playerid)
jobo_util.c:    if (!str_cmp(victim->name, ch->pcdata->retaliation))
jobo_util.c:    if (IS_SET(ch->pcdata->tempflag, TEMP_AGGRESSIVE))
jobo_util.c:    if (ch->class == victim->class
jobo_util.c:            && ch->generation >= victim->generation)
jobo_util.c:    iAggr = ch->race;
jobo_util.c:    ch->pcdata->aggress_from = 0;
jobo_util.c:     * victim->pcdata->aggress_from = ch->pcdata->playerid;
jobo_util.c:     * ch->pcdata->bully_points += 50;
jobo_util.c:     * if (ch->pcdata->bully_points > 400)
jobo_util.c:     * SET_BIT(ch->pcdata->jflags, JFLAG_BULLY);
jobo_util.c:     * ch->pcdata->bully_counter += 240;  // roughly 2 hours
jobo_util.c:     * ch->pcdata->bully_points = 0;
jobo_util.c:        ch->pcdata->aggress_towards = victim->pcdata->playerid;
jobo_util.c:    ch->pcdata->agg_counter = UMAX(2, ch->pcdata->agg_counter);
jobo_util.c:    ch->pcdata->agg_counter = 0;
jobo_util.c:    ch->pcdata->aggress_towards = 0;
jobo_util.c:    ch->pcdata->aggress_from = 0;
jobo_util.c:    if (!ch->in_room || !victim->in_room)
jobo_util.c:    if (ch->in_room == victim->in_room)
jobo_util.c:    if ((pArea = ch->in_room->area) != victim->in_room->area)
jobo_util.c:    pRoom = ch->in_room;
jobo_wiz.c:    if (!str_cmp(ch->name, "jobo"))
jobo_wiz.c:    if (!str_cmp(ch->name, "Zarius"))
jobo_wiz.c:    if (ch->level < 12)
jobo_wiz.c:        if (gch->level > 6)
jobo_wiz.c:        if (IS_SET(gch->act, PLR_SILENCE))
jobo_wiz.c:            xprintf(buf, "%-15s is silenced\n\r", gch->name);
jobo_wiz.c:        if (gch->level > 6)
jobo_wiz.c:        if (IS_SET(gch->act, PLR_SOUND))
jobo_wiz.c:            xprintf(buf, "%-15s uses sounds\n\r", gch->name);
jobo_wiz.c:    victim->desc = ch->desc;
jobo_wiz.c:            if (gch->pcdata->faith < 1)
jobo_wiz.c:                    gch->name, gch->pcdata->current_faith,
jobo_wiz.c:                    gch->pcdata->faith);
jobo_wiz.c:    if (ch->level < MAX_LEVEL)
jobo_wiz.c:    if (ch->level < MAX_LEVEL)
jobo_wiz.c:        victim->desc = ch->desc;
jobo_wiz.c:    if (ch->level < MAX_LEVEL)
jobo_wiz.c:    for (gch = char_list; gch; gch = gch->next)
jobo_wiz.c:                gch->name, gch->pcdata->aggress_from,
jobo_wiz.c:                gch->pcdata->aggress_towards,
jobo_wiz.c:                gch->pcdata->agg_counter, gch->pcdata->bully_points,
jobo_wiz.c:                gch->pcdata->bully_counter);
jobo_wiz.c:    if (str_cmp(ch->name, "Jobo"))
jobo_wiz.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_POLICE))
jobo_wiz.c:            ch->name);
jobo_wiz.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_POLICE))
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    ch->desc->connected = CON_PLAYING;
jope.c:    victim->desc = ch->desc;
jope.c:    ch->desc->connected = CON_PFILE;
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    ch->desc->connected = CON_PLAYING;
jope.c:    victim->desc = ch->desc;
jope.c:    ch->desc->connected = CON_PFILE;
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    ch->desc->connected = CON_PLAYING;
jope.c:    victim->desc = ch->desc;
jope.c:    ch->desc->connected = CON_PFILE;
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    ch->desc->connected = CON_PLAYING;
jope.c:    victim->desc = ch->desc;
jope.c:    ch->desc->connected = CON_PFILE;
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    ch->desc->connected = CON_PLAYING;
jope.c:    victim->desc = ch->desc;
jope.c:    ch->desc->connected = CON_PFILE;
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    ch->desc->connected = CON_PLAYING;
jope.c:    victim->desc = ch->desc;
jope.c:    ch->desc->connected = CON_PFILE;
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    ch->desc->connected = CON_PLAYING;
jope.c:    victim->desc = ch->desc;
jope.c:    ch->desc->connected = CON_PFILE;
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    ch->desc->connected = CON_PLAYING;
jope.c:    victim->desc = ch->desc;
jope.c:    ch->desc->connected = CON_PFILE;
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:            if (jope_table[cmd].level > ch->level)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if (!ch->desc)
jope.c:    ch->desc->connected = CON_PLAYING;
jope.c:                && jope_table[cmd].level <= ch->level)
jope.c:    if (ch->desc != NULL)
jope.c:        write_to_buffer(ch->desc, "\n\r", 2);
jope.c:    if (!ch->desc)
jope.c:    ch->desc->connected = CON_PFILE;
jope.c:    if (ch->pcdata->pfile->level > ch->level)
jope.c:        ch->desc->connected = CON_PLAYING;
jope.c:    if (ch->pcdata->pfile != NULL)
jope.c:        ch->pcdata->pfile = dummy->character;
jope.c:    if (ch->pcdata->pfile == NULL)
jope.c:    if ((victim = ch->pcdata->pfile) == NULL)
jope.c:    if (ch->level >= JOPE_SAVE_LEVEL)
jope.c:    ch->pcdata->pfile = NULL;
kav_fight.c:    location = ch->in_room;
kav_fight.c:    if ((pexit = ch->in_room->exit[door]) == NULL
kav_fight.c:        obj_to_room(ammo, ch->in_room);
kav_fight.c:    pexit = ch->in_room->exit[door];
kav_fight.c:        obj_to_room(ammo, ch->in_room);
kav_fight.c:    if ((pexit = ch->in_room->exit[door]) == NULL
kav_fight.c:        obj_to_room(ammo, ch->in_room);
kav_fight.c:    pexit = ch->in_room->exit[door];
kav_fight.c:        obj_to_room(ammo, ch->in_room);
kav_fight.c:    if ((pexit = ch->in_room->exit[door]) == NULL
kav_fight.c:        obj_to_room(ammo, ch->in_room);
kav_fight.c:    pexit = ch->in_room->exit[door];
kav_fight.c:        obj_to_room(ammo, ch->in_room);
kav_fight.c:    obj_to_room(ammo, ch->in_room);
kav_fight.c:    if (IS_CLASS(ch, CLASS_DROW) && (IS_SET(ch->special, SPC_DROW_WAR) || ch->generation < 3)) max_skl = 300;
kav_fight.c:    else if (ch->class == CLASS_WEREWOLF) max_skl = 350;
kav_fight.c:    else if (ch->class == CLASS_MONK) max_skl = 800;
kav_fight.c:    else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) max_skl = UMAX(200, ch->pcdata->powers[WEAPONSKILL] * 50);
kav_fight.c:    if (ch->generation == 2)
kav_fight.c:    else if (ch->generation == 1)
kav_fight.c:    if (ch->wpn[dtype] >= max_skl)
kav_fight.c:    trapper = ch->wpn[dtype];
kav_fight.c://    if ((dice1 > ch->wpn[dtype] || dice2 > ch->wpn[dtype])
kav_fight.c:        ch->wpn[dtype] += amount;
kav_fight.c:        if (ch->wpn[dtype] >= max_skl)
kav_fight.c:            ch->wpn[dtype] = max_skl;
kav_fight.c:        if (amount > 0 && ch->wpn[dtype] < max_skl)
kav_fight.c://    if (trapper == ch->wpn[dtype])
kav_fight.c:    if (ch->wpn[dtype] == 1)
kav_fight.c:    else if (ch->wpn[dtype] == 26)
kav_fight.c:    else if (ch->wpn[dtype] == 51)
kav_fight.c:    else if (ch->wpn[dtype] == 76)
kav_fight.c:    else if (ch->wpn[dtype] == 101)
kav_fight.c:    else if (ch->wpn[dtype] == 126)
kav_fight.c:    else if (ch->wpn[dtype] == 151)
kav_fight.c:    else if (ch->wpn[dtype] == 176)
kav_fight.c:    else if (ch->wpn[dtype] == 200)
kav_fight.c:    else if (ch->wpn[dtype] == 201)
kav_fight.c:    else if (ch->wpn[dtype] == 501)
kav_fight.c:    else if (ch->wpn[dtype] == 1000)
kav_fight.c:    if (IS_CLASS(ch, CLASS_DROW) && (IS_SET(ch->special, SPC_DROW_WAR) || ch->generation < 3)) max_skl = 300;
kav_fight.c:    else if (ch->class == CLASS_WEREWOLF) max_skl = 350;
kav_fight.c:    else if (ch->class == CLASS_MONK) max_skl = 800;
kav_fight.c:    else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) max_skl = UMAX(200, ch->pcdata->powers[WEAPONSKILL] * 50);
kav_fight.c:    if (ch->generation == 2) max_skl += max_skl *0.1;
kav_fight.c:    else if(ch->generation == 1) max_skl += max_skl *0.2;
kav_fight.c:    if( ch->level < 3 && ch->class != CLASS_MONK && ch->class != CLASS_WEREWOLF) max_skl = 200;
kav_fight.c:    if (ch->wpn[dtype] >= max_skl) return;
kav_fight.c:    trapper = ch->wpn[dtype];
kav_fight.c:    if ((dice1 > ch->wpn[dtype] || dice2 > ch->wpn[dtype]) || (dice1>= 99 || dice2>=99))
kav_fight.c:	ch->wpn[dtype] += 1;
kav_fight.c:    if (trapper == ch->wpn[dtype]) return;
kav_fight.c:         if (ch->wpn[dtype] == 1   ) sprintf(bufskill,"slightly skilled");
kav_fight.c:    else if (ch->wpn[dtype] == 26  ) sprintf(bufskill,"reasonable");
kav_fight.c:    else if (ch->wpn[dtype] == 51  ) sprintf(bufskill,"fairly competent");
kav_fight.c:    else if (ch->wpn[dtype] == 76  ) sprintf(bufskill,"highly skilled");
kav_fight.c:    else if (ch->wpn[dtype] == 101 ) sprintf(bufskill,"very dangerous");
kav_fight.c:    else if (ch->wpn[dtype] == 126 ) sprintf(bufskill,"extremely deadly");
kav_fight.c:    else if (ch->wpn[dtype] == 151 ) sprintf(bufskill,"an expert");
kav_fight.c:    else if (ch->wpn[dtype] == 176 ) sprintf(bufskill,"a master");
kav_fight.c:    else if (ch->wpn[dtype] == 200 ) sprintf(bufskill,"a grand master");
kav_fight.c:    else if (ch->wpn[dtype] == 201 ) sprintf(bufskill,"supremely skilled");
kav_fight.c:    else if (ch->wpn[dtype] == 1000 ) sprintf(bufskill,"divinely skilled");
kav_fight.c:                && (IS_SET(ch->special, SPC_DROW_WAR) || ch->generation < 3))
kav_fight.c:            else if (ch->class == CLASS_WEREWOLF)
kav_fight.c:            else if (ch->class == CLASS_MONK)
kav_fight.c:                    max_skl += (ch->pcdata->powers[ORB_YELLOW] * 20);
kav_fight.c:                    max_skl += (ch->pcdata->powers[ORB_GREEN] * 20);
kav_fight.c:                     && (ch->pcdata->powers[CYBORG_LIMBS] > 3))
kav_fight.c:                    max_skl = UMAX(200, ch->pcdata->powers[WEAPONSKILL] * 50);
kav_fight.c:    		if(ch->pcdata->powers[S_ELEMENT] == S_FIRE) max_skl = 700;
kav_fight.c:    		if(ch->pcdata->powers[S_ELEMENT] == S_WATER) max_skl = 700;
kav_fight.c:    		if(ch->pcdata->powers[S_ELEMENT] == S_EARTH) max_skl = 800;
kav_fight.c:    		if(ch->pcdata->powers[S_ELEMENT] == S_WIND) max_skl = 800;
kav_fight.c:    		if(ch->pcdata->powers[S_ELEMENT] == S_HOLY) max_skl = 600;
kav_fight.c:    		if(ch->pcdata->powers[S_ELEMENT] == S_SHADOW) max_skl = 600;
kav_fight.c:    if (ch->generation == 2)
kav_fight.c:    else if (ch->generation == 1)
kav_fight.c:    if (ch->level < 3 && ch->class != CLASS_MONK
kav_fight.c:            && ch->class != CLASS_WEREWOLF)
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_SLICE ) && dtype == WPN_SLICE )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_UNARM ) && dtype == WPN_UNARM )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_STAB ) && dtype == WPN_STAB )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_SLASH ) && dtype == WPN_SLASH )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_WHIP ) && dtype == WPN_WHIP )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_CLAW ) && dtype == WPN_CLAW )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_BLAST ) && dtype == WPN_BLAST )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_POUND ) && dtype == WPN_POUND )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_CRUSH ) && dtype == WPN_CRUSH )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_GREP ) && dtype == WPN_GREP )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_BITE ) && dtype == WPN_BITE )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_PIERCE ) && dtype == WPN_PIERCE )
kav_fight.c:    if ( IS_SET( ch->pcwpnprof, WPNPROF_SUCK ) && dtype == WPN_SUCK )
kav_fight.c:    if (ch->wpn[dtype] >= max_skl)
kav_fight.c:    trapper = ch->wpn[dtype];
kav_fight.c:    if ((dice1 > ch->wpn[dtype] || dice2 > ch->wpn[dtype])
kav_fight.c:        ch->wpn[dtype] += amount;
kav_fight.c:        if (ch->wpn[dtype] >= max_skl)
kav_fight.c:            ch->wpn[dtype] = max_skl;
kav_fight.c:        if (!IS_SET(ch->act, PLR_BRIEF6) && amount > 0
kav_fight.c:                && ch->wpn[dtype] < 200)
kav_fight.c:    if (trapper == ch->wpn[dtype])
kav_fight.c:    if (ch->wpn[dtype] == 1)
kav_fight.c:    else if (ch->wpn[dtype] == 26)
kav_fight.c:    else if (ch->wpn[dtype] == 51)
kav_fight.c:    else if (ch->wpn[dtype] == 76)
kav_fight.c:    else if (ch->wpn[dtype] == 101)
kav_fight.c:    else if (ch->wpn[dtype] == 126)
kav_fight.c:    else if (ch->wpn[dtype] == 151)
kav_fight.c:    else if (ch->wpn[dtype] == 176)
kav_fight.c:    else if (ch->wpn[dtype] == 200)
kav_fight.c:    else if (ch->wpn[dtype] == 201)
kav_fight.c:    else if (ch->wpn[dtype] == 501)
kav_fight.c:    else if (ch->wpn[dtype] == 1000)
kav_fight.c:    stance = ch->stance[0];
kav_fight.c:    if (ch->stance[stance] >= 200)
kav_fight.c:        ch->stance[stance] = 200;
kav_fight.c:    if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance])
kav_fight.c:        ch->stance[stance] += amount;
kav_fight.c:    if (!IS_SET(ch->act, PLR_BRIEF6) && amount > 0
kav_fight.c:            && ch->stance[stance] < 200)
kav_fight.c:    if (stance == ch->stance[stance])
kav_fight.c:    if (ch->stance[stance] == 1)
kav_fight.c:    else if (ch->stance[stance] == 26)
kav_fight.c:    else if (ch->stance[stance] == 51)
kav_fight.c:    else if (ch->stance[stance] == 76)
kav_fight.c:    else if (ch->stance[stance] == 101)
kav_fight.c:    else if (ch->stance[stance] == 126)
kav_fight.c:    else if (ch->stance[stance] == 151)
kav_fight.c:    else if (ch->stance[stance] == 176)
kav_fight.c:    else if (ch->stance[stance] == 200)
kav_fight.c://    int amount = ch->exp * 0.1;
kav_fight.c:    int amount = ch->exp / 100;
kav_fight.c:        ch->alignment = 500;
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD))
kav_fight.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
kav_fight.c:        ch->alignment = 1000;
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD))
kav_fight.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD))
kav_fight.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT))
kav_fight.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT);
kav_fight.c:        ch->alignment = 0;
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT))
kav_fight.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT);
kav_fight.c:        ch->alignment = -500;
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT))
kav_fight.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT);
kav_fight.c:        ch->alignment = -1000;
kav_fight.c://    ch->exp -= ch->exp * 0.1;
kav_fight.c:    ch->exp -= ch->exp / 100;
kav_fight.c:	( ch->class == 1 || ch->class == 2 ))
kav_fight.c:	ch->class = 3;
kav_fight.c:	xprintf(buf,"%s has turned renegade!",ch->name);
kav_fight.c:    if (ch->class == 1)
kav_fight.c:    else if (ch->class == 2)
kav_fight.c:    else if (ch->class == 3)
kav_fight.c:	ch->class = 1;
kav_fight.c:	xprintf(buf,"%s has sided with the scavengers!",ch->name);
kav_fight.c:	ch->class = 2;
kav_fight.c:	xprintf(buf,"%s has sided with the mutants!",ch->name);
kav_fight.c:    location = ch->in_room;
kav_fight.c:    if ((pexit = ch->in_room->exit[door]) == NULL
kav_fight.c:        obj_to_room(obj, ch->in_room);
kav_fight.c:    pexit = ch->in_room->exit[door];
kav_fight.c:        obj_to_room(obj, ch->in_room);
kav_fight.c:    if ((pexit = ch->in_room->exit[door]) == NULL
kav_fight.c:        obj_to_room(obj, ch->in_room);
kav_fight.c:    pexit = ch->in_room->exit[door];
kav_fight.c:        obj_to_room(obj, ch->in_room);
kav_fight.c:    if ((pexit = ch->in_room->exit[door]) == NULL
kav_fight.c:        obj_to_room(obj, ch->in_room);
kav_fight.c:    pexit = ch->in_room->exit[door];
kav_fight.c:        obj_to_room(obj, ch->in_room);
kav_fight.c:    obj_to_room(obj, ch->in_room);
kav_fight.c:        if (ch->stance[0] == -1)
kav_fight.c:            ch->stance[0] = 0;
kav_fight.c:            ch->stance[0] = -1;
kav_fight.c:    if (ch->stance[0] > 0)
kav_fight.c:        if (!str_cmp(arg,"hawk") && ch->stance[STANCE_CRANE] >= 200 &&
kav_fight.c:                ch->stance[STANCE_VIPER] >= 200)
kav_fight.c:        else if (!str_cmp(arg,"badger") && ch->stance[STANCE_PITBULL] >= 200 &&
kav_fight.c:                 ch->stance[STANCE_CRAB] >= 200)
kav_fight.c:        else if (!str_cmp(arg,"cougar") && ch->stance[STANCE_PITBULL] >= 200 &&
kav_fight.c:                 ch->stance[STANCE_VIPER] >= 200)
kav_fight.c:        else if (!str_cmp(arg,"wolverine") && ch->stance[STANCE_CRANE] >= 200 &&
kav_fight.c:                 ch->stance[STANCE_MONGOOSE] >= 200)
kav_fight.c:        else if (!str_cmp(arg,"grizzly") && ch->stance[STANCE_CRAB] >= 200 &&
kav_fight.c:                 ch->stance[STANCE_MONGOOSE] >= 200)
kav_fight.c:        else if (!str_cmp(arg, "ss1") && ch->stance[19] != -1)
kav_fight.c:        else if (!str_cmp(arg, "ss2") && ch->stance[20] != -1)
kav_fight.c:        else if (!str_cmp(arg, "ss3") && ch->stance[21] != -1)
kav_fight.c:        else if (!str_cmp(arg, "pizza") && ch->stance[22] != -1)
kav_fight.c:        else if (!str_cmp(arg, "zarius") && ch->stance[23] != -1)
kav_fight.c:                 && ch->stance[STANCE_GRIZZLY] >= 200
kav_fight.c:                 && ch->stance[STANCE_COUGAR] >= 200
kav_fight.c:                 && ch->stance[STANCE_HAWK] >= 200
kav_fight.c:                 && ch->stance[STANCE_BADGER] >= 200
kav_fight.c:                 && ch->stance[STANCE_WOLVERINE] >= 200
kav_fight.c:                 && ch->power[DISC_WERE_WOLF] > 4)
kav_fight.c:    ch->stance[0] = selection;
kav_fight.c:    if (ch->fighting)
kav_fight.c:        update_damcap(ch, ch->fighting);    // weee, fixed that
kav_fight.c:                ch->cmbt[0], ch->cmbt[1], ch->cmbt[2], ch->cmbt[3],
kav_fight.c:                ch->cmbt[4], ch->cmbt[5], ch->cmbt[6], ch->cmbt[7]);
kav_fight.c:        if (ch->cmbt[i] == selection && selection != 0
kav_fight.c:    ch->cmbt[(value - 1)] = selection;
kav_fight.c:            ch->cmbt[0]);
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:            if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        if (number_percent() * 4.5 <= ch->wpn[0])
kav_fight.c:        crit += ((ch->level + 1) / 5);
kav_fight.c:        crit += ((ch->wpn[dtype] + 1) / 10);
kav_fight.c:    if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_REND)
kav_fight.c:                    if (ch->hit < 1 || victim->hit < 1) return;
kav_fight.c:                         dam_percent, ch->name, dam );
kav_fight.c:    if ((pexit = ch->in_room->exit[door]) == NULL
kav_fight.c:        dam = number_range(ch->level, (ch->level * 4));
kav_fight.c:            ch->mkill = ch->mkill + 1;
kav_fight.c:                && pexit_rev->to_room == ch->in_room
kav_fight.c:            dam = number_range(ch->level, (ch->level * 6));
kav_fight.c:                ch->mkill = ch->mkill + 1;
kav_fight.c:        dam = number_range(ch->level, (ch->level * 2));
kav_fight.c:            ch->mkill = ch->mkill + 1;
kav_info.c:    if (ch->spl[dtype] == 00)
kav_info.c:    else if (ch->spl[dtype] <= 25)
kav_info.c:    else if (ch->spl[dtype] <= 50)
kav_info.c:    else if (ch->spl[dtype] <= 75)
kav_info.c:    else if (ch->spl[dtype] <= 100)
kav_info.c:    else if (ch->spl[dtype] <= 125)
kav_info.c:    else if (ch->spl[dtype] <= 150)
kav_info.c:    else if (ch->spl[dtype] <= 175)
kav_info.c:    else if (ch->spl[dtype] <= 199)
kav_info.c:    else if (ch->spl[dtype] >= 300)
kav_info.c:    else if (ch->spl[dtype] >= 240)
kav_info.c:    else if (ch->spl[dtype] >= 200)
kav_info.c:    location = ch->in_room;
kav_info.c:    location = ch->in_room;
kav_info.c:    if ((pexit = ch->in_room->exit[door]) == NULL
kav_info.c:    pexit = ch->in_room->exit[door];
kav_info.c:        vch_next = vch->next;
kav_info.c:        if (vch->in_room == NULL)
kav_info.c:        if (vch->in_room == ch->in_room)
kav_info.c:                        vch->name);
kav_info.c:                        vch->morph);
kav_info.c:                        vch->morph);
kav_info.c:                        capitalize(vch->short_descr));
kav_info.c:    obj_to_room(obj, ch->in_room);
kav_info.c:        strcpy(buf, ch->createtime);
kav_info.c:        strcpy(buf, ch->pcdata->conception);
kav_info.c:                SET_BIT(ch->extra, EXTRA_LABOUR);
kav_info.c:    strcpy(buf, ch->createtime);
kav_info.c:    ch->pcdata->partner = victim;
kav_wiz.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
kav_wiz.c:    if (ch->practice < 100 && !IS_CLASS(ch, CLASS_CYBORG))
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:            ch->practice -= 100;
kav_wiz.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
kav_wiz.c:    while (ch->affected)
kav_wiz.c:        affect_remove(ch, ch->affected);
kav_wiz.c:    ch->armor = 100;
kav_wiz.c:    ch->hitroll = 0;
kav_wiz.c:    ch->damroll = 0;
kav_wiz.c:    ch->saving_throw = 0;
kav_wiz.c:    ch->pcdata->mod_str = 0;
kav_wiz.c:    ch->pcdata->mod_int = 0;
kav_wiz.c:    ch->pcdata->mod_wis = 0;
kav_wiz.c:    ch->pcdata->mod_dex = 0;
kav_wiz.c:    ch->pcdata->mod_con = 0;
kav_wiz.c:    ch->level = 3;
kav_wiz.c:    ch->trust = 0;
kav_wiz.c:    update_wizlist(ch, ch->level);
kav_wiz.c:    if (strlen(ch->pcdata->marriage) > 1)
kav_wiz.c:    /*    if ( (ch->sex == SEX_MALE && victim->sex == SEX_FEMALE) ||
kav_wiz.c:    	 (ch->sex == SEX_FEMALE && victim->sex == SEX_MALE) )
kav_wiz.c:    ch->pcdata->propose = victim;
kav_wiz.c:    if (strlen(ch->pcdata->marriage) > 1)
kav_wiz.c:    ch->pcdata->propose = NULL;
kav_wiz.c:    victim->pcdata->marriage = str_dup(ch->name);
kav_wiz.c:    free_string(ch->pcdata->marriage);
kav_wiz.c:    ch->pcdata->marriage = str_dup(victim->name);
kav_wiz.c:    xprintf(buf, "%s and %s are now engaged!", ch->name, victim->name);
kav_wiz.c:    if (strlen(ch->pcdata->marriage) > 1)
kav_wiz.c:    if (!str_cmp(ch->name, victim->pcdata->marriage) &&
kav_wiz.c:            !str_cmp(victim->name, ch->pcdata->marriage))
kav_wiz.c:        free_string(ch->pcdata->marriage);
kav_wiz.c:        ch->pcdata->marriage = str_dup("");
kav_wiz.c:        xprintf(buf, "%s and %s have broken up!", ch->name,
kav_wiz.c:    if (arg1[0] != '\0' && !str_cmp(arg1, "create") && ch->bones > 0)
kav_wiz.c:        if (ch->bones < value)
kav_wiz.c:        ch->bones -= value;
kav_wiz.c:        obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:        obj->questowner = str_dup(ch->pcdata->switchname);
kav_wiz.c:        obj->ownerid = ch->pcdata->playerid;
kav_wiz.c:                || str_cmp(ch->pcdata->switchname, obj->questowner)))
kav_wiz.c:            if (ch->bones < 1000)
kav_wiz.c:                ch->bones -= 1000;
kav_wiz.c:            obj->questowner = str_dup(ch->pcdata->switchname);
kav_wiz.c:            obj->ownerid = ch->pcdata->playerid;
kav_wiz.c:            else if (ch->bones < add)
kav_wiz.c:            ch->bones -= add;
kav_wiz.c:            if (ch->bones < subt)
kav_wiz.c:            ch->bones -= subt;
kav_wiz.c:            if (ch->bones < add)
kav_wiz.c:            ch->bones -= add;
kav_wiz.c:        obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:        else if (ch->bones < 2000 && !(obj->pIndexData->vnum == 30037 && obj->wear_flags == 1))
kav_wiz.c:            ch->bones -= 2000;
kav_wiz.c:        obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:        else if (ch->bones < 50)
kav_wiz.c:        ch->bones -= 50;
kav_wiz.c:        obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:        else if (ch->bones < 5000)
kav_wiz.c:        ch->bones -= 5000;
kav_wiz.c:        obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:        else if (value * 100 > ch->bones)
kav_wiz.c:        ch->bones -= value * 100;
kav_wiz.c:        obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:        else if (ch->bones < 1000)
kav_wiz.c:        ch->bones -= 1000;
kav_wiz.c:        obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:                    else if (ch->bones < 5000)
kav_wiz.c:                    obj->specpower = ch->in_room->vnum;
kav_wiz.c:                    ch->bones -= 5000;
kav_wiz.c:                    obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:                    else if (ch->bones < 5000)
kav_wiz.c:                    obj->specpower = ch->in_room->vnum;
kav_wiz.c:                    ch->bones -= 5000;
kav_wiz.c:                    obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:        if (ch->bones < value)
kav_wiz.c:        ch->bones -= value;
kav_wiz.c:        obj->questmaker = str_dup(ch->name);
kav_wiz.c:        if (ch->bones < value)
kav_wiz.c:        ch->bones -= value;
kav_wiz.c:        obj->questmaker = str_dup(ch->name);
kav_wiz.c:        if (ch->bones < value)
kav_wiz.c:        ch->bones -= value;
kav_wiz.c:        obj->questmaker = str_dup(ch->name);
kav_wiz.c:    if (is_quest && ch->bones < cost && !IS_JUDGE(ch))
kav_wiz.c:                cost, ch->bones);
kav_wiz.c:        ch->bones -= cost;
kav_wiz.c:    obj->questmaker = str_dup(ch->name);
lich.c:    if (ch->pcdata->powers[NECROMANTIC] < 5)
lich.c:        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
lich.c:    SET_BIT(ch->affected_by, AFF_ETHEREAL);
lich.c:    if (ch->in_room == NULL)
lich.c:    if (ch->pcdata->powers[CON_LORE] < 5)
lich.c:    if (ch->mana < 1500)
lich.c:    if (ch->in_room != NULL)
lich.c:        if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
lich.c:            || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
lich.c:            || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
lich.c:            || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)
lich.c:            || victim->in_room->vnum == ch->in_room->vnum)
lich.c:    gch = ch->in_room->people;
lich.c:    while ((gch = gch->next_in_room) != NULL)
lich.c:    location = ch->in_room;
lich.c:    ch->mana -= 1500;
lich.c:    if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers[NECROMANTIC] < 3)
lich.c:            && ch->pcdata->powers[SPIRIT] < 4)
lich.c:    /*        if (ch->alignment > 0)
lich.c:    ch->hit += dam;
lich.c:    if (ch->hit > ch->max_hit)
lich.c:        ch->hit = ch->max_hit;
lich.c:        if (ch->fighting == NULL)
lich.c:    if (ch->practice < 100)
lich.c:    obj->questowner = str_dup(ch->pcdata->switchname);
lich.c:    obj->ownerid = ch->pcdata->playerid;
lich.c:    ch->practice -= 100;
lich.c:    if (ch->pcdata->powers[LIFE_LORE] < 3)
lich.c:    if (ch->mana < 5000)
lich.c:    if (ch->in_room != NULL)
lich.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
lich.c:    ch->mana -= 5000;
lich.c:    if (ch->pcdata->powers[DEATH_LORE] < 5)
lich.c:    if (ch->move < 8000)
lich.c:        ch->mana += dam;
lich.c:        ch->move -= dam * 2;
lich.c:        if (ch->move < 0)
lich.c:            ch->move = 0;
lich.c:        if (ch->mana >= ch->max_mana + 500)
lich.c:            ch->mana = ch->max_mana + 500;
lich.c:                ch->name, dam);
lich.c:    if (ch->pcdata->powers[DEATH_LORE] < 4)
lich.c:    int       totaldam = ch->hit;
lich.c:    if (ch->pcdata->powers[DEATH_LORE] < 5)
lich.c:    if (ch->mana < 5000)
lich.c:    for (ich = ch->in_room->people; dummychar != NULL; ich = dummychar)
lich.c:        dummychar = ich->next_in_room;
lich.c:        dam = UMIN(totaldam, ich->hit + 10);
lich.c:        if (ich->position > POS_STUNNED && ich != ch)
lich.c:            if (ch->fighting == NULL)
lich.c:            if (ich->fighting == NULL)
lich.c:    ch->mana -= ch->mana / 2;
lich.c:    if (ch->pcdata->powers[DEATH_LORE] < 3)
lich.c:    if (arg[0] == '\0' && ch->fighting != NULL)
lich.c:        victim = ch->fighting;
lich.c:    if (ch->pcdata->powers[LIFE_LORE] < 5)
lich.c:    if (arg[0] == '\0' && ch->fighting != NULL)
lich.c:        victim = ch->fighting;
lich.c:    ch->hit += dam / 2;
lich.c:    if (ch->hit > ch->max_hit)
lich.c:        ch->hit = ch->max_hit;
lich.c:    if (ch->mana < 5000)
lich.c:    if (ch->pcdata->powers[LIFE_LORE] < 4)
lich.c:    if (ch->hit >= ch->max_hit)
lich.c:    ch->hit += number_range(7500, 10000);
lich.c:    if (ch->hit > ch->max_hit)
lich.c:        ch->hit = ch->max_hit;
lich.c:    ch->mana -= 5000;
lich.c:    if (ch->mana < 5000)
lich.c:    if (ch->pcdata->powers[NECROMANTIC] < 4)
lich.c:    for (ich = ch->in_room->people; dummychar != NULL; ich = dummychar)
lich.c:        dummychar = ich->next_in_room;
lich.c:        if (ich->position > POS_STUNNED && ich != ch)
lich.c:            if (ch->fighting == NULL)
lich.c:            if (ich->fighting == NULL)
lich.c:    ch->mana -= ch->mana / 2;
lich.c:    if (ch->pcdata->powers[CON_LORE] < 3)
lich.c:    if (ch->mana < 500)
lich.c:            || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
lich.c:            || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
lich.c:            || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)
lich.c:            || victim->in_room->vnum == ch->in_room->vnum)
lich.c:    obj->value[3] = ch->in_room->vnum;
lich.c:    obj_to_room(obj, ch->in_room);
lich.c:    obj->value[0] = ch->in_room->vnum;
lich.c:    ch->mana -= 500;
lich.c:    if (ch->pcdata->powers[CHAOS_MAGIC] < 5)
lich.c:        SET_BIT(ch->immune, IMM_SHIELD2);
lich.c:    REMOVE_BIT(ch->immune, IMM_SHIELD2);
lich.c:                ch->pcdata->powers[CON_LORE],
lich.c:                ch->pcdata->powers[DEATH_LORE],
lich.c:                ch->pcdata->powers[LIFE_LORE]);
lich.c:                ch->pcdata->powers[NECROMANTIC],
lich.c:                ch->pcdata->powers[CHAOS_MAGIC]);
lich.c:        if (ch->pcdata->powers[CON_LORE] > 4)
lich.c:        if (ch->exp < 10000000 * (ch->pcdata->powers[CON_LORE] + 1))
lich.c:        ch->pcdata->powers[CON_LORE] += 1;
lich.c:        ch->exp -= 10000000 * ch->pcdata->powers[CON_LORE];
lich.c:        if (ch->pcdata->powers[DEATH_LORE] > 4)
lich.c:        if (ch->exp < 10000000 * (ch->pcdata->powers[DEATH_LORE] + 1))
lich.c:        ch->pcdata->powers[DEATH_LORE] += 1;
lich.c:        ch->exp -= 10000000 * ch->pcdata->powers[DEATH_LORE];
lich.c:        if (ch->pcdata->powers[LIFE_LORE] > 4)
lich.c:        if (ch->exp < 10000000 * (ch->pcdata->powers[LIFE_LORE] + 1))
lich.c:        ch->pcdata->powers[LIFE_LORE] += 1;
lich.c:        ch->exp -= 10000000 * ch->pcdata->powers[LIFE_LORE];
lich.c:        if (ch->pcdata->powers[NECROMANTIC] > 4)
lich.c:        if (ch->exp <
lich.c:                10000000 * (ch->pcdata->powers[NECROMANTIC] + 1))
lich.c:        ch->pcdata->powers[NECROMANTIC] += 1;
lich.c:        ch->exp -= 10000000 * ch->pcdata->powers[NECROMANTIC];
lich.c:        if (ch->pcdata->powers[CHAOS_MAGIC] > 4)
lich.c:        if (ch->exp <
lich.c:                10000000 * (ch->pcdata->powers[CHAOS_MAGIC] + 1))
lich.c:        ch->pcdata->powers[CHAOS_MAGIC] += 1;
lich.c:        ch->exp -= 10000000 * ch->pcdata->powers[CHAOS_MAGIC];
lich.c:    if (ch->pcdata->powers[CON_LORE] < 4)
lich.c:    for (gch = char_list; gch; gch = gch->next)
lich.c:        if (gch->pIndexData->vnum < MOB_VNUM_FIRE
lich.c:                || gch->pIndexData->vnum > MOB_VNUM_CLAY)
lich.c:        if (gch->master != ch)
lich.c:                (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE))
lich.c:        victim->level = ch->spl[RED_MAGIC] / 2;
lich.c:        victim->hit = ch->hit; //100 * ch->spl[RED_MAGIC];
lich.c:        victim->max_hit = ch->max_hit; // 100 * ch->spl[RED_MAGIC];
lich.c:        victim->hitroll = ch->spl[RED_MAGIC];
lich.c:        victim->damroll = ch->spl[RED_MAGIC];
lich.c:        char_to_room(victim, ch->in_room);
lich.c:        SET_BIT(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE);
lich.c:                (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY))
lich.c:        victim->level = ch->spl[YELLOW_MAGIC] / 2;
lich.c:        victim->hit = ch->hit; //100 * ch->spl[RED_MAGIC];
lich.c:        victim->max_hit = ch->max_hit; // 100 * ch->spl[RED_MAGIC];
lich.c:        victim->hitroll = ch->spl[YELLOW_MAGIC];
lich.c:        victim->damroll = ch->spl[YELLOW_MAGIC];
lich.c:        char_to_room(victim, ch->in_room);
lich.c:        SET_BIT(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY);
lich.c:                (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_STONE))
lich.c:        victim->level = ch->spl[GREEN_MAGIC] / 2;
lich.c:        victim->hit = ch->hit; //100 * ch->spl[RED_MAGIC];
lich.c:        victim->max_hit = ch->max_hit; // 100 * ch->spl[RED_MAGIC];
lich.c:        victim->hitroll = ch->spl[GREEN_MAGIC];
lich.c:        victim->damroll = ch->spl[GREEN_MAGIC];
lich.c:        char_to_room(victim, ch->in_room);
lich.c:        SET_BIT(ch->pcdata->powers[GOLEMS_SUMMON],
lich.c:                (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON))
lich.c:        victim->level = ch->spl[BLUE_MAGIC] / 2;
lich.c:        victim->hit = ch->hit; //100 * ch->spl[RED_MAGIC];
lich.c:        victim->max_hit = ch->max_hit; // 100 * ch->spl[RED_MAGIC];
lich.c:        victim->hitroll = ch->spl[BLUE_MAGIC];
lich.c:        victim->damroll = ch->spl[BLUE_MAGIC];
lich.c:        char_to_room(victim, ch->in_room);
lich.c:        SET_BIT(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON);
lich.c:    if ((location = ch->in_room) == NULL)
lich.c:    if (ch->mana < 5000)
lich.c:    ch->mana -= 5000;
lich.c:    for (gch = char_list; gch; gch = gch->next)
lich.c:        if (gch->pIndexData->vnum < MOB_VNUM_FIRE
lich.c:                || gch->pIndexData->vnum > MOB_VNUM_CLAY)
lich.c:        if (gch->master != ch)
lich.c:                ch->pcdata->powers[WL_SKILLS]);
lich.c:                ch->pcdata->stats[WL_SPELLS]);
lich.c:            if (ch->pcdata->powers[WL_SKILLS] < 1)
lich.c:            if (ch->pcdata->powers[WL_SKILLS] > 0)
lich.c:            if (ch->pcdata->powers[WL_SKILLS] > 1)
lich.c:            if (ch->pcdata->powers[WL_SKILLS] > 2)
lich.c:            if (ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 1)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 2)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 3)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 4)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 5)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 6)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 7)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 8)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 9)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 10)
lich.c:            if (ch->pcdata->stats[WL_SPELLS] < 11)
lich.c:                ch->pcdata->powers[WL_SKILLS]);
lich.c:                ch->pcdata->powers[WL_SPELLS]);
lich.c:        cost = (ch->pcdata->powers[WL_SKILLS] + 1) * 30;
lich.c:        if (ch->pcdata->powers[WL_SKILLS] >= max)
lich.c:        if (cost > ch->practice)
lich.c:        ch->pcdata->powers[WL_SKILLS]++;
lich.c:        ch->practice -= cost;
lich.c:        cost = (ch->pcdata->stats[WL_SPELLS] + 1) * 20;
lich.c:        if (ch->pcdata->stats[WL_SPELLS] >= max)
lich.c:        if (cost > ch->practice)
lich.c:        ch->pcdata->stats[WL_SPELLS]++;
lich.c:        ch->practice -= cost;
lich.c:    if (ch->pcdata->stats[WL_SPELLS] < 3)
lich.c:    if (ch->mana < 5000)
lich.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
lich.c:        vch_next = vch->next_in_room;
lich.c:        vch->position = POS_STUNNED;
lich.c:        dam = number_range(vch->hit / 32, vch->hit / 16);
lich.c:        if (ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:                    ch->name, dam);
lich.c:        if (vch->hit < -10)
lich.c:            vch->hit = -10;
lich.c:        ch->fight_timer += 10;
lich.c:    ch->mana -= 5000;
lich.c:    if (ch->pcdata->stats[WL_SPELLS] < 8)
lich.c:    if (ch->pcdata->powers[WL_SKILLS] < 4)
lich.c:    if (ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:    if (ch->mana < 120000 && ch->pcdata->powers[WL_SKILLS] < 4)
lich.c:    else if (ch->mana < 15000 && ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:    if (ch->pcdata->powers[WL_SKILLS] > 3 && number_range(1, 20) < 5)
lich.c:    if ((ch->pcdata->powers[WL_SKILLS] > 3 && number_range(1, 100) < 2
lich.c:            && !IS_NPC(victim)) || (!str_cmp(ch->name, "Chino")))
lich.c:                victim->name, ch->name);
lich.c:        ch->pkill++;
lich.c:        ch->race++;
lich.c:    ch->mana -= cost;
lich.c:    if (ch->pcdata->stats[WL_SPELLS] < 11)
lich.c:    if (ch->mana < 5000)
lich.c:    if (ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:    ch->mana -= 5000;
lich.c:    if (ch->pcdata->stats[WL_SPELLS] < 1)
lich.c:    if (ch->mana < 5000)
lich.c:    dam += (ch->damcap[DAM_CAP] / 2);
lich.c:    if (ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:    ch->mana -= 5000;
lich.c:    if (number_percent() < 50 && (ch->fighting != NULL)
lich.c:    if (number_percent() < 10 && (ch->fighting != NULL)
lich.c:    if (ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:    if (ch->pcdata->stats[WL_SPELLS] < 5)
lich.c:    if ((victim = ch->fighting) == NULL)
lich.c:        if (ch->position == POS_FIGHTING)
lich.c:            ch->position = POS_STANDING;
lich.c:    if (ch->mana < 5000)
lich.c:    was_in = ch->in_room;
lich.c:            if ((now_in = ch->in_room) == was_in)
lich.c:            ch->in_room = was_in;
lich.c:            ch->in_room = now_in;
lich.c:            ch->move -= 200;
lich.c:    if (ch->pcdata->stats[WL_SPELLS] < 7)
lich.c:    if (ch->mana < 20000)
lich.c:            ch->name);
lich.c:    if (ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:    ch->mana -= 20000;
lich.c:    if (ch->pcdata->stats[WL_SPELLS] < 4)
lich.c:    if (ch->mana < 5000)
lich.c:    dam += (ch->damcap[DAM_CAP] / 2);
lich.c:    if (ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:            ch->name, dam);
lich.c:    ch->mana -= 5000;
lich.c:    if (ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:    if (ch->fighting == NULL)
lich.c:        ch->fighting = victim;
lich.c:    if (ch->pcdata->stats[WL_SPELLS] < 2)
lich.c:    if (ch->pcdata->powers[WL_SKILLS] > 3)
lich.c:    if (ch->mana < dam * 2)
lich.c:    ch->hit += dam / 3;
lich.c:    ch->mana -= dam;
lich.c:            ch->name, dam);
lich.c:    if (ch->pcdata->stats[WL_SPELLS] < 6)
lich.c:    if (ch->mana < 5000)
lich.c:    ch->mana -= 5000;
mage.c:    if (ch->mana < 5000)
mage.c:    for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room)
mage.c:        if (ich == ch || ich->trust > 6)
mage.c:        if (IS_SET(ich->affected_by, AFF_HIDE))
mage.c:            REMOVE_BIT(ich->affected_by, AFF_HIDE);
mage.c:        if (IS_SET(ich->affected_by, AFF_INVISIBLE))
mage.c:            REMOVE_BIT(ich->affected_by, AFF_INVISIBLE);
mage.c:        if (IS_SET(ich->affected_by, AFF_SNEAK))
mage.c:            REMOVE_BIT(ich->affected_by, AFF_SNEAK);
mage.c:        if (IS_SET(ich->act, PLR_WIZINVIS))
mage.c:            REMOVE_BIT(ich->act, PLR_WIZINVIS);
mage.c:        if (IS_SET(ich->act, AFF_HIDE))
mage.c:            REMOVE_BIT(ich->act, AFF_HIDE);
mage.c:        if (IS_SET(ich->affected_by, AFF_SHIFT))
mage.c:            REMOVE_BIT(ich->affected_by, AFF_SHIFT);
mage.c:        if (IS_SET(ich->extra, EXTRA_EARTHMELD))
mage.c:            REMOVE_BIT(ich->extra, EXTRA_EARTHMELD);
mage.c:            REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
mage.c:            REMOVE_BIT(ch->affected_by, AFF_PEACE);
mage.c:            REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
mage.c:                && IS_SET(ich->newbits, NEW_DARKNESS))
mage.c:            REMOVE_BIT(ich->newbits, NEW_DARKNESS);
mage.c:            REMOVE_BIT(ich->in_room->room_flags,
mage.c:    ch->mana -= 5000;
mage.c:    if (ch->practice < 100)
mage.c:    obj->questowner = str_dup(ch->pcdata->switchname);
mage.c:    obj->ownerid = ch->pcdata->playerid;
mage.c:    ch->practice -= 100;
mage.c:    level = ch->spl[RED_MAGIC] / 4;
mage.c:    if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers[CHAOS_MAGIC] < 1)
mage.c:    if (ch->mana < 1500)
mage.c:    if (ch->in_room != NULL)
mage.c:        if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
mage.c:    if (arg[0] == '\0' && ch->fighting != NULL)
mage.c:        victim = ch->fighting;
mage.c:    ch->mana -= 1500;
mage.c:    int red_magic = get_spell(ch,RED_MAGIC, sn); //ch->spl[RED_MAGIC];
mage.c:        if (ch->mana < 1500)
mage.c:        ch->mana -= 1500;
mage.c:        if (arg2[0] == '\0' && ch->fighting != NULL) victim = ch->fighting;
mage.c:        if (ch->mana <1000)
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
mage.c:        if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE);
mage.c:            if (ch->fighting == NULL) set_fighting(ch, victim,TRUE);
mage.c:        ch->mana -= 1000;
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
mage.c:        if (ch->mana <2500)
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
mage.c:        ch->mana -= count * 500;
mage.c:        if (ch->mana <2500)
mage.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
mage.c:        ch->mana -= count * 500;
mage.c:    int       red_magic = ch->spl[RED_MAGIC];
mage.c:    int       blue_magic = ch->spl[BLUE_MAGIC];
mage.c:    int       green_magic = ch->spl[GREEN_MAGIC];
mage.c:    int       purple_magic = ch->spl[PURPLE_MAGIC];
mage.c:    int       yellow_magic = ch->spl[YELLOW_MAGIC];
mage.c:        ch->spl[RED_MAGIC] + ch->spl[BLUE_MAGIC] +
mage.c:        ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] +
mage.c:        ch->spl[YELLOW_MAGIC];
mage.c:        if (ch->mana < 4500)
mage.c:        ch->mana -= 4500;
mage.c:        if (arg2[0] == '\0' && ch->fighting != NULL)
mage.c:            victim = ch->fighting;
mage.c:        if (ch->mana < 5000)
mage.c:                || ch->in_room != victim->in_room)
mage.c:            REMOVE_BIT(ch->affected_by, AFF_PEACE);
mage.c:            if (ch->fighting == NULL)
mage.c:        ch->mana -= 5000;
mage.c:                || ch->in_room != victim->in_room)
mage.c:                || ch->in_room != victim->in_room)
mage.c:                || ch->in_room != victim->in_room)
mage.c:                || ch->in_room != victim->in_room)
mage.c:        if (ch->mana < 5500)
mage.c:                || ch->in_room != victim->in_room)
mage.c:        ch->mana -= count * 1100;
mage.c:        if (ch->mana < 4500)
mage.c:                || ch->in_room != victim->in_room)
mage.c:        ch->mana -= count * 900;
mage.c:        if (ch->pcdata->powers[PINVOKE] > 0)
mage.c:        if (ch->pcdata->powers[PINVOKE] > 1)
mage.c:        if (ch->pcdata->powers[PINVOKE] > 2)
mage.c:        if (ch->pcdata->powers[PINVOKE] > 3)
mage.c:        if (ch->pcdata->powers[PINVOKE] > 4)
mage.c:        if (ch->pcdata->powers[PINVOKE] > 5)
mage.c:        if (ch->pcdata->powers[PINVOKE] > 7)
mage.c:        if (ch->pcdata->powers[PINVOKE] > 8)
mage.c:        if (ch->pcdata->powers[PINVOKE] > 6
mage.c:                && ch->pcdata->powers[PINVOKE] < 10)
mage.c:        if (ch->pcdata->powers[PINVOKE] > 9)
mage.c:                ch->pcdata->powers[PINVOKE]);
mage.c:        int       cost = (ch->pcdata->powers[PINVOKE] + 1) * 20;
mage.c:        if (ch->pcdata->powers[PINVOKE] >= 10)
mage.c:        else if (cost > ch->practice)
mage.c:            ch->pcdata->powers[PINVOKE] += 1;
mage.c:            ch->practice -= cost;
mage.c:        if (ch->pcdata->powers[PINVOKE] < 6)
mage.c:                && ch->practice >= steelshieldcost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
mage.c:            ch->practice -= steelshieldcost;
mage.c:        if (ch->pcdata->powers[PINVOKE] < 9)
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_BEAST) && ch->practice >= beastcost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_BEAST);
mage.c:            ch->practice -= beastcost;
mage.c:        if (ch->pcdata->powers[PINVOKE] < 8)
mage.c:                && ch->practice >= illusioncost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_ILLUSIONS);
mage.c:            ch->practice -= illusioncost;
mage.c:        if (ch->pcdata->powers[PINVOKE] < 5)
mage.c:                && ch->practice >= defshieldcost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_DEFLECTOR);
mage.c:            ch->practice -= defshieldcost;
mage.c:        if (ch->pcdata->powers[PINVOKE] < 2)
mage.c:        if (!IS_SET(ch->newbits, NEW_MULTIARMS))
mage.c:            SET_BIT(ch->newbits, NEW_MULTIARMS);
mage.c:                && ch->practice >= shieldcost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_MAGESHIELD);
mage.c:            ch->practice -= shieldcost;
mage.c:        if (ch->pcdata->powers[PINVOKE] < 9)
mage.c:        if (ch->practice < totalcost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_MAGESHIELD);
mage.c:            SET_BIT(ch->itemaffect, ITEMA_DEFLECTOR);
mage.c:            SET_BIT(ch->itemaffect, ITEMA_ILLUSIONS);
mage.c:            SET_BIT(ch->itemaffect, ITEMA_BEAST);
mage.c:            SET_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
mage.c:        ch->practice -= totalcost;
mage.c:        ch->spl[RED_MAGIC] + ch->spl[BLUE_MAGIC] +
mage.c:        ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] +
mage.c:        ch->spl[YELLOW_MAGIC];
mage.c:    if (ch->pcdata->powers[PINVOKE] < 4)    /* 4 is just a test */
mage.c:        REMOVE_BIT(ch->itemaffect, ITEMA_MAGESHIELD);
mage.c:        for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
mage.c:            vch_next = vch->next_in_room;
mage.c:                if ((mount = ch->mount) != NULL)
mage.c:                      ch->damroll;
mage.c:                if (vch->position > POS_STUNNED)
mage.c:                    if (vch->fighting == NULL)
mage.c:                    if (ch->fighting == NULL)
mage.c:    if (ch->pcdata->powers[PINVOKE] < 1)    /* 1 is just a test */
mage.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
mage.c:    if (ch->mana < 250)
mage.c:    ch->mana -= 250;
mage.c:    if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers[CON_LORE] < 1)
mage.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
mage.c:                ch->pcdata->powers[MAGE_SK]);
mage.c:                ch->pcdata->powers[MAGE_SSU]);
mage.c:                ch->pcdata->powers[MAGE_MSU]);
mage.c:                ch->pcdata->powers[MAGE_NSU]);
mage.c:        cost = (ch->pcdata->powers[MAGE_SK] + 1) * 2000000;
mage.c:        if (ch->pcdata->powers[MAGE_SK] >= max)
mage.c:        if (cost > ch->exp)
mage.c:        ch->pcdata->powers[MAGE_SK] += 1;
mage.c:        ch->exp -= cost;
mage.c:        cost = (ch->pcdata->powers[MAGE_SSU] + 1) * 2000000;
mage.c:        if (ch->pcdata->powers[MAGE_SSU] >= max)
mage.c:        if (cost > ch->exp)
mage.c:        ch->pcdata->powers[MAGE_SSU] += 1;
mage.c:        ch->exp -= cost;
mage.c:        cost = (ch->pcdata->powers[MAGE_MSU] + 1) * 2000000;
mage.c:        if (ch->pcdata->powers[MAGE_MSU] >= max)
mage.c:        if (cost > ch->exp)
mage.c:        ch->pcdata->powers[MAGE_MSU] += 1;
mage.c:        ch->exp -= cost;
mage.c:        cost = (ch->pcdata->powers[MAGE_NSU] + 1) * 2000000;
mage.c:        if (ch->pcdata->powers[MAGE_NSU] >= max)
mage.c:        if (cost > ch->exp)
mage.c:        ch->pcdata->powers[MAGE_NSU] += 1;
mage.c:        ch->exp -= cost;
mage.c:                ch->pcdata->powers[MAGE_SORCERY],
mage.c:                ch->pcdata->powers[MAGE_MAGIC]);
mage.c:                ch->pcdata->powers[MAGE_NATURALISM],
mage.c:                ch->pcdata->powers[MAGE_ENCHANTMENT]);
mage.c:            if (ch->pcdata->powers[MAGE_SORCERY] > 0)
mage.c:            if (ch->pcdata->powers[MAGE_SORCERY] > 1)
mage.c:            if (ch->pcdata->powers[MAGE_SORCERY] > 2)
mage.c:            if (ch->pcdata->powers[MAGE_SORCERY] > 3)
mage.c:                if (IS_SET(ch->sohbits, SOH_SPECFIRE))
mage.c:                else if (IS_SET(ch->sohbits, SOH_SPECICE))
mage.c:                         (ch->sohbits, SOH_SPECLIGHTNING))
mage.c:            if (ch->pcdata->powers[MAGE_SORCERY] > 4)
mage.c:            if (ch->pcdata->powers[MAGE_MAGIC] > 0)
mage.c:            if (ch->pcdata->powers[MAGE_MAGIC] > 1)
mage.c:            if (ch->pcdata->powers[MAGE_MAGIC] > 2)
mage.c:            if (ch->pcdata->powers[MAGE_MAGIC] > 3)
mage.c:            if (ch->pcdata->powers[MAGE_MAGIC] > 4)
mage.c:            if (ch->pcdata->powers[MAGE_NATURALISM] > 0)
mage.c:            if (ch->pcdata->powers[MAGE_NATURALISM] > 1)
mage.c:            if (ch->pcdata->powers[MAGE_NATURALISM] > 2)
mage.c:            if (ch->pcdata->powers[MAGE_NATURALISM] > 3)
mage.c:            if (ch->pcdata->powers[MAGE_NATURALISM] > 4)
mage.c:            if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 0)
mage.c:            if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 1)
mage.c:            if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 2)
mage.c:            if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 3)
mage.c:                if (IS_SET(ch->sohbits, SOH_SPECFIRE))
mage.c:                else if (IS_SET(ch->sohbits, SOH_SPECICE))
mage.c:                         (ch->sohbits, SOH_SPECLIGHTNING))
mage.c:            if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 4)
mage.c:        cost = (ch->pcdata->powers[MAGE_SORCERY] + 1) * 1000000;
mage.c:        if (ch->pcdata->powers[MAGE_SORCERY] >= max)
mage.c:        if (cost > ch->exp)
mage.c:        ch->pcdata->powers[MAGE_SORCERY] += 1;
mage.c:        ch->exp -= cost;
mage.c:        cost = (ch->pcdata->powers[MAGE_ENCHANTMENT] + 1) * 1000000;
mage.c:        if (ch->pcdata->powers[MAGE_ENCHANTMENT] >= max)
mage.c:        if (cost > ch->exp)
mage.c:        ch->pcdata->powers[MAGE_ENCHANTMENT] += 1;
mage.c:        ch->exp -= cost;
mage.c:        cost = (ch->pcdata->powers[MAGE_NATURALISM] + 1) * 1000000;
mage.c:        if (ch->pcdata->powers[MAGE_NATURALISM] >= max)
mage.c:        if (cost > ch->exp)
mage.c:        ch->pcdata->powers[MAGE_NATURALISM] += 1;
mage.c:        ch->exp -= cost;
mage.c:        cost = (ch->pcdata->powers[MAGE_MAGIC] + 1) * 1000000;
mage.c:        if (ch->pcdata->powers[MAGE_MAGIC] >= max)
mage.c:        if (cost > ch->exp)
mage.c:        ch->pcdata->powers[MAGE_MAGIC] += 1;
mage.c:        ch->exp -= cost;
mage.c:    if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING)
mage.c:            || IS_SET(ch->sohbits, SOH_SPECFIRE)
mage.c:            || IS_SET(ch->sohbits, SOH_SPECICE))
mage.c:        SET_BIT(ch->sohbits, SOH_SPECLIGHTNING);
mage.c:                ch->pcdata->switchname);
mage.c:        SET_BIT(ch->sohbits, SOH_SPECICE);
mage.c:                ch->pcdata->switchname);
mage.c:        SET_BIT(ch->sohbits, SOH_SPECFIRE);
mage.c:                ch->pcdata->switchname);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLREADY))
mage.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE))
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 5 - ch->pcdata->powers[MAGE_MSU];
mage.c:        if (ch->mana < cost)
mage.c:        if (ch->pcdata->powers[MAGE_MAGIC] < 1)
mage.c:            ch->mana -= cost;
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLTRUESIGHT);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 5 - ch->pcdata->powers[MAGE_MSU];
mage.c:        if (ch->mana < cost)
mage.c:        if (ch->pcdata->powers[MAGE_MAGIC] < 2)
mage.c:            ch->mana -= cost;
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLSCRY);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 5 - ch->pcdata->powers[MAGE_MSU];
mage.c:        if (ch->mana < cost)
mage.c:        if (ch->position == POS_FIGHTING)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_MAGIC] < 3)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLTELEPORT);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 12 - ch->pcdata->powers[MAGE_MSU];
mage.c:        if (ch->mana < cost)
mage.c:        if (ch->pcdata->powers[MAGE_MAGIC] < 4)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLSLOW);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        ch->mana -= cost;
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 17 - ch->pcdata->powers[MAGE_MSU];
mage.c:        if (ch->mana < cost)
mage.c:        if (ch->pcdata->powers[MAGE_MAGIC] < 5)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLHASTE);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        ch->mana -= cost;
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
mage.c:        lag = 5 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_SORCERY] < 1)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLSORC1);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
mage.c:        lag = 11 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_SORCERY] < 2)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLSORC2);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
mage.c:        lag = 13 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_SORCERY] < 3)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLSORC3);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        ch->mana -= cost;
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
mage.c:        lag = 11 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (!IS_SET(ch->sohbits, SOH_SPECICE))
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_SORCERY] < 4)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLSORC4);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
mage.c:        lag = 11 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (!IS_SET(ch->sohbits, SOH_SPECFIRE))
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_SORCERY] < 4)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLSORC4);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
mage.c:        lag = 11 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (!IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_SORCERY] < 4)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLSORC4);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
mage.c:        lag = 13 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_SORCERY] < 5)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLSORC5);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20;
mage.c:        lag = 5 - ch->pcdata->powers[MAGE_NSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_NATURALISM] < 1)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLACCURACY);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20;
mage.c:        lag = 5 - ch->pcdata->powers[MAGE_NSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_NATURALISM] < 2)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLMIGHT);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20;
mage.c:        lag = 12 - ch->pcdata->powers[MAGE_NSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_NATURALISM] < 3)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLSHARDS);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20;
mage.c:        lag = 15 - ch->pcdata->powers[MAGE_NSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_NATURALISM] < 4)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLHEAL);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20;
mage.c:        lag = 17 - ch->pcdata->powers[MAGE_NSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_NATURALISM] < 5)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREGEN);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 5 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 1)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLENCHANT1);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 10 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 2)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLENCHANT2);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 5 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 3)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLENCHANT3);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 20 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        if (!IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 4)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLENCHANT4);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 20 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        if (!IS_SET(ch->sohbits, SOH_SPECICE))
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 4)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLENCHANT4);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 20 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        if (!IS_SET(ch->sohbits, SOH_SPECFIRE))
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 4)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLENCHANT4);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:        failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
mage.c:        lag = 20 - ch->pcdata->powers[MAGE_SSU];
mage.c:        if (ch->mana < cost)
mage.c:        ch->mana -= cost;
mage.c:        if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 5)
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLENCHANT5);
mage.c:        SET_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    if (!IS_SET(ch->sohbits, SOH_SPELLREADY))
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLREADY))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLTRUESIGHT))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLTRUESIGHT);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLSCRY))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSCRY);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLTELEPORT))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLTELEPORT);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLSLOW))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSLOW);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLHASTE))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLHASTE);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLACCURACY))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLACCURACY);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLMIGHT))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLMIGHT);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLSHARDS))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSHARDS);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLHEAL))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLHEAL);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLREGEN))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREGEN);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLSORC1))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC1);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLSORC2))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC2);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLSORC3))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC3);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLSORC4))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC4);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLSORC5))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC5);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLENCHANT1))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT1);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLENCHANT2))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT2);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLENCHANT3))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT3);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLENCHANT4))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT4);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLENCHANT5))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT5);
mage.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
mage.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
mage.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
mage.c:    chroom = ch->in_room;
mage.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
mage.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
mage.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
mage.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
mage.c:        ch->fight_timer += 2;
mage.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
mage.c:    if (victim->in_room == ch->in_room)
mage.c:    SET_TIMER(victim, TIMER_SLOW, (ch->pcdata->powers[MAGE_MSU] * 5));
mage.c:    	if (ch->pcdata->powers[MAGE_MSU] > i)
mage.c:    SET_TIMER(victim, TIMER_HASTE, (ch->pcdata->powers[MAGE_MSU] * 6));
mage.c:    	if (ch->pcdata->powers[MAGE_MSU] > i)
mage.c:    SET_TIMER(victim, TIMER_ACCURACY, (ch->pcdata->powers[MAGE_MSU] * 6));
mage.c:    	if (ch->pcdata->powers[MAGE_NSU] > i)
mage.c:    SET_TIMER(victim, TIMER_MIGHT, (ch->pcdata->powers[MAGE_MSU] * 6));
mage.c:    	if (ch->pcdata->powers[MAGE_NSU] > i)
mage.c:    SET_TIMER(victim, TIMER_SHARDS, (ch->pcdata->powers[MAGE_MSU] * 6));
mage.c:    	if (ch->pcdata->powers[MAGE_NSU] > i)
mage.c:    lowamt = ch->pcdata->powers[MAGE_NSU] * 300;
mage.c:    highamt = ch->pcdata->powers[MAGE_NSU] * 600;
mage.c:    SET_TIMER(victim, TIMER_REGEN, (ch->pcdata->powers[MAGE_MSU] * 3));
mage.c:    	if (ch->pcdata->powers[MAGE_NSU] > i)
mage.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
mage.c:        vch_next = vch->next_in_room;
mage.c:        lowdam = ch->pcdata->powers[MAGE_SSU] * 200;
mage.c:        highdam = ch->pcdata->powers[MAGE_SSU] * 400;
mage.c:                    vch->short_descr);
mage.c:                    vch->name);
mage.c:            vch->position = POS_STUNNED;
mage.c:    ch->fight_timer += 5;
mage.c:    lowdam = ch->pcdata->powers[MAGE_SSU] * 300;
mage.c:    highdam = ch->pcdata->powers[MAGE_SSU] * 600;
mage.c:    dam += (ch->damcap[DAM_CAP] / 4);
mage.c:    if ((location = ch->in_room) == NULL)
mage.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
mage.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
mage.c:            && (ch->in_room != victim->in_room))
mage.c:    if (!IS_NPC(victim) && (ch->in_room->area != victim->in_room->area))
mage.c:        if (!IS_NPC(victim) && ch->fight_timer <= 18)
mage.c:            ch->fight_timer += 6;
mage.c:                ch->fight_timer += 6;
mage.c:    lowdam = (ch->pcdata->powers[MAGE_SSU] + 1) * 300;
mage.c:    highdam = (ch->pcdata->powers[MAGE_SSU] + 1) * 500;
mage.c:    //dam += ch->damcap[DAM_CAP]-500;
mage.c:    ch->mana -= energy;
mage.c:    if (ch->mana < 0)
mage.c:        ch->mana = 0;
mage.c:        if (ch->fight_timer < 15)
mage.c:            ch->fight_timer += 3;
mage.c:    if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
mage.c:        lowdam = ch->pcdata->powers[MAGE_SSU] * 700;
mage.c:        highdam = ch->pcdata->powers[MAGE_SSU] * 1000;
mage.c:    if (IS_SET(ch->sohbits, SOH_SPECFIRE))
mage.c:        lowdam = ch->pcdata->powers[MAGE_SSU] * 400;
mage.c:        highdam = ch->pcdata->powers[MAGE_SSU] * 1200;
mage.c:    if (IS_SET(ch->sohbits, SOH_SPECICE))
mage.c:        lowdam = ch->pcdata->powers[MAGE_SSU] * 500;
mage.c:        highdam = ch->pcdata->powers[MAGE_SSU] * 1100;
mage.c:    dam += ch->damcap[DAM_CAP];
mage.c:    //if (IS_SET(ch->sohbits, SOH_SPECICE) && IS_CLASS(victim, CLASS_DEMON)) dam *= 1.5;
mage.c:    //if (IS_SET(ch->sohbits, SOH_SPECICE) && IS_CLASS(victim, CLASS_GHOUL)) dam *= .6;
mage.c:    //if (IS_SET(ch->sohbits, SOH_SPECFIRE) && IS_CLASS(victim, CLASS_GHOUL)) dam *= 1.5;
mage.c:    //if (IS_SET(ch->sohbits, SOH_SPECFIRE) && IS_CLASS(victim, CLASS_DEMON)) dam *= .5;
mage.c:    //if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING) && IS_CLASS(victim, CLASS_SKYBLADE)) dam *= .8;
mage.c:    //if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING) && IS_CLASS(victim, CLASS_THIEF)) dam *= 1.3;
mage.c:    if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPECFIRE))
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPECICE))
mage.c:        ch->fight_timer += number_range(0, 2);
mage.c:    if (IS_SET(ch->sohbits, SOH_SPECFIRE)
mage.c:    if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPECFIRE))
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPECICE))
mage.c:    obj->timer = (ch->pcdata->powers[MAGE_SSU] * 3) + dice(1, 3);
mage.c:    if (!IS_SET(ch->sohbits, SOH_SPELLREADY))
mage.c:    if (IS_SET(ch->sohbits, SOH_SPELLTRUESIGHT))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLTRUESIGHT);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLSCRY))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSCRY);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLSLOW))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSLOW);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLTELEPORT))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLTELEPORT);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLHASTE))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLHASTE);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLACCURACY))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLACCURACY);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLMIGHT))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLMIGHT);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLSHARDS))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSHARDS);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLHEAL))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLHEAL);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLREGEN))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREGEN);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLSORC1))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC1);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLSORC2))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC2);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLSORC3))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC3);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLSORC4))
mage.c:            if (IS_SET(ch->sohbits, SOH_SPECFIRE))
mage.c:            if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
mage.c:            if (IS_SET(ch->sohbits, SOH_SPECICE))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC4);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLSORC5))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLSORC5);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLENCHANT5))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT5);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLENCHANT2))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT2);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLENCHANT1))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT1);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLENCHANT3))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT3);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
mage.c:    else if (IS_SET(ch->sohbits, SOH_SPELLENCHANT4))
mage.c:        if (IS_SET(ch->sohbits, SOH_SPECICE))
mage.c:        else if (IS_SET(ch->sohbits, SOH_SPECFIRE))
mage.c:        else if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT4);
mage.c:        REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
magic.c:    switch (ch->class)
magic.c:                && IS_SET(ch->special, SPC_DROW_CLE))
magic.c:                 && IS_SET(ch->special, SPC_DROW_MAG))
magic.c:    if (ch->spl[dtype] >= cmax)
magic.c:        ch->spl[dtype] = cmax;
magic.c:    if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype])
magic.c:    if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF6))
magic.c:        if ((amount > 0) && (ch->spl[dtype] < cmax))
magic.c:    ch->spl[dtype] += amount;
magic.c:    if (ch->spl[dtype] == 1)
magic.c:    else if (ch->spl[dtype] == 26)
magic.c:    else if (ch->spl[dtype] == 51)
magic.c:    else if (ch->spl[dtype] == 76)
magic.c:    else if (ch->spl[dtype] == 101)
magic.c:    else if (ch->spl[dtype] == 126)
magic.c:    else if (ch->spl[dtype] == 151)
magic.c:    else if (ch->spl[dtype] == 176)
magic.c:    else if (ch->spl[dtype] == 200)
magic.c:    else if (ch->spl[dtype] == 240)
magic.c:    else if (ch->spl[dtype] == 300)
magic.c:    if ((obj = ch->pcdata->chobj) == NULL)
magic.c:            && IS_SET(ch->warp, WARP_STUPID))
magic.c:    if (IS_NPC(ch) && ch->desc == NULL)
magic.c:                && !IS_POLYAFF(ch, POLY_SPIDER) && ch->power[DISC_VAMP_OBEA] < 10
magic.c:                && !IS_CLASS(ch, CLASS_GIANT) && !IS_SET(ch->flag2, VAMP_OBJMASK)
magic.c:                     && ch->pcdata->powers[FAERIE_LEVEL] > 1))
magic.c:            && ch->power[DISC_VAMP_OBEA] > 9)
magic.c:            || (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
magic.c:    if (ch->position < skill_table[sn].minimum_position)
magic.c:            if (ch->move < 25)
magic.c:            ch->move = ch->move - 25;
magic.c:            if (ch->move < 50)
magic.c:            ch->move = ch->move - 50;
magic.c:                                 100 / (2 + (ch->level * 12) -
magic.c:    if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN))
magic.c:        if (ch->power[DISC_WERE_OWL] < 4)
magic.c:            if ((victim = ch->fighting) == NULL)
magic.c:                    && ch->master == victim)
magic.c:        if (arg2[0] != '\0' && !is_name(arg2, ch->name))
magic.c:    if (!IS_NPC(ch) && ch->mana < mana)
magic.c:    if ( ch->pcdata->learned[sn] < 100 )
magic.c:        ch->pcdata->learned[sn]++;
magic.c:    if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[sn])
magic.c:        ch->mana -= mana / 2;
magic.c:        ch->mana -= mana;
magic.c:            (*skill_table[sn].spell_fun) (sn, ch->level, ch, vo);
magic.c:                                          ((ch->
magic.c:                                          (ch->
magic.c:        for (vch = ch->in_room->people; vch; vch = vch_next)
magic.c:            vch_next = vch->next_in_room;
magic.c:            victim = ch->fighting;
magic.c:        for (vch = ch->in_room->people; vch; vch = vch_next)
magic.c:            vch_next = vch->next_in_room;
magic.c:        vch_next = vch->next;
magic.c:        if (vch->in_room == NULL)
magic.c:        if (vch->in_room == ch->in_room)
magic.c:                hp = vch->hit;
magic.c:                    vch->hit = hp;
magic.c:        if (vch->in_room->area == ch->in_room->area
magic.c:    if (ch->morale < 2000){
magic.c:    ch->morale += 75;
magic.c:    if (ch->morale < 2000)
magic.c:    ch->morale += 75;
magic.c:    af.modifier  = ch->damroll / 5; // char_damroll(ch) / 5;
magic.c:    if (ch->morale < 2000)
magic.c:    ch->morale += 50;
magic.c:    af.modifier  = ch->hitroll / 5; // char_hitroll(ch) / 5;
magic.c:    obj_to_room(light, ch->in_room);
magic.c:    obj_to_room(mushroom, ch->in_room);
magic.c:    obj_to_room(spring, ch->in_room);
magic.c:        REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
magic.c:        vch_next = vch->next;
magic.c:        if (vch->in_room == NULL || !can_see(ch, vch))
magic.c:        if (vch->in_room == ch->in_room)
magic.c:        if (vch->in_room->area == ch->in_room->area)
magic.c:        ch->alignment = UMAX(-1000, ch->alignment - 200);
magic.c:        dam = ch->hit + 1;
magic.c:            ch->hit += dam;
magic.c:            if (ch->hit > (2 * ch->max_hit))
magic.c:                ch->hit = (2 * ch->max_hit);
magic.c:    if ((mount = ch->mount) == NULL)
magic.c:    char_to_room(mount, ch->in_room);
magic.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
magic.c:        vch_next = vch->next_in_room;
magic.c:        if (vch->trust > 6)
magic.c:    for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room)
magic.c:        if (ich == ch || ich->trust > 6)
magic.c:        if (ich->race - ch->race > 9)
magic.c:        if ((ch->race < ich->race)
magic.c:                && (100 - (ich->race - ch->race) * 10) > number_percent())
magic.c:        if (IS_SET(ich->affected_by, AFF_HIDE))
magic.c:            REMOVE_BIT(ich->affected_by, AFF_HIDE);
magic.c:        if (IS_SET(ich->affected_by, AFF_INVISIBLE))
magic.c:            REMOVE_BIT(ich->affected_by, AFF_INVISIBLE);
magic.c:        if (IS_SET(ich->affected_by, AFF_SNEAK))
magic.c:            REMOVE_BIT(ich->affected_by, AFF_SNEAK);
magic.c:        if (IS_SET(ich->act, PLR_WIZINVIS))
magic.c:            REMOVE_BIT(ich->act, PLR_WIZINVIS);
magic.c:        if (IS_SET(ich->act, AFF_HIDE))
magic.c:            REMOVE_BIT(ich->act, AFF_HIDE);
magic.c:        if (IS_SET(ich->affected_by, AFF_SHIFT))
magic.c:            REMOVE_BIT(ich->affected_by, AFF_SHIFT);
magic.c:        if (IS_SET(ich->extra, EXTRA_EARTHMELD))
magic.c:            REMOVE_BIT(ich->extra, EXTRA_EARTHMELD);
magic.c:            REMOVE_BIT(ich->affected_by, AFF_SHADOWPLANE);
magic.c:            REMOVE_BIT(ich->affected_by, AFF_PEACE);
magic.c:        if ((!IS_NPC(ich) || ich->level < 2000)
magic.c:            REMOVE_BIT(ich->affected_by, AFF_ETHEREAL);
magic.c:                && IS_SET(ich->newbits, NEW_DARKNESS))
magic.c:            REMOVE_BIT(ich->newbits, NEW_DARKNESS);
magic.c:            REMOVE_BIT(ich->in_room->room_flags,
magic.c:    if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
magic.c:        for (ich = ch->in_room->people; ich != NULL;
magic.c:                ich = ich->next_in_room)
magic.c:                    && IS_SET(ich->newbits, NEW_DARKNESS))
magic.c:            REMOVE_BIT(ch->in_room->room_flags,
magic.c:    char_to_room(victim, ch->in_room);
magic.c:    if (!ch->in_room)
magic.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
magic.c:    if (ch->bones < 150)
magic.c:    ch->bones -= 150;
magic.c:    obj->value[0] = ch->in_room->vnum;
magic.c:    obj->questmaker = str_dup(ch->pcdata->switchname);
magic.c:    obj->questowner = str_dup(ch->pcdata->switchname);
magic.c:    obj->ownerid = ch->pcdata->playerid;
magic.c:    for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room)
magic.c:            ich->hit += number_range(150, 250);
magic.c:            if (ich->hit > ich->max_hit)
magic.c:                ich->hit = ich->max_hit;
magic.c:    if (((get_age(ch) - 17) < 2 || ch->level < 3) && (victim != ch))
magic.c:    for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
magic.c:            && ch->sex == SEX_FEMALE)
magic.c:            || victim->in_room->area != ch->in_room->area
magic.c:    char_to_room(victim, ch->in_room);
magic.c:    if ((mount = ch->mount) == NULL)
magic.c:    char_to_room(mount, ch->in_room);
magic.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
magic.c:        if (!is_name(speaker, vch->name))
magic.c:    hpch = UMAX(10, ch->hit);
magic.c:    hpch = UMAX(10, ch->hit);
magic.c:    hpch = UMAX(10, ch->hit);
magic.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
magic.c:        vch_next = vch->next_in_room;
magic.c:                hpch = UMAX(10, ch->hit);
magic.c:                chhp = vch->hit;
magic.c:                if (dam > ch->damcap[DAM_CAP])
magic.c:                    dam = number_range((ch->
magic.c:                                       (ch->
magic.c:                    vch->hit = chhp;
magic.c:    hpch = UMAX(10, ch->hit);
magic.c:    if (ch->pcdata->followers > 4)
magic.c:    ch->pcdata->followers++;
magic.c:    char_to_room(victim, ch->in_room);
magic.c:    xprintf(buf, "%s soul %s", ch->name, wpnname);
magic.c:        xprintf(buf, "%s's soul %s", ch->short_descr, wpnname);
magic.c:        xprintf(buf, "%s's soul %s", ch->pcdata->switchname, wpnname);
magic.c:        xprintf(buf, "%s's soul %s is lying here.", ch->short_descr,
magic.c:        xprintf(buf, "%s's soul %s is lying here.", ch->name,
magic.c:        obj->level = ch->level;
magic.c:    else if (ch->spl[2] > 4)
magic.c:        obj->level = ch->spl[2] / 4;
magic.c:    obj->questmaker = str_dup(ch->name);
magic.c:        obj->questowner = str_dup(ch->pcdata->switchname);
magic.c:    obj->ownerid = ch->pcdata->playerid;
magic.c:        if (ch->move < 25)
magic.c:        ch->move = ch->move - 25;
magic.c:        if (ch->move < 50)
magic.c:        ch->move = ch->move - 50;
magic.c:            || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
magic.c:            || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
magic.c:            || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
magic.c:            || victim->in_room->vnum == ch->in_room->vnum)
magic.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
magic.c:    obj->value[3] = ch->in_room->vnum;
magic.c:    obj_to_room(obj, ch->in_room);
magic.c:    obj->value[0] = ch->in_room->vnum;
magic.c:    if (ch->practice < 5)
magic.c:    ch->practice -= 5;
magic.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
magic.c:    if (ch->carry_weight >= can_carry_w(ch))
magic.c:    xprintf(buf, "%s %s", ch->name, itemkind);
magic.c:    xprintf(buf, "%s's %s", ch->name, itemkind);
magic.c:    xprintf(buf, "%s's %s lies here.", ch->name, itemkind);
magic.c:    obj->questowner = str_dup(ch->pcdata->switchname);
magic.c:    obj->ownerid = ch->pcdata->playerid;
magic.c:    obj->questmaker = str_dup(ch->name);
magic.c:            || (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
magic.c:    if (ch->pcdata->learned[sn] < 100)
magic.c:        obj->value[0] = ch->spl[0] / 4;
magic.c:        obj->value[0] = ch->spl[1] / 4;
magic.c:        obj->value[0] = ch->spl[2] / 4;
magic.c:        obj->value[0] = ch->spl[3] / 4;
magic.c:        obj->value[0] = ch->spl[4] / 4;
magic.c:    xprintf(buf, "%s potion %s %s", ch->name, col, skill_table[sn].name);
magic.c:    xprintf(buf, "%s's %s potion of %s", ch->name, col,
magic.c:            || (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
magic.c:    if (ch->pcdata->learned[sn] < 100)
magic.c:        obj->value[0] = ch->spl[0] / 4;
magic.c:        obj->value[0] = ch->spl[1] / 4;
magic.c:        obj->value[0] = ch->spl[2] / 4;
magic.c:        obj->value[0] = ch->spl[3] / 4;
magic.c:        obj->value[0] = ch->spl[4] / 4;
magic.c:    xprintf(buf, "%s scroll %s %s", ch->name, col, skill_table[sn].name);
magic.c:    xprintf(buf, "%s's %s scroll of %s", ch->name, col,
magic.c:            || (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
magic.c:    if (ch->pcdata->learned[sn] < 100)
magic.c:        obj->value[0] = ch->spl[0] / 4;
magic.c:        obj->value[0] = ch->spl[1] / 4;
magic.c:        obj->value[0] = ch->spl[2] / 4;
magic.c:        obj->value[0] = ch->spl[3] / 4;
magic.c:        obj->value[0] = ch->spl[4] / 4;
magic.c:    xprintf(buf, "%s wand %s %s", ch->name, col, skill_table[sn].name);
magic.c:    xprintf(buf, "%s's %s wand of %s", ch->name, col,
magic.c:            || (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
magic.c:    if (ch->pcdata->learned[sn] < 100)
magic.c:        obj->value[0] = (ch->spl[1] + 1) / 4;
magic.c:        obj->value[0] = (ch->spl[2] + 1) / 4;
magic.c:    xprintf(buf, "%s staff %s %s", ch->name, col, skill_table[sn].name);
magic.c:    xprintf(buf, "%s's %s staff of %s", ch->name, col,
magic.c:            || (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
magic.c:    if (ch->pcdata->learned[sn] < 100)
magic.c:        obj->value[0] = ch->spl[0] / 4;
magic.c:        obj->value[0] = ch->spl[1] / 4;
magic.c:        obj->value[0] = ch->spl[2] / 4;
magic.c:        obj->value[0] = ch->spl[3] / 4;
magic.c:        obj->value[0] = ch->spl[4] / 4;
magic.c:    xprintf(buf, "%s pill %s %s", ch->name, col, skill_table[sn].name);
magic.c:    xprintf(buf, "%s's %s pill of %s", ch->name, col,
magic.c:    if (ch->pcdata->followers > 4)
magic.c:    ch->pcdata->followers++;
magic.c:        victim->lord = str_dup(ch->name);
magic.c:        char_to_room(victim, ch->in_room);
magic.c:        victim->lord = str_dup(ch->name);
magic.c:        char_to_room(victim, ch->in_room);
magic.c:    victim->lord = str_dup(ch->name);
magic.c:        xprintf(buf, "%s's white pegasus", ch->name);
magic.c:        xprintf(buf, "%s's griffin", ch->name);
magic.c:        xprintf(buf, "%s's black nightmare", ch->name);
magic.c:    char_to_room(victim, ch->in_room);
magic.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
magic.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
magic.c:    if (ch->position == POS_FIGHTING || is_affected(ch, sn))
magic.c:        if (!IS_NPC(ch) && ch->stance[0] != -1)
magic.c:        if (ch->mounted == IS_RIDING)
magic.c:        xprintf(buf, "%s the frog", ch->name);
magic.c:        free_string(ch->morph);
magic.c:        ch->morph = str_dup(buf);
magic.c:        if (!IS_NPC(ch) && ch->stance[0] != -1)
magic.c:        if (ch->mounted == IS_RIDING)
magic.c:        xprintf(buf, "%s the fish", ch->name);
magic.c:        free_string(ch->morph);
magic.c:        ch->morph = str_dup(buf);
magic.c:        if (!IS_NPC(ch) && ch->stance[0] != -1)
magic.c:        if (ch->mounted == IS_RIDING)
magic.c:        xprintf(buf, "%s the raven", ch->name);
magic.c:        free_string(ch->morph);
magic.c:        ch->morph = str_dup(buf);
magic.c:    if ((familiar = ch->pcdata->familiar) != NULL)
magic.c:    char_to_room(victim, ch->in_room);
magic.c:    ch->pcdata->familiar = victim;
magic.c:    ROOM_INDEX_DATA *old_room = ch->in_room;
magic.c:        if (ch->in_room->exit[door] != NULL)
magic.c:            make_wall(ch->in_room, door, EX_ICE_WALL);
magic.c:    ch->hit += (ch->hit * 3 / 2);
magic.c:    if (ch->hit > ch->max_hit)
magic.c:        ch->hit = ch->max_hit;
mccp.c:    if (!ch->desc)
mccp.c:    if (!ch->desc->out_compress)
mccp.c:        if (!compressStart(ch->desc))
mccp.c:        if (!compressEnd(ch->desc))
mccp.c:        if (gch->level > 6)
mccp.c:        if (gch->desc->out_compress)
mccp.c:            xprintf(buf, "%-15s uses mccp\n\r", gch->name);
mccp.c:                    gch->name);
mob_cmds.c:    if (ch->desc != NULL && get_trust(ch) < MAX_LEVEL)
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0, command);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    if (ch->in_room == NULL)
mob_cmds.c:                && d->character->in_room->area == ch->in_room->area)
mob_cmds.c:    was_in_room = ch->in_room;
mob_cmds.c:            ch->in_room = pexit->u1.to_room;
mob_cmds.c:    ch->in_room = was_in_room;
mob_cmds.c:    if (victim == ch || IS_NPC(victim) || ch->position == POS_FIGHTING)
mob_cmds.c:    if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    if (victim == ch || ch->fighting != NULL || victim->fighting == NULL)
mob_cmds.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
mob_cmds.c:    if (ch->in_room == NULL || arg[0] == '\0' || !is_number(arg))
mob_cmds.c:                vnum, IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    char_to_room(victim, ch->in_room);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:                IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:                IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:        obj_to_room(obj, ch->in_room);
mob_cmds.c:        for (victim = ch->in_room->people; victim != NULL;
mob_cmds.c:        for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
mob_cmds.c:                IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    if (ch->fighting != NULL)
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    original = ch->in_room;
mob_cmds.c:    on = ch->on;
mob_cmds.c:    for (wch = char_list; wch != NULL; wch = wch->next)
mob_cmds.c:            ch->on = on;
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:        for (victim = ch->in_room->people; victim != NULL;
mob_cmds.c:        location = ch->in_room;
mob_cmds.c:                IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    for (victim = ch->in_room->people; victim; victim = victim_next)
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            vch_next = vch->next;
mob_cmds.c:            if (vch->in_room == ch->in_room
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:        vch_next = vch->next_in_room;
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:        for (victim = ch->in_room->people; victim;
mob_cmds.c:        ch->mprog_target = get_char_world(ch, arg);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    ch->mprog_target = NULL;
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    ch->mprog_delay = atoi(arg);
mob_cmds.c:    ch->mprog_delay = -1;
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    if (ch->fighting != NULL)
mob_cmds.c:    if ((was_in = ch->in_room) == NULL)
mob_cmds.c:        if (ch->in_room != was_in)
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:            IS_NPC(ch) ? ch->pIndexData->vnum : 0);
mob_cmds.c:    for (; vch; vch = vch->next_in_room)
mob_cmds.c:            vch_next = vch->next;
mob_cmds.c:            if (((obj->in_room && vch->in_room == obj->in_room)
mob_cmds.c:                        && vch->in_room == obj->carried_by->in_room))
mob_cmds.c:        vch_next = vch->next_in_room;
mob_cmds.c:            level = ch->level + atoi(arg1);
mob_cmds.c:            level = ch->level - atoi(arg1);
mob_cmds.c:            level = ch->level * atoi(arg1);
mob_cmds.c:            level = ch->level / atoi(arg1);
mob_cmds.c:            condition = ch->level + atoi(arg2);
mob_cmds.c:            condition = ch->level - atoi(arg2);
mob_cmds.c:            condition = ch->level * atoi(arg2);
mob_cmds.c:            condition = ch->level / atoi(arg2);
mob_cmds.c:            value0 = ch->level + atoi(arg3);
mob_cmds.c:            value0 = ch->level - atoi(arg3);
mob_cmds.c:            value0 = ch->level * atoi(arg3);
mob_cmds.c:            value0 = ch->level / atoi(arg3);
mob_cmds.c:            value1 = ch->level + atoi(arg4);
mob_cmds.c:            value1 = ch->level - atoi(arg4);
mob_cmds.c:            value1 = ch->level * atoi(arg4);
mob_cmds.c:            value1 = ch->level / atoi(arg4);
mob_cmds.c:            value2 = ch->level + atoi(arg5);
mob_cmds.c:            value2 = ch->level - atoi(arg5);
mob_cmds.c:            value2 = ch->level * atoi(arg5);
mob_cmds.c:            value2 = ch->level / atoi(arg5);
mob_cmds.c:            value3 = ch->level + atoi(arg6);
mob_cmds.c:            value3 = ch->level - atoi(arg6);
mob_cmds.c:            value3 = ch->level * atoi(arg6);
mob_cmds.c:            value3 = ch->level / atoi(arg6);
mob_cmds.c:            value4 = ch->level + atoi(arg7);
mob_cmds.c:            value4 = ch->level - atoi(arg7);
mob_cmds.c:            value4 = ch->level * atoi(arg7);
mob_cmds.c:            value4 = ch->level / atoi(arg7);
mob_cmds.c:        room = ch->in_room;
mob_cmds.c:            vch_next = vch->next;
mob_cmds.c:            if (vch->in_room == room && !IS_IMMORTAL(vch))
mob_cmds.c:        vch_next = vch->next_in_room;
mob_prog.c:    for (; vch; vch = vch->next_in_room)
mob_prog.c:    for (count = 0; vch; vch = vch->next_in_room)
mob_prog.c:                            vch->pIndexData->vnum) || (iFlag == 4
mob_prog.c:        vch = ch->in_room->people;
mob_prog.c:        for (i = 0; vch; vch = vch->next_in_room)
mob_prog.c:                    && vch->pIndexData->vnum == ch->pIndexData->vnum)
mob_prog.c:    for (obj = ch->carrying; obj; obj = obj->next_content)
mob_prog.c:        mob = ch->in_room->people;
mob_prog.c:        vobj = ch->in_room->contents;
mob_prog.c:                one_argument(ch->name, fname);
mob_prog.c:                ? (IS_NPC(ch) ? ch->short_descr : ch->name)
mob_prog.c:                one_argument(vch->name, fname);
mob_prog.c:                ? (IS_NPC(vch) ? vch->short_descr : vch->name)
mob_prog.c:                one_argument(rch->name, fname);
mob_prog.c:                ? (IS_NPC(ch) ? ch->short_descr : ch->name)
mob_prog.c:                ? he_she[URANGE(0, ch->sex, 2)] : someone;
mob_prog.c:                ? he_she[URANGE(0, vch->sex, 2)] : someone;
mob_prog.c:                ? he_she[URANGE(0, rch->sex, 2)] : someone;
mob_prog.c:                ? him_her[URANGE(0, ch->sex, 2)] : someone;
mob_prog.c:                ? him_her[URANGE(0, vch->sex, 2)] : someone;
mob_prog.c:                ? him_her[URANGE(0, rch->sex, 2)] : someone;
mob_prog.c:                ? his_her[URANGE(0, ch->sex, 2)] : someones;
mob_prog.c:                ? his_her[URANGE(0, vch->sex, 2)] : someones;
mob_prog.c:                ? his_her[URANGE(0, rch->sex, 2)] : someones;
mob_prog.c:                one_argument(ch->name, fname);
mob_prog.c:                ? (IS_NPC(ch) ? ch->short_descr : ch->name)
mob_prog.c:                one_argument(vch->name, fname);
mob_prog.c:                ? (IS_NPC(vch) ? vch->short_descr : vch->name)
mob_prog.c:                one_argument(rch->name, fname);
mob_prog.c:                ? (IS_NPC(ch) ? ch->short_descr : ch->name)
mob_prog.c:                ? he_she[URANGE(0, ch->sex, 2)] : someone;
mob_prog.c:                ? he_she[URANGE(0, vch->sex, 2)] : someone;
mob_prog.c:                ? he_she[URANGE(0, rch->sex, 2)] : someone;
mob_prog.c:                ? him_her[URANGE(0, ch->sex, 2)] : someone;
mob_prog.c:                ? him_her[URANGE(0, vch->sex, 2)] : someone;
mob_prog.c:                ? him_her[URANGE(0, rch->sex, 2)] : someone;
mob_prog.c:                ? his_her[URANGE(0, ch->sex, 2)] : someones;
mob_prog.c:                ? his_her[URANGE(0, vch->sex, 2)] : someones;
mob_prog.c:                ? his_her[URANGE(0, rch->sex, 2)] : someones;
mob_prog.c:        for (mob = ch->in_room->people; mob != NULL;
mob_prog.c:        for (obj = ch->in_room->contents; obj != NULL;
mob_prog.c:        for (mob = ch->in_room->people; mob; mob = mob->next_in_room)
mob_prog.c:        room = ch->in_room;
mob_prog.c:        for (mob = ch->in_room->people; mob != NULL;
mob_prog.c:        for (obj = ch->in_room->contents; obj != NULL;
mob_prog.c:        for (mob = ch->in_room->people; mob; mob = mob->next_in_room)
mob_prog.c:        room = ch->in_room;
monk2.c:            && ch->power[DISC_VAMP_POTE] > 0)
monk2.c:        dam *= (ch->power[DISC_VAMP_POTE] * .4);
monk2.c:    else if (ch->power[DISC_DAEM_ATTA] > 0)
monk2.c:        dam *= ch->power[DISC_DAEM_ATTA] * .5;
monk2.c:        if (ch->chi[CURRENT] > 0 && ch->chi[CURRENT] < 3)
monk2.c:        if (ch->chi[CURRENT] > 2)
monk2.c:            dam *= (ch->chi[CURRENT] / 2);
monk2.c:        if (ch->power[DISC_WERE_LUNA] > 6)
monk2.c:        dam = dam + (dam * ((ch->wpn[0] + 1) / 100));
monk2.c:        stance = ch->stance[0];
monk2.c:    if ((victim = ch->fighting) == NULL)
monk2.c:    if (ch->monkcrap == 0)
monk2.c:        SET_BIT(ch->monkcrap, COMB_SHIN);
monk2.c:    else if (ch->monkcrap > 0)
monk2.c:        ch->monkcrap = 0;
monk2.c:    if ((victim = ch->fighting) == NULL)
monk2.c:    if (IS_SET(ch->monkcrap, COMB_SHIN)
monk2.c:            && !IS_SET(ch->monkcrap, COMB_KNEE))
monk2.c:        SET_BIT(ch->monkcrap, COMB_KNEE);
monk2.c:    else if (IS_SET(ch->monkcrap, COMB_REV1))
monk2.c:        SET_BIT(ch->monkcrap, COMB_KNEE);
monk2.c:    else if (ch->monkcrap > 0)
monk2.c:        ch->monkcrap = 0;
monk2.c:    if ((victim = ch->fighting) == NULL)
monk2.c:    if (ch->monkcrap == 0)
monk2.c:        SET_BIT(ch->monkcrap, COMB_REV1);
monk2.c:    else if (IS_SET(ch->monkcrap, COMB_REV1)
monk2.c:             && IS_SET(ch->monkcrap, COMB_SWEEP))
monk2.c:        ch->move += UMIN(7500, move);
monk2.c:        ch->hit += UMIN(7500, move);
monk2.c:        ch->mana += UMIN(7500, move);
monk2.c:        if (ch->hit > ch->max_hit)
monk2.c:            ch->hit = ch->max_hit;
monk2.c:        ch->monkcrap = 0;
monk2.c:    if ((victim = ch->fighting) == NULL)
monk2.c:    if (IS_SET(ch->monkcrap, COMB_REV1))
monk2.c:        SET_BIT(ch->monkcrap, COMB_SWEEP);
monk2.c:        ch->move += UMIN(7500, mana);
monk2.c:        ch->hit += UMIN(7500, mana);
monk2.c:        ch->mana += UMIN(7500, mana);
monk2.c:        if (ch->hit > ch->max_hit)
monk2.c:            ch->hit = ch->max_hit;
monk2.c:        ch->monkcrap = 0;
monk2.c:        ch->monkcrap = 0;
monk2.c:    if ((victim = ch->fighting) == NULL)
monk2.c:    if ((victim = ch->fighting) == NULL)
monk2.c:    if (ch->monkcrap == 0 && !IS_SET(ch->monkcrap, COMB_THRUST1))
monk2.c:        SET_BIT(ch->monkcrap, COMB_THRUST1);
monk2.c:    else if (IS_SET(ch->monkcrap, COMB_THRUST1)
monk2.c:             && !IS_SET(ch->monkcrap, COMB_THRUST2))
monk2.c:        SET_BIT(ch->monkcrap, COMB_THRUST2);
monk2.c:    else if (ch->monkcrap != 0)
monk2.c:        ch->monkcrap = 0;
monk2.c:    if ((victim = ch->fighting) == NULL)
monk2.c:        ch->monkcrap = 0;
monk2.c:        if (ch->chi[CURRENT] > 1)
monk2.c:        if (ch->chi[CURRENT] > 2)
monk2.c:        if (ch->chi[CURRENT] > 3)
monk2.c:        if (ch->chi[CURRENT] > 4)
monk2.c:        if (ch->chi[CURRENT] > 5)
monk2.c:    else if (IS_SET(ch->monkcrap, COMB_SHIN)
monk2.c:             && IS_SET(ch->monkcrap, COMB_KNEE))
monk2.c:        ch->monkcrap = 0;
monk2.c:            vch_next = vch->next;
monk2.c:            if (number_hit > (ch->chi[CURRENT] + 1))
monk2.c:            if (vch->in_room == NULL)
monk2.c:            if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
monk2.c:            if (vch->in_room == ch->in_room)
monk2.c:                if ((mount = ch->mount) != NULL)
monk2.c:    if ((victim = ch->fighting) == NULL)
monk2.c:                ch->monkab[AWARE] > 0 ? "*" : " ",
monk2.c:                ch->monkab[AWARE] > 1 ? "*" : " ",
monk2.c:                ch->monkab[AWARE] > 2 ? "*" : " ",
monk2.c:                ch->monkab[AWARE] > 3 ? "*" : " ",
monk2.c:                ch->monkab[BODY] > 0 ? "*" : " ",
monk2.c:                ch->monkab[BODY] > 1 ? "*" : " ",
monk2.c:                ch->monkab[BODY] > 2 ? "*" : " ",
monk2.c:                ch->monkab[BODY] > 3 ? "*" : " ");
monk2.c:                ch->monkab[COMBAT] > 0 ? "*" : " ",
monk2.c:                ch->monkab[COMBAT] > 1 ? "*" : " ",
monk2.c:                ch->monkab[COMBAT] > 2 ? "*" : " ",
monk2.c:                ch->monkab[COMBAT] > 3 ? "*" : " ",
monk2.c:                ch->monkab[SPIRIT] > 0 ? "*" : " ",
monk2.c:                ch->monkab[SPIRIT] > 1 ? "*" : " ",
monk2.c:                ch->monkab[SPIRIT] > 2 ? "*" : " ",
monk2.c:                ch->monkab[SPIRIT] > 3 ? "*" : " ");
monk2.c:                ch->chi[MAXIMUM]);
monk2.c:        if (ch->chi[CURRENT] > 0)
monk2.c:                    ch->chi[CURRENT]);
monk2.c:        cost = (ch->chi[inpart] + 1) * 1000000;
monk2.c:        if (ch->monkab[inpart] >= 4)
monk2.c:        if (ch->exp < cost)
monk2.c:        ch->monkab[inpart]++;
monk2.c:        ch->exp -= cost;
monk2.c:        if (ch->chi[MAXIMUM] >= 6)
monk2.c:        if (ch->exp < cost)
monk2.c:        ch->exp -= cost;
monk2.c:        ch->chi[MAXIMUM]++;
monk2.c:        if (ch->exp < cost)
monk2.c:        SET_BIT(ch->monkstuff, inpart);
monk2.c:        ch->exp -= cost;
monk.c:    if (ch->practice < 60)
monk.c:    obj->questowner = str_dup(ch->pcdata->switchname);
monk.c:    obj->ownerid = ch->pcdata->playerid;
monk.c:    ch->practice -= 60;
monk.c:    if (ch->monkab[SPIRIT] < 4)
monk.c:    if (ch->monkab[SPIRIT] < 3)
monk.c:        SET_BIT(ch->monkstuff, MONK_HEAL);
monk.c:    if (!IS_CLASS(ch, CLASS_MONK) || ch->monkab[BODY] < 3)
monk.c:    if (IS_SET(ch->newbits, NEW_POWER))
monk.c:        ch->damroll -= 200;
monk.c:        ch->hitroll -= 200;
monk.c:        REMOVE_BIT(ch->newbits, NEW_POWER);
monk.c:    if (ch->move < 100)
monk.c:    SET_BIT(ch->newbits, NEW_POWER);
monk.c:    ch->damroll += 200;
monk.c:    ch->hitroll += 200;
monk.c:    ch->move -= 25;
monk.c:    if (ch->chi[CURRENT] < 1)
monk.c:    if (ch->position == POS_FIGHTING)
monk.c:    ch->chi[CURRENT]--;
monk.c:    if (ch->fighting == NULL)
monk.c:    if (ch->chi[CURRENT] >= ch->chi[MAXIMUM])
monk.c:        if (ch->chi[MAXIMUM] == 0)
monk.c:                    ch->chi[MAXIMUM]);
monk.c:    if (ch->move < 500 + ((ch->chi[CURRENT] + 1) * 20))
monk.c:    if (ch->chi[CURRENT] == 0)
monk.c:    if (ch->chi[CURRENT] == 1)
monk.c:    if (ch->chi[CURRENT] == 2)
monk.c:    if (ch->chi[CURRENT] == 3)
monk.c:    if (ch->chi[CURRENT] == 4)
monk.c:    if (ch->chi[CURRENT] == 5)
monk.c:    ch->chi[CURRENT]++;
monk.c:    ch->move -= ((ch->chi[CURRENT] * 20));
monk.c:    if (ch->pcdata->powers[PMONK] < 9)
monk.c:            REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
monk.c:            REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
monk.c:            REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
monk.c:            REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
monk.c:            REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
monk.c:        REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSHANDS);
monk.c:            SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
monk.c:            SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
monk.c:            SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
monk.c:            SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
monk.c:            SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
monk.c:        SET_BIT(ch->itemaffect, ITEMA_CHAOSHANDS);
monk.c:    if (ch->exp < 50000)
monk.c:    ch->exp -= 50000;
monk.c:    victim->lord = str_dup(ch->name);
monk.c:                ch->pcdata->powers[PMONK]);
monk.c:        if (ch->pcdata->powers[PMONK] < 1)
monk.c:        if (ch->pcdata->powers[PMONK] >= 1)
monk.c:        if (ch->pcdata->powers[PMONK] >= 2)
monk.c:        if (ch->pcdata->powers[PMONK] >= 3)
monk.c:        if (ch->pcdata->powers[PMONK] >= 4)
monk.c:        if (ch->pcdata->powers[PMONK] >= 5)
monk.c:        if (ch->pcdata->powers[PMONK] >= 6)
monk.c:        if (ch->pcdata->powers[PMONK] >= 7)
monk.c:        if (ch->pcdata->powers[PMONK] >= 8)
monk.c:        if (ch->pcdata->powers[PMONK] >= 9)
monk.c:        if (ch->pcdata->powers[PMONK] >= 10)
monk.c:        if (ch->pcdata->powers[PMONK] >= 11)
monk.c:        if (ch->pcdata->powers[PMONK] >= 12)
monk.c:        if (ch->pcdata->powers[PMONK] >= 13)
monk.c:        if (ch->pcdata->powers[PMONK] >= 14)
monk.c:        cost = (ch->pcdata->powers[improve] + 1) * 10;
monk.c:        if (ch->pcdata->powers[improve] >= max)
monk.c:        if (cost > ch->practice)
monk.c:        ch->pcdata->powers[improve] += 1;
monk.c:        ch->practice -= cost;
monk.c:    if (ch->pcdata->powers[PMONK] < 11)
monk.c:    if (ch->move < 1000)
monk.c:    if (IS_SET(ch->newbits, NEW_MONKCLOAK))
monk.c:        REMOVE_BIT(ch->newbits, NEW_MONKCLOAK);
monk.c:    if (!IS_SET(ch->newbits, NEW_MONKCLOAK))
monk.c:        SET_BIT(ch->newbits, NEW_MONKCLOAK);
monk.c:        ch->move = ch->move - 1000;
monk.c:    if (ch->pcdata->powers[PMONK] < 11)
monk.c:    if ((victim = ch->fighting) == NULL)
monk.c:    if (ch->pcdata->powers[PMONK] < 3)
monk.c:    if (IS_SET(ch->act, AFF_HIDE))
monk.c:        REMOVE_BIT(ch->act, AFF_HIDE);
monk.c:        if (ch->fight_timer > 0)
monk.c:        if (ch->move < 500)
monk.c:        SET_BIT(ch->act, AFF_HIDE);
monk.c:        ch->move -= 500;
monk.c:    if (ch->pcdata->powers[PMONK] < 5)
monk.c:    if (IS_SET(ch->newbits, NEW_MONKFLAME))
monk.c:        REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
monk.c:    if (!IS_SET(ch->newbits, NEW_MONKFLAME))
monk.c:        SET_BIT(ch->newbits, NEW_MONKFLAME);
monk.c:    if (ch->monkab[BODY] < 1)
monk.c:    if (IS_SET(ch->newbits, NEW_MONKADAM))
monk.c:        REMOVE_BIT(ch->newbits, NEW_MONKADAM);
monk.c:    if (!IS_SET(ch->newbits, NEW_MONKADAM))
monk.c:        SET_BIT(ch->newbits, NEW_MONKADAM);
monk.c:    if (ch->pcdata->powers[PMONK] < 10)
monk.c:    if (ch->move < 250)
monk.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
monk.c:    if (victim->in_room->vnum == ch->in_room->vnum)
monk.c:    ch->move -= 250;
monk.c:    if (ch->pcdata->powers[PMONK] < 1)
monk.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
monk.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
monk.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
monk.c:    if (ch->pcdata->powers[PMONK] < 6)
monk.c:    if (IS_SET(ch->newbits, NEW_MONKSKIN))
monk.c:        REMOVE_BIT(ch->newbits, NEW_MONKSKIN);
monk.c:        SET_BIT(ch->newbits, NEW_MONKSKIN);
monk.c:    if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 7)
monk.c:    if (ch->mana < 3000)
monk.c:    ch->mana = ch->mana - 3000;
monk.c:    if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 4)
monk.c:    if (ch->fighting != NULL)
monk.c:        victim = ch->fighting;
monk.c:    if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 8)
monk.c:    if (ch->move < 1500)
monk.c:    if (!IS_SET(ch->newbits, NEW_MONKFAVOR))
monk.c:        SET_BIT(ch->newbits, NEW_MONKFAVOR);
monk.c:        ch->move = ch->move - 1500;
monk.c:    if (IS_SET(ch->newbits, NEW_MONKFAVOR))
monk.c:        REMOVE_BIT(ch->newbits, NEW_MONKFAVOR);
monk.c:    if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 8)
monk.c:    if (ch->fighting != NULL)
monk.c:        victim = ch->fighting;
monk.c:    if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 12)
monk.c:    if (ch->mana < 300)
monk.c:    if (ch->fighting != NULL)
monk.c:        ch->hit += 150;
monk.c:        if (ch->hit > ch->max_hit)
monk.c:            ch->hit = ch->max_hit;
monk.c:        ch->mana -= 400;
monk.c:    if (ch->fighting == NULL)
monk.c:        ch->hit += 500;
monk.c:        if (ch->hit > ch->max_hit)
monk.c:            ch->hit = ch->max_hit;
monk.c:        ch->mana -= 400;
monk.c:    if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 13)
monk.c:    if (!IS_SET(ch->newbits, NEW_JAWLOCK))
monk.c:        SET_BIT(ch->newbits, NEW_JAWLOCK);
monk.c:    else if (IS_SET(ch->newbits, NEW_JAWLOCK))
monk.c:        REMOVE_BIT(ch->newbits, NEW_JAWLOCK);
msp.c:    if (IS_SET(ch->act, PLR_MUSIC))
msp.c:        REMOVE_BIT(ch->act, PLR_MUSIC);
msp.c:        SET_BIT(ch->act, PLR_MUSIC);
msp.c:    if (IS_SET(ch->act, PLR_SOUND))
msp.c:        REMOVE_BIT(ch->act, PLR_SOUND);
msp.c:        SET_BIT(ch->act, PLR_SOUND);
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!ch->in_room || !ch->in_room->area) return;
msp.c:    if (!IS_SET(ch->act, PLR_MUSIC)) return;
msp.c:            ch->in_room->area->music, SOUND_URL);
mudmsg.c:    //bool isinvis = IS_SET( ch->act, PLR_WIZINVIS );
mudmsg.c:    //invis = IS_NPC(ch) ? ch->mobinvis : ch->pcdata->wizinvis;
mudmsg.c:             isnpc, ch->name, arg);
mudmsg.c:        CREATE(ch->pcdata, PC_DATA, 1);
mudmsg.c:        ch->short_descr = STRALLOC(chname);
mudmsg.c:        SET_BIT(ch->act, ACT_IS_NPC);
mudmsg.c:    ch->name = STRALLOC(chname);
mudmsg.c:    ch->level = 3;
mudmsg.c:    STRFREE(ch->name);
mudmsg.c:    STRFREE(ch->short_descr);
mudmsg.c:        DISPOSE(ch->pcdata);
music.c:    for (juke = ch->in_room->contents; juke != NULL;
nanny.c:        if (IS_SET(ch->act, PLR_DENY))
nanny.c:            if (ch->pcdata->denied > current_time)
nanny.c:                        ch->lasthost);
nanny.c:        if (IS_SET(ch->act2, PLR_WIPED))
nanny.c:                                  ch->pcdata->pwd)
nanny.c:                                   ch->pcdata->pwd),
nanny.c:                                  ch->pcdata->pwd)))
nanny.c:                                        ch->pcdata->pwd),
nanny.c:                                       ch->pcdata->pwd)))
nanny.c:        if (ch->level > 1)
nanny.c:            xprintf(kav, ch->pcdata->switchname);
nanny.c:            if (IS_SET(ch->act, PLR_DENY))
nanny.c:                if (ch->pcdata->denied < current_time)
nanny.c:                    REMOVE_BIT(ch->act, PLR_DENY);
nanny.c:                            ch->name);
nanny.c:        if (ch->lasthost !=
nanny.c:                NULL) free_string(ch->lasthost);
nanny.c:        if (ch->desc != NULL && ch->desc->host != NULL)
nanny.c:            ch->lasthost = str_dup(ch->desc->host);
nanny.c:            ch->lasthost = str_dup("(unknown)");
nanny.c:        free_string(ch->lasttime);
nanny.c:        ch->lasttime = str_dup(strtime);
nanny.c:        xprintf(kav, "%s@%s has connected.", ch->name,
nanny.c:                ch->lasthost);
nanny.c:        if (ch->level < 4 && ch->trust < 4)
nanny.c:            ch->trust = 0;
nanny.c:        if (ch->level > 3 && ch->trust == 0)
nanny.c:            ch->level = 3;
nanny.c:            if (ch->level > MAX_LEVEL)
nanny.c:                ch->level = MAX_LEVEL;
nanny.c:            if (ch->trust > MAX_LEVEL) ch->trust = MAX_LEVEL;
nanny.c:        ch->next = char_list;
nanny.c:            (ch->invis_level = ch->level);
nanny.c:            (ch->incog_level = ch->level);
nanny.c:            (ch->incog_level = 0);
nanny.c:            (ch->invis_level = 0);
nanny.c:            ch->gnosis[GCURRENT] = ch->gnosis[GMAXIMUM] - 5;
nanny.c:            if (ch->gnosis[GCURRENT] <
nanny.c:                    0) ch->gnosis[GCURRENT] = 0;
nanny.c:        if (ch->mounted == IS_RIDING) do_dismount(ch, "");
nanny.c:        if (!IS_SET(ch->extra, EXTRA_TRUSTED))
nanny.c:            SET_BIT(ch->extra, EXTRA_TRUSTED);
nanny.c:        if (ch->level == 0)
nanny.c:            ch->pcdata->awins = 0;  /* arena wins           */
nanny.c:            ch->pcdata->alosses = 0;    /* arena losses         */
nanny.c:            ch->pcdata->board = &boards[0];
nanny.c:            ch->challenger = NULL;
nanny.c:            ch->level = 1;
nanny.c:            ch->exp = 0;
nanny.c:            ch->hit = ch->max_hit;
nanny.c:            ch->mana = ch->max_mana;
nanny.c:            ch->move = ch->max_move;
nanny.c:            ch->special = 0;
nanny.c:            set_switchname(ch, ch->name);
nanny.c:        else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
nanny.c:            if (ch->in_room != NULL) char_to_room(ch,
nanny.c:                                                      ch->
nanny.c:        else if (ch->in_room != NULL)
nanny.c:            char_to_room(ch, ch->in_room);
nanny.c:        ch->pcdata->time_tick = 0;  // resets on a _true_ login
nanny.c:        if (ch->level < 7)
nanny.c:        ch->pcdata->safe_counter = 5;   // a few good ticks.
nanny.c:        if (ch->level < 7) ch->pcdata->logout_counter = 15; // Can't logout until this expires
nanny.c:        else if (IS_SET(ch->pcdata->jflags, JFLAG_SETLOGIN))
nanny.c:	        if (ch->level < 2)
nanny.c:	            sprintf(kav, "#W%s #nhas joined #c::#YChildren of the Night#c::#c (New Player)#n", ch->pcdata->switchname);
nanny.c:	            sprintf(kav, "#W%s #nhas returned to #c::#YChildren of the Night#c::#n", ch->pcdata->switchname);
nanny.c:                        ch->name);
nanny.c:        if (ch->pcdata->bounty > 0 && !IS_IMMORTAL(ch))
nanny.c:                    ch->name, ch->pcdata->bounty);
nanny.c:        ch->fight_timer = 0;
nanny.c:        if (ch->pcdata->quest > 0)
nanny.c:                    ch->pcdata->quest, ch->pcdata->quest * 5);
nanny.c:            ch->bones += ch->pcdata->quest * 5;
nanny.c:            ch->pcdata->quest = 0;
nanny.c:        ch->pcdata->buffer = new_buf();
nanny.c:                || IS_SET(ch->extra, EXTRA_OSWITCH))
nanny.c:            REMOVE_BIT(ch->loc_hp[0], LOST_HEAD);
nanny.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
nanny.c:            REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
nanny.c:            ch->morph = str_dup("");
nanny.c:            ch->pcdata->chobj = NULL;
nanny.c:            ch->pcdata->obj_vnum = 0;
nanny.c:        clear_buf(ch->pcdata->buffer);
nanny.c:            for (obj = ch->carrying; obj != NULL;
nanny.c:            if (ch->power[i] > 10
nanny.c:                    && !IS_SET(ch->extra, EXTRA_FLASH)
nanny.c:                    && !IS_SET(ch->extra,
nanny.c:                               EXTRA_BAAL)) ch->power[i] = 10;
nanny.c:        if( !IS_CLASS(ch, CLASS_DROW) && !IS_IMMORTAL(ch) && ch->level > 2)
nanny.c:            ch->power[DISC_DROW_ARAC] = -2;
nanny.c:            ch->power[DISC_DROW_JELL] = -2;
nanny.c:            ch->power[DISC_DROW_RODE] = -2;
nanny.c:            ch->power[DISC_DROW_BAT]  = -2;
nanny.c:            ch->power[DISC_DROW_CAME] = -2;
nanny.c:            ch->power[DISC_DROW_RAVE] = -2;
nanny.c:            ch->power[DISC_DROW_PIRA] = -2;
nanny.c:            ch->power[DISC_DROW_LOBS] = -2;
nanny.c:            ch->power[DISC_DROW_HOG]  = -2;
nanny.c:            ch->power[DISC_DROW_LION] = -2;
nanny.c:                && ch->level > 2)
nanny.c:            ch->power[DISC_DAEM_ATTA] = -2;
nanny.c:            ch->power[DISC_DAEM_IMMU] = -2;
nanny.c:            ch->power[DISC_DAEM_TEMP] = -2;
nanny.c:            ch->power[DISC_DAEM_CORR] = -2;
nanny.c:            ch->power[DISC_DAEM_HELL] = -2;
nanny.c:            ch->power[DISC_DAEM_GELU] = -2;
nanny.c:            ch->power[DISC_DAEM_MORP] = -2;
nanny.c:            ch->power[DISC_DAEM_NETH] = -2;
nanny.c:            ch->power[DISC_DAEM_DISC] = -2;
nanny.c:                && !IS_IMMORTAL(ch) && ch->level > 2)
nanny.c:            ch->power[DISC_WERE_BEAR] = -2;
nanny.c:            ch->power[DISC_WERE_LYNX] = -2;
nanny.c:            ch->power[DISC_WERE_BOAR] = -2;
nanny.c:            ch->power[DISC_WERE_OWL] = -2;
nanny.c:            ch->power[DISC_WERE_SPID] = -2;
nanny.c:            ch->power[DISC_WERE_WOLF] = -2;
nanny.c:            ch->power[DISC_WERE_HAWK] = -2;
nanny.c:            ch->power[DISC_WERE_MANT] = -2;
nanny.c:            ch->power[DISC_WERE_RAPT] = -2;
nanny.c:            ch->power[DISC_WERE_LUNA] = -2;
nanny.c:            ch->power[DISC_WERE_PAIN] = -2;
nanny.c:            ch->power[DISC_WERE_CONG] = -2;
nanny.c:                && !IS_IMMORTAL(ch) && ch->level > 2)
nanny.c:            ch->power[DISC_VAMP_FORT] = -2;
nanny.c:            ch->power[DISC_VAMP_CELE] = -2;
nanny.c:            ch->power[DISC_VAMP_OBTE] = -2;
nanny.c:            ch->power[DISC_VAMP_PRES] = -2;
nanny.c:            ch->power[DISC_VAMP_QUIE] = -2;
nanny.c:            ch->power[DISC_VAMP_THAU] = -2;
nanny.c:            ch->power[DISC_VAMP_AUSP] = -2;
nanny.c:            ch->power[DISC_VAMP_DOMI] = -2;
nanny.c:            ch->power[DISC_VAMP_OBFU] = -2;
nanny.c:            ch->power[DISC_VAMP_POTE] = -2;
nanny.c:            ch->power[DISC_VAMP_PROT] = -2;
nanny.c:            ch->power[DISC_VAMP_SERP] = -2;
nanny.c:            ch->power[DISC_VAMP_VICI] = -2;
nanny.c:            ch->power[DISC_VAMP_DAIM] = -2;
nanny.c:            ch->power[DISC_VAMP_ANIM] = -2;
nanny.c:            ch->power[DISC_VAMP_CHIM] = -2;
nanny.c:            ch->power[DISC_VAMP_MELP] = -2;
nanny.c:            ch->power[DISC_VAMP_NECR] = -2;
nanny.c:            ch->power[DISC_VAMP_THAN] = -2;
nanny.c:            ch->power[DISC_VAMP_OBEA] = -2;
nanny.c:        if (!IS_CLASS(ch, CLASS_FAE) && ch->level > 2)
nanny.c:            ch->power[DISC_FAE_NATURE] = -2;
nanny.c:            ch->power[DISC_FAE_ARCANE] = -2;
nanny.c:        ch->embraced = NULL;
nanny.c:        ch->embracing = NULL;
nanny.c://            xprintf(kav, " New character.\n\r Give me a password for %s: %s", ch->name, echo_off_str);
nanny.c:        ch->name );
nanny.c:        pwdnew = crypt(argument, ch->name);
nanny.c:        free_string(ch->pcdata->pwd);
nanny.c:        ch->pcdata->pwd = str_dup(pwdnew);
nanny.c:                (crypt(argument, ch->pcdata->pwd),
nanny.c:                 ch->pcdata->pwd))
nanny.c:            ch->sex = SEX_MALE;
nanny.c:            ch->sex = SEX_FEMALE;
nanny.c:            SET_BIT(ch->act, PLR_ANSI);
nanny.c:        ch->pcdata->perm_str = number_range(10, 16);
nanny.c:        ch->pcdata->perm_int = number_range(10, 16);
nanny.c:        ch->pcdata->perm_wis = number_range(10, 16);
nanny.c:        ch->pcdata->perm_dex = number_range(10, 16);
nanny.c:        ch->pcdata->perm_con = number_range(10, 16);
nanny.c:        ch->class = 0;
nanny.c:        xprintf(kav, "%s@%s new player.", ch->name, d->host);
nanny.c:        ch->next = char_list;
nanny.c:            ch->gnosis[GCURRENT] = ch->gnosis[GMAXIMUM] - 5;
nanny.c:            if (ch->gnosis[GCURRENT] <
nanny.c:                    0) ch->gnosis[GCURRENT] = 0;
nanny.c:        if (ch->mounted == IS_RIDING) do_dismount(ch, "");
nanny.c:        if (!IS_SET(ch->extra, EXTRA_TRUSTED))
nanny.c:            SET_BIT(ch->extra, EXTRA_TRUSTED);
nanny.c:        if (ch->level == 0)
nanny.c:            ch->pcdata->awins = 0;  /* arena wins           */
nanny.c:            ch->pcdata->alosses = 0;    /* arena losses         */
nanny.c:            ch->pcdata->board = &boards[0];
nanny.c:            ch->challenger = NULL;
nanny.c:            ch->level = 1;
nanny.c:            ch->generation = 6;
nanny.c:            ch->stance[19] = -1;
nanny.c:            ch->stance[20] = -1;
nanny.c:            ch->stance[21] = -1;
nanny.c:            ch->stance[22] = -1;
nanny.c:            ch->stance[23] = -1;
nanny.c:            ch->exp = 0;
nanny.c:            ch->max_hit = 1000;
nanny.c:            ch->max_mana = 1000;
nanny.c:            ch->max_move = 1000;
nanny.c:            ch->hit = ch->max_hit;
nanny.c:            ch->mana = ch->max_mana;
nanny.c:            ch->move = ch->max_move;
nanny.c:            ch->special = 0;
nanny.c:            set_switchname(ch, ch->name);
nanny.c:            ch->pcdata->buffer = new_buf();
nanny.c:            clear_buf(ch->pcdata->buffer);
nanny.c:        else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
nanny.c:            if (ch->in_room != NULL) char_to_room(ch,
nanny.c:                                                      ch->
nanny.c:        else if (ch->in_room != NULL)
nanny.c:            char_to_room(ch, ch->in_room);
nanny.c:                ch->name, MUDNAME);
nanny.c:                ch->name, MUDNAME);
nanny.c:        ch->fight_timer = 0;
nanny.c:        ch->pcdata->safe_counter = 0;
nanny.c:        ch->pcdata->revision = CURRENT_REVISION;
nanny.c:            for (obj = ch->carrying; obj != NULL;
nanny.c:            if (ch->power[i] > 10) ch->power[i] = 10;
nanny.c:            ch->power[DISC_DROW_ARAC] = -2;
nanny.c:            ch->power[DISC_DROW_JELL] = -2;
nanny.c:            ch->power[DISC_DROW_RODE] = -2;
nanny.c:            ch->power[DISC_DROW_BAT]  = -2;
nanny.c:            ch->power[DISC_DROW_CAME] = -2;
nanny.c:            ch->power[DISC_DROW_RAVE] = -2;
nanny.c:            ch->power[DISC_DROW_PIRA] = -2;
nanny.c:            ch->power[DISC_DROW_LOBS] = -2;
nanny.c:            ch->power[DISC_DROW_HOG] = -2;
nanny.c:            ch->power[DISC_DROW_LION] = -2;
nanny.c:            ch->power[DISC_DAEM_ATTA] = -2;
nanny.c:            ch->power[DISC_DAEM_IMMU] = -2;
nanny.c:            ch->power[DISC_DAEM_TEMP] = -2;
nanny.c:            ch->power[DISC_DAEM_CORR] = -2;
nanny.c:            ch->power[DISC_DAEM_HELL] = -2;
nanny.c:            ch->power[DISC_DAEM_GELU] = -2;
nanny.c:            ch->power[DISC_DAEM_MORP] = -2;
nanny.c:            ch->power[DISC_DAEM_NETH] = -2;
nanny.c:            ch->power[DISC_DAEM_DISC] = -2;
nanny.c:            ch->power[DISC_WERE_BEAR] = -2;
nanny.c:            ch->power[DISC_WERE_LYNX] = -2;
nanny.c:            ch->power[DISC_WERE_BOAR] = -2;
nanny.c:            ch->power[DISC_WERE_OWL] = -2;
nanny.c:            ch->power[DISC_WERE_SPID] = -2;
nanny.c:            ch->power[DISC_WERE_WOLF] = -2;
nanny.c:            ch->power[DISC_WERE_HAWK] = -2;
nanny.c:            ch->power[DISC_WERE_MANT] = -2;
nanny.c:            ch->power[DISC_WERE_RAPT] = -2;
nanny.c:            ch->power[DISC_WERE_LUNA] = -2;
nanny.c:            ch->power[DISC_WERE_PAIN] = -2;
nanny.c:            ch->power[DISC_WERE_CONG] = -2;
nanny.c:            ch->power[DISC_VAMP_FORT] = -2;
nanny.c:            ch->power[DISC_VAMP_CELE] = -2;
nanny.c:            ch->power[DISC_VAMP_OBTE] = -2;
nanny.c:            ch->power[DISC_VAMP_PRES] = -2;
nanny.c:            ch->power[DISC_VAMP_QUIE] = -2;
nanny.c:            ch->power[DISC_VAMP_THAU] = -2;
nanny.c:            ch->power[DISC_VAMP_AUSP] = -2;
nanny.c:            ch->power[DISC_VAMP_DOMI] = -2;
nanny.c:            ch->power[DISC_VAMP_OBFU] = -2;
nanny.c:            ch->power[DISC_VAMP_POTE] = -2;
nanny.c:            ch->power[DISC_VAMP_PROT] = -2;
nanny.c:            ch->power[DISC_VAMP_SERP] = -2;
nanny.c:            ch->power[DISC_VAMP_VICI] = -2;
nanny.c:            ch->power[DISC_VAMP_DAIM] = -2;
nanny.c:            ch->power[DISC_VAMP_ANIM] = -2;
nanny.c:            ch->power[DISC_VAMP_CHIM] = -2;
nanny.c:            ch->power[DISC_VAMP_MELP] = -2;
nanny.c:            ch->power[DISC_VAMP_NECR] = -2;
nanny.c:            ch->power[DISC_VAMP_THAN] = -2;
nanny.c:            ch->power[DISC_VAMP_OBEA] = -2;
nanny.c:        if (!IS_CLASS(ch, CLASS_FAE) && ch->level > 2)
nanny.c:            ch->power[DISC_FAE_NATURE] = -2;
nanny.c:            ch->power[DISC_FAE_ARCANE] = -2;
nanny.c:        ch->embraced = NULL;
nanny.c:        ch->embracing = NULL;
ninja.c:        if ((ch->pcdata->powers[NPATH_LIGHT] < 5) &&
ninja.c:                (ch->pcdata->powers[NPATH_DARK] < 5))
ninja.c:if (ch->currentform != NINJA_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
ninja.c:        if (!IS_SET(ch->newbits, NEW_CUBEFORM) && !IS_SET(ch->affected_by, AFF_POLYMORPH))
ninja.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
ninja.c://        if (ch->pcdata->powers[NPATH_LIGHT] >= 5)
ninja.c:	if (ch->alignment > 0)
ninja.c:            sprintf(buf, "#W(%s) A #WS#Ct#cealthed #yG#Olowing #WS#chadow#n", ch->name);
ninja.c://        if (ch->pcdata->powers[NPATH_DARK] >= 5)
ninja.c:            sprintf(buf, "#W(%s) #cA #wD#cark #WH#corned #WL#cethal #WS#chadow#n", ch->name);
ninja.c:        free_string(ch->morph);
ninja.c:        ch->morph=str_dup(buf);
ninja.c:        ch->currentform = NINJA_FORM;
ninja.c:        ch->damroll += 500;
ninja.c:        ch->hitroll += 500;
ninja.c:        ch->armor   -= 300;
ninja.c:    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
ninja.c:	if (ch->currentform != NINJA_FORM)
ninja.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
ninja.c:        ch->currentform = 0;
ninja.c:        ch->hitroll -= 500;
ninja.c:        ch->damroll -= 500;
ninja.c:	ch->armor += 300;
ninja.c:        free_string(ch->morph);
ninja.c:        ch->morph=str_dup("");
ninja.c:    if (ch->move < 500)
ninja.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
ninja.c:    if (victim->in_room == ch->in_room)
ninja.c:    ch->move -= 500;
ninja.c:                ch->pcdata->powers[NPOWER_SORA],
ninja.c:                ch->pcdata->powers[NPOWER_CHIKYU],
ninja.c:                ch->pcdata->powers[NPOWER_NINGENNO]);
ninja.c:            if (ch->pcdata->powers[NPOWER_SORA] < 1)
ninja.c:            if (ch->pcdata->powers[NPOWER_SORA] > 0)
ninja.c:            if (ch->pcdata->powers[NPOWER_SORA] > 1)
ninja.c:            if (ch->pcdata->powers[NPOWER_SORA] > 2)
ninja.c:            if (ch->pcdata->powers[NPOWER_SORA] > 3)
ninja.c:            if (ch->pcdata->powers[NPOWER_SORA] > 4)
ninja.c:            if (ch->pcdata->powers[NPOWER_SORA] > 5)
ninja.c:            if (ch->pcdata->powers[NPOWER_CHIKYU] < 1)
ninja.c:            if (ch->pcdata->powers[NPOWER_CHIKYU] > 0)
ninja.c:            if (ch->pcdata->powers[NPOWER_CHIKYU] > 1)
ninja.c:            if (ch->pcdata->powers[NPOWER_CHIKYU] > 2)
ninja.c:            if (ch->pcdata->powers[NPOWER_CHIKYU] > 3)
ninja.c:            if (ch->pcdata->powers[NPOWER_CHIKYU] > 4)
ninja.c:            if (ch->pcdata->powers[NPOWER_CHIKYU] > 5)
ninja.c:            if (ch->pcdata->powers[NPOWER_NINGENNO] < 1)
ninja.c:            if (ch->pcdata->powers[NPOWER_NINGENNO] > 0)
ninja.c:            if (ch->pcdata->powers[NPOWER_NINGENNO] > 1)
ninja.c:            if (ch->pcdata->powers[NPOWER_NINGENNO] > 2)
ninja.c:            if (ch->pcdata->powers[NPOWER_NINGENNO] > 3)
ninja.c:            if (ch->pcdata->powers[NPOWER_NINGENNO] > 4)
ninja.c:            if (ch->pcdata->powers[NPOWER_NINGENNO] > 5)
ninja.c:                ch->pcdata->powers[NPOWER_SORA],
ninja.c:                ch->pcdata->powers[NPOWER_CHIKYU],
ninja.c:                ch->pcdata->powers[NPOWER_NINGENNO]);
ninja.c:        cost = (ch->pcdata->powers[improve] + 1) * 10;
ninja.c:        if (ch->pcdata->powers[improve] >= max)
ninja.c:        if (cost > ch->practice)
ninja.c:        ch->pcdata->powers[improve] += 1;
ninja.c:        ch->practice -= cost;
ninja.c:        if (ch->rage >= 100)
ninja.c:        if (ch->move < 500)
ninja.c:        ch->rage += 100;
ninja.c:        ch->move -= 500;
ninja.c:    if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 3)
ninja.c:    if (ch->move < 500)
ninja.c:    if (ch->fight_timer > 0)
ninja.c:    if (IS_SET(ch->act, AFF_HIDE))
ninja.c:        REMOVE_BIT(ch->act, AFF_HIDE);
ninja.c:        ch->move -= 500;
ninja.c:        SET_BIT(ch->act, AFF_HIDE);
ninja.c:    if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 5)
ninja.c:    else if (ch->move < 500)
ninja.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
ninja.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
ninja.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
ninja.c:        ch->move -= 500;
ninja.c:            && ch->pcdata->powers[NPOWER_NINGENNO] < 3)
ninja.c:    if ((victim = ch->fighting) == NULL)
ninja.c:        if (ch->position == POS_FIGHTING)
ninja.c:            ch->position = POS_STANDING;
ninja.c:    if (ch->move < 200)
ninja.c:    was_in = ch->in_room;
ninja.c:            if ((now_in = ch->in_room) == was_in)
ninja.c:            ch->in_room = was_in;
ninja.c:            ch->in_room = now_in;
ninja.c:            /*	if (victim->in_room == ch->in_room)
ninja.c:            ch->move -= 200;
ninja.c:    else if (ch->pcdata->powers[NPOWER_SORA] < 6)
ninja.c:    if (ch->in_room != NULL)
ninja.c:        if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
ninja.c:    if (ch->position == POS_FIGHTING)
ninja.c:    if (ch->move < 500)
ninja.c:    if (victim->in_room == ch->in_room)
ninja.c:        ch->move -= 500;
ninja.c:            || ch->pcdata->powers[NPOWER_NINGENNO] < 1)
ninja.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
ninja.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
ninja.c:            || ch->pcdata->powers[NPOWER_CHIKYU] < 6)
ninja.c:    if (ch->pcdata->powers[HARA_KIRI] > 0)
ninja.c:    if (ch->hit < ch->max_hit / 10)
ninja.c:    ch->pcdata->powers[HARA_KIRI] = ch->hit / 500;
ninja.c:    if (ch->pcdata->powers[HARA_KIRI] < 5)
ninja.c:        ch->pcdata->powers[HARA_KIRI] = 5;
ninja.c:    ch->hit = 1;
ninja.c:    ch->mana = 1;
ninja.c:    ch->move = 1;
ninja.c:    if (ch->practice < 100)
ninja.c:        ch->practice -= 100;
ninja.c:    obj->questowner = str_dup(ch->pcdata->switchname);
ninja.c:    obj->ownerid = ch->pcdata->playerid;
ninja.c:    if (ch->pcdata->powers[NPOWER_NINGENNO] < 2)
olc_act.c:    pArea = ch->in_room->area;
olc_act.c:    pArea = ch->in_room->area;
olc_act.c:    pArea = ch->in_room->area;
olc_act.c:        ch->desc->pEdit = (void *) pMob;
olc_act.c:    ch->desc->pEdit = (void *) ch->in_room;
olc_act.c:        ch->desc->pEdit = (void *) pObj;
olc_act.c:    ch->desc->pEdit = (void *) ch->in_room;
olc_act.c:    ch->desc->pEdit = (void *) pArea;
olc_act.c:    if (value > ch->pcdata->security || value < 0)
olc_act.c:        if (ch->pcdata->security != 0)
olc_act.c:                    ch->pcdata->security);
olc_act.c:    for (rch = pRoom->people; rch; rch = rch->next_in_room)
olc_act.c:        one_argument(rch->name, buf);
olc_act.c:    pArea = ch->in_room->area;
olc_act.c:        pExit->to_room = ch->in_room;   /* Assign data.         */
olc_act.c:        pExit->vnum = ch->in_room->vnum;
olc_act.c:    ch->desc->pEdit = (void *) pRoom;
olc_act.c:    if (!IS_BUILDER(ch, pArea) && ch->level < 12)
olc_act.c:    ch->desc->pEdit = (void *) pObj;
olc_act.c:    ch->desc->pEdit = (void *) pMob;
olc_act.c:    //if( ch->mount == NULL )
olc_act.c:            ch->desc->pEdit = (void *) tHelp;
olc_act.c:    ch->desc->pEdit = (void *) pHelp;
olc.c:    switch (ch->desc->editor)
olc.c:    switch (ch->desc->editor)
olc.c:        pArea = (AREA_DATA *) ch->desc->pEdit;
olc.c:        pRoom = ch->in_room;
olc.c:        pObj = (OBJ_INDEX_DATA *) ch->desc->pEdit;
olc.c:        pMob = (MOB_INDEX_DATA *) ch->desc->pEdit;
olc.c:        pMprog = (PROG_CODE *) ch->desc->pEdit;
olc.c:        pOprog = (PROG_CODE *) ch->desc->pEdit;
olc.c:        pRprog = (PROG_CODE *) ch->desc->pEdit;
olc.c:    switch (ch->desc->editor)
olc.c:    ch->desc->pEdit = NULL;
olc.c:    ch->desc->editor = 0;
olc.c:    pArea = ch->in_room->area;
olc.c:    if (ch->trust < MAX_LEVEL - 5)
olc.c:        if (ch->desc->editor == ED_AREA)
olc.c:            reset_area((AREA_DATA *) ch->desc->pEdit);
olc.c:            ch->desc->editor = ED_AREA;
olc.c:            pArea = (AREA_DATA *) ch->desc->pEdit;
olc.c:    ch->desc->pEdit = (void *) pArea;
olc.c:    ch->desc->editor = ED_AREA;
olc.c:    pRoom = ch->in_room;
olc.c:    if (ch->trust < MAX_LEVEL - 5)
olc.c:            char_to_room(ch, ch->desc->pEdit);
olc.c:    ch->desc->editor = ED_ROOM;
olc.c:        if (ch->trust < MAX_LEVEL - 5)
olc.c:        ch->desc->pEdit = (void *) pObj;
olc.c:        ch->desc->editor = ED_OBJECT;
olc.c:            ch->desc->editor = ED_OBJECT;
olc.c:        if (ch->trust < MAX_LEVEL - 5)
olc.c:        ch->desc->pEdit = (void *) pMob;
olc.c:        ch->desc->editor = ED_MOBILE;
olc.c:            ch->desc->editor = ED_MOBILE;
olc.c:    if (!IS_BUILDER(ch, ch->in_room->area))
olc.c:        if (ch->in_room->reset_first)
olc.c:        ROOM_INDEX_DATA *pRoom = ch->in_room;
olc.c:            if (!ch->in_room->reset_first)
olc.c:            SET_BIT(ch->in_room->area->area_flags, AREA_CHANGED);
olc.c:                    pReset->arg3 = ch->in_room->vnum;
olc.c:                                pReset->arg3 = ch->in_room->vnum;
olc.c:                add_reset(ch->in_room, pReset, atol(arg1));
olc.c:                SET_BIT(ch->in_room->area->area_flags, AREA_CHANGED);
olc.c:    if (ch->pcdata->security < 2)
olc.c:    if (ch->level < (MAX_LEVEL - 10))
olc.c:        ch->desc->editor = ED_HELP;
olc.c:        ch->desc->editor = ED_HELP;
olc.c:        ch->desc->editor = ED_HELP;
olc.c:        ch->desc->editor = ED_HELP;
olc.c:        ch->desc->editor = ED_HELP;
olc_mpcode.c:        ch->desc->pEdit = (void *) pMcode;
olc_mpcode.c:        ch->desc->editor = ED_MPCODE;
olc_mpcode.c:        ch->desc->pEdit = (void *) pOcode;
olc_mpcode.c:        ch->desc->editor = ED_OPCODE;
olc_mpcode.c:        ch->desc->pEdit = (void *) pRcode;
olc_mpcode.c:        ch->desc->editor = ED_RPCODE;
olc_mpcode.c:    ch->desc->pEdit = (void *) pMcode;
olc_mpcode.c:    ch->desc->editor = ED_MPCODE;
olc_mpcode.c:    ch->desc->pEdit = (void *) pOcode;
olc_mpcode.c:    ch->desc->editor = ED_OPCODE;
olc_mpcode.c:    ch->desc->pEdit = (void *) pRcode;
olc_mpcode.c:    ch->desc->editor = ED_RPCODE;
olc_mpcode.c:                || ENTRE(ch->in_room->area->lvnum, mprg->vnum,
olc_mpcode.c:                         ch->in_room->area->uvnum))
olc_mpcode.c:                || ENTRE(ch->in_room->area->lvnum, oprg->vnum,
olc_mpcode.c:                         ch->in_room->area->uvnum))
olc_mpcode.c:                || ENTRE(ch->in_room->area->lvnum, rprg->vnum,
olc_mpcode.c:                         ch->in_room->area->uvnum))
olc_save.c:    if (ch->pcdata->security < 2)
olc_save.c:        if (ch->level > 6)
olc_save.c:        switch (ch->desc->editor)
olc_save.c:            pArea = (AREA_DATA *) ch->desc->pEdit;
olc_save.c:            pArea = ch->in_room->area;
olc_save.c:            pArea = ((OBJ_INDEX_DATA *) ch->desc->pEdit)->area;
olc_save.c:            pArea = ((MOB_INDEX_DATA *) ch->desc->pEdit)->area;
olc_save.c:            pArea = ch->in_room->area;
paladin.c:        if (ch->fighting == NULL)
paladin.c:        else victim = ch->fighting;
paladin.c:    if (ch->pcdata->powers[PALADIN_POWER] < 2)
paladin.c:                ch->pcdata->powers[PALADIN_COMBAT], ch->pcdata->powers[PALADIN_SPEED],
paladin.c:                ch->pcdata->powers[PALADIN_POWER], ch->pcdata->powers[PALADIN_TOUGHNESS]);
paladin.c:        cost = (ch->pcdata->powers[PALADIN_COMBAT]+1)*150;
paladin.c:        if (ch->pcdata->powers[PALADIN_COMBAT] > 4)
paladin.c:        if (ch->practice < cost)
paladin.c:        ch->pcdata->powers[PALADIN_COMBAT]++;
paladin.c:        ch->practice -= cost;
paladin.c:        cost = (ch->pcdata->powers[PALADIN_SPEED]+1)*150;
paladin.c:        if (ch->pcdata->powers[PALADIN_SPEED] > 4)
paladin.c:        if (ch->practice < cost)
paladin.c:        ch->pcdata->powers[PALADIN_SPEED]++;
paladin.c:        ch->practice -= cost;
paladin.c:        cost = (ch->pcdata->powers[PALADIN_TOUGHNESS]+1)*150;
paladin.c:        if (ch->pcdata->powers[PALADIN_TOUGHNESS] > 4)
paladin.c:        if (ch->practice < cost)
paladin.c:        ch->pcdata->powers[PALADIN_TOUGHNESS]++;
paladin.c:        ch->practice -= cost;
paladin.c:        cost = (ch->pcdata->powers[PALADIN_POWER]+1)*150;
paladin.c:        if (ch->pcdata->powers[PALADIN_POWER] > 9)
paladin.c:        if (ch->practice < cost)
paladin.c:        ch->pcdata->powers[PALADIN_POWER]++;
paladin.c:        ch->practice -= cost;
paladin.c:    if (ch->pcdata->powers[PALADIN_POWER] < 7)
paladin.c:    if (IS_SET(ch->pcdata->powers[PALADIN_EFFECTS], PAL_AURA))
paladin.c:        REMOVE_BIT(ch->pcdata->powers[PALADIN_EFFECTS], PAL_AURA);
paladin.c:    SET_BIT(ch->pcdata->powers[PALADIN_EFFECTS], PAL_AURA);
paladin.c:    if ( ch->pcdata->powers[PALADIN_POWER] < 4 )
paladin.c:if (ch->currentform != PALADIN_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
paladin.c:    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
paladin.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
paladin.c:        ch->hitroll -= 1500;
paladin.c:        ch->damroll -= 1500;
paladin.c:	ch->currentform = 0;
paladin.c:        free_string(ch->morph);
paladin.c:        ch->morph=str_dup("");
paladin.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
paladin.c:	ch->currentform = PALADIN_FORM;
paladin.c:        sprintf(buf, "#W(%s) the Paladin#n", ch->name);
paladin.c:        free_string(ch->morph);
paladin.c:        ch->morph = str_dup(buf);
paladin.c:    ch->hitroll += 1500;
paladin.c:    ch->damroll += 1500;
paladin.c:    if ( ch->pcdata->powers[PALADIN_COMBAT] < 5 )
paladin.c:        if ( (victim = ch->fighting) == NULL )
paladin.c:    dam = number_range(ch->pcdata->powers[PALADIN_POWER] * 1100, ch->pcdata->powers[PALADIN_POWER] * 1300);
paladin.c:    sprintf(buf, "%s's Holy Wrath wrecks your body [%d]\n\r",ch->name,dam);
paladin.c:    if ( ch->pcdata->powers[PALADIN_COMBAT] < 5 )
paladin.c:    if ( ch->practice < 100 )
paladin.c:    ch->practice -= 100;
paladin.c:    if ( ch->pcdata->powers[PALADIN_COMBAT] < 5 )
paladin.c:    if ( ch->practice < 100 )
paladin.c:    ch->practice -= 100;
paladin.c:    if ( ch->pcdata->powers[PALADIN_PRACTICE] > 4 )
paladin.c:    cost = (ch->pcdata->powers[PALADIN_PRACTICE] + 1) * 100;
paladin.c:    if ( ch->practice < cost )
paladin.c:    if ( ch->pcdata->powers[PALADIN_COMBAT] <= ch->pcdata->powers[PALADIN_PRACTICE] )
paladin.c:    ch->pcdata->powers[PALADIN_PRACTICE]++;
paladin.c:    ch->practice -= cost;
paladin.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
paladin.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
paladin.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
paladin.c:    if ( ch->pcdata->powers[PALADIN_POWER] < 3 )
paladin.c:    if ( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
paladin.c:    if (victim->in_room->vnum == ch->in_room->vnum)
paladin.c:    if ( ch->pcdata->powers[PALADIN_COMBAT] < 4 )
paladin.c:        REMOVE_BIT(ch->immune, IMM_SHIELDED);
paladin.c:        SET_BIT(ch->immune, IMM_SHIELDED);
paladin.c:    if (!(arg2[0] == '\0') || ch->fighting != NULL)
paladin.c:        if (arg2[0] == '\0') victim = ch->fighting;
priest.c:    if (ch->pcdata->stats[FAITH_PTS] < cost)
priest.c:    SET_BIT(ch->pcdata->powers[PRIPOWER_FLAGS], gift);
priest.c:    ch->pcdata->stats[FAITH_PTS] -= cost;
priest.c:    if (!IS_NPC(ch) && ch->position == POS_STUNNED)
priest.c:    if (ch->mana < mcost)
priest.c:    ch->mana -= mcost;
priest.c:    if (!IS_NPC(ch) && ch->position == POS_STUNNED)
priest.c:        if (ch->position == POS_FIGHTING)
priest.c:    if (ch->mana < mcost)
priest.c:    ch->mana -= mcost;
priest.c:    if (!IS_NPC(ch) && ch->position == POS_STUNNED)
priest.c:        if (ch->position == POS_FIGHTING)
priest.c:    if (ch->mana < mcost)
priest.c:    ch->mana -= mcost;
priest.c:    if (!IS_NPC(ch) && ch->position == POS_STUNNED)
priest.c:        if (ch->position == POS_FIGHTING)
priest.c:    if (ch->mana < mcost)
priest.c:    ch->mana -= mcost;
priest.c:    if (!IS_NPC(ch) && ch->position == POS_STUNNED)
priest.c:    if (ch->mana < mcost)
priest.c:        for (gch = char_list; gch != NULL; gch = gch->next)
priest.c:                gch->hit += heal;
priest.c:    ch->mana -= mcost;
priest.c:    if (!IS_NPC(ch) && ch->position == POS_STUNNED)
priest.c:    if (ch->mana < mcost)
priest.c:        for (gch = char_list; gch != NULL; gch = gch->next)
priest.c:                gch->hit += heal;
priest.c:    ch->mana -= mcost;
priest.c:    if (!IS_NPC(ch) && ch->position == POS_STUNNED)
priest.c:    if (ch->mana < mcost)
priest.c:        for (gch = char_list; gch != NULL; gch = gch->next)
priest.c:                gch->hit += heal;
priest.c:    ch->mana -= mcost;
priest.c:    if (ch->mana < mcost)
priest.c:    ch->mana -= mcost;
priest.c:    if (ch->mana < mcost)
priest.c:    if (ch->position != POS_FIGHTING)
priest.c:                ch->name, atkdam);
priest.c:                ch->name, atkdam);
priest.c:    ch->mana -= mcost;
priest.c:    if (ch->pcdata->followers > 5)
priest.c:    ch->pcdata->followers++;
priest.c:    char_to_room(victim, ch->in_room);
priest.c:    if (ch->mana < mcost)
priest.c:    ch->mana -= mcost;
priest.c:    if (ch->mana < mcost)
priest.c:    for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room)
priest.c:        if (rch->fighting != NULL)
priest.c:    ch->mana -= mcost;
priest.c:    for (gch = char_list; gch != NULL; gch = gch->next)
priest.c:                    capitalize(gch->name),
priest.c:                    gch->hit, gch->mana, gch->move);
priest.c:        REMOVE_BIT(ch->polyaff, POLY_PFORM);
priest.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
priest.c:        ch->damroll -= 500;
priest.c:        ch->hitroll -= 500;
priest.c:        ch->armor += 500;
priest.c:        free_string(ch->morph);
priest.c:        ch->morph = str_dup("");
priest.c:    if (ch->stance[0] != -1)
priest.c:    if (ch->mounted == IS_RIDING)
priest.c:    SET_BIT(ch->polyaff, POLY_PFORM);
priest.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
priest.c:    xprintf(buf, "#0(#C-#C{#W%s#C}#C-#0)#w the holy priest", ch->name);
priest.c:    free_string(ch->morph);
priest.c:    ch->morph = str_dup(buf);
priest.c:    ch->damroll += 500;
priest.c:    ch->hitroll += 500;
priest.c:    ch->armor -= 500;
psycho.c:    if ((victim == ch) && (ch->level != MAX_LEVEL))
psycho.c:        if (!IS_SET(wch->affected_by2, PLR_PSYCHO))
races.c:if (ch->currentform != SAIYAN_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
races.c:    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
races.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:        ch->hitroll -= 800;
races.c:        ch->damroll -= 800;
races.c:        ch->currentform = 0;
races.c:        free_string(ch->morph);
races.c:        ch->morph=str_dup("");
races.c:        ch->currentform = SAIYAN_FORM;
races.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:        sprintf(buf, "#W(%s) #cThe #ySuper Saiyan#n", ch->name);
races.c:        free_string( ch->morph );
races.c:        ch->morph = str_dup( buf );
races.c:    ch->hitroll += 800;
races.c:    ch->damroll += 800;
races.c:    if (ch->currentform != SAIYAN_FORM)
races.c:    dam = ch->damroll;
races.c:    if (ch->fighting == NULL) set_fighting(ch, victim, TRUE);
races.c:        if (ch->fighting == NULL) set_fighting(ch, victim, TRUE);
races.c:    if (ch->bones < 15000)
races.c:	ch->bones -= 15000;
races.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
races.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:        ch->damroll -= 500;
races.c:        ch->hitroll -= 500;
races.c:        ch->armor   += 300;
races.c:        free_string( ch->morph );
races.c:        ch->morph = str_dup( "" );
races.c:    if (ch->stance[0] != -1) do_stance(ch,"");
races.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
races.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
races.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:    xprintf(buf, "%s the Griffin", ch->name);
races.c:    free_string( ch->morph );
races.c:    ch->morph = str_dup( buf );
races.c:    ch->damroll += 500;
races.c:    ch->hitroll += 500;
races.c:    ch->armor   -= 300;
races.c:        if (ch->pcdata->powers[PHASE_COUNTER] > 0)
races.c:        ch->pcdata->powers[PHASE_COUNTER] = 10;
races.c:    if (ch->mana < 2500)
races.c:    if ((victim = ch->fighting) == NULL)
races.c:    ch->mana -= 2500;
races.c:        ch->move -= 10000;
races.c:    ch->move -= 10000;
races.c:    if (ch->mana < 2500)
races.c:    if ((victim = ch->fighting) == NULL)
races.c:    ch->mana -= 2500;
races.c:    level = ch->spl[spelltype] * 1.00;
races.c:    if (!IS_SET(ch->affected_by, AFF_ETHEREAL))
races.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
races.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:        ch->damroll -= 500;
races.c:        ch->hitroll -= 500;
races.c:        ch->armor   += 300;
races.c:        free_string( ch->morph );
races.c:        ch->morph = str_dup( "" );
races.c:    if (ch->stance[0] != -1) do_stance(ch,"");
races.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
races.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
races.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:    xprintf(buf, "%s the Chimera", ch->name);
races.c:    free_string( ch->morph );
races.c:    ch->morph = str_dup( buf );
races.c:    ch->damroll += 500;
races.c:    ch->hitroll += 500;
races.c:    ch->armor   -= 300;
races.c:    if (ch->move < 2000)
races.c:        if (ch->fighting == NULL)
races.c:            victim = ch->fighting;
races.c:    ch->move -= 2500;
races.c:        ch->position = POS_STANDING;
races.c:        ch->move -= 10000;
races.c:    ch->move -= 10000;
races.c:        ch->move -= 10000;
races.c:    ch->move -= 10000;
races.c:    if ((victim=ch->fighting) == NULL)
races.c:                ch->name,victim->name);
races.c:    if (ch->mana < 1000)
races.c:    gch_next = ch->in_room->people;
races.c:    gch = ch->in_room->people;
races.c:        gch_next = gch->next_in_room;
races.c:    ch->mana -= 2000;
races.c:    if (ch->mana < 1000 || ch->move < 500)
races.c:    ch->mana -= 1000;
races.c:    ch->move -= 500;
races.c:    if (ch->mana < 1000 || ch->move < 500)
races.c:    ch->mana -= 1000;
races.c:    ch->move -= 500;
races.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
races.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:        ch->damroll -= 500;
races.c:        ch->hitroll -= 500;
races.c:        ch->armor   += 300;
races.c:        free_string( ch->morph );
races.c:        ch->morph = str_dup( "" );
races.c:    if (ch->stance[0] != -1) do_stance(ch,"");
races.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
races.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
races.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:    xprintf(buf, "%s the huge white wolf", ch->name);
races.c:    free_string( ch->morph );
races.c:    ch->morph = str_dup( buf );
races.c:    ch->damroll += 500;
races.c:    ch->hitroll += 500;
races.c:    ch->armor   -= 300;
races.c:        if (ch->fighting == NULL)
races.c:        else victim = ch->fighting;
races.c:        ch->move -= 10000;
races.c:    ch->move -= 10000;
races.c:        ch->move -= 10000;
races.c:    ch->move -= 10000;
races.c:        ch->move -= 10000;
races.c:    ch->move -= 10000;
races.c:    if ( ch->position == POS_FIGHTING )
races.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
races.c:        for ( vch = ch->in_room->people; vch!=NULL; vch = vch_next)
races.c:            if(ch->mana <= 100)
races.c:            vch_next = vch->next_in_room;
races.c:                    dam = number_range((ch->damcap[DAM_CAP] - 500),
races.c:                                       (ch->damcap[DAM_CAP]+(ch->pRank*125)));
races.c:                    xprintf(buf, "%s's HARPIE SCREAMS at you [#G%d#n]\n\r", ch->name, dam);
races.c:                    if(!IS_SET(ch->act,PLR_BRIEF5)) {
races.c:                        xprintf(buf2, "You HARPIE SCREAM at %s [#G%d#n]\n\r",vch->name, dam);
races.c:    if(IS_SET(ch->act,PLR_BRIEF5)) {
races.c:    if ( ch->position == POS_FIGHTING )
races.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
races.c:        ch->pcRace = RACE_HUMAN;
races.c:        ch->move -= 10000;
races.c:    ch->move -= 10000;
races.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
races.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:        ch->damroll -= 500;
races.c:        ch->hitroll -= 500;
races.c:        ch->armor   += 300;
races.c:        free_string( ch->morph );
races.c:        ch->morph = str_dup( "" );
races.c:    if (ch->stance[0] != -1) do_stance(ch,"");
races.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
races.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
races.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:    xprintf(buf, "%s the three headed dog", ch->name);
races.c:    free_string( ch->morph );
races.c:    ch->morph = str_dup( buf );
races.c:    ch->damroll += 500;
races.c:    ch->hitroll += 500;
races.c:    ch->armor   -= 300;
races.c:    if (ch->mana < 1000 || ch->move < 500)
races.c:    ch->mana -= 1000;
races.c:    ch->move -= 500;
races.c:        ch->move -= 10000;
races.c:    ch->move -= 10000;
races.c:        ch->move -= 10000;
races.c:    ch->move -= 10000;
races.c:    if ( ch->practice < 2500)
races.c:    ch->practice -= 2500;
races.c:    obj->questowner = str_dup(ch->pcdata->switchname);
races.c:        if (ch->fighting == NULL)
races.c:        else victim = ch->fighting;
races.c:  if (ch->level < 3)
races.c:  if (ch->pcRace == RACE_ARCHDEMON || ch->pcRace == RACE_ARCHANGEL)
races.c:	ch->pcRace = RACE_ARCHDEMON;
races.c:	send_to_char( "You have Become An Arch-Demon Demi-God.\n\r", ch);
races.c:        ch->pcRace = RACE_ARCHANGEL;
races.c:    if (!IS_NPC(ch) && ch->pcRace != 0 && ch->pcRace != 1)
races.c:    if (ch->level < 3)
races.c:    if (ch->pcdata->pc_eyes == 0)
races.c:        ch->pcdata->pc_eyes = number_range(1,10);
races.c:    if (ch->pcdata->pc_looks == 0)
races.c:        ch->pcdata->pc_looks = number_range(1,4);
races.c:    if (ch->pcdata->pc_hair == 0)
races.c:        ch->pcdata->pc_hair = number_range(1,11);
races.c:    if (ch->pcdata->pc_build == 0)
races.c:        ch->pcdata->pc_build = number_range(1,4);
races.c:        ch->pcRace = RACE_CHIMERA;
races.c:        ch->height = 70;
races.c:        ch->weight = 140;
races.c:        ch->pcRace = RACE_CERBERUS;
races.c:        ch->height = 70;
races.c:        ch->weight = 130;
races.c:        ch->pcRace = RACE_SAIYAN;
races.c:        ch->height = 70;
races.c:        ch->weight = 180;
races.c:        ch->pcRace = RACE_CYCLOPS;
races.c:        ch->height = 550;
races.c:        ch->weight = 520;
races.c:        ch->pcRace = RACE_GRIFFIN;
races.c:        ch->height = 145;
races.c:        ch->weight = 375;
races.c:        ch->pcRace = RACE_HARPIE;
races.c:        ch->height = 50;
races.c:        ch->weight = 210;
races.c:        ch->pcRace = RACE_PHOENIX;
races.c:        ch->height = 550;
races.c:        ch->weight = 900;
races.c:        ch->pcRace = RACE_SATYR;
races.c:        ch->height = 50;
races.c:        ch->weight = 170;
races.c:        ch->pcRace = RACE_MEDUSA;
races.c:        ch->height = 70;
races.c:        ch->weight = 140;
races.c:        ch->pcRace = RACE_TITAN;
races.c:        ch->height = 90;
races.c:        ch->weight = 270;
races.c:        ch->pcRace = RACE_FENRIS;
races.c:        ch->height = 80;
races.c:        ch->weight = 220;
races.c:        ch->pcRace = RACE_MINOTAUR;
races.c:        ch->height = 75;
races.c:        ch->weight = 190;
races.c:        ch->pcRace = RACE_CENTAUR;
races.c:        ch->height = 80;
races.c:        ch->weight = 140;
races.c:        ch->pcRace = RACE_NYMPH;
races.c:        ch->height = 53;
races.c:        ch->weight = 130;
races.c:        ch->pcRace = RACE_SPECTRE;
races.c:        ch->height = 60;
races.c:        ch->weight = 140;
races.c:        ch->pcRace = RACE_VALKYRIE;
races.c:        ch->height = 50;
races.c:        ch->weight = 210;
races.c:    if ( ch->practice < 150)
races.c:        ch->practice -= 150;
races.c:    if ( ch->bones < cost)
races.c:        ch->bones -= cost;
races.c:    if ( ch->practice < 150)
races.c:        ch->practice -= 150;
races.c:    if (ch->mana < 4)
races.c:    ich_next = ch->in_room->people;
races.c:        ich_next = ich->next_in_room;
races.c:    ch->mana -= 4;
races.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
races.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
races.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
races.c:    if ( ch->practice < 150)
races.c:        ch->practice -= 150;
races.c:        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
races.c:    SET_BIT(ch->affected_by, AFF_ETHEREAL);
races.c:        if (ch->mana < 1150)
races.c:        level = ch->spl[PURPLE_MAGIC];
races.c:        ch->mana -= 1150;
races.c:        for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
races.c:                vch_next = vch->next_in_room;
races.c:                if (vch->trust > 6)
races.c:    dam = ch->pRank * 865;
races.c:    for ( vch = ch->in_room->people; vch!=NULL; vch = vch_next)
races.c:        vch_next = vch->next_in_room;
races.c:                xprintf(buf2, "#r%s's#0 body is struck by lightning! [#C%d#n]\n\r",vch->short_descr, dam);
races.c:    if (ch->mana < 1500)
races.c:    ch->mana = ch->mana - 1500;
races.c:    ch->hit += number_range(2800,4200);
races.c:    if (ch->hit > ch->max_hit)
races.c:        ch->hit = ch->max_hit;
races.c:    if ( ch->level < skill_table[gsn_berserk].skill_level)
races.c:    if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
races.c:        vch_next = vch->next;
races.c:        if (vch->in_room == NULL)
races.c:        if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
races.c://                        if (vch->in_room == ch->in_room)
races.c:            if (vch->in_room->area == ch->in_room->area)
races.c:        if (vch->in_room == ch->in_room && can_see(ch, vch))
races.c:            if (vch == NULL || vch->position <= POS_STUNNED)
races.c:   if (ch->currentform == 0)
races.c:	ch->hitroll += 800;
races.c:	ch->damroll += 800;
races.c:        ch->currentform = TITAN_FORM;
races.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:        sprintf(buf, "#W(%s) #cThe #Y#CT#ci#Ct#ca#Cn#n", ch->name);
races.c:        free_string( ch->morph );
races.c:        ch->morph = str_dup( buf );
races.c:if (ch->currentform != 0)
races.c:ch->currentform = 0;
races.c:    cost = ch->pcdata->powers[BARD_LESSONS] * 100000;
races.c:    cost2 = cost - ch->exp;
races.c:        xprintf(buf, "Your skill is currently at %d.\n\r", ch->pcdata->powers[BARD_LESSONS]);
races.c:        if (ch->exp < cost)
races.c:        if (ch->pcdata->powers[BARD_LESSONS] >= 10)
races.c:        ch->exp -= cost;
races.c:        ch->pcdata->powers[BARD_LESSONS]++;
races.c:    if (!str_cmp(arg2, "self") || !str_cmp(arg2, ch->name))
races.c:    if (ch->pcdata->powers[SONG_MASTERY] < 1)
races.c:        ch->pcdata->powers[SONG_MASTERY] = 1;
races.c:    chance = number_range(1, ch->pcdata->powers[BARD_LESSONS]);
races.c:        if (ch->pcdata->powers[SONG_MASTERY] < 10)
races.c:            ch->pcdata->powers[SONG_MASTERY]++;
races.c:        xprintf(buf, "#n%s sings a wonderful #rminuet#n to you.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_MINUET] += (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        victim->damroll += (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 1)
races.c:        xprintf(buf, "#n%s sings a wonderful #Lminne#n to you.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_MINNE] += (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        victim->armor -= (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 2)
races.c:        xprintf(buf, "#n%s sings a wonderful #Gmadrigal#n to you.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_MADRIGAL] += (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        victim->hitroll += (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        if(ch->pcdata->powers[BARD_LESSONS] < 10)
races.c:        dam[0] = ch->pcdata->songs[0] + ch->pcdata->songs[1] + ch->pcdata->songs[2] + ch->pcdata->songs[3];
races.c:        dam[1] = ch->pcdata->songs[4] + ch->pcdata->songs[5] + ch->pcdata->songs[6] + ch->pcdata->songs[7];
races.c:        xprintf(buf, "#C%s #ychannels every bit of their #7inspiration #yinto one powerful song, hitting you hard. [#L%d#y]#n\n\r", ch->name, dam[3]);
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 7)
races.c:        xprintf(buf, "#n%s sings a #0lullaby#n to you, putting you to sleep.\n\r", ch->name);
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 4)
races.c:        xprintf(buf, "#n%s instills within you a horrific #rrequiem#n.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_REQUIEM] += ch->pcdata->powers[SONG_MASTERY];
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 9)
races.c:        xprintf(buf, "You take #y[#L%d#y]#n damage from %s's dissonant song #7introduction.#m\n\r", dam[0], ch->name);
races.c:        xprintf(buf, "The #7warmup#n to %s's dissonant attack does #y[#L%d#y]#n damage to you.\n\r", ch->name, dam[1]);
races.c:        xprintf(buf, "The #7body#n of %s's dissonant onslaught does #[#L%d#y]#n damage to you.\n\r", ch->name, dam[2]);
races.c:        xprintf(buf, "%s's dissonant song #7outro#n deals #y[#L%d#y]#n damage to you.\n\r", ch->name, dam[3]);
races.c:        xprintf(buf, "You take #y[#L%d#y]#n damage from %s's dissonant #7aftermath.#n\n\r", dam[4], ch->name);
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 5)
races.c:        xprintf(buf, "#n%s successfully causes you to regenerate quickly with their #Cpaeon#n.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_PAEON] += ch->pcdata->powers[SONG_MASTERY];
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 6)
races.c:        xprintf(buf, "#n%s causes you to regenerate mana fiercely with their #Pballad#n.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_BALLAD] += ch->pcdata->powers[SONG_MASTERY];
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 8)
races.c:        victim->pcdata->songs[SONG_HYMNUS] += ch->pcdata->powers[SONG_MASTERY];
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 3)
races.c:        xprintf(buf, "#n%s sings a wonderful #ymarch#n to you.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_MARCH] += (ch->pcdata->powers[SONG_MASTERY]*50);
races.c:        xprintf(buf, "%s %d\n\r", uta, ch->pcdata->songs[song]);
races.c:    xprintf(buf, "Mastery:   %d\n", ch->pcdata->powers[SONG_MASTERY]);
races.c:    if (!IS_SET (ch->newbits2, NEW2_TOUGHSKIN))
races.c:        SET_BIT (ch->newbits2, NEW2_TOUGHSKIN);
races.c:        REMOVE_BIT (ch->newbits2, NEW2_TOUGHSKIN);
religion.c:    if (ch->hit >= ch->max_hit)
religion.c:    else if (ch->hit >= ch->max_hit * 0.75)
religion.c:    else if (ch->hit >= ch->max_hit * 0.50)
religion.c:    if (ch->pcdata->religion == 0)
religion.c:        REMOVE_BIT(ch->special, SPC_HAS_CHOSEN_RELIGION);
religion.c:    if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
religion.c:    if (ch->pcdata->relrank == 0)
religion.c:    if (ch->pcdata->religion == RELIGION_GAHR)
religion.c:        xprintf(buf, "%s has forsaken The Mad God", ch->name);
religion.c:    else if (ch->pcdata->religion == RELIGION_WILD)
religion.c:                ch->name);
religion.c:    else if (ch->pcdata->religion == RELIGION_STARS)
religion.c:                ch->name);
religion.c:    else if (ch->pcdata->religion == RELIGION_LOA)
religion.c:        xprintf(buf, "%s has forsaken the Serpent God", ch->name);
religion.c:    else if (ch->pcdata->religion == RELIGION_ONE)
religion.c:                ch->name);
religion.c:    REMOVE_BIT(ch->special, SPC_HAS_CHOSEN_RELIGION);
religion.c:    ch->pcdata->religion = 0;
religion.c:    ch->pcdata->faith = 0;
religion.c:    ch->pcdata->current_faith = 0;
religion.c:    ch->pcdata->rel_powers = 0;
religion.c:    if (ch->level > 6)
religion.c:    if (IS_SET(ch->special, SPC_HAS_CHOSEN_RELIGION) && ch->level < 7)
religion.c:    if (!IS_SET(ch->newbits, NEW_MASTERY))
religion.c:        ch->pcdata->religion = i - 1;
religion.c:        SET_BIT(ch->special, SPC_HAS_CHOSEN_RELIGION);
religion.c:                religion_table[ch->pcdata->religion].rankname[0],
religion.c:                religion_table[ch->pcdata->religion].name);
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET))
religion.c:    if (ch->bones < cost)
religion.c:                cost - ch->bones);
religion.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP))
religion.c:        SET_BIT(ch->pcdata->jflags, JFLAG_SETDECAP);
religion.c:    free_string(ch->pcdata->decapmessage);
religion.c:    ch->pcdata->decapmessage = str_dup(argument);
religion.c:    ch->bones -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET))
religion.c:    if (ch->bones < cost)
religion.c:                cost - ch->bones);
religion.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_SETTIE))
religion.c:        SET_BIT(ch->pcdata->jflags, JFLAG_SETTIE);
religion.c:    free_string(ch->pcdata->tiemessage);
religion.c:    ch->pcdata->tiemessage = str_dup(argument);
religion.c:    ch->bones -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET))
religion.c:    if (ch->bones < cost)
religion.c:                cost - ch->bones);
religion.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_SETLOGOUT))
religion.c:        SET_BIT(ch->pcdata->jflags, JFLAG_SETLOGOUT);
religion.c:    free_string(ch->pcdata->logoutmessage);
religion.c:    ch->pcdata->logoutmessage = str_dup(argument);
religion.c:    ch->bones -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET))
religion.c:    if (ch->bones < cost)
religion.c:                cost - ch->bones);
religion.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_SETLOGIN))
religion.c:        SET_BIT(ch->pcdata->jflags, JFLAG_SETLOGIN);
religion.c:    free_string(ch->pcdata->loginmessage);
religion.c:    ch->pcdata->loginmessage = str_dup(argument);
religion.c:    ch->bones -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET))
religion.c:    if (ch->bones < cost)
religion.c:                cost - ch->bones);
religion.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_SETAVATAR))
religion.c:        SET_BIT(ch->pcdata->jflags, JFLAG_SETAVATAR);
religion.c:    free_string(ch->pcdata->avatarmessage);
religion.c:    ch->pcdata->avatarmessage = str_dup(argument);
religion.c:    ch->bones -= cost;
religion.c:    if (ch->level < MAX_LEVEL)
religion.c:    if (ch->level < MAX_LEVEL)
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (ch->pcdata->faith < 100)
religion.c:        if (ch->pcdata->relrank > 0)
religion.c:            ch->pcdata->relrank = 0;
religion.c:                    religion_table[ch->pcdata->religion].
religion.c:                    religion_table[ch->pcdata->religion].name);
religion.c:    else if (ch->pcdata->faith < 200)
religion.c:        if (ch->pcdata->relrank > 1)
religion.c:            ch->pcdata->relrank = 1;
religion.c:                    religion_table[ch->pcdata->religion].
religion.c:                    religion_table[ch->pcdata->religion].name);
religion.c:        else if (ch->pcdata->relrank < 1)
religion.c:            ch->pcdata->relrank = 1;
religion.c:                    religion_table[ch->pcdata->religion].
religion.c:                    religion_table[ch->pcdata->religion].name);
religion.c:    else if (ch->pcdata->faith < 300)
religion.c:        if (ch->pcdata->relrank > 2)
religion.c:            ch->pcdata->relrank = 2;
religion.c:                    religion_table[ch->pcdata->religion].
religion.c:                    religion_table[ch->pcdata->religion].name);
religion.c:        else if (ch->pcdata->relrank < 2)
religion.c:            ch->pcdata->relrank = 2;
religion.c:                    religion_table[ch->pcdata->religion].
religion.c:                    religion_table[ch->pcdata->religion].name);
religion.c:    else if (ch->pcdata->faith < 400)
religion.c:        if (ch->pcdata->relrank > 3)
religion.c:            ch->pcdata->relrank = 3;
religion.c:                    religion_table[ch->pcdata->religion].
religion.c:                    religion_table[ch->pcdata->religion].name);
religion.c:        else if (ch->pcdata->relrank < 3)
religion.c:            ch->pcdata->relrank = 3;
religion.c:                    religion_table[ch->pcdata->religion].
religion.c:                    religion_table[ch->pcdata->religion].name);
religion.c:        if (ch->pcdata->relrank < 4)
religion.c:            ch->pcdata->relrank = 4;
religion.c:                    religion_table[ch->pcdata->religion].
religion.c:                    religion_table[ch->pcdata->religion].name);
religion.c:    if (ch->pcdata->religion == 0 || victim->pcdata->religion == 0)
religion.c:    if (ch->pcdata->religion == 1)
religion.c:    else if (ch->pcdata->religion == 2)
religion.c:    else if (ch->pcdata->religion == 3)
religion.c:    else if (ch->pcdata->religion == 4)
religion.c:    else if (ch->pcdata->religion == 5)
religion.c:    if (ch->pcdata->religion == 0)
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_DARMOR))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_HOLYWORD))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_GZONE))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_GAIA))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_THORNS))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_CALLWILD))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_DEJA))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_PESTILENCE))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_MADNESS))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_AREAHEAL))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_BANISHMENT))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_STARSIGHT))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_RPURGE))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_DBATTLE))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_GFURY))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_BADMOON))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_HDESIRE))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_DSCRY))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_SUBVERT))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_REBIRTH))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_CHAOS))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_NOVA))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_FARMOR))
religion.c:                ch->pcdata->current_faith, ch->pcdata->faith);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, power))
religion.c:    if (ch->pcdata->current_faith < cost)
religion.c:    ch->pcdata->current_faith -= cost;
religion.c:    SET_BIT(ch->pcdata->rel_powers, power);
religion.c:    switch (ch->pcdata->religion)
religion.c:    if (rank > ch->pcdata->relrank)
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_GZONE))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:            dam *= ch->pcdata->current_faith;   // wicked :)
religion.c:            ch->hit -= dam;
religion.c:            if (ch->hit < 1)
religion.c:                ch->hit = 1;
religion.c:            ch->mana -= cost;
religion.c:    af.duration = ch->pcdata->faith / 10;
religion.c:    af.level = ch->pcdata->faith;
religion.c:    af.religion = ch->pcdata->religion;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_DARMOR))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_HOLYWORD))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !ragnarok)
religion.c:    for (gch = ch->in_room->people; gch; gch = gch->next_in_room)
religion.c:        dam = UMIN(gch->hit - 1,
religion.c:                   number_range(ch->pcdata->faith * 10,
religion.c:                                ch->pcdata->faith * 20));
religion.c:        gch->hit -= dam;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_THORNS))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:            dam *= ch->pcdata->current_faith;   // wicked :)
religion.c:            ch->hit -= dam;
religion.c:            if (ch->hit < 1)
religion.c:                ch->hit = 1;
religion.c:            ch->mana -= cost;
religion.c:    af.duration = ch->pcdata->faith / 10;
religion.c:    af.level = ch->pcdata->faith;
religion.c:    af.religion = ch->pcdata->religion;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_RPURGE))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:            if ((ch->pcdata->faith > paf->level
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_DEJA))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if ((victim = ch->fighting) == NULL)
religion.c:        ch->mana -= cost;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (ch->practice < pcost)
religion.c:    if (ch->bones < bcost)
religion.c:    obj->questowner = str_dup(ch->pcdata->switchname);
religion.c:    obj->ownerid = ch->pcdata->playerid;
religion.c:    obj->value[0] = ch->pcdata->religion;
religion.c:    ch->practice -= pcost;
religion.c:    ch->bones -= bcost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_AREAHEAL))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:            religion_table[ch->pcdata->religion].truename);
religion.c:    heal = number_range(ch->pcdata->faith * 15, ch->pcdata->faith * 30);
religion.c:    for (gch = char_list; gch; gch = gch->next)
religion.c:        if (!gch->in_room)
religion.c:        if (gch->in_room->area != ch->in_room->area)
religion.c:        gch->hit += number_range(heal / 2, 3 * heal / 2);
religion.c:        if (gch->hit > gch->max_hit)
religion.c:            gch->hit = gch->max_hit;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_BADMOON))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:            dam *= ch->pcdata->current_faith;   // wicked :)
religion.c:            ch->hit -= dam;
religion.c:            if (ch->hit < 1)
religion.c:                ch->hit = 1;
religion.c:            ch->mana -= cost;
religion.c:    af.duration = ch->pcdata->faith / 10;
religion.c:    af.level = ch->pcdata->faith;
religion.c:    af.religion = ch->pcdata->religion;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (ch->pcdata->rel_powers == 0)
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_DARMOR))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_HOLYWORD))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_RPURGE))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_GZONE))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_GAIA))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_DEJA))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_AREAHEAL))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_BADMOON))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_THORNS))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_CALLWILD))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_PESTILENCE))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_MADNESS))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_BANISHMENT))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_STARSIGHT))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_DBATTLE))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_GFURY))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_HDESIRE))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_DSCRY))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_SUBVERT))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_REBIRTH))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_CHAOS))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_NOVA))
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_FARMOR))
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_HDESIRE))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:        ch->mana -= cost;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_DSCRY))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:        ch->mana -= cost;
religion.c:    chroom = ch->in_room;
religion.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
religion.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
religion.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
religion.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_PESTILENCE))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:            dam *= ch->pcdata->current_faith;   // wicked :)
religion.c:            ch->hit -= dam;
religion.c:            if (ch->hit < 1)
religion.c:                ch->hit = 1;
religion.c:            ch->mana -= cost;
religion.c:    af.duration = ch->pcdata->faith / 10;
religion.c:    af.level = ch->pcdata->faith;
religion.c:    af.religion = ch->pcdata->religion;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_BANISHMENT))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:        if ((ch->pcdata->faith > paf->level && number_percent() > 25)
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_STARSIGHT))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (IS_SET(ch->itemaffect, ITEMA_VISION))
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:    SET_BIT(ch->itemaffect, ITEMA_VISION);
religion.c:    ch->pcdata->current_faith -= fps;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_GAIA))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:            dam *= ch->pcdata->current_faith;   // wicked :)
religion.c:            ch->hit -= dam;
religion.c:            if (ch->hit < 1)
religion.c:                ch->hit = 1;
religion.c:            ch->mana -= cost;
religion.c:    af.duration = ch->pcdata->faith / 10;
religion.c:    af.level = ch->pcdata->faith;
religion.c:    af.religion = ch->pcdata->religion;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_DBATTLE))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->in_room->vnum >= ROOM_VNUM_REL_HALL1 &&
religion.c:            ch->in_room->vnum <= ROOM_VNUM_REL_HALL3)
religion.c:    if (ch->in_room != NULL)
religion.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
religion.c:    if ((victim = ch->fighting) == NULL)
religion.c:        ch->mana -= cost;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_MADNESS))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    for (gch = ch->in_room->people; gch; gch = gch->next)
religion.c:        if (!gch->fighting || gch->fighting != ch)
religion.c:        if ((gch->pcdata->faith > ch->pcdata->faith)
religion.c:        xprintf(buf, "%s is struck by madness!\n\r", gch->name);
religion.c:        SET_BIT(gch->pcdata->jflags, JFLAG_MADNESS);
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_CALLWILD))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if ((victim = ch->fighting) == NULL)
religion.c:        ch->mana -= cost;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_GFURY))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if ((victim = ch->fighting) == NULL)
religion.c:        ch->mana -= cost;
religion.c:    count += ch->pcdata->faith / 15;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_SUBVERT))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->pcdata->religion != RELIGION_LOA)
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:        if (paf->religion == ch->pcdata->religion)
religion.c:        if ((ch->pcdata->faith > paf->level && number_percent() > 25)
religion.c:            paf->religion = ch->pcdata->religion;
religion.c:    ch->pcdata->current_faith -= fps;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_REBIRTH))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->pcdata->religion != RELIGION_WILD)
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:    ch->pcdata->current_faith -= fps;
religion.c:    ch->loc_hp[0] = 0;
religion.c:    ch->loc_hp[1] = 0;
religion.c:    ch->loc_hp[2] = 0;
religion.c:    ch->loc_hp[3] = 0;
religion.c:    ch->loc_hp[4] = 0;
religion.c:    ch->loc_hp[5] = 0;
religion.c:    ch->loc_hp[6] = 0;
religion.c:    ch->mana = ch->max_mana;
religion.c:    ch->move = ch->max_move;
religion.c:    ch->hit = ch->max_hit;
religion.c:    SET_BIT(ch->itemaffect, ITEMA_VISION);
religion.c:    SET_BIT(ch->newbits, NEW_VISION);
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_CHAOS))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->pcdata->religion != RELIGION_GAHR)
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:    af.duration = ch->pcdata->faith / 10;
religion.c:    af.level = ch->pcdata->faith;
religion.c:    af.religion = ch->pcdata->religion;
religion.c:    ch->mana -= cost;
religion.c:    ch->pcdata->current_faith -= fps;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_NOVA))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->pcdata->religion != RELIGION_STARS)
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:    if ((victim = ch->fighting) == NULL)
religion.c:        ch->mana -= cost;
religion.c:    count = URANGE(4, ch->max_hit / 10000, 8);
religion.c:    ch->mana -= cost;
religion.c:    ch->pcdata->current_faith -= fps;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_FARMOR))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->pcdata->religion != RELIGION_ONE)
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:    ch->mana -= cost;
religion.c:    ch->pcdata->current_faith -= fps;
resistance.c:    xprintf(skill, "Slice  : %s", show_res(ch, ch->wpn_res[1]));
resistance.c:    xprintf(skill, "Stab   : %s", show_res(ch, ch->wpn_res[2]));
resistance.c:    xprintf(skill, "Slash  : %s", show_res(ch, ch->wpn_res[3]));
resistance.c:    xprintf(skill, "Whip   : %s", show_res(ch, ch->wpn_res[4]));
resistance.c:    xprintf(skill, "Claw   : %s", show_res(ch, ch->wpn_res[5]));
resistance.c:    xprintf(skill, "Blast  : %s", show_res(ch, ch->wpn_res[6]));
resistance.c:    xprintf(skill, "Pound  : %s", show_res(ch, ch->wpn_res[7]));
resistance.c:    xprintf(skill, "Crush  : %s", show_res(ch, ch->wpn_res[8]));
resistance.c:    xprintf(skill, "Grep   : %s", show_res(ch, ch->wpn_res[9]));
resistance.c:    xprintf(skill, "Bite   : %s", show_res(ch, ch->wpn_res[10]));
resistance.c:    xprintf(skill, "Pierce : %s", show_res(ch, ch->wpn_res[11]));
resistance.c:    xprintf(skill, "Suck   : %s", show_res(ch, ch->wpn_res[12]));
resistance.c:    xprintf(skill, "Unarmed: %s\r\n", show_res(ch, ch->wpn_res[0]));
resistance.c:    xprintf(skill, "Mind   : %-4d", ch->magic_res[MAGIC_MIND]);
resistance.c:    xprintf(skill, " Body   : %-4d", ch->magic_res[MAGIC_BODY]);
resistance.c:    xprintf(skill, " Fire   : %-4d", ch->magic_res[MAGIC_FIRE]);
resistance.c:    xprintf(skill, " Ice    : %-4d\n", ch->magic_res[MAGIC_ICE]);
resistance.c:    xprintf(skill, "Electric: %-4d", ch->magic_res[MAGIC_ELEC]);
resistance.c:    xprintf(skill, " Voodoo : %-4d", ch->magic_res[MAGIC_VOODOO]);
resistance.c:    xprintf(skill, " Drain  : %-4d", ch->magic_res[MAGIC_DRAIN]);
resistance.c:    xprintf(skill, " Acid   : %-4d\n\r\n", ch->magic_res[MAGIC_ACID]);
resistance.c:    if (ch->wpn_res[dtype] > max_skl)
resistance.c:        ch->wpn_res[dtype] += 1;
resistance.c:    if (ch->wpn_res[dtype] == 1)
resistance.c:    else if (ch->wpn_res[dtype] == 50)
resistance.c:    else if (ch->wpn_res[dtype] == 100)
resistance.c:    else if (ch->wpn_res[dtype] == 150)
resistance.c:    else if (ch->wpn_res[dtype] == 175)
resistance.c:    else if (ch->wpn_res[dtype] == 200)
resistance.c:    else if (ch->wpn_res[dtype] == 251)
resistance.c:    else if (ch->wpn_res[dtype] == 300)
resistance.c:    else if (ch->wpn_res[dtype] == 350)
resistance.c:    else if (ch->wpn_res[dtype] == 400)
resistance.c:    else if (ch->wpn_res[dtype] == 500)
resistance.c:    x = .0018 * ch->wpn_res[dtype];
resistance.c:    x = .0018 * ch->magic_res[mtype];
resistance.c:    if (max_skl <= ch->magic_res[mtype])
resistance.c:    if (ch->magic_res[mtype] == 1)
resistance.c:    else if (ch->magic_res[mtype] == 50)
resistance.c:    else if (ch->magic_res[mtype] == 100)
resistance.c:    else if (ch->magic_res[mtype] == 150)
resistance.c:    else if (ch->magic_res[mtype] == 175)
resistance.c:    else if (ch->magic_res[mtype] == 200)
resistance.c:    else if (ch->magic_res[mtype] == 251)
resistance.c:    else if (ch->magic_res[mtype] == 300)
resistance.c:    else if (ch->magic_res[mtype] == 350)
resistance.c:    else if (ch->magic_res[mtype] == 400)
resistance.c:    else if (ch->magic_res[mtype] == 500)
resistance.c:        ch->magic_res[mtype] += 1;
samurai.c:    if (250 > ch->practice)
samurai.c:    ch->practice -= 250;
samurai.c:    obj->questowner = str_dup(ch->pcdata->switchname);
samurai.c:    obj->ownerid = ch->pcdata->playerid;
samurai.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
samurai.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
samurai.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
samurai.c:    if (ch->wpn[3] < 1000 || ch->wpn[0] < 1000 || ch->wpn[1] < 1000)
samurai.c:    if (IS_SET(ch->newbits, NEW_BLADESPIN))
samurai.c:        REMOVE_BIT(ch->newbits, NEW_BLADESPIN);
samurai.c:    if (!IS_SET(ch->newbits, NEW_BLADESPIN))
samurai.c:        SET_BIT(ch->newbits, NEW_BLADESPIN);
samurai.c:    if (ch->move < 1000)
samurai.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
samurai.c:    if (victim->in_room == ch->in_room)
samurai.c:    ch->move -= 1000;
samurai.c:    if (ch->pcdata->powers[SAMURAI_FOCUS] < 10)
samurai.c:    ch->pcdata->powers[SAMURAI_FOCUS] -=
samurai.c:        number_range(1, ch->pcdata->powers[SAMURAI_FOCUS]);
samurai.c:    if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SLIDE))
samurai.c:    if (ch->pcdata->powers[SAMURAI_FOCUS] > 40)
samurai.c:    if ((victim = ch->fighting) == NULL)
samurai.c:    ch->pcdata->powers[SAMURAI_FOCUS] += 1;
samurai.c:    if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SIDESTEP))
samurai.c:    if (ch->pcdata->powers[SAMURAI_FOCUS] > 40)
samurai.c:    if ((victim = ch->fighting) == NULL)
samurai.c:    ch->pcdata->powers[SAMURAI_FOCUS] += 2;
samurai.c:    if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_BLOCK))
samurai.c:    if (ch->pcdata->powers[SAMURAI_FOCUS] > 40)
samurai.c:    if ((victim = ch->fighting) == NULL)
samurai.c:    ch->pcdata->powers[SAMURAI_FOCUS] += 4;
samurai.c:    if (!IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_COUNTERMOVE))
samurai.c:    if (ch->pcdata->powers[SAMURAI_FOCUS] > 40)
samurai.c:    if ((victim = ch->fighting) == NULL)
samurai.c:    ch->pcdata->powers[SAMURAI_FOCUS] += 8;
samurai.c:    switch (ch->pcdata->powers[SAMURAI_FOCUS])
samurai.c:        if (ch->pcdata->powers[SAMURAI_LAST] == 10)
samurai.c:        ch->pcdata->powers[SAMURAI_LAST] = 10;
samurai.c:        if (ch->pcdata->powers[SAMURAI_LAST] == 15)
samurai.c:        ch->pcdata->powers[SAMURAI_LAST] = 15;
samurai.c:        if (ch->pcdata->powers[SAMURAI_LAST] == 20)
samurai.c:        ch->pcdata->powers[SAMURAI_LAST] = 20;
samurai.c:        if (ch->pcdata->powers[SAMURAI_LAST] == 25)
samurai.c:        ch->pcdata->powers[SAMURAI_LAST] = 25;
samurai.c:        if (ch->pcdata->powers[SAMURAI_LAST] == 30)
samurai.c:        ch->pcdata->powers[SAMURAI_LAST] = 30;
samurai.c:        ch->hit += number_range(2000, 4000);
samurai.c:        if (ch->hit > ch->max_hit)
samurai.c:            ch->hit = ch->max_hit;
samurai.c:        if (ch->pcdata->powers[SAMURAI_LAST] == 35)
samurai.c:        ch->pcdata->powers[SAMURAI_LAST] = 35;
samurai.c:        if (IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SLIDE))
samurai.c:        if (ch->exp < cost)
samurai.c:                    cost - ch->exp);
samurai.c:        ch->exp -= cost;
samurai.c:        SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SLIDE);
samurai.c:        if (IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SIDESTEP))
samurai.c:        if (ch->exp < cost)
samurai.c:                    cost - ch->exp);
samurai.c:        ch->exp -= cost;
samurai.c:        SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_SIDESTEP);
samurai.c:        if (IS_SET(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_BLOCK))
samurai.c:        if (ch->exp < cost)
samurai.c:                    cost - ch->exp);
samurai.c:        ch->exp -= cost;
samurai.c:        SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_BLOCK);
samurai.c:                (ch->pcdata->powers[SAMURAI_MARTIAL], SAM_COUNTERMOVE))
samurai.c:        if (ch->exp < cost)
samurai.c:                    cost - ch->exp);
samurai.c:        ch->exp -= cost;
samurai.c:        SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], SAM_COUNTERMOVE);
samurai.c:    if (ch->practice < cost)
samurai.c:    SET_BIT(ch->pcdata->powers[SAMURAI_MARTIAL], aura);
samurai.c:    ch->practice -= cost;
samurai.c:    if ((victim = ch->fighting) == NULL)
samurai.c:    if (ch->mana < 2500)
samurai.c:    ch->mana -= 2500;
samurai.c:    dmg = number_range(ch->wpn[1], ch->wpn[1] * 3);
samurai.c:    if ((victim = ch->fighting) == NULL)
samurai.c:    if (ch->mana < 3500)
samurai.c:    ch->mana -= 3500;
samurai.c:    dmg = number_range(ch->wpn[1], ch->wpn[1] * 2);
samurai.c:    if ((victim = ch->fighting) == NULL)
samurai.c:    if (ch->mana < 5000)
samurai.c:    ch->mana -= 5000;
samurai.c:    dmg = number_range(ch->wpn[1], ch->wpn[1] * 4);
samurai.c:    if ((victim = ch->fighting) == NULL)
samurai.c:    if (ch->mana < 4000)
samurai.c:    ch->mana -= 4000;
samurai.c:    dmg = number_range(ch->wpn[1], ch->wpn[1] * 2);
samurai.c:    ch->hit += heal;
samurai.c:    if (ch->hit > ch->max_hit)
samurai.c:        ch->hit = ch->max_hit;
samurai.c:    if ((victim = ch->fighting) == NULL)
samurai.c:    if (ch->mana < 30000)
samurai.c:    ch->mana -= 30000;
save.c:    if (IS_NPC(ch) || ch->level < 2)
save.c:    if (ch->pcdata->playerid == 0)
save.c:        ch->pcdata->playerid = get_next_playerid();
save.c:    if (ch->desc != NULL && ch->desc->connected != CON_PLAYING)
save.c:    if (ch->desc != NULL && ch->desc->original != NULL)
save.c:        ch = ch->desc->original;
save.c:    ch->save_time = current_time;
save.c:            capitalize(ch->pcdata->switchname));
save.c:        if (ch->carrying != NULL)
save.c:            fwrite_obj(ch, ch->carrying, fp, 0);
save.c:    xprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->pcdata->switchname));
save.c:    if (IS_NPC(ch) || ch->level < 2)
save.c:    if (ch->desc != NULL && ch->desc->original != NULL)
save.c:        ch = ch->desc->original;
save.c:    ch->save_time = current_time;
save.c:            capitalize(ch->pcdata->switchname));
save.c:        fprintf(fp, "%s~\n", ch->name);
save.c:        fprintf(fp, "%s~\n", ch->pcdata->title);
save.c:        fprintf(fp, "%s~\n", ch->lasthost);
save.c:        fprintf(fp, "%s~\n", ch->lasttime);
save.c:        fprintf(fp, "%d\n", ch->extra);
save.c:        fprintf(fp, "%d\n", ch->sex);
save.c:        fprintf(fp, "%s~\n", ch->pcdata->conception);
save.c:        fprintf(fp, "%s~\n", ch->createtime);
save.c:        fprintf(fp, "%d\n", ch->level);
save.c:                ch->played + (int) (current_time - ch->logon));
save.c:        fprintf(fp, "%s~\n", ch->pcdata->marriage);
save.c:        fprintf(fp, "%d\n", ch->pkill);
save.c:        fprintf(fp, "%d\n", ch->pdeath);
save.c:        fprintf(fp, "%d\n", ch->pcdata->awins);
save.c:        fprintf(fp, "%d\n", ch->pcdata->alosses);
save.c:        fprintf(fp, "%d\n", ch->mkill);
save.c:        fprintf(fp, "%d\n", ch->mdeath);
save.c:        fprintf(fp, "%d\n", ch->class);
save.c:        fprintf(fp, "%d\n", ch->race);
save.c:        fprintf(fp, "%d\n", ch->pcdata->kingdom);
save.c:        fprintf(fp, "%d\n", ch->pcdata->religion);
save.c:    fprintf(fp, "Name         %s~\n", ch->name);
save.c:    fprintf(fp, "Switchname   %s~\n", ch->pcdata->switchname);
save.c:    fprintf(fp, "PlayerID     %d\n", ch->pcdata->playerid);
save.c:    fprintf(fp, "ShortDescr   %s~\n", ch->short_descr);
save.c:    fprintf(fp, "LongDescr    %s~\n", ch->long_descr);
save.c:    fprintf(fp, "ObjDesc      %s~\n", ch->objdesc);
save.c:    fprintf(fp, "Description  %s~\n", ch->description);
save.c:    fprintf(fp, "Lord         %s~\n", ch->lord);
save.c:    fprintf(fp, "Religion     %d\n", ch->pcdata->religion);
save.c:    fprintf(fp, "Kingdom      %d\n", ch->pcdata->kingdom);
save.c:    fprintf(fp, "KingRank	  %d\n", ch->pcdata->kingrank);
save.c:            ch->power[0], ch->power[1], ch->power[2], ch->power[3],
save.c:            ch->power[4], ch->power[5], ch->power[6], ch->power[7],
save.c:            ch->power[8], ch->power[9], ch->power[10], ch->power[11],
save.c:            ch->power[12], ch->power[13], ch->power[14], ch->power[15],
save.c:            ch->power[16], ch->power[17], ch->power[18], ch->power[19],
save.c:            ch->power[20], ch->power[21], ch->power[22], ch->power[23],
save.c:            ch->power[24], ch->power[25], ch->power[26], ch->power[27],
save.c:            ch->power[28], ch->power[29], ch->power[30], ch->power[31],
save.c:            ch->power[32], ch->power[33], ch->power[34], ch->power[35],
save.c:            ch->power[36], ch->power[37], ch->power[38], ch->power[39],
save.c:            ch->power[40], ch->power[41], ch->power[42], ch->power[43],
save.c:            ch->power[44], ch->power[45], ch->power[46], ch->power[47],
save.c:            ch->power[48], ch->power[49], ch->power[50], ch->power[51],
save.c:            ch->power[52], ch->power[53]);
save.c:    fprintf(fp, "DiscRese     %d\n", ch->pcdata->disc_research);
save.c:    fprintf(fp, "DiscPoin     %d\n", ch->pcdata->disc_points);
save.c:    fprintf(fp, "Class        %d\n", ch->class);
save.c:    fprintf(fp, "Morph        %s~\n", ch->morph);
save.c:    fprintf(fp, "Createtime   %s~\n", ch->createtime);
save.c:    fprintf(fp, "Lasttime     %s~\n", ch->lasttime);
save.c:    fprintf(fp, "Lasthost     %s~\n", ch->lasthost);
save.c:    fprintf(fp, "Poweraction  %s~\n", ch->poweraction);
save.c:    fprintf(fp, "Powertype    %s~\n", ch->powertype);
save.c:    fprintf(fp, "Prompt       %s~\n", ch->prompt);
save.c:    fprintf(fp, "Cprompt      %s~\n", ch->cprompt);
save.c:    fprintf(fp, "Decapmessage  %s~\n", ch->pcdata->decapmessage);
save.c:    fprintf(fp, "Loginmessage  %s~\n", ch->pcdata->loginmessage);
save.c:    fprintf(fp, "Logoutmessage %s~\n", ch->pcdata->logoutmessage);
save.c:    fprintf(fp, "Avatarmessage %s~\n", ch->pcdata->avatarmessage);
save.c:    fprintf(fp, "Tiemessage    %s~\n", ch->pcdata->tiemessage);
save.c:    fprintf(fp, "Jflags       %d\n", ch->pcdata->jflags);
save.c:    fprintf(fp, "Sex          %d\n", ch->sex);
save.c:    fprintf(fp, "Timetick     %d\n", ch->pcdata->time_tick);
save.c:    fprintf(fp, "Race         %d\n", ch->race);
save.c:    fprintf(fp, "TCol         %d\n", ch->talkcolor);
save.c:    fprintf(fp, "Relrank      %d\n", ch->pcdata->relrank);
save.c:    fprintf(fp, "Aggcounter   %d\n", ch->pcdata->agg_counter);
save.c:    fprintf(fp, "Bullypoints  %d\n", ch->pcdata->bully_points);
save.c:    fprintf(fp, "Bullycounter %d\n", ch->pcdata->bully_counter);
save.c:    fprintf(fp, "Aggresstowards  %d\n", ch->pcdata->aggress_towards);
save.c:    fprintf(fp, "Aggressfrom     %d\n", ch->pcdata->aggress_from);
save.c:    fprintf(fp, "Runecount    %d\n", ch->pcdata->rune_count);
save.c:    fprintf(fp, "Revision     %d\n", ch->pcdata->revision);
save.c:    fprintf(fp, "Pagelen      %d\n", ch->pcdata->pagelen);
save.c:    if (ch->pcdata->damreduct > 100 || ch->pcdata->damreduct < 50)
save.c:        ch->pcdata->damreduct = 100;
save.c:        ch->pcdata->damreductdec = 0;
save.c:    if (ch->pcdata->damreductdec != 0)
save.c:        if (ch->pcdata->damreductdec > 9
save.c:                || ch->pcdata->damreductdec < 1)
save.c:            ch->pcdata->damreductdec = 0;
save.c:    fprintf(fp, "DamRed %d %d\n", ch->pcdata->damreduct,
save.c:            ch->pcdata->damreductdec);
save.c:    if (ch->pcdata->membership > 4 || ch->pcdata->membership < 0)
save.c:        ch->pcdata->membership = 0;
save.c:    fprintf(fp, "BankMem %d\n", ch->pcdata->membership);
save.c:    fprintf(fp, "Faith        %d\n", ch->pcdata->faith);
save.c:    fprintf(fp, "Currentfaith %d\n", ch->pcdata->current_faith);
save.c:    fprintf(fp, "Relpowers    %d\n", ch->pcdata->rel_powers);
save.c:    fprintf(fp, "Immune       %d\n", ch->immune);
save.c:    fprintf(fp, "Polyaff      %d\n", ch->polyaff);
save.c:    fprintf(fp, "PlayerRank   %d\n", ch->pRank);
save.c:    fprintf(fp, "PlayerRace   %d\n", ch->pcRace);
save.c:    fprintf(fp, "PlayerRaceLevel %d\n", ch->pcRaceLevel);
save.c:    fprintf(fp, "PcPractice   %d\n", ch->pcpractice);
save.c:    fprintf(fp, "Pcwpnprof    %d\n", ch->pcwpnprof);
save.c:    fprintf(fp, "Pcmaxwpnprof %d\n", ch->pcmaxwpnprof);
save.c:    fprintf(fp, "PlayerPotentia   %d\n",   ch->pPotentia               );
save.c:    fprintf(fp, "Bladeexp	  %d\n", ch->bladeexp);
save.c:    fprintf(fp, "Pc_build %d\n", ch->pcdata->pc_build);
save.c:    fprintf(fp, "Pc_eyes %d\n", ch->pcdata->pc_eyes);
save.c:    fprintf(fp, "Pc_hair %d\n", ch->pcdata->pc_hair);
save.c:    fprintf(fp, "Pc_looks %d\n", ch->pcdata->pc_looks);
save.c:    fprintf(fp, "Gnosis       %d\n", ch->gnosis[GMAXIMUM]);
save.c:    fprintf(fp, "Clan         %s~\n", ch->clan);
save.c:    fprintf(fp, "Rage         %d\n", ch->rage);
save.c:    fprintf(fp, "Generation   %d\n", ch->generation);
save.c:    fprintf(fp, "Genexp       %d\n", ch->genexp);
save.c:    fprintf(fp, "Flag2       %d\n", ch->flag2);
save.c:    fprintf(fp, "Flag3       %d\n", ch->flag3);
save.c:    fprintf(fp, "Flag4       %d\n", ch->flag4);
save.c:    fprintf(fp, "SilTol      %d\n", ch->siltol);
save.c:    fprintf(fp, "Souls	      %d\n", ch->pcdata->souls);
save.c:    fprintf( fp, "Symbioteac   %d\n",  ch->symbioteac );
save.c:    fprintf( fp, "Symbioteaff  %d\n",  ch->symbioteaff );
save.c:    fprintf( fp, "Symbiotedc   %d\n",  ch->symbiotedc );
save.c:    fprintf( fp, "Symbiotedr   %d\n",  ch->symbiotedr );
save.c:    fprintf( fp, "Symbiotehr   %d\n",  ch->symbiotehr );
save.c:    fprintf( fp, "Symbiotelvl  %d\n",  ch->symbiotelvl );
save.c:    fprintf( fp, "Symbiotepoints   %d\n",  ch->symbiotepoints );
save.c:    fprintf( fp, "Symbiotetype   %d\n",  ch->symbiotetype );
save.c:    fprintf( fp, "Symbiotemkills %d\n", ch->symbiotemkills );
save.c:    fprintf( fp, "Symbioteupgrade  %d\n",  ch->symbioteupgrade );
save.c:    fprintf(fp, "Ability   %d %d %d %d %d\n", ch->ability[0],
save.c:            ch->ability[1],ch->ability[2],ch->ability[3],ch->ability[4]);
save.c:    fprintf(fp, "Abilityexp   %ld %ld %ld %ld %ld\n", ch->ability_exp[0],
save.c:            ch->ability_exp[1],ch->ability_exp[2],ch->ability_exp[3],ch->ability_exp[4]);
save.c:    fprintf(fp, "Abilitycur %d %d %d %d %d %d\n", ch->ability_cur[0],
save.c:            ch->ability_cur[1],ch->ability_cur[2], ch->ability_cur[3], ch->ability_cur[4],
save.c:            ch->ability_cur[5]);
save.c:    fprintf(fp, "Itemaffect   %d\n", ch->itemaffect);
save.c:    fprintf( fp, "Chakra       %d\n",   ch->chakra		);
save.c:    fprintf(fp, "Form         %d\n", ch->form);
save.c:    fprintf(fp, "Beast        %d\n", ch->beast);
save.c:    fprintf(fp, "Spectype     %d\n", ch->spectype);
save.c:    fprintf(fp, "Specpower    %d\n", ch->specpower);
save.c:    fprintf(fp, "Home         %d\n", ch->home);
save.c:    fprintf(fp, "Level        %d\n", ch->level);
save.c:    fprintf(fp, "Trust        %d\n", ch->trust);
save.c:    fprintf(fp, "Security     %d\n", ch->pcdata->security); /* OLC */
save.c:    fprintf(fp, "Paradox      %d %d %d\n", ch->paradox[0], ch->paradox[1],
save.c:            ch->paradox[2]);
save.c:            ch->played + (int) (current_time - ch->logon));
save.c:            (ch->in_room == get_room_index(ROOM_VNUM_LIMBO)
save.c:             && ch->was_in_room != NULL)
save.c:            ? ch->was_in_room->vnum : ch->in_room->vnum);
save.c:            ch->pkill, ch->pdeath, ch->mkill, ch->mdeath);
save.c:    fprintf(fp, "Alos         %d\n", ch->pcdata->alosses);
save.c:    fprintf(fp, "Awin         %d\n", ch->pcdata->awins);
save.c:    fprintf(fp, "Bank         %d\n", ch->pcdata->bank);
save.c:            ch->wpn[0], ch->wpn[1], ch->wpn[2], ch->wpn[3], ch->wpn[4],
save.c:            ch->wpn[5], ch->wpn[6], ch->wpn[7], ch->wpn[8], ch->wpn[9],
save.c:            ch->wpn[10], ch->wpn[11], ch->wpn[12], ch->wpn[13], ch->wpn[14],
save.c:            ch->wpn[15], ch->wpn[16], ch->wpn[17], ch->wpn[18]);
save.c:            ch->spl[0], ch->spl[1], ch->spl[2], ch->spl[3], ch->spl[4]);
save.c:            ch->spl[BLACK_MAGIC], ch->spl[WHITE_MAGIC], ch->spl[ORANGE_MAGIC]);
save.c:            ch->cmbt[0], ch->cmbt[1], ch->cmbt[2], ch->cmbt[3],
save.c:            ch->cmbt[4], ch->cmbt[5], ch->cmbt[6], ch->cmbt[7]);
save.c:            ch->stance[0], ch->stance[1], ch->stance[2], ch->stance[3],
save.c:            ch->stance[4], ch->stance[5], ch->stance[6], ch->stance[7],
save.c:            ch->stance[8], ch->stance[9], ch->stance[10], ch->stance[11]);
save.c:            ch->stance[12], ch->stance[13], ch->stance[14],
save.c:            ch->stance[15], ch->stance[16], ch->stance[17],
save.c:            ch->stance[18], ch->stance[19], ch->stance[20],
save.c:            ch->stance[21], ch->stance[22], ch->stance[23]);
save.c:    fprintf(fp, "Locationhp   %d %d %d %d %d %d %d\n", ch->loc_hp[0],
save.c:            ch->loc_hp[1], ch->loc_hp[2], ch->loc_hp[3], ch->loc_hp[4],
save.c:            ch->loc_hp[5], ch->loc_hp[6]);
save.c:    fprintf(fp, "HpManaMove   %d %d %d %d %d %d\n", ch->hit, ch->max_hit,
save.c:            ch->mana, ch->max_mana, ch->move, ch->max_move);
save.c:    if (ch->class == CLASS_DEMON)
save.c:        fprintf(fp, "Warps        %d\n", ch->warp);
save.c:        fprintf(fp, "WarpCount    %d\n", ch->warpcount);
save.c:    fprintf(fp, "Monkstuff    %d\n", ch->monkstuff);
save.c:    fprintf(fp, "Monkcrap     %d\n", ch->monkcrap);
save.c:    fprintf(fp, "Chi       %d %d\n", ch->chi[0], ch->chi[1]);
save.c:    fprintf(fp, "Focus     %d %d\n", ch->focus[0], ch->focus[1]);
save.c:    fprintf(fp, "Monkab     %d %d %d %d\n", ch->monkab[0], ch->monkab[1],
save.c:            ch->monkab[2], ch->monkab[3]);
save.c:            ch->gifts[0], ch->gifts[1], ch->gifts[2], ch->gifts[3],
save.c:            ch->gifts[4], ch->gifts[5], ch->gifts[6], ch->gifts[7],
save.c:            ch->gifts[8], ch->gifts[9], ch->gifts[10], ch->gifts[11],
save.c:            ch->gifts[12], ch->gifts[13], ch->gifts[14], ch->gifts[15],
save.c:            ch->gifts[16], ch->gifts[17], ch->gifts[18], ch->gifts[19],
save.c:            ch->gifts[20]);
save.c:    fprintf(fp, "Tier          %d\n", ch->tier);
save.c:    fprintf(fp, "Tks           %d\n", ch->tks);
save.c:    fprintf(fp, "Garou1        %d\n", ch->garou1);
save.c:    fprintf(fp, "Explevel     %d\n", ch->explevel);
save.c:    fprintf(fp, "Expgained    %d\n", ch->expgained);
save.c:    fprintf(fp, "Exp          %lld\n", ch->exp);
save.c:    fprintf(fp, "Act          %d\n", ch->act);
save.c:    fprintf(fp, "Act2         %d\n", ch->act2);
save.c:    if (ch->wiznet)
save.c:        fprintf(fp, "Wiznet %ld\n", ch->wiznet);
save.c:    fprintf(fp, "Special      %d\n", ch->special);
save.c:    fprintf(fp, "Bones        %d\n", ch->bones);
save.c:    fprintf(fp, "Newbits      %d\n", ch->newbits);
save.c:    fprintf(fp, "Newbits2     %d\n", ch->newbits2);
save.c:    fprintf(fp, "Sohbits      %d\n", ch->sohbits);
save.c:    fprintf(fp, "Extra        %d\n", ch->extra);
save.c:    fprintf(fp, "AffectedBy   %d\n", ch->affected_by);
save.c:    fprintf(fp, "AffectedBy2   %d\n", ch->affected_by2);
save.c:    if (ch->invis_level)
save.c:        fprintf(fp, "Invi %d\n", ch->invis_level);
save.c:    if (ch->incog_level)
save.c:        fprintf(fp, "Inco %d\n", ch->incog_level);
save.c:    if (ch->ghost_level)
save.c:        fprintf(fp, "Ghos %d\n", ch->ghost_level);
save.c:            ch->position == POS_FIGHTING ? POS_STANDING : ch->position);
save.c:    fprintf(fp, "Practice     %d\n", ch->practice);
save.c:    fprintf(fp, "SavingThrow  %d\n", ch->saving_throw);
save.c:    fprintf(fp, "Alignment    %d\n", ch->alignment);
save.c:    fprintf(fp, "Hitroll      %d\n", ch->hitroll);
save.c:    fprintf(fp, "Damroll      %d\n", ch->damroll);
save.c:    fprintf(fp, "Armor        %d\n", ch->armor);
save.c:    fprintf(fp, "Defense      %d\n", ch->defense);
save.c:    fprintf(fp, "Wimpy        %d\n", ch->wimpy);
save.c:    fprintf(fp, "Deaf         %d\n", ch->deaf);
save.c:        fprintf(fp, "%d ", ch->wpn_res[l]);
save.c:        fprintf(fp, "%d ", ch->magic_res[l]);
save.c:    fprintf(fp, "Currentform %d\n", ch->currentform);
save.c:        fprintf(fp, "Vnum         %d\n", ch->pIndexData->vnum);
save.c:        fprintf(fp, "Password     %s~\n", ch->pcdata->pwd);
save.c:        fprintf(fp, "Bamfin       %s~\n", ch->pcdata->bamfin);
save.c:        fprintf(fp, "Bamfout      %s~\n", ch->pcdata->bamfout);
save.c:                ch->pcdata->last_decap[0]);
save.c:                ch->pcdata->last_decap[1]);
save.c:        fprintf(fp, "Retaliation     %s~\n", ch->pcdata->retaliation);
save.c:        fprintf(fp, "Questsrun    %d\n", ch->pcdata->questsrun);
save.c:        fprintf(fp, "Queststotal  %d\n", ch->pcdata->questtotal);
save.c:        fprintf(fp, "Title        %s~\n", ch->pcdata->title);
save.c:        fprintf(fp, "Bounty	    %d\n", ch->pcdata->bounty);
save.c:        fprintf(fp, "Conception   %s~\n", ch->pcdata->conception);
save.c:        fprintf(fp, "Parents      %s~\n", ch->pcdata->parents);
save.c:        fprintf(fp, "Cparents     %s~\n", ch->pcdata->cparents);
save.c:        fprintf(fp, "Marriage     %s~\n", ch->pcdata->marriage);
save.c:                ch->pcdata->perm_str,
save.c:                ch->pcdata->perm_int,
save.c:                ch->pcdata->perm_wis,
save.c:                ch->pcdata->perm_dex, ch->pcdata->perm_con);
save.c:                ch->pcdata->mod_str,
save.c:                ch->pcdata->mod_int,
save.c:                ch->pcdata->mod_wis,
save.c:                ch->pcdata->mod_dex, ch->pcdata->mod_con);
save.c:        fprintf(fp, "Quest        %d\n", ch->pcdata->quest);
save.c:        fprintf(fp, "Wolf         %d\n", ch->rage);
save.c:        fprintf(fp, "Rank         %d\n", ch->pcdata->rank);
save.c:                ch->pcdata->stage[0],
save.c:                ch->pcdata->stage[1], ch->pcdata->stage[2]);
save.c:                ch->pcdata->score[0],
save.c:                ch->pcdata->score[1],
save.c:                ch->pcdata->score[2],
save.c:                ch->pcdata->score[3],
save.c:                ch->pcdata->score[4], ch->pcdata->score[5]);
save.c:                ch->pcdata->genes[0],
save.c:                ch->pcdata->genes[1],
save.c:                ch->pcdata->genes[2],
save.c:                ch->pcdata->genes[3],
save.c:                ch->pcdata->genes[4],
save.c:                ch->pcdata->genes[5],
save.c:                ch->pcdata->genes[6],
save.c:                ch->pcdata->genes[7],
save.c:                ch->pcdata->genes[8], ch->pcdata->genes[9]);
save.c:            fprintf(fp, "%d ", ch->pcdata->powers[sn]);
save.c:            fprintf(fp, "%d ", ch->pcdata->stats[sn]);
save.c:                ch->pcdata->fake_skill,
save.c:                ch->pcdata->fake_stance,
save.c:                ch->pcdata->fake_hit,
save.c:                ch->pcdata->fake_dam,
save.c:                ch->pcdata->fake_ac,
save.c:                ch->pcdata->fake_hp,
save.c:                ch->pcdata->fake_mana, ch->pcdata->fake_move);
save.c:        if (ch->pcdata->obj_vnum != 0)
save.c:                    ch->pcdata->obj_vnum);
save.c:                ch->pcdata->condition[0],
save.c:                ch->pcdata->condition[1], ch->pcdata->condition[2]);
save.c:        fprintf(fp, "Denied       %ld\n", ch->pcdata->denied);
save.c:                ch->pcdata->stat_ability[0],
save.c:                ch->pcdata->stat_ability[1],
save.c:                ch->pcdata->stat_ability[2],
save.c:                ch->pcdata->stat_ability[3]);
save.c:                ch->pcdata->stat_amount[0],
save.c:                ch->pcdata->stat_amount[1],
save.c:                ch->pcdata->stat_amount[2],
save.c:                ch->pcdata->stat_amount[3]);
save.c:                ch->pcdata->stat_duration[0],
save.c:                ch->pcdata->stat_duration[1],
save.c:                ch->pcdata->stat_duration[2],
save.c:                ch->pcdata->stat_duration[3]);
save.c:        fprintf( fp, "KdefectTimer   %ld\n", ch->pcdata->KdefectTimer );
save.c:        fprintf(fp, "Exhaustion   %d\n", ch->pcdata->exhaustion);
save.c:                    ch->pcdata->last_note[i]);
save.c:                    && ch->pcdata->learned[sn] > 0)
save.c:                        ch->pcdata->learned[sn],
save.c:        for (ali = ch->pcdata->alias; ali; ali = ali->next)
save.c:        for (quest = ch->pcdata->quests; quest; quest = quest->next)
save.c:    for (paf = ch->affected; paf != NULL; paf = paf->next)
save.c:    for (paf2 = ch->affected2; paf2 != NULL; paf2 = paf2->next)
save.c:        ch->pcdata = alloc_perm(sizeof(*ch->pcdata));
save.c:        ch->pcdata = pcdata_free;
save.c:    *ch->pcdata = pcdata_zero;
save.c:    ch->desc = d;
save.c:    ch->name = str_dup(name);
save.c:    ch->pcdata->switchname = str_dup(name);
save.c:    ch->act = PLR_COMBINE | PLR_PROMPT | PLR_MAP;
save.c:    ch->pcdata->board = &boards[DEFAULT_BOARD];
save.c:    ch->pcdata->history = generate_history();
save.c:    ch->triggers = NULL;    // mobiles only.
save.c:    ch->extra = 0;
save.c:    ch->deaf = 0;
save.c:    ch->special = 0;
save.c:    ch->newbits = 0;
save.c:    ch->newbits2 = 0;
save.c:    ch->sohbits = 0;
save.c:    ch->class = 0;
save.c:    ch->invis_level = 0;
save.c:    ch->incog_level = 0;
save.c:    ch->ghost_level = 0;
save.c:    ch->amount_attacks_dealt = 0;
save.c:    ch->amount_attacks_recieved = 0;
save.c:    ch->amount_damage_dealt = 0;
save.c:    ch->amount_damage_recieved = 0;
save.c:    ch->currentform = 0;
save.c:    ch->pcdata->familiar = NULL;
save.c:    ch->pcdata->pfile = NULL;
save.c:    ch->pcdata->partner = NULL;
save.c:    ch->pcdata->propose = NULL;
save.c:    ch->pcdata->chobj = NULL;
save.c:    ch->pcdata->safe_counter = 0;
save.c:    ch->pcdata->time_tick = 0;
save.c:    ch->pcdata->relrank = 0;
save.c:    ch->pcdata->log_count = 0;
save.c:    ch->pcdata->agg_counter = 0;
save.c:    ch->pcdata->bully_points = 0;
save.c:    ch->pcdata->bully_counter = 0;
save.c:    ch->pcdata->aggress_towards = 0;
save.c:    ch->pcdata->aggress_from = 0;
save.c:    ch->pcdata->betting_char = 0;
save.c:    ch->pcdata->betting_amount = 0;
save.c:    ch->pcdata->tempflag = 0;   // always 0 at login, never saved
save.c:    ch->pcdata->denied = current_time;
save.c:    ch->pcdata->playerid = 0;
save.c:    ch->pcdata->rune_count = 0;
save.c:    ch->pcdata->revision = 0;
save.c:    ch->pcdata->faith = 0;
save.c:    ch->pcdata->current_faith = 0;
save.c:    ch->pcdata->membership = 0;
save.c:    ch->pcdata->damreduct = 100;
save.c:    ch->pcdata->damreductdec = 0;
save.c:    ch->pcdata->rel_powers = 0;
save.c:    ch->pcdata->jflags = 0;
save.c:    ch->pcdata->decapmessage = str_dup("");
save.c:    ch->pcdata->logoutmessage = str_dup("");
save.c:    ch->pcdata->avatarmessage = str_dup("");
save.c:    ch->pcdata->loginmessage = str_dup("");
save.c:    ch->pcdata->tiemessage = str_dup("");
save.c:    ch->pcdata->last_global = str_dup("");
save.c:    ch->pcdata->soultarget = str_dup("");
save.c:    ch->pcdata->pwd = str_dup("");
save.c:    ch->pcdata->bamfin = str_dup("");
save.c:    ch->pcdata->last_decap[0] = str_dup("");
save.c:    ch->pcdata->last_decap[1] = str_dup("");
save.c:    ch->pcdata->retaliation = str_dup("");
save.c:    ch->pcdata->bamfout = str_dup("");
save.c:    ch->pcdata->title = str_dup("");
save.c:    ch->pcdata->bounty = 0;
save.c:    ch->pcdata->conception = str_dup("");
save.c:    ch->pcdata->parents = str_dup("");
save.c:    ch->pcdata->cparents = str_dup("");
save.c:    ch->pcdata->marriage = str_dup("");
save.c:    ch->pcdata->disc_research = -1;
save.c:    ch->lord = str_dup("");
save.c:    ch->morph = str_dup("");
save.c:    ch->pload = str_dup("");
save.c:    ch->prompt = str_dup("");
save.c:    ch->cprompt = str_dup("");
save.c:    free_string(ch->lasttime);
save.c:    ch->createtime = str_dup(strtime);
save.c:    ch->lasttime = str_dup("");
save.c:    ch->lasthost = str_dup("");
save.c:    ch->poweraction = str_dup("");
save.c:    ch->powertype = str_dup("");
save.c:    ch->hunting = str_dup("");
save.c:    ch->pcdata->followers = 0;
save.c:    ch->spectype = 0;
save.c:    ch->specpower = 0;
save.c:    ch->mounted = 0;
save.c:    ch->home = ROOM_VNUM_TEMPLE;
save.c:    ch->vampgen_a = 0;
save.c:    ch->paradox[0] = 0; /* Total paradox */
save.c:    ch->paradox[1] = 0; /* Current Paradox */
save.c:    ch->paradox[2] = 0; /* Paradox Ticker */
save.c:    ch->damcap[0] = 1000;
save.c:    ch->damcap[1] = 0;
save.c:    ch->vampaff_a = 0;
save.c:    ch->itemaffect = 0;
save.c:    ch->chakra = 0;
save.c:    ch->polyaff = 0;
save.c:    ch->immune = IMM_TRAVEL;
save.c:    ch->pRank = 1;
save.c:    ch->pPotentia                       = 0;
save.c:    ch->bladeexp = 0;
save.c:    ch->pcRace = 0;
save.c:    ch->pcRaceLevel = 0;
save.c:    ch->pcpractice = 0;
save.c:    ch->pcwpnprof = 0;
save.c:    ch->pcmaxwpnprof = 0;
save.c:    ch->pcdata->pc_build = 0;
save.c:    ch->pcdata->pc_eyes = 0;
save.c:    ch->pcdata->pc_hair = 0;
save.c:    ch->pcdata->pc_looks = 0;
save.c:    ch->form = 1048575;
save.c:    ch->symbioteac                      = 0;
save.c:    ch->symbioteaff			= 0;
save.c:    ch->symbiotedc                      = 0;
save.c:    ch->symbiotedr                      = 0;
save.c:    ch->symbiotehr                      = 0;
save.c:    ch->symbiotelvl                     = 0;
save.c:    ch->symbiotepoints                  = 0;
save.c:    ch->symbiotetype                    = 0;
save.c:    ch->symbiotemkills                  = 0;
save.c:    ch->symbioteupgrade                 = 0;
save.c:    ch->beast = 15;
save.c:        ch->ability[sn] = 1;
save.c:        ch->ability_exp[sn] = 0;
save.c:        ch->ability_cur[sn] = -1;
save.c:        ch->loc_hp[sn] = 0;
save.c:        ch->wpn[sn] = 0;
save.c:        ch->spl[sn] = 0;
save.c:        ch->spl[sn] = 0;
save.c:        ch->cmbt[sn] = 0;
save.c:        ch->cmbt[sn] = 0;
save.c:        ch->pcdata->ignore[sn] = -1;
save.c:    ch->pkill = 0;
save.c:    ch->pdeath = 0;
save.c:    ch->mkill = 0;
save.c:    ch->mdeath = 0;
save.c:    ch->class = 0;
save.c:    ch->amount_attacks_dealt = 0;
save.c:    ch->amount_attacks_recieved = 0;
save.c:    ch->amount_damage_dealt = 0;
save.c:    ch->amount_damage_recieved = 0;
save.c:    ch->pcdata->followers = 0;
save.c:    ch->pcdata->perm_str = 13;
save.c:    ch->pcdata->perm_int = 13;
save.c:    ch->pcdata->perm_wis = 13;
save.c:    ch->pcdata->perm_dex = 13;
save.c:    ch->pcdata->perm_con = 13;
save.c:    ch->pcdata->quest = 0;
save.c:    ch->pcdata->kingdom = 0;
save.c:    ch->pcdata->kingrank = 0;
save.c:    ch->pcdata->religion = 0;
save.c:    ch->pcdata->wolf = 0;
save.c:    ch->pcdata->rank = 0;
save.c:    ch->pcdata->stage[0] = 0;
save.c:    ch->pcdata->stage[1] = 0;
save.c:    ch->pcdata->stage[2] = 0;
save.c:    ch->pcdata->wolfform[0] = 1;
save.c:    ch->pcdata->wolfform[1] = 1;
save.c:    ch->pcdata->score[0] = 0;
save.c:    ch->pcdata->score[1] = 0;
save.c:    ch->pcdata->score[2] = 0;
save.c:    ch->pcdata->score[3] = 0;
save.c:    ch->pcdata->score[4] = 0;
save.c:    ch->pcdata->score[5] = 0;
save.c:        ch->pcdata->disc_a[sn] = 0;
save.c:        ch->pcdata->genes[sn] = 0;
save.c:        ch->pcdata->powers[sn] = 0;
save.c:        ch->pcdata->stats[sn] = 0;
save.c:    ch->pcdata->security = 0;   /* OLC */
save.c:    ch->pcdata->fake_skill = 0;
save.c:    ch->pcdata->fake_stance = 0;
save.c:    ch->pcdata->fake_hit = 0;
save.c:    ch->pcdata->fake_dam = 0;
save.c:    ch->pcdata->fake_ac = 0;
save.c:    ch->pcdata->fake_hp = 0;
save.c:    ch->pcdata->fake_mana = 0;
save.c:    ch->pcdata->fake_move = 0;
save.c:    ch->pcdata->obj_vnum = 0;
save.c:    ch->pcdata->condition[COND_THIRST] = 48;
save.c:    ch->pcdata->condition[COND_FULL] = 48;
save.c:    ch->pcdata->stat_ability[STAT_STR] = 0;
save.c:    ch->pcdata->stat_ability[STAT_END] = 0;
save.c:    ch->pcdata->stat_ability[STAT_REF] = 0;
save.c:    ch->pcdata->stat_ability[STAT_FLE] = 0;
save.c:    ch->pcdata->stat_amount[STAT_STR] = 0;
save.c:    ch->pcdata->stat_amount[STAT_END] = 0;
save.c:    ch->pcdata->stat_amount[STAT_REF] = 0;
save.c:    ch->pcdata->stat_amount[STAT_FLE] = 0;
save.c:    ch->pcdata->stat_duration[STAT_STR] = 0;
save.c:    ch->pcdata->stat_duration[STAT_END] = 0;
save.c:    ch->pcdata->stat_duration[STAT_REF] = 0;
save.c:    ch->pcdata->stat_duration[STAT_FLE] = 0;
save.c:    ch->pcdata->exhaustion = 0;
save.c:    ch->createtime = str_dup(strtime);
save.c:        ch->pcdata = alloc_perm(sizeof(*ch->pcdata));
save.c:        ch->pcdata = pcdata_free;
save.c:    *ch->pcdata = pcdata_zero;
save.c:    ch->desc = d;
save.c:    ch->name = str_dup(name);
save.c:    ch->pcdata->switchname = str_dup(name);
save.c:    ch->act = PLR_COMBINE | PLR_PROMPT | PLR_MAP;
save.c:    ch->pcdata->board = &boards[DEFAULT_BOARD];
save.c:    ch->pcdata->history = generate_history();
save.c:    ch->triggers = NULL;    // mobiles only.
save.c:    ch->extra = 0;
save.c:    ch->deaf = 0;
save.c:    ch->special = 0;
save.c:    ch->newbits = 0;
save.c:    ch->newbits2 = 0;
save.c:    ch->invis_level = 0;
save.c:    ch->incog_level = 0;
save.c:    ch->ghost_level = 0;
save.c:    ch->class = 0;
save.c:    ch->currentform = 0;
save.c:    ch->pcdata->familiar = NULL;
save.c:    ch->pcdata->pfile = NULL;
save.c:    ch->pcdata->partner = NULL;
save.c:    ch->pcdata->propose = NULL;
save.c:    ch->pcdata->chobj = NULL;
save.c:    ch->pcdata->safe_counter = 0;
save.c:    ch->pcdata->relrank = 0;
save.c:    ch->pcdata->rune_count = 0;
save.c:    ch->pcdata->log_count = 0;
save.c:    ch->pcdata->agg_counter = 0;
save.c:    ch->pcdata->bully_points = 0;
save.c:    ch->pcdata->bully_counter = 0;
save.c:    ch->pcdata->aggress_towards = 0;
save.c:    ch->pcdata->aggress_from = 0;
save.c:    ch->pcdata->betting_char = 0;
save.c:    ch->pcdata->betting_amount = 0;
save.c:    ch->pcdata->betting_char = 0;
save.c:    ch->pcdata->tempflag = 0;   // always 0 at login, never saved
save.c:    ch->pcdata->denied = current_time;
save.c:    ch->pcdata->playerid = 0;
save.c:    ch->pcdata->time_tick = 0;
save.c:    ch->pcdata->revision = 0;
save.c:    ch->pcdata->faith = 0;
save.c:    ch->pcdata->current_faith = 0;
save.c:    ch->pcdata->membership = 0;
save.c:    ch->pcdata->damreduct = 100;
save.c:    ch->pcdata->damreductdec = 0;
save.c:    ch->pcdata->rel_powers = 0;
save.c:    ch->pcdata->jflags = 0;
save.c:    ch->pcdata->decapmessage = str_dup("");
save.c:    ch->pcdata->avatarmessage = str_dup("");
save.c:    ch->pcdata->logoutmessage = str_dup("");
save.c:    ch->pcdata->loginmessage = str_dup("");
save.c:    ch->pcdata->tiemessage = str_dup("");
save.c:    ch->pcdata->last_global = str_dup("");
save.c:    ch->pcdata->soultarget = str_dup("");
save.c:    ch->pcdata->pwd = str_dup("");
save.c:    ch->pcdata->bamfin = str_dup("");
save.c:    ch->pcdata->bamfout = str_dup("");
save.c:    ch->pcdata->last_decap[0] = str_dup("");
save.c:    ch->pcdata->last_decap[1] = str_dup("");
save.c:    ch->pcdata->retaliation = str_dup("");
save.c:    ch->pcdata->title = str_dup("");
save.c:    ch->pcdata->bounty = 0;
save.c:    ch->pcdata->conception = str_dup("");
save.c:    ch->pcdata->parents = str_dup("");
save.c:    ch->pcdata->cparents = str_dup("");
save.c:    ch->pcdata->marriage = str_dup("");
save.c:    ch->pcdata->disc_research = -1;
save.c:    ch->pcdata->buffer = new_buf();
save.c:    ch->lord = str_dup("");
save.c:    ch->morph = str_dup("");
save.c:    ch->pload = str_dup("");
save.c:    ch->prompt = str_dup("");
save.c:    ch->cprompt = str_dup("");
save.c:    free_string(ch->lasttime);
save.c:    ch->createtime = str_dup(strtime);
save.c:    ch->lasttime = str_dup("");
save.c:    ch->lasthost = str_dup("");
save.c:    ch->poweraction = str_dup("");
save.c:    ch->powertype = str_dup("");
save.c:    ch->hunting = str_dup("");
save.c:    ch->pcdata->followers = 0;
save.c:    ch->spectype = 0;
save.c:    ch->specpower = 0;
save.c:    ch->mounted = 0;
save.c:    ch->home = ROOM_VNUM_TEMPLE;
save.c:    ch->vampgen_a = 0;
save.c:    ch->paradox[0] = 0; /* Total paradox */
save.c:    ch->paradox[1] = 0; /* Current Paradox */
save.c:    ch->paradox[2] = 0; /* Paradox Ticker */
save.c:    ch->damcap[0] = 1000;
save.c:    ch->damcap[1] = 0;
save.c:    ch->vampaff_a = 0;
save.c:    ch->itemaffect = 0;
save.c:    ch->chakra = 0;
save.c:    ch->polyaff = 0;
save.c:    ch->immune = IMM_TRAVEL;
save.c:    ch->pRank   = 1;
save.c:    ch->pPotentia                       = 0;
save.c:    ch->bladeexp = 0;
save.c:    ch->pcRace = 0;
save.c:    ch->pcRaceLevel = 0;
save.c:    ch->pcpractice = 0;
save.c:    ch->pcwpnprof = 0;
save.c:    ch->pcmaxwpnprof = 0;
save.c:    ch->pcdata->pc_build = 0;
save.c:    ch->pcdata->pc_eyes = 0;
save.c:    ch->pcdata->pc_hair = 0;
save.c:    ch->pcdata->pc_looks = 0;
save.c:    ch->form = 1048575;
save.c:    ch->symbioteac                      = 0;
save.c:    ch->symbioteaff			= 0;
save.c:    ch->symbiotedc                      = 0;
save.c:    ch->symbiotedr                      = 0;
save.c:    ch->symbiotehr                      = 0;
save.c:    ch->symbiotelvl                     = 0;
save.c:    ch->symbiotepoints                  = 0;
save.c:    ch->symbiotetype                    = 0;
save.c:    ch->symbiotemkills                  = 0;
save.c:    ch->symbioteupgrade                 = 0;
save.c:    ch->beast = 15;
save.c:        ch->ability[sn] = 1;
save.c:        ch->ability_exp[sn] = 0;
save.c:        ch->ability_cur[sn] = -1;
save.c:        ch->loc_hp[sn] = 0;
save.c:        ch->wpn[sn] = 0;
save.c:        ch->spl[sn] = 0;
save.c:        ch->spl[sn] = 0;
save.c:        ch->cmbt[sn] = 0;
save.c:        ch->cmbt[sn] = 0;
save.c:        ch->pcdata->ignore[sn] = -1;
save.c:    ch->pkill = 0;
save.c:    ch->pdeath = 0;
save.c:    ch->mkill = 0;
save.c:    ch->mdeath = 0;
save.c:    ch->class = 0;
save.c:    ch->pcdata->followers = 0;
save.c:    ch->pcdata->perm_str = 13;
save.c:    ch->pcdata->perm_int = 13;
save.c:    ch->pcdata->perm_wis = 13;
save.c:    ch->pcdata->perm_dex = 13;
save.c:    ch->pcdata->perm_con = 13;
save.c:    ch->pcdata->quest = 0;
save.c:    ch->pcdata->kingdom = 0;
save.c:    ch->pcdata->kingrank = 0;
save.c:    ch->pcdata->religion = 0;
save.c:    ch->pcdata->wolf = 0;
save.c:    ch->pcdata->rank = 0;
save.c:    ch->pcdata->stage[0] = 0;
save.c:    ch->pcdata->stage[1] = 0;
save.c:    ch->pcdata->stage[2] = 0;
save.c:    ch->pcdata->wolfform[0] = 1;
save.c:    ch->pcdata->wolfform[1] = 1;
save.c:    ch->pcdata->score[0] = 0;
save.c:    ch->pcdata->score[1] = 0;
save.c:    ch->pcdata->score[2] = 0;
save.c:    ch->pcdata->score[3] = 0;
save.c:    ch->pcdata->score[4] = 0;
save.c:    ch->pcdata->score[5] = 0;
save.c:        ch->pcdata->disc_a[sn] = 0;
save.c:        ch->pcdata->genes[sn] = 0;
save.c:        ch->pcdata->powers[sn] = 0;
save.c:        ch->pcdata->ignore[sn] = -1;
save.c:        ch->pcdata->stats[sn] = 0;
save.c:    ch->pcdata->security = 0;   /* OLC */
save.c:    ch->pcdata->fake_skill = 0;
save.c:    ch->pcdata->fake_stance = 0;
save.c:    ch->pcdata->fake_hit = 0;
save.c:    ch->pcdata->fake_dam = 0;
save.c:    ch->pcdata->fake_ac = 0;
save.c:    ch->pcdata->fake_hp = 0;
save.c:    ch->pcdata->fake_mana = 0;
save.c:    ch->pcdata->fake_move = 0;
save.c:    ch->pcdata->obj_vnum = 0;
save.c:    ch->pcdata->condition[COND_THIRST] = 48;
save.c:    ch->pcdata->condition[COND_FULL] = 48;
save.c:    ch->pcdata->stat_ability[STAT_STR] = 0;
save.c:    ch->pcdata->stat_ability[STAT_END] = 0;
save.c:    ch->pcdata->stat_ability[STAT_REF] = 0;
save.c:    ch->pcdata->stat_ability[STAT_FLE] = 0;
save.c:    ch->pcdata->stat_amount[STAT_STR] = 0;
save.c:    ch->pcdata->stat_amount[STAT_END] = 0;
save.c:    ch->pcdata->stat_amount[STAT_REF] = 0;
save.c:    ch->pcdata->stat_amount[STAT_FLE] = 0;
save.c:    ch->pcdata->stat_duration[STAT_STR] = 0;
save.c:    ch->pcdata->stat_duration[STAT_END] = 0;
save.c:    ch->pcdata->stat_duration[STAT_REF] = 0;
save.c:    ch->pcdata->stat_duration[STAT_FLE] = 0;
save.c:    ch->pcdata->exhaustion = 0;
save.c:                ch->ability[0] = fread_number(fp);
save.c:                ch->ability[1] = fread_number(fp);
save.c:                ch->ability[2] = fread_number(fp);
save.c:                ch->ability[3] = fread_number(fp);
save.c:                ch->ability[4] = fread_number(fp);
save.c:                ch->ability_exp[0] = fread_number(fp);
save.c:                ch->ability_exp[1] = fread_number(fp);
save.c:                ch->ability_exp[2] = fread_number(fp);
save.c:                ch->ability_exp[3] = fread_number(fp);
save.c:                ch->ability_exp[4] = fread_number(fp);
save.c:                ch->ability_cur[0] = fread_number(fp);
save.c:                ch->ability_cur[1] = fread_number(fp);
save.c:                ch->ability_cur[2] = fread_number(fp);
save.c:                ch->ability_cur[3] = fread_number(fp);
save.c:                ch->ability_cur[4] = fread_number(fp);
save.c:                ch->ability_cur[5] = fread_number(fp);
save.c:            KEY("Act", ch->act, fread_number(fp));
save.c:            KEY("Act2", ch->act2, fread_number(fp));
save.c:            KEY("AffectedBy", ch->affected_by, fread_number(fp));
save.c:            KEY("AffectedBy2", ch->affected_by2,
save.c:            KEY("Aggcounter", ch->pcdata->agg_counter,
save.c:            KEY("Aggresstowards", ch->pcdata->aggress_towards,
save.c:            KEY("Aggressfrom", ch->pcdata->aggress_from,
save.c:            KEY("Alignment", ch->alignment, fread_number(fp));
save.c:            KEY("Armor", ch->armor, fread_number(fp));
save.c:            KEY("Avatarmessage", ch->pcdata->avatarmessage,
save.c:            KEY("Awin", ch->pcdata->awins, fread_number(fp));
save.c:            KEY("Alos", ch->pcdata->alosses, fread_number(fp));
save.c:                paf->next = ch->affected;
save.c:                ch->affected = paf;
save.c:                paf2->next = ch->affected2;
save.c:                ch->affected2 = paf2;
save.c:                ch->pcdata->mod_str = fread_number(fp);
save.c:                ch->pcdata->mod_int = fread_number(fp);
save.c:                ch->pcdata->mod_wis = fread_number(fp);
save.c:                ch->pcdata->mod_dex = fread_number(fp);
save.c:                ch->pcdata->mod_con = fread_number(fp);
save.c:                ch->pcdata->perm_str = fread_number(fp);
save.c:                ch->pcdata->perm_int = fread_number(fp);
save.c:                ch->pcdata->perm_wis = fread_number(fp);
save.c:                ch->pcdata->perm_dex = fread_number(fp);
save.c:                ch->pcdata->perm_con = fread_number(fp);
save.c:                ali->next = ch->pcdata->alias;
save.c:                ch->pcdata->alias = ali;
save.c:                ch->pcdata->alias_count++;
save.c:            KEY("Bones", ch->bones, fread_number(fp));
save.c:            KEY("Bamfin", ch->pcdata->bamfin, fread_string(fp));
save.c:            KEY("Bank", ch->pcdata->bank, fread_number(fp));
save.c:            KEY("Bamfout", ch->pcdata->bamfout, fread_string(fp));
save.c:            KEY("Beast", ch->beast, fread_number(fp));
save.c:            KEY("Bladeexp", ch->bladeexp, fread_number(fp));
save.c:            KEY("Bounty", ch->pcdata->bounty, fread_number(fp));
save.c:            KEY("bullycounter", ch->pcdata->bully_counter,
save.c:            KEY("bullypoints", ch->pcdata->bully_points,
save.c:            KEY("BankMem", ch->pcdata->membership,
save.c:                                ch->name, boardname);
save.c:                        ch->pcdata->last_note[i] =
save.c:            KEY("Chakra", ch->chakra, fread_number( fp ) );
save.c:            KEY("Clan", ch->clan, fread_string(fp));
save.c:            KEY("Class", ch->class, fread_number(fp));
save.c:            KEY("Currentfaith", ch->pcdata->current_faith,
save.c:                ch->cmbt[0] = fread_number(fp);
save.c:                ch->cmbt[1] = fread_number(fp);
save.c:                ch->cmbt[2] = fread_number(fp);
save.c:                ch->cmbt[3] = fread_number(fp);
save.c:                ch->cmbt[4] = fread_number(fp);
save.c:                ch->cmbt[5] = fread_number(fp);
save.c:                ch->cmbt[6] = fread_number(fp);
save.c:                ch->cmbt[7] = fread_number(fp);
save.c:                ch->chi[0] = fread_number(fp);
save.c:                ch->chi[1] = fread_number(fp);
save.c:            KEY("Conception", ch->pcdata->conception,
save.c:                ch->pcdata->condition[0] = fread_number(fp);
save.c:                ch->pcdata->condition[1] = fread_number(fp);
save.c:                ch->pcdata->condition[2] = fread_number(fp);
save.c:                ch->power[0] = fread_number(fp);
save.c:                ch->power[1] = fread_number(fp);
save.c:                ch->power[2] = fread_number(fp);
save.c:                ch->power[3] = fread_number(fp);
save.c:                ch->power[4] = fread_number(fp);
save.c:                ch->power[5] = fread_number(fp);
save.c:                ch->power[6] = fread_number(fp);
save.c:                ch->power[7] = fread_number(fp);
save.c:                ch->power[8] = fread_number(fp);
save.c:                ch->power[9] = fread_number(fp);
save.c:                ch->power[10] = fread_number(fp);
save.c:                ch->power[11] = fread_number(fp);
save.c:                ch->power[12] = fread_number(fp);
save.c:                ch->power[13] = fread_number(fp);
save.c:                ch->power[14] = fread_number(fp);
save.c:                ch->power[15] = fread_number(fp);
save.c:                ch->power[16] = fread_number(fp);
save.c:                ch->power[17] = fread_number(fp);
save.c:                ch->power[18] = fread_number(fp);
save.c:                ch->power[19] = fread_number(fp);
save.c:                ch->power[20] = fread_number(fp);
save.c:                ch->power[21] = fread_number(fp);
save.c:                ch->power[22] = fread_number(fp);
save.c:                ch->power[23] = fread_number(fp);
save.c:                ch->power[24] = fread_number(fp);
save.c:                ch->power[25] = fread_number(fp);
save.c:                ch->power[26] = fread_number(fp);
save.c:                ch->power[27] = fread_number(fp);
save.c:                ch->power[28] = fread_number(fp);
save.c:                ch->power[29] = fread_number(fp);
save.c:                ch->power[30] = fread_number(fp);
save.c:                ch->power[31] = fread_number(fp);
save.c:                ch->power[32] = fread_number(fp);
save.c:                ch->power[33] = fread_number(fp);
save.c:                ch->power[34] = fread_number(fp);
save.c:                ch->power[35] = fread_number(fp);
save.c:                ch->power[36] = fread_number(fp);
save.c:                ch->power[37] = fread_number(fp);
save.c:                ch->power[38] = fread_number(fp);
save.c:                ch->power[39] = fread_number(fp);
save.c:                ch->power[40] = fread_number(fp);
save.c:                ch->power[41] = fread_number(fp);
save.c:                ch->power[42] = fread_number(fp);
save.c:                ch->power[43] = fread_number(fp);
save.c:                ch->power[44] = fread_number(fp);
save.c:                ch->power[45] = fread_number(fp);
save.c:                ch->power[46] = fread_number(fp);
save.c:                ch->power[47] = fread_number(fp);
save.c:                ch->power[48] = fread_number(fp);
save.c:                ch->power[49] = fread_number(fp);
save.c:                ch->power[50] = fread_number(fp);
save.c:                ch->power[51] = fread_number(fp);
save.c:                ch->power[52] = fread_number(fp);
save.c:                ch->power[53] = fread_number(fp);
save.c:            KEY("Cparents", ch->pcdata->cparents,
save.c:            KEY("Cprompt", ch->cprompt, fread_string(fp));
save.c:            KEY("Createtime", ch->createtime, fread_string(fp));
save.c:            KEY("Currentform", ch->currentform, fread_number(fp));
save.c:            KEY("Damroll", ch->damroll, fread_number(fp));
save.c:            KEY("Deaf", ch->deaf, fread_number(fp));
save.c:                ch->pcdata->damreduct = fread_number(fp);
save.c:                ch->pcdata->damreductdec = fread_number(fp);
save.c:            KEY("Decapmessage", ch->pcdata->decapmessage,
save.c:            KEY("Defense", ch->defense, fread_number(fp));
save.c:            KEY("Denied", ch->pcdata->denied, fread_number(fp));
save.c:            KEY("Description", ch->description, fread_string(fp));
save.c:            KEY("DiscRese", ch->pcdata->disc_research,
save.c:            KEY("DiscPoin", ch->pcdata->disc_points,
save.c:            KEY("Exhaustion", ch->pcdata->exhaustion,
save.c:            KEY("Exp", ch->exp, fread_long(fp));
save.c:            KEY("Explevel", ch->explevel, fread_number(fp));
save.c:            KEY("Expgained", ch->expgained, fread_number(fp));
save.c:            KEY("Extra", ch->extra, fread_number(fp));
save.c:            KEY("Faith", ch->pcdata->faith, fread_number(fp));
save.c:                ch->pcdata->fake_skill = fread_number(fp);
save.c:                ch->pcdata->fake_stance = fread_number(fp);
save.c:                ch->pcdata->fake_hit = fread_number(fp);
save.c:                ch->pcdata->fake_dam = fread_number(fp);
save.c:                ch->pcdata->fake_ac = fread_number(fp);
save.c:                ch->pcdata->fake_hp = fread_number(fp);
save.c:                ch->pcdata->fake_mana = fread_number(fp);
save.c:                ch->pcdata->fake_move = fread_number(fp);
save.c:                ch->focus[0] = fread_number(fp);
save.c:                ch->focus[1] = fread_number(fp);
save.c:            KEY("Flag2", ch->flag2, fread_number(fp));
save.c:            KEY("Flag3", ch->flag3, fread_number(fp));
save.c:            KEY("Flag4", ch->flag4, fread_number(fp));
save.c:            KEY("Form", ch->form, fread_number(fp));
save.c:            KEY("Generation", ch->generation, fread_number(fp));
save.c:            KEY("Ghos", ch->ghost_level, fread_number(fp));
save.c:            KEY("Genexp", ch->genexp, fread_number(fp));
save.c:            KEY("Gnosis", ch->gnosis[GMAXIMUM], fread_number(fp));
save.c:                ch->pcdata->genes[0] = fread_number(fp);
save.c:                ch->pcdata->genes[1] = fread_number(fp);
save.c:                ch->pcdata->genes[2] = fread_number(fp);
save.c:                ch->pcdata->genes[3] = fread_number(fp);
save.c:                ch->pcdata->genes[4] = fread_number(fp);
save.c:                ch->pcdata->genes[5] = fread_number(fp);
save.c:                ch->pcdata->genes[6] = fread_number(fp);
save.c:                ch->pcdata->genes[7] = fread_number(fp);
save.c:                ch->pcdata->genes[8] = fread_number(fp);
save.c:                ch->pcdata->genes[9] = fread_number(fp);
save.c:            KEY("Garou1", ch->garou1, fread_number(fp));
save.c:                ch->gifts[0] = fread_number(fp);
save.c:                ch->gifts[1] = fread_number(fp);
save.c:                ch->gifts[2] = fread_number(fp);
save.c:                ch->gifts[3] = fread_number(fp);
save.c:                ch->gifts[4] = fread_number(fp);
save.c:                ch->gifts[5] = fread_number(fp);
save.c:                ch->gifts[6] = fread_number(fp);
save.c:                ch->gifts[7] = fread_number(fp);
save.c:                ch->gifts[8] = fread_number(fp);
save.c:                ch->gifts[9] = fread_number(fp);
save.c:                ch->gifts[10] = fread_number(fp);
save.c:                ch->gifts[11] = fread_number(fp);
save.c:                ch->gifts[12] = fread_number(fp);
save.c:                ch->gifts[13] = fread_number(fp);
save.c:                ch->gifts[14] = fread_number(fp);
save.c:                ch->gifts[15] = fread_number(fp);
save.c:                ch->gifts[16] = fread_number(fp);
save.c:                ch->gifts[17] = fread_number(fp);
save.c:                ch->gifts[18] = fread_number(fp);
save.c:                ch->gifts[19] = fread_number(fp);
save.c:                ch->gifts[20] = fread_number(fp);
save.c:            KEY("Hitroll", ch->hitroll, fread_number(fp));
save.c:            KEY("Home", ch->home, fread_number(fp));
save.c:                ch->hit = fread_number(fp);
save.c:                ch->max_hit = fread_number(fp);
save.c:                ch->mana = fread_number(fp);
save.c:                ch->max_mana = fread_number(fp);
save.c:                ch->move = fread_number(fp);
save.c:                ch->max_move = fread_number(fp);
save.c:            KEY("Immune", ch->immune, fread_number(fp));
save.c:            KEY("Itemaffect", ch->itemaffect, fread_number(fp));
save.c:            KEY("Invi", ch->invis_level, fread_number(fp));
save.c:            KEY("Inco", ch->incog_level, fread_number(fp));
save.c:            KEY("Jflags", ch->pcdata->jflags, fread_number(fp));
save.c:            KEY("KdefectTimer",ch->pcdata->KdefectTimer, fread_number(fp));
save.c:            KEY("Kingdom", ch->pcdata->kingdom, fread_number(fp));
save.c:            KEY("KingRank", ch->pcdata->kingrank, fread_number(fp));
save.c:            KEY("Lasthost", ch->lasthost, fread_string(fp));
save.c:            KEY("Lastdecap1", ch->pcdata->last_decap[0],
save.c:            KEY("Lastdecap2", ch->pcdata->last_decap[1],
save.c:            KEY("Lasttime", ch->lasttime, fread_string(fp));
save.c:            KEY("Level", ch->level, fread_number(fp));
save.c:                ch->loc_hp[0] = fread_number(fp);
save.c:                ch->loc_hp[1] = fread_number(fp);
save.c:                ch->loc_hp[2] = fread_number(fp);
save.c:                ch->loc_hp[3] = fread_number(fp);
save.c:                ch->loc_hp[4] = fread_number(fp);
save.c:                ch->loc_hp[5] = fread_number(fp);
save.c:                ch->loc_hp[6] = fread_number(fp);
save.c:            KEY("Loginmessage", ch->pcdata->loginmessage,
save.c:            KEY("Logoutmessage", ch->pcdata->logoutmessage,
save.c:            KEY("LongDescr", ch->long_descr, fread_string(fp));
save.c:                ch->monkab[0] = fread_number(fp);
save.c:                ch->monkab[1] = fread_number(fp);
save.c:                ch->monkab[2] = fread_number(fp);
save.c:                ch->monkab[3] = fread_number(fp);
save.c:            KEY("Monkstuff", ch->monkstuff, fread_number(fp));
save.c:            KEY("Monkcrap", ch->monkcrap, fread_number(fp));
save.c:                    ch->magic_res[i] = fread_number( fp );
save.c:            KEY("Marriage", ch->pcdata->marriage,
save.c:            KEY("Morph", ch->morph, fread_string(fp));
save.c:            KEY("Newbits", ch->newbits, fread_number(fp));
save.c:            KEY("Newbits2", ch->newbits2, fread_number(fp));
save.c:            KEY("Objvnum", ch->pcdata->obj_vnum,
save.c:            KEY("ObjDesc", ch->objdesc, fread_string(fp));
save.c:                ch->paradox[0] = fread_number(fp);
save.c:                ch->paradox[1] = fread_number(fp);
save.c:                ch->paradox[2] = fread_number(fp);
save.c:            KEY("PlayerPotentia",ch->pPotentia, fread_number( fp ) );
save.c:            KEY("PlayerRank", ch->pRank, fread_number( fp ) );
save.c:            KEY("PlayerRace", ch->pcRace, fread_number( fp ) );
save.c:            KEY("PlayerRaceLevel", ch->pcRaceLevel, fread_number( fp ) );
save.c:            KEY("Pc_build", ch->pcdata->pc_build, fread_number( fp ) );
save.c:            KEY("Pc_eyes", ch->pcdata->pc_eyes, fread_number( fp ) );
save.c:            KEY("Pc_hair", ch->pcdata->pc_hair, fread_number( fp ) );
save.c:            KEY("Pc_looks", ch->pcdata->pc_looks, fread_number( fp ) );
save.c:            KEY("PcPractice", ch->pcpractice, fread_number( fp ) );
save.c:            KEY("Pcwpnprof", ch->pcwpnprof, fread_number( fp ) );
save.c:            KEY("Pcmaxwpnprof", ch->pcmaxwpnprof, fread_number( fp ) );
save.c:            KEY("Parents", ch->pcdata->parents, fread_string(fp));
save.c:            KEY("Password", ch->pcdata->pwd, fread_string(fp));
save.c:            KEY("Played", ch->played, fread_number(fp));
save.c:            KEY("PlayerID", ch->pcdata->playerid,
save.c:            KEY("Polyaff", ch->polyaff, fread_number(fp));
save.c:            KEY("Pagelen", ch->pcdata->pagelen, fread_number(fp));
save.c:                    ch->pcdata->powers[sn] =
save.c:            KEY("Poweraction", ch->poweraction, fread_string(fp));
save.c:            KEY("Powertype", ch->powertype, fread_string(fp));
save.c:            KEY("Position", ch->position, fread_number(fp));
save.c:            KEY("Practice", ch->practice, fread_number(fp));
save.c:                ch->pkill = fread_number(fp);
save.c:                ch->pdeath = fread_number(fp);
save.c:                ch->mkill = fread_number(fp);
save.c:                ch->mdeath = fread_number(fp);
save.c:            KEY("Prompt", ch->prompt, fread_string(fp));
save.c:            KEY("Quest", ch->pcdata->quest, fread_number(fp));
save.c:            KEY("Questsrun", ch->pcdata->questsrun,
save.c:            KEY("Queststotal", ch->pcdata->questtotal,
save.c:                quest->next = ch->pcdata->quests;
save.c:                ch->pcdata->quests = quest;
save.c:            KEY("Race", ch->race, fread_number(fp));
save.c:            KEY("Rage", ch->rage, fread_number(fp));
save.c:            KEY("Rank", ch->pcdata->rank, fread_number(fp));
save.c:            KEY("Religion", ch->pcdata->religion,
save.c:            KEY("Relrank", ch->pcdata->relrank, fread_number(fp));
save.c:            KEY("Relpowers", ch->pcdata->rel_powers,
save.c:            KEY("Retaliation", ch->pcdata->retaliation,
save.c:            KEY("Revision", ch->pcdata->revision,
save.c:            KEY("Runecount", ch->pcdata->rune_count,
save.c:                ch->in_room =
save.c:                if (ch->in_room == NULL)
save.c:                    ch->in_room =
save.c:            KEY("SavingThrow", ch->saving_throw,
save.c:            KEY("Switchname", ch->pcdata->switchname,
save.c:            KEY("SilTol", ch->siltol, fread_number(fp));
save.c:            KEY("Sohbits", ch->sohbits, fread_number(fp));
save.c:            KEY("Souls", ch->pcdata->souls, fread_number(fp));
save.c:                ch->pcdata->score[0] = fread_number(fp);
save.c:                ch->pcdata->score[1] = fread_number(fp);
save.c:                ch->pcdata->score[2] = fread_number(fp);
save.c:                ch->pcdata->score[3] = fread_number(fp);
save.c:                ch->pcdata->score[4] = fread_number(fp);
save.c:                ch->pcdata->score[5] = fread_number(fp);
save.c:            KEY("Sex", ch->sex, fread_number(fp));
save.c:            KEY("ShortDescr", ch->short_descr, fread_string(fp));
save.c:            KEY("Security", ch->pcdata->security,
save.c:                    ch->pcdata->learned[snum] = value;
save.c:            KEY("Specpower", ch->specpower, fread_number(fp));
save.c:            KEY("Spectype", ch->spectype, fread_number(fp));
save.c:            KEY("Special", ch->special, fread_number(fp));
save.c:                ch->spl[0] = fread_number(fp);
save.c:                ch->spl[1] = fread_number(fp);
save.c:                ch->spl[2] = fread_number(fp);
save.c:                ch->spl[3] = fread_number(fp);
save.c:                ch->spl[4] = fread_number(fp);
save.c:                ch->spl[5] = fread_number(fp);
save.c:                ch->spl[6] = fread_number(fp);
save.c:                ch->spl[7] = fread_number(fp);
save.c:                ch->pcdata->stage[0] = fread_number(fp);
save.c:                ch->pcdata->stage[1] = fread_number(fp);
save.c:                ch->pcdata->stage[2] = fread_number(fp);
save.c:                ch->stance[0] = fread_number(fp);
save.c:                ch->stance[1] = fread_number(fp);
save.c:                ch->stance[2] = fread_number(fp);
save.c:                ch->stance[3] = fread_number(fp);
save.c:                ch->stance[4] = fread_number(fp);
save.c:                ch->stance[5] = fread_number(fp);
save.c:                ch->stance[6] = fread_number(fp);
save.c:                ch->stance[7] = fread_number(fp);
save.c:                ch->stance[8] = fread_number(fp);
save.c:                ch->stance[9] = fread_number(fp);
save.c:                ch->stance[10] = fread_number(fp);
save.c:                ch->stance[11] = fread_number(fp);
save.c:                ch->stance[12] = fread_number(fp);
save.c:                ch->stance[13] = fread_number(fp);
save.c:                ch->stance[14] = fread_number(fp);
save.c:                ch->stance[15] = fread_number(fp);
save.c:                ch->stance[16] = fread_number(fp);
save.c:                ch->stance[17] = fread_number(fp);
save.c:                ch->stance[18] = fread_number(fp);
save.c:                ch->stance[19] = fread_number(fp);
save.c:                ch->stance[20] = fread_number(fp);
save.c:                ch->stance[21] = fread_number(fp);
save.c:                ch->stance[22] = fread_number(fp);
save.c:                ch->stance[23] = fread_number(fp);
save.c:                ch->pcdata->stat_ability[0] =
save.c:                ch->pcdata->stat_ability[1] =
save.c:                ch->pcdata->stat_ability[2] =
save.c:                ch->pcdata->stat_ability[3] =
save.c:                ch->pcdata->stat_amount[0] = fread_number(fp);
save.c:                ch->pcdata->stat_amount[1] = fread_number(fp);
save.c:                ch->pcdata->stat_amount[2] = fread_number(fp);
save.c:                ch->pcdata->stat_amount[3] = fread_number(fp);
save.c:                ch->pcdata->stat_duration[0] =
save.c:                ch->pcdata->stat_duration[1] =
save.c:                ch->pcdata->stat_duration[2] =
save.c:                ch->pcdata->stat_duration[3] =
save.c:                    ch->pcdata->stats[sn] =
save.c:            KEY( "Symbioteac", ch->symbioteac,	fread_number( fp ));
save.c:            KEY( "Symbioteaff", ch->symbioteaff, fread_number( fp ));
save.c:            KEY( "Symbiotedc", ch->symbiotedc,   fread_number( fp ));
save.c:            KEY( "Symbiotedr", ch->symbiotedr,   fread_number( fp ));
save.c:            KEY( "Symbiotehr", ch->symbiotehr,   fread_number( fp ));
save.c:            KEY( "Symbiotelvl", ch->symbiotelvl,   fread_number( fp ));
save.c:            KEY( "Symbiotemkills", ch->symbiotemkills, fread_number( fp ));
save.c:            KEY( "Symbiotepoints", ch->symbiotepoints,   fread_number( fp ));
save.c:            KEY( "Symbiotetype", ch->symbiotetype, fread_number( fp ));
save.c:            KEY( "Symbioteupgrade", ch->symbioteupgrade, fread_number( fp ));
save.c:            KEY("Tiemessage", ch->pcdata->tiemessage,
save.c:            KEY("Trust", ch->trust, fread_number(fp));
save.c:            KEY("Timetick", ch->pcdata->time_tick,
save.c:            KEY("Tier", ch->tier, fread_number(fp));
save.c:            KEY("Tks", ch->tks, fread_number(fp));
save.c:            KEY("TCol", ch->talkcolor, fread_number(fp));
save.c:                ch->pcdata->title = fread_string(fp);
save.c:                if (isalpha(ch->pcdata->title[0])
save.c:                        || isdigit(ch->pcdata->title[0]))
save.c:                            ch->pcdata->title);
save.c:                    free_string(ch->pcdata->title);
save.c:                    ch->pcdata->title = str_dup(buf);
save.c:                ch->pIndexData =
save.c:            KEY("Warps", ch->warp, fread_number(fp));
save.c:            KEY("WarpCount", ch->warpcount, fread_number(fp));
save.c:                ch->wpn[0] = fread_number(fp);
save.c:                ch->wpn[1] = fread_number(fp);
save.c:                ch->wpn[2] = fread_number(fp);
save.c:                ch->wpn[3] = fread_number(fp);
save.c:                ch->wpn[4] = fread_number(fp);
save.c:                ch->wpn[5] = fread_number(fp);
save.c:                ch->wpn[6] = fread_number(fp);
save.c:                ch->wpn[7] = fread_number(fp);
save.c:                ch->wpn[8] = fread_number(fp);
save.c:                ch->wpn[9] = fread_number(fp);
save.c:                ch->wpn[10] = fread_number(fp);
save.c:                ch->wpn[11] = fread_number(fp);
save.c:                ch->wpn[12] = fread_number(fp);
save.c:                ch->wpn[13] = fread_number(fp);
save.c:                ch->wpn[14] = fread_number(fp);
save.c:                ch->wpn[15] = fread_number(fp);
save.c:                ch->wpn[16] = fread_number(fp);
save.c:                ch->wpn[17] = fread_number(fp);
save.c:                ch->wpn[18] = fread_number(fp);
save.c:            KEY("Wimpy", ch->wimpy, fread_number(fp));
save.c:            KEY("Wiznet", ch->wiznet, fread_number(fp));
save.c:                    ch->wpn_res[i] = fread_number( fp );
shadow.c:    if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_MOONSTRIKE))
shadow.c:        if ((victim = ch->fighting) == NULL)
shadow.c:    if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1) &&
shadow.c:            IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_SOULREAPER_1))
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:    else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO],
shadow.c:    if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_SHADOWTHRUST))
shadow.c:        if ((victim = ch->fighting) == NULL)
shadow.c:    if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_CALTROPS_1) &&
shadow.c:            IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1))
shadow.c:                (ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM))
shadow.c:            SET_BIT(ch->pcdata->powers[SHADOW_BITS],
shadow.c:            REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:    else if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1)
shadow.c:             && IS_SET(ch->pcdata->powers[SHADOW_COMBO],
shadow.c:             && IS_SET(ch->pcdata->powers[SHADOW_COMBO],
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:    else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO],
shadow.c:    if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_DIRTTHROW))
shadow.c:        if ((victim = ch->fighting) == NULL)
shadow.c:    if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_CALTROPS_1))
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1);
shadow.c:    else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1);
shadow.c:    if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_GUTCUTTER))
shadow.c:        if ((victim = ch->fighting) == NULL)
shadow.c:    if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_SHADOWTHRUST_1))
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_GUTCUTTER_1);
shadow.c:    else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1);
shadow.c:    if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_SOULREAPER))
shadow.c:        if ((victim = ch->fighting) == NULL)
shadow.c:    if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_SHADOWTHRUST_1) &&
shadow.c:            IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_GUTCUTTER_1))
shadow.c:        if (!IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR))
shadow.c:            SET_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR);
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:    else if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1))
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO],
shadow.c:    else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO],
shadow.c:    if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_KNIFESPIN))
shadow.c:        if ((victim = ch->fighting) == NULL)
shadow.c:    if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_CALTROPS_1))
shadow.c:                (ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD))
shadow.c:            SET_BIT(ch->pcdata->powers[SHADOW_BITS],
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:             (ch->pcdata->powers[SHADOW_COMBO], NCOMBO_WAKASASHISLICE_1)
shadow.c:             && IS_SET(ch->pcdata->powers[SHADOW_COMBO],
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE);
shadow.c:                (ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM))
shadow.c:            REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:    else if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1)
shadow.c:             && IS_SET(ch->pcdata->powers[SHADOW_COMBO],
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_2);
shadow.c:    else if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1))
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_1);
shadow.c:    else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_1);
shadow.c:            (ch->pcdata->powers[SHADOW_ATTACK], NATTACK_WAKASASHISLICE))
shadow.c:        if ((victim = ch->fighting) == NULL)
shadow.c:    if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_1))
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:             (ch->pcdata->powers[SHADOW_COMBO], NCOMBO_WAKASASHISLICE_1))
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO],
shadow.c:    else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO],
shadow.c:    if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_CALTROPS))
shadow.c:        if ((victim = ch->fighting) == NULL)
shadow.c:    if (ch->pcdata->powers[SHADOW_COMBO] > 0)
shadow.c:        ch->pcdata->powers[SHADOW_COMBO] = 0;
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_CALTROPS_1);
shadow.c:            if (ch->pcdata->powers[SHADOW_MARTIAL] > i)
shadow.c:        if (ch->pcdata->powers[SHADOW_MARTIAL] >= 25)
shadow.c:        if (ch->practice <
shadow.c:                (ch->pcdata->powers[SHADOW_MARTIAL] + 1) * 10)
shadow.c:        ch->pcdata->powers[SHADOW_MARTIAL]++;
shadow.c:        ch->practice -= ch->pcdata->powers[SHADOW_MARTIAL] * 10;
shadow.c:        if (IS_SET(ch->pcdata->powers[SHADOW_POWERS], power))
shadow.c:        if (ch->pcdata->powers[SHADOW_POWER] < cost)
shadow.c:        ch->pcdata->powers[SHADOW_POWER] -= cost;
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_POWERS], power);
shadow.c:        if (IS_SET(ch->pcdata->powers[SHADOW_ATTACK], power))
shadow.c:        if (ch->exp < cost)
shadow.c:        ch->exp -= cost;
shadow.c:        SET_BIT(ch->pcdata->powers[SHADOW_ATTACK], power);
shadow.c:    if (!IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SOULSEEKERS))
shadow.c:    if (strlen(ch->pcdata->soultarget) < 3)
shadow.c:    if (ch->pcdata->powers[SHADOW_SOULAMMO] < 1)
shadow.c:    if (ch->pcdata->powers[SHADOW_POWER] < 500)
shadow.c:    if ((victim = get_char_world(ch, ch->pcdata->soultarget)) == NULL)
shadow.c:    chroom = ch->in_room;
shadow.c:    ch->pcdata->powers[SHADOW_POWER] -= 500;
shadow.c:    if (!IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SOULSEEKERS))
shadow.c:    if ((victim = ch->fighting) == NULL)
shadow.c:    free_string(ch->pcdata->soultarget);
shadow.c:    ch->pcdata->soultarget = str_dup(victim->pcdata->switchname);
shadow.c:    ch->pcdata->powers[SHADOW_SOULAMMO] = 5;
shadow.c:    if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE))
shadow.c:        REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE);
shadow.c:  int class = ch->class;
shadow.c:  ch->class = CLASS_SHADOW;
shadow.c:  ch->class = class;
shapeshifter.c:    if (ch->pcdata->powers[BULL_LEVEL] < 5)
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_FORM] != BULL_FORM)
shapeshifter.c:    if ((victim = ch->fighting) == NULL)
shapeshifter.c:    if (ch->pcdata->powers[FAERIE_LEVEL] < 4)
shapeshifter.c:    if (ch->mana < 1000 || ch->move < 500)
shapeshifter.c:    ch->mana -= 1000;
shapeshifter.c:    ch->move -= 500;
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_FORM] != HYDRA_FORM)
shapeshifter.c:    if ((victim = ch->fighting) == NULL)
shapeshifter.c:    if (ch->pcdata->powers[HYDRA_LEVEL] > 0)
shapeshifter.c:    if (ch->pcdata->powers[HYDRA_LEVEL] > 1)
shapeshifter.c:    if (ch->pcdata->powers[HYDRA_LEVEL] > 3)
shapeshifter.c:    if (ch->pcdata->powers[HYDRA_LEVEL] > 4)
shapeshifter.c:    if (ch->pcdata->powers[TIGER_LEVEL] < 5)
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_FORM] != TIGER_FORM)
shapeshifter.c:    if (ch->pcdata->powers[PHASE_COUNTER] > 0)
shapeshifter.c:    ch->pcdata->powers[PHASE_COUNTER] = 10;
shapeshifter.c:    if (ch->practice < 150)
shapeshifter.c:    obj->questowner = str_dup(ch->pcdata->switchname);
shapeshifter.c:    obj->ownerid = ch->pcdata->playerid;
shapeshifter.c:    ch->practice -= 150;
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_POWERS] < 2)
shapeshifter.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
shapeshifter.c:    if (ch->move < 250)
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_POWERS] < 3)
shapeshifter.c:    if (ch->fight_timer > 0)
shapeshifter.c:    obj_to_room(obj, ch->in_room);
shapeshifter.c:    ch->pcdata->obj_vnum = 33175;
shapeshifter.c:    ch->pcdata->chobj = obj;
shapeshifter.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
shapeshifter.c:    SET_BIT(ch->extra, EXTRA_OSWITCH);
shapeshifter.c:    free_string(ch->morph);
shapeshifter.c:    ch->morph = str_dup(obj->short_descr);
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_COUNTER] > 35)
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_FORM] != 0)
shapeshifter.c:	if (ch->currentform != TIGER_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
shapeshifter.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shapeshifter.c:        ch->pcdata->powers[SHAPE_FORM] = TIGER_FORM;
shapeshifter.c:        ch->pcdata->powers[SHAPE_COUNTER] += 10;
shapeshifter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
shapeshifter.c:        ch->damroll += 300;
shapeshifter.c:        ch->hitroll += 450;
shapeshifter.c:        ch->armor -= 200;
shapeshifter.c:        ch->currentform = TIGER_FORM;
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
shapeshifter.c:            ch->hit += UMIN(5000, ch->max_hit * 0.1);
shapeshifter.c:            if (ch->hit > ch->max_hit)
shapeshifter.c:                ch->hit = ch->max_hit;
shapeshifter.c:        xprintf(buf, "%s the huge phase tiger", ch->name);
shapeshifter.c:        free_string(ch->morph);
shapeshifter.c:        ch->morph = str_dup(buf);
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_FORM] != 0)
shapeshifter.c:	if (ch->currentform != HYDRA_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
shapeshifter.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shapeshifter.c:        ch->pcdata->powers[SHAPE_FORM] = HYDRA_FORM;
shapeshifter.c:        ch->pcdata->powers[SHAPE_COUNTER] += 10;
shapeshifter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
shapeshifter.c:        ch->damroll += 450;
shapeshifter.c:        ch->hitroll += 450;
shapeshifter.c:        ch->armor -= 50;
shapeshifter.c:        ch->currentform = HYDRA_FORM;
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
shapeshifter.c:            ch->hit += UMIN(5000, ch->max_hit * 0.1);
shapeshifter.c:            if (ch->hit > ch->max_hit)
shapeshifter.c:                ch->hit = ch->max_hit;
shapeshifter.c:        xprintf(buf, "%s the horrific hydra", ch->name);
shapeshifter.c:        free_string(ch->morph);
shapeshifter.c:        ch->morph = str_dup(buf);
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_FORM] != 0)
shapeshifter.c:	if (ch->currentform != BULL_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
shapeshifter.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shapeshifter.c:        ch->pcdata->powers[SHAPE_FORM] = BULL_FORM;
shapeshifter.c:        ch->pcdata->powers[SHAPE_COUNTER] += 10;
shapeshifter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
shapeshifter.c:        ch->damroll += 400;
shapeshifter.c:        ch->hitroll += 400;
shapeshifter.c:        ch->armor -= 50;
shapeshifter.c:        ch->currentform = BULL_FORM;
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
shapeshifter.c:            ch->hit += UMIN(5000, ch->max_hit * 0.1);
shapeshifter.c:            if (ch->hit > ch->max_hit)
shapeshifter.c:                ch->hit = ch->max_hit;
shapeshifter.c:        xprintf(buf, "%s the black bull", ch->name);
shapeshifter.c:        free_string(ch->morph);
shapeshifter.c:        ch->morph = str_dup(buf);
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_FORM] != 0)
shapeshifter.c:	if (ch->currentform != FAERIE_FORM && IS_AFFECTED(ch, AFF_POLYMORPH))
shapeshifter.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shapeshifter.c:        ch->pcdata->powers[SHAPE_FORM] = FAERIE_FORM;
shapeshifter.c:        ch->pcdata->powers[SHAPE_COUNTER] += 10;
shapeshifter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
shapeshifter.c:        ch->damroll += 250;
shapeshifter.c:        ch->hitroll += 250;
shapeshifter.c:        ch->armor -= 500;
shapeshifter.c:        ch->currentform = FAERIE_FORM;
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
shapeshifter.c:            ch->hit += UMIN(5000, ch->max_hit * 0.1);
shapeshifter.c:            if (ch->hit > ch->max_hit)
shapeshifter.c:                ch->hit = ch->max_hit;
shapeshifter.c:        xprintf(buf, "%s the small pixie", ch->name);
shapeshifter.c:        free_string(ch->morph);
shapeshifter.c:        ch->morph = str_dup(buf);
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_FORM] == 0
shapeshifter.c:                && !IS_SET(ch->affected_by, AFF_POLYMORPH))
shapeshifter.c:        if (IS_SET(ch->pcdata->powers[SHAPE_FORM], TIGER_FORM))
shapeshifter.c:            ch->damroll -= 300;
shapeshifter.c:            ch->hitroll -= 450;
shapeshifter.c:            ch->armor += 200;
shapeshifter.c:        else if (IS_SET(ch->pcdata->powers[SHAPE_FORM], FAERIE_FORM))
shapeshifter.c:            ch->damroll -= 250;
shapeshifter.c:            ch->hitroll -= 250;
shapeshifter.c:            ch->armor += 500;
shapeshifter.c:        else if (IS_SET(ch->pcdata->powers[SHAPE_FORM], BULL_FORM))
shapeshifter.c:            ch->damroll -= 400;
shapeshifter.c:            ch->hitroll -= 400;
shapeshifter.c:            ch->armor += 50;
shapeshifter.c:        else if (IS_SET(ch->pcdata->powers[SHAPE_FORM], HYDRA_FORM))
shapeshifter.c:            ch->damroll -= 450;
shapeshifter.c:            ch->hitroll -= 450;
shapeshifter.c:            ch->armor += 50;
shapeshifter.c:        ch->pcdata->powers[SHAPE_FORM] = 0;
shapeshifter.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
shapeshifter.c:        ch->currentform = 0;
shapeshifter.c:        free_string(ch->morph);
shapeshifter.c:        ch->morph = str_dup("");
shapeshifter.c:                ch->pcdata->powers[TIGER_LEVEL],
shapeshifter.c:                ch->pcdata->powers[HYDRA_LEVEL],
shapeshifter.c:                ch->pcdata->powers[FAERIE_LEVEL],
shapeshifter.c:                ch->pcdata->powers[BULL_LEVEL],
shapeshifter.c:                ch->pcdata->powers[SHAPE_POWERS]);
shapeshifter.c:        if (ch->pcdata->powers[HYDRA_LEVEL] > 4)
shapeshifter.c:        if (ch->practice <
shapeshifter.c:                (80 * ch->pcdata->powers[HYDRA_LEVEL] + 80))
shapeshifter.c:        if (ch->pcdata->powers[HYDRA_LEVEL] == 0)
shapeshifter.c:        else if (ch->pcdata->powers[HYDRA_LEVEL] == 1)
shapeshifter.c:        else if (ch->pcdata->powers[HYDRA_LEVEL] == 2)
shapeshifter.c:        else if (ch->pcdata->powers[HYDRA_LEVEL] == 3)
shapeshifter.c:        else if (ch->pcdata->powers[HYDRA_LEVEL] == 4)
shapeshifter.c:        ch->pcdata->powers[HYDRA_LEVEL]++;
shapeshifter.c:        ch->practice -= ch->pcdata->powers[HYDRA_LEVEL] * 80;
shapeshifter.c:        if (ch->pcdata->powers[TIGER_LEVEL] > 4)
shapeshifter.c:        if (ch->practice <
shapeshifter.c:                (80 * ch->pcdata->powers[TIGER_LEVEL] + 80))
shapeshifter.c:        if (ch->pcdata->powers[TIGER_LEVEL] == 0)
shapeshifter.c:        else if (ch->pcdata->powers[TIGER_LEVEL] == 1)
shapeshifter.c:        else if (ch->pcdata->powers[TIGER_LEVEL] == 2)
shapeshifter.c:        else if (ch->pcdata->powers[TIGER_LEVEL] == 3)
shapeshifter.c:        else if (ch->pcdata->powers[TIGER_LEVEL] == 4)
shapeshifter.c:        ch->pcdata->powers[TIGER_LEVEL]++;
shapeshifter.c:        ch->practice -= ch->pcdata->powers[TIGER_LEVEL] * 80;
shapeshifter.c:        if (ch->pcdata->powers[FAERIE_LEVEL] > 4)
shapeshifter.c:        if (ch->practice <
shapeshifter.c:                (80 * ch->pcdata->powers[FAERIE_LEVEL] + 80))
shapeshifter.c:        if (ch->pcdata->powers[FAERIE_LEVEL] == 0)
shapeshifter.c:        else if (ch->pcdata->powers[FAERIE_LEVEL] == 1)
shapeshifter.c:        else if (ch->pcdata->powers[FAERIE_LEVEL] == 2)
shapeshifter.c:        else if (ch->pcdata->powers[FAERIE_LEVEL] == 3)
shapeshifter.c:        else if (ch->pcdata->powers[FAERIE_LEVEL] == 4)
shapeshifter.c:        ch->pcdata->powers[FAERIE_LEVEL]++;
shapeshifter.c:        ch->practice -= ch->pcdata->powers[FAERIE_LEVEL] * 80;
shapeshifter.c:        if (ch->pcdata->powers[BULL_LEVEL] > 4)
shapeshifter.c:        if (ch->practice < (80 * ch->pcdata->powers[BULL_LEVEL] + 80))
shapeshifter.c:        if (ch->pcdata->powers[BULL_LEVEL] == 0)
shapeshifter.c:        else if (ch->pcdata->powers[BULL_LEVEL] == 1)
shapeshifter.c:        else if (ch->pcdata->powers[BULL_LEVEL] == 2)
shapeshifter.c:        else if (ch->pcdata->powers[BULL_LEVEL] == 3)
shapeshifter.c:        else if (ch->pcdata->powers[BULL_LEVEL] == 4)
shapeshifter.c:        ch->pcdata->powers[BULL_LEVEL]++;
shapeshifter.c:        ch->practice -= ch->pcdata->powers[BULL_LEVEL] * 80;
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_POWERS] > 4)
shapeshifter.c:        if (ch->practice <
shapeshifter.c:                (80 * ch->pcdata->powers[SHAPE_POWERS] + 80))
shapeshifter.c:        if (ch->pcdata->powers[SHAPE_POWERS] == 0)
shapeshifter.c:        else if (ch->pcdata->powers[SHAPE_POWERS] == 1)
shapeshifter.c:        else if (ch->pcdata->powers[SHAPE_POWERS] == 2)
shapeshifter.c:        else if (ch->pcdata->powers[SHAPE_POWERS] == 3)
shapeshifter.c:        else if (ch->pcdata->powers[SHAPE_POWERS] == 4)
shapeshifter.c:        ch->pcdata->powers[SHAPE_POWERS]++;
shapeshifter.c:        ch->practice -= ch->pcdata->powers[SHAPE_POWERS] * 80;
shapeshifter.c:    if (ch->pcdata->powers[FAERIE_LEVEL] < 5)
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_FORM] != FAERIE_FORM)
shapeshifter.c:    if (ch->mana < 2500)
shapeshifter.c:    if ((victim = ch->fighting) == NULL)
shapeshifter.c:    ch->mana -= 2500;
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_POWERS] < 1)
shapeshifter.c:        obj->questmaker = str_dup(ch->name);
shapeshifter.c:        obj->questmaker = str_dup(ch->name);
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_POWERS] < 4)
shapeshifter.c:    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shapeshifter.c:    xprintf(buf, "%s's form blurs and shifts to resemble %s.", ch->name,
shapeshifter.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
shapeshifter.c:    free_string(ch->morph);
shapeshifter.c:    ch->morph = str_dup(argument);
shapeshifter.c:    if (ch->pcdata->powers[TIGER_LEVEL] < 3)
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_FORM] != TIGER_FORM)
shapeshifter.c:    if (ch->fighting == NULL)
shapeshifter.c:    if ((victim = ch->fighting) == NULL)
shapeshifter.c:    if (ch->pcdata->powers[BULL_LEVEL] < 4)
shapeshifter.c:    if (ch->pcdata->powers[SHAPE_FORM] != BULL_FORM)
shapeshifter.c:    if (ch->move < 2000)
shapeshifter.c:    if ((victim = ch->fighting) == NULL)
shapeshifter.c:    ch->move -= 2000;
shapeshifter.c:        ch->position = POS_STANDING;
shinobi.c:    if(move[0] == '\0' && ch->fighting == NULL) {
shinobi.c:        if(ch->pcdata->powers[S_HANDFIRE] >= 1)
shinobi.c:        if(ch->pcdata->powers[S_HANDFIRE] >= 2)
shinobi.c:        if(ch->pcdata->powers[S_HANDFIRE] >= 3)
shinobi.c:        if(ch->pcdata->powers[S_HANDFIRE] >= 4)
shinobi.c:        if(ch->pcdata->powers[S_HANDFIRE] >= 5)
shinobi.c:        if(ch->pcdata->powers[S_HANDFIRE] >= 6)
shinobi.c:        if(ch->pcdata->powers[S_HANDSHADOW] >= 1)
shinobi.c:        if(ch->pcdata->powers[S_HANDSHADOW] >= 2)
shinobi.c:        if(ch->pcdata->powers[S_HANDSHADOW] >= 3)
shinobi.c:        if(ch->pcdata->powers[S_HANDSHADOW] >= 4)
shinobi.c:        if(ch->pcdata->powers[S_HANDSHADOW] >= 5)
shinobi.c:        if(ch->pcdata->powers[S_HANDSHADOW] >= 6)
shinobi.c:        if(ch->pcdata->powers[S_HANDWIND] >= 1)
shinobi.c:        if(ch->pcdata->powers[S_HANDWIND] >= 2)
shinobi.c:        if(ch->pcdata->powers[S_HANDWIND] >= 3)
shinobi.c:        if(ch->pcdata->powers[S_HANDWIND] >= 4)
shinobi.c:        if(ch->pcdata->powers[S_HANDWIND] >= 5)
shinobi.c:        if(ch->pcdata->powers[S_HANDWIND] >= 6)
shinobi.c:        if(ch->pcdata->powers[S_HANDWATER] >= 1)
shinobi.c:        if(ch->pcdata->powers[S_HANDWATER] >= 2)
shinobi.c:        if(ch->pcdata->powers[S_HANDWATER] >= 3)
shinobi.c:        if(ch->pcdata->powers[S_HANDWATER] >= 4)
shinobi.c:        if(ch->pcdata->powers[S_HANDWATER] >= 5)
shinobi.c:        if(ch->pcdata->powers[S_HANDWATER] >= 6)
shinobi.c:        if(ch->pcdata->powers[S_HANDHOLY] >= 1)
shinobi.c:        if(ch->pcdata->powers[S_HANDHOLY] >= 2)
shinobi.c:        if(ch->pcdata->powers[S_HANDHOLY] >= 3)
shinobi.c:        if(ch->pcdata->powers[S_HANDHOLY] >= 4)
shinobi.c:        if(ch->pcdata->powers[S_HANDHOLY] >= 5)
shinobi.c:        if(ch->pcdata->powers[S_HANDHOLY] >= 6)
shinobi.c:        if(ch->pcdata->powers[S_HANDEARTH] >= 1)
shinobi.c:        if(ch->pcdata->powers[S_HANDEARTH] >= 2)
shinobi.c:        if(ch->pcdata->powers[S_HANDEARTH] >= 3)
shinobi.c:        if(ch->pcdata->powers[S_HANDEARTH] >= 4)
shinobi.c:        if(ch->pcdata->powers[S_HANDEARTH] >= 5)
shinobi.c:        if(ch->pcdata->powers[S_HANDEARTH] >= 6)
shinobi.c:        if(ch->pcdata->powers[S_RANK] >= S_JOUNIN) {
shinobi.c:        if( (tarchar = ch->fighting) == NULL) {
shinobi.c:    if(!str_cmp(move,"butomi") && IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) {
shinobi.c:    if(!str_cmp(move,"fagra") && ch->pcdata->powers[S_HANDFIRE] >= 1 && notarg == FALSE && selftarg == FALSE) jutsu_fagra(ch,tarchar);
shinobi.c:    else if(!str_cmp(move,"fagra") && ch->pcdata->powers[S_HANDFIRE] >= 1 && (notarg == TRUE|| selftarg == TRUE)) JFAIL
shinobi.c:        else if(!str_cmp(move,"torra") && ch->pcdata->powers[S_HANDFIRE] >= 2 && dir > -1 && dir < 6) jutsu_torra(ch,dir);
shinobi.c:        else if(!str_cmp(move,"torra") && ch->pcdata->powers[S_HANDFIRE] >= 2 && (dir <= -1 || dir >= 6)) JFAIL
shinobi.c:            else if(!str_cmp(move,"bae") && ch->pcdata->powers[S_HANDFIRE] >= 3 && notarg == FALSE && selftarg == FALSE) jutsu_bae(ch,tarchar);
shinobi.c:            else if(!str_cmp(move,"bae") && ch->pcdata->powers[S_HANDFIRE] >= 3 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                else if(!str_cmp(move,"taiegra") && ch->pcdata->powers[S_HANDFIRE] >= 4) jutsu_taiegra(ch);
shinobi.c:                else if(!str_cmp(move,"ennotate") && ch->pcdata->powers[S_HANDFIRE] >= 5 && notarg == FALSE && selftarg == FALSE) jutsu_ennotate(ch,tarchar);
shinobi.c:                else if(!str_cmp(move,"ennotate") && ch->pcdata->powers[S_HANDFIRE] >= 5 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                    else if(!str_cmp(move,"lava") && ch->pcdata->powers[S_HANDFIRE] >= 6) jutsu_lava(ch);
shinobi.c:                    else if(!str_cmp(move,"vensai") && ch->pcdata->powers[S_HANDSHADOW] >= 1 && notarg == 3 && selftarg == FALSE) jutsu_vensai(ch,gtarchar);
shinobi.c:                    else if(!str_cmp(move,"vensai") && ch->pcdata->powers[S_HANDSHADOW] >= 1 && (notarg != 3 || selftarg == TRUE)) JFAIL
shinobi.c:                        else if(!str_cmp(move,"butomi") && ch->pcdata->powers[S_HANDSHADOW] >= 2) jutsu_butomi(ch);
shinobi.c:                        else if(!str_cmp(move,"sami") && ch->pcdata->powers[S_HANDSHADOW] >= 3) jutsu_sami(ch);
shinobi.c:                        else if(!str_cmp(move,"sautchen") && ch->pcdata->powers[S_HANDSHADOW] >= 4 && notarg == FALSE && selftarg == FALSE) jutsu_sautchen(ch,tarchar);
shinobi.c:                        else if(!str_cmp(move,"sautchen") && ch->pcdata->powers[S_HANDSHADOW] >= 4 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                            else if(!str_cmp(move,"daemi") && ch->pcdata->powers[S_HANDSHADOW] >= 5) jutsu_daemi(ch);
shinobi.c:                            else if(!str_cmp(move,"updraft") && ch->pcdata->powers[S_HANDWIND] >= 1 && notarg == 3 && selftarg == FALSE) jutsu_updraft(ch,gtarchar);
shinobi.c:                            else if(!str_cmp(move,"updraft") && ch->pcdata->powers[S_HANDWIND] >= 1 && (notarg != 3 || selftarg == TRUE)) JFAIL
shinobi.c:                                else if(!str_cmp(move,"aero") && ch->pcdata->powers[S_HANDWIND] >= 2) jutsu_aero(ch);
shinobi.c:                                else if(!str_cmp(move,"hoana") && ch->pcdata->powers[S_HANDWIND] >= 3 && notarg == 3 && selftarg == FALSE) jutsu_hoana(ch,gtarchar);
shinobi.c:                                else if(!str_cmp(move,"hoana") && ch->pcdata->powers[S_HANDWIND] >= 3 && (notarg != 3 || selftarg == TRUE)) JFAIL
shinobi.c:                                    else if(!str_cmp(move,"chagi") && ch->pcdata->powers[S_HANDWIND] >= 4 && notarg == FALSE && selftarg == FALSE) jutsu_chagi(ch,tarchar);
shinobi.c:                                    else if(!str_cmp(move,"chagi") && ch->pcdata->powers[S_HANDWIND] >= 4 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                        else if(!str_cmp(move,"aeblade") && ch->pcdata->powers[S_HANDWIND] >= 5 && notarg == FALSE && selftarg == FALSE) jutsu_aeblade(ch,tarchar);
shinobi.c:                                        else if(!str_cmp(move,"aeblade") && ch->pcdata->powers[S_HANDWIND] >= 5 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                            else if(!str_cmp(move,"tornado") && ch->pcdata->powers[S_HANDWIND] >= 6) jutsu_tornado(ch);
shinobi.c:                                            else if(!str_cmp(move,"eagra") && ch->pcdata->powers[S_HANDEARTH] >= 1) jutsu_eagra(ch);
shinobi.c:                                            else if(!str_cmp(move,"inos") && ch->pcdata->powers[S_HANDEARTH] >= 2 && notarg == FALSE && selftarg == FALSE) jutsu_inos(ch,tarchar);
shinobi.c:                                            else if(!str_cmp(move,"inos") && ch->pcdata->powers[S_HANDEARTH] >= 2 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                else if(!str_cmp(move,"yaoe") && ch->pcdata->powers[S_HANDEARTH] >= 3 && notarg == FALSE && selftarg == FALSE) jutsu_yaoe(ch,tarchar);
shinobi.c:                                                else if(!str_cmp(move,"yaoe") && ch->pcdata->powers[S_HANDEARTH] >= 3 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                    else if(!str_cmp(move,"easpi") && ch->pcdata->powers[S_HANDEARTH] >= 4 && notarg == FALSE && selftarg == FALSE) jutsu_easpi(ch,tarchar);
shinobi.c:                                                    else if(!str_cmp(move,"easpi") && ch->pcdata->powers[S_HANDEARTH] >= 4 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                        else if(!str_cmp(move,"eshina") && ch->pcdata->powers[S_HANDEARTH] >= 5) jutsu_eshina(ch);
shinobi.c:                                                        else if(!str_cmp(move,"sha") && ch->pcdata->powers[S_HANDEARTH] >= 6) jutsu_sha(ch);
shinobi.c:                                                        else if(!str_cmp(move,"shoju") && ch->pcdata->powers[S_HANDHOLY] >= 1) jutsu_shoju(ch,target);
shinobi.c:                                                        else if(!str_cmp(move,"mian") && ch->pcdata->powers[S_HANDHOLY] >= 2 && notarg == FALSE) jutsu_mian(ch,tarchar);
shinobi.c:                                                        else if(!str_cmp(move,"mian") && ch->pcdata->powers[S_HANDHOLY] >= 2 && notarg == TRUE) JFAIL
shinobi.c:                                                            else if(!str_cmp(move,"goazento") && ch->pcdata->powers[S_HANDHOLY] >= 3) jutsu_goazento(ch);
shinobi.c:                                                            else if(!str_cmp(move,"hishu") && ch->pcdata->powers[S_HANDHOLY] >= 4 && notarg == FALSE && selftarg == FALSE) jutsu_hishu(ch,tarchar);
shinobi.c:                                                            else if(!str_cmp(move,"hishu") && ch->pcdata->powers[S_HANDHOLY] >= 4 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                                else if(!str_cmp(move,"beoutu") && ch->pcdata->powers[S_HANDHOLY] >= 5) jutsu_beoutu(ch);
shinobi.c:                                                                else if(!str_cmp(move,"yu") && ch->pcdata->powers[S_HANDHOLY] >= 6) jutsu_yu(ch);
shinobi.c:                                                                else if(!str_cmp(move,"soothe") && ch->pcdata->powers[S_HANDWATER] >= 1 && notarg == FALSE) jutsu_soothe(ch,tarchar);
shinobi.c:                                                                else if(!str_cmp(move,"soothe") && ch->pcdata->powers[S_HANDWATER] >= 1 && (notarg == TRUE)) JFAIL
shinobi.c:                                                                    else if(!str_cmp(move,"wash") && ch->pcdata->powers[S_HANDWATER] >= 2 && notarg == FALSE && selftarg == FALSE) jutsu_wash(ch,tarchar);
shinobi.c:                                                                    else if(!str_cmp(move,"wash") && ch->pcdata->powers[S_HANDWATER] >= 2 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                                        else if(!str_cmp(move,"fluidity") && ch->pcdata->powers[S_HANDWATER] >= 3) jutsu_fluidity(ch);
shinobi.c:                                                                        else if(!str_cmp(move,"aqua") && ch->pcdata->powers[S_HANDWATER] >= 4 && notarg == FALSE && selftarg == FALSE) jutsu_aqua(ch,tarchar);
shinobi.c:                                                                        else if(!str_cmp(move,"aqua") && ch->pcdata->powers[S_HANDWATER] >= 4 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                                            else if(!str_cmp(move,"viunemto") && ch->pcdata->powers[S_HANDWATER] >= 5 && notarg == 3 && selftarg == FALSE) jutsu_viunemto(ch,gtarchar);
shinobi.c:                                                                            else if(!str_cmp(move,"viunemto") && ch->pcdata->powers[S_HANDWATER] >= 5 && (notarg != 3 || selftarg == TRUE)) JFAIL
shinobi.c:                                                                                else if(!str_cmp(move,"storm") && ch->pcdata->powers[S_HANDWATER] >= 6) jutsu_storm(ch);
shinobi.c:                                                                                else if(!str_cmp(move,"apprentice") && ch->pcdata->powers[S_RANK] >= S_JOUNIN && notarg == FALSE && selftarg == FALSE) jutsu_apprentice(ch,tarchar);
shinobi.c:                                                                                else if(!str_cmp(move,"apprentice") && ch->pcdata->powers[S_RANK] >= S_JOUNIN && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:    if(!str_cmp(arg,"blah") && ch->level > 7) {
shinobi.c:        ch->pcdata->powers[S_HANDFIRE] = 0;
shinobi.c:        ch->pcdata->powers[S_HANDWATER] = 0;
shinobi.c:        ch->pcdata->powers[S_HANDEARTH] = 0;
shinobi.c:        ch->pcdata->powers[S_HANDWIND] = 0;
shinobi.c:        ch->pcdata->powers[S_HANDHOLY] = 0;
shinobi.c:        ch->pcdata->powers[S_HANDSHADOW] = 0;
shinobi.c:    switch(ch->pcdata->powers[S_ELEMENT]) {
shinobi.c:        else if(!str_cmp(arg,"fire") && ch->pcdata->powers[S_HANDFIRE] >= 6) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"shadow") && ch->pcdata->powers[S_HANDSHADOW] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"earth") && ch->pcdata->powers[S_HANDEARTH] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"wind") && ch->pcdata->powers[S_HANDWIND] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"holy") && ch->pcdata->powers[S_HANDHOLY] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"shadow") && ch->pcdata->powers[S_HANDSHADOW] >= 6) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"fire") && ch->pcdata->powers[S_HANDFIRE] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"wind") && ch->pcdata->powers[S_HANDWIND] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"water") && ch->pcdata->powers[S_HANDWATER] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"earth") && ch->pcdata->powers[S_HANDEARTH] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"wind") && ch->pcdata->powers[S_HANDWIND] >= 6) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"water") && ch->pcdata->powers[S_HANDWATER] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"shadow") && ch->pcdata->powers[S_HANDSHADOW] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"holy") && ch->pcdata->powers[S_HANDHOLY] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"fire") && ch->pcdata->powers[S_HANDFIRE] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"water") && ch->pcdata->powers[S_HANDWATER] >= 6) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"wind") && ch->pcdata->powers[S_HANDWIND] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"holy") && ch->pcdata->powers[S_HANDHOLY] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"earth") && ch->pcdata->powers[S_HANDEARTH] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"shadow") && ch->pcdata->powers[S_HANDSHADOW] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"holy") && ch->pcdata->powers[S_HANDHOLY] >= 6) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"earth") && ch->pcdata->powers[S_HANDEARTH] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"water") && ch->pcdata->powers[S_HANDWATER] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"fire") && ch->pcdata->powers[S_HANDFIRE] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"wind") && ch->pcdata->powers[S_HANDWIND] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"earth") && ch->pcdata->powers[S_HANDEARTH] >= 6) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"holy") && ch->pcdata->powers[S_HANDHOLY] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"fire") && ch->pcdata->powers[S_HANDFIRE] >= 3) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"water") && ch->pcdata->powers[S_HANDWATER] >= 1) found = FALSE;
shinobi.c:        else if(!str_cmp(arg,"shadow") && ch->pcdata->powers[S_HANDSHADOW] >= 1) found = FALSE;
shinobi.c:    if(!str_cmp(arg,"earth")) price = ch->pcdata->powers[S_HANDEARTH] * 500 + 500;
shinobi.c:    if(!str_cmp(arg,"fire")) price = ch->pcdata->powers[S_HANDFIRE] * 500 + 500;
shinobi.c:    if(!str_cmp(arg,"wind")) price = ch->pcdata->powers[S_HANDWIND] * 500 + 500;
shinobi.c:    if(!str_cmp(arg,"water")) price = ch->pcdata->powers[S_HANDWATER] * 500 + 500;
shinobi.c:    if(!str_cmp(arg,"holy")) price = ch->pcdata->powers[S_HANDHOLY] * 500 + 500;
shinobi.c:    if(!str_cmp(arg,"shadow")) price = ch->pcdata->powers[S_HANDSHADOW] * 500 + 500;
shinobi.c:    if(price > ch->practice) {
shinobi.c:    ch->practice -= price;
shinobi.c:    if(!str_cmp(arg,"shadow")) ch->pcdata->powers[S_HANDSHADOW] += 1;
shinobi.c:    if(!str_cmp(arg,"wind")) ch->pcdata->powers[S_HANDWIND] += 1;
shinobi.c:    if(!str_cmp(arg,"fire")) ch->pcdata->powers[S_HANDFIRE] += 1;
shinobi.c:    if(!str_cmp(arg,"water")) ch->pcdata->powers[S_HANDWATER] += 1;
shinobi.c:    if(!str_cmp(arg,"holy")) ch->pcdata->powers[S_HANDHOLY] += 1;
shinobi.c:    if(!str_cmp(arg,"earth")) ch->pcdata->powers[S_HANDEARTH] += 1;
shinobi.c:    if(ch->pcdata->powers[S_RANK] <= S_APPRENTICE &&
shinobi.c:            ch->max_hit >= 100000 && ch->max_move >= 50000 && ch->max_mana >= 50000 &&
shinobi.c:            (ch->chakra / 1000) >= 3) {
shinobi.c:        xprintf(buf, "%s has become a Genin!", ch->pcdata->switchname);
shinobi.c:        ch->pcdata->powers[S_RANK] = S_GENIN;
shinobi.c:    if(ch->pcdata->powers[S_RANK] <= S_GENIN &&
shinobi.c:            ch->max_hit >= 120000 && ch->max_move >= 50000 && ch->max_mana >= 50000 &&
shinobi.c:            (ch->chakra / 1000) >= 6) {
shinobi.c:        xprintf(buf, "%s has become a Jounin!", ch->pcdata->switchname);
shinobi.c:        ch->pcdata->powers[S_RANK] = S_JOUNIN;
shinobi.c:    if(ch->pcdata->powers[S_RANK] <= S_JOUNIN &&
shinobi.c:            ch->max_hit >= 180000 && ch->max_move >= 50000 && ch->max_mana >= 50000 &&
shinobi.c:            (ch->chakra / 1000) >= 10) {
shinobi.c:        xprintf(buf, "%s has become a Kage!", ch->pcdata->switchname);
shinobi.c:        ch->pcdata->powers[S_RANK] = S_KAGE;
shinobi.c://	dam = ch->pRank * 300;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    if(ch->in_room->exit[dir] == NULL) {
shinobi.c:    make_wall(ch->in_room,dir,EX_SHIN_WALL);
shinobi.c:    if(IS_SET(ch->pcdata->powers[S_ACTIVE], S_TAIEGRA)) {
shinobi.c:        REMOVE_BIT(ch->pcdata->powers[S_ACTIVE], S_TAIEGRA);
shinobi.c:        SET_BIT(ch->pcdata->powers[S_ACTIVE], S_TAIEGRA);
shinobi.c:    dam = ch->pRank * 900;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:            if (3000 <= ch->in_room->vnum && ch->in_room->vnum <= 4000)
shinobi.c:    if(ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SFIRE)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SFIRE);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_FIRE, 0);
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SFIRE);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_FIRE, 10);
shinobi.c:        ch->in_room->next_update = update_room_list;
shinobi.c:        update_room_list = ch->in_room;
shinobi.c:        if(IS_SET(ch->in_room->shinobi, ROOM_SWATER)) {
shinobi.c:            REMOVE_BIT(ch->in_room->shinobi, ROOM_SWATER);
shinobi.c:        ch->pcdata->powers[S_TIMER] = 10;
shinobi.c:    if( IS_SET( ch->in_room->room_flags, ROOM_ASTRAL) ) {
shinobi.c:    if( victim->in_room == ch->in_room ) {
shinobi.c:    if(ch->fighting != NULL) {
shinobi.c:    if(ch->pcdata->powers[S_CLONETIMER] > 0 || ch->pcdata->followers> 0) {
shinobi.c:    r = 1 + (ch->race / 10);
shinobi.c:        ch->pcdata->followers++;
shinobi.c:        if(ch->pcdata->powers[S_HANDSHADOW] < 6) victim = create_mobile( get_mob_index( 33006 ) );
shinobi.c:        victim->short_descr = str_dup(ch->name);
shinobi.c:        xprintf(buf, "%s is hovering here.\n\r",ch->name);
shinobi.c:        victim->name = str_dup(ch->name);
shinobi.c:        victim->max_hit  = ch->max_hit / 2;
shinobi.c:        victim->max_mana = ch->max_mana / 2;
shinobi.c:        victim->max_move = ch->max_move / 2;
shinobi.c:        victim->hitroll  = ch->hitroll;
shinobi.c:        victim->damroll  = ch->damroll;
shinobi.c:        if(ch->pcdata->powers[S_HANDSHADOW] == 6) {
shinobi.c:        char_to_room( victim, ch->in_room );
shinobi.c:        if(ch->fighting != NULL) set_fighting(victim,ch->fighting, TRUE);
shinobi.c:    if(ch->pcdata->powers[S_HANDSHADOW] == 6 && ch->fighting != NULL) stop_fighting(ch,TRUE);
shinobi.c:    ch->pcdata->powers[S_CLONETIMER] = 1;
shinobi.c:    if(ch->fight_timer > 0) {
shinobi.c:    if(!IS_SET(ch->newbits2,NEW2_HIDE)) {
shinobi.c:        SET_BIT(ch->newbits2,NEW2_HIDE);
shinobi.c:        REMOVE_BIT(ch->newbits2,NEW2_HIDE);
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    if(!IS_SET(ch->pcdata->powers[S_ACTIVE],S_DAEMI)) {
shinobi.c:        SET_BIT(ch->pcdata->powers[S_ACTIVE],S_DAEMI);
shinobi.c:        REMOVE_BIT(ch->pcdata->powers[S_ACTIVE],S_DAEMI);
shinobi.c:    if( IS_SET( ch->in_room->room_flags, ROOM_ASTRAL) ) {
shinobi.c:    if( victim->in_room == ch->in_room ) {
shinobi.c:    if(ch->fighting != NULL) {
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    for ( vch = ch->in_room->people; vch!=NULL; vch = vch_next)
shinobi.c:        vch_next = vch->next_in_room;
shinobi.c:                xprintf(buf2, "%s's body is ravaged by tornadoes! [#C%d#n]\n\r",vch->name, dam);
shinobi.c:                    xprintf(buf,"%s is trying to find you!\n\r",ch->name);
shinobi.c:                    ch->hit = ch->hit * .8;
shinobi.c:                    ch->mana = 10;
shinobi.c:                    ch->move = 10;
shinobi.c:                    ch->fight_timer += 40;
shinobi.c:                    chroom = ch->in_room;
shinobi.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 25
shinobi.c:        ch->pcdata->condition[COND_THIRST] -= number_range(15,25);
shinobi.c:    chroom = ch->in_room;
shinobi.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
shinobi.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
shinobi.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
shinobi.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
shinobi.c:    if (!IS_NPC(victim)) ch->fight_timer += 5;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    /*        if (3000 <= ch->in_room->vnum && ch->in_room->vnum <= 4000)
shinobi.c:    if(ch->pcdata->powers[S_TIMER] > 0)
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SWIND)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SWIND);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_WIND, 0);
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SWIND);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_WIND, 10);
shinobi.c:        ch->in_room->next_update = update_room_list;
shinobi.c:        update_room_list = ch->in_room;
shinobi.c:        if(IS_SET(ch->in_room->shinobi, ROOM_SEARTH)) {
shinobi.c:            REMOVE_BIT(ch->in_room->shinobi, ROOM_SEARTH);
shinobi.c:        ch->pcdata->powers[S_TIMER] = 10;
shinobi.c:        SET_BIT(ch->immune, IMM_SHIELDED);
shinobi.c:    REMOVE_BIT(ch->immune, IMM_SHIELDED);
shinobi.c:        xprintf(van,"%s failed to inos you!\n\r",ch->name); // Let em know it failed, will decrease complaints of inos.
shinobi.c:    if ( (mount = ch->mount) == NULL ) return;
shinobi.c:    char_to_room( mount, ch->in_room );
shinobi.c:    ch->fight_timer += 5;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    if(!IS_SET(ch->pcdata->powers[S_ACTIVE],S_ESHINA)) {
shinobi.c:        SET_BIT(ch->pcdata->powers[S_ACTIVE],S_ESHINA);
shinobi.c:        REMOVE_BIT(ch->pcdata->powers[S_ACTIVE],S_ESHINA);
shinobi.c:    if(ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SEARTH)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SEARTH);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_EARTH, 0);
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SEARTH);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_EARTH, 10);
shinobi.c:        ch->in_room->next_update = update_room_list;
shinobi.c:        update_room_list = ch->in_room;
shinobi.c:        if(IS_SET(ch->in_room->shinobi, ROOM_SWIND)) {
shinobi.c:            REMOVE_BIT(ch->in_room->shinobi, ROOM_SWIND);
shinobi.c:        ch->pcdata->powers[S_TIMER] = 10;
shinobi.c:    int oldlev = ch->level;
shinobi.c:    if(ch->practice < 2000) {
shinobi.c:        ch->level = 12;
shinobi.c:        ch->level = oldlev;
shinobi.c:        ch->practice -= 2000;
shinobi.c:    amount = ch->pRank * 250;
shinobi.c:    amount *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    int oldlevel = ch->level;
shinobi.c:    if(ch->in_room == NULL) return;
shinobi.c:    if(ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SSAFE)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SSAFE);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_SAFE, 0);
shinobi.c:    SET_BIT(ch->in_room->shinobi, ROOM_SSAFE);
shinobi.c:    SET_RTIMER(ch->in_room, RTIMER_SAFE, 20);
shinobi.c:    ch->in_room->next_update = update_room_list;
shinobi.c:    update_room_list = ch->in_room;
shinobi.c:    ch->level = 12;
shinobi.c:    ch->pcdata->powers[S_TIMER] = 5;
shinobi.c:    ch->level = oldlevel;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    for(rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) {
shinobi.c:    for(rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) {
shinobi.c:    if(ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SHOLY)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SHOLY);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_HOLY, 0);
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SHOLY);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_HOLY, 10);
shinobi.c:        ch->in_room->next_update = update_room_list;
shinobi.c:        update_room_list = ch->in_room;
shinobi.c:        ch->pcdata->powers[S_TIMER] = 10;
shinobi.c:    amount = ch->pRank * 250;
shinobi.c:    amount *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    if(!IS_SET(ch->pcdata->powers[S_ACTIVE],S_FLUIDITY)) {
shinobi.c:        SET_BIT(ch->pcdata->powers[S_ACTIVE],S_FLUIDITY);
shinobi.c:        REMOVE_BIT(ch->pcdata->powers[S_ACTIVE],S_FLUIDITY);
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    if(ch->in_room == victim->in_room) {
shinobi.c:    if(ch->pcdata->powers[S_VTIMER] > 0) {
shinobi.c:    ch->viunemto = victim;
shinobi.c:    if(!IS_SET(ch->newbits2,NEW2_VIUNEMTO)) SET_BIT(ch->newbits2,NEW2_VIUNEMTO);
shinobi.c:    if (3054 == ch->in_room->vnum)
shinobi.c:    if(ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SWATER)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SWATER);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_WATER, 0);
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SWATER);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_WATER, 10);
shinobi.c:        ch->in_room->next_update = update_room_list;
shinobi.c:        update_room_list = ch->in_room;
shinobi.c:        if(IS_SET(ch->in_room->shinobi, ROOM_SFIRE)) {
shinobi.c:            REMOVE_BIT(ch->in_room->shinobi, ROOM_SFIRE);
shinobi.c:        ch->pcdata->powers[S_TIMER] = 12;
shinobi.c:    victim->pcdata->powers[S_ELEMENT] = ch->pcdata->powers[S_ELEMENT];
shinobi.c:    ch->pcdata->powers[S_APP] = 2000;
shinobi.c:    oldlevel = ch->level;
shinobi.c:    ch->level = 13;
shinobi.c:    ch->level = oldlevel;
shinobi.c:    if(ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    for(gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) {
shinobi.c:    if (3054 == ch->in_room->vnum)
shinobi.c:            if (3000 <= ch->in_room->vnum && ch->in_room->vnum <= 4000)
shinobi.c:    ch->in_room->next_update = update_room_list;
shinobi.c:    update_room_list = ch->in_room;
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SEARTH)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SEARTH);
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SFIRE)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SFIRE);
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SWATER)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SWATER);
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SWIND)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SWIND);
shinobi.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SHOLY)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SHOLY);
shinobi.c:    if(!IS_SET(ch->in_room->shinobi, ROOM_SEARTH)) {
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SEARTH);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_EARTH, 10);
shinobi.c:    if(!IS_SET(ch->in_room->shinobi, ROOM_SFIRE)) {
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SFIRE);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_FIRE, 10);
shinobi.c:    if(!IS_SET(ch->in_room->shinobi, ROOM_SWIND)) {
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SWIND);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_WIND, 10);
shinobi.c:    if(!IS_SET(ch->in_room->shinobi, ROOM_SHOLY)) {
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SHOLY);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_HOLY, 10);
shinobi.c:    if(!IS_SET(ch->in_room->shinobi, ROOM_SWATER)) {
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SWATER);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_WATER, 10);
shinobi.c:    ch->pcdata->powers[S_TIMER] = 20;
skyblade.c:                ch->pcdata->powers[SKYBLADE_POWER],
skyblade.c:                ch->pcdata->powers[SKYBLADE_MAGIC],
skyblade.c:                ch->pcdata->powers[SKYBLADE_SKILLS]);
skyblade.c:               if (ch->pcdata->powers[SKYBLADE_POWER] > 0) {
skyblade.c:                   if (ch->pcdata->powers[SKYBLADE_POWER] > 0)
skyblade.c:               else if (ch->pcdata->powers[SKYBLADE_POWER] > 1)
skyblade.c:                   if (ch->pcdata->powers[SKYBLADE_POWER] > 2){
skyblade.c:               else if (ch->pcdata->powers[SKYBLADE_POWER] > 3){
skyblade.c:                   if (ch->pcdata->powers[SKYBLADE_POWER] > 4){
skyblade.c:               else if (ch->pcdata->powers[SKYBLADE_POWER] > 5){
skyblade.c:                      if (ch->pcdata->powers[SKYBLADE_POWER] > 6){
skyblade.c:               else if (ch->pcdata->powers[SKYBLADE_POWER] > 7){
skyblade.c:                      if (ch->pcdata->powers[SKYBLADE_POWER] > 8){
skyblade.c:               else if (ch->pcdata->powers[SKYBLADE_POWER] > 9){
skyblade.c:                    ch->pcdata->powers[SKYBLADE_POWER]);
skyblade.c:             * if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0) {
skyblade.c:             * if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0)
skyblade.c:             * else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 1)
skyblade.c:             * if (ch->pcdata->powers[SKYBLADE_MAGIC] > 2){
skyblade.c:             * else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 3){
skyblade.c:             * if (ch->pcdata->powers[SKYBLADE_MAGIC] > 4){
skyblade.c:             * else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 5){
skyblade.c:             * if (ch->pcdata->powers[SKYBLADE_MAGIC] > 6){
skyblade.c:             * else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 7){
skyblade.c:             * if (ch->pcdata->powers[SKYBLADE_MAGIC] > 8){
skyblade.c:             * else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 9){
skyblade.c:                    ch->pcdata->powers[SKYBLADE_MAGIC]);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] > 0)
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 1)
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 2)
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 3)
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 4)
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 5)
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 6)
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 7)
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 8)
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 9)
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 10)
skyblade.c:             * ch->pcdata->powers[SKYBLADE_POWER], ch->pcdata->powers[SKYBLADE_MAGIC],
skyblade.c:             * ch->pcdata->powers[SKYBLADE_SKILLS]);
skyblade.c:        cost = (ch->pcdata->powers[improve] + 1) * 15;
skyblade.c:        if (ch->pcdata->powers[improve] >= max)
skyblade.c:        if (cost > ch->practice)
skyblade.c:        ch->pcdata->powers[improve] += 1;
skyblade.c:        ch->practice -= cost;
skyblade.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
skyblade.c:    if (!IS_NPC(victim) && ch->move < victim->max_move)
skyblade.c:    if (victim->in_room == ch->in_room)
skyblade.c:        if (ch->pcdata->powers[SKYBLADE_POWER] < 3)
skyblade.c:        if (ch->move < 1000)
skyblade.c:        if (!IS_SET(ch->newbits2, NEW2_EAGLES))
skyblade.c:            SET_BIT(ch->newbits2, NEW2_EAGLES);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 3)
skyblade.c:                ch->damroll += 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 4)
skyblade.c:                ch->damroll += 250;
skyblade.c:            ch->move -= 1000;
skyblade.c:        else if (IS_SET(ch->newbits2, NEW2_EAGLES))
skyblade.c:            REMOVE_BIT(ch->newbits2, NEW2_EAGLES);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 3)
skyblade.c:                ch->damroll -= 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 4)
skyblade.c:                ch->damroll -= 250;
skyblade.c:        if (ch->pcdata->powers[SKYBLADE_POWER] < 5)
skyblade.c:        if (ch->move < 1000)
skyblade.c:        if (!IS_SET(ch->newbits2, NEW2_HAWKEYES))
skyblade.c:            SET_BIT(ch->newbits2, NEW2_HAWKEYES);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 5)
skyblade.c:                ch->hitroll += 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 6)
skyblade.c:                ch->hitroll += 250;
skyblade.c:            ch->move -= 1000;
skyblade.c:        else if (IS_SET(ch->newbits2, NEW2_HAWKEYES))
skyblade.c:            REMOVE_BIT(ch->newbits2, NEW2_HAWKEYES);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 5)
skyblade.c:                ch->hitroll -= 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 6)
skyblade.c:                ch->hitroll -= 250;
skyblade.c:        if (ch->pcdata->powers[SKYBLADE_POWER] < 7)
skyblade.c:        if (ch->move < 1000)
skyblade.c:        if (!IS_SET(ch->newbits2, NEW2_VVIGOR))
skyblade.c:            SET_BIT(ch->newbits2, NEW2_VVIGOR);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 7)
skyblade.c:                ch->armor -= 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 8)
skyblade.c:                ch->armor -= 250;
skyblade.c:            ch->move -= 1000;
skyblade.c:        else if (IS_SET(ch->newbits2, NEW2_VVIGOR))
skyblade.c:            REMOVE_BIT(ch->newbits2, NEW2_VVIGOR);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 7)
skyblade.c:                ch->armor += 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 8)
skyblade.c:                ch->armor += 250;
skyblade.c:        if (ch->pcdata->powers[SKYBLADE_SKILLS] < 3)
skyblade.c:        if (ch->move < 5000)
skyblade.c:        if (!IS_SET(ch->newbits, NEW_CLOUDBLESS))
skyblade.c:            SET_BIT(ch->newbits, NEW_CLOUDBLESS);
skyblade.c:            ch->damroll += 50;
skyblade.c:            ch->hitroll += 50;
skyblade.c:            ch->armor -= 50;
skyblade.c:            ch->move -= 5000;
skyblade.c:        else if (IS_SET(ch->newbits, NEW_CLOUDBLESS))
skyblade.c:            REMOVE_BIT(ch->newbits, NEW_CLOUDBLESS);
skyblade.c:            ch->damroll -= 50;
skyblade.c:            ch->hitroll -= 50;
skyblade.c:            ch->armor += 50;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_SKILLS] < 2)
skyblade.c:    if ((victim = ch->fighting) == NULL)
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] < 1)
skyblade.c:    if (ch->practice < 250)
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] == 1)
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 2)
skyblade.c:        ch->practice -= 250;
skyblade.c:    obj->questowner = str_dup(ch->pcdata->switchname);
skyblade.c:    obj->ownerid = ch->pcdata->playerid;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_SKILLS] < 9)
skyblade.c:        if (ch->fighting == NULL)
skyblade.c:            victim = ch->fighting;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_SKILLS] < 10)
skyblade.c:    if (ch->move < 10000)
skyblade.c:    ch->move -= 10000;
skyblade.c:    ch->hitroll += 5000;
skyblade.c:    ch->hitroll -= 5000;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_SKILLS] < 8)
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_DTIMER] != 10)
skyblade.c:        if ((victim = ch->fighting) == NULL)
skyblade.c:            victim = ch->fighting;
skyblade.c:    if (ch->mana < 10000)
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 5)
skyblade.c:    ch->mana -= 10000;
skyblade.c:    ch->pcdata->powers[SKYBLADE_DTIMER] = 0;
skyblade.c:            ch->name, dam);
skyblade.c:    if (ch->fighting == NULL)
skyblade.c:        ch->fighting = victim;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] < 3)
skyblade.c:        if ((victim = ch->fighting) == NULL)
skyblade.c:            victim = ch->fighting;
skyblade.c:    if (ch->mana < 5000)
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4)
skyblade.c:            ch->name, dam);
skyblade.c:    ch->mana -= 5000;
skyblade.c:        if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4)
skyblade.c:            ch->hit += dam;
skyblade.c:            ch->hit += dam / 2;
skyblade.c:    if (ch->fighting == NULL)
skyblade.c:        ch->fighting = victim;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] < 2)
skyblade.c:    if (ch->practice < 100)
skyblade.c:    ch->practice -= 100;
skyblade.c:    obj->questowner = str_dup(ch->pcdata->switchname);
skyblade.c:    obj->ownerid = ch->pcdata->playerid;
special.c:        if (ch->fighting) return FALSE;
special.c:    if (ch->fighting != NULL)
special.c:    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
special.c:                victim->pcdata->switchname, ch->long_descr);
special.c:    if (ch->fighting != NULL)
special.c:    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
special.c:    if (!ch->in_room)
special.c:    if (ch->position <= POS_RESTING && ch->position >= POS_SLEEPING)
special.c:    else if (ch->position < POS_SLEEPING)
special.c:    if (IS_SET(ch->affected_by, AFF_SHADOWPLANE))
special.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
special.c:    if ((victim = ch->fighting) != NULL)
special.c:        if (ch->hit < ch->max_hit * 0.1 && number_range(1, 3) != 2) // 30K hps and 66% chance
special.c:            for (gch = ch->in_room->people; gch;
special.c:                    gch = gch->next_in_room)
special.c:                char_to_room(gch, ch->in_room);
special.c:        else if (ch->hit < ch->max_hit * 0.5)
special.c:            spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
special.c:            spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
special.c:        if (ch->affected && number_range(1, 3) == 2)
special.c:                               ch->level, ch, ch);
special.c:            spell_desanct(skill_lookup("desanct"), ch->level, ch,
special.c:            spell_web(skill_lookup("web"), ch->level, ch, victim);
special.c:            spell_curse(skill_lookup("curse"), ch->level, ch,
special.c:        if (!IS_SET(ch->affected_by, AFF_SANCTUARY))
special.c:            SET_BIT(ch->affected_by, AFF_SANCTUARY);
special.c:        if (ch->hit < ch->max_hit * 0.95)
special.c:            spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
special.c:            spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
special.c:            spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
special.c:            spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
special.c:            for (victim = ch->in_room->people; victim;
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:    if (ch->position != POS_STANDING)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:    if (ch->position != POS_STANDING)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:    if (ch->position != POS_STANDING)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:    if (ch->position != POS_STANDING)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:    if (ch->position != POS_STANDING)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->position != POS_FIGHTING)
special.c:    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
special.c:    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim);
special.c:    if (ch->position != POS_FIGHTING)
special.c:    if (ch->position != POS_FIGHTING)
special.c:    (*skill_table[sn].spell_fun) (sn, ch->level, ch, NULL);
special.c:    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
special.c:        spell_armor(skill_lookup("armor"), ch->level, ch, victim);
special.c:        spell_darkblessing(skill_lookup("darkblessing"), ch->level,
special.c:        spell_mana(skill_lookup("mana"), ch->level, ch, victim);
special.c:        spell_clot(skill_lookup("clot"), ch->level, ch, victim);
special.c:        spell_mend(skill_lookup("mend"), ch->level, ch, victim);
special.c:        spell_fly(skill_lookup("fly"), ch->level, ch, victim);
special.c:        spell_infravision(skill_lookup("infravision"), ch->level, ch, victim);
special.c:        spell_giant_strength(skill_lookup("giant strength"), ch->level, ch, victim);
special.c:        spell_frenzy(skill_lookup("frenzy"), ch->level, ch, victim);
special.c:        spell_sanctuary(skill_lookup("sanctuary"), ch->level, ch, victim);
special.c:    if (ch->position != POS_FIGHTING)
special.c:    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
special.c:        if (ch->level >= min_level)
special.c:    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim);
special.c:    if (ch->position != POS_FIGHTING)
special.c:    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
special.c:    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim);
special.c:    if (ch->position != POS_FIGHTING)
special.c:    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
special.c:        if (ch->level >= min_level)
special.c:    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim);
special.c:    if (ch->position != POS_FIGHTING)
special.c:    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
special.c:        if (ch->level >= min_level)
special.c:    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim);
special.c:    for (corpse = ch->in_room->contents; corpse != NULL; corpse = c_next)
special.c:            obj_to_room(obj, ch->in_room);
special.c:    if (!IS_AWAKE(ch) || ch->fighting != NULL)
special.c:    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
special.c:    for (trash = ch->in_room->contents; trash != NULL; trash = trash_next)
special.c:    if (ch->fighting != NULL)
special.c:    if (!move || ch->position < POS_SLEEPING)
special.c:        ch->position = POS_STANDING;
special.c:        ch->position = POS_SLEEPING;
special.c:    if (ch->position != POS_FIGHTING
special.c:            || (victim = ch->fighting) == NULL
special.c:            || number_percent() > 2 * ch->level)
special.c:    spell_poison(gsn_poison, ch->level, ch, victim);
special.c:    if (ch->position != POS_STANDING)
special.c:    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
special.c:        if (IS_AWAKE(victim) && number_range(0, ch->level) == 0)
special.c:                ch->bones += bones;
special.c:    if (ch->position != POS_FIGHTING)
special.c:    victim = ch->fighting;
special.c:    pRoomIndex = get_room_index(ch->pIndexData->vnum);
special.c:        for (victim = ch->in_room->people; victim != NULL;
special.c:    for (object = ch->in_room->contents; object; object = object_next)
special.c:            obj_to_room(obj, ch->in_room);
special.c:    if (ch->max_move == 100)
special.c:    ch->max_move = ch->max_move - 1;
special.c:    if (ch->max_move < 5)
special.c:    else if ((ch->max_move < 35) && number_percent() > 95)
special.c:    for (object = ch->in_room->contents; object; object = object_next)
special.c:            if (ch->max_move < 80)
special.c:                ch->max_move = ch->max_move + 20;
special.c:            if (ch->max_move > 25 && number_percent() > 2)
special.c:                if (ch->pIndexData->vnum == 30004)
special.c:                    if (ch->pIndexData->vnum == 30003)
special.c:                obj_to_room(obj, ch->in_room);
special.c:                    ch->max_mana = ch->max_mana + 50;
special.c:    if (ch->fighting != NULL)
special.c:    if (((pexit = ch->in_room->exit[door]) == NULL)
special.c:    if (((pexit = ch->in_room->exit[door]) == NULL)
special.c:            (((pexit = ch->in_room->exit[door]) == NULL)
special.c:        if (victim->in_room != ch->in_room
special.c:                || ((victim->name == ch->name) && (ch->max_move > 30))
special.c:                || ((victim->level > ch->level) && (ch->level < 12))
special.c:        if (victim->in_room == ch->in_room)
special.c:            if (victim->name == ch->name)
special.c:    if ( ch->position == POS_FIGHTING )
special.c:    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
special.c:    for ( object = ch->in_room->contents; object; object = object_next )
special.c:            for ( obj2 = ch->carrying; obj2; obj2 = obj2->next_content )
special.c:    if (ch->position == POS_FIGHTING)
special.c:    for (object = ch->in_room->contents; object; object = object_next)
special.c:            for (obj2 = ch->carrying; obj2;
special.c:   if (ch->fighting) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c: * if (ch->in_room < 6645 && ch->in_room > 6657) break;
special.c:           || victim->in_room->area != ch->in_room->area
special.c:           || victim->in_room == ch->in_room
special.c:        if (ch->in_room != victim->in_room)
special.c:           char_to_room(victim, ch->in_room);
special.c:        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
special.c:      * ch->position == POS_STANDING)
special.c:    if (ch->fighting)
special.c:    if (ch->in_room == NULL)
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                /*           || victim->in_room == ch->in_room*/
special.c:        if (ch->in_room != victim->in_room)
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->position <= POS_SITTING)
special.c:    if ((victim = ch->fighting) != NULL)
special.c:                               ch->level, ch, ch);
special.c:                              ch->level, ch, ch);
special.c:                                 ch->level, ch, ch);
special.c:                               ch->level, ch, ch);
special.c:            spell_sanctuary(skill_lookup("sanctuary"), ch->level,
special.c:            spell_frenzy(skill_lookup("frenzy"), ch->level, ch,
special.c:                               ch->level, ch, ch);
special.c:            spell_bless(skill_lookup("bless"), ch->level, ch, ch);
special.c:                             ch->level, ch, ch);
special.c:            spell_armor(skill_lookup("armor"), ch->level, ch, ch);
special.c:            spell_shield(skill_lookup("shield"), ch->level, ch,
special.c:                              ch->level, ch, victim);
special.c:            spell_blindness(skill_lookup("blindness"), ch->level,
special.c:            spell_curse(skill_lookup("curse"), ch->level, ch,
special.c:        else if (ch->loc_hp[6] > 0)
special.c:            spell_clot(skill_lookup("clot"), ch->level, ch, ch);
special.c:        else if (ch->hit < (ch->max_hit * 0.5)
special.c:            spell_heal(skill_lookup("heal"), ch->level, ch, ch);
special.c:        else if (ch->hit < (ch->max_hit * 0.25)
special.c:            ch->spectype = ZOMBIE_REST;
special.c:        else if (ch->hit < (ch->max_hit * 0.1)
special.c:            spell_teleport(skill_lookup("teleport"), ch->level,
special.c:            ch->spectype = ZOMBIE_REST;
special.c:                                   ch->level, ch, victim);
special.c:                spell_harm(skill_lookup("harm"), ch->level,
special.c:        if ((victim = ch->fighting) == NULL)
special.c:    if (ch->spectype != ZOMBIE_TRACKING && ch->spectype != ZOMBIE_REST)
special.c:            char_to_room(victim, ch->in_room);
special.c:            	    victim->spec_fun = ch->spec_fun;
special.c:            if (((pexit = ch->in_room->exit[door]) == NULL) ||
special.c:            if (((pexit = ch->in_room->exit[option]) == NULL) ||
special.c:            if (countup > 1 && option == ch->specpower)
special.c:                ch->specpower = DIR_SOUTH;
special.c:                ch->specpower = DIR_NORTH;
special.c:                ch->specpower = DIR_WEST;
special.c:                ch->specpower = DIR_EAST;
special.c:                ch->specpower = DIR_DOWN;
special.c:                ch->specpower = DIR_UP;
special.c:            if (victim->in_room != ch->in_room
special.c:            if (victim->in_room == ch->in_room)
special.c:                if (victim->hit > (ch->hit * 1.5))
special.c:                else if ((victim->hit * 1.5) < ch->hit)
special.c:    switch (ch->spectype)
special.c:        ch->spectype = number_range(1, 3);
special.c:                               ch->level, ch, ch);
special.c:                              ch->level, ch, ch);
special.c:                                 ch->level, ch, ch);
special.c:                               ch->level, ch, ch);
special.c:            spell_sanctuary(skill_lookup("sanctuary"), ch->level,
special.c:            spell_frenzy(skill_lookup("frenzy"), ch->level, ch,
special.c:                               ch->level, ch, ch);
special.c:            spell_bless(skill_lookup("bless"), ch->level, ch, ch);
special.c:                             ch->level, ch, ch);
special.c:            spell_armor(skill_lookup("armor"), ch->level, ch, ch);
special.c:            spell_shield(skill_lookup("shield"), ch->level, ch,
special.c:        else if (ch->loc_hp[6] > 0)
special.c:            spell_clot(skill_lookup("clot"), ch->level, ch, ch);
special.c:        else if (ch->hit < ch->max_hit)
special.c:            spell_heal(skill_lookup("heal"), ch->level, ch, ch);
special.c:            spell_frenzy(skill_lookup("frenzy"), ch->level, ch,
special.c:                               ch->level, ch, ch);
special.c:            spell_bless(skill_lookup("bless"), ch->level, ch, ch);
special.c:                             ch->level, ch, ch);
special.c:            spell_armor(skill_lookup("armor"), ch->level, ch, ch);
special.c:            spell_shield(skill_lookup("shield"), ch->level, ch,
special.c:            ch->spectype = 0;
special.c:        if (ch->hit < (ch->max_hit * 0.25))
special.c:            ch->spectype = ZOMBIE_REST;
special.c:        if (ch->hit >= ch->max_hit)
special.c:            ch->spectype = 0;
special.c:                               ch->level, ch, ch);
special.c:        if (ch->in_room->vnum != ROOM_VNUM_ALTAR)
special.c:        if (ch->in_room->vnum == ROOM_VNUM_TEMPLE)
special.c:        if (ch->position == POS_STANDING)
special.c:        if (ch->hit < ch->max_hit)
special.c:            spell_heal(skill_lookup("heal"), ch->level, ch, ch);
special.c:            ch->hit = ch->max_hit;
special.c:    else if (ch->position < POS_STANDING)
special.c:            if (ch->in_room->vnum == 78100
special.c:            else if (ch->in_room->vnum == 78100)
special.c:    if (ch->in_room == NULL)
special.c:    if (ch->in_room->vnum == 78100 && randnum <= 2)
special.c:    else if (ch->in_room->vnum == 78102 && randnum <= 2)
special.c:    else if (ch->in_room->vnum == 78104 && randnum <= 2)
special.c:    else if (ch->in_room->vnum == 78103 && randnum <= 2)
special.c:    else if ((ch->in_room->vnum == 78101) && randnum <= 2)
special.c:            if (((pexit = ch->in_room->exit[door]) == NULL) ||
special.c:            if (((pexit = ch->in_room->exit[option]) == NULL) ||
special.c:            if (countup > 1 && option == ch->specpower)
special.c:                    vch_next = vch->next;
special.c:                    if (vch->in_room == NULL
special.c:                    if (vch->in_room == ch->in_room)
special.c:                    if (vch->in_room->area ==
special.c:                            ch->in_room->area)
special.c:                ch->specpower = DIR_SOUTH;
special.c:                ch->specpower = DIR_NORTH;
special.c:                ch->specpower = DIR_WEST;
special.c:                ch->specpower = DIR_EAST;
special.c:                ch->specpower = DIR_DOWN;
special.c:                ch->specpower = DIR_UP;
special.c:    for (obj = ch->in_room->contents; obj != NULL; obj = o_next)
special.c:    victim = ch->in_room->people;
special.c:    victim = ch->in_room->people;
special.c:    if (ch->position < POS_STANDING)
special.c:    victim = ch->in_room->people;
special.c:    victim = ch->in_room->people;
spiderdroid.c:    if (ch->practice < 150)
spiderdroid.c:    ch->practice -= 150;
spiderdroid.c:    obj->questowner = str_dup(ch->pcdata->switchname);
spiderdroid.c:    obj->ownerid = ch->pcdata->playerid;
spiderdroid.c:    if (!IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_RADAR))
spiderdroid.c:    chroom = ch->in_room;
spiderdroid.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
spiderdroid.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
spiderdroid.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
spiderdroid.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
spiderdroid.c:        ch->fight_timer += 5;
spiderdroid.c:            (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_BATTLESTATION))
spiderdroid.c:    if (IS_SET(ch->newbits, NEW_CUBEFORM))
spiderdroid.c:        if (ch->fighting)
spiderdroid.c:        REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
spiderdroid.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
spiderdroid.c:        ch->damroll -= 250;
spiderdroid.c:        ch->hitroll -= 250;
spiderdroid.c:        free_string(ch->morph);
spiderdroid.c:        ch->morph = str_dup("");
spiderdroid.c:        SET_BIT(ch->newbits, NEW_CUBEFORM);
spiderdroid.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
spiderdroid.c:        xprintf(buf, "%s the battlestation", ch->name);
spiderdroid.c:        free_string(ch->morph);
spiderdroid.c:        ch->morph = str_dup(buf);
spiderdroid.c:        ch->damroll += 250;
spiderdroid.c:        ch->hitroll += 250;
spiderdroid.c:        if (ch->fighting)
spiderdroid.c:                (ch->pcdata->powers[DROID_IMPLANTS],
spiderdroid.c:                (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMORY)
spiderdroid.c:                && ch->pcdata->powers[DROID_AMMO] >= 2)
spiderdroid.c:                || ch->pcdata->powers[DROID_AMMO] >= 4)
spiderdroid.c:        ch->pcdata->powers[DROID_AMMO]++;
spiderdroid.c:                (ch->pcdata->powers[DROID_IMPLANTS],
spiderdroid.c:                (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMORY)
spiderdroid.c:                && ch->pcdata->powers[DROID_ROCKET] >= 1)
spiderdroid.c:                || ch->pcdata->powers[DROID_ROCKET] >= 2)
spiderdroid.c:        ch->pcdata->powers[DROID_ROCKET]++;
spiderdroid.c:    if (IS_SET(ch->pcdata->powers[DROID_IMPLANTS], power))
spiderdroid.c:    if (ch->pcdata->stats[DROID_POWER] < cost)
spiderdroid.c:    if (ch->exp < 500 * cost)
spiderdroid.c:    ch->exp -= cost * 500;
spiderdroid.c:    ch->pcdata->stats[DROID_POWER] -= cost;
spiderdroid.c:    SET_BIT(ch->pcdata->powers[DROID_IMPLANTS], power);
spiderdroid.c:    if (ch->position != POS_FIGHTING)
spiderdroid.c:    if (ch->pcdata->powers[DROID_SPEED] >= 6)
spiderdroid.c:    ch->pcdata->powers[DROID_SPEED]++;
spiderdroid.c:    if (!IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_BREATHCANNON))
spiderdroid.c:        if ((victim = ch->fighting) == NULL)
spiderdroid.c:    if (ch->move < cost)
spiderdroid.c:    ch->move -= cost;
spiderdroid.c:            (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_SUBMACHINEGUN))
spiderdroid.c:        if ((victim = ch->fighting) == NULL)
spiderdroid.c:    if (ch->pcdata->powers[DROID_AMMO] <= 0)
spiderdroid.c:    ch->pcdata->powers[DROID_AMMO]--;
spiderdroid.c:            (ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ROCKETLAUNCHER))
spiderdroid.c:        if ((victim = ch->fighting) == NULL)
spiderdroid.c:    if (ch->pcdata->powers[DROID_ROCKET] <= 0)
spiderdroid.c:    ch->pcdata->powers[DROID_ROCKET]--;
spiderdroid.c:    ich_next = ch->in_room->people;
spiderdroid.c:        ich_next = ich->next_in_room;
string.c:    ch->desc->pString = pString;
string.c:    ch->desc->pString = pString;
string.c:            free_string(*ch->desc->pString);
string.c:            *ch->desc->pString = str_dup("");
string.c:            send_to_char(numlineas(*ch->desc->pString), ch);
string.c:            *ch->desc->pString =
string.c:                string_replace(*ch->desc->pString, arg2,
string.c:            *ch->desc->pString =
string.c:                format_string(*ch->desc->pString);
string.c:            *ch->desc->pString =
string.c:                string_linedel(*ch->desc->pString,
string.c:            *ch->desc->pString =
string.c:                string_lineadd(*ch->desc->pString, tmparg3,
string.c:            *ch->desc->pString =
string.c:                string_linedel(*ch->desc->pString,
string.c:            *ch->desc->pString =
string.c:                string_lineadd(*ch->desc->pString, tmparg3,
string.c:        if (ch->desc->editor == ED_MPCODE)  /* para los mobprogs */
string.c:            if (ch->desc->editor == ED_OPCODE)  /* for the objprogs */
string.c:            if (ch->desc->editor == ED_RPCODE)  /* for the roomprogs */
string.c:        ch->desc->pString = NULL;
string.c:    strcpy(buf, *ch->desc->pString);
string.c:    if (strlen(*ch->desc->pString) + strlen(argument) >=
string.c:        ch->desc->pString = NULL;
string.c:    free_string(*ch->desc->pString);
string.c:    *ch->desc->pString = str_dup(buf);
tanarri.c:    if (ch->practice < 100)
tanarri.c:    obj->questowner = str_dup(ch->pcdata->switchname);
tanarri.c:    obj->ownerid = ch->pcdata->playerid;
tanarri.c:    ch->practice -= 100;
tanarri.c:    if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers[CHAOS_MAGIC] < 3)
tanarri.c:    if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_EMNITY))
tanarri.c:    if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_ENRAGE))
tanarri.c:    if (ch->alignment != -1000)
tanarri.c:        ch->alignment = -1000;
tanarri.c:    if (ch->pcdata->rank == 0)
tanarri.c:    if (ch->pcdata->rank * 3 <= ch->pcdata->powers[TANARRI_POWER_COUNTER])
tanarri.c:    for (i = 1; i < ch->pcdata->rank; i++)
tanarri.c:    if (ch->pcdata->stats[TPOINTS] < 10000 * cost)
tanarri.c:    if (ch->pcdata->rank == 1)
tanarri.c:                (ch->pcdata->powers[TANARRI_POWER], TANARRI_TRUESIGHT))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER], TANARRI_CLAWS))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER],
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:    else if (ch->pcdata->rank == 2)
tanarri.c:                (ch->pcdata->powers[TANARRI_POWER], TANARRI_EXOSKELETON))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER], TANARRI_FANGS))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER], TANARRI_TORNADO))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:    if (ch->pcdata->rank == 3)
tanarri.c:        if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_SPEED))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER], TANARRI_MIGHT))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER],
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:    if (ch->pcdata->rank == 4)
tanarri.c:        if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FIERY))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER], TANARRI_FURY))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER], TANARRI_HEAD))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:    if (ch->pcdata->rank == 5)
tanarri.c:                (ch->pcdata->powers[TANARRI_POWER], TANARRI_BOOMING))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER], TANARRI_ENRAGE))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER], TANARRI_FLAMES))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:    if (ch->pcdata->rank == 6)
tanarri.c:                (ch->pcdata->powers[TANARRI_POWER], TANARRI_TENDRILS))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER], TANARRI_LAVA))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:                 (ch->pcdata->powers[TANARRI_POWER], TANARRI_EMNITY))
tanarri.c:            SET_BIT(ch->pcdata->powers[TANARRI_POWER],
tanarri.c:    ch->pcdata->powers[TANARRI_POWER_COUNTER]++;
tanarri.c:    ch->pcdata->stats[TPOINTS] -= 10000 * cost;
tanarri.c:    if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_LAVA))
tanarri.c:    if (ch->mana < 1000 || ch->move < 1000)
tanarri.c:    if ((victim = ch->fighting) == NULL)
tanarri.c:    ch->mana -= 1000;
tanarri.c:    ch->move -= 1000;
tanarri.c:    if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_CHAOSGATE))
tanarri.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
tanarri.c:    if (ch->move < 1000)
tanarri.c:    ch->move -= 1000;
tanarri.c:    if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_BOOMING))
tanarri.c:    if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FURY))
tanarri.c:    if (ch->pcdata->powers[TANARRI_FURY_ON] == 1)
tanarri.c:        ch->hitroll -= 250;
tanarri.c:        ch->damroll -= 250;
tanarri.c:        ch->pcdata->powers[TANARRI_FURY_ON] = 0;
tanarri.c:        ch->damroll += 250;
tanarri.c:        ch->hitroll += 250;
tanarri.c:        ch->pcdata->powers[TANARRI_FURY_ON] = 1;
tanarri.c:    if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_EARTHQUAKE))
tanarri.c:    if (ch->mana < 1000)
tanarri.c:    ich_next = ch->in_room->people;
tanarri.c:        ich_next = ich->next_in_room;
tanarri.c:    ch->mana -= 1000;
tanarri.c:    if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_TORNADO))
tanarri.c:    if (ch->mana < 1500)
tanarri.c:    ich_next = ch->in_room->people;
tanarri.c:        ich_next = ich->next_in_room;
tanarri.c:    ch->mana -= 1500;
tanarri.c:    if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_FLAMES)
tanarri.c:    if (ch->pcdata->powers[CON_LORE] < 2 && IS_CLASS(ch, CLASS_LICH))
tanarri.c:    if (ch->mana < 2000)
tanarri.c:    ich_next = ch->in_room->people;
tanarri.c:        ich_next = ich->next_in_room;
tanarri.c:    ch->mana -= 2000;
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_CONCEAL))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_GLEAM))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_SWIFTNESS))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_CRITICALSTRIKE))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_BACKSTAB))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_POISONBLADE))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_TDAGGER))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_TOUGHSKIN))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_MIGHT))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_DTRICK))
thief.c:    if (ch->practice < 100)
thief.c:    ch->practice -= 100;
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_GLEAM))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_GLEAM);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_CONCEAL))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_CONCEAL);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_SWIFTNESS))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_SWIFTNESS);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_CRITICALSTRIKE))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_CRITICALSTRIKE);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_BACKSTAB))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_BACKSTAB);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_POISONBLADE))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_POISONBLADE);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_TDAGGER))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_TDAGGER);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_TOUGHSKIN))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_TOUGHSKIN);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_MIGHT))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_MIGHT);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_DTRICK))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_DTRICK);
thief.c:    if (!IS_SET(ch->pcdata->powers[1], THIEF_CONCEAL))
thief.c:    if (ch->fight_timer > 0)
thief.c:    if (ch->move < 2500)
thief.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
thief.c:    if (IS_SET(ch->act, PLR_WIZINVIS))
thief.c:        REMOVE_BIT(ch->act, PLR_WIZINVIS);
thief.c:        SET_BIT(ch->act, PLR_WIZINVIS);
thief.c:    ch->move -= 2500;
thief.c:            || !IS_SET(ch->pcdata->powers[1], THIEF_GLEAM))
thief.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
thief.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
thief.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
thief.c:            || !IS_SET(ch->pcdata->powers[1], THIEF_BACKSTAB))
thief.c:    if (!IS_SET(ch->act, PLR_WIZINVIS))
thief.c:    if (ch->move < 10000)
thief.c:    randomizer = (10000 / (ch->max_hit / ch->hit));
thief.c:    if (IS_NPC(victim) && victim->hit < (ch->max_move / 2)
thief.c:        REMOVE_BIT(ch->act, PLR_WIZINVIS);
thief.c:        ch->move -= randomizer;
thief.c:        ch->exp += 10000 * victim->level;
thief.c:                ch->pcdata->switchname);
thief.c:    REMOVE_BIT(ch->act, PLR_WIZINVIS);
thief.c:    ch->move -= 10000;
thief.c:            || !IS_SET(ch->pcdata->powers[1], THIEF_TDAGGER))
thief.c:    if (ch->move < 1000)
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 2.5,
thief.c:                               ch->damcap[DAM_CAP] * 3);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 1.9,
thief.c:                               ch->damcap[DAM_CAP] * 2.3);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 2,
thief.c:                               ch->damcap[DAM_CAP] * 2.5);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 1.5,
thief.c:                               ch->damcap[DAM_CAP] * 2.3);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 1.8,
thief.c:                               ch->damcap[DAM_CAP] * 2);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] - 200,
thief.c:                               ch->damcap[DAM_CAP] + 200);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 0.9,
thief.c:                               ch->damcap[DAM_CAP] * 1.2);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] - 200,
thief.c:                               ch->damcap[DAM_CAP] - 400);
thief.c:        dam = number_range(ch->damcap[DAM_CAP] * 2,
thief.c:                           ch->damcap[DAM_CAP] * 3);
thief.c:    ch->move -= 1000;
thief.c:    if (IS_SET(ch->act, PLR_WIZINVIS) && vischance >= 65)   //The check for coming out of hiding.
thief.c:    if (IS_SET(ch->act, PLR_WIZINVIS) && vischance < 65)
thief.c:        REMOVE_BIT(ch->act, PLR_WIZINVIS);
thief.c:    if (ch->fighting == NULL)
thief.c:        ch->fighting = victim;
thief.c:            || !IS_SET(ch->pcdata->powers[1], THIEF_DTRICK))
thief.c:    if (ch->move < 2500)
thief.c:            ch->move -= 500;
thief.c:            ch->move -= 2500;
thief.c:            ch->move -= 500;
thief.c:            ch->move -= 2500;
thief.c:            ch->move -= 500;
thief.c:            ch->move -= 2500;
thief.c:                ch->move -= 500;
thief.c:                ch->move -= 2500;
thief.c:    if (!IS_SET(ch->pcdata->powers[1], THIEF_POISONBLADE))
thief.c:    if (ch->move < 500)
thief.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
thief.c:    if (victim->in_room == ch->in_room)
thief.c:    ch->move -= 500;
undead_knight.c:    if (ch->move < 600)
undead_knight.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
undead_knight.c:    if (victim->in_room->vnum == ch->in_room->vnum)
undead_knight.c:    if (ch->practice < 150)
undead_knight.c:    obj->questowner = str_dup(ch->pcdata->switchname);
undead_knight.c:    obj->ownerid = ch->pcdata->playerid;
undead_knight.c:    ch->practice -= 150;
undead_knight.c:    if (ch->mana < 500)
undead_knight.c:    if (ch->hit < ch->max_hit)
undead_knight.c:        ch->hit += number_range(500, 1000);
undead_knight.c:    if (ch->hit > ch->max_hit)
undead_knight.c:        ch->hit = ch->max_hit;
undead_knight.c:    ch->mana -= 500;
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] < 6)
undead_knight.c:        if (IS_SET(ch->pcdata->powers[AURAS], BOG_AURA))
undead_knight.c:            REMOVE_BIT(ch->pcdata->powers[AURAS], BOG_AURA);
undead_knight.c:            SET_BIT(ch->pcdata->powers[AURAS], BOG_AURA);
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] < 4)
undead_knight.c:        if (IS_SET(ch->pcdata->powers[AURAS], MIGHT_AURA))
undead_knight.c:            REMOVE_BIT(ch->pcdata->powers[AURAS], MIGHT_AURA);
undead_knight.c:            ch->damroll -= 300;
undead_knight.c:            ch->hitroll -= 300;
undead_knight.c:            SET_BIT(ch->pcdata->powers[AURAS], MIGHT_AURA);
undead_knight.c:            ch->damroll += 300;
undead_knight.c:            ch->hitroll += 300;
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] < 2)
undead_knight.c:        if (IS_SET(ch->pcdata->powers[AURAS], DEATH_AURA))
undead_knight.c:            REMOVE_BIT(ch->pcdata->powers[AURAS], DEATH_AURA);
undead_knight.c:            SET_BIT(ch->pcdata->powers[AURAS], DEATH_AURA);
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] < 9)
undead_knight.c:        if (IS_SET(ch->pcdata->powers[AURAS], FEAR_AURA))
undead_knight.c:            REMOVE_BIT(ch->pcdata->powers[AURAS], FEAR_AURA);
undead_knight.c:            SET_BIT(ch->pcdata->powers[AURAS], FEAR_AURA);
undead_knight.c:        if (ch->pcdata->powers[INVOCATION] == 0)
undead_knight.c:        if (ch->pcdata->powers[INVOCATION] == 1)
undead_knight.c:        if (ch->pcdata->powers[INVOCATION] == 2)
undead_knight.c:        if (ch->pcdata->powers[INVOCATION] == 3)
undead_knight.c:        if (ch->pcdata->powers[INVOCATION] == 4)
undead_knight.c:        if (ch->pcdata->powers[INVOCATION] == 5)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 0)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 1)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 2)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 3)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 4)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 5)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 6)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 7)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 8)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 9)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] == 10)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 0)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 1)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 2)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 3)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 4)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 5)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 6)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 7)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 8)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 9)
undead_knight.c:        if (ch->pcdata->powers[SPIRIT] == 10)
undead_knight.c:        if (ch->pcdata->powers[NECROMANCY] > 9)
undead_knight.c:        else if (ch->practice <
undead_knight.c:                 ch->pcdata->powers[NECROMANCY] * 60 + 60)
undead_knight.c:            ch->practice -=
undead_knight.c:                ch->pcdata->powers[NECROMANCY] * 60 + 60;
undead_knight.c:            ch->pcdata->powers[NECROMANCY] += 1;
undead_knight.c:        if (ch->pcdata->powers[INVOCATION] > 4)
undead_knight.c:        else if (ch->practice <
undead_knight.c:                 ch->pcdata->powers[INVOCATION] * 60 + 60)
undead_knight.c:            ch->practice -=
undead_knight.c:                ch->pcdata->powers[INVOCATION] * 60 + 60;
undead_knight.c:            ch->pcdata->powers[INVOCATION] += 1;
undead_knight.c:        if (ch->pcdata->powers[UNDEAD_SPIRIT] > 9)
undead_knight.c:        if (ch->practice <
undead_knight.c:                ch->pcdata->powers[UNDEAD_SPIRIT] * 60 + 60)
undead_knight.c:            ch->practice -=
undead_knight.c:                ch->pcdata->powers[UNDEAD_SPIRIT] * 60 + 60;
undead_knight.c:            ch->pcdata->powers[UNDEAD_SPIRIT] += 1;
undead_knight.c:    if (ch->pcdata->powers[WEAPONSKILL] > 9)
undead_knight.c:    if (ch->practice < ch->pcdata->powers[WEAPONSKILL] * 60 + 60)
undead_knight.c:        ch->practice -= ch->pcdata->powers[WEAPONSKILL] * 60 + 60;
undead_knight.c:        ch->hit = 1;
undead_knight.c:        ch->mana = 1;
undead_knight.c:        ch->move = 1;
undead_knight.c:        ch->pcdata->powers[WEAPONSKILL] += 1;
undead_knight.c:    if (!str_cmp(arg, "stun") && ch->pcdata->powers[INVOCATION] > 4)
undead_knight.c:        if (!(arg2[0] == '\0') || ch->fighting != NULL)
undead_knight.c:                victim = ch->fighting;
undead_knight.c:            if (ch->pcdata->powers[POWER_TICK] > 0)
undead_knight.c:            ch->pcdata->powers[POWER_TICK] = 4;
undead_knight.c:    else if (!str_cmp(arg, "blind") && ch->pcdata->powers[INVOCATION] > 0)
undead_knight.c:        if (!(arg2[0] == '\0') || ch->fighting != NULL)
undead_knight.c:                victim = ch->fighting;
undead_knight.c:            if (ch->pcdata->powers[POWER_TICK] > 0)
undead_knight.c:            ch->pcdata->powers[POWER_TICK] = 3;
undead_knight.c:    else if (!str_cmp(arg, "kill") && ch->pcdata->powers[INVOCATION] > 2)
undead_knight.c:            if (ch->pcdata->powers[POWER_TICK] > 0)
undead_knight.c:                if (ch->fighting == NULL)
undead_knight.c:                ch->pcdata->powers[POWER_TICK] = 4;
undead_knight.c:            ch->level = 12;
undead_knight.c:            ch->level = 3;
undead_knight.c:            ch->pcdata->powers[POWER_TICK] = 2;
undead_knight.c:             && ch->pcdata->powers[INVOCATION] > 3)
undead_knight.c:        if (ch->pcdata->powers[POWER_TICK] > 2)
undead_knight.c:        ich_next = ch->in_room->people;
undead_knight.c:            ich_next = ich->next_in_room;
undead_knight.c:        ch->pcdata->powers[POWER_TICK] += 1;
update.c:    if (IS_NPC(ch) && (mount = ch->mount) != NULL && !IS_NPC(mount))
update.c:        if ((master = ch->master) == NULL || master != mount)
update.c:        ch->exp += gain;
update.c:    condition = ch->pcdata->condition[iCond];
update.c:        ch->pcdata->condition[iCond] =
update.c:        ch->pcdata->condition[iCond] =
update.c:            URANGE(0, condition + value, 20000 / ch->generation);
update.c:    if (ch->pcdata->condition[iCond] == 0)
update.c:            else if (ch->hit > 0)
update.c:                ch->hit = ch->hit - number_range(2, 5);
update.c:                if (number_percent() <= ch->beast
update.c:                        && ch->beast > 0)
update.c:    else if (ch->pcdata->condition[iCond] < 10)
update.c:                if (number_range(1, 1000) <= ch->beast
update.c:                        && ch->beast > 0)
update.c:                        (ch->pcdata->condition[COND_THIRST] + 75)
update.c:        ch_next = ch->next;
update.c:        if (ch->in_room == NULL)
update.c:        if (ch->in_room->area->empty)
update.c:        if (!IS_NPC(ch) && ch->hunting != NULL && ch->hunting[0] != '\0'
update.c:                && strlen(ch->hunting) > 1)
update.c:                if (ch->agitated < 1 && ch->position == POS_AGITATED)
update.c:                    ch->position = POS_STANDING;
update.c:                    ch->agitated = 0;
update.c:                else if (ch->agitated < 1 && ch->position == POS_STUNNED)
update.c:                    ch->position = POS_STANDING;
update.c:                    ch->agitated = 0;
update.c:                else if (ch->agitated < 1 && ch->position == POS_SITTING)
update.c:                    ch->position = POS_STANDING;
update.c:                    ch->agitated = 0;
update.c:                if (ch->agitated > 0)
update.c:		if (ch->position > POS_RESTING && ch->position != POS_FIGHTING)
update.c:                    ch->agitated--;
update.c:		if (ch->position < POS_FIGHTING)
update.c:                    ch->agitated--;
update.c:	                    if (ch->agitated < 1)
update.c:	                        ch->position = POS_STANDING;
update.c:            if (ch->position != POS_FIGHTING
update.c:                    && IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD))
update.c:                REMOVE_BIT(ch->pcdata->jflags,
update.c:            if (ch->level < 7 && IS_HERO(ch))
update.c:            if (IS_HERO(ch) && ch->hit > 0
update.c:                    && !IS_SET(ch->extra, EXTRA_AFK))
update.c:                    if (ch->rage > 0)
update.c:                            (ch->pcdata->
update.c:                    if (ch->pcdata->powers[CYBORG_BODY] >
update.c:                    if (ch->pcdata->powers[LIFE_LORE] > 0)
update.c:                    if (ch->pcdata->
update.c:                    if (IS_SET(ch->warp, WARP_REGENERATE))
update.c:                if (ch->class == 0
update.c:                ch->hit += number_range(1, 5);
update.c:                if (ch->hit > ch->max_hit)
update.c:                    ch->hit = ch->max_hit;
update.c:                        && ch->hit > 0)
update.c:            if (ch->position == ch->pIndexData->default_pos)
update.c:                        && ch->mprog_delay > 0)
update.c:                    if (--ch->mprog_delay <= 0)
update.c:            if (ch->spec_fun != 0)
update.c:                if ((*ch->spec_fun) (ch))
update.c:            if (ch->position != POS_STANDING)
update.c:            if (IS_SET(ch->act, ACT_SCAVENGER)
update.c:                    && ch->in_room->contents != NULL
update.c:                for (obj = ch->in_room->contents; obj;
update.c:            if (!IS_SET(ch->act, ACT_SENTINEL)
update.c:                    && (pexit = ch->in_room->exit[door]) != NULL
update.c:                               ROOM_NO_MOB) && (ch->hunting == NULL
update.c:                                                || strlen(ch->
update.c:                    ((!IS_SET(ch->act, ACT_STAY_AREA)
update.c:                      && ch->level < 900)
update.c:                     || pexit->to_room->area == ch->in_room->area))
update.c:            if (ch->hit < ch->max_hit / 2
update.c:                    && (pexit = ch->in_room->exit[door]) != NULL
update.c:                    && !IS_AFFECTED(ch, AFF_WEBBED) && ch->level < 900
update.c:                    && !IS_SET(ch->act, ACT_SENTINEL))
update.c:                        rch != NULL; rch = rch->next_in_room)
update.c:        ch_next = ch->next;
update.c:        if (!IS_NPC(ch) && ch->desc) write_to_descriptor(ch->desc, "", 1);
update.c:        else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
update.c:            SET_BIT(ch->extra, EXTRA_OSWITCH);
update.c:            if (ch->decay_pulse > 0)
update.c:                if (--ch->decay_pulse <= 0)
update.c:            if (ch->tick_timer[TIMER_ACCURACY] == 1)
update.c:                REMOVE_BIT(ch->sohbits, SOH_ACCURACY);
update.c:                ch->hitroll -= 200;
update.c:            if (ch->tick_timer[TIMER_HASTE] == 1)
update.c:                REMOVE_BIT(ch->sohbits, SOH_HASTE);
update.c:            if (ch->tick_timer[TIMER_MIGHT] == 1)
update.c:                REMOVE_BIT(ch->sohbits, SOH_MIGHT);
update.c:            if (ch->tick_timer[TIMER_REGEN] == 1)
update.c:                REMOVE_BIT(ch->sohbits, SOH_REGEN);
update.c:            if (ch->tick_timer[TIMER_SHARDS] == 1)
update.c:                REMOVE_BIT(ch->sohbits, SOH_SHARDS);
update.c:                ch->armor += 200;
update.c:            if (IS_SET(ch->sohbits, SOH_REGEN) && !IS_NPC(ch)
update.c:                    && ch->hit < ch->max_hit)
update.c:                ch->hit += number_range(1000, 2000);
update.c:                if (ch->hit > ch->max_hit)
update.c:                    ch->hit = ch->max_hit;
update.c:            if (ch->tick_timer[TIMER_CHALLENGE] == 1)
update.c:            if (ch->tick_timer[TIMER_DAMN] == 1)
update.c:            if (ch->tick_timer[TIMER_DRONE_DISTORT] == 1)
update.c:            if (ch->tick_timer[TIMER_GFURY] == 1)
update.c:            if (ch->tick_timer[TIMER_DEJAVU] == 1)
update.c:            if (ch->tick_timer[TIMER_MADNESS] == 1)
update.c:            if (ch->tick_timer[TIMER_PESTILENCE] == 1)
update.c:            if (ch->tick_timer[TIMER_HDESIRE] == 1)
update.c:            if (ch->tick_timer[TIMER_CALLGOLEMS] == 1)
update.c:            if (ch->tick_timer[TIMER_DJINN] == 1)
update.c:            if (ch->tick_timer[TIMER_SUPERNOVA] == 1)
update.c:            if (ch->tick_timer[TIMER_HUNTER] == 1)
update.c:            if (ch->tick_timer[TIMER_GENIE] == 1)
update.c:            if (ch->tick_timer[TIMER_BADMOON] == 1)
update.c:            if (ch->tick_timer[TIMER_EXPERIENCE] == 1)
update.c:            if (ch->tick_timer[TIMER_ENTOMB] == 1)
update.c:            if (ch->tick_timer[TIMER_WOD] == 1)
update.c:            if (ch->tick_timer[TIMER_WYRM_ROAR] == 1)
update.c:            if (ch->tick_timer[TIMER_PUMMEL] == 1)
update.c:                if (ch->tick_timer[i] > 0)
update.c:                    ch->tick_timer[i]--;
update.c:            for (quest = ch->pcdata->quests; quest;
update.c:            if ((ch->level < LEVEL_IMMORTAL || !ch->desc)
update.c:                    && !is_obj && !IS_SET(ch->extra, EXTRA_AFK))
update.c:                if ((ch->desc == NULL
update.c:                        || ch->desc->connected == CON_PLAYING)
update.c:                        && ch->level >= 2
update.c:                        && ch->save_time < save_time)
update.c:                    save_time = ch->save_time;
update.c:                if (++ch->timer >= 12 && !in_fortress(ch))
update.c:                    if (ch->was_in_room == NULL
update.c:                            && ch->in_room != NULL)
update.c:                        ch->was_in_room = ch->in_room;
update.c:                        if (ch->fighting != NULL)
update.c:                if (ch->desc == NULL && ch->timer > 5)
update.c://                if (ch->timer > 20)
update.c:        for (paf = ch->affected; paf != NULL; paf = paf_next)
update.c:                                ch->name);
update.c:        for (paf2 = ch->affected2; paf2 != NULL; paf2 = paf2_next)
update.c:                                ch->name);
update.c:        if (ch->class != 0)
update.c:            if (ch->pcdata->pc_eyes == 0)
update.c:                ch->pcdata->pc_eyes = number_range(1,10);
update.c:            if (ch->pcdata->pc_looks == 0)
update.c:                ch->pcdata->pc_looks = number_range(1,4);
update.c:            if (ch->pcdata->pc_hair == 0)
update.c:                ch->pcdata->pc_hair = number_range(1,11);
update.c:            if (ch->pcdata->pc_build == 0)
update.c:                ch->pcdata->pc_build = number_range(1,4);
update.c:                ch->pcdata->pc_build = 5;
update.c:                ch->pcdata->pc_hair = 1;
update.c:                ch->pcdata->pc_looks = 7;
update.c:                ch->pcdata->pc_build = 5;
update.c:                ch->pcdata->pc_hair = 12;
update.c:                ch->pcdata->pc_looks = 6;
update.c:                ch->pcdata->pc_hair = 12;
update.c:        if (ch->fighting == NULL && !IS_NPC(ch))
update.c:                    && ch->gnosis[GMAXIMUM] > ch->gnosis[GCURRENT])
update.c:                if (ch->position <= POS_SLEEPING)
update.c:                    ch->gnosis[GCURRENT] +=
update.c:                else if (ch->position <= POS_RESTING)
update.c:                    ch->gnosis[GCURRENT] +=
update.c:                if (ch->gnosis[GCURRENT] >
update.c:                        ch->gnosis[GMAXIMUM])
update.c:                    ch->gnosis[GCURRENT] =
update.c:                        ch->gnosis[GMAXIMUM];
update.c:            if (ch->gnosis[GCURRENT] > ch->gnosis[GMAXIMUM])
update.c:                ch->gnosis[GCURRENT] = ch->gnosis[GMAXIMUM];
update.c:            if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast > 0
update.c:                    && ch->pcdata->condition[COND_THIRST] <= 15)
update.c:                    && ch->pcdata->powers[NPOWER_CHIKYU] >= 6
update.c:                    && ch->pcdata->powers[HARA_KIRI] > 0)
update.c:                if (ch->pcdata->powers[HARA_KIRI] == 1)
update.c:                ch->pcdata->powers[HARA_KIRI]--;
update.c:            if (!IS_SET(ch->newbits, NEW_CLOAK) && !is_obj
update.c:                      && ch->pcdata->powers[PMONK] > 10)
update.c:                         && ch->pcdata->powers[NECROMANCY] > 9)))
update.c:                SET_BIT(ch->newbits, NEW_CLOAK);
update.c:                if (ch->pcdata->powers[GIANT_FRENZY] == 1)
update.c:                    ch->pcdata->powers[GIANT_FRENZY] = 0;
update.c:        if (ch->position == POS_MORTAL || ch->position == POS_STUNNED
update.c:                || ch->position == POS_INCAP)
update.c:        if (ch->position > POS_STUNNED && !is_obj)
update.c:            if (ch->hit < ch->max_hit)
update.c:                ch->hit =
update.c:                    UMIN(ch->hit + number_range(5, 10),
update.c:                         ch->max_hit);
update.c:            if (ch->mana < ch->max_mana)
update.c:                ch->mana =
update.c:                    UMIN(ch->mana + number_range(5, 10),
update.c:                         ch->max_mana);
update.c:            if (ch->move < ch->max_move)
update.c:                ch->move =
update.c:                    UMIN(ch->move + number_range(2, 4),
update.c:                         ch->max_move);
update.c:        else if (ch->position <= POS_STUNNED && !is_obj)
update.c:            ch->hit = ch->hit + number_range(2, 4);
update.c:            if (ch->position > POS_STUNNED)
update.c:        if (ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL)
update.c:            ch->hit = ch->hit - dam;
update.c:            if (ch->hit < 1)
update.c:                ch->hit = 1;
update.c:            ch->in_room->blood += dam;
update.c:            if (ch->in_room->blood > 1000)
update.c:                ch->in_room->blood = 1000;
update.c:            ch->hit = ch->hit - dam;
update.c:            if (ch->hit < 1)
update.c:                ch->hit = 1;
update.c:            ch->hit = ch->hit - dam;
update.c:            if (ch->hit < 1)
update.c:                ch->hit = 1;
update.c:                && ch->in_room != NULL
update.c:                && (!ch->in_room->sector_type == SECT_INSIDE) && !is_obj
update.c:                && (!room_is_dark(ch->in_room))
update.c:                ch->hit = ch->hit - number_range(2, 4);
update.c:                ch->hit = ch->hit - number_range(5, 10);
update.c:            ch->hit = ch->hit - number_range(400, 1200);
update.c:            if (ch->hit < 1)
update.c:                ch->hit = 1;
update.c:                REMOVE_BIT(ch->affected_by, AFF_POISON);
update.c:        if (ch->position == POS_INCAP && !is_obj)
update.c:            ch->hit = ch->hit + number_range(2, 4);
update.c:            if (ch->position > POS_INCAP)
update.c:            if (ch->position > POS_STUNNED)
update.c:        else if (ch->position == POS_MORTAL && !is_obj)
update.c:            ch->hit = ch->hit + number_range(2, 4);
update.c:            if (ch->position == POS_INCAP)
update.c:            ch_next = ch->next;
update.c:                if (!IS_SET(ch->extra, EXTRA_AFK))
update.c:                    vch = vch->next_in_room)
update.c:                if (vch->class == 0
update.c:                        || (!IS_NPC(vch) && vch->level < 3))
update.c:                        (vch->in_room->room_flags, ROOM_SAFE))
update.c:                    vch = vch->next_in_room)
update.c:                wdam = UMIN(vch->hit - 1, wdam);
update.c:                vch->hit -= wdam;
update.c:                && IS_SET(ch->pcdata->jflags, JFLAG_DRONE_DISTORT))
update.c:            REMOVE_BIT(ch->pcdata->jflags, JFLAG_DRONE_DISTORT);
update.c:        if (IS_SET(ch->pcdata->jflags, JFLAG_MADNESS))
update.c:            if (ch->hit < 0)
update.c:                ch->fight_timer++;
update.c:                ch->fight_timer++;
update.c:                ch->fight_timer++;
update.c:                REMOVE_BIT(ch->pcdata->jflags, JFLAG_MADNESS);
update.c:        if (IS_SET(ch->pcdata->jflags, JFLAG_DRONE_HORRID))
update.c:            if (ch->hit < 0)
update.c:                ch->fight_timer++;
update.c:                dam = UMIN(ch->hit - 1,
update.c:                ch->hit -= dam;
update.c:                ch->fight_timer++;
update.c:                if (!IS_SET(ch->affected_by, AFF_FLAMING))
update.c:                    SET_BIT(ch->affected_by, AFF_FLAMING);
update.c:                dam = UMIN(ch->hit - 1,
update.c:                ch->hit -= dam;
update.c:                ch->fight_timer++;
update.c:                if (!IS_SET(ch->affected_by, AFF_WEBBED))
update.c:                    SET_BIT(ch->affected_by, AFF_WEBBED);
update.c:                dam = UMIN(ch->hit - 1,
update.c:                ch->hit -= dam;
update.c:                ch->fight_timer++;
update.c:                dam = UMIN(ch->hit - 1,
update.c:                ch->hit -= dam;
update.c:                REMOVE_BIT(ch->pcdata->jflags,
update.c:        if (IS_CLASS(ch, CLASS_MONK) && ch->fighting == NULL)
update.c:            ch->monkblock = 0;
update.c:        if (IS_NPC(ch) || ch->embracing == NULL)
update.c:        victim = ch->embracing;
update.c:            if (victim->level > 75 * ch->spl[2])
update.c:            ch->pcdata->condition[COND_THIRST] += blpr;
update.c:                    ch->name, victim->short_descr);
update.c:            if (ch->pcdata->condition[COND_THIRST] >
update.c:                    (3000 / ch->generation))
update.c:                ch->pcdata->condition[COND_THIRST] =
update.c:                    (3000 / ch->generation);
update.c:        if (ch->in_room != victim->in_room)
update.c:        if (ch->in_room->vnum == ROOM_VNUM_ALTAR)
update.c:        ch->pcdata->condition[COND_THIRST] += number_range(30, 40);
update.c:                ch->name, victim->name);
update.c:                ch->name);
update.c:        ch->pcdata->condition[COND_THIRST] += number_range(35, 40);
update.c:        if (ch->pcdata->condition[COND_THIRST] >
update.c:                3000 / ch->generation)
update.c:            ch->pcdata->condition[COND_THIRST] =
update.c:                3000 / ch->generation;
update.c:    if (ch->hit > 0 && ch->pcdata->mortal > 0)
update.c:        ch->pcdata->mortal = 0;
update.c:        ch->pcdata->mortal += 1;
update.c:        if (ch->pcdata->mortal > 10 && !in_fortress(ch))
update.c:            ch->hit = 100;
update.c:            ch->pcdata->mortal = 0;
update.c:            ch->fight_timer = 0;
update.c:    if (ch->pcdata->safe_counter > 0)
update.c:        ch->pcdata->safe_counter--;
update.c:        if (ch->pcdata->safe_counter == 0)
update.c:    if (ch->pcdata->logout_counter > 0)
update.c:        ch->pcdata->logout_counter--;
update.c:        if (ch->pcdata->logout_counter == 0)
update.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)
update.c:            && ch->pcdata->logout_counter > 0)
update.c:/*    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && ch->level > 2
update.c:            && ch->level < 7)
update.c:        if (!IS_SET(ch->extra, EXTRA_AFK))
update.c:            ch->pcdata->sit_safe += number_range(5, 10);
update.c:        if ((ch->pcdata->sit_safe > 200 || ch->fight_timer != 0 )
update.c:                && !IS_SET(ch->in_room->room_flags, ROOM_ARENA)
update.c:                && !ragnarok && !ch->fighting)
update.c:        if (ch->pcdata->sit_safe > 0)
update.c:            ch->pcdata->sit_safe -= 10;
update.c:            ch->pcdata->sit_safe = 0;
update.c:    if (ch->pcdata->condition[COND_DRUNK] > 10
update.c:    if (ch->pcdata->condition[COND_DRUNK] > 0 && number_range(1, 10) == 5)
update.c:        ch->pcdata->condition[COND_DRUNK]--;
update.c:        if (ch->pcdata->condition[COND_DRUNK] == 0)
update.c:    if (ch->in_room != NULL && IS_SET(ch->in_room->room_flags, ROOM_ARENA)
update.c:            && ch->level < 7)
update.c:        if (IS_SET(ch->act, PLR_WIZINVIS))
update.c:        if (IS_SET(ch->act, AFF_HIDE))
update.c:        if (IS_SET(ch->newbits, NEW_DARKNESS))
update.c:            REMOVE_BIT(ch->affected_by, AFF_PEACE);
update.c:            REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
update.c:            REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
update.c:            ch->hit = ch->hit / 2;  // Punish those bastards
update.c:                    ch->name);
update.c:    if (ch->position != POS_STANDING && ch->position != POS_STUNNED)
update.c:        if (ch->move >= cost)
update.c:            ch->move -= cost;
update.c:    if (IS_SET(ch->act, PLR_WIZINVIS))
update.c:        if (ch->move >= cost)
update.c:            ch->move -= cost;
update.c:            REMOVE_BIT(ch->act, PLR_WIZINVIS);
update.c:    if (IS_SET(ch->act, AFF_HIDE))
update.c:        if (ch->move >= cost)
update.c:            ch->move -= cost;
update.c:            REMOVE_BIT(ch->act, AFF_HIDE);
update.c:        if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE))
update.c:            if (ch->move < cost * 2 || ch->mana < cost * 2)
update.c:                REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS],
update.c:                ch->move -= cost * 2;
update.c:                ch->mana -= cost * 2;
update.c:        if (IS_SET(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME))
update.c:            if (ch->move < cost * 2 || ch->mana < cost * 2)
update.c:                REMOVE_BIT(ch->pcdata->powers[ELEMENTAL_POWERS],
update.c:                ch->move -= cost * 2;
update.c:                ch->mana -= cost * 2;
update.c:    if (IS_SET(ch->newbits, NEW_DARKNESS))
update.c:        if (ch->mana >= cost)
update.c:            ch->mana -= cost;
update.c:            REMOVE_BIT(ch->newbits, NEW_DARKNESS);
update.c:            REMOVE_BIT(ch->in_room->room_flags,
update.c:        if (ch->mana >= cost)
update.c:            ch->mana -= cost;
update.c:            REMOVE_BIT(ch->affected_by, AFF_PEACE);
update.c:            REMOVE_BIT(ch->affected_by, AFF_PEACE);
update.c:        if (ch->mana >= cost)
update.c:            ch->mana -= cost;
update.c:            REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
update.c:        if (ch->mana >= cost)
update.c:            ch->mana -= cost;
update.c:            REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
update.c:    if (IS_SET(ch->newbits, NEW_VISION))
update.c:                && IS_SET(ch->itemaffect, ITEMA_VISION))
update.c:            REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
update.c:            REMOVE_BIT(ch->newbits, NEW_VISION);
update.c:    value += ch->damroll;
update.c://    value += (ch->pRank * 20);
update.c://    if (ch->symbiotetype != 0)
update.c://    value += ch->symbiotedr;
update.c:if (ch->damroll != value)
update.c:ch->damroll = value;
update.c:    value = ch->hitroll;
update.c://    value += (ch->pRank * 20);
update.c://    if (ch->symbiotetype != 0)
update.c://        value += ch->symbiotehr;
update.c:if (ch->hitroll != value)
update.c:ch->hitroll = value;
update.c:    value -= ch->armor;
update.c://    if (ch->defense < 0)
update.c://    value += ch->defense;
update.c://    if (ch->symbiotetype != 0)
update.c://    value -= ch->symbioteac;
update.c:ch->armor = value;
update.c:    if (ch->position == POS_FIGHTING && ch->rage > 0 && ch->rage < 25
update.c:        ch->rage += 1;
update.c:    else if (ch->rage > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
update.c:        ch->rage -= 1;
update.c:    if (ch->rage == 0)
update.c:    if ((ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move) && ch->rage > 0)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93350 && ch->in_room->vnum <= 93359))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:        if (ch->position != POS_FIGHTING
update.c:                && ch->pcdata->powers[DROID_SPEED] > 0
update.c:            ch->pcdata->powers[DROID_SPEED]--;
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 7)
update.c:        if (ch->pcdata->powers[SKYBLADE_DTIMER] < 10
update.c:                && ch->position == POS_FIGHTING)
update.c:            ch->pcdata->powers[SKYBLADE_DTIMER]++;
update.c:            if (ch->pcdata->powers[SKYBLADE_DTIMER] >= 10)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93300 && ch->in_room->vnum <= 93309))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->pcdata->powers[POWER_TICK] > 0)
update.c:        ch->pcdata->powers[POWER_TICK]--;
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93310 && ch->in_room->vnum <= 93319))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->pcdata->powers[PHASE_COUNTER] > 0)
update.c:        ch->pcdata->powers[PHASE_COUNTER]--;
update.c:    if (ch->pcdata->powers[SHAPE_COUNTER] > 0)
update.c:        ch->pcdata->powers[SHAPE_COUNTER]--;
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93330 && ch->in_room->vnum <= 93339))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93470 && ch->in_room->vnum <= 93479))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (IS_SET(ch->newbits, NEW_DARKNESS))
update.c:        ch->mana -= 500;
update.c:        if (ch->mana < 500) REMOVE_BIT(ch->newbits, NEW_DARKNESS);
update.c:    if (ch->position != POS_FIGHTING)
update.c:        if (++ch->pcdata->powers[SHADOW_COMBATTICK] > 3)
update.c:            ch->pcdata->powers[SHADOW_COMBO] = 0;
update.c:            ch->pcdata->powers[SHADOW_COMBATTICK] = 0;
update.c:                    (ch->pcdata->powers[SHADOW_BITS],
update.c:                REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
update.c:                    (ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR))
update.c:                REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
update.c:                    (ch->pcdata->powers[SHADOW_BITS],
update.c:                REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
update.c:                    (ch->pcdata->powers[SHADOW_BITS],
update.c:                REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
update.c:        ch->pcdata->powers[SHADOW_COMBATTICK] = 0;
update.c:        if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR))
update.c:            if (ch->pcdata->powers[SHADOW_POWER] < 100)
update.c:                REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
update.c:                ch->pcdata->powers[SHADOW_POWER] -= 100;
update.c:        if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE))
update.c:            if (ch->pcdata->powers[SHADOW_POWER] < 200)
update.c:                REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
update.c:                ch->pcdata->powers[SHADOW_POWER] -= 200;
update.c:                (ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM))
update.c:            if (ch->pcdata->powers[SHADOW_POWER] < 200)
update.c:                REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
update.c:                ch->pcdata->powers[SHADOW_POWER] -= 200;
update.c:                (ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD))
update.c:            if (ch->pcdata->powers[SHADOW_POWER] < 50)
update.c:                REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
update.c:                ch->pcdata->powers[SHADOW_POWER] -= 50;
update.c:    if (ch->pcdata->powers[SHADOW_SOULAMMO] > 0)
update.c:        ch->pcdata->powers[SHADOW_SOULAMMO]--;
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93360 && ch->in_room->vnum <= 93369))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->position == POS_MEDITATING && ch->mana < ch->max_mana)
update.c:        ch->mana += number_range(1000, 2000);
update.c:        if (ch->mana > ch->max_mana)
update.c:            ch->mana = ch->max_mana;
update.c:    if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE)
update.c:        REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON],
update.c:    if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON)
update.c:        REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON],
update.c:    if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY)
update.c:        REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON],
update.c:    if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_STONE)
update.c:        REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON],
update.c:    if (ch->pcdata->powers[ANGEL_LOVE] > 3)
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->pcdata->powers[ANGEL_PEACE_COUNTER] > 0)
update.c:        ch->pcdata->powers[ANGEL_PEACE_COUNTER]--;
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93340 && ch->in_room->vnum <= 93349))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
update.c:    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
update.c:    if (ch->position == POS_MEDITATING)
update.c:    if(ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
update.c:    if(ch->pcdata->powers[S_TIMER] > 0) {
update.c:        ch->pcdata->powers[S_TIMER] -= 1;
update.c:    if(ch->pcdata->powers[S_VTIMER] > 0) {
update.c:        ch->pcdata->powers[S_VTIMER] -= 1;
update.c:    if(ch->pcdata->powers[S_CLONETIMER] > 0) {
update.c:        ch->pcdata->powers[S_CLONETIMER] -= 1;
update.c:    if(IS_SET(ch->in_room->shinobi, ROOM_SHOLY) && ch->pcdata->powers[S_ELEMENT] !=
update.c:    if(ch->position == POS_MEDITATING && ch->chakra < 10000 &&
update.c:            !IS_SET(ch->extra,EXTRA_AFK)) {
update.c:        ch->chakra += 5;
update.c:        if(ch->chakra > 10000) ch->chakra = 10000;
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93410 && ch->in_room->vnum <= 93419))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:        if (ch->position != POS_FIGHTING && ch->chi[CURRENT] > 0
update.c:            ch->chi[CURRENT]--;
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93370 && ch->in_room->vnum <= 93379))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:        if (ch->position == POS_MEDITATING && ch->fight_timer < 1
update.c:                && !IS_SET(ch->act, AFF_HIDE))
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93460 && ch->in_room->vnum <= 93469))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->position == POS_FIGHTING && ch->rage > 0 && ch->rage < 25
update.c:        ch->rage += 1;
update.c:    else if (ch->rage > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
update.c:        ch->rage -= 1;
update.c:    if (ch->rage < 1)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:        if (ch->position == POS_MEDITATING)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93430 && ch->in_room->vnum <= 93439))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:        if (ch->position == POS_FIGHTING)
update.c:            if (ch->rage < 200)
update.c:                ch->rage += number_range(5, 10);
update.c:            if (ch->rage < 200
update.c:                    && ch->pcdata->powers[DISC_WERE_WOLF] > 3)
update.c:                ch->rage += number_range(5, 10);
update.c:            if (!IS_SET(ch->special, SPC_WOLFMAN)
update.c:                    && ch->rage >= 100)
update.c:        else if (ch->rage > 0)
update.c:            ch->rage -= 1;
update.c:            if (ch->rage < 100)
update.c:    if (IS_SET(ch->special, SPC_WOLFMAN) && ch->rage < 100)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93420 && ch->in_room->vnum <= 93426))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93440 && ch->in_room->vnum <= 93446))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (IS_SET(ch->newbits, NEW_DARKNESS))
update.c:        ch->mana -= 500;
update.c:        if (ch->mana < 500) REMOVE_BIT(ch->newbits, NEW_DARKNESS);
update.c:    //if (ch->in_room != NULL && ( ch->in_room->vnum >= 93360 && ch->in_room->vnum <= 93369))
update.c:    //  if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->position != POS_FIGHTING && ch->fight_timer == 0
update.c:            && (IS_SET(ch->special, SPC_JEDI_QUICKEN))
update.c:        REMOVE_BIT(ch->special, SPC_JEDI_QUICKEN);
update.c:    if(ch->pcdata->powers[J_TIMER] > 0)
update.c:        ch->pcdata->powers[J_TIMER] -= 1;
update.c:    if (ch->position != POS_FIGHTING && ch->fight_timer == 0
update.c:            && ch->pcdata->powers[JEDI_STATE] > 0 && number_range(1, 8) == 4)
update.c:        ch->pcdata->powers[JEDI_STATE]--;
update.c:    if (ch->position == POS_MEDITATING
update.c:            && ch->pcdata->powers[JEDI_FOCUS] <
update.c:            ch->pcdata->powers[JEDI_FOCUS_MAX])
update.c:        ch->pcdata->powers[JEDI_FOCUS] += number_range(3, 7);
update.c:        if (ch->pcdata->powers[JEDI_FOCUS] >
update.c:                ch->pcdata->powers[JEDI_FOCUS_MAX])
update.c:            ch->pcdata->powers[JEDI_FOCUS] =
update.c:                ch->pcdata->powers[JEDI_FOCUS_MAX];
update.c:    if (ch->position == POS_FIGHTING)
update.c:        ch->pcdata->powers[JEDI_FOCUS] += number_range(0, 0);
update.c:        if (ch->pcdata->powers[JEDI_FOCUS] >
update.c:                ch->pcdata->powers[JEDI_FOCUS_MAX])
update.c:            ch->pcdata->powers[JEDI_FOCUS] =
update.c:                ch->pcdata->powers[JEDI_FOCUS_MAX];
update.c:    if ((ch->position == POS_STANDING) || (ch->position == POS_RESTING)
update.c:            || (ch->position == POS_SLEEPING))
update.c:        if (ch->position == POS_SLEEPING)
update.c:            ch->pcdata->powers[JEDI_FOCUS] += number_range(2, 6);
update.c:            ch->pcdata->powers[JEDI_FOCUS] += number_range(1, 3);
update.c:        if (ch->pcdata->powers[JEDI_FOCUS] >
update.c:                ch->pcdata->powers[JEDI_FOCUS_MAX])
update.c:            ch->pcdata->powers[JEDI_FOCUS] =
update.c:                ch->pcdata->powers[JEDI_FOCUS_MAX];
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93320 && ch->in_room->vnum <= 93326))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:        int       wpn = (ch->wpn[1] / 3);
update.c:        if (ch->hit < ch->max_hit)
update.c:            ch->hit += wpn;
update.c:            if (ch->hit > ch->max_hit)
update.c:                ch->hit = ch->max_hit;
update.c:        if (ch->mana < ch->max_mana)
update.c:            ch->mana += wpn;
update.c:            if (ch->mana > ch->max_mana)
update.c:                ch->mana = ch->max_mana;
update.c:        if (ch->move < ch->max_move)
update.c:            ch->move += wpn;
update.c:            if (ch->move > ch->max_move)
update.c:                ch->move = ch->max_move;
update.c:    if (ch->fighting == NULL && ch->pcdata->powers[SAMURAI_FOCUS] > 0)
update.c:        ch->pcdata->powers[SAMURAI_FOCUS]--;
update.c:    if (ch->fighting == NULL && ch->pcdata->powers[SAMURAI_LAST] > 0)
update.c:        ch->pcdata->powers[SAMURAI_LAST] = 0;
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->pPotentia < 500) ch->pPotentia++;
update.c:    if (ch->position == POS_MEDITATING && ch->pPotentia < 1000) ch->pPotentia += 10;
update.c:    if (ch->pcdata->powers[APTICK] == 1)
update.c:    if (ch->pcdata->powers[APTICK] > 0) ch->pcdata->powers[APTICK]--;
update.c:    if (ch->pcdata->powers[RAISETIMER] == 1)
update.c:    if (ch->pcdata->powers[RAISETIMER] > 0) ch->pcdata->powers[RAISETIMER]--;
update.c:    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
update.c:    if (IS_SET(ch->pcdata->powers[MOUNT_SUMMON], HAS_SUMMONED_NIGHTMARE) && number_range(1,50) == 4)
update.c:        REMOVE_BIT(ch->pcdata->powers[MOUNT_SUMMON], HAS_SUMMONED_NIGHTMARE);
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->in_room != NULL
update.c:            && (ch->in_room->vnum >= 93400 && ch->in_room->vnum <= 93406))
update.c:        if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:                || ch->move < ch->max_move)
update.c:    if (ch->position == POS_MEDITATING && ch->mana < ch->max_mana)
update.c:        ch->mana += number_range(1000, 2000);
update.c:        if (ch->mana > ch->max_mana)
update.c:            ch->mana = ch->max_mana;
update.c:    obj = get_obj_list(ch, "pyramid", ch->in_room->contents);
update.c:    if (ch->hit >= ch->max_hit)
update.c:    if (ch->hit < ch->max_hit) updatehp = 1;
update.c:    if (ch->move < ch->max_move) updatemove = 1;
update.c:    if (ch->mana < ch->max_mana) updatemana = 1;
update.c:    if (ch->position == POS_SLEEPING)
update.c:    ch->hit = UMIN(ch->hit + (hit_gain * multiplier), ch->max_hit);
update.c:    ch->mana = UMIN(ch->mana + (mana_gain * multiplier), ch->max_mana);
update.c:    ch->move = UMIN(ch->move + (move_gain * multiplier), ch->max_move);
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
update.c:            || ch->move < ch->max_move)
update.c:    if (ch->loc_hp[6] > 0)
update.c:        (*skill_table[sn].spell_fun) (sn, ch->level, ch, ch);
update.c:    else if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +
update.c:              ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)
update.c:    if (ch->in_room)
update.c:                (ch->in_room->area, AREA_AFF_PESTILENCE, 0))
update.c:                    (ch->in_room->area, AREA_AFF_PESTILENCE,
update.c:                     ch->pcdata->religion))
update.c:                (ch->in_room->area, AREA_AFF_GAIA, ch->pcdata->religion))
update.c:            && (ch->position == POS_SLEEPING || ch->position == POS_FIGHTING))
update.c:        if (ch->position == POS_SLEEPING
update.c:                && ch->power[DISC_WERE_BEAR] > 3)
update.c:        else if (ch->position == POS_FIGHTING
update.c:                 && ch->power[DISC_WERE_BEAR] > 3)
update.c:    else if (ch->position == POS_SLEEPING)
update.c:    if (ch->position == POS_MEDITATING)
update.c:    if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
update.c:        hit_gain = hit_gain * ch->on->value[3] / 90;
update.c:        mana_gain = hit_gain * ch->on->value[3] / 90;
update.c:        move_gain = hit_gain * ch->on->value[3] / 90;
update.c:    ch->hit = UMIN(ch->hit + (hit_gain * multiplier), ch->max_hit);
update.c:    ch->mana = UMIN(ch->mana + (mana_gain * multiplier), ch->max_mana);
update.c:    ch->move = UMIN(ch->move + (move_gain * multiplier), ch->max_move);
update.c:    if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana
update.c:            && ch->move >= ch->max_move)
update.c:    if (ch->timer >= 6)
update.c:    if (ch->pcdata->time_tick < 250)
update.c:        ch->pcdata->time_tick++;
update.c:    if (ch->pcdata->bully_counter > 0)
update.c:        ch->pcdata->bully_counter--;
update.c:        if (ch->pcdata->bully_counter == 0)
update.c:            REMOVE_BIT(ch->pcdata->jflags, JFLAG_BULLY);
update.c:    if (ch->pcdata->bully_points > 0)
update.c:        ch->pcdata->bully_points--;
update.c:                 && temp->mob->in_room != temp->ch->in_room)
vamp.c:    if (ch->power[DISC_VAMP_VICI] < 5)
vamp.c:    if (ch->fight_timer > 0)
vamp.c:    ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM];
vamp.c:    ch->pcdata->chobj = obj;
vamp.c:    ch->pcdata->obj_vnum = 30007;
vamp.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
vamp.c:    SET_BIT(ch->extra, EXTRA_OSWITCH);
vamp.c:    free_string(ch->morph);
vamp.c:    ch->morph = str_dup("a pool of blood");
vamp.c:    obj_to_room(obj, ch->in_room);
vamp.c:    if (ch->power[DISC_VAMP_SERP] < 8)
vamp.c:    if (!IS_SET(ch->newbits, NEW_COIL))
vamp.c:        SET_BIT(ch->newbits, NEW_COIL);
vamp.c:    else if (IS_SET(ch->newbits, NEW_COIL))
vamp.c:        REMOVE_BIT(ch->newbits, NEW_COIL);
vamp.c:    if (ch->power[DISC_VAMP_PRES] < 1)
vamp.c:        REMOVE_BIT(ch->extra, EXTRA_AWE);
vamp.c:    SET_BIT(ch->extra, EXTRA_AWE);
vamp.c:    if (ch->power[DISC_VAMP_THAU] < 5)
vamp.c:    if (ch->practice < 10)
vamp.c:    if (IS_SET(ch->newbits, NEW_TIDE))
vamp.c:    SET_BIT(ch->newbits, NEW_TIDE);
vamp.c:    ch->practice -= 10;
vamp.c:    if (ch->power[DISC_VAMP_VICI] < 2)
vamp.c:    if (ch->power[DISC_VAMP_DOMI] < 8)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 250)
vamp.c:    if (ch->practice < 25)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 250;
vamp.c:    ch->practice -= 25;
vamp.c:    if (ch->power[DISC_VAMP_DOMI] < 4)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 500)
vamp.c:    if (IS_SET(ch->act, PLR_ACID))
vamp.c:        REMOVE_BIT(ch->act, PLR_ACID);
vamp.c:        SET_BIT(ch->act, PLR_ACID);
vamp.c:    inroom = ch->in_room;
vamp.c:    if (ch->power[DISC_VAMP_QUIE] < 5)
vamp.c:    if (!str_cmp(ch->in_room->area->name, "midgaard"))
vamp.c:    if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0)
vamp.c:        SET_RTIMER(ch->in_room, RTIMER_SILENCE, 0);
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 300)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 300;
vamp.c:            ch->name);
vamp.c:    if (ch->power[DISC_VAMP_QUIE] < 9)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 200)
vamp.c:    SET_BIT(ch->extra, EXTRA_FLASH);
vamp.c:    ch->power[DISC_VAMP_CELE] += 2;
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 200;
vamp.c:    xprintf(buf, "%s starts moving with lightning speed.", ch->name);
vamp.c:    if (ch->practice < 60)
vamp.c:    ch->practice -= 60;
vamp.c:    obj->questowner = str_dup(ch->pcdata->switchname);
vamp.c:    obj->ownerid = ch->pcdata->playerid;
vamp.c:    if (ch->power[DISC_VAMP_NECR] < 2)
vamp.c:    if (ch->power[DISC_VAMP_NECR] < 4)
vamp.c:    if (!IS_SET(ch->flag2, AFF_SPIRITGUARD))
vamp.c:        SET_BIT(ch->flag2, AFF_SPIRITGUARD);
vamp.c:        REMOVE_BIT(ch->flag2, AFF_SPIRITGUARD);
vamp.c:    if (ch->power[DISC_VAMP_NECR] < 3)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 66)
vamp.c:    if (obj->in_room->vnum == ch->in_room->vnum)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 65;
vamp.c:    int       hps = ch->max_hit / 4;
vamp.c:    if (!IS_CLASS(ch, CLASS_VAMPIRE) || ch->power[DISC_VAMP_OBEA] < 7)
vamp.c:    if (ch->fight_timer > 0)
vamp.c:    if (ch->beast > 0)
vamp.c:    if (ch->rage > 0)
vamp.c:    if (ch->move < 5000)
vamp.c:    WAIT_STATE(ch, 30 - ch->power[DISC_VAMP_OBEA]);
vamp.c:    ch->move -= 5000;
vamp.c:    ch->hit += hps;
vamp.c:    if (ch->hit > ch->max_hit)
vamp.c:        ch->hit = ch->max_hit;
vamp.c:    if (ch->power[DISC_VAMP_MELP] < 1)
vamp.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 50)
vamp.c:        vch_next = vch->next;
vamp.c:        if (vch->in_room == NULL)
vamp.c:        if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
vamp.c:        if (vch->in_room == ch->in_room)
vamp.c:            if ((mount = ch->mount) != NULL)
vamp.c:                         (12 - ch->power[DISC_VAMP_MELP])) == 2)
vamp.c:                    vch->position = POS_STUNNED;
vamp.c:    if (arg[0] == '\0' && ch->embracing == NULL)
vamp.c:    if (ch->embracing != NULL)
vamp.c:        if ((victim = ch->embracing) != NULL)
vamp.c:            && ch->embracing == NULL)
vamp.c:            "%s leaps toward %s baring his fangs.", ch->name,
vamp.c:            "%s sinks their teeth into %s's throat.", ch->name,
vamp.c:    xprintf(buf, "%s sinks their teeth into your throat.\n\r", ch->name);
vamp.c:    ch->embracing = victim;
vamp.c:    if (ch->power[DISC_VAMP_OBFU] < 5)
vamp.c:    if (ch->power[DISC_VAMP_DAIM] < 2)
vamp.c:    if (ch->fighting == NULL)
vamp.c:        if (ch->power[DISC_VAMP_DAIM] < 5)
vamp.c:    if (ch->power[DISC_VAMP_DAIM] < 5)
vamp.c:        obj->questmaker = str_dup(ch->name);
vamp.c:        obj->questmaker = str_dup(ch->name);
vamp.c:    if (ch->power[DISC_VAMP_OBFU] < 4)
vamp.c:    obj->questmaker = str_dup(ch->name);
vamp.c:    if (ch->power[DISC_VAMP_QUIE] < 7)
vamp.c:            ch->name, obj->short_descr);
vamp.c:    if (ch->power[DISC_VAMP_THAU] < 8)
vamp.c:            "%s leaps toward %s baring his fangs.", ch->name,
vamp.c:            ch->name, victim->name);
vamp.c:    ch->pcdata->condition[COND_THIRST] += number_range(100, 200);
vamp.c:    if (ch->pcdata->condition[COND_THIRST] >= 1000 / ch->generation)
vamp.c:        ch->pcdata->condition[COND_THIRST] = 1000 / ch->generation;
vamp.c:    if (ch->power[DISC_VAMP_NECR] < 5)
vamp.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_THAU] < 6)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 20)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= number_range(18, 22);
vamp.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
vamp.c:    level = ch->power[DISC_VAMP_THAU];
vamp.c:    inroom = ch->in_room;
vamp.c:    if (ch->power[DISC_VAMP_QUIE] < 6)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 300)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 300;
vamp.c:            ch->name);
vamp.c:    if (ch->power[DISC_VAMP_VICI] < 4)
vamp.c:        REMOVE_BIT(ch->extra, EXTRA_DRAGON);
vamp.c:        if (ch->hit < 1)
vamp.c:            ch->hit = 1;
vamp.c:        ch->damroll -= 400;
vamp.c:        ch->hitroll -= 400;
vamp.c:        free_string(ch->morph);
vamp.c:        ch->morph = str_dup("A big black monster");
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 100)
vamp.c:    if (ch->mounted == IS_RIDING)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= number_range(200, 400);
vamp.c:    SET_BIT(ch->extra, EXTRA_DRAGON);
vamp.c:    xprintf(buf, "%s, the huge rabid dragon", ch->name);
vamp.c:    free_string(ch->morph);
vamp.c:    ch->morph = str_dup(buf);
vamp.c:    ch->damroll += 400;
vamp.c:    ch->hitroll += 400;
vamp.c:    if (ch->power[DISC_VAMP_VICI] < 10)
vamp.c:    if (IS_AFFECTED(ch, AFF_POLYMORPH) && ch->pcdata->chobj == NULL)
vamp.c:    if (ch->pcdata->obj_vnum != 0)
vamp.c:    obj_to_room(obj, ch->in_room);
vamp.c:    ch->pcdata->obj_vnum = obj->pIndexData->vnum;
vamp.c:    xprintf(buf, "%d", ch->pcdata->obj_vnum);
vamp.c:    ch->pcdata->chobj = obj;
vamp.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
vamp.c:    SET_BIT(ch->extra, EXTRA_OSWITCH);
vamp.c:    free_string(ch->morph);
vamp.c:    ch->morph = str_dup(obj->short_descr);
vamp.c:    if (IS_SET(ch->newbits, NEW_TIDE))
vamp.c:        bloodpool = (3000 / ch->generation);
vamp.c:        bloodpool = (2000 / ch->generation);
vamp.c:    if (ch->power[DISC_VAMP_DOMI] < 5)
vamp.c:    if (IS_SET(ch->extra, EXTRA_BAAL))
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < bloodpool)
vamp.c:    ch->pcdata->condition[COND_THIRST] = 0;
vamp.c:    SET_BIT(ch->extra, EXTRA_BAAL);
vamp.c:    ch->power[DISC_VAMP_POTE] += 2;
vamp.c:    ch->power[DISC_VAMP_CELE] += 2;
vamp.c:    ch->power[DISC_VAMP_FORT] += 2;
vamp.c:    if (ch->power[DISC_VAMP_PRES] < 6)
vamp.c:        SET_BIT(ch->extra, EXTRA_FAKE_CON);
vamp.c:        REMOVE_BIT(ch->extra, EXTRA_FAKE_CON);
vamp.c:                ch->pcdata->fake_hit, char_hitroll(ch));
vamp.c:                ch->pcdata->fake_dam, char_damroll(ch));
vamp.c:                ch->pcdata->fake_ac, char_ac(ch));
vamp.c:        xprintf(buf, "Hp: %d, Actual: %d.\n\r", ch->pcdata->fake_hp,
vamp.c:                ch->hit);
vamp.c:                ch->pcdata->fake_mana, ch->mana);
vamp.c:                ch->pcdata->fake_move, ch->move);
vamp.c:        ch->pcdata->fake_hit = value;
vamp.c:        ch->pcdata->fake_dam = value;
vamp.c:        ch->pcdata->fake_ac = value;
vamp.c:        ch->pcdata->fake_hp = value;
vamp.c:        ch->pcdata->fake_mana = value;
vamp.c:        ch->pcdata->fake_move = value;
vamp.c:    if (ch->power[DISC_VAMP_DAIM] < 7)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 50)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 50;
vamp.c:            ch->name);
vamp.c:    objc = get_obj_list(ch, wall, ch->in_room->contents);
vamp.c:    obj_to_room(obj, ch->in_room);
vamp.c:    inroom = ch->in_room;
vamp.c:    if (ch->power[DISC_VAMP_DAIM] < 6)
vamp.c:    if (IS_SET(ch->in_room->room_flags, ROOM_FLAMING))
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 100)
vamp.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 100;
vamp.c:            ch->name);
vamp.c:    if (ch->power[DISC_VAMP_NECR] < 5 && IS_CLASS(ch, CLASS_VAMPIRE))
vamp.c:    if (ch->pcdata->powers[NECROMANTIC] < 1 && IS_CLASS(ch, CLASS_LICH))
vamp.c:    if (ch->pcdata->followers > 5)
vamp.c:    ch->pcdata->followers++;
vamp.c:    char_to_room(victim, ch->in_room);
vamp.c:    if (ch->power[DISC_VAMP_VICI] < 2)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 40)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= number_range(30, 40);
vamp.c:                ch->name);
vamp.c:                ch->morph, ch->name);
vamp.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
vamp.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
vamp.c:        free_string(ch->morph);
vamp.c:        ch->morph = str_dup("");
vamp.c:                ch->morph, victim->short_descr);
vamp.c:                ch->morph);
vamp.c:        free_string(ch->morph);
vamp.c:        ch->morph = str_dup(victim->short_descr);
vamp.c:            ch->name, victim->short_descr);
vamp.c:            ch->name);
vamp.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
vamp.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
vamp.c:    free_string(ch->morph);
vamp.c:    ch->morph = str_dup(victim->short_descr);
vamp.c:    if (ch->power[DISC_VAMP_PRES] < 3)
vamp.c:    level = ch->power[DISC_VAMP_PRES] * 40;
vamp.c:    if (ch->power[DISC_VAMP_SERP] < 4)
vamp.c:    level = ch->spl[spelltype] * 0.25;
vamp.c:        if (IS_SET(ch->newbits, NEW_TIDE))
vamp.c:            bloodpool = (3000 / ch->generation);
vamp.c:            bloodpool = (2000 / ch->generation);
vamp.c:    if (ch->power[DISC_VAMP_OBTE] < 5)
vamp.c:    if ((victim = ch->fighting) == NULL)
vamp.c:        dam = ch->power[DISC_VAMP_OBTE] * 20;
vamp.c:        dam = ch->power[DISC_VAMP_OBTE] * 100;
vamp.c:    ch->pcdata->condition[COND_THIRST] += number_range(40, 50);
vamp.c:    if (ch->pcdata->condition[COND_THIRST] > bloodpool)
vamp.c:        ch->pcdata->condition[COND_THIRST] = bloodpool;
vamp.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_QUIE] < 4)
vamp.c:            && !IS_SET(ch->pcdata->powers[SHADOW_POWERS],
vamp.c:    if (ch->in_room != NULL)
vamp.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
vamp.c:    if (ch->pcdata->rank == AGE_LA_MAGRA)
vamp.c:    else if (ch->pcdata->rank == AGE_TRUEBLOOD)
vamp.c:            ch->fighting = victim;
vamp.c:                switch (ch->pIndexData->vnum)
vamp.c:        dam = ch->power[DISC_VAMP_QUIE] * 100;
vamp.c:        dam = ch->power[DISC_VAMP_QUIE] * 400;
vamp.c:    if (ch->power[DISC_VAMP_QUIE] < 5 && !IS_IMMORTAL(ch))
vamp.c:    ch->pinched = 40;
vamp.c:    if (ch->power[DISC_VAMP_PRES] < 2)
vamp.c:    if (ch->power[DISC_VAMP_SERP] < 4)
vamp.c:    if ((victim = ch->fighting) == NULL)
vamp.c:        dam = ch->power[DISC_VAMP_SERP] * 55;
vamp.c:        dam = ch->power[DISC_VAMP_SERP] * 225;
vamp.c:    if (ch->power[DISC_VAMP_CHIM] < 5)
vamp.c:    if (IS_SET(ch->flag2, VAMP_OBJMASK))
vamp.c:        xprintf(buf, "%s transforms back into %s.\n\r", ch->morph,
vamp.c:                ch->name);
vamp.c:        ch->morph = str_dup("");
vamp.c:        ch->objdesc = str_dup("");
vamp.c:        ch->long_descr = str_dup("");
vamp.c:        ch->short_descr = str_dup(ch->name);
vamp.c:        REMOVE_BIT(ch->flag2, VAMP_OBJMASK);
vamp.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 50)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= number_range(40, 50);
vamp.c:    SET_BIT(ch->flag2, VAMP_OBJMASK);
vamp.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
vamp.c:    free_string(ch->morph);
vamp.c:    ch->morph = str_dup(obj->short_descr);
vamp.c:    free_string(ch->objdesc);
vamp.c:    ch->objdesc = str_dup(obj->description);
vamp.c:    ch->long_descr = str_dup("");
vamp.c:    if (ch->power[DISC_VAMP_CHIM] < 1)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 20)
vamp.c:    if (ch->pcdata->followers > 4)
vamp.c:    ch->pcdata->followers++;
vamp.c:    victim->short_descr = str_dup(ch->name);
vamp.c:    xprintf(buf, "%s is hovering here.\n\r", ch->name);
vamp.c:    victim->name = str_dup(ch->name);
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 20;
vamp.c:    char_to_room(victim, ch->in_room);
vamp.c:    if (ch->power[DISC_VAMP_CHIM] < 4)
vamp.c:    if ((familiar = ch->pcdata->familiar) != NULL)
vamp.c:    ch->pcdata->familiar = victim;
vamp.c:    if (ch->power[DISC_VAMP_CHIM] < 2)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 30)
vamp.c:    if (ch->pcdata->followers > 4)
vamp.c:    ch->pcdata->followers++;
vamp.c:    victim->short_descr = str_dup(ch->name);
vamp.c:    xprintf(buf, "%s is hovering here.\n\r", ch->name);
vamp.c:    victim->name = str_dup(ch->name);
vamp.c:    victim->max_hit = ch->max_hit;
vamp.c:    victim->max_mana = ch->max_mana;
vamp.c:    victim->max_move = ch->max_move;
vamp.c:    victim->hitroll = ch->hitroll;
vamp.c:    victim->damroll = ch->damroll;
vamp.c:    char_to_room(victim, ch->in_room);
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 30;
vamp.c:    if (ch->power[DISC_VAMP_THAN] < 3)
vamp.c:    if ( IS_SET(ch->flag2, VAMP_ASHES) )
vamp.c:      ch->pcdata->obj_vnum = 0;
vamp.c:      REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
vamp.c:      REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
vamp.c:      REMOVE_BIT(ch->flag2, VAMP_ASHES);
vamp.c:      ch->pcdata->chobj = NULL;
vamp.c:      free_string(ch->morph);
vamp.c:      ch->morph = str_dup("");
vamp.c:    ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM];
vamp.c:    ch->pcdata->chobj = obj;
vamp.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
vamp.c:    SET_BIT(ch->extra, EXTRA_OSWITCH);
vamp.c:    SET_BIT(ch->flag2, VAMP_ASHES);
vamp.c:    free_string(ch->morph);
vamp.c:    ch->morph = str_dup("a pile of ashes");
vamp.c:    obj_to_room(obj,ch->in_room);
vamp.c:    if (ch->power[DISC_VAMP_AUSP] < 3 && IS_CLASS(ch, CLASS_VAMPIRE))
vamp.c:    if (victim->level > ch->level)
vamp.c:    if (victim->spl[BLUE_MAGIC] > ch->spl[BLUE_MAGIC] / 2)
vamp.c:    if (ch->power[DISC_VAMP_AUSP] < 4)
vamp.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
vamp.c:    if (victim->in_room == ch->in_room)
vamp.c:    if (ch->power[DISC_VAMP_THAN] < 1)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 40)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= number_range(30, 40);
vamp.c:                ch->name);
vamp.c:                ch->morph, ch->name);
vamp.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
vamp.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
vamp.c:        free_string(ch->morph);
vamp.c:        ch->morph = str_dup("");
vamp.c:                ch->morph, victim->name);
vamp.c:                ch->morph);
vamp.c:        free_string(ch->morph);
vamp.c:        ch->morph = str_dup(victim->name);
vamp.c:    xprintf(buf, "%s's body wrinkles and reforms as %s.", ch->name,
vamp.c:    xprintf(buf, "%s's body wrinkles and reforms as you!", ch->name);
vamp.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
vamp.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
vamp.c:    free_string(ch->morph);
vamp.c:    ch->morph = str_dup(victim->name);
vamp.c:    if (ch->power[DISC_VAMP_DAIM] < 3)
vamp.c:            || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
vamp.c:            || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
vamp.c:            || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
vamp.c:            || victim->in_room->vnum == ch->in_room->vnum)
vamp.c:    obj->value[3] = ch->in_room->vnum;
vamp.c:    obj_to_room(obj, ch->in_room);
vamp.c:    obj->value[0] = ch->in_room->vnum;
vamp.c:    if (ch->power[DISC_VAMP_ANIM] < 3)
vamp.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
vamp.c:    value = ch->power[DISC_VAMP_QUIE];
vamp.c:    pcost = ch->power[DISC_VAMP_QUIE] * 60;
vamp.c:    if (ch->power[DISC_VAMP_QUIE] < 3)
vamp.c://    ch->pcdata->quest += pcost;
vamp.c:    if (arg[0] == '\0' && ch->embracing == NULL)
vamp.c:    if (ch->embracing != NULL)
vamp.c:        if ((victim = ch->embracing) != NULL)
vamp.c:            && ch->embracing == NULL)
vamp.c:    xprintf(buf, "%s leaps toward %s baring his fangs.", ch->name,
vamp.c:    xprintf(buf, "%s sinks their teeth into %s's throat.", ch->name,
vamp.c:    xprintf(buf, "%s sinks their teeth into your throat.\n\r", ch->name);
vamp.c:    ch->embracing = victim;
vamp.c:    if (IS_SET(ch->newbits, NEW_TIDE))
vamp.c:        bloodpool = (3000 / ch->generation);
vamp.c:        bloodpool = (2000 / ch->generation);
vamp.c:    if (victim->level > 75 * ch->spl[RED_MAGIC])
vamp.c:    xprintf(buf, "%s leaps toward %s baring his fangs.\n\r", ch->name,
vamp.c:                ch->short_descr);
vamp.c:            ch->name, victim->short_descr);
vamp.c:    ch->embracing = victim;
vamp.c:    if (ch->power[DISC_VAMP_THAN] < 4)
vamp.c:            ch->name);
vamp.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_QUIE] < 2)
vamp.c:    level = ch->power[DISC_VAMP_QUIE] * 1.5;
vamp.c:    if (ch->power[DISC_VAMP_DAIM] < 1)
vamp.c:    if (ch->pcdata->followers > 4)
vamp.c:    ch->pcdata->followers++;
vamp.c:    char_to_room(victim, ch->in_room);
vamp.c:    if (ch->power[DISC_VAMP_DAIM] < 8)
vamp.c:    if (ch->pcdata->followers > 5)
vamp.c:    ch->pcdata->followers++;
vamp.c:    char_to_room(victim, ch->in_room);
vamp.c:    if (ch->power[DISC_VAMP_ANIM] < 1)
vamp.c:    if (ch->pcdata->followers > 4)
vamp.c:    char_to_room(victim, ch->in_room);
vamp.c:    ch->pcdata->followers += 1;
vamp.c:    if (ch->power[DISC_VAMP_QUIE] < 1)
vamp.c:    if ((victim = ch->fighting) == NULL)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 5)
vamp.c:        dam = ch->power[DISC_VAMP_QUIE] * 550;
vamp.c:        dam = ch->power[DISC_VAMP_QUIE] * 250;
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 5;
vamp.c:    if (ch->power[DISC_VAMP_SERP] < 5)
vamp.c:    if (!IS_SET(ch->newbits, NEW_SKIN))
vamp.c:        ch->armor -= 100;
vamp.c:        SET_BIT(ch->newbits, NEW_SKIN);
vamp.c:    else if (IS_SET(ch->newbits, NEW_SKIN))
vamp.c:        ch->armor += 100;
vamp.c:        REMOVE_BIT(ch->newbits, NEW_SKIN);
vamp.c:    if (ch->power[DISC_VAMP_SERP] < 4)
vamp.c:    if (ch->pcdata->followers > 5)
vamp.c:    char_to_room(victim, ch->in_room);
vamp.c:    ch->pcdata->followers += 1;
vamp.c:    if (ch->power[DISC_VAMP_CHIM] < 1)
vamp.c:    if (ch->pcdata->followers > 5)
vamp.c:    char_to_room(victim, ch->in_room);
vamp.c:    ch->pcdata->followers += 1;
vamp.c:    if (ch->power[DISC_VAMP_DAIM] < 2)
vamp.c:    if (!str_cmp(ch->in_room->area->name, "diku    midgaard"))
vamp.c:    ch->pcdata->condition[COND_THIRST] -= value;
vamp.c:            ch->name);
vamp.c:    objc = get_obj_list(ch, wall, ch->in_room->contents);
vamp.c:    obj_to_room(obj, ch->in_room);
vamp.c:    if (ch->power[DISC_VAMP_THAU] < 2)
vamp.c:    if (10 > ch->practice)
vamp.c:    ch->practice -= 10;
vamp.c:    if (ch->power[DISC_VAMP_OBTE] < 10)
vamp.c:    xprintf(buf, "%s gazes intently at %s.", ch->name,
vamp.c:            "%s rips %s into the Shadowplane!", ch->name,
vamp.c:    if (ch->power[DISC_VAMP_OBTE] < 8)
vamp.c:    if (ch->in_room != NULL)
vamp.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
vamp.c:    xprintf(buf, "%s pulls %s into the Shadowplane.", ch->name,
vamp.c:    xprintf(buf, "%s pulls you into the Shadowplane!\n\r", ch->name);
vamp.c:    if (ch->power[DISC_VAMP_ANIM] < 4)
vamp.c:    if ((familiar = ch->pcdata->familiar) != NULL)
vamp.c:        ch->pcdata->familiar = NULL;
vamp.c:    if (victim->level > (ch->spl[RED_MAGIC] * 0.25))
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 25)
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 25;
vamp.c:    ch->pcdata->familiar = victim;
vamp.c:    if (ch->power[DISC_VAMP_ANIM] < 5)
vamp.c:        if (ch->beast >= 200)
vamp.c:            if (ch->rage >= ch->beast)
vamp.c:        if (ch->beast <= 200)
vamp.c:            if (ch->rage >= 100)
vamp.c:        ch->rage += number_range(100, 300);
vamp.c:        if (ch->beast > 0)
vamp.c:    if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_OBTE] < 1))
vamp.c:    if (ch->fight_timer > 0)
vamp.c:    if (IS_SET(ch->act, AFF_HIDE))
vamp.c:        REMOVE_BIT(ch->act, AFF_HIDE);
vamp.c:        SET_BIT(ch->act, AFF_HIDE);
vamp.c:            || victim->level >= ch->level + 5
vamp.c:    if (ch->power[DISC_VAMP_PRES] < 4)
vamp.c:    char_to_room(victim, ch->in_room);
vamp.c:    if (ch->power[DISC_VAMP_THAN] < 5)
vamp.c:            && (ch->fighting) == NULL)
vamp.c:    if ((ch->fighting) != NULL)
vamp.c:        victim = ch->fighting;
vamp.c:    if (arg[0] == '\0' && (ch->fighting) == NULL)
vamp.c:        dam = ch->power[DISC_VAMP_THAN] * 10;
vamp.c:        ch->hit = (ch->hit + dam);
vamp.c:        if (ch->hit > ch->max_hit + 1000)
vamp.c:            ch->hit = ch->max_hit + 1000;
vamp.c:        dam = ch->power[DISC_VAMP_THAN] * 50;
vamp.c:        ch->hit = (ch->hit + dam);
vamp.c:        if (ch->hit > ch->max_hit + 1000)
vamp.c:            ch->hit = ch->max_hit + 1000;
vamp.c:    if (ch->power[DISC_VAMP_PROT] < 5)
vamp.c:    if (IS_SET(ch->newbits, NEW_MONKFLAME))
vamp.c:        REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
vamp.c:    if (!IS_SET(ch->newbits, NEW_MONKFLAME))
vamp.c:        SET_BIT(ch->newbits, NEW_MONKFLAME);
vamp.c:    if (ch->power[DISC_VAMP_THAU] < 2)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < value)
vamp.c:        ch->pcdata->condition[COND_THIRST] =
vamp.c:            ch->pcdata->condition[COND_THIRST] - value;
vamp.c:        ch->pcdata->condition[COND_THIRST] =
vamp.c:            ch->pcdata->condition[COND_THIRST] - value;
vamp.c:    if (ch->power[DISC_VAMP_VICI] < 3)
vamp.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
vamp.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
vamp.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS);
vamp.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS);
vamp.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON);
vamp.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF],
vamp.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL);
vamp.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL);
vamp.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD);
vamp.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD);
vote.c:                ch->name, argument, atoi(arg2));
vote.c:                    ch->name);
vote.c:    if (ch->pcdata->voted)
vote.c:        ch->pcdata->voted = 1;
vote.c:        ch->pcdata->voted = 1;
weather.c:                if (ch->fighting == NULL
weather.c:                        && !IS_SET(ch->newbits, NEW_NATURAL)
weather.c:                        && ch->monkab[SPIRIT] >= 2)
weather.c:                    SET_BIT(ch->newbits, NEW_NATURAL);
weather.c:                    REMOVE_BIT(ch->extra, EXTRA_ROT);
weather.c:                        (ch->in_room->room_flags, ROOM_SILENCE))
weather.c:                    REMOVE_BIT(ch->in_room->room_flags,
weather.c:                if (IS_SET(ch->in_room->room_flags, ROOM_FLAMING))
weather.c:                    REMOVE_BIT(ch->in_room->room_flags, ROOM_FLAMING);
weather.c:                    if (ch->hit < ch->max_hit)
weather.c:                        ch->hit = ch->max_hit;
weather.c:                    if (ch->mana < ch->max_mana)
weather.c:                        ch->mana = ch->max_mana;
weather.c:                    if (ch->move < ch->max_move)
weather.c:                        ch->move = ch->max_move;
weather.c:                    if (IS_SET(ch->newbits, NEW_TIDE))
weather.c:                        REMOVE_BIT(ch->newbits,
weather.c:                    if (IS_SET(ch->extra, EXTRA_BAAL))
weather.c:                        ch->power[DISC_VAMP_POTE] -=
weather.c:                        ch->power[DISC_VAMP_CELE] -=
weather.c:                        ch->power[DISC_VAMP_FORT] -=
weather.c:                        REMOVE_BIT(ch->extra,
weather.c:                        ch->power[DISC_VAMP_CELE] -=
weather.c:                        REMOVE_BIT(ch->extra,
weather.c:    if (!ch->in_room->area->sky)
weather.c:    if (ch->in_room->area->sky == SKY_RAINING)
weather.c:    else if (ch->in_room->area->sky == SKY_CLOUDY)
weather.c:                flag_string(weather_flags, ch->in_room->area->sky));
weather.c:    if (IS_SET(ch->in_room->room_flags, ROOM_INDOORS))
weather.c:    if (ch->in_room->sector_type == SECT_INSIDE)
weather.c:    if (ch->in_room->area->sector == AREA_INDOORS)
weather.c:    if (ch->in_room->area->sector == AREA_CAVERN)
weather.c:    if (IS_SET(ch->act2, PLR_AUTOWEATHER))
weather.c:        REMOVE_BIT(ch->act2, PLR_AUTOWEATHER);
weather.c:        SET_BIT(ch->act2, PLR_AUTOWEATHER);
weather.c:    if (!ch->in_room->area->sky)
weather.c:    if (ch->in_room->area->sky == SKY_RAINING)
weather.c:    else if (ch->in_room->area->sky == SKY_CLOUDY)
weather.c:                flag_string(weather_flags, ch->in_room->area->sky));
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_CLOUDLESS))
weather.c:        ch->in_room->area->sky = SKY_CLOUDLESS;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_HEAT))
weather.c:        ch->in_room->area->sky = SKY_HEAT;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_FREEZING))
weather.c:        ch->in_room->area->sky = SKY_FREEZING;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_WINDY))
weather.c:        ch->in_room->area->sky = SKY_WINDY;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_HURRICANE))
weather.c:        ch->in_room->area->sky = SKY_HURRICANE;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_EARTHQUAKE))
weather.c:        ch->in_room->area->sky = SKY_SUNNY;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_TORNADO))
weather.c:        ch->in_room->area->sky = SKY_TORNADO;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_SUNNY))
weather.c:        ch->in_room->area->sky = SKY_SUNNY;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_FOGGY))
weather.c:        ch->in_room->area->sky = SKY_FOGGY;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_HAILSTORM))
weather.c:        ch->in_room->area->sky = SKY_HAILSTORM;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_ICESTORM))
weather.c:        ch->in_room->area->sky = SKY_ICESTORM;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_BLIZZARD))
weather.c:        ch->in_room->area->sky = SKY_BLIZZARD;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_SNOWING))
weather.c:        ch->in_room->area->sky = SKY_SNOWING;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_RAINING))
weather.c:        ch->in_room->area->sky = SKY_RAINING;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_LIGHTNING))
weather.c:        ch->in_room->area->sky = SKY_LIGHTNING;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_THUNDERSTORM))
weather.c:        ch->in_room->area->sky = SKY_THUNDERSTORM;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_CLOUDY))
weather.c:        ch->in_room->area->sky = SKY_CLOUDY;
weather.c:            flag_string(aweather_flags, ch->in_room->area->a_weather));
wizlist.c:    if ((arg1[0] != '\0') && (ch->level == MAX_LEVEL))
wizlist.c:        if (!str_cmp(ch->name, curr->name))
wizlist.c:    curr->name = str_dup(ch->name);
wizutil.c:        pArea = ch->in_room->area;
wizutil.c:    pArea = ch->in_room->area;
wizutil.c:    free_string(ch->pcdata->switchname);
wizutil.c:    ch->pcdata->switchname = str_dup(buf);
wizutil.c:    free_string(ch->name);
wizutil.c:    ch->name = str_dup(buf);
wizutil.c:    if (!IS_NPC(ch) && ch->class != 0)
wizutil.c:    if (ch->level < 3)
wizutil.c:        ch->class = CLASS_DEMON;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_ANTIPALADIN;
wizutil.c:        sprintf(buf,"%s Has become an #7Anti-Paladin#n.", ch->name);
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 1;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 2;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 3;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 4;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 5;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 6;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 7;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 8;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 9;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 10;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 11;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 12;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 13;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 14;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 15;
wizutil.c:            ch->class = CLASS_DRAGON;
wizutil.c:            ch->pcdata->powers[dragonage] = 1;
wizutil.c:            ch->special = 0;
wizutil.c:            ch->pcdata->powers[DRAGON_COLOR] = 16;
wizutil.c:        ch->class = CLASS_ZOMBIE;
wizutil.c:        sprintf(buf,"%s Has become a #7Zombie#n.", ch->name);
wizutil.c:            ch->class = CLASS_SHINOBI;
wizutil.c:            ch->pcdata->powers[S_ELEMENT] = S_FIRE;
wizutil.c:            sprintf(buf,"%s Has Become a Fire Shinobi.", ch->name);
wizutil.c:            ch->class = CLASS_SHINOBI;
wizutil.c:            ch->pcdata->powers[S_ELEMENT] = S_EARTH;
wizutil.c:            sprintf(buf,"%s Has Become a Earth Shinobi.", ch->name);
wizutil.c:            ch->class = CLASS_SHINOBI;
wizutil.c:            ch->pcdata->powers[S_ELEMENT] = S_WIND;
wizutil.c:            sprintf(buf,"%s Has Become a Wind Shinobi.", ch->name);
wizutil.c:            ch->class = CLASS_SHINOBI;
wizutil.c:            ch->pcdata->powers[S_ELEMENT] = S_WATER;
wizutil.c:            sprintf(buf,"%s Has Become a Water Shinobi.", ch->name);
wizutil.c:            ch->class = CLASS_SHINOBI;
wizutil.c:            ch->pcdata->powers[S_ELEMENT] = S_SHADOW;
wizutil.c:            sprintf(buf,"%s Has Become a Shadow Shinobi.", ch->name);
wizutil.c:            ch->class = CLASS_SHINOBI;
wizutil.c:            ch->pcdata->powers[S_ELEMENT] = S_HOLY;
wizutil.c:            sprintf(buf,"%s Has Become a Holy Shinobi.", ch->name);
wizutil.c:        ch->class = CLASS_ELEMENTAL;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_PALADIN;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_BLADE_MASTER;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_THIEF;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_DRONE;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_FAE;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_HOBBIT;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_GIANT;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_PRIEST;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_SHADOW;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_JEDI;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_DRACONIAN;
wizutil.c:        ch->class = CLASS_WEREWOLF;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_DROW;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_CYBORG;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        SET_BIT(ch->pcdata->jflags, JFLAG_KNOWS_FORGING);
wizutil.c:        ch->class = CLASS_LICH;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_SHAPESHIFTER;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->hit = 1;
wizutil.c:        ch->class = CLASS_GHOUL;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_SKYBLADE;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_SAMURAI;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_TANARRI;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_UNDEAD_KNIGHT;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_ANGEL;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_NINJA;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_VAMPIRE;
wizutil.c:        ch->beast = 30;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_MONK;
wizutil.c:        ch->level = 3;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:        ch->class = CLASS_MAGE;
wizutil.c:        ch->level = 3;
wizutil.c:                ch->pcdata->switchname);
wizutil.c:    if (ch->pcdata->pc_eyes == 0)
wizutil.c:        ch->pcdata->pc_eyes = number_range(1,10);
wizutil.c:    if (ch->pcdata->pc_looks == 0)
wizutil.c:        ch->pcdata->pc_looks = number_range(1,4);
wizutil.c:    if (ch->pcdata->pc_hair == 0)
wizutil.c:        ch->pcdata->pc_hair = number_range(1,11);
wizutil.c:    if (ch->pcdata->pc_build == 0)
wizutil.c:        ch->pcdata->pc_build = number_range(1,4);
wizutil.c:        ch->pcdata->pc_build = 5;
wizutil.c:        ch->pcdata->pc_hair = 1;
wizutil.c:        ch->pcdata->pc_looks = 7;
wizutil.c:        ch->pcdata->pc_build = 5;
wizutil.c:        ch->pcdata->pc_hair = 12;
wizutil.c:        ch->pcdata->pc_looks = 6;
wizutil.c:        ch->pcdata->pc_hair = 12;
wizutil.c:        vch->exp += v;
wizutil.c:        vch->pcdata->score[SCORE_TOTAL_XP] += v;
wizutil.c:        vch->bones += v;
wizutil.c:    if (vch->mkill < 5)
wizutil.c:        vch->mkill = 5;
wizutil.c:    xprintf(arg2, "%s reimbursed %d %s.\n\r", vch->name, v, arg);
wizutil.c:    xprintf(arg2, "%s has reimbursed you %d %s.\n\r", ch->name, v, arg);
wizutil.c:    if (ch->affected != NULL)
wizutil.c:        for (paf = ch->affected; paf != NULL; paf = paf->next)
wizutil.c:            if (ch->level >= 0)
wizutil.c:    xprintf(buf, "Rage : %d.", ch->rage);
wizutil.c:    if (!IS_NPC(ch) && ch->level < 7 && ch->in_room != NULL &&
wizutil.c:            !IS_SET(ch->in_room->room_flags, ROOM_SAFE))
wizutil.c:        for (wch = ch->in_room->people; wch != NULL; wch = wch_next)
wizutil.c:            wch_next = wch->next_in_room;
wizutil.c:                    SET_BIT(wch->act, ACT_AGGRESSIVE);
wizutil.c:            if (!IS_NPC(wch) || !IS_SET(wch->act, ACT_AGGRESSIVE)
wizutil.c:                    || wch->fighting != NULL
wizutil.c:                    || (IS_SET(wch->act, ACT_WIMPY) && IS_AWAKE(ch))
ww.c:    for (gch = char_list; gch != NULL; gch = gch->next)
ww.c:                capitalize(gch->name), gch->hit, gch->mana,
ww.c:                gch->move);
ww.c:    if (60 > ch->practice)
ww.c:    ch->practice -= 60;
ww.c:    obj->questowner = str_dup(ch->pcdata->switchname);
ww.c:    obj->ownerid = ch->pcdata->playerid;
ww.c:    if (ch->power[DISC_WERE_LUNA] < 7)
ww.c:    if (200 > ch->practice)
ww.c:    ch->practice -= 200;
ww.c:    obj->questowner = str_dup(ch->pcdata->switchname);
ww.c:    obj->ownerid = ch->pcdata->playerid;
ww.c:    if (ch->power[DISC_WERE_LUNA] < 5)
ww.c:    if (!IS_SET(ch->newbits, NEW_SCLAWS))
ww.c:        SET_BIT(ch->newbits, NEW_SCLAWS);
ww.c:    if (IS_SET(ch->newbits, NEW_SCLAWS))
ww.c:        REMOVE_BIT(ch->newbits, NEW_SCLAWS);
ww.c:    if (ch->power[DISC_WERE_LUNA] < 8)
ww.c:    if (ch->mana < 500)
ww.c:    if (ch->fighting == NULL)
ww.c:    ch->mana -= 500;
ww.c:    if ((ch->power[DISC_WERE_LUNA] < 6) && IS_CLASS(ch, CLASS_WEREWOLF))
ww.c:    if ((ch->gnosis[GCURRENT] < 2))
ww.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
ww.c:            || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
ww.c:            || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
ww.c:            || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
ww.c:            || victim->in_room->vnum == ch->in_room->vnum)
ww.c:    obj->value[3] = ch->in_room->vnum;
ww.c:    obj_to_room(obj, ch->in_room);
ww.c:    obj->value[0] = ch->in_room->vnum;
ww.c:    if (ch->power[DISC_WERE_LUNA] < 4)
ww.c:    if (ch->mana < 100 && ch->fighting != NULL)
ww.c:    if (ch->fighting != NULL)
ww.c:        ch->mana -= 100;
ww.c:    if (ch->mana < 300 && ch->fighting == NULL)
ww.c:    if (ch->fighting == NULL)
ww.c:        ch->mana -= 300;
ww.c:    if (ch->power[DISC_WERE_LUNA] < 3)
ww.c:    if (ch->mana < 50 && ch->fighting != NULL)
ww.c:    if (ch->fighting != NULL)
ww.c:        ch->mana -= 50;
ww.c:    if (ch->mana < 250 && ch->fighting == NULL)
ww.c:    if (ch->fighting == NULL)
ww.c:        ch->mana -= 250;
ww.c:    if (ch->power[DISC_WERE_LUNA] < 1)
ww.c:    if (IS_SET(ch->newbits, NEW_MONKFLAME))
ww.c:        REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
ww.c:    if (!IS_SET(ch->newbits, NEW_MONKFLAME))
ww.c:        SET_BIT(ch->newbits, NEW_MONKFLAME);
ww.c:    if (ch->power[DISC_WERE_LUNA] < 2)
ww.c:    if (ch->practice < 100)
ww.c:    ch->practice -= 100;
ww.c:    obj->questowner = str_dup(ch->pcdata->switchname);
ww.c:    obj->ownerid = ch->pcdata->playerid;
ww.c:    if (ch->power[DISC_WERE_BOAR] < 7)
ww.c:    if (!IS_SET(ch->newbits, NEW_REND))
ww.c:        SET_BIT(ch->newbits, NEW_REND);
ww.c:    else if (IS_SET(ch->newbits, NEW_REND))
ww.c:        REMOVE_BIT(ch->newbits, NEW_REND);
ww.c:    if (ch->power[DISC_WERE_BEAR] < 7)
ww.c:    if (!IS_SET(ch->newbits, NEW_SKIN))
ww.c:        ch->armor -= 100;
ww.c:        SET_BIT(ch->newbits, NEW_SKIN);
ww.c:    else if (IS_SET(ch->newbits, NEW_SKIN))
ww.c:        ch->armor += 100;
ww.c:        REMOVE_BIT(ch->newbits, NEW_SKIN);
ww.c:    if (ch->power[DISC_WERE_RAPT] < 8)
ww.c:    if (!IS_SET(ch->newbits, NEW_JAWLOCK))
ww.c:        SET_BIT(ch->newbits, NEW_JAWLOCK);
ww.c:    else if (IS_SET(ch->newbits, NEW_JAWLOCK))
ww.c:        REMOVE_BIT(ch->newbits, NEW_JAWLOCK);
ww.c:    if (ch->power[DISC_WERE_RAPT] < 3)
ww.c:    if (!IS_SET(ch->newbits, NEW_PERCEPTION))
ww.c:        SET_BIT(ch->newbits, NEW_PERCEPTION);
ww.c:    else if (IS_SET(ch->newbits, NEW_PERCEPTION))
ww.c:        REMOVE_BIT(ch->newbits, NEW_PERCEPTION);
ww.c:    if (ch->power[DISC_WERE_BEAR] < 6)
ww.c:    if ((victim = ch->fighting) == NULL)
ww.c:                ch->name, victim->name);
ww.c:  if (ch->power[DISC_WERE_BEAR] < 5)
ww.c:  if (!IS_SET(ch->newbits, NEW_QUILLS))
ww.c:  SET_BIT(ch->newbits, NEW_QUILLS);
ww.c:  else if (IS_SET(ch->newbits, NEW_QUILLS))
ww.c:  REMOVE_BIT(ch->newbits,NEW_QUILLS);
ww.c:    if (ch->power[DISC_WERE_BEAR] < 8)
ww.c:    if (!IS_SET(ch->newbits, NEW_SLAM))
ww.c:        SET_BIT(ch->newbits, NEW_SLAM);
ww.c:    else if (IS_SET(ch->newbits, NEW_SLAM))
ww.c:        REMOVE_BIT(ch->newbits, NEW_SLAM);
ww.c:    if (ch->power[DISC_WERE_RAPT] < 7)
ww.c:    if (ch->power[DISC_WERE_RAPT] > 6)
ww.c:    if (ch->power[DISC_WERE_RAPT] > 7)
ww.c:    if (ch->power[DISC_WERE_RAPT] > 9)
ww.c:            && !IS_SET(ch->itemaffect, ITEMA_TALON))
ww.c:    if (ch->power[DISC_WERE_RAPT] < 10
ww.c:            && !IS_SET(ch->itemaffect, ITEMA_TALON))
ww.c:    if ((victim = ch->fighting) == NULL)
ww.c:    if (ch->power[DISC_WERE_RAPT] < 5)
ww.c:    obj = get_obj_list(ch, arg, ch->in_room->contents);
ww.c:    ch->hit += hpgain;
ww.c:    if (ch->hit > ch->max_hit)
ww.c:        ch->hit = ch->max_hit;
ww.c:    if (ch->power[DISC_WERE_OWL] < 5)
ww.c:    if (ch->fighting == NULL)
ww.c:        if (ch->power[DISC_WERE_OWL] < 6)
ww.c:        if (ch->power[DISC_WERE_OWL] < 7)
ww.c:    if (ch->power[DISC_WERE_OWL] < 6)
ww.c:    if (ch->gnosis[GCURRENT] < 1)
ww.c:    af.duration = ch->power[DISC_WERE_OWL];
ww.c:    af.modifier = -(ch->power[DISC_WERE_OWL] * 5);
ww.c:    af.duration = ch->power[DISC_WERE_OWL];
ww.c:    af.modifier = -(ch->power[DISC_WERE_OWL] * 5);
ww.c:    ch->gnosis[CURRENT]--;
ww.c:    if (ch->power[DISC_WERE_OWL] < 7)
ww.c:        obj->questmaker = str_dup(ch->name);
ww.c:        obj->questmaker = str_dup(ch->name);
ww.c:    if (ch->power[DISC_WERE_OWL] < 8)
ww.c:        REMOVE_BIT(ch->garou1, WOLF_COCOON);
ww.c:    if (ch->gnosis[GCURRENT] < 2)
ww.c:        SET_BIT(ch->garou1, WOLF_COCOON);
ww.c:        ch->gnosis[GCURRENT]--;
ww.c:    if (ch->power[DISC_WERE_HAWK] < 5)
ww.c:    if (IS_SET(ch->newbits, NEW_QUILLS))
ww.c:        REMOVE_BIT(ch->newbits, NEW_QUILLS);
ww.c:    if (!IS_SET(ch->newbits, NEW_QUILLS))
ww.c:        SET_BIT(ch->newbits, NEW_QUILLS);
ww.c:    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_HAWK] < 6)
ww.c:    if (ch->power[DISC_WERE_HAWK] < 7)
ww.c:    if (ch->gnosis[GCURRENT] < 1)
ww.c:    ch->gnosis[CURRENT] -= 1;
ww.c:    if (ch->power[DISC_WERE_WOLF] < 4)
ww.c:        REMOVE_BIT(ch->garou1, WOLF_RAZORCLAWS);
ww.c:        SET_BIT(ch->garou1, WOLF_RAZORCLAWS);
ww.c:    if (ch->bones < 1000)
ww.c:    ch->gnosis[GCURRENT] = 20;
ww.c:    ch->gnosis[GMAXIMUM] = 20;
ww.c:    ch->pcdata->quest -= 5000;
xrak_act.c:    if (ch->exp < 1000000000)
xrak_act.c:        obj->questowner = str_dup(ch->pcdata->switchname);
xrak_act.c:        obj->ownerid = ch->pcdata->playerid;
xrak_act.c:        ch->exp -= 1000000000;
xrak_act.c:    ch->symbiotepoints++;
xrak_act.c:    ch->exp -= 1000000000;
xrak_act.c:    ch->exp -= 1000000000;
xrak_act.c:    ch->exp -= 1000000000;
xrak_act.c:    ch->exp -= 1000000000;
xrak_act.c:    ch->exp -= 1000000000;
xrak_act.c:    ch->exp -= 1000000000;
xrak_act.c://        ch->bones -= 1000000000;
xrakisis.c:    if ((ch->in_room == NULL || ch->in_room->vnum != 3054))
xrakisis.c:        ch->pcRace = 0;
xrakisis.c:        xprintf(buf,"%s has detoxed their race.", ch->name);
xrakisis.c:        ch->guild = 0;
xrakisis.c:        xprintf(buf,"%s has detoxed their guild.", ch->name);
xrakisis.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
xrakisis.c://           REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
xrakisis.c:            ch->pcdata->powers[sn] = 0;
xrakisis.c:	REMOVE_BIT(ch->newbits, NEW_MASTERY);
xrakisis.c:        ch->class = 0;
xrakisis.c:        xprintf(buf,"%s has detoxed their class.#n", ch->name);
xrakisis.c:    if (ch->level < 3)
xrakisis.c:    if (ch->symbiotetype < 1)
xrakisis.c:        if (ch->symbiotetype == 2)
xrakisis.c:        if (ch->symbiotetype == 1)
xrakisis.c:        xprintf(buf, "Damroll Modifier: %d  \n\r",ch->symbiotedr);
xrakisis.c:        xprintf(buf, "Hitroll Modifier: %d\n\r",ch->symbiotehr);
xrakisis.c:        xprintf(buf, "AC Modifier: -%d\n\r",ch->symbioteac);
xrakisis.c:        xprintf(buf, "Resistance Modifier: %d\n\r",ch->symbioteaff);
xrakisis.c:        xprintf(buf, "Damcap Modifier: %d\n\r",ch->symbiotedc);
xrakisis.c:        xprintf(buf, "Rev_dc Modifier: %d\n\r\n\r",ch->symbiotelvl);
xrakisis.c:        xprintf(buf, "Upgrade Level: %d\n\r",ch->symbioteupgrade);
xrakisis.c:	if (IS_SET(ch->newbits, THIRD_HAND) 
xrakisis.c:	&& IS_SET(ch->newbits, FOURTH_HAND))
xrakisis.c:        xprintf(buf, "  Symbiote Points %d\n\r",ch->symbiotepoints);
xrakisis.c:        xprintf(buf, "Mob kills until next point: %d\n\r",(mkills -= ch->symbiotemkills));
xrakisis.c:        if (ch->symbiotetype == 2)
xrakisis.c:        if (ch->symbiotetype == 1)
xrakisis.c:        if (ch->symbioteupgrade == 0)
xrakisis.c:	ch->symbioteupgrade++;
xrakisis.c:        if (ch->symbioteupgrade == 1)
xrakisis.c:	if (ch->symbiotelvl < 1000)
xrakisis.c:	if (ch->symbiotedr < 1000)
xrakisis.c:	if (ch->symbiotehr < 1000)
xrakisis.c:        if (ch->symbioteaff < 1000)
xrakisis.c:        if (ch->symbioteac < 1000)
xrakisis.c:        if (ch->symbiotedc < 1000)
xrakisis.c:	ch->symbioteupgrade++;
xrakisis.c:        if (ch->symbioteupgrade == 2)
xrakisis.c:	if (ch->symbiotelvl < 2000)
xrakisis.c:	if (ch->symbiotedr < 2000)
xrakisis.c:	if (ch->symbiotehr < 2000)
xrakisis.c:        if (ch->symbioteaff < 2000)
xrakisis.c:        if (ch->symbioteac < 2000)
xrakisis.c:        if (ch->symbiotedc < 2000)
xrakisis.c:	ch->symbioteupgrade++;
xrakisis.c:        if (ch->symbioteupgrade == 3)
xrakisis.c:	if (ch->symbiotelvl < 3000)
xrakisis.c:	if (ch->symbiotedr < 3000)
xrakisis.c:	if (ch->symbiotehr < 3000)
xrakisis.c:        if (ch->symbioteaff < 3000)
xrakisis.c:        if (ch->symbioteac < 3000)
xrakisis.c:        if (ch->symbiotedc < 3000)
xrakisis.c:	ch->symbioteupgrade++;
xrakisis.c:        if (ch->symbioteupgrade == 4)
xrakisis.c:	if (ch->symbiotelvl < 4000)
xrakisis.c:	if (ch->symbiotedr < 4000)
xrakisis.c:	if (ch->symbiotehr < 4000)
xrakisis.c:        if (ch->symbioteaff < 4000)
xrakisis.c:        if (ch->symbioteac < 4000)
xrakisis.c:        if (ch->symbiotedc < 4000)
xrakisis.c:	ch->symbioteupgrade++;
xrakisis.c:        if (ch->symbioteupgrade == 5)
xrakisis.c:	if (ch->symbiotelvl < 5000)
xrakisis.c:	if (ch->symbiotedr < 5000)
xrakisis.c:	if (ch->symbiotehr < 5000)
xrakisis.c:        if (ch->symbioteaff < 5000)
xrakisis.c:        if (ch->symbioteac < 5000)
xrakisis.c:        if (ch->symbiotedc < 5000)
xrakisis.c:	ch->symbioteupgrade++;
xrakisis.c:        if (ch->symbioteupgrade < 1)
xrakisis.c:	if (IS_SET(ch->newbits, THIRD_HAND) 
xrakisis.c:	&& IS_SET(ch->newbits, FOURTH_HAND))
xrakisis.c:        if (ch->symbiotepoints < 10)
xrakisis.c:	    xprintf(buf, "You need %d more symbiote points.\n\r",10 - ch->symbiotepoints);
xrakisis.c:	SET_BIT(ch->newbits, THIRD_HAND);
xrakisis.c:	SET_BIT(ch->newbits, FOURTH_HAND);
xrakisis.c:        ch->symbiotepoints -= 10;
xrakisis.c:	if (ch->symbiotelvl > (ch->symbioteupgrade * 1000))
xrakisis.c:        if (ch->symbiotepoints < 1)
xrakisis.c:        ch->symbiotelvl += 5; 
xrakisis.c:        ch->symbiotepoints -= 1;
xrakisis.c:	if (ch->symbiotedr > (ch->symbioteupgrade * 1000))
xrakisis.c:        if (ch->symbiotepoints < 1)
xrakisis.c:        ch->symbiotedr += 5;
xrakisis.c:        ch->symbiotepoints -= 1;
xrakisis.c:	if (ch->symbioteaff > (ch->symbioteupgrade * 1000))
xrakisis.c:        if (ch->symbiotepoints < 1)
xrakisis.c:        ch->symbioteaff += 5;
xrakisis.c:        ch->symbiotepoints -= 1;
xrakisis.c:	if (ch->symbiotehr > (ch->symbioteupgrade * 1000))
xrakisis.c:        if (ch->symbiotepoints < 1)
xrakisis.c:        ch->symbiotehr += 5;
xrakisis.c:        ch->symbiotepoints -= 1;
xrakisis.c:	if (ch->symbiotedc > (ch->symbioteupgrade * 1000))
xrakisis.c:        if (ch->symbiotepoints < 1)
xrakisis.c:        ch->symbiotedc += 5;
xrakisis.c:        ch->symbiotepoints -= 1;
xrakisis.c:	if (ch->symbioteac > (ch->symbioteupgrade * 1000))
xrakisis.c:        if (ch->symbiotepoints < 1)
xrakisis.c:        ch->symbioteac += 5;
xrakisis.c:        ch->symbiotepoints -= 1;
xrakisis.c:    if (ch->level < 3)
xrakisis.c:    if (!IS_NPC(ch) && ch->symbiotetype != 0)
xrakisis.c:        if (ch->bones < 200000)
xrakisis.c:            ch->symbiotetype = SYMBIOTE_DEATH;
xrakisis.c:            ch->bones -= 200000;
xrakisis.c:        if (ch->bones < 200000)
xrakisis.c:            ch->symbiotetype = SYMBIOTE_LIFE;
xrakisis.c:            ch->bones -= 200000;
xrakisis.c:        if ( ch->bones < 20000 )
xrakisis.c:        /*    if ( ch->exp >= 1000000000 )
xrakisis.c:        ch->exp += 2000000000;
xrakisis.c:        ch->bones -= 20000;
xrakisis.c:        if ( ch->exp < 2000000000 )
xrakisis.c:        ch->exp -= 2000000000;
xrakisis.c:        ch->bones += 20000;
xrakisis.c:    if (ch->pcmaxwpnprof >= 3)
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_SLASH))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_SLASH);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_SLICE))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_SLICE);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_POUND))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_POUND);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_CRUSH))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_CRUSH);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_GREP))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_GREP);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_BITE))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_BITE);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_UNARM))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_UNARM);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_PIERCE))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_PIERCE);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_SUCK))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_SUCK);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_BLAST))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_BLAST);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_CLAW))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_CLAW);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_WHIP))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_WHIP);
xrakisis.c:        if (IS_SET(ch->pcwpnprof, WPNPROF_STAB))
xrakisis.c:            ch->pcmaxwpnprof++;
xrakisis.c:            SET_BIT(ch->pcwpnprof, WPNPROF_STAB);
xrakisis.c:    xprintf( buf, "Unarmed               [%4d] 	  Knife:                [%4d]#n", ch->wpn[WPN_UNARM],ch->wpn[WPN_KNIFE]);
xrakisis.c:    xprintf( buf, "Spear:                [%4d] 	  Shortsword:           [%4d]#n", ch->wpn[WPN_SPEAR], ch->wpn[WPN_SHORTSWORD]);
xrakisis.c:    xprintf( buf, "Staff:                [%4d] 	  Broadsword:           [%4d]#n", ch->wpn[WPN_STAFF], ch->wpn[WPN_BROADSWORD]);
xrakisis.c:    xprintf( buf, "Longsword:            [%4d] 	  Bastard Sword:        [%4d]#n", ch->wpn[WPN_LONGSWORD], ch->wpn[WPN_BASTARDSWORD]);
xrakisis.c:    xprintf( buf, "Axe:                  [%4d] 	  Mace                  [%4d]#n", ch->wpn[WPN_AXE], ch->wpn[WPN_MACE]);
xrakisis.c:    xprintf( buf, "Whip:                 [%4d] 	  Warhammer:            [%4d]#n", ch->wpn[WPN_WHIP], ch->wpn[WPN_WARHAMMER]);
xrakisis.c:    xprintf( buf, "Flail:                [%4d] 	  Morningstar           [%4d]#n", ch->wpn[WPN_FLAIL], ch->wpn[WPN_MORNINGSTAR]);
xrakisis.c:    xprintf( buf, "Polearm:              [%4d] 	  Nunchaku              [%4d]#n", ch->wpn[WPN_POLEARM], ch->wpn[WPN_NUNCHAKU]);
xrakisis.c:    xprintf( buf, "Sickle:               [%4d] 	  Dagger                [%4d]#n", ch->wpn[WPN_SICKLE], ch->wpn[WPN_DAGGER]);
xrakisis.c:    xprintf( buf, "Two-Handed Longsword: [%4d]#n", ch->wpn[WPN_TWOHANDED]);
xrakisis.c:    xprintf(skill,"#DViper #W%-4d  #DCrane #W%-4d  #DCrab #W%-4d  #DMongoose #W%-4d  #DPitBull #W%-4d",ch->stance[1],ch->stance[2],ch->stance[3],ch->stance[4],ch->stance[5]);
xrakisis.c:    xprintf(skill,"#DHawk  #W%-4d  #DBadger #W%-4d  #DCougar #W%-4d  #DGrizzly #W%-4d  #DWolverine #W%-4d",ch->stance[6],ch->stance[7],ch->stance[8],ch->stance[10],ch->stance[9]);
xrakisis.c:    xprintf(skill,"#0SS1 #7%d  #0SS2 #7%d  #0SS3 #7%d  #0Pizza #7%d  #0Zarius #7%d",ch->stance[13],ch->stance[14],ch->stance[15],ch->stance[16],ch->stance[17]);
xrakisis.c:	ch->spl[0], ch->spl[2], ch->spl[1], ch->spl[3]);
xrakisis.c:	ch->spl[YELLOW_MAGIC], ch->spl[BLACK_MAGIC],
xrakisis.c:	ch->spl[WHITE_MAGIC], ch->spl[ORANGE_MAGIC]);
xrakisis.c:	 ch->spl[0], ch->spl[0]);
xrakisis.c://    xprintf(skill, " #lBlue#C: %-4d", ch->spl[2]);
xrakisis.c://    xprintf(skill, " #rRed#C: %-4d", ch->spl[1]);
xrakisis.c://    xprintf(skill, " #gGreen#C: %-4d", ch->spl[3]);
xrakisis.c://    xprintf(skill, " #yYellow#C: %-4d#n", ch->spl[4]);
xrakisis.c:            ch->generation);
xrakisis.c:    chgen = ch->generation;
xrakisis.c:    chgenexp = ch->genexp;
xrakisis.c:    if (ch->generation == 6)
xrakisis.c:    else if (ch->generation == 5)
xrakisis.c:    else if (ch->generation == 4)
xrakisis.c:    else if (ch->generation == 3)
xrakisis.c:    else if (ch->generation == 2)
xrakisis.c:    nextgen = (ch->generation - 1);
xrakisis.c:    if (ch->generation > 1 && ch->level > 2)
xrakisis.c:/*    if ( ch->stance[12] == 1 )
xrakisis.c:    else if ( ch->stance[12] == 2 )
xrakisis.c:    else if ( ch->stance[12] == 3 )
xrakisis.c:    else if ( ch->stance[12] == 4 )
xrakisis.c:    else if ( ch->stance[12] == 5 )
xrakisis.c:    else if ( ch->stance[12] == 6 )
xrakisis.c:    else if ( ch->stance[12] == 7 )
xrakisis.c:    else if ( ch->stance[12] == 8 )
xrakisis.c:    else if ( ch->stance[12] == 9 )
xrakisis.c:    else if ( ch->stance[12] == 10 )
xrakisis.c:    else if ( ch->stance[12] == 11 )
xrakisis.c:    else if ( ch->stance[12] == 13 )
xrakisis.c:    else if ( ch->stance[12] == 14 )
xrakisis.c:    else if ( ch->stance[12] == 15 )
xrakisis.c:    else if ( ch->stance[12] == 16 )
xrakisis.c:    else if ( ch->stance[12] == 17 )
xrakisis.c:    else if ( ch->stance[12] == -1 )
xrakisis.c:    if (IS_SET(ch->act, PLR_RIGHTHAND))
xrakisis.c:    else if(IS_SET(ch->act, PLR_LEFTHAND))
xrakisis.c:        if (ch->pcdata->rank == TANARRI_FODDER)
xrakisis.c:        if (ch->pcdata->rank == TANARRI_FIGHTER)
xrakisis.c:        if (ch->pcdata->rank == TANARRI_ELITE)
xrakisis.c:        if (ch->pcdata->rank == TANARRI_CAPTAIN)
xrakisis.c:        if (ch->pcdata->rank == TANARRI_WARLORD)
xrakisis.c:        if (ch->pcdata->rank == TANARRI_BALOR)
xrakisis.c:        if (ch->pcdata->rank == AGE_TRUEBLOOD)
xrakisis.c:        else if (ch->pcdata->rank == AGE_LA_MAGRA)
xrakisis.c:        else if (ch->pcdata->rank == AGE_METHUSELAH)
xrakisis.c:        else if (ch->pcdata->rank == AGE_ELDER)
xrakisis.c:        else if (ch->pcdata->rank == AGE_ANCILLA)
xrakisis.c:        else if (ch->pcdata->rank == AGE_NEONATE)
xrakisis.c:    room = get_room_index( ch->home );
xrakisis.c:            if (ch->pcdata->learned[sn] > 0)
xrakisis.c://    if((IS_SET(ch->newbits2, PLR_UINVIS) || IS_SET(ch->act, PLR_WIZINVIS)) && ch->level > 6)
xrakisis.c:    xprintf(buf,"#C%s #Lgets beaten half to death by %s, then is led to #0prison#l.", victim->name,ch->name);
xrakisis.c:    for(gch=char_list; gch != NULL; gch=gch->next) {
xrakisis.c:            (gch->jailtime <= 0 && gch->in_room->vnum != 10162)
xrakisis.c:            && gch->siletime <= 0 && gch->freetime <= 0 && gch->hallutime <= 0
xrakisis.c:        if(gch->jailtime > 0) {
xrakisis.c:            xprintf(buf,"#R[ #y%-12s #r| #R%-15d #r| #R%-14s #R]#n\n\r",gch->pcdata->switchname,gch->jailtime,"Jail");
xrakisis.c:        else if(gch->in_room->vnum == 10162) {
xrakisis.c:            xprintf(buf,"#R[ #y%-12s #r| #R%-15s #r| #R%-14s #R]#n\n\r",gch->pcdata->switchname,"No Time Set","Jail");
xrakisis.c:        if(gch->hallutime > 0) {
xrakisis.c:            xprintf(buf,"#R[ #y%-12s #r| #R%-15d #r| #R%-14s #R]#n\n\r",gch->pcdata->switchname,gch->hallutime,"Hallucination");
xrakisis.c:        if(gch->siletime > 0) {
xrakisis.c:            xprintf(buf,"#R[ #y%-12s #r| #R%-15d #r| #R%-14s #R]#n\n\r",gch->pcdata->switchname,gch->siletime,"Silence");
xrakisis.c:        if(gch->freetime > 0) {
xrakisis.c:            xprintf(buf,"#R[ #y%-12s #r| #R%-15d #r| #R%-14s #R]#n\n\r",gch->pcdata->switchname,gch->freetime,"Freeze");
xrakisis.c:                str_cmp( ch->pcdata->switchname, obj->questowner ) || obj->item_type == ITEM_PAGE)
xrakisis.c:                if (gch->desc && gch->desc->connected != CON_PLAYING) continue;
xrakisis.c:            chroom = ch->in_room;
xrakisis.c:    if (str_cmp(ch->pcdata->switchname, "Xrakisis")) {
xrakisis.c:    xprintf(buf, "OUCH! %s just nuked %s!", ch->pcdata->switchname,victim->pcdata->switchname);
xrak_skills.c://void spell_identify args ((skill_lookup("identify"), ch->level, ch, obj));
xrak_skills.c:// spell_heal(skill_lookup("heal"), ch->level, ch, ch);
xrak_skills.c://void spell_identify args ((skill_lookup("identify"), ch->level, ch, obj));
xrak_skills.c:    if (number_percent() > ch->pcdata->learned[gsn_lore])
xrak_skills.c:    spell_identify (skill_lookup ("identify"), ch->level, ch, obj);
xrak_wiz.c:        if (obj->ownerid == ch->pcdata->playerid)
zarius_bank.c:            commanum(ch->bones));
zarius_bank.c:            commanum(ch->pcdata->bank));
zarius_bank.c:        if (ch->pcdata->membership <= 0)
zarius_bank.c:        else if (ch->pcdata->membership == 1)
zarius_bank.c:        else if (ch->pcdata->membership == 2)
zarius_bank.c:        else if (ch->pcdata->membership == 3)
zarius_bank.c:        else if (ch->pcdata->membership == 4)
zarius_bank.c:        if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
zarius_bank.c:        if (ch->pcdata->membership == 4)
zarius_bank.c:        if (ch->pcdata->membership == 0)
zarius_bank.c:        else if (ch->pcdata->membership == 1)
zarius_bank.c:        else if (ch->pcdata->membership == 2)
zarius_bank.c:        else if (ch->pcdata->membership == 3)
zarius_bank.c:        if (cost > ch->bones + ch->pcdata->bank)
zarius_bank.c:        ch->pcdata->membership += 1;
zarius_bank.c:        cost -= ch->bones;
zarius_bank.c:            ch->bones = (cost * -1);
zarius_bank.c:        ch->pcdata->bank -= cost;
zarius_bank.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
zarius_bank.c:        amnt = ch->bones;
zarius_bank.c:    if (amnt > ch->bones)
zarius_bank.c:                ch->name, commanum(amnt));
zarius_bank.c:    switch (ch->pcdata->membership)
zarius_bank.c:    if (ch->pcdata->bank >= allowed)
zarius_bank.c:    if ((ch->pcdata->bank + amnt) > allowed)
zarius_bank.c:        amnt = allowed - ch->pcdata->bank;
zarius_bank.c:    ch->pcdata->bank += amnt;
zarius_bank.c:    ch->bones -= amnt;
zarius_bank.c:            ch->name, commanum(ch->pcdata->bank), commanum(amnt));
zarius_bank.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
zarius_bank.c:        amnt = ch->pcdata->bank;
zarius_bank.c:    switch (ch->pcdata->membership)
zarius_bank.c:    if (amnt >= (ch->pcdata->bank + 1))
zarius_bank.c:                ch->name,commanum(amnt));
zarius_bank.c:    ch->bones += amnt;
zarius_bank.c:    ch->pcdata->bank -= amnt;
zarius_bank.c:            ch->name, commanum(ch->pcdata->bank), commanum(amnt));
zarius.c:                && ch->level >= d->character->level
zarius.c:            xprintf(buf, "#0%s #w%s#n", ch->name, argument);
zarius.c:    if (ch->level > 6)
zarius.c:                        IS_SET(ch->wiznet,
zarius.c:        SET_BIT(ch->wiznet, WIZ_ON);
zarius.c:        REMOVE_BIT(ch->wiznet, WIZ_ON);
zarius.c:    if (IS_SET(ch->wiznet, wiznet_table[flag].flag))
zarius.c:        REMOVE_BIT(ch->wiznet, wiznet_table[flag].flag);
zarius.c:        SET_BIT(ch->wiznet, wiznet_table[flag].flag);
zarius.c:    if (victim->trust > ch->trust)
zarius.c:    if (victim->trust > ch->trust)
zarius.c:        if (ch->bones < amount)
zarius.c:        ch->bones -= amount;
zarius.c:                    ch->pcdata->switchname, amount, exp_cost);
zarius.c:        if (ch->bones < amount)
zarius.c:        ch->bones -= amount;
zarius.c:                    ch->pcdata->switchname, amount, bones_cost);
zarius.c:        if (ch->bones < amount)
zarius.c:        ch->bones -= amount;
zarius.c:                    ch->pcdata->switchname, amount, cp_cost);
zarius.c:        if (ch->bones < amount)
zarius.c:        ch->bones -= amount;
zarius.c:                    ch->pcdata->switchname, amount, dt_cost);
zarius.c:        if (wch->level < iLevelLower
zarius.c:                || wch->level > iLevelUpper
zarius.c:                || (fImmortalOnly && wch->level < LEVEL_IMMORTAL)
zarius.c:                || (fClassRestrict && wch->level != LEVEL_HERO))
zarius.c:        if (wch->level < 7)
zarius.c:        //if (wch->level > 6 && IS_SET(wch->act, PLR_WIZINVIS)) continue;
zarius.c:        if (wch->level < 7)
zarius.c:        if (wch->pkill > 0)
zarius.c:            if (100 * wch->pkill / (wch->pkill + wch->pdeath) <
zarius.c:                        (100 * wch->pkill /
zarius.c:                         (wch->pkill + wch->pdeath)));
zarius.c:                && wch->pcdata->chobj != NULL)
zarius.c:            if (wch->pcdata->chobj->pIndexData->vnum == 12)
zarius.c:            else if (wch->pcdata->chobj->pIndexData->vnum ==
zarius.c:            switch (wch->level)
zarius.c:                else if (wch->prefix != NULL)
zarius.c:                    class = wch->prefix;
zarius.c:                         (wch->pcdata->switchname, "Zarius"))
zarius.c:                else if (wch->prefix != NULL)
zarius.c:                    class = wch->prefix;
zarius.c:                         (wch->pcdata->switchname, "______"))
zarius.c:                         (wch->pcdata->switchname, "Anubis"))
zarius.c:                         (wch->pcdata->switchname, "-----"))
zarius.c:                if (wch->prefix != NULL)
zarius.c:                    class = wch->prefix;
zarius.c:                         (wch->pcdata->jflags, JFLAG_BULLY))
zarius.c:                else if (wch->race <= 0)
zarius.c:                else if (wch->race <= 3)
zarius.c:                else if (wch->race <= 6)
zarius.c:                else if (wch->race <= 9)
zarius.c:                else if (wch->race <= 12)
zarius.c:                else if (wch->race <= 15)
zarius.c:                else if (wch->race <= 18)
zarius.c:                else if (wch->race <= 21)
zarius.c:                else if (wch->race <= 24)
zarius.c:                else if (wch->race <= 27)
zarius.c:                else if (wch->race <= 30)
zarius.c:                else if (wch->race <= 33)
zarius.c:                else if (wch->race <= 36)
zarius.c:                else if (wch->race <= 39)
zarius.c:                else if (wch->race <= 42)
zarius.c:                else if (wch->race <= 45)
zarius.c:                else if (wch->race <= 50)
zarius.c:                else if (wch->race <= 55)
zarius.c:        if (wch->class > 0)
zarius.c:            else if (wch->class == CLASS_LICH)
zarius.c:            else if (wch->class == CLASS_FAE)
zarius.c:            else if (wch->class == CLASS_GIANT)
zarius.c:            else if (wch->class == CLASS_HOBBIT)
zarius.c:            else if (wch->class == CLASS_DRONE)
zarius.c:        if (IS_SET(wch->newbits, NEW_MASTERY))
zarius.c:            if (!IS_SET(wch->special, SPC_HAS_CHOSEN_RELIGION))
zarius.c:                        religion_table[wch->pcdata->religion].
zarius.c:                        rankname[wch->pcdata->relrank],
zarius.c:                        religion_table[wch->pcdata->religion].
zarius.c:                kingdom_table[wch->pcdata->kingdom].whoname);
zarius.c:                (kingdom_table[wch->pcdata->kingdom].general, wch->name))
zarius.c:            if (wch->sex == SEX_FEMALE)
zarius.c:                        kingdom_table[wch->pcdata->kingdom].
zarius.c:                        kingdom_table[wch->pcdata->kingdom].
zarius.c:                 (wch->pcdata->switchname,
zarius.c:                  kingdom_table[wch->pcdata->kingdom].leader))
zarius.c:            if (wch->sex == SEX_FEMALE)
zarius.c:                        kingdom_table[wch->pcdata->kingdom].
zarius.c:                        kingdom_table[wch->pcdata->kingdom].
zarius.c:        if (wch->level > 6)
zarius.c:                    wch->pcdata->switchname, wch->pcdata->title,
zarius.c:        else if (wch->level >= 3 && wch->level <= 6)
zarius.c:            if (wch->race >= 43)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 40 && wch->race <= 42)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 37 && wch->race <= 39)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 34 && wch->race <= 36)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 31 && wch->race <= 33)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 28 && wch->race <= 30)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 25 && wch->race <= 27)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 22 && wch->race <= 24)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 19 && wch->race <= 21)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 16 && wch->race <= 18)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 13 && wch->race <= 15)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 10 && wch->race <= 12)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 7 && wch->race <= 9)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 4 && wch->race <= 6)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race >= 1 && wch->race <= 3)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:            else if (wch->race == 0)
zarius.c:                        kav, wch->pcdata->switchname,
zarius.c:                        wch->pcdata->title, king, faith);
zarius.c:        else if (wch->level < 3)
zarius.c:                    wch->pcdata->switchname, wch->pcdata->title,
zarius.c:        if ((d->connected == CON_PLAYING) && IS_JUDGE(ch) && !IS_SET(ch->deaf, CHANNEL_LOG))
zarius_comm.c:    if (buf_string(ch->pcdata->buffer)[0] == '\0')
zarius_comm.c:    send_to_char(buf_string(ch->pcdata->buffer), ch);
zarius_comm.c:    clear_buf(ch->pcdata->buffer);
zarius_comm.c:    ch->tells = 0;
zarius_comm.c:                ch->talkcolor);
zarius_comm.c:    if (ch->bones < cost)
zarius_comm.c:                cost - ch->bones);
zarius_comm.c:        ch->talkcolor = pcolornum;
zarius_comm.c:        ch->bones -= cost;
zarius_comm.c:        ttemp = ch->talkcolor;
zarius_comm.c://        reply = dochat(ch->name, msg, victim ? victim->name : "you");
zarius_comm.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
zarius_games.c:    for (slotMachine = ch->in_room->contents; slotMachine != NULL;
zarius_games.c:    if (cost > ch->bones)
zarius_games.c:    ch->bones -= cost;
zarius_games.c:    ch->bones += winnings;
zarius_games.c:                ch->pcdata->switchname, winnings);
zarius_games.c:    for (dealer = ch->in_room->people; dealer;
zarius_games.c:    if (bet > ch->bones)
zarius_games.c:        ch->bones -= bet;
zarius_games.c:        ch->bones += bet;
zarius_games.c:        ch->bones -= bet;
zarius_proj.c:    if (!ch->desc)
zarius_proj.c:                        || str_cmp(ch->name, pproject->owner))
zarius_proj.c:                        || str_cmp(ch->name, pproject->coder)))
zarius_proj.c:                !str_cmp(pproject->owner, ch->name))
zarius_proj.c:        pproject->owner = str_dup(ch->name);
zarius_proj.c:        if (pproject->coder && !str_cmp(ch->name, pproject->coder))
zarius_proj.c:        pproject->coder = str_dup(ch->name);
zarius_proj.c:        if (pproject->owner && str_cmp(pproject->owner, ch->name)
zarius_proj.c:                && pproject->coder && str_cmp(pproject->coder, ch->name))
zarius_proj.c:            string_append(ch, &ch->pnote->text);
zarius_proj.c:            free_string(ch->pnote->subject);
zarius_proj.c:            ch->pnote->subject = str_dup(argument);
zarius_proj.c:                    && str_cmp(ch->name, pproject->owner)
zarius_proj.c:                    && str_cmp(ch->name, pproject->coder)
zarius_proj.c:            if (!ch->pnote)
zarius_proj.c:            if (!ch->pnote->subject)
zarius_proj.c:            ch->pnote->date = str_dup(strtime);
zarius_proj.c:            ch->pnote->sender = ch->name;
zarius_proj.c:            plog = ch->pnote;
zarius_proj.c:            ch->pnote = NULL;
zarius_proj.c:                    && str_cmp(ch->name, pproject->owner)
zarius_proj.c:                    && str_cmp(ch->name, pproject->coder))
zarius_proj.c:                    && str_cmp(ch->name, pproject->owner)
zarius_proj.c:                    && str_cmp(ch->name, pproject->coder))
zarius_proj.c:                    && str_cmp(ch->name, pproject->owner)
zarius_proj.c:                    && str_cmp(ch->name, pproject->coder))
zarius_proj.c:    if (ch->pnote != NULL)
zarius_proj.c:        pnote = alloc_perm(sizeof(*ch->pnote));
zarius_proj.c:    pnote->sender = str_dup(ch->name);
zarius_proj.c:    ch->pnote = pnote;
zarius_shop.c:    room = ch->in_room;
zarius_shop.c:            if (ch->bones < itemcost)
zarius_shop.c:                        itemcost, ch->bones);
zarius_shop.c:            obj->questowner = str_dup(ch->pcdata->switchname);
zarius_shop.c:            ch->bones -= itemcost;
zarius_shop.c:    room = ch->in_room;
zarius_shop.c:                && str_cmp(ch->pcdata->switchname, obj->questowner))
zarius_shop.c://        if (!str_cmp(ch->pcdata->switchname,obj->questowner))
zarius_shop.c:            ch->bones += value;
zarius_shop.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
zarius_shop.c:                    && str_cmp(ch->pcdata->switchname,
zarius_shop.c:        if (!str_cmp(ch->pcdata->switchname,obj->questowner))
zarius_shop.c:                ch->bones += total;
zarius_shop.c:                ch->bones += total;
zarius_shop.c:    room = ch->in_room;
zarius_shop.c:    room = ch->in_room;
zarius_shop.c:    //if ( (ch->in_room->vnum >= 40021 && ch->in_room->vnum <= 40030) && (!IS_CLASS(ch,CLASS_THIEF) && !IS_CLASS3(ch,CLASS3_ASSASSIN) && !IS_CLASS2(ch,CLASS2_NIGHTBLADE) ) )
zombie.c:    cost = ch->pcdata->powers[ZOM_LEVEL] * 1000;
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] >= ZOM_WIGHT)
zombie.c:    if (cost > ch->pcdata->powers[ZOM_FLESH])
zombie.c:                 cost - ch->pcdata->powers[ZOM_FLESH]);
zombie.c:    ch->pcdata->powers[ZOM_FLESH] -= cost;
zombie.c:    ch->pcdata->powers[ZOM_LEVEL] += 1;
zombie.c:    switch (ch->pcdata->powers[ZOM_LEVEL])
zombie.c:        SET_BIT (ch->pcdata->powers[ZOM_ACTIVE], ZOM_DECAY);
zombie.c:        SET_BIT (ch->pcdata->powers[ZOM_ACTIVE], ZOM_ARISE);
zombie.c:        SET_BIT (ch->pcdata->powers[ZOM_ACTIVE], ZOM_CLAWS);
zombie.c:        SET_BIT (ch->pcdata->powers[ZOM_ACTIVE], ZOM_PLAGUE);
zombie.c:        SET_BIT (ch->pcdata->powers[ZOM_ACTIVE], ZOM_TOUGH);
zombie.c:    for (corpse = ch->in_room->contents; corpse != NULL; corpse = c_next)
zombie.c:        ch->pcdata->powers[ZOM_FLESH] += 2;
zombie.c:        if(global_cp)      ch->pcdata->powers[ZOM_FLESH] += 4;
zombie.c:            obj_to_room (obj, ch->in_room);
zombie.c:    if (ch->position == POS_STANDING)
zombie.c:        ch->position = POS_MEDITATING;
zombie.c:    if (!IS_SET (ch->affected_by, AFF_SHADOWSIGHT))
zombie.c:        SET_BIT (ch->affected_by, AFF_SHADOWSIGHT);
zombie.c:        REMOVE_BIT (ch->affected_by, AFF_SHADOWSIGHT);
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 2)
zombie.c:    if (IS_SET (ch->in_room->room_flags, ROOM_ASTRAL))
zombie.c:    if (ch->fighting == NULL || IS_NPC ((victim = ch->fighting)))
zombie.c:    ch->hit -= damage;
zombie.c:             ch->pcdata->switchname, damage2);
zombie.c:    oldl = ch->level;
zombie.c:    ch->level = 12;
zombie.c:    ch->level = oldl;
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 2)
zombie.c:    if (!IS_SET (ch->newbits2, NEW2_DEATHSENSE))
zombie.c:        SET_BIT (ch->newbits2, NEW2_DEATHSENSE);
zombie.c:        SET_BIT (ch->act, PLR_HOLYLIGHT);
zombie.c:        REMOVE_BIT (ch->newbits2, NEW2_DEATHSENSE);
zombie.c:        REMOVE_BIT (ch->act, PLR_HOLYLIGHT);
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 2)
zombie.c:    if (ch->fighting != NULL)
zombie.c:        ch->combat = victim;
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 3)
zombie.c:    sprintf (buf, "%s ignites the gases within %s!", ch->pcdata->switchname,
zombie.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
zombie.c:        vch_next = vch->next_in_room;
zombie.c:                dam = 2500 * ch->pcdata->powers[ZOM_LEVEL];
zombie.c:                         vch->name, dam);
zombie.c:    if (IS_CLASS(ch, CLASS_ZOMBIE) && ch->pcdata->powers[ZOM_LEVEL] < 4)
zombie.c:    if (IS_CLASS(ch, CLASS_ZOMBIE) && ch->pcdata->powers[ZOM_FLESH] < 100)
zombie.c:    ch->loc_hp[0] = 0;
zombie.c:    ch->loc_hp[1] = 0;
zombie.c:    ch->loc_hp[2] = 0;
zombie.c:    ch->loc_hp[3] = 0;
zombie.c:    ch->loc_hp[4] = 0;
zombie.c:    ch->loc_hp[5] = 0;
zombie.c:    ch->loc_hp[6] = 0;
zombie.c:    ch->pcdata->powers[ZOM_FLESH] -= 100;
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 4)
zombie.c:    if (ch->pcdata->powers[ZOM_FLESH] < 10)
zombie.c:        obj_to_room (corpse, ch->in_room);
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 5)
zombie.c:        if (ch->fighting == NULL)
zombie.c:        victim = ch->fighting;
zombie.c:        if ((victim->fighting != NULL) && (victim->fighting->name != ch->name))
zombie.c:            if ((victim->pcdata->kingdom == 0) || (ch->pcdata->kingdom == 0))
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 6)
zombie.c:    sprintf (buf, "%s absorbs %s!", ch->pcdata->switchname,
zombie.c:    ch->hit += number_range (7500, 8000);
zombie.c:    if (ch->hit > ch->max_hit)
zombie.c:        ch->hit = ch->max_hit;
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 6)
zombie.c:    if (ch->pcdata->powers[ZOM_ASSIM] > (ch->tier + 1) * 5)
zombie.c:    sprintf (buf, "%s stores %s inside of $mself!", ch->pcdata->switchname,
zombie.c:    ch->pcdata->powers[ZOM_ASSIM] += 1;
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 6)
zombie.c:    if (arg[0] == '\0' && ch->fighting == NULL)
zombie.c:        if ((victim = ch->fighting) == NULL)
zombie.c:    for (i = 0; i < ch->pcdata->powers[ZOM_ASSIM]; i += 1)
zombie.c:    ch->pcdata->powers[ZOM_ASSIM] = 0;
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 7)
zombie.c:    if (!IS_SET (ch->affected_by, AFF_ETHEREAL))
zombie.c:        SET_BIT (ch->affected_by, AFF_ETHEREAL);
zombie.c:        REMOVE_BIT (ch->affected_by, AFF_ETHEREAL);
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 7)
zombie.c:        SET_BIT (ch->immune, IMM_SHIELDED);
zombie.c:    REMOVE_BIT (ch->immune, IMM_SHIELDED);
zombie.c:    if (ch->pcdata->powers[ZOM_LEVEL] < 7)
zombie.c:    for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room)
zombie.c:        if (ich == ch || ich->trust > 6)
zombie.c:        if (IS_SET (ich->newbits2, NEW2_HAUNT))
zombie.c:            REMOVE_BIT (ich->newbits2, NEW2_HAUNT);
zombie.c:        if (IS_SET (ich->act, PLR_WIZINVIS))
zombie.c:            REMOVE_BIT (ich->act, PLR_WIZINVIS);
zombie.c:        if (IS_SET (ich->act, AFF_HIDE))
zombie.c:            REMOVE_BIT (ich->act, AFF_HIDE);
zombie.c:        if (IS_SET (ich->affected_by, AFF_SHIFT))
zombie.c:            REMOVE_BIT (ich->affected_by, AFF_SHIFT);
zombie.c:        if (IS_SET (ich->extra, EXTRA_EARTHMELD))
zombie.c:            REMOVE_BIT (ich->extra, EXTRA_EARTHMELD);
zombie.c:            REMOVE_BIT (ich->affected_by, AFF_SHADOWPLANE);
zombie.c:            REMOVE_BIT (ich->affected_by, AFF_PEACE);
zombie.c:            REMOVE_BIT (ich->affected_by, AFF_ETHEREAL);
zombie.c:        if (IS_SET (ich->newbits2, NEW2_SPECTER))
zombie.c:            REMOVE_BIT (ich->newbits2, NEW2_SPECTER);
zombie.c:        if (IS_SET (ich->newbits2, NEW2_HIDE))
zombie.c:            REMOVE_BIT (ich->newbits2, NEW2_HIDE);
zombie.c:        if (IS_CLASS (ich, CLASS_VAMPIRE) && IS_SET (ich->polyaff, POLY_MIST))
zombie.c:                && IS_SET (ich->newbits, NEW_DARKNESS))
zombie.c:            REMOVE_BIT (ich->newbits, NEW_DARKNESS);
zombie.c:            REMOVE_BIT (ich->in_room->room_flags, ROOM_TOTAL_DARKNESS);
zombie.c:    if(ch->in_room != NULL && IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) {
zombie.c:    chroom = ch->in_room;
zombie.c:        REMOVE_BIT (ch->affected_by, AFF_SHADOWPLANE);
zombie.c:        SET_BIT (ch->affected_by, AFF_SHADOWPLANE);
zombie.c:        SET_BIT (ch->affected_by, AFF_SHADOWPLANE);
zombie.c:        REMOVE_BIT (ch->affected_by, AFF_SHADOWPLANE);
zombie.c:    if( (ch->pcdata->powers[ZOM_FLESH] - tamount) < 0) {
zombie.c:    sprintf(buf,"%s transfers %d points of energy to you.\n\r",ch->pcdata->switchname,tamount);
zombie.c:    ch->pcdata->powers[ZOM_FLESH] -= tamount;
